//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment

This file is part of Shadow Warrior version 1.2

Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------

#ifndef SPRITE_H

#define SPRITE_H

VOID KillSprite(SHORT SpriteNum);
SHORT SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel);
VOID SpriteSetup(VOID);
int move_actor(short SpriteNum, int xchange, int ychange, int zchange);
short GetSpriteDir(short sn);
short GetDirToPlayer(short sn);
short PlayerInVision(short sn, short view_deg);
short PlayerVisible(short sn);
short SpriteLookSector(short SpriteNum, short range);
short SpriteCanGoForward(short SpriteNum, short range);
void  SpriteFindNewDirection(short SpriteNum, short range);
int DoWalk(short SpriteNum);
int DoBody(short SpriteNum);
BOOL CanMoveHere(SHORT spritenum);
BOOL SpriteOverlap(SHORT spritenum_a, SHORT spritenum_b);
int DoActorDie(short SpriteNum, short weapon);
int DoGet(short SpriteNum);
VOID SpriteControl(VOID);
VOID SetEnemyInactive(short SpriteNum);
VOID DoActorZrange(short SpriteNum);
void PreMapCombineFloors(void );
void SpriteSetupPost(void );
int ActorCoughItem(short SpriteNum);
BOOL ActorSpawn(SPRITEp sp);
int SpawnItemsMatch(short match);
void PicAnimOff(short picnum);
int MissileWaterAdjust(short SpriteNum);
BOOL SpriteOverlapZ(SHORT spritenum_a,SHORT spritenum_b,int z_overlap);

enum {
	InvDecl_Armor,		// ie. +50 armour
	InvDecl_Kevlar,		// ie. +100 armour
	InvDecl_SmMedkit,
	InvDecl_Booster,	// ie. fortune cookie
	InvDecl_Medkit,
	InvDecl_ChemBomb,	// ie. gas bomb
	InvDecl_FlashBomb,
	InvDecl_Caltrops,
	InvDecl_NightVision,
	InvDecl_RepairKit,
	InvDecl_Cloak,
	InvDecl_TOTAL
};

struct InventoryDecl_t {
	char *name;
	int  amount;
};
extern struct InventoryDecl_t InventoryDecls[InvDecl_TOTAL];

#endif

