//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2004, 2007 - EDuke32 developers This file is part of EDuke32 EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #ifndef __funct_h__ #define __funct_h__ extern void sendscore(const char *s); extern void SoundStartup(void); extern void SoundShutdown(void); extern void MusicStartup(void); extern void MusicShutdown(void); extern void intomenusounds(void); extern int playmusic(const char *fn, const int sel); extern int loadsound(unsigned num); extern int xyzsound(int num,int i,int x,int y,int z); extern void sound(int num); extern int spritesound(unsigned int num,int i); extern void stopsound(int num); extern void stopenvsound(int num,int i); extern void pan3dsound(void); extern void testcallback(unsigned int num); extern void clearsoundlocks(void); extern int callsound(int sn,int whatsprite); extern int check_activator_motion(int lotag); extern int isadoorwall(int dapic); extern int isanunderoperator(int lotag); extern int isanearoperator(int lotag); extern inline int checkcursectnums(int sect); extern inline int ldist(spritetype *s1,spritetype *s2); extern inline int dist(spritetype *s1,spritetype *s2); extern int findplayer(spritetype *s,int *d); extern int findotherplayer(int p,int *d); extern void doanimations(void); extern int getanimationgoal(int *animptr); extern int setanimation(int animsect,int *animptr,int thegoal,int thevel); extern void animatecamsprite(void); extern void animatewalls(void); extern int activatewarpelevators(int s,int d); extern void operatesectors(int sn,int ii); extern void operaterespawns(int low); extern void operateactivators(int low,int snum); extern void operatemasterswitches(int low); extern void operateforcefields(int s,int low); extern int checkhitswitch(int snum,int w,int switchtype); extern void activatebysector(int sect,int j); extern void checkhitwall(int spr,int dawallnum,int x,int y,int z,int atwith); extern void checkplayerhurt(player_struct *p,int j); extern int checkhitceiling(int sn); extern void checkhitsprite(int i,int sn); extern void allignwarpelevators(void); extern void sharedkeys(int snum); extern void checksectors(int snum); extern int32 RTS_AddFile(const char *filename); extern void RTS_Init(const char *filename); extern int32 RTS_NumSounds(void); extern int32 RTS_SoundLength(int32 lump); extern const char *RTS_GetSoundName(int32 i); extern void RTS_ReadLump(int32 lump,void *dest); extern void *RTS_GetSound(int32 lump); extern void docacheit(void); extern void xyzmirror(int i,int wn); extern void vscrn(void); extern void pickrandomspot(int snum); extern void resetweapons(int snum); extern void resetinventory(int snum); extern void newgame(int vn,int ln,int sk); extern void resettimevars(void); extern void waitforeverybody(void); extern void cacheit(void); extern void clearfifo(void); extern void resetmys(void); extern int enterlevel(int g); extern void backtomenu(void); extern void setpal(player_struct *p); extern void quickkill(player_struct *p); extern int hits(int i); extern int hitasprite(int i,short *hitsp); extern int shoot(int i,int atwith); extern void displaymasks(int snum); extern void displayweapon(int snum); extern void getinput(int snum); extern void checkweapons(player_struct *p); extern void processinput(int snum); extern void cmenu(int cm); extern void savetemp(const char *fn,int daptr,int dasiz); // extern int loadpheader(char spot,int32 *vn,int32 *ln,int32 *psk,int32 *numplr); extern int loadplayer(int spot); extern int saveplayer(int spot); extern inline int menutext(int x,int y,int s,int p,const char *t); extern void menus(void); extern void palto(int r,int g,int b,int e); extern void playanm(const char *fn,char); extern int getincangle(int a,int na); extern void getglobalz(int iActor); extern void makeitfall(int iActor); extern void loadefs(const char *fn); extern int furthestangle(int iActor,int angs); extern void execute(int iActor,int iPlayer,int lDist); extern void overwritesprite(int thex,int they,int tilenum,int shade,int stat,int dapalnum); extern inline int gametext(int x,int y,const char *t,int s,int dabits); extern inline int gametextpal(int x,int y,const char *t,int s,int p); extern inline int minitext(int x,int y,const char *t,int p,int sb); extern void gamenumber(int x,int y,int n,int s); extern void Shutdown(void); extern void getpackets(void); extern void check_fta_sounds(int i); extern inline int inventory(spritetype *s); extern inline int badguy(spritetype *s); extern int badguypic(int pn); extern void myos(int x,int y,int tilenum,int shade,int orientation); extern void myospal(int x,int y,int tilenum,int shade,int orientation,int p); extern void displayfragbar(void); extern void FTA(int q,player_struct *p); extern void gameexit(const char *t); extern inline int strget(int x,int y,char *t,int dalen,int c); extern void displayrest(int smoothratio); extern void updatesectorz(int x,int y,int z,short *sectnum); extern void drawbackground(void); extern void displayrooms(int snum,int smoothratio); extern int EGS(int whatsect,int s_x,int s_y,int s_z,int s_pn,int s_s,int s_xr,int s_yr,int s_a,int s_ve,int s_zv,int s_ow,int s_ss); extern int wallswitchcheck(int i); extern int spawn(int j,int pn); extern void animatesprites(int x,int y,int a,int smoothratio); extern int main(int argc,char **argv); extern void opendemowrite(void); extern void closedemowrite(void); extern void dobonus(int bonusonly); extern void lotsofglass(int i,int wallnum,int n); extern void spriteglass(int i,int n); extern void ceilingglass(int i,int sectnum,int n); extern void lotsofcolourglass(int i,int wallnum,int n); extern inline int GetTime(void); extern void CONFIG_GetSetupFilename(void); extern int32 CONFIG_FunctionNameToNum(char *func); extern char *CONFIG_FunctionNumToName(int32 func); extern int32 CONFIG_AnalogNameToNum(char *func); extern char *CONFIG_AnalogNumToName(int32 func); extern void CONFIG_SetDefaults(void); extern void CONFIG_ReadKeys(void); extern void readsavenames(void); extern int32 CONFIG_ReadSetup(void); extern void CONFIG_WriteSetup(void); extern inline void updateinterpolations(void); extern void setinterpolation(int *posptr); extern void stopinterpolation(int *posptr); extern void dointerpolations(int smoothratio); extern inline void restoreinterpolations(void); extern inline int ceilingspace(int sectnum); extern inline int floorspace(int sectnum); extern void addammo(int weapon,player_struct *p,int amount); extern void addweaponnoswitch(player_struct *p,int weapon); extern void addweapon(player_struct *p,int weapon); extern void checkavailinven(player_struct *p); extern void checkavailweapon(player_struct *p); extern void hitradius(int i,int r,int hp1,int hp2,int hp3,int hp4); extern int movesprite(int spritenum,int xchange,int ychange,int zchange,unsigned int cliptype); extern inline int ssp(int i,unsigned int cliptype); extern void insertspriteq(int i); extern void lotsofmoneymailpaper(int sp,int n,int pic); extern void guts(int sp,int gtype,int n); extern void setsectinterpolate(int i); extern void clearsectinterpolate(int i); extern int ifhitsectors(int sectnum); extern int ifhitbyweapon(int sn); extern void moveobjects(void); extern void movecyclers(void); extern void movedummyplayers(void); // game.c extern inline void setstatusbarscale(int sc); extern void setgamepalette(player_struct *player, char *pal, int set); extern void fadepal(int r, int g, int b, int start, int end, int step); extern inline int minitextshade(int x,int y,const char *t,int s,int p,int sb); extern inline int gametext_z(int small, int starttile, int x,int y,const char *t,int s,int p,int orientation,int x1, int y1, int x2, int y2,int z); extern void txdigitalnumberz(int starttile, int x,int y,int n,int s,int pal,int cs,int x1, int y1, int x2, int y2, int z); extern void txdigitalnumber(int starttile, int x,int y,int n,int s,int pal,int cs,int x1, int y1, int x2, int y2); extern void myosx(int x,int y,int tilenum,int shade,int orientation); extern void myospalx(int x,int y,int tilenum,int shade,int orientation,int p); extern void ResetGameVars(void); extern void ResetActorGameVars(int iActor); extern void setupdynamictostatic(); extern void processnames(const char *szLabel, int lValue); extern void LoadActor(int sActor); extern int GetGameVar(const char *szGameLabel, int lDefault, int iActor, int iPlayer); extern void DumpGameVars(FILE *fp); // extern void AddLog(const char *psz, ...); extern void ResetSystemDefaults(void); extern void InitGameVarPointers(void); extern void InitGameVars(void); extern void SaveGameVars(FILE *fil); extern int ReadGameVars(int fil); extern int GetGameVarID(int id, int iActor, int iPlayer); extern void SetGameVarID(int id, int lValue, int iActor, int iPlayer); extern void SetGameArrayID(int id,int index, int lValue); extern int AddGameVar(const char *pszLabel, int lValue, unsigned int dwFlags); extern int AddGameArray(const char *pszLabel, int asize); extern void ReportError(int iError); extern void onvideomodechange(int newmode); extern void OnEvent(int iEventID, int sActor, int sPlayer, int lDist); extern int isspritemakingsound(int i, int num); extern int issoundplaying(int i, int num); extern void stopspritesound(int num, int i); extern void updateplayer(void); extern void sendboardname(void); extern void sendquit(void); extern void adduserquote(const char *daquote); extern void mpchangemap(int volume, int level); extern inline int checkspriteflags(int iActor, int iType); extern inline int checkspriteflagsp(int iPicnum, int iType); extern int getteampal(int team); extern void se40code(int x,int y,int z,int a,int h, int smoothratio); extern void FreeMapState(int mapnum); #endif // __funct_h__