529 lines
14 KiB
C++
529 lines
14 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Constants & prototypes which pertain to the game only
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*
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*/
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#pragma once
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#include <physfs.h>
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#include "maths.h"
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#include <chrono>
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#include <cstdint>
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#include "pack.h"
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#include "fwd-object.h"
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#include "fwd-player.h"
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#include "fwd-segment.h"
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#include "window.h"
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#include "d_array.h"
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#include "kconfig.h"
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#include "wall.h"
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#include "d_underlying_value.h"
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#define DESIGNATED_GAME_FPS 30 // assuming the original intended Framerate was 30
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#define DESIGNATED_GAME_FRAMETIME (F1_0/DESIGNATED_GAME_FPS)
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#ifdef NDEBUG
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#define MINIMUM_FPS DESIGNATED_GAME_FPS
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#define MAXIMUM_FPS 200
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#else
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#define MINIMUM_FPS 1
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#define MAXIMUM_FPS 1000
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#endif
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// from mglobal.c
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namespace dcx {
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using d_time_fix = std::chrono::duration<uint32_t, std::ratio<1, F1_0>>;
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extern fix FrameTime; // time in seconds since last frame
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extern fix64 GameTime64; // time in game (sum of FrameTime)
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extern int d_tick_count; // increments according to DESIGNATED_GAME_FRAMETIME
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extern int d_tick_step; // true once in interval of DESIGNATED_GAME_FRAMETIME
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enum class gauge_inset_window_view : unsigned;
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}
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#if defined(DXX_BUILD_DESCENT_II)
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namespace dsx {
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extern struct object *Missile_viewer;
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extern object_signature_t Missile_viewer_sig;
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extern enumerated_array<unsigned, 2, gauge_inset_window_view> Coop_view_player; // left & right
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extern enumerated_array<game_marker_index, 2, gauge_inset_window_view> Marker_viewer_num; // left & right
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}
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#endif
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#define NDL 5 // Number of difficulty levels.
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namespace dcx {
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enum class game_mode_flag : uint16_t
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{
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normal = 0,
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network = 1u << 2,
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multi_robots = 1u << 3,
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multi_coop = 1u << 4,
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unknown = 1u << 6,
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team = 1u << 8,
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bounty = 1u << 9,
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/* if DXX_BUILD_DESCENT_II */
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capture = 1u << 10,
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hoard = 1u << 11,
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/* endif */
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};
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enum class game_mode_flags : uint16_t
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{
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normal = 0,
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anarchy_no_robots = static_cast<uint16_t>(game_mode_flag::network),
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team_anarchy_no_robots = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::team),
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anarchy_with_robots = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::multi_robots),
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cooperative = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::multi_robots) | static_cast<uint16_t>(game_mode_flag::multi_coop),
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bounty = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::bounty),
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/* if DXX_BUILD_DESCENT_II */
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capture_flag = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::team) | static_cast<uint16_t>(game_mode_flag::capture),
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hoard = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::hoard),
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team_hoard = static_cast<uint16_t>(game_mode_flag::network) | static_cast<uint16_t>(game_mode_flag::team) | static_cast<uint16_t>(game_mode_flag::hoard),
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/* endif */
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};
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// The following bits define the game modes.
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#define GM_NETWORK game_mode_flag::network // You are in network mode
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#define GM_MULTI_ROBOTS game_mode_flag::multi_robots // You are in a multiplayer mode with robots.
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#define GM_MULTI_COOP game_mode_flag::multi_coop // You are in a multiplayer mode and can't hurt other players.
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#define GM_UNKNOWN game_mode_flag::unknown // You are not in any mode, kind of dangerous...
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#define GM_TEAM game_mode_flag::team // Team mode for network play
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#define GM_BOUNTY game_mode_flag::bounty // New bounty mode by Matt1360
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#define GM_CAPTURE game_mode_flag::capture // Capture the flag mode for D2
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#define GM_HOARD game_mode_flag::hoard // New hoard mode for D2 Christmas
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#define GM_NORMAL game_mode_flags::normal // You are in normal play mode, no multiplayer stuff
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#define GM_MULTI GM_NETWORK // You are in some type of multiplayer game (GM_NETWORK /* | GM_SERIAL | GM_MODEM */)
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extern game_mode_flags Game_mode;
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extern game_mode_flags Newdemo_game_mode;
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extern screen_mode Game_screen_mode;
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static constexpr auto operator&(const game_mode_flags game_mode, const game_mode_flag f)
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{
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return underlying_value(game_mode) & underlying_value(f);
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}
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}
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#ifndef NDEBUG // if debugging, these are variables
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extern int Slew_on; // in slew or sim mode?
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#else // if not debugging, these are constants
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#define Slew_on 0 // no slewing in real game
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#endif
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// Suspend flags
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#define SUSP_ROBOTS 1 // Robot AI doesn't move
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#define SHOW_EXIT_PATH 1
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// from game.c
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void close_game(void);
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void calc_frame_time(void);
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namespace dcx {
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void calc_d_tick();
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extern int Game_suspended; // if non-zero, nothing moves but player
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/* This must be a signed type. Some sites, such as `bump_this_object`,
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* use Difficulty_level_type in arithmetic expressions, and those
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* expressions must be signed to produce the correct result.
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*/
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enum Difficulty_level_type : signed int
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{
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Difficulty_0,
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Difficulty_1,
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Difficulty_2,
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Difficulty_3,
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Difficulty_4,
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};
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constexpr Difficulty_level_type DEFAULT_DIFFICULTY = Difficulty_1;
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static inline Difficulty_level_type cast_clamp_difficulty(const unsigned d)
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{
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return (d <= Difficulty_4) ? static_cast<Difficulty_level_type>(d) : Difficulty_4;
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}
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struct d_game_shared_state
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{
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};
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struct d_game_unique_state
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{
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using savegame_file_path = std::array<char, PATH_MAX>;
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/* 20 is required by the save game ABI and the multiplayer
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* save/restore command ABI.
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*/
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using savegame_description = std::array<char, 20>;
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static constexpr std::integral_constant<unsigned, 11> MAXIMUM_SAVE_SLOTS{};
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enum class save_slot : unsigned
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{
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_0,
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_1,
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_2,
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_3,
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_4,
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_5,
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_6,
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_7,
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_8,
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_9,
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_autosave,
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secret_save_filename_override = MAXIMUM_SAVE_SLOTS + 1,
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None = UINT32_MAX
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};
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Difficulty_level_type Difficulty_level; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
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fix Boss_gate_interval;
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unsigned accumulated_robots;
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unsigned total_hostages;
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std::chrono::steady_clock::time_point Next_autosave;
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save_slot quicksave_selection = save_slot::None;
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static constexpr unsigned valid_save_slot(const save_slot s)
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{
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return static_cast<unsigned>(s) < static_cast<unsigned>(save_slot::_autosave);
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}
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static constexpr unsigned valid_load_slot(const save_slot s)
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{
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return static_cast<unsigned>(s) <= static_cast<unsigned>(save_slot::_autosave);
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}
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};
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extern int Global_missile_firing_count;
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extern int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
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// Stereo viewport formats
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enum class StereoFormat : uint8_t {
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None = 0,
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AboveBelow,
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SideBySideFullHeight,
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SideBySideHalfHeight,
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AboveBelowSync,
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HighestFormat = AboveBelowSync
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};
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extern StereoFormat VR_stereo;
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extern fix VR_eye_width;
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extern int VR_eye_offset;
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extern int VR_sync_width;
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extern grs_subcanvas VR_hud_left;
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extern grs_subcanvas VR_hud_right;
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}
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#define MAX_PALETTE_ADD 30
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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namespace dsx {
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struct game_window : window
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{
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using window::window;
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virtual window_event_result event_handler(const d_event &) override;
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};
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extern game_window *Game_wind;
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void game();
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void init_game();
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void init_stereo();
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void init_cockpit();
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extern void PALETTE_FLASH_ADD(int dr, int dg, int db);
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struct d_game_shared_state : ::dcx::d_game_shared_state
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{
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wall_animations_array WallAnims;
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};
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#if defined(DXX_BUILD_DESCENT_II)
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struct d_game_unique_state : ::dcx::d_game_unique_state
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{
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fix Final_boss_countdown_time;
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};
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struct d_level_shared_seismic_state
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{
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fix Level_shake_frequency;
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fix Level_shake_duration;
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};
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struct d_level_unique_seismic_state
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{
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fix64 Seismic_disturbance_end_time;
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fix64 Next_seismic_sound_time;
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int Seismic_tremor_volume;
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fix Seismic_tremor_magnitude;
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std::array<fix64, 4> Earthshaker_detonate_times;
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};
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extern d_level_shared_seismic_state LevelSharedSeismicState;
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extern d_level_unique_seismic_state LevelUniqueSeismicState;
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#endif
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extern d_game_shared_state GameSharedState;
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extern d_game_unique_state GameUniqueState;
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void game_render_frame(const control_info &Controls);
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}
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#endif
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//sets the rgb values for palette flash
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#define PALETTE_FLASH_SET(_r,_g,_b) PaletteRedAdd=(_r), PaletteGreenAdd=(_g), PaletteBlueAdd=(_b)
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namespace dcx {
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extern int last_drawn_cockpit;
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class pause_game_world_time
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{
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public:
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pause_game_world_time();
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~pause_game_world_time();
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};
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void stop_time();
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void start_time();
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void reset_time(); // called when starting level
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}
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#if DXX_USE_SCREENSHOT
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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namespace dcx {
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// If automap_flag == 1, then call automap routine to write message.
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#if DXX_USE_SCREENSHOT_FORMAT_LEGACY
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void write_bmp(PHYSFS_File *, unsigned w, unsigned h);
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#endif
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extern void save_screen_shot(int automap_flag);
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}
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#endif
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#endif
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enum cockpit_mode_t
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{
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//valid modes for cockpit
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CM_FULL_COCKPIT, // normal screen with cockpit
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CM_REAR_VIEW, // looking back with bitmap
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CM_STATUS_BAR, // small status bar, w/ reticle
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CM_FULL_SCREEN, // full screen, no cockpit (w/ reticle)
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CM_LETTERBOX // half-height window (for cutscenes)
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};
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extern int Rear_view; // if true, looking back.
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#ifdef dsx
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namespace dsx {
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void game_flush_respawn_inputs(control_info &Controls);
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void game_flush_inputs(control_info &Controls); // clear all inputs
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// initalize flying
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}
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#endif
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// selects a given cockpit (or lack of one).
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void select_cockpit(cockpit_mode_t mode);
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// force cockpit redraw next time. call this if you've trashed the screen
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namespace dcx {
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void fly_init(object_base &obj);
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void reset_cockpit(); // called if you've trashed the screen
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// functions to save, clear, and resture palette flash effects
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void reset_palette_add(void);
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}
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#ifdef dsx
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namespace dsx {
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void palette_restore(void);
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void show_help();
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void show_netgame_help();
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// put up the help message
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void show_newdemo_help();
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}
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#endif
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#if defined(DXX_BUILD_DESCENT_I)
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void palette_save();
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static inline void full_palette_save(void)
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{
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palette_save();
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}
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#endif
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// show a message in a nice little box
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void show_boxed_message(grs_canvas &, const char *msg);
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// turns off rear view & rear view cockpit
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void reset_rear_view(void);
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namespace dcx {
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void game_init_render_sub_buffers(grs_canvas &, int x, int y, int w, int h);
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// Sets up the canvases we will be rendering to
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extern int netplayerinfo_on;
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}
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#ifdef dsx
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namespace dsx {
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#if defined(DXX_BUILD_DESCENT_I)
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static inline int game_mode_capture_flag()
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{
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return 0;
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}
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static inline int game_mode_hoard()
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{
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return 0;
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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void full_palette_save(); // all of the above plus gr_palette_load(gr_palette)
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static inline int game_mode_capture_flag()
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{
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return (Game_mode & GM_CAPTURE);
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}
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static inline int game_mode_hoard()
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{
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return (Game_mode & GM_HOARD);
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}
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//Flickering light system
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struct flickering_light {
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segnum_t segnum;
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sidenum_t sidenum;
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uint32_t mask; // determines flicker pattern
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fix timer; // time until next change
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fix delay; // time between changes
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};
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struct d_flickering_light_state
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{
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using Flickering_light_array_t = std::array<flickering_light, 100>;
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unsigned Num_flickering_lights;
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Flickering_light_array_t Flickering_lights;
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};
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extern d_flickering_light_state Flickering_light_state;
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extern int BigWindowSwitch;
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void compute_slide_segs();
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// turn flickering off (because light has been turned off)
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void disable_flicker(d_flickering_light_state &fls, vmsegidx_t segnum, unsigned sidenum);
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// turn flickering off (because light has been turned on)
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void enable_flicker(d_flickering_light_state &fls, vmsegidx_t segnum, unsigned sidenum);
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/*
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* reads a flickering_light structure from a PHYSFS_File
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*/
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void flickering_light_read(flickering_light &fl, PHYSFS_File *fp);
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void flickering_light_write(const flickering_light &fl, PHYSFS_File *fp);
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#endif
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void game_render_frame_mono(const control_info &Controls);
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static inline void game_render_frame_mono(int skip_flip, const control_info &Controls)
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{
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game_render_frame_mono(Controls);
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if (!skip_flip)
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gr_flip();
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}
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}
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#endif
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void game_leave_menus(void);
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//Cheats
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#ifdef dsx
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namespace dsx {
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struct game_cheats : prohibit_void_ptr<game_cheats>
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{
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int enabled;
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int wowie;
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int allkeys;
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int invul;
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int shields;
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int killreactor;
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int exitpath;
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int levelwarp;
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int fullautomap;
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int ghostphysics;
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int rapidfire;
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int turbo;
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int robotfiringsuspended;
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int acid;
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#if defined(DXX_BUILD_DESCENT_I)
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int wowie2;
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int cloak;
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int extralife;
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int baldguy;
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#elif defined(DXX_BUILD_DESCENT_II)
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int lamer;
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int accessory;
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int bouncyfire;
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int homingfire;
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int killallrobots;
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int robotskillrobots;
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int monsterdamage;
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int buddyclone;
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int buddyangry;
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#endif
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};
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extern game_cheats cheats;
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game_window *game_setup();
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window_event_result ReadControls(const d_event &event, control_info &Controls);
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bool allowed_to_fire_laser(const player_info &);
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void reset_globals_for_new_game();
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void check_rear_view(control_info &Controls);
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int create_special_path();
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}
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#endif
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int cheats_enabled();
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void game_disable_cheats();
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void toggle_cockpit(void);
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extern fix Show_view_text_timer;
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extern d_time_fix ThisLevelTime;
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namespace dcx {
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extern int force_cockpit_redraw;
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}
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#if defined(DXX_BUILD_DESCENT_II)
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namespace dsx {
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extern ubyte DemoDoingRight,DemoDoingLeft;
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extern fix64 Time_flash_last_played;
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playernum_t get_marker_owner(game_mode_flags, game_marker_index, unsigned max_numplayers);
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}
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#endif
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|
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#if DXX_USE_EDITOR
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|
#ifdef dsx
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namespace dsx {
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void dump_used_textures_all();
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void move_player_2_segment(vmsegptridx_t seg, unsigned side);
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}
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|
#endif
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|
#endif
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