//------------------------------------------------------------------------- /* 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 #ifdef __GNUC__ #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 int S_PlayMusic(const char *fn, const int sel); extern int S_LoadSound(unsigned num); extern int S_PlaySoundXYZ(int num,int i,int x,int y,int z); extern void S_PlaySound(int num); extern int A_PlaySound(unsigned int num,int i); extern void S_StopSound(int num); extern void S_StopEnvSound(int num,int i); extern void pan3dsound(void); extern void S_TestSoundCallback(unsigned int num); extern void S_ClearSoundLocks(void); extern int A_CallSound(int sn,int whatsprite); extern int check_activator_motion(int lotag); extern int CheckDoorTile(int dapic); extern int isanunderoperator(int lotag); extern int isanearoperator(int lotag); extern inline int CheckPlayerInSector(int sect); extern int ldist(spritetype *s1,spritetype *s2); extern int dist(spritetype *s1,spritetype *s2); extern int A_FindPlayer(spritetype *s,int *d); extern int P_FindOtherPlayer(int p,int *d); extern void G_DoSectorAnimations(void); extern int GetAnimationGoal(int *animptr); extern int SetAnimation(int animsect,int *animptr,int thegoal,int thevel); extern void G_AnimateCamSprite(void); extern void G_AnimateWalls(void); extern int G_ActivateWarpElevators(int s,int d); extern void G_OperateSectors(int sn,int ii); extern void G_OperateRespawns(int low); extern void G_OperateActivators(int low,int snum); extern void G_OperateMasterSwitches(int low); extern void G_OperateForceFields(int s,int low); extern int P_ActivateSwitch(int snum,int w,int switchtype); extern void activatebysector(int sect,int j); extern void A_DamageWall(int spr,int dawallnum,int x,int y,int z,int atwith); extern void P_CheckTouchDamage(DukePlayer_t *p,int j); extern int Sect_DamageCeiling(int sn); extern void A_DamageObject(int i,int sn); extern void allignwarpelevators(void); extern void G_HandleSharedKeys(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 G_CacheMapData(void); extern void xyzmirror(int i,int wn); extern void G_UpdateScreenArea(void); extern void P_RandomSpawnPoint(int snum); extern void P_ResetWeapons(int snum); extern void P_ResetInventory(int snum); extern void G_NewGame(int vn,int ln,int sk); extern void G_ResetTimers(void); extern void waitforeverybody(void); extern void clearfifo(void); extern void Net_ResetPrediction(void); extern int G_EnterLevel(int g); extern void G_BackToMenu(void); extern void P_UpdateScreenPal(DukePlayer_t *p); extern void P_QuickKill(DukePlayer_t *p); extern int A_GetHitscanRange(int i); extern int A_CheckHitSprite(int i,short *hitsp); extern int A_Shoot(int i,int atwith); extern void P_DisplayScubaMask(int snum); extern void P_DisplayWeapon(int snum); extern void getinput(int snum); extern void P_DropWeapon(DukePlayer_t *p); extern void P_ProcessInput(int snum); extern void ChangeToMenu(int cm); // extern void savetemp(const char *fn,int daptr,int dasiz); // extern int G_LoadSaveHeader(char spot,int32 *vn,int32 *ln,int32 *psk,int32 *numplr); extern int G_LoadPlayer(int spot); extern int G_SavePlayer(int spot); extern int menutext_(int x,int y,int s,int p,char *t,int 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(int r,int g,int b,int e); extern void G_PlayAnim(const char *fn,char); extern int G_GetAngleDelta(int a,int na); extern void A_GetZLimits(int iActor); extern void A_Fall(int iActor); extern void C_Compile(const char *fn); extern int A_GetFurthestAngle(int iActor,int angs); extern void A_Execute(int iActor,int iPlayer,int lDist); extern void overwritesprite(int thex,int they,int tilenum,int shade,int stat,int dapalnum); extern void gamenumber(int x,int y,int n,int s); extern void G_Shutdown(void); extern void getpackets(void); extern void A_PlayAlertSound(int i); extern inline int A_CheckInventorySprite(spritetype *s); extern inline int A_CheckEnemySprite(spritetype *s); extern int A_CheckEnemyTile(int pn); extern void G_DrawTile(int x,int y,int tilenum,int shade,int orientation); extern void G_DrawTilePal(int x,int y,int tilenum,int shade,int orientation,int p); extern void G_DrawFrags(void); extern void P_DoQuote(int q,DukePlayer_t *p); extern void G_GameExit(const char *t); extern inline int G_EnterText(int x,int y,char *t,int dalen,int c); extern void G_DisplayRest(int smoothratio); extern void updatesectorz(int x,int y,int z,short *sectnum); extern void G_DrawBackground(void); extern void G_DrawRooms(int snum,int smoothratio); extern int A_InsertSprite(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 A_CheckSwitchTile(int i); extern int A_Spawn(int j,int pn); extern void G_DoSpriteAnimations(int x,int y,int a,int smoothratio); extern int main(int argc,char **argv); extern void G_OpenDemoWrite(void); extern void G_CloseDemoWrite(void); extern void G_BonusScreen(int bonusonly); extern void A_SpawnWallGlass(int i,int wallnum,int n); extern void A_SpawnGlass(int i,int n); extern void A_SpawnCeilingGlass(int i,int sectnum,int n); extern void A_SpawnRandomGlass(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 ReadSaveGameHeaders(void); extern int32 CONFIG_ReadSetup(void); extern void CONFIG_WriteSetup(void); extern inline void G_UpdateInterpolations(void); extern void G_SetInterpolation(int *posptr); extern void G_StopInterpolation(int *posptr); extern void G_DoInterpolations(int smoothratio); extern inline void G_RestoreInterpolations(void); extern inline int G_CheckForSpaceCeiling(int sectnum); extern inline int G_CheckForSpaceFloor(int sectnum); extern void P_AddAmmo(int weapon,DukePlayer_t *p,int amount); extern void P_AddWeaponNoSwitch(DukePlayer_t *p,int weapon); extern void P_AddWeapon(DukePlayer_t *p,int weapon); extern void P_SelectNextInvItem(DukePlayer_t *p); extern void P_CheckWeapon(DukePlayer_t *p); extern void A_RadiusDamage(int i,int r,int hp1,int hp2,int hp3,int hp4); extern int A_MoveSprite(int spritenum,int xchange,int ychange,int zchange,unsigned int cliptype); extern inline int A_SetSprite(int i,unsigned int cliptype); extern void A_AddToDeleteQueue(int i); extern void A_SpawnMultiple(int sp,int pic,int n); extern void A_DoGuts(int sp,int gtype,int n); extern void Sect_SetInterpolation(int i); extern void Sect_ClearInterpolation(int i); extern int A_IncurDamage(int sn); extern void G_MoveWorld(void); extern void A_MoveCyclers(void); extern void A_MoveDummyPlayers(void); // game.c extern inline void G_SetStatusBarScale(int sc); extern void P_SetGamePalette(DukePlayer_t *player, char *pal, int set); extern void fadepal(int r, int g, int b, int start, int end, int step); 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 G_DrawTXDigiNumZ(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 G_DrawTileSmall(int x,int y,int tilenum,int shade,int orientation); extern void G_DrawTilePalSmall(int x,int y,int tilenum,int shade,int orientation,int p); extern void Gv_ResetVars(void); extern void A_ResetVars(int iActor); extern int minitext_(int x,int y,const char *t,int s,int p,int 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, int lValue); extern void A_LoadActor(int sActor); extern int Gv_GetVarByLabel(const char *szGameLabel, int lDefault, int iActor, int iPlayer); extern void Gv_DumpValues(FILE *fp); // 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 int Gv_ReadSave(int fil); extern int __fastcall Gv_GetVar(int id, int iActor, int iPlayer); extern void __fastcall Gv_SetVar(int id, int lValue, int iActor, int iPlayer); // extern void SetGameArrayID(int id,int index, int lValue); extern int Gv_NewVar(const char *pszLabel, int lValue, unsigned int dwFlags); extern int Gv_NewArray(const char *pszLabel, int asize); extern void C_ReportError(int iError); extern void onvideomodechange(int newmode); extern void X_OnEvent(int iEventID, int sActor, int sPlayer, int lDist); extern int A_CheckSoundPlaying(int i, int num); extern int S_CheckSoundPlaying(int i, int num); extern void A_StopSound(int num, int 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(int volume, int level); extern inline int A_CheckSpriteFlags(int iActor, int iType); extern inline int A_CheckSpriteTileFlags(int iPicnum, int iType); extern int G_GetTeamPalette(int team); extern void se40code(int x,int y,int z,int a,int h, int smoothratio); extern void G_FreeMapState(int mapnum); extern void G_FindLevelForFilename(const char *fn, char *volume, char *level); extern void G_GetCrosshairColor(void); extern void G_SetCrosshairColor(int r, int g, int b); extern int kopen4loadfrommod(char *filename, char searchfirst); #endif // __funct_h__