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138 lines
3.4 KiB
C
138 lines
3.4 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "build.h"
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#include "m_fixed.h"
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#include "filesystem.h"
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BEGIN_BLD_NS
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using HitList = FixedBitArray<MAXTILES>;
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void playlogos();
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unsigned int qrand(void);
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int wrand(void);
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void wsrand(int);
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void FireInit(void);
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void FireProcess(void);
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void UpdateNetworkMenus(void);
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void InitMirrors(void);
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void sub_5571C(char mode);
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void sub_557C4(int x, int y, int interpolation);
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void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer);
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int32_t registerosdcommands(void);
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int qanimateoffs(int a1, int a2);
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int32_t qgetpalookup(int32_t a1, int32_t a2);
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void HookReplaceFunctions();
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struct QAV;
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struct PLAYER;
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extern QAV* weaponQAV[];
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void WeaponInit(void);
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void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, int smoothratio);
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void WeaponRaise(PLAYER *pPlayer);
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void WeaponLower(PLAYER *pPlayer);
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char WeaponUpgrade(PLAYER *pPlayer, char newWeapon);
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void WeaponProcess(PLAYER *pPlayer);
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void WeaponUpdateState(PLAYER* pPlayer);
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void sub_51340(spritetype *pMissile, int a2);
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void StartQAV(PLAYER* pPlayer, int nWeaponQAV, int a3 = -1, char a4 = 0);
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void WeaponPrecache(HitList &hits);
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struct ZONE {
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int x, y, z;
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short sectnum, ang;
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};
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extern ZONE gStartZone[8];
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void warpInit(void);
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int CheckLink(spritetype *pSprite);
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int CheckLink(int *x, int *y, int *z, int *nSector);
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extern int costable[2048];
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int GetOctant(int x, int y);
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void RotateVector(int *dx, int *dy, int nAngle);
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void RotatePoint(int *x, int *y, int nAngle, int ox, int oy);
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void trigInit();
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#include "m_fixed.h"
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inline int Sin(int ang)
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{
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return costable[(ang - 512) & 2047];
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}
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inline int Cos(int ang)
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{
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return costable[ang & 2047];
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}
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inline int SinScale16(int ang)
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{
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return FixedToInt(costable[(ang - 512) & 2047]);
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}
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inline int CosScale16(int ang)
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{
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return FixedToInt(costable[ang & 2047]);
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}
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enum SurfaceType {
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kSurfNone = 0,
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kSurfStone,
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kSurfMetal,
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kSurfWood,
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kSurfFlesh,
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kSurfWater,
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kSurfDirt,
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kSurfClay,
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kSurfSnow,
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kSurfIce,
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kSurfLeaves,
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kSurfCloth,
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kSurfPlant,
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kSurfGoo,
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kSurfLava,
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kSurfMax
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};
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extern char surfType[MAXTILES];
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extern signed char tileShade[MAXTILES];
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extern short voxelIndex[MAXTILES];
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extern int nPrecacheCount;
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int tileInit(char a1, const char *a2);
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void tileProcessGLVoxels(void);
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void tilePreloadTile(int nTile);
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void tilePrecacheTile(int nTile, int nType, HitList& hits);
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char tileGetSurfType(int hit);
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void scrLoadPalette(void);
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void DrawMenuCaption(const char* text);
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END_BLD_NS
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