From b8a310c49b678d80db3ff8f36efbf10fd286dd55 Mon Sep 17 00:00:00 2001 From: root Date: Thu, 3 Jan 2002 02:40:50 +0000 Subject: [PATCH] Initial revision git-svn-id: svn://svn.icculus.org/hheretic/trunk@2 eb238505-0f32-0410-b369-e4014cc52c4b --- LICENSE | 140 + Makefile | 127 + Makefile.in | 128 + README | 23 + acconfig.h | 22 + aclocal.m4 | 181 ++ base/am_map.c | 1516 +++++++++++ base/ct_chat.c | 462 ++++ base/d_main.c | 1052 ++++++++ base/d_net.c | 784 ++++++ base/d_netbak.c | 797 ++++++ base/f_finale.c | 438 ++++ base/g_game.c | 1950 ++++++++++++++ base/i_cyber.c | 259 ++ base/i_ibm.c | 2204 ++++++++++++++++ base/i_ibm_a.asm | 135 + base/i_linux.c | 1267 +++++++++ base/i_sound.c | 470 ++++ base/in_lude.c | 1091 ++++++++ base/info.c | 5677 ++++++++++++++++++++++++++++++++++++++++ base/linear.asm | 258 ++ base/m_misc.c | 761 ++++++ base/mn_menu.c | 1759 +++++++++++++ base/netold.c | 783 ++++++ base/oldd_net.c | 790 ++++++ base/oss.c | 708 +++++ base/p_ceilng.c | 236 ++ base/p_doors.c | 368 +++ base/p_enemy.c | 2636 +++++++++++++++++++ base/p_floor.c | 445 ++++ base/p_inter.c | 1472 +++++++++++ base/p_lights.c | 258 ++ base/p_map.c | 1638 ++++++++++++ base/p_maputl.c | 760 ++++++ base/p_mobj.c | 1599 +++++++++++ base/p_plats.c | 240 ++ base/p_pspr.c | 1869 +++++++++++++ base/p_setup.c | 980 +++++++ base/p_sight.c | 340 +++ base/p_spec.c | 1253 +++++++++ base/p_switch.c | 390 +++ base/p_telept.c | 148 ++ base/p_tick.c | 643 +++++ base/p_user.c | 1007 +++++++ base/r_bsp.c | 474 ++++ base/r_data.c | 680 +++++ base/r_draw.c | 591 +++++ base/r_main.c | 902 +++++++ base/r_plane.c | 476 ++++ base/r_segs.c | 651 +++++ base/r_things.c | 1148 ++++++++ base/sb_bar.c | 1518 +++++++++++ base/sounds.c | 220 ++ base/tables.c | 2062 +++++++++++++++ base/v_video.c | 200 ++ base/w_wad.c | 501 ++++ base/z_zone.c | 393 +++ configure | 2616 ++++++++++++++++++ configure.in | 157 ++ include/am_data.h | 90 + include/am_map.h | 121 + include/audio_plugin.h | 58 + include/config.h | 66 + include/config.h.in | 65 + include/ct_chat.h | 15 + include/doomdata.h | 195 ++ include/doomdef.h | 1189 +++++++++ include/drcoord.h | 18 + include/dstrings.h | 406 +++ include/i_header.h | 77 + include/i_sound.h | 23 + include/info.h | 1550 +++++++++++ include/m_bams.h | 35 + include/ogl_def.h | 181 ++ include/ogl_font.h | 46 + include/ogl_rl.h | 52 + include/ogl_tex.h | 5 + include/oss.h | 38 + include/p_local.h | 269 ++ include/p_spec.h | 374 +++ include/r_local.h | 522 ++++ include/sounds.h | 269 ++ include/soundst.h | 23 + include/vgaview.h | 24 + opengl/m_bams.c | 58 + opengl/ogl_clip.c | 480 ++++ opengl/ogl_draw.c | 363 +++ opengl/ogl_font.c | 293 +++ opengl/ogl_rend.c | 1100 ++++++++ opengl/ogl_rl.c | 622 +++++ opengl/ogl_sky.c | 224 ++ opengl/ogl_tex.c | 861 ++++++ sdl/i_sdl.c | 521 ++++ sdl/i_sdlgl.c | 460 ++++ 94 files changed, 63346 insertions(+) create mode 100644 LICENSE create mode 100644 Makefile create mode 100644 Makefile.in create mode 100644 README create mode 100644 acconfig.h create mode 100644 aclocal.m4 create mode 100644 base/am_map.c create mode 100644 base/ct_chat.c create mode 100644 base/d_main.c create mode 100644 base/d_net.c create mode 100644 base/d_netbak.c create mode 100644 base/f_finale.c create mode 100644 base/g_game.c create mode 100644 base/i_cyber.c create mode 100644 base/i_ibm.c create mode 100644 base/i_ibm_a.asm create mode 100644 base/i_linux.c create mode 100644 base/i_sound.c create mode 100644 base/in_lude.c create mode 100644 base/info.c create mode 100644 base/linear.asm create mode 100644 base/m_misc.c create mode 100644 base/mn_menu.c create mode 100644 base/netold.c create mode 100644 base/oldd_net.c create mode 100644 base/oss.c create mode 100644 base/p_ceilng.c create mode 100644 base/p_doors.c create mode 100644 base/p_enemy.c create mode 100644 base/p_floor.c create mode 100644 base/p_inter.c create mode 100644 base/p_lights.c create mode 100644 base/p_map.c create mode 100644 base/p_maputl.c create mode 100644 base/p_mobj.c create mode 100644 base/p_plats.c create mode 100644 base/p_pspr.c create mode 100644 base/p_setup.c create mode 100644 base/p_sight.c create mode 100644 base/p_spec.c create mode 100644 base/p_switch.c create mode 100644 base/p_telept.c create mode 100644 base/p_tick.c create mode 100644 base/p_user.c create mode 100644 base/r_bsp.c create mode 100644 base/r_data.c create mode 100644 base/r_draw.c create mode 100644 base/r_main.c create mode 100644 base/r_plane.c create mode 100644 base/r_segs.c create mode 100644 base/r_things.c create mode 100644 base/sb_bar.c create mode 100644 base/sounds.c create mode 100644 base/tables.c create mode 100644 base/v_video.c create mode 100644 base/w_wad.c create mode 100644 base/z_zone.c create mode 100755 configure create mode 100644 configure.in create mode 100644 include/am_data.h create mode 100644 include/am_map.h create mode 100644 include/audio_plugin.h create mode 100644 include/config.h create mode 100644 include/config.h.in create mode 100644 include/ct_chat.h create mode 100644 include/doomdata.h create mode 100644 include/doomdef.h create mode 100644 include/drcoord.h create mode 100644 include/dstrings.h create mode 100644 include/i_header.h create mode 100644 include/i_sound.h create mode 100644 include/info.h create mode 100644 include/m_bams.h create mode 100644 include/ogl_def.h create mode 100644 include/ogl_font.h create mode 100644 include/ogl_rl.h create mode 100644 include/ogl_tex.h create mode 100644 include/oss.h create mode 100644 include/p_local.h create mode 100644 include/p_spec.h create mode 100644 include/r_local.h create mode 100644 include/sounds.h create mode 100644 include/soundst.h create mode 100644 include/vgaview.h create mode 100644 opengl/m_bams.c create mode 100644 opengl/ogl_clip.c create mode 100644 opengl/ogl_draw.c create mode 100644 opengl/ogl_font.c create mode 100644 opengl/ogl_rend.c create mode 100644 opengl/ogl_rl.c create mode 100644 opengl/ogl_sky.c create mode 100644 opengl/ogl_tex.c create mode 100644 sdl/i_sdl.c create mode 100644 sdl/i_sdlgl.c diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..1b49141 --- /dev/null +++ b/LICENSE @@ -0,0 +1,140 @@ +SOFTWARE LICENSE AGREEMENT + +IMPORTANT - READ CAREFULLY: USE OF THIS PROGRAM IS SUBJECT TO THE SOFTWARE +LICENSE TERMS SET FORTH BELOW. 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Business and Legal Affairs, legal@activision.com diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..646032f --- /dev/null +++ b/Makefile @@ -0,0 +1,127 @@ +# Generated automatically from Makefile.in by configure. +# This Makefile understands the following targets: +# +# sdl build SDL (software) version +# clean: remove all intermediate files + +# Basic stuff +SHELL = /bin/sh + +top_srcdir = . +srcdir = . +prefix = /usr/local +exec_prefix = ${prefix} +bindir = $(exec_prefix)/bin +infodir = $(prefix)/info +libdir = $(prefix)/lib/gnudl +mandir = $(prefix)/man/man1 +includedir = $(prefix)/include + +CC = gcc +DEFS = -DHAVE_CONFIG_H +CPPFLAGS = -g -O2 -Wall +CFLAGS = $(CPPFLAGS) +LDFLAGS = +BLIBS = -lpthread +GLLIBS = -L/usr/X11R6/lib -lGL -lGLU +SDLLIBS = -L/usr/local/lib -Wl,-rpath,/usr/local/lib -lSDL -lpthread +SDLFLAGS = -I/usr/local/include -I/usr/local/include/SDL -D_REENTRANT +GLHEXEN = false +HAVE_SDL = yes + +# Directories + +TOPSRCDIR = . +TOPOBJDIR = . +SRCDIR = . +MODULE = none + +INCSUBDIR = include + +CPPFLAGS += -I./include + +# Objects to build + +SDLOBJS = \ + sdl/i_sdl.o + +GLBASE = sdl/i_sdlgl.o + +GLOBJS = \ + opengl/ogl_clip.o \ + opengl/ogl_draw.o \ + opengl/ogl_font.o \ + opengl/ogl_rend.o \ + opengl/ogl_rl.o \ + opengl/ogl_sky.o \ + opengl/ogl_tex.o \ + opengl/m_bams.o + +BASEOBJS = \ + base/i_linux.o \ + base/oss.o \ + base/i_sound.o \ + base/am_map.o \ + base/ct_chat.o \ + base/d_net.o \ + base/f_finale.o \ + base/g_game.o \ + base/d_main.o \ + base/info.o \ + base/in_lude.o \ + base/mn_menu.o \ + base/m_misc.o \ + base/p_ceilng.o \ + base/p_doors.o \ + base/p_enemy.o \ + base/p_floor.o \ + base/p_inter.o \ + base/p_lights.o \ + base/p_map.o \ + base/p_maputl.o \ + base/p_mobj.o \ + base/p_plats.o \ + base/p_pspr.o \ + base/p_setup.o \ + base/p_sight.o \ + base/p_spec.o \ + base/p_switch.o \ + base/p_telept.o \ + base/p_tick.o \ + base/p_user.o \ + base/r_bsp.o \ + base/r_data.o \ + base/r_draw.o \ + base/r_main.o \ + base/r_plane.o \ + base/r_segs.o \ + base/r_things.o \ + base/sb_bar.o \ + base/sounds.o \ + base/tables.o \ + base/v_video.o \ + base/w_wad.o \ + base/z_zone.o + +ifeq "$(GLHEXEN)" "true" +opengl: $(GLBASE) $(GLOBJS) $(BASEOBJS) + $(CC) -o hheretic-gl $(GLBASE) $(GLOBJS) $(BASEOBJS) $(GLLIBS) $(SDLLIBS) +else +ifeq "$(HAVE_SDL)" "yes" +sdl: $(SDLOBJS) $(BASEOBJS) + $(CC) -o hheretic-sdl $(SDLOBJS) $(BASEOBJS) $(SDLLIBS) +endif +endif + +clean: + $(RM) base/*.o + $(RM) x11/*.o + $(RM) svgalib/*.o + $(RM) opengl/*.o + $(RM) sdl/*.o + +%.o: %.c + $(CC) $< -o $@ -c $(CFLAGS) + +%.o: %.cpp + $(CXX) $< -o $@ -c $(CPPFLAGS) diff --git a/Makefile.in b/Makefile.in new file mode 100644 index 0000000..f864bb9 --- /dev/null +++ b/Makefile.in @@ -0,0 +1,128 @@ +# This Makefile understands the following targets: +# +# sdl build SDL (software) version +# clean: remove all intermediate files + +# Basic stuff +SHELL = /bin/sh +VPATH = @srcdir@ + +top_srcdir = @top_srcdir@ +srcdir = @srcdir@ +prefix = @prefix@ +exec_prefix = @exec_prefix@ +bindir = $(exec_prefix)/bin +infodir = $(prefix)/info +libdir = $(prefix)/lib/gnudl +mandir = $(prefix)/man/man1 +includedir = $(prefix)/include + +CC = @CC@ +DEFS = @DEFS@ +CPPFLAGS = @CPPFLAGS@ @CFLAGS@ +CFLAGS = $(CPPFLAGS) +LDFLAGS = @LDFLAGS@ +BLIBS = @BASELIBS@ +GLLIBS = @GLLIBS@ -L/usr/X11R6/lib -lGL -lGLU +SDLLIBS = @SDL_LIBS@ +SDLFLAGS = @SDL_CFLAGS@ +GLHEXEN = @GLHEXEN@ +HAVE_SDL = @HAVESDL@ + +# Directories + +TOPSRCDIR = @top_srcdir@ +TOPOBJDIR = . +SRCDIR = @srcdir@ +VPATH = @srcdir@ +MODULE = none + +INCSUBDIR = include + +CPPFLAGS += -I./include + +# Objects to build + +SDLOBJS = \ + sdl/i_sdl.o + +GLBASE = @GLBASE@ + +GLOBJS = \ + opengl/ogl_clip.o \ + opengl/ogl_draw.o \ + opengl/ogl_font.o \ + opengl/ogl_rend.o \ + opengl/ogl_rl.o \ + opengl/ogl_sky.o \ + opengl/ogl_tex.o \ + opengl/m_bams.o + +BASEOBJS = \ + base/i_linux.o \ + base/oss.o \ + base/i_sound.o \ + base/am_map.o \ + base/ct_chat.o \ + base/d_net.o \ + base/f_finale.o \ + base/g_game.o \ + base/d_main.o \ + base/info.o \ + base/in_lude.o \ + base/mn_menu.o \ + base/m_misc.o \ + base/p_ceilng.o \ + base/p_doors.o \ + base/p_enemy.o \ + base/p_floor.o \ + base/p_inter.o \ + base/p_lights.o \ + base/p_map.o \ + base/p_maputl.o \ + base/p_mobj.o \ + base/p_plats.o \ + base/p_pspr.o \ + base/p_setup.o \ + base/p_sight.o \ + base/p_spec.o \ + base/p_switch.o \ + base/p_telept.o \ + base/p_tick.o \ + base/p_user.o \ + base/r_bsp.o \ + base/r_data.o \ + base/r_draw.o \ + base/r_main.o \ + base/r_plane.o \ + base/r_segs.o \ + base/r_things.o \ + base/sb_bar.o \ + base/sounds.o \ + base/tables.o \ + base/v_video.o \ + base/w_wad.o \ + base/z_zone.o + +ifeq "$(GLHEXEN)" "true" +opengl: $(GLBASE) $(GLOBJS) $(BASEOBJS) + $(CC) -o hheretic-gl $(GLBASE) $(GLOBJS) $(BASEOBJS) $(GLLIBS) $(SDLLIBS) +else +ifeq "$(HAVE_SDL)" "yes" +sdl: $(SDLOBJS) $(BASEOBJS) + $(CC) -o hheretic-sdl $(SDLOBJS) $(BASEOBJS) $(SDLLIBS) +endif +endif + +clean: + $(RM) base/*.o + $(RM) x11/*.o + $(RM) svgalib/*.o + $(RM) opengl/*.o + $(RM) sdl/*.o + +%.o: %.c + $(CC) $< -o $@ -c $(CFLAGS) + +%.o: %.cpp + $(CXX) $< -o $@ -c $(CPPFLAGS) diff --git a/README b/README new file mode 100644 index 0000000..7c83de4 --- /dev/null +++ b/README @@ -0,0 +1,23 @@ +HHeretic v0.1 README + +Configuring +----------- +./configure for software. +./configure --enable-gl for 3D accel. + +!!!IMPORTANT!!! +You *MUST* do a 'make clean' between software and GL builds. + +HHeretic currently expects a heretic.wad in the dir it runs from. + +Send bugs to theoddone@quakefiles.com + +Known Bugs +---------- +OpenGL: + - Some tall rooms can be seen through skies (ie. skies not clipped properly). + +Thanks +------ +Jeff Mrochuk +All who helped me test diff --git a/acconfig.h b/acconfig.h new file mode 100644 index 0000000..a50a3ff --- /dev/null +++ b/acconfig.h @@ -0,0 +1,22 @@ +/* + * This file is used by 'autoheader' to generate the list of symbols + * defined in the 'configure' script. + */ + +/* Define if including the assassin in compile */ +#undef ASSASSIN + +/* Define if building for OpenGL */ +#undef RENDER3D + +/* Define if building for demo wadfile */ +#undef DEMO_WAD + +/* Needed for something or other */ +#undef _REENTRANT + +/* Same as above */ +#undef NORANGECHECKING + +/* Define if you want configs stored in users' home directories */ +#undef USERCONFIG diff --git a/aclocal.m4 b/aclocal.m4 new file mode 100644 index 0000000..8d482fd --- /dev/null +++ b/aclocal.m4 @@ -0,0 +1,181 @@ +dnl aclocal.m4 generated automatically by aclocal 1.4 + +dnl Copyright (C) 1994, 1995-8, 1999 Free Software Foundation, Inc. +dnl This file is free software; the Free Software Foundation +dnl gives unlimited permission to copy and/or distribute it, +dnl with or without modifications, as long as this notice is preserved. + +dnl This program is distributed in the hope that it will be useful, +dnl but WITHOUT ANY WARRANTY, to the extent permitted by law; without +dnl even the implied warranty of MERCHANTABILITY or FITNESS FOR A +dnl PARTICULAR PURPOSE. + +# Configure paths for SDL +# Sam Lantinga 9/21/99 +# stolen from Manish Singh +# stolen back from Frank Belew +# stolen from Manish Singh +# Shamelessly stolen from Owen Taylor + +dnl AM_PATH_SDL([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]]) +dnl Test for SDL, and define SDL_CFLAGS and SDL_LIBS +dnl +AC_DEFUN(AM_PATH_SDL, +[dnl +dnl Get the cflags and libraries from the sdl-config script +dnl +AC_ARG_WITH(sdl-prefix,[ --with-sdl-prefix=PFX Prefix where SDL is installed (optional)], + sdl_prefix="$withval", sdl_prefix="") +AC_ARG_WITH(sdl-exec-prefix,[ --with-sdl-exec-prefix=PFX Exec prefix where SDL is installed (optional)], + sdl_exec_prefix="$withval", sdl_exec_prefix="") +AC_ARG_ENABLE(sdltest, [ --disable-sdltest Do not try to compile and run a test SDL program], + , enable_sdltest=yes) + + if test x$sdl_exec_prefix != x ; then + sdl_args="$sdl_args --exec-prefix=$sdl_exec_prefix" + if test x${SDL_CONFIG+set} != xset ; then + SDL_CONFIG=$sdl_exec_prefix/bin/sdl-config + fi + fi + if test x$sdl_prefix != x ; then + sdl_args="$sdl_args --prefix=$sdl_prefix" + if test x${SDL_CONFIG+set} != xset ; then + SDL_CONFIG=$sdl_prefix/bin/sdl-config + fi + fi + + AC_PATH_PROG(SDL_CONFIG, sdl-config, no) + min_sdl_version=ifelse([$1], ,0.11.0,$1) + AC_MSG_CHECKING(for SDL - version >= $min_sdl_version) + no_sdl="" + if test "$SDL_CONFIG" = "no" ; then + no_sdl=yes + else + SDL_CFLAGS=`$SDL_CONFIG $sdlconf_args --cflags` + SDL_LIBS=`$SDL_CONFIG $sdlconf_args --libs` + + sdl_major_version=`$SDL_CONFIG $sdl_args --version | \ + sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'` + sdl_minor_version=`$SDL_CONFIG $sdl_args --version | \ + sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'` + sdl_micro_version=`$SDL_CONFIG $sdl_config_args --version | \ + sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'` + if test "x$enable_sdltest" = "xyes" ; then + ac_save_CFLAGS="$CFLAGS" + ac_save_LIBS="$LIBS" + CFLAGS="$CFLAGS $SDL_CFLAGS" + LIBS="$LIBS $SDL_LIBS" +dnl +dnl Now check if the installed SDL is sufficiently new. (Also sanity +dnl checks the results of sdl-config to some extent +dnl + rm -f conf.sdltest + AC_TRY_RUN([ +#include +#include +#include +#include "SDL.h" + +char* +my_strdup (char *str) +{ + char *new_str; + + if (str) + { + new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char)); + strcpy (new_str, str); + } + else + new_str = NULL; + + return new_str; +} + +int main (int argc, char *argv[]) +{ + int major, minor, micro; + char *tmp_version; + + /* This hangs on some systems (?) + system ("touch conf.sdltest"); + */ + { FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); } + + /* HP/UX 9 (%@#!) writes to sscanf strings */ + tmp_version = my_strdup("$min_sdl_version"); + if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, µ) != 3) { + printf("%s, bad version string\n", "$min_sdl_version"); + exit(1); + } + + if (($sdl_major_version > major) || + (($sdl_major_version == major) && ($sdl_minor_version > minor)) || + (($sdl_major_version == major) && ($sdl_minor_version == minor) && ($sdl_micro_version >= micro))) + { + return 0; + } + else + { + printf("\n*** 'sdl-config --version' returned %d.%d.%d, but the minimum version\n", $sdl_major_version, $sdl_minor_version, $sdl_micro_version); + printf("*** of SDL required is %d.%d.%d. If sdl-config is correct, then it is\n", major, minor, micro); + printf("*** best to upgrade to the required version.\n"); + printf("*** If sdl-config was wrong, set the environment variable SDL_CONFIG\n"); + printf("*** to point to the correct copy of sdl-config, and remove the file\n"); + printf("*** config.cache before re-running configure\n"); + return 1; + } +} + +],, no_sdl=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"]) + CFLAGS="$ac_save_CFLAGS" + LIBS="$ac_save_LIBS" + fi + fi + if test "x$no_sdl" = x ; then + AC_MSG_RESULT(yes) + ifelse([$2], , :, [$2]) + else + AC_MSG_RESULT(no) + if test "$SDL_CONFIG" = "no" ; then + echo "*** The sdl-config script installed by SDL could not be found" + echo "*** If SDL was installed in PREFIX, make sure PREFIX/bin is in" + echo "*** your path, or set the SDL_CONFIG environment variable to the" + echo "*** full path to sdl-config." + else + if test -f conf.sdltest ; then + : + else + echo "*** Could not run SDL test program, checking why..." + CFLAGS="$CFLAGS $SDL_CFLAGS" + LIBS="$LIBS $SDL_LIBS" + AC_TRY_LINK([ +#include +#include "SDL.h" +], [ return 0; ], + [ echo "*** The test program compiled, but did not run. This usually means" + echo "*** that the run-time linker is not finding SDL or finding the wrong" + echo "*** version of SDL. If it is not finding SDL, you'll need to set your" + echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point" + echo "*** to the installed location Also, make sure you have run ldconfig if that" + echo "*** is required on your system" + echo "***" + echo "*** If you have an old version installed, it is best to remove it, although" + echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"], + [ echo "*** The test program failed to compile or link. See the file config.log for the" + echo "*** exact error that occured. This usually means SDL was incorrectly installed" + echo "*** or that you have moved SDL since it was installed. In the latter case, you" + echo "*** may want to edit the sdl-config script: $SDL_CONFIG" ]) + CFLAGS="$ac_save_CFLAGS" + LIBS="$ac_save_LIBS" + fi + fi + SDL_CFLAGS="" + SDL_LIBS="" + ifelse([$3], , :, [$3]) + fi + AC_SUBST(SDL_CFLAGS) + AC_SUBST(SDL_LIBS) + rm -f conf.sdltest +]) + diff --git a/base/am_map.c b/base/am_map.c new file mode 100644 index 0000000..2dcac74 --- /dev/null +++ b/base/am_map.c @@ -0,0 +1,1516 @@ + +// AM_map.c + +#include "doomdef.h" +#include "p_local.h" +#include "am_map.h" +#include "am_data.h" +#include + +#ifdef RENDER3D +#include "ogl_def.h" + +#define MTOFX(x) FixedMul((x),scale_mtof) + +#define CXMTOFX(x) ((f_x<<16) + MTOFX((x)-m_x)) +#define CYMTOFX(y) ((f_y<<16) + ((f_h<<16) - MTOFX((y)-m_y))) + +static int maplumpnum; +#endif + +vertex_t KeyPoints[NUMKEYS]; + +#define NUMALIAS 3 // Number of antialiased lines. + +char *LevelNames[] = +{ + // EPISODE 1 - THE CITY OF THE DAMNED + "E1M1: THE DOCKS", + "E1M2: THE DUNGEONS", + "E1M3: THE GATEHOUSE", + "E1M4: THE GUARD TOWER", + "E1M5: THE CITADEL", + "E1M6: THE CATHEDRAL", + "E1M7: THE CRYPTS", + "E1M8: HELL'S MAW", + "E1M9: THE GRAVEYARD", + // EPISODE 2 - HELL'S MAW + "E2M1: THE CRATER", + "E2M2: THE LAVA PITS", + "E2M3: THE RIVER OF FIRE", + "E2M4: THE ICE GROTTO", + "E2M5: THE CATACOMBS", + "E2M6: THE LABYRINTH", + "E2M7: THE GREAT HALL", + "E2M8: THE PORTALS OF CHAOS", + "E2M9: THE GLACIER", + // EPISODE 3 - THE DOME OF D'SPARIL + "E3M1: THE STOREHOUSE", + "E3M2: THE CESSPOOL", + "E3M3: THE CONFLUENCE", + "E3M4: THE AZURE FORTRESS", + "E3M5: THE OPHIDIAN LAIR", + "E3M6: THE HALLS OF FEAR", + "E3M7: THE CHASM", + "E3M8: D'SPARIL'S KEEP", + "E3M9: THE AQUIFER", + // EPISODE 4: THE OSSUARY + "E4M1: CATAFALQUE", + "E4M2: BLOCKHOUSE", + "E4M3: AMBULATORY", + "E4M4: SEPULCHER", + "E4M5: GREAT STAIR", + "E4M6: HALLS OF THE APOSTATE", + "E4M7: RAMPARTS OF PERDITION", + "E4M8: SHATTERED BRIDGE", + "E4M9: MAUSOLEUM", + // EPISODE 5: THE STAGNANT DEMESNE + "E5M1: OCHRE CLIFFS", + "E5M2: RAPIDS", + "E5M3: QUAY", + "E5M4: COURTYARD", + "E5M5: HYDRATYR", + "E5M6: COLONNADE", + "E5M7: FOETID MANSE", + "E5M8: FIELD OF JUDGEMENT", + "E5M9: SKEIN OF D'SPARIL" +}; + +static int cheating = 0; +static int grid = 0; + +static int leveljuststarted = 1; // kluge until AM_LevelInit() is called + +boolean automapactive = false; +static int finit_width = SCREENWIDTH; +static int finit_height = SCREENHEIGHT-42; +static int f_x, f_y; // location of window on screen +static int f_w, f_h; // size of window on screen +static int lightlev; // used for funky strobing effect +static byte *fb; // pseudo-frame buffer +static int amclock; + +static mpoint_t m_paninc; // how far the window pans each tic (map coords) +static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords) +static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords) + +static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords) +static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords) + +// width/height of window on map (map coords) +static fixed_t m_w, m_h; +static fixed_t min_x, min_y; // based on level size +static fixed_t max_x, max_y; // based on level size +static fixed_t max_w, max_h; // max_x-min_x, max_y-min_y +static fixed_t min_w, min_h; // based on player size +static fixed_t min_scale_mtof; // used to tell when to stop zooming out +static fixed_t max_scale_mtof; // used to tell when to stop zooming in + +// old stuff for recovery later +static fixed_t old_m_w, old_m_h; +static fixed_t old_m_x, old_m_y; + +// old location used by the Follower routine +static mpoint_t f_oldloc; + +// used by MTOF to scale from map-to-frame-buffer coords +static fixed_t scale_mtof = INITSCALEMTOF; +// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof) +static fixed_t scale_ftom; + +static player_t *plr; // the player represented by an arrow +static vertex_t oldplr; + +//static patch_t *marknums[10]; // numbers used for marking by the automap +//static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are +//static int markpointnum = 0; // next point to be assigned + +static int followplayer = 1; // specifies whether to follow the player around + +static char cheat_amap[] = { 'r','a','v','m','a','p' }; + +static byte cheatcount=0; + +extern boolean viewactive; + +static byte antialias[NUMALIAS][8]= +{ + {96, 97, 98, 99, 100, 101, 102, 103}, + {110, 109, 108, 107, 106, 105, 104, 103}, + {75, 76, 77, 78, 79, 80, 81, 103} +}; +/* +static byte *aliasmax[NUMALIAS] = { + &antialias[0][7], &antialias[1][7], &antialias[2][7] +};*/ + +#ifndef RENDER3D +static byte *maplump; // pointer to the raw data for the automap background. +#endif + +static short mapystart=0; // y-value for the start of the map bitmap...used in the paralax stuff. +static short mapxstart=0; //x-value for the bitmap. + +//byte screens[][SCREENWIDTH*SCREENHEIGHT]; +//void V_MarkRect (int x, int y, int width, int height); + +// Functions + +void DrawWuLine(int X0, int Y0, int X1, int Y1, byte *BaseColor, + int NumLevels, unsigned short IntensityBits); + +// Calculates the slope and slope according to the x-axis of a line +// segment in map coordinates (with the upright y-axis n' all) so +// that it can be used with the brain-dead drawing stuff. + +// Ripped out for Heretic +/* +void AM_getIslope(mline_t *ml, islope_t *is) +{ + int dx, dy; + + dy = ml->a.y - ml->b.y; + dx = ml->b.x - ml->a.x; + if (!dy) is->islp = (dx<0?-MAXINT:MAXINT); + else is->islp = FixedDiv(dx, dy); + if (!dx) is->slp = (dy<0?-MAXINT:MAXINT); + else is->slp = FixedDiv(dy, dx); +} +*/ + +void AM_activateNewScale(void) +{ + m_x += m_w/2; + m_y += m_h/2; + m_w = FTOM(f_w); + m_h = FTOM(f_h); + m_x -= m_w/2; + m_y -= m_h/2; + m_x2 = m_x + m_w; + m_y2 = m_y + m_h; +} + +void AM_saveScaleAndLoc(void) +{ + old_m_x = m_x; + old_m_y = m_y; + old_m_w = m_w; + old_m_h = m_h; +} + +void AM_restoreScaleAndLoc(void) +{ + + m_w = old_m_w; + m_h = old_m_h; + if (!followplayer) + { + m_x = old_m_x; + m_y = old_m_y; + } else { + m_x = plr->mo->x - m_w/2; + m_y = plr->mo->y - m_h/2; + } + m_x2 = m_x + m_w; + m_y2 = m_y + m_h; + + // Change the scaling multipliers + scale_mtof = FixedDiv(f_w< max_x) max_x = vertexes[i].x; + if (vertexes[i].y < min_y) min_y = vertexes[i].y; + else if (vertexes[i].y > max_y) max_y = vertexes[i].y; + } + max_w = max_x - min_x; + max_h = max_y - min_y; + min_w = 2*PLAYERRADIUS; + min_h = 2*PLAYERRADIUS; + + a = FixedDiv(f_w< max_x) + { + m_x = max_x - m_w/2; + m_paninc.x=0; + } + else if (m_x + m_w/2 < min_x) + { + m_x = min_x - m_w/2; + m_paninc.x=0; + } + if (m_y + m_h/2 > max_y) + { + m_y = max_y - m_h/2; + m_paninc.y=0; + } + else if (m_y + m_h/2 < min_y) + { + m_y = min_y - m_h/2; + m_paninc.y=0; + } +/* + mapxstart += MTOF(m_paninc.x+FRACUNIT/2); + mapystart -= MTOF(m_paninc.y+FRACUNIT/2); + if(mapxstart >= finit_width) + mapxstart -= finit_width; + if(mapxstart < 0) + mapxstart += finit_width; + if(mapystart >= finit_height) + mapystart -= finit_height; + if(mapystart < 0) + mapystart += finit_height; +*/ + m_x2 = m_x + m_w; + m_y2 = m_y + m_h; +} + +void AM_initVariables(void) +{ + int pnum; + thinker_t *think; + mobj_t *mo; + + //static event_t st_notify = { ev_keyup, AM_MSGENTERED }; + + automapactive = true; + fb = screen; + + f_oldloc.x = MAXINT; + amclock = 0; + lightlev = 0; + + m_paninc.x = m_paninc.y = 0; + ftom_zoommul = FRACUNIT; + mtof_zoommul = FRACUNIT; + + m_w = FTOM(f_w); + m_h = FTOM(f_h); + + // find player to center on initially + if (!playeringame[pnum = consoleplayer]) + for (pnum=0;pnummo->x; + oldplr.y = plr->mo->y; + m_x = plr->mo->x - m_w/2; + m_y = plr->mo->y - m_h/2; + AM_changeWindowLoc(); + + // for saving & restoring + old_m_x = m_x; + old_m_y = m_y; + old_m_w = m_w; + old_m_h = m_h; + + // load in the location of keys, if in baby mode + + memset(KeyPoints, 0, sizeof(vertex_t)*3); + if(gameskill == sk_baby) + { + for(think = thinkercap.next; think != &thinkercap; think = think->next) + { + if(think->function != P_MobjThinker) + { //not a mobj + continue; + } + mo = (mobj_t *)think; + if(mo->type == MT_CKEY) + { + KeyPoints[0].x = mo->x; + KeyPoints[0].y = mo->y; + } + else if(mo->type == MT_AKYY) + { + KeyPoints[1].x = mo->x; + KeyPoints[1].y = mo->y; + } + else if(mo->type == MT_BKYY) + { + KeyPoints[2].x = mo->x; + KeyPoints[2].y = mo->y; + } + } + } + + // inform the status bar of the change +//c ST_Responder(&st_notify); +} + +void AM_loadPics(void) +{ + //int i; + //char namebuf[9]; +/* for (i=0;i<10;i++) + { + sprintf(namebuf, "AMMNUM%d", i); + marknums[i] = W_CacheLumpName(namebuf, PU_STATIC); + }*/ +#ifdef RENDER3D + maplumpnum = W_GetNumForName("AUTOPAGE"); +#else + maplump = W_CacheLumpName("AUTOPAGE", PU_STATIC); +#endif +} + +/*void AM_unloadPics(void) +{ + int i; + for (i=0;i<10;i++) Z_ChangeTag(marknums[i], PU_CACHE); + +}*/ + +/* +void AM_clearMarks(void) +{ + int i; + for (i=0;i max_scale_mtof) scale_mtof = min_scale_mtof; + scale_ftom = FixedDiv(FRACUNIT, scale_mtof); +} + +static boolean stopped = true; + +void AM_Stop (void) +{ + //static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED }; + +// AM_unloadPics(); + automapactive = false; +// ST_Responder(&st_notify); + stopped = true; + BorderNeedRefresh = true; +} + +void AM_Start (void) +{ + static int lastlevel = -1, lastepisode = -1; + + if (!stopped) AM_Stop(); + stopped = false; + if(gamestate != GS_LEVEL) + { + return; // don't show automap if we aren't in a game! + } + if (lastlevel != gamemap || lastepisode != gameepisode) + { + AM_LevelInit(); + lastlevel = gamemap; + lastepisode = gameepisode; + } + AM_initVariables(); + AM_loadPics(); +} + +// set the window scale to the maximum size + +void AM_minOutWindowScale(void) +{ + scale_mtof = min_scale_mtof; + scale_ftom = FixedDiv(FRACUNIT, scale_mtof); + AM_activateNewScale(); +} + +// set the window scale to the minimum size + +void AM_maxOutWindowScale(void) +{ + scale_mtof = max_scale_mtof; + scale_ftom = FixedDiv(FRACUNIT, scale_mtof); + AM_activateNewScale(); +} + +boolean AM_Responder (event_t *ev) +{ + int rc; + static int cheatstate=0; + static int bigstate=0; + + rc = false; + if (!automapactive) + { + if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY + && gamestate == GS_LEVEL) + { + AM_Start (); + viewactive = false; +// viewactive = true; + rc = true; + } + } + else if (ev->type == ev_keydown) + { + + rc = true; + switch(ev->data1) + { + case AM_PANRIGHTKEY: // pan right + if (!followplayer) m_paninc.x = FTOM(F_PANINC); + else rc = false; + break; + case AM_PANLEFTKEY: // pan left + if (!followplayer) m_paninc.x = -FTOM(F_PANINC); + else rc = false; + break; + case AM_PANUPKEY: // pan up + if (!followplayer) m_paninc.y = FTOM(F_PANINC); + else rc = false; + break; + case AM_PANDOWNKEY: // pan down + if (!followplayer) m_paninc.y = -FTOM(F_PANINC); + else rc = false; + break; + case AM_ZOOMOUTKEY: // zoom out + mtof_zoommul = M_ZOOMOUT; + ftom_zoommul = M_ZOOMIN; + break; + case AM_ZOOMINKEY: // zoom in + mtof_zoommul = M_ZOOMIN; + ftom_zoommul = M_ZOOMOUT; + break; + case AM_ENDKEY: + bigstate = 0; + viewactive = true; + AM_Stop (); + break; + case AM_GOBIGKEY: + bigstate = !bigstate; + if (bigstate) + { + AM_saveScaleAndLoc(); + AM_minOutWindowScale(); + } + else AM_restoreScaleAndLoc(); + break; + case AM_FOLLOWKEY: + followplayer = !followplayer; + f_oldloc.x = MAXINT; + P_SetMessage(plr, followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF, true); + break; +/* + case AM_GRIDKEY: + grid = !grid; + plr->message = grid ? AMSTR_GRIDON : AMSTR_GRIDOFF; + break; + case AM_MARKKEY: + sprintf(buffer, "%s %d", AMSTR_MARKEDSPOT, markpointnum); + plr->message = buffer; + AM_addMark(); + break; + case AM_CLEARMARKKEY: + AM_clearMarks(); + plr->message = AMSTR_MARKSCLEARED; + break; +*/ + default: + cheatstate=0; + rc = false; + } + if(cheat_amap[cheatcount]==ev->data1 && !netgame) + cheatcount++; + else + cheatcount=0; + if(cheatcount==6) + { + cheatcount=0; + rc = false; + cheating = (cheating+1) % 3; + } + } + + else if (ev->type == ev_keyup) + { + rc = false; + switch (ev->data1) + { + case AM_PANRIGHTKEY: + if (!followplayer) m_paninc.x = 0; + break; + case AM_PANLEFTKEY: + if (!followplayer) m_paninc.x = 0; + break; + case AM_PANUPKEY: + if (!followplayer) m_paninc.y = 0; + break; + case AM_PANDOWNKEY: + if (!followplayer) m_paninc.y = 0; + break; + case AM_ZOOMOUTKEY: + case AM_ZOOMINKEY: + mtof_zoommul = FRACUNIT; + ftom_zoommul = FRACUNIT; + break; + } + } + + return rc; + +} + +void AM_changeWindowScale(void) +{ + + // Change the scaling multipliers + scale_mtof = FixedMul(scale_mtof, mtof_zoommul); + scale_ftom = FixedDiv(FRACUNIT, scale_mtof); + + if (scale_mtof < min_scale_mtof) AM_minOutWindowScale(); + else if (scale_mtof > max_scale_mtof) AM_maxOutWindowScale(); + else AM_activateNewScale(); +} + +void AM_doFollowPlayer(void) +{ + if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y) + { +// m_x = FTOM(MTOF(plr->mo->x - m_w/2)); +// m_y = FTOM(MTOF(plr->mo->y - m_h/2)); +// m_x = plr->mo->x - m_w/2; +// m_y = plr->mo->y - m_h/2; + m_x = FTOM(MTOF(plr->mo->x)) - m_w/2; + m_y = FTOM(MTOF(plr->mo->y)) - m_h/2; + m_x2 = m_x + m_w; + m_y2 = m_y + m_h; + + // do the parallax parchment scrolling. +/* + dmapx = (MTOF(plr->mo->x)-MTOF(f_oldloc.x)); //fixed point + dmapy = (MTOF(f_oldloc.y)-MTOF(plr->mo->y)); + + if(f_oldloc.x == MAXINT) //to eliminate an error when the user first + dmapx=0; //goes into the automap. + mapxstart += dmapx; + mapystart += dmapy; + + while(mapxstart >= finit_width) + mapxstart -= finit_width; + while(mapxstart < 0) + mapxstart += finit_width; + while(mapystart >= finit_height) + mapystart -= finit_height; + while(mapystart < 0) + mapystart += finit_height; +*/ + f_oldloc.x = plr->mo->x; + f_oldloc.y = plr->mo->y; + } +} + +// Ripped out for Heretic +/* +void AM_updateLightLev(void) +{ + static nexttic = 0; +//static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 }; + static int litelevels[] = { 0, 4, 7, 10, 12, 14, 15, 15 }; + static int litelevelscnt = 0; + + // Change light level + if (amclock>nexttic) + { + lightlev = litelevels[litelevelscnt++]; + if (litelevelscnt == sizeof(litelevels)/sizeof(int)) litelevelscnt = 0; + nexttic = amclock + 6 - (amclock % 6); + } +} +*/ + +void AM_Ticker (void) +{ + + if (!automapactive) return; + + amclock++; + + if (followplayer) AM_doFollowPlayer(); + + // Change the zoom if necessary + if (ftom_zoommul != FRACUNIT) AM_changeWindowScale(); + + // Change x,y location + if (m_paninc.x || m_paninc.y) AM_changeWindowLoc(); + // Update light level +// AM_updateLightLev(); + +} + +void AM_clearFB(int color) +{ +#ifndef RENDER3D + int i, j; +#endif + int dmapx; + int dmapy; +#ifdef RENDER3D + float scalar; + int lump; +#endif + + if(followplayer) + { + dmapx = (MTOF(plr->mo->x)-MTOF(oldplr.x)); //fixed point + dmapy = (MTOF(oldplr.y)-MTOF(plr->mo->y)); + + oldplr.x = plr->mo->x; + oldplr.y = plr->mo->y; +// if(f_oldloc.x == MAXINT) //to eliminate an error when the user first +// dmapx=0; //goes into the automap. + mapxstart += dmapx>>1; + mapystart += dmapy>>1; + + while(mapxstart >= finit_width) + mapxstart -= finit_width; + while(mapxstart < 0) + mapxstart += finit_width; + while(mapystart >= finit_height) + mapystart -= finit_height; + while(mapystart < 0) + mapystart += finit_height; + } + else + { + mapxstart += (MTOF(m_paninc.x)>>1); + mapystart -= (MTOF(m_paninc.y)>>1); + if(mapxstart >= finit_width) + mapxstart -= finit_width; + if(mapxstart < 0) + mapxstart += finit_width; + if(mapystart >= finit_height) + mapystart -= finit_height; + if(mapystart < 0) + mapystart += finit_height; + } + +#ifdef RENDER3D + OGL_SetColorAndAlpha(1, 1, 1, 1); + if (shareware) + { + OGL_SetFlat(W_GetNumForName ("FLOOR04")-firstflat); + } + else + { + OGL_SetFlat(W_GetNumForName("FLAT513")-firstflat); + } + scalar = sbarscale/20.0; + OGL_DrawCutRectTiled(0, finit_height+4, 320, 200-finit_height-4, 64, 64, + 160-160*scalar+1, finit_height, 320*scalar-2, 200-finit_height); + + OGL_SetPatch(lump=W_GetNumForName("bordb")); + OGL_DrawCutRectTiled(0, finit_height, 320, 4, + lumptexsizes[lump].w, lumptexsizes[lump].h, + 160-160*scalar+1, finit_height, 320*scalar-2, 4); + + OGL_SetRawImage(maplumpnum, 0); // We only want the left portion. + OGL_DrawRectTiled( 0, 0, finit_width, + /*(sbarscale<20)?200:*/ finit_height, + 128, 128); +#else + //blit the automap background to the screen. + j=mapystart*finit_width; + for(i=0;i= finit_height*finit_width) + j=0; + } + +// memcpy(screen, maplump, finit_width*finit_height); +// memset(fb, color, f_w*f_h); +#endif +} + +// Based on Cohen-Sutherland clipping algorithm but with a slightly +// faster reject and precalculated slopes. If I need the speed, will +// hash algorithm to the common cases. + +boolean AM_clipMline(mline_t *ml, fline_t *fl) +{ + enum { LEFT=1, RIGHT=2, BOTTOM=4, TOP=8 }; + int outcode1 = 0, outcode2 = 0, outside; + fpoint_t tmp; + int dx, dy; + +#define DOOUTCODE(oc, mx, my) \ + (oc) = 0; \ + if ((my) < 0) (oc) |= TOP; \ + else if ((my) >= f_h) (oc) |= BOTTOM; \ + if ((mx) < 0) (oc) |= LEFT; \ + else if ((mx) >= f_w) (oc) |= RIGHT + + // do trivial rejects and outcodes + if (ml->a.y > m_y2) outcode1 = TOP; + else if (ml->a.y < m_y) outcode1 = BOTTOM; + if (ml->b.y > m_y2) outcode2 = TOP; + else if (ml->b.y < m_y) outcode2 = BOTTOM; + if (outcode1 & outcode2) return false; // trivially outside + + if (ml->a.x < m_x) outcode1 |= LEFT; + else if (ml->a.x > m_x2) outcode1 |= RIGHT; + if (ml->b.x < m_x) outcode2 |= LEFT; + else if (ml->b.x > m_x2) outcode2 |= RIGHT; + if (outcode1 & outcode2) return false; // trivially outside + + // transform to frame-buffer coordinates. + fl->a.x = CXMTOF(ml->a.x); + fl->a.y = CYMTOF(ml->a.y); + fl->b.x = CXMTOF(ml->b.x); + fl->b.y = CYMTOF(ml->b.y); + DOOUTCODE(outcode1, fl->a.x, fl->a.y); + DOOUTCODE(outcode2, fl->b.x, fl->b.y); + if (outcode1 & outcode2) return false; + + while (outcode1 | outcode2) + { + // may be partially inside box + // find an outside point + if (outcode1) outside = outcode1; + else outside = outcode2; + // clip to each side + if (outside & TOP) + { + dy = fl->a.y - fl->b.y; + dx = fl->b.x - fl->a.x; + tmp.x = fl->a.x + (dx*(fl->a.y))/dy; + tmp.y = 0; + } + else if (outside & BOTTOM) + { + dy = fl->a.y - fl->b.y; + dx = fl->b.x - fl->a.x; + tmp.x = fl->a.x + (dx*(fl->a.y-f_h))/dy; + tmp.y = f_h-1; + } + else if (outside & RIGHT) + { + dy = fl->b.y - fl->a.y; + dx = fl->b.x - fl->a.x; + tmp.y = fl->a.y + (dy*(f_w-1 - fl->a.x))/dx; + tmp.x = f_w-1; + } + else if (outside & LEFT) + { + dy = fl->b.y - fl->a.y; + dx = fl->b.x - fl->a.x; + tmp.y = fl->a.y + (dy*(-fl->a.x))/dx; + tmp.x = 0; + } + if (outside == outcode1) + { + fl->a = tmp; + DOOUTCODE(outcode1, fl->a.x, fl->a.y); + } else { + fl->b = tmp; + DOOUTCODE(outcode2, fl->b.x, fl->b.y); + } + if (outcode1 & outcode2) return false; // trivially outside + } + + return true; +} +#undef DOOUTCODE + +// Classic Bresenham w/ whatever optimizations I need for speed + +void AM_drawFline(fline_t *fl, int color) +{ + + register int x, y, dx, dy, sx, sy, ax, ay, d; + static int fuck = 0; + + switch(color) + { + case WALLCOLORS: + DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y, &antialias[0][0], 8, 3); + break; + case FDWALLCOLORS: + DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y, &antialias[1][0], 8, 3); + break; + case CDWALLCOLORS: + DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y, &antialias[2][0], 8, 3); + break; + default: + { + // For debugging only + if ( fl->a.x < 0 || fl->a.x >= f_w + || fl->a.y < 0 || fl->a.y >= f_h + || fl->b.x < 0 || fl->b.x >= f_w + || fl->b.y < 0 || fl->b.y >= f_h) + { + fprintf(stderr, "fuck %d \r", fuck++); + return; + } + + #define DOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc) //the MACRO! + + dx = fl->b.x - fl->a.x; + ax = 2 * (dx<0 ? -dx : dx); + sx = dx<0 ? -1 : 1; + + dy = fl->b.y - fl->a.y; + ay = 2 * (dy<0 ? -dy : dy); + sy = dy<0 ? -1 : 1; + + x = fl->a.x; + y = fl->a.y; + + if (ax > ay) + { + d = ay - ax/2; + while (1) + { + DOT(x,y,color); + if (x == fl->b.x) return; + if (d>=0) + { + y += sy; + d -= ax; + } + x += sx; + d += ay; + } + } else { + d = ax - ay/2; + while (1) + { + DOT(x, y, color); + if (y == fl->b.y) return; + if (d >= 0) + { + x += sx; + d -= ay; + } + y += sy; + d += ax; + } + } + } + } +} + +/* Wu antialiased line drawer. + * (X0,Y0),(X1,Y1) = line to draw + * BaseColor = color # of first color in block used for antialiasing, the + * 100% intensity version of the drawing color + * NumLevels = size of color block, with BaseColor+NumLevels-1 being the + * 0% intensity version of the drawing color + * IntensityBits = log base 2 of NumLevels; the # of bits used to describe + * the intensity of the drawing color. 2**IntensityBits==NumLevels + */ +void PUTDOT(short xx,short yy,byte *cc, byte *cm) +{ + static int oldyy; + static int oldyyshifted; + byte *oldcc=cc; + + if(xx < 32) + cc += 7-(xx>>2); + else if(xx > (finit_width - 32)) + cc += 7-((finit_width-xx) >> 2); +// if(cc==oldcc) //make sure that we don't double fade the corners. +// { + if(yy < 32) + cc += 7-(yy>>2); + else if(yy > (finit_height - 32)) + cc += 7-((finit_height-yy) >> 2); +// } + if(cc > cm && cm != NULL) + { + cc = cm; + } + else if(cc > oldcc+6) // don't let the color escape from the fade table... + { + cc=oldcc+6; + } + if(yy == oldyy+1) + { + oldyy++; + oldyyshifted += 320; + } + else if(yy == oldyy-1) + { + oldyy--; + oldyyshifted -= 320; + } + else if(yy != oldyy) + { + oldyy = yy; + oldyyshifted = yy*320; + } + fb[oldyyshifted+xx] = *(cc); +// fb[(yy)*f_w+(xx)]=*(cc); +} + +void DrawWuLine(int X0, int Y0, int X1, int Y1, byte *BaseColor, + int NumLevels, unsigned short IntensityBits) +{ + unsigned short IntensityShift, ErrorAdj, ErrorAcc; + unsigned short ErrorAccTemp, Weighting, WeightingComplementMask; + short DeltaX, DeltaY, Temp, XDir; + + /* Make sure the line runs top to bottom */ + if (Y0 > Y1) { + Temp = Y0; Y0 = Y1; Y1 = Temp; + Temp = X0; X0 = X1; X1 = Temp; + } + /* Draw the initial pixel, which is always exactly intersected by + the line and so needs no weighting */ + PUTDOT(X0, Y0, &BaseColor[0], NULL); + + if ((DeltaX = X1 - X0) >= 0) { + XDir = 1; + } else { + XDir = -1; + DeltaX = -DeltaX; /* make DeltaX positive */ + } + /* Special-case horizontal, vertical, and diagonal lines, which + require no weighting because they go right through the center of + every pixel */ + if ((DeltaY = Y1 - Y0) == 0) { + /* Horizontal line */ + while (DeltaX-- != 0) { + X0 += XDir; + PUTDOT(X0, Y0, &BaseColor[0], NULL); + } + return; + } + if (DeltaX == 0) { + /* Vertical line */ + do { + Y0++; + PUTDOT(X0, Y0, &BaseColor[0], NULL); + } while (--DeltaY != 0); + return; + } + //diagonal line. + if (DeltaX == DeltaY) { + do { + X0 += XDir; + Y0++; + PUTDOT(X0, Y0, &BaseColor[0], NULL); + } while (--DeltaY != 0); + return; + } + /* Line is not horizontal, diagonal, or vertical */ + ErrorAcc = 0; /* initialize the line error accumulator to 0 */ + /* # of bits by which to shift ErrorAcc to get intensity level */ + IntensityShift = 16 - IntensityBits; + /* Mask used to flip all bits in an intensity weighting, producing the + result (1 - intensity weighting) */ + WeightingComplementMask = NumLevels - 1; + /* Is this an X-major or Y-major line? */ + if (DeltaY > DeltaX) { + /* Y-major line; calculate 16-bit fixed-point fractional part of a + pixel that X advances each time Y advances 1 pixel, truncating the + result so that we won't overrun the endpoint along the X axis */ + ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY; + /* Draw all pixels other than the first and last */ + while (--DeltaY) { + ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ + ErrorAcc += ErrorAdj; /* calculate error for next pixel */ + if (ErrorAcc <= ErrorAccTemp) { + /* The error accumulator turned over, so advance the X coord */ + X0 += XDir; + } + Y0++; /* Y-major, so always advance Y */ + /* The IntensityBits most significant bits of ErrorAcc give us the + intensity weighting for this pixel, and the complement of the + weighting for the paired pixel */ + Weighting = ErrorAcc >> IntensityShift; + PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]); + PUTDOT(X0 + XDir, Y0, + &BaseColor[(Weighting ^ WeightingComplementMask)], &BaseColor[7]); + } + /* Draw the final pixel, which is always exactly intersected by the line + and so needs no weighting */ + PUTDOT(X1, Y1, &BaseColor[0], NULL); + return; + } + /* It's an X-major line; calculate 16-bit fixed-point fractional part of a + pixel that Y advances each time X advances 1 pixel, truncating the + result to avoid overrunning the endpoint along the X axis */ + ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX; + /* Draw all pixels other than the first and last */ + while (--DeltaX) { + ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ + ErrorAcc += ErrorAdj; /* calculate error for next pixel */ + if (ErrorAcc <= ErrorAccTemp) { + /* The error accumulator turned over, so advance the Y coord */ + Y0++; + } + X0 += XDir; /* X-major, so always advance X */ + /* The IntensityBits most significant bits of ErrorAcc give us the + intensity weighting for this pixel, and the complement of the + weighting for the paired pixel */ + Weighting = ErrorAcc >> IntensityShift; + PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]); + PUTDOT(X0, Y0 + 1, + &BaseColor[(Weighting ^ WeightingComplementMask)], &BaseColor[7]); + + } + /* Draw the final pixel, which is always exactly intersected by the line + and so needs no weighting */ + PUTDOT(X1, Y1, &BaseColor[0], NULL); +} + +void AM_drawMline(mline_t *ml, int color) +{ +#ifdef RENDER3D + byte *palette = W_CacheLumpName("playpal", PU_CACHE); + byte r = palette[color*3], g = palette[color*3+1], b = palette[color*3+2]; + + OGL_DrawLine( FIX2FLT(CXMTOFX(ml->a.x)), FIX2FLT(CYMTOFX(ml->a.y))/1.2, + FIX2FLT(CXMTOFX(ml->b.x)), FIX2FLT(CYMTOFX(ml->b.y))/1.2, + r/255.0, g/255.0, b/255.0, 1 ); +#else + static fline_t fl; + + if (AM_clipMline(ml, &fl)) + AM_drawFline(&fl, color); // draws it on frame buffer using fb coords +#endif +} + +void AM_drawGrid(int color) +{ + fixed_t x, y; + fixed_t start, end; + mline_t ml; + + // Figure out start of vertical gridlines + start = m_x; + if ((start-bmaporgx)%(MAPBLOCKUNITS<floorheight + != lines[i].frontsector->floorheight) + { + // floor level change + OGL_SetColor(FDWALLCOLORS); + } + else if (lines[i].backsector->ceilingheight + != lines[i].frontsector->ceilingheight) + { + // ceiling level change + OGL_SetColor(CDWALLCOLORS); + } + else if (cheating) + { + OGL_SetColor(TSWALLCOLORS); + } + else continue; + } + } + else if (plr->powers[pw_allmap]) + { + if (!(lines[i].flags & LINE_NEVERSEE)) + OGL_SetColor(GRAYS+3); + else + continue; + } + else continue; + + // Draw the line. 1.2 is the to-square aspect corrector. + glVertex2f( FIX2FLT(CXMTOFX(lines[i].v1->x)), + FIX2FLT(CYMTOFX(lines[i].v1->y))/1.2); + glVertex2f( FIX2FLT(CXMTOFX(lines[i].v2->x)), + FIX2FLT(CYMTOFX(lines[i].v2->y))/1.2); + } + glEnd(); + glLineWidth(1.0); + glEnable( GL_TEXTURE_2D ); +#else + static mline_t l; + + for (i=0;ix; + l.a.y = lines[i].v1->y; + l.b.x = lines[i].v2->x; + l.b.y = lines[i].v2->y; + if (cheating || (lines[i].flags & ML_MAPPED)) + { + if ((lines[i].flags & LINE_NEVERSEE) && !cheating) + continue; + if (!lines[i].backsector) + { + AM_drawMline(&l, WALLCOLORS+lightlev); + } else { + if (lines[i].special == 39) + { // teleporters + AM_drawMline(&l, WALLCOLORS+WALLRANGE/2); + } else if (lines[i].flags & ML_SECRET) // secret door + { + if (cheating) AM_drawMline(&l, 0); + else AM_drawMline(&l, WALLCOLORS+lightlev); + } + else if(lines[i].special > 25 && lines[i].special < 35) + { + switch(lines[i].special) + { + case 26: + case 32: + AM_drawMline(&l, BLUEKEY); + break; + case 27: + case 34: + AM_drawMline(&l, YELLOWKEY); + break; + case 28: + case 33: + AM_drawMline(&l, GREENKEY); + break; + default: + break; + } + } + else if (lines[i].backsector->floorheight + != lines[i].frontsector->floorheight) { + AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change + } else if (lines[i].backsector->ceilingheight + != lines[i].frontsector->ceilingheight) { + AM_drawMline(&l, CDWALLCOLORS+lightlev); // ceiling level change + } else if (cheating) { + AM_drawMline(&l, TSWALLCOLORS+lightlev); + } + } + } else if (plr->powers[pw_allmap]) + { + if (!(lines[i].flags & LINE_NEVERSEE)) AM_drawMline(&l, GRAYS+3); + } + } +#endif +} + +void AM_rotate(fixed_t *x, fixed_t *y, angle_t a) +{ + fixed_t tmpx; + + tmpx = FixedMul(*x,finecosine[a>>ANGLETOFINESHIFT]) + - FixedMul(*y,finesine[a>>ANGLETOFINESHIFT]); + *y = FixedMul(*x,finesine[a>>ANGLETOFINESHIFT]) + + FixedMul(*y,finecosine[a>>ANGLETOFINESHIFT]); + *x = tmpx; +} + +void AM_drawLineCharacter(mline_t *lineguy, int lineguylines, fixed_t scale, + angle_t angle, int color, fixed_t x, fixed_t y) +{ + int i; + mline_t l; + + for (i=0;imo->angle, WHITE, plr->mo->x, plr->mo->y); + */ //cheat key player pointer is the same as non-cheat pointer.. + + AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle, + WHITE, plr->mo->x, plr->mo->y); + return; + } + + for (i=0;ipowers[pw_invisibility]) color = 102; // *close* to the automap color + else color = their_colors[their_color]; + AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle, + color, p->mo->x, p->mo->y); + } +} + +void AM_drawThings(int colors, int colorrange) +{ + int i; + mobj_t *t; + + for (i=0;iangle, colors+lightlev, t->x, t->y); + t = t->snext; + } + } +} + +/* +void AM_drawMarks(void) +{ + int i, fx, fy, w, h; + + for (i=0;iwidth); + h = SHORT(marknums[i]->height); + fx = CXMTOF(markpoints[i].x); + fy = CYMTOF(markpoints[i].y); + if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h) + V_DrawPatch(fx, fy, marknums[i]); + } + } +} +*/ + +void AM_drawkeys(void) +{ + if(KeyPoints[0].x != 0 || KeyPoints[0].y != 0) + { + AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, YELLOWKEY, + KeyPoints[0].x, KeyPoints[0].y); + } + if(KeyPoints[1].x != 0 || KeyPoints[1].y != 0) + { + AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, GREENKEY, + KeyPoints[1].x, KeyPoints[1].y); + } + if(KeyPoints[2].x != 0 || KeyPoints[2].y != 0) + { + AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, BLUEKEY, + KeyPoints[2].x, KeyPoints[2].y); + } +} + +void AM_drawCrosshair(int color) +{ + fb[(f_w*(f_h+1))/2] = color; // single point for now +} + +#ifdef RENDER3D +void AM_OGL_SetupState() +{ + float ys = screenHeight/200.0; + + // Let's set up a scissor box to clip the map lines and stuff. + glPushAttrib(GL_SCISSOR_BIT); + glScissor(0, screenHeight-finit_height*ys, screenWidth, finit_height*ys); + glEnable(GL_SCISSOR_TEST); +} + +void AM_OGL_RestoreState() +{ + glPopAttrib(); +} +#endif + +void AM_Drawer(void) +{ + //int highestEpisode; // unused variable - DDOI + + if (!automapactive) return; +#ifdef RENDER3D + // Update the height (in case sbarscale has been changed). + finit_height = SCREENHEIGHT-SBARHEIGHT*sbarscale/20/*-3*/; +#endif + + UpdateState |= I_FULLSCRN; + +#ifdef RENDER3D + AM_OGL_SetupState(); +#endif + + AM_clearFB(BACKGROUND); + if (grid) AM_drawGrid(GRIDCOLORS); + AM_drawWalls(); + AM_drawPlayers(); + if (cheating==2) AM_drawThings(THINGCOLORS, THINGRANGE); +// AM_drawCrosshair(XHAIRCOLORS); + +// AM_drawMarks(); + if(gameskill == sk_baby) + { + AM_drawkeys(); + } + +#ifdef RENDER3D + AM_OGL_RestoreState(); +#endif + + if((gameepisode < (ExtendedWAD ? 6 : 4)) && gamemap < 10) + { + MN_DrTextA(LevelNames[(gameepisode-1)*9+gamemap-1], 20, 145); + } +// I_Update(); +// V_MarkRect(f_x, f_y, f_w, f_h); +} diff --git a/base/ct_chat.c b/base/ct_chat.c new file mode 100644 index 0000000..534169f --- /dev/null +++ b/base/ct_chat.c @@ -0,0 +1,462 @@ +// +// Chat mode +// + +#include +#include +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +#define QUEUESIZE 128 +#define MESSAGESIZE 128 +#define MESSAGELEN 265 + +#define CT_PLR_GREEN 1 +#define CT_PLR_YELLOW 2 +#define CT_PLR_RED 3 +#define CT_PLR_BLUE 4 +#define CT_PLR_ALL 5 + +#define CT_KEY_GREEN 'g' +#define CT_KEY_YELLOW 'y' +#define CT_KEY_RED 'r' +#define CT_KEY_BLUE 'b' +#define CT_KEY_ALL 't' +#define CT_ESCAPE 6 + +// Public data + +void CT_Init(void); +void CT_Drawer(void); +boolean CT_Responder(event_t *ev); +void CT_Ticker(void); +char CT_dequeueChatChar(void); + +boolean chatmodeon; + +// Private data + +void CT_queueChatChar(char ch); +void CT_ClearChatMessage(int player); +void CT_AddChar(int player, char c); +void CT_BackSpace(int player); + +int head; +int tail; +byte ChatQueue[QUEUESIZE]; +int chat_dest[MAXPLAYERS]; +char chat_msg[MAXPLAYERS][MESSAGESIZE]; +char plr_lastmsg[MAXPLAYERS][MESSAGESIZE+9]; // add in the length of the pre-string +int msgptr[MAXPLAYERS]; +int msglen[MAXPLAYERS]; + +boolean cheated; + +static int FontABaseLump; + +char *CT_FromPlrText[MAXPLAYERS] = +{ + "GREEN: ", + "YELLOW: ", + "RED: ", + "BLUE: " +}; + +char *chat_macros[10]; + +boolean altdown; +boolean shiftdown; + + +//=========================================================================== +// +// CT_Init +// +// Initialize chat mode data +//=========================================================================== + +void CT_Init(void) +{ + int i; + + head = 0; //initialize the queue index + tail = 0; + chatmodeon = false; + memset(ChatQueue, 0, QUEUESIZE); + for(i = 0; i < MAXPLAYERS; i++) + { + chat_dest[i] = 0; + msgptr[i] = 0; + memset(plr_lastmsg[i], 0, MESSAGESIZE); + memset(chat_msg[i], 0, MESSAGESIZE); + } + FontABaseLump = W_GetNumForName("FONTA_S")+1; + return; +} + +//=========================================================================== +// +// CT_Stop +// +//=========================================================================== + +void CT_Stop(void) +{ + chatmodeon = false; + return; +} + +//=========================================================================== +// +// CT_Responder +// +//=========================================================================== + +boolean CT_Responder(event_t *ev) +{ + char *macro; + + int sendto; + + if(!netgame) + { + return false; + } + if(ev->data1 == KEY_LALT || ev->data2 == KEY_RALT) + { + altdown = (ev->type == ev_keydown); + return false; + } + if(ev->data1 == KEY_RSHIFT) + { + shiftdown = (ev->type == ev_keydown); + return false; + } + if(ev->type != ev_keydown) + { + return false; + } + if(!chatmodeon) + { + sendto = 0; + if(ev->data1 == CT_KEY_ALL) + { + sendto = CT_PLR_ALL; + } + else if(ev->data1 == CT_KEY_GREEN) + { + sendto = CT_PLR_GREEN; + } + else if(ev->data1 == CT_KEY_YELLOW) + { + sendto = CT_PLR_YELLOW; + } + else if(ev->data1 == CT_KEY_RED) + { + sendto = CT_PLR_RED; + } + else if(ev->data1 == CT_KEY_BLUE) + { + sendto = CT_PLR_BLUE; + } + if(sendto == 0 || (sendto != CT_PLR_ALL && !playeringame[sendto-1]) + || sendto == consoleplayer+1) + { + return false; + } + CT_queueChatChar(sendto); + chatmodeon = true; + return true; + } + else + { + if(altdown) + { + if(ev->data1 >= '0' && ev->data1 <= '9') + { + if(ev->data1 == '0') + { // macro 0 comes after macro 9 + ev->data1 = '9'+1; + } + macro = chat_macros[ev->data1-'1']; + CT_queueChatChar(KEY_ENTER); //send old message + CT_queueChatChar(chat_dest[consoleplayer]); // chose the dest. + while(*macro) + { + CT_queueChatChar(toupper(*macro++)); + } + CT_queueChatChar(KEY_ENTER); //send it off... + CT_Stop(); + return true; + } + } + if(ev->data1 == KEY_ENTER) + { + CT_queueChatChar(KEY_ENTER); + CT_Stop(); + return true; + } + else if(ev->data1 == KEY_ESCAPE) + { + CT_queueChatChar(CT_ESCAPE); + CT_Stop(); + return true; + } + else if(ev->data1 >= 'a' && ev->data1 <= 'z') + { + CT_queueChatChar(ev->data1-32); + return true; + } + else if(shiftdown) + { + if(ev->data1 == '1') + { + CT_queueChatChar('!'); + return true; + } + else if(ev->data1 == '/') + { + CT_queueChatChar('?'); + return true; + } + } + else + { + if(ev->data1 == ' ' || ev->data1 == ',' || ev->data1 == '.' + || (ev->data1 >= '0' && ev->data1 <= '9') || ev->data1 == '\'' + || ev->data1 == KEY_BACKSPACE || ev->data1 == '-' || ev->data1 == '=') + { + CT_queueChatChar(ev->data1); + return true; + } + } + } + return false; +} + +//=========================================================================== +// +// CT_Ticker +// +//=========================================================================== + +void CT_Ticker(void) +{ + int i; + int j; + char c; + int numplayers; + + for(i=0; i < MAXPLAYERS; i++) + { + if(!playeringame[i]) + { + continue; + } + if((c = players[i].cmd.chatchar) != 0) + { + if(c <= 5) + { + chat_dest[i] = c; + continue; + } + else if(c == CT_ESCAPE) + { + CT_ClearChatMessage(i); + } + else if(c == KEY_ENTER) + { + numplayers = 0; + for(j = 0; j < MAXPLAYERS; j++) + { + numplayers += playeringame[j]; + } + CT_AddChar(i, 0); // set the end of message character + if(numplayers > 2) + { + strcpy(plr_lastmsg[i], CT_FromPlrText[i]); + strcat(plr_lastmsg[i], chat_msg[i]); + } + else + { + strcpy(plr_lastmsg[i], chat_msg[i]); + } + if(i != consoleplayer && (chat_dest[i] == consoleplayer+1 + || chat_dest[i] == CT_PLR_ALL) && *chat_msg[i]) + { + P_SetMessage(&players[consoleplayer], plr_lastmsg[i], + true); + S_StartSound(NULL, sfx_chat); + } + else if(i == consoleplayer && (*chat_msg[i])) + { + if(numplayers > 1) + { + P_SetMessage(&players[consoleplayer], "-MESSAGE SENT-", + true); + S_StartSound(NULL, sfx_chat); + } + else + { + P_SetMessage(&players[consoleplayer], + "THERE ARE NO OTHER PLAYERS IN THE GAME!", true); + S_StartSound(NULL, sfx_chat); + } + } + CT_ClearChatMessage(i); + } + else if(c == KEY_BACKSPACE) + { + CT_BackSpace(i); + } + else + { + CT_AddChar(i, c); + } + } + } + return; +} + +//=========================================================================== +// +// CT_Drawer +// +//=========================================================================== + +void CT_Drawer(void) +{ + int i; + int x; + patch_t *patch; + + if(chatmodeon) + { + x = 25; + for(i = 0; i < msgptr[consoleplayer]; i++) + { + if(chat_msg[consoleplayer][i] < 33) + { + x += 6; + } + else + { + patch=W_CacheLumpNum(FontABaseLump+ + chat_msg[consoleplayer][i]-33, PU_CACHE); + V_DrawPatch(x, 10, patch); + x += patch->width; + } + } + V_DrawPatch(x, 10, W_CacheLumpName("FONTA59", PU_CACHE)); + BorderTopRefresh = true; + UpdateState |= I_MESSAGES; + } +} + +//=========================================================================== +// +// CT_queueChatChar +// +//=========================================================================== + +void CT_queueChatChar(char ch) +{ + if(((tail+1)&(QUEUESIZE-1)) == head) + { // the queue is full + return; + } + ChatQueue[tail] = ch; + tail = (tail+1)&(QUEUESIZE-1); +} + +//=========================================================================== +// +// CT_dequeueChatChar +// +//=========================================================================== + +char CT_dequeueChatChar(void) +{ + byte temp; + + if(head == tail) + { // queue is empty + return 0; + } + temp = ChatQueue[head]; + head = (head+1)&(QUEUESIZE-1); + return temp; +} + +//=========================================================================== +// +// CT_AddChar +// +//=========================================================================== + +void CT_AddChar(int player, char c) +{ + patch_t *patch; + + if(msgptr[player]+1 >= MESSAGESIZE || msglen[player] >= MESSAGELEN) + { // full. + return; + } + chat_msg[player][msgptr[player]] = c; + msgptr[player]++; + if(c < 33) + { + msglen[player] += 6; + } + else + { + patch = W_CacheLumpNum(FontABaseLump+c-33, PU_CACHE); + msglen[player] += patch->width; + } +} + +//=========================================================================== +// +// CT_BackSpace +// +// Backs up a space, when the user hits (obviously) backspace +//=========================================================================== + +void CT_BackSpace(int player) +{ + patch_t *patch; + char c; + + if(msgptr[player] == 0) + { // message is already blank + return; + } + msgptr[player]--; + c = chat_msg[player][msgptr[player]]; + if(c < 33) + { + msglen[player] -= 6; + } + else + { + patch = W_CacheLumpNum(FontABaseLump+c-33, PU_CACHE); + msglen[player] -= patch->width; + } + chat_msg[player][msgptr[player]] = 0; +} + +//=========================================================================== +// +// CT_ClearChatMessage +// +// Clears out the data for the chat message, but the player's message +// is still saved in plrmsg. +//=========================================================================== + +void CT_ClearChatMessage(int player) +{ + memset(chat_msg[player], 0, MESSAGESIZE); + msgptr[player] = 0; + msglen[player] = 0; +} diff --git a/base/d_main.c b/base/d_main.c new file mode 100644 index 0000000..258ecd2 --- /dev/null +++ b/base/d_main.c @@ -0,0 +1,1052 @@ + +// D_main.c + +#ifdef __WATCOMC__ +#include +#include +#include +#include +#endif +#include +#include +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +#ifdef RENDER3D +#include "ogl_def.h" +#define W_CacheLumpName(a,b) W_GetNumForName(a) +#define V_DrawPatch(x,y,p) OGL_DrawPatch(x,y,p) +#define V_DrawRawScreen(a) OGL_DrawRawScreen(a) +#endif + +boolean shareware = false; // true if only episode 1 present +boolean ExtendedWAD = false; // true if episodes 4 and 5 present + +boolean nomonsters; // checkparm of -nomonsters +boolean respawnparm; // checkparm of -respawn +boolean debugmode; // checkparm of -debug +boolean ravpic; // checkparm of -ravpic +boolean cdrom; // true if cd-rom mode active +boolean singletics; // debug flag to cancel adaptiveness +boolean noartiskip; // whether shift-enter skips an artifact + +skill_t startskill; +int startepisode; +int startmap; +boolean autostart; +extern boolean automapactive; + +boolean advancedemo; + +FILE *debugfile; + +void D_CheckNetGame(void); +void D_ProcessEvents(void); +void G_BuildTiccmd(ticcmd_t *cmd); +void D_DoAdvanceDemo(void); +void D_PageDrawer (void); +void D_AdvanceDemo (void); +void F_Drawer(void); +boolean F_Responder(event_t *ev); + +//--------------------------------------------------------------------------- +// +// FUNC FixedDiv +// +//--------------------------------------------------------------------------- + +fixed_t FixedDiv(fixed_t a, fixed_t b) +{ + if((abs(a)>>14) >= abs(b)) + { + return((a^b)<0 ? MININT : MAXINT); + } + return(FixedDiv2(a, b)); +} + +/* +=============================================================================== + + EVENT HANDLING + +Events are asyncronous inputs generally generated by the game user. + +Events can be discarded if no responder claims them + +=============================================================================== +*/ + +event_t events[MAXEVENTS]; +int eventhead; +int eventtail; + +//--------------------------------------------------------------------------- +// +// PROC D_PostEvent +// +// Called by the I/O functions when input is detected. +// +//--------------------------------------------------------------------------- + +void D_PostEvent(event_t *ev) +{ + events[eventhead] = *ev; + eventhead = (++eventhead)&(MAXEVENTS-1); +} + +//--------------------------------------------------------------------------- +// +// PROC D_ProcessEvents +// +// Send all the events of the given timestamp down the responder chain. +// +//--------------------------------------------------------------------------- + +void D_ProcessEvents(void) +{ + event_t *ev; + + for(; eventtail != eventhead; eventtail = (++eventtail)&(MAXEVENTS-1)) + { + ev = &events[eventtail]; + if(F_Responder(ev)) + { + continue; + } + if(MN_Responder(ev)) + { + continue; + } + G_Responder(ev); + } +} + +//--------------------------------------------------------------------------- +// +// PROC DrawMessage +// +//--------------------------------------------------------------------------- + +void DrawMessage(void) +{ + player_t *player; + + player = &players[consoleplayer]; + if(player->messageTics <= 0 || !player->message) + { // No message + return; + } + MN_DrTextA(player->message, 160-MN_TextAWidth(player->message)/2, 1); +} + +//--------------------------------------------------------------------------- +// +// PROC D_Display +// +// Draw current display, possibly wiping it from the previous. +// +//--------------------------------------------------------------------------- + +void R_ExecuteSetViewSize(void); + +extern boolean finalestage; + +void D_Display(void) +{ + extern boolean MenuActive; + extern boolean askforquit; + + // Change the view size if needed + if(setsizeneeded) + { + R_ExecuteSetViewSize(); + } + +// +// do buffered drawing +// + switch (gamestate) + { + case GS_LEVEL: + if (!gametic) + break; + if (automapactive) + AM_Drawer (); + else + R_RenderPlayerView (&players[displayplayer]); + CT_Drawer(); + UpdateState |= I_FULLVIEW; + SB_Drawer(); + break; + case GS_INTERMISSION: + IN_Drawer (); + break; + case GS_FINALE: + F_Drawer (); + break; + case GS_DEMOSCREEN: + D_PageDrawer (); + break; + } + + if(paused && !MenuActive && !askforquit) + { + if(!netgame) + { + V_DrawPatch(160, viewwindowy+5, W_CacheLumpName("PAUSED", + PU_CACHE)); + } + else + { + V_DrawPatch(160, 70, W_CacheLumpName("PAUSED", + PU_CACHE)); + } + } + +#ifdef RENDER3D + if( OGL_DrawFilter() ) + BorderNeedRefresh = true; +#endif + + // Handle player messages + DrawMessage(); + + // Menu drawing + MN_Drawer(); + + // Send out any new accumulation + NetUpdate(); + + // Flush buffered stuff to screen + I_Update(); +} + +//--------------------------------------------------------------------------- +// +// PROC D_DoomLoop +// +//--------------------------------------------------------------------------- + +void D_DoomLoop(void) +{ + if(M_CheckParm("-debugfile")) + { + char filename[20]; + sprintf(filename, "debug%i.txt", consoleplayer); + debugfile = fopen(filename,"w"); + } + I_InitGraphics(); + while(1) + { + // Frame syncronous IO operations + I_StartFrame(); + + // Process one or more tics + if(singletics) + { + I_StartTic(); + D_ProcessEvents(); + G_BuildTiccmd(&netcmds[consoleplayer][maketic%BACKUPTICS]); + if (advancedemo) + D_DoAdvanceDemo (); + G_Ticker(); + gametic++; + maketic++; + } + else + { + // Will run at least one tic + TryRunTics(); + } + + // Move positional sounds + S_UpdateSounds(players[consoleplayer].mo); + D_Display(); + } +} + +/* +=============================================================================== + + DEMO LOOP + +=============================================================================== +*/ + +int demosequence; +int pagetic; +char *pagename; + + +/* +================ += += D_PageTicker += += Handles timing for warped projection += +================ +*/ + +void D_PageTicker (void) +{ + if (--pagetic < 0) + D_AdvanceDemo (); +} + + +/* +================ += += D_PageDrawer += +================ +*/ + +extern boolean MenuActive; + +void D_PageDrawer(void) +{ + V_DrawRawScreen(W_CacheLumpName(pagename, PU_CACHE)); + if(demosequence == 1) + { + V_DrawPatch(4, 160, W_CacheLumpName("ADVISOR", PU_CACHE)); + } + UpdateState |= I_FULLSCRN; +} + +/* +================= += += D_AdvanceDemo += += Called after each demo or intro demosequence finishes +================= +*/ + +void D_AdvanceDemo (void) +{ + advancedemo = true; +} + +void D_DoAdvanceDemo (void) +{ + players[consoleplayer].playerstate = PST_LIVE; // don't reborn + advancedemo = false; + usergame = false; // can't save / end game here + paused = false; + gameaction = ga_nothing; + demosequence = (demosequence+1)%7; + switch (demosequence) + { + case 0: + pagetic = 210; + gamestate = GS_DEMOSCREEN; + pagename = "TITLE"; + S_StartSong(mus_titl, false); + break; + case 1: + pagetic = 140; + gamestate = GS_DEMOSCREEN; + pagename = "TITLE"; + break; + case 2: + BorderNeedRefresh = true; + UpdateState |= I_FULLSCRN; + G_DeferedPlayDemo ("demo1"); + break; + case 3: + pagetic = 200; + gamestate = GS_DEMOSCREEN; + pagename = "CREDIT"; + break; + case 4: + BorderNeedRefresh = true; + UpdateState |= I_FULLSCRN; + G_DeferedPlayDemo ("demo2"); + break; + case 5: + pagetic = 200; + gamestate = GS_DEMOSCREEN; + if(shareware) + { + pagename = "ORDER"; + } + else + { + pagename = "CREDIT"; + } + break; + case 6: + BorderNeedRefresh = true; + UpdateState |= I_FULLSCRN; + G_DeferedPlayDemo ("demo3"); + break; + } +} + + +/* +================= += += D_StartTitle += +================= +*/ + +void D_StartTitle (void) +{ + gameaction = ga_nothing; + demosequence = -1; + D_AdvanceDemo (); +} + + +/* +============== += += D_CheckRecordFrom += += -recordfrom +============== +*/ + +void D_CheckRecordFrom (void) +{ + int p; + char file[256]; + + p = M_CheckParm ("-recordfrom"); + if (!p || p > myargc-2) + return; + + if(cdrom) + { + sprintf(file, SAVEGAMENAMECD"%c.hsg",myargv[p+1][0]); + } + else + { + sprintf(file, SAVEGAMENAME"%c.hsg",myargv[p+1][0]); + } + G_LoadGame (file); + G_DoLoadGame (); // load the gameskill etc info from savegame + + G_RecordDemo (gameskill, 1, gameepisode, gamemap, myargv[p+2]); + D_DoomLoop (); // never returns +} + +/* +=============== += += D_AddFile += +=============== +*/ + +#define MAXWADFILES 20 + +// MAPDIR should be defined as the directory that holds development maps +// for the -wart # # command + +#ifdef __NeXT__ + +#define MAPDIR "/Novell/Heretic/data/" + +#define SHAREWAREWADNAME "/Novell/Heretic/source/heretic1.wad" + +char *wadfiles[MAXWADFILES] = +{ + "/Novell/Heretic/source/heretic.wad", + "/Novell/Heretic/data/texture1.lmp", + "/Novell/Heretic/data/texture2.lmp", + "/Novell/Heretic/data/pnames.lmp" +}; + +#else + +#define MAPDIR "\\data\\" + +#define SHAREWAREWADNAME "heretic1.wad" + +char *wadfiles[MAXWADFILES] = +{ + "heretic.wad", + "texture1.lmp", + "texture2.lmp", + "pnames.lmp" +}; + +#endif + +char *basedefault = "heretic.cfg"; + +char exrnwads[80]; +char exrnwads2[80]; + +void wadprintf(void) +{ + if(debugmode) + { + return; + } + #ifdef __WATCOMC__ + _settextposition(23, 2); + _setbkcolor(1); + _settextcolor(0); + _outtext(exrnwads); + _settextposition(24, 2); + _outtext(exrnwads2); + #endif +} + +void D_AddFile(char *file) +{ + int numwadfiles; + char *new; +// char text[256]; + + for(numwadfiles = 0; wadfiles[numwadfiles]; numwadfiles++); + new = malloc(strlen(file)+1); + strcpy(new, file); + if(strlen(exrnwads)+strlen(file) < 78) + { + if(strlen(exrnwads)) + { + strcat(exrnwads, ", "); + } + else + { + strcpy(exrnwads, "External Wadfiles: "); + } + strcat(exrnwads, file); + } + else if(strlen(exrnwads2)+strlen(file) < 79) + { + if(strlen(exrnwads2)) + { + strcat(exrnwads2, ", "); + } + else + { + strcpy(exrnwads2, " "); + strcat(exrnwads, ","); + } + strcat(exrnwads2, file); + } + wadfiles[numwadfiles] = new; +} + +//========================================================== +// +// Startup Thermo code +// +//========================================================== +#define MSG_Y 9 +//#define THERM_X 15 +//#define THERM_Y 16 +//#define THERMCOLOR 3 +#define THERM_X 14 +#define THERM_Y 14 + +int thermMax; +int thermCurrent; +char *startup; // * to text screen +char smsg[80]; // status bar line + +// +// Heretic startup screen shit +// + +byte *hscreen; + +void hgotoxy(int x,int y) +{ + hscreen = (byte *)(0xb8000 + y*160 + x*2); +} + +void hput(unsigned char c, unsigned char a) +{ + *hscreen++ = c; + *hscreen++ = a; +} + +void hprintf(char *string, unsigned char a) +{ +#ifdef __WATCOMC__ + int i; + + if(debugmode) + { + puts(string); + return; + } + for(i = 0; i < strlen(string); i++) + { + hput(string[i], a); + } +#endif +} + +void drawstatus(void) +{ + if(debugmode) + { + return; + } + #ifdef __WATCOMC__ + _settextposition(25, 2); + _setbkcolor(1); + _settextcolor(15); + _outtext(smsg); + _settextposition(25, 1); + #endif +} + +void status(char *string) +{ + strcat(smsg,string); + drawstatus(); +} + +void DrawThermo(void) +{ + #ifdef __WATCOMC__ + unsigned char *screen; + int progress; + int i; + + if(debugmode) + { + return; + } +#if 0 + progress = (98*thermCurrent)/thermMax; + screen = (char *)0xb8000 + (THERM_Y*160 + THERM_X*2); + for (i = 0;i < progress/2; i++) + { + switch(i) + { + case 4: + case 9: + case 14: + case 19: + case 29: + case 34: + case 39: + case 44: + *screen++ = 0xb3; + *screen++ = (THERMCOLOR<<4)+15; + break; + case 24: + *screen++ = 0xba; + *screen++ = (THERMCOLOR<<4)+15; + break; + default: + *screen++ = 0xdb; + *screen++ = 0x40 + THERMCOLOR; + break; + } + } + if (progress&1) + { + *screen++ = 0xdd; + *screen++ = 0x40 + THERMCOLOR; + } +#else + progress = (50*thermCurrent)/thermMax+2; +// screen = (char *)0xb8000 + (THERM_Y*160 + THERM_X*2); + hgotoxy(THERM_X,THERM_Y); + for (i = 0; i < progress; i++) + { +// *screen++ = 0xdb; +// *screen++ = 0x2a; + hput(0xdb,0x2a); + } +#endif + #endif +} + +#ifdef __WATCOMC__ +void blitStartup(void) +{ + byte *textScreen; + + if(debugmode) + { + return; + } + + // Blit main screen + textScreen = (byte *)0xb8000; + memcpy(textScreen, startup, 4000); + + // Print version string + _setbkcolor(4); // Red + _settextcolor(14); // Yellow + _settextposition(3, 47); + _outtext(VERSION_TEXT); + + // Hide cursor + _settextcursor(0x2000); +} +#endif + +char tmsg[300]; +void tprintf(char *msg,int initflag) +{ + #ifdef __WATCOMC__ + char temp[80]; + int start; + int add; + int i; + #endif + + if(debugmode) + { + printf(msg); + return; + } + #ifdef __WATCOMC__ + if (initflag) + tmsg[0] = 0; + strcat(tmsg,msg); + blitStartup(); + DrawThermo(); + _setbkcolor(4); + _settextcolor(15); + for (add = start = i = 0; i <= strlen(tmsg); i++) + if ((tmsg[i] == '\n') || (!tmsg[i])) + { + memset(temp,0,80); + strncpy(temp,tmsg+start,i-start); + _settextposition(MSG_Y+add,40-strlen(temp)/2); + _outtext(temp); + start = i+1; + add++; + } + _settextposition(25,1); + drawstatus(); + #else + printf(msg); + #endif +} + +void CheckAbortStartup(void) +{ +#ifdef __WATCOMC__ + extern int lastpress; + + if(lastpress == 1) + { // Abort if escape pressed + CleanExit(); + } +#endif +} + +void IncThermo(void) +{ + thermCurrent++; + DrawThermo(); + CheckAbortStartup(); +} + +void InitThermo(int max) +{ + thermMax = max; + thermCurrent = 0; +} + +#ifdef __WATCOMC__ +void CleanExit(void) +{ + union REGS regs; + + I_ShutdownKeyboard(); + regs.x.eax = 0x3; + int386(0x10, ®s, ®s); + printf("Exited from HERETIC.\n"); + exit(1); +} +#endif + +//--------------------------------------------------------------------------- +// +// PROC D_DoomMain +// +//--------------------------------------------------------------------------- + +void D_DoomMain(void) +{ + int p; + int e; + int m; + char file[256]; + FILE *fp; + boolean devMap; + //char *screen; + + M_FindResponseFile(); + setbuf(stdout, NULL); + nomonsters = M_CheckParm("-nomonsters"); + respawnparm = M_CheckParm("-respawn"); + ravpic = M_CheckParm("-ravpic"); + noartiskip = M_CheckParm("-noartiskip"); + debugmode = M_CheckParm("-debug"); + startskill = sk_medium; + startepisode = 1; + startmap = 1; + autostart = false; + + // wadfiles[0] is a char * to the main wad + fp = fopen(wadfiles[0], "rb"); + if(fp) + { + fclose(fp); + } + else + { // Change to look for shareware wad + wadfiles[0] = SHAREWAREWADNAME; + } + + // Check for -CDROM + cdrom = false; +#ifdef __WATCOMC__ + if(M_CheckParm("-cdrom")) + { + cdrom = true; + mkdir("c:\\heretic.cd"); + } +#endif + + // -FILE [filename] [filename] ... + // Add files to the wad list. + p = M_CheckParm("-file"); + if(p) + { // the parms after p are wadfile/lump names, until end of parms + // or another - preceded parm + while(++p != myargc && myargv[p][0] != '-') + { + D_AddFile(myargv[p]); + } + } + + // -DEVMAP + // Adds a map wad from the development directory to the wad list, + // and sets the start episode and the start map. + devMap = false; + p = M_CheckParm("-devmap"); + if(p && p < myargc-2) + { + e = myargv[p+1][0]; + m = myargv[p+2][0]; + sprintf(file, MAPDIR"E%cM%c.wad", e, m); + D_AddFile(file); + printf("DEVMAP: Episode %c, Map %c.\n", e, m); + startepisode = e-'0'; + startmap = m-'0'; + autostart = true; + devMap = true; + } + + p = M_CheckParm("-playdemo"); + if(!p) + { + p = M_CheckParm("-timedemo"); + } + if (p && p < myargc-1) + { + sprintf(file, "%s.lmp", myargv[p+1]); + D_AddFile(file); + printf("Playing demo %s.lmp.\n", myargv[p+1]); + } + +// +// get skill / episode / map from parms +// + if(M_CheckParm("-deathmatch")) + { + deathmatch = true; + } + + p = M_CheckParm("-skill"); + if(p && p < myargc-1) + { + startskill = myargv[p+1][0]-'1'; + autostart = true; + } + + p = M_CheckParm("-episode"); + if(p && p < myargc-1) + { + startepisode = myargv[p+1][0]-'0'; + startmap = 1; + autostart = true; + } + + p = M_CheckParm("-warp"); + if(p && p < myargc-2) + { + startepisode = myargv[p+1][0]-'0'; + startmap = myargv[p+2][0]-'0'; + autostart = true; + } + +// +// init subsystems +// + printf("V_Init: allocate screens.\n"); + V_Init(); + + // Load defaults before initing other systems + printf("M_LoadDefaults: Load system defaults.\n"); + M_LoadDefaults(); + + printf("Z_Init: Init zone memory allocation daemon.\n"); + Z_Init(); + + printf("W_Init: Init WADfiles.\n"); + W_InitMultipleFiles(wadfiles); + + if(W_CheckNumForName("E2M1") == -1) + { // Can't find episode 2 maps, must be the shareware WAD + shareware = true; + } + else if(W_CheckNumForName("EXTENDED") != -1) + { // Found extended lump, must be the extended WAD + ExtendedWAD = true; + } + +#ifdef __WATCOMC__ + I_StartupKeyboard(); + I_StartupJoystick(); +#endif + #ifdef __WATCOMC__ + // No use caching this if we're not going to use it - DDOI + startup = W_CacheLumpName("LOADING", PU_CACHE); + blitStartup(); + #endif + + // + // Build status bar line! + // + smsg[0] = 0; + if (deathmatch) + status("DeathMatch..."); + if (nomonsters) + status("No Monsters..."); + if (respawnparm) + status("Respawning..."); + if (autostart) + { + char temp[64]; + sprintf(temp, "Warp to Episode %d, Map %d, Skill %d ", + startepisode, startmap, startskill+1); + status(temp); + } + wadprintf(); // print the added wadfiles + + tprintf("MN_Init: Init menu system.\n",1); + MN_Init(); + + CT_Init(); + + tprintf("R_Init: Init Heretic refresh daemon.",1); + hgotoxy(17,7); + hprintf("Loading graphics",0x3f); + R_Init(); + + tprintf("P_Init: Init Playloop state.",1); + hgotoxy(17,8); + hprintf("Init game engine.",0x3f); + P_Init(); + IncThermo(); + + tprintf("I_Init: Setting up machine state.\n",1); + I_Init(); + IncThermo(); + + tprintf("D_CheckNetGame: Checking network game status.\n",1); + hgotoxy(17,9); + hprintf("Checking network game status.", 0x3f); + D_CheckNetGame(); + IncThermo(); + +#ifdef __WATCOMC__ + I_CheckExternDriver(); // Check for an external device driver +#endif + + tprintf("SB_Init: Loading patches.\n",1); + SB_Init(); + IncThermo(); + +// +// start the apropriate game based on parms +// + + D_CheckRecordFrom(); + + p = M_CheckParm("-record"); + if(p && p < myargc-1) + { + G_RecordDemo(startskill, 1, startepisode, startmap, myargv[p+1]); + D_DoomLoop(); // Never returns + } + + p = M_CheckParm("-playdemo"); + if(p && p < myargc-1) + { + singledemo = true; // Quit after one demo + G_DeferedPlayDemo(myargv[p+1]); + D_DoomLoop(); // Never returns + } + + p = M_CheckParm("-timedemo"); + if(p && p < myargc-1) + { + G_TimeDemo(myargv[p+1]); + D_DoomLoop(); // Never returns + } + + p = M_CheckParm("-loadgame"); + if(p && p < myargc-1) + { + if(cdrom) + { + sprintf(file, SAVEGAMENAMECD"%c.hsg", myargv[p+1][0]); + } + else + { + sprintf(file, SAVEGAMENAME"%c.hsg", myargv[p+1][0]); + } + G_LoadGame(file); + } + + // Check valid episode and map + if((autostart || netgame) && (devMap == false)) + { + if(M_ValidEpisodeMap(startepisode, startmap) == false) + { + startepisode = 1; + startmap = 1; + } + } + + if(gameaction != ga_loadgame) + { + UpdateState |= I_FULLSCRN; + BorderNeedRefresh = true; + if(autostart || netgame) + { + G_InitNew(startskill, startepisode, startmap); + } + else + { + D_StartTitle(); + } + } +#ifdef __WATCOMC__ + _settextcursor(0x0607); // bring the cursor back +#endif + D_DoomLoop(); // Never returns +} diff --git a/base/d_net.c b/base/d_net.c new file mode 100644 index 0000000..66db4d2 --- /dev/null +++ b/base/d_net.c @@ -0,0 +1,784 @@ + +// d_net.c +// This version has the fixed ticdup code + +#include "doomdef.h" + +#define NCMD_EXIT 0x80000000 +#define NCMD_RETRANSMIT 0x40000000 +#define NCMD_SETUP 0x20000000 +#define NCMD_KILL 0x10000000 // kill game +#define NCMD_CHECKSUM 0x0fffffff + + +doomcom_t *doomcom; +doomdata_t *netbuffer; // points inside doomcom + + +/* +============================================================================== + + NETWORKING + +gametic is the tic about to (or currently being) run +maketic is the tick that hasn't had control made for it yet +nettics[] has the maketics for all players + +a gametic cannot be run until nettics[] > gametic for all players + +============================================================================== +*/ + +#define RESENDCOUNT 10 +#define PL_DRONE 0x80 // bit flag in doomdata->player + +ticcmd_t localcmds[BACKUPTICS]; + +ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; +int nettics[MAXNETNODES]; +boolean nodeingame[MAXNETNODES]; // set false as nodes leave game +boolean remoteresend[MAXNETNODES]; // set when local needs tics +int resendto[MAXNETNODES]; // set when remote needs tics +int resendcount[MAXNETNODES]; + +int nodeforplayer[MAXPLAYERS]; + +int maketic; +int lastnettic, skiptics; +int ticdup; +int maxsend; // BACKUPTICS/(2*ticdup)-1 + +void D_ProcessEvents (void); +void G_BuildTiccmd (ticcmd_t *cmd); +void D_DoAdvanceDemo (void); + +boolean reboundpacket; +doomdata_t reboundstore; + + +int NetbufferSize (void) +{ + return (int)&(((doomdata_t *)0)->cmds[netbuffer->numtics]); +} + +unsigned NetbufferChecksum (void) +{ + unsigned c; + int i,l; + + c = 0x1234567; + +#if defined(NeXT) || defined(NORMALUNIX) + return 0; // byte order problems +#endif + + l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4; + for (i=0 ; iretransmitfrom)[i] * (i+1); + + return c & NCMD_CHECKSUM; +} + +int ExpandTics (int low) +{ + int delta; + + delta = low - (maketic&0xff); + + if (delta >= -64 && delta <= 64) + return (maketic&~0xff) + low; + if (delta > 64) + return (maketic&~0xff) - 256 + low; + if (delta < -64) + return (maketic&~0xff) + 256 + low; + + I_Error ("ExpandTics: strange value %i at maketic %i",low,maketic); + return 0; +} + + +//============================================================================ + + +/* +============== += += HSendPacket += +============== +*/ + +void HSendPacket (int node, int flags) +{ + netbuffer->checksum = NetbufferChecksum () | flags; + + if (!node) + { + reboundstore = *netbuffer; + reboundpacket = true; + return; + } + + if (demoplayback) + return; + + if (!netgame) + I_Error ("Tried to transmit to another node"); + + doomcom->command = CMD_SEND; + doomcom->remotenode = node; + doomcom->datalength = NetbufferSize (); + +if (debugfile) +{ + int i; + int realretrans; + if (netbuffer->checksum & NCMD_RETRANSMIT) + realretrans = ExpandTics (netbuffer->retransmitfrom); + else + realretrans = -1; + fprintf (debugfile,"send (%i + %i, R %i) [%i] " + ,ExpandTics(netbuffer->starttic),netbuffer->numtics, realretrans, doomcom->datalength); + for (i=0 ; idatalength ; i++) + fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); + fprintf (debugfile,"\n"); +} + + I_NetCmd (); +} + +/* +============== += += HGetPacket += += Returns false if no packet is waiting += +============== +*/ + +boolean HGetPacket (void) +{ + if (reboundpacket) + { + *netbuffer = reboundstore; + doomcom->remotenode = 0; + reboundpacket = false; + return true; + } + + if (!netgame) + return false; + if (demoplayback) + return false; + + doomcom->command = CMD_GET; + I_NetCmd (); + if (doomcom->remotenode == -1) + return false; + + if (doomcom->datalength != NetbufferSize ()) + { + if (debugfile) + fprintf (debugfile,"bad packet length %i\n",doomcom->datalength); + return false; + } + + if (NetbufferChecksum () != (netbuffer->checksum&NCMD_CHECKSUM) ) + { + if (debugfile) + fprintf (debugfile,"bad packet checksum\n"); + return false; + } + +if (debugfile) +{ + int realretrans; + int i; + + if (netbuffer->checksum & NCMD_SETUP) + fprintf (debugfile,"setup packet\n"); + else + { + if (netbuffer->checksum & NCMD_RETRANSMIT) + realretrans = ExpandTics (netbuffer->retransmitfrom); + else + realretrans = -1; + fprintf (debugfile,"get %i = (%i + %i, R %i)[%i] ",doomcom->remotenode, + ExpandTics(netbuffer->starttic),netbuffer->numtics, realretrans, doomcom->datalength); + for (i=0 ; idatalength ; i++) + fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); + fprintf (debugfile,"\n"); + } +} + return true; +} + + +/* +=================== += += GetPackets += +=================== +*/ + +char exitmsg[80]; + +void GetPackets (void) +{ + int netconsole; + int netnode; + ticcmd_t *src, *dest; + int realend; + int realstart; + + while (HGetPacket ()) + { + if (netbuffer->checksum & NCMD_SETUP) + continue; // extra setup packet + + netconsole = netbuffer->player & ~PL_DRONE; + netnode = doomcom->remotenode; + // + // to save bytes, only the low byte of tic numbers are sent + // Figure out what the rest of the bytes are + // + realstart = ExpandTics (netbuffer->starttic); + realend = (realstart+netbuffer->numtics); + + // + // check for exiting the game + // + if (netbuffer->checksum & NCMD_EXIT) + { + if (!nodeingame[netnode]) + continue; + nodeingame[netnode] = false; + playeringame[netconsole] = false; + strcpy (exitmsg, "PLAYER 1 LEFT THE GAME"); + exitmsg[7] += netconsole; + players[consoleplayer].message = exitmsg; +// if (demorecording) +// G_CheckDemoStatus (); + continue; + } + + // + // check for a remote game kill + // + if (netbuffer->checksum & NCMD_KILL) + I_Error ("Killed by network driver"); + + nodeforplayer[netconsole] = netnode; + + // + // check for retransmit request + // + if ( resendcount[netnode] <= 0 + && (netbuffer->checksum & NCMD_RETRANSMIT) ) + { + resendto[netnode] = ExpandTics(netbuffer->retransmitfrom); +if (debugfile) +fprintf (debugfile,"retransmit from %i\n", resendto[netnode]); + resendcount[netnode] = RESENDCOUNT; + } + else + resendcount[netnode]--; + + // + // check for out of order / duplicated packet + // + if (realend == nettics[netnode]) + continue; + + if (realend < nettics[netnode]) + { +if (debugfile) +fprintf (debugfile,"out of order packet (%i + %i)\n" ,realstart,netbuffer->numtics); + continue; + } + + // + // check for a missed packet + // + if (realstart > nettics[netnode]) + { + // stop processing until the other system resends the missed tics +if (debugfile) +fprintf (debugfile,"missed tics from %i (%i - %i)\n", netnode, realstart, nettics[netnode]); + remoteresend[netnode] = true; + continue; + } + +// +// update command store from the packet +// +{ + int start; + + remoteresend[netnode] = false; + + start = nettics[netnode] - realstart; + src = &netbuffer->cmds[start]; + + while (nettics[netnode] < realend) + { + dest = &netcmds[netconsole][nettics[netnode]%BACKUPTICS]; + nettics[netnode]++; + *dest = *src; + src++; + } + } +} + +} + +/* +============= += += NetUpdate += += Builds ticcmds for console player += sends out a packet +============= +*/ + +int gametime; + +void NetUpdate (void) +{ + int nowtime; + int newtics; + int i,j; + int realstart; + int gameticdiv; + +// +// check time +// + nowtime = I_GetTime ()/ticdup; + newtics = nowtime - gametime; + gametime = nowtime; + + if (newtics <= 0) // nothing new to update + goto listen; + + if (skiptics <= newtics) + { + newtics -= skiptics; + skiptics = 0; + } + else + { + skiptics -= newtics; + newtics = 0; + } + + + netbuffer->player = consoleplayer; + +// +// build new ticcmds for console player +// + gameticdiv = gametic/ticdup; + for (i=0 ; i= BACKUPTICS/2-1) + break; // can't hold any more +//printf ("mk:%i ",maketic); + G_BuildTiccmd (&localcmds[maketic%BACKUPTICS]); + maketic++; + } + + + if (singletics) + return; // singletic update is syncronous + +// +// send the packet to the other nodes +// + for (i=0 ; inumnodes ; i++) + if (nodeingame[i]) + { + netbuffer->starttic = realstart = resendto[i]; + netbuffer->numtics = maketic - realstart; + if (netbuffer->numtics > BACKUPTICS) + I_Error ("NetUpdate: netbuffer->numtics > BACKUPTICS"); + + resendto[i] = maketic - doomcom->extratics; + + for (j=0 ; j< netbuffer->numtics ; j++) + netbuffer->cmds[j] = + localcmds[(realstart+j)%BACKUPTICS]; + + if (remoteresend[i]) + { + netbuffer->retransmitfrom = nettics[i]; + HSendPacket (i, NCMD_RETRANSMIT); + } + else + { + netbuffer->retransmitfrom = 0; + HSendPacket (i, 0); + } + } + +// +// listen for other packets +// +listen: + + GetPackets (); +} + + +/* +===================== += += CheckAbort += +===================== +*/ + +void CheckAbort (void) +{ + event_t *ev; + int stoptic; + + stoptic = I_GetTime () + 2; + while (I_GetTime() < stoptic) + I_StartTic (); + + I_StartTic (); + for ( ; eventtail != eventhead + ; eventtail = (++eventtail)&(MAXEVENTS-1) ) + { + ev = &events[eventtail]; + if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE) + I_Error ("Network game synchronization aborted."); + } +} + +/* +===================== += += D_ArbitrateNetStart += +===================== +*/ + +void D_ArbitrateNetStart (void) +{ + int i; + boolean gotinfo[MAXNETNODES]; + + autostart = true; + memset (gotinfo,0,sizeof(gotinfo)); + + if (doomcom->consoleplayer) + { // listen for setup info from key player +// mprintf ("listening for network start info...\n"); + while (1) + { + CheckAbort (); + if (!HGetPacket ()) + continue; + if (netbuffer->checksum & NCMD_SETUP) + { + if (netbuffer->player != VERSION) + I_Error ("Different DOOM versions cannot play a net game!"); + startskill = netbuffer->retransmitfrom & 15; + deathmatch = (netbuffer->retransmitfrom & 0xc0) >> 6; + nomonsters = (netbuffer->retransmitfrom & 0x20) > 0; + respawnparm = (netbuffer->retransmitfrom & 0x10) > 0; + //startmap = netbuffer->starttic & 0x3f; + //startepisode = netbuffer->starttic >> 6; + startmap = netbuffer->starttic&15; + startepisode = netbuffer->starttic>>4; + return; + } + } + } + else + { // key player, send the setup info +// mprintf ("sending network start info...\n"); + do + { + CheckAbort (); + for (i=0 ; inumnodes ; i++) + { + netbuffer->retransmitfrom = startskill; + if (deathmatch) + netbuffer->retransmitfrom |= (deathmatch<<6); + if (nomonsters) + netbuffer->retransmitfrom |= 0x20; + if (respawnparm) + netbuffer->retransmitfrom |= 0x10; + //netbuffer->starttic = startepisode * 64 + startmap; + netbuffer->starttic = (startepisode<<4)+startmap; + netbuffer->player = VERSION; + netbuffer->numtics = 0; + HSendPacket (i, NCMD_SETUP); + } + +#if 1 + for(i = 10 ; i && HGetPacket(); --i) + { + if((netbuffer->player&0x7f) < MAXNETNODES) + gotinfo[netbuffer->player&0x7f] = true; + } +#else + while (HGetPacket ()) + { + gotinfo[netbuffer->player&0x7f] = true; + } +#endif + + for (i=1 ; inumnodes ; i++) + if (!gotinfo[i]) + break; + } while (i < doomcom->numnodes); + } +} + +/* +=================== += += D_CheckNetGame += += Works out player numbers among the net participants +=================== +*/ + +extern int viewangleoffset; + +void D_CheckNetGame (void) +{ + int i; + + for (i=0 ; iid != DOOMCOM_ID) + I_Error ("Doomcom buffer invalid!"); + netbuffer = &doomcom->data; + consoleplayer = displayplayer = doomcom->consoleplayer; + if (netgame) + D_ArbitrateNetStart (); +//printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode); + +// read values out of doomcom + ticdup = doomcom->ticdup; + maxsend = BACKUPTICS/(2*ticdup)-1; + if (maxsend<1) + maxsend = 1; + + for (i=0 ; inumplayers ; i++) + playeringame[i] = true; + for (i=0 ; inumnodes ; i++) + nodeingame[i] = true; + +//printf ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom->numplayers, doomcom->numnodes); + +} + +/* +================== += += D_QuitNetGame += += Called before quitting to leave a net game without hanging the += other players += +================== +*/ + +void D_QuitNetGame (void) +{ + int i, j; + + if (debugfile) + fclose (debugfile); + + if (!netgame || !usergame || consoleplayer == -1 || demoplayback) + return; + +// send a bunch of packets for security + netbuffer->player = consoleplayer; + netbuffer->numtics = 0; + for (i=0 ; i<4 ; i++) + { + for (j=1 ; jnumnodes ; j++) + if (nodeingame[j]) + HSendPacket (j, NCMD_EXIT); + I_WaitVBL (1); + } +} + + + +/* +=============== += += TryRunTics += +=============== +*/ + +int frametics[4], frameon; +int frameskip[4]; +int oldnettics; +extern boolean advancedemo; + +void TryRunTics (void) +{ + int i; + int lowtic; + int entertic; + static int oldentertics; + int realtics, availabletics; + int counts; + int numplaying; + +// +// get real tics +// + entertic = I_GetTime ()/ticdup; + realtics = entertic - oldentertics; + oldentertics = entertic; + +// +// get available tics +// + NetUpdate (); + + lowtic = MAXINT; + numplaying = 0; + for (i=0 ; inumnodes ; i++) + if (nodeingame[i]) + { + numplaying++; + if (nettics[i] < lowtic) + lowtic = nettics[i]; + } + availabletics = lowtic - gametic/ticdup; + + +// +// decide how many tics to run +// + if (realtics < availabletics-1) + counts = realtics+1; + else if (realtics < availabletics) + counts = realtics; + else + counts = availabletics; + if (counts < 1) + counts = 1; + + frameon++; + +if (debugfile) + fprintf (debugfile,"=======real: %i avail: %i game: %i\n",realtics, availabletics,counts); + + if (!demoplayback) + { + //============================================================================= + // + // ideally nettics[0] should be 1 - 3 tics above lowtic + // if we are consistantly slower, speed up time + // + for (i=0 ; i nettics[nodeforplayer[i]]); + oldnettics = nettics[0]; + if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3]) + { + skiptics = 1; + // printf ("+"); + } + } + //============================================================================= + } // demoplayback + + // + // wait for new tics if needed + // + while (lowtic < gametic/ticdup + counts) + { + + NetUpdate (); + lowtic = MAXINT; + + for (i=0 ; inumnodes ; i++) + if (nodeingame[i] && nettics[i] < lowtic) + lowtic = nettics[i]; + + if (lowtic < gametic/ticdup) + I_Error ("TryRunTics: lowtic < gametic"); + + // don't stay in here forever -- give the menu a chance to work + if (I_GetTime ()/ticdup - entertic >= 20) + { + MN_Ticker (); + return; + } + } + +// +// run the count * ticdup dics +// + while (counts--) + { + for (i=0 ; i lowtic) + I_Error ("gametic>lowtic"); + if (advancedemo) + D_DoAdvanceDemo (); + MN_Ticker (); + G_Ticker (); + gametic++; + // + // modify command for duplicated tics + // + if (i != ticdup-1) + { + ticcmd_t *cmd; + int buf; + int j; + + buf = (gametic/ticdup)%BACKUPTICS; + for (j=0 ; jchatchar = 0; + if (cmd->buttons & BT_SPECIAL) + cmd->buttons = 0; + } + } + } + NetUpdate (); // check for new console commands + } +} diff --git a/base/d_netbak.c b/base/d_netbak.c new file mode 100644 index 0000000..6532aa9 --- /dev/null +++ b/base/d_netbak.c @@ -0,0 +1,797 @@ + +// I_pcnet.m +// +// Modified 12-21-94 by Chris Rhinehart for use with multiple ticdups +// actually, it wasn't modified, but rather we are currently using this +// older version of D_NET.C, since the new one doesn't seem to work with +// ticdup set to greater than one. + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +#define NCMD_EXIT 0x80000000 +#define NCMD_RETRANSMIT 0x40000000 +#define NCMD_SETUP 0x20000000 +#define NCMD_CHECKSUM 0x0fffffff + +/* +if more space needs to be crunched out of the protocol... + +1 drone +2 player +8 tic +5 numtics + +#define NCMD_EXIT 0x80000000 +#define NCMD_RETRANSMIT 0x40000000 // a retransmit will have 0 tics +#define NCMD_DRONE 0x20000000 +#define NCMD_PLAYER 0x18000000 +#define NCMD_PLAYERSHIFT 27 +#define NCMD_TIC 0x00ff0000 +#define NCMD_TICSHIFT 16 +#define NCMD_NUMTICS 0x0000ff00 +#define NCMD_NUMTICSSHIFT 8 +#define NCMD_CHECKSUM 0x000000ff + +*/ + + + + + +doomcom_t *doomcom; +doomdata_t *netbuffer; // points inside doomcom + + +/* +============================================================================== + + NETWORKING + +gametic is the tic about to (or currently being) run +maketic is the tick that hasn't had control made for it yet +nettics[] has the maketics for all players + +a gametic cannot be run until nettics[] > gametic for all players + +============================================================================== +*/ + +#define RESENDCOUNT 10 +#define PL_DRONE 0x80 // bit flag in doomdata->player + +ticcmd_t localcmds[BACKUPTICS]; + +ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; +int nettics[MAXNETNODES]; +boolean nodeingame[MAXNETNODES]; // set false as nodes leave game +boolean remoteresend[MAXNETNODES]; // set when local needs tics +int resendto[MAXNETNODES]; // set when remote needs tics +int resendcount[MAXNETNODES]; + +int nodeforplayer[MAXPLAYERS]; + +int gametime; +int maketic; +int lastnettic, skiptics; +int ticdup; + +void D_ProcessEvents (void); +void G_BuildTiccmd (ticcmd_t *cmd); +void D_DoAdvanceDemo (void); + +boolean reboundpacket; +doomdata_t reboundstore; + + +int NetbufferSize (void) +{ + return (int)&(((doomdata_t *)0)->cmds[netbuffer->numtics]); +} + +unsigned NetbufferChecksum (void) +{ + unsigned c; + int i,l; + + c = 0x1234567; + + l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4; + for (i=0 ; iretransmitfrom)[i] * (i+1); + + return c & NCMD_CHECKSUM; +} + +int ExpandTics (int low) +{ + int delta; + + delta = low - (maketic&0xff); + + if (delta >= -64 && delta <= 64) + return (maketic&~0xff) + low; + if (delta > 64) + return (maketic&~0xff) - 256 + low; + if (delta < -64) + return (maketic&~0xff) + 256 + low; + + I_Error ("ExpandTics: strange value %i at maketic %i",low,maketic); + return 0; +} + + +//============================================================================ + + +/* +============== += += HSendPacket += +============== +*/ + +void HSendPacket (int node, int flags) +{ + netbuffer->checksum = NetbufferChecksum () | flags; + + if (!node) + { + reboundstore = *netbuffer; + reboundpacket = true; + return; + } + + if (!netgame) + I_Error ("Tried to transmit to another node"); + + doomcom->command = CMD_SEND; + doomcom->remotenode = node; + doomcom->datalength = NetbufferSize (); + +if (debugfile) +{ + int i; + int realretrans; + if (netbuffer->checksum & NCMD_RETRANSMIT) + realretrans = ExpandTics (netbuffer->retransmitfrom); + else + realretrans = -1; + fprintf (debugfile,"send (%i + %i, R %i) [%i] " + ,ExpandTics(netbuffer->starttic),netbuffer->numtics, realretrans, doomcom->datalength); + for (i=0 ; idatalength ; i++) + fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); + fprintf (debugfile,"\n"); +} + + I_NetCmd (); +} + +/* +============== += += HGetPacket += += Returns false if no packet is waiting += +============== +*/ + +boolean HGetPacket (void) +{ + if (reboundpacket) + { + *netbuffer = reboundstore; + doomcom->remotenode = 0; + reboundpacket = false; + return true; + } + + if (!netgame) + return false; + + doomcom->command = CMD_GET; + I_NetCmd (); + if (doomcom->remotenode == -1) + return false; + + if (doomcom->datalength != NetbufferSize ()) + { + if (debugfile) + fprintf (debugfile,"bad packet length %i\n",doomcom->datalength); + return false; + } + + if (NetbufferChecksum () != (netbuffer->checksum&NCMD_CHECKSUM) ) + { + if (debugfile) + fprintf (debugfile,"bad packet checksum\n"); + return false; + } + +if (debugfile) +{ + int realretrans; + int i; + + if (netbuffer->checksum & NCMD_SETUP) + fprintf (debugfile,"setup packet\n"); + else + { + if (netbuffer->checksum & NCMD_RETRANSMIT) + realretrans = ExpandTics (netbuffer->retransmitfrom); + else + realretrans = -1; + fprintf (debugfile,"get %i = (%i + %i, R %i)[%i] ",doomcom->remotenode, + ExpandTics(netbuffer->starttic),netbuffer->numtics, realretrans, doomcom->datalength); + for (i=0 ; idatalength ; i++) + fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); + fprintf (debugfile,"\n"); + } +} + return true; +} + + +/* +=================== += += GetPackets += +=================== +*/ + +char exitmsg[80]; + +void GetPackets (void) +{ + int netconsole; + int netnode; + int netdrone; + int j; + ticcmd_t *src, *dest; + int dupedstart, dupedend; + int skiptics; + int realstart; + + while (HGetPacket ()) + { + if (netbuffer->checksum & NCMD_SETUP) + continue; // extra setup packet + + netdrone = netbuffer->player & PL_DRONE; + netconsole = netbuffer->player & ~PL_DRONE; + netnode = doomcom->remotenode; + // + // to save bytes, only the low byte of tic numbers are sent + // Figure out what the rest of the bytes are + // + realstart = ExpandTics (netbuffer->starttic); + dupedstart = realstart*doomcom->ticdup; + dupedend = (realstart+netbuffer->numtics)*doomcom->ticdup; + + // + // check for exiting the game + // + if (netbuffer->checksum & NCMD_EXIT) + { + if (!nodeingame[netnode]) + continue; + nodeingame[netnode] = false; + if (!netdrone) + { + playeringame[netconsole] = false; + strcpy (exitmsg, "PLAYER 1 HAS LEFT THE GAME"); + exitmsg[7] += netconsole; + P_SetMessage(&players[consoleplayer], exitmsg, true); + UpdateState |= I_MESSAGES; + S_StartSound(NULL, sfx_chat); + } + continue; + } + + // + // drone packets are just notifications + // + if (netdrone) + { + nettics[netnode] = dupedend; + continue; + } + + nodeforplayer[netconsole] = netnode; + + // + // check for retransmit request + // + if ( resendcount[netnode] <= 0 + && (netbuffer->checksum & NCMD_RETRANSMIT) ) + { + resendto[netnode] = ExpandTics(netbuffer->retransmitfrom); +if (debugfile) +fprintf (debugfile,"retransmit from %i\n", resendto[netnode]); + resendcount[netnode] = RESENDCOUNT; + } + else + resendcount[netnode]--; + + // + // check for out of order / duplicated packet + // + if (dupedend == nettics[netnode]) + continue; + + if (dupedend < nettics[netnode]) + { +if (debugfile) +fprintf (debugfile,"out of order packet (%i + %i)\n" ,realstart,netbuffer->numtics); + continue; + } + + // + // check for a missed packet + // + if (dupedstart > nettics[netnode]) + { + // stop processing until the other system resends the missed tics +if (debugfile) +fprintf (debugfile,"missed tics from %i (%i - %i)\n", netnode, dupedstart, nettics[netnode]); + remoteresend[netnode] = true; + continue; + } + +// +// update command store from the packet +// + remoteresend[netnode] = false; + + skiptics = nettics[netnode]/doomcom->ticdup - realstart; + src = &netbuffer->cmds[skiptics]; + + while (nettics[netnode] < dupedend) + { + for (j=0 ; jticdup ; j++) + { + dest = &netcmds[netconsole][nettics[netnode]%BACKUPTICS]; + nettics[netnode]++; + *dest = *src; + src->chatchar = 0; + if (src->buttons & BT_SPECIAL) + src->buttons = 0; + } + src++; + } + } +} + +/* +============= += += NetUpdate += += Builds ticcmds for console player += sends out a packet +============= +*/ + +void NetUpdate (void) +{ + int nowtime; + int newtics; + int i,j; + int gameticdiv; + int realstart; + + if (singletics) + return; // singletic update is syncronous + +// +// check time +// + nowtime = I_GetTime ()/doomcom->ticdup; + newtics = nowtime - gametime; + gametime = nowtime; + if (newtics <= 0) // nothing new to update + goto listen; + + if (skiptics <= newtics) + { + newtics -= skiptics; + skiptics = 0; + } + else + { + skiptics -= newtics; + newtics = 0; + } + + + netbuffer->player = consoleplayer; + if (doomcom->drone) + netbuffer->player |= PL_DRONE; + +// +// drone packets +// + if (doomcom->drone) + { + I_StartTic (); + D_ProcessEvents (); + goto sendit; + } + +// +// build new ticcmds for console player +// + gameticdiv = (gametic+doomcom->ticdup-1)/doomcom->ticdup; + for (i=0 ; i= BACKUPTICS/2 /* /doomcom->ticdup */- 1) + { + newtics = i; + break; // can't hold any more + } +//printf ("mk:%i ",maketic); + G_BuildTiccmd (&localcmds[maketic%BACKUPTICS]); + maketic++; + } + +// +// send the packet to the other nodes +// +sendit: + for (i=0 ; inumnodes ; i++) + if (nodeingame[i]) + { + if (doomcom->drone) + { + netbuffer->starttic = realstart = maketic + BACKUPTICS/2; + netbuffer->numtics = 0; + } + else + { + netbuffer->starttic = realstart = resendto[i]; + netbuffer->numtics = maketic - realstart; + resendto[i] = maketic - doomcom->extratics; + } + + if (netbuffer->numtics > BACKUPTICS) + I_Error ("NetUpdate: netbuffer->numtics > BACKUPTICS"); + + for (j=0 ; j< netbuffer->numtics ; j++) + netbuffer->cmds[j] = + localcmds[(realstart+j)%BACKUPTICS]; + + if (remoteresend[i]) + { + netbuffer->retransmitfrom = nettics[i]/doomcom->ticdup; + HSendPacket (i, NCMD_RETRANSMIT); + } + else + { + netbuffer->retransmitfrom = 0; + HSendPacket (i, 0); + } + } + +// +// listen for other packets +// +listen: + + GetPackets (); +} + + +/* +===================== += += CheckAbort += +===================== +*/ + +void CheckAbort (void) +{ + event_t *ev; + + I_WaitVBL(2); + + I_StartTic (); + for ( ; eventtail != eventhead + ; eventtail = (++eventtail)&(MAXEVENTS-1) ) + { + ev = &events[eventtail]; + if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE) + I_Error ("Network game synchronization aborted."); + } +} + +/* +===================== += += D_ArbitrateNetStart += +===================== +*/ + +void D_ArbitrateNetStart (void) +{ + int i; + boolean gotinfo[MAXNETNODES]; + + autostart = true; + memset (gotinfo,0,sizeof(gotinfo)); + + if (doomcom->consoleplayer) + { // listen for setup info from key player + //printf ("listening for network start info...\n"); + while (1) + { + CheckAbort (); + if (!HGetPacket ()) + continue; + if (netbuffer->checksum & NCMD_SETUP) + { + if (netbuffer->player != VERSION) + I_Error ("Different HERETIC versions cannot play a net game!"); + startskill = netbuffer->retransmitfrom & 15; + deathmatch = (netbuffer->retransmitfrom & 0x80) > 0; + startmap = netbuffer->starttic & 15; + startepisode = netbuffer->starttic >> 4; + return; + } + } + } + else + { // key player, send the setup info +// printf ("sending network start info...\n"); + do + { + CheckAbort (); + for (i=0 ; inumnodes ; i++) + { + netbuffer->retransmitfrom = startskill; + if (deathmatch) + netbuffer->retransmitfrom |= 0x80; + netbuffer->starttic = startepisode * 16 + startmap; + netbuffer->player = VERSION; + netbuffer->numtics = 0; + HSendPacket (i, NCMD_SETUP); + } + + while (HGetPacket ()) + { +//printf ("got packet\n"); + gotinfo[netbuffer->player&0x7f] = true; + } + + for (i=1 ; inumnodes ; i++) + if (!gotinfo[i]) + break; + } while (i < doomcom->numnodes); + } +} + +/* +=================== += += D_CheckNetGame += += Works out player numbers among the net participants +=================== +*/ + +extern int viewangleoffset; + +void D_CheckNetGame (void) +{ + int i; + + for (i=0 ; iid != DOOMCOM_ID) + I_Error ("Doomcom buffer invalid!"); + netbuffer = &doomcom->data; + consoleplayer = displayplayer = doomcom->consoleplayer; + if (netgame) + D_ArbitrateNetStart (); +//printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode); + +// read values out of doomcom + ticdup = doomcom->ticdup; + + for (i=0 ; inumplayers ; i++) + playeringame[i] = true; + for (i=0 ; inumnodes ; i++) + nodeingame[i] = true; + +//printf ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom->numplayers, doomcom->numnodes); + +} + +/* +================== += += D_QuitNetGame += += Called before quitting to leave a net game without hanging the += other players += +================== +*/ + +void D_QuitNetGame (void) +{ + int i, j; + + if (debugfile) + fclose (debugfile); + + if (!netgame || !usergame || consoleplayer == -1) + return; + +// send a bunch of packets for security + netbuffer->player = consoleplayer; + if (doomcom->drone) + netbuffer->player |= PL_DRONE; + netbuffer->numtics = 0; + for (i=0 ; i<4 ; i++) + { + for (j=1 ; jnumnodes ; j++) + if (nodeingame[j]) + HSendPacket (j, NCMD_EXIT); + I_WaitVBL (1); + } +} + + + +/* +=============== += += TryRunTics += +=============== +*/ + +int frametics[4], frameon; +int frameskip[4]; +int oldnettics; +extern boolean advancedemo; + +void TryRunTics (void) +{ + int i; + int lowtic, nextlowest; + int entertic; + int static oldentertics; + int realtics, availabletics; + int counts; + int numplaying; + +// +// get real tics +// + entertic = I_GetTime (); + realtics = entertic - oldentertics; + oldentertics = entertic; + +// +// get available tics +// + NetUpdate (); + + lowtic = nextlowest = MAXINT; + numplaying = 0; + for (i=0 ; inumnodes ; i++) + if (nodeingame[i]) + { + numplaying++; + if (nettics[i] < lowtic) + { + nextlowest = lowtic; + lowtic = nettics[i]; + } + else if (nettics[i] < nextlowest) + nextlowest = nettics[i]; + } + availabletics = lowtic - gametic; + + +// +// decide how many tics to run +// + if (realtics < availabletics-1) + counts = realtics+1; + else if (realtics < availabletics) + counts = realtics; + else + counts = availabletics; + if (counts < 1) + counts = 1; + + frameon++; + +if (debugfile) + fprintf (debugfile,"=======real: %i avail: %i game: %i\n",realtics, availabletics,counts); + +//============================================================================= +// +// ideally nettics[0] should be 1 - 3 tics above lowtic +// if we are consistantly slower, speed up time +// drones should never hold up the other players +// + for (i=0 ; i nettics[nodeforplayer[i]]); + oldnettics = nettics[0]; + if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3]) + { + skiptics = 1; +// printf ("+"); + } + } +//============================================================================= + +// +// wait for new tics if needed +// + while (lowtic < gametic + counts) + { + + NetUpdate (); + lowtic = MAXINT; + + for (i=0 ; inumnodes ; i++) + if (nodeingame[i] && nettics[i] < lowtic) + lowtic = nettics[i]; + + if (lowtic < gametic) + I_Error ("TryRunTics: lowtic < gametic"); + + // don't stay in here forever -- give the menu a chance to work + if (I_GetTime () - entertic >= 20) + { + MN_Ticker (); + return; + } + } + + +// +// run the tics +// + while (counts--) + { + if (advancedemo) + D_DoAdvanceDemo (); + MN_Ticker (); + G_Ticker (); + NetUpdate (); // check for new console commands + gametic++; + } +} diff --git a/base/f_finale.c b/base/f_finale.c new file mode 100644 index 0000000..35e3b08 --- /dev/null +++ b/base/f_finale.c @@ -0,0 +1,438 @@ +// F_finale.c + +#include // for toupper() +#include "doomdef.h" +#include "soundst.h" +#ifdef RENDER3D +#include "ogl_def.h" +#define WR_CacheLumpName(a,b) W_GetNumForName(a) +#define V_DrawPatch(x,y,p) OGL_DrawPatch(x,y,p) +#define V_DrawFuzzPatch(x,y,p) OGL_DrawFuzzPatch(x,y,p) +#define V_DrawAltFuzzPatch(x,y,p) OGL_DrawAltFuzzPatch(x,y,p) +#define V_DrawShadowedPatch(x,y,p) OGL_DrawShadowedPatch(x,y,p) +#define V_DrawRawScreen(a) OGL_DrawRawScreen(a) +#else +#define WR_CacheLumpName(a,b) W_CacheLumpName(a,b) +#endif + +int finalestage; // 0 = text, 1 = art screen +int finalecount; + +#define TEXTSPEED 3 +#define TEXTWAIT 250 + +char *e1text = E1TEXT; +char *e2text = E2TEXT; +char *e3text = E3TEXT; +char *e4text = E4TEXT; +char *e5text = E5TEXT; +char *finaletext; +char *finaleflat; + +int FontABaseLump; + +extern boolean automapactive; +extern boolean viewactive; + +extern void D_StartTitle(void); + +/* +======================= += += F_StartFinale += +======================= +*/ + +void F_StartFinale (void) +{ + gameaction = ga_nothing; + gamestate = GS_FINALE; + viewactive = false; + automapactive = false; + players[consoleplayer].messageTics = 1; + players[consoleplayer].message = NULL; + + switch(gameepisode) + { + case 1: + finaleflat = "FLOOR25"; + finaletext = e1text; + break; + case 2: + finaleflat = "FLATHUH1"; + finaletext = e2text; + break; + case 3: + finaleflat = "FLTWAWA2"; + finaletext = e3text; + break; + case 4: + finaleflat = "FLOOR28"; + finaletext = e4text; + break; + case 5: + finaleflat = "FLOOR08"; + finaletext = e5text; + break; + } + + finalestage = 0; + finalecount = 0; + FontABaseLump = W_GetNumForName("FONTA_S")+1; + +// S_ChangeMusic(mus_victor, true); + S_StartSong(mus_cptd, true); +} + + + +boolean F_Responder (event_t *event) +{ + if(event->type != ev_keydown) + { + return false; + } + if(finalestage == 1 && gameepisode == 2) + { // we're showing the water pic, make any key kick to demo mode + finalestage++; + // Hmm... naughty Heretic again :/ - DDOI + //memset((byte *)0xa0000, 0, SCREENWIDTH*SCREENHEIGHT); + //memset(screen, 0, SCREENWIDTH*SCREENHEIGHT); + I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE)); + return true; + } + return false; +} + + +/* +======================= += += F_Ticker += +======================= +*/ + +void F_Ticker (void) +{ + finalecount++; + if (!finalestage && finalecount>strlen (finaletext)*TEXTSPEED + TEXTWAIT) + { + finalecount = 0; + if(!finalestage) + { + finalestage = 1; + } + +// wipegamestate = -1; // force a wipe +/* + if (gameepisode == 3) + S_StartMusic (mus_bunny); +*/ + } +} + + +/* +======================= += += F_TextWrite += +======================= +*/ + +//#include "HU_stuff.h" +//extern patch_t *hu_font[HU_FONTSIZE]; + +void F_TextWrite (void) +{ +#ifndef RENDER3D + byte *src, *dest; + int x,y; +#endif + int count; + char *ch; + int c; + int cx, cy; + patch_t *w; + +// +// erase the entire screen to a tiled background +// +#ifndef RENDER3D + src = W_CacheLumpName(finaleflat, PU_CACHE); + dest = screen; + for (y=0 ; ywidth > SCREENWIDTH) + break; +#ifdef RENDER3D + OGL_DrawPatch (cx,cy,FontABaseLump+c-33); +#else + V_DrawPatch(cx, cy, w); +#endif + cx += w->width; + } + +} + +void F_DrawPatchCol (int x, patch_t *patch, int col) +{ + column_t *column; + byte *source, *dest, *desttop; + int count; + + column = (column_t *)((byte *)patch + LONG(patch->columnofs[col])); + desttop = screen+x; + +// step through the posts in a column + + while (column->topdelta != 0xff ) + { + source = (byte *)column + 3; + dest = desttop + column->topdelta*SCREENWIDTH; + count = column->length; + + while (count--) + { + *dest = *source++; + dest += SCREENWIDTH; + } + column = (column_t *)( (byte *)column + column->length+ 4 ); + } +} + +/* +================== += += F_DemonScroll += +================== +*/ + +void F_DemonScroll(void) +{ + byte *p1, *p2; + static int yval = 0; + static int nextscroll = 0; + + if(finalecount < nextscroll) + { + return; + } + p1 = W_CacheLumpName("FINAL1", PU_LEVEL); + p2 = W_CacheLumpName("FINAL2", PU_LEVEL); + if(finalecount < 70) + { + memcpy(screen, p1, SCREENHEIGHT*SCREENWIDTH); + nextscroll = finalecount; + return; + } + if(yval < 64000) + { + memcpy(screen, p2+SCREENHEIGHT*SCREENWIDTH-yval, yval); + memcpy(screen+yval, p1, SCREENHEIGHT*SCREENWIDTH-yval); + yval += SCREENWIDTH; + nextscroll = finalecount+3; + } + else + { //else, we'll just sit here and wait, for now + memcpy(screen, p2, SCREENWIDTH*SCREENHEIGHT); + } +} + +/* +================== += += F_DrawUnderwater += +================== +*/ + +void F_DrawUnderwater(void) +{ +#ifndef RENDER3D + static boolean underwawa; +#endif + extern boolean MenuActive; + extern boolean askforquit; + + switch(finalestage) + { + case 1: +#ifndef RENDER3D + if(!underwawa) + { + underwawa = true; + // Naughty Heretic :/ - DDOI + //memset((byte *)0xa0000, 0, SCREENWIDTH*SCREENHEIGHT); + I_SetPalette(W_CacheLumpName("E2PAL", PU_CACHE)); + memcpy(screen, W_CacheLumpName("E2END", PU_CACHE), + SCREENWIDTH*SCREENHEIGHT); + } +#endif + paused = false; + MenuActive = false; + askforquit = false; + + break; + case 2: +#ifndef RENDER3D + memcpy(screen, W_CacheLumpName("TITLE", PU_CACHE), + SCREENWIDTH*SCREENHEIGHT); +#else + OGL_DrawRawScreen(W_GetNumForName("TITLE")); +#endif + //D_StartTitle(); // go to intro/demo mode. + } +} + + +#if 0 +/* +================== += += F_BunnyScroll += +================== +*/ + +void F_BunnyScroll (void) +{ + int scrolled, x; + patch_t *p1, *p2; + char name[10]; + int stage; + static int laststage; + + p1 = W_CacheLumpName ("PFUB2", PU_LEVEL); + p2 = W_CacheLumpName ("PFUB1", PU_LEVEL); + + V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT); + + scrolled = 320 - (finalecount-230)/2; + if (scrolled > 320) + scrolled = 320; + if (scrolled < 0) + scrolled = 0; + + for ( x=0 ; x 6) + stage = 6; + if (stage > laststage) + { + S_StartSound (NULL, sfx_pistol); + laststage = stage; + } + + sprintf (name,"END%i",stage); + V_DrawPatch ((SCREENWIDTH-13*8)/2, (SCREENHEIGHT-8*8)/2, W_CacheLumpName (name,PU_CACHE)); +} +#endif + +/* +======================= += += F_Drawer += +======================= +*/ + +void F_Drawer(void) +{ + UpdateState |= I_FULLSCRN; + if (!finalestage) + F_TextWrite (); + else + { + switch (gameepisode) + { + case 1: + if(shareware) + { + V_DrawRawScreen(WR_CacheLumpName("ORDER", PU_CACHE)); + } + else + { + V_DrawRawScreen(WR_CacheLumpName("CREDIT", PU_CACHE)); + } + break; + case 2: + F_DrawUnderwater(); + break; + case 3: + F_DemonScroll(); + break; + case 4: // Just show credits screen for extended episodes + case 5: + V_DrawRawScreen(WR_CacheLumpName("CREDIT", PU_CACHE)); + break; + } + } +} diff --git a/base/g_game.c b/base/g_game.c new file mode 100644 index 0000000..e8c1aac --- /dev/null +++ b/base/g_game.c @@ -0,0 +1,1950 @@ + +// G_game.c + +#include +#include +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +// Macros + +#define SVG_RAM 0 +#define SVG_FILE 1 +#define SAVE_GAME_TERMINATOR 0x1d +#define AM_STARTKEY 9 + +// Functions + +boolean G_CheckDemoStatus (void); +void G_ReadDemoTiccmd (ticcmd_t *cmd); +void G_WriteDemoTiccmd (ticcmd_t *cmd); +void G_PlayerReborn (int player); +void G_InitNew (skill_t skill, int episode, int map); + +void G_DoReborn (int playernum); + +void G_DoLoadLevel (void); +void G_DoNewGame (void); +void G_DoLoadGame (void); +void G_DoPlayDemo (void); +void G_DoCompleted (void); +void G_DoVictory (void); +void G_DoWorldDone (void); +void G_DoSaveGame (void); + +void D_PageTicker(void); +void D_AdvanceDemo(void); + +struct +{ + mobjtype_t type; + int speed[2]; +} MonsterMissileInfo[] = +{ + { MT_IMPBALL, {10, 20} }, + { MT_MUMMYFX1, {9, 18} }, + { MT_KNIGHTAXE, {9, 18} }, + { MT_REDAXE, {9, 18} }, + { MT_BEASTBALL, {12, 20} }, + { MT_WIZFX1, {18, 24} }, + { MT_SNAKEPRO_A, {14, 20} }, + { MT_SNAKEPRO_B, {14, 20} }, + { MT_HEADFX1, {13, 20} }, + { MT_HEADFX3, {10, 18} }, + { MT_MNTRFX1, {20, 26} }, + { MT_MNTRFX2, {14, 20} }, + { MT_SRCRFX1, {20, 28} }, + { MT_SOR2FX1, {20, 28} }, + { -1, {-1, -1} } // Terminator +}; + +FILE *SaveGameFP; +int SaveGameType; + +gameaction_t gameaction; +gamestate_t gamestate; +skill_t gameskill; +boolean respawnmonsters; +int gameepisode; +int gamemap; +int prevmap; + +boolean paused; +boolean sendpause; // send a pause event next tic +boolean sendsave; // send a save event next tic +boolean usergame; // ok to save / end game + +boolean timingdemo; // if true, exit with report on completion +int starttime; // for comparative timing purposes + +boolean viewactive; + +boolean deathmatch; // only if started as net death +boolean netgame; // only true if packets are broadcast +boolean playeringame[MAXPLAYERS]; +player_t players[MAXPLAYERS]; + +int consoleplayer; // player taking events and displaying +int displayplayer; // view being displayed +int gametic; +int levelstarttic; // gametic at level start +int totalkills, totalitems, totalsecret; // for intermission + +char demoname[32]; +boolean demorecording; +boolean demoplayback; +byte *demobuffer, *demo_p; +boolean singledemo; // quit after playing a demo from cmdline + +boolean precache = true; // if true, load all graphics at start + +short consistancy[MAXPLAYERS][BACKUPTICS]; + +byte *savebuffer, *save_p; + + +// +// controls (have defaults) +// +int key_right, key_left, key_up, key_down; +int key_strafeleft, key_straferight; +int key_fire, key_use, key_strafe, key_speed; +int key_flyup, key_flydown, key_flycenter; +int key_lookup, key_lookdown, key_lookcenter; +int key_invleft, key_invright, key_useartifact; + +int mousebfire; +int mousebstrafe; +int mousebforward; + +int joybfire; +int joybstrafe; +int joybuse; +int joybspeed; + + + +#define MAXPLMOVE 0x32 + +fixed_t forwardmove[2] = {0x19, 0x32}; +fixed_t sidemove[2] = {0x18, 0x28}; +fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn +#define SLOWTURNTICS 6 + +#define NUMKEYS 256 +boolean gamekeydown[NUMKEYS]; +int turnheld; // for accelerative turning +int lookheld; + + +boolean mousearray[4]; +boolean *mousebuttons = &mousearray[1]; + // allow [-1] +int mousex, mousey; // mouse values are used once +int dclicktime, dclickstate, dclicks; +int dclicktime2, dclickstate2, dclicks2; + +int joyxmove, joyymove; // joystick values are repeated +boolean joyarray[5]; +boolean *joybuttons = &joyarray[1]; // allow [-1] + +int savegameslot; +char savedescription[32]; + +int inventoryTics; + +#ifdef __WATCOMC__ +extern externdata_t *i_ExternData; +#endif + +//============================================================================= +// Not used - ripped out for Heretic +/* +int G_CmdChecksum(ticcmd_t *cmd) +{ + int i; + int sum; + + sum = 0; + for(i = 0; i < sizeof(*cmd)/4-1; i++) + { + sum += ((int *)cmd)[i]; + } + return(sum); +} +*/ + +/* +==================== += += G_BuildTiccmd += += Builds a ticcmd from all of the available inputs or reads it from the += demo buffer. += If recording a demo, write it out +==================== +*/ + +extern boolean inventory; +extern int curpos; +extern int inv_ptr; + +extern int isCyberPresent; // is CyberMan present? +boolean usearti = true; +void I_ReadCyberCmd (ticcmd_t *cmd); + +void G_BuildTiccmd (ticcmd_t *cmd) +{ + int i; + boolean strafe, bstrafe; + int speed, tspeed, lspeed; + int forward, side; + int look, arti; + int flyheight; + + extern boolean noartiskip; + +#ifdef __WATCOMC__ + int angleDelta; + static int oldAngle; + extern int newViewAngleOff; + static int externInvKey; + extern boolean automapactive; + event_t ev; +#endif + + + memset (cmd,0,sizeof(*cmd)); + //cmd->consistancy = + // consistancy[consoleplayer][(maketic*ticdup)%BACKUPTICS]; + cmd->consistancy = + consistancy[consoleplayer][maketic%BACKUPTICS]; + +//printf ("cons: %i\n",cmd->consistancy); + + strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] + || joybuttons[joybstrafe]; + speed = gamekeydown[key_speed] || joybuttons[joybspeed] + || joybuttons[joybspeed]; +#ifdef __WATCOMC__ + if(useexterndriver) + { + speed |= (i_ExternData->buttons&EBT_SPEED); + strafe |= (i_ExternData->buttons&EBT_STRAFE); + } +#endif + + forward = side = look = arti = flyheight = 0; + +// +// use two stage accelerative turning on the keyboard and joystick +// + if (joyxmove < 0 || joyxmove > 0 + || gamekeydown[key_right] || gamekeydown[key_left]) + turnheld += ticdup; + else + turnheld = 0; + if (turnheld < SLOWTURNTICS) + tspeed = 2; // slow turn + else + tspeed = speed; + + if(gamekeydown[key_lookdown] || gamekeydown[key_lookup]) + { + lookheld += ticdup; + } + else + { + lookheld = 0; + } + if(lookheld < SLOWTURNTICS) + { + lspeed = 1; + } + else + { + lspeed = 2; + } + +// +// let movement keys cancel each other out +// + if(strafe) + { + if (gamekeydown[key_right]) + side += sidemove[speed]; + if (gamekeydown[key_left]) + side -= sidemove[speed]; + if (joyxmove > 0) + side += sidemove[speed]; + if (joyxmove < 0) + side -= sidemove[speed]; + } + else + { + if (gamekeydown[key_right]) + cmd->angleturn -= angleturn[tspeed]; + if (gamekeydown[key_left]) + cmd->angleturn += angleturn[tspeed]; + if (joyxmove > 0) + cmd->angleturn -= angleturn[tspeed]; + if (joyxmove < 0) + cmd->angleturn += angleturn[tspeed]; + } + + if (gamekeydown[key_up]) + forward += forwardmove[speed]; + if (gamekeydown[key_down]) + forward -= forwardmove[speed]; + if (joyymove < 0) + forward += forwardmove[speed]; + if (joyymove > 0) + forward -= forwardmove[speed]; + if (gamekeydown[key_straferight]) + side += sidemove[speed]; + if (gamekeydown[key_strafeleft]) + side -= sidemove[speed]; + + // Look up/down/center keys + if(gamekeydown[key_lookup]) + { + look = lspeed; + } + if(gamekeydown[key_lookdown]) + { + look = -lspeed; + } +#ifdef __WATCOMC__ + if(gamekeydown[key_lookcenter] && !useexterndriver) + { + look = TOCENTER; + } +#else + if(gamekeydown[key_lookcenter]) + { + look = TOCENTER; + } +#endif + +#ifdef __WATCOMC__ + if(useexterndriver && look != TOCENTER && (gamestate == GS_LEVEL || + gamestate == GS_INTERMISSION)) + { + if(i_ExternData->moveForward) + { + forward += i_ExternData->moveForward; + if(speed) + { + forward <<= 1; + } + } + if(i_ExternData->angleTurn) + { + if(strafe) + { + side += i_ExternData->angleTurn; + } + else + { + cmd->angleturn += i_ExternData->angleTurn; + } + } + if(i_ExternData->moveSideways) + { + side += i_ExternData->moveSideways; + if(speed) + { + side <<= 1; + } + } + if(i_ExternData->buttons&EBT_CENTERVIEW) + { + look = TOCENTER; + oldAngle = 0; + } + else if(i_ExternData->pitch) + { + angleDelta = i_ExternData->pitch-oldAngle; + if(abs(angleDelta) < 35) + { + look = angleDelta/5; + } + else + { + look = 7*(angleDelta > 0 ? 1 : -1); + } + if(look == TOCENTER) + { + look++; + } + oldAngle += look*5; + } + if(i_ExternData->flyDirection) + { + if(i_ExternData->flyDirection > 0) + { + flyheight = 5; + } + else + { + flyheight = -5; + } + } + if(abs(newViewAngleOff-i_ExternData->angleHead) < 3000) + { + newViewAngleOff = i_ExternData->angleHead; + } + if(i_ExternData->buttons&EBT_FIRE) + { + cmd->buttons |= BT_ATTACK; + } + if(i_ExternData->buttons&EBT_OPENDOOR) + { + cmd->buttons |= BT_USE; + } + if(i_ExternData->buttons&EBT_PAUSE) + { + cmd->buttons = BT_SPECIAL | BTS_PAUSE; + i_ExternData->buttons &= ~EBT_PAUSE; + } + if(externInvKey&EBT_USEARTIFACT) + { + ev.type = ev_keyup; + ev.data1 = key_useartifact; + D_PostEvent(&ev); + externInvKey &= ~EBT_USEARTIFACT; + } + else if(i_ExternData->buttons&EBT_USEARTIFACT) + { + externInvKey |= EBT_USEARTIFACT; + ev.type = ev_keydown; + ev.data1 = key_useartifact; + D_PostEvent(&ev); + } + if(externInvKey&EBT_INVENTORYRIGHT) + { + ev.type = ev_keyup; + ev.data1 = key_invright; + D_PostEvent(&ev); + externInvKey &= ~EBT_INVENTORYRIGHT; + } + else if(i_ExternData->buttons&EBT_INVENTORYRIGHT) + { + externInvKey |= EBT_INVENTORYRIGHT; + ev.type = ev_keydown; + ev.data1 = key_invright; + D_PostEvent(&ev); + } + if(externInvKey&EBT_INVENTORYLEFT) + { + ev.type = ev_keyup; + ev.data1 = key_invleft; + D_PostEvent(&ev); + externInvKey &= ~EBT_INVENTORYLEFT; + } + else if(i_ExternData->buttons&EBT_INVENTORYLEFT) + { + externInvKey |= EBT_INVENTORYLEFT; + ev.type = ev_keydown; + ev.data1 = key_invleft; + D_PostEvent(&ev); + } + if(i_ExternData->buttons&EBT_FLYDROP) + { + flyheight = TOCENTER; + } + if(gamestate == GS_LEVEL) + { + if(externInvKey&EBT_MAP) + { // AutoMap + ev.type = ev_keyup; + ev.data1 = AM_STARTKEY; + D_PostEvent(&ev); + externInvKey &= ~EBT_MAP; + } + else if(i_ExternData->buttons&EBT_MAP) + { + externInvKey |= EBT_MAP; + ev.type = ev_keydown; + ev.data1 = AM_STARTKEY; + D_PostEvent(&ev); + } + } +#if 0 + if((i = (i_ExternData->buttons>>EBT_WEAPONSHIFT)&EBT_WEAPONMASK) != 0) + { + cmd->buttons |= BT_CHANGE; + cmd->buttons |= (i-1)<buttons&EBT_WEAPONCYCLE) + { + int curWeapon; + player_t *pl; + + pl = &players[consoleplayer]; + curWeapon = pl->readyweapon; + for(curWeapon = (curWeapon+1)&7; curWeapon != pl->readyweapon; + curWeapon = (curWeapon+1)&7) + { + if(pl->weaponowned[curWeapon]) + { + if(curWeapon >= wp_goldwand && curWeapon <= wp_mace && + !pl->ammo[wpnlev1info[curWeapon].ammo]) + { // weapon that requires ammo is empty + continue; + } + break; + } + } + cmd->buttons |= BT_CHANGE; + cmd->buttons |= curWeapon<arti = 0xff; // skip artifact code + } + } + else + { + if(inventory) + { + players[consoleplayer].readyArtifact = + players[consoleplayer].inventory[inv_ptr].type; + inventory = false; + cmd->arti = 0; + usearti = false; + } + else if(usearti) + { + cmd->arti = players[consoleplayer].inventory[inv_ptr].type; + usearti = false; + } + } + } + if(gamekeydown[127] && !cmd->arti + && !players[consoleplayer].powers[pw_weaponlevel2]) + { + gamekeydown[127] = false; + cmd->arti = arti_tomeofpower; + } + +// +// buttons +// + cmd->chatchar = CT_dequeueChatChar(); + + if (gamekeydown[key_fire] || mousebuttons[mousebfire] + || joybuttons[joybfire]) + cmd->buttons |= BT_ATTACK; + + if (gamekeydown[key_use] || joybuttons[joybuse] ) + { + cmd->buttons |= BT_USE; + dclicks = 0; // clear double clicks if hit use button + } + + for(i = 0; i < NUMWEAPONS-2; i++) + { + if(gamekeydown['1'+i]) + { + cmd->buttons |= BT_CHANGE; + cmd->buttons |= i< 1 ) + { + dclickstate = mousebuttons[mousebforward]; + if (dclickstate) + dclicks++; + if (dclicks == 2) + { + cmd->buttons |= BT_USE; + dclicks = 0; + } + else + dclicktime = 0; + } + else + { + dclicktime += ticdup; + if (dclicktime > 20) + { + dclicks = 0; + dclickstate = 0; + } + } + +// +// strafe double click +// + bstrafe = mousebuttons[mousebstrafe] +|| joybuttons[joybstrafe]; + if (bstrafe != dclickstate2 && dclicktime2 > 1 ) + { + dclickstate2 = bstrafe; + if (dclickstate2) + dclicks2++; + if (dclicks2 == 2) + { + cmd->buttons |= BT_USE; + dclicks2 = 0; + } + else + dclicktime2 = 0; + } + else + { + dclicktime2 += ticdup; + if (dclicktime2 > 20) + { + dclicks2 = 0; + dclickstate2 = 0; + } + } + + if (strafe) + { + side += mousex*2; + } + else + { + cmd->angleturn -= mousex*0x8; + } + forward += mousey; + mousex = mousey = 0; + + if (forward > MAXPLMOVE) + forward = MAXPLMOVE; + else if (forward < -MAXPLMOVE) + forward = -MAXPLMOVE; + if (side > MAXPLMOVE) + side = MAXPLMOVE; + else if (side < -MAXPLMOVE) + side = -MAXPLMOVE; + + cmd->forwardmove += forward; + cmd->sidemove += side; + if(players[consoleplayer].playerstate == PST_LIVE) + { + if(look < 0) + { + look += 16; + } + cmd->lookfly = look; + } + if(flyheight < 0) + { + flyheight += 16; + } + cmd->lookfly |= flyheight<<4; + +// +// special buttons +// + if (sendpause) + { + sendpause = false; + cmd->buttons = BT_SPECIAL | BTS_PAUSE; + } + + if (sendsave) + { + sendsave = false; + cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<type == ev_keyup && ev->data1 == key_useartifact) + { // flag to denote that it's okay to use an artifact + if(!inventory) + { + plr->readyArtifact = plr->inventory[inv_ptr].type; + } + usearti = true; + } + + // Check for spy mode player cycle + if(gamestate == GS_LEVEL && ev->type == ev_keydown + && ev->data1 == KEY_F12 && !deathmatch) + { // Cycle the display player + do + { + displayplayer++; + if(displayplayer == MAXPLAYERS) + { + displayplayer = 0; + } + } while(!playeringame[displayplayer] + && displayplayer != consoleplayer); + return(true); + } + + if(gamestate == GS_LEVEL) + { + if(CT_Responder(ev)) + { // Chat ate the event + return(true); + } + if(SB_Responder(ev)) + { // Status bar ate the event + return(true); + } + if(AM_Responder(ev)) + { // Automap ate the event + return(true); + } + } + + switch(ev->type) + { + case ev_keydown: + if(ev->data1 == key_invleft) + { + inventoryTics = 5*35; + if(!inventory) + { + inventory = true; + break; + } + inv_ptr--; + if(inv_ptr < 0) + { + inv_ptr = 0; + } + else + { + curpos--; + if(curpos < 0) + { + curpos = 0; + } + } + return(true); + } + if(ev->data1 == key_invright) + { + inventoryTics = 5*35; + if(!inventory) + { + inventory = true; + break; + } + inv_ptr++; + if(inv_ptr >= plr->inventorySlotNum) + { + inv_ptr--; + if(inv_ptr < 0) + inv_ptr = 0; + } + else + { + curpos++; + if(curpos > 6) + { + curpos = 6; + } + } + return(true); + } + if(ev->data1 == KEY_PAUSE && !MenuActive) + { + sendpause = true; + return(true); + } + if(ev->data1 < NUMKEYS) + { + gamekeydown[ev->data1] = true; + } + return(true); // eat key down events + + case ev_keyup: + if(ev->data1 < NUMKEYS) + { + gamekeydown[ev->data1] = false; + } + return(false); // always let key up events filter down + + case ev_mouse: + mousebuttons[0] = ev->data1&1; + mousebuttons[1] = ev->data1&2; + mousebuttons[2] = ev->data1&4; + mousex = ev->data2*(mouseSensitivity+5)/10; + mousey = ev->data3*(mouseSensitivity+5)/10; + return(true); // eat events + + case ev_joystick: + joybuttons[0] = ev->data1&1; + joybuttons[1] = ev->data1&2; + joybuttons[2] = ev->data1&4; + joybuttons[3] = ev->data1&8; + joyxmove = ev->data2; + joyymove = ev->data3; + return(true); // eat events + + default: + break; + } + return(false); +} + +/* +=============================================================================== += += G_Ticker += +=============================================================================== +*/ + +void G_Ticker (void) +{ + int i, buf; + ticcmd_t *cmd = NULL; + +// +// do player reborns if needed +// + for (i=0 ; i BACKUPTICS + && consistancy[i][buf] != cmd->consistancy) + { + I_Error ("consistency failure (%i should be %i)",cmd->consistancy, consistancy[i][buf]); + } + if (players[i].mo) + consistancy[i][buf] = players[i].mo->x; + else + consistancy[i][buf] = rndindex; + } + } + +// +// check for special buttons +// + for (i=0 ; i>BTS_SAVESHIFT; + gameaction = ga_savegame; + break; + } + } + } + // turn inventory off after a certain amount of time + if(inventory && !(--inventoryTics)) + { + players[consoleplayer].readyArtifact = + players[consoleplayer].inventory[inv_ptr].type; + inventory = false; + cmd->arti = 0; + } +// +// do main actions +// +// +// do main actions +// + switch (gamestate) + { + case GS_LEVEL: + P_Ticker (); + SB_Ticker (); + AM_Ticker (); + CT_Ticker(); + break; + case GS_INTERMISSION: + IN_Ticker (); + break; + case GS_FINALE: + F_Ticker(); + break; + case GS_DEMOSCREEN: + D_PageTicker (); + break; + } +} + + +/* +============================================================================== + + PLAYER STRUCTURE FUNCTIONS + +also see P_SpawnPlayer in P_Things +============================================================================== +*/ + +/* +==================== += += G_InitPlayer += += Called at the start += Called by the game initialization functions +==================== +*/ + +void G_InitPlayer (int player) +{ + player_t *p; + +// set up the saved info + p = &players[player]; + +// clear everything else to defaults + G_PlayerReborn (player); + +} + + +/* +==================== += += G_PlayerFinishLevel += += Can when a player completes a level +==================== +*/ +extern int curpos; +extern int inv_ptr; +extern int playerkeys; + +void G_PlayerFinishLevel(int player) +{ + player_t *p; + int i; + +/* // BIG HACK + inv_ptr = 0; + curpos = 0; +*/ + // END HACK + p = &players[player]; + for(i=0; iinventorySlotNum; i++) + { + p->inventory[i].count = 1; + } + p->artifactCount = p->inventorySlotNum; + + if(!deathmatch) + { + for(i = 0; i < 16; i++) + { + P_PlayerUseArtifact(p, arti_fly); + } + } + memset(p->powers, 0, sizeof(p->powers)); + memset(p->keys, 0, sizeof(p->keys)); + playerkeys = 0; +// memset(p->inventory, 0, sizeof(p->inventory)); + if(p->chickenTics) + { + p->readyweapon = p->mo->special1; // Restore weapon + p->chickenTics = 0; + } + p->messageTics = 0; + p->lookdir = 0; + p->mo->flags &= ~MF_SHADOW; // Remove invisibility + p->extralight = 0; // Remove weapon flashes + p->fixedcolormap = 0; // Remove torch + p->damagecount = 0; // No palette changes + p->bonuscount = 0; + p->rain1 = NULL; + p->rain2 = NULL; + if(p == &players[consoleplayer]) + { + SB_state = -1; // refresh the status bar + } +} + +/* +==================== += += G_PlayerReborn += += Called after a player dies += almost everything is cleared and initialized +==================== +*/ + +void G_PlayerReborn(int player) +{ + player_t *p; + int i; + int frags[MAXPLAYERS]; + int killcount, itemcount, secretcount; + boolean secret; + + secret = false; + memcpy(frags, players[player].frags, sizeof(frags)); + killcount = players[player].killcount; + itemcount = players[player].itemcount; + secretcount = players[player].secretcount; + + p = &players[player]; + if(p->didsecret) + { + secret = true; + } + memset(p, 0, sizeof(*p)); + + memcpy(players[player].frags, frags, sizeof(players[player].frags)); + players[player].killcount = killcount; + players[player].itemcount = itemcount; + players[player].secretcount = secretcount; + + p->usedown = p->attackdown = true; // don't do anything immediately + p->playerstate = PST_LIVE; + p->health = MAXHEALTH; + p->readyweapon = p->pendingweapon = wp_goldwand; + p->weaponowned[wp_staff] = true; + p->weaponowned[wp_goldwand] = true; + p->messageTics = 0; + p->lookdir = 0; + p->ammo[am_goldwand] = 50; + for(i = 0; i < NUMAMMO; i++) + { + p->maxammo[i] = maxammo[i]; + } + if(gamemap == 9 || secret) + { + p->didsecret = true; + } + if(p == &players[consoleplayer]) + { + SB_state = -1; // refresh the status bar + inv_ptr = 0; // reset the inventory pointer + curpos = 0; + } +} + +/* +==================== += += G_CheckSpot += += Returns false if the player cannot be respawned at the given mapthing_t spot += because something is occupying it +==================== +*/ + +void P_SpawnPlayer (mapthing_t *mthing); + +boolean G_CheckSpot (int playernum, mapthing_t *mthing) +{ + fixed_t x,y; + subsector_t *ss; + unsigned an; + mobj_t *mo; + + x = mthing->x << FRACBITS; + y = mthing->y << FRACBITS; + + players[playernum].mo->flags2 &= ~MF2_PASSMOBJ; + if (!P_CheckPosition (players[playernum].mo, x, y) ) + { + players[playernum].mo->flags2 |= MF2_PASSMOBJ; + return false; + } + players[playernum].mo->flags2 |= MF2_PASSMOBJ; + +// spawn a teleport fog + ss = R_PointInSubsector (x,y); + an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT; + + mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an] + , ss->sector->floorheight+TELEFOGHEIGHT +, MT_TFOG); + + if (players[consoleplayer].viewz != 1) + S_StartSound (mo, sfx_telept); // don't start sound on first frame + + return true; +} + +/* +==================== += += G_DeathMatchSpawnPlayer += += Spawns a player at one of the random death match spots += called at level load and each death +==================== +*/ + +void G_DeathMatchSpawnPlayer (int playernum) +{ + int i,j; + int selections; + + selections = deathmatch_p - deathmatchstarts; + if (selections < 4) + I_Error ("Only %i deathmatch spots, 4 required", selections); + + for (j=0 ; j<20 ; j++) + { + i = P_Random() % selections; + if (G_CheckSpot (playernum, &deathmatchstarts[i]) ) + { + deathmatchstarts[i].type = playernum+1; + P_SpawnPlayer (&deathmatchstarts[i]); + return; + } + } + +// no good spot, so the player will probably get stuck + P_SpawnPlayer (&playerstarts[playernum]); +} + +/* +==================== += += G_DoReborn += +==================== +*/ + +void G_DoReborn (int playernum) +{ + int i; + + if (G_CheckDemoStatus ()) + return; + if (!netgame) + gameaction = ga_loadlevel; // reload the level from scratch + else + { // respawn at the start + players[playernum].mo->player = NULL; // dissasociate the corpse + + // spawn at random spot if in death match + if (deathmatch) + { + G_DeathMatchSpawnPlayer (playernum); + return; + } + + if (G_CheckSpot (playernum, &playerstarts[playernum]) ) + { + P_SpawnPlayer (&playerstarts[playernum]); + return; + } + // try to spawn at one of the other players spots + for (i=0 ; i sk_nightmare) + skill = sk_nightmare; + if(episode < 1) + episode = 1; + // Up to 9 episodes for testing + if(episode > 9) + episode = 9; + if(map < 1) + map = 1; + if(map > 9) + map = 9; + M_ClearRandom(); + if(respawnparm) + { + respawnmonsters = true; + } + else + { + respawnmonsters = false; + } + // Set monster missile speeds + speed = skill == sk_nightmare; + for(i = 0; MonsterMissileInfo[i].type != -1; i++) + { + mobjinfo[MonsterMissileInfo[i].type].speed + = MonsterMissileInfo[i].speed[speed]< 5) + { + skytexture = R_TextureNumForName("SKY1"); + } + else + { + skytexture = R_TextureNumForName(skyLumpNames[episode-1]); + } + +// +// give one null ticcmd_t +// +#if 0 + gametic = 0; + maketic = 1; + for (i=0 ; iforwardmove = ((signed char)*demo_p++); + cmd->sidemove = ((signed char)*demo_p++); + cmd->angleturn = ((unsigned char)*demo_p++)<<8; + cmd->buttons = (unsigned char)*demo_p++; + cmd->lookfly = (unsigned char)*demo_p++; + cmd->arti = (unsigned char)*demo_p++; +} + +void G_WriteDemoTiccmd (ticcmd_t *cmd) +{ + if (gamekeydown['q']) // press q to end demo recording + G_CheckDemoStatus (); + *demo_p++ = cmd->forwardmove; + *demo_p++ = cmd->sidemove; + *demo_p++ = cmd->angleturn>>8; + *demo_p++ = cmd->buttons; + *demo_p++ = cmd->lookfly; + *demo_p++ = cmd->arti; + demo_p -= 6; + G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same +} + + + +/* +=================== += += G_RecordDemo += +=================== +*/ + +void G_RecordDemo (skill_t skill, int numplayers, int episode, int map, char *name) +{ + int i; + + G_InitNew (skill, episode, map); + usergame = false; + strcpy (demoname, name); + strcat (demoname, ".lmp"); + demobuffer = demo_p = Z_Malloc (0x20000,PU_STATIC,NULL); + *demo_p++ = skill; + *demo_p++ = episode; + *demo_p++ = map; + + for (i=0 ; i is a 24 byte text string. +// +//========================================================================== + +void G_SaveGame(int slot, char *description) +{ + savegameslot = slot; + strcpy(savedescription, description); + sendsave = true; +} + +//========================================================================== +// +// G_DoSaveGame +// +// Called by G_Ticker based on gameaction. +// +//========================================================================== + +void G_DoSaveGame(void) +{ + int i; + char name[100]; + char verString[VERSIONSIZE]; + char *description; + + if(cdrom) + { + sprintf(name, SAVEGAMENAMECD"%d.hsg", savegameslot); + } + else + { + sprintf(name, SAVEGAMENAME"%d.hsg", savegameslot); + } + description = savedescription; + + SV_Open(name); + SV_Write(description, SAVESTRINGSIZE); + memset(verString, 0, sizeof(verString)); + sprintf(verString, "version %i", VERSION); + SV_Write(verString, VERSIONSIZE); + SV_WriteByte(gameskill); + SV_WriteByte(gameepisode); + SV_WriteByte(gamemap); + for(i = 0; i < MAXPLAYERS; i++) + { + SV_WriteByte(playeringame[i]); + } + SV_WriteByte(leveltime>>16); + SV_WriteByte(leveltime>>8); + SV_WriteByte(leveltime); + P_ArchivePlayers(); + P_ArchiveWorld(); + P_ArchiveThinkers(); + P_ArchiveSpecials(); + SV_Close(name); + + gameaction = ga_nothing; + savedescription[0] = 0; + P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true); +} + +//========================================================================== +// +// SV_Open +// +//========================================================================== + +void SV_Open(char *fileName) +{ + MallocFailureOk = true; + save_p = savebuffer = Z_Malloc(SAVEGAMESIZE, PU_STATIC, NULL); + MallocFailureOk = false; + if(savebuffer == NULL) + { // Not enough memory - use file save method + SaveGameType = SVG_FILE; + SaveGameFP = fopen(fileName, "wb"); + } + else + { + SaveGameType = SVG_RAM; + } +} + +//========================================================================== +// +// SV_Close +// +//========================================================================== + +void SV_Close(char *fileName) +{ + int length; + + SV_WriteByte(SAVE_GAME_TERMINATOR); + if(SaveGameType == SVG_RAM) + { + length = save_p-savebuffer; + if(length > SAVEGAMESIZE) + { + I_Error("Savegame buffer overrun"); + } + M_WriteFile(fileName, savebuffer, length); + Z_Free(savebuffer); + } + else + { // SVG_FILE + fclose(SaveGameFP); + } +} + +//========================================================================== +// +// SV_Write +// +//========================================================================== + +void SV_Write(void *buffer, int size) +{ + if(SaveGameType == SVG_RAM) + { + memcpy(save_p, buffer, size); + save_p += size; + } + else + { // SVG_FILE + fwrite(buffer, size, 1, SaveGameFP); + } +} + +void SV_WriteByte(byte val) +{ + SV_Write(&val, sizeof(byte)); +} + +void SV_WriteWord(unsigned short val) +{ + SV_Write(&val, sizeof(unsigned short)); +} + +void SV_WriteLong(unsigned int val) +{ + SV_Write(&val, sizeof(int)); +} diff --git a/base/i_cyber.c b/base/i_cyber.c new file mode 100644 index 0000000..ebeb2cb --- /dev/null +++ b/base/i_cyber.c @@ -0,0 +1,259 @@ +// I_cyber.c + +#include +#include + + +/* +==================================================== + +Doom control structure + +The keybaord and joystick will add to the values set by the cyberman, +to a maximum of 0x19000 for forwardmove and sidemove. Angleturn is +not bounded at all. + +parm normal fast +----- ------ ---- +forwardmove 0xc800 0x19000 +sidemove 0xc000 0x14000 +angleturn 0x2800000 0x5000000 + +The keyboard and joystick have a 1/3 second slow turn of 0x1400000 under +normal speed to help aiming. + + + +==================================================== +*/ + +typedef struct +{ + char forwardmove; // *2048 for move + char sidemove; // *2048 for move + short angleturn; // <<16 for angle delta + short consistancy; // checks for net game + unsigned char chatchar; + unsigned char buttons; +} ticcmd_t; + +#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 + + + +//================================================== +// +// CyberMan detection and usage info +// +//================================================== +#define DPMI_INT 0x31 +#define MOUSE_INT 0x33 + +#define DOSMEMSIZE 64 // enough for any SWIFT structure + +typedef struct { + short x; + short y; + short z; + short pitch; + short roll; + short yaw; + short buttons; +} SWIFT_3DStatus; + +// DPMI real mode interrupt structure +static struct rminfo { + long EDI; + long ESI; + long EBP; + long reserved_by_system; + long EBX; + long EDX; + long ECX; + long EAX; + short flags; + short ES,DS,FS,GS,IP,CS,SP,SS; +} RMI; + +typedef struct { + unsigned char deviceType; + unsigned char majorVersion; + unsigned char minorVersion; + unsigned char absRelFlags; + unsigned char centeringFlags; + unsigned char reserved[5]; +} StaticDeviceData; + +// values for deviceType: +#define DEVTYPE_CYBERMAN 1 + +short selector; +unsigned short segment; // segment of DOS memory block +SWIFT_3DStatus *cyberstat; +int isCyberPresent; // is CyberMan present? + + +static union REGS regs; +static struct SREGS sregs; + + +extern int mousepresent; + +//=========================================================== +// +// I_StartupCyberMan +// +// If a cyberman is present, init it and set isCyberPresent to 1 +//=========================================================== +void I_StartupCyberMan(void) +{ + StaticDeviceData *pbuf; + int success = 0; + + isCyberPresent = 0; + + cyberstat = (SWIFT_3DStatus *)I_AllocLow (DOSMEMSIZE); + segment = (int)cyberstat>>4; + + pbuf = (StaticDeviceData *)cyberstat; + memset(pbuf, 0, sizeof (StaticDeviceData)); + + // Use DPMI call 300h to issue mouse interrupt + memset(&RMI, 0, sizeof(RMI)); + RMI.EAX = 0x53C1; // SWIFT: Get Static Device Data + RMI.ES = segment; + RMI.EDX = 0; + memset(&sregs, 0, sizeof (sregs)); + regs.w.ax = 0x0300; // DPMI: simulate interrupt + regs.w.bx = MOUSE_INT; + regs.w.cx = 0; + regs.x.edi = FP_OFF(&RMI); + sregs.es = FP_SEG(&RMI); + int386x( DPMI_INT, ®s, ®s, &sregs ); + + if ((short)RMI.EAX != 1) + { + // SWIFT functions not present + tprintf("CyberMan: Wrong mouse driver - no SWIFT support (AX=%04x).\n", + (unsigned)(short)RMI.EAX); + } + else + if (pbuf->deviceType != DEVTYPE_CYBERMAN) + { + // no SWIFT device, or not CyberMan + if (pbuf->deviceType == 0) + { + tprintf("CyberMan: no SWIFT device connected.\n"); + } + else + { + tprintf("CyberMan: SWIFT device is not a CyberMan! (type=%d)\n", + pbuf->deviceType); + } + } + else + { + tprintf("CyberMan: CyberMan %d.%02d connected.\n", + pbuf->majorVersion, pbuf->minorVersion); + isCyberPresent = 1; + mousepresent = 0; + } +} + + + +/* +=============== += += I_ReadCyberCmds += +=============== +*/ + + +int oldpos; + +void I_ReadCyberCmd (ticcmd_t *cmd) +{ + int delta; + + // Use DPMI call 300h to issue mouse interrupt + memset(&RMI, 0, sizeof(RMI)); + RMI.EAX = 0x5301; // SWIFT: Get Position and Buttons + RMI.ES = segment; + RMI.EDX = 0; + memset(&sregs, 0, sizeof (sregs)); + regs.w.ax = 0x0300; // DPMI: simulate interrupt + regs.w.bx = MOUSE_INT; + regs.w.cx = 0; + regs.x.edi = FP_OFF(&RMI); + sregs.es = FP_SEG(&RMI); + int386x( DPMI_INT, ®s, ®s, &sregs ); + + if (cyberstat->y < -7900) + cmd->forwardmove = 0xc800/2048; + else if (cyberstat->y > 7900) + cmd->forwardmove = -0xc800/2048; + + if (cyberstat->buttons & 4) + cmd->buttons |= BT_ATTACK; + if (cyberstat->buttons & 2) + cmd->buttons |= BT_USE; + + delta = cyberstat->x - oldpos; + oldpos = cyberstat->x; + + if (cyberstat->buttons & 1) + { // strafe + if (cyberstat->x < -7900) + cmd->sidemove = -0xc800/2048; + else if (cyberstat->x > 7900) + cmd->sidemove = 0xc800/2048; + else + cmd->sidemove = delta*40/2048; + } + else + { + if (cyberstat->x < -7900) + cmd->angleturn = 0x280; + else if (cyberstat->x > 7900) + cmd->angleturn = -0x280; + else + cmd->angleturn = -delta*0xa/16; + + } + +} + + +void I_Tactile (int on, int off, int total) +{ + if (!isCyberPresent) + return; + + on /= 5; + off /= 5; + total /= 40; + if (on > 255) + on = 255; + if (off > 255) + off = 255; + if (total > 255) + total = 255; + + memset(&RMI, 0, sizeof(RMI)); + RMI.EAX = 0x5330; // SWIFT: Get Position and Buttons + RMI.EBX = on*256+off; + RMI.ECX = total; + memset(&sregs, 0, sizeof (sregs)); + regs.w.ax = 0x0300; // DPMI: simulate interrupt + regs.w.bx = MOUSE_INT; + regs.w.cx = 0; + regs.x.edi = FP_OFF(&RMI); + sregs.es = FP_SEG(&RMI); + int386x( DPMI_INT, ®s, ®s, &sregs ); +} diff --git a/base/i_ibm.c b/base/i_ibm.c new file mode 100644 index 0000000..10981c1 --- /dev/null +++ b/base/i_ibm.c @@ -0,0 +1,2204 @@ + +// I_IBM.C + +#include +#include +#include +#include +#include +#include "doomdef.h" +#include "r_local.h" +#include "sounds.h" +#include "i_sound.h" +#include "dmx.h" + +// Macros + +#define DPMI_INT 0x31 +//#define NOKBD +//#define NOTIMER + +// Public Data + +int DisplayTicker = 0; + +// Code + +void main(int argc, char **argv) +{ + myargc = argc; + myargv = argv; + D_DoomMain(); +} + +void I_StartupNet (void); +void I_ShutdownNet (void); +void I_ReadExternDriver(void); + +typedef struct +{ + unsigned edi, esi, ebp, reserved, ebx, edx, ecx, eax; + unsigned short flags, es, ds, fs, gs, ip, cs, sp, ss; +} dpmiregs_t; + +extern dpmiregs_t dpmiregs; + +void I_ReadMouse (void); +void I_InitDiskFlash (void); + +extern int usemouse, usejoystick; + +extern void **lumpcache; + +/* +=============================================================================== + + MUSIC & SFX API + +=============================================================================== +*/ + +static channel_t channel[MAX_CHANNELS]; + +static int rs; //the current registered song. +int mus_song = -1; +int mus_lumpnum; +void *mus_sndptr; +byte *soundCurve; + +extern sfxinfo_t S_sfx[]; +extern musicinfo_t S_music[]; + +extern int snd_DesiredMusicDevice; +extern int snd_DesiredSfxDevice; +extern int snd_MaxVolume; +extern int snd_MusicVolume; +extern int snd_Channels; + +extern int startepisode; +extern int startmap; + +int AmbChan; + +void S_Start(void) +{ + int i; + + S_StartSong((gameepisode-1)*9 + gamemap-1, true); + + //stop all sounds + for(i=0; i < snd_Channels; i++) + { + if(channel[i].handle) + { + S_StopSound(channel[i].mo); + } + } + memset(channel, 0, 8*sizeof(channel_t)); +} + +void S_StartSong(int song, boolean loop) +{ + if(song == mus_song) + { // don't replay an old song + return; + } + if(rs) + { + I_StopSong(rs); + I_UnRegisterSong(rs); + Z_ChangeTag(lumpcache[mus_lumpnum], PU_CACHE); + #ifdef __WATCOMC__ + _dpmi_unlockregion(mus_sndptr, lumpinfo[mus_lumpnum].size); + #endif + } + if(song < mus_e1m1 || song > NUMMUSIC) + { + return; + } + mus_lumpnum = W_GetNumForName(S_music[song].name); + mus_sndptr = W_CacheLumpNum(mus_lumpnum, PU_MUSIC); + #ifdef __WATCOMC__ + _dpmi_lockregion(mus_sndptr, lumpinfo[mus_lumpnum].size); + #endif + rs = I_RegisterSong(mus_sndptr); + I_PlaySong(rs, loop); //'true' denotes endless looping. + mus_song = song; +} + +void S_StartSound(mobj_t *origin, int sound_id) +{ + int dist, vol; + int i; + int sound; + int priority; + int sep; + int angle; + int absx; + int absy; + + static int sndcount = 0; + int chan; + + if(sound_id==0 || snd_MaxVolume == 0) + return; + if(origin == NULL) + { + origin = players[consoleplayer].mo; + } + +// calculate the distance before other stuff so that we can throw out +// sounds that are beyond the hearing range. + absx = abs(origin->x-players[consoleplayer].mo->x); + absy = abs(origin->y-players[consoleplayer].mo->y); + dist = absx+absy-(absx > absy ? absy>>1 : absx>>1); + dist >>= FRACBITS; +// dist = P_AproxDistance(origin->x-viewx, origin->y-viewy)>>FRACBITS; + + if(dist >= MAX_SND_DIST) + { +// dist = MAX_SND_DIST - 1; + return; //sound is beyond the hearing range... + } + if(dist < 0) + { + dist = 0; + } + priority = S_sfx[sound_id].priority; + priority *= (10 - (dist/160)); + if(!S_StopSoundID(sound_id, priority)) + { + return; // other sounds have greater priority + } + for(i=0; iplayer) + { + i = snd_Channels; + break; // let the player have more than one sound. + } + if(origin == channel[i].mo) + { // only allow other mobjs one sound + S_StopSound(channel[i].mo); + break; + } + } + if(i >= snd_Channels) + { + if(sound_id >= sfx_wind) + { + if(AmbChan != -1 && S_sfx[sound_id].priority <= + S_sfx[channel[AmbChan].sound_id].priority) + { + return; //ambient channel already in use + } + else + { + AmbChan = -1; + } + } + for(i=0; i= snd_Channels) + { + //look for a lower priority sound to replace. + sndcount++; + if(sndcount >= snd_Channels) + { + sndcount = 0; + } + for(chan=0; chan < snd_Channels; chan++) + { + i = (sndcount+chan)%snd_Channels; + if(priority >= channel[i].priority) + { + chan = -1; //denote that sound should be replaced. + break; + } + } + if(chan != -1) + { + return; //no free channels. + } + else //replace the lower priority sound. + { + if(channel[i].handle) + { + if(I_SoundIsPlaying(channel[i].handle)) + { + I_StopSound(channel[i].handle); + } + if(S_sfx[channel[i].sound_id].usefulness > 0) + { + S_sfx[channel[i].sound_id].usefulness--; + } + + if(AmbChan == i) + { + AmbChan = -1; + } + } + } + } + } + if(S_sfx[sound_id].lumpnum == 0) + { + S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]); + } + if(S_sfx[sound_id].snd_ptr == NULL) + { + S_sfx[sound_id].snd_ptr = W_CacheLumpNum(S_sfx[sound_id].lumpnum, + PU_SOUND); + #ifdef __WATCOMC__ + _dpmi_lockregion(S_sfx[sound_id].snd_ptr, + lumpinfo[S_sfx[sound_id].lumpnum].size); + #endif + } + + // calculate the volume based upon the distance from the sound origin. +// vol = (snd_MaxVolume*16 + dist*(-snd_MaxVolume*16)/MAX_SND_DIST)>>9; + vol = soundCurve[dist]; + + if(origin == players[consoleplayer].mo) + { + sep = 128; + } + else + { + angle = R_PointToAngle2(players[consoleplayer].mo->x, + players[consoleplayer].mo->y, channel[i].mo->x, channel[i].mo->y); + angle = (angle-viewangle)>>24; + sep = angle*2-128; + if(sep < 64) + sep = -sep; + if(sep > 192) + sep = 512-sep; + } + + channel[i].pitch = (byte)(127+(M_Random()&7)-(M_Random()&7)); + channel[i].handle = I_StartSound(sound_id, S_sfx[sound_id].snd_ptr, vol, sep, channel[i].pitch, 0); + channel[i].mo = origin; + channel[i].sound_id = sound_id; + channel[i].priority = priority; + if(sound_id >= sfx_wind) + { + AmbChan = i; + } + if(S_sfx[sound_id].usefulness == -1) + { + S_sfx[sound_id].usefulness = 1; + } + else + { + S_sfx[sound_id].usefulness++; + } +} + +void S_StartSoundAtVolume(mobj_t *origin, int sound_id, int volume) +{ + int dist; + int i; + int sep; + + static int sndcount; + int chan; + + if(sound_id == 0 || snd_MaxVolume == 0) + return; + if(origin == NULL) + { + origin = players[consoleplayer].mo; + } + + if(volume == 0) + { + return; + } + volume = (volume*(snd_MaxVolume+1)*8)>>7; + +// no priority checking, as ambient sounds would be the LOWEST. + for(i=0; i= snd_Channels) + { + return; + } + if(S_sfx[sound_id].lumpnum == 0) + { + S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]); + } + if(S_sfx[sound_id].snd_ptr == NULL) + { + S_sfx[sound_id].snd_ptr = W_CacheLumpNum(S_sfx[sound_id].lumpnum, + PU_SOUND); + #ifdef __WATCOMC__ + _dpmi_lockregion(S_sfx[sound_id].snd_ptr, + lumpinfo[S_sfx[sound_id].lumpnum].size); + #endif + } + channel[i].pitch = (byte)(127-(M_Random()&3)+(M_Random()&3)); + channel[i].handle = I_StartSound(sound_id, S_sfx[sound_id].snd_ptr, volume, 128, channel[i].pitch, 0); + channel[i].mo = origin; + channel[i].sound_id = sound_id; + channel[i].priority = 1; //super low priority. + if(S_sfx[sound_id].usefulness == -1) + { + S_sfx[sound_id].usefulness = 1; + } + else + { + S_sfx[sound_id].usefulness++; + } +} + +boolean S_StopSoundID(int sound_id, int priority) +{ + int i; + int lp; //least priority + int found; + + if(S_sfx[sound_id].numchannels == -1) + { + return(true); + } + lp = -1; //denote the argument sound_id + found = 0; + for(i=0; i= channel[i].priority) + { // if we're gonna kill one, then this'll be it + lp = i; + priority = channel[i].priority; + } + } + } + if(found < S_sfx[sound_id].numchannels) + { + return(true); + } + else if(lp == -1) + { + return(false); // don't replace any sounds + } + if(channel[lp].handle) + { + if(I_SoundIsPlaying(channel[lp].handle)) + { + I_StopSound(channel[lp].handle); + } + if(S_sfx[channel[i].sound_id].usefulness > 0) + { + S_sfx[channel[i].sound_id].usefulness--; + } + channel[lp].mo = NULL; + } + return(true); +} + +void S_StopSound(mobj_t *origin) +{ + int i; + + for(i=0;i 0) + { + S_sfx[channel[i].sound_id].usefulness--; + } + channel[i].handle = 0; + channel[i].mo = NULL; + if(AmbChan == i) + { + AmbChan = -1; + } + } + } +} + +void S_SoundLink(mobj_t *oldactor, mobj_t *newactor) +{ + int i; + + for(i=0;iid == 0x1d4a11) + { // taken directly from the Z_ChangeTag macro + Z_ChangeTag2(lumpcache[S_sfx[i].lumpnum], PU_CACHE); + #ifdef __WATCOMC__ + _dpmi_unlockregion(S_sfx[i].snd_ptr, lumpinfo[S_sfx[i].lumpnum].size); + #endif + } + } + S_sfx[i].usefulness = -1; + S_sfx[i].snd_ptr = NULL; + } + } + nextcleanup = gametic+35; //CLEANUP DEBUG cleans every second + } + for(i=0;i 0) + { + S_sfx[channel[i].sound_id].usefulness--; + } + channel[i].handle = 0; + channel[i].mo = NULL; + channel[i].sound_id = 0; + if(AmbChan == i) + { + AmbChan = -1; + } + } + if(channel[i].mo == NULL || channel[i].sound_id == 0 + || channel[i].mo == players[consoleplayer].mo) + { + continue; + } + else + { + absx = abs(channel[i].mo->x-players[consoleplayer].mo->x); + absy = abs(channel[i].mo->y-players[consoleplayer].mo->y); + dist = absx+absy-(absx > absy ? absy>>1 : absx>>1); + dist >>= FRACBITS; +// dist = P_AproxDistance(channel[i].mo->x-listener->x, channel[i].mo->y-listener->y)>>FRACBITS; + + if(dist >= MAX_SND_DIST) + { + S_StopSound(channel[i].mo); + continue; + } + if(dist < 0) + dist = 0; + +// calculate the volume based upon the distance from the sound origin. +// vol = (*((byte *)W_CacheLumpName("SNDCURVE", PU_CACHE)+dist)*(snd_MaxVolume*8))>>7; + vol = soundCurve[dist]; + + angle = R_PointToAngle2(players[consoleplayer].mo->x, + players[consoleplayer].mo->y, channel[i].mo->x, channel[i].mo->y); + angle = (angle-viewangle)>>24; + sep = angle*2-128; + if(sep < 64) + sep = -sep; + if(sep > 192) + sep = 512-sep; + I_UpdateSoundParams(channel[i].handle, vol, sep, channel[i].pitch); + priority = S_sfx[channel[i].sound_id].priority; + priority *= (10 - (dist>>8)); + channel[i].priority = priority; + } + } +} + +void S_Init(void) +{ + soundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL); + I_StartupSound(); + if(snd_Channels > 8) + { + snd_Channels = 8; + } + I_SetChannels(snd_Channels); + I_SetMusicVolume(snd_MusicVolume); + S_SetMaxVolume(true); +} + +void S_GetChannelInfo(SoundInfo_t *s) +{ + int i; + ChanInfo_t *c; + + s->channelCount = snd_Channels; + s->musicVolume = snd_MusicVolume; + s->soundVolume = snd_MaxVolume; + for(i = 0; i < snd_Channels; i++) + { + c = &s->chan[i]; + c->id = channel[i].sound_id; + c->priority = channel[i].priority; + c->name = S_sfx[c->id].name; + c->mo = channel[i].mo; + c->distance = P_AproxDistance(c->mo->x-viewx, c->mo->y-viewy) + >>FRACBITS; + } +} + +void S_SetMaxVolume(boolean fullprocess) +{ + int i; + + if(!fullprocess) + { + soundCurve[0] = (*((byte *)W_CacheLumpName("SNDCURVE", PU_CACHE))*(snd_MaxVolume*8))>>7; + } + else + { + for(i = 0; i < MAX_SND_DIST; i++) + { + soundCurve[i] = (*((byte *)W_CacheLumpName("SNDCURVE", PU_CACHE)+i)*(snd_MaxVolume*8))>>7; + } + } +} + +static boolean musicPaused; +void S_SetMusicVolume(void) +{ + I_SetMusicVolume(snd_MusicVolume); + if(snd_MusicVolume == 0) + { + I_PauseSong(rs); + musicPaused = true; + } + else if(musicPaused) + { + musicPaused = false; + I_ResumeSong(rs); + } +} + +void S_ShutDown(void) +{ + extern int tsm_ID; + if(tsm_ID != -1) + { + I_StopSong(rs); + I_UnRegisterSong(rs); + I_ShutdownSound(); + } +} + +/* +============================================================================= + + CONSTANTS + +============================================================================= +*/ + +#define SC_INDEX 0x3C4 +#define SC_RESET 0 +#define SC_CLOCK 1 +#define SC_MAPMASK 2 +#define SC_CHARMAP 3 +#define SC_MEMMODE 4 + +#define CRTC_INDEX 0x3D4 +#define CRTC_H_TOTAL 0 +#define CRTC_H_DISPEND 1 +#define CRTC_H_BLANK 2 +#define CRTC_H_ENDBLANK 3 +#define CRTC_H_RETRACE 4 +#define CRTC_H_ENDRETRACE 5 +#define CRTC_V_TOTAL 6 +#define CRTC_OVERFLOW 7 +#define CRTC_ROWSCAN 8 +#define CRTC_MAXSCANLINE 9 +#define CRTC_CURSORSTART 10 +#define CRTC_CURSOREND 11 +#define CRTC_STARTHIGH 12 +#define CRTC_STARTLOW 13 +#define CRTC_CURSORHIGH 14 +#define CRTC_CURSORLOW 15 +#define CRTC_V_RETRACE 16 +#define CRTC_V_ENDRETRACE 17 +#define CRTC_V_DISPEND 18 +#define CRTC_OFFSET 19 +#define CRTC_UNDERLINE 20 +#define CRTC_V_BLANK 21 +#define CRTC_V_ENDBLANK 22 +#define CRTC_MODE 23 +#define CRTC_LINECOMPARE 24 + + +#define GC_INDEX 0x3CE +#define GC_SETRESET 0 +#define GC_ENABLESETRESET 1 +#define GC_COLORCOMPARE 2 +#define GC_DATAROTATE 3 +#define GC_READMAP 4 +#define GC_MODE 5 +#define GC_MISCELLANEOUS 6 +#define GC_COLORDONTCARE 7 +#define GC_BITMASK 8 + +#define ATR_INDEX 0x3c0 +#define ATR_MODE 16 +#define ATR_OVERSCAN 17 +#define ATR_COLORPLANEENABLE 18 +#define ATR_PELPAN 19 +#define ATR_COLORSELECT 20 + +#define STATUS_REGISTER_1 0x3da + +#define PEL_WRITE_ADR 0x3c8 +#define PEL_READ_ADR 0x3c7 +#define PEL_DATA 0x3c9 +#define PEL_MASK 0x3c6 + +boolean grmode; + +//================================================== +// +// joystick vars +// +//================================================== + +boolean joystickpresent; +extern unsigned joystickx, joysticky; +boolean I_ReadJoystick (void); // returns false if not connected + + +//================================================== + +#define VBLCOUNTER 34000 // hardware tics to a frame + + +#define TIMERINT 8 +#define KEYBOARDINT 9 + +#define CRTCOFF (_inbyte(STATUS_REGISTER_1)&1) +#define CLI _disable() +#define STI _enable() + +#define _outbyte(x,y) (outp(x,y)) +#define _outhword(x,y) (outpw(x,y)) + +#define _inbyte(x) (inp(x)) +#define _inhword(x) (inpw(x)) + +#define MOUSEB1 1 +#define MOUSEB2 2 +#define MOUSEB3 4 + +boolean mousepresent; +//static int tsm_ID = -1; // tsm init flag + +//=============================== + +int ticcount; + +// REGS stuff used for int calls +union REGS regs; +struct SREGS segregs; + +boolean novideo; // if true, stay in text mode for debugging + +#define KBDQUESIZE 32 +byte keyboardque[KBDQUESIZE]; +int kbdtail, kbdhead; + +#define KEY_LSHIFT 0xfe + +#define KEY_INS (0x80+0x52) +#define KEY_DEL (0x80+0x53) +#define KEY_PGUP (0x80+0x49) +#define KEY_PGDN (0x80+0x51) +#define KEY_HOME (0x80+0x47) +#define KEY_END (0x80+0x4f) + +#define SC_RSHIFT 0x36 +#define SC_LSHIFT 0x2a + +byte scantokey[128] = + { +// 0 1 2 3 4 5 6 7 +// 8 9 A B C D E F + 0 , 27, '1', '2', '3', '4', '5', '6', + '7', '8', '9', '0', '-', '=', KEY_BACKSPACE, 9, // 0 + 'q', 'w', 'e', 'r', 't', 'y', 'u', 'i', + 'o', 'p', '[', ']', 13 , KEY_RCTRL,'a', 's', // 1 + 'd', 'f', 'g', 'h', 'j', 'k', 'l', ';', + 39 , '`', KEY_LSHIFT,92, 'z', 'x', 'c', 'v', // 2 + 'b', 'n', 'm', ',', '.', '/', KEY_RSHIFT,'*', + KEY_RALT,' ', 0 , KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5, // 3 + KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10,0 , 0 , KEY_HOME, + KEY_UPARROW,KEY_PGUP,'-',KEY_LEFTARROW,'5',KEY_RIGHTARROW,'+',KEY_END, //4 + KEY_DOWNARROW,KEY_PGDN,KEY_INS,KEY_DEL,0,0, 0, KEY_F11, + KEY_F12,0 , 0 , 0 , 0 , 0 , 0 , 0, // 5 + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0, + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0, // 6 + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0, + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 // 7 + }; + +//========================================================================== + +//-------------------------------------------------------------------------- +// +// FUNC I_GetTime +// +// Returns time in 1/35th second tics. +// +//-------------------------------------------------------------------------- + +int I_GetTime (void) +{ +#ifdef NOTIMER + ticcount++; +#endif + return(ticcount); +} + +//-------------------------------------------------------------------------- +// +// PROC I_ColorBorder +// +//-------------------------------------------------------------------------- + +void I_ColorBorder(void) +{ + int i; + + I_WaitVBL(1); + _outbyte(PEL_WRITE_ADR, 0); + for(i = 0; i < 3; i++) + { + _outbyte(PEL_DATA, 63); + } +} + +//-------------------------------------------------------------------------- +// +// PROC I_UnColorBorder +// +//-------------------------------------------------------------------------- + +void I_UnColorBorder(void) +{ + int i; + + I_WaitVBL(1); + _outbyte(PEL_WRITE_ADR, 0); + for(i = 0; i < 3; i++) + { + _outbyte(PEL_DATA, 0); + } +} + +/* +============================================================================ + + USER INPUT + +============================================================================ +*/ + +//-------------------------------------------------------------------------- +// +// PROC I_WaitVBL +// +//-------------------------------------------------------------------------- + +void I_WaitVBL(int vbls) +{ + int i; + int old; + int stat; + + if(novideo) + { + return; + } + while(vbls--) + { + do + { + stat = inp(STATUS_REGISTER_1); + if(stat&8) + { + break; + } + } while(1); + do + { + stat = inp(STATUS_REGISTER_1); + if((stat&8) == 0) + { + break; + } + } while(1); + } +} + +//-------------------------------------------------------------------------- +// +// PROC I_SetPalette +// +// Palette source must use 8 bit RGB elements. +// +//-------------------------------------------------------------------------- + +void I_SetPalette(byte *palette) +{ + int i; + + if(novideo) + { + return; + } + I_WaitVBL(1); + _outbyte(PEL_WRITE_ADR, 0); + for(i = 0; i < 768; i++) + { + _outbyte(PEL_DATA, (gammatable[usegamma][*palette++])>>2); + } +} + +/* +============================================================================ + + GRAPHICS MODE + +============================================================================ +*/ + +byte *pcscreen, *destscreen, *destview; + + +/* +============== += += I_Update += +============== +*/ + +int UpdateState; +extern int screenblocks; + +void I_Update (void) +{ + int i; + byte *dest; + int tics; + static int lasttic; + +// +// blit screen to video +// + if(DisplayTicker) + { + if(screenblocks > 9 || UpdateState&(I_FULLSCRN|I_MESSAGES)) + { + dest = (byte *)screen; + } + else + { + dest = (byte *)pcscreen; + } + tics = ticcount-lasttic; + lasttic = ticcount; + if(tics > 20) + { + tics = 20; + } + for(i = 0; i < tics; i++) + { + *dest = 0xff; + dest += 2; + } + for(i = tics; i < 20; i++) + { + *dest = 0x00; + dest += 2; + } + } + if(UpdateState == I_NOUPDATE) + { + return; + } + if(UpdateState&I_FULLSCRN) + { + memcpy(pcscreen, screen, SCREENWIDTH*SCREENHEIGHT); + UpdateState = I_NOUPDATE; // clear out all draw types + } + if(UpdateState&I_FULLVIEW) + { + if(UpdateState&I_MESSAGES && screenblocks > 7) + { + for(i = 0; i < + (viewwindowy+viewheight)*SCREENWIDTH; i += SCREENWIDTH) + { + memcpy(pcscreen+i, screen+i, SCREENWIDTH); + } + UpdateState &= ~(I_FULLVIEW|I_MESSAGES); + } + else + { + for(i = viewwindowy*SCREENWIDTH+viewwindowx; i < + (viewwindowy+viewheight)*SCREENWIDTH; i += SCREENWIDTH) + { + memcpy(pcscreen+i, screen+i, viewwidth); + } + UpdateState &= ~I_FULLVIEW; + } + } + if(UpdateState&I_STATBAR) + { + memcpy(pcscreen+SCREENWIDTH*(SCREENHEIGHT-SBARHEIGHT), + screen+SCREENWIDTH*(SCREENHEIGHT-SBARHEIGHT), + SCREENWIDTH*SBARHEIGHT); + UpdateState &= ~I_STATBAR; + } + if(UpdateState&I_MESSAGES) + { + memcpy(pcscreen, screen, SCREENWIDTH*28); + UpdateState &= ~I_MESSAGES; + } + +// memcpy(pcscreen, screen, SCREENHEIGHT*SCREENWIDTH); +} + +//-------------------------------------------------------------------------- +// +// PROC I_InitGraphics +// +//-------------------------------------------------------------------------- + +void I_InitGraphics(void) +{ + if(novideo) + { + return; + } + grmode = true; + regs.w.ax = 0x13; + int386(0x10, (const union REGS *)®s, ®s); + pcscreen = destscreen = (byte *)0xa0000; + I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE)); + I_InitDiskFlash(); +} + +//-------------------------------------------------------------------------- +// +// PROC I_ShutdownGraphics +// +//-------------------------------------------------------------------------- + +void I_ShutdownGraphics(void) +{ + + if(*(byte *)0x449 == 0x13) // don't reset mode if it didn't get set + { + regs.w.ax = 3; + int386(0x10, ®s, ®s); // back to text mode + } +} + +//-------------------------------------------------------------------------- +// +// PROC I_ReadScreen +// +// Reads the screen currently displayed into a linear buffer. +// +//-------------------------------------------------------------------------- + +void I_ReadScreen(byte *scr) +{ + memcpy(scr, screen, SCREENWIDTH*SCREENHEIGHT); +} + + +//=========================================================================== + +/* +=================== += += I_StartTic += +// called by D_DoomLoop +// called before processing each tic in a frame +// can call D_PostEvent +// asyncronous interrupt functions should maintain private ques that are +// read by the syncronous functions to be converted into events +=================== +*/ + +/* + OLD STARTTIC STUFF + +void I_StartTic (void) +{ + int k; + event_t ev; + + + I_ReadMouse (); + +// +// keyboard events +// + while (kbdtail < kbdhead) + { + k = keyboardque[kbdtail&(KBDQUESIZE-1)]; + +// if (k==14) +// I_Error ("exited"); + + kbdtail++; + + // extended keyboard shift key bullshit + if ( (k&0x7f)==KEY_RSHIFT ) + { + if ( keyboardque[(kbdtail-2)&(KBDQUESIZE-1)]==0xe0 ) + continue; + k &= 0x80; + k |= KEY_RSHIFT; + } + + if (k==0xe0) + continue; // special / pause keys + if (keyboardque[(kbdtail-2)&(KBDQUESIZE-1)] == 0xe1) + continue; // pause key bullshit + + if (k==0xc5 && keyboardque[(kbdtail-2)&(KBDQUESIZE-1)] == 0x9d) + { + ev.type = ev_keydown; + ev.data1 = KEY_PAUSE; + D_PostEvent (&ev); + continue; + } + + if (k&0x80) + ev.type = ev_keyup; + else + ev.type = ev_keydown; + k &= 0x7f; + + ev.data1 = k; + //ev.data1 = scantokey[k]; + + D_PostEvent (&ev); + } +} +*/ + +#define SC_UPARROW 0x48 +#define SC_DOWNARROW 0x50 +#define SC_LEFTARROW 0x4b +#define SC_RIGHTARROW 0x4d + +void I_StartTic (void) +{ + int k; + event_t ev; + + + I_ReadMouse (); + +// +// keyboard events +// + while (kbdtail < kbdhead) + { + k = keyboardque[kbdtail&(KBDQUESIZE-1)]; + kbdtail++; + + // extended keyboard shift key bullshit + if ( (k&0x7f)==SC_LSHIFT || (k&0x7f)==SC_RSHIFT ) + { + if ( keyboardque[(kbdtail-2)&(KBDQUESIZE-1)]==0xe0 ) + continue; + k &= 0x80; + k |= SC_RSHIFT; + } + + if (k==0xe0) + continue; // special / pause keys + if (keyboardque[(kbdtail-2)&(KBDQUESIZE-1)] == 0xe1) + continue; // pause key bullshit + + if (k==0xc5 && keyboardque[(kbdtail-2)&(KBDQUESIZE-1)] == 0x9d) + { + ev.type = ev_keydown; + ev.data1 = KEY_PAUSE; + D_PostEvent (&ev); + continue; + } + + if (k&0x80) + ev.type = ev_keyup; + else + ev.type = ev_keydown; + k &= 0x7f; + switch (k) + { + case SC_UPARROW: + ev.data1 = KEY_UPARROW; + break; + case SC_DOWNARROW: + ev.data1 = KEY_DOWNARROW; + break; + case SC_LEFTARROW: + ev.data1 = KEY_LEFTARROW; + break; + case SC_RIGHTARROW: + ev.data1 = KEY_RIGHTARROW; + break; + default: + ev.data1 = scantokey[k]; + break; + } + D_PostEvent (&ev); + } + +} + + +void I_ReadKeys (void) +{ + int k; + event_t ev; + + + while (1) + { + while (kbdtail < kbdhead) + { + k = keyboardque[kbdtail&(KBDQUESIZE-1)]; + kbdtail++; + printf ("0x%x\n",k); + if (k == 1) + I_Quit (); + } + } +} + +/* +=============== += += I_StartFrame += +=============== +*/ + +void I_StartFrame (void) +{ + I_JoystickEvents (); + I_ReadExternDriver(); +} + +/* +============================================================================ + + TIMER INTERRUPT + +============================================================================ +*/ + +void I_ColorBlack (int r, int g, int b) +{ +_outbyte (PEL_WRITE_ADR,0); +_outbyte(PEL_DATA,r); +_outbyte(PEL_DATA,g); +_outbyte(PEL_DATA,b); +} + + +/* +================ += += I_TimerISR += +================ +*/ + +int I_TimerISR (void) +{ + ticcount++; + return 0; +} + +/* +============================================================================ + + KEYBOARD + +============================================================================ +*/ + +void (__interrupt __far *oldkeyboardisr) () = NULL; + +int lastpress; + +/* +================ += += I_KeyboardISR += +================ +*/ + +void __interrupt I_KeyboardISR (void) +{ +// Get the scan code + + keyboardque[kbdhead&(KBDQUESIZE-1)] = lastpress = _inbyte(0x60); + kbdhead++; + +// acknowledge the interrupt + + _outbyte(0x20,0x20); +} + + + +/* +=============== += += I_StartupKeyboard += +=============== +*/ + +void I_StartupKeyboard (void) +{ +#ifndef NOKBD + oldkeyboardisr = _dos_getvect(KEYBOARDINT); + _dos_setvect (0x8000 | KEYBOARDINT, I_KeyboardISR); +#endif + +//I_ReadKeys (); +} + + +void I_ShutdownKeyboard (void) +{ + if (oldkeyboardisr) + _dos_setvect (KEYBOARDINT, oldkeyboardisr); + *(short *)0x41c = *(short *)0x41a; // clear bios key buffer +} + + + +/* +============================================================================ + + MOUSE + +============================================================================ +*/ + + +int I_ResetMouse (void) +{ + regs.w.ax = 0; // reset + int386 (0x33, ®s, ®s); + return regs.w.ax; +} + + + +/* +================ += += StartupMouse += +================ +*/ + +void I_StartupCyberMan(void); + +void I_StartupMouse (void) +{ + int (far *function)(); + + // + // General mouse detection + // + mousepresent = 0; + if ( M_CheckParm ("-nomouse") || !usemouse ) + return; + + if (I_ResetMouse () != 0xffff) + { + tprintf ("Mouse: not present ",0); + return; + } + tprintf ("Mouse: detected ",0); + + mousepresent = 1; + + I_StartupCyberMan(); +} + + +/* +================ += += ShutdownMouse += +================ +*/ + +void I_ShutdownMouse (void) +{ + if (!mousepresent) + return; + + I_ResetMouse (); +} + + +/* +================ += += I_ReadMouse += +================ +*/ + +void I_ReadMouse (void) +{ + event_t ev; + +// +// mouse events +// + if (!mousepresent) + return; + + ev.type = ev_mouse; + + memset (&dpmiregs,0,sizeof(dpmiregs)); + dpmiregs.eax = 3; // read buttons / position + DPMIInt (0x33); + ev.data1 = dpmiregs.ebx; + + dpmiregs.eax = 11; // read counters + DPMIInt (0x33); + ev.data2 = (short)dpmiregs.ecx; + ev.data3 = -(short)dpmiregs.edx; + + D_PostEvent (&ev); +} + +/* +============================================================================ + + JOYSTICK + +============================================================================ +*/ + +int joyxl, joyxh, joyyl, joyyh; + +boolean WaitJoyButton (void) +{ + int oldbuttons, buttons; + + oldbuttons = 0; + do + { + I_WaitVBL (1); + buttons = ((inp(0x201) >> 4)&1)^1; + if (buttons != oldbuttons) + { + oldbuttons = buttons; + continue; + } + + if ( (lastpress& 0x7f) == 1 ) + { + joystickpresent = false; + return false; + } + } while ( !buttons); + + do + { + I_WaitVBL (1); + buttons = ((inp(0x201) >> 4)&1)^1; + if (buttons != oldbuttons) + { + oldbuttons = buttons; + continue; + } + + if ( (lastpress& 0x7f) == 1 ) + { + joystickpresent = false; + return false; + } + } while ( buttons); + + return true; +} + + + +/* +=============== += += I_StartupJoystick += +=============== +*/ + +int basejoyx, basejoyy; + +void I_StartupJoystick (void) +{ + int buttons; + int count; + int centerx, centery; + + joystickpresent = 0; + if ( M_CheckParm ("-nojoy") || !usejoystick ) + return; + + if (!I_ReadJoystick ()) + { + joystickpresent = false; + tprintf ("joystick not found ",0); + return; + } + printf("joystick found\n"); + joystickpresent = true; + + printf("CENTER the joystick and press button 1:"); + if (!WaitJoyButton ()) + return; + I_ReadJoystick (); + centerx = joystickx; + centery = joysticky; + + printf("\nPush the joystick to the UPPER LEFT corner and press button 1:"); + if (!WaitJoyButton ()) + return; + I_ReadJoystick (); + joyxl = (centerx + joystickx)/2; + joyyl = (centerx + joysticky)/2; + + printf("\nPush the joystick to the LOWER RIGHT corner and press button 1:"); + if (!WaitJoyButton ()) + return; + I_ReadJoystick (); + joyxh = (centerx + joystickx)/2; + joyyh = (centery + joysticky)/2; + printf("\n"); +} + +/* +=============== += += I_JoystickEvents += +=============== +*/ + +void I_JoystickEvents (void) +{ + event_t ev; + +// +// joystick events +// + if (!joystickpresent) + return; + + I_ReadJoystick (); + ev.type = ev_joystick; + ev.data1 = ((inp(0x201) >> 4)&15)^15; + + if (joystickx < joyxl) + ev.data2 = -1; + else if (joystickx > joyxh) + ev.data2 = 1; + else + ev.data2 = 0; + if (joysticky < joyyl) + ev.data3 = -1; + else if (joysticky > joyyh) + ev.data3 = 1; + else + ev.data3 = 0; + + D_PostEvent (&ev); +} + + + +/* +============================================================================ + + DPMI STUFF + +============================================================================ +*/ + +#define REALSTACKSIZE 1024 + +dpmiregs_t dpmiregs; + +unsigned realstackseg; + +void I_DivException (void); +int I_SetDivException (void); + +void DPMIFarCall (void) +{ + segread (&segregs); + regs.w.ax = 0x301; + regs.w.bx = 0; + regs.w.cx = 0; + regs.x.edi = (unsigned)&dpmiregs; + segregs.es = segregs.ds; + int386x( DPMI_INT, ®s, ®s, &segregs ); +} + + +void DPMIInt (int i) +{ + dpmiregs.ss = realstackseg; + dpmiregs.sp = REALSTACKSIZE-4; + + segread (&segregs); + regs.w.ax = 0x300; + regs.w.bx = i; + regs.w.cx = 0; + regs.x.edi = (unsigned)&dpmiregs; + segregs.es = segregs.ds; + int386x( DPMI_INT, ®s, ®s, &segregs ); +} + + +/* +============== += += I_StartupDPMI += +============== +*/ + +void I_StartupDPMI (void) +{ + extern char __begtext; + extern char ___argc; + int n,d; + +// +// allocate a decent stack for real mode ISRs +// + realstackseg = (int)I_AllocLow (1024) >> 4; + +// +// lock the entire program down +// + +// _dpmi_lockregion (&__begtext, &___argc - &__begtext); + + +// +// catch divide by 0 exception +// +#if 0 + segread(&segregs); + regs.w.ax = 0x0203; // DPMI set processor exception handler vector + regs.w.bx = 0; // int 0 + regs.w.cx = segregs.cs; + regs.x.edx = (int)&I_DivException; + printf ("%x : %x\n",regs.w.cx, regs.x.edx); + int386( DPMI_INT, ®s, ®s); +#endif + +#if 0 + n = I_SetDivException (); + printf ("return: %i\n",n); + n = 100; + d = 0; + printf ("100 / 0 = %i\n",n/d); + +exit (1); +#endif +} + + + +/* +============================================================================ + + TIMER INTERRUPT + +============================================================================ +*/ + +void (__interrupt __far *oldtimerisr) (); + + +void IO_ColorBlack (int r, int g, int b) +{ +_outbyte (PEL_WRITE_ADR,0); +_outbyte(PEL_DATA,r); +_outbyte(PEL_DATA,g); +_outbyte(PEL_DATA,b); +} + + +/* +================ += += IO_TimerISR += +================ +*/ + +//void __interrupt IO_TimerISR (void) + +void __interrupt __far IO_TimerISR (void) +{ + ticcount++; + _outbyte(0x20,0x20); // Ack the interrupt +} + +/* +===================== += += IO_SetTimer0 += += Sets system timer 0 to the specified speed += +===================== +*/ + +void IO_SetTimer0(int speed) +{ + if (speed > 0 && speed < 150) + I_Error ("INT_SetTimer0: %i is a bad value",speed); + + _outbyte(0x43,0x36); // Change timer 0 + _outbyte(0x40,speed); + _outbyte(0x40,speed >> 8); +} + + + +/* +=============== += += IO_StartupTimer += +=============== +*/ + +void IO_StartupTimer (void) +{ + oldtimerisr = _dos_getvect(TIMERINT); + + _dos_setvect (0x8000 | TIMERINT, IO_TimerISR); + IO_SetTimer0 (VBLCOUNTER); +} + +void IO_ShutdownTimer (void) +{ + if (oldtimerisr) + { + IO_SetTimer0 (0); // back to 18.4 ips + _dos_setvect (TIMERINT, oldtimerisr); + } +} + +//=========================================================================== + + +/* +=============== += += I_Init += += hook interrupts and set graphics mode += +=============== +*/ + +void I_Init (void) +{ + extern void I_StartupTimer(void); + + novideo = M_CheckParm("novideo"); + tprintf("I_StartupDPMI",1); + I_StartupDPMI(); + tprintf("I_StartupMouse ",1); + I_StartupMouse(); +// tprintf("I_StartupJoystick ",1); +// I_StartupJoystick(); +// tprintf("I_StartupKeyboard ",1); +// I_StartupKeyboard(); + tprintf("S_Init... ",1); + S_Init(); + //IO_StartupTimer(); + S_Start(); +} + + +/* +=============== += += I_Shutdown += += return to default system state += +=============== +*/ + +void I_Shutdown (void) +{ + I_ShutdownGraphics (); + IO_ShutdownTimer (); + S_ShutDown (); + I_ShutdownMouse (); + I_ShutdownKeyboard (); + + IO_SetTimer0 (0); +} + + +/* +================ += += I_Error += +================ +*/ + +void I_Error (char *error, ...) +{ + union REGS regs; + + va_list argptr; + + D_QuitNetGame (); + I_Shutdown (); + va_start (argptr,error); + regs.x.eax = 0x3; + int386(0x10, ®s, ®s); + vprintf (error,argptr); + va_end (argptr); + printf ("\n"); + exit (1); +} + +//-------------------------------------------------------------------------- +// +// I_Quit +// +// Shuts down net game, saves defaults, prints the exit text message, +// goes to text mode, and exits. +// +//-------------------------------------------------------------------------- + +void I_Quit(void) +{ + byte *scr; + char *lumpName; + int r; + + D_QuitNetGame(); + M_SaveDefaults(); + scr = (byte *)W_CacheLumpName("ENDTEXT", PU_CACHE); + I_Shutdown(); + memcpy((void *)0xb8000, scr, 80*25*2); + regs.w.ax = 0x0200; + regs.h.bh = 0; + regs.h.dl = 0; + regs.h.dh = 23; + int386(0x10, (const union REGS *)®s, ®s); // Set text pos + _settextposition(24, 1); + exit(0); +} + +/* +=============== += += I_ZoneBase += +=============== +*/ + +byte *I_ZoneBase (int *size) +{ + int meminfo[32]; + int heap; + int i; + int block; + byte *ptr; + + memset (meminfo,0,sizeof(meminfo)); + segread(&segregs); + segregs.es = segregs.ds; + regs.w.ax = 0x500; // get memory info + regs.x.edi = (int)&meminfo; + int386x( 0x31, ®s, ®s, &segregs ); + + heap = meminfo[0]; + printf ("DPMI memory: 0x%x, ",heap); + + do + { + heap -= 0x10000; // leave 64k alone + if (heap > 0x800000) + heap = 0x800000; + ptr = malloc (heap); + } while (!ptr); + + printf ("0x%x allocated for zone\n", heap); + if (heap < 0x180000) + I_Error ("Insufficient DPMI memory!"); +#if 0 + regs.w.ax = 0x501; // allocate linear block + regs.w.bx = heap>>16; + regs.w.cx = heap&0xffff; + int386( 0x31, ®s, ®s); + if (regs.w.cflag) + I_Error ("Couldn't allocate DPMI memory!"); + + block = (regs.w.si << 16) + regs.w.di; +#endif + + *size = heap; + return ptr; +} + +/* +============================================================================= + + DISK ICON FLASHING + +============================================================================= +*/ + +void I_InitDiskFlash (void) +{ +#if 0 + void *pic; + byte *temp; + + pic = W_CacheLumpName ("STDISK",PU_CACHE); + temp = destscreen; + destscreen = (byte *)0xac000; + V_DrawPatchDirect (SCREENWIDTH-16,SCREENHEIGHT-16,0,pic); + destscreen = temp; +#endif +} + +// draw disk icon +void I_BeginRead (void) +{ +#if 0 + byte *src,*dest; + int y; + + if (!grmode) + return; + +// write through all planes + outp (SC_INDEX,SC_MAPMASK); + outp (SC_INDEX+1,15); +// set write mode 1 + outp (GC_INDEX,GC_MODE); + outp (GC_INDEX+1,inp(GC_INDEX+1)|1); + +// copy to backup + src = currentscreen + 184*80 + 304/4; + dest = (byte *)0xac000 + 184*80 + 288/4; + for (y=0 ; y<16 ; y++) + { + dest[0] = src[0]; + dest[1] = src[1]; + dest[2] = src[2]; + dest[3] = src[3]; + src += 80; + dest += 80; + } + +// copy disk over + dest = currentscreen + 184*80 + 304/4; + src = (byte *)0xac000 + 184*80 + 304/4; + for (y=0 ; y<16 ; y++) + { + dest[0] = src[0]; + dest[1] = src[1]; + dest[2] = src[2]; + dest[3] = src[3]; + src += 80; + dest += 80; + } + + +// set write mode 0 + outp (GC_INDEX,GC_MODE); + outp (GC_INDEX+1,inp(GC_INDEX+1)&~1); +#endif +} + +// erase disk icon +void I_EndRead (void) +{ +#if 0 + byte *src,*dest; + int y; + + if (!grmode) + return; + +// write through all planes + outp (SC_INDEX,SC_MAPMASK); + outp (SC_INDEX+1,15); +// set write mode 1 + outp (GC_INDEX,GC_MODE); + outp (GC_INDEX+1,inp(GC_INDEX+1)|1); + + +// copy disk over + dest = currentscreen + 184*80 + 304/4; + src = (byte *)0xac000 + 184*80 + 288/4; + for (y=0 ; y<16 ; y++) + { + dest[0] = src[0]; + dest[1] = src[1]; + dest[2] = src[2]; + dest[3] = src[3]; + src += 80; + dest += 80; + } + +// set write mode 0 + outp (GC_INDEX,GC_MODE); + outp (GC_INDEX+1,inp(GC_INDEX+1)&~1); +#endif +} + + + +/* +============= += += I_AllocLow += +============= +*/ + +byte *I_AllocLow (int length) +{ + byte *mem; + + // DPMI call 100h allocates DOS memory + segread(&segregs); + regs.w.ax = 0x0100; // DPMI allocate DOS memory + regs.w.bx = (length+15) / 16; + int386( DPMI_INT, ®s, ®s); +// segment = regs.w.ax; +// selector = regs.w.dx; + if (regs.w.cflag != 0) + I_Error ("I_AllocLow: DOS alloc of %i failed, %i free", + length, regs.w.bx*16); + + + mem = (void *) ((regs.x.eax & 0xFFFF) << 4); + + memset (mem,0,length); + return mem; +} + +/* +============================================================================ + + NETWORKING + +============================================================================ +*/ + +/* // FUCKED LINES +typedef struct +{ + char priv[508]; +} doomdata_t; +*/ // FUCKED LINES + +#define DOOMCOM_ID 0x12345678l + +/* // FUCKED LINES +typedef struct +{ + long id; + short intnum; // DOOM executes an int to execute commands + +// communication between DOOM and the driver + short command; // CMD_SEND or CMD_GET + short remotenode; // dest for send, set by get (-1 = no packet) + short datalength; // bytes in doomdata to be sent + +// info common to all nodes + short numnodes; // console is allways node 0 + short ticdup; // 1 = no duplication, 2-5 = dup for slow nets + short extratics; // 1 = send a backup tic in every packet + short deathmatch; // 1 = deathmatch + short savegame; // -1 = new game, 0-5 = load savegame + short episode; // 1-3 + short map; // 1-9 + short skill; // 1-5 + +// info specific to this node + short consoleplayer; + short numplayers; + short angleoffset; // 1 = left, 0 = center, -1 = right + short drone; // 1 = drone + +// packet data to be sent + doomdata_t data; +} doomcom_t; +*/ // FUCKED LINES + +extern doomcom_t *doomcom; + +/* +==================== += += I_InitNetwork += +==================== +*/ + +void I_InitNetwork (void) +{ + int i; + + i = M_CheckParm ("-net"); + if (!i) + { + // + // single player game + // + doomcom = malloc (sizeof (*doomcom) ); + memset (doomcom, 0, sizeof(*doomcom) ); + netgame = false; + doomcom->id = DOOMCOM_ID; + doomcom->numplayers = doomcom->numnodes = 1; + doomcom->deathmatch = false; + doomcom->consoleplayer = 0; + doomcom->ticdup = 1; + doomcom->extratics = 0; + return; + } + + netgame = true; + doomcom = (doomcom_t *)atoi(myargv[i+1]); +//DEBUG +doomcom->skill = startskill; +doomcom->episode = startepisode; +doomcom->map = startmap; +doomcom->deathmatch = deathmatch; + +} + +void I_NetCmd (void) +{ + if (!netgame) + I_Error ("I_NetCmd when not in netgame"); + DPMIInt (doomcom->intnum); +} + +int i_Vector; +externdata_t *i_ExternData; +boolean useexterndriver; + +//========================================================================= +// +// I_CheckExternDriver +// +// Checks to see if a vector, and an address for an external driver +// have been passed. +//========================================================================= + +void I_CheckExternDriver(void) +{ + int i; + + if(!(i = M_CheckParm("-externdriver"))) + { + return; + } + i_ExternData = (externdata_t *)atoi(myargv[i+1]); + i_Vector = i_ExternData->vector; + + useexterndriver = true; +} + +//========================================================================= +// +// I_ReadExternDriver +// +// calls the external interrupt, which should then update i_ExternDriver +//========================================================================= + +void I_ReadExternDriver(void) +{ + event_t ev; + + if(useexterndriver) + { + DPMIInt(i_Vector); + } +} diff --git a/base/i_ibm_a.asm b/base/i_ibm_a.asm new file mode 100644 index 0000000..2031545 --- /dev/null +++ b/base/i_ibm_a.asm @@ -0,0 +1,135 @@ + .386 + .MODEL small + +.DATA + + + +.CODE + +IF 0 +#define PEL_WRITE_ADR 0x3c8 +#define PEL_READ_ADR 0x3c7 +#define PEL_DATA 0x3c9 +ENDIF + +;================ +; +; I_DivException +; +;================ + +PROC I_DivException_ +PUBLIC I_DivException_ + mov edx,03c9h + mov al,63 + out dx,al + + mov ebx,0ffffffh + mov eax,[ebx] + retf +ENDP + +;================ +; +; I_SetDivException +; +;================ + +PROC I_SetDivException_ +PUBLIC I_SetDivException_ + pusha + + mov eax,0212h + mov ebx,0 + mov ecx,cs + mov edx,OFFSET I_DivException_ + int 31h + jnc good + + popa + mov eax,0 + ret + +good: + popa + mov eax,1 + ret + +ENDP + + +;================ +; +; I_ReadJoystick +; +; Read the absolute joystick values +; returns false if not connected +;================ + +.data + +_joystickx dd 0 +_joysticky dd 0 +PUBLIC _joystickx, _joysticky + +.code + +PROC I_ReadJoystick_ +PUBLIC I_ReadJoystick_ + pusha + pushf ; state of interrupt flag + cli + + mov dx,0201h + in al,dx + out dx,al ; Clear the resistors + + mov ah,1 ; Get masks into registers + mov ch,2 + + xor esi,esi ; Clear count registers + xor edi,edi + xor ebx,ebx ; Clear high byte of bx for later + + mov ebp,10000 ; joystick is disconnected if value is this big + +jloop: + in al,dx ; Get bits indicating whether all are finished + + dec ebp ; Check bounding register + jz bad ; We have a silly value - abort + + mov bl,al ; Duplicate the bits + and bl,ah ; Mask off useless bits (in [xb]) + add esi,ebx ; Possibly increment count register + mov cl,bl ; Save for testing later + + mov bl,al + and bl,ch ; [yb] + add edi,ebx + + add cl,bl + jnz jloop ; If both bits were 0, drop out + +done: + mov [_joystickx],esi + shr edi,1 ; because 2s were added + mov [_joysticky],edi + + popf ; restore interrupt flag + popa + mov eax,1 ; read was ok + ret + +bad: + popf ; restore interrupt flag + popa + xor eax, eax ; read was bad + ret + +ENDP + + +END + diff --git a/base/i_linux.c b/base/i_linux.c new file mode 100644 index 0000000..83b6861 --- /dev/null +++ b/base/i_linux.c @@ -0,0 +1,1267 @@ +//************************************************************************** +//** +//** $Id$ +//** +//************************************************************************** + + +#include +#include +#include +#include "doomdef.h" +#include "r_local.h" +#include "p_local.h" // for P_AproxDistance +#include "sounds.h" +#include "i_sound.h" +#include "soundst.h" + +// Macros + +#define stricmp strcasecmp +#define DEFAULT_ARCHIVEPATH "o:\\sound\\archive\\" +#define PRIORITY_MAX_ADJUST 10 +#define DIST_ADJUST (MAX_SND_DIST/PRIORITY_MAX_ADJUST) + +#define KEY_LSHIFT 0xfe + +#define KEY_INS (0x80+0x52) +#define KEY_DEL (0x80+0x53) +#define KEY_PGUP (0x80+0x49) +#define KEY_PGDN (0x80+0x51) +#define KEY_HOME (0x80+0x47) +#define KEY_END (0x80+0x4f) + +extern void **lumpcache; + +extern void I_StartupMouse(); +extern void I_ShutdownGraphics(); + +int i_Vector; +externdata_t *i_ExternData; +boolean useexterndriver; + +// Function Declarations +void I_StopSong(int handle); +void I_UnRegisterSong(int handle); +int I_RegisterSong (void *data); +void I_PlaySong(int handle, boolean looping); +int I_SoundIsPlaying (int handle); +void I_StopSound (int handle); +int I_GetSfxLumpNum (sfxinfo_t *sound); +int I_StartSound( int id, void* data, int vol, int sep, int pitch, int priority); +void I_PauseSong(int handle); +void I_ResumeSong(int handle); +void I_UpdateSoundParams(int handle, int vol, int sep, int pitch); +void I_StartupSound (void); +void I_SetChannels(int channels); +void I_SetMusicVolume(int volume); +void I_ShutdownSound (void); + +/* +=============================================================================== + + MUSIC & SFX API + +=============================================================================== +*/ + +//static channel_t channel[MAX_CHANNELS]; + +//static int rs; //the current registered song. +//int mus_song = -1; +//int mus_lumpnum; +//void *mus_sndptr; +//byte *soundCurve; + +extern sfxinfo_t S_sfx[]; +extern musicinfo_t S_music[]; + +static channel_t Channel[MAX_CHANNELS]; +static int RegisteredSong; //the current registered song. +static int NextCleanup; +static boolean MusicPaused; +static int Mus_Song = -1; +static int Mus_LumpNum; +static void *Mus_SndPtr; +static byte *SoundCurve; + +extern int snd_MusicDevice; +extern int snd_SfxDevice; +extern int snd_MaxVolume; +extern int snd_MusicVolume; +extern int snd_Channels; + +extern int startepisode; +extern int startmap; + +int AmbChan; + +boolean S_StopSoundID(int sound_id, int priority); + +//========================================================================== +// +// S_Start +// +//========================================================================== + +void S_Start(void) +{ + int i; + + S_StartSong((gameepisode-1)*9 + gamemap-1, true); + + //stop all sounds + for(i=0; i < snd_Channels; i++) + { + if(Channel[i].handle) + { + S_StopSound(Channel[i].mo); + } + } + memset(Channel, 0, 8*sizeof(channel_t)); +} + +//========================================================================== +// +// S_StartSong +// +//========================================================================== + +void S_StartSong(int song, boolean loop) +{ + if(song == Mus_Song) + { // don't replay an old song + return; + } + if(RegisteredSong) + { + I_StopSong(RegisteredSong); + I_UnRegisterSong(RegisteredSong); + Z_ChangeTag(lumpcache[Mus_LumpNum], PU_CACHE); + } + if(song < mus_e1m1 || song > NUMMUSIC) + { + return; + } + Mus_LumpNum = W_GetNumForName(S_music[song].name); + Mus_SndPtr = W_CacheLumpNum(Mus_LumpNum, PU_MUSIC); + RegisteredSong = I_RegisterSong(Mus_SndPtr); + I_PlaySong(RegisteredSong, loop); // 'true' denotes endless looping. + Mus_Song = song; +} + +//========================================================================== +// +// S_StartSound +// +//========================================================================== + +void S_StartSound(mobj_t *origin, int sound_id) +{ + int dist, vol; + int i; + int priority; + int sep; + int angle; + int absx; + int absy; + + static int sndcount = 0; + int chan; + + if(sound_id==0 || snd_MaxVolume == 0) + return; + if(origin == NULL) + { + // origin = players[consoleplayer].mo; + } + +// calculate the distance before other stuff so that we can throw out +// sounds that are beyond the hearing range. + if (origin) + { + absx = abs(origin->x-players[consoleplayer].mo->x); + absy = abs(origin->y-players[consoleplayer].mo->y); + } + else + absx = absy = 0; + dist = absx+absy-(absx > absy ? absy>>1 : absx>>1); + dist >>= FRACBITS; +// dist = P_AproxDistance(origin->x-viewx, origin->y-viewy)>>FRACBITS; + + if(dist >= MAX_SND_DIST) + { +// dist = MAX_SND_DIST - 1; + return; //sound is beyond the hearing range... + } + if(dist < 0) + { + dist = 0; + } + priority = S_sfx[sound_id].priority; + priority *= (10 - (dist/160)); + if(!S_StopSoundID(sound_id, priority)) + { + return; // other sounds have greater priority + } + for(i=0; iplayer) + { + i = snd_Channels; + break; // let the player have more than one sound. + } + if(origin == Channel[i].mo) + { // only allow other mobjs one sound + S_StopSound(Channel[i].mo); + break; + } + } + if(i >= snd_Channels) + { + if(sound_id >= sfx_wind) + { + if(AmbChan != -1 && S_sfx[sound_id].priority <= + S_sfx[Channel[AmbChan].sound_id].priority) + { + return; //ambient channel already in use + } + else + { + AmbChan = -1; + } + } + for(i=0; i= snd_Channels) + { + //look for a lower priority sound to replace. + sndcount++; + if(sndcount >= snd_Channels) + { + sndcount = 0; + } + for(chan=0; chan < snd_Channels; chan++) + { + i = (sndcount+chan)%snd_Channels; + if(priority >= Channel[i].priority) + { + chan = -1; //denote that sound should be replaced. + break; + } + } + if(chan != -1) + { + return; //no free channels. + } + else //replace the lower priority sound. + { + if(Channel[i].handle) + { + if(I_SoundIsPlaying(Channel[i].handle)) + { + I_StopSound(Channel[i].handle); + } + if(S_sfx[Channel[i].sound_id].usefulness > 0) + { + S_sfx[Channel[i].sound_id].usefulness--; + } + + if(AmbChan == i) + { + AmbChan = -1; + } + } + } + } + } + if(S_sfx[sound_id].lumpnum == 0) + { + S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]); + } + if(S_sfx[sound_id].snd_ptr == NULL) + { + S_sfx[sound_id].snd_ptr = W_CacheLumpNum(S_sfx[sound_id].lumpnum, + PU_SOUND); + } + + // calculate the volume based upon the distance from the sound origin. +// vol = (snd_MaxVolume*16 + dist*(-snd_MaxVolume*16)/MAX_SND_DIST)>>9; + vol = SoundCurve[dist]; + + if(!origin || origin == players[consoleplayer].mo) + { + sep = 128; + } + else + { + angle = R_PointToAngle2(players[consoleplayer].mo->x, +// players[consoleplayer].mo->y, Channel[i].mo->x, Channel[i].mo->y); + players[displayplayer].mo->y, origin->x, origin->y); + + angle = (angle-viewangle)>>24; + sep = angle*2-128; + if(sep < 64) + sep = -sep; + if(sep > 192) + sep = 512-sep; + } + + Channel[i].pitch = (byte)(127+(M_Random()&7)-(M_Random()&7)); + Channel[i].handle = I_StartSound(sound_id, S_sfx[sound_id].snd_ptr, vol, sep, Channel[i].pitch, 0); + Channel[i].mo = origin; + Channel[i].sound_id = sound_id; + Channel[i].priority = priority; + if(sound_id >= sfx_wind) + { + AmbChan = i; + } + if(S_sfx[sound_id].usefulness == -1) + { + S_sfx[sound_id].usefulness = 1; + } + else + { + S_sfx[sound_id].usefulness++; + } +} + +//========================================================================== +// +// S_StartSoundAtVolume +// +//========================================================================== +void S_StartSoundAtVolume(mobj_t *origin, int sound_id, int volume) +{ + int i; + + if(sound_id == 0 || snd_MaxVolume == 0) + return; + if(origin == NULL) + { + origin = players[displayplayer].mo; + } + + if(volume == 0) + { + return; + } + volume = (volume*(snd_MaxVolume+1)*8)>>7; + +// no priority checking, as ambient sounds would be the LOWEST. + for(i=0; i= snd_Channels) + { + return; + } + if(S_sfx[sound_id].lumpnum == 0) + { + S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]); + } + if(S_sfx[sound_id].snd_ptr == NULL) + { + S_sfx[sound_id].snd_ptr = W_CacheLumpNum(S_sfx[sound_id].lumpnum, + PU_SOUND); + } + Channel[i].pitch = (byte)(127-(M_Random()&3)+(M_Random()&3)); + Channel[i].handle = I_StartSound(sound_id, S_sfx[sound_id].snd_ptr, volume, 128, Channel[i].pitch, 0); + Channel[i].mo = origin; + Channel[i].sound_id = sound_id; + Channel[i].priority = 1; //super low priority. + if(S_sfx[sound_id].usefulness == -1) + { + S_sfx[sound_id].usefulness = 1; + } + else + { + S_sfx[sound_id].usefulness++; + } +} +//========================================================================== +// +// S_StopSoundID +// +//========================================================================== + +boolean S_StopSoundID(int sound_id, int priority) +{ + int i; + int lp; //least priority + int found; + + if(S_sfx[sound_id].numchannels == -1) + { + return(true); + } + lp = -1; //denote the argument sound_id + found = 0; + for(i=0; i= Channel[i].priority) + { // if we're gonna kill one, then this'll be it + lp = i; + priority = Channel[i].priority; + } + } + } + if(found < S_sfx[sound_id].numchannels) + { + return(true); + } + else if(lp == -1) + { + return(false); // don't replace any sounds + } + if(Channel[lp].handle) + { + if(I_SoundIsPlaying(Channel[lp].handle)) + { + I_StopSound(Channel[lp].handle); + } + if(S_sfx[Channel[lp].sound_id].usefulness > 0) + { + S_sfx[Channel[lp].sound_id].usefulness--; + } + Channel[lp].mo = NULL; + } + return(true); +} + +//========================================================================== +// +// S_StopSound +// +//========================================================================== + +void S_StopSound(mobj_t *origin) +{ + int i; + + for(i=0;i 0) + { + S_sfx[Channel[i].sound_id].usefulness--; + } + Channel[i].handle = 0; + Channel[i].mo = NULL; + if(AmbChan == i) + { + AmbChan = -1; + } + } + } +} + +//========================================================================== +// +// S_SoundLink +// +//========================================================================== + +void S_SoundLink(mobj_t *oldactor, mobj_t *newactor) +{ + int i; + + for(i=0;iid == 0x1d4a11) + { // taken directly from the Z_ChangeTag macro + Z_ChangeTag2(lumpcache[S_sfx[i].lumpnum], + PU_CACHE); + } + } + S_sfx[i].usefulness = -1; + S_sfx[i].snd_ptr = NULL; + } + } + // Note, heretic does this every second (gametic+35) + NextCleanup = gametic+35*30; // every 30 seconds + } + for(i=0;i 0) + { + S_sfx[Channel[i].sound_id].usefulness--; + } + Channel[i].handle = 0; + Channel[i].mo = NULL; + Channel[i].sound_id = 0; + if(AmbChan == i) + { + AmbChan = -1; + } + } + if(Channel[i].mo == NULL || Channel[i].sound_id == 0 + || Channel[i].mo == listener) + { + continue; + } + else + { + absx = abs(Channel[i].mo->x-listener->x); + absy = abs(Channel[i].mo->y-listener->y); + dist = absx+absy-(absx > absy ? absy>>1 : absx>>1); + dist >>= FRACBITS; + + if(dist >= MAX_SND_DIST) + { + S_StopSound(Channel[i].mo); + continue; + } + if(dist < 0) + { + dist = 0; + } + vol = SoundCurve[dist]; + angle = R_PointToAngle2(listener->x, listener->y, + Channel[i].mo->x, Channel[i].mo->y); + angle = (angle-viewangle)>>24; + sep = angle*2-128; + if(sep < 64) + sep = -sep; + if(sep > 192) + sep = 512-sep; + I_UpdateSoundParams(Channel[i].handle, vol, sep, Channel[i].pitch); + priority = S_sfx[Channel[i].sound_id].priority; + priority *= PRIORITY_MAX_ADJUST-(dist/DIST_ADJUST); + Channel[i].priority = priority; + } + } +} + +//========================================================================== +// +// S_Init +// +//========================================================================== + +void S_Init(void) +{ + SoundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL); + I_StartupSound(); + if(snd_Channels > 8) + { + snd_Channels = 8; + } + I_SetChannels(snd_Channels); + I_SetMusicVolume(snd_MusicVolume); + S_SetMaxVolume(true); +} + +//========================================================================== +// +// S_GetChannelInfo +// +//========================================================================== + +void S_GetChannelInfo(SoundInfo_t *s) +{ + int i; + ChanInfo_t *c; + + s->channelCount = snd_Channels; + s->musicVolume = snd_MusicVolume; + s->soundVolume = snd_MaxVolume; + for(i = 0; i < snd_Channels; i++) + { + c = &s->chan[i]; + c->id = Channel[i].sound_id; + c->priority = Channel[i].priority; + c->name = S_sfx[c->id].name; + c->mo = Channel[i].mo; + c->distance = P_AproxDistance(c->mo->x-viewx, c->mo->y-viewy) + >>FRACBITS; + } +} + +void S_SetMaxVolume(boolean fullprocess) +{ + int i; + + if(!fullprocess) + { + SoundCurve[0] = (*((byte *)W_CacheLumpName("SNDCURVE", PU_CACHE))*(snd_MaxVolume*8))>>7; + } + else + { + for(i = 0; i < MAX_SND_DIST; i++) + { + SoundCurve[i] = (*((byte *)W_CacheLumpName("SNDCURVE", PU_CACHE)+i)*(snd_MaxVolume*8))>>7; + } + } +} + +//========================================================================== +// +// S_SetMusicVolume +// +//========================================================================== + +void S_SetMusicVolume(void) +{ + I_SetMusicVolume(snd_MusicVolume); + if(snd_MusicVolume == 0) + { + I_PauseSong(RegisteredSong); + MusicPaused = true; + } + else if(MusicPaused) + { + MusicPaused = false; + I_ResumeSong(RegisteredSong); + } +} + +//========================================================================== +// +// S_ShutDown +// +//========================================================================== + +void S_ShutDown(void) +{ + extern int tsm_ID; + if(tsm_ID != -1) + { + I_StopSong(RegisteredSong); + I_UnRegisterSong(RegisteredSong); + I_ShutdownSound(); + } +} + +//================================================== + + +int ticcount; + +boolean novideo; // if true, stay in text mode for debugging + + +//========================================================================== + + +static long _startSec; + +void I_StartupTimer(void) +{ + struct timeval tv; + gettimeofday( &tv, 0 ); + _startSec = tv.tv_sec; +} + +//-------------------------------------------------------------------------- +// +// FUNC I_GetTime +// +// Returns time in 1/35th second tics. +// +//-------------------------------------------------------------------------- + +int I_GetTime (void) +{ + struct timeval tv; + gettimeofday( &tv, 0 ); + + //printf( "GT: %lx %lx\n", tv.tv_sec, tv.tv_usec ); + +// ticcount = ((tv.tv_sec * 1000000) + tv.tv_usec) / 28571; + ticcount = ((tv.tv_sec - _startSec) * 35) + (tv.tv_usec / 28571); + return( ticcount ); +} + + +/* +============================================================================ + + JOYSTICK + +============================================================================ +*/ + +//================================================== +// +// joystick vars +// +//================================================== + +extern int usejoystick; +boolean joystickpresent; +unsigned joystickx, joysticky; + +// returns false if not connected +boolean I_ReadJoystick (void) +{ + return false; +} + + +int joyxl, joyxh, joyyl, joyyh; + +boolean WaitJoyButton (void) +{ +#if 0 + int oldbuttons, buttons; + + oldbuttons = 0; + do + { + I_WaitVBL (1); + buttons = ((inp(0x201) >> 4)&1)^1; + if (buttons != oldbuttons) + { + oldbuttons = buttons; + continue; + } + + if ( (lastpress& 0x7f) == 1 ) + { + joystickpresent = false; + return false; + } + } while ( !buttons); + + do + { + I_WaitVBL (1); + buttons = ((inp(0x201) >> 4)&1)^1; + if (buttons != oldbuttons) + { + oldbuttons = buttons; + continue; + } + + if ( (lastpress& 0x7f) == 1 ) + { + joystickpresent = false; + return false; + } + } while ( buttons); + +#endif + return true; +} + + + +/* +=============== += += I_StartupJoystick += +=============== +*/ + +int basejoyx, basejoyy; + +void I_StartupJoystick (void) +{ + int centerx, centery; + + joystickpresent = 0; + if ( M_CheckParm ("-nojoy") || !usejoystick ) + return; + + if (!I_ReadJoystick ()) + { + joystickpresent = false; + tprintf ("joystick not found\n ",1); + return; + } + tprintf ("joystick found\n",1); + joystickpresent = true; + + tprintf ("CENTER the joystick and press button 1:",1); + if (!WaitJoyButton ()) + return; + I_ReadJoystick (); + centerx = joystickx; + centery = joysticky; + + tprintf("\nPush the joystick to the UPPER LEFT corner and press button 1:",1); + if (!WaitJoyButton ()) + return; + I_ReadJoystick (); + joyxl = (centerx + joystickx)/2; + joyyl = (centerx + joysticky)/2; + + tprintf("\nPush the joystick to the LOWER RIGHT corner and press button 1:",1); + if (!WaitJoyButton ()) + return; + I_ReadJoystick (); + joyxh = (centerx + joystickx)/2; + joyyh = (centery + joysticky)/2; + tprintf ("\n", 1); +} + +/* +=============== += += I_JoystickEvents += +=============== +*/ + +void I_JoystickEvents (void) +{ + event_t ev; + +// +// joystick events +// + if (!joystickpresent) + return; + + I_ReadJoystick(); + ev.type = ev_joystick; + ev.data1 = 0; //((inp(0x201) >> 4)&15)^15; + + if (joystickx < joyxl) + ev.data2 = -1; + else if (joystickx > joyxh) + ev.data2 = 1; + else + ev.data2 = 0; + if (joysticky < joyyl) + ev.data3 = -1; + else if (joysticky > joyyh) + ev.data3 = 1; + else + ev.data3 = 0; + + D_PostEvent (&ev); +} + + +/* + =============== + = + = I_StartFrame + = + =============== + */ + +void I_StartFrame (void) +{ + I_JoystickEvents(); +} + + +/* +============================================================================ + + DPMI STUFF + +============================================================================ +*/ + +void I_DivException (void); +int I_SetDivException (void); + + + +/* +============================================================================ + + TIMER INTERRUPT + +============================================================================ +*/ + + +/* +=============== += += I_Init += += hook interrupts and set graphics mode += +=============== +*/ + +void I_Init (void) +{ + void I_StartupTimer(void); + + novideo = M_CheckParm("novideo"); + I_StartupMouse(); +// tprintf("I_StartupJoystick ",1); +// I_StartupJoystick(); + tprintf("S_Init... ",1); + S_Init(); + S_Start(); + + I_StartupTimer(); +} + + +/* +=============== += += I_Shutdown += += return to default system state += +=============== +*/ + +void I_ShutdownNet (void) +{ + free (doomcom); +} + +void I_Shutdown (void) +{ + I_ShutdownGraphics (); + I_ShutdownNet (); + S_ShutDown (); +} + + +/* +================ += += I_Error += +================ +*/ + +void I_Error (char *error, ...) +{ + va_list argptr; + + D_QuitNetGame (); + I_Shutdown (); + va_start (argptr,error); + vprintf (error, argptr); + va_end (argptr); + printf ("\n"); + exit (1); +} + +//-------------------------------------------------------------------------- +// +// I_Quit +// +// Shuts down net game, saves defaults, prints the exit text message, +// goes to text mode, and exits. +// +//-------------------------------------------------------------------------- + +void put_dos2ansi (byte attrib) +{ + byte fore,back,blink=0,intens=0; + int table[] = {30,34,32,36,31,35,33,37}; + + fore = attrib&15; // bits 0-3 + back = attrib&112; // bits 4-6 + blink = attrib&128; // bit 7 + + // Fix background, blink is either on or off. + back = back>>4; + + // Fix foreground + if (fore > 7) { + intens = 1; + fore-=8; + } + + // Convert fore/back + fore = table[fore]; + back = table[back] + 10; + + // 'Render' + if (blink) + printf ("\033[%d;5;%dm\033[%dm", intens, fore, back); + else + printf ("\033[%d;25;%dm\033[%dm", intens, fore, back); +} + +void I_Quit(void) +{ + int i; + byte *scr; + + D_QuitNetGame(); + M_SaveDefaults(); + I_Shutdown(); + + scr = (byte *)W_CacheLumpName("ENDTEXT", PU_CACHE); +/* + memcpy((void *)0xb8000, scr, 80*25*2); + regs.w.ax = 0x0200; + regs.h.bh = 0; + regs.h.dl = 0; + regs.h.dh = 23; + int386(0x10, (const union REGS *)®s, ®s); // Set text pos + _settextposition(24, 1); +*/ + for (i=0; i< 80*25*2; i+=2) { + put_dos2ansi(scr[i+1]); + putchar (scr[i]); + } + // Cleanup after all that ANSI stuff + printf ("\033[m"); + W_Shutdown (); + Z_Shutdown (); + exit(0); +} + +/* +=============== += += I_ZoneBase += +=============== +*/ + +byte *I_ZoneBase (int *size) +{ + byte *ptr; + int heap = 0x800000; + + ptr = malloc ( heap ); + + if ( ! ptr ) + I_Error (" Insufficient DPMI memory!"); + + *size = heap; + return ptr; +} + +/* +============= += += I_AllocLow += +============= +*/ + +byte *I_AllocLow (int length) +{ + return malloc( length ); +} + +/* +============================================================================ + + NETWORKING + +============================================================================ +*/ + +/* // FUCKED LINES +typedef struct +{ + char priv[508]; +} doomdata_t; +*/ // FUCKED LINES + +#define DOOMCOM_ID 0x12345678l + +/* // FUCKED LINES +typedef struct +{ + long id; + short intnum; // DOOM executes an int to execute commands + +// communication between DOOM and the driver + short command; // CMD_SEND or CMD_GET + short remotenode; // dest for send, set by get (-1 = no packet) + short datalength; // bytes in doomdata to be sent + +// info common to all nodes + short numnodes; // console is allways node 0 + short ticdup; // 1 = no duplication, 2-5 = dup for slow nets + short extratics; // 1 = send a backup tic in every packet + short deathmatch; // 1 = deathmatch + short savegame; // -1 = new game, 0-5 = load savegame + short episode; // 1-3 + short map; // 1-9 + short skill; // 1-5 + +// info specific to this node + short consoleplayer; + short numplayers; + short angleoffset; // 1 = left, 0 = center, -1 = right + short drone; // 1 = drone + +// packet data to be sent + doomdata_t data; +} doomcom_t; +*/ // FUCKED LINES + +extern doomcom_t *doomcom; + +/* +==================== += += I_InitNetwork += +==================== +*/ + +void I_InitNetwork (void) +{ + int i; + + i = M_CheckParm ("-net"); + if (!i) + { + // + // single player game + // + doomcom = malloc (sizeof (*doomcom) ); + memset (doomcom, 0, sizeof(*doomcom) ); + netgame = false; + doomcom->id = DOOMCOM_ID; + doomcom->numplayers = doomcom->numnodes = 1; + doomcom->deathmatch = false; + doomcom->consoleplayer = 0; + doomcom->ticdup = 1; + doomcom->extratics = 0; + return; + } + netgame = true; + doomcom = (doomcom_t *)atoi(myargv[i+1]); +//DEBUG +doomcom->skill = startskill; +doomcom->episode = startepisode; +doomcom->map = startmap; +doomcom->deathmatch = deathmatch; +} + +void I_NetCmd (void) +{ + if (!netgame) + I_Error ("I_NetCmd when not in netgame"); +} + +//========================================================================= +// +// I_CheckExternDriver +// +// Checks to see if a vector, and an address for an external driver +// have been passed. +//========================================================================= + +void I_CheckExternDriver(void) +{ + int i; + + if(!(i = M_CheckParm("-externdriver"))) + { + return; + } + i_ExternData = (externdata_t *)atoi(myargv[i+1]); + i_Vector = i_ExternData->vector; + + useexterndriver = true; +} + + +int main( int argc, char** argv ) +{ + myargc = argc; + myargv = argv; + D_DoomMain(); + return 0; +} + +fixed_t FixedMul (fixed_t a, fixed_t b) +{ + return ((long long) a * (long long) b) >> 16; +} + +fixed_t FixedDiv2 (fixed_t a, fixed_t b) +{ + double c; + + c = ((double)a) / ((double)b) * FRACUNIT; + + if (c >= 2147483648.0 || c < -2147483648.0) + I_Error("FixedDiv: divide by zero"); + return (fixed_t) c; +} + +//EOF diff --git a/base/i_sound.c b/base/i_sound.c new file mode 100644 index 0000000..44b2c94 --- /dev/null +++ b/base/i_sound.c @@ -0,0 +1,470 @@ +// $Id$ + + +#include +#include // pow() +#include +#include "doomdef.h" +#include "sounds.h" +#include "i_sound.h" +#include "audio_plugin.h" + + +#define SAMPLE_FORMAT FMT_S16_LE +#define SAMPLE_ZERO 0 +#define SAMPLE_RATE 11025 // Hz +#define SAMPLE_CHANNELS 2 + +#if 0 +#define SAMPLE_TYPE char +#else +#define SAMPLE_TYPE short +#endif + + +/* + * + * SOUND HEADER & DATA + * + * + */ + + +int tsm_ID = -1; + +const char snd_prefixen[] = { 'P', 'P', 'A', 'S', 'S', 'S', 'M', + 'M', 'M', 'S' }; + +int snd_Channels; +int snd_DesiredMusicDevice, snd_DesiredSfxDevice; +int snd_MusicDevice, // current music card # (index to dmxCodes) + snd_SfxDevice, // current sfx card # (index to dmxCodes) + snd_MaxVolume, // maximum volume for sound + snd_MusicVolume; // maximum volume for music +int dmxCodes[NUM_SCARDS]; // the dmx code for a given card + +int snd_SBport, snd_SBirq, snd_SBdma; // sound blaster variables +int snd_Mport; // midi variables + +extern boolean snd_MusicAvail, // whether music is available + snd_SfxAvail; // whether sfx are available + +// Function prototypes (if needed) - DDOI +void I_UpdateSoundParams(int handle, int vol, int sep, int pitch); + +void I_PauseSong(int handle) +{ +} + +void I_ResumeSong(int handle) +{ +} + +void I_SetMusicVolume(int volume) +{ +} + +void I_SetSfxVolume(int volume) +{ +} + +/* + * + * SONG API + * + */ + +int I_RegisterSong(void *data) +{ + return 0; +} + +void I_UnRegisterSong(int handle) +{ +} + +int I_QrySongPlaying(int handle) +{ + return 0; +} + +// Stops a song. MUST be called before I_UnregisterSong(). + +void I_StopSong(int handle) +{ +} + +void I_PlaySong(int handle, boolean looping) +{ +} + +/* + * + * SOUND FX API + * + */ + + +typedef struct +{ + unsigned char* begin; // pointers into Sample.firstSample + unsigned char* end; + + SAMPLE_TYPE* lvol_table; // point into vol_lookup + SAMPLE_TYPE* rvol_table; + + unsigned int pitch_step; + unsigned int step_remainder; // 0.16 bit remainder of last step. + + int pri; + unsigned int time; +} Channel; + + +typedef struct +{ + short a; // always 3 + short freq; // always 11025 + long length; // sample length + unsigned char firstSample; +} Sample; + + +extern OutputPlugin* get_oplugin_info(); +static OutputPlugin* audioPI = 0; +static int audio_exit_thread = 1; +static pthread_t audio_thread; + + +#define CHAN_COUNT 8 +Channel channel[ CHAN_COUNT ]; + +#define MAX_VOL 64 // 64 keeps our table down to 16Kb +SAMPLE_TYPE vol_lookup[ MAX_VOL * 256 ]; + +int steptable[ 256 ]; // Pitch to stepping lookup + + +#define BUF_LEN 256*2 + + +void* audio_loop( void* arg ) +{ + Channel* chan; + Channel* cend; + char buf[ BUF_LEN ]; + SAMPLE_TYPE* begin; + SAMPLE_TYPE* end; +// int remain; + unsigned int sample; + register int dl; + register int dr; + + end = (SAMPLE_TYPE*) (buf + BUF_LEN); + cend = channel + CHAN_COUNT; + + while( ! audio_exit_thread ) + { + begin = (SAMPLE_TYPE*) buf; + while( begin < end ) + { + // Mix all the channels together. + + dl = SAMPLE_ZERO; + dr = SAMPLE_ZERO; + + chan = channel; + for( ; chan < cend; chan++ ) + { + // Check channel, if active. + if( chan->begin ) + { + // Get the sample from the channel. + sample = *chan->begin; + + // Adjust volume accordingly. + dl += chan->lvol_table[ sample ]; + dr += chan->rvol_table[ sample ]; + + // Increment sample pointer with pitch adjustment. + chan->step_remainder += chan->pitch_step; + chan->begin += chan->step_remainder >> 16; + chan->step_remainder &= 65535; + + // Check whether we are done. + if( chan->begin >= chan->end ) + { + chan->begin = 0; + //printf( " channel done %d\n", chan ); + } + } + } + +#if 0 //SAMPLE_FORMAT + if( dl > 127 ) dl = 127; + else if( dl < -128 ) dl = -128; + + if( dr > 127 ) dr = 127; + else if( dr < -128 ) dr = -128; +#else + if( dl > 0x7fff ) dl = 0x7fff; + else if( dl < -0x8000 ) dl = -0x8000; + + if( dr > 0x7fff ) dr = 0x7fff; + else if( dr < -0x8000 ) dr = -0x8000; +#endif + + *begin++ = dl; + *begin++ = dr; + } + + // This write is expected to block. + audioPI->write_audio( buf, BUF_LEN ); + } + + pthread_exit(NULL); +} + + +// Gets lump nums of the named sound. Returns pointer which will be +// passed to I_StartSound() when you want to start an SFX. Must be +// sure to pass this to UngetSoundEffect() so that they can be +// freed! + + +int I_GetSfxLumpNum(sfxinfo_t *sound) +{ +// char namebuf[9]; // unused variable - DDOI + + if (sound->name == 0) + return 0; + if(sound->link) sound = sound->link; + return W_GetNumForName(sound->name); +} + + +// Id is unused. +// Data is a pointer to a Sample structure. +// Volume ranges from 0 to 127. +// Separation (orientation/stereo) ranges from 0 to 255. 128 is balanced. +// Pitch ranges from 0 to 255. Normal is 128. +// Priority looks to be unused (always 0). + +int I_StartSound( int id, void* data, int vol, int sep, int pitch, int priority) +{ + // Relative time order to find oldest sound. + static unsigned int soundTime = 0; + int chanId; + Sample* sample; + Channel* chan; + int oldest; + int i; + + + // Find an empty channel, the oldest playing channel, or default to 0. + // Currently ignoring priority. + + chanId = 0; + oldest = soundTime; + for( i = 0; i < CHAN_COUNT; i++ ) + { + if( ! channel[ i ].begin ) + { + chanId = i; + break; + } + if( channel[ i ].time < oldest ) + { + chanId = i; + oldest = channel[ i ].time; + } + } + + sample = (Sample*) data; + chan = &channel[ chanId ]; + + I_UpdateSoundParams( chanId + 1, vol, sep, pitch ); + + // begin must be set last because the audio thread will access the channel + // once it is non-zero. Perhaps this should be protected by a mutex. + + chan->pri = priority; + chan->time = soundTime; + chan->end = &sample->firstSample + sample->length; + chan->begin = &sample->firstSample; + + soundTime++; + +#if 0 + printf( "I_StartSound %d: v:%d s:%d p:%d pri:%d | %d %d %d %d\n", + id, vol, sep, pitch, priority, + chanId, chan->pitch_step, sample->a, sample->freq ); +#endif + + return chanId + 1; +} + +void I_StopSound(int handle) +{ + handle--; + handle &= 7; + channel[ handle ].begin = 0; +} + +int I_SoundIsPlaying(int handle) +{ + handle--; + handle &= 7; + return( channel[ handle ].begin != 0 ); +} + +void I_UpdateSoundParams(int handle, int vol, int sep, int pitch) +{ + int lvol, rvol; + Channel* chan; + + // Set left/right channel volume based on seperation. + + sep += 1; // range 1 - 256 + lvol = vol - ((vol * sep * sep) >> 16); // (256*256); + sep = sep - 257; + rvol = vol - ((vol * sep * sep) >> 16); + + + // Sanity check, clamp volume. + if( rvol < 0 ) + { + //printf( "rvol out of bounds %d, id %d\n", rvol, handle ); + rvol = 0; + } + else if( rvol > 127 ) + { + //printf( "rvol out of bounds %d, id %d\n", rvol, handle ); + rvol = 127; + } + + if( lvol < 0 ) + { + //printf( "lvol out of bounds %d, id %d\n", lvol, handle ); + lvol = 0; + } + else if( lvol > 127 ) + { + //printf( "lvol out of bounds %d, id %d\n", lvol, handle ); + lvol = 127; + } + + // Limit to MAX_VOL (64) + lvol >>= 1; + rvol >>= 1; + + handle--; + handle &= 7; + chan = &channel[ handle ]; + chan->pitch_step = steptable[ pitch ]; + chan->step_remainder = 0; + chan->lvol_table = &vol_lookup[ lvol * 256 ]; + chan->rvol_table = &vol_lookup[ rvol * 256 ]; +} + +/* + * + * SOUND STARTUP STUFF + * + * + */ + +// inits all sound stuff + +void I_StartupSound (void) +{ + int ok; + + snd_MusicDevice = snd_SfxDevice = 0; + + if( M_CheckParm( "-nosound" ) ) + { + tprintf("I_StartupSound: Sound Disabled.\n",1); + return; + } + + if (debugmode) + tprintf("I_StartupSound: Hope you hear a pop.\n",1); + + /* Using get_oplugin_info() from oss.c. In the future this could + load from a real shared library plugin. */ + audioPI = get_oplugin_info(); + audioPI->init(); + audioPI->about(); + + ok = audioPI->open_audio( SAMPLE_FORMAT, SAMPLE_RATE, SAMPLE_CHANNELS ); + if( ok ) + { + audio_exit_thread = 0; + pthread_create( &audio_thread, NULL, audio_loop, NULL); + } + else + { + fprintf( stderr, "I_StartupSound: failed\n" ); + } +} + +// shuts down all sound stuff + +void I_ShutdownSound (void) +{ + if( audioPI ) + { + if( ! audio_exit_thread ) + { + audio_exit_thread = 1; + pthread_join( audio_thread, NULL ); + } + audioPI->close_audio(); + } +} + +void I_SetChannels(int channels) +{ + int v, j; + int* steptablemid; + + // We always have CHAN_COUNT channels. + + for( j = 0; j < CHAN_COUNT; j++ ) + { + channel[ j ].begin = 0; + channel[ j ].end = 0; + channel[ j ].time = 0; + } + + + // This table provides step widths for pitch parameters. + steptablemid = steptable + 128; + for( j = -128; j < 128; j++ ) + { + steptablemid[ j ] = (int) (pow( 2.0, (j/64.0) ) * 65536.0); + } + + + // Generate the volume lookup tables. + for( v = 0 ; v < MAX_VOL ; v++ ) + { + for( j = 0; j < 256; j++ ) + { + //vol_lookup[v*256+j] = 128 + ((v * (j-128)) / (MAX_VOL-1)); + + // Turn the unsigned samples into signed samples. +#if 0 // SAMPLE_FORMAT + vol_lookup[v*256+j] = (v * (j-128)) / (MAX_VOL-1); +#else + vol_lookup[v*256+j] = (v * (j-128) * 256) / (MAX_VOL-1); +#endif + + //printf("vol_lookup[%d*256+%d] = %d\n", v, j, vol_lookup[v*256+j]); + } + } +} + + +/* EOF */ diff --git a/base/in_lude.c b/base/in_lude.c new file mode 100644 index 0000000..e504a10 --- /dev/null +++ b/base/in_lude.c @@ -0,0 +1,1091 @@ +/* +======================== += += IN_lude.c += +======================== +*/ + +#include "doomdef.h" +#include "soundst.h" +#ifdef RENDER3D +#include "ogl_def.h" +#define PATCH_REF int +#define WR_CacheLumpName(a,b) W_GetNumForName(a) +#define ZR_ChangeTag(a,b) +#define WR_CacheLumpNum(a,b) a +#define V_DrawPatch(x,y,p) OGL_DrawPatch(x,y,p) +#define V_DrawFuzzPatch(x,y,p) OGL_DrawFuzzPatch(x,y,p) +#define V_DrawAltFuzzPatch(x,y,p) OGL_DrawAltFuzzPatch(x,y,p) +#define V_DrawShadowedPatch(x,y,p) OGL_DrawShadowedPatch(x,y,p) +#else +#define ZR_ChangeTag(a,b) Z_ChangeTag(a,b) +#define WR_CacheLumpName(a,b) W_CacheLumpName(a,b) +#define WR_CacheLumpNum(a,b) W_CacheLumpNum(a,b) +#define PATCH_REF patch_t* +#endif + +typedef enum +{ + SINGLE, + COOPERATIVE, + DEATHMATCH +} gametype_t; + +// Public functions + +void IN_Start(void); +void IN_Ticker(void); +void IN_Drawer(void); + +boolean intermission; + +// Private functions + +void IN_WaitStop(void); +void IN_Stop(void); +void IN_LoadPics(void); +void IN_UnloadPics(void); +void IN_CheckForSkip(void); +void IN_InitStats(void); +void IN_InitDeathmatchStats(void); +void IN_InitNetgameStats(void); +void IN_DrawOldLevel(void); +void IN_DrawYAH(void); +void IN_DrawStatBack(void); +void IN_DrawSingleStats(void); +void IN_DrawCoopStats(void); +void IN_DrawDMStats(void); +void IN_DrawNumber(int val, int x, int y, int digits); +void IN_DrawTime(int x, int y, int h, int m, int s); +void IN_DrTextB(char *text, int x, int y); + +static boolean skipintermission; +static int interstate = 0; +static int intertime = -1; +static int oldintertime = 0; +static gametype_t gametype; + +static int cnt; + +static int time; +static int hours; +static int minutes; +static int seconds; + +static int slaughterboy; // in DM, the player with the most kills + +static int killPercent[MAXPLAYERS]; +static int bonusPercent[MAXPLAYERS]; +static int secretPercent[MAXPLAYERS]; + +static PATCH_REF patchINTERPIC; +static PATCH_REF patchBEENTHERE; +static PATCH_REF patchGOINGTHERE; +static PATCH_REF FontBNumbers[10]; +#ifdef RENDER3D +static patch_t *FontB3DNumbers[10]; +#endif +static PATCH_REF FontBNegative; +#ifdef RENDER3D +static patch_t *FontB3DNegative; +#endif +static PATCH_REF FontBSlash; +static PATCH_REF FontBPercent; + +static int FontBLump; +static int FontBLumpBase; +static int patchFaceOkayBase; +static int patchFaceDeadBase; + +static signed int totalFrags[MAXPLAYERS]; +static fixed_t dSlideX[MAXPLAYERS]; +static fixed_t dSlideY[MAXPLAYERS]; + +static char *KillersText[] = { "K", "I", "L", "L", "E", "R", "S" }; + +extern char *LevelNames[]; + +typedef struct +{ + int x; + int y; +} yahpt_t; + +static yahpt_t YAHspot[3][9] = +{ + { + { 172, 78 }, + { 86, 90 }, + { 73, 66 }, + { 159, 95 }, + { 148, 126 }, + { 132, 54 }, + { 131, 74 }, + { 208, 138 }, + { 52, 101 } + }, + { + { 218, 57 }, + { 137, 81 }, + { 155, 124 }, + { 171, 68 }, + { 250, 86 }, + { 136, 98 }, + { 203, 90 }, + { 220, 140 }, + { 279, 106 } + }, + { + { 86, 99 }, + { 124, 103 }, + { 154, 79 }, + { 202, 83 }, + { 178, 59 }, + { 142, 58 }, + { 219, 66 }, + { 247, 57 }, + { 107, 80 } + } +}; + +//======================================================================== +// +// IN_Start +// +//======================================================================== + +extern void AM_Stop (void); + +void IN_Start(void) +{ + I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE)); + IN_LoadPics(); + IN_InitStats(); + intermission = true; + interstate = -1; + skipintermission = false; + intertime = 0; + oldintertime = 0; + AM_Stop(); + S_StartSong(mus_intr, true); +} + +//======================================================================== +// +// IN_WaitStop +// +//======================================================================== + +void IN_WaitStop(void) +{ + if(!--cnt) + { + IN_Stop(); + G_WorldDone(); + } +} + +//======================================================================== +// +// IN_Stop +// +//======================================================================== + +void IN_Stop(void) +{ + intermission = false; + IN_UnloadPics(); + SB_state = -1; + BorderNeedRefresh = true; +} + +//======================================================================== +// +// IN_InitStats +// +// Initializes the stats for single player mode +//======================================================================== + +void IN_InitStats(void) +{ + int i; + int j; + signed int slaughterfrags; + int posnum; + int slaughtercount; + int playercount; + + + if(!netgame) + { + gametype = SINGLE; + time = leveltime/35; + hours = time/3600; + time -= hours*3600; + minutes = time/60; + time -= minutes*60; + seconds = time; + } + else if(netgame && !deathmatch) + { + gametype = COOPERATIVE; + memset(killPercent, 0, MAXPLAYERS*sizeof(int)); + memset(bonusPercent, 0, MAXPLAYERS*sizeof(int)); + memset(secretPercent, 0, MAXPLAYERS*sizeof(int)); + for(i=0; i slaughterfrags) + { + slaughterboy = 1< 3 && interstate >= 1) + { // Extended Wad levels: skip directly to the next level + interstate = 3; + } + switch(interstate) + { + case 0: + oldintertime = intertime+300; + if(gameepisode > 3) + { + oldintertime = intertime+1200; + } + break; + case 1: + oldintertime = intertime+200; + break; + case 2: + oldintertime = MAXINT; + break; + case 3: + cnt = 10; + break; + default: + break; + } + } + if(skipintermission) + { + if(interstate == 0 && intertime < 150) + { + intertime = 150; + skipintermission = false; + return; + } + else if(interstate < 2 && gameepisode < 4) + { + interstate = 2; + skipintermission = false; + S_StartSound(NULL, sfx_dorcls); + return; + } + interstate = 3; + cnt = 10; + skipintermission = false; + S_StartSound(NULL, sfx_dorcls); + } +} + +//======================================================================== +// +// IN_CheckForSkip +// +// Check to see if any player hit a key +//======================================================================== + +void IN_CheckForSkip(void) +{ + int i; + player_t *player; + + for (i=0, player = players ; icmd.buttons&BT_ATTACK) + { + if (!player->attackdown) + { + skipintermission = 1; + } + player->attackdown = true; + } + else + { + player->attackdown = false; + } + if (player->cmd.buttons&BT_USE) + { + if (!player->usedown) + { + skipintermission = 1; + } + player->usedown = true; + } + else + { + player->usedown = false; + } + } + } +} + +//======================================================================== +// +// IN_Drawer +// +//======================================================================== + +void IN_Drawer(void) +{ + static int oldinterstate; + + if(!intermission) + { + return; + } + if(interstate == 3) + { + return; + } + UpdateState |= I_FULLSCRN; + if(oldinterstate != 2 && interstate == 2) + { + S_StartSound(NULL, sfx_pstop); + } + oldinterstate = interstate; + switch(interstate) + { + case 0: // draw stats + IN_DrawStatBack(); + switch(gametype) + { + case SINGLE: + IN_DrawSingleStats(); + break; + case COOPERATIVE: + IN_DrawCoopStats(); + break; + case DEATHMATCH: + IN_DrawDMStats(); + break; + } + break; + case 1: // leaving old level + if(gameepisode < 4) + { + V_DrawPatch(0, 0, patchINTERPIC); + IN_DrawOldLevel(); + } + break; + case 2: // going to the next level + if(gameepisode < 4) + { + V_DrawPatch(0, 0, patchINTERPIC); + IN_DrawYAH(); + } + break; + case 3: // waiting before going to the next level + if(gameepisode < 4) + { + V_DrawPatch(0, 0, patchINTERPIC); + } + break; + default: + I_Error("IN_lude: Intermission state out of range.\n"); + break; + } +} + +//======================================================================== +// +// IN_DrawStatBack +// +//======================================================================== + +void IN_DrawStatBack(void) +{ +#ifndef RENDER3D + int x; + int y; + + byte *src; + byte *dest; + + src = W_CacheLumpName ("FLOOR16", PU_CACHE); + dest = screen; + + for (y=0 ; y= 30) + { + S_StartSound(NULL, sfx_dorcls); + sounds++; + } + IN_DrawNumber(players[consoleplayer].killcount, 200, 65, 3); +#ifdef RENDER3D + OGL_DrawShadowedPatch(237, 65, FontBSlash); +#else + V_DrawShadowedPatch(237, 65, FontBSlash); +#endif + IN_DrawNumber(totalkills, 248, 65, 3); + if(intertime < 60) + { + return; + } + if(sounds < 2 && intertime >= 60) + { + S_StartSound(NULL, sfx_dorcls); + sounds++; + } + IN_DrawNumber(players[consoleplayer].itemcount, 200, 90, 3); +#ifdef RENDER3D + OGL_DrawShadowedPatch(237, 90, FontBSlash); +#else + V_DrawShadowedPatch(237, 90, FontBSlash); +#endif + IN_DrawNumber(totalitems, 248, 90, 3); + if(intertime < 90) + { + return; + } + if(sounds < 3 && intertime >= 90) + { + S_StartSound(NULL, sfx_dorcls); + sounds++; + } + IN_DrawNumber(players[consoleplayer].secretcount, 200, 115, 3); +#ifdef RENDER3D + OGL_DrawShadowedPatch(237, 115, FontBSlash); +#else + V_DrawShadowedPatch(237, 115, FontBSlash); +#endif + IN_DrawNumber(totalsecret, 248, 115, 3); + if(intertime < 150) + { + return; + } + if(sounds < 4 && intertime >= 150) + { + S_StartSound(NULL, sfx_dorcls); + sounds++; + } + + if(!ExtendedWAD || gameepisode < 4) + { + IN_DrTextB("TIME", 85, 160); + IN_DrawTime(155, 160, hours, minutes, seconds); + } + else + { + x = 160-MN_TextAWidth("NOW ENTERING:")/2; + MN_DrTextA("NOW ENTERING:", x, 160); + x = 160-MN_TextBWidth(LevelNames[(gameepisode-1)*9+gamemap-1]+7)/2; + IN_DrTextB(LevelNames[(gameepisode-1)*9+gamemap-1]+7, x, 170); + skipintermission = false; + } +} + +//======================================================================== +// +// IN_DrawCoopStats +// +//======================================================================== + +void IN_DrawCoopStats(void) +{ + int i; + int x; + int ypos; + + static int sounds; + + IN_DrTextB("KILLS", 95, 35); + IN_DrTextB("BONUS", 155, 35); + IN_DrTextB("SECRET", 232, 35); + x = 160-MN_TextBWidth(LevelNames[(gameepisode-1)*9+prevmap-1]+7)/2; + IN_DrTextB(LevelNames[(gameepisode-1)*9+prevmap-1]+7, x, 3); + x = 160-MN_TextAWidth("FINISHED")/2; + MN_DrTextA("FINISHED", x, 25); + + ypos = 50; + for(i=0; i= 40 && sounds < 1) + { + S_StartSound(NULL, sfx_dorcls); + sounds++; + } + IN_DrawNumber(killPercent[i], 85, ypos+10, 3); + V_DrawShadowedPatch(121, ypos+10, FontBPercent); + IN_DrawNumber(bonusPercent[i], 160, ypos+10, 3); + V_DrawShadowedPatch(196, ypos+10, FontBPercent); + IN_DrawNumber(secretPercent[i], 237, ypos+10, 3); + V_DrawShadowedPatch(273, ypos+10, FontBPercent); + ypos += 37; + } + } +} + +//======================================================================== +// +// IN_DrawDMStats +// +//======================================================================== + +void IN_DrawDMStats(void) +{ + int i; + int j; + int ypos; + int xpos; + int kpos; + //int x; // unused variable + + static int sounds; + + xpos = 90; + ypos = 55; + + IN_DrTextB("TOTAL", 265, 30); + MN_DrTextA("VICTIMS", 140, 8); + for(i=0; i<7; i++) + { + MN_DrTextA(KillersText[i], 10, 80+9*i); + } + if(intertime < 20) + { + for(i=0; i>FRACBITS, WR_CacheLumpNum(patchFaceOkayBase+i, PU_CACHE)); + V_DrawShadowedPatch(((xpos<>FRACBITS, 18, WR_CacheLumpNum(patchFaceDeadBase+i, PU_CACHE)); + } + } + sounds = 0; + return; + } + if(intertime >= 20 && sounds < 1) + { + S_StartSound(NULL, sfx_dorcls); + sounds++; + } + if(intertime >= 100 && slaughterboy && sounds < 2) + { + S_StartSound(NULL, sfx_wpnup); + sounds++; + } + for(i=0; i 99) + { + val = 99; + } + } + if(val > 9) + { + realdigits++; + if(digits < realdigits) + { + realdigits = digits; + val = 9; + } + } + if(val > 99) + { + realdigits++; + if(digits < realdigits) + { + realdigits = digits; + val = 99; + } + } + if(val > 999) + { + realdigits++; + if(digits < realdigits) + { + realdigits = digits; + val = 999; + } + } + if(digits == 4) + { +#ifdef RENDER3D + patch = FontB3DNumbers[val/1000]; + OGL_DrawShadowedPatch(xpos+6-patch->width/2-12, y, FontBNumbers[val/1000]); +#else + patch = FontBNumbers[val/1000]; + V_DrawShadowedPatch(xpos+6-patch->width/2-12, y, patch); +#endif + } + if(digits > 2) + { + if(realdigits > 2) + { +#ifdef RENDER3D + patch = FontB3DNumbers[val/100]; + OGL_DrawShadowedPatch(xpos+6-patch->width/2,y,FontBNumbers[val/1000]); +#else + patch = FontBNumbers[val/100]; + V_DrawShadowedPatch(xpos+6-patch->width/2, y, patch); +#endif + } + xpos += 12; + } + val = val%100; + if(digits > 1) + { + if(val > 9) + { +#ifdef RENDER3D + patch = FontB3DNumbers[val/10]; + OGL_DrawShadowedPatch(xpos+6-patch->width/2, y, FontBNumbers[val/10]); +#else + patch = FontBNumbers[val/10]; + V_DrawShadowedPatch(xpos+6-patch->width/2, y, patch); +#endif + } + else if(digits == 2 || oldval > 99) + { + V_DrawShadowedPatch(xpos, y, FontBNumbers[0]); + } + xpos += 12; + } + val = val%10; +#ifdef RENDER3D + patch = FontB3DNumbers[val]; + OGL_DrawShadowedPatch(xpos+6-patch->width/2,y,FontBNumbers[val]); +#else + patch = FontBNumbers[val]; + V_DrawShadowedPatch(xpos+6-patch->width/2, y, patch); +#endif + if(neg) + { +#ifdef RENDER3D + patch = FontB3DNegative; + OGL_DrawShadowedPatch(xpos+6-patch->width/2-12*(realdigits), y, FontBNegative); +#else + patch = FontBNegative; + V_DrawShadowedPatch(xpos+6-patch->width/2-12*(realdigits), y, patch); +#endif + } +} + +//======================================================================== +// +// IN_DrTextB +// +//======================================================================== + +void IN_DrTextB(char *text, int x, int y) +{ + char c; + patch_t *p; + + while((c = *text++) != 0) + { + if(c < 33) + { + x += 8; + } + else + { + p = W_CacheLumpNum(FontBLump+c-33, PU_CACHE); +#ifdef RENDER3D + OGL_DrawShadowedPatch(x,y,FontBLump+c-33); +#else + V_DrawShadowedPatch(x, y, p); +#endif + x += p->width-1; + } + } +} diff --git a/base/info.c b/base/info.c new file mode 100644 index 0000000..51a0087 --- /dev/null +++ b/base/info.c @@ -0,0 +1,5677 @@ +#include "doomdef.h" +// generated by multigen + +char *sprnames[NUMSPRITES] = { +"IMPX","ACLO","PTN1","SHLD","SHD2","BAGH","SPMP","INVS","PTN2","SOAR", +"INVU","PWBK","EGGC","EGGM","FX01","SPHL","TRCH","FBMB","XPL1","ATLP", +"PPOD","AMG1","SPSH","LVAS","SLDG","SKH1","SKH2","SKH3","SKH4","CHDL", +"SRTC","SMPL","STGS","STGL","STCS","STCL","KFR1","BARL","BRPL","MOS1", +"MOS2","WTRH","HCOR","KGZ1","KGZB","KGZG","KGZY","VLCO","VFBL","VTFB", +"SFFI","TGLT","TELE","STFF","PUF3","PUF4","BEAK","WGNT","GAUN","PUF1", +"WBLS","BLSR","FX18","FX17","WMCE","MACE","FX02","WSKL","HROD","FX00", +"FX20","FX21","FX22","FX23","GWND","PUF2","WPHX","PHNX","FX04","FX08", +"FX09","WBOW","CRBW","FX03","BLOD","PLAY","FDTH","BSKL","CHKN","MUMM", +"FX15","BEAS","FRB1","SNKE","SNFX","HEAD","FX05","FX06","FX07","CLNK", +"WZRD","FX11","FX10","KNIG","SPAX","RAXE","SRCR","FX14","SOR2","SDTH", +"FX16","MNTR","FX12","FX13","AKYY","BKYY","CKYY","AMG2","AMM1","AMM2", +"AMC1","AMC2","AMS1","AMS2","AMP1","AMP2","AMB1","AMB2" +}; + +void A_FreeTargMobj (); +void A_RestoreSpecialThing1 (); +void A_RestoreSpecialThing2 (); +void A_HideThing (); +void A_UnHideThing (); +void A_RestoreArtifact (); +void A_Scream (); +void A_Explode (); +void A_PodPain (); +void A_RemovePod (); +void A_MakePod (); +void A_InitKeyGizmo (); +void A_VolcanoSet (); +void A_VolcanoBlast (); +void A_BeastPuff (); +void A_VolcBallImpact (); +void A_SpawnTeleGlitter (); +void A_SpawnTeleGlitter2 (); +void A_AccTeleGlitter (); +void A_Light0 (); +void A_WeaponReady (); +void A_Lower (); +void A_Raise (); +void A_StaffAttackPL1 (); +void A_ReFire (); +void A_StaffAttackPL2 (); +void A_BeakReady (); +void A_BeakRaise (); +void A_BeakAttackPL1 (); +void A_BeakAttackPL2 (); +void A_GauntletAttack (); +void A_FireBlasterPL1 (); +void A_FireBlasterPL2 (); +void A_SpawnRippers (); +void A_FireMacePL1 (); +void A_FireMacePL2 (); +void A_MacePL1Check (); +void A_MaceBallImpact (); +void A_MaceBallImpact2 (); +void A_DeathBallImpact (); +void A_FireSkullRodPL1 (); +void A_FireSkullRodPL2 (); +void A_SkullRodPL2Seek (); +void A_AddPlayerRain (); +void A_HideInCeiling (); +void A_SkullRodStorm (); +void A_RainImpact (); +void A_FireGoldWandPL1 (); +void A_FireGoldWandPL2 (); +void A_FirePhoenixPL1 (); +void A_InitPhoenixPL2 (); +void A_FirePhoenixPL2 (); +void A_ShutdownPhoenixPL2 (); +void A_PhoenixPuff (); +void A_FlameEnd (); +void A_FloatPuff (); +void A_FireCrossbowPL1 (); +void A_FireCrossbowPL2 (); +void A_BoltSpark (); +void A_Pain (); +void A_NoBlocking (); +void A_AddPlayerCorpse (); +void A_SkullPop (); +void A_FlameSnd (); +void A_CheckBurnGone (); +void A_CheckSkullFloor (); +void A_CheckSkullDone (); +void A_Feathers (); +void A_ChicLook (); +void A_ChicChase (); +void A_ChicPain (); +void A_FaceTarget (); +void A_ChicAttack (); +void A_Look (); +void A_Chase (); +void A_MummyAttack (); +void A_MummyAttack2 (); +void A_MummySoul (); +void A_ContMobjSound (); +void A_MummyFX1Seek (); +void A_BeastAttack (); +void A_SnakeAttack (); +void A_SnakeAttack2 (); +void A_HeadAttack (); +void A_BossDeath (); +void A_HeadIceImpact (); +void A_HeadFireGrow (); +void A_WhirlwindSeek (); +void A_ClinkAttack (); +void A_WizAtk1 (); +void A_WizAtk2 (); +void A_WizAtk3 (); +void A_GhostOff (); +void A_ImpMeAttack (); +void A_ImpMsAttack (); +void A_ImpMsAttack2 (); +void A_ImpDeath (); +void A_ImpXDeath1 (); +void A_ImpXDeath2 (); +void A_ImpExplode (); +void A_KnightAttack (); +void A_DripBlood (); +void A_Sor1Chase (); +void A_Sor1Pain (); +void A_Srcr1Attack (); +void A_SorZap (); +void A_SorcererRise (); +void A_SorRise (); +void A_SorSightSnd (); +void A_Srcr2Decide (); +void A_Srcr2Attack (); +void A_Sor2DthInit (); +void A_SorDSph (); +void A_Sor2DthLoop (); +void A_SorDExp (); +void A_SorDBon (); +void A_BlueSpark (); +void A_GenWizard (); +void A_MinotaurAtk1 (); +void A_MinotaurDecide (); +void A_MinotaurAtk2 (); +void A_MinotaurAtk3 (); +void A_MinotaurCharge (); +void A_MntrFloorFire (); +void A_ESound (); + +state_t states[NUMSTATES] = { +{SPR_IMPX,0,-1,NULL,S_NULL,0,0}, // S_NULL +{SPR_ACLO,4,1050,A_FreeTargMobj,S_NULL,0,0}, // S_FREETARGMOBJ +{SPR_PTN1,0,3,NULL,S_ITEM_PTN1_2,0,0}, // S_ITEM_PTN1_1 +{SPR_PTN1,1,3,NULL,S_ITEM_PTN1_3,0,0}, // S_ITEM_PTN1_2 +{SPR_PTN1,2,3,NULL,S_ITEM_PTN1_1,0,0}, // S_ITEM_PTN1_3 +{SPR_SHLD,0,-1,NULL,S_NULL,0,0}, // S_ITEM_SHLD1 +{SPR_SHD2,0,-1,NULL,S_NULL,0,0}, // S_ITEM_SHD2_1 +{SPR_BAGH,0,-1,NULL,S_NULL,0,0}, // S_ITEM_BAGH1 +{SPR_SPMP,0,-1,NULL,S_NULL,0,0}, // S_ITEM_SPMP1 +{SPR_ACLO,4,1400,NULL,S_HIDESPECIAL2,0,0}, // S_HIDESPECIAL1 +{SPR_ACLO,0,4,A_RestoreSpecialThing1,S_HIDESPECIAL3,0,0}, // S_HIDESPECIAL2 +{SPR_ACLO,1,4,NULL,S_HIDESPECIAL4,0,0}, // S_HIDESPECIAL3 +{SPR_ACLO,0,4,NULL,S_HIDESPECIAL5,0,0}, // S_HIDESPECIAL4 +{SPR_ACLO,1,4,NULL,S_HIDESPECIAL6,0,0}, // S_HIDESPECIAL5 +{SPR_ACLO,2,4,NULL,S_HIDESPECIAL7,0,0}, // S_HIDESPECIAL6 +{SPR_ACLO,1,4,NULL,S_HIDESPECIAL8,0,0}, // S_HIDESPECIAL7 +{SPR_ACLO,2,4,NULL,S_HIDESPECIAL9,0,0}, // S_HIDESPECIAL8 +{SPR_ACLO,3,4,NULL,S_HIDESPECIAL10,0,0}, // S_HIDESPECIAL9 +{SPR_ACLO,2,4,NULL,S_HIDESPECIAL11,0,0}, // S_HIDESPECIAL10 +{SPR_ACLO,3,4,A_RestoreSpecialThing2,S_NULL,0,0}, // S_HIDESPECIAL11 +{SPR_ACLO,3,3,NULL,S_DORMANTARTI2,0,0}, // S_DORMANTARTI1 +{SPR_ACLO,2,3,NULL,S_DORMANTARTI3,0,0}, // S_DORMANTARTI2 +{SPR_ACLO,3,3,NULL,S_DORMANTARTI4,0,0}, // S_DORMANTARTI3 +{SPR_ACLO,2,3,NULL,S_DORMANTARTI5,0,0}, // S_DORMANTARTI4 +{SPR_ACLO,1,3,NULL,S_DORMANTARTI6,0,0}, // S_DORMANTARTI5 +{SPR_ACLO,2,3,NULL,S_DORMANTARTI7,0,0}, // S_DORMANTARTI6 +{SPR_ACLO,1,3,NULL,S_DORMANTARTI8,0,0}, // S_DORMANTARTI7 +{SPR_ACLO,0,3,NULL,S_DORMANTARTI9,0,0}, // S_DORMANTARTI8 +{SPR_ACLO,1,3,NULL,S_DORMANTARTI10,0,0}, // S_DORMANTARTI9 +{SPR_ACLO,0,3,NULL,S_DORMANTARTI11,0,0}, // S_DORMANTARTI10 +{SPR_ACLO,0,1400,A_HideThing,S_DORMANTARTI12,0,0}, // S_DORMANTARTI11 +{SPR_ACLO,0,3,A_UnHideThing,S_DORMANTARTI13,0,0}, // S_DORMANTARTI12 +{SPR_ACLO,1,3,NULL,S_DORMANTARTI14,0,0}, // S_DORMANTARTI13 +{SPR_ACLO,0,3,NULL,S_DORMANTARTI15,0,0}, // S_DORMANTARTI14 +{SPR_ACLO,1,3,NULL,S_DORMANTARTI16,0,0}, // S_DORMANTARTI15 +{SPR_ACLO,2,3,NULL,S_DORMANTARTI17,0,0}, // S_DORMANTARTI16 +{SPR_ACLO,1,3,NULL,S_DORMANTARTI18,0,0}, // S_DORMANTARTI17 +{SPR_ACLO,2,3,NULL,S_DORMANTARTI19,0,0}, // S_DORMANTARTI18 +{SPR_ACLO,3,3,NULL,S_DORMANTARTI20,0,0}, // S_DORMANTARTI19 +{SPR_ACLO,2,3,NULL,S_DORMANTARTI21,0,0}, // S_DORMANTARTI20 +{SPR_ACLO,3,3,A_RestoreArtifact,S_NULL,0,0}, // S_DORMANTARTI21 +{SPR_ACLO,3,3,NULL,S_DEADARTI2,0,0}, // S_DEADARTI1 +{SPR_ACLO,2,3,NULL,S_DEADARTI3,0,0}, // S_DEADARTI2 +{SPR_ACLO,3,3,NULL,S_DEADARTI4,0,0}, // S_DEADARTI3 +{SPR_ACLO,2,3,NULL,S_DEADARTI5,0,0}, // S_DEADARTI4 +{SPR_ACLO,1,3,NULL,S_DEADARTI6,0,0}, // S_DEADARTI5 +{SPR_ACLO,2,3,NULL,S_DEADARTI7,0,0}, // S_DEADARTI6 +{SPR_ACLO,1,3,NULL,S_DEADARTI8,0,0}, // S_DEADARTI7 +{SPR_ACLO,0,3,NULL,S_DEADARTI9,0,0}, // S_DEADARTI8 +{SPR_ACLO,1,3,NULL,S_DEADARTI10,0,0}, // S_DEADARTI9 +{SPR_ACLO,0,3,NULL,S_NULL,0,0}, // S_DEADARTI10 +{SPR_INVS,32768,350,NULL,S_ARTI_INVS1,0,0}, // S_ARTI_INVS1 +{SPR_PTN2,0,4,NULL,S_ARTI_PTN2_2,0,0}, // S_ARTI_PTN2_1 +{SPR_PTN2,1,4,NULL,S_ARTI_PTN2_3,0,0}, // S_ARTI_PTN2_2 +{SPR_PTN2,2,4,NULL,S_ARTI_PTN2_1,0,0}, // S_ARTI_PTN2_3 +{SPR_SOAR,0,5,NULL,S_ARTI_SOAR2,0,0}, // S_ARTI_SOAR1 +{SPR_SOAR,1,5,NULL,S_ARTI_SOAR3,0,0}, // S_ARTI_SOAR2 +{SPR_SOAR,2,5,NULL,S_ARTI_SOAR4,0,0}, // S_ARTI_SOAR3 +{SPR_SOAR,1,5,NULL,S_ARTI_SOAR1,0,0}, // S_ARTI_SOAR4 +{SPR_INVU,0,3,NULL,S_ARTI_INVU2,0,0}, // S_ARTI_INVU1 +{SPR_INVU,1,3,NULL,S_ARTI_INVU3,0,0}, // S_ARTI_INVU2 +{SPR_INVU,2,3,NULL,S_ARTI_INVU4,0,0}, // S_ARTI_INVU3 +{SPR_INVU,3,3,NULL,S_ARTI_INVU1,0,0}, // S_ARTI_INVU4 +{SPR_PWBK,0,350,NULL,S_ARTI_PWBK1,0,0}, // S_ARTI_PWBK1 +{SPR_EGGC,0,6,NULL,S_ARTI_EGGC2,0,0}, // S_ARTI_EGGC1 +{SPR_EGGC,1,6,NULL,S_ARTI_EGGC3,0,0}, // S_ARTI_EGGC2 +{SPR_EGGC,2,6,NULL,S_ARTI_EGGC4,0,0}, // S_ARTI_EGGC3 +{SPR_EGGC,1,6,NULL,S_ARTI_EGGC1,0,0}, // S_ARTI_EGGC4 +{SPR_EGGM,0,4,NULL,S_EGGFX2,0,0}, // S_EGGFX1 +{SPR_EGGM,1,4,NULL,S_EGGFX3,0,0}, // S_EGGFX2 +{SPR_EGGM,2,4,NULL,S_EGGFX4,0,0}, // S_EGGFX3 +{SPR_EGGM,3,4,NULL,S_EGGFX5,0,0}, // S_EGGFX4 +{SPR_EGGM,4,4,NULL,S_EGGFX1,0,0}, // S_EGGFX5 +{SPR_FX01,32772,3,NULL,S_EGGFXI1_2,0,0}, // S_EGGFXI1_1 +{SPR_FX01,32773,3,NULL,S_EGGFXI1_3,0,0}, // S_EGGFXI1_2 +{SPR_FX01,32774,3,NULL,S_EGGFXI1_4,0,0}, // S_EGGFXI1_3 +{SPR_FX01,32775,3,NULL,S_NULL,0,0}, // S_EGGFXI1_4 +{SPR_SPHL,0,350,NULL,S_ARTI_SPHL1,0,0}, // S_ARTI_SPHL1 +{SPR_TRCH,32768,3,NULL,S_ARTI_TRCH2,0,0}, // S_ARTI_TRCH1 +{SPR_TRCH,32769,3,NULL,S_ARTI_TRCH3,0,0}, // S_ARTI_TRCH2 +{SPR_TRCH,32770,3,NULL,S_ARTI_TRCH1,0,0}, // S_ARTI_TRCH3 +{SPR_FBMB,4,350,NULL,S_ARTI_FBMB1,0,0}, // S_ARTI_FBMB1 +{SPR_FBMB,0,10,NULL,S_FIREBOMB2,0,0}, // S_FIREBOMB1 +{SPR_FBMB,1,10,NULL,S_FIREBOMB3,0,0}, // S_FIREBOMB2 +{SPR_FBMB,2,10,NULL,S_FIREBOMB4,0,0}, // S_FIREBOMB3 +{SPR_FBMB,3,10,NULL,S_FIREBOMB5,0,0}, // S_FIREBOMB4 +{SPR_FBMB,4,6,A_Scream,S_FIREBOMB6,0,0}, // S_FIREBOMB5 +{SPR_XPL1,32768,4,A_Explode,S_FIREBOMB7,0,0}, // S_FIREBOMB6 +{SPR_XPL1,32769,4,NULL,S_FIREBOMB8,0,0}, // S_FIREBOMB7 +{SPR_XPL1,32770,4,NULL,S_FIREBOMB9,0,0}, // S_FIREBOMB8 +{SPR_XPL1,32771,4,NULL,S_FIREBOMB10,0,0}, // S_FIREBOMB9 +{SPR_XPL1,32772,4,NULL,S_FIREBOMB11,0,0}, // S_FIREBOMB10 +{SPR_XPL1,32773,4,NULL,S_NULL,0,0}, // S_FIREBOMB11 +{SPR_ATLP,0,4,NULL,S_ARTI_ATLP2,0,0}, // S_ARTI_ATLP1 +{SPR_ATLP,1,4,NULL,S_ARTI_ATLP3,0,0}, // S_ARTI_ATLP2 +{SPR_ATLP,2,4,NULL,S_ARTI_ATLP4,0,0}, // S_ARTI_ATLP3 +{SPR_ATLP,1,4,NULL,S_ARTI_ATLP1,0,0}, // S_ARTI_ATLP4 +{SPR_PPOD,0,10,NULL,S_POD_WAIT1,0,0}, // S_POD_WAIT1 +{SPR_PPOD,1,14,A_PodPain,S_POD_WAIT1,0,0}, // S_POD_PAIN1 +{SPR_PPOD,32770,5,A_RemovePod,S_POD_DIE2,0,0}, // S_POD_DIE1 +{SPR_PPOD,32771,5,A_Scream,S_POD_DIE3,0,0}, // S_POD_DIE2 +{SPR_PPOD,32772,5,A_Explode,S_POD_DIE4,0,0}, // S_POD_DIE3 +{SPR_PPOD,32773,10,NULL,S_FREETARGMOBJ,0,0}, // S_POD_DIE4 +{SPR_PPOD,8,3,NULL,S_POD_GROW2,0,0}, // S_POD_GROW1 +{SPR_PPOD,9,3,NULL,S_POD_GROW3,0,0}, // S_POD_GROW2 +{SPR_PPOD,10,3,NULL,S_POD_GROW4,0,0}, // S_POD_GROW3 +{SPR_PPOD,11,3,NULL,S_POD_GROW5,0,0}, // S_POD_GROW4 +{SPR_PPOD,12,3,NULL,S_POD_GROW6,0,0}, // S_POD_GROW5 +{SPR_PPOD,13,3,NULL,S_POD_GROW7,0,0}, // S_POD_GROW6 +{SPR_PPOD,14,3,NULL,S_POD_GROW8,0,0}, // S_POD_GROW7 +{SPR_PPOD,15,3,NULL,S_POD_WAIT1,0,0}, // S_POD_GROW8 +{SPR_PPOD,6,8,NULL,S_PODGOO2,0,0}, // S_PODGOO1 +{SPR_PPOD,7,8,NULL,S_PODGOO1,0,0}, // S_PODGOO2 +{SPR_PPOD,6,10,NULL,S_NULL,0,0}, // S_PODGOOX +{SPR_AMG1,0,35,A_MakePod,S_PODGENERATOR,0,0}, // S_PODGENERATOR +{SPR_SPSH,0,8,NULL,S_SPLASH2,0,0}, // S_SPLASH1 +{SPR_SPSH,1,8,NULL,S_SPLASH3,0,0}, // S_SPLASH2 +{SPR_SPSH,2,8,NULL,S_SPLASH4,0,0}, // S_SPLASH3 +{SPR_SPSH,3,16,NULL,S_NULL,0,0}, // S_SPLASH4 +{SPR_SPSH,3,10,NULL,S_NULL,0,0}, // S_SPLASHX +{SPR_SPSH,4,5,NULL,S_SPLASHBASE2,0,0}, // S_SPLASHBASE1 +{SPR_SPSH,5,5,NULL,S_SPLASHBASE3,0,0}, // S_SPLASHBASE2 +{SPR_SPSH,6,5,NULL,S_SPLASHBASE4,0,0}, // S_SPLASHBASE3 +{SPR_SPSH,7,5,NULL,S_SPLASHBASE5,0,0}, // S_SPLASHBASE4 +{SPR_SPSH,8,5,NULL,S_SPLASHBASE6,0,0}, // S_SPLASHBASE5 +{SPR_SPSH,9,5,NULL,S_SPLASHBASE7,0,0}, // S_SPLASHBASE6 +{SPR_SPSH,10,5,NULL,S_NULL,0,0}, // S_SPLASHBASE7 +{SPR_LVAS,32768,5,NULL,S_LAVASPLASH2,0,0}, // S_LAVASPLASH1 +{SPR_LVAS,32769,5,NULL,S_LAVASPLASH3,0,0}, // S_LAVASPLASH2 +{SPR_LVAS,32770,5,NULL,S_LAVASPLASH4,0,0}, // S_LAVASPLASH3 +{SPR_LVAS,32771,5,NULL,S_LAVASPLASH5,0,0}, // S_LAVASPLASH4 +{SPR_LVAS,32772,5,NULL,S_LAVASPLASH6,0,0}, // S_LAVASPLASH5 +{SPR_LVAS,32773,5,NULL,S_NULL,0,0}, // S_LAVASPLASH6 +{SPR_LVAS,32774,5,NULL,S_LAVASMOKE2,0,0}, // S_LAVASMOKE1 +{SPR_LVAS,32775,5,NULL,S_LAVASMOKE3,0,0}, // S_LAVASMOKE2 +{SPR_LVAS,32776,5,NULL,S_LAVASMOKE4,0,0}, // S_LAVASMOKE3 +{SPR_LVAS,32777,5,NULL,S_LAVASMOKE5,0,0}, // S_LAVASMOKE4 +{SPR_LVAS,32778,5,NULL,S_NULL,0,0}, // S_LAVASMOKE5 +{SPR_SLDG,0,8,NULL,S_SLUDGECHUNK2,0,0}, // S_SLUDGECHUNK1 +{SPR_SLDG,1,8,NULL,S_SLUDGECHUNK3,0,0}, // S_SLUDGECHUNK2 +{SPR_SLDG,2,8,NULL,S_SLUDGECHUNK4,0,0}, // S_SLUDGECHUNK3 +{SPR_SLDG,3,8,NULL,S_NULL,0,0}, // S_SLUDGECHUNK4 +{SPR_SLDG,3,6,NULL,S_NULL,0,0}, // S_SLUDGECHUNKX +{SPR_SLDG,4,5,NULL,S_SLUDGESPLASH2,0,0}, // S_SLUDGESPLASH1 +{SPR_SLDG,5,5,NULL,S_SLUDGESPLASH3,0,0}, // S_SLUDGESPLASH2 +{SPR_SLDG,6,5,NULL,S_SLUDGESPLASH4,0,0}, // S_SLUDGESPLASH3 +{SPR_SLDG,7,5,NULL,S_NULL,0,0}, // S_SLUDGESPLASH4 +{SPR_SKH1,0,-1,NULL,S_NULL,0,0}, // S_SKULLHANG70_1 +{SPR_SKH2,0,-1,NULL,S_NULL,0,0}, // S_SKULLHANG60_1 +{SPR_SKH3,0,-1,NULL,S_NULL,0,0}, // S_SKULLHANG45_1 +{SPR_SKH4,0,-1,NULL,S_NULL,0,0}, // S_SKULLHANG35_1 +{SPR_CHDL,0,4,NULL,S_CHANDELIER2,0,0}, // S_CHANDELIER1 +{SPR_CHDL,1,4,NULL,S_CHANDELIER3,0,0}, // S_CHANDELIER2 +{SPR_CHDL,2,4,NULL,S_CHANDELIER1,0,0}, // S_CHANDELIER3 +{SPR_SRTC,0,4,NULL,S_SERPTORCH2,0,0}, // S_SERPTORCH1 +{SPR_SRTC,1,4,NULL,S_SERPTORCH3,0,0}, // S_SERPTORCH2 +{SPR_SRTC,2,4,NULL,S_SERPTORCH1,0,0}, // S_SERPTORCH3 +{SPR_SMPL,0,-1,NULL,S_NULL,0,0}, // S_SMALLPILLAR +{SPR_STGS,0,-1,NULL,S_NULL,0,0}, // S_STALAGMITESMALL +{SPR_STGL,0,-1,NULL,S_NULL,0,0}, // S_STALAGMITELARGE +{SPR_STCS,0,-1,NULL,S_NULL,0,0}, // S_STALACTITESMALL +{SPR_STCL,0,-1,NULL,S_NULL,0,0}, // S_STALACTITELARGE +{SPR_KFR1,32768,3,NULL,S_FIREBRAZIER2,0,0}, // S_FIREBRAZIER1 +{SPR_KFR1,32769,3,NULL,S_FIREBRAZIER3,0,0}, // S_FIREBRAZIER2 +{SPR_KFR1,32770,3,NULL,S_FIREBRAZIER4,0,0}, // S_FIREBRAZIER3 +{SPR_KFR1,32771,3,NULL,S_FIREBRAZIER5,0,0}, // S_FIREBRAZIER4 +{SPR_KFR1,32772,3,NULL,S_FIREBRAZIER6,0,0}, // S_FIREBRAZIER5 +{SPR_KFR1,32773,3,NULL,S_FIREBRAZIER7,0,0}, // S_FIREBRAZIER6 +{SPR_KFR1,32774,3,NULL,S_FIREBRAZIER8,0,0}, // S_FIREBRAZIER7 +{SPR_KFR1,32775,3,NULL,S_FIREBRAZIER1,0,0}, // S_FIREBRAZIER8 +{SPR_BARL,0,-1,NULL,S_NULL,0,0}, // S_BARREL +{SPR_BRPL,0,-1,NULL,S_NULL,0,0}, // S_BRPILLAR +{SPR_MOS1,0,-1,NULL,S_NULL,0,0}, // S_MOSS1 +{SPR_MOS2,0,-1,NULL,S_NULL,0,0}, // S_MOSS2 +{SPR_WTRH,32768,6,NULL,S_WALLTORCH2,0,0}, // S_WALLTORCH1 +{SPR_WTRH,32769,6,NULL,S_WALLTORCH3,0,0}, // S_WALLTORCH2 +{SPR_WTRH,32770,6,NULL,S_WALLTORCH1,0,0}, // S_WALLTORCH3 +{SPR_HCOR,0,-1,NULL,S_NULL,0,0}, // S_HANGINGCORPSE +{SPR_KGZ1,0,1,NULL,S_KEYGIZMO2,0,0}, // S_KEYGIZMO1 +{SPR_KGZ1,0,1,A_InitKeyGizmo,S_KEYGIZMO3,0,0}, // S_KEYGIZMO2 +{SPR_KGZ1,0,-1,NULL,S_NULL,0,0}, // S_KEYGIZMO3 +{SPR_KGZB,0,1,NULL,S_KGZ_START,0,0}, // S_KGZ_START +{SPR_KGZB,32768,-1,NULL,S_NULL,0,0}, // S_KGZ_BLUEFLOAT1 +{SPR_KGZG,32768,-1,NULL,S_NULL,0,0}, // S_KGZ_GREENFLOAT1 +{SPR_KGZY,32768,-1,NULL,S_NULL,0,0}, // S_KGZ_YELLOWFLOAT1 +{SPR_VLCO,0,350,NULL,S_VOLCANO2,0,0}, // S_VOLCANO1 +{SPR_VLCO,0,35,A_VolcanoSet,S_VOLCANO3,0,0}, // S_VOLCANO2 +{SPR_VLCO,1,3,NULL,S_VOLCANO4,0,0}, // S_VOLCANO3 +{SPR_VLCO,2,3,NULL,S_VOLCANO5,0,0}, // S_VOLCANO4 +{SPR_VLCO,3,3,NULL,S_VOLCANO6,0,0}, // S_VOLCANO5 +{SPR_VLCO,1,3,NULL,S_VOLCANO7,0,0}, // S_VOLCANO6 +{SPR_VLCO,2,3,NULL,S_VOLCANO8,0,0}, // S_VOLCANO7 +{SPR_VLCO,3,3,NULL,S_VOLCANO9,0,0}, // S_VOLCANO8 +{SPR_VLCO,4,10,A_VolcanoBlast,S_VOLCANO2,0,0}, // S_VOLCANO9 +{SPR_VFBL,0,4,A_BeastPuff,S_VOLCANOBALL2,0,0}, // S_VOLCANOBALL1 +{SPR_VFBL,1,4,A_BeastPuff,S_VOLCANOBALL1,0,0}, // S_VOLCANOBALL2 +{SPR_XPL1,0,4,A_VolcBallImpact,S_VOLCANOBALLX2,0,0}, // S_VOLCANOBALLX1 +{SPR_XPL1,1,4,NULL,S_VOLCANOBALLX3,0,0}, // S_VOLCANOBALLX2 +{SPR_XPL1,2,4,NULL,S_VOLCANOBALLX4,0,0}, // S_VOLCANOBALLX3 +{SPR_XPL1,3,4,NULL,S_VOLCANOBALLX5,0,0}, // S_VOLCANOBALLX4 +{SPR_XPL1,4,4,NULL,S_VOLCANOBALLX6,0,0}, // S_VOLCANOBALLX5 +{SPR_XPL1,5,4,NULL,S_NULL,0,0}, // S_VOLCANOBALLX6 +{SPR_VTFB,0,4,NULL,S_VOLCANOTBALL2,0,0}, // S_VOLCANOTBALL1 +{SPR_VTFB,1,4,NULL,S_VOLCANOTBALL1,0,0}, // S_VOLCANOTBALL2 +{SPR_SFFI,2,4,NULL,S_VOLCANOTBALLX2,0,0}, // S_VOLCANOTBALLX1 +{SPR_SFFI,1,4,NULL,S_VOLCANOTBALLX3,0,0}, // S_VOLCANOTBALLX2 +{SPR_SFFI,0,4,NULL,S_VOLCANOTBALLX4,0,0}, // S_VOLCANOTBALLX3 +{SPR_SFFI,1,4,NULL,S_VOLCANOTBALLX5,0,0}, // S_VOLCANOTBALLX4 +{SPR_SFFI,2,4,NULL,S_VOLCANOTBALLX6,0,0}, // S_VOLCANOTBALLX5 +{SPR_SFFI,3,4,NULL,S_VOLCANOTBALLX7,0,0}, // S_VOLCANOTBALLX6 +{SPR_SFFI,4,4,NULL,S_NULL,0,0}, // S_VOLCANOTBALLX7 +{SPR_TGLT,0,8,A_SpawnTeleGlitter,S_TELEGLITGEN1,0,0}, // S_TELEGLITGEN1 +{SPR_TGLT,5,8,A_SpawnTeleGlitter2,S_TELEGLITGEN2,0,0}, // S_TELEGLITGEN2 +{SPR_TGLT,32768,2,NULL,S_TELEGLITTER1_2,0,0}, // S_TELEGLITTER1_1 +{SPR_TGLT,32769,2,A_AccTeleGlitter,S_TELEGLITTER1_3,0,0}, // S_TELEGLITTER1_2 +{SPR_TGLT,32770,2,NULL,S_TELEGLITTER1_4,0,0}, // S_TELEGLITTER1_3 +{SPR_TGLT,32771,2,A_AccTeleGlitter,S_TELEGLITTER1_5,0,0}, // S_TELEGLITTER1_4 +{SPR_TGLT,32772,2,NULL,S_TELEGLITTER1_1,0,0}, // S_TELEGLITTER1_5 +{SPR_TGLT,32773,2,NULL,S_TELEGLITTER2_2,0,0}, // S_TELEGLITTER2_1 +{SPR_TGLT,32774,2,A_AccTeleGlitter,S_TELEGLITTER2_3,0,0}, // S_TELEGLITTER2_2 +{SPR_TGLT,32775,2,NULL,S_TELEGLITTER2_4,0,0}, // S_TELEGLITTER2_3 +{SPR_TGLT,32776,2,A_AccTeleGlitter,S_TELEGLITTER2_5,0,0}, // S_TELEGLITTER2_4 +{SPR_TGLT,32777,2,NULL,S_TELEGLITTER2_1,0,0}, // S_TELEGLITTER2_5 +{SPR_TELE,32768,6,NULL,S_TFOG2,0,0}, // S_TFOG1 +{SPR_TELE,32769,6,NULL,S_TFOG3,0,0}, // S_TFOG2 +{SPR_TELE,32770,6,NULL,S_TFOG4,0,0}, // S_TFOG3 +{SPR_TELE,32771,6,NULL,S_TFOG5,0,0}, // S_TFOG4 +{SPR_TELE,32772,6,NULL,S_TFOG6,0,0}, // S_TFOG5 +{SPR_TELE,32773,6,NULL,S_TFOG7,0,0}, // S_TFOG6 +{SPR_TELE,32774,6,NULL,S_TFOG8,0,0}, // S_TFOG7 +{SPR_TELE,32775,6,NULL,S_TFOG9,0,0}, // S_TFOG8 +{SPR_TELE,32774,6,NULL,S_TFOG10,0,0}, // S_TFOG9 +{SPR_TELE,32773,6,NULL,S_TFOG11,0,0}, // S_TFOG10 +{SPR_TELE,32772,6,NULL,S_TFOG12,0,0}, // S_TFOG11 +{SPR_TELE,32771,6,NULL,S_TFOG13,0,0}, // S_TFOG12 +{SPR_TELE,32770,6,NULL,S_NULL,0,0}, // S_TFOG13 +{SPR_STFF,0,0,A_Light0,S_NULL,0,0}, // S_LIGHTDONE +{SPR_STFF,0,1,A_WeaponReady,S_STAFFREADY,0,0}, // S_STAFFREADY +{SPR_STFF,0,1,A_Lower,S_STAFFDOWN,0,0}, // S_STAFFDOWN +{SPR_STFF,0,1,A_Raise,S_STAFFUP,0,0}, // S_STAFFUP +{SPR_STFF,3,4,A_WeaponReady,S_STAFFREADY2_2,0,0}, // S_STAFFREADY2_1 +{SPR_STFF,4,4,A_WeaponReady,S_STAFFREADY2_3,0,0}, // S_STAFFREADY2_2 +{SPR_STFF,5,4,A_WeaponReady,S_STAFFREADY2_1,0,0}, // S_STAFFREADY2_3 +{SPR_STFF,3,1,A_Lower,S_STAFFDOWN2,0,0}, // S_STAFFDOWN2 +{SPR_STFF,3,1,A_Raise,S_STAFFUP2,0,0}, // S_STAFFUP2 +{SPR_STFF,1,6,NULL,S_STAFFATK1_2,0,0}, // S_STAFFATK1_1 +{SPR_STFF,2,8,A_StaffAttackPL1,S_STAFFATK1_3,0,0}, // S_STAFFATK1_2 +{SPR_STFF,1,8,A_ReFire,S_STAFFREADY,0,0}, // S_STAFFATK1_3 +{SPR_STFF,6,6,NULL,S_STAFFATK2_2,0,0}, // S_STAFFATK2_1 +{SPR_STFF,7,8,A_StaffAttackPL2,S_STAFFATK2_3,0,0}, // S_STAFFATK2_2 +{SPR_STFF,6,8,A_ReFire,S_STAFFREADY2_1,0,0}, // S_STAFFATK2_3 +{SPR_PUF3,32768,4,NULL,S_STAFFPUFF2,0,0}, // S_STAFFPUFF1 +{SPR_PUF3,1,4,NULL,S_STAFFPUFF3,0,0}, // S_STAFFPUFF2 +{SPR_PUF3,2,4,NULL,S_STAFFPUFF4,0,0}, // S_STAFFPUFF3 +{SPR_PUF3,3,4,NULL,S_NULL,0,0}, // S_STAFFPUFF4 +{SPR_PUF4,32768,4,NULL,S_STAFFPUFF2_2,0,0}, // S_STAFFPUFF2_1 +{SPR_PUF4,32769,4,NULL,S_STAFFPUFF2_3,0,0}, // S_STAFFPUFF2_2 +{SPR_PUF4,32770,4,NULL,S_STAFFPUFF2_4,0,0}, // S_STAFFPUFF2_3 +{SPR_PUF4,32771,4,NULL,S_STAFFPUFF2_5,0,0}, // S_STAFFPUFF2_4 +{SPR_PUF4,32772,4,NULL,S_STAFFPUFF2_6,0,0}, // S_STAFFPUFF2_5 +{SPR_PUF4,32773,4,NULL,S_NULL,0,0}, // S_STAFFPUFF2_6 +{SPR_BEAK,0,1,A_BeakReady,S_BEAKREADY,0,0}, // S_BEAKREADY +{SPR_BEAK,0,1,A_Lower,S_BEAKDOWN,0,0}, // S_BEAKDOWN +{SPR_BEAK,0,1,A_BeakRaise,S_BEAKUP,0,0}, // S_BEAKUP +{SPR_BEAK,0,18,A_BeakAttackPL1,S_BEAKREADY,0,0}, // S_BEAKATK1_1 +{SPR_BEAK,0,12,A_BeakAttackPL2,S_BEAKREADY,0,0}, // S_BEAKATK2_1 +{SPR_WGNT,0,-1,NULL,S_NULL,0,0}, // S_WGNT +{SPR_GAUN,0,1,A_WeaponReady,S_GAUNTLETREADY,0,0}, // S_GAUNTLETREADY +{SPR_GAUN,0,1,A_Lower,S_GAUNTLETDOWN,0,0}, // S_GAUNTLETDOWN +{SPR_GAUN,0,1,A_Raise,S_GAUNTLETUP,0,0}, // S_GAUNTLETUP +{SPR_GAUN,6,4,A_WeaponReady,S_GAUNTLETREADY2_2,0,0}, // S_GAUNTLETREADY2_1 +{SPR_GAUN,7,4,A_WeaponReady,S_GAUNTLETREADY2_3,0,0}, // S_GAUNTLETREADY2_2 +{SPR_GAUN,8,4,A_WeaponReady,S_GAUNTLETREADY2_1,0,0}, // S_GAUNTLETREADY2_3 +{SPR_GAUN,6,1,A_Lower,S_GAUNTLETDOWN2,0,0}, // S_GAUNTLETDOWN2 +{SPR_GAUN,6,1,A_Raise,S_GAUNTLETUP2,0,0}, // S_GAUNTLETUP2 +{SPR_GAUN,1,4,NULL,S_GAUNTLETATK1_2,0,0}, // S_GAUNTLETATK1_1 +{SPR_GAUN,2,4,NULL,S_GAUNTLETATK1_3,0,0}, // S_GAUNTLETATK1_2 +{SPR_GAUN,32771,4,A_GauntletAttack,S_GAUNTLETATK1_4,0,0}, // S_GAUNTLETATK1_3 +{SPR_GAUN,32772,4,A_GauntletAttack,S_GAUNTLETATK1_5,0,0}, // S_GAUNTLETATK1_4 +{SPR_GAUN,32773,4,A_GauntletAttack,S_GAUNTLETATK1_6,0,0}, // S_GAUNTLETATK1_5 +{SPR_GAUN,2,4,A_ReFire,S_GAUNTLETATK1_7,0,0}, // S_GAUNTLETATK1_6 +{SPR_GAUN,1,4,A_Light0,S_GAUNTLETREADY,0,0}, // S_GAUNTLETATK1_7 +{SPR_GAUN,9,4,NULL,S_GAUNTLETATK2_2,0,0}, // S_GAUNTLETATK2_1 +{SPR_GAUN,10,4,NULL,S_GAUNTLETATK2_3,0,0}, // S_GAUNTLETATK2_2 +{SPR_GAUN,32779,4,A_GauntletAttack,S_GAUNTLETATK2_4,0,0}, // S_GAUNTLETATK2_3 +{SPR_GAUN,32780,4,A_GauntletAttack,S_GAUNTLETATK2_5,0,0}, // S_GAUNTLETATK2_4 +{SPR_GAUN,32781,4,A_GauntletAttack,S_GAUNTLETATK2_6,0,0}, // S_GAUNTLETATK2_5 +{SPR_GAUN,10,4,A_ReFire,S_GAUNTLETATK2_7,0,0}, // S_GAUNTLETATK2_6 +{SPR_GAUN,9,4,A_Light0,S_GAUNTLETREADY2_1,0,0}, // S_GAUNTLETATK2_7 +{SPR_PUF1,32768,4,NULL,S_GAUNTLETPUFF1_2,0,0}, // S_GAUNTLETPUFF1_1 +{SPR_PUF1,32769,4,NULL,S_GAUNTLETPUFF1_3,0,0}, // S_GAUNTLETPUFF1_2 +{SPR_PUF1,32770,4,NULL,S_GAUNTLETPUFF1_4,0,0}, // S_GAUNTLETPUFF1_3 +{SPR_PUF1,32771,4,NULL,S_NULL,0,0}, // S_GAUNTLETPUFF1_4 +{SPR_PUF1,32772,4,NULL,S_GAUNTLETPUFF2_2,0,0}, // S_GAUNTLETPUFF2_1 +{SPR_PUF1,32773,4,NULL,S_GAUNTLETPUFF2_3,0,0}, // S_GAUNTLETPUFF2_2 +{SPR_PUF1,32774,4,NULL,S_GAUNTLETPUFF2_4,0,0}, // S_GAUNTLETPUFF2_3 +{SPR_PUF1,32775,4,NULL,S_NULL,0,0}, // S_GAUNTLETPUFF2_4 +{SPR_WBLS,0,-1,NULL,S_NULL,0,0}, // S_BLSR +{SPR_BLSR,0,1,A_WeaponReady,S_BLASTERREADY,0,0}, // S_BLASTERREADY +{SPR_BLSR,0,1,A_Lower,S_BLASTERDOWN,0,0}, // S_BLASTERDOWN +{SPR_BLSR,0,1,A_Raise,S_BLASTERUP,0,0}, // S_BLASTERUP +{SPR_BLSR,1,3,NULL,S_BLASTERATK1_2,0,0}, // S_BLASTERATK1_1 +{SPR_BLSR,2,3,NULL,S_BLASTERATK1_3,0,0}, // S_BLASTERATK1_2 +{SPR_BLSR,3,2,A_FireBlasterPL1,S_BLASTERATK1_4,0,0}, // S_BLASTERATK1_3 +{SPR_BLSR,2,2,NULL,S_BLASTERATK1_5,0,0}, // S_BLASTERATK1_4 +{SPR_BLSR,1,2,NULL,S_BLASTERATK1_6,0,0}, // S_BLASTERATK1_5 +{SPR_BLSR,0,0,A_ReFire,S_BLASTERREADY,0,0}, // S_BLASTERATK1_6 +{SPR_BLSR,1,0,NULL,S_BLASTERATK2_2,0,0}, // S_BLASTERATK2_1 +{SPR_BLSR,2,0,NULL,S_BLASTERATK2_3,0,0}, // S_BLASTERATK2_2 +{SPR_BLSR,3,3,A_FireBlasterPL2,S_BLASTERATK2_4,0,0}, // S_BLASTERATK2_3 +{SPR_BLSR,2,4,NULL,S_BLASTERATK2_5,0,0}, // S_BLASTERATK2_4 +{SPR_BLSR,1,4,NULL,S_BLASTERATK2_6,0,0}, // S_BLASTERATK2_5 +{SPR_BLSR,0,0,A_ReFire,S_BLASTERREADY,0,0}, // S_BLASTERATK2_6 +{SPR_ACLO,4,200,NULL,S_BLASTERFX1_1,0,0}, // S_BLASTERFX1_1 +{SPR_FX18,32768,3,A_SpawnRippers,S_BLASTERFXI1_2,0,0}, // S_BLASTERFXI1_1 +{SPR_FX18,32769,3,NULL,S_BLASTERFXI1_3,0,0}, // S_BLASTERFXI1_2 +{SPR_FX18,32770,4,NULL,S_BLASTERFXI1_4,0,0}, // S_BLASTERFXI1_3 +{SPR_FX18,32771,4,NULL,S_BLASTERFXI1_5,0,0}, // S_BLASTERFXI1_4 +{SPR_FX18,32772,4,NULL,S_BLASTERFXI1_6,0,0}, // S_BLASTERFXI1_5 +{SPR_FX18,32773,4,NULL,S_BLASTERFXI1_7,0,0}, // S_BLASTERFXI1_6 +{SPR_FX18,32774,4,NULL,S_NULL,0,0}, // S_BLASTERFXI1_7 +{SPR_FX18,7,4,NULL,S_BLASTERSMOKE2,0,0}, // S_BLASTERSMOKE1 +{SPR_FX18,8,4,NULL,S_BLASTERSMOKE3,0,0}, // S_BLASTERSMOKE2 +{SPR_FX18,9,4,NULL,S_BLASTERSMOKE4,0,0}, // S_BLASTERSMOKE3 +{SPR_FX18,10,4,NULL,S_BLASTERSMOKE5,0,0}, // S_BLASTERSMOKE4 +{SPR_FX18,11,4,NULL,S_NULL,0,0}, // S_BLASTERSMOKE5 +{SPR_FX18,12,4,NULL,S_RIPPER2,0,0}, // S_RIPPER1 +{SPR_FX18,13,5,NULL,S_RIPPER1,0,0}, // S_RIPPER2 +{SPR_FX18,32782,4,NULL,S_RIPPERX2,0,0}, // S_RIPPERX1 +{SPR_FX18,32783,4,NULL,S_RIPPERX3,0,0}, // S_RIPPERX2 +{SPR_FX18,32784,4,NULL,S_RIPPERX4,0,0}, // S_RIPPERX3 +{SPR_FX18,32785,4,NULL,S_RIPPERX5,0,0}, // S_RIPPERX4 +{SPR_FX18,32786,4,NULL,S_NULL,0,0}, // S_RIPPERX5 +{SPR_FX17,32768,4,NULL,S_BLASTERPUFF1_2,0,0}, // S_BLASTERPUFF1_1 +{SPR_FX17,32769,4,NULL,S_BLASTERPUFF1_3,0,0}, // S_BLASTERPUFF1_2 +{SPR_FX17,32770,4,NULL,S_BLASTERPUFF1_4,0,0}, // S_BLASTERPUFF1_3 +{SPR_FX17,32771,4,NULL,S_BLASTERPUFF1_5,0,0}, // S_BLASTERPUFF1_4 +{SPR_FX17,32772,4,NULL,S_NULL,0,0}, // S_BLASTERPUFF1_5 +{SPR_FX17,32773,3,NULL,S_BLASTERPUFF2_2,0,0}, // S_BLASTERPUFF2_1 +{SPR_FX17,32774,3,NULL,S_BLASTERPUFF2_3,0,0}, // S_BLASTERPUFF2_2 +{SPR_FX17,32775,4,NULL,S_BLASTERPUFF2_4,0,0}, // S_BLASTERPUFF2_3 +{SPR_FX17,32776,4,NULL,S_BLASTERPUFF2_5,0,0}, // S_BLASTERPUFF2_4 +{SPR_FX17,32777,4,NULL,S_BLASTERPUFF2_6,0,0}, // S_BLASTERPUFF2_5 +{SPR_FX17,32778,4,NULL,S_BLASTERPUFF2_7,0,0}, // S_BLASTERPUFF2_6 +{SPR_FX17,32779,4,NULL,S_NULL,0,0}, // S_BLASTERPUFF2_7 +{SPR_WMCE,0,-1,NULL,S_NULL,0,0}, // S_WMCE +{SPR_MACE,0,1,A_WeaponReady,S_MACEREADY,0,0}, // S_MACEREADY +{SPR_MACE,0,1,A_Lower,S_MACEDOWN,0,0}, // S_MACEDOWN +{SPR_MACE,0,1,A_Raise,S_MACEUP,0,0}, // S_MACEUP +{SPR_MACE,1,4,NULL,S_MACEATK1_2,0,0}, // S_MACEATK1_1 +{SPR_MACE,2,3,A_FireMacePL1,S_MACEATK1_3,0,0}, // S_MACEATK1_2 +{SPR_MACE,3,3,A_FireMacePL1,S_MACEATK1_4,0,0}, // S_MACEATK1_3 +{SPR_MACE,4,3,A_FireMacePL1,S_MACEATK1_5,0,0}, // S_MACEATK1_4 +{SPR_MACE,5,3,A_FireMacePL1,S_MACEATK1_6,0,0}, // S_MACEATK1_5 +{SPR_MACE,2,4,A_ReFire,S_MACEATK1_7,0,0}, // S_MACEATK1_6 +{SPR_MACE,3,4,NULL,S_MACEATK1_8,0,0}, // S_MACEATK1_7 +{SPR_MACE,4,4,NULL,S_MACEATK1_9,0,0}, // S_MACEATK1_8 +{SPR_MACE,5,4,NULL,S_MACEATK1_10,0,0}, // S_MACEATK1_9 +{SPR_MACE,1,4,NULL,S_MACEREADY,0,0}, // S_MACEATK1_10 +{SPR_MACE,1,4,NULL,S_MACEATK2_2,0,0}, // S_MACEATK2_1 +{SPR_MACE,3,4,A_FireMacePL2,S_MACEATK2_3,0,0}, // S_MACEATK2_2 +{SPR_MACE,1,4,NULL,S_MACEATK2_4,0,0}, // S_MACEATK2_3 +{SPR_MACE,0,8,A_ReFire,S_MACEREADY,0,0}, // S_MACEATK2_4 +{SPR_FX02,0,4,A_MacePL1Check,S_MACEFX1_2,0,0}, // S_MACEFX1_1 +{SPR_FX02,1,4,A_MacePL1Check,S_MACEFX1_1,0,0}, // S_MACEFX1_2 +{SPR_FX02,32773,4,A_MaceBallImpact,S_MACEFXI1_2,0,0}, // S_MACEFXI1_1 +{SPR_FX02,32774,4,NULL,S_MACEFXI1_3,0,0}, // S_MACEFXI1_2 +{SPR_FX02,32775,4,NULL,S_MACEFXI1_4,0,0}, // S_MACEFXI1_3 +{SPR_FX02,32776,4,NULL,S_MACEFXI1_5,0,0}, // S_MACEFXI1_4 +{SPR_FX02,32777,4,NULL,S_NULL,0,0}, // S_MACEFXI1_5 +{SPR_FX02,2,4,NULL,S_MACEFX2_2,0,0}, // S_MACEFX2_1 +{SPR_FX02,3,4,NULL,S_MACEFX2_1,0,0}, // S_MACEFX2_2 +{SPR_FX02,32773,4,A_MaceBallImpact2,S_MACEFXI1_2,0,0}, // S_MACEFXI2_1 +{SPR_FX02,0,4,NULL,S_MACEFX3_2,0,0}, // S_MACEFX3_1 +{SPR_FX02,1,4,NULL,S_MACEFX3_1,0,0}, // S_MACEFX3_2 +{SPR_FX02,4,99,NULL,S_MACEFX4_1,0,0}, // S_MACEFX4_1 +{SPR_FX02,32770,4,A_DeathBallImpact,S_MACEFXI1_2,0,0}, // S_MACEFXI4_1 +{SPR_WSKL,0,-1,NULL,S_NULL,0,0}, // S_WSKL +{SPR_HROD,0,1,A_WeaponReady,S_HORNRODREADY,0,0}, // S_HORNRODREADY +{SPR_HROD,0,1,A_Lower,S_HORNRODDOWN,0,0}, // S_HORNRODDOWN +{SPR_HROD,0,1,A_Raise,S_HORNRODUP,0,0}, // S_HORNRODUP +{SPR_HROD,0,4,A_FireSkullRodPL1,S_HORNRODATK1_2,0,0}, // S_HORNRODATK1_1 +{SPR_HROD,1,4,A_FireSkullRodPL1,S_HORNRODATK1_3,0,0}, // S_HORNRODATK1_2 +{SPR_HROD,1,0,A_ReFire,S_HORNRODREADY,0,0}, // S_HORNRODATK1_3 +{SPR_HROD,2,2,NULL,S_HORNRODATK2_2,0,0}, // S_HORNRODATK2_1 +{SPR_HROD,3,3,NULL,S_HORNRODATK2_3,0,0}, // S_HORNRODATK2_2 +{SPR_HROD,4,2,NULL,S_HORNRODATK2_4,0,0}, // S_HORNRODATK2_3 +{SPR_HROD,5,3,NULL,S_HORNRODATK2_5,0,0}, // S_HORNRODATK2_4 +{SPR_HROD,6,4,A_FireSkullRodPL2,S_HORNRODATK2_6,0,0}, // S_HORNRODATK2_5 +{SPR_HROD,5,2,NULL,S_HORNRODATK2_7,0,0}, // S_HORNRODATK2_6 +{SPR_HROD,4,3,NULL,S_HORNRODATK2_8,0,0}, // S_HORNRODATK2_7 +{SPR_HROD,3,2,NULL,S_HORNRODATK2_9,0,0}, // S_HORNRODATK2_8 +{SPR_HROD,2,2,A_ReFire,S_HORNRODREADY,0,0}, // S_HORNRODATK2_9 +{SPR_FX00,32768,6,NULL,S_HRODFX1_2,0,0}, // S_HRODFX1_1 +{SPR_FX00,32769,6,NULL,S_HRODFX1_1,0,0}, // S_HRODFX1_2 +{SPR_FX00,32775,5,NULL,S_HRODFXI1_2,0,0}, // S_HRODFXI1_1 +{SPR_FX00,32776,5,NULL,S_HRODFXI1_3,0,0}, // S_HRODFXI1_2 +{SPR_FX00,32777,4,NULL,S_HRODFXI1_4,0,0}, // S_HRODFXI1_3 +{SPR_FX00,32778,4,NULL,S_HRODFXI1_5,0,0}, // S_HRODFXI1_4 +{SPR_FX00,32779,3,NULL,S_HRODFXI1_6,0,0}, // S_HRODFXI1_5 +{SPR_FX00,32780,3,NULL,S_NULL,0,0}, // S_HRODFXI1_6 +{SPR_FX00,32770,3,NULL,S_HRODFX2_2,0,0}, // S_HRODFX2_1 +{SPR_FX00,32771,3,A_SkullRodPL2Seek,S_HRODFX2_3,0,0}, // S_HRODFX2_2 +{SPR_FX00,32772,3,NULL,S_HRODFX2_4,0,0}, // S_HRODFX2_3 +{SPR_FX00,32773,3,A_SkullRodPL2Seek,S_HRODFX2_1,0,0}, // S_HRODFX2_4 +{SPR_FX00,32775,5,A_AddPlayerRain,S_HRODFXI2_2,0,0}, // S_HRODFXI2_1 +{SPR_FX00,32776,5,NULL,S_HRODFXI2_3,0,0}, // S_HRODFXI2_2 +{SPR_FX00,32777,4,NULL,S_HRODFXI2_4,0,0}, // S_HRODFXI2_3 +{SPR_FX00,32778,3,NULL,S_HRODFXI2_5,0,0}, // S_HRODFXI2_4 +{SPR_FX00,32779,3,NULL,S_HRODFXI2_6,0,0}, // S_HRODFXI2_5 +{SPR_FX00,32780,3,NULL,S_HRODFXI2_7,0,0}, // S_HRODFXI2_6 +{SPR_FX00,6,1,A_HideInCeiling,S_HRODFXI2_8,0,0}, // S_HRODFXI2_7 +{SPR_FX00,6,1,A_SkullRodStorm,S_HRODFXI2_8,0,0}, // S_HRODFXI2_8 +{SPR_FX20,32768,-1,NULL,S_NULL,0,0}, // S_RAINPLR1_1 +{SPR_FX21,32768,-1,NULL,S_NULL,0,0}, // S_RAINPLR2_1 +{SPR_FX22,32768,-1,NULL,S_NULL,0,0}, // S_RAINPLR3_1 +{SPR_FX23,32768,-1,NULL,S_NULL,0,0}, // S_RAINPLR4_1 +{SPR_FX20,32769,4,A_RainImpact,S_RAINPLR1X_2,0,0}, // S_RAINPLR1X_1 +{SPR_FX20,32770,4,NULL,S_RAINPLR1X_3,0,0}, // S_RAINPLR1X_2 +{SPR_FX20,32771,4,NULL,S_RAINPLR1X_4,0,0}, // S_RAINPLR1X_3 +{SPR_FX20,32772,4,NULL,S_RAINPLR1X_5,0,0}, // S_RAINPLR1X_4 +{SPR_FX20,32773,4,NULL,S_NULL,0,0}, // S_RAINPLR1X_5 +{SPR_FX21,32769,4,A_RainImpact,S_RAINPLR2X_2,0,0}, // S_RAINPLR2X_1 +{SPR_FX21,32770,4,NULL,S_RAINPLR2X_3,0,0}, // S_RAINPLR2X_2 +{SPR_FX21,32771,4,NULL,S_RAINPLR2X_4,0,0}, // S_RAINPLR2X_3 +{SPR_FX21,32772,4,NULL,S_RAINPLR2X_5,0,0}, // S_RAINPLR2X_4 +{SPR_FX21,32773,4,NULL,S_NULL,0,0}, // S_RAINPLR2X_5 +{SPR_FX22,32769,4,A_RainImpact,S_RAINPLR3X_2,0,0}, // S_RAINPLR3X_1 +{SPR_FX22,32770,4,NULL,S_RAINPLR3X_3,0,0}, // S_RAINPLR3X_2 +{SPR_FX22,32771,4,NULL,S_RAINPLR3X_4,0,0}, // S_RAINPLR3X_3 +{SPR_FX22,32772,4,NULL,S_RAINPLR3X_5,0,0}, // S_RAINPLR3X_4 +{SPR_FX22,32773,4,NULL,S_NULL,0,0}, // S_RAINPLR3X_5 +{SPR_FX23,32769,4,A_RainImpact,S_RAINPLR4X_2,0,0}, // S_RAINPLR4X_1 +{SPR_FX23,32770,4,NULL,S_RAINPLR4X_3,0,0}, // S_RAINPLR4X_2 +{SPR_FX23,32771,4,NULL,S_RAINPLR4X_4,0,0}, // S_RAINPLR4X_3 +{SPR_FX23,32772,4,NULL,S_RAINPLR4X_5,0,0}, // S_RAINPLR4X_4 +{SPR_FX23,32773,4,NULL,S_NULL,0,0}, // S_RAINPLR4X_5 +{SPR_FX20,32774,4,NULL,S_RAINAIRXPLR1_2,0,0}, // S_RAINAIRXPLR1_1 +{SPR_FX21,32774,4,NULL,S_RAINAIRXPLR2_2,0,0}, // S_RAINAIRXPLR2_1 +{SPR_FX22,32774,4,NULL,S_RAINAIRXPLR3_2,0,0}, // S_RAINAIRXPLR3_1 +{SPR_FX23,32774,4,NULL,S_RAINAIRXPLR4_2,0,0}, // S_RAINAIRXPLR4_1 +{SPR_FX20,32775,4,NULL,S_RAINAIRXPLR1_3,0,0}, // S_RAINAIRXPLR1_2 +{SPR_FX21,32775,4,NULL,S_RAINAIRXPLR2_3,0,0}, // S_RAINAIRXPLR2_2 +{SPR_FX22,32775,4,NULL,S_RAINAIRXPLR3_3,0,0}, // S_RAINAIRXPLR3_2 +{SPR_FX23,32775,4,NULL,S_RAINAIRXPLR4_3,0,0}, // S_RAINAIRXPLR4_2 +{SPR_FX20,32776,4,NULL,S_NULL,0,0}, // S_RAINAIRXPLR1_3 +{SPR_FX21,32776,4,NULL,S_NULL,0,0}, // S_RAINAIRXPLR2_3 +{SPR_FX22,32776,4,NULL,S_NULL,0,0}, // S_RAINAIRXPLR3_3 +{SPR_FX23,32776,4,NULL,S_NULL,0,0}, // S_RAINAIRXPLR4_3 +{SPR_GWND,0,1,A_WeaponReady,S_GOLDWANDREADY,0,0}, // S_GOLDWANDREADY +{SPR_GWND,0,1,A_Lower,S_GOLDWANDDOWN,0,0}, // S_GOLDWANDDOWN +{SPR_GWND,0,1,A_Raise,S_GOLDWANDUP,0,0}, // S_GOLDWANDUP +{SPR_GWND,1,3,NULL,S_GOLDWANDATK1_2,0,0}, // S_GOLDWANDATK1_1 +{SPR_GWND,2,5,A_FireGoldWandPL1,S_GOLDWANDATK1_3,0,0}, // S_GOLDWANDATK1_2 +{SPR_GWND,3,3,NULL,S_GOLDWANDATK1_4,0,0}, // S_GOLDWANDATK1_3 +{SPR_GWND,3,0,A_ReFire,S_GOLDWANDREADY,0,0}, // S_GOLDWANDATK1_4 +{SPR_GWND,1,3,NULL,S_GOLDWANDATK2_2,0,0}, // S_GOLDWANDATK2_1 +{SPR_GWND,2,4,A_FireGoldWandPL2,S_GOLDWANDATK2_3,0,0}, // S_GOLDWANDATK2_2 +{SPR_GWND,3,3,NULL,S_GOLDWANDATK2_4,0,0}, // S_GOLDWANDATK2_3 +{SPR_GWND,3,0,A_ReFire,S_GOLDWANDREADY,0,0}, // S_GOLDWANDATK2_4 +{SPR_FX01,32768,6,NULL,S_GWANDFX1_2,0,0}, // S_GWANDFX1_1 +{SPR_FX01,32769,6,NULL,S_GWANDFX1_1,0,0}, // S_GWANDFX1_2 +{SPR_FX01,32772,3,NULL,S_GWANDFXI1_2,0,0}, // S_GWANDFXI1_1 +{SPR_FX01,32773,3,NULL,S_GWANDFXI1_3,0,0}, // S_GWANDFXI1_2 +{SPR_FX01,32774,3,NULL,S_GWANDFXI1_4,0,0}, // S_GWANDFXI1_3 +{SPR_FX01,32775,3,NULL,S_NULL,0,0}, // S_GWANDFXI1_4 +{SPR_FX01,32770,6,NULL,S_GWANDFX2_2,0,0}, // S_GWANDFX2_1 +{SPR_FX01,32771,6,NULL,S_GWANDFX2_1,0,0}, // S_GWANDFX2_2 +{SPR_PUF2,32768,3,NULL,S_GWANDPUFF1_2,0,0}, // S_GWANDPUFF1_1 +{SPR_PUF2,32769,3,NULL,S_GWANDPUFF1_3,0,0}, // S_GWANDPUFF1_2 +{SPR_PUF2,32770,3,NULL,S_GWANDPUFF1_4,0,0}, // S_GWANDPUFF1_3 +{SPR_PUF2,32771,3,NULL,S_GWANDPUFF1_5,0,0}, // S_GWANDPUFF1_4 +{SPR_PUF2,32772,3,NULL,S_NULL,0,0}, // S_GWANDPUFF1_5 +{SPR_WPHX,0,-1,NULL,S_NULL,0,0}, // S_WPHX +{SPR_PHNX,0,1,A_WeaponReady,S_PHOENIXREADY,0,0}, // S_PHOENIXREADY +{SPR_PHNX,0,1,A_Lower,S_PHOENIXDOWN,0,0}, // S_PHOENIXDOWN +{SPR_PHNX,0,1,A_Raise,S_PHOENIXUP,0,0}, // S_PHOENIXUP +{SPR_PHNX,1,5,NULL,S_PHOENIXATK1_2,0,0}, // S_PHOENIXATK1_1 +{SPR_PHNX,2,7,A_FirePhoenixPL1,S_PHOENIXATK1_3,0,0}, // S_PHOENIXATK1_2 +{SPR_PHNX,3,4,NULL,S_PHOENIXATK1_4,0,0}, // S_PHOENIXATK1_3 +{SPR_PHNX,1,4,NULL,S_PHOENIXATK1_5,0,0}, // S_PHOENIXATK1_4 +{SPR_PHNX,1,0,A_ReFire,S_PHOENIXREADY,0,0}, // S_PHOENIXATK1_5 +{SPR_PHNX,1,3,A_InitPhoenixPL2,S_PHOENIXATK2_2,0,0}, // S_PHOENIXATK2_1 +{SPR_PHNX,32770,1,A_FirePhoenixPL2,S_PHOENIXATK2_3,0,0}, // S_PHOENIXATK2_2 +{SPR_PHNX,1,4,A_ReFire,S_PHOENIXATK2_4,0,0}, // S_PHOENIXATK2_3 +{SPR_PHNX,1,4,A_ShutdownPhoenixPL2,S_PHOENIXREADY,0,0}, // S_PHOENIXATK2_4 +{SPR_FX04,32768,4,A_PhoenixPuff,S_PHOENIXFX1_1,0,0}, // S_PHOENIXFX1_1 +{SPR_FX08,32768,6,A_Explode,S_PHOENIXFXI1_2,0,0}, // S_PHOENIXFXI1_1 +{SPR_FX08,32769,5,NULL,S_PHOENIXFXI1_3,0,0}, // S_PHOENIXFXI1_2 +{SPR_FX08,32770,5,NULL,S_PHOENIXFXI1_4,0,0}, // S_PHOENIXFXI1_3 +{SPR_FX08,32771,4,NULL,S_PHOENIXFXI1_5,0,0}, // S_PHOENIXFXI1_4 +{SPR_FX08,32772,4,NULL,S_PHOENIXFXI1_6,0,0}, // S_PHOENIXFXI1_5 +{SPR_FX08,32773,4,NULL,S_PHOENIXFXI1_7,0,0}, // S_PHOENIXFXI1_6 +{SPR_FX08,32774,4,NULL,S_PHOENIXFXI1_8,0,0}, // S_PHOENIXFXI1_7 +{SPR_FX08,32775,4,NULL,S_NULL,0,0}, // S_PHOENIXFXI1_8 +{SPR_FX04,1,4,NULL,S_PHOENIXPUFF2,0,0}, // S_PHOENIXPUFF1 +{SPR_FX04,2,4,NULL,S_PHOENIXPUFF3,0,0}, // S_PHOENIXPUFF2 +{SPR_FX04,3,4,NULL,S_PHOENIXPUFF4,0,0}, // S_PHOENIXPUFF3 +{SPR_FX04,4,4,NULL,S_PHOENIXPUFF5,0,0}, // S_PHOENIXPUFF4 +{SPR_FX04,5,4,NULL,S_NULL,0,0}, // S_PHOENIXPUFF5 +{SPR_FX09,32768,2,NULL,S_PHOENIXFX2_2,0,0}, // S_PHOENIXFX2_1 +{SPR_FX09,32769,2,NULL,S_PHOENIXFX2_3,0,0}, // S_PHOENIXFX2_2 +{SPR_FX09,32768,2,NULL,S_PHOENIXFX2_4,0,0}, // S_PHOENIXFX2_3 +{SPR_FX09,32769,2,NULL,S_PHOENIXFX2_5,0,0}, // S_PHOENIXFX2_4 +{SPR_FX09,32768,2,NULL,S_PHOENIXFX2_6,0,0}, // S_PHOENIXFX2_5 +{SPR_FX09,32769,2,A_FlameEnd,S_PHOENIXFX2_7,0,0}, // S_PHOENIXFX2_6 +{SPR_FX09,32770,2,NULL,S_PHOENIXFX2_8,0,0}, // S_PHOENIXFX2_7 +{SPR_FX09,32771,2,NULL,S_PHOENIXFX2_9,0,0}, // S_PHOENIXFX2_8 +{SPR_FX09,32772,2,NULL,S_PHOENIXFX2_10,0,0}, // S_PHOENIXFX2_9 +{SPR_FX09,32773,2,NULL,S_NULL,0,0}, // S_PHOENIXFX2_10 +{SPR_FX09,32774,3,NULL,S_PHOENIXFXI2_2,0,0}, // S_PHOENIXFXI2_1 +{SPR_FX09,32775,3,A_FloatPuff,S_PHOENIXFXI2_3,0,0}, // S_PHOENIXFXI2_2 +{SPR_FX09,32776,4,NULL,S_PHOENIXFXI2_4,0,0}, // S_PHOENIXFXI2_3 +{SPR_FX09,32777,5,NULL,S_PHOENIXFXI2_5,0,0}, // S_PHOENIXFXI2_4 +{SPR_FX09,32778,5,NULL,S_NULL,0,0}, // S_PHOENIXFXI2_5 +{SPR_WBOW,0,-1,NULL,S_NULL,0,0}, // S_WBOW +{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW2,0,0}, // S_CRBOW1 +{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW3,0,0}, // S_CRBOW2 +{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW4,0,0}, // S_CRBOW3 +{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW5,0,0}, // S_CRBOW4 +{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW6,0,0}, // S_CRBOW5 +{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW7,0,0}, // S_CRBOW6 +{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW8,0,0}, // S_CRBOW7 +{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW9,0,0}, // S_CRBOW8 +{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW10,0,0}, // S_CRBOW9 +{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW11,0,0}, // S_CRBOW10 +{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW12,0,0}, // S_CRBOW11 +{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW13,0,0}, // S_CRBOW12 +{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW14,0,0}, // S_CRBOW13 +{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW15,0,0}, // S_CRBOW14 +{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW16,0,0}, // S_CRBOW15 +{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW17,0,0}, // S_CRBOW16 +{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW18,0,0}, // S_CRBOW17 +{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW1,0,0}, // S_CRBOW18 +{SPR_CRBW,0,1,A_Lower,S_CRBOWDOWN,0,0}, // S_CRBOWDOWN +{SPR_CRBW,0,1,A_Raise,S_CRBOWUP,0,0}, // S_CRBOWUP +{SPR_CRBW,3,6,A_FireCrossbowPL1,S_CRBOWATK1_2,0,0}, // S_CRBOWATK1_1 +{SPR_CRBW,4,3,NULL,S_CRBOWATK1_3,0,0}, // S_CRBOWATK1_2 +{SPR_CRBW,5,3,NULL,S_CRBOWATK1_4,0,0}, // S_CRBOWATK1_3 +{SPR_CRBW,6,3,NULL,S_CRBOWATK1_5,0,0}, // S_CRBOWATK1_4 +{SPR_CRBW,7,3,NULL,S_CRBOWATK1_6,0,0}, // S_CRBOWATK1_5 +{SPR_CRBW,0,4,NULL,S_CRBOWATK1_7,0,0}, // S_CRBOWATK1_6 +{SPR_CRBW,1,4,NULL,S_CRBOWATK1_8,0,0}, // S_CRBOWATK1_7 +{SPR_CRBW,2,5,A_ReFire,S_CRBOW1,0,0}, // S_CRBOWATK1_8 +{SPR_CRBW,3,5,A_FireCrossbowPL2,S_CRBOWATK2_2,0,0}, // S_CRBOWATK2_1 +{SPR_CRBW,4,3,NULL,S_CRBOWATK2_3,0,0}, // S_CRBOWATK2_2 +{SPR_CRBW,5,2,NULL,S_CRBOWATK2_4,0,0}, // S_CRBOWATK2_3 +{SPR_CRBW,6,3,NULL,S_CRBOWATK2_5,0,0}, // S_CRBOWATK2_4 +{SPR_CRBW,7,2,NULL,S_CRBOWATK2_6,0,0}, // S_CRBOWATK2_5 +{SPR_CRBW,0,3,NULL,S_CRBOWATK2_7,0,0}, // S_CRBOWATK2_6 +{SPR_CRBW,1,3,NULL,S_CRBOWATK2_8,0,0}, // S_CRBOWATK2_7 +{SPR_CRBW,2,4,A_ReFire,S_CRBOW1,0,0}, // S_CRBOWATK2_8 +{SPR_FX03,32769,1,NULL,S_CRBOWFX1,0,0}, // S_CRBOWFX1 +{SPR_FX03,32775,8,NULL,S_CRBOWFXI1_2,0,0}, // S_CRBOWFXI1_1 +{SPR_FX03,32776,8,NULL,S_CRBOWFXI1_3,0,0}, // S_CRBOWFXI1_2 +{SPR_FX03,32777,8,NULL,S_NULL,0,0}, // S_CRBOWFXI1_3 +{SPR_FX03,32769,1,A_BoltSpark,S_CRBOWFX2,0,0}, // S_CRBOWFX2 +{SPR_FX03,32768,1,NULL,S_CRBOWFX3,0,0}, // S_CRBOWFX3 +{SPR_FX03,32770,8,NULL,S_CRBOWFXI3_2,0,0}, // S_CRBOWFXI3_1 +{SPR_FX03,32771,8,NULL,S_CRBOWFXI3_3,0,0}, // S_CRBOWFXI3_2 +{SPR_FX03,32772,8,NULL,S_NULL,0,0}, // S_CRBOWFXI3_3 +{SPR_FX03,32773,8,NULL,S_CRBOWFX4_2,0,0}, // S_CRBOWFX4_1 +{SPR_FX03,32774,8,NULL,S_NULL,0,0}, // S_CRBOWFX4_2 +{SPR_BLOD,2,8,NULL,S_BLOOD2,0,0}, // S_BLOOD1 +{SPR_BLOD,1,8,NULL,S_BLOOD3,0,0}, // S_BLOOD2 +{SPR_BLOD,0,8,NULL,S_NULL,0,0}, // S_BLOOD3 +{SPR_BLOD,2,8,NULL,S_BLOODSPLATTER2,0,0}, // S_BLOODSPLATTER1 +{SPR_BLOD,1,8,NULL,S_BLOODSPLATTER3,0,0}, // S_BLOODSPLATTER2 +{SPR_BLOD,0,8,NULL,S_NULL,0,0}, // S_BLOODSPLATTER3 +{SPR_BLOD,0,6,NULL,S_NULL,0,0}, // S_BLOODSPLATTERX +{SPR_PLAY,0,-1,NULL,S_NULL,0,0}, // S_PLAY +{SPR_PLAY,0,4,NULL,S_PLAY_RUN2,0,0}, // S_PLAY_RUN1 +{SPR_PLAY,1,4,NULL,S_PLAY_RUN3,0,0}, // S_PLAY_RUN2 +{SPR_PLAY,2,4,NULL,S_PLAY_RUN4,0,0}, // S_PLAY_RUN3 +{SPR_PLAY,3,4,NULL,S_PLAY_RUN1,0,0}, // S_PLAY_RUN4 +{SPR_PLAY,4,12,NULL,S_PLAY,0,0}, // S_PLAY_ATK1 +{SPR_PLAY,32773,6,NULL,S_PLAY_ATK1,0,0}, // S_PLAY_ATK2 +{SPR_PLAY,6,4,NULL,S_PLAY_PAIN2,0,0}, // S_PLAY_PAIN +{SPR_PLAY,6,4,A_Pain,S_PLAY,0,0}, // S_PLAY_PAIN2 +{SPR_PLAY,7,6,NULL,S_PLAY_DIE2,0,0}, // S_PLAY_DIE1 +{SPR_PLAY,8,6,A_Scream,S_PLAY_DIE3,0,0}, // S_PLAY_DIE2 +{SPR_PLAY,9,6,NULL,S_PLAY_DIE4,0,0}, // S_PLAY_DIE3 +{SPR_PLAY,10,6,NULL,S_PLAY_DIE5,0,0}, // S_PLAY_DIE4 +{SPR_PLAY,11,6,A_NoBlocking,S_PLAY_DIE6,0,0}, // S_PLAY_DIE5 +{SPR_PLAY,12,6,NULL,S_PLAY_DIE7,0,0}, // S_PLAY_DIE6 +{SPR_PLAY,13,6,NULL,S_PLAY_DIE8,0,0}, // S_PLAY_DIE7 +{SPR_PLAY,14,6,NULL,S_PLAY_DIE9,0,0}, // S_PLAY_DIE8 +{SPR_PLAY,15,-1,A_AddPlayerCorpse,S_NULL,0,0}, // S_PLAY_DIE9 +{SPR_PLAY,16,5,A_Scream,S_PLAY_XDIE2,0,0}, // S_PLAY_XDIE1 +{SPR_PLAY,17,5,A_SkullPop,S_PLAY_XDIE3,0,0}, // S_PLAY_XDIE2 +{SPR_PLAY,18,5,A_NoBlocking,S_PLAY_XDIE4,0,0}, // S_PLAY_XDIE3 +{SPR_PLAY,19,5,NULL,S_PLAY_XDIE5,0,0}, // S_PLAY_XDIE4 +{SPR_PLAY,20,5,NULL,S_PLAY_XDIE6,0,0}, // S_PLAY_XDIE5 +{SPR_PLAY,21,5,NULL,S_PLAY_XDIE7,0,0}, // S_PLAY_XDIE6 +{SPR_PLAY,22,5,NULL,S_PLAY_XDIE8,0,0}, // S_PLAY_XDIE7 +{SPR_PLAY,23,5,NULL,S_PLAY_XDIE9,0,0}, // S_PLAY_XDIE8 +{SPR_PLAY,24,-1,A_AddPlayerCorpse,S_NULL,0,0}, // S_PLAY_XDIE9 +{SPR_FDTH,32768,5,A_FlameSnd,S_PLAY_FDTH2,0,0}, // S_PLAY_FDTH1 +{SPR_FDTH,32769,4,NULL,S_PLAY_FDTH3,0,0}, // S_PLAY_FDTH2 +{SPR_FDTH,32770,5,NULL,S_PLAY_FDTH4,0,0}, // S_PLAY_FDTH3 +{SPR_FDTH,32771,4,A_Scream,S_PLAY_FDTH5,0,0}, // S_PLAY_FDTH4 +{SPR_FDTH,32772,5,NULL,S_PLAY_FDTH6,0,0}, // S_PLAY_FDTH5 +{SPR_FDTH,32773,4,NULL,S_PLAY_FDTH7,0,0}, // S_PLAY_FDTH6 +{SPR_FDTH,32774,5,A_FlameSnd,S_PLAY_FDTH8,0,0}, // S_PLAY_FDTH7 +{SPR_FDTH,32775,4,NULL,S_PLAY_FDTH9,0,0}, // S_PLAY_FDTH8 +{SPR_FDTH,32776,5,NULL,S_PLAY_FDTH10,0,0}, // S_PLAY_FDTH9 +{SPR_FDTH,32777,4,NULL,S_PLAY_FDTH11,0,0}, // S_PLAY_FDTH10 +{SPR_FDTH,32778,5,NULL,S_PLAY_FDTH12,0,0}, // S_PLAY_FDTH11 +{SPR_FDTH,32779,4,NULL,S_PLAY_FDTH13,0,0}, // S_PLAY_FDTH12 +{SPR_FDTH,32780,5,NULL,S_PLAY_FDTH14,0,0}, // S_PLAY_FDTH13 +{SPR_FDTH,32781,4,NULL,S_PLAY_FDTH15,0,0}, // S_PLAY_FDTH14 +{SPR_FDTH,32782,5,A_NoBlocking,S_PLAY_FDTH16,0,0}, // S_PLAY_FDTH15 +{SPR_FDTH,32783,4,NULL,S_PLAY_FDTH17,0,0}, // S_PLAY_FDTH16 +{SPR_FDTH,32784,5,NULL,S_PLAY_FDTH18,0,0}, // S_PLAY_FDTH17 +{SPR_FDTH,32785,4,NULL,S_PLAY_FDTH19,0,0}, // S_PLAY_FDTH18 +{SPR_ACLO,4,35,A_CheckBurnGone,S_PLAY_FDTH19,0,0}, // S_PLAY_FDTH19 +{SPR_ACLO,4,8,NULL,S_NULL,0,0}, // S_PLAY_FDTH20 +{SPR_BSKL,0,5,A_CheckSkullFloor,S_BLOODYSKULL2,0,0}, // S_BLOODYSKULL1 +{SPR_BSKL,1,5,A_CheckSkullFloor,S_BLOODYSKULL3,0,0}, // S_BLOODYSKULL2 +{SPR_BSKL,2,5,A_CheckSkullFloor,S_BLOODYSKULL4,0,0}, // S_BLOODYSKULL3 +{SPR_BSKL,3,5,A_CheckSkullFloor,S_BLOODYSKULL5,0,0}, // S_BLOODYSKULL4 +{SPR_BSKL,4,5,A_CheckSkullFloor,S_BLOODYSKULL1,0,0}, // S_BLOODYSKULL5 +{SPR_BSKL,5,16,A_CheckSkullDone,S_BLOODYSKULLX1,0,0}, // S_BLOODYSKULLX1 +{SPR_BSKL,5,1050,NULL,S_NULL,0,0}, // S_BLOODYSKULLX2 +{SPR_CHKN,0,-1,NULL,S_NULL,0,0}, // S_CHICPLAY +{SPR_CHKN,0,3,NULL,S_CHICPLAY_RUN2,0,0}, // S_CHICPLAY_RUN1 +{SPR_CHKN,1,3,NULL,S_CHICPLAY_RUN3,0,0}, // S_CHICPLAY_RUN2 +{SPR_CHKN,0,3,NULL,S_CHICPLAY_RUN4,0,0}, // S_CHICPLAY_RUN3 +{SPR_CHKN,1,3,NULL,S_CHICPLAY_RUN1,0,0}, // S_CHICPLAY_RUN4 +{SPR_CHKN,2,12,NULL,S_CHICPLAY,0,0}, // S_CHICPLAY_ATK1 +{SPR_CHKN,3,4,A_Feathers,S_CHICPLAY_PAIN2,0,0}, // S_CHICPLAY_PAIN +{SPR_CHKN,2,4,A_Pain,S_CHICPLAY,0,0}, // S_CHICPLAY_PAIN2 +{SPR_CHKN,0,10,A_ChicLook,S_CHICKEN_LOOK2,0,0}, // S_CHICKEN_LOOK1 +{SPR_CHKN,1,10,A_ChicLook,S_CHICKEN_LOOK1,0,0}, // S_CHICKEN_LOOK2 +{SPR_CHKN,0,3,A_ChicChase,S_CHICKEN_WALK2,0,0}, // S_CHICKEN_WALK1 +{SPR_CHKN,1,3,A_ChicChase,S_CHICKEN_WALK1,0,0}, // S_CHICKEN_WALK2 +{SPR_CHKN,3,5,A_Feathers,S_CHICKEN_PAIN2,0,0}, // S_CHICKEN_PAIN1 +{SPR_CHKN,2,5,A_ChicPain,S_CHICKEN_WALK1,0,0}, // S_CHICKEN_PAIN2 +{SPR_CHKN,0,8,A_FaceTarget,S_CHICKEN_ATK2,0,0}, // S_CHICKEN_ATK1 +{SPR_CHKN,2,10,A_ChicAttack,S_CHICKEN_WALK1,0,0}, // S_CHICKEN_ATK2 +{SPR_CHKN,4,6,A_Scream,S_CHICKEN_DIE2,0,0}, // S_CHICKEN_DIE1 +{SPR_CHKN,5,6,A_Feathers,S_CHICKEN_DIE3,0,0}, // S_CHICKEN_DIE2 +{SPR_CHKN,6,6,NULL,S_CHICKEN_DIE4,0,0}, // S_CHICKEN_DIE3 +{SPR_CHKN,7,6,A_NoBlocking,S_CHICKEN_DIE5,0,0}, // S_CHICKEN_DIE4 +{SPR_CHKN,8,6,NULL,S_CHICKEN_DIE6,0,0}, // S_CHICKEN_DIE5 +{SPR_CHKN,9,6,NULL,S_CHICKEN_DIE7,0,0}, // S_CHICKEN_DIE6 +{SPR_CHKN,10,6,NULL,S_CHICKEN_DIE8,0,0}, // S_CHICKEN_DIE7 +{SPR_CHKN,11,-1,NULL,S_NULL,0,0}, // S_CHICKEN_DIE8 +{SPR_CHKN,12,3,NULL,S_FEATHER2,0,0}, // S_FEATHER1 +{SPR_CHKN,13,3,NULL,S_FEATHER3,0,0}, // S_FEATHER2 +{SPR_CHKN,14,3,NULL,S_FEATHER4,0,0}, // S_FEATHER3 +{SPR_CHKN,15,3,NULL,S_FEATHER5,0,0}, // S_FEATHER4 +{SPR_CHKN,16,3,NULL,S_FEATHER6,0,0}, // S_FEATHER5 +{SPR_CHKN,15,3,NULL,S_FEATHER7,0,0}, // S_FEATHER6 +{SPR_CHKN,14,3,NULL,S_FEATHER8,0,0}, // S_FEATHER7 +{SPR_CHKN,13,3,NULL,S_FEATHER1,0,0}, // S_FEATHER8 +{SPR_CHKN,13,6,NULL,S_NULL,0,0}, // S_FEATHERX +{SPR_MUMM,0,10,A_Look,S_MUMMY_LOOK2,0,0}, // S_MUMMY_LOOK1 +{SPR_MUMM,1,10,A_Look,S_MUMMY_LOOK1,0,0}, // S_MUMMY_LOOK2 +{SPR_MUMM,0,4,A_Chase,S_MUMMY_WALK2,0,0}, // S_MUMMY_WALK1 +{SPR_MUMM,1,4,A_Chase,S_MUMMY_WALK3,0,0}, // S_MUMMY_WALK2 +{SPR_MUMM,2,4,A_Chase,S_MUMMY_WALK4,0,0}, // S_MUMMY_WALK3 +{SPR_MUMM,3,4,A_Chase,S_MUMMY_WALK1,0,0}, // S_MUMMY_WALK4 +{SPR_MUMM,4,6,A_FaceTarget,S_MUMMY_ATK2,0,0}, // S_MUMMY_ATK1 +{SPR_MUMM,5,6,A_MummyAttack,S_MUMMY_ATK3,0,0}, // S_MUMMY_ATK2 +{SPR_MUMM,6,6,A_FaceTarget,S_MUMMY_WALK1,0,0}, // S_MUMMY_ATK3 +{SPR_MUMM,23,5,A_FaceTarget,S_MUMMYL_ATK2,0,0}, // S_MUMMYL_ATK1 +{SPR_MUMM,32792,5,A_FaceTarget,S_MUMMYL_ATK3,0,0}, // S_MUMMYL_ATK2 +{SPR_MUMM,23,5,A_FaceTarget,S_MUMMYL_ATK4,0,0}, // S_MUMMYL_ATK3 +{SPR_MUMM,32792,5,A_FaceTarget,S_MUMMYL_ATK5,0,0}, // S_MUMMYL_ATK4 +{SPR_MUMM,23,5,A_FaceTarget,S_MUMMYL_ATK6,0,0}, // S_MUMMYL_ATK5 +{SPR_MUMM,32792,15,A_MummyAttack2,S_MUMMY_WALK1,0,0}, // S_MUMMYL_ATK6 +{SPR_MUMM,7,4,NULL,S_MUMMY_PAIN2,0,0}, // S_MUMMY_PAIN1 +{SPR_MUMM,7,4,A_Pain,S_MUMMY_WALK1,0,0}, // S_MUMMY_PAIN2 +{SPR_MUMM,8,5,NULL,S_MUMMY_DIE2,0,0}, // S_MUMMY_DIE1 +{SPR_MUMM,9,5,A_Scream,S_MUMMY_DIE3,0,0}, // S_MUMMY_DIE2 +{SPR_MUMM,10,5,A_MummySoul,S_MUMMY_DIE4,0,0}, // S_MUMMY_DIE3 +{SPR_MUMM,11,5,NULL,S_MUMMY_DIE5,0,0}, // S_MUMMY_DIE4 +{SPR_MUMM,12,5,A_NoBlocking,S_MUMMY_DIE6,0,0}, // S_MUMMY_DIE5 +{SPR_MUMM,13,5,NULL,S_MUMMY_DIE7,0,0}, // S_MUMMY_DIE6 +{SPR_MUMM,14,5,NULL,S_MUMMY_DIE8,0,0}, // S_MUMMY_DIE7 +{SPR_MUMM,15,-1,NULL,S_NULL,0,0}, // S_MUMMY_DIE8 +{SPR_MUMM,16,5,NULL,S_MUMMY_SOUL2,0,0}, // S_MUMMY_SOUL1 +{SPR_MUMM,17,5,NULL,S_MUMMY_SOUL3,0,0}, // S_MUMMY_SOUL2 +{SPR_MUMM,18,5,NULL,S_MUMMY_SOUL4,0,0}, // S_MUMMY_SOUL3 +{SPR_MUMM,19,9,NULL,S_MUMMY_SOUL5,0,0}, // S_MUMMY_SOUL4 +{SPR_MUMM,20,5,NULL,S_MUMMY_SOUL6,0,0}, // S_MUMMY_SOUL5 +{SPR_MUMM,21,5,NULL,S_MUMMY_SOUL7,0,0}, // S_MUMMY_SOUL6 +{SPR_MUMM,22,5,NULL,S_NULL,0,0}, // S_MUMMY_SOUL7 +{SPR_FX15,32768,5,A_ContMobjSound,S_MUMMYFX1_2,0,0}, // S_MUMMYFX1_1 +{SPR_FX15,32769,5,A_MummyFX1Seek,S_MUMMYFX1_3,0,0}, // S_MUMMYFX1_2 +{SPR_FX15,32770,5,NULL,S_MUMMYFX1_4,0,0}, // S_MUMMYFX1_3 +{SPR_FX15,32769,5,A_MummyFX1Seek,S_MUMMYFX1_1,0,0}, // S_MUMMYFX1_4 +{SPR_FX15,32771,5,NULL,S_MUMMYFXI1_2,0,0}, // S_MUMMYFXI1_1 +{SPR_FX15,32772,5,NULL,S_MUMMYFXI1_3,0,0}, // S_MUMMYFXI1_2 +{SPR_FX15,32773,5,NULL,S_MUMMYFXI1_4,0,0}, // S_MUMMYFXI1_3 +{SPR_FX15,32774,5,NULL,S_NULL,0,0}, // S_MUMMYFXI1_4 +{SPR_BEAS,0,10,A_Look,S_BEAST_LOOK2,0,0}, // S_BEAST_LOOK1 +{SPR_BEAS,1,10,A_Look,S_BEAST_LOOK1,0,0}, // S_BEAST_LOOK2 +{SPR_BEAS,0,3,A_Chase,S_BEAST_WALK2,0,0}, // S_BEAST_WALK1 +{SPR_BEAS,1,3,A_Chase,S_BEAST_WALK3,0,0}, // S_BEAST_WALK2 +{SPR_BEAS,2,3,A_Chase,S_BEAST_WALK4,0,0}, // S_BEAST_WALK3 +{SPR_BEAS,3,3,A_Chase,S_BEAST_WALK5,0,0}, // S_BEAST_WALK4 +{SPR_BEAS,4,3,A_Chase,S_BEAST_WALK6,0,0}, // S_BEAST_WALK5 +{SPR_BEAS,5,3,A_Chase,S_BEAST_WALK1,0,0}, // S_BEAST_WALK6 +{SPR_BEAS,7,10,A_FaceTarget,S_BEAST_ATK2,0,0}, // S_BEAST_ATK1 +{SPR_BEAS,8,10,A_BeastAttack,S_BEAST_WALK1,0,0}, // S_BEAST_ATK2 +{SPR_BEAS,6,3,NULL,S_BEAST_PAIN2,0,0}, // S_BEAST_PAIN1 +{SPR_BEAS,6,3,A_Pain,S_BEAST_WALK1,0,0}, // S_BEAST_PAIN2 +{SPR_BEAS,17,6,NULL,S_BEAST_DIE2,0,0}, // S_BEAST_DIE1 +{SPR_BEAS,18,6,A_Scream,S_BEAST_DIE3,0,0}, // S_BEAST_DIE2 +{SPR_BEAS,19,6,NULL,S_BEAST_DIE4,0,0}, // S_BEAST_DIE3 +{SPR_BEAS,20,6,NULL,S_BEAST_DIE5,0,0}, // S_BEAST_DIE4 +{SPR_BEAS,21,6,NULL,S_BEAST_DIE6,0,0}, // S_BEAST_DIE5 +{SPR_BEAS,22,6,A_NoBlocking,S_BEAST_DIE7,0,0}, // S_BEAST_DIE6 +{SPR_BEAS,23,6,NULL,S_BEAST_DIE8,0,0}, // S_BEAST_DIE7 +{SPR_BEAS,24,6,NULL,S_BEAST_DIE9,0,0}, // S_BEAST_DIE8 +{SPR_BEAS,25,-1,NULL,S_NULL,0,0}, // S_BEAST_DIE9 +{SPR_BEAS,9,5,NULL,S_BEAST_XDIE2,0,0}, // S_BEAST_XDIE1 +{SPR_BEAS,10,6,A_Scream,S_BEAST_XDIE3,0,0}, // S_BEAST_XDIE2 +{SPR_BEAS,11,5,NULL,S_BEAST_XDIE4,0,0}, // S_BEAST_XDIE3 +{SPR_BEAS,12,6,NULL,S_BEAST_XDIE5,0,0}, // S_BEAST_XDIE4 +{SPR_BEAS,13,5,NULL,S_BEAST_XDIE6,0,0}, // S_BEAST_XDIE5 +{SPR_BEAS,14,6,A_NoBlocking,S_BEAST_XDIE7,0,0}, // S_BEAST_XDIE6 +{SPR_BEAS,15,5,NULL,S_BEAST_XDIE8,0,0}, // S_BEAST_XDIE7 +{SPR_BEAS,16,-1,NULL,S_NULL,0,0}, // S_BEAST_XDIE8 +{SPR_FRB1,0,2,A_BeastPuff,S_BEASTBALL2,0,0}, // S_BEASTBALL1 +{SPR_FRB1,0,2,A_BeastPuff,S_BEASTBALL3,0,0}, // S_BEASTBALL2 +{SPR_FRB1,1,2,A_BeastPuff,S_BEASTBALL4,0,0}, // S_BEASTBALL3 +{SPR_FRB1,1,2,A_BeastPuff,S_BEASTBALL5,0,0}, // S_BEASTBALL4 +{SPR_FRB1,2,2,A_BeastPuff,S_BEASTBALL6,0,0}, // S_BEASTBALL5 +{SPR_FRB1,2,2,A_BeastPuff,S_BEASTBALL1,0,0}, // S_BEASTBALL6 +{SPR_FRB1,3,4,NULL,S_BEASTBALLX2,0,0}, // S_BEASTBALLX1 +{SPR_FRB1,4,4,NULL,S_BEASTBALLX3,0,0}, // S_BEASTBALLX2 +{SPR_FRB1,5,4,NULL,S_BEASTBALLX4,0,0}, // S_BEASTBALLX3 +{SPR_FRB1,6,4,NULL,S_BEASTBALLX5,0,0}, // S_BEASTBALLX4 +{SPR_FRB1,7,4,NULL,S_NULL,0,0}, // S_BEASTBALLX5 +{SPR_FRB1,0,4,NULL,S_BURNBALL2,0,0}, // S_BURNBALL1 +{SPR_FRB1,1,4,NULL,S_BURNBALL3,0,0}, // S_BURNBALL2 +{SPR_FRB1,2,4,NULL,S_BURNBALL4,0,0}, // S_BURNBALL3 +{SPR_FRB1,3,4,NULL,S_BURNBALL5,0,0}, // S_BURNBALL4 +{SPR_FRB1,4,4,NULL,S_BURNBALL6,0,0}, // S_BURNBALL5 +{SPR_FRB1,5,4,NULL,S_BURNBALL7,0,0}, // S_BURNBALL6 +{SPR_FRB1,6,4,NULL,S_BURNBALL8,0,0}, // S_BURNBALL7 +{SPR_FRB1,7,4,NULL,S_NULL,0,0}, // S_BURNBALL8 +{SPR_FRB1,32768,4,NULL,S_BURNBALLFB2,0,0}, // S_BURNBALLFB1 +{SPR_FRB1,32769,4,NULL,S_BURNBALLFB3,0,0}, // S_BURNBALLFB2 +{SPR_FRB1,32770,4,NULL,S_BURNBALLFB4,0,0}, // S_BURNBALLFB3 +{SPR_FRB1,32771,4,NULL,S_BURNBALLFB5,0,0}, // S_BURNBALLFB4 +{SPR_FRB1,32772,4,NULL,S_BURNBALLFB6,0,0}, // S_BURNBALLFB5 +{SPR_FRB1,32773,4,NULL,S_BURNBALLFB7,0,0}, // S_BURNBALLFB6 +{SPR_FRB1,32774,4,NULL,S_BURNBALLFB8,0,0}, // S_BURNBALLFB7 +{SPR_FRB1,32775,4,NULL,S_NULL,0,0}, // S_BURNBALLFB8 +{SPR_FRB1,3,4,NULL,S_PUFFY2,0,0}, // S_PUFFY1 +{SPR_FRB1,4,4,NULL,S_PUFFY3,0,0}, // S_PUFFY2 +{SPR_FRB1,5,4,NULL,S_PUFFY4,0,0}, // S_PUFFY3 +{SPR_FRB1,6,4,NULL,S_PUFFY5,0,0}, // S_PUFFY4 +{SPR_FRB1,7,4,NULL,S_NULL,0,0}, // S_PUFFY5 +{SPR_SNKE,0,10,A_Look,S_SNAKE_LOOK2,0,0}, // S_SNAKE_LOOK1 +{SPR_SNKE,1,10,A_Look,S_SNAKE_LOOK1,0,0}, // S_SNAKE_LOOK2 +{SPR_SNKE,0,4,A_Chase,S_SNAKE_WALK2,0,0}, // S_SNAKE_WALK1 +{SPR_SNKE,1,4,A_Chase,S_SNAKE_WALK3,0,0}, // S_SNAKE_WALK2 +{SPR_SNKE,2,4,A_Chase,S_SNAKE_WALK4,0,0}, // S_SNAKE_WALK3 +{SPR_SNKE,3,4,A_Chase,S_SNAKE_WALK1,0,0}, // S_SNAKE_WALK4 +{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK2,0,0}, // S_SNAKE_ATK1 +{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK3,0,0}, // S_SNAKE_ATK2 +{SPR_SNKE,5,4,A_SnakeAttack,S_SNAKE_ATK4,0,0}, // S_SNAKE_ATK3 +{SPR_SNKE,5,4,A_SnakeAttack,S_SNAKE_ATK5,0,0}, // S_SNAKE_ATK4 +{SPR_SNKE,5,4,A_SnakeAttack,S_SNAKE_ATK6,0,0}, // S_SNAKE_ATK5 +{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK7,0,0}, // S_SNAKE_ATK6 +{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK8,0,0}, // S_SNAKE_ATK7 +{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK9,0,0}, // S_SNAKE_ATK8 +{SPR_SNKE,5,4,A_SnakeAttack2,S_SNAKE_WALK1,0,0}, // S_SNAKE_ATK9 +{SPR_SNKE,4,3,NULL,S_SNAKE_PAIN2,0,0}, // S_SNAKE_PAIN1 +{SPR_SNKE,4,3,A_Pain,S_SNAKE_WALK1,0,0}, // S_SNAKE_PAIN2 +{SPR_SNKE,6,5,NULL,S_SNAKE_DIE2,0,0}, // S_SNAKE_DIE1 +{SPR_SNKE,7,5,A_Scream,S_SNAKE_DIE3,0,0}, // S_SNAKE_DIE2 +{SPR_SNKE,8,5,NULL,S_SNAKE_DIE4,0,0}, // S_SNAKE_DIE3 +{SPR_SNKE,9,5,NULL,S_SNAKE_DIE5,0,0}, // S_SNAKE_DIE4 +{SPR_SNKE,10,5,NULL,S_SNAKE_DIE6,0,0}, // S_SNAKE_DIE5 +{SPR_SNKE,11,5,NULL,S_SNAKE_DIE7,0,0}, // S_SNAKE_DIE6 +{SPR_SNKE,12,5,A_NoBlocking,S_SNAKE_DIE8,0,0}, // S_SNAKE_DIE7 +{SPR_SNKE,13,5,NULL,S_SNAKE_DIE9,0,0}, // S_SNAKE_DIE8 +{SPR_SNKE,14,5,NULL,S_SNAKE_DIE10,0,0}, // S_SNAKE_DIE9 +{SPR_SNKE,15,-1,NULL,S_NULL,0,0}, // S_SNAKE_DIE10 +{SPR_SNFX,32768,5,NULL,S_SNAKEPRO_A2,0,0}, // S_SNAKEPRO_A1 +{SPR_SNFX,32769,5,NULL,S_SNAKEPRO_A3,0,0}, // S_SNAKEPRO_A2 +{SPR_SNFX,32770,5,NULL,S_SNAKEPRO_A4,0,0}, // S_SNAKEPRO_A3 +{SPR_SNFX,32771,5,NULL,S_SNAKEPRO_A1,0,0}, // S_SNAKEPRO_A4 +{SPR_SNFX,32772,5,NULL,S_SNAKEPRO_AX2,0,0}, // S_SNAKEPRO_AX1 +{SPR_SNFX,32773,5,NULL,S_SNAKEPRO_AX3,0,0}, // S_SNAKEPRO_AX2 +{SPR_SNFX,32774,4,NULL,S_SNAKEPRO_AX4,0,0}, // S_SNAKEPRO_AX3 +{SPR_SNFX,32775,3,NULL,S_SNAKEPRO_AX5,0,0}, // S_SNAKEPRO_AX4 +{SPR_SNFX,32776,3,NULL,S_NULL,0,0}, // S_SNAKEPRO_AX5 +{SPR_SNFX,32777,6,NULL,S_SNAKEPRO_B2,0,0}, // S_SNAKEPRO_B1 +{SPR_SNFX,32778,6,NULL,S_SNAKEPRO_B1,0,0}, // S_SNAKEPRO_B2 +{SPR_SNFX,32779,5,NULL,S_SNAKEPRO_BX2,0,0}, // S_SNAKEPRO_BX1 +{SPR_SNFX,32780,5,NULL,S_SNAKEPRO_BX3,0,0}, // S_SNAKEPRO_BX2 +{SPR_SNFX,32781,4,NULL,S_SNAKEPRO_BX4,0,0}, // S_SNAKEPRO_BX3 +{SPR_SNFX,32782,3,NULL,S_NULL,0,0}, // S_SNAKEPRO_BX4 +{SPR_HEAD,0,10,A_Look,S_HEAD_LOOK,0,0}, // S_HEAD_LOOK +{SPR_HEAD,0,4,A_Chase,S_HEAD_FLOAT,0,0}, // S_HEAD_FLOAT +{SPR_HEAD,0,5,A_FaceTarget,S_HEAD_ATK2,0,0}, // S_HEAD_ATK1 +{SPR_HEAD,1,20,A_HeadAttack,S_HEAD_FLOAT,0,0}, // S_HEAD_ATK2 +{SPR_HEAD,0,4,NULL,S_HEAD_PAIN2,0,0}, // S_HEAD_PAIN1 +{SPR_HEAD,0,4,A_Pain,S_HEAD_FLOAT,0,0}, // S_HEAD_PAIN2 +{SPR_HEAD,2,7,NULL,S_HEAD_DIE2,0,0}, // S_HEAD_DIE1 +{SPR_HEAD,3,7,A_Scream,S_HEAD_DIE3,0,0}, // S_HEAD_DIE2 +{SPR_HEAD,4,7,NULL,S_HEAD_DIE4,0,0}, // S_HEAD_DIE3 +{SPR_HEAD,5,7,NULL,S_HEAD_DIE5,0,0}, // S_HEAD_DIE4 +{SPR_HEAD,6,7,A_NoBlocking,S_HEAD_DIE6,0,0}, // S_HEAD_DIE5 +{SPR_HEAD,7,7,NULL,S_HEAD_DIE7,0,0}, // S_HEAD_DIE6 +{SPR_HEAD,8,-1,A_BossDeath,S_NULL,0,0}, // S_HEAD_DIE7 +{SPR_FX05,0,6,NULL,S_HEADFX1_2,0,0}, // S_HEADFX1_1 +{SPR_FX05,1,6,NULL,S_HEADFX1_3,0,0}, // S_HEADFX1_2 +{SPR_FX05,2,6,NULL,S_HEADFX1_1,0,0}, // S_HEADFX1_3 +{SPR_FX05,3,5,A_HeadIceImpact,S_HEADFXI1_2,0,0}, // S_HEADFXI1_1 +{SPR_FX05,4,5,NULL,S_HEADFXI1_3,0,0}, // S_HEADFXI1_2 +{SPR_FX05,5,5,NULL,S_HEADFXI1_4,0,0}, // S_HEADFXI1_3 +{SPR_FX05,6,5,NULL,S_NULL,0,0}, // S_HEADFXI1_4 +{SPR_FX05,7,6,NULL,S_HEADFX2_2,0,0}, // S_HEADFX2_1 +{SPR_FX05,8,6,NULL,S_HEADFX2_3,0,0}, // S_HEADFX2_2 +{SPR_FX05,9,6,NULL,S_HEADFX2_1,0,0}, // S_HEADFX2_3 +{SPR_FX05,3,5,NULL,S_HEADFXI2_2,0,0}, // S_HEADFXI2_1 +{SPR_FX05,4,5,NULL,S_HEADFXI2_3,0,0}, // S_HEADFXI2_2 +{SPR_FX05,5,5,NULL,S_HEADFXI2_4,0,0}, // S_HEADFXI2_3 +{SPR_FX05,6,5,NULL,S_NULL,0,0}, // S_HEADFXI2_4 +{SPR_FX06,0,4,A_HeadFireGrow,S_HEADFX3_2,0,0}, // S_HEADFX3_1 +{SPR_FX06,1,4,A_HeadFireGrow,S_HEADFX3_3,0,0}, // S_HEADFX3_2 +{SPR_FX06,2,4,A_HeadFireGrow,S_HEADFX3_1,0,0}, // S_HEADFX3_3 +{SPR_FX06,0,5,NULL,S_HEADFX3_5,0,0}, // S_HEADFX3_4 +{SPR_FX06,1,5,NULL,S_HEADFX3_6,0,0}, // S_HEADFX3_5 +{SPR_FX06,2,5,NULL,S_HEADFX3_4,0,0}, // S_HEADFX3_6 +{SPR_FX06,3,5,NULL,S_HEADFXI3_2,0,0}, // S_HEADFXI3_1 +{SPR_FX06,4,5,NULL,S_HEADFXI3_3,0,0}, // S_HEADFXI3_2 +{SPR_FX06,5,5,NULL,S_HEADFXI3_4,0,0}, // S_HEADFXI3_3 +{SPR_FX06,6,5,NULL,S_NULL,0,0}, // S_HEADFXI3_4 +{SPR_FX07,3,3,NULL,S_HEADFX4_2,0,0}, // S_HEADFX4_1 +{SPR_FX07,4,3,NULL,S_HEADFX4_3,0,0}, // S_HEADFX4_2 +{SPR_FX07,5,3,NULL,S_HEADFX4_4,0,0}, // S_HEADFX4_3 +{SPR_FX07,6,3,NULL,S_HEADFX4_5,0,0}, // S_HEADFX4_4 +{SPR_FX07,0,3,A_WhirlwindSeek,S_HEADFX4_6,0,0}, // S_HEADFX4_5 +{SPR_FX07,1,3,A_WhirlwindSeek,S_HEADFX4_7,0,0}, // S_HEADFX4_6 +{SPR_FX07,2,3,A_WhirlwindSeek,S_HEADFX4_5,0,0}, // S_HEADFX4_7 +{SPR_FX07,6,4,NULL,S_HEADFXI4_2,0,0}, // S_HEADFXI4_1 +{SPR_FX07,5,4,NULL,S_HEADFXI4_3,0,0}, // S_HEADFXI4_2 +{SPR_FX07,4,4,NULL,S_HEADFXI4_4,0,0}, // S_HEADFXI4_3 +{SPR_FX07,3,4,NULL,S_NULL,0,0}, // S_HEADFXI4_4 +{SPR_CLNK,0,10,A_Look,S_CLINK_LOOK2,0,0}, // S_CLINK_LOOK1 +{SPR_CLNK,1,10,A_Look,S_CLINK_LOOK1,0,0}, // S_CLINK_LOOK2 +{SPR_CLNK,0,3,A_Chase,S_CLINK_WALK2,0,0}, // S_CLINK_WALK1 +{SPR_CLNK,1,3,A_Chase,S_CLINK_WALK3,0,0}, // S_CLINK_WALK2 +{SPR_CLNK,2,3,A_Chase,S_CLINK_WALK4,0,0}, // S_CLINK_WALK3 +{SPR_CLNK,3,3,A_Chase,S_CLINK_WALK1,0,0}, // S_CLINK_WALK4 +{SPR_CLNK,4,5,A_FaceTarget,S_CLINK_ATK2,0,0}, // S_CLINK_ATK1 +{SPR_CLNK,5,4,A_FaceTarget,S_CLINK_ATK3,0,0}, // S_CLINK_ATK2 +{SPR_CLNK,6,7,A_ClinkAttack,S_CLINK_WALK1,0,0}, // S_CLINK_ATK3 +{SPR_CLNK,7,3,NULL,S_CLINK_PAIN2,0,0}, // S_CLINK_PAIN1 +{SPR_CLNK,7,3,A_Pain,S_CLINK_WALK1,0,0}, // S_CLINK_PAIN2 +{SPR_CLNK,8,6,NULL,S_CLINK_DIE2,0,0}, // S_CLINK_DIE1 +{SPR_CLNK,9,6,NULL,S_CLINK_DIE3,0,0}, // S_CLINK_DIE2 +{SPR_CLNK,10,5,A_Scream,S_CLINK_DIE4,0,0}, // S_CLINK_DIE3 +{SPR_CLNK,11,5,A_NoBlocking,S_CLINK_DIE5,0,0}, // S_CLINK_DIE4 +{SPR_CLNK,12,5,NULL,S_CLINK_DIE6,0,0}, // S_CLINK_DIE5 +{SPR_CLNK,13,5,NULL,S_CLINK_DIE7,0,0}, // S_CLINK_DIE6 +{SPR_CLNK,14,-1,NULL,S_NULL,0,0}, // S_CLINK_DIE7 +{SPR_WZRD,0,10,A_Look,S_WIZARD_LOOK2,0,0}, // S_WIZARD_LOOK1 +{SPR_WZRD,1,10,A_Look,S_WIZARD_LOOK1,0,0}, // S_WIZARD_LOOK2 +{SPR_WZRD,0,3,A_Chase,S_WIZARD_WALK2,0,0}, // S_WIZARD_WALK1 +{SPR_WZRD,0,4,A_Chase,S_WIZARD_WALK3,0,0}, // S_WIZARD_WALK2 +{SPR_WZRD,0,3,A_Chase,S_WIZARD_WALK4,0,0}, // S_WIZARD_WALK3 +{SPR_WZRD,0,4,A_Chase,S_WIZARD_WALK5,0,0}, // S_WIZARD_WALK4 +{SPR_WZRD,1,3,A_Chase,S_WIZARD_WALK6,0,0}, // S_WIZARD_WALK5 +{SPR_WZRD,1,4,A_Chase,S_WIZARD_WALK7,0,0}, // S_WIZARD_WALK6 +{SPR_WZRD,1,3,A_Chase,S_WIZARD_WALK8,0,0}, // S_WIZARD_WALK7 +{SPR_WZRD,1,4,A_Chase,S_WIZARD_WALK1,0,0}, // S_WIZARD_WALK8 +{SPR_WZRD,2,4,A_WizAtk1,S_WIZARD_ATK2,0,0}, // S_WIZARD_ATK1 +{SPR_WZRD,2,4,A_WizAtk2,S_WIZARD_ATK3,0,0}, // S_WIZARD_ATK2 +{SPR_WZRD,2,4,A_WizAtk1,S_WIZARD_ATK4,0,0}, // S_WIZARD_ATK3 +{SPR_WZRD,2,4,A_WizAtk2,S_WIZARD_ATK5,0,0}, // S_WIZARD_ATK4 +{SPR_WZRD,2,4,A_WizAtk1,S_WIZARD_ATK6,0,0}, // S_WIZARD_ATK5 +{SPR_WZRD,2,4,A_WizAtk2,S_WIZARD_ATK7,0,0}, // S_WIZARD_ATK6 +{SPR_WZRD,2,4,A_WizAtk1,S_WIZARD_ATK8,0,0}, // S_WIZARD_ATK7 +{SPR_WZRD,2,4,A_WizAtk2,S_WIZARD_ATK9,0,0}, // S_WIZARD_ATK8 +{SPR_WZRD,3,12,A_WizAtk3,S_WIZARD_WALK1,0,0}, // S_WIZARD_ATK9 +{SPR_WZRD,4,3,A_GhostOff,S_WIZARD_PAIN2,0,0}, // S_WIZARD_PAIN1 +{SPR_WZRD,4,3,A_Pain,S_WIZARD_WALK1,0,0}, // S_WIZARD_PAIN2 +{SPR_WZRD,5,6,A_GhostOff,S_WIZARD_DIE2,0,0}, // S_WIZARD_DIE1 +{SPR_WZRD,6,6,A_Scream,S_WIZARD_DIE3,0,0}, // S_WIZARD_DIE2 +{SPR_WZRD,7,6,NULL,S_WIZARD_DIE4,0,0}, // S_WIZARD_DIE3 +{SPR_WZRD,8,6,NULL,S_WIZARD_DIE5,0,0}, // S_WIZARD_DIE4 +{SPR_WZRD,9,6,A_NoBlocking,S_WIZARD_DIE6,0,0}, // S_WIZARD_DIE5 +{SPR_WZRD,10,6,NULL,S_WIZARD_DIE7,0,0}, // S_WIZARD_DIE6 +{SPR_WZRD,11,6,NULL,S_WIZARD_DIE8,0,0}, // S_WIZARD_DIE7 +{SPR_WZRD,12,-1,NULL,S_NULL,0,0}, // S_WIZARD_DIE8 +{SPR_FX11,32768,6,NULL,S_WIZFX1_2,0,0}, // S_WIZFX1_1 +{SPR_FX11,32769,6,NULL,S_WIZFX1_1,0,0}, // S_WIZFX1_2 +{SPR_FX11,32770,5,NULL,S_WIZFXI1_2,0,0}, // S_WIZFXI1_1 +{SPR_FX11,32771,5,NULL,S_WIZFXI1_3,0,0}, // S_WIZFXI1_2 +{SPR_FX11,32772,5,NULL,S_WIZFXI1_4,0,0}, // S_WIZFXI1_3 +{SPR_FX11,32773,5,NULL,S_WIZFXI1_5,0,0}, // S_WIZFXI1_4 +{SPR_FX11,32774,5,NULL,S_NULL,0,0}, // S_WIZFXI1_5 +{SPR_IMPX,0,10,A_Look,S_IMP_LOOK2,0,0}, // S_IMP_LOOK1 +{SPR_IMPX,1,10,A_Look,S_IMP_LOOK3,0,0}, // S_IMP_LOOK2 +{SPR_IMPX,2,10,A_Look,S_IMP_LOOK4,0,0}, // S_IMP_LOOK3 +{SPR_IMPX,1,10,A_Look,S_IMP_LOOK1,0,0}, // S_IMP_LOOK4 +{SPR_IMPX,0,3,A_Chase,S_IMP_FLY2,0,0}, // S_IMP_FLY1 +{SPR_IMPX,0,3,A_Chase,S_IMP_FLY3,0,0}, // S_IMP_FLY2 +{SPR_IMPX,1,3,A_Chase,S_IMP_FLY4,0,0}, // S_IMP_FLY3 +{SPR_IMPX,1,3,A_Chase,S_IMP_FLY5,0,0}, // S_IMP_FLY4 +{SPR_IMPX,2,3,A_Chase,S_IMP_FLY6,0,0}, // S_IMP_FLY5 +{SPR_IMPX,2,3,A_Chase,S_IMP_FLY7,0,0}, // S_IMP_FLY6 +{SPR_IMPX,1,3,A_Chase,S_IMP_FLY8,0,0}, // S_IMP_FLY7 +{SPR_IMPX,1,3,A_Chase,S_IMP_FLY1,0,0}, // S_IMP_FLY8 +{SPR_IMPX,3,6,A_FaceTarget,S_IMP_MEATK2,0,0}, // S_IMP_MEATK1 +{SPR_IMPX,4,6,A_FaceTarget,S_IMP_MEATK3,0,0}, // S_IMP_MEATK2 +{SPR_IMPX,5,6,A_ImpMeAttack,S_IMP_FLY1,0,0}, // S_IMP_MEATK3 +{SPR_IMPX,0,10,A_FaceTarget,S_IMP_MSATK1_2,0,0}, // S_IMP_MSATK1_1 +{SPR_IMPX,1,6,A_ImpMsAttack,S_IMP_MSATK1_3,0,0}, // S_IMP_MSATK1_2 +{SPR_IMPX,2,6,NULL,S_IMP_MSATK1_4,0,0}, // S_IMP_MSATK1_3 +{SPR_IMPX,1,6,NULL,S_IMP_MSATK1_5,0,0}, // S_IMP_MSATK1_4 +{SPR_IMPX,0,6,NULL,S_IMP_MSATK1_6,0,0}, // S_IMP_MSATK1_5 +{SPR_IMPX,1,6,NULL,S_IMP_MSATK1_3,0,0}, // S_IMP_MSATK1_6 +{SPR_IMPX,3,6,A_FaceTarget,S_IMP_MSATK2_2,0,0}, // S_IMP_MSATK2_1 +{SPR_IMPX,4,6,A_FaceTarget,S_IMP_MSATK2_3,0,0}, // S_IMP_MSATK2_2 +{SPR_IMPX,5,6,A_ImpMsAttack2,S_IMP_FLY1,0,0}, // S_IMP_MSATK2_3 +{SPR_IMPX,6,3,NULL,S_IMP_PAIN2,0,0}, // S_IMP_PAIN1 +{SPR_IMPX,6,3,A_Pain,S_IMP_FLY1,0,0}, // S_IMP_PAIN2 +{SPR_IMPX,6,4,A_ImpDeath,S_IMP_DIE2,0,0}, // S_IMP_DIE1 +{SPR_IMPX,7,5,NULL,S_IMP_DIE2,0,0}, // S_IMP_DIE2 +{SPR_IMPX,18,5,A_ImpXDeath1,S_IMP_XDIE2,0,0}, // S_IMP_XDIE1 +{SPR_IMPX,19,5,NULL,S_IMP_XDIE3,0,0}, // S_IMP_XDIE2 +{SPR_IMPX,20,5,NULL,S_IMP_XDIE4,0,0}, // S_IMP_XDIE3 +{SPR_IMPX,21,5,A_ImpXDeath2,S_IMP_XDIE5,0,0}, // S_IMP_XDIE4 +{SPR_IMPX,22,5,NULL,S_IMP_XDIE5,0,0}, // S_IMP_XDIE5 +{SPR_IMPX,8,7,A_ImpExplode,S_IMP_CRASH2,0,0}, // S_IMP_CRASH1 +{SPR_IMPX,9,7,A_Scream,S_IMP_CRASH3,0,0}, // S_IMP_CRASH2 +{SPR_IMPX,10,7,NULL,S_IMP_CRASH4,0,0}, // S_IMP_CRASH3 +{SPR_IMPX,11,-1,NULL,S_NULL,0,0}, // S_IMP_CRASH4 +{SPR_IMPX,23,7,NULL,S_IMP_XCRASH2,0,0}, // S_IMP_XCRASH1 +{SPR_IMPX,24,7,NULL,S_IMP_XCRASH3,0,0}, // S_IMP_XCRASH2 +{SPR_IMPX,25,-1,NULL,S_NULL,0,0}, // S_IMP_XCRASH3 +{SPR_IMPX,12,5,NULL,S_IMP_CHUNKA2,0,0}, // S_IMP_CHUNKA1 +{SPR_IMPX,13,700,NULL,S_IMP_CHUNKA3,0,0}, // S_IMP_CHUNKA2 +{SPR_IMPX,14,700,NULL,S_NULL,0,0}, // S_IMP_CHUNKA3 +{SPR_IMPX,15,5,NULL,S_IMP_CHUNKB2,0,0}, // S_IMP_CHUNKB1 +{SPR_IMPX,16,700,NULL,S_IMP_CHUNKB3,0,0}, // S_IMP_CHUNKB2 +{SPR_IMPX,17,700,NULL,S_NULL,0,0}, // S_IMP_CHUNKB3 +{SPR_FX10,32768,6,NULL,S_IMPFX2,0,0}, // S_IMPFX1 +{SPR_FX10,32769,6,NULL,S_IMPFX3,0,0}, // S_IMPFX2 +{SPR_FX10,32770,6,NULL,S_IMPFX1,0,0}, // S_IMPFX3 +{SPR_FX10,32771,5,NULL,S_IMPFXI2,0,0}, // S_IMPFXI1 +{SPR_FX10,32772,5,NULL,S_IMPFXI3,0,0}, // S_IMPFXI2 +{SPR_FX10,32773,5,NULL,S_IMPFXI4,0,0}, // S_IMPFXI3 +{SPR_FX10,32774,5,NULL,S_NULL,0,0}, // S_IMPFXI4 +{SPR_KNIG,0,10,A_Look,S_KNIGHT_STND2,0,0}, // S_KNIGHT_STND1 +{SPR_KNIG,1,10,A_Look,S_KNIGHT_STND1,0,0}, // S_KNIGHT_STND2 +{SPR_KNIG,0,4,A_Chase,S_KNIGHT_WALK2,0,0}, // S_KNIGHT_WALK1 +{SPR_KNIG,1,4,A_Chase,S_KNIGHT_WALK3,0,0}, // S_KNIGHT_WALK2 +{SPR_KNIG,2,4,A_Chase,S_KNIGHT_WALK4,0,0}, // S_KNIGHT_WALK3 +{SPR_KNIG,3,4,A_Chase,S_KNIGHT_WALK1,0,0}, // S_KNIGHT_WALK4 +{SPR_KNIG,4,10,A_FaceTarget,S_KNIGHT_ATK2,0,0}, // S_KNIGHT_ATK1 +{SPR_KNIG,5,8,A_FaceTarget,S_KNIGHT_ATK3,0,0}, // S_KNIGHT_ATK2 +{SPR_KNIG,6,8,A_KnightAttack,S_KNIGHT_ATK4,0,0}, // S_KNIGHT_ATK3 +{SPR_KNIG,4,10,A_FaceTarget,S_KNIGHT_ATK5,0,0}, // S_KNIGHT_ATK4 +{SPR_KNIG,5,8,A_FaceTarget,S_KNIGHT_ATK6,0,0}, // S_KNIGHT_ATK5 +{SPR_KNIG,6,8,A_KnightAttack,S_KNIGHT_WALK1,0,0}, // S_KNIGHT_ATK6 +{SPR_KNIG,7,3,NULL,S_KNIGHT_PAIN2,0,0}, // S_KNIGHT_PAIN1 +{SPR_KNIG,7,3,A_Pain,S_KNIGHT_WALK1,0,0}, // S_KNIGHT_PAIN2 +{SPR_KNIG,8,6,NULL,S_KNIGHT_DIE2,0,0}, // S_KNIGHT_DIE1 +{SPR_KNIG,9,6,A_Scream,S_KNIGHT_DIE3,0,0}, // S_KNIGHT_DIE2 +{SPR_KNIG,10,6,NULL,S_KNIGHT_DIE4,0,0}, // S_KNIGHT_DIE3 +{SPR_KNIG,11,6,A_NoBlocking,S_KNIGHT_DIE5,0,0}, // S_KNIGHT_DIE4 +{SPR_KNIG,12,6,NULL,S_KNIGHT_DIE6,0,0}, // S_KNIGHT_DIE5 +{SPR_KNIG,13,6,NULL,S_KNIGHT_DIE7,0,0}, // S_KNIGHT_DIE6 +{SPR_KNIG,14,-1,NULL,S_NULL,0,0}, // S_KNIGHT_DIE7 +{SPR_SPAX,32768,3,A_ContMobjSound,S_SPINAXE2,0,0}, // S_SPINAXE1 +{SPR_SPAX,32769,3,NULL,S_SPINAXE3,0,0}, // S_SPINAXE2 +{SPR_SPAX,32770,3,NULL,S_SPINAXE1,0,0}, // S_SPINAXE3 +{SPR_SPAX,32771,6,NULL,S_SPINAXEX2,0,0}, // S_SPINAXEX1 +{SPR_SPAX,32772,6,NULL,S_SPINAXEX3,0,0}, // S_SPINAXEX2 +{SPR_SPAX,32773,6,NULL,S_NULL,0,0}, // S_SPINAXEX3 +{SPR_RAXE,32768,5,A_DripBlood,S_REDAXE2,0,0}, // S_REDAXE1 +{SPR_RAXE,32769,5,A_DripBlood,S_REDAXE1,0,0}, // S_REDAXE2 +{SPR_RAXE,32770,6,NULL,S_REDAXEX2,0,0}, // S_REDAXEX1 +{SPR_RAXE,32771,6,NULL,S_REDAXEX3,0,0}, // S_REDAXEX2 +{SPR_RAXE,32772,6,NULL,S_NULL,0,0}, // S_REDAXEX3 +{SPR_SRCR,0,10,A_Look,S_SRCR1_LOOK2,0,0}, // S_SRCR1_LOOK1 +{SPR_SRCR,1,10,A_Look,S_SRCR1_LOOK1,0,0}, // S_SRCR1_LOOK2 +{SPR_SRCR,0,5,A_Sor1Chase,S_SRCR1_WALK2,0,0}, // S_SRCR1_WALK1 +{SPR_SRCR,1,5,A_Sor1Chase,S_SRCR1_WALK3,0,0}, // S_SRCR1_WALK2 +{SPR_SRCR,2,5,A_Sor1Chase,S_SRCR1_WALK4,0,0}, // S_SRCR1_WALK3 +{SPR_SRCR,3,5,A_Sor1Chase,S_SRCR1_WALK1,0,0}, // S_SRCR1_WALK4 +{SPR_SRCR,16,6,A_Sor1Pain,S_SRCR1_WALK1,0,0}, // S_SRCR1_PAIN1 +{SPR_SRCR,16,7,A_FaceTarget,S_SRCR1_ATK2,0,0}, // S_SRCR1_ATK1 +{SPR_SRCR,17,6,A_FaceTarget,S_SRCR1_ATK3,0,0}, // S_SRCR1_ATK2 +{SPR_SRCR,18,10,A_Srcr1Attack,S_SRCR1_WALK1,0,0}, // S_SRCR1_ATK3 +{SPR_SRCR,18,10,A_FaceTarget,S_SRCR1_ATK5,0,0}, // S_SRCR1_ATK4 +{SPR_SRCR,16,7,A_FaceTarget,S_SRCR1_ATK6,0,0}, // S_SRCR1_ATK5 +{SPR_SRCR,17,6,A_FaceTarget,S_SRCR1_ATK7,0,0}, // S_SRCR1_ATK6 +{SPR_SRCR,18,10,A_Srcr1Attack,S_SRCR1_WALK1,0,0}, // S_SRCR1_ATK7 +{SPR_SRCR,4,7,NULL,S_SRCR1_DIE2,0,0}, // S_SRCR1_DIE1 +{SPR_SRCR,5,7,A_Scream,S_SRCR1_DIE3,0,0}, // S_SRCR1_DIE2 +{SPR_SRCR,6,7,NULL,S_SRCR1_DIE4,0,0}, // S_SRCR1_DIE3 +{SPR_SRCR,7,6,NULL,S_SRCR1_DIE5,0,0}, // S_SRCR1_DIE4 +{SPR_SRCR,8,6,NULL,S_SRCR1_DIE6,0,0}, // S_SRCR1_DIE5 +{SPR_SRCR,9,6,NULL,S_SRCR1_DIE7,0,0}, // S_SRCR1_DIE6 +{SPR_SRCR,10,6,NULL,S_SRCR1_DIE8,0,0}, // S_SRCR1_DIE7 +{SPR_SRCR,11,25,A_SorZap,S_SRCR1_DIE9,0,0}, // S_SRCR1_DIE8 +{SPR_SRCR,12,5,NULL,S_SRCR1_DIE10,0,0}, // S_SRCR1_DIE9 +{SPR_SRCR,13,5,NULL,S_SRCR1_DIE11,0,0}, // S_SRCR1_DIE10 +{SPR_SRCR,14,4,NULL,S_SRCR1_DIE12,0,0}, // S_SRCR1_DIE11 +{SPR_SRCR,11,20,A_SorZap,S_SRCR1_DIE13,0,0}, // S_SRCR1_DIE12 +{SPR_SRCR,12,5,NULL,S_SRCR1_DIE14,0,0}, // S_SRCR1_DIE13 +{SPR_SRCR,13,5,NULL,S_SRCR1_DIE15,0,0}, // S_SRCR1_DIE14 +{SPR_SRCR,14,4,NULL,S_SRCR1_DIE16,0,0}, // S_SRCR1_DIE15 +{SPR_SRCR,11,12,NULL,S_SRCR1_DIE17,0,0}, // S_SRCR1_DIE16 +{SPR_SRCR,15,-1,A_SorcererRise,S_NULL,0,0}, // S_SRCR1_DIE17 +{SPR_FX14,32768,6,NULL,S_SRCRFX1_2,0,0}, // S_SRCRFX1_1 +{SPR_FX14,32769,6,NULL,S_SRCRFX1_3,0,0}, // S_SRCRFX1_2 +{SPR_FX14,32770,6,NULL,S_SRCRFX1_1,0,0}, // S_SRCRFX1_3 +{SPR_FX14,32771,5,NULL,S_SRCRFXI1_2,0,0}, // S_SRCRFXI1_1 +{SPR_FX14,32772,5,NULL,S_SRCRFXI1_3,0,0}, // S_SRCRFXI1_2 +{SPR_FX14,32773,5,NULL,S_SRCRFXI1_4,0,0}, // S_SRCRFXI1_3 +{SPR_FX14,32774,5,NULL,S_SRCRFXI1_5,0,0}, // S_SRCRFXI1_4 +{SPR_FX14,32775,5,NULL,S_NULL,0,0}, // S_SRCRFXI1_5 +{SPR_SOR2,0,4,NULL,S_SOR2_RISE2,0,0}, // S_SOR2_RISE1 +{SPR_SOR2,1,4,NULL,S_SOR2_RISE3,0,0}, // S_SOR2_RISE2 +{SPR_SOR2,2,4,A_SorRise,S_SOR2_RISE4,0,0}, // S_SOR2_RISE3 +{SPR_SOR2,3,4,NULL,S_SOR2_RISE5,0,0}, // S_SOR2_RISE4 +{SPR_SOR2,4,4,NULL,S_SOR2_RISE6,0,0}, // S_SOR2_RISE5 +{SPR_SOR2,5,4,NULL,S_SOR2_RISE7,0,0}, // S_SOR2_RISE6 +{SPR_SOR2,6,12,A_SorSightSnd,S_SOR2_WALK1,0,0}, // S_SOR2_RISE7 +{SPR_SOR2,12,10,A_Look,S_SOR2_LOOK2,0,0}, // S_SOR2_LOOK1 +{SPR_SOR2,13,10,A_Look,S_SOR2_LOOK1,0,0}, // S_SOR2_LOOK2 +{SPR_SOR2,12,4,A_Chase,S_SOR2_WALK2,0,0}, // S_SOR2_WALK1 +{SPR_SOR2,13,4,A_Chase,S_SOR2_WALK3,0,0}, // S_SOR2_WALK2 +{SPR_SOR2,14,4,A_Chase,S_SOR2_WALK4,0,0}, // S_SOR2_WALK3 +{SPR_SOR2,15,4,A_Chase,S_SOR2_WALK1,0,0}, // S_SOR2_WALK4 +{SPR_SOR2,16,3,NULL,S_SOR2_PAIN2,0,0}, // S_SOR2_PAIN1 +{SPR_SOR2,16,6,A_Pain,S_SOR2_WALK1,0,0}, // S_SOR2_PAIN2 +{SPR_SOR2,17,9,A_Srcr2Decide,S_SOR2_ATK2,0,0}, // S_SOR2_ATK1 +{SPR_SOR2,18,9,A_FaceTarget,S_SOR2_ATK3,0,0}, // S_SOR2_ATK2 +{SPR_SOR2,19,20,A_Srcr2Attack,S_SOR2_WALK1,0,0}, // S_SOR2_ATK3 +{SPR_SOR2,11,6,NULL,S_SOR2_TELE2,0,0}, // S_SOR2_TELE1 +{SPR_SOR2,10,6,NULL,S_SOR2_TELE3,0,0}, // S_SOR2_TELE2 +{SPR_SOR2,9,6,NULL,S_SOR2_TELE4,0,0}, // S_SOR2_TELE3 +{SPR_SOR2,8,6,NULL,S_SOR2_TELE5,0,0}, // S_SOR2_TELE4 +{SPR_SOR2,7,6,NULL,S_SOR2_TELE6,0,0}, // S_SOR2_TELE5 +{SPR_SOR2,6,6,NULL,S_SOR2_WALK1,0,0}, // S_SOR2_TELE6 +{SPR_SDTH,0,8,A_Sor2DthInit,S_SOR2_DIE2,0,0}, // S_SOR2_DIE1 +{SPR_SDTH,1,8,NULL,S_SOR2_DIE3,0,0}, // S_SOR2_DIE2 +{SPR_SDTH,2,8,A_SorDSph,S_SOR2_DIE4,0,0}, // S_SOR2_DIE3 +{SPR_SDTH,3,7,NULL,S_SOR2_DIE5,0,0}, // S_SOR2_DIE4 +{SPR_SDTH,4,7,NULL,S_SOR2_DIE6,0,0}, // S_SOR2_DIE5 +{SPR_SDTH,5,7,A_Sor2DthLoop,S_SOR2_DIE7,0,0}, // S_SOR2_DIE6 +{SPR_SDTH,6,6,A_SorDExp,S_SOR2_DIE8,0,0}, // S_SOR2_DIE7 +{SPR_SDTH,7,6,NULL,S_SOR2_DIE9,0,0}, // S_SOR2_DIE8 +{SPR_SDTH,8,18,NULL,S_SOR2_DIE10,0,0}, // S_SOR2_DIE9 +{SPR_SDTH,9,6,A_NoBlocking,S_SOR2_DIE11,0,0}, // S_SOR2_DIE10 +{SPR_SDTH,10,6,A_SorDBon,S_SOR2_DIE12,0,0}, // S_SOR2_DIE11 +{SPR_SDTH,11,6,NULL,S_SOR2_DIE13,0,0}, // S_SOR2_DIE12 +{SPR_SDTH,12,6,NULL,S_SOR2_DIE14,0,0}, // S_SOR2_DIE13 +{SPR_SDTH,13,6,NULL,S_SOR2_DIE15,0,0}, // S_SOR2_DIE14 +{SPR_SDTH,14,-1,A_BossDeath,S_NULL,0,0}, // S_SOR2_DIE15 +{SPR_FX16,32768,3,A_BlueSpark,S_SOR2FX1_2,0,0}, // S_SOR2FX1_1 +{SPR_FX16,32769,3,A_BlueSpark,S_SOR2FX1_3,0,0}, // S_SOR2FX1_2 +{SPR_FX16,32770,3,A_BlueSpark,S_SOR2FX1_1,0,0}, // S_SOR2FX1_3 +{SPR_FX16,32774,5,A_Explode,S_SOR2FXI1_2,0,0}, // S_SOR2FXI1_1 +{SPR_FX16,32775,5,NULL,S_SOR2FXI1_3,0,0}, // S_SOR2FXI1_2 +{SPR_FX16,32776,5,NULL,S_SOR2FXI1_4,0,0}, // S_SOR2FXI1_3 +{SPR_FX16,32777,5,NULL,S_SOR2FXI1_5,0,0}, // S_SOR2FXI1_4 +{SPR_FX16,32778,5,NULL,S_SOR2FXI1_6,0,0}, // S_SOR2FXI1_5 +{SPR_FX16,32779,5,NULL,S_NULL,0,0}, // S_SOR2FXI1_6 +{SPR_FX16,32771,12,NULL,S_SOR2FXSPARK2,0,0}, // S_SOR2FXSPARK1 +{SPR_FX16,32772,12,NULL,S_SOR2FXSPARK3,0,0}, // S_SOR2FXSPARK2 +{SPR_FX16,32773,12,NULL,S_NULL,0,0}, // S_SOR2FXSPARK3 +{SPR_FX11,32768,35,NULL,S_SOR2FX2_2,0,0}, // S_SOR2FX2_1 +{SPR_FX11,32768,5,A_GenWizard,S_SOR2FX2_3,0,0}, // S_SOR2FX2_2 +{SPR_FX11,32769,5,NULL,S_SOR2FX2_2,0,0}, // S_SOR2FX2_3 +{SPR_FX11,32770,5,NULL,S_SOR2FXI2_2,0,0}, // S_SOR2FXI2_1 +{SPR_FX11,32771,5,NULL,S_SOR2FXI2_3,0,0}, // S_SOR2FXI2_2 +{SPR_FX11,32772,5,NULL,S_SOR2FXI2_4,0,0}, // S_SOR2FXI2_3 +{SPR_FX11,32773,5,NULL,S_SOR2FXI2_5,0,0}, // S_SOR2FXI2_4 +{SPR_FX11,32774,5,NULL,S_NULL,0,0}, // S_SOR2FXI2_5 +{SPR_SOR2,6,8,NULL,S_SOR2TELEFADE2,0,0}, // S_SOR2TELEFADE1 +{SPR_SOR2,7,6,NULL,S_SOR2TELEFADE3,0,0}, // S_SOR2TELEFADE2 +{SPR_SOR2,8,6,NULL,S_SOR2TELEFADE4,0,0}, // S_SOR2TELEFADE3 +{SPR_SOR2,9,6,NULL,S_SOR2TELEFADE5,0,0}, // S_SOR2TELEFADE4 +{SPR_SOR2,10,6,NULL,S_SOR2TELEFADE6,0,0}, // S_SOR2TELEFADE5 +{SPR_SOR2,11,6,NULL,S_NULL,0,0}, // S_SOR2TELEFADE6 +{SPR_MNTR,0,10,A_Look,S_MNTR_LOOK2,0,0}, // S_MNTR_LOOK1 +{SPR_MNTR,1,10,A_Look,S_MNTR_LOOK1,0,0}, // S_MNTR_LOOK2 +{SPR_MNTR,0,5,A_Chase,S_MNTR_WALK2,0,0}, // S_MNTR_WALK1 +{SPR_MNTR,1,5,A_Chase,S_MNTR_WALK3,0,0}, // S_MNTR_WALK2 +{SPR_MNTR,2,5,A_Chase,S_MNTR_WALK4,0,0}, // S_MNTR_WALK3 +{SPR_MNTR,3,5,A_Chase,S_MNTR_WALK1,0,0}, // S_MNTR_WALK4 +{SPR_MNTR,21,10,A_FaceTarget,S_MNTR_ATK1_2,0,0}, // S_MNTR_ATK1_1 +{SPR_MNTR,22,7,A_FaceTarget,S_MNTR_ATK1_3,0,0}, // S_MNTR_ATK1_2 +{SPR_MNTR,23,12,A_MinotaurAtk1,S_MNTR_WALK1,0,0}, // S_MNTR_ATK1_3 +{SPR_MNTR,21,10,A_MinotaurDecide,S_MNTR_ATK2_2,0,0}, // S_MNTR_ATK2_1 +{SPR_MNTR,24,4,A_FaceTarget,S_MNTR_ATK2_3,0,0}, // S_MNTR_ATK2_2 +{SPR_MNTR,25,9,A_MinotaurAtk2,S_MNTR_WALK1,0,0}, // S_MNTR_ATK2_3 +{SPR_MNTR,21,10,A_FaceTarget,S_MNTR_ATK3_2,0,0}, // S_MNTR_ATK3_1 +{SPR_MNTR,22,7,A_FaceTarget,S_MNTR_ATK3_3,0,0}, // S_MNTR_ATK3_2 +{SPR_MNTR,23,12,A_MinotaurAtk3,S_MNTR_WALK1,0,0}, // S_MNTR_ATK3_3 +{SPR_MNTR,23,12,NULL,S_MNTR_ATK3_1,0,0}, // S_MNTR_ATK3_4 +{SPR_MNTR,20,2,A_MinotaurCharge,S_MNTR_ATK4_1,0,0}, // S_MNTR_ATK4_1 +{SPR_MNTR,4,3,NULL,S_MNTR_PAIN2,0,0}, // S_MNTR_PAIN1 +{SPR_MNTR,4,6,A_Pain,S_MNTR_WALK1,0,0}, // S_MNTR_PAIN2 +{SPR_MNTR,5,6,NULL,S_MNTR_DIE2,0,0}, // S_MNTR_DIE1 +{SPR_MNTR,6,5,NULL,S_MNTR_DIE3,0,0}, // S_MNTR_DIE2 +{SPR_MNTR,7,6,A_Scream,S_MNTR_DIE4,0,0}, // S_MNTR_DIE3 +{SPR_MNTR,8,5,NULL,S_MNTR_DIE5,0,0}, // S_MNTR_DIE4 +{SPR_MNTR,9,6,NULL,S_MNTR_DIE6,0,0}, // S_MNTR_DIE5 +{SPR_MNTR,10,5,NULL,S_MNTR_DIE7,0,0}, // S_MNTR_DIE6 +{SPR_MNTR,11,6,NULL,S_MNTR_DIE8,0,0}, // S_MNTR_DIE7 +{SPR_MNTR,12,5,A_NoBlocking,S_MNTR_DIE9,0,0}, // S_MNTR_DIE8 +{SPR_MNTR,13,6,NULL,S_MNTR_DIE10,0,0}, // S_MNTR_DIE9 +{SPR_MNTR,14,5,NULL,S_MNTR_DIE11,0,0}, // S_MNTR_DIE10 +{SPR_MNTR,15,6,NULL,S_MNTR_DIE12,0,0}, // S_MNTR_DIE11 +{SPR_MNTR,16,5,NULL,S_MNTR_DIE13,0,0}, // S_MNTR_DIE12 +{SPR_MNTR,17,6,NULL,S_MNTR_DIE14,0,0}, // S_MNTR_DIE13 +{SPR_MNTR,18,5,NULL,S_MNTR_DIE15,0,0}, // S_MNTR_DIE14 +{SPR_MNTR,19,-1,A_BossDeath,S_NULL,0,0}, // S_MNTR_DIE15 +{SPR_FX12,32768,6,NULL,S_MNTRFX1_2,0,0}, // S_MNTRFX1_1 +{SPR_FX12,32769,6,NULL,S_MNTRFX1_1,0,0}, // S_MNTRFX1_2 +{SPR_FX12,32770,5,NULL,S_MNTRFXI1_2,0,0}, // S_MNTRFXI1_1 +{SPR_FX12,32771,5,NULL,S_MNTRFXI1_3,0,0}, // S_MNTRFXI1_2 +{SPR_FX12,32772,5,NULL,S_MNTRFXI1_4,0,0}, // S_MNTRFXI1_3 +{SPR_FX12,32773,5,NULL,S_MNTRFXI1_5,0,0}, // S_MNTRFXI1_4 +{SPR_FX12,32774,5,NULL,S_MNTRFXI1_6,0,0}, // S_MNTRFXI1_5 +{SPR_FX12,32775,5,NULL,S_NULL,0,0}, // S_MNTRFXI1_6 +{SPR_FX13,0,2,A_MntrFloorFire,S_MNTRFX2_1,0,0}, // S_MNTRFX2_1 +{SPR_FX13,32776,4,A_Explode,S_MNTRFXI2_2,0,0}, // S_MNTRFXI2_1 +{SPR_FX13,32777,4,NULL,S_MNTRFXI2_3,0,0}, // S_MNTRFXI2_2 +{SPR_FX13,32778,4,NULL,S_MNTRFXI2_4,0,0}, // S_MNTRFXI2_3 +{SPR_FX13,32779,4,NULL,S_MNTRFXI2_5,0,0}, // S_MNTRFXI2_4 +{SPR_FX13,32780,4,NULL,S_NULL,0,0}, // S_MNTRFXI2_5 +{SPR_FX13,32771,4,NULL,S_MNTRFX3_2,0,0}, // S_MNTRFX3_1 +{SPR_FX13,32770,4,NULL,S_MNTRFX3_3,0,0}, // S_MNTRFX3_2 +{SPR_FX13,32769,5,NULL,S_MNTRFX3_4,0,0}, // S_MNTRFX3_3 +{SPR_FX13,32770,5,NULL,S_MNTRFX3_5,0,0}, // S_MNTRFX3_4 +{SPR_FX13,32771,5,NULL,S_MNTRFX3_6,0,0}, // S_MNTRFX3_5 +{SPR_FX13,32772,5,NULL,S_MNTRFX3_7,0,0}, // S_MNTRFX3_6 +{SPR_FX13,32773,4,NULL,S_MNTRFX3_8,0,0}, // S_MNTRFX3_7 +{SPR_FX13,32774,4,NULL,S_MNTRFX3_9,0,0}, // S_MNTRFX3_8 +{SPR_FX13,32775,4,NULL,S_NULL,0,0}, // S_MNTRFX3_9 +{SPR_AKYY,32768,3,NULL,S_AKYY2,0,0}, // S_AKYY1 +{SPR_AKYY,32769,3,NULL,S_AKYY3,0,0}, // S_AKYY2 +{SPR_AKYY,32770,3,NULL,S_AKYY4,0,0}, // S_AKYY3 +{SPR_AKYY,32771,3,NULL,S_AKYY5,0,0}, // S_AKYY4 +{SPR_AKYY,32772,3,NULL,S_AKYY6,0,0}, // S_AKYY5 +{SPR_AKYY,32773,3,NULL,S_AKYY7,0,0}, // S_AKYY6 +{SPR_AKYY,32774,3,NULL,S_AKYY8,0,0}, // S_AKYY7 +{SPR_AKYY,32775,3,NULL,S_AKYY9,0,0}, // S_AKYY8 +{SPR_AKYY,32776,3,NULL,S_AKYY10,0,0}, // S_AKYY9 +{SPR_AKYY,32777,3,NULL,S_AKYY1,0,0}, // S_AKYY10 +{SPR_BKYY,32768,3,NULL,S_BKYY2,0,0}, // S_BKYY1 +{SPR_BKYY,32769,3,NULL,S_BKYY3,0,0}, // S_BKYY2 +{SPR_BKYY,32770,3,NULL,S_BKYY4,0,0}, // S_BKYY3 +{SPR_BKYY,32771,3,NULL,S_BKYY5,0,0}, // S_BKYY4 +{SPR_BKYY,32772,3,NULL,S_BKYY6,0,0}, // S_BKYY5 +{SPR_BKYY,32773,3,NULL,S_BKYY7,0,0}, // S_BKYY6 +{SPR_BKYY,32774,3,NULL,S_BKYY8,0,0}, // S_BKYY7 +{SPR_BKYY,32775,3,NULL,S_BKYY9,0,0}, // S_BKYY8 +{SPR_BKYY,32776,3,NULL,S_BKYY10,0,0}, // S_BKYY9 +{SPR_BKYY,32777,3,NULL,S_BKYY1,0,0}, // S_BKYY10 +{SPR_CKYY,32768,3,NULL,S_CKYY2,0,0}, // S_CKYY1 +{SPR_CKYY,32769,3,NULL,S_CKYY3,0,0}, // S_CKYY2 +{SPR_CKYY,32770,3,NULL,S_CKYY4,0,0}, // S_CKYY3 +{SPR_CKYY,32771,3,NULL,S_CKYY5,0,0}, // S_CKYY4 +{SPR_CKYY,32772,3,NULL,S_CKYY6,0,0}, // S_CKYY5 +{SPR_CKYY,32773,3,NULL,S_CKYY7,0,0}, // S_CKYY6 +{SPR_CKYY,32774,3,NULL,S_CKYY8,0,0}, // S_CKYY7 +{SPR_CKYY,32775,3,NULL,S_CKYY9,0,0}, // S_CKYY8 +{SPR_CKYY,32776,3,NULL,S_CKYY1,0,0}, // S_CKYY9 +{SPR_AMG1,0,-1,NULL,S_NULL,0,0}, // S_AMG1 +{SPR_AMG2,0,4,NULL,S_AMG2_2,0,0}, // S_AMG2_1 +{SPR_AMG2,1,4,NULL,S_AMG2_3,0,0}, // S_AMG2_2 +{SPR_AMG2,2,4,NULL,S_AMG2_1,0,0}, // S_AMG2_3 +{SPR_AMM1,0,-1,NULL,S_NULL,0,0}, // S_AMM1 +{SPR_AMM2,0,-1,NULL,S_NULL,0,0}, // S_AMM2 +{SPR_AMC1,0,-1,NULL,S_NULL,0,0}, // S_AMC1 +{SPR_AMC2,0,5,NULL,S_AMC2_2,0,0}, // S_AMC2_1 +{SPR_AMC2,1,5,NULL,S_AMC2_3,0,0}, // S_AMC2_2 +{SPR_AMC2,2,5,NULL,S_AMC2_1,0,0}, // S_AMC2_3 +{SPR_AMS1,0,5,NULL,S_AMS1_2,0,0}, // S_AMS1_1 +{SPR_AMS1,1,5,NULL,S_AMS1_1,0,0}, // S_AMS1_2 +{SPR_AMS2,0,5,NULL,S_AMS2_2,0,0}, // S_AMS2_1 +{SPR_AMS2,1,5,NULL,S_AMS2_1,0,0}, // S_AMS2_2 +{SPR_AMP1,0,4,NULL,S_AMP1_2,0,0}, // S_AMP1_1 +{SPR_AMP1,1,4,NULL,S_AMP1_3,0,0}, // S_AMP1_2 +{SPR_AMP1,2,4,NULL,S_AMP1_1,0,0}, // S_AMP1_3 +{SPR_AMP2,0,4,NULL,S_AMP2_2,0,0}, // S_AMP2_1 +{SPR_AMP2,1,4,NULL,S_AMP2_3,0,0}, // S_AMP2_2 +{SPR_AMP2,2,4,NULL,S_AMP2_1,0,0}, // S_AMP2_3 +{SPR_AMB1,0,4,NULL,S_AMB1_2,0,0}, // S_AMB1_1 +{SPR_AMB1,1,4,NULL,S_AMB1_3,0,0}, // S_AMB1_2 +{SPR_AMB1,2,4,NULL,S_AMB1_1,0,0}, // S_AMB1_3 +{SPR_AMB2,0,4,NULL,S_AMB2_2,0,0}, // S_AMB2_1 +{SPR_AMB2,1,4,NULL,S_AMB2_3,0,0}, // S_AMB2_2 +{SPR_AMB2,2,4,NULL,S_AMB2_1,0,0}, // S_AMB2_3 +{SPR_AMG1,0,100,A_ESound,S_SND_WIND,0,0}, // S_SND_WIND +{SPR_AMG1,0,85,A_ESound,S_SND_WATERFALL,0,0} // S_SND_WATERFALL +}; + + +mobjinfo_t mobjinfo[NUMMOBJTYPES] = { + +{ // MT_MISC0 +81, // doomednum +S_ITEM_PTN1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_ITEMSHIELD1 +85, // doomednum +S_ITEM_SHLD1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_ITEMSHIELD2 +31, // doomednum +S_ITEM_SHD2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_MISC1 +8, // doomednum +S_ITEM_BAGH1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_MISC2 +35, // doomednum +S_ITEM_SPMP1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_ARTIINVISIBILITY +75, // doomednum +S_ARTI_INVS1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_SHADOW|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_MISC3 +82, // doomednum +S_ARTI_PTN2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_ARTIFLY +83, // doomednum +S_ARTI_SOAR1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_ARTIINVULNERABILITY +84, // doomednum +S_ARTI_INVU1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_ARTITOMEOFPOWER +86, // doomednum +S_ARTI_PWBK1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_ARTIEGG +30, // doomednum +S_ARTI_EGGC1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_EGGFX +-1, // doomednum +S_EGGFX1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_EGGFXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +18*FRACUNIT, // speed +8*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +1, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_ARTISUPERHEAL +32, // doomednum +S_ARTI_SPHL1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_MISC4 +33, // doomednum +S_ARTI_TRCH1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_MISC5 +34, // doomednum +S_ARTI_FBMB1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_FIREBOMB +-1, // doomednum +S_FIREBOMB1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_phohit, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOGRAVITY|MF_SHADOW, // flags +0 // flags2 + }, + +{ // MT_ARTITELEPORT +36, // doomednum +S_ARTI_ATLP1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_COUNTITEM, // flags +MF2_FLOATBOB // flags2 + }, + +{ // MT_POD +2035, // doomednum +S_POD_WAIT1, // spawnstate +45, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_POD_PAIN1, // painstate +255, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_POD_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_podexp, // deathsound +0, // speed +16*FRACUNIT, // radius +54*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID|MF_NOBLOOD|MF_SHOOTABLE|MF_DROPOFF, // flags +MF2_WINDTHRUST|MF2_PUSHABLE|MF2_SLIDE|MF2_PASSMOBJ|MF2_TELESTOMP // flags2 + }, + +{ // MT_PODGOO +-1, // doomednum +S_PODGOO1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_PODGOOX, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +2*FRACUNIT, // radius +4*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH // flags2 + }, + +{ // MT_PODGENERATOR +43, // doomednum +S_PODGENERATOR, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOSECTOR, // flags +0 // flags2 + }, + +{ // MT_SPLASH +-1, // doomednum +S_SPLASH1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_SPLASHX, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +2*FRACUNIT, // radius +4*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH // flags2 + }, + +{ // MT_SPLASHBASE +-1, // doomednum +S_SPLASHBASE1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP, // flags +0 // flags2 + }, + +{ // MT_LAVASPLASH +-1, // doomednum +S_LAVASPLASH1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP, // flags +0 // flags2 + }, + +{ // MT_LAVASMOKE +-1, // doomednum +S_LAVASMOKE1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags +0 // flags2 + }, + +{ // MT_SLUDGECHUNK +-1, // doomednum +S_SLUDGECHUNK1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_SLUDGECHUNKX, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +2*FRACUNIT, // radius +4*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH // flags2 + }, + +{ // MT_SLUDGESPLASH +-1, // doomednum +S_SLUDGESPLASH1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP, // flags +0 // flags2 + }, + +{ // MT_SKULLHANG70 +17, // doomednum +S_SKULLHANG70_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +70*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_SKULLHANG60 +24, // doomednum +S_SKULLHANG60_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +60*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_SKULLHANG45 +25, // doomednum +S_SKULLHANG45_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +45*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_SKULLHANG35 +26, // doomednum +S_SKULLHANG35_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +35*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_CHANDELIER +28, // doomednum +S_CHANDELIER1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +60*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_SERPTORCH +27, // doomednum +S_SERPTORCH1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +12*FRACUNIT, // radius +54*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_SMALLPILLAR +29, // doomednum +S_SMALLPILLAR, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +16*FRACUNIT, // radius +34*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_STALAGMITESMALL +37, // doomednum +S_STALAGMITESMALL, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +8*FRACUNIT, // radius +32*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_STALAGMITELARGE +38, // doomednum +S_STALAGMITELARGE, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +12*FRACUNIT, // radius +64*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_STALACTITESMALL +39, // doomednum +S_STALACTITESMALL, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +8*FRACUNIT, // radius +36*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_STALACTITELARGE +40, // doomednum +S_STALACTITELARGE, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +12*FRACUNIT, // radius +68*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_MISC6 +76, // doomednum +S_FIREBRAZIER1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +16*FRACUNIT, // radius +44*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_BARREL +44, // doomednum +S_BARREL, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +12*FRACUNIT, // radius +32*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_MISC7 +47, // doomednum +S_BRPILLAR, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +14*FRACUNIT, // radius +128*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_MISC8 +48, // doomednum +S_MOSS1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +23*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_MISC9 +49, // doomednum +S_MOSS2, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +27*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_MISC10 +50, // doomednum +S_WALLTORCH1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_MISC11 +51, // doomednum +S_HANGINGCORPSE, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +8*FRACUNIT, // radius +104*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_KEYGIZMOBLUE +94, // doomednum +S_KEYGIZMO1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +16*FRACUNIT, // radius +50*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_KEYGIZMOGREEN +95, // doomednum +S_KEYGIZMO1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +16*FRACUNIT, // radius +50*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_KEYGIZMOYELLOW +96, // doomednum +S_KEYGIZMO1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +16*FRACUNIT, // radius +50*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_KEYGIZMOFLOAT +-1, // doomednum +S_KGZ_START, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +16*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_MISC12 +87, // doomednum +S_VOLCANO1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +12*FRACUNIT, // radius +20*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID, // flags +0 // flags2 + }, + +{ // MT_VOLCANOBLAST +-1, // doomednum +S_VOLCANOBALL1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_VOLCANOBALLX1, // deathstate +S_NULL, // xdeathstate +sfx_volhit, // deathsound +2*FRACUNIT, // speed +8*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_LOGRAV|MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2 + }, + +{ // MT_VOLCANOTBLAST +-1, // doomednum +S_VOLCANOTBALL1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_VOLCANOTBALLX1, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +2*FRACUNIT, // speed +8*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +1, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_LOGRAV|MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2 + }, + +{ // MT_TELEGLITGEN +74, // doomednum +S_TELEGLITGEN1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOSECTOR, // flags +0 // flags2 + }, + +{ // MT_TELEGLITGEN2 +52, // doomednum +S_TELEGLITGEN2, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOSECTOR, // flags +0 // flags2 + }, + +{ // MT_TELEGLITTER +-1, // doomednum +S_TELEGLITTER1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags +0 // flags2 + }, + +{ // MT_TELEGLITTER2 +-1, // doomednum +S_TELEGLITTER2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags +0 // flags2 + }, + +{ // MT_TFOG +-1, // doomednum +S_TFOG1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_TELEPORTMAN +14, // doomednum +S_NULL, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOSECTOR, // flags +0 // flags2 + }, + +{ // MT_STAFFPUFF +-1, // doomednum +S_STAFFPUFF1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_stfhit, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_STAFFPUFF2 +-1, // doomednum +S_STAFFPUFF2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_stfpow, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_BEAKPUFF +-1, // doomednum +S_STAFFPUFF1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_chicatk, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_MISC13 +2005, // doomednum +S_WGNT, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_GAUNTLETPUFF1 +-1, // doomednum +S_GAUNTLETPUFF1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags +0 // flags2 + }, + +{ // MT_GAUNTLETPUFF2 +-1, // doomednum +S_GAUNTLETPUFF2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags +0 // flags2 + }, + +{ // MT_MISC14 +53, // doomednum +S_BLSR, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_BLASTERFX1 +-1, // doomednum +S_BLASTERFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_BLASTERFXI1_1, // deathstate +S_NULL, // xdeathstate +sfx_blshit, // deathsound +184*FRACUNIT, // speed +12*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_BLASTERSMOKE +-1, // doomednum +S_BLASTERSMOKE1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags +MF2_NOTELEPORT|MF2_CANNOTPUSH // flags2 + }, + +{ // MT_RIPPER +-1, // doomednum +S_RIPPER1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_RIPPERX1, // deathstate +S_NULL, // xdeathstate +sfx_hrnhit, // deathsound +14*FRACUNIT, // speed +8*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +1, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT|MF2_RIP // flags2 + }, + +{ // MT_BLASTERPUFF1 +-1, // doomednum +S_BLASTERPUFF1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_BLASTERPUFF2 +-1, // doomednum +S_BLASTERPUFF2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_WMACE +2002, // doomednum +S_WMCE, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_MACEFX1 +-1, // doomednum +S_MACEFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_lobsht, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_MACEFXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +20*FRACUNIT, // speed +8*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_FLOORBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_MACEFX2 +-1, // doomednum +S_MACEFX2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_MACEFXI2_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +10*FRACUNIT, // speed +8*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +6, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_LOGRAV|MF2_FLOORBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_MACEFX3 +-1, // doomednum +S_MACEFX3_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_MACEFXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +7*FRACUNIT, // speed +8*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +4, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_LOGRAV|MF2_FLOORBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_MACEFX4 +-1, // doomednum +S_MACEFX4_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_MACEFXI4_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +7*FRACUNIT, // speed +8*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +18, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_LOGRAV|MF2_FLOORBOUNCE|MF2_THRUGHOST|MF2_TELESTOMP // flags2 + }, + +{ // MT_WSKULLROD +2004, // doomednum +S_WSKL, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_HORNRODFX1 +-1, // doomednum +S_HRODFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_hrnsht, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_HRODFXI1_1, // deathstate +S_NULL, // xdeathstate +sfx_hrnhit, // deathsound +22*FRACUNIT, // speed +12*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +3, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_WINDTHRUST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_HORNRODFX2 +-1, // doomednum +S_HRODFX2_1, // spawnstate +4*35, // spawnhealth +S_NULL, // seestate +sfx_hrnsht, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_HRODFXI2_1, // deathstate +S_NULL, // xdeathstate +sfx_ramphit, // deathsound +22*FRACUNIT, // speed +12*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +10, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_RAINPLR1 +-1, // doomednum +S_RAINPLR1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_RAINPLR1X_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +12*FRACUNIT, // speed +5*FRACUNIT, // radius +12*FRACUNIT, // height +100, // mass +5, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_RAINPLR2 +-1, // doomednum +S_RAINPLR2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_RAINPLR2X_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +12*FRACUNIT, // speed +5*FRACUNIT, // radius +12*FRACUNIT, // height +100, // mass +5, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_RAINPLR3 +-1, // doomednum +S_RAINPLR3_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_RAINPLR3X_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +12*FRACUNIT, // speed +5*FRACUNIT, // radius +12*FRACUNIT, // height +100, // mass +5, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_RAINPLR4 +-1, // doomednum +S_RAINPLR4_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_RAINPLR4X_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +12*FRACUNIT, // speed +5*FRACUNIT, // radius +12*FRACUNIT, // height +100, // mass +5, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_GOLDWANDFX1 +-1, // doomednum +S_GWANDFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_GWANDFXI1_1, // deathstate +S_NULL, // xdeathstate +sfx_gldhit, // deathsound +22*FRACUNIT, // speed +10*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_GOLDWANDFX2 +-1, // doomednum +S_GWANDFX2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_GWANDFXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +18*FRACUNIT, // speed +10*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +1, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_GOLDWANDPUFF1 +-1, // doomednum +S_GWANDPUFF1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_GOLDWANDPUFF2 +-1, // doomednum +S_GWANDFXI1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_WPHOENIXROD +2003, // doomednum +S_WPHX, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_PHOENIXFX1 +-1, // doomednum +S_PHOENIXFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_phosht, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_PHOENIXFXI1_1, // deathstate +S_NULL, // xdeathstate +sfx_phohit, // deathsound +20*FRACUNIT, // speed +11*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +20, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_THRUGHOST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_PHOENIXPUFF +-1, // doomednum +S_PHOENIXPUFF1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags +MF2_NOTELEPORT|MF2_CANNOTPUSH // flags2 + }, + +{ // MT_PHOENIXFX2 +-1, // doomednum +S_PHOENIXFX2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_PHOENIXFXI2_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +10*FRACUNIT, // speed +6*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2 + }, + +{ // MT_MISC15 +2001, // doomednum +S_WBOW, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_CRBOWFX1 +-1, // doomednum +S_CRBOWFX1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_bowsht, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_CRBOWFXI1_1, // deathstate +S_NULL, // xdeathstate +sfx_hrnhit, // deathsound +30*FRACUNIT, // speed +11*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +10, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_CRBOWFX2 +-1, // doomednum +S_CRBOWFX2, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_bowsht, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_CRBOWFXI1_1, // deathstate +S_NULL, // xdeathstate +sfx_hrnhit, // deathsound +32*FRACUNIT, // speed +11*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +6, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_CRBOWFX3 +-1, // doomednum +S_CRBOWFX3, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_CRBOWFXI3_1, // deathstate +S_NULL, // xdeathstate +sfx_hrnhit, // deathsound +20*FRACUNIT, // speed +11*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_WINDTHRUST|MF2_THRUGHOST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_CRBOWFX4 +-1, // doomednum +S_CRBOWFX4_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP, // flags +MF2_LOGRAV // flags2 + }, + +{ // MT_BLOOD +-1, // doomednum +S_BLOOD1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP, // flags +0 // flags2 + }, + +{ // MT_BLOODSPLATTER +-1, // doomednum +S_BLOODSPLATTER1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_BLOODSPLATTERX, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +2*FRACUNIT, // radius +4*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_NOTELEPORT|MF2_CANNOTPUSH // flags2 + }, + +{ // MT_PLAYER +-1, // doomednum +S_PLAY, // spawnstate +100, // spawnhealth +S_PLAY_RUN1, // seestate +sfx_None, // seesound +0, // reactiontime +sfx_None, // attacksound +S_PLAY_PAIN, // painstate +255, // painchance +sfx_plrpai, // painsound +S_NULL, // meleestate +S_PLAY_ATK1, // missilestate +S_NULL, // crashstate +S_PLAY_DIE1, // deathstate +S_PLAY_XDIE1, // xdeathstate +sfx_plrdth, // deathsound +0, // speed +16*FRACUNIT, // radius +56*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH, // flags +MF2_WINDTHRUST|MF2_FOOTCLIP|MF2_SLIDE|MF2_PASSMOBJ|MF2_TELESTOMP // flags2 + }, + +{ // MT_BLOODYSKULL +-1, // doomednum +S_BLOODYSKULL1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +4*FRACUNIT, // radius +4*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_DROPOFF, // flags +MF2_LOGRAV|MF2_CANNOTPUSH // flags2 + }, + +{ // MT_CHICPLAYER +-1, // doomednum +S_CHICPLAY, // spawnstate +100, // spawnhealth +S_CHICPLAY_RUN1, // seestate +sfx_None, // seesound +0, // reactiontime +sfx_None, // attacksound +S_CHICPLAY_PAIN, // painstate +255, // painchance +sfx_chicpai, // painsound +S_NULL, // meleestate +S_CHICPLAY_ATK1, // missilestate +S_NULL, // crashstate +S_CHICKEN_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_chicdth, // deathsound +0, // speed +16*FRACUNIT, // radius +24*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_NOTDMATCH, // flags +MF2_WINDTHRUST|MF2_SLIDE|MF2_PASSMOBJ|MF2_FOOTCLIP|MF2_LOGRAV|MF2_TELESTOMP // flags2 + }, + +{ // MT_CHICKEN +-1, // doomednum +S_CHICKEN_LOOK1, // spawnstate +10, // spawnhealth +S_CHICKEN_WALK1, // seestate +sfx_chicpai, // seesound +8, // reactiontime +sfx_chicatk, // attacksound +S_CHICKEN_PAIN1, // painstate +200, // painchance +sfx_chicpai, // painsound +S_CHICKEN_ATK1, // meleestate +0, // missilestate +S_NULL, // crashstate +S_CHICKEN_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_chicdth, // deathsound +4, // speed +9*FRACUNIT, // radius +22*FRACUNIT, // height +40, // mass +0, // damage +sfx_chicact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF, // flags +MF2_WINDTHRUST|MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_FEATHER +-1, // doomednum +S_FEATHER1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_FEATHERX, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +2*FRACUNIT, // radius +4*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags +MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH|MF2_WINDTHRUST // flags2 + }, + +{ // MT_MUMMY +68, // doomednum +S_MUMMY_LOOK1, // spawnstate +80, // spawnhealth +S_MUMMY_WALK1, // seestate +sfx_mumsit, // seesound +8, // reactiontime +sfx_mumat1, // attacksound +S_MUMMY_PAIN1, // painstate +128, // painchance +sfx_mumpai, // painsound +S_MUMMY_ATK1, // meleestate +0, // missilestate +S_NULL, // crashstate +S_MUMMY_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_mumdth, // deathsound +12, // speed +22*FRACUNIT, // radius +62*FRACUNIT, // height +75, // mass +0, // damage +sfx_mumact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_MUMMYLEADER +45, // doomednum +S_MUMMY_LOOK1, // spawnstate +100, // spawnhealth +S_MUMMY_WALK1, // seestate +sfx_mumsit, // seesound +8, // reactiontime +sfx_mumat1, // attacksound +S_MUMMY_PAIN1, // painstate +64, // painchance +sfx_mumpai, // painsound +S_MUMMY_ATK1, // meleestate +S_MUMMYL_ATK1, // missilestate +S_NULL, // crashstate +S_MUMMY_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_mumdth, // deathsound +12, // speed +22*FRACUNIT, // radius +62*FRACUNIT, // height +75, // mass +0, // damage +sfx_mumact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_MUMMYGHOST +69, // doomednum +S_MUMMY_LOOK1, // spawnstate +80, // spawnhealth +S_MUMMY_WALK1, // seestate +sfx_mumsit, // seesound +8, // reactiontime +sfx_mumat1, // attacksound +S_MUMMY_PAIN1, // painstate +128, // painchance +sfx_mumpai, // painsound +S_MUMMY_ATK1, // meleestate +0, // missilestate +S_NULL, // crashstate +S_MUMMY_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_mumdth, // deathsound +12, // speed +22*FRACUNIT, // radius +62*FRACUNIT, // height +75, // mass +0, // damage +sfx_mumact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_SHADOW, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_MUMMYLEADERGHOST +46, // doomednum +S_MUMMY_LOOK1, // spawnstate +100, // spawnhealth +S_MUMMY_WALK1, // seestate +sfx_mumsit, // seesound +8, // reactiontime +sfx_mumat1, // attacksound +S_MUMMY_PAIN1, // painstate +64, // painchance +sfx_mumpai, // painsound +S_MUMMY_ATK1, // meleestate +S_MUMMYL_ATK1, // missilestate +S_NULL, // crashstate +S_MUMMY_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_mumdth, // deathsound +12, // speed +22*FRACUNIT, // radius +62*FRACUNIT, // height +75, // mass +0, // damage +sfx_mumact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_SHADOW, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_MUMMYSOUL +-1, // doomednum +S_MUMMY_SOUL1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +0 // flags2 + }, + +{ // MT_MUMMYFX1 +-1, // doomednum +S_MUMMYFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_MUMMYFXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +9*FRACUNIT, // speed +8*FRACUNIT, // radius +14*FRACUNIT, // height +100, // mass +4, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_BEAST +70, // doomednum +S_BEAST_LOOK1, // spawnstate +220, // spawnhealth +S_BEAST_WALK1, // seestate +sfx_bstsit, // seesound +8, // reactiontime +sfx_bstatk, // attacksound +S_BEAST_PAIN1, // painstate +100, // painchance +sfx_bstpai, // painsound +0, // meleestate +S_BEAST_ATK1, // missilestate +S_NULL, // crashstate +S_BEAST_DIE1, // deathstate +S_BEAST_XDIE1, // xdeathstate +sfx_bstdth, // deathsound +14, // speed +32*FRACUNIT, // radius +74*FRACUNIT, // height +200, // mass +0, // damage +sfx_bstact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_BEASTBALL +-1, // doomednum +S_BEASTBALL1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_BEASTBALLX1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +12*FRACUNIT, // speed +9*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +4, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_WINDTHRUST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_BURNBALL +-1, // doomednum +S_BURNBALL1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_BEASTBALLX1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +10*FRACUNIT, // speed +6*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_BURNBALLFB +-1, // doomednum +S_BURNBALLFB1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_BEASTBALLX1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +10*FRACUNIT, // speed +6*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_PUFFY +-1, // doomednum +S_PUFFY1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_PUFFY1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +10*FRACUNIT, // speed +6*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_SNAKE +92, // doomednum +S_SNAKE_LOOK1, // spawnstate +280, // spawnhealth +S_SNAKE_WALK1, // seestate +sfx_snksit, // seesound +8, // reactiontime +sfx_snkatk, // attacksound +S_SNAKE_PAIN1, // painstate +48, // painchance +sfx_snkpai, // painsound +0, // meleestate +S_SNAKE_ATK1, // missilestate +S_NULL, // crashstate +S_SNAKE_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_snkdth, // deathsound +10, // speed +22*FRACUNIT, // radius +70*FRACUNIT, // height +100, // mass +0, // damage +sfx_snkact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_SNAKEPRO_A +-1, // doomednum +S_SNAKEPRO_A1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_SNAKEPRO_AX1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +14*FRACUNIT, // speed +12*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +1, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_WINDTHRUST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_SNAKEPRO_B +-1, // doomednum +S_SNAKEPRO_B1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_SNAKEPRO_BX1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +14*FRACUNIT, // speed +12*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +3, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_HEAD +6, // doomednum +S_HEAD_LOOK, // spawnstate +700, // spawnhealth +S_HEAD_FLOAT, // seestate +sfx_hedsit, // seesound +8, // reactiontime +sfx_hedat1, // attacksound +S_HEAD_PAIN1, // painstate +32, // painchance +sfx_hedpai, // painsound +0, // meleestate +S_HEAD_ATK1, // missilestate +S_NULL, // crashstate +S_HEAD_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_heddth, // deathsound +6, // speed +40*FRACUNIT, // radius +72*FRACUNIT, // height +325, // mass +0, // damage +sfx_hedact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_NOBLOOD, // flags +MF2_PASSMOBJ // flags2 + }, + +{ // MT_HEADFX1 +-1, // doomednum +S_HEADFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_HEADFXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +13*FRACUNIT, // speed +12*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +1, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT|MF2_THRUGHOST // flags2 + }, + +{ // MT_HEADFX2 +-1, // doomednum +S_HEADFX2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_HEADFXI2_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +8*FRACUNIT, // speed +12*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +3, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_HEADFX3 +-1, // doomednum +S_HEADFX3_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_HEADFXI3_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +10*FRACUNIT, // speed +14*FRACUNIT, // radius +12*FRACUNIT, // height +100, // mass +5, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_WINDTHRUST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_WHIRLWIND +-1, // doomednum +S_HEADFX4_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_HEADFXI4_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +10*FRACUNIT, // speed +16*FRACUNIT, // radius +74*FRACUNIT, // height +100, // mass +1, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_SHADOW, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_CLINK +90, // doomednum +S_CLINK_LOOK1, // spawnstate +150, // spawnhealth +S_CLINK_WALK1, // seestate +sfx_clksit, // seesound +8, // reactiontime +sfx_clkatk, // attacksound +S_CLINK_PAIN1, // painstate +32, // painchance +sfx_clkpai, // painsound +S_CLINK_ATK1, // meleestate +0, // missilestate +S_NULL, // crashstate +S_CLINK_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_clkdth, // deathsound +14, // speed +20*FRACUNIT, // radius +64*FRACUNIT, // height +75, // mass +0, // damage +sfx_clkact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_NOBLOOD, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_WIZARD +15, // doomednum +S_WIZARD_LOOK1, // spawnstate +180, // spawnhealth +S_WIZARD_WALK1, // seestate +sfx_wizsit, // seesound +8, // reactiontime +sfx_wizatk, // attacksound +S_WIZARD_PAIN1, // painstate +64, // painchance +sfx_wizpai, // painsound +0, // meleestate +S_WIZARD_ATK1, // missilestate +S_NULL, // crashstate +S_WIZARD_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_wizdth, // deathsound +12, // speed +16*FRACUNIT, // radius +68*FRACUNIT, // height +100, // mass +0, // damage +sfx_wizact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_FLOAT|MF_NOGRAVITY, // flags +MF2_PASSMOBJ // flags2 + }, + +{ // MT_WIZFX1 +-1, // doomednum +S_WIZFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_WIZFXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +18*FRACUNIT, // speed +10*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +3, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_IMP +66, // doomednum +S_IMP_LOOK1, // spawnstate +40, // spawnhealth +S_IMP_FLY1, // seestate +sfx_impsit, // seesound +8, // reactiontime +sfx_impat1, // attacksound +S_IMP_PAIN1, // painstate +200, // painchance +sfx_imppai, // painsound +S_IMP_MEATK1, // meleestate +S_IMP_MSATK1_1, // missilestate +S_IMP_CRASH1, // crashstate +S_IMP_DIE1, // deathstate +S_IMP_XDIE1, // xdeathstate +sfx_impdth, // deathsound +10, // speed +16*FRACUNIT, // radius +36*FRACUNIT, // height +50, // mass +0, // damage +sfx_impact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags +MF2_SPAWNFLOAT|MF2_PASSMOBJ // flags2 + }, + +{ // MT_IMPLEADER +5, // doomednum +S_IMP_LOOK1, // spawnstate +80, // spawnhealth +S_IMP_FLY1, // seestate +sfx_impsit, // seesound +8, // reactiontime +sfx_impat2, // attacksound +S_IMP_PAIN1, // painstate +200, // painchance +sfx_imppai, // painsound +0, // meleestate +S_IMP_MSATK2_1, // missilestate +S_IMP_CRASH1, // crashstate +S_IMP_DIE1, // deathstate +S_IMP_XDIE1, // xdeathstate +sfx_impdth, // deathsound +10, // speed +16*FRACUNIT, // radius +36*FRACUNIT, // height +50, // mass +0, // damage +sfx_impact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags +MF2_SPAWNFLOAT|MF2_PASSMOBJ // flags2 + }, + +{ // MT_IMPCHUNK1 +-1, // doomednum +S_IMP_CHUNKA1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP, // flags +0 // flags2 + }, + +{ // MT_IMPCHUNK2 +-1, // doomednum +S_IMP_CHUNKB1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP, // flags +0 // flags2 + }, + +{ // MT_IMPBALL +-1, // doomednum +S_IMPFX1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_IMPFXI1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +10*FRACUNIT, // speed +8*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +1, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_WINDTHRUST|MF2_NOTELEPORT // flags2 + }, + +{ // MT_KNIGHT +64, // doomednum +S_KNIGHT_STND1, // spawnstate +200, // spawnhealth +S_KNIGHT_WALK1, // seestate +sfx_kgtsit, // seesound +8, // reactiontime +sfx_kgtatk, // attacksound +S_KNIGHT_PAIN1, // painstate +100, // painchance +sfx_kgtpai, // painsound +S_KNIGHT_ATK1, // meleestate +S_KNIGHT_ATK1, // missilestate +S_NULL, // crashstate +S_KNIGHT_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_kgtdth, // deathsound +12, // speed +24*FRACUNIT, // radius +78*FRACUNIT, // height +150, // mass +0, // damage +sfx_kgtact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_KNIGHTGHOST +65, // doomednum +S_KNIGHT_STND1, // spawnstate +200, // spawnhealth +S_KNIGHT_WALK1, // seestate +sfx_kgtsit, // seesound +8, // reactiontime +sfx_kgtatk, // attacksound +S_KNIGHT_PAIN1, // painstate +100, // painchance +sfx_kgtpai, // painsound +S_KNIGHT_ATK1, // meleestate +S_KNIGHT_ATK1, // missilestate +S_NULL, // crashstate +S_KNIGHT_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_kgtdth, // deathsound +12, // speed +24*FRACUNIT, // radius +78*FRACUNIT, // height +150, // mass +0, // damage +sfx_kgtact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_SHADOW, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ // flags2 + }, + +{ // MT_KNIGHTAXE +-1, // doomednum +S_SPINAXE1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_SPINAXEX1, // deathstate +S_NULL, // xdeathstate +sfx_hrnhit, // deathsound +9*FRACUNIT, // speed +10*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +2, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_WINDTHRUST|MF2_NOTELEPORT|MF2_THRUGHOST // flags2 + }, + +{ // MT_REDAXE +-1, // doomednum +S_REDAXE1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_REDAXEX1, // deathstate +S_NULL, // xdeathstate +sfx_hrnhit, // deathsound +9*FRACUNIT, // speed +10*FRACUNIT, // radius +8*FRACUNIT, // height +100, // mass +7, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT|MF2_THRUGHOST // flags2 + }, + +{ // MT_SORCERER1 +7, // doomednum +S_SRCR1_LOOK1, // spawnstate +2000, // spawnhealth +S_SRCR1_WALK1, // seestate +sfx_sbtsit, // seesound +8, // reactiontime +sfx_sbtatk, // attacksound +S_SRCR1_PAIN1, // painstate +56, // painchance +sfx_sbtpai, // painsound +0, // meleestate +S_SRCR1_ATK1, // missilestate +S_NULL, // crashstate +S_SRCR1_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_sbtdth, // deathsound +16, // speed +28*FRACUNIT, // radius +100*FRACUNIT, // height +800, // mass +0, // damage +sfx_sbtact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ|MF2_BOSS // flags2 + }, + +{ // MT_SRCRFX1 +-1, // doomednum +S_SRCRFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_SRCRFXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +20*FRACUNIT, // speed +10*FRACUNIT, // radius +10*FRACUNIT, // height +100, // mass +10, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2 + }, + +{ // MT_SORCERER2 +-1, // doomednum +S_SOR2_LOOK1, // spawnstate +3500, // spawnhealth +S_SOR2_WALK1, // seestate +sfx_sorsit, // seesound +8, // reactiontime +sfx_soratk, // attacksound +S_SOR2_PAIN1, // painstate +32, // painchance +sfx_sorpai, // painsound +0, // meleestate +S_SOR2_ATK1, // missilestate +S_NULL, // crashstate +S_SOR2_DIE1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +14, // speed +16*FRACUNIT, // radius +70*FRACUNIT, // height +300, // mass +0, // damage +sfx_soract, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ|MF2_BOSS // flags2 + }, + +{ // MT_SOR2FX1 +-1, // doomednum +S_SOR2FX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_SOR2FXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +20*FRACUNIT, // speed +10*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +1, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_SOR2FXSPARK +-1, // doomednum +S_SOR2FXSPARK1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOGRAVITY, // flags +MF2_NOTELEPORT|MF2_CANNOTPUSH // flags2 + }, + +{ // MT_SOR2FX2 +-1, // doomednum +S_SOR2FX2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_SOR2FXI2_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +6*FRACUNIT, // speed +10*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +10, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT // flags2 + }, + +{ // MT_SOR2TELEFADE +-1, // doomednum +S_SOR2TELEFADE1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP, // flags +0 // flags2 + }, + +{ // MT_MINOTAUR +9, // doomednum +S_MNTR_LOOK1, // spawnstate +3000, // spawnhealth +S_MNTR_WALK1, // seestate +sfx_minsit, // seesound +8, // reactiontime +sfx_minat1, // attacksound +S_MNTR_PAIN1, // painstate +25, // painchance +sfx_minpai, // painsound +S_MNTR_ATK1_1, // meleestate +S_MNTR_ATK2_1, // missilestate +S_NULL, // crashstate +S_MNTR_DIE1, // deathstate +S_NULL, // xdeathstate +sfx_mindth, // deathsound +16, // speed +28*FRACUNIT, // radius +100*FRACUNIT, // height +800, // mass +7, // damage +sfx_minact, // activesound +MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF, // flags +MF2_FOOTCLIP|MF2_PASSMOBJ|MF2_BOSS // flags2 + }, + +{ // MT_MNTRFX1 +-1, // doomednum +S_MNTRFX1_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_MNTRFXI1_1, // deathstate +S_NULL, // xdeathstate +0, // deathsound +20*FRACUNIT, // speed +10*FRACUNIT, // radius +6*FRACUNIT, // height +100, // mass +3, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2 + }, + +{ // MT_MNTRFX2 +-1, // doomednum +S_MNTRFX2_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_MNTRFXI2_1, // deathstate +S_NULL, // xdeathstate +sfx_phohit, // deathsound +14*FRACUNIT, // speed +5*FRACUNIT, // radius +12*FRACUNIT, // height +100, // mass +4, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2 + }, + +{ // MT_MNTRFX3 +-1, // doomednum +S_MNTRFX3_1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +0, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_MNTRFXI2_1, // deathstate +S_NULL, // xdeathstate +sfx_phohit, // deathsound +0, // speed +8*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +4, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags +MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2 + }, + +{ // MT_AKYY +73, // doomednum +S_AKYY1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_NOTDMATCH, // flags +0 // flags2 + }, + +{ // MT_BKYY +79, // doomednum +S_BKYY1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_NOTDMATCH, // flags +0 // flags2 + }, + +{ // MT_CKEY +80, // doomednum +S_CKYY1, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL|MF_NOTDMATCH, // flags +0 // flags2 + }, + +{ // MT_AMGWNDWIMPY +10, // doomednum +S_AMG1, // spawnstate +AMMO_GWND_WIMPY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMGWNDHEFTY +12, // doomednum +S_AMG2_1, // spawnstate +AMMO_GWND_HEFTY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMMACEWIMPY +13, // doomednum +S_AMM1, // spawnstate +AMMO_MACE_WIMPY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMMACEHEFTY +16, // doomednum +S_AMM2, // spawnstate +AMMO_MACE_HEFTY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMCBOWWIMPY +18, // doomednum +S_AMC1, // spawnstate +AMMO_CBOW_WIMPY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMCBOWHEFTY +19, // doomednum +S_AMC2_1, // spawnstate +AMMO_CBOW_HEFTY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMSKRDWIMPY +20, // doomednum +S_AMS1_1, // spawnstate +AMMO_SKRD_WIMPY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMSKRDHEFTY +21, // doomednum +S_AMS2_1, // spawnstate +AMMO_SKRD_HEFTY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMPHRDWIMPY +22, // doomednum +S_AMP1_1, // spawnstate +AMMO_PHRD_WIMPY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMPHRDHEFTY +23, // doomednum +S_AMP2_1, // spawnstate +AMMO_PHRD_HEFTY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMBLSRWIMPY +54, // doomednum +S_AMB1_1, // spawnstate +AMMO_BLSR_WIMPY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_AMBLSRHEFTY +55, // doomednum +S_AMB2_1, // spawnstate +AMMO_BLSR_HEFTY, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_SPECIAL, // flags +0 // flags2 + }, + +{ // MT_SOUNDWIND +42, // doomednum +S_SND_WIND, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOSECTOR, // flags +0 // flags2 + }, + +{ // MT_SOUNDWATERFALL +41, // doomednum +S_SND_WATERFALL, // spawnstate +1000, // spawnhealth +S_NULL, // seestate +sfx_None, // seesound +8, // reactiontime +sfx_None, // attacksound +S_NULL, // painstate +0, // painchance +sfx_None, // painsound +S_NULL, // meleestate +S_NULL, // missilestate +S_NULL, // crashstate +S_NULL, // deathstate +S_NULL, // xdeathstate +sfx_None, // deathsound +0, // speed +20*FRACUNIT, // radius +16*FRACUNIT, // height +100, // mass +0, // damage +sfx_None, // activesound +MF_NOBLOCKMAP|MF_NOSECTOR, // flags +0 // flags2 + } +}; + diff --git a/base/linear.asm b/base/linear.asm new file mode 100644 index 0000000..b6da98f --- /dev/null +++ b/base/linear.asm @@ -0,0 +1,258 @@ + .386 + .MODEL small + INCLUDE defs.inc + + +;============================================================================ +; +; unwound vertical scaling code +; +; eax light table pointer, 0 lowbyte overwritten +; ebx all 0, low byte overwritten +; ecx fractional step value +; edx fractional scale value +; esi start of source pixels +; edi bottom pixel in screenbuffer to blit into +; +; ebx should be set to 0 0 0 dh to feed the pipeline +; +; The graphics wrap vertically at 128 pixels +;============================================================================ + +.DATA + +EXTRN _centery:DWORD + +SCALEDEFINE MACRO number + dd vscale&number +ENDM + + ALIGN 4 +scalecalls LABEL +LINE = 0 +REPT SCREENHEIGHT+1 + SCALEDEFINE %LINE +LINE = LINE+1 +ENDM + + +;================================= + + +.CODE + +;================ +; +; R_DrawColumn +; +;================ + +PROC R_DrawColumn_ +PUBLIC R_DrawColumn_ + PUSHR + + mov ebp,[_dc_yh] + mov ebx,ebp + mov edi,[_ylookup+ebx*4] + mov ebx,[_dc_x] + add edi,[_columnofs + ebx*4] + + mov eax,[_dc_yl] + sub ebp,eax ; ebp = pixel count + or ebp,ebp + js done + + mov ecx,[_dc_iscale] + + sub eax,[_centery] + imul ecx + mov edx,[_dc_texturemid] + add edx,eax + shl edx,9 ; 7 significant bits, 25 frac + + shl ecx,9 ; 7 significant bits, 25 frac + mov esi,[_dc_source] + + mov eax,[_dc_colormap] + + xor ebx,ebx + shld ebx,edx,7 ; get address of first location + call [scalecalls+4+ebp*4] + +done: + POPR + ret + +;============ HIGH DETAIL ============ + +SCALELABEL MACRO number +vscale&number: +ENDM + +LINE = SCREENHEIGHT +REPT SCREENHEIGHT-1 + SCALELABEL %LINE + mov al,[esi+ebx] ; get source pixel + add edx,ecx ; calculate next location + mov al,[eax] ; translate the color +; xor ebx,ebx +; shld ebx,edx,7 ; get address of next location + mov ebx,edx + shr ebx,25 + mov [edi-(LINE-1)*SCREENWIDTH],al ; draw a pixel to the buffer +LINE = LINE-1 +ENDM +vscale1: + mov al,[esi+ebx] + mov al,[eax] + mov [edi],al +vscale0: + ret + +ENDP + + + +;============================================================================ +; +; unwound horizontal texture mapping code +; +; eax lighttable +; ebx scratch register +; ecx position 6.10 bits x, 6.10 bits y +; edx step 6.10 bits x, 6.10 bits y +; esi start of block +; edi dest +; ebp fff to mask bx +; +; ebp should by preset from ebx / ecx before calling +;============================================================================ + +OP_SHLD = 0fh + + +.DATA + + +MAPDEFINE MACRO number + dd hmap&number +ENDM + + ALIGN 4 +mapcalls LABEL +LINE = 0 +REPT SCREENWIDTH+1 + MAPDEFINE %LINE +LINE = LINE+1 +ENDM + + +callpoint dd 0 +returnpoint dd 0 + + +.CODE + +;================ +; +; R_DrawSpan +; +; Horizontal texture mapping +; +;================ + + +PROC R_DrawSpan_ +PUBLIC R_DrawSpan_ + PUSHR + +IFE SKIPPRIMITIVES + + mov eax,[_ds_x1] + mov ebx,[_ds_x2] + mov eax,[mapcalls+eax*4] + mov [callpoint],eax ; spot to jump into unwound + mov eax,[mapcalls+4+ebx*4] + mov [returnpoint],eax ; spot to patch a ret at + mov BYTE PTR [eax], OP_RET + +; +; build composite position +; + mov ecx,[_ds_xfrac] + shl ecx,10 + and ecx,0ffff0000h + mov eax,[_ds_yfrac] + shr eax,6 + and eax,0ffffh + or ecx,eax + +; +; build composite step +; + mov edx,[_ds_xstep] + shl edx,10 + and edx,0ffff0000h + mov eax,[_ds_ystep] + shr eax,6 + and eax,0ffffh + or edx,eax + + mov esi,[_ds_source] + + mov edi,[_ds_y] + mov edi,[_ylookup+edi*4] + add edi,[_columnofs] + + mov eax,[_ds_colormap] + +; +; feed the pipeline and jump in +; + mov ebp,0fffh ; used to mask off slop high bits from position + shld ebx,ecx,22 ; shift y units in + shld ebx,ecx,6 ; shift x units in + and ebx,ebp ; mask off slop bits + call [callpoint] + + mov ebx,[returnpoint] + mov BYTE PTR [ebx],OP_MOVAL ; remove the ret patched in + +ENDIF + POPR + ret + + +;============= HIGH DETAIL ============ + +.CODE + +MAPLABEL MACRO number +hmap&number: +ENDM + +LINE = 0 +PCOL = 0 +REPT SCREENWIDTH/4 +PLANE = 0 +REPT 4 + MAPLABEL %LINE +LINE = LINE + 1 + + mov al,[esi+ebx] ; get source pixel + shld ebx,ecx,22 ; shift y units in + shld ebx,ecx,6 ; shift x units in + mov al,[eax] ; translate color + and ebx,ebp ; mask off slop bits + add ecx,edx ; position += step + mov [edi+PLANE+PCOL*4],al ; write pixel +PLANE = PLANE + 1 +ENDM +PCOL = PCOL + 1 +ENDM +hmap320: + ret + +ENDP + +END diff --git a/base/m_misc.c b/base/m_misc.c new file mode 100644 index 0000000..9b626a5 --- /dev/null +++ b/base/m_misc.c @@ -0,0 +1,761 @@ + +// M_misc.c + +#include +#include +#include +#include +#include + +#include + +#include "doomdef.h" +#include "soundst.h" + +int myargc; +char **myargv; + +#ifdef RENDER3D +extern void OGL_GrabScreen(); +#endif + +//--------------------------------------------------------------------------- +// +// FUNC M_ValidEpisodeMap +// +//--------------------------------------------------------------------------- + +boolean M_ValidEpisodeMap(int episode, int map) +{ + if(episode < 1 || map < 1 || map > 9) + { + return false; + } + if(shareware) + { // Shareware version checks + if(episode != 1) + { + return false; + } + } + else if(ExtendedWAD) + { // Extended version checks + if(episode == 6) + { + if(map > 3) + { + return false; + } + } + else if(episode > 5) + { + return false; + } + } + else + { // Registered version checks + if(episode == 4) + { + if(map != 1) + { + return false; + } + } + else if(episode > 3) + { + return false; + } + } + return true; +} + +/* +================= += += M_CheckParm += += Checks for the given parameter in the program's command line arguments += += Returns the argument number (1 to argc-1) or 0 if not present += +================= +*/ + +int M_CheckParm (char *check) +{ + int i; + + for (i = 1;ibox[BOXRIGHT]) + box[BOXRIGHT] = x; + if (ybox[BOXTOP]) + box[BOXTOP] = y; +} + + + +/* +================== += += M_WriteFile += +================== +*/ + +#ifndef O_BINARY +#define O_BINARY 0 +#endif + +boolean M_WriteFile (char const *name, void *source, int length) +{ + int handle, count; + + handle = open (name, O_WRONLY | O_CREAT | O_TRUNC | O_BINARY, 0666); + if (handle == -1) + return false; + count = write (handle, source, length); + close (handle); + + if (count < length) + return false; + + return true; +} + + +/* +================== += += M_ReadFile += +================== +*/ + +int M_ReadFile (char const *name, byte **buffer) +{ + int handle, count, length; + struct stat fileinfo; + byte *buf; + + handle = open (name, O_RDONLY | O_BINARY, 0666); + if (handle == -1) + I_Error ("Couldn't read file %s", name); + if (fstat (handle,&fileinfo) == -1) + I_Error ("Couldn't read file %s", name); + length = fileinfo.st_size; + buf = Z_Malloc (length, PU_STATIC, NULL); + count = read (handle, buf, length); + close (handle); + + if (count < length) + I_Error ("Couldn't read file %s", name); + + *buffer = buf; + return length; +} + +//--------------------------------------------------------------------------- +// +// PROC M_FindResponseFile +// +//--------------------------------------------------------------------------- + +#define MAXARGVS 100 + +void M_FindResponseFile(void) +{ + int i; + + for(i = 1; i < myargc; i++) + { + if(myargv[i][0] == '@') + { + FILE *handle; + int size; + int k; + int index; + int indexinfile; + char *infile; + char *file; + char *moreargs[20]; + char *firstargv; + + // READ THE RESPONSE FILE INTO MEMORY + handle = fopen(&myargv[i][1], "rb"); + if(!handle) + { + printf("\nNo such response file!"); + exit(1); + } + printf("Found response file %s!\n",&myargv[i][1]); + fseek (handle,0,SEEK_END); + size = ftell(handle); + fseek (handle,0,SEEK_SET); + file = malloc (size); + fread (file,size,1,handle); + fclose (handle); + + // KEEP ALL CMDLINE ARGS FOLLOWING @RESPONSEFILE ARG + for (index = 0,k = i+1; k < myargc; k++) + moreargs[index++] = myargv[k]; + + firstargv = myargv[0]; + myargv = malloc(sizeof(char *)*MAXARGVS); + memset(myargv,0,sizeof(char *)*MAXARGVS); + myargv[0] = firstargv; + + infile = file; + indexinfile = k = 0; + indexinfile++; // SKIP PAST ARGV[0] (KEEP IT) + do + { + myargv[indexinfile++] = infile+k; + while(k < size && + + ((*(infile+k)>= ' '+1) && (*(infile+k)<='z'))) + k++; + *(infile+k) = 0; + while(k < size && + ((*(infile+k)<= ' ') || (*(infile+k)>'z'))) + k++; + } while(k < size); + + for (k = 0;k < index;k++) + myargv[indexinfile++] = moreargs[k]; + myargc = indexinfile; + // DISPLAY ARGS + if(M_CheckParm("-debug")) + { + printf("%d command-line args:\n", myargc); + for(k = 1; k < myargc; k++) + { + printf("%s\n", myargv[k]); + } + } + break; + } + } +} + +//--------------------------------------------------------------------------- +// +// PROC M_ForceUppercase +// +// Change string to uppercase. +// +//--------------------------------------------------------------------------- + +void M_ForceUppercase(char *text) +{ + char c; + + while((c = *text) != 0) + { + if(c >= 'a' && c <= 'z') + { + *text++ = c-('a'-'A'); + } + else + { + text++; + } + } +} + +/* +============================================================================== + + DEFAULTS + +============================================================================== +*/ + +int usemouse; +int usejoystick; + +extern int key_right, key_left, key_up, key_down; +extern int key_strafeleft, key_straferight; +extern int key_fire, key_use, key_strafe, key_speed; +extern int key_flyup, key_flydown, key_flycenter; +extern int key_lookup, key_lookdown, key_lookcenter; +extern int key_invleft, key_invright, key_useartifact; + +extern int mousebfire; +extern int mousebstrafe; +extern int mousebforward; + +extern int joybfire; +extern int joybstrafe; +extern int joybuse; +extern int joybspeed; + +extern int viewwidth, viewheight; + +int mouseSensitivity; + +extern int screenblocks; + +extern char *chat_macros[10]; + +typedef struct +{ + char *name; + int *location; + int defaultvalue; + int scantranslate; // PC scan code hack + int untranslated; // lousy hack +} default_t; + +#ifndef __NeXT__ +extern int snd_Channels; +extern int snd_DesiredMusicDevice, snd_DesiredSfxDevice; +extern int snd_MusicDevice, // current music card # (index to dmxCodes) + snd_SfxDevice; // current sfx card # (index to dmxCodes) + +extern int snd_SBport, snd_SBirq, snd_SBdma; // sound blaster variables +extern int snd_Mport; // midi variables +#endif + +default_t defaults[] = +{ + { "mouse_sensitivity", &mouseSensitivity, 5 }, + { "sfx_volume", &snd_MaxVolume, 10}, + { "music_volume", &snd_MusicVolume, 10}, + +#define SC_INSERT 0x52 +#define SC_DELETE 0x53 +#define SC_PAGEUP 0x49 +#define SC_PAGEDOWN 0x51 +#define SC_HOME 0x47 +#define SC_END 0x4f + + { "key_right", &key_right, KEY_RIGHTARROW }, + { "key_left", &key_left, KEY_LEFTARROW }, + { "key_up", &key_up, KEY_UPARROW }, + { "key_down", &key_down, KEY_DOWNARROW }, + { "key_strafeleft", &key_strafeleft, ',' }, + { "key_straferight", &key_straferight, '.' }, + { "key_flyup", &key_flyup, SC_PAGEUP }, + { "key_flydown", &key_flydown, SC_INSERT }, + { "key_flycenter", &key_flycenter, SC_HOME }, + { "key_lookup", &key_lookup, SC_PAGEDOWN }, + { "key_lookdown", &key_lookdown, SC_DELETE }, + { "key_lookcenter", &key_lookcenter, SC_END }, + { "key_invleft", &key_invleft, '[' }, + { "key_invright", &key_invright, ']' }, + { "key_useartifact", &key_useartifact, 13 }, + + { "key_fire", &key_fire, KEY_RCTRL, 1 }, + { "key_use", &key_use, ' ', 1 }, + { "key_strafe", &key_strafe, KEY_RALT, 1 }, + { "key_speed", &key_speed, KEY_RSHIFT, 1 }, + + { "use_mouse", &usemouse, 1 }, + { "mouseb_fire", &mousebfire, 0 }, + { "mouseb_strafe", &mousebstrafe, 1 }, + { "mouseb_forward", &mousebforward, 2 }, + + { "use_joystick", &usejoystick, 0 }, + { "joyb_fire", &joybfire, 0 }, + { "joyb_strafe", &joybstrafe, 1 }, + { "joyb_use", &joybuse, 3 }, + { "joyb_speed", &joybspeed, 2 }, + + { "screenblocks", &screenblocks, 10 }, + + { "snd_channels", &snd_Channels, 3 }, + { "snd_musicdevice", &snd_DesiredMusicDevice, 0 }, + { "snd_sfxdevice", &snd_DesiredSfxDevice, 0 }, + { "snd_sbport", &snd_SBport, 544 }, + { "snd_sbirq", &snd_SBirq, -1 }, + { "snd_sbdma", &snd_SBdma, -1 }, + { "snd_mport", &snd_Mport, -1 }, + + { "usegamma", &usegamma, 0 }, + + { "chatmacro0", (int *) &chat_macros[0], (int) HUSTR_CHATMACRO0 }, + { "chatmacro1", (int *) &chat_macros[1], (int) HUSTR_CHATMACRO1 }, + { "chatmacro2", (int *) &chat_macros[2], (int) HUSTR_CHATMACRO2 }, + { "chatmacro3", (int *) &chat_macros[3], (int) HUSTR_CHATMACRO3 }, + { "chatmacro4", (int *) &chat_macros[4], (int) HUSTR_CHATMACRO4 }, + { "chatmacro5", (int *) &chat_macros[5], (int) HUSTR_CHATMACRO5 }, + { "chatmacro6", (int *) &chat_macros[6], (int) HUSTR_CHATMACRO6 }, + { "chatmacro7", (int *) &chat_macros[7], (int) HUSTR_CHATMACRO7 }, + { "chatmacro8", (int *) &chat_macros[8], (int) HUSTR_CHATMACRO8 }, + { "chatmacro9", (int *) &chat_macros[9], (int) HUSTR_CHATMACRO9 } +}; + +int numdefaults; +char *defaultfile; + +/* +============== += += M_SaveDefaults += +============== +*/ + +void M_SaveDefaults (void) +{ + int i,v; + FILE *f; + + f = fopen (defaultfile, "w"); + if (!f) + return; // can't write the file, but don't complain + + for (i=0 ; i -0xfff + && defaults[i].defaultvalue < 0xfff) + { + v = *defaults[i].location; + fprintf (f,"%s\t\t%i\n",defaults[i].name,v); + } else { + fprintf (f,"%s\t\t\"%s\"\n",defaults[i].name, + * (char **) (defaults[i].location)); + } + } + + fclose (f); +} + + +/* +============== += += M_LoadDefaults += +============== +*/ + +extern byte scantokey[128]; +extern char *basedefault; + +void M_LoadDefaults (void) +{ + int i, len; + FILE *f; + char def[80]; + char strparm[100]; + char newstring[100]; + int parm; + boolean isstring; + +// +// set everything to base values +// + numdefaults = sizeof(defaults)/sizeof(defaults[0]); + for (i=0 ; imanufacturer = 0x0a; // PCX id + pcx->version = 5; // 256 color + pcx->encoding = 1; // uncompressed + pcx->bits_per_pixel = 8; // 256 color + pcx->xmin = 0; + pcx->ymin = 0; + pcx->xmax = SHORT(width-1); + pcx->ymax = SHORT(height-1); + pcx->hres = SHORT(width); + pcx->vres = SHORT(height); + memset (pcx->palette,0,sizeof(pcx->palette)); + pcx->color_planes = 1; // chunky image + pcx->bytes_per_line = SHORT(width); + pcx->palette_type = SHORT(2); // not a grey scale + memset (pcx->filler,0,sizeof(pcx->filler)); + +// +// pack the image +// + pack = &pcx->data; + + for (i=0 ; i +#include "doomdef.h" +#include "p_local.h" +#include "r_local.h" +#include "soundst.h" + +#ifdef RENDER3D +#include "ogl_def.h" +#endif + +// Macros + +#define LEFT_DIR 0 +#define RIGHT_DIR 1 +#define ITEM_HEIGHT 20 +#define SELECTOR_XOFFSET (-28) +#define SELECTOR_YOFFSET (-1) +#define SLOTTEXTLEN 16 +#define ASCII_CURSOR '[' + +// Types + +typedef enum +{ + ITT_EMPTY, + ITT_EFUNC, + ITT_LRFUNC, + ITT_SETMENU, + ITT_INERT +} ItemType_t; + +typedef enum +{ + MENU_MAIN, + MENU_EPISODE, + MENU_SKILL, + MENU_OPTIONS, + MENU_OPTIONS2, + MENU_FILES, + MENU_LOAD, + MENU_SAVE, + MENU_NONE +} MenuType_t; + +typedef struct +{ + ItemType_t type; + char *text; + boolean (*func)(int option); + int option; + MenuType_t menu; +} MenuItem_t; + +typedef struct +{ + int x; + int y; + void (*drawFunc)(void); + int itemCount; + MenuItem_t *items; + int oldItPos; + MenuType_t prevMenu; +} Menu_t; + +// Private Functions + +static void InitFonts(void); +static void SetMenu(MenuType_t menu); +static boolean SCNetCheck(int option); +static boolean SCQuitGame(int option); +static boolean SCEpisode(int option); +static boolean SCSkill(int option); +static boolean SCMouseSensi(int option); +static boolean SCSfxVolume(int option); +static boolean SCMusicVolume(int option); +static boolean SCScreenSize(int option); +static boolean SCLoadGame(int option); +static boolean SCSaveGame(int option); +static boolean SCMessages(int option); +static boolean SCEndGame(int option); +static boolean SCInfo(int option); +static void DrawMainMenu(void); +static void DrawEpisodeMenu(void); +static void DrawSkillMenu(void); +static void DrawOptionsMenu(void); +static void DrawOptions2Menu(void); +static void DrawFileSlots(Menu_t *menu); +static void DrawFilesMenu(void); +static void MN_DrawInfo(void); +static void DrawLoadMenu(void); +static void DrawSaveMenu(void); +static void DrawSlider(Menu_t *menu, int item, int width, int slot); +void MN_LoadSlotText(void); + +// External Data + +extern int detailLevel; +extern int screenblocks; + +// Public Data + +boolean MenuActive; +int InfoType; +boolean messageson; + +// Private Data + +static int FontABaseLump; +static int FontBBaseLump; +static int SkullBaseLump; +static Menu_t *CurrentMenu; +static int CurrentItPos; +static int MenuEpisode; +static int MenuTime; +static boolean soundchanged; + +#ifdef RENDER3D +static float bgAlpha = 0; +static float outFade = 0; +static boolean fadingOut = false; +static int menuDarkTicks = 15; +static int slamInTicks = 9; +#endif + +boolean askforquit; +boolean typeofask; +static boolean FileMenuKeySteal; +static boolean slottextloaded; +static char SlotText[6][SLOTTEXTLEN+2]; +static char oldSlotText[SLOTTEXTLEN+2]; +static int SlotStatus[6]; +static int slotptr; +static int currentSlot; +static int quicksave; +static int quickload; + +static MenuItem_t MainItems[] = +{ + { ITT_EFUNC, "NEW GAME", SCNetCheck, 1, MENU_EPISODE }, + { ITT_SETMENU, "OPTIONS", NULL, 0, MENU_OPTIONS }, + { ITT_SETMENU, "GAME FILES", NULL, 0, MENU_FILES }, + { ITT_EFUNC, "INFO", SCInfo, 0, MENU_NONE }, + { ITT_EFUNC, "QUIT GAME", SCQuitGame, 0, MENU_NONE } +}; + +static Menu_t MainMenu = +{ + 110, 56, + DrawMainMenu, + 5, MainItems, + 0, + MENU_NONE +}; + +static MenuItem_t EpisodeItems[] = +{ + { ITT_EFUNC, "CITY OF THE DAMNED", SCEpisode, 1, MENU_NONE }, + { ITT_EFUNC, "HELL'S MAW", SCEpisode, 2, MENU_NONE }, + { ITT_EFUNC, "THE DOME OF D'SPARIL", SCEpisode, 3, MENU_NONE }, + { ITT_EFUNC, "THE OSSUARY", SCEpisode, 4, MENU_NONE }, + { ITT_EFUNC, "THE STAGNANT DEMESNE", SCEpisode, 5, MENU_NONE } +}; + +static Menu_t EpisodeMenu = +{ + 80, 50, + DrawEpisodeMenu, + 3, EpisodeItems, + 0, + MENU_MAIN +}; + +static MenuItem_t FilesItems[] = +{ + { ITT_EFUNC, "LOAD GAME", SCNetCheck, 2, MENU_LOAD }, + { ITT_SETMENU, "SAVE GAME", NULL, 0, MENU_SAVE } +}; + +static Menu_t FilesMenu = +{ + 110, 60, + DrawFilesMenu, + 2, FilesItems, + 0, + MENU_MAIN +}; + +static MenuItem_t LoadItems[] = +{ + { ITT_EFUNC, NULL, SCLoadGame, 0, MENU_NONE }, + { ITT_EFUNC, NULL, SCLoadGame, 1, MENU_NONE }, + { ITT_EFUNC, NULL, SCLoadGame, 2, MENU_NONE }, + { ITT_EFUNC, NULL, SCLoadGame, 3, MENU_NONE }, + { ITT_EFUNC, NULL, SCLoadGame, 4, MENU_NONE }, + { ITT_EFUNC, NULL, SCLoadGame, 5, MENU_NONE } +}; + +static Menu_t LoadMenu = +{ + 70, 30, + DrawLoadMenu, + 6, LoadItems, + 0, + MENU_FILES +}; + +static MenuItem_t SaveItems[] = +{ + { ITT_EFUNC, NULL, SCSaveGame, 0, MENU_NONE }, + { ITT_EFUNC, NULL, SCSaveGame, 1, MENU_NONE }, + { ITT_EFUNC, NULL, SCSaveGame, 2, MENU_NONE }, + { ITT_EFUNC, NULL, SCSaveGame, 3, MENU_NONE }, + { ITT_EFUNC, NULL, SCSaveGame, 4, MENU_NONE }, + { ITT_EFUNC, NULL, SCSaveGame, 5, MENU_NONE } +}; + +static Menu_t SaveMenu = +{ + 70, 30, + DrawSaveMenu, + 6, SaveItems, + 0, + MENU_FILES +}; + +static MenuItem_t SkillItems[] = +{ + { ITT_EFUNC, "THOU NEEDETH A WET-NURSE", SCSkill, sk_baby, MENU_NONE }, + { ITT_EFUNC, "YELLOWBELLIES-R-US", SCSkill, sk_easy, MENU_NONE }, + { ITT_EFUNC, "BRINGEST THEM ONETH", SCSkill, sk_medium, MENU_NONE }, + { ITT_EFUNC, "THOU ART A SMITE-MEISTER", SCSkill, sk_hard, MENU_NONE }, + { ITT_EFUNC, "BLACK PLAGUE POSSESSES THEE", + SCSkill, sk_nightmare, MENU_NONE } +}; + +static Menu_t SkillMenu = +{ + 38, 30, + DrawSkillMenu, + 5, SkillItems, + 2, + MENU_EPISODE +}; + +static MenuItem_t OptionsItems[] = +{ + { ITT_EFUNC, "END GAME", SCEndGame, 0, MENU_NONE }, + { ITT_EFUNC, "MESSAGES : ", SCMessages, 0, MENU_NONE }, + { ITT_LRFUNC, "MOUSE SENSITIVITY", SCMouseSensi, 0, MENU_NONE }, + { ITT_EMPTY, NULL, NULL, 0, MENU_NONE }, + { ITT_SETMENU, "MORE...", NULL, 0, MENU_OPTIONS2 } +}; + +static Menu_t OptionsMenu = +{ + 88, 30, + DrawOptionsMenu, + 5, OptionsItems, + 0, + MENU_MAIN +}; + +static MenuItem_t Options2Items[] = +{ + { ITT_LRFUNC, "SCREEN SIZE", SCScreenSize, 0, MENU_NONE }, + { ITT_EMPTY, NULL, NULL, 0, MENU_NONE }, + { ITT_LRFUNC, "SFX VOLUME", SCSfxVolume, 0, MENU_NONE }, + { ITT_EMPTY, NULL, NULL, 0, MENU_NONE }, + { ITT_LRFUNC, "MUSIC VOLUME", SCMusicVolume, 0, MENU_NONE }, + { ITT_EMPTY, NULL, NULL, 0, MENU_NONE } +}; + +static Menu_t Options2Menu = +{ + 90, 20, + DrawOptions2Menu, + 6, Options2Items, + 0, + MENU_OPTIONS +}; + +static Menu_t *Menus[] = +{ + &MainMenu, + &EpisodeMenu, + &SkillMenu, + &OptionsMenu, + &Options2Menu, + &FilesMenu, + &LoadMenu, + &SaveMenu +}; + +//--------------------------------------------------------------------------- +// +// PROC MN_Init +// +//--------------------------------------------------------------------------- + +void MN_Init(void) +{ + InitFonts(); + MenuActive = false; + messageson = true; + SkullBaseLump = W_GetNumForName("M_SKL00"); + if(ExtendedWAD) + { // Add episodes 4 and 5 to the menu + EpisodeMenu.itemCount = 5; + EpisodeMenu.y -= ITEM_HEIGHT; + } +} + +//--------------------------------------------------------------------------- +// +// PROC InitFonts +// +//--------------------------------------------------------------------------- + +static void InitFonts(void) +{ + FontABaseLump = W_GetNumForName("FONTA_S")+1; + FontBBaseLump = W_GetNumForName("FONTB_S")+1; +} + +//--------------------------------------------------------------------------- +// +// PROC MN_DrTextA +// +// Draw text using font A. +// +//--------------------------------------------------------------------------- + +void MN_DrTextA(char *text, int x, int y) +{ + char c; + patch_t *p; + +#ifdef RENDER3D + OGL_SetColorAndAlpha( 1, 1, 1, 1 ); +#endif + + while((c = *text++) != 0) + { + if(c < 33) + { + x += 5; + } + else + { + p = W_CacheLumpNum(FontABaseLump+c-33, PU_CACHE); +#ifdef RENDER3D + OGL_DrawPatch_CS(x, y, FontABaseLump+c-33); +#else + V_DrawPatch(x, y, p); +#endif + x += p->width-1; + } + } +} + +//--------------------------------------------------------------------------- +// +// FUNC MN_TextAWidth +// +// Returns the pixel width of a string using font A. +// +//--------------------------------------------------------------------------- + +int MN_TextAWidth(char *text) +{ + char c; + int width; + patch_t *p; + + width = 0; + while((c = *text++) != 0) + { + if(c < 33) + { + width += 5; + } + else + { + p = W_CacheLumpNum(FontABaseLump+c-33, PU_CACHE); + width += p->width-1; + } + } + return(width); +} + +//--------------------------------------------------------------------------- +// +// PROC MN_DrTextB +// +// Draw text using font B. +// +//--------------------------------------------------------------------------- + +void MN_DrTextB(char *text, int x, int y) +{ + char c; + patch_t *p; + +#ifdef RENDER3D + OGL_SetColorAndAlpha( 1, 1, 1, 1 ); +#endif + + while((c = *text++) != 0) + { + if(c < 33) + { + x += 8; + } + else + { + p = W_CacheLumpNum(FontBBaseLump+c-33, PU_CACHE); +#ifdef RENDER3D + OGL_DrawPatch_CS(x, y, FontBBaseLump+c-33); +#else + V_DrawPatch(x, y, p); +#endif + x += p->width-1; + } + } +} + +//--------------------------------------------------------------------------- +// +// FUNC MN_TextBWidth +// +// Returns the pixel width of a string using font B. +// +//--------------------------------------------------------------------------- + +int MN_TextBWidth(char *text) +{ + char c; + int width; + patch_t *p; + + width = 0; + while((c = *text++) != 0) + { + if(c < 33) + { + width += 5; + } + else + { + p = W_CacheLumpNum(FontBBaseLump+c-33, PU_CACHE); + width += p->width-1; + } + } + return(width); +} + +//--------------------------------------------------------------------------- +// +// PROC MN_Ticker +// +//--------------------------------------------------------------------------- + +void MN_Ticker(void) +{ + if(MenuActive == false) + { +#ifdef RENDER3D + if(bgAlpha > 0) + { + bgAlpha -= .5/(float)menuDarkTicks; + if(bgAlpha < 0) bgAlpha = 0; + } + if(fadingOut) + { + outFade += 1/(float)slamInTicks; + if(outFade > 1) fadingOut = false; + } +#endif + return; + } + MenuTime++; +} + +#ifdef RENDER3D +void MN_OGL_SetupState(float time) +{ + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + + if(time > 1 && time <= 2) + { + time = 2-time; + glTranslatef(160, 100, 0); + glScalef(.9+time*.1, .9+time*.1, 1); + glTranslatef(-160, -100, 0); + glColor4f(1, 1, 1, time); + return; + } + + glTranslatef(160, 100, 0); + glScalef(2-time, 2-time, 1); + glTranslatef(-160, -100, 0); + glColor4f(1, 1, 1, time*time); +} + +void MN_OGL_RestoreState() +{ + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); +} +#endif + +//--------------------------------------------------------------------------- +// +// PROC MN_Drawer +// +//--------------------------------------------------------------------------- + +char *QuitEndMsg[] = +{ + "ARE YOU SURE YOU WANT TO QUIT?", + "ARE YOU SURE YOU WANT TO END THE GAME?", + "DO YOU WANT TO QUICKSAVE THE GAME NAMED", + "DO YOU WANT TO QUICKLOAD THE GAME NAMED" +}; + +void MN_Drawer(void) +{ + int i; + int x; + int y; + MenuItem_t *item; + char *selName; + + if(MenuActive == false) + { +#ifdef RENDER3D + if(bgAlpha > 0) + { + UpdateState |= I_FULLSCRN; + BorderNeedRefresh = true; + //OGL_SetNoTexture(); + glDisable( GL_TEXTURE_2D ); + OGL_DrawRect(0,0,320,200,0,0,0,bgAlpha); + glEnable( GL_TEXTURE_2D ); + } +#endif + if(askforquit) + { + MN_DrTextA(QuitEndMsg[typeofask-1], 160- + MN_TextAWidth(QuitEndMsg[typeofask-1])/2, 80); + if(typeofask == 3) + { + MN_DrTextA(SlotText[quicksave-1], 160- + MN_TextAWidth(SlotText[quicksave-1])/2, 90); + MN_DrTextA("?", 160+ + MN_TextAWidth(SlotText[quicksave-1])/2, 90); + } + if(typeofask == 4) + { + MN_DrTextA(SlotText[quickload-1], 160- + MN_TextAWidth(SlotText[quickload-1])/2, 90); + MN_DrTextA("?", 160+ + MN_TextAWidth(SlotText[quickload-1])/2, 90); + } + UpdateState |= I_FULLSCRN; + } + return; + } +#ifdef RENDER3D + if( MenuActive || fadingOut ) + { + int effTime = (MenuTime>menuDarkTicks)? menuDarkTicks : MenuTime; + float temp = .5 * effTime/(float)menuDarkTicks; + + UpdateState |= I_FULLSCRN; + + if(!fadingOut) + { + if(temp > bgAlpha) bgAlpha = temp; + effTime = (MenuTime>slamInTicks)? slamInTicks : MenuTime; + temp = effTime / (float)slamInTicks; + + // Draw a dark background. It makes it easier to read the menus. + //OGL_SetNoTexture(); + glDisable( GL_TEXTURE_2D ); + OGL_DrawRect(0,0,320,200,0,0,0,bgAlpha); + glEnable( GL_TEXTURE_2D ); + } + else temp = outFade+1; + MN_OGL_SetupState(temp); + + if(InfoType) + { + MN_DrawInfo(); + MN_OGL_RestoreState(); + return; + } + //if(screenblocks < 10) + //{ + BorderNeedRefresh = true; + //} + if(CurrentMenu->drawFunc != NULL) + { + CurrentMenu->drawFunc(); + } + x = CurrentMenu->x; + y = CurrentMenu->y; + item = CurrentMenu->items; + for(i = 0; i < CurrentMenu->itemCount; i++) + { + switch(item->type) + { + case (ITT_EMPTY): + break; + default: + if(item->text) + MN_DrTextB(item->text, x, y); + } + y += ITEM_HEIGHT; + item++; + } + y = CurrentMenu->y+(CurrentItPos*ITEM_HEIGHT)+SELECTOR_YOFFSET; + selName = MenuTime&16 ? "M_SLCTR1" : "M_SLCTR2"; + OGL_DrawPatch_CS(x+SELECTOR_XOFFSET, y, W_GetNumForName(selName)); + + MN_OGL_RestoreState(); + } +#else + else + { + UpdateState |= I_FULLSCRN; + if(InfoType) + { + MN_DrawInfo(); + return; + } + if(screenblocks < 10) + { + BorderNeedRefresh = true; + } + if(CurrentMenu->drawFunc != NULL) + { + CurrentMenu->drawFunc(); + } + x = CurrentMenu->x; + y = CurrentMenu->y; + item = CurrentMenu->items; + for(i = 0; i < CurrentMenu->itemCount; i++) + { + if(item->type != ITT_EMPTY && item->text) + { + MN_DrTextB(item->text, x, y); + } + y += ITEM_HEIGHT; + item++; + } + y = CurrentMenu->y+(CurrentItPos*ITEM_HEIGHT)+SELECTOR_YOFFSET; + selName = MenuTime&16 ? "M_SLCTR1" : "M_SLCTR2"; + V_DrawPatch(x+SELECTOR_XOFFSET, y, + W_CacheLumpName(selName, PU_CACHE)); + } +#endif +} + +//--------------------------------------------------------------------------- +// +// PROC DrawMainMenu +// +//--------------------------------------------------------------------------- + +static void DrawMainMenu(void) +{ + int frame; + + frame = (MenuTime/3)%18; +#ifdef RENDER3D + OGL_DrawPatch_CS( 88, 0, W_GetNumForName("M_HTIC") ); + OGL_DrawPatch_CS( 40, 10, SkullBaseLump+(17-frame) ); + OGL_DrawPatch_CS( 232, 10, SkullBaseLump+frame ); +#else + V_DrawPatch(88, 0, W_CacheLumpName("M_HTIC", PU_CACHE)); + V_DrawPatch(40, 10, W_CacheLumpNum(SkullBaseLump+(17-frame), + PU_CACHE)); + V_DrawPatch(232, 10, W_CacheLumpNum(SkullBaseLump+frame, PU_CACHE)); +#endif +} + +//--------------------------------------------------------------------------- +// +// PROC DrawEpisodeMenu +// +//--------------------------------------------------------------------------- + +static void DrawEpisodeMenu(void) +{ +} + +//--------------------------------------------------------------------------- +// +// PROC DrawSkillMenu +// +//--------------------------------------------------------------------------- + +static void DrawSkillMenu(void) +{ +} + +//--------------------------------------------------------------------------- +// +// PROC DrawFilesMenu +// +//--------------------------------------------------------------------------- + +static void DrawFilesMenu(void) +{ +// clear out the quicksave/quickload stuff + quicksave = 0; + quickload = 0; + players[consoleplayer].message = NULL; + players[consoleplayer].messageTics = 1; +} + +//--------------------------------------------------------------------------- +// +// PROC DrawLoadMenu +// +//--------------------------------------------------------------------------- + +static void DrawLoadMenu(void) +{ + MN_DrTextB("LOAD GAME", 160-MN_TextBWidth("LOAD GAME")/2, 10); + if(!slottextloaded) + { + MN_LoadSlotText(); + } + DrawFileSlots(&LoadMenu); +} + +//--------------------------------------------------------------------------- +// +// PROC DrawSaveMenu +// +//--------------------------------------------------------------------------- + +static void DrawSaveMenu(void) +{ + MN_DrTextB("SAVE GAME", 160-MN_TextBWidth("SAVE GAME")/2, 10); + if(!slottextloaded) + { + MN_LoadSlotText(); + } + DrawFileSlots(&SaveMenu); +} + +//=========================================================================== +// +// MN_LoadSlotText +// +// Loads in the text message for each slot +//=========================================================================== + +void MN_LoadSlotText(void) +{ + FILE *fp; + int count; + int i; + char name[256]; + + for (i = 0; i < 6; i++) + { + if(cdrom) + { + sprintf(name, SAVEGAMENAMECD"%d.hsg", i); + } + else + { + sprintf(name, SAVEGAMENAME"%d.hsg", i); + } + fp = fopen(name, "rb+"); + if (!fp) + { + SlotText[i][0] = 0; // empty the string + SlotStatus[i] = 0; + continue; + } + count = fread(&SlotText[i], SLOTTEXTLEN, 1, fp); + fclose(fp); + SlotStatus[i] = 1; + } + slottextloaded = true; +} + +//--------------------------------------------------------------------------- +// +// PROC DrawFileSlots +// +//--------------------------------------------------------------------------- + +static void DrawFileSlots(Menu_t *menu) +{ + int i; + int x; + int y; + + x = menu->x; + y = menu->y; + for(i = 0; i < 6; i++) + { +#ifdef RENDER3D + OGL_DrawPatch_CS(x, y, W_GetNumForName("M_FSLOT")); +#else + V_DrawPatch(x, y, W_CacheLumpName("M_FSLOT", PU_CACHE)); +#endif + if(SlotStatus[i]) + { + MN_DrTextA(SlotText[i], x+5, y+5); + } + y += ITEM_HEIGHT; + } +} + +//--------------------------------------------------------------------------- +// +// PROC DrawOptionsMenu +// +//--------------------------------------------------------------------------- + +static void DrawOptionsMenu(void) +{ + if(messageson) + { + MN_DrTextB("ON", 196, 50); + } + else + { + MN_DrTextB("OFF", 196, 50); + } + DrawSlider(&OptionsMenu, 3, 10, mouseSensitivity); +} + +//--------------------------------------------------------------------------- +// +// PROC DrawOptions2Menu +// +//--------------------------------------------------------------------------- + +static void DrawOptions2Menu(void) +{ + DrawSlider(&Options2Menu, 1, 9, screenblocks-3); + DrawSlider(&Options2Menu, 3, 16, snd_MaxVolume); + DrawSlider(&Options2Menu, 5, 16, snd_MusicVolume); +} + +//--------------------------------------------------------------------------- +// +// PROC SCNetCheck +// +//--------------------------------------------------------------------------- + +static boolean SCNetCheck(int option) +{ + if(!netgame) + { // okay to go into the menu + return true; + } + switch(option) + { + case 1: + P_SetMessage(&players[consoleplayer], + "YOU CAN'T START A NEW GAME IN NETPLAY!", true); + break; + case 2: + P_SetMessage(&players[consoleplayer], + "YOU CAN'T LOAD A GAME IN NETPLAY!", true); + break; + default: + break; + } + MenuActive = false; + return false; +} + +//--------------------------------------------------------------------------- +// +// PROC SCQuitGame +// +//--------------------------------------------------------------------------- + +static boolean SCQuitGame(int option) +{ + MenuActive = false; + askforquit = true; + typeofask = 1; //quit game + if(!netgame && !demoplayback) + { + paused = true; + } + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCEndGame +// +//--------------------------------------------------------------------------- + +static boolean SCEndGame(int option) +{ + if(demoplayback || netgame) + { + return false; + } + MenuActive = false; + askforquit = true; + typeofask = 2; //endgame + if(!netgame && !demoplayback) + { + paused = true; + } + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCMessages +// +//--------------------------------------------------------------------------- + +static boolean SCMessages(int option) +{ + messageson ^= 1; + if(messageson) + { + P_SetMessage(&players[consoleplayer], "MESSAGES ON", true); + } + else + { + P_SetMessage(&players[consoleplayer], "MESSAGES OFF", true); + } + S_StartSound(NULL, sfx_chat); + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCLoadGame +// +//--------------------------------------------------------------------------- + +static boolean SCLoadGame(int option) +{ + char name[256]; + + if(!SlotStatus[option]) + { // slot's empty...don't try and load + return false; + } + if(cdrom) + { + sprintf(name, SAVEGAMENAMECD"%d.hsg", option); + } + else + { + sprintf(name, SAVEGAMENAME"%d.hsg", option); + } + G_LoadGame(name); + MN_DeactivateMenu(); + BorderNeedRefresh = true; + if(quickload == -1) + { + quickload = option+1; + players[consoleplayer].message = NULL; + players[consoleplayer].messageTics = 1; + } + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCSaveGame +// +//--------------------------------------------------------------------------- + +static boolean SCSaveGame(int option) +{ + char *ptr; + + if(!FileMenuKeySteal) + { + FileMenuKeySteal = true; + strcpy(oldSlotText, SlotText[option]); + ptr = SlotText[option]; + while(*ptr) + { + ptr++; + } + *ptr = '['; + *(ptr+1) = 0; + SlotStatus[option]++; + currentSlot = option; + slotptr = ptr-SlotText[option]; + return false; + } + else + { + G_SaveGame(option, SlotText[option]); + FileMenuKeySteal = false; + MN_DeactivateMenu(); + } + BorderNeedRefresh = true; + if(quicksave == -1) + { + quicksave = option+1; + players[consoleplayer].message = NULL; + players[consoleplayer].messageTics = 1; + } + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCEpisode +// +//--------------------------------------------------------------------------- + +static boolean SCEpisode(int option) +{ + if(shareware && option > 1) + { + P_SetMessage(&players[consoleplayer], + "ONLY AVAILABLE IN THE REGISTERED VERSION", true); + } + else + { + MenuEpisode = option; + SetMenu(MENU_SKILL); + } + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCSkill +// +//--------------------------------------------------------------------------- + +static boolean SCSkill(int option) +{ + G_DeferedInitNew(option, MenuEpisode, 1); + MN_DeactivateMenu(); + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCMouseSensi +// +//--------------------------------------------------------------------------- + +static boolean SCMouseSensi(int option) +{ + if(option == RIGHT_DIR) + { + if(mouseSensitivity < 9) + { + mouseSensitivity++; + } + } + else if(mouseSensitivity) + { + mouseSensitivity--; + } + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCSfxVolume +// +//--------------------------------------------------------------------------- + +static boolean SCSfxVolume(int option) +{ + if(option == RIGHT_DIR) + { + if(snd_MaxVolume < 15) + { + snd_MaxVolume++; + } + } + else if(snd_MaxVolume) + { + snd_MaxVolume--; + } + S_SetMaxVolume(false); // don't recalc the sound curve, yet + soundchanged = true; // we'll set it when we leave the menu + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCMusicVolume +// +//--------------------------------------------------------------------------- + +static boolean SCMusicVolume(int option) +{ + if(option == RIGHT_DIR) + { + if(snd_MusicVolume < 15) + { + snd_MusicVolume++; + } + } + else if(snd_MusicVolume) + { + snd_MusicVolume--; + } + S_SetMusicVolume(); + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCScreenSize +// +//--------------------------------------------------------------------------- + +static boolean SCScreenSize(int option) +{ + if(option == RIGHT_DIR) + { + if(screenblocks < 11) + { + screenblocks++; + } + } + else if(screenblocks > 3) + { + screenblocks--; + } + R_SetViewSize(screenblocks, detailLevel); + return true; +} + +//--------------------------------------------------------------------------- +// +// PROC SCInfo +// +//--------------------------------------------------------------------------- + +static boolean SCInfo(int option) +{ + InfoType = 1; + S_StartSound(NULL, sfx_dorcls); + if(!netgame && !demoplayback) + { + paused = true; + } + return true; +} + +//--------------------------------------------------------------------------- +// +// FUNC MN_Responder +// +//--------------------------------------------------------------------------- + +boolean MN_Responder(event_t *event) +{ + int key; + int i; + MenuItem_t *item; + extern boolean automapactive; + static boolean shiftdown; + extern void D_StartTitle(void); + extern void G_CheckDemoStatus(void); + char *textBuffer; + + if(event->data1 == KEY_RSHIFT) + { + shiftdown = (event->type == ev_keydown); + } + if(event->type != ev_keydown) + { + return(false); + } + key = event->data1; + if(InfoType) + { + if(shareware) + { + InfoType = (InfoType+1)%5; + } + else + { + InfoType = (InfoType+1)%4; + } + if(key == KEY_ESCAPE) + { + InfoType = 0; + } + if(!InfoType) + { + paused = false; + MN_DeactivateMenu(); + SB_state = -1; //refresh the statbar + BorderNeedRefresh = true; + } + S_StartSound(NULL, sfx_dorcls); + return(true); //make the info screen eat the keypress + } + + if(ravpic && key == KEY_F1) + { + G_ScreenShot(); + return(true); + } + + if(askforquit) + { + switch(key) + { + case 'y': + if(askforquit) + { + switch(typeofask) + { + case 1: + G_CheckDemoStatus(); + I_Quit(); + break; + case 2: + players[consoleplayer].messageTics = 0; + //set the msg to be cleared + players[consoleplayer].message = NULL; + typeofask = 0; + askforquit = false; + paused = false; + I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE)); + D_StartTitle(); // go to intro/demo mode. + break; + case 3: + P_SetMessage(&players[consoleplayer], "QUICKSAVING....", false); + FileMenuKeySteal = true; + SCSaveGame(quicksave-1); + askforquit = false; + typeofask = 0; + BorderNeedRefresh = true; + return true; + case 4: + P_SetMessage(&players[consoleplayer], "QUICKLOADING....", false); + SCLoadGame(quickload-1); + askforquit = false; + typeofask = 0; + BorderNeedRefresh = true; + return true; + default: + return true; // eat the 'y' keypress + } + } + return false; + case 'n': + case KEY_ESCAPE: + if(askforquit) + { + players[consoleplayer].messageTics = 1; //set the msg to be cleared + askforquit = false; + typeofask = 0; + paused = false; + UpdateState |= I_FULLSCRN; + BorderNeedRefresh = true; + return true; + } + return false; + } + return false; // don't let the keys filter thru + } + if(MenuActive == false && !chatmodeon) + { + switch(key) + { + case KEY_MINUS: + if(automapactive) + { // Don't screen size in automap + return(false); + } + SCScreenSize(LEFT_DIR); + S_StartSound(NULL, sfx_keyup); + BorderNeedRefresh = true; + UpdateState |= I_FULLSCRN; + return(true); + case KEY_EQUALS: + if(automapactive) + { // Don't screen size in automap + return(false); + } + SCScreenSize(RIGHT_DIR); + S_StartSound(NULL, sfx_keyup); + BorderNeedRefresh = true; + UpdateState |= I_FULLSCRN; + return(true); +#ifndef __NeXT__ + case KEY_F1: // help screen + SCInfo(0); // start up info screens + MenuActive = true; + return(true); + case KEY_F2: // save game + if(gamestate == GS_LEVEL && !demoplayback) + { + MenuActive = true; + FileMenuKeySteal = false; + MenuTime = 0; + CurrentMenu = &SaveMenu; + CurrentItPos = CurrentMenu->oldItPos; + if(!netgame && !demoplayback) + { + paused = true; + } + S_StartSound(NULL, sfx_dorcls); + slottextloaded = false; //reload the slot text, when needed + } + return true; + case KEY_F3: // load game + if(SCNetCheck(2)) + { + MenuActive = true; + FileMenuKeySteal = false; + MenuTime = 0; + CurrentMenu = &LoadMenu; + CurrentItPos = CurrentMenu->oldItPos; + if(!netgame && !demoplayback) + { + paused = true; + } + S_StartSound(NULL, sfx_dorcls); + slottextloaded = false; //reload the slot text, when needed + } + return true; + case KEY_F4: // volume + MenuActive = true; + FileMenuKeySteal = false; + MenuTime = 0; + CurrentMenu = &Options2Menu; + CurrentItPos = CurrentMenu->oldItPos; + if(!netgame && !demoplayback) + { + paused = true; + } + S_StartSound(NULL, sfx_dorcls); + slottextloaded = false; //reload the slot text, when needed + return true; + case KEY_F5: // F5 isn't used in Heretic. (detail level) + return true; + case KEY_F6: // quicksave + if(gamestate == GS_LEVEL && !demoplayback) + { + if(!quicksave || quicksave == -1) + { + MenuActive = true; + FileMenuKeySteal = false; + MenuTime = 0; + CurrentMenu = &SaveMenu; + CurrentItPos = CurrentMenu->oldItPos; + if(!netgame && !demoplayback) + { + paused = true; + } + S_StartSound(NULL, sfx_dorcls); + slottextloaded = false; //reload the slot text, when needed + quicksave = -1; + P_SetMessage(&players[consoleplayer], + "CHOOSE A QUICKSAVE SLOT", true); + } + else + { + askforquit = true; + typeofask = 3; + if(!netgame && !demoplayback) + { + paused = true; + } + S_StartSound(NULL, sfx_chat); + } + } + return true; + case KEY_F7: // endgame + if(gamestate == GS_LEVEL && !demoplayback) + { + S_StartSound(NULL, sfx_chat); + SCEndGame(0); + } + return true; + case KEY_F8: // toggle messages + SCMessages(0); + return true; + case KEY_F9: // quickload + if(!quickload || quickload == -1) + { + MenuActive = true; + FileMenuKeySteal = false; + MenuTime = 0; + CurrentMenu = &LoadMenu; + CurrentItPos = CurrentMenu->oldItPos; + if(!netgame && !demoplayback) + { + paused = true; + } + S_StartSound(NULL, sfx_dorcls); + slottextloaded = false; //reload the slot text, when needed + quickload = -1; + P_SetMessage(&players[consoleplayer], + "CHOOSE A QUICKLOAD SLOT", true); + } + else + { + askforquit = true; + if(!netgame && !demoplayback) + { + paused = true; + } + typeofask = 4; + S_StartSound(NULL, sfx_chat); + } + return true; + case KEY_F10: // quit + if(gamestate == GS_LEVEL) + { + SCQuitGame(0); + S_StartSound(NULL, sfx_chat); + } + return true; + case KEY_F11: // F11 - gamma mode correction + usegamma++; + if(usegamma > 4) + { + usegamma = 0; + } +#ifdef RENDER3D + OGL_TexReset (); +#else + I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE)); +#endif + return true; +#endif + } + + } + + if(MenuActive == false) + { + if(key == KEY_ESCAPE || gamestate == GS_DEMOSCREEN || demoplayback) + { + MN_ActivateMenu(); + return(true); + } + return(false); + } + if(!FileMenuKeySteal) + { + item = &CurrentMenu->items[CurrentItPos]; + switch(key) + { + case KEY_DOWNARROW: + do + { + if(CurrentItPos+1 > CurrentMenu->itemCount-1) + { + CurrentItPos = 0; + } + else + { + CurrentItPos++; + } + } while(CurrentMenu->items[CurrentItPos].type == ITT_EMPTY); + S_StartSound(NULL, sfx_switch); + return(true); + break; + case KEY_UPARROW: + do + { + if(CurrentItPos == 0) + { + CurrentItPos = CurrentMenu->itemCount-1; + } + else + { + CurrentItPos--; + } + } while(CurrentMenu->items[CurrentItPos].type == ITT_EMPTY); + S_StartSound(NULL, sfx_switch); + return(true); + break; + case KEY_LEFTARROW: + if(item->type == ITT_LRFUNC && item->func != NULL) + { + item->func(LEFT_DIR); + S_StartSound(NULL, sfx_keyup); + } + return(true); + break; + case KEY_RIGHTARROW: + if(item->type == ITT_LRFUNC && item->func != NULL) + { + item->func(RIGHT_DIR); + S_StartSound(NULL, sfx_keyup); + } + return(true); + break; + case KEY_ENTER: + if(item->type == ITT_SETMENU) + { + SetMenu(item->menu); + } + else if(item->func != NULL) + { + CurrentMenu->oldItPos = CurrentItPos; + if(item->type == ITT_LRFUNC) + { + item->func(RIGHT_DIR); + } + else if(item->type == ITT_EFUNC) + { + if(item->func(item->option)) + { + if(item->menu != MENU_NONE) + { + SetMenu(item->menu); + } + } + } + } + S_StartSound(NULL, sfx_dorcls); + return(true); + break; + case KEY_ESCAPE: + MN_DeactivateMenu(); + return(true); + case KEY_BACKSPACE: + S_StartSound(NULL, sfx_switch); + if(CurrentMenu->prevMenu == MENU_NONE) + { + MN_DeactivateMenu(); + } + else + { + SetMenu(CurrentMenu->prevMenu); + } + return(true); + default: + for(i = 0; i < CurrentMenu->itemCount; i++) + { + if(CurrentMenu->items[i].text) + { + if(toupper(key) + == toupper(CurrentMenu->items[i].text[0])) + { + CurrentItPos = i; + return(true); + } + } + } + break; + } + return(false); + } + else + { // Editing file names + textBuffer = &SlotText[currentSlot][slotptr]; + if(key == KEY_BACKSPACE) + { + if(slotptr) + { + *textBuffer-- = 0; + *textBuffer = ASCII_CURSOR; + slotptr--; + } + return(true); + } + if(key == KEY_ESCAPE) + { + memset(SlotText[currentSlot], 0, SLOTTEXTLEN+2); + strcpy(SlotText[currentSlot], oldSlotText); + SlotStatus[currentSlot]--; + MN_DeactivateMenu(); + return(true); + } + if(key == KEY_ENTER) + { + SlotText[currentSlot][slotptr] = 0; // clear the cursor + item = &CurrentMenu->items[CurrentItPos]; + CurrentMenu->oldItPos = CurrentItPos; + if(item->type == ITT_EFUNC) + { + item->func(item->option); + if(item->menu != MENU_NONE) + { + SetMenu(item->menu); + } + } + return(true); + } + if(slotptr < SLOTTEXTLEN && key != KEY_BACKSPACE) + { + if((key >= 'a' && key <= 'z')) + { + *textBuffer++ = key-32; + *textBuffer = ASCII_CURSOR; + slotptr++; + return(true); + } + if(((key >= '0' && key <= '9') || key == ' ' + || key == ',' || key == '.' || key == '-') + && !shiftdown) + { + *textBuffer++ = key; + *textBuffer = ASCII_CURSOR; + slotptr++; + return(true); + } + if(shiftdown && key == '1') + { + *textBuffer++ = '!'; + *textBuffer = ASCII_CURSOR; + slotptr++; + return(true); + } + } + return(true); + } + return(false); +} + +//--------------------------------------------------------------------------- +// +// PROC MN_ActivateMenu +// +//--------------------------------------------------------------------------- + +void MN_ActivateMenu(void) +{ + if(MenuActive) + { + return; + } + if(paused) + { + S_ResumeSound(); + } + MenuActive = true; + FileMenuKeySteal = false; + MenuTime = 0; + CurrentMenu = &MainMenu; + CurrentItPos = CurrentMenu->oldItPos; + if(!netgame && !demoplayback) + { + paused = true; + } + S_StartSound(NULL, sfx_dorcls); + slottextloaded = false; //reload the slot text, when needed +} + +//--------------------------------------------------------------------------- +// +// PROC MN_DeactivateMenu +// +//--------------------------------------------------------------------------- + +void MN_DeactivateMenu(void) +{ + CurrentMenu->oldItPos = CurrentItPos; + MenuActive = false; + if(!netgame) + { + paused = false; + } + S_StartSound(NULL, sfx_dorcls); + if(soundchanged) + { + S_SetMaxVolume(true); //recalc the sound curve + soundchanged = false; + } + players[consoleplayer].message = NULL; + players[consoleplayer].messageTics = 1; +} + +//--------------------------------------------------------------------------- +// +// PROC MN_DrawInfo +// +//--------------------------------------------------------------------------- + +void MN_DrawInfo(void) +{ +#ifdef RENDER3D + OGL_SetFilter( 0 ); + OGL_DrawRawScreen( W_GetNumForName("TITLE")+InfoType ); +#else + I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE)); + memcpy(screen, (byte *)W_CacheLumpNum(W_GetNumForName("TITLE")+InfoType, + PU_CACHE), SCREENWIDTH*SCREENHEIGHT); +// V_DrawPatch(0, 0, W_CacheLumpNum(W_GetNumForName("TITLE")+InfoType, +// PU_CACHE)); +#endif +} + + +//--------------------------------------------------------------------------- +// +// PROC SetMenu +// +//--------------------------------------------------------------------------- + +static void SetMenu(MenuType_t menu) +{ + CurrentMenu->oldItPos = CurrentItPos; + CurrentMenu = Menus[menu]; + CurrentItPos = CurrentMenu->oldItPos; +} + +//--------------------------------------------------------------------------- +// +// PROC DrawSlider +// +//--------------------------------------------------------------------------- + +static void DrawSlider(Menu_t *menu, int item, int width, int slot) +{ + int x; + int y; + int x2; + int count; + + x = menu->x+24; + y = menu->y+2+(item*ITEM_HEIGHT); +#ifdef RENDER3D + OGL_DrawPatch_CS(x-32, y, W_GetNumForName("M_SLDLT")); + for(x2 = x, count = width; count--; x2 += 8) + { + OGL_DrawPatch_CS( x2, y, W_GetNumForName(count&1 ? "M_SLDMD1" : + "M_SLDMD2") ); + } + OGL_DrawPatch_CS(x2, y, W_GetNumForName("M_SLDRT")); + OGL_DrawPatch_CS(x+4+slot*8, y+7, W_GetNumForName("M_SLDKB")); +#else + V_DrawPatch(x-32, y, W_CacheLumpName("M_SLDLT", PU_CACHE)); + for(x2 = x, count = width; count--; x2 += 8) + { + V_DrawPatch(x2, y, W_CacheLumpName(count&1 ? "M_SLDMD1" + : "M_SLDMD2", PU_CACHE)); + } + V_DrawPatch(x2, y, W_CacheLumpName("M_SLDRT", PU_CACHE)); + V_DrawPatch(x+4+slot*8, y+7, W_CacheLumpName("M_SLDKB", PU_CACHE)); +#endif +} diff --git a/base/netold.c b/base/netold.c new file mode 100644 index 0000000..ba95425 --- /dev/null +++ b/base/netold.c @@ -0,0 +1,783 @@ +// I_pcnet.m + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +#define NCMD_EXIT 0x80000000 +#define NCMD_RETRANSMIT 0x40000000 +#define NCMD_SETUP 0x20000000 +#define NCMD_KILL 0x10000000 // kill game +#define NCMD_CHECKSUM 0x0fffffff + + +doomcom_t *doomcom; +doomdata_t *netbuffer; // points inside doomcom + + +/* +============================================================================== + + NETWORKING + +gametic is the tic about to (or currently being) run +maketic is the tick that hasn't had control made for it yet +nettics[] has the maketics for all players + +a gametic cannot be run until nettics[] > gametic for all players + +============================================================================== +*/ + +#define RESENDCOUNT 10 +#define PL_DRONE 0x80 // bit flag in doomdata->player + +ticcmd_t localcmds[BACKUPTICS]; + +ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; +int nettics[MAXNETNODES]; +boolean nodeingame[MAXNETNODES]; // set false as nodes leave game +boolean remoteresend[MAXNETNODES]; // set when local needs tics +int resendto[MAXNETNODES]; // set when remote needs tics +int resendcount[MAXNETNODES]; + +int nodeforplayer[MAXPLAYERS]; + +int maketic; +int lastnettic, skiptics; +int ticdup; +int maxsend; // BACKUPTICS/(2*ticdup)-1 + +void D_ProcessEvents (void); +void G_BuildTiccmd (ticcmd_t *cmd); +void D_DoAdvanceDemo (void); + +boolean reboundpacket; +doomdata_t reboundstore; + + +int NetbufferSize (void) +{ + return (int)&(((doomdata_t *)0)->cmds[netbuffer->numtics]); +} + +unsigned NetbufferChecksum (void) +{ + unsigned c; + int i,l; + + c = 0x1234567; + +#ifdef NeXT + return 0; // byte order problems +#endif + + l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4; + for (i=0 ; iretransmitfrom)[i] * (i+1); + + return c & NCMD_CHECKSUM; +} + +int ExpandTics (int low) +{ + int delta; + + delta = low - (maketic&0xff); + + if (delta >= -64 && delta <= 64) + return (maketic&~0xff) + low; + if (delta > 64) + return (maketic&~0xff) - 256 + low; + if (delta < -64) + return (maketic&~0xff) + 256 + low; + + I_Error ("ExpandTics: strange value %i at maketic %i",low,maketic); + return 0; +} + + +//============================================================================ + + +/* +============== += += HSendPacket += +============== +*/ + +void HSendPacket (int node, int flags) +{ + netbuffer->checksum = NetbufferChecksum () | flags; + + if (!node) + { + reboundstore = *netbuffer; + reboundpacket = true; + return; + } + + if (demoplayback) + return; + + if (!netgame) + I_Error ("Tried to transmit to another node"); + + doomcom->command = CMD_SEND; + doomcom->remotenode = node; + doomcom->datalength = NetbufferSize (); + +if (debugfile) +{ + int i; + int realretrans; + if (netbuffer->checksum & NCMD_RETRANSMIT) + realretrans = ExpandTics (netbuffer->retransmitfrom); + else + realretrans = -1; + fprintf (debugfile,"send (%i + %i, R %i) [%i] " + ,ExpandTics(netbuffer->starttic),netbuffer->numtics, realretrans, doomcom->datalength); + for (i=0 ; idatalength ; i++) + fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); + fprintf (debugfile,"\n"); +} + + I_NetCmd (); +} + +/* +============== += += HGetPacket += += Returns false if no packet is waiting += +============== +*/ + +boolean HGetPacket (void) +{ + if (reboundpacket) + { + *netbuffer = reboundstore; + doomcom->remotenode = 0; + reboundpacket = false; + return true; + } + + if (!netgame) + return false; + if (demoplayback) + return false; + + doomcom->command = CMD_GET; + I_NetCmd (); + if (doomcom->remotenode == -1) + return false; + + if (doomcom->datalength != NetbufferSize ()) + { + if (debugfile) + fprintf (debugfile,"bad packet length %i\n",doomcom->datalength); + return false; + } + + if (NetbufferChecksum () != (netbuffer->checksum&NCMD_CHECKSUM) ) + { + if (debugfile) + fprintf (debugfile,"bad packet checksum\n"); + return false; + } + +if (debugfile) +{ + int realretrans; + int i; + + if (netbuffer->checksum & NCMD_SETUP) + fprintf (debugfile,"setup packet\n"); + else + { + if (netbuffer->checksum & NCMD_RETRANSMIT) + realretrans = ExpandTics (netbuffer->retransmitfrom); + else + realretrans = -1; + fprintf (debugfile,"get %i = (%i + %i, R %i)[%i] ",doomcom->remotenode, + ExpandTics(netbuffer->starttic),netbuffer->numtics, realretrans, doomcom->datalength); + for (i=0 ; idatalength ; i++) + fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); + fprintf (debugfile,"\n"); + } +} + return true; +} + + +/* +=================== += += GetPackets += +=================== +*/ + +char exitmsg[80]; + +void GetPackets (void) +{ + int netconsole; + int netnode; + ticcmd_t *src, *dest; + int realend; + int realstart; + + while (HGetPacket ()) + { + if (netbuffer->checksum & NCMD_SETUP) + continue; // extra setup packet + + netconsole = netbuffer->player & ~PL_DRONE; + netnode = doomcom->remotenode; + // + // to save bytes, only the low byte of tic numbers are sent + // Figure out what the rest of the bytes are + // + realstart = ExpandTics (netbuffer->starttic); + realend = (realstart+netbuffer->numtics); + + // + // check for exiting the game + // + if (netbuffer->checksum & NCMD_EXIT) + { + if (!nodeingame[netnode]) + continue; + nodeingame[netnode] = false; + playeringame[netconsole] = false; + strcpy(exitmsg, "PLAYER 1 LEFT THE GAME"); + S_StartSound(NULL, sfx_chat); + exitmsg[7] += netconsole; + //players[consoleplayer].message = exitmsg; + P_SetMessage(&players[consoleplayer], exitmsg, true); +/* if (demorecording) + G_CheckDemoStatus (); +*/ // DEBUG + continue; + } + + // + // check for a remote game kill + // + if (netbuffer->checksum & NCMD_KILL) + I_Error ("Killed by network driver"); + + nodeforplayer[netconsole] = netnode; + + // + // check for retransmit request + // + if ( resendcount[netnode] <= 0 + && (netbuffer->checksum & NCMD_RETRANSMIT) ) + { + resendto[netnode] = ExpandTics(netbuffer->retransmitfrom); +if (debugfile) +fprintf (debugfile,"retransmit from %i\n", resendto[netnode]); + resendcount[netnode] = RESENDCOUNT; + } + else + resendcount[netnode]--; + + // + // check for out of order / duplicated packet + // + if (realend == nettics[netnode]) + continue; + + if (realend < nettics[netnode]) + { +if (debugfile) +fprintf (debugfile,"out of order packet (%i + %i)\n" ,realstart,netbuffer->numtics); + continue; + } + + // + // check for a missed packet + // + if (realstart > nettics[netnode]) + { + // stop processing until the other system resends the missed tics +if (debugfile) +fprintf (debugfile,"missed tics from %i (%i - %i)\n", netnode, realstart, nettics[netnode]); + remoteresend[netnode] = true; + continue; + } + +// +// update command store from the packet +// +{ + int start; + + remoteresend[netnode] = false; + + start = nettics[netnode] - realstart; + src = &netbuffer->cmds[start]; + + while (nettics[netnode] < realend) + { + dest = &netcmds[netconsole][nettics[netnode]%BACKUPTICS]; + nettics[netnode]++; + *dest = *src; + src++; + } + } +} + +} + +/* +============= += += NetUpdate += += Builds ticcmds for console player += sends out a packet +============= +*/ + +int gametime; + +void NetUpdate (void) +{ + int nowtime; + int newtics; + int i,j; + int realstart; + int gameticdiv; + +// +// check time +// + nowtime = I_GetTime ()/ticdup; + newtics = nowtime - gametime; + gametime = nowtime; + + if (newtics <= 0) // nothing new to update + goto listen; + + if (skiptics <= newtics) + { + newtics -= skiptics; + skiptics = 0; + } + else + { + skiptics -= newtics; + newtics = 0; + } + + + netbuffer->player = consoleplayer; + +// +// build new ticcmds for console player +// + gameticdiv = gametic/ticdup; + for (i=0 ; i= BACKUPTICS/2-1) + break; // can't hold any more +//printf ("mk:%i ",maketic); + G_BuildTiccmd (&localcmds[maketic%BACKUPTICS]); + maketic++; + } + + + if (singletics) + return; // singletic update is syncronous + +// +// send the packet to the other nodes +// + for (i=0 ; inumnodes ; i++) + if (nodeingame[i]) + { + netbuffer->starttic = realstart = resendto[i]; + netbuffer->numtics = maketic - realstart; + if (netbuffer->numtics > BACKUPTICS) + I_Error ("NetUpdate: netbuffer->numtics > BACKUPTICS"); + + resendto[i] = maketic - doomcom->extratics; + + + for (j=0 ; j< netbuffer->numtics ; j++) + netbuffer->cmds[j] = + localcmds[(realstart+j)%BACKUPTICS]; + + if (remoteresend[i]) + { + netbuffer->retransmitfrom = nettics[i]; + HSendPacket (i, NCMD_RETRANSMIT); + } + else + { + netbuffer->retransmitfrom = 0; + HSendPacket (i, 0); + } + } + +// +// listen for other packets +// +listen: + + GetPackets (); +} + + +/* +===================== += += CheckAbort += +===================== +*/ + +void CheckAbort (void) +{ + event_t *ev; + int stoptic; + + stoptic = I_GetTime () + 2; + while (I_GetTime() < stoptic) + I_StartTic (); + + I_StartTic (); + for ( ; eventtail != eventhead + ; eventtail = (++eventtail)&(MAXEVENTS-1) ) + { + ev = &events[eventtail]; + if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE) + I_Error ("Network game synchronization aborted."); + } +} + +/* +===================== += += D_ArbitrateNetStart += +===================== +*/ + +void D_ArbitrateNetStart (void) +{ + int i; + boolean gotinfo[MAXNETNODES]; + + autostart = true; + memset (gotinfo,0,sizeof(gotinfo)); + + if (doomcom->consoleplayer) + { // listen for setup info from key player + while (1) + { + CheckAbort (); + if (!HGetPacket ()) + continue; + if (netbuffer->checksum & NCMD_SETUP) + { + if (netbuffer->player != VERSION) + I_Error ("Different DOOM versions cannot play a net game!"); + startskill = netbuffer->retransmitfrom & 15; + deathmatch = (netbuffer->retransmitfrom & 0xc0) >> 6; + nomonsters = (netbuffer->retransmitfrom & 0x20) > 0; + respawnparm = (netbuffer->retransmitfrom & 0x10) > 0; + startmap = netbuffer->starttic & 0x3f; + startepisode = netbuffer->starttic >> 6; + return; + } + } + } + else + { // key player, send the setup info + do + { + CheckAbort (); + for (i=0 ; inumnodes ; i++) + { + netbuffer->retransmitfrom = startskill; + if (deathmatch) + netbuffer->retransmitfrom |= (deathmatch<<6); + if (nomonsters) + netbuffer->retransmitfrom |= 0x20; + if (respawnparm) + netbuffer->retransmitfrom |= 0x10; + netbuffer->starttic = startepisode * 64 + startmap; + netbuffer->player = VERSION; + netbuffer->numtics = 0; + HSendPacket (i, NCMD_SETUP); + } + +#if 1 + for(i = 10 ; i && HGetPacket(); --i) + { + if((netbuffer->player&0x7f) < MAXNETNODES) + gotinfo[netbuffer->player&0x7f] = true; + } +#else + while (HGetPacket ()) + { + gotinfo[netbuffer->player&0x7f] = true; + } +#endif + + for (i=1 ; inumnodes ; i++) + if (!gotinfo[i]) + break; + } while (i < doomcom->numnodes); + } +} + +/* +=================== += += D_CheckNetGame += += Works out player numbers among the net participants +=================== +*/ + +extern int viewangleoffset; + +void D_CheckNetGame (void) +{ + int i; + + for (i=0 ; iid != DOOMCOM_ID) + I_Error ("Doomcom buffer invalid!"); + netbuffer = &doomcom->data; + consoleplayer = displayplayer = doomcom->consoleplayer; + if (netgame) + D_ArbitrateNetStart (); +//printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode); + +// read values out of doomcom + ticdup = doomcom->ticdup; + maxsend = BACKUPTICS/2-1; + if (maxsend<1) + maxsend = 1; + + for (i=0 ; inumplayers ; i++) + playeringame[i] = true; + for (i=0 ; inumnodes ; i++) + nodeingame[i] = true; + +//printf ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom->numplayers, doomcom->numnodes); + +} + +/* +================== += += D_QuitNetGame += += Called before quitting to leave a net game without hanging the += other players += +================== +*/ + +void D_QuitNetGame (void) +{ + int i, j; + + if (debugfile) + fclose (debugfile); + + if (!netgame || !usergame || consoleplayer == -1 || demoplayback) + return; + +// send a bunch of packets for security + netbuffer->player = consoleplayer; + netbuffer->numtics = 0; + for (i=0 ; i<4 ; i++) + { + for (j=1 ; jnumnodes ; j++) + if (nodeingame[j]) + HSendPacket (j, NCMD_EXIT); + I_WaitVBL (1); + } +} + + + +/* +=============== += += TryRunTics += +=============== +*/ + +int frametics[4], frameon; +int frameskip[4]; +int oldnettics; +extern boolean advancedemo; + +void TryRunTics (void) +{ + int i; + int lowtic; + int entertic; + static int oldentertics; + int realtics, availabletics; + int counts; + int numplaying; + +// +// get real tics +// + entertic = I_GetTime ()/ticdup; + realtics = entertic - oldentertics; + oldentertics = entertic; + +// +// get available tics +// + NetUpdate (); + + lowtic = MAXINT; + numplaying = 0; + for (i=0 ; inumnodes ; i++) + if (nodeingame[i]) + { + numplaying++; + if (nettics[i] < lowtic) + lowtic = nettics[i]; + } + availabletics = lowtic - gametic/ticdup; + + +// +// decide how many tics to run +// + if (realtics < availabletics-1) + counts = realtics+1; + else if (realtics < availabletics) + counts = realtics; + else + counts = availabletics; + if (counts < 1) + counts = 1; + + frameon++; + +if (debugfile) + fprintf (debugfile,"=======real: %i avail: %i game: %i\n",realtics, availabletics,counts); + + if (!demoplayback) + { + //============================================================================= + // + // ideally nettics[0] should be 1 - 3 tics above lowtic + // if we are consistantly slower, speed up time + // + for (i=0 ; i nettics[nodeforplayer[i]]); + oldnettics = nettics[0]; + if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3]) + { + skiptics = 1; + // printf ("+"); + } + } + //============================================================================= + } // demoplayback + + // + // wait for new tics if needed + // + while (lowtic < gametic/ticdup + counts) + { + + NetUpdate (); + lowtic = MAXINT; + + for (i=0 ; inumnodes ; i++) + if (nodeingame[i] && nettics[i] < lowtic) + lowtic = nettics[i]; + + if (lowtic < gametic/ticdup) + I_Error ("TryRunTics: lowtic < gametic"); + + // don't stay in here forever -- give the menu a chance to work + if (I_GetTime ()/ticdup - entertic >= 20) + { + MN_Ticker (); + return; + } + } + +// +// run the count * ticdup dics +// + while (counts--) + { + for (i=0 ; i lowtic) + I_Error ("gametic>lowtic"); + if (advancedemo) + D_DoAdvanceDemo (); + MN_Ticker (); + G_Ticker (); + gametic++; + // + // modify command for duplicated tics + // + if (i != ticdup-1) + { + ticcmd_t *cmd; + int buf; + int j; + + buf = (gametic/ticdup)%BACKUPTICS; + for (j=0 ; jchatchar = 0; + if (cmd->buttons & BT_SPECIAL) + cmd->buttons = 0; + } + } + } + NetUpdate (); // check for new console commands + } +} diff --git a/base/oldd_net.c b/base/oldd_net.c new file mode 100644 index 0000000..c2e805e --- /dev/null +++ b/base/oldd_net.c @@ -0,0 +1,790 @@ +// I_pcnet.m + +#include "doomdef.h" + +#define NCMD_EXIT 0x80000000 +#define NCMD_RETRANSMIT 0x40000000 +#define NCMD_SETUP 0x20000000 +#define NCMD_CHECKSUM 0x0fffffff + +/* +if more space needs to be crunched out of the protocol... + +1 drone +2 player +8 tic +5 numtics + +#define NCMD_EXIT 0x80000000 +#define NCMD_RETRANSMIT 0x40000000 // a retransmit will have 0 tics +#define NCMD_DRONE 0x20000000 +#define NCMD_PLAYER 0x18000000 +#define NCMD_PLAYERSHIFT 27 +#define NCMD_TIC 0x00ff0000 +#define NCMD_TICSHIFT 16 +#define NCMD_NUMTICS 0x0000ff00 +#define NCMD_NUMTICSSHIFT 8 +#define NCMD_CHECKSUM 0x000000ff + +*/ + + + + + +doomcom_t *doomcom; +doomdata_t *netbuffer; // points inside doomcom + + +/* +============================================================================== + + NETWORKING + +gametic is the tic about to (or currently being) run +maketic is the tick that hasn't had control made for it yet +nettics[] has the maketics for all players + +a gametic cannot be run until nettics[] > gametic for all players + +============================================================================== +*/ + +#define RESENDCOUNT 10 +#define PL_DRONE 0x80 // bit flag in doomdata->player + +ticcmd_t localcmds[BACKUPTICS]; + +ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; +int nettics[MAXNETNODES]; +boolean nodeingame[MAXNETNODES]; // set false as nodes leave game +boolean remoteresend[MAXNETNODES]; // set when local needs tics +int resendto[MAXNETNODES]; // set when remote needs tics +int resendcount[MAXNETNODES]; + +int nodeforplayer[MAXPLAYERS]; + +int gametime; +int maketic; +int lastnettic, skiptics; +int ticdup; + +void D_ProcessEvents (void); +void G_BuildTiccmd (ticcmd_t *cmd); +void D_DoAdvanceDemo (void); + +boolean reboundpacket; +doomdata_t reboundstore; + + +int NetbufferSize (void) +{ + return (int)&(((doomdata_t *)0)->cmds[netbuffer->numtics]); +} + +unsigned NetbufferChecksum (void) +{ + unsigned c; + int i,l; + + c = 0x1234567; + +#ifdef NeXT + return 0; // byte order problems +#endif + + l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4; + for (i=0 ; iretransmitfrom)[i] * (i+1); + + return c & NCMD_CHECKSUM; +} + +int ExpandTics (int low) +{ + int delta; + + delta = low - (maketic&0xff); + + if (delta >= -64 && delta <= 64) + return (maketic&~0xff) + low; + if (delta > 64) + return (maketic&~0xff) - 256 + low; + if (delta < -64) + return (maketic&~0xff) + 256 + low; + + I_Error ("ExpandTics: strange value %i at maketic %i",low,maketic); + return 0; +} + + +//============================================================================ + + +/* +============== += += HSendPacket += +============== +*/ + +void HSendPacket (int node, int flags) +{ + netbuffer->checksum = NetbufferChecksum () | flags; + + if (!node) + { + reboundstore = *netbuffer; + reboundpacket = true; + return; + } + + if (!netgame) + I_Error ("Tried to transmit to another node"); + + doomcom->command = CMD_SEND; + doomcom->remotenode = node; + doomcom->datalength = NetbufferSize (); + +if (debugfile) +{ + int i; + int realretrans; + if (netbuffer->checksum & NCMD_RETRANSMIT) + realretrans = ExpandTics (netbuffer->retransmitfrom); + else + realretrans = -1; + fprintf (debugfile,"send (%i + %i, R %i) [%i] " + ,ExpandTics(netbuffer->starttic),netbuffer->numtics, realretrans, doomcom->datalength); + for (i=0 ; idatalength ; i++) + fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); + fprintf (debugfile,"\n"); +} + + I_NetCmd (); +} + +/* +============== += += HGetPacket += += Returns false if no packet is waiting += +============== +*/ + +boolean HGetPacket (void) +{ + if (reboundpacket) + { + *netbuffer = reboundstore; + doomcom->remotenode = 0; + reboundpacket = false; + return true; + } + + if (!netgame) + return false; + + doomcom->command = CMD_GET; + I_NetCmd (); + if (doomcom->remotenode == -1) + return false; + + if (doomcom->datalength != NetbufferSize ()) + { + if (debugfile) + fprintf (debugfile,"bad packet length %i\n",doomcom->datalength); + return false; + } + + if (NetbufferChecksum () != (netbuffer->checksum&NCMD_CHECKSUM) ) + { + if (debugfile) + fprintf (debugfile,"bad packet checksum\n"); + return false; + } + +if (debugfile) +{ + int realretrans; + int i; + + if (netbuffer->checksum & NCMD_SETUP) + fprintf (debugfile,"setup packet\n"); + else + { + if (netbuffer->checksum & NCMD_RETRANSMIT) + realretrans = ExpandTics (netbuffer->retransmitfrom); + else + realretrans = -1; + fprintf (debugfile,"get %i = (%i + %i, R %i)[%i] ",doomcom->remotenode, + ExpandTics(netbuffer->starttic),netbuffer->numtics, realretrans, doomcom->datalength); + for (i=0 ; idatalength ; i++) + fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); + fprintf (debugfile,"\n"); + } +} + return true; +} + + +/* +=================== += += GetPackets += +=================== +*/ + +char exitmsg[80]; + +void GetPackets (void) +{ + int netconsole; + int netnode; + int netdrone; + int j; + ticcmd_t *src, *dest; + int dupedstart, dupedend; + int skiptics; + int realstart; + + while (HGetPacket ()) + { + if (netbuffer->checksum & NCMD_SETUP) + continue; // extra setup packet + + netdrone = netbuffer->player & PL_DRONE; + netconsole = netbuffer->player & ~PL_DRONE; + netnode = doomcom->remotenode; + // + // to save bytes, only the low byte of tic numbers are sent + // Figure out what the rest of the bytes are + // + realstart = ExpandTics (netbuffer->starttic); + dupedstart = realstart*doomcom->ticdup; + dupedend = (realstart+netbuffer->numtics)*doomcom->ticdup; + + // + // check for exiting the game + // + if (netbuffer->checksum & NCMD_EXIT) + { + if (!nodeingame[netnode]) + continue; + nodeingame[netnode] = false; + if (!netdrone) + { + playeringame[netconsole] = false; + strcpy (exitmsg, "Player 1 left the game"); + exitmsg[7] += netconsole; + players[consoleplayer].message = exitmsg; + } + continue; + } + + // + // drone packets are just notifications + // + if (netdrone) + { + nettics[netnode] = dupedend; + continue; + } + + nodeforplayer[netconsole] = netnode; + + // + // check for retransmit request + // + if ( resendcount[netnode] <= 0 + && (netbuffer->checksum & NCMD_RETRANSMIT) ) + { + resendto[netnode] = ExpandTics(netbuffer->retransmitfrom); +if (debugfile) +fprintf (debugfile,"retransmit from %i\n", resendto[netnode]); + resendcount[netnode] = RESENDCOUNT; + } + else + resendcount[netnode]--; + + // + // check for out of order / duplicated packet + // + if (dupedend == nettics[netnode]) + continue; + + if (dupedend < nettics[netnode]) + { +if (debugfile) +fprintf (debugfile,"out of order packet (%i + %i)\n" ,realstart,netbuffer->numtics); + continue; + } + + // + // check for a missed packet + // + if (dupedstart > nettics[netnode]) + { + // stop processing until the other system resends the missed tics +if (debugfile) +fprintf (debugfile,"missed tics from %i (%i - %i)\n", netnode, dupedstart, nettics[netnode]); + remoteresend[netnode] = true; + continue; + } + +// +// update command store from the packet +// + remoteresend[netnode] = false; + + skiptics = nettics[netnode]/doomcom->ticdup - realstart; + src = &netbuffer->cmds[skiptics]; + + while (nettics[netnode] < dupedend) + { + for (j=0 ; jticdup ; j++) + { + dest = &netcmds[netconsole][nettics[netnode]%BACKUPTICS]; + nettics[netnode]++; + *dest = *src; + src->chatchar = 0; + if (src->buttons & BT_SPECIAL) + src->buttons = 0; + } + src++; + } + } +} + +/* +============= += += NetUpdate += += Builds ticcmds for console player += sends out a packet +============= +*/ + +void NetUpdate (void) +{ + int nowtime; + int newtics; + int i,j; + int gameticdiv; + int realstart; + + if (singletics) + return; // singletic update is syncronous + +// +// check time +// + nowtime = I_GetTime ()/doomcom->ticdup; + newtics = nowtime - gametime; + gametime = nowtime; + if (newtics <= 0) // nothing new to update + goto listen; + + if (skiptics <= newtics) + { + newtics -= skiptics; + skiptics = 0; + } + else + { + skiptics -= newtics; + newtics = 0; + } + + + netbuffer->player = consoleplayer; + if (doomcom->drone) + netbuffer->player |= PL_DRONE; + +// +// drone packets +// + if (doomcom->drone) + { + I_StartTic (); + D_ProcessEvents (); + goto sendit; + } + +// +// build new ticcmds for console player +// + gameticdiv = (gametic+doomcom->ticdup-1)/doomcom->ticdup; + for (i=0 ; i= BACKUPTICS/2 /* /doomcom->ticdup */- 1) + { + newtics = i; + break; // can't hold any more + } +//printf ("mk:%i ",maketic); + G_BuildTiccmd (&localcmds[maketic%BACKUPTICS]); + maketic++; + } + +// +// send the packet to the other nodes +// +sendit: + for (i=0 ; inumnodes ; i++) + if (nodeingame[i]) + { + if (doomcom->drone) + { + netbuffer->starttic = realstart = maketic + BACKUPTICS/2; + netbuffer->numtics = 0; + } + else + { + netbuffer->starttic = realstart = resendto[i]; + netbuffer->numtics = maketic - realstart; + resendto[i] = maketic - doomcom->extratics; + } + + if (netbuffer->numtics > BACKUPTICS) + I_Error ("NetUpdate: netbuffer->numtics > BACKUPTICS"); + + for (j=0 ; j< netbuffer->numtics ; j++) + netbuffer->cmds[j] = + localcmds[(realstart+j)%BACKUPTICS]; + + if (remoteresend[i]) + { + netbuffer->retransmitfrom = nettics[i]/doomcom->ticdup; + HSendPacket (i, NCMD_RETRANSMIT); + } + else + { + netbuffer->retransmitfrom = 0; + HSendPacket (i, 0); + } + } + +// +// listen for other packets +// +listen: + + GetPackets (); +} + + +/* +===================== += += CheckAbort += +===================== +*/ + +void CheckAbort (void) +{ + event_t *ev; + + I_WaitVBL(2); + + I_StartTic (); + for ( ; eventtail != eventhead + ; eventtail = (++eventtail)&(MAXEVENTS-1) ) + { + ev = &events[eventtail]; + if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE) + I_Error ("Network game synchronization aborted."); + } +} + +/* +===================== += += D_ArbitrateNetStart += +===================== +*/ + +void D_ArbitrateNetStart (void) +{ + int i; + boolean gotinfo[MAXNETNODES]; + + autostart = true; + memset (gotinfo,0,sizeof(gotinfo)); + + if (doomcom->consoleplayer) + { // listen for setup info from key player + printf ("listening for network start info...\n"); + while (1) + { + CheckAbort (); + if (!HGetPacket ()) + continue; + if (netbuffer->checksum & NCMD_SETUP) + { + if (netbuffer->player != VERSION) + I_Error ("Different DOOM versions cannot play a net game!"); + startskill = netbuffer->retransmitfrom & 15; + deathmatch = (netbuffer->retransmitfrom & 0x80) > 0; + nomonsters = (netbuffer->retransmitfrom & 0x40) > 0; + respawnparm = (netbuffer->retransmitfrom & 0x20) > 0; + startmap = netbuffer->starttic & 15; + startepisode = netbuffer->starttic >> 4; + return; + } + } + } + else + { // key player, send the setup info + printf ("sending network start info...\n"); + do + { + CheckAbort (); + for (i=0 ; inumnodes ; i++) + { + netbuffer->retransmitfrom = startskill; + if (deathmatch) + netbuffer->retransmitfrom |= 0x80; + if (nomonsters) + netbuffer->retransmitfrom |= 0x40; + if (respawnparm) + netbuffer->retransmitfrom |= 0x20; + netbuffer->starttic = startepisode * 16 + startmap; + netbuffer->player = VERSION; + netbuffer->numtics = 0; + HSendPacket (i, NCMD_SETUP); + } + + while (HGetPacket ()) + { + gotinfo[netbuffer->player&0x7f] = true; + } + + for (i=1 ; inumnodes ; i++) + if (!gotinfo[i]) + break; + } while (i < doomcom->numnodes); + } +} + +/* +=================== += += D_CheckNetGame += += Works out player numbers among the net participants +=================== +*/ + +extern int viewangleoffset; + +void D_CheckNetGame (void) +{ + int i; + + for (i=0 ; iid != DOOMCOM_ID) + I_Error ("Doomcom buffer invalid!"); + netbuffer = &doomcom->data; + consoleplayer = displayplayer = doomcom->consoleplayer; + if (netgame) + D_ArbitrateNetStart (); +printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode); + +// read values out of doomcom + ticdup = doomcom->ticdup; + + for (i=0 ; inumplayers ; i++) + playeringame[i] = true; + for (i=0 ; inumnodes ; i++) + nodeingame[i] = true; + +printf ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom->numplayers, doomcom->numnodes); + +} + +/* +================== += += D_QuitNetGame += += Called before quitting to leave a net game without hanging the += other players += +================== +*/ + +void D_QuitNetGame (void) +{ + int i, j; + + if (debugfile) + fclose (debugfile); + + if (!netgame || !usergame || consoleplayer == -1) + return; + +// send a bunch of packets for security + netbuffer->player = consoleplayer; + if (doomcom->drone) + netbuffer->player |= PL_DRONE; + netbuffer->numtics = 0; + for (i=0 ; i<4 ; i++) + { + for (j=1 ; jnumnodes ; j++) + if (nodeingame[j]) + HSendPacket (j, NCMD_EXIT); + I_WaitVBL (1); + } +} + + + +/* +=============== += += TryRunTics += +=============== +*/ + +int frametics[4], frameon; +int frameskip[4]; +int oldnettics; +extern boolean advancedemo; + +void TryRunTics (void) +{ + int i; + int lowtic, nextlowest; + int entertic; + int static oldentertics; + int realtics, availabletics; + int counts; + int numplaying; + +// +// get real tics +// + entertic = I_GetTime (); + realtics = entertic - oldentertics; + oldentertics = entertic; + +// +// get available tics +// + NetUpdate (); + + lowtic = nextlowest = MAXINT; + numplaying = 0; + for (i=0 ; inumnodes ; i++) + if (nodeingame[i]) + { + numplaying++; + if (nettics[i] < lowtic) + { + nextlowest = lowtic; + lowtic = nettics[i]; + } + else if (nettics[i] < nextlowest) + nextlowest = nettics[i]; + } + availabletics = lowtic - gametic; + + +// +// decide how many tics to run +// + if (realtics < availabletics-1) + counts = realtics+1; + else if (realtics < availabletics) + counts = realtics; + else + counts = availabletics; + if (counts < 1) + counts = 1; + + frameon++; + +if (debugfile) + fprintf (debugfile,"=======real: %i avail: %i game: %i\n",realtics, availabletics,counts); + +//============================================================================= +// +// ideally nettics[0] should be 1 - 3 tics above lowtic +// if we are consistantly slower, speed up time +// drones should never hold up the other players +// + for (i=0 ; i nettics[nodeforplayer[i]]); + oldnettics = nettics[0]; + if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3]) + { + skiptics = 1; +// printf ("+"); + } + } +//============================================================================= + +// +// wait for new tics if needed +// + while (lowtic < gametic + counts) + { + + NetUpdate (); + lowtic = MAXINT; + + for (i=0 ; inumnodes ; i++) + if (nodeingame[i] && nettics[i] < lowtic) + lowtic = nettics[i]; + + if (lowtic < gametic) + I_Error ("TryRunTics: lowtic < gametic"); + + // don't stay in here forever -- give the menu a chance to work + if (I_GetTime () - entertic >= 20) + return; + } + + +// +// run the tics +// + while (counts--) + { + G_Ticker (); + NetUpdate (); // check for new console commands + gametic++; + } +} diff --git a/base/oss.c b/base/oss.c new file mode 100644 index 0000000..03187c0 --- /dev/null +++ b/base/oss.c @@ -0,0 +1,708 @@ +/* XMMS - Cross-platform multimedia player + * Copyright (C) 1998-1999 Peter Alm, Mikael Alm, Olle Hallnas, Thomas Nilsson and 4Front Technologies + * + * 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. + * + * 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. + */ + + +#include "oss.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +//#include + + +void oss_set_audio_params(void); + + +/* All that remains of glib usage... */ +#define FALSE 0 +#define TRUE 1 +typedef int gboolean; +typedef unsigned char guchar; +typedef unsigned short gushort; +typedef unsigned int guint; +typedef unsigned long gulong; + +#define min(x,y) ((x)<(y)?(x):(y)) + +static int fd = 0; +static void* buffer; +static gboolean going = FALSE, prebuffer = FALSE, remove_prebuffer = FALSE; +static gboolean paused = FALSE, unpause = FALSE, do_pause = FALSE; +static int buffer_size, prebuffer_size, blk_size; +static int rd_index = 0, wr_index = 0; +static int output_time_offset = 0, written = 0, output_bytes = 0; +static int bps, ebps; +static int flush; +static int fragsize, format, channels; +static int frequency, efrequency, device_buffer_size; +static char device_name[ 16 ]; +static pthread_t buffer_thread; +static gboolean realtime = FALSE; + + +OSSConfig oss_cfg; + + +void oss_about(void) +{ +// printf( "XMMS OSS Driver 0.9\n" ); +} + + +int oss_get_written_time(void) +{ + if (!going) + return 0; + return (int) (((float) written * 1000) / (float) (bps)); +} + +int oss_get_output_time(void) +{ + audio_buf_info buf_info; + int bytes; + + if (!fd || !going) + return 0; + + if (!paused) + { + if (!ioctl(fd, SNDCTL_DSP_GETOSPACE, &buf_info)) + bytes = output_bytes - ((buf_info.fragstotal - buf_info.fragments) * buf_info.fragsize); + else + bytes = output_bytes; + } + else + bytes = output_bytes; + + if (bytes < 0) + bytes = 0; + return output_time_offset + (int) ((float) ((bytes) * 1000.0) / (float) ebps); +} + +int oss_used(void) +{ + if (realtime) + return 0; + else + { + if (wr_index >= rd_index) + return wr_index - rd_index; + return buffer_size - (rd_index - wr_index); + } +} + +int oss_playing(void) +{ + audio_buf_info buf_info; + int bytes; + + if (!ioctl(fd, SNDCTL_DSP_GETOSPACE, &buf_info)) + bytes = ((buf_info.fragstotal - buf_info.fragments - 3) * buf_info.fragsize); + else + bytes = 0; + + if (!oss_used() && bytes <= 0) + return FALSE; + + return TRUE; +} + +int oss_free(void) +{ + if (!realtime) + { + if (remove_prebuffer && prebuffer) + { + prebuffer = FALSE; + remove_prebuffer = FALSE; + } + if (prebuffer) + remove_prebuffer = TRUE; + + if (rd_index > wr_index) + return (rd_index - wr_index) - device_buffer_size - 1; + return (buffer_size - (wr_index - rd_index)) - device_buffer_size - 1; + } + else + if (paused) + return 0; + else + return 1000000; +} + +int oss_downsample(guchar * ob, guint length, guint speed, guint espeed) +{ + guint nlen, i, off, d, w; + + if ((format == AFMT_U16_BE || format == AFMT_U16_LE || format == AFMT_S16_BE || format == AFMT_S16_LE) && channels == 2) + { + gulong *nbuffer, *obuffer, *ptr; + + obuffer = (gulong *) ob; + length >>= 2; + + nlen = (length * espeed) / speed; + d = (speed << 8) / espeed; + + nbuffer = malloc(nlen << 2); + for (i = 0, off = 0, ptr = nbuffer; i < nlen; i++) + { + *ptr++ = obuffer[off >> 8]; + off += d; + } + w = write(fd, nbuffer, nlen << 2); + free(nbuffer); + } + else if (((format == AFMT_U16_BE || format == AFMT_U16_LE || format == AFMT_S16_BE || format == AFMT_S16_LE) && channels == 1) + || ((format == AFMT_U8 || format == AFMT_S8) && channels == 2)) + { + gushort *nbuffer, *obuffer, *ptr; + + obuffer = (gushort *) ob; + length >>= 1; + + nlen = (length * espeed) / speed; + d = (speed << 8) / espeed; + + nbuffer = malloc(nlen << 1); + for (i = 0, off = 0, ptr = nbuffer; i < nlen; i++) + { + *ptr++ = obuffer[off >> 8]; + off += d; + } + w = write(fd, nbuffer, nlen << 1); + free(nbuffer); + } + else + { + guchar *nbuffer, *obuffer, *ptr; + + obuffer = ob; + + nlen = (length * espeed) / speed; + d = (speed << 8) / espeed; + + nbuffer = malloc(nlen); + for (i = 0, off = 0, ptr = nbuffer; i < nlen; i++) + { + *ptr++ = obuffer[off >> 8]; + off += d; + } + w = write(fd, nbuffer, nlen); + free(nbuffer); + } + return w; + +} + +void oss_write(void *ptr, int length) +{ + int cnt, off = 0, w; + + if (!realtime) + { + while( oss_free() < length ) + usleep(10000); + + remove_prebuffer = FALSE; + written += length; + while (length > 0) + { + cnt = min(length, buffer_size - wr_index); + memcpy(buffer + wr_index, ptr + off, cnt); + wr_index = (wr_index + cnt) % buffer_size; + length -= cnt; + off = cnt; + + } + } + else + { + if (paused) + return; + + if (frequency == efrequency) + w = write(fd, ptr, length); + else + w = oss_downsample(ptr, length, frequency, efrequency); + + if (w == -1 && errno == EIO) + { + close(fd); + fd = open(device_name, O_WRONLY); + oss_set_audio_params(); + if (frequency == efrequency) + w = write(fd, ptr, length); + else + w = oss_downsample(ptr, length, frequency, efrequency); + } + written += length; + output_bytes += w; + } + +} + +void oss_close(void) +{ + wr_index = 0; + rd_index = 0; + going = 0; + if (!realtime) + pthread_join(buffer_thread, NULL); + else + { + ioctl(fd, SNDCTL_DSP_RESET, 0); + close(fd); + } +} + +void oss_flush(int time) +{ + if (!realtime) + { + flush = time; + while( flush != -1 ) + usleep(10000); + } + else + { + ioctl(fd, SNDCTL_DSP_RESET, 0); + close(fd); + fd = open(device_name, O_WRONLY); + oss_set_audio_params(); + output_time_offset = time; + written = (time / 10) * (bps / 100); + output_bytes = 0; + } +} + +void oss_pause(short p) +{ + if (!realtime) + { + if (p == TRUE) + do_pause = TRUE; + else + unpause = TRUE; + } + else + paused = p; + +} + +void *oss_loop(void *arg) +{ + int length, cnt, w; + audio_buf_info abuf_info; + + while (going) + { + if (oss_used() > prebuffer_size) + { + prebuffer = FALSE; + } + if (oss_used() > 0 && !paused && !prebuffer) + { + length = min(blk_size, oss_used()); + while (length > 0) + { + cnt = min(length, buffer_size - rd_index); + + if (frequency == efrequency) + w = write(fd, buffer + rd_index, cnt); + else + w = oss_downsample(buffer + rd_index, cnt, frequency, efrequency); + if (w == -1 && errno == EIO) + { + close(fd); + fd = open(device_name, O_WRONLY); + oss_set_audio_params(); + if (frequency == efrequency) + w = write(fd, buffer + rd_index, cnt); + else + w = oss_downsample(buffer + rd_index, cnt, frequency, efrequency); + } + output_bytes += w; + rd_index = (rd_index + cnt) % buffer_size; + length -= cnt; + } +/* if (!oss_used()) + ioctl(fd, SNDCTL_DSP_POST, 0);*/ + } + else + usleep( 10000 ); + if (do_pause && !paused) + { + do_pause = FALSE; + paused = TRUE; + if (!ioctl(fd, SNDCTL_DSP_GETOSPACE, &abuf_info)) + { + rd_index -= (abuf_info.fragstotal - abuf_info.fragments) * abuf_info.fragsize; + output_bytes -= (abuf_info.fragstotal - abuf_info.fragments) * abuf_info.fragsize; + } + if (rd_index < 0) + rd_index += buffer_size; + ioctl(fd, SNDCTL_DSP_RESET, 0); + + } + if (unpause && paused) + { + unpause = FALSE; + close(fd); + fd = open(device_name, O_WRONLY); + oss_set_audio_params(); + paused = FALSE; + } + + if (flush != -1) + { + /* + * This close and open is a work around of a bug that exists in some drivers which + * cause the driver to get fucked up by a reset + */ + + ioctl(fd, SNDCTL_DSP_RESET, 0); + close(fd); + fd = open(device_name, O_WRONLY); + oss_set_audio_params(); + output_time_offset = flush; + written = (flush / 10) * (bps / 100); + rd_index = wr_index = output_bytes = 0; + flush = -1; + prebuffer = TRUE; + } + + } + + ioctl(fd, SNDCTL_DSP_RESET, 0); + close(fd); + munlock( buffer, buffer_size ); + free(buffer); + pthread_exit(NULL); +} + +void oss_set_audio_params(void) +{ + int frag, stereo; + + ioctl(fd, SNDCTL_DSP_RESET, 0); + frag = (oss_cfg.fragment_count << 16) | fragsize; + ioctl(fd, SNDCTL_DSP_SETFRAGMENT, &frag); + ioctl(fd, SNDCTL_DSP_SETFMT, &format); + stereo = channels - 1; + ioctl(fd, SNDCTL_DSP_STEREO, &stereo); + efrequency = frequency; + ioctl(fd, SNDCTL_DSP_SPEED, &efrequency); + ioctl(fd, SNDCTL_DSP_GETBLKSIZE, &blk_size); + + ebps = efrequency * channels; + if (format == AFMT_U16_BE || format == AFMT_U16_LE || format == AFMT_S16_BE || format == AFMT_S16_LE) + ebps *= 2; +} + +int oss_open(AFormat fmt, int rate, int nch) +{ + switch( fmt ) + { + case FMT_U8: + format = AFMT_U8; + break; + case FMT_S8: + format = AFMT_S8; + break; + case FMT_U16_LE: + format = AFMT_U16_LE; + break; + case FMT_U16_BE: + format = AFMT_U16_BE; + break; + case FMT_U16_NE: +#ifdef AFMT_U16_NE + format = AFMT_U16_NE; +#else +#ifdef WORDS_BIGENDIAN + format = AFMT_U16_BE; +#else + format = AFMT_U16_LE; +#endif +#endif + break; + case FMT_S16_LE: + format = AFMT_S16_LE; + break; + case FMT_S16_BE: + format = AFMT_S16_BE; + break; + case FMT_S16_NE: +#ifdef AFMT_S16_NE + format = AFMT_S16_NE; +#else +#ifdef WORDS_BIGENDIAN + format = AFMT_S16_BE; +#else + format = AFMT_S16_LE; +#endif +#endif + break; + } + + bps = rate * nch; + if (format == AFMT_U16_BE || format == AFMT_U16_LE || format == AFMT_S16_BE || format == AFMT_S16_LE) + bps *= 2; + fragsize = 0; + while ((1L << fragsize) < bps / 25) + fragsize++; + fragsize--; + + device_buffer_size = ((1L << fragsize) * (oss_cfg.fragment_count + 1)); + + channels = nch; + frequency = rate; + buffer_size = (oss_cfg.buffer_size * bps) / 1000; + if (buffer_size < 8192) + buffer_size = 8192; + prebuffer_size = (buffer_size * oss_cfg.prebuffer) / 100; + if (buffer_size - prebuffer_size < 4096) + prebuffer_size = buffer_size - 4096; + + buffer_size += device_buffer_size; + buffer = calloc( 1, buffer_size ); + mlock(buffer, buffer_size); + + going = 1; + flush = -1; + prebuffer = 1; + wr_index = rd_index = output_time_offset = written = output_bytes = 0; + paused = FALSE; + do_pause = FALSE; + unpause = FALSE; + remove_prebuffer = FALSE; + + /*realtime = xmms_check_realtime_priority();*/ + /*realtime = FALSE;*/ + realtime = TRUE; + + if (oss_cfg.audio_device > 0) + snprintf( device_name, 16, "/dev/dsp%d", oss_cfg.audio_device ); + else + strncpy( device_name, "/dev/dsp", 16 ); + + fd = open(device_name, O_WRONLY); + if (fd == -1) + { + free(buffer); + return 0; + } + oss_set_audio_params(); + if (!realtime) + pthread_create(&buffer_thread, NULL, oss_loop, NULL); + return 1; +} + + +static void scan_devices( char* type ) +{ + FILE* file; + char buffer[256]; + char* tmp2; + int found = 0; + int index = 0; + + printf( "%s\n", type ); + + file = fopen( "/dev/sndstat", "r" ); + if( file ) + { + while (fgets(buffer, 255, file)) + { + if (found && buffer[0] == '\n') + break; + if (buffer[strlen(buffer) - 1] == '\n') + buffer[strlen(buffer) - 1] = '\0'; + if (found) + { + if (index == 0) + { + tmp2 = strchr(buffer, ':'); + if (tmp2) + { + tmp2++; + while (*tmp2 == ' ') + tmp2++; + } + else + tmp2 = buffer; + + printf( " %s (default)\n", tmp2 ); + } + else + { + printf( " %s\n", buffer ); + } + } + if( ! strcasecmp(buffer, type) ) + found = 1; + } + fclose(file); + } +} + + +void oss_configure(void) +{ + printf( "OSS configure not implemented - here are the current devices:\n" ); + scan_devices( "Audio devices:" ); + scan_devices( "Mixers:" ); + + /* + oss_cfg.audio_device = audio_device; + oss_cfg.mixer_device = mixer_device; + oss_cfg.buffer_size = (gint) GTK_ADJUSTMENT(buffer_size_adj)->value; + oss_cfg.prebuffer = (gint) GTK_ADJUSTMENT(buffer_pre_adj)->value; + oss_cfg.fragment_count = 32; + */ +} + + +void oss_init(void) +{ + /* + ConfigFile *cfgfile; + char* filename; + */ + + memset(&oss_cfg, 0, sizeof (OSSConfig)); + + oss_cfg.audio_device = 0; + oss_cfg.mixer_device = 0; + oss_cfg.buffer_size = 3000; + oss_cfg.prebuffer = 25; + oss_cfg.fragment_count = 3; /*32;*/ + +#if 0 + filename = g_strconcat(g_get_home_dir(), "/.xmms/config", NULL); + if (cfgfile = xmms_cfg_open_file(filename)) + { + xmms_cfg_read_int(cfgfile, "OSS", "audio_device", &oss_cfg.audio_device); + xmms_cfg_read_int(cfgfile, "OSS", "mixer_device", &oss_cfg.mixer_device); + xmms_cfg_read_int(cfgfile, "OSS", "buffer_size", &oss_cfg.buffer_size); + xmms_cfg_read_int(cfgfile, "OSS", "prebuffer", &oss_cfg.prebuffer); + xmms_cfg_free(cfgfile); + } +#endif +} + + +void oss_get_volume(int *l, int *r) +{ + int fd, v, cmd, devs; + char devname[ 20 ]; + + if (oss_cfg.mixer_device > 0) + snprintf( devname, 20, "/dev/mixer%d", oss_cfg.mixer_device ); + else + strncpy( devname, "/dev/mixer", 20 ); + + fd = open(devname, O_RDONLY); + if (fd != -1) + { + ioctl(fd, SOUND_MIXER_READ_DEVMASK, &devs); + if (devs & SOUND_MASK_PCM) + cmd = SOUND_MIXER_READ_PCM; + else if (devs & SOUND_MASK_VOLUME) + cmd = SOUND_MIXER_READ_VOLUME; + else + { + close(fd); + return; + } + ioctl(fd, cmd, &v); + *r = (v & 0xFF00) >> 8; + *l = (v & 0x00FF); + close(fd); + } +} + + +void oss_set_volume(int l, int r) +{ + int fd, v, cmd, devs; + char devname[ 20 ]; + + if (oss_cfg.mixer_device > 0) + snprintf( devname, 20, "/dev/mixer%d", oss_cfg.mixer_device ); + else + strncpy( devname, "/dev/mixer", 20 ); + + fd = open(devname, O_RDONLY); + if (fd != -1) + { + ioctl(fd, SOUND_MIXER_READ_DEVMASK, &devs); + if (devs & SOUND_MASK_PCM) + cmd = SOUND_MIXER_WRITE_PCM; + else if (devs & SOUND_MASK_VOLUME) + cmd = SOUND_MIXER_WRITE_VOLUME; + else + { + close(fd); + return; + } + v = (r << 8) | l; + ioctl(fd, cmd, &v); + close(fd); + } +} + + +OutputPlugin oss_op = +{ + NULL, + NULL, + "OSS Driver 0.9", + oss_init, + oss_about, + oss_configure, + oss_get_volume, + oss_set_volume, + oss_open, + oss_write, + oss_close, + oss_flush, + oss_pause, + oss_free, + oss_playing, + oss_get_output_time, + oss_get_written_time, +}; + + +OutputPlugin *get_oplugin_info(void) +{ + return &oss_op; +} + + +/* EOF */ diff --git a/base/p_ceilng.c b/base/p_ceilng.c new file mode 100644 index 0000000..272d95d --- /dev/null +++ b/base/p_ceilng.c @@ -0,0 +1,236 @@ + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +//================================================================== +//================================================================== +// +// CEILINGS +// +//================================================================== +//================================================================== + +ceiling_t *activeceilings[MAXCEILINGS]; + +//================================================================== +// +// T_MoveCeiling +// +//================================================================== +void T_MoveCeiling (ceiling_t *ceiling) +{ + result_e res; + + switch(ceiling->direction) + { + case 0: // IN STASIS + break; + case 1: // UP + res = T_MovePlane(ceiling->sector,ceiling->speed, + ceiling->topheight,false,1,ceiling->direction); + if(!(leveltime&7)) + S_StartSound((mobj_t *)&ceiling->sector->soundorg, sfx_dormov); + if (res == pastdest) + switch(ceiling->type) + { + case raiseToHighest: + P_RemoveActiveCeiling(ceiling); + break; + case fastCrushAndRaise: + case crushAndRaise: + ceiling->direction = -1; + break; + default: + break; + } + break; + case -1: // DOWN + res = T_MovePlane(ceiling->sector,ceiling->speed, + ceiling->bottomheight,ceiling->crush,1,ceiling->direction); + if (!(leveltime&7)) + S_StartSound((mobj_t *)&ceiling->sector->soundorg,sfx_dormov); + if (res == pastdest) + switch(ceiling->type) + { + case crushAndRaise: + ceiling->speed = CEILSPEED; + case fastCrushAndRaise: + ceiling->direction = 1; + break; + case lowerAndCrush: + case lowerToFloor: + P_RemoveActiveCeiling(ceiling); + break; + default: + break; + } + else + if (res == crushed) + switch(ceiling->type) + { + case crushAndRaise: + case lowerAndCrush: + ceiling->speed = CEILSPEED / 8; + break; + default: + break; + } + break; + } +} + +//================================================================== +// +// EV_DoCeiling +// Move a ceiling up/down and all around! +// +//================================================================== +int EV_DoCeiling (line_t *line, ceiling_e type) +{ + int secnum,rtn; + sector_t *sec; + ceiling_t *ceiling; + + secnum = -1; + rtn = 0; + + // + // Reactivate in-stasis ceilings...for certain types. + // + switch(type) + { + case fastCrushAndRaise: + case crushAndRaise: + P_ActivateInStasisCeiling(line); + default: + break; + } + + while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) + { + sec = §ors[secnum]; + if (sec->specialdata) + continue; + + // + // new door thinker + // + rtn = 1; + ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVSPEC, 0); + P_AddThinker (&ceiling->thinker); + sec->specialdata = ceiling; + ceiling->thinker.function = T_MoveCeiling; + ceiling->sector = sec; + ceiling->crush = false; + switch(type) + { + case fastCrushAndRaise: + ceiling->crush = true; + ceiling->topheight = sec->ceilingheight; + ceiling->bottomheight = sec->floorheight + (8*FRACUNIT); + ceiling->direction = -1; + ceiling->speed = CEILSPEED * 2; + break; + case crushAndRaise: + ceiling->crush = true; + ceiling->topheight = sec->ceilingheight; + case lowerAndCrush: + case lowerToFloor: + ceiling->bottomheight = sec->floorheight; + if (type != lowerToFloor) + ceiling->bottomheight += 8*FRACUNIT; + ceiling->direction = -1; + ceiling->speed = CEILSPEED; + break; + case raiseToHighest: + ceiling->topheight = P_FindHighestCeilingSurrounding(sec); + ceiling->direction = 1; + ceiling->speed = CEILSPEED; + break; + } + + ceiling->tag = sec->tag; + ceiling->type = type; + P_AddActiveCeiling(ceiling); + } + return rtn; +} + +//================================================================== +// +// Add an active ceiling +// +//================================================================== +void P_AddActiveCeiling(ceiling_t *c) +{ + int i; + for (i = 0; i < MAXCEILINGS;i++) + if (activeceilings[i] == NULL) + { + activeceilings[i] = c; + return; + } +} + +//================================================================== +// +// Remove a ceiling's thinker +// +//================================================================== +void P_RemoveActiveCeiling(ceiling_t *c) +{ + int i; + + for (i = 0;i < MAXCEILINGS;i++) + if (activeceilings[i] == c) + { + activeceilings[i]->sector->specialdata = NULL; + P_RemoveThinker (&activeceilings[i]->thinker); + activeceilings[i] = NULL; + break; + } +} + +//================================================================== +// +// Restart a ceiling that's in-stasis +// +//================================================================== +void P_ActivateInStasisCeiling(line_t *line) +{ + int i; + + for (i = 0;i < MAXCEILINGS;i++) + if (activeceilings[i] && (activeceilings[i]->tag == line->tag) && + (activeceilings[i]->direction == 0)) + { + activeceilings[i]->direction = activeceilings[i]->olddirection; + activeceilings[i]->thinker.function = T_MoveCeiling; + } +} + +//================================================================== +// +// EV_CeilingCrushStop +// Stop a ceiling from crushing! +// +//================================================================== +int EV_CeilingCrushStop(line_t *line) +{ + int i; + int rtn; + + rtn = 0; + for (i = 0;i < MAXCEILINGS;i++) + if (activeceilings[i] && (activeceilings[i]->tag == line->tag) && + (activeceilings[i]->direction != 0)) + { + activeceilings[i]->olddirection = activeceilings[i]->direction; + activeceilings[i]->thinker.function = NULL; + activeceilings[i]->direction = 0; // in-stasis + rtn = 1; + } + + return rtn; +} diff --git a/base/p_doors.c b/base/p_doors.c new file mode 100644 index 0000000..97d3c08 --- /dev/null +++ b/base/p_doors.c @@ -0,0 +1,368 @@ + +// P_doors.c + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +//================================================================== +//================================================================== +// +// VERTICAL DOORS +// +//================================================================== +//================================================================== + +//================================================================== +// +// T_VerticalDoor +// +//================================================================== +void T_VerticalDoor(vldoor_t *door) +{ + result_e res; + + switch(door->direction) + { + case 0: // WAITING + if(!--door->topcountdown) + switch(door->type) + { + case normal: + door->direction = -1; // time to go back down + S_StartSound((mobj_t *) + &door->sector->soundorg, sfx_doropn); + break; + case close30ThenOpen: + door->direction = 1; + S_StartSound((mobj_t *) + &door->sector->soundorg, sfx_doropn); + break; + default: + break; + } + break; + case 2: // INITIAL WAIT + if(!--door->topcountdown) + { + switch(door->type) + { + case raiseIn5Mins: + door->direction = 1; + door->type = normal; + S_StartSound((mobj_t *) + &door->sector->soundorg, sfx_doropn); + break; + default: + break; + } + } + break; + case -1: // DOWN + res = T_MovePlane(door->sector, door->speed, + door->sector->floorheight, false, 1, door->direction); + if(res == pastdest) + { + switch(door->type) + { + case normal: + case close: + door->sector->specialdata = NULL; + P_RemoveThinker(&door->thinker); // unlink and free + S_StartSound((mobj_t *) + &door->sector->soundorg, sfx_dorcls); + break; + case close30ThenOpen: + door->direction = 0; + door->topcountdown = 35*30; + break; + default: + break; + } + } + else if(res == crushed) + { + switch(door->type) + { + case close: // DON'T GO BACK UP! + break; + default: + door->direction = 1; + S_StartSound((mobj_t *) + &door->sector->soundorg,sfx_doropn); + break; + } + } + break; + case 1: // UP + res = T_MovePlane(door->sector, door->speed, + door->topheight, false, 1, door->direction); + if(res == pastdest) + { + switch(door->type) + { + case normal: + door->direction = 0; // wait at top + door->topcountdown = door->topwait; + break; + case close30ThenOpen: + case open: + door->sector->specialdata = NULL; + P_RemoveThinker (&door->thinker); // unlink and free + S_StopSound((mobj_t *)&door->sector->soundorg); + break; + default: + break; + } + } + break; + } +} + +//---------------------------------------------------------------------------- +// +// EV_DoDoor +// +// Move a door up/down +// +//---------------------------------------------------------------------------- + +int EV_DoDoor(line_t *line, vldoor_e type, fixed_t speed) +{ + int secnum; + int retcode; + sector_t *sec; + vldoor_t *door; + + secnum = -1; + retcode = 0; + while((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) + { + sec = §ors[secnum]; + if(sec->specialdata) + { + continue; + } + // Add new door thinker + retcode = 1; + door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); + P_AddThinker(&door->thinker); + sec->specialdata = door; + door->thinker.function = T_VerticalDoor; + door->sector = sec; + switch(type) + { + case close: + door->topheight = P_FindLowestCeilingSurrounding(sec); + door->topheight -= 4*FRACUNIT; + door->direction = -1; + S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn); + break; + case close30ThenOpen: + door->topheight = sec->ceilingheight; + door->direction = -1; + S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn); + break; + case normal: + case open: + door->direction = 1; + door->topheight = P_FindLowestCeilingSurrounding(sec); + door->topheight -= 4*FRACUNIT; + if(door->topheight != sec->ceilingheight) + { + S_StartSound((mobj_t *)&door->sector->soundorg, + sfx_doropn); + } + break; + default: + break; + } + door->type = type; + door->speed = speed; + door->topwait = VDOORWAIT; + } + return(retcode); +} + +//================================================================== +// +// EV_VerticalDoor : open a door manually, no tag value +// +//================================================================== +void EV_VerticalDoor(line_t *line, mobj_t *thing) +{ + player_t *player; + int secnum; + sector_t *sec; + vldoor_t *door; + int side; + + side = 0; // only front sides can be used +// +// Check for locks +// + player = thing->player; + switch(line->special) + { + case 26: // Blue Lock + case 32: + if(!player) + { + return; + } + if(!player->keys[key_blue]) + { + P_SetMessage(player, TXT_NEEDBLUEKEY, false); + S_StartSound(NULL, sfx_plroof); + return; + } + break; + case 27: // Yellow Lock + case 34: + if(!player) + { + return; + } + if(!player->keys[key_yellow]) + { + P_SetMessage(player, TXT_NEEDYELLOWKEY, false); + S_StartSound(NULL, sfx_plroof); + return; + } + break; + case 28: // Green Lock + case 33: + if(!player) + { + return; + } + if(!player->keys[key_green]) + { + P_SetMessage(player, TXT_NEEDGREENKEY, false); + S_StartSound(NULL, sfx_plroof); + return; + } + break; + } + + // if the sector has an active thinker, use it + sec = sides[line->sidenum[side^1]].sector; + secnum = sec-sectors; + if(sec->specialdata) + { + door = sec->specialdata; + switch(line->special) + { + case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s + case 26: + case 27: + case 28: + if(door->direction == -1) + { + door->direction = 1; // go back up + } + else + { + if(!thing->player) + { // Monsters don't close doors + return; + } + door->direction = -1; // start going down immediately + } + return; + } + } + + // for proper sound + switch(line->special) + { + case 1: // NORMAL DOOR SOUND + case 31: + S_StartSound((mobj_t *)&sec->soundorg, sfx_doropn); + //S_StartSound((mobj_t *)&sec->soundorg, sfx_dormov); + break; + default: // LOCKED DOOR SOUND + S_StartSound((mobj_t *)&sec->soundorg, sfx_doropn); + //S_StartSound((mobj_t *)&sec->soundorg, sfx_dormov); + break; + } + + // + // new door thinker + // + door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0); + P_AddThinker(&door->thinker); + sec->specialdata = door; + door->thinker.function = T_VerticalDoor; + door->sector = sec; + door->direction = 1; + switch(line->special) + { + case 1: + case 26: + case 27: + case 28: + door->type = normal; + break; + case 31: + case 32: + case 33: + case 34: + door->type = open; + line->special = 0; + break; + } + door->speed = VDOORSPEED; + door->topwait = VDOORWAIT; + + // + // find the top and bottom of the movement range + // + door->topheight = P_FindLowestCeilingSurrounding(sec); + door->topheight -= 4*FRACUNIT; +} + +//================================================================== +// +// Spawn a door that closes after 30 seconds +// +//================================================================== +void P_SpawnDoorCloseIn30(sector_t *sec) +{ + vldoor_t *door; + + door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); + P_AddThinker(&door->thinker); + sec->specialdata = door; + sec->special = 0; + door->thinker.function = T_VerticalDoor; + door->sector = sec; + door->direction = 0; + door->type = normal; + door->speed = VDOORSPEED; + door->topcountdown = 30*35; +} + +//================================================================== +// +// Spawn a door that opens after 5 minutes +// +//================================================================== +void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum) +{ + vldoor_t *door; + + door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); + P_AddThinker(&door->thinker); + sec->specialdata = door; + sec->special = 0; + door->thinker.function = T_VerticalDoor; + door->sector = sec; + door->direction = 2; + door->type = raiseIn5Mins; + door->speed = VDOORSPEED; + door->topheight = P_FindLowestCeilingSurrounding(sec); + door->topheight -= 4*FRACUNIT; + door->topwait = VDOORWAIT; + door->topcountdown = 5*60*35; +} diff --git a/base/p_enemy.c b/base/p_enemy.c new file mode 100644 index 0000000..5c5863d --- /dev/null +++ b/base/p_enemy.c @@ -0,0 +1,2636 @@ + +// P_enemy.c + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +// Macros + +#define MAX_BOSS_SPOTS 8 + +// Types + +typedef struct +{ + fixed_t x; + fixed_t y; + angle_t angle; +} BossSpot_t; + +// Private Data + +static int BossSpotCount; +static BossSpot_t BossSpots[MAX_BOSS_SPOTS]; + +//---------------------------------------------------------------------------- +// +// PROC P_InitMonsters +// +// Called at level load. +// +//---------------------------------------------------------------------------- + +void P_InitMonsters(void) +{ + BossSpotCount = 0; +} + +//---------------------------------------------------------------------------- +// +// PROC P_AddBossSpot +// +//---------------------------------------------------------------------------- + +void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle) +{ + if(BossSpotCount == MAX_BOSS_SPOTS) + { + I_Error("Too many boss spots."); + } + BossSpots[BossSpotCount].x = x; + BossSpots[BossSpotCount].y = y; + BossSpots[BossSpotCount].angle = angle; + BossSpotCount++; +} + +//---------------------------------------------------------------------------- +// +// PROC P_RecursiveSound +// +//---------------------------------------------------------------------------- + +mobj_t *soundtarget; + +void P_RecursiveSound(sector_t *sec, int soundblocks) +{ + int i; + line_t *check; + sector_t *other; + + // Wake up all monsters in this sector + if(sec->validcount == validcount && sec->soundtraversed <= soundblocks+1) + { // Already flooded + return; + } + sec->validcount = validcount; + sec->soundtraversed = soundblocks+1; + sec->soundtarget = soundtarget; + for(i = 0; i < sec->linecount; i++) + { + check = sec->lines[i]; + if(!(check->flags&ML_TWOSIDED)) + { + continue; + } + P_LineOpening(check); + if(openrange <= 0) + { // Closed door + continue; + } + if(sides[check->sidenum[0]].sector == sec) + { + other = sides[check->sidenum[1]].sector; + } + else + { + other = sides[check->sidenum[0]].sector; + } + if(check->flags&ML_SOUNDBLOCK) + { + if(!soundblocks) + { + P_RecursiveSound(other, 1); + } + } + else + { + P_RecursiveSound(other, soundblocks); + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_NoiseAlert +// +// If a monster yells at a player, it will alert other monsters to the +// player. +// +//---------------------------------------------------------------------------- + +void P_NoiseAlert(mobj_t *target, mobj_t *emmiter) +{ + soundtarget = target; + validcount++; + P_RecursiveSound(emmiter->subsector->sector, 0); +} + +//---------------------------------------------------------------------------- +// +// FUNC P_CheckMeleeRange +// +//---------------------------------------------------------------------------- + +boolean P_CheckMeleeRange(mobj_t *actor) +{ + mobj_t *mo; + fixed_t dist; + + if(!actor->target) + { + return(false); + } + mo = actor->target; + dist = P_AproxDistance(mo->x-actor->x, mo->y-actor->y); + if(dist >= MELEERANGE) + { + return(false); + } + if(!P_CheckSight(actor, mo)) + { + return(false); + } + if(mo->z > actor->z+actor->height) + { // Target is higher than the attacker + return(false); + } + else if(actor->z > mo->z+mo->height) + { // Attacker is higher + return(false); + } + return(true); +} + +//---------------------------------------------------------------------------- +// +// FUNC P_CheckMissileRange +// +//---------------------------------------------------------------------------- + +boolean P_CheckMissileRange(mobj_t *actor) +{ + fixed_t dist; + + if(!P_CheckSight(actor, actor->target)) + { + return(false); + } + if(actor->flags&MF_JUSTHIT) + { // The target just hit the enemy, so fight back! + actor->flags &= ~MF_JUSTHIT; + return(true); + } + if(actor->reactiontime) + { // Don't attack yet + return(false); + } + dist = (P_AproxDistance(actor->x-actor->target->x, + actor->y-actor->target->y)>>FRACBITS)-64; + if(!actor->info->meleestate) + { // No melee attack, so fire more frequently + dist -= 128; + } + if(actor->type == MT_IMP) + { // Imp's fly attack from far away + dist >>= 1; + } + if(dist > 200) + { + dist = 200; + } + if(P_Random() < dist) + { + return(false); + } + return(true); +} + +/* +================ += += P_Move += += Move in the current direction += returns false if the move is blocked +================ +*/ + +fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}; +fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}; + +#define MAXSPECIALCROSS 8 +extern line_t *spechit[MAXSPECIALCROSS]; +extern int numspechit; + +boolean P_Move(mobj_t *actor) +{ + fixed_t tryx, tryy; + line_t *ld; + boolean good; + + if(actor->movedir == DI_NODIR) + { + return(false); + } + tryx = actor->x+actor->info->speed*xspeed[actor->movedir]; + tryy = actor->y+actor->info->speed*yspeed[actor->movedir]; + if(!P_TryMove(actor, tryx, tryy)) + { // open any specials + if(actor->flags&MF_FLOAT && floatok) + { // must adjust height + if(actor->z < tmfloorz) + { + actor->z += FLOATSPEED; + } + else + { + actor->z -= FLOATSPEED; + } + actor->flags |= MF_INFLOAT; + return(true); + } + if(!numspechit) + { + return false; + } + actor->movedir = DI_NODIR; + good = false; + while(numspechit--) + { + ld = spechit[numspechit]; + // if the special isn't a door that can be opened, return false + if(P_UseSpecialLine(actor, ld)) + { + good = true; + } + } + return(good); + } + else + { + actor->flags &= ~MF_INFLOAT; + } + if(!(actor->flags&MF_FLOAT)) + { + if(actor->z > actor->floorz) + { + P_HitFloor(actor); + } + actor->z = actor->floorz; + } + return(true); +} + +//---------------------------------------------------------------------------- +// +// FUNC P_TryWalk +// +// Attempts to move actor in its current (ob->moveangle) direction. +// If blocked by either a wall or an actor returns FALSE. +// If move is either clear of block only by a door, returns TRUE and sets. +// If a door is in the way, an OpenDoor call is made to start it opening. +// +//---------------------------------------------------------------------------- + +boolean P_TryWalk(mobj_t *actor) +{ + if(!P_Move(actor)) + { + return(false); + } + actor->movecount = P_Random()&15; + return(true); +} + +/* +================ += += P_NewChaseDir += +================ +*/ + +dirtype_t opposite[] = +{DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_EAST, DI_NORTHEAST, +DI_NORTH, DI_NORTHWEST, DI_NODIR}; + +dirtype_t diags[] = {DI_NORTHWEST,DI_NORTHEAST,DI_SOUTHWEST,DI_SOUTHEAST}; + +void P_NewChaseDir (mobj_t *actor) +{ + fixed_t deltax,deltay; + dirtype_t d[3]; + dirtype_t tdir, olddir, turnaround; + + if (!actor->target) + I_Error ("P_NewChaseDir: called with no target"); + + olddir = actor->movedir; + turnaround=opposite[olddir]; + + deltax = actor->target->x - actor->x; + deltay = actor->target->y - actor->y; + if (deltax>10*FRACUNIT) + d[1]= DI_EAST; + else if (deltax<-10*FRACUNIT) + d[1]= DI_WEST; + else + d[1]=DI_NODIR; + if (deltay<-10*FRACUNIT) + d[2]= DI_SOUTH; + else if (deltay>10*FRACUNIT) + d[2]= DI_NORTH; + else + d[2]=DI_NODIR; + +// try direct route + if (d[1] != DI_NODIR && d[2] != DI_NODIR) + { + actor->movedir = diags[((deltay<0)<<1)+(deltax>0)]; + if (actor->movedir != turnaround && P_TryWalk(actor)) + return; + } + +// try other directions + if (P_Random() > 200 || abs(deltay)>abs(deltax)) + { + tdir=d[1]; + d[1]=d[2]; + d[2]=tdir; + } + + if (d[1]==turnaround) + d[1]=DI_NODIR; + if (d[2]==turnaround) + d[2]=DI_NODIR; + + if (d[1]!=DI_NODIR) + { + actor->movedir = d[1]; + if (P_TryWalk(actor)) + return; /*either moved forward or attacked*/ + } + + if (d[2]!=DI_NODIR) + { + actor->movedir =d[2]; + if (P_TryWalk(actor)) + return; + } + +/* there is no direct path to the player, so pick another direction */ + + if (olddir!=DI_NODIR) + { + actor->movedir =olddir; + if (P_TryWalk(actor)) + return; + } + + if (P_Random()&1) /*randomly determine direction of search*/ + { + for (tdir=DI_EAST ; tdir<=DI_SOUTHEAST ; tdir++) + { + if (tdir!=turnaround) + { + actor->movedir =tdir; + if ( P_TryWalk(actor) ) + return; + } + } + } + else + { + for (tdir=DI_SOUTHEAST ; (int)tdir >= DI_EAST;tdir--) + { + if (tdir!=turnaround) + { + actor->movedir =tdir; + if ( P_TryWalk(actor) ) + return; + } + } + } + + if (turnaround != DI_NODIR) + { + actor->movedir =turnaround; + if ( P_TryWalk(actor) ) + return; + } + + actor->movedir = DI_NODIR; // can't move +} + +//--------------------------------------------------------------------------- +// +// FUNC P_LookForMonsters +// +//--------------------------------------------------------------------------- + +#define MONS_LOOK_RANGE (20*64*FRACUNIT) +#define MONS_LOOK_LIMIT 64 + +boolean P_LookForMonsters(mobj_t *actor) +{ + int count; + mobj_t *mo; + thinker_t *think; + + if(!P_CheckSight(players[0].mo, actor)) + { // Player can't see monster + return(false); + } + count = 0; + for(think = thinkercap.next; think != &thinkercap; think = think->next) + { + if(think->function != P_MobjThinker) + { // Not a mobj thinker + continue; + } + mo = (mobj_t *)think; + if(!(mo->flags&MF_COUNTKILL) || (mo == actor) || (mo->health <= 0)) + { // Not a valid monster + continue; + } + if(P_AproxDistance(actor->x-mo->x, actor->y-mo->y) + > MONS_LOOK_RANGE) + { // Out of range + continue; + } + if(P_Random() < 16) + { // Skip + continue; + } + if(count++ > MONS_LOOK_LIMIT) + { // Stop searching + return(false); + } + if(!P_CheckSight(actor, mo)) + { // Out of sight + continue; + } + // Found a target monster + actor->target = mo; + return(true); + } + return(false); +} + +/* +================ += += P_LookForPlayers += += If allaround is false, only look 180 degrees in front += returns true if a player is targeted +================ +*/ + +boolean P_LookForPlayers(mobj_t *actor, boolean allaround) +{ + int c; + int stop; + player_t *player; + sector_t *sector; + angle_t an; + fixed_t dist; + + if(!netgame && players[0].health <= 0) + { // Single player game and player is dead, look for monsters + return(P_LookForMonsters(actor)); + } + sector = actor->subsector->sector; + c = 0; + stop = (actor->lastlook-1)&3; + for( ; ; actor->lastlook = (actor->lastlook+1)&3 ) + { + if (!playeringame[actor->lastlook]) + continue; + + if (c++ == 2 || actor->lastlook == stop) + return false; // done looking + + player = &players[actor->lastlook]; + if (player->health <= 0) + continue; // dead + if (!P_CheckSight (actor, player->mo)) + continue; // out of sight + + if (!allaround) + { + an = R_PointToAngle2 (actor->x, actor->y, + player->mo->x, player->mo->y) - actor->angle; + if (an > ANG90 && an < ANG270) + { + dist = P_AproxDistance (player->mo->x - actor->x, + player->mo->y - actor->y); + // if real close, react anyway + if (dist > MELEERANGE) + continue; // behind back + } + } + if(player->mo->flags&MF_SHADOW) + { // Player is invisible + if((P_AproxDistance(player->mo->x-actor->x, + player->mo->y-actor->y) > 2*MELEERANGE) + && P_AproxDistance(player->mo->momx, player->mo->momy) + < 5*FRACUNIT) + { // Player is sneaking - can't detect + return(false); + } + if(P_Random() < 225) + { // Player isn't sneaking, but still didn't detect + return(false); + } + } + actor->target = player->mo; + return(true); + } + return(false); +} + +/* +=============================================================================== + + ACTION ROUTINES + +=============================================================================== +*/ + +/* +============== += += A_Look += += Stay in state until a player is sighted += +============== +*/ + +void A_Look (mobj_t *actor) +{ + mobj_t *targ; + + actor->threshold = 0; // any shot will wake up + targ = actor->subsector->sector->soundtarget; + if (targ && (targ->flags & MF_SHOOTABLE) ) + { + actor->target = targ; + if ( actor->flags & MF_AMBUSH ) + { + if (P_CheckSight (actor, actor->target)) + goto seeyou; + } + else + goto seeyou; + } + + + if (!P_LookForPlayers (actor, false) ) + return; + +// go into chase state +seeyou: + if (actor->info->seesound) + { + int sound; + +/* + switch (actor->info->seesound) + { + case sfx_posit1: + case sfx_posit2: + case sfx_posit3: + sound = sfx_posit1+P_Random()%3; + break; + case sfx_bgsit1: + case sfx_bgsit2: + sound = sfx_bgsit1+P_Random()%2; + break; + default: + sound = actor->info->seesound; + break; + } +*/ + sound = actor->info->seesound; + if(actor->flags2&MF2_BOSS) + { // Full volume + S_StartSound(NULL, sound); + } + else + { + S_StartSound(actor, sound); + } + } + P_SetMobjState(actor, actor->info->seestate); +} + + +/* +============== += += A_Chase += += Actor has a melee attack, so it tries to close as fast as possible += +============== +*/ + +void A_Chase(mobj_t *actor) +{ + int delta; + + if(actor->reactiontime) + { + actor->reactiontime--; + } + + // Modify target threshold + if(actor->threshold) + { + actor->threshold--; + } + + if(gameskill == sk_nightmare) + { // Monsters move faster in nightmare mode + actor->tics -= actor->tics/2; + if(actor->tics < 3) + { + actor->tics = 3; + } + } + +// +// turn towards movement direction if not there yet +// + if(actor->movedir < 8) + { + actor->angle &= (7<<29); + delta = actor->angle-(actor->movedir << 29); + if(delta > 0) + { + actor->angle -= ANG90/2; + } + else if(delta < 0) + { + actor->angle += ANG90/2; + } + } + + if(!actor->target || !(actor->target->flags&MF_SHOOTABLE)) + { // look for a new target + if(P_LookForPlayers(actor, true)) + { // got a new target + return; + } + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + +// +// don't attack twice in a row +// + if(actor->flags & MF_JUSTATTACKED) + { + actor->flags &= ~MF_JUSTATTACKED; + if (gameskill != sk_nightmare) + P_NewChaseDir (actor); + return; + } + +// +// check for melee attack +// + if (actor->info->meleestate && P_CheckMeleeRange (actor)) + { + if (actor->info->attacksound) + S_StartSound (actor, actor->info->attacksound); + P_SetMobjState (actor, actor->info->meleestate); + return; + } + +// +// check for missile attack +// + if (actor->info->missilestate) + { + if (gameskill < sk_nightmare && actor->movecount) + goto nomissile; + if (!P_CheckMissileRange (actor)) + goto nomissile; + P_SetMobjState (actor, actor->info->missilestate); + actor->flags |= MF_JUSTATTACKED; + return; + } +nomissile: + +// +// possibly choose another target +// + if (netgame && !actor->threshold && !P_CheckSight (actor, actor->target) ) + { + if (P_LookForPlayers(actor,true)) + return; // got a new target + } + +// +// chase towards player +// + if (--actor->movecount<0 || !P_Move (actor)) + { + P_NewChaseDir (actor); + } + +// +// make active sound +// + if(actor->info->activesound && P_Random() < 3) + { + if(actor->type == MT_WIZARD && P_Random() < 128) + { + S_StartSound(actor, actor->info->seesound); + } + else if(actor->type == MT_SORCERER2) + { + S_StartSound(NULL, actor->info->activesound); + } + else + { + S_StartSound(actor, actor->info->activesound); + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_FaceTarget +// +//---------------------------------------------------------------------------- + +void A_FaceTarget(mobj_t *actor) +{ + if(!actor->target) + { + return; + } + actor->flags &= ~MF_AMBUSH; + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, + actor->target->y); + if(actor->target->flags&MF_SHADOW) + { // Target is a ghost + actor->angle += (P_Random()-P_Random())<<21; + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_Pain +// +//---------------------------------------------------------------------------- + +void A_Pain(mobj_t *actor) +{ + if(actor->info->painsound) + { + S_StartSound(actor, actor->info->painsound); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_DripBlood +// +//---------------------------------------------------------------------------- + +void A_DripBlood(mobj_t *actor) +{ + mobj_t *mo; + + mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<11), + actor->y+((P_Random()-P_Random())<<11), actor->z, MT_BLOOD); + mo->momx = (P_Random()-P_Random())<<10; + mo->momy = (P_Random()-P_Random())<<10; + mo->flags2 |= MF2_LOGRAV; +} + +//---------------------------------------------------------------------------- +// +// PROC A_KnightAttack +// +//---------------------------------------------------------------------------- + +void A_KnightAttack(mobj_t *actor) +{ + if(!actor->target) + { + return; + } + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(3)); + S_StartSound(actor, sfx_kgtat2); + return; + } + // Throw axe + S_StartSound(actor, actor->info->attacksound); + if(actor->type == MT_KNIGHTGHOST || P_Random() < 40) + { // Red axe + P_SpawnMissile(actor, actor->target, MT_REDAXE); + return; + } + // Green axe + P_SpawnMissile(actor, actor->target, MT_KNIGHTAXE); +} + +//---------------------------------------------------------------------------- +// +// PROC A_ImpExplode +// +//---------------------------------------------------------------------------- + +void A_ImpExplode(mobj_t *actor) +{ + mobj_t *mo; + + mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK1); + mo->momx = (P_Random() - P_Random ())<<10; + mo->momy = (P_Random() - P_Random ())<<10; + mo->momz = 9*FRACUNIT; + mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK2); + mo->momx = (P_Random() - P_Random ())<<10; + mo->momy = (P_Random() - P_Random ())<<10; + mo->momz = 9*FRACUNIT; + if(actor->special1 == 666) + { // Extreme death crash + P_SetMobjState(actor, S_IMP_XCRASH1); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_BeastPuff +// +//---------------------------------------------------------------------------- + +void A_BeastPuff(mobj_t *actor) +{ + if(P_Random() > 64) + { + P_SpawnMobj(actor->x+((P_Random()-P_Random())<<10), + actor->y+((P_Random()-P_Random())<<10), + actor->z+((P_Random()-P_Random())<<10), MT_PUFFY); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_ImpMeAttack +// +//---------------------------------------------------------------------------- + +void A_ImpMeAttack(mobj_t *actor) +{ + if(!actor->target) + { + return; + } + S_StartSound(actor, actor->info->attacksound); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, 5+(P_Random()&7)); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_ImpMsAttack +// +//---------------------------------------------------------------------------- + +void A_ImpMsAttack(mobj_t *actor) +{ + mobj_t *dest; + angle_t an; + int dist; + + if(!actor->target || P_Random() > 64) + { + P_SetMobjState(actor, actor->info->seestate); + return; + } + dest = actor->target; + actor->flags |= MF_SKULLFLY; + S_StartSound(actor, actor->info->attacksound); + A_FaceTarget(actor); + an = actor->angle >> ANGLETOFINESHIFT; + actor->momx = FixedMul(12*FRACUNIT, finecosine[an]); + actor->momy = FixedMul(12*FRACUNIT, finesine[an]); + dist = P_AproxDistance(dest->x-actor->x, dest->y-actor->y); + dist = dist/(12*FRACUNIT); + if(dist < 1) + { + dist = 1; + } + actor->momz = (dest->z+(dest->height>>1)-actor->z)/dist; +} + +//---------------------------------------------------------------------------- +// +// PROC A_ImpMsAttack2 +// +// Fireball attack of the imp leader. +// +//---------------------------------------------------------------------------- + +void A_ImpMsAttack2(mobj_t *actor) +{ + if(!actor->target) + { + return; + } + S_StartSound(actor, actor->info->attacksound); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, 5+(P_Random()&7)); + return; + } + P_SpawnMissile(actor, actor->target, MT_IMPBALL); +} + +//---------------------------------------------------------------------------- +// +// PROC A_ImpDeath +// +//---------------------------------------------------------------------------- + +void A_ImpDeath(mobj_t *actor) +{ + actor->flags &= ~MF_SOLID; + actor->flags2 |= MF2_FOOTCLIP; + if(actor->z <= actor->floorz) + { + P_SetMobjState(actor, S_IMP_CRASH1); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_ImpXDeath1 +// +//---------------------------------------------------------------------------- + +void A_ImpXDeath1(mobj_t *actor) +{ + actor->flags &= ~MF_SOLID; + actor->flags |= MF_NOGRAVITY; + actor->flags2 |= MF2_FOOTCLIP; + actor->special1 = 666; // Flag the crash routine +} + +//---------------------------------------------------------------------------- +// +// PROC A_ImpXDeath2 +// +//---------------------------------------------------------------------------- + +void A_ImpXDeath2(mobj_t *actor) +{ + actor->flags &= ~MF_NOGRAVITY; + if(actor->z <= actor->floorz) + { + P_SetMobjState(actor, S_IMP_CRASH1); + } +} + +//---------------------------------------------------------------------------- +// +// FUNC P_UpdateChicken +// +// Returns true if the chicken morphs. +// +//---------------------------------------------------------------------------- + +boolean P_UpdateChicken(mobj_t *actor, int tics) +{ + mobj_t *fog; + fixed_t x; + fixed_t y; + fixed_t z; + mobjtype_t moType; + mobj_t *mo; + mobj_t oldChicken; + + actor->special1 -= tics; + if(actor->special1 > 0) + { + return(false); + } + moType = actor->special2; + x = actor->x; + y = actor->y; + z = actor->z; + oldChicken = *actor; + P_SetMobjState(actor, S_FREETARGMOBJ); + mo = P_SpawnMobj(x, y, z, moType); + if(P_TestMobjLocation(mo) == false) + { // Didn't fit + P_RemoveMobj(mo); + mo = P_SpawnMobj(x, y, z, MT_CHICKEN); + mo->angle = oldChicken.angle; + mo->flags = oldChicken.flags; + mo->health = oldChicken.health; + mo->target = oldChicken.target; + mo->special1 = 5*35; // Next try in 5 seconds + mo->special2 = moType; + return(false); + } + mo->angle = oldChicken.angle; + mo->target = oldChicken.target; + fog = P_SpawnMobj(x, y, z+TELEFOGHEIGHT, MT_TFOG); + S_StartSound(fog, sfx_telept); + return(true); +} + +//---------------------------------------------------------------------------- +// +// PROC A_ChicAttack +// +//---------------------------------------------------------------------------- + +void A_ChicAttack(mobj_t *actor) +{ + if(P_UpdateChicken(actor, 18)) + { + return; + } + if(!actor->target) + { + return; + } + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, 1+(P_Random()&1)); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_ChicLook +// +//---------------------------------------------------------------------------- + +void A_ChicLook(mobj_t *actor) +{ + if(P_UpdateChicken(actor, 10)) + { + return; + } + A_Look(actor); +} + +//---------------------------------------------------------------------------- +// +// PROC A_ChicChase +// +//---------------------------------------------------------------------------- + +void A_ChicChase(mobj_t *actor) +{ + if(P_UpdateChicken(actor, 3)) + { + return; + } + A_Chase(actor); +} + +//---------------------------------------------------------------------------- +// +// PROC A_ChicPain +// +//---------------------------------------------------------------------------- + +void A_ChicPain(mobj_t *actor) +{ + if(P_UpdateChicken(actor, 10)) + { + return; + } + S_StartSound(actor, actor->info->painsound); +} + +//---------------------------------------------------------------------------- +// +// PROC A_Feathers +// +//---------------------------------------------------------------------------- + +void A_Feathers(mobj_t *actor) +{ + int i; + int count; + mobj_t *mo; + + if(actor->health > 0) + { // Pain + count = P_Random() < 32 ? 2 : 1; + } + else + { // Death + count = 5+(P_Random()&3); + } + for(i = 0; i < count; i++) + { + mo = P_SpawnMobj(actor->x, actor->y, actor->z+20*FRACUNIT, + MT_FEATHER); + mo->target = actor; + mo->momx = (P_Random()-P_Random())<<8; + mo->momy = (P_Random()-P_Random())<<8; + mo->momz = FRACUNIT+(P_Random()<<9); + P_SetMobjState(mo, S_FEATHER1+(P_Random()&7)); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MummyAttack +// +//---------------------------------------------------------------------------- + +void A_MummyAttack(mobj_t *actor) +{ + if(!actor->target) + { + return; + } + S_StartSound(actor, actor->info->attacksound); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(2)); + S_StartSound(actor, sfx_mumat2); + return; + } + S_StartSound(actor, sfx_mumat1); +} + +//---------------------------------------------------------------------------- +// +// PROC A_MummyAttack2 +// +// Mummy leader missile attack. +// +//---------------------------------------------------------------------------- + +void A_MummyAttack2(mobj_t *actor) +{ + mobj_t *mo; + + if(!actor->target) + { + return; + } + //S_StartSound(actor, actor->info->attacksound); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(2)); + return; + } + mo = P_SpawnMissile(actor, actor->target, MT_MUMMYFX1); + //mo = P_SpawnMissile(actor, actor->target, MT_EGGFX); + if(mo != NULL) + { + mo->special1 = (int)actor->target; + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MummyFX1Seek +// +//---------------------------------------------------------------------------- + +void A_MummyFX1Seek(mobj_t *actor) +{ + P_SeekerMissile(actor, ANGLE_1*10, ANGLE_1*20); +} + +//---------------------------------------------------------------------------- +// +// PROC A_MummySoul +// +//---------------------------------------------------------------------------- + +void A_MummySoul(mobj_t *mummy) +{ + mobj_t *mo; + + mo = P_SpawnMobj(mummy->x, mummy->y, mummy->z+10*FRACUNIT, MT_MUMMYSOUL); + mo->momz = FRACUNIT; +} + +//---------------------------------------------------------------------------- +// +// PROC A_Sor1Pain +// +//---------------------------------------------------------------------------- + +void A_Sor1Pain(mobj_t *actor) +{ + actor->special1 = 20; // Number of steps to walk fast + A_Pain(actor); +} + +//---------------------------------------------------------------------------- +// +// PROC A_Sor1Chase +// +//---------------------------------------------------------------------------- + +void A_Sor1Chase(mobj_t *actor) +{ + if(actor->special1) + { + actor->special1--; + actor->tics -= 3; + } + A_Chase(actor); +} + +//---------------------------------------------------------------------------- +// +// PROC A_Srcr1Attack +// +// Sorcerer demon attack. +// +//---------------------------------------------------------------------------- + +void A_Srcr1Attack(mobj_t *actor) +{ + mobj_t *mo; + fixed_t momz; + angle_t angle; + + if(!actor->target) + { + return; + } + S_StartSound(actor, actor->info->attacksound); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(8)); + return; + } + if(actor->health > (actor->info->spawnhealth/3)*2) + { // Spit one fireball + P_SpawnMissile(actor, actor->target, MT_SRCRFX1); + } + else + { // Spit three fireballs + mo = P_SpawnMissile(actor, actor->target, MT_SRCRFX1); + if(mo) + { + momz = mo->momz; + angle = mo->angle; + P_SpawnMissileAngle(actor, MT_SRCRFX1, angle-ANGLE_1*3, momz); + P_SpawnMissileAngle(actor, MT_SRCRFX1, angle+ANGLE_1*3, momz); + } + if(actor->health < actor->info->spawnhealth/3) + { // Maybe attack again + if(actor->special1) + { // Just attacked, so don't attack again + actor->special1 = 0; + } + else + { // Set state to attack again + actor->special1 = 1; + P_SetMobjState(actor, S_SRCR1_ATK4); + } + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_SorcererRise +// +//---------------------------------------------------------------------------- + +void A_SorcererRise(mobj_t *actor) +{ + mobj_t *mo; + + actor->flags &= ~MF_SOLID; + mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCERER2); + P_SetMobjState(mo, S_SOR2_RISE1); + mo->angle = actor->angle; + mo->target = actor->target; +} + +//---------------------------------------------------------------------------- +// +// PROC P_DSparilTeleport +// +//---------------------------------------------------------------------------- + +void P_DSparilTeleport(mobj_t *actor) +{ + int i; + fixed_t x; + fixed_t y; + fixed_t prevX; + fixed_t prevY; + fixed_t prevZ; + mobj_t *mo; + + if(!BossSpotCount) + { // No spots + return; + } + i = P_Random(); + do + { + i++; + x = BossSpots[i%BossSpotCount].x; + y = BossSpots[i%BossSpotCount].y; + } while(P_AproxDistance(actor->x-x, actor->y-y) < 128*FRACUNIT); + prevX = actor->x; + prevY = actor->y; + prevZ = actor->z; + if(P_TeleportMove(actor, x, y)) + { + mo = P_SpawnMobj(prevX, prevY, prevZ, MT_SOR2TELEFADE); + S_StartSound(mo, sfx_telept); + P_SetMobjState(actor, S_SOR2_TELE1); + S_StartSound(actor, sfx_telept); + actor->z = actor->floorz; + actor->angle = BossSpots[i%BossSpotCount].angle; + actor->momx = actor->momy = actor->momz = 0; + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_Srcr2Decide +// +//---------------------------------------------------------------------------- + +void A_Srcr2Decide(mobj_t *actor) +{ + static int chance[] = + { + 192, 120, 120, 120, 64, 64, 32, 16, 0 + }; + + if(!BossSpotCount) + { // No spots + return; + } + if(P_Random() < chance[actor->health/(actor->info->spawnhealth/8)]) + { + P_DSparilTeleport(actor); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_Srcr2Attack +// +//---------------------------------------------------------------------------- + +void A_Srcr2Attack(mobj_t *actor) +{ + int chance; + + if(!actor->target) + { + return; + } + S_StartSound(NULL, actor->info->attacksound); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(20)); + return; + } + chance = actor->health < actor->info->spawnhealth/2 ? 96 : 48; + if(P_Random() < chance) + { // Wizard spawners + P_SpawnMissileAngle(actor, MT_SOR2FX2, + actor->angle-ANG45, FRACUNIT/2); + P_SpawnMissileAngle(actor, MT_SOR2FX2, + actor->angle+ANG45, FRACUNIT/2); + } + else + { // Blue bolt + P_SpawnMissile(actor, actor->target, MT_SOR2FX1); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_BlueSpark +// +//---------------------------------------------------------------------------- + +void A_BlueSpark(mobj_t *actor) +{ + int i; + mobj_t *mo; + + for(i = 0; i < 2; i++) + { + mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SOR2FXSPARK); + mo->momx = (P_Random()-P_Random())<<9; + mo->momy = (P_Random()-P_Random())<<9; + mo->momz = FRACUNIT+(P_Random()<<8); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_GenWizard +// +//---------------------------------------------------------------------------- + +void A_GenWizard(mobj_t *actor) +{ + mobj_t *mo; + mobj_t *fog; + + mo = P_SpawnMobj(actor->x, actor->y, + actor->z-mobjinfo[MT_WIZARD].height/2, MT_WIZARD); + if(P_TestMobjLocation(mo) == false) + { // Didn't fit + P_RemoveMobj(mo); + return; + } + actor->momx = actor->momy = actor->momz = 0; + P_SetMobjState(actor, mobjinfo[actor->type].deathstate); + actor->flags &= ~MF_MISSILE; + fog = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TFOG); + S_StartSound(fog, sfx_telept); +} + +//---------------------------------------------------------------------------- +// +// PROC A_Sor2DthInit +// +//---------------------------------------------------------------------------- + +void A_Sor2DthInit(mobj_t *actor) +{ + actor->special1 = 7; // Animation loop counter + P_Massacre(); // Kill monsters early +} + +//---------------------------------------------------------------------------- +// +// PROC A_Sor2DthLoop +// +//---------------------------------------------------------------------------- + +void A_Sor2DthLoop(mobj_t *actor) +{ + if(--actor->special1) + { // Need to loop + P_SetMobjState(actor, S_SOR2_DIE4); + } +} + +//---------------------------------------------------------------------------- +// +// D'Sparil Sound Routines +// +//---------------------------------------------------------------------------- + +void A_SorZap(mobj_t *actor) {S_StartSound(NULL, sfx_sorzap);} +void A_SorRise(mobj_t *actor) {S_StartSound(NULL, sfx_sorrise);} +void A_SorDSph(mobj_t *actor) {S_StartSound(NULL, sfx_sordsph);} +void A_SorDExp(mobj_t *actor) {S_StartSound(NULL, sfx_sordexp);} +void A_SorDBon(mobj_t *actor) {S_StartSound(NULL, sfx_sordbon);} +void A_SorSightSnd(mobj_t *actor) {S_StartSound(NULL, sfx_sorsit);} + +//---------------------------------------------------------------------------- +// +// PROC A_MinotaurAtk1 +// +// Melee attack. +// +//---------------------------------------------------------------------------- + +void A_MinotaurAtk1(mobj_t *actor) +{ + player_t *player; + + if(!actor->target) + { + return; + } + S_StartSound(actor, sfx_stfpow); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(4)); + if((player = actor->target->player) != NULL) + { // Squish the player + player->deltaviewheight = -16*FRACUNIT; + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MinotaurDecide +// +// Choose a missile attack. +// +//---------------------------------------------------------------------------- + +#define MNTR_CHARGE_SPEED (13*FRACUNIT) + +void A_MinotaurDecide(mobj_t *actor) +{ + angle_t angle; + mobj_t *target; + int dist; + + target = actor->target; + if(!target) + { + return; + } + S_StartSound(actor, sfx_minsit); + dist = P_AproxDistance(actor->x-target->x, actor->y-target->y); + if(target->z+target->height > actor->z + && target->z+target->height < actor->z+actor->height + && dist < 8*64*FRACUNIT + && dist > 1*64*FRACUNIT + && P_Random() < 150) + { // Charge attack + // Don't call the state function right away + P_SetMobjStateNF(actor, S_MNTR_ATK4_1); + actor->flags |= MF_SKULLFLY; + A_FaceTarget(actor); + angle = actor->angle>>ANGLETOFINESHIFT; + actor->momx = FixedMul(MNTR_CHARGE_SPEED, finecosine[angle]); + actor->momy = FixedMul(MNTR_CHARGE_SPEED, finesine[angle]); + actor->special1 = 35/2; // Charge duration + } + else if(target->z == target->floorz + && dist < 9*64*FRACUNIT + && P_Random() < 220) + { // Floor fire attack + P_SetMobjState(actor, S_MNTR_ATK3_1); + actor->special2 = 0; + } + else + { // Swing attack + A_FaceTarget(actor); + // Don't need to call P_SetMobjState because the current state + // falls through to the swing attack + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MinotaurCharge +// +//---------------------------------------------------------------------------- + +void A_MinotaurCharge(mobj_t *actor) +{ + mobj_t *puff; + + if(actor->special1) + { + puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF); + puff->momz = 2*FRACUNIT; + actor->special1--; + } + else + { + actor->flags &= ~MF_SKULLFLY; + P_SetMobjState(actor, actor->info->seestate); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MinotaurAtk2 +// +// Swing attack. +// +//---------------------------------------------------------------------------- + +void A_MinotaurAtk2(mobj_t *actor) +{ + mobj_t *mo; + angle_t angle; + fixed_t momz; + + if(!actor->target) + { + return; + } + S_StartSound(actor, sfx_minat2); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(5)); + return; + } + mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1); + if(mo) + { + S_StartSound(mo, sfx_minat2); + momz = mo->momz; + angle = mo->angle; + P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/8), momz); + P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/8), momz); + P_SpawnMissileAngle(actor, MT_MNTRFX1, angle-(ANG45/16), momz); + P_SpawnMissileAngle(actor, MT_MNTRFX1, angle+(ANG45/16), momz); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MinotaurAtk3 +// +// Floor fire attack. +// +//---------------------------------------------------------------------------- + +void A_MinotaurAtk3(mobj_t *actor) +{ + mobj_t *mo; + player_t *player; + + if(!actor->target) + { + return; + } + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(5)); + if((player = actor->target->player) != NULL) + { // Squish the player + player->deltaviewheight = -16*FRACUNIT; + } + } + else + { + mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX2); + if(mo != NULL) + { + S_StartSound(mo, sfx_minat1); + } + } + if(P_Random() < 192 && actor->special2 == 0) + { + P_SetMobjState(actor, S_MNTR_ATK3_4); + actor->special2 = 1; + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MntrFloorFire +// +//---------------------------------------------------------------------------- + +void A_MntrFloorFire(mobj_t *actor) +{ + mobj_t *mo; + + actor->z = actor->floorz; + mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<10), + actor->y+((P_Random()-P_Random())<<10), ONFLOORZ, MT_MNTRFX3); + mo->target = actor->target; + mo->momx = 1; // Force block checking + P_CheckMissileSpawn(mo); +} + +//---------------------------------------------------------------------------- +// +// PROC A_BeastAttack +// +//---------------------------------------------------------------------------- + +void A_BeastAttack(mobj_t *actor) +{ + if(!actor->target) + { + return; + } + S_StartSound(actor, actor->info->attacksound); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(3)); + return; + } + P_SpawnMissile(actor, actor->target, MT_BEASTBALL); +} + +//---------------------------------------------------------------------------- +// +// PROC A_HeadAttack +// +//---------------------------------------------------------------------------- + +void A_HeadAttack(mobj_t *actor) +{ + int i; + mobj_t *fire; + mobj_t *baseFire; + mobj_t *mo; + mobj_t *target; + int randAttack; + static int atkResolve1[] = { 50, 150 }; + static int atkResolve2[] = { 150, 200 }; + int dist; + + // Ice ball (close 20% : far 60%) + // Fire column (close 40% : far 20%) + // Whirlwind (close 40% : far 20%) + // Distance threshold = 8 cells + + target = actor->target; + if(target == NULL) + { + return; + } + A_FaceTarget(actor); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(target, actor, actor, HITDICE(6)); + return; + } + dist = P_AproxDistance(actor->x-target->x, actor->y-target->y) + > 8*64*FRACUNIT; + randAttack = P_Random(); + if(randAttack < atkResolve1[dist]) + { // Ice ball + P_SpawnMissile(actor, target, MT_HEADFX1); + S_StartSound(actor, sfx_hedat2); + } + else if(randAttack < atkResolve2[dist]) + { // Fire column + baseFire = P_SpawnMissile(actor, target, MT_HEADFX3); + if(baseFire != NULL) + { + P_SetMobjState(baseFire, S_HEADFX3_4); // Don't grow + for(i = 0; i < 5; i++) + { + fire = P_SpawnMobj(baseFire->x, baseFire->y, + baseFire->z, MT_HEADFX3); + if(i == 0) + { + S_StartSound(actor, sfx_hedat1); + } + fire->target = baseFire->target; + fire->angle = baseFire->angle; + fire->momx = baseFire->momx; + fire->momy = baseFire->momy; + fire->momz = baseFire->momz; + fire->damage = 0; + fire->health = (i+1)*2; + P_CheckMissileSpawn(fire); + } + } + } + else + { // Whirlwind + mo = P_SpawnMissile(actor, target, MT_WHIRLWIND); + if(mo != NULL) + { + mo->z -= 32*FRACUNIT; + mo->special1 = (int)target; + mo->special2 = 50; // Timer for active sound + mo->health = 20*TICSPERSEC; // Duration + S_StartSound(actor, sfx_hedat3); + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_WhirlwindSeek +// +//---------------------------------------------------------------------------- + +void A_WhirlwindSeek(mobj_t *actor) +{ + actor->health -= 3; + if(actor->health < 0) + { + actor->momx = actor->momy = actor->momz = 0; + P_SetMobjState(actor, mobjinfo[actor->type].deathstate); + actor->flags &= ~MF_MISSILE; + return; + } + if((actor->special2 -= 3) < 0) + { + actor->special2 = 58+(P_Random()&31); + S_StartSound(actor, sfx_hedat3); + } + if(actor->special1 + && (((mobj_t *)(actor->special1))->flags&MF_SHADOW)) + { + return; + } + P_SeekerMissile(actor, ANGLE_1*10, ANGLE_1*30); +} + +//---------------------------------------------------------------------------- +// +// PROC A_HeadIceImpact +// +//---------------------------------------------------------------------------- + +void A_HeadIceImpact(mobj_t *ice) +{ + int i; + angle_t angle; + mobj_t *shard; + + for(i = 0; i < 8; i++) + { + shard = P_SpawnMobj(ice->x, ice->y, ice->z, MT_HEADFX2); + angle = i*ANG45; + shard->target = ice->target; + shard->angle = angle; + angle >>= ANGLETOFINESHIFT; + shard->momx = FixedMul(shard->info->speed, finecosine[angle]); + shard->momy = FixedMul(shard->info->speed, finesine[angle]); + shard->momz = -.6*FRACUNIT; + P_CheckMissileSpawn(shard); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_HeadFireGrow +// +//---------------------------------------------------------------------------- + +void A_HeadFireGrow(mobj_t *fire) +{ + fire->health--; + fire->z += 9*FRACUNIT; + if(fire->health == 0) + { + fire->damage = fire->info->damage; + P_SetMobjState(fire, S_HEADFX3_4); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_SnakeAttack +// +//---------------------------------------------------------------------------- + +void A_SnakeAttack(mobj_t *actor) +{ + if(!actor->target) + { + P_SetMobjState(actor, S_SNAKE_WALK1); + return; + } + S_StartSound(actor, actor->info->attacksound); + A_FaceTarget(actor); + P_SpawnMissile(actor, actor->target, MT_SNAKEPRO_A); +} + +//---------------------------------------------------------------------------- +// +// PROC A_SnakeAttack2 +// +//---------------------------------------------------------------------------- + +void A_SnakeAttack2(mobj_t *actor) +{ + if(!actor->target) + { + P_SetMobjState(actor, S_SNAKE_WALK1); + return; + } + S_StartSound(actor, actor->info->attacksound); + A_FaceTarget(actor); + P_SpawnMissile(actor, actor->target, MT_SNAKEPRO_B); +} + +//---------------------------------------------------------------------------- +// +// PROC A_ClinkAttack +// +//---------------------------------------------------------------------------- + +void A_ClinkAttack(mobj_t *actor) +{ + int damage; + + if(!actor->target) + { + return; + } + S_StartSound(actor, actor->info->attacksound); + if(P_CheckMeleeRange(actor)) + { + damage = ((P_Random()%7)+3); + P_DamageMobj(actor->target, actor, actor, damage); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_GhostOff +// +//---------------------------------------------------------------------------- + +void A_GhostOff(mobj_t *actor) +{ + actor->flags &= ~MF_SHADOW; +} + +//---------------------------------------------------------------------------- +// +// PROC A_WizAtk1 +// +//---------------------------------------------------------------------------- + +void A_WizAtk1(mobj_t *actor) +{ + A_FaceTarget(actor); + actor->flags &= ~MF_SHADOW; +} + +//---------------------------------------------------------------------------- +// +// PROC A_WizAtk2 +// +//---------------------------------------------------------------------------- + +void A_WizAtk2(mobj_t *actor) +{ + A_FaceTarget(actor); + actor->flags |= MF_SHADOW; +} + +//---------------------------------------------------------------------------- +// +// PROC A_WizAtk3 +// +//---------------------------------------------------------------------------- + +void A_WizAtk3(mobj_t *actor) +{ + mobj_t *mo; + angle_t angle; + fixed_t momz; + + actor->flags &= ~MF_SHADOW; + if(!actor->target) + { + return; + } + S_StartSound(actor, actor->info->attacksound); + if(P_CheckMeleeRange(actor)) + { + P_DamageMobj(actor->target, actor, actor, HITDICE(4)); + return; + } + mo = P_SpawnMissile(actor, actor->target, MT_WIZFX1); + if(mo) + { + momz = mo->momz; + angle = mo->angle; + P_SpawnMissileAngle(actor, MT_WIZFX1, angle-(ANG45/8), momz); + P_SpawnMissileAngle(actor, MT_WIZFX1, angle+(ANG45/8), momz); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_Scream +// +//---------------------------------------------------------------------------- + +void A_Scream(mobj_t *actor) +{ + switch(actor->type) + { + case MT_CHICPLAYER: + case MT_SORCERER1: + case MT_MINOTAUR: + // Make boss death sounds full volume + S_StartSound(NULL, actor->info->deathsound); + break; + case MT_PLAYER: + // Handle the different player death screams + if(actor->special1 < 10) + { // Wimpy death sound + S_StartSound(actor, sfx_plrwdth); + } + else if(actor->health > -50) + { // Normal death sound + S_StartSound(actor, actor->info->deathsound); + } + else if(actor->health > -100) + { // Crazy death sound + S_StartSound(actor, sfx_plrcdth); + } + else + { // Extreme death sound + S_StartSound(actor, sfx_gibdth); + } + break; + default: + S_StartSound(actor, actor->info->deathsound); + break; + } +} + +//--------------------------------------------------------------------------- +// +// PROC P_DropItem +// +//--------------------------------------------------------------------------- + +void P_DropItem(mobj_t *source, mobjtype_t type, int special, int chance) +{ + mobj_t *mo; + + if(P_Random() > chance) + { + return; + } + mo = P_SpawnMobj(source->x, source->y, + source->z+(source->height>>1), type); + mo->momx = (P_Random()-P_Random())<<8; + mo->momy = (P_Random()-P_Random())<<8; + mo->momz = FRACUNIT*5+(P_Random()<<10); + mo->flags |= MF_DROPPED; + mo->health = special; +} + +//---------------------------------------------------------------------------- +// +// PROC A_NoBlocking +// +//---------------------------------------------------------------------------- + +void A_NoBlocking(mobj_t *actor) +{ + actor->flags &= ~MF_SOLID; + // Check for monsters dropping things + switch(actor->type) + { + case MT_MUMMY: + case MT_MUMMYLEADER: + case MT_MUMMYGHOST: + case MT_MUMMYLEADERGHOST: + P_DropItem(actor, MT_AMGWNDWIMPY, 3, 84); + break; + case MT_KNIGHT: + case MT_KNIGHTGHOST: + P_DropItem(actor, MT_AMCBOWWIMPY, 5, 84); + break; + case MT_WIZARD: + P_DropItem(actor, MT_AMBLSRWIMPY, 10, 84); + P_DropItem(actor, MT_ARTITOMEOFPOWER, 0, 4); + break; + case MT_HEAD: + P_DropItem(actor, MT_AMBLSRWIMPY, 10, 84); + P_DropItem(actor, MT_ARTIEGG, 0, 51); + break; + case MT_BEAST: + P_DropItem(actor, MT_AMCBOWWIMPY, 10, 84); + break; + case MT_CLINK: + P_DropItem(actor, MT_AMSKRDWIMPY, 20, 84); + break; + case MT_SNAKE: + P_DropItem(actor, MT_AMPHRDWIMPY, 5, 84); + break; + case MT_MINOTAUR: + P_DropItem(actor, MT_ARTISUPERHEAL, 0, 51); + P_DropItem(actor, MT_AMPHRDWIMPY, 10, 84); + break; + default: + break; + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_Explode +// +// Handles a bunch of exploding things. +// +//---------------------------------------------------------------------------- + +void A_Explode(mobj_t *actor) +{ + int damage; + + damage = 128; + switch(actor->type) + { + case MT_FIREBOMB: // Time Bombs + actor->z += 32*FRACUNIT; + actor->flags &= ~MF_SHADOW; + break; + case MT_MNTRFX2: // Minotaur floor fire + damage = 24; + break; + case MT_SOR2FX1: // D'Sparil missile + damage = 80+(P_Random()&31); + break; + default: + break; + } + P_RadiusAttack(actor, actor->target, damage); + P_HitFloor(actor); +} + +//---------------------------------------------------------------------------- +// +// PROC A_PodPain +// +//---------------------------------------------------------------------------- + +void A_PodPain(mobj_t *actor) +{ + int i; + int count; + int chance; + mobj_t *goo; + + chance = P_Random(); + if(chance < 128) + { + return; + } + count = chance > 240 ? 2 : 1; + for(i = 0; i < count; i++) + { + goo = P_SpawnMobj(actor->x, actor->y, + actor->z+48*FRACUNIT, MT_PODGOO); + goo->target = actor; + goo->momx = (P_Random()-P_Random())<<9; + goo->momy = (P_Random()-P_Random())<<9; + goo->momz = FRACUNIT/2+(P_Random()<<9); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_RemovePod +// +//---------------------------------------------------------------------------- + +void A_RemovePod(mobj_t *actor) +{ + mobj_t *mo; + + if(actor->special2) + { + mo = (mobj_t *)actor->special2; + if(mo->special1 > 0) + { + mo->special1--; + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MakePod +// +//---------------------------------------------------------------------------- + +#define MAX_GEN_PODS 16 + +void A_MakePod(mobj_t *actor) +{ + mobj_t *mo; + fixed_t x; + fixed_t y; + fixed_t z; + + if(actor->special1 == MAX_GEN_PODS) + { // Too many generated pods + return; + } + x = actor->x; + y = actor->y; + z = actor->z; + mo = P_SpawnMobj(x, y, ONFLOORZ, MT_POD); + if(P_CheckPosition(mo, x, y) == false) + { // Didn't fit + P_RemoveMobj(mo); + return; + } + P_SetMobjState(mo, S_POD_GROW1); + P_ThrustMobj(mo, P_Random()<<24, (fixed_t)(4.5*FRACUNIT)); + S_StartSound(mo, sfx_newpod); + actor->special1++; // Increment generated pod count + mo->special2 = (int)actor; // Link the generator to the pod + return; +} + +//---------------------------------------------------------------------------- +// +// PROC P_Massacre +// +// Kills all monsters. +// +//---------------------------------------------------------------------------- + +void P_Massacre(void) +{ + mobj_t *mo; + thinker_t *think; + + for(think = thinkercap.next; think != &thinkercap; + think = think->next) + { + if(think->function != P_MobjThinker) + { // Not a mobj thinker + continue; + } + mo = (mobj_t *)think; + if((mo->flags&MF_COUNTKILL) && (mo->health > 0)) + { + P_DamageMobj(mo, NULL, NULL, 10000); + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_BossDeath +// +// Trigger special effects if all bosses are dead. +// +//---------------------------------------------------------------------------- + +void A_BossDeath(mobj_t *actor) +{ + mobj_t *mo; + thinker_t *think; + line_t dummyLine; + static mobjtype_t bossType[6] = + { + MT_HEAD, + MT_MINOTAUR, + MT_SORCERER2, + MT_HEAD, + MT_MINOTAUR, + -1 + }; + + if(gamemap != 8) + { // Not a boss level + return; + } + if(actor->type != bossType[gameepisode-1]) + { // Not considered a boss in this episode + return; + } + // Make sure all bosses are dead + for(think = thinkercap.next; think != &thinkercap; think = think->next) + { + if(think->function != P_MobjThinker) + { // Not a mobj thinker + continue; + } + mo = (mobj_t *)think; + if((mo != actor) && (mo->type == actor->type) && (mo->health > 0)) + { // Found a living boss + return; + } + } + if(gameepisode > 1) + { // Kill any remaining monsters + P_Massacre(); + } + dummyLine.tag = 666; + EV_DoFloor(&dummyLine, lowerFloor); +} + +//---------------------------------------------------------------------------- +// +// PROC A_ESound +// +//---------------------------------------------------------------------------- + +void A_ESound(mobj_t *mo) +{ + int sound=0; + + switch(mo->type) + { + case MT_SOUNDWATERFALL: + sound = sfx_waterfl; + break; + case MT_SOUNDWIND: + sound = sfx_wind; + break; + default: + break; + } + S_StartSound(mo, sound); +} + +//---------------------------------------------------------------------------- +// +// PROC A_SpawnTeleGlitter +// +//---------------------------------------------------------------------------- + +void A_SpawnTeleGlitter(mobj_t *actor) +{ + mobj_t *mo; + + mo = P_SpawnMobj(actor->x+((P_Random()&31)-16)*FRACUNIT, + actor->y+((P_Random()&31)-16)*FRACUNIT, + actor->subsector->sector->floorheight, MT_TELEGLITTER); + mo->momz = FRACUNIT/4; +} + +//---------------------------------------------------------------------------- +// +// PROC A_SpawnTeleGlitter2 +// +//---------------------------------------------------------------------------- + +void A_SpawnTeleGlitter2(mobj_t *actor) +{ + mobj_t *mo; + + mo = P_SpawnMobj(actor->x+((P_Random()&31)-16)*FRACUNIT, + actor->y+((P_Random()&31)-16)*FRACUNIT, + actor->subsector->sector->floorheight, MT_TELEGLITTER2); + mo->momz = FRACUNIT/4; +} + +//---------------------------------------------------------------------------- +// +// PROC A_AccTeleGlitter +// +//---------------------------------------------------------------------------- + +void A_AccTeleGlitter(mobj_t *actor) +{ + if(++actor->health > 35) + { + actor->momz += actor->momz/2; + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_InitKeyGizmo +// +//---------------------------------------------------------------------------- + +void A_InitKeyGizmo(mobj_t *gizmo) +{ + mobj_t *mo; + statenum_t state=0; + + switch(gizmo->type) + { + case MT_KEYGIZMOBLUE: + state = S_KGZ_BLUEFLOAT1; + break; + case MT_KEYGIZMOGREEN: + state = S_KGZ_GREENFLOAT1; + break; + case MT_KEYGIZMOYELLOW: + state = S_KGZ_YELLOWFLOAT1; + break; + default: + break; + } + mo = P_SpawnMobj(gizmo->x, gizmo->y, gizmo->z+60*FRACUNIT, + MT_KEYGIZMOFLOAT); + P_SetMobjState(mo, state); +} + +//---------------------------------------------------------------------------- +// +// PROC A_VolcanoSet +// +//---------------------------------------------------------------------------- + +void A_VolcanoSet(mobj_t *volcano) +{ + volcano->tics = 105+(P_Random()&127); +} + +//---------------------------------------------------------------------------- +// +// PROC A_VolcanoBlast +// +//---------------------------------------------------------------------------- + +void A_VolcanoBlast(mobj_t *volcano) +{ + int i; + int count; + mobj_t *blast; + angle_t angle; + + count = 1+(P_Random()%3); + for(i = 0; i < count; i++) + { + blast = P_SpawnMobj(volcano->x, volcano->y, + volcano->z+44*FRACUNIT, MT_VOLCANOBLAST); // MT_VOLCANOBLAST + blast->target = volcano; + angle = P_Random()<<24; + blast->angle = angle; + angle >>= ANGLETOFINESHIFT; + blast->momx = FixedMul(1*FRACUNIT, finecosine[angle]); + blast->momy = FixedMul(1*FRACUNIT, finesine[angle]); + blast->momz = (2.5*FRACUNIT)+(P_Random()<<10); + S_StartSound(blast, sfx_volsht); + P_CheckMissileSpawn(blast); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_VolcBallImpact +// +//---------------------------------------------------------------------------- + +void A_VolcBallImpact(mobj_t *ball) +{ + int i; + mobj_t *tiny; + angle_t angle; + + if(ball->z <= ball->floorz) + { + ball->flags |= MF_NOGRAVITY; + ball->flags2 &= ~MF2_LOGRAV; + ball->z += 28*FRACUNIT; + //ball->momz = 3*FRACUNIT; + } + P_RadiusAttack(ball, ball->target, 25); + for(i = 0; i < 4; i++) + { + tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_VOLCANOTBLAST); + tiny->target = ball; + angle = i*ANG90; + tiny->angle = angle; + angle >>= ANGLETOFINESHIFT; + tiny->momx = FixedMul(FRACUNIT*.7, finecosine[angle]); + tiny->momy = FixedMul(FRACUNIT*.7, finesine[angle]); + tiny->momz = FRACUNIT+(P_Random()<<9); + P_CheckMissileSpawn(tiny); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_SkullPop +// +//---------------------------------------------------------------------------- + +void A_SkullPop(mobj_t *actor) +{ + mobj_t *mo; + player_t *player; + + actor->flags &= ~MF_SOLID; + mo = P_SpawnMobj(actor->x, actor->y, actor->z+48*FRACUNIT, + MT_BLOODYSKULL); + //mo->target = actor; + mo->momx = (P_Random()-P_Random())<<9; + mo->momy = (P_Random()-P_Random())<<9; + mo->momz = FRACUNIT*2+(P_Random()<<6); + // Attach player mobj to bloody skull + player = actor->player; + actor->player = NULL; + mo->player = player; + mo->health = actor->health; + mo->angle = actor->angle; + player->mo = mo; + player->lookdir = 0; + player->damagecount = 32; +} + +//---------------------------------------------------------------------------- +// +// PROC A_CheckSkullFloor +// +//---------------------------------------------------------------------------- + +void A_CheckSkullFloor(mobj_t *actor) +{ + if(actor->z <= actor->floorz) + { + P_SetMobjState(actor, S_BLOODYSKULLX1); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_CheckSkullDone +// +//---------------------------------------------------------------------------- + +void A_CheckSkullDone(mobj_t *actor) +{ + if(actor->special2 == 666) + { + P_SetMobjState(actor, S_BLOODYSKULLX2); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_CheckBurnGone +// +//---------------------------------------------------------------------------- + +void A_CheckBurnGone(mobj_t *actor) +{ + if(actor->special2 == 666) + { + P_SetMobjState(actor, S_PLAY_FDTH20); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_FreeTargMobj +// +//---------------------------------------------------------------------------- + +void A_FreeTargMobj(mobj_t *mo) +{ + mo->momx = mo->momy = mo->momz = 0; + mo->z = mo->ceilingz+4*FRACUNIT; + mo->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_SOLID); + mo->flags |= MF_CORPSE|MF_DROPOFF|MF_NOGRAVITY; + mo->flags2 &= ~(MF2_PASSMOBJ|MF2_LOGRAV); + mo->player = NULL; +} + +//---------------------------------------------------------------------------- +// +// PROC A_AddPlayerCorpse +// +//---------------------------------------------------------------------------- + +#define BODYQUESIZE 32 +mobj_t *bodyque[BODYQUESIZE]; +int bodyqueslot; + +void A_AddPlayerCorpse(mobj_t *actor) +{ + if(bodyqueslot >= BODYQUESIZE) + { // Too many player corpses - remove an old one + P_RemoveMobj(bodyque[bodyqueslot%BODYQUESIZE]); + } + bodyque[bodyqueslot%BODYQUESIZE] = actor; + bodyqueslot++; +} + +//---------------------------------------------------------------------------- +// +// PROC A_FlameSnd +// +//---------------------------------------------------------------------------- + +void A_FlameSnd(mobj_t *actor) +{ + S_StartSound(actor, sfx_hedat1); // Burn sound +} + +//---------------------------------------------------------------------------- +// +// PROC A_HideThing +// +//---------------------------------------------------------------------------- + +void A_HideThing(mobj_t *actor) +{ + //P_UnsetThingPosition(actor); + actor->flags2 |= MF2_DONTDRAW; +} + +//---------------------------------------------------------------------------- +// +// PROC A_UnHideThing +// +//---------------------------------------------------------------------------- + +void A_UnHideThing(mobj_t *actor) +{ + //P_SetThingPosition(actor); + actor->flags2 &= ~MF2_DONTDRAW; +} diff --git a/base/p_floor.c b/base/p_floor.c new file mode 100644 index 0000000..c0c7043 --- /dev/null +++ b/base/p_floor.c @@ -0,0 +1,445 @@ +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +//================================================================== +//================================================================== +// +// FLOORS +// +//================================================================== +//================================================================== + + + +//================================================================== +// +// Move a plane (floor or ceiling) and check for crushing +// +//================================================================== +result_e T_MovePlane(sector_t *sector,fixed_t speed, + fixed_t dest,boolean crush,int floorOrCeiling,int direction) +{ + boolean flag; + fixed_t lastpos; + + switch(floorOrCeiling) + { + case 0: // FLOOR + switch(direction) + { + case -1: // DOWN + if (sector->floorheight - speed < dest) + { + lastpos = sector->floorheight; + sector->floorheight = dest; + flag = P_ChangeSector(sector,crush); + if (flag == true) + { + sector->floorheight =lastpos; + P_ChangeSector(sector,crush); + //return crushed; + } + return pastdest; + } + else + { + lastpos = sector->floorheight; + sector->floorheight -= speed; + flag = P_ChangeSector(sector,crush); + if (flag == true) + { + sector->floorheight = lastpos; + P_ChangeSector(sector,crush); + return crushed; + } + } + break; + + case 1: // UP + if (sector->floorheight + speed > dest) + { + lastpos = sector->floorheight; + sector->floorheight = dest; + flag = P_ChangeSector(sector,crush); + if (flag == true) + { + sector->floorheight = lastpos; + P_ChangeSector(sector,crush); + //return crushed; + } + return pastdest; + } + else // COULD GET CRUSHED + { + lastpos = sector->floorheight; + sector->floorheight += speed; + flag = P_ChangeSector(sector,crush); + if (flag == true) + { + if (crush == true) + return crushed; + sector->floorheight = lastpos; + P_ChangeSector(sector,crush); + return crushed; + } + } + break; + } + break; + + case 1: // CEILING + switch(direction) + { + case -1: // DOWN + if (sector->ceilingheight - speed < dest) + { + lastpos = sector->ceilingheight; + sector->ceilingheight = dest; + flag = P_ChangeSector(sector,crush); + if (flag == true) + { + sector->ceilingheight = lastpos; + P_ChangeSector(sector,crush); + //return crushed; + } + return pastdest; + } + else // COULD GET CRUSHED + { + lastpos = sector->ceilingheight; + sector->ceilingheight -= speed; + flag = P_ChangeSector(sector,crush); + if (flag == true) + { + if (crush == true) + return crushed; + sector->ceilingheight = lastpos; + P_ChangeSector(sector,crush); + return crushed; + } + } + break; + + case 1: // UP + if (sector->ceilingheight + speed > dest) + { + lastpos = sector->ceilingheight; + sector->ceilingheight = dest; + flag = P_ChangeSector(sector,crush); + if (flag == true) + { + sector->ceilingheight = lastpos; + P_ChangeSector(sector,crush); + //return crushed; + } + return pastdest; + } + else + { + lastpos = sector->ceilingheight; + sector->ceilingheight += speed; + flag = P_ChangeSector(sector,crush); + #if 0 + if (flag == true) + { + sector->ceilingheight = lastpos; + P_ChangeSector(sector,crush); + return crushed; + } + #endif + } + break; + } + break; + + } + return ok; +} + +//================================================================== +// +// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN) +// +//================================================================== +void T_MoveFloor(floormove_t *floor) +{ + result_e res; + + res = T_MovePlane(floor->sector,floor->speed, + floor->floordestheight,floor->crush,0,floor->direction); + if(!(leveltime&7)) + { + S_StartSound((mobj_t *)&floor->sector->soundorg, sfx_dormov); + } + + if (res == pastdest) + { + floor->sector->specialdata = NULL; + if(floor->type == raiseBuildStep) + { + S_StartSound((mobj_t *)&floor->sector->soundorg, sfx_pstop); + } + if (floor->direction == 1) + switch(floor->type) + { + case donutRaise: + floor->sector->special = floor->newspecial; + floor->sector->floorpic = floor->texture; + default: + break; + } + else if (floor->direction == -1) + switch(floor->type) + { + case lowerAndChange: + floor->sector->special = floor->newspecial; + floor->sector->floorpic = floor->texture; + default: + break; + } + P_RemoveThinker(&floor->thinker); + } + +} + +//================================================================== +// +// HANDLE FLOOR TYPES +// +//================================================================== +int EV_DoFloor(line_t *line,floor_e floortype) +{ + int secnum; + int rtn; + int i; + sector_t *sec; + floormove_t *floor; + + secnum = -1; + rtn = 0; + while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) + { + sec = §ors[secnum]; + + // ALREADY MOVING? IF SO, KEEP GOING... + if (sec->specialdata) + continue; + + // + // new floor thinker + // + rtn = 1; + floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0); + P_AddThinker (&floor->thinker); + sec->specialdata = floor; + floor->thinker.function = T_MoveFloor; + floor->type = floortype; + floor->crush = false; + switch(floortype) + { + case lowerFloor: + floor->direction = -1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = + P_FindHighestFloorSurrounding(sec); + break; + case lowerFloorToLowest: + floor->direction = -1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = + P_FindLowestFloorSurrounding(sec); + break; + case turboLower: + floor->direction = -1; + floor->sector = sec; + floor->speed = FLOORSPEED * 4; + floor->floordestheight = (8*FRACUNIT) + + P_FindHighestFloorSurrounding(sec); + break; + case raiseFloorCrush: + floor->crush = true; + case raiseFloor: + floor->direction = 1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = + P_FindLowestCeilingSurrounding(sec); + if (floor->floordestheight > sec->ceilingheight) + floor->floordestheight = sec->ceilingheight; + floor->floordestheight -= (8*FRACUNIT)* + (floortype == raiseFloorCrush); + break; + case raiseFloorToNearest: + floor->direction = 1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = + P_FindNextHighestFloor(sec,sec->floorheight); + break; + case raiseFloor24: + floor->direction = 1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = floor->sector->floorheight + + 24 * FRACUNIT; + break; + case raiseFloor24AndChange: + floor->direction = 1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = floor->sector->floorheight + + 24 * FRACUNIT; + sec->floorpic = line->frontsector->floorpic; + sec->special = line->frontsector->special; + break; + case raiseToTexture: + { + int minsize = MAXINT; + side_t *side; + + floor->direction = 1; + floor->sector = sec; + floor->speed = FLOORSPEED; + for (i = 0; i < sec->linecount; i++) + if (twoSided (secnum, i) ) + { + side = getSide(secnum,i,0); + if (side->bottomtexture >= 0) + if (textureheight[side->bottomtexture] < + minsize) + minsize = + textureheight[side->bottomtexture]; + side = getSide(secnum,i,1); + if (side->bottomtexture >= 0) + if (textureheight[side->bottomtexture] < + minsize) + minsize = + textureheight[side->bottomtexture]; + } + floor->floordestheight = floor->sector->floorheight + + minsize; + } + break; + case lowerAndChange: + floor->direction = -1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = + P_FindLowestFloorSurrounding(sec); + floor->texture = sec->floorpic; + for (i = 0; i < sec->linecount; i++) + if ( twoSided(secnum, i) ) + { + if (getSide(secnum,i,0)->sector-sectors == secnum) + { + sec = getSector(secnum,i,1); + floor->texture = sec->floorpic; + floor->newspecial = sec->special; + break; + } + else + { + sec = getSector(secnum,i,0); + floor->texture = sec->floorpic; + floor->newspecial = sec->special; + break; + } + } + default: + break; + } + } + return rtn; +} + +//================================================================== +// +// BUILD A STAIRCASE! +// +//================================================================== +int EV_BuildStairs(line_t *line, fixed_t stepDelta) +{ + int secnum; + int height; + int i; + int newsecnum; + int texture; + int ok; + int rtn; + sector_t *sec, *tsec; + floormove_t *floor; + + secnum = -1; + rtn = 0; + while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) + { + sec = §ors[secnum]; + + // ALREADY MOVING? IF SO, KEEP GOING... + if (sec->specialdata) + continue; + + // + // new floor thinker + // + rtn = 1; + height = sec->floorheight+stepDelta; + floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0); + P_AddThinker (&floor->thinker); + sec->specialdata = floor; + floor->thinker.function = T_MoveFloor; + floor->type = raiseBuildStep; + floor->direction = 1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = height; + + texture = sec->floorpic; + + // + // Find next sector to raise + // 1. Find 2-sided line with same sector side[0] + // 2. Other side is the next sector to raise + // + do + { + ok = 0; + for (i = 0;i < sec->linecount;i++) + { + if ( !((sec->lines[i])->flags & ML_TWOSIDED) ) + continue; + + tsec = (sec->lines[i])->frontsector; + newsecnum = tsec-sectors; + if (secnum != newsecnum) + continue; + tsec = (sec->lines[i])->backsector; + newsecnum = tsec - sectors; + if (tsec->floorpic != texture) + continue; + + height += stepDelta; + if (tsec->specialdata) + continue; + + sec = tsec; + secnum = newsecnum; + floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0); + P_AddThinker (&floor->thinker); + sec->specialdata = floor; + floor->thinker.function = T_MoveFloor; + floor->type = raiseBuildStep; + floor->direction = 1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = height; + ok = 1; + break; + } + } while(ok); + } + return(rtn); +} diff --git a/base/p_inter.c b/base/p_inter.c new file mode 100644 index 0000000..f90a8f5 --- /dev/null +++ b/base/p_inter.c @@ -0,0 +1,1472 @@ + +// P_inter.c + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +#define BONUSADD 6 + +int WeaponValue[] = +{ + 1, // staff + 3, // goldwand + 4, // crossbow + 5, // blaster + 6, // skullrod + 7, // phoenixrod + 8, // mace + 2, // gauntlets + 0 // beak +}; + +int maxammo[NUMAMMO] = +{ + 100, // gold wand + 50, // crossbow + 200, // blaster + 200, // skull rod + 20, // phoenix rod + 150 // mace +}; + +static int GetWeaponAmmo[NUMWEAPONS] = +{ + 0, // staff + 25, // gold wand + 10, // crossbow + 30, // blaster + 50, // skull rod + 2, // phoenix rod + 50, // mace + 0, // gauntlets + 0 // beak +}; + +static weapontype_t GetAmmoChange[] = +{ + wp_goldwand, + wp_crossbow, + wp_blaster, + wp_skullrod, + wp_phoenixrod, + wp_mace +}; + +/* +static boolean GetAmmoChangePL1[NUMWEAPONS][NUMAMMO] = +{ + // staff + {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace}, + // gold wand + {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace}, + // crossbow + {-1, -1, wp_blaster, wp_skullrod, -1, -1}, + // blaster + {-1, -1, -1, -1, -1, -1}, + // skull rod + {-1, -1, -1, -1, -1, -1}, + // phoenix rod + {-1, -1, -1, -1, -1, -1}, + // mace + {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1}, + // gauntlets + {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace} +}; +*/ + +/* +static boolean GetAmmoChangePL2[NUMWEAPONS][NUMAMMO] = +{ + // staff + {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod, + wp_mace}, + // gold wand + {-1, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod, wp_mace}, + // crossbow + {-1, -1, wp_blaster, wp_skullrod, wp_phoenixrod, -1}, + // blaster + {-1, -1, -1, wp_skullrod, wp_phoenixrod, -1}, + // skull rod + {-1, -1, -1, -1, -1, -1}, + // phoenix rod + {-1, -1, -1, -1, -1, -1}, + // mace + {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1}, + // gauntlets + {-1, -1, -1, wp_skullrod, wp_phoenixrod, wp_mace} +}; +*/ + +//-------------------------------------------------------------------------- +// +// PROC P_SetMessage +// +//-------------------------------------------------------------------------- + +boolean ultimatemsg; + +void P_SetMessage(player_t *player, char *message, boolean ultmsg) +{ + extern boolean messageson; + + if((ultimatemsg || !messageson) && !ultmsg) + { + return; + } + player->message = message; + player->messageTics = MESSAGETICS; + BorderTopRefresh = true; + if(ultmsg) + { + ultimatemsg = true; + } +} + +//-------------------------------------------------------------------------- +// +// FUNC P_GiveAmmo +// +// Returns true if the player accepted the ammo, false if it was +// refused (player has maxammo[ammo]). +// +//-------------------------------------------------------------------------- + +boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int count) +{ + int prevAmmo; + //weapontype_t changeWeapon; + + if(ammo == am_noammo) + { + return(false); + } + if(ammo < 0 || ammo > NUMAMMO) + { + I_Error("P_GiveAmmo: bad type %i", ammo); + } + if(player->ammo[ammo] == player->maxammo[ammo]) + { + return(false); + } + if(gameskill == sk_baby || gameskill == sk_nightmare) + { // extra ammo in baby mode and nightmare mode + count += count>>1; + } + prevAmmo = player->ammo[ammo]; + + player->ammo[ammo] += count; + if(player->ammo[ammo] > player->maxammo[ammo]) + { + player->ammo[ammo] = player->maxammo[ammo]; + } + if(prevAmmo) + { + // Don't attempt to change weapons if the player already had + // ammo of the type just given + return(true); + } + if(player->readyweapon == wp_staff + || player->readyweapon == wp_gauntlets) + { + if(player->weaponowned[GetAmmoChange[ammo]]) + { + player->pendingweapon = GetAmmoChange[ammo]; + } + } +/* + if(player->powers[pw_weaponlevel2]) + { + changeWeapon = GetAmmoChangePL2[player->readyweapon][ammo]; + } + else + { + changeWeapon = GetAmmoChangePL1[player->readyweapon][ammo]; + } + if(changeWeapon != -1) + { + if(player->weaponowned[changeWeapon]) + { + player->pendingweapon = changeWeapon; + } + } +*/ + return(true); +} + +//-------------------------------------------------------------------------- +// +// FUNC P_GiveWeapon +// +// Returns true if the weapon or its ammo was accepted. +// +//-------------------------------------------------------------------------- + +boolean P_GiveWeapon(player_t *player, weapontype_t weapon) +{ + boolean gaveAmmo; + boolean gaveWeapon; + + if(netgame && !deathmatch) + { // Cooperative net-game + if(player->weaponowned[weapon]) + { + return(false); + } + player->bonuscount += BONUSADD; + player->weaponowned[weapon] = true; + P_GiveAmmo(player, wpnlev1info[weapon].ammo, + GetWeaponAmmo[weapon]); + player->pendingweapon = weapon; + if(player == &players[consoleplayer]) + { + S_StartSound(NULL, sfx_wpnup); + } + return(false); + } + gaveAmmo = P_GiveAmmo(player, wpnlev1info[weapon].ammo, + GetWeaponAmmo[weapon]); + if(player->weaponowned[weapon]) + { + gaveWeapon = false; + } + else + { + gaveWeapon = true; + player->weaponowned[weapon] = true; + if(WeaponValue[weapon] > WeaponValue[player->readyweapon]) + { // Only switch to more powerful weapons + player->pendingweapon = weapon; + } + } + return(gaveWeapon || gaveAmmo); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_GiveBody +// +// Returns false if the body isn't needed at all. +// +//--------------------------------------------------------------------------- + +boolean P_GiveBody(player_t *player, int num) +{ + int max; + + max = MAXHEALTH; + if(player->chickenTics) + { + max = MAXCHICKENHEALTH; + } + if(player->health >= max) + { + return(false); + } + player->health += num; + if(player->health > max) + { + player->health = max; + } + player->mo->health = player->health; + return(true); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_GiveArmor +// +// Returns false if the armor is worse than the current armor. +// +//--------------------------------------------------------------------------- + +boolean P_GiveArmor(player_t *player, int armortype) +{ + int hits; + + hits = armortype*100; + if(player->armorpoints >= hits) + { + return(false); + } + player->armortype = armortype; + player->armorpoints = hits; + return(true); +} + +//--------------------------------------------------------------------------- +// +// PROC P_GiveKey +// +//--------------------------------------------------------------------------- + +void P_GiveKey(player_t *player, keytype_t key) +{ + extern int playerkeys; + extern vertex_t KeyPoints[]; + + if(player->keys[key]) + { + return; + } + if(player == &players[consoleplayer]) + { + playerkeys |= 1<bonuscount = BONUSADD; + player->keys[key] = true; +} + +//--------------------------------------------------------------------------- +// +// FUNC P_GivePower +// +// Returns true if power accepted. +// +//--------------------------------------------------------------------------- + +boolean P_GivePower(player_t *player, powertype_t power) +{ + if(power == pw_invulnerability) + { + if(player->powers[power] > BLINKTHRESHOLD) + { // Already have it + return(false); + } + player->powers[power] = INVULNTICS; + return(true); + } + if(power == pw_weaponlevel2) + { + if(player->powers[power] > BLINKTHRESHOLD) + { // Already have it + return(false); + } + player->powers[power] = WPNLEV2TICS; + return(true); + } + if(power == pw_invisibility) + { + if(player->powers[power] > BLINKTHRESHOLD) + { // Already have it + return(false); + } + player->powers[power] = INVISTICS; + player->mo->flags |= MF_SHADOW; + return(true); + } + if(power == pw_flight) + { + if(player->powers[power] > BLINKTHRESHOLD) + { // Already have it + return(false); + } + player->powers[power] = FLIGHTTICS; + player->mo->flags2 |= MF2_FLY; + player->mo->flags |= MF_NOGRAVITY; + if(player->mo->z <= player->mo->floorz) + { + player->flyheight = 10; // thrust the player in the air a bit + } + return(true); + } + if(power == pw_infrared) + { + if(player->powers[power] > BLINKTHRESHOLD) + { // Already have it + return(false); + } + player->powers[power] = INFRATICS; + return(true); + } +/* + if(power == pw_ironfeet) + { + player->powers[power] = IRONTICS; + return(true); + } + if(power == pw_strength) + { + P_GiveBody(player, 100); + player->powers[power] = 1; + return(true); + } +*/ + if(player->powers[power]) + { + return(false); // already got it + } + player->powers[power] = 1; + return(true); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_GiveArtifact +// +// Returns true if artifact accepted. +// +//--------------------------------------------------------------------------- + +boolean P_GiveArtifact(player_t *player, artitype_t arti, mobj_t *mo) +{ + int i; + + i = 0; + while(player->inventory[i].type != arti && i < player->inventorySlotNum) + { + i++; + } + if(i == player->inventorySlotNum) + { + player->inventory[i].count = 1; + player->inventory[i].type = arti; + player->inventorySlotNum++; + } + else + { + if(player->inventory[i].count >= 16) + { // Player already has 16 of this item + return(false); + } + player->inventory[i].count++; + } + if(player->artifactCount == 0) + { + player->readyArtifact = arti; + } + player->artifactCount++; + if(mo && (mo->flags&MF_COUNTITEM)) + { + player->itemcount++; + } + return(true); +} + +//--------------------------------------------------------------------------- +// +// PROC P_SetDormantArtifact +// +// Removes the MF_SPECIAL flag, and initiates the artifact pickup +// animation. +// +//--------------------------------------------------------------------------- + +void P_SetDormantArtifact(mobj_t *arti) +{ + arti->flags &= ~MF_SPECIAL; + if(deathmatch && (arti->type != MT_ARTIINVULNERABILITY) + && (arti->type != MT_ARTIINVISIBILITY)) + { + P_SetMobjState(arti, S_DORMANTARTI1); + } + else + { // Don't respawn + P_SetMobjState(arti, S_DEADARTI1); + } + S_StartSound(arti, sfx_artiup); +} + +//--------------------------------------------------------------------------- +// +// PROC A_RestoreArtifact +// +//--------------------------------------------------------------------------- + +void A_RestoreArtifact(mobj_t *arti) +{ + arti->flags |= MF_SPECIAL; + P_SetMobjState(arti, arti->info->spawnstate); + S_StartSound(arti, sfx_respawn); +} + +//---------------------------------------------------------------------------- +// +// PROC P_HideSpecialThing +// +//---------------------------------------------------------------------------- + +void P_HideSpecialThing(mobj_t *thing) +{ + thing->flags &= ~MF_SPECIAL; + thing->flags2 |= MF2_DONTDRAW; + P_SetMobjState(thing, S_HIDESPECIAL1); +} + +//--------------------------------------------------------------------------- +// +// PROC A_RestoreSpecialThing1 +// +// Make a special thing visible again. +// +//--------------------------------------------------------------------------- + +void A_RestoreSpecialThing1(mobj_t *thing) +{ + if(thing->type == MT_WMACE) + { // Do random mace placement + P_RepositionMace(thing); + } + thing->flags2 &= ~MF2_DONTDRAW; + S_StartSound(thing, sfx_respawn); +} + +//--------------------------------------------------------------------------- +// +// PROC A_RestoreSpecialThing2 +// +//--------------------------------------------------------------------------- + +void A_RestoreSpecialThing2(mobj_t *thing) +{ + thing->flags |= MF_SPECIAL; + P_SetMobjState(thing, thing->info->spawnstate); +} + +//--------------------------------------------------------------------------- +// +// PROC P_TouchSpecialThing +// +//--------------------------------------------------------------------------- + +void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher) +{ + int i; + player_t *player; + fixed_t delta; + int sound; + boolean respawn; + + delta = special->z-toucher->z; + if(delta > toucher->height || delta < -32*FRACUNIT) + { // Out of reach + return; + } + if(toucher->health <= 0) + { // Toucher is dead + return; + } + sound = sfx_itemup; + player = toucher->player; + respawn = true; + switch(special->sprite) + { + // Items + case SPR_PTN1: // Item_HealingPotion + if(!P_GiveBody(player, 10)) + { + return; + } + P_SetMessage(player, TXT_ITEMHEALTH, false); + break; + case SPR_SHLD: // Item_Shield1 + if(!P_GiveArmor(player, 1)) + { + return; + } + P_SetMessage(player, TXT_ITEMSHIELD1, false); + break; + case SPR_SHD2: // Item_Shield2 + if(!P_GiveArmor(player, 2)) + { + return; + } + P_SetMessage(player, TXT_ITEMSHIELD2, false); + break; + case SPR_BAGH: // Item_BagOfHolding + if(!player->backpack) + { + for(i = 0; i < NUMAMMO; i++) + { + player->maxammo[i] *= 2; + } + player->backpack = true; + } + P_GiveAmmo(player, am_goldwand, AMMO_GWND_WIMPY); + P_GiveAmmo(player, am_blaster, AMMO_BLSR_WIMPY); + P_GiveAmmo(player, am_crossbow, AMMO_CBOW_WIMPY); + P_GiveAmmo(player, am_skullrod, AMMO_SKRD_WIMPY); + P_GiveAmmo(player, am_phoenixrod, AMMO_PHRD_WIMPY); + P_SetMessage(player, TXT_ITEMBAGOFHOLDING, false); + break; + case SPR_SPMP: // Item_SuperMap + if(!P_GivePower(player, pw_allmap)) + { + return; + } + P_SetMessage(player, TXT_ITEMSUPERMAP, false); + break; + + // Keys + case SPR_BKYY: // Key_Blue + if(!player->keys[key_blue]) + { + P_SetMessage(player, TXT_GOTBLUEKEY, false); + } + P_GiveKey(player, key_blue); + sound = sfx_keyup; + if(!netgame) + { + break; + } + return; + case SPR_CKYY: // Key_Yellow + if(!player->keys[key_yellow]) + { + P_SetMessage(player, TXT_GOTYELLOWKEY, false); + } + sound = sfx_keyup; + P_GiveKey(player, key_yellow); + if(!netgame) + { + break; + } + return; + case SPR_AKYY: // Key_Green + if(!player->keys[key_green]) + { + P_SetMessage(player, TXT_GOTGREENKEY, false); + } + sound = sfx_keyup; + P_GiveKey(player, key_green); + if(!netgame) + { + break; + } + return; + + // Artifacts + case SPR_PTN2: // Arti_HealingPotion + if(P_GiveArtifact(player, arti_health, special)) + { + P_SetMessage(player, TXT_ARTIHEALTH, false); + P_SetDormantArtifact(special); + } + return; + case SPR_SOAR: // Arti_Fly + if(P_GiveArtifact(player, arti_fly, special)) + { + P_SetMessage(player, TXT_ARTIFLY, false); + P_SetDormantArtifact(special); + } + return; + case SPR_INVU: // Arti_Invulnerability + if(P_GiveArtifact(player, arti_invulnerability, special)) + { + P_SetMessage(player, TXT_ARTIINVULNERABILITY, false); + P_SetDormantArtifact(special); + } + return; + case SPR_PWBK: // Arti_TomeOfPower + if(P_GiveArtifact(player, arti_tomeofpower, special)) + { + P_SetMessage(player, TXT_ARTITOMEOFPOWER, false); + P_SetDormantArtifact(special); + } + return; + case SPR_INVS: // Arti_Invisibility + if(P_GiveArtifact(player, arti_invisibility, special)) + { + P_SetMessage(player, TXT_ARTIINVISIBILITY, false); + P_SetDormantArtifact(special); + } + return; + case SPR_EGGC: // Arti_Egg + if(P_GiveArtifact(player, arti_egg, special)) + { + P_SetMessage(player, TXT_ARTIEGG, false); + P_SetDormantArtifact(special); + } + return; + case SPR_SPHL: // Arti_SuperHealth + if(P_GiveArtifact(player, arti_superhealth, special)) + { + P_SetMessage(player, TXT_ARTISUPERHEALTH, false); + P_SetDormantArtifact(special); + } + return; + case SPR_TRCH: // Arti_Torch + if(P_GiveArtifact(player, arti_torch, special)) + { + P_SetMessage(player, TXT_ARTITORCH, false); + P_SetDormantArtifact(special); + } + return; + case SPR_FBMB: // Arti_FireBomb + if(P_GiveArtifact(player, arti_firebomb, special)) + { + P_SetMessage(player, TXT_ARTIFIREBOMB, false); + P_SetDormantArtifact(special); + } + return; + case SPR_ATLP: // Arti_Teleport + if(P_GiveArtifact(player, arti_teleport, special)) + { + P_SetMessage(player, TXT_ARTITELEPORT, false); + P_SetDormantArtifact(special); + } + return; + + // Ammo + case SPR_AMG1: // Ammo_GoldWandWimpy + if(!P_GiveAmmo(player, am_goldwand, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOGOLDWAND1, false); + break; + case SPR_AMG2: // Ammo_GoldWandHefty + if(!P_GiveAmmo(player, am_goldwand, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOGOLDWAND2, false); + break; + case SPR_AMM1: // Ammo_MaceWimpy + if(!P_GiveAmmo(player, am_mace, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOMACE1, false); + break; + case SPR_AMM2: // Ammo_MaceHefty + if(!P_GiveAmmo(player, am_mace, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOMACE2, false); + break; + case SPR_AMC1: // Ammo_CrossbowWimpy + if(!P_GiveAmmo(player, am_crossbow, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOCROSSBOW1, false); + break; + case SPR_AMC2: // Ammo_CrossbowHefty + if(!P_GiveAmmo(player, am_crossbow, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOCROSSBOW2, false); + break; + case SPR_AMB1: // Ammo_BlasterWimpy + if(!P_GiveAmmo(player, am_blaster, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOBLASTER1, false); + break; + case SPR_AMB2: // Ammo_BlasterHefty + if(!P_GiveAmmo(player, am_blaster, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOBLASTER2, false); + break; + case SPR_AMS1: // Ammo_SkullRodWimpy + if(!P_GiveAmmo(player, am_skullrod, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOSKULLROD1, false); + break; + case SPR_AMS2: // Ammo_SkullRodHefty + if(!P_GiveAmmo(player, am_skullrod, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOSKULLROD2, false); + break; + case SPR_AMP1: // Ammo_PhoenixRodWimpy + if(!P_GiveAmmo(player, am_phoenixrod, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOPHOENIXROD1, false); + break; + case SPR_AMP2: // Ammo_PhoenixRodHefty + if(!P_GiveAmmo(player, am_phoenixrod, special->health)) + { + return; + } + P_SetMessage(player, TXT_AMMOPHOENIXROD2, false); + break; + + // Weapons + case SPR_WMCE: // Weapon_Mace + if(!P_GiveWeapon(player, wp_mace)) + { + return; + } + P_SetMessage(player, TXT_WPNMACE, false); + sound = sfx_wpnup; + break; + case SPR_WBOW: // Weapon_Crossbow + if(!P_GiveWeapon(player, wp_crossbow)) + { + return; + } + P_SetMessage(player, TXT_WPNCROSSBOW, false); + sound = sfx_wpnup; + break; + case SPR_WBLS: // Weapon_Blaster + if(!P_GiveWeapon(player, wp_blaster)) + { + return; + } + P_SetMessage(player, TXT_WPNBLASTER, false); + sound = sfx_wpnup; + break; + case SPR_WSKL: // Weapon_SkullRod + if(!P_GiveWeapon(player, wp_skullrod)) + { + return; + } + P_SetMessage(player, TXT_WPNSKULLROD, false); + sound = sfx_wpnup; + break; + case SPR_WPHX: // Weapon_PhoenixRod + if(!P_GiveWeapon(player, wp_phoenixrod)) + { + return; + } + P_SetMessage(player, TXT_WPNPHOENIXROD, false); + sound = sfx_wpnup; + break; + case SPR_WGNT: // Weapon_Gauntlets + if(!P_GiveWeapon(player, wp_gauntlets)) + { + return; + } + P_SetMessage(player, TXT_WPNGAUNTLETS, false); + sound = sfx_wpnup; + break; + default: + I_Error("P_SpecialThing: Unknown gettable thing"); + } + if(special->flags&MF_COUNTITEM) + { + player->itemcount++; + } + if(deathmatch && respawn && !(special->flags&MF_DROPPED)) + { + P_HideSpecialThing(special); + } + else + { + P_RemoveMobj(special); + } + player->bonuscount += BONUSADD; + if(player == &players[consoleplayer]) + { + S_StartSound(NULL, sound); + SB_PaletteFlash(); + } +} + +//--------------------------------------------------------------------------- +// +// PROC P_KillMobj +// +//--------------------------------------------------------------------------- + +void P_KillMobj(mobj_t *source, mobj_t *target) +{ + target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_NOGRAVITY); + target->flags |= MF_CORPSE|MF_DROPOFF; + target->flags2 &= ~MF2_PASSMOBJ; + target->height >>= 2; + if(source && source->player) + { + if(target->flags&MF_COUNTKILL) + { // Count for intermission + source->player->killcount++; + } + if(target->player) + { // Frag stuff + if(target == source) + { // Self-frag + target->player->frags[target->player-players]--; + } + else + { + source->player->frags[target->player-players]++; + if(source->player == &players[consoleplayer]) + { + S_StartSound(NULL, sfx_gfrag); + } + if(source->player->chickenTics) + { // Make a super chicken + P_GivePower(source->player, pw_weaponlevel2); + } + } + } + } + else if(!netgame && (target->flags&MF_COUNTKILL)) + { // Count all monster deaths + players[0].killcount++; + } + if(target->player) + { + if(!source) + { // Self-frag + target->player->frags[target->player-players]--; + } + target->flags &= ~MF_SOLID; + target->flags2 &= ~MF2_FLY; + target->player->powers[pw_flight] = 0; + target->player->powers[pw_weaponlevel2] = 0; + target->player->playerstate = PST_DEAD; + P_DropWeapon(target->player); + if(target->flags2&MF2_FIREDAMAGE) + { // Player flame death + P_SetMobjState(target, S_PLAY_FDTH1); + //S_StartSound(target, sfx_hedat1); // Burn sound + return; + } + } + if(target->health < -(target->info->spawnhealth>>1) + && target->info->xdeathstate) + { // Extreme death + P_SetMobjState(target, target->info->xdeathstate); + } + else + { // Normal death + P_SetMobjState(target, target->info->deathstate); + } + target->tics -= P_Random()&3; +// I_StartSound(&actor->r, actor->info->deathsound); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_MinotaurSlam +// +//--------------------------------------------------------------------------- + +void P_MinotaurSlam(mobj_t *source, mobj_t *target) +{ + angle_t angle; + fixed_t thrust; + + angle = R_PointToAngle2(source->x, source->y, target->x, target->y); + angle >>= ANGLETOFINESHIFT; + thrust = 16*FRACUNIT+(P_Random()<<10); + target->momx += FixedMul(thrust, finecosine[angle]); + target->momy += FixedMul(thrust, finesine[angle]); + P_DamageMobj(target, NULL, NULL, HITDICE(6)); + if(target->player) + { + target->reactiontime = 14+(P_Random()&7); + } +} + +//--------------------------------------------------------------------------- +// +// FUNC P_TouchWhirlwind +// +//--------------------------------------------------------------------------- + +void P_TouchWhirlwind(mobj_t *target) +{ + int randVal; + + target->angle += (P_Random()-P_Random())<<20; + target->momx += (P_Random()-P_Random())<<10; + target->momy += (P_Random()-P_Random())<<10; + if(leveltime&16 && !(target->flags2&MF2_BOSS)) + { + randVal = P_Random(); + if(randVal > 160) + { + randVal = 160; + } + target->momz += randVal<<10; + if(target->momz > 12*FRACUNIT) + { + target->momz = 12*FRACUNIT; + } + } + if(!(leveltime&7)) + { + P_DamageMobj(target, NULL, NULL, 3); + } +} + +//--------------------------------------------------------------------------- +// +// FUNC P_ChickenMorphPlayer +// +// Returns true if the player gets turned into a chicken. +// +//--------------------------------------------------------------------------- + +boolean P_ChickenMorphPlayer(player_t *player) +{ + mobj_t *pmo; + mobj_t *fog; + mobj_t *chicken; + fixed_t x; + fixed_t y; + fixed_t z; + angle_t angle; + int oldFlags2; + + if(player->chickenTics) + { + if((player->chickenTics < CHICKENTICS-TICSPERSEC) + && !player->powers[pw_weaponlevel2]) + { // Make a super chicken + P_GivePower(player, pw_weaponlevel2); + } + return(false); + } + if(player->powers[pw_invulnerability]) + { // Immune when invulnerable + return(false); + } + pmo = player->mo; + x = pmo->x; + y = pmo->y; + z = pmo->z; + angle = pmo->angle; + oldFlags2 = pmo->flags2; + P_SetMobjState(pmo, S_FREETARGMOBJ); + fog = P_SpawnMobj(x, y, z+TELEFOGHEIGHT, MT_TFOG); + S_StartSound(fog, sfx_telept); + chicken = P_SpawnMobj(x, y, z, MT_CHICPLAYER); + chicken->special1 = player->readyweapon; + chicken->angle = angle; + chicken->player = player; + player->health = chicken->health = MAXCHICKENHEALTH; + player->mo = chicken; + player->armorpoints = player->armortype = 0; + player->powers[pw_invisibility] = 0; + player->powers[pw_weaponlevel2] = 0; + if(oldFlags2&MF2_FLY) + { + chicken->flags2 |= MF2_FLY; + } + player->chickenTics = CHICKENTICS; + P_ActivateBeak(player); + return(true); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_ChickenMorph +// +//--------------------------------------------------------------------------- + +boolean P_ChickenMorph(mobj_t *actor) +{ + mobj_t *fog; + mobj_t *chicken; + mobj_t *target; + mobjtype_t moType; + fixed_t x; + fixed_t y; + fixed_t z; + angle_t angle; + int ghost; + + if(actor->player) + { + return(false); + } + moType = actor->type; + switch(moType) + { + case MT_POD: + case MT_CHICKEN: + case MT_HEAD: + case MT_MINOTAUR: + case MT_SORCERER1: + case MT_SORCERER2: + return(false); + default: + break; + } + x = actor->x; + y = actor->y; + z = actor->z; + angle = actor->angle; + ghost = actor->flags&MF_SHADOW; + target = actor->target; + P_SetMobjState(actor, S_FREETARGMOBJ); + fog = P_SpawnMobj(x, y, z+TELEFOGHEIGHT, MT_TFOG); + S_StartSound(fog, sfx_telept); + chicken = P_SpawnMobj(x, y, z, MT_CHICKEN); + chicken->special2 = moType; + chicken->special1 = CHICKENTICS+P_Random(); + chicken->flags |= ghost; + chicken->target = target; + chicken->angle = angle; + return(true); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_AutoUseChaosDevice +// +//--------------------------------------------------------------------------- + +boolean P_AutoUseChaosDevice(player_t *player) +{ + int i; + + for(i = 0; i < player->inventorySlotNum; i++) + { + if(player->inventory[i].type == arti_teleport) + { + P_PlayerUseArtifact(player, arti_teleport); + player->health = player->mo->health = (player->health+1)/2; + return(true); + } + } + return(false); +} + +//--------------------------------------------------------------------------- +// +// PROC P_AutoUseHealth +// +//--------------------------------------------------------------------------- + +void P_AutoUseHealth(player_t *player, int saveHealth) +{ + int i; + int count; + int normalCount; + int normalSlot=0; + int superCount; + int superSlot=0; + + normalCount = superCount = 0; + for(i = 0; i < player->inventorySlotNum; i++) + { + if(player->inventory[i].type == arti_health) + { + normalSlot = i; + normalCount = player->inventory[i].count; + } + else if(player->inventory[i].type == arti_superhealth) + { + superSlot = i; + superCount = player->inventory[i].count; + } + } + if((gameskill == sk_baby) && (normalCount*25 >= saveHealth)) + { // Use quartz flasks + count = (saveHealth+24)/25; + for(i = 0; i < count; i++) + { + player->health += 25; + P_PlayerRemoveArtifact(player, normalSlot); + } + } + else if(superCount*100 >= saveHealth) + { // Use mystic urns + count = (saveHealth+99)/100; + for(i = 0; i < count; i++) + { + player->health += 100; + P_PlayerRemoveArtifact(player, superSlot); + } + } + else if((gameskill == sk_baby) + && (superCount*100+normalCount*25 >= saveHealth)) + { // Use mystic urns and quartz flasks + count = (saveHealth+24)/25; + saveHealth -= count*25; + for(i = 0; i < count; i++) + { + player->health += 25; + P_PlayerRemoveArtifact(player, normalSlot); + } + count = (saveHealth+99)/100; + for(i = 0; i < count; i++) + { + player->health += 100; + P_PlayerRemoveArtifact(player, normalSlot); + } + } + player->mo->health = player->health; +} + +/* +================= += += P_DamageMobj += += Damages both enemies and players += inflictor is the thing that caused the damage += creature or missile, can be NULL (slime, etc) += source is the thing to target after taking damage += creature or NULL += Source and inflictor are the same for melee attacks += source can be null for barrel explosions and other environmental stuff +================== +*/ + +void P_DamageMobj +( + mobj_t *target, + mobj_t *inflictor, + mobj_t *source, + int damage +) +{ + unsigned ang; + int saved; + player_t *player; + fixed_t thrust; + int temp; + + if(!(target->flags&MF_SHOOTABLE)) + { + // Shouldn't happen + return; + } + if(target->health <= 0) + { + return; + } + if(target->flags&MF_SKULLFLY) + { + if(target->type == MT_MINOTAUR) + { // Minotaur is invulnerable during charge attack + return; + } + target->momx = target->momy = target->momz = 0; + } + player = target->player; + if(player && gameskill == sk_baby) + { + // Take half damage in trainer mode + damage >>= 1; + } + // Special damage types + if(inflictor) + { + switch(inflictor->type) + { + case MT_EGGFX: + if(player) + { + P_ChickenMorphPlayer(player); + } + else + { + P_ChickenMorph(target); + } + return; // Always return + case MT_WHIRLWIND: + P_TouchWhirlwind(target); + return; + case MT_MINOTAUR: + if(inflictor->flags&MF_SKULLFLY) + { // Slam only when in charge mode + P_MinotaurSlam(inflictor, target); + return; + } + break; + case MT_MACEFX4: // Death ball + if((target->flags2&MF2_BOSS) || target->type == MT_HEAD) + { // Don't allow cheap boss kills + break; + } + else if(target->player) + { // Player specific checks + if(target->player->powers[pw_invulnerability]) + { // Can't hurt invulnerable players + break; + } + if(P_AutoUseChaosDevice(target->player)) + { // Player was saved using chaos device + return; + } + } + damage = 10000; // Something's gonna die + break; + case MT_PHOENIXFX2: // Flame thrower + if(target->player && P_Random() < 128) + { // Freeze player for a bit + target->reactiontime += 4; + } + break; + case MT_RAINPLR1: // Rain missiles + case MT_RAINPLR2: + case MT_RAINPLR3: + case MT_RAINPLR4: + if(target->flags2&MF2_BOSS) + { // Decrease damage for bosses + damage = (P_Random()&7)+1; + } + break; + case MT_HORNRODFX2: + case MT_PHOENIXFX1: + if(target->type == MT_SORCERER2 && P_Random() < 96) + { // D'Sparil teleports away + P_DSparilTeleport(target); + return; + } + break; + case MT_BLASTERFX1: + case MT_RIPPER: + if(target->type == MT_HEAD) + { // Less damage to Ironlich bosses + damage = P_Random()&1; + if(!damage) + { + return; + } + } + break; + default: + break; + } + } + // Push the target unless source is using the gauntlets + if(inflictor && (!source || !source->player + || source->player->readyweapon != wp_gauntlets) + && !(inflictor->flags2&MF2_NODMGTHRUST)) + { + ang = R_PointToAngle2(inflictor->x, inflictor->y, + target->x, target->y); + //thrust = damage*(FRACUNIT>>3)*100/target->info->mass; + thrust = damage*(FRACUNIT>>3)*150/target->info->mass; + // make fall forwards sometimes + if((damage < 40) && (damage > target->health) + && (target->z-inflictor->z > 64*FRACUNIT) && (P_Random()&1)) + { + ang += ANG180; + thrust *= 4; + } + ang >>= ANGLETOFINESHIFT; + if(source && source->player && (source == inflictor) + && source->player->powers[pw_weaponlevel2] + && source->player->readyweapon == wp_staff) + { + // Staff power level 2 + target->momx += FixedMul(10*FRACUNIT, finecosine[ang]); + target->momy += FixedMul(10*FRACUNIT, finesine[ang]); + if(!(target->flags&MF_NOGRAVITY)) + { + target->momz += 5*FRACUNIT; + } + } + else + { + target->momx += FixedMul(thrust, finecosine[ang]); + target->momy += FixedMul(thrust, finesine[ang]); + } + } + + // + // player specific + // + if(player) + { + // end of game hell hack + //if(target->subsector->sector->special == 11 + // && damage >= target->health) + //{ + // damage = target->health - 1; + //} + + if(damage < 1000 && ((player->cheats&CF_GODMODE) + || player->powers[pw_invulnerability])) + { + return; + } + if(player->armortype) + { + if(player->armortype == 1) + { + saved = damage>>1; + } + else + { + saved = (damage>>1)+(damage>>2); + } + if(player->armorpoints <= saved) + { + // armor is used up + saved = player->armorpoints; + player->armortype = 0; + } + player->armorpoints -= saved; + damage -= saved; + } + if(damage >= player->health + && ((gameskill == sk_baby) || deathmatch) + && !player->chickenTics) + { // Try to use some inventory health + P_AutoUseHealth(player, damage-player->health+1); + } + player->health -= damage; // mirror mobj health here for Dave + if(player->health < 0) + { + player->health = 0; + } + player->attacker = source; + player->damagecount += damage; // add damage after armor / invuln + if(player->damagecount > 100) + { + player->damagecount = 100; // teleport stomp does 10k points... + } + temp = damage < 100 ? damage : 100; + if(player == &players[consoleplayer]) + { + SB_PaletteFlash(); + } + } + + // + // do the damage + // + target->health -= damage; + if(target->health <= 0) + { // Death + target->special1 = damage; + if(target->type == MT_POD && source && source->type != MT_POD) + { // Make sure players get frags for chain-reaction kills + target->target = source; + } + if(player && inflictor && !player->chickenTics) + { // Check for flame death + if((inflictor->flags2&MF2_FIREDAMAGE) + || ((inflictor->type == MT_PHOENIXFX1) + && (target->health > -50) && (damage > 25))) + { + target->flags2 |= MF2_FIREDAMAGE; + } + } + P_KillMobj(source, target); + return; + } + if((P_Random() < target->info->painchance) + && !(target->flags&MF_SKULLFLY)) + { + target->flags |= MF_JUSTHIT; // fight back! + P_SetMobjState(target, target->info->painstate); + } + target->reactiontime = 0; // we're awake now... + if(!target->threshold && source && !(source->flags2&MF2_BOSS) + && !(target->type == MT_SORCERER2 && source->type == MT_WIZARD)) + { + // Target actor is not intent on another actor, + // so make him chase after source + target->target = source; + target->threshold = BASETHRESHOLD; + if(target->state == &states[target->info->spawnstate] + && target->info->seestate != S_NULL) + { + P_SetMobjState(target, target->info->seestate); + } + } +} diff --git a/base/p_lights.c b/base/p_lights.c new file mode 100644 index 0000000..afe3003 --- /dev/null +++ b/base/p_lights.c @@ -0,0 +1,258 @@ +#include "doomdef.h" +#include "p_local.h" + +//================================================================== +//================================================================== +// +// BROKEN LIGHT FLASHING +// +//================================================================== +//================================================================== + +//================================================================== +// +// T_LightFlash +// +// After the map has been loaded, scan each sector for specials +// that spawn thinkers +// +//================================================================== +void T_LightFlash (lightflash_t *flash) +{ + if (--flash->count) + return; + + if (flash->sector->lightlevel == flash->maxlight) + { + flash-> sector->lightlevel = flash->minlight; + flash->count = (P_Random()&flash->mintime)+1; + } + else + { + flash-> sector->lightlevel = flash->maxlight; + flash->count = (P_Random()&flash->maxtime)+1; + } + +} + + +//================================================================== +// +// P_SpawnLightFlash +// +// After the map has been loaded, scan each sector for specials that spawn thinkers +// +//================================================================== +void P_SpawnLightFlash (sector_t *sector) +{ + lightflash_t *flash; + + sector->special = 0; // nothing special about it during gameplay + + flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0); + P_AddThinker (&flash->thinker); + flash->thinker.function = T_LightFlash; + flash->sector = sector; + flash->maxlight = sector->lightlevel; + + flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel); + flash->maxtime = 64; + flash->mintime = 7; + flash->count = (P_Random()&flash->maxtime)+1; +} + +//================================================================== +// +// STROBE LIGHT FLASHING +// +//================================================================== + +//================================================================== +// +// T_StrobeFlash +// +// After the map has been loaded, scan each sector for specials that spawn thinkers +// +//================================================================== +void T_StrobeFlash (strobe_t *flash) +{ + if (--flash->count) + return; + + if (flash->sector->lightlevel == flash->minlight) + { + flash-> sector->lightlevel = flash->maxlight; + flash->count = flash->brighttime; + } + else + { + flash-> sector->lightlevel = flash->minlight; + flash->count =flash->darktime; + } + +} + +//================================================================== +// +// P_SpawnLightFlash +// +// After the map has been loaded, scan each sector for specials that spawn thinkers +// +//================================================================== +void P_SpawnStrobeFlash (sector_t *sector,int fastOrSlow, int inSync) +{ + strobe_t *flash; + + flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0); + P_AddThinker (&flash->thinker); + flash->sector = sector; + flash->darktime = fastOrSlow; + flash->brighttime = STROBEBRIGHT; + flash->thinker.function = T_StrobeFlash; + flash->maxlight = sector->lightlevel; + flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel); + + if (flash->minlight == flash->maxlight) + flash->minlight = 0; + sector->special = 0; // nothing special about it during gameplay + + if (!inSync) + flash->count = (P_Random()&7)+1; + else + flash->count = 1; +} + +//================================================================== +// +// Start strobing lights (usually from a trigger) +// +//================================================================== +void EV_StartLightStrobing(line_t *line) +{ + int secnum; + sector_t *sec; + + secnum = -1; + while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) + { + sec = §ors[secnum]; + if (sec->specialdata) + continue; + + P_SpawnStrobeFlash (sec,SLOWDARK, 0); + } +} + +//================================================================== +// +// TURN LINE'S TAG LIGHTS OFF +// +//================================================================== +void EV_TurnTagLightsOff(line_t *line) +{ + int i; + int j; + int min; + sector_t *sector; + sector_t *tsec; + line_t *templine; + + sector = sectors; + for (j = 0;j < numsectors; j++, sector++) + if (sector->tag == line->tag) + { + min = sector->lightlevel; + for (i = 0;i < sector->linecount; i++) + { + templine = sector->lines[i]; + tsec = getNextSector(templine,sector); + if (!tsec) + continue; + if (tsec->lightlevel < min) + min = tsec->lightlevel; + } + sector->lightlevel = min; + } +} + +//================================================================== +// +// TURN LINE'S TAG LIGHTS ON +// +//================================================================== +void EV_LightTurnOn(line_t *line, int bright) +{ + int i; + int j; + sector_t *sector; + sector_t *temp; + line_t *templine; + + sector = sectors; + + for (i=0;itag == line->tag) + { + // + // bright = 0 means to search for highest + // light level surrounding sector + // + if (!bright) + { + for (j = 0;j < sector->linecount; j++) + { + templine = sector->lines[j]; + temp = getNextSector(templine,sector); + if (!temp) + continue; + if (temp->lightlevel > bright) + bright = temp->lightlevel; + } + } + sector-> lightlevel = bright; + } +} + +//================================================================== +// +// Spawn glowing light +// +//================================================================== +void T_Glow(glow_t *g) +{ + switch(g->direction) + { + case -1: // DOWN + g->sector->lightlevel -= GLOWSPEED; + if (g->sector->lightlevel <= g->minlight) + { + g->sector->lightlevel += GLOWSPEED; + g->direction = 1; + } + break; + case 1: // UP + g->sector->lightlevel += GLOWSPEED; + if (g->sector->lightlevel >= g->maxlight) + { + g->sector->lightlevel -= GLOWSPEED; + g->direction = -1; + } + break; + } +} + +void P_SpawnGlowingLight(sector_t *sector) +{ + glow_t *g; + + g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0); + P_AddThinker(&g->thinker); + g->sector = sector; + g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel); + g->maxlight = sector->lightlevel; + g->thinker.function = T_Glow; + g->direction = -1; + + sector->special = 0; +} + diff --git a/base/p_map.c b/base/p_map.c new file mode 100644 index 0000000..07c7d86 --- /dev/null +++ b/base/p_map.c @@ -0,0 +1,1638 @@ +// P_map.c + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +/* +=============================================================================== + +NOTES: + + +=============================================================================== +*/ + +/* +=============================================================================== + +mobj_t NOTES + +mobj_ts are used to tell the refresh where to draw an image, tell the world simulation when objects are contacted, and tell the sound driver how to position a sound. + +The refresh uses the next and prev links to follow lists of things in sectors as they are being drawn. The sprite, frame, and angle elements determine which patch_t is used to draw the sprite if it is visible. The sprite and frame values are allmost allways set from state_t structures. The statescr.exe utility generates the states.h and states.c files that contain the sprite/frame numbers from the statescr.txt source file. The xyz origin point represents a point at the bottom middle of the sprite (between the feet of a biped). This is the default origin position for patch_ts grabbed with lumpy.exe. A walking creature will have its z equal to the floor it is standing on. + +The sound code uses the x,y, and subsector fields to do stereo positioning of any sound effited by the mobj_t. + +The play simulation uses the blocklinks, x,y,z, radius, height to determine when mobj_ts are touching each other, touching lines in the map, or hit by trace lines (gunshots, lines of sight, etc). The mobj_t->flags element has various bit flags used by the simulation. + + +Every mobj_t is linked into a single sector based on it's origin coordinates. +The subsector_t is found with R_PointInSubsector(x,y), and the sector_t can be found with subsector->sector. The sector links are only used by the rendering code, the play simulation does not care about them at all. + +Any mobj_t that needs to be acted upon be something else in the play world (block movement, be shot, etc) will also need to be linked into the blockmap. If the thing has the MF_NOBLOCK flag set, it will not use the block links. It can still interact with other things, but only as the instigator (missiles will run into other things, but nothing can run into a missile). Each block in the grid is 128*128 units, and knows about every line_t that it contains a piece of, and every interactable mobj_t that has it's origin contained. + +A valid mobj_t is a mobj_t that has the proper subsector_t filled in for it's xy coordinates and is linked into the subsector's sector or has the MF_NOSECTOR flag set (the subsector_t needs to be valid even if MF_NOSECTOR is set), and is linked into a blockmap block or has the MF_NOBLOCKMAP flag set. Links should only be modified by the P_[Un]SetThingPosition () functions. Do not change the MF_NO? flags while a thing is valid. + + +=============================================================================== +*/ + +fixed_t tmbbox[4]; +mobj_t *tmthing; +int tmflags; +fixed_t tmx, tmy; + +boolean floatok; // if true, move would be ok if + // within tmfloorz - tmceilingz + +fixed_t tmfloorz, tmceilingz, tmdropoffz; + +// keep track of the line that lowers the ceiling, so missiles don't explode +// against sky hack walls +line_t *ceilingline; + +// keep track of special lines as they are hit, but don't process them +// until the move is proven valid +#define MAXSPECIALCROSS 8 +line_t *spechit[MAXSPECIALCROSS]; +int numspechit; + +mobj_t *onmobj; //generic global onmobj...used for landing on pods/players + +/* +=============================================================================== + + TELEPORT MOVE + +=============================================================================== +*/ + +/* +================== += += PIT_StompThing += +================== +*/ + +boolean PIT_StompThing (mobj_t *thing) +{ + fixed_t blockdist; + + if (!(thing->flags & MF_SHOOTABLE) ) + return true; + + blockdist = thing->radius + tmthing->radius; + if ( abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist ) + return true; // didn't hit it + + if (thing == tmthing) + return true; // don't clip against self + + if(!(tmthing->flags2&MF2_TELESTOMP)) + { // Not allowed to stomp things + return(false); + } + + P_DamageMobj (thing, tmthing, tmthing, 10000); + + return true; +} + + +/* +=================== += += P_TeleportMove += +=================== +*/ + +boolean P_TeleportMove (mobj_t *thing, fixed_t x, fixed_t y) +{ + int xl,xh,yl,yh,bx,by; + subsector_t *newsubsec; + +// +// kill anything occupying the position +// + + tmthing = thing; + tmflags = thing->flags; + + tmx = x; + tmy = y; + + tmbbox[BOXTOP] = y + tmthing->radius; + tmbbox[BOXBOTTOM] = y - tmthing->radius; + tmbbox[BOXRIGHT] = x + tmthing->radius; + tmbbox[BOXLEFT] = x - tmthing->radius; + + newsubsec = R_PointInSubsector (x,y); + ceilingline = NULL; + +// +// the base floor / ceiling is from the subsector that contains the +// point. Any contacted lines the step closer together will adjust them +// + tmfloorz = tmdropoffz = newsubsec->sector->floorheight; + tmceilingz = newsubsec->sector->ceilingheight; + + validcount++; + numspechit = 0; + +// +// stomp on any things contacted +// + xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; + + for (bx=xl ; bx<=xh ; bx++) + for (by=yl ; by<=yh ; by++) + if (!P_BlockThingsIterator(bx,by,PIT_StompThing)) + return false; + +// +// the move is ok, so link the thing into its new position +// + P_UnsetThingPosition (thing); + + thing->floorz = tmfloorz; + thing->ceilingz = tmceilingz; + thing->x = x; + thing->y = y; + + P_SetThingPosition (thing); + + return true; +} + +/* +=============================================================================== + + MOVEMENT ITERATOR FUNCTIONS + +=============================================================================== +*/ + +/* +================== += += PIT_CheckLine += += Adjusts tmfloorz and tmceilingz as lines are contacted +================== +*/ + +boolean PIT_CheckLine(line_t *ld) +{ + if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] + || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] + || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] + || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) + { + return(true); + } + if(P_BoxOnLineSide(tmbbox, ld) != -1) + { + return(true); + } + +// a line has been hit +/* += += The moving thing's destination position will cross the given line. += If this should not be allowed, return false. += If the line is special, keep track of it to process later if the move += is proven ok. NOTE: specials are NOT sorted by order, so two special lines += that are only 8 pixels apart could be crossed in either order. +*/ + + if(!ld->backsector) + { // One sided line + if(tmthing->flags&MF_MISSILE) + { // Missiles can trigger impact specials + if(ld->special) + { + spechit[numspechit] = ld; + numspechit++; + } + } + return false; + } + if(!(tmthing->flags&MF_MISSILE)) + { + if(ld->flags&ML_BLOCKING) + { // Explicitly blocking everything + return(false); + } + if(!tmthing->player && ld->flags&ML_BLOCKMONSTERS + && tmthing->type != MT_POD) + { // Block monsters only + return(false); + } + } + P_LineOpening(ld); // set openrange, opentop, openbottom + // adjust floor / ceiling heights + if(opentop < tmceilingz) + { + tmceilingz = opentop; + ceilingline = ld; + } + if(openbottom > tmfloorz) + { + tmfloorz = openbottom; + } + if(lowfloor < tmdropoffz) + { + tmdropoffz = lowfloor; + } + if(ld->special) + { // Contacted a special line, add it to the list + spechit[numspechit] = ld; + numspechit++; + } + return(true); +} + +//--------------------------------------------------------------------------- +// +// FUNC PIT_CheckThing +// +//--------------------------------------------------------------------------- + +boolean PIT_CheckThing(mobj_t *thing) +{ + fixed_t blockdist; + boolean solid; + int damage; + + if(!(thing->flags&(MF_SOLID|MF_SPECIAL|MF_SHOOTABLE))) + { // Can't hit thing + return(true); + } + blockdist = thing->radius+tmthing->radius; + if(abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist) + { // Didn't hit thing + return(true); + } + if(thing == tmthing) + { // Don't clip against self + return(true); + } + if(tmthing->flags2&MF2_PASSMOBJ) + { // check if a mobj passed over/under another object + if((tmthing->type == MT_IMP || tmthing->type == MT_WIZARD) + && (thing->type == MT_IMP || thing->type == MT_WIZARD)) + { // don't let imps/wizards fly over other imps/wizards + return false; + } + if(tmthing->z > thing->z+thing->height + && !(thing->flags&MF_SPECIAL)) + { + return(true); + } + else if(tmthing->z+tmthing->height < thing->z + && !(thing->flags&MF_SPECIAL)) + { // under thing + return(true); + } + } + // Check for skulls slamming into things + if(tmthing->flags&MF_SKULLFLY) + { + damage = ((P_Random()%8)+1)*tmthing->damage; + P_DamageMobj(thing, tmthing, tmthing, damage); + tmthing->flags &= ~MF_SKULLFLY; + tmthing->momx = tmthing->momy = tmthing->momz = 0; + P_SetMobjState(tmthing, tmthing->info->seestate); + return(false); + } + // Check for missile + if(tmthing->flags&MF_MISSILE) + { + // Check for passing through a ghost + if((thing->flags&MF_SHADOW) && (tmthing->flags2&MF2_THRUGHOST)) + { + return(true); + } + // Check if it went over / under + if(tmthing->z > thing->z+thing->height) + { // Over thing + return(true); + } + if(tmthing->z+tmthing->height < thing->z) + { // Under thing + return(true); + } + if(tmthing->target && tmthing->target->type == thing->type) + { // Don't hit same species as originator + if(thing == tmthing->target) + { // Don't missile self + return(true); + } + if(thing->type != MT_PLAYER) + { // Hit same species as originator, explode, no damage + return(false); + } + } + if(!(thing->flags&MF_SHOOTABLE)) + { // Didn't do any damage + return!(thing->flags&MF_SOLID); + } + if(tmthing->flags2&MF2_RIP) + { + if(!(thing->flags&MF_NOBLOOD)) + { // Ok to spawn some blood + P_RipperBlood(tmthing); + } + S_StartSound(tmthing, sfx_ripslop); + damage = ((P_Random()&3)+2)*tmthing->damage; + P_DamageMobj(thing, tmthing, tmthing->target, damage); + if(thing->flags2&MF2_PUSHABLE + && !(tmthing->flags2&MF2_CANNOTPUSH)) + { // Push thing + thing->momx += tmthing->momx>>2; + thing->momy += tmthing->momy>>2; + } + numspechit = 0; + return(true); + } + // Do damage + damage = ((P_Random()%8)+1)*tmthing->damage; + if(damage) + { + if(!(thing->flags&MF_NOBLOOD) && P_Random() < 192) + { + P_BloodSplatter(tmthing->x, tmthing->y, tmthing->z, thing); + } + P_DamageMobj(thing, tmthing, tmthing->target, damage); + } + return(false); + } + if(thing->flags2&MF2_PUSHABLE && !(tmthing->flags2&MF2_CANNOTPUSH)) + { // Push thing + thing->momx += tmthing->momx>>2; + thing->momy += tmthing->momy>>2; + } + // Check for special thing + if(thing->flags&MF_SPECIAL) + { + solid = thing->flags&MF_SOLID; + if(tmflags&MF_PICKUP) + { // Can be picked up by tmthing + P_TouchSpecialThing(thing, tmthing); // Can remove thing + } + return(!solid); + } + return(!(thing->flags&MF_SOLID)); +} + +//--------------------------------------------------------------------------- +// +// PIT_CheckOnmobjZ +// +//--------------------------------------------------------------------------- + +boolean PIT_CheckOnmobjZ(mobj_t *thing) +{ + fixed_t blockdist; + + if(!(thing->flags&(MF_SOLID|MF_SPECIAL|MF_SHOOTABLE))) + { // Can't hit thing + return(true); + } + blockdist = thing->radius+tmthing->radius; + if(abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist) + { // Didn't hit thing + return(true); + } + if(thing == tmthing) + { // Don't clip against self + return(true); + } + if(tmthing->z > thing->z+thing->height) + { + return(true); + } + else if(tmthing->z+tmthing->height < thing->z) + { // under thing + return(true); + } + if(thing->flags&MF_SOLID) + { + onmobj = thing; + } + return(!(thing->flags&MF_SOLID)); +} + +/* +=============================================================================== + + MOVEMENT CLIPPING + +=============================================================================== +*/ + +//---------------------------------------------------------------------------- +// +// FUNC P_TestMobjLocation +// +// Returns true if the mobj is not blocked by anything at its current +// location, otherwise returns false. +// +//---------------------------------------------------------------------------- + +boolean P_TestMobjLocation(mobj_t *mobj) +{ + int flags; + + flags = mobj->flags; + mobj->flags &= ~MF_PICKUP; + if(P_CheckPosition(mobj, mobj->x, mobj->y)) + { // XY is ok, now check Z + mobj->flags = flags; + if((mobj->z < mobj->floorz) + || (mobj->z+mobj->height > mobj->ceilingz)) + { // Bad Z + return(false); + } + return(true); + } + mobj->flags = flags; + return(false); +} + +/* +================== += += P_CheckPosition += += This is purely informative, nothing is modified (except things picked up) + +in: +a mobj_t (can be valid or invalid) +a position to be checked (doesn't need to be related to the mobj_t->x,y) + +during: +special things are touched if MF_PICKUP +early out on solid lines? + +out: +newsubsec +floorz +ceilingz +tmdropoffz the lowest point contacted (monsters won't move to a dropoff) +speciallines[] +numspeciallines + +================== +*/ + +boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y) +{ + int xl,xh,yl,yh,bx,by; + subsector_t *newsubsec; + + tmthing = thing; + tmflags = thing->flags; + + tmx = x; + tmy = y; + + tmbbox[BOXTOP] = y + tmthing->radius; + tmbbox[BOXBOTTOM] = y - tmthing->radius; + tmbbox[BOXRIGHT] = x + tmthing->radius; + tmbbox[BOXLEFT] = x - tmthing->radius; + + newsubsec = R_PointInSubsector (x,y); + ceilingline = NULL; + +// +// the base floor / ceiling is from the subsector that contains the +// point. Any contacted lines the step closer together will adjust them +// + tmfloorz = tmdropoffz = newsubsec->sector->floorheight; + tmceilingz = newsubsec->sector->ceilingheight; + + validcount++; + numspechit = 0; + + if ( tmflags & MF_NOCLIP ) + return true; + +// +// check things first, possibly picking things up +// the bounding box is extended by MAXRADIUS because mobj_ts are grouped +// into mapblocks based on their origin point, and can overlap into adjacent +// blocks by up to MAXRADIUS units +// + xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; + + for (bx=xl ; bx<=xh ; bx++) + for (by=yl ; by<=yh ; by++) + if (!P_BlockThingsIterator(bx,by,PIT_CheckThing)) + return false; +// +// check lines +// + xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + + for (bx=xl ; bx<=xh ; bx++) + for (by=yl ; by<=yh ; by++) + if (!P_BlockLinesIterator (bx,by,PIT_CheckLine)) + return false; + + return true; +} + +//============================================================================= +// +// P_CheckOnmobj(mobj_t *thing) +// +// Checks if the new Z position is legal +//============================================================================= + +mobj_t *P_CheckOnmobj(mobj_t *thing) +{ + int xl,xh,yl,yh,bx,by; + subsector_t *newsubsec; + fixed_t x; + fixed_t y; + mobj_t oldmo; + + x = thing->x; + y = thing->y; + tmthing = thing; + tmflags = thing->flags; + oldmo = *thing; // save the old mobj before the fake zmovement + P_FakeZMovement(tmthing); + + tmx = x; + tmy = y; + + tmbbox[BOXTOP] = y + tmthing->radius; + tmbbox[BOXBOTTOM] = y - tmthing->radius; + tmbbox[BOXRIGHT] = x + tmthing->radius; + tmbbox[BOXLEFT] = x - tmthing->radius; + + newsubsec = R_PointInSubsector (x,y); + ceilingline = NULL; + +// +// the base floor / ceiling is from the subsector that contains the +// point. Any contacted lines the step closer together will adjust them +// + tmfloorz = tmdropoffz = newsubsec->sector->floorheight; + tmceilingz = newsubsec->sector->ceilingheight; + + validcount++; + numspechit = 0; + + if ( tmflags & MF_NOCLIP ) + return NULL; + +// +// check things first, possibly picking things up +// the bounding box is extended by MAXRADIUS because mobj_ts are grouped +// into mapblocks based on their origin point, and can overlap into adjacent +// blocks by up to MAXRADIUS units +// + xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; + + for (bx=xl ; bx<=xh ; bx++) + for (by=yl ; by<=yh ; by++) + if (!P_BlockThingsIterator(bx,by,PIT_CheckOnmobjZ)) + { + *tmthing = oldmo; + return onmobj; + } + *tmthing = oldmo; + return NULL; +} + +//============================================================================= +// +// P_FakeZMovement +// +// Fake the zmovement so that we can check if a move is legal +//============================================================================= + +void P_FakeZMovement(mobj_t *mo) +{ + int dist; + int delta; +// +// adjust height +// + mo->z += mo->momz; + if(mo->flags&MF_FLOAT && mo->target) + { // float down towards target if too close + if(!(mo->flags&MF_SKULLFLY) && !(mo->flags&MF_INFLOAT)) + { + dist = P_AproxDistance(mo->x-mo->target->x, mo->y-mo->target->y); + delta =( mo->target->z+(mo->height>>1))-mo->z; + if (delta < 0 && dist < -(delta*3)) + mo->z -= FLOATSPEED; + else if (delta > 0 && dist < (delta*3)) + mo->z += FLOATSPEED; + } + } + if(mo->player && mo->flags2&MF2_FLY && !(mo->z <= mo->floorz) + && leveltime&2) + { + mo->z += finesine[(FINEANGLES/20*leveltime>>2)&FINEMASK]; + } + +// +// clip movement +// + if(mo->z <= mo->floorz) + { // Hit the floor + mo->z = mo->floorz; + if(mo->momz < 0) + { + mo->momz = 0; + } + if(mo->flags&MF_SKULLFLY) + { // The skull slammed into something + mo->momz = -mo->momz; + } + if(mo->info->crashstate && (mo->flags&MF_CORPSE)) + { + return; + } + } + else if(mo->flags2&MF2_LOGRAV) + { + if(mo->momz == 0) + mo->momz = -(GRAVITY>>3)*2; + else + mo->momz -= GRAVITY>>3; + } + else if (! (mo->flags & MF_NOGRAVITY) ) + { + if (mo->momz == 0) + mo->momz = -GRAVITY*2; + else + mo->momz -= GRAVITY; + } + + if (mo->z + mo->height > mo->ceilingz) + { // hit the ceiling + if (mo->momz > 0) + mo->momz = 0; + mo->z = mo->ceilingz - mo->height; + if (mo->flags & MF_SKULLFLY) + { // the skull slammed into something + mo->momz = -mo->momz; + } + } +} + +//========================================================================== +// +// CheckMissileImpact +// +//========================================================================== + +void CheckMissileImpact(mobj_t *mobj) +{ + int i; + + if(!numspechit || !(mobj->flags&MF_MISSILE) || !mobj->target) + { + return; + } + if(!mobj->target->player) + { + return; + } + for(i = numspechit-1; i >= 0; i--) + { + P_ShootSpecialLine(mobj->target, spechit[i]); + } +} + +/* +=================== += += P_TryMove += += Attempt to move to a new position, crossing special lines unless MF_TELEPORT += is set += +=================== +*/ + +boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y) +{ + fixed_t oldx, oldy; + int side, oldside; + line_t *ld; + + floatok = false; + if(!P_CheckPosition(thing, x, y)) + { // Solid wall or thing + CheckMissileImpact(thing); + return false; + } + if(!(thing->flags&MF_NOCLIP)) + { + if(tmceilingz-tmfloorz < thing->height) + { // Doesn't fit + CheckMissileImpact(thing); + return false; + } + floatok = true; + if(!(thing->flags&MF_TELEPORT) + && tmceilingz-thing->z < thing->height + && !(thing->flags2&MF2_FLY)) + { // mobj must lower itself to fit + CheckMissileImpact(thing); + return false; + } + if(thing->flags2&MF2_FLY) + { + if(thing->z+thing->height > tmceilingz) + { + thing->momz = -8*FRACUNIT; + return false; + } + else if(thing->z < tmfloorz && tmfloorz-tmdropoffz > 24*FRACUNIT) + { + thing->momz = 8*FRACUNIT; + return false; + } + } + if(!(thing->flags&MF_TELEPORT) + // The Minotaur floor fire (MT_MNTRFX2) can step up any amount + && thing->type != MT_MNTRFX2 + && tmfloorz-thing->z > 24*FRACUNIT) + { // Too big a step up + CheckMissileImpact(thing); + return false; + } + if((thing->flags&MF_MISSILE) && tmfloorz > thing->z) + { + CheckMissileImpact(thing); + } + if(!(thing->flags&(MF_DROPOFF|MF_FLOAT)) + && tmfloorz-tmdropoffz > 24*FRACUNIT) + { // Can't move over a dropoff + return false; + } + } + +// +// the move is ok, so link the thing into its new position +// + P_UnsetThingPosition (thing); + + oldx = thing->x; + oldy = thing->y; + thing->floorz = tmfloorz; + thing->ceilingz = tmceilingz; + thing->x = x; + thing->y = y; + + P_SetThingPosition (thing); + + if(thing->flags2&MF2_FOOTCLIP && P_GetThingFloorType(thing) != FLOOR_SOLID) + { + thing->flags2 |= MF2_FEETARECLIPPED; + } + else if(thing->flags2&MF2_FEETARECLIPPED) + { + thing->flags2 &= ~MF2_FEETARECLIPPED; + } + +// +// if any special lines were hit, do the effect +// + if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) ) + while (numspechit--) + { + // see if the line was crossed + ld = spechit[numspechit]; + side = P_PointOnLineSide (thing->x, thing->y, ld); + oldside = P_PointOnLineSide (oldx, oldy, ld); + if (side != oldside) + { + if (ld->special) + P_CrossSpecialLine (ld-lines, oldside, thing); + } + } + + return true; +} + +/* +================== += += P_ThingHeightClip += += Takes a valid thing and adjusts the thing->floorz, thing->ceilingz, += anf possibly thing->z += += This is called for all nearby monsters whenever a sector changes height += += If the thing doesn't fit, the z will be set to the lowest value and += false will be returned +================== +*/ + +boolean P_ThingHeightClip (mobj_t *thing) +{ + boolean onfloor; + + onfloor = (thing->z == thing->floorz); + + P_CheckPosition (thing, thing->x, thing->y); + // what about stranding a monster partially off an edge? + + thing->floorz = tmfloorz; + thing->ceilingz = tmceilingz; + + if (onfloor) + // walking monsters rise and fall with the floor + thing->z = thing->floorz; + else + { // don't adjust a floating monster unless forced to + if (thing->z+thing->height > thing->ceilingz) + thing->z = thing->ceilingz - thing->height; + } + + if (thing->ceilingz - thing->floorz < thing->height) + return false; + + return true; +} + + +/* +============================================================================== + + SLIDE MOVE + +Allows the player to slide along any angled walls + +============================================================================== +*/ + +fixed_t bestslidefrac, secondslidefrac; +line_t *bestslideline, *secondslideline; +mobj_t *slidemo; + +fixed_t tmxmove, tmymove; + +/* +================== += += P_HitSlideLine += += Adjusts the xmove / ymove so that the next move will slide along the wall +================== +*/ + +void P_HitSlideLine (line_t *ld) +{ + int side; + angle_t lineangle, moveangle, deltaangle; + fixed_t movelen, newlen; + + + if (ld->slopetype == ST_HORIZONTAL) + { + tmymove = 0; + return; + } + if (ld->slopetype == ST_VERTICAL) + { + tmxmove = 0; + return; + } + + side = P_PointOnLineSide (slidemo->x, slidemo->y, ld); + + lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy); + if (side == 1) + lineangle += ANG180; + moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove); + deltaangle = moveangle-lineangle; + if (deltaangle > ANG180) + deltaangle += ANG180; +// I_Error ("SlideLine: ang>ANG180"); + + lineangle >>= ANGLETOFINESHIFT; + deltaangle >>= ANGLETOFINESHIFT; + + movelen = P_AproxDistance (tmxmove, tmymove); + newlen = FixedMul (movelen, finecosine[deltaangle]); + tmxmove = FixedMul (newlen, finecosine[lineangle]); + tmymove = FixedMul (newlen, finesine[lineangle]); +} + +/* +============== += += PTR_SlideTraverse += +============== +*/ + +boolean PTR_SlideTraverse (intercept_t *in) +{ + line_t *li; + + if (!in->isaline) + I_Error ("PTR_SlideTraverse: not a line?"); + + li = in->d.line; + if ( ! (li->flags & ML_TWOSIDED) ) + { + if (P_PointOnLineSide (slidemo->x, slidemo->y, li)) + return true; // don't hit the back side + goto isblocking; + } + + P_LineOpening (li); // set openrange, opentop, openbottom + if (openrange < slidemo->height) + goto isblocking; // doesn't fit + + if (opentop - slidemo->z < slidemo->height) + goto isblocking; // mobj is too high + + if (openbottom - slidemo->z > 24*FRACUNIT ) + goto isblocking; // too big a step up + + return true; // this line doesn't block movement + +// the line does block movement, see if it is closer than best so far +isblocking: + if (in->frac < bestslidefrac) + { + secondslidefrac = bestslidefrac; + secondslideline = bestslideline; + bestslidefrac = in->frac; + bestslideline = li; + } + + return false; // stop +} + + +/* +================== += += P_SlideMove += += The momx / momy move is bad, so try to slide along a wall += += Find the first line hit, move flush to it, and slide along it += += This is a kludgy mess. +================== +*/ + +void P_SlideMove (mobj_t *mo) +{ + fixed_t leadx, leady; + fixed_t trailx, traily; + fixed_t newx, newy; + int hitcount; + + slidemo = mo; + hitcount = 0; +retry: + if (++hitcount == 3) + goto stairstep; // don't loop forever + +// +// trace along the three leading corners +// + if (mo->momx > 0) + { + leadx = mo->x + mo->radius; + trailx = mo->x - mo->radius; + } + else + { + leadx = mo->x - mo->radius; + trailx = mo->x + mo->radius; + } + + if (mo->momy > 0) + { + leady = mo->y + mo->radius; + traily = mo->y - mo->radius; + } + else + { + leady = mo->y - mo->radius; + traily = mo->y + mo->radius; + } + + bestslidefrac = FRACUNIT+1; + + P_PathTraverse ( leadx, leady, leadx+mo->momx, leady+mo->momy, + PT_ADDLINES, PTR_SlideTraverse ); + P_PathTraverse ( trailx, leady, trailx+mo->momx, leady+mo->momy, + PT_ADDLINES, PTR_SlideTraverse ); + P_PathTraverse ( leadx, traily, leadx+mo->momx, traily+mo->momy, + PT_ADDLINES, PTR_SlideTraverse ); + +// +// move up to the wall +// + if (bestslidefrac == FRACUNIT+1) + { // the move most have hit the middle, so stairstep +stairstep: + if (!P_TryMove (mo, mo->x, mo->y + mo->momy)) + P_TryMove (mo, mo->x + mo->momx, mo->y); + return; + } + + bestslidefrac -= 0x800; // fudge a bit to make sure it doesn't hit + if (bestslidefrac > 0) + { + newx = FixedMul (mo->momx, bestslidefrac); + newy = FixedMul (mo->momy, bestslidefrac); + if (!P_TryMove (mo, mo->x+newx, mo->y+newy)) + goto stairstep; + } + +// +// now continue along the wall +// + bestslidefrac = FRACUNIT-(bestslidefrac+0x800); // remainder + if (bestslidefrac > FRACUNIT) + bestslidefrac = FRACUNIT; + if (bestslidefrac <= 0) + return; + + tmxmove = FixedMul (mo->momx, bestslidefrac); + tmymove = FixedMul (mo->momy, bestslidefrac); + + P_HitSlideLine (bestslideline); // clip the moves + + mo->momx = tmxmove; + mo->momy = tmymove; + + if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove)) + { + goto retry; + } +} + + + +/* +============================================================================== + + P_LineAttack + +============================================================================== +*/ + + +mobj_t *linetarget; // who got hit (or NULL) +mobj_t *shootthing; +fixed_t shootz; // height if not aiming up or down + // ???: use slope for monsters? +int la_damage; +fixed_t attackrange; + +fixed_t aimslope; + +extern fixed_t topslope, bottomslope; // slopes to top and bottom of target + +/* +=============================================================================== += += PTR_AimTraverse += += Sets linetaget and aimslope when a target is aimed at +=============================================================================== +*/ + +boolean PTR_AimTraverse (intercept_t *in) +{ + line_t *li; + mobj_t *th; + fixed_t slope, thingtopslope, thingbottomslope; + fixed_t dist; + + if (in->isaline) + { + li = in->d.line; + if ( !(li->flags & ML_TWOSIDED) ) + return false; // stop +// +// crosses a two sided line +// a two sided line will restrict the possible target ranges + P_LineOpening (li); + + if (openbottom >= opentop) + return false; // stop + + dist = FixedMul (attackrange, in->frac); + + if (li->frontsector->floorheight != li->backsector->floorheight) + { + slope = FixedDiv (openbottom - shootz , dist); + if (slope > bottomslope) + bottomslope = slope; + } + + if (li->frontsector->ceilingheight != li->backsector->ceilingheight) + { + slope = FixedDiv (opentop - shootz , dist); + if (slope < topslope) + topslope = slope; + } + + if (topslope <= bottomslope) + return false; // stop + + return true; // shot continues + } + +// +// shoot a thing +// + th = in->d.thing; + if (th == shootthing) + return true; // can't shoot self + if (!(th->flags&MF_SHOOTABLE)) + return true; // corpse or something + if(th->type == MT_POD) + { // Can't auto-aim at pods + return(true); + } + +// check angles to see if the thing can be aimed at + + dist = FixedMul (attackrange, in->frac); + thingtopslope = FixedDiv (th->z+th->height - shootz , dist); + if (thingtopslope < bottomslope) + return true; // shot over the thing + thingbottomslope = FixedDiv (th->z - shootz, dist); + if (thingbottomslope > topslope) + return true; // shot under the thing + +// +// this thing can be hit! +// + if (thingtopslope > topslope) + thingtopslope = topslope; + if (thingbottomslope < bottomslope) + thingbottomslope = bottomslope; + + aimslope = (thingtopslope+thingbottomslope)/2; + linetarget = th; + + return false; // don't go any farther +} + + +/* +============================================================================== += += PTR_ShootTraverse += +============================================================================== +*/ + +boolean PTR_ShootTraverse (intercept_t *in) +{ + fixed_t x,y,z; + fixed_t frac; + line_t *li; + mobj_t *th; + fixed_t slope; + fixed_t dist; + fixed_t thingtopslope, thingbottomslope; + mobj_t *mo; + + if (in->isaline) + { + li = in->d.line; + if (li->special) + P_ShootSpecialLine (shootthing, li); + if ( !(li->flags & ML_TWOSIDED) ) + goto hitline; + +// +// crosses a two sided line +// + P_LineOpening (li); + + dist = FixedMul (attackrange, in->frac); + + if (li->frontsector->floorheight != li->backsector->floorheight) + { + slope = FixedDiv (openbottom - shootz , dist); + if (slope > aimslope) + goto hitline; + } + + if (li->frontsector->ceilingheight != li->backsector->ceilingheight) + { + slope = FixedDiv (opentop - shootz , dist); + if (slope < aimslope) + goto hitline; + } + + return true; // shot continues +// +// hit line +// +hitline: + // position a bit closer + frac = in->frac - FixedDiv (4*FRACUNIT,attackrange); + x = trace.x + FixedMul (trace.dx, frac); + y = trace.y + FixedMul (trace.dy, frac); + z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); + + if (li->frontsector->ceilingpic == skyflatnum) + { + if (z > li->frontsector->ceilingheight) + return false; // don't shoot the sky! + if (li->backsector && li->backsector->ceilingpic == skyflatnum) + return false; // it's a sky hack wall + } + + P_SpawnPuff (x,y,z); + return false; // don't go any farther + } + +// +// shoot a thing +// + th = in->d.thing; + if (th == shootthing) + return true; // can't shoot self + if (!(th->flags&MF_SHOOTABLE)) + return true; // corpse or something + +// +// check for physical attacks on a ghost +// + if(th->flags&MF_SHADOW && shootthing->player->readyweapon == wp_staff) + { + return(true); + } + +// check angles to see if the thing can be aimed at + dist = FixedMul (attackrange, in->frac); + thingtopslope = FixedDiv (th->z+th->height - shootz , dist); + if (thingtopslope < aimslope) + return true; // shot over the thing + thingbottomslope = FixedDiv (th->z - shootz, dist); + if (thingbottomslope > aimslope) + return true; // shot under the thing + +// +// hit thing +// + // position a bit closer + frac = in->frac - FixedDiv (10*FRACUNIT,attackrange); + x = trace.x + FixedMul(trace.dx, frac); + y = trace.y + FixedMul(trace.dy, frac); + z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange)); + if(PuffType == MT_BLASTERPUFF1) + { // Make blaster big puff + mo = P_SpawnMobj(x, y, z, MT_BLASTERPUFF2); + S_StartSound(mo, sfx_blshit); + } + else + { + P_SpawnPuff(x, y, z); + } + if(la_damage) + { + if(!(in->d.thing->flags&MF_NOBLOOD) && P_Random() < 192) + { + P_BloodSplatter(x, y, z, in->d.thing); + } + P_DamageMobj(th, shootthing, shootthing, la_damage); + } + return(false); // don't go any farther +} + +/* +================= += += P_AimLineAttack += +================= +*/ + +fixed_t P_AimLineAttack (mobj_t *t1, angle_t angle, fixed_t distance) +{ + fixed_t x2, y2; + + angle >>= ANGLETOFINESHIFT; + shootthing = t1; + x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; + y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; + shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; + topslope = 100*FRACUNIT/160; // can't shoot outside view angles + bottomslope = -100*FRACUNIT/160; + attackrange = distance; + linetarget = NULL; + + P_PathTraverse ( t1->x, t1->y, x2, y2 + , PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse ); + + if (linetarget) + return aimslope; + return 0; +} + + + +/* +================= += += P_LineAttack += += if damage == 0, it is just a test trace that will leave linetarget set += +================= +*/ + +void P_LineAttack (mobj_t *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage) +{ + fixed_t x2, y2; + + angle >>= ANGLETOFINESHIFT; + shootthing = t1; + la_damage = damage; + x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; + y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; + shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; + if(t1->flags2&MF2_FEETARECLIPPED) + { + shootz -= FOOTCLIPSIZE; + } + attackrange = distance; + aimslope = slope; + + P_PathTraverse ( t1->x, t1->y, x2, y2 + , PT_ADDLINES|PT_ADDTHINGS, PTR_ShootTraverse ); +} + + + +/* +============================================================================== + + USE LINES + +============================================================================== +*/ + +mobj_t *usething; + +boolean PTR_UseTraverse (intercept_t *in) +{ + if (!in->d.line->special) + { + P_LineOpening (in->d.line); + if (openrange <= 0) + { + //S_StartSound (usething, sfx_noway); + return false; // can't use through a wall + } + return true ; // not a special line, but keep checking + } + + if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1) + return false; // don't use back sides + + P_UseSpecialLine (usething, in->d.line); + + return false; // can't use for than one special line in a row +} + + +/* +================ += += P_UseLines += += Looks for special lines in front of the player to activate +================ +*/ + +void P_UseLines (player_t *player) +{ + int angle; + fixed_t x1, y1, x2, y2; + + usething = player->mo; + + angle = player->mo->angle >> ANGLETOFINESHIFT; + x1 = player->mo->x; + y1 = player->mo->y; + x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle]; + y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle]; + + P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse ); +} + + + +/* +============================================================================== + + RADIUS ATTACK + +============================================================================== +*/ + +mobj_t *bombsource; +mobj_t *bombspot; +int bombdamage; + +/* +================= += += PIT_RadiusAttack += += Source is the creature that casued the explosion at spot +================= +*/ + +boolean PIT_RadiusAttack (mobj_t *thing) +{ + fixed_t dx, dy, dist; + + if(!(thing->flags&MF_SHOOTABLE)) + { + return true; + } + if(thing->type == MT_MINOTAUR || thing->type == MT_SORCERER1 + || thing->type == MT_SORCERER2) + { // Episode 2 and 3 bosses take no damage from PIT_RadiusAttack + return(true); + } + dx = abs(thing->x - bombspot->x); + dy = abs(thing->y - bombspot->y); + dist = dx > dy ? dx : dy; + dist = (dist - thing->radius) >> FRACBITS; + if(dist < 0) + { + dist = 0; + } + if(dist >= bombdamage) + { // Out of range + return true; + } + if(P_CheckSight(thing, bombspot)) + { // OK to damage, target is in direct path + P_DamageMobj(thing, bombspot, bombsource, bombdamage - dist); + } + return(true); +} + +/* +================= += += P_RadiusAttack += += Source is the creature that casued the explosion at spot +================= +*/ + +void P_RadiusAttack (mobj_t *spot, mobj_t *source, int damage) +{ + int x,y, xl, xh, yl, yh; + fixed_t dist; + + dist = (damage+MAXRADIUS)<y + dist - bmaporgy)>>MAPBLOCKSHIFT; + yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; + xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; + xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; + bombspot = spot; + if(spot->type == MT_POD && spot->target) + { + bombsource = spot->target; + } + else + { + bombsource = source; + } + bombdamage = damage; + for (y=yl ; y<=yh ; y++) + for (x=xl ; x<=xh ; x++) + P_BlockThingsIterator (x, y, PIT_RadiusAttack ); +} + + +/* +============================================================================== + + SECTOR HEIGHT CHANGING + += After modifying a sectors floor or ceiling height, call this += routine to adjust the positions of all things that touch the += sector. += += If anything doesn't fit anymore, true will be returned. += If crunch is true, they will take damage as they are being crushed += If Crunch is false, you should set the sector height back the way it += was and call P_ChangeSector again to undo the changes +============================================================================== +*/ + +boolean crushchange; +boolean nofit; + +/* +=============== += += PIT_ChangeSector += +=============== +*/ + +boolean PIT_ChangeSector (mobj_t *thing) +{ + mobj_t *mo; + + if (P_ThingHeightClip (thing)) + return true; // keep checking + + // crunch bodies to giblets + if (thing->health <= 0) + { + //P_SetMobjState (thing, S_GIBS); + thing->height = 0; + thing->radius = 0; + return true; // keep checking + } + + // crunch dropped items + if (thing->flags & MF_DROPPED) + { + P_RemoveMobj (thing); + return true; // keep checking + } + + if (! (thing->flags & MF_SHOOTABLE) ) + return true; // assume it is bloody gibs or something + + nofit = true; + if (crushchange && !(leveltime&3) ) + { + P_DamageMobj(thing,NULL,NULL,10); + // spray blood in a random direction + mo = P_SpawnMobj (thing->x, thing->y, thing->z + thing->height/2, MT_BLOOD); + mo->momx = (P_Random() - P_Random ())<<12; + mo->momy = (P_Random() - P_Random ())<<12; + } + + return true; // keep checking (crush other things) +} + +/* +=============== += += P_ChangeSector += +=============== +*/ + +boolean P_ChangeSector (sector_t *sector, boolean crunch) +{ + int x,y; + + nofit = false; + crushchange = crunch; + +// recheck heights for all things near the moving sector + + for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++) + for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++) + P_BlockThingsIterator (x, y, PIT_ChangeSector); + + + return nofit; +} + diff --git a/base/p_maputl.c b/base/p_maputl.c new file mode 100644 index 0000000..279fe32 --- /dev/null +++ b/base/p_maputl.c @@ -0,0 +1,760 @@ + +// P_maputl.c + +#include "doomdef.h" +#include "p_local.h" + + +/* +=================== += += P_AproxDistance += += Gives an estimation of distance (not exact) += +=================== +*/ + +fixed_t P_AproxDistance (fixed_t dx, fixed_t dy) +{ + dx = abs(dx); + dy = abs(dy); + if (dx < dy) + return dx+dy-(dx>>1); + return dx+dy-(dy>>1); +} + + +/* +================== += += P_PointOnLineSide += += Returns 0 or 1 +================== +*/ + +int P_PointOnLineSide (fixed_t x, fixed_t y, line_t *line) +{ + fixed_t dx,dy; + fixed_t left, right; + + if (!line->dx) + { + if (x <= line->v1->x) + return line->dy > 0; + return line->dy < 0; + } + if (!line->dy) + { + if (y <= line->v1->y) + return line->dx < 0; + return line->dx > 0; + } + + dx = (x - line->v1->x); + dy = (y - line->v1->y); + + left = FixedMul ( line->dy>>FRACBITS , dx ); + right = FixedMul ( dy , line->dx>>FRACBITS ); + + if (right < left) + return 0; // front side + return 1; // back side +} + + +/* +================= += += P_BoxOnLineSide += += Considers the line to be infinite += Returns side 0 or 1, -1 if box crosses the line +================= +*/ + +int P_BoxOnLineSide (fixed_t *tmbox, line_t *ld) +{ + int p1=0, p2=0; + + switch (ld->slopetype) + { + case ST_HORIZONTAL: + p1 = tmbox[BOXTOP] > ld->v1->y; + p2 = tmbox[BOXBOTTOM] > ld->v1->y; + if (ld->dx < 0) + { + p1 ^= 1; + p2 ^= 1; + } + break; + case ST_VERTICAL: + p1 = tmbox[BOXRIGHT] < ld->v1->x; + p2 = tmbox[BOXLEFT] < ld->v1->x; + if (ld->dy < 0) + { + p1 ^= 1; + p2 ^= 1; + } + break; + case ST_POSITIVE: + p1 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXTOP], ld); + p2 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld); + break; + case ST_NEGATIVE: + p1 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXTOP], ld); + p2 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld); + break; + } + + if (p1 == p2) + return p1; + return -1; +} + +/* +================== += += P_PointOnDivlineSide += += Returns 0 or 1 +================== +*/ + +int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t *line) +{ + fixed_t dx,dy; + fixed_t left, right; + + if (!line->dx) + { + if (x <= line->x) + return line->dy > 0; + return line->dy < 0; + } + if (!line->dy) + { + if (y <= line->y) + return line->dx < 0; + return line->dx > 0; + } + + dx = (x - line->x); + dy = (y - line->y); + +// try to quickly decide by looking at sign bits + if ( (line->dy ^ line->dx ^ dx ^ dy)&0x80000000 ) + { + if ( (line->dy ^ dx) & 0x80000000 ) + return 1; // (left is negative) + return 0; + } + + left = FixedMul ( line->dy>>8, dx>>8 ); + right = FixedMul ( dy>>8 , line->dx>>8 ); + + if (right < left) + return 0; // front side + return 1; // back side +} + + + +/* +============== += += P_MakeDivline += +============== +*/ + +void P_MakeDivline (line_t *li, divline_t *dl) +{ + dl->x = li->v1->x; + dl->y = li->v1->y; + dl->dx = li->dx; + dl->dy = li->dy; +} + + +/* +=============== += += P_InterceptVector += += Returns the fractional intercept point along the first divline += += This is only called by the addthings and addlines traversers +=============== +*/ + +fixed_t P_InterceptVector (divline_t *v2, divline_t *v1) +{ +#if 1 + fixed_t frac, num, den; + + den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy); + if (den == 0) + return 0; +// I_Error ("P_InterceptVector: parallel"); + num = FixedMul ( (v1->x - v2->x)>>8 ,v1->dy) + + FixedMul ( (v2->y - v1->y)>>8 , v1->dx); + frac = FixedDiv (num , den); + + return frac; +#else +float frac, num, den, v1x,v1y,v1dx,v1dy,v2x,v2y,v2dx,v2dy; + + v1x = (float)v1->x/FRACUNIT; + v1y = (float)v1->y/FRACUNIT; + v1dx = (float)v1->dx/FRACUNIT; + v1dy = (float)v1->dy/FRACUNIT; + v2x = (float)v2->x/FRACUNIT; + v2y = (float)v2->y/FRACUNIT; + v2dx = (float)v2->dx/FRACUNIT; + v2dy = (float)v2->dy/FRACUNIT; + + den = v1dy*v2dx - v1dx*v2dy; + if (den == 0) + return 0; // parallel + num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx; + frac = num / den; + + return frac*FRACUNIT; +#endif +} + +/* +================== += += P_LineOpening += += Sets opentop and openbottom to the window through a two sided line += OPTIMIZE: keep this precalculated +================== +*/ + +fixed_t opentop, openbottom, openrange; +fixed_t lowfloor; + +void P_LineOpening (line_t *linedef) +{ + sector_t *front, *back; + + if (linedef->sidenum[1] == -1) + { // single sided line + openrange = 0; + return; + } + + front = linedef->frontsector; + back = linedef->backsector; + + if (front->ceilingheight < back->ceilingheight) + opentop = front->ceilingheight; + else + opentop = back->ceilingheight; + if (front->floorheight > back->floorheight) + { + openbottom = front->floorheight; + lowfloor = back->floorheight; + } + else + { + openbottom = back->floorheight; + lowfloor = front->floorheight; + } + + openrange = opentop - openbottom; +} + +/* +=============================================================================== + + THING POSITION SETTING + +=============================================================================== +*/ + +/* +=================== += += P_UnsetThingPosition += += Unlinks a thing from block map and sectors += +=================== +*/ + +void P_UnsetThingPosition (mobj_t *thing) +{ + int blockx, blocky; + + if ( ! (thing->flags & MF_NOSECTOR) ) + { // inert things don't need to be in blockmap +// unlink from subsector + if (thing->snext) + thing->snext->sprev = thing->sprev; + if (thing->sprev) + thing->sprev->snext = thing->snext; + else + thing->subsector->sector->thinglist = thing->snext; + } + + if ( ! (thing->flags & MF_NOBLOCKMAP) ) + { // inert things don't need to be in blockmap +// unlink from block map + if (thing->bnext) + thing->bnext->bprev = thing->bprev; + if (thing->bprev) + thing->bprev->bnext = thing->bnext; + else + { + blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT; + blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT; + if (blockx>=0 && blockx < bmapwidth + && blocky>=0 && blocky bnext; + } + } +} + + +/* +=================== += += P_SetThingPosition += += Links a thing into both a block and a subsector based on it's x y += Sets thing->subsector properly += +=================== +*/ + +void P_SetThingPosition (mobj_t *thing) +{ + subsector_t *ss; + sector_t *sec; + int blockx, blocky; + mobj_t **link; + +// +// link into subsector +// + ss = R_PointInSubsector (thing->x,thing->y); + thing->subsector = ss; + if ( ! (thing->flags & MF_NOSECTOR) ) + { // invisible things don't go into the sector links + sec = ss->sector; + + thing->sprev = NULL; + thing->snext = sec->thinglist; + if (sec->thinglist) + sec->thinglist->sprev = thing; + sec->thinglist = thing; + } + +// +// link into blockmap +// + if ( ! (thing->flags & MF_NOBLOCKMAP) ) + { // inert things don't need to be in blockmap + blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT; + blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT; + if (blockx>=0 && blockx < bmapwidth && blocky>=0 && blocky bprev = NULL; + thing->bnext = *link; + if (*link) + (*link)->bprev = thing; + *link = thing; + } + else + { // thing is off the map + thing->bnext = thing->bprev = NULL; + } + } +} + + + +/* +=============================================================================== + + BLOCK MAP ITERATORS + +For each line/thing in the given mapblock, call the passed function. +If the function returns false, exit with false without checking anything else. + +=============================================================================== +*/ + +/* +================== += += P_BlockLinesIterator += += The validcount flags are used to avoid checking lines += that are marked in multiple mapblocks, so increment validcount before += the first call to P_BlockLinesIterator, then make one or more calls to it +=================== +*/ + +boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) ) +{ + int offset; + short *list; + line_t *ld; + + if (x<0 || y<0 || x>=bmapwidth || y>=bmapheight) + return true; + offset = y*bmapwidth+x; + + offset = *(blockmap+offset); + + for ( list = blockmaplump+offset ; *list != -1 ; list++) + { + ld = &lines[*list]; + if (ld->validcount == validcount) + continue; // line has already been checked + ld->validcount = validcount; + + if ( !func(ld) ) + return false; + } + + return true; // everything was checked +} + + +/* +================== += += P_BlockThingsIterator += +================== +*/ + +boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) ) +{ + mobj_t *mobj; + + if (x<0 || y<0 || x>=bmapwidth || y>=bmapheight) + return true; + + for (mobj = blocklinks[y*bmapwidth+x] ; mobj ; mobj = mobj->bnext) + if (!func( mobj ) ) + return false; + + return true; +} + +/* +=============================================================================== + + INTERCEPT ROUTINES + +=============================================================================== +*/ + +intercept_t intercepts[MAXINTERCEPTS], *intercept_p; + +divline_t trace; +boolean earlyout; +int ptflags; + +/* +================== += += PIT_AddLineIntercepts += += Looks for lines in the given block that intercept the given trace += to add to the intercepts list += A line is crossed if its endpoints are on opposite sides of the trace += Returns true if earlyout and a solid line hit +================== +*/ + +boolean PIT_AddLineIntercepts (line_t *ld) +{ + int s1, s2; + fixed_t frac; + divline_t dl; + +// avoid precision problems with two routines + if ( trace.dx > FRACUNIT*16 || trace.dy > FRACUNIT*16 + || trace.dx < -FRACUNIT*16 || trace.dy < -FRACUNIT*16) + { + s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace); + s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace); + } + else + { + s1 = P_PointOnLineSide (trace.x, trace.y, ld); + s2 = P_PointOnLineSide (trace.x+trace.dx, trace.y+trace.dy, ld); + } + if (s1 == s2) + return true; // line isn't crossed + +// +// hit the line +// + P_MakeDivline (ld, &dl); + frac = P_InterceptVector (&trace, &dl); + if (frac < 0) + return true; // behind source + +// try to early out the check + if (earlyout && frac < FRACUNIT && !ld->backsector) + return false; // stop checking + + intercept_p->frac = frac; + intercept_p->isaline = true; + intercept_p->d.line = ld; + intercept_p++; + + return true; // continue +} + + + +/* +================== += += PIT_AddThingIntercepts += +================== +*/ + +boolean PIT_AddThingIntercepts (mobj_t *thing) +{ + fixed_t x1,y1, x2,y2; + int s1, s2; + boolean tracepositive; + divline_t dl; + fixed_t frac; + + tracepositive = (trace.dx ^ trace.dy)>0; + + // check a corner to corner crossection for hit + + if (tracepositive) + { + x1 = thing->x - thing->radius; + y1 = thing->y + thing->radius; + + x2 = thing->x + thing->radius; + y2 = thing->y - thing->radius; + } + else + { + x1 = thing->x - thing->radius; + y1 = thing->y - thing->radius; + + x2 = thing->x + thing->radius; + y2 = thing->y + thing->radius; + } + s1 = P_PointOnDivlineSide (x1, y1, &trace); + s2 = P_PointOnDivlineSide (x2, y2, &trace); + if (s1 == s2) + return true; // line isn't crossed + + dl.x = x1; + dl.y = y1; + dl.dx = x2-x1; + dl.dy = y2-y1; + frac = P_InterceptVector (&trace, &dl); + if (frac < 0) + return true; // behind source + intercept_p->frac = frac; + intercept_p->isaline = false; + intercept_p->d.thing = thing; + intercept_p++; + + return true; // keep going +} + + +/* +==================== += += P_TraverseIntercepts += += Returns true if the traverser function returns true for all lines +==================== +*/ + +boolean P_TraverseIntercepts ( traverser_t func, fixed_t maxfrac ) +{ + int count; + fixed_t dist; + intercept_t *scan, *in; + + count = intercept_p - intercepts; + in = 0; // shut up compiler warning + + while (count--) + { + dist = MAXINT; + for (scan = intercepts ; scanfrac < dist) + { + dist = scan->frac; + in = scan; + } + + if (dist > maxfrac) + return true; // checked everything in range +#if 0 + { // don't check these yet, ther may be others inserted + in = scan = intercepts; + for ( scan = intercepts ; scanfrac > maxfrac) + *in++ = *scan; + intercept_p = in; + return false; + } +#endif + + if ( !func (in) ) + return false; // don't bother going farther + in->frac = MAXINT; + } + + return true; // everything was traversed +} + + + +/* +================== += += P_PathTraverse += += Traces a line from x1,y1 to x2,y2, calling the traverser function for each += Returns true if the traverser function returns true for all lines +================== +*/ + +boolean P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, + int flags, boolean (*trav) (intercept_t *)) +{ + fixed_t xt1,yt1,xt2,yt2; + fixed_t xstep,ystep; + fixed_t partial; + fixed_t xintercept, yintercept; + int mapx, mapy, mapxstep, mapystep; + int count; + + earlyout = flags & PT_EARLYOUT; + + validcount++; + intercept_p = intercepts; + + if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0) + x1 += FRACUNIT; // don't side exactly on a line + if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0) + y1 += FRACUNIT; // don't side exactly on a line + trace.x = x1; + trace.y = y1; + trace.dx = x2 - x1; + trace.dy = y2 - y1; + + x1 -= bmaporgx; + y1 -= bmaporgy; + xt1 = x1>>MAPBLOCKSHIFT; + yt1 = y1>>MAPBLOCKSHIFT; + + x2 -= bmaporgx; + y2 -= bmaporgy; + xt2 = x2>>MAPBLOCKSHIFT; + yt2 = y2>>MAPBLOCKSHIFT; + + if (xt2 > xt1) + { + mapxstep = 1; + partial = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1)); + ystep = FixedDiv (y2-y1,abs(x2-x1)); + } + else if (xt2 < xt1) + { + mapxstep = -1; + partial = (x1>>MAPBTOFRAC)&(FRACUNIT-1); + ystep = FixedDiv (y2-y1,abs(x2-x1)); + } + else + { + mapxstep = 0; + partial = FRACUNIT; + ystep = 256*FRACUNIT; + } + yintercept = (y1>>MAPBTOFRAC) + FixedMul (partial, ystep); + + + if (yt2 > yt1) + { + mapystep = 1; + partial = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1)); + xstep = FixedDiv (x2-x1,abs(y2-y1)); + } + else if (yt2 < yt1) + { + mapystep = -1; + partial = (y1>>MAPBTOFRAC)&(FRACUNIT-1); + xstep = FixedDiv (x2-x1,abs(y2-y1)); + } + else + { + mapystep = 0; + partial = FRACUNIT; + xstep = 256*FRACUNIT; + } + xintercept = (x1>>MAPBTOFRAC) + FixedMul (partial, xstep); + + +// +// step through map blocks +// Count is present to prevent a round off error from skipping the break + mapx = xt1; + mapy = yt1; + + for (count = 0 ; count < 64 ; count++) + { + if (flags & PT_ADDLINES) + { + if (!P_BlockLinesIterator (mapx, mapy,PIT_AddLineIntercepts)) + return false; // early out + } + if (flags & PT_ADDTHINGS) + { + if (!P_BlockThingsIterator (mapx, mapy,PIT_AddThingIntercepts)) + return false; // early out + } + + if (mapx == xt2 && mapy == yt2) + break; + + if ( (yintercept >> FRACBITS) == mapy) + { + yintercept += ystep; + mapx += mapxstep; + } + else if ( (xintercept >> FRACBITS) == mapx) + { + xintercept += xstep; + mapy += mapystep; + } + + } + + +// +// go through the sorted list +// + return P_TraverseIntercepts ( trav, FRACUNIT ); +} + + + diff --git a/base/p_mobj.c b/base/p_mobj.c new file mode 100644 index 0000000..dae9ddf --- /dev/null +++ b/base/p_mobj.c @@ -0,0 +1,1599 @@ + +// P_mobj.c + +#include "doomdef.h" +#include "p_local.h" +#include "sounds.h" +#include "soundst.h" + +void G_PlayerReborn (int player); +void P_SpawnMapThing (mapthing_t *mthing); + +mobjtype_t PuffType; +mobj_t *MissileMobj; + +static fixed_t FloatBobOffsets[64] = +{ + 0, 51389, 102283, 152192, + 200636, 247147, 291278, 332604, + 370727, 405280, 435929, 462380, + 484378, 501712, 514213, 521763, + 524287, 521763, 514213, 501712, + 484378, 462380, 435929, 405280, + 370727, 332604, 291278, 247147, + 200636, 152192, 102283, 51389, + -1, -51390, -102284, -152193, + -200637, -247148, -291279, -332605, + -370728, -405281, -435930, -462381, + -484380, -501713, -514215, -521764, + -524288, -521764, -514214, -501713, + -484379, -462381, -435930, -405280, + -370728, -332605, -291279, -247148, + -200637, -152193, -102284, -51389 +}; + +//---------------------------------------------------------------------------- +// +// FUNC P_SetMobjState +// +// Returns true if the mobj is still present. +// +//---------------------------------------------------------------------------- + +boolean P_SetMobjState(mobj_t *mobj, statenum_t state) +{ + state_t *st; + + if(state == S_NULL) + { // Remove mobj + mobj->state = S_NULL; + P_RemoveMobj(mobj); + return(false); + } + st = &states[state]; + mobj->state = st; + mobj->tics = st->tics; + mobj->sprite = st->sprite; + mobj->frame = st->frame; + if(st->action) + { // Call action function + st->action(mobj); + } + return(true); +} + +//---------------------------------------------------------------------------- +// +// FUNC P_SetMobjStateNF +// +// Same as P_SetMobjState, but does not call the state function. +// +//---------------------------------------------------------------------------- + +boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state) +{ + state_t *st; + + if(state == S_NULL) + { // Remove mobj + mobj->state = S_NULL; + P_RemoveMobj(mobj); + return(false); + } + st = &states[state]; + mobj->state = st; + mobj->tics = st->tics; + mobj->sprite = st->sprite; + mobj->frame = st->frame; + return(true); +} + +//---------------------------------------------------------------------------- +// +// PROC P_ExplodeMissile +// +//---------------------------------------------------------------------------- + +void P_ExplodeMissile(mobj_t *mo) +{ + if(mo->type == MT_WHIRLWIND) + { + if(++mo->special2 < 60) + { + return; + } + } + mo->momx = mo->momy = mo->momz = 0; + P_SetMobjState(mo, mobjinfo[mo->type].deathstate); + //mo->tics -= P_Random()&3; + mo->flags &= ~MF_MISSILE; + if(mo->info->deathsound) + { + S_StartSound(mo, mo->info->deathsound); + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_FloorBounceMissile +// +//---------------------------------------------------------------------------- + +void P_FloorBounceMissile(mobj_t *mo) +{ + mo->momz = -mo->momz; + P_SetMobjState(mo, mobjinfo[mo->type].deathstate); +} + +//---------------------------------------------------------------------------- +// +// PROC P_ThrustMobj +// +//---------------------------------------------------------------------------- + +void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move) +{ + angle >>= ANGLETOFINESHIFT; + mo->momx += FixedMul(move, finecosine[angle]); + mo->momy += FixedMul(move, finesine[angle]); +} + +//---------------------------------------------------------------------------- +// +// FUNC P_FaceMobj +// +// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs +// to turn counter clockwise. 'delta' is set to the amount 'source' +// needs to turn. +// +//---------------------------------------------------------------------------- + +int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta) +{ + angle_t diff; + angle_t angle1; + angle_t angle2; + + angle1 = source->angle; + angle2 = R_PointToAngle2(source->x, source->y, target->x, target->y); + if(angle2 > angle1) + { + diff = angle2-angle1; + if(diff > ANGLE_180) + { + *delta = ANGLE_MAX-diff; + return(0); + } + else + { + *delta = diff; + return(1); + } + } + else + { + diff = angle1-angle2; + if(diff > ANGLE_180) + { + *delta = ANGLE_MAX-diff; + return(1); + } + else + { + *delta = diff; + return(0); + } + } +} + +//---------------------------------------------------------------------------- +// +// FUNC P_SeekerMissile +// +// The missile special1 field must be mobj_t *target. Returns true if +// target was tracked, false if not. +// +//---------------------------------------------------------------------------- + +boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax) +{ + int dir; + int dist; + angle_t delta; + angle_t angle; + mobj_t *target; + + target = (mobj_t *)actor->special1; + if(target == NULL) + { + return(false); + } + if(!(target->flags&MF_SHOOTABLE)) + { // Target died + actor->special1 = 0; + return(false); + } + dir = P_FaceMobj(actor, target, &delta); + if(delta > thresh) + { + delta >>= 1; + if(delta > turnMax) + { + delta = turnMax; + } + } + if(dir) + { // Turn clockwise + actor->angle += delta; + } + else + { // Turn counter clockwise + actor->angle -= delta; + } + angle = actor->angle>>ANGLETOFINESHIFT; + actor->momx = FixedMul(actor->info->speed, finecosine[angle]); + actor->momy = FixedMul(actor->info->speed, finesine[angle]); + if(actor->z+actor->height < target->z || + target->z+target->height < actor->z) + { // Need to seek vertically + dist = P_AproxDistance(target->x-actor->x, target->y-actor->y); + dist = dist/actor->info->speed; + if(dist < 1) + { + dist = 1; + } + actor->momz = (target->z-actor->z)/dist; + } + return(true); +} + +//---------------------------------------------------------------------------- +// +// PROC P_XYMovement +// +//---------------------------------------------------------------------------- + +#define STOPSPEED 0x1000 +#define FRICTION_NORMAL 0xe800 +#define FRICTION_LOW 0xf900 +#define FRICTION_FLY 0xeb00 + +void P_XYMovement(mobj_t *mo) +{ + fixed_t ptryx, ptryy; + player_t *player; + fixed_t xmove, ymove; + int special; + static int windTab[3] = {2048*5, 2048*10, 2048*25}; + + if(!mo->momx && !mo->momy) + { + if(mo->flags&MF_SKULLFLY) + { // A flying mobj slammed into something + mo->flags &= ~MF_SKULLFLY; + mo->momx = mo->momy = mo->momz = 0; + P_SetMobjState(mo, mo->info->seestate); + } + return; + } + special = mo->subsector->sector->special; + if(mo->flags2&MF2_WINDTHRUST) + { + switch(special) + { + case 40: case 41: case 42: // Wind_East + P_ThrustMobj(mo, 0, windTab[special-40]); + break; + case 43: case 44: case 45: // Wind_North + P_ThrustMobj(mo, ANG90, windTab[special-43]); + break; + case 46: case 47: case 48: // Wind_South + P_ThrustMobj(mo, ANG270, windTab[special-46]); + break; + case 49: case 50: case 51: // Wind_West + P_ThrustMobj(mo, ANG180, windTab[special-49]); + break; + } + } + player = mo->player; + if(mo->momx > MAXMOVE) + { + mo->momx = MAXMOVE; + } + else if(mo->momx < -MAXMOVE) + { + mo->momx = -MAXMOVE; + } + if(mo->momy > MAXMOVE) + { + mo->momy = MAXMOVE; + } + else if(mo->momy < -MAXMOVE) + { + mo->momy = -MAXMOVE; + } + xmove = mo->momx; + ymove = mo->momy; + do + { + if(xmove > MAXMOVE/2 || ymove > MAXMOVE/2) + { + ptryx = mo->x+xmove/2; + ptryy = mo->y+ymove/2; + xmove >>= 1; + ymove >>= 1; + } + else + { + ptryx = mo->x + xmove; + ptryy = mo->y + ymove; + xmove = ymove = 0; + } + if(!P_TryMove(mo, ptryx, ptryy)) + { // Blocked move + if(mo->flags2&MF2_SLIDE) + { // Try to slide along it + P_SlideMove(mo); + } + else if(mo->flags&MF_MISSILE) + { // Explode a missile + if(ceilingline && ceilingline->backsector + && ceilingline->backsector->ceilingpic == skyflatnum) + { // Hack to prevent missiles exploding against the sky + if(mo->type == MT_BLOODYSKULL) + { + mo->momx = mo->momy = 0; + mo->momz = -FRACUNIT; + } + else + { + P_RemoveMobj(mo); + } + return; + } + P_ExplodeMissile(mo); + } + //else if(mo->info->crashstate) + //{ + // mo->momx = mo->momy = 0; + // P_SetMobjState(mo, mo->info->crashstate); + // return; + //} + else + { + mo->momx = mo->momy = 0; + } + } + } while(xmove || ymove); + + // Friction + + if(player && player->cheats&CF_NOMOMENTUM) + { // Debug option for no sliding at all + mo->momx = mo->momy = 0; + return; + } + if(mo->flags&(MF_MISSILE|MF_SKULLFLY)) + { // No friction for missiles + return; + } + if(mo->z > mo->floorz && !(mo->flags2&MF2_FLY) && !(mo->flags2&MF2_ONMOBJ)) + { // No friction when falling + return; + } + if(mo->flags&MF_CORPSE) + { // Don't stop sliding if halfway off a step with some momentum + if(mo->momx > FRACUNIT/4 || mo->momx < -FRACUNIT/4 + || mo->momy > FRACUNIT/4 || mo->momy < -FRACUNIT/4) + { + if(mo->floorz != mo->subsector->sector->floorheight) + { + return; + } + } + } + if(mo->momx > -STOPSPEED && mo->momx < STOPSPEED + && mo->momy > -STOPSPEED && mo->momy < STOPSPEED + && (!player || (player->cmd.forwardmove == 0 + && player->cmd.sidemove == 0))) + { // If in a walking frame, stop moving + if(player) + { + if(player->chickenTics) + { + if((unsigned)((player->mo->state-states) + -S_CHICPLAY_RUN1) < 4) + { + P_SetMobjState(player->mo, S_CHICPLAY); + } + } + else + { + if((unsigned)((player->mo->state-states) + -S_PLAY_RUN1) < 4) + { + P_SetMobjState(player->mo, S_PLAY); + } + } + } + mo->momx = 0; + mo->momy = 0; + } + else + { + if(mo->flags2&MF2_FLY && !(mo->z <= mo->floorz) + &&!(mo->flags2&MF2_ONMOBJ)) + { + mo->momx = FixedMul(mo->momx, FRICTION_FLY); + mo->momy = FixedMul(mo->momy, FRICTION_FLY); + } + else if(special == 15) // Friction_Low + { + mo->momx = FixedMul(mo->momx, FRICTION_LOW); + mo->momy = FixedMul(mo->momy, FRICTION_LOW); + } + else + { + mo->momx = FixedMul(mo->momx, FRICTION_NORMAL); + mo->momy = FixedMul(mo->momy, FRICTION_NORMAL); + } + } +} + + +/* +=============== += += P_ZMovement += +=============== +*/ + +void P_ZMovement(mobj_t *mo) +{ + int dist; + int delta; +// +// check for smooth step up +// + if (mo->player && mo->z < mo->floorz) + { + mo->player->viewheight -= mo->floorz-mo->z; + mo->player->deltaviewheight = (VIEWHEIGHT - mo->player->viewheight)>>3; + } +// +// adjust height +// + mo->z += mo->momz; + if(mo->flags&MF_FLOAT && mo->target) + { // float down towards target if too close + if(!(mo->flags&MF_SKULLFLY) && !(mo->flags&MF_INFLOAT)) + { + dist = P_AproxDistance(mo->x-mo->target->x, mo->y-mo->target->y); + delta =( mo->target->z+(mo->height>>1))-mo->z; + if (delta < 0 && dist < -(delta*3)) + mo->z -= FLOATSPEED; + else if (delta > 0 && dist < (delta*3)) + mo->z += FLOATSPEED; + } + } + if(mo->player && mo->flags2&MF2_FLY && !(mo->z <= mo->floorz) + && leveltime&2) + { + mo->z += finesine[(FINEANGLES/20*leveltime>>2)&FINEMASK]; + } + +// +// clip movement +// + if(mo->z <= mo->floorz) + { // Hit the floor + if(mo->flags&MF_MISSILE) + { + mo->z = mo->floorz; + if(mo->flags2&MF2_FLOORBOUNCE) + { + P_FloorBounceMissile(mo); + return; + } + else if(mo->type == MT_MNTRFX2) + { // Minotaur floor fire can go up steps + return; + } + else + { + P_ExplodeMissile(mo); + return; + } + } + if(mo->z-mo->momz > mo->floorz) + { // Spawn splashes, etc. + P_HitFloor(mo); + } + mo->z = mo->floorz; + if(mo->momz < 0) + { + if(mo->player && mo->momz < -GRAVITY*8 + && !(mo->flags2&MF2_FLY)) // squat down + { + mo->player->deltaviewheight = mo->momz>>3; + S_StartSound(mo, sfx_plroof); +#ifdef __WATCOMC__ + if(!useexterndriver) + { + mo->player->centering = true; + } +#else + mo->player->centering = true; +#endif + } + mo->momz = 0; + } + if(mo->flags&MF_SKULLFLY) + { // The skull slammed into something + mo->momz = -mo->momz; + } + if(mo->info->crashstate && (mo->flags&MF_CORPSE)) + { + P_SetMobjState(mo, mo->info->crashstate); + return; + } + } + else if(mo->flags2&MF2_LOGRAV) + { + if(mo->momz == 0) + mo->momz = -(GRAVITY>>3)*2; + else + mo->momz -= GRAVITY>>3; + } + else if (! (mo->flags & MF_NOGRAVITY) ) + { + if (mo->momz == 0) + mo->momz = -GRAVITY*2; + else + mo->momz -= GRAVITY; + } + + if (mo->z + mo->height > mo->ceilingz) + { // hit the ceiling + if (mo->momz > 0) + mo->momz = 0; + mo->z = mo->ceilingz - mo->height; + if (mo->flags & MF_SKULLFLY) + { // the skull slammed into something + mo->momz = -mo->momz; + } + if (mo->flags & MF_MISSILE) + { + if(mo->subsector->sector->ceilingpic == skyflatnum) + { + if(mo->type == MT_BLOODYSKULL) + { + mo->momx = mo->momy = 0; + mo->momz = -FRACUNIT; + } + else + { + P_RemoveMobj(mo); + } + return; + } + P_ExplodeMissile(mo); + return; + } + } +} + + +/* +================ += += P_NightmareRespawn += +================ +*/ + +void P_NightmareRespawn (mobj_t *mobj) +{ + fixed_t x,y,z; + subsector_t *ss; + mobj_t *mo; + mapthing_t *mthing; + + x = mobj->spawnpoint.x << FRACBITS; + y = mobj->spawnpoint.y << FRACBITS; + + if (!P_CheckPosition (mobj, x, y) ) + return; // somthing is occupying it's position + + +// spawn a teleport fog at old spot + + mo = P_SpawnMobj (mobj->x, mobj->y, + mobj->subsector->sector->floorheight+TELEFOGHEIGHT, MT_TFOG); + S_StartSound (mo, sfx_telept); + +// spawn a teleport fog at the new spot + ss = R_PointInSubsector (x,y); + mo = P_SpawnMobj (x, y, ss->sector->floorheight+TELEFOGHEIGHT, MT_TFOG); + S_StartSound (mo, sfx_telept); + +// spawn the new monster + mthing = &mobj->spawnpoint; + +// spawn it + if (mobj->info->flags & MF_SPAWNCEILING) + z = ONCEILINGZ; + else + z = ONFLOORZ; + mo = P_SpawnMobj (x,y,z, mobj->type); + mo->spawnpoint = mobj->spawnpoint; + mo->angle = ANG45 * (mthing->angle/45); + if (mthing->options & MTF_AMBUSH) + mo->flags |= MF_AMBUSH; + + mo->reactiontime = 18; + +// remove the old monster + P_RemoveMobj (mobj); +} + +//---------------------------------------------------------------------------- +// +// PROC P_BlasterMobjThinker +// +// Thinker for the ultra-fast blaster PL2 ripper-spawning missile. +// +//---------------------------------------------------------------------------- + +void P_BlasterMobjThinker(mobj_t *mobj) +{ + int i; + fixed_t xfrac; + fixed_t yfrac; + fixed_t zfrac; + fixed_t z; + boolean changexy; + + // Handle movement + if(mobj->momx || mobj->momy || + (mobj->z != mobj->floorz) || mobj->momz) + { + xfrac = mobj->momx>>3; + yfrac = mobj->momy>>3; + zfrac = mobj->momz>>3; + changexy = xfrac || yfrac; + for(i = 0; i < 8; i++) + { + if(changexy) + { + if(!P_TryMove(mobj, mobj->x+xfrac, mobj->y+yfrac)) + { // Blocked move + P_ExplodeMissile(mobj); + return; + } + } + mobj->z += zfrac; + if(mobj->z <= mobj->floorz) + { // Hit the floor + mobj->z = mobj->floorz; + P_HitFloor(mobj); + P_ExplodeMissile(mobj); + return; + } + if(mobj->z+mobj->height > mobj->ceilingz) + { // Hit the ceiling + mobj->z = mobj->ceilingz-mobj->height; + P_ExplodeMissile(mobj); + return; + } + if(changexy && (P_Random() < 64)) + { + z = mobj->z-8*FRACUNIT; + if(z < mobj->floorz) + { + z = mobj->floorz; + } + P_SpawnMobj(mobj->x, mobj->y, z, MT_BLASTERSMOKE); + } + } + } + // Advance the state + if(mobj->tics != -1) + { + mobj->tics--; + while(!mobj->tics) + { + if(!P_SetMobjState(mobj, mobj->state->nextstate)) + { // mobj was removed + return; + } + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_MobjThinker +// +//---------------------------------------------------------------------------- + +void P_MobjThinker(mobj_t *mobj) +{ + mobj_t *onmo; + + // Handle X and Y momentums + if(mobj->momx || mobj->momy || (mobj->flags&MF_SKULLFLY)) + { + P_XYMovement(mobj); + if(mobj->thinker.function == (think_t)-1) + { // mobj was removed + return; + } + } + if(mobj->flags2&MF2_FLOATBOB) + { // Floating item bobbing motion + mobj->z = mobj->floorz+FloatBobOffsets[(mobj->health++)&63]; + } + else if((mobj->z != mobj->floorz) || mobj->momz) + { // Handle Z momentum and gravity + if(mobj->flags2&MF2_PASSMOBJ) + { + if(!(onmo = P_CheckOnmobj(mobj))) + { + P_ZMovement(mobj); + } + else + { + if(mobj->player && mobj->momz < 0) + { + mobj->flags2 |= MF2_ONMOBJ; + mobj->momz = 0; + } + if(mobj->player && (onmo->player || onmo->type == MT_POD)) + { + mobj->momx = onmo->momx; + mobj->momy = onmo->momy; + if(onmo->z < onmo->floorz) + { + mobj->z += onmo->floorz-onmo->z; + if(onmo->player) + { + onmo->player->viewheight -= onmo->floorz-onmo->z; + onmo->player->deltaviewheight = (VIEWHEIGHT- + onmo->player->viewheight)>>3; + } + onmo->z = onmo->floorz; + } + } + } + } + else + { + P_ZMovement(mobj); + } + if(mobj->thinker.function == (think_t)-1) + { // mobj was removed + return; + } + } + +// +// cycle through states, calling action functions at transitions +// + if(mobj->tics != -1) + { + mobj->tics--; + // you can cycle through multiple states in a tic + while(!mobj->tics) + { + if(!P_SetMobjState(mobj, mobj->state->nextstate)) + { // mobj was removed + return; + } + } + } + else + { // Check for monster respawn + if(!(mobj->flags&MF_COUNTKILL)) + { + return; + } + if(!respawnmonsters) + { + return; + } + mobj->movecount++; + if(mobj->movecount < 12*35) + { + return; + } + if(leveltime&31) + { + return; + } + if(P_Random() > 4) + { + return; + } + P_NightmareRespawn(mobj); + } +} + +/* +=============== += += P_SpawnMobj += +=============== +*/ + +mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) +{ + mobj_t *mobj; + state_t *st; + mobjinfo_t *info; + fixed_t space; + + mobj = Z_Malloc(sizeof(*mobj), PU_LEVEL, NULL); + memset(mobj, 0, sizeof(*mobj)); + info = &mobjinfo[type]; + mobj->type = type; + mobj->info = info; + mobj->x = x; + mobj->y = y; + mobj->radius = info->radius; + mobj->height = info->height; + mobj->flags = info->flags; + mobj->flags2 = info->flags2; + mobj->damage = info->damage; + mobj->health = info->spawnhealth; + if(gameskill != sk_nightmare) + { + mobj->reactiontime = info->reactiontime; + } + mobj->lastlook = P_Random()%MAXPLAYERS; + + // Set the state, but do not use P_SetMobjState, because action + // routines can't be called yet. If the spawnstate has an action + // routine, it will not be called. + st = &states[info->spawnstate]; + mobj->state = st; + mobj->tics = st->tics; + mobj->sprite = st->sprite; + mobj->frame = st->frame; + + // Set subsector and/or block links. + P_SetThingPosition(mobj); + mobj->floorz = mobj->subsector->sector->floorheight; + mobj->ceilingz = mobj->subsector->sector->ceilingheight; + if(z == ONFLOORZ) + { + mobj->z = mobj->floorz; + } + else if(z == ONCEILINGZ) + { + mobj->z = mobj->ceilingz-mobj->info->height; + } + else if(z == FLOATRANDZ) + { + space = ((mobj->ceilingz)-(mobj->info->height))-mobj->floorz; + if(space > 48*FRACUNIT) + { + space -= 40*FRACUNIT; + mobj->z = ((space*P_Random())>>8)+mobj->floorz+40*FRACUNIT; + } + else + { + mobj->z = mobj->floorz; + } + } + else + { + mobj->z = z; + } + if(mobj->flags2&MF2_FOOTCLIP && P_GetThingFloorType(mobj) != FLOOR_SOLID + && mobj->floorz == mobj->subsector->sector->floorheight) + { + mobj->flags2 |= MF2_FEETARECLIPPED; + } + else + { + mobj->flags2 &= ~MF2_FEETARECLIPPED; + } + + mobj->thinker.function = P_MobjThinker; + P_AddThinker(&mobj->thinker); + return(mobj); +} + +/* +=============== += += P_RemoveMobj += +=============== +*/ + +void P_RemoveMobj(mobj_t *mobj) +{ +// unlink from sector and block lists + P_UnsetThingPosition (mobj); +// stop any playing sound + S_StopSound(mobj); +// free block + P_RemoveThinker((thinker_t *)mobj); +} + +//============================================================================= + + +/* +============ += += P_SpawnPlayer += += Called when a player is spawned on the level += Most of the player structure stays unchanged between levels +============ +*/ + +void P_SpawnPlayer(mapthing_t *mthing) +{ + player_t *p; + fixed_t x,y,z; + mobj_t *mobj; + int i; + extern int playerkeys; + + if (!playeringame[mthing->type-1]) + return; // not playing + + p = &players[mthing->type-1]; + + if (p->playerstate == PST_REBORN) + G_PlayerReborn (mthing->type-1); + + x = mthing->x << FRACBITS; + y = mthing->y << FRACBITS; + + z = ONFLOORZ; + mobj = P_SpawnMobj (x,y,z, MT_PLAYER); + if (mthing->type > 1) // set color translations for player sprites + mobj->flags |= (mthing->type-1)<angle = ANG45 * (mthing->angle/45); + mobj->player = p; + mobj->health = p->health; + p->mo = mobj; + p->playerstate = PST_LIVE; + p->refire = 0; + p->message = NULL; + p->damagecount = 0; + p->bonuscount = 0; + p->chickenTics = 0; + p->rain1 = NULL; + p->rain2 = NULL; + p->extralight = 0; + p->fixedcolormap = 0; + p->viewheight = VIEWHEIGHT; + P_SetupPsprites(p); // setup gun psprite + if(deathmatch) + { // Give all keys in death match mode + for(i = 0; i < NUMKEYS; i++) + { + p->keys[i] = true; + if(p == &players[consoleplayer]) + { + playerkeys = 7; + UpdateState |= I_STATBAR; + } + } + } + else if(p == &players[consoleplayer]) + { + playerkeys = 0; + UpdateState |= I_STATBAR; + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_SpawnMapThing +// +// The fields of the mapthing should already be in host byte order. +// +//---------------------------------------------------------------------------- + +void P_SpawnMapThing(mapthing_t *mthing) +{ + int i; + int bit; + mobj_t *mobj; + fixed_t x, y, z; + +// count deathmatch start positions + if(mthing->type == 11) + { + if(deathmatch_p < &deathmatchstarts[10]) + { + memcpy(deathmatch_p, mthing, sizeof(*mthing)); + deathmatch_p++; + } + return; + } + +// check for players specially + if(mthing->type <= 4) + { + // save spots for respawning in network games + playerstarts[mthing->type-1] = *mthing; + if(!deathmatch) + { + P_SpawnPlayer(mthing); + } + return; + } + + // Ambient sound sequences + if(mthing->type >= 1200 && mthing->type < 1300) + { + P_AddAmbientSfx(mthing->type-1200); + return; + } + + // Check for boss spots + if(mthing->type == 56) // Monster_BossSpot + { + P_AddBossSpot(mthing->x<y<angle/45)); + return; + } + +// check for apropriate skill level + if (!netgame && (mthing->options & 16) ) + return; + + if (gameskill == sk_baby) + bit = 1; + else if (gameskill == sk_nightmare) + bit = 4; + else + bit = 1<<(gameskill-1); + if (!(mthing->options & bit) ) + return; + +// find which type to spawn + for (i=0 ; i< NUMMOBJTYPES ; i++) + if (mthing->type == mobjinfo[i].doomednum) + break; + + if (i==NUMMOBJTYPES) + I_Error ("P_SpawnMapThing: Unknown type %i at (%i, %i)",mthing->type + , mthing->x, mthing->y); + +// don't spawn keys and players in deathmatch + if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH) + return; + +// don't spawn any monsters if -nomonsters + if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL) ) + return; + +// spawn it + switch(i) + { // Special stuff + case MT_WSKULLROD: + case MT_WPHOENIXROD: + case MT_AMSKRDWIMPY: + case MT_AMSKRDHEFTY: + case MT_AMPHRDWIMPY: + case MT_AMPHRDHEFTY: + case MT_AMMACEWIMPY: + case MT_AMMACEHEFTY: + case MT_ARTISUPERHEAL: + case MT_ARTITELEPORT: + case MT_ITEMSHIELD2: + if(shareware) + { // Don't place on map in shareware version + return; + } + break; + case MT_WMACE: + if(!shareware) + { // Put in the mace spot list + P_AddMaceSpot(mthing); + return; + } + return; + default: + break; + } + x = mthing->x<y<flags2&MF2_FLOATBOB) + { // Seed random starting index for bobbing motion + mobj->health = P_Random(); + } + if(mobj->tics > 0) + { + mobj->tics = 1+(P_Random()%mobj->tics); + } + if(mobj->flags&MF_COUNTKILL) + { + totalkills++; + mobj->spawnpoint = *mthing; + } + if(mobj->flags&MF_COUNTITEM) + { + totalitems++; + } + mobj->angle = ANG45*(mthing->angle/45); + if(mthing->options&MTF_AMBUSH) + { + mobj->flags |= MF_AMBUSH; + } +} + +/* +=============================================================================== + + GAME SPAWN FUNCTIONS + +=============================================================================== +*/ + +//--------------------------------------------------------------------------- +// +// PROC P_SpawnPuff +// +//--------------------------------------------------------------------------- + +extern fixed_t attackrange; + +void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z) +{ + mobj_t *puff; + + z += ((P_Random()-P_Random())<<10); + puff = P_SpawnMobj(x, y, z, PuffType); + if(puff->info->attacksound) + { + S_StartSound(puff, puff->info->attacksound); + } + switch(PuffType) + { + case MT_BEAKPUFF: + case MT_STAFFPUFF: + puff->momz = FRACUNIT; + break; + case MT_GAUNTLETPUFF1: + case MT_GAUNTLETPUFF2: + puff->momz = .8*FRACUNIT; + default: + break; + } +} + +/* +================ += += P_SpawnBlood += +================ +*/ + +/* +void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage) +{ + mobj_t *th; + + z += ((P_Random()-P_Random())<<10); + th = P_SpawnMobj (x,y,z, MT_BLOOD); + th->momz = FRACUNIT*2; + th->tics -= P_Random()&3; + + if (damage <= 12 && damage >= 9) + P_SetMobjState (th,S_BLOOD2); + else if (damage < 9) + P_SetMobjState (th,S_BLOOD3); +} +*/ + +//--------------------------------------------------------------------------- +// +// PROC P_BloodSplatter +// +//--------------------------------------------------------------------------- + +void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator) +{ + mobj_t *mo; + + mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER); + mo->target = originator; + mo->momx = (P_Random()-P_Random())<<9; + mo->momy = (P_Random()-P_Random())<<9; + mo->momz = FRACUNIT*2; +} + +//--------------------------------------------------------------------------- +// +// PROC P_RipperBlood +// +//--------------------------------------------------------------------------- + +void P_RipperBlood(mobj_t *mo) +{ + mobj_t *th; + fixed_t x, y, z; + + x = mo->x+((P_Random()-P_Random())<<12); + y = mo->y+((P_Random()-P_Random())<<12); + z = mo->z+((P_Random()-P_Random())<<12); + th = P_SpawnMobj(x, y, z, MT_BLOOD); + th->flags |= MF_NOGRAVITY; + th->momx = mo->momx>>1; + th->momy = mo->momy>>1; + th->tics += P_Random()&3; +} + +//--------------------------------------------------------------------------- +// +// FUNC P_GetThingFloorType +// +//--------------------------------------------------------------------------- + +int P_GetThingFloorType(mobj_t *thing) +{ + return(TerrainTypes[thing->subsector->sector->floorpic]); +/* + if(thing->subsector->sector->floorpic + == W_GetNumForName("FLTWAWA1")-firstflat) + { + return(FLOOR_WATER); + } + else + { + return(FLOOR_SOLID); + } +*/ +} + +//--------------------------------------------------------------------------- +// +// FUNC P_HitFloor +// +//--------------------------------------------------------------------------- + +int P_HitFloor(mobj_t *thing) +{ + mobj_t *mo; + + if(thing->floorz != thing->subsector->sector->floorheight) + { // don't splash if landing on the edge above water/lava/etc.... + return(FLOOR_SOLID); + } + switch(P_GetThingFloorType(thing)) + { + case FLOOR_WATER: + P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE); + mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH); + mo->target = thing; + mo->momx = (P_Random()-P_Random())<<8; + mo->momy = (P_Random()-P_Random())<<8; + mo->momz = 2*FRACUNIT+(P_Random()<<8); + S_StartSound(mo, sfx_gloop); + return(FLOOR_WATER); + case FLOOR_LAVA: + P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH); + mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE); + mo->momz = FRACUNIT+(P_Random()<<7); + S_StartSound(mo, sfx_burn); + return(FLOOR_LAVA); + case FLOOR_SLUDGE: + P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH); + mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGECHUNK); + mo->target = thing; + mo->momx = (P_Random()-P_Random())<<8; + mo->momy = (P_Random()-P_Random())<<8; + mo->momz = FRACUNIT+(P_Random()<<8); + return(FLOOR_SLUDGE); + } + return(FLOOR_SOLID); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_CheckMissileSpawn +// +// Returns true if the missile is at a valid spawn point, otherwise +// explodes it and returns false. +// +//--------------------------------------------------------------------------- + +boolean P_CheckMissileSpawn(mobj_t *missile) +{ + //missile->tics -= P_Random()&3; + + // move a little forward so an angle can be computed if it + // immediately explodes + missile->x += (missile->momx>>1); + missile->y += (missile->momy>>1); + missile->z += (missile->momz>>1); + if(!P_TryMove(missile, missile->x, missile->y)) + { + P_ExplodeMissile(missile); + return(false); + } + return(true); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_SpawnMissile +// +// Returns NULL if the missile exploded immediately, otherwise returns +// a mobj_t pointer to the missile. +// +//--------------------------------------------------------------------------- + +mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type) +{ + fixed_t z; + mobj_t *th; + angle_t an; + int dist; + + switch(type) + { + case MT_MNTRFX1: // Minotaur swing attack missile + z = source->z+40*FRACUNIT; + break; + case MT_MNTRFX2: // Minotaur floor fire missile + z = ONFLOORZ; + break; + case MT_SRCRFX1: // Sorcerer Demon fireball + z = source->z+48*FRACUNIT; + break; + case MT_KNIGHTAXE: // Knight normal axe + case MT_REDAXE: // Knight red power axe + z = source->z+36*FRACUNIT; + break; + default: + z = source->z+32*FRACUNIT; + break; + } + if(source->flags2&MF2_FEETARECLIPPED) + { + z -= FOOTCLIPSIZE; + } + th = P_SpawnMobj(source->x, source->y, z, type); + if(th->info->seesound) + { + S_StartSound(th, th->info->seesound); + } + th->target = source; // Originator + an = R_PointToAngle2(source->x, source->y, dest->x, dest->y); + if(dest->flags&MF_SHADOW) + { // Invisible target + an += (P_Random()-P_Random())<<21; + } + th->angle = an; + an >>= ANGLETOFINESHIFT; + th->momx = FixedMul(th->info->speed, finecosine[an]); + th->momy = FixedMul(th->info->speed, finesine[an]); + dist = P_AproxDistance(dest->x - source->x, dest->y - source->y); + dist = dist/th->info->speed; + if(dist < 1) + { + dist = 1; + } + th->momz = (dest->z-source->z)/dist; + return(P_CheckMissileSpawn(th) ? th : NULL); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_SpawnMissileAngle +// +// Returns NULL if the missile exploded immediately, otherwise returns +// a mobj_t pointer to the missile. +// +//--------------------------------------------------------------------------- + +mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type, + angle_t angle, fixed_t momz) +{ + fixed_t z; + mobj_t *mo; + + switch(type) + { + case MT_MNTRFX1: // Minotaur swing attack missile + z = source->z+40*FRACUNIT; + break; + case MT_MNTRFX2: // Minotaur floor fire missile + z = ONFLOORZ; + break; + case MT_SRCRFX1: // Sorcerer Demon fireball + z = source->z+48*FRACUNIT; + break; + default: + z = source->z+32*FRACUNIT; + break; + } + if(source->flags2&MF2_FEETARECLIPPED) + { + z -= FOOTCLIPSIZE; + } + mo = P_SpawnMobj(source->x, source->y, z, type); + if(mo->info->seesound) + { + S_StartSound(mo, mo->info->seesound); + } + mo->target = source; // Originator + mo->angle = angle; + angle >>= ANGLETOFINESHIFT; + mo->momx = FixedMul(mo->info->speed, finecosine[angle]); + mo->momy = FixedMul(mo->info->speed, finesine[angle]); + mo->momz = momz; + return(P_CheckMissileSpawn(mo) ? mo : NULL); +} + +/* +================ += += P_SpawnPlayerMissile += += Tries to aim at a nearby monster +================ +*/ + +mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type) +{ + angle_t an; + fixed_t x, y, z, slope; + + // Try to find a target + an = source->angle; + slope = P_AimLineAttack(source, an, 16*64*FRACUNIT); + if(!linetarget) + { + an += 1<<26; + slope = P_AimLineAttack(source, an, 16*64*FRACUNIT); + if(!linetarget) + { + an -= 2<<26; + slope = P_AimLineAttack(source, an, 16*64*FRACUNIT); + } + if(!linetarget) + { + an = source->angle; + slope = ((source->player->lookdir)<x; + y = source->y; + z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<flags2&MF2_FEETARECLIPPED) + { + z -= FOOTCLIPSIZE; + } + MissileMobj = P_SpawnMobj(x, y, z, type); + if(MissileMobj->info->seesound) + { + S_StartSound(MissileMobj, MissileMobj->info->seesound); + } + MissileMobj->target = source; + MissileMobj->angle = an; + MissileMobj->momx = FixedMul(MissileMobj->info->speed, + finecosine[an>>ANGLETOFINESHIFT]); + MissileMobj->momy = FixedMul(MissileMobj->info->speed, + finesine[an>>ANGLETOFINESHIFT]); + MissileMobj->momz = FixedMul(MissileMobj->info->speed, slope); + if(MissileMobj->type == MT_BLASTERFX1) + { // Ultra-fast ripper spawning missile + MissileMobj->x += (MissileMobj->momx>>3); + MissileMobj->y += (MissileMobj->momy>>3); + MissileMobj->z += (MissileMobj->momz>>3); + } + else + { // Normal missile + MissileMobj->x += (MissileMobj->momx>>1); + MissileMobj->y += (MissileMobj->momy>>1); + MissileMobj->z += (MissileMobj->momz>>1); + } + if(!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y)) + { // Exploded immediately + P_ExplodeMissile(MissileMobj); + return(NULL); + } + return(MissileMobj); +} + +//--------------------------------------------------------------------------- +// +// PROC P_SPMAngle +// +//--------------------------------------------------------------------------- + +mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle) +{ + mobj_t *th; + angle_t an; + fixed_t x, y, z, slope; + +// +// see which target is to be aimed at +// + an = angle; + slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); + if (!linetarget) + { + an += 1<<26; + slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); + if (!linetarget) + { + an -= 2<<26; + slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); + } + if (!linetarget) + { + an = angle; + slope = ((source->player->lookdir)<x; + y = source->y; + z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<flags2&MF2_FEETARECLIPPED) + { + z -= FOOTCLIPSIZE; + } + th = P_SpawnMobj(x, y, z, type); + if(th->info->seesound) + { + S_StartSound(th, th->info->seesound); + } + th->target = source; + th->angle = an; + th->momx = FixedMul(th->info->speed, finecosine[an>>ANGLETOFINESHIFT]); + th->momy = FixedMul(th->info->speed, finesine[an>>ANGLETOFINESHIFT]); + th->momz = FixedMul(th->info->speed, slope); + return(P_CheckMissileSpawn(th) ? th : NULL); +} + +//--------------------------------------------------------------------------- +// +// PROC A_ContMobjSound +// +//--------------------------------------------------------------------------- + +void A_ContMobjSound(mobj_t *actor) +{ + switch(actor->type) + { + case MT_KNIGHTAXE: + S_StartSound(actor, sfx_kgtatk); + break; + case MT_MUMMYFX1: + S_StartSound(actor, sfx_mumhed); + break; + default: + break; + } +} diff --git a/base/p_plats.c b/base/p_plats.c new file mode 100644 index 0000000..0780f66 --- /dev/null +++ b/base/p_plats.c @@ -0,0 +1,240 @@ + +// P_plats.c + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +plat_t *activeplats[MAXPLATS]; + +//================================================================== +// +// Move a plat up and down +// +//================================================================== +void T_PlatRaise(plat_t *plat) +{ + result_e res; + + switch(plat->status) + { + case up: + res = T_MovePlane(plat->sector,plat->speed, + plat->high,plat->crush,0,1); + if(!(leveltime&31)) + { + S_StartSound((mobj_t *)&plat->sector->soundorg, + sfx_stnmov); + } + if(plat->type == raiseAndChange + || plat->type == raiseToNearestAndChange) + { + if(!(leveltime&7)) + { + S_StartSound((mobj_t *)&plat->sector->soundorg, + sfx_stnmov); + } + } + if (res == crushed && (!plat->crush)) + { + plat->count = plat->wait; + plat->status = down; + S_StartSound((mobj_t *)&plat->sector->soundorg, sfx_pstart); + } + else + if (res == pastdest) + { + plat->count = plat->wait; + plat->status = waiting; + S_StartSound((mobj_t *)&plat->sector->soundorg, sfx_pstop); + switch(plat->type) + { + case downWaitUpStay: + P_RemoveActivePlat(plat); + break; + case raiseAndChange: + P_RemoveActivePlat(plat); + break; + default: + break; + } + } + break; + case down: + res = T_MovePlane(plat->sector,plat->speed,plat->low,false,0,-1); + if (res == pastdest) + { + plat->count = plat->wait; + plat->status = waiting; + S_StartSound((mobj_t *)&plat->sector->soundorg, sfx_pstop); + } + else + { + if(!(leveltime&31)) + { + S_StartSound((mobj_t *)&plat->sector->soundorg, + sfx_stnmov); + } + } + break; + case waiting: + if (!--plat->count) + { + if (plat->sector->floorheight == plat->low) + plat->status = up; + else + plat->status = down; + S_StartSound((mobj_t *)&plat->sector->soundorg, sfx_pstart); + } + case in_stasis: + break; + } +} + +//================================================================== +// +// Do Platforms +// "amount" is only used for SOME platforms. +// +//================================================================== +int EV_DoPlat(line_t *line,plattype_e type,int amount) +{ + plat_t *plat; + int secnum; + int rtn; + sector_t *sec; + + secnum = -1; + rtn = 0; + + // + // Activate all plats that are in_stasis + // + switch(type) + { + case perpetualRaise: + P_ActivateInStasis(line->tag); + break; + default: + break; + } + + while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) + { + sec = §ors[secnum]; + if (sec->specialdata) + continue; + + // + // Find lowest & highest floors around sector + // + rtn = 1; + plat = Z_Malloc( sizeof(*plat), PU_LEVSPEC, 0); + P_AddThinker(&plat->thinker); + + plat->type = type; + plat->sector = sec; + plat->sector->specialdata = plat; + plat->thinker.function = T_PlatRaise; + plat->crush = false; + plat->tag = line->tag; + switch(type) + { + case raiseToNearestAndChange: + plat->speed = PLATSPEED/2; + sec->floorpic = sides[line->sidenum[0]].sector->floorpic; + plat->high = P_FindNextHighestFloor(sec,sec->floorheight); + plat->wait = 0; + plat->status = up; + sec->special = 0; // NO MORE DAMAGE, IF APPLICABLE + S_StartSound((mobj_t *)&sec->soundorg, sfx_stnmov); + break; + case raiseAndChange: + plat->speed = PLATSPEED/2; + sec->floorpic = sides[line->sidenum[0]].sector->floorpic; + plat->high = sec->floorheight + amount*FRACUNIT; + plat->wait = 0; + plat->status = up; + S_StartSound((mobj_t *)&sec->soundorg, sfx_stnmov); + break; + case downWaitUpStay: + plat->speed = PLATSPEED * 4; + plat->low = P_FindLowestFloorSurrounding(sec); + if (plat->low > sec->floorheight) + plat->low = sec->floorheight; + plat->high = sec->floorheight; + plat->wait = 35*PLATWAIT; + plat->status = down; + S_StartSound((mobj_t *)&sec->soundorg, sfx_pstart); + break; + case perpetualRaise: + plat->speed = PLATSPEED; + plat->low = P_FindLowestFloorSurrounding(sec); + if (plat->low > sec->floorheight) + plat->low = sec->floorheight; + plat->high = P_FindHighestFloorSurrounding(sec); + if (plat->high < sec->floorheight) + plat->high = sec->floorheight; + plat->wait = 35*PLATWAIT; + plat->status = P_Random()&1; + S_StartSound((mobj_t *)&sec->soundorg, sfx_pstart); + break; + } + P_AddActivePlat(plat); + } + return rtn; +} + +void P_ActivateInStasis(int tag) +{ + int i; + + for (i = 0;i < MAXPLATS;i++) + if (activeplats[i] && + (activeplats[i])->tag == tag && + (activeplats[i])->status == in_stasis) + { + (activeplats[i])->status = (activeplats[i])->oldstatus; + (activeplats[i])->thinker.function = T_PlatRaise; + } +} + +void EV_StopPlat(line_t *line) +{ + int j; + + for (j = 0;j < MAXPLATS;j++) + if (activeplats[j] && ((activeplats[j])->status != in_stasis) && + ((activeplats[j])->tag == line->tag)) + { + (activeplats[j])->oldstatus = (activeplats[j])->status; + (activeplats[j])->status = in_stasis; + (activeplats[j])->thinker.function = NULL; + } +} + +void P_AddActivePlat(plat_t *plat) +{ + int i; + for (i = 0;i < MAXPLATS;i++) + if (activeplats[i] == NULL) + { + activeplats[i] = plat; + return; + } + I_Error ("P_AddActivePlat: no more plats!"); +} + +void P_RemoveActivePlat(plat_t *plat) +{ + int i; + for (i = 0;i < MAXPLATS;i++) + if (plat == activeplats[i]) + { + (activeplats[i])->sector->specialdata = NULL; + P_RemoveThinker(&(activeplats[i])->thinker); + activeplats[i] = NULL; + return; + } + I_Error ("P_RemoveActivePlat: can't find plat!"); +} diff --git a/base/p_pspr.c b/base/p_pspr.c new file mode 100644 index 0000000..11f2622 --- /dev/null +++ b/base/p_pspr.c @@ -0,0 +1,1869 @@ + +// P_pspr.c + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +// Macros + +#define LOWERSPEED FRACUNIT*6 +#define RAISESPEED FRACUNIT*6 +#define WEAPONBOTTOM 128*FRACUNIT +#define WEAPONTOP 32*FRACUNIT +#define FLAME_THROWER_TICS 10*35 +#define MAGIC_JUNK 1234 +#define MAX_MACE_SPOTS 8 + +static int MaceSpotCount; +static struct +{ + fixed_t x; + fixed_t y; +} MaceSpots[MAX_MACE_SPOTS]; + +fixed_t bulletslope; + +static int WeaponAmmoUsePL1[NUMWEAPONS] = { + 0, // staff + USE_GWND_AMMO_1, // gold wand + USE_CBOW_AMMO_1, // crossbow + USE_BLSR_AMMO_1, // blaster + USE_SKRD_AMMO_1, // skull rod + USE_PHRD_AMMO_1, // phoenix rod + USE_MACE_AMMO_1, // mace + 0, // gauntlets + 0 // beak +}; + +static int WeaponAmmoUsePL2[NUMWEAPONS] = { + 0, // staff + USE_GWND_AMMO_2, // gold wand + USE_CBOW_AMMO_2, // crossbow + USE_BLSR_AMMO_2, // blaster + USE_SKRD_AMMO_2, // skull rod + USE_PHRD_AMMO_2, // phoenix rod + USE_MACE_AMMO_2, // mace + 0, // gauntlets + 0 // beak +}; + +weaponinfo_t wpnlev1info[NUMWEAPONS] = +{ + { // Staff + am_noammo, // ammo + S_STAFFUP, // upstate + S_STAFFDOWN, // downstate + S_STAFFREADY, // readystate + S_STAFFATK1_1, // atkstate + S_STAFFATK1_1, // holdatkstate + S_NULL // flashstate + }, + { // Gold wand + am_goldwand, // ammo + S_GOLDWANDUP, // upstate + S_GOLDWANDDOWN, // downstate + S_GOLDWANDREADY, // readystate + S_GOLDWANDATK1_1, // atkstate + S_GOLDWANDATK1_1, // holdatkstate + S_NULL // flashstate + }, + { // Crossbow + am_crossbow, // ammo + S_CRBOWUP, // upstate + S_CRBOWDOWN, // downstate + S_CRBOW1, // readystate + S_CRBOWATK1_1, // atkstate + S_CRBOWATK1_1, // holdatkstate + S_NULL // flashstate + }, + { // Blaster + am_blaster, // ammo + S_BLASTERUP, // upstate + S_BLASTERDOWN, // downstate + S_BLASTERREADY, // readystate + S_BLASTERATK1_1, // atkstate + S_BLASTERATK1_3, // holdatkstate + S_NULL // flashstate + }, + { // Skull rod + am_skullrod, // ammo + S_HORNRODUP, // upstate + S_HORNRODDOWN, // downstate + S_HORNRODREADY, // readystae + S_HORNRODATK1_1, // atkstate + S_HORNRODATK1_1, // holdatkstate + S_NULL // flashstate + }, + { // Phoenix rod + am_phoenixrod, // ammo + S_PHOENIXUP, // upstate + S_PHOENIXDOWN, // downstate + S_PHOENIXREADY, // readystate + S_PHOENIXATK1_1, // atkstate + S_PHOENIXATK1_1, // holdatkstate + S_NULL // flashstate + }, + { // Mace + am_mace, // ammo + S_MACEUP, // upstate + S_MACEDOWN, // downstate + S_MACEREADY, // readystate + S_MACEATK1_1, // atkstate + S_MACEATK1_2, // holdatkstate + S_NULL // flashstate + }, + { // Gauntlets + am_noammo, // ammo + S_GAUNTLETUP, // upstate + S_GAUNTLETDOWN, // downstate + S_GAUNTLETREADY, // readystate + S_GAUNTLETATK1_1, // atkstate + S_GAUNTLETATK1_3, // holdatkstate + S_NULL // flashstate + }, + { // Beak + am_noammo, // ammo + S_BEAKUP, // upstate + S_BEAKDOWN, // downstate + S_BEAKREADY, // readystate + S_BEAKATK1_1, // atkstate + S_BEAKATK1_1, // holdatkstate + S_NULL // flashstate + } +}; + +weaponinfo_t wpnlev2info[NUMWEAPONS] = +{ + { // Staff + am_noammo, // ammo + S_STAFFUP2, // upstate + S_STAFFDOWN2, // downstate + S_STAFFREADY2_1, // readystate + S_STAFFATK2_1, // atkstate + S_STAFFATK2_1, // holdatkstate + S_NULL // flashstate + }, + { // Gold wand + am_goldwand, // ammo + S_GOLDWANDUP, // upstate + S_GOLDWANDDOWN, // downstate + S_GOLDWANDREADY, // readystate + S_GOLDWANDATK2_1, // atkstate + S_GOLDWANDATK2_1, // holdatkstate + S_NULL // flashstate + }, + { // Crossbow + am_crossbow, // ammo + S_CRBOWUP, // upstate + S_CRBOWDOWN, // downstate + S_CRBOW1, // readystate + S_CRBOWATK2_1, // atkstate + S_CRBOWATK2_1, // holdatkstate + S_NULL // flashstate + }, + { // Blaster + am_blaster, // ammo + S_BLASTERUP, // upstate + S_BLASTERDOWN, // downstate + S_BLASTERREADY, // readystate + S_BLASTERATK2_1, // atkstate + S_BLASTERATK2_3, // holdatkstate + S_NULL // flashstate + }, + { // Skull rod + am_skullrod, // ammo + S_HORNRODUP, // upstate + S_HORNRODDOWN, // downstate + S_HORNRODREADY, // readystae + S_HORNRODATK2_1, // atkstate + S_HORNRODATK2_1, // holdatkstate + S_NULL // flashstate + }, + { // Phoenix rod + am_phoenixrod, // ammo + S_PHOENIXUP, // upstate + S_PHOENIXDOWN, // downstate + S_PHOENIXREADY, // readystate + S_PHOENIXATK2_1, // atkstate + S_PHOENIXATK2_2, // holdatkstate + S_NULL // flashstate + }, + { // Mace + am_mace, // ammo + S_MACEUP, // upstate + S_MACEDOWN, // downstate + S_MACEREADY, // readystate + S_MACEATK2_1, // atkstate + S_MACEATK2_1, // holdatkstate + S_NULL // flashstate + }, + { // Gauntlets + am_noammo, // ammo + S_GAUNTLETUP2, // upstate + S_GAUNTLETDOWN2, // downstate + S_GAUNTLETREADY2_1, // readystate + S_GAUNTLETATK2_1, // atkstate + S_GAUNTLETATK2_3, // holdatkstate + S_NULL // flashstate + }, + { // Beak + am_noammo, // ammo + S_BEAKUP, // upstate + S_BEAKDOWN, // downstate + S_BEAKREADY, // readystate + S_BEAKATK2_1, // atkstate + S_BEAKATK2_1, // holdatkstate + S_NULL // flashstate + } +}; + +//--------------------------------------------------------------------------- +// +// PROC P_OpenWeapons +// +// Called at level load before things are loaded. +// +//--------------------------------------------------------------------------- + +void P_OpenWeapons(void) +{ + MaceSpotCount = 0; +} + +//--------------------------------------------------------------------------- +// +// PROC P_AddMaceSpot +// +//--------------------------------------------------------------------------- + +void P_AddMaceSpot(mapthing_t *mthing) +{ + if(MaceSpotCount == MAX_MACE_SPOTS) + { + I_Error("Too many mace spots."); + } + MaceSpots[MaceSpotCount].x = mthing->x<y<x = MaceSpots[spot].x; + mo->y = MaceSpots[spot].y; + ss = R_PointInSubsector(mo->x, mo->y); + mo->z = mo->floorz = ss->sector->floorheight; + mo->ceilingz = ss->sector->ceilingheight; + P_SetThingPosition(mo); +} + +//--------------------------------------------------------------------------- +// +// PROC P_CloseWeapons +// +// Called at level load after things are loaded. +// +//--------------------------------------------------------------------------- + +void P_CloseWeapons(void) +{ + int spot; + + if(!MaceSpotCount) + { // No maces placed + return; + } + if(!deathmatch && P_Random() < 64) + { // Sometimes doesn't show up if not in deathmatch + return; + } + spot = P_Random()%MaceSpotCount; + P_SpawnMobj(MaceSpots[spot].x, MaceSpots[spot].y, ONFLOORZ, MT_WMACE); +} + +//--------------------------------------------------------------------------- +// +// PROC P_SetPsprite +// +//--------------------------------------------------------------------------- + +void P_SetPsprite(player_t *player, int position, statenum_t stnum) +{ + pspdef_t *psp; + state_t *state; + + psp = &player->psprites[position]; + do + { + if(!stnum) + { // Object removed itself. + psp->state = NULL; + break; + } + state = &states[stnum]; + psp->state = state; + psp->tics = state->tics; // could be 0 + if(state->misc1) + { // Set coordinates. + psp->sx = state->misc1<sy = state->misc2<action) + { // Call action routine. + state->action(player, psp); + if(!psp->state) + { + break; + } + } + stnum = psp->state->nextstate; + } while(!psp->tics); // An initial state of 0 could cycle through. +} + +/* +================= += += P_CalcSwing += +================= +*/ + +/* +fixed_t swingx, swingy; +void P_CalcSwing (player_t *player) +{ + fixed_t swing; + int angle; + +// OPTIMIZE: tablify this + + swing = player->bob; + + angle = (FINEANGLES/70*leveltime)&FINEMASK; + swingx = FixedMul ( swing, finesine[angle]); + + angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK; + swingy = -FixedMul ( swingx, finesine[angle]); +} +*/ + +//--------------------------------------------------------------------------- +// +// PROC P_ActivateBeak +// +//--------------------------------------------------------------------------- + +void P_ActivateBeak(player_t *player) +{ + player->pendingweapon = wp_nochange; + player->readyweapon = wp_beak; + player->psprites[ps_weapon].sy = WEAPONTOP; + P_SetPsprite(player, ps_weapon, S_BEAKREADY); +} + +//--------------------------------------------------------------------------- +// +// PROC P_PostChickenWeapon +// +//--------------------------------------------------------------------------- + +void P_PostChickenWeapon(player_t *player, weapontype_t weapon) +{ + if(weapon == wp_beak) + { // Should never happen + weapon = wp_staff; + } + player->pendingweapon = wp_nochange; + player->readyweapon = weapon; + player->psprites[ps_weapon].sy = WEAPONBOTTOM; + P_SetPsprite(player, ps_weapon, wpnlev1info[weapon].upstate); +} + +//--------------------------------------------------------------------------- +// +// PROC P_BringUpWeapon +// +// Starts bringing the pending weapon up from the bottom of the screen. +// +//--------------------------------------------------------------------------- + +void P_BringUpWeapon(player_t *player) +{ + statenum_t new; + + if(player->pendingweapon == wp_nochange) + { + player->pendingweapon = player->readyweapon; + } + if(player->pendingweapon == wp_gauntlets) + { + S_StartSound(player->mo, sfx_gntact); + } + if(player->powers[pw_weaponlevel2]) + { + new = wpnlev2info[player->pendingweapon].upstate; + } + else + { + new = wpnlev1info[player->pendingweapon].upstate; + } + player->pendingweapon = wp_nochange; + player->psprites[ps_weapon].sy = WEAPONBOTTOM; + P_SetPsprite(player, ps_weapon, new); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_CheckAmmo +// +// Returns true if there is enough ammo to shoot. If not, selects the +// next weapon to use. +// +//--------------------------------------------------------------------------- + +boolean P_CheckAmmo(player_t *player) +{ + ammotype_t ammo; + int *ammoUse; + int count; + + ammo = wpnlev1info[player->readyweapon].ammo; + if(player->powers[pw_weaponlevel2] && !deathmatch) + { + ammoUse = WeaponAmmoUsePL2; + } + else + { + ammoUse = WeaponAmmoUsePL1; + } + count = ammoUse[player->readyweapon]; + if(ammo == am_noammo || player->ammo[ammo] >= count) + { + return(true); + } + // out of ammo, pick a weapon to change to + do + { + if(player->weaponowned[wp_skullrod] + && player->ammo[am_skullrod] > ammoUse[wp_skullrod]) + { + player->pendingweapon = wp_skullrod; + } + else if(player->weaponowned[wp_blaster] + && player->ammo[am_blaster] > ammoUse[wp_blaster]) + { + player->pendingweapon = wp_blaster; + } + else if(player->weaponowned[wp_crossbow] + && player->ammo[am_crossbow] > ammoUse[wp_crossbow]) + { + player->pendingweapon = wp_crossbow; + } + else if(player->weaponowned[wp_mace] + && player->ammo[am_mace] > ammoUse[wp_mace]) + { + player->pendingweapon = wp_mace; + } + else if(player->ammo[am_goldwand] > ammoUse[wp_goldwand]) + { + player->pendingweapon = wp_goldwand; + } + else if(player->weaponowned[wp_gauntlets]) + { + player->pendingweapon = wp_gauntlets; + } + else if(player->weaponowned[wp_phoenixrod] + && player->ammo[am_phoenixrod] > ammoUse[wp_phoenixrod]) + { + player->pendingweapon = wp_phoenixrod; + } + else + { + player->pendingweapon = wp_staff; + } + } while(player->pendingweapon == wp_nochange); + if(player->powers[pw_weaponlevel2]) + { + P_SetPsprite(player, ps_weapon, + wpnlev2info[player->readyweapon].downstate); + } + else + { + P_SetPsprite(player, ps_weapon, + wpnlev1info[player->readyweapon].downstate); + } + return(false); +} + +//--------------------------------------------------------------------------- +// +// PROC P_FireWeapon +// +//--------------------------------------------------------------------------- + +void P_FireWeapon(player_t *player) +{ + weaponinfo_t *wpinfo; + statenum_t attackState; + + if(!P_CheckAmmo(player)) + { + return; + } + P_SetMobjState(player->mo, S_PLAY_ATK2); + wpinfo = player->powers[pw_weaponlevel2] ? &wpnlev2info[0] + : &wpnlev1info[0]; + attackState = player->refire ? wpinfo[player->readyweapon].holdatkstate + : wpinfo[player->readyweapon].atkstate; + P_SetPsprite(player, ps_weapon, attackState); + P_NoiseAlert(player->mo, player->mo); + if(player->readyweapon == wp_gauntlets && !player->refire) + { // Play the sound for the initial gauntlet attack + S_StartSound(player->mo, sfx_gntuse); + } +} + +//--------------------------------------------------------------------------- +// +// PROC P_DropWeapon +// +// The player died, so put the weapon away. +// +//--------------------------------------------------------------------------- + +void P_DropWeapon(player_t *player) +{ + if(player->powers[pw_weaponlevel2]) + { + P_SetPsprite(player, ps_weapon, + wpnlev2info[player->readyweapon].downstate); + } + else + { + P_SetPsprite(player, ps_weapon, + wpnlev1info[player->readyweapon].downstate); + } +} + +//--------------------------------------------------------------------------- +// +// PROC A_WeaponReady +// +// The player can fire the weapon or change to another weapon at this time. +// +//--------------------------------------------------------------------------- + +void A_WeaponReady(player_t *player, pspdef_t *psp) +{ + int angle; + + if(player->chickenTics) + { // Change to the chicken beak + P_ActivateBeak(player); + return; + } + // Change player from attack state + if(player->mo->state == &states[S_PLAY_ATK1] + || player->mo->state == &states[S_PLAY_ATK2]) + { + P_SetMobjState(player->mo, S_PLAY); + } + // Check for staff PL2 active sound + if((player->readyweapon == wp_staff) + && (psp->state == &states[S_STAFFREADY2_1]) + && P_Random() < 128) + { + S_StartSound(player->mo, sfx_stfcrk); + } + // Put the weapon away if the player has a pending weapon or has + // died. + if(player->pendingweapon != wp_nochange || !player->health) + { + if(player->powers[pw_weaponlevel2]) + { + P_SetPsprite(player, ps_weapon, + wpnlev2info[player->readyweapon].downstate); + } + else + { + P_SetPsprite(player, ps_weapon, + wpnlev1info[player->readyweapon].downstate); + } + return; + } + + // Check for fire. The phoenix rod does not auto fire. + if(player->cmd.buttons&BT_ATTACK) + { + if(!player->attackdown || (player->readyweapon != wp_phoenixrod)) + { + player->attackdown = true; + P_FireWeapon(player); + return; + } + } + else + { + player->attackdown = false; + } + + // Bob the weapon based on movement speed. + angle = (128*leveltime)&FINEMASK; + psp->sx = FRACUNIT+FixedMul(player->bob, finecosine[angle]); + angle &= FINEANGLES/2-1; + psp->sy = WEAPONTOP+FixedMul(player->bob, finesine[angle]); +} + +//--------------------------------------------------------------------------- +// +// PROC P_UpdateBeak +// +//--------------------------------------------------------------------------- + +void P_UpdateBeak(player_t *player, pspdef_t *psp) +{ + psp->sy = WEAPONTOP+(player->chickenPeck<<(FRACBITS-1)); +} + +//--------------------------------------------------------------------------- +// +// PROC A_BeakReady +// +//--------------------------------------------------------------------------- + +void A_BeakReady(player_t *player, pspdef_t *psp) +{ + if(player->cmd.buttons&BT_ATTACK) + { // Chicken beak attack + player->attackdown = true; + P_SetMobjState(player->mo, S_CHICPLAY_ATK1); + if(player->powers[pw_weaponlevel2]) + { + P_SetPsprite(player, ps_weapon, S_BEAKATK2_1); + } + else + { + P_SetPsprite(player, ps_weapon, S_BEAKATK1_1); + } + P_NoiseAlert(player->mo, player->mo); + } + else + { + if(player->mo->state == &states[S_CHICPLAY_ATK1]) + { // Take out of attack state + P_SetMobjState(player->mo, S_CHICPLAY); + } + player->attackdown = false; + } +} + +//--------------------------------------------------------------------------- +// +// PROC A_ReFire +// +// The player can re fire the weapon without lowering it entirely. +// +//--------------------------------------------------------------------------- + +void A_ReFire(player_t *player, pspdef_t *psp) +{ + if((player->cmd.buttons&BT_ATTACK) + && player->pendingweapon == wp_nochange && player->health) + { + player->refire++; + P_FireWeapon(player); + } + else + { + player->refire = 0; + P_CheckAmmo(player); + } +} + +//--------------------------------------------------------------------------- +// +// PROC A_Lower +// +//--------------------------------------------------------------------------- + +void A_Lower(player_t *player, pspdef_t *psp) +{ + if(player->chickenTics) + { + psp->sy = WEAPONBOTTOM; + } + else + { + psp->sy += LOWERSPEED; + } + if(psp->sy < WEAPONBOTTOM) + { // Not lowered all the way yet + return; + } + if(player->playerstate == PST_DEAD) + { // Player is dead, so don't bring up a pending weapon + psp->sy = WEAPONBOTTOM; + return; + } + if(!player->health) + { // Player is dead, so keep the weapon off screen + P_SetPsprite(player, ps_weapon, S_NULL); + return; + } + player->readyweapon = player->pendingweapon; + P_BringUpWeapon(player); +} + +//--------------------------------------------------------------------------- +// +// PROC A_BeakRaise +// +//--------------------------------------------------------------------------- + +void A_BeakRaise(player_t *player, pspdef_t *psp) +{ + psp->sy = WEAPONTOP; + P_SetPsprite(player, ps_weapon, + wpnlev1info[player->readyweapon].readystate); +} + +//--------------------------------------------------------------------------- +// +// PROC A_Raise +// +//--------------------------------------------------------------------------- + +void A_Raise(player_t *player, pspdef_t *psp) +{ + psp->sy -= RAISESPEED; + if(psp->sy > WEAPONTOP) + { // Not raised all the way yet + return; + } + psp->sy = WEAPONTOP; + if(player->powers[pw_weaponlevel2]) + { + P_SetPsprite(player, ps_weapon, + wpnlev2info[player->readyweapon].readystate); + } + else + { + P_SetPsprite(player, ps_weapon, + wpnlev1info[player->readyweapon].readystate); + } +} + +/* +=============== += += P_BulletSlope += += Sets a slope so a near miss is at aproximately the height of the += intended target += +=============== +*/ + +void P_BulletSlope (mobj_t *mo) +{ + angle_t an; + +// +// see which target is to be aimed at +// + an = mo->angle; + bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT); + if (!linetarget) + { + an += 1<<26; + bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT); + if (!linetarget) + { + an -= 2<<26; + bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT); + } + if (!linetarget) + { + an += 2<<26; + bulletslope = (mo->player->lookdir<mo->angle; + slope = P_AimLineAttack(player->mo, angle, MELEERANGE); + PuffType = MT_BEAKPUFF; + P_LineAttack(player->mo, angle, MELEERANGE, slope, damage); + if(linetarget) + { + player->mo->angle = R_PointToAngle2(player->mo->x, + player->mo->y, linetarget->x, linetarget->y); + } + S_StartSound(player->mo, sfx_chicpk1+(P_Random()%3)); + player->chickenPeck = 12; + psp->tics -= P_Random()&7; +} + +//---------------------------------------------------------------------------- +// +// PROC A_BeakAttackPL2 +// +//---------------------------------------------------------------------------- + +void A_BeakAttackPL2(player_t *player, pspdef_t *psp) +{ + angle_t angle; + int damage; + int slope; + + damage = HITDICE(4); + angle = player->mo->angle; + slope = P_AimLineAttack(player->mo, angle, MELEERANGE); + PuffType = MT_BEAKPUFF; + P_LineAttack(player->mo, angle, MELEERANGE, slope, damage); + if(linetarget) + { + player->mo->angle = R_PointToAngle2(player->mo->x, + player->mo->y, linetarget->x, linetarget->y); + } + S_StartSound(player->mo, sfx_chicpk1+(P_Random()%3)); + player->chickenPeck = 12; + psp->tics -= P_Random()&3; +} + +//---------------------------------------------------------------------------- +// +// PROC A_StaffAttackPL1 +// +//---------------------------------------------------------------------------- + +void A_StaffAttackPL1(player_t *player, pspdef_t *psp) +{ + angle_t angle; + int damage; + int slope; + + damage = 5+(P_Random()&15); + angle = player->mo->angle; + angle += (P_Random()-P_Random())<<18; + slope = P_AimLineAttack(player->mo, angle, MELEERANGE); + PuffType = MT_STAFFPUFF; + P_LineAttack(player->mo, angle, MELEERANGE, slope, damage); + if(linetarget) + { + //S_StartSound(player->mo, sfx_stfhit); + // turn to face target + player->mo->angle = R_PointToAngle2(player->mo->x, + player->mo->y, linetarget->x, linetarget->y); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_StaffAttackPL2 +// +//---------------------------------------------------------------------------- + +void A_StaffAttackPL2(player_t *player, pspdef_t *psp) +{ + angle_t angle; + int damage; + int slope; + + // P_inter.c:P_DamageMobj() handles target momentums + damage = 18+(P_Random()&63); + angle = player->mo->angle; + angle += (P_Random()-P_Random())<<18; + slope = P_AimLineAttack(player->mo, angle, MELEERANGE); + PuffType = MT_STAFFPUFF2; + P_LineAttack(player->mo, angle, MELEERANGE, slope, damage); + if(linetarget) + { + //S_StartSound(player->mo, sfx_stfpow); + // turn to face target + player->mo->angle = R_PointToAngle2(player->mo->x, + player->mo->y, linetarget->x, linetarget->y); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireBlasterPL1 +// +//---------------------------------------------------------------------------- + +void A_FireBlasterPL1(player_t *player, pspdef_t *psp) +{ + mobj_t *mo; + angle_t angle; + int damage; + + mo = player->mo; + S_StartSound(mo, sfx_gldhit); + player->ammo[am_blaster] -= USE_BLSR_AMMO_1; + P_BulletSlope(mo); + damage = HITDICE(4); + angle = mo->angle; + if(player->refire) + { + angle += (P_Random()-P_Random())<<18; + } + PuffType = MT_BLASTERPUFF1; + P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage); + S_StartSound(player->mo, sfx_blssht); +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireBlasterPL2 +// +//---------------------------------------------------------------------------- + +void A_FireBlasterPL2(player_t *player, pspdef_t *psp) +{ + mobj_t *mo; + + player->ammo[am_blaster] -= + deathmatch ? USE_BLSR_AMMO_1 : USE_BLSR_AMMO_2; + mo = P_SpawnPlayerMissile(player->mo, MT_BLASTERFX1); + if(mo) + { + mo->thinker.function = P_BlasterMobjThinker; + } + S_StartSound(player->mo, sfx_blssht); +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireGoldWandPL1 +// +//---------------------------------------------------------------------------- + +void A_FireGoldWandPL1(player_t *player, pspdef_t *psp) +{ + mobj_t *mo; + angle_t angle; + int damage; + + mo = player->mo; + player->ammo[am_goldwand] -= USE_GWND_AMMO_1; + P_BulletSlope(mo); + damage = 7+(P_Random()&7); + angle = mo->angle; + if(player->refire) + { + angle += (P_Random()-P_Random())<<18; + } + PuffType = MT_GOLDWANDPUFF1; + P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage); + S_StartSound(player->mo, sfx_gldhit); +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireGoldWandPL2 +// +//---------------------------------------------------------------------------- + +void A_FireGoldWandPL2(player_t *player, pspdef_t *psp) +{ + int i; + mobj_t *mo; + angle_t angle; + int damage; + fixed_t momz; + + mo = player->mo; + player->ammo[am_goldwand] -= + deathmatch ? USE_GWND_AMMO_1 : USE_GWND_AMMO_2; + PuffType = MT_GOLDWANDPUFF2; + P_BulletSlope(mo); + momz = FixedMul(mobjinfo[MT_GOLDWANDFX2].speed, bulletslope); + P_SpawnMissileAngle(mo, MT_GOLDWANDFX2, mo->angle-(ANG45/8), momz); + P_SpawnMissileAngle(mo, MT_GOLDWANDFX2, mo->angle+(ANG45/8), momz); + angle = mo->angle-(ANG45/8); + for(i = 0; i < 5; i++) + { + damage = 1+(P_Random()&7); + P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage); + angle += ((ANG45/8)*2)/4; + } + S_StartSound(player->mo, sfx_gldhit); +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireMacePL1B +// +//---------------------------------------------------------------------------- + +void A_FireMacePL1B(player_t *player, pspdef_t *psp) +{ + mobj_t *pmo; + mobj_t *ball; + angle_t angle; + + if(player->ammo[am_mace] < USE_MACE_AMMO_1) + { + return; + } + player->ammo[am_mace] -= USE_MACE_AMMO_1; + pmo = player->mo; + ball = P_SpawnMobj(pmo->x, pmo->y, pmo->z+28*FRACUNIT + - FOOTCLIPSIZE*((pmo->flags2&MF2_FEETARECLIPPED) != 0), MT_MACEFX2); + ball->momz = 2*FRACUNIT+((player->lookdir)<<(FRACBITS-5)); + angle = pmo->angle; + ball->target = pmo; + ball->angle = angle; + ball->z += (player->lookdir)<<(FRACBITS-4); + angle >>= ANGLETOFINESHIFT; + ball->momx = (pmo->momx>>1) + +FixedMul(ball->info->speed, finecosine[angle]); + ball->momy = (pmo->momy>>1) + +FixedMul(ball->info->speed, finesine[angle]); + S_StartSound(ball, sfx_lobsht); + P_CheckMissileSpawn(ball); +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireMacePL1 +// +//---------------------------------------------------------------------------- + +void A_FireMacePL1(player_t *player, pspdef_t *psp) +{ + mobj_t *ball; + + if(P_Random() < 28) + { + A_FireMacePL1B(player, psp); + return; + } + if(player->ammo[am_mace] < USE_MACE_AMMO_1) + { + return; + } + player->ammo[am_mace] -= USE_MACE_AMMO_1; + psp->sx = ((P_Random()&3)-2)*FRACUNIT; + psp->sy = WEAPONTOP+(P_Random()&3)*FRACUNIT; + ball = P_SPMAngle(player->mo, MT_MACEFX1, player->mo->angle + +(((P_Random()&7)-4)<<24)); + if(ball) + { + ball->special1 = 16; // tics till dropoff + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MacePL1Check +// +//---------------------------------------------------------------------------- + +void A_MacePL1Check(mobj_t *ball) +{ + angle_t angle; + + if(ball->special1 == 0) + { + return; + } + ball->special1 -= 4; + if(ball->special1 > 0) + { + return; + } + ball->special1 = 0; + ball->flags2 |= MF2_LOGRAV; + angle = ball->angle>>ANGLETOFINESHIFT; + ball->momx = FixedMul(7*FRACUNIT, finecosine[angle]); + ball->momy = FixedMul(7*FRACUNIT, finesine[angle]); + ball->momz -= ball->momz>>1; +} + +//---------------------------------------------------------------------------- +// +// PROC A_MaceBallImpact +// +//---------------------------------------------------------------------------- + +void A_MaceBallImpact(mobj_t *ball) +{ + if((ball->z <= ball->floorz) && (P_HitFloor(ball) != FLOOR_SOLID)) + { // Landed in some sort of liquid + P_RemoveMobj(ball); + return; + } + if((ball->health != MAGIC_JUNK) && (ball->z <= ball->floorz) + && ball->momz) + { // Bounce + ball->health = MAGIC_JUNK; + ball->momz = (ball->momz*192)>>8; + ball->flags2 &= ~MF2_FLOORBOUNCE; + P_SetMobjState(ball, ball->info->spawnstate); + S_StartSound(ball, sfx_bounce); + } + else + { // Explode + ball->flags |= MF_NOGRAVITY; + ball->flags2 &= ~MF2_LOGRAV; + S_StartSound(ball, sfx_lobhit); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_MaceBallImpact2 +// +//---------------------------------------------------------------------------- + +void A_MaceBallImpact2(mobj_t *ball) +{ + mobj_t *tiny; + angle_t angle; + + if((ball->z <= ball->floorz) && (P_HitFloor(ball) != FLOOR_SOLID)) + { // Landed in some sort of liquid + P_RemoveMobj(ball); + return; + } + if((ball->z != ball->floorz) || (ball->momz < 2*FRACUNIT)) + { // Explode + ball->momx = ball->momy = ball->momz = 0; + ball->flags |= MF_NOGRAVITY; + ball->flags2 &= ~(MF2_LOGRAV|MF2_FLOORBOUNCE); + } + else + { // Bounce + ball->momz = (ball->momz*192)>>8; + P_SetMobjState(ball, ball->info->spawnstate); + + tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_MACEFX3); + angle = ball->angle+ANG90; + tiny->target = ball->target; + tiny->angle = angle; + angle >>= ANGLETOFINESHIFT; + tiny->momx = (ball->momx>>1)+FixedMul(ball->momz-FRACUNIT, + finecosine[angle]); + tiny->momy = (ball->momy>>1)+FixedMul(ball->momz-FRACUNIT, + finesine[angle]); + tiny->momz = ball->momz; + P_CheckMissileSpawn(tiny); + + tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_MACEFX3); + angle = ball->angle-ANG90; + tiny->target = ball->target; + tiny->angle = angle; + angle >>= ANGLETOFINESHIFT; + tiny->momx = (ball->momx>>1)+FixedMul(ball->momz-FRACUNIT, + finecosine[angle]); + tiny->momy = (ball->momy>>1)+FixedMul(ball->momz-FRACUNIT, + finesine[angle]); + tiny->momz = ball->momz; + P_CheckMissileSpawn(tiny); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireMacePL2 +// +//---------------------------------------------------------------------------- + +void A_FireMacePL2(player_t *player, pspdef_t *psp) +{ + mobj_t *mo; + + player->ammo[am_mace] -= + deathmatch ? USE_MACE_AMMO_1 : USE_MACE_AMMO_2; + mo = P_SpawnPlayerMissile(player->mo, MT_MACEFX4); + if(mo) + { + mo->momx += player->mo->momx; + mo->momy += player->mo->momy; + mo->momz = 2*FRACUNIT+((player->lookdir)<<(FRACBITS-5)); + if(linetarget) + { + mo->special1 = (int)linetarget; + } + } + S_StartSound(player->mo, sfx_lobsht); +} + +//---------------------------------------------------------------------------- +// +// PROC A_DeathBallImpact +// +//---------------------------------------------------------------------------- + +void A_DeathBallImpact(mobj_t *ball) +{ + int i; + mobj_t *target; + angle_t angle=0; + boolean newAngle; + + if((ball->z <= ball->floorz) && (P_HitFloor(ball) != FLOOR_SOLID)) + { // Landed in some sort of liquid + P_RemoveMobj(ball); + return; + } + if((ball->z <= ball->floorz) && ball->momz) + { // Bounce + newAngle = false; + target = (mobj_t *)ball->special1; + if(target) + { + if(!(target->flags&MF_SHOOTABLE)) + { // Target died + ball->special1 = 0; + } + else + { // Seek + angle = R_PointToAngle2(ball->x, ball->y, + target->x, target->y); + newAngle = true; + } + } + else + { // Find new target + angle = 0; + for(i = 0; i < 16; i++) + { + P_AimLineAttack(ball, angle, 10*64*FRACUNIT); + if(linetarget && ball->target != linetarget) + { + ball->special1 = (int)linetarget; + angle = R_PointToAngle2(ball->x, ball->y, + linetarget->x, linetarget->y); + newAngle = true; + break; + } + angle += ANGLE_45/2; + } + } + if(newAngle) + { + ball->angle = angle; + angle >>= ANGLETOFINESHIFT; + ball->momx = FixedMul(ball->info->speed, finecosine[angle]); + ball->momy = FixedMul(ball->info->speed, finesine[angle]); + } + P_SetMobjState(ball, ball->info->spawnstate); + S_StartSound(ball, sfx_pstop); + } + else + { // Explode + ball->flags |= MF_NOGRAVITY; + ball->flags2 &= ~MF2_LOGRAV; + S_StartSound(ball, sfx_phohit); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_SpawnRippers +// +//---------------------------------------------------------------------------- + +void A_SpawnRippers(mobj_t *actor) +{ + int i; + angle_t angle; + mobj_t *ripper; + + for(i = 0; i < 8; i++) + { + ripper = P_SpawnMobj(actor->x, actor->y, actor->z, MT_RIPPER); + angle = i*ANG45; + ripper->target = actor->target; + ripper->angle = angle; + angle >>= ANGLETOFINESHIFT; + ripper->momx = FixedMul(ripper->info->speed, finecosine[angle]); + ripper->momy = FixedMul(ripper->info->speed, finesine[angle]); + P_CheckMissileSpawn(ripper); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireCrossbowPL1 +// +//---------------------------------------------------------------------------- + +void A_FireCrossbowPL1(player_t *player, pspdef_t *psp) +{ + mobj_t *pmo; + + pmo = player->mo; + player->ammo[am_crossbow] -= USE_CBOW_AMMO_1; + P_SpawnPlayerMissile(pmo, MT_CRBOWFX1); + P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle-(ANG45/10)); + P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle+(ANG45/10)); +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireCrossbowPL2 +// +//---------------------------------------------------------------------------- + +void A_FireCrossbowPL2(player_t *player, pspdef_t *psp) +{ + mobj_t *pmo; + + pmo = player->mo; + player->ammo[am_crossbow] -= + deathmatch ? USE_CBOW_AMMO_1 : USE_CBOW_AMMO_2; + P_SpawnPlayerMissile(pmo, MT_CRBOWFX2); + P_SPMAngle(pmo, MT_CRBOWFX2, pmo->angle-(ANG45/10)); + P_SPMAngle(pmo, MT_CRBOWFX2, pmo->angle+(ANG45/10)); + P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle-(ANG45/5)); + P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle+(ANG45/5)); +} + +//---------------------------------------------------------------------------- +// +// PROC A_BoltSpark +// +//---------------------------------------------------------------------------- + +void A_BoltSpark(mobj_t *bolt) +{ + mobj_t *spark; + + if(P_Random() > 50) + { + spark = P_SpawnMobj(bolt->x, bolt->y, bolt->z, MT_CRBOWFX4); + spark->x += (P_Random()-P_Random())<<10; + spark->y += (P_Random()-P_Random())<<10; + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireSkullRodPL1 +// +//---------------------------------------------------------------------------- + +void A_FireSkullRodPL1(player_t *player, pspdef_t *psp) +{ + mobj_t *mo; + + if(player->ammo[am_skullrod] < USE_SKRD_AMMO_1) + { + return; + } + player->ammo[am_skullrod] -= USE_SKRD_AMMO_1; + mo = P_SpawnPlayerMissile(player->mo, MT_HORNRODFX1); + // Randomize the first frame + if(mo && P_Random() > 128) + { + P_SetMobjState(mo, S_HRODFX1_2); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireSkullRodPL2 +// +// The special2 field holds the player number that shot the rain missile. +// The special1 field is used for the seeking routines, then as a counter +// for the sound looping. +// +//---------------------------------------------------------------------------- + +void A_FireSkullRodPL2(player_t *player, pspdef_t *psp) +{ + player->ammo[am_skullrod] -= + deathmatch ? USE_SKRD_AMMO_1 : USE_SKRD_AMMO_2; + P_SpawnPlayerMissile(player->mo, MT_HORNRODFX2); + // Use MissileMobj instead of the return value from + // P_SpawnPlayerMissile because we need to give info to the mobj + // even if it exploded immediately. + if(netgame) + { // Multi-player game + MissileMobj->special2 = P_GetPlayerNum(player); + } + else + { // Always use red missiles in single player games + MissileMobj->special2 = 2; + } + if(linetarget) + { + MissileMobj->special1 = (int)linetarget; + } + S_StartSound(MissileMobj, sfx_hrnpow); +} + +//---------------------------------------------------------------------------- +// +// PROC A_SkullRodPL2Seek +// +//---------------------------------------------------------------------------- + +void A_SkullRodPL2Seek(mobj_t *actor) +{ + P_SeekerMissile(actor, ANGLE_1*10, ANGLE_1*30); +} + +//---------------------------------------------------------------------------- +// +// PROC A_AddPlayerRain +// +//---------------------------------------------------------------------------- + +void A_AddPlayerRain(mobj_t *actor) +{ + int playerNum; + player_t *player; + + playerNum = netgame ? actor->special2 : 0; + if(!playeringame[playerNum]) + { // Player left the game + return; + } + player = &players[playerNum]; + if(player->health <= 0) + { // Player is dead + return; + } + if(player->rain1 && player->rain2) + { // Terminate an active rain + if(player->rain1->health < player->rain2->health) + { + if(player->rain1->health > 16) + { + player->rain1->health = 16; + } + player->rain1 = NULL; + } + else + { + if(player->rain2->health > 16) + { + player->rain2->health = 16; + } + player->rain2 = NULL; + } + } + // Add rain mobj to list + if(player->rain1) + { + player->rain2 = actor; + } + else + { + player->rain1 = actor; + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_SkullRodStorm +// +//---------------------------------------------------------------------------- + +void A_SkullRodStorm(mobj_t *actor) +{ + fixed_t x; + fixed_t y; + mobj_t *mo; + int playerNum; + player_t *player; + + if(actor->health-- == 0) + { + P_SetMobjState(actor, S_NULL); + playerNum = netgame ? actor->special2 : 0; + if(!playeringame[playerNum]) + { // Player left the game + return; + } + player = &players[playerNum]; + if(player->health <= 0) + { // Player is dead + return; + } + if(player->rain1 == actor) + { + player->rain1 = NULL; + } + else if(player->rain2 == actor) + { + player->rain2 = NULL; + } + return; + } + if(P_Random() < 25) + { // Fudge rain frequency + return; + } + x = actor->x+((P_Random()&127)-64)*FRACUNIT; + y = actor->y+((P_Random()&127)-64)*FRACUNIT; + mo = P_SpawnMobj(x, y, ONCEILINGZ, MT_RAINPLR1+actor->special2); + mo->target = actor->target; + mo->momx = 1; // Force collision detection + mo->momz = -mo->info->speed; + mo->special2 = actor->special2; // Transfer player number + P_CheckMissileSpawn(mo); + if(!(actor->special1&31)) + { + S_StartSound(actor, sfx_ramrain); + } + actor->special1++; +} + +//---------------------------------------------------------------------------- +// +// PROC A_RainImpact +// +//---------------------------------------------------------------------------- + +void A_RainImpact(mobj_t *actor) +{ + if(actor->z > actor->floorz) + { + P_SetMobjState(actor, S_RAINAIRXPLR1_1+actor->special2); + } + else if(P_Random() < 40) + { + P_HitFloor(actor); + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_HideInCeiling +// +//---------------------------------------------------------------------------- + +void A_HideInCeiling(mobj_t *actor) +{ + actor->z = actor->ceilingz+4*FRACUNIT; +} + +//---------------------------------------------------------------------------- +// +// PROC A_FirePhoenixPL1 +// +//---------------------------------------------------------------------------- + +void A_FirePhoenixPL1(player_t *player, pspdef_t *psp) +{ + angle_t angle; + + player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_1; + P_SpawnPlayerMissile(player->mo, MT_PHOENIXFX1); + //P_SpawnPlayerMissile(player->mo, MT_MNTRFX2); + angle = player->mo->angle+ANG180; + angle >>= ANGLETOFINESHIFT; + player->mo->momx += FixedMul(4*FRACUNIT, finecosine[angle]); + player->mo->momy += FixedMul(4*FRACUNIT, finesine[angle]); +} + +//---------------------------------------------------------------------------- +// +// PROC A_PhoenixPuff +// +//---------------------------------------------------------------------------- + +void A_PhoenixPuff(mobj_t *actor) +{ + mobj_t *puff; + angle_t angle; + + P_SeekerMissile(actor, ANGLE_1*5, ANGLE_1*10); + puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF); + angle = actor->angle+ANG90; + angle >>= ANGLETOFINESHIFT; + puff->momx = FixedMul(FRACUNIT*1.3, finecosine[angle]); + puff->momy = FixedMul(FRACUNIT*1.3, finesine[angle]); + puff->momz = 0; + puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF); + angle = actor->angle-ANG90; + angle >>= ANGLETOFINESHIFT; + puff->momx = FixedMul(FRACUNIT*1.3, finecosine[angle]); + puff->momy = FixedMul(FRACUNIT*1.3, finesine[angle]); + puff->momz = 0; +} + +//---------------------------------------------------------------------------- +// +// PROC A_InitPhoenixPL2 +// +//---------------------------------------------------------------------------- + +void A_InitPhoenixPL2(player_t *player, pspdef_t *psp) +{ + player->flamecount = FLAME_THROWER_TICS; +} + +//---------------------------------------------------------------------------- +// +// PROC A_FirePhoenixPL2 +// +// Flame thrower effect. +// +//---------------------------------------------------------------------------- + +void A_FirePhoenixPL2(player_t *player, pspdef_t *psp) +{ + mobj_t *mo; + mobj_t *pmo; + angle_t angle; + fixed_t x, y, z; + fixed_t slope; + + if(--player->flamecount == 0) + { // Out of flame + P_SetPsprite(player, ps_weapon, S_PHOENIXATK2_4); + player->refire = 0; + return; + } + pmo = player->mo; + angle = pmo->angle; + x = pmo->x+((P_Random()-P_Random())<<9); + y = pmo->y+((P_Random()-P_Random())<<9); + z = pmo->z+26*FRACUNIT+((player->lookdir)<flags2&MF2_FEETARECLIPPED) + { + z -= FOOTCLIPSIZE; + } + slope = ((player->lookdir)<target = pmo; + mo->angle = angle; + mo->momx = pmo->momx+FixedMul(mo->info->speed, + finecosine[angle>>ANGLETOFINESHIFT]); + mo->momy = pmo->momy+FixedMul(mo->info->speed, + finesine[angle>>ANGLETOFINESHIFT]); + mo->momz = FixedMul(mo->info->speed, slope); + if(!player->refire || !(leveltime%38)) + { + S_StartSound(player->mo, sfx_phopow); + } + P_CheckMissileSpawn(mo); +} + +//---------------------------------------------------------------------------- +// +// PROC A_ShutdownPhoenixPL2 +// +//---------------------------------------------------------------------------- + +void A_ShutdownPhoenixPL2(player_t *player, pspdef_t *psp) +{ + player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2; +} + +//---------------------------------------------------------------------------- +// +// PROC A_FlameEnd +// +//---------------------------------------------------------------------------- + +void A_FlameEnd(mobj_t *actor) +{ + actor->momz += 1.5*FRACUNIT; +} + +//---------------------------------------------------------------------------- +// +// PROC A_FloatPuff +// +//---------------------------------------------------------------------------- + +void A_FloatPuff(mobj_t *puff) +{ + puff->momz += 1.8*FRACUNIT; +} + +//--------------------------------------------------------------------------- +// +// PROC A_GauntletAttack +// +//--------------------------------------------------------------------------- + +void A_GauntletAttack(player_t *player, pspdef_t *psp) +{ + angle_t angle; + int damage; + int slope; + int randVal; + fixed_t dist; + + psp->sx = ((P_Random()&3)-2)*FRACUNIT; + psp->sy = WEAPONTOP+(P_Random()&3)*FRACUNIT; + angle = player->mo->angle; + if(player->powers[pw_weaponlevel2]) + { + damage = HITDICE(2); + dist = 4*MELEERANGE; + angle += (P_Random()-P_Random())<<17; + PuffType = MT_GAUNTLETPUFF2; + } + else + { + damage = HITDICE(2); + dist = MELEERANGE+1; + angle += (P_Random()-P_Random())<<18; + PuffType = MT_GAUNTLETPUFF1; + } + slope = P_AimLineAttack(player->mo, angle, dist); + P_LineAttack(player->mo, angle, dist, slope, damage); + if(!linetarget) + { + if(P_Random() > 64) + { + player->extralight = !player->extralight; + } + S_StartSound(player->mo, sfx_gntful); + return; + } + randVal = P_Random(); + if(randVal < 64) + { + player->extralight = 0; + } + else if(randVal < 160) + { + player->extralight = 1; + } + else + { + player->extralight = 2; + } + if(player->powers[pw_weaponlevel2]) + { + P_GiveBody(player, damage>>1); + S_StartSound(player->mo, sfx_gntpow); + } + else + { + S_StartSound(player->mo, sfx_gnthit); + } + // turn to face target + angle = R_PointToAngle2(player->mo->x, player->mo->y, + linetarget->x, linetarget->y); + if(angle-player->mo->angle > ANG180) + { + if(angle-player->mo->angle < -ANG90/20) + player->mo->angle = angle+ANG90/21; + else + player->mo->angle -= ANG90/20; + } + else + { + if(angle-player->mo->angle > ANG90/20) + player->mo->angle = angle-ANG90/21; + else + player->mo->angle += ANG90/20; + } + player->mo->flags |= MF_JUSTATTACKED; +} + +void A_Light0(player_t *player, pspdef_t *psp) +{ + player->extralight = 0; +} + +void A_Light1(player_t *player, pspdef_t *psp) +{ + player->extralight = 1; +} + +void A_Light2(player_t *player, pspdef_t *psp) +{ + player->extralight = 2; +} + +//------------------------------------------------------------------------ +// +// PROC P_SetupPsprites +// +// Called at start of level for each player +// +//------------------------------------------------------------------------ + +void P_SetupPsprites(player_t *player) +{ + int i; + + // Remove all psprites + for(i = 0; i < NUMPSPRITES; i++) + { + player->psprites[i].state = NULL; + } + // Spawn the ready weapon + player->pendingweapon = player->readyweapon; + P_BringUpWeapon(player); +} + +//------------------------------------------------------------------------ +// +// PROC P_MovePsprites +// +// Called every tic by player thinking routine +// +//------------------------------------------------------------------------ + +void P_MovePsprites(player_t *player) +{ + int i; + pspdef_t *psp; + state_t *state; + + psp = &player->psprites[0]; + for(i = 0; i < NUMPSPRITES; i++, psp++) + { + if((state = psp->state) != 0) // a null state means not active + { + // drop tic count and possibly change state + if(psp->tics != -1) // a -1 tic count never changes + { + psp->tics--; + if(!psp->tics) + { + P_SetPsprite(player, i, psp->state->nextstate); + } + } + } + } + player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx; + player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy; +} diff --git a/base/p_setup.c b/base/p_setup.c new file mode 100644 index 0000000..7232728 --- /dev/null +++ b/base/p_setup.c @@ -0,0 +1,980 @@ + +// P_main.c + +#include +#include +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" +#ifdef RENDER3D +#include "ogl_def.h" +float AccurateDistance(fixed_t dx,fixed_t dy); +#endif + +void P_SpawnMapThing (mapthing_t *mthing); + +int numvertexes; +vertex_t *vertexes; + +int numsegs; +seg_t *segs; + +int numsectors; +sector_t *sectors; + +int numsubsectors; +subsector_t *subsectors; + +int numnodes; +node_t *nodes; + +int numlines; +line_t *lines; + +int numsides; +side_t *sides; + +short *blockmaplump; // offsets in blockmap are from here +short *blockmap; +int bmapwidth, bmapheight; // in mapblocks +fixed_t bmaporgx, bmaporgy; // origin of block map +mobj_t **blocklinks; // for thing chains + +byte *rejectmatrix; // for fast sight rejection + +mapthing_t deathmatchstarts[10], *deathmatch_p; +mapthing_t playerstarts[MAXPLAYERS]; + +/* +================= += += P_LoadVertexes += +================= +*/ + +void P_LoadVertexes (int lump) +{ + byte *data; + int i; + mapvertex_t *ml; + vertex_t *li; + + numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t); + vertexes = Z_Malloc (numvertexes*sizeof(vertex_t),PU_LEVEL,0); + data = W_CacheLumpNum (lump,PU_STATIC); + + ml = (mapvertex_t *)data; + li = vertexes; + for (i=0 ; ix = SHORT(ml->x)<y = SHORT(ml->y)<v1 = &vertexes[SHORT(ml->v1)]; + li->v2 = &vertexes[SHORT(ml->v2)]; + + li->angle = (SHORT(ml->angle))<<16; + li->offset = (SHORT(ml->offset))<<16; + linedef = SHORT(ml->linedef); + ldef = &lines[linedef]; + li->linedef = ldef; + side = SHORT(ml->side); + li->sidedef = &sides[ldef->sidenum[side]]; + li->frontsector = sides[ldef->sidenum[side]].sector; + if (ldef-> flags & ML_TWOSIDED) + li->backsector = sides[ldef->sidenum[side^1]].sector; + else + li->backsector = 0; +#ifdef RENDER3D + // Calculate the length of the segment. We need this for + // the texture coordinates. -jk + li->len = AccurateDistance( li->v2->x - li->v1->x, + li->v2->y - li->v1->y ); +#endif + } + + Z_Free (data); +} + + +/* +================= += += P_LoadSubsectors += +================= +*/ + +void P_LoadSubsectors (int lump) +{ + byte *data; + int i; + mapsubsector_t *ms; + subsector_t *ss; + + numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t); + subsectors = Z_Malloc (numsubsectors*sizeof(subsector_t),PU_LEVEL,0); + data = W_CacheLumpNum (lump,PU_STATIC); + + ms = (mapsubsector_t *)data; + memset (subsectors,0, numsubsectors*sizeof(subsector_t)); + ss = subsectors; + for (i=0 ; inumlines = SHORT(ms->numsegs); + ss->firstline = SHORT(ms->firstseg); + } + + Z_Free (data); +} + + +/* +================= += += P_LoadSectors += +================= +*/ + +void P_LoadSectors (int lump) +{ + byte *data; + int i; + mapsector_t *ms; + sector_t *ss; + + numsectors = W_LumpLength (lump) / sizeof(mapsector_t); + sectors = Z_Malloc (numsectors*sizeof(sector_t),PU_LEVEL,0); + memset (sectors, 0, numsectors*sizeof(sector_t)); + data = W_CacheLumpNum (lump,PU_STATIC); + + ms = (mapsector_t *)data; + ss = sectors; + for (i=0 ; ifloorheight = SHORT(ms->floorheight)<ceilingheight = SHORT(ms->ceilingheight)<floorpic = R_FlatNumForName(ms->floorpic); + ss->ceilingpic = R_FlatNumForName(ms->ceilingpic); + ss->lightlevel = SHORT(ms->lightlevel); + ss->special = SHORT(ms->special); + ss->tag = SHORT(ms->tag); + ss->thinglist = NULL; +#ifdef RENDER3D + ss->flatoffx = ss->flatoffy = 0; // Flat scrolling. + ss->skyfix = 0; // Set if needed. +#endif + } + + Z_Free (data); +} + + +/* +================= += += P_LoadNodes += +================= +*/ + +void P_LoadNodes (int lump) +{ + byte *data; + int i,j,k; + mapnode_t *mn; + node_t *no; + + numnodes = W_LumpLength (lump) / sizeof(mapnode_t); + nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0); + data = W_CacheLumpNum (lump,PU_STATIC); + + mn = (mapnode_t *)data; + no = nodes; + for (i=0 ; ix = SHORT(mn->x)<y = SHORT(mn->y)<dx = SHORT(mn->dx)<dy = SHORT(mn->dy)<children[j] = SHORT(mn->children[j]); + for (k=0 ; k<4 ; k++) + no->bbox[j][k] = SHORT(mn->bbox[j][k])<x = SHORT(mt->x); + mt->y = SHORT(mt->y); + mt->angle = SHORT(mt->angle); + mt->type = SHORT(mt->type); + mt->options = SHORT(mt->options); + P_SpawnMapThing (mt); + } + + Z_Free (data); +} + + + +/* +================= += += P_LoadLineDefs += += Also counts secret lines for intermissions +================= +*/ + +void P_LoadLineDefs (int lump) +{ + byte *data; + int i; + maplinedef_t *mld; + line_t *ld; + vertex_t *v1, *v2; + + numlines = W_LumpLength (lump) / sizeof(maplinedef_t); + lines = Z_Malloc (numlines*sizeof(line_t),PU_LEVEL,0); + memset (lines, 0, numlines*sizeof(line_t)); + data = W_CacheLumpNum (lump,PU_STATIC); + + mld = (maplinedef_t *)data; + ld = lines; + for (i=0 ; iflags = SHORT(mld->flags); + ld->special = SHORT(mld->special); + ld->tag = SHORT(mld->tag); + v1 = ld->v1 = &vertexes[SHORT(mld->v1)]; + v2 = ld->v2 = &vertexes[SHORT(mld->v2)]; + ld->dx = v2->x - v1->x; + ld->dy = v2->y - v1->y; + if (!ld->dx) + ld->slopetype = ST_VERTICAL; + else if (!ld->dy) + ld->slopetype = ST_HORIZONTAL; + else + { + if (FixedDiv (ld->dy , ld->dx) > 0) + ld->slopetype = ST_POSITIVE; + else + ld->slopetype = ST_NEGATIVE; + } + + if (v1->x < v2->x) + { + ld->bbox[BOXLEFT] = v1->x; + ld->bbox[BOXRIGHT] = v2->x; + } + else + { + ld->bbox[BOXLEFT] = v2->x; + ld->bbox[BOXRIGHT] = v1->x; + } + if (v1->y < v2->y) + { + ld->bbox[BOXBOTTOM] = v1->y; + ld->bbox[BOXTOP] = v2->y; + } + else + { + ld->bbox[BOXBOTTOM] = v2->y; + ld->bbox[BOXTOP] = v1->y; + } + ld->sidenum[0] = SHORT(mld->sidenum[0]); + ld->sidenum[1] = SHORT(mld->sidenum[1]); + if (ld->sidenum[0] != -1) + ld->frontsector = sides[ld->sidenum[0]].sector; + else + ld->frontsector = 0; + if (ld->sidenum[1] != -1) + ld->backsector = sides[ld->sidenum[1]].sector; + else + ld->backsector = 0; + } + + Z_Free (data); +} + + +/* +================= += += P_LoadSideDefs += +================= +*/ + +void P_LoadSideDefs (int lump) +{ + byte *data; + int i; + mapsidedef_t *msd; + side_t *sd; + + numsides = W_LumpLength (lump) / sizeof(mapsidedef_t); + sides = Z_Malloc (numsides*sizeof(side_t),PU_LEVEL,0); + memset (sides, 0, numsides*sizeof(side_t)); + data = W_CacheLumpNum (lump,PU_STATIC); + + msd = (mapsidedef_t *)data; + sd = sides; + for (i=0 ; itextureoffset = SHORT(msd->textureoffset)<rowoffset = SHORT(msd->rowoffset)<toptexture = R_TextureNumForName(msd->toptexture); + sd->bottomtexture = R_TextureNumForName(msd->bottomtexture); + sd->midtexture = R_TextureNumForName(msd->midtexture); + sd->sector = §ors[SHORT(msd->sector)]; + } + + Z_Free (data); +} + + + +/* +================= += += P_LoadBlockMap += +================= +*/ + +void P_LoadBlockMap (int lump) +{ + int i, count; + + blockmaplump = W_CacheLumpNum (lump,PU_LEVEL); + blockmap = blockmaplump+4; + count = W_LumpLength (lump)/2; + for (i=0 ; ifirstline]; + ss->sector = seg->sidedef->sector; + } + +// count number of lines in each sector + li = lines; + total = 0; + for (i=0 ; ifrontsector->linecount++; + if (li->backsector && li->backsector != li->frontsector) + { + li->backsector->linecount++; + total++; + } + } + +// build line tables for each sector + linebuffer = Z_Malloc (total*4, PU_LEVEL, 0); + sector = sectors; + for (i=0 ; ilines = linebuffer; + li = lines; + for (j=0 ; jfrontsector == sector || li->backsector == sector) + { + *linebuffer++ = li; + M_AddToBox (bbox, li->v1->x, li->v1->y); + M_AddToBox (bbox, li->v2->x, li->v2->y); + } + } + if (linebuffer - sector->lines != sector->linecount) + I_Error ("P_GroupLines: miscounted"); + + // set the degenmobj_t to the middle of the bounding box + sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2; + sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2; + + // adjust bounding box to map blocks + block = (bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT; + block = block >= bmapheight ? bmapheight-1 : block; + sector->blockbox[BOXTOP]=block; + + block = (bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT; + block = block < 0 ? 0 : block; + sector->blockbox[BOXBOTTOM]=block; + + block = (bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT; + block = block >= bmapwidth ? bmapwidth-1 : block; + sector->blockbox[BOXRIGHT]=block; + + block = (bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT; + block = block < 0 ? 0 : block; + sector->blockbox[BOXLEFT]=block; + } + +} +#ifdef RENDER3D +float AccurateDistance(fixed_t dx,fixed_t dy) +{ + float fx = FIX2FLT(dx), fy = FIX2FLT(dy); + + return (float)sqrt(fx*fx + fy*fy); +} + + +#define MAX_CC_SIDES 64 + +int detSideFloat(fvertex_t *pnt, fdivline_t *dline) +{ +/* + (AY-CY)(BX-AX)-(AX-CX)(BY-AY) + s = ----------------------------- + L**2 + + If s<0 C is left of AB (you can just check the numerator) + If s>0 C is right of AB + If s=0 C is on AB +*/ + // We'll return false if the point c is on the left side. +/* float ax = FIX2FLT(a->x), ay = FIX2FLT(a->y); + float bx = FIX2FLT(b->x), by = FIX2FLT(b->y); + float cx = FIX2FLT(c->x), cy = FIX2FLT(c->y);*/ + //float ax = dline->x, ay = dline->y; + //float bx = ax + dline->dx, by = ay + dline->dy; + + // REWRITE using dline->dx and dline->dy for (bx-ax) and (by-ay). + + //float s = /*(*/(ay-pnt->y)*(bx-ax)-(ax-pnt->x)*(by-ay);//)/l2; + float s = (dline->y-pnt->y)*dline->dx-(dline->x-pnt->x)*dline->dy; + + if(s<0) return 0; + return 1; +} + + +// Lines start-end and fdiv must intersect. +float findIntersectionVertex( fvertex_t *start, fvertex_t *end, + fdivline_t *fdiv, fvertex_t *inter ) +{ + float ax = start->x, ay = start->y, bx = end->x, by = end->y; + float cx = fdiv->x, cy = fdiv->y, dx = cx+fdiv->dx, dy = cy+fdiv->dy; + + /* + (YA-YC)(XD-XC)-(XA-XC)(YD-YC) + r = ----------------------------- (eqn 1) + (XB-XA)(YD-YC)-(YB-YA)(XD-XC) + */ + + float r = ((ay-cy)*(dx-cx)-(ax-cx)*(dy-cy)) / + ((bx-ax)*(dy-cy)-(by-ay)*(dx-cx)); + /* + XI=XA+r(XB-XA) + YI=YA+r(YB-YA) + */ + inter->x = ax + r*(bx-ax); + inter->y = ay + r*(by-ay); + return r; +} + + +void P_ConvexCarver(subsector_t *ssec, int num, divline_t *list) +{ + int numclippers = num+ssec->numlines; + fdivline_t *clippers = (fdivline_t*) Z_Malloc(numclippers*sizeof(fdivline_t), PU_STATIC, 0); + int i, k, numedgepoints; + fvertex_t *edgepoints; + unsigned char sidelist[MAX_CC_SIDES]; + + // Convert the divlines to float, in reverse order. + for(i=0; ifirstline+i-num); + clippers[i].x = FIX2FLT(seg->v1->x); + clippers[i].y = FIX2FLT(seg->v1->y); + clippers[i].dx = FIX2FLT(seg->v2->x - seg->v1->x); + clippers[i].dy = FIX2FLT(seg->v2->y - seg->v1->y); + } + } + + // Setup the 'worldwide' polygon. + numedgepoints = 4; + edgepoints = (fvertex_t*)malloc(numedgepoints*sizeof(fvertex_t)); + + edgepoints[0].x = -32768; + edgepoints[0].y = 32768; + + edgepoints[1].x = 32768; + edgepoints[1].y = 32768; + + edgepoints[2].x = 32768; + edgepoints[2].y = -32768; + + edgepoints[3].x = -32768; + edgepoints[3].y = -32768; + + + // We'll now clip the polygon with each of the divlines. The left side of + // each divline is discarded. + for(i=0; i= MAX_CC_SIDES) I_Error("Too many points in +carver.\n"); + + // Make room for the new vertex. + memmove(edgepoints+endIdx+1, edgepoints+endIdx, + (numedgepoints-endIdx-1)*sizeof(fvertex_t)); + memcpy(edgepoints+endIdx, &newvert, sizeof(newvert)); + + memmove(sidelist+endIdx+1, sidelist+endIdx, +numedgepoints-endIdx-1); + sidelist[endIdx] = 1; + + // Skip over the new vertex. + k++; + } + } + + // Now we must discard the points that are on the wrong side. + for(k=0; knumedgeverts = 0; + ssec->edgeverts = 0; + ssec->origedgeverts = 0; + } + else + { + // Screen out consecutive identical points. + for(i=0; iorigedgeverts = +(fvertex_t*)Z_Malloc(sizeof(fvertex_t)*numedgepoints, PU_LEVEL, 0); + memcpy(ssec->origedgeverts, edgepoints, sizeof(fvertex_t)*numedgepoints); + + // Find the center point. Do this by first finding the bounding box. + ssec->bbox[0].x = ssec->bbox[1].x = edgepoints[0].x; + ssec->bbox[0].y = ssec->bbox[1].y = edgepoints[0].y; + for(i=1; ibbox[0].x) ssec->bbox[0].x = +edgepoints[i].x; + if(edgepoints[i].y < ssec->bbox[0].y) ssec->bbox[0].y = +edgepoints[i].y; + if(edgepoints[i].x > ssec->bbox[1].x) ssec->bbox[1].x = +edgepoints[i].x; + if(edgepoints[i].y > ssec->bbox[1].y) ssec->bbox[1].y = +edgepoints[i].y; + } + ssec->midpoint.x = (ssec->bbox[1].x+ssec->bbox[0].x)/2; + ssec->midpoint.y = (ssec->bbox[1].y+ssec->bbox[0].y)/2; + + // Make slight adjustments to patch up those ugly, small gaps. + for(i=0; imidpoint.x, + dy = edgepoints[i].y - ssec->midpoint.y; + float dlen = (float) sqrt(dx*dx + dy*dy) * 3; + if(dlen) + { + edgepoints[i].x += dx/dlen; + edgepoints[i].y += dy/dlen; + } + } + + ssec->numedgeverts = numedgepoints; + ssec->edgeverts = +(fvertex_t*)Z_Malloc(sizeof(fvertex_t)*numedgepoints,PU_LEVEL,0); + memcpy(ssec->edgeverts, edgepoints, sizeof(fvertex_t)*numedgepoints); + } + + // We're done, free the edgepoints memory. + free(edgepoints); + Z_Free(clippers); +} + + +void P_CreateFloorsAndCeilings( int bspnode, int numdivlines, + divline_t* divlines ) +{ + node_t *nod; + divline_t *childlist, *dl; + int childlistsize = numdivlines+1; + + // If this is a subsector we are dealing with, begin carving with the + // given list. + if(bspnode & NF_SUBSECTOR) + { + + // We have arrived at a subsector. The divline list contains all + // the partition lines that carve out the subsector. + + //printf( "subsector %d: %d + //divlines\n",bspnode&(~NF_SUBSECTOR),numdivlines); + + int ssidx = bspnode & (~NF_SUBSECTOR); + //if(ssidx < 10) + P_ConvexCarver(subsectors+ssidx, numdivlines, divlines); + + //printf( "subsector %d: %d edgeverts\n", ssidx, + //subsectors[ssidx].numedgeverts); + // This leaf is done. + return; + } + + // Get a pointer to the node. + nod = nodes + bspnode; + + // Allocate a new list for each child. + childlist = (divline_t*)malloc(childlistsize*sizeof(divline_t)); + + // Copy the previous lines. + if(divlines) memcpy(childlist,divlines,numdivlines*sizeof(divline_t)); + + dl = childlist + numdivlines; + dl->x = nod->x; + dl->y = nod->y; + // The right child gets the original line (LEFT side clipped). + dl->dx = nod->dx; + dl->dy = nod->dy; + P_CreateFloorsAndCeilings(nod->children[0],childlistsize,childlist); + + // The left side. We must reverse the line, otherwise the wrong + // side would get clipped. + dl->dx = -nod->dx; + dl->dy = -nod->dy; + P_CreateFloorsAndCeilings(nod->children[1],childlistsize,childlist); + + // We are finishing with this node, free the allocated list. + free(childlist); +} + + +void P_SkyFix() +{ + int i; + + // We need to check all the linedefs. + for(i=0; ifrontsector, *back = line->backsector; + int fix = 0; + // The conditions! + if(!front || !back) continue; + // Both the front and back sectors must have the sky ceiling. + if(front->ceilingpic != skyflatnum || back->ceilingpic != skyflatnum) + continue; + // Operate on the lower sector. + /*ST_Message("Line %d (f:%d, b:%d).\n", i, front->ceilingheight >> + * FRACBITS, + back->ceilingheight >> FRACBITS);*/ + if(front->ceilingheight < back->ceilingheight) + { + fix = (back->ceilingheight-front->ceilingheight) >> FRACBITS; + if(fix > front->skyfix) front->skyfix = fix; + } + else if(front->ceilingheight > back->ceilingheight) + { + fix = (front->ceilingheight-back->ceilingheight) >> FRACBITS; + if(fix > back->skyfix) back->skyfix = fix; + } + } +} +#endif + +//============================================================================= + + +/* +================= += += P_SetupLevel += +================= +*/ + +void P_SetupLevel (int episode, int map, int playermask, skill_t skill) +{ + int i; + int parm; + char lumpname[9]; + int lumpnum; + mobj_t *mobj; + + totalkills = totalitems = totalsecret = 0; + for (i=0 ; id.line; + +// +// crosses a two sided line +// + P_LineOpening (li); + + if (openbottom >= opentop) // quick test for totally closed doors + return false; // stop + + if (li->frontsector->floorheight != li->backsector->floorheight) + { + slope = FixedDiv (openbottom - sightzstart , in->frac); + if (slope > bottomslope) + bottomslope = slope; + } + + if (li->frontsector->ceilingheight != li->backsector->ceilingheight) + { + slope = FixedDiv (opentop - sightzstart , in->frac); + if (slope < topslope) + topslope = slope; + } + + if (topslope <= bottomslope) + return false; // stop + + return true; // keep going +} + + + +/* +================== += += P_SightBlockLinesIterator += +=================== +*/ + +boolean P_SightBlockLinesIterator (int x, int y ) +{ + int offset; + short *list; + line_t *ld; + int s1, s2; + divline_t dl; + + offset = y*bmapwidth+x; + + offset = *(blockmap+offset); + + for ( list = blockmaplump+offset ; *list != -1 ; list++) + { + ld = &lines[*list]; + if (ld->validcount == validcount) + continue; // line has already been checked + ld->validcount = validcount; + + s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace); + s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace); + if (s1 == s2) + continue; // line isn't crossed + P_MakeDivline (ld, &dl); + s1 = P_PointOnDivlineSide (trace.x, trace.y, &dl); + s2 = P_PointOnDivlineSide (trace.x+trace.dx, trace.y+trace.dy, &dl); + if (s1 == s2) + continue; // line isn't crossed + + // try to early out the check + if (!ld->backsector) + return false; // stop checking + + // store the line for later intersection testing + intercept_p->d.line = ld; + intercept_p++; + + } + + return true; // everything was checked +} + +/* +==================== += += P_SightTraverseIntercepts += += Returns true if the traverser function returns true for all lines +==================== +*/ + +boolean P_SightTraverseIntercepts ( void ) +{ + int count; + fixed_t dist; + intercept_t *scan, *in; + divline_t dl; + + count = intercept_p - intercepts; +// +// calculate intercept distance +// + for (scan = intercepts ; scand.line, &dl); + scan->frac = P_InterceptVector (&trace, &dl); + } + +// +// go through in order +// + in = 0; // shut up compiler warning + + while (count--) + { + dist = MAXINT; + for (scan = intercepts ; scanfrac < dist) + { + dist = scan->frac; + in = scan; + } + + if ( !PTR_SightTraverse (in) ) + return false; // don't bother going farther + in->frac = MAXINT; + } + + return true; // everything was traversed +} + + + +/* +================== += += P_SightPathTraverse += += Traces a line from x1,y1 to x2,y2, calling the traverser function for each += Returns true if the traverser function returns true for all lines +================== +*/ + +boolean P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2) +{ + fixed_t xt1,yt1,xt2,yt2; + fixed_t xstep,ystep; + fixed_t partial; + fixed_t xintercept, yintercept; + int mapx, mapy, mapxstep, mapystep; + int count; + + validcount++; + intercept_p = intercepts; + + if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0) + x1 += FRACUNIT; // don't side exactly on a line + if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0) + y1 += FRACUNIT; // don't side exactly on a line + trace.x = x1; + trace.y = y1; + trace.dx = x2 - x1; + trace.dy = y2 - y1; + + x1 -= bmaporgx; + y1 -= bmaporgy; + xt1 = x1>>MAPBLOCKSHIFT; + yt1 = y1>>MAPBLOCKSHIFT; + + x2 -= bmaporgx; + y2 -= bmaporgy; + xt2 = x2>>MAPBLOCKSHIFT; + yt2 = y2>>MAPBLOCKSHIFT; + +// points should never be out of bounds, but check once instead of +// each block + if (xt1<0 || yt1<0 || xt1>=bmapwidth || yt1>=bmapheight + || xt2<0 || yt2<0 || xt2>=bmapwidth || yt2>=bmapheight) + return false; + + if (xt2 > xt1) + { + mapxstep = 1; + partial = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1)); + ystep = FixedDiv (y2-y1,abs(x2-x1)); + } + else if (xt2 < xt1) + { + mapxstep = -1; + partial = (x1>>MAPBTOFRAC)&(FRACUNIT-1); + ystep = FixedDiv (y2-y1,abs(x2-x1)); + } + else + { + mapxstep = 0; + partial = FRACUNIT; + ystep = 256*FRACUNIT; + } + yintercept = (y1>>MAPBTOFRAC) + FixedMul (partial, ystep); + + + if (yt2 > yt1) + { + mapystep = 1; + partial = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1)); + xstep = FixedDiv (x2-x1,abs(y2-y1)); + } + else if (yt2 < yt1) + { + mapystep = -1; + partial = (y1>>MAPBTOFRAC)&(FRACUNIT-1); + xstep = FixedDiv (x2-x1,abs(y2-y1)); + } + else + { + mapystep = 0; + partial = FRACUNIT; + xstep = 256*FRACUNIT; + } + xintercept = (x1>>MAPBTOFRAC) + FixedMul (partial, xstep); + + +// +// step through map blocks +// Count is present to prevent a round off error from skipping the break + mapx = xt1; + mapy = yt1; + + + for (count = 0 ; count < 64 ; count++) + { + if (!P_SightBlockLinesIterator (mapx, mapy)) + { +sightcounts[1]++; + return false; // early out + } + + if (mapx == xt2 && mapy == yt2) + break; + + if ( (yintercept >> FRACBITS) == mapy) + { + yintercept += ystep; + mapx += mapxstep; + } + else if ( (xintercept >> FRACBITS) == mapx) + { + xintercept += xstep; + mapy += mapystep; + } + + } + + +// +// couldn't early out, so go through the sorted list +// +sightcounts[2]++; + + return P_SightTraverseIntercepts ( ); +} + + + +/* +===================== += += P_CheckSight += += Returns true if a straight line between t1 and t2 is unobstructed += look from eyes of t1 to any part of t2 += +===================== +*/ + +boolean P_CheckSight (mobj_t *t1, mobj_t *t2) +{ + int s1, s2; + int pnum, bytenum, bitnum; + +// +// check for trivial rejection +// + s1 = (t1->subsector->sector - sectors); + s2 = (t2->subsector->sector - sectors); + pnum = s1*numsectors + s2; + bytenum = pnum>>3; + bitnum = 1 << (pnum&7); + + if (rejectmatrix[bytenum]&bitnum) + { +sightcounts[0]++; + return false; // can't possibly be connected + } + +// +// check precisely +// + sightzstart = t1->z + t1->height - (t1->height>>2); + topslope = (t2->z+t2->height) - sightzstart; + bottomslope = (t2->z) - sightzstart; + + return P_SightPathTraverse ( t1->x, t1->y, t2->x, t2->y ); +} + + + diff --git a/base/p_spec.c b/base/p_spec.c new file mode 100644 index 0000000..e1e6cee --- /dev/null +++ b/base/p_spec.c @@ -0,0 +1,1253 @@ + +// P_Spec.c + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +// Macros + +#define MAX_AMBIENT_SFX 8 // Per level + +// Types + +typedef enum +{ + afxcmd_play, // (sound) + afxcmd_playabsvol, // (sound, volume) + afxcmd_playrelvol, // (sound, volume) + afxcmd_delay, // (ticks) + afxcmd_delayrand, // (andbits) + afxcmd_end // () +} afxcmd_t; + +// Data + +int *LevelAmbientSfx[MAX_AMBIENT_SFX]; +int *AmbSfxPtr; +int AmbSfxCount; +int AmbSfxTics; +int AmbSfxVolume; + +int AmbSndSeqInit[] = +{ // Startup + afxcmd_end +}; +int AmbSndSeq1[] = +{ // Scream + afxcmd_play, sfx_amb1, + afxcmd_end +}; +int AmbSndSeq2[] = +{ // Squish + afxcmd_play, sfx_amb2, + afxcmd_end +}; +int AmbSndSeq3[] = +{ // Drops + afxcmd_play, sfx_amb3, + afxcmd_delay, 16, + afxcmd_delayrand, 31, + afxcmd_play, sfx_amb7, + afxcmd_delay, 16, + afxcmd_delayrand, 31, + afxcmd_play, sfx_amb3, + afxcmd_delay, 16, + afxcmd_delayrand, 31, + afxcmd_play, sfx_amb7, + afxcmd_delay, 16, + afxcmd_delayrand, 31, + afxcmd_play, sfx_amb3, + afxcmd_delay, 16, + afxcmd_delayrand, 31, + afxcmd_play, sfx_amb7, + afxcmd_delay, 16, + afxcmd_delayrand, 31, + afxcmd_end +}; +int AmbSndSeq4[] = +{ // SlowFootSteps + afxcmd_play, sfx_amb4, + afxcmd_delay, 15, + afxcmd_playrelvol, sfx_amb11, -3, + afxcmd_delay, 15, + afxcmd_playrelvol, sfx_amb4, -3, + afxcmd_delay, 15, + afxcmd_playrelvol, sfx_amb11, -3, + afxcmd_delay, 15, + afxcmd_playrelvol, sfx_amb4, -3, + afxcmd_delay, 15, + afxcmd_playrelvol, sfx_amb11, -3, + afxcmd_delay, 15, + afxcmd_playrelvol, sfx_amb4, -3, + afxcmd_delay, 15, + afxcmd_playrelvol, sfx_amb11, -3, + afxcmd_end +}; +int AmbSndSeq5[] = +{ // Heartbeat + afxcmd_play, sfx_amb5, + afxcmd_delay, 35, + afxcmd_play, sfx_amb5, + afxcmd_delay, 35, + afxcmd_play, sfx_amb5, + afxcmd_delay, 35, + afxcmd_play, sfx_amb5, + afxcmd_end +}; +int AmbSndSeq6[] = +{ // Bells + afxcmd_play, sfx_amb6, + afxcmd_delay, 17, + afxcmd_playrelvol, sfx_amb6, -8, + afxcmd_delay, 17, + afxcmd_playrelvol, sfx_amb6, -8, + afxcmd_delay, 17, + afxcmd_playrelvol, sfx_amb6, -8, + afxcmd_end +}; +int AmbSndSeq7[] = +{ // Growl + afxcmd_play, sfx_bstsit, + afxcmd_end +}; +int AmbSndSeq8[] = +{ // Magic + afxcmd_play, sfx_amb8, + afxcmd_end +}; +int AmbSndSeq9[] = +{ // Laughter + afxcmd_play, sfx_amb9, + afxcmd_delay, 16, + afxcmd_playrelvol, sfx_amb9, -4, + afxcmd_delay, 16, + afxcmd_playrelvol, sfx_amb9, -4, + afxcmd_delay, 16, + afxcmd_playrelvol, sfx_amb10, -4, + afxcmd_delay, 16, + afxcmd_playrelvol, sfx_amb10, -4, + afxcmd_delay, 16, + afxcmd_playrelvol, sfx_amb10, -4, + afxcmd_end +}; +int AmbSndSeq10[] = +{ // FastFootsteps + afxcmd_play, sfx_amb4, + afxcmd_delay, 8, + afxcmd_playrelvol, sfx_amb11, -3, + afxcmd_delay, 8, + afxcmd_playrelvol, sfx_amb4, -3, + afxcmd_delay, 8, + afxcmd_playrelvol, sfx_amb11, -3, + afxcmd_delay, 8, + afxcmd_playrelvol, sfx_amb4, -3, + afxcmd_delay, 8, + afxcmd_playrelvol, sfx_amb11, -3, + afxcmd_delay, 8, + afxcmd_playrelvol, sfx_amb4, -3, + afxcmd_delay, 8, + afxcmd_playrelvol, sfx_amb11, -3, + afxcmd_end +}; + +int *AmbientSfx[] = +{ + AmbSndSeq1, // Scream + AmbSndSeq2, // Squish + AmbSndSeq3, // Drops + AmbSndSeq4, // SlowFootsteps + AmbSndSeq5, // Heartbeat + AmbSndSeq6, // Bells + AmbSndSeq7, // Growl + AmbSndSeq8, // Magic + AmbSndSeq9, // Laughter + AmbSndSeq10 // FastFootsteps +}; + +animdef_t animdefs[] = +{ + // false = flat + // true = texture + {false, "FLTWAWA3", "FLTWAWA1", 8}, // Water + {false, "FLTSLUD3", "FLTSLUD1", 8}, // Sludge + {false, "FLTTELE4", "FLTTELE1", 6}, // Teleport + {false, "FLTFLWW3", "FLTFLWW1", 9}, // River - West + {false, "FLTLAVA4", "FLTLAVA1", 8}, // Lava + {false, "FLATHUH4", "FLATHUH1", 8}, // Super Lava + {true, "LAVAFL3", "LAVAFL1", 6}, // Texture: Lavaflow + {true, "WATRWAL3", "WATRWAL1", 4}, // Texture: Waterfall + {-1} +}; + +anim_t anims[MAXANIMS]; +anim_t *lastanim; + +int *TerrainTypes; +struct +{ + char *name; + int type; +} TerrainTypeDefs[] = +{ + { "FLTWAWA1", FLOOR_WATER }, + { "FLTFLWW1", FLOOR_WATER }, + { "FLTLAVA1", FLOOR_LAVA }, + { "FLATHUH1", FLOOR_LAVA }, + { "FLTSLUD1", FLOOR_SLUDGE }, + { "END", -1 } +}; + +mobj_t LavaInflictor; + +//---------------------------------------------------------------------------- +// +// PROC P_InitLava +// +//---------------------------------------------------------------------------- + +void P_InitLava(void) +{ + memset(&LavaInflictor, 0, sizeof(mobj_t)); + LavaInflictor.type = MT_PHOENIXFX2; + LavaInflictor.flags2 = MF2_FIREDAMAGE|MF2_NODMGTHRUST; +} + +//---------------------------------------------------------------------------- +// +// PROC P_InitTerrainTypes +// +//---------------------------------------------------------------------------- + +void P_InitTerrainTypes(void) +{ + int i; + int lump; + int size; + + size = (numflats+1)*sizeof(int); + TerrainTypes = Z_Malloc(size, PU_STATIC, 0); + memset(TerrainTypes, 0, size); + for(i = 0; TerrainTypeDefs[i].type != -1; i++) + { + lump = W_CheckNumForName(TerrainTypeDefs[i].name); + if(lump != -1) + { + TerrainTypes[lump-firstflat] = TerrainTypeDefs[i].type; + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_InitPicAnims +// +//---------------------------------------------------------------------------- + +void P_InitPicAnims(void) +{ + int i; + + lastanim = anims; + for(i = 0; animdefs[i].istexture != -1; i++) + { + if(animdefs[i].istexture) + { // Texture animation + if(R_CheckTextureNumForName(animdefs[i].startname) == -1) + { // Texture doesn't exist + continue; + } + lastanim->picnum = R_TextureNumForName(animdefs[i].endname); + lastanim->basepic = R_TextureNumForName(animdefs[i].startname); + } + else + { // Flat animation + if(W_CheckNumForName(animdefs[i].startname) == -1) + { // Flat doesn't exist + continue; + } + lastanim->picnum = R_FlatNumForName(animdefs[i].endname); + lastanim->basepic = R_FlatNumForName(animdefs[i].startname); + } + lastanim->istexture = animdefs[i].istexture; + lastanim->numpics = lastanim->picnum-lastanim->basepic+1; + if(lastanim->numpics < 2) + { + I_Error("P_InitPicAnims: bad cycle from %s to %s", + animdefs[i].startname, animdefs[i].endname); + } + lastanim->speed = animdefs[i].speed; + lastanim++; + } +} + +/* +============================================================================== + + UTILITIES + +============================================================================== +*/ + +// +// Will return a side_t* given the number of the current sector, +// the line number, and the side (0/1) that you want. +// +side_t *getSide(int currentSector,int line, int side) +{ + return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ]; +} + +// +// Will return a sector_t* given the number of the current sector, +// the line number and the side (0/1) that you want. +// +sector_t *getSector(int currentSector,int line,int side) +{ + return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector; +} + +// +// Given the sector number and the line number, will tell you whether +// the line is two-sided or not. +// +int twoSided(int sector,int line) +{ + return (sectors[sector].lines[line])->flags & ML_TWOSIDED; +} + +//================================================================== +// +// Return sector_t * of sector next to current. NULL if not two-sided line +// +//================================================================== +sector_t *getNextSector(line_t *line,sector_t *sec) +{ + if (!(line->flags & ML_TWOSIDED)) + return NULL; + + if (line->frontsector == sec) + return line->backsector; + + return line->frontsector; +} + +//================================================================== +// +// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS +// +//================================================================== +fixed_t P_FindLowestFloorSurrounding(sector_t *sec) +{ + int i; + line_t *check; + sector_t *other; + fixed_t floor = sec->floorheight; + + for (i=0 ;i < sec->linecount ; i++) + { + check = sec->lines[i]; + other = getNextSector(check,sec); + if (!other) + continue; + if (other->floorheight < floor) + floor = other->floorheight; + } + return floor; +} + +//================================================================== +// +// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS +// +//================================================================== +fixed_t P_FindHighestFloorSurrounding(sector_t *sec) +{ + int i; + line_t *check; + sector_t *other; + fixed_t floor = -500*FRACUNIT; + + for (i=0 ;i < sec->linecount ; i++) + { + check = sec->lines[i]; + other = getNextSector(check,sec); + if (!other) + continue; + if (other->floorheight > floor) + floor = other->floorheight; + } + return floor; +} + +//================================================================== +// +// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS +// +//================================================================== +fixed_t P_FindNextHighestFloor(sector_t *sec,int currentheight) +{ + int i; + int h; + int min; + line_t *check; + sector_t *other; + fixed_t height = currentheight; + fixed_t heightlist[20]; // 20 adjoining sectors max! + + for (i =0,h = 0 ;i < sec->linecount ; i++) + { + check = sec->lines[i]; + other = getNextSector(check,sec); + if (!other) + continue; + if (other->floorheight > height) + heightlist[h++] = other->floorheight; + } + + // + // Find lowest height in list + // + min = heightlist[0]; + for (i = 1;i < h;i++) + if (heightlist[i] < min) + min = heightlist[i]; + + return min; +} + +//================================================================== +// +// FIND LOWEST CEILING IN THE SURROUNDING SECTORS +// +//================================================================== +fixed_t P_FindLowestCeilingSurrounding(sector_t *sec) +{ + int i; + line_t *check; + sector_t *other; + fixed_t height = MAXINT; + + for (i=0 ;i < sec->linecount ; i++) + { + check = sec->lines[i]; + other = getNextSector(check,sec); + if (!other) + continue; + if (other->ceilingheight < height) + height = other->ceilingheight; + } + return height; +} + +//================================================================== +// +// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS +// +//================================================================== +fixed_t P_FindHighestCeilingSurrounding(sector_t *sec) +{ + int i; + line_t *check; + sector_t *other; + fixed_t height = 0; + + for (i=0 ;i < sec->linecount ; i++) + { + check = sec->lines[i]; + other = getNextSector(check,sec); + if (!other) + continue; + if (other->ceilingheight > height) + height = other->ceilingheight; + } + return height; +} + +//================================================================== +// +// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO +// +//================================================================== +int P_FindSectorFromLineTag(line_t *line,int start) +{ + int i; + + for (i=start+1;itag) + return i; + return -1; +} + +//================================================================== +// +// Find minimum light from an adjacent sector +// +//================================================================== +int P_FindMinSurroundingLight(sector_t *sector,int max) +{ + int i; + int min; + line_t *line; + sector_t *check; + + min = max; + for (i=0 ; i < sector->linecount ; i++) + { + line = sector->lines[i]; + check = getNextSector(line,sector); + if (!check) + continue; + if (check->lightlevel < min) + min = check->lightlevel; + } + return min; +} + +/* +============================================================================== + + EVENTS + +Events are operations triggered by using, crossing, or shooting special lines, or by timed thinkers + +============================================================================== +*/ + + + +/* +=============================================================================== += += P_CrossSpecialLine - TRIGGER += += Called every time a thing origin is about to cross += a line with a non 0 special += +=============================================================================== +*/ + +void P_CrossSpecialLine(int linenum, int side, mobj_t *thing) +{ + line_t *line; + + line = &lines[linenum]; + if(!thing->player) + { // Check if trigger allowed by non-player mobj + switch(line->special) + { + case 39: // Trigger_TELEPORT + case 97: // Retrigger_TELEPORT + case 4: // Trigger_Raise_Door + //case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER + //case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER + break; + default: + return; + break; + } + } + switch(line->special) + { + //==================================================== + // TRIGGERS + //==================================================== + case 2: // Open Door + EV_DoDoor(line,open,VDOORSPEED); + line->special = 0; + break; + case 3: // Close Door + EV_DoDoor(line,close,VDOORSPEED); + line->special = 0; + break; + case 4: // Raise Door + EV_DoDoor(line,normal,VDOORSPEED); + line->special = 0; + break; + case 5: // Raise Floor + EV_DoFloor(line,raiseFloor); + line->special = 0; + break; + case 6: // Fast Ceiling Crush & Raise + EV_DoCeiling(line,fastCrushAndRaise); + line->special = 0; + break; + case 8: // Trigger_Build_Stairs (8 pixel steps) + EV_BuildStairs(line, 8*FRACUNIT); + line->special = 0; + break; + case 106: // Trigger_Build_Stairs_16 (16 pixel steps) + EV_BuildStairs(line, 16*FRACUNIT); + line->special = 0; + break; + case 10: // PlatDownWaitUp + EV_DoPlat(line,downWaitUpStay,0); + line->special = 0; + break; + case 12: // Light Turn On - brightest near + EV_LightTurnOn(line,0); + line->special = 0; + break; + case 13: // Light Turn On 255 + EV_LightTurnOn(line,255); + line->special = 0; + break; + case 16: // Close Door 30 + EV_DoDoor(line,close30ThenOpen,VDOORSPEED); + line->special = 0; + break; + case 17: // Start Light Strobing + EV_StartLightStrobing(line); + line->special = 0; + break; + case 19: // Lower Floor + EV_DoFloor(line,lowerFloor); + line->special = 0; + break; + case 22: // Raise floor to nearest height and change texture + EV_DoPlat(line,raiseToNearestAndChange,0); + line->special = 0; + break; + case 25: // Ceiling Crush and Raise + EV_DoCeiling(line,crushAndRaise); + line->special = 0; + break; + case 30: // Raise floor to shortest texture height + // on either side of lines + EV_DoFloor(line,raiseToTexture); + line->special = 0; + break; + case 35: // Lights Very Dark + EV_LightTurnOn(line,35); + line->special = 0; + break; + case 36: // Lower Floor (TURBO) + EV_DoFloor(line,turboLower); + line->special = 0; + break; + case 37: // LowerAndChange + EV_DoFloor(line,lowerAndChange); + line->special = 0; + break; + case 38: // Lower Floor To Lowest + EV_DoFloor( line, lowerFloorToLowest ); + line->special = 0; + break; + case 39: // TELEPORT! + EV_Teleport( line, side, thing ); + line->special = 0; + break; + case 40: // RaiseCeilingLowerFloor + EV_DoCeiling( line, raiseToHighest ); + EV_DoFloor( line, lowerFloorToLowest ); + line->special = 0; + break; + case 44: // Ceiling Crush + EV_DoCeiling( line, lowerAndCrush ); + line->special = 0; + break; + case 52: // EXIT! + G_ExitLevel (); + line->special = 0; + break; + case 53: // Perpetual Platform Raise + EV_DoPlat(line,perpetualRaise,0); + line->special = 0; + break; + case 54: // Platform Stop + EV_StopPlat(line); + line->special = 0; + break; + case 56: // Raise Floor Crush + EV_DoFloor(line,raiseFloorCrush); + line->special = 0; + break; + case 57: // Ceiling Crush Stop + EV_CeilingCrushStop(line); + line->special = 0; + break; + case 58: // Raise Floor 24 + EV_DoFloor(line,raiseFloor24); + line->special = 0; + break; + case 59: // Raise Floor 24 And Change + EV_DoFloor(line,raiseFloor24AndChange); + line->special = 0; + break; + case 104: // Turn lights off in sector(tag) + EV_TurnTagLightsOff(line); + line->special = 0; + break; + case 105: // Trigger_SecretExit + G_SecretExitLevel(); + line->special = 0; + break; + + //==================================================== + // RE-DOABLE TRIGGERS + //==================================================== + + case 72: // Ceiling Crush + EV_DoCeiling( line, lowerAndCrush ); + break; + case 73: // Ceiling Crush and Raise + EV_DoCeiling(line,crushAndRaise); + break; + case 74: // Ceiling Crush Stop + EV_CeilingCrushStop(line); + break; + case 75: // Close Door + EV_DoDoor(line,close,VDOORSPEED); + break; + case 76: // Close Door 30 + EV_DoDoor(line,close30ThenOpen,VDOORSPEED); + break; + case 77: // Fast Ceiling Crush & Raise + EV_DoCeiling(line,fastCrushAndRaise); + break; + case 79: // Lights Very Dark + EV_LightTurnOn(line,35); + break; + case 80: // Light Turn On - brightest near + EV_LightTurnOn(line,0); + break; + case 81: // Light Turn On 255 + EV_LightTurnOn(line,255); + break; + case 82: // Lower Floor To Lowest + EV_DoFloor( line, lowerFloorToLowest ); + break; + case 83: // Lower Floor + EV_DoFloor(line,lowerFloor); + break; + case 84: // LowerAndChange + EV_DoFloor(line,lowerAndChange); + break; + case 86: // Open Door + EV_DoDoor(line,open,VDOORSPEED); + break; + case 87: // Perpetual Platform Raise + EV_DoPlat(line,perpetualRaise,0); + break; + case 88: // PlatDownWaitUp + EV_DoPlat(line,downWaitUpStay,0); + break; + case 89: // Platform Stop + EV_StopPlat(line); + break; + case 90: // Raise Door + EV_DoDoor(line,normal,VDOORSPEED); + break; + case 100: // Retrigger_Raise_Door_Turbo + EV_DoDoor(line, normal, VDOORSPEED*3); + break; + case 91: // Raise Floor + EV_DoFloor(line,raiseFloor); + break; + case 92: // Raise Floor 24 + EV_DoFloor(line,raiseFloor24); + break; + case 93: // Raise Floor 24 And Change + EV_DoFloor(line,raiseFloor24AndChange); + break; + case 94: // Raise Floor Crush + EV_DoFloor(line,raiseFloorCrush); + break; + case 95: // Raise floor to nearest height and change texture + EV_DoPlat(line,raiseToNearestAndChange,0); + break; + case 96: // Raise floor to shortest texture height + // on either side of lines + EV_DoFloor(line,raiseToTexture); + break; + case 97: // TELEPORT! + EV_Teleport( line, side, thing ); + break; + case 98: // Lower Floor (TURBO) + EV_DoFloor(line,turboLower); + break; + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_ShootSpecialLine +// +// Called when a thing shoots a special line. +// +//---------------------------------------------------------------------------- + +void P_ShootSpecialLine(mobj_t *thing, line_t *line) +{ + if(!thing->player) + { // Check if trigger allowed by non-player mobj + switch(line->special) + { + case 46: // Impact_OpenDoor + break; + default: + return; + break; + } + } + switch(line->special) + { + case 24: // Impact_RaiseFloor + EV_DoFloor(line, raiseFloor); + P_ChangeSwitchTexture(line, 0); + break; + case 46: // Impact_OpenDoor + EV_DoDoor(line, open, VDOORSPEED); + P_ChangeSwitchTexture(line, 1); + break; + case 47: // Impact_RaiseFloorNear&Change + EV_DoPlat(line, raiseToNearestAndChange, 0); + P_ChangeSwitchTexture(line, 0); + break; + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_PlayerInSpecialSector +// +// Called every tic frame that the player origin is in a special sector. +// +//---------------------------------------------------------------------------- + +void P_PlayerInSpecialSector(player_t *player) +{ + sector_t *sector; + static int pushTab[5] = { + 2048*5, + 2048*10, + 2048*25, + 2048*30, + 2048*35 + }; + + sector = player->mo->subsector->sector; + if(player->mo->z != sector->floorheight) + { // Player is not touching the floor + return; + } + switch(sector->special) + { + case 7: // Damage_Sludge + if(!(leveltime&31)) + { + P_DamageMobj(player->mo, NULL, NULL, 4); + } + break; + case 5: // Damage_LavaWimpy + if(!(leveltime&15)) + { + P_DamageMobj(player->mo, &LavaInflictor, NULL, 5); + P_HitFloor(player->mo); + } + break; + case 16: // Damage_LavaHefty + if(!(leveltime&15)) + { + P_DamageMobj(player->mo, &LavaInflictor, NULL, 8); + P_HitFloor(player->mo); + } + break; + case 4: // Scroll_EastLavaDamage + P_Thrust(player, 0, 2048*28); + if(!(leveltime&15)) + { + P_DamageMobj(player->mo, &LavaInflictor, NULL, 5); + P_HitFloor(player->mo); + } + break; + case 9: // SecretArea + player->secretcount++; + sector->special = 0; + break; + case 11: // Exit_SuperDamage (DOOM E1M8 finale) + /* + player->cheats &= ~CF_GODMODE; + if(!(leveltime&0x1f)) + { + P_DamageMobj(player->mo, NULL, NULL, 20); + } + if(player->health <= 10) + { + G_ExitLevel(); + } + */ + break; + + case 25: case 26: case 27: case 28: case 29: // Scroll_North + P_Thrust(player, ANG90, pushTab[sector->special-25]); + break; + case 20: case 21: case 22: case 23: case 24: // Scroll_East + P_Thrust(player, 0, pushTab[sector->special-20]); + break; + case 30: case 31: case 32: case 33: case 34: // Scroll_South + P_Thrust(player, ANG270, pushTab[sector->special-30]); + break; + case 35: case 36: case 37: case 38: case 39: // Scroll_West + P_Thrust(player, ANG180, pushTab[sector->special-35]); + break; + + case 40: case 41: case 42: case 43: case 44: case 45: + case 46: case 47: case 48: case 49: case 50: case 51: + // Wind specials are handled in (P_mobj):P_XYMovement + break; + + case 15: // Friction_Low + // Only used in (P_mobj):P_XYMovement and (P_user):P_Thrust + break; + + default: + I_Error("P_PlayerInSpecialSector: " + "unknown special %i", sector->special); + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_UpdateSpecials +// +// Animate planes, scroll walls, etc. +// +//---------------------------------------------------------------------------- + +void P_UpdateSpecials(void) +{ + int i; + int pic; + anim_t *anim; + line_t *line; + + // Animate flats and textures + for(anim = anims; anim < lastanim; anim++) + { + for(i = anim->basepic; i < anim->basepic+anim->numpics; i++) + { + pic = anim->basepic+((leveltime/anim->speed+i)%anim->numpics); + if(anim->istexture) + { + texturetranslation[i] = pic; + } + else + { + flattranslation[i] = pic; + } + } + } + // Update scrolling texture offsets + for(i = 0; i < numlinespecials; i++) + { + line = linespeciallist[i]; + switch(line->special) + { + case 48: // Effect_Scroll_Left + sides[line->sidenum[0]].textureoffset += FRACUNIT; + break; + case 99: // Effect_Scroll_Right + sides[line->sidenum[0]].textureoffset -= FRACUNIT; + break; + } + } + // Handle buttons + for(i = 0; i < MAXBUTTONS; i++) + { + if(buttonlist[i].btimer) + { + buttonlist[i].btimer--; + if(!buttonlist[i].btimer) + { + switch(buttonlist[i].where) + { + case top: + sides[buttonlist[i].line->sidenum[0]].toptexture = + buttonlist[i].btexture; + break; + case middle: + sides[buttonlist[i].line->sidenum[0]].midtexture = + buttonlist[i].btexture; + break; + case bottom: + sides[buttonlist[i].line->sidenum[0]].bottomtexture = + buttonlist[i].btexture; + break; + } + S_StartSound((mobj_t *)&buttonlist[i].soundorg, sfx_switch); + memset(&buttonlist[i], 0, sizeof(button_t)); + } + } + } +} + +//============================================================ +// +// Special Stuff that can't be categorized +// +//============================================================ +int EV_DoDonut(line_t *line) +{ + sector_t *s1; + sector_t *s2; + sector_t *s3; + int secnum; + int rtn; + int i; + floormove_t *floor; + + secnum = -1; + rtn = 0; + while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) + { + s1 = §ors[secnum]; + + // ALREADY MOVING? IF SO, KEEP GOING... + if (s1->specialdata) + continue; + + rtn = 1; + s2 = getNextSector(s1->lines[0],s1); + for (i = 0;i < s2->linecount;i++) + { + if ((!s2->lines[i]->flags & ML_TWOSIDED) || + (s2->lines[i]->backsector == s1)) + continue; + s3 = s2->lines[i]->backsector; + + // + // Spawn rising slime + // + floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0); + P_AddThinker (&floor->thinker); + s2->specialdata = floor; + floor->thinker.function = T_MoveFloor; + floor->type = donutRaise; + floor->crush = false; + floor->direction = 1; + floor->sector = s2; + floor->speed = FLOORSPEED / 2; + floor->texture = s3->floorpic; + floor->newspecial = 0; + floor->floordestheight = s3->floorheight; + + // + // Spawn lowering donut-hole + // + floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0); + P_AddThinker (&floor->thinker); + s1->specialdata = floor; + floor->thinker.function = T_MoveFloor; + floor->type = lowerFloor; + floor->crush = false; + floor->direction = -1; + floor->sector = s1; + floor->speed = FLOORSPEED / 2; + floor->floordestheight = s3->floorheight; + break; + } + } + return rtn; +} + +/* +============================================================================== + + SPECIAL SPAWNING + +============================================================================== +*/ +/* +================================================================================ += P_SpawnSpecials += += After the map has been loaded, scan for specials that += spawn thinkers += +=============================================================================== +*/ + +short numlinespecials; +line_t *linespeciallist[MAXLINEANIMS]; + +void P_SpawnSpecials (void) +{ + sector_t *sector; + int i; + int episode; + + episode = 1; + if (W_CheckNumForName("texture2") >= 0) + episode = 2; + + // + // Init special SECTORs + // + sector = sectors; + for (i=0 ; ispecial) + continue; + switch (sector->special) + { + case 1: // FLICKERING LIGHTS + P_SpawnLightFlash (sector); + break; + case 2: // STROBE FAST + P_SpawnStrobeFlash(sector,FASTDARK,0); + break; + case 3: // STROBE SLOW + P_SpawnStrobeFlash(sector,SLOWDARK,0); + break; + case 4: // STROBE FAST/DEATH SLIME + P_SpawnStrobeFlash(sector,FASTDARK,0); + sector->special = 4; + break; + case 8: // GLOWING LIGHT + P_SpawnGlowingLight(sector); + break; + case 9: // SECRET SECTOR + totalsecret++; + break; + case 10: // DOOR CLOSE IN 30 SECONDS + P_SpawnDoorCloseIn30 (sector); + break; + case 12: // SYNC STROBE SLOW + P_SpawnStrobeFlash (sector, SLOWDARK, 1); + break; + case 13: // SYNC STROBE FAST + P_SpawnStrobeFlash (sector, FASTDARK, 1); + break; + case 14: // DOOR RAISE IN 5 MINUTES + P_SpawnDoorRaiseIn5Mins (sector, i); + break; + } + } + + + // + // Init line EFFECTs + // + numlinespecials = 0; + for (i = 0;i < numlines; i++) + switch(lines[i].special) + { + case 48: // Effect_Scroll_Left + case 99: // Effect_Scroll_Right + linespeciallist[numlinespecials] = &lines[i]; + numlinespecials++; + break; + } + + // + // Init other misc stuff + // + for (i = 0;i < MAXCEILINGS;i++) + activeceilings[i] = NULL; + for (i = 0;i < MAXPLATS;i++) + activeplats[i] = NULL; + for (i = 0;i < MAXBUTTONS;i++) + memset(&buttonlist[i],0,sizeof(button_t)); +} + +//---------------------------------------------------------------------------- +// +// PROC P_InitAmbientSound +// +//---------------------------------------------------------------------------- + +void P_InitAmbientSound(void) +{ + AmbSfxCount = 0; + AmbSfxVolume = 0; + AmbSfxTics = 10*TICSPERSEC; + AmbSfxPtr = AmbSndSeqInit; +} + +//---------------------------------------------------------------------------- +// +// PROC P_AddAmbientSfx +// +// Called by (P_mobj):P_SpawnMapThing during (P_setup):P_SetupLevel. +// +//---------------------------------------------------------------------------- + +void P_AddAmbientSfx(int sequence) +{ + if(AmbSfxCount == MAX_AMBIENT_SFX) + { + I_Error("Too many ambient sound sequences"); + } + LevelAmbientSfx[AmbSfxCount++] = AmbientSfx[sequence]; +} + +//---------------------------------------------------------------------------- +// +// PROC P_AmbientSound +// +// Called every tic by (P_tick):P_Ticker. +// +//---------------------------------------------------------------------------- + +void P_AmbientSound(void) +{ + afxcmd_t cmd; + int sound; + boolean done; + + if(!AmbSfxCount) + { // No ambient sound sequences on current level + return; + } + if(--AmbSfxTics) + { + return; + } + done = false; + do + { + cmd = *AmbSfxPtr++; + switch(cmd) + { + case afxcmd_play: + AmbSfxVolume = P_Random()>>2; + S_StartSoundAtVolume(NULL, *AmbSfxPtr++, AmbSfxVolume); + break; + case afxcmd_playabsvol: + sound = *AmbSfxPtr++; + AmbSfxVolume = *AmbSfxPtr++; + S_StartSoundAtVolume(NULL, sound, AmbSfxVolume); + break; + case afxcmd_playrelvol: + sound = *AmbSfxPtr++; + AmbSfxVolume += *AmbSfxPtr++; + if(AmbSfxVolume < 0) + { + AmbSfxVolume = 0; + } + else if(AmbSfxVolume > 127) + { + AmbSfxVolume = 127; + } + S_StartSoundAtVolume(NULL, sound, AmbSfxVolume); + break; + case afxcmd_delay: + AmbSfxTics = *AmbSfxPtr++; + done = true; + break; + case afxcmd_delayrand: + AmbSfxTics = P_Random()&(*AmbSfxPtr++); + done = true; + break; + case afxcmd_end: + AmbSfxTics = 6*TICSPERSEC+P_Random(); + AmbSfxPtr = LevelAmbientSfx[P_Random()%AmbSfxCount]; + done = true; + break; + default: + I_Error("P_AmbientSound: Unknown afxcmd %d", cmd); + break; + } + } while(done == false); +} diff --git a/base/p_switch.c b/base/p_switch.c new file mode 100644 index 0000000..6d15541 --- /dev/null +++ b/base/p_switch.c @@ -0,0 +1,390 @@ + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +//================================================================== +// +// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE +// +//================================================================== +switchlist_t alphSwitchList[] = +{ + {"SW1OFF", "SW1ON", 1}, + {"SW2OFF", "SW2ON", 1}, + +/* + {"SW1CTY", "SW2CTY", 1}, + {"SW1ORGRY", "SW2ORGRY", 1}, + {"SW1GRSTN", "SW2GRSTN", 1}, + {"SW1SNDP", "SW2SNDP", 1}, + {"SW1SPINE", "SW2SPINE", 1}, + {"SW1SQPEB", "SW2SQPEB", 1}, + {"SW1TRST1", "SW2TRST1", 1}, + {"SW1CSTL", "SW2CSTL", 1}, + {"SW1MOSS", "SW2MOSS", 1}, + {"SW1SNDSQ", "SW2SNDSQ", 1}, + {"SW1RED", "SW2RED", 1}, + {"SW1WOOD", "SW2WOOD", 1}, + {"SW1BROWN", "SW2BROWN", 1}, + + {"SW1TRST2", "SW2TRST2", 2}, + {"SW1MSC", "SW2MSC", 2}, + {"SW1MSC2", "SW2MSC2", 2}, + {"SW1GRDMD", "SW2GRDMD", 2}, +*/ + +#if 0 + {"SW1BRCOM", "SW2BRCOM", 1}, + {"SW1BRN1", "SW2BRN1", 1}, + {"SW1BRN2", "SW2BRN2", 1}, + {"SW1BRNGN", "SW2BRNGN", 1}, + {"SW1BROWN", "SW2BROWN", 1}, + {"SW1COMM", "SW2COMM", 1}, + {"SW1COMP", "SW2COMP", 1}, + {"SW1DIRT", "SW2DIRT", 1}, + {"SW1EXIT", "SW2EXIT", 1}, + {"SW1GRAY", "SW2GRAY", 1}, + {"SW1GRAY1", "SW2GRAY1", 1}, + {"SW1METAL", "SW2METAL", 1}, + {"SW1PIPE", "SW2PIPE", 1}, + {"SW1SLAD", "SW2SLAD", 1}, + {"SW1STARG", "SW2STARG", 1}, + {"SW1STON1", "SW2STON1", 1}, + {"SW1STON2", "SW2STON2", 1}, + {"SW1STONE", "SW2STONE", 1}, + {"SW1STRTN", "SW2STRTN", 1}, + + {"SW1BLUE", "SW2BLUE", 2}, + {"SW1CMT", "SW2CMT", 2}, + {"SW1GARG", "SW2GARG", 2}, + {"SW1GSTON", "SW2GSTON", 2}, + {"SW1HOT", "SW2HOT", 2}, + {"SW1LION", "SW2LION", 2}, + {"SW1SATYR", "SW2SATYR", 2}, + {"SW1SKIN", "SW2SKIN", 2}, + {"SW1VINE", "SW2VINE", 2}, + {"SW1WOOD", "SW2WOOD", 2}, +#endif + {"\0", "\0", 0} +}; + +int switchlist[MAXSWITCHES * 2]; +int numswitches; +button_t buttonlist[MAXBUTTONS]; + +/* +=============== += += P_InitSwitchList += += Only called at game initialization += +=============== +*/ + +void P_InitSwitchList(void) +{ + int i; + int index; + int episode; + + episode = 1; + if (!shareware) + episode = 2; + + for (index = 0,i = 0;i < MAXSWITCHES;i++) + { + if (!alphSwitchList[i].episode) + { + numswitches = index/2; + switchlist[index] = -1; + break; + } + + if (alphSwitchList[i].episode <= episode) + { + switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name1); + switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name2); + } + } +} + +//================================================================== +// +// Start a button counting down till it turns off. +// +//================================================================== +void P_StartButton(line_t *line,bwhere_e w,int texture,int time) +{ + int i; + + for (i = 0;i < MAXBUTTONS;i++) + if (!buttonlist[i].btimer) + { + buttonlist[i].line = line; + buttonlist[i].where = w; + buttonlist[i].btexture = texture; + buttonlist[i].btimer = time; + buttonlist[i].soundorg = (mobj_t *)&line->frontsector->soundorg; + return; + } + + I_Error("P_StartButton: no button slots left!"); +} + +//================================================================== +// +// Function that changes wall texture. +// Tell it if switch is ok to use again (1=yes, it's a button). +// +//================================================================== +void P_ChangeSwitchTexture(line_t *line,int useAgain) +{ + int texTop; + int texMid; + int texBot; + int i; + int sound; + + if (!useAgain) + line->special = 0; + + texTop = sides[line->sidenum[0]].toptexture; + texMid = sides[line->sidenum[0]].midtexture; + texBot = sides[line->sidenum[0]].bottomtexture; + + sound = sfx_switch; + //if (line->special == 11) // EXIT SWITCH? + // sound = sfx_swtchx; + + for (i = 0;i < numswitches*2;i++) + if (switchlist[i] == texTop) + { + S_StartSound(buttonlist->soundorg,sound); + sides[line->sidenum[0]].toptexture = switchlist[i^1]; + if (useAgain) + P_StartButton(line,top,switchlist[i],BUTTONTIME); + return; + } + else + if (switchlist[i] == texMid) + { + S_StartSound(buttonlist->soundorg,sound); + sides[line->sidenum[0]].midtexture = switchlist[i^1]; + if (useAgain) + P_StartButton(line, middle,switchlist[i],BUTTONTIME); + return; + } + else + if (switchlist[i] == texBot) + { + S_StartSound(buttonlist->soundorg,sound); + sides[line->sidenum[0]].bottomtexture = switchlist[i^1]; + if (useAgain) + P_StartButton(line, bottom,switchlist[i],BUTTONTIME); + return; + } +} + +/* +============================================================================== += += P_UseSpecialLine += += Called when a thing uses a special line += Only the front sides of lines are usable +=============================================================================== +*/ + +boolean P_UseSpecialLine ( mobj_t *thing, line_t *line) +{ + // + // Switches that other things can activate + // + if (!thing->player) + { + if (line->flags & ML_SECRET) + return false; // never open secret doors + switch(line->special) + { + case 1: // MANUAL DOOR RAISE + case 32: // MANUAL BLUE + case 33: // MANUAL RED + case 34: // MANUAL YELLOW + break; + default: + return false; + } + } + + // + // do something + // + switch (line->special) + { + //=============================================== + // MANUALS + //=============================================== + case 1: // Vertical Door + case 26: // Blue Door/Locked + case 27: // Yellow Door /Locked + case 28: // Red Door /Locked + + case 31: // Manual door open + case 32: // Blue locked door open + case 33: // Red locked door open + case 34: // Yellow locked door open + EV_VerticalDoor (line, thing); + break; + //=============================================== + // SWITCHES + //=============================================== + case 7: // Switch_Build_Stairs (8 pixel steps) + if(EV_BuildStairs(line, 8*FRACUNIT)) + { + P_ChangeSwitchTexture(line, 0); + } + break; + case 107: // Switch_Build_Stairs_16 (16 pixel steps) + if(EV_BuildStairs(line, 16*FRACUNIT)) + { + P_ChangeSwitchTexture(line, 0); + } + break; + case 9: // Change Donut + if (EV_DoDonut(line)) + P_ChangeSwitchTexture(line,0); + break; + case 11: // Exit level + G_ExitLevel (); + P_ChangeSwitchTexture(line,0); + break; + case 14: // Raise Floor 32 and change texture + if (EV_DoPlat(line,raiseAndChange,32)) + P_ChangeSwitchTexture(line,0); + break; + case 15: // Raise Floor 24 and change texture + if (EV_DoPlat(line,raiseAndChange,24)) + P_ChangeSwitchTexture(line,0); + break; + case 18: // Raise Floor to next highest floor + if (EV_DoFloor(line, raiseFloorToNearest)) + P_ChangeSwitchTexture(line,0); + break; + case 20: // Raise Plat next highest floor and change texture + if (EV_DoPlat(line,raiseToNearestAndChange,0)) + P_ChangeSwitchTexture(line,0); + break; + case 21: // PlatDownWaitUpStay + if (EV_DoPlat(line,downWaitUpStay,0)) + P_ChangeSwitchTexture(line,0); + break; + case 23: // Lower Floor to Lowest + if (EV_DoFloor(line,lowerFloorToLowest)) + P_ChangeSwitchTexture(line,0); + break; + case 29: // Raise Door + if (EV_DoDoor(line,normal,VDOORSPEED)) + P_ChangeSwitchTexture(line,0); + break; + case 41: // Lower Ceiling to Floor + if (EV_DoCeiling(line,lowerToFloor)) + P_ChangeSwitchTexture(line,0); + break; + case 71: // Turbo Lower Floor + if (EV_DoFloor(line,turboLower)) + P_ChangeSwitchTexture(line,0); + break; + case 49: // Lower Ceiling And Crush + if (EV_DoCeiling(line,lowerAndCrush)) + P_ChangeSwitchTexture(line,0); + break; + case 50: // Close Door + if (EV_DoDoor(line,close,VDOORSPEED)) + P_ChangeSwitchTexture(line,0); + break; + case 51: // Secret EXIT + G_SecretExitLevel (); + P_ChangeSwitchTexture(line,0); + break; + case 55: // Raise Floor Crush + if (EV_DoFloor(line,raiseFloorCrush)) + P_ChangeSwitchTexture(line,0); + break; + case 101: // Raise Floor + if (EV_DoFloor(line,raiseFloor)) + P_ChangeSwitchTexture(line,0); + break; + case 102: // Lower Floor to Surrounding floor height + if (EV_DoFloor(line,lowerFloor)) + P_ChangeSwitchTexture(line,0); + break; + case 103: // Open Door + if (EV_DoDoor(line,open,VDOORSPEED)) + P_ChangeSwitchTexture(line,0); + break; + //=============================================== + // BUTTONS + //=============================================== + case 42: // Close Door + if (EV_DoDoor(line,close,VDOORSPEED)) + P_ChangeSwitchTexture(line,1); + break; + case 43: // Lower Ceiling to Floor + if (EV_DoCeiling(line,lowerToFloor)) + P_ChangeSwitchTexture(line,1); + break; + case 45: // Lower Floor to Surrounding floor height + if (EV_DoFloor(line,lowerFloor)) + P_ChangeSwitchTexture(line,1); + break; + case 60: // Lower Floor to Lowest + if (EV_DoFloor(line,lowerFloorToLowest)) + P_ChangeSwitchTexture(line,1); + break; + case 61: // Open Door + if (EV_DoDoor(line,open,VDOORSPEED)) + P_ChangeSwitchTexture(line,1); + break; + case 62: // PlatDownWaitUpStay + if (EV_DoPlat(line,downWaitUpStay,1)) + P_ChangeSwitchTexture(line,1); + break; + case 63: // Raise Door + if (EV_DoDoor(line,normal,VDOORSPEED)) + P_ChangeSwitchTexture(line,1); + break; + case 64: // Raise Floor to ceiling + if (EV_DoFloor(line,raiseFloor)) + P_ChangeSwitchTexture(line,1); + break; + case 66: // Raise Floor 24 and change texture + if (EV_DoPlat(line,raiseAndChange,24)) + P_ChangeSwitchTexture(line,1); + break; + case 67: // Raise Floor 32 and change texture + if (EV_DoPlat(line,raiseAndChange,32)) + P_ChangeSwitchTexture(line,1); + break; + case 65: // Raise Floor Crush + if (EV_DoFloor(line,raiseFloorCrush)) + P_ChangeSwitchTexture(line,1); + break; + case 68: // Raise Plat to next highest floor and change texture + if (EV_DoPlat(line,raiseToNearestAndChange,0)) + P_ChangeSwitchTexture(line,1); + break; + case 69: // Raise Floor to next highest floor + if (EV_DoFloor(line, raiseFloorToNearest)) + P_ChangeSwitchTexture(line,1); + break; + case 70: // Turbo Lower Floor + if (EV_DoFloor(line,turboLower)) + P_ChangeSwitchTexture(line,1); + break; + } + + return true; +} + diff --git a/base/p_telept.c b/base/p_telept.c new file mode 100644 index 0000000..e70884f --- /dev/null +++ b/base/p_telept.c @@ -0,0 +1,148 @@ + +// P_telept.c + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +//---------------------------------------------------------------------------- +// +// FUNC P_Teleport +// +//---------------------------------------------------------------------------- + +boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, angle_t angle) +{ + fixed_t oldx; + fixed_t oldy; + fixed_t oldz; + fixed_t aboveFloor; + fixed_t fogDelta; + player_t *player; + unsigned an; + mobj_t *fog; + + oldx = thing->x; + oldy = thing->y; + oldz = thing->z; + aboveFloor = thing->z-thing->floorz; + if(!P_TeleportMove(thing, x, y)) + { + return(false); + } + if(thing->player) + { + player = thing->player; + if(player->powers[pw_flight] && aboveFloor) + { + thing->z = thing->floorz+aboveFloor; + if(thing->z+thing->height > thing->ceilingz) + { + thing->z = thing->ceilingz-thing->height; + } + player->viewz = thing->z+player->viewheight; + } + else + { + thing->z = thing->floorz; + player->viewz = thing->z+player->viewheight; + player->lookdir = 0; + } + } + else if(thing->flags&MF_MISSILE) + { + thing->z = thing->floorz+aboveFloor; + if(thing->z+thing->height > thing->ceilingz) + { + thing->z = thing->ceilingz-thing->height; + } + } + else + { + thing->z = thing->floorz; + } + // Spawn teleport fog at source and destination + fogDelta = thing->flags&MF_MISSILE ? 0 : TELEFOGHEIGHT; + fog = P_SpawnMobj(oldx, oldy, oldz+fogDelta, MT_TFOG); + S_StartSound(fog, sfx_telept); + an = angle>>ANGLETOFINESHIFT; + fog = P_SpawnMobj(x+20*finecosine[an], + y+20*finesine[an], thing->z+fogDelta, MT_TFOG); + S_StartSound(fog, sfx_telept); + if(thing->player && !thing->player->powers[pw_weaponlevel2]) + { // Freeze player for about .5 sec + thing->reactiontime = 18; + } + thing->angle = angle; + if(thing->flags2&MF2_FOOTCLIP && P_GetThingFloorType(thing) != FLOOR_SOLID) + { + thing->flags2 |= MF2_FEETARECLIPPED; + } + else if(thing->flags2&MF2_FEETARECLIPPED) + { + thing->flags2 &= ~MF2_FEETARECLIPPED; + } + if(thing->flags&MF_MISSILE) + { + angle >>= ANGLETOFINESHIFT; + thing->momx = FixedMul(thing->info->speed, finecosine[angle]); + thing->momy = FixedMul(thing->info->speed, finesine[angle]); + } + else + { + thing->momx = thing->momy = thing->momz = 0; + } + return(true); +} + +//---------------------------------------------------------------------------- +// +// FUNC EV_Teleport +// +//---------------------------------------------------------------------------- + +boolean EV_Teleport(line_t *line, int side, mobj_t *thing) +{ + int i; + int tag; + mobj_t *m; + thinker_t *thinker; + sector_t *sector; + + if(thing->flags2&MF2_NOTELEPORT) + { + return(false); + } + if(side == 1) + { // Don't teleport when crossing back side + return(false); + } + tag = line->tag; + for(i = 0; i < numsectors; i++) + { + if(sectors[i].tag == tag) + { + thinker = thinkercap.next; + for(thinker = thinkercap.next; thinker != &thinkercap; + thinker = thinker->next) + { + if(thinker->function != P_MobjThinker) + { // Not a mobj + continue; + } + m = (mobj_t *)thinker; + if(m->type != MT_TELEPORTMAN ) + { // Not a teleportman + continue; + } + sector = m->subsector->sector; + if(sector-sectors != i) + { // Wrong sector + continue; + } + return(P_Teleport(thing, m->x, m->y, m->angle)); + } + } + } + return(false); +} diff --git a/base/p_tick.c b/base/p_tick.c new file mode 100644 index 0000000..2fc5e57 --- /dev/null +++ b/base/p_tick.c @@ -0,0 +1,643 @@ + +// P_tick.c + +#include "doomdef.h" +#include "p_local.h" + +int leveltime; +int TimerGame; + +/* +==================== += += P_ArchivePlayers += +==================== +*/ + +void P_ArchivePlayers(void) +{ + int i; + int j; + player_t dest; + + for(i = 0; i < MAXPLAYERS; i++) + { + if(!playeringame[i]) + { + continue; + } + memcpy(&dest, &players[i], sizeof(player_t)); + for(j = 0; j < NUMPSPRITES; j++) + { + if(dest.psprites[j].state) + { + dest.psprites[j].state = + (state_t *)(dest.psprites[j].state-states); + } + } + SV_Write(&dest, sizeof(player_t)); + } +} + +/* +==================== += += P_UnArchivePlayers += +==================== +*/ + +void P_UnArchivePlayers (void) +{ + int i,j; + + for (i=0 ; ifloorheight>>FRACBITS); + SV_WriteWord(sec->ceilingheight>>FRACBITS); + SV_WriteWord(sec->floorpic); + SV_WriteWord(sec->ceilingpic); + SV_WriteWord(sec->lightlevel); + SV_WriteWord(sec->special); // needed? + SV_WriteWord(sec->tag); // needed? + } + + // Lines + for(i = 0, li = lines; i < numlines; i++, li++) + { + SV_WriteWord(li->flags); + SV_WriteWord(li->special); + SV_WriteWord(li->tag); + for(j = 0; j < 2; j++) + { + if(li->sidenum[j] == -1) + { + continue; + } + si = &sides[li->sidenum[j]]; + SV_WriteWord(si->textureoffset>>FRACBITS); + SV_WriteWord(si->rowoffset>>FRACBITS); + SV_WriteWord(si->toptexture); + SV_WriteWord(si->bottomtexture); + SV_WriteWord(si->midtexture); + } + } +} + +/* +==================== += += P_UnArchiveWorld += +==================== +*/ + +void P_UnArchiveWorld (void) +{ + int i,j; + sector_t *sec; + line_t *li; + side_t *si; + short *get; + + get = (short *)save_p; + +// +// do sectors +// + for (i=0, sec = sectors ; ifloorheight = *get++ << FRACBITS; + sec->ceilingheight = *get++ << FRACBITS; + sec->floorpic = *get++; + sec->ceilingpic = *get++; + sec->lightlevel = *get++; + sec->special = *get++; // needed? + sec->tag = *get++; // needed? + sec->specialdata = 0; + sec->soundtarget = 0; + } + +// +// do lines +// + for (i=0, li = lines ; iflags = *get++; + li->special = *get++; + li->tag = *get++; + for (j=0 ; j<2 ; j++) + { + if (li->sidenum[j] == -1) + continue; + si = &sides[li->sidenum[j]]; + si->textureoffset = *get++ << FRACBITS; + si->rowoffset = *get++ << FRACBITS; + si->toptexture = *get++; + si->bottomtexture = *get++; + si->midtexture = *get++; + } + } + + save_p = (byte *)get; +} + +//============================================================================= + +typedef enum +{ + tc_end, + tc_mobj +} thinkerclass_t; + +/* +==================== += += P_ArchiveThinkers += +==================== +*/ + +void P_ArchiveThinkers(void) +{ + thinker_t *th; + mobj_t mobj; + + for(th = thinkercap.next; th != &thinkercap; th = th->next) + { + if(th->function == P_MobjThinker) + { + SV_WriteByte(tc_mobj); + memcpy(&mobj, th, sizeof(mobj_t)); + mobj.state = (state_t *)(mobj.state-states); + if(mobj.player) + { + mobj.player = (player_t *)((mobj.player-players)+1); + } + SV_Write(&mobj, sizeof(mobj_t)); + continue; + } + //I_Error("P_ArchiveThinkers: Unknown thinker function"); + } + + // Add a terminating marker + SV_WriteByte(tc_end); +} + +/* +==================== += += P_UnArchiveThinkers += +==================== +*/ + +void P_UnArchiveThinkers (void) +{ + byte tclass; + thinker_t *currentthinker, *next; + mobj_t *mobj; + +// +// remove all the current thinkers +// + currentthinker = thinkercap.next; + while (currentthinker != &thinkercap) + { + next = currentthinker->next; + if (currentthinker->function == P_MobjThinker) + P_RemoveMobj ((mobj_t *)currentthinker); + else + Z_Free (currentthinker); + currentthinker = next; + } + P_InitThinkers (); + +// read in saved thinkers + while (1) + { + tclass = *save_p++; + switch (tclass) + { + case tc_end: + return; // end of list + + case tc_mobj: + mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL); + memcpy (mobj, save_p, sizeof(*mobj)); + save_p += sizeof(*mobj); + mobj->state = &states[(int)mobj->state]; + mobj->target = NULL; + if (mobj->player) + { + mobj->player = &players[(int)mobj->player-1]; + mobj->player->mo = mobj; + } + P_SetThingPosition (mobj); + mobj->info = &mobjinfo[mobj->type]; + mobj->floorz = mobj->subsector->sector->floorheight; + mobj->ceilingz = mobj->subsector->sector->ceilingheight; + mobj->thinker.function = P_MobjThinker; + P_AddThinker (&mobj->thinker); + break; + + default: + I_Error ("Unknown tclass %i in savegame",tclass); + } + + } + +} + +//============================================================================= + + +/* +==================== += += P_ArchiveSpecials += +==================== +*/ +enum +{ + tc_ceiling, + tc_door, + tc_floor, + tc_plat, + tc_flash, + tc_strobe, + tc_glow, + tc_endspecials +} specials_e; + +void P_ArchiveSpecials(void) +{ +/* +T_MoveCeiling, (ceiling_t: sector_t * swizzle), - active list +T_VerticalDoor, (vldoor_t: sector_t * swizzle), +T_MoveFloor, (floormove_t: sector_t * swizzle), +T_LightFlash, (lightflash_t: sector_t * swizzle), +T_StrobeFlash, (strobe_t: sector_t *), +T_Glow, (glow_t: sector_t *), +T_PlatRaise, (plat_t: sector_t *), - active list +*/ + + thinker_t *th; + ceiling_t ceiling; + vldoor_t door; + floormove_t floor; + plat_t plat; + lightflash_t flash; + strobe_t strobe; + glow_t glow; + + for(th = thinkercap.next; th != &thinkercap; th = th->next) + { + if(th->function == T_MoveCeiling) + { + SV_WriteByte(tc_ceiling); + memcpy(&ceiling, th, sizeof(ceiling_t)); + ceiling.sector = (sector_t *)(ceiling.sector-sectors); + SV_Write(&ceiling, sizeof(ceiling_t)); + continue; + } + if(th->function == T_VerticalDoor) + { + SV_WriteByte(tc_door); + memcpy(&door, th, sizeof(vldoor_t)); + door.sector = (sector_t *)(door.sector-sectors); + SV_Write(&door, sizeof(vldoor_t)); + continue; + } + if(th->function == T_MoveFloor) + { + SV_WriteByte(tc_floor); + memcpy(&floor, th, sizeof(floormove_t)); + floor.sector = (sector_t *)(floor.sector-sectors); + SV_Write(&floor, sizeof(floormove_t)); + continue; + } + if(th->function == T_PlatRaise) + { + SV_WriteByte(tc_plat); + memcpy(&plat, th, sizeof(plat_t)); + plat.sector = (sector_t *)(plat.sector-sectors); + SV_Write(&plat, sizeof(plat_t)); + continue; + } + if(th->function == T_LightFlash) + { + SV_WriteByte(tc_flash); + memcpy(&flash, th, sizeof(lightflash_t)); + flash.sector = (sector_t *)(flash.sector-sectors); + SV_Write(&flash, sizeof(lightflash_t)); + continue; + } + if(th->function == T_StrobeFlash) + { + SV_WriteByte(tc_strobe); + memcpy(&strobe, th, sizeof(strobe_t)); + strobe.sector = (sector_t *)(strobe.sector-sectors); + SV_Write(&strobe, sizeof(strobe_t)); + continue; + } + if(th->function == T_Glow) + { + SV_WriteByte(tc_glow); + memcpy(&glow, th, sizeof(glow_t)); + glow.sector = (sector_t *)(glow.sector-sectors); + SV_Write(&glow, sizeof(glow_t)); + continue; + } + } + // Add a terminating marker + SV_WriteByte(tc_endspecials); +} + +/* +==================== += += P_UnArchiveSpecials += +==================== +*/ + +void P_UnArchiveSpecials (void) +{ + byte tclass; + ceiling_t *ceiling; + vldoor_t *door; + floormove_t *floor; + plat_t *plat; + lightflash_t *flash; + strobe_t *strobe; + glow_t *glow; + + +// read in saved thinkers + while (1) + { + tclass = *save_p++; + switch (tclass) + { + case tc_endspecials: + return; // end of list + + case tc_ceiling: + ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVEL, NULL); + memcpy (ceiling, save_p, sizeof(*ceiling)); + save_p += sizeof(*ceiling); + ceiling->sector = §ors[(int)ceiling->sector]; + ceiling->sector->specialdata = T_MoveCeiling; + if (ceiling->thinker.function) + ceiling->thinker.function = T_MoveCeiling; + P_AddThinker (&ceiling->thinker); + P_AddActiveCeiling(ceiling); + break; + + case tc_door: + door = Z_Malloc (sizeof(*door), PU_LEVEL, NULL); + memcpy (door, save_p, sizeof(*door)); + save_p += sizeof(*door); + door->sector = §ors[(int)door->sector]; + door->sector->specialdata = door; + door->thinker.function = T_VerticalDoor; + P_AddThinker (&door->thinker); + break; + + case tc_floor: + floor = Z_Malloc (sizeof(*floor), PU_LEVEL, NULL); + memcpy (floor, save_p, sizeof(*floor)); + save_p += sizeof(*floor); + floor->sector = §ors[(int)floor->sector]; + floor->sector->specialdata = T_MoveFloor; + floor->thinker.function = T_MoveFloor; + P_AddThinker (&floor->thinker); + break; + + case tc_plat: + plat = Z_Malloc (sizeof(*plat), PU_LEVEL, NULL); + memcpy (plat, save_p, sizeof(*plat)); + save_p += sizeof(*plat); + plat->sector = §ors[(int)plat->sector]; + plat->sector->specialdata = T_PlatRaise; + if (plat->thinker.function) + plat->thinker.function = T_PlatRaise; + P_AddThinker (&plat->thinker); + P_AddActivePlat(plat); + break; + + case tc_flash: + flash = Z_Malloc (sizeof(*flash), PU_LEVEL, NULL); + memcpy (flash, save_p, sizeof(*flash)); + save_p += sizeof(*flash); + flash->sector = §ors[(int)flash->sector]; + flash->thinker.function = T_LightFlash; + P_AddThinker (&flash->thinker); + break; + + case tc_strobe: + strobe = Z_Malloc (sizeof(*strobe), PU_LEVEL, NULL); + memcpy (strobe, save_p, sizeof(*strobe)); + save_p += sizeof(*strobe); + strobe->sector = §ors[(int)strobe->sector]; + strobe->thinker.function = T_StrobeFlash; + P_AddThinker (&strobe->thinker); + break; + + case tc_glow: + glow = Z_Malloc (sizeof(*glow), PU_LEVEL, NULL); + memcpy (glow, save_p, sizeof(*glow)); + save_p += sizeof(*glow); + glow->sector = §ors[(int)glow->sector]; + glow->thinker.function = T_Glow; + P_AddThinker (&glow->thinker); + break; + + default: + I_Error ("P_UnarchiveSpecials:Unknown tclass %i " + "in savegame",tclass); + } + + } + +} + + + +/* +=============================================================================== + + THINKERS + +All thinkers should be allocated by Z_Malloc so they can be operated on uniformly. The actual +structures will vary in size, but the first element must be thinker_t. + +=============================================================================== +*/ + +thinker_t thinkercap; // both the head and tail of the thinker list + +/* +=============== += += P_InitThinkers += +=============== +*/ + +void P_InitThinkers (void) +{ + thinkercap.prev = thinkercap.next = &thinkercap; +} + + +/* +=============== += += P_AddThinker += += Adds a new thinker at the end of the list += +=============== +*/ + +void P_AddThinker (thinker_t *thinker) +{ + thinkercap.prev->next = thinker; + thinker->next = &thinkercap; + thinker->prev = thinkercap.prev; + thinkercap.prev = thinker; +} + +/* +=============== += += P_RemoveThinker += += Deallocation is lazy -- it will not actually be freed until its += thinking turn comes up += +=============== +*/ + +void P_RemoveThinker (thinker_t *thinker) +{ + thinker->function = (think_t)-1; +} + +/* +=============== += += P_AllocateThinker += += Allocates memory and adds a new thinker at the end of the list += +=============== +*/ + +void P_AllocateThinker (thinker_t *thinker) +{ +} + + +/* +=============== += += P_RunThinkers += +=============== +*/ + +void P_RunThinkers (void) +{ + thinker_t *currentthinker; + + currentthinker = thinkercap.next; + while (currentthinker != &thinkercap) + { + if (currentthinker->function == (think_t)-1) + { // time to remove it + currentthinker->next->prev = currentthinker->prev; + currentthinker->prev->next = currentthinker->next; + Z_Free (currentthinker); + } + else + { + if (currentthinker->function) + currentthinker->function (currentthinker); + } + currentthinker = currentthinker->next; + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_Ticker +// +//---------------------------------------------------------------------------- + +void P_Ticker(void) +{ + int i; + + if(paused) + { + return; + } + for(i = 0; i < MAXPLAYERS; i++) + { + if(playeringame[i]) + { + P_PlayerThink(&players[i]); + } + } + if(TimerGame) + { + if(!--TimerGame) + { + G_ExitLevel(); + } + } + P_RunThinkers(); + P_UpdateSpecials(); + P_AmbientSound(); + leveltime++; +} diff --git a/base/p_user.c b/base/p_user.c new file mode 100644 index 0000000..0975e74 --- /dev/null +++ b/base/p_user.c @@ -0,0 +1,1007 @@ + +// P_user.c + +#include "doomdef.h" +#include "p_local.h" +#include "soundst.h" + +void P_PlayerNextArtifact(player_t *player); + +// Macros + +#define MAXBOB 0x100000 // 16 pixels of bob + +// Data + +boolean onground; +int newtorch; // used in the torch flicker effect. +int newtorchdelta; + +boolean WeaponInShareware[] = +{ + true, // Staff + true, // Gold wand + true, // Crossbow + true, // Blaster + false, // Skull rod + false, // Phoenix rod + false, // Mace + true, // Gauntlets + true // Beak +}; + +/* +================== += += P_Thrust += += moves the given origin along a given angle += +================== +*/ + +void P_Thrust(player_t *player, angle_t angle, fixed_t move) +{ + angle >>= ANGLETOFINESHIFT; + if(player->powers[pw_flight] && !(player->mo->z <= player->mo->floorz)) + { + player->mo->momx += FixedMul(move, finecosine[angle]); + player->mo->momy += FixedMul(move, finesine[angle]); + } + else if(player->mo->subsector->sector->special == 15) // Friction_Low + { + player->mo->momx += FixedMul(move>>2, finecosine[angle]); + player->mo->momy += FixedMul(move>>2, finesine[angle]); + } + else + { + player->mo->momx += FixedMul(move, finecosine[angle]); + player->mo->momy += FixedMul(move, finesine[angle]); + } +} + + +/* +================== += += P_CalcHeight += +=Calculate the walking / running height adjustment += +================== +*/ + +void P_CalcHeight (player_t *player) +{ + int angle; + fixed_t bob; + +// +// regular movement bobbing (needs to be calculated for gun swing even +// if not on ground) +// OPTIMIZE: tablify angle + + player->bob = FixedMul (player->mo->momx, player->mo->momx)+ + FixedMul (player->mo->momy,player->mo->momy); + player->bob >>= 2; + if (player->bob>MAXBOB) + player->bob = MAXBOB; + if(player->mo->flags2&MF2_FLY && !onground) + { + player->bob = FRACUNIT/2; + } + + if ((player->cheats & CF_NOMOMENTUM)) + { + player->viewz = player->mo->z + VIEWHEIGHT; + if (player->viewz > player->mo->ceilingz-4*FRACUNIT) + player->viewz = player->mo->ceilingz-4*FRACUNIT; + player->viewz = player->mo->z + player->viewheight; + return; + } + + angle = (FINEANGLES/20*leveltime)&FINEMASK; + bob = FixedMul ( player->bob/2, finesine[angle]); + +// +// move viewheight +// + if (player->playerstate == PST_LIVE) + { + player->viewheight += player->deltaviewheight; + if (player->viewheight > VIEWHEIGHT) + { + player->viewheight = VIEWHEIGHT; + player->deltaviewheight = 0; + } + if (player->viewheight < VIEWHEIGHT/2) + { + player->viewheight = VIEWHEIGHT/2; + if (player->deltaviewheight <= 0) + player->deltaviewheight = 1; + } + + if (player->deltaviewheight) + { + player->deltaviewheight += FRACUNIT/4; + if (!player->deltaviewheight) + player->deltaviewheight = 1; + } + } + + if(player->chickenTics) + { + player->viewz = player->mo->z+player->viewheight-(20*FRACUNIT); + } + else + { + player->viewz = player->mo->z+player->viewheight+bob; + } + if(player->mo->flags2&MF2_FEETARECLIPPED + && player->playerstate != PST_DEAD + && player->mo->z <= player->mo->floorz) + { + player->viewz -= FOOTCLIPSIZE; + } + if(player->viewz > player->mo->ceilingz-4*FRACUNIT) + { + player->viewz = player->mo->ceilingz-4*FRACUNIT; + } + if(player->viewz < player->mo->floorz+4*FRACUNIT) + { + player->viewz = player->mo->floorz+4*FRACUNIT; + } +} + +/* +================= += += P_MovePlayer += +================= +*/ + +void P_MovePlayer(player_t *player) +{ + int look; + int fly; + ticcmd_t *cmd; + + cmd = &player->cmd; + player->mo->angle += (cmd->angleturn<<16); + + onground = (player->mo->z <= player->mo->floorz + || (player->mo->flags2&MF2_ONMOBJ)); + + if(player->chickenTics) + { // Chicken speed + if(cmd->forwardmove && (onground||player->mo->flags2&MF2_FLY)) + P_Thrust(player, player->mo->angle, cmd->forwardmove*2500); + if(cmd->sidemove && (onground||player->mo->flags2&MF2_FLY)) + P_Thrust(player, player->mo->angle-ANG90, cmd->sidemove*2500); + } + else + { // Normal speed + if(cmd->forwardmove && (onground||player->mo->flags2&MF2_FLY)) + P_Thrust(player, player->mo->angle, cmd->forwardmove*2048); + if(cmd->sidemove && (onground||player->mo->flags2&MF2_FLY)) + P_Thrust(player, player->mo->angle-ANG90, cmd->sidemove*2048); + } + + if(cmd->forwardmove || cmd->sidemove) + { + if(player->chickenTics) + { + if(player->mo->state == &states[S_CHICPLAY]) + { + P_SetMobjState(player->mo, S_CHICPLAY_RUN1); + } + } + else + { + if(player->mo->state == &states[S_PLAY]) + { + P_SetMobjState(player->mo, S_PLAY_RUN1); + } + } + } + + look = cmd->lookfly&15; + if(look > 7) + { + look -= 16; + } + if(look) + { + if(look == TOCENTER) + { + player->centering = true; + } + else + { + player->lookdir += 5*look; + if(player->lookdir > 90 || player->lookdir < -110) + { + player->lookdir -= 5*look; + } + } + } + if(player->centering) + { + if(player->lookdir > 0) + { + player->lookdir -= 8; + } + else if(player->lookdir < 0) + { + player->lookdir += 8; + } + if(abs(player->lookdir) < 8) + { + player->lookdir = 0; + player->centering = false; + } + } + fly = cmd->lookfly>>4; + if(fly > 7) + { + fly -= 16; + } + if(fly && player->powers[pw_flight]) + { + if(fly != TOCENTER) + { + player->flyheight = fly*2; + if(!(player->mo->flags2&MF2_FLY)) + { + player->mo->flags2 |= MF2_FLY; + player->mo->flags |= MF_NOGRAVITY; + } + } + else + { + player->mo->flags2 &= ~MF2_FLY; + player->mo->flags &= ~MF_NOGRAVITY; + } + } + else if(fly > 0) + { + P_PlayerUseArtifact(player, arti_fly); + } + if(player->mo->flags2&MF2_FLY) + { + player->mo->momz = player->flyheight*FRACUNIT; + if(player->flyheight) + { + player->flyheight /= 2; + } + } +} + +/* +================= += += P_DeathThink += +================= +*/ + +#define ANG5 (ANG90/18) + +void P_DeathThink(player_t *player) +{ + angle_t angle, delta; + extern int inv_ptr; + extern int curpos; + int lookDelta; + + P_MovePsprites(player); + + onground = (player->mo->z <= player->mo->floorz); + if(player->mo->type == MT_BLOODYSKULL) + { // Flying bloody skull + player->viewheight = 6*FRACUNIT; + player->deltaviewheight = 0; + //player->damagecount = 20; + if(onground) + { + if(player->lookdir < 60) + { + lookDelta = (60-player->lookdir)/8; + if(lookDelta < 1 && (leveltime&1)) + { + lookDelta = 1; + } + else if(lookDelta > 6) + { + lookDelta = 6; + } + player->lookdir += lookDelta; + } + } + } + else + { // Fall to ground + player->deltaviewheight = 0; + if(player->viewheight > 6*FRACUNIT) + player->viewheight -= FRACUNIT; + if(player->viewheight < 6*FRACUNIT) + player->viewheight = 6*FRACUNIT; + if(player->lookdir > 0) + { + player->lookdir -= 6; + } + else if(player->lookdir < 0) + { + player->lookdir += 6; + } + if(abs(player->lookdir) < 6) + { + player->lookdir = 0; + } + } + P_CalcHeight(player); + + if(player->attacker && player->attacker != player->mo) + { + angle = R_PointToAngle2(player->mo->x, player->mo->y, + player->attacker->x, player->attacker->y); + delta = angle-player->mo->angle; + if(delta < ANG5 || delta > (unsigned)-ANG5) + { // Looking at killer, so fade damage flash down + player->mo->angle = angle; + if(player->damagecount) + { + player->damagecount--; + } + } + else if(delta < ANG180) + player->mo->angle += ANG5; + else + player->mo->angle -= ANG5; + } + else if(player->damagecount) + { + player->damagecount--; + } + + if(player->cmd.buttons&BT_USE) + { + if(player == &players[consoleplayer]) + { + I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE)); + inv_ptr = 0; + curpos = 0; + newtorch = 0; + newtorchdelta = 0; + } + player->playerstate = PST_REBORN; + // Let the mobj know the player has entered the reborn state. Some + // mobjs need to know when it's ok to remove themselves. + player->mo->special2 = 666; + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_ChickenPlayerThink +// +//---------------------------------------------------------------------------- + +void P_ChickenPlayerThink(player_t *player) +{ + mobj_t *pmo; + + if(player->health > 0) + { // Handle beak movement + P_UpdateBeak(player, &player->psprites[ps_weapon]); + } + if(player->chickenTics&15) + { + return; + } + pmo = player->mo; + if(!(pmo->momx+pmo->momy) && P_Random() < 160) + { // Twitch view angle + pmo->angle += (P_Random()-P_Random())<<19; + } + if((pmo->z <= pmo->floorz) && (P_Random() < 32)) + { // Jump and noise + pmo->momz += FRACUNIT; + P_SetMobjState(pmo, S_CHICPLAY_PAIN); + return; + } + if(P_Random() < 48) + { // Just noise + S_StartSound(pmo, sfx_chicact); + } +} + +//---------------------------------------------------------------------------- +// +// FUNC P_GetPlayerNum +// +//---------------------------------------------------------------------------- + +int P_GetPlayerNum(player_t *player) +{ + int i; + + for(i = 0; i < MAXPLAYERS; i++) + { + if(player == &players[i]) + { + return(i); + } + } + return(0); +} + +//---------------------------------------------------------------------------- +// +// FUNC P_UndoPlayerChicken +// +//---------------------------------------------------------------------------- + +boolean P_UndoPlayerChicken(player_t *player) +{ + mobj_t *fog; + mobj_t *mo; + mobj_t *pmo; + fixed_t x; + fixed_t y; + fixed_t z; + angle_t angle; + int playerNum; + weapontype_t weapon; + int oldFlags; + int oldFlags2; + + pmo = player->mo; + x = pmo->x; + y = pmo->y; + z = pmo->z; + angle = pmo->angle; + weapon = pmo->special1; + oldFlags = pmo->flags; + oldFlags2 = pmo->flags2; + P_SetMobjState(pmo, S_FREETARGMOBJ); + mo = P_SpawnMobj(x, y, z, MT_PLAYER); + if(P_TestMobjLocation(mo) == false) + { // Didn't fit + P_RemoveMobj(mo); + mo = P_SpawnMobj(x, y, z, MT_CHICPLAYER); + mo->angle = angle; + mo->health = player->health; + mo->special1 = weapon; + mo->player = player; + mo->flags = oldFlags; + mo->flags2 = oldFlags2; + player->mo = mo; + player->chickenTics = 2*35; + return(false); + } + playerNum = P_GetPlayerNum(player); + if(playerNum != 0) + { // Set color translation + mo->flags |= playerNum<angle = angle; + mo->player = player; + mo->reactiontime = 18; + if(oldFlags2&MF2_FLY) + { + mo->flags2 |= MF2_FLY; + mo->flags |= MF_NOGRAVITY; + } + player->chickenTics = 0; + player->powers[pw_weaponlevel2] = 0; + player->health = mo->health = MAXHEALTH; + player->mo = mo; + angle >>= ANGLETOFINESHIFT; + fog = P_SpawnMobj(x+20*finecosine[angle], + y+20*finesine[angle], z+TELEFOGHEIGHT, MT_TFOG); + S_StartSound(fog, sfx_telept); + P_PostChickenWeapon(player, weapon); + return(true); +} + +//---------------------------------------------------------------------------- +// +// PROC P_PlayerThink +// +//---------------------------------------------------------------------------- + +void P_PlayerThink(player_t *player) +{ + ticcmd_t *cmd; + weapontype_t newweapon; + + extern boolean ultimatemsg; + + // No-clip cheat + if(player->cheats&CF_NOCLIP) + { + player->mo->flags |= MF_NOCLIP; + } + else + { + player->mo->flags &= ~MF_NOCLIP; + } + cmd = &player->cmd; + if(player->mo->flags&MF_JUSTATTACKED) + { // Gauntlets attack auto forward motion + cmd->angleturn = 0; + cmd->forwardmove = 0xc800/512; + cmd->sidemove = 0; + player->mo->flags &= ~MF_JUSTATTACKED; + } +// messageTics is above the rest of the counters so that messages will +// go away, even in death. + player->messageTics--; // Can go negative + if(!player->messageTics) + { // Refresh the screen when a message goes away + ultimatemsg = false; // clear out any chat messages. + BorderTopRefresh = true; + } + if(player->playerstate == PST_DEAD) + { + P_DeathThink(player); + return; + } + if(player->chickenTics) + { + P_ChickenPlayerThink(player); + } + // Handle movement + if(player->mo->reactiontime) + { // Player is frozen + player->mo->reactiontime--; + } + else + { + P_MovePlayer(player); + } + P_CalcHeight(player); + if(player->mo->subsector->sector->special) + { + P_PlayerInSpecialSector(player); + } + if(cmd->arti) + { // Use an artifact + if(cmd->arti == 0xff) + { + P_PlayerNextArtifact(player); + } + else + { + P_PlayerUseArtifact(player, cmd->arti); + } + } + // Check for weapon change + if(cmd->buttons&BT_SPECIAL) + { // A special event has no other buttons + cmd->buttons = 0; + } + if(cmd->buttons&BT_CHANGE) + { + // The actual changing of the weapon is done when the weapon + // psprite can do it (A_WeaponReady), so it doesn't happen in + // the middle of an attack. + newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT; + if(newweapon == wp_staff && player->weaponowned[wp_gauntlets] + && !(player->readyweapon == wp_gauntlets)) + { + newweapon = wp_gauntlets; + } + if(player->weaponowned[newweapon] + && newweapon != player->readyweapon) + { + if(WeaponInShareware[newweapon] || !shareware) + { + player->pendingweapon = newweapon; + } + } + } + // Check for use + if(cmd->buttons&BT_USE) + { + if(!player->usedown) + { + P_UseLines(player); + player->usedown = true; + } + } + else + { + player->usedown = false; + } + // Chicken counter + if(player->chickenTics) + { + if(player->chickenPeck) + { // Chicken attack counter + player->chickenPeck -= 3; + } + if(!--player->chickenTics) + { // Attempt to undo the chicken + P_UndoPlayerChicken(player); + } + } + // Cycle psprites + P_MovePsprites(player); + // Other Counters + if(player->powers[pw_invulnerability]) + { + player->powers[pw_invulnerability]--; + } + if(player->powers[pw_invisibility]) + { + if(!--player->powers[pw_invisibility]) + { + player->mo->flags &= ~MF_SHADOW; + } + } + if(player->powers[pw_infrared]) + { + player->powers[pw_infrared]--; + } + if(player->powers[pw_flight]) + { + if(!--player->powers[pw_flight]) + { +#ifdef __WATCOMC__ + if(player->mo->z != player->mo->floorz && !useexterndriver) + { + player->centering = true; + } +#else + if(player->mo->z != player->mo->floorz) + { + player->centering = true; + } +#endif + + player->mo->flags2 &= ~MF2_FLY; + player->mo->flags &= ~MF_NOGRAVITY; + BorderTopRefresh = true; //make sure the sprite's cleared out + } + } + if(player->powers[pw_weaponlevel2]) + { + if(!--player->powers[pw_weaponlevel2]) + { + if((player->readyweapon == wp_phoenixrod) + && (player->psprites[ps_weapon].state + != &states[S_PHOENIXREADY]) + && (player->psprites[ps_weapon].state + != &states[S_PHOENIXUP])) + { + P_SetPsprite(player, ps_weapon, S_PHOENIXREADY); + player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2; + player->refire = 0; + } + else if((player->readyweapon == wp_gauntlets) + || (player->readyweapon == wp_staff)) + { + player->pendingweapon = player->readyweapon; + } + BorderTopRefresh = true; + } + } + if(player->damagecount) + { + player->damagecount--; + } + if(player->bonuscount) + { + player->bonuscount--; + } + // Colormaps + if(player->powers[pw_invulnerability]) + { + if(player->powers[pw_invulnerability] > BLINKTHRESHOLD + || (player->powers[pw_invulnerability]&8)) + { + player->fixedcolormap = INVERSECOLORMAP; + } + else + { + player->fixedcolormap = 0; + } + } + else if(player->powers[pw_infrared]) + { + if (player->powers[pw_infrared] <= BLINKTHRESHOLD) + { + if(player->powers[pw_infrared]&8) + { + player->fixedcolormap = 0; + } + else + { + player->fixedcolormap = 1; + } + } + else if(!(leveltime&16) && player == &players[consoleplayer]) + { + if(newtorch) + { + if(player->fixedcolormap+newtorchdelta > 7 + || player->fixedcolormap+newtorchdelta < 1 + || newtorch == player->fixedcolormap) + { + newtorch = 0; + } + else + { + player->fixedcolormap += newtorchdelta; + } + } + else + { + newtorch = (M_Random()&7)+1; + newtorchdelta = (newtorch == player->fixedcolormap) ? + 0 : ((newtorch > player->fixedcolormap) ? 1 : -1); + } + } + } + else + { + player->fixedcolormap = 0; + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_ArtiTele +// +//---------------------------------------------------------------------------- + +void P_ArtiTele(player_t *player) +{ + int i; + int selections; + fixed_t destX; + fixed_t destY; + angle_t destAngle; + + if(deathmatch) + { + selections = deathmatch_p-deathmatchstarts; + i = P_Random()%selections; + destX = deathmatchstarts[i].x<mo, destX, destY, destAngle); + S_StartSound(NULL, sfx_wpnup); // Full volume laugh +} + +//---------------------------------------------------------------------------- +// +// PROC P_PlayerNextArtifact +// +//---------------------------------------------------------------------------- + +void P_PlayerNextArtifact(player_t *player) +{ + extern int inv_ptr; + extern int curpos; + + if(player == &players[consoleplayer]) + { + inv_ptr--; + if(inv_ptr < 6) + { + curpos--; + if(curpos < 0) + { + curpos = 0; + } + } + if(inv_ptr < 0) + { + inv_ptr = player->inventorySlotNum-1; + if(inv_ptr < 6) + { + curpos = inv_ptr; + } + else + { + curpos = 6; + } + } + player->readyArtifact = + player->inventory[inv_ptr].type; + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_PlayerRemoveArtifact +// +//---------------------------------------------------------------------------- + +void P_PlayerRemoveArtifact(player_t *player, int slot) +{ + int i; + extern int inv_ptr; + extern int curpos; + + player->artifactCount--; + if(!(--player->inventory[slot].count)) + { // Used last of a type - compact the artifact list + player->readyArtifact = arti_none; + player->inventory[slot].type = arti_none; + for(i = slot+1; i < player->inventorySlotNum; i++) + { + player->inventory[i-1] = player->inventory[i]; + } + player->inventorySlotNum--; + if(player == &players[consoleplayer]) + { // Set position markers and get next readyArtifact + inv_ptr--; + if(inv_ptr < 6) + { + curpos--; + if(curpos < 0) + { + curpos = 0; + } + } + if(inv_ptr >= player->inventorySlotNum) + { + inv_ptr = player->inventorySlotNum-1; + } + if(inv_ptr < 0) + { + inv_ptr = 0; + } + player->readyArtifact = + player->inventory[inv_ptr].type; + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_PlayerUseArtifact +// +//---------------------------------------------------------------------------- + +void P_PlayerUseArtifact(player_t *player, artitype_t arti) +{ + int i; + + for(i = 0; i < player->inventorySlotNum; i++) + { + if(player->inventory[i].type == arti) + { // Found match - try to use + if(P_UseArtifact(player, arti)) + { // Artifact was used - remove it from inventory + P_PlayerRemoveArtifact(player, i); + if(player == &players[consoleplayer]) + { + S_StartSound(NULL, sfx_artiuse); + ArtifactFlash = 4; + } + } + else + { // Unable to use artifact, advance pointer + P_PlayerNextArtifact(player); + } + break; + } + } +} + +//---------------------------------------------------------------------------- +// +// FUNC P_UseArtifact +// +// Returns true if artifact was used. +// +//---------------------------------------------------------------------------- + +boolean P_UseArtifact(player_t *player, artitype_t arti) +{ + mobj_t *mo; + angle_t angle; + + switch(arti) + { + case arti_invulnerability: + if(!P_GivePower(player, pw_invulnerability)) + { + return(false); + } + break; + case arti_invisibility: + if(!P_GivePower(player, pw_invisibility)) + { + return(false); + } + break; + case arti_health: + if(!P_GiveBody(player, 25)) + { + return(false); + } + break; + case arti_superhealth: + if(!P_GiveBody(player, 100)) + { + return(false); + } + break; + case arti_tomeofpower: + if(player->chickenTics) + { // Attempt to undo chicken + if(P_UndoPlayerChicken(player) == false) + { // Failed + P_DamageMobj(player->mo, NULL, NULL, 10000); + } + else + { // Succeeded + player->chickenTics = 0; + S_StartSound(player->mo, sfx_wpnup); + } + } + else + { + if(!P_GivePower(player, pw_weaponlevel2)) + { + return(false); + } + if(player->readyweapon == wp_staff) + { + P_SetPsprite(player, ps_weapon, S_STAFFREADY2_1); + } + else if(player->readyweapon == wp_gauntlets) + { + P_SetPsprite(player, ps_weapon, S_GAUNTLETREADY2_1); + } + } + break; + case arti_torch: + if(!P_GivePower(player, pw_infrared)) + { + return(false); + } + break; + case arti_firebomb: + angle = player->mo->angle>>ANGLETOFINESHIFT; + mo = P_SpawnMobj(player->mo->x+24*finecosine[angle], + player->mo->y+24*finesine[angle], player->mo->z - 15*FRACUNIT* + ((player->mo->flags2&MF2_FEETARECLIPPED) != 0), MT_FIREBOMB); + mo->target = player->mo; + break; + case arti_egg: + mo = player->mo; + P_SpawnPlayerMissile(mo, MT_EGGFX); + P_SPMAngle(mo, MT_EGGFX, mo->angle-(ANG45/6)); + P_SPMAngle(mo, MT_EGGFX, mo->angle+(ANG45/6)); + P_SPMAngle(mo, MT_EGGFX, mo->angle-(ANG45/3)); + P_SPMAngle(mo, MT_EGGFX, mo->angle+(ANG45/3)); + break; + case arti_fly: + if(!P_GivePower(player, pw_flight)) + { + return(false); + } + break; + case arti_teleport: + P_ArtiTele(player); + break; + default: + return(false); + } + return(true); +} diff --git a/base/r_bsp.c b/base/r_bsp.c new file mode 100644 index 0000000..244e528 --- /dev/null +++ b/base/r_bsp.c @@ -0,0 +1,474 @@ +// R_bsp.c + +#include "doomdef.h" +#include "r_local.h" + +seg_t *curline; +side_t *sidedef; +line_t *linedef; +sector_t *frontsector, *backsector; + +drawseg_t drawsegs[MAXDRAWSEGS], *ds_p; + +void R_StoreWallRange (int start, int stop); + +/* +==================== += += R_ClearDrawSegs += +==================== +*/ + +void R_ClearDrawSegs (void) +{ + ds_p = drawsegs; +} + +//============================================================================= + + +/* +=============================================================================== += += ClipWallSegment += += Clips the given range of columns and includes it in the new clip list +=============================================================================== +*/ + +typedef struct +{ + int first, last; +} cliprange_t; + +#define MAXSEGS 32 + +cliprange_t solidsegs[MAXSEGS], *newend; // newend is one past the last valid seg + + +void R_ClipSolidWallSegment (int first, int last) +{ + cliprange_t *next, *start; + +// find the first range that touches the range (adjacent pixels are touching) + start = solidsegs; + while (start->last < first-1) + start++; + + if (first < start->first) + { + if (last < start->first-1) + { // post is entirely visible (above start), so insert a new clippost + R_StoreWallRange (first, last); + next = newend; + newend++; + while (next != start) + { + *next = *(next-1); + next--; + } + next->first = first; + next->last = last; + return; + } + + // there is a fragment above *start + R_StoreWallRange (first, start->first - 1); + start->first = first; // adjust the clip size + } + + if (last <= start->last) + return; // bottom contained in start + + next = start; + while (last >= (next+1)->first-1) + { + // there is a fragment between two posts + R_StoreWallRange (next->last + 1, (next+1)->first - 1); + next++; + if (last <= next->last) + { // bottom is contained in next + start->last = next->last; // adjust the clip size + goto crunch; + } + } + + // there is a fragment after *next + R_StoreWallRange (next->last + 1, last); + start->last = last; // adjust the clip size + + +// remove start+1 to next from the clip list, +// because start now covers their area +crunch: + if (next == start) + return; // post just extended past the bottom of one post + + while (next++ != newend) // remove a post + *++start = *next; + newend = start+1; +} + +/* +=============================================================================== += += R_ClipPassWallSegment += += Clips the given range of columns, but does not includes it in the clip list +=============================================================================== +*/ + +void R_ClipPassWallSegment (int first, int last) +{ + cliprange_t *start; + +// find the first range that touches the range (adjacent pixels are touching) + start = solidsegs; + while (start->last < first-1) + start++; + + if (first < start->first) + { + if (last < start->first-1) + { // post is entirely visible (above start) + R_StoreWallRange (first, last); + return; + } + + // there is a fragment above *start + R_StoreWallRange (first, start->first - 1); + } + + if (last <= start->last) + return; // bottom contained in start + + while (last >= (start+1)->first-1) + { + // there is a fragment between two posts + R_StoreWallRange (start->last + 1, (start+1)->first - 1); + start++; + if (last <= start->last) + return; + } + + // there is a fragment after *next + R_StoreWallRange (start->last + 1, last); +} + + + +/* +==================== += += R_ClearClipSegs += +==================== +*/ + +void R_ClearClipSegs (void) +{ + solidsegs[0].first = -0x7fffffff; + solidsegs[0].last = -1; + solidsegs[1].first = viewwidth; + solidsegs[1].last = 0x7fffffff; + newend = solidsegs+2; +} + + +//============================================================================= + +/* +====================== += += R_AddLine += += Clips the given segment and adds any visible pieces to the line list += +====================== +*/ + +void R_AddLine (seg_t *line) +{ + int x1, x2; + angle_t angle1, angle2, span, tspan; + +#ifdef __NeXT__ + RD_DrawLineCheck (line); +#endif + curline = line; + +// OPTIMIZE: quickly reject orthogonal back sides + + angle1 = R_PointToAngle (line->v1->x, line->v1->y); + angle2 = R_PointToAngle (line->v2->x, line->v2->y); + +// +// clip to view edges +// OPTIMIZE: make constant out of 2*clipangle (FIELDOFVIEW) + span = angle1 - angle2; + if (span >= ANG180) + return; // back side + + rw_angle1 = angle1; // global angle needed by segcalc + angle1 -= viewangle; + angle2 -= viewangle; + + tspan = angle1 + clipangle; + if (tspan > 2*clipangle) + { + tspan -= 2*clipangle; + if (tspan >= span) + return; // totally off the left edge + angle1 = clipangle; + } + tspan = clipangle - angle2; + if (tspan > 2*clipangle) + { + tspan -= 2*clipangle; + if (tspan >= span) + return; // totally off the left edge + angle2 = -clipangle; + } + +// +// the seg is in the view range, but not necessarily visible +// + angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT; + angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT; + x1 = viewangletox[angle1]; + x2 = viewangletox[angle2]; + if (x1 == x2) + return; // does not cross a pixel + + backsector = line->backsector; + + if (!backsector) + goto clipsolid; // single sided line + + if (backsector->ceilingheight <= frontsector->floorheight + || backsector->floorheight >= frontsector->ceilingheight) + goto clipsolid; // closed door + + if (backsector->ceilingheight != frontsector->ceilingheight + || backsector->floorheight != frontsector->floorheight) + goto clippass; // window + +// reject empty lines used for triggers and special events + if (backsector->ceilingpic == frontsector->ceilingpic + && backsector->floorpic == frontsector->floorpic + && backsector->lightlevel == frontsector->lightlevel + && curline->sidedef->midtexture == 0) + return; + +clippass: + R_ClipPassWallSegment (x1, x2-1); + return; + +clipsolid: + R_ClipSolidWallSegment (x1, x2-1); +} + +//============================================================================ + + +/* +=============================================================================== += += R_CheckBBox += += Returns true if some part of the bbox might be visible += +=============================================================================== +*/ + +int checkcoord[12][4] = { +{3,0, 2,1}, +{3,0, 2,0}, +{3,1, 2,0}, +{0}, +{2,0, 2,1}, +{0,0,0,0}, +{3,1, 3,0}, +{0}, +{2,0, 3,1}, +{2,1, 3,1}, +{2,1, 3,0} }; + + +boolean R_CheckBBox (fixed_t *bspcoord) +{ + int boxx, boxy, boxpos; + fixed_t x1, y1, x2, y2; + angle_t angle1, angle2, span, tspan; + cliprange_t *start; + int sx1, sx2; + +#ifdef __NeXT__ + RD_DrawBBox (bspcoord); +#endif + +// find the corners of the box that define the edges from current viewpoint + if (viewx <= bspcoord[BOXLEFT]) + boxx = 0; + else if (viewx < bspcoord[BOXRIGHT]) + boxx = 1; + else + boxx = 2; + + if (viewy >= bspcoord[BOXTOP]) + boxy = 0; + else if (viewy > bspcoord[BOXBOTTOM]) + boxy = 1; + else + boxy = 2; + + boxpos = (boxy<<2)+boxx; + if (boxpos == 5) + return true; + + x1 = bspcoord[checkcoord[boxpos][0]]; + y1 = bspcoord[checkcoord[boxpos][1]]; + x2 = bspcoord[checkcoord[boxpos][2]]; + y2 = bspcoord[checkcoord[boxpos][3]]; + + +#ifdef __NeXT__ +// RD_DisplayLine (x1, y1, x2, y2, 0.1); +#endif + +// +// check clip list for an open space +// + angle1 = R_PointToAngle (x1, y1) - viewangle; + angle2 = R_PointToAngle (x2, y2) - viewangle; + + span = angle1 - angle2; + if (span >= ANG180) + return true; // sitting on a line + tspan = angle1 + clipangle; + if (tspan > 2*clipangle) + { + tspan -= 2*clipangle; + if (tspan >= span) + return false; // totally off the left edge + angle1 = clipangle; + } + tspan = clipangle - angle2; + if (tspan > 2*clipangle) + { + tspan -= 2*clipangle; + if (tspan >= span) + return false; // totally off the left edge + angle2 = -clipangle; + } + + +// find the first clippost that touches the source post (adjacent pixels are touching) + angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT; + angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT; + sx1 = viewangletox[angle1]; + sx2 = viewangletox[angle2]; + if (sx1 == sx2) + return false; // does not cross a pixel + sx2--; + + start = solidsegs; + while (start->last < sx2) + start++; + if (sx1 >= start->first && sx2 <= start->last) + return false; // the clippost contains the new span + + return true; +} + + +/* +================ += += R_Subsector += += Draw one or more segments +================ +*/ + +void R_Subsector (int num) +{ + int count; + seg_t *line; + subsector_t *sub; + +#ifdef RANGECHECK + if (num>=numsubsectors) + I_Error ("R_Subsector: ss %i with numss = %i",num, numsubsectors); +#endif + + sscount++; + sub = &subsectors[num]; + frontsector = sub->sector; + count = sub->numlines; + line = &segs[sub->firstline]; + + if (frontsector->floorheight < viewz) + floorplane = R_FindPlane (frontsector->floorheight, + frontsector->floorpic, frontsector->lightlevel, + frontsector->special); + else + floorplane = NULL; + if (frontsector->ceilingheight > viewz + || frontsector->ceilingpic == skyflatnum) + ceilingplane = R_FindPlane (frontsector->ceilingheight, + frontsector->ceilingpic, frontsector->lightlevel, 0); + else + ceilingplane = NULL; + + R_AddSprites (frontsector); + + while (count--) + { + R_AddLine (line); + line++; + } +} + + +/* +=============================================================================== += += RenderBSPNode += +=============================================================================== +*/ + +void R_RenderBSPNode (int bspnum) +{ + node_t *bsp; + int side; + + if (bspnum & NF_SUBSECTOR) + { + if (bspnum == -1) + R_Subsector (0); + else + R_Subsector (bspnum&(~NF_SUBSECTOR)); + return; + } + + bsp = &nodes[bspnum]; + +#ifdef __NeXT__ + RD_DrawNodeLine (bsp); +#endif + +// +// decide which side the view point is on +// + side = R_PointOnSide (viewx, viewy, bsp); + + R_RenderBSPNode (bsp->children[side]); // recursively divide front space + + if (R_CheckBBox (bsp->bbox[side^1])) // possibly divide back space + R_RenderBSPNode (bsp->children[side^1]); +} + + diff --git a/base/r_data.c b/base/r_data.c new file mode 100644 index 0000000..d1bdefe --- /dev/null +++ b/base/r_data.c @@ -0,0 +1,680 @@ + +// R_data.c + +#include "doomdef.h" +#include "r_local.h" +#include "p_local.h" + +extern void CheckAbortStartup(void); + +int firstflat, lastflat, numflats; +int firstpatch, lastpatch, numpatches; +int firstspritelump, lastspritelump, numspritelumps; + +int numtextures; +texture_t **textures; +int *texturewidthmask; +fixed_t *textureheight; // needed for texture pegging +int *texturecompositesize; +short **texturecolumnlump; +unsigned short **texturecolumnofs; +byte **texturecomposite; + +int *flattranslation; // for global animation +int *texturetranslation; // for global animation + +fixed_t *spritewidth; // needed for pre rendering +fixed_t *spriteoffset; +fixed_t *spritetopoffset; + +lighttable_t *colormaps; + + +/* +============================================================================== + + MAPTEXTURE_T CACHING + +when a texture is first needed, it counts the number of composite columns +required in the texture and allocates space for a column directory and any +new columns. The directory will simply point inside other patches if there +is only one patch in a given column, but any columns with multiple patches +will have new column_ts generated. + +============================================================================== +*/ + +/* +=================== += += R_DrawColumnInCache += += Clip and draw a column from a patch into a cached post += +=================== +*/ + +void R_DrawColumnInCache (column_t *patch, byte *cache, int originy, int cacheheight) +{ + int count, position; + byte *source, *dest; + + dest = (byte *)cache + 3; + + while (patch->topdelta != 0xff) + { + source = (byte *)patch + 3; + count = patch->length; + position = originy + patch->topdelta; + if (position < 0) + { + count += position; + position = 0; + } + if (position + count > cacheheight) + count = cacheheight - position; + if (count > 0) + memcpy (cache + position, source, count); + + patch = (column_t *)( (byte *)patch + patch->length+ 4); + } +} + + +/* +=================== += += R_GenerateComposite += +=================== +*/ + +void R_GenerateComposite (int texnum) +{ + byte *block; + texture_t *texture; + texpatch_t *patch; + patch_t *realpatch; + int x, x1, x2; + int i; + column_t *patchcol; + short *collump; + unsigned short *colofs; + + texture = textures[texnum]; + block = Z_Malloc (texturecompositesize[texnum], PU_STATIC, + &texturecomposite[texnum]); + collump = texturecolumnlump[texnum]; + colofs = texturecolumnofs[texnum]; + +// +// composite the columns together +// + patch = texture->patches; + + for (i=0 , patch = texture->patches; ipatchcount ; i++, patch++) + { + realpatch = W_CacheLumpNum (patch->patch, PU_CACHE); + x1 = patch->originx; + x2 = x1 + SHORT(realpatch->width); + + if (x1<0) + x = 0; + else + x = x1; + if (x2 > texture->width) + x2 = texture->width; + + for ( ; x= 0) + continue; // column does not have multiple patches + patchcol = (column_t *)((byte *)realpatch + + LONG(realpatch->columnofs[x-x1])); + R_DrawColumnInCache (patchcol, block + colofs[x], patch->originy, + texture->height); + } + + } + +// now that the texture has been built, it is purgable + Z_ChangeTag (block, PU_CACHE); +} + + +/* +=================== += += R_GenerateLookup += +=================== +*/ + +void R_GenerateLookup (int texnum) +{ + texture_t *texture; + byte *patchcount; // [texture->width] + texpatch_t *patch; + patch_t *realpatch; + int x, x1, x2; + int i; + short *collump; + unsigned short *colofs; + + texture = textures[texnum]; + + texturecomposite[texnum] = 0; // composited not created yet + texturecompositesize[texnum] = 0; + collump = texturecolumnlump[texnum]; + colofs = texturecolumnofs[texnum]; + +// +// count the number of columns that are covered by more than one patch +// fill in the lump / offset, so columns with only a single patch are +// all done +// + patchcount = (byte *)alloca (texture->width); + memset (patchcount, 0, texture->width); + patch = texture->patches; + + for (i=0 , patch = texture->patches; ipatchcount ; i++, patch++) + { + realpatch = W_CacheLumpNum (patch->patch, PU_CACHE); + x1 = patch->originx; + x2 = x1 + SHORT(realpatch->width); + if (x1 < 0) + x = 0; + else + x = x1; + if (x2 > texture->width) + x2 = texture->width; + for ( ; xpatch; + colofs[x] = LONG(realpatch->columnofs[x-x1])+3; + } + } + + for (x=0 ; xwidth ; x++) + { + if (!patchcount[x]) + { + printf ("R_GenerateLookup: column without a patch (%s)\n", texture->name); + return; + } +// I_Error ("R_GenerateLookup: column without a patch"); + if (patchcount[x] > 1) + { + collump[x] = -1; // use the cached block + colofs[x] = texturecompositesize[texnum]; + if (texturecompositesize[texnum] > 0x10000-texture->height) + I_Error ("R_GenerateLookup: texture %i is >64k",texnum); + texturecompositesize[texnum] += texture->height; + } + } +} + + +/* +================ += += R_GetColumn += +================ +*/ + +byte *R_GetColumn (int tex, int col) +{ + int lump, ofs; + + col &= texturewidthmask[tex]; + lump = texturecolumnlump[tex][col]; + ofs = texturecolumnofs[tex][col]; + if (lump > 0) + return (byte *)W_CacheLumpNum(lump,PU_CACHE)+ofs; + if (!texturecomposite[tex]) + R_GenerateComposite (tex); + return texturecomposite[tex] + ofs; +} + + +/* +================== += += R_InitTextures += += Initializes the texture list with the textures from the world map += +================== +*/ + +void R_InitTextures (void) +{ + maptexture_t *mtexture; + texture_t *texture; + mappatch_t *mpatch; + texpatch_t *patch; + int i,j; + int *maptex, *maptex2, *maptex1; + char name[9], *names, *name_p; + int *patchlookup; + int totalwidth; + int nummappatches; + int offset, maxoff, maxoff2; + int numtextures1, numtextures2; + int *directory; + +// +// load the patch names from pnames.lmp +// + name[8] = 0; + names = W_CacheLumpName ("PNAMES", PU_STATIC); + nummappatches = LONG ( *((int *)names) ); + name_p = names+4; + patchlookup = alloca (nummappatches*sizeof(*patchlookup)); + for (i=0 ; i maxoff) + I_Error ("R_InitTextures: bad texture directory"); + mtexture = (maptexture_t *) ( (byte *)maptex + offset); + texture = textures[i] = Z_Malloc (sizeof(texture_t) + + sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1), PU_STATIC, + 0); + texture->width = SHORT(mtexture->width); + texture->height = SHORT(mtexture->height); + texture->patchcount = SHORT(mtexture->patchcount); + memcpy (texture->name, mtexture->name, sizeof(texture->name)); + mpatch = &mtexture->patches[0]; + patch = &texture->patches[0]; + for (j=0 ; jpatchcount ; j++, mpatch++, patch++) + { + patch->originx = SHORT(mpatch->originx); + patch->originy = SHORT(mpatch->originy); + patch->patch = patchlookup[SHORT(mpatch->patch)]; + if (patch->patch == -1) + I_Error ( + "R_InitTextures: Missing patch in texture %s",texture->name); + } + texturecolumnlump[i] = Z_Malloc (texture->width*2, PU_STATIC,0); + texturecolumnofs[i] = Z_Malloc (texture->width*2, PU_STATIC,0); + j = 1; + while (j*2 <= texture->width) + j<<=1; + texturewidthmask[i] = j-1; + textureheight[i] = texture->height<width; + } + + Z_Free (maptex1); + if (maptex2) + Z_Free (maptex2); + +// +// precalculate whatever possible +// + for(i = 0; i < numtextures; i++) + { + R_GenerateLookup(i); + CheckAbortStartup(); + } + +// +// translation table for global animation +// + texturetranslation = Z_Malloc ((numtextures+1)*4, PU_STATIC, 0); + for (i=0 ; iwidth)<leftoffset)<topoffset)<name, name, 8) ) + return i; + + return -1; +} + + +/* +================ += += R_TextureNumForName += +================ +*/ + +int R_TextureNumForName (char *name) +{ + int i; + //char namet[9]; + + i = R_CheckTextureNumForName (name); + if (i==-1) + I_Error ("R_TextureNumForName: %s not found",name); + + return i; +} + + +/* +================= += += R_PrecacheLevel += += Preloads all relevent graphics for the level +================= +*/ + +int flatmemory, texturememory, spritememory; + +void R_PrecacheLevel (void) +{ + char *flatpresent; + char *texturepresent; + char *spritepresent; + int i,j,k, lump; + texture_t *texture; + thinker_t *th; + spriteframe_t *sf; + + if (demoplayback) + return; + +// +// precache flats +// + flatpresent = alloca(numflats); + memset (flatpresent,0,numflats); + for (i=0 ; ipatchcount ; j++) + { + lump = texture->patches[j].patch; + texturememory += lumpinfo[lump].size; + W_CacheLumpNum(lump , PU_CACHE); + } + } + +// +// precache sprites +// + spritepresent = alloca(numsprites); + memset (spritepresent,0, numsprites); + + for (th = thinkercap.next ; th != &thinkercap ; th=th->next) + { + if (th->function == P_MobjThinker) + spritepresent[((mobj_t *)th)->sprite] = 1; + } + + spritememory = 0; + for (i=0 ; ilump[k]; + spritememory += lumpinfo[lump].size; + W_CacheLumpNum(lump , PU_CACHE); + } + } + } +} + + + + diff --git a/base/r_draw.c b/base/r_draw.c new file mode 100644 index 0000000..cd66567 --- /dev/null +++ b/base/r_draw.c @@ -0,0 +1,591 @@ +// R_draw.c + +#include "doomdef.h" +#include "r_local.h" + +#ifdef RENDER3D +#include "ogl_def.h" +#endif + +/* + +All drawing to the view buffer is accomplished in this file. The other refresh +files only know about ccordinates, not the architecture of the frame buffer. + +*/ + +byte *viewimage; +int viewwidth, scaledviewwidth, viewheight, viewwindowx, viewwindowy; +byte *ylookup[MAXHEIGHT]; +int columnofs[MAXWIDTH]; +byte translations[3][256]; // color tables for different players +byte *tinttable; // used for translucent sprites + +#ifndef RENDER3D + +/* +================== += += R_DrawColumn += += Source is the top of the column to scale += +================== +*/ + +lighttable_t *dc_colormap; +int dc_x; +int dc_yl; +int dc_yh; +fixed_t dc_iscale; +fixed_t dc_texturemid; +byte *dc_source; // first pixel in a column (possibly virtual) + +int dccount; // just for profiling + +void R_DrawColumn (void) +{ + int count; + byte *dest; + fixed_t frac, fracstep; + + count = dc_yh - dc_yl; + if (count < 0) + return; + +#ifdef RANGECHECK + if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) + I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); +#endif + + dest = ylookup[dc_yl] + columnofs[dc_x]; + + fracstep = dc_iscale; + frac = dc_texturemid + (dc_yl-centery)*fracstep; + + do + { + *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; + dest += SCREENWIDTH; + frac += fracstep; + } while (count--); +} + +void R_DrawColumnLow (void) +{ + int count; + byte *dest; + fixed_t frac, fracstep; + + count = dc_yh - dc_yl; + if (count < 0) + return; + +#ifdef RANGECHECK + if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) + I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); +// dccount++; +#endif + + dest = ylookup[dc_yl] + columnofs[dc_x]; + + fracstep = dc_iscale; + frac = dc_texturemid + (dc_yl-centery)*fracstep; + + do + { + *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; + dest += SCREENWIDTH; + frac += fracstep; + } while (count--); +} + + +#define FUZZTABLE 50 + +#define FUZZOFF (SCREENWIDTH) +int fuzzoffset[FUZZTABLE] = { +FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF +}; +int fuzzpos = 0; + +void R_DrawFuzzColumn (void) +{ + int count; + byte *dest; + fixed_t frac, fracstep; + + if (!dc_yl) + dc_yl = 1; + if (dc_yh == viewheight-1) + dc_yh = viewheight - 2; + + count = dc_yh - dc_yl; + if (count < 0) + return; + +#ifdef RANGECHECK + if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) + I_Error ("R_DrawFuzzColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); +#endif + + dest = ylookup[dc_yl] + columnofs[dc_x]; + + fracstep = dc_iscale; + frac = dc_texturemid + (dc_yl-centery)*fracstep; + +// OLD FUZZY INVISO SPRITE STUFF +/* do + { + *dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]]; + if (++fuzzpos == FUZZTABLE) + fuzzpos = 0; + dest += SCREENWIDTH; + frac += fracstep; + } while (count--); +*/ + + do + { + *dest = tinttable[((*dest)<<8)+dc_colormap[dc_source[(frac>>FRACBITS)&127]]]; + + //*dest = dest[SCREENWIDTH*10+5]; + +// *dest = //tinttable[((*dest)<<8)+colormaps[dc_source[(frac>>FRACBITS)&127]]]; + +// *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; + dest += SCREENWIDTH; + frac += fracstep; + } while(count--); +} + +/* +======================== += += R_DrawTranslatedColumn += +======================== +*/ + +byte *dc_translation; +byte *translationtables; + +void R_DrawTranslatedColumn (void) +{ + int count; + byte *dest; + fixed_t frac, fracstep; + + count = dc_yh - dc_yl; + if (count < 0) + return; + +#ifdef RANGECHECK + if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) + I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); +#endif + + dest = ylookup[dc_yl] + columnofs[dc_x]; + + fracstep = dc_iscale; + frac = dc_texturemid + (dc_yl-centery)*fracstep; + + do + { + *dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]; + dest += SCREENWIDTH; + frac += fracstep; + } while (count--); +} + +void R_DrawTranslatedFuzzColumn (void) +{ + int count; + byte *dest; + fixed_t frac, fracstep; + + count = dc_yh - dc_yl; + if (count < 0) + return; + +#ifdef RANGECHECK + if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) + I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); +#endif + + dest = ylookup[dc_yl] + columnofs[dc_x]; + + fracstep = dc_iscale; + frac = dc_texturemid + (dc_yl-centery)*fracstep; + + do + { + *dest = tinttable[((*dest)<<8) + +dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]]; + dest += SCREENWIDTH; + frac += fracstep; + } while (count--); +} + +//-------------------------------------------------------------------------- +// +// PROC R_InitTranslationTables +// +//-------------------------------------------------------------------------- + +void R_InitTranslationTables (void) +{ + int i; + + // Load tint table + tinttable = W_CacheLumpName("TINTTAB", PU_STATIC); + + // Allocate translation tables + translationtables = Z_Malloc(256*3+255, PU_STATIC, 0); + translationtables = (byte *)(( (int)translationtables + 255 )& ~255); + + // Fill out the translation tables + for(i = 0; i < 256; i++) + { + if(i >= 225 && i <= 240) + { + translationtables[i] = 114+(i-225); // yellow + translationtables[i+256] = 145+(i-225); // red + translationtables[i+512] = 190+(i-225); // blue + } + else + { + translationtables[i] = translationtables[i+256] + = translationtables[i+512] = i; + } + } +} + +/* +================ += += R_DrawSpan += +================ +*/ + +int ds_y; +int ds_x1; +int ds_x2; +lighttable_t *ds_colormap; +fixed_t ds_xfrac; +fixed_t ds_yfrac; +fixed_t ds_xstep; +fixed_t ds_ystep; +byte *ds_source; // start of a 64*64 tile image + +int dscount; // just for profiling + +void R_DrawSpan (void) +{ + fixed_t xfrac, yfrac; + byte *dest; + int count, spot; + +#ifdef RANGECHECK + if (ds_x2 < ds_x1 || ds_x1<0 || ds_x2>=SCREENWIDTH + || (unsigned)ds_y>SCREENHEIGHT) + I_Error ("R_DrawSpan: %i to %i at %i",ds_x1,ds_x2,ds_y); +// dscount++; +#endif + + xfrac = ds_xfrac; + yfrac = ds_yfrac; + + dest = ylookup[ds_y] + columnofs[ds_x1]; + count = ds_x2 - ds_x1; + do + { + spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63); + *dest++ = ds_colormap[ds_source[spot]]; + xfrac += ds_xstep; + yfrac += ds_ystep; + } while (count--); +} + +void R_DrawSpanLow (void) +{ + fixed_t xfrac, yfrac; + byte *dest; + int count, spot; + +#ifdef RANGECHECK + if (ds_x2 < ds_x1 || ds_x1<0 || ds_x2>=SCREENWIDTH + || (unsigned)ds_y>SCREENHEIGHT) + I_Error ("R_DrawSpan: %i to %i at %i",ds_x1,ds_x2,ds_y); +// dscount++; +#endif + + xfrac = ds_xfrac; + yfrac = ds_yfrac; + + dest = ylookup[ds_y] + columnofs[ds_x1]; + count = ds_x2 - ds_x1; + do + { + spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63); + *dest++ = ds_colormap[ds_source[spot]]; + xfrac += ds_xstep; + yfrac += ds_ystep; + } while (count--); +} + +#endif // !RENDER3D + +/* +================ += += R_InitBuffer += +================= +*/ + +void R_InitBuffer (int width, int height) +{ + int i; + + viewwindowx = (SCREENWIDTH-width) >> 1; + for (i=0 ; i> 1; + for (i=0 ; i +#include "doomdef.h" +#include "r_local.h" +#ifdef RENDER3D +#include "ogl_def.h" +#endif + +#ifdef RENDER3D +extern void R_RenderMap(); +extern void R_DrawPlayerSprites(); +#endif + +int viewangleoffset; + +#ifdef __WATCOMC__ +int newViewAngleOff; +#endif + +int validcount = 1; // increment every time a check is made + +lighttable_t *fixedcolormap; +extern lighttable_t **walllights; + +int centerx, centery; +fixed_t centerxfrac, centeryfrac; +fixed_t projection; + +int framecount; // just for profiling purposes + +int sscount, linecount, loopcount; + +fixed_t viewx, viewy, viewz; +angle_t viewangle; +fixed_t viewcos, viewsin; +player_t *viewplayer; + +#ifdef RENDER3D +float viewpitch; // player->lookdir, global version +#endif + +int detailshift; // 0 = high, 1 = low + +// +// precalculated math tables +// +angle_t clipangle; + +// The viewangletox[viewangle + FINEANGLES/4] lookup maps the visible view +// angles to screen X coordinates, flattening the arc to a flat projection +// plane. There will be many angles mapped to the same X. +int viewangletox[FINEANGLES/2]; + +// The xtoviewangleangle[] table maps a screen pixel to the lowest viewangle +// that maps back to x ranges from clipangle to -clipangle +angle_t xtoviewangle[SCREENWIDTH+1]; + +// the finetangentgent[angle+FINEANGLES/4] table holds the fixed_t tangent +// values for view angles, ranging from MININT to 0 to MAXINT. +// fixed_t finetangent[FINEANGLES/2]; + +// fixed_t finesine[5*FINEANGLES/4]; +fixed_t *finecosine = &finesine[FINEANGLES/4]; + + +lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE]; +lighttable_t *scalelightfixed[MAXLIGHTSCALE]; +lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ]; + +int extralight; // bumped light from gun blasts + +void (*colfunc) (void); +void (*basecolfunc) (void); +void (*fuzzcolfunc) (void); +void (*transcolfunc) (void); +void (*spanfunc) (void); + +/* +=================== += += R_AddPointToBox += +=================== +*/ + +void R_AddPointToBox (int x, int y, fixed_t *box) +{ + if (x< box[BOXLEFT]) + box[BOXLEFT] = x; + if (x> box[BOXRIGHT]) + box[BOXRIGHT] = x; + if (y< box[BOXBOTTOM]) + box[BOXBOTTOM] = y; + if (y> box[BOXTOP]) + box[BOXTOP] = y; +} + + + +/* +=============================================================================== += += R_PointOnSide += += Returns side 0 (front) or 1 (back) +=============================================================================== +*/ + +int R_PointOnSide (fixed_t x, fixed_t y, node_t *node) +{ + fixed_t dx,dy; + fixed_t left, right; + + if (!node->dx) + { + if (x <= node->x) + return node->dy > 0; + return node->dy < 0; + } + if (!node->dy) + { + if (y <= node->y) + return node->dx < 0; + return node->dx > 0; + } + + dx = (x - node->x); + dy = (y - node->y); + +// try to quickly decide by looking at sign bits + if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 ) + { + if ( (node->dy ^ dx) & 0x80000000 ) + return 1; // (left is negative) + return 0; + } + + left = FixedMul ( node->dy>>FRACBITS , dx ); + right = FixedMul ( dy , node->dx>>FRACBITS ); + + if (right < left) + return 0; // front side + return 1; // back side +} + + +int R_PointOnSegSide (fixed_t x, fixed_t y, seg_t *line) +{ + fixed_t lx, ly; + fixed_t ldx, ldy; + fixed_t dx,dy; + fixed_t left, right; + + lx = line->v1->x; + ly = line->v1->y; + + ldx = line->v2->x - lx; + ldy = line->v2->y - ly; + + if (!ldx) + { + if (x <= lx) + return ldy > 0; + return ldy < 0; + } + if (!ldy) + { + if (y <= ly) + return ldx < 0; + return ldx > 0; + } + + dx = (x - lx); + dy = (y - ly); + +// try to quickly decide by looking at sign bits + if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 ) + { + if ( (ldy ^ dx) & 0x80000000 ) + return 1; // (left is negative) + return 0; + } + + left = FixedMul ( ldy>>FRACBITS , dx ); + right = FixedMul ( dy , ldx>>FRACBITS ); + + if (right < left) + return 0; // front side + return 1; // back side +} + + +/* +=============================================================================== += += R_PointToAngle += +=============================================================================== +*/ + +// to get a global angle from cartesian coordinates, the coordinates are +// flipped until they are in the first octant of the coordinate system, then +// the y (<=x) is scaled and divided by x to get a tangent (slope) value +// which is looked up in the tantoangle[] table. The +1 size is to handle +// the case when x==y without additional checking. +#define SLOPERANGE 2048 +#define SLOPEBITS 11 +#define DBITS (FRACBITS-SLOPEBITS) + + +extern int tantoangle[SLOPERANGE+1]; // get from tables.c + +// int tantoangle[SLOPERANGE+1]; + +int SlopeDiv (unsigned num, unsigned den) +{ + unsigned ans; + if (den < 512) + return SLOPERANGE; + ans = (num<<3)/(den>>8); + return ans <= SLOPERANGE ? ans : SLOPERANGE; +} + +angle_t R_PointToAngle (fixed_t x, fixed_t y) +{ + x -= viewx; + y -= viewy; + if ( (!x) && (!y) ) + return 0; + if (x>= 0) + { // x >=0 + if (y>= 0) + { // y>= 0 + if (x>y) + return tantoangle[ SlopeDiv(y,x)]; // octant 0 + else + return ANG90-1-tantoangle[ SlopeDiv(x,y)]; // octant 1 + } + else + { // y<0 + y = -y; + if (x>y) + return -tantoangle[SlopeDiv(y,x)]; // octant 8 + else + return ANG270+tantoangle[ SlopeDiv(x,y)]; // octant 7 + } + } + else + { // x<0 + x = -x; + if (y>= 0) + { // y>= 0 + if (x>y) + return ANG180-1-tantoangle[ SlopeDiv(y,x)]; // octant 3 + else + return ANG90+ tantoangle[ SlopeDiv(x,y)]; // octant 2 + } + else + { // y<0 + y = -y; + if (x>y) + return ANG180+tantoangle[ SlopeDiv(y,x)]; // octant 4 + else + return ANG270-1-tantoangle[ SlopeDiv(x,y)]; // octant 5 + } + } + + return 0; +} + + +angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2) +{ + viewx = x1; + viewy = y1; + return R_PointToAngle (x2, y2); +} + + +fixed_t R_PointToDist (fixed_t x, fixed_t y) +{ + int angle; + fixed_t dx, dy, temp; + fixed_t dist; + + dx = abs(x - viewx); + dy = abs(y - viewy); + + if (dy>dx) + { + temp = dx; + dx = dy; + dy = temp; + } + + angle = (tantoangle[ FixedDiv(dy,dx)>>DBITS ]+ANG90) >> ANGLETOFINESHIFT; + + dist = FixedDiv (dx, finesine[angle] ); // use as cosine + + return dist; +} + + + +/* +================= += += R_InitPointToAngle += +================= +*/ + +void R_InitPointToAngle (void) +{ +// now getting from tables.c +#if 0 + int i; + long t; + float f; +// +// slope (tangent) to angle lookup +// + for (i=0 ; i<=SLOPERANGE ; i++) + { + f = atan( (float)i/SLOPERANGE )/(3.141592657*2); + t = 0xffffffff*f; + tantoangle[i] = t; + } +#endif +} + +//============================================================================= + +/* +================ += += R_ScaleFromGlobalAngle += += Returns the texture mapping scale for the current line at the given angle += rw_distance must be calculated first +================ +*/ + +fixed_t R_ScaleFromGlobalAngle (angle_t visangle) +{ + fixed_t scale; + int anglea, angleb; + int sinea, sineb; + fixed_t num,den; + +#if 0 +{ + fixed_t dist,z; + fixed_t sinv, cosv; + + sinv = finesine[(visangle-rw_normalangle)>>ANGLETOFINESHIFT]; + dist = FixedDiv (rw_distance, sinv); + cosv = finecosine[(viewangle-visangle)>>ANGLETOFINESHIFT]; + z = abs(FixedMul (dist, cosv)); + scale = FixedDiv(projection, z); + return scale; +} +#endif + + anglea = ANG90 + (visangle-viewangle); + angleb = ANG90 + (visangle-rw_normalangle); +// bothe sines are allways positive + sinea = finesine[anglea>>ANGLETOFINESHIFT]; + sineb = finesine[angleb>>ANGLETOFINESHIFT]; + num = FixedMul(projection,sineb)< num>>16) + { + scale = FixedDiv (num, den); + if (scale > 64*FRACUNIT) + scale = 64*FRACUNIT; + else if (scale < 256) + scale = 256; + } + else + scale = 64*FRACUNIT; + + return scale; +} + + + +/* +================= += += R_InitTables += +================= +*/ + +void R_InitTables (void) +{ +// now getting from tables.c +#if 0 + int i; + float a, fv; + int t; + +// +// viewangle tangent table +// + for (i=0 ; i FRACUNIT*2) + t = -1; + else if (finetangent[i] < -FRACUNIT*2) + t = viewwidth+1; + else + { + t = FixedMul (finetangent[i], focallength); + t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS; + if (t < -1) + t = -1; + else if (t>viewwidth+1) + t = viewwidth+1; + } + viewangletox[i] = t; + } + +// +// scan viewangletox[] to generate xtoviewangleangle[] +// +// xtoviewangle will give the smallest view angle that maps to x + for (x=0;x<=viewwidth;x++) + { + i = 0; + while (viewangletox[i]>x) + i++; + xtoviewangle[x] = (i<>= LIGHTSCALESHIFT; + level = startmap - scale/DISTMAP; + if (level < 0) + level = 0; + if (level >= NUMCOLORMAPS) + level = NUMCOLORMAPS-1; + zlight[i][j] = colormaps + level*256; + } + } +} + + +/* +============== += += R_SetViewSize += += Don't really change anything here, because i might be in the middle of += a refresh. The change will take effect next refresh. += +============== +*/ + +boolean setsizeneeded; +int setblocks, setdetail; + +void R_SetViewSize (int blocks, int detail) +{ + setsizeneeded = true; + setblocks = blocks; + setdetail = detail; +} + +/* +============== += += R_ExecuteSetViewSize += +============== +*/ + +void R_ExecuteSetViewSize (void) +{ + fixed_t cosadj, dy; + int i,j, level, startmap; + + setsizeneeded = false; + + if (setblocks == 11) + { + scaledviewwidth = SCREENWIDTH; + viewheight = SCREENHEIGHT; + } + else + { + scaledviewwidth = setblocks*32; +#ifdef RENDER3D + viewheight = (setblocks*(200-SBARHEIGHT*sbarscale/20)/10); +#else + viewheight = (setblocks*158/10); +#endif + } + + detailshift = setdetail; + viewwidth = scaledviewwidth>>detailshift; + + centery = viewheight/2; + centerx = viewwidth/2; + centerxfrac = centerx<>ANGLETOFINESHIFT]); + distscale[i] = FixedDiv (FRACUNIT,cosadj); + } + +// +// Calculate the light levels to use for each level / scale combination +// + for (i=0 ; i< LIGHTLEVELS ; i++) + { + startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS; + for (j=0 ; j= NUMCOLORMAPS) + level = NUMCOLORMAPS-1; + scalelight[i][j] = colormaps + level*256; + } + } + +// +// draw the border +// + R_DrawViewBorder (); // erase old menu stuff +} + + +/* +============== += += R_Init += +============== +*/ + +int detailLevel; +int screenblocks; + +void R_Init (void) +{ + tprintf("R_InitData ",1); + R_InitData (); +//printf ("."); + tprintf("R_InitPointToAngle\n",0); + R_InitPointToAngle (); +//printf ("."); + tprintf("R_InitTables ",0); + R_InitTables (); + // viewwidth / viewheight / detailLevel are set by the defaults +//printf ("."); + R_SetViewSize (screenblocks, detailLevel); + tprintf("R_InitPlanes\n",0); + R_InitPlanes (); +//printf ("."); + tprintf("R_InitLightTables ",0); + R_InitLightTables (); +//printf ("."); + tprintf("R_InitSkyMap\n",0); + R_InitSkyMap (); +//printf ("."); +#ifndef RENDER3D + R_InitTranslationTables(); +#else + OGL_InitData(); +#endif + framecount = 0; +} + + +/* +============== += += R_PointInSubsector += +============== +*/ + +subsector_t *R_PointInSubsector (fixed_t x, fixed_t y) +{ + node_t *node; + int side, nodenum; + + if (!numnodes) // single subsector is a special case + return subsectors; + + nodenum = numnodes-1; + + while (! (nodenum & NF_SUBSECTOR) ) + { + node = &nodes[nodenum]; + side = R_PointOnSide (x, y, node); + nodenum = node->children[side]; + } + + return &subsectors[nodenum & ~NF_SUBSECTOR]; + +} + +//---------------------------------------------------------------------------- +// +// PROC R_SetupFrame +// +//---------------------------------------------------------------------------- + +void R_SetupFrame(player_t *player) +{ + int i; + int tableAngle; + int tempCentery; + + //drawbsp = 1; + viewplayer = player; +#ifdef __WATCOMC__ + viewangleoffset = newViewAngleOff<mo->angle+viewangleoffset; +#ifdef RENDER3D + viewpitch = player->lookdir; +#endif + tableAngle = viewangle>>ANGLETOFINESHIFT; + if(player->chickenTics && player->chickenPeck) + { // Set chicken attack view position + viewx = player->mo->x+player->chickenPeck*finecosine[tableAngle]; + viewy = player->mo->y+player->chickenPeck*finesine[tableAngle]; + } + else + { // Normal view position + viewx = player->mo->x; + viewy = player->mo->y; + } + extralight = player->extralight; + viewz = player->viewz; + +#ifdef RENDER3D + tempCentery = viewheight/2; +#else + tempCentery = viewheight/2+(player->lookdir)*screenblocks/10; +#endif + if(centery != tempCentery) + { + centery = tempCentery; + centeryfrac = centery<fixedcolormap) + { + fixedcolormap = colormaps+player->fixedcolormap + *256*sizeof(lighttable_t); + walllights = scalelightfixed; + for(i = 0; i < MAXLIGHTSCALE; i++) + { + scalelightfixed[i] = fixedcolormap; + } + } + else + { + fixedcolormap = 0; + } + framecount++; + validcount++; + if(BorderNeedRefresh) + { +#ifdef RENDER3D + R_DrawViewBorder(); +#else + if(setblocks < 10) + { + R_DrawViewBorder(); + } +#endif + BorderNeedRefresh = false; + BorderTopRefresh = false; + UpdateState |= I_FULLSCRN; + } + if(BorderTopRefresh) + { + if(setblocks < 10) + { + R_DrawTopBorder(); + } + BorderTopRefresh = false; + UpdateState |= I_MESSAGES; + } + +#ifdef __NeXT__ + RD_ClearMapWindow (); +#endif +#ifdef __WATCOMC__ + destview = destscreen+(viewwindowx>>2)+viewwindowy*80; +#endif + +#if 0 +{ +static int frame; +memset (screen, frame, SCREENWIDTH*SCREENHEIGHT); +frame++; +} +#endif +} + +/* +============== += += R_RenderView += +============== +*/ + +void R_RenderPlayerView (player_t *player) +{ + R_SetupFrame (player); + +#ifndef RENDER3D + R_ClearClipSegs (); + R_ClearDrawSegs (); + R_ClearPlanes (); +#endif + R_ClearSprites (); + NetUpdate (); // check for new console commands + +#ifdef RENDER3D + OGL_SwitchTo3DState(); +#endif +#ifdef RENDER3D + R_RenderMap(); +#else + R_RenderBSPNode (numnodes-1); // the head node is the last node output +#endif + NetUpdate (); // check for new console commands +#ifndef RENDER3D + R_DrawPlanes (); + NetUpdate (); // check for new console commands +#endif + R_DrawMasked (); + NetUpdate (); // check for new console commands +#ifdef RENDER3D + OGL_Restore2DState(1); + + // Draw psprites. + if( viewangleoffset <= 1024<= + -1024<=viewwidth || (unsigned)y>viewheight) + I_Error ("R_MapPlane: %i, %i at %i",x1,x2,y); +#endif + + if (planeheight != cachedheight[y]) + { + cachedheight[y] = planeheight; + distance = cacheddistance[y] = FixedMul (planeheight, yslope[y]); + + ds_xstep = cachedxstep[y] = FixedMul (distance,basexscale); + ds_ystep = cachedystep[y] = FixedMul (distance,baseyscale); + } + else + { + distance = cacheddistance[y]; + ds_xstep = cachedxstep[y]; + ds_ystep = cachedystep[y]; + } + + length = FixedMul (distance,distscale[x1]); + angle = (viewangle + xtoviewangle[x1])>>ANGLETOFINESHIFT; + ds_xfrac = viewx + FixedMul(finecosine[angle], length); + ds_yfrac = -viewy - FixedMul(finesine[angle], length); + + if (fixedcolormap) + ds_colormap = fixedcolormap; + else + { + index = distance >> LIGHTZSHIFT; + if (index >= MAXLIGHTZ ) + index = MAXLIGHTZ-1; + ds_colormap = planezlight[index]; + } + + ds_y = y; + ds_x1 = x1; + ds_x2 = x2; + + spanfunc (); // high or low detail +#endif // !RENDER3D +} + +//============================================================================= + +/* +==================== += += R_ClearPlanes += += At begining of frame +==================== +*/ + +void R_ClearPlanes (void) +{ + int i; + angle_t angle; + +// +// opening / clipping determination +// + for (i=0 ; i>ANGLETOFINESHIFT; // left to right mapping + + // scale will be unit scale at SCREENWIDTH/2 distance + basexscale = FixedDiv (finecosine[angle],centerxfrac); + baseyscale = -FixedDiv (finesine[angle],centerxfrac); +} + + + +/* +=============== += += R_FindPlane += +=============== +*/ + +visplane_t *R_FindPlane(fixed_t height, int picnum, + int lightlevel, int special) +{ + visplane_t *check; + + if(picnum == skyflatnum) + { + // all skies map together + height = 0; + lightlevel = 0; + } + + for(check = visplanes; check < lastvisplane; check++) + { + if(height == check->height + && picnum == check->picnum + && lightlevel == check->lightlevel + && special == check->special) + break; + } + + if(check < lastvisplane) + { + return(check); + } + + if(lastvisplane-visplanes == MAXVISPLANES) + { + I_Error("R_FindPlane: no more visplanes"); + } + + lastvisplane++; + check->height = height; + check->picnum = picnum; + check->lightlevel = lightlevel; + check->special = special; + check->minx = SCREENWIDTH; + check->maxx = -1; + memset(check->top,0xff,sizeof(check->top)); + return(check); +} + +/* +=============== += += R_CheckPlane += +=============== +*/ + +visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop) +{ + int intrl, intrh; + int unionl, unionh; + int x; + + if (start < pl->minx) + { + intrl = pl->minx; + unionl = start; + } + else + { + unionl = pl->minx; + intrl = start; + } + + if (stop > pl->maxx) + { + intrh = pl->maxx; + unionh = stop; + } + else + { + unionh = pl->maxx; + intrh = stop; + } + + for (x=intrl ; x<= intrh ; x++) + if (pl->top[x] != 0xff) + break; + + if (x > intrh) + { + pl->minx = unionl; + pl->maxx = unionh; + return pl; // use the same one + } + +// make a new visplane + + lastvisplane->height = pl->height; + lastvisplane->picnum = pl->picnum; + lastvisplane->lightlevel = pl->lightlevel; + lastvisplane->special = pl->special; + pl = lastvisplane++; + pl->minx = start; + pl->maxx = stop; + memset (pl->top,0xff,sizeof(pl->top)); + + return pl; +} + + + +//============================================================================= + +/* +================ += += R_MakeSpans += +================ +*/ + +void R_MakeSpans (int x, int t1, int b1, int t2, int b2) +{ + while (t1 < t2 && t1<=b1) + { + R_MapPlane (t1,spanstart[t1],x-1); + t1++; + } + while (b1 > b2 && b1>=t1) + { + R_MapPlane (b1,spanstart[b1],x-1); + b1--; + } + + while (t2 < t1 && t2<=b2) + { + spanstart[t2] = x; + t2++; + } + while (b2 > b1 && b2>=t2) + { + spanstart[b2] = x; + b2--; + } +} + + + +/* +================ += += R_DrawPlanes += += At the end of each frame +================ +*/ + +void R_DrawPlanes (void) +{ +#ifndef RENDER3D + visplane_t *pl; + int light; + int x, stop; + int angle; + byte *tempSource; + + byte *dest; + int count; + fixed_t frac, fracstep; + +extern byte *ylookup[MAXHEIGHT]; +extern int columnofs[MAXWIDTH]; + +#ifdef RANGECHECK + if (ds_p - drawsegs > MAXDRAWSEGS) + I_Error ("R_DrawPlanes: drawsegs overflow (%i)", ds_p - drawsegs); + if (lastvisplane - visplanes > MAXVISPLANES) + I_Error ("R_DrawPlanes: visplane overflow (%i)", lastvisplane - visplanes); + if (lastopening - openings > MAXOPENINGS) + I_Error ("R_DrawPlanes: opening overflow (%i)", lastopening - openings); +#endif + + for (pl = visplanes ; pl < lastvisplane ; pl++) + { + if (pl->minx > pl->maxx) + continue; + // + // sky flat + // + if (pl->picnum == skyflatnum) + { + dc_iscale = skyiscale; + dc_colormap = colormaps;// sky is allways drawn full bright + dc_texturemid = skytexturemid; + for (x=pl->minx ; x <= pl->maxx ; x++) + { + dc_yl = pl->top[x]; + dc_yh = pl->bottom[x]; + if (dc_yl <= dc_yh) + { + angle = (viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT; + dc_x = x; + dc_source = R_GetColumn(skytexture, angle); + + count = dc_yh - dc_yl; + if (count < 0) + return; + +#ifdef RANGECHECK + if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) + I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); +#endif + + dest = ylookup[dc_yl] + columnofs[dc_x]; + + fracstep = 1; + frac = (dc_texturemid>>FRACBITS) + (dc_yl-centery); + do + { + *dest = dc_source[frac]; + dest += SCREENWIDTH; + frac += fracstep; + } while (count--); + +// colfunc (); + } + } + continue; + } + + // + // regular flat + // + tempSource = W_CacheLumpNum(firstflat + + flattranslation[pl->picnum], PU_STATIC); + + switch(pl->special) + { + case 25: case 26: case 27: case 28: case 29: // Scroll_North + ds_source = tempSource; + break; + case 20: case 21: case 22: case 23: case 24: // Scroll_East + ds_source = tempSource+((63-((leveltime>>1)&63))<< + (pl->special-20)&63); + //ds_source = tempSource+((leveltime>>1)&63); + break; + case 30: case 31: case 32: case 33: case 34: // Scroll_South + ds_source = tempSource; + break; + case 35: case 36: case 37: case 38: case 39: // Scroll_West + ds_source = tempSource; + break; + case 4: // Scroll_EastLavaDamage + ds_source = tempSource+(((63-((leveltime>>1)&63))<<3)&63); + break; + default: + ds_source = tempSource; + } + planeheight = abs(pl->height-viewz); + light = (pl->lightlevel >> LIGHTSEGSHIFT)+extralight; + if (light >= LIGHTLEVELS) + light = LIGHTLEVELS-1; + if (light < 0) + light = 0; + planezlight = zlight[light]; + + pl->top[pl->maxx+1] = 0xff; + pl->top[pl->minx-1] = 0xff; + + stop = pl->maxx + 1; + for (x=pl->minx ; x<= stop ; x++) + R_MakeSpans (x,pl->top[x-1],pl->bottom[x-1] + ,pl->top[x],pl->bottom[x]); + + Z_ChangeTag (tempSource, PU_CACHE); + } +#endif !RENDER3D +} diff --git a/base/r_segs.c b/base/r_segs.c new file mode 100644 index 0000000..72c4324 --- /dev/null +++ b/base/r_segs.c @@ -0,0 +1,651 @@ + +//************************************************************************** +//** +//** R_SEGS.C +//** +//** This version has the tall-sector-crossing-precision-bug fixed. +//** +//************************************************************************** + +#include "doomdef.h" +#include "r_local.h" + +// OPTIMIZE: closed two sided lines as single sided + +boolean segtextured; // true if any of the segs textures might be vis +boolean markfloor; // false if the back side is the same plane +boolean markceiling; +boolean maskedtexture; +int toptexture, bottomtexture, midtexture; + + +angle_t rw_normalangle; +int rw_angle1; // angle to line origin + +// +// wall +// +int rw_x; +int rw_stopx; +angle_t rw_centerangle; +fixed_t rw_offset; +fixed_t rw_distance; +fixed_t rw_scale; +fixed_t rw_scalestep; +fixed_t rw_midtexturemid; +fixed_t rw_toptexturemid; +fixed_t rw_bottomtexturemid; + +int worldtop, worldbottom, worldhigh, worldlow; + +fixed_t pixhigh, pixlow; +fixed_t pixhighstep, pixlowstep; +fixed_t topfrac, topstep; +fixed_t bottomfrac, bottomstep; + + +lighttable_t **walllights; + +short *maskedtexturecol; + +#ifdef RENDER3D +void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2) {} +void R_RenderSegLoop (void) {} +void R_StoreWallRange (int start, int stop) {} +#else + +/* +================ += += R_RenderMaskedSegRange += +================ +*/ + +void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2) +{ + unsigned index; + column_t *col; + int lightnum; + int texnum; + +// +// calculate light table +// use different light tables for horizontal / vertical / diagonal +// OPTIMIZE: get rid of LIGHTSEGSHIFT globally + curline = ds->curline; + frontsector = curline->frontsector; + backsector = curline->backsector; + texnum = texturetranslation[curline->sidedef->midtexture]; + + lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight; + if (curline->v1->y == curline->v2->y) + lightnum--; + else if (curline->v1->x == curline->v2->x) + lightnum++; + if (lightnum < 0) + walllights = scalelight[0]; + else if (lightnum >= LIGHTLEVELS) + walllights = scalelight[LIGHTLEVELS-1]; + else + walllights = scalelight[lightnum]; + + maskedtexturecol = ds->maskedtexturecol; + + rw_scalestep = ds->scalestep; + spryscale = ds->scale1 + (x1 - ds->x1)*rw_scalestep; + mfloorclip = ds->sprbottomclip; + mceilingclip = ds->sprtopclip; + +// +// find positioning +// + if (curline->linedef->flags & ML_DONTPEGBOTTOM) + { + dc_texturemid = frontsector->floorheight > backsector->floorheight + ? frontsector->floorheight : backsector->floorheight; + dc_texturemid = dc_texturemid + textureheight[texnum] - viewz; + } + else + { + dc_texturemid =frontsector->ceilingheightceilingheight + ? frontsector->ceilingheight : backsector->ceilingheight; + dc_texturemid = dc_texturemid - viewz; + } + dc_texturemid += curline->sidedef->rowoffset; + + if (fixedcolormap) + dc_colormap = fixedcolormap; +// +// draw the columns +// + for (dc_x = x1 ; dc_x <= x2 ; dc_x++) + { + // calculate lighting + if (maskedtexturecol[dc_x] != MAXSHORT) + { + if (!fixedcolormap) + { + index = spryscale>>LIGHTSCALESHIFT; + if (index >= MAXLIGHTSCALE ) + index = MAXLIGHTSCALE-1; + dc_colormap = walllights[index]; + } + + sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale); + dc_iscale = 0xffffffffu / (unsigned)spryscale; + + // + // draw the texture + // + col = (column_t *)( + (byte *)R_GetColumn(texnum,maskedtexturecol[dc_x]) -3); + + R_DrawMaskedColumn (col, -1); + maskedtexturecol[dc_x] = MAXSHORT; + } + spryscale += rw_scalestep; + } + +} + +/* +================ += += R_RenderSegLoop += += Draws zero, one, or two textures (and possibly a masked texture) for walls += Can draw or mark the starting pixel of floor and ceiling textures += += CALLED: CORE LOOPING ROUTINE +================ +*/ + +#define HEIGHTBITS 12 +#define HEIGHTUNIT (1<>HEIGHTBITS; + if (yl < ceilingclip[rw_x]+1) + yl = ceilingclip[rw_x]+1; // no space above wall + if (markceiling) + { + top = ceilingclip[rw_x]+1; + bottom = yl-1; + if (bottom >= floorclip[rw_x]) + bottom = floorclip[rw_x]-1; + if (top <= bottom) + { + ceilingplane->top[rw_x] = top; + ceilingplane->bottom[rw_x] = bottom; + } + } + + yh = bottomfrac>>HEIGHTBITS; + if (yh >= floorclip[rw_x]) + yh = floorclip[rw_x]-1; + if (markfloor) + { + top = yh+1; + bottom = floorclip[rw_x]-1; + if (top <= ceilingclip[rw_x]) + top = ceilingclip[rw_x]+1; + if (top <= bottom) + { + floorplane->top[rw_x] = top; + floorplane->bottom[rw_x] = bottom; + } + } + +// +// texturecolumn and lighting are independent of wall tiers +// + if (segtextured) + { + // calculate texture offset + angle = (rw_centerangle + xtoviewangle[rw_x])>>ANGLETOFINESHIFT; + texturecolumn = rw_offset-FixedMul(finetangent[angle],rw_distance); + texturecolumn >>= FRACBITS; + // calculate lighting + index = rw_scale>>LIGHTSCALESHIFT; + if (index >= MAXLIGHTSCALE ) + index = MAXLIGHTSCALE-1; + dc_colormap = walllights[index]; + dc_x = rw_x; + dc_iscale = 0xffffffffu / (unsigned)rw_scale; + } + +// +// draw the wall tiers +// + if (midtexture) + { // single sided line + dc_yl = yl; + dc_yh = yh; + dc_texturemid = rw_midtexturemid; + dc_source = R_GetColumn(midtexture,texturecolumn); + colfunc (); + ceilingclip[rw_x] = viewheight; + floorclip[rw_x] = -1; + } + else + { // two sided line + if (toptexture) + { // top wall + mid = pixhigh>>HEIGHTBITS; + pixhigh += pixhighstep; + if (mid >= floorclip[rw_x]) + mid = floorclip[rw_x]-1; + if (mid >= yl) + { + dc_yl = yl; + dc_yh = mid; + dc_texturemid = rw_toptexturemid; + dc_source = R_GetColumn(toptexture,texturecolumn); + colfunc (); + ceilingclip[rw_x] = mid; + } + else + ceilingclip[rw_x] = yl-1; + } + else + { // no top wall + if (markceiling) + ceilingclip[rw_x] = yl-1; + } + + if (bottomtexture) + { // bottom wall + mid = (pixlow+HEIGHTUNIT-1)>>HEIGHTBITS; + pixlow += pixlowstep; + if (mid <= ceilingclip[rw_x]) + mid = ceilingclip[rw_x]+1; // no space above wall + if (mid <= yh) + { + dc_yl = mid; + dc_yh = yh; + dc_texturemid = rw_bottomtexturemid; + dc_source = R_GetColumn(bottomtexture, + texturecolumn); + colfunc (); + floorclip[rw_x] = mid; + } + else + floorclip[rw_x] = yh+1; + } + else + { // no bottom wall + if (markfloor) + floorclip[rw_x] = yh+1; + } + + if (maskedtexture) + { // save texturecol for backdrawing of masked mid texture + maskedtexturecol[rw_x] = texturecolumn; + } + } + + rw_scale += rw_scalestep; + topfrac += topstep; + bottomfrac += bottomstep; + } + +} + + + +/* +===================== += += R_StoreWallRange += += A wall segment will be drawn between start and stop pixels (inclusive) += +====================== +*/ + +void R_StoreWallRange (int start, int stop) +{ + fixed_t hyp; + fixed_t sineval; + angle_t distangle, offsetangle; + fixed_t vtop; + int lightnum; + + if (ds_p == &drawsegs[MAXDRAWSEGS]) + return; // don't overflow and crash + +#ifdef RANGECHECK + if (start >=viewwidth || start > stop) + I_Error ("Bad R_RenderWallRange: %i to %i", start , stop); +#endif +#ifdef __NeXT__ + RD_DrawLine (curline); +#endif + + sidedef = curline->sidedef; + linedef = curline->linedef; + +// mark the segment as visible for auto map + linedef->flags |= ML_MAPPED; + +// +// calculate rw_distance for scale calculation +// + rw_normalangle = curline->angle + ANG90; + offsetangle = abs(rw_normalangle-rw_angle1); + if (offsetangle > ANG90) + offsetangle = ANG90; + distangle = ANG90 - offsetangle; + hyp = R_PointToDist (curline->v1->x, curline->v1->y); + sineval = finesine[distangle>>ANGLETOFINESHIFT]; + rw_distance = FixedMul (hyp, sineval); + + + ds_p->x1 = rw_x = start; + ds_p->x2 = stop; + ds_p->curline = curline; + rw_stopx = stop+1; + +// +// calculate scale at both ends and step +// + ds_p->scale1 = rw_scale = + R_ScaleFromGlobalAngle (viewangle + xtoviewangle[start]); + if (stop > start ) + { + ds_p->scale2 = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[stop]); + ds_p->scalestep = rw_scalestep = + (ds_p->scale2 - rw_scale) / (stop-start); + } + else + { + // + // try to fix the stretched line bug + // +#if 0 + if (rw_distance < FRACUNIT/2) + { + fixed_t trx,try; + fixed_t gxt,gyt; + + trx = curline->v1->x - viewx; + try = curline->v1->y - viewy; + + gxt = FixedMul(trx,viewcos); + gyt = -FixedMul(try,viewsin); + ds_p->scale1 = FixedDiv(projection, gxt-gyt); + } +#endif + ds_p->scale2 = ds_p->scale1; + } + + +// +// calculate texture boundaries and decide if floor / ceiling marks +// are needed +// + worldtop = frontsector->ceilingheight - viewz; + worldbottom = frontsector->floorheight - viewz; + + midtexture = toptexture = bottomtexture = maskedtexture = 0; + ds_p->maskedtexturecol = NULL; + + if (!backsector) + { +// +// single sided line +// + midtexture = texturetranslation[sidedef->midtexture]; + // a single sided line is terminal, so it must mark ends + markfloor = markceiling = true; + if (linedef->flags & ML_DONTPEGBOTTOM) + { + vtop = frontsector->floorheight + + textureheight[sidedef->midtexture]; + rw_midtexturemid = vtop - viewz; // bottom of texture at bottom + } + else + rw_midtexturemid = worldtop; // top of texture at top + rw_midtexturemid += sidedef->rowoffset; + ds_p->silhouette = SIL_BOTH; + ds_p->sprtopclip = screenheightarray; + ds_p->sprbottomclip = negonearray; + ds_p->bsilheight = MAXINT; + ds_p->tsilheight = MININT; + } + else + { +// +// two sided line +// + ds_p->sprtopclip = ds_p->sprbottomclip = NULL; + ds_p->silhouette = 0; + if (frontsector->floorheight > backsector->floorheight) + { + ds_p->silhouette = SIL_BOTTOM; + ds_p->bsilheight = frontsector->floorheight; + } + else if (backsector->floorheight > viewz) + { + ds_p->silhouette = SIL_BOTTOM; + ds_p->bsilheight = MAXINT; +// ds_p->sprbottomclip = negonearray; + } + if (frontsector->ceilingheight < backsector->ceilingheight) + { + ds_p->silhouette |= SIL_TOP; + ds_p->tsilheight = frontsector->ceilingheight; + } + else if (backsector->ceilingheight < viewz) + { + ds_p->silhouette |= SIL_TOP; + ds_p->tsilheight = MININT; +// ds_p->sprtopclip = screenheightarray; + } + + if (backsector->ceilingheight <= frontsector->floorheight) + { + ds_p->sprbottomclip = negonearray; + ds_p->bsilheight = MAXINT; + ds_p->silhouette |= SIL_BOTTOM; + } + if (backsector->floorheight >= frontsector->ceilingheight) + { + ds_p->sprtopclip = screenheightarray; + ds_p->tsilheight = MININT; + ds_p->silhouette |= SIL_TOP; + } + worldhigh = backsector->ceilingheight - viewz; + worldlow = backsector->floorheight - viewz; + + // hack to allow height changes in outdoor areas + if (frontsector->ceilingpic == skyflatnum + && backsector->ceilingpic == skyflatnum) + worldtop = worldhigh; + + if (worldlow != worldbottom + || backsector->floorpic != frontsector->floorpic + || backsector->lightlevel != frontsector->lightlevel) + markfloor = true; + else + markfloor = false; // same plane on both sides + + if (worldhigh != worldtop + || backsector->ceilingpic != frontsector->ceilingpic + || backsector->lightlevel != frontsector->lightlevel) + markceiling = true; + else + markceiling = false; // same plane on both sides + + if (backsector->ceilingheight <= frontsector->floorheight + || backsector->floorheight >= frontsector->ceilingheight) + markceiling = markfloor = true; // closed door + + if (worldhigh < worldtop) + { // top texture + toptexture = texturetranslation[sidedef->toptexture]; + if (linedef->flags & ML_DONTPEGTOP) + rw_toptexturemid = worldtop; // top of texture at top + else + { + vtop = backsector->ceilingheight + + textureheight[sidedef->toptexture]; + rw_toptexturemid = vtop - viewz; // bottom of texture + } + } + if (worldlow > worldbottom) + { // bottom texture + bottomtexture = texturetranslation[sidedef->bottomtexture]; + if (linedef->flags & ML_DONTPEGBOTTOM ) + { // bottom of texture at bottom + rw_bottomtexturemid = worldtop;// top of texture at top + } + else // top of texture at top + rw_bottomtexturemid = worldlow; + } + rw_toptexturemid += sidedef->rowoffset; + rw_bottomtexturemid += sidedef->rowoffset; + + // + // allocate space for masked texture tables + // + if (sidedef->midtexture) + { // masked midtexture + maskedtexture = true; + ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x; + lastopening += rw_stopx - rw_x; + } + } + +// +// calculate rw_offset (only needed for textured lines) +// + segtextured = midtexture | toptexture | bottomtexture | maskedtexture; + + if (segtextured) + { + offsetangle = rw_normalangle-rw_angle1; + if (offsetangle > ANG180) + offsetangle = -offsetangle; + if (offsetangle > ANG90) + offsetangle = ANG90; + sineval = finesine[offsetangle >>ANGLETOFINESHIFT]; + rw_offset = FixedMul (hyp, sineval); + if (rw_normalangle-rw_angle1 < ANG180) + rw_offset = -rw_offset; + rw_offset += sidedef->textureoffset + curline->offset; + rw_centerangle = ANG90 + viewangle - rw_normalangle; + + // + // calculate light table + // use different light tables for horizontal / vertical / diagonal + // OPTIMIZE: get rid of LIGHTSEGSHIFT globally + if (!fixedcolormap) + { + lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight; + if (curline->v1->y == curline->v2->y) + lightnum--; + else if (curline->v1->x == curline->v2->x) + lightnum++; + if (lightnum < 0) + walllights = scalelight[0]; + else if (lightnum >= LIGHTLEVELS) + walllights = scalelight[LIGHTLEVELS-1]; + else + walllights = scalelight[lightnum]; + } + } + + +// +// if a floor / ceiling plane is on the wrong side of the view plane +// it is definately invisible and doesn't need to be marked +// + if (frontsector->floorheight >= viewz) + markfloor = false; // above view plane + if (frontsector->ceilingheight <= viewz + && frontsector->ceilingpic != skyflatnum) + markceiling = false; // below view plane + +// +// calculate incremental stepping values for texture edges +// + worldtop >>= 4; + worldbottom >>= 4; + + topstep = -FixedMul (rw_scalestep, worldtop); + topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale); + + bottomstep = -FixedMul (rw_scalestep,worldbottom); + bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale); + + if (backsector) + { + worldhigh >>= 4; + worldlow >>= 4; + + if (worldhigh < worldtop) + { + pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale); + pixhighstep = -FixedMul (rw_scalestep,worldhigh); + } + if (worldlow > worldbottom) + { + pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale); + pixlowstep = -FixedMul (rw_scalestep,worldlow); + } + } + +// +// render it +// + if (markceiling) + ceilingplane = R_CheckPlane (ceilingplane, rw_x, rw_stopx-1); + if (markfloor) + floorplane = R_CheckPlane (floorplane, rw_x, rw_stopx-1); + + R_RenderSegLoop (); + +// +// save sprite clipping info +// + if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture) && !ds_p->sprtopclip) + { + memcpy (lastopening, ceilingclip+start, 2*(rw_stopx-start)); + ds_p->sprtopclip = lastopening - start; + lastopening += rw_stopx - start; + } + if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture) && !ds_p->sprbottomclip) + { + memcpy (lastopening, floorclip+start, 2*(rw_stopx-start)); + ds_p->sprbottomclip = lastopening - start; + lastopening += rw_stopx - start; + } + if (maskedtexture && !(ds_p->silhouette&SIL_TOP)) + { + ds_p->silhouette |= SIL_TOP; + ds_p->tsilheight = MININT; + } + if (maskedtexture && !(ds_p->silhouette&SIL_BOTTOM)) + { + ds_p->silhouette |= SIL_BOTTOM; + ds_p->bsilheight = MAXINT; + } + ds_p++; +} +#endif diff --git a/base/r_things.c b/base/r_things.c new file mode 100644 index 0000000..b9fe529 --- /dev/null +++ b/base/r_things.c @@ -0,0 +1,1148 @@ +// R_things.c +#include +#include +#include "doomdef.h" +#include "r_local.h" +#ifdef RENDER3D +#include "ogl_def.h" +#include +#endif + +void R_DrawColumn (void); +void R_DrawFuzzColumn (void); + +typedef struct +{ + int x1, x2; + + int column; + int topclip; + int bottomclip; +} maskdraw_t; + +/* + +Sprite rotation 0 is facing the viewer, rotation 1 is one angle turn CLOCKWISE around the axis. +This is not the same as the angle, which increases counter clockwise +(protractor). There was a lot of stuff grabbed wrong, so I changed it... + +*/ + + +fixed_t pspritescale, pspriteiscale; + +lighttable_t **spritelights; + +// constant arrays used for psprite clipping and initializing clipping +short negonearray[SCREENWIDTH]; +short screenheightarray[SCREENWIDTH]; + +/* +=============================================================================== + + INITIALIZATION FUNCTIONS + +=============================================================================== +*/ + +// variables used to look up and range check thing_t sprites patches +spritedef_t *sprites; +int numsprites; + +spriteframe_t sprtemp[26]; +int maxframe; +char *spritename; + + + +/* +================= += += R_InstallSpriteLump += += Local function for R_InitSprites +================= +*/ + +void R_InstallSpriteLump (int lump, unsigned frame, unsigned rotation, boolean flipped) +{ + int r; + + if (frame >= 26 || rotation > 8) + I_Error ("R_InstallSpriteLump: Bad frame characters in lump %i", lump); + + if ((int)frame > maxframe) + maxframe = frame; + + if (rotation == 0) + { +// the lump should be used for all rotations + if (sprtemp[frame].rotate == false) + I_Error ("R_InitSprites: Sprite %s frame %c has multip rot=0 lump" + , spritename, 'A'+frame); + if (sprtemp[frame].rotate == true) + I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump" + , spritename, 'A'+frame); + + sprtemp[frame].rotate = false; + for (r=0 ; r<8 ; r++) + { + sprtemp[frame].lump[r] = lump - firstspritelump; + sprtemp[frame].flip[r] = (byte)flipped; + } + return; + } + +// the lump is only used for one rotation + if (sprtemp[frame].rotate == false) + I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump" + , spritename, 'A'+frame); + + sprtemp[frame].rotate = true; + + rotation--; // make 0 based + if (sprtemp[frame].lump[rotation] != -1) + I_Error ("R_InitSprites: Sprite %s : %c : %c has two lumps mapped to it" + ,spritename, 'A'+frame, '1'+rotation); + + sprtemp[frame].lump[rotation] = lump - firstspritelump; + sprtemp[frame].flip[rotation] = (byte)flipped; +} + +/* +================= += += R_InitSpriteDefs += += Pass a null terminated list of sprite names (4 chars exactly) to be used += Builds the sprite rotation matrixes to account for horizontally flipped += sprites. Will report an error if the lumps are inconsistant +=Only called at startup += += Sprite lump names are 4 characters for the actor, a letter for the frame, += and a number for the rotation, A sprite that is flippable will have an += additional letter/number appended. The rotation character can be 0 to += signify no rotations +================= +*/ + +void R_InitSpriteDefs (char **namelist) +{ + char **check; + int i, l, intname, frame, rotation; + int start, end; + +// count the number of sprite names + check = namelist; + while (*check != NULL) + check++; + numsprites = check-namelist; + + if (!numsprites) + return; + + sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL); + + start = firstspritelump-1; + end = lastspritelump+1; + +// scan all the lump names for each of the names, noting the highest +// frame letter +// Just compare 4 characters as ints + for (i=0 ; itopdelta != 0xff ; ) + { +// calculate unclipped screen coordinates for post + topscreen = sprtopscreen + spryscale*column->topdelta; + bottomscreen = topscreen + spryscale*column->length; + dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS; + dc_yh = (bottomscreen-1)>>FRACBITS; + + if (dc_yh >= mfloorclip[dc_x]) + dc_yh = mfloorclip[dc_x]-1; + if (dc_yl <= mceilingclip[dc_x]) + dc_yl = mceilingclip[dc_x]+1; + + if(dc_yh >= baseclip && baseclip != -1) + dc_yh = baseclip; + + if (dc_yl <= dc_yh) + { + dc_source = (byte *)column + 3; + dc_texturemid = basetexturemid - (column->topdelta<topdelta; + colfunc (); // either R_DrawColumn or R_DrawFuzzColumn + } + column = (column_t *)( (byte *)column + column->length + 4); + } + + dc_texturemid = basetexturemid; +} + + +/* +================ += += R_DrawVisSprite += += mfloorclip and mceilingclip should also be set +================ +*/ + +void R_DrawVisSprite (vissprite_t *vis, int x1, int x2) +{ + column_t *column; + int texturecolumn; + fixed_t frac; + patch_t *patch; + fixed_t baseclip; + + + patch = W_CacheLumpNum(vis->patch+firstspritelump, PU_CACHE); + + dc_colormap = vis->colormap; + +// if(!dc_colormap) +// colfunc = fuzzcolfunc; // NULL colormap = shadow draw + + if(vis->mobjflags&MF_SHADOW) + { + if(vis->mobjflags&MF_TRANSLATION) + { + colfunc = R_DrawTranslatedFuzzColumn; + dc_translation = translationtables - 256 + + ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8)); + } + else + { // Draw using shadow column function + colfunc = fuzzcolfunc; + } + } + else if(vis->mobjflags&MF_TRANSLATION) + { + // Draw using translated column function + colfunc = R_DrawTranslatedColumn; + dc_translation = translationtables - 256 + + ( (vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) ); + } + + dc_iscale = abs(vis->xiscale)>>detailshift; + dc_texturemid = vis->texturemid; + frac = vis->startfrac; + spryscale = vis->scale; + + sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale); + +// check to see if weapon is a vissprite + if(vis->psprite) + { + dc_texturemid += FixedMul(((centery-viewheight/2)<xiscale); + sprtopscreen += (viewheight/2-centery)<footclip && !vis->psprite) + { + sprbotscreen = sprtopscreen+FixedMul(patch->height<footclip<>FRACBITS; + } + else + { + baseclip = -1; + } + + for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale) + { + texturecolumn = frac>>FRACBITS; +#ifdef RANGECHECK + if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width)) + I_Error ("R_DrawSpriteRange: bad texturecolumn"); +#endif + column = (column_t *) ((byte *)patch + + LONG(patch->columnofs[texturecolumn])); + R_DrawMaskedColumn (column, baseclip); + } + + colfunc = basecolfunc; +} +#endif // !RENDER3D + + +/* +=================== += += R_ProjectSprite += += Generates a vissprite for a thing if it might be visible += +=================== +*/ + +void R_ProjectSprite (mobj_t *thing) +{ + fixed_t trx,try; + fixed_t gxt,gyt; + fixed_t tx,tz; + fixed_t xscale; + int x1=0, x2=0; + spritedef_t *sprdef; + spriteframe_t *sprframe; + int lump; + unsigned rot; + boolean flip; +#ifndef RENDER3D + int index; +#endif + vissprite_t *vis; + angle_t ang; + fixed_t iscale; + +#ifdef RENDER3D + float v1[2], v2[2]; + float sinrv, cosrv, thangle; // rv = real value +#endif + + if(thing->flags2&MF2_DONTDRAW) + { // Never make a vissprite when MF2_DONTDRAW is flagged. + return; + } + +// +// transform the origin point +// + trx = thing->x - viewx; + try = thing->y - viewy; + + gxt = FixedMul(trx,viewcos); + gyt = -FixedMul(try,viewsin); + tz = gxt-gyt; + +#ifdef RENDER3D + if( tz < 0 ) + tz = -tz; // Make it positive. The clipper will handle backside. + if( tz < FRACUNIT ) + tz = FRACUNIT; +#else + if (tz < MINZ) + return; // thing is behind view plane +#endif + xscale = FixedDiv(projection, tz); + + gxt = -FixedMul(trx,viewsin); + gyt = FixedMul(try,viewcos); + tx = -(gyt+gxt); + +#ifndef RENDER3D + if (abs(tx)>(tz<<2)) + return; // too far off the side +#endif + +// +// decide which patch to use for sprite reletive to player +// +#ifdef RANGECHECK + if ((unsigned)thing->sprite >= numsprites) + I_Error ("R_ProjectSprite: invalid sprite number %i ",thing->sprite); +#endif + sprdef = &sprites[thing->sprite]; +#ifdef RANGECHECK + if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes ) + I_Error ("R_ProjectSprite: invalid sprite frame %i : %i " + ,thing->sprite, thing->frame); +#endif + sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK]; + + if (sprframe->rotate) + { // choose a different rotation based on player view + ang = R_PointToAngle (thing->x, thing->y); + rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29; + lump = sprframe->lump[rot]; + flip = (boolean)sprframe->flip[rot]; + } + else + { // use single rotation for all views + lump = sprframe->lump[0]; + flip = (boolean)sprframe->flip[0]; + } + +// +// calculate edges of the shape +// +#ifdef RENDER3D + v1[VX] = FIX2FLT(thing->x); + v1[VY] = FIX2FLT(thing->y); + //thangle = BANG2RAD(bamsAtan2((v1[VY]-FIX2FLT(viewy))*10, + //(v1[VX]-FIX2FLT(viewx))*10)) - PI/2; + thangle = BANG2RAD(bamsAtan2(FIX2FLT(try)*10, FIX2FLT(trx)*10)) - PI/2; + sinrv = sin(thangle); + cosrv = cos(thangle); + v1[VX] -= cosrv*(spriteoffset[lump]>>FRACBITS); + v1[VY] -= sinrv*(spriteoffset[lump]>>FRACBITS); + v2[VX] = v1[VX] + cosrv*(spritewidth[lump]>>FRACBITS); + v2[VY] = v1[VY] + sinrv*(spritewidth[lump]>>FRACBITS); + + // Check for visibility. + if(!C_CheckViewRelSeg(v1[VX], v1[VY], v2[VX], v2[VY])) + //if(!C_IsAngleVisible(RAD2BANG(thangle+PI/2))) + return; // Isn't visible. +#else + tx -= spriteoffset[lump]; + x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS; + if (x1 > viewwidth) + return; // off the right side + tx += spritewidth[lump]; + x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1; + if (x2 < 0) + return; // off the left side +#endif + +// +// store information in a vissprite +// + vis = R_NewVisSprite (); + vis->mobjflags = thing->flags; + vis->psprite = false; + vis->scale = xscale<gx = thing->x; + vis->gy = thing->y; + vis->gz = thing->z; + vis->gzt = thing->z + spritetopoffset[lump]; + +#ifdef RENDER3D + vis->secfloor = FIX2FLT(thing->subsector->sector->floorheight); + vis->secceil = FIX2FLT(thing->subsector->sector->ceilingheight); +#endif + + // foot clipping + if(thing->flags2&MF2_FEETARECLIPPED + && thing->z <= thing->subsector->sector->floorheight) + { + vis->footclip = 10; + } + else vis->footclip = 0; + vis->texturemid = vis->gzt - viewz - (vis->footclip<v1[VX] = v1[VX]; + vis->v1[VY] = v1[VY]; + vis->v2[VX] = v2[VX]; + vis->v2[VY] = v2[VY]; +#endif + + vis->x1 = x1 < 0 ? 0 : x1; + vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; + iscale = FixedDiv (FRACUNIT, xscale); + if (flip) + { + vis->startfrac = spritewidth[lump]-1; + vis->xiscale = -iscale; + } + else + { + vis->startfrac = 0; + vis->xiscale = iscale; + } + if (vis->x1 > x1) + vis->startfrac += vis->xiscale*(vis->x1-x1); + vis->patch = lump; +// +// get light level +// + +// if (thing->flags & MF_SHADOW) +// vis->colormap = NULL; // shadow draw +// else ... + +#ifdef RENDER3D + if( thing->frame & FF_FULLBRIGHT ) + { // full bright + vis->lightlevel = -1; + } + else + { // diminished light + vis->lightlevel = thing->subsector->sector->lightlevel; + } +#else + if (fixedcolormap) + vis->colormap = fixedcolormap; // fixed map + else if (thing->frame & FF_FULLBRIGHT) + vis->colormap = colormaps; // full bright + else + { // diminished light + index = xscale>>(LIGHTSCALESHIFT-detailshift); + if (index >= MAXLIGHTSCALE) + index = MAXLIGHTSCALE-1; + vis->colormap = spritelights[index]; + } +#endif +} + + + + +/* +======================== += += R_AddSprites += +======================== +*/ + +void R_AddSprites (sector_t *sec) +{ + mobj_t *thing; + int lightnum; + + if (sec->validcount == validcount) + return; // already added + + sec->validcount = validcount; + + lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight; + if (lightnum < 0) + spritelights = scalelight[0]; + else if (lightnum >= LIGHTLEVELS) + spritelights = scalelight[LIGHTLEVELS-1]; + else + spritelights = scalelight[lightnum]; + + + for (thing = sec->thinglist ; thing ; thing = thing->snext) + R_ProjectSprite (thing); +} + + +/* +======================== += += R_DrawPSprite += +======================== +*/ + +int PSpriteSY[NUMWEAPONS] = +{ + 0, // staff + 5*FRACUNIT, // goldwand + 15*FRACUNIT, // crossbow + 15*FRACUNIT, // blaster + 15*FRACUNIT, // skullrod + 15*FRACUNIT, // phoenix rod + 15*FRACUNIT, // mace + 15*FRACUNIT, // gauntlets + 15*FRACUNIT // beak +}; + +void R_DrawPSprite (pspdef_t *psp) +{ + fixed_t tx; + int x1; +#ifndef RENDER3D + int x2; +#endif + spritedef_t *sprdef; + spriteframe_t *sprframe; + int lump; + boolean flip; +#ifdef RENDER3D + float light, alpha; + int y; +#else + vissprite_t *vis, avis; +#endif + + int tempangle; + +// +// decide which patch to use +// +#ifdef RANGECHECK + if ( (unsigned)psp->state->sprite >= numsprites) + I_Error ("R_ProjectSprite: invalid sprite number %i " + , psp->state->sprite); +#endif + sprdef = &sprites[psp->state->sprite]; +#ifdef RANGECHECK + if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes) + I_Error ("R_ProjectSprite: invalid sprite frame %i : %i " + , psp->state->sprite, psp->state->frame); +#endif + sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ]; + + lump = sprframe->lump[0]; + flip = (boolean)sprframe->flip[0]; + +// +// calculate edges of the shape +// + tx = psp->sx-160*FRACUNIT; + + tx -= spriteoffset[lump]; + if(viewangleoffset) + { + tempangle = ((centerxfrac/1024)*(viewangleoffset>>ANGLETOFINESHIFT)); + } + else + { + tempangle = 0; + } + x1 = (centerxfrac + FixedMul (tx,pspritescale)+tempangle ) >>FRACBITS; +#ifdef RENDER3D + // Set the OpenGL color & alpha. + light = 1; + alpha = 1; + //vis->colormap = spritelights[MAXLIGHTSCALE-1]; + if(viewplayer->powers[pw_invulnerability] > 4*32) + { + if(viewplayer->mo->flags2&MF2_DONTDRAW) + { // don't draw the psprite + //vis->mobjflags |= MF_SHADOW; + alpha = .333f; + } + else if(viewplayer->mo->flags&MF_SHADOW) + { + //vis->mobjflags |= MF_ALTSHADOW; + alpha = .666f; + } + } + else if(viewplayer->powers[pw_invulnerability]&8) + { + //vis->mobjflags |= MF_SHADOW; + alpha = .333f; + } + if(fixedcolormap) + { + // Fixed color + //vis->colormap = fixedcolormap; + light = 1; + } + else if(psp->state->frame & FF_FULLBRIGHT) + { + // Full bright + //vis->colormap = colormaps; + light = 1; + } + else + { + // local light + //vis->colormap = spritelights[MAXLIGHTSCALE-1]; + light = viewplayer->mo->subsector->sector->lightlevel / 255.0; + } +// +// do some OpenGL rendering, oh yeah +// + y = -(spritetopoffset[lump]>>FRACBITS)+(psp->sy>>FRACBITS); + if(viewheight == SCREENHEIGHT) + { + y += PSpriteSY[players[consoleplayer].readyweapon] + >> FRACBITS; + } + else + y -= 39/2; + + light += .1f; // Add some extra light. + OGL_SetColorAndAlpha(light, light, light, alpha); + OGL_DrawPSprite(x1, y, 1, flip, lump); + +#else + + if (x1 > viewwidth) + return; // off the right side + tx += spritewidth[lump]; + x2 = ((centerxfrac + FixedMul (tx, pspritescale)+tempangle ) >>FRACBITS) - 1; + if (x2 < 0) + return; // off the left side + +// +// store information in a vissprite +// + vis = &avis; + vis->mobjflags = 0; + vis->psprite = true; + vis->texturemid = (BASEYCENTER<sy-spritetopoffset[lump]); + if(viewheight == SCREENHEIGHT) + { + vis->texturemid -= PSpriteSY[players[consoleplayer].readyweapon]; + } + vis->x1 = x1 < 0 ? 0 : x1; + vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; + vis->scale = pspritescale<xiscale = -pspriteiscale; + vis->startfrac = spritewidth[lump]-1; + } + else + { + vis->xiscale = pspriteiscale; + vis->startfrac = 0; + } + if (vis->x1 > x1) + vis->startfrac += vis->xiscale*(vis->x1-x1); + vis->patch = lump; + + if(viewplayer->powers[pw_invisibility] > 4*32 || + viewplayer->powers[pw_invisibility] & 8) + { + // Invisibility + vis->colormap = spritelights[MAXLIGHTSCALE-1]; + vis->mobjflags |= MF_SHADOW; + } + else if(fixedcolormap) + { + // Fixed color + vis->colormap = fixedcolormap; + } + else if(psp->state->frame & FF_FULLBRIGHT) + { + // Full bright + vis->colormap = colormaps; + } + else + { + // local light + vis->colormap = spritelights[MAXLIGHTSCALE-1]; + } + R_DrawVisSprite(vis, vis->x1, vis->x2); +#endif +} + +/* +======================== += += R_DrawPlayerSprites += +======================== +*/ + +void R_DrawPlayerSprites (void) +{ + int i, lightnum; + pspdef_t *psp; + +// +// get light level +// + lightnum = (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT) + +extralight; + if (lightnum < 0) + spritelights = scalelight[0]; + else if (lightnum >= LIGHTLEVELS) + spritelights = scalelight[LIGHTLEVELS-1]; + else + spritelights = scalelight[lightnum]; +// +// clip to screen bounds +// +#ifndef RENDER3D + mfloorclip = screenheightarray; + mceilingclip = negonearray; +#endif + +// +// add all active psprites +// + for (i=0, psp=viewplayer->psprites ; istate) + R_DrawPSprite (psp); + +} + + +/* +======================== += += R_SortVisSprites += +======================== +*/ + +vissprite_t vsprsortedhead; + +void R_SortVisSprites (void) +{ + int i, count; + vissprite_t *ds, *best; + vissprite_t unsorted; + fixed_t bestscale; + + count = vissprite_p - vissprites; + + unsorted.next = unsorted.prev = &unsorted; + if (!count) + return; + + for (ds=vissprites ; dsnext = ds+1; + ds->prev = ds-1; + } + vissprites[0].prev = &unsorted; + unsorted.next = &vissprites[0]; + (vissprite_p-1)->next = &unsorted; + unsorted.prev = vissprite_p-1; + +// +// pull the vissprites out by scale +// + best = 0; // shut up the compiler warning + vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead; + for (i=0 ; inext) + { + if (ds->scale < bestscale) + { + bestscale = ds->scale; + best = ds; + } + } + best->next->prev = best->prev; + best->prev->next = best->next; + best->next = &vsprsortedhead; + best->prev = vsprsortedhead.prev; + vsprsortedhead.prev->next = best; + vsprsortedhead.prev = best; + } +} + + +#ifndef RENDER3D + +/* +======================== += += R_DrawSprite += +======================== +*/ + +void R_DrawSprite (vissprite_t *spr) +{ + drawseg_t *ds; + short clipbot[SCREENWIDTH], cliptop[SCREENWIDTH]; + int x, r1, r2; + fixed_t scale, lowscale; + int silhouette; + + for (x = spr->x1 ; x<=spr->x2 ; x++) + clipbot[x] = cliptop[x] = -2; + +// +// scan drawsegs from end to start for obscuring segs +// the first drawseg that has a greater scale is the clip seg +// + for (ds=ds_p-1 ; ds >= drawsegs ; ds--) + { + // + // determine if the drawseg obscures the sprite + // + if (ds->x1 > spr->x2 || ds->x2 < spr->x1 || + (!ds->silhouette && !ds->maskedtexturecol) ) + continue; // doesn't cover sprite + + r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1; + r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2; + if (ds->scale1 > ds->scale2) + { + lowscale = ds->scale2; + scale = ds->scale1; + } + else + { + lowscale = ds->scale1; + scale = ds->scale2; + } + + if (scale < spr->scale || ( lowscale < spr->scale + && !R_PointOnSegSide (spr->gx, spr->gy, ds->curline) ) ) + { + if (ds->maskedtexturecol) // masked mid texture + R_RenderMaskedSegRange (ds, r1, r2); + continue; // seg is behind sprite + } + +// +// clip this piece of the sprite +// + silhouette = ds->silhouette; + if (spr->gz >= ds->bsilheight) + silhouette &= ~SIL_BOTTOM; + if (spr->gzt <= ds->tsilheight) + silhouette &= ~SIL_TOP; + + if (silhouette == 1) + { // bottom sil + for (x=r1 ; x<=r2 ; x++) + if (clipbot[x] == -2) + clipbot[x] = ds->sprbottomclip[x]; + } + else if (silhouette == 2) + { // top sil + for (x=r1 ; x<=r2 ; x++) + if (cliptop[x] == -2) + cliptop[x] = ds->sprtopclip[x]; + } + else if (silhouette == 3) + { // both + for (x=r1 ; x<=r2 ; x++) + { + if (clipbot[x] == -2) + clipbot[x] = ds->sprbottomclip[x]; + if (cliptop[x] == -2) + cliptop[x] = ds->sprtopclip[x]; + } + } + + } + +// +// all clipping has been performed, so draw the sprite +// + +// check for unclipped columns + for (x = spr->x1 ; x<=spr->x2 ; x++) + { + if (clipbot[x] == -2) + clipbot[x] = viewheight; + if (cliptop[x] == -2) + cliptop[x] = -1; + } + + mfloorclip = clipbot; + mceilingclip = cliptop; + R_DrawVisSprite (spr, spr->x1, spr->x2); +} +#endif + + +/* +======================== += += R_DrawMasked += +======================== +*/ + +void R_DrawMasked (void) +{ + vissprite_t *spr; +#ifdef RENDER3D + extern boolean willRenderSprites; + + if( willRenderSprites ) + { + R_SortVisSprites(); + + if( vissprite_p > vissprites ) + { + // draw all vissprites back to front + glDepthMask(GL_FALSE); + + for( spr = vsprsortedhead.next; spr != &vsprsortedhead; + spr = spr->next ) + { + //R_DrawSprite (spr); + R_RenderSprite(spr); + } + + glDepthMask(GL_TRUE); + } + } +#else + drawseg_t *ds; + + R_SortVisSprites (); + + if (vissprite_p > vissprites) + { + // draw all vissprites back to front + + for (spr = vsprsortedhead.next ; spr != &vsprsortedhead + ; spr=spr->next) + R_DrawSprite (spr); + } + +// +// render any remaining masked mid textures +// + for (ds=ds_p-1 ; ds >= drawsegs ; ds--) + if (ds->maskedtexturecol) + R_RenderMaskedSegRange (ds, ds->x1, ds->x2); + +// +// draw the psprites on top of everything +// +// Added for the sideviewing with an external device + if (viewangleoffset <= 1024<= + -1024<>3)+ \ + (((a)&16)>>3)+ \ + (((a)&32)<<2)+ \ + (((a)&64)>>2)+ \ + (((a)&128)>>4)) + +// Types + +typedef struct Cheat_s +{ + void (*func)(player_t *player, struct Cheat_s *cheat); + byte *sequence; + byte *pos; + int args[2]; + int currentArg; +} Cheat_t; + +// Private Functions + +static void DrawSoundInfo(void); +static void ShadeLine(int x, int y, int height, int shade); +static void ShadeChain(void); +static void DrINumber(signed int val, int x, int y); +static void DrBNumber(signed int val, int x, int y); +static void DrawCommonBar(void); +static void DrawMainBar(void); +static void DrawInventoryBar(void); +static void DrawFullScreenStuff(void); +static boolean HandleCheats(byte key); +static boolean CheatAddKey(Cheat_t *cheat, byte key, boolean *eat); +static void CheatGodFunc(player_t *player, Cheat_t *cheat); +static void CheatNoClipFunc(player_t *player, Cheat_t *cheat); +static void CheatWeaponsFunc(player_t *player, Cheat_t *cheat); +static void CheatPowerFunc(player_t *player, Cheat_t *cheat); +static void CheatHealthFunc(player_t *player, Cheat_t *cheat); +static void CheatKeysFunc(player_t *player, Cheat_t *cheat); +static void CheatSoundFunc(player_t *player, Cheat_t *cheat); +static void CheatTickerFunc(player_t *player, Cheat_t *cheat); +static void CheatArtifact1Func(player_t *player, Cheat_t *cheat); +static void CheatArtifact2Func(player_t *player, Cheat_t *cheat); +static void CheatArtifact3Func(player_t *player, Cheat_t *cheat); +static void CheatWarpFunc(player_t *player, Cheat_t *cheat); +static void CheatChickenFunc(player_t *player, Cheat_t *cheat); +static void CheatMassacreFunc(player_t *player, Cheat_t *cheat); +static void CheatIDKFAFunc(player_t *player, Cheat_t *cheat); +static void CheatIDDQDFunc(player_t *player, Cheat_t *cheat); + +// Public Data + +boolean DebugSound; // debug flag for displaying sound info + +boolean inventory; +int curpos; +int inv_ptr; +int ArtifactFlash; + +// Private Data + +static int HealthMarker; +static int ChainWiggle; +static player_t *CPlayer; +int playpalette; + +PATCH_REF PatchLTFACE; +PATCH_REF PatchRTFACE; +PATCH_REF PatchBARBACK; +PATCH_REF PatchCHAIN; +PATCH_REF PatchSTATBAR; +PATCH_REF PatchLIFEGEM; +//PATCH_REF PatchEMPWEAP; +//PATCH_REF PatchLIL4BOX; +PATCH_REF PatchLTFCTOP; +PATCH_REF PatchRTFCTOP; +//PATCH_REF PatchARMORBOX; +//PATCH_REF PatchARTIBOX; +PATCH_REF PatchSELECTBOX; +//PATCH_REF PatchKILLSPIC; +//PATCH_REF PatchMANAPIC; +//PATCH_REF PatchPOWERICN; +PATCH_REF PatchINVLFGEM1; +PATCH_REF PatchINVLFGEM2; +PATCH_REF PatchINVRTGEM1; +PATCH_REF PatchINVRTGEM2; +PATCH_REF PatchINumbers[10]; +PATCH_REF PatchNEGATIVE; +PATCH_REF PatchSmNumbers[10]; +PATCH_REF PatchBLACKSQ; +PATCH_REF PatchINVBAR; +PATCH_REF PatchARMCLEAR; +PATCH_REF PatchCHAINBACK; +//byte *ShadeTables; +extern byte *screen; +int FontBNumBase; +int spinbooklump; +int spinflylump; + +static byte CheatLookup[256]; + +// Toggle god mode +static byte CheatGodSeq[] = +{ + CHEAT_ENCRYPT('q'), + CHEAT_ENCRYPT('u'), + CHEAT_ENCRYPT('i'), + CHEAT_ENCRYPT('c'), + CHEAT_ENCRYPT('k'), + CHEAT_ENCRYPT('e'), + CHEAT_ENCRYPT('n'), + 0xff +}; + +// Toggle no clipping mode +static byte CheatNoClipSeq[] = +{ + CHEAT_ENCRYPT('k'), + CHEAT_ENCRYPT('i'), + CHEAT_ENCRYPT('t'), + CHEAT_ENCRYPT('t'), + CHEAT_ENCRYPT('y'), + 0xff +}; + +// Get all weapons and ammo +static byte CheatWeaponsSeq[] = +{ + CHEAT_ENCRYPT('r'), + CHEAT_ENCRYPT('a'), + CHEAT_ENCRYPT('m'), + CHEAT_ENCRYPT('b'), + CHEAT_ENCRYPT('o'), + 0xff +}; + +// Toggle tome of power +static byte CheatPowerSeq[] = +{ + CHEAT_ENCRYPT('s'), + CHEAT_ENCRYPT('h'), + CHEAT_ENCRYPT('a'), + CHEAT_ENCRYPT('z'), + CHEAT_ENCRYPT('a'), + CHEAT_ENCRYPT('m'), + 0xff, 0 +}; + +// Get full health +static byte CheatHealthSeq[] = +{ + CHEAT_ENCRYPT('p'), + CHEAT_ENCRYPT('o'), + CHEAT_ENCRYPT('n'), + CHEAT_ENCRYPT('c'), + CHEAT_ENCRYPT('e'), + 0xff +}; + +// Get all keys +static byte CheatKeysSeq[] = +{ + CHEAT_ENCRYPT('s'), + CHEAT_ENCRYPT('k'), + CHEAT_ENCRYPT('e'), + CHEAT_ENCRYPT('l'), + 0xff, 0 +}; + +// Toggle sound debug info +static byte CheatSoundSeq[] = +{ + CHEAT_ENCRYPT('n'), + CHEAT_ENCRYPT('o'), + CHEAT_ENCRYPT('i'), + CHEAT_ENCRYPT('s'), + CHEAT_ENCRYPT('e'), + 0xff +}; + +// Toggle ticker +static byte CheatTickerSeq[] = +{ + CHEAT_ENCRYPT('t'), + CHEAT_ENCRYPT('i'), + CHEAT_ENCRYPT('c'), + CHEAT_ENCRYPT('k'), + CHEAT_ENCRYPT('e'), + CHEAT_ENCRYPT('r'), + 0xff, 0 +}; + +// Get an artifact 1st stage (ask for type) +static byte CheatArtifact1Seq[] = +{ + CHEAT_ENCRYPT('g'), + CHEAT_ENCRYPT('i'), + CHEAT_ENCRYPT('m'), + CHEAT_ENCRYPT('m'), + CHEAT_ENCRYPT('e'), + 0xff +}; + +// Get an artifact 2nd stage (ask for count) +static byte CheatArtifact2Seq[] = +{ + CHEAT_ENCRYPT('g'), + CHEAT_ENCRYPT('i'), + CHEAT_ENCRYPT('m'), + CHEAT_ENCRYPT('m'), + CHEAT_ENCRYPT('e'), + 0, 0xff, 0 +}; + +// Get an artifact final stage +static byte CheatArtifact3Seq[] = +{ + CHEAT_ENCRYPT('g'), + CHEAT_ENCRYPT('i'), + CHEAT_ENCRYPT('m'), + CHEAT_ENCRYPT('m'), + CHEAT_ENCRYPT('e'), + 0, 0, 0xff +}; + +// Warp to new level +static byte CheatWarpSeq[] = +{ + CHEAT_ENCRYPT('e'), + CHEAT_ENCRYPT('n'), + CHEAT_ENCRYPT('g'), + CHEAT_ENCRYPT('a'), + CHEAT_ENCRYPT('g'), + CHEAT_ENCRYPT('e'), + 0, 0, 0xff, 0 +}; + +// Save a screenshot +static byte CheatChickenSeq[] = +{ + CHEAT_ENCRYPT('c'), + CHEAT_ENCRYPT('o'), + CHEAT_ENCRYPT('c'), + CHEAT_ENCRYPT('k'), + CHEAT_ENCRYPT('a'), + CHEAT_ENCRYPT('d'), + CHEAT_ENCRYPT('o'), + CHEAT_ENCRYPT('o'), + CHEAT_ENCRYPT('d'), + CHEAT_ENCRYPT('l'), + CHEAT_ENCRYPT('e'), + CHEAT_ENCRYPT('d'), + CHEAT_ENCRYPT('o'), + CHEAT_ENCRYPT('o'), + 0xff, 0 +}; + +// Kill all monsters +static byte CheatMassacreSeq[] = +{ + CHEAT_ENCRYPT('m'), + CHEAT_ENCRYPT('a'), + CHEAT_ENCRYPT('s'), + CHEAT_ENCRYPT('s'), + CHEAT_ENCRYPT('a'), + CHEAT_ENCRYPT('c'), + CHEAT_ENCRYPT('r'), + CHEAT_ENCRYPT('e'), + 0xff, 0 +}; + +static byte CheatIDKFASeq[] = +{ + CHEAT_ENCRYPT('i'), + CHEAT_ENCRYPT('d'), + CHEAT_ENCRYPT('k'), + CHEAT_ENCRYPT('f'), + CHEAT_ENCRYPT('a'), + 0xff, 0 +}; + +static byte CheatIDDQDSeq[] = +{ + CHEAT_ENCRYPT('i'), + CHEAT_ENCRYPT('d'), + CHEAT_ENCRYPT('d'), + CHEAT_ENCRYPT('q'), + CHEAT_ENCRYPT('d'), + 0xff, 0 +}; + +static Cheat_t Cheats[] = +{ + { CheatGodFunc, CheatGodSeq, NULL, {0, 0}, 0 }, + { CheatNoClipFunc, CheatNoClipSeq, NULL, {0, 0}, 0 }, + { CheatWeaponsFunc, CheatWeaponsSeq, NULL, {0, 0}, 0 }, + { CheatPowerFunc, CheatPowerSeq, NULL, {0, 0}, 0 }, + { CheatHealthFunc, CheatHealthSeq, NULL, {0, 0}, 0 }, + { CheatKeysFunc, CheatKeysSeq, NULL, {0, 0}, 0 }, + { CheatSoundFunc, CheatSoundSeq, NULL, {0, 0}, 0 }, + { CheatTickerFunc, CheatTickerSeq, NULL, {0, 0}, 0 }, + { CheatArtifact1Func, CheatArtifact1Seq, NULL, {0, 0}, 0 }, + { CheatArtifact2Func, CheatArtifact2Seq, NULL, {0, 0}, 0 }, + { CheatArtifact3Func, CheatArtifact3Seq, NULL, {0, 0}, 0 }, + { CheatWarpFunc, CheatWarpSeq, NULL, {0, 0}, 0 }, + { CheatChickenFunc, CheatChickenSeq, NULL, {0, 0}, 0 }, + { CheatMassacreFunc, CheatMassacreSeq, NULL, {0, 0}, 0 }, + { CheatIDKFAFunc, CheatIDKFASeq, NULL, {0, 0}, 0 }, + { CheatIDDQDFunc, CheatIDDQDSeq, NULL, {0, 0}, 0 }, + { NULL, NULL, NULL, {0, 0}, 0 } // Terminator +}; + +//--------------------------------------------------------------------------- +// +// PROC SB_Init +// +//--------------------------------------------------------------------------- + +void SB_Init(void) +{ + int i; + int startLump; + + PatchLTFACE = W_CacheLumpName("LTFACE", PU_STATIC); + PatchRTFACE = W_CacheLumpName("RTFACE", PU_STATIC); + PatchBARBACK = W_CacheLumpName("BARBACK", PU_STATIC); + PatchINVBAR = W_CacheLumpName("INVBAR", PU_STATIC); + PatchCHAIN = W_CacheLumpName("CHAIN", PU_STATIC); + if(deathmatch) + { + PatchSTATBAR = W_CacheLumpName("STATBAR", PU_STATIC); + } + else + { + PatchSTATBAR = W_CacheLumpName("LIFEBAR", PU_STATIC); + } + if(!netgame) + { // single player game uses red life gem + PatchLIFEGEM = W_CacheLumpName("LIFEGEM2", PU_STATIC); + } + else + { + PatchLIFEGEM = WR_CacheLumpNum(W_GetNumForName("LIFEGEM0") + + consoleplayer, PU_STATIC); + } + PatchLTFCTOP = W_CacheLumpName("LTFCTOP", PU_STATIC); + PatchRTFCTOP = W_CacheLumpName("RTFCTOP", PU_STATIC); + PatchSELECTBOX = W_CacheLumpName("SELECTBOX", PU_STATIC); + PatchINVLFGEM1 = W_CacheLumpName("INVGEML1", PU_STATIC); + PatchINVLFGEM2 = W_CacheLumpName("INVGEML2", PU_STATIC); + PatchINVRTGEM1 = W_CacheLumpName("INVGEMR1", PU_STATIC); + PatchINVRTGEM2 = W_CacheLumpName("INVGEMR2", PU_STATIC); + PatchBLACKSQ = W_CacheLumpName("BLACKSQ", PU_STATIC); + PatchARMCLEAR = W_CacheLumpName("ARMCLEAR", PU_STATIC); + PatchCHAINBACK = W_CacheLumpName("CHAINBACK", PU_STATIC); + startLump = W_GetNumForName("IN0"); + for(i = 0; i < 10; i++) + { + PatchINumbers[i] = WR_CacheLumpNum(startLump+i, PU_STATIC); + } + PatchNEGATIVE = W_CacheLumpName("NEGNUM", PU_STATIC); + FontBNumBase = W_GetNumForName("FONTB16"); + startLump = W_GetNumForName("SMALLIN0"); + for(i = 0; i < 10; i++) + { + PatchSmNumbers[i] = WR_CacheLumpNum(startLump+i, PU_STATIC); + } + playpalette = W_GetNumForName("PLAYPAL"); + spinbooklump = W_GetNumForName("SPINBK0"); + spinflylump = W_GetNumForName("SPFLY0"); + for(i = 0; i < 256; i++) + { + CheatLookup[i] = CHEAT_ENCRYPT(i); + } +} + +//--------------------------------------------------------------------------- +// +// PROC SB_Ticker +// +//--------------------------------------------------------------------------- + +void SB_Ticker(void) +{ + int delta; + int curHealth; + + if(leveltime&1) + { + ChainWiggle = P_Random()&1; + } + curHealth = players[consoleplayer].mo->health; + if(curHealth < 0) + { + curHealth = 0; + } + if(curHealth < HealthMarker) + { + delta = (HealthMarker-curHealth)>>2; + if(delta < 1) + { + delta = 1; + } + else if(delta > 8) + { + delta = 8; + } + HealthMarker -= delta; + } + else if(curHealth > HealthMarker) + { + delta = (curHealth-HealthMarker)>>2; + if(delta < 1) + { + delta = 1; + } + else if(delta > 8) + { + delta = 8; + } + HealthMarker += delta; + } +} + +//--------------------------------------------------------------------------- +// +// PROC DrINumber +// +// Draws a three digit number. +// +//--------------------------------------------------------------------------- + +static void DrINumber(signed int val, int x, int y) +{ + PATCH_REF patch; + int oldval; + + oldval = val; + if(val < 0) + { + if(val < -9) + { + V_DrawPatch(x+1, y+1, W_CacheLumpName("LAME", PU_CACHE)); + } + else + { + val = -val; + V_DrawPatch(x+18, y, PatchINumbers[val]); + V_DrawPatch(x+9, y, PatchNEGATIVE); + } + return; + } + if(val > 99) + { + patch = PatchINumbers[val/100]; + V_DrawPatch(x, y, patch); + } + val = val%100; + if(val > 9 || oldval > 99) + { + patch = PatchINumbers[val/10]; + V_DrawPatch(x+9, y, patch); + } + val = val%10; + patch = PatchINumbers[val]; + V_DrawPatch(x+18, y, patch); +} + +//--------------------------------------------------------------------------- +// +// PROC DrBNumber +// +// Draws a three digit number using FontB +// +//--------------------------------------------------------------------------- + +static void DrBNumber(signed int val, int x, int y) +{ + patch_t* patch; + int xpos; + int oldval; + + oldval = val; + xpos = x; + if(val < 0) + { + val = 0; + } + if(val > 99) + { + patch = W_CacheLumpNum(FontBNumBase+val/100, PU_CACHE); +#ifdef RENDER3D + OGL_DrawShadowedPatch(xpos+6-patch->width/2, y, FontBNumBase+val/100); +#else + V_DrawShadowedPatch(xpos+6-patch->width/2, y, patch); +#endif + } + val = val%100; + xpos += 12; + if(val > 9 || oldval > 99) + { + patch = W_CacheLumpNum(FontBNumBase+val/10, PU_CACHE); +#ifdef RENDER3D + OGL_DrawShadowedPatch(xpos+6-patch->width/2, y, FontBNumBase+val/10); +#else + V_DrawShadowedPatch(xpos+6-patch->width/2, y, patch); +#endif + } + val = val%10; + xpos += 12; + patch = W_CacheLumpNum(FontBNumBase+val, PU_CACHE); +#ifdef RENDER3D + OGL_DrawShadowedPatch(xpos+6-patch->width/2, y, FontBNumBase+val/1); +#else + V_DrawShadowedPatch(xpos+6-patch->width/2, y, patch); +#endif +} + +//--------------------------------------------------------------------------- +// +// PROC DrSmallNumber +// +// Draws a small two digit number. +// +//--------------------------------------------------------------------------- + +static void DrSmallNumber(int val, int x, int y) +{ + PATCH_REF patch; + + if(val == 1) + { + return; + } + if(val > 9) + { + patch = PatchSmNumbers[val/10]; + V_DrawPatch(x, y, patch); + } + val = val%10; + patch = PatchSmNumbers[val]; + V_DrawPatch(x+4, y, patch); +} + +//--------------------------------------------------------------------------- +// +// PROC ShadeLine +// +//--------------------------------------------------------------------------- + +static void ShadeLine(int x, int y, int height, int shade) +{ + byte *dest; + byte *shades; + + shades = colormaps+9*256+shade*2*256; + dest = screen+y*SCREENWIDTH+x; + while(height--) + { + *(dest) = *(shades+*dest); + dest += SCREENWIDTH; + } +} + +//--------------------------------------------------------------------------- +// +// PROC ShadeChain +// +//--------------------------------------------------------------------------- + +static void ShadeChain(void) +{ + int i; + + for(i = 0; i < 16; i++) + { + ShadeLine(277+i, 190, 10, i/2); + ShadeLine(19+i, 190, 10, 7-(i/2)); + } +} + +//--------------------------------------------------------------------------- +// +// PROC DrawSoundInfo +// +// Displays sound debugging information. +// +//--------------------------------------------------------------------------- + +static void DrawSoundInfo(void) +{ + int i; + SoundInfo_t s; + ChanInfo_t *c; + char text[32]; + int x; + int y; + int xPos[7] = {1, 75, 112, 156, 200, 230, 260}; + + if(leveltime&16) + { + MN_DrTextA("*** SOUND DEBUG INFO ***", xPos[0], 20); + } + S_GetChannelInfo(&s); + if(s.channelCount == 0) + { + return; + } + x = 0; + MN_DrTextA("NAME", xPos[x++], 30); + MN_DrTextA("MO.T", xPos[x++], 30); + MN_DrTextA("MO.X", xPos[x++], 30); + MN_DrTextA("MO.Y", xPos[x++], 30); + MN_DrTextA("ID", xPos[x++], 30); + MN_DrTextA("PRI", xPos[x++], 30); + MN_DrTextA("DIST", xPos[x++], 30); + for(i = 0; i < s.channelCount; i++) + { + c = &s.chan[i]; + x = 0; + y = 40+i*10; + if(c->mo == NULL) + { // Channel is unused + MN_DrTextA("------", xPos[0], y); + continue; + } + sprintf(text, "%s", c->name); + M_ForceUppercase(text); + MN_DrTextA(text, xPos[x++], y); + sprintf(text, "%d", c->mo->type); + MN_DrTextA(text, xPos[x++], y); + sprintf(text, "%d", c->mo->x>>FRACBITS); + MN_DrTextA(text, xPos[x++], y); + sprintf(text, "%d", c->mo->y>>FRACBITS); + MN_DrTextA(text, xPos[x++], y); + sprintf(text, "%ld", c->id); + MN_DrTextA(text, xPos[x++], y); + sprintf(text, "%d", c->priority); + MN_DrTextA(text, xPos[x++], y); + sprintf(text, "%d", c->distance); + MN_DrTextA(text, xPos[x++], y); + } + UpdateState |= I_FULLSCRN; + BorderNeedRefresh = true; +} + +//--------------------------------------------------------------------------- +// +// PROC SB_Drawer +// +//--------------------------------------------------------------------------- + +char patcharti[][10] = +{ + {"ARTIBOX"}, // none + {"ARTIINVU"}, // invulnerability + {"ARTIINVS"}, // invisibility + {"ARTIPTN2"}, // health + {"ARTISPHL"}, // superhealth + {"ARTIPWBK"}, // tomeofpower + {"ARTITRCH"}, // torch + {"ARTIFBMB"}, // firebomb + {"ARTIEGGC"}, // egg + {"ARTISOAR"}, // fly + {"ARTIATLP"} // teleport +}; + +char ammopic[][10] = +{ + {"INAMGLD"}, + {"INAMBOW"}, + {"INAMBST"}, + {"INAMRAM"}, + {"INAMPNX"}, + {"INAMLOB"} +}; + +int SB_state = -1; +static int oldfrags = -9999; +static int oldammo = -1; +static int oldarmor = -1; +static int oldweapon = -1; +static int oldhealth = -1; +static int oldlife = -1; +static int oldarti = 0; +static int oldartiCount = 0; +static int oldkeys = -1; + +int playerkeys = 0; + +extern boolean automapactive; + +void SB_Drawer(void) +{ + int frame; + static boolean hitCenterFrame; + + // Sound info debug stuff + if(DebugSound == true) + { + DrawSoundInfo(); + } + CPlayer = &players[consoleplayer]; + if(viewheight == SCREENHEIGHT && !automapactive) + { + DrawFullScreenStuff(); + SB_state = -1; + } + else + { +#ifndef RENDER3D + if(SB_state == -1) + { +#endif + V_DrawPatch(0, 158, PatchBARBACK); + if(players[consoleplayer].cheats&CF_GODMODE) + { + V_DrawPatch(16, 167, W_CacheLumpName("GOD1", PU_CACHE)); + V_DrawPatch(287, 167, W_CacheLumpName("GOD2", PU_CACHE)); + } + oldhealth = -1; +#ifndef RENDER3D + } +#endif + DrawCommonBar(); + if(!inventory) + { +#ifndef RENDER3D + if(SB_state != 0) + { +#endif + // Main interface + V_DrawPatch(34, 160, PatchSTATBAR); + oldarti = 0; + oldammo = -1; + oldarmor = -1; + oldweapon = -1; + oldfrags = -9999; //can't use -1, 'cuz of negative frags + oldlife = -1; + oldkeys = -1; +#ifndef RENDER3D + } +#endif + DrawMainBar(); + SB_state = 0; + } + else + { + if(SB_state != 1) + { + V_DrawPatch(34, 160, PatchINVBAR); + } + DrawInventoryBar(); + SB_state = 1; + } + } + SB_PaletteFlash(); + + // Flight icons + if(CPlayer->powers[pw_flight]) + { + if(CPlayer->powers[pw_flight] > BLINKTHRESHOLD + || !(CPlayer->powers[pw_flight]&16)) + { + frame = (leveltime/3)&15; + if(CPlayer->mo->flags2&MF2_FLY) + { + if(hitCenterFrame && (frame != 15 && frame != 0)) + { + V_DrawPatch(20, 17, WR_CacheLumpNum(spinflylump+15, PU_CACHE)); + } + else + { + V_DrawPatch(20, 17, WR_CacheLumpNum(spinflylump+frame, PU_CACHE)); + hitCenterFrame = false; + } + } + else + { + if(!hitCenterFrame && (frame != 15 && frame != 0)) + { + V_DrawPatch(20, 17, WR_CacheLumpNum(spinflylump+frame, PU_CACHE)); + hitCenterFrame = false; + } + else + { + V_DrawPatch(20, 17, WR_CacheLumpNum(spinflylump+15, PU_CACHE)); + hitCenterFrame = true; + } + } + BorderTopRefresh = true; + UpdateState |= I_MESSAGES; + } + else + { + BorderTopRefresh = true; + UpdateState |= I_MESSAGES; + } + } + + if(CPlayer->powers[pw_weaponlevel2] && !CPlayer->chickenTics) + { + if(CPlayer->powers[pw_weaponlevel2] > BLINKTHRESHOLD + || !(CPlayer->powers[pw_weaponlevel2]&16)) + { + frame = (leveltime/3)&15; + V_DrawPatch(300, 17, WR_CacheLumpNum(spinbooklump+frame, PU_CACHE)); + BorderTopRefresh = true; + UpdateState |= I_MESSAGES; + } + else + { + BorderTopRefresh = true; + UpdateState |= I_MESSAGES; + } + } +/* + if(CPlayer->powers[pw_weaponlevel2] > BLINKTHRESHOLD + || (CPlayer->powers[pw_weaponlevel2]&8)) + { + V_DrawPatch(291, 0, W_CacheLumpName("ARTIPWBK", PU_CACHE)); + } + else + { + BorderTopRefresh = true; + } + } +*/ +} + +// sets the new palette based upon current values of player->damagecount +// and player->bonuscount +void SB_PaletteFlash(void) +{ + static int sb_palette = 0; + int palette; +#ifndef RENDER3D + byte *pal; +#endif + + CPlayer = &players[consoleplayer]; + + if(CPlayer->damagecount) + { + palette = (CPlayer->damagecount+7)>>3; + if(palette >= NUMREDPALS) + { + palette = NUMREDPALS-1; + } + palette += STARTREDPALS; + } + else if(CPlayer->bonuscount) + { + palette = (CPlayer->bonuscount+7)>>3; + if(palette >= NUMBONUSPALS) + { + palette = NUMBONUSPALS-1; + } + palette += STARTBONUSPALS; + } + else + { + palette = 0; + } + if(palette != sb_palette) + { + sb_palette = palette; +#ifdef RENDER3D + OGL_SetFilter( palette ); +#else + pal = (byte *)WR_CacheLumpNum(playpalette, PU_CACHE)+palette*768; + I_SetPalette(pal); +#endif + } +} + +//--------------------------------------------------------------------------- +// +// PROC DrawCommonBar +// +//--------------------------------------------------------------------------- + +void DrawCommonBar(void) +{ + int chainY; + int healthPos; + + V_DrawPatch(0, 148, PatchLTFCTOP); + V_DrawPatch(290, 148, PatchRTFCTOP); + +#ifndef RENDER3D + if(oldhealth != HealthMarker) + { + oldhealth = HealthMarker; +#endif + healthPos = HealthMarker; + if(healthPos < 0) + { + healthPos = 0; + } + if(healthPos > 100) + { + healthPos = 100; + } + healthPos = (healthPos*256)/100; + chainY = (HealthMarker == CPlayer->mo->health) ? 191 : 191+ChainWiggle; + V_DrawPatch(0, 190, PatchCHAINBACK); + V_DrawPatch(2+(healthPos%17), chainY, PatchCHAIN); + V_DrawPatch(17+healthPos, chainY, PatchLIFEGEM); + V_DrawPatch(0, 190, PatchLTFACE); + V_DrawPatch(276, 190, PatchRTFACE); + ShadeChain(); +#ifndef RENDER3D + UpdateState |= I_STATBAR; + } +#endif +} + +//--------------------------------------------------------------------------- +// +// PROC DrawMainBar +// +//--------------------------------------------------------------------------- + +void DrawMainBar(void) +{ + int i; + int temp; + + // Ready artifact + if(ArtifactFlash) + { +#ifndef RENDER3D + V_DrawPatch(180, 161, PatchBLACKSQ); +#endif + V_DrawPatch(182, 161, WR_CacheLumpNum(W_GetNumForName("useartia") + ArtifactFlash - 1, PU_CACHE)); + ArtifactFlash--; + oldarti = -1; // so that the correct artifact fills in after the flash + UpdateState |= I_STATBAR; + } + else if(oldarti != CPlayer->readyArtifact + || oldartiCount != CPlayer->inventory[inv_ptr].count) + { +#ifndef RENDER3D + V_DrawPatch(180, 161, PatchBLACKSQ); +#endif + if(CPlayer->readyArtifact > 0) + { + V_DrawPatch(179,160, W_CacheLumpName(patcharti[CPlayer->readyArtifact], + PU_CACHE)); + DrSmallNumber(CPlayer->inventory[inv_ptr].count, 201, 182); + } + oldarti = CPlayer->readyArtifact; + oldartiCount = CPlayer->inventory[inv_ptr].count; +#ifndef RENDER3D + UpdateState |= I_STATBAR; +#endif + } + + // Frags + if(deathmatch) + { + temp = 0; + for(i = 0; i < MAXPLAYERS; i++) + { + temp += CPlayer->frags[i]; + } +#ifndef RENDER3D + if(temp != oldfrags) + { +#endif + V_DrawPatch(57, 171, PatchARMCLEAR); + DrINumber(temp, 61, 170); +#ifndef RENDER3D + oldfrags = temp; + UpdateState |= I_STATBAR; + } +#endif + } + else + { + temp = HealthMarker; + if(temp < 0) + { + temp = 0; + } + else if(temp > 100) + { + temp = 100; + } +#ifndef RENDER3D + if(oldlife != temp) + { + oldlife = temp; +#endif + V_DrawPatch(57, 171, PatchARMCLEAR); + DrINumber(temp, 61, 170); +#ifndef RENDER3D + UpdateState |= I_STATBAR; + } +#endif + } + + // Keys +#ifndef RENDER3D + if(oldkeys != playerkeys) + { +#endif + if(CPlayer->keys[key_yellow]) + { + V_DrawPatch(153, 164, W_CacheLumpName("ykeyicon", PU_CACHE)); + } + if(CPlayer->keys[key_green]) + { + V_DrawPatch(153, 172, W_CacheLumpName("gkeyicon", PU_CACHE)); + } + if(CPlayer->keys[key_blue]) + { + V_DrawPatch(153, 180, W_CacheLumpName("bkeyicon", PU_CACHE)); + } +#ifndef RENDER3D + oldkeys = playerkeys; + UpdateState |= I_STATBAR; + } +#endif + // Ammo + temp = CPlayer->ammo[wpnlev1info[CPlayer->readyweapon].ammo]; +#ifndef RENDER3D + if(oldammo != temp || oldweapon != CPlayer->readyweapon) + { +#endif + V_DrawPatch(108, 161, PatchBLACKSQ); + if(temp && CPlayer->readyweapon > 0 && CPlayer->readyweapon < 7) + { + DrINumber(temp, 109, 162); + V_DrawPatch(111, 172, W_CacheLumpName( + ammopic[CPlayer->readyweapon-1], PU_CACHE)); + } +#ifndef RENDER3D + oldammo = temp; + oldweapon = CPlayer->readyweapon; + UpdateState |= I_STATBAR; + } +#endif + + // Armor + if(oldarmor != CPlayer->armorpoints) + { + V_DrawPatch(224, 171, PatchARMCLEAR); + DrINumber(CPlayer->armorpoints, 228, 170); + oldarmor = CPlayer->armorpoints; + UpdateState |= I_STATBAR; + } +} + +//--------------------------------------------------------------------------- +// +// PROC DrawInventoryBar +// +//--------------------------------------------------------------------------- + +void DrawInventoryBar(void) +{ + int i; + int x; + + x = inv_ptr-curpos; + UpdateState |= I_STATBAR; + V_DrawPatch(34, 160, PatchINVBAR); + for(i = 0; i < 7; i++) + { + //V_DrawPatch(50+i*31, 160, W_CacheLumpName("ARTIBOX", PU_CACHE)); + if(CPlayer->inventorySlotNum > x+i + && CPlayer->inventory[x+i].type != arti_none) + { + V_DrawPatch(50+i*31, 160, W_CacheLumpName( + patcharti[CPlayer->inventory[x+i].type], PU_CACHE)); + DrSmallNumber(CPlayer->inventory[x+i].count, 69+i*31, 182); + } + } + V_DrawPatch(50+curpos*31, 189, PatchSELECTBOX); + if(x != 0) + { + V_DrawPatch(38, 159,!(leveltime&4) ? PatchINVLFGEM1 : + PatchINVLFGEM2); + } + if(CPlayer->inventorySlotNum-x > 7) + { + V_DrawPatch(269, 159,!(leveltime&4) ? + PatchINVRTGEM1 : PatchINVRTGEM2); + } +} + +void DrawFullScreenStuff(void) +{ + int i; + int x; + int temp; + + UpdateState |= I_FULLSCRN; + if(CPlayer->mo->health > 0) + { + DrBNumber(CPlayer->mo->health, 5, 180); + } + else + { + DrBNumber(0, 5, 180); + } + if(deathmatch) + { + temp = 0; + for(i=0; ifrags[i]; + } + } + DrINumber(temp, 45, 185); + } + if(!inventory) + { + if(CPlayer->readyArtifact > 0) + { + V_DrawFuzzPatch(286, 170, W_CacheLumpName("ARTIBOX", + PU_CACHE)); + V_DrawPatch(286, 170, + W_CacheLumpName(patcharti[CPlayer->readyArtifact], PU_CACHE)); + DrSmallNumber(CPlayer->inventory[inv_ptr].count, 307, 192); + } + } + else + { + x = inv_ptr-curpos; + for(i = 0; i < 7; i++) + { + V_DrawFuzzPatch(50+i*31, 168, W_CacheLumpName("ARTIBOX", + PU_CACHE)); + if(CPlayer->inventorySlotNum > x+i + && CPlayer->inventory[x+i].type != arti_none) + { + V_DrawPatch(50+i*31, 168, W_CacheLumpName( + patcharti[CPlayer->inventory[x+i].type], PU_CACHE)); + DrSmallNumber(CPlayer->inventory[x+i].count, 69+i*31, 190); + } + } + V_DrawPatch(50+curpos*31, 197, PatchSELECTBOX); + if(x != 0) + { + V_DrawPatch(38, 167, !(leveltime&4) ? PatchINVLFGEM1 : + PatchINVLFGEM2); + } + if(CPlayer->inventorySlotNum-x > 7) + { + V_DrawPatch(269, 167, !(leveltime&4) ? + PatchINVRTGEM1 : PatchINVRTGEM2); + } + } +} + +//-------------------------------------------------------------------------- +// +// FUNC SB_Responder +// +//-------------------------------------------------------------------------- + +boolean SB_Responder(event_t *event) +{ + if(event->type == ev_keydown) + { + if(HandleCheats(event->data1)) + { // Need to eat the key + return(true); + } + } + return(false); +} + +//-------------------------------------------------------------------------- +// +// FUNC HandleCheats +// +// Returns true if the caller should eat the key. +// +//-------------------------------------------------------------------------- + +static boolean HandleCheats(byte key) +{ + int i; + boolean eat; + + if(netgame || gameskill == sk_nightmare) + { // Can't cheat in a net-game, or in nightmare mode + return(false); + } + if(players[consoleplayer].health <= 0) + { // Dead players can't cheat + return(false); + } + eat = false; + for(i = 0; Cheats[i].func != NULL; i++) + { + if(CheatAddKey(&Cheats[i], key, &eat)) + { + Cheats[i].func(&players[consoleplayer], &Cheats[i]); + S_StartSound(NULL, sfx_dorcls); + } + } + return(eat); +} + +//-------------------------------------------------------------------------- +// +// FUNC CheatAddkey +// +// Returns true if the added key completed the cheat, false otherwise. +// +//-------------------------------------------------------------------------- + +static boolean CheatAddKey(Cheat_t *cheat, byte key, boolean *eat) +{ + if(!cheat->pos) + { + cheat->pos = cheat->sequence; + cheat->currentArg = 0; + } + if(*cheat->pos == 0) + { + *eat = true; + cheat->args[cheat->currentArg++] = key; + cheat->pos++; + } + else if(CheatLookup[key] == *cheat->pos) + { + cheat->pos++; + } + else + { + cheat->pos = cheat->sequence; + cheat->currentArg = 0; + } + if(*cheat->pos == 0xff) + { + cheat->pos = cheat->sequence; + cheat->currentArg = 0; + return(true); + } + return(false); +} + +//-------------------------------------------------------------------------- +// +// CHEAT FUNCTIONS +// +//-------------------------------------------------------------------------- + +static void CheatGodFunc(player_t *player, Cheat_t *cheat) +{ + player->cheats ^= CF_GODMODE; + if(player->cheats&CF_GODMODE) + { + P_SetMessage(player, TXT_CHEATGODON, false); + } + else + { + P_SetMessage(player, TXT_CHEATGODOFF, false); + } + SB_state = -1; +} + +static void CheatNoClipFunc(player_t *player, Cheat_t *cheat) +{ + player->cheats ^= CF_NOCLIP; + if(player->cheats&CF_NOCLIP) + { + P_SetMessage(player, TXT_CHEATNOCLIPON, false); + } + else + { + P_SetMessage(player, TXT_CHEATNOCLIPOFF, false); + } +} + +static void CheatWeaponsFunc(player_t *player, Cheat_t *cheat) +{ + int i; + //extern boolean *WeaponInShareware; + + player->armorpoints = 200; + player->armortype = 2; + if(!player->backpack) + { + for(i = 0; i < NUMAMMO; i++) + { + player->maxammo[i] *= 2; + } + player->backpack = true; + } + for(i = 0; i < NUMWEAPONS-1; i++) + { + player->weaponowned[i] = true; + } + if(shareware) + { + player->weaponowned[wp_skullrod] = false; + player->weaponowned[wp_phoenixrod] = false; + player->weaponowned[wp_mace] = false; + } + for(i = 0; i < NUMAMMO; i++) + { + player->ammo[i] = player->maxammo[i]; + } + P_SetMessage(player, TXT_CHEATWEAPONS, false); +} + +static void CheatPowerFunc(player_t *player, Cheat_t *cheat) +{ + if(player->powers[pw_weaponlevel2]) + { + player->powers[pw_weaponlevel2] = 0; + P_SetMessage(player, TXT_CHEATPOWEROFF, false); + } + else + { + P_UseArtifact(player, arti_tomeofpower); + P_SetMessage(player, TXT_CHEATPOWERON, false); + } +} + +static void CheatHealthFunc(player_t *player, Cheat_t *cheat) +{ + if(player->chickenTics) + { + player->health = player->mo->health = MAXCHICKENHEALTH; + } + else + { + player->health = player->mo->health = MAXHEALTH; + } + P_SetMessage(player, TXT_CHEATHEALTH, false); +} + +static void CheatKeysFunc(player_t *player, Cheat_t *cheat) +{ + extern int playerkeys; + + player->keys[key_yellow] = true; + player->keys[key_green] = true; + player->keys[key_blue] = true; + playerkeys = 7; // Key refresh flags + P_SetMessage(player, TXT_CHEATKEYS, false); +} + +static void CheatSoundFunc(player_t *player, Cheat_t *cheat) +{ + DebugSound = !DebugSound; + if(DebugSound) + { + P_SetMessage(player, TXT_CHEATSOUNDON, false); + } + else + { + P_SetMessage(player, TXT_CHEATSOUNDOFF, false); + } +} + +static void CheatTickerFunc(player_t *player, Cheat_t *cheat) +{ + extern int DisplayTicker; + + DisplayTicker = !DisplayTicker; + if(DisplayTicker) + { + P_SetMessage(player, TXT_CHEATTICKERON, false); + } + else + { + P_SetMessage(player, TXT_CHEATTICKEROFF, false); + } +} + +static void CheatArtifact1Func(player_t *player, Cheat_t *cheat) +{ + P_SetMessage(player, TXT_CHEATARTIFACTS1, false); +} + +static void CheatArtifact2Func(player_t *player, Cheat_t *cheat) +{ + P_SetMessage(player, TXT_CHEATARTIFACTS2, false); +} + +static void CheatArtifact3Func(player_t *player, Cheat_t *cheat) +{ + int i; + int j; + artitype_t type; + int count; + + type = cheat->args[0]-'a'+1; + count = cheat->args[1]-'0'; + if(type == 26 && count == 0) + { // All artifacts + for(i = arti_none+1; i < NUMARTIFACTS; i++) + { + if(shareware && (i == arti_superhealth + || i == arti_teleport)) + { + continue; + } + for(j = 0; j < 16; j++) + { + P_GiveArtifact(player, i, NULL); + } + } + P_SetMessage(player, TXT_CHEATARTIFACTS3, false); + } + else if(type > arti_none && type < NUMARTIFACTS + && count > 0 && count < 10) + { + if(shareware && (type == arti_superhealth || type == arti_teleport)) + { + P_SetMessage(player, TXT_CHEATARTIFACTSFAIL, false); + return; + } + for(i = 0; i < count; i++) + { + P_GiveArtifact(player, type, NULL); + } + P_SetMessage(player, TXT_CHEATARTIFACTS3, false); + } + else + { // Bad input + P_SetMessage(player, TXT_CHEATARTIFACTSFAIL, false); + } +} + +static void CheatWarpFunc(player_t *player, Cheat_t *cheat) +{ + int episode; + int map; + + episode = cheat->args[0]-'0'; + map = cheat->args[1]-'0'; + if(M_ValidEpisodeMap(episode, map)) + { + G_DeferedInitNew(gameskill, episode, map); + P_SetMessage(player, TXT_CHEATWARP, false); + } +} + +static void CheatChickenFunc(player_t *player, Cheat_t *cheat) +{ + extern boolean P_UndoPlayerChicken(player_t *player); + + if(player->chickenTics) + { + if(P_UndoPlayerChicken(player)) + { + P_SetMessage(player, TXT_CHEATCHICKENOFF, false); + } + } + else if(P_ChickenMorphPlayer(player)) + { + P_SetMessage(player, TXT_CHEATCHICKENON, false); + } +} + +static void CheatMassacreFunc(player_t *player, Cheat_t *cheat) +{ + P_Massacre(); + P_SetMessage(player, TXT_CHEATMASSACRE, false); +} + +static void CheatIDKFAFunc(player_t *player, Cheat_t *cheat) +{ + int i; + if(player->chickenTics) + { + return; + } + for(i = 1; i < 8; i++) + { + player->weaponowned[i] = false; + } + player->pendingweapon = wp_staff; + P_SetMessage(player, TXT_CHEATIDKFA, true); +} + +static void CheatIDDQDFunc(player_t *player, Cheat_t *cheat) +{ + P_DamageMobj(player->mo, NULL, player->mo, 10000); + P_SetMessage(player, TXT_CHEATIDDQD, true); +} diff --git a/base/sounds.c b/base/sounds.c new file mode 100644 index 0000000..e56041f --- /dev/null +++ b/base/sounds.c @@ -0,0 +1,220 @@ + + +// sounds.c + +#include "doomdef.h" +#include "sounds.h" + +// Music info + +musicinfo_t S_music[] = +{ + { "MUS_E1M1", 0 }, // 1-1 + { "MUS_E1M2", 0 }, + { "MUS_E1M3", 0 }, + { "MUS_E1M4", 0 }, + { "MUS_E1M5", 0 }, + { "MUS_E1M6", 0 }, + { "MUS_E1M7", 0 }, + { "MUS_E1M8", 0 }, + { "MUS_E1M9", 0 }, + + { "MUS_E2M1", 0 }, // 2-1 + { "MUS_E2M2", 0 }, + { "MUS_E2M3", 0 }, + { "MUS_E2M4", 0 }, + { "MUS_E1M4", 0 }, + { "MUS_E2M6", 0 }, + { "MUS_E2M7", 0 }, + { "MUS_E2M8", 0 }, + { "MUS_E2M9", 0 }, + + { "MUS_E1M1", 0 }, // 3-1 + { "MUS_E3M2", 0 }, + { "MUS_E3M3", 0 }, + { "MUS_E1M6", 0 }, + { "MUS_E1M3", 0 }, + { "MUS_E1M2", 0 }, + { "MUS_E1M5", 0 }, + { "MUS_E1M9", 0 }, + { "MUS_E2M6", 0 }, + + { "MUS_E1M6", 0 }, // 4-1 + { "MUS_E1M2", 0 }, + { "MUS_E1M3", 0 }, + { "MUS_E1M4", 0 }, + { "MUS_E1M5", 0 }, + { "MUS_E1M1", 0 }, + { "MUS_E1M7", 0 }, + { "MUS_E1M8", 0 }, + { "MUS_E1M9", 0 }, + + { "MUS_E2M1", 0 }, // 5-1 + { "MUS_E2M2", 0 }, + { "MUS_E2M3", 0 }, + { "MUS_E2M4", 0 }, + { "MUS_E1M4", 0 }, + { "MUS_E2M6", 0 }, + { "MUS_E2M7", 0 }, + { "MUS_E2M8", 0 }, + { "MUS_E2M9", 0 }, + + { "MUS_E3M2", 0 }, // 6-1 + { "MUS_E3M3", 0 }, // 6-2 + { "MUS_E1M6", 0 }, // 6-3 + + { "MUS_TITL", 0 }, + { "MUS_INTR", 0 }, + { "MUS_CPTD", 0 } +}; + +// Sound info + +sfxinfo_t S_sfx[] = +{ + { {0,0,0,0,0,0,0,0}, NULL, 0, -1, NULL, 0, 0 }, + { "gldhit", NULL, 32, -1, NULL, 0, 2 }, + { "gntful", NULL, 32, -1, NULL, 0, -1 }, + { "gnthit", NULL, 32, -1, NULL, 0, -1 }, + { "gntpow", NULL, 32, -1, NULL, 0, -1 }, + { "gntact", NULL, 32, -1, NULL, 0, -1 }, + { "gntuse", NULL, 32, -1, NULL, 0, -1 }, + { "phosht", NULL, 32, -1, NULL, 0, 2 }, + { "phohit", NULL, 32, -1, NULL, 0, -1 }, + { "-phopow", &S_sfx[sfx_hedat1], 32, -1, NULL, 0, 1 }, + { "lobsht", NULL, 20, -1, NULL, 0, 2 }, + { "lobhit", NULL, 20, -1, NULL, 0, 2 }, + { "lobpow", NULL, 20, -1, NULL, 0, 2 }, + { "hrnsht", NULL, 32, -1, NULL, 0, 2 }, + { "hrnhit", NULL, 32, -1, NULL, 0, 2 }, + { "hrnpow", NULL, 32, -1, NULL, 0, 2 }, + { "ramphit", NULL, 32, -1, NULL, 0, 2 }, + { "ramrain", NULL, 10, -1, NULL, 0, 2 }, + { "bowsht", NULL, 32, -1, NULL, 0, 2 }, + { "stfhit", NULL, 32, -1, NULL, 0, 2 }, + { "stfpow", NULL, 32, -1, NULL, 0, 2 }, + { "stfcrk", NULL, 32, -1, NULL, 0, 2 }, + { "impsit", NULL, 32, -1, NULL, 0, 2 }, + { "impat1", NULL, 32, -1, NULL, 0, 2 }, + { "impat2", NULL, 32, -1, NULL, 0, 2 }, + { "impdth", NULL, 80, -1, NULL, 0, 2 }, + { "-impact", &S_sfx[sfx_impsit], 20, -1, NULL, 0, 2 }, + { "imppai", NULL, 32, -1, NULL, 0, 2 }, + { "mumsit", NULL, 32, -1, NULL, 0, 2 }, + { "mumat1", NULL, 32, -1, NULL, 0, 2 }, + { "mumat2", NULL, 32, -1, NULL, 0, 2 }, + { "mumdth", NULL, 80, -1, NULL, 0, 2 }, + { "-mumact", &S_sfx[sfx_mumsit], 20, -1, NULL, 0, 2 }, + { "mumpai", NULL, 32, -1, NULL, 0, 2 }, + { "mumhed", NULL, 32, -1, NULL, 0, 2 }, + { "bstsit", NULL, 32, -1, NULL, 0, 2 }, + { "bstatk", NULL, 32, -1, NULL, 0, 2 }, + { "bstdth", NULL, 80, -1, NULL, 0, 2 }, + { "bstact", NULL, 20, -1, NULL, 0, 2 }, + { "bstpai", NULL, 32, -1, NULL, 0, 2 }, + { "clksit", NULL, 32, -1, NULL, 0, 2 }, + { "clkatk", NULL, 32, -1, NULL, 0, 2 }, + { "clkdth", NULL, 80, -1, NULL, 0, 2 }, + { "clkact", NULL, 20, -1, NULL, 0, 2 }, + { "clkpai", NULL, 32, -1, NULL, 0, 2 }, + { "snksit", NULL, 32, -1, NULL, 0, 2 }, + { "snkatk", NULL, 32, -1, NULL, 0, 2 }, + { "snkdth", NULL, 80, -1, NULL, 0, 2 }, + { "snkact", NULL, 20, -1, NULL, 0, 2 }, + { "snkpai", NULL, 32, -1, NULL, 0, 2 }, + { "kgtsit", NULL, 32, -1, NULL, 0, 2 }, + { "kgtatk", NULL, 32, -1, NULL, 0, 2 }, + { "kgtat2", NULL, 32, -1, NULL, 0, 2 }, + { "kgtdth", NULL, 80, -1, NULL, 0, 2 }, + { "-kgtact", &S_sfx[sfx_kgtsit], 20, -1, NULL, 0, 2 }, + { "kgtpai", NULL, 32, -1, NULL, 0, 2 }, + { "wizsit", NULL, 32, -1, NULL, 0, 2 }, + { "wizatk", NULL, 32, -1, NULL, 0, 2 }, + { "wizdth", NULL, 80, -1, NULL, 0, 2 }, + { "wizact", NULL, 20, -1, NULL, 0, 2 }, + { "wizpai", NULL, 32, -1, NULL, 0, 2 }, + { "minsit", NULL, 32, -1, NULL, 0, 2 }, + { "minat1", NULL, 32, -1, NULL, 0, 2 }, + { "minat2", NULL, 32, -1, NULL, 0, 2 }, + { "minat3", NULL, 32, -1, NULL, 0, 2 }, + { "mindth", NULL, 80, -1, NULL, 0, 2 }, + { "minact", NULL, 20, -1, NULL, 0, 2 }, + { "minpai", NULL, 32, -1, NULL, 0, 2 }, + { "hedsit", NULL, 32, -1, NULL, 0, 2 }, + { "hedat1", NULL, 32, -1, NULL, 0, 2 }, + { "hedat2", NULL, 32, -1, NULL, 0, 2 }, + { "hedat3", NULL, 32, -1, NULL, 0, 2 }, + { "heddth", NULL, 80, -1, NULL, 0, 2 }, + { "hedact", NULL, 20, -1, NULL, 0, 2 }, + { "hedpai", NULL, 32, -1, NULL, 0, 2 }, + { "sorzap", NULL, 32, -1, NULL, 0, 2 }, + { "sorrise", NULL, 32, -1, NULL, 0, 2 }, + { "sorsit", NULL, 200, -1, NULL, 0, 2 }, + { "soratk", NULL, 32, -1, NULL, 0, 2 }, + { "soract", NULL, 200, -1, NULL, 0, 2 }, + { "sorpai", NULL, 200, -1, NULL, 0, 2 }, + { "sordsph", NULL, 200, -1, NULL, 0, 2 }, + { "sordexp", NULL, 200, -1, NULL, 0, 2 }, + { "sordbon", NULL, 200, -1, NULL, 0, 2 }, + { "-sbtsit", &S_sfx[sfx_bstsit], 32, -1, NULL, 0, 2 }, + { "-sbtatk", &S_sfx[sfx_bstatk], 32, -1, NULL, 0, 2 }, + { "sbtdth", NULL, 80, -1, NULL, 0, 2 }, + { "sbtact", NULL, 20, -1, NULL, 0, 2 }, + { "sbtpai", NULL, 32, -1, NULL, 0, 2 }, + { "plroof", NULL, 32, -1, NULL, 0, 2 }, + { "plrpai", NULL, 32, -1, NULL, 0, 2 }, + { "plrdth", NULL, 80, -1, NULL, 0, 2 }, + { "gibdth", NULL, 100, -1, NULL, 0, 2 }, + { "plrwdth", NULL, 80, -1, NULL, 0, 2 }, + { "plrcdth", NULL, 100, -1, NULL, 0, 2 }, + { "itemup", NULL, 32, -1, NULL, 0, 2 }, + { "wpnup", NULL, 32, -1, NULL, 0, 2 }, + { "telept", NULL, 50, -1, NULL, 0, 2 }, + { "doropn", NULL, 40, -1, NULL, 0, 2 }, + { "dorcls", NULL, 40, -1, NULL, 0, 2 }, + { "dormov", NULL, 40, -1, NULL, 0, 2 }, + { "artiup", NULL, 32, -1, NULL, 0, 2 }, + { "switch", NULL, 40, -1, NULL, 0, 2 }, + { "pstart", NULL, 40, -1, NULL, 0, 2 }, + { "pstop", NULL, 40, -1, NULL, 0, 2 }, + { "stnmov", NULL, 40, -1, NULL, 0, 2 }, + { "chicpai", NULL, 32, -1, NULL, 0, 2 }, + { "chicatk", NULL, 32, -1, NULL, 0, 2 }, + { "chicdth", NULL, 40, -1, NULL, 0, 2 }, + { "chicact", NULL, 32, -1, NULL, 0, 2 }, + { "chicpk1", NULL, 32, -1, NULL, 0, 2 }, + { "chicpk2", NULL, 32, -1, NULL, 0, 2 }, + { "chicpk3", NULL, 32, -1, NULL, 0, 2 }, + { "keyup", NULL, 50, -1, NULL, 0, 2 }, + { "ripslop", NULL, 16, -1, NULL, 0, 2 }, + { "newpod", NULL, 16, -1, NULL, 0, -1 }, + { "podexp", NULL, 40, -1, NULL, 0, -1 }, + { "bounce", NULL, 16, -1, NULL, 0, 2 }, + { "-volsht", &S_sfx[sfx_bstatk], 16, -1, NULL, 0, 2 }, + { "-volhit", &S_sfx[sfx_lobhit], 16, -1, NULL, 0, 2 }, + { "burn", NULL, 10, -1, NULL, 0, 2 }, + { "splash", NULL, 10, -1, NULL, 0, 1 }, + { "gloop", NULL, 10, -1, NULL, 0, 2 }, + { "respawn", NULL, 10, -1, NULL, 0, 1 }, + { "blssht", NULL, 32, -1, NULL, 0, 2 }, + { "blshit", NULL, 32, -1, NULL, 0, 2 }, + { "chat", NULL, 100, -1, NULL, 0, 1 }, + { "artiuse", NULL, 32, -1, NULL, 0, 1 }, + { "gfrag", NULL, 100, -1, NULL, 0, 1 }, + { "waterfl", NULL, 16, -1, NULL, 0, 2 }, + + // Monophonic sounds + + { "wind", NULL, 16, -1, NULL, 0, 1 }, + { "amb1", NULL, 1, -1, NULL, 0, 1 }, + { "amb2", NULL, 1, -1, NULL, 0, 1 }, + { "amb3", NULL, 1, -1, NULL, 0, 1 }, + { "amb4", NULL, 1, -1, NULL, 0, 1 }, + { "amb5", NULL, 1, -1, NULL, 0, 1 }, + { "amb6", NULL, 1, -1, NULL, 0, 1 }, + { "amb7", NULL, 1, -1, NULL, 0, 1 }, + { "amb8", NULL, 1, -1, NULL, 0, 1 }, + { "amb9", NULL, 1, -1, NULL, 0, 1 }, + { "amb10", NULL, 1, -1, NULL, 0, 1 }, + { "amb11", NULL, 1, -1, NULL, 0, 0 } +}; diff --git a/base/tables.c b/base/tables.c new file mode 100644 index 0000000..68909fa --- /dev/null +++ b/base/tables.c @@ -0,0 +1,2062 @@ +#include "doomdef.h" + +int finetangent[4096] = { +-170910304,-56965752,-34178904,-24413316,-18988036,-15535599,-13145455,-11392683, +-10052327,-8994149,-8137527,-7429880,-6835455,-6329090,-5892567,-5512368, +-5178251,-4882318,-4618375,-4381502,-4167737,-3973855,-3797206,-3635590, +-3487165,-3350381,-3223918,-3106651,-2997613,-2895966,-2800983,-2712030, +-2628549,-2550052,-2476104,-2406322,-2340362,-2277919,-2218719,-2162516, +-2109087,-2058233,-2009771,-1963536,-1919378,-1877161,-1836758,-1798063, +-1760956,-1725348,-1691149,-1658278,-1626658,-1596220,-1566898,-1538632, +-1511367,-1485049,-1459630,-1435065,-1411312,-1388330,-1366084,-1344537, +-1323658,-1303416,-1283783,-1264730,-1246234,-1228269,-1210813,-1193846, +-1177345,-1161294,-1145673,-1130465,-1115654,-1101225,-1087164,-1073455, +-1060087,-1047046,-1034322,-1021901,-1009774,-997931,-986361,-975054, +-964003,-953199,-942633,-932298,-922186,-912289,-902602,-893117, 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diff --git a/base/v_video.c b/base/v_video.c new file mode 100644 index 0000000..8408d61 --- /dev/null +++ b/base/v_video.c @@ -0,0 +1,200 @@ + +// V_video.c + +#include "doomdef.h" + +#define SC_INDEX 0x3c4 + +byte *screen; +int dirtybox[4]; +int usegamma; + +byte gammatable[5][256] = +{ +{1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255}, + +{2,4,5,7,8,10,11,12,14,15,16,18,19,20,21,23,24,25,26,27,29,30,31,32,33,34,36,37,38,39,40,41,42,44,45,46,47,48,49,50,51,52,54,55,56,57,58,59,60,61,62,63,64,65,66,67,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,163,164,165,166,167,168,169,170,171,172,173,174,175,175,176,177,178,179,180,181,182,183,184,185,186,186,187,188,189,190,191,192,193,194,195,196,196,197,198,199,200,201,202,203,204,205,205,206,207,208,209,210,211,212,213,214,214,215,216,217,218,219,220,221,222,222,223,224,225,226,227,228,229,230,230,231,232,233,234,235,236,237,237,238,239,240,241,242,243,244,245,245,246,247,248,249,250,251,252,252,253,254,255}, + +{4,7,9,11,13,15,17,19,21,22,24,26,27,29,30,32,33,35,36,38,39,40,42,43,45,46,47,48,50,51,52,54,55,56,57,59,60,61,62,63,65,66,67,68,69,70,72,73,74,75,76,77,78,79,80,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,133,134,135,136,137,138,139,140,141,142,143,144,144,145,146,147,148,149,150,151,152,153,153,154,155,156,157,158,159,160,160,161,162,163,164,165,166,166,167,168,169,170,171,172,172,173,174,175,176,177,178,178,179,180,181,182,183,183,184,185,186,187,188,188,189,190,191,192,193,193,194,195,196,197,197,198,199,200,201,201,202,203,204,205,206,206,207,208,209,210,210,211,212,213,213,214,215,216,217,217,218,219,220,221,221,222,223,224,224,225,226,227,228,228,229,230,231,231,232,233,234,235,235,236,237,238,238,239,240,241,241,242,243,244,244,245,246,247,247,248,249,250,251,251,252,253,254,254,255}, + +{8,12,16,19,22,24,27,29,31,34,36,38,40,41,43,45,47,49,50,52,53,55,57,58,60,61,63,64,65,67,68,70,71,72,74,75,76,77,79,80,81,82,84,85,86,87,88,90,91,92,93,94,95,96,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,135,136,137,138,139,140,141,142,143,143,144,145,146,147,148,149,150,150,151,152,153,154,155,155,156,157,158,159,160,160,161,162,163,164,165,165,166,167,168,169,169,170,171,172,173,173,174,175,176,176,177,178,179,180,180,181,182,183,183,184,185,186,186,187,188,189,189,190,191,192,192,193,194,195,195,196,197,197,198,199,200,200,201,202,202,203,204,205,205,206,207,207,208,209,210,210,211,212,212,213,214,214,215,216,216,217,218,219,219,220,221,221,222,223,223,224,225,225,226,227,227,228,229,229,230,231,231,232,233,233,234,235,235,236,237,237,238,238,239,240,240,241,242,242,243,244,244,245,246,246,247,247,248,249,249,250,251,251,252,253,253,254,254,255}, + +{16,23,28,32,36,39,42,45,48,50,53,55,57,60,62,64,66,68,69,71,73,75,76,78,80,81,83,84,86,87,89,90,92,93,94,96,97,98,100,101,102,103,105,106,107,108,109,110,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,128,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,143,144,145,146,147,148,149,150,150,151,152,153,154,155,155,156,157,158,159,159,160,161,162,163,163,164,165,166,166,167,168,169,169,170,171,172,172,173,174,175,175,176,177,177,178,179,180,180,181,182,182,183,184,184,185,186,187,187,188,189,189,190,191,191,192,193,193,194,195,195,196,196,197,198,198,199,200,200,201,202,202,203,203,204,205,205,206,207,207,208,208,209,210,210,211,211,212,213,213,214,214,215,216,216,217,217,218,219,219,220,220,221,221,222,223,223,224,224,225,225,226,227,227,228,228,229,229,230,230,231,232,232,233,233,234,234,235,235,236,236,237,237,238,239,239,240,240,241,241,242,242,243,243,244,244,245,245,246,246,247,247,248,248,249,249,250,250,251,251,252,252,253,254,254,255,255} +}; + +//--------------------------------------------------------------------------- +// +// PROC V_DrawPatch +// +// Draws a column based masked pic to the screen. +// +//--------------------------------------------------------------------------- + +void V_DrawPatch(int x, int y, patch_t *patch) +{ + int count; + int col; + column_t *column; + byte *desttop; + byte *dest; + byte *source; + int w; + + y -= SHORT(patch->topoffset); + x -= SHORT(patch->leftoffset); + if(x < 0 || x+SHORT(patch->width) > SCREENWIDTH || y < 0 + || y+SHORT(patch->height) > SCREENHEIGHT) + { + I_Error("Bad V_DrawPatch"); + } + col = 0; + desttop = screen+y*SCREENWIDTH+x; + w = SHORT(patch->width); + for(; col < w; x++, col++, desttop++) + { + column = (column_t *)((byte *)patch+LONG(patch->columnofs[col])); + // Step through the posts in a column + while(column->topdelta != 0xff) + { + source = (byte *)column+3; + dest = desttop+column->topdelta*SCREENWIDTH; + count = column->length; + while(count--) + { + *dest = *source++; + dest += SCREENWIDTH; + } + column = (column_t *)((byte *)column+column->length+4); + } + } +} + +/* +================== += += V_DrawFuzzPatch += += Masks a column based translucent masked pic to the screen. += +================== +*/ +extern byte *tinttable; + +void V_DrawFuzzPatch (int x, int y, patch_t *patch) +{ + int count,col; + column_t *column; + byte *desttop, *dest, *source; + int w; + + y -= SHORT(patch->topoffset); + x -= SHORT(patch->leftoffset); + + if (x<0||x+SHORT(patch->width) >SCREENWIDTH || y<0 || y+SHORT(patch->height)>SCREENHEIGHT) + I_Error ("Bad V_DrawPatch"); + + col = 0; + desttop = screen+y*SCREENWIDTH+x; + + w = SHORT(patch->width); + for ( ; colcolumnofs[col])); + +// step through the posts in a column + + while (column->topdelta != 0xff ) + { + source = (byte *)column + 3; + dest = desttop + column->topdelta*SCREENWIDTH; + count = column->length; + + while (count--) + { + *dest = tinttable[((*dest)<<8) + *source++]; + dest += SCREENWIDTH; + } + column = (column_t *)( (byte *)column + column->length ++ 4 ); + } + } +} + +/* +================== += += V_DrawShadowedPatch += += Masks a column based masked pic to the screen. += +================== +*/ + +void V_DrawShadowedPatch(int x, int y, patch_t *patch) +{ + int count,col; + column_t *column; + byte *desttop, *dest, *source; + byte *desttop2, *dest2; + int w; + + y -= SHORT(patch->topoffset); + x -= SHORT(patch->leftoffset); + + if (x<0||x+SHORT(patch->width) >SCREENWIDTH || y<0 || y+SHORT(patch->height)>SCREENHEIGHT) + I_Error ("Bad V_DrawPatch"); + + col = 0; + desttop = screen+y*SCREENWIDTH+x; + desttop2 = screen+(y+2)*SCREENWIDTH+x+2; + + w = SHORT(patch->width); + for ( ; colcolumnofs[col])); + +// step through the posts in a column + + while (column->topdelta != 0xff ) + { + source = (byte *)column + 3; + dest = desttop + column->topdelta*SCREENWIDTH; + dest2 = desttop2 + column->topdelta*SCREENWIDTH; + count = column->length; + + while (count--) + { + *dest2 = tinttable[((*dest2)<<8)]; + dest2 += SCREENWIDTH; + *dest = *source++; + dest += SCREENWIDTH; + + } + column = (column_t *)( (byte *)column + column->length ++ 4 ); + } + } +} + +//--------------------------------------------------------------------------- +// +// PROC V_DrawRawScreen +// +//--------------------------------------------------------------------------- + +void V_DrawRawScreen(byte *raw) +{ + memcpy(screen, raw, SCREENWIDTH*SCREENHEIGHT); +} + +//--------------------------------------------------------------------------- +// +// PROC V_Init +// +//--------------------------------------------------------------------------- + +void V_Init(void) +{ + // I_AllocLow will put screen in low dos memory on PCs. + screen = I_AllocLow(SCREENWIDTH*SCREENHEIGHT); +} diff --git a/base/w_wad.c b/base/w_wad.c new file mode 100644 index 0000000..7e7e0de --- /dev/null +++ b/base/w_wad.c @@ -0,0 +1,501 @@ +// W_wad.c + +#ifdef NeXT +#include +#include + +#else +// next doesn't need a binary flag in open call +#define O_BINARY 0 + + +#include +#include +#include +#include +#include +#include +#endif + +#include "doomdef.h" + +//=============== +// TYPES +//=============== + + +typedef struct +{ + char identification[4]; // should be IWAD + int numlumps; + int infotableofs; +} wadinfo_t; + + +typedef struct +{ + int filepos; + int size; + char name[8]; +} filelump_t; + + +//============= +// GLOBALS +//============= + +lumpinfo_t *lumpinfo; // location of each lump on disk +int numlumps; + +void **lumpcache; + + +//=================== + + +#define strcmpi strcasecmp + +void strupr (char *s) +{ + while (*s) + *s++ = toupper(*s); +} + +/* +================ += += filelength += +================ +*/ + +int filelength (int handle) +{ + struct stat fileinfo; + + if (fstat (handle,&fileinfo) == -1) + I_Error ("Error fstating"); + + return fileinfo.st_size; +} + + + +void ExtractFileBase (char *path, char *dest) +{ + char *src; + int length; + + src = path + strlen(path) - 1; + +// +// back up until a \ or the start +// + while (src != path && *(src-1) != '\\' && *(src-1) != '/') + src--; + +// +// copy up to eight characters +// + memset (dest,0,8); + length = 0; + while (*src && *src != '.') + { + if (++length == 9) + I_Error ("Filename base of %s >8 chars",path); + *dest++ = toupper((int)*src++); + } +} + +/* +============================================================================ + + LUMP BASED ROUTINES + +============================================================================ +*/ + +/* +==================== += += W_AddFile += += All files are optional, but at least one file must be found += Files with a .wad extension are wadlink files with multiple lumps += Other files are single lumps with the base filename for the lump name += +==================== +*/ + +void W_AddFile (char *filename) +{ + wadinfo_t header; + lumpinfo_t *lump_p; + unsigned i; + int handle, length; + int startlump; + filelump_t *fileinfo, singleinfo; + +// +// open the file and add to directory +// + if ( (handle = open (filename,O_RDONLY | O_BINARY)) == -1) + return; + + startlump = numlumps; + + if (strcmpi (filename+strlen(filename)-3 , "wad" ) ) + { + // single lump file + fileinfo = &singleinfo; + singleinfo.filepos = 0; + singleinfo.size = LONG(filelength(handle)); + ExtractFileBase (filename, singleinfo.name); + numlumps++; + } + else + { + // WAD file + read (handle, &header, sizeof(header)); + if (strncmp(header.identification,"IWAD",4)) + { + if (strncmp(header.identification,"PWAD",4)) + I_Error ("Wad file %s doesn't have IWAD or PWAD id\n" + ,filename); + } + header.numlumps = LONG(header.numlumps); + header.infotableofs = LONG(header.infotableofs); + length = header.numlumps*sizeof(filelump_t); + fileinfo = alloca (length); + lseek (handle, header.infotableofs, SEEK_SET); + read (handle, fileinfo, length); + numlumps += header.numlumps; + } + +// +// Fill in lumpinfo +// + lumpinfo = realloc (lumpinfo, numlumps*sizeof(lumpinfo_t)); + if (!lumpinfo) + I_Error ("Couldn't realloc lumpinfo"); + lump_p = &lumpinfo[startlump]; + + for (i=startlump ; ihandle = handle; + lump_p->position = LONG(fileinfo->filepos); + lump_p->size = LONG(fileinfo->size); + strncpy (lump_p->name, fileinfo->name, 8); + } +} + + + + + +/* +==================== += += W_InitMultipleFiles += += Pass a null terminated list of files to use. += += All files are optional, but at least one file must be found += += Files with a .wad extension are idlink files with multiple lumps += += Other files are single lumps with the base filename for the lump name += += Lump names can appear multiple times. The name searcher looks backwards, += so a later file can override an earlier one. += +==================== +*/ + +void W_InitMultipleFiles (char **filenames) +{ + int size; + +// +// open all the files, load headers, and count lumps +// + numlumps = 0; + lumpinfo = malloc(1); // will be realloced as lumps are added + + for ( ; *filenames ; filenames++) + W_AddFile (*filenames); + + if (!numlumps) + I_Error ("W_InitFiles: no files found"); + +// +// set up caching +// + size = numlumps * sizeof(*lumpcache); + lumpcache = malloc (size); + if (!lumpcache) + I_Error ("Couldn't allocate lumpcache"); + memset (lumpcache,0, size); +} + + + +/* +==================== += += W_InitFile += += Just initialize from a single file += +==================== +*/ + +void W_InitFile (char *filename) +{ + char *names[2]; + + names[0] = filename; + names[1] = NULL; + W_InitMultipleFiles (names); +} + + + +/* +==================== += += W_NumLumps += +==================== +*/ + +int W_NumLumps (void) +{ + return numlumps; +} + + + +/* +==================== += += W_CheckNumForName += += Returns -1 if name not found += +==================== +*/ + +int W_CheckNumForName (char *name) +{ + char name8[9]; + int v1,v2; + lumpinfo_t *lump_p; + +// make the name into two integers for easy compares + + strncpy (name8,name,8); + name8[8] = 0; // in case the name was a fill 8 chars + strupr (name8); // case insensitive + + v1 = *(int *)name8; + v2 = *(int *)&name8[4]; + + +// scan backwards so patch lump files take precedence + + lump_p = lumpinfo + numlumps; + + while (lump_p-- != lumpinfo) + { + if(*(int *)lump_p->name == v1 && *(int *)&lump_p->name[4] == v2) + { + return lump_p-lumpinfo; + } + } + return -1; +} + + +/* +==================== += += W_GetNumForName += += Calls W_CheckNumForName, but bombs out if not found += +==================== +*/ + +int W_GetNumForName (char *name) +{ + int i; + + i = W_CheckNumForName (name); + if (i != -1) + return i; + + I_Error ("W_GetNumForName: %s not found!",name); + return -1; +} + + +/* +==================== += += W_LumpLength += += Returns the buffer size needed to load the given lump += +==================== +*/ + +int W_LumpLength (int lump) +{ + if (lump >= numlumps) + I_Error ("W_LumpLength: %i >= numlumps",lump); + return lumpinfo[lump].size; +} + + +/* +==================== += += W_ReadLump += += Loads the lump into the given buffer, which must be >= W_LumpLength() += +==================== +*/ + +void W_ReadLump (int lump, void *dest) +{ + int c; + lumpinfo_t *l; + + if (lump >= numlumps) + I_Error ("W_ReadLump: %i >= numlumps",lump); + l = lumpinfo+lump; + + + lseek (l->handle, l->position, SEEK_SET); + c = read (l->handle, dest, l->size); + if (c < l->size) + I_Error ("W_ReadLump: only read %i of %i on lump %i",c,l->size,lump); +} + + + +/* +==================== += += W_CacheLumpNum += +==================== +*/ + +void *W_CacheLumpNum (int lump, int tag) +{ +byte *ptr; + + if ((unsigned)lump >= numlumps) + I_Error ("W_CacheLumpNum: %i >= numlumps",lump); + + if (!lumpcache[lump]) + { // read the lump in +//printf ("cache miss on lump %i\n",lump); + ptr = Z_Malloc (W_LumpLength (lump), tag, &lumpcache[lump]); + W_ReadLump (lump, lumpcache[lump]); + } + else + { +//printf ("cache hit on lump %i\n",lump); + Z_ChangeTag (lumpcache[lump],tag); + } + + return lumpcache[lump]; +} + + +/* +==================== += += W_CacheLumpName += +==================== +*/ + +void *W_CacheLumpName (char *name, int tag) +{ + return W_CacheLumpNum (W_GetNumForName(name), tag); +} + + +/* +==================== += += W_Profile += +==================== +*/ + +// Ripped out for Heretic +/* +int info[2500][10]; +int profilecount; + +void W_Profile (void) +{ + int i; + memblock_t *block; + void *ptr; + char ch; + FILE *f; + int j; + char name[9]; + + + for (i=0 ; itag < PU_PURGELEVEL) + ch = 'S'; + else + ch = 'P'; + } + info[i][profilecount] = ch; + } + profilecount++; + + f = fopen ("waddump.txt","w"); + name[8] = 0; + for (i=0 ; i +#include "doomdef.h" + +/* +============================================================================== + + ZONE MEMORY ALLOCATION + +There is never any space between memblocks, and there will never be two +contiguous free memblocks. + +The rover can be left pointing at a non-empty block + +It is of no value to free a cachable block, because it will get overwritten +automatically if needed + +============================================================================== +*/ + +#define ZONEID 0x1d4a11 + +typedef struct +{ + int size; // total bytes malloced, including header + memblock_t blocklist; // start / end cap for linked list + memblock_t *rover; +} memzone_t; + +boolean MallocFailureOk; +memzone_t *mainzone; + +/* +======================== += += Z_ClearZone += +======================== +*/ + +void Z_ClearZone (memzone_t *zone) +{ + memblock_t *block; + +// set the entire zone to one free block + + zone->blocklist.next = zone->blocklist.prev = block = + (memblock_t *)( (byte *)zone + sizeof(memzone_t) ); + zone->blocklist.user = (void *)zone; + zone->blocklist.tag = PU_STATIC; + zone->rover = block; + + block->prev = block->next = &zone->blocklist; + block->user = NULL; // free block + block->size = zone->size - sizeof(memzone_t); +} + + +/* +======================== += += Z_Init += +======================== +*/ + +void Z_Init (void) +{ + memblock_t *block; + int size; + + MallocFailureOk = false; + mainzone = (memzone_t *)I_ZoneBase (&size); + mainzone->size = size; + +// set the entire zone to one free block + + mainzone->blocklist.next = mainzone->blocklist.prev = block = + (memblock_t *)( (byte *)mainzone + sizeof(memzone_t) ); + mainzone->blocklist.user = (void *)mainzone; + mainzone->blocklist.tag = PU_STATIC; + mainzone->rover = block; + + block->prev = block->next = &mainzone->blocklist; + block->user = NULL; // free block + block->size = mainzone->size - sizeof(memzone_t); +} + + +/* +======================== += += Z_Free += +======================== +*/ + +void Z_Free (void *ptr) +{ + memblock_t *block, *other; + + block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t)); + if (block->id != ZONEID) + I_Error ("Z_Free: freed a pointer without ZONEID"); + + if (block->user > (void **)0x100) // smaller values are not pointers + *block->user = 0; // clear the user's mark + block->user = NULL; // mark as free + block->tag = 0; + block->id = 0; + + other = block->prev; + if (!other->user) + { // merge with previous free block + other->size += block->size; + other->next = block->next; + other->next->prev = other; + if (block == mainzone->rover) + mainzone->rover = other; + block = other; + } + + other = block->next; + if (!other->user) + { // merge the next free block onto the end + block->size += other->size; + block->next = other->next; + block->next->prev = block; + if (other == mainzone->rover) + mainzone->rover = block; + } +} + + +/* +======================== += += Z_Malloc += += You can pass a NULL user if the tag is < PU_PURGELEVEL +======================== +*/ + +#define MINFRAGMENT 64 + +void *Z_Malloc (int size, int tag, void *user) +{ + int extra; + memblock_t *start, *rover, *new, *base; + +// +// scan through the block list looking for the first free block +// of sufficient size, throwing out any purgable blocks along the way +// + size += sizeof(memblock_t); // account for size of block header + + +// +// if there is a free block behind the rover, back up over them +// + base = mainzone->rover; + if (!base->prev->user) + base = base->prev; + + rover = base; + start = base->prev; + + do + { + if(rover == start) + { // Scanned all the way around the list + if(MallocFailureOk == true) + { + return NULL; + } + else + { + I_Error("Z_Malloc: failed on allocation of %i bytes", size); + } + } + if (rover->user) + { + if (rover->tag < PU_PURGELEVEL) + // hit a block that can't be purged, so move base past it + base = rover = rover->next; + else + { + // free the rover block (adding the size to base) + base = base->prev; // the rover can be the base block + Z_Free ((byte *)rover+sizeof(memblock_t)); + base = base->next; + rover = base->next; + } + } + else + rover = rover->next; + } while (base->user || base->size < size); + +// +// found a block big enough +// + extra = base->size - size; + if (extra > MINFRAGMENT) + { // there will be a free fragment after the allocated block + new = (memblock_t *) ((byte *)base + size ); + new->size = extra; + new->user = NULL; // free block + new->tag = 0; + new->prev = base; + new->next = base->next; + new->next->prev = new; + base->next = new; + base->size = size; + } + + if (user) + { + base->user = user; // mark as an in use block + *(void **)user = (void *) ((byte *)base + sizeof(memblock_t)); + } + else + { + if (tag >= PU_PURGELEVEL) + I_Error ("Z_Malloc: an owner is required for purgable blocks"); + base->user = (void *)2; // mark as in use, but unowned + } + base->tag = tag; + + mainzone->rover = base->next; // next allocation will start looking here + + base->id = ZONEID; + return (void *) ((byte *)base + sizeof(memblock_t)); +} + + +/* +======================== += += Z_FreeTags += +======================== +*/ + +void Z_FreeTags (int lowtag, int hightag) +{ + memblock_t *block, *next; + + for (block = mainzone->blocklist.next ; block != &mainzone->blocklist + ; block = next) + { + next = block->next; // get link before freeing + if (!block->user) + continue; // free block + if (block->tag >= lowtag && block->tag <= hightag) + Z_Free ( (byte *)block+sizeof(memblock_t)); + } +} + +/* +======================== += += Z_DumpHeap += +======================== +*/ + +void Z_DumpHeap (int lowtag, int hightag) +{ + memblock_t *block; + + printf ("zone size: %i location: %p\n",mainzone->size,mainzone); + printf ("tag range: %i to %i\n",lowtag, hightag); + + for (block = mainzone->blocklist.next ; ; block = block->next) + { + if (block->tag >= lowtag && block->tag <= hightag) + printf ("block:%p size:%7i user:%p tag:%3i\n", + block, block->size, block->user, block->tag); + + if (block->next == &mainzone->blocklist) + break; // all blocks have been hit + if ( (byte *)block + block->size != (byte *)block->next) + printf ("ERROR: block size does not touch the next block\n"); + if ( block->next->prev != block) + printf ("ERROR: next block doesn't have proper back link\n"); + if (!block->user && !block->next->user) + printf ("ERROR: two consecutive free blocks\n"); + } +} + +/* +======================== += += Z_FileDumpHeap += +======================== +*/ + +void Z_FileDumpHeap (FILE *f) +{ + memblock_t *block; + + fprintf (f,"zone size: %i location: %p\n",mainzone->size,mainzone); + + for (block = mainzone->blocklist.next ; ; block = block->next) + { + fprintf (f,"block:%p size:%7i user:%p tag:%3i\n", + block, block->size, block->user, block->tag); + + if (block->next == &mainzone->blocklist) + break; // all blocks have been hit + if ( (byte *)block + block->size != (byte *)block->next) + fprintf (f,"ERROR: block size does not touch the next block\n"); + if ( block->next->prev != block) + fprintf (f,"ERROR: next block doesn't have proper back link\n"); + if (!block->user && !block->next->user) + fprintf (f,"ERROR: two consecutive free blocks\n"); + } +} + +/* +======================== += += Z_CheckHeap += +======================== +*/ + +void Z_CheckHeap (void) +{ + memblock_t *block; + + for (block = mainzone->blocklist.next ; ; block = block->next) + { + if (block->next == &mainzone->blocklist) + break; // all blocks have been hit + if ( (byte *)block + block->size != (byte *)block->next) + I_Error ("Z_CheckHeap: block size does not touch the next block\n"); + if ( block->next->prev != block) + I_Error ("Z_CheckHeap: next block doesn't have proper back link\n"); + if (!block->user && !block->next->user) + I_Error ("Z_CheckHeap: two consecutive free blocks\n"); + } +} + + +/* +======================== += += Z_ChangeTag += +======================== +*/ + +void Z_ChangeTag2 (void *ptr, int tag) +{ + memblock_t *block; + + block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t)); + if (block->id != ZONEID) + I_Error ("Z_ChangeTag: freed a pointer without ZONEID"); + if (tag >= PU_PURGELEVEL && (unsigned)block->user < 0x100) + I_Error ("Z_ChangeTag: an owner is required for purgable blocks"); + block->tag = tag; +} + + +/* +======================== += += Z_FreeMemory += +======================== +*/ + +int Z_FreeMemory (void) +{ + memblock_t *block; + int free; + + free = 0; + for (block = mainzone->blocklist.next ; block != &mainzone->blocklist + ; block = block->next) + if (!block->user || block->tag >= PU_PURGELEVEL) + free += block->size; + return free; +} + +void Z_Shutdown (void) +{ + free ((void *) mainzone); +} diff --git a/configure b/configure new file mode 100755 index 0000000..a7e9d22 --- /dev/null +++ b/configure @@ -0,0 +1,2616 @@ +#! /bin/sh + +# From configure.in configure.in 1.00 + + + +# Configure paths for SDL +# Sam Lantinga 9/21/99 +# stolen from Manish Singh +# stolen back from Frank Belew +# stolen from Manish Singh +# Shamelessly stolen from Owen Taylor + + + +# Guess values for system-dependent variables and create Makefiles. +# Generated automatically using autoconf version 2.13 +# Copyright (C) 1992, 93, 94, 95, 96 Free Software Foundation, Inc. +# +# This configure script is free software; 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then + { echo "configure: error: $ac_package: invalid package name" 1>&2; exit 1; } + fi + ac_package=`echo $ac_package| sed 's/-/_/g'` + eval "with_${ac_package}=no" ;; + + --x) + # Obsolete; use --with-x. + with_x=yes ;; + + -x-includes | --x-includes | --x-include | --x-includ | --x-inclu \ + | --x-incl | --x-inc | --x-in | --x-i) + ac_prev=x_includes ;; + -x-includes=* | --x-includes=* | --x-include=* | --x-includ=* | --x-inclu=* \ + | --x-incl=* | --x-inc=* | --x-in=* | --x-i=*) + x_includes="$ac_optarg" ;; + + -x-libraries | --x-libraries | --x-librarie | --x-librari \ + | --x-librar | --x-libra | --x-libr | --x-lib | --x-li | --x-l) + ac_prev=x_libraries ;; + -x-libraries=* | --x-libraries=* | --x-librarie=* | --x-librari=* \ + | --x-librar=* | --x-libra=* | --x-libr=* | --x-lib=* | --x-li=* | --x-l=*) + x_libraries="$ac_optarg" ;; + + -*) { echo "configure: error: $ac_option: invalid option; use --help to show usage" 1>&2; exit 1; } + ;; + + *) + if test -n "`echo $ac_option| sed 's/[-a-z0-9.]//g'`"; then + echo "configure: warning: $ac_option: invalid host type" 1>&2 + fi + if test "x$nonopt" != xNONE; then + { echo "configure: error: can only configure for one host and one target at a time" 1>&2; exit 1; } + fi + nonopt="$ac_option" + ;; + + esac +done + +if test -n "$ac_prev"; then + { echo "configure: error: missing argument to --`echo $ac_prev | sed 's/_/-/g'`" 1>&2; exit 1; } +fi + +trap 'rm -fr conftest* confdefs* core core.* *.core $ac_clean_files; exit 1' 1 2 15 + +# File descriptor usage: +# 0 standard input +# 1 file creation +# 2 errors and warnings +# 3 some systems may open it to /dev/tty +# 4 used on the Kubota Titan +# 6 checking for... messages and results +# 5 compiler messages saved in config.log +if test "$silent" = yes; then + exec 6>/dev/null +else + exec 6>&1 +fi +exec 5>./config.log + +echo "\ +This file contains any messages produced by compilers while +running configure, to aid debugging if configure makes a mistake. +" 1>&5 + +# Strip out --no-create and --no-recursion so they do not pile up. +# Also quote any args containing shell metacharacters. +ac_configure_args= +for ac_arg +do + case "$ac_arg" in + -no-create | --no-create | --no-creat | --no-crea | --no-cre \ + | --no-cr | --no-c) ;; + -no-recursion | --no-recursion | --no-recursio | --no-recursi \ + | --no-recurs | --no-recur | --no-recu | --no-rec | --no-re | --no-r) ;; + *" "*|*" "*|*[\[\]\~\#\$\^\&\*\(\)\{\}\\\|\;\<\>\?]*) + ac_configure_args="$ac_configure_args '$ac_arg'" ;; + *) ac_configure_args="$ac_configure_args $ac_arg" ;; + esac +done + +# NLS nuisances. +# Only set these to C if already set. These must not be set unconditionally +# because not all systems understand e.g. LANG=C (notably SCO). +# Fixing LC_MESSAGES prevents Solaris sh from translating var values in `set'! +# Non-C LC_CTYPE values break the ctype check. +if test "${LANG+set}" = set; then LANG=C; export LANG; fi +if test "${LC_ALL+set}" = set; then LC_ALL=C; export LC_ALL; fi +if test "${LC_MESSAGES+set}" = set; then LC_MESSAGES=C; export LC_MESSAGES; fi +if test "${LC_CTYPE+set}" = set; then LC_CTYPE=C; export LC_CTYPE; fi + +# confdefs.h avoids OS command line length limits that DEFS can exceed. +rm -rf conftest* confdefs.h +# AIX cpp loses on an empty file, so make sure it contains at least a newline. +echo > confdefs.h + +# A filename unique to this package, relative to the directory that +# configure is in, which we can look for to find out if srcdir is correct. +ac_unique_file=base/am_map.c + +# Find the source files, if location was not specified. +if test -z "$srcdir"; then + ac_srcdir_defaulted=yes + # Try the directory containing this script, then its parent. + ac_prog=$0 + ac_confdir=`echo $ac_prog|sed 's%/[^/][^/]*$%%'` + test "x$ac_confdir" = "x$ac_prog" && ac_confdir=. + srcdir=$ac_confdir + if test ! -r $srcdir/$ac_unique_file; then + srcdir=.. + fi +else + ac_srcdir_defaulted=no +fi +if test ! -r $srcdir/$ac_unique_file; then + if test "$ac_srcdir_defaulted" = yes; then + { echo "configure: error: can not find sources in $ac_confdir or .." 1>&2; exit 1; } + else + { echo "configure: error: can not find sources in $srcdir" 1>&2; exit 1; } + fi +fi +srcdir=`echo "${srcdir}" | sed 's%\([^/]\)/*$%\1%'` + +# Prefer explicitly selected file to automatically selected ones. +if test -z "$CONFIG_SITE"; then + if test "x$prefix" != xNONE; then + CONFIG_SITE="$prefix/share/config.site $prefix/etc/config.site" + else + CONFIG_SITE="$ac_default_prefix/share/config.site $ac_default_prefix/etc/config.site" + fi +fi +for ac_site_file in $CONFIG_SITE; do + if test -r "$ac_site_file"; then + echo "loading site script $ac_site_file" + . "$ac_site_file" + fi +done + +if test -r "$cache_file"; then + echo "loading cache $cache_file" + . $cache_file +else + echo "creating cache $cache_file" + > $cache_file +fi + +ac_ext=c +# CFLAGS is not in ac_cpp because -g, -O, etc. are not valid cpp options. +ac_cpp='$CPP $CPPFLAGS' +ac_compile='${CC-cc} -c $CFLAGS $CPPFLAGS conftest.$ac_ext 1>&5' +ac_link='${CC-cc} -o conftest${ac_exeext} $CFLAGS $CPPFLAGS $LDFLAGS conftest.$ac_ext $LIBS 1>&5' +cross_compiling=$ac_cv_prog_cc_cross + +ac_exeext= +ac_objext=o +if (echo "testing\c"; echo 1,2,3) | grep c >/dev/null; then + # Stardent Vistra SVR4 grep lacks -e, says ghazi@caip.rutgers.edu. + if (echo -n testing; echo 1,2,3) | sed s/-n/xn/ | grep xn >/dev/null; then + ac_n= ac_c=' +' ac_t=' ' + else + ac_n=-n ac_c= ac_t= + fi +else + ac_n= ac_c='\c' ac_t= +fi + + + + + +GLHEXEN="false" +GLLIBS="" +BASELIBS="" +LIBS="-L/usr/X11R6/lib" +HAVEGL="no" +BUILDNAMES="" + +# Check whether --enable-gl or --disable-gl was given. +if test "${enable_gl+set}" = set; then + enableval="$enable_gl" + GLHEXEN="true";SDL_VERSION="1.1.2"; cat >> confdefs.h <<\EOF +#define RENDER3D 1 +EOF + +else + SDL_VERSION="1.1.0" +fi + + + + + +cat >> confdefs.h <<\EOF +#define _REENTRANT 1 +EOF + +cat >> confdefs.h <<\EOF +#define NORANGECHECKING 1 +EOF + + + +# Extract the first word of "gcc", so it can be a program name with args. +set dummy gcc; ac_word=$2 +echo $ac_n "checking for $ac_word""... $ac_c" 1>&6 +echo "configure:584: checking for $ac_word" >&5 +if eval "test \"`echo '$''{'ac_cv_prog_CC'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + if test -n "$CC"; then + ac_cv_prog_CC="$CC" # Let the user override the test. +else + IFS="${IFS= }"; ac_save_ifs="$IFS"; IFS=":" + ac_dummy="$PATH" + for ac_dir in $ac_dummy; do + test -z "$ac_dir" && ac_dir=. + if test -f $ac_dir/$ac_word; then + ac_cv_prog_CC="gcc" + break + fi + done + IFS="$ac_save_ifs" +fi +fi +CC="$ac_cv_prog_CC" +if test -n "$CC"; then + echo "$ac_t""$CC" 1>&6 +else + echo "$ac_t""no" 1>&6 +fi + +if test -z "$CC"; then + # Extract the first word of "cc", so it can be a program name with args. +set dummy cc; ac_word=$2 +echo $ac_n "checking for $ac_word""... $ac_c" 1>&6 +echo "configure:614: checking for $ac_word" >&5 +if eval "test \"`echo '$''{'ac_cv_prog_CC'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + if test -n "$CC"; then + ac_cv_prog_CC="$CC" # Let the user override the test. +else + IFS="${IFS= }"; ac_save_ifs="$IFS"; IFS=":" + ac_prog_rejected=no + ac_dummy="$PATH" + for ac_dir in $ac_dummy; do + test -z "$ac_dir" && ac_dir=. + if test -f $ac_dir/$ac_word; then + if test "$ac_dir/$ac_word" = "/usr/ucb/cc"; then + ac_prog_rejected=yes + continue + fi + ac_cv_prog_CC="cc" + break + fi + done + IFS="$ac_save_ifs" +if test $ac_prog_rejected = yes; then + # We found a bogon in the path, so make sure we never use it. + set dummy $ac_cv_prog_CC + shift + if test $# -gt 0; then + # We chose a different compiler from the bogus one. + # However, it has the same basename, so the bogon will be chosen + # first if we set CC to just the basename; use the full file name. + shift + set dummy "$ac_dir/$ac_word" "$@" + shift + ac_cv_prog_CC="$@" + fi +fi +fi +fi +CC="$ac_cv_prog_CC" +if test -n "$CC"; then + echo "$ac_t""$CC" 1>&6 +else + echo "$ac_t""no" 1>&6 +fi + + if test -z "$CC"; then + case "`uname -s`" in + *win32* | *WIN32*) + # Extract the first word of "cl", so it can be a program name with args. +set dummy cl; ac_word=$2 +echo $ac_n "checking for $ac_word""... $ac_c" 1>&6 +echo "configure:665: checking for $ac_word" >&5 +if eval "test \"`echo '$''{'ac_cv_prog_CC'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + if test -n "$CC"; then + ac_cv_prog_CC="$CC" # Let the user override the test. +else + IFS="${IFS= }"; ac_save_ifs="$IFS"; IFS=":" + ac_dummy="$PATH" + for ac_dir in $ac_dummy; do + test -z "$ac_dir" && ac_dir=. + if test -f $ac_dir/$ac_word; then + ac_cv_prog_CC="cl" + break + fi + done + IFS="$ac_save_ifs" +fi +fi +CC="$ac_cv_prog_CC" +if test -n "$CC"; then + echo "$ac_t""$CC" 1>&6 +else + echo "$ac_t""no" 1>&6 +fi + ;; + esac + fi + test -z "$CC" && { echo "configure: error: no acceptable cc found in \$PATH" 1>&2; exit 1; } +fi + +echo $ac_n "checking whether the C compiler ($CC $CFLAGS $LDFLAGS) works""... $ac_c" 1>&6 +echo "configure:697: checking whether the C compiler ($CC $CFLAGS $LDFLAGS) works" >&5 + +ac_ext=c +# CFLAGS is not in ac_cpp because -g, -O, etc. are not valid cpp options. +ac_cpp='$CPP $CPPFLAGS' +ac_compile='${CC-cc} -c $CFLAGS $CPPFLAGS conftest.$ac_ext 1>&5' +ac_link='${CC-cc} -o conftest${ac_exeext} $CFLAGS $CPPFLAGS $LDFLAGS conftest.$ac_ext $LIBS 1>&5' +cross_compiling=$ac_cv_prog_cc_cross + +cat > conftest.$ac_ext << EOF + +#line 708 "configure" +#include "confdefs.h" + +main(){return(0);} +EOF +if { (eval echo configure:713: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + ac_cv_prog_cc_works=yes + # If we can't run a trivial program, we are probably using a cross compiler. + if (./conftest; exit) 2>/dev/null; then + ac_cv_prog_cc_cross=no + else + ac_cv_prog_cc_cross=yes + fi +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + ac_cv_prog_cc_works=no +fi +rm -fr conftest* +ac_ext=c +# CFLAGS is not in ac_cpp because -g, -O, etc. are not valid cpp options. +ac_cpp='$CPP $CPPFLAGS' +ac_compile='${CC-cc} -c $CFLAGS $CPPFLAGS conftest.$ac_ext 1>&5' +ac_link='${CC-cc} -o conftest${ac_exeext} $CFLAGS $CPPFLAGS $LDFLAGS conftest.$ac_ext $LIBS 1>&5' +cross_compiling=$ac_cv_prog_cc_cross + +echo "$ac_t""$ac_cv_prog_cc_works" 1>&6 +if test $ac_cv_prog_cc_works = no; then + { echo "configure: error: installation or configuration problem: C compiler cannot create executables." 1>&2; exit 1; } +fi +echo $ac_n "checking whether the C compiler ($CC $CFLAGS $LDFLAGS) is a cross-compiler""... $ac_c" 1>&6 +echo "configure:739: checking whether the C compiler ($CC $CFLAGS $LDFLAGS) is a cross-compiler" >&5 +echo "$ac_t""$ac_cv_prog_cc_cross" 1>&6 +cross_compiling=$ac_cv_prog_cc_cross + +echo $ac_n "checking whether we are using GNU C""... $ac_c" 1>&6 +echo "configure:744: checking whether we are using GNU C" >&5 +if eval "test \"`echo '$''{'ac_cv_prog_gcc'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.c <&5; (eval $ac_try) 2>&5; }; } | egrep yes >/dev/null 2>&1; then + ac_cv_prog_gcc=yes +else + ac_cv_prog_gcc=no +fi +fi + +echo "$ac_t""$ac_cv_prog_gcc" 1>&6 + +if test $ac_cv_prog_gcc = yes; then + GCC=yes +else + GCC= +fi + +ac_test_CFLAGS="${CFLAGS+set}" +ac_save_CFLAGS="$CFLAGS" +CFLAGS= +echo $ac_n "checking whether ${CC-cc} accepts -g""... $ac_c" 1>&6 +echo "configure:772: checking whether ${CC-cc} accepts -g" >&5 +if eval "test \"`echo '$''{'ac_cv_prog_cc_g'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + echo 'void f(){}' > conftest.c +if test -z "`${CC-cc} -g -c conftest.c 2>&1`"; then + ac_cv_prog_cc_g=yes +else + ac_cv_prog_cc_g=no +fi +rm -f conftest* + +fi + +echo "$ac_t""$ac_cv_prog_cc_g" 1>&6 +if test "$ac_test_CFLAGS" = set; then + CFLAGS="$ac_save_CFLAGS" +elif test $ac_cv_prog_cc_g = yes; then + if test "$GCC" = yes; then + CFLAGS="-g -O2" + else + CFLAGS="-g" + fi +else + if test "$GCC" = yes; then + CFLAGS="-O2" + else + CFLAGS= + fi +fi + +echo $ac_n "checking how to run the C preprocessor""... $ac_c" 1>&6 +echo "configure:804: checking how to run the C preprocessor" >&5 +# On Suns, sometimes $CPP names a directory. +if test -n "$CPP" && test -d "$CPP"; then + CPP= +fi +if test -z "$CPP"; then +if eval "test \"`echo '$''{'ac_cv_prog_CPP'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + # This must be in double quotes, not single quotes, because CPP may get + # substituted into the Makefile and "${CC-cc}" will confuse make. + CPP="${CC-cc} -E" + # On the NeXT, cc -E runs the code through the compiler's parser, + # not just through cpp. + cat > conftest.$ac_ext < +Syntax Error +EOF +ac_try="$ac_cpp conftest.$ac_ext >/dev/null 2>conftest.out" +{ (eval echo configure:825: \"$ac_try\") 1>&5; (eval $ac_try) 2>&5; } +ac_err=`grep -v '^ *+' conftest.out | grep -v "^conftest.${ac_ext}\$"` +if test -z "$ac_err"; then + : +else + echo "$ac_err" >&5 + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + CPP="${CC-cc} -E -traditional-cpp" + cat > conftest.$ac_ext < +Syntax Error +EOF +ac_try="$ac_cpp conftest.$ac_ext >/dev/null 2>conftest.out" +{ (eval echo configure:842: \"$ac_try\") 1>&5; (eval $ac_try) 2>&5; } +ac_err=`grep -v '^ *+' conftest.out | grep -v "^conftest.${ac_ext}\$"` +if test -z "$ac_err"; then + : +else + echo "$ac_err" >&5 + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + CPP="${CC-cc} -nologo -E" + cat > conftest.$ac_ext < +Syntax Error +EOF +ac_try="$ac_cpp conftest.$ac_ext >/dev/null 2>conftest.out" +{ (eval echo configure:859: \"$ac_try\") 1>&5; (eval $ac_try) 2>&5; } +ac_err=`grep -v '^ *+' conftest.out | grep -v "^conftest.${ac_ext}\$"` +if test -z "$ac_err"; then + : +else + echo "$ac_err" >&5 + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + CPP=/lib/cpp +fi +rm -f conftest* +fi +rm -f conftest* +fi +rm -f conftest* + ac_cv_prog_CPP="$CPP" +fi + CPP="$ac_cv_prog_CPP" +else + ac_cv_prog_CPP="$CPP" +fi +echo "$ac_t""$CPP" 1>&6 + + + +echo $ac_n "checking for pthread_join in -lpthread""... $ac_c" 1>&6 +echo "configure:886: checking for pthread_join in -lpthread" >&5 +ac_lib_var=`echo pthread'_'pthread_join | sed 'y%./+-%__p_%'` +if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_save_LIBS="$LIBS" +LIBS="-lpthread $LIBS" +cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" +fi +rm -f conftest* +LIBS="$ac_save_LIBS" + +fi +if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + BASELIBS="-lpthread" +else + echo "$ac_t""no" 1>&6 +fi + + + + +# Check whether --with-sdl-prefix or --without-sdl-prefix was given. +if test "${with_sdl_prefix+set}" = set; then + withval="$with_sdl_prefix" + sdl_prefix="$withval" +else + sdl_prefix="" +fi + +# Check whether --with-sdl-exec-prefix or --without-sdl-exec-prefix was given. +if test "${with_sdl_exec_prefix+set}" = set; then + withval="$with_sdl_exec_prefix" + sdl_exec_prefix="$withval" +else + sdl_exec_prefix="" +fi + +# Check whether --enable-sdltest or --disable-sdltest was given. +if test "${enable_sdltest+set}" = set; then + enableval="$enable_sdltest" + : +else + enable_sdltest=yes +fi + + + if test x$sdl_exec_prefix != x ; then + sdl_args="$sdl_args --exec-prefix=$sdl_exec_prefix" + if test x${SDL_CONFIG+set} != xset ; then + SDL_CONFIG=$sdl_exec_prefix/bin/sdl-config + fi + fi + if test x$sdl_prefix != x ; then + sdl_args="$sdl_args --prefix=$sdl_prefix" + if test x${SDL_CONFIG+set} != xset ; then + SDL_CONFIG=$sdl_prefix/bin/sdl-config + fi + fi + + # Extract the first word of "sdl-config", so it can be a program name with args. +set dummy sdl-config; ac_word=$2 +echo $ac_n "checking for $ac_word""... $ac_c" 1>&6 +echo "configure:969: checking for $ac_word" >&5 +if eval "test \"`echo '$''{'ac_cv_path_SDL_CONFIG'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + case "$SDL_CONFIG" in + /*) + ac_cv_path_SDL_CONFIG="$SDL_CONFIG" # Let the user override the test with a path. + ;; + ?:/*) + ac_cv_path_SDL_CONFIG="$SDL_CONFIG" # Let the user override the test with a dos path. + ;; + *) + IFS="${IFS= }"; ac_save_ifs="$IFS"; IFS=":" + ac_dummy="$PATH" + for ac_dir in $ac_dummy; do + test -z "$ac_dir" && ac_dir=. + if test -f $ac_dir/$ac_word; then + ac_cv_path_SDL_CONFIG="$ac_dir/$ac_word" + break + fi + done + IFS="$ac_save_ifs" + test -z "$ac_cv_path_SDL_CONFIG" && ac_cv_path_SDL_CONFIG="no" + ;; +esac +fi +SDL_CONFIG="$ac_cv_path_SDL_CONFIG" +if test -n "$SDL_CONFIG"; then + echo "$ac_t""$SDL_CONFIG" 1>&6 +else + echo "$ac_t""no" 1>&6 +fi + + min_sdl_version=$SDL_VERSION + echo $ac_n "checking for SDL - version >= $min_sdl_version""... $ac_c" 1>&6 +echo "configure:1004: checking for SDL - version >= $min_sdl_version" >&5 + no_sdl="" + if test "$SDL_CONFIG" = "no" ; then + no_sdl=yes + else + SDL_CFLAGS=`$SDL_CONFIG $sdlconf_args --cflags` + SDL_LIBS=`$SDL_CONFIG $sdlconf_args --libs` + + sdl_major_version=`$SDL_CONFIG $sdl_args --version | \ + sed 's/\([0-9]*\).\([0-9]*\).\([0-9]*\)/\1/'` + sdl_minor_version=`$SDL_CONFIG $sdl_args --version | \ + sed 's/\([0-9]*\).\([0-9]*\).\([0-9]*\)/\2/'` + sdl_micro_version=`$SDL_CONFIG $sdl_config_args --version | \ + sed 's/\([0-9]*\).\([0-9]*\).\([0-9]*\)/\3/'` + if test "x$enable_sdltest" = "xyes" ; then + ac_save_CFLAGS="$CFLAGS" + ac_save_LIBS="$LIBS" + CFLAGS="$CFLAGS $SDL_CFLAGS" + LIBS="$LIBS $SDL_LIBS" + rm -f conf.sdltest + if test "$cross_compiling" = yes; then + echo $ac_n "cross compiling; assumed OK... $ac_c" +else + cat > conftest.$ac_ext < +#include +#include +#include "SDL.h" + +char* +my_strdup (char *str) +{ + char *new_str; + + if (str) + { + new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char)); + strcpy (new_str, str); + } + else + new_str = NULL; + + return new_str; +} + +int main (int argc, char *argv[]) +{ + int major, minor, micro; + char *tmp_version; + + /* This hangs on some systems (?) + system ("touch conf.sdltest"); + */ + { FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); } + + /* HP/UX 9 (%@#!) writes to sscanf strings */ + tmp_version = my_strdup("$min_sdl_version"); + if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, µ) != 3) { + printf("%s, bad version string\n", "$min_sdl_version"); + exit(1); + } + + if (($sdl_major_version > major) || + (($sdl_major_version == major) && ($sdl_minor_version > minor)) || + (($sdl_major_version == major) && ($sdl_minor_version == minor) && ($sdl_micro_version >= micro))) + { + return 0; + } + else + { + printf("\n*** 'sdl-config --version' returned %d.%d.%d, but the minimum version\n", $sdl_major_version, $sdl_minor_version, $sdl_micro_version); + printf("*** of SDL required is %d.%d.%d. If sdl-config is correct, then it is\n", major, minor, micro); + printf("*** best to upgrade to the required version.\n"); + printf("*** If sdl-config was wrong, set the environment variable SDL_CONFIG\n"); + printf("*** to point to the correct copy of sdl-config, and remove the file\n"); + printf("*** config.cache before re-running configure\n"); + return 1; + } +} + + +EOF +if { (eval echo configure:1089: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext} && (./conftest; exit) 2>/dev/null +then + : +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -fr conftest* + no_sdl=yes +fi +rm -fr conftest* +fi + + CFLAGS="$ac_save_CFLAGS" + LIBS="$ac_save_LIBS" + fi + fi + if test "x$no_sdl" = x ; then + echo "$ac_t""yes" 1>&6 + HAVESDL="yes";GLBASE="sdl/i_sdlgl.o";BUILDNAMES="sdl $BUILDNAMES" + else + echo "$ac_t""no" 1>&6 + if test "$SDL_CONFIG" = "no" ; then + echo "*** The sdl-config script installed by SDL could not be found" + echo "*** If SDL was installed in PREFIX, make sure PREFIX/bin is in" + echo "*** your path, or set the SDL_CONFIG environment variable to the" + echo "*** full path to sdl-config." + else + if test -f conf.sdltest ; then + : + else + echo "*** Could not run SDL test program, checking why..." + CFLAGS="$CFLAGS $SDL_CFLAGS" + LIBS="$LIBS $SDL_LIBS" + cat > conftest.$ac_ext < +#include "SDL.h" + +int main() { + return 0; +; return 0; } +EOF +if { (eval echo configure:1133: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + echo "*** The test program compiled, but did not run. This usually means" + echo "*** that the run-time linker is not finding SDL or finding the wrong" + echo "*** version of SDL. If it is not finding SDL, you'll need to set your" + echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point" + echo "*** to the installed location Also, make sure you have run ldconfig if that" + echo "*** is required on your system" + echo "***" + echo "*** If you have an old version installed, it is best to remove it, although" + echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + echo "*** The test program failed to compile or link. See the file config.log for the" + echo "*** exact error that occured. This usually means SDL was incorrectly installed" + echo "*** or that you have moved SDL since it was installed. In the latter case, you" + echo "*** may want to edit the sdl-config script: $SDL_CONFIG" +fi +rm -f conftest* + CFLAGS="$ac_save_CFLAGS" + LIBS="$ac_save_LIBS" + fi + fi + SDL_CFLAGS="" + SDL_LIBS="" + HAVESDL="no" + + fi + + + rm -f conf.sdltest + + + + + + + +echo $ac_n "checking for dlopen in -ldl""... $ac_c" 1>&6 +echo "configure:1174: checking for dlopen in -ldl" >&5 +ac_lib_var=`echo dl'_'dlopen | sed 'y%./+-%__p_%'` +if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_save_LIBS="$LIBS" +LIBS="-ldl $LIBS" +cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" +fi +rm -f conftest* +LIBS="$ac_save_LIBS" + +fi +if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + ac_tr_lib=HAVE_LIB`echo dl | sed -e 's/[^a-zA-Z0-9_]/_/g' \ + -e 'y/abcdefghijklmnopqrstuvwxyz/ABCDEFGHIJKLMNOPQRSTUVWXYZ/'` + cat >> confdefs.h <&6 +fi + +echo $ac_n "checking for sqrt in -lm""... $ac_c" 1>&6 +echo "configure:1221: checking for sqrt in -lm" >&5 +ac_lib_var=`echo m'_'sqrt | sed 'y%./+-%__p_%'` +if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_save_LIBS="$LIBS" +LIBS="-lm $LIBS" +cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" +fi +rm -f conftest* +LIBS="$ac_save_LIBS" + +fi +if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + ac_tr_lib=HAVE_LIB`echo m | sed -e 's/[^a-zA-Z0-9_]/_/g' \ + -e 'y/abcdefghijklmnopqrstuvwxyz/ABCDEFGHIJKLMNOPQRSTUVWXYZ/'` + cat >> confdefs.h <&6 +fi + + + +if test "$GLHEXEN" = "true" +then + echo $ac_n "checking for glBindTexture in -lGL""... $ac_c" 1>&6 +echo "configure:1272: checking for glBindTexture in -lGL" >&5 +ac_lib_var=`echo GL'_'glBindTexture | sed 'y%./+-%__p_%'` +if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_save_LIBS="$LIBS" +LIBS="-lGL $LIBS" +cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" +fi +rm -f conftest* +LIBS="$ac_save_LIBS" + +fi +if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + LIBS="$LIBS -lGL"; + echo $ac_n "checking for gluOrtho2D in -lGLU""... $ac_c" 1>&6 +echo "configure:1308: checking for gluOrtho2D in -lGLU" >&5 +ac_lib_var=`echo GLU'_'gluOrtho2D | sed 'y%./+-%__p_%'` +if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_save_LIBS="$LIBS" +LIBS="-lGLU $LIBS" +cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" +fi +rm -f conftest* +LIBS="$ac_save_LIBS" + +fi +if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + HAVEGL="yes" +else + echo "$ac_t""no" 1>&6 +echo $ac_n "checking for glBindTexture in -lMesaGL""... $ac_c" 1>&6 +echo "configure:1346: checking for glBindTexture in -lMesaGL" >&5 +ac_lib_var=`echo MesaGL'_'glBindTexture | sed 'y%./+-%__p_%'` +if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_save_LIBS="$LIBS" +LIBS="-lMesaGL $LIBS" +cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" +fi +rm -f conftest* +LIBS="$ac_save_LIBS" + +fi +if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + LIBS="$LIBS -lMesaGL"; + echo $ac_n "checking for gluOrtho2D in -lMesaGLU""... $ac_c" 1>&6 +echo "configure:1382: checking for gluOrtho2D in -lMesaGLU" >&5 +ac_lib_var=`echo MesaGLU'_'gluOrtho2D | sed 'y%./+-%__p_%'` +if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_save_LIBS="$LIBS" +LIBS="-lMesaGLU $LIBS" +cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" +fi +rm -f conftest* +LIBS="$ac_save_LIBS" + +fi +if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + HAVEGL="yes" +else + echo "$ac_t""no" 1>&6 +HAVEGL="no" +fi + +else + echo "$ac_t""no" 1>&6 +HAVEGL="no" +fi + + +fi + +else + echo "$ac_t""no" 1>&6 +echo $ac_n "checking for glBindTexture in -lMesaGL""... $ac_c" 1>&6 +echo "configure:1433: checking for glBindTexture in -lMesaGL" >&5 +ac_lib_var=`echo MesaGL'_'glBindTexture | sed 'y%./+-%__p_%'` +if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_save_LIBS="$LIBS" +LIBS="-lMesaGL $LIBS" +cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" +fi +rm -f conftest* +LIBS="$ac_save_LIBS" + +fi +if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + LIBS="$LIBS -lMesaGL"; + echo $ac_n "checking for gluOrtho2D in -lMesaGLU""... $ac_c" 1>&6 +echo "configure:1469: checking for gluOrtho2D in -lMesaGLU" >&5 +ac_lib_var=`echo MesaGLU'_'gluOrtho2D | sed 'y%./+-%__p_%'` +if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_save_LIBS="$LIBS" +LIBS="-lMesaGLU $LIBS" +cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_lib_$ac_lib_var=no" +fi +rm -f conftest* +LIBS="$ac_save_LIBS" + +fi +if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then + echo "$ac_t""yes" 1>&6 + HAVEGL="yes" +else + echo "$ac_t""no" 1>&6 +HAVEGL="no" +fi + +else + echo "$ac_t""no" 1>&6 +HAVEGL="no" +fi + + +fi + +fi + + +if test "x${GCC}" = "xyes" +then + CFLAGS="$CFLAGS -Wall" + echo $ac_n "checking "for gcc strength-reduce bug"""... $ac_c" 1>&6 +echo "configure:1524: checking "for gcc strength-reduce bug"" >&5 +if eval "test \"`echo '$''{'ac_cv_c_gcc_strength_bug'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + if test "$cross_compiling" = yes; then + ac_cv_c_gcc_strength_bug="yes" +else + cat > conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext} && (./conftest; exit) 2>/dev/null +then + ac_cv_c_gcc_strength_bug="no" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -fr conftest* + ac_cv_c_gcc_strength_bug="yes" +fi +rm -fr conftest* +fi + +fi + +echo "$ac_t""$ac_cv_c_gcc_strength_bug" 1>&6 + if test "$ac_cv_c_gcc_strength_bug" = "yes" + then + CFLAGS="$CFLAGS -fno-strength-reduce" + fi +fi + + +echo $ac_n "checking "whether external symbols need an underscore prefix"""... $ac_c" 1>&6 +echo "configure:1566: checking "whether external symbols need an underscore prefix"" >&5 +if eval "test \"`echo '$''{'ac_cv_c_extern_prefix'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + saved_libs=$LIBS +LIBS="conftest_asm.s $LIBS" +cat > conftest_asm.s < conftest.$ac_ext <&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + ac_cv_c_extern_prefix="yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + ac_cv_c_extern_prefix="no" +fi +rm -f conftest* +LIBS=$saved_libs +fi + +echo "$ac_t""$ac_cv_c_extern_prefix" 1>&6 + + + + +# The Ultrix 4.2 mips builtin alloca declared by alloca.h only works +# for constant arguments. Useless! +echo $ac_n "checking for working alloca.h""... $ac_c" 1>&6 +echo "configure:1606: checking for working alloca.h" >&5 +if eval "test \"`echo '$''{'ac_cv_header_alloca_h'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.$ac_ext < +int main() { +void *p = alloca(2 * sizeof(int)); +; return 0; } +EOF +if { (eval echo configure:1618: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + ac_cv_header_alloca_h=yes +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + ac_cv_header_alloca_h=no +fi +rm -f conftest* +fi + +echo "$ac_t""$ac_cv_header_alloca_h" 1>&6 +if test $ac_cv_header_alloca_h = yes; then + cat >> confdefs.h <<\EOF +#define HAVE_ALLOCA_H 1 +EOF + +fi + +echo $ac_n "checking for alloca""... $ac_c" 1>&6 +echo "configure:1639: checking for alloca" >&5 +if eval "test \"`echo '$''{'ac_cv_func_alloca_works'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.$ac_ext < +# define alloca _alloca +# else +# if HAVE_ALLOCA_H +# include +# else +# ifdef _AIX + #pragma alloca +# else +# ifndef alloca /* predefined by HP cc +Olibcalls */ +char *alloca (); +# endif +# endif +# endif +# endif +#endif + +int main() { +char *p = (char *) alloca(1); +; return 0; } +EOF +if { (eval echo configure:1672: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + ac_cv_func_alloca_works=yes +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + ac_cv_func_alloca_works=no +fi +rm -f conftest* +fi + +echo "$ac_t""$ac_cv_func_alloca_works" 1>&6 +if test $ac_cv_func_alloca_works = yes; then + cat >> confdefs.h <<\EOF +#define HAVE_ALLOCA 1 +EOF + +fi + +if test $ac_cv_func_alloca_works = no; then + # The SVR3 libPW and SVR4 libucb both contain incompatible functions + # that cause trouble. Some versions do not even contain alloca or + # contain a buggy version. If you still want to use their alloca, + # use ar to extract alloca.o from them instead of compiling alloca.c. + ALLOCA=alloca.${ac_objext} + cat >> confdefs.h <<\EOF +#define C_ALLOCA 1 +EOF + + +echo $ac_n "checking whether alloca needs Cray hooks""... $ac_c" 1>&6 +echo "configure:1704: checking whether alloca needs Cray hooks" >&5 +if eval "test \"`echo '$''{'ac_cv_os_cray'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.$ac_ext <&5 | + egrep "webecray" >/dev/null 2>&1; then + rm -rf conftest* + ac_cv_os_cray=yes +else + rm -rf conftest* + ac_cv_os_cray=no +fi +rm -f conftest* + +fi + +echo "$ac_t""$ac_cv_os_cray" 1>&6 +if test $ac_cv_os_cray = yes; then +for ac_func in _getb67 GETB67 getb67; do + echo $ac_n "checking for $ac_func""... $ac_c" 1>&6 +echo "configure:1734: checking for $ac_func" >&5 +if eval "test \"`echo '$''{'ac_cv_func_$ac_func'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.$ac_ext < +/* Override any gcc2 internal prototype to avoid an error. */ +/* We use char because int might match the return type of a gcc2 + builtin and then its argument prototype would still apply. */ +char $ac_func(); + +int main() { + +/* The GNU C library defines this for functions which it implements + to always fail with ENOSYS. Some functions are actually named + something starting with __ and the normal name is an alias. */ +#if defined (__stub_$ac_func) || defined (__stub___$ac_func) +choke me +#else +$ac_func(); +#endif + +; return 0; } +EOF +if { (eval echo configure:1762: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then + rm -rf conftest* + eval "ac_cv_func_$ac_func=yes" +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_func_$ac_func=no" +fi +rm -f conftest* +fi + +if eval "test \"`echo '$ac_cv_func_'$ac_func`\" = yes"; then + echo "$ac_t""yes" 1>&6 + cat >> confdefs.h <&6 +fi + +done +fi + +echo $ac_n "checking stack direction for C alloca""... $ac_c" 1>&6 +echo "configure:1789: checking stack direction for C alloca" >&5 +if eval "test \"`echo '$''{'ac_cv_c_stack_direction'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + if test "$cross_compiling" = yes; then + ac_cv_c_stack_direction=0 +else + cat > conftest.$ac_ext < addr) ? 1 : -1; +} +main () +{ + exit (find_stack_direction() < 0); +} +EOF +if { (eval echo configure:1816: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext} && (./conftest; exit) 2>/dev/null +then + ac_cv_c_stack_direction=1 +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -fr conftest* + ac_cv_c_stack_direction=-1 +fi +rm -fr conftest* +fi + +fi + +echo "$ac_t""$ac_cv_c_stack_direction" 1>&6 +cat >> confdefs.h <&6 +echo "configure:1845: checking for $ac_hdr" >&5 +if eval "test \"`echo '$''{'ac_cv_header_$ac_safe'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.$ac_ext < +EOF +ac_try="$ac_cpp conftest.$ac_ext >/dev/null 2>conftest.out" +{ (eval echo configure:1855: \"$ac_try\") 1>&5; (eval $ac_try) 2>&5; } +ac_err=`grep -v '^ *+' conftest.out | grep -v "^conftest.${ac_ext}\$"` +if test -z "$ac_err"; then + rm -rf conftest* + eval "ac_cv_header_$ac_safe=yes" +else + echo "$ac_err" >&5 + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + eval "ac_cv_header_$ac_safe=no" +fi +rm -f conftest* +fi +if eval "test \"`echo '$ac_cv_header_'$ac_safe`\" = yes"; then + echo "$ac_t""yes" 1>&6 + ac_tr_hdr=HAVE_`echo $ac_hdr | sed 'y%abcdefghijklmnopqrstuvwxyz./-%ABCDEFGHIJKLMNOPQRSTUVWXYZ___%'` + cat >> confdefs.h <&6 +fi +done + +echo $ac_n "checking whether stat file-mode macros are broken""... $ac_c" 1>&6 +echo "configure:1882: checking whether stat file-mode macros are broken" >&5 +if eval "test \"`echo '$''{'ac_cv_header_stat_broken'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.$ac_ext < +#include + +#if defined(S_ISBLK) && defined(S_IFDIR) +# if S_ISBLK (S_IFDIR) +You lose. +# endif +#endif + +#if defined(S_ISBLK) && defined(S_IFCHR) +# if S_ISBLK (S_IFCHR) +You lose. +# endif +#endif + +#if defined(S_ISLNK) && defined(S_IFREG) +# if S_ISLNK (S_IFREG) +You lose. +# endif +#endif + +#if defined(S_ISSOCK) && defined(S_IFREG) +# if S_ISSOCK (S_IFREG) +You lose. +# endif +#endif + +EOF +if (eval "$ac_cpp conftest.$ac_ext") 2>&5 | + egrep "You lose" >/dev/null 2>&1; then + rm -rf conftest* + ac_cv_header_stat_broken=yes +else + rm -rf conftest* + ac_cv_header_stat_broken=no +fi +rm -f conftest* + +fi + +echo "$ac_t""$ac_cv_header_stat_broken" 1>&6 +if test $ac_cv_header_stat_broken = yes; then + cat >> confdefs.h <<\EOF +#define STAT_MACROS_BROKEN 1 +EOF + +fi + + + +echo $ac_n "checking for working const""... $ac_c" 1>&6 +echo "configure:1940: checking for working const" >&5 +if eval "test \"`echo '$''{'ac_cv_c_const'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.$ac_ext <j = 5; +} +{ /* ULTRIX-32 V3.1 (Rev 9) vcc rejects this */ + const int foo = 10; +} + +; return 0; } +EOF +if { (eval echo configure:1994: \"$ac_compile\") 1>&5; (eval $ac_compile) 2>&5; }; then + rm -rf conftest* + ac_cv_c_const=yes +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + ac_cv_c_const=no +fi +rm -f conftest* +fi + +echo "$ac_t""$ac_cv_c_const" 1>&6 +if test $ac_cv_c_const = no; then + cat >> confdefs.h <<\EOF +#define const +EOF + +fi + +echo $ac_n "checking for inline""... $ac_c" 1>&6 +echo "configure:2015: checking for inline" >&5 +if eval "test \"`echo '$''{'ac_cv_c_inline'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + ac_cv_c_inline=no +for ac_kw in inline __inline__ __inline; do + cat > conftest.$ac_ext <&5; (eval $ac_compile) 2>&5; }; then + rm -rf conftest* + ac_cv_c_inline=$ac_kw; break +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 +fi +rm -f conftest* +done + +fi + +echo "$ac_t""$ac_cv_c_inline" 1>&6 +case "$ac_cv_c_inline" in + inline | yes) ;; + no) cat >> confdefs.h <<\EOF +#define inline +EOF + ;; + *) cat >> confdefs.h <&6 +echo "configure:2055: checking for ANSI C header files" >&5 +if eval "test \"`echo '$''{'ac_cv_header_stdc'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.$ac_ext < +#include +#include +#include +EOF +ac_try="$ac_cpp conftest.$ac_ext >/dev/null 2>conftest.out" +{ (eval echo configure:2068: \"$ac_try\") 1>&5; (eval $ac_try) 2>&5; } +ac_err=`grep -v '^ *+' conftest.out | grep -v "^conftest.${ac_ext}\$"` +if test -z "$ac_err"; then + rm -rf conftest* + ac_cv_header_stdc=yes +else + echo "$ac_err" >&5 + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -rf conftest* + ac_cv_header_stdc=no +fi +rm -f conftest* + +if test $ac_cv_header_stdc = yes; then + # SunOS 4.x string.h does not declare mem*, contrary to ANSI. +cat > conftest.$ac_ext < +EOF +if (eval "$ac_cpp conftest.$ac_ext") 2>&5 | + egrep "memchr" >/dev/null 2>&1; then + : +else + rm -rf conftest* + ac_cv_header_stdc=no +fi +rm -f conftest* + +fi + +if test $ac_cv_header_stdc = yes; then + # ISC 2.0.2 stdlib.h does not declare free, contrary to ANSI. +cat > conftest.$ac_ext < +EOF +if (eval "$ac_cpp conftest.$ac_ext") 2>&5 | + egrep "free" >/dev/null 2>&1; then + : +else + rm -rf conftest* + ac_cv_header_stdc=no +fi +rm -f conftest* + +fi + +if test $ac_cv_header_stdc = yes; then + # /bin/cc in Irix-4.0.5 gets non-ANSI ctype macros unless using -ansi. +if test "$cross_compiling" = yes; then + : +else + cat > conftest.$ac_ext < +#define ISLOWER(c) ('a' <= (c) && (c) <= 'z') +#define TOUPPER(c) (ISLOWER(c) ? 'A' + ((c) - 'a') : (c)) +#define XOR(e, f) (((e) && !(f)) || (!(e) && (f))) +int main () { int i; for (i = 0; i < 256; i++) +if (XOR (islower (i), ISLOWER (i)) || toupper (i) != TOUPPER (i)) exit(2); +exit (0); } + +EOF +if { (eval echo configure:2135: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext} && (./conftest; exit) 2>/dev/null +then + : +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -fr conftest* + ac_cv_header_stdc=no +fi +rm -fr conftest* +fi + +fi +fi + +echo "$ac_t""$ac_cv_header_stdc" 1>&6 +if test $ac_cv_header_stdc = yes; then + cat >> confdefs.h <<\EOF +#define STDC_HEADERS 1 +EOF + +fi + +echo $ac_n "checking for size_t""... $ac_c" 1>&6 +echo "configure:2159: checking for size_t" >&5 +if eval "test \"`echo '$''{'ac_cv_type_size_t'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + cat > conftest.$ac_ext < +#if STDC_HEADERS +#include +#include +#endif +EOF +if (eval "$ac_cpp conftest.$ac_ext") 2>&5 | + egrep "(^|[^a-zA-Z_0-9])size_t[^a-zA-Z_0-9]" >/dev/null 2>&1; then + rm -rf conftest* + ac_cv_type_size_t=yes +else + rm -rf conftest* + ac_cv_type_size_t=no +fi +rm -f conftest* + +fi +echo "$ac_t""$ac_cv_type_size_t" 1>&6 +if test $ac_cv_type_size_t = no; then + cat >> confdefs.h <<\EOF +#define size_t unsigned +EOF + +fi + +echo $ac_n "checking size of long long""... $ac_c" 1>&6 +echo "configure:2192: checking size of long long" >&5 +if eval "test \"`echo '$''{'ac_cv_sizeof_long_long'+set}'`\" = set"; then + echo $ac_n "(cached) $ac_c" 1>&6 +else + if test "$cross_compiling" = yes; then + ac_cv_sizeof_long_long=0 +else + cat > conftest.$ac_ext < +main() +{ + FILE *f=fopen("conftestval", "w"); + if (!f) exit(1); + fprintf(f, "%d\n", sizeof(long long)); + exit(0); +} +EOF +if { (eval echo configure:2211: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext} && (./conftest; exit) 2>/dev/null +then + ac_cv_sizeof_long_long=`cat conftestval` +else + echo "configure: failed program was:" >&5 + cat conftest.$ac_ext >&5 + rm -fr conftest* + ac_cv_sizeof_long_long=0 +fi +rm -fr conftest* +fi + +fi +echo "$ac_t""$ac_cv_sizeof_long_long" 1>&6 +cat >> confdefs.h < confcache <<\EOF +# This file is a shell script that caches the results of configure +# tests run on this system so they can be shared between configure +# scripts and configure runs. It is not useful on other systems. +# If it contains results you don't want to keep, you may remove or edit it. +# +# By default, configure uses ./config.cache as the cache file, +# creating it if it does not exist already. You can give configure +# the --cache-file=FILE option to use a different cache file; that is +# what configure does when it calls configure scripts in +# subdirectories, so they share the cache. +# Giving --cache-file=/dev/null disables caching, for debugging configure. +# config.status only pays attention to the cache file if you give it the +# --recheck option to rerun configure. +# +EOF +# The following way of writing the cache mishandles newlines in values, +# but we know of no workaround that is simple, portable, and efficient. +# So, don't put newlines in cache variables' values. +# Ultrix sh set writes to stderr and can't be redirected directly, +# and sets the high bit in the cache file unless we assign to the vars. +(set) 2>&1 | + case `(ac_space=' '; set | grep ac_space) 2>&1` in + *ac_space=\ *) + # `set' does not quote correctly, so add quotes (double-quote substitution + # turns \\\\ into \\, and sed turns \\ into \). + sed -n \ + -e "s/'/'\\\\''/g" \ + -e "s/^\\([a-zA-Z0-9_]*_cv_[a-zA-Z0-9_]*\\)=\\(.*\\)/\\1=\${\\1='\\2'}/p" + ;; + *) + # `set' quotes correctly as required by POSIX, so do not add quotes. + sed -n -e 's/^\([a-zA-Z0-9_]*_cv_[a-zA-Z0-9_]*\)=\(.*\)/\1=${\1=\2}/p' + ;; + esac >> confcache +if cmp -s $cache_file confcache; then + : +else + if test -w $cache_file; then + echo "updating cache $cache_file" + cat confcache > $cache_file + else + echo "not updating unwritable cache $cache_file" + fi +fi +rm -f confcache + +trap 'rm -fr conftest* confdefs* core core.* *.core $ac_clean_files; exit 1' 1 2 15 + +test "x$prefix" = xNONE && prefix=$ac_default_prefix +# Let make expand exec_prefix. +test "x$exec_prefix" = xNONE && exec_prefix='${prefix}' + +# Any assignment to VPATH causes Sun make to only execute +# the first set of double-colon rules, so remove it if not needed. +# If there is a colon in the path, we need to keep it. +if test "x$srcdir" = x.; then + ac_vpsub='/^[ ]*VPATH[ ]*=[^:]*$/d' +fi + +trap 'rm -f $CONFIG_STATUS conftest*; exit 1' 1 2 15 + +DEFS=-DHAVE_CONFIG_H + +# Without the "./", some shells look in PATH for config.status. +: ${CONFIG_STATUS=./config.status} + +echo creating $CONFIG_STATUS +rm -f $CONFIG_STATUS +cat > $CONFIG_STATUS </dev/null | sed 1q`: +# +# $0 $ac_configure_args +# +# Compiler output produced by configure, useful for debugging +# configure, is in ./config.log if it exists. + +ac_cs_usage="Usage: $CONFIG_STATUS [--recheck] [--version] [--help]" +for ac_option +do + case "\$ac_option" in + -recheck | --recheck | --rechec | --reche | --rech | --rec | --re | --r) + echo "running \${CONFIG_SHELL-/bin/sh} $0 $ac_configure_args --no-create --no-recursion" + exec \${CONFIG_SHELL-/bin/sh} $0 $ac_configure_args --no-create --no-recursion ;; + -version | --version | --versio | --versi | --vers | --ver | --ve | --v) + echo "$CONFIG_STATUS generated by autoconf version 2.13" + exit 0 ;; + -help | --help | --hel | --he | --h) + echo "\$ac_cs_usage"; exit 0 ;; + *) echo "\$ac_cs_usage"; exit 1 ;; + esac +done + +ac_given_srcdir=$srcdir + +trap 'rm -fr `echo "Makefile include/config.h" | sed "s/:[^ ]*//g"` conftest*; exit 1' 1 2 15 +EOF +cat >> $CONFIG_STATUS < conftest.subs <<\\CEOF +$ac_vpsub +$extrasub +s%@SHELL@%$SHELL%g +s%@CFLAGS@%$CFLAGS%g +s%@CPPFLAGS@%$CPPFLAGS%g +s%@CXXFLAGS@%$CXXFLAGS%g +s%@FFLAGS@%$FFLAGS%g +s%@DEFS@%$DEFS%g +s%@LDFLAGS@%$LDFLAGS%g +s%@LIBS@%$LIBS%g +s%@exec_prefix@%$exec_prefix%g +s%@prefix@%$prefix%g +s%@program_transform_name@%$program_transform_name%g +s%@bindir@%$bindir%g +s%@sbindir@%$sbindir%g +s%@libexecdir@%$libexecdir%g +s%@datadir@%$datadir%g +s%@sysconfdir@%$sysconfdir%g +s%@sharedstatedir@%$sharedstatedir%g +s%@localstatedir@%$localstatedir%g +s%@libdir@%$libdir%g +s%@includedir@%$includedir%g +s%@oldincludedir@%$oldincludedir%g +s%@infodir@%$infodir%g +s%@mandir@%$mandir%g +s%@GLHEXEN@%$GLHEXEN%g +s%@SVGALIBS@%$SVGALIBS%g +s%@CC@%$CC%g +s%@CPP@%$CPP%g +s%@BASELIBS@%$BASELIBS%g +s%@SDL_CONFIG@%$SDL_CONFIG%g +s%@SDL_CFLAGS@%$SDL_CFLAGS%g +s%@SDL_LIBS@%$SDL_LIBS%g +s%@GLLIBS@%$GLLIBS%g +s%@SDL_OGL@%$SDL_OGL%g +s%@HAVESDL@%$HAVESDL%g +s%@GLBASE@%$GLBASE%g +s%@ALLOCA@%$ALLOCA%g +/@MAKE_RULES@/r $MAKE_RULES +s%@MAKE_RULES@%%g + +CEOF +EOF + +cat >> $CONFIG_STATUS <<\EOF + +# Split the substitutions into bite-sized pieces for seds with +# small command number limits, like on Digital OSF/1 and HP-UX. +ac_max_sed_cmds=90 # Maximum number of lines to put in a sed script. +ac_file=1 # Number of current file. +ac_beg=1 # First line for current file. +ac_end=$ac_max_sed_cmds # Line after last line for current file. +ac_more_lines=: +ac_sed_cmds="" +while $ac_more_lines; do + if test $ac_beg -gt 1; then + sed "1,${ac_beg}d; ${ac_end}q" conftest.subs > conftest.s$ac_file + else + sed "${ac_end}q" conftest.subs > conftest.s$ac_file + fi + if test ! -s conftest.s$ac_file; then + ac_more_lines=false + rm -f conftest.s$ac_file + else + if test -z "$ac_sed_cmds"; then + ac_sed_cmds="sed -f conftest.s$ac_file" + else + ac_sed_cmds="$ac_sed_cmds | sed -f conftest.s$ac_file" + fi + ac_file=`expr $ac_file + 1` + ac_beg=$ac_end + ac_end=`expr $ac_end + $ac_max_sed_cmds` + fi +done +if test -z "$ac_sed_cmds"; then + ac_sed_cmds=cat +fi +EOF + +cat >> $CONFIG_STATUS <> $CONFIG_STATUS <<\EOF +for ac_file in .. $CONFIG_FILES; do if test "x$ac_file" != x..; then + # Support "outfile[:infile[:infile...]]", defaulting infile="outfile.in". + case "$ac_file" in + *:*) ac_file_in=`echo "$ac_file"|sed 's%[^:]*:%%'` + ac_file=`echo "$ac_file"|sed 's%:.*%%'` ;; + *) ac_file_in="${ac_file}.in" ;; + esac + + # Adjust a relative srcdir, top_srcdir, and INSTALL for subdirectories. + + # Remove last slash and all that follows it. Not all systems have dirname. + ac_dir=`echo $ac_file|sed 's%/[^/][^/]*$%%'` + if test "$ac_dir" != "$ac_file" && test "$ac_dir" != .; then + # The file is in a subdirectory. + test ! -d "$ac_dir" && mkdir "$ac_dir" + ac_dir_suffix="/`echo $ac_dir|sed 's%^\./%%'`" + # A "../" for each directory in $ac_dir_suffix. + ac_dots=`echo $ac_dir_suffix|sed 's%/[^/]*%../%g'` + else + ac_dir_suffix= ac_dots= + fi + + case "$ac_given_srcdir" in + .) srcdir=. + if test -z "$ac_dots"; then top_srcdir=. + else top_srcdir=`echo $ac_dots|sed 's%/$%%'`; fi ;; + /*) srcdir="$ac_given_srcdir$ac_dir_suffix"; top_srcdir="$ac_given_srcdir" ;; + *) # Relative path. + srcdir="$ac_dots$ac_given_srcdir$ac_dir_suffix" + top_srcdir="$ac_dots$ac_given_srcdir" ;; + esac + + + echo creating "$ac_file" + rm -f "$ac_file" + configure_input="Generated automatically from `echo $ac_file_in|sed 's%.*/%%'` by configure." + case "$ac_file" in + *Makefile*) ac_comsub="1i\\ +# $configure_input" ;; + *) ac_comsub= ;; + esac + + ac_file_inputs=`echo $ac_file_in|sed -e "s%^%$ac_given_srcdir/%" -e "s%:% $ac_given_srcdir/%g"` + sed -e "$ac_comsub +s%@configure_input@%$configure_input%g +s%@srcdir@%$srcdir%g +s%@top_srcdir@%$top_srcdir%g +" $ac_file_inputs | (eval "$ac_sed_cmds") > $ac_file +fi; done +rm -f conftest.s* + +# These sed commands are passed to sed as "A NAME B NAME C VALUE D", where +# NAME is the cpp macro being defined and VALUE is the value it is being given. +# +# ac_d sets the value in "#define NAME VALUE" lines. +ac_dA='s%^\([ ]*\)#\([ ]*define[ ][ ]*\)' +ac_dB='\([ ][ ]*\)[^ ]*%\1#\2' +ac_dC='\3' +ac_dD='%g' +# ac_u turns "#undef NAME" with trailing blanks into "#define NAME VALUE". +ac_uA='s%^\([ ]*\)#\([ ]*\)undef\([ ][ ]*\)' +ac_uB='\([ ]\)%\1#\2define\3' +ac_uC=' ' +ac_uD='\4%g' +# ac_e turns "#undef NAME" without trailing blanks into "#define NAME VALUE". +ac_eA='s%^\([ ]*\)#\([ ]*\)undef\([ ][ ]*\)' +ac_eB='$%\1#\2define\3' +ac_eC=' ' +ac_eD='%g' + +if test "${CONFIG_HEADERS+set}" != set; then +EOF +cat >> $CONFIG_STATUS <> $CONFIG_STATUS <<\EOF +fi +for ac_file in .. $CONFIG_HEADERS; do if test "x$ac_file" != x..; then + # Support "outfile[:infile[:infile...]]", defaulting infile="outfile.in". + case "$ac_file" in + *:*) ac_file_in=`echo "$ac_file"|sed 's%[^:]*:%%'` + ac_file=`echo "$ac_file"|sed 's%:.*%%'` ;; + *) ac_file_in="${ac_file}.in" ;; + esac + + echo creating $ac_file + + rm -f conftest.frag conftest.in conftest.out + ac_file_inputs=`echo $ac_file_in|sed -e "s%^%$ac_given_srcdir/%" -e "s%:% $ac_given_srcdir/%g"` + cat $ac_file_inputs > conftest.in + +EOF + +# Transform confdefs.h into a sed script conftest.vals that substitutes +# the proper values into config.h.in to produce config.h. And first: +# Protect against being on the right side of a sed subst in config.status. +# Protect against being in an unquoted here document in config.status. +rm -f conftest.vals +cat > conftest.hdr <<\EOF +s/[\\&%]/\\&/g +s%[\\$`]%\\&%g +s%#define \([A-Za-z_][A-Za-z0-9_]*\) *\(.*\)%${ac_dA}\1${ac_dB}\1${ac_dC}\2${ac_dD}%gp +s%ac_d%ac_u%gp +s%ac_u%ac_e%gp +EOF +sed -n -f conftest.hdr confdefs.h > conftest.vals +rm -f conftest.hdr + +# This sed command replaces #undef with comments. This is necessary, for +# example, in the case of _POSIX_SOURCE, which is predefined and required +# on some systems where configure will not decide to define it. +cat >> conftest.vals <<\EOF +s%^[ ]*#[ ]*undef[ ][ ]*[a-zA-Z_][a-zA-Z_0-9]*%/* & */% +EOF + +# Break up conftest.vals because some shells have a limit on +# the size of here documents, and old seds have small limits too. + +rm -f conftest.tail +while : +do + ac_lines=`grep -c . conftest.vals` + # grep -c gives empty output for an empty file on some AIX systems. + if test -z "$ac_lines" || test "$ac_lines" -eq 0; then break; fi + # Write a limited-size here document to conftest.frag. + echo ' cat > conftest.frag <> $CONFIG_STATUS + sed ${ac_max_here_lines}q conftest.vals >> $CONFIG_STATUS + echo 'CEOF + sed -f conftest.frag conftest.in > conftest.out + rm -f conftest.in + mv conftest.out conftest.in +' >> $CONFIG_STATUS + sed 1,${ac_max_here_lines}d conftest.vals > conftest.tail + rm -f conftest.vals + mv conftest.tail conftest.vals +done +rm -f conftest.vals + +cat >> $CONFIG_STATUS <<\EOF + rm -f conftest.frag conftest.h + echo "/* $ac_file. Generated automatically by configure. */" > conftest.h + cat conftest.in >> conftest.h + rm -f conftest.in + if cmp -s $ac_file conftest.h 2>/dev/null; then + echo "$ac_file is unchanged" + rm -f conftest.h + else + # Remove last slash and all that follows it. Not all systems have dirname. + ac_dir=`echo $ac_file|sed 's%/[^/][^/]*$%%'` + if test "$ac_dir" != "$ac_file" && test "$ac_dir" != .; then + # The file is in a subdirectory. + test ! -d "$ac_dir" && mkdir "$ac_dir" + fi + rm -f $ac_file + mv conftest.h $ac_file + fi +fi; done + +EOF +cat >> $CONFIG_STATUS <> $CONFIG_STATUS <<\EOF + +exit 0 +EOF +chmod +x $CONFIG_STATUS +rm -fr confdefs* $ac_clean_files +test "$no_create" = yes || ${CONFIG_SHELL-/bin/sh} $CONFIG_STATUS || exit 1 + + +echo +echo "HHeretic configuration finished." +echo "Enabled targets: $BUILDNAMES" +echo +if test "$HAVESDL" = "no" +then + echo "It is recommended that you install SDL (http://www.libsdl.org)." + echo "Other targets will compile, but they are no longer supported." + echo "If SDL is installed, you will need to upgrade to version $SDL_VERSION" + echo +fi +echo "Type 'make' to compile." +echo diff --git a/configure.in b/configure.in new file mode 100644 index 0000000..44ddb7a --- /dev/null +++ b/configure.in @@ -0,0 +1,157 @@ +dnl Process this file with autoconf to produce a configure script. +dnl configure.in for HHeretic +AC_REVISION([configure.in 1.00]) +AC_INIT(base/am_map.c) +AC_CONFIG_HEADER(include/config.h) + +dnl **** Command-line arguments **** + +dnl Default values +GLHEXEN="false" +GLLIBS="" +BASELIBS="" +LIBS="-L/usr/X11R6/lib" +HAVEGL="no" +BUILDNAMES="" + +AC_ARG_ENABLE(gl, +[ --enable-gl Enable OpenGL mode], +[GLHEXEN="true";SDL_VERSION="1.1.2"; AC_DEFINE(RENDER3D)], +[SDL_VERSION="1.1.0"]) + +AC_SUBST(GLHEXEN) +AC_SUBST(SVGALIBS) + +AC_DEFINE(_REENTRANT) +AC_DEFINE(NORANGECHECKING) + +dnl **** Check for some programs **** + +AC_PROG_CC +AC_PROG_CPP + +dnl **** Check for some libraries **** + +dnl Check for pthread +AC_CHECK_LIB(pthread, pthread_join, [BASELIBS="-lpthread"]) + +AC_SUBST(BASELIBS) + +dnl Check for SDL +AM_PATH_SDL($SDL_VERSION, + [HAVESDL="yes";GLBASE="sdl/i_sdlgl.o";BUILDNAMES="sdl $BUILDNAMES"], + [HAVESDL="no"] +) + +AC_SUBST(GLLIBS) +AC_SUBST(SDL_OGL) +AC_SUBST(HAVESDL) +AC_SUBST(GLBASE) + +AC_CHECK_LIB(dl, dlopen) +AC_CHECK_LIB(m, sqrt) + +dnl Check for GL libraries + +if test "$GLHEXEN" = "true" +then + AC_CHECK_LIB(GL, glBindTexture,[LIBS="$LIBS -lGL";] + AC_CHECK_LIB(GLU, gluOrtho2D, [HAVEGL="yes"], + AC_CHECK_LIB(MesaGL, glBindTexture,[LIBS="$LIBS -lMesaGL";] + AC_CHECK_LIB(MesaGLU, gluOrtho2D, [HAVEGL="yes"], HAVEGL="no"), + HAVEGL="no") + ), + AC_CHECK_LIB(MesaGL, glBindTexture,[LIBS="$LIBS -lMesaGL";] + AC_CHECK_LIB(MesaGLU, gluOrtho2D, [HAVEGL="yes"], HAVEGL="no"), + HAVEGL="no") + ) +fi + +dnl **** Check for gcc strength-reduce bug **** + +if test "x${GCC}" = "xyes" +then + CFLAGS="$CFLAGS -Wall" + AC_CACHE_CHECK( "for gcc strength-reduce bug", ac_cv_c_gcc_strength_bug, + AC_TRY_RUN([ +int main(void) { + static int Array[[3]]; + unsigned int B = 3; + int i; + for(i=0; i conftest_asm.s < + { { R, 0 }, { R-R/2, -R/4 } }, + { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >----> + { { -R+R/8, 0 }, { -R-R/8, -R/4 } }, + { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>---> + { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } } + }; +*/ +#undef R +#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t)) +#define NUMKEYSQUARELINES (sizeof(keysquare)/sizeof(mline_t)) + +#define R ((8*PLAYERRADIUS)/7) +mline_t cheat_player_arrow[] = { + { { -R+R/8, 0 }, { R, 0 } }, // ----- + { { R, 0 }, { R-R/2, R/6 } }, // -----> + { { R, 0 }, { R-R/2, -R/6 } }, + { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >-----> + { { -R+R/8, 0 }, { -R-R/8, -R/6 } }, + { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>-----> + { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } }, + { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d---> + { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } }, + { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } }, + { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd--> + { { -R/6, -R/6 }, { 0, -R/6 } }, + { { 0, -R/6 }, { 0, R/4 } }, + { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt-> + { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } }, + { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } } + }; +#undef R +#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t)) + +#define R (FRACUNIT) +mline_t triangle_guy[] = { + { { -.867*R, -.5*R }, { .867*R, -.5*R } }, + { { .867*R, -.5*R } , { 0, R } }, + { { 0, R }, { -.867*R, -.5*R } } + }; +#undef R +#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t)) + +#define R (FRACUNIT) +mline_t thintriangle_guy[] = { + { { -.5*R, -.7*R }, { R, 0 } }, + { { R, 0 }, { -.5*R, .7*R } }, + { { -.5*R, .7*R }, { -.5*R, -.7*R } } + }; +#undef R +#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t)) + +#endif diff --git a/include/am_map.h b/include/am_map.h new file mode 100644 index 0000000..a424528 --- /dev/null +++ b/include/am_map.h @@ -0,0 +1,121 @@ +#ifndef __AMMAP_H__ +#define __AMMAP_H__ + +//#pragma once // no pragma's in my code - DDOI + +// For use if I do walls with outsides/insides +#define REDS 12*8 +#define REDRANGE 1//16 +#define BLUES (256-4*16+8) +#define BLUERANGE 1//8 +#define GREENS (33*8) +#define GREENRANGE 1//16 +#define GRAYS (5*8) +#define GRAYSRANGE 1//16 +#define BROWNS (14*8) +#define BROWNRANGE 1//16 +#define YELLOWS 10*8 +#define YELLOWRANGE 1 +#define BLACK 0 +#define WHITE 4*8 +#define PARCH 13*8-1 +#define BLOODRED 150 +#define BLUEKEY 197 +#define YELLOWKEY 144 +#define GREENKEY 220 + +// Automap colors +#define BACKGROUND PARCH +#define YOURCOLORS WHITE +#define YOURRANGE 0 +#define WALLCOLORS REDS +#define WALLRANGE REDRANGE +#define TSWALLCOLORS GRAYS +#define TSWALLRANGE GRAYSRANGE +#define FDWALLCOLORS BROWNS +#define FDWALLRANGE BROWNRANGE +#define CDWALLCOLORS YELLOWS +#define CDWALLRANGE YELLOWRANGE +#define THINGCOLORS GREENS +#define THINGRANGE GREENRANGE +#define SECRETWALLCOLORS WALLCOLORS +#define SECRETWALLRANGE WALLRANGE +#define GRIDCOLORS (GRAYS + GRAYSRANGE/2) +#define GRIDRANGE 0 +#define XHAIRCOLORS GRAYS + +// drawing stuff +#define FB 0 + +#define KEY_TAB 9 +#define AM_PANDOWNKEY KEY_DOWNARROW +#define AM_PANUPKEY KEY_UPARROW +#define AM_PANRIGHTKEY KEY_RIGHTARROW +#define AM_PANLEFTKEY KEY_LEFTARROW +//#define AM_PANDOWNKEY SC_DOWNARROW +//#define AM_PANUPKEY SC_UPARROW +//#define AM_PANRIGHTKEY SC_RIGHTARROW +//#define AM_PANLEFTKEY SC_LEFTARROW + +#define AM_ZOOMINKEY '=' +//#define AM_ZOOMINKEY 13 +//#define AM_ZOOMOUTKEY 12 + #define AM_ZOOMOUTKEY '-' +#define AM_STARTKEY KEY_TAB +#define AM_ENDKEY KEY_TAB +#define AM_GOBIGKEY '0' +//#define AM_GOBIGKEY 11 +//#define AM_FOLLOWKEY 33 +//#define AM_GRIDKEY 34 +#define AM_FOLLOWKEY 'f' +#define AM_GRIDKEY 'g' + +#define AM_NUMMARKPOINTS 10 + +#define AM_MSGHEADER (('a'<<24)+('m'<<16)) +#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8)) +#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8)) + +#define INITSCALEMTOF (.2*FRACUNIT) // scale on entry +// how much the automap moves window per tic in frame-buffer coordinates +#define F_PANINC 4 // moves 140 pixels in 1 second +// how much zoom-in per tic +#define M_ZOOMIN ((int) (1.02*FRACUNIT)) // goes to 2x in 1 second +// how much zoom-out per tic +#define M_ZOOMOUT ((int) (FRACUNIT/1.02)) // pulls out to 0.5x in 1 second + +// translates between frame-buffer and map distances +#define FTOM(x) FixedMul(((x)<<16),scale_ftom) +#define MTOF(x) (FixedMul((x),scale_mtof)>>16) +// translates between frame-buffer and map coordinates +#define CXMTOF(x) (f_x + MTOF((x)-m_x)) +#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y))) + +// the following is crap +#define LINE_NEVERSEE ML_DONTDRAW + +typedef struct +{ + int x, y; +} fpoint_t; + +typedef struct +{ + fpoint_t a, b; +} fline_t; + +typedef vertex_t mpoint_t; + +typedef struct +{ + mpoint_t a, b; +} mline_t; + +typedef struct +{ + fixed_t slp, islp; +} islope_t; + +// extern int f_x, f_y, f_w, f_h; + +#endif diff --git a/include/audio_plugin.h b/include/audio_plugin.h new file mode 100644 index 0000000..b6d7fd5 --- /dev/null +++ b/include/audio_plugin.h @@ -0,0 +1,58 @@ +/* XMMS - Cross-platform multimedia player + * Copyright (C) 1998-1999 Peter Alm, Mikael Alm, Olle Hallnas, Thomas Nilsson and 4Front Technologies + * + * 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. + * + * 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. + */ +#ifndef AUDIO_PLUGIN_H +#define AUDIO_PLUGIN_H + + +typedef enum +{ + FMT_U8, FMT_S8, FMT_U16_LE, FMT_U16_BE, FMT_U16_NE, FMT_S16_LE, FMT_S16_BE, FMT_S16_NE +} +AFormat; + +typedef struct +{ + void *handle; /* Filled in by xmms */ + char *filename; /* Filled in by xmms */ + char *description; /* The description that is shown in the preferences box */ + void (*init) (void); + void (*about) (void); /* Show the about box */ + void (*configure) (void); /* Show the configuration dialog */ + void (*get_volume) (int *l, int *r); + void (*set_volume) (int l, int r); /* Set the volume */ + int (*open_audio) (AFormat fmt, int rate, int nch); /* Open the device, if the device can't handle the given + parameters the plugin is responsible for downmixing + the data to the right format before outputting it */ + void (*write_audio) (void *ptr, int length); /* The input plugin calls this to write data to the output + buffer */ + void (*close_audio) (void); /* No comment... */ + void (*flush) (int time); /* Flush the buffer and set the plugins internal timers to time */ + void (*pause) (short paused); /* Pause or unpause the output */ + int (*buffer_free) (void); /* Return the amount of data that can be written to the buffer, + two calls to this without a call to write_audio should make + the plugin output audio directly */ + int (*buffer_playing) (void); /* Returns TRUE if the plugin currently is playing some audio, + otherwise return FALSE */ + int (*output_time) (void); /* Return the current playing time */ + int (*written_time) (void); /* Return the length of all the data that has been written to + the buffer */ +} +OutputPlugin; + + +#endif diff --git a/include/config.h b/include/config.h new file mode 100644 index 0000000..ebf664c --- /dev/null +++ b/include/config.h @@ -0,0 +1,66 @@ +/* include/config.h. Generated automatically by configure. */ +/* include/config.h.in. Generated automatically from configure.in by autoheader. */ + +/* Define if using alloca.c. */ +/* #undef C_ALLOCA */ + +/* Define to empty if the keyword does not work. */ +/* #undef const */ + +/* Define to one of _getb67, GETB67, getb67 for Cray-2 and Cray-YMP systems. + This function is required for alloca.c support on those systems. */ +/* #undef CRAY_STACKSEG_END */ + +/* Define if you have alloca, as a function or macro. */ +#define HAVE_ALLOCA 1 + +/* Define if you have and it should be used (not on Ultrix). */ +#define HAVE_ALLOCA_H 1 + +/* Define as __inline if that's what the C compiler calls it. */ +/* #undef inline */ + +/* Define to `unsigned' if doesn't define. */ +/* #undef size_t */ + +/* If using the C implementation of alloca, define if you know the + direction of stack growth for your system; otherwise it will be + automatically deduced at run-time. + STACK_DIRECTION > 0 => grows toward higher addresses + STACK_DIRECTION < 0 => grows toward lower addresses + STACK_DIRECTION = 0 => direction of growth unknown + */ +/* #undef STACK_DIRECTION */ + +/* Define if the `S_IS*' macros in do not work properly. */ +/* #undef STAT_MACROS_BROKEN */ + +/* Define if you have the ANSI C header files. */ +#define STDC_HEADERS 1 + +/* Define if including the assassin in compile */ +/* #undef ASSASSIN */ + +/* Define if building for OpenGL */ +/* #undef RENDER3D */ + +/* Define if building for demo wadfile */ +/* #undef DEMO_WAD */ + +/* Needed for something or other */ +#define _REENTRANT 1 + +/* Same as above */ +#define NORANGECHECKING 1 + +/* The number of bytes in a long long. */ +#define SIZEOF_LONG_LONG 8 + +/* Define if you have the header file. */ +#define HAVE_LINUX_CDROM_H 1 + +/* Define if you have the dl library (-ldl). */ +#define HAVE_LIBDL 1 + +/* Define if you have the m library (-lm). */ +#define HAVE_LIBM 1 diff --git a/include/config.h.in b/include/config.h.in new file mode 100644 index 0000000..3a95de6 --- /dev/null +++ b/include/config.h.in @@ -0,0 +1,65 @@ +/* include/config.h.in. Generated automatically from configure.in by autoheader. */ + +/* Define if using alloca.c. */ +#undef C_ALLOCA + +/* Define to empty if the keyword does not work. */ +#undef const + +/* Define to one of _getb67, GETB67, getb67 for Cray-2 and Cray-YMP systems. + This function is required for alloca.c support on those systems. */ +#undef CRAY_STACKSEG_END + +/* Define if you have alloca, as a function or macro. */ +#undef HAVE_ALLOCA + +/* Define if you have and it should be used (not on Ultrix). */ +#undef HAVE_ALLOCA_H + +/* Define as __inline if that's what the C compiler calls it. */ +#undef inline + +/* Define to `unsigned' if doesn't define. */ +#undef size_t + +/* If using the C implementation of alloca, define if you know the + direction of stack growth for your system; otherwise it will be + automatically deduced at run-time. + STACK_DIRECTION > 0 => grows toward higher addresses + STACK_DIRECTION < 0 => grows toward lower addresses + STACK_DIRECTION = 0 => direction of growth unknown + */ +#undef STACK_DIRECTION + +/* Define if the `S_IS*' macros in do not work properly. */ +#undef STAT_MACROS_BROKEN + +/* Define if you have the ANSI C header files. */ +#undef STDC_HEADERS + +/* Define if including the assassin in compile */ +#undef ASSASSIN + +/* Define if building for OpenGL */ +#undef RENDER3D + +/* Define if building for demo wadfile */ +#undef DEMO_WAD + +/* Needed for something or other */ +#undef _REENTRANT + +/* Same as above */ +#undef NORANGECHECKING + +/* The number of bytes in a long long. */ +#undef SIZEOF_LONG_LONG + +/* Define if you have the header file. */ +#undef HAVE_LINUX_CDROM_H + +/* Define if you have the dl library (-ldl). */ +#undef HAVE_LIBDL + +/* Define if you have the m library (-lm). */ +#undef HAVE_LIBM diff --git a/include/ct_chat.h b/include/ct_chat.h new file mode 100644 index 0000000..0f8b282 --- /dev/null +++ b/include/ct_chat.h @@ -0,0 +1,15 @@ +// +// Chat mode stuff +// + +#define CT_PLR_GREEN 1 +#define CT_PLR_YELLOW 2 +#define CT_PLR_RED 3 +#define CT_PLR_BLUE 4 +#define CT_PLR_ALL 5 + +#define CT_KEY_GREEN 'g' +#define CT_KEY_YELLOW 'y' +#define CT_KEY_RED 'r' +#define CT_KEY_BLUE 'b' +#define CT_KEY_ALL 't' diff --git a/include/doomdata.h b/include/doomdata.h new file mode 100644 index 0000000..967c7ef --- /dev/null +++ b/include/doomdata.h @@ -0,0 +1,195 @@ +// DoomData.h + +// all external data is defined here +// most of the data is loaded into different structures at run time + +#ifndef __DOOMDATA__ +#define __DOOMDATA__ + +#ifndef __BYTEBOOL__ +#define __BYTEBOOL__ +typedef enum {false, true} boolean; +typedef unsigned char byte; +#endif + +/* +=============================================================================== + + map level types + +=============================================================================== +*/ + +// lump order in a map wad +enum {ML_LABEL, ML_THINGS, ML_LINEDEFS, ML_SIDEDEFS, ML_VERTEXES, ML_SEGS, +ML_SSECTORS, ML_NODES, ML_SECTORS , ML_REJECT, ML_BLOCKMAP}; + + +typedef struct +{ + short x,y; +} mapvertex_t; + +typedef struct +{ + short textureoffset; + short rowoffset; + char toptexture[8], bottomtexture[8], midtexture[8]; + short sector; // on viewer's side +} mapsidedef_t; + +typedef struct +{ + short v1, v2; + short flags; + short special, tag; + short sidenum[2]; // sidenum[1] will be -1 if one sided +} maplinedef_t; + +#define ML_BLOCKING 1 +#define ML_BLOCKMONSTERS 2 +#define ML_TWOSIDED 4 // backside will not be present at all + // if not two sided + +// if a texture is pegged, the texture will have the end exposed to air held +// constant at the top or bottom of the texture (stairs or pulled down things) +// and will move with a height change of one of the neighbor sectors +// Unpegged textures allways have the first row of the texture at the top +// pixel of the line for both top and bottom textures (windows) +#define ML_DONTPEGTOP 8 +#define ML_DONTPEGBOTTOM 16 + +#define ML_SECRET 32 // don't map as two sided: IT'S A SECRET! +#define ML_SOUNDBLOCK 64 // don't let sound cross two of these +#define ML_DONTDRAW 128 // don't draw on the automap +#define ML_MAPPED 256 // set if allready drawn in automap + + +typedef struct +{ + short floorheight, ceilingheight; + char floorpic[8], ceilingpic[8]; + short lightlevel; + short special, tag; +} mapsector_t; + +typedef struct +{ + short numsegs; + short firstseg; // segs are stored sequentially +} mapsubsector_t; + +typedef struct +{ + short v1, v2; + short angle; + short linedef, side; + short offset; +} mapseg_t; + +enum {BOXTOP,BOXBOTTOM,BOXLEFT,BOXRIGHT}; // bbox coordinates + +#define NF_SUBSECTOR 0x8000 +typedef struct +{ + short x,y,dx,dy; // partition line + short bbox[2][4]; // bounding box for each child + unsigned short children[2]; // if NF_SUBSECTOR its a subsector +} mapnode_t; + +typedef struct +{ + short x,y; + short angle; + short type; + short options; +} mapthing_t; + +#define MTF_EASY 1 +#define MTF_NORMAL 2 +#define MTF_HARD 4 +#define MTF_AMBUSH 8 + +/* +=============================================================================== + + texture definition + +=============================================================================== +*/ + +typedef struct +{ + short originx; + short originy; + short patch; + short stepdir; + short colormap; +} mappatch_t; + +typedef struct +{ + char name[8]; + boolean masked; + short width; + short height; + void **columndirectory; // OBSOLETE + short patchcount; + mappatch_t patches[1]; +} maptexture_t; + + +/* +=============================================================================== + + graphics + +=============================================================================== +*/ + +// posts are runs of non masked source pixels +typedef struct +{ + byte topdelta; // -1 is the last post in a column + byte length; +// length data bytes follows +} post_t; + +// column_t is a list of 0 or more post_t, (byte)-1 terminated +typedef post_t column_t; + +// a patch holds one or more columns +// patches are used for sprites and all masked pictures +typedef struct +{ + short width; // bounding box size + short height; + short leftoffset; // pixels to the left of origin + short topoffset; // pixels below the origin + int columnofs[8]; // only [width] used + // the [0] is &columnofs[width] +} patch_t; + +// a pic is an unmasked block of pixels +typedef struct +{ + byte width,height; + byte data; +} pic_t; + + + + +/* +=============================================================================== + + status + +=============================================================================== +*/ + + + + +#endif // __DOOMDATA__ + diff --git a/include/doomdef.h b/include/doomdef.h new file mode 100644 index 0000000..4053014 --- /dev/null +++ b/include/doomdef.h @@ -0,0 +1,1189 @@ + +// DoomDef.h + +#ifndef __DOOMDEF__ +#define __DOOMDEF__ +#include +#include +#ifdef __WATCOMC__ +#include +#define strcasecmp strcmpi +#define strncasecmp strnicmp +#endif + +#include "config.h" + +#define VERSION 130 +#define VERSION_TEXT "v1.3" +#define HHERETIC_VERSION "0.1" + +// if rangecheck is undefined, most parameter validation debugging code +// will not be compiled +//#define RANGECHECK + +// all external data is defined here +#include "doomdata.h" + +// all important printed strings +#include "dstrings.h" + +// header generated by multigen utility +#include "info.h" + +extern byte *destview, *destscreen; // PC direct to screen pointers + +// +// most key data are simple ascii (uppercased) +// +#define KEY_RIGHTARROW 0xae +#define KEY_LEFTARROW 0xac +#define KEY_UPARROW 0xad +#define KEY_DOWNARROW 0xaf +#define KEY_ESCAPE 27 +#define KEY_ENTER 13 +#define KEY_F1 (0x80+0x3b) +#define KEY_F2 (0x80+0x3c) +#define KEY_F3 (0x80+0x3d) +#define KEY_F4 (0x80+0x3e) +#define KEY_F5 (0x80+0x3f) +#define KEY_F6 (0x80+0x40) +#define KEY_F7 (0x80+0x41) +#define KEY_F8 (0x80+0x42) +#define KEY_F9 (0x80+0x43) +#define KEY_F10 (0x80+0x44) +#define KEY_F11 (0x80+0x57) +#define KEY_F12 (0x80+0x58) + +#define KEY_BACKSPACE 127 +#define KEY_PAUSE 0xff + +#define KEY_EQUALS 0x3d +#define KEY_MINUS 0x2d + +#define KEY_RSHIFT (0x80+0x36) +#define KEY_RCTRL (0x80+0x1d) +#define KEY_RALT (0x80+0x38) + +#define KEY_LALT KEY_RALT + + + +#define MAXCHAR ((char)0x7f) +#define MAXSHORT ((short)0x7fff) +#define MAXINT ((int)0x7fffffff) /* max pos 32-bit int */ +#define MAXLONG ((long)0x7fffffff) + +#define MINCHAR ((char)0x80) +#define MINSHORT ((short)0x8000) +#define MININT ((int)0x80000000) /* max negative 32-bit integer */ +#define MINLONG ((long)0x80000000) + +#define FINEANGLES 8192 +#define FINEMASK (FINEANGLES-1) +#define ANGLETOFINESHIFT 19 // 0x100000000 to 0x2000 + +#define SAVEGAMENAME "hticsav" +#define SAVEGAMENAMECD "c:\\heretic.cd\\hticsav" + +/* +=============================================================================== + + GLOBAL TYPES + +=============================================================================== +*/ + +#define NUMARTIFCTS 28 +#define MAXPLAYERS 4 +#define TICRATE 35 // number of tics / second +#define TICSPERSEC 35 + +#define FRACBITS 16 +#define FRACUNIT (1<type] + int tics; // state tic counter + state_t *state; + int damage; // For missiles + int flags; + int flags2; // Heretic flags + int special1; // Special info + int 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 + + mapthing_t spawnpoint; // for nightmare respawn +} 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; + +// Most damage defined using HITDICE +#define HITDICE(a) ((1+(P_Random()&7))*a) + +// +// 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_DROPPED 0x20000 // dropped by a demon, not level spawned +#define MF_SHADOW 0x40000 // use fuzzy 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_COUNTITEM 0x800000 // count towards intermission item total + +#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_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_THRUGHOST 0x00000008 // missile will pass through ghosts +#define MF2_FLY 0x00000010 // fly mode is active +#define MF2_FOOTCLIP 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_FEETARECLIPPED 0x00004000 // a mobj's feet are now being cut +#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 + +//============================================================================= +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; + +typedef enum +{ + key_yellow, + key_green, + key_blue, + NUMKEYS +} keytype_t; + +typedef enum +{ + wp_staff, + wp_goldwand, + wp_crossbow, + wp_blaster, + wp_skullrod, + wp_phoenixrod, + wp_mace, + wp_gauntlets, + wp_beak, + NUMWEAPONS, + wp_nochange +} weapontype_t; + +#define AMMO_GWND_WIMPY 10 +#define AMMO_GWND_HEFTY 50 +#define AMMO_CBOW_WIMPY 5 +#define AMMO_CBOW_HEFTY 20 +#define AMMO_BLSR_WIMPY 10 +#define AMMO_BLSR_HEFTY 25 +#define AMMO_SKRD_WIMPY 20 +#define AMMO_SKRD_HEFTY 100 +#define AMMO_PHRD_WIMPY 1 +#define AMMO_PHRD_HEFTY 10 +#define AMMO_MACE_WIMPY 20 +#define AMMO_MACE_HEFTY 100 + +typedef enum +{ + am_goldwand, + am_crossbow, + am_blaster, + am_skullrod, + am_phoenixrod, + am_mace, + NUMAMMO, + am_noammo // staff, gauntlets +} ammotype_t; + +typedef struct +{ + ammotype_t ammo; + int upstate; + int downstate; + int readystate; + int atkstate; + int holdatkstate; + int flashstate; +} weaponinfo_t; + +extern weaponinfo_t wpnlev1info[NUMWEAPONS]; +extern weaponinfo_t wpnlev2info[NUMWEAPONS]; + +typedef enum +{ + arti_none, + arti_invulnerability, + arti_invisibility, + arti_health, + arti_superhealth, + arti_tomeofpower, + arti_torch, + arti_firebomb, + arti_egg, + arti_fly, + arti_teleport, + NUMARTIFACTS +} artitype_t; + +typedef enum +{ + pw_None, + pw_invulnerability, + pw_invisibility, + pw_allmap, + pw_infrared, + pw_weaponlevel2, + pw_flight, + pw_shield, + pw_health2, + 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 CHICKENTICS (40*35) + +#define MESSAGETICS (4*35) +#define BLINKTHRESHOLD (4*32) + +#define NUMINVENTORYSLOTS 14 +typedef struct +{ + int type; + int count; +} inventory_t; + +/* +================ += += player_t += +================ +*/ + +typedef struct player_s +{ + mobj_t *mo; + playerstate_t playerstate; + ticcmd_t cmd; + + 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, armortype; // armor type is 0-2 + + inventory_t inventory[NUMINVENTORYSLOTS]; + artitype_t readyArtifact; + int artifactCount; + int inventorySlotNum; + int powers[NUMPOWERS]; + boolean keys[NUMKEYS]; + boolean backpack; + signed int frags[MAXPLAYERS]; // kills of other players + weapontype_t readyweapon; + weapontype_t pendingweapon; // wp_nochange if not changing + boolean weaponowned[NUMWEAPONS]; + int ammo[NUMAMMO]; + int maxammo[NUMAMMO]; + 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; // hint messages + int messageTics; // counter for showing messages + int damagecount, bonuscount;// for screen flashing + int flamecount; // for flame thrower duration + 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) + boolean didsecret; // true if secret level has been done + int chickenTics; // player is a chicken if > 0 + int chickenPeck; // chicken peck countdown + mobj_t *rain1; // active rain maker 1 + mobj_t *rain2; // active rain maker 2 +} player_t; + +#define CF_NOCLIP 1 +#define CF_GODMODE 2 +#define CF_NOMOMENTUM 4 // not really a cheat, just a debug aid + + +#define BACKUPTICS 12 // CHANGED FROM 12 !?!? + +typedef struct +{ + unsigned checksum; // high bit is retransmit request + byte retransmitfrom; // only valid if NCMD_RETRANSMIT + byte starttic; + byte player, numtics; + ticcmd_t cmds[BACKUPTICS]; +} doomdata_t; + +typedef struct +{ + long id; + short intnum; // DOOM executes an int to execute commands + +// communication between DOOM and the driver + short command; // CMD_SEND or CMD_GET + short remotenode; // dest for send, set by get (-1 = no packet) + short datalength; // bytes in doomdata to be sent + +// info common to all nodes + short numnodes; // console is allways node 0 + short ticdup; // 1 = no duplication, 2-5 = dup for slow nets + short extratics; // 1 = send a backup tic in every packet + short deathmatch; // 1 = deathmatch + short savegame; // -1 = new game, 0-5 = load savegame + short episode; // 1-3 + short map; // 1-9 + short skill; // 1-5 + +// info specific to this node + short consoleplayer; + short numplayers; + short angleoffset; // 1 = left, 0 = center, -1 = right + short drone; // 1 = drone + +// packet data to be sent + doomdata_t data; +} doomcom_t; + +#define DOOMCOM_ID 0x12345678l + +extern doomcom_t *doomcom; +extern doomdata_t *netbuffer; // points inside doomcom + +#define MAXNETNODES 8 // max computers in a game + +#define CMD_SEND 1 +#define CMD_GET 2 + +#define SBARHEIGHT 42 // status bar height at bottom of screen + + +/* +=============================================================================== + + GLOBAL VARIABLES + +=============================================================================== +*/ + +#define TELEFOGHEIGHT (32*FRACUNIT) + +#define MAXEVENTS 64 + +extern event_t events[MAXEVENTS]; +extern int eventhead; +extern int eventtail; + +extern fixed_t finesine[5*FINEANGLES/4]; +extern fixed_t *finecosine; + +extern gameaction_t gameaction; + +extern boolean paused; + +extern boolean shareware; // true if main WAD is the shareware version +extern boolean ExtendedWAD; // true if main WAD is the extended version + +extern boolean nomonsters; // checkparm of -nomonsters + +extern boolean respawnparm; // checkparm of -respawn + +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 playeringame[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 singletics; // debug flag to cancel adaptiveness + +extern boolean DebugSound; // debug flag for displaying sound info + +extern int maxammo[NUMAMMO]; + +extern boolean demoplayback; +extern int skytexture; + +extern gamestate_t gamestate; +extern skill_t gameskill; +extern boolean respawnmonsters; +extern int gameepisode; +extern int gamemap; +extern int prevmap; +extern int totalkills, totalitems, totalsecret; // for intermission +extern int levelstarttic; // gametic at level start +extern int leveltime; // tics in game play for par + +extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; +extern int ticdup; + +#define MAXNETNODES 8 +extern ticcmd_t localcmds[BACKUPTICS]; +extern int rndindex; +extern int gametic, maketic; +extern int nettics[MAXNETNODES]; + +#define SAVEGAMESIZE 0x30000 +#define SAVESTRINGSIZE 24 +extern byte *savebuffer; +extern byte *save_p; + +extern mapthing_t *deathmatch_p; +extern mapthing_t deathmatchstarts[10]; +extern mapthing_t playerstarts[MAXPLAYERS]; + +extern int viewwindowx; +extern int viewwindowy; +extern int viewwidth; +extern int scaledviewwidth; +extern int viewheight; + +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 FILE *debugfile; +extern int bodyqueslot; +extern skill_t startskill; +extern int startepisode; +extern int startmap; +extern boolean autostart; + +/* +=============================================================================== + + GLOBAL FUNCTIONS + +=============================================================================== +*/ + + +fixed_t FixedMul (fixed_t a, fixed_t b); +fixed_t FixedDiv (fixed_t a, fixed_t b); +fixed_t FixedDiv2 (fixed_t a, fixed_t b); + +#ifdef __WATCOMC__ +#pragma aux FixedMul = \ + "imul ebx", \ + "shrd eax,edx,16" \ + parm [eax] [ebx] \ + value [eax] \ + modify exact [eax edx] + +#pragma aux FixedDiv2 = \ + "cdq", \ + "shld edx,eax,16", \ + "sal eax,16", \ + "idiv ebx" \ + parm [eax] [ebx] \ + value [eax] \ + modify exact [eax edx] +#endif + +#ifdef __BIG_ENDIAN__ +short ShortSwap(short); +long LongSwap(long); +#define SHORT(x) ShortSwap(x) +#define LONG(x) LongSwap(x) +#else +#define SHORT(x) (x) +#define LONG(x) (x) +#endif + + +//----------- +//MEMORY ZONE +//----------- +// tags < 100 are not overwritten until freed +#define PU_STATIC 1 // static entire execution time +#define PU_SOUND 2 // static while playing +#define PU_MUSIC 3 // static while playing +#define PU_DAVE 4 // anything else Dave wants static +#define PU_LEVEL 50 // static until level exited +#define PU_LEVSPEC 51 // a special thinker in a level +// tags >= 100 are purgable whenever needed +#define PU_PURGELEVEL 100 +#define PU_CACHE 101 + +void Z_Init (void); +void *Z_Malloc (int size, int tag, void *ptr); +void Z_Free (void *ptr); +void Z_FreeTags (int lowtag, int hightag); +void Z_DumpHeap (int lowtag, int hightag); +void Z_FileDumpHeap (FILE *f); +void Z_CheckHeap (void); +void Z_ChangeTag2 (void *ptr, int tag); +int Z_FreeMemory (void); +void Z_Shutdown (void); + +extern boolean MallocFailureOk; + +typedef struct memblock_s +{ + int size; // including the header and possibly tiny fragments + void **user; // NULL if a free block + int tag; // purgelevel + int id; // should be ZONEID + struct memblock_s *next, *prev; +} memblock_t; + +#define Z_ChangeTag(p,t) \ +{ \ +if (( (memblock_t *)( (byte *)(p) - sizeof(memblock_t)))->id!=0x1d4a11) \ + I_Error("Z_CT at "__FILE__":%i",__LINE__); \ +Z_ChangeTag2(p,t); \ +}; + +//------- +//WADFILE +//------- +typedef struct +{ + char name[8]; + int handle,position,size; +} lumpinfo_t; + +extern lumpinfo_t *lumpinfo; +extern int numlumps; + +void W_InitMultipleFiles (char **filenames); + +int W_CheckNumForName (char *name); +int W_GetNumForName (char *name); + +int W_LumpLength (int lump); +void W_ReadLump (int lump, void *dest); + +void *W_CacheLumpNum (int lump, int tag); +void *W_CacheLumpName (char *name, int tag); +void W_Shutdown (void); + + + +//---------- +//BASE LEVEL +//---------- +void D_DoomMain (void); +void IncThermo(void); +void InitThermo(int max); +void tprintf(char *string, int initflag); +// 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 D_DoomLoop (void); +// not a globally visible function, just included for source reference +// called by D_DoomMain, never exits +// manages timing and IO +// calls all ?_Responder, ?_Ticker, and ?_Drawer functions +// calls I_GetTime, I_StartFrame, and I_StartTic + +void D_PostEvent (event_t *ev); +// called by IO functions when input is detected + +void NetUpdate (void); +// create any new ticcmds and broadcast to other players + +void D_QuitNetGame (void); +// broadcasts special packets to other players to notify of game exit + +void TryRunTics (void); + +//--------- +//SYSTEM IO +//--------- +#if 1 +#define SCREENWIDTH 320 +#define SCREENHEIGHT 200 +#else +#define SCREENWIDTH 560 +#define SCREENHEIGHT 375 +#endif + +byte *I_ZoneBase (int *size); +// called by startup code to get the ammount of memory to malloc +// for the zone management + +int I_GetTime (void); +// called by D_DoomLoop +// returns current time in tics + +void I_StartFrame (void); +// called by D_DoomLoop +// called before processing any tics in a frame (just after displaying a frame) +// time consuming syncronous operations are performed here (joystick reading) +// can call D_PostEvent + +void I_StartTic (void); +// called by D_DoomLoop +// called before processing each tic in a frame +// quick syncronous operations are performed here +// can call D_PostEvent + +// asyncronous interrupt functions should maintain private ques that are +// read by the syncronous functions to be converted into events + +void I_Init (void); +// called by D_DoomMain +// determines the hardware configuration and sets up the video mode + +void I_InitGraphics (void); + +void I_InitNetwork (void); +void I_NetCmd (void); + +void I_Error (char *error, ...); +// called by anything that can generate a terminal error +// bad exit with diagnostic message + +void I_Quit (void); +// called by M_Responder when quit is selected +// clean exit, displays sell blurb + +void I_SetPalette (byte *palette); +// takes full 8 bit values + +void I_Update(void); +// Copy buffer to video + +void I_WipeUpdate(wipe_t wipe); +// Copy buffer to video with wipe effect + +void I_WaitVBL(int count); +// wait for vertical retrace or pause a bit + +void I_BeginRead (void); +void I_EndRead (void); + +byte *I_AllocLow (int length); +// allocates from low memory under dos, just mallocs under unix + +void I_Tactile (int on, int off, int total); + +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 + +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; + +//---- +//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_DeferedPlayDemo (char *demo); + +void G_LoadGame (char *name); +// 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 + +// Support routines for saving games +void SV_Open(char *fileName); +void SV_Close(char *fileName); +void SV_Write(void *buffer, int size); +void SV_WriteByte(byte val); +void SV_WriteWord(unsigned short val); +void SV_WriteLong(unsigned int val); + +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_ExitLevel (void); +void G_SecretExitLevel (void); + +void G_WorldDone (void); + +void G_Ticker (void); +boolean G_Responder (event_t *ev); + +void G_ScreenShot (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 + +void P_ArchivePlayers (void); +void P_UnArchivePlayers (void); +void P_ArchiveWorld (void); +void P_UnArchiveWorld (void); +void P_ArchiveThinkers (void); +void P_UnArchiveThinkers (void); +void P_ArchiveSpecials (void); +void P_UnArchiveSpecials (void); +// load / save game routines + + +//------- +//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 myargc; +extern char **myargv; + +int M_CheckParm (char *check); +// returns the position of the given parameter in the arg list (0 if not found) + +boolean M_ValidEpisodeMap(int episode, int map); +// returns true if the episode/map combo is valid for the current +// game configuration + +void M_ForceUppercase(char *text); +// Changes a string to uppercase + +int M_Random (void); +// returns a number from 0 to 255 +int P_Random (void); +// as M_Random, but used only by the play simulation + +void M_ClearRandom (void); +// fix randoms for demos + +void M_FindResponseFile(void); + +void M_ClearBox (fixed_t *box); +void M_AddToBox (fixed_t *box, fixed_t x, fixed_t y); +// bounding box functions + +boolean M_WriteFile (char const *name, void *source, int length); +int M_ReadFile (char const *name, byte **buffer); + +void M_ScreenShot (void); + +void M_LoadDefaults (void); + +void M_SaveDefaults (void); + +int M_DrawText (int x, int y, boolean direct, char *string); + +//---------------------- +// Interlude (IN_lude.c) +//---------------------- + +extern boolean intermission; + +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; +extern boolean ultimatemsg; + +//-------------------- +// Finale (F_finale.c) +//-------------------- + +void F_Drawer(void); +void F_Ticker(void); +void F_StartFinale(void); + +//---------------------- +// STATUS BAR (SB_bar.c) +//---------------------- + +extern int SB_state; +void SB_Init(void); +boolean SB_Responder(event_t *event); +void SB_Ticker(void); +void SB_Drawer(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); +int MN_TextAWidth(char *text); +void MN_DrTextB(char *text, int x, int y); +int MN_TextBWidth(char *text); + +//------ +// VIDEO +//------ + +extern int dirtybox[4]; +extern byte gammatable[5][256]; +extern int usegamma; + +void V_Init(void); // Allocates buffer screens, call before R_Init +void V_DrawPatch(int x, int y, patch_t *patch); +void V_DrawFuzzPatch(int x, int y, patch_t *patch); +void V_DrawShadowedPatch(int x, int y, patch_t *patch); +void V_DrawRawScreen(byte *raw); + +#include "sounds.h" + +#ifdef RENDER3D +#define FIX2FLT(x) ((float)((x)>>FRACBITS) + (float)((x)&(FRACUNIT-1)) / (float)(FRACUNIT)) +#define Q_FIX2FLT(x) ((float)((x)>>FRACBITS)) +#endif + +#endif // __DOOMDEF__ diff --git a/include/drcoord.h b/include/drcoord.h new file mode 100644 index 0000000..dbe4257 --- /dev/null +++ b/include/drcoord.h @@ -0,0 +1,18 @@ + +#import + +@interface DRCoord:Object +{ + id players_i; + id console_i; + id skill_i; + id episode_i; + id map_i; +} + +- newGame: sender; +- scale1: sender; +- scale2: sender; +- scale4: sender; + +@end diff --git a/include/dstrings.h b/include/dstrings.h new file mode 100644 index 0000000..6dfdffc --- /dev/null +++ b/include/dstrings.h @@ -0,0 +1,406 @@ + +// DStrings.h + +//--------------------------------------------------------------------------- +// +// M_menu.c +// +//--------------------------------------------------------------------------- +#define PRESSKEY "press a key." +#define PRESSYN "press y or n." +#define TXT_PAUSED "PAUSED" +#define QUITMSG "are you sure you want to\nquit this great game?" +#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY +#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY +#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY +#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY +#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN +#define QLPROMPT "do you want to quickload the game named"\ + "\n\n'%s'?\n\n"PRESSYN +#define NEWGAME "you can't start a new game\n"\ + "while in a network game.\n\n"PRESSKEY +#define NIGHTMARE "are you sure? this skill level\n"\ + "isn't even remotely fair.\n\n"PRESSYN +#define SWSTRING "this is the shareware version of doom.\n\n"\ + "you need to order the entire trilogy.\n\n"PRESSKEY +#define MSGOFF "Messages OFF" +#define MSGON "Messages ON" +#define NETEND "you can't end a netgame!\n\n"PRESSKEY +#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN +#define DOSY "(press y to quit to dos.)" +#define DETAILHI "High detail" +#define DETAILLO "Low detail" +#define GAMMALVL0 "Gamma correction OFF" +#define GAMMALVL1 "Gamma correction level 1" +#define GAMMALVL2 "Gamma correction level 2" +#define GAMMALVL3 "Gamma correction level 3" +#define GAMMALVL4 "Gamma correction level 4" +#define EMPTYSTRING "empty slot" + +//--------------------------------------------------------------------------- +// +// P_inter.c +// +//--------------------------------------------------------------------------- + +// Keys + +#define TXT_GOTBLUEKEY "BLUE KEY" +#define TXT_GOTYELLOWKEY "YELLOW KEY" +#define TXT_GOTGREENKEY "GREEN KEY" + +// Artifacts + +#define TXT_ARTIHEALTH "QUARTZ FLASK" +#define TXT_ARTIFLY "WINGS OF WRATH" +#define TXT_ARTIINVULNERABILITY "RING OF INVINCIBILITY" +#define TXT_ARTITOMEOFPOWER "TOME OF POWER" +#define TXT_ARTIINVISIBILITY "SHADOWSPHERE" +#define TXT_ARTIEGG "MORPH OVUM" +#define TXT_ARTISUPERHEALTH "MYSTIC URN" +#define TXT_ARTITORCH "TORCH" +#define TXT_ARTIFIREBOMB "TIME BOMB OF THE ANCIENTS" +#define TXT_ARTITELEPORT "CHAOS DEVICE" + +// Items + +#define TXT_ITEMHEALTH "CRYSTAL VIAL" +#define TXT_ITEMBAGOFHOLDING "BAG OF HOLDING" +#define TXT_ITEMSHIELD1 "SILVER SHIELD" +#define TXT_ITEMSHIELD2 "ENCHANTED SHIELD" +#define TXT_ITEMSUPERMAP "MAP SCROLL" + +// Ammo + +#define TXT_AMMOGOLDWAND1 "WAND CRYSTAL" +#define TXT_AMMOGOLDWAND2 "CRYSTAL GEODE" +#define TXT_AMMOMACE1 "MACE SPHERES" +#define TXT_AMMOMACE2 "PILE OF MACE SPHERES" +#define TXT_AMMOCROSSBOW1 "ETHEREAL ARROWS" +#define TXT_AMMOCROSSBOW2 "QUIVER OF ETHEREAL ARROWS" +#define TXT_AMMOBLASTER1 "CLAW ORB" +#define TXT_AMMOBLASTER2 "ENERGY ORB" +#define TXT_AMMOSKULLROD1 "LESSER RUNES" +#define TXT_AMMOSKULLROD2 "GREATER RUNES" +#define TXT_AMMOPHOENIXROD1 "FLAME ORB" +#define TXT_AMMOPHOENIXROD2 "INFERNO ORB" + +// Weapons + +#define TXT_WPNMACE "FIREMACE" +#define TXT_WPNCROSSBOW "ETHEREAL CROSSBOW" +#define TXT_WPNBLASTER "DRAGON CLAW" +#define TXT_WPNSKULLROD "HELLSTAFF" +#define TXT_WPNPHOENIXROD "PHOENIX ROD" +#define TXT_WPNGAUNTLETS "GAUNTLETS OF THE NECROMANCER" + +//--------------------------------------------------------------------------- +// +// SB_bar.c +// +//--------------------------------------------------------------------------- + +#define TXT_CHEATGODON "GOD MODE ON" +#define TXT_CHEATGODOFF "GOD MODE OFF" +#define TXT_CHEATNOCLIPON "NO CLIPPING ON" +#define TXT_CHEATNOCLIPOFF "NO CLIPPING OFF" +#define TXT_CHEATWEAPONS "ALL WEAPONS" +#define TXT_CHEATFLIGHTON "FLIGHT ON" +#define TXT_CHEATFLIGHTOFF "FLIGHT OFF" +#define TXT_CHEATPOWERON "POWER ON" +#define TXT_CHEATPOWEROFF "POWER OFF" +#define TXT_CHEATHEALTH "FULL HEALTH" +#define TXT_CHEATKEYS "ALL KEYS" +#define TXT_CHEATSOUNDON "SOUND DEBUG ON" +#define TXT_CHEATSOUNDOFF "SOUND DEBUG OFF" +#define TXT_CHEATTICKERON "TICKER ON" +#define TXT_CHEATTICKEROFF "TICKER OFF" +#define TXT_CHEATARTIFACTS1 "CHOOSE AN ARTIFACT ( A - J )" +#define TXT_CHEATARTIFACTS2 "HOW MANY ( 1 - 9 )" +#define TXT_CHEATARTIFACTS3 "YOU GOT IT" +#define TXT_CHEATARTIFACTSFAIL "BAD INPUT" +#define TXT_CHEATWARP "LEVEL WARP" +#define TXT_CHEATSCREENSHOT "SCREENSHOT" +#define TXT_CHEATCHICKENON "CHICKEN ON" +#define TXT_CHEATCHICKENOFF "CHICKEN OFF" +#define TXT_CHEATMASSACRE "MASSACRE" +#define TXT_CHEATIDDQD "TRYING TO CHEAT, EH? NOW YOU DIE!" +#define TXT_CHEATIDKFA "CHEATER - YOU DON'T DESERVE WEAPONS" + +//--------------------------------------------------------------------------- +// +// P_doors.c +// +//--------------------------------------------------------------------------- + +#define TXT_NEEDBLUEKEY "YOU NEED A BLUE KEY TO OPEN THIS DOOR" +#define TXT_NEEDGREENKEY "YOU NEED A GREEN KEY TO OPEN THIS DOOR" +#define TXT_NEEDYELLOWKEY "YOU NEED A YELLOW KEY TO OPEN THIS DOOR" + +//--------------------------------------------------------------------------- +// +// G_game.c +// +//--------------------------------------------------------------------------- + +#define TXT_GAMESAVED "GAME SAVED" + +//--------------------------------------------------------------------------- +// +// HU_stuff.c +// +//--------------------------------------------------------------------------- + +#define HUSTR_E1M1 "E1M1: Hangar" +#define HUSTR_E1M2 "E1M2: Nuclear Plant" +#define HUSTR_E1M3 "E1M3: Toxin Refinery" +#define HUSTR_E1M4 "E1M4: Command Control" +#define HUSTR_E1M5 "E1M5: Phobos Lab" +#define HUSTR_E1M6 "E1M6: Central Processing" +#define HUSTR_E1M7 "E1M7: Computer Station" +#define HUSTR_E1M8 "E1M8: Phobos Anomaly" +#define HUSTR_E1M9 "E1M9: Military Base" + +#define HUSTR_E2M1 "E2M1: Deimos Anomaly" +#define HUSTR_E2M2 "E2M2: Containment Area" +#define HUSTR_E2M3 "E2M3: Refinery" +#define HUSTR_E2M4 "E2M4: Deimos Lab" +#define HUSTR_E2M5 "E2M5: Command Center" +#define HUSTR_E2M6 "E2M6: Halls of the Damned" +#define HUSTR_E2M7 "E2M7: Spawning Vats" +#define HUSTR_E2M8 "E2M8: Tower of Babel" +#define HUSTR_E2M9 "E2M9: Fortress of Mystery" + +#define HUSTR_E3M1 "E3M1: Hell Keep" +#define HUSTR_E3M2 "E3M2: Slough of Despair" +#define HUSTR_E3M3 "E3M3: Pandemonium" +#define HUSTR_E3M4 "E3M4: House of Pain" +#define HUSTR_E3M5 "E3M5: Unholy Cathedral" +#define HUSTR_E3M6 "E3M6: Mt. Erebus" +#define HUSTR_E3M7 "E3M7: Limbo" +#define HUSTR_E3M8 "E3M8: Dis" +#define HUSTR_E3M9 "E3M9: Warrens" + +#define HUSTR_CHATMACRO1 "I'm ready to kick butt!" +#define HUSTR_CHATMACRO2 "I'm OK." +#define HUSTR_CHATMACRO3 "I'm not looking too good!" +#define HUSTR_CHATMACRO4 "Help!" +#define HUSTR_CHATMACRO5 "You suck!" +#define HUSTR_CHATMACRO6 "Next time, scumbag..." +#define HUSTR_CHATMACRO7 "Come here!" +#define HUSTR_CHATMACRO8 "I'll take care of it." +#define HUSTR_CHATMACRO9 "Yes" +#define HUSTR_CHATMACRO0 "No" + +#define HUSTR_TALKTOSELF1 "You mumble to yourself" +#define HUSTR_TALKTOSELF2 "Who's there?" +#define HUSTR_TALKTOSELF3 "You scare yourself" +#define HUSTR_TALKTOSELF4 "You start to rave" +#define HUSTR_TALKTOSELF5 "You've lost it..." + +#define HUSTR_MESSAGESENT "[Message Sent]" + +// The following should NOT be changed unless it seems +// just AWFULLY necessary + +#define HUSTR_PLRGREEN "Green: " +#define HUSTR_PLRINDIGO "Indigo: " +#define HUSTR_PLRBROWN "Brown: " +#define HUSTR_PLRRED "Red: " + +#define HUSTR_KEYGREEN 'g' +#define HUSTR_KEYINDIGO 'i' +#define HUSTR_KEYBROWN 'b' +#define HUSTR_KEYRED 'r' + +//--------------------------------------------------------------------------- +// +// AM_map.c +// +//--------------------------------------------------------------------------- + +#define AMSTR_FOLLOWON "FOLLOW MODE ON" +#define AMSTR_FOLLOWOFF "FOLLOW MODE OFF" + +#define AMSTR_GRIDON "Grid ON" +#define AMSTR_GRIDOFF "Grid OFF" + +#define AMSTR_MARKEDSPOT "Marked Spot" +#define AMSTR_MARKSCLEARED "All Marks Cleared" + +//--------------------------------------------------------------------------- +// +// ST_stuff.c +// +//--------------------------------------------------------------------------- + +#define STSTR_DQDON "Degreelessness Mode On" +#define STSTR_DQDOFF "Degreelessness Mode Off" + +#define STSTR_KFAADDED "Very Happy Ammo Added" + +#define STSTR_NCON "No Clipping Mode ON" +#define STSTR_NCOFF "No Clipping Mode OFF" + +#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp" +#define STSTR_BEHOLDX "Power-up Toggled" + +#define STSTR_CHOPPERS "... doesn't suck - GM" +#define STSTR_CLEV "Changing Level..." + +//--------------------------------------------------------------------------- +// +// F_finale.c +// +//--------------------------------------------------------------------------- + +#define E1TEXT "with the destruction of the iron\n"\ + "liches and their minions, the last\n"\ + "of the undead are cleared from this\n"\ + "plane of existence.\n\n"\ + "those creatures had to come from\n"\ + "somewhere, though, and you have the\n"\ + "sneaky suspicion that the fiery\n"\ + "portal of hell's maw opens onto\n"\ + "their home dimension.\n\n"\ + "to make sure that more undead\n"\ + "(or even worse things) don't come\n"\ + "through, you'll have to seal hell's\n"\ + "maw from the other side. of course\n"\ + "this means you may get stuck in a\n"\ + "very unfriendly world, but no one\n"\ + "ever said being a Heretic was easy!" + +#define E2TEXT "the mighty maulotaurs have proved\n"\ + "to be no match for you, and as\n"\ + "their steaming corpses slide to the\n"\ + "ground you feel a sense of grim\n"\ + "satisfaction that they have been\n"\ + "destroyed.\n\n"\ + "the gateways which they guarded\n"\ + "have opened, revealing what you\n"\ + "hope is the way home. but as you\n"\ + "step through, mocking laughter\n"\ + "rings in your ears.\n\n"\ + "was some other force controlling\n"\ + "the maulotaurs? could there be even\n"\ + "more horrific beings through this\n"\ + "gate? the sweep of a crystal dome\n"\ + "overhead where the sky should be is\n"\ + "certainly not a good sign...." + +#define E3TEXT "the death of d'sparil has loosed\n"\ + "the magical bonds holding his\n"\ + "creatures on this plane, their\n"\ + "dying screams overwhelming his own\n"\ + "cries of agony.\n\n"\ + "your oath of vengeance fulfilled,\n"\ + "you enter the portal to your own\n"\ + "world, mere moments before the dome\n"\ + "shatters into a million pieces.\n\n"\ + "but if d'sparil's power is broken\n"\ + "forever, why don't you feel safe?\n"\ + "was it that last shout just before\n"\ + "his death, the one that sounded\n"\ + "like a curse? or a summoning? you\n"\ + "can't really be sure, but it might\n"\ + "just have been a scream.\n\n"\ + "then again, what about the other\n"\ + "serpent riders?" + +#define E4TEXT "you thought you would return to your\n"\ + "own world after d'sparil died, but\n"\ + "his final act banished you to his\n"\ + "own plane. here you entered the\n"\ + "shattered remnants of lands\n"\ + "conquered by d'sparil. you defeated\n"\ + "the last guardians of these lands,\n"\ + "but now you stand before the gates\n"\ + "to d'sparil's stronghold. until this\n"\ + "moment you had no doubts about your\n"\ + "ability to face anything you might\n"\ + "encounter, but beyond this portal\n"\ + "lies the very heart of the evil\n"\ + "which invaded your world. d'sparil\n"\ + "might be dead, but the pit where he\n"\ + "was spawned remains. now you must\n"\ + "enter that pit in the hopes of\n"\ + "finding a way out. and somewhere,\n"\ + "in the darkest corner of d'sparil's\n"\ + "demesne, his personal bodyguards\n"\ + "await your arrival ..." + +#define E5TEXT "as the final maulotaur bellows his\n"\ + "death-agony, you realize that you\n"\ + "have never come so close to your own\n"\ + "destruction. not even the fight with\n"\ + "d'sparil and his disciples had been\n"\ + "this desperate. grimly you stare at\n"\ + "the gates which open before you,\n"\ + "wondering if they lead home, or if\n"\ + "they open onto some undreamed-of\n"\ + "horror. you find yourself wondering\n"\ + "if you have the strength to go on,\n"\ + "if nothing but death and pain await\n"\ + "you. but what else can you do, if\n"\ + "the will to fight is gone? can you\n"\ + "force yourself to continue in the\n"\ + "face of such despair? do you have\n"\ + "the courage? you find, in the end,\n"\ + "that it is not within you to\n"\ + "surrender without a fight. eyes\n"\ + "wide, you go to meet your fate." + +/* +#define E1TEXT "Once you beat the big badasses and\n"\ + "clean out the moon base you're supposed\n"\ + "to win, aren't you? Aren't you? Where's\n"\ + "your fat reward and ticket home? What\n"\ + "the hell is this? It's not supposed to\n"\ + "end this way!\n"\ + "\n" \ + "It stinks like rotten meat, but looks\n"\ + "like the lost Deimos base. Looks like\n"\ + "you're stuck on The Shores of Hell.\n"\ + "The only way out is through.\n"\ + "\n"\ + "To continue the DOOM experience, play\n"\ + "The Shores of Hell and its amazing\n"\ + "sequel, Inferno!\n" + +#define E2TEXT "You've done it! The hideous cyber-\n"\ + "demon lord that ruled the lost Deimos\n"\ + "moon base has been slain and you\n"\ + "are triumphant! But ... where are\n"\ + "you? You clamber to the edge of the\n"\ + "moon and look down to see the awful\n"\ + "truth.\n" \ + "\n"\ + "Deimos floats above Hell itself!\n"\ + "You've never heard of anyone escaping\n"\ + "from Hell, but you'll make the bastards\n"\ + "sorry they ever heard of you! Quickly,\n"\ + "you rappel down to the surface of\n"\ + "Hell.\n"\ + "\n" \ + "Now, it's on to the final chapter of\n"\ + "DOOM! -- Inferno." + +#define E3TEXT "The loathsome spiderdemon that\n"\ + "masterminded the invasion of the moon\n"\ + "bases and caused so much death has had\n"\ + "its ass kicked for all time.\n"\ + "\n"\ + "A hidden doorway opens and you enter.\n"\ + "You've proven too tough for Hell to\n"\ + "contain, and now Hell at last plays\n"\ + "fair -- for you emerge from the door\n"\ + "to see the green fields of Earth!\n"\ + "Home at last.\n" \ + "\n"\ + "You wonder what's been happening on\n"\ + "Earth while you were battling evil\n"\ + "unleashed. It's good that no Hell-\n"\ + "spawn could have come through that\n"\ + "door with you ..." +*/ diff --git a/include/i_header.h b/include/i_header.h new file mode 100644 index 0000000..eb3295b --- /dev/null +++ b/include/i_header.h @@ -0,0 +1,77 @@ +#ifndef __I_HEADER_H__ +#define __I_HEADER_H__ + +#include "doomdef.h" + +//-------- +//SOUND IO +//-------- +#define FREQ_LOW 0x40 +#define FREQ_NORM 0x80 +#define FREQ_HIGH 0xff + +void I_SetMasterVolume(int volume); + +void I_TurnOffSfx(void); +void I_TurnOnSfx(void); +void I_TurnOffMusic(void); +void I_TurnOnMusic(void); + +// MUSIC I/O +// + +int I_RegisterSong(void *songdata); +// called by anything that wants to register a song lump with the sound lib +// calls Paul's function of the similar name to register music only. +// note that the song data is the same for any sound card and is paul's +// MUS format. Returns a handle which will be passed to all other music +// functions. + +void I_UnregisterSong(int handle); +// called by anything which is finished with a song and no longer needs +// the sound library to be aware of it. All songs should be stopped +// before calling this, but it will double check and stop it if necessary. + +void I_LoopSong(int handle); +// called by anything that wishes to start music. +// plays a song, and when the song is done, starts playing it again in +// an endless loop. the start is faded in over three seconds. + +void I_FadeOutSong(int handle, int fotime); +// called by anything that wishes to stop music. +// fades out the song over milliseconds. + +void I_StopSong(int handle); +// called by anything that wishes to stop music. +// stops a song abruptly. + +// SFX I/O +// + +void *I_GetSoundEffect (char *soundname); +// called by routines which wish to play a sound effect at some later +// time. Pass it the lump name of a sound effect WITHOUT the sfx +// prefix. This means the maximum name length is 7 letters/digits. +// The prefixes for different sound cards are 'S','M','A', and 'P'. +// They refer to the card type. The routine will cache in the +// appropriate sound effect when it is played. + +void I_UngetSoundEffect (void *soundset); +// called by routines which wish to no longer use the sounds at all +// frees up the associated structure. It stops any currently playing +// sound effects. + +void I_StartSound (channel_t *c, int vol, int sep, int pitch, int priority); +// Starts a sound in a particular sound channel + +void I_UpdateSoundParams(channel_t *c, int vol, int sep, int pitch); +// Updates the volume, separation, and pitch of a sound channel + +void I_StopSound(channel_t *c); +// Stops a sound channel + +int I_SoundIsPlaying(channel_t *c); +// called by S_*()'s to see if a channel is still playing. Returns 0 +// if no longer playing, 1 if playing. + +#endif diff --git a/include/i_sound.h b/include/i_sound.h new file mode 100644 index 0000000..ca3724e --- /dev/null +++ b/include/i_sound.h @@ -0,0 +1,23 @@ +#ifndef __SOUND__ +#define __SOUND__ + +#define SND_TICRATE 140 // tic rate for updating sound +#define SND_MAXSONGS 40 // max number of songs in game +#define SND_SAMPLERATE 11025 // sample rate of sound effects + +typedef enum +{ + snd_none, + snd_PC, + snd_Adlib, + snd_SB, + snd_PAS, + snd_GUS, + snd_MPU, + snd_MPU2, + snd_MPU3, + snd_AWE, + NUM_SCARDS +} cardenum_t; + +#endif diff --git a/include/info.h b/include/info.h new file mode 100644 index 0000000..334016d --- /dev/null +++ b/include/info.h @@ -0,0 +1,1550 @@ +// generated by multigen + +typedef enum { +SPR_IMPX, +SPR_ACLO, +SPR_PTN1, +SPR_SHLD, +SPR_SHD2, +SPR_BAGH, +SPR_SPMP, +SPR_INVS, +SPR_PTN2, +SPR_SOAR, +SPR_INVU, +SPR_PWBK, +SPR_EGGC, +SPR_EGGM, +SPR_FX01, +SPR_SPHL, +SPR_TRCH, +SPR_FBMB, +SPR_XPL1, +SPR_ATLP, +SPR_PPOD, +SPR_AMG1, +SPR_SPSH, +SPR_LVAS, +SPR_SLDG, +SPR_SKH1, +SPR_SKH2, +SPR_SKH3, +SPR_SKH4, +SPR_CHDL, +SPR_SRTC, +SPR_SMPL, +SPR_STGS, +SPR_STGL, +SPR_STCS, +SPR_STCL, +SPR_KFR1, +SPR_BARL, +SPR_BRPL, +SPR_MOS1, +SPR_MOS2, +SPR_WTRH, +SPR_HCOR, +SPR_KGZ1, +SPR_KGZB, +SPR_KGZG, +SPR_KGZY, +SPR_VLCO, +SPR_VFBL, +SPR_VTFB, +SPR_SFFI, +SPR_TGLT, +SPR_TELE, +SPR_STFF, +SPR_PUF3, +SPR_PUF4, +SPR_BEAK, +SPR_WGNT, +SPR_GAUN, +SPR_PUF1, +SPR_WBLS, +SPR_BLSR, +SPR_FX18, +SPR_FX17, +SPR_WMCE, +SPR_MACE, +SPR_FX02, +SPR_WSKL, +SPR_HROD, +SPR_FX00, +SPR_FX20, +SPR_FX21, +SPR_FX22, +SPR_FX23, +SPR_GWND, +SPR_PUF2, +SPR_WPHX, +SPR_PHNX, +SPR_FX04, +SPR_FX08, +SPR_FX09, +SPR_WBOW, +SPR_CRBW, +SPR_FX03, +SPR_BLOD, +SPR_PLAY, +SPR_FDTH, +SPR_BSKL, +SPR_CHKN, +SPR_MUMM, +SPR_FX15, +SPR_BEAS, +SPR_FRB1, +SPR_SNKE, +SPR_SNFX, +SPR_HEAD, +SPR_FX05, +SPR_FX06, +SPR_FX07, +SPR_CLNK, +SPR_WZRD, +SPR_FX11, +SPR_FX10, +SPR_KNIG, +SPR_SPAX, +SPR_RAXE, +SPR_SRCR, +SPR_FX14, +SPR_SOR2, +SPR_SDTH, +SPR_FX16, +SPR_MNTR, +SPR_FX12, +SPR_FX13, +SPR_AKYY, +SPR_BKYY, +SPR_CKYY, +SPR_AMG2, +SPR_AMM1, +SPR_AMM2, +SPR_AMC1, +SPR_AMC2, +SPR_AMS1, +SPR_AMS2, +SPR_AMP1, +SPR_AMP2, +SPR_AMB1, +SPR_AMB2, +NUMSPRITES +} spritenum_t; + +typedef enum { +S_NULL, +S_FREETARGMOBJ, +S_ITEM_PTN1_1, +S_ITEM_PTN1_2, +S_ITEM_PTN1_3, +S_ITEM_SHLD1, +S_ITEM_SHD2_1, +S_ITEM_BAGH1, +S_ITEM_SPMP1, +S_HIDESPECIAL1, +S_HIDESPECIAL2, +S_HIDESPECIAL3, +S_HIDESPECIAL4, +S_HIDESPECIAL5, +S_HIDESPECIAL6, +S_HIDESPECIAL7, +S_HIDESPECIAL8, +S_HIDESPECIAL9, +S_HIDESPECIAL10, +S_HIDESPECIAL11, +S_DORMANTARTI1, +S_DORMANTARTI2, +S_DORMANTARTI3, +S_DORMANTARTI4, +S_DORMANTARTI5, +S_DORMANTARTI6, +S_DORMANTARTI7, +S_DORMANTARTI8, +S_DORMANTARTI9, +S_DORMANTARTI10, +S_DORMANTARTI11, +S_DORMANTARTI12, +S_DORMANTARTI13, +S_DORMANTARTI14, +S_DORMANTARTI15, +S_DORMANTARTI16, +S_DORMANTARTI17, +S_DORMANTARTI18, +S_DORMANTARTI19, +S_DORMANTARTI20, +S_DORMANTARTI21, +S_DEADARTI1, +S_DEADARTI2, +S_DEADARTI3, +S_DEADARTI4, +S_DEADARTI5, +S_DEADARTI6, +S_DEADARTI7, +S_DEADARTI8, +S_DEADARTI9, +S_DEADARTI10, +S_ARTI_INVS1, +S_ARTI_PTN2_1, +S_ARTI_PTN2_2, +S_ARTI_PTN2_3, +S_ARTI_SOAR1, +S_ARTI_SOAR2, +S_ARTI_SOAR3, +S_ARTI_SOAR4, +S_ARTI_INVU1, +S_ARTI_INVU2, +S_ARTI_INVU3, +S_ARTI_INVU4, +S_ARTI_PWBK1, +S_ARTI_EGGC1, +S_ARTI_EGGC2, +S_ARTI_EGGC3, +S_ARTI_EGGC4, +S_EGGFX1, +S_EGGFX2, +S_EGGFX3, +S_EGGFX4, +S_EGGFX5, +S_EGGFXI1_1, +S_EGGFXI1_2, +S_EGGFXI1_3, +S_EGGFXI1_4, +S_ARTI_SPHL1, +S_ARTI_TRCH1, +S_ARTI_TRCH2, +S_ARTI_TRCH3, +S_ARTI_FBMB1, +S_FIREBOMB1, +S_FIREBOMB2, +S_FIREBOMB3, +S_FIREBOMB4, +S_FIREBOMB5, +S_FIREBOMB6, +S_FIREBOMB7, +S_FIREBOMB8, +S_FIREBOMB9, +S_FIREBOMB10, +S_FIREBOMB11, +S_ARTI_ATLP1, +S_ARTI_ATLP2, +S_ARTI_ATLP3, +S_ARTI_ATLP4, +S_POD_WAIT1, +S_POD_PAIN1, +S_POD_DIE1, +S_POD_DIE2, +S_POD_DIE3, +S_POD_DIE4, +S_POD_GROW1, +S_POD_GROW2, +S_POD_GROW3, +S_POD_GROW4, +S_POD_GROW5, +S_POD_GROW6, +S_POD_GROW7, +S_POD_GROW8, +S_PODGOO1, +S_PODGOO2, +S_PODGOOX, +S_PODGENERATOR, +S_SPLASH1, +S_SPLASH2, +S_SPLASH3, +S_SPLASH4, +S_SPLASHX, +S_SPLASHBASE1, +S_SPLASHBASE2, +S_SPLASHBASE3, +S_SPLASHBASE4, +S_SPLASHBASE5, +S_SPLASHBASE6, +S_SPLASHBASE7, +S_LAVASPLASH1, +S_LAVASPLASH2, +S_LAVASPLASH3, +S_LAVASPLASH4, +S_LAVASPLASH5, +S_LAVASPLASH6, +S_LAVASMOKE1, +S_LAVASMOKE2, +S_LAVASMOKE3, +S_LAVASMOKE4, +S_LAVASMOKE5, +S_SLUDGECHUNK1, +S_SLUDGECHUNK2, +S_SLUDGECHUNK3, +S_SLUDGECHUNK4, +S_SLUDGECHUNKX, +S_SLUDGESPLASH1, +S_SLUDGESPLASH2, +S_SLUDGESPLASH3, +S_SLUDGESPLASH4, +S_SKULLHANG70_1, +S_SKULLHANG60_1, +S_SKULLHANG45_1, +S_SKULLHANG35_1, +S_CHANDELIER1, +S_CHANDELIER2, +S_CHANDELIER3, +S_SERPTORCH1, +S_SERPTORCH2, +S_SERPTORCH3, +S_SMALLPILLAR, +S_STALAGMITESMALL, +S_STALAGMITELARGE, +S_STALACTITESMALL, +S_STALACTITELARGE, +S_FIREBRAZIER1, +S_FIREBRAZIER2, +S_FIREBRAZIER3, +S_FIREBRAZIER4, +S_FIREBRAZIER5, +S_FIREBRAZIER6, +S_FIREBRAZIER7, +S_FIREBRAZIER8, +S_BARREL, +S_BRPILLAR, +S_MOSS1, +S_MOSS2, +S_WALLTORCH1, +S_WALLTORCH2, +S_WALLTORCH3, +S_HANGINGCORPSE, +S_KEYGIZMO1, +S_KEYGIZMO2, +S_KEYGIZMO3, +S_KGZ_START, +S_KGZ_BLUEFLOAT1, +S_KGZ_GREENFLOAT1, +S_KGZ_YELLOWFLOAT1, +S_VOLCANO1, +S_VOLCANO2, +S_VOLCANO3, +S_VOLCANO4, +S_VOLCANO5, +S_VOLCANO6, +S_VOLCANO7, +S_VOLCANO8, +S_VOLCANO9, +S_VOLCANOBALL1, +S_VOLCANOBALL2, +S_VOLCANOBALLX1, +S_VOLCANOBALLX2, +S_VOLCANOBALLX3, +S_VOLCANOBALLX4, +S_VOLCANOBALLX5, +S_VOLCANOBALLX6, +S_VOLCANOTBALL1, +S_VOLCANOTBALL2, +S_VOLCANOTBALLX1, +S_VOLCANOTBALLX2, +S_VOLCANOTBALLX3, +S_VOLCANOTBALLX4, +S_VOLCANOTBALLX5, +S_VOLCANOTBALLX6, +S_VOLCANOTBALLX7, +S_TELEGLITGEN1, +S_TELEGLITGEN2, +S_TELEGLITTER1_1, +S_TELEGLITTER1_2, +S_TELEGLITTER1_3, +S_TELEGLITTER1_4, +S_TELEGLITTER1_5, +S_TELEGLITTER2_1, +S_TELEGLITTER2_2, +S_TELEGLITTER2_3, +S_TELEGLITTER2_4, +S_TELEGLITTER2_5, +S_TFOG1, +S_TFOG2, +S_TFOG3, +S_TFOG4, +S_TFOG5, +S_TFOG6, +S_TFOG7, +S_TFOG8, +S_TFOG9, +S_TFOG10, +S_TFOG11, +S_TFOG12, +S_TFOG13, +S_LIGHTDONE, +S_STAFFREADY, +S_STAFFDOWN, +S_STAFFUP, +S_STAFFREADY2_1, +S_STAFFREADY2_2, +S_STAFFREADY2_3, +S_STAFFDOWN2, +S_STAFFUP2, +S_STAFFATK1_1, +S_STAFFATK1_2, +S_STAFFATK1_3, +S_STAFFATK2_1, +S_STAFFATK2_2, +S_STAFFATK2_3, +S_STAFFPUFF1, +S_STAFFPUFF2, +S_STAFFPUFF3, +S_STAFFPUFF4, +S_STAFFPUFF2_1, +S_STAFFPUFF2_2, +S_STAFFPUFF2_3, +S_STAFFPUFF2_4, +S_STAFFPUFF2_5, +S_STAFFPUFF2_6, +S_BEAKREADY, +S_BEAKDOWN, +S_BEAKUP, +S_BEAKATK1_1, +S_BEAKATK2_1, +S_WGNT, +S_GAUNTLETREADY, +S_GAUNTLETDOWN, +S_GAUNTLETUP, +S_GAUNTLETREADY2_1, +S_GAUNTLETREADY2_2, +S_GAUNTLETREADY2_3, +S_GAUNTLETDOWN2, +S_GAUNTLETUP2, +S_GAUNTLETATK1_1, +S_GAUNTLETATK1_2, +S_GAUNTLETATK1_3, +S_GAUNTLETATK1_4, +S_GAUNTLETATK1_5, +S_GAUNTLETATK1_6, +S_GAUNTLETATK1_7, +S_GAUNTLETATK2_1, +S_GAUNTLETATK2_2, +S_GAUNTLETATK2_3, +S_GAUNTLETATK2_4, +S_GAUNTLETATK2_5, +S_GAUNTLETATK2_6, +S_GAUNTLETATK2_7, +S_GAUNTLETPUFF1_1, +S_GAUNTLETPUFF1_2, +S_GAUNTLETPUFF1_3, +S_GAUNTLETPUFF1_4, +S_GAUNTLETPUFF2_1, +S_GAUNTLETPUFF2_2, +S_GAUNTLETPUFF2_3, +S_GAUNTLETPUFF2_4, +S_BLSR, +S_BLASTERREADY, +S_BLASTERDOWN, +S_BLASTERUP, +S_BLASTERATK1_1, +S_BLASTERATK1_2, +S_BLASTERATK1_3, +S_BLASTERATK1_4, +S_BLASTERATK1_5, +S_BLASTERATK1_6, +S_BLASTERATK2_1, +S_BLASTERATK2_2, +S_BLASTERATK2_3, +S_BLASTERATK2_4, +S_BLASTERATK2_5, +S_BLASTERATK2_6, +S_BLASTERFX1_1, +S_BLASTERFXI1_1, +S_BLASTERFXI1_2, +S_BLASTERFXI1_3, +S_BLASTERFXI1_4, +S_BLASTERFXI1_5, +S_BLASTERFXI1_6, +S_BLASTERFXI1_7, +S_BLASTERSMOKE1, +S_BLASTERSMOKE2, +S_BLASTERSMOKE3, +S_BLASTERSMOKE4, +S_BLASTERSMOKE5, +S_RIPPER1, +S_RIPPER2, +S_RIPPERX1, +S_RIPPERX2, +S_RIPPERX3, +S_RIPPERX4, +S_RIPPERX5, +S_BLASTERPUFF1_1, +S_BLASTERPUFF1_2, +S_BLASTERPUFF1_3, +S_BLASTERPUFF1_4, +S_BLASTERPUFF1_5, +S_BLASTERPUFF2_1, +S_BLASTERPUFF2_2, +S_BLASTERPUFF2_3, +S_BLASTERPUFF2_4, +S_BLASTERPUFF2_5, +S_BLASTERPUFF2_6, +S_BLASTERPUFF2_7, +S_WMCE, +S_MACEREADY, +S_MACEDOWN, +S_MACEUP, +S_MACEATK1_1, +S_MACEATK1_2, +S_MACEATK1_3, +S_MACEATK1_4, +S_MACEATK1_5, +S_MACEATK1_6, +S_MACEATK1_7, +S_MACEATK1_8, +S_MACEATK1_9, +S_MACEATK1_10, +S_MACEATK2_1, +S_MACEATK2_2, +S_MACEATK2_3, +S_MACEATK2_4, +S_MACEFX1_1, +S_MACEFX1_2, +S_MACEFXI1_1, +S_MACEFXI1_2, +S_MACEFXI1_3, +S_MACEFXI1_4, +S_MACEFXI1_5, +S_MACEFX2_1, +S_MACEFX2_2, +S_MACEFXI2_1, +S_MACEFX3_1, +S_MACEFX3_2, +S_MACEFX4_1, +S_MACEFXI4_1, +S_WSKL, +S_HORNRODREADY, +S_HORNRODDOWN, +S_HORNRODUP, +S_HORNRODATK1_1, +S_HORNRODATK1_2, +S_HORNRODATK1_3, +S_HORNRODATK2_1, +S_HORNRODATK2_2, +S_HORNRODATK2_3, +S_HORNRODATK2_4, +S_HORNRODATK2_5, +S_HORNRODATK2_6, +S_HORNRODATK2_7, +S_HORNRODATK2_8, +S_HORNRODATK2_9, +S_HRODFX1_1, +S_HRODFX1_2, +S_HRODFXI1_1, +S_HRODFXI1_2, +S_HRODFXI1_3, +S_HRODFXI1_4, +S_HRODFXI1_5, +S_HRODFXI1_6, +S_HRODFX2_1, +S_HRODFX2_2, +S_HRODFX2_3, +S_HRODFX2_4, +S_HRODFXI2_1, +S_HRODFXI2_2, +S_HRODFXI2_3, +S_HRODFXI2_4, +S_HRODFXI2_5, +S_HRODFXI2_6, +S_HRODFXI2_7, +S_HRODFXI2_8, +S_RAINPLR1_1, +S_RAINPLR2_1, +S_RAINPLR3_1, +S_RAINPLR4_1, +S_RAINPLR1X_1, +S_RAINPLR1X_2, +S_RAINPLR1X_3, +S_RAINPLR1X_4, +S_RAINPLR1X_5, +S_RAINPLR2X_1, +S_RAINPLR2X_2, +S_RAINPLR2X_3, +S_RAINPLR2X_4, +S_RAINPLR2X_5, +S_RAINPLR3X_1, +S_RAINPLR3X_2, +S_RAINPLR3X_3, +S_RAINPLR3X_4, +S_RAINPLR3X_5, +S_RAINPLR4X_1, +S_RAINPLR4X_2, +S_RAINPLR4X_3, +S_RAINPLR4X_4, +S_RAINPLR4X_5, +S_RAINAIRXPLR1_1, +S_RAINAIRXPLR2_1, +S_RAINAIRXPLR3_1, +S_RAINAIRXPLR4_1, +S_RAINAIRXPLR1_2, +S_RAINAIRXPLR2_2, +S_RAINAIRXPLR3_2, +S_RAINAIRXPLR4_2, +S_RAINAIRXPLR1_3, +S_RAINAIRXPLR2_3, +S_RAINAIRXPLR3_3, +S_RAINAIRXPLR4_3, +S_GOLDWANDREADY, +S_GOLDWANDDOWN, +S_GOLDWANDUP, +S_GOLDWANDATK1_1, +S_GOLDWANDATK1_2, +S_GOLDWANDATK1_3, +S_GOLDWANDATK1_4, +S_GOLDWANDATK2_1, +S_GOLDWANDATK2_2, +S_GOLDWANDATK2_3, +S_GOLDWANDATK2_4, +S_GWANDFX1_1, +S_GWANDFX1_2, +S_GWANDFXI1_1, +S_GWANDFXI1_2, +S_GWANDFXI1_3, +S_GWANDFXI1_4, +S_GWANDFX2_1, +S_GWANDFX2_2, +S_GWANDPUFF1_1, +S_GWANDPUFF1_2, +S_GWANDPUFF1_3, +S_GWANDPUFF1_4, +S_GWANDPUFF1_5, +S_WPHX, +S_PHOENIXREADY, +S_PHOENIXDOWN, +S_PHOENIXUP, +S_PHOENIXATK1_1, +S_PHOENIXATK1_2, +S_PHOENIXATK1_3, +S_PHOENIXATK1_4, +S_PHOENIXATK1_5, +S_PHOENIXATK2_1, +S_PHOENIXATK2_2, +S_PHOENIXATK2_3, +S_PHOENIXATK2_4, +S_PHOENIXFX1_1, +S_PHOENIXFXI1_1, +S_PHOENIXFXI1_2, +S_PHOENIXFXI1_3, +S_PHOENIXFXI1_4, +S_PHOENIXFXI1_5, +S_PHOENIXFXI1_6, +S_PHOENIXFXI1_7, +S_PHOENIXFXI1_8, +S_PHOENIXPUFF1, +S_PHOENIXPUFF2, +S_PHOENIXPUFF3, +S_PHOENIXPUFF4, +S_PHOENIXPUFF5, +S_PHOENIXFX2_1, +S_PHOENIXFX2_2, +S_PHOENIXFX2_3, +S_PHOENIXFX2_4, +S_PHOENIXFX2_5, +S_PHOENIXFX2_6, +S_PHOENIXFX2_7, +S_PHOENIXFX2_8, +S_PHOENIXFX2_9, +S_PHOENIXFX2_10, +S_PHOENIXFXI2_1, +S_PHOENIXFXI2_2, +S_PHOENIXFXI2_3, +S_PHOENIXFXI2_4, +S_PHOENIXFXI2_5, +S_WBOW, +S_CRBOW1, +S_CRBOW2, +S_CRBOW3, +S_CRBOW4, +S_CRBOW5, +S_CRBOW6, +S_CRBOW7, +S_CRBOW8, +S_CRBOW9, +S_CRBOW10, +S_CRBOW11, +S_CRBOW12, +S_CRBOW13, +S_CRBOW14, +S_CRBOW15, +S_CRBOW16, +S_CRBOW17, +S_CRBOW18, +S_CRBOWDOWN, +S_CRBOWUP, +S_CRBOWATK1_1, +S_CRBOWATK1_2, +S_CRBOWATK1_3, +S_CRBOWATK1_4, +S_CRBOWATK1_5, +S_CRBOWATK1_6, +S_CRBOWATK1_7, +S_CRBOWATK1_8, +S_CRBOWATK2_1, +S_CRBOWATK2_2, +S_CRBOWATK2_3, +S_CRBOWATK2_4, +S_CRBOWATK2_5, +S_CRBOWATK2_6, +S_CRBOWATK2_7, +S_CRBOWATK2_8, +S_CRBOWFX1, +S_CRBOWFXI1_1, +S_CRBOWFXI1_2, +S_CRBOWFXI1_3, +S_CRBOWFX2, +S_CRBOWFX3, +S_CRBOWFXI3_1, +S_CRBOWFXI3_2, +S_CRBOWFXI3_3, +S_CRBOWFX4_1, +S_CRBOWFX4_2, +S_BLOOD1, +S_BLOOD2, +S_BLOOD3, +S_BLOODSPLATTER1, +S_BLOODSPLATTER2, +S_BLOODSPLATTER3, +S_BLOODSPLATTERX, +S_PLAY, +S_PLAY_RUN1, +S_PLAY_RUN2, +S_PLAY_RUN3, +S_PLAY_RUN4, +S_PLAY_ATK1, +S_PLAY_ATK2, +S_PLAY_PAIN, +S_PLAY_PAIN2, +S_PLAY_DIE1, +S_PLAY_DIE2, +S_PLAY_DIE3, +S_PLAY_DIE4, +S_PLAY_DIE5, +S_PLAY_DIE6, +S_PLAY_DIE7, +S_PLAY_DIE8, +S_PLAY_DIE9, +S_PLAY_XDIE1, +S_PLAY_XDIE2, +S_PLAY_XDIE3, +S_PLAY_XDIE4, +S_PLAY_XDIE5, +S_PLAY_XDIE6, +S_PLAY_XDIE7, +S_PLAY_XDIE8, +S_PLAY_XDIE9, +S_PLAY_FDTH1, +S_PLAY_FDTH2, +S_PLAY_FDTH3, +S_PLAY_FDTH4, +S_PLAY_FDTH5, +S_PLAY_FDTH6, +S_PLAY_FDTH7, +S_PLAY_FDTH8, +S_PLAY_FDTH9, +S_PLAY_FDTH10, +S_PLAY_FDTH11, +S_PLAY_FDTH12, +S_PLAY_FDTH13, +S_PLAY_FDTH14, +S_PLAY_FDTH15, +S_PLAY_FDTH16, +S_PLAY_FDTH17, +S_PLAY_FDTH18, +S_PLAY_FDTH19, +S_PLAY_FDTH20, +S_BLOODYSKULL1, +S_BLOODYSKULL2, +S_BLOODYSKULL3, +S_BLOODYSKULL4, +S_BLOODYSKULL5, +S_BLOODYSKULLX1, +S_BLOODYSKULLX2, +S_CHICPLAY, +S_CHICPLAY_RUN1, +S_CHICPLAY_RUN2, +S_CHICPLAY_RUN3, +S_CHICPLAY_RUN4, +S_CHICPLAY_ATK1, +S_CHICPLAY_PAIN, +S_CHICPLAY_PAIN2, +S_CHICKEN_LOOK1, +S_CHICKEN_LOOK2, +S_CHICKEN_WALK1, +S_CHICKEN_WALK2, +S_CHICKEN_PAIN1, +S_CHICKEN_PAIN2, +S_CHICKEN_ATK1, +S_CHICKEN_ATK2, +S_CHICKEN_DIE1, +S_CHICKEN_DIE2, +S_CHICKEN_DIE3, +S_CHICKEN_DIE4, +S_CHICKEN_DIE5, +S_CHICKEN_DIE6, +S_CHICKEN_DIE7, +S_CHICKEN_DIE8, +S_FEATHER1, +S_FEATHER2, +S_FEATHER3, +S_FEATHER4, +S_FEATHER5, +S_FEATHER6, +S_FEATHER7, +S_FEATHER8, +S_FEATHERX, +S_MUMMY_LOOK1, +S_MUMMY_LOOK2, +S_MUMMY_WALK1, +S_MUMMY_WALK2, +S_MUMMY_WALK3, +S_MUMMY_WALK4, +S_MUMMY_ATK1, +S_MUMMY_ATK2, +S_MUMMY_ATK3, +S_MUMMYL_ATK1, +S_MUMMYL_ATK2, +S_MUMMYL_ATK3, +S_MUMMYL_ATK4, +S_MUMMYL_ATK5, +S_MUMMYL_ATK6, +S_MUMMY_PAIN1, +S_MUMMY_PAIN2, +S_MUMMY_DIE1, +S_MUMMY_DIE2, +S_MUMMY_DIE3, +S_MUMMY_DIE4, +S_MUMMY_DIE5, +S_MUMMY_DIE6, +S_MUMMY_DIE7, +S_MUMMY_DIE8, +S_MUMMY_SOUL1, +S_MUMMY_SOUL2, +S_MUMMY_SOUL3, +S_MUMMY_SOUL4, +S_MUMMY_SOUL5, +S_MUMMY_SOUL6, +S_MUMMY_SOUL7, +S_MUMMYFX1_1, +S_MUMMYFX1_2, +S_MUMMYFX1_3, +S_MUMMYFX1_4, +S_MUMMYFXI1_1, +S_MUMMYFXI1_2, +S_MUMMYFXI1_3, +S_MUMMYFXI1_4, +S_BEAST_LOOK1, +S_BEAST_LOOK2, +S_BEAST_WALK1, +S_BEAST_WALK2, +S_BEAST_WALK3, +S_BEAST_WALK4, +S_BEAST_WALK5, +S_BEAST_WALK6, +S_BEAST_ATK1, +S_BEAST_ATK2, +S_BEAST_PAIN1, +S_BEAST_PAIN2, +S_BEAST_DIE1, +S_BEAST_DIE2, +S_BEAST_DIE3, +S_BEAST_DIE4, +S_BEAST_DIE5, +S_BEAST_DIE6, +S_BEAST_DIE7, +S_BEAST_DIE8, +S_BEAST_DIE9, +S_BEAST_XDIE1, +S_BEAST_XDIE2, +S_BEAST_XDIE3, +S_BEAST_XDIE4, +S_BEAST_XDIE5, +S_BEAST_XDIE6, +S_BEAST_XDIE7, +S_BEAST_XDIE8, +S_BEASTBALL1, +S_BEASTBALL2, +S_BEASTBALL3, +S_BEASTBALL4, +S_BEASTBALL5, +S_BEASTBALL6, +S_BEASTBALLX1, +S_BEASTBALLX2, +S_BEASTBALLX3, +S_BEASTBALLX4, +S_BEASTBALLX5, +S_BURNBALL1, +S_BURNBALL2, +S_BURNBALL3, +S_BURNBALL4, +S_BURNBALL5, +S_BURNBALL6, +S_BURNBALL7, +S_BURNBALL8, +S_BURNBALLFB1, +S_BURNBALLFB2, +S_BURNBALLFB3, +S_BURNBALLFB4, +S_BURNBALLFB5, +S_BURNBALLFB6, +S_BURNBALLFB7, +S_BURNBALLFB8, +S_PUFFY1, +S_PUFFY2, +S_PUFFY3, +S_PUFFY4, +S_PUFFY5, +S_SNAKE_LOOK1, +S_SNAKE_LOOK2, +S_SNAKE_WALK1, +S_SNAKE_WALK2, +S_SNAKE_WALK3, +S_SNAKE_WALK4, +S_SNAKE_ATK1, +S_SNAKE_ATK2, +S_SNAKE_ATK3, +S_SNAKE_ATK4, +S_SNAKE_ATK5, +S_SNAKE_ATK6, +S_SNAKE_ATK7, +S_SNAKE_ATK8, +S_SNAKE_ATK9, +S_SNAKE_PAIN1, +S_SNAKE_PAIN2, +S_SNAKE_DIE1, +S_SNAKE_DIE2, +S_SNAKE_DIE3, +S_SNAKE_DIE4, +S_SNAKE_DIE5, +S_SNAKE_DIE6, +S_SNAKE_DIE7, +S_SNAKE_DIE8, +S_SNAKE_DIE9, +S_SNAKE_DIE10, +S_SNAKEPRO_A1, +S_SNAKEPRO_A2, +S_SNAKEPRO_A3, +S_SNAKEPRO_A4, +S_SNAKEPRO_AX1, +S_SNAKEPRO_AX2, +S_SNAKEPRO_AX3, +S_SNAKEPRO_AX4, +S_SNAKEPRO_AX5, +S_SNAKEPRO_B1, +S_SNAKEPRO_B2, +S_SNAKEPRO_BX1, +S_SNAKEPRO_BX2, +S_SNAKEPRO_BX3, +S_SNAKEPRO_BX4, +S_HEAD_LOOK, +S_HEAD_FLOAT, +S_HEAD_ATK1, +S_HEAD_ATK2, +S_HEAD_PAIN1, +S_HEAD_PAIN2, +S_HEAD_DIE1, +S_HEAD_DIE2, +S_HEAD_DIE3, +S_HEAD_DIE4, +S_HEAD_DIE5, +S_HEAD_DIE6, +S_HEAD_DIE7, +S_HEADFX1_1, +S_HEADFX1_2, +S_HEADFX1_3, +S_HEADFXI1_1, +S_HEADFXI1_2, +S_HEADFXI1_3, +S_HEADFXI1_4, +S_HEADFX2_1, +S_HEADFX2_2, +S_HEADFX2_3, +S_HEADFXI2_1, +S_HEADFXI2_2, +S_HEADFXI2_3, +S_HEADFXI2_4, +S_HEADFX3_1, +S_HEADFX3_2, +S_HEADFX3_3, +S_HEADFX3_4, +S_HEADFX3_5, +S_HEADFX3_6, +S_HEADFXI3_1, +S_HEADFXI3_2, +S_HEADFXI3_3, +S_HEADFXI3_4, +S_HEADFX4_1, +S_HEADFX4_2, +S_HEADFX4_3, +S_HEADFX4_4, +S_HEADFX4_5, +S_HEADFX4_6, +S_HEADFX4_7, +S_HEADFXI4_1, +S_HEADFXI4_2, +S_HEADFXI4_3, +S_HEADFXI4_4, +S_CLINK_LOOK1, +S_CLINK_LOOK2, +S_CLINK_WALK1, +S_CLINK_WALK2, +S_CLINK_WALK3, +S_CLINK_WALK4, +S_CLINK_ATK1, +S_CLINK_ATK2, +S_CLINK_ATK3, +S_CLINK_PAIN1, +S_CLINK_PAIN2, +S_CLINK_DIE1, +S_CLINK_DIE2, +S_CLINK_DIE3, +S_CLINK_DIE4, +S_CLINK_DIE5, +S_CLINK_DIE6, +S_CLINK_DIE7, +S_WIZARD_LOOK1, +S_WIZARD_LOOK2, +S_WIZARD_WALK1, +S_WIZARD_WALK2, +S_WIZARD_WALK3, +S_WIZARD_WALK4, +S_WIZARD_WALK5, +S_WIZARD_WALK6, +S_WIZARD_WALK7, +S_WIZARD_WALK8, +S_WIZARD_ATK1, +S_WIZARD_ATK2, +S_WIZARD_ATK3, +S_WIZARD_ATK4, +S_WIZARD_ATK5, +S_WIZARD_ATK6, +S_WIZARD_ATK7, +S_WIZARD_ATK8, +S_WIZARD_ATK9, +S_WIZARD_PAIN1, +S_WIZARD_PAIN2, +S_WIZARD_DIE1, +S_WIZARD_DIE2, +S_WIZARD_DIE3, +S_WIZARD_DIE4, +S_WIZARD_DIE5, +S_WIZARD_DIE6, +S_WIZARD_DIE7, +S_WIZARD_DIE8, +S_WIZFX1_1, +S_WIZFX1_2, +S_WIZFXI1_1, +S_WIZFXI1_2, +S_WIZFXI1_3, +S_WIZFXI1_4, +S_WIZFXI1_5, +S_IMP_LOOK1, +S_IMP_LOOK2, +S_IMP_LOOK3, +S_IMP_LOOK4, +S_IMP_FLY1, +S_IMP_FLY2, +S_IMP_FLY3, +S_IMP_FLY4, +S_IMP_FLY5, +S_IMP_FLY6, +S_IMP_FLY7, +S_IMP_FLY8, +S_IMP_MEATK1, +S_IMP_MEATK2, +S_IMP_MEATK3, +S_IMP_MSATK1_1, +S_IMP_MSATK1_2, +S_IMP_MSATK1_3, +S_IMP_MSATK1_4, +S_IMP_MSATK1_5, +S_IMP_MSATK1_6, +S_IMP_MSATK2_1, +S_IMP_MSATK2_2, +S_IMP_MSATK2_3, +S_IMP_PAIN1, +S_IMP_PAIN2, +S_IMP_DIE1, +S_IMP_DIE2, +S_IMP_XDIE1, +S_IMP_XDIE2, +S_IMP_XDIE3, +S_IMP_XDIE4, +S_IMP_XDIE5, +S_IMP_CRASH1, +S_IMP_CRASH2, +S_IMP_CRASH3, +S_IMP_CRASH4, +S_IMP_XCRASH1, +S_IMP_XCRASH2, +S_IMP_XCRASH3, +S_IMP_CHUNKA1, +S_IMP_CHUNKA2, +S_IMP_CHUNKA3, +S_IMP_CHUNKB1, +S_IMP_CHUNKB2, +S_IMP_CHUNKB3, +S_IMPFX1, +S_IMPFX2, +S_IMPFX3, +S_IMPFXI1, +S_IMPFXI2, +S_IMPFXI3, +S_IMPFXI4, +S_KNIGHT_STND1, +S_KNIGHT_STND2, +S_KNIGHT_WALK1, +S_KNIGHT_WALK2, +S_KNIGHT_WALK3, +S_KNIGHT_WALK4, +S_KNIGHT_ATK1, +S_KNIGHT_ATK2, +S_KNIGHT_ATK3, +S_KNIGHT_ATK4, +S_KNIGHT_ATK5, +S_KNIGHT_ATK6, +S_KNIGHT_PAIN1, +S_KNIGHT_PAIN2, +S_KNIGHT_DIE1, +S_KNIGHT_DIE2, +S_KNIGHT_DIE3, +S_KNIGHT_DIE4, +S_KNIGHT_DIE5, +S_KNIGHT_DIE6, +S_KNIGHT_DIE7, +S_SPINAXE1, +S_SPINAXE2, +S_SPINAXE3, +S_SPINAXEX1, +S_SPINAXEX2, +S_SPINAXEX3, +S_REDAXE1, +S_REDAXE2, +S_REDAXEX1, +S_REDAXEX2, +S_REDAXEX3, +S_SRCR1_LOOK1, +S_SRCR1_LOOK2, +S_SRCR1_WALK1, +S_SRCR1_WALK2, +S_SRCR1_WALK3, +S_SRCR1_WALK4, +S_SRCR1_PAIN1, +S_SRCR1_ATK1, +S_SRCR1_ATK2, +S_SRCR1_ATK3, +S_SRCR1_ATK4, +S_SRCR1_ATK5, +S_SRCR1_ATK6, +S_SRCR1_ATK7, +S_SRCR1_DIE1, +S_SRCR1_DIE2, +S_SRCR1_DIE3, +S_SRCR1_DIE4, +S_SRCR1_DIE5, +S_SRCR1_DIE6, +S_SRCR1_DIE7, +S_SRCR1_DIE8, +S_SRCR1_DIE9, +S_SRCR1_DIE10, +S_SRCR1_DIE11, +S_SRCR1_DIE12, +S_SRCR1_DIE13, +S_SRCR1_DIE14, +S_SRCR1_DIE15, +S_SRCR1_DIE16, +S_SRCR1_DIE17, +S_SRCRFX1_1, +S_SRCRFX1_2, +S_SRCRFX1_3, +S_SRCRFXI1_1, +S_SRCRFXI1_2, +S_SRCRFXI1_3, +S_SRCRFXI1_4, +S_SRCRFXI1_5, +S_SOR2_RISE1, +S_SOR2_RISE2, +S_SOR2_RISE3, +S_SOR2_RISE4, +S_SOR2_RISE5, +S_SOR2_RISE6, +S_SOR2_RISE7, +S_SOR2_LOOK1, +S_SOR2_LOOK2, +S_SOR2_WALK1, +S_SOR2_WALK2, +S_SOR2_WALK3, +S_SOR2_WALK4, +S_SOR2_PAIN1, +S_SOR2_PAIN2, +S_SOR2_ATK1, +S_SOR2_ATK2, +S_SOR2_ATK3, +S_SOR2_TELE1, +S_SOR2_TELE2, +S_SOR2_TELE3, +S_SOR2_TELE4, +S_SOR2_TELE5, +S_SOR2_TELE6, +S_SOR2_DIE1, +S_SOR2_DIE2, +S_SOR2_DIE3, +S_SOR2_DIE4, +S_SOR2_DIE5, +S_SOR2_DIE6, +S_SOR2_DIE7, +S_SOR2_DIE8, +S_SOR2_DIE9, +S_SOR2_DIE10, +S_SOR2_DIE11, +S_SOR2_DIE12, +S_SOR2_DIE13, +S_SOR2_DIE14, +S_SOR2_DIE15, +S_SOR2FX1_1, +S_SOR2FX1_2, +S_SOR2FX1_3, +S_SOR2FXI1_1, +S_SOR2FXI1_2, +S_SOR2FXI1_3, +S_SOR2FXI1_4, +S_SOR2FXI1_5, +S_SOR2FXI1_6, +S_SOR2FXSPARK1, +S_SOR2FXSPARK2, +S_SOR2FXSPARK3, +S_SOR2FX2_1, +S_SOR2FX2_2, +S_SOR2FX2_3, +S_SOR2FXI2_1, +S_SOR2FXI2_2, +S_SOR2FXI2_3, +S_SOR2FXI2_4, +S_SOR2FXI2_5, +S_SOR2TELEFADE1, +S_SOR2TELEFADE2, +S_SOR2TELEFADE3, +S_SOR2TELEFADE4, +S_SOR2TELEFADE5, +S_SOR2TELEFADE6, +S_MNTR_LOOK1, +S_MNTR_LOOK2, +S_MNTR_WALK1, +S_MNTR_WALK2, +S_MNTR_WALK3, +S_MNTR_WALK4, +S_MNTR_ATK1_1, +S_MNTR_ATK1_2, +S_MNTR_ATK1_3, +S_MNTR_ATK2_1, +S_MNTR_ATK2_2, +S_MNTR_ATK2_3, +S_MNTR_ATK3_1, +S_MNTR_ATK3_2, +S_MNTR_ATK3_3, +S_MNTR_ATK3_4, +S_MNTR_ATK4_1, +S_MNTR_PAIN1, +S_MNTR_PAIN2, +S_MNTR_DIE1, +S_MNTR_DIE2, +S_MNTR_DIE3, +S_MNTR_DIE4, +S_MNTR_DIE5, +S_MNTR_DIE6, +S_MNTR_DIE7, +S_MNTR_DIE8, +S_MNTR_DIE9, +S_MNTR_DIE10, +S_MNTR_DIE11, +S_MNTR_DIE12, +S_MNTR_DIE13, +S_MNTR_DIE14, +S_MNTR_DIE15, +S_MNTRFX1_1, +S_MNTRFX1_2, +S_MNTRFXI1_1, +S_MNTRFXI1_2, +S_MNTRFXI1_3, +S_MNTRFXI1_4, +S_MNTRFXI1_5, +S_MNTRFXI1_6, +S_MNTRFX2_1, +S_MNTRFXI2_1, +S_MNTRFXI2_2, +S_MNTRFXI2_3, +S_MNTRFXI2_4, +S_MNTRFXI2_5, +S_MNTRFX3_1, +S_MNTRFX3_2, +S_MNTRFX3_3, +S_MNTRFX3_4, +S_MNTRFX3_5, +S_MNTRFX3_6, +S_MNTRFX3_7, +S_MNTRFX3_8, +S_MNTRFX3_9, +S_AKYY1, +S_AKYY2, +S_AKYY3, +S_AKYY4, +S_AKYY5, +S_AKYY6, +S_AKYY7, +S_AKYY8, +S_AKYY9, +S_AKYY10, +S_BKYY1, +S_BKYY2, +S_BKYY3, +S_BKYY4, +S_BKYY5, +S_BKYY6, +S_BKYY7, +S_BKYY8, +S_BKYY9, +S_BKYY10, +S_CKYY1, +S_CKYY2, +S_CKYY3, +S_CKYY4, +S_CKYY5, +S_CKYY6, +S_CKYY7, +S_CKYY8, +S_CKYY9, +S_AMG1, +S_AMG2_1, +S_AMG2_2, +S_AMG2_3, +S_AMM1, +S_AMM2, +S_AMC1, +S_AMC2_1, +S_AMC2_2, +S_AMC2_3, +S_AMS1_1, +S_AMS1_2, +S_AMS2_1, +S_AMS2_2, +S_AMP1_1, +S_AMP1_2, +S_AMP1_3, +S_AMP2_1, +S_AMP2_2, +S_AMP2_3, +S_AMB1_1, +S_AMB1_2, +S_AMB1_3, +S_AMB2_1, +S_AMB2_2, +S_AMB2_3, +S_SND_WIND, +S_SND_WATERFALL, +NUMSTATES +} statenum_t; + +typedef struct +{ + spritenum_t sprite; + long frame; + long tics; + void (*action) (); + statenum_t nextstate; + long misc1, misc2; +} state_t; + +extern state_t states[NUMSTATES]; +extern char *sprnames[NUMSPRITES]; + + + +typedef enum { +MT_MISC0, +MT_ITEMSHIELD1, +MT_ITEMSHIELD2, +MT_MISC1, +MT_MISC2, +MT_ARTIINVISIBILITY, +MT_MISC3, +MT_ARTIFLY, +MT_ARTIINVULNERABILITY, +MT_ARTITOMEOFPOWER, +MT_ARTIEGG, +MT_EGGFX, +MT_ARTISUPERHEAL, +MT_MISC4, +MT_MISC5, +MT_FIREBOMB, +MT_ARTITELEPORT, +MT_POD, +MT_PODGOO, +MT_PODGENERATOR, +MT_SPLASH, +MT_SPLASHBASE, +MT_LAVASPLASH, +MT_LAVASMOKE, +MT_SLUDGECHUNK, +MT_SLUDGESPLASH, +MT_SKULLHANG70, +MT_SKULLHANG60, +MT_SKULLHANG45, +MT_SKULLHANG35, +MT_CHANDELIER, +MT_SERPTORCH, +MT_SMALLPILLAR, +MT_STALAGMITESMALL, +MT_STALAGMITELARGE, +MT_STALACTITESMALL, +MT_STALACTITELARGE, +MT_MISC6, +MT_BARREL, +MT_MISC7, +MT_MISC8, +MT_MISC9, +MT_MISC10, +MT_MISC11, +MT_KEYGIZMOBLUE, +MT_KEYGIZMOGREEN, +MT_KEYGIZMOYELLOW, +MT_KEYGIZMOFLOAT, +MT_MISC12, +MT_VOLCANOBLAST, +MT_VOLCANOTBLAST, +MT_TELEGLITGEN, +MT_TELEGLITGEN2, +MT_TELEGLITTER, +MT_TELEGLITTER2, +MT_TFOG, +MT_TELEPORTMAN, +MT_STAFFPUFF, +MT_STAFFPUFF2, +MT_BEAKPUFF, +MT_MISC13, +MT_GAUNTLETPUFF1, +MT_GAUNTLETPUFF2, +MT_MISC14, +MT_BLASTERFX1, +MT_BLASTERSMOKE, +MT_RIPPER, +MT_BLASTERPUFF1, +MT_BLASTERPUFF2, +MT_WMACE, +MT_MACEFX1, +MT_MACEFX2, +MT_MACEFX3, +MT_MACEFX4, +MT_WSKULLROD, +MT_HORNRODFX1, +MT_HORNRODFX2, +MT_RAINPLR1, +MT_RAINPLR2, +MT_RAINPLR3, +MT_RAINPLR4, +MT_GOLDWANDFX1, +MT_GOLDWANDFX2, +MT_GOLDWANDPUFF1, +MT_GOLDWANDPUFF2, +MT_WPHOENIXROD, +MT_PHOENIXFX1, +MT_PHOENIXPUFF, +MT_PHOENIXFX2, +MT_MISC15, +MT_CRBOWFX1, +MT_CRBOWFX2, +MT_CRBOWFX3, +MT_CRBOWFX4, +MT_BLOOD, +MT_BLOODSPLATTER, +MT_PLAYER, +MT_BLOODYSKULL, +MT_CHICPLAYER, +MT_CHICKEN, +MT_FEATHER, +MT_MUMMY, +MT_MUMMYLEADER, +MT_MUMMYGHOST, +MT_MUMMYLEADERGHOST, +MT_MUMMYSOUL, +MT_MUMMYFX1, +MT_BEAST, +MT_BEASTBALL, +MT_BURNBALL, +MT_BURNBALLFB, +MT_PUFFY, +MT_SNAKE, +MT_SNAKEPRO_A, +MT_SNAKEPRO_B, +MT_HEAD, +MT_HEADFX1, +MT_HEADFX2, +MT_HEADFX3, +MT_WHIRLWIND, +MT_CLINK, +MT_WIZARD, +MT_WIZFX1, +MT_IMP, +MT_IMPLEADER, +MT_IMPCHUNK1, +MT_IMPCHUNK2, +MT_IMPBALL, +MT_KNIGHT, +MT_KNIGHTGHOST, +MT_KNIGHTAXE, +MT_REDAXE, +MT_SORCERER1, +MT_SRCRFX1, +MT_SORCERER2, +MT_SOR2FX1, +MT_SOR2FXSPARK, +MT_SOR2FX2, +MT_SOR2TELEFADE, +MT_MINOTAUR, +MT_MNTRFX1, +MT_MNTRFX2, +MT_MNTRFX3, +MT_AKYY, +MT_BKYY, +MT_CKEY, +MT_AMGWNDWIMPY, +MT_AMGWNDHEFTY, +MT_AMMACEWIMPY, +MT_AMMACEHEFTY, +MT_AMCBOWWIMPY, +MT_AMCBOWHEFTY, +MT_AMSKRDWIMPY, +MT_AMSKRDHEFTY, +MT_AMPHRDWIMPY, +MT_AMPHRDHEFTY, +MT_AMBLSRWIMPY, +MT_AMBLSRHEFTY, +MT_SOUNDWIND, +MT_SOUNDWATERFALL, +NUMMOBJTYPES} mobjtype_t; + +typedef struct { + int doomednum; + int spawnstate; + int spawnhealth; + int seestate; + int seesound; + int reactiontime; + int attacksound; + int painstate; + int painchance; + int painsound; + int meleestate; + int missilestate; + int crashstate; + int deathstate; + int xdeathstate; + int deathsound; + int speed; + int radius; + int height; + int mass; + int damage; + int activesound; + int flags; + int flags2; +} mobjinfo_t; + +extern mobjinfo_t mobjinfo[NUMMOBJTYPES]; + diff --git a/include/m_bams.h b/include/m_bams.h new file mode 100644 index 0000000..80e963d --- /dev/null +++ b/include/m_bams.h @@ -0,0 +1,35 @@ +#ifndef __MY_BAMS_MATH_H__ +#define __MY_BAMS_MATH_H__ + +typedef unsigned short binangle; + +// Some predefined angles. +#define BANG_0 0 // To the east. +#define BANG_45 0x2000 // To the northeast. +#define BANG_90 0x4000 // To the north. +#define BANG_135 0x6000 // To the northwest. +#define BANG_180 0x8000 // To the west. +#define BANG_225 0xa000 // To the southwest. +#define BANG_270 0xc000 // To the south. +#define BANG_315 0xe000 // To the southeast. +#define BANG_360 0x10000 // Actually the same than angle 0. +#define BANG_MAX 0xffff // The largest possible angle. + +// Compass directions, for convenience. +#define BANG_EAST BANG_0 +#define BANG_NORTHEAST BANG_45 +#define BANG_NORTH BANG_90 +#define BANG_NORTHWEST BANG_135 +#define BANG_WEST BANG_180 +#define BANG_SOUTHWEST BANG_225 +#define BANG_SOUTH BANG_270 +#define BANG_SOUTHEAST BANG_315 + +#define BAMS_PI 3.14159265359 +#define RAD2BANG(x) ((binangle)((x)/BAMS_PI*BANG_180)) +#define BANG2RAD(x) ((float)((x)/(float)BANG_180*BAMS_PI)) + +void bamsInit(); // Fill in the tables. +binangle bamsAtan2(int y,int x); + +#endif \ No newline at end of file diff --git a/include/ogl_def.h b/include/ogl_def.h new file mode 100644 index 0000000..95516d9 --- /dev/null +++ b/include/ogl_def.h @@ -0,0 +1,181 @@ +#ifndef __H2OPENGL__ +#define __H2OPENGL__ + +#include "r_local.h" +#include + + +#ifdef __linux__ +#define _alloca alloca +#endif + + +enum {VX, VY}; // Vertex indices. + +typedef struct // For dynamic lighting. +{ + int use; + mobj_t *thing; + float top, height; +} lumobj_t; + +// ScreenBits is currently unused. +extern int screenWidth, screenHeight, screenBits; + +void I_InitGraphics(void); +void I_ShutdownGraphics(void); + +void OGL_InitRenderer(void); +void OGL_InitData(void); +void OGL_ResetData(void); + +void OGL_SwitchTo3DState(); +void OGL_Restore2DState(int step); // Step 1: matrices, 2: attributes. +void OGL_UseWhiteFog(int yes); + +float PointDist2D(float c[2]); + +void R_RenderSprite(vissprite_t *spr); + +// 2D drawing routines. +void OGL_DrawPatch_CS(int x, int y, int lumpnum); +void OGL_DrawPatch(int x, int y, int lumpnum); +void OGL_DrawFuzzPatch(int x, int y, int lumpnum); +void OGL_DrawAltFuzzPatch(int x, int y, int lumpnum); +void OGL_DrawShadowedPatch(int x, int y, int lumpnum); +void OGL_DrawRawScreen(int lump); // Raw screens are 320 x 200. +void OGL_DrawLine(float x1, float y1, float x2, float y2, + float r, float g, float b, float a); +void OGL_DrawRect(float x, float y, float w, float h, float r, float g, float b, float a); +void OGL_DrawRectTiled(int x, int y, int w, int h, int tw, int th); +void OGL_DrawCutRectTiled(int x, int y, int w, int h, int tw, int th, + int cx, int cy, int cw, int ch); +void OGL_SetColor(int palidx); +void OGL_SetColorAndAlpha(float r, float g, float b, float a); +void OGL_DrawPSprite(int x, int y, float scale, int flip, int lump); + +// Filters. +void OGL_SetFilter(int filter); +int OGL_DrawFilter(); + + +// ogl_tex.c +typedef struct +{ + unsigned short w, h; + short offx, offy; + unsigned short w2; // For split textures, width of the other part. +} texsize_t; + +extern texsize_t *lumptexsizes; // Sizes for all the lumps. +extern unsigned short *spriteheights; + +extern float texw, texh; +extern int texmask; +extern unsigned int curtex; +extern int pallump; + +int FindNextPower2(int num); +float NextPower2Ratio(int num); +void OGL_TexInit(); +void OGL_TexReset(); +void OGL_ResetLumpTexData(); +void PalToRGB(byte *palidx, byte *rgb); +void PalIdxToRGB(byte *pal, int idx, byte *rgb); +unsigned int OGL_BindTexFlat(int lump); +void OGL_SetFlat(int idx); +void OGL_BindTexture(GLuint texname); + +// Returns the OpenGL texture name. +GLuint OGL_PrepareTexture(int idx); +GLuint OGL_PrepareFlat(int idx);// Returns the OpenGL name of the texture. +GLuint OGL_PrepareLightTexture(); // The dynamic light map. + +void OGL_SetTexture(int idx); +unsigned int OGL_PrepareSky(int idx, boolean zeroMask); +void GL_GetSkyTopColor(int texidx, byte *rgb); + +void OGL_SetSprite(int pnum); +unsigned int OGL_PrepareSprite(int pnum); +void OGL_NewSplitTex(int lump, GLuint part2name); +GLuint OGL_GetOtherPart(int lump); + +// Part is either 1 or 2. Part 0 means only the left side is loaded. +// No splittex is created in that case. Once a raw image is loaded +// as part 0 it must be deleted before the other part is loaded at the +// next loading. +void OGL_SetRawImage(int lump, int part); +void OGL_SetPatch(int lump); // No mipmaps are generated. +void OGL_SetNoTexture(); + +int OGL_GetLumpTexWidth(int lump); +int OGL_GetLumpTexHeight(int lump); +int OGL_ValidTexHeight2(int width, int height); + +void OGL_UpdateTexParams(int mipmode); +void OGL_UpdateRawScreenParams(int smoothing); + + +#include "m_bams.h" + +// ogl_clip.c +typedef struct clipnode_s +{ + int used; // 1 if the node is in use. + struct clipnode_s *prev, *next; // Previous and and nodes. + binangle start, end; // The start and end angles (start < end). +} clipnode_t; + +extern clipnode_t *clipnodes; // The list of clipnodes. +extern clipnode_t *cliphead; // The head node. + +void C_Init(); +void C_ClearRanges(); +void C_Ranger(); +void C_SafeAddRange(binangle startAngle, binangle endAngle); + +// Add a segment relative to the current viewpoint. +void C_AddViewRelSeg(float x1, float y1, float x2, float y2); + +// Check a segment relative to the current viewpoint. +int C_CheckViewRelSeg(float x1, float y1, float x2, float y2); + +// Returns 1 if the specified angle is visible. +int C_IsAngleVisible(binangle bang); + +clipnode_t *C_AngleClippedBy(binangle bang); + +// Returns 1 if the subsector might be visible. +int C_CheckSubsector(subsector_t *ssec); + + +// ogl_sky.c + +// Sky hemispheres. +#define SKYHEMI_UPPER 0x1 +#define SKYHEMI_LOWER 0x2 +#define SKYHEMI_JUST_CAP 0x4 // Just draw the top or bottom cap. +#define SKYHEMI_FADEOUT_BG 0x8 // Draw the fadeout bg when drawing the cap. + +typedef struct +{ + float rgb[3]; // The RGB values. + short set, use; // Is this set? Should be used? + float limit; // .3 by default. +} fadeout_t; + +#define SLF_ENABLED 0x1 // Layer enabled. +#define SLF_MASKED 0x2 // Mask the layer texture. + +typedef struct +{ + int flags; + int texture; // Not the OpenGL texture. + float offset; + fadeout_t fadeout; +} skylayer_t; + +void R_RenderSky(int hemis); +void R_SkyInit(); + +#endif diff --git a/include/ogl_font.h b/include/ogl_font.h new file mode 100644 index 0000000..705a4cf --- /dev/null +++ b/include/ogl_font.h @@ -0,0 +1,46 @@ +// OpenGL Font Renderer. Header file. + +#ifndef __OGL_FONT_RENDERER_H__ +#define __OGL_FONT_RENDERER_H__ + +#define MAX_CHARS 256 // Normal 256 ANSI characters. + +// Data for a character. +typedef struct +{ + int x, y; // The upper left corner of the character. + int w, h; // The width and height. +} jfrchar_t; + +// Data for a font. +typedef struct +{ + int id; + unsigned int texture; // The name of the texture for this font. + int texWidth, texHeight; + jfrchar_t chars[MAX_CHARS]; +} jfrfont_t; + + +int FR_Init(); +void FR_Shutdown(); +jfrfont_t *FR_GetFont(int id); + +// Prepare a GDI font. Select it as the current font. +#ifdef __WIN32 +int FR_PrepareGDIFont(HFONT hfont); +#else +int FR_PrepareGDIFont(void* hfont); +#endif + +// Change the current font. +void FR_SetFont(int id); +int FR_GetCurrent(); + +int FR_TextWidth(char *text); +int FR_TextHeight(char *text); + +// (x,y) is the upper left corner. Returns the length. +int FR_TextOut(int x, int y, char *text); + +#endif // __OGL_FONT_RENDERER_H__ diff --git a/include/ogl_rl.h b/include/ogl_rl.h new file mode 100644 index 0000000..196c252 --- /dev/null +++ b/include/ogl_rl.h @@ -0,0 +1,52 @@ +#ifndef __OGL_REND_LIST_H__ +#define __OGL_REND_LIST_H__ + +// Rendquad flags. +#define RQF_FLAT 0x1 // This is a flat triangle. +#define RQF_MASKED 0x2 // Use the special list for masked textures. +#define RQF_MISSING_WALL 0x4 // Originally this surface had no texture. +#define RQF_SKY_MASK 0x8 // A sky mask triangle. +#define RQF_SKY_MASK_WALL 0x10 // A sky mask wall (with skyfix). +#define RQF_LIGHT 0x20 // A dynamic light. +#define RQF_FLOOR_FACING 0x40 // Used for flats, the quad faces upwards. + +typedef struct +{ + float v1[2], v2[2]; // Two vertices. + float top; // Top height. + union _quadTri { + struct _quad { + float bottom; // Bottom height. + float len; // Length of the quad. + } q; + float v3[2]; // Third vertex for flats. + } u; + float light; // Light level, as in 0 = black, 1 = fullbright. + float texoffx; // Texture coordinates for left/top (in real texcoords). + float texoffy; + short flags; // RQF_*. + GLuint masktex; // Texture name for masked textures. + unsigned short texw, texh; // Size of the texture. + float dist[3]; // Distances to the vertices. +} rendquad_t; // Or flat triangle. + +typedef struct +{ + GLuint tex; // The name of the texture for this list. + int numquads; // Number of quads in the list. + int listsize; // Absolute size of the list. + rendquad_t *quads; // The list of quads. +} rendlist_t; + + +// ogl_rl.c + +void RL_Init(); +void RL_ClearLists(); +void RL_DeleteLists(); +void RL_AddQuad(rendquad_t *quad, GLuint quadtex); +void RL_AddFlatQuads(rendquad_t *base, GLuint quadtex, int numvrts, fvertex_t *vrts, int dir); +void RL_RenderAllLists(); +void SetVertexColor(float light, float dist, float alpha); + +#endif diff --git a/include/ogl_tex.h b/include/ogl_tex.h new file mode 100644 index 0000000..8f7b83b --- /dev/null +++ b/include/ogl_tex.h @@ -0,0 +1,5 @@ +#ifndef __OGLTEX_H__ +#define __OGLTEX_H__ + + +#endif \ No newline at end of file diff --git a/include/oss.h b/include/oss.h new file mode 100644 index 0000000..ca01e78 --- /dev/null +++ b/include/oss.h @@ -0,0 +1,38 @@ +/* XMMS - Cross-platform multimedia player + * Copyright (C) 1998-1999 Peter Alm, Mikael Alm, Olle Hallnas, Thomas Nilsson and 4Front Technologies + * + * 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. + * + * 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. + */ +#ifndef OSS_H +#define OSS_H + + +#include "audio_plugin.h" + + +typedef struct +{ + int audio_device; + int mixer_device; + int buffer_size; + int prebuffer; + int fragment_count; +} +OSSConfig; + +extern OSSConfig oss_cfg; + + +#endif diff --git a/include/p_local.h b/include/p_local.h new file mode 100644 index 0000000..71bf208 --- /dev/null +++ b/include/p_local.h @@ -0,0 +1,269 @@ + +// P_local.h + +#ifndef __P_LOCAL__ +#define __P_LOCAL__ + +#ifndef __R_LOCAL__ +#include "r_local.h" +#endif + +#define STARTREDPALS 1 +#define STARTBONUSPALS 9 +#define NUMREDPALS 8 +#define NUMBONUSPALS 4 + +#define FOOTCLIPSIZE 10*FRACUNIT + +#define TOCENTER -8 +#define FLOATSPEED (FRACUNIT*4) + +#define MAXHEALTH 100 +#define MAXCHICKENHEALTH 30 +#define VIEWHEIGHT (41*FRACUNIT) + +// mapblocks are used to check movement against lines and things +#define MAPBLOCKUNITS 128 +#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT) +#define MAPBLOCKSHIFT (FRACBITS+7) +#define MAPBMASK (MAPBLOCKSIZE-1) +#define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS) + +// player radius for movement checking +#define PLAYERRADIUS 16*FRACUNIT + +// MAXRADIUS is for precalculated sector block boxes +// the spider demon is larger, but we don't have any moving sectors +// nearby +#define MAXRADIUS 32*FRACUNIT + +#define GRAVITY FRACUNIT +#define MAXMOVE (30*FRACUNIT) + +#define USERANGE (64*FRACUNIT) +#define MELEERANGE (64*FRACUNIT) +#define MISSILERANGE (32*64*FRACUNIT) + +typedef enum +{ + DI_EAST, + DI_NORTHEAST, + DI_NORTH, + DI_NORTHWEST, + DI_WEST, + DI_SOUTHWEST, + DI_SOUTH, + DI_SOUTHEAST, + DI_NODIR, + NUMDIRS +} dirtype_t; + +#define BASETHRESHOLD 100 // follow a player exlusively for 3 seconds + +// ***** P_TICK ***** + +extern thinker_t thinkercap; // both the head and tail of the thinker list +extern int TimerGame; // tic countdown for deathmatch + +void P_InitThinkers(void); +void P_AddThinker(thinker_t *thinker); +void P_RemoveThinker(thinker_t *thinker); + +// ***** P_PSPR ***** + +#define USE_GWND_AMMO_1 1 +#define USE_GWND_AMMO_2 1 +#define USE_CBOW_AMMO_1 1 +#define USE_CBOW_AMMO_2 1 +#define USE_BLSR_AMMO_1 1 +#define USE_BLSR_AMMO_2 5 +#define USE_SKRD_AMMO_1 1 +#define USE_SKRD_AMMO_2 5 +#define USE_PHRD_AMMO_1 1 +#define USE_PHRD_AMMO_2 1 +#define USE_MACE_AMMO_1 1 +#define USE_MACE_AMMO_2 5 + +void P_OpenWeapons(void); +void P_CloseWeapons(void); +void P_AddMaceSpot(mapthing_t *mthing); +void P_RepositionMace(mobj_t *mo); +void P_SetPsprite(player_t *player, int position, statenum_t stnum); +void P_SetupPsprites(player_t *curplayer); +void P_MovePsprites(player_t *curplayer); +void P_DropWeapon(player_t *player); +void P_ActivateBeak(player_t *player); +void P_PostChickenWeapon(player_t *player, weapontype_t weapon); +void P_UpdateBeak(player_t *player, pspdef_t *psp); + +// ***** P_USER ***** + +void P_PlayerThink(player_t *player); +void P_Thrust(player_t *player, angle_t angle, fixed_t move); +void P_PlayerRemoveArtifact(player_t *player, int slot); +void P_PlayerUseArtifact(player_t *player, artitype_t arti); +boolean P_UseArtifact(player_t *player, artitype_t arti); +int P_GetPlayerNum(player_t *player); + +// ***** P_MOBJ ***** + +#define FLOOR_SOLID 0 +#define FLOOR_WATER 1 +#define FLOOR_LAVA 2 +#define FLOOR_SLUDGE 3 + +#define ONFLOORZ MININT +#define ONCEILINGZ MAXINT +#define FLOATRANDZ (MAXINT-1) + +extern mobjtype_t PuffType; +extern mobj_t *MissileMobj; + +mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type); +void P_RemoveMobj(mobj_t *th); +boolean P_SetMobjState(mobj_t *mobj, statenum_t state); +boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state); +void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move); +int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta); +boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax); +void P_MobjThinker(mobj_t *mobj); +void P_BlasterMobjThinker(mobj_t *mobj); +void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z); +void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage); +void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator); +void P_RipperBlood(mobj_t *mo); +int P_GetThingFloorType(mobj_t *thing); +int P_HitFloor(mobj_t *thing); +boolean P_CheckMissileSpawn(mobj_t *missile); +mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type); +mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type, + angle_t angle, fixed_t momz); +mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type); +mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle); + +// ***** P_ENEMY ***** + +void P_NoiseAlert (mobj_t *target, mobj_t *emmiter); +void P_InitMonsters(void); +void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle); +void P_Massacre(void); +void P_DSparilTeleport(mobj_t *actor); + +// ***** P_MAPUTL ***** + +typedef struct +{ + fixed_t x, y, dx, dy; +} divline_t; + +#ifdef RENDER3D +typedef struct +{ + float x,y,dx,dy; +} fdivline_t; +#endif + +typedef struct +{ + fixed_t frac; // along trace line + boolean isaline; + union { + mobj_t *thing; + line_t *line; + } d; +} intercept_t; + +#define MAXINTERCEPTS 128 +extern intercept_t intercepts[MAXINTERCEPTS], *intercept_p; +typedef boolean (*traverser_t) (intercept_t *in); + + +fixed_t P_AproxDistance (fixed_t dx, fixed_t dy); +int P_PointOnLineSide (fixed_t x, fixed_t y, line_t *line); +int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t *line); +void P_MakeDivline (line_t *li, divline_t *dl); +fixed_t P_InterceptVector (divline_t *v2, divline_t *v1); +int P_BoxOnLineSide (fixed_t *tmbox, line_t *ld); + +extern fixed_t opentop, openbottom, openrange; +extern fixed_t lowfloor; +void P_LineOpening (line_t *linedef); + +boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) ); +boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) ); + +#define PT_ADDLINES 1 +#define PT_ADDTHINGS 2 +#define PT_EARLYOUT 4 + +extern divline_t trace; +boolean P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, + int flags, boolean (*trav) (intercept_t *)); + +void P_UnsetThingPosition (mobj_t *thing); +void P_SetThingPosition (mobj_t *thing); + +// ***** P_MAP ***** + +extern boolean floatok; // if true, move would be ok if +extern fixed_t tmfloorz, tmceilingz; // within tmfloorz - tmceilingz + +extern line_t *ceilingline; +boolean P_TestMobjLocation(mobj_t *mobj); +boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y); +mobj_t *P_CheckOnmobj(mobj_t *thing); +void P_FakeZMovement(mobj_t *mo); +boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y); +boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y); +void P_SlideMove(mobj_t *mo); +boolean P_CheckSight(mobj_t *t1, mobj_t *t2); +void P_UseLines(player_t *player); + +boolean P_ChangeSector (sector_t *sector, boolean crunch); + +extern mobj_t *linetarget; // who got hit (or NULL) +fixed_t P_AimLineAttack (mobj_t *t1, angle_t angle, fixed_t distance); + +void P_LineAttack (mobj_t *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage); + +void P_RadiusAttack (mobj_t *spot, mobj_t *source, int damage); + +// ***** P_SETUP ***** + +extern byte *rejectmatrix; // for fast sight rejection +extern short *blockmaplump; // offsets in blockmap are from here +extern short *blockmap; +extern int bmapwidth, bmapheight; // in mapblocks +extern fixed_t bmaporgx, bmaporgy; // origin of block map +extern mobj_t **blocklinks; // for thing chains + +// ***** P_INTER ***** + +extern int maxammo[NUMAMMO]; +extern int clipammo[NUMAMMO]; + +void P_SetMessage(player_t *player, char *message, boolean ultmsg); +void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher); +void P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, + int damage); +boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int count); +boolean P_GiveArtifact(player_t *player, artitype_t arti, mobj_t *mo); +boolean P_GiveBody(player_t *player, int num); +boolean P_GivePower(player_t *player, powertype_t power); +boolean P_ChickenMorphPlayer(player_t *player); + +// ***** AM_MAP ***** + +boolean AM_Responder(event_t *ev); +void AM_Ticker(void); +void AM_Drawer(void); + +// ***** SB_BAR ***** + +extern int SB_state; +extern int ArtifactFlash; +void SB_PaletteFlash(void); + +#include "p_spec.h" + +#endif // __P_LOCAL__ diff --git a/include/p_spec.h b/include/p_spec.h new file mode 100644 index 0000000..80d5ae8 --- /dev/null +++ b/include/p_spec.h @@ -0,0 +1,374 @@ + +// P_spec.h + +/* +=============================================================================== + + P_SPEC + +=============================================================================== +*/ + +// +// Animating textures and planes +// +typedef struct +{ + boolean istexture; + int picnum; + int basepic; + int numpics; + int speed; +} anim_t; + +// +// source animation definition +// +typedef struct +{ + boolean istexture; // if false, it's a flat + char endname[9]; + char startname[9]; + int speed; +} animdef_t; + +#define MAXANIMS 32 + +extern anim_t anims[MAXANIMS], *lastanim; +extern int *TerrainTypes; + +// +// Animating line specials +// +#define MAXLINEANIMS 64 +extern short numlinespecials; +extern line_t *linespeciallist[MAXLINEANIMS]; + +// Define values for map objects +#define MO_TELEPORTMAN 14 + +// at game start +void P_InitPicAnims(void); +void P_InitTerrainTypes(void); +void P_InitLava(void); + +// at map load +void P_SpawnSpecials(void); +void P_InitAmbientSound(void); +void P_AddAmbientSfx(int sequence); + +// every tic +void P_UpdateSpecials(void); +void P_AmbientSound(void); + +// when needed +boolean P_UseSpecialLine ( mobj_t *thing, line_t *line); +void P_ShootSpecialLine ( mobj_t *thing, line_t *line); +void P_CrossSpecialLine (int linenum, int side, mobj_t *thing); + +void P_PlayerInSpecialSector (player_t *player); + +int twoSided(int sector,int line); +sector_t *getSector(int currentSector,int line,int side); +side_t *getSide(int currentSector,int line, int side); +fixed_t P_FindLowestFloorSurrounding(sector_t *sec); +fixed_t P_FindHighestFloorSurrounding(sector_t *sec); +fixed_t P_FindNextHighestFloor(sector_t *sec,int currentheight); +fixed_t P_FindLowestCeilingSurrounding(sector_t *sec); +fixed_t P_FindHighestCeilingSurrounding(sector_t *sec); +int P_FindSectorFromLineTag(line_t *line,int start); +int P_FindMinSurroundingLight(sector_t *sector,int max); +sector_t *getNextSector(line_t *line,sector_t *sec); + +// +// SPECIAL +// +int EV_DoDonut(line_t *line); + +/* +=============================================================================== + + P_LIGHTS + +=============================================================================== +*/ +typedef struct +{ + thinker_t thinker; + sector_t *sector; + int count; + int maxlight; + int minlight; + int maxtime; + int mintime; +} lightflash_t; + +typedef struct +{ + thinker_t thinker; + sector_t *sector; + int count; + int minlight; + int maxlight; + int darktime; + int brighttime; +} strobe_t; + +typedef struct +{ + thinker_t thinker; + sector_t *sector; + int minlight; + int maxlight; + int direction; +} glow_t; + +#define GLOWSPEED 8 +#define STROBEBRIGHT 5 +#define FASTDARK 15 +#define SLOWDARK 35 + +void T_LightFlash (lightflash_t *flash); +void P_SpawnLightFlash (sector_t *sector); +void T_StrobeFlash (strobe_t *flash); +void P_SpawnStrobeFlash (sector_t *sector, int fastOrSlow, int inSync); +void EV_StartLightStrobing(line_t *line); +void EV_TurnTagLightsOff(line_t *line); +void EV_LightTurnOn(line_t *line, int bright); +void T_Glow(glow_t *g); +void P_SpawnGlowingLight(sector_t *sector); + +/* +=============================================================================== + + P_SWITCH + +=============================================================================== +*/ +typedef struct +{ + char name1[9]; + char name2[9]; + short episode; +} switchlist_t; + +typedef enum +{ + top, + middle, + bottom +} bwhere_e; + +typedef struct +{ + line_t *line; + bwhere_e where; + int btexture; + int btimer; + mobj_t *soundorg; +} button_t; + +#define MAXSWITCHES 50 // max # of wall switches in a level +#define MAXBUTTONS 16 // 4 players, 4 buttons each at once, max. +#define BUTTONTIME 35 // 1 second + +extern button_t buttonlist[MAXBUTTONS]; + +void P_ChangeSwitchTexture(line_t *line,int useAgain); +void P_InitSwitchList(void); + +/* +=============================================================================== + + P_PLATS + +=============================================================================== +*/ +typedef enum +{ + up, + down, + waiting, + in_stasis +} plat_e; + +typedef enum +{ + perpetualRaise, + downWaitUpStay, + raiseAndChange, + raiseToNearestAndChange +} plattype_e; + +typedef struct +{ + thinker_t thinker; + sector_t *sector; + fixed_t speed; + fixed_t low; + fixed_t high; + int wait; + int count; + plat_e status; + plat_e oldstatus; + boolean crush; + int tag; + plattype_e type; +} plat_t; + +#define PLATWAIT 3 +#define PLATSPEED FRACUNIT +#define MAXPLATS 30 + +extern plat_t *activeplats[MAXPLATS]; + +void T_PlatRaise(plat_t *plat); +int EV_DoPlat(line_t *line,plattype_e type,int amount); +void P_AddActivePlat(plat_t *plat); +void P_RemoveActivePlat(plat_t *plat); +void EV_StopPlat(line_t *line); +void P_ActivateInStasis(int tag); + +/* +=============================================================================== + + P_DOORS + +=============================================================================== +*/ +typedef enum +{ + normal, + close30ThenOpen, + close, + open, + raiseIn5Mins +} vldoor_e; + +typedef struct +{ + thinker_t thinker; + vldoor_e type; + sector_t *sector; + fixed_t topheight; + fixed_t speed; + int direction; // 1 = up, 0 = waiting at top, -1 = down + int topwait; // tics to wait at the top + // (keep in case a door going down is reset) + int topcountdown; // when it reaches 0, start going down +} vldoor_t; + +#define VDOORSPEED FRACUNIT*2 +#define VDOORWAIT 150 + +void EV_VerticalDoor (line_t *line, mobj_t *thing); +int EV_DoDoor (line_t *line, vldoor_e type, fixed_t speed); +void T_VerticalDoor (vldoor_t *door); +void P_SpawnDoorCloseIn30 (sector_t *sec); +void P_SpawnDoorRaiseIn5Mins (sector_t *sec, int secnum); + +/* +=============================================================================== + + P_CEILNG + +=============================================================================== +*/ +typedef enum +{ + lowerToFloor, + raiseToHighest, + lowerAndCrush, + crushAndRaise, + fastCrushAndRaise +} ceiling_e; + +typedef struct +{ + thinker_t thinker; + ceiling_e type; + sector_t *sector; + fixed_t bottomheight, topheight; + fixed_t speed; + boolean crush; + int direction; // 1 = up, 0 = waiting, -1 = down + int tag; // ID + int olddirection; +} ceiling_t; + +#define CEILSPEED FRACUNIT +#define CEILWAIT 150 +#define MAXCEILINGS 30 + +extern ceiling_t *activeceilings[MAXCEILINGS]; + +int EV_DoCeiling (line_t *line, ceiling_e type); +void T_MoveCeiling (ceiling_t *ceiling); +void P_AddActiveCeiling(ceiling_t *c); +void P_RemoveActiveCeiling(ceiling_t *c); +int EV_CeilingCrushStop(line_t *line); +void P_ActivateInStasisCeiling(line_t *line); + +/* +=============================================================================== + + P_FLOOR + +=============================================================================== +*/ +typedef enum +{ + lowerFloor, // lower floor to highest surrounding floor + lowerFloorToLowest, // lower floor to lowest surrounding floor + turboLower, // lower floor to highest surrounding floor VERY FAST + raiseFloor, // raise floor to lowest surrounding CEILING + raiseFloorToNearest, // raise floor to next highest surrounding floor + raiseToTexture, // raise floor to shortest height texture around it + lowerAndChange, // lower floor to lowest surrounding floor and change + // floorpic + raiseFloor24, + raiseFloor24AndChange, + raiseFloorCrush, + donutRaise, + raiseBuildStep // One step of a staircase +} floor_e; + +typedef struct +{ + thinker_t thinker; + floor_e type; + boolean crush; + sector_t *sector; + int direction; + int newspecial; + short texture; + fixed_t floordestheight; + fixed_t speed; +} floormove_t; + +#define FLOORSPEED FRACUNIT + +typedef enum +{ + ok, + crushed, + pastdest +} result_e; + +result_e T_MovePlane(sector_t *sector,fixed_t speed, + fixed_t dest,boolean crush,int floorOrCeiling,int direction); + +int EV_BuildStairs(line_t *line, fixed_t stepDelta); +int EV_DoFloor(line_t *line,floor_e floortype); +void T_MoveFloor(floormove_t *floor); + +/* +=============================================================================== + + P_TELEPT + +=============================================================================== +*/ + +boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, angle_t angle); +boolean EV_Teleport(line_t *line, int side, mobj_t *thing); diff --git a/include/r_local.h b/include/r_local.h new file mode 100644 index 0000000..4b57c81 --- /dev/null +++ b/include/r_local.h @@ -0,0 +1,522 @@ +// R_local.h + +#ifndef __R_LOCAL__ +#define __R_LOCAL__ + +#define ANGLETOSKYSHIFT 22 // sky map is 256*128*4 maps + +#define BASEYCENTER 100 + +#define MAXWIDTH 1120 +#define MAXHEIGHT 832 + +#define PI 3.141592657 + +#define CENTERY (SCREENHEIGHT/2) + +#define MINZ (FRACUNIT*4) + +#define FIELDOFVIEW 2048 // fineangles in the SCREENWIDTH wide window + +// +// lighting constants +// +#define LIGHTLEVELS 16 +#define LIGHTSEGSHIFT 4 +#define MAXLIGHTSCALE 48 +#define LIGHTSCALESHIFT 12 +#define MAXLIGHTZ 128 +#define LIGHTZSHIFT 20 +#define NUMCOLORMAPS 32 // number of diminishing +#define INVERSECOLORMAP 32 + +/* +============================================================================== + + INTERNAL MAP TYPES + +============================================================================== +*/ + +//================ used by play and refresh + +typedef struct +{ + fixed_t x,y; +} vertex_t; + +struct line_s; + +typedef struct +{ + fixed_t floorheight, ceilingheight; + short floorpic, ceilingpic; + short lightlevel; + short special, tag; + + int soundtraversed; // 0 = untraversed, 1,2 = sndlines -1 + mobj_t *soundtarget; // thing that made a sound (or null) + + int blockbox[4]; // mapblock bounding box for height changes + degenmobj_t soundorg; // for any sounds played by the sector + + int validcount; // if == validcount, already checked + mobj_t *thinglist; // list of mobjs in sector + void *specialdata; // thinker_t for reversable actions + int linecount; + struct line_s **lines; // [linecount] size +#ifdef RENDER3D + int flatoffx, flatoffy; // Scrolling flats. + int skyfix; // Offset to ceiling height rendering w/sky. +#endif +} sector_t; + +typedef struct +{ + fixed_t textureoffset; // add this to the calculated texture col + fixed_t rowoffset; // add this to the calculated texture top + short toptexture, bottomtexture, midtexture; + sector_t *sector; +} side_t; + +typedef enum {ST_HORIZONTAL, ST_VERTICAL, ST_POSITIVE, ST_NEGATIVE} slopetype_t; + +typedef struct line_s +{ + vertex_t *v1, *v2; + fixed_t dx,dy; // v2 - v1 for side checking + short flags; + short special, tag; + short sidenum[2]; // sidenum[1] will be -1 if one sided + fixed_t bbox[4]; + slopetype_t slopetype; // to aid move clipping + sector_t *frontsector, *backsector; + int validcount; // if == validcount, already checked + void *specialdata; // thinker_t for reversable actions +} line_t; + +#ifdef RENDER3D +typedef struct +{ + float x, y; +} fvertex_t; +#endif + +typedef struct subsector_s +{ + sector_t *sector; + short numlines; + short firstline; +#ifdef RENDER3D + // Sorted edge vertices for rendering floors and ceilings. + char numedgeverts; + fvertex_t* edgeverts; // A list of edge vertices. + fvertex_t* origedgeverts; // Unmodified, accurate edge vertices. + fvertex_t bbox[2]; // Min and max points. + fvertex_t midpoint; // Center of bounding box. +#endif + +} subsector_t; + +typedef struct +{ + vertex_t *v1, *v2; + fixed_t offset; + angle_t angle; + side_t *sidedef; + line_t *linedef; + sector_t *frontsector; + sector_t *backsector; // NULL for one sided lines +#ifdef RENDER3D + float len; // Length of the segment (v1 -> v2) for texture mapping. +#endif + +} seg_t; + +typedef struct +{ + fixed_t x,y,dx,dy; // partition line + fixed_t bbox[2][4]; // bounding box for each child + unsigned short children[2]; // if NF_SUBSECTOR its a subsector +} node_t; + +typedef struct +{ + int originx; // block origin (allways UL), which has allready + int originy; // accounted for the patch's internal origin + int patch; +} texpatch_t; + +// a maptexturedef_t describes a rectangular texture, which is composed of one +// or more mappatch_t structures that arrange graphic patches +typedef struct +{ + char name[8]; // for switch changing, etc + short width; + short height; + short patchcount; + texpatch_t patches[1]; // [patchcount] drawn back to front + // into the cached texture +#ifdef RENDER3D + boolean masked; // from maptexture_t +#endif +} texture_t; + +/* +============================================================================== + + OTHER TYPES + +============================================================================== +*/ + +typedef byte lighttable_t; // this could be wider for >8 bit display + +#define MAXVISPLANES 128 +#define MAXOPENINGS SCREENWIDTH*64 + +typedef struct +{ + fixed_t height; + int picnum; + int lightlevel; + int special; + int minx, maxx; + byte pad1; // leave pads for [minx-1]/[maxx+1] + byte top[SCREENWIDTH]; + byte pad2; + byte pad3; + byte bottom[SCREENWIDTH]; + byte pad4; +} visplane_t; + +typedef struct drawseg_s +{ + seg_t *curline; + int x1, x2; + fixed_t scale1, scale2, scalestep; + int silhouette; // 0=none, 1=bottom, 2=top, 3=both + fixed_t bsilheight; // don't clip sprites above this + fixed_t tsilheight; // don't clip sprites below this +// pointers to lists for sprite clipping + short *sprtopclip; // adjusted so [x1] is first value + short *sprbottomclip; // adjusted so [x1] is first value + short *maskedtexturecol; // adjusted so [x1] is first value +} drawseg_t; + +#define SIL_NONE 0 +#define SIL_BOTTOM 1 +#define SIL_TOP 2 +#define SIL_BOTH 3 + +#define MAXDRAWSEGS 256 + +// A vissprite_t is a thing that will be drawn during a refresh +typedef struct vissprite_s +{ + struct vissprite_s *prev, *next; + int x1, x2; + fixed_t gx, gy; // for line side calculation + fixed_t gz, gzt; // global bottom / top for silhouette clipping + fixed_t startfrac; // horizontal position of x1 + fixed_t scale; + fixed_t xiscale; // negative if flipped + fixed_t texturemid; + int patch; +#ifdef RENDER3D + int lightlevel; + float v1[2], v2[2]; // The vertices (v1 is the left one). + float secfloor, secceil; +#else + lighttable_t *colormap; +#endif + int mobjflags; // for color translation and shadow draw + boolean psprite; // true if psprite + fixed_t footclip; // foot clipping +} vissprite_t; + + +extern visplane_t *floorplane, *ceilingplane; + +// Sprites are patches with a special naming convention so they can be +// recognized by R_InitSprites. The sprite and frame specified by a +// thing_t is range checked at run time. +// a sprite is a patch_t that is assumed to represent a three dimensional +// object and may have multiple rotations pre drawn. Horizontal flipping +// is used to save space. Some sprites will only have one picture used +// for all views. + +typedef struct +{ + boolean rotate; // if false use 0 for any position + short lump[8]; // lump to use for view angles 0-7 + byte flip[8]; // flip (1 = flip) to use for view angles 0-7 +} spriteframe_t; + +typedef struct +{ + int numframes; + spriteframe_t *spriteframes; +} spritedef_t; + +extern spritedef_t *sprites; +extern int numsprites; + +//============================================================================= + +extern int numvertexes; +extern vertex_t *vertexes; + +extern int numsegs; +extern seg_t *segs; + +extern int numsectors; +extern sector_t *sectors; + +extern int numsubsectors; +extern subsector_t *subsectors; + +extern int numnodes; +extern node_t *nodes; + +extern int numlines; +extern line_t *lines; + +extern int numsides; +extern side_t *sides; + + + +extern fixed_t viewx, viewy, viewz; +extern angle_t viewangle; +extern player_t *viewplayer; + +#ifdef RENDER3D +extern float viewpitch; +extern int sbarscale; +#endif + +extern angle_t clipangle; + +extern int viewangletox[FINEANGLES/2]; +extern angle_t xtoviewangle[SCREENWIDTH+1]; +extern fixed_t finetangent[FINEANGLES/2]; + +extern fixed_t rw_distance; +extern angle_t rw_normalangle; + +// +// R_main.c +// +extern int viewwidth, viewheight, viewwindowx, viewwindowy; +extern int centerx, centery; +extern int flyheight; +extern fixed_t centerxfrac; +extern fixed_t centeryfrac; +extern fixed_t projection; + +extern int validcount; + +extern int sscount, linecount, loopcount; +extern lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE]; +extern lighttable_t *scalelightfixed[MAXLIGHTSCALE]; +extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ]; + +extern int extralight; +extern lighttable_t *fixedcolormap; + +extern fixed_t viewcos, viewsin; + +extern int detailshift; // 0 = high, 1 = low + +extern void (*colfunc) (void); +extern void (*basecolfunc) (void); +extern void (*fuzzcolfunc) (void); +extern void (*spanfunc) (void); + +int R_PointOnSide (fixed_t x, fixed_t y, node_t *node); +int R_PointOnSegSide (fixed_t x, fixed_t y, seg_t *line); +angle_t R_PointToAngle (fixed_t x, fixed_t y); +angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2); +fixed_t R_PointToDist (fixed_t x, fixed_t y); +fixed_t R_ScaleFromGlobalAngle (angle_t visangle); +subsector_t *R_PointInSubsector (fixed_t x, fixed_t y); +void R_AddPointToBox (int x, int y, fixed_t *box); + + +// +// R_bsp.c +// +extern seg_t *curline; +extern side_t *sidedef; +extern line_t *linedef; +extern sector_t *frontsector, *backsector; + +extern int rw_x; +extern int rw_stopx; + +extern boolean segtextured; +extern boolean markfloor; // false if the back side is the same plane +extern boolean markceiling; +extern boolean skymap; + +extern drawseg_t drawsegs[MAXDRAWSEGS], *ds_p; + +extern lighttable_t **hscalelight, **vscalelight, **dscalelight; + +typedef void (*drawfunc_t) (int start, int stop); +void R_ClearClipSegs (void); + +void R_ClearDrawSegs (void); +void R_InitSkyMap (void); +void R_RenderBSPNode (int bspnum); + +// +// R_segs.c +// +extern int rw_angle1; // angle to line origin + +void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2); + + +// +// R_plane.c +// +typedef void (*planefunction_t) (int top, int bottom); +extern planefunction_t floorfunc, ceilingfunc; + +extern int skyflatnum; + +extern short openings[MAXOPENINGS], *lastopening; + +extern short floorclip[SCREENWIDTH]; +extern short ceilingclip[SCREENWIDTH]; + +extern fixed_t yslope[SCREENHEIGHT]; +extern fixed_t distscale[SCREENWIDTH]; + +void R_InitPlanes (void); +void R_ClearPlanes (void); +void R_MapPlane (int y, int x1, int x2); +void R_MakeSpans (int x, int t1, int b1, int t2, int b2); +void R_DrawPlanes (void); + +visplane_t *R_FindPlane (fixed_t height, int picnum, int lightlevel, + int special); +visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop); + + +// +// R_debug.m +// +extern int drawbsp; + +void RD_OpenMapWindow (void); +void RD_ClearMapWindow (void); +void RD_DisplayLine (int x1, int y1, int x2, int y2, float gray); +void RD_DrawNodeLine (node_t *node); +void RD_DrawLineCheck (seg_t *line); +void RD_DrawLine (seg_t *line); +void RD_DrawBBox (fixed_t *bbox); + + +// +// R_data.c +// +extern fixed_t *textureheight; // needed for texture pegging +extern fixed_t *spritewidth; // needed for pre rendering (fracs) +extern fixed_t *spriteoffset; +extern fixed_t *spritetopoffset; +extern lighttable_t *colormaps; +extern int viewwidth, scaledviewwidth, viewheight; +extern int firstflat; +extern int numflats; + +extern int *flattranslation; // for global animation +extern int *texturetranslation; // for global animation + +extern int firstspritelump, lastspritelump, numspritelumps; + +byte *R_GetColumn (int tex, int col); +void R_InitData (void); +void R_PrecacheLevel (void); + + +// +// R_things.c +// +#define MAXVISSPRITES 128 + +extern vissprite_t vissprites[MAXVISSPRITES], *vissprite_p; +extern vissprite_t vsprsortedhead; + +// constant arrays used for psprite clipping and initializing clipping +extern short negonearray[SCREENWIDTH]; +extern short screenheightarray[SCREENWIDTH]; + +// vars for R_DrawMaskedColumn +extern short *mfloorclip; +extern short *mceilingclip; +extern fixed_t spryscale; +extern fixed_t sprtopscreen; +extern fixed_t sprbotscreen; + +extern fixed_t pspritescale, pspriteiscale; + + +void R_DrawMaskedColumn (column_t *column, signed int baseclip); + + +void R_SortVisSprites (void); + +void R_AddSprites (sector_t *sec); +void R_AddPSprites (void); +void R_DrawSprites (void); +void R_InitSprites (char **namelist); +void R_ClearSprites (void); +void R_DrawMasked (void); +void R_ClipVisSprite (vissprite_t *vis, int xl, int xh); + +//============================================================================= +// +// R_draw.c +// +//============================================================================= + +extern lighttable_t *dc_colormap; +extern int dc_x; +extern int dc_yl; +extern int dc_yh; +extern fixed_t dc_iscale; +extern fixed_t dc_texturemid; +extern byte *dc_source; // first pixel in a column + +void R_DrawColumn (void); +void R_DrawColumnLow (void); +void R_DrawFuzzColumn (void); +void R_DrawFuzzColumnLow (void); +void R_DrawTranslatedColumn (void); +void R_DrawTranslatedFuzzColumn (void); +void R_DrawTranslatedColumnLow (void); + +extern int ds_y; +extern int ds_x1; +extern int ds_x2; +extern lighttable_t *ds_colormap; +extern fixed_t ds_xfrac; +extern fixed_t ds_yfrac; +extern fixed_t ds_xstep; +extern fixed_t ds_ystep; +extern byte *ds_source; // start of a 64*64 tile image + +extern byte *translationtables; +extern byte *dc_translation; + +void R_DrawSpan (void); +void R_DrawSpanLow (void); + +void R_InitBuffer (int width, int height); +void R_InitTranslationTables (void); + +#endif // __R_LOCAL__ + diff --git a/include/sounds.h b/include/sounds.h new file mode 100644 index 0000000..57359b7 --- /dev/null +++ b/include/sounds.h @@ -0,0 +1,269 @@ + +// sounds.h + +#ifndef __SOUNDSH__ +#define __SOUNDSH__ + +#define MAX_SND_DIST 1600 +#define MAX_CHANNELS 16 + +// Music identifiers + +typedef enum +{ + mus_e1m1, + mus_e1m2, + mus_e1m3, + mus_e1m4, + mus_e1m5, + mus_e1m6, + mus_e1m7, + mus_e1m8, + mus_e1m9, + + mus_e2m1, + mus_e2m2, + mus_e2m3, + mus_e2m4, + mus_e2m5, + mus_e2m6, + mus_e2m7, + mus_e2m8, + mus_e2m9, + + mus_e3m1, + mus_e3m2, + mus_e3m3, + mus_e3m4, + mus_e3m5, + mus_e3m6, + mus_e3m7, + mus_e3m8, + mus_e3m9, + + mus_e4m1, + mus_e4m2, + mus_e4m3, + mus_e4m4, + mus_e4m5, + mus_e4m6, + mus_e4m7, + mus_e4m8, + mus_e4m9, + + mus_e5m1, + mus_e5m2, + mus_e5m3, + mus_e5m4, + mus_e5m5, + mus_e5m6, + mus_e5m7, + mus_e5m8, + mus_e5m9, + + mus_e6m1, + mus_e6m2, + mus_e6m3, + + mus_titl, + mus_intr, + mus_cptd, + NUMMUSIC +} musicenum_t; + +typedef struct +{ + char name[8]; + int p1; +} musicinfo_t; + +typedef struct sfxinfo_s +{ + char name[8]; + struct sfxinfo_s *link; // Make alias for another sound + unsigned short priority; // Higher priority takes precendence + int usefulness; // Determines when a sound should be cached out + void *snd_ptr; + int lumpnum; + int numchannels; // total number of channels a sound type may occupy +} sfxinfo_t; + +typedef struct +{ + mobj_t *mo; + long sound_id; + long handle; + long pitch; + int priority; +} channel_t; + +typedef struct +{ + long id; + unsigned short priority; + char *name; + mobj_t *mo; + int distance; +} ChanInfo_t; + +typedef struct +{ + int channelCount; + int musicVolume; + int soundVolume; + ChanInfo_t chan[8]; +} SoundInfo_t; + +// Sound identifiers + +typedef enum +{ + sfx_None, + sfx_gldhit, + sfx_gntful, + sfx_gnthit, + sfx_gntpow, + sfx_gntact, + sfx_gntuse, + sfx_phosht, + sfx_phohit, + sfx_phopow, + sfx_lobsht, + sfx_lobhit, + sfx_lobpow, + sfx_hrnsht, + sfx_hrnhit, + sfx_hrnpow, + sfx_ramphit, + sfx_ramrain, + sfx_bowsht, + sfx_stfhit, + sfx_stfpow, + sfx_stfcrk, + sfx_impsit, + sfx_impat1, + sfx_impat2, + sfx_impdth, + sfx_impact, + sfx_imppai, + sfx_mumsit, + sfx_mumat1, + sfx_mumat2, + sfx_mumdth, + sfx_mumact, + sfx_mumpai, + sfx_mumhed, + sfx_bstsit, + sfx_bstatk, + sfx_bstdth, + sfx_bstact, + sfx_bstpai, + sfx_clksit, + sfx_clkatk, + sfx_clkdth, + sfx_clkact, + sfx_clkpai, + sfx_snksit, + sfx_snkatk, + sfx_snkdth, + sfx_snkact, + sfx_snkpai, + sfx_kgtsit, + sfx_kgtatk, + sfx_kgtat2, + sfx_kgtdth, + sfx_kgtact, + sfx_kgtpai, + sfx_wizsit, + sfx_wizatk, + sfx_wizdth, + sfx_wizact, + sfx_wizpai, + sfx_minsit, + sfx_minat1, + sfx_minat2, + sfx_minat3, + sfx_mindth, + sfx_minact, + sfx_minpai, + sfx_hedsit, + sfx_hedat1, + sfx_hedat2, + sfx_hedat3, + sfx_heddth, + sfx_hedact, + sfx_hedpai, + sfx_sorzap, + sfx_sorrise, + sfx_sorsit, + sfx_soratk, + sfx_soract, + sfx_sorpai, + sfx_sordsph, + sfx_sordexp, + sfx_sordbon, + sfx_sbtsit, + sfx_sbtatk, + sfx_sbtdth, + sfx_sbtact, + sfx_sbtpai, + sfx_plroof, + sfx_plrpai, + sfx_plrdth, // Normal + sfx_gibdth, // Extreme + sfx_plrwdth, // Wimpy + sfx_plrcdth, // Crazy + sfx_itemup, + sfx_wpnup, + sfx_telept, + sfx_doropn, + sfx_dorcls, + sfx_dormov, + sfx_artiup, + sfx_switch, + sfx_pstart, + sfx_pstop, + sfx_stnmov, + sfx_chicpai, + sfx_chicatk, + sfx_chicdth, + sfx_chicact, + sfx_chicpk1, + sfx_chicpk2, + sfx_chicpk3, + sfx_keyup, + sfx_ripslop, + sfx_newpod, + sfx_podexp, + sfx_bounce, + sfx_volsht, + sfx_volhit, + sfx_burn, + sfx_splash, + sfx_gloop, + sfx_respawn, + sfx_blssht, + sfx_blshit, + sfx_chat, + sfx_artiuse, + sfx_gfrag, + sfx_waterfl, + + // Monophonic sounds + + sfx_wind, + sfx_amb1, + sfx_amb2, + sfx_amb3, + sfx_amb4, + sfx_amb5, + sfx_amb6, + sfx_amb7, + sfx_amb8, + sfx_amb9, + sfx_amb10, + sfx_amb11, + NUMSFX +} sfxenum_t; + +#endif diff --git a/include/soundst.h b/include/soundst.h new file mode 100644 index 0000000..be80117 --- /dev/null +++ b/include/soundst.h @@ -0,0 +1,23 @@ + +// soundst.h + +#ifndef __SOUNDSTH__ +#define __SOUNDSTH__ + +extern int snd_MaxVolume; +extern int snd_MusicVolume; + +void S_Start(void); +void S_StartSound(mobj_t *origin, int sound_id); +void S_StartSoundAtVolume(mobj_t *origin, int sound_id, int volume); +void S_StopSound(mobj_t *origin); +void S_PauseSound(void); +void S_ResumeSound(void); +void S_UpdateSounds(mobj_t *listener); +void S_StartSong(int song, boolean loop); +void S_Init(void); +void S_GetChannelInfo(SoundInfo_t *s); +void S_SetMaxVolume(boolean fullprocess); +void S_SetMusicVolume(void); + +#endif diff --git a/include/vgaview.h b/include/vgaview.h new file mode 100644 index 0000000..52d2a0e --- /dev/null +++ b/include/vgaview.h @@ -0,0 +1,24 @@ + +#import + +#import "DoomDef.h" + +// a few globals +extern byte *bytebuffer; + + +@interface VGAView:View +{ + id game; + int nextpalette[256]; // color lookup table + int *nextimage; // palette expanded and scaled + unsigned scale; + NXWindowDepth depth; +} + +- updateView; +- (unsigned)scale; +- setPalette:(byte *)pal; +- setScale:(int)newscale; + +@end diff --git a/opengl/m_bams.c b/opengl/m_bams.c new file mode 100644 index 0000000..25feea4 --- /dev/null +++ b/opengl/m_bams.c @@ -0,0 +1,58 @@ +// BAMS trigonometric functions. + +#include +#include "m_bams.h" + +#define BAMS_TABLE_ACCURACY 2000 + +static binangle atantable[BAMS_TABLE_ACCURACY]; + +void bamsInit() // Fill in the tables. +{ + int i; + + for(i=1; i absx) + bang = BANG_90-atantable[(int)((float)absx/(float)absy*BAMS_TABLE_ACCURACY)]; + else + bang = atantable[(int)((float)absy/(float)absx*BAMS_TABLE_ACCURACY)]; + } + + // Now we know the angle in the first quadrant. Let's look at the signs + // and choose the right quadrant. + if(x < 0) // Flip horizontally? + bang = BANG_180 - bang; + if(y < 0) // Flip vertically? + { + // At the moment bang must be smaller than 180. + bang = BANG_180 + BANG_180-bang; + } + // This is the final angle. + return bang; +} \ No newline at end of file diff --git a/opengl/ogl_clip.c b/opengl/ogl_clip.c new file mode 100644 index 0000000..8ad0166 --- /dev/null +++ b/opengl/ogl_clip.c @@ -0,0 +1,480 @@ + +//************************************************************************** +//** +//** OGL_CLIP.C +//** +//** Version: 1.0 +//** Last Build: -?- +//** Author: jk +//** +//************************************************************************** + +// HEADER FILES ------------------------------------------------------------ + +#ifdef __WIN32__ +#include +#endif +#include +#include "doomdef.h" +#include "r_local.h" +#include "m_bams.h" +#include "ogl_def.h" +//#include "i_ptimer.h" + +// MACROS ------------------------------------------------------------------ + +#define MAXCLIPNODES 128 // We can have this many nodes at once. + +// TYPES ------------------------------------------------------------------- + +// EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- + +// PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- + +// PRIVATE FUNCTION PROTOTYPES --------------------------------------------- + +// EXTERNAL DATA DECLARATIONS ---------------------------------------------- + +extern float vx, vz; + +//extern __int64 clippercount; +//extern perfclock_t clipperclock; + +// PUBLIC DATA DEFINITIONS ------------------------------------------------- + +clipnode_t *clipnodes; // The list of clipnodes. +clipnode_t *cliphead; // The head node. + +int maxnumnodes=0; + +// PRIVATE DATA DEFINITIONS ------------------------------------------------ + +// CODE -------------------------------------------------------------------- +/* +static void C_CountNodes() +{ + int i; + clipnode_t *ci; + for(i=0, ci=cliphead; ci; i++, ci=ci->next); + if(i > maxnumnodes) maxnumnodes = i; +} +*/ +void C_Init() +{ + clipnodes = Z_Malloc(sizeof(clipnode_t)*MAXCLIPNODES, PU_STATIC, 0); +} + +void C_ClearRanges() +{ + memset(clipnodes, 0, sizeof(clipnode_t)*MAXCLIPNODES); + cliphead = 0; +} + +// Finds the first unused clip node. +static clipnode_t *C_NewRange(binangle stAng, binangle endAng) +{ + int i; + clipnode_t *cnode; + + for(i=0; iused = 1; + cnode->start = stAng; + cnode->end = endAng; + return cnode; +} + +static void C_RemoveRange(clipnode_t *crange) +{ + if(!crange->used) I_Error("Tried to remove an unused range.\n"); + + // If this is the head, move it. + if(cliphead == crange) cliphead = crange->next; + + crange->used = 0; + if(crange->prev) crange->prev->next = crange->next; + if(crange->next) crange->next->prev = crange->prev; + crange->prev = crange->next = 0; +} + +static void C_AddRange(binangle startAngle, binangle endAngle) +{ + clipnode_t *ci, *crange; + + //printf( "=== C_AddRange(%x,%x):\n",startAngle,endAngle); + if(startAngle == endAngle) + { + //printf( " range has no length, skipping\n"); + return; + } + // There are previous ranges. Check that the new range isn't contained + // by any of them. + for(ci=cliphead; ci; ci=ci->next) + { + //printf( " %p: %4x => %4x (%d)\n",ci,ci->start,ci->end,ci->used); + if(startAngle >= ci->start && endAngle <= ci->end) + { + //printf( " range already exists\n"); + return; // The new range already exists. + } + //printf( "loop1\n"); + /*if(ci == ci->next) + I_Error("%p linked to itself: %x => %x\n",ci,ci->start,ci->end);*/ + } + + // Now check if any of the old ranges are contained by the new one. + for(ci=cliphead; ci;) + { + //printf( "loop2\n"); + if(ci->start >= startAngle && ci->end <= endAngle) + { + crange = ci; + //printf( " removing contained range %x => %x\n",crange->start,crange->end); + // We must do this in order to keep the loop from breaking. + ci = ci->next; + C_RemoveRange(crange); + //if(!ci) ci = cliphead; + //if(!ci) break; + continue; + } + ci = ci->next; + } + + // If there is no head, this will be the first range. + if(!cliphead) + { + cliphead = C_NewRange(startAngle, endAngle); + //printf( " new head node added, %x => %x\n", cliphead->start, cliphead->end); + return; + } + + // Now it is possible that the new range overlaps one or two old ranges. + // If two are overlapped, they are consecutive. First we'll try to find + // a range that overlaps the beginning. + for(ci=cliphead; ci; ci=ci->next) + { + //printf( "loop3\n"); + if(ci->start >= startAngle && ci->start <= endAngle) + { + // New range's end and ci's beginning overlap. ci's end is outside. + // Otherwise it would have been already removed. + // It suffices to adjust ci. + //printf( " overlapping beginning with %x => %x, ",ci->start,ci->end); + ci->start = startAngle; + //printf( "adjusting ci to %x => %x\n",ci->start,ci->end); + return; + } + // Check an overlapping end. + if(ci->end >= startAngle && ci->end <= endAngle) + { + // Now it's possible that the ci->next's beginning overlaps the new + // range's end. In that case there will be a merger. + //printf( " overlapping end with %x => %x:\n",ci->start,ci->end); + crange = ci->next; + if(!crange) + { + ci->end = endAngle; + //printf( " no next, adjusting end (now %x => %x)\n",ci->start,ci->end); + return; + } + else + { + if(/*crange->start >= startAngle && */crange->start <= endAngle) + { + // Hello! A fusion will commence. Ci will eat the new + // range AND crange. + ci->end = crange->end; + //printf( " merging with the next (%x => %x)\n",crange->start,crange->end); + C_RemoveRange(crange); + return; + } + else + { + // No overlapping: the same, normal case. + ci->end = endAngle; + //printf( " not merger w/next, ci is now %x => %x\n",ci->start,ci->end); + return; + } + } + } + } + + // Still here? Now we know for sure that the range is disconnected from + // the others. We still need to find a good place for it. Crange will mark + // the spot. + + // OPTIMIZE: Why not search this during the last loop? + + //printf( " range doesn't overlap old ones:\n"); + crange = 0; + for(ci=cliphead; ci; ci=ci->next) + { + // //printf( "loop4\n"); + if(ci->start < endAngle) // Is this a suitable spot? + crange = ci; // Add after this one. + else break; // We're done. + } + if(!crange) + { + //printf( " no suitable new spot, adding to head\n"); + // We have a new head node. + crange = cliphead; + cliphead = C_NewRange(startAngle, endAngle); + cliphead->next = crange; + crange->prev = cliphead; + return; + } + //printf(" spot found, adding after %x => %x\n",crange->start,crange->end); + // Add the new range after crange. + ci = C_NewRange(startAngle, endAngle); + ci->next = crange->next; + if(ci->next) ci->next->prev = ci; + ci->prev = crange; + crange->next = ci; +} + +void C_Ranger() +{ + clipnode_t *ci; + + printf("Ranger:\n"); + for(ci=cliphead; ci; ci=ci->next) + { + if(ci==cliphead) + { + if(ci->prev != 0) + I_Error("Cliphead->prev != 0.\n"); + } + // Confirm that the links to prev and next are OK. + if(ci->prev) + { + if(ci->prev->next != ci) + I_Error("Prev->next != this\n"); + } + else if(ci != cliphead) I_Error("prev == null, this isn't cliphead.\n"); + + if(ci->next) + { + if(ci->next->prev != ci) + I_Error("Next->prev != this\n"); + } + + printf( " %p: %04x => %04x ", ci, ci->start, ci->end); + if(ci->prev) + printf( "(gap: %d)\n", ci->start-ci->prev->end); + else + printf( "\n"); + } +} + +void C_SafeAddRange(binangle startAngle, binangle endAngle) +{ + binangle angLen = endAngle-startAngle; + + //printf( "Adding range %x => %x...\n", startAngle, endAngle); + + // Check if the range is valid. + if(!angLen || angLen > BANG_180) return; + + // The range may still wrap around. + if((int)startAngle+(int)angLen > BANG_MAX) + { + // printf( " adding in two parts\n"); + // The range has to added in two parts. + C_AddRange(startAngle, BANG_MAX); + //C_Ranger(); + C_AddRange(0, endAngle); + //C_Ranger(); + } + else + { + // printf( " adding normally\n"); + // Add the range as usual. + C_AddRange(startAngle, endAngle); + //C_Ranger(); + } + //C_CountNodes(); // Just development info. + //C_Ranger(); +} + +// Add a segment relative to the current viewpoint. +void C_AddViewRelSeg(float x1, float y1, float x2, float y2) +{ + float dx1 = x1-vx, dy1 = y1-vz, dx2 = x2-vx, dy2 = y2-vz; +// __int64 pstart, pend; + +// QueryPerformanceCounter((LARGE_INTEGER*)&pstart); + //PC_Start(&clipperclock); + + C_SafeAddRange(bamsAtan2((int)(dy2*10), (int)(dx2*10)), + bamsAtan2((int)(dy1*10), (int)(dx1*10))); + + //QueryPerformanceCounter((LARGE_INTEGER*)&pend); + //clippercount += pend-pstart; + //PC_Stop(&clipperclock); +} + +// The specified range must be safe! +static int C_IsRangeVisible(binangle startAngle, binangle endAngle) +{ + clipnode_t *ci; + + for(ci=cliphead; ci; ci=ci->next) + if(startAngle >= ci->start && endAngle <= ci->end) + return 0; + // No node fully contained the specified range. + return 1; +} + +// Returns 1 if the range is not entirely clipped. +static int C_SafeCheckRange(binangle startAngle, binangle endAngle) +{ + binangle angLen = endAngle - startAngle; + + // Check that the range is valid. + if(!angLen || angLen >= BANG_180) return 0; + if((int)startAngle+(int)angLen > BANG_MAX) + { + // The range wraps around. + return (C_IsRangeVisible(startAngle, BANG_MAX) + || C_IsRangeVisible(0, endAngle)); + } + return C_IsRangeVisible(startAngle, endAngle); +} + +int C_CheckViewRelSeg(float x1, float y1, float x2, float y2) +{ + float dx1 = x1-vx, dy1 = y1-vz, dx2 = x2-vx, dy2 = y2-vz; + return C_SafeCheckRange(bamsAtan2((int)(dy2*10), (int)(dx2*10)), + bamsAtan2((int)(dy1*10), (int)(dx1*10))); +} + +// Returns 1 if the specified angle is visible. +int C_IsAngleVisible(binangle bang) +{ + clipnode_t *ci; + + for(ci=cliphead; ci; ci=ci->next) + if(bang > ci->start && bang < ci->end) return 0; + // No one clipped this angle. + return 1; +} + +clipnode_t *C_AngleClippedBy(binangle bang) +{ + clipnode_t *ci; + + for(ci=cliphead; ci; ci=ci->next) + if(bang > ci->start && bang < ci->end) return ci; + // No one clipped this angle. + return 0; +} + +// Returns 1 if the subsector might be visible. +int C_CheckSubsector(subsector_t *ssec) +{ + int i; +// clipnode_t *cnode=0; + binangle *anglist = _alloca(sizeof(binangle)*ssec->numedgeverts); + +// extern perfclock_t miscclock; + + //PC_Start(&miscclock); + for(i=0; inumedgeverts; i++) // Check all corners. + { + fvertex_t *vtx = ssec->edgeverts+i; +/* clipnode_t *clipper = C_AngleClippedBy(bamsAtan2((int)((vtx->y - vz)*10), + (int)((vtx->x - vx)*10))); + // If no one clipped the angle, there is a visible portion. + if(!clipper) return 1; + if(!cnode) + cnode = clipper; + else if(cnode != clipper) + return 1;*/ + + anglist[i] = bamsAtan2((int)((vtx->y - vz)*100), (int)((vtx->x - vx)*100)); + + /*if(!i) + minAngle = maxAngle = anglist[i]; + else + { + if(anglist[i] < minAngle) minAngle = anglist[i]; + if(anglist[i] > maxAngle) maxAngle = anglist[i]; + }*/ + } + //PC_Stop(&miscclock); + // Check each of the ranges defined by the edges. + for(i=0; inumedgeverts-1; i++) + { + int end = i+1; + binangle angLen; + + // The last edge won't be checked. This is because the edges + // define a closed, convex polygon and the last edge's range is + // always already covered by the previous edges. (Right?) + + //if(end == ssec->numedgeverts) end = 0; // Back to beginning. + + // If even one of the edges is not contained by a clipnode, + // the subsector is at least partially visible. + + angLen = anglist[end] - anglist[i]; + + if(angLen == BANG_180) continue; // We can't check this. + + // Choose the start and end points so that length is < 180. + if(angLen < BANG_180) + { + if(C_SafeCheckRange(anglist[i], anglist[end])) return 1; + } + else + { + if(C_SafeCheckRange(anglist[end], anglist[i])) return 1; + } + } + // All the edges were clipped totally away. + return 0; +/* +truexit: + PC_Stop(&miscclock); + return 1;*/ + + + + /*if(maxAngle-minAngle > BANG_180) // Does wraparound happen? + { + // First the angles must be sorted (min -> max). + qsort(anglist, ssec->numedgeverts, sizeof(binangle), AngleSorter); + // Let's find the section that's over 180 degrees. + // Check all but the last edge. + for(i=0; inumedgeverts-1; i++) + { + int end = i+1; + if(anglist[end]-anglist[i] > BANG_180) + { + // This is the long edge. + return (!C_IsRangeContained(0, anglist[i]) && + !C_IsRangeContained(anglist[end], BANG_MAX)); + } + } + for(i=0; inumedgeverts; i++) + printf( "anglist[%d] = %x\n", i, anglist[i]); + I_Error("C_CheckSubsector: (wraparound) Can't find long edge.\n"); + return 0; // Keep the compiler happy. + } + else + { + // The range is OK, check it out. + return (!C_IsRangeContained(minAngle, maxAngle)); + }*/ +/*static int AngleSorter(const binangle *elem1, const binangle *elem2) +{ + if(*elem1 > *elem2) return 1; + if(*elem1 < *elem2) return -1; + return 0; +} +*/ + +} diff --git a/opengl/ogl_draw.c b/opengl/ogl_draw.c new file mode 100644 index 0000000..cc4a771 --- /dev/null +++ b/opengl/ogl_draw.c @@ -0,0 +1,363 @@ +//************************************************************************** +//** +//** OGL_DRAW.C +//** +//** Version: 1.0 +//** Last Build: -?- +//** Author: jk +//** +//** OpenGL drawing functions. +//** +//************************************************************************** + +// HEADER FILES ------------------------------------------------------------ + +#ifdef __WIN32__ +#define WIN32_LEAN_AND_MEAN +#include +#endif + +#include +#include +#include +#include +#include +#include +#include "doomdef.h" +#include "ogl_def.h" +#include "p_local.h" + +// MACROS ------------------------------------------------------------------ + +// EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- + +// PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- + +// PRIVATE FUNCTION PROTOTYPES --------------------------------------------- + +// EXTERNAL DATA DECLARATIONS ---------------------------------------------- + +// PUBLIC DATA DEFINITIONS ------------------------------------------------- + +// PRIVATE DATA DEFINITIONS ------------------------------------------------ + +static int curfilter = 0; // The current filter (0 = none). + +// CODE -------------------------------------------------------------------- + +void OGL_DrawRawScreen(int lump) // Raw screens are 320 x 200. +{ + float tcbottom; + int pixelBorder; + //float shift64 = 1.0/(64*screenWidth/320.0); + //float onePhysPixel = 320/(float)screenWidth; + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + gluOrtho2D(0, screenWidth, screenHeight, 0); + + OGL_SetRawImage(lump,1); + tcbottom = lumptexsizes[lump].h / (float)FindNextPower2(lumptexsizes[lump].h); + pixelBorder = lumptexsizes[lump].w * screenWidth / 320; + + glColor3f(1,1,1); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex2f(0,0); + glTexCoord2f(1,0); + glVertex2f(pixelBorder, 0); + glTexCoord2f(1,tcbottom); + glVertex2f(pixelBorder, screenHeight); + glTexCoord2f(0,tcbottom); + glVertex2f(0, screenHeight); + glEnd(); + + // And the other part. + OGL_SetRawImage(lump,2); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex2f(pixelBorder-1, 0); + glTexCoord2f(1,0); + glVertex2f(screenWidth, 0); + glTexCoord2f(1, tcbottom); + glVertex2f(screenWidth, screenHeight); + glTexCoord2f(0, tcbottom); + glVertex2f(pixelBorder-1, screenHeight); + glEnd(); + + // Restore the old projection matrix. + glPopMatrix(); + + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); +} + +// Drawing with the current state. +void OGL_DrawPatch_CS(int x, int y, int lumpnum) +{ + int w, h, p2w, p2h; + float tcright, tcbottom; + + // Set the texture. + OGL_SetPatch(lumpnum); + + w = lumptexsizes[lumpnum].w; + h = lumptexsizes[lumpnum].h; + p2w = FindNextPower2(w); + p2h = OGL_ValidTexHeight2(w, h); + tcright = (float)w/(float)p2w; + tcbottom = (float)h/(float)p2h; + + x += lumptexsizes[lumpnum].offx; + y += lumptexsizes[lumpnum].offy; + + glBegin(GL_QUADS); + + glTexCoord2f(0, 0); + glVertex2i(x, y); + + glTexCoord2f(tcright, 0); + glVertex2i(x+w, y); + + glTexCoord2f(tcright, tcbottom); + glVertex2i(x+w, y+h); + + glTexCoord2f(0, tcbottom); + glVertex2i(x, y+h); + + glEnd(); + + // Is there a second part? + if(OGL_GetOtherPart(lumpnum)) + { + x += w; + + OGL_BindTexture(OGL_GetOtherPart(lumpnum)); + w = lumptexsizes[lumpnum].w2; + p2w = FindNextPower2(w); + tcright = w/(float)p2w; + + glBegin(GL_QUADS); + + glTexCoord2f(0, 0); + glVertex2i(x, y); + + glTexCoord2f(tcright, 0); + glVertex2i(x+w, y); + + glTexCoord2f(tcright, tcbottom); + glVertex2i(x+w, y+h); + + glTexCoord2f(0, tcbottom); + glVertex2i(x, y+h); + + glEnd(); + } +} + +void OGL_DrawPatchLitAlpha(int x, int y, float light, float alpha, int lumpnum) +{ + glColor4f(light, light, light, alpha); + OGL_DrawPatch_CS(x, y, lumpnum); +} + +void OGL_DrawPatch(int x, int y, int lumpnum) +{ + if(lumpnum < 0) return; + OGL_DrawPatchLitAlpha(x, y, 1, 1, lumpnum); +} + +void OGL_DrawFuzzPatch(int x, int y, int lumpnum) +{ + if(lumpnum < 0) return; + OGL_DrawPatchLitAlpha(x, y, 1, .333f, lumpnum); +} + +void OGL_DrawAltFuzzPatch(int x, int y, int lumpnum) +{ + if(lumpnum < 0) return; + OGL_DrawPatchLitAlpha(x, y, 1, .666f, lumpnum); +} + +void OGL_DrawShadowedPatch(int x, int y, int lumpnum) +{ + if(lumpnum < 0) return; + OGL_DrawPatchLitAlpha(x+2, y+2, 0, .4f, lumpnum); + OGL_DrawPatchLitAlpha(x, y, 1, 1, lumpnum); +} + +extern void checkGLContext(); +void OGL_DrawRect(float x, float y, float w, float h, float r, float g, float b, float a) +{ + glColor4f(r, g, b, a); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2f(x, y); + glTexCoord2f(1, 0); + glVertex2f(x+w, y); + glTexCoord2f(1, 1); + glVertex2f(x+w, y+h); + glTexCoord2f(0, 1); + glVertex2f(x, y+h); + glEnd(); +} + +void OGL_DrawRectTiled(int x, int y, int w, int h, int tw, int th) +{ + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(x, y); + glTexCoord2f(w/(float)tw, 0); + glVertex2i(x+w, y); + glTexCoord2f(w/(float)tw, h/(float)th); + glVertex2i(x+w, y+h); + glTexCoord2f(0, h/(float)th); + glVertex2i(x, y+h); + glEnd(); +} + +// The cut rectangle must be inside the other one. +void OGL_DrawCutRectTiled(int x, int y, int w, int h, int tw, int th, + int cx, int cy, int cw, int ch) +{ + float ftw = tw, fth = th; + // We'll draw at max four rectangles. + int toph = cy-y, bottomh = y+h-(cy+ch), sideh = h-toph-bottomh, + lefth = cx-x, righth = x+w-(cx+cw); + + glBegin(GL_QUADS); + if(toph > 0) + { + // The top rectangle. + glTexCoord2f(0, 0); + glVertex2i(x, y); + + glTexCoord2f(w/ftw, 0); + glVertex2i(x+w, y); + + glTexCoord2f(w/ftw, toph/fth); + glVertex2i(x+w, y+toph); + + glTexCoord2f(0, toph/fth); + glVertex2i(x, y+toph); + } + if(lefth > 0 && sideh > 0) + { + float yoff = toph/fth; + // The left rectangle. + glTexCoord2f(0, yoff); + glVertex2i(x, y+toph); + + glTexCoord2f(lefth/ftw, yoff); + glVertex2i(x+lefth, y+toph); + + glTexCoord2f(lefth/ftw, yoff+sideh/fth); + glVertex2i(x+lefth, y+toph+sideh); + + glTexCoord2f(0, yoff+sideh/fth); + glVertex2i(x, y+toph+sideh); + } + if(righth > 0 && sideh > 0) + { + int ox = x+lefth+cw; + float xoff = (lefth+cw)/ftw; + float yoff = toph/fth; + // The left rectangle. + glTexCoord2f(xoff, yoff); + glVertex2i(ox, y+toph); + + glTexCoord2f(xoff+lefth/ftw, yoff); + glVertex2i(ox+righth, y+toph); + + glTexCoord2f(xoff+lefth/ftw, yoff+sideh/fth); + glVertex2i(ox+righth, y+toph+sideh); + + glTexCoord2f(xoff, yoff+sideh/fth); + glVertex2i(ox, y+toph+sideh); + } + if(bottomh > 0) + { + int oy = y+toph+sideh; + float yoff = (toph+sideh)/fth; + glTexCoord2f(0, yoff); + glVertex2i(x, oy); + + glTexCoord2f(w/ftw, yoff); + glVertex2i(x+w, oy); + + glTexCoord2f(w/ftw, yoff+bottomh/fth); + glVertex2i(x+w, oy+bottomh); + + glTexCoord2f(0, yoff+bottomh/fth); + glVertex2i(x, oy+bottomh); + } + glEnd(); +} + +void OGL_DrawLine(float x1, float y1, float x2, float y2, + float r, float g, float b, float a) +{ + glColor4f(r, g, b, a); + glBegin(GL_LINES); + glVertex2f(x1,y1); + glVertex2f(x2,y2); + glEnd(); +} + +void OGL_SetColor(int palidx) +{ + byte rgb[3]; + + if(palidx == -1) // Invisible? + glColor4f(0,0,0,0); + else + { + PalIdxToRGB(W_CacheLumpNum(pallump,PU_CACHE), palidx, rgb); + glColor3f(rgb[0]/255.0, rgb[1]/255.0, rgb[2]/255.0); + } +} + +void OGL_SetColorAndAlpha(float r, float g, float b, float a) +{ + glColor4f(r, g, b, a); +} + +// Filters correspond the palettes in the wad. +void OGL_SetFilter(int filter) +{ + curfilter = filter; +} + +// Returns nonzero if the filter was drawn. +int OGL_DrawFilter() +{ + if(!curfilter) return 0; // No filter needed. + + // No texture, please. + //glBindTexture(GL_TEXTURE_2D, 0); + glDisable( GL_TEXTURE_2D ); + + // We have to choose the right color and alpha. + if(curfilter >= STARTREDPALS && curfilter < STARTREDPALS+NUMREDPALS) + // Red? + glColor4f(1, 0, 0, curfilter/8.0); // Full red with filter 8. + else if(curfilter >= STARTBONUSPALS && curfilter < STARTBONUSPALS+NUMBONUSPALS) + // Light Green? + glColor4f(.5, 1, .5, (curfilter-STARTBONUSPALS+1)/12.0); + else + I_Error("OGL_DrawFilter: Real strange filter number: %d.\n", curfilter); + + glBegin(GL_QUADS); + glVertex2f(0, 0); + glVertex2f(320, 0); + glVertex2f(320, 200); + glVertex2f(0, 200); + glEnd(); + + glEnable( GL_TEXTURE_2D ); + return 1; +} diff --git a/opengl/ogl_font.c b/opengl/ogl_font.c new file mode 100644 index 0000000..de5c31e --- /dev/null +++ b/opengl/ogl_font.c @@ -0,0 +1,293 @@ +// OpenGL Font Renderer. +// The font must be small enough to fit one texture (not a problem with *real* +// graphics cars!). + +#ifdef __WIN32__ +#define WIN32_LEAN_AND_MEAN +#include +#include "tga.h" +#else +#define max(a,b) ((a) > (b) ? (a) : (b)) +#endif + +#include +#include +#include +#include "ogl_font.h" +#include +#include /* fix memmove warning */ + +static int initOk = 0; +static int numFonts; +static jfrfont_t *fonts; // The list of fonts. +static int current; // Index of the current font. + +extern int test3dfx; + +// Returns zero if no errors. +int FR_Init() +{ + if(initOk) return -1; // No reinitializations... + + numFonts = 0; + fonts = 0; // No fonts! + current = -1; + initOk = 1; + return 0; +} + +// Destroys the font with the index. +static void FR_DestroyFontIdx(int idx) +{ + jfrfont_t *font = fonts + idx; + + glDeleteTextures(1, &font->texture); + memmove(fonts+idx, fonts+idx+1, sizeof(jfrfont_t)*(numFonts-idx-1)); + numFonts--; + fonts = realloc(fonts, sizeof(jfrfont_t)*numFonts); + if(current == idx) current = -1; +} + +void FR_Shutdown() +{ + // Destroy all fonts. + while(numFonts) FR_DestroyFontIdx(0); + fonts = 0; + current = -1; + initOk = 0; +} + +int FR_GetFontIdx(int id) +{ + int i; + for(i=0; i grid) grid = fonts[i].id; + return grid; +} + +static int findPow2(int num) +{ + int cumul; + for(cumul=1; num > cumul; cumul *= 2); + return cumul; +} +*/ + +#ifdef __WIN32__ +// Prepare a GDI font. Select it as the current font. +int FR_PrepareGDIFont(HFONT hfont) +{ + jfrfont_t *font; + int i, x, y, maxh, bmpWidth=256, bmpHeight=0, imgWidth, imgHeight; + HDC hdc; + HBITMAP hbmp; + unsigned int *image; + + // Create a new font. + fonts = realloc(fonts, sizeof(jfrfont_t) * ++numFonts); + font = fonts + numFonts-1; + memset(font, 0, sizeof(jfrfont_t)); + font->id = FR_GetMaxId() + 1; + current = numFonts - 1; + + // Now we'll create the actual data. + hdc = CreateCompatibleDC(NULL); + SetMapMode(hdc, MM_TEXT); + SelectObject(hdc, hfont); + // Let's first find out the sizes of all the characters. + // Then we can decide how large a texture we need. + for(i=0, x=0, y=0, maxh=0; i<256; i++) + { + jfrchar_t *fc = font->chars + i; + SIZE size; + char ch[2] = { i, 0 }; + GetTextExtentPoint32(hdc, ch, 1, &size); + fc->w = size.cx; + fc->h = size.cy; + maxh = max(maxh, fc->h); + x += fc->w; + if(x >= bmpWidth) + { + x = 0; + y += maxh; + maxh = 0; + } + } + bmpHeight = y + maxh; + hbmp = CreateCompatibleBitmap(hdc, bmpWidth, bmpHeight); + SelectObject(hdc, hbmp); + SetBkMode(hdc, OPAQUE); + SetBkColor(hdc, 0); + SetTextColor(hdc, 0xffffff); + // Print all the characters. + for(i=0, x=0, y=0, maxh=0; i<256; i++) + { + jfrchar_t *fc = font->chars + i; + char ch[2] = { i, 0 }; + if(x+fc->w >= bmpWidth) + { + x = 0; + y += maxh; + maxh = 0; + } + if(i) TextOut(hdc, x, y, ch, 1); + fc->x = x; + fc->y = y; + maxh = max(maxh, fc->h); + x += fc->w; + } + // Now we can make a version that OpenGL can read. + imgWidth = findPow2(bmpWidth); + imgHeight = findPow2(bmpHeight); +// printf( "font: %d x %d\n", imgWidth, imgHeight); + image = malloc(4*imgWidth*imgHeight); + memset(image, 0, 4*imgWidth*imgHeight); + for(y=0; ytexWidth = imgWidth; + font->texHeight = imgHeight; + + // Create the OpenGL texture. + glGenTextures(1, &font->texture); + glBindTexture(GL_TEXTURE_2D, font->texture); + glTexImage2D(GL_TEXTURE_2D, 0, 4, imgWidth, imgHeight, 0, GL_RGBA, + GL_UNSIGNED_BYTE, image); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + // We no longer need these. + free(image); + DeleteObject(hbmp); + DeleteDC(hdc); + return 0; +} +#else +int FR_PrepareGDIFont(void* hfont) +{ + return 0; +} +#endif + +// Change the current font. +void FR_SetFont(int id) +{ + int idx = FR_GetFontIdx(id); + if(idx == -1) return; // No such font. + current = idx; +} + +int FR_TextWidth(char *text) +{ + int i, width = 0, len = strlen(text); + jfrfont_t *cf; + + if(current == -1) return 0; + + // Just add them together. + for(cf=fonts+current, i=0; ichars[(int)text[i]].w; + + return width; +} + +int FR_TextHeight(char *text) +{ + int i, height = 0, len; + jfrfont_t *cf; + + if(current == -1 || !text) return 0; + + // Find the greatest height. + for(len=strlen(text), cf=fonts+current, i=0; ichars[(int)text[i]].h); + + return height; +} + +// (x,y) is the upper left corner. Returns the length. +int FR_TextOut(int x, int y, char *text) +{ + int i, width=0, len; + jfrfont_t *cf; + + if(!text) return 0; + len = strlen(text); + + // Check the font. + if(current == -1) return 0; // No selected font. + cf = fonts + current; + + /*glMatrixMode(GL_TEXTURE); + glPushMatrix(); + glLoadIdentity(); + glScaled(1.0/cf->texWidth, 1.0/cf->texHeight, 1);*/ + + // Set the texture. + glBindTexture(GL_TEXTURE_2D, cf->texture); + + // Print it. + glBegin(GL_QUADS); + for(i=0; ichars + text[i]; + float texw = (float)cf->texWidth, texh = (float)cf->texHeight; + + // Upper left. + glTexCoord2f(ch->x/texw, ch->y/texh); + glVertex2i(x, y); + // Upper right. + glTexCoord2f((ch->x+ch->w)/texw, ch->y/texh); + glVertex2i(x+ch->w, y); + // Lower right. + glTexCoord2f((ch->x+ch->w)/texw, (ch->y+ch->h)/texh); + glVertex2i(x+ch->w, y+ch->h); + // Lower left. + glTexCoord2f(ch->x/texw, (ch->y+ch->h)/texh); + glVertex2i(x, y+ch->h); + // Move on. + width += ch->w; + x += ch->w; + } + if(test3dfx) + { + glTexCoord2f(0, 0); + glVertex2f(320, 0); + glTexCoord2f(1, 0); + glVertex2f(640, 0); + glTexCoord2f(1, 1); + glVertex2f(640, 160); + glTexCoord2f(0, 1); + glVertex2f(320, 160); + } + glEnd(); + + //glPopMatrix(); + return width; +} + +int FR_GetCurrent() +{ + if(current == -1) return 0; + return fonts[current].id; +} diff --git a/opengl/ogl_rend.c b/opengl/ogl_rend.c new file mode 100644 index 0000000..47a57b4 --- /dev/null +++ b/opengl/ogl_rend.c @@ -0,0 +1,1100 @@ +//************************************************************************** +//** +//** OGL_DRAW.C +//** +//** Version: 1.0 +//** Last Build: -?- +//** Author: jk +//** +//** Rendering lists and other rendering. +//** +//************************************************************************** + +// HEADER FILES ------------------------------------------------------------ + +#ifdef __WIN32 +#define WIN32_LEAN_AND_MEAN +#include +#endif + +#include +#include +#include +#include +#include +#include +#include "doomdef.h" +#include "r_local.h" +#include "p_local.h" +#include "ogl_def.h" +#include "m_bams.h" +#include "ogl_rl.h" + +// MACROS ------------------------------------------------------------------ + +// TYPES ------------------------------------------------------------------- + +// EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- + +// PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- + +// PRIVATE FUNCTION PROTOTYPES --------------------------------------------- + +static void OGL_ProjectionMatrix(); +void RL_DynLightQuad(rendquad_t *quad, lumobj_t *lum); +void DL_Clear(); + +// EXTERNAL DATA DECLARATIONS ---------------------------------------------- + +int useDynLights = 0; +int sbarscale = 20; +extern fadeout_t fadeOut[2]; // For both skies. +extern int skyhemispheres; + +// PUBLIC DATA DEFINITIONS ------------------------------------------------- + +boolean whitefog = false; // Is the white fog in use? + +float vx, vy, vz, vang, vpitch; + +boolean willRenderSprites = true, freezeRLs = false; + +lumobj_t *luminousList = 0; +int numLuminous = 0, maxLuminous = 0; +int dlMaxRad = 64; // Dynamic lights maximum radius. + +// PRIVATE DATA DEFINITIONS ------------------------------------------------ + +static int viewpw, viewph; // Viewport size. +static float nearClip, farClip; +static float yfov; +static float viewsidex, viewsidey; // For the black fog. + +static boolean firstsubsector; // No range checking for the first one. + +// CODE -------------------------------------------------------------------- + +// How far the point is from the viewside plane? +float PointDist2D(float c[2]) +{ +/* (YA-YC)(XB-XA)-(XA-XC)(YB-YA) + s = ----------------------------- + L**2 + Luckily, L**2 is one. dist = s*L. Even more luckily, L is also one. +*/ + float dist = (vz-c[VY])*viewsidex - (vx-c[VX])*viewsidey; + if(dist < 0) return -dist; // Always return positive. + return dist; +} + +// --------------------------------------------------- + +void OGL_InitData() +{ + OGL_TexInit(); // OpenGL texture manager. + bamsInit(); // Binary angle calculations. + C_Init(); // Clipper. + RL_Init(); // Rendering lists. +} + +void OGL_ResetData() // Called before starting a new level. +{ + OGL_TexReset(); // Textures are deleted (at least skies need this???). + RL_DeleteLists(); // The rendering lists are destroyed. + + // We'll delete the sky textures. New ones will be generated for each level. + //glDeleteTextures(2, skynames); + //skynames[0] = skynames[1] = 0; + + // Ready for new fadeout colors. + fadeOut[0].set = fadeOut[1].set = 0; + + DL_Clear(); +} + +void OGL_InitRenderer() // Initializes the renderer to 2D state. +{ + GLfloat fogcol[4] = { .7f, .7f, .7f, 1 }; + +// PC_Init(&clipperclock); +// PC_Init(&rlclock); +// PC_Init(&miscclock); + + // The variables. + nearClip = 5; + farClip = 8000; + + // Here we configure the OpenGL state and set projection matrix. + glFrontFace(GL_CW); + glDisable(GL_CULL_FACE); + glCullFace(GL_BACK); + glDisable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glEnable(GL_TEXTURE_2D); + //glPolygonMode(GL_FRONT, GL_LINE); + + // The projection matrix. + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluOrtho2D(0,320,200,0); + + // Initialize the modelview matrix. + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + // Clear also the texture matrix (I'm not using this, though). + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + + // Alpha blending is a go! + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, 0); + + // Default state for the white fog is off. + whitefog = false; + glDisable(GL_FOG); + glFogi(GL_FOG_MODE, GL_LINEAR); + glFogi(GL_FOG_END, 3500); // This should be tweaked a bit. + glFogfv(GL_FOG_COLOR, fogcol); + + /*glEnable(GL_POLYGON_SMOOTH); + glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);*/ + + // Check the performance counter. + /*{ + LARGE_INTEGER freq; + __int64 start, end; + QueryPerformanceFrequency(&freq); + QueryPerformanceCounter((LARGE_INTEGER*)&start); + printf( "Performance counter frequency: %I64d counts per second.\n", freq); + QueryPerformanceCounter((LARGE_INTEGER*)&end); + printf( "(the printing of that took %I64d tics)\n", end-start); + }*/ + + // We don't want any hassles with uninitialized names, do we? + //skynames[0] = skynames[1] = 0; +} + +void OGL_UseWhiteFog(int yes) +{ + if(!whitefog && yes) + { + // White fog is turned on. + whitefog = true; + glEnable(GL_FOG); + } + else if(whitefog && !yes) + { + // White fog must be turned off. + whitefog = false; + glDisable(GL_FOG); + } + // Otherwise we won't do a thing. +} + +void OGL_SwitchTo3DState() +{ +// extern int setblocks; + + // Push the 2D state on the stack. + glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + + // Enable some.. things. + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + + // Set the viewport. + if(viewheight != SCREENHEIGHT) + { + int svx = viewwindowx * screenWidth/320, + svy = viewwindowy * screenHeight/200; + viewpw = viewwidth * screenWidth/320; + viewph = viewheight * screenHeight/200 + 1; + glViewport(svx, screenHeight-svy-viewph, viewpw, viewph); + } + else + { + viewpw = screenWidth; + viewph = screenHeight; + } + + // The 3D projection matrix. + OGL_ProjectionMatrix(); +} + +void OGL_Restore2DState(int step) +{ + if(step == 1) + { + extern int screenblocks; + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluOrtho2D(0, 320, (screenblocks<11)?161:200, 0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + } + // Retrieve the old state. + if(step == 2) + { + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glPopAttrib(); + } +} + +static void OGL_ProjectionMatrix() +{ + // We're assuming pixels are squares... well, they are nowadays. + float aspect = (float)viewpw/(float)viewph; + //float aspect = 1.0; + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(yfov=90.0/aspect, aspect, nearClip, farClip); + // We'd like to have a left-handed coordinate system. + glScalef(1,1,-1); +} + +static void OGL_ModelViewMatrix() +{ + vx = FIX2FLT(viewx); + vy = FIX2FLT(viewz); + vz = FIX2FLT(viewy); + vang = viewangle / (float)ANGLE_MAX * 360 - 90; + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glRotatef(vpitch=viewpitch * 42.5/110.0, 1, 0, 0); + glRotatef(vang, 0, 1, 0); + glScalef(1, 1.2f, 1); // This is the aspect correction. + glTranslatef(-vx,-vy,-vz); +} + + +// *VERY* similar to SegFacingDir(). Well, this is actually the same +// function, only a more general version. +static int SegFacingPoint(float v1[2], float v2[2], float p[2]) +{ + float nx = v1[VY]-v2[VY], ny = v2[VX]-v1[VX]; + float pvx = v1[VX]-p[VX], pvy = v1[VY]-p[VY]; + // The dot product. + if(nx*pvx+ny*pvy > 0) return 1; // Facing front. + return 0; // Facing away. +} + +static void projectVector(float a[2], float b[2], float *a_on_b) +{ + int c; + float factor = (a[0]*b[0] + a[1]*b[1]) / (b[0]*b[0] + b[1]*b[1]); + for(c=0; c<2; c++) a_on_b[c] = factor * b[c]; +} + +// Create dynamic light quads, if necessary. +static void DL_ProcessWall(rendquad_t *quad, float v1[2], float v2[2]) +{ + int i, c; + rendquad_t dlq; + float pntLight[2]; + float vecLight[2]; // Vector from v1 to light point. + float uvecWall[2], uvecWallNormal[2]; // Unit vectors. + float vecDist[2]; + float dist; // Distance between light source and wall. + + // We can't handle masked walls. The alpha... + if(quad->flags & RQF_MASKED) return; + + for(i=0; iuse) continue; + // First we must check orientation. Backfaces aren't lighted, naturally. + pntLight[VX] = FIX2FLT(lum->thing->x); + pntLight[VY] = FIX2FLT(lum->thing->y); + if(!SegFacingPoint(v1, v2, pntLight)) continue; + // Make a copy of the original. + memcpy(&dlq, quad, sizeof(dlq)); + // Copy the given end points. + memcpy(dlq.v1, v1, sizeof(v1)); + memcpy(dlq.v2, v2, sizeof(v2)); + dlq.flags |= RQF_LIGHT; // This is a light texture. + dlq.texw = dlq.texh = dlMaxRad*2; + // The wall vector. + for(c=0; c<2; c++) + uvecWall[c] = (quad->v2[c] - quad->v1[c]) / quad->u.q.len; + // The normal. + uvecWallNormal[VX] = uvecWall[VY]; + uvecWallNormal[VY] = -uvecWall[VX]; + // The relative position of the light source. + for(c=0; c<2; c++) vecLight[c] = pntLight[c] - quad->v1[c]; + // The distance vector. VecLight projected on the normal vector. + projectVector(vecLight, uvecWallNormal, vecDist); + // The accurate distance from the wall to the light. + dist = sqrt(vecDist[0]*vecDist[0] + vecDist[1]*vecDist[1]); + if(dist > dlMaxRad) continue; // Too far away. + // Now we can calculate the intensity of the light. + dlq.light = 1.5f - 1.5f*dist/dlMaxRad; + // Do a scalar projection for the offset. + dlq.texoffx = vecLight[0]*uvecWall[0] + vecLight[1]*uvecWall[1] - dlMaxRad; + // There is no need to draw the *whole* wall always. Adjust the start + // and end points so that only a relevant portion is included. + if(dlq.texoffx > dlq.u.q.len) continue; // Doesn't fit on the wall. + if(dlq.texoffx < -dlq.texw) continue; // Ditto, but in the other direction. + if(dlq.texoffx > 0) + { + for(c=0; c<2; c++) dlq.v1[c] += dlq.texoffx * uvecWall[c]; + if(dlq.texoffx+dlq.texw <= dlq.u.q.len) // Fits completely? + { + for(c=0; c<2; c++) dlq.v2[c] = dlq.v1[c] + dlq.texw*uvecWall[c]; + dlq.u.q.len = dlq.texw; + } + else // Doesn't fit. + dlq.u.q.len -= dlq.texoffx; + dlq.texoffx = 0; + } + else // It goes off to the left. + { + if(dlq.texoffx+dlq.texw <= dlq.u.q.len) // Fits completely? + { + for(c=0; c<2; c++) dlq.v2[c] = dlq.v1[c] + (dlq.texw+dlq.texoffx)*uvecWall[c]; + dlq.u.q.len = dlq.texw + dlq.texoffx; + } + } + // The vertical offset is easy to determine. + dlq.texoffy = FIX2FLT(lum->thing->z)+lum->top-lum->height/2 + dlMaxRad - dlq.top; + if(dlq.texoffy < -dlq.top+dlq.u.q.bottom) continue; + if(dlq.texoffy > dlq.texh) continue; + if(dlq.top+dlq.texoffy-dlq.texh >= dlq.u.q.bottom) // Fits completely? + dlq.u.q.bottom = dlq.top+dlq.texoffy-dlq.texh; + if(dlq.texoffy < 0) + { + dlq.top += dlq.texoffy; + dlq.texoffy = 0; + } + // As a final touch, move the light quad a bit away from the wall + // to avoid z-fighting. + for(c=0; c<2; c++) + { + dlq.v1[c] += .2 * uvecWallNormal[c]; + dlq.v2[c] += .2 * uvecWallNormal[c]; + } + // Now we can give the new quad to the rendering engine. + RL_AddQuad(&dlq, 0); + } +} + +static int SegFacingDir(float v1[2], float v2[2]) +{ + float nx = v1[VY]-v2[VY], ny = v2[VX]-v1[VX]; + float vvx = v1[VX]-vx, vvy = v1[VY]-vz; + + // The dot product. + if(nx*vvx+ny*vvy > 0) return 1; // Facing front. + return 0; // Facing away. +} + +// The sector height should've been checked by now. +void R_RenderWallSeg(seg_t *seg, sector_t *frontsec, boolean accurate) +{ + sector_t *backsec = seg->backsector; + side_t *sid = seg->sidedef; + line_t *ldef = seg->linedef; + float ffloor = FIX2FLT(frontsec->floorheight); + float fceil = FIX2FLT(frontsec->ceilingheight); + float bfloor, bceil, fsh = fceil-ffloor, bsh; + float tcyoff; + rendquad_t quad; + float origv1[2], origv2[2]; // The original end points, for dynlights. + + memset(&quad, 0, sizeof(quad)); // Clear the quad. + + // Get the start and end points. Full floating point conversion is + // actually only necessary for polyobjs. + if(accurate) + { + quad.v1[VX] = FIX2FLT(seg->v1->x); + quad.v1[VY] = FIX2FLT(seg->v1->y); + quad.v2[VX] = FIX2FLT(seg->v2->x); + quad.v2[VY] = FIX2FLT(seg->v2->y); + // These are the original vertices, copy them. + memcpy(origv1, quad.v1, sizeof(origv1)); + memcpy(origv2, quad.v2, sizeof(origv2)); + } + else + { + float dx, dy; + // Not-so-accurate. + quad.v1[VX] = Q_FIX2FLT(seg->v1->x); + quad.v1[VY] = Q_FIX2FLT(seg->v1->y); + quad.v2[VX] = Q_FIX2FLT(seg->v2->x); + quad.v2[VY] = Q_FIX2FLT(seg->v2->y); + // The original vertex. For dlights. + memcpy(origv1, quad.v1, sizeof(origv1)); + memcpy(origv2, quad.v2, sizeof(origv2)); + // Make the very small crack-hiding adjustment. + dx = quad.v2[VX] - quad.v1[VX]; + dy = quad.v2[VY] - quad.v1[VY]; + quad.v2[VX] += dx/seg->len/4; + quad.v2[VY] += dy/seg->len/4; + } + + // Let's first check which way this seg is facing. + if(!SegFacingDir(quad.v1, quad.v2)) return; // The wrong direction? + + // Calculate the distances. + quad.dist[0] = PointDist2D(quad.v1); + quad.dist[1] = PointDist2D(quad.v2); + + // Calculate the lightlevel. + quad.light = frontsec->lightlevel; + /*if(quad.v1[VX] == quad.v2[VX]) quad.light += 16; + if(quad.v1[VY] == quad.v2[VY]) quad.light -= 16;*/ + quad.light /= 255.0; + + // This line is now seen in the map. + ldef->flags |= ML_MAPPED; + + // Some texture coordinates. + quad.texoffx = (sid->textureoffset>>FRACBITS)+(seg->offset>>FRACBITS); + quad.u.q.len = seg->len; + tcyoff = Q_FIX2FLT(sid->rowoffset); + + // The middle texture, single sided. + if(sid->midtexture && !backsec) + { + curtex = OGL_PrepareTexture(sid->midtexture); + quad.texoffy = tcyoff; + if(ldef->flags & ML_DONTPEGBOTTOM) + quad.texoffy += texh-fsh; + + // Fill in the remaining quad data. + quad.flags = 0; + quad.top = fceil; + quad.u.q.bottom = ffloor; + quad.texw = texw; + quad.texh = texh; + RL_AddQuad(&quad, curtex); + if(useDynLights) DL_ProcessWall(&quad, origv1, origv2); + + //printf( "Solid segment in sector %p.\n", frontsec); + // This is guaranteed to be a solid segment. + C_AddViewRelSeg(quad.v1[VX],quad.v1[VY],quad.v2[VX],quad.v2[VY]); + } + // The skyfix? + if(frontsec->skyfix) + { + if(!backsec || (backsec && (backsec->ceilingheight+(backsec->skyfix<ceilingheight+(frontsec->skyfix<floorheight == frontsec->ceilingheight))) + { + quad.flags = RQF_SKY_MASK_WALL; + quad.top = fceil + frontsec->skyfix; + quad.u.q.bottom = fceil; + RL_AddQuad(&quad, curtex); + if(useDynLights) DL_ProcessWall(&quad, origv1, origv2); + } + } + // If there is a back sector we may need upper and lower walls. + if(backsec) // A twosided seg? + { + bfloor = FIX2FLT(backsec->floorheight); + bceil = FIX2FLT(backsec->ceilingheight); + bsh = bceil - bfloor; + if(bsh <= 0 || bceil <= ffloor || bfloor >= fceil) + { + //printf( "Solid segment in sector %p (backvol=0).\n", frontsec); + // The backsector has no space. This is a solid segment. + C_AddViewRelSeg(quad.v1[VX],quad.v1[VY],quad.v2[VX],quad.v2[VY]); + } + if(sid->midtexture) // Quite probably a masked texture. + { + float mceil = (bceilffloor)?bfloor:ffloor, + msh = mceil - mfloor; + if(msh > 0) + { + curtex = OGL_PrepareTexture(sid->midtexture); + // Calculate the texture coordinates. Also restrict + // vertical tiling (if masked) by adjusting mceil and mfloor. + if(texmask) // A masked texture? + { + quad.flags = RQF_MASKED; + quad.texoffy = 0; + // We don't allow vertical tiling. + if(ldef->flags & ML_DONTPEGBOTTOM) + { + mfloor += tcyoff; + mceil = mfloor + texh; + } + else + { + mceil += tcyoff; + mfloor = mceil - texh; + } + } + else // Normal texture. + { + quad.flags = 0; + quad.texoffy = tcyoff; + if(ldef->flags & ML_DONTPEGBOTTOM) // Lower unpegged. Align bottom. + quad.texoffy += texh-msh; + } + // Fill in the remainder of the data. + quad.top = mceil; + quad.u.q.bottom = mfloor; + quad.texw = texw; + quad.texh = texh; + RL_AddQuad(&quad, curtex); + if(useDynLights) DL_ProcessWall(&quad, origv1, origv2); + } + } + // Upper wall. + if(bceil < fceil && !(frontsec->ceilingpic == skyflatnum && backsec->ceilingpic == skyflatnum)) + { + float topwh = fceil - bceil; + if(sid->toptexture) // A texture present? + { + curtex = OGL_PrepareTexture(sid->toptexture); + // Calculate texture coordinates. + quad.texoffy = tcyoff; + if(!(ldef->flags & ML_DONTPEGTOP)) + { + // Normal alignment to bottom. + quad.texoffy += texh-topwh; + } + quad.flags = 0; + } + else + { + // No texture? Bad thing. You don't deserve texture + // coordinates. Take the ceiling texture. + curtex = OGL_PrepareFlat(frontsec->ceilingpic); + quad.flags = RQF_FLAT | RQF_MISSING_WALL; + } + quad.top = fceil; + quad.u.q.bottom = bceil; + quad.texw = texw; + quad.texh = texh; + RL_AddQuad(&quad, curtex); + if(useDynLights) DL_ProcessWall(&quad, origv1, origv2); + } + // Lower wall. + if(bfloor > ffloor && !(frontsec->floorpic == skyflatnum && backsec->floorpic == skyflatnum)) + { + if(sid->bottomtexture) // There is a texture? + { + curtex = OGL_PrepareTexture(sid->bottomtexture); + // Calculate texture coordinates. + quad.texoffy = tcyoff; + if(ldef->flags & ML_DONTPEGBOTTOM) + { + // Lower unpegged. Align with normal middle texture. + //quad.texoffy += fsh-texh; + quad.texoffy += fceil-bfloor; + } + quad.flags = 0; + } + else + { + // No texture? Again! + curtex = OGL_PrepareFlat(frontsec->floorpic); + quad.flags = RQF_FLAT | RQF_MISSING_WALL; + } + quad.top = bfloor; + quad.u.q.bottom = ffloor; + quad.texw = texw; + quad.texh = texh; + RL_AddQuad(&quad, curtex); + if(useDynLights) DL_ProcessWall(&quad, origv1, origv2); + } + } +} + +void R_HandleSectorSpecials(sector_t *sect) +{ + int scrollOffset = leveltime>>1 & 63; + + switch(sect->special) + { // Handle scrolling flats + case 201: case 202: case 203: // Scroll_North_xxx + sect->flatoffy = (63-scrollOffset) << (sect->special-201); + break; + case 204: case 205: case 206: // Scroll_East_xxx + sect->flatoffx = (63-scrollOffset) << (sect->special-204); + break; + case 207: case 208: case 209: // Scroll_South_xxx + sect->flatoffy = scrollOffset << (sect->special-207); + break; + case 210: case 211: case 212: // Scroll_West_xxx + sect->flatoffx = scrollOffset << (sect->special-210); + break; + case 213: case 214: case 215: // Scroll_NorthWest_xxx + sect->flatoffx = scrollOffset << (sect->special-213); + sect->flatoffy = (63-scrollOffset) << (sect->special-213); + break; + case 216: case 217: case 218: // Scroll_NorthEast_xxx + sect->flatoffx = (63-scrollOffset) << (sect->special-216); + sect->flatoffy = (63-scrollOffset) << (sect->special-216); + break; + case 219: case 220: case 221: // Scroll_SouthEast_xxx + sect->flatoffx = (63-scrollOffset) << (sect->special-219); + sect->flatoffy = scrollOffset << (sect->special-219); + break; + case 222: case 223: case 224: // Scroll_SouthWest_xxx + sect->flatoffx = scrollOffset << (sect->special-222); + sect->flatoffy = scrollOffset << (sect->special-222); + break; + default: + sect->flatoffx = sect->flatoffy = 0; + break; + } +} + +void DL_Clear() +{ + if (luminousList) free(luminousList); + luminousList = 0; + maxLuminous = numLuminous = 0; +} + +boolean DL_AddLuminous(mobj_t *thing) +{ + if(thing->frame & FF_FULLBRIGHT && !(thing->flags2&MF2_DONTDRAW)) + { + spritedef_t *sprdef; + spriteframe_t *sprframe; + int lump; + lumobj_t *lum; + + // Only allocate memory when it's needed. + if(++numLuminous > maxLuminous) + luminousList = realloc(luminousList, sizeof(lumobj_t) * (maxLuminous+=5)); + lum = luminousList + numLuminous-1; + lum->thing = thing; + // We need to know how tall the thing currently is. + sprdef = &sprites[thing->sprite]; + sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK ]; + if(sprframe->rotate) + lump = sprframe->lump[(R_PointToAngle(thing->x, thing->y) - thing->angle + (unsigned)(ANG45/2)*9) >> 29]; + else + lump = sprframe->lump[0]; + // This'll ensure we have up-to-date information. + OGL_PrepareSprite(lump); + lum->top = FIX2FLT(spritetopoffset[lump]); + lum->height = spriteheights[lump]; + //printf( "%p: t:%.2f h:%.2f\n", thing, lum->top, lum->height); + } + return true; +} + +// We want to know which luminous objects are close enough the subsector. +void DL_MarkForSubsector(subsector_t *sub) +{ + int i; + float minx, miny, maxx, maxy; // Subsector bounding box. + + // First determine the subsector bounding box based on + // the edge points. + /*maxx = minx = sub->edgeverts[0].x; + maxy = miny = sub->edgeverts[0].y; + for(i=1; inumedgeverts; i++) + { + float x = sub->edgeverts[i].x, y = sub->edgeverts[i].y; + if(x > maxx) maxx = x; + if(x < minx) minx = x; + if(y > maxy) maxy = y; + if(y < miny) miny = y; + } + // Adjust the bounding box to include the maximum radius of the + // dynamic lights (64). + maxx += dlMaxRad; minx -= dlMaxRad; + maxy += dlMaxRad; miny -= dlMaxRad;*/ + + // Adjust the bounding box to include the maximum radius of the + // dynamic lights (64). + minx = sub->bbox[0].x - dlMaxRad; + miny = sub->bbox[0].y - dlMaxRad; + maxx = sub->bbox[1].x + dlMaxRad; + maxy = sub->bbox[1].y + dlMaxRad; + // Now check all the luminous objects and mark those that + // are close enough. + for(i=0; ithing->x), y = Q_FIX2FLT(lum->thing->y); + // By default the luminous object isn't used. + lum->use = false; + // Is inside the bounding box? + if(x > minx && y > miny && x < maxx && y < maxy) + lum->use = true; + } +} + +void R_RenderSubsector(int ssecidx) +{ + subsector_t *ssec = subsectors+ssecidx; + extern subsector_t *currentssec; + int i; + seg_t *seg; + sector_t *sect = ssec->sector; + float ffloor = FIX2FLT(sect->floorheight); + float fceil = FIX2FLT(sect->ceilingheight); + rendquad_t triangle; + + if(fceil-ffloor <= 0) + { + return; // Skip this, no volume. + } + + if(!firstsubsector) + { + if(!C_CheckSubsector(ssec)) return; // This isn't visible. + } + else + firstsubsector = false; + +// printf( "*** Rendering subsector %d (sector %p)\n", ssecidx, sect); + + currentssec = ssec; + + // Sprites for this sector have to be drawn. This must be done before + // the segments of this subsector are added to the clipper. Otherwise + // the sprites would get clipped by them, and that wouldn't be right. + R_AddSprites(sect); + + // Dynamic lights? + if(useDynLights) DL_MarkForSubsector(ssec); + + // Draw the walls. + for(i=0, seg=segs+ssec->firstline; inumlines; i++, seg++) + R_RenderWallSeg(seg, sect, false); + + // Is there a polyobj on board? + + // The floor. + memset(&triangle, 0, sizeof(triangle)); + triangle.flags = RQF_FLAT | RQF_FLOOR_FACING; // This is a flat floor triangle. + triangle.light = sect->lightlevel / 255.0; + if(viewz > sect->floorheight) // && vpitch < yfov) + { + // Check for sky... in the floor? + if(sect->floorpic == skyflatnum) + { + triangle.flags |= RQF_SKY_MASK; + skyhemispheres |= SKYHEMI_LOWER; + } + curtex = OGL_PrepareFlat(sect->floorpic); + triangle.texw = texw; + triangle.texh = texh; + triangle.texoffx = sect->flatoffx; + triangle.texoffy = sect->flatoffy; + triangle.top = ffloor; + // The first vertex is always the first in the whole list. + RL_AddFlatQuads(&triangle, curtex, ssec->numedgeverts, ssec->edgeverts, 0); + // Dynamic lights. + if(useDynLights && sect->floorpic != skyflatnum) + { + triangle.flags |= RQF_LIGHT; + triangle.top += .05f; // An adjustment. + for(i=0; iuse) continue; + + z = FIX2FLT(lum->thing->z); + // Check that we're on the right side. + if(z+lum->top < triangle.top) continue; // Under it. + // Check that the height difference isn't too big. + z += lum->top - lum->height/2; // Center Z. + if((hdiff=fabs(triangle.top-z)) > dlMaxRad) continue; + triangle.light = 1.5f - 1.5f*hdiff/dlMaxRad; + // We can add the light quads. + RL_AddFlatQuads(&triangle, (int)lum, ssec->numedgeverts, ssec->origedgeverts, 0); + } + } + } + // And the roof. + triangle.flags = RQF_FLAT; + triangle.light = sect->lightlevel / 255.0; + if(viewz < sect->ceilingheight) //&& vpitch > -yfov) + { + // Check for sky. + if(sect->ceilingpic == skyflatnum) + { + triangle.flags |= RQF_SKY_MASK; + skyhemispheres |= SKYHEMI_UPPER; + } else { + // Don't ask me why this works - DDOI + curtex = OGL_PrepareFlat(sect->ceilingpic); + triangle.texw = texw; + triangle.texh = texh; + triangle.texoffx = 0; + triangle.texoffy = 0; + triangle.top = fceil + sect->skyfix; + // The first vertex is always the last in the whole list + RL_AddFlatQuads(&triangle, curtex, ssec->numedgeverts, ssec->edgeverts, 1); + } + // Dynamic lights. + if(useDynLights && sect->ceilingpic != skyflatnum) + { + triangle.flags |= RQF_LIGHT; + triangle.top -= .05f; // An adjustment. + for(i=0; iuse) continue; + + z = FIX2FLT(lum->thing->z); + // Check that we're on the right side. + if(z+lum->top-lum->height > triangle.top) continue; // Under it. + // Check that the height difference isn't too big. + z += lum->top - lum->height/2; // Center Z. + if((hdiff=fabs(triangle.top-z)) > dlMaxRad) continue; + triangle.light = 1.5f - 1.5f*hdiff/dlMaxRad; + // We can add the light quads. + RL_AddFlatQuads(&triangle, (int)lum, ssec->numedgeverts, ssec->origedgeverts, 1); + } + } + } +} + +void R_RenderNode(int bspnum) +{ + node_t *bsp; + int side; + + // If the clipper is full we're pretty much done. + if(cliphead) + if(cliphead->start == 0 && cliphead->end == BANG_MAX) + return; + + if (bspnum & NF_SUBSECTOR) + { + if (bspnum == -1) + R_RenderSubsector(0); + else + R_RenderSubsector(bspnum&(~NF_SUBSECTOR)); + return; + } + + bsp = &nodes[bspnum]; + +// +// decide which side the view point is on +// + side = R_PointOnSide (viewx, viewy, bsp); + + R_RenderNode (bsp->children[side]); // recursively divide front space + +/* if(cliphead->start == 0 && cliphead->end == BANG_MAX) + return; // We can stop rendering.*/ + + //if (R_CheckBBox (bsp->bbox[side^1])) // possibly divide back space + // We can't use that, unfortunately. + R_RenderNode (bsp->children[side^1]); + +} + +void R_RenderMap(void) +{ + int i; + binangle viewside; + + // This is all the clearing we'll do. + glClear(GL_DEPTH_BUFFER_BIT); + + // Setup the modelview matrix. + OGL_ModelViewMatrix(); + + // Let's scroll some floors. This way we have to check them all, + // but there's no redundancy. And this really isn't all that expensive. + for(i=0; ithinglist; iter; iter=iter->snext) + + //for(k=0; k= -90+yfov/2) + { + float a = fabs(vpitch) / (90-yfov/2); + binangle startAngle = (binangle) BANG_45*(1+a); + binangle angLen = BANG_180 - startAngle; + viewside = (viewangle>>16) + startAngle; + C_SafeAddRange(viewside, viewside+angLen); + C_SafeAddRange(viewside+angLen, viewside+2*angLen); + //C_SafeAddRange(viewside+BANG_135, viewside+2*BANG_135); + } + // The viewside line for the black fog distance calculations. + viewsidex = -FIX2FLT(viewsin); + viewsidey = FIX2FLT(viewcos); + + // We don't want subsector clipchecking for the first subsector. + //misccount = I_GetPerformanceCount(); + firstsubsector = true; + R_RenderNode(numnodes-1); + //misccount = I_GetPerformanceCount()-misccount; + } + RL_RenderAllLists(); + + // Clipping fragmentation happens when there are holes in the walls. + /*if(cliphead->next) + { + clipnode_t *ci; + printf("\nTic: %d, Clipnodes are fragmented:\n", gametic); + for(ci=cliphead; ci; ci=ci->next) + printf( "range %p: %4x => %4x (%d)\n",ci,ci->start,ci->end,ci->used); + I_Error("---Fragmented clipper---\n"); + }*/ +} + +void R_RenderSprite(vissprite_t *spr) +{ + float bot,top; +// float off = FIX2FLT(spriteoffset[spr->patch]); + float w = FIX2FLT(spritewidth[spr->patch]); + int sprh; + float p2w = FindNextPower2((int)w), p2h; + float v1[2];//, v2[2]; + //float sinrv, cosrv; + float tcleft, tcright; + float alpha; + //float thangle; + + // Set the texture. + OGL_SetSprite(spr->patch); + sprh = spriteheights[spr->patch]; + p2h = FindNextPower2(sprh); + +// v1[VX] = FIX2FLT(spr->gx); + //v1[VY] = FIX2FLT(spr->gy); + + // Set the lighting and alpha. + if(spr->mobjflags & MF_SHADOW) + alpha = .333f; + else + alpha = 1; + + if(spr->lightlevel < 0) + glColor4f(1, 1, 1, alpha); + else + { + v1[VX] = Q_FIX2FLT(spr->gx); + v1[VY] = Q_FIX2FLT(spr->gy); + SetVertexColor(spr->lightlevel/255.0, PointDist2D(v1), alpha); + } + +/* thangle = BANG2RAD(bamsAtan2((v1[VY]-vz)*10,(v1[VX]-vx)*10))-PI/2; + sinrv = sin(thangle); + cosrv = cos(thangle);*/ + + // We must find the correct positioning using the sector floor and ceiling + // heights as an aid. + /*top = FIX2FLT(spr->gzt) + 4 - FIX2FLT(spr->floorclip); + bot = top - sprh;*/ + top = FIX2FLT(spr->gzt); + if(sprh < spr->secceil-spr->secfloor) // Sprite fits in, adjustment possible? + { + // Check top. + if(top > spr->secceil) top = spr->secceil; + // Check bottom. + if(top-sprh < spr->secfloor) + top = spr->secfloor+sprh; + } + // Adjust by the floor clip. + bot = top - sprh; + +/* v1[VX] -= cosrv*off; + v1[VY] -= sinrv*off; + v2[VX] = v1[VX] + cosrv*w; + v2[VY] = v1[VY] + sinrv*w;*/ + + if(spr->xiscale < 0) + { + // This is the flipped version. + tcleft = w/p2w; + tcright = 0; + } + else + { + // No flipping; the normal version. + tcleft = 0; + tcright = w/p2w; + } + + // Choose the color for the sprite. + /*glColor4f(1, 1, 1, (spr->mobjflags&MF_SHADOW)? .333 + : (spr->mobjflags&MF_ALTSHADOW)? .666 : 1);*/ + + glBegin(GL_QUADS); + glTexCoord2f(tcleft, 0); + glVertex3f(spr->v1[VX], top, spr->v1[VY]); + + glTexCoord2f(tcright, 0); + glVertex3f(spr->v2[VX], top, spr->v2[VY]); + + glTexCoord2f(tcright, sprh/p2h); + glVertex3f(spr->v2[VX], bot, spr->v2[VY]); + + glTexCoord2f(tcleft, sprh/p2h); + glVertex3f(spr->v1[VX], bot, spr->v1[VY]); + glEnd(); +} + +void OGL_DrawPSprite(int x, int y, float scale, int flip, int lump) +{ + int w,h; + float tcx, tcy; + + OGL_SetSprite(lump); + w = spritewidth[lump]>>FRACBITS; + h = spriteheights[lump]; + tcx = NextPower2Ratio(w); + tcy = NextPower2Ratio(h); + + glBegin(GL_QUADS); + + glTexCoord2f((flip)? tcx : 0, 0); + glVertex2f(x, y); + + glTexCoord2f((flip)? 0 : tcx, 0); + glVertex2f(x+w*scale, y); + + glTexCoord2f((flip)? 0 : tcx, tcy); + glVertex2f(x+w*scale, y+h*scale); + + glTexCoord2f((flip)? tcx : 0, tcy); + glVertex2f(x, y+h*scale); + + glEnd(); +} diff --git a/opengl/ogl_rl.c b/opengl/ogl_rl.c new file mode 100644 index 0000000..238fac3 --- /dev/null +++ b/opengl/ogl_rl.c @@ -0,0 +1,622 @@ + +//************************************************************************** +//** +//** OGL_RL.C +//** +//************************************************************************** + +// HEADER FILES ------------------------------------------------------------ + +#ifdef __WIN32 +#define WIN32_LEAN_AND_MEAN +#include +#endif + +#include +#include +#include +#include "doomdef.h" +#include "ogl_def.h" +#include "ogl_rl.h" + +// MACROS ------------------------------------------------------------------ + +// TYPES ------------------------------------------------------------------- + +// EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- + +// PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- + +// PRIVATE FUNCTION PROTOTYPES --------------------------------------------- + +// EXTERNAL DATA DECLARATIONS ---------------------------------------------- + +extern int skyhemispheres; +extern int dlMaxRad; // Dynamic lights maximum radius. + +// PUBLIC DATA DEFINITIONS ------------------------------------------------- + +int numrlists=0; // Number of rendering lists. +float maxLightDist = 1024; + +// PRIVATE DATA DEFINITIONS ------------------------------------------------ + +static rendlist_t *rlists=0; // The list of rendering lists. +static rendlist_t masked_rlist; // Rendering list for masked textures. +static rendlist_t invsky_rlist; // List for invisible sky triangles. +static rendlist_t invskywall_rlist; // List for invisible sky walls (w/skyfix). +static rendlist_t dlwall_rlist, dlflat_rlist; // Dynamic lighting for walls/flats. + +// CODE -------------------------------------------------------------------- + +void RL_Init() +{ + numrlists = 0; + rlists = 0; + memset(&masked_rlist, 0, sizeof(masked_rlist)); + memset(&invsky_rlist, 0, sizeof(invsky_rlist)); + memset(&invskywall_rlist, 0, sizeof(invskywall_rlist)); + memset(&dlwall_rlist, 0, sizeof(dlwall_rlist)); + memset(&dlflat_rlist, 0, sizeof(dlflat_rlist)); +} + +void RL_DestroyList(rendlist_t *rl) +{ + // All the list data will be destroyed. + if (rl->quads) free(rl->quads); + memset(rl, 0, sizeof(rendlist_t)); +} + +void RL_DeleteLists() +{ + int i; + + // Delete all lists. + for(i=0; iflags & RQF_FLAT) + { + // Process all marked light sources. +/* for(i=0; iflags |= RQF_LIGHT; + quad->texw = texw*2; + quad->texh = texh*2; + + // Determine the light level. + + // The texture offset is what actually determines where the + // dynamic light map will be rendered. For light quads the + // texture offset is global. + quad->texoffx = FIX2FLT(lum->thing->x) + dlMaxRad; + quad->texoffy = FIX2FLT(lum->thing->y) + dlMaxRad; + // Add a slight offset to the height to avoid Z buffer fighting. + //quad->top += quad->flags & RQF_FLOOR_FACING? .5 : -.5; + // Add the flat to the dlflat rendering list. + //RL_AddQuad(&dlq, 0); + + /*glBegin(GL_POINTS); + glColor3f(1, 1, 1); + glVertex3f(FIX2FLT(lum->thing->x), FIX2FLT(lum->thing->y), z32); + glEnd();*/ +// } + } +} + +static rendlist_t *RL_FindList(GLuint tex) +{ + int i; + rendlist_t *dest; + + for(i=0; itex = tex; + return dest; +} + +// Here we will add the quad to the correct rendering list, creating +// a new list if necessary. +void RL_AddQuad(rendquad_t *quad, GLuint quadtex) +{ + rendlist_t *dest = 0; // The destination list. + rendquad_t *dq; // Quad in the dest list. + + // Masked quads go to the masked list. + if(quad->flags & RQF_MASKED) + dest = &masked_rlist; + else if(quad->flags & RQF_SKY_MASK_WALL) + dest = &invskywall_rlist; + else if(quad->flags & RQF_LIGHT) // Dynamic lights? + dest = &dlwall_rlist; + else + { + // Find a suitable list. This can get a bit redundant for large + // numbers of primitives of the same texture (oh yeah, this is + // a real cycle-eater). + dest = RL_FindList(quadtex); + } + // Now we have a destination list. This is the only place where + // quads are added. + if(++dest->numquads > dest->listsize) // See if we have to allocate more memory. + { + dest->listsize = dest->numquads+10; + dest->quads = (rendquad_t*)realloc(dest->quads, + sizeof(rendquad_t) * dest->listsize); + } + dq = dest->quads + dest->numquads-1; + memcpy(dq, quad, sizeof(rendquad_t)); + + // Let a masked quad know its texture. + if(quad->flags & RQF_MASKED) + { + dq->masktex = quadtex; + if(!quadtex) I_Error("RL_AddQuad: There can't be a masked quad with no texture.\n"); + } +} + +subsector_t *currentssec; + +// Adds a series of flat quads (triangles) as a fan. +void RL_AddFlatQuads(rendquad_t *base, GLuint quadtex, int numvrts, + fvertex_t *origvrts, int dir) +{ + fvertex_t *vtx; + rendlist_t *dest; + rendquad_t *qi; + int i, firstquad; + float *distances, middist; + fvertex_t *vrts; + + if(!numvrts) return; // No data, can't do anything. + + if(base->flags & RQF_SKY_MASK) + dest = &invsky_rlist; + else if(base->flags & RQF_LIGHT) + dest = &dlflat_rlist; + else + // First find the right list. + dest = RL_FindList(quadtex); + + // Check that there's enough room. + firstquad = dest->numquads; + dest->numquads += numvrts-2; + if(dest->numquads > dest->listsize) + { + // Allocate more memory. + dest->listsize = dest->numquads + 20; + dest->quads = (rendquad_t*)realloc(dest->quads, + sizeof(rendquad_t) * dest->listsize); + } + + // Calculate the distance to each vertex. + distances = _alloca(sizeof(float)*numvrts); + for(i=0; imidpoint.x); + if(!(base->flags & RQF_LIGHT) && middist > 256) + { + for(i=0; imidpoint.x, + dy = vrts[i].y - currentssec->midpoint.y, + dlen = sqrt(dx*dx + dy*dy); + if(!dlen) continue; + vrts[i].x += dx/dlen * (middist-256)/128; + vrts[i].y += dy/dlen * (middist-256)/128; + } + } + + // Add them as a fan. + if(dir == 0) // Normal direction. + { + // All triangles share the first vertex. + base->v1[VX] = vrts->x; + base->v1[VY] = vrts->y; + base->dist[0] = distances[0]; + + for(i=2, qi=dest->quads+firstquad; iv2[VX] = vtx->x; + qi->v2[VY] = vtx->y; + qi->dist[1] = distances[i-1]; + // The third vertex is naturally the current one. + vtx = vrts+i; + qi->u.v3[VX] = vtx->x; + qi->u.v3[VY] = vtx->y; + qi->dist[2] = distances[i]; + + if(base->flags & RQF_LIGHT) RL_DynLightQuad(qi, (lumobj_t*)quadtex); + } + } + else // Reverse direction? + { + // All triangles share the last vertex. + vtx = vrts + numvrts-1; + base->v1[VX] = vtx->x; + base->v1[VY] = vtx->y; + base->dist[0] = distances[numvrts-1]; + + for(i=numvrts-3, qi=dest->quads+firstquad; i>=0; i--, qi++) + { + memcpy(qi, base, sizeof(rendquad_t)); + // The second vertex is the next from this one. + vtx = vrts+i+1; + qi->v2[VX] = vtx->x; + qi->v2[VY] = vtx->y; + qi->dist[1] = distances[i+1]; + // The third vertex is naturally the current one. + vtx = vrts+i; + qi->u.v3[VX] = vtx->x; + qi->u.v3[VY] = vtx->y; + qi->dist[2] = distances[i]; + +// if(useDynLights) RL_DynLightQuad(qi); + if(base->flags & RQF_LIGHT) RL_DynLightQuad(qi, (lumobj_t*)quadtex); + } + } +} + +void SetVertexColor(float light, float dist, float alpha) +{ + float real = light - (dist-32)/maxLightDist * (1-light); + float minimum = light*light + (light-.63)/2; + if(real < minimum) real = minimum; // Clamp it. + // Add extra light. + real += extralight/16.0; + // Check for torch. + if(viewplayer->fixedcolormap) + { + // Colormap 1 is the brightest. I'm guessing 16 would be the darkest. + int ll = 16-viewplayer->fixedcolormap; + float d = (1024-dist)/512.0; + float newmin = d*ll/15.0; + if(real < newmin) real = newmin; + } + glColor4f(real, real, real, alpha); // Too real? Hope real gets clamped. +} + +// This is only for solid, non-masked primitives. +void RL_RenderList(rendlist_t *rl) +{ + int i; + float tcleft, tcright, tctop, tcbottom; + rendquad_t *cq; + + if(!rl->numquads) return; // The list is empty. + + // Bind the right texture. + glBindTexture(GL_TEXTURE_2D, curtex=rl->tex); + + // Check what kind of primitives there are on the list. + // There can only be one kind on each list. + if(rl->quads->flags & RQF_FLAT) // Check the first primitive. + { + // There's only triangles here, I see. + glBegin(GL_TRIANGLES); + for(i=0; inumquads; i++) + { + cq = rl->quads+i; + if(cq->flags & RQF_MISSING_WALL) + { + // This triangle is REALLY a quad that originally had no + // texture. We have to render it as two triangles. + tcright = (tcleft=0) + cq->u.q.len/cq->texw; + tcbottom = (tctop=0) + (cq->top - cq->u.q.bottom)/cq->texh; + + SetVertexColor(cq->light, cq->dist[0], 1); + glTexCoord2f(tcleft, tctop); + glVertex3f(cq->v1[VX], cq->top, cq->v1[VY]); + + SetVertexColor(cq->light, cq->dist[1], 1); + glTexCoord2f(tcright, tctop); + glVertex3f(cq->v2[VX], cq->top, cq->v2[VY]); + + glTexCoord2f(tcright, tcbottom); + glVertex3f(cq->v2[VX], cq->u.q.bottom, cq->v2[VY]); + + // The other triangle. + glTexCoord2f(tcright, tcbottom); + glVertex3f(cq->v2[VX], cq->u.q.bottom, cq->v2[VY]); + + SetVertexColor(cq->light, cq->dist[0], 1); + glTexCoord2f(tcleft, tcbottom); + glVertex3f(cq->v1[VX], cq->u.q.bottom, cq->v1[VY]); + + glTexCoord2f(tcleft, tctop); + glVertex3f(cq->v1[VX], cq->top, cq->v1[VY]); + continue; + } + + // The vertices. + SetVertexColor(cq->light, cq->dist[0], 1); + glTexCoord2f((cq->v1[VX]+cq->texoffx)/cq->texw, + (cq->v1[VY]+cq->texoffy)/cq->texh); + glVertex3f(cq->v1[VX], cq->top, cq->v1[VY]); + + SetVertexColor(cq->light, cq->dist[1], 1); + glTexCoord2f((cq->v2[VX]+cq->texoffx)/cq->texw, + (cq->v2[VY]+cq->texoffy)/cq->texh); + glVertex3f(cq->v2[VX], cq->top, cq->v2[VY]); + + SetVertexColor(cq->light, cq->dist[2], 1); + glTexCoord2f((cq->u.v3[VX]+cq->texoffx)/cq->texw, + (cq->u.v3[VY]+cq->texoffy)/cq->texh); + glVertex3f(cq->u.v3[VX], cq->top, cq->u.v3[VY]); + } + glEnd(); + } + else + { + // Render quads. + glBegin(GL_QUADS); + for(i=0; inumquads; i++) + { + cq = rl->quads+i; + + // Calculate relative texture coordinates. + tcright = (tcleft=cq->texoffx/(float)cq->texw) + cq->u.q.len/cq->texw; + tcbottom = (tctop=cq->texoffy/cq->texh) + (cq->top - cq->u.q.bottom)/cq->texh; + + // The vertices. + SetVertexColor(cq->light, cq->dist[0], 1); + glTexCoord2f(tcleft, tcbottom); + glVertex3f(cq->v1[VX], cq->u.q.bottom, cq->v1[VY]); + + glTexCoord2f(tcleft, tctop); + glVertex3f(cq->v1[VX], cq->top, cq->v1[VY]); + + SetVertexColor(cq->light, cq->dist[1], 1); + glTexCoord2f(tcright, tctop); + glVertex3f(cq->v2[VX], cq->top, cq->v2[VY]); + + glTexCoord2f(tcright, tcbottom); + glVertex3f(cq->v2[VX], cq->u.q.bottom, cq->v2[VY]); + } + glEnd(); + } +} + +// Masked lists only include quads. +void RL_RenderMaskedList(rendlist_t *mrl) +{ + int i; + float tcleft, tcright, tctop, tcbottom; + rendquad_t *cq; + + if(!mrl->numquads) return; // No quads to render, I'm afraid. + + // Curtex is used to keep track of the current texture. + // Zero also denotes that no glBegin() has yet been called. + curtex = 0; + + // Render quads. + for(i=mrl->numquads-1; i>=0; i--) // Render back to front. + { + cq = mrl->quads+i; + + // Calculate relative texture coordinates. + tcright = (tcleft=cq->texoffx/cq->texw) + cq->u.q.len/cq->texw; + tcbottom = (tctop=cq->texoffy/cq->texh) + (cq->top - cq->u.q.bottom)/cq->texh; + + // Is there a need to change the texture? + if(curtex != cq->masktex) + { + if(curtex) glEnd(); // Finish with the old texture. + glBindTexture(GL_TEXTURE_2D, curtex=cq->masktex); + glBegin(GL_QUADS); // I love OpenGL. + } + + // The vertices. + SetVertexColor(cq->light, cq->dist[0], 1); + glTexCoord2f(tcleft, tcbottom); + glVertex3f(cq->v1[VX], cq->u.q.bottom, cq->v1[VY]); + + glTexCoord2f(tcleft, tctop); + glVertex3f(cq->v1[VX], cq->top, cq->v1[VY]); + + SetVertexColor(cq->light, cq->dist[1], 1); + glTexCoord2f(tcright, tctop); + glVertex3f(cq->v2[VX], cq->top, cq->v2[VY]); + + glTexCoord2f(tcright, tcbottom); + glVertex3f(cq->v2[VX], cq->u.q.bottom, cq->v2[VY]); + } + if(curtex) glEnd(); // If something was drawn, finish with it. +} + +void RL_RenderSkyMaskLists() +{ + int i; + rendlist_t *smrl = &invsky_rlist, *skyw = &invskywall_rlist; + rendquad_t *cq; + + if(!smrl->numquads && !skyw->numquads) return; // Nothing to do here. + + // Nothing gets written to the color buffer. + + // NOTE: glEnd() below causes segfault in Mesa 3.0 if binding texture 0. + // I don't think texture 0 is defined when this is called. + //glBindTexture(GL_TEXTURE_2D, 0); + glDisable( GL_TEXTURE_2D ); + + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + glColor4f(1, 1, 1, 1); // Just to be sure. + + + if(smrl->numquads) + { + glBegin(GL_TRIANGLES); + for(i=0; inumquads; i++) + { + cq = smrl->quads+i; + // ONLY the vertices, please. + glVertex3f(cq->v1[VX], cq->top, cq->v1[VY]); + glVertex3f(cq->v2[VX], cq->top, cq->v2[VY]); + glVertex3f(cq->u.v3[VX], cq->top, cq->u.v3[VY]); + } + glEnd(); + } + + // Then the walls. + if(skyw->numquads) + { + glBegin(GL_QUADS); + for(i=0; inumquads; i++) + { + cq = skyw->quads + i; + // Only the verts. + glVertex3f(cq->v1[VX], cq->u.q.bottom, cq->v1[VY]); + glVertex3f(cq->v1[VX], cq->top, cq->v1[VY]); + glVertex3f(cq->v2[VX], cq->top, cq->v2[VY]); + glVertex3f(cq->v2[VX], cq->u.q.bottom, cq->v2[VY]); + } + glEnd(); + } + + glEnable( GL_TEXTURE_2D ); + + // Restore normal write mode. + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); +} + +void RL_RenderDynLightLists() +{ + int i; + rendlist_t *frl = &dlflat_rlist, *wrl = &dlwall_rlist; + rendquad_t *cq; + + if(!frl->numquads && !wrl->numquads) return; // Nothing to do. + + // Setup the correct rendering state. + glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT); + // Disable fog. + glDisable(GL_FOG); + // This'll allow multiple light quads to be rendered on top of each other. + glDepthMask(GL_FALSE); + glDepthFunc(GL_LEQUAL); + // Set up addition blending. The source is added to the destination. + glBlendFunc(GL_DST_COLOR, GL_ONE); + + // The light texture. + glBindTexture(GL_TEXTURE_2D, curtex=OGL_PrepareLightTexture()); + + // The flats. + if(frl->numquads) + { + glBegin(GL_TRIANGLES); + for(i=0; inumquads; i++) + { + cq = frl->quads + i; + // Set the color. + glColor3f(cq->light, cq->light, cq->light); + // The vertices. + glTexCoord2f((cq->texoffx - cq->v1[VX])/cq->texw, + (cq->texoffy - cq->v1[VY])/cq->texh); + glVertex3f(cq->v1[VX], cq->top, cq->v1[VY]); + + glTexCoord2f((cq->texoffx - cq->v2[VX])/cq->texw, + (cq->texoffy - cq->v2[VY])/cq->texh); + glVertex3f(cq->v2[VX], cq->top, cq->v2[VY]); + + glTexCoord2f((cq->texoffx - cq->u.v3[VX])/cq->texw, + (cq->texoffy - cq->u.v3[VY])/cq->texh); + glVertex3f(cq->u.v3[VX], cq->top, cq->u.v3[VY]); + } + glEnd(); + } + + // The walls. + if(wrl->numquads) + { + float tctl[2], tcbr[2]; // Top left and bottom right. + glBegin(GL_QUADS); + for(i=0; inumquads; i++) + { + cq = wrl->quads + i; + // Set the color. + glColor3f(cq->light, cq->light, cq->light); + + // Calculate the texture coordinates. + tcbr[VX] = (tctl[VX]=-cq->texoffx/cq->texw) + cq->u.q.len/cq->texw; + tcbr[VY] = (tctl[VY]=cq->texoffy/cq->texh) + (cq->top - cq->u.q.bottom)/cq->texh; + + // The vertices. + glTexCoord2f(tctl[VX], tcbr[VY]); + glVertex3f(cq->v1[VX], cq->u.q.bottom, cq->v1[VY]); + + glTexCoord2f(tctl[VX], tctl[VY]); + glVertex3f(cq->v1[VX], cq->top, cq->v1[VY]); + + glTexCoord2f(tcbr[VX], tctl[VY]); + glVertex3f(cq->v2[VX], cq->top, cq->v2[VY]); + + glTexCoord2f(tcbr[VX], tcbr[VY]); + glVertex3f(cq->v2[VX], cq->u.q.bottom, cq->v2[VY]); + } + glEnd(); + } + + // Restore the original rendering state. + glPopAttrib(); +} + + +void RL_RenderAllLists() +{ + int i; + + // The sky might be visible. Render the needed hemispheres. + R_RenderSkyHemispheres(skyhemispheres); + RL_RenderSkyMaskLists(); //&invsky_rlist, &invskywall_rlist); + for(i=0; i +#include "doomdef.h" +#include "r_local.h" +#include "ogl_def.h" +#include "ogl_rl.h" +#include + +// MACROS ------------------------------------------------------------------ + +// EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- + +// PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- + +// PRIVATE FUNCTION PROTOTYPES --------------------------------------------- + +// EXTERNAL DATA DECLARATIONS ---------------------------------------------- + +extern float texw, texh; + +extern float vx, vy, vz; + +extern byte topLineRGB[3]; +int skyDetail = 1; + +// PUBLIC DATA DEFINITIONS ------------------------------------------------- + +int skyhemispheres; +fadeout_t fadeOut[2]; // For both skies. + +// PRIVATE DATA DEFINITIONS ------------------------------------------------ + +// CODE -------------------------------------------------------------------- + +// The texture offset to be applied to the texture coordinates in SkyVertex(). +static float maxSideAngle = (float) PI/3; +static float texoff; +static int rows, columns; +static float scale = 32; // Fogging affects, thus close-by. +static boolean yflip; +static fadeout_t *currentFO; + +// Calculate the vertex and texture coordinates. +static void SkyVertex(int r, int c) +{ + // The direction must be clockwise. + float topAngle = c/(float)columns * 2*PI; + float sideAngle = maxSideAngle * (rows-r)/(float)rows; + float height = sin(sideAngle); + float realRadius = scale*cos(sideAngle); + float x = vx + realRadius*cos(topAngle), + z = vz + realRadius*sin(topAngle), + y = vy + ((!yflip)? scale*height : -scale*height); + + // And the texture coordinates. + if(!yflip) // Flipped Y is for the lower hemisphere. + glTexCoord2f(4*c/(float)columns + texoff/texw, r/(float)rows*200.0/256.0); + else + glTexCoord2f(4*c/(float)columns + texoff/texw, (rows-r)/(float)rows*200.0/256.0); + // Also the color. + if(currentFO->use) + { + if(r==0) glColor4f(1,1,1,0); else glColor3f(1,1,1); + } + else + { + if(r==0) glColor3f(0,0,0); else glColor3f(1,1,1); + } + // And finally the vertex. + glVertex3f(x, y, z); +} + +static void CapSideVertex(int r, int c) +{ + // The direction must be clockwise. + float topAngle = c/(float)columns * 2*PI; + float sideAngle = maxSideAngle * (rows-r)/(float)rows; + float height = sin(sideAngle); + float realRadius = scale*cos(sideAngle); + + glVertex3f(vx + realRadius*cos(topAngle), + vy + ((!yflip)? scale*height : -scale*height), + vz + realRadius*sin(topAngle)); +} + +// Hemi is Upper or Lower. Zero is not acceptable. +// The current texture is used. SKYHEMI_NO_TOPCAP can be used. +void OGL_RenderSkyHemisphere(int hemi) +{ + int r, c; + + if(hemi & SKYHEMI_LOWER) yflip = true; else yflip = false; + + // The top row (row 0) is the one that's faded out. + // There must be at least 4 columns. The preferable number + // is 4n, where n is 1, 2, 3... There should be at least + // two rows because the first one is always faded. + rows = 3; + columns = 4*skyDetail; // 4n + if(hemi & SKYHEMI_JUST_CAP) + { + //glBindTexture(GL_TEXTURE_2D, 0); + glDisable( GL_TEXTURE_2D ); + + // Use the appropriate color. + if(currentFO->use) + glColor3fv(currentFO->rgb); + else + glColor3f(0,0,0); + glBegin(GL_TRIANGLE_FAN); + for(c=0; cuse) + { + // We must fill the background for the top row since it'll + // be partially translucent. + glBegin(GL_TRIANGLE_STRIP); + CapSideVertex(0, 0); + for(c=0; cset) + { + currentFO->set = 1; // Now it is. + for(i=0; i<3; i++) currentFO->rgb[i] = topLineRGB[i]/255.0; + // Determine if it should be used. + for(currentFO->use=false, i=0; i<3; i++) + if(currentFO->rgb[i] > .3) + { + // Colored fadeout is needed. + currentFO->use = true; + break; + } + } +} + +static void OGL_DrawSkyhemi(int whichHemi) +{ + GLuint skyname; + + skyname = OGL_PrepareSky(skytexture, false); + + OGL_HandleColoredFadeOut(1); + + // First the top cap. + OGL_RenderSkyHemisphere(whichHemi | SKYHEMI_JUST_CAP); + glBindTexture(GL_TEXTURE_2D, skyname); + + // Render the front sky (sky1). + OGL_RenderSkyHemisphere(whichHemi); +} + +void R_RenderSkyHemispheres(int hemis) +{ + // IS there a sky to be rendered? + if(!hemis) return; + + // We don't want anything written in the depth buffer, not yet. + glDepthMask(GL_FALSE); + glPushAttrib(GL_ENABLE_BIT); + // Disable culling, all triangles face the viewer. + glDisable(GL_CULL_FACE); + glDisable(GL_FOG); + // Draw the possibly visible hemispheres. + if(hemis & SKYHEMI_UPPER) OGL_DrawSkyhemi(SKYHEMI_UPPER); + if(hemis & SKYHEMI_LOWER) OGL_DrawSkyhemi(SKYHEMI_LOWER); + // Enable the disabled things. + glPopAttrib(); + glDepthMask(GL_TRUE); +} diff --git a/opengl/ogl_tex.c b/opengl/ogl_tex.c new file mode 100644 index 0000000..6fdd77c --- /dev/null +++ b/opengl/ogl_tex.c @@ -0,0 +1,861 @@ + +//************************************************************************** +//** +//** OGL_TEX.C +//** +//************************************************************************** + +// HEADER FILES ------------------------------------------------------------ + +#ifdef __WIN32 +#define WIN32_LEAN_AND_MEAN +#include +#endif + +#include +#include +#include +#include "doomdef.h" +#include "r_local.h" +#include "ogl_def.h" + +// MACROS ------------------------------------------------------------------ + +// TYPES ------------------------------------------------------------------- + +// EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- + +// PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- + +// PRIVATE FUNCTION PROTOTYPES --------------------------------------------- + +// EXTERNAL DATA DECLARATIONS ---------------------------------------------- + + +extern int numtextures; +extern texture_t** textures; + +int mipmapping = 0; +int linearRaw = 0; +extern int maxTexSize; // Maximum supported texture size. +extern int ratioLimit; +extern int test3dfx; + +// PUBLIC DATA DEFINITIONS ------------------------------------------------- + +int pallump; + +// Properties of the current texture. +float texw=1, texh=1; +int texmask=0; +GLuint curtex = 0; +byte topLineRGB[3]; + +texsize_t *lumptexsizes; // Sizes for all the lumps. +unsigned short *spriteheights; + +// PRIVATE DATA DEFINITIONS ------------------------------------------------ + +// Texture names for all lumps. Although the list will contain names for +// ALL lumps, only the graphics entries that aren't flats, wall textures or +// sprites are used. +static GLuint *lumptexnames, *lumptexnames2; // Support for two parts. +static int *rawlumps, numrawlumps; // Raw screen lumps (just lump numbers). + +static GLuint *flattexnames, *texnames, *spritenames; +static char *texmasked; // 1 if the texture is masked. +//static int total_texmem_used = 0; + +static GLuint dltexname; // Name of the dynamic light texture. + +static int glmode[6] = // Indexed by 'mipmapping'. +{ + GL_NEAREST, + GL_LINEAR, + GL_NEAREST_MIPMAP_NEAREST, + GL_LINEAR_MIPMAP_NEAREST, + GL_NEAREST_MIPMAP_LINEAR, + GL_LINEAR_MIPMAP_LINEAR +}; + + +// CODE -------------------------------------------------------------------- + +int FindNextPower2(int num) +{ + int cumul; + for(cumul=1; num > cumul; cumul *= 2); + return cumul; +} + +float NextPower2Ratio(int num) +{ + return num/(float)FindNextPower2(num); +} + +void OGL_TexInit() +{ + // Allocate memory for the flat texture numbers. + flattexnames = Z_Malloc(sizeof(GLuint)*numflats, PU_STATIC, 0); + memset(flattexnames, 0, sizeof(GLuint)*numflats); + + texnames = Z_Malloc(sizeof(GLuint)*numtextures, PU_STATIC, 0); + memset(texnames, 0, sizeof(GLuint)*numtextures); + + texmasked = Z_Malloc(numtextures, PU_STATIC, 0); + memset(texmasked, 0, numtextures); + + // Sprites. + spritenames = Z_Malloc(sizeof(GLuint)*numspritelumps, PU_STATIC, 0); + memset(spritenames, 0, sizeof(GLuint)*numspritelumps); + spriteheights = Z_Malloc(sizeof(short)*numspritelumps, PU_STATIC, 0); + memset(spriteheights, 0, sizeof(short)*numspritelumps); + + // Standard lump textures (raw images and other gfx). + // First parts. + lumptexnames = Z_Malloc(sizeof(GLuint)*numlumps, PU_STATIC, 0); + memset(lumptexnames, 0, sizeof(GLuint)*numlumps); + // Second parts. + lumptexnames2 = Z_Malloc(sizeof(GLuint)*numlumps, PU_STATIC, 0); + memset(lumptexnames2, 0, sizeof(GLuint)*numlumps); + // Size data. + lumptexsizes = Z_Malloc(sizeof(texsize_t)*numlumps, PU_STATIC, 0); + memset(lumptexsizes, 0, sizeof(texsize_t)*numlumps); + + // Raw screen lump book keeping. + rawlumps = 0; + numrawlumps = 0; + + // The dynamic light map. + dltexname = 0; + + // The palette lump, for color information (really?). + pallump = W_GetNumForName("PLAYPAL"); +} + +void OGL_TexReset() +{ + glDeleteTextures(numflats, flattexnames); + memset(flattexnames, 0, sizeof(GLuint)*numflats); + + glDeleteTextures(numtextures, texnames); + memset(texnames, 0, sizeof(GLuint)*numtextures); + + memset(texmasked, 0, numtextures); + + glDeleteTextures(numspritelumps, spritenames); + memset(spritenames, 0, sizeof(GLuint)*numspritelumps); + memset(spriteheights, 0, sizeof(short)*numspritelumps); + +// total_texmem_used = 0; + + glDeleteTextures(1, &dltexname); + dltexname = 0; + + // Normal patch/raw image textures aren't deleted here (see below). +} + +void OGL_ResetLumpTexData() +{ + glDeleteTextures(numlumps, lumptexnames); + glDeleteTextures(numlumps, lumptexnames2); + memset(lumptexnames, 0, sizeof(GLuint)*numlumps); + memset(lumptexnames2, 0, sizeof(GLuint)*numlumps); + memset(lumptexsizes, 0, sizeof(texsize_t)*numlumps); + + // Free the raw lumps book keeping table. + free(rawlumps); + rawlumps = 0; + numrawlumps = 0; +} + +// Binds the texture if necessary. +void OGL_BindTexture(GLuint texname) +{ + if(curtex != texname) + { + glBindTexture(GL_TEXTURE_2D, texname); + curtex = texname; + } +} + +void PalToRGB(byte *palidx, byte *rgb) +{ + int i; + for(i=0; i<3; i++) + { + *(rgb+i) = gammatable[usegamma][*(palidx+i)]; + } +} + +void PalIdxToRGB(byte *pal, int idx, byte *rgb) +{ + PalToRGB(pal+idx*3, rgb); +} + +unsigned int OGL_BindTexFlat(int lump) +{ + GLuint name; + int p, i; + byte *flatptr = W_CacheLumpNum(lump, PU_STATIC); + byte *palette = W_CacheLumpNum(pallump=W_GetNumForName("PLAYPAL"), PU_CACHE); + byte *rgbflat = _alloca(3*lumpinfo[lump].size); + + if (lumpinfo[lump].size < 4096) + { + printf ("Invalid Texture lump (%s,%d) found. Using texture 0\n",lumpinfo[lump].name, lump); + OGL_BindTexture(0); + return 0; + } + + //printf( "OGL_SetFlat: Loading flat %d.\n",idx); + // Convert the data to RGB. + for(i=0, p=0; itopoffset); + x -= SHORT(patch->leftoffset); + if(x < 0 || x+SHORT(patch->width) > SCREENWIDTH || y < 0 + || y+SHORT(patch->height) > SCREENHEIGHT) + { + I_Error("Bad V_DrawPatch"); + }*/ + col = 0; + desttop1 = rgbflat;// + y*SCREENWIDTH+x; + desttop2 = rgbaflat; + w = SHORT(patch->width); + for(; col < w; /*x++,*/ col++, desttop1+=3, desttop2+=4) + { + column = (column_t *)((byte *)patch+LONG(patch->columnofs[col])); + // Step through the posts in a column + while(column->topdelta != 0xff) + { + source = (byte *)column+3; + if(rgbflat) dest1 = desttop1 + column->topdelta*texwidth*3; + if(rgbaflat) dest2 = desttop2 + column->topdelta*texwidth*4; + count = column->length; + while(count--) + { + int palidx = *source++; + if(rgbflat) + { + if(!maskZero || palidx) PalIdxToRGB(palette, palidx, dest1); + dest1 += texwidth*3; + } + if(rgbaflat) + { + if(!maskZero || palidx) + { + PalIdxToRGB(palette, palidx, dest2); + *(dest2+3) = 0xff; // This pixel is not clear. + } + dest2 += texwidth*4; + } + } + column = (column_t *)((byte *)column+column->length+4); + } + } + // Scan through the RGBA buffer and check for sub-0xff alpha. + if(rgbflat && rgbaflat) // Which one is it? + { + for(i=0; iwidth*tex->height); + byte *colptr; + + if(tex->patchcount > 1) + { + textype = GL_RGB; + for(i=0; iwidth; i++) + { + colptr = R_GetColumn(idx,i); + for(k=0; kheight; k++) + PalIdxToRGB(palette, colptr[k], rgbflat+(k*tex->width+i)*3); + } + } + else + { + // This texture has only only one patch. It might be masked. + byte *rgbaflat = _alloca(4*tex->width*tex->height); + memset(rgbaflat, 0, 4*tex->width*tex->height); + textype = DrawRealPatch(rgbflat, rgbaflat, palette, tex->width, tex->height, + W_CacheLumpNum(tex->patches[0].patch, PU_CACHE), false); + if(textype == GL_RGBA) rgbflat = rgbaflat; + } + + // Generate and bind the texture. + glGenTextures(1, texnames+idx); + glBindTexture(GL_TEXTURE_2D, texnames[idx]); + gluBuild2DMipmaps(GL_TEXTURE_2D, (textype==GL_RGB)?3:4, tex->width, + tex->height, textype, GL_UNSIGNED_BYTE, rgbflat); + //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glmode[mipmapping]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + if(textype == GL_RGBA) texmasked[idx] = 1; // Yes it is. + } + texw = textures[idx]->width; + texh = textures[idx]->height; + texmask = texmasked[idx]; + return texnames[idx]; +} + +void OGL_SetTexture(int idx) +{ + glBindTexture(GL_TEXTURE_2D, OGL_PrepareTexture(idx)); +} + +int LineAverageRGB(byte *imgdata, int components, int width, int line, byte *rgb, + byte *palette) +{ + byte *start = imgdata + components*width*line; + int i, c, count = 0; + int integerRGB[3] = {0,0,0}; + + for(i=0; i 0) // Not transparent? + { + count++; + for(c=0; c<3; c++) integerRGB[c] += pixpos[c]; + } + } + // All transparent? Sorry... + if(!count) return 0; + + // We're going to make it! + for(c=0; c<3; c++) rgb[c] = integerRGB[c]/count; + return 1; // Successful. +} + +void ImageAverageRGB(byte *imgdata, int components, int width, int height, byte *rgb, + byte *palette) +{ + int i, c, integerRGB[3] = {0,0,0}, count = 0; + + for(i=0; ipatchcount > 1) + { + for(i=0; iwidth; i++) + { + colptr = R_GetColumn(idx, i); + for(k=0; kheight; k++) + { + if(textype == GL_RGB) + PalIdxToRGB(palette, colptr[k], imgdata+(k*256+i)*3); + else if(textype == GL_RGBA && colptr[k]) + { + byte *imgpos = imgdata+(k*256+i)*4; + PalIdxToRGB(palette, colptr[k], imgpos); + *(imgpos+3) = 0xff; // Not transparent, this pixel. + } + } + } + } + else + { + // This texture has only only one patch. + if(textype == GL_RGB) + DrawRealPatch(imgdata, 0, palette, 256, tex->height, + W_CacheLumpNum(tex->patches[0].patch, PU_CACHE), false); + else if(textype == GL_RGBA) // Mask out zeros. + DrawRealPatch(0, imgdata, palette, 256, tex->height, + W_CacheLumpNum(tex->patches[0].patch, PU_CACHE), true); + } + if(textype == GL_RGBA) // For masked data, calculate the alpha-fill color. + { + byte rgbAverage[3]; + ImageAverageRGB(imgdata, 4, 256, 200, rgbAverage, palette); + // Fill all the transparent places. + for(i=0; i<256*200; i++) + { + byte *pixel = imgdata + 4*i; + if(!pixel[3]) memcpy(pixel, rgbAverage, 3); + } + } + // Calculate the topline RGB for sky top fadeouts. + memset(topLineRGB, 0, 3); + LineAverageRGB(imgdata, (textype==GL_RGB)?3:4, 256, 0, topLineRGB, palette); + + // Generate and bind the texture. + glGenTextures(1, texnames+idx); + glBindTexture(GL_TEXTURE_2D, texnames[idx]); + if(test3dfx) + { + glTexImage2D(GL_TEXTURE_2D, 0, (textype==GL_RGB)?3:4, 256, 256, 0, GL_RGB, + GL_UNSIGNED_BYTE, imgdata); + } + else + gluBuild2DMipmaps(GL_TEXTURE_2D, (textype==GL_RGB)?3:4, 256, 256, textype, + GL_UNSIGNED_BYTE, imgdata); +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glmode[mipmapping]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Do we have a masked texture? + if(textype == GL_RGBA) + texmasked[idx] = 1; + else + texmasked[idx] = 0; + } + texw = textures[idx]->width; + texh = textures[idx]->height; + texmask = texmasked[idx]; + return texnames[idx]; +} + +unsigned int OGL_PrepareSprite(int pnum) +{ + if(!spritenames[pnum]) + { + // There's no name for this patch, load it in. + patch_t *patch = W_CacheLumpNum(firstspritelump+pnum, PU_CACHE); + int p2width = FindNextPower2(patch->width), + p2height = OGL_ValidTexHeight2(patch->width, patch->height);// FindNextPower2(patch->height); + int flatsize = 4*p2width*p2height; + byte *rgbaflat = _alloca(flatsize); + + //printf( "orig: %d x %d => %d x %d\n", patch->width, patch->height, p2width, p2height); + + memset(rgbaflat, 0, flatsize); + DrawRealPatch(0, rgbaflat, W_CacheLumpNum(pallump,PU_CACHE), + p2width, p2height, patch, false); + + // Generate and bind the texture. + glGenTextures(1, spritenames+pnum); + glBindTexture(GL_TEXTURE_2D, spritenames[pnum]); + gluBuild2DMipmaps(GL_TEXTURE_2D, 4, p2width, p2height, GL_RGBA, + GL_UNSIGNED_BYTE, rgbaflat); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glmode[mipmapping]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + spriteheights[pnum] = patch->height; + } + return spritenames[pnum]; +} + +void OGL_SetSprite(int pnum) +{ + OGL_BindTexture(OGL_PrepareSprite(pnum)); +} + +void OGL_NewRawLump(int lump) +{ + rawlumps = realloc(rawlumps, sizeof(int) * ++numrawlumps); + rawlumps[numrawlumps-1] = lump; +} + +GLuint OGL_GetOtherPart(int lump) +{ + return lumptexnames2[lump]; +} + +// Part is either 1 or 2. Part 0 means only the left side is loaded. +// No splittex is created in that case. Once a raw image is loaded +// as part 0 it must be deleted before the other part is loaded at the +// next loading. +void OGL_SetRawImage(int lump, int part) +{ + if(part < 0 || part > 2) return; // Check the part. + + if(!lumptexnames[lump]) + { + // Load the raw texture data (320x200). + // We'll create two textures (256x256 and 64x256). + byte *raw = W_CacheLumpNum(lump, PU_CACHE); + byte *dat1 = _alloca(3*256*256); // Let's hope there's enough stack! + byte *dat2 = _alloca(3*64*256); + byte *palette = W_CacheLumpNum(pallump, PU_CACHE); + int i,k; + memset(dat1, 0, 3*256*256); // Why must this be done? + for(k=0; k<200; k++) + for(i=0; i<256; i++) + { + // We can't go over the end. + if(k*320+i > lumpinfo[lump].size-1) break; + // Part one. + PalIdxToRGB(palette, *(raw+(k*320+i)), dat1+3*(k*256+i)); + if(i<64 && part) // Part two? + PalIdxToRGB(palette, *(raw+(k*320+i+256)), dat2+3*(k*64+i)); + } + + // Do a special fill for textures with h<200 (part 0). + if(/*lumpinfo[lump].size/320 < 200 &&*/ !part) + { + int lines = lumpinfo[lump].size/320; + // Copy the missing data from the beginning. + memcpy(dat1+lines*256*3, dat1, 3*256*(256-lines)); + } + + // Generate and load the textures. + glGenTextures(1, lumptexnames+lump); + glBindTexture(GL_TEXTURE_2D, lumptexnames[lump]); + glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, dat1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linearRaw? GL_LINEAR : GL_NEAREST); + + if(part) + { + // And the other part. + glGenTextures(1, lumptexnames2+lump); + glBindTexture(GL_TEXTURE_2D, lumptexnames2[lump]); + glTexImage2D(GL_TEXTURE_2D, 0, 3, 64, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, dat2); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linearRaw? GL_LINEAR : GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + + // Add it to the list. + OGL_NewRawLump(lump); + } + + lumptexsizes[lump].w = 256; + lumptexsizes[lump].w2 = 64; + lumptexsizes[lump].h = 200; + } + // Bind the correct part. + if(part <= 1) glBindTexture(GL_TEXTURE_2D, lumptexnames[lump]); + if(part == 2) glBindTexture(GL_TEXTURE_2D, lumptexnames2[lump]); + // We don't track the current texture with raw images. + curtex = 0; +} + +// Copies a rectangular region of the source buffer to the destination +// buffer. Doesn't perform clipping, so be careful. +static void pixBlt(byte *src, int srcWidth, byte *dest, int destWidth, int pixelSize, + int srcRegX, int srcRegY, int destRegX, int destRegY, + int regWidth, int regHeight) +{ + int y; // Y in the copy region. + for(y=0; y maxTexSize) + { + int part2width = FindNextPower2(width - maxTexSize); + int height1 = maxTexSize/ratioLimit, + height2 = part2width/ratioLimit; + minheight = height1 > height2? height1 : height2; + } + else minheight = p2w/ratioLimit; + // Do the test. + if(minheight > p2h) return minheight; + return p2h; +} + +void OGL_SetPatch(int lump) // No mipmaps are generated. +{ + if(!lumptexnames[lump]) + { + // Load the patch. + patch_t *patch = W_CacheLumpNum(lump, PU_CACHE); + int p2width = FindNextPower2(patch->width), + p2height = OGL_ValidTexHeight2(patch->width, patch->height);//FindNextPower2(patch->height); + int numpels = p2width*p2height; + byte *rgbflat = _alloca(3*numpels), + *rgbaflat = _alloca(4*numpels); + int ptype; + + memset(rgbaflat, 0, 4*numpels); + ptype = DrawRealPatch(rgbflat, rgbaflat, W_CacheLumpNum(pallump,PU_CACHE), + p2width, p2height, patch, false); + + // See if we have to split the patch into two parts. + if(p2width > maxTexSize) // Nothing about the height... + { + // Notice: This is only vertical splitting, p2height + // applies to both parts. + // The width of the first part is maxTexSize. + int part2width = FindNextPower2(patch->width - maxTexSize); + byte *tempbuff = _alloca(4*maxTexSize*p2height); + if(part2width > maxTexSize) + I_Error("OGL_SetPatch: Too wide texture (really: %d, pow2: %d).\n", patch->width, p2width); + // We'll use a temporary buffer for doing to splitting. + // First, part one. + pixBlt(ptype==GL_RGB? rgbflat : rgbaflat, p2width, tempbuff, + maxTexSize, ptype==GL_RGB? 3 : 4, + 0, 0, 0, 0, maxTexSize, p2height); + // Generate a texture. + glGenTextures(1, lumptexnames+lump); + glBindTexture(GL_TEXTURE_2D, lumptexnames[lump]); + // There won't be mipmapping versions. + glTexImage2D(GL_TEXTURE_2D, 0, ptype==GL_RGB? 3 : 4, maxTexSize, p2height, + 0, ptype, GL_UNSIGNED_BYTE, tempbuff); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + // Then part two. + pixBlt(ptype==GL_RGB? rgbflat : rgbaflat, p2width, tempbuff, + part2width, ptype==GL_RGB? 3 : 4, + maxTexSize, 0, 0, 0, part2width, p2height); + // Generate a texture. + glGenTextures(1, lumptexnames2+lump); + glBindTexture(GL_TEXTURE_2D, lumptexnames2[lump]); + // There won't be mipmapping versions. + glTexImage2D(GL_TEXTURE_2D, 0, ptype==GL_RGB? 3 : 4, part2width, p2height, + 0, ptype, GL_UNSIGNED_BYTE, tempbuff); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + OGL_BindTexture(lumptexnames[lump]); + + lumptexsizes[lump].w = maxTexSize; + lumptexsizes[lump].w2 = patch->width - maxTexSize; + } + else // We can use the normal one-part method. + { + // Generate a texture. + glGenTextures(1, lumptexnames+lump); + glBindTexture(GL_TEXTURE_2D, lumptexnames[lump]); + // There won't be mipmapping versions. + glTexImage2D(GL_TEXTURE_2D, 0, (ptype==GL_RGB)?3:4, p2width, p2height, + 0, ptype, GL_UNSIGNED_BYTE, (ptype==GL_RGB)?rgbflat:rgbaflat); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + lumptexsizes[lump].w = patch->width; + lumptexsizes[lump].w2 = 0; + } + // The rest of the size information. + lumptexsizes[lump].h = patch->height; + lumptexsizes[lump].offx = -patch->leftoffset; + lumptexsizes[lump].offy = -patch->topoffset; + } + else + { + OGL_BindTexture(lumptexnames[lump]); + } + curtex = lumptexnames[lump]; +} + +#if 0 +// Drawing polygons with an unset texture causes a segfault with Mesa 3.0. +// I guess Windows OpenGL handles this ok. +// I am disabling texturing when needed rather than binding an unset texture. +void OGL_SetNoTexture() +{ + + //glBindTexture(GL_TEXTURE_2D, 0); + glDisable( GL_TEXTURE_2D ); + + curtex = 0; +} +#endif + +GLuint OGL_PrepareLightTexture() +{ + if(!dltexname) + { + // We need to generate the texture, I see. + byte *image = W_CacheLumpName("DLIGHT", PU_CACHE); + if(!image) + I_Error("OGL_SetLightTexture: no dlight texture.\n"); + // The dynamic light map is a 64x64 grayscale 8-bit image. + glGenTextures(1, &dltexname); + glBindTexture(GL_TEXTURE_2D, dltexname); + + glTexImage2D(GL_TEXTURE_2D, 0, 1, 64, 64, 0, GL_LUMINANCE, + GL_UNSIGNED_BYTE, image); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + } + // Set the info. + texw = texh = 64; + texmask = 0; + return dltexname; +} + +int OGL_GetLumpTexWidth(int lump) +{ + return lumptexsizes[lump].w; +} + +int OGL_GetLumpTexHeight(int lump) +{ + return lumptexsizes[lump].h; +} + +// Updates the textures, flats and sprites. +void OGL_UpdateTexParams(int mipmode) +{ + int i; + + // Textures. + for(i=0; i +#include +#include +#include +#include "doomdef.h" +#include "r_local.h" +#include "p_local.h" // for P_AproxDistance +#include "sounds.h" +#include "i_sound.h" +#include "soundst.h" + +// Public Data + +int DisplayTicker = 0; + + +// Code + +void I_StartupNet (void); +void I_ShutdownNet (void); +void I_ReadExternDriver(void); +void GrabScreen (void); + +extern int usemouse, usejoystick; + +extern void **lumpcache; + +int i_Vector; +externdata_t *i_ExternData; +boolean useexterndriver; + +SDL_Surface* sdl_screen; +int grabMouse; + +boolean mousepresent; + +//=============================== + +int ticcount; + + +boolean novideo; // if true, stay in text mode for debugging + +#define KEY_INS 0x52 +#define KEY_DEL 0x53 +#define KEY_PGUP 0x49 +#define KEY_PGDN 0x51 +#define KEY_HOME 0x47 +#define KEY_END 0x4f + +/* +============================================================================ + + USER INPUT + +============================================================================ +*/ + +//-------------------------------------------------------------------------- +// +// PROC I_WaitVBL +// +//-------------------------------------------------------------------------- + +void I_WaitVBL(int vbls) +{ + if( novideo ) + { + return; + } + while( vbls-- ) + { + SDL_Delay( 16667/1000 ); + } +} + +//-------------------------------------------------------------------------- +// +// PROC I_SetPalette +// +// Palette source must use 8 bit RGB elements. +// +//-------------------------------------------------------------------------- + +void I_SetPalette(byte *palette) +{ + SDL_Color* c; + SDL_Color* cend; + SDL_Color cmap[ 256 ]; + + if(novideo) + { + return; + } + I_WaitVBL(1); + + c = cmap; + cend = c + 256; + for( ; c != cend; c++ ) + { + //_outbyte(PEL_DATA, (gammatable[usegamma][*palette++])>>2); + + c->r = gammatable[usegamma][*palette++]; + c->g = gammatable[usegamma][*palette++]; + c->b = gammatable[usegamma][*palette++]; + } + SDL_SetColors( sdl_screen, cmap, 0, 256 ); +} + +/* +============================================================================ + + GRAPHICS MODE + +============================================================================ +*/ + +byte *pcscreen, *destscreen, *destview; + +/* +============== += += I_Update += +============== +*/ + +int UpdateState; +extern int screenblocks; + +void I_Update (void) +{ + int i; + byte *dest; + int tics; + static int lasttic; + +// +// blit screen to video +// + if(DisplayTicker) + { + if(screenblocks > 9 || UpdateState&(I_FULLSCRN|I_MESSAGES)) + { + dest = (byte *)screen; + } + else + { + dest = (byte *)pcscreen; + } + tics = ticcount-lasttic; + lasttic = ticcount; + if(tics > 20) + { + tics = 20; + } + for(i = 0; i < tics; i++) + { + *dest = 0xff; + dest += 2; + } + for(i = tics; i < 20; i++) + { + *dest = 0x00; + dest += 2; + } + } + + //memset(pcscreen, 255, SCREENHEIGHT*SCREENWIDTH); + + if(UpdateState == I_NOUPDATE) + { + return; + } + if(UpdateState&I_FULLSCRN) + { + memcpy(pcscreen, screen, SCREENWIDTH*SCREENHEIGHT); + UpdateState = I_NOUPDATE; // clear out all draw types + + SDL_UpdateRect( sdl_screen, 0, 0, SCREENWIDTH, SCREENHEIGHT ); + } + if(UpdateState&I_FULLVIEW) + { + if(UpdateState&I_MESSAGES && screenblocks > 7) + { + for(i = 0; i < + (viewwindowy+viewheight)*SCREENWIDTH; i += SCREENWIDTH) + { + memcpy(pcscreen+i, screen+i, SCREENWIDTH); + } + UpdateState &= ~(I_FULLVIEW|I_MESSAGES); + + SDL_UpdateRect( sdl_screen, 0, 0, SCREENWIDTH, + viewwindowy+viewheight ); + } + else + { + for(i = viewwindowy*SCREENWIDTH+viewwindowx; i < + (viewwindowy+viewheight)*SCREENWIDTH; i += SCREENWIDTH) + { + memcpy(pcscreen+i, screen+i, viewwidth); + } + UpdateState &= ~I_FULLVIEW; + + SDL_UpdateRect( sdl_screen, viewwindowx, viewwindowy, viewwidth, + viewheight ); + } + } + if(UpdateState&I_STATBAR) + { + memcpy(pcscreen+SCREENWIDTH*(SCREENHEIGHT-SBARHEIGHT), + screen+SCREENWIDTH*(SCREENHEIGHT-SBARHEIGHT), + SCREENWIDTH*SBARHEIGHT); + UpdateState &= ~I_STATBAR; + + SDL_UpdateRect( sdl_screen, 0, SCREENHEIGHT-SBARHEIGHT, + SCREENWIDTH, SBARHEIGHT ); + } + if(UpdateState&I_MESSAGES) + { + memcpy(pcscreen, screen, SCREENWIDTH*28); + UpdateState &= ~I_MESSAGES; + + SDL_UpdateRect( sdl_screen, 0, 0, SCREENWIDTH, 28 ); + } +} + +//-------------------------------------------------------------------------- +// +// PROC I_InitGraphics +// +//-------------------------------------------------------------------------- + +void I_InitGraphics(void) +{ + char text[20]; + + if( novideo ) + { + return; + } + + // SDL_DOUBLEBUF does not work in full screen mode. Does not seem to + // be necessary anyway. + + sdl_screen = SDL_SetVideoMode(SCREENWIDTH, SCREENHEIGHT, 8, SDL_SWSURFACE); + //SDL_HWSURFACE | SDL_FULLSCREEN ); + //0 ); + if( sdl_screen == NULL ) + { + fprintf( stderr, "Couldn't set video mode %dx%d: %s\n", + SCREENWIDTH, SCREENHEIGHT, SDL_GetError() ); + exit( 3 ); + } + + if( SDL_MUSTLOCK( sdl_screen ) ) + { + printf( "SDL_MUSTLOCK\n" ); + exit( 4 ); + } + + // Only grab if we want to + if (M_CheckParm ("-nograb")) { + grabMouse = 0; + } else { + grabMouse = 1; + SDL_WM_GrabInput (1); + } + + snprintf (text, 20, "HHeretic v%s", HHERETIC_VERSION); + SDL_ShowCursor( 0 ); + SDL_WM_SetCaption( text, "HHERETIC" ); + + + pcscreen = destscreen = sdl_screen->pixels; + + I_SetPalette( W_CacheLumpName("PLAYPAL", PU_CACHE) ); +} + +//-------------------------------------------------------------------------- +// +// PROC I_ShutdownGraphics +// +//-------------------------------------------------------------------------- +extern byte *screen; + +void I_ShutdownGraphics(void) +{ + free (screen); + SDL_Quit (); +} + +//-------------------------------------------------------------------------- +// +// PROC I_ReadScreen +// +// Reads the screen currently displayed into a linear buffer. +// +//-------------------------------------------------------------------------- + +/* +void I_ReadScreen(byte *scr) +{ + memcpy(scr, screen, SCREENWIDTH*SCREENHEIGHT); +} +*/ + +//=========================================================================== + + +// +// Translates the key +// + +int xlatekey(SDL_keysym *key) +{ + + int rc; + + switch(key->sym) + { + case SDLK_LEFT: rc = KEY_LEFTARROW; break; + case SDLK_RIGHT: rc = KEY_RIGHTARROW; break; + case SDLK_DOWN: rc = KEY_DOWNARROW; break; + case SDLK_UP: rc = KEY_UPARROW; break; + case SDLK_ESCAPE: rc = KEY_ESCAPE; break; + case SDLK_RETURN: rc = KEY_ENTER; break; + case SDLK_F1: rc = KEY_F1; break; + case SDLK_F2: rc = KEY_F2; break; + case SDLK_F3: rc = KEY_F3; break; + case SDLK_F4: rc = KEY_F4; break; + case SDLK_F5: rc = KEY_F5; break; + case SDLK_F6: rc = KEY_F6; break; + case SDLK_F7: rc = KEY_F7; break; + case SDLK_F8: rc = KEY_F8; break; + case SDLK_F9: rc = KEY_F9; break; + case SDLK_F10: rc = KEY_F10; break; + case SDLK_F11: rc = KEY_F11; break; + case SDLK_F12: rc = KEY_F12; break; + + case SDLK_INSERT: rc = KEY_INS; break; + case SDLK_DELETE: rc = KEY_DEL; break; + case SDLK_PAGEUP: rc = KEY_PGUP; break; + case SDLK_PAGEDOWN: rc = KEY_PGDN; break; + case SDLK_HOME: rc = KEY_HOME; break; + case SDLK_END: rc = KEY_END; break; + + case SDLK_BACKSPACE: rc = KEY_BACKSPACE; break; + + case SDLK_PAUSE: rc = KEY_PAUSE; break; + + case SDLK_EQUALS: rc = KEY_EQUALS; break; + + case SDLK_KP_MINUS: + case SDLK_MINUS: rc = KEY_MINUS; break; + + case SDLK_LSHIFT: + case SDLK_RSHIFT: + rc = KEY_RSHIFT; + break; + + case SDLK_LCTRL: + case SDLK_RCTRL: + rc = KEY_RCTRL; + break; + + case SDLK_LALT: + case SDLK_LMETA: + case SDLK_RALT: + case SDLK_RMETA: + rc = KEY_RALT; + break; + + default: + rc = key->sym; + break; + } + + return rc; + +} + + +/* This processes SDL events */ +void I_GetEvent(SDL_Event *Event) +{ + Uint8 buttonstate; + event_t event; + + switch (Event->type) + { + case SDL_KEYDOWN: + event.type = ev_keydown; + event.data1 = xlatekey(&Event->key.keysym); + D_PostEvent(&event); + break; + + case SDL_KEYUP: + event.type = ev_keyup; + event.data1 = xlatekey(&Event->key.keysym); + D_PostEvent(&event); + break; + + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + buttonstate = SDL_GetMouseState(NULL, NULL); + event.type = ev_mouse; + event.data1 = 0 + | (buttonstate & SDL_BUTTON(1) ? 1 : 0) + | (buttonstate & SDL_BUTTON(2) ? 2 : 0) + | (buttonstate & SDL_BUTTON(3) ? 4 : 0); + event.data2 = event.data3 = 0; + D_PostEvent(&event); + break; + + case SDL_MOUSEMOTION: + /* Ignore mouse warp events */ + if ( (Event->motion.x != sdl_screen->w/2) || + (Event->motion.y != sdl_screen->h/2) ) + { + /* Warp the mouse back to the center */ + if (grabMouse) { + SDL_WarpMouse(sdl_screen->w/2, sdl_screen->h/2); + } + event.type = ev_mouse; + event.data1 = 0 + | (Event->motion.state & SDL_BUTTON(1) ? 1 : 0) + | (Event->motion.state & SDL_BUTTON(2) ? 2 : 0) + | (Event->motion.state & SDL_BUTTON(3) ? 4 : 0); + event.data2 = Event->motion.xrel << 3; + event.data3 = -Event->motion.yrel << 3; + D_PostEvent(&event); + } + break; + + case SDL_QUIT: + I_Quit(); + } + +} + +// +// I_StartTic +// +void I_StartTic (void) +{ + SDL_Event Event; + + while ( SDL_PollEvent(&Event) ) + I_GetEvent(&Event); +} + + +/* +============================================================================ + + TIMER INTERRUPT + +============================================================================ +*/ + + +/* +================ += += I_TimerISR += +================ +*/ + +int I_TimerISR (void) +{ + ticcount++; + return 0; +} + +/* +============================================================================ + + KEYBOARD + +============================================================================ +*/ + +int lastpress; + + + +/* +============================================================================ + + MOUSE + +============================================================================ +*/ + + +/* +================ += += StartupMouse += +================ +*/ + + +void I_StartupMouse (void) +{ + mousepresent = 1; +} + +void GrabScreen (void) +{ +} diff --git a/sdl/i_sdlgl.c b/sdl/i_sdlgl.c new file mode 100644 index 0000000..6ec8ac9 --- /dev/null +++ b/sdl/i_sdlgl.c @@ -0,0 +1,460 @@ +//************************************************************************** +//** +//** $Id$ +//** +//************************************************************************** + +#include +#include +#include +#include +#include +#include +#include +#include "doomdef.h" +#include "r_local.h" +#include "p_local.h" // for P_AproxDistance +#include "sounds.h" +#include "i_sound.h" +#include "soundst.h" + +// Public Data + +int screenWidth = SCREENWIDTH*2; +int screenHeight = SCREENHEIGHT*2; +int maxTexSize = 256; +int ratioLimit = 0; // Zero if none. +int test3dfx = 0; + +int DisplayTicker = 0; + + +// Code +extern void OGL_InitData(); +extern void OGL_InitRenderer(); +extern void OGL_ResetData(); +extern void OGL_ResetLumpTexData(); + +void I_StartupNet (void); +void I_ShutdownNet (void); +void I_ReadExternDriver(void); +void GrabScreen (void); + +extern int usemouse, usejoystick; + +extern void **lumpcache; + +int i_Vector; +externdata_t *i_ExternData; +boolean useexterndriver; + +int grabMouse; + +boolean mousepresent; + +int ticcount; + +boolean novideo; // if true, stay in text mode for debugging + +#define KEY_INS 0x52 +#define KEY_DEL 0x53 +#define KEY_PGUP 0x49 +#define KEY_PGDN 0x51 +#define KEY_HOME 0x47 +#define KEY_END 0x4f + +//-------------------------------------------------------------------------- +// +// PROC I_WaitVBL +// +//-------------------------------------------------------------------------- + +void I_WaitVBL(int vbls) +{ + if( novideo ) + { + return; + } + while( vbls-- ) + { + SDL_Delay( 16667/1000 ); + } +} + +//-------------------------------------------------------------------------- +// +// PROC I_SetPalette +// +// Palette source must use 8 bit RGB elements. +// +//-------------------------------------------------------------------------- + +void I_SetPalette(byte *palette) +{ + // This is a nop in GL for the most part, but I need a way to + // force a palette update :/ - DDOI +} + +/* +============================================================================ + + GRAPHICS MODE + +============================================================================ +*/ + +byte *pcscreen, *destscreen, *destview; + +/* +============== += += I_Update += +============== +*/ + +int UpdateState; +extern int screenblocks; + +void I_Update (void) +{ + if(UpdateState == I_NOUPDATE) + return; + + SDL_GL_SwapBuffers(); + UpdateState = I_NOUPDATE; +} + +//-------------------------------------------------------------------------- +// +// PROC I_InitGraphics +// +//-------------------------------------------------------------------------- + +void I_InitGraphics(void) +{ + int p; + Uint32 flags = SDL_OPENGL; + char text[20]; + + if( novideo ) + { + return; + } + + p = M_CheckParm ("-windowed"); + if (!p) { + flags |= SDL_FULLSCREEN; + setenv ("MESA_GLX_FX","fullscreen", 1); + } else { + setenv ("MESA_GLX_FX","disable",1); + } + p = M_CheckParm ("-height"); + if (p && p < myargc - 1) + { + screenHeight = atoi (myargv[p+1]); + } + p = M_CheckParm ("-width"); + if (p && p < myargc - 1) { + screenWidth = atoi(myargv[p+1]); + } + printf("Screen size: %dx%d\n",screenWidth, screenHeight); + + if(SDL_SetVideoMode(screenWidth, screenHeight, 8, flags) == NULL) + { + fprintf( stderr, "Couldn't set video mode %dx%d: %s\n", + screenWidth, screenHeight, SDL_GetError() ); + exit( 3 ); + } + + OGL_InitRenderer (); + + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Print some OpenGL information. + printf( "I_InitGraphics: OpenGL information:\n" ); + printf( " Vendor: %s\n", glGetString(GL_VENDOR) ); + printf( " Renderer: %s\n", glGetString(GL_RENDERER) ); + printf( " Version: %s\n", glGetString(GL_VERSION) ); + printf( " GLU Version: %s\n", gluGetString((GLenum)GLU_VERSION) ); + + // Check the maximum texture size. + glGetIntegerv( GL_MAX_TEXTURE_SIZE, &maxTexSize ); + printf(" Maximum texture size: %d\n", maxTexSize); + if( maxTexSize == 256 ) + { + //printf(" Is this Voodoo? Using size ratio limit.\n"); + ratioLimit = 8; + } + + if( M_CheckParm("-3dfxtest") ) + { + test3dfx = 1; + printf(" 3dfx test mode.\n"); + } + + // Only grab if we want to + if (M_CheckParm ("-nograb")) { + grabMouse = 0; + } else { + grabMouse = 1; + SDL_WM_GrabInput (1); + } + + snprintf (text, 20, "HHeretic v%s", HHERETIC_VERSION); + SDL_ShowCursor( 0 ); + SDL_WM_SetCaption( text, "HHERETIC" ); + + + //I_SetPalette( W_CacheLumpName("PLAYPAL", PU_CACHE) ); +} + +//-------------------------------------------------------------------------- +// +// PROC I_ShutdownGraphics +// +//-------------------------------------------------------------------------- + +void I_ShutdownGraphics(void) +{ + OGL_ResetData (); + OGL_ResetLumpTexData (); + SDL_Quit (); +} + +//=========================================================================== + +// +// Translates the key +// + +int xlatekey(SDL_keysym *key) +{ + + int rc; + + switch(key->sym) + { + case SDLK_LEFT: rc = KEY_LEFTARROW; break; + case SDLK_RIGHT: rc = KEY_RIGHTARROW; break; + case SDLK_DOWN: rc = KEY_DOWNARROW; break; + case SDLK_UP: rc = KEY_UPARROW; break; + case SDLK_ESCAPE: rc = KEY_ESCAPE; break; + case SDLK_RETURN: rc = KEY_ENTER; break; + case SDLK_F1: rc = KEY_F1; break; + case SDLK_F2: rc = KEY_F2; break; + case SDLK_F3: rc = KEY_F3; break; + case SDLK_F4: rc = KEY_F4; break; + case SDLK_F5: rc = KEY_F5; break; + case SDLK_F6: rc = KEY_F6; break; + case SDLK_F7: rc = KEY_F7; break; + case SDLK_F8: rc = KEY_F8; break; + case SDLK_F9: rc = KEY_F9; break; + case SDLK_F10: rc = KEY_F10; break; + case SDLK_F11: rc = KEY_F11; break; + case SDLK_F12: rc = KEY_F12; break; + + case SDLK_INSERT: rc = KEY_INS; break; + case SDLK_DELETE: rc = KEY_DEL; break; + case SDLK_PAGEUP: rc = KEY_PGUP; break; + case SDLK_PAGEDOWN: rc = KEY_PGDN; break; + case SDLK_HOME: rc = KEY_HOME; break; + case SDLK_END: rc = KEY_END; break; + + case SDLK_BACKSPACE: rc = KEY_BACKSPACE; break; + + case SDLK_PAUSE: rc = KEY_PAUSE; break; + + case SDLK_EQUALS: rc = KEY_EQUALS; break; + + case SDLK_KP_MINUS: + case SDLK_MINUS: rc = KEY_MINUS; break; + + case SDLK_LSHIFT: + case SDLK_RSHIFT: + rc = KEY_RSHIFT; + break; + + case SDLK_LCTRL: + case SDLK_RCTRL: + rc = KEY_RCTRL; + break; + + case SDLK_LALT: + case SDLK_LMETA: + case SDLK_RALT: + case SDLK_RMETA: + rc = KEY_RALT; + break; + + default: + rc = key->sym; + break; + } + + return rc; + +} + + +/* This processes SDL events */ +void I_GetEvent(SDL_Event *Event) +{ + Uint8 buttonstate; + event_t event; + + switch (Event->type) + { + case SDL_KEYDOWN: + event.type = ev_keydown; + event.data1 = xlatekey(&Event->key.keysym); + D_PostEvent(&event); + break; + + case SDL_KEYUP: + event.type = ev_keyup; + event.data1 = xlatekey(&Event->key.keysym); + D_PostEvent(&event); + break; + + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + buttonstate = SDL_GetMouseState(NULL, NULL); + event.type = ev_mouse; + event.data1 = 0 + | (buttonstate & SDL_BUTTON(1) ? 1 : 0) + | (buttonstate & SDL_BUTTON(2) ? 2 : 0) + | (buttonstate & SDL_BUTTON(3) ? 4 : 0); + event.data2 = event.data3 = 0; + D_PostEvent(&event); + break; + + case SDL_MOUSEMOTION: + /* Ignore mouse warp events */ + if ( (Event->motion.x != SCREENWIDTH/2) || + (Event->motion.y != SCREENHEIGHT/2) ) + { + /* Warp the mouse back to the center */ + if (grabMouse) { + SDL_WarpMouse(SCREENWIDTH/2, SCREENHEIGHT/2); + } + event.type = ev_mouse; + event.data1 = 0 + | (Event->motion.state & SDL_BUTTON(1) ? 1 : 0) + | (Event->motion.state & SDL_BUTTON(2) ? 2 : 0) + | (Event->motion.state & SDL_BUTTON(3) ? 4 : 0); + event.data2 = Event->motion.xrel << 3; + event.data3 = -Event->motion.yrel << 3; + D_PostEvent(&event); + } + break; + + case SDL_QUIT: + I_Quit(); + } + +} + +// +// I_StartTic +// +void I_StartTic (void) +{ + SDL_Event Event; + + while ( SDL_PollEvent(&Event) ) + I_GetEvent(&Event); +} + + +/* +============================================================================ + + TIMER INTERRUPT + +============================================================================ +*/ + + +/* +================ += += I_TimerISR += +================ +*/ + +int I_TimerISR (void) +{ + ticcount++; + return 0; +} + +/* +============================================================================ + + MOUSE + +============================================================================ +*/ + +/* +================ += += StartupMouse += +================ +*/ + +void I_StartupMouse (void) +{ + mousepresent = 1; +} + +static int makeUniqueFilename( char* filename ) +{ + int i; + + for( i = 0; i < 100; i++ ) + { + sprintf( filename, "hexen%02d.bmp", i ); +#if 0 + if( access( filename, F_OK ) == -1 ) + { + // It does not exist. + return 1; + } +#endif + } + + return 0; +} + +void GrabScreen () +{ + SDL_Surface *image; + SDL_Surface *temp; + int idx; + char filename[80]; + + if (makeUniqueFilename(filename)) { + image = SDL_CreateRGBSurface(SDL_SWSURFACE, screenWidth, screenHeight, + 24, 0x0000FF, 0x00FF00, 0xFF0000,0xFFFFFF); + temp = SDL_CreateRGBSurface(SDL_SWSURFACE, screenWidth, screenHeight, + 24, 0x0000FF, 0x00FF00, 0xFF0000, 0xFFFFFF); + + glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, + GL_UNSIGNED_BYTE, image->pixels); + for (idx = 0; idx < screenHeight; idx++) + { + memcpy(temp->pixels + 3 * screenWidth * idx, + (char *)image->pixels + 3 + * screenWidth*(screenHeight - idx), + 3*screenWidth); + } + memcpy(image->pixels,temp->pixels,screenWidth * screenHeight * 3); + SDL_SaveBMP(image, filename); + SDL_FreeSurface(image); + } +} + -- 2.39.2