ref: e4b1f02d15943e86a108e362320db3aca34ce5ef
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); extern void SoundStartup(void ); extern void SoundShutdown(void ); extern void MusicStartup(void ); extern void MusicShutdown(void ); extern int USRHOOKS_GetMem(void **ptr,uint32_t size); extern int USRHOOKS_FreeMem(void *ptr); extern void intomenusounds(void ); extern void playmusic(char *fn); extern uint8_t loadsound(uint16_t num); extern int xyzsound(short num,short i,int32_t x,int32_t y,int32_t z); extern void sound(short num); extern int spritesound(uint16_t num,short i); extern void stopsound(short num); extern void stopenvsound(short num,short i); extern void pan3dsound(void ); extern void TestCallBack(int32_t num); extern short callsound(short sn,short whatsprite); extern short check_activator_motion(short lotag); extern uint8_t isadoorwall(short dapic); extern uint8_t isanunderoperator(short lotag); extern uint8_t isanearoperator(short lotag); extern short checkcursectnums(short sect); extern int32_t ldist(spritetype *s1,spritetype *s2); extern int32_t dist(spritetype *s1,spritetype *s2); extern short findplayer(spritetype *s,int32_t *d); extern short findotherplayer(short p,int32_t *d); extern void doanimations(void ); extern int32_t getanimationgoal(int32_t *animptr); extern int32_t setanimation(short animsect,int32_t *animptr,int32_t thegoal,int32_t thevel); extern void animatecamsprite(void ); extern void animatewalls(void ); extern uint8_t activatewarpelevators(short s,short d); extern void operatesectors(short sn,short ii); extern void operaterespawns(short low); extern void operateactivators(short low,short snum); extern void operatemasterswitches(short low); extern void operateforcefields(short s,short low); extern uint8_t checkhitswitch(short snum,int32_t w,uint8_t switchtype); extern void activatebysector(short sect,short j); extern void checkhitwall(short spr,short dawallnum,int32_t x,int32_t y,int32_t z,short atwith); extern void checkplayerhurt(struct player_struct *p,short j); extern uint8_t checkhitceiling(short sn); extern void checkhitsprite(short i,short sn); extern void allignwarpelevators(void ); extern void cheatkeys(short snum); extern void checksectors(short snum); extern void RTS_AddFile(char *filename); extern void RTS_Init(char *filename); extern int32 RTS_NumSounds(void ); extern int32 RTS_SoundLength(int32 lump); extern char *RTS_GetSoundName(int32 i); extern void RTS_ReadLump(int32 lump,void *dest); extern void *RTS_GetSound(int32 lump); extern void xyzmirror(short i,short wn); extern void vscrn(void ); int countfragbars(void); extern void pickrandomspot(short snum); extern void resetplayerstats(short snum); extern void resetweapons(short snum); extern void resetinventory(short snum); extern void resetprestat(short snum,uint8_t g); extern void setupbackdrop(short backpicnum); extern void cachespritenum(short i); extern void cachegoodsprites(void ); extern void prelevel(uint8_t g); extern void newgame(uint8_t vn,uint8_t ln,uint8_t sk); extern void resetpspritevars(uint8_t g); extern void resettimevars(void ); extern void genspriteremaps(void ); extern void waitforeverybody(void); extern uint8_t checksum(int32_t sum); extern uint8_t getsound(uint16_t num); extern void precachenecessarysounds(void ); extern void cacheit(void ); extern void dofrontscreens(void ); extern void enterlevel(uint8_t g); extern void setpal(struct player_struct *p); extern void incur_damage(struct player_struct *p); extern void quickkill(struct player_struct *p); extern void forceplayerangle(struct player_struct *p); extern void tracers(int32_t x1,int32_t y1,int32_t z1,int32_t x2,int32_t y2,int32_t z2,int32_t n); extern int32_t hits(short i); extern int32_t hitasprite(short i,short *hitsp); extern int32_t hitawall(struct player_struct *p,short *hitw); extern short aim(spritetype *s,short aang, short auto_aim); extern void shoot(short i,short atwith); extern void displayloogie(short snum); extern uint8_t animatefist(short gs,short snum); extern uint8_t animateknee(short gs,short snum); extern uint8_t animateknuckles(short gs,short snum); extern void displaymasks(short snum); extern uint8_t animatetip(short gs,short snum); extern uint8_t animateaccess(short gs,short snum); extern void displayweapon(short snum); extern void getinput(short snum); extern uint8_t doincrements(struct player_struct *p); extern void checkweapons(struct player_struct *p); extern void processinput(short snum); extern void cmenu(short cm); extern void savetemp(char *fn,uint8_t* daptr,int32_t dasiz); extern void getangplayers(short snum); extern int loadpheader(uint8_t spot,int32 *vn,int32 *ln,int32 *psk,int32 *numplr); extern int loadplayer(int8_t spot); extern int saveplayer(int8_t spot); extern void sendgameinfo(void ); 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); extern int menutext(int x,int y,short s,short p,char *t); extern int menutextc(int x,int y,short s,short p,char *t); extern void bar(int x,int y,short *p,short dainc,uint8_t damodify,short s,short pa); extern void dispnames(void ); extern int getfilenames(char kind[]); extern void sortfilenames(void); extern void menus(void ); void gameexitanycase(void); extern void palto(uint8_t r,uint8_t g,uint8_t b,int32_t e, int present); extern void drawoverheadmap(int32_t cposx,int32_t cposy,int32_t czoom,short cang); extern void playanm(char *fn,uint8_t ); extern short getincangle(short a,short na); extern uint8_t ispecial(uint8_t c); extern uint8_t isaltok(uint8_t c); extern void getglobalz(short i); extern void makeitfall(short i); extern void getlabel(void ); extern int32_t keyword(void ); extern int32_t transword(void ); extern void transnum(void ); extern uint8_t parsecommand(int readfromGRP ); extern void passone(int readfromGRP); extern void loadefs(char *fn,char *mptr, int readfromGRP); extern uint8_t dodge(spritetype *s); extern short furthestangle(short i,short angs); extern short furthestcanseepoint(short i,spritetype *ts,int32_t *dax,int32_t *day); extern void alterang(short a); extern void move(void); extern void parseifelse(int32_t condition); extern uint8_t parse(void ); extern void execute(short i,short p,int32_t x); extern void overwritesprite(int32_t thex,int32_t they,short tilenum,int8_t shade,uint8_t stat,uint8_t dapalnum); extern void timerhandler(void); extern int inittimer(int); extern void uninittimer(void ); extern int gametext(int x,int y,char *t,uint8_t s,short dabits); extern int gametextpart(int x,int y,char *t,uint8_t s,short p); extern int minitext(int x,int y,char *t,uint8_t p,uint8_t sb); extern void gamenumber(int32_t x,int32_t y,int32_t n,uint8_t s); extern void ShutDown(void ); extern void allowtimetocorrecterrorswhenquitting(void ); extern void getpackets(void ); extern void faketimerhandler(void); extern void checksync(void ); extern void check_fta_sounds(short i); extern short inventory(spritetype *s); extern short badguy(spritetype *s); extern short badguypic(short pn); extern void myos(int32_t x,int32_t y,short tilenum,int8_t shade,uint8_t orientation); extern void myospal(int32_t x,int32_t y,short tilenum,int8_t shade,uint8_t orientation,uint8_t p); extern void invennum(int32_t x,int32_t y,uint8_t num1,uint8_t ha,uint8_t sbits); extern void weaponnum(short ind,int32_t x,int32_t y,int32_t num1,int32_t num2,uint8_t ha); extern void weaponnum999(uint8_t ind,int32_t x,int32_t y,int32_t num1,int32_t num2,uint8_t ha); extern void weapon_amounts(struct player_struct *p,int32_t x,int32_t y,int32_t u); extern void digitalnumber(int32_t x,int32_t y,int32_t n,uint8_t s,uint8_t cs); extern void scratchmarks(int32_t x,int32_t y,int32_t n,uint8_t s,uint8_t p); extern void displayinventory(struct player_struct *p); extern void displayfragbar(void ); void drawsmallweapon(short weapon, float scale, short x, short y); // xduke extern void coolgaugetext(short snum); extern void tics(short offx, short offy , short color); extern void clocks(void ); extern void coords(short snum); extern void operatefta(void); extern void FTA(short q,struct player_struct *p, int mode); extern void showtwoscreens(void ); extern void gameexit(char *t); extern short strget(short x,short y,char *t,short dalen,short c); extern void displayrest(int32_t smoothratio); extern void updatesectorz(int32_t x,int32_t y,int32_t z,short *sectnum); extern void view(struct player_struct *pp,int32_t *vx,int32_t *vy,int32_t *vz,short *vsectnum,short ang,short horiz); extern void drawbackground(void ); extern void displayrooms(short snum,int32_t smoothratio); extern short LocateTheLocator(short n,short sn); 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); extern uint8_t wallswitchcheck(short i); extern short spawn(short j,short pn); extern void animatesprites(int32_t x,int32_t y,short a,int32_t smoothratio); extern void cheats(void ); extern void nonsharedkeys(void ); extern void comlinehelp(char **argv); extern void checkcommandline(int argc,char **argv); extern void printstr(short x,short y,uint8_t string[],uint8_t attribute); extern void Logo(void ); extern void loadtmb(void ); extern void compilecons(void ); extern int32_t encodescriptptr(int32_t* scptr); extern int32_t* decodescriptptr(int32_t scptr); extern void Startup(void ); extern void getnames(void ); extern int main(int argc,char **argv); extern uint8_t opendemoread(uint8_t which_demo); extern void opendemowrite(void ); extern void record(void ); extern void closedemowrite(void ); extern int32_t playback(void ); extern uint8_t moveloop(void); extern void fakedomovethingscorrect(void); extern void fakedomovethings(void ); extern uint8_t domovethings(void ); extern void displaybonuspics(short x,short y,short p); extern void doorders(void ); extern void dobonus(uint8_t bonusonly); extern void cameratext(short i); extern void vglass(int32_t x,int32_t y,short a,short wn,short n); extern void lotsofglass(short i,short wallnum,short n); extern void spriteglass(short i,short n); extern void ceilingglass(short i,short sectnum,short n); extern void lotsofcolourglass(short i,short wallnum,short n); extern void SetupGameButtons(void ); extern int32_t GetTime(void ); extern void CenterCenter(void ); extern void UpperLeft(void ); extern void LowerRight(void ); extern void CenterThrottle(void ); extern void CenterRudder(void ); extern void takescreenshot(void ); extern void CONFIG_GetSetupFilename(void ); extern int32 CONFIG_FunctionNameToNum(char *func); extern char *CONFIG_FunctionNumToName(int32 func); extern int32 CONFIG_AnalogNameToNum(char *func); extern void CONFIG_SetDefaults(void ); extern void CONFIG_ReadKeys(void ); extern void CONFIG_SetupMouse(int32 scripthandle); extern void CONFIG_SetupGamePad(int32 scripthandle); extern void CONFIG_SetupJoystick(int32 scripthandle); extern void readsavenames(void ); extern void CONFIG_ReadSetup(void ); extern void CONFIG_WriteSetup(void ); extern void CheckAnimStarted(uint8_t *funcname); extern uint16 findpage(uint16 framenumber); extern void loadpage(uint16 pagenumber,uint16 *pagepointer); extern void CPlayRunSkipDump(byte *srcP,byte *dstP); extern void renderframe(uint16 framenumber,uint16 *pagepointer); extern void drawframe(uint16 framenumber); extern void ANIM_LoadAnim(byte *buffer); extern void ANIM_FreeAnim(void ); extern int32 ANIM_NumFrames(void ); extern byte *ANIM_DrawFrame(int32 framenumber); extern byte *ANIM_GetPalette(void ); extern void updateinterpolations(void); extern void setinterpolation(int32_t *posptr); extern void stopinterpolation(int32_t *posptr); extern void dointerpolations(int32_t smoothratio); extern void restoreinterpolations(void); extern int32_t ceilingspace(short sectnum); extern int32_t floorspace(short sectnum); extern void addammo(short weapon,struct player_struct *p,short amount); extern void addweapon(struct player_struct *p,short weapon); extern void checkavailinven(struct player_struct *p); extern void checkavailweapon(struct player_struct *p); extern int32_t ifsquished(short i,short p); extern void hitradius(short i,int32_t r,int32_t hp1,int32_t hp2,int32_t hp3,int32_t hp4); extern int movesprite(short spritenum,int32_t xchange,int32_t ychange,int32_t zchange,uint32_t cliptype); extern short ssp(short i,uint32_t cliptype); extern void insertspriteq(short i); extern void lotsofmoney(spritetype *s,short n); extern void guts(spritetype *s,short gtype,short n,short p); extern void setsectinterpolate(short i); extern void clearsectinterpolate(short i); extern void ms(short i); extern void movefta(void ); extern short ifhitsectors(short sectnum); extern short ifhitbyweapon(short sn); extern void movecyclers(void ); extern void movedummyplayers(void ); extern void moveplayers(void ); extern void movefx(void ); extern void movefallers(void ); extern void movestandables(void ); extern void bounce(short i); extern void moveweapons(void ); extern void movetransports(void ); extern void moveeffectors(void ); extern void moveactors(void ); extern void moveexplosions(void ); #endif