//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #pragma once #include "levels.h" #include "resource.h" #define TILTBUFFER 4078 #define kExplodeMax 8 #define kDudeBase 200 #define kDudePlayer1 231 #define kDudePlayer8 238 #define kDudeMax 260 #define kMissileBase 300 #define kMissileMax 318 #define kThingBase 400 #define kThingMax 436 #define kMaxPowerUps 51 #define kStatRespawn 8 #define kStatMarker 10 #define kStatGDXDudeTargetChanger 20 #define kStatFree 1024 #define kLensSize 80 #define kViewEffectMax 19 #define kNoTile -1 // defined by NoOne: // ------------------------------- #define kMaxPAL 5 #define kWeaponItemBase 40 #define kItemMax 151 // marker sprite types #define kMarkerSPStart 1 #define kMarkerMPStart 2 #define kMarkerOff 3 #define kMarkerOn 4 #define kMarkerAxis 5 #define kMarkerLowLink 6 #define kMarkerUpLink 7 #define kMarkerWarpDest 8 #define kMarkerUpWater 9 #define kMarkerLowWater 10 #define kMarkerUpStack 11 #define kMarkerLowStack 12 #define kMarkerUpGoo 13 #define kMarkerLowGoo 14 #define kMarkerPath 15 // sprite cstat #define kSprBlock 0x0001 #define kSprTrans 0x0002 #define kSprFlipX 0x0004 #define kSprFlipY 0x0008 #define kSprFace 0x0000 #define kSprWall 0x0010 #define kSprFloor 0x0020 #define kSprSpin 0x0030 #define kSprRMask 0x0030 #define kSprOneSided 0x0040 #define kSprOriginAlign 0x0080 #define kSprHitscan 0x0100 #define kSprTransR 0x0200 #define kSprPushable 0x1000 #define kSprMoveMask 0x6000 #define kSprMoveNone 0x0000 #define kSprMoveForward 0x2000 #define kSprMoveFloor 0x2000 #define kSprMoveReverse 0x4000 #define kSprMoveCeiling 0x4000 #define kSprInvisible 0x8000 // sprite attributes #define kHitagMovePhys 0x0001 // affected by movement physics #define kHitagGravityPhys 0x0002 // affected by gravity #define kHitagFalling 0x0004 // currently in z-motion #define kHitagAutoAim 0x0008 #define kHitagRespawn 0x0010 #define kHitagFree 0x0020 #define kHitagSmoke 0x0100 #define kHitagExtBit 0x8000 // NoOne's extension bit(Note: it's bit 0 in editor!) // sector types #define kSecBase 600 #define kSecZMotion kSectorBase #define kSecZSprite 602 #define kSecWarp 603 #define kSecTeleport 604 #define kSecPath 612 #define kSecRotateStep 613 #define kSecSlideMarked 614 #define kSecRotateMarked 615 #define kSecSlide 616 #define kSecRotate 617 #define kSecDamage 618 #define kSecCounter 619 #define kSecMax 620 // switch types #define kSwitchBase 20 #define kSwitchToggle 20 #define kSwitchOneWay 21 #define kSwitchCombo 22 #define kSwitchPadlock 23 #define kSwitchMax 24 // projectile types #define kProjectileEctoSkull 307 // custom level end #define kGDXChannelEndLevelCustom 6 // GDX types #define kGDXTypeBase 24 #define kGDXCustomDudeSpawn 24 #define kGDXRandomTX 25 #define kGDXSequentialTX 26 #define kGDXSeqSpawner 27 #define kGDXObjPropertiesChanger 28 #define kGDXObjPicnumChanger 29 #define kGDXObjSizeChanger 31 #define kGDXDudeTargetChanger 33 #define kGDXSectorFXChanger 34 #define kGDXObjDataChanger 35 #define kGDXSpriteDamager 36 #define kGDXObjDataAccumulator 37 #define kGDXEffectSpawner 38 #define kGDXWindGenerator 39 #define kGDXThingTNTProx 433 // detects only players #define kGDXThingThrowableRock 434 // does small damage if hits target #define kGDXThingCustomDudeLifeLeech 435 // the same as normal, except it aims in specified target #define kGDXDudeUniversalCultist 254 #define kGDXGenDudeBurning 255 #define kGDXItemMapLevel 150 // once picked up, draws whole minimap // ai state types #define kAiStateOther -1 #define kAiStateIdle 0 #define kAiStateGenIdle 1 #define kAiStateMove 2 #define kAiStateSearch 3 #define kAiStateChase 4 #define kAiStateRecoil 5 #define kAng5 28 #define kAng15 85 #define kAng30 170 #define kAng45 256 #define kAng60 341 #define kAng90 512 #define kAng120 682 #define kAng180 1024 #define kAng360 2048 // ------------------------------- struct INIDESCRIPTION { const char *pzName; const char *pzFilename; const char **pzArts; int nArts; }; struct INICHAIN { INICHAIN *pNext; char zName[BMAX_PATH]; INIDESCRIPTION *pDescription; }; extern INICHAIN *pINIChain; extern INICHAIN const*pINISelected; typedef struct { int32_t usejoystick; int32_t usemouse; int32_t fullscreen; int32_t xdim; int32_t ydim; int32_t bpp; int32_t forcesetup; int32_t noautoload; } ud_setup_t; enum INPUT_MODE { INPUT_MODE_0 = 0, INPUT_MODE_1, INPUT_MODE_2, INPUT_MODE_3, }; extern Resource gSysRes, gGuiRes; extern INPUT_MODE gInputMode; extern ud_setup_t gSetup; extern char SetupFilename[BMAX_PATH]; extern int32_t gNoSetup; extern short BloodVersion; extern int gNetPlayers; extern bool gRestartGame; #define GAMEUPDATEAVGTIMENUMSAMPLES 100 extern double g_gameUpdateTime, g_gameUpdateAndDrawTime; extern double g_gameUpdateAvgTime; extern int blood_globalflags; extern bool bVanilla; extern int gMusicPrevLoadedEpisode; extern int gMusicPrevLoadedLevel; extern int gFrameClock; void QuitGame(void); void PreloadCache(void); void StartLevel(GAMEOPTIONS *gameOptions); void ProcessFrame(void); void ScanINIFiles(void); bool LoadArtFile(const char *pzFile); void LoadExtraArts(void); bool DemoRecordStatus(void); bool VanillaMode(void); bool fileExistsRFF(int id, const char* ext);