mirror of
https://github.com/ZDoom/Raze.git
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251 lines
9 KiB
C++
251 lines
9 KiB
C++
#pragma once
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#include "screenjob.h"
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#include "constants.h"
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#include "packet.h"
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struct MapRecord;
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BEGIN_DUKE_NS
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// 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.
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void lava_cleararrays();
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void addjaildoor(int p1, int p2, int iht, int jlt, int p3, int h);
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void addminecart(int p1, int p2, int i, int iht, int p3, int childsectnum);
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void addtorch(int i);
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void addlightning(int i);
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void movecyclers(void);
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void movedummyplayers(void);
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void resetlanepics(void);
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void moveplayers();
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void doanimations();
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void movefx();
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void moveclouds(double smoothratio);
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void RANDOMSCRAP(spritetype* s, int i);
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void ms(short i);
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void movecrane(int i, int crane);
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void movefountain(int i, int fountain);
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void moveflammable(int i, int tire, int box, int pool);
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void detonate(int i, int explosion);
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void movemasterswitch(int i, int spectype1, int spectype2);
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void movetrash(int i);
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void movewaterdrip(int i, int drip);
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void movedoorshock(int i);
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void movetouchplate(int i, int plate);
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void movecanwithsomething(int i);
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void bounce(int i);
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void movetongue(int i, int tongue, int jaw);
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void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion);
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void lotsofstuff(spritetype* s, short n, int spawntype);
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bool respawnmarker(int i, int yellow, int green);
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bool rat(int i, bool makesound);
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bool queball(int i, int pocket, int queball, int stripeball);
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void forcesphere(int i, int forcesphere);
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void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i));
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void ooz(int i);
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void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK);
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void camera(int i);
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void forcesphere(int i);
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void watersplash2(int i);
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void frameeffect1(int i);
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bool money(int i, int BLOODPOOL);
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bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2);
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bool bloodpool(int i, bool puke, int TIRE);
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void shell(int i, bool morecheck);
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void glasspieces(int i);
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void scrap(int i, int SCRAP1, int SCRAP6);
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void handle_se00(int i, int LASERLINE);
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void handle_se01(int i);
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void handle_se14(int i, bool checkstat, int RPG, int JIBS6);
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void handle_se30(int i, int JIBS6);
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void handle_se02(int i);
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void handle_se03(int i);
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void handle_se04(int i);
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void handle_se05(int i, int FIRELASER);
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void handle_se08(int i, bool checkhitag1);
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void handle_se10(int i, const int *);
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void handle_se11(int i);
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void handle_se12(int i, int planeonly = 0);
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void handle_se13(int i);
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void handle_se15(int i);
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void handle_se16(int i, int REACTOR, int REACTOR2);
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void handle_se17(int i);
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void handle_se18(int i, bool morecheck);
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void handle_se19(int i, int BIGFORCE);
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void handle_se20(int i);
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void handle_se21(int i);
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void handle_se22(int i);
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void handle_se26(int i);
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void handle_se27(int i);
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void handle_se32(int i);
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void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2);
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void handle_se128(int i);
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void handle_se130(int i, int countmax, int EXPLOSION2);
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void respawn_rrra(int i, int j);
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int dodge(spritetype*);
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void alterang(int a, int g_i, int g_p);
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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*));
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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
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void insertspriteq(int i);
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int wakeup(int sn, int pn);
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int timedexit(int snum);
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void dokneeattack(int snum, int pi, const std::initializer_list<int>& respawnlist);
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int endoflevel(int snum);
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void playerisdead(int snum, int psectlotag, int fz, int cz);
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void footprints(int snum);
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int makepainsounds(int snum, int type);
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void playerCrouch(int snum);
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void playerJump(int snum, int fz, int cz);
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void processq16avel(player_struct* p, fixed_t* q16avel);
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void checklook(int snum, ESyncBits actions);
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void playerCenterView(int snum);
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void playerLookUp(int snum, ESyncBits actions);
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void playerLookDown(int snum, ESyncBits actions);
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void playerAimUp(int snum, ESyncBits actions);
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void playerAimDown(int snum, ESyncBits actions);
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, fixed_t q16horiz, double smoothratio);
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n);
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int hits(int i);
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int hitasprite(int i, short* hitsp);
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int aim(spritetype* s, int aang);
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void checkweapons(struct player_struct* const p);
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int findotherplayer(int p, int* d);
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void quickkill(struct player_struct* p);
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void setpal(struct player_struct* p);
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int madenoise(int playerNum);
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int haskey(int sect, int snum);
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void breakwall(short newpn, short spr, short dawallnum);
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void callsound2(int soundNum, int playerNum);
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int callsound(int sectnum,int snum);
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int hitasprite(int snum,short *hitSprite);
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int findplayer(const spritetype* s, int* dist);
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void operatejaildoors(int hitag);
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void allignwarpelevators(void);
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bool isablockdoor(int tileNum);
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bool activatewarpelevators(int s, int w);
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int check_activator_motion(int lotag);
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void operateactivators(int l, int w);
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void operateforcefields_common(int s, int low, const std::initializer_list<int>& tiles);
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void operatemasterswitches(int lotag);
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void operatesectors(int s, int i);
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void hud_input(int playerNum);
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int getanimationgoal(int animtype, int animindex);
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bool isanearoperator(int lotag);
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bool isanunderoperator(int lotag);
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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);
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int hits(int snum);
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void clearsectinterpolate(int sprnum);
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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);
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void showtwoscreens(const CompletionFunc& func);
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void doorders(const CompletionFunc& func);
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void LoadActor(int i, int p, int x);
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void execute(int s, int p, int d);
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void makeitfall(int s);
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int furthestangle(int snum, int angDiv);
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void getglobalz(int s);
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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);
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void spriteglass(int snum, int cnt);
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void lotsofcolourglass(int snum, int wallNum, int cnt);
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void lotsofglass(int snum, int wallnum, int cnt);
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void addspritetodelete(int spnum);
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void checkavailinven(struct player_struct* p);
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int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes);
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void spawninitdefault(int j, int i);
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void spawntransporter(int j, int i, bool beam);
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int spawnbloodpoolpart1(int j, int i);
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void initfootprint(int j, int i);
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void initshell(int j, int i, bool isshell);
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void initcrane(int j, int i, int CRANEPOLE);
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void initwaterdrip(int j, int i);
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int initreactor(int j, int i, bool isrecon);
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void spawneffector(int i);
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void gameexitfrommenu();
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int startrts(int lumpNum, int localPlayer);
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void pickrandomspot(int pn);
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void resetinventory(int pn);
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void resetplayerstats(int pn);
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void resetweapons(int pn);
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void resetprestat(int snum, int g);
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void prelevel_common(int g);
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void cacheit_d();
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void cacheit_r();
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void FTA(int q, struct player_struct* p);
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void OnMotorcycle(player_struct *pl, int snum);
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void OffMotorcycle(player_struct *pl);
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void OnBoat(player_struct *pl, int snum);
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void OffBoat(player_struct *pl);
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void drawstatusbar_d(int snum);
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void drawstatusbar_r(int snum);
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void cameratext(int i);
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void dobonus(int bonusonly, const CompletionFunc& completion);
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void dobonus_d(int bonusonly, const CompletionFunc& completion);
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void dobonus_r(int bonusonly, const CompletionFunc& completion);
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void drawoverlays(double smoothratio);
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void drawbackground(void);
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void displayrooms(int32_t playerNum, double smoothratio);
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void setgamepalette(int palid);
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void resetmys();
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void resettimevars();
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bool setnextmap(bool checksecretexit);
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void prelevel_d(int g);
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void prelevel_r(int g);
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void e4intro(const CompletionFunc& completion);
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void exitlevel(MapRecord *next);
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void enterlevel(MapRecord* mi, int gm);
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void donewgame(MapRecord* map, int sk);
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void startnewgame(MapRecord* map, int skill);
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void setlocalplayerinput(player_struct *pp);
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int playercolor2lookup(int color);
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void PlayerColorChanged(void);
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void apply_seasick(player_struct* p, double scalefactor);
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void calcviewpitch(player_struct* p, double factor);
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bool movementBlocked(int snum);
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void loadcons();
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void recordoldspritepos();
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void updateinterpolations();
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void restoreinterpolations();
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void setinterpolation(int* posptr);
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void stopinterpolation(int* posptr);
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void dointerpolations(int smoothratio);
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int* animateptr(int i);
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void backuppos(player_struct* p, bool noclipping = false);
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void backuplook(player_struct* p);
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void backupview(player_struct* p);
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void backupweapon(player_struct* p);
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void resetinputhelpers(player_struct* p);
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void checkhardlanding(player_struct* p);
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void playerweaponsway(player_struct* p, spritetype* s);
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END_DUKE_NS
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