raze/source/games/duke/src/funct.h

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#pragma once
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#include "screenjob.h"
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#include "constants.h"
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struct MapRecord;
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BEGIN_DUKE_NS
// dumping ground for all external function prototypes to keep them out of the important headers.
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// This list is not sorted in any way.
void lava_cleararrays();
void addjaildoor(int p1, int p2, int iht, int jlt, int p3, int h);
void addminecart(int p1, int p2, int i, int iht, int p3, int childsectnum);
void addtorch(int i);
void addlightning(int i);
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void movecyclers(void);
void movedummyplayers(void);
void resetlanepics(void);
void moveplayers();
void doanimations();
void movefx();
void moveclouds(void);
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void RANDOMSCRAP(spritetype* s, int i);
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void ms(short i);
void movecrane(int i, int crane);
void movefountain(int i, int fountain);
void moveflammable(int i, int tire, int box, int pool);
void detonate(int i, int explosion);
void movemasterswitch(int i, int spectype1, int spectype2);
void movetrash(int i);
void movewaterdrip(int i, int drip);
void movedoorshock(int i);
void movetouchplate(int i, int plate);
void movecanwithsomething(int i);
void bounce(int i);
void movetongue(int i, int tongue, int jaw);
void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion);
void lotsofstuff(spritetype* s, short n, int spawntype);
bool respawnmarker(int i, int yellow, int green);
bool rat(int i, bool makesound);
bool queball(int i, int pocket, int queball, int stripeball);
void forcesphere(int i, int forcesphere);
void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i));
void ooz(int i);
void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK);
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void camera(int i);
void forcesphere(int i);
void watersplash2(int i);
void frameeffect1(int i);
bool money(int i, int BLOODPOOL);
bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2);
bool bloodpool(int i, bool puke, int TIRE);
void shell(int i, bool morecheck);
void glasspieces(int i);
void scrap(int i, int SCRAP1, int SCRAP6);
void handle_se00(int i, int LASERLINE);
void handle_se01(int i);
void handle_se14(int i, bool checkstat, int RPG, int JIBS6);
void handle_se30(int i, int JIBS6);
void handle_se02(int i);
void handle_se03(int i);
void handle_se04(int i);
void handle_se05(int i, int FIRELASER);
void handle_se08(int i, bool checkhitag1);
void handle_se10(int i, const int *);
void handle_se11(int i);
void handle_se12(int i, int planeonly = 0);
void handle_se13(int i);
void handle_se15(int i);
void handle_se16(int i, int REACTOR, int REACTOR2);
void handle_se17(int i);
void handle_se18(int i, bool morecheck);
void handle_se19(int i, int BIGFORCE);
void handle_se20(int i);
void handle_se21(int i);
void handle_se22(int i);
void handle_se26(int i);
void handle_se27(int i);
void handle_se32(int i);
void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2);
void handle_se128(int i);
void handle_se130(int i, int countmax, int EXPLOSION2);
void respawn_rrra(int i, int j);
int dodge(spritetype*);
void alterang(int a, int g_i, int g_p);
void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
void checkavailweapon(struct player_struct* p);
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void deletesprite(int num);
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void addammo(int weapon, struct player_struct* p, int amount);
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int ssp(int i, unsigned int cliptype); //The set sprite function
void insertspriteq(int i);
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int wakeup(int sn, int pn);
int timedexit(int snum);
void dokneeattack(int snum, int pi, const std::initializer_list<int>& respawnlist);
int endoflevel(int snum);
void playerisdead(int snum, int psectlotag, int fz, int cz);
void footprints(int snum);
int makepainsounds(int snum, int type);
void playerCrouch(int snum);
void playerJump(int snum, int fz, int cz);
- multiple input fixes for both games, and for both `cl_syncinput 0` and `cl_syncinput 1` modes. * For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode. * Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments. * Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable. * Removed `horizSkew` variable, can just use `horizAdjust` for this. * Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively. * Removed now unused `addang()` and `addhoriz()` setters from `player_struct`. * Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions. * Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`. * Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1. * Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1. * Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342. * Re-work returning to center to work off the true pitch code and always ensure that the player returns to center. * Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
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void applylook(int snum, double factor, fixed_t adjustment);
void checklook(int snum, int sb_snum);
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void playerCenterView(int snum);
void playerLookUp(int snum, ESyncBits sb_snum);
void playerLookDown(int snum, ESyncBits sb_snum);
void playerAimUp(int snum, ESyncBits sb_snum);
void playerAimDown(int snum, ESyncBits sb_snum);
bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz);
void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n);
int hits(int i);
int hitasprite(int i, short* hitsp);
int aim(spritetype* s, int aang);
void checkweapons(struct player_struct* const p);
int findotherplayer(int p, int* d);
void quickkill(struct player_struct* p);
void setpal(struct player_struct* p);
int madenoise(int playerNum);
int haskey(int sect, int snum);
void breakwall(short newpn, short spr, short dawallnum);
void callsound2(int soundNum, int playerNum);
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int callsound(int sectnum,int snum);
int hitasprite(int snum,short *hitSprite);
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int findplayer(const spritetype* s, int* dist);
void operatejaildoors(int hitag);
void allignwarpelevators(void);
bool isablockdoor(int tileNum);
bool activatewarpelevators(int s, int w);
int check_activator_motion(int lotag);
void operateactivators(int l, int w);
void operateforcefields_common(int s, int low, const std::initializer_list<int>& tiles);
void operatemasterswitches(int lotag);
void operatesectors(int s, int i);
void hud_input(int playerNum);
int getanimationgoal(int animtype, int animindex);
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bool isanearoperator(int lotag);
bool isanunderoperator(int lotag);
int setanimation(short animsect, int animtype, int animindex, int thegoal, int thevel);
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void dofurniture(int wallNum, int sectnum, int playerNum);
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void dotorch();
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int hitawall(struct player_struct* pl, int* hitWall);
int hits(int snum);
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void clearsectinterpolate(int sprnum);
void setsectinterpolate(int sprnum);
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int LocateTheLocator(int const tag, int const sectnum);
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void clearcamera(player_struct* ps);
void showtwoscreens(const CompletionFunc& func);
void doorders(const CompletionFunc& func);
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void execute(int s, int p, int d);
void makeitfall(int s);
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int furthestangle(int snum, int angDiv);
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void getglobalz(int s);
int getincangle(int c, int n);
void OnEvent(int id, int pnum = -1, int snum = -1, int dist = -1);
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short EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, short s_ow, signed char s_ss);
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void ceilingglass(int snum, int sectnum, int cnt);
void spriteglass(int snum, int cnt);
void lotsofcolourglass(int snum, int wallNum, int cnt);
void lotsofglass(int snum, int wallnum, int cnt);
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void addspritetodelete(int spnum);
void checkavailinven(struct player_struct* p);
int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes);
void spawninitdefault(int j, int i);
void spawntransporter(int j, int i, bool beam);
int spawnbloodpoolpart1(int j, int i);
void initfootprint(int j, int i);
void initshell(int j, int i, bool isshell);
void initcrane(int j, int i, int CRANEPOLE);
void initwaterdrip(int j, int i);
int initreactor(int j, int i, bool isrecon);
void spawneffector(int i);
void gameexitfrommenu();
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int startrts(int lumpNum, int localPlayer);
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void pickrandomspot(int pn);
void resetinventory(int pn);
void resetplayerstats(int pn);
void resetweapons(int pn);
void resetprestat(int snum, int g);
void clearfifo(void);
void prelevel_common(int g);
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void cacheit_d();
void cacheit_r();
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void FTA(int q, struct player_struct* p);
void OnMotorcycle(player_struct *pl, int snum);
void OffMotorcycle(player_struct *pl);
void OnBoat(player_struct *pl, int snum);
void OffBoat(player_struct *pl);
void drawstatusbar_d(int snum);
void drawstatusbar_r(int snum);
void drawoverheadmap(int cposx, int cposy, int czoom, int cang);
void cameratext(int i);
void dobonus(int bonusonly, const CompletionFunc& completion);
void dobonus_d(bool bonusonly, const CompletionFunc& completion);
void dobonus_r(bool bonusonly, const CompletionFunc& completion);
void displayrest(double smoothratio);
void drawbackground(void);
void displayrooms(int32_t playerNum, int32_t smoothratio);
void setgamepalette(int palid);
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void resetmys();
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void resettimevars();
bool setnextmap(bool checksecretexit);
void prelevel_d(int g);
void prelevel_r(int g);
void e4intro(const CompletionFunc& completion);
void exitlevel();
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int enterlevel(MapRecord* mi, int gm);
void donewgame(MapRecord* map, int sk);
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void startnewgame(MapRecord* map, int skill);
void setlocalplayerinput(player_struct *pp);
void PlayerColorChanged(void);
void nonsharedkeys(void);
void apply_seasick(player_struct* p, double scalefactor);
void calcviewpitch(player_struct* p, double factor);
- multiple input fixes for both games, and for both `cl_syncinput 0` and `cl_syncinput 1` modes. * For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode. * Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments. * Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable. * Removed `horizSkew` variable, can just use `horizAdjust` for this. * Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively. * Removed now unused `addang()` and `addhoriz()` setters from `player_struct`. * Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions. * Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`. * Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1. * Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1. * Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342. * Re-work returning to center to work off the true pitch code and always ensure that the player returns to center. * Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
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void sethorizon(int snum, int sb_snum, double factor, bool frominput, fixed_t adjustment);
bool movementBlocked(int snum);
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void GetInput();
void startmainmenu();
void loadcons();
void updateinterpolations();
void restoreinterpolations();
void setinterpolation(int* posptr);
void stopinterpolation(int* posptr);
void dointerpolations(int smoothratio);
int* animateptr(int i);
void updateviewport(void);
void backuppos(player_struct* p, bool noclipping = false);
void backuplook(player_struct* p);
void backupview(player_struct* p);
void backupweapon(player_struct* p);
- multiple input fixes for both games, and for both `cl_syncinput 0` and `cl_syncinput 1` modes. * For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode. * Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments. * Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable. * Removed `horizSkew` variable, can just use `horizAdjust` for this. * Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively. * Removed now unused `addang()` and `addhoriz()` setters from `player_struct`. * Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions. * Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`. * Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1. * Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1. * Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342. * Re-work returning to center to work off the true pitch code and always ensure that the player returns to center. * Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
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void resetinputhelpers(player_struct* p);
void checkhardlanding(player_struct* p);
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END_DUKE_NS