libs compiles

This commit is contained in:
Ondřej Novák 2025-01-25 21:15:16 +01:00
parent 1b0f7fe0c2
commit a7278bac40
121 changed files with 1528 additions and 1731 deletions

View file

@ -444,7 +444,7 @@ typedef struct tdregisters
{
int h_num;
char name[13];
void (*proc)(void **,long *);
void (*proc)(void **,int32_t *);
char path;
}TDREGISTERS;
@ -453,7 +453,7 @@ typedef struct tstena
char prim,sec,oblouk,side_tag;
unsigned short sector_tag;
char xsec,ysec;
unsigned long flags;
uint32_t flags;
char prim_anim,sec_anim,lclip,action;
}TSTENA;
@ -504,7 +504,7 @@ typedef struct the_timer
int id;
int counter,count_max,calls;
void (*proc)(struct the_timer *);
long userdata[4];
int32_t userdata[4];
struct the_timer *next;
char zavora;
}THE_TIMER;
@ -563,8 +563,8 @@ extern char group_sort[POCET_POSTAV]; //pretrideni skupin
extern char global_anim_counter;
extern char one_buffer; //1 zapina pouziti pouze jednoho bufferu pro render
extern char save_map; //1 oznamuje ze pri opusteni levelu je nutne ulozit stav mapy
extern long money; //stav konta hracu
extern long level_map[]; //tabulka urovni
extern int32_t money; //stav konta hracu
extern int32_t level_map[]; //tabulka urovni
extern char true_seeing; //1 oznamuje ze bezi kouzlo true_seeing
extern char set_halucination;
extern int hal_sector; //cislo sektoru a smeru pri halucinaci
@ -572,7 +572,7 @@ extern int hal_dir;
extern char side_touched; //promena se nastavuje na 1 pri kazdem uspesnem dotyku steny
extern char *texty_knihy; //jmeno souboru s textamy knihy
extern int cur_page; //cislo stranky v knize;
extern long game_time; //hraci cas
extern int32_t game_time; //hraci cas
extern char autoattack;
extern char enable_sort;
extern char last_send_action; //naposled vyslana akce
@ -622,15 +622,15 @@ void calc_animations(void);
int load_map(char *filename);
void other_draw();
void refresh_scene();
void pcx_fade_decomp(void **p,long *s);
void pcx_15bit_decomp(void **p,long *s);
void pcx_15bit_autofade(void **p,long *s);
void pcx_15bit_backgrnd(void **p,long *s);
void pcx_8bit_decomp(void **p,long *s);
void hi_8bit_correct(void **p,long *s);
void pcx_8bit_nopal(void **p,long *s);
void set_background(void **p,long *s);
void wav_load(void **p,long *s);
void pcx_fade_decomp(void **p,int32_t *s);
void pcx_15bit_decomp(void **p,int32_t *s);
void pcx_15bit_autofade(void **p,int32_t *s);
void pcx_15bit_backgrnd(void **p,int32_t *s);
void pcx_8bit_decomp(void **p,int32_t *s);
void hi_8bit_correct(void **p,int32_t *s);
void pcx_8bit_nopal(void **p,int32_t *s);
void set_background(void **p,int32_t *s);
void wav_load(void **p,int32_t *s);
void wire_main_functs();
void ukaz_kompas(char mode);
void *timming(EVENT_MSG *msg,void **data);
@ -726,8 +726,8 @@ void turn_zoom(int smer);
void a_touch(int sector,int dir);
int do_action(int action_numb,int sector,int direct,int flags,int nosend);
void delay_action(int action_numb,int sector,int direct,int flags,int nosend,int delay);
long load_section(FILE *f,void **section, int *sct_type,long *sect_size);
void prepare_graphics(int *ofs,char *names,long size,void *decomp,int class);
int32_t load_section(FILE *f,void **section, int *sct_type,int32_t *sect_size);
void prepare_graphics(int *ofs,char *names,int32_t size,void *decomp,int class);
void show_automap(char full);
void draw_medium_map();
void anim_sipky(int h,int mode);
@ -802,7 +802,7 @@ extern short water_breath; //vec pro dychani pod vodou
extern short flute_item;
void load_items(void);
void load_item_map(void *p,long s);
void load_item_map(void *p,int32_t s);
void draw_placed_items_normal(int celx,int cely,int sect,int side);
#define SPL_INVIS 0x1 //hrac je neviditelny
@ -930,7 +930,7 @@ typedef struct thuman
short inv[MAX_INV]; //inventar
short level; //uroven
short weapon_expy[TPW_MAX]; //zkusenosti za zbrane
long exp; //zkusenost
int32_t exp; //zkusenost
char female; //1 kdyz zena
char utek; //hodnota udavajici pocet kroku pri uteku
HUM_ACTION *zvolene_akce; //ukazatel na tabulku zvolenych akci
@ -968,7 +968,7 @@ void calc_fly();
void zmen_skupinu(THUMAN *p);
void add_to_group(int num);
void group_all(void);
void build_items_called(void **p,long *s);
void build_items_called(void **p,int32_t *s);
void real_regeneration(); //regenerace postav behem hry v realu (pouze kondice a mana)
char sleep_regenerace(THUMAN *p); //regenerace postav behem spani
char check_jidlo_voda(THUMAN *p);
@ -1154,7 +1154,7 @@ typedef struct tma_sound
char volume; //5
char soundid; //6
unsigned short freq; //8
long start_loop,end_loop,offset;//20
int32_t start_loop,end_loop,offset;//20
char filename[12]; //32
}TMA_SOUND;
@ -1162,7 +1162,7 @@ typedef struct tma_sound
typedef struct tma_text
{
char action,flags,eflags,pflags;
long textindex;
int32_t textindex;
}TMA_TEXT;
typedef struct tma_send_action
@ -1247,7 +1247,7 @@ typedef struct tma_globe
unsigned short sector; //sektor of action target, when event occured
unsigned char side; //side of action target, when event occured
unsigned char cancel; //1 - cancel event
unsigned long param; //event depend param - zero is default
uint32_t param; //event depend param - zero is default
}TMA_GLOBE;
@ -1396,7 +1396,7 @@ char test_playing(int track);
void stop_track_free(int track);
void mute_all_tracks(char all);
void kill_all_sounds();
void create_sound_table(char *template,long size);
void create_sound_table(char *template,int32_t size);
void create_sound_table_old();
void start_play_flute(char );
void stop_play_flute();
@ -1458,7 +1458,7 @@ typedef struct tmob
char flee_num; //pravdepodobnost uteku
char anim_counts[6]; //pocet animacnich policek pro kazdy pohyb
char mobs_name[7]; //zaklad jmena souboru pro moba
long experience; //zkusenost
int32_t experience; //zkusenost
char vlajky; //BIT0 - 1 v boji
char anim_phase; //cinnost kterou mob dela
short csektor; //Cilovy sektor
@ -1501,7 +1501,7 @@ char track_mob(int sect,int dir);//trackuje pritomnost potvory v urcitem smeru
void stop_all_mobs();
int utok_na_sektor(THUMAN *p,TMOB *m,int chaos,int bonus);
int vyber_potvoru(int sect,int dir,int *chaos); //vybere potvoru ze sektoru a smeru. Vraci take pocet potvor v promenne *chaos
void load_enemies(short *data,int size,int *grptr,TMOB *template,long tsize);
void load_enemies(short *data,int size,int *grptr,TMOB *template,int32_t tsize);
char mob_test_na_bitvu(TMOB *p); //nastavi p->vlajky|MOB_INBATTLE pokud potvora muze vstoupit do bitvy;
void send_mob_to(int m,word *path);
void save_enemy_paths(TMPFILE_WR *f);
@ -1622,7 +1622,7 @@ int message(int butts,char def,char canc,char *keys,...);
void type_text(); //event procedura (parms: X,Y,TEXT,MAX_SPACE,MAX_CHARS);
void type_text_v2(va_list args);//char *text_buffer,int x,int y,int max_size,int max_chars,int font,int color,void (*exit_proc)(char));
void zalamovani(char *source,char *target,int maxxs,int *xs,int *ys);
void col_load(void **data,long *size);
void col_load(void **data,int32_t *size);
void open_story_file();
void write_story_text(char *text);
void close_story_file();
@ -1702,7 +1702,7 @@ typedef struct _tag_globalEventDef
unsigned short sector; //sektor of action target, when event occured
unsigned char side; //side of action target, when event occured
unsigned char cancel; //
long param; //event depend param - zero is default
int32_t param; //event depend param - zero is default
}SGlobalEventDef;
extern SGlobalEventDef GlobEventList[MAGLOB_NEXTID];
@ -1715,7 +1715,7 @@ static __inline char GlobEvent(int event, int sector, int side)
}
static __inline char GlobEvents(int firstevid, int lastevid, int sector, int side, long param)
static __inline char GlobEvents(int firstevid, int lastevid, int sector, int side, int32_t param)
{
int i;
for (i=firstevid;i<=lastevid;i++) if (GlobEventList[i].param==param)
@ -1726,7 +1726,7 @@ static __inline char GlobEvents(int firstevid, int lastevid, int sector, int sid
}
static __inline char TimerEvents(int sector, int side, long time)
static __inline char TimerEvents(int sector, int side, int32_t time)
{
int i;
for (i=MAGLOB_ONTIMER1;i<=MAGLOB_ONTIMER4;i++) if (GlobEventList[i].param && GlobEventList[i].param<=time)