// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // 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. // #ifndef __H2DEF__ #define __H2DEF__ #include #include #include //#include #include "st_start.h" // haleyjd: removed WATCOMC // ticcmd: #include "d_ticcmd.h" // events #include "d_event.h" // gamemode/mission #include "d_mode.h" // for fixed_t: #include "m_fixed.h" // angle definitions: #include "tables.h" #include "d_loop.h" #include "net_defs.h" #define HEXEN_VERSION 110 #define HEXEN_VERSION_TEXT "v1.1" // if rangecheck is undefined, most parameter validation debugging code // will not be compiled #ifndef NORANGECHECKING #define RANGECHECK #endif // Past distributions #ifndef VER_ID #define VER_ID "DVL" #endif //#define HEXEN_VERSIONTEXT "ID V1.2" //#define HEXEN_VERSIONTEXT "RETAIL STORE BETA" // 9/26/95 //#define HEXEN_VERSIONTEXT "DVL BETA 10 05 95" // Used for GT for testing //#define HEXEN_VERSIONTEXT "DVL BETA 10 07 95" // Just an update for Romero //#define HEXEN_VERSIONTEXT "FINAL 1.0 (10 13 95)" // Just an update for Romero #ifdef RANGECHECK #define HEXEN_VERSIONTEXT "Version 1.1 +R "__DATE__" ("VER_ID")" #else #define HEXEN_VERSIONTEXT "Version 1.1 "__DATE__" ("VER_ID")" #endif // all exterior data is defined here #include "xddefs.h" // all important printed strings #include "textdefs.h" // header generated by multigen utility #include "info.h" /* =============================================================================== GLOBAL TYPES =============================================================================== */ //#define NUMARTIFCTS 28 #define MAXPLAYERS 8 #define BT_ATTACK 1 #define BT_USE 2 #define BT_CHANGE 4 // if true, the next 3 bits hold weapon num #define BT_WEAPONMASK (8+16+32) #define BT_WEAPONSHIFT 3 #define BT_SPECIAL 128 // game events, not really buttons #define BTS_SAVEMASK (4+8+16) #define BTS_SAVESHIFT 2 #define BT_SPECIALMASK 3 #define BTS_PAUSE 1 // pause the game #define BTS_SAVEGAME 2 // save the game at each console // savegame slot numbers occupy the second byte of buttons // The top 3 bits of the artifact field in the ticcmd_t struct are used // as additional flags #define AFLAG_MASK 0x3F #define AFLAG_SUICIDE 0x40 #define AFLAG_JUMP 0x80 typedef enum { GS_LEVEL, GS_INTERMISSION, GS_FINALE, GS_DEMOSCREEN } gamestate_t; typedef enum { ga_nothing, ga_loadlevel, ga_initnew, ga_newgame, ga_loadgame, ga_savegame, ga_playdemo, ga_completed, ga_leavemap, ga_singlereborn, ga_victory, ga_worlddone, ga_screenshot } gameaction_t; typedef enum { wipe_0, wipe_1, wipe_2, wipe_3, wipe_4, NUMWIPES, wipe_random } wipe_t; /* =============================================================================== MAPOBJ DATA =============================================================================== */ // think_t is a function pointer to a routine to handle an actor typedef void (*think_t) (); typedef struct thinker_s { struct thinker_s *prev, *next; think_t function; } thinker_t; struct player_s; typedef union { int i; struct mobj_s *m; struct player_s *p; } specialval_t; typedef struct mobj_s { thinker_t thinker; // thinker node // info for drawing fixed_t x, y, z; struct mobj_s *snext, *sprev; // links in sector (if needed) angle_t angle; spritenum_t sprite; // used to find patch_t and flip value int frame; // might be ord with FF_FULLBRIGHT // interaction info struct mobj_s *bnext, *bprev; // links in blocks (if needed) struct subsector_s *subsector; fixed_t floorz, ceilingz; // closest together of contacted secs fixed_t floorpic; // contacted sec floorpic fixed_t radius, height; // for movement checking fixed_t momx, momy, momz; // momentums int validcount; // if == validcount, already checked mobjtype_t type; mobjinfo_t *info; // &mobjinfo[mobj->type] int tics; // state tic counter state_t *state; int damage; // For missiles int flags; int flags2; // Heretic flags specialval_t special1; // Special info specialval_t special2; // Special info int health; int movedir; // 0-7 int movecount; // when 0, select a new dir struct mobj_s *target; // thing being chased/attacked (or NULL) // also the originator for missiles int reactiontime; // if non 0, don't attack yet // used by player to freeze a bit after // teleporting int threshold; // if > 0, the target will be chased // no matter what (even if shot) struct player_s *player; // only valid if type == MT_PLAYER int lastlook; // player number last looked for fixed_t floorclip; // value to use for floor clipping int archiveNum; // Identity during archive short tid; // thing identifier byte special; // special byte args[5]; // special arguments } mobj_t; // each sector has a degenmobj_t in it's center for sound origin purposes typedef struct { thinker_t thinker; // not used for anything fixed_t x, y, z; } degenmobj_t; // // frame flags // #define FF_FULLBRIGHT 0x8000 // flag in thing->frame #define FF_FRAMEMASK 0x7fff // --- mobj.flags --- #define MF_SPECIAL 1 // call P_SpecialThing when touched #define MF_SOLID 2 #define MF_SHOOTABLE 4 #define MF_NOSECTOR 8 // don't use the sector links // (invisible but touchable) #define MF_NOBLOCKMAP 16 // don't use the blocklinks // (inert but displayable) #define MF_AMBUSH 32 #define MF_JUSTHIT 64 // try to attack right back #define MF_JUSTATTACKED 128 // take at least one step before attacking #define MF_SPAWNCEILING 256 // hang from ceiling instead of floor #define MF_NOGRAVITY 512 // don't apply gravity every tic // movement flags #define MF_DROPOFF 0x400 // allow jumps from high places #define MF_PICKUP 0x800 // for players to pick up items #define MF_NOCLIP 0x1000 // player cheat #define MF_SLIDE 0x2000 // keep info about sliding along walls #define MF_FLOAT 0x4000 // allow moves to any height, no gravity #define MF_TELEPORT 0x8000 // don't cross lines or look at heights #define MF_MISSILE 0x10000 // don't hit same species, explode on block #define MF_ALTSHADOW 0x20000 // alternate translucent draw #define MF_SHADOW 0x40000 // use translucent draw (shadow demons / invis) #define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff) #define MF_CORPSE 0x100000 // don't stop moving halfway off a step #define MF_INFLOAT 0x200000 // floating to a height for a move, don't // auto float to target's height #define MF_COUNTKILL 0x400000 // count towards intermission kill total #define MF_ICECORPSE 0x800000 // a frozen corpse (for blasting) #define MF_SKULLFLY 0x1000000 // skull in flight #define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards) //#define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation #define MF_TRANSLATION 0x1c000000 // use a translation table (>>MF_TRANSHIFT) #define MF_TRANSSHIFT 26 // table for player colormaps // --- mobj.flags2 --- #define MF2_LOGRAV 0x00000001 // alternate gravity setting #define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind // specials #define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor #define MF2_BLASTED 0x00000008 // missile will pass through ghosts #define MF2_FLY 0x00000010 // fly mode is active #define MF2_FLOORCLIP 0x00000020 // if feet are allowed to be clipped #define MF2_SPAWNFLOAT 0x00000040 // spawn random float z #define MF2_NOTELEPORT 0x00000080 // does not teleport #define MF2_RIP 0x00000100 // missile rips through solid // targets #define MF2_PUSHABLE 0x00000200 // can be pushed by other moving // mobjs #define MF2_SLIDE 0x00000400 // slides against walls #define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another // mobj #define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on, // this flag will allow the mobj to // pass over/under other mobjs. #define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs #define MF2_DROPPED 0x00004000 // dropped by a demon #define MF2_BOSS 0x00008000 // mobj is a major boss #define MF2_FIREDAMAGE 0x00010000 // does fire damage #define MF2_NODMGTHRUST 0x00020000 // does not thrust target when // damaging #define MF2_TELESTOMP 0x00040000 // mobj can stomp another #define MF2_FLOATBOB 0x00080000 // use float bobbing z movement #define MF2_DONTDRAW 0x00100000 // don't generate a vissprite #define MF2_IMPACT 0x00200000 // an MF_MISSILE mobj can activate // SPAC_IMPACT #define MF2_PUSHWALL 0x00400000 // mobj can push walls #define MF2_MCROSS 0x00800000 // can activate monster cross lines #define MF2_PCROSS 0x01000000 // can activate projectile cross lines #define MF2_CANTLEAVEFLOORPIC 0x02000000 // stay within a certain floor type #define MF2_NONSHOOTABLE 0x04000000 // mobj is totally non-shootable, // but still considered solid #define MF2_INVULNERABLE 0x08000000 // mobj is invulnerable #define MF2_DORMANT 0x10000000 // thing is dormant #define MF2_ICEDAMAGE 0x20000000 // does ice damage #define MF2_SEEKERMISSILE 0x40000000 // is a seeker (for reflection) #define MF2_REFLECTIVE 0x80000000 // reflects missiles //============================================================================= // ===== Player Class Types ===== typedef enum { PCLASS_FIGHTER, PCLASS_CLERIC, PCLASS_MAGE, PCLASS_PIG, NUMCLASSES } pclass_t; typedef enum { PST_LIVE, // playing PST_DEAD, // dead on the ground PST_REBORN // ready to restart } playerstate_t; // psprites are scaled shapes directly on the view screen // coordinates are given for a 320*200 view screen typedef enum { ps_weapon, ps_flash, NUMPSPRITES } psprnum_t; typedef struct { state_t *state; // a NULL state means not active int tics; fixed_t sx, sy; } pspdef_t; /* Old Heretic key type typedef enum { key_yellow, key_green, key_blue, NUMKEYS } keytype_t; */ typedef enum { KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, KEY_A, KEY_B, NUMKEYS } keytype_t; typedef enum { ARMOR_ARMOR, ARMOR_SHIELD, ARMOR_HELMET, ARMOR_AMULET, NUMARMOR } armortype_t; typedef enum { WP_FIRST, WP_SECOND, WP_THIRD, WP_FOURTH, NUMWEAPONS, WP_NOCHANGE } weapontype_t; typedef enum { MANA_1, MANA_2, NUMMANA, MANA_BOTH, MANA_NONE } manatype_t; #define MAX_MANA 200 #define WPIECE1 1 #define WPIECE2 2 #define WPIECE3 4 typedef struct { manatype_t mana; int upstate; int downstate; int readystate; int atkstate; int holdatkstate; int flashstate; } weaponinfo_t; extern weaponinfo_t WeaponInfo[NUMWEAPONS][NUMCLASSES]; typedef enum { arti_none, arti_invulnerability, arti_health, arti_superhealth, arti_healingradius, arti_summon, arti_torch, arti_egg, arti_fly, arti_blastradius, arti_poisonbag, arti_teleportother, arti_speed, arti_boostmana, arti_boostarmor, arti_teleport, // Puzzle artifacts arti_firstpuzzitem, arti_puzzskull = arti_firstpuzzitem, arti_puzzgembig, arti_puzzgemred, arti_puzzgemgreen1, arti_puzzgemgreen2, arti_puzzgemblue1, arti_puzzgemblue2, arti_puzzbook1, arti_puzzbook2, arti_puzzskull2, arti_puzzfweapon, arti_puzzcweapon, arti_puzzmweapon, arti_puzzgear1, arti_puzzgear2, arti_puzzgear3, arti_puzzgear4, NUMARTIFACTS } artitype_t; typedef enum { pw_None, pw_invulnerability, pw_allmap, pw_infrared, pw_flight, pw_shield, pw_health2, pw_speed, pw_minotaur, NUMPOWERS } powertype_t; #define INVULNTICS (30*35) #define INVISTICS (60*35) #define INFRATICS (120*35) #define IRONTICS (60*35) #define WPNLEV2TICS (40*35) #define FLIGHTTICS (60*35) #define SPEEDTICS (45*35) #define MORPHTICS (40*35) #define MAULATORTICS (25*35) #define MESSAGETICS (4*35) #define BLINKTHRESHOLD (4*35) #define NUMINVENTORYSLOTS NUMARTIFACTS typedef struct { int type; int count; } inventory_t; /* ================ = = player_t = ================ */ typedef struct player_s { mobj_t *mo; playerstate_t playerstate; ticcmd_t cmd; pclass_t class; // player class type fixed_t viewz; // focal origin above r.z fixed_t viewheight; // base height above floor for viewz fixed_t deltaviewheight; // squat speed fixed_t bob; // bounded/scaled total momentum int flyheight; int lookdir; boolean centering; int health; // only used between levels, mo->health // is used during levels int armorpoints[NUMARMOR]; inventory_t inventory[NUMINVENTORYSLOTS]; artitype_t readyArtifact; int artifactCount; int inventorySlotNum; int powers[NUMPOWERS]; int keys; int pieces; // Fourth Weapon pieces signed int frags[MAXPLAYERS]; // kills of other players weapontype_t readyweapon; weapontype_t pendingweapon; // wp_nochange if not changing boolean weaponowned[NUMWEAPONS]; int mana[NUMMANA]; int attackdown, usedown; // true if button down last tic int cheats; // bit flags int refire; // refired shots are less accurate int killcount, itemcount, secretcount; // for intermission char message[80]; // hint messages int messageTics; // counter for showing messages short ultimateMessage; short yellowMessage; int damagecount, bonuscount; // for screen flashing int poisoncount; // screen flash for poison damage mobj_t *poisoner; // NULL for non-player mobjs mobj_t *attacker; // who did damage (NULL for floors) int extralight; // so gun flashes light up areas int fixedcolormap; // can be set to REDCOLORMAP, etc int colormap; // 0-3 for which color to draw player pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc) int morphTics; // player is a pig if > 0 unsigned int jumpTics; // delay the next jump for a moment unsigned int worldTimer; // total time the player's been playing } player_t; #define CF_NOCLIP 1 #define CF_GODMODE 2 #define CF_NOMOMENTUM 4 // not really a cheat, just a debug aid #define SBARHEIGHT 39 // status bar height at bottom of screen void NET_SendFrags(player_t * player); /* =============================================================================== GLOBAL VARIABLES =============================================================================== */ #define TELEFOGHEIGHT (32*FRACUNIT) extern GameMode_t gamemode; // Always commercial extern gameaction_t gameaction; extern boolean paused; extern boolean DevMaps; // true = map development mode extern char *DevMapsDir; // development maps directory extern boolean nomonsters; // checkparm of -nomonsters extern boolean respawnparm; // checkparm of -respawn extern boolean randomclass; // checkparm of -randclass extern boolean debugmode; // checkparm of -debug extern boolean usergame; // ok to save / end game extern boolean ravpic; // checkparm of -ravpic extern boolean altpal; // checkparm to use an alternate palette routine extern boolean cdrom; // true if cd-rom mode active ("-cdrom") extern boolean deathmatch; // only if started as net death extern boolean netgame; // only true if >1 player extern boolean cmdfrag; // true if a CMD_FRAG packet should be sent out every // kill extern boolean playeringame[MAXPLAYERS]; extern pclass_t PlayerClass[MAXPLAYERS]; extern int consoleplayer; // player taking events and displaying extern int displayplayer; extern int viewangleoffset; // ANG90 = left side, ANG270 = right extern player_t players[MAXPLAYERS]; extern boolean DebugSound; // debug flag for displaying sound info extern boolean demoplayback; extern int maxzone; // Maximum chunk allocated for zone heap extern int Sky1Texture; extern int Sky2Texture; extern gamestate_t gamestate; extern skill_t gameskill; //extern boolean respawnmonsters; extern int gameepisode; extern int gamemap; extern int prevmap; extern int levelstarttic; // gametic at level start extern int leveltime; // tics in game play for par extern ticcmd_t *netcmds; #define MAXDEATHMATCHSTARTS 16 extern mapthing_t *deathmatch_p; extern mapthing_t deathmatchstarts[MAXDEATHMATCHSTARTS]; // Position indicator for cooperative net-play reborn extern int RebornPosition; #define MAX_PLAYER_STARTS 8 extern mapthing_t playerstarts[MAX_PLAYER_STARTS][MAXPLAYERS]; extern int maxplayers; extern int mouseSensitivity; extern boolean precache; // if true, load all graphics at level load extern byte *screen; // off screen work buffer, from V_video.c extern boolean singledemo; // quit after playing a demo from cmdline extern int bodyqueslot; extern skill_t startskill; extern int startepisode; extern int startmap; extern boolean autostart; extern boolean testcontrols; extern int testcontrols_mousespeed; /* =============================================================================== GLOBAL FUNCTIONS =============================================================================== */ #include "w_wad.h" #include "z_zone.h" //---------- //BASE LEVEL //---------- void H2_Main(void); // not a globally visible function, just included for source reference // calls all startup code // parses command line options // if not overrided, calls N_AdvanceDemo void H2_GameLoop(void); // not a globally visible function, just included for source reference // called by H2_Main, never exits // manages timing and IO // calls all ?_Responder, ?_Ticker, and ?_Drawer functions // calls I_GetTime, I_StartFrame, and I_StartTic //--------- //SYSTEM IO //--------- byte *I_AllocLow(int length); // allocates from low memory under dos, just mallocs under unix // haleyjd: was WATCOMC, again preserved for historical interest as in Heretic #if 0 extern boolean useexterndriver; #define EBT_FIRE 1 #define EBT_OPENDOOR 2 #define EBT_SPEED 4 #define EBT_STRAFE 8 #define EBT_MAP 0x10 #define EBT_INVENTORYLEFT 0x20 #define EBT_INVENTORYRIGHT 0x40 #define EBT_USEARTIFACT 0x80 #define EBT_FLYDROP 0x100 #define EBT_CENTERVIEW 0x200 #define EBT_PAUSE 0x400 #define EBT_WEAPONCYCLE 0x800 #define EBT_JUMP 0x1000 typedef struct { short vector; // Interrupt vector signed char moveForward; // forward/backward (maxes at 50) signed char moveSideways; // strafe (maxes at 24) short angleTurn; // turning speed (640 [slow] 1280 [fast]) short angleHead; // head angle (+2080 [left] : 0 [center] : -2048 [right]) signed char pitch; // look up/down (-110 : +90) signed char flyDirection; // flyheight (+1/-1) unsigned short buttons; // EBT_* flags } externdata_t; #endif //---- //GAME //---- void G_DeathMatchSpawnPlayer(int playernum); void G_InitNew(skill_t skill, int episode, int map); void G_DeferedInitNew(skill_t skill, int episode, int map); // can be called by the startup code or M_Responder // a normal game starts at map 1, but a warp test can start elsewhere void G_DeferredNewGame(skill_t skill); void G_DeferedPlayDemo(char *demo); void G_LoadGame(int slot); // can be called by the startup code or M_Responder // calls P_SetupLevel or W_EnterWorld void G_DoLoadGame(void); void G_SaveGame(int slot, char *description); // called by M_Responder void G_RecordDemo(skill_t skill, int numplayers, int episode, int map, char *name); // only called by startup code void G_PlayDemo(char *name); void G_TimeDemo(char *name); void G_TeleportNewMap(int map, int position); void G_Completed(int map, int position); //void G_ExitLevel (void); //void G_SecretExitLevel (void); void G_StartNewGame(skill_t skill); void G_StartNewInit(void); void G_WorldDone(void); void G_Ticker(void); boolean G_Responder(event_t * ev); void G_ScreenShot(void); //------- //SV_SAVE //------- #define HXS_VERSION_TEXT "HXS Ver 2.37" #define HXS_VERSION_TEXT_LENGTH 16 #define HXS_DESCRIPTION_LENGTH 24 extern char *SavePath; void SV_SaveGame(int slot, char *description); void SV_SaveMap(boolean savePlayers); void SV_LoadGame(int slot); void SV_MapTeleport(int map, int position); void SV_LoadMap(void); void SV_InitBaseSlot(void); void SV_UpdateRebornSlot(void); void SV_ClearRebornSlot(void); boolean SV_RebornSlotAvailable(void); int SV_GetRebornSlot(void); //----- //PLAY //----- void P_Ticker(void); // called by C_Ticker // can call G_PlayerExited // carries out all thinking of monsters and players void P_SetupLevel(int episode, int map, int playermask, skill_t skill); // called by W_Ticker void P_Init(void); // called by startup code int P_GetMapCluster(int map); int P_TranslateMap(int map); int P_GetMapCDTrack(int map); int P_GetMapWarpTrans(int map); int P_GetMapNextMap(int map); int P_GetMapSky1Texture(int map); int P_GetMapSky2Texture(int map); char *P_GetMapName(int map); fixed_t P_GetMapSky1ScrollDelta(int map); fixed_t P_GetMapSky2ScrollDelta(int map); boolean P_GetMapDoubleSky(int map); boolean P_GetMapLightning(int map); boolean P_GetMapFadeTable(int map); char *P_GetMapSongLump(int map); void P_PutMapSongLump(int map, char *lumpName); int P_GetCDStartTrack(void); int P_GetCDEnd1Track(void); int P_GetCDEnd2Track(void); int P_GetCDEnd3Track(void); int P_GetCDIntermissionTrack(void); int P_GetCDTitleTrack(void); //------- //REFRESH //------- extern boolean setsizeneeded; extern boolean BorderNeedRefresh; extern boolean BorderTopRefresh; extern int UpdateState; // define the different areas for the dirty map #define I_NOUPDATE 0 #define I_FULLVIEW 1 #define I_STATBAR 2 #define I_MESSAGES 4 #define I_FULLSCRN 8 void R_RenderPlayerView(player_t * player); // called by G_Drawer void R_Init(void); // called by startup code void R_DrawViewBorder(void); void R_DrawTopBorder(void); // if the view size is not full screen, draws a border around it void R_SetViewSize(int blocks, int detail); // called by M_Responder int R_FlatNumForName(char *name); int R_TextureNumForName(char *name); int R_CheckTextureNumForName(char *name); // called by P_Ticker for switches and animations // returns the texture number for the texture name //---- //MISC //---- extern int localQuakeHappening[MAXPLAYERS]; int M_DrawText(int x, int y, boolean direct, char *string); //------------------------------ // SC_man.c //------------------------------ void SC_Open(char *name); void SC_OpenLump(char *name); void SC_OpenFile(char *name); void SC_Close(void); boolean SC_GetString(void); void SC_MustGetString(void); void SC_MustGetStringName(char *name); boolean SC_GetNumber(void); void SC_MustGetNumber(void); void SC_UnGet(void); //boolean SC_Check(void); boolean SC_Compare(char *text); int SC_MatchString(char **strings); int SC_MustMatchString(char **strings); void SC_ScriptError(char *message); extern char *sc_String; extern int sc_Number; extern int sc_Line; extern boolean sc_End; extern boolean sc_Crossed; extern boolean sc_FileScripts; extern char *sc_ScriptsDir; //------------------------------ // SN_sonix.c //------------------------------ enum { SEQ_PLATFORM, SEQ_PLATFORM_HEAVY, // same script as a normal platform SEQ_PLATFORM_METAL, SEQ_PLATFORM_CREAK, // same script as a normal platform SEQ_PLATFORM_SILENCE, SEQ_PLATFORM_LAVA, SEQ_PLATFORM_WATER, SEQ_PLATFORM_ICE, SEQ_PLATFORM_EARTH, SEQ_PLATFORM_METAL2, SEQ_DOOR_STONE, SEQ_DOOR_HEAVY, SEQ_DOOR_METAL, SEQ_DOOR_CREAK, SEQ_DOOR_SILENCE, SEQ_DOOR_LAVA, SEQ_DOOR_WATER, SEQ_DOOR_ICE, SEQ_DOOR_EARTH, SEQ_DOOR_METAL2, SEQ_ESOUND_WIND, SEQ_NUMSEQ }; typedef enum { SEQTYPE_STONE, SEQTYPE_HEAVY, SEQTYPE_METAL, SEQTYPE_CREAK, SEQTYPE_SILENCE, SEQTYPE_LAVA, SEQTYPE_WATER, SEQTYPE_ICE, SEQTYPE_EARTH, SEQTYPE_METAL2, SEQTYPE_NUMSEQ } seqtype_t; void SN_InitSequenceScript(void); void SN_StartSequence(mobj_t * mobj, int sequence); void SN_StartSequenceName(mobj_t * mobj, char *name); void SN_StopSequence(mobj_t * mobj); void SN_UpdateActiveSequences(void); void SN_StopAllSequences(void); int SN_GetSequenceOffset(int sequence, int *sequencePtr); void SN_ChangeNodeData(int nodeNum, int seqOffset, int delayTics, int volume, int currentSoundID); typedef struct seqnode_s seqnode_t; struct seqnode_s { int *sequencePtr; int sequence; mobj_t *mobj; int currentSoundID; int delayTics; int volume; int stopSound; seqnode_t *prev; seqnode_t *next; }; extern int ActiveSequences; extern seqnode_t *SequenceListHead; //---------------------- // Interlude (IN_lude.c) //---------------------- #define MAX_INTRMSN_MESSAGE_SIZE 1024 extern boolean intermission; extern char ClusterMessage[MAX_INTRMSN_MESSAGE_SIZE]; void IN_Start(void); void IN_Ticker(void); void IN_Drawer(void); //---------------------- // Chat mode (CT_chat.c) //---------------------- void CT_Init(void); void CT_Drawer(void); boolean CT_Responder(event_t * ev); void CT_Ticker(void); char CT_dequeueChatChar(void); extern boolean chatmodeon; //-------------------- // Finale (F_finale.c) //-------------------- void F_Drawer(void); void F_Ticker(void); void F_StartFinale(void); //---------------------- // STATUS BAR (SB_bar.c) //---------------------- extern int inv_ptr; extern int curpos; void SB_Init(void); void SB_SetClassData(void); boolean SB_Responder(event_t * event); void SB_Ticker(void); void SB_Drawer(void); void Draw_TeleportIcon(void); void Draw_SaveIcon(void); void Draw_LoadIcon(void); //----------------- // MENU (MN_menu.c) //----------------- void MN_Init(void); void MN_ActivateMenu(void); void MN_DeactivateMenu(void); boolean MN_Responder(event_t * event); void MN_Ticker(void); void MN_Drawer(void); void MN_DrTextA(char *text, int x, int y); void MN_DrTextAYellow(char *text, int x, int y); int MN_TextAWidth(char *text); void MN_DrTextB(char *text, int x, int y); int MN_TextBWidth(char *text); extern int messageson; #include "sounds.h" #endif // __H2DEF__