raze/polymer/eduke32/source/sw/src/jsector.h
hendricks266 fad3606c44 SW: Nuke mytypes.h. Mostly.
git-svn-id: https://svn.eduke32.com/eduke32@5198 1a8010ca-5511-0410-912e-c29ae57300e0
2015-05-19 21:58:29 +00:00

80 lines
2.8 KiB
C

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