//------------------------------------------------------------------------- /* 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 int USRHOOKS_GetMem(char **ptr,unsigned long size); extern int USRHOOKS_FreeMem(char *ptr); 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 cheatkeys(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 resetplayerstats(short snum); extern void resetweapons(short snum); extern void resetinventory(short snum); extern void resetprestat(short snum,char g); extern void setupbackdrop(short backpicnum); extern void cachespritenum(short i); extern void cachegoodsprites(void ); extern void prelevel(char g); extern void newgame(char vn,char ln,char sk); extern void resetpspritevars(char g); extern void resettimevars(void ); extern void genspriteremaps(void ); extern void waitforeverybody(void); extern char checksum(long sum); extern char getsound(unsigned short num); extern void precachenecessarysounds(void ); extern void cacheit(void ); extern void dofrontscreens(char *); 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 incur_damage(struct player_struct *p); extern void quickkill(struct player_struct *p); extern void forceplayerangle(struct player_struct *p); extern void tracers(long x1,long y1,long z1,long x2,long y2,long z2,long n); extern long hits(short i); extern long hitasprite(short i,short *hitsp); extern long hitawall(struct player_struct *p,short *hitw); extern short aim(spritetype *s,short aang,short atwith); extern short shoot(short i,short atwith); extern void displayloogie(short snum); extern char animatefist(short gs,short snum); extern char animateknee(short gs,short snum); extern char animateknuckles(short gs,short snum); extern void displaymasks(short snum); extern char animatetip(short gs,short snum); extern char animateaccess(short gs,short snum); extern void displayweapon(short snum); extern void getinput(short snum); extern char doincrements(struct player_struct *p); 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 void getangplayers(short snum); // 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 void sendgameinfo(void ); extern int probe(int x,int y,int i,int n); extern int menutext(int x,int y,short s,short p,char *t); extern void bar(int x,int y,short *p,short dainc,char damodify,short s,short pa); extern void barsm(int x,int y,short *p,short dainc,char damodify,short s,short pa); extern void dispnames(void ); extern int getfilenames(char *path, char kind[]); extern void sortfilenames(void); extern void menus(void ); extern void palto(char r,char g,char b,long e); extern void drawoverheadmap(long cposx,long cposy,long czoom,short cang); extern void playanm(char *fn,char); extern short getincangle(short a,short na); extern char ispecial(char c); extern char isaltok(char c); extern void getglobalz(short sActor); extern void makeitfall(short sActor); extern void getlabel(void ); extern long keyword(void ); extern long transword(void ); extern long transnum(long type); extern char parsecommand(void ); extern void passone(void ); extern void loadefs(char *fn); extern char dodge(spritetype *s); extern short furthestangle(short sActor,short angs); extern short furthestcanseepoint(short sActor,spritetype *ts,long *dax,long *day); extern void alterang(short a); extern void move(void); extern void parseifelse(long condition); extern char parse(void ); extern void execute(short sActor,short sPlayer,long lDist); extern void overwritesprite(long thex,long they,short tilenum,signed char shade,char stat,char dapalnum); extern void timerhandler(void); extern int gametext(int x,int y,char *t,char s,short dabits); extern int gametextpal(int x,int y,char *t,char s,char p); extern 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 allowtimetocorrecterrorswhenquitting(void ); extern void getpackets(void ); extern void faketimerhandler(void); extern void checksync(void ); extern void check_fta_sounds(short i); extern inline short inventory(spritetype *s); extern short badguy(spritetype *s); extern short 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 invennum(long x,long y,char num1,char ha,char sbits); extern void weaponnum(short ind,long x,long y,long num1,long num2,char ha); extern void weaponnum999(char ind,long x,long y,long num1,long num2,char ha); extern void weapon_amounts(struct player_struct *p,long x,long y,long u); extern void digitalnumber(long x,long y,long n,char s,char cs); extern void scratchmarks(long x,long y,long n,char s,char p); extern void displayinventory(struct player_struct *p); extern void displayfragbar(void ); extern void coolgaugetext(short snum); extern void tics(void ); extern void clocks(void ); extern void coords(short snum); extern void operatefta(void); extern void FTA(short q,struct player_struct *p); extern void showtwoscreens(void ); extern void binscreen(void ); extern void gameexit(char *t); extern short 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 view(struct player_struct *pp,long *vx,long *vy,long *vz,short *vsectnum,short ang,short horiz); extern void drawbackground(void ); extern void displayrooms(short snum,long smoothratio); extern short LocateTheLocator(short n,short sn); 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 void cheats(void ); extern void nonsharedkeys(void ); extern void comlinehelp(char **argv); extern void checkcommandline(int argc,char **argv); extern void printstr(short x,short y,char string[],char attribute); extern void Logo(void ); extern void loadtmb(void ); extern void compilecons(void ); extern void Startup(void ); extern void getnames(void ); extern int main(int argc,char **argv); extern char opendemoread(char which_demo); extern void opendemowrite(void ); extern void record(void ); extern void closedemowrite(void ); extern long playback(void ); extern char moveloop(void); extern void fakedomovethingscorrect(void); extern void fakedomovethings(void ); extern char domovethings(void ); extern void displaybonuspics(short x,short y,short p); extern void doorders(void ); extern void dobonus(char bonusonly); extern void cameratext(short i); extern void vglass(long x,long y,short a,short wn,short n); 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 void SetupGameButtons(void ); extern long GetTime(void ); extern void CenterCenter(void ); extern void UpperLeft(void ); extern void LowerRight(void ); extern void CenterThrottle(void ); extern void CenterRudder(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 void CONFIG_ReadSetup(void ); extern void CONFIG_WriteSetup(void ); extern void CheckAnimStarted(char *funcname); extern uint16 findpage(uint16 framenumber); extern void loadpage(uint16 pagenumber,uint16 *pagepointer); extern void CPlayRunSkipDump(char *srcP,char *dstP); extern void renderframe(uint16 framenumber,uint16 *pagepointer); extern void drawframe(uint16 framenumber); 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 long ifsquished(short i,short 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 void ms(short i); extern void movefta(void ); extern short ifhitsectors(short sectnum); extern short ifhitbyweapon(short sn); extern void movecyclers(void ); extern void movedummyplayers(void ); extern void moveplayers(void ); extern void movefx(void ); extern void movefallers(void ); extern void movestandables(void ); extern void bounce(short i); extern void moveweapons(void ); extern void movetransports(void ); extern void moveeffectors(void ); extern void moveactors(void ); extern void moveexplosions(void ); // game.c extern 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 int minitextshade(int x,int y,char *t,char s,char p,short sb); extern 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 long txdist(spritetype *s1,spritetype *s2); 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 sanitizegametype(); // extern void readnames(); extern void setupdynamictostatic(); extern void processnames(char *szLabel, long lValue); extern void LoadActor(short sActor, short sPlayer, long lDist); 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 int GetGameID(char *szGameLabel); extern long GetGameVarID(int id, short sActor, short sPlayer); extern void SetGameVarID(int id, long lValue, short sActor, short sPlayer); 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(int num); extern void stopspritesound(short num, short i); extern void updatenames(void); extern void sendboardname(void); extern void sendquit(void); extern void adduserquote(char *daquote); extern char *strip_color_codes(char *t); #endif // __funct_h__