dxx-rebirth/common/main/effects.h
Kp 073f00974a Eliminate uses of the typedef struct X { ... } X; pattern
C++ does not require this pattern.

import re, fileinput
to = re.compile(r'^typedef struct ([a-z_A-Z]+)\s*{')
tc = re.compile(r'^}(.*?)\s*([a-z_A-Z]+);$')
osn = None
for line in fileinput.input(inplace=True):
	m = to.match(line)
	if m:
		osn = m.group(1)
		print 'struct %s\n{' % osn
		continue
	if osn:
		m = tc.match(line)
		if m:
			csn = m.group(2)
			if osn == csn:
				print '}%s;' % m.group(1)
				osn = None
				continue
			else:
				osn = None
	print line,
2013-12-28 22:48:07 +00:00

94 lines
2.8 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Headerfile for effects.c
*
*/
#ifndef _EFFECTS_H
#define _EFFECTS_H
#include "vclip.h"
#ifdef __cplusplus
#if defined(DXX_BUILD_DESCENT_I)
#define MAX_EFFECTS 60
#elif defined(DXX_BUILD_DESCENT_II)
#define MAX_EFFECTS 110
#endif
//flags for eclips. If no flags are set, always plays
#define EF_CRITICAL 1 //this doesn't get played directly (only when mine critical)
#define EF_ONE_SHOT 2 //this is a special that gets played once
#define EF_STOPPED 4 //this has been stopped
#define ECLIP_NUM_FUELCEN 2
#define ECLIP_NUM_BOSS 53
#ifdef DXX_BUILD_DESCENT_II
#define ECLIP_NUM_FORCE_FIELD 78
#endif
struct eclip
{
vclip vc; //imbedded vclip
fix time_left; //for sequencing
int frame_count; //for sequencing
short changing_wall_texture; //Which element of Textures array to replace.
short changing_object_texture; //Which element of ObjBitmapPtrs array to replace.
int flags; //see above
int crit_clip; //use this clip instead of above one when mine critical
int dest_bm_num; //use this bitmap when monitor destroyed
int dest_vclip; //what vclip to play when exploding
int dest_eclip; //what eclip to play when exploding
fix dest_size; //3d size of explosion
int sound_num; //what sound this makes
int segnum,sidenum; //what seg & side, for one-shot clips
} __pack__;
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
extern int Num_effects;
extern eclip Effects[MAX_EFFECTS];
#endif
// Set up special effects.
extern void init_special_effects();
// Clear any active one-shots
void reset_special_effects();
// Function called in game loop to do effects.
extern void do_special_effects();
// Restore bitmap
extern void restore_effect_bitmap_icons();
//stop an effect from animating. Show first frame.
void stop_effect(int effect_num);
//restart a stopped effect
void restart_effect(int effect_num);
/*
* reads n eclip structs from a PHYSFS_file
*/
extern int eclip_read_n(eclip *ec, int n, PHYSFS_file *fp);
#endif
#endif /* _EFFECTS_H */