//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #ifndef SPRITE_H #define SPRITE_H BEGIN_SW_NS void KillSprite(int16_t SpriteNum); void KillActor(DSWActor* actor); int16_t SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel); DSWActor* SpawnActor(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel); void SpriteSetup(void); int move_actor(DSWActor* actor, int xchange, int ychange, int zchange); short GetSpriteDir(short sn); short GetDirToPlayer(short sn); short PlayerInVision(short sn, short view_deg); short PlayerVisible(short sn); short SpriteLookSector(short SpriteNum, short range); short SpriteCanGoForward(short SpriteNum, short range); void SpriteFindNewDirection(short SpriteNum, short range); int DoWalk(short SpriteNum); int DoBody(short SpriteNum); bool CanMoveHere(int16_t spritenum); bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b); int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath); void SpriteControl(void); void DoActorZrange(DSWActor*); void PreMapCombineFloors(void); void SpriteSetupPost(void); int ActorCoughItem(short SpriteNum); bool ActorSpawn(SPRITEp sp); int SpawnItemsMatch(short match); void PicAnimOff(short picnum); int MissileWaterAdjust(short SpriteNum); bool SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap); enum { InvDecl_Armor, // ie. +50 armour InvDecl_Kevlar, // ie. +100 armour InvDecl_SmMedkit, InvDecl_Booster, // ie. fortune cookie InvDecl_Medkit, InvDecl_ChemBomb, // ie. gas bomb InvDecl_FlashBomb, InvDecl_Caltrops, InvDecl_NightVision, InvDecl_RepairKit, InvDecl_Cloak, InvDecl_TOTAL }; struct InventoryDecl_t { int amount; }; extern struct InventoryDecl_t InventoryDecls[InvDecl_TOTAL]; END_SW_NS #endif