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281 lines
13 KiB
C
281 lines
13 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2004, 2007 - EDuke32 developers
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef __funct_h__
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#define __funct_h__
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extern void sendscore(const char *s);
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extern void S_SoundStartup(void);
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extern void S_SoundShutdown(void);
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extern void S_MusicStartup(void);
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extern void S_MusicShutdown(void);
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extern void S_MusicVolume(int32_t);
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extern void S_MenuSound(void);
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extern int32_t S_PlayMusic(const char *fn, const int32_t sel);
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extern void S_StopMusic(void);
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extern void S_PauseMusic(int32_t);
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extern int32_t S_LoadSound(uint32_t num);
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extern int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos);
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extern int32_t S_PlaySound(int32_t num);
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extern int32_t A_PlaySound(uint32_t num,int32_t i);
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extern void S_StopSound(int32_t num);
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extern void S_StopEnvSound(int32_t num,int32_t i);
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extern void S_Pan3D(void);
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extern void S_TestSoundCallback(uint32_t num);
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extern void S_ClearSoundLocks(void);
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extern int32_t A_CallSound(int32_t sn,int32_t whatsprite);
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extern int32_t G_CheckActivatorMotion(int32_t lotag);
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extern int32_t CheckDoorTile(int32_t dapic);
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extern int32_t isanunderoperator(int32_t lotag);
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extern int32_t isanearoperator(int32_t lotag);
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extern inline int32_t G_CheckPlayerInSector(int32_t sect);
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extern int32_t ldist(spritetype *s1,spritetype *s2);
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extern int32_t dist(spritetype *s1,spritetype *s2);
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extern int32_t __fastcall A_FindPlayer(spritetype *s,int32_t *d);
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extern int32_t P_FindOtherPlayer(int32_t p,int32_t *d);
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extern void G_DoSectorAnimations(void);
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extern int32_t GetAnimationGoal(int32_t *animptr);
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extern int32_t SetAnimation(int32_t animsect,int32_t *animptr,int32_t thegoal,int32_t thevel);
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extern void G_AnimateCamSprite(void);
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extern void G_AnimateWalls(void);
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extern int32_t G_ActivateWarpElevators(int32_t s,int32_t d);
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extern void G_OperateSectors(int32_t sn,int32_t ii);
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extern void G_OperateRespawns(int32_t low);
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extern void G_OperateActivators(int32_t low,int32_t snum);
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extern void G_OperateMasterSwitches(int32_t low);
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extern void G_OperateForceFields(int32_t s,int32_t low);
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extern int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchtype);
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extern void activatebysector(int32_t sect,int32_t j);
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extern void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith);
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extern void P_CheckTouchDamage(DukePlayer_t *p,int32_t j);
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extern int32_t Sect_DamageCeiling(int32_t sn);
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extern void A_DamageObject(int32_t i,int32_t sn);
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extern void allignwarpelevators(void);
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extern void G_HandleSharedKeys(int32_t snum);
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extern void P_CheckSectors(int32_t snum);
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extern int32_t RTS_AddFile(const char *filename);
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extern void RTS_Init(const char *filename);
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extern int32_t RTS_NumSounds(void);
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extern int32_t RTS_SoundLength(int32_t lump);
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extern const char *RTS_GetSoundName(int32_t i);
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extern void RTS_ReadLump(int32_t lump,void *dest);
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extern void *RTS_GetSound(int32_t lump);
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extern void G_CacheMapData(void);
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extern void xyzmirror(int32_t i,int32_t wn);
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extern void G_UpdateScreenArea(void);
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extern void P_RandomSpawnPoint(int32_t snum);
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extern void P_ResetWeapons(int32_t snum);
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extern void P_ResetInventory(int32_t snum);
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extern void G_NewGame(int32_t vn,int32_t ln,int32_t sk);
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extern void G_ResetTimers(void);
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extern void Net_WaitForEverybody(void);
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extern void clearfifo(void);
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extern void Net_ResetPrediction(void);
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extern int32_t G_EnterLevel(int32_t g);
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extern void G_BackToMenu(void);
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extern void P_UpdateScreenPal(DukePlayer_t *p);
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extern void P_QuickKill(DukePlayer_t *p);
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extern int32_t A_GetHitscanRange(int32_t i);
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extern int32_t A_CheckHitSprite(int32_t i,short *hitsp);
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extern int32_t A_Shoot(int32_t i,int32_t atwith);
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extern void P_DisplayScubaMask(int32_t snum);
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extern void P_DisplayWeapon(int32_t snum);
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extern void getinput(int32_t snum);
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extern void P_DropWeapon(DukePlayer_t *p);
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extern void P_ProcessInput(int32_t snum);
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extern void ChangeToMenu(int32_t cm);
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// extern void savetemp(const char *fn,int32_t daptr,int32_t dasiz);
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// extern int32_t G_LoadSaveHeader(char spot,int32_t *vn,int32_t *ln,int32_t *psk,int32_t *numplr);
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extern int32_t G_LoadPlayer(int32_t spot);
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extern int32_t G_SavePlayer(int32_t spot);
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extern int32_t menutext_(int32_t x,int32_t y,int32_t s,int32_t p,char *t,int32_t bits);
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#define menutext(x,y,s,p,t) menutext_(x,y,s,p,(char *)stripcolorcodes(menutextbuf,t),10+16)
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extern void M_DisplayMenus(void);
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extern void G_FadePalette(int32_t r,int32_t g,int32_t b,int32_t e);
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extern void G_PlayAnim(const char *fn,char);
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extern int32_t G_GetAngleDelta(int32_t a,int32_t na);
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extern void A_GetZLimits(int32_t iActor);
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extern void A_Fall(int32_t iActor);
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extern void C_Compile(const char *fn);
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extern int32_t A_GetFurthestAngle(int32_t iActor,int32_t angs);
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extern void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist);
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extern void gamenumber(int32_t x,int32_t y,int32_t n,int32_t s);
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extern void G_Shutdown(void);
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extern void Net_GetPackets(void);
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extern void A_PlayAlertSound(int32_t i);
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extern inline int32_t A_CheckInventorySprite(spritetype *s);
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extern inline int32_t A_CheckEnemySprite(spritetype *s);
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extern int32_t A_CheckEnemyTile(int32_t pn);
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extern void G_DrawTile(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation);
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extern void G_DrawTilePal(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation,int32_t p);
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extern void G_DrawFrags(void);
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extern void P_DoQuote(int32_t q,DukePlayer_t *p);
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extern void G_GameExit(const char *t);
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extern void G_DisplayRest(int32_t smoothratio);
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extern void updatesectorz(int32_t x,int32_t y,int32_t z,short *sectnum);
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extern void G_DrawBackground(void);
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extern void G_DrawRooms(int32_t snum,int32_t smoothratio);
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extern int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int32_t s_pn,int32_t s_s,int32_t s_xr,int32_t s_yr,int32_t s_a,int32_t s_ve,int32_t s_zv,int32_t s_ow,int32_t s_ss);
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extern int32_t A_CheckSwitchTile(int32_t i);
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extern int32_t A_Spawn(int32_t j,int32_t pn);
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extern void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio);
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extern int32_t main(int32_t argc,char **argv);
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extern void G_OpenDemoWrite(void);
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extern void G_CloseDemoWrite(void);
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extern void G_BonusScreen(int32_t bonusonly);
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extern void A_SpawnWallGlass(int32_t i,int32_t wallnum,int32_t n);
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extern void A_SpawnGlass(int32_t i,int32_t n);
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extern void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n);
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extern void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n);
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extern int32_t GetTime(void);
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extern void CONFIG_GetSetupFilename(void);
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extern int32_t CONFIG_FunctionNameToNum(char *func);
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extern char *CONFIG_FunctionNumToName(int32_t func);
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extern int32_t CONFIG_AnalogNameToNum(char *func);
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extern char *CONFIG_AnalogNumToName(int32_t func);
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extern void CONFIG_SetDefaults(void);
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extern void CONFIG_ReadKeys(void);
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extern void ReadSaveGameHeaders(void);
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extern int32_t CONFIG_ReadSetup(void);
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extern void CONFIG_WriteSetup(void);
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extern inline void G_UpdateInterpolations(void);
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extern void G_SetInterpolation(int32_t *posptr);
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extern void G_StopInterpolation(int32_t *posptr);
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extern void G_DoInterpolations(int32_t smoothratio);
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extern inline void G_RestoreInterpolations(void);
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extern inline int32_t G_CheckForSpaceCeiling(int32_t sectnum);
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extern inline int32_t G_CheckForSpaceFloor(int32_t sectnum);
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extern void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount);
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extern void P_AddWeaponNoSwitch(DukePlayer_t *p,int32_t weapon);
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extern void P_AddWeapon(DukePlayer_t *p,int32_t weapon);
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extern void P_SelectNextInvItem(DukePlayer_t *p);
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extern void P_CheckWeapon(DukePlayer_t *p);
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extern void A_RadiusDamage(int32_t i,int32_t r,int32_t hp1,int32_t hp2,int32_t hp3,int32_t hp4);
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extern int32_t A_MoveSprite(int32_t spritenum,const vec3_t *change,uint32_t cliptype);
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extern inline int32_t A_SetSprite(int32_t i,uint32_t cliptype);
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extern void A_AddToDeleteQueue(int32_t i);
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extern void A_SpawnMultiple(int32_t sp,int32_t pic,int32_t n);
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extern void A_DoGuts(int32_t sp,int32_t gtype,int32_t n);
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extern void Sect_SetInterpolation(int32_t i);
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extern void Sect_ClearInterpolation(int32_t i);
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extern int32_t A_IncurDamage(int32_t sn);
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extern void G_MoveWorld(void);
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extern void A_MoveCyclers(void);
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extern void A_MoveDummyPlayers(void);
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// game.c
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extern inline void G_SetStatusBarScale(int32_t sc);
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extern void P_SetGamePalette(DukePlayer_t *player, uint8_t *pal, int32_t set);
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extern void fadepal(int32_t r, int32_t g, int32_t b, int32_t start, int32_t end, int32_t step);
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extern int32_t gametext_z(int32_t small, int32_t starttile, int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t orientation,int32_t x1, int32_t y1, int32_t x2, int32_t y2,int32_t z);
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extern void G_DrawTXDigiNumZ(int32_t starttile, int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,int32_t cs,int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t z);
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extern void G_DrawTileSmall(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation);
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extern void G_DrawTilePalSmall(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation,int32_t p);
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extern void Gv_ResetVars(void);
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extern void __fastcall A_ResetVars(register int32_t iActor);
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extern int32_t minitext_(int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t sb);
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#define minitextshade(x, y, t, s, p, sb) minitext_(x,y,t,s,p,sb)
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#define minitext(x, y, t, p, sb) minitext_(x,y,t,0,p,sb)
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#define gametext(x,y,t,s,dabits) gametext_z(0,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536)
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#define gametextscaled(x,y,t,s,dabits) gametext_z(1,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536)
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#define gametextpal(x,y,t,s,p) gametext_z(0,STARTALPHANUM, x,y,t,s,p,26,0, 0, xdim-1, ydim-1, 65536)
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#define gametextpalbits(x,y,t,s,p,dabits) gametext_z(0,STARTALPHANUM, x,y,t,s,p,dabits,0, 0, xdim-1, ydim-1, 65536)
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extern void G_InitDynamicTiles();
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extern void G_ProcessDynamicTileMapping(const char *szLabel, int32_t lValue);
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extern void A_LoadActor(int32_t sActor);
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extern int32_t Gv_GetVarByLabel(const char *szGameLabel, int32_t lDefault, int32_t iActor, int32_t iPlayer);
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extern void Gv_DumpValues(void);
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// extern void AddLog(const char *psz, ...);
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extern void Gv_ResetSystemDefaults(void);
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extern void Gv_InitWeaponPointers(void);
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extern void Gv_Init(void);
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extern void Gv_WriteSave(FILE *fil);
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extern int32_t Gv_ReadSave(int32_t fil);
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extern int32_t __fastcall Gv_GetVar(register int32_t id, register int32_t iActor, register int32_t iPlayer);
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extern void __fastcall Gv_SetVar(register int32_t id, register int32_t lValue, register int32_t iActor, register int32_t iPlayer);
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extern int32_t __fastcall Gv_GetVarX(register int32_t id);
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extern void __fastcall Gv_SetVarX(register int32_t id, register int32_t lValue);
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// extern void SetGameArrayID(int32_t id,int32_t index, int32_t lValue);
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extern int32_t Gv_NewVar(const char *pszLabel, int32_t lValue, uint32_t dwFlags);
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extern int32_t Gv_NewArray(const char *pszLabel, int32_t asize);
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extern void C_ReportError(int32_t iError);
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extern void onvideomodechange(int32_t newmode);
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extern void X_OnEvent(register int32_t iEventID, register int32_t sActor, register int32_t sPlayer, register int32_t lDist);
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extern int32_t A_CheckSoundPlaying(int32_t i, int32_t num);
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extern int32_t S_CheckSoundPlaying(int32_t i, int32_t num);
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extern void G_UpdatePlayerFromMenu(void);
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extern void Net_SendPlayerName(void);
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extern void Net_SendUserMapName(void);
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extern void Net_SendQuit(void);
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extern void G_AddUserQuote(const char *daquote);
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extern void Net_NewGame(int32_t volume, int32_t level);
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extern int32_t SpriteFlags[MAXTILES];
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#define A_CheckSpriteFlags(iActor, iType) (((SpriteFlags[sprite[iActor].picnum]^ActorExtra[iActor].flags) & iType) != 0)
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#define A_CheckSpriteTileFlags(iPicnum, iType) ((SpriteFlags[iPicnum] & iType) != 0)
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static inline int32_t G_GetTeamPalette(int32_t team)
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{
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int8_t pal[] = { 3, 10, 11, 12 };
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if (team > (int32_t)(sizeof(pal)/sizeof(pal[0])) || team < 0)
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return 0;
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return pal[team];
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}
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extern inline void G_AddGameLight(int32_t radius, int32_t srcsprite, int32_t zoffset, int32_t range, int32_t color, int32_t priority);
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extern void se40code(int32_t x,int32_t y,int32_t z,int32_t a,int32_t h, int32_t smoothratio);
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extern void G_FreeMapState(int32_t mapnum);
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extern int32_t G_FindLevelForFilename(const char *fn);
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extern void G_GetCrosshairColor(void);
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extern void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b);
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extern int32_t kopen4loadfrommod(char *filename, char searchfirst);
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extern int32_t _EnterText(int32_t small,int32_t x,int32_t y,char *t,int32_t dalen,int32_t c);
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#define G_EnterText(x, y, t, dalen, c) _EnterText(0,x,y,t,dalen,c)
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#define Net_EnterText(x, y, t, dalen, c) _EnterText(1,x,y,t,dalen,c)
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#endif // __funct_h__
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