#ifndef __MEDIA_DEFINITIONS_H #define __MEDIA_DEFINITIONS_H /* MEDIA_DEFINITIONS.H Copyright (C) 1991-2001 and beyond by Bungie Studios, Inc. and the "Aleph One" developers. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. This license is contained in the file "COPYING", which is included with this source code; it is available online at http://www.gnu.org/licenses/gpl.html Sunday, March 26, 1995 11:09:26 PM (Jason') Feb 3, 2000 (Loren Petrich): Added Jjaro media type May 17, 2000 (Loren Petrich): Jjaro media type has its own fade effect */ /* ---------- structures */ struct media_definition { int16 collection, shape, shape_count, shape_frequency; int16 transfer_mode; int16 damage_frequency; // mask&ticks struct damage_definition damage; int16 detonation_effects[NUMBER_OF_MEDIA_DETONATION_TYPES]; int16 sounds[NUMBER_OF_MEDIA_SOUNDS]; int16 submerged_fade_effect; }; /* ---------- globals */ // LP addition: added JjaroGoo support (copy of sewage) static struct media_definition media_definitions[NUMBER_OF_MEDIA_TYPES]= { /* _media_water */ { _collection_walls1, 19, 1, 0, /* collection, shape, shape_count, frequency */ _xfer_normal, /* transfer mode */ 0, {NONE, 0, 0, 0, FIXED_ONE}, /* damage frequency and definition */ {_effect_small_water_splash, _effect_medium_water_splash, _effect_large_water_splash, _effect_large_water_emergence}, /* small, medium, large detonation effects */ {NONE, NONE, _snd_enter_water, _snd_exit_water, _snd_walking_in_water, _ambient_snd_water, _ambient_snd_under_media, _snd_enter_water, _snd_exit_water}, _effect_under_water, /* submerged fade effect */ }, /* _media_lava */ { _collection_walls2, 12, 1, 0, /* collection, shape, shape_count, frequency */ _xfer_normal, /* transfer mode */ 0xf, {_damage_lava, _alien_damage, 16, 0, FIXED_ONE}, /* damage frequency and definition */ {_effect_small_lava_splash, _effect_medium_lava_splash, _effect_large_lava_splash, _effect_large_lava_emergence}, /* small, medium, large detonation effects */ {NONE, NONE, _snd_enter_lava, _snd_exit_lava, _snd_walking_in_lava, _ambient_snd_lava, _ambient_snd_under_media, _snd_enter_lava, _snd_exit_lava}, _effect_under_lava, /* submerged fade effect */ }, /* _media_goo */ { _collection_walls5, 5, 1, 0, /* collection, shape, shape_count, frequency */ _xfer_normal, /* transfer mode */ 0x7, {_damage_goo, _alien_damage, 8, 0, FIXED_ONE}, /* damage frequency and definition */ {_effect_small_goo_splash, _effect_medium_goo_splash, _effect_large_goo_splash, _effect_large_goo_emergence}, /* small, medium, large detonation effects */ {NONE, NONE, _snd_enter_lava, _snd_exit_lava, _snd_walking_in_lava, _ambient_snd_goo, _ambient_snd_under_media, _snd_enter_lava, _snd_exit_lava}, _effect_under_goo, /* submerged fade effect */ }, /* _media_sewage */ { _collection_walls3, 13, 1, 0, /* collection, shape, shape_count, frequency */ _xfer_normal, /* transfer mode */ 0, {NONE, 0, 0, 0, FIXED_ONE}, /* damage frequency and definition */ {_effect_small_sewage_splash, _effect_medium_sewage_splash, _effect_large_sewage_splash, _effect_large_sewage_emergence}, /* small, medium, large detonation effects */ {NONE, NONE, _snd_enter_sewage, _snd_exit_sewage, NONE, _ambient_snd_sewage, _ambient_snd_under_media, _snd_enter_sewage, _snd_exit_sewage}, _effect_under_sewage, /* submerged fade effect */ }, /* _media_jjaro */ { _collection_walls4, 13, 1, 0, /* collection, shape, shape_count, frequency */ _xfer_normal, /* transfer mode */ 0, {NONE, 0, 0, 0, FIXED_ONE}, /* damage frequency and definition */ {_effect_small_jjaro_splash, _effect_medium_jjaro_splash, _effect_large_jjaro_splash, _effect_large_jjaro_emergence}, /* small, medium, large detonation effects */ {NONE, NONE, _snd_enter_sewage, _snd_exit_sewage, NONE, _ambient_snd_sewage, _ambient_snd_under_media, _snd_enter_sewage, _snd_exit_sewage}, _effect_under_jjaro, /* submerged fade effect */ }, }; #endif