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b3273dbebf
git-svn-id: https://svn.eduke32.com/eduke32@5853 1a8010ca-5511-0410-912e-c29ae57300e0
125 lines
4.2 KiB
C
125 lines
4.2 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 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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#ifndef gameexec_h_
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#define gameexec_h_
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#include "build.h"
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#include "sector.h" // mapstate_t
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#include "gamedef.h" // vmstate_t
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#include "events_defs.h"
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#ifdef LUNATIC
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# include "lunatic_game.h"
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern int32_t ticrandomseed;
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extern vmstate_t vm;
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#if !defined LUNATIC
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extern int32_t g_tw;
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extern int32_t g_errorLineNum;
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extern int32_t g_currentEventExec;
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void A_LoadActor(int32_t spriteNum);
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#endif
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void A_Execute(int spriteNum, int playerNum, int playerDist);
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void A_Fall(int spriteNum);
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int A_FurthestVisiblePoint(int spriteNum, uspritetype * const ts,int32_t *dax,int32_t *day);
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int32_t A_GetFurthestAngle(int spriteNum, int angDiv);
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void A_GetZLimits(int spriteNum);
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int G_GetAngleDelta(int a, int na);
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void G_RestoreMapState();
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void G_SaveMapState();
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#if !defined LUNATIC
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void VM_DrawTile(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation);
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void VM_DrawTilePal(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p);
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void VM_DrawTilePalSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation, int32_t p);
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void VM_DrawTileSmall(int32_t x, int32_t y, int32_t tilenum, int32_t shade, int32_t orientation);
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#else
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void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum,
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int32_t shade, int32_t orientation, int32_t p);
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#endif
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int32_t VM_OnEventWithBoth_(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn);
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int32_t VM_OnEventWithReturn_(int nEventID, int spriteNum, int playerNum, int32_t nReturn);
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int32_t VM_OnEventWithDist_(int nEventID, int spriteNum, int playerNum, int nDist);
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int32_t VM_OnEvent_(int nEventID, int spriteNum, int playerNum);
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FORCE_INLINE int VM_HaveEvent(int nEventID)
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{
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#ifdef LUNATIC
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return L_IsInitialized(&g_ElState) && El_HaveEvent(nEventID);
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#else
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return !!apScriptEvents[nEventID];
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#endif
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}
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FORCE_INLINE int32_t VM_OnEventWithBoth(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn)
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{
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return VM_HaveEvent(nEventID) ? VM_OnEventWithBoth_(nEventID, spriteNum, playerNum, nDist, nReturn) : nReturn;
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}
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FORCE_INLINE int32_t VM_OnEventWithReturn(int nEventID, int spriteNum, int playerNum, int nReturn)
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{
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return VM_HaveEvent(nEventID) ? VM_OnEventWithReturn_(nEventID, spriteNum, playerNum, nReturn) : nReturn;
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}
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FORCE_INLINE int32_t VM_OnEventWithDist(int nEventID, int spriteNum, int playerNum, int nDist)
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{
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return VM_HaveEvent(nEventID) ? VM_OnEventWithDist_(nEventID, spriteNum, playerNum, nDist) : 0;
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}
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FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNum)
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{
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return VM_HaveEvent(nEventID) ? VM_OnEvent_(nEventID, spriteNum, playerNum) : 0;
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}
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#define CON_ERRPRINTF(Text, ...) do { \
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OSD_Printf("Line %d, %s: " Text, g_errorLineNum, keyw[g_tw], ## __VA_ARGS__); \
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} while (0)
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void G_GetTimeDate(int32_t *vals);
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int G_StartTrack(int levelNum);
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int32_t A_Dodge(spritetype *s);
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#ifdef LUNATIC
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void G_ShowView(vec3_t vec, int32_t a, int32_t horiz, int32_t sect,
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int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp);
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void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap);
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void VM_FallSprite(int32_t i);
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int32_t VM_ResetPlayer2(int32_t snum, int32_t flags);
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int32_t VM_CheckSquished2(int32_t i, int32_t snum);
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#endif
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void VM_UpdateAnim(int spriteNum, int32_t *pData);
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#ifdef __cplusplus
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}
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#endif
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#endif
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