//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #ifndef SECTOR_H #define SECTOR_H BEGIN_SW_NS void SectorSetup(void); DOOR_AUTO_CLOSEp SetDoorAutoClose(short SectorNum, short Type); void DoDragging(void); int MoveDoorVert(short door_sector, short dir, short door_speed); int MoveDoorUp(short door_sector, short auto_close, short door_speed); int MoveDoorDown(short door_sector, short dir, short door_speed); int MoveDoorHoriz(short door_sector, short dir, short door_speed); void DoDoorsClose(void); short Switch(short SwitchSector); void PlayerOperateEnv(PLAYERp pp); int TeleportToSector(PLAYERp pp, int newsector); int OperateSector(sectortype* sect,short player_is_operating); int OperateSprite(DSWActor*, short player_is_operating); int OperateWall(short wallnum, short player_is_operating); void OperateTripTrigger(PLAYERp pp); enum SO_SCALE_TYPE { SO_SCALE_NONE, SO_SCALE_HOLD, SO_SCALE_DEST, SO_SCALE_RANDOM, SO_SCALE_CYCLE, SO_SCALE_RANDOM_POINT }; #define SCALE_POINT_SPEED (4 + RandomRange(8)) typedef struct { int dist; short sectnum, wallnum; DSWActor* actor; } NEAR_TAG_INFO, *NEAR_TAG_INFOp; extern short nti_cnt; void DoSpawnSpotsForKill(short match); void DoSpawnSpotsForDamage(short match); void DoMatchEverything(PLAYERp pp, short match, short state); bool ComboSwitchTest(short combo_type,short match); void DoSoundSpotStopSound(short match); void DoSector(void); short AnimateSwitch(SPRITEp sp,short tgt_value); void ShootableSwitch(DSWActor*); bool TestKillSectorObject(SECTOR_OBJECTp sop); void WeaponExplodeSectorInRange(DSWActor*); END_SW_NS #endif