Subversion Repositories eduke32

Rev

Rev 4989 | Blame | Compare with Previous | Last modification | View Log | RSS feed

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors

This file is part of EDuke32.

EDuke32 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.
*/

//-------------------------------------------------------------------------

#ifndef game_h_
#define game_h_

#include "premap.h"

#ifdef __cplusplus
extern "C" {
#endif

// Compile game-side legacy Room over Room code?
#define LEGACY_ROR 1

#define USERQUOTE_LEFTOFFSET    5
#define USERQUOTE_RIGHTOFFSET   14

#define MAXRIDECULE 10
#define MAXRIDECULELENGTH 40
#define MAXSAVEGAMES 10
#define MAXSAVEGAMENAME 22
#define MAXPWLOCKOUT 128
#define MAXRTSNAME 128

#if defined(GEKKO) || defined(__OPENDINGUX__)
# define VIEWSCREENFACTOR 0
#elif defined(__ANDROID__)
# define VIEWSCREENFACTOR 1
#else
# define VIEWSCREENFACTOR 2
#endif

enum GametypeFlags_t {
    GAMETYPE_COOP                   = 0x00000001,
    GAMETYPE_WEAPSTAY               = 0x00000002,
    GAMETYPE_FRAGBAR                = 0x00000004,
    GAMETYPE_SCORESHEET             = 0x00000008,
    GAMETYPE_DMSWITCHES             = 0x00000010,
    GAMETYPE_COOPSPAWN              = 0x00000020,
    GAMETYPE_ACCESSCARDSPRITES      = 0x00000040,
    GAMETYPE_COOPVIEW               = 0x00000080,
    GAMETYPE_COOPSOUND              = 0x00000100,
    GAMETYPE_OTHERPLAYERSINMAP      = 0x00000200,
    GAMETYPE_ITEMRESPAWN            = 0x00000400,
    GAMETYPE_MARKEROPTION           = 0x00000800,
    GAMETYPE_PLAYERSFRIENDLY        = 0x00001000,
    GAMETYPE_FIXEDRESPAWN           = 0x00002000,
    GAMETYPE_ACCESSATSTART          = 0x00004000,
    GAMETYPE_PRESERVEINVENTORYDEATH = 0x00008000,
    GAMETYPE_TDM                    = 0x00010000,
    GAMETYPE_TDMSPAWN               = 0x00020000
};

// logo control
enum LogoFlags_t {
    LOGO_ENABLED           = 0x00000001,
    LOGO_PLAYANIM          = 0x00000002,
    LOGO_PLAYMUSIC         = 0x00000004,
    LOGO_3DRSCREEN         = 0x00000008,
    LOGO_TITLESCREEN       = 0x00000010,
    LOGO_DUKENUKEM         = 0x00000020,
    LOGO_THREEDEE          = 0x00000040,
    LOGO_PLUTOPAKSPRITE    = 0x00000080,
    LOGO_SHAREWARESCREENS  = 0x00000100,
    LOGO_TENSCREEN         = 0x00000200,
    LOGO_STOPANIMSOUNDS    = 0x00000400,
    LOGO_NOE4CUTSCENE      = 0x00000800,
    LOGO_NOE1BONUSSCENE    = 0x00001000,
    LOGO_NOE2BONUSSCENE    = 0x00002000,
    LOGO_NOE3BONUSSCENE    = 0x00004000,
    LOGO_NOE4BONUSSCENE    = 0x00008000,
    LOGO_NOE1ENDSCREEN     = 0x00010000,
    LOGO_NOE2ENDSCREEN     = 0x00020000,
    LOGO_NOE3RADLOGO       = 0x00040000,
    LOGO_NODUKETEAMTEXT    = 0x00080000,
    LOGO_NODUKETEAMPIC     = 0x00100000,
};

enum ScreenTextFlags_t {
    TEXT_XRIGHT          = 0x00000001,
    TEXT_XCENTER         = 0x00000002,
    TEXT_YBOTTOM         = 0x00000004,
    TEXT_YCENTER         = 0x00000008,
    TEXT_INTERNALSPACE   = 0x00000010,
    TEXT_TILESPACE       = 0x00000020,
    TEXT_INTERNALLINE    = 0x00000040,
    TEXT_TILELINE        = 0x00000080,
    TEXT_XOFFSETZERO     = 0x00000100,
    TEXT_XJUSTIFY        = 0x00000200,
    TEXT_YOFFSETZERO     = 0x00000400,
    TEXT_YJUSTIFY        = 0x00000800,
    TEXT_LINEWRAP        = 0x00001000,
    TEXT_UPPERCASE       = 0x00002000,
    TEXT_INVERTCASE      = 0x00004000,
    TEXT_IGNOREESCAPE    = 0x00008000,
    TEXT_LITERALESCAPE   = 0x00010000,
    TEXT_BACKWARDS       = 0x00020000,
    TEXT_GAMETEXTNUMHACK = 0x00040000,
    TEXT_DIGITALNUMBER   = 0x00080000,
    TEXT_BIGALPHANUM     = 0x00100000,
    TEXT_GRAYFONT        = 0x00200000,
};

void A_DeleteSprite(int32_t s);

static inline int32_t G_GetLogoFlags(void)
{
#if !defined LUNATIC
    return Gv_GetVarByLabel("LOGO_FLAGS",255, -1, -1);
#else
    extern int32_t g_logoFlags;
    return g_logoFlags;
#endif
}

#ifdef LUNATIC
typedef struct {
    vec3_t pos;
    int32_t dist, clock;
    int16_t ang, horiz, sect;
} camera_t;

extern camera_t g_camera;

# define CAMERA(Membname) (g_camera.Membname)
# define CAMERADIST (g_camera.dist)
# define CAMERACLOCK (g_camera.clock)
#else
# define CAMERA(Membname) (ud.camera ## Membname)
# define CAMERADIST g_cameraDistance
# define CAMERACLOCK g_cameraClock
#endif

// KEEPINSYNC lunatic/defs.ilua
typedef struct {
#if !defined LUNATIC
    vec3_t camerapos;
#endif
    int32_t const_visibility,uw_framerate;
    int32_t camera_time,folfvel,folavel,folx,foly,fola;
    int32_t reccnt,crosshairscale;

    int32_t runkey_mode,statusbarscale,mouseaiming,weaponswitch,drawweapon;   // JBF 20031125
    int32_t democams,color,msgdisptime,statusbarmode;
    int32_t m_noexits,noexits,autovote,automsg,idplayers;
    int32_t team, viewbob, weaponsway, althud, weaponscale, textscale;

    int32_t entered_name,screen_tilting,shadows,fta_on,executions,auto_run;
    int32_t coords,tickrate,levelstats,m_coop,coop,screen_size,lockout,crosshair;
    int32_t playerai,angleinterpolation,obituaries;

    int32_t respawn_monsters,respawn_items,respawn_inventory,recstat,monsters_off,brightness;
    int32_t m_respawn_items,m_respawn_monsters,m_respawn_inventory,m_recstat,m_monsters_off,detail;
    int32_t m_ffire,ffire,m_player_skill,m_level_number,m_volume_number,multimode;
    int32_t player_skill,level_number,volume_number,m_marker,marker,mouseflip;

    vec2_t m_origin;
    int32_t playerbest;

    int32_t configversion;
#if !defined LUNATIC
    int16_t cameraang, camerasect, camerahoriz;
#endif
    int16_t pause_on,from_bonus;
    int16_t camerasprite,last_camsprite;
    int16_t last_level,secretlevel, bgstretch;

    struct {
        int32_t UseJoystick;
        int32_t UseMouse;
        int32_t AutoAim;
        int32_t ShowOpponentWeapons;
        int32_t MouseDeadZone,MouseBias;
        int32_t SmoothInput;

        // JBF 20031211: Store the input settings because
        // (currently) jmact can't regurgitate them
        int32_t MouseFunctions[MAXMOUSEBUTTONS][2];
        int32_t MouseDigitalFunctions[MAXMOUSEAXES][2];
        int32_t MouseAnalogueAxes[MAXMOUSEAXES];
        int32_t MouseAnalogueScale[MAXMOUSEAXES];
        int32_t JoystickFunctions[MAXJOYBUTTONSANDHATS][2];
        int32_t JoystickDigitalFunctions[MAXJOYAXES][2];
        int32_t JoystickAnalogueAxes[MAXJOYAXES];
        int32_t JoystickAnalogueScale[MAXJOYAXES];
        int32_t JoystickAnalogueDead[MAXJOYAXES];
        int32_t JoystickAnalogueSaturate[MAXJOYAXES];
        uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2];

        //
        // Sound variables
        //
        int32_t MasterVolume;
        int32_t FXVolume;
        int32_t MusicVolume;
        int32_t SoundToggle;
        int32_t MusicToggle;
        int32_t VoiceToggle;
        int32_t AmbienceToggle;

        int32_t NumVoices;
        int32_t NumChannels;
        int32_t NumBits;
        int32_t MixRate;

        int32_t ReverseStereo;

        //
        // Screen variables
        //

        int32_t ScreenMode;

        int32_t ScreenWidth;
        int32_t ScreenHeight;
        int32_t ScreenBPP;

        int32_t ForceSetup;
        int32_t NoAutoLoad;

        int32_t scripthandle;
        int32_t setupread;

        int32_t CheckForUpdates;
        int32_t LastUpdateCheck;
        int32_t useprecache;
    } config;

    char overhead_on,last_overhead,showweapons;
    char god,warp_on,cashman,eog,showallmap;
    char show_help,scrollmode,noclip;
    char ridecule[MAXRIDECULE][MAXRIDECULELENGTH];
    char savegame[MAXSAVEGAMES][MAXSAVEGAMENAME];
    char pwlockout[MAXPWLOCKOUT],rtsname[MAXRTSNAME];
    char display_bonus_screen;
    char show_level_text;
    char wchoice[MAX_WEAPONS];
} user_defs;


// this is checked against http://eduke32.com/VERSION
extern const char *s_buildDate;

extern const char *g_rtsNamePtr;

extern char CheatStrings[][MAXCHEATLEN];
extern char boardfilename[BMAX_PATH], currentboardfilename[BMAX_PATH];
extern char boardfilename[BMAX_PATH];

extern const char *defaultrtsfilename[GAMECOUNT];
extern const char *G_DefaultRtsFile(void);

#ifdef LEGACY_ROR
extern char ror_protectedsectors[MAXSECTORS];
#endif

extern float r_ambientlight;

extern int32_t althud_flashing;
extern int32_t althud_numberpal;
extern int32_t althud_numbertile;
extern int32_t althud_shadows;

extern int32_t g_Shareware;
#if !defined LUNATIC
extern int32_t g_cameraClock;
extern int32_t g_cameraDistance;
#endif
extern int32_t g_crosshairSum;
extern int32_t g_doQuickSave;
extern int32_t g_forceWeaponChoice;
extern int32_t g_fakeMultiMode;
extern int32_t g_levelTextTime;
extern int32_t g_noSetup;
extern int32_t g_quitDeadline;
extern int32_t g_restorePalette;
extern int32_t hud_glowingquotes;
extern int32_t hud_showmapname;
extern int32_t quotebot;
extern int32_t quotebotgoal;
extern int32_t r_maxfps;
extern int32_t tempwallptr;
extern int32_t ticrandomseed;
extern int32_t vote_map;
extern int32_t voting;

//extern int8_t cheatbuf[MAXCHEATLEN],cheatbuflen;

#define CROSSHAIR_PAL (MAXPALOOKUPS-RESERVEDPALS-1)

extern palette_t CrosshairColors;
extern palette_t DefaultCrosshairColors;

extern uint32_t g_frameDelay;

extern user_defs ud;

int32_t A_CheckInventorySprite(spritetype *s);
int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int32_t s_pn,int32_t s_s,int32_t s_xr,int32_t s_yr,int32_t s_a,int32_t s_ve,int32_t s_zv,int32_t s_ow,int32_t s_ss);
int32_t A_Spawn(int32_t j,int32_t pn);
int32_t G_DoMoveThings(void);
//int32_t G_EndOfLevel(void);
int32_t G_GameTextLen(int32_t x,const char *t);
int32_t G_PrintGameText(int32_t hack,int32_t tile,int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t o,int32_t x1,int32_t y1,int32_t x2,int32_t y2,int32_t z, int32_t a);
extern int32_t minitext_lowercase;
int32_t minitext_(int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t sb);
int32_t mpgametext(int32_t y,const char *t,int32_t s,int32_t dabits);

#ifdef YAX_ENABLE
void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz);
#else
#define Yax_SetBunchZs(sectnum, cf, daz)
#endif

#ifdef LUNATIC
void El_CreateGameState(void);
#endif
void G_PostCreateGameState(void);

void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n);
void A_SpawnGlass(int32_t i,int32_t n);
void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n);
void A_SpawnWallGlass(int32_t i,int32_t wallnum,int32_t n);
void G_AddUserQuote(const char *daquote);
void G_BackToMenu(void);

const char* G_PrintYourTime(void);
const char* G_PrintParTime(void);
const char* G_PrintDesignerTime(void);
const char* G_PrintBestTime(void);
void G_BonusScreen(int32_t bonusonly);
//void G_CheatGetInv(void);
void G_DisplayRest(int32_t smoothratio);
void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio);
void G_DrawBackground(void);
void G_DrawFrags(void);
void G_HandleMirror(int32_t x, int32_t y, int32_t z, int32_t a, int32_t horiz, int32_t smoothratio);
void G_DrawRooms(int32_t snum,int32_t smoothratio);
void G_DrawTXDigiNumZ(int32_t starttile,int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,int32_t cs,int32_t x1,int32_t y1,int32_t x2,int32_t y2,int32_t z);
#if !defined LUNATIC
void G_DrawTile(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation);
void G_DrawTilePal(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation,int32_t p);
void G_DrawTilePalSmall(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation,int32_t p);
void G_DrawTileSmall(int32_t x,int32_t y,int32_t tilenum,int32_t shade,int32_t orientation);
#endif
void G_FadePalette(int32_t r,int32_t g,int32_t b,int32_t e);
void G_GameExit(const char *t) ATTRIBUTE((noreturn));
void G_GameQuit(void);
void G_GetCrosshairColor(void);
void G_HandleLocalKeys(void);
void G_HandleSpecialKeys(void);
void G_UpdateAppTitle(void);
void G_PrintGameQuotes(int32_t snum);
//void G_SE40(int32_t smoothratio);
void G_SetCrosshairColor(int32_t r,int32_t g,int32_t b);
void G_Shutdown(void);
void G_UpdatePlayerFromMenu(void);
void M32RunScript(const char *s);
void P_DoQuote(int32_t q,DukePlayer_t *p);
extern int32_t textsc(int32_t sc);
void P_SetGamePalette(DukePlayer_t *player,uint8_t palid,int32_t set);

extern int32_t G_GetStringLineLength(const char *text, const char *end, const int32_t iter);
extern int32_t G_GetStringNumLines(const char *text, const char *end, const int32_t iter);
extern char* G_GetSubString(const char *text, const char *end, const int32_t iter, const int32_t length);
extern int32_t G_GetStringTile(int32_t font, char *t, int32_t f);
extern vec2_t G_ScreenTextSize(const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const char *str, const int32_t o, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, const int32_t x1, const int32_t y1, const int32_t x2, const int32_t y2);
extern void G_AddCoordsFromRotation(vec2_t *coords, const vec2_t *unitDirection, const int32_t magnitude);
extern vec2_t G_ScreenText(const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const int32_t charangle, const char *str, const int32_t shade, int32_t pal, int32_t o, int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2);
extern vec2_t G_ScreenTextShadow(int32_t sx, int32_t sy, const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const int32_t charangle, const char *str, const int32_t shade, int32_t pal, int32_t o, const int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2);

#define NEG_ALPHA_TO_BLEND(alpha, blend, orientation) do { \
    if (alpha < 0) { blend = -alpha; alpha = 0; orientation |= RS_TRANS1; } \
} while (0)


// Cstat protection mask for (currently) spawned MASKWALL* sprites.
// TODO: look at more cases of cstat=(cstat&PROTECTED)|ADDED in A_Spawn()?
// 2048+(32+16)+8+4
#define SPAWN_PROTECT_CSTAT_MASK (CSTAT_SPRITE_NOSHADE|CSTAT_SPRITE_SLAB|CSTAT_SPRITE_XFLIP|CSTAT_SPRITE_YFLIP);

int32_t app_main(int32_t argc,const char **argv);
void fadepal(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step);
//void fadepaltile(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t tile);
void G_InitTimer(int32_t ticpersec);

static inline int32_t G_GetTeamPalette(int32_t team)
{
    int8_t pal[] = { 3, 10, 11, 12 };

    if ((unsigned)team >= ARRAY_SIZE(pal))
        return 0;

    return pal[team];
}

#define minitextshade(x, y, t, s, p, sb) minitext_(x,y,t,s,p,sb)
#define minitext(x, y, t, p, sb) minitext_(x,y,t,0,p,sb)
#define menutext(x,y,s,p,t) menutext_(x,y,s,p,(char *)OSD_StripColors(menutextbuf,t),10+16)
#define gametext(x,y,t,s,dabits) G_PrintGameText(0,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536, 0)
#define gametextscaled(x,y,t,s,dabits) G_PrintGameText(1,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536, 0)
#define gametextpal(x,y,t,s,p) G_PrintGameText(0,STARTALPHANUM, x,y,t,s,p,26,0, 0, xdim-1, ydim-1, 65536, 0)
#define gametextpalbits(x,y,t,s,p,dabits,a) G_PrintGameText(0,STARTALPHANUM, x,y,t,s,p,dabits,0, 0, xdim-1, ydim-1, 65536, a)
#define mpgametext(y, t, s, dabits) G_PrintGameText(4,STARTALPHANUM, 5,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536, 0);

#define A_CheckSpriteFlags(iActor, iType) (((g_tile[sprite[iActor].picnum].flags^actor[iActor].flags) & iType) != 0)
// (unsigned)iPicnum check: AMC TC Rusty Nails, bayonet MG alt. fire, iPicnum == -1 (via aplWeaponShoots)
#define A_CheckSpriteTileFlags(iPicnum, iType) (((unsigned)iPicnum < MAXTILES) && (g_tile[iPicnum].flags & iType) != 0)
#define S_StopSound(num) S_StopEnvSound(num, -1)

extern int32_t G_StartRTS(int32_t i, int localp);

extern void G_MaybeAllocPlayer(int32_t pnum);

static inline void G_HandleAsync(void)
{
    handleevents();
    Net_GetPackets();
}

static inline int32_t calc_smoothratio(int32_t totalclk, int32_t ototalclk)
{
    return clamp((totalclk-ototalclk)*(65536/TICSPERFRAME), 0, 65536);
}

// sector effector lotags
enum {
    SE_0_ROTATING_SECTOR = 0,
    SE_1_PIVOT = 1,
    SE_2_EARTHQUAKE = 2,
    SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT = 3,
    SE_4_RANDOM_LIGHTS = 4,
    SE_5 = 5,
    SE_6_SUBWAY = 6,
    // ^^ potentially incomplete substitution in code
    // vv almost surely complete substitution
    SE_7_TELEPORT = 7,
    SE_8_UP_OPEN_DOOR_LIGHTS = 8,
    SE_9_DOWN_OPEN_DOOR_LIGHTS = 9,
    SE_10_DOOR_AUTO_CLOSE = 10,
    SE_11_SWINGING_DOOR = 11,
    SE_12_LIGHT_SWITCH = 12,
    SE_13_EXPLOSIVE = 13,
    SE_14_SUBWAY_CAR = 14,
    SE_15_SLIDING_DOOR = 15,
    SE_16_REACTOR = 16,
    SE_17_WARP_ELEVATOR = 17,
    SE_18_INCREMENTAL_SECTOR_RISE_FALL = 18,
    SE_19_EXPLOSION_LOWERS_CEILING = 19,
    SE_20_STRETCH_BRIDGE = 20,
    SE_21_DROP_FLOOR = 21,
    SE_22_TEETH_DOOR = 22,
    SE_23_ONE_WAY_TELEPORT = 23,
    SE_24_CONVEYOR = 24,
    SE_25_PISTON = 25,
    SE_26 = 26,
    SE_27_DEMO_CAM = 27,
    SE_28_LIGHTNING = 28,
    SE_29_WAVES = 29,
    SE_30_TWO_WAY_TRAIN = 30,
    SE_31_FLOOR_RISE_FALL = 31,
    SE_32_CEILING_RISE_FALL = 32,
    SE_33_QUAKE_DEBRIS = 33,
    SE_34 = 34,  // XXX
    SE_35 = 35,  // XXX
    SE_36_PROJ_SHOOTER = 36,
    SE_49_POINT_LIGHT = 49,
    SE_50_SPOT_LIGHT = 50,
    SE_130 = 130,
    SE_131 = 131,
};

// sector lotags
enum {
    ST_1_ABOVE_WATER = 1,
    ST_2_UNDERWATER = 2,
    ST_3 = 3,
    // ^^^ maybe not complete substitution in code
    ST_9_SLIDING_ST_DOOR = 9,
    ST_15_WARP_ELEVATOR = 15,
    ST_16_PLATFORM_DOWN = 16,
    ST_17_PLATFORM_UP = 17,
    ST_18_ELEVATOR_DOWN = 18,
    ST_19_ELEVATOR_UP = 19,
    ST_20_CEILING_DOOR = 20,
    ST_21_FLOOR_DOOR = 21,
    ST_22_SPLITTING_DOOR = 22,
    ST_23_SWINGING_DOOR = 23,
    ST_25_SLIDING_DOOR = 25,
    ST_26_SPLITTING_ST_DOOR = 26,
    ST_27_STRETCH_BRIDGE = 27,
    ST_28_DROP_FLOOR = 28,
    ST_29_TEETH_DOOR = 29,
    ST_30_ROTATE_RISE_BRIDGE = 30,
    ST_31_TWO_WAY_TRAIN = 31,
    // left: ST 32767, 65534, 65535
};

// Cheats
// KEEPINSYNC game.c: char CheatStrings[][]
enum cheatindex_t
{
    CHEAT_CORNHOLIO,  // 0
    CHEAT_STUFF,
    CHEAT_SCOTTY,
    CHEAT_COORDS,
    CHEAT_VIEW,
    CHEAT_TIME,  // 5
    CHEAT_UNLOCK,
    CHEAT_CASHMAN,
    CHEAT_ITEMS,
    CHEAT_RATE,
    CHEAT_SKILL,  // 10
    CHEAT_BETA,
    CHEAT_HYPER,
    CHEAT_MONSTERS,
    CHEAT_RESERVED,
    CHEAT_RESERVED2,  // 15
    CHEAT_TODD,
    CHEAT_SHOWMAP,
    CHEAT_KROZ,
    CHEAT_ALLEN,
    CHEAT_CLIP,  // 20
    CHEAT_WEAPONS,
    CHEAT_INVENTORY,
    CHEAT_KEYS,
    CHEAT_DEBUG,
    CHEAT_RESERVED3,  // 25
    CHEAT_COMEGETSOME,
};


# define G_ModDirSnprintf(buf, size, basename, ...) \
( \
    ( \
        (g_modDir[0] != '/') ? \
            Bsnprintf(buf, size, "%s/" basename, g_modDir, ## __VA_ARGS__) : \
            Bsnprintf(buf, size, basename, ## __VA_ARGS__) \
    ) >= ((int32_t)size)-1 \
)


#include "game_inline.h"

static inline void G_NewGame_EnterLevel(void)
{
    G_NewGame(ud.m_volume_number, ud.m_level_number, ud.m_player_skill);

    if (G_EnterLevel(MODE_GAME))
        G_BackToMenu();
}

static inline int32_t G_GetMusicIdx(const char *str)
{
    int32_t lev, ep;
    char b1, b2;

    int32_t matches = sscanf(str, "%c%d%c%d", &b1,&ep, &b2,&lev);

    if (matches != 4 || Btoupper(b1) != 'E' || Btoupper(b2) != 'L')
        return -1;

    if ((unsigned)--lev >= MAXLEVELS || (unsigned)--ep >= MAXVOLUMES)
        return -2;

    return (ep * MAXLEVELS) + lev;
}

extern void G_StartMusic(void);

#ifdef LUNATIC
void El_SetCON(const char *conluacode);
void G_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum,
                       int32_t shade, int32_t orientation, int32_t p);
#endif

#ifdef __cplusplus
}
#endif

#endif