- renamed a few headers.

This commit is contained in:
Christoph Oelckers 2020-06-24 21:21:02 +02:00
parent 28b2bcb444
commit 2bd4173716
26 changed files with 259 additions and 150 deletions

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@ -0,0 +1,94 @@
#pragma once
// shared functions
void movecyclers(void);
void movedummyplayers(void);
void resetlanepics(void);
void moveplayers();
void doanimations();
void movefx();
void ms(short i);
void movecrane(int i, int crane);
void movefountain(int i, int fountain);
void moveflammable(int i, int tire, int box, int pool);
void detonate(int i, int explosion);
void movemasterswitch(int i, int spectype1, int spectype2);
void movetrash(int i);
void movewaterdrip(int i, int drip);
void movedoorshock(int i);
void movetouchplate(int i, int plate);
void movecanwithsomething(int i);
void bounce(int i);
void movetongue(int i, int tongue, int jaw);
void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion);
void lotsofstuff(spritetype* s, short n, int spawntype);
bool respawnmarker(int i, int yellow, int green);
bool rat(int i, bool makesound);
bool queball(int i, int pocket, int queball, int stripeball);
void forcesphere(int i, int forcesphere);
void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i));
void ooz(int i);
void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT);
void camera(int i);
void forcesphere(int i);
void watersplash2(int i);
void frameeffect1(int i);
bool money(int i, int BLOODPOOL);
bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2);
bool bloodpool(int i, bool puke, int TIRE);
void shell(int i, bool morecheck);
void glasspieces(int i);
void scrap(int i, int SCRAP1, int SCRAP6);
void handle_se00(int i, int LASERLINE);
void handle_se01(int i);
void handle_se14(int i, bool checkstat, int RPG, int JIBS6);
void handle_se30(int i, int JIBS6);
void handle_se02(int i);
void handle_se03(int i);
void handle_se04(int i);
void handle_se05(int i, int FIRELASER);
void handle_se08(int i, bool checkhitag1);
void handle_se10(int i, const int *);
void handle_se11(int i);
void handle_se12(int i, int planeonly = 0);
void handle_se13(int i);
void handle_se15(int i);
void handle_se16(int i, int REACTOR, int REACTOR2);
void handle_se17(int i);
void handle_se18(int i, bool morecheck);
void handle_se19(int i, int BIGFORCE);
void handle_se20(int i);
void handle_se21(int i);
void handle_se22(int i);
void handle_se26(int i);
void handle_se27(int i);
void handle_se32(int i);
void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2);
void handle_se128(int i);
void handle_se130(int i, int countmax, int EXPLOSION2);
void respawn_rrra(int i, int j);
int dodge(spritetype*);
void alterang(int a, int g_i, int g_p);
void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
void checkavailweapon(struct player_struct* p);
// tile names which are identical for all games.
enum
{
SECTOREFFECTOR = 1,
ACTIVATOR = 2,
TOUCHPLATE = 3,
ACTIVATORLOCKED = 4,
MUSICANDSFX = 5,
LOCATORS = 6,
CYCLER = 7,
MASTERSWITCH = 8,
RESPAWN = 9,
GPSPEED = 10,
FOF = 13,
};

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@ -36,7 +36,7 @@ This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "actors.h" #include "zz_actors.h"
#include "names.h" #include "names.h"
BEGIN_DUKE_NS BEGIN_DUKE_NS

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@ -27,7 +27,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "actors.h" #include "zz_actors.h"
#include "names_rr.h" #include "names_rr.h"
#include "serializer.h" #include "serializer.h"

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@ -28,7 +28,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "actors.h" #include "zz_actors.h"
#include "names_rr.h" #include "names_rr.h"
#include "mmulti.h" #include "mmulti.h"

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@ -28,7 +28,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "actors.h" #include "zz_actors.h"
#include "names_rr.h" #include "names_rr.h"
BEGIN_DUKE_NS BEGIN_DUKE_NS

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@ -108,7 +108,7 @@ EDUKE32_STATIC_ASSERT(7 <= MAXTILES-MAXUSERTILES);
END_DUKE_NS END_DUKE_NS
#include "actors.h" #include "zz_actors.h"
#include "common_game.h" #include "common_game.h"
#include "gamecontrol.h" #include "gamecontrol.h"
#include "game.h" #include "game.h"
@ -123,7 +123,7 @@ END_DUKE_NS
#include "player.h" #include "player.h"
#include "quotes.h" #include "quotes.h"
#include "rts.h" #include "rts.h"
#include "text.h" #include "zz_text.h"
#include "sector.h" #include "sector.h"
#include "sounds.h" #include "sounds.h"
#include "soundefs.h" #include "soundefs.h"

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@ -33,7 +33,7 @@ source as it is released.
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "actors.h" #include "zz_actors.h"
#include "names.h" #include "names.h"
BEGIN_DUKE_NS BEGIN_DUKE_NS

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@ -27,7 +27,7 @@ Prepared for public release, 03/21/2003 - Charlie Wiederhold, 3D Realms
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "actors.h" #include "zz_actors.h"
#include "names_rr.h" #include "names_rr.h"
BEGIN_DUKE_NS BEGIN_DUKE_NS

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@ -24,7 +24,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#define gamedef_h_ #define gamedef_h_
#include "gamevar.h" #include "gamevar.h"
#include "actors.h" #include "zz_actors.h"
#include "build.h" // hashtable_t #include "build.h" // hashtable_t
#include "cheats.h" #include "cheats.h"
#include "common.h" // tokenlist #include "common.h" // tokenlist

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@ -0,0 +1,132 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
void updateinterpolations() //Stick at beginning of domovethings
{
long i;
for(i=numinterpolations-1;i>=0;i--) oldipos[i] = *curipos[i];
}
void setinterpolation(long *posptr)
{
long i;
if (numinterpolations >= MAXINTERPOLATIONS) return;
for(i=numinterpolations-1;i>=0;i--)
if (curipos[i] == posptr) return;
curipos[numinterpolations] = posptr;
oldipos[numinterpolations] = *posptr;
numinterpolations++;
}
void stopinterpolation(long *posptr)
{
long i;
for(i=numinterpolations-1;i>=startofdynamicinterpolations;i--)
if (curipos[i] == posptr)
{
numinterpolations--;
oldipos[i] = oldipos[numinterpolations];
bakipos[i] = bakipos[numinterpolations];
curipos[i] = curipos[numinterpolations];
}
}
void dointerpolations(long smoothratio) //Stick at beginning of drawscreen
{
long i, j, odelta, ndelta;
ndelta = 0; j = 0;
for(i=numinterpolations-1;i>=0;i--)
{
bakipos[i] = *curipos[i];
odelta = ndelta; ndelta = (*curipos[i])-oldipos[i];
if (odelta != ndelta) j = mulscale16(ndelta,smoothratio);
*curipos[i] = oldipos[i]+j;
}
}
void restoreinterpolations() //Stick at end of drawscreen
{
long i;
for(i=numinterpolations-1;i>=0;i--) *curipos[i] = bakipos[i];
}
void setsectinterpolate(short i)
{
long j, k, startwall,endwall;
startwall = sector[SECT].wallptr;
endwall = startwall+sector[SECT].wallnum;
for(j=startwall;j<endwall;j++)
{
setinterpolation(&wall[j].x);
setinterpolation(&wall[j].y);
k = wall[j].nextwall;
if(k >= 0)
{
setinterpolation(&wall[k].x);
setinterpolation(&wall[k].y);
k = wall[k].point2;
setinterpolation(&wall[k].x);
setinterpolation(&wall[k].y);
}
}
}
void clearsectinterpolate(short i)
{
short j,startwall,endwall;
startwall = sector[SECT].wallptr;
endwall = startwall+sector[SECT].wallnum;
for(j=startwall;j<endwall;j++)
{
stopinterpolation(&wall[j].x);
stopinterpolation(&wall[j].y);
if(wall[j].nextwall >= 0)
{
stopinterpolation(&wall[wall[j].nextwall].x);
stopinterpolation(&wall[wall[j].nextwall].y);
}
}
}

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@ -23,7 +23,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifndef sector_h_ #ifndef sector_h_
#define sector_h_ #define sector_h_
#include "actors.h" // actor_t #include "zz_actors.h" // actor_t
#include "gamedef.h" #include "gamedef.h"
#include "gamevar.h" #include "gamevar.h"
#include "macros.h" #include "macros.h"

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@ -35,7 +35,7 @@ source as it is released.
#include <utility> #include <utility>
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "sounds_common.h" #include "sounds.h"
using std::min; using std::min;
using std::max; using std::max;

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@ -34,7 +34,7 @@ source as it is released.
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "sounds_common.h" #include "sounds.h"
#include "names.h" #include "names.h"
// PRIMITIVE // PRIMITIVE

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@ -28,7 +28,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "sounds_common.h" #include "sounds.h"
#include "names_rr.h" #include "names_rr.h"
// PRIMITIVE // PRIMITIVE

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@ -29,12 +29,23 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifndef sounds_public_h_ #ifndef sounds_public_h_
#define sounds_public_h_ #define sounds_public_h_
#include "sounds_common.h"
#include "raze_sound.h" #include "raze_sound.h"
#include "raze_music.h" #include "raze_music.h"
BEGIN_DUKE_NS BEGIN_DUKE_NS
// Sound flags
enum {
SF_LOOP = 1,
SF_MSFX = 2,
SF_TALK = 4,
SF_ADULT = 8,
SF_GLOBAL = 16,
SF_ONEINST_INTERNAL = 32,
SF_DTAG = 128,
};
// KEEPINSYNC lunatic/con_lang.lua // KEEPINSYNC lunatic/con_lang.lua
#define MAXSOUNDS 4096 #define MAXSOUNDS 4096
#define LOUDESTVOLUME 111 #define LOUDESTVOLUME 111

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@ -1,38 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2013 EDuke32 developers and contributors
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef EDUKE32_SOUNDS_COMMON_H
#define EDUKE32_SOUNDS_COMMON_H
// Sound flags
enum {
SF_LOOP = 1,
SF_MSFX = 2,
SF_TALK = 4,
SF_ADULT = 8,
SF_GLOBAL = 16,
SF_ONEINST_INTERNAL = 32,
SF_DTAG = 128,
};
#endif

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@ -36,7 +36,7 @@ source as it is released.
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "game.h" #include "game.h"
#include "sounds_common.h" #include "sounds.h"
BEGIN_DUKE_NS BEGIN_DUKE_NS

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@ -35,7 +35,7 @@ source as it is released.
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "game.h" #include "game.h"
#include "sounds_common.h" #include "sounds.h"
#include "names.h" #include "names.h"
BEGIN_DUKE_NS BEGIN_DUKE_NS

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@ -30,7 +30,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
#include "ns.h" #include "ns.h"
#include "global.h" #include "global.h"
#include "game.h" #include "game.h"
#include "sounds_common.h" #include "sounds.h"
#include "names_rr.h" #include "names_rr.h"
BEGIN_DUKE_NS BEGIN_DUKE_NS

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@ -247,13 +247,6 @@ int LocateTheLocator(int const tag, int const sectNum);
int A_IncurDamage(int spriteNum); int A_IncurDamage(int spriteNum);
void A_DeleteSprite(int spriteNum); void A_DeleteSprite(int spriteNum);
void movecyclers(void);
void movedummyplayers(void);
void resetlanepics(void);
void moveplayers();
void doanimations();
void movefx();
int G_SetInterpolation(int32_t *posptr); int G_SetInterpolation(int32_t *posptr);
void G_ClearCameraView(DukePlayer_t *ps); void G_ClearCameraView(DukePlayer_t *ps);
void clearcamera(player_struct* ps); void clearcamera(player_struct* ps);
@ -322,90 +315,7 @@ inline int wakeup(int sn, int pn)
return G_WakeUp(&sprite[sn], pn); return G_WakeUp(&sprite[sn], pn);
} }
// shared functions #include "actor.h"
void ms(short i);
void movecrane(int i, int crane);
void movefountain(int i, int fountain);
void moveflammable(int i, int tire, int box, int pool);
void detonate(int i, int explosion);
void movemasterswitch(int i, int spectype1, int spectype2);
void movetrash(int i);
void movewaterdrip(int i, int drip);
void movedoorshock(int i);
void movetouchplate(int i, int plate);
void movecanwithsomething(int i);
void bounce(int i);
void movetongue(int i, int tongue, int jaw);
void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion);
void lotsofstuff(spritetype* s, short n, int spawntype);
bool respawnmarker(int i, int yellow, int green);
bool rat(int i, bool makesound);
bool queball(int i, int pocket, int queball, int stripeball);
void forcesphere(int i, int forcesphere);
void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i));
void ooz(int i);
void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT);
void camera(int i);
void forcesphere(int i);
void watersplash2(int i);
void frameeffect1(int i);
bool money(int i, int BLOODPOOL);
bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2);
bool bloodpool(int i, bool puke, int TIRE);
void shell(int i, bool morecheck);
void glasspieces(int i);
void scrap(int i, int SCRAP1, int SCRAP6);
void handle_se00(int i, int LASERLINE);
void handle_se01(int i);
void handle_se14(int i, bool checkstat, int RPG, int JIBS6);
void handle_se30(int i, int JIBS6);
void handle_se02(int i);
void handle_se03(int i);
void handle_se04(int i);
void handle_se05(int i, int FIRELASER);
void handle_se08(int i, bool checkhitag1);
void handle_se10(int i, const int *);
void handle_se11(int i);
void handle_se12(int i, int planeonly = 0);
void handle_se13(int i);
void handle_se15(int i);
void handle_se16(int i, int REACTOR, int REACTOR2);
void handle_se17(int i);
void handle_se18(int i, bool morecheck);
void handle_se19(int i, int BIGFORCE);
void handle_se20(int i);
void handle_se21(int i);
void handle_se22(int i);
void handle_se26(int i);
void handle_se27(int i);
void handle_se32(int i);
void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2);
void handle_se128(int i);
void handle_se130(int i, int countmax, int EXPLOSION2);
void respawn_rrra(int i, int j);
int dodge(spritetype*);
void alterang(int a, int g_i, int g_p);
void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
void checkavailweapon(struct player_struct* p);
// tile names which are identical for all games.
enum
{
SECTOREFFECTOR = 1,
ACTIVATOR = 2,
TOUCHPLATE = 3,
ACTIVATORLOCKED = 4,
MUSICANDSFX = 5,
LOCATORS = 6,
CYCLER = 7,
MASTERSWITCH = 8,
RESPAWN = 9,
GPSPEED = 10,
FOF = 13,
};
#endif #endif

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@ -33,7 +33,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "../glbackend/glbackend.h" #include "../glbackend/glbackend.h"
#include "anim.h" #include "zz_anim.h"
#ifdef USE_LIBVPX #ifdef USE_LIBVPX
# include "animvpx.h" # include "animvpx.h"

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@ -31,7 +31,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "net.h" #include "net.h"
#include "menus.h" #include "menus.h"
#include "savegame.h" #include "savegame.h"
#include "anim.h" #include "zz_anim.h"
#include "demo.h" #include "demo.h"
#include "cheats.h" #include "cheats.h"

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@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "ns.h" // Must come before everything else! #include "ns.h" // Must come before everything else!
#include "duke3d.h" #include "duke3d.h"
#include "anim.h" #include "zz_anim.h"
#include "menus.h" #include "menus.h"
#include "demo.h" #include "demo.h"
#include "savegame.h" #include "savegame.h"

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@ -25,7 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "compat.h" #include "compat.h"
#include "screens.h" #include "screens.h"
#include "anim.h" #include "zz_anim.h"
#include "sbar.h" #include "sbar.h"
#include "menus.h" #include "menus.h"
#include "demo.h" #include "demo.h"