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C++

#ifndef __WBSTUFF__
#define __WBSTUFF__
#include "doomdef.h"
#define NUMEPISODES 3
#define NUMMAPS 9
#define PAUSELEN (TICRATE*2) // in tics
#define SCORESTEP 100
#define SHOWNEXTLOCDELAY 4 // in seconds
#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY // in seconds
#define ANIMPERIOD 32 // in tics
#define STARDIST 10 // pixel distance from "(YOU)" to "PLAYER N"
#define FB 0
#define WK 1
// States for the intermission
typedef enum { NoState = -1,
StatCount,
ShowNextLoc
} stateenum_t;
// States for single-player
#define SP_KILLS 0
#define SP_ITEMS 2
#define SP_SECRET 4
#define SP_FRAGS 6
#define SP_TIME 8
#define SP_PAR ST_TIME
#define SP_PAUSE 1
typedef struct
{
int x, y;
} point_t;
typedef enum { ANIM_ALWAYS, ANIM_RANDOM, ANIM_LEVEL } animenum_t;
typedef struct
{
animenum_t type;
int period; // period in tics between animations
int nanims; // number of animation frames
point_t loc;// location of animation
int data1; // ALWAYS: n/a, RANDOM: period deviation (<256), LEVEL: level
int data2; // ALWAYS: n/a, RANDOM: random base period, LEVEL: n/a
patch_t *p[3]; // actual graphics for frames of animations
// following must be initialized to zero before use!
int nexttic;// next value of bcnt (used in conjunction with period)
int lastdrawn; // last drawn animation frame
int ctr; // next frame number to animate
int state; // used by RANDOM and LEVEL when animating
} anim_t;
#endif