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https://github.com/ZDoom/raze-gles.git
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c2797e4b11
Instead of directly in build.c:app_main(). Previously, it was possible that an argument to an option, e.g. "WGR2" with "-game_dir WGR2", would get interpreted as the initial map to load. This in turn would attempt to execute WGR2.cfg as sequence of OSD commands -- where that file is an EDuke32 config file instead! Now: maps are passed without any options, e.g. "mapster32 [opts...] debug.map". The map file name is not added to the "additional parameters" for map testing. git-svn-id: https://svn.eduke32.com/eduke32@4121 1a8010ca-5511-0410-912e-c29ae57300e0
364 lines
12 KiB
C
364 lines
12 KiB
C
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// See the included license file "BUILDLIC.TXT" for license info.
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#ifndef __editor_h__
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#define __editor_h__
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#include <math.h>
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#ifdef EXTERNC
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{
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#endif
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#define VERSION "2.0.0devel"
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// Build keys
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#define BK_MOVEFORWARD 0
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#define BK_MOVEBACKWARD 1
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#define BK_TURNLEFT 2
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#define BK_TURNRIGHT 3
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#define BK_RUN 4
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#define BK_STRAFE 5
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#define BK_SHOOT 6
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#define BK_OPEN 7
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#define BK_MOVEUP 8
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#define BK_MOVEDOWN 9
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#define BK_LOOKUP 10
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#define BK_LOOKDOWN 11
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#define BK_STRAFELEFT 12
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#define BK_STRAFERIGHT 13
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#define BK_MODE2D_3D 14
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#define BK_PLAYERVIEW 15
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#define BK_ZOOMIN 16
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#define BK_ZOOMOUT 17
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#define BK_MESSAGE 18
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#define BK_CONSOLE 19
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#define NUMBUILDKEYS 20
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extern int32_t horiz;
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extern vec3_t pos;
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extern int16_t ang, cursectnum;
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extern int32_t g_doHardcodedMovement;
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extern int8_t m32_clipping; // 0: none, 1: only white walls, 2: like game
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extern int16_t editstatus, searchit;
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extern int32_t searchx, searchy, osearchx, osearchy; //search input
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extern int16_t searchsector, searchwall, searchstat; //search output
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extern int16_t searchbottomwall, searchisbottom;
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extern int32_t zmode, kensplayerheight, zlock;
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extern int16_t highlightsector[MAXSECTORS], highlightsectorcnt;
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extern int16_t highlight[MAXWALLS+MAXSPRITES];
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extern int16_t asksave;
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extern int16_t pointhighlight, linehighlight, highlightcnt;
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#define DEFAULT_SPRITE_CSTAT 0
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//extern int16_t defaultspritecstat;
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extern int32_t tempsectornum;
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extern int32_t temppicnum, tempcstat, templotag, temphitag, tempextra;
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extern uint32_t temppal, tempvis, tempxrepeat, tempyrepeat, tempxpanning, tempypanning;
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extern int32_t tempshade, tempxvel, tempyvel, tempzvel;
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extern char somethingintab;
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extern char names[MAXTILES][25];
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extern uint8_t buildkeys[NUMBUILDKEYS];
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extern double vid_gamma_3d, vid_contrast_3d, vid_brightness_3d;
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extern double msens;
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extern vec3_t startpos;
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extern int16_t startang, startsectnum;
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extern int32_t lastpm16time, synctics;
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extern int32_t halfxdim16, midydim16, zoom;
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extern int32_t ydim16, xdimgame, ydimgame, bppgame, xdim2d, ydim2d, forcesetup;
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extern int32_t unrealedlook, quickmapcycling;
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extern int32_t pk_turnaccel,pk_turndecel,pk_uedaccel;
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extern int32_t revertCTRL,scrollamount;
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extern int32_t autosave;
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extern int32_t mlook;
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extern int16_t prefixtiles[10];
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extern int32_t showfirstwall;
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extern int32_t graphicsmode;
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extern int32_t grid, autogrid;
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extern int32_t editorgridextent; // in engine.c
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extern char game_executable[BMAX_PATH];
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extern char program_origcwd[BMAX_PATH];
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extern const char *mapster32_fullpath;
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extern char *testplay_addparam;
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extern const char *g_namesFileName;
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extern int32_t g_maxCacheSize;
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extern int32_t g_lazy_tileselector;
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extern int32_t m32_osd_tryscript;
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extern int32_t showheightindicators;
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extern int32_t showambiencesounds;
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extern int32_t numgraysects;
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extern uint8_t graysectbitmap[MAXSECTORS>>3];
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extern uint8_t graywallbitmap[MAXWALLS>>3];
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extern int32_t autogray, showinnergray;
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#ifdef YAX_ENABLE
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int32_t yax_is121(int16_t bunchnum, int16_t getfloor);
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#endif
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extern void M32_DrawRoomsAndMasks(void);
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extern void yax_tweakpicnums(int32_t bunchnum, int32_t cf, int32_t restore); // editor-only
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extern void M32_ResetFakeRORTiles(void);
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extern int32_t kopen4loadfrommod(const char *filename, char searchfirst);
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// set to 1 to enable:
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#define M32_UNDO 1
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extern int32_t map_revision;
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extern int32_t map_undoredo(int32_t dir);
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extern void map_undoredo_free(void);
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// editor side view
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extern int32_t m32_sideview;
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extern int32_t m32_sideelev;
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extern int16_t m32_sideang;
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extern int32_t m32_sidecos, m32_sidesin;
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extern int32_t m32_swcnt;
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extern int32_t m32_wallscreenxy[MAXWALLS][2];
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extern int16_t m32_wallsprite[MAXWALLS+MAXSPRITES];
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extern int8_t sideview_reversehrot;
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extern int32_t scalescreeny(int32_t sy);
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extern void screencoords(int32_t *xres, int32_t *yres, int32_t x, int32_t y, int32_t zoome) ATTRIBUTE((nonnull));
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//extern void invscreencoords(int32_t *dx, int32_t *dy, int32_t sx, int32_t sy, int32_t zoome);
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extern int32_t getinvdisplacement(int32_t *dx, int32_t *dy, int32_t dz) ATTRIBUTE((nonnull));
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extern int32_t getscreenvdisp(int32_t bz, int32_t zoome);
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extern void setup_sideview_sincos(void);
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extern int8_t keeptexturestretch;
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extern int32_t wallength(int16_t i);
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extern void fixrepeats(int16_t i);
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extern uint32_t getlenbyrep(int32_t len, int32_t repeat);
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extern void fixxrepeat(int16_t wallnum, uint32_t lenrepquot);
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extern void AlignWallPoint2(int32_t w0);
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extern int32_t AutoAlignWalls(int32_t w0, uint32_t flags, int32_t nrecurs);
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extern void SetFirstWall(int32_t sectnum, int32_t wallnum, int32_t alsoynw);
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extern int32_t fixspritesectors(void);
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extern void clearkeys(void);
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extern int32_t ExtInit(void);
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extern int32_t ExtPreInit(int32_t argc,const char **argv);
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extern void ExtUnInit(void);
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extern void ExtPreCheckKeys(void);
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extern void ExtAnalyzeSprites(int32_t, int32_t, int32_t, int32_t);
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extern void ExtCheckKeys(void);
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extern void ExtPreLoadMap(void);
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extern void ExtSetupMapFilename(const char *mapname);
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extern void ExtLoadMap(const char *mapname);
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extern int32_t ExtPreSaveMap(void);
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extern void ExtSaveMap(const char *mapname);
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extern const char *ExtGetSectorCaption(int16_t sectnum);
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extern const char *ExtGetWallCaption(int16_t wallnum);
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extern const char *ExtGetSpriteCaption(int16_t spritenum);
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extern void ExtShowSectorData(int16_t sectnum);
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extern void ExtShowWallData(int16_t wallnum);
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extern void ExtShowSpriteData(int16_t spritenum);
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extern void ExtEditSectorData(int16_t sectnum);
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extern void ExtEditWallData(int16_t wallnum);
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extern void ExtEditSpriteData(int16_t spritenum);
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extern const char *ExtGetSectorType(int32_t lotag);
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extern void B_SetBoardFileName(const char *fn);
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extern int32_t LoadBoard(const char *filename, uint32_t flags);
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extern const char *SaveBoard(const char *fn, uint32_t flags);
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extern const char *GetSaveBoardFilename(const char *fn);
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#define CORRUPT_SECTOR (1<<17)
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#define CORRUPT_WALL (1<<18)
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#define CORRUPT_SPRITE (1<<19)
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#define CORRUPT_MASK (CORRUPT_SECTOR|CORRUPT_WALL|CORRUPT_SPRITE)
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#define MAXCORRUPTTHINGS 64
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extern int32_t corruptlevel, numcorruptthings, corruptthings[MAXCORRUPTTHINGS];
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extern int32_t autocorruptcheck;
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extern int32_t corruptcheck_noalreadyrefd;
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extern int32_t CheckMapCorruption(int32_t printfromlev, uint64_t tryfixing);
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extern int32_t fixmaponsave_sprites;
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extern int32_t m32_script_expertmode; // if true, make read-only vars writable
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extern void showsectordata(int16_t sectnum, int16_t small);
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extern void showwalldata(int16_t wallnum, int16_t small);
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extern void showspritedata(int16_t spritenum, int16_t small);
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extern void drawsmallabel(const char *text, char col, char backcol, int32_t dax, int32_t day, int32_t daz);
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extern int32_t whitecol;
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extern int32_t circlewall;
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int32_t loadsetup(const char *fn); // from config.c
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int32_t writesetup(const char *fn); // from config.c
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void editinput(void);
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void clearmidstatbar16(void);
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void fade_editor_screen(int32_t keepcol);
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// internal getnumber* helpers:
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extern int32_t getnumber_internal1(char ch, int32_t *danumptr, int32_t maxnumber, char sign);
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extern int32_t getnumber_autocomplete(const char *namestart, char ch, int32_t *danum, int32_t flags);
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int32_t _getnumber256(const char *namestart, int32_t num, int32_t maxnumber, char sign, const char *(func)(int32_t));
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#define getnumber256(namestart, num, maxnumber, sign) _getnumber256(namestart, num, maxnumber, sign, NULL)
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int32_t _getnumber16(const char *namestart, int32_t num, int32_t maxnumber, char sign, const char *(func)(int32_t));
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#define getnumber16(namestart, num, maxnumber, sign) _getnumber16(namestart, num, maxnumber, sign, NULL)
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void printmessage256(int32_t x, int32_t y, const char *name);
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void message(const char *fmt, ...) ATTRIBUTE((format(printf,1,2)));
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extern int32_t AskIfSure(const char *text);
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const char* getstring_simple(const char *querystr, const char *defaultstr, int32_t maxlen, int32_t completion);
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// like snprintf, but pads the output buffer with 'fill' at the end
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//int32_t snfillprintf(char *outbuf, size_t bufsiz, int32_t fill, const char *fmt, ...);
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void _printmessage16(const char *fmt, ...) ATTRIBUTE((format(printf,1,2)));
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#define printmessage16(fmt, ...) lastpm16time = totalclock, _printmessage16(fmt, ## __VA_ARGS__)
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extern char lastpm16buf[156];
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int32_t fillsector(int16_t sectnum, int32_t fillcolor); // fillcolor == -1: default (pulsating)
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int32_t ask_if_sure(const char *query, uint32_t flags);
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int32_t editor_ask_function(const char *question, const char *dachars, int32_t numchars);
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void spriteoncfz(int32_t i, int32_t *czptr, int32_t *fzptr) ATTRIBUTE((nonnull(2,3)));
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void DoSpriteOrnament(int32_t i);
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void getpoint(int32_t searchxe, int32_t searchye, int32_t *x, int32_t *y);
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int32_t getpointhighlight(int32_t xplc, int32_t yplc, int32_t point);
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void update_highlight(void);
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void update_highlightsector(void);
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void reset_highlightsector(void);
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void reset_highlight(void);
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void ovh_whiteoutgrab(int32_t restoreredwalls);
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int32_t inside_editor_curpos(int16_t sectnum);
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void correct_sprite_yoffset(int32_t i);
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void inflineintersect(int32_t x1, int32_t y1, int32_t x2, int32_t y2,
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int32_t x3, int32_t y3, int32_t x4, int32_t y4,
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int32_t *intx, int32_t *inty, int32_t *sign12, int32_t *sign34);
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void ovhscrcoords(int32_t x, int32_t y, int32_t *scrx, int32_t *scry);
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extern uint8_t hlsectorbitmap[MAXSECTORS>>3];
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#if defined(_WIN32)
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#define DEFAULT_GAME_EXEC "eduke32.exe"
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#define DEFAULT_GAME_LOCAL_EXEC "eduke32.exe"
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#elif defined(__APPLE__)
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#define DEFAULT_GAME_EXEC "EDuke32.app/Contents/MacOS/eduke32"
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#define DEFAULT_GAME_LOCAL_EXEC "EDuke32.app/Contents/MacOS/eduke32"
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#else
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#define DEFAULT_GAME_EXEC "eduke32"
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#define DEFAULT_GAME_LOCAL_EXEC "./eduke32"
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#endif
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void test_map(int32_t mode);
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////////// tag labeling system //////////
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// max (strlen+1), i.e. array length to allocate for a tag label:
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#define TAGLAB_MAX 40
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extern int32_t taglab_load(const char *filename, int32_t flags);
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extern int32_t taglab_save(const char *mapname);
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extern void taglab_init();
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extern int32_t taglab_add(const char *label, int16_t tag);
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extern const char *taglab_getlabel(int16_t tag);
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extern int32_t taglab_gettag(const char *label);
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extern int32_t taglab_linktags(int32_t spritep, int32_t num);
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extern int32_t taglab_getnextfreetag(void);
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extern int32_t showtags;
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int32_t select_sprite_tag(int32_t spritenum);
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#define NEXTWALL(i) (wall[wall[i].nextwall])
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#define POINT2(i) (wall[wall[i].point2])
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#define SPRITESEC(j) (sector[sprite[j].sectnum])
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#define SCRIPTHISTSIZ 32 // should be the same as OSD_HISTORYDEPTH for maximum win, should be a power of two
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extern char *scripthist[SCRIPTHISTSIZ];
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extern int32_t scripthistend;
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//////////////////// Aiming ////////////////////
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#define SEARCH_WALL 0
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#define SEARCH_CEILING 1
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#define SEARCH_FLOOR 2
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#define SEARCH_SPRITE 3
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#define SEARCH_MASKWALL 4
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#define ASSERT_AIMING (searchstat>=0 && searchstat<=4)
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#define AIMING_AT_WALL (searchstat==0)
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#define AIMING_AT_CEILING (searchstat==1)
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#define AIMING_AT_FLOOR (searchstat==2)
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#define AIMING_AT_SPRITE (searchstat==3)
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#define AIMING_AT_MASKWALL (searchstat==4)
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#define AIMING_AT_WALL_OR_MASK (AIMING_AT_WALL || AIMING_AT_MASKWALL)
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#define AIMING_AT_CEILING_OR_FLOOR (AIMING_AT_CEILING || AIMING_AT_FLOOR)
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// SaveBoard flags.
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enum SaveBoardFlags
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{
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M32_SB_NOEXT = 1, // no ExtSaveMap (backup.map) and no taglabels saving
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M32_SB_ASKOV = 2, // for NEW_MAP_FORMAT build, ask whether write map if going from V7/8 to VX
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};
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#ifdef EXTERNC
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}
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#endif
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// showdebug is now used as a general informational on-screen display
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#define M32_SHOWDEBUG
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// this should be only used if there's no dependency on endwall after the loop.
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// of course, users of this macro should know that it modifies startwall and endwall.
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#define WALLS_OF_SECTOR(Sect, Itervar) \
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startwall=sector[(Sect)].wallptr, endwall=startwall+sector[(Sect)].wallnum, Itervar=startwall; \
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Itervar < endwall; \
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Itervar++
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#define SET_PROTECT_BITS(Var, Newval, Bitstoprotect) do { \
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(Var) &= (Bitstoprotect); \
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(Var) |= (Newval) & ~(Bitstoprotect); } while (0)
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#define BTAG_MAX 65535
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#define BZ_MAX 8388608
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#define BHEINUM_MAX 32767
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#define M32_MAXPALOOKUPS (MAXPALOOKUPS-RESERVEDPALS-1)
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static inline int32_t atoi_safe(const char *str)
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{
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return (int32_t)strtol(str, NULL, 10);
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}
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static inline void inpclamp(int32_t *x, int32_t mi, int32_t ma)
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{
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if (*x>ma) *x=ma;
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if (*x<mi) *x=mi;
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}
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#endif
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