mirror of
https://github.com/ZDoom/raze-gles.git
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250 lines
10 KiB
C
250 lines
10 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2004, 2007 - EDuke32 developers
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This file is part of EDuke32
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef __funct_h__
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#define __funct_h__
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extern void sendscore(const char *s);
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extern void SoundStartup(void);
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extern void SoundShutdown(void);
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extern void MusicStartup(void);
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extern void MusicShutdown(void);
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extern void intomenusounds(void);
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extern int playmusic(const char *fn, const int sel);
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extern int loadsound(unsigned num);
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extern int xyzsound(int num,int i,int x,int y,int z);
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extern void sound(int num);
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extern int spritesound(unsigned int num,int i);
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extern void stopsound(int num);
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extern void stopenvsound(int num,int i);
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extern void pan3dsound(void);
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extern void testcallback(unsigned int num);
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extern void clearsoundlocks(void);
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extern int callsound(int sn,int whatsprite);
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extern int check_activator_motion(int lotag);
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extern int isadoorwall(int dapic);
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extern int isanunderoperator(int lotag);
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extern int isanearoperator(int lotag);
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extern inline int checkcursectnums(int sect);
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extern inline int ldist(spritetype *s1,spritetype *s2);
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extern inline int dist(spritetype *s1,spritetype *s2);
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extern int findplayer(spritetype *s,int *d);
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extern int findotherplayer(int p,int *d);
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extern void doanimations(void);
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extern int getanimationgoal(int *animptr);
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extern int setanimation(int animsect,int *animptr,int thegoal,int thevel);
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extern void animatecamsprite(void);
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extern void animatewalls(void);
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extern int activatewarpelevators(int s,int d);
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extern void operatesectors(int sn,int ii);
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extern void operaterespawns(int low);
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extern void operateactivators(int low,int snum);
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extern void operatemasterswitches(int low);
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extern void operateforcefields(int s,int low);
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extern int checkhitswitch(int snum,int w,int switchtype);
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extern void activatebysector(int sect,int j);
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extern void checkhitwall(int spr,int dawallnum,int x,int y,int z,int atwith);
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extern void checkplayerhurt(player_struct *p,int j);
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extern int checkhitceiling(int sn);
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extern void checkhitsprite(int i,int sn);
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extern void allignwarpelevators(void);
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extern void sharedkeys(int snum);
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extern void checksectors(int snum);
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extern int32 RTS_AddFile(const char *filename);
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extern void RTS_Init(const char *filename);
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extern int32 RTS_NumSounds(void);
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extern int32 RTS_SoundLength(int32 lump);
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extern const char *RTS_GetSoundName(int32 i);
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extern void RTS_ReadLump(int32 lump,void *dest);
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extern void *RTS_GetSound(int32 lump);
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extern void docacheit(void);
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extern void xyzmirror(int i,int wn);
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extern void vscrn(void);
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extern void pickrandomspot(int snum);
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extern void resetweapons(int snum);
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extern void resetinventory(int snum);
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extern void newgame(int vn,int ln,int sk);
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extern void resettimevars(void);
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extern void waitforeverybody(void);
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extern void cacheit(void);
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extern void clearfifo(void);
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extern void resetmys(void);
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extern int enterlevel(int g);
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extern void backtomenu(void);
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extern void setpal(player_struct *p);
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extern void quickkill(player_struct *p);
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extern int hits(int i);
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extern int hitasprite(int i,short *hitsp);
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extern int shoot(int i,int atwith);
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extern void displaymasks(int snum);
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extern void displayweapon(int snum);
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extern void getinput(int snum);
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extern void checkweapons(player_struct *p);
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extern void processinput(int snum);
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extern void cmenu(int cm);
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extern void savetemp(const char *fn,int daptr,int dasiz);
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// extern int loadpheader(char spot,int32 *vn,int32 *ln,int32 *psk,int32 *numplr);
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extern int loadplayer(int spot);
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extern int saveplayer(int spot);
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extern inline int menutext(int x,int y,int s,int p,const char *t);
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extern void menus(void);
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extern void palto(int r,int g,int b,int e);
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extern void playanm(const char *fn,char);
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extern int getincangle(int a,int na);
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extern void getglobalz(int iActor);
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extern void makeitfall(int iActor);
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extern void loadefs(const char *fn);
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extern int furthestangle(int iActor,int angs);
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extern void execute(int iActor,int iPlayer,int lDist);
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extern void overwritesprite(int thex,int they,int tilenum,int shade,int stat,int dapalnum);
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extern inline int gametext(int x,int y,const char *t,int s,int dabits);
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extern inline int gametextpal(int x,int y,const char *t,int s,int p);
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extern inline int minitext(int x,int y,const char *t,int p,int sb);
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extern void gamenumber(int x,int y,int n,int s);
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extern void Shutdown(void);
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extern void getpackets(void);
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extern void check_fta_sounds(int i);
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extern inline int inventory(spritetype *s);
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extern inline int badguy(spritetype *s);
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extern int badguypic(int pn);
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extern void myos(int x,int y,int tilenum,int shade,int orientation);
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extern void myospal(int x,int y,int tilenum,int shade,int orientation,int p);
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extern void displayfragbar(void);
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extern void FTA(int q,player_struct *p);
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extern void gameexit(const char *t);
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extern inline int strget(int x,int y,char *t,int dalen,int c);
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extern void displayrest(int smoothratio);
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extern void updatesectorz(int x,int y,int z,short *sectnum);
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extern void drawbackground(void);
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extern void displayrooms(int snum,int smoothratio);
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extern int EGS(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);
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extern int wallswitchcheck(int i);
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extern int spawn(int j,int pn);
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extern void animatesprites(int x,int y,int a,int smoothratio);
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extern int main(int argc,char **argv);
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extern void opendemowrite(void);
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extern void closedemowrite(void);
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extern void dobonus(int bonusonly);
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extern void lotsofglass(int i,int wallnum,int n);
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extern void spriteglass(int i,int n);
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extern void ceilingglass(int i,int sectnum,int n);
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extern void lotsofcolourglass(int i,int wallnum,int n);
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extern inline int GetTime(void);
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extern void CONFIG_GetSetupFilename(void);
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extern int32 CONFIG_FunctionNameToNum(char *func);
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extern char *CONFIG_FunctionNumToName(int32 func);
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extern int32 CONFIG_AnalogNameToNum(char *func);
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extern char *CONFIG_AnalogNumToName(int32 func);
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extern void CONFIG_SetDefaults(void);
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extern void CONFIG_ReadKeys(void);
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extern void readsavenames(void);
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extern int32 CONFIG_ReadSetup(void);
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extern void CONFIG_WriteSetup(void);
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extern inline void updateinterpolations(void);
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extern void setinterpolation(int *posptr);
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extern void stopinterpolation(int *posptr);
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extern void dointerpolations(int smoothratio);
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extern inline void restoreinterpolations(void);
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extern inline int ceilingspace(int sectnum);
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extern inline int floorspace(int sectnum);
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extern void addammo(int weapon,player_struct *p,int amount);
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extern void addweaponnoswitch(player_struct *p,int weapon);
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extern void addweapon(player_struct *p,int weapon);
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extern void checkavailinven(player_struct *p);
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extern void checkavailweapon(player_struct *p);
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extern void hitradius(int i,int r,int hp1,int hp2,int hp3,int hp4);
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extern int movesprite(int spritenum,int xchange,int ychange,int zchange,unsigned int cliptype);
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extern inline int ssp(int i,unsigned int cliptype);
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extern void insertspriteq(int i);
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extern void lotsofmoneymailpaper(int sp,int n,int pic);
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extern void guts(int sp,int gtype,int n);
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extern void setsectinterpolate(int i);
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extern void clearsectinterpolate(int i);
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extern int ifhitsectors(int sectnum);
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extern int ifhitbyweapon(int sn);
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extern void moveobjects(void);
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extern void movecyclers(void);
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extern void movedummyplayers(void);
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// game.c
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extern inline void setstatusbarscale(int sc);
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extern void setgamepalette(player_struct *player, char *pal, int set);
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extern void fadepal(int r, int g, int b, int start, int end, int step);
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extern inline int minitextshade(int x,int y,const char *t,int s,int p,int sb);
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extern inline int gametext_(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);
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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);
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extern void txdigitalnumberz(int starttile, int x,int y,int n,int s,int pal,int cs,int x1, int y1, int x2, int y2, int z);
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extern void txdigitalnumber(int starttile, int x,int y,int n,int s,int pal,int cs,int x1, int y1, int x2, int y2);
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extern void myosx(int x,int y,int tilenum,int shade,int orientation);
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extern void myospalx(int x,int y,int tilenum,int shade,int orientation,int p);
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extern void ResetGameVars(void);
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extern void ResetActorGameVars(int iActor);
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extern void setupdynamictostatic();
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extern void processnames(const char *szLabel, int lValue);
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extern void LoadActor(int sActor);
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extern int GetGameVar(const char *szGameLabel, int lDefault, int iActor, int iPlayer);
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extern void DumpGameVars(FILE *fp);
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// extern void AddLog(const char *psz, ...);
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extern void ResetSystemDefaults(void);
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extern void InitGameVarPointers(void);
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extern void InitGameVars(void);
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extern void SaveGameVars(FILE *fil);
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extern int ReadGameVars(int fil);
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extern int GetGameVarID(int id, int iActor, int iPlayer);
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extern void SetGameVarID(int id, int lValue, int iActor, int iPlayer);
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extern void SetGameArrayID(int id,int index, int lValue);
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extern int AddGameVar(const char *pszLabel, int lValue, unsigned int dwFlags);
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extern int AddGameArray(const char *pszLabel, int asize);
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extern void ReportError(int iError);
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extern void onvideomodechange(int newmode);
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extern void OnEvent(int iEventID, int sActor, int sPlayer, int lDist);
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extern int isspritemakingsound(int i, int num);
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extern int issoundplaying(int i, int num);
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extern void stopspritesound(int num, int i);
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extern void updateplayer(void);
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extern void sendboardname(void);
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extern void sendquit(void);
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extern void adduserquote(const char *daquote);
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extern void mpchangemap(int volume, int level);
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extern inline int checkspriteflags(int iActor, int iType);
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extern inline int checkspriteflagsp(int iPicnum, int iType);
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extern int getteampal(int team);
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extern void se40code(int x,int y,int z,int a,int h, int smoothratio);
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#endif // __funct_h__
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