2006-02-24 04:48:15 +00:00
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/*
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** g_level.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __G_LEVEL_H__
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#define __G_LEVEL_H__
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#include "doomtype.h"
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#include "doomdef.h"
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#include "m_fixed.h"
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#include "tarray.h"
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#include "name.h"
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#define NUM_WORLDVARS 256
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#define NUM_GLOBALVARS 64
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#define LEVEL_NOINTERMISSION 0x00000001
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#define LEVEL_NOINVENTORYBAR 0x00000002 // This effects Doom only, since it's the only one without a standard inventory bar.
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#define LEVEL_DOUBLESKY 0x00000004
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#define LEVEL_HASFADETABLE 0x00000008 // Level uses Hexen's fadetable mapinfo to get fog
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#define LEVEL_MAP07SPECIAL 0x00000010
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#define LEVEL_BRUISERSPECIAL 0x00000020
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#define LEVEL_CYBORGSPECIAL 0x00000040
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#define LEVEL_SPIDERSPECIAL 0x00000080
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#define LEVEL_SPECLOWERFLOOR 0x00000100
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#define LEVEL_SPECOPENDOOR 0x00000200
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#define LEVEL_SPECACTIONSMASK 0x00000300
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#define LEVEL_MONSTERSTELEFRAG 0x00000400
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#define LEVEL_ACTOWNSPECIAL 0x00000800
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#define LEVEL_SNDSEQTOTALCTRL 0x00001000
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#define LEVEL_FORCENOSKYSTRETCH 0x00002000
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#define LEVEL_JUMP_NO 0x00004000
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#define LEVEL_JUMP_YES 0x00008000
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#define LEVEL_FREELOOK_NO 0x00010000
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#define LEVEL_FREELOOK_YES 0x00020000
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// The absence of both of the following bits means that this level does not
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// use falling damage (though damage can be forced with dmflags).
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#define LEVEL_FALLDMG_ZD 0x00040000 // Level uses ZDoom's falling damage
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#define LEVEL_FALLDMG_HX 0x00080000 // Level uses Hexen's falling damage
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#define LEVEL_HEADSPECIAL 0x00100000 // Heretic episode 1/4
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#define LEVEL_MINOTAURSPECIAL 0x00200000 // Heretic episode 2/5
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#define LEVEL_SORCERER2SPECIAL 0x00400000 // Heretic episode 3
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#define LEVEL_SPECKILLMONSTERS 0x00800000
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#define LEVEL_STARTLIGHTNING 0x01000000 // Automatically start lightning
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#define LEVEL_FILTERSTARTS 0x02000000 // Apply mapthing filtering to player starts
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#define LEVEL_LOOKUPLEVELNAME 0x04000000 // Level name is the name of a language string
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#define LEVEL_HEXENFORMAT 0x08000000 // Level uses the Hexen map format
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#define LEVEL_SWAPSKIES 0x10000000 // Used by lightning
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#define LEVEL_NOALLIES 0x20000000 // i.e. Inside Strife's front base
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#define LEVEL_CHANGEMAPCHEAT 0x40000000 // Don't display cluster messages
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#define LEVEL_VISITED UCONST64(0x80000000) // Used for intermission map
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#define LEVEL_DEATHSLIDESHOW UCONST64(0x100000000) // Slideshow on death
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#define LEVEL_ALLMAP UCONST64(0x200000000) // The player picked up a map on this level
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#define LEVEL_LAXMONSTERACTIVATION UCONST64(0x400000000) // Monsters can open doors depending on the door speed
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#define LEVEL_LAXACTIVATIONMAPINFO UCONST64(0x800000000) // LEVEL_LAXMONSTERACTIVATION is not a default.
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#define LEVEL_ADDITIVE_SCROLLERS UCONST64(0x1000000000) // scrollers add their momentum instead of averaging it
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#define LEVEL_CAVERNS_OF_DARKNESS UCONST64(0x2000000000) // to translate the special sector types of CoD.
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#define LEVEL_KEEPFULLINVENTORY UCONST64(0x4000000000) // doesn't reduce the amount of inventory items to 1
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2006-04-13 22:40:43 +00:00
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#define LEVEL_MUSICDEFINED UCONST64(0x8000000000) // a marker to disable the $map command in SNDINFO for this map
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#define LEVEL_MONSTERFALLINGDAMAGE UCONST64(0x10000000000)
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2006-04-27 15:12:17 +00:00
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#define LEVEL_CLIPMIDTEX UCONST64(0x20000000000)
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2006-02-24 04:48:15 +00:00
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struct acsdefered_s;
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class FBehavior;
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struct FSpecialAction
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{
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2006-05-03 22:45:01 +00:00
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FName Type; // this is initialized before the actors...
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2006-02-24 04:48:15 +00:00
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BYTE Action;
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WORD Args[5]; // must allow 16 bit tags for 666 & 667!
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FSpecialAction *Next;
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};
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struct level_info_s
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{
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char mapname[9];
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int levelnum;
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char pname[9];
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char nextmap[9];
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char secretmap[9];
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char skypic1[9];
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int cluster;
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int partime;
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int sucktime;
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QWORD flags;
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char *music;
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char *level_name;
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char fadetable[9];
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SBYTE WallVertLight, WallHorizLight;
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int musicorder;
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FCompressedMemFile *snapshot;
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DWORD snapshotVer;
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struct acsdefered_s *defered;
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char skypic2[9];
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fixed_t skyspeed1;
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fixed_t skyspeed2;
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DWORD fadeto;
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DWORD outsidefog;
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int cdtrack;
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unsigned int cdid;
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float gravity;
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float aircontrol;
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int WarpTrans;
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int airsupply;
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// Redirection: If any player is carrying the specified item, then
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// you go to the RedirectMap instead of this one.
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const TypeInfo *RedirectType;
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char RedirectMap[9];
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char enterpic[9];
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char exitpic[9];
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char intermusic[9];
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2006-04-11 16:27:41 +00:00
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char soundinfo[9];
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char sndseq[9];
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2006-02-24 04:48:15 +00:00
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FSpecialAction * specialactions;
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};
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typedef struct level_info_s level_info_t;
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// [RH] These get zeroed every tic and are updated by thinkers.
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struct FSectorScrollValues
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{
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fixed_t ScrollX, ScrollY;
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};
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struct level_locals_s
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{
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void Tick ();
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void AddScroller (DScroller *, int secnum);
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2006-04-11 16:27:41 +00:00
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int time; // time in the hub
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int maptime; // time in the map
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int totaltime; // time in the game
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2006-02-24 04:48:15 +00:00
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int starttime;
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int partime;
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int sucktime;
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level_info_t *info;
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int cluster;
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int clusterflags;
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int levelnum;
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int lumpnum;
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char level_name[64]; // the descriptive name (Outer Base, etc)
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char mapname[9]; // the server name (base1, etc)
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char nextmap[9]; // go here when fraglimit is hit
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char secretmap[9]; // map to go to when used secret exit
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QWORD flags;
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DWORD fadeto; // The color the palette fades to (usually black)
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DWORD outsidefog; // The fog for sectors with sky ceilings
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char *music;
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int musicorder;
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int cdtrack;
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unsigned int cdid;
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char skypic1[9];
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char skypic2[9];
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fixed_t skyspeed1; // Scrolling speed of first sky texture
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fixed_t skyspeed2;
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int total_secrets;
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int found_secrets;
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int total_items;
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int found_items;
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int total_monsters;
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int killed_monsters;
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float gravity;
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fixed_t aircontrol;
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fixed_t airfriction;
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int airsupply;
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FBehavior *behavior;
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FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level
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SBYTE WallVertLight; // Light diffs for vert/horiz walls
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SBYTE WallHorizLight;
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};
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typedef struct level_locals_s level_locals_t;
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enum EndTypes
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{
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END_Pic,
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END_Pic1,
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END_Pic2,
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END_Pic3,
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END_Bunny,
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END_Cast,
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END_Demon,
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END_Underwater,
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END_Chess,
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END_Strife,
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END_BuyStrife
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};
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struct EndSequence
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{
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byte EndType;
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char PicName[9];
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};
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extern TArray<EndSequence> EndSequences;
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struct cluster_info_s
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{
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int cluster;
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char finaleflat[9];
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char *exittext;
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char *entertext;
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char *messagemusic;
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int musicorder;
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int flags;
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int cdtrack;
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2006-04-11 16:27:41 +00:00
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char *clustername;
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2006-02-24 04:48:15 +00:00
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unsigned int cdid;
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};
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typedef struct cluster_info_s cluster_info_t;
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// Cluster flags
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#define CLUSTER_HUB 0x00000001 // Cluster uses hub behavior
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#define CLUSTER_EXITTEXTINLUMP 0x00000002 // Exit text is the name of a lump
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#define CLUSTER_ENTERTEXTINLUMP 0x00000004 // Enter text is the name of a lump
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#define CLUSTER_FINALEPIC 0x00000008 // Finale "flat" is actually a full-sized image
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#define CLUSTER_LOOKUPEXITTEXT 0x00000010 // Exit text is the name of a language string
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#define CLUSTER_LOOKUPENTERTEXT 0x00000020 // Enter text is the name of a language string
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extern level_locals_t level;
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extern level_info_t *wadlevelinfos;
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extern int numwadlevelinfos;
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extern SDWORD ACS_WorldVars[NUM_WORLDVARS];
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extern SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
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extern TAutoGrowArray<SDWORD> ACS_WorldArrays[NUM_WORLDVARS];
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extern TAutoGrowArray<SDWORD> ACS_GlobalArrays[NUM_GLOBALVARS];
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extern BOOL savegamerestore;
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// mapname will be changed if it is a valid warptrans
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bool CheckWarpTransMap (char mapname[9], bool substitute);
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void G_InitNew (char *mapname, bool bTitleLevel);
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// Can be called by the startup code or M_Responder.
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// A normal game starts at map 1,
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// but a warp test can start elsewhere
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void G_DeferedInitNew (char *mapname);
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void G_ExitLevel (int position, bool keepFacing);
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void G_SecretExitLevel (int position);
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void G_SetForEndGame (char *nextmap);
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void G_StartTravel ();
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void G_FinishTravel ();
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void G_DoLoadLevel (int position, bool autosave);
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void G_InitLevelLocals (void);
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void G_AirControlChanged ();
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void G_MakeEpisodes (void);
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const char *G_MaybeLookupLevelName (level_info_t *level);
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cluster_info_t *FindClusterInfo (int cluster);
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level_info_t *FindLevelInfo (char *mapname);
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level_info_t *FindLevelByNum (int num);
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level_info_t *CheckLevelRedirect (level_info_t *info);
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char *CalcMapName (int episode, int level);
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void G_ParseMapInfo (void);
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void G_ClearSnapshots (void);
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void G_SnapshotLevel (void);
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void G_UnSnapshotLevel (bool keepPlayers);
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struct PNGHandle;
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void G_ReadSnapshots (PNGHandle *png);
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void G_WriteSnapshots (FILE *file);
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#endif //__G_LEVEL_H__
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