Wolf3D-Mac/wolfdef.h
2013-12-20 01:25:00 -05:00

1 line
29 KiB
C

#ifndef __WOLFDEF__
#define __WOLFDEF__
#define DEMO /* Define if this is the lame demo for dealers */
/* japversion has mission pics instead */
/* #define JAPVERSION */
/* If code is compiled on a IIgs, pass the compiler presets... */
#ifdef __ORCAC__
#pragma optimize 15 /* Normal optimization */
#pragma memorymodel 0 /* Force small memory model */
#pragma noroot /* No root files */
#pragma lint -1 /* Full error checking */
segment "Wolf3d"; /* Code segment */
#endif
/* an angle_t occupies an entire 16 bits so wraparound is automatically handled */
#define SHORTTOANGLESHIFT 7 /* 0x10000 to ANGLES */
#define SLOPEBITS 9 /* Used in AngleFromSlope2 */
typedef unsigned short angle_t; /* Must be short to allow wraparound */
typedef short fixed_t; /* 8.8 fixed point number */
typedef unsigned short ufixed_t; /* 8.8 unsigned fixed point number */
#include <burger.h> /* My standard system equates */
#include "States.h" /* Think state equates */
#include "Sounds.h" /* Sound equates */
#include "Sprites.h" /* Sprite indexs */
#include "Wolf.h" /* Resource maps */
/**********************************
Game constants and equates
The game uses a tile map of 64X64 tiles and uses a 16 bit fixed
point number to record the placement of any object in the game. The
upper 8 bits are the tile with the lower 8 bits being which fraction into the
tile the player is standing on.
To adjust the screen size, modify SCREENWIDTH,SCREENHEIGHT,VIEWHEIGHT,ScaleX,ScaleY
**********************************/
#define MAXVISSPRITES 64 /* Maximum number of sprites to display (Must be a power of 2!) */
#define MAXACTORS 128 /* max number of nazis, etc / map */
#define MAXSTATICS 200 /* max number of lamps, bonus, etc */
#define MAXMISSILES 32 /* max missiles, flames, smokes, etc */
#define MAXDOORS 64 /* max number of sliding doors (64<=) */
#define MAXAREAS 64 /* max number of bsp areas */
#define NUMBUTTONS 10 /* Number of control buttons */
#define WALLHEIGHT 128 /* Height,width of walls */
#define SPRITEHEIGHT 64 /* Height,width of a sprite */
#define MAXSCALER 960 /* Number of scalers to create */
#define PLAYERSIZE 88 /* radius of player in 8.8 fixed point */
#define PROJECTIONSCALE (SCREENWIDTH/2)*0x90l
#define FIELDOFVIEW 364*4 /* fineangles in the SCREENWIDTH wide window*/
#define MINZ 62 /* PLAYERSIZE/sqrt(2) rounded down*/
#define MAXZ (32*FRACUNIT) /* Farthest thing away */
#define FINEANGLES 0x2000 /* Power of 2 */
#define FINEMASK (FINEANGLES-1)
#define ANGLETOFINESHIFT 3 /* 0x10000 >> 0x2000*/
#define GAMEANGLETOFINE 4 /* 512 << 0x2000 */
#define ANGLE90 0x4000 /* Use a 0x10000 angle range */
#define ANGLE180 0x8000 /* Use a 0x10000 angle range */
#ifdef __MAC__
#define SCREENWIDTH MacWidth /* Size of the offscreen buffer */
#define SCREENHEIGHT MacHeight /* Height of the offscreen buffer */
#define VIEWHEIGHT MacViewHeight /* Height of the viewing area */
Word ScaleX(Word x); /* Scale factor for 320 mode points projected to SCREEN */
Word ScaleY(Word y);
extern Word MacWidth;
extern Word MacHeight;
extern Word MacViewHeight;
#else
#define SCREENWIDTH 320 /* Size of the offscreen buffer */
#define SCREENHEIGHT 200 /* Height of the offscreen buffer */
#define VIEWHEIGHT 160 /* Height of the viewing area */
#define ScaleX(x) x /* Scale factor for 320 mode points projected to SCREEN */
#define ScaleY(y) y
#endif
#define CENTERY (VIEWHEIGHT/2) /* Center of the viewing area */
#define CENTERX (SCREENWIDTH/2) /* Center of the viewing area */
#define ANGLES 512 /* Number of angles for camera */
#define FRACBITS 8 /* Number of bits of fraction */
#define FRACUNIT (1<<FRACBITS) /* Shift count for fraction conversion */
#define MAXFRAC 0x7fff /* Largest fraction constant */
#define MAXUFRAC 0xffff /* Largest unsigned fraction constant */
#define MAXDAMAGECOLOR 32 /* Number of shades of red to use for damage */
#define MAXBONUSCOLOR 8 /* Number of shades of gold to use for damage */
#define EXTRAPOINTS 20000 /* Points for a free man */
#define STARTAMMO 16 /* Ammo to begin the game with */
#define TILEGLOBAL 256 /* Pixels per tile */
#define MINACTORDIST 192 /* minimum dist from player center*/
/* to any actor center*/
#define KNIFEDIST 480 /* max dist for a knife hit (fixed_t) */
#define BITERANGE 350 /* max dist for a bite hit (fixed_t) */
#define MISSILEHITDIST 120 /* max dist for a missile impact (fixed_t) */
#define MAPSIZE 64 /* Size of a map in tiles */
/* joypad masks */
#define JOYPAD_B 0x8000
#define JOYPAD_Y 0x4000
#define JOYPAD_SELECT 0x2000
#define JOYPAD_START 0x1000
#define JOYPAD_UP 0x800
#define JOYPAD_DN 0x400
#define JOYPAD_LFT 0x200
#define JOYPAD_RGT 0x100
#define JOYPAD_A 0x80
#define JOYPAD_X 0x40
#define JOYPAD_TL 0x20
#define JOYPAD_TR 0x10
/**********************************
Game enums and record lists
**********************************/
typedef enum { /* Think logic states (MUST match thinkcalls in EnThink.c) */
T_NULL, /* No action */
T_STAND, /* Watch for player */
T_CHASE /* Chase player */
} thinklogic_t;
typedef enum { /* Action logic states (MUST match actioncalls in EnThink.c */
A_NULL, /* No action */
A_TARGET, /* Target the player */
A_SHOOT, /* Shoot the player */
A_BITE, /* Bite the player */
A_THROW, /* Throw a syringe */
A_LAUNCH, /* Launch a missile */
A_HITLERMORPH, /* Remove the mechhitler's armor */
A_MECHSTEP, /* Mechahitler step sound */
A_VICTORY, /* You win */
A_SCREAM, /* Actor screams */
A_THUD /* Hit the ground */
} actionlogic_t;
typedef enum { /* Index to the button array */
bt_north, /* North pressed */
bt_east, /* Turn East pressed */
bt_south, /* South pressed */
bt_west, /* Turn West pressed */
bt_left, /* Move left */
bt_right, /* Move right */
bt_attack, /* Fire */
bt_use, /* Open door, use switch */
bt_run, /* Move faster */
bt_select /* Change weapons */
} buttonname_t;
typedef enum { /* Used by spawning and wall pushing */
CD_NORTH, /* Face north */
CD_EAST, /* Face east */
CD_SOUTH,
CD_WEST
} cardinaldir_t;
typedef enum { /* Used by actor's motion */
east,
northeast,
north,
northwest,
west,
southwest,
south,
southeast,
nodir
} dirtype;
typedef enum { /* Weapons used by the player */
WP_KNIFE,
WP_PISTOL,
WP_MACHINEGUN,
WP_CHAINGUN,
WP_FLAMETHROWER,
WP_MISSILE,
NUMWEAPONS
} weapontype;
typedef enum { /* State of the game */
EX_LIMBO, /* Currently in limbo */
EX_STILLPLAYING,
EX_COMPLETED,
EX_SECRET,
EX_WARPED,
EX_DIED,
EX_NEWGAME,
EX_LOADGAME,
EX_AUTOMAP
} exit_t;
typedef enum { /* actor class info*/
CL_GUARD,
CL_OFFICER,
CL_SS,
CL_DOG,
CL_MUTANT,
CL_HANS,
CL_SCHABBS,
CL_TRANS,
CL_UBER,
CL_DKNIGHT,
CL_MECHAHITLER,
CL_HITLER,
CL_PLAYER
} class_t;
enum {BSPTOP,BSPBOTTOM,BSPLEFT,BSPRIGHT}; /* BSP quadrants */
/**********************************
Compiled scaler
**********************************/
typedef struct {
unsigned short codeofs[WALLHEIGHT+1]; /* Entry to the code for sprites */
#ifndef __APPLEIIGS__
Byte FixA1[WALLHEIGHT+1]; /* A1 adjust for the screen */
Byte Pad[1]; /* Long word align it... */
#endif
Byte code[1]; /* Scaler code */
} t_compscale;
/**********************************
Status of the game (Save game record)
**********************************/
typedef struct {
LongWord score; /* Current score */
LongWord nextextra; /* Points to next free man */
LongWord globaltime, globaltimetotal;
LongWord playtime; /* Time for the current game (In ticks) */
Word mapon; /* Current map */
Word treasure; /* Treasures picked up */
Word lives; /* Lives remaining */
Word health; /* Hit points */
Word ammo; /* Current bullets */
Word maxammo; /* Maximum bullets */
Word gas; /* Flame thrower ammo */
Word missiles; /* Missile launcher ammo */
Word keys; /* Keys obtained */
Boolean machinegun,chaingun,missile,flamethrower;
weapontype weapon,pendingweapon;
Word attackframe,attackcount;
Word secretcount,treasurecount,killcount;
Word secrettotal,treasuretotal,killtotal;
Word globalsecret, globaltreasure, globalkill;
Word globalsecrettotal, globaltreasuretotal, globalkilltotal;
Word viewangle; /* Angle of camera */
Boolean godmode; /* You are invincible */
} gametype_t;
/**********************************
Map data record (Stored maps)
**********************************/
typedef struct {
Byte tilemap[64][64];
Byte areasoundnum[64];
unsigned short numspawn; /* Must be short */
unsigned short spawnlistofs; /* Must be short */
unsigned short numnodes; /* Must be short */
unsigned short nodelistofs; /* Must be short */
Byte data[1]; /* nodes, and spawn list */
} loadmap_t;
typedef struct {
unsigned short NextLevel; /* Normal warp level */
unsigned short SecretLevel; /* Secret level */
unsigned short ParTime; /* Time for par */
unsigned short ScenarioNum; /* Scenario number */
unsigned short FloorNum; /* Floor number */
} MapInfo_t;
typedef struct {
unsigned short MaxMap; /* Maximum number of maps */
unsigned short MapRezNum; /* Basic resource # */
MapInfo_t InfoArray[1]; /* Next map to jump to */
} maplist_t;
/**********************************
Static data for each sprite state
**********************************/
typedef struct {
Word sightsound; /* Sound at the sight of you */
Word deathsound; /* Sound at the death of the actor */
stateindex_t sightstate; /* State when you are sighted */
stateindex_t standstate; /* State when at rest */
stateindex_t attackstate; /* State when attacking you */
stateindex_t painstate; /* State when hit */
stateindex_t deathstate; /* State when dead */
Word points; /* Points for death */
Word speed; /* Speed of actor */
Word reactionmask; /* reaction time = 1 + w_rnd()&reactionmask*/
Word hitpoints; /* Hit points */
} classinfo_t;
enum {di_north, di_east, di_south, di_west}; /* BSP base directions */
/**********************************
The saved data structures are held in a single list, with segs being differentiated from
nodes by the presence of DIR_SEGFLAG in the dir field
Note... saveseg_t and savenode_t share the same memory
**********************************/
#define DIR_SEGFLAG 0x80 /* Use segment value */
#define DIR_LASTSEGFLAG 0x40 /* Last segment in list */
#define DIR_DISABLEDFLAG 0x20 /* Shut down (Pushwall) */
#define DIR_SEENFLAG 0x10 /* For automapping*/
typedef struct {
Byte plane;
Byte dir;
unsigned short children[2];
} savenode_t;
#ifndef __BIGENDIAN__
typedef struct {
Byte plane; /* in half tiles*/
Byte dir;
Byte min,max; /* in half tiles*/
Byte texture;
Byte area;
} saveseg_t;
#else
typedef struct {
Byte plane; /* in half tiles*/
Byte dir;
Byte max,min; /* in half tiles*/
Byte area;
Byte texture;
} saveseg_t;
#endif
/**********************************
Static object struct
(Bullets,food,gold)
**********************************/
/* Used by the renderer, must match the header of static_t, actor_t, missile_t */
typedef struct {
int x,y; /* Item's x,y */
Word sprite; /* Item's shape */
Word areanumber; /* Item's visible area */
} thing_t;
typedef struct { /* Must match thing_t */
Word x,y; /* Item's x,y */
Word pic; /* Picture of item */
Word areanumber; /* Which room is it in (Rendering) */
} static_t;
/**********************************
Static door struct
**********************************/
typedef enum {
DR_OPEN, /* Door is fully open */
DR_CLOSED, /* Door is fully closed */
DR_OPENING, /* Door is opening */
DR_CLOSING, /* Door is closing */
DR_WEDGEDOPEN /* Door is permenantly open */
} dooraction_t;
#define OPENTICS 120 /* Time to wait before closing a door (In Ticks) */
#define DOORSPEED (TILEGLOBAL/64) /* Time to close a door (32 ticks) */
typedef struct {
Word tilex; /* X coord of door */
Word tiley; /* Y coord of door */
Word action; /* Action code (See above) for door */
Word position; /* Pixel position of door (0=Closed) */
Word info; /* Texture of the door (Steel,Elevator) */
Word ticcount; /* Time delay before automatic closing */
Word area1; /* Area # on one side of the door */
Word area2; /* Area # on the other side of the door */
} door_t;
typedef struct {
Boolean Area1; /* First area */
Boolean Area2; /* Second area */
} connect_t;
/**********************************
Pushwall state struct
**********************************/
typedef struct {
Word pwallcount; /* Blocks still to move (Distance) */
Word pwallpos; /* Amount a pushable wall has been moved in it's tile */
Word pwallx,pwally; /* the tile the pushwall edge is in now*/
Word pwallcheckx,pwallchecky; /* the tile it will be in next*/
Word pwalldir;
int pwallxchange, pwallychange; /* adjust coordinates this much*/
} pushwall_t;
/**********************************
Sprite state struct
**********************************/
typedef struct {
Word shapenum; /* Shape to display */
Word tictime; /* Time before next state */
thinklogic_t think; /* Think logic index */
actionlogic_t action; /* Action code */
stateindex_t next; /* Next state */
} state_t;
/**********************************
Visible sprite struct (Used to render the sprites)
**********************************/
typedef struct {
void *pos; /* position of sprite info */
ufixed_t columnstep; /* Step factor for width scale */
int x1,x2; /* Left x, Right x */
Word actornum; /* 0 if a static sprite / missile*/
Word clipscale; /* Size of sprite (Scale number) */
} vissprite_t;
/**********************************
Data struct for thinking actor
**********************************/
/* Actor flags */
#define FL_SHOOTABLE 1
#define FL_ACTIVE 2
#define FL_SEEPLAYER 4 /* if True, dodge instead of moving straight forward*/
#define FL_AMBUSH 16
#define FL_WAITDOOR 32 /* if set, ac_dir points at a door*/
#define FL_NOTMOVING 64 /* still centered in dest tile*/
#define FL_DEAD 128 /* if set, don't shoot this anymore (death explosion)*/
typedef struct { /* Must match thing_t */
Word x,y;
Word pic;
Word areanumber;
Word ticcount; /* Time before motion */
class_t class; /* Actor's class */
stateindex_t state; /* State index */
Word flags; /* State flags (See above) */
Word distance; /* Distance to travel before change */
Word dir; /* 9 directions for motion */
Word hitpoints; /* Hit points before death */
Word speed; /* Speed of motion */
Word goalx; /* tile x,y for movement goal */
Word goaly;
Word reacttime; /* Time to react to the player */
} actor_t;
/**********************************
Missile struct
(Rockets, flames)
**********************************/
typedef enum { /* Flame type */
MI_PMISSILE, /* Player's missile */
MI_PFLAME, /* Player's flame */
MI_EMISSILE,
MI_NEEDLE
} mtype_t;
#define MF_HITPLAYER 1 /* Can it hit the player? */
#define MF_HITENEMIES 2 /* Can it hit an enemy? */
#define MF_HITSTATICS 4 /* Can it hit a static item? */
typedef struct { /* Must match thing_t */
Word x,y; /* Position of the missile */
Word pic; /* Picture of missile */
Word areanumber; /* Area missile is in */
Word type; /* Also used as a ticcount for explosions */
Word flags; /* Who can I hit? (If zero then explosion) */
int xspeed,yspeed; /* Direction of travel */
} missile_t;
/**********************************
Flags used by tilemap, NOTE: this allows only 128 unique tiles
**********************************/
#define TI_SECRET 0x8000 /* Secret level switch */
#define TI_BODY 0x4000 /* Dead body here */
#define TI_BLOCKSIGHT 0x2000 /* Sight is blocked */
#define TI_GETABLE 0x1000 /* Getable item here */
#define TI_ACTOR 0x800 /* Actor here */
#define TI_DOOR 0x400 /* Door here */
#define TI_PUSHWALL 0x200 /* Pushwall here */
#define TI_SWITCH 0x100 /* Exit switch here */
#define TI_BLOCKMOVE 0x80 /* Block in motion here */
#define TI_NUMMASK 0x7f /* Can be an area, door number, or pwall number */
extern LongWord rw_scale;
extern LongWord rw_scalestep;
extern Word rw_midpoint;
extern Word rw_mintex;
extern Word rw_maxtex;
extern Byte *rw_texture;
extern int rw_centerangle;
extern Boolean rw_downside; /* True for dir_east and dir_south*/
extern Byte *ArtData[64];
extern Byte textures[MAPSIZE*2+5][MAPSIZE]; /* 0-63 is horizontal, 64-127 is vertical*/
/* 128 - 132 are doors*/
/* In Mac.c, 3DO.c, AppleIIgs.c */
extern void InitTools(void);
extern void BlastScreen(void);
extern void BlastScreen2(Rect *BlastRect);
extern void DoMacEvents(void);
extern void BailOut(void);
extern void GoodBye(void);
extern void ReadSystemJoystick(void);
extern Word NewGameWindow(Word NewVidSize);
extern void ShowGetPsyched(void);
extern void DrawPsyched(Word Index);
extern void EndGetPsyched(void);
extern Word ChooseGameDiff(void);
extern void ShareWareEnd(void);
extern void FinishLoadGame(void);
/* In StateDef.c */
extern state_t states[NUMSTATES]; /* Actor states */
/* In Doors.c */
extern void AddConnection(Word Area1,Word Area2);
extern void RemoveConnection(Word Area1,Word Area2);
extern void RecursiveConnect(Word areanumber);
extern void ConnectAreas(void);
extern void OpenDoor(door_t *door);
extern void CloseDoor(door_t *door);
extern void OperateDoor(Word dooron);
extern void DoorOpen(door_t *door);
extern void DoorOpening(door_t *door);
extern void DoorClosing(door_t *door);
extern void MoveDoors(void);
/* Missiles.c */
extern missile_t *GetNewMissile(void);
extern void ExplodeMissile(missile_t *MissilePtr);
extern void MissileHitPlayer(missile_t *MissilePtr);
extern Boolean MissileHitEnemy(missile_t *MissilePtr,actor_t *ActorPtr);
extern Boolean CheckMissileActorHits(missile_t *MissilePtr);
extern void MoveMissiles(void);
/* In Level.c */
extern void SpawnStatic(Word x,Word y,Word shape);
extern void SpawnPlayer(Word x,Word y,Word dir);
extern void SpawnStand(Word x,Word y,class_t which);
extern void SpawnAmbush(Word x,Word y,class_t which);
extern void SpawnDoor(Word x,Word y,Word type);
extern void AddPWallTrack(Word x,Word y,Word tile);
extern void SpawnPushwall(Word x,Word y,Word tile);
extern void SpawnElevator(Word x,Word y);
extern void SpawnOut(Word x,Word y);
extern void SpawnSecret(Word x,Word y);
extern void SpawnThings(void);
extern void ReleaseMap(void);
extern Boolean SetupGameLevel(void);
extern Word LoadWallArt(void);
extern Word LoadSpriteArt(void);
/* In Sight.c */
extern Boolean CheckLine(actor_t *ActorPtr);
extern void FirstSighting(actor_t *ActorPtr);
extern void T_Stand(actor_t *ActorPtr);
/* In Enmove.c */
extern dirtype opposite[9];
extern dirtype diagonal[9][9];
extern void NewState(actor_t *ActorPtr,stateindex_t state);
extern Boolean CheckDiag(Word x,Word y);
extern Word CheckSide(Word x,Word y,actor_t *ActorPtr);
extern Boolean TryWalk(actor_t *ActorPtr);
extern void SelectDodgeDir(actor_t *ActorPtr);
extern void SelectChaseDir(actor_t *ActorPtr);
extern void MoveActor(actor_t *ActorPtr,Word move);
/* In EnThink.c */
void PlaceItemType(Word shape,actor_t *ActorPtr);
extern void KillActor(actor_t *ActorPtr);
extern void DamageActor(Word damage,actor_t *ActorPtr);
extern void A_Throw(actor_t *ActorPtr);
extern void A_Launch(actor_t *ActorPtr);
extern void A_Scream(actor_t *ActorPtr);
extern void A_Thud(actor_t *ActorPtr);
extern void A_Victory(actor_t *ActorPtr);
extern void A_HitlerMorph(actor_t *ActorPtr);
extern void A_Shoot(actor_t *ActorPtr);
extern void A_Bite(actor_t *ActorPtr);
extern Word CalcDistance(actor_t *ActorPtr);
extern void A_Target(actor_t *ActorPtr);
extern void A_MechStep(actor_t *ActorPtr);
extern void T_Chase(actor_t *ActorPtr);
extern void MoveActors(void);
/* In PlStuff.c */
extern void TakeDamage(Word points,Word x,Word y);
extern void HealSelf(Word points);
extern void GiveExtraMan(void);
extern void GivePoints(LongWord points);
extern void GiveTreasure(void);
extern void GiveWeapon(weapontype weapon);
extern void GiveAmmo(Word ammo);
extern void GiveGas(Word ammo);
extern void GiveMissile(Word ammo);
extern void GiveKey(Word key);
extern void BonusSound(void);
extern void WeaponSound(void);
extern void HealthSound(void);
extern void KeySound(void);
extern void GetBonus(Word x,Word y);
/* In PlThink.c */
extern void ChangeWeapon(void);
extern void Cmd_Fire(void);
extern void Cmd_Use(void);
extern void Cmd_ChangeWeapon(void);
extern actor_t *TargetEnemy(void);
extern void KnifeAttack(void);
extern void GunAttack(void);
extern void FlameAttack(void);
extern void MissileAttack(void);
extern void MovePlayer(void);
/* In PlMove.c */
extern void ControlMovement(void);
/* In PushWall.c */
extern pushwall_t PushWallRec; /* Record for the single pushwall in progress */
extern void SetPWallChange(void);
extern void PushWallOne(void);
extern void PushWall(Word x,Word y,Word dir);
extern void MovePWalls(void);
/* In WolfIO.c */
extern void SetNumber(LongWord number,Word x,Word y,Word digits);
extern void IO_CheckInput(void);
extern void IO_DrawFloor(Word floor);
extern void IO_DrawScore(LongWord score);
extern void IO_DrawLives(Word lives);
extern void IO_DrawHealth(Word health);
extern void IO_DrawAmmo(Word ammo);
extern void IO_DrawTreasure(Word treasure);
extern void IO_DrawKeys(Word keys);
extern void IO_AttackShape(Word shape);
extern void IO_DrawFace(Word face);
extern void IO_DrawStatusBar(void);
extern void IO_ClearViewBuffer(void);
extern void IO_ScaleWallColumn(Word x,Word scale,Word tile,Word column);
extern void IO_DisplayViewBuffer(void);
/* In SetupScalers.c */
extern Boolean BuildCompScale (Word height, void **finalspot,Byte *WorkPtr);
extern Boolean SetupScalers(void);
extern void ReleaseScalers(void);
extern void IO_ScaleMaskedColumn(Word x,Word scale,unsigned short *sprite,Word column);
extern void DrawSmall(Word x,Word y,Word tile);
extern void MakeSmallFont(void);
extern void KillSmallFont(void);
/* In Intro.c */
extern void Intro(void);
/* In Music.c */
extern void StopSong(void);
extern void StartSong(Word songnum);
/* In WolfMain.c */
extern Word w_abs(int v);
extern Byte rndtable[256];
extern Word rndindex;
extern Word w_rnd(void);
extern Word AngleFromSlope2(Word y,Word x);
extern angle_t PointToAngle(fixed_t x,fixed_t y);
extern void GameOver(void);
extern void VictoryScale(void);
extern void Died(void);
extern void UpdateFace(void);
extern void PrepPlayLoop(void);
extern void PlayLoop(void);
extern void NewGame(void);
extern void RedrawStatusBar(void);
extern void GameLoop(void);
/* In RefSprite.c */
extern void Merge(Word Size1,Word Size2);
extern void SortEvents(void);
extern void RenderSprite(Word x1,Word x2,vissprite_t *rs_seg);
extern void AddSprite(thing_t *thing,Word actornum);
extern void DrawTopSprite(void);
extern void DrawSprites(void);
/* In Refresh.c */
extern savenode_t *nodes;
extern saveseg_t *pwallseg;
extern fixed_t FixedByFrac(fixed_t a, fixed_t b);
extern fixed_t SUFixedMul(fixed_t a, ufixed_t b);
extern fixed_t FixedDiv(fixed_t a, fixed_t b);
extern fixed_t R_TransformX(fixed_t x,fixed_t y);
extern fixed_t R_TransformZ(fixed_t x,fixed_t y);
extern Word ScaleFromGlobalAngle(int visangle,int distance);
extern void DrawAutomap(Word tx,Word ty);
extern Boolean StartupRendering(Word NewSize);
extern void NewMap(void);
extern void StartPushWall(void);
extern void AdvancePushWall(void);
extern void RenderView(void);
/* In Refresh2.c */
extern Word MathSize; /* The current size of the math tables */
extern Word *scaleatzptr; /* Pointer to the scale table for z projection */
extern short *xtoviewangle; /* Screen x to view angle */
extern short *viewangletox; /* View angle to screen x */
extern short *finetangent; /* Fine tangent table */
extern short *finesine; /* Fine sine table */
extern fixed_t sintable[ANGLES]; /* Course sine table */
extern fixed_t costable[ANGLES]; /* Course cosine table */
extern Word tantoangle[513]; /* Course tangent to angle table */
extern void GetTableMemory(void);
/* In RefBsp.c */
extern void RenderWallLoop(Word x1,Word x2,Word distance);
extern void RenderWallRange(Word start,Word stop,saveseg_t *seg,Word distance);
extern void ClipWallSegment(Word top,Word bottom,saveseg_t *seg,Word distance);
extern void ClearClipSegs(void);
extern void P_DrawSeg(saveseg_t *seg);
extern Boolean CheckBSPNode(Word boxpos);
extern void TerminalNode(saveseg_t *seg);
extern void RenderBSPNode(Word bspnum);
/* In SnesMain.c */
extern void SetupPlayScreen(void);
extern void RunAutoMap(void);
extern void StartGame(void);
extern Boolean TitleScreen(void);
extern void WolfMain(void);
/* In Intermis.c */
extern void LevelCompleted(void);
extern void Intermission(void);
extern void VictoryIntermission(void);
extern void CharacterCast(void);
/* In Data.c */
extern void *SpriteArray[S_LASTONE]; /* Pointers to all the sprites */
extern Word tilemap[MAPSIZE][MAPSIZE]; /* Main tile map */
extern Word ConnectCount; /* Number of valid interconnects */
extern connect_t areaconnect[MAXDOORS]; /* Is this area mated with another? */
extern Boolean areabyplayer[MAXAREAS]; /* Which areas can I see into? */
extern Word numstatics; /* Number of active static objects */
extern static_t statics[MAXSTATICS]; /* Data for the static items */
extern Word numdoors; /* Number of active door objects */
extern door_t doors[MAXDOORS]; /* Data for the door items */
extern Word nummissiles; /* Number of active missiles */
extern missile_t missiles[MAXMISSILES]; /* Data for the missile items */
extern Word numactors; /* Number of active actors */
extern actor_t actors[MAXACTORS]; /* Data for the actors */
extern t_compscale *AllScalers[MAXSCALER]; /* Pointers to all the compiled scalers */
extern Byte **GameShapes; /* Pointer to the game shape array */
extern Word difficulty; /* 0 = easy, 1= normal, 2=hard*/
extern gametype_t gamestate; /* Status of the game (Save game) */
extern exit_t playstate; /* Current status of the game */
extern Word killx,killy; /* X,Y of the thing that killed you! */
extern Boolean madenoise; /* True when shooting or screaming*/
extern Boolean playermoving; /* Is the player in motion? */
extern Boolean useheld; /* Holding down the use key? */
extern Boolean selectheld; /* Weapon select held down */
extern Boolean attackheld; /* Attack button held down? */
extern Boolean buttonstate[NUMBUTTONS]; /* Current input */
extern Word joystick1; /* Joystick value */
extern int mousex; /* Mouse x movement */
extern int mousey; /* Mouse y movement */
extern int mouseturn; /* Mouse turn factor */
extern Word nextmap; /* Next map to warp to */
extern Word facecount; /* Time to show a specific head */
extern Word faceframe; /* Head pic to show */
extern Word elevatorx,elevatory; /* x,y of the elevator */
extern Word firstframe; /* if non 0, the screen is still faded out */
extern Word OldMapNum; /* Currently loaded map # */
extern loadmap_t *MapPtr; /* Pointer to current loaded map */
extern int clipshortangle; /* Angle for the left edge of the screen */
extern int clipshortangle2; /* clipshortangle * 2 */
extern classinfo_t classinfo[]; /* Class information for all bad guys */
extern Word viewx; /* X coord of camera */
extern Word viewy; /* Y coord of camera */
extern fixed_t viewsin; /* Base sine for viewing angle */
extern fixed_t viewcos; /* Base cosine for viewing angle */
extern Word normalangle; /* Normalized angle for view (NSEW) */
extern Word centerangle; /* viewangle in fineangles*/
extern Word centershort; /* viewangle in 64k angles*/
extern Word topspritescale; /* Scale of topmost sprite */
extern Word topspritenum; /* Shape of topmost sprite */
extern Word xscale[1024]; /* Scale factor for width of the screen */
extern Word numvisspr; /* Number of valid visible sprites */
extern vissprite_t vissprites[MAXVISSPRITES]; /* Buffer for sprite records */
extern Word xevents[MAXVISSPRITES]; /* Scale events for sprite sort */
extern Word sortbuffer[MAXVISSPRITES]; /* mergesort requires an extra buffer*/
extern Word *firstevent; /* First event in sorted list */
extern Boolean areavis[MAXAREAS]; /* Area visible */
extern Word bspcoord[4]; /* Rect for the BSP search */
extern Word TicCount; /* Ticks since last screen draw */
extern Word LastTicCount; /* Tick value at start of render */
extern Word MacVidSize; /* Current 0 = 320, 1 = 512, 2 = 640 */
extern Word SlowDown; /* If true, then limit game to 30hz */
extern Word MouseEnabled; /* Allow mouse control */
extern Word GameViewSize; /* Size of the game screen */
extern Boolean IntermissionHack; /* Hack for preventing double score drawing during intermission */
extern Word NoWeaponDraw; /* Flag to not draw the weapon on the screen */
extern maplist_t *MapListPtr; /* Pointer to map info record */
extern unsigned short *SongListPtr; /* Pointer to song list record */
extern unsigned short *WallListPtr; /* Pointer to wall list record */
extern Word MaxScaler; /* Maximum number of VALID scalers */
extern Word NaziSound[]; /* Sounds for nazis starting */
extern Boolean ShowPush; /* Cheat for showing pushwalls on automap */
#endif /* __WOLFDEF__ */