dxx-rebirth/main/endlevel.h

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2006-03-20 16:43:15 +00:00
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/endlevel.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:42:21 $
*
* Header for newfile.c
*
* $Log: endlevel.h,v $
* Revision 1.1.1.1 2006/03/17 19:42:21 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:12:16 donut
* Import of d1x 1.37 source.
*
* Revision 2.0 1995/02/27 11:31:37 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.5 1994/12/06 13:24:55 matt
* Made exit model come out of bitmaps.tbl
*
* Revision 1.4 1994/11/19 12:41:35 matt
* Added system to read endlevel data from file, and to make it work
* with any exit tunnel.
*
* Revision 1.3 1994/10/30 20:09:20 matt
* For endlevel: added big explosion at tunnel exit; made lights in tunnel
* go out; made more explosions on walls.
*
* Revision 1.2 1994/08/19 20:09:38 matt
* Added end-of-level cut scene with external scene
*
* Revision 1.1 1994/08/15 19:18:47 matt
* Initial revision
*
*
*/
#ifndef _OUTSIDE_H
#define _OUTSIDE_H
#include "object.h"
extern int Endlevel_sequence;
void start_endlevel_sequence();
void render_external_scene();
void render_endlevel_frame(fix eye_offset);
void do_endlevel_frame();
void draw_exit_model();
void init_endlevel();
void stop_endlevel_sequence();
extern vms_vector mine_exit_point;
extern int exit_segnum;
extern grs_bitmap *satellite_bitmap,*station_bitmap,*exit_bitmap,*terrain_bitmap;
extern object external_explosion;
extern int ext_expl_playing;
//called for each level to load & setup the exit sequence
void load_endlevel_data(int level_num);
extern int exit_modelnum,destroyed_exit_modelnum;
#endif