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82 lines
2.9 KiB
C
82 lines
2.9 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 JSECTOR_H
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#define JSECTOR_H
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BEGIN_SW_NS
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#define MAXMIRRORDIST 3300 // At this distance, or less, the magic mirrors activate.
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#define MAXMIRRORMONSTERS 4 // Max monsters any one magic mirror can spawn
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typedef enum
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{
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m_normal, m_viewon, m_pissed
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} MIRRORSTATE;
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typedef struct
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{
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short mirrorwall; // Wall number containing the mirror
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// tile
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short mirrorsector; // nextsector used internally to draw
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// mirror rooms
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short camera; // Contains number of ST1 sprite used
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// as a camera
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short camsprite; // sprite pointing to campic
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short campic; // Editart tile number to draw a
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// screen to
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short numspawnspots; // Number of spawnspots used
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short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill
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// level for a
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// max of up to 4 coolie ghosts to spawn.
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bool ismagic; // Is this a magic mirror?
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uint8_t mstate; // What state the mirror is currently
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// in
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int maxtics; // Tic count used to time mirror
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// events
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int tics; // How much viewing time has been
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// used on mirror?
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} MIRRORTYPE, *MIRRORTYPEp;
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extern MIRRORTYPE mirror[MAXMIRRORS];
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extern short mirrorcnt, floormirrorcnt;
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extern short floormirrorsector[MAXMIRRORS];
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extern bool mirrorinview;
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extern short NormalVisibility;
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void JAnalyzeSprites(tspriteptr_t tspr);
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void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz, double smoothratio);
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void JS_CameraParms(PLAYERp pp, int tx, int ty, int tz);
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void JS_DrawMirrors(PLAYERp pp,int tx,int ty,int tz,fixed_t tpq16ang,fixed_t tpq16horiz);
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void JS_InitMirrors(void);
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void JS_ProcessEchoSpot(void);
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void JS_SpriteSetup(void);
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END_SW_NS
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#endif
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