dxx-rebirth/main/cntrlcen.h

112 lines
3.4 KiB
C

/*
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/cntrlcen.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:42:32 $
*
* Header for cntrlcen.c
*
* $Log: cntrlcen.h,v $
* Revision 1.1.1.1 2006/03/17 19:42:32 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:12:14 donut
* Import of d1x 1.37 source.
*
* Revision 2.0 1995/02/27 11:30:40 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.7 1995/02/01 16:34:14 john
* Linted.
*
* Revision 1.6 1995/01/03 20:19:14 john
* Pretty good working version of game save.
*
* Revision 1.5 1994/11/08 12:18:28 mike
* small explosions on control center.
*
* Revision 1.4 1994/11/02 18:00:12 rob
* Added extern for Gun_pos array for network hooks.
*
* Revision 1.3 1994/10/20 09:47:37 mike
* *** empty log message ***
*
* Revision 1.2 1994/10/17 21:35:10 matt
* Added support for new Control Center/Main Reactor
*
* Revision 1.1 1994/10/17 20:24:28 matt
* Initial revision
*
*
*/
#ifndef _CNTRLCEN_H
#define _CNTRLCEN_H
#include "vecmat.h"
#include "object.h"
#include "wall.h"
#include "switch.h"
#define MAX_CONTROLCEN_GUNS 4
#define CONTROLCEN_WEAPON_NUM 6
typedef struct control_center_triggers {
short num_links;
short seg[MAX_WALLS_PER_LINK];
short side[MAX_WALLS_PER_LINK];
} __pack__ control_center_triggers;
extern control_center_triggers ControlCenterTriggers;
extern int N_controlcen_guns;
extern int Control_center_been_hit;
extern int Control_center_player_been_seen;
extern int Control_center_next_fire_time;
extern int Control_center_present;
extern int Dead_controlcen_object_num;
extern vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
extern vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
extern vms_vector Gun_pos[MAX_CONTROLCEN_GUNS];
//return the position & orientation of a gun on the control center object
extern void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num);
//do whatever this thing does in a frame
extern void do_controlcen_frame(object *obj);
// Initialize control center for a level.
// Call when a new level is started.
extern void init_controlcen_for_level(void);
extern void do_controlcen_destroyed_stuff(object *objp);
extern void do_controlcen_dead_frame(void);
/*
* reads n control_center_triggers structs from a CFILE
*/
extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp);
/*
* reads n control_center_triggers structs from a CFILE and swaps if specified
*/
void control_center_triggers_read_n_swap(control_center_triggers *cct, int n, int swap, CFILE *fp);
#endif