//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #pragma once #include "common.h" #include "filesystem.h" BEGIN_BLD_NS void playlogos(); void *ResReadLine(char *buffer, unsigned int nBytes, void **pRes); unsigned int qrand(void); int wrand(void); void wsrand(int); void ChangeExtension(char *pzFile, const char *pzExt); void SplitPath(const char *pzPath, char *pzDirectory, char *pzFile, char *pzType); void FireInit(void); void FireProcess(void); void UpdateNetworkMenus(void); void InitMirrors(void); void sub_5571C(char mode); void sub_557C4(int x, int y, int interpolation); void DrawMirrors(int x, int y, int z, fix16_t a, fix16_t horiz, int smooth, int viewPlayer); int32_t registerosdcommands(void); int qanimateoffs(int a1, int a2); void qloadpalette(); int32_t qgetpalookup(int32_t a1, int32_t a2); void HookReplaceFunctions(); struct QAV; struct PLAYER; extern QAV* weaponQAV[]; void WeaponInit(void); void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int basepal); void WeaponRaise(PLAYER *pPlayer); void WeaponLower(PLAYER *pPlayer); char WeaponUpgrade(PLAYER *pPlayer, char newWeapon); void WeaponProcess(PLAYER *pPlayer); void WeaponUpdateState(PLAYER* pPlayer); void sub_51340(spritetype *pMissile, int a2); void StartQAV(PLAYER* pPlayer, int nWeaponQAV, int a3 = -1, char a4 = 0); void WeaponPrecache(void); struct ZONE { int x, y, z; short sectnum, ang; }; extern ZONE gStartZone[8]; void warpInit(void); int CheckLink(spritetype *pSprite); int CheckLink(int *x, int *y, int *z, int *nSector); extern int costable[2048]; int GetOctant(int x, int y); void RotateVector(int *dx, int *dy, int nAngle); void RotatePoint(int *x, int *y, int nAngle, int ox, int oy); void trigInit(); inline int Sin(int ang) { return costable[(ang - 512) & 2047]; } inline int Cos(int ang) { return costable[ang & 2047]; } enum SurfaceType { kSurfNone = 0, kSurfStone, kSurfMetal, kSurfWood, kSurfFlesh, kSurfWater, kSurfDirt, kSurfClay, kSurfSnow, kSurfIce, kSurfLeaves, kSurfCloth, kSurfPlant, kSurfGoo, kSurfLava, kSurfMax }; extern char surfType[MAXTILES]; extern signed char tileShade[MAXTILES]; extern short voxelIndex[MAXTILES]; extern int nPrecacheCount; extern char precachehightile[2][(MAXTILES+7)>>3]; int tileInit(char a1, const char *a2); void tileProcessGLVoxels(void); const uint8_t * tileLoadTile(int nTile); uint8_t * tileAllocTile(int nTile, int x, int y); void tilePreloadTile(int nTile); void tilePrecacheTile(int nTile, int nType = 1); char tileGetSurfType(int hit); END_BLD_NS