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//-------------------------------------------------------------------------
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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 PANEL_H
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#define PANEL_H
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#include "mytypes.h"
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#include "game.h"
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#define FRAG_BAR 2920
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#define PRI_FRONT_MAX 250
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#define PRI_FRONT 192
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#define PRI_MID 128
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#define PRI_BACK 64
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#define PRI_BACK_MAX 0
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#define MAKE_CONPIC_ENUM
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enum conpic_id
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{
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#include "conpic.h"
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};
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typedef enum conpic_id CONPIC_ID;
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#undef MAKE_CONPIC_ENUM
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enum PanelSpriteIDs
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{
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ID_BORDER_TOP = 1, ID_BORDER_BOTTOM, ID_BORDER_LEFT, ID_BORDER_RIGHT, ID_BORDER_SHADE,
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ID_PANEL_BORDER_LEFT, ID_PANEL_BORDER_RIGHT,
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ID_TEXT, ID_TEXT2, ID_TEXT3, ID_TEXT4
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};
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struct PANEL_STATEstruct
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{
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short picndx; // for pip stuff in conpic.h
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int tics;
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void (*Animator)(PANEL_SPRITEp); // JBF: return type was long
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PANEL_STATEp NextState;
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uint32_t flags;
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uint8_t xvel;
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uint8_t yvel;
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};
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#define PANF_PRIMARY (BIT(0)) // denotes primary weapon
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#define PANF_SECONDARY (BIT(1)) // denotes secondary weapon
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#define PANF_BOB (BIT(2))
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#define PANF_REST_POS (BIT(3)) // used for certain weapons - fireball
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#define PANF_RELOAD (BIT(4)) // reload flag used for uzi
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#define PANF_TRANS_FLIP (BIT(5)) // translucent flip - matches rotate sprite
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#define PANF_ACTION_POS (BIT(6)) // used for certain weapons - fireball
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#define PANF_WEAPON_HIDE (BIT(7)) // hide when climbing/driving
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#define PANF_TRANSLUCENT (BIT(8)) // turn invisible
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#define PANF_INVISIBLE (BIT(9)) // turn invisible
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#define PANF_DEATH_HIDE (BIT(10)) // hide done when dead
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#define PANF_KILL_AFTER_SHOW (BIT(11)) // kill after showing numpages times
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#define PANF_SCREEN_CLIP (BIT(12)) // maintain aspect to the screen
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#define PANF_STATUS_AREA (BIT(13)) // maintain aspect to the screen
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#define PANF_IGNORE_START_MOST (BIT(14)) // maintain aspect to the screen
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#define PANF_XFLIP (BIT(15)) // xflip
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#define PANF_SUICIDE (BIT(16)) // kill myself
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#define PANF_WEAPON_SPRITE (BIT(17)) // its a weapon sprite - for V mode
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#define PANF_CORNER (BIT(18)) // draw from the corner
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#define PANF_NOT_IN_VIEW (BIT(19)) // not in view
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#define PANF_UNHIDE_SHOOT (BIT(20)) // shoot after un-hiding a weapon
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#define PANF_JUMPING (BIT(21))
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#define PANF_FALLING (BIT(22))
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#define PANF_DRAW_BEFORE_VIEW (BIT(30)) // draw before drawrooms
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#define PANF_NOT_ALL_PAGES (BIT(31)) // DONT use permanentwritesprite bit for rotatesprite
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typedef void (*PANEL_SPRITE_FUNCp)(PANEL_SPRITEp);
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typedef struct
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{
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PANEL_STATEp State;
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int flags;
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short tics;
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short pic;
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short xoff; // from panel sprite center x
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short yoff; // from panel sprite center y
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} PANEL_SPRITE_OVERLAY, *PANEL_SPRITE_OVERLAYp;
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struct PANEL_SPRITEstruct
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{
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PANEL_SPRITEp Next, Prev;
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PANEL_SPRITEp sibling;
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PANEL_STATEp State, RetractState, PresentState, ActionState, RestState;
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PLAYERp PlayerP;
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// Do not change the order of this line
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uint16_t xfract;
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int16_t x;
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uint16_t yfract;
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int16_t y; // Do not change the order of this
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// line
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PANEL_SPRITE_OVERLAY over[8];
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PANEL_SPRITE_FUNCp PanelSpriteFunc;
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short ID; // id for finding sprite types on the
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// list
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short picndx; // for pip stuff in conpic.h
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short picnum; // bypass pip stuff in conpic.h
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short x1, y1, x2, y2; // for rotatesprites box cliping
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short vel, vel_adj;
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short numpages;
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int xorig, yorig, flags, priority;
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int scale;
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int jump_speed, jump_grav; // jumping vars
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int xspeed;
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short tics, delay; // time vars
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short ang, rotate_ang;
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short sin_ndx, sin_amt, sin_arc_speed;
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short bob_height_shift;
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short shade, pal;
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short kill_tics;
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short WeaponType; // remember my own weapon type for weapons with secondary function
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};
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typedef struct
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{
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PANEL_STATEp pstate;
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short state_size;
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} PANEL_STATE_TABLE, *PANEL_STATE_TABLEp;
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extern PANEL_STATE_TABLE PanelStateTable[];
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// Panel State flags - also used for
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#define psf_Invisible BIT(16)
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#define psf_QuickCall BIT(23)
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#define psf_Xflip BIT(24)
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#define psf_ShadeHalf BIT(25)
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#define psf_ShadeNone BIT(26)
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enum BorderTypes
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{
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BORDER_NONE = 0,
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BORDER_MINI_BAR = 1,
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BORDER_BAR = 2
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};
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#define MICRO_SIGHT_NUM 0
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#define MICRO_SIGHT 2075
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#define MICRO_SHOT_NUM 2
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#define MICRO_SHOT_20 2076
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#define MICRO_SHOT_1 2077
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#define MICRO_HEAT_NUM 1
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#define MICRO_HEAT 2084
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#define UZI_COPEN 2040
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#define UZI_CCLOSED 2041
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#define UZI_CLIT 2042
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#define UZI_CRELOAD 2043
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#define HEAD_MODE1 2055
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#define HEAD_MODE2 2056
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#define HEAD_MODE3 2057
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#define SHOTGUN_AUTO_NUM 0
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#define SHOTGUN_AUTO 2078
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PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, int x, int y);
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PANEL_SPRITEp pSpawnFullScreenSprite(PLAYERp pp, short pic, short pri, int x, int y);
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PANEL_SPRITEp pSpawnFullViewSprite(PLAYERp pp,short pic,short pri,int x,int y);
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void pSetSuicide(PANEL_SPRITEp psp);
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SWBOOL pKillScreenSpiteIDs(PLAYERp pp, short id);
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void pFlushPerms(PLAYERp pp);
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void PreUpdatePanel(void);
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void UpdatePanel(void);
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void PlayerUpdateKeys(PLAYERp pp);
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void PlayerUpdateArmor(PLAYERp pp,short value);
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void pToggleCrosshair(PLAYERp pp);
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void pKillSprite(PANEL_SPRITEp psp);
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void InitChops(PLAYERp pp);
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void ChopsSetRetract(PLAYERp pp);
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void PlayerUpdateTimeLimit(PLAYERp pp);
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#endif
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