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game.h
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game.h
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// *************************************************************************
// game.h
// This is a component of Acid Rain, Pre ALPHA non-distribution version
//
// -By Insomnia (Steaphan Greene) (Copyright 2002 Steaphan Greene)
// ([email protected])
// No waranty stated or implied, I am not responsible for any damage
// caused directly or indirectly by this software.
// Permision granted for use/distribution/modification by anyone,
// provided this header remains intact, and modified versions are marked
// as so immediately below this header.
// Products utilizing the code or methods within may be distributed
// freely along with this licence, but any sales for profit of such products
// must have the author's permission, and may be subject to a royaltee fee.
// *************************************************************************
#ifndef GAME_H
#define GAME_H
#include "scene.h"
int roll(int ndice, int targ);
void set_scene(SceneID);
void clicked(scene *, double x, double y, int b);
void clicked(scene *, double x, double y, int b);
void update_viewport(scene *);
void keypressed(scene *, int);
//Internal use only!
void clicked_matrix(matrix_scene *, double, double, int);
void clicked_real(real_scene *, double, double, int);
void clicked_astral(astral_scene *, double, double, int);
void panel_clicked(scene *, double x, double y, int b);
void panel_clicked_matrix(matrix_scene *, double, double, int);
void panel_clicked_real(real_scene *, double, double, int);
void panel_clicked_astral(astral_scene *, double, double, int);
void update_viewport_matrix(matrix_scene *);
void update_viewport_real(real_scene *);
void update_viewport_astral(astral_scene *);
void keypressed_matrix(matrix_scene *, int);
void keypressed_real(real_scene *, int);
void keypressed_astral(astral_scene *, int);
#endif /* GAME_H */