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249 lines
11 KiB
C
249 lines
11 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jonof@edgenetwk.com)
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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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struct player_struct; // JBF: duke3d.h defines this later
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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 void playmusic(const char *fn);
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extern int loadsound(unsigned short num);
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extern int xyzsound(short num,short i,long x,long y,long z);
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extern void sound(short num);
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extern int spritesound(unsigned short num,short i);
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extern void stopsound(short num);
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extern void stopenvsound(short num,short i);
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extern void pan3dsound(void);
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extern void testcallback(unsigned long 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 int checkcursectnums(int sect);
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extern long ldist(spritetype *s1,spritetype *s2);
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extern long dist(spritetype *s1,spritetype *s2);
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extern int findplayer(spritetype *s,long *d);
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extern int findotherplayer(int p,long *d);
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extern void doanimations(void);
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extern int getanimationgoal(long *animptr);
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extern int setanimation(short animsect,long *animptr,long thegoal,long thevel);
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extern void animatecamsprite(void);
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extern void animatewalls(void);
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extern int activatewarpelevators(short s,short d);
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extern void operatesectors(short sn,short 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(short s,int low);
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extern int checkhitswitch(int snum,long w,int switchtype);
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extern void activatebysector(short sect,short j);
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extern void checkhitwall(short spr,short dawallnum,long x,long y,long z,short atwith);
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extern void checkplayerhurt(struct player_struct *p,short j);
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extern int checkhitceiling(short sn);
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extern void checkhitsprite(short i,short 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(short i,short 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(char vn,char ln,char 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(char g);
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extern void backtomenu(void);
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extern void setpal(struct player_struct *p);
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extern void quickkill(struct player_struct *p);
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extern long hits(short i);
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extern long hitasprite(short 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(struct 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,long daptr,long 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(signed char spot);
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extern int saveplayer(signed char spot);
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extern inline int menutext(int x,int y,short s,short p,const char *t);
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extern void menus(void);
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extern void palto(char r,char g,char b,long 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,long lDist);
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extern void overwritesprite(long thex,long they,short tilenum,signed char shade,char stat,char dapalnum);
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extern inline int gametext(int x,int y,const char *t,char s,short dabits);
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extern inline int gametextpal(int x,int y,const char *t,char s,char p);
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extern inline int minitext(int x,int y,const char *t,char p,short sb);
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extern void gamenumber(long x,long y,long n,char 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(short i);
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extern inline short 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(long x,long y,int tilenum,int shade,int orientation);
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extern void myospal(long x,long y,int tilenum,int shade,int orientation,int p);
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extern void displayfragbar(void);
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extern void FTA(short q,struct player_struct *p);
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extern void gameexit(const char *t);
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extern inline int strget(short x,short y,char *t,short dalen,short c);
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extern void displayrest(long smoothratio);
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extern void updatesectorz(long x,long y,long z,short *sectnum);
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extern void drawbackground(void);
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extern void displayrooms(int snum,long smoothratio);
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extern int EGS(int whatsect,long s_x,long s_y,long s_z,int s_pn,int s_s,int s_xr,int s_yr,int s_a,int s_ve,long s_zv,int s_ow,int s_ss);
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extern int wallswitchcheck(short i);
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extern int spawn(int j,int pn);
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extern void animatesprites(long x,long y,short a,long 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(char bonusonly);
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extern void lotsofglass(short i,short wallnum,short n);
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extern void spriteglass(short i,short n);
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extern void ceilingglass(short i,short sectnum,short n);
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extern void lotsofcolourglass(short i,short wallnum,short n);
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extern long 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 void updateinterpolations(void);
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extern void setinterpolation(long *posptr);
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extern void stopinterpolation(long *posptr);
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extern void dointerpolations(long smoothratio);
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extern void restoreinterpolations(void);
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extern long ceilingspace(short sectnum);
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extern long floorspace(short sectnum);
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extern void addammo(short weapon,struct player_struct *p,short amount);
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extern void addweaponnoswitch(struct player_struct *p,short weapon);
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extern void addweapon(struct player_struct *p,short weapon);
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extern void checkavailinven(struct player_struct *p);
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extern void checkavailweapon(struct player_struct *p);
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extern void hitradius(short i,long r,long hp1,long hp2,long hp3,long hp4);
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extern int movesprite(short spritenum,long xchange,long ychange,long zchange,unsigned long cliptype);
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extern int ssp(int i,unsigned long cliptype);
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extern void insertspriteq(short i);
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extern void lotsofmoney(spritetype *s,short n);
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extern void lotsofmail(spritetype *s, short n);
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extern void lotsofpaper(spritetype *s, short n);
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extern void guts(spritetype *s,short gtype,short n,short p);
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extern void setsectinterpolate(short i);
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extern void clearsectinterpolate(short 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(long sc);
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extern void setgamepalette(struct 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,char s,char p,short sb);
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extern inline int gametext_(int small, int starttile, int x,int y,const char *t,char s,char p,short orientation,long x1, long y1, long x2, long y2);
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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);
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extern void myosx(long x,long y,int tilenum,int shade,int orientation);
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extern void myospalx(long x,long 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, long lValue);
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extern void LoadActor(long sActor);
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extern long GetGameVar(const char *szGameLabel, long 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(long fil);
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extern long GetGameVarID(int id, int iActor, int iPlayer);
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extern void SetGameVarID(int id, long lValue, int iActor, int iPlayer);
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extern int AddGameVar(const char *pszLabel, long lValue, unsigned long dwFlags);
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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, long lDist);
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extern int isspritemakingsound(short i, int num);
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extern int issoundplaying(short i, int num);
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extern void stopspritesound(short num, short 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 const char *stripcolorcodes(const char *t);
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extern void mpchangemap(char volume, char 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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#endif // __funct_h__
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