//------------------------------------------------------------------------- /* 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__ #ifndef _MSC_VER #if defined(__GNUC__) && defined(__i386__) #ifndef __fastcall #define __fastcall __attribute__((fastcall)) #endif #else #define __fastcall #endif #endif extern void sendscore(const char *s); extern void S_SoundStartup(void); extern void S_SoundShutdown(void); extern void S_MusicStartup(void); extern void S_MusicShutdown(void); extern void S_MenuSound(void); extern int32_t S_PlayMusic(const char *fn, const int32_t sel); extern int32_t S_LoadSound(unsigned num); extern int32_t S_PlaySoundXYZ(int32_t num,int32_t i,const vec3_t *pos); extern void S_PlaySound(int32_t num); extern int32_t A_PlaySound(uint32_t num,int32_t i); extern void S_StopSound(int32_t num); extern void S_StopEnvSound(int32_t num,int32_t i); extern void S_Pan3D(void); extern void S_TestSoundCallback(uint32_t num); extern void S_ClearSoundLocks(void); extern int32_t A_CallSound(int32_t sn,int32_t whatsprite); extern int32_t G_CheckActivatorMotion(int32_t lotag); extern int32_t CheckDoorTile(int32_t dapic); extern int32_t isanunderoperator(int32_t lotag); extern int32_t isanearoperator(int32_t lotag); extern inline int32_t G_CheckPlayerInSector(int32_t sect); extern int32_t ldist(spritetype *s1,spritetype *s2); extern int32_t dist(spritetype *s1,spritetype *s2); extern int32_t __fastcall A_FindPlayer(spritetype *s,int32_t *d); extern int32_t P_FindOtherPlayer(int32_t p,int32_t *d); extern void G_DoSectorAnimations(void); extern int32_t GetAnimationGoal(int32_t *animptr); extern int32_t SetAnimation(int32_t animsect,int32_t *animptr,int32_t thegoal,int32_t thevel); extern void G_AnimateCamSprite(void); extern void G_AnimateWalls(void); extern int32_t G_ActivateWarpElevators(int32_t s,int32_t d); extern void G_OperateSectors(int32_t sn,int32_t ii); extern void G_OperateRespawns(int32_t low); extern void G_OperateActivators(int32_t low,int32_t snum); extern void G_OperateMasterSwitches(int32_t low); extern void G_OperateForceFields(int32_t s,int32_t low); extern int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchtype); extern void activatebysector(int32_t sect,int32_t j); extern void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith); extern void P_CheckTouchDamage(DukePlayer_t *p,int32_t j); extern int32_t Sect_DamageCeiling(int32_t sn); extern void A_DamageObject(int32_t i,int32_t sn); extern void allignwarpelevators(void); extern void G_HandleSharedKeys(int32_t snum); extern void P_CheckSectors(int32_t 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 G_CacheMapData(void); extern void xyzmirror(int32_t i,int32_t wn); extern void G_UpdateScreenArea(void); extern void P_RandomSpawnPoint(int32_t snum); extern void P_ResetWeapons(int32_t snum); extern void P_ResetInventory(int32_t snum); extern void G_NewGame(int32_t vn,int32_t ln,int32_t sk); extern void G_ResetTimers(void); extern void Net_WaitForEverybody(void); extern void clearfifo(void); extern void Net_ResetPrediction(void); extern int32_t G_EnterLevel(int32_t g); extern void G_BackToMenu(void); extern void P_UpdateScreenPal(DukePlayer_t *p); extern void P_QuickKill(DukePlayer_t *p); extern int32_t A_GetHitscanRange(int32_t i); extern int32_t A_CheckHitSprite(int32_t i,short *hitsp); extern int32_t A_Shoot(int32_t i,int32_t atwith); extern void P_DisplayScubaMask(int32_t snum); extern void P_DisplayWeapon(int32_t snum); extern void getinput(int32_t snum); extern void P_DropWeapon(DukePlayer_t *p); extern void P_ProcessInput(int32_t snum); extern void ChangeToMenu(int32_t cm); // extern void savetemp(const char *fn,int32_t daptr,int32_t dasiz); // extern int32_t G_LoadSaveHeader(char spot,int32 *vn,int32 *ln,int32 *psk,int32 *numplr); extern int32_t G_LoadPlayer(int32_t spot); extern int32_t G_SavePlayer(int32_t spot); extern int32_t menutext_(int32_t x,int32_t y,int32_t s,int32_t p,char *t,int32_t bits); #define menutext(x,y,s,p,t) menutext_(x,y,s,p,(char *)stripcolorcodes(menutextbuf,t),10+16) extern void M_DisplayMenus(void); extern void G_FadePalette(int32_t r,int32_t g,int32_t b,int32_t e); extern void G_PlayAnim(const char *fn,char); extern int32_t G_GetAngleDelta(int32_t a,int32_t na); extern void A_GetZLimits(int32_t iActor); extern void A_Fall(int32_t iActor); extern void C_Compile(const char *fn); extern int32_t A_GetFurthestAngle(int32_t iActor,int32_t angs); extern void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist); extern void gamenumber(int32_t x,int32_t y,int32_t n,int32_t s); extern void G_Shutdown(void); extern void Net_GetPackets(void); extern void A_PlayAlertSound(int32_t i); extern inline int32_t A_CheckInventorySprite(spritetype *s); extern inline int32_t A_CheckEnemySprite(spritetype *s); extern int32_t A_CheckEnemyTile(int32_t pn); extern void G_DrawTile(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation); extern void G_DrawTilePal(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation,int32_t p); extern void G_DrawFrags(void); extern void P_DoQuote(int32_t q,DukePlayer_t *p); extern void G_GameExit(const char *t); extern void G_DisplayRest(int32_t smoothratio); extern void updatesectorz(int32_t x,int32_t y,int32_t z,short *sectnum); extern void G_DrawBackground(void); extern void G_DrawRooms(int32_t snum,int32_t smoothratio); extern int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int32_t s_pn,int32_t s_s,int32_t s_xr,int32_t s_yr,int32_t s_a,int32_t s_ve,int32_t s_zv,int32_t s_ow,int32_t s_ss); extern int32_t A_CheckSwitchTile(int32_t i); extern int32_t A_Spawn(int32_t j,int32_t pn); extern void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio); extern int32_t main(int32_t argc,char **argv); extern void G_OpenDemoWrite(void); extern void G_CloseDemoWrite(void); extern void G_BonusScreen(int32_t bonusonly); extern void A_SpawnWallGlass(int32_t i,int32_t wallnum,int32_t n); extern void A_SpawnGlass(int32_t i,int32_t n); extern void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n); extern void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n); extern int32_t 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 ReadSaveGameHeaders(void); extern int32 CONFIG_ReadSetup(void); extern void CONFIG_WriteSetup(void); extern inline void G_UpdateInterpolations(void); extern void G_SetInterpolation(int32_t *posptr); extern void G_StopInterpolation(int32_t *posptr); extern void G_DoInterpolations(int32_t smoothratio); extern inline void G_RestoreInterpolations(void); extern inline int32_t G_CheckForSpaceCeiling(int32_t sectnum); extern inline int32_t G_CheckForSpaceFloor(int32_t sectnum); extern void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount); extern void P_AddWeaponNoSwitch(DukePlayer_t *p,int32_t weapon); extern void P_AddWeapon(DukePlayer_t *p,int32_t weapon); extern void P_SelectNextInvItem(DukePlayer_t *p); extern void P_CheckWeapon(DukePlayer_t *p); extern void A_RadiusDamage(int32_t i,int32_t r,int32_t hp1,int32_t hp2,int32_t hp3,int32_t hp4); extern int32_t A_MoveSprite(int32_t spritenum,const vec3_t *change,uint32_t cliptype); extern inline int32_t A_SetSprite(int32_t i,uint32_t cliptype); extern void A_AddToDeleteQueue(int32_t i); extern void A_SpawnMultiple(int32_t sp,int32_t pic,int32_t n); extern void A_DoGuts(int32_t sp,int32_t gtype,int32_t n); extern void Sect_SetInterpolation(int32_t i); extern void Sect_ClearInterpolation(int32_t i); extern int32_t A_IncurDamage(int32_t sn); extern void G_MoveWorld(void); extern void A_MoveCyclers(void); extern void A_MoveDummyPlayers(void); // game.c extern inline void G_SetStatusBarScale(int32_t sc); extern void P_SetGamePalette(DukePlayer_t *player, uint8_t *pal, int32_t set); extern void fadepal(int32_t r, int32_t g, int32_t b, int32_t start, int32_t end, int32_t step); extern int32_t gametext_z(int32_t small, int32_t starttile, int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t orientation,int32_t x1, int32_t y1, int32_t x2, int32_t y2,int32_t z); extern void G_DrawTXDigiNumZ(int32_t starttile, int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,int32_t cs,int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t z); extern void G_DrawTileSmall(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation); extern void G_DrawTilePalSmall(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation,int32_t p); extern void Gv_ResetVars(void); extern void A_ResetVars(int32_t iActor); extern int32_t minitext_(int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t sb); #define minitextshade(x, y, t, s, p, sb) minitext_(x,y,t,s,p,sb) #define minitext(x, y, t, p, sb) minitext_(x,y,t,0,p,sb) #define gametext(x,y,t,s,dabits) gametext_z(0,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536) #define gametextscaled(x,y,t,s,dabits) gametext_z(1,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536) #define gametextpal(x,y,t,s,p) gametext_z(0,STARTALPHANUM, x,y,t,s,p,26,0, 0, xdim-1, ydim-1, 65536) #define gametextpalbits(x,y,t,s,p,dabits) gametext_z(0,STARTALPHANUM, x,y,t,s,p,dabits,0, 0, xdim-1, ydim-1, 65536) extern void G_InitDynamicTiles(); extern void G_ProcessDynamicTileMapping(const char *szLabel, int32_t lValue); extern void A_LoadActor(int32_t sActor); extern int32_t Gv_GetVarByLabel(const char *szGameLabel, int32_t lDefault, int32_t iActor, int32_t iPlayer); extern void Gv_DumpValues(void); // extern void AddLog(const char *psz, ...); extern void Gv_ResetSystemDefaults(void); extern void Gv_InitWeaponPointers(void); extern void Gv_Init(void); extern void Gv_WriteSave(FILE *fil); extern int32_t Gv_ReadSave(int32_t fil); extern int32_t __fastcall Gv_GetVar(int32_t id, int32_t iActor, int32_t iPlayer); extern void __fastcall Gv_SetVar(int32_t id, int32_t lValue, int32_t iActor, int32_t iPlayer); extern int32_t __fastcall Gv_GetVarX(int32_t id); extern void __fastcall Gv_SetVarX(int32_t id, int32_t lValue); // extern void SetGameArrayID(int32_t id,int32_t index, int32_t lValue); extern int32_t Gv_NewVar(const char *pszLabel, int32_t lValue, uint32_t dwFlags); extern int32_t Gv_NewArray(const char *pszLabel, int32_t asize); extern void C_ReportError(int32_t iError); extern void onvideomodechange(int32_t newmode); extern void X_OnEvent(int32_t iEventID, int32_t sActor, int32_t sPlayer, int32_t lDist); extern int32_t A_CheckSoundPlaying(int32_t i, int32_t num); extern int32_t S_CheckSoundPlaying(int32_t i, int32_t num); extern void A_StopSound(int32_t num, int32_t i); extern void G_UpdatePlayerFromMenu(void); extern void Net_SendPlayerName(void); extern void Net_SendUserMapName(void); extern void Net_SendQuit(void); extern void G_AddUserQuote(const char *daquote); extern void Net_NewGame(int32_t volume, int32_t level); extern int32_t SpriteFlags[MAXTILES]; #define A_CheckSpriteFlags(iActor, iType) (((SpriteFlags[sprite[iActor].picnum]^ActorExtra[iActor].flags) & iType) != 0) #define A_CheckSpriteTileFlags(iPicnum, iType) ((SpriteFlags[iPicnum] & iType) != 0) static inline int32_t G_GetTeamPalette(int32_t team) { switch (team) { case 0: return 3; case 1: return 10; case 2: return 11; case 3: return 12; } return 0; } static inline void G_AddGameLight(int32_t radius, int32_t sector, int32_t x, int32_t y, int32_t z, int32_t range, int32_t color, int32_t priority) { gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = radius; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = sector; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = x; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = y; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = z; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = range; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range -= rand()%((gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range>>3)+1); gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = color&255; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = (color>>8)&255; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = (color>>16)&255; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = priority; if (gamelightcount < PR_MAXLIGHTS) gamelightcount++; } extern void se40code(int32_t x,int32_t y,int32_t z,int32_t a,int32_t h, int32_t smoothratio); extern void G_FreeMapState(int32_t mapnum); extern void G_FindLevelForFilename(const char *fn, char *volume, char *level); extern void G_GetCrosshairColor(void); extern void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b); extern int32_t kopen4loadfrommod(char *filename, char searchfirst); extern int32_t _EnterText(int32_t small,int32_t x,int32_t y,char *t,int32_t dalen,int32_t c); #define G_EnterText(x, y, t, dalen, c) _EnterText(0,x,y,t,dalen,c) #define Net_EnterText(x, y, t, dalen, c) _EnterText(1,x,y,t,dalen,c) #endif // __funct_h__