Vendor raptor source files (was embedded gitlink)

Tree vendored at upstream 0019c5dd; origin + license recorded in
raptor/VENDOR.txt. Windows SDL dev packages excluded via .gitignore.
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raptorreplica committed 2026-08-25 22:08:42 +10:00
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#pragma once
#include "rap.h"
#include "gfxapi.h"
#define MAX_SHOTS 70
typedef enum
{
S_ALL,
S_AIR,
S_GROUND,
S_GRALL,
S_GTILE,
S_SUCK
}HIT_TYPE;
typedef enum
{
S_SHOOT,
S_LINE,
S_BEAM
}BEAM_TYPE;
typedef struct
{
int lumpnum; // LUMPNUM OF PIC(S)
char *pic[10]; // POINTER TO PIC
int shadow; // SHADOW ON/OFF
int type; // SHOT TYPE
int hits; // DAMAGE SHOT WILL DO
int speed; // START SPEED
int maxspeed; // MAXIMUM SPEED
int startframe; // START ANIM ON FRAME
int numframes; // NUMBER OF FRAMES OF ANIM
int shoot_rate; // SHOOT EVERY (N) FRAMES
int cur_shoot; // HOLDS FRAME COUNT DOWN
int delayflag; // DEALAYED ANIM START
int smoke; // SMOKE TRAIL
int use_plot; // TRUE = PLOT X,Y ( SLOWER )
int move_flag; // DOES SHOT NEED MOVEMENT
int ht; // SHOT HIT TYPE ( AIR/GROUND )
int fplrx; // FOLLOW PLAYER X POS
int fplry; // FOLLOW PLAYER Y POS
int meffect; // TRACK MOVE TO FIND HIT ?
int beam; // BEAM WEAPON TYPE
GFX_PIC *h;
int hlx;
int hly;
}SHOT_LIB;
typedef struct SHOTS_S
{
struct SHOTS_S *prev; // Link List Prev
struct SHOTS_S *next; // Link List Next
char *pic; // pointer to cur frame pic
int x; // cur shot center x
int y; // cur shot center y
MOVEOBJ move; // MOVE stuff
int speed; // cur speed
int curframe; // current anim frame
int doneflag; // shot done = TRUE
int delayflag; // DEALAYED ANIM START
int startx; // PLAYER X OFFSET;
int starty; // PLAYER Y OFFSET;
SHOT_LIB *lib;
int cnt;
}SHOTS;
extern char *lashit[4];
int SHOTS_PlayerShoot(int type);
void SHOTS_Clear(void);
void SHOTS_Think(void);
void SHOTS_Display(void);
void SHOTS_Init(void);