//------------------------------------------------------------------------- /* 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 BREAK_PUBLIC_ #define BREAK_PUBLIC_ BEGIN_SW_NS enum { BF_TOUGH = BIT(0), BF_KILL = BIT(1), BF_BURN = BIT(2), BF_OVERRIDE_BLOCK = BIT(3), BF_FIRE_FALL = BIT(4), BF_LEAVE_BREAK = BIT(5), }; struct BREAK_INFO { int16_t picnum, breaknum, shrap_type; int16_t flags, shrap_amt; }; BREAK_INFO* FindWallBreakInfo(int picnum); BREAK_INFO* FindSpriteBreakInfo(int picnum); void SortBreakInfo(void); BREAK_INFO* SetupWallForBreak(walltype* wallp); BREAK_INFO* SetupSpriteForBreak(DSWActor* actor); bool HitBreakWall(walltype* wp, DVector3 pos, DAngle angle, int type); bool CheckBreakToughness(BREAK_INFO* break_info, int ID); int WallBreakPosition(walltype* wp, sectortype** sectp, DVector3& pos, DAngle& ang); void SortBreakInfo(void); void DoWallBreakMatch(int match); END_SW_NS #endif