Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
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@ -4,6 +4,7 @@ D1X-Rebirth Changelog
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--------
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main/game.c, main/gameseq.c, main/inferno.c, main/inferno.h, main/menu.c, main/newdemo.c: Create the main event loop and use it for the game and main menu
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main/scores.c: Make the scores menu into a window
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d1x-rebirth.xcodeproj/project.pbxproj, include/3d.h, main/aistruct.h, main/game.h, main/gamefont.h, main/gameseq.h, main/inferno.h, main/laser.h, main/polyobj.h, main/robot.h: Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
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20100206
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--------
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@ -282,6 +282,7 @@
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EB380D7D0E168B1900EBD9AD /* InfoPlist.strings in Resources */ = {isa = PBXBuildFile; fileRef = EB380D7B0E168B1900EBD9AD /* InfoPlist.strings */; };
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EB380D7E0E168B1900EBD9AD /* InfoPlist.strings in Resources */ = {isa = PBXBuildFile; fileRef = EB380D7B0E168B1900EBD9AD /* InfoPlist.strings */; };
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EB775A7A105611720036C348 /* extractD1Data.cpp in Sources */ = {isa = PBXBuildFile; fileRef = EB775A79105611720036C348 /* extractD1Data.cpp */; };
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EB861343111E9E810097D871 /* net_ipx.c in Sources */ = {isa = PBXBuildFile; fileRef = EBF658990F936A8400CB5C73 /* net_ipx.c */; };
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EB8BE84F1071FBE00069486E /* player.c in Sources */ = {isa = PBXBuildFile; fileRef = EB8BE84E1071FBE00069486E /* player.c */; };
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EB8BE8501071FBE00069486E /* player.c in Sources */ = {isa = PBXBuildFile; fileRef = EB8BE84E1071FBE00069486E /* player.c */; };
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EB92BE600CDD693C0045A32C /* digi_audio.c in Sources */ = {isa = PBXBuildFile; fileRef = EB92BE5C0CDD693C0045A32C /* digi_audio.c */; };
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@ -1718,6 +1719,7 @@
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EBE8D8910FDA76D1009D181F /* gamerend.c in Sources */,
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EB8BE8501071FBE00069486E /* player.c in Sources */,
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17DFA6B110C1A29500674D11 /* net_udp.c in Sources */,
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EB861343111E9E810097D871 /* net_ipx.c in Sources */,
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);
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runOnlyForDeploymentPostprocessing = 0;
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};
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@ -41,7 +41,8 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "fix.h"
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#include "vecmat.h" //the vector/matrix library
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#include "gr.h"
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#include "object.h"
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struct object;
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extern int g3d_interp_outline; //if on, polygon models outlined in white
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extern short highest_texture_num;
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@ -227,7 +228,7 @@ bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_
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//returns 1 if off screen, 0 if drew
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bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm
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#ifdef OGL
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,object *obj
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, struct object *obj
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#endif
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);
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@ -118,7 +118,7 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#define _AISTRUCT_H
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#include "inferno.h"
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//#include "polyobj.h"
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#include "polyobj.h"
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#define GREEN_GUY 1
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@ -23,7 +23,6 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "pstypes.h"
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#include "window.h"
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#include "vecmat.h"
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#include "object.h"
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#ifdef NDEBUG
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#define MAXIMUM_FPS 200
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@ -31,6 +30,8 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#define MAXIMUM_FPS 1000
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#endif
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struct object;
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extern struct window *Game_wind;
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// from mglobal.c
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@ -109,7 +110,7 @@ void close_game(void);
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void init_cockpit(void);
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void calc_frame_time(void);
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void FixedStepCalc();
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int do_flythrough(object *obj,int first_time);
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int do_flythrough(struct object *obj,int first_time);
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extern int Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
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extern int Global_laser_firing_count;
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@ -158,7 +159,7 @@ extern int Game_window_w, // width and height of player's game window
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extern int Rear_view; // if true, looking back.
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// initalize flying
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void fly_init(object *obj);
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void fly_init(struct object *obj);
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// selects a given cockpit (or lack of one).
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void select_cockpit(int mode);
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@ -22,6 +22,7 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#define _GAMEFONT_H
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#include "gr.h"
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#include "piggy.h"
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// When adding a new font, don't forget to change the filename in
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// gamefont.c!!!!!!!!!!!!!!!!!!!!!!!!!!!
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@ -24,6 +24,7 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "player.h"
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#include "mission.h"
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#include "object.h"
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#define SUPER_MISSILE 0
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#define SUPER_SEEKER 1
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@ -45,10 +45,6 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#define FMODE_GAME 2 //running the game
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#define FMODE_EDITOR 3 //running the editor
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//This constant doesn't really belong here, but it is because of horrible
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//circular dependencies involving object.h, aistruct.h, polyobj.h, & robot.h
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#define MAX_SUBMODELS 10 //how many animating sub-objects per model
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// the maximum length of a filename
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#define FILENAME_LEN 13
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@ -59,8 +55,6 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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extern jmp_buf LeaveEvents;
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extern int Function_mode; //in game or editor?
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extern int Screen_mode; //editor screen or game screen?
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extern int start_with_mission;
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extern char *start_with_mission_name;
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extern int MacHog;
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#if defined(__APPLE__) || defined(macintosh)
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16
main/laser.h
16
main/laser.h
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@ -57,13 +57,15 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#define MAX_TRACKABLE_DIST (F1_0*250)
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#define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John
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struct object;
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extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
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void Laser_render( object *obj );
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void Laser_player_fire( object * obj, int type, int gun_num, int make_sound, int harmless_flag );
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void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);
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void Laser_do_weapon_sequence( object *obj );
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void Flare_create(object *obj);
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void Laser_render( struct object *obj );
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void Laser_player_fire( struct object * obj, int type, int gun_num, int make_sound, int harmless_flag );
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void Laser_player_fire_spread(struct object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);
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void Laser_do_weapon_sequence( struct object *obj );
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void Flare_create(struct object *obj);
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int laser_are_related( int o1, int o2 );
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extern int do_laser_firing_player(void);
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// Returns object number of laser fired or -1 if not possible to fire laser.
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int Laser_create_new_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound );
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extern void create_smart_children(object *objp);
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extern int object_to_object_visibility(object *obj1, object *obj2, int trans_type);
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extern void create_smart_children(struct object *objp);
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extern int object_to_object_visibility(struct object *obj1, struct object *obj2, int trans_type);
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extern int Muzzle_queue_index;
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@ -33,6 +33,7 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#ifndef DRIVE
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#define MAX_POLYGON_MODELS 85
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#define MAX_SUBMODELS 10
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#else
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#define MAX_POLYGON_MODELS 300
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#define MAX_SUBMODELS 10
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@ -7,10 +7,12 @@
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#ifndef _ROBOT_H
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#define _ROBOT_H
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#include "cfile.h"
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#include "vecmat.h"
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#include "object.h"
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#include "game.h"
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struct object;
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#define MAX_GUNS 8 //should be multiple of 4 for ubyte array
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//Animation states
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//given an object and a gun number, return position in 3-space of gun
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//fills in gun_point
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void calc_gun_point(vms_vector *gun_point,object *obj,int gun_num);
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void calc_gun_point(vms_vector *gun_point,struct object *obj,int gun_num);
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//void calc_gun_point(vms_vector *gun_point,int objnum,int gun_num);
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// Tells joint positions for a gun to be in a specified state.
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