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3917e05c1e
We've been running with same-sized actor_t for a while without problems now. In the unlikely event (famous last words) that an issue should pop up later, this revision should be consulted for the differences between the two versions. git-svn-id: https://svn.eduke32.com/eduke32@2451 1a8010ca-5511-0410-912e-c29ae57300e0
126 lines
4.3 KiB
C
126 lines
4.3 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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#include "gamevars.h"
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#include "actors.h" // actor_t
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#include "player.h" // playerspawn_t
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#define MAXCYCLERS 1024
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#define MAXANIMATES 256
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#define MAXANIMWALLS 512
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typedef struct {
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int16_t wallnum, tag;
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} animwalltype;
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typedef struct {
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// this needs to have a copy of everything related to the map/actor state
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// see savegame.c
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int32_t animategoal[MAXANIMATES], animatevel[MAXANIMATES], g_animateCount;
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int32_t animateptr[MAXANIMATES];
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int32_t lockclock;
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int32_t msx[2048], msy[2048];
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int32_t randomseed, g_globalRandom;
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intptr_t *vars[MAXGAMEVARS];
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int16_t SpriteDeletionQueue[1024],g_spriteDeleteQueuePos;
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int16_t animatesect[MAXANIMATES];
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int16_t cyclers[MAXCYCLERS][6];
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int16_t g_mirrorWall[64], g_mirrorSector[64], g_mirrorCount;
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int16_t g_numAnimWalls;
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int16_t g_numClouds,clouds[128],cloudx[128],cloudy[128];
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int16_t g_numCyclers;
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int16_t headspritesect[MAXSECTORS+1];
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int16_t headspritestat[MAXSTATUS+1];
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int16_t nextspritesect[MAXSPRITES];
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int16_t nextspritestat[MAXSPRITES];
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int16_t numsectors;
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int16_t numwalls;
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int16_t prevspritesect[MAXSPRITES];
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int16_t prevspritestat[MAXSPRITES];
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int16_t pskyoff[MAXPSKYTILES], pskybits;
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uint8_t g_earthquakeTime;
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uint8_t g_numPlayerSprites;
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uint8_t show2dsector[(MAXSECTORS+7)>>3];
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actor_t actor[MAXSPRITES];
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playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
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animwalltype animwall[MAXANIMWALLS];
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sectortype sector[MAXSECTORS];
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spriteext_t spriteext[MAXSPRITES];
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spritetype sprite[MAXSPRITES];
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walltype wall[MAXWALLS];
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#ifdef YAX_ENABLE
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int32_t numyaxbunches;
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int16_t yax_bunchnum[MAXSECTORS][2];
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int16_t yax_nextwall[MAXWALLS][2];
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#endif
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} mapstate_t;
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extern void G_SaveMapState(mapstate_t *save);
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extern void G_RestoreMapState(mapstate_t *save);
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typedef struct {
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int32_t partime, designertime;
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char *name, *filename, *musicfn, *alt_musicfn;
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mapstate_t *savedstate;
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} map_t;
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//extern map_t MapInfo[(MAXVOLUMES+1)*MAXLEVELS]; // +1 volume for "intro", "briefing" music
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void G_ActivateBySector(int32_t sect,int32_t j);
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int32_t A_CallSound(int32_t sn,int32_t whatsprite);
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int32_t A_CheckHitSprite(int32_t i,int16_t *hitsp);
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void A_DamageObject(int32_t i,int32_t sn);
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void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith);
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int32_t __fastcall A_FindPlayer(spritetype *s,int32_t *d);
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void allignwarpelevators(void);
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int32_t CheckDoorTile(int32_t dapic);
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int32_t dist(spritetype *s1,spritetype *s2);
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void G_AnimateCamSprite(void);
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void G_AnimateWalls(void);
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int32_t G_ActivateWarpElevators(int32_t s,int32_t d);
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int32_t G_CheckActivatorMotion(int32_t lotag);
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extern inline int32_t G_CheckPlayerInSector(int32_t sect);
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void G_DoSectorAnimations(void);
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void G_HandleSharedKeys(int32_t snum);
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void G_OperateActivators(int32_t low,int32_t snum);
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void G_OperateForceFields(int32_t s,int32_t low);
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void G_OperateMasterSwitches(int32_t low);
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void G_OperateRespawns(int32_t low);
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void G_OperateSectors(int32_t sn,int32_t ii);
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int32_t GetAnimationGoal(const int32_t *animptr);
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int32_t isanearoperator(int32_t lotag);
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int32_t isanunderoperator(int32_t lotag);
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int32_t ldist(spritetype *s1,spritetype *s2);
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int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchissprite);
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void P_CheckSectors(int32_t snum);
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int32_t Sect_DamageCeiling(int32_t sn);
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int32_t SetAnimation(int32_t animsect,int32_t *animptr,int32_t thegoal,int32_t thevel);
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#endif
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