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// game.h
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void    operatesector(short dasector);
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void    operatesprite(short dasprite);
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int changehealth(short snum, short deltahealth);
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void    changenumbombs(short snum, short deltanumbombs);
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void    changenummissiles(short snum, short deltanummissiles);
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void    changenumgrabbers(short snum, short deltanumgrabbers);
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void    drawstatusflytime(short snum);
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void    drawstatusbar(short snum);
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void    prepareboard(char *daboardfilename);
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void    checktouchsprite(short snum, short sectnum);
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void    checkgrabbertouchsprite(short snum, short sectnum);
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void    shootgun(short snum, const vec3_t *vector, short daang, int dahoriz, short dasectnum, char guntype);
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void    analyzesprites(int dax, int day);
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void    tagcode(void);
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void    statuslistcode(void);
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void    activatehitag(short dahitag);
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void    bombexplode(int i);
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void    processinput(short snum);
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void    view(short snum, vec3_t *v, short *vsectnum, short ang, int horiz);
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void    drawscreen(short snum, int dasmoothratio);
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void    movethings(void);
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void    fakedomovethings(void);
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void    fakedomovethingscorrect(void);
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void    domovethings(void);
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void    getinput(void);
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void    initplayersprite(short snum);
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void    playback(void);
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void    setup3dscreen(void);
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void    findrandomspot(int *x, int *y, short *sectnum);
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void    warp(int *x, int *y, int *z, short *daang, short *dasector);
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void    warpsprite(short spritenum);
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void    initlava(void);
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void    movelava(char *dapic);
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void    doanimations(void);
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int getanimationgoal(int *animptr);
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int setanimation(int *animptr, int thegoal, int thevel, int theacc);
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void    checkmasterslaveswitch(void);
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int testneighborsectors(short sect1, short sect2);
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int loadgame(void);
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int savegame(void);
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void    faketimerhandler(void);
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void    getpackets(void);
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void    drawoverheadmap(int cposx, int cposy, int czoom, short cang);
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int movesprite(short spritenum, int dx, int dy, int dz, int ceildist, int flordist, int clipmask);
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void    waitforeverybody(void);
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void    searchmap(short startsector);
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void    setinterpolation(int *posptr);
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void    stopinterpolation(int *posptr);
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void    updateinterpolations(void);
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void    dointerpolations(void);
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void    restoreinterpolations(void);
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void    printext(int x, int y, char *buffer, short tilenum /*, char invisiblecol*/);
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void    drawtilebackground(/*int thex, int they,*/ short tilenum, signed char shade, int cx1, int cy1, int cx2, int cy2, char dapalnum);
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extern short brightness;
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#define NUMOPTIONS 8
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#define NUMGAMEKEYS 20
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extern unsigned char option[NUMOPTIONS];
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extern unsigned char keys[NUMGAMEKEYS];