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82 lines
2.5 KiB
C
82 lines
2.5 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef SECTOR_H
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#define SECTOR_H
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BEGIN_SW_NS
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void SectorSetup(void);
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DOOR_AUTO_CLOSE* SetDoorAutoClose(short SectorNum, short Type);
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void DoDragging(void);
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int MoveDoorVert(short door_sector, short dir, short door_speed);
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int MoveDoorUp(short door_sector, short auto_close, short door_speed);
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int MoveDoorDown(short door_sector, short dir, short door_speed);
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int MoveDoorHoriz(short door_sector, short dir, short door_speed);
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void DoDoorsClose(void);
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short Switch(short SwitchSector);
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void PlayerOperateEnv(PLAYER* pp);
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int TeleportToSector(PLAYER* pp, int newsector);
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int OperateSector(sectortype* sect,short player_is_operating);
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int OperateSprite(DSWActor*, short player_is_operating);
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void OperateTripTrigger(PLAYER* pp);
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enum SO_SCALE_TYPE
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{
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SO_SCALE_NONE,
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SO_SCALE_HOLD,
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SO_SCALE_DEST,
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SO_SCALE_RANDOM,
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SO_SCALE_CYCLE,
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SO_SCALE_RANDOM_POINT
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};
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#define SCALE_POINT_SPEED (4 + RandomRange(8))
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struct NEAR_TAG_INFO
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{
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int dist;
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sectortype* sectp;
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walltype* wallp;
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DSWActor* actor;
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};
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extern short nti_cnt;
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void DoSpawnSpotsForKill(short match);
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void DoSpawnSpotsForDamage(short match);
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void DoMatchEverything(PLAYER* pp, short match, short state);
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bool ComboSwitchTest(short combo_type,short match);
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void DoSoundSpotStopSound(short match);
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void DoSector(void);
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int AnimateSwitch(DSWActor* actor, int tgt_value);
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void ShootableSwitch(DSWActor*);
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bool TestKillSectorObject(SECTOR_OBJECT* sop);
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void WeaponExplodeSectorInRange(DSWActor*);
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END_SW_NS
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#endif
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