- eliminated a few smaller headers.

This commit is contained in:
Christoph Oelckers 2020-08-16 23:21:24 +02:00
parent 736f1461ca
commit 25e8636a60
25 changed files with 44 additions and 247 deletions

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@ -35,7 +35,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "sprite.h"
// temp - should be moved
#include "ninja.h"
#include "ai.h"
#include "network.h"

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@ -36,7 +36,6 @@ not load" error messages.
#include "game.h"
#include "tags.h"
#include "break.h"
#include "quake.h"
#include "pal.h"
#include "misc.h"
#include "sounds.h"

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@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "quake.h"
#include "jsector.h"
@ -46,7 +45,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "parent.h"
#include "misc.h"
#include "reserve.h"
#include "menus.h"
#include "interp.h"

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@ -58,7 +58,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "misc.h"
#include "break.h"
#include "ninja.h"
#include "light.h"
#include "misc.h"
#include "jsector.h"
@ -77,7 +76,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "raze_sound.h"
#include "secrets.h"
#include "osdcmds.h"
#include "screenjob.h"
#include "inputstate.h"
#include "gamestate.h"

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@ -43,7 +43,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "mytypes.h"
#include "sounds.h"
#include "settings.h"
#include "pragmas.h"
#include "gamecvars.h"
#include "raze_sound.h"
@ -56,6 +55,23 @@ EXTERN_CVAR(Bool, sw_darts)
BEGIN_SW_NS
typedef struct
{
// Net Options from Menus
uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
uint8_t NetMonsters; // Cycle skill levels
SWBOOL NetHurtTeammate; // Allow friendly kills
SWBOOL NetSpawnMarkers; // Respawn markers on/off
SWBOOL NetTeamPlay; // Team play
uint8_t NetKillLimit; // Number of frags at which game ends
uint8_t NetTimeLimit; // Limit time of game
uint8_t NetColor; // Chosen color for player
SWBOOL NetNuke;
} GAME_SET, * GAME_SETp;
extern const GAME_SET gs_defaults;
extern GAME_SET gs;
enum GameFunction_t
{
gamefunc_Move_Forward,
@ -98,6 +114,12 @@ enum
{
DREALMSPAL = 1,
THREED_REALMS_PIC = 2325,
MAXMIRRORS = 8,
// This is just some, high, blank tile number not used
// by real graphics to put the MAXMIRRORS mirrors in
MIRRORLABEL = 6000,
};
//#define SW_SHAREWARE 1 // This determines whether game is shareware compile or not!
@ -2310,6 +2332,7 @@ void LoadSaveMsg(const char *msg);
void UpdateStatusBar(ClockTicks arg);
void InitFonts();
int32_t registerosdcommands(void);
void registerinputcommands();
void SW_InitMultiPsky(void);

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@ -37,7 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "sector.h"
#include "player.h"
#include "sprite.h"
#include "reserve.h"
#include "jsector.h"
#include "jtags.h"
#include "lists.h"

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@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#ifndef JSECTOR_H
#define JSECTOR_H
#include "reserve.h"
BEGIN_SW_NS

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@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "misc.h"
#include "tags.h"
#include "break.h"
#include "quake.h"
#include "network.h"
#include "pal.h"

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@ -74,4 +74,24 @@ void KeepActorOnFloor(short SpriteNum);
int DoActorSlide(short SpriteNum);
int DoActorSectorDamage(short SpriteNum);
int DoScaleSprite(short SpriteNum);
void InitPlayerSprite(PLAYERp pp);
void InitAllPlayerSprites(void);
void PlayerPanelSetup(void);
void PlayerDeathReset(PLAYERp pp);
void SpawnPlayerUnderSprite(PLAYERp pp);
void DoQuakeMatch(short match);
void ProcessQuakeOn(void);
void ProcessQuakeSpot(void);
void QuakeViewChange(PLAYERp pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff);
void DoQuake(PLAYERp pp);
SWBOOL SetQuake(PLAYERp pp, short tics, short amt);
int SetExpQuake(int16_t Weapon);
int SetGunQuake(int16_t SpriteNum);
int SetPlayerQuake(PLAYERp mpp);
int SetNuclearQuake(int16_t Weapon);
int SetSumoQuake(int16_t SpriteNum);
int SetSumoFartQuake(int16_t SpriteNum);
END_SW_NS

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@ -32,7 +32,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "misc.h"
#include "tags.h"
#include "ai.h"
#include "quake.h"
#include "sector.h"
#include "sprite.h"

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@ -43,7 +43,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "network.h"
#include "weapon.h"
#include "misc.h"
#include "ninja.h"
#include "sprite.h"
BEGIN_SW_NS

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@ -1,46 +0,0 @@
//-------------------------------------------------------------------------
/*
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#ifndef NINJA_H
#define NINJA_H
BEGIN_SW_NS
#define NINJA_NORMAL_SPEED 60
#define NINJA_RUN_AWAY_SPEED 130
#define NINJA_FIND_PLAYER_SPEED 100
#define NINJA_CRAWL_SPEED 50
#define NINJA_SWIM_SPEED 50
void InitPlayerSprite(PLAYERp pp);
void InitAllPlayerSprites(void);
void PlayerPanelSetup(void);
void PlayerDeathReset(PLAYERp pp);
void SpawnPlayerUnderSprite(PLAYERp pp);
END_SW_NS
#endif

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@ -23,8 +23,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "ns.h" // Must come before everything else!
#include "osdcmds.h"
#include "ns.h"
#include "build.h"

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@ -1,44 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
Modified by Raze developers and contributors
This file was 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef osdcmds_h_
#define osdcmds_h_
#include <inttypes.h>
BEGIN_SW_NS
struct osdcmd_cheatsinfo {
int32_t cheatnum; // -1 = none, else = see DoCheats()
int32_t volume,level;
};
int32_t registerosdcommands(void);
extern const char *const ConsoleButtons[];
END_SW_NS
#endif // osdcmds_h_

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@ -35,7 +35,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "tags.h"
#include "player.h"
#include "lists.h"
#include "quake.h"
#include "gamecontrol.h"
@ -46,7 +45,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "sprite.h"
#include "weapon.h"
#include "ninja.h"
#include "break.h"
#include "jsector.h"
#include "sector.h"

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@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "game.h"
#include "tags.h"
#include "break.h"
#include "quake.h"
#include "sprite.h"
BEGIN_SW_NS

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@ -1,41 +0,0 @@
//-------------------------------------------------------------------------
/*
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
BEGIN_SW_NS
void DoQuakeMatch(short match);
void ProcessQuakeOn(void);
void ProcessQuakeSpot(void);
void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff);
void DoQuake(PLAYERp pp);
SWBOOL SetQuake(PLAYERp pp, short tics, short amt);
int SetExpQuake(int16_t Weapon);
int SetGunQuake(int16_t SpriteNum);
int SetPlayerQuake(PLAYERp mpp);
int SetNuclearQuake(int16_t Weapon);
int SetSumoQuake(int16_t SpriteNum);
int SetSumoFartQuake(int16_t SpriteNum);
END_SW_NS

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@ -1,45 +0,0 @@
//-------------------------------------------------------------------------
/*
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#ifndef RESERVE_H
#define RESERVE_H
// This header is used for reserving tile space for programatic purposes
// MAXTILES is currently at 6144 in size - anything under this is ok
#define MAXMIRRORS 8
// This is just some, high, blank tile number not used
// by real graphics to put the MAXMIRRORS mirrors in
#define MIRRORLABEL 6000
#define TILT_TILE 6016
// save screen and tilt tile stuff
#define SAVE_SCREEN_TILE 6017
#define SAVE_SCREEN_XSIZE 160L
#define SAVE_SCREEN_YSIZE 100L
#endif

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@ -41,7 +41,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "network.h"
#include "jsector.h"
#include "parent.h"
#include "reserve.h"
//#define FILE_TYPE 1

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@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "tags.h"
#include "sector.h"
#include "player.h"
#include "quake.h"
#include "weapon.h"
#include "jtags.h"

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@ -1,48 +0,0 @@
//-------------------------------------------------------------------------
/*
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "mytypes.h"
// Only ad to the end. These currently have to be in this order because of the
// way they are initilized.
BEGIN_SW_NS
typedef struct
{
// Net Options from Menus
uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
uint8_t NetMonsters; // Cycle skill levels
SWBOOL NetHurtTeammate; // Allow friendly kills
SWBOOL NetSpawnMarkers; // Respawn markers on/off
SWBOOL NetTeamPlay; // Team play
uint8_t NetKillLimit; // Number of frags at which game ends
uint8_t NetTimeLimit; // Limit time of game
uint8_t NetColor; // Chosen color for player
SWBOOL NetNuke;
} GAME_SET, *GAME_SETp;
extern const GAME_SET gs_defaults;
extern GAME_SET gs;
END_SW_NS

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@ -31,7 +31,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "quake.h"
#include "misc.h"
#include "weapon.h"
#include "sector.h"

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@ -32,7 +32,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "game.h"
#include "tags.h"
#include "break.h"
#include "quake.h"
#include "pal.h"
#include "sprite.h"

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@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "interpso.h"
#include "tags.h"
#include "break.h"
#include "quake.h"
#include "network.h"
#include "pal.h"

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@ -31,7 +31,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "quake.h"
#include "misc.h"
#include "gamecontrol.h"
#include "mapinfo.h"