/* Copyright (C) 2004 Michael Liebscher This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* * wolf_local.h: Wolfenstein3-D init. * * Author: Michael Liebscher * Date: 2004 * * Acknowledgement: * Portion of this code was derived from Wolfenstein3-D, and was originally * written by Id Software, Inc. * */ /* Notes: This module is implemented by wolf_main.c */ #ifndef __WOLF_LOCAL_H__ #define __WOLF_LOCAL_H__ // Game Version #define WOLFENSTEINWL6 0x00 #define SPEAROFDESTINY 0x01 #define TILEGLOBAL 0x10000 #define HALFTILE 0x8000 #define TILESHIFT 16 #define MINDIST (0x5800) typedef enum difficulty_e { gd_baby, gd_easy, gd_medium, gd_hard } difficulty_t; // // this structure is cleared as each map is entered // typedef struct { int framenum; float time; char level_name[ MAX_OSPATH ]; // the descriptive name (Outer Base, etc) char mapname[ MAX_OSPATH ]; // the server name (base1, etc) char nextmap[ MAX_OSPATH ]; // go here when fraglimit is hit // intermission state W32 levelCompleted; // in case the game was saved at the intermission W32 floornum; float fpartime; char spartime[6]; W32 total_secrets; W32 found_secrets; W32 total_treasure; W32 found_treasure; W32 total_monsters; W32 killed_monsters; } level_locals_t; extern level_locals_t levelstate; typedef struct { W32 total_secrets; W32 found_secrets; W32 total_treasure; W32 found_treasure; W32 total_monsters; W32 killed_monsters; W32 time; } LRstruct; extern LRstruct LevelRatios; extern cvar_t *g_version; extern cvar_t *episode; extern cvar_t *skill; extern int tics; W32 floornumber; extern void Game_Init( void ); extern void Game_Reset( void ); extern void ProcessGuards( void ); #define WL6SPRITESDIRNAME "sprites" #define SODSPRITESDIRNAME "sodsprites" extern char *spritelocation; #endif /* __WOLF_LOCAL_H__ */