/*
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 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
*/



#ifndef _EFFECTS_H
#define _EFFECTS_H

#include "vclip.h"

#define MAX_EFFECTS 110

//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
