raze-gles/polymer/eduke32/source/game.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#ifndef __game_h__
#define __game_h__
#include "premap.h"
// Compile game-side legacy Room over Room code?
#define LEGACY_ROR 1
#define USERQUOTE_LEFTOFFSET 5
#define USERQUOTE_RIGHTOFFSET 14
#define MAXRIDECULE 10
#define MAXRIDECULELENGTH 40
#define MAXSAVEGAMES 10
#define MAXSAVEGAMENAME 22
#define MAXPWLOCKOUT 128
#define MAXRTSNAME 128
enum GametypeFlags_t {
GAMETYPE_COOP = 0x00000001,
GAMETYPE_WEAPSTAY = 0x00000002,
GAMETYPE_FRAGBAR = 0x00000004,
GAMETYPE_SCORESHEET = 0x00000008,
GAMETYPE_DMSWITCHES = 0x00000010,
GAMETYPE_COOPSPAWN = 0x00000020,
GAMETYPE_ACCESSCARDSPRITES = 0x00000040,
GAMETYPE_COOPVIEW = 0x00000080,
GAMETYPE_COOPSOUND = 0x00000100,
GAMETYPE_OTHERPLAYERSINMAP = 0x00000200,
GAMETYPE_ITEMRESPAWN = 0x00000400,
GAMETYPE_MARKEROPTION = 0x00000800,
GAMETYPE_PLAYERSFRIENDLY = 0x00001000,
GAMETYPE_FIXEDRESPAWN = 0x00002000,
GAMETYPE_ACCESSATSTART = 0x00004000,
GAMETYPE_PRESERVEINVENTORYDEATH = 0x00008000,
GAMETYPE_TDM = 0x00010000,
GAMETYPE_TDMSPAWN = 0x00020000
};
// logo control
enum LogoFlags_t {
LOGO_ENABLED = 0x00000001,
LOGO_PLAYANIM = 0x00000002,
LOGO_PLAYMUSIC = 0x00000004,
LOGO_3DRSCREEN = 0x00000008,
LOGO_TITLESCREEN = 0x00000010,
LOGO_DUKENUKEM = 0x00000020,
LOGO_THREEDEE = 0x00000040,
LOGO_PLUTOPAKSPRITE = 0x00000080,
LOGO_SHAREWARESCREENS = 0x00000100,
LOGO_TENSCREEN = 0x00000200,
LOGO_STOPANIMSOUNDS = 0x00000400,
LOGO_NOE4CUTSCENE = 0x00000800,
LOGO_NOE1BONUSSCENE = 0x00001000, /* don't play E1 bonus scene */
/* 0x00002000 -- 0x00008000: don't play E2 -- E4 bonus scenes (respectively) */
};
typedef enum basepal_ {
BASEPAL = 0,
WATERPAL,
SLIMEPAL,
DREALMSPAL,
TITLEPAL,
ENDINGPAL, // 5
ANIMPAL,
BASEPALCOUNT
} basepal_t;
enum ScreenTextFlags_t {
TEXT_XRIGHT = 0x00000001,
TEXT_XCENTER = 0x00000002,
TEXT_YBOTTOM = 0x00000004,
TEXT_YCENTER = 0x00000008,
TEXT_INTERNALSPACE = 0x00000010,
TEXT_TILESPACE = 0x00000020,
TEXT_INTERNALLINE = 0x00000040,
TEXT_TILELINE = 0x00000080,
TEXT_XOFFSETZERO = 0x00000100,
TEXT_XJUSTIFY = 0x00000200,
TEXT_YOFFSETZERO = 0x00000400,
TEXT_YJUSTIFY = 0x00000800,
TEXT_LINEWRAP = 0x00001000,
TEXT_UPPERCASE = 0x00002000,
TEXT_INVERTCASE = 0x00004000,
TEXT_IGNOREESCAPE = 0x00008000,
TEXT_LITERALESCAPE = 0x00010000,
TEXT_BACKWARDS = 0x00020000,
TEXT_GAMETEXTNUMHACK = 0x00040000,
TEXT_DIGITALNUMBER = 0x00080000,
TEXT_BIGALPHANUM = 0x00100000,
TEXT_GRAYFONT = 0x00200000,
};
void A_DeleteSprite(int32_t s);
static inline int32_t G_GetLogoFlags(void)
{
#if !defined LUNATIC
return Gv_GetVarByLabel("LOGO_FLAGS",255, -1, -1);
#else
extern int32_t g_logoFlags;
return g_logoFlags;
#endif
}
#ifdef LUNATIC
typedef struct {
vec3_t pos;
int32_t dist, clock;
int16_t ang, horiz, sect;
} camera_t;
extern camera_t g_camera;
# define CAMERA(Membname) (g_camera.Membname)
# define CAMERADIST (g_camera.dist)
# define CAMERACLOCK (g_camera.clock)
#else
# define CAMERA(Membname) (ud.camera ## Membname)
# define CAMERADIST g_cameraDistance
# define CAMERACLOCK g_cameraClock
#endif
// KEEPINSYNC lunatic/defs.ilua
typedef struct {
#if !defined LUNATIC
vec3_t camerapos;
#endif
int32_t const_visibility,uw_framerate;
int32_t camera_time,folfvel,folavel,folx,foly,fola;
int32_t reccnt,crosshairscale;
int32_t runkey_mode,statusbarscale,mouseaiming,weaponswitch,drawweapon; // JBF 20031125
int32_t democams,color,msgdisptime,statusbarmode;
int32_t m_noexits,noexits,autovote,automsg,idplayers;
int32_t team, viewbob, weaponsway, althud, weaponscale, textscale;
int32_t entered_name,screen_tilting,shadows,fta_on,executions,auto_run;
int32_t coords,tickrate,levelstats,m_coop,coop,screen_size,lockout,crosshair;
int32_t playerai,angleinterpolation,obituaries;
int32_t respawn_monsters,respawn_items,respawn_inventory,recstat,monsters_off,brightness;
int32_t m_respawn_items,m_respawn_monsters,m_respawn_inventory,m_recstat,m_monsters_off,detail;
int32_t m_ffire,ffire,m_player_skill,m_level_number,m_volume_number,multimode;
int32_t player_skill,level_number,volume_number,m_marker,marker,mouseflip;
int32_t configversion;
#if !defined LUNATIC
int16_t cameraang, camerasect, camerahoriz;
#endif
int16_t pause_on,from_bonus;
int16_t camerasprite,last_camsprite;
int16_t last_level,secretlevel, bgstretch;
struct {
int32_t UseJoystick;
int32_t UseMouse;
int32_t AutoAim;
int32_t ShowOpponentWeapons;
int32_t MouseDeadZone,MouseBias;
int32_t SmoothInput;
// JBF 20031211: Store the input settings because
// (currently) jmact can't regurgitate them
int32_t MouseFunctions[MAXMOUSEBUTTONS][2];
int32_t MouseDigitalFunctions[MAXMOUSEAXES][2];
int32_t MouseAnalogueAxes[MAXMOUSEAXES];
int32_t MouseAnalogueScale[MAXMOUSEAXES];
int32_t JoystickFunctions[MAXJOYBUTTONS][2];
int32_t JoystickDigitalFunctions[MAXJOYAXES][2];
int32_t JoystickAnalogueAxes[MAXJOYAXES];
int32_t JoystickAnalogueScale[MAXJOYAXES];
int32_t JoystickAnalogueDead[MAXJOYAXES];
int32_t JoystickAnalogueSaturate[MAXJOYAXES];
uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2];
//
// Sound variables
//
int32_t FXDevice;
int32_t MusicDevice;
int32_t MasterVolume;
int32_t FXVolume;
int32_t MusicVolume;
int32_t SoundToggle;
int32_t MusicToggle;
int32_t VoiceToggle;
int32_t AmbienceToggle;
int32_t NumVoices;
int32_t NumChannels;
int32_t NumBits;
int32_t MixRate;
int32_t ReverseStereo;
//
// Screen variables
//
int32_t ScreenMode;
int32_t ScreenWidth;
int32_t ScreenHeight;
int32_t ScreenBPP;
int32_t ForceSetup;
int32_t NoAutoLoad;
int32_t scripthandle;
int32_t setupread;
int32_t CheckForUpdates;
int32_t LastUpdateCheck;
int32_t useprecache;
} config;
char overhead_on,last_overhead,showweapons;
char god,warp_on,cashman,eog,showallmap;
char show_help,scrollmode,noclip;
char ridecule[MAXRIDECULE][MAXRIDECULELENGTH];
char savegame[MAXSAVEGAMES][MAXSAVEGAMENAME];
char pwlockout[MAXPWLOCKOUT],rtsname[MAXRTSNAME];
char display_bonus_screen;
char show_level_text;
} user_defs;
// this is checked against http://eduke32.com/VERSION
extern const char *s_buildDate;
extern const char *g_gameNamePtr;
extern const char *g_rtsNamePtr;
extern char CheatStrings[][MAXCHEATLEN];
extern char boardfilename[BMAX_PATH], currentboardfilename[BMAX_PATH];
extern char boardfilename[BMAX_PATH];
extern const char *defaultrtsfilename[GAMECOUNT];
extern const char *G_DefaultRtsFile(void);
extern char g_modDir[BMAX_PATH];
#ifdef LEGACY_ROR
extern char ror_protectedsectors[MAXSECTORS];
#endif
extern float r_ambientlight;
extern int32_t althud_flashing;
extern int32_t althud_numberpal;
extern int32_t althud_numbertile;
extern int32_t althud_shadows;
extern int32_t cacnum;
extern int32_t g_Shareware;
#if !defined LUNATIC
extern int32_t g_cameraClock;
extern int32_t g_cameraDistance;
#endif
extern int32_t g_crosshairSum;
extern int32_t g_dependencyCRC;
extern int32_t g_doQuickSave;
extern int32_t g_forceWeaponChoice;
extern int32_t g_fakeMultiMode;
extern int32_t g_levelTextTime;
extern int32_t g_noSetup;
extern int32_t g_quitDeadline;
extern int32_t g_restorePalette;
extern int32_t g_usingAddon;
extern int32_t hud_glowingquotes;
extern int32_t hud_showmapname;
extern int32_t quotebot;
extern int32_t quotebotgoal;
extern int32_t r_maxfps;
extern int32_t tempwallptr;
extern int32_t ticrandomseed;
extern int32_t vote_map;
extern int32_t voting;
//extern int8_t cheatbuf[MAXCHEATLEN],cheatbuflen;
extern palette_t CrosshairColors;
extern palette_t DefaultCrosshairColors;
extern uint32_t g_frameDelay;
extern uint8_t *basepaltable[BASEPALCOUNT];
extern int8_t g_noFloorPal[MAXPALOOKUPS];
extern user_defs ud;
int32_t A_CheckInventorySprite(spritetype *s);
int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int32_t s_pn,int32_t s_s,int32_t s_xr,int32_t s_yr,int32_t s_a,int32_t s_ve,int32_t s_zv,int32_t s_ow,int32_t s_ss);
int32_t A_Spawn(int32_t j,int32_t pn);
int32_t G_DoMoveThings(void);
//int32_t G_EndOfLevel(void);
int32_t G_GameTextLen(int32_t x,const char *t);
int32_t G_PrintGameText(int32_t hack,int32_t tile,int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t o,int32_t x1,int32_t y1,int32_t x2,int32_t y2,int32_t z);
int32_t GetTime(void);
int32_t kopen4loadfrommod(const char *filename,char searchfirst);
extern int32_t minitext_lowercase;
int32_t minitext_(int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t sb);
void shadowminitext(int32_t x,int32_t y,const char *t,int32_t p,int32_t sb);
void creditsminitext(int32_t x,int32_t y,const char *t,int32_t p,int32_t sb);
int32_t mpgametext(int32_t y,const char *t,int32_t s,int32_t dabits);
int32_t startwin_run(void);
#ifdef YAX_ENABLE
void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz);
#else
#define Yax_SetBunchZs(sectnum, cf, daz)
#endif
#ifdef LUNATIC
void El_CreateGameState(void);
#endif
void G_PostCreateGameState(void);
void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n);
void A_SpawnGlass(int32_t i,int32_t n);
void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n);
void A_SpawnWallGlass(int32_t i,int32_t wallnum,int32_t n);
void G_AddUserQuote(const char *daquote);
void G_BackToMenu(void);
void G_BonusScreen(int32_t bonusonly);
//void G_CheatGetInv(void);
void G_DisplayRest(int32_t smoothratio);
void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio);
void G_DrawBackground(void);
void G_DrawFrags(void);
void G_HandleMirror(int32_t x, int32_t y, int32_t z, int32_t a, int32_t horiz, int32_t smoothratio);
void G_DrawRooms(int32_t snum,int32_t smoothratio);
void G_DrawTXDigiNumZ(int32_t starttile,int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,int32_t cs,int32_t x1,int32_t y1,int32_t x2,int32_t y2,int32_t z);
#if !defined LUNATIC
void G_DrawTile(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation);
void G_DrawTilePal(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation,int32_t p);
void G_DrawTilePalSmall(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation,int32_t p);
void G_DrawTileSmall(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation);
#endif
void G_FadePalette(int32_t r,int32_t g,int32_t b,int32_t e);
void G_GameExit(const char *t) ATTRIBUTE((noreturn));
void G_GameQuit(void);
void G_GetCrosshairColor(void);
void G_HandleLocalKeys(void);
void G_HandleSpecialKeys(void);
void G_PrintGameQuotes(int32_t snum);
//void G_SE40(int32_t smoothratio);
void G_SetCrosshairColor(int32_t r,int32_t g,int32_t b);
void G_Shutdown(void);
void G_UpdatePlayerFromMenu(void);
void M32RunScript(const char *s);
void P_DoQuote(int32_t q,DukePlayer_t *p);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
extern int32_t textsc(int32_t sc);
void P_SetGamePalette(DukePlayer_t *player,uint8_t palid,int32_t set);
extern int32_t G_GetStringLineLength(const char *text, const char *end, const int32_t iter);
extern int32_t G_GetStringNumLines(const char *text, const char *end, const int32_t iter);
extern char* G_GetSubString(const char *text, const char *end, const int32_t iter, const int32_t length);
extern int32_t G_GetStringTile(int32_t font, char *t, int32_t f);
extern vec2_t G_ScreenTextSize(const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const char *str, const int32_t o, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, const int32_t x1, const int32_t y1, const int32_t x2, const int32_t y2);
extern void G_AddCoordsFromRotation(vec2_t *coords, const vec2_t *unitDirection, const int32_t magnitude);
extern vec2_t G_ScreenText(const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const int32_t charangle, const char *str, const int32_t shade, int32_t pal, int32_t o, int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2);
extern vec2_t G_ScreenTextShadow(int32_t sx, int32_t sy, const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const int32_t charangle, const char *str, const int32_t shade, int32_t pal, int32_t o, const int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2);
#define NEG_ALPHA_TO_BLEND(alpha, blend, orientation) do { \
if (alpha < 0) { blend = -alpha; alpha = 0; orientation |= RS_TRANS1; } \
} while (0)
// Cstat protection mask for (currently) spawned MASKWALL* sprites.
// TODO: look at more cases of cstat=(cstat&PROTECTED)|ADDED in A_Spawn()?
// 2048+(32+16)+8+4
#define SPAWN_PROTECT_CSTAT_MASK (CSTAT_SPRITE_NOSHADE|CSTAT_SPRITE_SLAB|CSTAT_SPRITE_XFLIP|CSTAT_SPRITE_YFLIP);
int32_t app_main(int32_t argc,const char **argv);
void fadepal(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step);
//void fadepaltile(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t tile);
void G_InitTimer(int32_t ticpersec);
static inline int32_t G_GetTeamPalette(int32_t team)
{
int8_t pal[] = { 3, 10, 11, 12 };
if ((unsigned)team >= ARRAY_SIZE(pal))
return 0;
return pal[team];
}
#if defined(_WIN32)
int32_t G_GetVersionFromWebsite(char *buffer);
#endif
#ifdef USE_OPENGL
extern char forcegl;
#endif
#define minitextshade(x, y, t, s, p, sb) minitext_(x,y,t,s,p,sb)
#define minitext(x, y, t, p, sb) minitext_(x,y,t,0,p,sb)
#define menutext(x,y,s,p,t) menutext_(x,y,s,p,(char *)OSD_StripColors(menutextbuf,t),10+16)
#define gametext(x,y,t,s,dabits) G_PrintGameText(0,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536)
#define gametextscaled(x,y,t,s,dabits) G_PrintGameText(1,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536)
#define gametextpal(x,y,t,s,p) G_PrintGameText(0,STARTALPHANUM, x,y,t,s,p,26,0, 0, xdim-1, ydim-1, 65536)
#define gametextpalbits(x,y,t,s,p,dabits) G_PrintGameText(0,STARTALPHANUM, x,y,t,s,p,dabits,0, 0, xdim-1, ydim-1, 65536)
#define mpgametext(y, t, s, dabits) G_PrintGameText(4,STARTALPHANUM, 5,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536);
#define A_CheckSpriteFlags(iActor, iType) (((g_tile[sprite[iActor].picnum].flags^actor[iActor].flags) & iType) != 0)
// (unsigned)iPicnum check: AMC TC Rusty Nails, bayonet MG alt. fire, iPicnum == -1 (via aplWeaponShoots)
#define A_CheckSpriteTileFlags(iPicnum, iType) (((unsigned)iPicnum < MAXTILES) && (g_tile[iPicnum].flags & iType) != 0)
#define S_StopSound(num) S_StopEnvSound(num, -1)
extern int32_t G_StartRTS(int32_t i, int localp);
extern void G_MaybeAllocPlayer(int32_t pnum);
static inline void G_HandleAsync(void)
{
handleevents();
Net_GetPackets();
}
static inline int32_t calc_smoothratio(int32_t totalclk, int32_t ototalclk)
{
return clamp((totalclk-ototalclk)*(65536/TICSPERFRAME), 0, 65536);
}
// sector effector lotags
enum {
SE_0_ROTATING_SECTOR = 0,
SE_1_PIVOT = 1,
SE_2_EARTHQUAKE = 2,
SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT = 3,
SE_4_RANDOM_LIGHTS = 4,
SE_5 = 5,
SE_6_SUBWAY = 6,
// ^^ potentially incomplete substitution in code
// vv almost surely complete substitution
SE_7_TELEPORT = 7,
SE_8_UP_OPEN_DOOR_LIGHTS = 8,
SE_9_DOWN_OPEN_DOOR_LIGHTS = 9,
SE_10_DOOR_AUTO_CLOSE = 10,
SE_11_SWINGING_DOOR = 11,
SE_12_LIGHT_SWITCH = 12,
SE_13_EXPLOSIVE = 13,
SE_14_SUBWAY_CAR = 14,
SE_15_SLIDING_DOOR = 15,
SE_16_REACTOR = 16,
SE_17_WARP_ELEVATOR = 17,
SE_18_INCREMENTAL_SECTOR_RISE_FALL = 18,
SE_19_EXPLOSION_LOWERS_CEILING = 19,
SE_20_STRETCH_BRIDGE = 20,
SE_21_DROP_FLOOR = 21,
SE_22_TEETH_DOOR = 22,
SE_23_ONE_WAY_TELEPORT = 23,
SE_24_CONVEYOR = 24,
SE_25_PISTON = 25,
SE_26 = 26,
SE_27_DEMO_CAM = 27,
SE_28_LIGHTNING = 28,
SE_29_WAVES = 29,
SE_30_TWO_WAY_TRAIN = 30,
SE_31_FLOOR_RISE_FALL = 31,
SE_32_CEILING_RISE_FALL = 32,
SE_33_QUAKE_DEBRIS = 33,
SE_34 = 34, // XXX
SE_35 = 35, // XXX
SE_36_PROJ_SHOOTER = 36,
SE_49_POINT_LIGHT = 49,
SE_50_SPOT_LIGHT = 50,
SE_130 = 130,
SE_131 = 131,
};
// sector lotags
enum {
ST_1_ABOVE_WATER = 1,
ST_2_UNDERWATER = 2,
ST_3 = 3,
// ^^^ maybe not complete substitution in code
ST_9_SLIDING_ST_DOOR = 9,
ST_15_WARP_ELEVATOR = 15,
ST_16_PLATFORM_DOWN = 16,
ST_17_PLATFORM_UP = 17,
ST_18_ELEVATOR_DOWN = 18,
ST_19_ELEVATOR_UP = 19,
ST_20_CEILING_DOOR = 20,
ST_21_FLOOR_DOOR = 21,
ST_22_SPLITTING_DOOR = 22,
ST_23_SWINGING_DOOR = 23,
ST_25_SLIDING_DOOR = 25,
ST_26_SPLITTING_ST_DOOR = 26,
ST_27_STRETCH_BRIDGE = 27,
ST_28_DROP_FLOOR = 28,
ST_29_TEETH_DOOR = 29,
ST_30_ROTATE_RISE_BRIDGE = 30,
ST_31_TWO_WAY_TRAIN = 31,
// left: ST 32767, 65534, 65535
};
// Cheats
// KEEPINSYNC game.c: char CheatStrings[][]
enum cheatindex_t
{
CHEAT_CORNHOLIO, // 0
CHEAT_STUFF,
CHEAT_SCOTTY,
CHEAT_COORDS,
CHEAT_VIEW,
CHEAT_TIME, // 5
CHEAT_UNLOCK,
CHEAT_CASHMAN,
CHEAT_ITEMS,
CHEAT_RATE,
CHEAT_SKILL, // 10
CHEAT_BETA,
CHEAT_HYPER,
CHEAT_MONSTERS,
CHEAT_RESERVED,
CHEAT_RESERVED2, // 15
CHEAT_TODD,
CHEAT_SHOWMAP,
CHEAT_KROZ,
CHEAT_ALLEN,
CHEAT_CLIP, // 20
CHEAT_WEAPONS,
CHEAT_INVENTORY,
CHEAT_KEYS,
CHEAT_DEBUG,
CHEAT_RESERVED3, // 25
CHEAT_COMEGETSOME,
};
# define G_ModDirSnprintf(buf, size, basename, ...) \
( \
( \
(g_modDir[0] != '/') ? \
Bsnprintf(buf, size, "%s/" basename, g_modDir, ## __VA_ARGS__) : \
Bsnprintf(buf, size, basename, ## __VA_ARGS__) \
) >= ((int32_t)size)-1 \
)
#include "game_inline.h"
static inline void G_NewGame_EnterLevel(void)
{
G_NewGame(ud.m_volume_number, ud.m_level_number, ud.m_player_skill);
if (G_EnterLevel(MODE_GAME))
G_BackToMenu();
}
#endif