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166 lines
5.8 KiB
166 lines
5.8 KiB
//HEADER_GOES_HERE |
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#ifndef __OBJECTS_H__ |
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#define __OBJECTS_H__ |
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extern int trapid; |
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extern int trapdir; |
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extern BYTE *pObjCels[40]; |
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extern char ObjFileList[40]; |
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extern int objectactive[MAXOBJECTS]; |
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extern int nobjects; |
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extern int leverid; |
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extern int objectavail[MAXOBJECTS]; |
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extern ObjectStruct object[MAXOBJECTS]; |
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extern BOOL InitObjFlag; |
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extern int numobjfiles; |
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void InitObjectGFX(); |
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void FreeObjectGFX(); |
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BOOL RndLocOk(int xp, int yp); |
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void InitRndLocObj(int min, int max, int objtype); |
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void InitRndLocBigObj(int min, int max, int objtype); |
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void InitRndLocObj5x5(int min, int max, int objtype); |
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void ClrAllObjects(); |
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void AddTortures(); |
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void AddCandles(); |
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void AddBookLever(int lx1, int ly1, int lx2, int ly2, int x1, int y1, int x2, int y2, int msg); |
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void InitRndBarrels(); |
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void AddL1Objs(int x1, int y1, int x2, int y2); |
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void AddL2Objs(int x1, int y1, int x2, int y2); |
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void AddL3Objs(int x1, int y1, int x2, int y2); |
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BOOL WallTrapLocOk(int xp, int yp); |
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void AddL2Torches(); |
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BOOL TorchLocOK(int xp, int yp); |
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void AddObjTraps(); |
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void AddChestTraps(); |
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void LoadMapObjects(BYTE *pMap, int startx, int starty, int x1, int y1, int w, int h, int leveridx); |
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void LoadMapObjs(BYTE *pMap, int startx, int starty); |
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void AddDiabObjs(); |
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void AddStoryBooks(); |
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void AddHookedBodies(int freq); |
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void AddL4Goodies(); |
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void AddLazStand(); |
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void InitObjects(); |
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void SetMapObjects(BYTE *pMap, int startx, int starty); |
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void DeleteObject_(int oi, int i); |
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void SetupObject(int i, int x, int y, int ot); |
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void SetObjMapRange(int i, int x1, int y1, int x2, int y2, int v); |
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void SetBookMsg(int i, int msg); |
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void AddL1Door(int i, int x, int y, int ot); |
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void AddSCambBook(int i); |
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void AddChest(int i, int t); |
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void AddL2Door(int i, int x, int y, int ot); |
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void AddL3Door(int i, int x, int y, int ot); |
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void AddSarc(int i); |
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void AddFlameTrap(int i); |
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void AddFlameLvr(int i); |
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void AddTrap(int i, int ot); |
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void AddObjLight(int i, int r); |
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void AddBarrel(int i, int t); |
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void AddShrine(int i); |
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void AddBookcase(int i); |
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void AddPurifyingFountain(int i); |
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void AddArmorStand(int i); |
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void AddGoatShrine(int i); |
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void AddCauldron(int i); |
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void AddMurkyFountain(int i); |
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void AddTearFountain(int i); |
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void AddDecap(int i); |
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void AddVilebook(int i); |
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void AddMagicCircle(int i); |
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void AddBrnCross(int i); |
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void AddBookstand(int i); |
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void AddBloodFtn(int i); |
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void AddPedistal(int i); |
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void AddStoryBook(int i); |
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void AddWeaponRack(int i); |
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void AddTorturedBody(int i); |
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void GetRndObjLoc(int randarea, int &xx, int &yy); |
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void AddMushPatch(); |
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void AddSlainHero(); |
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void AddObject(int ot, int ox, int oy); |
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void Obj_Light(int i, int lr); |
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void Obj_Circle(int i); |
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void Obj_StopAnim(int i); |
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void Obj_Door(int i); |
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void Obj_Sarc(int i); |
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void ActivateTrapLine(int ttype, int tid); |
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void Obj_FlameTrap(int i); |
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void Obj_Trap(int i); |
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void Obj_BCrossDamage(int i); |
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void ProcessObjects(); |
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void ObjSetMicro(int dx, int dy, int pn); |
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void objects_set_door_piece(int x, int y); |
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void ObjSetMini(int x, int y, int v); |
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void ObjL1Special(int x1, int y1, int x2, int y2); |
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void ObjL2Special(int x1, int y1, int x2, int y2); |
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void DoorSet(int oi, int dx, int dy); |
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void RedoPlayerVision(); |
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void OperateL1RDoor(int pnum, int oi, BOOL sendflag); |
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void OperateL1LDoor(int pnum, int oi, BOOL sendflag); |
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void OperateL2RDoor(int pnum, int oi, BOOL sendflag); |
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void OperateL2LDoor(int pnum, int oi, BOOL sendflag); |
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void OperateL3RDoor(int pnum, int oi, BOOL sendflag); |
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void OperateL3LDoor(int pnum, int oi, BOOL sendflag); |
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void MonstCheckDoors(int m); |
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void ObjChangeMap(int x1, int y1, int x2, int y2); |
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void ObjChangeMapResync(int x1, int y1, int x2, int y2); |
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void OperateL1Door(int pnum, int i, BOOL sendflag); |
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void OperateLever(int pnum, int i); |
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void OperateBook(int pnum, int i); |
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void OperateBookLever(int pnum, int i); |
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void OperateSChambBk(int pnum, int i); |
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void OperateChest(int pnum, int i, BOOL sendmsg); |
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void OperateMushPatch(int pnum, int i); |
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void OperateInnSignChest(int pnum, int i); |
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void OperateSlainHero(int pnum, int i, BOOL sendmsg); |
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void OperateTrapLvr(int i); |
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void OperateSarc(int pnum, int i, BOOL sendmsg); |
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void OperateL2Door(int pnum, int i, BOOL sendflag); |
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void OperateL3Door(int pnum, int i, BOOL sendflag); |
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void OperatePedistal(int pnum, int i); |
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void TryDisarm(int pnum, int i); |
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int ItemMiscIdIdx(int imiscid); |
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void OperateShrine(int pnum, int i, int sType); |
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void OperateSkelBook(int pnum, int i, BOOL sendmsg); |
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void OperateBookCase(int pnum, int i, BOOL sendmsg); |
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void OperateDecap(int pnum, int i, BOOL sendmsg); |
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void OperateArmorStand(int pnum, int i, BOOL sendmsg); |
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int FindValidShrine(int i); |
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void OperateGoatShrine(int pnum, int i, int sType); |
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void OperateCauldron(int pnum, int i, int sType); |
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BOOL OperateFountains(int pnum, int i); |
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void OperateWeaponRack(int pnum, int i, BOOL sendmsg); |
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void OperateStoryBook(int pnum, int i); |
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void OperateLazStand(int pnum, int i); |
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void OperateObject(int pnum, int i, BOOL TeleFlag); |
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void SyncOpL1Door(int pnum, int cmd, int i); |
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void SyncOpL2Door(int pnum, int cmd, int i); |
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void SyncOpL3Door(int pnum, int cmd, int i); |
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void SyncOpObject(int pnum, int cmd, int i); |
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void BreakCrux(int i); |
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void BreakBarrel(int pnum, int i, int dam, BOOL forcebreak, BOOL sendmsg); |
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void BreakObject(int pnum, int oi); |
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void SyncBreakObj(int pnum, int oi); |
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void SyncL1Doors(int i); |
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void SyncCrux(int i); |
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void SyncLever(int i); |
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void SyncQSTLever(int i); |
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void SyncPedistal(int i); |
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void SyncL2Doors(int i); |
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void SyncL3Doors(int i); |
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void SyncObjectAnim(int o); |
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void GetObjectStr(int i); |
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/* rdata */ |
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extern int bxadd[8]; |
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extern int byadd[8]; |
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extern char *shrinestrs[NUM_SHRINETYPE]; |
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extern char shrinemin[NUM_SHRINETYPE]; |
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extern char shrinemax[NUM_SHRINETYPE]; |
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extern BYTE shrineavail[NUM_SHRINETYPE]; |
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extern char *StoryBookName[9]; |
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extern int StoryText[3][3]; |
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#endif /* __OBJECTS_H__ */
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