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fc11f537f7
* moved all games into the 'games' folder. * fixed project to include all sources and move them to the proper folders.
87 lines
2.7 KiB
C
87 lines
2.7 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 SPRITE_H
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#define SPRITE_H
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BEGIN_SW_NS
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void KillSprite(int16_t SpriteNum);
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int16_t SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel);
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void SpriteSetup(void);
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int move_actor(short SpriteNum, int xchange, int ychange, int zchange);
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short GetSpriteDir(short sn);
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short GetDirToPlayer(short sn);
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short PlayerInVision(short sn, short view_deg);
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short PlayerVisible(short sn);
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short SpriteLookSector(short SpriteNum, short range);
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short SpriteCanGoForward(short SpriteNum, short range);
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void SpriteFindNewDirection(short SpriteNum, short range);
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int DoWalk(short SpriteNum);
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int DoBody(short SpriteNum);
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bool CanMoveHere(int16_t spritenum);
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bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
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int DoActorDie(short SpriteNum, short weapon);
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int DoGet(short SpriteNum);
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void SpriteControl(void);
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void SetEnemyInactive(short SpriteNum);
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void DoActorZrange(short SpriteNum);
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void PreMapCombineFloors(void);
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void SpriteSetupPost(void);
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int ActorCoughItem(short SpriteNum);
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bool ActorSpawn(SPRITEp sp);
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int SpawnItemsMatch(short match);
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void PicAnimOff(short picnum);
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int MissileWaterAdjust(short SpriteNum);
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bool SpriteOverlapZ(int16_t spritenum_a,int16_t spritenum_b,int z_overlap);
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enum
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{
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InvDecl_Armor, // ie. +50 armour
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InvDecl_Kevlar, // ie. +100 armour
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InvDecl_SmMedkit,
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InvDecl_Booster, // ie. fortune cookie
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InvDecl_Medkit,
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InvDecl_ChemBomb, // ie. gas bomb
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InvDecl_FlashBomb,
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InvDecl_Caltrops,
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InvDecl_NightVision,
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InvDecl_RepairKit,
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InvDecl_Cloak,
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InvDecl_TOTAL
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};
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struct InventoryDecl_t
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{
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int amount;
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};
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extern struct InventoryDecl_t InventoryDecls[InvDecl_TOTAL];
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END_SW_NS
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#endif
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