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/*
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 * Portions of this file are copyright Rebirth contributors and licensed as
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 * described in COPYING.txt.
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 * Portions of this file are copyright Parallax Software and licensed
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 * according to the Parallax license below.
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 * See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
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*/
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#pragma once
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#ifdef __cplusplus
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#include "dsx-ns.h"
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// In khelp.c
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int DoHelp();
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// In kcurve.c
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int InitCurve();
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int GenerateCurve();
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int DecreaseR4();
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int IncreaseR4();
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int DecreaseR1();
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int IncreaseR1();
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int DeleteCurve();
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int SetCurve();
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// In kmine.c
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int SaveMine();
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int LoadMine();
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int MineMenu();
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int CreateNewMine();
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int LoadOldMine();
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int SaveSituation();
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int LoadSituation();
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// In kgame.c
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int SetPlayerPosition(void);
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int SaveGameData();
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int LoadGameData();
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int LoadMineOnly();
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void ResetFilename();
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// In group.c
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int LoadGroup();
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int SaveGroup();
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int PrevGroup();
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int NextGroup();
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int CreateGroup();
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int SubtractFromGroup();
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int DeleteGroup();
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int MarkGroupSegment();
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int MoveGroup(void);
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int CopyGroup(void);
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int AttachSegmentNew();
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int UngroupSegment();
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int GroupSegment();
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int Degroup();
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int RotateGroup();
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// In segment.c
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int ToggleBottom();
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void make_curside_bottom_side();
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#ifdef DXX_BUILD_DESCENT_II
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int select_segment_by_number();
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int select_segment_with_powerup();
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#endif
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// In editor.c
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int UndoCommand();
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// In kview.c
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int ZoomOut();
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int ZoomIn();
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int MoveAway();
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int MoveCloser();
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int ToggleChaseMode();
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// In kbuild.c
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int CreateBridge();
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int FormJoint();
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int CreateAdjacentJoint();
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int CreateAdjacentJointsSegment();
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int CreateAdjacentJointsAll();
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int CreateSloppyAdjacentJoint();
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int CreateSloppyAdjacentJointsGroup();
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// In ksegmove.c
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int DecreaseHeading();
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int IncreaseHeading();
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int DecreasePitch();
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int IncreasePitch();
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int DecreaseBank();
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int IncreaseBank();
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// In ksegsel.c
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int SelectCurrentSegForward();
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int SelectCurrentSegBackward();
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int SelectNextSide();
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int SelectPrevSide();
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int CopySegToMarked();
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int SelectBottom();
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int SelectFront();
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int SelectTop();
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int SelectBack();
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int SelectLeft();
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int SelectRight();
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// In ksegsize.c
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#ifdef dsx
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namespace dsx {
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int IncreaseSegLength();
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int DecreaseSegLength();
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int DecreaseSegWidth();
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int IncreaseSegWidth();
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int IncreaseSegHeight();
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int DecreaseSegHeight();
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int ToggleSegSizeMode();
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int PerturbCurside();
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int PerturbCursideBig();
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int IncreaseSegLengthBig();
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int DecreaseSegLengthBig();
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int DecreaseSegWidthBig();
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int IncreaseSegWidthBig();
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int IncreaseSegHeightBig();
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int DecreaseSegHeightBig();
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int IncreaseSegLengthDefault();
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int DecreaseSegLengthDefault();
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int IncreaseSegWidthDefault();
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int DecreaseSegWidthDefault();
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int IncreaseSegHeightDefault();
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int DecreaseSegHeightDefault();
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}
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#endif
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//      In ktmap.c
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int AssignTexture();
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int AssignTexture2();
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int ClearTexture2();
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int PropagateTextures();
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int PropagateTexturesMove();
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int PropagateTexturesMoveUVs();
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int PropagateTexturesUVs();
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int PropagateTexturesSelected();
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//--//// In macro.c
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//--//int MacroMenu();
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//--//int MacroPlayFast();
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//--//int MacroPlayNormal();
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//--//int MacroRecordAll();
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//--//int MacroRecordKeys();
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//--//int MacroSave();
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//--//int MacroLoad();
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// In editor.c
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int AttachSegment();
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int DeleteSegment();
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int CallLisp();
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int ExitEditor();
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int ShowAbout();
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int ExchangeMarkandCurseg();
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#ifdef DXX_BUILD_DESCENT_II
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int CopySegtoMarked();
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#endif
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int med_keypad_goto_prev();
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int med_keypad_goto_next();
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int med_keypad_goto();
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int med_increase_tilings();
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int med_decrease_tilings();
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int ToggleAutosave();
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int MarkEnd();
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//      Texture.c
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int     TexFlipX();
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int     TexFlipY();
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int     TexSlideUp();
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int     TexSlideLeft();
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int     TexSetDefault();
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#ifdef DXX_BUILD_DESCENT_II
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int     TexSetDefaultSelected();
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#endif
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int     TexSlideRight();
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int     TexRotateLeft();
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int     TexSlideDown();
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int     TexRotateRight();
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int     TexSelectActiveEdge();
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int     TexRotate90Degrees();
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int     TexIncreaseTiling();
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int     TexDecreaseTiling();
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int     TexSlideUpBig();
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int     TexSlideLeftBig();
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int     TexSlideRightBig();
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int     TexRotateLeftBig();
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int     TexSlideDownBig();
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int     TexRotateRightBig();
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int     TexStretchDown();
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int     TexStretchUp();
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#ifdef DXX_BUILD_DESCENT_II
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int     TexChangeAll();
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int     TexChangeAll2();
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#endif
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//      object.c
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#ifdef dsx
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namespace dsx {
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int     ObjectPlaceObject();
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int     ObjectMakeCoop();
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int     ObjectPlaceObjectTmap();
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int     ObjectDelete();
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int     ObjectMoveForward();
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int     ObjectMoveLeft();
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int     ObjectSetDefault();
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int     ObjectMoveRight();
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int     ObjectMoveBack();
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int     ObjectMoveDown();
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int     ObjectMoveUp();
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int     ObjectMoveNearer();
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int     ObjectMoveFurther();
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int     ObjectSelectNextinSegment();
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int     ObjectSelectNextType();
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template <int p, int b, int h>
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int ObjectChangeRotation();
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#define ROTATION_UNIT (4096/4)
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#define ObjectDecreaseBank ObjectChangeRotation<0, -ROTATION_UNIT, 0>
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#define ObjectIncreaseBank ObjectChangeRotation<0, ROTATION_UNIT, 0>
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#define ObjectDecreasePitch ObjectChangeRotation<-ROTATION_UNIT, 0, 0>
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#define ObjectIncreasePitch ObjectChangeRotation<ROTATION_UNIT, 0, 0>
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#define ObjectDecreaseHeading ObjectChangeRotation<0, 0, -ROTATION_UNIT>
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#define ObjectIncreaseHeading ObjectChangeRotation<0, 0, ROTATION_UNIT>
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#define ObjectDecreaseBankBig ObjectChangeRotation<0, -(ROTATION_UNIT*4), 0>
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#define ObjectIncreaseBankBig ObjectChangeRotation<0, (ROTATION_UNIT*4), 0>
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#define ObjectDecreasePitchBig ObjectChangeRotation<-(ROTATION_UNIT*4), 0, 0>
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#define ObjectIncreasePitchBig ObjectChangeRotation<(ROTATION_UNIT*4), 0, 0>
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#define ObjectDecreaseHeadingBig ObjectChangeRotation<0, 0, -(ROTATION_UNIT*4)>
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#define ObjectIncreaseHeadingBig ObjectChangeRotation<0, 0, (ROTATION_UNIT*4)>
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int     ObjectResetObject();
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}
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#endif
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//      elight.c
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int     LightSelectNextVertex();
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int     LightSelectNextEdge();
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int     LightCopyIntensity();
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int     LightCopyIntensitySegment();
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int     LightDecreaseLightVertex();
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int     LightIncreaseLightVertex();
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int     LightDecreaseLightSide();
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int     LightIncreaseLightSide();
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int     LightDecreaseLightSegment();
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int     LightIncreaseLightSegment();
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int     LightSetMaximum();
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int     LightSetDefault();
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int     LightSetDefaultAll();
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int     LightAmbientLighting();
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// seguvs.c
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#ifdef dsx
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namespace dsx {
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int fix_bogus_uvs_on_side();
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int fix_bogus_uvs_all();
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}
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#endif
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int set_average_light_on_curside(void);
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int set_average_light_on_all(void);
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int set_average_light_on_all_quick(void);
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// Miscellaneous, please put in correct file if you have time
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int GotoMainMenu();
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int GotoGameScreen();
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int DropIntoDebugger();
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int CreateDefaultNewSegment();
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int CreateDefaultNewSegmentandAttach();
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int ClearSelectedList();
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int ClearFoundList();
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int SetPlayerFromCurseg();
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int SetPlayerFromCursegAndRotate();
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int SetPlayerFromCursegMinusOne();
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int FindConcaveSegs();
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int do_reset_orient();
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int GameZoomOut();
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int GameZoomIn();
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// John's temp page stuff
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int medtmp_set_page();
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// In objpage.c
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int objpage_goto_next_object();
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// In medsel.c
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extern int SortSelectedList(void);
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extern int SelectNextFoundSeg(void);
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extern int SelectPreviousFoundSeg(void);
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// In wall.c
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extern int wall_add_blastable(void);
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extern int wall_add_closed_wall(void);
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extern int wall_add_external_wall(void);
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extern int wall_lock_door(void);
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extern int wall_automate_door(void);
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extern int wall_deautomate_door(void);
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extern int wall_assign_door_1(void);
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extern int wall_assign_door_2(void);
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extern int wall_assign_door_3(void);
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extern int wall_assign_door_4(void);
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extern int wall_assign_door_5(void);
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extern int wall_assign_door_6(void);
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extern int wall_assign_door_7(void);
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extern int wall_assign_door_8(void);
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extern int do_wall_dialog(void);
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extern int do_trigger_dialog(void);
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extern int check_walls(void);
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extern int delete_all_walls(void);
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#ifdef DXX_BUILD_DESCENT_II
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extern int delete_all_controlcen_triggers(void);
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#endif
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// In switch.c
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//extern int trigger_add_damage(void);
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//extern int trigger_add_blank(void);
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//extern int trigger_add_exit(void);
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//extern int trigger_add_repair(void);
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//extern int trigger_control(void);
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//extern int trigger_remove(void);
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//extern int trigger_add_if_control_center_dead(void);
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extern int bind_wall_to_control_trigger(void);
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// In med.c
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extern int fuelcen_create_from_curseg();
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extern int repaircen_create_from_curseg();
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extern int controlcen_create_from_curseg();
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extern int robotmaker_create_from_curseg();
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extern int fuelcen_reset_all();
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extern int RestoreGameState();
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extern int fuelcen_delete_from_curseg();
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#ifdef DXX_BUILD_DESCENT_II
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extern int goal_blue_create_from_curseg();
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extern int goal_red_create_from_curseg();
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#endif
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// In editor\robot.c
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extern int do_robot_dialog();
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extern int do_object_dialog();
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#endif
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