2019-11-20 16:21:32 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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2019-08-26 03:59:14 +00:00
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#ifndef __exhumed_h__
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#define __exhumed_h__
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2019-08-31 07:47:15 +00:00
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#include "compat.h"
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2019-12-25 22:37:16 +00:00
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#include "baselayer.h"
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2019-11-24 09:03:19 +00:00
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#include "v_text.h"
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#include "printf.h"
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#include "gamecvars.h"
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#include "m_argv.h"
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#include "gamecontrol.h"
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#include "c_buttons.h"
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2019-12-26 21:00:04 +00:00
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#include <algorithm>
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#include "tarray.h"
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#include "zstring.h"
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2020-04-11 21:54:33 +00:00
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#include "filesystem.h"
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2019-08-31 07:47:15 +00:00
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2019-11-22 23:11:37 +00:00
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BEGIN_PS_NS
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2020-04-11 22:10:39 +00:00
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// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
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enum GameFunction_t
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{
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gamefunc_Move_Forward,
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gamefunc_Move_Backward,
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gamefunc_Turn_Left,
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gamefunc_Turn_Right,
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gamefunc_Strafe,
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gamefunc_Fire,
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gamefunc_Open,
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gamefunc_Run,
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gamefunc_Alt_Fire, // Duke3D, Blood
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gamefunc_Jump,
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gamefunc_Crouch,
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gamefunc_Look_Up,
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gamefunc_Look_Down,
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gamefunc_Look_Left,
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gamefunc_Look_Right,
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gamefunc_Strafe_Left,
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gamefunc_Strafe_Right,
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gamefunc_Aim_Up,
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gamefunc_Aim_Down,
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gamefunc_Weapon_1,
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gamefunc_Weapon_2,
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gamefunc_Weapon_3,
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gamefunc_Weapon_4,
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gamefunc_Weapon_5,
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gamefunc_Weapon_6,
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gamefunc_Weapon_7,
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gamefunc_Weapon_8,
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gamefunc_Weapon_9,
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gamefunc_Weapon_10,
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gamefunc_Inventory,
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gamefunc_Inventory_Left,
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gamefunc_Inventory_Right,
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gamefunc_TurnAround,
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gamefunc_SendMessage,
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gamefunc_Map,
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gamefunc_Shrink_Screen,
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gamefunc_Enlarge_Screen,
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gamefunc_Center_View,
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gamefunc_Holster_Weapon,
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gamefunc_Show_Opponents_Weapon,
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gamefunc_Map_Follow_Mode,
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gamefunc_See_Coop_View,
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gamefunc_Mouse_Aiming,
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gamefunc_Toggle_Crosshair,
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gamefunc_Next_Weapon,
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gamefunc_Previous_Weapon,
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gamefunc_Dpad_Select,
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gamefunc_Dpad_Aiming,
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gamefunc_Last_Weapon,
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gamefunc_Alt_Weapon,
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gamefunc_Third_Person_View,
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gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
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gamefunc_Zoom_In, // Map controls should not pollute the global button namespace.
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gamefunc_Zoom_Out,
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NUM_ACTIONS,
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};
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2019-08-26 03:59:14 +00:00
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#define kTimerTicks 120
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#ifdef __WATCOMC__
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void handleevents();
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#endif
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2019-10-12 21:09:55 +00:00
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enum basepal_t {
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BASEPAL = 0,
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ANIMPAL,
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BASEPALCOUNT
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};
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2019-12-14 00:33:26 +00:00
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void ExitGame();
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2019-08-27 06:08:18 +00:00
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void ShutDown(void);
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2019-08-26 03:59:14 +00:00
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void DebugOut(const char *fmt, ...);
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int ExhumedMain(int argc, char *argv[]);
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void FinishLevel();
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void SetHiRes();
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void BlackOut();
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void DoGameOverScene();
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int Query(short n, short l, ...);
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extern unsigned char curpal[];
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void TintPalette(int a, int b, int c);
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2019-10-12 21:09:55 +00:00
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//void MySetPalette(unsigned char *palette);
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//void GetCurPal(unsigned char *palette);
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2019-08-26 03:59:14 +00:00
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void EraseScreen(int eax);
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void RestorePalette();
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void FadeIn();
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void FadeOut(int bFadeMusic);
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void mychangespritesect(int nSprite, int nSector);
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void mydeletesprite(int nSprite);
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void GrabPalette();
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void mysetbrightness(char nBrightness);
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void StartFadeIn();
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int DoFadeIn();
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void InitSpiritHead();
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// TODO - relocate
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void StatusMessage(int messageTime, const char *fmt, ...);
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int DoSpiritHead();
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2019-08-31 15:04:06 +00:00
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void HandleAsync();
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2020-08-22 08:03:21 +00:00
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extern bool EndLevel;
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2019-08-31 09:08:38 +00:00
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extern int32_t g_commandSetup;
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extern int32_t g_noSetup;
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2019-08-26 03:59:14 +00:00
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extern char sHollyStr[];
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extern int localclock;
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extern int moveframes;
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extern int nNetPlayerCount;
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extern int htimer;
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extern int nNetTime;
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extern short nTotalPlayers;
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extern short nFontFirstChar;
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extern short nBackgroundPic;
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extern short nShadowPic;
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extern short nCreaturesLeft;
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extern int lLocalButtons;
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extern short nEnergyTowers;
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extern short nEnergyChan;
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extern short nSpiritSprite;
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extern short bInDemo;
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extern short nFreeze;
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extern short nCurBodyNum;
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extern short nBodyTotal;
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extern short bSnakeCam;
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extern short levelnum;
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2019-08-27 06:08:18 +00:00
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//extern short nScreenWidth;
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//extern short nScreenHeight;
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2019-08-26 03:59:14 +00:00
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2019-11-18 20:31:08 +00:00
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extern short nMapMode;
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2019-08-26 03:59:14 +00:00
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extern short nButtonColor;
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extern short nHeadStage;
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extern short lastfps;
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extern int flash;
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extern short nLocalSpr;
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extern short levelnew;
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extern short nSnakeCam;
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extern short bCoordinates;
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extern short bHolly;
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extern int totalmoves;
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extern int lCountDown;
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extern short bSlipMode;
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2019-10-27 16:36:25 +00:00
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extern int bVanilla;
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2019-11-20 18:46:57 +00:00
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#define POWERSLAVE (g_gameType & GAMEFLAG_POWERSLAVE)
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#define EXHUMED (g_gameType & GAMEFLAG_EXHUMED)
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2019-12-14 08:48:04 +00:00
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#define ISDEMOVER (g_gameType & GAMEFLAG_SHAREWARE)
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2019-11-20 18:46:57 +00:00
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2019-11-03 17:20:05 +00:00
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extern double g_frameDelay;
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2019-08-26 03:59:14 +00:00
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enum {
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2019-08-27 06:08:18 +00:00
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kPalNormal = 0,
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kPalNoDim,
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kPalTorch,
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kPalNoTorch,
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kPalBrite,
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kPalRedBrite,
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kPalGreenBrite,
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kPalNormal2,
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kPalNoDim2,
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kPalTorch2,
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kPalNoTorch2,
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kPalBrite2
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2019-08-26 03:59:14 +00:00
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};
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2020-08-22 09:56:54 +00:00
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class TextOverlay
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{
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double nCrawlY;
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short nLeft[50];
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int nHeight;
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int lastclock;
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2020-08-22 16:30:48 +00:00
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TArray<FString> screentext;
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2020-08-22 09:56:54 +00:00
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public:
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void Start(int starttime);
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2020-08-22 16:30:48 +00:00
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void ComputeCinemaText();
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2020-08-22 09:56:54 +00:00
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void ReadyCinemaText(uint16_t nVal);
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void DisplayText();
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bool AdvanceCinemaText(int totalclock);
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};
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2019-10-31 17:22:12 +00:00
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extern char g_modDir[BMAX_PATH];
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void G_LoadGroupsInDir(const char* dirname);
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void G_DoAutoload(const char* dirname);
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2020-08-18 08:28:19 +00:00
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// savegame.
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int savegame(int nSlot);
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int loadgame(int nSlot);
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2020-08-22 19:39:14 +00:00
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const uint32_t kSpiritX = 106;
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const uint32_t kSpiritY = 97;
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const uint32_t WorktileSize = kSpiritX * 2 * kSpiritY * 2;
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2020-08-18 08:28:19 +00:00
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struct SavegameHelper
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{
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FString Name;
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TArray<std::pair<void*, size_t>> Elements;
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SavegameHelper(const char* name, ...);
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void Load();
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void Save();
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};
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#define SV(v) &v, sizeof(v)
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#define SA(a) &a, sizeof(a)
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2019-12-12 23:19:34 +00:00
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struct GameInterface : ::GameInterface
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{
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2020-02-12 19:25:59 +00:00
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const char* Name() override { return "Exhumed"; }
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2019-12-12 23:19:34 +00:00
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int app_main() override;
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2020-01-14 20:48:01 +00:00
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bool GenerateSavePic() override;
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2019-12-14 11:39:18 +00:00
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void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
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void MenuOpened() override;
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void MenuSound(EMenuSounds snd) override;
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void MenuClosed() override;
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2020-04-23 19:18:40 +00:00
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void StartGame(FNewGameStartup& gs) override;
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2019-12-14 11:39:18 +00:00
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FSavegameInfo GetSaveSig() override;
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2019-12-26 16:42:45 +00:00
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void DrawMenuCaption(const DVector2& origin, const char* text) override;
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2019-12-27 09:52:40 +00:00
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bool LoadGame(FSaveGameNode* sv) override;
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bool SaveGame(FSaveGameNode* sv) override;
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bool CanSave() override;
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2020-08-19 22:55:31 +00:00
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ReservedSpace GetReservedScreenSpace(int viewsize) override { return { 0, 24 }; }
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2019-12-14 11:39:18 +00:00
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2019-12-25 23:21:04 +00:00
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FString statFPS() override;
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2019-12-12 23:19:34 +00:00
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//GameStats getStats() override;
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};
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2019-11-22 23:11:37 +00:00
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END_PS_NS
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2019-08-26 03:59:14 +00:00
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#endif
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