/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.  
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
*/
/*
 * $Source: f:/miner/source/main/rcs/effects.h $
 * $Revision: 2.0 $
 * $Author: john $
 * $Date: 1995/02/27 11:27:34 $
 * 
 * Headerfile for effects.c
 * 
 * $Log: effects.h $
 * Revision 2.0  1995/02/27  11:27:34  john
 * New version 2.0, which has no anonymous unions, builds with
 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
 * 
 * Revision 1.15  1994/11/08  21:12:07  matt
 * Added functions to stop & start effects
 * 
 * Revision 1.14  1994/10/13  17:14:11  adam
 * MAX_EFFECTS to 60 (ugh)
 * 
 * Revision 1.13  1994/10/05  10:14:34  adam
 * MAX_EFFECTS to 50
 * 
 * Revision 1.12  1994/10/04  18:59:09  matt
 * Exploding eclips now play eclip while exploding, then switch to static bm
 * 
 * Revision 1.11  1994/10/04  15:17:52  matt
 * Took out references to unused constant
 * 
 * Revision 1.10  1994/09/29  14:15:00  matt
 * Added sounds for eclips (wall effects)
 * 
 * Revision 1.9  1994/09/25  00:40:24  matt
 * Added the ability to make eclips (monitors, fans) which can be blown up
 * 
 * Revision 1.8  1994/08/05  15:55:25  matt
 * Cleaned up effects system, and added alternate effects for after mine
 * destruction.
 * 
 * Revision 1.7  1994/08/01  23:17:20  matt
 * Add support for animating textures on robots
 * 
 * Revision 1.6  1994/05/19  18:13:18  yuan
 * MAX_EFFECTS increased to 30
 * 
 * Revision 1.5  1994/03/15  16:32:37  yuan
 * Cleaned up bm-loading code.
 * (Fixed structures too)
 * 
 * Revision 1.4  1994/03/04  17:09:07  yuan
 * New door stuff.
 * 
 * Revision 1.3  1994/01/19  18:22:45  yuan
 * Changed number of effects from 10-20
 * 
 * Revision 1.2  1994/01/11  10:39:07  yuan
 * Special effects new implementation
 * 
 * Revision 1.1  1994/01/10  10:36:14  yuan
 * Initial revision
 * 
 * 
 */



#ifndef _EFFECTS_H
#define _EFFECTS_H

#include "vclip.h"

#define MAX_EFFECTS 60

//flags for eclips.  If no flags are set, always plays

#define EF_CRITICAL		1		//this doesn't get played directly (only when mine critical)
#define EF_ONE_SHOT		2		//this is a special that gets played once
#define EF_STOPPED		4		//this has been stopped

typedef struct eclip {
	vclip 		vc;				//imbedded vclip
	fix			time_left;		//for sequencing
	int			frame_count;	//for sequencing
	short			changing_wall_texture;			//Which element of Textures array to replace.
	short			changing_object_texture;		//Which element of ObjBitmapPtrs array to replace.
	int			flags;			//see above
	int			crit_clip;		//use this clip instead of above one when mine critical
	int			dest_bm_num;	//use this bitmap when monitor destroyed
	int			dest_vclip;		//what vclip to play when exploding
	int			dest_eclip;		//what eclip to play when exploding
	fix			dest_size;		//3d size of explosion
	int			sound_num;		//what sound this makes
	int			segnum,sidenum;	//what seg & side, for one-shot clips
} eclip;

extern int Num_effects;
extern eclip Effects[MAX_EFFECTS];

// Set up special effects.
extern void init_special_effects(); 

// Clear any active one-shots
void reset_special_effects();

// Function called in game loop to do effects.
extern void do_special_effects();

// Restore bitmap
extern void restore_effect_bitmap_icons();

//stop an effect from animating.  Show first frame.
void stop_effect(int effect_num);

//restart a stopped effect
void restart_effect(int effect_num);

#endif

