raze/polymer/eduke32/source/sector.h
2013-10-27 21:12:20 +00:00

136 lines
4.4 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __sector_h__
#define __sector_h__
#include "gamevars.h"
#include "actors.h" // actor_t
#include "player.h" // playerspawn_t
#define MAXCYCLERS 1024
#define MAXANIMATES 256
#define MAXANIMWALLS 512
typedef struct {
int16_t wallnum, tag;
} animwalltype;
typedef struct {
// this needs to have a copy of everything related to the map/actor state
// see savegame.c
int32_t animategoal[MAXANIMATES], animatevel[MAXANIMATES], g_animateCount;
int32_t animateptr[MAXANIMATES];
int32_t lockclock;
int32_t msx[2048], msy[2048];
int32_t randomseed, g_globalRandom;
int32_t pskyidx;
int16_t SpriteDeletionQueue[1024],g_spriteDeleteQueuePos;
int16_t animatesect[MAXANIMATES];
int16_t cyclers[MAXCYCLERS][6];
int16_t g_mirrorWall[64], g_mirrorSector[64], g_mirrorCount;
int16_t g_numAnimWalls;
int16_t g_numClouds,clouds[128],cloudx[128],cloudy[128];
int16_t g_numCyclers;
int32_t numsprites;
int16_t tailspritefree;
int16_t headspritesect[MAXSECTORS+1];
int16_t headspritestat[MAXSTATUS+1];
int16_t nextspritesect[MAXSPRITES];
int16_t nextspritestat[MAXSPRITES];
int16_t numsectors;
int16_t numwalls;
int16_t prevspritesect[MAXSPRITES];
int16_t prevspritestat[MAXSPRITES];
uint16_t g_earthquakeTime;
int8_t g_numPlayerSprites;
uint8_t show2dsector[(MAXSECTORS+7)>>3];
actor_t actor[MAXSPRITES];
playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
animwalltype animwall[MAXANIMWALLS];
sectortype sector[MAXSECTORS];
spriteext_t spriteext[MAXSPRITES];
spritetype sprite[MAXSPRITES];
walltype wall[MAXWALLS];
#if !defined LUNATIC
intptr_t *vars[MAXGAMEVARS];
#else
char *savecode;
#endif
#ifdef YAX_ENABLE
int32_t numyaxbunches;
# if !defined NEW_MAP_FORMAT
int16_t yax_bunchnum[MAXSECTORS][2];
int16_t yax_nextwall[MAXWALLS][2];
# endif
#endif
} mapstate_t;
extern void G_SaveMapState();
extern void G_RestoreMapState();
typedef struct {
int32_t partime, designertime;
char *name, *filename, *musicfn, *alt_musicfn;
mapstate_t *savedstate;
} map_t;
//extern map_t MapInfo[(MAXVOLUMES+1)*MAXLEVELS]; // +1 volume for "intro", "briefing" music
void G_ActivateBySector(int32_t sect,int32_t j);
int32_t A_CallSound(int32_t sn,int32_t whatsprite);
int32_t A_CheckHitSprite(int32_t i,int16_t *hitsp);
void A_DamageObject(int32_t i,int32_t sn);
void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith);
int32_t __fastcall A_FindPlayer(const spritetype *s,int32_t *d);
void G_AlignWarpElevators(void);
int32_t CheckDoorTile(int32_t dapic);
void G_AnimateCamSprite(void);
void G_AnimateWalls(void);
int32_t G_ActivateWarpElevators(int32_t s,int32_t d);
int32_t G_CheckActivatorMotion(int32_t lotag);
void G_DoSectorAnimations(void);
void G_OperateActivators(int32_t low,int32_t snum);
void G_OperateForceFields(int32_t s,int32_t low);
void G_OperateMasterSwitches(int32_t low);
void G_OperateRespawns(int32_t low);
void G_OperateSectors(int32_t sn,int32_t ii);
void P_HandleSharedKeys(int32_t snum);
int32_t GetAnimationGoal(const int32_t *animptr);
int32_t isanearoperator(int32_t lotag);
int32_t isanunderoperator(int32_t lotag);
int32_t ldist(const spritetype *s1, const spritetype *s2);
int32_t dist(const spritetype *s1, const spritetype *s2);
int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchissprite);
void P_CheckSectors(int32_t snum);
int32_t Sect_DamageCeiling(int32_t sn);
int32_t SetAnimation(int32_t animsect,int32_t *animptr,int32_t thegoal,int32_t thevel);
#include "sector_inline.h"
#endif