//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of 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 Modifications for JonoF's port by Jonathon Fowler (jonof@edgenetwk.com) */ //------------------------------------------------------------------------- #ifndef __funct_h__ #define __funct_h__ struct player_struct; // JBF: duke3d.h defines this later extern void sendscore(char *s); extern void SoundStartup(void); extern void SoundShutdown(void); extern void MusicStartup(void); extern void MusicShutdown(void); extern void intomenusounds(void); extern void playmusic(char *fn); extern char loadsound(unsigned short num); extern int xyzsound(short num,short i,long x,long y,long z); extern void sound(short num); extern int spritesound(unsigned short num,short i); extern void stopsound(short num); extern void stopenvsound(short num,short i); extern void pan3dsound(void); extern void testcallback(unsigned long num); extern void clearsoundlocks(void); extern short callsound(short sn,short whatsprite); extern short check_activator_motion(short lotag); extern char isadoorwall(short dapic); extern char isanunderoperator(short lotag); extern char isanearoperator(short lotag); extern short checkcursectnums(short sect); extern long ldist(spritetype *s1,spritetype *s2); extern long dist(spritetype *s1,spritetype *s2); extern short findplayer(spritetype *s,long *d); extern short findotherplayer(short p,long *d); extern void doanimations(void); extern int getanimationgoal(long *animptr); extern int setanimation(short animsect,long *animptr,long thegoal,long thevel); extern void animatecamsprite(void); extern void animatewalls(void); extern char activatewarpelevators(short s,short d); extern void operatesectors(short sn,short ii); extern void operaterespawns(short low); extern void operateactivators(short low,short snum); extern void operatemasterswitches(short low); extern void operateforcefields(short s,short low); extern char checkhitswitch(short snum,long w,char switchtype); extern void activatebysector(short sect,short j); extern void checkhitwall(short spr,short dawallnum,long x,long y,long z,short atwith); extern void checkplayerhurt(struct player_struct *p,short j); extern char checkhitceiling(short sn); extern void checkhitsprite(short i,short sn); extern void allignwarpelevators(void); extern void sharedkeys(short snum); extern void checksectors(short snum); extern int32 RTS_AddFile(char *filename); extern void RTS_Init(char *filename); extern int32 RTS_NumSounds(void); extern int32 RTS_SoundLength(int32 lump); extern 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(short i,short wn); extern void vscrn(void); extern void pickrandomspot(short snum); extern void resetweapons(short snum); extern void resetinventory(short snum); extern void newgame(char vn,char ln,char sk); extern void resettimevars(void); extern void waitforeverybody(void); extern void cacheit(void); extern void clearfifo(void); extern void resetmys(void); extern int enterlevel(char g); extern void backtomenu(void); extern void setpal(struct player_struct *p); extern void quickkill(struct player_struct *p); extern long hits(short i); extern long hitasprite(short i,short *hitsp); extern short shoot(short i,short atwith); extern void displaymasks(short snum); extern void displayweapon(short snum); extern void getinput(short snum); extern void checkweapons(struct player_struct *p); extern void processinput(short snum); extern void cmenu(short cm); extern void savetemp(char *fn,long daptr,long dasiz); // extern int loadpheader(char spot,int32 *vn,int32 *ln,int32 *psk,int32 *numplr); extern int loadplayer(signed char spot); extern int saveplayer(signed char spot); extern inline int menutext(int x,int y,short s,short p,char *t); extern int getfilenames(char *path, char kind[]); extern void menus(void); extern void palto(char r,char g,char b,long e); extern void playanm(char *fn,char); extern short getincangle(short a,short na); extern void getglobalz(short sActor); extern void makeitfall(short sActor); extern void loadefs(char *fn); extern short furthestangle(short sActor,short angs); extern void execute(const short *sActor,const short *sPlayer,const long *lDist); extern void overwritesprite(long thex,long they,short tilenum,signed char shade,char stat,char dapalnum); extern inline int gametext(int x,int y,char *t,char s,short dabits); extern inline int gametextpal(int x,int y,char *t,char s,char p); extern inline int minitext(int x,int y,char *t,char p,short sb); extern void gamenumber(long x,long y,long n,char s); extern void Shutdown(void); extern void getpackets(void); extern void check_fta_sounds(short i); extern inline short inventory(spritetype *s); extern inline int badguy(spritetype *s); extern int badguypic(short pn); extern void myos(long x,long y,short tilenum,signed char shade,char orientation); extern void myospal(long x,long y,short tilenum,signed char shade,char orientation,char p); extern void displayfragbar(void); extern void FTA(short q,struct player_struct *p); extern void gameexit(char *t); extern inline int strget(short x,short y,char *t,short dalen,short c); extern void displayrest(long smoothratio); extern void updatesectorz(long x,long y,long z,short *sectnum); extern void drawbackground(void); extern void displayrooms(short snum,long smoothratio); extern short EGS(short whatsect,long s_x,long s_y,long s_z,short s_pn,signed char s_s,signed char s_xr,signed char s_yr,short s_a,short s_ve,long s_zv,short s_ow,signed char s_ss); extern char wallswitchcheck(short i); extern short spawn(short j,short pn); extern void animatesprites(long x,long y,short a,long smoothratio); extern int main(int argc,char **argv); extern void opendemowrite(void); extern void closedemowrite(void); extern void dobonus(char bonusonly); extern void lotsofglass(short i,short wallnum,short n); extern void spriteglass(short i,short n); extern void ceilingglass(short i,short sectnum,short n); extern void lotsofcolourglass(short i,short wallnum,short n); extern long 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 void updateinterpolations(void); extern void setinterpolation(long *posptr); extern void stopinterpolation(long *posptr); extern void dointerpolations(long smoothratio); extern void restoreinterpolations(void); extern long ceilingspace(short sectnum); extern long floorspace(short sectnum); extern void addammo(short weapon,struct player_struct *p,short amount); extern void addweaponnoswitch(struct player_struct *p,short weapon); extern void addweapon(struct player_struct *p,short weapon); extern void checkavailinven(struct player_struct *p); extern void checkavailweapon(struct player_struct *p); extern void hitradius(short i,long r,long hp1,long hp2,long hp3,long hp4); extern int movesprite(short spritenum,long xchange,long ychange,long zchange,unsigned long cliptype); extern short ssp(short i,unsigned long cliptype); extern void insertspriteq(short i); extern void lotsofmoney(spritetype *s,short n); extern void lotsofmail(spritetype *s, short n); extern void lotsofpaper(spritetype *s, short n); extern void guts(spritetype *s,short gtype,short n,short p); extern void setsectinterpolate(short i); extern void clearsectinterpolate(short i); extern short ifhitsectors(short sectnum); extern short ifhitbyweapon(short sn); extern void moveobjects(void); extern void movecyclers(void); extern void movedummyplayers(void); // game.c extern inline void setstatusbarscale(long sc); extern void setgamepalette(struct 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,char *t,char s,char p,short sb); extern inline int gametext_(int small, int starttile, int x,int y,char *t,char s,char p,short orientation,long x1, long y1, long x2, long y2); extern void txdigitalnumber(short starttile, long x,long y,long n,char s,char pal,char cs,long x1, long y1, long x2, long y2); extern void myosx(long x,long y,short tilenum,signed char shade,char orientation); extern void myospalx(long x,long y,short tilenum,signed char shade,char orientation,char p); extern void ResetGameVars(void); extern void ResetActorGameVars(short sActor); extern void setupdynamictostatic(); extern void processnames(char *szLabel, long lValue); extern void LoadActor(long sActor); extern long GetGameVar(char *szGameLabel, long lDefault, short sActor, short sPlayer); extern void DumpGameVars(FILE *fp); extern void AddLog(char *psz); extern void ResetSystemDefaults(void); extern void InitGameVarPointers(void); extern void InitGameVars(void); extern void SaveGameVars(FILE *fil); extern int ReadGameVars(long fil); extern long GetGameVarID(int id, short sActor, short sPlayer); extern void SetGameVarID(int id, long lValue, short sActor, short sPlayer); extern char AddGameVar(char *pszLabel, long lValue, unsigned long dwFlags); extern void ReportError(int iError); extern void onvideomodechange(int newmode); extern void OnEvent(int iEventID, short sActor,short sPlayer,long lDist); extern int isspritemakingsound(short i, int num); extern int issoundplaying(short i, int num); extern void stopspritesound(short num, short i); extern void updateplayer(void); extern void sendboardname(void); extern void sendquit(void); extern void adduserquote(char *daquote); extern char *stripcolorcodes(char *t); extern void mpchangemap(char volume, char level); #endif // __funct_h__