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#ifndef _bh_spcl_h
#define _bh_spcl_h 1
#include "3dc.h"
#include "inline.h"
#include "module.h"
#include "stratdef.h"
#include "gamedef.h"
#include "bh_types.h"
void * InitXenoMorphRoom (void * bhdata, STRATEGYBLOCK * sbptr);
void XenoMorphRoomBehaviour (STRATEGYBLOCK * sbptr);
typedef struct xeno_morph_room_tools_template
{
int MainShape;
int ShutShape;
int WallsOutShape;
int ProbesInShape;
MREF my_module;
char nameID[SB_NAME_LENGTH];
char doorID[SB_NAME_LENGTH];
} XENO_MORPH_ROOM_TOOLS_TEMPLATE;
typedef enum xeno_morph_room_state
{
XMRS_Idle,
XMRS_SafetyChecks,
XMRS_EnclosingPlayer,
XMRS_WallsOut,
XMRS_ProbesIn,
XMRS_FadeToBlack,
XMRS_Process,
XMRS_Return,
XMRS_ReleasePlayer,
XMRS_Finished,
} XENO_MORPH_ROOM_STATE;
typedef struct xeno_morph_room_data
{
AVP_BEHAVIOUR_TYPE bhvr_type;
TXACTRLBLK *tacb;
MORPHCTRL *XMR_Mctrl;
XENO_MORPH_ROOM_STATE XMR_State;
int MainShape;
int ShutShape;
int WallsOutShape;
int ProbesInShape;
int timer;
#if PSX
struct polyheader ** pis_items_str;
struct psx_texture ** pis_sht_str;
#else
int ** pis_items_str;
int ** pis_sht_str;
#endif
char doorID[SB_NAME_LENGTH];
STRATEGYBLOCK* DoorToRoom;
} XENO_MORPH_ROOM_DATA;
#endif
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