ref: 90d7173865e15ad8d93fb3ce3429e8f08b02f0c2
dir: /Game/src/funct.h/
//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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 aint32_t with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #ifndef FUNCT_H #define FUNCT_H #include "duke3d.h" extern void sendscore(char *s); //#line "sounds.c" 25 extern void SoundStartup(void ); //#line "sounds.c" 95 extern void SoundShutdown(void ); //#line "sounds.c" 118 extern void MusicStartup(void ); //#line "sounds.c" 166 extern void MusicShutdown(void ); //#line "sounds.c" 181 extern int USRHOOKS_GetMem(void **ptr,uint32_t size); //#line "sounds.c" 192 extern int USRHOOKS_FreeMem(void *ptr); //#line "sounds.c" 200 extern void intomenusounds(void ); //#line "sounds.c" 227 extern void playmusic(char *fn); //#line "sounds.c" 251 extern uint8_t loadsound(uint16_t num); //#line "sounds.c" 277 extern int xyzsound(short num,short i,int32_t x,int32_t y,int32_t z); //#line "sounds.c" 407 extern void sound(short num); //#line "sounds.c" 463 extern int spritesound(uint16_t num,short i); //#line "sounds.c" 469 extern void stopsound(short num); //#line "sounds.c" 478 extern void stopenvsound(short num,short i); //#line "sounds.c" 494 extern void pan3dsound(void ); //#line "sounds.c" 571 extern void TestCallBack(int32_t num); //#line "sector.c" 9 extern short callsound(short sn,short whatsprite); //#line "sector.c" 56 extern short check_activator_motion(short lotag); //#line "sector.c" 93 extern uint8_t isadoorwall(short dapic); //#line "sector.c" 124 extern uint8_t isanunderoperator(short lotag); //#line "sector.c" 139 extern uint8_t isanearoperator(short lotag); //#line "sector.c" 161 extern short checkcursectnums(short sect); //#line "sector.c" 169 extern int32_t ldist(spritetype *s1,spritetype *s2); //#line "sector.c" 177 extern int32_t dist(spritetype *s1,spritetype *s2); //#line "sector.c" 186 extern short findplayer(spritetype *s,int32_t *d); //#line "sector.c" 214 extern short findotherplayer(short p,int32_t *d); //#line "sector.c" 240 extern void doanimations(void ); //#line "sector.c" 301 extern int32_t getanimationgoal(int32_t *animptr); //#line "sector.c" 315 extern int32_t setanimation(short animsect,int32_t *animptr,int32_t thegoal,int32_t thevel); //#line "sector.c" 348 extern void animatecamsprite(void ); //#line "sector.c" 369 extern void animatewalls(void ); //#line "sector.c" 457 extern uint8_t activatewarpelevators(short s,short d); //#line "sector.c" 504 extern void operatesectors(short sn,short ii); //#line "sector.c" 997 extern void operaterespawns(short low); //#line "sector.c" 1020 extern void operateactivators(short low,short snum); //#line "sector.c" 1089 extern void operatemasterswitches(short low); //#line "sector.c" 1104 extern void operateforcefields(short s,short low); //#line "sector.c" 1140 extern uint8_t checkhitswitch(short snum,int32_t w,uint8_t switchtype); //#line "sector.c" 1515 extern void activatebysector(short sect,short j); //#line "sector.c" 1532 extern void checkhitwall(short spr,short dawallnum,int32_t x,int32_t y,int32_t z,short atwith); //#line "sector.c" 1746 extern void checkplayerhurt(struct player_struct *p,short j); //#line "sector.c" 1816 extern uint8_t checkhitceiling(short sn); //#line "sector.c" 1891 extern void checkhitsprite(short i,short sn); //#line "sector.c" 2326 extern void allignwarpelevators(void ); //#line "sector.c" 2357 extern void cheatkeys(short snum); //#line "sector.c" 2766 extern void checksectors(short snum); //#line "rts.c" 36 extern void RTS_AddFile(char *filename); //#line "rts.c" 93 extern void RTS_Init(char *filename); //#line "rts.c" 126 extern int32 RTS_NumSounds(void ); //#line "rts.c" 141 extern int32 RTS_SoundLength(int32 lump); //#line "rts.c" 157 extern char *RTS_GetSoundName(int32 i); //#line "rts.c" 174 extern void RTS_ReadLump(int32 lump,void *dest); //#line "rts.c" 194 extern void *RTS_GetSound(int32 lump); //#line "premap.c" 7 extern void xyzmirror(short i,short wn); //#line "premap.c" 20 extern void vscrn(void ); //#line "premap.c" 58 int countfragbars(void); extern void pickrandomspot(short snum); //#line "premap.c" 80 extern void resetplayerstats(short snum); //#line "premap.c" 187 extern void resetweapons(short snum); //#line "premap.c" 212 extern void resetinventory(short snum); //#line "premap.c" 232 extern void resetprestat(short snum,uint8_t g); //#line "premap.c" 294 extern void setupbackdrop(short backpicnum); //#line "premap.c" 329 extern void cachespritenum(short i); //#line "premap.c" 443 extern void cachegoodsprites(void ); //#line "premap.c" 516 extern void prelevel(uint8_t g); //#line "premap.c" 823 extern void newgame(uint8_t vn,uint8_t ln,uint8_t sk); //#line "premap.c" 874 extern void resetpspritevars(uint8_t g); //#line "premap.c" 1012 extern void resettimevars(void ); //#line "premap.c" 1043 extern void genspriteremaps(void ); //#line "premap.c" 1077 extern void waitforeverybody(void); //#line "premap.c" 1131 extern uint8_t checksum(int32_t sum); //#line "premap.c" 1163 extern uint8_t getsound(uint16_t num); //#line "premap.c" 1189 extern void precachenecessarysounds(void ); //#line "premap.c" 1201 extern void cacheit(void ); //#line "premap.c" 1244 extern void dofrontscreens(void ); //#line "premap.c" 1285 extern void enterlevel(uint8_t g); //#line "player.c" 10 extern void setpal(struct player_struct *p); //#line "player.c" 28 extern void incur_damage(struct player_struct *p); //#line "player.c" 59 extern void quickkill(struct player_struct *p); //#line "player.c" 73 extern void forceplayerangle(struct player_struct *p); //#line "player.c" 85 extern void tracers(int32_t x1,int32_t y1,int32_t z1,int32_t x2,int32_t y2,int32_t z2,int32_t n); //#line "player.c" 114 extern int32_t hits(short i); //#line "player.c" 131 extern int32_t hitasprite(short i,short *hitsp); //#line "player.c" 152 extern int32_t hitawall(struct player_struct *p,short *hitw); //#line "player.c" 163 extern short aim(spritetype *s,short aang, short auto_aim); //#line "player.c" 234 extern void shoot(short i,short atwith); //#line "player.c" 939 extern void displayloogie(short snum); //#line "player.c" 958 extern uint8_t animatefist(short gs,short snum); //#line "player.c" 986 extern uint8_t animateknee(short gs,short snum); //#line "player.c" 1002 extern uint8_t animateknuckles(short gs,short snum); //#line "player.c" 1022 extern void displaymasks(short snum); //#line "player.c" 1043 extern uint8_t animatetip(short gs,short snum); //#line "player.c" 1064 extern uint8_t animateaccess(short gs,short snum); //#line "player.c" 1090 extern void displayweapon(short snum); //#line "player.c" 1501 extern void getinput(short snum); //#line "player.c" 1742 extern uint8_t doincrements(struct player_struct *p); //#line "player.c" 1935 extern void checkweapons(struct player_struct *p); //#line "player.c" 1951 extern void processinput(short snum); //#line "menues.c" 18 extern void cmenu(short cm); //#line "menues.c" 38 extern void savetemp(char *fn,uint8_t* daptr,int32_t dasiz); //#line "menues.c" 49 extern void getangplayers(short snum); //#line "menues.c" 67 extern int loadpheader(uint8_t spot,int32 *vn,int32 *ln,int32 *psk,int32 *numplr); //#line "menues.c" 105 extern int loadplayer(int8_t spot); //#line "menues.c" 276 extern int saveplayer(int8_t spot); //#line "menues.c" 421 extern void sendgameinfo(void ); //#line "menues.c" 434 extern int probe(int x,int y,int i,int n); extern int probeXduke(int x,int y,int i,int n, int32_t spriteSize); //#line "menues.c" 521 extern int menutext(int x,int y,short s,short p,char *t); //#line "menues.c" 630 extern int menutextc(int x,int y,short s,short p,char *t); //#line "menues.c" 727 extern void bar(int x,int y,short *p,short dainc,uint8_t damodify,short s,short pa); //#line "menues.c" 806 extern void dispnames(void ); //#line "menues.c" 832 extern int getfilenames(char kind[]); //#line "menues.c" 865 extern void sortfilenames(void); //#line "menues.c" 886 extern void menus(void ); void gameexitanycase(void); //#line "menues.c" 2414 extern void palto(uint8_t r,uint8_t g,uint8_t b,int32_t e); //#line "menues.c" 2436 extern void drawoverheadmap(int32_t cposx,int32_t cposy,int32_t czoom,short cang); //#line "menues.c" 2685 extern void playanm(char *fn,uint8_t ); //#line "gamedef.c" 122 extern short getincangle(short a,short na); //#line "gamedef.c" 140 extern uint8_t ispecial(uint8_t c); //#line "gamedef.c" 154 extern uint8_t isaltok(uint8_t c); //#line "gamedef.c" 159 extern void getglobalz(short i); //#line "gamedef.c" 203 extern void makeitfall(short i); //#line "gamedef.c" 243 extern void getlabel(void ); //#line "gamedef.c" 267 extern int32_t keyword(void ); //#line "gamedef.c" 300 extern int32_t transword(void ); //#line "gamedef.c" 342 extern void transnum(void ); //#line "gamedef.c" 402 extern uint8_t parsecommand(int readfromGRP ); //#line "gamedef.c" 1227 extern void passone(int readfromGRP); //#line "gamedef.c" 1239 extern void loadefs(char *fn,char *mptr, int readfromGRP); //#line "gamedef.c" 1342 extern uint8_t dodge(spritetype *s); //#line "gamedef.c" 1374 extern short furthestangle(short i,short angs); //#line "gamedef.c" 1404 extern short furthestcanseepoint(short i,spritetype *ts,int32_t *dax,int32_t *day); //#line "gamedef.c" 1444 extern void alterang(short a); //#line "gamedef.c" 1512 extern void move(void); //#line "gamedef.c" 1711 extern void parseifelse(int32_t condition); //#line "gamedef.c" 1729 extern uint8_t parse(void ); //#line "gamedef.c" 2699 extern void execute(short i,short p,int32_t x); //#line "game.c" 63 extern void overwritesprite(int32_t thex,int32_t they,short tilenum,int8_t shade,uint8_t stat,uint8_t dapalnum); //#line "game.c" 70 extern void timerhandler(void); //#line "game.c" 75 extern int inittimer(int); //#line "game.c" 81 extern void uninittimer(void ); //#line "game.c" 89 extern int gametext(int x,int y,char *t,uint8_t s,short dabits); //#line "game.c" 136 extern int gametextpart(int x,int y,char *t,uint8_t s,short p); //#line "game.c" 192 extern int minitext(int x,int y,char *t,uint8_t p,uint8_t sb); //#line "game.c" 231 extern void gamenumber(int32_t x,int32_t y,int32_t n,uint8_t s); //#line "game.c" 248 extern void ShutDown(void ); //#line "game.c" 260 extern void allowtimetocorrecterrorswhenquitting(void ); //#line "game.c" 280 extern void getpackets(void ); //#line "game.c" 502 extern void faketimerhandler(void); //#line "game.c" 788 extern void checksync(void ); //#line "game.c" 815 extern void check_fta_sounds(short i); //#line "game.c" 869 extern short inventory(spritetype *s); //#line "game.c" 886 extern short badguy(spritetype *s); //#line "game.c" 924 extern short badguypic(short pn); //#line "game.c" 963 extern void myos(int32_t x,int32_t y,short tilenum,int8_t shade,uint8_t orientation); //#line "game.c" 976 extern void myospal(int32_t x,int32_t y,short tilenum,int8_t shade,uint8_t orientation,uint8_t p); //#line "game.c" 991 extern void invennum(int32_t x,int32_t y,uint8_t num1,uint8_t ha,uint8_t sbits); //#line "game.c" 1021 extern void weaponnum(short ind,int32_t x,int32_t y,int32_t num1,int32_t num2,uint8_t ha); //#line "game.c" 1049 extern void weaponnum999(uint8_t ind,int32_t x,int32_t y,int32_t num1,int32_t num2,uint8_t ha); //#line "game.c" 1088 extern void weapon_amounts(struct player_struct *p,int32_t x,int32_t y,int32_t u); //#line "game.c" 1197 extern void digitalnumber(int32_t x,int32_t y,int32_t n,uint8_t s,uint8_t cs); //#line "game.c" 1223 extern void scratchmarks(int32_t x,int32_t y,int32_t n,uint8_t s,uint8_t p); //#line "game.c" 1238 extern void displayinventory(struct player_struct *p); //#line "game.c" 1296 extern void displayfragbar(void ); //#line "game.c" 1318 void drawsmallweapon(short weapon, float scale, short x, short y); // xduke extern void coolgaugetext(short snum); //#line "game.c" 1557 extern void tics(short offx, short offy , short color); //#line "game.c" 1572 extern void clocks(void ); //#line "game.c" 1582 extern void coords(short snum); //#line "game.c" 1607 extern void operatefta(void); //#line "game.c" 1654 extern void FTA(short q,struct player_struct *p, int mode); //#line "game.c" 1668 extern void showtwoscreens(void ); //#line "game.c" 1705 extern void gameexit(char *t); //#line "game.c" 1752 extern short strget(short x,short y,char *t,short dalen,short c); //#line "game.c" 1819 extern void displayrest(int32_t smoothratio); //#line "game.c" 2047 extern void updatesectorz(int32_t x,int32_t y,int32_t z,short *sectnum); //#line "game.c" 2085 extern void view(struct player_struct *pp,int32_t *vx,int32_t *vy,int32_t *vz,short *vsectnum,short ang,short horiz); //#line "game.c" 2137 extern void drawbackground(void ); //#line "game.c" 2200 extern void displayrooms(short snum,int32_t smoothratio); //#line "game.c" 2445 extern short LocateTheLocator(short n,short sn); //#line "game.c" 2459 extern short EGS(short whatsect,int32_t s_x,int32_t s_y,int32_t s_z,short s_pn,int8_t s_s,int8_t s_xr,int8_t s_yr,short s_a,short s_ve,int32_t s_zv,short s_ow,int8_t s_ss); //#line "game.c" 2537 extern uint8_t wallswitchcheck(short i); //#line "game.c" 2588 extern short spawn(short j,short pn); //#line "game.c" 4181 extern void animatesprites(int32_t x,int32_t y,short a,int32_t smoothratio); //#line "game.c" 4859 extern void cheats(void ); //#line "game.c" 5303 extern void nonsharedkeys(void ); //#line "game.c" 5863 extern void comlinehelp(char **argv); //#line "game.c" 5889 extern void checkcommandline(int argc,char **argv); //#line "game.c" 6078 extern void printstr(short x,short y,uint8_t string[],uint8_t attribute); //#line "game.c" 6104 extern void Logo(void ); //#line "game.c" 6187 extern void loadtmb(void ); //#line "game.c" 6210 extern void compilecons(void ); //#line "game.c" 6230 extern void Startup(void ); //#line "game.c" 6284 extern void getnames(void ); //#line "game.c" 6309 extern int main(int argc,char **argv); //#line "game.c" 6563 extern uint8_t opendemoread(uint8_t which_demo); //#line "game.c" 6589 extern void opendemowrite(void ); //#line "game.c" 6608 extern void record(void ); //#line "game.c" 6626 extern void closedemowrite(void ); //#line "game.c" 6642 extern int32_t playback(void ); //#line "game.c" 6777 extern uint8_t moveloop(void); //#line "game.c" 6796 extern void fakedomovethingscorrect(void); //#line "game.c" 6829 extern void fakedomovethings(void ); //#line "game.c" 7247 extern uint8_t domovethings(void ); //#line "game.c" 7373 extern void displaybonuspics(short x,short y,short p); //#line "game.c" 7396 extern void doorders(void ); //#line "game.c" 7432 extern void dobonus(uint8_t bonusonly); //#line "game.c" 7846 extern void cameratext(short i); //#line "game.c" 7869 extern void vglass(int32_t x,int32_t y,short a,short wn,short n); //#line "game.c" 7882 extern void lotsofglass(short i,short wallnum,short n); //#line "game.c" 7924 extern void spriteglass(short i,short n); //#line "game.c" 7937 extern void ceilingglass(short i,short sectnum,short n); //#line "game.c" 7966 extern void lotsofcolourglass(short i,short wallnum,short n); //#line "game.c" 8004 extern void SetupGameButtons(void ); //#line "game.c" 8068 extern int32_t GetTime(void ); //#line "game.c" 8082 extern void CenterCenter(void ); //#line "game.c" 8095 extern void UpperLeft(void ); //#line "game.c" 8108 extern void LowerRight(void ); //#line "game.c" 8121 extern void CenterThrottle(void ); //#line "game.c" 8134 extern void CenterRudder(void ); //#line "game.c" ???? extern void takescreenshot(void ); //#line "config.c" 57 extern void CONFIG_GetSetupFilename(void ); //#line "config.c" 170 extern int32 CONFIG_FunctionNameToNum(char *func); //#line "config.c" 192 extern char *CONFIG_FunctionNumToName(int32 func); //#line "config.c" 211 extern int32 CONFIG_AnalogNameToNum(char *func); //#line "config.c" 240 extern void CONFIG_SetDefaults(void ); //#line "config.c" 264 extern void CONFIG_ReadKeys(void ); //#line "config.c" 314 extern void CONFIG_SetupMouse(int32 scripthandle); //#line "config.c" 376 extern void CONFIG_SetupGamePad(int32 scripthandle); //#line "config.c" 427 extern void CONFIG_SetupJoystick(int32 scripthandle); //#line "config.c" 485 extern void readsavenames(void ); //#line "config.c" 512 extern void CONFIG_ReadSetup(void ); //#line "config.c" 613 extern void CONFIG_WriteSetup(void ); //#line "animlib.c" 34 extern void CheckAnimStarted(uint8_t *funcname); //#line "animlib.c" 46 extern uint16 findpage(uint16 framenumber); //#line "animlib.c" 71 extern void loadpage(uint16 pagenumber,uint16 *pagepointer); //#line "animlib.c" 97 extern void CPlayRunSkipDump(byte *srcP,byte *dstP); //#line "animlib.c" 177 extern void renderframe(uint16 framenumber,uint16 *pagepointer); //#line "animlib.c" 214 extern void drawframe(uint16 framenumber); //#line "animlib.c" 228 extern void ANIM_LoadAnim(byte *buffer); //#line "animlib.c" 260 extern void ANIM_FreeAnim(void ); //#line "animlib.c" 275 extern int32 ANIM_NumFrames(void ); //#line "animlib.c" 287 extern byte *ANIM_DrawFrame(int32 framenumber); //#line "animlib.c" 312 extern byte *ANIM_GetPalette(void ); //#line "actors.c" 7 extern void updateinterpolations(void); //#line "actors.c" 15 extern void setinterpolation(int32_t *posptr); //#line "actors.c" 27 extern void stopinterpolation(int32_t *posptr); //#line "actors.c" 41 extern void dointerpolations(int32_t smoothratio); //#line "actors.c" 55 extern void restoreinterpolations(void); //#line "actors.c" 63 extern int32_t ceilingspace(short sectnum); //#line "actors.c" 77 extern int32_t floorspace(short sectnum); //#line "actors.c" 91 extern void addammo(short weapon,struct player_struct *p,short amount); //#line "actors.c" 99 extern void addweapon(struct player_struct *p,short weapon); //#line "actors.c" 132 extern void checkavailinven(struct player_struct *p); //#line "actors.c" 152 extern void checkavailweapon(struct player_struct *p); //#line "actors.c" 301 extern int32_t ifsquished(short i,short p); //#line "actors.c" 326 extern void hitradius(short i,int32_t r,int32_t hp1,int32_t hp2,int32_t hp3,int32_t hp4); //#line "actors.c" 556 extern int movesprite(short spritenum,int32_t xchange,int32_t ychange,int32_t zchange,uint32_t cliptype); //#line "actors.c" 643 extern short ssp(short i,uint32_t cliptype); //#line "actors.c" 658 extern void insertspriteq(short i); //#line "actors.c" 666 extern void lotsofmoney(spritetype *s,short n); //#line "actors.c" 676 extern void guts(spritetype *s,short gtype,short n,short p); //#line "actors.c" 718 extern void setsectinterpolate(short i); //#line "actors.c" 742 extern void clearsectinterpolate(short i); //#line "actors.c" 760 extern void ms(short i); //#line "actors.c" 791 extern void movefta(void ); //#line "actors.c" 882 extern short ifhitsectors(short sectnum); //#line "actors.c" 896 extern short ifhitbyweapon(short sn); //#line "actors.c" 970 extern void movecyclers(void ); //#line "actors.c" 1007 extern void movedummyplayers(void ); //#line "actors.c" 1053 extern void moveplayers(void ); //#line "actors.c" 1192 extern void movefx(void ); //#line "actors.c" 1294 extern void movefallers(void ); //#line "actors.c" 1389 extern void movestandables(void ); //#line "actors.c" 2234 extern void bounce(short i); //#line "actors.c" 2273 extern void moveweapons(void ); //#line "actors.c" 2613 extern void movetransports(void ); //#line "actors.c" 2887 extern void moveeffectors(void ); //#line "actors.c" 4840 extern void moveactors(void ); //#line "actors.c" 6005 extern void moveexplosions(void ); #endif