📄 duke3d.h
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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is NOT part of Duke Nukem 3D version 1.5 - Atomic EditionHowever, it is either an older version of a file that is, or issome test code written during the development of Duke Nukem 3D.This file is provided purely for educational interest.Duke Nukem 3D 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.
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.
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <malloc.h>
#include <dos.h>
#include <bios.h>
#include <io.h>
#include <fcntl.H>
#include <time.h>
#include <ctype.h>
#include "pragmas.h"
#include "function.h"
#include "build.h"
#define VOLUMEALL
#define PLUTOPAK
// #define VOLUMEONE
// #define ONELEVELDEMO
// #define TEN
// #define BETA
// #define AUSTRALIA
// #define UK
#define MAXSLEEPDIST 16384
#define SLEEPTIME 24*64
#ifdef VOLUMEONE
#define BYTEVERSION 28
#else
#define BYTEVERSION 117
#endif
#define NUMPAGES 1
#define AUTO_AIM_ANGLE 48
#define RECSYNCBUFSIZ 2520 //2520 is the (LCM of 1-8)*3
#define MOVEFIFOSIZ 256
#define FOURSLEIGHT (1<<8)
#include "types.h"
#include "file_lib.h"
#include "develop.h"
#include "gamedefs.h"
#include "keyboard.h"
#include "util_lib.h"
#include "function.h"
#include "fx_man.h"
#include "config.h"
#include "sounds.h"
#include "control.h"
#include "_rts.h"
#include "rts.h"
#include "soundefs.h"
#include "task_man.h"
#include "music.h"
#include "sndcards.h"
#include "names.h"
#include "funct.h"
#define TICRATE (120)
#define TICSPERFRAME (TICRATE/26)
// #define GC (TICSPERFRAME*44)
#define NUM_SOUNDS 450
#pragma aux sgn =\
"add ebx, ebx",\
"sbb eax, eax",\
"cmp eax, ebx",\
"adc eax, 0",\
parm [ebx]\
#define ALT_IS_PRESSED ( KB_KeyPressed( sc_RightAlt ) || KB_KeyPressed( sc_LeftAlt ) )
#define SHIFTS_IS_PRESSED ( KB_KeyPressed( sc_RightShift ) || KB_KeyPressed( sc_LeftShift ) )
#define RANDOMSCRAP EGS(s->sectnum,s->x+(TRAND&255)-128,s->y+(TRAND&255)-128,s->z-(8<<8)-(TRAND&8191),SCRAP6+(TRAND&15),-8,48,48,TRAND&2047,(TRAND&63)+64,-512-(TRAND&2047),i,5)
#define BLACK 0
#define DARKBLUE 1
#define DARKGREEN 2
#define DARKCYAN 3
#define DARKRED 4
#define DARKPURPLE 5
#define BROWN 6
#define LIGHTGRAY 7
#define DARKGRAY 8
#define BLUE 9
#define GREEN 10
#define CYAN 11
#define RED 12
#define PURPLE 13
#define YELLOW 14
#define WHITE 15
#define PHEIGHT (38<<8)
// #define P(X) printf("%ld\n",X);
#define WAIT(X) ototalclock=totalclock+(X);while(totalclock<ototalclock)
#define MODE_MENU 1
#define MODE_DEMO 2
#define MODE_GAME 4
#define MODE_EOL 8
#define MODE_TYPE 16
#define MODE_RESTART 32
#define MODE_SENDTOWHOM 64
#define MODE_END 128
#define MAXANIMWALLS 512
#define MAXINTERPOLATIONS 2048
#define NUMOFFIRSTTIMEACTIVE 192
#define MAXCYCLERS 256
#define MAXSCRIPTSIZE 20460
#define MAXANIMATES 64
#define SP sprite[i].yvel
#define SX sprite[i].x
#define SY sprite[i].y
#define SZ sprite[i].z
#define SS sprite[i].shade
#define PN sprite[i].picnum
#define SA sprite[i].ang
#define SV sprite[i].xvel
#define ZV sprite[i].zvel
#define RX sprite[i].xrepeat
#define RY sprite[i].yrepeat
#define OW sprite[i].owner
#define CS sprite[i].cstat
#define SH sprite[i].extra
#define CX sprite[i].xoffset
#define CY sprite[i].yoffset
#define CD sprite[i].clipdist
#define PL sprite[i].pal
#define SLT sprite[i].lotag
#define SHT sprite[i].hitag
#define SECT sprite[i].sectnum
#define face_player 1
#define geth 2
#define getv 4
#define random_angle 8
#define face_player_slow 16
#define spin 32
#define face_player_smart 64
#define fleeenemy 128
#define jumptoplayer 257
#define seekplayer 512
#define furthestdir 1024
#define dodgebullet 4096
#define TRAND krand()
#define MAX_WEAPONS 12
#define KNEE_WEAPON 0
#define PISTOL_WEAPON 1
#define SHOTGUN_WEAPON 2
#define CHAINGUN_WEAPON 3
#define RPG_WEAPON 4
#define HANDBOMB_WEAPON 5
#define SHRINKER_WEAPON 6
#define DEVISTATOR_WEAPON 7
#define TRIPBOMB_WEAPON 8
#define FREEZE_WEAPON 9
#define HANDREMOTE_WEAPON 10
#define GROW_WEAPON 11
#define T1 hittype[i].temp_data[0]
#define T2 hittype[i].temp_data[1]
#define T3 hittype[i].temp_data[2]
#define T4 hittype[i].temp_data[3]
#define T5 hittype[i].temp_data[4]
#define T6 hittype[i].temp_data[5]
#define ESCESCAPE if(KB_KeyPressed( sc_Escape ) ) gameexit(" ");
#define IFWITHIN(B,E) if((PN)>=(B) && (PN)<=(E))
#define KILLIT(KX) {deletesprite(KX);goto BOLT;}
#define IFMOVING if(ssp(i,CLIPMASK0))
#define IFHIT j=ifhitbyweapon(i);if(j >= 0)
#define IFHITSECT j=ifhitsectors(s->sectnum);if(j >= 0)
#define AFLAMABLE(X) (X==BOX||X==TREE1||X==TREE2||X==TIRE||X==CONE)
#define IFSKILL1 if(player_skill<1)
#define IFSKILL2 if(player_skill<2)
#define IFSKILL3 if(player_skill<3)
#define IFSKILL4 if(player_skill<4)
#define rnd(X) ((TRAND>>8)>=(255-(X)))
typedef struct
{
short i;
int voice;
} SOUNDOWNER;
#define __USRHOOKS_H
enum USRHOOKS_Errors
{
USRHOOKS_Warning = -2,
USRHOOKS_Error = -1,
USRHOOKS_Ok = 0
};
typedef struct
{
signed char avel, horz;
short fvel, svel;
unsigned long bits;
} input;
extern input inputfifo[MOVEFIFOSIZ][MAXPLAYERS], sync[MAXPLAYERS];
extern input recsync[RECSYNCBUFSIZ];
extern long movefifosendplc;
typedef struct
{
char *ptr;
volatile char lock;
int length, num;
} SAMPLE;
static struct animwalltype
{
short wallnum;
long tag;
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