Remove open_watcom doom

Upload gcc sdldoom

git-svn-id: svn://kolibrios.org@8546 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
maxcodehack
2021-01-25 09:01:40 +00:00
parent 7d51fcdeb2
commit 8ea9af305b
129 changed files with 0 additions and 54979 deletions

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id:$";
// We are referring to sprite numbers.
#include "info.h"
#ifdef __GNUG__
#pragma implementation "d_items.h"
#endif
#include "d_items.h"
//
// PSPRITE ACTIONS for waepons.
// This struct controls the weapon animations.
//
// Each entry is:
// ammo/amunition type
// upstate
// downstate
// readystate
// atkstate, i.e. attack/fire/hit frame
// flashstate, muzzle flash
//
weaponinfo_t weaponinfo[NUMWEAPONS] =
{
{
// fist
am_noammo,
S_PUNCHUP,
S_PUNCHDOWN,
S_PUNCH,
S_PUNCH1,
S_NULL
},
{
// pistol
am_clip,
S_PISTOLUP,
S_PISTOLDOWN,
S_PISTOL,
S_PISTOL1,
S_PISTOLFLASH
},
{
// shotgun
am_shell,
S_SGUNUP,
S_SGUNDOWN,
S_SGUN,
S_SGUN1,
S_SGUNFLASH1
},
{
// chaingun
am_clip,
S_CHAINUP,
S_CHAINDOWN,
S_CHAIN,
S_CHAIN1,
S_CHAINFLASH1
},
{
// missile launcher
am_misl,
S_MISSILEUP,
S_MISSILEDOWN,
S_MISSILE,
S_MISSILE1,
S_MISSILEFLASH1
},
{
// plasma rifle
am_cell,
S_PLASMAUP,
S_PLASMADOWN,
S_PLASMA,
S_PLASMA1,
S_PLASMAFLASH1
},
{
// bfg 9000
am_cell,
S_BFGUP,
S_BFGDOWN,
S_BFG,
S_BFG1,
S_BFGFLASH1
},
{
// chainsaw
am_noammo,
S_SAWUP,
S_SAWDOWN,
S_SAW,
S_SAW1,
S_NULL
},
{
// super shotgun
am_shell,
S_DSGUNUP,
S_DSGUNDOWN,
S_DSGUN,
S_DSGUN1,
S_DSGUNFLASH1
},
};

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DOOM Network game communication and protocol,
// all OS independend parts.
//
//-----------------------------------------------------------------------------
static const char rcsid[] = "$Id: d_net.c,v 1.3 1997/02/03 22:01:47 b1 Exp $";
#include "m_menu.h"
#include "i_system.h"
#include "i_video.h"
#include "i_net.h"
#include "g_game.h"
#include "doomdef.h"
#include "doomstat.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;
int 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]);
}
//
// Checksum
//
unsigned NetbufferChecksum (void)
{
unsigned c;
int i,l;
c = 0x1234567;
// FIXME -endianess?
#ifdef NORMALUNIX
return 0; // byte order problems
#endif
l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4;
for (i=0 ; i<l ; i++)
c += ((unsigned *)&netbuffer->retransmitfrom)[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;
printf ("send (%i + %i, R %i) [%i] ",
ExpandTics(netbuffer->starttic),
netbuffer->numtics, realretrans, doomcom->datalength);
for (i=0 ; i<doomcom->datalength ; i++)
printf ("%i ",((byte *)netbuffer)[i]);
printf ("\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)
printf ("bad packet length %i\n",doomcom->datalength);
return false;
}
if (NetbufferChecksum () != (netbuffer->checksum&NCMD_CHECKSUM) )
{
if (debugfile)
printf ("bad packet checksum\n");
return false;
}
if (debugfile)
{
int realretrans;
int i;
if (netbuffer->checksum & NCMD_SETUP)
printf ("setup packet\n");
else
{
if (netbuffer->checksum & NCMD_RETRANSMIT)
realretrans = ExpandTics (netbuffer->retransmitfrom);
else
realretrans = -1;
printf ("get %i = (%i + %i, R %i)[%i] ",
doomcom->remotenode,
ExpandTics(netbuffer->starttic),
netbuffer->numtics, realretrans, doomcom->datalength);
for (i=0 ; i<doomcom->datalength ; i++)
printf ("%i ",((byte *)netbuffer)[i]);
printf ("\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)
printf ("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)
printf ("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)
printf ("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<newtics ; i++)
{
I_StartTic ();
D_ProcessEvents ();
if (maketic - gameticdiv >= 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 ; i<doomcom->numnodes ; 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
// __libclog_printf ("listening for network start info...\n");
while (1)
{
CheckAbort ();
if (!HGetPacket ())
continue;
if (netbuffer->checksum & NCMD_SETUP)
{
if (netbuffer->player != VERSION_NUM)
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
// __libclog_printf ("sending network start info...\n");
do
{
CheckAbort ();
for (i=0 ; i<doomcom->numnodes ; 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_NUM;
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 ; i<doomcom->numnodes ; 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 ; i<MAXNETNODES ; i++)
{
nodeingame[i] = false;
nettics[i] = 0;
remoteresend[i] = false; // set when local needs tics
resendto[i] = 0; // which tic to start sending
}
// I_InitNetwork sets doomcom and netgame
I_InitNetwork ();
if (doomcom->id != DOOMCOM_ID)
I_Error ("Doomcom buffer invalid!");
netbuffer = &doomcom->data;
consoleplayer = displayplayer = doomcom->consoleplayer;
if (netgame)
D_ArbitrateNetStart ();
// __libclog_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 ; i<doomcom->numplayers ; i++)
playeringame[i] = true;
for (i=0 ; i<doomcom->numnodes ; i++)
nodeingame[i] = true;
// __libclog_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 ; j<doomcom->numnodes ; j++)
if (nodeingame[j])
HSendPacket (j, NCMD_EXIT);
I_WaitVBL (1);
}
}
//
// TryRunTics
//
int frametics[4];
int frameon;
int frameskip[4];
int oldnettics;
extern boolean advancedemo;
void TryRunTics (void)
{
int i;
int lowtic;
int entertic;
static int oldentertics;
int realtics;
int 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 ; i<doomcom->numnodes ; 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)
printf ( "=======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<MAXPLAYERS ; i++)
if (playeringame[i])
break;
if (consoleplayer == i)
{
// the key player does not adapt
}
else
{
if (nettics[0] <= nettics[nodeforplayer[i]])
{
gametime--;
// printf ("-");
}
frameskip[frameon&3] = (oldnettics > 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 ; i<doomcom->numnodes ; 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)
{
M_Ticker ();
return;
}
}
// run the count * ticdup dics
while (counts--)
{
for (i=0 ; i<ticdup ; i++)
{
if (gametic/ticdup > lowtic)
I_Error ("gametic>lowtic");
if (advancedemo)
D_DoAdvanceDemo ();
M_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 ; j<MAXPLAYERS ; j++)
{
cmd = &netcmds[j][buf];
cmd->chatchar = 0;
if (cmd->buttons & BT_SPECIAL)
cmd->buttons = 0;
}
}
}
NetUpdate (); // check for new console commands
}
}

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DoomDef - basic defines for DOOM, e.g. Version, game mode
// and skill level, and display parameters.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
#ifdef __GNUG__
#pragma implementation "doomdef.h"
#endif
#include "doomdef.h"
// Location for any defines turned variables.
// None.

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@@ -1,46 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Put all global tate variables here.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
#ifdef __GNUG__
#pragma implementation "doomstat.h"
#endif
#include "doomstat.h"
// Game Mode - identify IWAD as shareware, retail etc.
GameMode_t gamemode = indetermined;
GameMission_t gamemission = doom;
// Language.
Language_t language = english;
// Set if homebrew PWAD stuff has been added.
boolean modifiedgame;

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@@ -1,72 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Globally defined strings.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
#ifdef __GNUG__
#pragma implementation "dstrings.h"
#endif
#include "dstrings.h"
char* endmsg[NUM_QUITMESSAGES+1]=
{
// DOOM1
QUITMSG,
"please don't leave, there's more\ndemons to toast!",
"let's beat it -- this is turning\ninto a bloodbath!",
"i wouldn't leave if i were you.\ndos is much worse.",
"you're trying to say you like dos\nbetter than me, right?",
"don't leave yet -- there's a\ndemon around that corner!",
"ya know, next time you come in here\ni'm gonna toast ya.",
"go ahead and leave. see if i care."
// QuitDOOM II messages
"you want to quit?\nthen, thou hast lost an eighth!",
"don't go now, there's a \ndimensional shambler waiting\nat the dos prompt!",
"get outta here and go back\nto your boring programs.",
"if i were your boss, i'd \n deathmatch ya in a minute!",
"look, bud. you leave now\nand you forfeit your body count!",
"just leave. when you come\nback, i'll be waiting with a bat.",
"you're lucky i don't smack\nyou for thinking about leaving."
// FinalDOOM?
"fuck you, pussy!\nget the fuck out!",
"you quit and i'll jizz\nin your cystholes!",
"if you leave, i'll make\nthe lord drink my jizz.",
"hey, ron! can we say\n'fuck' in the game?",
"i'd leave: this is just\nmore monsters and levels.\nwhat a load.",
"suck it down, asshole!\nyou're a fucking wimp!",
"don't quit now! we're \nstill spending your money!",
// Internal debug. Different style, too.
"THIS IS NO MESSAGE!\nPage intentionally left blank."
};

View File

@@ -1,738 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Game completion, final screen animation.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: f_finale.c,v 1.5 1997/02/03 21:26:34 b1 Exp $";
#include <ctype.h>
// Functions.
#include "i_system.h"
#include "m_swap.h"
#include "z_zone.h"
#include "v_video.h"
#include "w_wad.h"
#include "s_sound.h"
// Data.
#include "dstrings.h"
#include "sounds.h"
#include "doomstat.h"
#include "r_state.h"
// ?
//#include "doomstat.h"
//#include "r_local.h"
//#include "f_finale.h"
// Stage of animation:
// 0 = text, 1 = art screen, 2 = character cast
int finalestage;
int finalecount;
#define TEXTSPEED 3
#define TEXTWAIT 250
char* e1text = E1TEXT;
char* e2text = E2TEXT;
char* e3text = E3TEXT;
char* e4text = E4TEXT;
char* c1text = C1TEXT;
char* c2text = C2TEXT;
char* c3text = C3TEXT;
char* c4text = C4TEXT;
char* c5text = C5TEXT;
char* c6text = C6TEXT;
char* p1text = P1TEXT;
char* p2text = P2TEXT;
char* p3text = P3TEXT;
char* p4text = P4TEXT;
char* p5text = P5TEXT;
char* p6text = P6TEXT;
char* t1text = T1TEXT;
char* t2text = T2TEXT;
char* t3text = T3TEXT;
char* t4text = T4TEXT;
char* t5text = T5TEXT;
char* t6text = T6TEXT;
char* finaletext;
char* finaleflat;
void F_StartCast (void);
void F_CastTicker (void);
boolean F_CastResponder (event_t *ev);
void F_CastDrawer (void);
//
// F_StartFinale
//
void F_StartFinale (void)
{
gameaction = ga_nothing;
gamestate = GS_FINALE;
viewactive = false;
automapactive = false;
// Okay - IWAD dependend stuff.
// This has been changed severly, and
// some stuff might have changed in the process.
switch ( gamemode )
{
// DOOM 1 - E1, E3 or E4, but each nine missions
case shareware:
case registered:
case retail:
{
S_ChangeMusic(mus_victor, true);
switch (gameepisode)
{
case 1:
finaleflat = "FLOOR4_8";
finaletext = e1text;
break;
case 2:
finaleflat = "SFLR6_1";
finaletext = e2text;
break;
case 3:
finaleflat = "MFLR8_4";
finaletext = e3text;
break;
case 4:
finaleflat = "MFLR8_3";
finaletext = e4text;
break;
default:
// Ouch.
break;
}
break;
}
// DOOM II and missions packs with E1, M34
case commercial:
{
S_ChangeMusic(mus_read_m, true);
switch (gamemap)
{
case 6:
finaleflat = "SLIME16";
finaletext = c1text;
break;
case 11:
finaleflat = "RROCK14";
finaletext = c2text;
break;
case 20:
finaleflat = "RROCK07";
finaletext = c3text;
break;
case 30:
finaleflat = "RROCK17";
finaletext = c4text;
break;
case 15:
finaleflat = "RROCK13";
finaletext = c5text;
break;
case 31:
finaleflat = "RROCK19";
finaletext = c6text;
break;
default:
// Ouch.
break;
}
break;
}
// Indeterminate.
default:
S_ChangeMusic(mus_read_m, true);
finaleflat = "F_SKY1"; // Not used anywhere else.
finaletext = c1text; // FIXME - other text, music?
break;
}
finalestage = 0;
finalecount = 0;
}
boolean F_Responder (event_t *event)
{
if (finalestage == 2)
return F_CastResponder (event);
return false;
}
//
// F_Ticker
//
void F_Ticker (void)
{
int i;
// check for skipping
if ( (gamemode == commercial)
&& ( finalecount > 50) )
{
// go on to the next level
for (i=0 ; i<MAXPLAYERS ; i++)
if (players[i].cmd.buttons)
break;
if (i < MAXPLAYERS)
{
if (gamemap == 30)
F_StartCast ();
else
gameaction = ga_worlddone;
}
}
// advance animation
finalecount++;
if (finalestage == 2)
{
F_CastTicker ();
return;
}
if ( gamemode == commercial)
return;
if (!finalestage && finalecount>strlen (finaletext)*TEXTSPEED + TEXTWAIT)
{
finalecount = 0;
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)
{
byte* src;
byte* dest;
int x,y,w;
int count;
char* ch;
int c;
int cx;
int cy;
// erase the entire screen to a tiled background
src = W_CacheLumpName ( finaleflat , PU_CACHE);
dest = screens[0];
for (y=0 ; y<SCREENHEIGHT ; y++)
{
for (x=0 ; x<SCREENWIDTH/64 ; x++)
{
memcpy (dest, src+((y&63)<<6), 64);
dest += 64;
}
if (SCREENWIDTH&63)
{
memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
dest += (SCREENWIDTH&63);
}
}
V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
// draw some of the text onto the screen
cx = 10;
cy = 10;
ch = finaletext;
count = (finalecount - 10)/TEXTSPEED;
if (count < 0)
count = 0;
for ( ; count ; count-- )
{
c = *ch++;
if (!c)
break;
if (c == '\n')
{
cx = 10;
cy += 11;
continue;
}
c = toupper(c) - HU_FONTSTART;
if (c < 0 || c> HU_FONTSIZE)
{
cx += 4;
continue;
}
w = SHORT (hu_font[c]->width);
if (cx+w > SCREENWIDTH)
break;
V_DrawPatch(cx, cy, 0, hu_font[c]);
cx+=w;
}
}
//
// Final DOOM 2 animation
// Casting by id Software.
// in order of appearance
//
typedef struct
{
char *name;
mobjtype_t type;
} castinfo_t;
castinfo_t castorder[] = {
{CC_ZOMBIE, MT_POSSESSED},
{CC_SHOTGUN, MT_SHOTGUY},
{CC_HEAVY, MT_CHAINGUY},
{CC_IMP, MT_TROOP},
{CC_DEMON, MT_SERGEANT},
{CC_LOST, MT_SKULL},
{CC_CACO, MT_HEAD},
{CC_HELL, MT_KNIGHT},
{CC_BARON, MT_BRUISER},
{CC_ARACH, MT_BABY},
{CC_PAIN, MT_PAIN},
{CC_REVEN, MT_UNDEAD},
{CC_MANCU, MT_FATSO},
{CC_ARCH, MT_VILE},
{CC_SPIDER, MT_SPIDER},
{CC_CYBER, MT_CYBORG},
{CC_HERO, MT_PLAYER},
{NULL,0}
};
int castnum;
int casttics;
state_t* caststate;
boolean castdeath;
int castframes;
int castonmelee;
boolean castattacking;
//
// F_StartCast
//
extern gamestate_t wipegamestate;
void F_StartCast (void)
{
wipegamestate = -1; // force a screen wipe
castnum = 0;
caststate = &states[mobjinfo[castorder[castnum].type].seestate];
casttics = caststate->tics;
castdeath = false;
finalestage = 2;
castframes = 0;
castonmelee = 0;
castattacking = false;
S_ChangeMusic(mus_evil, true);
}
//
// F_CastTicker
//
void F_CastTicker (void)
{
int st;
int sfx;
if (--casttics > 0)
return; // not time to change state yet
if (caststate->tics == -1 || caststate->nextstate == S_NULL)
{
// switch from deathstate to next monster
castnum++;
castdeath = false;
if (castorder[castnum].name == NULL)
castnum = 0;
if (mobjinfo[castorder[castnum].type].seesound)
S_StartSound (NULL, mobjinfo[castorder[castnum].type].seesound);
caststate = &states[mobjinfo[castorder[castnum].type].seestate];
castframes = 0;
}
else
{
// just advance to next state in animation
if (caststate == &states[S_PLAY_ATK1])
goto stopattack; // Oh, gross hack!
st = caststate->nextstate;
caststate = &states[st];
castframes++;
// sound hacks....
switch (st)
{
case S_PLAY_ATK1: sfx = sfx_dshtgn; break;
case S_POSS_ATK2: sfx = sfx_pistol; break;
case S_SPOS_ATK2: sfx = sfx_shotgn; break;
case S_VILE_ATK2: sfx = sfx_vilatk; break;
case S_SKEL_FIST2: sfx = sfx_skeswg; break;
case S_SKEL_FIST4: sfx = sfx_skepch; break;
case S_SKEL_MISS2: sfx = sfx_skeatk; break;
case S_FATT_ATK8:
case S_FATT_ATK5:
case S_FATT_ATK2: sfx = sfx_firsht; break;
case S_CPOS_ATK2:
case S_CPOS_ATK3:
case S_CPOS_ATK4: sfx = sfx_shotgn; break;
case S_TROO_ATK3: sfx = sfx_claw; break;
case S_SARG_ATK2: sfx = sfx_sgtatk; break;
case S_BOSS_ATK2:
case S_BOS2_ATK2:
case S_HEAD_ATK2: sfx = sfx_firsht; break;
case S_SKULL_ATK2: sfx = sfx_sklatk; break;
case S_SPID_ATK2:
case S_SPID_ATK3: sfx = sfx_shotgn; break;
case S_BSPI_ATK2: sfx = sfx_plasma; break;
case S_CYBER_ATK2:
case S_CYBER_ATK4:
case S_CYBER_ATK6: sfx = sfx_rlaunc; break;
case S_PAIN_ATK3: sfx = sfx_sklatk; break;
default: sfx = 0; break;
}
if (sfx)
S_StartSound (NULL, sfx);
}
if (castframes == 12)
{
// go into attack frame
castattacking = true;
if (castonmelee)
caststate=&states[mobjinfo[castorder[castnum].type].meleestate];
else
caststate=&states[mobjinfo[castorder[castnum].type].missilestate];
castonmelee ^= 1;
if (caststate == &states[S_NULL])
{
if (castonmelee)
caststate=
&states[mobjinfo[castorder[castnum].type].meleestate];
else
caststate=
&states[mobjinfo[castorder[castnum].type].missilestate];
}
}
if (castattacking)
{
if (castframes == 24
|| caststate == &states[mobjinfo[castorder[castnum].type].seestate] )
{
stopattack:
castattacking = false;
castframes = 0;
caststate = &states[mobjinfo[castorder[castnum].type].seestate];
}
}
casttics = caststate->tics;
if (casttics == -1)
casttics = 15;
}
//
// F_CastResponder
//
boolean F_CastResponder (event_t* ev)
{
if (ev->type != ev_keydown)
return false;
if (castdeath)
return true; // already in dying frames
// go into death frame
castdeath = true;
caststate = &states[mobjinfo[castorder[castnum].type].deathstate];
casttics = caststate->tics;
castframes = 0;
castattacking = false;
if (mobjinfo[castorder[castnum].type].deathsound)
S_StartSound (NULL, mobjinfo[castorder[castnum].type].deathsound);
return true;
}
void F_CastPrint (char* text)
{
char* ch;
int c;
int cx;
int w;
int width;
// find width
ch = text;
width = 0;
while (ch)
{
c = *ch++;
if (!c)
break;
c = toupper(c) - HU_FONTSTART;
if (c < 0 || c> HU_FONTSIZE)
{
width += 4;
continue;
}
w = SHORT (hu_font[c]->width);
width += w;
}
// draw it
cx = 160-width/2;
ch = text;
while (ch)
{
c = *ch++;
if (!c)
break;
c = toupper(c) - HU_FONTSTART;
if (c < 0 || c> HU_FONTSIZE)
{
cx += 4;
continue;
}
w = SHORT (hu_font[c]->width);
V_DrawPatch(cx, 180, 0, hu_font[c]);
cx+=w;
}
}
//
// F_CastDrawer
//
void V_DrawPatchFlipped (int x, int y, int scrn, patch_t *patch);
void F_CastDrawer (void)
{
spritedef_t* sprdef;
spriteframe_t* sprframe;
int lump;
boolean flip;
patch_t* patch;
// erase the entire screen to a background
V_DrawPatch (0,0,0, W_CacheLumpName ("BOSSBACK", PU_CACHE));
F_CastPrint (castorder[castnum].name);
// draw the current frame in the middle of the screen
sprdef = &sprites[caststate->sprite];
sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
lump = sprframe->lump[0];
flip = (boolean)sprframe->flip[0];
patch = W_CacheLumpNum (lump+firstspritelump, PU_CACHE);
if (flip)
V_DrawPatchFlipped (160,170,0,patch);
else
V_DrawPatch (160,170,0,patch);
}
//
// F_DrawPatchCol
//
void
F_DrawPatchCol
( int x,
patch_t* patch,
int col )
{
column_t* column;
byte* source;
byte* dest;
byte* desttop;
int count;
column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
desttop = screens[0]+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_BunnyScroll
//
void F_BunnyScroll (void)
{
int scrolled;
int x;
patch_t* p1;
patch_t* 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<SCREENWIDTH ; x++)
{
if (x+scrolled < 320)
F_DrawPatchCol (x, p1, x+scrolled);
else
F_DrawPatchCol (x, p2, x+scrolled - 320);
}
if (finalecount < 1130)
return;
if (finalecount < 1180)
{
V_DrawPatch ((SCREENWIDTH-13*8)/2,
(SCREENHEIGHT-8*8)/2,0, W_CacheLumpName ("END0",PU_CACHE));
laststage = 0;
return;
}
stage = (finalecount-1180) / 5;
if (stage > 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)/2,0, W_CacheLumpName (name,PU_CACHE));
}
//
// F_Drawer
//
void F_Drawer (void)
{
if (finalestage == 2)
{
F_CastDrawer ();
return;
}
if (!finalestage)
F_TextWrite ();
else
{
switch (gameepisode)
{
case 1:
if ( gamemode == retail )
V_DrawPatch (0,0,0,
W_CacheLumpName("CREDIT",PU_CACHE));
else
V_DrawPatch (0,0,0,
W_CacheLumpName("HELP2",PU_CACHE));
break;
case 2:
V_DrawPatch(0,0,0,
W_CacheLumpName("VICTORY2",PU_CACHE));
break;
case 3:
F_BunnyScroll ();
break;
case 4:
V_DrawPatch (0,0,0,
W_CacheLumpName("ENDPIC",PU_CACHE));
break;
}
}
}

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@@ -1,302 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Mission begin melt/wipe screen special effect.
//
//-----------------------------------------------------------------------------
static const char rcsid[] = "$Id: f_wipe.c,v 1.2 1997/02/03 22:45:09 b1 Exp $";
#include "z_zone.h"
#include "i_video.h"
#include "v_video.h"
#include "m_random.h"
#include "doomdef.h"
#include "f_wipe.h"
//
// SCREEN WIPE PACKAGE
//
// when zero, stop the wipe
static boolean go = 0;
static byte* wipe_scr_start;
static byte* wipe_scr_end;
static byte* wipe_scr;
void
wipe_shittyColMajorXform
( short* array,
int width,
int height )
{
int x;
int y;
short* dest;
dest = (short*) Z_Malloc(width*height*2, PU_STATIC, 0);
for(y=0;y<height;y++)
for(x=0;x<width;x++)
dest[x*height+y] = array[y*width+x];
memcpy(array, dest, width*height*2);
Z_Free(dest);
}
int
wipe_initColorXForm
( int width,
int height,
int ticks )
{
memcpy(wipe_scr, wipe_scr_start, width*height);
return 0;
}
int
wipe_doColorXForm
( int width,
int height,
int ticks )
{
boolean changed;
byte* w;
byte* e;
int newval;
changed = false;
w = wipe_scr;
e = wipe_scr_end;
while (w!=wipe_scr+width*height)
{
if (*w != *e)
{
if (*w > *e)
{
newval = *w - ticks;
if (newval < *e)
*w = *e;
else
*w = newval;
changed = true;
}
else if (*w < *e)
{
newval = *w + ticks;
if (newval > *e)
*w = *e;
else
*w = newval;
changed = true;
}
}
w++;
e++;
}
return !changed;
}
int
wipe_exitColorXForm
( int width,
int height,
int ticks )
{
return 0;
}
static int* y;
int
wipe_initMelt
( int width,
int height,
int ticks )
{
int i, r;
// copy start screen to main screen
memcpy(wipe_scr, wipe_scr_start, width*height);
// makes this wipe faster (in theory)
// to have stuff in column-major format
wipe_shittyColMajorXform((short*)wipe_scr_start, width/2, height);
wipe_shittyColMajorXform((short*)wipe_scr_end, width/2, height);
// setup initial column positions
// (y<0 => not ready to scroll yet)
y = (int *) Z_Malloc(width*sizeof(int), PU_STATIC, 0);
y[0] = -(M_Random()%16);
for (i=1;i<width;i++)
{
r = (M_Random()%3) - 1;
y[i] = y[i-1] + r;
if (y[i] > 0) y[i] = 0;
else if (y[i] == -16) y[i] = -15;
}
return 0;
}
int
wipe_doMelt
( int width,
int height,
int ticks )
{
int i;
int j;
int dy;
int idx;
short* s;
short* d;
boolean done = true;
width/=2;
while (ticks--)
{
for (i=0;i<width;i++)
{
if (y[i]<0)
{
y[i]++; done = false;
}
else if (y[i] < height)
{
dy = (y[i] < 16) ? y[i]+1 : 8;
if (y[i]+dy >= height) dy = height - y[i];
s = &((short *)wipe_scr_end)[i*height+y[i]];
d = &((short *)wipe_scr)[y[i]*width+i];
idx = 0;
for (j=dy;j;j--)
{
d[idx] = *(s++);
idx += width;
}
y[i] += dy;
s = &((short *)wipe_scr_start)[i*height];
d = &((short *)wipe_scr)[y[i]*width+i];
idx = 0;
for (j=height-y[i];j;j--)
{
d[idx] = *(s++);
idx += width;
}
done = false;
}
}
}
return done;
}
int
wipe_exitMelt
( int width,
int height,
int ticks )
{
Z_Free(y);
return 0;
}
int
wipe_StartScreen
( int x,
int y,
int width,
int height )
{
wipe_scr_start = screens[2];
I_ReadScreen(wipe_scr_start);
return 0;
}
int
wipe_EndScreen
( int x,
int y,
int width,
int height )
{
wipe_scr_end = screens[3];
I_ReadScreen(wipe_scr_end);
V_DrawBlock(x, y, 0, width, height, wipe_scr_start); // restore start scr.
return 0;
}
int
wipe_ScreenWipe
( int wipeno,
int x,
int y,
int width,
int height,
int ticks )
{
int rc;
static int (*wipes[])(int, int, int) =
{
wipe_initColorXForm, wipe_doColorXForm, wipe_exitColorXForm,
wipe_initMelt, wipe_doMelt, wipe_exitMelt
};
void V_MarkRect(int, int, int, int);
// initial stuff
if (!go)
{
go = 1;
// wipe_scr = (byte *) Z_Malloc(width*height, PU_STATIC, 0); // DEBUG
wipe_scr = screens[0];
(*wipes[wipeno*3])(width, height, ticks);
}
// do a piece of wipe-in
V_MarkRect(0, 0, width, height);
rc = (*wipes[wipeno*3+1])(width, height, ticks);
// V_DrawBlock(x, y, 0, width, height, wipe_scr); // DEBUG
// final stuff
if (rc)
{
go = 0;
(*wipes[wipeno*3+2])(width, height, ticks);
}
return !go;
}

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@@ -1,52 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// AutoMap module.
//
//-----------------------------------------------------------------------------
#ifndef __AMMAP_H__
#define __AMMAP_H__
// Used by ST StatusBar stuff.
#define AM_MSGHEADER (('a'<<24)+('m'<<16))
#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
// Called by main loop.
boolean AM_Responder (event_t* ev);
// Called by main loop.
void AM_Ticker (void);
// Called by main loop,
// called instead of view drawer if automap active.
void AM_Drawer (void);
// Called to force the automap to quit
// if the level is completed while it is up.
void AM_Stop (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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@@ -1,701 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Printed strings for translation.
// English language support (default).
//
//-----------------------------------------------------------------------------
#ifndef __D_ENGLSH__
#define __D_ENGLSH__
//
// Printed strings for translation
//
//
// D_Main.C
//
#define D_DEVSTR "Development mode ON.\n"
#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n"
//
// M_Menu.C
//
#define PRESSKEY "press a key."
#define PRESSYN "press y or n."
#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)"
#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
//
#define GOTARMOR "Picked up the armor."
#define GOTMEGA "Picked up the MegaArmor!"
#define GOTHTHBONUS "Picked up a health bonus."
#define GOTARMBONUS "Picked up an armor bonus."
#define GOTSTIM "Picked up a stimpack."
#define GOTMEDINEED "Picked up a medikit that you REALLY need!"
#define GOTMEDIKIT "Picked up a medikit."
#define GOTSUPER "Supercharge!"
#define GOTBLUECARD "Picked up a blue keycard."
#define GOTYELWCARD "Picked up a yellow keycard."
#define GOTREDCARD "Picked up a red keycard."
#define GOTBLUESKUL "Picked up a blue skull key."
#define GOTYELWSKUL "Picked up a yellow skull key."
#define GOTREDSKULL "Picked up a red skull key."
#define GOTINVUL "Invulnerability!"
#define GOTBERSERK "Berserk!"
#define GOTINVIS "Partial Invisibility"
#define GOTSUIT "Radiation Shielding Suit"
#define GOTMAP "Computer Area Map"
#define GOTVISOR "Light Amplification Visor"
#define GOTMSPHERE "MegaSphere!"
#define GOTCLIP "Picked up a clip."
#define GOTCLIPBOX "Picked up a box of bullets."
#define GOTROCKET "Picked up a rocket."
#define GOTROCKBOX "Picked up a box of rockets."
#define GOTCELL "Picked up an energy cell."
#define GOTCELLBOX "Picked up an energy cell pack."
#define GOTSHELLS "Picked up 4 shotgun shells."
#define GOTSHELLBOX "Picked up a box of shotgun shells."
#define GOTBACKPACK "Picked up a backpack full of ammo!"
#define GOTBFG9000 "You got the BFG9000! Oh, yes."
#define GOTCHAINGUN "You got the chaingun!"
#define GOTCHAINSAW "A chainsaw! Find some meat!"
#define GOTLAUNCHER "You got the rocket launcher!"
#define GOTPLASMA "You got the plasma gun!"
#define GOTSHOTGUN "You got the shotgun!"
#define GOTSHOTGUN2 "You got the super shotgun!"
//
// P_Doors.C
//
#define PD_BLUEO "You need a blue key to activate this object"
#define PD_REDO "You need a red key to activate this object"
#define PD_YELLOWO "You need a yellow key to activate this object"
#define PD_BLUEK "You need a blue key to open this door"
#define PD_REDK "You need a red key to open this door"
#define PD_YELLOWK "You need a yellow key to open this door"
//
// G_game.C
//
#define GGSAVED "game saved."
//
// HU_stuff.C
//
#define HUSTR_MSGU "[Message unsent]"
#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_E4M1 "E4M1: Hell Beneath"
#define HUSTR_E4M2 "E4M2: Perfect Hatred"
#define HUSTR_E4M3 "E4M3: Sever The Wicked"
#define HUSTR_E4M4 "E4M4: Unruly Evil"
#define HUSTR_E4M5 "E4M5: They Will Repent"
#define HUSTR_E4M6 "E4M6: Against Thee Wickedly"
#define HUSTR_E4M7 "E4M7: And Hell Followed"
#define HUSTR_E4M8 "E4M8: Unto The Cruel"
#define HUSTR_E4M9 "E4M9: Fear"
#define HUSTR_1 "level 1: entryway"
#define HUSTR_2 "level 2: underhalls"
#define HUSTR_3 "level 3: the gantlet"
#define HUSTR_4 "level 4: the focus"
#define HUSTR_5 "level 5: the waste tunnels"
#define HUSTR_6 "level 6: the crusher"
#define HUSTR_7 "level 7: dead simple"
#define HUSTR_8 "level 8: tricks and traps"
#define HUSTR_9 "level 9: the pit"
#define HUSTR_10 "level 10: refueling base"
#define HUSTR_11 "level 11: 'o' of destruction!"
#define HUSTR_12 "level 12: the factory"
#define HUSTR_13 "level 13: downtown"
#define HUSTR_14 "level 14: the inmost dens"
#define HUSTR_15 "level 15: industrial zone"
#define HUSTR_16 "level 16: suburbs"
#define HUSTR_17 "level 17: tenements"
#define HUSTR_18 "level 18: the courtyard"
#define HUSTR_19 "level 19: the citadel"
#define HUSTR_20 "level 20: gotcha!"
#define HUSTR_21 "level 21: nirvana"
#define HUSTR_22 "level 22: the catacombs"
#define HUSTR_23 "level 23: barrels o' fun"
#define HUSTR_24 "level 24: the chasm"
#define HUSTR_25 "level 25: bloodfalls"
#define HUSTR_26 "level 26: the abandoned mines"
#define HUSTR_27 "level 27: monster condo"
#define HUSTR_28 "level 28: the spirit world"
#define HUSTR_29 "level 29: the living end"
#define HUSTR_30 "level 30: icon of sin"
#define HUSTR_31 "level 31: wolfenstein"
#define HUSTR_32 "level 32: grosse"
#define PHUSTR_1 "level 1: congo"
#define PHUSTR_2 "level 2: well of souls"
#define PHUSTR_3 "level 3: aztec"
#define PHUSTR_4 "level 4: caged"
#define PHUSTR_5 "level 5: ghost town"
#define PHUSTR_6 "level 6: baron's lair"
#define PHUSTR_7 "level 7: caughtyard"
#define PHUSTR_8 "level 8: realm"
#define PHUSTR_9 "level 9: abattoire"
#define PHUSTR_10 "level 10: onslaught"
#define PHUSTR_11 "level 11: hunted"
#define PHUSTR_12 "level 12: speed"
#define PHUSTR_13 "level 13: the crypt"
#define PHUSTR_14 "level 14: genesis"
#define PHUSTR_15 "level 15: the twilight"
#define PHUSTR_16 "level 16: the omen"
#define PHUSTR_17 "level 17: compound"
#define PHUSTR_18 "level 18: neurosphere"
#define PHUSTR_19 "level 19: nme"
#define PHUSTR_20 "level 20: the death domain"
#define PHUSTR_21 "level 21: slayer"
#define PHUSTR_22 "level 22: impossible mission"
#define PHUSTR_23 "level 23: tombstone"
#define PHUSTR_24 "level 24: the final frontier"
#define PHUSTR_25 "level 25: the temple of darkness"
#define PHUSTR_26 "level 26: bunker"
#define PHUSTR_27 "level 27: anti-christ"
#define PHUSTR_28 "level 28: the sewers"
#define PHUSTR_29 "level 29: odyssey of noises"
#define PHUSTR_30 "level 30: the gateway of hell"
#define PHUSTR_31 "level 31: cyberden"
#define PHUSTR_32 "level 32: go 2 it"
#define THUSTR_1 "level 1: system control"
#define THUSTR_2 "level 2: human bbq"
#define THUSTR_3 "level 3: power control"
#define THUSTR_4 "level 4: wormhole"
#define THUSTR_5 "level 5: hanger"
#define THUSTR_6 "level 6: open season"
#define THUSTR_7 "level 7: prison"
#define THUSTR_8 "level 8: metal"
#define THUSTR_9 "level 9: stronghold"
#define THUSTR_10 "level 10: redemption"
#define THUSTR_11 "level 11: storage facility"
#define THUSTR_12 "level 12: crater"
#define THUSTR_13 "level 13: nukage processing"
#define THUSTR_14 "level 14: steel works"
#define THUSTR_15 "level 15: dead zone"
#define THUSTR_16 "level 16: deepest reaches"
#define THUSTR_17 "level 17: processing area"
#define THUSTR_18 "level 18: mill"
#define THUSTR_19 "level 19: shipping/respawning"
#define THUSTR_20 "level 20: central processing"
#define THUSTR_21 "level 21: administration center"
#define THUSTR_22 "level 22: habitat"
#define THUSTR_23 "level 23: lunar mining project"
#define THUSTR_24 "level 24: quarry"
#define THUSTR_25 "level 25: baron's den"
#define THUSTR_26 "level 26: ballistyx"
#define THUSTR_27 "level 27: mount pain"
#define THUSTR_28 "level 28: heck"
#define THUSTR_29 "level 29: river styx"
#define THUSTR_30 "level 30: last call"
#define THUSTR_31 "level 31: pharaoh"
#define THUSTR_32 "level 32: caribbean"
#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_MUS "Music Change"
#define STSTR_NOMUS "IMPOSSIBLE SELECTION"
#define STSTR_DQDON "Degreelessness Mode On"
#define STSTR_DQDOFF "Degreelessness Mode Off"
#define STSTR_KFAADDED "Very Happy Ammo Added"
#define STSTR_FAADDED "Ammo (no keys) 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 \
"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 ..."
#define E4TEXT \
"the spider mastermind must have sent forth\n"\
"its legions of hellspawn before your\n"\
"final confrontation with that terrible\n"\
"beast from hell. but you stepped forward\n"\
"and brought forth eternal damnation and\n"\
"suffering upon the horde as a true hero\n"\
"would in the face of something so evil.\n"\
"\n"\
"besides, someone was gonna pay for what\n"\
"happened to daisy, your pet rabbit.\n"\
"\n"\
"but now, you see spread before you more\n"\
"potential pain and gibbitude as a nation\n"\
"of demons run amok among our cities.\n"\
"\n"\
"next stop, hell on earth!"
// after level 6, put this:
#define C1TEXT \
"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \
"STARPORT. BUT SOMETHING IS WRONG. THE\n" \
"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \
"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \
"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \
"\n"\
"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \
"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \
"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \
"OF THE STARBASE AND FIND THE CONTROLLING\n" \
"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \
"HOSTAGE."
// After level 11, put this:
#define C2TEXT \
"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \
"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\
"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\
"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\
"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\
"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\
"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\
"THAT YOU HAVE SAVED YOUR SPECIES.\n"\
"\n"\
"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\
"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\
"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\
"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\
"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\
"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\
"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\
"UP AND RETURN TO THE FRAY."
// After level 20, put this:
#define C3TEXT \
"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\
"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\
"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\
"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\
"TEETH AND PLUNGE THROUGH IT.\n"\
"\n"\
"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\
"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\
"GOT TO GO THROUGH HELL TO GET TO IT?"
// After level 29, put this:
#define C4TEXT \
"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\
"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\
"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\
"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\
"UP AND DIES, ITS THRASHING LIMBS\n"\
"DEVASTATING UNTOLD MILES OF HELL'S\n"\
"SURFACE.\n"\
"\n"\
"YOU'VE DONE IT. THE INVASION IS OVER.\n"\
"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\
"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\
"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\
"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\
"HOME. REBUILDING EARTH OUGHT TO BE A\n"\
"LOT MORE FUN THAN RUINING IT WAS.\n"
// Before level 31, put this:
#define C5TEXT \
"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\
"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\
"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\
"WHO THE INMATES OF THIS CORNER OF HELL\n"\
"WILL BE."
// Before level 32, put this:
#define C6TEXT \
"CONGRATULATIONS, YOU'VE FOUND THE\n"\
"SUPER SECRET LEVEL! YOU'D BETTER\n"\
"BLAZE THROUGH THIS ONE!\n"
// after map 06
#define P1TEXT \
"You gloat over the steaming carcass of the\n"\
"Guardian. With its death, you've wrested\n"\
"the Accelerator from the stinking claws\n"\
"of Hell. You relax and glance around the\n"\
"room. Damn! There was supposed to be at\n"\
"least one working prototype, but you can't\n"\
"see it. The demons must have taken it.\n"\
"\n"\
"You must find the prototype, or all your\n"\
"struggles will have been wasted. Keep\n"\
"moving, keep fighting, keep killing.\n"\
"Oh yes, keep living, too."
// after map 11
#define P2TEXT \
"Even the deadly Arch-Vile labyrinth could\n"\
"not stop you, and you've gotten to the\n"\
"prototype Accelerator which is soon\n"\
"efficiently and permanently deactivated.\n"\
"\n"\
"You're good at that kind of thing."
// after map 20
#define P3TEXT \
"You've bashed and battered your way into\n"\
"the heart of the devil-hive. Time for a\n"\
"Search-and-Destroy mission, aimed at the\n"\
"Gatekeeper, whose foul offspring is\n"\
"cascading to Earth. Yeah, he's bad. But\n"\
"you know who's worse!\n"\
"\n"\
"Grinning evilly, you check your gear, and\n"\
"get ready to give the bastard a little Hell\n"\
"of your own making!"
// after map 30
#define P4TEXT \
"The Gatekeeper's evil face is splattered\n"\
"all over the place. As its tattered corpse\n"\
"collapses, an inverted Gate forms and\n"\
"sucks down the shards of the last\n"\
"prototype Accelerator, not to mention the\n"\
"few remaining demons. You're done. Hell\n"\
"has gone back to pounding bad dead folks \n"\
"instead of good live ones. Remember to\n"\
"tell your grandkids to put a rocket\n"\
"launcher in your coffin. If you go to Hell\n"\
"when you die, you'll need it for some\n"\
"final cleaning-up ..."
// before map 31
#define P5TEXT \
"You've found the second-hardest level we\n"\
"got. Hope you have a saved game a level or\n"\
"two previous. If not, be prepared to die\n"\
"aplenty. For master marines only."
// before map 32
#define P6TEXT \
"Betcha wondered just what WAS the hardest\n"\
"level we had ready for ya? Now you know.\n"\
"No one gets out alive."
#define T1TEXT \
"You've fought your way out of the infested\n"\
"experimental labs. It seems that UAC has\n"\
"once again gulped it down. With their\n"\
"high turnover, it must be hard for poor\n"\
"old UAC to buy corporate health insurance\n"\
"nowadays..\n"\
"\n"\
"Ahead lies the military complex, now\n"\
"swarming with diseased horrors hot to get\n"\
"their teeth into you. With luck, the\n"\
"complex still has some warlike ordnance\n"\
"laying around."
#define T2TEXT \
"You hear the grinding of heavy machinery\n"\
"ahead. You sure hope they're not stamping\n"\
"out new hellspawn, but you're ready to\n"\
"ream out a whole herd if you have to.\n"\
"They might be planning a blood feast, but\n"\
"you feel about as mean as two thousand\n"\
"maniacs packed into one mad killer.\n"\
"\n"\
"You don't plan to go down easy."
#define T3TEXT \
"The vista opening ahead looks real damn\n"\
"familiar. Smells familiar, too -- like\n"\
"fried excrement. You didn't like this\n"\
"place before, and you sure as hell ain't\n"\
"planning to like it now. The more you\n"\
"brood on it, the madder you get.\n"\
"Hefting your gun, an evil grin trickles\n"\
"onto your face. Time to take some names."
#define T4TEXT \
"Suddenly, all is silent, from one horizon\n"\
"to the other. The agonizing echo of Hell\n"\
"fades away, the nightmare sky turns to\n"\
"blue, the heaps of monster corpses start \n"\
"to evaporate along with the evil stench \n"\
"that filled the air. Jeeze, maybe you've\n"\
"done it. Have you really won?\n"\
"\n"\
"Something rumbles in the distance.\n"\
"A blue light begins to glow inside the\n"\
"ruined skull of the demon-spitter."
#define T5TEXT \
"What now? Looks totally different. Kind\n"\
"of like King Tut's condo. Well,\n"\
"whatever's here can't be any worse\n"\
"than usual. Can it? Or maybe it's best\n"\
"to let sleeping gods lie.."
#define T6TEXT \
"Time for a vacation. You've burst the\n"\
"bowels of hell and by golly you're ready\n"\
"for a break. You mutter to yourself,\n"\
"Maybe someone else can kick Hell's ass\n"\
"next time around. Ahead lies a quiet town,\n"\
"with peaceful flowing water, quaint\n"\
"buildings, and presumably no Hellspawn.\n"\
"\n"\
"As you step off the transport, you hear\n"\
"the stomp of a cyberdemon's iron shoe."
//
// Character cast strings F_FINALE.C
//
#define CC_ZOMBIE "ZOMBIEMAN"
#define CC_SHOTGUN "SHOTGUN GUY"
#define CC_HEAVY "HEAVY WEAPON DUDE"
#define CC_IMP "IMP"
#define CC_DEMON "DEMON"
#define CC_LOST "LOST SOUL"
#define CC_CACO "CACODEMON"
#define CC_HELL "HELL KNIGHT"
#define CC_BARON "BARON OF HELL"
#define CC_ARACH "ARACHNOTRON"
#define CC_PAIN "PAIN ELEMENTAL"
#define CC_REVEN "REVENANT"
#define CC_MANCU "MANCUBUS"
#define CC_ARCH "ARCH-VILE"
#define CC_SPIDER "THE SPIDER MASTERMIND"
#define CC_CYBER "THE CYBERDEMON"
#define CC_HERO "OUR HERO"
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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@@ -1,122 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//
//
//-----------------------------------------------------------------------------
#ifndef __D_EVENT__
#define __D_EVENT__
#include "doomtype.h"
//
// Event handling.
//
// Input event types.
typedef enum
{
ev_keydown,
ev_keyup,
ev_mouse,
ev_joystick
} evtype_t;
// Event structure.
typedef struct
{
evtype_t type;
int data1; // keys / mouse/joystick buttons
int data2; // mouse/joystick x move
int data3; // mouse/joystick y move
} event_t;
typedef enum
{
ga_nothing,
ga_loadlevel,
ga_newgame,
ga_loadgame,
ga_savegame,
ga_playdemo,
ga_completed,
ga_victory,
ga_worlddone,
ga_screenshot
} gameaction_t;
//
// Button/action code definitions.
//
typedef enum
{
// Press "Fire".
BT_ATTACK = 1,
// Use button, to open doors, activate switches.
BT_USE = 2,
// Flag: game events, not really buttons.
BT_SPECIAL = 128,
BT_SPECIALMASK = 3,
// Flag, weapon change pending.
// If true, the next 3 bits hold weapon num.
BT_CHANGE = 4,
// The 3bit weapon mask and shift, convenience.
BT_WEAPONMASK = (8+16+32),
BT_WEAPONSHIFT = 3,
// Pause the game.
BTS_PAUSE = 1,
// Save the game at each console.
BTS_SAVEGAME = 2,
// Savegame slot numbers
// occupy the second byte of buttons.
BTS_SAVEMASK = (4+8+16),
BTS_SAVESHIFT = 2,
} buttoncode_t;
//
// GLOBAL VARIABLES
//
#define MAXEVENTS 64
extern event_t events[MAXEVENTS];
extern int eventhead;
extern int eventtail;
extern gameaction_t gameaction;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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@@ -1,433 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Printed strings, french translation.
//
//-----------------------------------------------------------------------------
#ifndef __D_FRENCH__
#define __D_FRENCH__
//
// D_Main.C
//
#define D_DEVSTR "MODE DEVELOPPEMENT ON.\n"
#define D_CDROM "VERSION CD-ROM: DEFAULT.CFG DANS C:\\DOOMDATA\n"
//
// M_Menu.C
//
#define PRESSKEY "APPUYEZ SUR UNE TOUCHE."
#define PRESSYN "APPUYEZ SUR Y OU N"
#define QUITMSG "VOUS VOULEZ VRAIMENT\nQUITTER CE SUPER JEU?"
#define LOADNET "VOUS NE POUVEZ PAS CHARGER\nUN JEU EN RESEAU!\n\n"PRESSKEY
#define QLOADNET "CHARGEMENT RAPIDE INTERDIT EN RESEAU!\n\n"PRESSKEY
#define QSAVESPOT "VOUS N'AVEZ PAS CHOISI UN EMPLACEMENT!\n\n"PRESSKEY
#define SAVEDEAD "VOUS NE POUVEZ PAS SAUVER SI VOUS NE JOUEZ "\
"PAS!\n\n"PRESSKEY
#define QSPROMPT "SAUVEGARDE RAPIDE DANS LE FICHIER \n\n'%s'?\n\n"PRESSYN
#define QLPROMPT "VOULEZ-VOUS CHARGER LA SAUVEGARDE"\
"\n\n'%s'?\n\n"PRESSYN
#define NEWGAME "VOUS NE POUVEZ PAS LANCER\n"\
"UN NOUVEAU JEU SUR RESEAU.\n\n"PRESSKEY
#define NIGHTMARE "VOUS CONFIRMEZ? CE NIVEAU EST\n"\
"VRAIMENT IMPITOYABLE!n"PRESSYN
#define SWSTRING "CECI EST UNE VERSION SHAREWARE DE DOOM.\n\n"\
"VOUS DEVRIEZ COMMANDER LA TRILOGIE COMPLETE.\n\n"PRESSKEY
#define MSGOFF "MESSAGES OFF"
#define MSGON "MESSAGES ON"
#define NETEND "VOUS NE POUVEZ PAS METTRE FIN A UN JEU SUR "\
"RESEAU!\n\n"PRESSKEY
#define ENDGAME "VOUS VOULEZ VRAIMENT METTRE FIN AU JEU?\n\n"PRESSYN
#define DOSY "(APPUYEZ SUR Y POUR REVENIR AU OS.)"
#define DETAILHI "GRAPHISMES MAXIMUM "
#define DETAILLO "GRAPHISMES MINIMUM "
#define GAMMALVL0 "CORRECTION GAMMA OFF"
#define GAMMALVL1 "CORRECTION GAMMA NIVEAU 1"
#define GAMMALVL2 "CORRECTION GAMMA NIVEAU 2"
#define GAMMALVL3 "CORRECTION GAMMA NIVEAU 3"
#define GAMMALVL4 "CORRECTION GAMMA NIVEAU 4"
#define EMPTYSTRING "EMPLACEMENT VIDE"
//
// P_inter.C
//
#define GOTARMOR "ARMURE RECUPEREE."
#define GOTMEGA "MEGA-ARMURE RECUPEREE!"
#define GOTHTHBONUS "BONUS DE SANTE RECUPERE."
#define GOTARMBONUS "BONUS D'ARMURE RECUPERE."
#define GOTSTIM "STIMPACK RECUPERE."
#define GOTMEDINEED "MEDIKIT RECUPERE. VOUS EN AVEZ VRAIMENT BESOIN!"
#define GOTMEDIKIT "MEDIKIT RECUPERE."
#define GOTSUPER "SUPERCHARGE!"
#define GOTBLUECARD "CARTE MAGNETIQUE BLEUE RECUPEREE."
#define GOTYELWCARD "CARTE MAGNETIQUE JAUNE RECUPEREE."
#define GOTREDCARD "CARTE MAGNETIQUE ROUGE RECUPEREE."
#define GOTBLUESKUL "CLEF CRANE BLEUE RECUPEREE."
#define GOTYELWSKUL "CLEF CRANE JAUNE RECUPEREE."
#define GOTREDSKULL "CLEF CRANE ROUGE RECUPEREE."
#define GOTINVUL "INVULNERABILITE!"
#define GOTBERSERK "BERSERK!"
#define GOTINVIS "INVISIBILITE PARTIELLE "
#define GOTSUIT "COMBINAISON ANTI-RADIATIONS "
#define GOTMAP "CARTE INFORMATIQUE "
#define GOTVISOR "VISEUR A AMPLIFICATION DE LUMIERE "
#define GOTMSPHERE "MEGASPHERE!"
#define GOTCLIP "CHARGEUR RECUPERE."
#define GOTCLIPBOX "BOITE DE BALLES RECUPEREE."
#define GOTROCKET "ROQUETTE RECUPEREE."
#define GOTROCKBOX "CAISSE DE ROQUETTES RECUPEREE."
#define GOTCELL "CELLULE D'ENERGIE RECUPEREE."
#define GOTCELLBOX "PACK DE CELLULES D'ENERGIE RECUPERE."
#define GOTSHELLS "4 CARTOUCHES RECUPEREES."
#define GOTSHELLBOX "BOITE DE CARTOUCHES RECUPEREE."
#define GOTBACKPACK "SAC PLEIN DE MUNITIONS RECUPERE!"
#define GOTBFG9000 "VOUS AVEZ UN BFG9000! OH, OUI!"
#define GOTCHAINGUN "VOUS AVEZ LA MITRAILLEUSE!"
#define GOTCHAINSAW "UNE TRONCONNEUSE!"
#define GOTLAUNCHER "VOUS AVEZ UN LANCE-ROQUETTES!"
#define GOTPLASMA "VOUS AVEZ UN FUSIL A PLASMA!"
#define GOTSHOTGUN "VOUS AVEZ UN FUSIL!"
#define GOTSHOTGUN2 "VOUS AVEZ UN SUPER FUSIL!"
//
// P_Doors.C
//
#define PD_BLUEO "IL VOUS FAUT UNE CLEF BLEUE"
#define PD_REDO "IL VOUS FAUT UNE CLEF ROUGE"
#define PD_YELLOWO "IL VOUS FAUT UNE CLEF JAUNE"
#define PD_BLUEK PD_BLUEO
#define PD_REDK PD_REDO
#define PD_YELLOWK PD_YELLOWO
//
// G_game.C
//
#define GGSAVED "JEU SAUVEGARDE."
//
// HU_stuff.C
//
#define HUSTR_MSGU "[MESSAGE NON ENVOYE]"
#define HUSTR_E1M1 "E1M1: HANGAR"
#define HUSTR_E1M2 "E1M2: USINE NUCLEAIRE "
#define HUSTR_E1M3 "E1M3: RAFFINERIE DE TOXINES "
#define HUSTR_E1M4 "E1M4: CENTRE DE CONTROLE "
#define HUSTR_E1M5 "E1M5: LABORATOIRE PHOBOS "
#define HUSTR_E1M6 "E1M6: TRAITEMENT CENTRAL "
#define HUSTR_E1M7 "E1M7: CENTRE INFORMATIQUE "
#define HUSTR_E1M8 "E1M8: ANOMALIE PHOBOS "
#define HUSTR_E1M9 "E1M9: BASE MILITAIRE "
#define HUSTR_E2M1 "E2M1: ANOMALIE DEIMOS "
#define HUSTR_E2M2 "E2M2: ZONE DE CONFINEMENT "
#define HUSTR_E2M3 "E2M3: RAFFINERIE"
#define HUSTR_E2M4 "E2M4: LABORATOIRE DEIMOS "
#define HUSTR_E2M5 "E2M5: CENTRE DE CONTROLE "
#define HUSTR_E2M6 "E2M6: HALLS DES DAMNES "
#define HUSTR_E2M7 "E2M7: CUVES DE REPRODUCTION "
#define HUSTR_E2M8 "E2M8: TOUR DE BABEL "
#define HUSTR_E2M9 "E2M9: FORTERESSE DU MYSTERE "
#define HUSTR_E3M1 "E3M1: DONJON DE L'ENFER "
#define HUSTR_E3M2 "E3M2: BOURBIER DU DESESPOIR "
#define HUSTR_E3M3 "E3M3: PANDEMONIUM"
#define HUSTR_E3M4 "E3M4: MAISON DE LA DOULEUR "
#define HUSTR_E3M5 "E3M5: CATHEDRALE PROFANE "
#define HUSTR_E3M6 "E3M6: MONT EREBUS"
#define HUSTR_E3M7 "E3M7: LIMBES"
#define HUSTR_E3M8 "E3M8: DIS"
#define HUSTR_E3M9 "E3M9: CLAPIERS"
#define HUSTR_1 "NIVEAU 1: ENTREE "
#define HUSTR_2 "NIVEAU 2: HALLS SOUTERRAINS "
#define HUSTR_3 "NIVEAU 3: LE FEU NOURRI "
#define HUSTR_4 "NIVEAU 4: LE FOYER "
#define HUSTR_5 "NIVEAU 5: LES EGOUTS "
#define HUSTR_6 "NIVEAU 6: LE BROYEUR "
#define HUSTR_7 "NIVEAU 7: L'HERBE DE LA MORT"
#define HUSTR_8 "NIVEAU 8: RUSES ET PIEGES "
#define HUSTR_9 "NIVEAU 9: LE PUITS "
#define HUSTR_10 "NIVEAU 10: BASE DE RAVITAILLEMENT "
#define HUSTR_11 "NIVEAU 11: LE CERCLE DE LA MORT!"
#define HUSTR_12 "NIVEAU 12: L'USINE "
#define HUSTR_13 "NIVEAU 13: LE CENTRE VILLE"
#define HUSTR_14 "NIVEAU 14: LES ANTRES PROFONDES "
#define HUSTR_15 "NIVEAU 15: LA ZONE INDUSTRIELLE "
#define HUSTR_16 "NIVEAU 16: LA BANLIEUE"
#define HUSTR_17 "NIVEAU 17: LES IMMEUBLES"
#define HUSTR_18 "NIVEAU 18: LA COUR "
#define HUSTR_19 "NIVEAU 19: LA CITADELLE "
#define HUSTR_20 "NIVEAU 20: JE T'AI EU!"
#define HUSTR_21 "NIVEAU 21: LE NIRVANA"
#define HUSTR_22 "NIVEAU 22: LES CATACOMBES "
#define HUSTR_23 "NIVEAU 23: LA GRANDE FETE "
#define HUSTR_24 "NIVEAU 24: LE GOUFFRE "
#define HUSTR_25 "NIVEAU 25: LES CHUTES DE SANG"
#define HUSTR_26 "NIVEAU 26: LES MINES ABANDONNEES "
#define HUSTR_27 "NIVEAU 27: CHEZ LES MONSTRES "
#define HUSTR_28 "NIVEAU 28: LE MONDE DE L'ESPRIT "
#define HUSTR_29 "NIVEAU 29: LA LIMITE "
#define HUSTR_30 "NIVEAU 30: L'ICONE DU PECHE "
#define HUSTR_31 "NIVEAU 31: WOLFENSTEIN"
#define HUSTR_32 "NIVEAU 32: LE MASSACRE"
#define HUSTR_CHATMACRO1 "JE SUIS PRET A LEUR EN FAIRE BAVER!"
#define HUSTR_CHATMACRO2 "JE VAIS BIEN."
#define HUSTR_CHATMACRO3 "JE N'AI PAS L'AIR EN FORME!"
#define HUSTR_CHATMACRO4 "AU SECOURS!"
#define HUSTR_CHATMACRO5 "TU CRAINS!"
#define HUSTR_CHATMACRO6 "LA PROCHAINE FOIS, MINABLE..."
#define HUSTR_CHATMACRO7 "VIENS ICI!"
#define HUSTR_CHATMACRO8 "JE VAIS M'EN OCCUPER."
#define HUSTR_CHATMACRO9 "OUI"
#define HUSTR_CHATMACRO0 "NON"
#define HUSTR_TALKTOSELF1 "VOUS PARLEZ TOUT SEUL "
#define HUSTR_TALKTOSELF2 "QUI EST LA?"
#define HUSTR_TALKTOSELF3 "VOUS VOUS FAITES PEUR "
#define HUSTR_TALKTOSELF4 "VOUS COMMENCEZ A DELIRER "
#define HUSTR_TALKTOSELF5 "VOUS ETES LARGUE..."
#define HUSTR_MESSAGESENT "[MESSAGE ENVOYE]"
// The following should NOT be changed unless it seems
// just AWFULLY necessary
#define HUSTR_PLRGREEN "VERT: "
#define HUSTR_PLRINDIGO "INDIGO: "
#define HUSTR_PLRBROWN "BRUN: "
#define HUSTR_PLRRED "ROUGE: "
#define HUSTR_KEYGREEN 'g' // french key should be "V"
#define HUSTR_KEYINDIGO 'i'
#define HUSTR_KEYBROWN 'b'
#define HUSTR_KEYRED 'r'
//
// AM_map.C
//
#define AMSTR_FOLLOWON "MODE POURSUITE ON"
#define AMSTR_FOLLOWOFF "MODE POURSUITE OFF"
#define AMSTR_GRIDON "GRILLE ON"
#define AMSTR_GRIDOFF "GRILLE OFF"
#define AMSTR_MARKEDSPOT "REPERE MARQUE "
#define AMSTR_MARKSCLEARED "REPERES EFFACES "
//
// ST_stuff.C
//
#define STSTR_MUS "CHANGEMENT DE MUSIQUE "
#define STSTR_NOMUS "IMPOSSIBLE SELECTION"
#define STSTR_DQDON "INVULNERABILITE ON "
#define STSTR_DQDOFF "INVULNERABILITE OFF"
#define STSTR_KFAADDED "ARMEMENT MAXIMUM! "
#define STSTR_FAADDED "ARMES (SAUF CLEFS) AJOUTEES"
#define STSTR_NCON "BARRIERES ON"
#define STSTR_NCOFF "BARRIERES OFF"
#define STSTR_BEHOLD " inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
#define STSTR_BEHOLDX "AMELIORATION ACTIVEE"
#define STSTR_CHOPPERS "... DOESN'T SUCK - GM"
#define STSTR_CLEV "CHANGEMENT DE NIVEAU..."
//
// F_Finale.C
//
#define E1TEXT "APRES AVOIR VAINCU LES GROS MECHANTS\n"\
"ET NETTOYE LA BASE LUNAIRE, VOUS AVEZ\n"\
"GAGNE, NON? PAS VRAI? OU EST DONC VOTRE\n"\
" RECOMPENSE ET VOTRE BILLET DE\n"\
"RETOUR? QU'EST-QUE CA VEUT DIRE?CE"\
"N'EST PAS LA FIN ESPEREE!\n"\
"\n" \
"CA SENT LA VIANDE PUTREFIEE, MAIS\n"\
"ON DIRAIT LA BASE DEIMOS. VOUS ETES\n"\
"APPAREMMENT BLOQUE AUX PORTES DE L'ENFER.\n"\
"LA SEULE ISSUE EST DE L'AUTRE COTE.\n"\
"\n"\
"POUR VIVRE LA SUITE DE DOOM, JOUEZ\n"\
"A 'AUX PORTES DE L'ENFER' ET A\n"\
"L'EPISODE SUIVANT, 'L'ENFER'!\n"
#define E2TEXT "VOUS AVEZ REUSSI. L'INFAME DEMON\n"\
"QUI CONTROLAIT LA BASE LUNAIRE DE\n"\
"DEIMOS EST MORT, ET VOUS AVEZ\n"\
"TRIOMPHE! MAIS... OU ETES-VOUS?\n"\
"VOUS GRIMPEZ JUSQU'AU BORD DE LA\n"\
"LUNE ET VOUS DECOUVREZ L'ATROCE\n"\
"VERITE.\n" \
"\n"\
"DEIMOS EST AU-DESSUS DE L'ENFER!\n"\
"VOUS SAVEZ QUE PERSONNE NE S'EN\n"\
"EST JAMAIS ECHAPPE, MAIS CES FUMIERS\n"\
"VONT REGRETTER DE VOUS AVOIR CONNU!\n"\
"VOUS REDESCENDEZ RAPIDEMENT VERS\n"\
"LA SURFACE DE L'ENFER.\n"\
"\n" \
"VOICI MAINTENANT LE CHAPITRE FINAL DE\n"\
"DOOM! -- L'ENFER."
#define E3TEXT "LE DEMON ARACHNEEN ET REPUGNANT\n"\
"QUI A DIRIGE L'INVASION DES BASES\n"\
"LUNAIRES ET SEME LA MORT VIENT DE SE\n"\
"FAIRE PULVERISER UNE FOIS POUR TOUTES.\n"\
"\n"\
"UNE PORTE SECRETE S'OUVRE. VOUS ENTREZ.\n"\
"VOUS AVEZ PROUVE QUE VOUS POUVIEZ\n"\
"RESISTER AUX HORREURS DE L'ENFER.\n"\
"IL SAIT ETRE BEAU JOUEUR, ET LORSQUE\n"\
"VOUS SORTEZ, VOUS REVOYEZ LES VERTES\n"\
"PRAIRIES DE LA TERRE, VOTRE PLANETE.\n"\
"\n"\
"VOUS VOUS DEMANDEZ CE QUI S'EST PASSE\n"\
"SUR TERRE PENDANT QUE VOUS AVEZ\n"\
"COMBATTU LE DEMON. HEUREUSEMENT,\n"\
"AUCUN GERME DU MAL N'A FRANCHI\n"\
"CETTE PORTE AVEC VOUS..."
// after level 6, put this:
#define C1TEXT "VOUS ETES AU PLUS PROFOND DE L'ASTROPORT\n" \
"INFESTE DE MONSTRES, MAIS QUELQUE CHOSE\n" \
"NE VA PAS. ILS ONT APPORTE LEUR PROPRE\n" \
"REALITE, ET LA TECHNOLOGIE DE L'ASTROPORT\n" \
"EST AFFECTEE PAR LEUR PRESENCE.\n" \
"\n"\
"DEVANT VOUS, VOUS VOYEZ UN POSTE AVANCE\n" \
"DE L'ENFER, UNE ZONE FORTIFIEE. SI VOUS\n" \
"POUVEZ PASSER, VOUS POURREZ PENETRER AU\n" \
"COEUR DE LA BASE HANTEE ET TROUVER \n" \
"L'INTERRUPTEUR DE CONTROLE QUI GARDE LA \n" \
"POPULATION DE LA TERRE EN OTAGE."
// After level 11, put this:
#define C2TEXT "VOUS AVEZ GAGNE! VOTRE VICTOIRE A PERMIS\n" \
"A L'HUMANITE D'EVACUER LA TERRE ET \n"\
"D'ECHAPPER AU CAUCHEMAR. VOUS ETES \n"\
"MAINTENANT LE DERNIER HUMAIN A LA SURFACE \n"\
"DE LA PLANETE. VOUS ETES ENTOURE DE \n"\
"MUTANTS CANNIBALES, D'EXTRATERRESTRES \n"\
"CARNIVORES ET D'ESPRITS DU MAL. VOUS \n"\
"ATTENDEZ CALMEMENT LA MORT, HEUREUX \n"\
"D'AVOIR PU SAUVER VOTRE RACE.\n"\
"MAIS UN MESSAGE VOUS PARVIENT SOUDAIN\n"\
"DE L'ESPACE: \"NOS CAPTEURS ONT LOCALISE\n"\
"LA SOURCE DE L'INVASION EXTRATERRESTRE.\n"\
"SI VOUS Y ALLEZ, VOUS POURREZ PEUT-ETRE\n"\
"LES ARRETER. LEUR BASE EST SITUEE AU COEUR\n"\
"DE VOTRE VILLE NATALE, PRES DE L'ASTROPORT.\n"\
"VOUS VOUS RELEVEZ LENTEMENT ET PENIBLEMENT\n"\
"ET VOUS REPARTEZ POUR LE FRONT."
// After level 20, put this:
#define C3TEXT "VOUS ETES AU COEUR DE LA CITE CORROMPUE,\n"\
"ENTOURE PAR LES CADAVRES DE VOS ENNEMIS.\n"\
"VOUS NE VOYEZ PAS COMMENT DETRUIRE LA PORTE\n"\
"DES CREATURES DE CE COTE. VOUS SERREZ\n"\
"LES DENTS ET PLONGEZ DANS L'OUVERTURE.\n"\
"\n"\
"IL DOIT Y AVOIR UN MOYEN DE LA FERMER\n"\
"DE L'AUTRE COTE. VOUS ACCEPTEZ DE\n"\
"TRAVERSER L'ENFER POUR LE FAIRE?"
// After level 29, put this:
#define C4TEXT "LE VISAGE HORRIBLE D'UN DEMON D'UNE\n"\
"TAILLE INCROYABLE S'EFFONDRE DEVANT\n"\
"VOUS LORSQUE VOUS TIREZ UNE SALVE DE\n"\
"ROQUETTES DANS SON CERVEAU. LE MONSTRE\n"\
"SE RATATINE, SES MEMBRES DECHIQUETES\n"\
"SE REPANDANT SUR DES CENTAINES DE\n"\
"KILOMETRES A LA SURFACE DE L'ENFER.\n"\
"\n"\
"VOUS AVEZ REUSSI. L'INVASION N'AURA.\n"\
"PAS LIEU. LA TERRE EST SAUVEE. L'ENFER\n"\
"EST ANEANTI. EN VOUS DEMANDANT OU IRONT\n"\
"MAINTENANT LES DAMNES, VOUS ESSUYEZ\n"\
"VOTRE FRONT COUVERT DE SUEUR ET REPARTEZ\n"\
"VERS LA TERRE. SA RECONSTRUCTION SERA\n"\
"BEAUCOUP PLUS DROLE QUE SA DESTRUCTION.\n"
// Before level 31, put this:
#define C5TEXT "FELICITATIONS! VOUS AVEZ TROUVE LE\n"\
"NIVEAU SECRET! IL SEMBLE AVOIR ETE\n"\
"CONSTRUIT PAR LES HUMAINS. VOUS VOUS\n"\
"DEMANDEZ QUELS PEUVENT ETRE LES\n"\
"HABITANTS DE CE COIN PERDU DE L'ENFER."
// Before level 32, put this:
#define C6TEXT "FELICITATIONS! VOUS AVEZ DECOUVERT\n"\
"LE NIVEAU SUPER SECRET! VOUS FERIEZ\n"\
"MIEUX DE FONCER DANS CELUI-LA!\n"
//
// Character cast strings F_FINALE.C
//
#define CC_ZOMBIE "ZOMBIE"
#define CC_SHOTGUN "TYPE AU FUSIL"
#define CC_HEAVY "MEC SUPER-ARME"
#define CC_IMP "DIABLOTIN"
#define CC_DEMON "DEMON"
#define CC_LOST "AME PERDUE"
#define CC_CACO "CACODEMON"
#define CC_HELL "CHEVALIER DE L'ENFER"
#define CC_BARON "BARON DE L'ENFER"
#define CC_ARACH "ARACHNOTRON"
#define CC_PAIN "ELEMENTAIRE DE LA DOULEUR"
#define CC_REVEN "REVENANT"
#define CC_MANCU "MANCUBUS"
#define CC_ARCH "ARCHI-INFAME"
#define CC_SPIDER "L'ARAIGNEE CERVEAU"
#define CC_CYBER "LE CYBERDEMON"
#define CC_HERO "NOTRE HEROS"
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Items: key cards, artifacts, weapon, ammunition.
//
//-----------------------------------------------------------------------------
#ifndef __D_ITEMS__
#define __D_ITEMS__
#include "doomdef.h"
#ifdef __GNUG__
#pragma interface
#endif
// Weapon info: sprite frames, ammunition use.
typedef struct
{
ammotype_t ammo;
int upstate;
int downstate;
int readystate;
int atkstate;
int flashstate;
} weaponinfo_t;
extern weaponinfo_t weaponinfo[NUMWEAPONS];
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Networking stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_NET__
#define __D_NET__
#include "d_player.h"
#ifdef __GNUG__
#pragma interface
#endif
//
// Network play related stuff.
// There is a data struct that stores network
// communication related stuff, and another
// one that defines the actual packets to
// be transmitted.
//
#define DOOMCOM_ID 0x12345678l
// Max computers/players in a game.
#define MAXNETNODES 8
// Networking and tick handling related.
#define BACKUPTICS 12
typedef enum
{
CMD_SEND = 1,
CMD_GET = 2
} command_t;
//
// Network packet data.
//
typedef struct
{
// High bit is retransmit request.
unsigned checksum;
// Only valid if NCMD_RETRANSMIT.
byte retransmitfrom;
byte starttic;
byte player;
byte numtics;
ticcmd_t cmds[BACKUPTICS];
} doomdata_t;
typedef struct
{
// Supposed to be DOOMCOM_ID?
long id;
// DOOM executes an int to execute commands.
short intnum;
// Communication between DOOM and the driver.
// Is CMD_SEND or CMD_GET.
short command;
// Is dest for send, set by get (-1 = no packet).
short remotenode;
// Number of bytes in doomdata to be sent
short datalength;
// Info common to all nodes.
// Console is allways node 0.
short numnodes;
// Flag: 1 = no duplication, 2-5 = dup for slow nets.
short ticdup;
// Flag: 1 = send a backup tic in every packet.
short extratics;
// Flag: 1 = deathmatch.
short deathmatch;
// Flag: -1 = new game, 0-5 = load savegame
short savegame;
short episode; // 1-3
short map; // 1-9
short skill; // 1-5
// Info specific to this node.
short consoleplayer;
short numplayers;
// These are related to the 3-display mode,
// in which two drones looking left and right
// were used to render two additional views
// on two additional computers.
// Probably not operational anymore.
// 1 = left, 0 = center, -1 = right
short angleoffset;
// 1 = drone
short drone;
// The packet data to be sent.
doomdata_t data;
} doomcom_t;
// Create any new ticcmds and broadcast to other players.
void NetUpdate (void);
// Broadcasts special packets to other players
// to notify of game exit
void D_QuitNetGame (void);
//? how many ticks to run?
void TryRunTics (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//
//
//-----------------------------------------------------------------------------
#ifndef __D_PLAYER__
#define __D_PLAYER__
// The player data structure depends on a number
// of other structs: items (internal inventory),
// animation states (closely tied to the sprites
// used to represent them, unfortunately).
#include "d_items.h"
#include "p_pspr.h"
// In addition, the player is just a special
// case of the generic moving object/actor.
#include "p_mobj.h"
// Finally, for odd reasons, the player input
// is buffered within the player data struct,
// as commands per game tick.
#include "d_ticcmd.h"
#ifdef __GNUG__
#pragma interface
#endif
//
// Player states.
//
typedef enum
{
// Playing or camping.
PST_LIVE,
// Dead on the ground, view follows killer.
PST_DEAD,
// Ready to restart/respawn???
PST_REBORN
} playerstate_t;
//
// Player internal flags, for cheats and debug.
//
typedef enum
{
// No clipping, walk through barriers.
CF_NOCLIP = 1,
// No damage, no health loss.
CF_GODMODE = 2,
// Not really a cheat, just a debug aid.
CF_NOMOMENTUM = 4
} cheat_t;
//
// Extended player object info: player_t
//
typedef struct player_s
{
mobj_t* mo;
playerstate_t playerstate;
ticcmd_t cmd;
// Determine POV,
// including viewpoint bobbing during movement.
// Focal origin above r.z
fixed_t viewz;
// Base height above floor for viewz.
fixed_t viewheight;
// Bob/squat speed.
fixed_t deltaviewheight;
// bounded/scaled total momentum.
fixed_t bob;
// This is only used between levels,
// mo->health is used during levels.
int health;
int armorpoints;
// Armor type is 0-2.
int armortype;
// Power ups. invinc and invis are tic counters.
int powers[NUMPOWERS];
boolean cards[NUMCARDS];
boolean backpack;
// Frags, kills of other players.
int frags[MAXPLAYERS];
weapontype_t readyweapon;
// Is wp_nochange if not changing.
weapontype_t pendingweapon;
boolean weaponowned[NUMWEAPONS];
int ammo[NUMAMMO];
int maxammo[NUMAMMO];
// True if button down last tic.
int attackdown;
int usedown;
// Bit flags, for cheats and debug.
// See cheat_t, above.
int cheats;
// Refired shots are less accurate.
int refire;
// For intermission stats.
int killcount;
int itemcount;
int secretcount;
// Hint messages.
char* message;
// For screen flashing (red or bright).
int damagecount;
int bonuscount;
// Who did damage (NULL for floors/ceilings).
mobj_t* attacker;
// So gun flashes light up areas.
int extralight;
// Current PLAYPAL, ???
// can be set to REDCOLORMAP for pain, etc.
int fixedcolormap;
// Player skin colorshift,
// 0-3 for which color to draw player.
int colormap;
// Overlay view sprites (gun, etc).
pspdef_t psprites[NUMPSPRITES];
// True if secret level has been done.
boolean didsecret;
} player_t;
//
// INTERMISSION
// Structure passed e.g. to WI_Start(wb)
//
typedef struct
{
boolean in; // whether the player is in game
// Player stats, kills, collected items etc.
int skills;
int sitems;
int ssecret;
int stime;
int frags[4];
int score; // current score on entry, modified on return
} wbplayerstruct_t;
typedef struct
{
int epsd; // episode # (0-2)
// if true, splash the secret level
boolean didsecret;
// previous and next levels, origin 0
int last;
int next;
int maxkills;
int maxitems;
int maxsecret;
int maxfrags;
// the par time
int partime;
// index of this player in game
int pnum;
wbplayerstruct_t plyr[MAXPLAYERS];
} wbstartstruct_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Typedefs related to to textures etc.,
// isolated here to make it easier separating modules.
//
//-----------------------------------------------------------------------------
#ifndef __D_TEXTUR__
#define __D_TEXTUR__
#include "doomtype.h"
//
// Flats?
//
// a pic is an unmasked block of pixels
typedef struct
{
byte width;
byte height;
byte data;
} pic_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// MapObj data. Map Objects or mobjs are actors, entities,
// thinker, take-your-pick... anything that moves, acts, or
// suffers state changes of more or less violent nature.
//
//-----------------------------------------------------------------------------
#ifndef __D_THINK__
#define __D_THINK__
#ifdef __GNUG__
#pragma interface
#endif
//
// Experimental stuff.
// To compile this as "ANSI C with classes"
// we will need to handle the various
// action functions cleanly.
//
typedef void (*actionf_v)();
typedef void (*actionf_p1)( void* );
typedef void (*actionf_p2)( void*, void* );
typedef union
{
actionf_p1 acp1;
actionf_v acv;
actionf_p2 acp2;
} actionf_t;
// Historically, "think_t" is yet another
// function pointer to a routine to handle
// an actor.
typedef actionf_t think_t;
// Doubly linked list of actors.
typedef struct thinker_s
{
struct thinker_s* prev;
struct thinker_s* next;
think_t function;
} thinker_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_TICCMD__
#define __D_TICCMD__
#include "doomtype.h"
#ifdef __GNUG__
#pragma interface
#endif
// The data sampled per tick (single player)
// and transmitted to other peers (multiplayer).
// Mainly movements/button commands per game tick,
// plus a checksum for internal state consistency.
typedef struct
{
signed char forwardmove; // *2048 for move
signed char sidemove; // *2048 for move
short angleturn; // <<16 for angle delta
short consistancy; // checks for net game
byte chatchar;
byte buttons;
} ticcmd_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// all external data is defined here
// most of the data is loaded into different structures at run time
// some internal structures shared by many modules are here
//
//-----------------------------------------------------------------------------
#ifndef __DOOMDATA__
#define __DOOMDATA__
// The most basic types we use, portability.
#include "doomtype.h"
// Some global defines, that configure the game.
#include "doomdef.h"
//
// Map level types.
// The following data structures define the persistent format
// used in the lumps of the WAD files.
//
// Lump order in a map WAD: each map needs a couple of lumps
// to provide a complete scene geometry description.
enum
{
ML_LABEL, // A separator, name, ExMx or MAPxx
ML_THINGS, // Monsters, items..
ML_LINEDEFS, // LineDefs, from editing
ML_SIDEDEFS, // SideDefs, from editing
ML_VERTEXES, // Vertices, edited and BSP splits generated
ML_SEGS, // LineSegs, from LineDefs split by BSP
ML_SSECTORS, // SubSectors, list of LineSegs
ML_NODES, // BSP nodes
ML_SECTORS, // Sectors, from editing
ML_REJECT, // LUT, sector-sector visibility
ML_BLOCKMAP // LUT, motion clipping, walls/grid element
};
// A single Vertex.
typedef struct
{
short x;
short y;
} mapvertex_t;
// A SideDef, defining the visual appearance of a wall,
// by setting textures and offsets.
typedef struct
{
short textureoffset;
short rowoffset;
char toptexture[8];
char bottomtexture[8];
char midtexture[8];
// Front sector, towards viewer.
short sector;
} mapsidedef_t;
// A LineDef, as used for editing, and as input
// to the BSP builder.
typedef struct
{
short v1;
short v2;
short flags;
short special;
short tag;
// sidenum[1] will be -1 if one sided
short sidenum[2];
} maplinedef_t;
//
// LineDef attributes.
//
// Solid, is an obstacle.
#define ML_BLOCKING 1
// Blocks monsters only.
#define ML_BLOCKMONSTERS 2
// Backside will not be present at all
// if not two sided.
#define ML_TWOSIDED 4
// 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 (use next to windows).
// upper texture unpegged
#define ML_DONTPEGTOP 8
// lower texture unpegged
#define ML_DONTPEGBOTTOM 16
// In AutoMap: don't map as two sided: IT'S A SECRET!
#define ML_SECRET 32
// Sound rendering: don't let sound cross two of these.
#define ML_SOUNDBLOCK 64
// Don't draw on the automap at all.
#define ML_DONTDRAW 128
// Set if already seen, thus drawn in automap.
#define ML_MAPPED 256
// Sector definition, from editing.
typedef struct
{
short floorheight;
short ceilingheight;
char floorpic[8];
char ceilingpic[8];
short lightlevel;
short special;
short tag;
} mapsector_t;
// SubSector, as generated by BSP.
typedef struct
{
short numsegs;
// Index of first one, segs are stored sequentially.
short firstseg;
} mapsubsector_t;
// LineSeg, generated by splitting LineDefs
// using partition lines selected by BSP builder.
typedef struct
{
short v1;
short v2;
short angle;
short linedef;
short side;
short offset;
} mapseg_t;
// BSP node structure.
// Indicate a leaf.
#define NF_SUBSECTOR 0x8000
typedef struct
{
// Partition line from (x,y) to x+dx,y+dy)
short x;
short y;
short dx;
short dy;
// Bounding box for each child,
// clip against view frustum.
short bbox[2][4];
// If NF_SUBSECTOR its a subsector,
// else it's a node of another subtree.
unsigned short children[2];
} mapnode_t;
// Thing definition, position, orientation and type,
// plus skill/visibility flags and attributes.
typedef struct
{
short x;
short y;
short angle;
short type;
short options;
} mapthing_t;
#endif // __DOOMDATA__
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Internally used data structures for virtually everything,
// key definitions, lots of other stuff.
//
//-----------------------------------------------------------------------------
#ifndef __DOOMDEF__
#define __DOOMDEF__
#include <stdio.h>
#include <string.h>
//
// Global parameters/defines.
//
// DOOM version
enum { VERSION_NUM = 110 };
// Game mode handling - identify IWAD version
// to handle IWAD dependend animations etc.
typedef enum
{
shareware, // DOOM 1 shareware, E1, M9
registered, // DOOM 1 registered, E3, M27
commercial, // DOOM 2 retail, E1 M34
// DOOM 2 german edition not handled
retail, // DOOM 1 retail, E4, M36
indetermined // Well, no IWAD found.
} GameMode_t;
// Mission packs - might be useful for TC stuff?
typedef enum
{
doom, // DOOM 1
doom2, // DOOM 2
pack_tnt, // TNT mission pack
pack_plut, // Plutonia pack
none
} GameMission_t;
// Identify language to use, software localization.
typedef enum
{
english,
french,
german,
unknown
} Language_t;
// If rangecheck is undefined,
// most parameter validation debugging code will not be compiled
#define RANGECHECK
// Do or do not use external soundserver.
// The sndserver binary to be run separately
// has been introduced by Dave Taylor.
// The integrated sound support is experimental,
// and unfinished. Default is synchronous.
// Experimental asynchronous timer based is
// handled by SNDINTR.
//#define SNDINTR 1
// This one switches between MIT SHM (no proper mouse)
// and XFree86 DGA (mickey sampling). The original
// linuxdoom used SHM, which is default.
//#define X11_DGA 1
//
// For resize of screen, at start of game.
// It will not work dynamically, see visplanes.
//
#define BASE_WIDTH 320
// It is educational but futile to change this
// scaling e.g. to 2. Drawing of status bar,
// menues etc. is tied to the scale implied
// by the graphics.
#define SCREEN_MUL 1
#define INV_ASPECT_RATIO 0.625 // 0.75, ideally
// Defines suck. C sucks.
// C++ might sucks for OOP, but it sure is a better C.
// So there.
#define SCREENWIDTH 320
//SCREEN_MUL*BASE_WIDTH //320
#define SCREENHEIGHT 200
//(int)(SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO) //200
// The maximum number of players, multiplayer/networking.
#define MAXPLAYERS 4
// State updates, number of tics / second.
#define TICRATE 30
// The current state of the game: whether we are
// playing, gazing at the intermission screen,
// the game final animation, or a demo.
typedef enum
{
GS_LEVEL,
GS_INTERMISSION,
GS_FINALE,
GS_DEMOSCREEN
} gamestate_t;
//
// Difficulty/skill settings/filters.
//
// Skill flags.
#define MTF_EASY 1
#define MTF_NORMAL 2
#define MTF_HARD 4
// Deaf monsters/do not react to sound.
#define MTF_AMBUSH 8
typedef enum
{
sk_baby,
sk_easy,
sk_medium,
sk_hard,
sk_nightmare
} skill_t;
//
// Key cards.
//
typedef enum
{
it_bluecard,
it_yellowcard,
it_redcard,
it_blueskull,
it_yellowskull,
it_redskull,
NUMCARDS
} card_t;
// The defined weapons,
// including a marker indicating
// user has not changed weapon.
typedef enum
{
wp_fist,
wp_pistol,
wp_shotgun,
wp_chaingun,
wp_missile,
wp_plasma,
wp_bfg,
wp_chainsaw,
wp_supershotgun,
NUMWEAPONS,
// No pending weapon change.
wp_nochange
} weapontype_t;
// Ammunition types defined.
typedef enum
{
am_clip, // Pistol / chaingun ammo.
am_shell, // Shotgun / double barreled shotgun.
am_cell, // Plasma rifle, BFG.
am_misl, // Missile launcher.
NUMAMMO,
am_noammo // Unlimited for chainsaw / fist.
} ammotype_t;
// Power up artifacts.
typedef enum
{
pw_invulnerability,
pw_strength,
pw_invisibility,
pw_ironfeet,
pw_allmap,
pw_infrared,
NUMPOWERS
} powertype_t;
//
// Power up durations,
// how many seconds till expiration,
// assuming TICRATE is 35 ticks/second.
//
typedef enum
{
INVULNTICS = (30*TICRATE),
INVISTICS = (60*TICRATE),
INFRATICS = (120*TICRATE),
IRONTICS = (60*TICRATE)
} powerduration_t;
//
// DOOM keyboard definition.
// This is the stuff configured by Setup.Exe.
// Most key data are simple ascii (uppercased).
//
#define KEY_W 'w'
#define KEY_D 'd'
#define KEY_A 'a'
#define KEY_S 's'
#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_TAB 9
#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
// DOOM basic types (boolean),
// and max/min values.
//#include "doomtype.h"
// Fixed point.
//#include "m_fixed.h"
// Endianess handling.
//#include "m_swap.h"
// Binary Angles, sine/cosine/atan lookups.
//#include "tables.h"
// Event type.
//#include "d_event.h"
// Game function, skills.
//#include "g_game.h"
// All external data is defined here.
//#include "doomdata.h"
// All important printed strings.
// Language selection (message strings).
//#include "dstrings.h"
// Player is a special actor.
//struct player_s;
//#include "d_items.h"
//#include "d_player.h"
//#include "p_mobj.h"
//#include "d_net.h"
// PLAY
//#include "p_tick.h"
// Header, generated by sound utility.
// The utility was written by Dave Taylor.
//#include "sounds.h"
#endif // __DOOMDEF__
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// All the global variables that store the internal state.
// Theoretically speaking, the internal state of the engine
// should be found by looking at the variables collected
// here, and every relevant module will have to include
// this header file.
// In practice, things are a bit messy.
//
//-----------------------------------------------------------------------------
#ifndef __D_STATE__
#define __D_STATE__
// We need globally shared data structures,
// for defining the global state variables.
#include "doomdata.h"
#include "d_net.h"
// We need the playr data structure as well.
#include "d_player.h"
#ifdef __GNUG__
#pragma interface
#endif
// ------------------------
// Command line parameters.
//
extern boolean nomonsters; // checkparm of -nomonsters
extern boolean respawnparm; // checkparm of -respawn
extern boolean fastparm; // checkparm of -fast
extern boolean devparm; // DEBUG: launched with -devparm
// -----------------------------------------------------
// Game Mode - identify IWAD as shareware, retail etc.
//
extern GameMode_t gamemode;
extern GameMission_t gamemission;
// Set if homebrew PWAD stuff has been added.
extern boolean modifiedgame;
// -------------------------------------------
// Language.
extern Language_t language;
// -------------------------------------------
// Selected skill type, map etc.
//
// Defaults for menu, methinks.
extern skill_t startskill;
extern int startepisode;
extern int startmap;
extern boolean autostart;
// Selected by user.
extern skill_t gameskill;
extern int gameepisode;
extern int gamemap;
// Nightmare mode flag, single player.
extern boolean respawnmonsters;
// Netgame? Only true if >1 player.
extern boolean netgame;
// Flag: true only if started as net deathmatch.
// An enum might handle altdeath/cooperative better.
extern boolean deathmatch;
// -------------------------
// Internal parameters for sound rendering.
// These have been taken from the DOS version,
// but are not (yet) supported with Linux
// (e.g. no sound volume adjustment with menu.
// These are not used, but should be (menu).
// From m_menu.c:
// Sound FX volume has default, 0 - 15
// Music volume has default, 0 - 15
// These are multiplied by 8.
extern int snd_SfxVolume; // maximum volume for sound
extern int snd_MusicVolume; // maximum volume for music
// Current music/sfx card - index useless
// w/o a reference LUT in a sound module.
// Ideally, this would use indices found
// in: /usr/include/linux/soundcard.h
extern int snd_MusicDevice;
extern int snd_SfxDevice;
// Config file? Same disclaimer as above.
extern int snd_DesiredMusicDevice;
extern int snd_DesiredSfxDevice;
// -------------------------
// Status flags for refresh.
//
// Depending on view size - no status bar?
// Note that there is no way to disable the
// status bar explicitely.
extern boolean statusbaractive;
extern boolean automapactive; // In AutoMap mode?
extern boolean menuactive; // Menu overlayed?
extern boolean paused; // Game Pause?
extern boolean viewactive;
extern boolean nodrawers;
extern boolean noblit;
extern int viewwindowx;
extern int viewwindowy;
extern int viewheight;
extern int viewwidth;
extern int scaledviewwidth;
// This one is related to the 3-screen display mode.
// ANG90 = left side, ANG270 = right
extern int viewangleoffset;
// Player taking events, and displaying.
extern int consoleplayer;
extern int displayplayer;
// -------------------------------------
// Scores, rating.
// Statistics on a given map, for intermission.
//
extern int totalkills;
extern int totalitems;
extern int totalsecret;
// Timer, for scores.
extern int levelstarttic; // gametic at level start
extern int leveltime; // tics in game play for par
// --------------------------------------
// DEMO playback/recording related stuff.
// No demo, there is a human player in charge?
// Disable save/end game?
extern boolean usergame;
//?
extern boolean demoplayback;
extern boolean demorecording;
// Quit after playing a demo from cmdline.
extern boolean singledemo;
//?
extern gamestate_t gamestate;
//-----------------------------
// Internal parameters, fixed.
// These are set by the engine, and not changed
// according to user inputs. Partly load from
// WAD, partly set at startup time.
extern int gametic;
// Bookkeeping on players - state.
extern player_t players[MAXPLAYERS];
// Alive? Disconnected?
extern boolean playeringame[MAXPLAYERS];
// Player spawn spots for deathmatch.
#define MAX_DM_STARTS 10
extern mapthing_t deathmatchstarts[MAX_DM_STARTS];
extern mapthing_t* deathmatch_p;
// Player spawn spots.
extern mapthing_t playerstarts[MAXPLAYERS];
// Intermission stats.
// Parameters for world map / intermission.
extern wbstartstruct_t wminfo;
// LUT of ammunition limits for each kind.
// This doubles with BackPack powerup item.
extern int maxammo[NUMAMMO];
//-----------------------------------------
// Internal parameters, used for engine.
//
// File handling stuff.
extern char basedefault[1024];
extern FILE* debugfile;
// if true, load all graphics at level load
extern boolean precache;
// wipegamestate can be set to -1
// to force a wipe on the next draw
extern gamestate_t wipegamestate;
extern int mouseSensitivity;
//?
// debug flag to cancel adaptiveness
extern boolean singletics;
extern int bodyqueslot;
// Needed to store the number of the dummy sky flat.
// Used for rendering,
// as well as tracking projectiles etc.
extern int skyflatnum;
// Netgame stuff (buffers and pointers, i.e. indices).
// This is ???
extern doomcom_t* doomcom;
// This points inside doomcom.
extern doomdata_t* netbuffer;
extern ticcmd_t localcmds[BACKUPTICS];
extern int rndindex;
extern int maketic;
extern int nettics[MAXNETNODES];
extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
extern int ticdup;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Simple basic typedefs, isolated here to make it easier
// separating modules.
//
//-----------------------------------------------------------------------------
#ifndef __DOOMTYPE__
#define __DOOMTYPE__
//#ifndef __BYTEBOOL__
//#define __BYTEBOOL__
// Fixed to use builtin bool type with C++.
// #ifdef __cplusplus
// typedef bool boolean;
// #else
// #endif
//typedef unsigned int boolean;
typedef enum {false=0, true,forced=0xFFFFFFFF} boolean;
typedef unsigned char byte;
//#endif
// Predefined with some OS.
#ifdef LINUX
#include <values.h>
#else
#ifndef MAXCHAR
#define MAXCHAR ((char)0x7f)
#endif
#ifndef MAXSHORT
#define MAXSHORT ((short)0x7fff)
#endif
// Max pos 32-bit int.
#ifndef MAXINT
#define MAXINT ((int)0x7fffffff)
#endif
#ifndef MAXLONG
#define MAXLONG ((long)0x7fffffff)
#endif
#ifndef MINCHAR
#define MINCHAR ((char)0x80)
#endif
#ifndef MINSHORT
#define MINSHORT ((short)0x8000)
#endif
// Max negative 32-bit integer.
#ifndef MININT
#define MININT ((int)0x80000000)
#endif
#ifndef MINLONG
#define MINLONG ((long)0x80000000)
#endif
#endif
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//
// $Log:$
//
// DESCRIPTION:
// DOOM strings, by language.
//
//-----------------------------------------------------------------------------
#ifndef __DSTRINGS__
#define __DSTRINGS__
// All important printed strings.
// Language selection (message strings).
// Use -DFRENCH etc.
#ifdef FRENCH
#include "d_french.h"
#else
#include "d_englsh.h"
#endif
// Misc. other strings.
//#define SAVEGAMENAME "doomsav"
//
// File locations,
// relative to current position.
// Path names are OS-sensitive.
//
#define DEVMAPS "devmaps"
#define DEVDATA "devdata"
// Not done in french?
// QuitDOOM messages
#define NUM_QUITMESSAGES 22
extern char* endmsg[];
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//
//
//-----------------------------------------------------------------------------
#ifndef __F_FINALE__
#define __F_FINALE__
#include "doomtype.h"
#include "d_event.h"
//
// FINALE
//
// Called by main loop.
boolean F_Responder (event_t* ev);
// Called by main loop.
void F_Ticker (void);
// Called by main loop.
void F_Drawer (void);
void F_StartFinale (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Mission start screen wipe/melt, special effects.
//
//-----------------------------------------------------------------------------
#ifndef __F_WIPE_H__
#define __F_WIPE_H__
//
// SCREEN WIPE PACKAGE
//
enum
{
// simple gradual pixel change for 8-bit only
wipe_ColorXForm,
// weird screen melt
wipe_Melt,
wipe_NUMWIPES
};
int
wipe_StartScreen
( int x,
int y,
int width,
int height );
int
wipe_EndScreen
( int x,
int y,
int width,
int height );
int
wipe_ScreenWipe
( int wipeno,
int x,
int y,
int width,
int height,
int ticks );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Duh.
//
//-----------------------------------------------------------------------------
#ifndef __G_GAME__
#define __G_GAME__
#include "doomdef.h"
#include "d_event.h"
//
// GAME
//
void G_DeathMatchSpawnPlayer (int playernum);
void G_InitNew (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_DeferedInitNew (skill_t skill, int episode, int map);
void G_DeferedPlayDemo (char* demo);
// Can be called by the startup code or M_Responder,
// calls P_SetupLevel or W_EnterWorld.
void G_LoadGame (char* name);
void G_DoLoadGame (void);
// Called by M_Responder.
void G_SaveGame (int slot, char* description);
// Only called by startup code.
void G_RecordDemo (char* name);
void G_BeginRecording (void);
void G_PlayDemo (char* name);
void G_TimeDemo (char* name);
boolean G_CheckDemoStatus (void);
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);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION: none
//
//-----------------------------------------------------------------------------
#ifndef __HULIB__
#define __HULIB__
// We are referring to patches.
#include "r_defs.h"
// background and foreground screen numbers
// different from other modules.
#define BG 1
#define FG 0
// font stuff
#define HU_CHARERASE KEY_BACKSPACE
#define HU_MAXLINES 4
#define HU_MAXLINELENGTH 80
//
// Typedefs of widgets
//
// Text Line widget
// (parent of Scrolling Text and Input Text widgets)
typedef struct
{
// left-justified position of scrolling text window
int x;
int y;
patch_t** f; // font
int sc; // start character
char l[HU_MAXLINELENGTH+1]; // line of text
int len; // current line length
// whether this line needs to be udpated
int needsupdate;
} hu_textline_t;
// Scrolling Text window widget
// (child of Text Line widget)
typedef struct
{
hu_textline_t l[HU_MAXLINES]; // text lines to draw
int h; // height in lines
int cl; // current line number
// pointer to boolean stating whether to update window
boolean* on;
boolean laston; // last value of *->on.
} hu_stext_t;
// Input Text Line widget
// (child of Text Line widget)
typedef struct
{
hu_textline_t l; // text line to input on
// left margin past which I am not to delete characters
int lm;
// pointer to boolean stating whether to update window
boolean* on;
boolean laston; // last value of *->on;
} hu_itext_t;
//
// Widget creation, access, and update routines
//
// initializes heads-up widget library
void HUlib_init(void);
//
// textline code
//
// clear a line of text
void HUlib_clearTextLine(hu_textline_t *t);
void HUlib_initTextLine(hu_textline_t *t, int x, int y, patch_t **f, int sc);
// returns success
boolean HUlib_addCharToTextLine(hu_textline_t *t, char ch);
// returns success
boolean HUlib_delCharFromTextLine(hu_textline_t *t);
// draws tline
void HUlib_drawTextLine(hu_textline_t *l, boolean drawcursor);
// erases text line
void HUlib_eraseTextLine(hu_textline_t *l);
//
// Scrolling Text window widget routines
//
// ?
void
HUlib_initSText
( hu_stext_t* s,
int x,
int y,
int h,
patch_t** font,
int startchar,
boolean* on );
// add a new line
void HUlib_addLineToSText(hu_stext_t* s);
// ?
void
HUlib_addMessageToSText
( hu_stext_t* s,
char* prefix,
char* msg );
// draws stext
void HUlib_drawSText(hu_stext_t* s);
// erases all stext lines
void HUlib_eraseSText(hu_stext_t* s);
// Input Text Line widget routines
void
HUlib_initIText
( hu_itext_t* it,
int x,
int y,
patch_t** font,
int startchar,
boolean* on );
// enforces left margin
void HUlib_delCharFromIText(hu_itext_t* it);
// enforces left margin
void HUlib_eraseLineFromIText(hu_itext_t* it);
// resets line and left margin
void HUlib_resetIText(hu_itext_t* it);
// left of left-margin
void
HUlib_addPrefixToIText
( hu_itext_t* it,
char* str );
// whether eaten
boolean
HUlib_keyInIText
( hu_itext_t* it,
unsigned char ch );
void HUlib_drawIText(hu_itext_t* it);
// erases all itext lines
void HUlib_eraseIText(hu_itext_t* it);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION: Head up display
//
//-----------------------------------------------------------------------------
#ifndef __HU_STUFF_H__
#define __HU_STUFF_H__
#include "d_event.h"
//
// Globally visible constants.
//
#define HU_FONTSTART '!' // the first font characters
#define HU_FONTEND '_' // the last font characters
// Calculate # of glyphs in font.
#define HU_FONTSIZE (HU_FONTEND - HU_FONTSTART + 1)
#define HU_BROADCAST 5
#define HU_MSGREFRESH KEY_ENTER
#define HU_MSGX 0
#define HU_MSGY 0
#define HU_MSGWIDTH 64 // in characters
#define HU_MSGHEIGHT 1 // in lines
#define HU_MSGTIMEOUT (4*TICRATE)
//
// HEADS UP TEXT
//
void HU_Init(void);
void HU_Start(void);
boolean HU_Responder(event_t* ev);
void HU_Ticker(void);
void HU_Drawer(void);
char HU_dequeueChatChar(void);
void HU_Erase(void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific network interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __I_NET__
#define __I_NET__
#ifdef __GNUG__
#pragma interface
#endif
// Called by D_DoomMain.
void I_InitNetwork (void);
void I_NetCmd (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//
// DESCRIPTION:
// System interface, sound.
//
//-----------------------------------------------------------------------------
#ifndef __I_SOUND__
#define __I_SOUND__
#include "doomdef.h"
#include "doomstat.h"
#include "sounds.h"
// Init at program start...
void I_InitSound();
// ... shut down and relase at program termination.
void I_ShutdownSound(void);
//
// SFX I/O
//
// Initialize channels?
void I_SetChannels();
// Get raw data lump index for sound descriptor.
int I_GetSfxLumpNum (sfxinfo_t* sfxinfo );
// Starts a sound in a particular sound channel.
int
I_StartSound
( int id,
int vol,
int sep,
int pitch,
int priority );
// Stops a sound channel.
void I_StopSound(int handle);
// Called by S_*() functions
// to see if a channel is still playing.
// Returns 0 if no longer playing, 1 if playing.
int I_SoundIsPlaying(int handle);
// Updates the volume, separation,
// and pitch of a sound channel.
void
I_UpdateSoundParams
( int handle,
int vol,
int sep,
int pitch );
//
// MUSIC I/O
//
void I_InitMusic(void);
void I_ShutdownMusic(void);
// Volume.
void I_SetMusicVolume(int volume);
// PAUSE game handling.
void I_PauseSong(int handle);
void I_ResumeSong(int handle);
// Registers a song handle to song data.
int I_RegisterSong(void *data);
// 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.
// Horrible thing to do, considering.
void
I_PlaySong
( int handle,
int looping );
// Stops a song over 3 seconds.
void I_StopSong(int handle);
// See above (register), then think backwards
void I_UnRegisterSong(int handle);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __I_SYSTEM__
#define __I_SYSTEM__
#include "d_ticcmd.h"
#include "d_event.h"
#ifdef __GNUG__
#pragma interface
#endif
// Called by DoomMain.
void I_Init (void);
// Called by startup code
// to get the ammount of memory to malloc
// for the zone management.
byte* I_ZoneBase (int *size);
// Called by D_DoomLoop,
// returns current time in tics.
int I_GetTime (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_StartFrame (void);
//
// Called by D_DoomLoop,
// called before processing each tic in a frame.
// Quick syncronous operations are performed here.
// Can call D_PostEvent.
void I_StartTic (void);
// Asynchronous interrupt functions should maintain private queues
// that are read by the synchronous functions
// to be converted into events.
// Either returns a null ticcmd,
// or calls a loadable driver to build it.
// This ticcmd will then be modified by the gameloop
// for normal input.
ticcmd_t* I_BaseTiccmd (void);
// Called by M_Responder when quit is selected.
// Clean exit, displays sell blurb.
void I_Quit (void);
// Allocates from low memory under dos,
// just mallocs under unix
byte* I_AllocLow (int length);
void I_Tactile (int on, int off, int total);
void I_Error (char *error, ...);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __I_VIDEO__
#define __I_VIDEO__
#include "doomtype.h"
#ifdef __GNUG__
#pragma interface
#endif
// Called by D_DoomMain,
// determines the hardware configuration
// and sets up the video mode
void I_InitGraphics (void);
void I_ShutdownGraphics(void);
// Takes full 8 bit values.
void I_SetPalette (byte* palette);
void I_UpdateNoBlit (void);
void I_FinishUpdate (void);
// Wait for vertical retrace or pause a bit.
void I_WaitVBL(int count);
void I_ReadScreen (byte* scr);
void I_BeginRead (void);
void I_EndRead (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Nil.
//
//-----------------------------------------------------------------------------
#ifndef __M_ARGV__
#define __M_ARGV__
//
// MISC
//
extern int myargc;
extern char** myargv;
// Returns the position of the given parameter
// in the arg list (0 if not found).
int M_CheckParm (char* check);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Nil.
//
//-----------------------------------------------------------------------------
#ifndef __M_BBOX__
#define __M_BBOX__
#include "doomtype.h"
#include "m_fixed.h"
// Bounding box coordinate storage.
enum
{
BOXTOP,
BOXBOTTOM,
BOXLEFT,
BOXRIGHT
}; // bbox coordinates
// Bounding box functions.
void M_ClearBox (fixed_t* box);
void
M_AddToBox
( fixed_t* box,
fixed_t x,
fixed_t y );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Cheat code checking.
//
//-----------------------------------------------------------------------------
#ifndef __M_CHEAT__
#define __M_CHEAT__
//
// CHEAT SEQUENCE PACKAGE
//
#define SCRAMBLE(a) \
((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \
+ (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7))
typedef struct
{
unsigned char* sequence;
unsigned char* p;
} cheatseq_t;
int
cht_CheckCheat
( cheatseq_t* cht,
char key );
void
cht_GetParam
( cheatseq_t* cht,
char* buffer );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Fixed point arithemtics, implementation.
//
//-----------------------------------------------------------------------------
#ifndef __M_FIXED__
#define __M_FIXED__
#ifdef __GNUG__
#pragma interface
#endif
//
// Fixed point, 32bit as 16.16.
//
#define FRACBITS 16
#define FRACUNIT (1<<FRACBITS)
typedef int fixed_t;
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);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Menu widget stuff, episode selection and such.
//
//-----------------------------------------------------------------------------
#ifndef __M_MENU__
#define __M_MENU__
#include "d_event.h"
//
// MENUS
//
// Called by main loop,
// saves config file and calls I_Quit when user exits.
// Even when the menu is not displayed,
// this can resize the view and change game parameters.
// Does all the real work of the menu interaction.
boolean M_Responder (event_t *ev);
// Called by main loop,
// only used for menu (skull cursor) animation.
void M_Ticker (void);
// Called by main loop,
// draws the menus directly into the screen buffer.
void M_Drawer (void);
// Called by D_DoomMain,
// loads the config file.
void M_Init (void);
// Called by intro code to force menu up upon a keypress,
// does nothing if menu is already up.
void M_StartControlPanel (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//
//
//-----------------------------------------------------------------------------
#ifndef __M_MISC__
#define __M_MISC__
#include "doomtype.h"
//
// MISC
//
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 );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//
//
//-----------------------------------------------------------------------------
#ifndef __M_RANDOM__
#define __M_RANDOM__
#include "doomtype.h"
// Returns a number from 0 to 255,
// from a lookup table.
int M_Random (void);
// As M_Random, but used only by the play simulation.
int P_Random (void);
// Fix randoms for demos.
void M_ClearRandom (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Endianess handling, swapping 16bit and 32bit.
//
//-----------------------------------------------------------------------------
#ifndef __M_SWAP__
#define __M_SWAP__
#ifdef __GNUG__
#pragma interface
#endif
// Endianess handling.
// WAD files are stored little endian.
#ifdef __BIG_ENDIAN__
short SwapSHORT(short);
long SwapLONG(long);
#define SHORT(x) ((short)SwapSHORT((unsigned short) (x)))
#define LONG(x) ((long)SwapLONG((unsigned long) (x)))
#else
#define SHORT(x) (x)
#define LONG(x) (x)
#endif
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//
//
//-----------------------------------------------------------------------------
#ifndef __P_INTER__
#define __P_INTER__
#ifdef __GNUG__
#pragma interface
#endif
boolean P_GivePower(player_t*, int);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Play functions, animation, global header.
//
//-----------------------------------------------------------------------------
#ifndef __P_LOCAL__
#define __P_LOCAL__
#ifndef __R_LOCAL__
#include "r_local.h"
#endif
#define FLOATSPEED (FRACUNIT*4)
#define MAXHEALTH 100
#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 do not 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)
// follow a player exlusively for 3 seconds
#define BASETHRESHOLD 100
//
// P_TICK
//
// both the head and tail of the thinker list
extern thinker_t thinkercap;
void P_InitThinkers (void);
void P_AddThinker (thinker_t* thinker);
void P_RemoveThinker (thinker_t* thinker);
//
// P_PSPR
//
void P_SetupPsprites (player_t* curplayer);
void P_MovePsprites (player_t* curplayer);
void P_DropWeapon (player_t* player);
//
// P_USER
//
void P_PlayerThink (player_t* player);
//
// P_MOBJ
//
#define ONFLOORZ MININT
#define ONCEILINGZ MAXINT
// Time interval for item respawning.
#define ITEMQUESIZE 128
extern mapthing_t itemrespawnque[ITEMQUESIZE];
extern int itemrespawntime[ITEMQUESIZE];
extern int iquehead;
extern int iquetail;
void P_RespawnSpecials (void);
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);
void P_MobjThinker (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);
mobj_t* P_SpawnMissile (mobj_t* source, mobj_t* dest, mobjtype_t type);
void P_SpawnPlayerMissile (mobj_t* source, mobjtype_t type);
//
// P_ENEMY
//
void P_NoiseAlert (mobj_t* target, mobj_t* emmiter);
//
// P_MAPUTL
//
typedef struct
{
fixed_t x;
fixed_t y;
fixed_t dx;
fixed_t dy;
} divline_t;
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];
extern intercept_t* 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;
extern fixed_t openbottom;
extern fixed_t 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
//
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
extern boolean floatok;
extern fixed_t tmfloorz;
extern fixed_t tmceilingz;
extern line_t* ceilingline;
boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y);
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;
extern int bmapheight; // in mapblocks
extern fixed_t bmaporgx;
extern fixed_t bmaporgy; // origin of block map
extern mobj_t** blocklinks; // for thing chains
//
// P_INTER
//
extern int maxammo[NUMAMMO];
extern int clipammo[NUMAMMO];
void
P_TouchSpecialThing
( mobj_t* special,
mobj_t* toucher );
void
P_DamageMobj
( mobj_t* target,
mobj_t* inflictor,
mobj_t* source,
int damage );
//
// P_SPEC
//
#include "p_spec.h"
#endif // __P_LOCAL__
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Map Objects, MObj, definition and handling.
//
//-----------------------------------------------------------------------------
#ifndef __P_MOBJ__
#define __P_MOBJ__
// Basics.
#include "tables.h"
#include "m_fixed.h"
// We need the thinker_t stuff.
#include "d_think.h"
// We need the WAD data structure for Map things,
// from the THINGS lump.
#include "doomdata.h"
// States are tied to finite states are
// tied to animation frames.
// Needs precompiled tables/data structures.
#include "info.h"
#ifdef __GNUG__
#pragma interface
#endif
//
// NOTES: mobj_t
//
// 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 its 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 by 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 its origin contained.
//
// A valid mobj_t is a mobj_t that has the proper subsector_t
// filled in for its xy coordinates and is linked into the
// sector from which the subsector was made, 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.
//
// Any questions?
//
//
// Misc. mobj flags
//
typedef enum
{
// Call P_SpecialThing when touched.
MF_SPECIAL = 1,
// Blocks.
MF_SOLID = 2,
// Can be hit.
MF_SHOOTABLE = 4,
// Don't use the sector links (invisible but touchable).
MF_NOSECTOR = 8,
// Don't use the blocklinks (inert but displayable)
MF_NOBLOCKMAP = 16,
// Not to be activated by sound, deaf monster.
MF_AMBUSH = 32,
// Will try to attack right back.
MF_JUSTHIT = 64,
// Will take at least one step before attacking.
MF_JUSTATTACKED = 128,
// On level spawning (initial position),
// hang from ceiling instead of stand on floor.
MF_SPAWNCEILING = 256,
// Don't apply gravity (every tic),
// that is, object will float, keeping current height
// or changing it actively.
MF_NOGRAVITY = 512,
// Movement flags.
// This allows jumps from high places.
MF_DROPOFF = 0x400,
// For players, will pick up items.
MF_PICKUP = 0x800,
// Player cheat. ???
MF_NOCLIP = 0x1000,
// Player: keep info about sliding along walls.
MF_SLIDE = 0x2000,
// Allow moves to any height, no gravity.
// For active floaters, e.g. cacodemons, pain elementals.
MF_FLOAT = 0x4000,
// Don't cross lines
// ??? or look at heights on teleport.
MF_TELEPORT = 0x8000,
// Don't hit same species, explode on block.
// Player missiles as well as fireballs of various kinds.
MF_MISSILE = 0x10000,
// Dropped by a demon, not level spawned.
// E.g. ammo clips dropped by dying former humans.
MF_DROPPED = 0x20000,
// Use fuzzy draw (shadow demons or spectres),
// temporary player invisibility powerup.
MF_SHADOW = 0x40000,
// Flag: don't bleed when shot (use puff),
// barrels and shootable furniture shall not bleed.
MF_NOBLOOD = 0x80000,
// Don't stop moving halfway off a step,
// that is, have dead bodies slide down all the way.
MF_CORPSE = 0x100000,
// Floating to a height for a move, ???
// don't auto float to target's height.
MF_INFLOAT = 0x200000,
// On kill, count this enemy object
// towards intermission kill total.
// Happy gathering.
MF_COUNTKILL = 0x400000,
// On picking up, count this item object
// towards intermission item total.
MF_COUNTITEM = 0x800000,
// Special handling: skull in flight.
// Neither a cacodemon nor a missile.
MF_SKULLFLY = 0x1000000,
// Don't spawn this object
// in death match mode (e.g. key cards).
MF_NOTDMATCH = 0x2000000,
// Player sprites in multiplayer modes are modified
// using an internal color lookup table for re-indexing.
// If 0x4 0x8 or 0xc,
// use a translation table for player colormaps
MF_TRANSLATION = 0xc000000,
// Hmm ???.
MF_TRANSSHIFT = 26
} mobjflag_t;
// Map Object definition.
typedef struct mobj_s
{
// List: thinker links.
thinker_t thinker;
// Info for drawing: position.
fixed_t x;
fixed_t y;
fixed_t z;
// More list: links in sector (if needed)
struct mobj_s* snext;
struct mobj_s* sprev;
//More drawing info: to determine current sprite.
angle_t angle; // orientation
spritenum_t sprite; // used to find patch_t and flip value
int frame; // might be ORed with FF_FULLBRIGHT
// Interaction info, by BLOCKMAP.
// Links in blocks (if needed).
struct mobj_s* bnext;
struct mobj_s* bprev;
struct subsector_s* subsector;
// The closest interval over all contacted Sectors.
fixed_t floorz;
fixed_t ceilingz;
// For movement checking.
fixed_t radius;
fixed_t height;
// Momentums, used to update position.
fixed_t momx;
fixed_t momy;
fixed_t momz;
// If == validcount, already checked.
int validcount;
mobjtype_t type;
mobjinfo_t* info; // &mobjinfo[mobj->type]
int tics; // state tic counter
state_t* state;
int flags;
int health;
// Movement direction, movement generation (zig-zagging).
int movedir; // 0-7
int movecount; // when 0, select a new dir
// Thing being chased/attacked (or NULL),
// also the originator for missiles.
struct mobj_s* target;
// Reaction time: if non 0, don't attack yet.
// Used by player to freeze a bit after teleporting.
int reactiontime;
// If >0, the target will be chased
// no matter what (even if shot)
int threshold;
// Additional info record for player avatars only.
// Only valid if type == MT_PLAYER
struct player_s* player;
// Player number last looked for.
int lastlook;
// For nightmare respawn.
mapthing_t spawnpoint;
// Thing being chased/attacked for tracers.
struct mobj_s* tracer;
} mobj_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Sprite animation.
//
//-----------------------------------------------------------------------------
#ifndef __P_PSPR__
#define __P_PSPR__
// Basic data types.
// Needs fixed point, and BAM angles.
#include "m_fixed.h"
#include "tables.h"
//
// Needs to include the precompiled
// sprite animation tables.
// Header generated by multigen utility.
// This includes all the data for thing animation,
// i.e. the Thing Atrributes table
// and the Frame Sequence table.
#include "info.h"
#ifdef __GNUG__
#pragma interface
#endif
//
// Frame flags:
// handles maximum brightness (torches, muzzle flare, light sources)
//
#define FF_FULLBRIGHT 0x8000 // flag in thing->frame
#define FF_FRAMEMASK 0x7fff
//
// Overlay psprites are scaled shapes
// drawn 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;
fixed_t sy;
} pspdef_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Savegame I/O, archiving, persistence.
//
//-----------------------------------------------------------------------------
#ifndef __P_SAVEG__
#define __P_SAVEG__
#ifdef __GNUG__
#pragma interface
#endif
// Persistent storage/archiving.
// These are the load / save game routines.
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);
extern byte* save_p;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Setup a game, startup stuff.
//
//-----------------------------------------------------------------------------
#ifndef __P_SETUP__
#define __P_SETUP__
#ifdef __GNUG__
#pragma interface
#endif
// NOT called by W_Ticker. Fixme.
void
P_SetupLevel
( int episode,
int map,
int playermask,
skill_t skill);
// Called by startup code.
void P_Init (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION: none
// Implements special effects:
// Texture animation, height or lighting changes
// according to adjacent sectors, respective
// utility functions, etc.
//
//-----------------------------------------------------------------------------
#ifndef __P_SPEC__
#define __P_SPEC__
//
// End-level timer (-TIMER option)
//
extern boolean levelTimer;
extern int levelTimeCount;
// Define values for map objects
#define MO_TELEPORTMAN 14
// at game start
void P_InitPicAnims (void);
// at map load
void P_SpawnSpecials (void);
// every tic
void P_UpdateSpecials (void);
// when needed
boolean
P_UseSpecialLine
( mobj_t* thing,
line_t* line,
int side );
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;
} fireflicker_t;
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 P_SpawnFireFlicker (sector_t* sector);
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;
// max # of wall switches in a level
#define MAXSWITCHES 50
// 4 players, 4 buttons each at once, max.
#define MAXBUTTONS 16
// 1 second, in ticks.
#define BUTTONTIME 35
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,
blazeDWUS
} 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,
blazeRaise,
blazeOpen,
blazeClose
} vldoor_e;
typedef struct
{
thinker_t thinker;
vldoor_e type;
sector_t* sector;
fixed_t topheight;
fixed_t speed;
// 1 = up, 0 = waiting at top, -1 = down
int direction;
// tics to wait at the top
int topwait;
// (keep in case a door going down is reset)
// when it reaches 0, start going down
int topcountdown;
} 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 );
int
EV_DoLockedDoor
( line_t* line,
vldoor_e type,
mobj_t* thing );
void T_VerticalDoor (vldoor_t* door);
void P_SpawnDoorCloseIn30 (sector_t* sec);
void
P_SpawnDoorRaiseIn5Mins
( sector_t* sec,
int secnum );
#if 0 // UNUSED
//
// Sliding doors...
//
typedef enum
{
sd_opening,
sd_waiting,
sd_closing
} sd_e;
typedef enum
{
sdt_openOnly,
sdt_closeOnly,
sdt_openAndClose
} sdt_e;
typedef struct
{
thinker_t thinker;
sdt_e type;
line_t* line;
int frame;
int whichDoorIndex;
int timer;
sector_t* frontsector;
sector_t* backsector;
sd_e status;
} slidedoor_t;
typedef struct
{
char frontFrame1[9];
char frontFrame2[9];
char frontFrame3[9];
char frontFrame4[9];
char backFrame1[9];
char backFrame2[9];
char backFrame3[9];
char backFrame4[9];
} slidename_t;
typedef struct
{
int frontFrames[4];
int backFrames[4];
} slideframe_t;
// how many frames of animation
#define SNUMFRAMES 4
#define SDOORWAIT 35*3
#define SWAITTICS 4
// how many diff. types of anims
#define MAXSLIDEDOORS 5
void P_InitSlidingDoorFrames(void);
void
EV_SlidingDoor
( line_t* line,
mobj_t* thing );
#endif
//
// P_CEILNG
//
typedef enum
{
lowerToFloor,
raiseToHighest,
lowerAndCrush,
crushAndRaise,
fastCrushAndRaise,
silentCrushAndRaise
} ceiling_e;
typedef struct
{
thinker_t thinker;
ceiling_e type;
sector_t* sector;
fixed_t bottomheight;
fixed_t topheight;
fixed_t speed;
boolean crush;
// 1 = up, 0 = waiting, -1 = down
int direction;
// ID
int tag;
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
{
// lower floor to highest surrounding floor
lowerFloor,
// lower floor to lowest surrounding floor
lowerFloorToLowest,
// lower floor to highest surrounding floor VERY FAST
turboLower,
// raise floor to lowest surrounding CEILING
raiseFloor,
// raise floor to next highest surrounding floor
raiseFloorToNearest,
// raise floor to shortest height texture around it
raiseToTexture,
// lower floor to lowest surrounding floor
// and change floorpic
lowerAndChange,
raiseFloor24,
raiseFloor24AndChange,
raiseFloorCrush,
// raise to next highest floor, turbo-speed
raiseFloorTurbo,
donutRaise,
raiseFloor512
} floor_e;
typedef enum
{
build8, // slowly build by 8
turbo16 // quickly build by 16
} stair_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,
stair_e type );
int
EV_DoFloor
( line_t* line,
floor_e floortype );
void T_MoveFloor( floormove_t* floor);
//
// P_TELEPT
//
int
EV_Teleport
( line_t* line,
int side,
mobj_t* thing );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// ?
//
//-----------------------------------------------------------------------------
#ifndef __P_TICK__
#define __P_TICK__
#ifdef __GNUG__
#pragma interface
#endif
// Called by C_Ticker,
// can call G_PlayerExited.
// Carries out all thinking of monsters and players.
void P_Ticker (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh module, BSP traversal and handling.
//
//-----------------------------------------------------------------------------
#ifndef __R_BSP__
#define __R_BSP__
#ifdef __GNUG__
#pragma interface
#endif
extern seg_t* curline;
extern side_t* sidedef;
extern line_t* linedef;
extern sector_t* frontsector;
extern sector_t* backsector;
extern int rw_x;
extern int rw_stopx;
extern boolean segtextured;
// false if the back side is the same plane
extern boolean markfloor;
extern boolean markceiling;
extern boolean skymap;
extern drawseg_t drawsegs[MAXDRAWSEGS];
extern drawseg_t* ds_p;
extern lighttable_t** hscalelight;
extern lighttable_t** vscalelight;
extern lighttable_t** dscalelight;
typedef void (*drawfunc_t) (int start, int stop);
// BSP?
void R_ClearClipSegs (void);
void R_ClearDrawSegs (void);
void R_RenderBSPNode (int bspnum);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh module, data I/O, caching, retrieval of graphics
// by name.
//
//-----------------------------------------------------------------------------
#ifndef __R_DATA__
#define __R_DATA__
#include "r_defs.h"
#include "r_state.h"
#ifdef __GNUG__
#pragma interface
#endif
// Retrieve column data for span blitting.
byte*
R_GetColumn
( int tex,
int col );
// I/O, setting up the stuff.
void R_InitData (void);
void R_PrecacheLevel (void);
// Retrieval.
// Floor/ceiling opaque texture tiles,
// lookup by name. For animation?
int R_FlatNumForName (char* name);
// Called by P_Ticker for switches and animations,
// returns the texture number for the texture name.
int R_TextureNumForName (char *name);
int R_CheckTextureNumForName (char *name);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh/rendering module, shared data struct definitions.
//
//-----------------------------------------------------------------------------
#ifndef __R_DEFS__
#define __R_DEFS__
#include "doomtype.h"
// Screenwidth.
#include "doomdef.h"
// Some more or less basic data types
// we depend on.
#include "m_fixed.h"
// We rely on the thinker data struct
// to handle sound origins in sectors.
#include "d_think.h"
// SECTORS do store MObjs anyway.
#include "p_mobj.h"
#ifdef __GNUG__
#pragma interface
#endif
// Silhouette, needed for clipping Segs (mainly)
// and sprites representing things.
#define SIL_NONE 0
#define SIL_BOTTOM 1
#define SIL_TOP 2
#define SIL_BOTH 3
#define MAXDRAWSEGS 256
//
// INTERNAL MAP TYPES
// used by play and refresh
//
//
// Your plain vanilla vertex.
// Note: transformed values not buffered locally,
// like some DOOM-alikes ("wt", "WebView") did.
//
typedef struct
{
fixed_t x;
fixed_t y;
} vertex_t;
// Forward of LineDefs, for Sectors.
struct line_s;
// Each sector has a degenmobj_t in its center
// for sound origin purposes.
// I suppose this does not handle sound from
// moving objects (doppler), because
// position is prolly just buffered, not
// updated.
typedef struct
{
thinker_t thinker; // not used for anything
fixed_t x;
fixed_t y;
fixed_t z;
} degenmobj_t;
//
// The SECTORS record, at runtime.
// Stores things/mobjs.
//
typedef struct
{
fixed_t floorheight;
fixed_t ceilingheight;
short int floorpic;
short int ceilingpic;
short int lightlevel;
short int special;
short int tag;
// 0 = untraversed, 1,2 = sndlines -1
int soundtraversed;
// thing that made a sound (or null)
mobj_t* soundtarget;
// mapblock bounding box for height changes
int blockbox[4];
// origin for any sounds played by the sector
degenmobj_t soundorg;
// if == validcount, already checked
int validcount;
// list of mobjs in sector
mobj_t* thinglist;
// thinker_t for reversable actions
void* specialdata;
int linecount;
struct line_s** lines; // [linecount] size
} sector_t;
//
// The SideDef.
//
typedef struct
{
// add this to the calculated texture column
fixed_t textureoffset;
// add this to the calculated texture top
fixed_t rowoffset;
// Texture indices.
// We do not maintain names here.
short toptexture;
short bottomtexture;
short midtexture;
// Sector the SideDef is facing.
sector_t* sector;
} side_t;
//
// Move clipping aid for LineDefs.
//
typedef enum
{
ST_HORIZONTAL,
ST_VERTICAL,
ST_POSITIVE,
ST_NEGATIVE
} slopetype_t;
typedef struct line_s
{
// Vertices, from v1 to v2.
vertex_t* v1;
vertex_t* v2;
// Precalculated v2 - v1 for side checking.
fixed_t dx;
fixed_t dy;
// Animation related.
short flags;
short special;
short tag;
// Visual appearance: SideDefs.
// sidenum[1] will be -1 if one sided
short sidenum[2];
// Neat. Another bounding box, for the extent
// of the LineDef.
fixed_t bbox[4];
// To aid move clipping.
slopetype_t slopetype;
// Front and back sector.
// Note: redundant? Can be retrieved from SideDefs.
sector_t* frontsector;
sector_t* backsector;
// if == validcount, already checked
int validcount;
// thinker_t for reversable actions
void* specialdata;
} line_t;
//
// A SubSector.
// References a Sector.
// Basically, this is a list of LineSegs,
// indicating the visible walls that define
// (all or some) sides of a convex BSP leaf.
//
typedef struct subsector_s
{
sector_t* sector;
short numlines;
short firstline;
} subsector_t;
//
// The LineSeg.
//
typedef struct
{
vertex_t* v1;
vertex_t* v2;
fixed_t offset;
angle_t angle;
side_t* sidedef;
line_t* linedef;
// Sector references.
// Could be retrieved from linedef, too.
// backsector is NULL for one sided lines
sector_t* frontsector;
sector_t* backsector;
} seg_t;
//
// BSP node.
//
typedef struct
{
// Partition line.
fixed_t x;
fixed_t y;
fixed_t dx;
fixed_t dy;
// Bounding box for each child.
fixed_t bbox[2][4];
// If NF_SUBSECTOR its a subsector.
unsigned short children[2];
} node_t;
// 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;
// PC direct to screen pointers
//B UNUSED - keep till detailshift in r_draw.c resolved
//extern byte* destview;
//extern byte* destscreen;
//
// OTHER TYPES
//
// This could be wider for >8 bit display.
// Indeed, true color support is posibble
// precalculating 24bpp lightmap/colormap LUT.
// from darkening PLAYPAL to all black.
// Could even us emore than 32 levels.
typedef byte lighttable_t;
//
// ?
//
typedef struct drawseg_s
{
seg_t* curline;
int x1;
int x2;
fixed_t scale1;
fixed_t scale2;
fixed_t scalestep;
// 0=none, 1=bottom, 2=top, 3=both
int silhouette;
// do not clip sprites above this
fixed_t bsilheight;
// do not clip sprites below this
fixed_t tsilheight;
// Pointers to lists for sprite clipping,
// all three adjusted so [x1] is first value.
short* sprtopclip;
short* sprbottomclip;
short* maskedtexturecol;
} drawseg_t;
// Patches.
// A patch holds one or more columns.
// Patches are used for sprites and all masked pictures,
// and we compose textures from the TEXTURE1/2 lists
// of patches.
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 vissprite_t is a thing
// that will be drawn during a refresh.
// I.e. a sprite object that is partly visible.
typedef struct vissprite_s
{
// Doubly linked list.
struct vissprite_s* prev;
struct vissprite_s* next;
int x1;
int x2;
// for line side calculation
fixed_t gx;
fixed_t gy;
// global bottom / top for silhouette clipping
fixed_t gz;
fixed_t gzt;
// horizontal position of x1
fixed_t startfrac;
fixed_t scale;
// negative if flipped
fixed_t xiscale;
fixed_t texturemid;
int patch;
// for color translation and shadow draw,
// maxbright frames as well
lighttable_t* colormap;
int mobjflags;
} vissprite_t;
//
// Sprites are patches with a special naming convention
// so they can be recognized by R_InitSprites.
// The base name is NNNNFx or NNNNFxFx, with
// x indicating the rotation, x = 0, 1-7.
// 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,
// thus NNNNF2F5 defines a mirrored patch.
// Some sprites will only have one picture used
// for all views: NNNNF0
//
typedef struct
{
// If false use 0 for any position.
// Note: as eight entries are available,
// we might as well insert the same name eight times.
int rotate;
// Lump to use for view angles 0-7.
short lump[8];
// Flip bit (1 = flip) to use for view angles 0-7.
byte flip[8];
} spriteframe_t;
//
// A sprite definition:
// a number of animation frames.
//
typedef struct
{
int numframes;
spriteframe_t* spriteframes;
} spritedef_t;
//
// Now what is a visplane, anyway?
//
typedef struct
{
fixed_t height;
int picnum;
int lightlevel;
int minx;
int maxx;
// leave pads for [minx-1]/[maxx+1]
byte pad1;
// Here lies the rub for all
// dynamic resize/change of resolution.
byte top[SCREENWIDTH];
byte pad2;
byte pad3;
// See above.
byte bottom[SCREENWIDTH];
byte pad4;
} visplane_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __R_DRAW__
#define __R_DRAW__
#ifdef __GNUG__
#pragma interface
#endif
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;
// first pixel in a column
extern byte* dc_source;
// The span blitting interface.
// Hook in assembler or system specific BLT
// here.
void R_DrawColumn (void);
void R_DrawColumnLow (void);
// The Spectre/Invisibility effect.
void R_DrawFuzzColumn (void);
void R_DrawFuzzColumnLow (void);
// Draw with color translation tables,
// for player sprite rendering,
// Green/Red/Blue/Indigo shirts.
void R_DrawTranslatedColumn (void);
void R_DrawTranslatedColumnLow (void);
void
R_VideoErase
( unsigned ofs,
int count );
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;
// start of a 64*64 tile image
extern byte* ds_source;
extern byte* translationtables;
extern byte* dc_translation;
// Span blitting for rows, floor/ceiling.
// No Sepctre effect needed.
void R_DrawSpan (void);
// Low resolution mode, 160x200?
void R_DrawSpanLow (void);
void
R_InitBuffer
( int width,
int height );
// Initialize color translation tables,
// for player rendering etc.
void R_InitTranslationTables (void);
// Rendering function.
void R_FillBackScreen (void);
// If the view size is not full screen, draws a border around it.
void R_DrawViewBorder (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh (R_*) module, global header.
// All the rendering/drawing stuff is here.
//
//-----------------------------------------------------------------------------
#ifndef __R_LOCAL__
#define __R_LOCAL__
// Binary Angles, sine/cosine/atan lookups.
#include "tables.h"
// Screen size related parameters.
#include "doomdef.h"
// Include the refresh/render data structs.
#include "r_data.h"
//
// Separate header file for each module.
//
#include "r_main.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "r_plane.h"
#include "r_data.h"
#include "r_things.h"
#include "r_draw.h"
#endif // __R_LOCAL__
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __R_MAIN__
#define __R_MAIN__
#include "d_player.h"
#include "r_data.h"
#ifdef __GNUG__
#pragma interface
#endif
//
// POV related.
//
extern fixed_t viewcos;
extern fixed_t viewsin;
extern int viewwidth;
extern int viewheight;
extern int viewwindowx;
extern int viewwindowy;
extern int centerx;
extern int centery;
extern fixed_t centerxfrac;
extern fixed_t centeryfrac;
extern fixed_t projection;
extern int validcount;
extern int linecount;
extern int loopcount;
//
// Lighting LUT.
// Used for z-depth cuing per column/row,
// and other lighting effects (sector ambient, flash).
//
// Lighting constants.
// Now why not 32 levels here?
#define LIGHTLEVELS 16
#define LIGHTSEGSHIFT 4
#define MAXLIGHTSCALE 48
#define LIGHTSCALESHIFT 12
#define MAXLIGHTZ 128
#define LIGHTZSHIFT 20
extern lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
extern lighttable_t* scalelightfixed[MAXLIGHTSCALE];
extern lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
extern int extralight;
extern lighttable_t* fixedcolormap;
// Number of diminishing brightness levels.
// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
#define NUMCOLORMAPS 32
// Blocky/low detail mode.
//B remove this?
// 0 = high, 1 = low
extern int detailshift;
//
// Function pointers to switch refresh/drawing functions.
// Used to select shadow mode etc.
//
extern void (*colfunc) (void);
extern void (*basecolfunc) (void);
extern void (*fuzzcolfunc) (void);
// No shadow effects on floors.
extern void (*spanfunc) (void);
//
// Utility functions.
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 );
//
// REFRESH - the actual rendering functions.
//
// Called by G_Drawer.
void R_RenderPlayerView (player_t *player);
// Called by startup code.
void R_Init (void);
// Called by M_Responder.
void R_SetViewSize (int blocks, int detail);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh, visplane stuff (floor, ceilings).
//
//-----------------------------------------------------------------------------
#ifndef __R_PLANE__
#define __R_PLANE__
#include "r_data.h"
#ifdef __GNUG__
#pragma interface
#endif
// Visplane related.
extern short* lastopening;
typedef void (*planefunction_t) (int top, int bottom);
extern planefunction_t floorfunc;
extern planefunction_t ceilingfunc_t;
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 );
visplane_t*
R_CheckPlane
( visplane_t* pl,
int start,
int stop );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh module, drawing LineSegs from BSP.
//
//-----------------------------------------------------------------------------
#ifndef __R_SEGS__
#define __R_SEGS__
#ifdef __GNUG__
#pragma interface
#endif
void
R_RenderMaskedSegRange
( drawseg_t* ds,
int x1,
int x2 );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Sky rendering.
//
//-----------------------------------------------------------------------------
#ifndef __R_SKY__
#define __R_SKY__
#ifdef __GNUG__
#pragma interface
#endif
// SKY, store the number for name.
#define SKYFLATNAME "F_SKY1"
// The sky map is 256*128*4 maps.
#define ANGLETOSKYSHIFT 22
extern int skytexture;
extern int skytexturemid;
// Called whenever the view size changes.
void R_InitSkyMap (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh/render internal state variables (global).
//
//-----------------------------------------------------------------------------
#ifndef __R_STATE__
#define __R_STATE__
// Need data structure definitions.
#include "d_player.h"
#include "r_data.h"
#ifdef __GNUG__
#pragma interface
#endif
//
// Refresh internal data structures,
// for rendering.
//
// needed for texture pegging
extern fixed_t* textureheight;
// needed for pre rendering (fracs)
extern fixed_t* spritewidth;
extern fixed_t* spriteoffset;
extern fixed_t* spritetopoffset;
extern lighttable_t* colormaps;
extern int viewwidth;
extern int scaledviewwidth;
extern int viewheight;
extern int firstflat;
// for global animation
extern int* flattranslation;
extern int* texturetranslation;
// Sprite....
extern int firstspritelump;
extern int lastspritelump;
extern int numspritelumps;
//
// Lookup tables for map data.
//
extern int numsprites;
extern spritedef_t* sprites;
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;
//
// POV data.
//
extern fixed_t viewx;
extern fixed_t viewy;
extern fixed_t viewz;
extern angle_t viewangle;
extern player_t* viewplayer;
// ?
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;
// angle to line origin
extern int rw_angle1;
// Segs count?
extern int sscount;
extern visplane_t* floorplane;
extern visplane_t* ceilingplane;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Rendering of moving objects, sprites.
//
//-----------------------------------------------------------------------------
#ifndef __R_THINGS__
#define __R_THINGS__
#ifdef __GNUG__
#pragma interface
#endif
#define MAXVISSPRITES 128
extern vissprite_t vissprites[MAXVISSPRITES];
extern vissprite_t* 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 pspritescale;
extern fixed_t pspriteiscale;
void R_DrawMaskedColumn (column_t* column);
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 );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// The not so system specific sound interface.
//
//-----------------------------------------------------------------------------
#ifndef __S_SOUND__
#define __S_SOUND__
#ifdef __GNUG__
#pragma interface
#endif
//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void
S_Init
( int sfxVolume,
int musicVolume );
//
// Per level startup code.
// Kills playing sounds at start of level,
// determines music if any, changes music.
//
void S_Start(void);
//
// Start sound for thing at <origin>
// using <sound_id> from sounds.h
//
void
S_StartSound
( void* origin,
int sound_id );
// Will start a sound at a given volume.
void
S_StartSoundAtVolume
( void* origin,
int sound_id,
int volume );
// Stop sound for thing at <origin>
void S_StopSound(void* origin);
// Start music using <music_id> from sounds.h
void S_StartMusic(int music_id);
// Start music using <music_id> from sounds.h,
// and set whether looping
void
S_ChangeMusic
( int music_id,
int looping );
// Stops the music fer sure.
void S_StopMusic(void);
// Stop and resume music, during game PAUSE.
void S_PauseSound(void);
void S_ResumeSound(void);
//
// Updates music & sounds
//
void S_UpdateSounds(void* listener);
void S_SetMusicVolume(int volume);
void S_SetSfxVolume(int volume);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Created by the sound utility written by Dave Taylor.
// Kept as a sample, DOOM2 sounds. Frozen.
//
//-----------------------------------------------------------------------------
#ifndef __SOUNDS__
#define __SOUNDS__
//
// SoundFX struct.
//
typedef struct sfxinfo_struct sfxinfo_t;
struct sfxinfo_struct
{
// up to 6-character name
char* name;
// Sfx singularity (only one at a time)
int singularity;
// Sfx priority
int priority;
// referenced sound if a link
sfxinfo_t* link;
// pitch if a link
int pitch;
// volume if a link
int volume;
// sound data
void* data;
// this is checked every second to see if sound
// can be thrown out (if 0, then decrement, if -1,
// then throw out, if > 0, then it is in use)
int usefulness;
// lump number of sfx
int lumpnum;
};
//
// MusicInfo struct.
//
typedef struct
{
// up to 6-character name
char* name;
// lump number of music
int lumpnum;
// music data
void* data;
// music handle once registered
int handle;
} musicinfo_t;
// the complete set of sound effects
extern sfxinfo_t S_sfx[];
// the complete set of music
extern musicinfo_t S_music[];
//
// Identifiers for all music in game.
//
typedef enum
{
mus_None,
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_inter,
mus_intro,
mus_bunny,
mus_victor,
mus_introa,
mus_runnin,
mus_stalks,
mus_countd,
mus_betwee,
mus_doom,
mus_the_da,
mus_shawn,
mus_ddtblu,
mus_in_cit,
mus_dead,
mus_stlks2,
mus_theda2,
mus_doom2,
mus_ddtbl2,
mus_runni2,
mus_dead2,
mus_stlks3,
mus_romero,
mus_shawn2,
mus_messag,
mus_count2,
mus_ddtbl3,
mus_ampie,
mus_theda3,
mus_adrian,
mus_messg2,
mus_romer2,
mus_tense,
mus_shawn3,
mus_openin,
mus_evil,
mus_ultima,
mus_read_m,
mus_dm2ttl,
mus_dm2int,
NUMMUSIC
} musicenum_t;
//
// Identifiers for all sfx in game.
//
typedef enum
{
sfx_None,
sfx_pistol,
sfx_shotgn,
sfx_sgcock,
sfx_dshtgn,
sfx_dbopn,
sfx_dbcls,
sfx_dbload,
sfx_plasma,
sfx_bfg,
sfx_sawup,
sfx_sawidl,
sfx_sawful,
sfx_sawhit,
sfx_rlaunc,
sfx_rxplod,
sfx_firsht,
sfx_firxpl,
sfx_pstart,
sfx_pstop,
sfx_doropn,
sfx_dorcls,
sfx_stnmov,
sfx_swtchn,
sfx_swtchx,
sfx_plpain,
sfx_dmpain,
sfx_popain,
sfx_vipain,
sfx_mnpain,
sfx_pepain,
sfx_slop,
sfx_itemup,
sfx_wpnup,
sfx_oof,
sfx_telept,
sfx_posit1,
sfx_posit2,
sfx_posit3,
sfx_bgsit1,
sfx_bgsit2,
sfx_sgtsit,
sfx_cacsit,
sfx_brssit,
sfx_cybsit,
sfx_spisit,
sfx_bspsit,
sfx_kntsit,
sfx_vilsit,
sfx_mansit,
sfx_pesit,
sfx_sklatk,
sfx_sgtatk,
sfx_skepch,
sfx_vilatk,
sfx_claw,
sfx_skeswg,
sfx_pldeth,
sfx_pdiehi,
sfx_podth1,
sfx_podth2,
sfx_podth3,
sfx_bgdth1,
sfx_bgdth2,
sfx_sgtdth,
sfx_cacdth,
sfx_skldth,
sfx_brsdth,
sfx_cybdth,
sfx_spidth,
sfx_bspdth,
sfx_vildth,
sfx_kntdth,
sfx_pedth,
sfx_skedth,
sfx_posact,
sfx_bgact,
sfx_dmact,
sfx_bspact,
sfx_bspwlk,
sfx_vilact,
sfx_noway,
sfx_barexp,
sfx_punch,
sfx_hoof,
sfx_metal,
sfx_chgun,
sfx_tink,
sfx_bdopn,
sfx_bdcls,
sfx_itmbk,
sfx_flame,
sfx_flamst,
sfx_getpow,
sfx_bospit,
sfx_boscub,
sfx_bossit,
sfx_bospn,
sfx_bosdth,
sfx_manatk,
sfx_mandth,
sfx_sssit,
sfx_ssdth,
sfx_keenpn,
sfx_keendt,
sfx_skeact,
sfx_skesit,
sfx_skeatk,
sfx_radio,
NUMSFX
} sfxenum_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// The status bar widget code.
//
//-----------------------------------------------------------------------------
#ifndef __STLIB__
#define __STLIB__
// We are referring to patches.
#include "r_defs.h"
//
// Background and foreground screen numbers
//
#define BG 4
#define FG 0
//
// Typedefs of widgets
//
// Number widget
typedef struct
{
// upper right-hand corner
// of the number (right-justified)
int x;
int y;
// max # of digits in number
int width;
// last number value
int oldnum;
// pointer to current value
int* num;
// pointer to boolean stating
// whether to update number
boolean* on;
// list of patches for 0-9
patch_t** p;
// user data
int data;
} st_number_t;
// Percent widget ("child" of number widget,
// or, more precisely, contains a number widget.)
typedef struct
{
// number information
st_number_t n;
// percent sign graphic
patch_t* p;
} st_percent_t;
// Multiple Icon widget
typedef struct
{
// center-justified location of icons
int x;
int y;
// last icon number
int oldinum;
// pointer to current icon
int* inum;
// pointer to boolean stating
// whether to update icon
boolean* on;
// list of icons
patch_t** p;
// user data
int data;
} st_multicon_t;
// Binary Icon widget
typedef struct
{
// center-justified location of icon
int x;
int y;
// last icon value
int oldval;
// pointer to current icon status
boolean* val;
// pointer to boolean
// stating whether to update icon
boolean* on;
patch_t* p; // icon
int data; // user data
} st_binicon_t;
//
// Widget creation, access, and update routines
//
// Initializes widget library.
// More precisely, initialize STMINUS,
// everything else is done somewhere else.
//
void STlib_init(void);
// Number widget routines
void
STlib_initNum
( st_number_t* n,
int x,
int y,
patch_t** pl,
int* num,
boolean* on,
int width );
void
STlib_updateNum
( st_number_t* n,
boolean refresh );
// Percent widget routines
void
STlib_initPercent
( st_percent_t* p,
int x,
int y,
patch_t** pl,
int* num,
boolean* on,
patch_t* percent );
void
STlib_updatePercent
( st_percent_t* per,
int refresh );
// Multiple Icon widget routines
void
STlib_initMultIcon
( st_multicon_t* mi,
int x,
int y,
patch_t** il,
int* inum,
boolean* on );
void
STlib_updateMultIcon
( st_multicon_t* mi,
boolean refresh );
// Binary Icon widget routines
void
STlib_initBinIcon
( st_binicon_t* b,
int x,
int y,
patch_t* i,
boolean* val,
boolean* on );
void
STlib_updateBinIcon
( st_binicon_t* bi,
boolean refresh );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Status bar code.
// Does the face/direction indicator animatin.
// Does palette indicators as well (red pain/berserk, bright pickup)
//
//-----------------------------------------------------------------------------
#ifndef __STSTUFF_H__
#define __STSTUFF_H__
#include "doomtype.h"
#include "d_event.h"
// Size of statusbar.
// Now sensitive for scaling.
#define ST_HEIGHT 32*SCREEN_MUL
#define ST_WIDTH SCREENWIDTH
#define ST_Y (SCREENHEIGHT - ST_HEIGHT)
//
// STATUS BAR
//
// Called by main loop.
boolean ST_Responder (event_t* ev);
// Called by main loop.
void ST_Ticker (void);
// Called by main loop.
void ST_Drawer (boolean fullscreen, boolean refresh);
// Called when the console player is spawned on each level.
void ST_Start (void);
// Called by startup code.
void ST_Init (void);
// States for status bar code.
typedef enum
{
AutomapState,
FirstPersonState
} st_stateenum_t;
// States for the chat code.
typedef enum
{
StartChatState,
WaitDestState,
GetChatState
} st_chatstateenum_t;
boolean ST_Responder(event_t* ev);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Lookup tables.
// Do not try to look them up :-).
// In the order of appearance:
//
// int finetangent[4096] - Tangens LUT.
// Should work with BAM fairly well (12 of 16bit,
// effectively, by shifting).
//
// int finesine[10240] - Sine lookup.
// Guess what, serves as cosine, too.
// Remarkable thing is, how to use BAMs with this?
//
// int tantoangle[2049] - ArcTan LUT,
// maps tan(angle) to angle fast. Gotta search.
//
//-----------------------------------------------------------------------------
#ifndef __TABLES__
#define __TABLES__
#ifdef LINUX
#include <math.h>
#else
#define PI 3.141592657
#endif
#include "m_fixed.h"
#define FINEANGLES 8192
#define FINEMASK (FINEANGLES-1)
// 0x100000000 to 0x2000
#define ANGLETOFINESHIFT 19
// Effective size is 10240.
extern fixed_t finesine[5*FINEANGLES/4];
// Re-use data, is just PI/2 pahse shift.
extern fixed_t* finecosine;
// Effective size is 4096.
extern fixed_t finetangent[FINEANGLES/2];
// Binary Angle Measument, BAM.
#define ANG45 0x20000000
#define ANG90 0x40000000
#define ANG180 0x80000000
#define ANG270 0xc0000000
#define SLOPERANGE 2048
#define SLOPEBITS 11
#define DBITS (FRACBITS-SLOPEBITS)
typedef unsigned angle_t;
// Effective size is 2049;
// The +1 size is to handle the case when x==y
// without additional checking.
extern angle_t tantoangle[SLOPERANGE+1];
// Utility function,
// called by R_PointToAngle.
int
SlopeDiv
( unsigned num,
unsigned den);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Gamma correction LUT.
// Functions to draw patches (by post) directly to screen.
// Functions to blit a block to the screen.
//
//-----------------------------------------------------------------------------
#ifndef __V_VIDEO__
#define __V_VIDEO__
#include "doomtype.h"
#include "doomdef.h"
// Needed because we are refering to patches.
#include "r_data.h"
//
// VIDEO
//
#define CENTERY (SCREENHEIGHT/2)
// Screen 0 is the screen updated by I_Update screen.
// Screen 1 is an extra buffer.
extern byte* screens[5];
extern int dirtybox[4];
extern byte gammatable[5][256];
extern int usegamma;
// Allocates buffer screens, call before R_Init.
void V_Init (void);
void
V_CopyRect
( int srcx,
int srcy,
int srcscrn,
int width,
int height,
int destx,
int desty,
int destscrn );
void
V_DrawPatch
( int x,
int y,
int scrn,
patch_t* patch);
void
V_DrawPatchDirect
( int x,
int y,
int scrn,
patch_t* patch );
// Draw a linear block of pixels into the view buffer.
void
V_DrawBlock
( int x,
int y,
int scrn,
int width,
int height,
byte* src );
// Reads a linear block of pixels into the view buffer.
void
V_GetBlock
( int x,
int y,
int scrn,
int width,
int height,
byte* dest );
void
V_MarkRect
( int x,
int y,
int width,
int height );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// WAD I/O functions.
//
//-----------------------------------------------------------------------------
#ifndef __W_WAD__
#define __W_WAD__
#ifdef __GNUG__
#pragma interface
#endif
//
// TYPES
//
typedef struct
{
// Should be "IWAD" or "PWAD".
char identification[4];
int numlumps;
int infotableofs;
} wadinfo_t;
typedef struct
{
int filepos;
int size;
char name[8];
} filelump_t;
//
// WADFILE I/O related stuff.
//
typedef struct
{
char name[8];
int handle;
int position;
int size;
} lumpinfo_t;
extern void** lumpcache;
extern lumpinfo_t* lumpinfo;
extern int numlumps;
void W_InitMultipleFiles (char** filenames);
void W_Reload (void);
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);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Intermission.
//
//-----------------------------------------------------------------------------
#ifndef __WI_STUFF__
#define __WI_STUFF__
//#include "v_video.h"
#include "doomdef.h"
// States for the intermission
typedef enum
{
NoState = -1,
StatCount,
ShowNextLoc
} stateenum_t;
// Called by main loop, animate the intermission.
void WI_Ticker (void);
// Called by main loop,
// draws the intermission directly into the screen buffer.
void WI_Drawer (void);
// Setup for an intermission screen.
void WI_Start(wbstartstruct_t* wbstartstruct);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Zone Memory Allocation, perhaps NeXT ObjectiveC inspired.
// Remark: this was the only stuff that, according
// to John Carmack, might have been useful for
// Quake.
//
//---------------------------------------------------------------------
#ifndef __Z_ZONE__
#define __Z_ZONE__
#include <stdio.h>
//
// ZONE MEMORY
// PU - purge tags.
// 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);
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;
struct memblock_s* prev;
} memblock_t;
//
// This is used to get the local FILE:LINE info from CPP
// prior to really call the function in question.
//
#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); \
};
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: heads-up text and input code
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: hu_lib.c,v 1.3 1997/01/26 07:44:58 b1 Exp $";
#include <ctype.h>
#include "doomdef.h"
#include "v_video.h"
#include "m_swap.h"
#include "hu_lib.h"
#include "r_local.h"
#include "r_draw.h"
// boolean : whether the screen is always erased
#define noterased viewwindowx
extern boolean automapactive; // in AM_map.c
void HUlib_init(void)
{
}
void HUlib_clearTextLine(hu_textline_t* t)
{
t->len = 0;
t->l[0] = 0;
t->needsupdate = true;
}
void
HUlib_initTextLine
( hu_textline_t* t,
int x,
int y,
patch_t** f,
int sc )
{
t->x = x;
t->y = y;
t->f = f;
t->sc = sc;
HUlib_clearTextLine(t);
}
boolean
HUlib_addCharToTextLine
( hu_textline_t* t,
char ch )
{
if (t->len == HU_MAXLINELENGTH)
return false;
else
{
t->l[t->len++] = ch;
t->l[t->len] = 0;
t->needsupdate = 4;
return true;
}
}
boolean HUlib_delCharFromTextLine(hu_textline_t* t)
{
if (!t->len) return false;
else
{
t->l[--t->len] = 0;
t->needsupdate = 4;
return true;
}
}
void
HUlib_drawTextLine
( hu_textline_t* l,
boolean drawcursor )
{
int i;
int w;
int x;
unsigned char c;
// draw the new stuff
x = l->x;
for (i=0;i<l->len;i++)
{
c = toupper(l->l[i]);
if (c != ' '
&& c >= l->sc
&& c <= '_')
{
w = SHORT(l->f[c - l->sc]->width);
if (x+w > SCREENWIDTH)
break;
V_DrawPatchDirect(x, l->y, FG, l->f[c - l->sc]);
x += w;
}
else
{
x += 4;
if (x >= SCREENWIDTH)
break;
}
}
// draw the cursor if requested
if (drawcursor
&& x + SHORT(l->f['_' - l->sc]->width) <= SCREENWIDTH)
{
V_DrawPatchDirect(x, l->y, FG, l->f['_' - l->sc]);
}
}
// sorta called by HU_Erase and just better darn get things straight
void HUlib_eraseTextLine(hu_textline_t* l)
{
int lh;
int y;
int yoffset;
static boolean lastautomapactive = true;
// Only erases when NOT in automap and the screen is reduced,
// and the text must either need updating or refreshing
// (because of a recent change back from the automap)
if (!automapactive &&
viewwindowx && l->needsupdate)
{
lh = SHORT(l->f[0]->height) + 1;
for (y=l->y,yoffset=y*SCREENWIDTH ; y<l->y+lh ; y++,yoffset+=SCREENWIDTH)
{
if (y < viewwindowy || y >= viewwindowy + viewheight)
R_VideoErase(yoffset, SCREENWIDTH); // erase entire line
else
{
R_VideoErase(yoffset, viewwindowx); // erase left border
R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx);
// erase right border
}
}
}
lastautomapactive = automapactive;
if (l->needsupdate) l->needsupdate--;
}
void
HUlib_initSText
( hu_stext_t* s,
int x,
int y,
int h,
patch_t** font,
int startchar,
boolean* on )
{
int i;
s->h = h;
s->on = on;
s->laston = true;
s->cl = 0;
for (i=0;i<h;i++)
HUlib_initTextLine(&s->l[i],
x, y - i*(SHORT(font[0]->height)+1),
font, startchar);
}
void HUlib_addLineToSText(hu_stext_t* s)
{
int i;
// add a clear line
if (++s->cl == s->h)
s->cl = 0;
HUlib_clearTextLine(&s->l[s->cl]);
// everything needs updating
for (i=0 ; i<s->h ; i++)
s->l[i].needsupdate = 4;
}
void
HUlib_addMessageToSText
( hu_stext_t* s,
char* prefix,
char* msg )
{
HUlib_addLineToSText(s);
if (prefix)
while (*prefix)
HUlib_addCharToTextLine(&s->l[s->cl], *(prefix++));
while (*msg)
HUlib_addCharToTextLine(&s->l[s->cl], *(msg++));
}
void HUlib_drawSText(hu_stext_t* s)
{
int i, idx;
hu_textline_t *l;
if (!*s->on)
return; // if not on, don't draw
// draw everything
for (i=0 ; i<s->h ; i++)
{
idx = s->cl - i;
if (idx < 0)
idx += s->h; // handle queue of lines
l = &s->l[idx];
// need a decision made here on whether to skip the draw
HUlib_drawTextLine(l, false); // no cursor, please
}
}
void HUlib_eraseSText(hu_stext_t* s)
{
int i;
for (i=0 ; i<s->h ; i++)
{
if (s->laston && !*s->on)
s->l[i].needsupdate = 4;
HUlib_eraseTextLine(&s->l[i]);
}
s->laston = *s->on;
}
void
HUlib_initIText
( hu_itext_t* it,
int x,
int y,
patch_t** font,
int startchar,
boolean* on )
{
it->lm = 0; // default left margin is start of text
it->on = on;
it->laston = true;
HUlib_initTextLine(&it->l, x, y, font, startchar);
}
// The following deletion routines adhere to the left margin restriction
void HUlib_delCharFromIText(hu_itext_t* it)
{
if (it->l.len != it->lm)
HUlib_delCharFromTextLine(&it->l);
}
void HUlib_eraseLineFromIText(hu_itext_t* it)
{
while (it->lm != it->l.len)
HUlib_delCharFromTextLine(&it->l);
}
// Resets left margin as well
void HUlib_resetIText(hu_itext_t* it)
{
it->lm = 0;
HUlib_clearTextLine(&it->l);
}
void
HUlib_addPrefixToIText
( hu_itext_t* it,
char* str )
{
while (*str)
HUlib_addCharToTextLine(&it->l, *(str++));
it->lm = it->l.len;
}
// wrapper function for handling general keyed input.
// returns true if it ate the key
boolean
HUlib_keyInIText
( hu_itext_t* it,
unsigned char ch )
{
if (ch >= ' ' && ch <= '_')
HUlib_addCharToTextLine(&it->l, (char) ch);
else
if (ch == KEY_BACKSPACE)
HUlib_delCharFromIText(it);
else
if (ch != KEY_ENTER)
return false; // did not eat key
return true; // ate the key
}
void HUlib_drawIText(hu_itext_t* it)
{
hu_textline_t *l = &it->l;
if (!*it->on)
return;
HUlib_drawTextLine(l, true); // draw the line w/ cursor
}
void HUlib_eraseIText(hu_itext_t* it)
{
if (it->laston && !*it->on)
it->l.needsupdate = 4;
HUlib_eraseTextLine(&it->l);
it->laston = *it->on;
}

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: Heads-up displays
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: hu_stuff.c,v 1.4 1997/02/03 16:47:52 b1 Exp $";
#include <ctype.h>
#include "doomdef.h"
#include "z_zone.h"
#include "m_swap.h"
#include "hu_stuff.h"
#include "hu_lib.h"
#include "w_wad.h"
#include "s_sound.h"
#include "doomstat.h"
// Data.
#include "dstrings.h"
#include "sounds.h"
//
// Locally used constants, shortcuts.
//
#define HU_TITLE (mapnames[(gameepisode-1)*9+gamemap-1])
#define HU_TITLE2 (mapnames2[gamemap-1])
#define HU_TITLEP (mapnamesp[gamemap-1])
#define HU_TITLET (mapnamest[gamemap-1])
#define HU_TITLEHEIGHT 1
#define HU_TITLEX 0
#define HU_TITLEY (167 - SHORT(hu_font[0]->height))
#define HU_INPUTTOGGLE 't'
#define HU_INPUTX HU_MSGX
#define HU_INPUTY (HU_MSGY + HU_MSGHEIGHT*(SHORT(hu_font[0]->height) +1))
#define HU_INPUTWIDTH 64
#define HU_INPUTHEIGHT 1
char* chat_macros[] =
{
HUSTR_CHATMACRO0,
HUSTR_CHATMACRO1,
HUSTR_CHATMACRO2,
HUSTR_CHATMACRO3,
HUSTR_CHATMACRO4,
HUSTR_CHATMACRO5,
HUSTR_CHATMACRO6,
HUSTR_CHATMACRO7,
HUSTR_CHATMACRO8,
HUSTR_CHATMACRO9
};
char* player_names[] =
{
HUSTR_PLRGREEN,
HUSTR_PLRINDIGO,
HUSTR_PLRBROWN,
HUSTR_PLRRED
};
char chat_char; // remove later.
static player_t* plr;
patch_t* hu_font[HU_FONTSIZE];
static hu_textline_t w_title;
boolean chat_on;
static hu_itext_t w_chat;
static boolean always_off = false;
static char chat_dest[MAXPLAYERS];
static hu_itext_t w_inputbuffer[MAXPLAYERS];
static boolean message_on;
boolean message_dontfuckwithme;
static boolean message_nottobefuckedwith;
static hu_stext_t w_message;
static int message_counter;
extern int showMessages;
extern boolean automapactive;
static boolean headsupactive = false;
//
// Builtin map names.
// The actual names can be found in DStrings.h.
//
char* mapnames[] = // DOOM shareware/registered/retail (Ultimate) names.
{
HUSTR_E1M1,
HUSTR_E1M2,
HUSTR_E1M3,
HUSTR_E1M4,
HUSTR_E1M5,
HUSTR_E1M6,
HUSTR_E1M7,
HUSTR_E1M8,
HUSTR_E1M9,
HUSTR_E2M1,
HUSTR_E2M2,
HUSTR_E2M3,
HUSTR_E2M4,
HUSTR_E2M5,
HUSTR_E2M6,
HUSTR_E2M7,
HUSTR_E2M8,
HUSTR_E2M9,
HUSTR_E3M1,
HUSTR_E3M2,
HUSTR_E3M3,
HUSTR_E3M4,
HUSTR_E3M5,
HUSTR_E3M6,
HUSTR_E3M7,
HUSTR_E3M8,
HUSTR_E3M9,
HUSTR_E4M1,
HUSTR_E4M2,
HUSTR_E4M3,
HUSTR_E4M4,
HUSTR_E4M5,
HUSTR_E4M6,
HUSTR_E4M7,
HUSTR_E4M8,
HUSTR_E4M9,
"NEWLEVEL",
"NEWLEVEL",
"NEWLEVEL",
"NEWLEVEL",
"NEWLEVEL",
"NEWLEVEL",
"NEWLEVEL",
"NEWLEVEL",
"NEWLEVEL"
};
char* mapnames2[] = // DOOM 2 map names.
{
HUSTR_1,
HUSTR_2,
HUSTR_3,
HUSTR_4,
HUSTR_5,
HUSTR_6,
HUSTR_7,
HUSTR_8,
HUSTR_9,
HUSTR_10,
HUSTR_11,
HUSTR_12,
HUSTR_13,
HUSTR_14,
HUSTR_15,
HUSTR_16,
HUSTR_17,
HUSTR_18,
HUSTR_19,
HUSTR_20,
HUSTR_21,
HUSTR_22,
HUSTR_23,
HUSTR_24,
HUSTR_25,
HUSTR_26,
HUSTR_27,
HUSTR_28,
HUSTR_29,
HUSTR_30,
HUSTR_31,
HUSTR_32
};
char* mapnamesp[] = // Plutonia WAD map names.
{
PHUSTR_1,
PHUSTR_2,
PHUSTR_3,
PHUSTR_4,
PHUSTR_5,
PHUSTR_6,
PHUSTR_7,
PHUSTR_8,
PHUSTR_9,
PHUSTR_10,
PHUSTR_11,
PHUSTR_12,
PHUSTR_13,
PHUSTR_14,
PHUSTR_15,
PHUSTR_16,
PHUSTR_17,
PHUSTR_18,
PHUSTR_19,
PHUSTR_20,
PHUSTR_21,
PHUSTR_22,
PHUSTR_23,
PHUSTR_24,
PHUSTR_25,
PHUSTR_26,
PHUSTR_27,
PHUSTR_28,
PHUSTR_29,
PHUSTR_30,
PHUSTR_31,
PHUSTR_32
};
char *mapnamest[] = // TNT WAD map names.
{
THUSTR_1,
THUSTR_2,
THUSTR_3,
THUSTR_4,
THUSTR_5,
THUSTR_6,
THUSTR_7,
THUSTR_8,
THUSTR_9,
THUSTR_10,
THUSTR_11,
THUSTR_12,
THUSTR_13,
THUSTR_14,
THUSTR_15,
THUSTR_16,
THUSTR_17,
THUSTR_18,
THUSTR_19,
THUSTR_20,
THUSTR_21,
THUSTR_22,
THUSTR_23,
THUSTR_24,
THUSTR_25,
THUSTR_26,
THUSTR_27,
THUSTR_28,
THUSTR_29,
THUSTR_30,
THUSTR_31,
THUSTR_32
};
const char* shiftxform;
const char french_shiftxform[] =
{
0,
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,
' ', '!', '"', '#', '$', '%', '&',
'"', // shift-'
'(', ')', '*', '+',
'?', // shift-,
'_', // shift--
'>', // shift-.
'?', // shift-/
'0', // shift-0
'1', // shift-1
'2', // shift-2
'3', // shift-3
'4', // shift-4
'5', // shift-5
'6', // shift-6
'7', // shift-7
'8', // shift-8
'9', // shift-9
'/',
'.', // shift-;
'<',
'+', // shift-=
'>', '?', '@',
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'[', // shift-[
'!', // shift-backslash - OH MY GOD DOES WATCOM SUCK
']', // shift-]
'"', '_',
'\'', // shift-`
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'{', '|', '}', '~', 127
};
const char english_shiftxform[] =
{
0,
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,
' ', '!', '"', '#', '$', '%', '&',
'"', // shift-'
'(', ')', '*', '+',
'<', // shift-,
'_', // shift--
'>', // shift-.
'?', // shift-/
')', // shift-0
'!', // shift-1
'@', // shift-2
'#', // shift-3
'$', // shift-4
'%', // shift-5
'^', // shift-6
'&', // shift-7
'*', // shift-8
'(', // shift-9
':',
':', // shift-;
'<',
'+', // shift-=
'>', '?', '@',
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'[', // shift-[
'!', // shift-backslash - OH MY GOD DOES WATCOM SUCK
']', // shift-]
'"', '_',
'\'', // shift-`
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'{', '|', '}', '~', 127
};
char frenchKeyMap[128]=
{
0,
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,
' ','!','"','#','$','%','&','%','(',')','*','+',';','-',':','!',
'0','1','2','3','4','5','6','7','8','9',':','M','<','=','>','?',
'@','Q','B','C','D','E','F','G','H','I','J','K','L',',','N','O',
'P','A','R','S','T','U','V','Z','X','Y','W','^','\\','$','^','_',
'@','Q','B','C','D','E','F','G','H','I','J','K','L',',','N','O',
'P','A','R','S','T','U','V','Z','X','Y','W','^','\\','$','^',127
};
char ForeignTranslation(unsigned char ch)
{
return ch < 128 ? frenchKeyMap[ch] : ch;
}
void HU_Init(void)
{
int i;
int j;
char buffer[9];
if (french)
shiftxform = french_shiftxform;
else
shiftxform = english_shiftxform;
// load the heads-up font
j = HU_FONTSTART;
for (i=0;i<HU_FONTSIZE;i++)
{
sprintf(buffer, "STCFN%.3d", j++);
hu_font[i] = (patch_t *) W_CacheLumpName(buffer, PU_STATIC);
}
}
void HU_Stop(void)
{
headsupactive = false;
}
void HU_Start(void)
{
int i;
char* s;
if (headsupactive)
HU_Stop();
plr = &players[consoleplayer];
message_on = false;
message_dontfuckwithme = false;
message_nottobefuckedwith = false;
chat_on = false;
// create the message widget
HUlib_initSText(&w_message,
HU_MSGX, HU_MSGY, HU_MSGHEIGHT,
hu_font,
HU_FONTSTART, &message_on);
// create the map title widget
HUlib_initTextLine(&w_title,
HU_TITLEX, HU_TITLEY,
hu_font,
HU_FONTSTART);
switch ( gamemode )
{
case shareware:
case registered:
case retail:
s = HU_TITLE;
break;
/* FIXME
case pack_plut:
s = HU_TITLEP;
break;
case pack_tnt:
s = HU_TITLET;
break;
*/
case commercial:
default:
s = HU_TITLE2;
break;
}
while (*s)
HUlib_addCharToTextLine(&w_title, *(s++));
// create the chat widget
HUlib_initIText(&w_chat,
HU_INPUTX, HU_INPUTY,
hu_font,
HU_FONTSTART, &chat_on);
// create the inputbuffer widgets
for (i=0 ; i<MAXPLAYERS ; i++)
HUlib_initIText(&w_inputbuffer[i], 0, 0, 0, 0, &always_off);
headsupactive = true;
}
void HU_Drawer(void)
{
HUlib_drawSText(&w_message);
HUlib_drawIText(&w_chat);
if (automapactive)
HUlib_drawTextLine(&w_title, false);
}
void HU_Erase(void)
{
HUlib_eraseSText(&w_message);
HUlib_eraseIText(&w_chat);
HUlib_eraseTextLine(&w_title);
}
void HU_Ticker(void)
{
int i, rc;
char c;
// tick down message counter if message is up
if (message_counter && !--message_counter)
{
message_on = false;
message_nottobefuckedwith = false;
}
if (showMessages || message_dontfuckwithme)
{
// display message if necessary
if ((plr->message && !message_nottobefuckedwith)
|| (plr->message && message_dontfuckwithme))
{
HUlib_addMessageToSText(&w_message, 0, plr->message);
plr->message = 0;
message_on = true;
message_counter = HU_MSGTIMEOUT;
message_nottobefuckedwith = message_dontfuckwithme;
message_dontfuckwithme = 0;
}
} // else message_on = false;
// check for incoming chat characters
if (netgame)
{
for (i=0 ; i<MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (i != consoleplayer
&& (c = players[i].cmd.chatchar))
{
if (c <= HU_BROADCAST)
chat_dest[i] = c;
else
{
if (c >= 'a' && c <= 'z')
c = (char) shiftxform[(unsigned char) c];
rc = HUlib_keyInIText(&w_inputbuffer[i], c);
if (rc && c == KEY_ENTER)
{
if (w_inputbuffer[i].l.len
&& (chat_dest[i] == consoleplayer+1
|| chat_dest[i] == HU_BROADCAST))
{
HUlib_addMessageToSText(&w_message,
player_names[i],
w_inputbuffer[i].l.l);
message_nottobefuckedwith = true;
message_on = true;
message_counter = HU_MSGTIMEOUT;
if ( gamemode == commercial )
S_StartSound(0, sfx_radio);
else
S_StartSound(0, sfx_tink);
}
HUlib_resetIText(&w_inputbuffer[i]);
}
}
players[i].cmd.chatchar = 0;
}
}
}
}
#define QUEUESIZE 128
static char chatchars[QUEUESIZE];
static int head = 0;
static int tail = 0;
void HU_queueChatChar(char c)
{
if (((head + 1) & (QUEUESIZE-1)) == tail)
{
plr->message = HUSTR_MSGU;
}
else
{
chatchars[head] = c;
head = (head + 1) & (QUEUESIZE-1);
}
}
char HU_dequeueChatChar(void)
{
char c;
if (head != tail)
{
c = chatchars[tail];
tail = (tail + 1) & (QUEUESIZE-1);
}
else
{
c = 0;
}
return c;
}
boolean HU_Responder(event_t *ev)
{
static char lastmessage[HU_MAXLINELENGTH+1];
char* macromessage;
boolean eatkey = false;
static boolean shiftdown = false;
static boolean altdown = false;
unsigned char c;
int i;
int numplayers;
static char destination_keys[MAXPLAYERS] =
{
HUSTR_KEYGREEN,
HUSTR_KEYINDIGO,
HUSTR_KEYBROWN,
HUSTR_KEYRED
};
static int num_nobrainers = 0;
numplayers = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
numplayers += playeringame[i];
if (ev->data1 == KEY_RSHIFT)
{
shiftdown = ev->type == ev_keydown;
return false;
}
else if (ev->data1 == KEY_RALT || ev->data1 == KEY_LALT)
{
altdown = ev->type == ev_keydown;
return false;
}
if (ev->type != ev_keydown)
return false;
if (!chat_on)
{
if (ev->data1 == HU_MSGREFRESH)
{
message_on = true;
message_counter = HU_MSGTIMEOUT;
eatkey = true;
}
else if (netgame && ev->data1 == HU_INPUTTOGGLE)
{
eatkey = chat_on = true;
HUlib_resetIText(&w_chat);
HU_queueChatChar(HU_BROADCAST);
}
else if (netgame && numplayers > 2)
{
for (i=0; i<MAXPLAYERS ; i++)
{
if (ev->data1 == destination_keys[i])
{
if (playeringame[i] && i!=consoleplayer)
{
eatkey = chat_on = true;
HUlib_resetIText(&w_chat);
HU_queueChatChar(i+1);
break;
}
else if (i == consoleplayer)
{
num_nobrainers++;
if (num_nobrainers < 3)
plr->message = HUSTR_TALKTOSELF1;
else if (num_nobrainers < 6)
plr->message = HUSTR_TALKTOSELF2;
else if (num_nobrainers < 9)
plr->message = HUSTR_TALKTOSELF3;
else if (num_nobrainers < 32)
plr->message = HUSTR_TALKTOSELF4;
else
plr->message = HUSTR_TALKTOSELF5;
}
}
}
}
}
else
{
c = ev->data1;
// send a macro
if (altdown)
{
c = c - '0';
if (c > 9)
return false;
// fprintf(stderr, "got here\n");
macromessage = chat_macros[c];
// kill last message with a '\n'
HU_queueChatChar(KEY_ENTER); // DEBUG!!!
// send the macro message
while (*macromessage)
HU_queueChatChar(*macromessage++);
HU_queueChatChar(KEY_ENTER);
// leave chat mode and notify that it was sent
chat_on = false;
strcpy(lastmessage, chat_macros[c]);
plr->message = lastmessage;
eatkey = true;
}
else
{
if (french)
c = ForeignTranslation(c);
if (shiftdown || (c >= 'a' && c <= 'z'))
c = shiftxform[c];
eatkey = HUlib_keyInIText(&w_chat, c);
if (eatkey)
{
// static unsigned char buf[20]; // DEBUG
HU_queueChatChar(c);
// sprintf(buf, "KEY: %d => %d", ev->data1, c);
// plr->message = buf;
}
if (c == KEY_ENTER)
{
chat_on = false;
if (w_chat.l.len)
{
strcpy(lastmessage, w_chat.l.l);
plr->message = lastmessage;
}
}
else if (c == KEY_ESCAPE)
chat_on = false;
}
}
return eatkey;
}

View File

@@ -1,57 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Main program, simply calls D_DoomMain high level loop.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: i_main.c,v 1.4 1997/02/03 22:45:10 b1 Exp $";
#include "doomdef.h"
#include "m_argv.h"
#include "d_main.h"
#include "kolibri.h"
int main(int argc, char **argv)
{
// static char * tmp[]=
// {"/hd/1/menuetos/doom/mdoom",
// NULL};
myargc = 1;
myargv = argv;
// InitHeap(32*1024*1024);
_asm
{
push ebx
push ecx
mov eax, 66
mov ebx, 1
mov ecx, 1
int 0x40
pop ecx
pop ebx
};
D_DoomMain ();
return 0;
}

View File

@@ -1,266 +0,0 @@
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <errno.h>
#include "i_system.h"
#include "d_event.h"
#include "d_net.h"
#include "m_argv.h"
#include "doomstat.h"
#include "i_net.h"
#ifdef DLHEAP
void* _cdecl dlmalloc(size_t);
void _cdecl dlfree(void*);
void _cdecl mf_init();
#define malloc dlmalloc
#define free dlfree
#define realloc dlrealloc
#endif
#ifndef B_HOST_IS_LENDIAN
#define B_HOST_IS_LENDIAN 1
#endif
#if !defined(sparc) && B_HOST_IS_LENDIAN
#ifndef ntohl
#define ntohl(x) \
((unsigned long int)((((unsigned long int)(x) & 0x000000ffU) << 24) | \
(((unsigned long int)(x) & 0x0000ff00U) << 8) | \
(((unsigned long int)(x) & 0x00ff0000U) >> 8) | \
(((unsigned long int)(x) & 0xff000000U) >> 24)))
#endif
#ifndef ntohs
#define ntohs(x) \
((unsigned short int)((((unsigned short int)(x) & 0x00ff) << 8) | \
(((unsigned short int)(x) & 0xff00) >> 8)))
#endif
#ifndef htonl
#define htonl(x) ntohl(x)
#endif
#ifndef htons
#define htons(x) ntohs(x)
#endif
#endif
void NetSend (void);
int NetListen (void);
//
// NETWORKING
//
#ifndef IPPORT_USERRESERVED
#define IPPORT_USERRESERVED 5000
#endif
int DOOMPORT = (IPPORT_USERRESERVED+0x1d);
int sendsocket[MAXNETNODES];
int insocket;
void (*netget) (void);
void (*netsend) (void);
static int first_user_port=IPPORT_USERRESERVED+0x1D+0x10;
/**********
int GetAvailPort(void)
{
int i,d0;
//for(i=0;i<1024;i++)
//{
// __asm__ __volatile__(
// "int $0x40"
// :"=a"(d0)
// :"0"(53),"b"(9),"c"(first_user_port+i));
// if(d0==1) return i+first_user_port;
//}
I_Error("Unable to get new port\n");
return -1;
}
**********/
int CreateInputUDPsocket(void)
{
int d0=0;
//__asm__ __volatile__(
// "int $0x40"
// :"=a"(d0)
// :"0"(53),"b"(1),"c"(DOOMPORT),"d"(0),"S"(0));
//if(d0==0xffffffff)
//{
I_Error("Unable to create socket\n");
//}
return d0;
}
int CreateOutputUDPSocket(int remote_ip)
{
int d0;
int p;
// p=GetAvailPort();
// __asm__ __volatile__(
// "int $0x40"
// :"=a"(d0)
// :"0"(53),"b"(0),"c"(p),"d"(DOOMPORT),"S"(remote_ip));
// if(d0==0xffffffff)
// {
I_Error("Unable to create output socket\n");
// }
return d0;
}
//
// PacketSend
//
void PacketSend (void)
{
int c;
doomdata_t sw;
//printf("ERROR Packet Send\n\r");
// byte swap
sw.checksum = htonl(netbuffer->checksum);
sw.player = netbuffer->player;
sw.retransmitfrom = netbuffer->retransmitfrom;
sw.starttic = netbuffer->starttic;
sw.numtics = netbuffer->numtics;
for (c=0 ; c< netbuffer->numtics ; c++)
{
sw.cmds[c].forwardmove = netbuffer->cmds[c].forwardmove;
sw.cmds[c].sidemove = netbuffer->cmds[c].sidemove;
sw.cmds[c].angleturn = htons(netbuffer->cmds[c].angleturn);
sw.cmds[c].consistancy = htons(netbuffer->cmds[c].consistancy);
sw.cmds[c].chatchar = netbuffer->cmds[c].chatchar;
sw.cmds[c].buttons = netbuffer->cmds[c].buttons;
}
// __libclog_printf("Sending packet %u to node %u\n",gametic,
// doomcom->remotenode);
// __asm__ __volatile__(
// "int $0x40"
// :"=a"(c)
// :"0"(53),"b"(4),"c"(sendsocket[doomcom->remotenode]),
// "d"(doomcom->datalength),"S"((long)&sw));
// if(c==-1)
// {
// __libclog_printf("Unable to send packet to remote node\n");
// }
}
//
// PacketGet
//
void PacketGet (void)
{
}
int GetLocalAddress (void)
{
int d0;
// __asm__ __volatile__(
// "int $0x40"
// :"=a"(d0)
// :"0"(52),"b"(1));
return d0;
}
//
// I_InitNetwork
//
void I_InitNetwork (void)
{
boolean trueval = true;
int i;
int p;
doomcom = malloc (sizeof (*doomcom) );
memset (doomcom, 0, sizeof(*doomcom) );
// set up for network
i = M_CheckParm ("-dup");
if (i && i< myargc-1)
{
doomcom->ticdup = myargv[i+1][0]-'0';
if (doomcom->ticdup < 1)
doomcom->ticdup = 1;
if (doomcom->ticdup > 9)
doomcom->ticdup = 9;
}
else
doomcom-> ticdup = 1;
if (M_CheckParm ("-extratic"))
doomcom-> extratics = 1;
else
doomcom-> extratics = 0;
p = M_CheckParm ("-port");
if (p && p<myargc-1)
{
DOOMPORT = atoi (myargv[p+1]);
// __libclog_printf ("using alternate port %i\n",DOOMPORT);
}
// parse network game options,
// -net <consoleplayer> <host> <host> ...
i = M_CheckParm ("-net");
if (!i)
{
// single player game
netgame = false;
doomcom->id = DOOMCOM_ID;
doomcom->numplayers = doomcom->numnodes = 1;
doomcom->deathmatch = false;
doomcom->consoleplayer = 0;
return;
}
netsend = PacketSend;
netget = PacketGet;
netgame = true;
// parse player number and host list
doomcom->consoleplayer = myargv[i+1][0]-'1';
doomcom->numnodes = 1; // this node for sure
doomcom->id = DOOMCOM_ID;
doomcom->numplayers = doomcom->numnodes;
sendsocket[0]=0;
for(i=1;i<MAXNETNODES;i++)
{
sendsocket[i]=-1;
}
insocket=CreateInputUDPsocket();
// __libclog_printf("DOOM: Input UDP socket is %d\n",insocket);
}
void I_NetCmd (void)
{
//printf("ERROR NetCmd");
if (doomcom->command == CMD_SEND)
{
// netsend ();
}
else if (doomcom->command == CMD_GET)
{
// netget ();
}
else
I_Error ("Bad net cmd: %i\n",doomcom->command);
}

View File

@@ -1,676 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// System interface for sound.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: i_unix.c,v 1.5 1997/02/03 22:45:10 b1 Exp $";
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <math.h>
#include <sys/types.h>
#include <fcntl.h>
// Timer stuff. Experimental.
#include <time.h>
#include <signal.h>
#include "z_zone.h"
#include "i_system.h"
#include "i_sound.h"
#include "m_argv.h"
#include "m_misc.h"
#include "w_wad.h"
#include "doomdef.h"
#include "kolibri.h"
#include "sound.h"
// The number of internal mixing channels,
// the samples calculated for each mixing step,
// the size of the 16bit, 2 hardware channel (stereo)
// mixing buffer, and the samplerate of the raw data.
// Needed for calling the actual sound output.
#define SAMPLECOUNT 1024
#define NUM_CHANNELS 16
// It is 2 for 16bit, and 2 for two channels.
//#define BUFMUL 4
//#define MIXBUFFERSIZE (SAMPLECOUNT*BUFMUL)
#define SAMPLERATE 11025 // Hz
#define SAMPLESIZE 2 // 16bit
// The actual lengths of all sound effects.
int lengths[NUMSFX];
// The actual output device.
int audio_fd;
// The global mixing buffer.
// Basically, samples from all active internal channels
// are modifed and added, and stored in the buffer
// that is submitted to the audio device.
signed short *mixbuffer;
// The channel step amount...
unsigned int channelstep[NUM_CHANNELS];
// ... and a 0.16 bit remainder of last step.
unsigned int channelstepremainder[NUM_CHANNELS];
// The channel data pointers, start and end.
unsigned char* channels[NUM_CHANNELS];
unsigned char* channelsend[NUM_CHANNELS];
// Time/gametic that the channel started playing,
// used to determine oldest, which automatically
// has lowest priority.
// In case number of active sounds exceeds
// available channels.
int channelstart[NUM_CHANNELS];
// The sound in channel handles,
// determined on registration,
// might be used to unregister/stop/modify,
// currently unused.
int channelhandles[NUM_CHANNELS];
// SFX id of the playing sound effect.
// Used to catch duplicates (like chainsaw).
int channelids[NUM_CHANNELS];
// Pitch to stepping lookup, unused.
int steptable[256];
// Volume lookups.
int vol_lookup[128*256];
// Hardware left and right channel volume lookup.
int* channelleftvol_lookup[NUM_CHANNELS];
int* channelrightvol_lookup[NUM_CHANNELS];
//
// This function loads the sound data from the WAD lump,
// for single sound.
//
void* getsfx (char* sfxname, int* len)
{
unsigned char* sfx;
unsigned char* paddedsfx;
int i;
int size;
int paddedsize;
char name[20];
int sfxlump;
// Get the sound data from the WAD, allocate lump
// in zone memory.
sprintf(name, "ds%s", sfxname);
// Now, there is a severe problem with the
// sound handling, in it is not (yet/anymore)
// gamemode aware. That means, sounds from
// DOOM II will be requested even with DOOM
// shareware.
// The sound list is wired into sounds.c,
// which sets the external variable.
// I do not do runtime patches to that
// variable. Instead, we will use a
// default sound for replacement.
if ( W_CheckNumForName(name) == -1 )
sfxlump = W_GetNumForName("dspistol");
else
sfxlump = W_GetNumForName(name);
size = W_LumpLength( sfxlump );
// Debug.
// fprintf( stderr, "." );
//fprintf( stderr, " -loading %s (lump %d, %d bytes)\n",
// sfxname, sfxlump, size );
//fflush( stderr );
sfx = (unsigned char*)W_CacheLumpNum( sfxlump, PU_STATIC );
// Pads the sound effect out to the mixing buffer size.
// The original realloc would interfere with zone memory.
paddedsize = ((size-8 + (SAMPLECOUNT-1)) / SAMPLECOUNT) * SAMPLECOUNT;
// Allocate from zone memory.
paddedsfx = (unsigned char*)Z_Malloc( paddedsize+8, PU_STATIC, 0 );
// ddt: (unsigned char *) realloc(sfx, paddedsize+8);
// This should interfere with zone memory handling,
// which does not kick in in the soundserver.
// Now copy and pad.
memcpy( paddedsfx, sfx, size );
for (i=size ; i<paddedsize+8 ; i++)
paddedsfx[i] = 128;
// Remove the cached lump.
Z_Free( sfx );
// Preserve padded length.
*len = paddedsize;
// Return allocated padded data.
return (void *) (paddedsfx + 8);
}
//
// This function adds a sound to the
// list of currently active sounds,
// which is maintained as a given number
// (eight, usually) of internal channels.
// Returns a handle.
//
static unsigned short handlenums = 0;
int addsfx(int sfxid, int volume, int step, int seperation)
{
int i;
int rc = -1;
int oldest = gametic;
int oldestnum = 0;
int slot;
int rightvol;
int leftvol;
// Chainsaw troubles.
// Play these sound effects only one at a time.
if ( sfxid == sfx_sawup
|| sfxid == sfx_sawidl
|| sfxid == sfx_sawful
|| sfxid == sfx_sawhit
|| sfxid == sfx_stnmov
|| sfxid == sfx_pistol )
{
// Loop all channels, check.
for (i=0 ; i<NUM_CHANNELS ; i++)
{
// Active, and using the same SFX?
if ( (channels[i])
&& (channelids[i] == sfxid) )
{
// Reset.
channels[i] = 0;
// We are sure that iff,
// there will only be one.
break;
}
}
}
// Loop all channels to find oldest SFX.
for (i=0; (i<NUM_CHANNELS) && (channels[i]); i++)
{
if (channelstart[i] < oldest)
{
oldestnum = i;
oldest = channelstart[i];
}
}
// Tales from the cryptic.
// If we found a channel, fine.
// If not, we simply overwrite the first one, 0.
// Probably only happens at startup.
if (i == NUM_CHANNELS)
slot = oldestnum;
else
slot = i;
// Okay, in the less recent channel,
// we will handle the new SFX.
// Set pointer to raw data.
channels[slot] = (unsigned char *) S_sfx[sfxid].data;
// Set pointer to end of raw data.
channelsend[slot] = channels[slot] + lengths[sfxid];
// Reset current handle number, limited to 0..100.
if (!handlenums)
handlenums = 100;
// Assign current handle number.
// Preserved so sounds could be stopped (unused).
channelhandles[slot] = rc = handlenums++;
channelstep[slot] = step;
channelstepremainder[slot] = 0;
// Should be gametic, I presume.
channelstart[slot] = gametic;
// Separation, that is, orientation/stereo.
// range is: 1 - 256
seperation += 1;
volume *=7;
// Per left/right channel.
// x^2 seperation,
// adjust volume properly.
leftvol =
volume - ((volume*seperation*seperation) >> 16); ///(256*256);
seperation = seperation - 257;
rightvol =
volume - ((volume*seperation*seperation) >> 16);
// Sanity check, clamp volume.
if (rightvol < 0 || rightvol > 127)
{
printf("rightvol out of bounds\n\r");
rightvol = 0;
}
if (leftvol < 0 || leftvol > 127)
{
printf("leftvol out of bounds\n\r");
leftvol=0;
}
// Get the proper lookup table piece
// for this volume level???
channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];
// Preserve sound SFX id,
// e.g. for avoiding duplicates of chainsaw.
channelids[slot] = sfxid;
// You tell me.
return rc;
}
//
// SFX API
// Note: this was called by S_Init.
// However, whatever they did in the
// old DPMS based DOS version, this
// were simply dummies in the Linux
// version.
// See soundserver initdata().
//
void I_SetChannels()
{
// Init internal lookups (raw data, mixing buffer, channels).
// This function sets up internal lookups used during
// the mixing process.
int i;
int j;
int* steptablemid = steptable + 128;
// Okay, reset internal mixing channels to zero.
for (i=0; i<NUM_CHANNELS; i++)
{
channels[i] = 0;
}
for (i=-128 ; i<128 ; i++)
steptablemid[i] = (int)(pow(2.0, (i/64.0))*65536.0);
// Generates volume lookup tables
// which also turn the unsigned samples
// into signed samples.
for (i=0 ; i<128 ; i++)
for (j=0 ; j<256 ; j++)
vol_lookup[i*256+j] = (i*(j-128)*256)/127;
}
void I_SetSfxVolume(int volume)
{
// Identical to DOS.
// Basically, this should propagate
// the menu/config file setting
// to the state variable used in
// the mixing.
snd_SfxVolume = volume;
}
// MUSIC API - dummy. Some code from DOS version.
void I_SetMusicVolume(int volume)
{
// Internal state variable.
snd_MusicVolume = volume;
}
//
// Retrieve the raw data lump index
// for a given SFX name.
//
int I_GetSfxLumpNum(sfxinfo_t* sfx)
{
char namebuf[9];
sprintf(namebuf, "ds%s", sfx->name);
return W_GetNumForName(namebuf);
}
//
// Starting a sound means adding it
// to the current list of active sounds
// in the internal channels.
// As the SFX info struct contains
// e.g. a pointer to the raw data,
// it is ignored.
// As our sound handling does not handle
// priority, it is ignored.
// Pitching (that is, increased speed of playback)
//
int I_StartSound(int id, int vol, int sep,
int pitch, int priority )
{
// Returns a handle (not used).
id = addsfx( id, vol, steptable[pitch], sep );
return id;
}
void I_StopSound (int handle)
{
// You need the handle returned by StartSound.
// Would be looping all channels,
// tracking down the handle,
// an setting the channel to zero.
// UNUSED.
handle = 0;
}
int I_SoundIsPlaying(int handle)
{
// Ouch.
return gametic < handle;
}
//
// This function loops all active (internal) sound
// channels, retrieves a given number of samples
// from the raw sound data, modifies it according
// to the current (internal) channel parameters,
// mixes the per channel samples into the global
// mixbuffer, clamping it to the allowed range,
// and sets up everything for transferring the
// contents of the mixbuffer to the (two)
// hardware channels (left and right, that is).
//
// This function currently supports only 16bit.
//
extern SNDBUF hMixBuff;
extern unsigned int mix_offset;
extern int mix_size;
void I_UpdateSound( void )
{
// Mix current sound data.
// Data, from raw sound, for right and left.
register unsigned int sample;
register int dl;
register int dr;
// Pointers in global mixbuffer, left, right, end.
signed short* leftout;
signed short* rightout;
// signed short* leftend;
// Step in mixbuffer, left and right, thus two.
int step;
// Mixing channel index.
int chan;
int i;
// Left and right channel
// are in global mixbuffer, alternating.
leftout = mixbuffer;
rightout = mixbuffer+1;
step = 2;
// Determine end, for left channel only
// (right channel is implicit).
// leftend = mixbuffer + SAMPLECOUNT*step;
// Mix sounds into the mixing buffer.
// Loop over step*SAMPLECOUNT,
// that is 512 values for two channels.
for (i=0; i < mix_size/4; i++)
{
// Reset left/right value.
dl = 0;
dr = 0;
// Love thy L2 chache - made this a loop.
// Now more channels could be set at compile time
// as well. Thus loop those channels.
for ( chan = 0; chan < NUM_CHANNELS; chan++ )
{
// Check channel, if active.
if (channels[ chan ])
{
// Get the raw data from the channel.
sample = *channels[ chan ];
// Add left and right part
// for this channel (sound)
// to the current data.
// Adjust volume accordingly.
dl += channelleftvol_lookup[ chan ][sample];
dr += channelrightvol_lookup[ chan ][sample];
channelstepremainder[ chan ] += channelstep[ chan ];
channels[ chan ] += channelstepremainder[ chan ] >> 16;
channelstepremainder[ chan ] &= 65536-1;
// Check whether we are done.
if (channels[ chan ] >= channelsend[ chan ])
channels[ chan ] = 0;
}
}
// Clamp to range. Left hardware channel.
// Has been char instead of short.
// if (dl > 127) *leftout = 127;
// else if (dl < -128) *leftout = -128;
// else *leftout = dl;
if (dl > 0x7fff)
*leftout = 0x7fff;
else if (dl < -0x8000)
*leftout = -0x8000;
else
*leftout = dl;
// Same for right hardware channel.
if (dr > 0x7fff)
*rightout = 0x7fff;
else if (dr < -0x8000)
*rightout = -0x8000;
else
*rightout = dr;
// Increment current pointers in mixbuffer.
leftout += step;
rightout += step;
}
SetBuffer(hMixBuff,mixbuffer,mix_offset,mix_size);
}
//
// This would be used to write out the mixbuffer
// during each game loop update.
// Updates sound buffer and audio device at runtime.
// It is called during Timer interrupt with SNDINTR.
// Mixing now done synchronous, and
// only output be done asynchronous?
//
//void I_SubmitSound(void)
//{
// Write it to DSP device.
// write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
//}
void I_UpdateSoundParams(int handle, int vol, int sep, int pitch)
{
// I fail too see that this is used.
// Would be using the handle to identify
// on which channel the sound might be active,
// and resetting the channel parameters.
// UNUSED.
handle = vol = sep = pitch = 0;
}
extern volatile int sound_state;
void I_ShutdownSound(void)
{
sound_state=0;
return;
}
void I_InitSound()
{ int i;
printf("I_InitSound: ");
for (i=1 ; i<NUMSFX ; i++)
{
// Alias? Example is the chaingun sound linked to pistol.
if (!S_sfx[i].link)
{
// Load data from WAD file.
S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
}
else
{
// Previously loaded already?
S_sfx[i].data = S_sfx[i].link->data;
lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
}
}
printf( " pre-cached all sound data\n");
// Now initialize mixbuffer with zero.
// for ( i = 0; i< MIXBUFFERSIZE; i++ )
// mixbuffer[i] = 0;
// Finished initialization.
printf("I_InitSound: sound module ready\n");
}
//
// MUSIC API.
// Still no music done.
// Remains. Dummies.
//
void I_InitMusic(void) { }
void I_ShutdownMusic(void) { }
static int looping=0;
static int musicdies=-1;
void I_PlaySong(int handle, int looping)
{
// UNUSED.
handle = looping = 0;
musicdies = gametic + TICRATE*30;
}
void I_PauseSong (int handle)
{
// UNUSED.
handle = 0;
}
void I_ResumeSong (int handle)
{
// UNUSED.
handle = 0;
}
void I_StopSong(int handle)
{
// UNUSED.
handle = 0;
looping = 0;
musicdies = 0;
}
void I_UnRegisterSong(int handle)
{
// UNUSED.
handle = 0;
}
int I_RegisterSong(void* data)
{
// UNUSED.
data = NULL;
return 1;
}
// Is the song playing?
int I_QrySongPlaying(int handle)
{
// UNUSED.
handle = 0;
return looping || musicdies > gametic;
}
// Interrupt handler.
void I_HandleSoundTimer( int ignore )
{
// UNUSED, but required.
ignore = 0;
return;
}

View File

@@ -1,899 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// System interface for sound.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: i_unix.c,v 1.5 1997/02/03 22:45:10 b1 Exp $";
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <math.h>
#include <time.h>
#include <sys/types.h>
//#ifndef LINUX
//#include <sys/filio.h>
//#endif
#include <fcntl.h>
#include <io.h>
//#include <unistd.h>
//#include <sys/ioctl.h>
// Linux voxware output.
//#include <linux/soundcard.h>
// Timer stuff. Experimental.
#include <time.h>
#include <signal.h>
#include "z_zone.h"
#include "i_system.h"
#include "i_sound.h"
#include "m_argv.h"
#include "m_misc.h"
#include "w_wad.h"
#include "doomdef.h"
typedef unsigned int DWORD;
////////////////////////////////////////////////////////////////////////////
// WinDoom - DirectSound
////////////////////////////////////////////////////////////////////////////
#define NUM_SOUND_FX 128
#define SB_SIZE 20480
void CreateSoundBuffer(int Channel, int length, unsigned char *data);
void I_PlaySoundEffect(int sfxid, int Channel, int volume, int pan);
#define NUM_DSBUFFERS 256
typedef enum { dsb_perm, dsb_temp } dsb_type;
typedef struct
{
void *origin;
int dsb_type;
int sfxid;
}DSBControl_t;
DSBControl_t DSBControl[NUM_DSBUFFERS];
extern int swap_stereo;
////////////////////////////////////////////////////////////////////////////
// UNIX hack, to be removed.
#ifdef SNDSERV
// Separate sound server process.
FILE* sndserver=0;
char* sndserver_filename = "./sndserver ";
#elif SNDINTR
// Update all 30 millisecs, approx. 30fps synchronized.
// Linux resolution is allegedly 10 millisecs,
// scale is microseconds.
#define SOUND_INTERVAL 500
// Get the interrupt. Set duration in millisecs.
int I_SoundSetTimer( int duration_of_tick );
void I_SoundDelTimer( void );
#else
// None?
#endif
// A quick hack to establish a protocol between
// synchronous mix buffer updates and asynchronous
// audio writes. Probably redundant with gametic.
static int flag = 0;
// The number of internal mixing channels,
// the samples calculated for each mixing step,
// the size of the 16bit, 2 hardware channel (stereo)
// mixing buffer, and the samplerate of the raw data.
// Needed for calling the actual sound output.
#define SAMPLECOUNT 512
#define NUM_CHANNELS 16
// It is 2 for 16bit, and 2 for two channels.
#define BUFMUL 4
#define MIXBUFFERSIZE (SAMPLECOUNT*BUFMUL)
#define SAMPLERATE 11025 // Hz
#define SAMPLESIZE 2 // 16bit
// The actual lengths of all sound effects.
int lengths[NUMSFX];
// The actual output device.
//int audio_fd;
// The global mixing buffer.
// Basically, samples from all active internal channels
// are modifed and added, and stored in the buffer
// that is submitted to the audio device.
signed short mixbuffer[MIXBUFFERSIZE];
// The channel step amount...
unsigned int channelstep[NUM_CHANNELS];
// ... and a 0.16 bit remainder of last step.
unsigned int channelstepremainder[NUM_CHANNELS];
// The channel data pointers, start and end.
unsigned char* channels[NUM_CHANNELS];
unsigned char* channelsend[NUM_CHANNELS];
// Time/gametic that the channel started playing,
// used to determine oldest, which automatically
// has lowest priority.
// In case number of active sounds exceeds
// available channels.
int channelstart[NUM_CHANNELS];
// The sound in channel handles,
// determined on registration,
// might be used to unregister/stop/modify,
// currently unused.
int channelhandles[NUM_CHANNELS];
// SFX id of the playing sound effect.
// Used to catch duplicates (like chainsaw).
int channelids[NUM_DSBUFFERS];
// Pitch to stepping lookup, unused.
int steptable[256];
// Volume lookups.
int vol_lookup[128*256];
// Hardware left and right channel volume lookup.
int* channelleftvol_lookup[NUM_CHANNELS];
int* channelrightvol_lookup[NUM_CHANNELS];
//
// Safe ioctl, convenience.
//
void
myioctl
( int fd,
int command,
int* arg )
{
// FIXME
/*
int rc;
extern int errno;
rc = ioctl(fd, command, arg);
if (rc < 0)
{
fprintf(stderr, "ioctl(dsp,%d,arg) failed\n", command);
fprintf(stderr, "errno=%d\n", errno);
exit(-1);
}
*/
}
//
// This function loads the sound data from the WAD lump,
// for single sound.
//
void *getsfx( char *sfxname, int *len )
{
unsigned char* sfx;
unsigned char* paddedsfx;
int i;
int size;
int paddedsize;
char name[20];
int sfxlump;
sprintf(name, "ds%s", sfxname);
// Get the sound data from the WAD, allocate lump
// in zone memory.
// Now, there is a severe problem with the
// sound handling, in it is not (yet/anymore)
// gamemode aware. That means, sounds from
// DOOM II will be requested even with DOOM
// shareware.
// The sound list is wired into sounds.c,
// which sets the external variable.
// I do not do runtime patches to that
// variable. Instead, we will use a
// default sound for replacement.
if ( W_CheckNumForName(name) == -1 )
sfxlump = W_GetNumForName("dspistol");
else
sfxlump = W_GetNumForName(name);
size = W_LumpLength( sfxlump );
// sprintf(MsgText, "Getting sound effect : %s - %d\n", name, size);
// WriteDebug(MsgText);
// Debug.
// fprintf( stderr, "." );
//fprintf( stderr, " -loading %s (lump %d, %d bytes)\n",
// sfxname, sfxlump, size );
//fflush( stderr );
sfx = (unsigned char*)W_CacheLumpNum( sfxlump, PU_STATIC );
// Pads the sound effect out to the mixing buffer size.
// The original realloc would interfere with zone memory.
paddedsize = ((size-8 + (SAMPLECOUNT-1)) / SAMPLECOUNT) * SAMPLECOUNT;
// Allocate from zone memory.
paddedsfx = (unsigned char*)Z_Malloc( paddedsize+8, PU_STATIC, 0 );
// ddt: (unsigned char *) realloc(sfx, paddedsize+8);
// This should interfere with zone memory handling,
// which does not kick in in the soundserver.
// Now copy and pad.
memcpy( paddedsfx, sfx, size );
for (i = size; i < paddedsize+8; i++)
paddedsfx[i] = 128;
// Remove the cached lump.
Z_Free( sfx );
// Preserve padded length.
*len = paddedsize;
// Return allocated padded data.
return (void *) (paddedsfx + 8);
}
/*
//
// This function adds a sound to the
// list of currently active sounds,
// which is maintained as a given number
// (eight, usually) of internal channels.
// Returns a handle.
//
int addsfx( int sfxid, int volume, int step, int seperation )
{
static unsigned short handlenums = 0;
int i;
int rc = -1;
int oldest = gametic;
int oldestnum = 0;
int slot;
int rightvol;
int leftvol;
int iVolume, iPan;
// Chainsaw troubles.
// Play these sound effects only one at a time.
if ( sfxid == sfx_sawup || sfxid == sfx_sawidl || sfxid == sfx_sawful ||
sfxid == sfx_sawhit || sfxid == sfx_stnmov || sfxid == sfx_pistol )
{
// Loop all channels, check.
for (i = 0; i < NUM_CHANNELS; i++)
{
// Active, and using the same SFX?
if ( (channels[i]) && (channelids[i] == sfxid) )
{
// Reset.
channels[i] = 0;
// We are sure that iff, there will only be one.
break;
}
}
}
// Loop all channels to find oldest SFX.
for (i = 0; (i<NUM_CHANNELS) && (channels[i]); i++)
{
if (channelstart[i] < oldest)
{
oldestnum = i;
oldest = channelstart[i];
}
}
// Tales from the cryptic.
// If we found a channel, fine.
// If not, we simply overwrite the first one, 0.
// Probably only happens at startup.
if (i == NUM_CHANNELS)
slot = oldestnum;
else
slot = i;
// Okay, in the less recent channel,
// we will handle the new SFX.
// Set pointer to raw data.
channels[slot] = (unsigned char *) S_sfx[sfxid].data;
// Set pointer to end of raw data.
channelsend[slot] = channels[slot] + lengths[sfxid];
// Reset current handle number, limited to 0..100.
if (!handlenums)
handlenums = 100;
// Assign current handle number.
// Preserved so sounds could be stopped (unused).
channelhandles[slot] = rc = handlenums++;
// Set stepping???
// Kinda getting the impression this is never used.
channelstep[slot] = step;
// ???
channelstepremainder[slot] = 0;
// Should be gametic, I presume.
channelstart[slot] = gametic;
iVolume = 0-(128*(15-volume));
if (iVolume < -10000)
iVolume == -10000;
iPan = (seperation-128)*20;
if (iPan < -10000)
iPan = -10000;
if (iPan > 10000)
iPan = 10000;
if (swap_stereo == TRUE)
iPan *= -1;
// Separation, that is, orientation/stereo.
// range is: 1 - 256
seperation += 1;
// Per left/right channel.
// x^2 seperation,
// adjust volume properly.
leftvol = volume - ((volume*seperation*seperation) >> 16); //(256*256);
seperation = seperation - 257;
rightvol = volume - ((volume*seperation*seperation) >> 16);
// Sanity check, clamp volume.
if (rightvol < 0 || rightvol > 127)
I_Error("rightvol out of bounds");
if (leftvol < 0 || leftvol > 127)
I_Error("leftvol out of bounds");
// Get the proper lookup table piece
// for this volume level???
channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];
// Preserve sound SFX id,
// e.g. for avoiding duplicates of chainsaw.
channelids[slot] = sfxid;
I_PlaySoundEffect(sfxid, iVolume, iPan);
// You tell me.
//return rc;
return sfxid;
}
*/
//
// This function adds a sound to the
// list of currently active sounds,
// which is maintained as a given number
// (eight, usually) of internal channels.
// Returns a handle.
//
//
// SFX API
// Note: this was called by S_Init.
// However, whatever they did in the
// old DPMS based DOS version, this
// were simply dummies in the Linux
// version.
// See soundserver initdata().
//
void I_SetChannels()
{
// Init internal lookups (raw data, mixing buffer, channels).
// This function sets up internal lookups used during
// the mixing process.
int i;
int j;
int* steptablemid = steptable + 128;
// Okay, reset internal mixing channels to zero.
for (i=0; i<NUM_CHANNELS; i++)
{
channels[i] = 0;
}
// This table provides step widths for pitch parameters.
// I fail to see that this is currently used.
for (i=-128 ; i<128 ; i++)
steptablemid[i] = (int)(pow(2.0, (i/64.0))*65536.0);
// Generates volume lookup tables
// which also turn the unsigned samples
// into signed samples.
for (i=0 ; i<128 ; i++)
for (j=0 ; j<256 ; j++)
vol_lookup[i*256+j] = (i*(j-128)*256)/127;
}
void I_SetSfxVolume(int volume)
{
// Identical to DOS.
// Basically, this should propagate
// the menu/config file setting
// to the state variable used in
// the mixing.
snd_SfxVolume = volume;
}
// MUSIC API - dummy. Some code from DOS version.
void I_SetMusicVolume(int volume)
{
// Internal state variable.
snd_MusicVolume = volume;
// Now set volume on output device.
// Whatever( snd_MusciVolume );
}
//
// Retrieve the raw data lump index
// for a given SFX name.
//
int I_GetSfxLumpNum(sfxinfo_t* sfx)
{
char namebuf[9];
sprintf(namebuf, "ds%s", sfx->name);
return W_GetNumForName(namebuf);
}
//
// Starting a sound means adding it
// to the current list of active sounds
// in the internal channels.
// As the SFX info struct contains
// e.g. a pointer to the raw data,
// it is ignored.
// As our sound handling does not handle
// priority, it is ignored.
// Pitching (that is, increased speed of playback)
// is set, but currently not used by mixing.
//
int I_StartSound( int id, int vol, int sep, int pitch, int priority, void *origin )
{
// UNUSED
priority = 0;
// Debug.
// sprintf(MsgText, "starting sound %d", id );
// WriteDebug(MsgText);
// Returns a handle (not used).
id = addsfx( id, vol, steptable[pitch], sep, origin );
// sprintf(MsgText, "/handle is %d\n", id );
// WriteDebug(MsgText);
return id;
}
//
// This function loops all active (internal) sound
// channels, retrieves a given number of samples
// from the raw sound data, modifies it according
// to the current (internal) channel parameters,
// mixes the per channel samples into the global
// mixbuffer, clamping it to the allowed range,
// and sets up everything for transferring the
// contents of the mixbuffer to the (two)
// hardware channels (left and right, that is).
//
// This function currently supports only 16bit.
//
void I_UpdateSound( void )
{
#ifdef SNDINTR
// Debug. Count buffer misses with interrupt.
static int misses = 0;
#endif
// Mix current sound data.
// Data, from raw sound, for right and left.
register unsigned int sample;
register int dl;
register int dr;
// Pointers in global mixbuffer, left, right, end.
signed short* leftout;
signed short* rightout;
signed short* leftend;
// Step in mixbuffer, left and right, thus two.
int step;
// Mixing channel index.
int chan;
// Left and right channel
// are in global mixbuffer, alternating.
leftout = mixbuffer;
rightout = mixbuffer+1;
step = 2;
// Determine end, for left channel only
// (right channel is implicit).
leftend = mixbuffer + SAMPLECOUNT*step;
// Mix sounds into the mixing buffer.
// Loop over step*SAMPLECOUNT,
// that is 512 values for two channels.
while (leftout != leftend)
{
// Reset left/right value.
dl = 0;
dr = 0;
// Love thy L2 chache - made this a loop.
// Now more channels could be set at compile time
// as well. Thus loop those channels.
for ( chan = 0; chan < NUM_CHANNELS; chan++ )
{
// Check channel, if active.
if (channels[ chan ])
{
// Get the raw data from the channel.
sample = *channels[ chan ];
// Add left and right part
// for this channel (sound)
// to the current data.
// Adjust volume accordingly.
dl += channelleftvol_lookup[ chan ][sample];
dr += channelrightvol_lookup[ chan ][sample];
// Increment index ???
channelstepremainder[ chan ] += channelstep[ chan ];
// MSB is next sample???
channels[ chan ] += channelstepremainder[ chan ] >> 16;
// Limit to LSB???
channelstepremainder[ chan ] &= 65536-1;
// Check whether we are done.
if (channels[ chan ] >= channelsend[ chan ])
channels[ chan ] = 0;
}
}
// Clamp to range. Left hardware channel.
// Has been char instead of short.
// if (dl > 127) *leftout = 127;
// else if (dl < -128) *leftout = -128;
// else *leftout = dl;
if (dl > 0x7fff)
*leftout = 0x7fff;
else if (dl < -0x8000)
*leftout = -0x8000;
else
*leftout = dl;
// Same for right hardware channel.
if (dr > 0x7fff)
*rightout = 0x7fff;
else if (dr < -0x8000)
*rightout = -0x8000;
else
*rightout = dr;
// Increment current pointers in mixbuffer.
leftout += step;
rightout += step;
}
#ifdef SNDINTR
// Debug check.
if ( flag )
{
misses += flag;
flag = 0;
}
if ( misses > 10 )
{
fprintf( stderr, "I_SoundUpdate: missed 10 buffer writes\n");
misses = 0;
}
// Increment flag for update.
flag++;
#endif
}
//
// This would be used to write out the mixbuffer
// during each game loop update.
// Updates sound buffer and audio device at runtime.
// It is called during Timer interrupt with SNDINTR.
// Mixing now done synchronous, and
// only output be done asynchronous?
//
//void
//I_SubmitSound(void)
//{
// Write it to DSP device.
// write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
//}
void I_ShutdownSound(void)
{
//#ifdef SNDSERV
// if (sndserver)
// {
// // Send a "quit" command.
// fprintf(sndserver, "q\n");
// fflush(sndserver);
// }
//#else
// Wait till all pending sounds are finished.
int done = 0;
//int i;
// FIXME (below).
//fprintf( stderr, "I_ShutdownSound: NOT finishing pending sounds\n");
//fflush( stderr );
//while ( !done )
//{
// for( i=0 ; i<8 && !channels[i] ; i++);
// FIXME. No proper channel output.
//if (i==8)
done=1;
//}
//#ifdef SNDINTR
// I_SoundDelTimer();
//#endif
// Cleaning up -releasing the DSP device.
// close( audio_fd );
//#endif
// Done.
return;
}
void I_InitSound()
{
int i;
I_CreateSound();
for (i = 1; i < NUMSFX; i++)
{
// Alias? Example is the chaingun sound linked to pistol.
if (!S_sfx[i].link)
{
// Load data from WAD file.
S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
}
else
{
// Previously loaded already?
S_sfx[i].data = S_sfx[i].link->data;
lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
}
//having to crack here cuz crashing out at sound file 86 chgun
// incidentally the only 'linked' sound in the whole pile
// 10.10.98 dlw tested good.
if(i==86)
CreateSoundBuffer(i, lengths[1], S_sfx[1].data);
else
CreateSoundBuffer(i, lengths[i], S_sfx[i].data);
DSBControl[i].origin = NULL;
DSBControl[i].sfxid = i;
DSBControl[i].dsb_type = dsb_perm;
}
for (; i < NUM_DSBUFFERS; i++)
{
DSBControl[i].origin = NULL;
DSBControl[i].sfxid = -1;
DSBControl[i].dsb_type = dsb_temp;
}
}
//
// MUSIC API.
// Still no music done.
// Remains. Dummies.
//
void I_InitMusic(void) { }
static int looping=0;
static int musicdies=-1;
// 10.12.98 dlw - cleanup the music files
void I_ShutdownMusic(void)
{
int trasherror; //self explained
trasherror=unlink("doomsong.mus");
trasherror=unlink("doomsong.mid");
printf("I_ShutdownMusic...\n");
}
void I_PlaySong(int handle, int looping)
{
// UNUSED.
handle = looping = 0;
musicdies = gametic + TICRATE*30;
}
void I_PauseSong (int handle)
{
// UNUSED.
handle = 0;
}
void I_ResumeSong (int handle)
{
// UNUSED.
handle = 0;
}
void I_StopSong(int handle)
{
// UNUSED.
handle = 0;
looping = 0;
musicdies = 0;
}
void I_UnRegisterSong(int handle)
{
// UNUSED.
handle = 0;
}
int I_RegisterSong(void* data)
{
// UNUSED.
data = NULL;
return 1;
}
// Is the song playing?
int I_QrySongPlaying(int handle)
{
// UNUSED.
handle = 0;
return looping || musicdies > gametic;
}
//
// Experimental stuff.
// A Linux timer interrupt, for asynchronous
// sound output.
// I ripped this out of the Timer class in
// our Difference Engine, including a few
// SUN remains...
//
#ifdef sun
typedef sigset_t tSigSet;
#else
typedef int tSigSet;
#endif
// We might use SIGVTALRM and ITIMER_VIRTUAL, if the process
// time independend timer happens to get lost due to heavy load.
// SIGALRM and ITIMER_REAL doesn't really work well.
// There are issues with profiling as well.
// FIXME
#define ITIMER_REAL 0
static int /*__itimer_which*/ itimer = ITIMER_REAL;
// FIXME
#define SIGALRM 0
static int sig = SIGALRM;
// Interrupt handler.
void I_HandleSoundTimer( int ignore )
{
// Debug.
//fprintf( stderr, "%c", '+' ); fflush( stderr );
// Feed sound device if necesary.
if ( flag )
{
// See I_SubmitSound().
// Write it to DSP device.
//write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
// Reset flag counter.
flag = 0;
}
else
return;
// UNUSED, but required.
ignore = 0;
return;
}
void I_SoundDelTimer()
{
// Debug.
//if ( I_SoundSetTimer( 0 ) == -1)
// fprintf( stderr, "I_SoundDelTimer: failed to remove interrupt. Doh!\n");
}

View File

@@ -1,76 +0,0 @@
#include<stdlib.h>
#include<stdio.h>
#include<jpeglib.h>
#include<menuet/os.h>
#include"libmgfx.h"
#define SPLASH_FILE "splash.jpg"
static int splash_thread_pid;
static char * splash_thread_stk;
static mgfx_image_t * splash=NULL;
static int xres,yres,bpp,bpscan;
void I_EndSplash(void);
static void repaint_splash_wnd(void)
{
__menuet__window_redraw(1);
__menuet__define_window(
(xres-splash->width)>>1,
(yres-splash->height)>>1,
splash->width,
splash->height+20,
0x01000000,
0x00000000,
0x00000000);
paint_image(0,0,splash);
__menuet__window_redraw(2);
}
static int __tmp=0;
static void splash_thread(void)
{
__menuet__dga_get_caps(&xres,&yres,&bpp,&bpscan);
repaint_splash_wnd();
for(;;)
{
__menuet__delay100(5);
__menuet__bar(0,splash->height+1,splash->width,20,0);
__menuet__bar(0,splash->height+1,__tmp,20,0x404040);
__tmp+=4;
if(__tmp>=splash->width) __tmp=0;
}
}
void I_BeginSplash(void)
{
init_mgfx_library();
if(load_image(SPLASH_FILE,&splash)!=_PIC_OK)
{
splash=NULL;
__libclog_printf("Unable to open %s for splash screen !!!\n",SPLASH_FILE);
return;
}
splash_thread_stk=__menuet__exec_thread(splash_thread,4096,&splash_thread_pid);
if(splash_thread_pid<1)
{
__libclog_printf("Unable to create splash screen thread\n");
// I_EndSplash();
return;
}
__libclog_printf("Splash screen created\n");
}
void I_EndSplash(void)
{
int i;
if(!splash) return;
if(splash_thread_pid>1)
__asm__ __volatile__("int $0x40"::"a"(18),"b"(2),"c"(splash_thread_pid));
free_image(splash);
free(splash);
splash=NULL;
free(splash_thread_stk);
}

View File

@@ -1,167 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
#include <stdlib.h>
#include <stdarg.h>
#include <ctype.h>
#include "doomdef.h"
#include "m_misc.h"
#include "i_video.h"
#include "i_sound.h"
#include "d_net.h"
#include "g_game.h"
#include "i_system.h"
#include "kolibri.h"
int mb_used = 8;
void
I_Tactile
( int on,
int off,
int total )
{
// UNUSED.
on = off = total = 0;
}
ticcmd_t emptycmd;
ticcmd_t* I_BaseTiccmd(void)
{
return &emptycmd;
}
int I_GetHeapSize (void)
{
return mb_used*1024*1024;
}
byte* I_ZoneBase (int* size)
{
*size = mb_used*1024*1024;
return (byte *) UserAlloc(*size);
}
//
// I_GetTime
// returns time in 1/35 second tics
//
int I_GetTime (void)
{
unsigned int tm;
_asm
{ push ebx
mov eax, 26
mov ebx, 9
int 0x40
mov dword ptr [tm], eax
pop ebx
};
return (tm*TICRATE)/100;
}
//
// I_Init
//
void I_Init (void)
{
I_InitGraphics();
I_InitSound();
}
//
// I_Quit
//
void I_Quit (void)
{
// __libclog_printf("Calling I_Quit from %x\n",__builtin_return_address(0));
D_QuitNetGame ();
I_ShutdownSound();
// I_ShutdownMusic();
M_SaveDefaults ();
// I_ShutdownGraphics();
exit(0);
}
void I_WaitVBL(int count)
{
//__menuet__delay100((count*10)/7);
}
void I_BeginRead(void)
{
}
void I_EndRead(void)
{
}
/***********
byte* I_AllocLow(int length)
{
byte* mem;
mem = (byte *)malloc (length);
memset (mem,0,length);
return mem;
}
************/
//
// I_Error
//
extern boolean demorecording;
extern volatile int sound_state;
void I_Error (char *error, ...)
{
va_list argptr;
// Message first.
va_start (argptr,error);
printf ("Error: ");
printf (error,argptr);
printf ("\n\r");
va_end (argptr);
// Shutdown. Here might be other errors.
if (demorecording)
G_CheckDemoStatus();
D_QuitNetGame ();
I_ShutdownGraphics();
sound_state=0;
// getch();
exit(-1);
}

View File

@@ -1,378 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DOOM graphics stuff for SDL library
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: i_x.c,v 1.6 1997/02/03 22:45:10 b1 Exp $";
#include <stdlib.h>
#include "m_swap.h"
#include "doomstat.h"
#include "i_system.h"
#include "v_video.h"
#include "m_argv.h"
#include "d_main.h"
#include "doomdef.h"
#include "kolibri.h"
void BlitDIB();
typedef struct SURFACE
{
unsigned char *pixels;
int w, h;
int pitch;
int offset;
} SURFACE;
SURFACE screen;
// Fake mouse handling.
boolean grabMouse;
// Blocky mode,
// replace each 320x200 pixel with multiply*multiply pixels.
// According to Dave Taylor, it still is a bonehead thing
// to use ....
static int multiply=2;
static int disableVerticalMouse = 0;
static int scr_w =0;
static int scr_h =0;
static int win_x, win_y;
static int win_w, win_h;
//int palette_color[256];
static int lastmousex = 0;
static int lastmousey = 0;
boolean mousemoved = false;
void I_ShutdownGraphics(void)
{
}
//
// I_StartFrame
//
void I_StartFrame (void)
{
// er?
//printf("start new frame\n\r" );
}
int test_for_event(void)
{ int retval;
_asm
{ push ebx
push ecx
push edx
push esi
push edi
mov eax,11
int 0x40
mov [retval], eax
pop edi
pop esi
pop edx
pop ecx
pop ebx
};
return retval;
};
void I_GetEvent(void)
{
event_t evnt;
int val;
int key;
//printf("begin get_event()\n\r");
do
{ val= test_for_event();
switch(val)
{ case EV_REDRAW:
BeginDraw();
DrawWindow(win_x,win_y,win_w,win_h,0x404040,3,0,0,0);
EndDraw();
BlitDIB();
break;
case EV_KEY:
if(!get_key(&key))
{
switch(key)
{ case 0xE0:
case 0xE1:
continue;
default:
if(key&0x80)
{ //printf("key released\n\r");
evnt.type = ev_keyup;
}
else
{ //printf("key pressed %x\n\r",key);
evnt.type = ev_keydown;
};
key&=0x7F;
evnt.data1=remap_key(key);
if ( evnt.data1 != 0 )
D_PostEvent(&evnt);
continue;
};
};
continue;
case EV_BUTTON:
switch(get_button_id())
{ case 1:
return;
default:;
};
};
}while(val);
}
//
// I_StartTic
//
void I_StartTic (void)
{
I_GetEvent();
}
//
// I_UpdateNoBlit
//
void I_UpdateNoBlit (void)
{
// what is this?
}
//
// I_ReadScreen
//
void I_ReadScreen (byte* scr)
{
memcpy (scr, screens[0], SCREENWIDTH*SCREENHEIGHT);
}
//
// I_SetPalette
//
unsigned int colors[256];
void I_SetPalette (byte* palette)
{
int i;
unsigned int r;
unsigned int g;
unsigned int b;
for ( i=0; i<256; ++i )
{
r = gammatable[usegamma][*palette++];
g = gammatable[usegamma][*palette++];
b = gammatable[usegamma][*palette++];
colors[i]= b|(g<<8)|(r<<16);
}
}
void BeginDraw()
{ _asm
{ push ebx
mov eax,12
mov ebx, 1
int 0x40
pop ebx
};
};
void EndDraw()
{ _asm
{ push ebx
mov eax,12
mov ebx, 2
int 0x40
pop ebx
};
};
void I_InitGraphics(void)
{
static int firsttime=1;
int frameX, frameY;
if (!firsttime)
return;
firsttime = 0;
if (M_CheckParm("-2"))
multiply = 2;
if (M_CheckParm("-3"))
multiply = 3;
if (M_CheckParm("-4"))
multiply = 4;
win_w = SCREENWIDTH * multiply;
win_h = SCREENHEIGHT * multiply;
// check if the user wants to grab the mouse (quite unnice)
grabMouse = !!M_CheckParm("-grabmouse");
/* [Petteri] New: Option to disable mouse vertical movement - useful
for players used to Quake: */
disableVerticalMouse = !!M_CheckParm("-novertmouse");
/* Build and initialize the window: */
frameX = 0;
frameY = 18;
GetScreenSize(&scr_w, &scr_h);
win_x = (scr_w-win_w)/2;
win_y = (scr_h-win_h)/2;
// hCursor = LoadCursor( 0, IDC_ARROW );
printf("I_InitGraphics: Client area: %ux%u\n\r", win_w, win_h);
screen.pixels= (byte*) UserAlloc(640*400*4);
screen.h = win_w;
screen.w = win_h;
screen.pitch=640;
BeginDraw();
DrawWindow(win_x,win_y,win_w,win_h,0x404040,3,0,0,0);
EndDraw();
}
void conv(char *dst, char *src);
void BlitDIB()
{
_asm
{ push ebx
push ecx
push edx
mov eax, 7
mov ebx, dword ptr [screen]
mov ecx, 0x02800190
xor edx, edx
int 0x40
pop edx
pop ecx
pop ebx
}
};
//
// I_FinishUpdate
//
void I_FinishUpdate (void)
{
char *dst0;
char *dst1;
char *src;
int x, y;
dst0 = &((char *)screen.pixels)[0];
dst1 = dst0+640*3;
src= (char*)screens[0];
y = SCREENHEIGHT;
while (y--)
{
x = SCREENWIDTH;
conv(dst0,src);
src+=320;
dst0+=640*3*2;
dst1+=640*3*2;
}
BlitDIB();
}
void conv(char *dst, char *src)
{
_asm
{
push ebx
push ecx
push esi
push edi
mov ecx, 320
mov esi, [src]
mov edi, [dst]
cld
l1:
lodsb
movzx eax, al
mov eax, [colors+eax*4]
mov ebx, eax
bswap ebx
and ebx, 0xFF000000
or eax, ebx
mov [edi],eax
mov [edi+640*3], eax
shr eax, 8
mov [edi+4], ax
mov [edi+640*3+4], ax
add edi, 6
dec ecx
jnz l1
pop edi
pop esi
pop ecx
pop ebx
};
};

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@@ -1,56 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_argv.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
#include <string.h>
int myargc;
char** myargv;
//
// 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;i<myargc;i++)
{
if ( !strnicmp(check, myargv[i], strlen(check)) )
return i;
}
return 0;
}

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@@ -1,64 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Main loop menu stuff.
// Random number LUT.
// Default Config File.
// PCX Screenshots.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
#ifdef __GNUG__
#pragma implementation "m_bbox.h"
#endif
#include "m_bbox.h"
void M_ClearBox (fixed_t *box)
{
box[BOXTOP] = box[BOXRIGHT] = MININT;
box[BOXBOTTOM] = box[BOXLEFT] = MAXINT;
}
void
M_AddToBox
( fixed_t* box,
fixed_t x,
fixed_t y )
{
if (x<box[BOXLEFT])
box[BOXLEFT] = x;
else if (x>box[BOXRIGHT])
box[BOXRIGHT] = x;
if (y<box[BOXBOTTOM])
box[BOXBOTTOM] = y;
else if (y>box[BOXTOP])
box[BOXTOP] = y;
}

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@@ -1,101 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Cheat sequence checking.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_cheat.c,v 1.1 1997/02/03 21:24:34 b1 Exp $";
#include "m_cheat.h"
//
// CHEAT SEQUENCE PACKAGE
//
static int firsttime = 1;
static unsigned char cheat_xlate_table[256];
//
// Called in st_stuff module, which handles the input.
// Returns a 1 if the cheat was successful, 0 if failed.
//
int
cht_CheckCheat
( cheatseq_t* cht,
char key )
{
int i;
int rc = 0;
if (firsttime)
{
firsttime = 0;
for (i=0;i<256;i++) cheat_xlate_table[i] = SCRAMBLE(i);
}
if (!cht->p)
cht->p = cht->sequence; // initialize if first time
if (*cht->p == 0)
*(cht->p++) = key;
else if
(cheat_xlate_table[(unsigned char)key] == *cht->p) cht->p++;
else
cht->p = cht->sequence;
if (*cht->p == 1)
cht->p++;
else if (*cht->p == 0xff) // end of sequence character
{
cht->p = cht->sequence;
rc = 1;
}
return rc;
}
void
cht_GetParam
( cheatseq_t* cht,
char* buffer )
{
unsigned char *p, c;
p = cht->sequence;
while (*(p++) != 1);
do
{
c = *p;
*(buffer++) = c;
*(p++) = 0;
}
while (c && *p!=0xff );
if (*p==0xff)
*buffer = 0;
}

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@@ -1,87 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Fixed point implementation.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
#include "stdlib.h"
#include "doomtype.h"
#include "i_system.h"
#ifdef __GNUG__
#pragma implementation "m_fixed.h"
#endif
#include "m_fixed.h"
// Fixme. __USE_C_FIXED__ or something.
fixed_t
FixedMul
( fixed_t a,
fixed_t b )
{
return ((long long) a * (long long) b) >> FRACBITS;
}
//
// FixedDiv, C version.
//
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);
}
fixed_t
FixedDiv2
( fixed_t a,
fixed_t b )
{
#if 0
long long c;
c = ((long long)a<<16) / ((long long)b);
return (fixed_t) c;
#endif
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;
}

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@@ -1,539 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//
// $Log:$
//
// DESCRIPTION:
// Main loop menu stuff.
// Default Config File.
// PCX Screenshots.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_misc.c,v 1.6 1997/02/03 22:45:10 b1 Exp $";
#include <stdlib.h>
#include <ctype.h>
//extern int access(char *file, int mode);
#include "doomdef.h"
#include "z_zone.h"
#include "m_swap.h"
#include "m_argv.h"
#include "w_wad.h"
#include "i_system.h"
#include "i_video.h"
#include "v_video.h"
#include "hu_stuff.h"
// State.
#include "doomstat.h"
// Data.
#include "dstrings.h"
#include "m_misc.h"
//
// M_DrawText
// Returns the final X coordinate
// HU_Init must have been called to init the font
//
extern patch_t* hu_font[HU_FONTSIZE];
int
M_DrawText
( int x,
int y,
boolean direct,
char* string )
{
int c;
int w;
while (*string)
{
c = toupper(*string) - HU_FONTSTART;
string++;
if (c < 0 || c> HU_FONTSIZE)
{
x += 4;
continue;
}
w = SHORT (hu_font[c]->width);
if (x+w > SCREENWIDTH)
break;
if (direct)
V_DrawPatchDirect(x, y, 0, hu_font[c]);
else
V_DrawPatch(x, y, 0, hu_font[c]);
x+=w;
}
return x;
}
//
// M_WriteFile
//
#ifndef O_BINARY
#define O_BINARY 0
#endif
int write_once(const char *name, void *buffer, unsigned len);
boolean
M_WriteFile
( char const* name,
void* source,
int length )
{
// FILE *handle;
int count;
// handle = fopen ( name, "wb");
// if (handle == NULL)
// return false;
// printf("writeFile %s, &s, %d \n\r", name, source, length);
count = write_once(name, source, length);
// printf("%d \n\r", count);
// count = fwrite (source, 1, length, handle);
// fclose (handle);
if (count < length)
return false;
return true;
}
//
// M_ReadFile
//
int
M_ReadFile
( char const* name,
byte** buffer )
{
FILE *handle;
int count, length;
byte *buf;
handle=0;
buf=0;
handle = fopen (name, "rb");
if (handle == NULL)
I_Error ("Couldn't read file %s", name);
fseek(handle, 0, SEEK_END);
length = ftell(handle);
rewind(handle);
buf = Z_Malloc (length, PU_STATIC, NULL);
count = fread (buf, 1, length, handle);
fclose (handle);
if (count < length)
I_Error ("Couldn't read file %s", name);
*buffer = buf;
return length;
}
//
// DEFAULTS
//
int usemouse;
int usejoystick;
extern int key_right;
extern int key_left;
extern int key_up;
extern int key_down;
extern int key_strafeleft;
extern int key_straferight;
extern int key_fire;
extern int key_use;
extern int key_strafe;
extern int key_speed;
extern int mousebfire;
extern int mousebstrafe;
extern int mousebforward;
extern int joybfire;
extern int joybstrafe;
extern int joybuse;
extern int joybspeed;
extern int viewwidth;
extern int viewheight;
extern int mouseSensitivity;
extern int showMessages;
extern int detailLevel;
extern int screenblocks;
extern int showMessages;
// machine-independent sound params
extern int numChannels;
extern char* chat_macros[];
typedef struct
{
char* name;
int* location;
int defaultvalue;
int scantranslate; // PC scan code hack
int untranslated; // lousy hack
} default_t;
default_t defaults[] =
{
{"mouse_sensitivity",&mouseSensitivity, 5},
{"sfx_volume",&snd_SfxVolume, 8},
{"music_volume",&snd_MusicVolume, 8},
{"show_messages",&showMessages, 1},
{"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_right",&key_right, KEY_D},
// {"key_left",&key_left, KEY_A},
// {"key_up",&key_up, KEY_W},
// {"key_down",&key_down, KEY_S},
{"key_strafeleft",&key_strafeleft, ','},
{"key_straferight",&key_straferight, '.'},
{"key_fire",&key_fire, KEY_RCTRL},
{"key_use",&key_use, ' '},
{"key_strafe",&key_strafe, KEY_RALT},
{"key_speed",&key_speed, KEY_RSHIFT},
{"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, 9},
{"detaillevel",&detailLevel, 0},
{"snd_channels",&numChannels, 3},
{"usegamma",&usegamma, 0},
#ifndef __BEOS__
{"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 }
#endif
};
int numdefaults;
char* defaultfile;
//
// M_SaveDefaults
//
void M_SaveDefaults (void)
{
int i;
int v;
FILE* f;
f = fopen (defaultfile, "w");
if (!f)
return; // can't write the file, but don't complain
for (i=0 ; i<numdefaults ; i++)
{
if (defaults[i].defaultvalue > -0xfff
&& defaults[i].defaultvalue < 0xfff)
{
v = *defaults[i].location;
printf ("%s\t\t%i\n",defaults[i].name,v);
} else {
printf ("%s\t\t\"%s\"\n",defaults[i].name,
* (char **) (defaults[i].location));
}
}
fclose (f);
}
//
// M_LoadDefaults
//
extern byte scantokey[128];
size_t FileSize(FILE *handle);
void M_LoadDefaults (void)
{
int i;
int len;
FILE* f;
char def[80];
char strparm[100];
char* newstring;
int parm;
boolean isstring;
char *buf;
char *p;
size_t val;
// set everything to base values
numdefaults = sizeof(defaults)/sizeof(defaults[0]);
for (i=0 ; i<numdefaults ; i++)
*defaults[i].location = defaults[i].defaultvalue;
// check for a custom default file
i = M_CheckParm ("-config");
if (i && i<myargc-1)
{
defaultfile = myargv[i+1];
// __libclog_printf (" default file: %s\n",defaultfile);
}
else
defaultfile = basedefault;
// read the file in, overriding any set defaults
f = fopen (defaultfile, "rb");
if (f)
{
len=FileSize(f)+1;
buf = malloc(len);
memset(buf,0,len);
val = fread(buf,1,len,f);
fclose (f);
p = buf;
while(*p)
{
isstring = false;
if (sscanf (p, "%79s %[^\n]\n", def, strparm) == 2)
{
if (strparm[0] == '"')
{
// get a string default
isstring = true;
len = strlen(strparm);
newstring = (char *) malloc(len);
strparm[len-1] = 0;
strcpy(newstring, strparm+1);
}
else
if (strparm[0] == '0' && strparm[1] == 'x')
sscanf(strparm+2, "%x", &parm);
else
sscanf(strparm, "%i", &parm);
for (i=0 ; i<numdefaults ; i++)
if (!strcmp(def, defaults[i].name))
{
if (!isstring)
*defaults[i].location = parm;
else
*defaults[i].location = (int) newstring;
break;
}
};
p=strchr(p, '\n')+1;
};
free(buf);
};
};
//
// SCREEN SHOTS
//
typedef struct
{
char manufacturer;
char version;
char encoding;
char bits_per_pixel;
unsigned short xmin;
unsigned short ymin;
unsigned short xmax;
unsigned short ymax;
unsigned short hres;
unsigned short vres;
unsigned char palette[48];
char reserved;
char color_planes;
unsigned short bytes_per_line;
unsigned short palette_type;
char filler[58];
unsigned char data; // unbounded
} pcx_t;
//
// WritePCXfile
//
void
WritePCXfile
( char* filename,
byte* data,
int width,
int height,
byte* palette )
{
int i;
int length;
pcx_t* pcx;
byte* pack;
pcx = Z_Malloc (width*height*2+1000, PU_STATIC, NULL);
pcx->manufacturer = 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<width*height ; i++)
{
if ( (*data & 0xc0) != 0xc0)
*pack++ = *data++;
else
{
*pack++ = 0xc1;
*pack++ = *data++;
}
}
// write the palette
*pack++ = 0x0c; // palette ID byte
for (i=0 ; i<768 ; i++)
*pack++ = *palette++;
// write output file
length = pack - (byte *)pcx;
M_WriteFile (filename, pcx, length);
Z_Free (pcx);
}
//
// M_ScreenShot
//
void M_ScreenShot (void)
{
int i;
byte* linear;
char lbmname[12];
// munge planar buffer to linear
linear = screens[2];
I_ReadScreen (linear);
// find a file name to save it to
strcpy(lbmname,"DOOM00.pcx");
for (i=0 ; i<=99 ; i++)
{
lbmname[4] = i/10 + '0';
lbmname[5] = i%10 + '0';
if (access(lbmname,0) == -1)
break; // file doesn't exist
}
if (i==100)
I_Error ("M_ScreenShot: Couldn't create a PCX");
// save the pcx file
WritePCXfile (lbmname, linear,
SCREENWIDTH, SCREENHEIGHT,
W_CacheLumpName ("PLAYPAL",PU_CACHE));
players[consoleplayer].message = "screen shot";
}

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@@ -1,76 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Random number LUT.
//
//-----------------------------------------------------------------------------
static const char rcsid[] = "$Id: m_random.c,v 1.1 1997/02/03 22:45:11 b1 Exp $";
//
// M_Random
// Returns a 0-255 number
//
unsigned char rndtable[256] = {
0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66 ,
74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36 ,
95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188 ,
52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224 ,
149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242 ,
145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0 ,
175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235 ,
25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113 ,
94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75 ,
136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196 ,
135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113 ,
80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241 ,
24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224 ,
145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95 ,
28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226 ,
71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36 ,
17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106 ,
197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136 ,
120, 163, 236, 249
};
int rndindex = 0;
int prndindex = 0;
// Which one is deterministic?
int P_Random (void)
{
prndindex = (prndindex+1)&0xff;
return rndtable[prndindex];
}
int M_Random (void)
{
rndindex = (rndindex+1)&0xff;
return rndtable[rndindex];
}
void M_ClearRandom (void)
{
rndindex = prndindex = 0;
}

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@@ -1,57 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Endianess handling, swapping 16bit and 32bit.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
#ifdef __GNUG__
#pragma implementation "m_swap.h"
#endif
#include "m_swap.h"
// Not needed with big endian.
#ifndef __BIG_ENDIAN__
// Swap 16bit, that is, MSB and LSB byte.
unsigned short SwapSHORT(unsigned short x)
{
// No masking with 0xFF should be necessary.
return (x>>8) | (x<<8);
}
// Swapping 32bit.
unsigned long SwapLONG( unsigned long x)
{
return
(x>>24)
| ((x>>8) & 0xff00)
| ((x<<8) & 0xff0000)
| (x<<24);
}
#endif

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@@ -1,335 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: Ceiling aninmation (lowering, crushing, raising)
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_ceilng.c,v 1.4 1997/02/03 16:47:53 b1 Exp $";
#include "z_zone.h"
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "sounds.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))
{
switch(ceiling->type)
{
case silentCrushAndRaise:
break;
default:
S_StartSound((mobj_t *)&ceiling->sector->soundorg,
sfx_stnmov);
// ?
break;
}
}
if (res == pastdest)
{
switch(ceiling->type)
{
case raiseToHighest:
P_RemoveActiveCeiling(ceiling);
break;
case silentCrushAndRaise:
S_StartSound((mobj_t *)&ceiling->sector->soundorg,
sfx_pstop);
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))
{
switch(ceiling->type)
{
case silentCrushAndRaise: break;
default:
S_StartSound((mobj_t *)&ceiling->sector->soundorg,
sfx_stnmov);
}
}
if (res == pastdest)
{
switch(ceiling->type)
{
case silentCrushAndRaise:
S_StartSound((mobj_t *)&ceiling->sector->soundorg,
sfx_pstop);
case crushAndRaise:
ceiling->speed = CEILSPEED;
case fastCrushAndRaise:
ceiling->direction = 1;
break;
case lowerAndCrush:
case lowerToFloor:
P_RemoveActiveCeiling(ceiling);
break;
default:
break;
}
}
else // ( res != pastdest )
{
if (res == crushed)
{
switch(ceiling->type)
{
case silentCrushAndRaise:
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;
int rtn;
sector_t* sec;
ceiling_t* ceiling;
secnum = -1;
rtn = 0;
// Reactivate in-stasis ceilings...for certain types.
switch(type)
{
case fastCrushAndRaise:
case silentCrushAndRaise:
case crushAndRaise:
P_ActivateInStasisCeiling(line);
default:
break;
}
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
sec = &sectors[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.acp1 = (actionf_p1)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 silentCrushAndRaise:
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.acp1
= (actionf_p1)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.acv = (actionf_v)NULL;
activeceilings[i]->direction = 0; // in-stasis
rtn = 1;
}
}
return rtn;
}

View File

@@ -1,764 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: Door animation code (opening/closing)
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_doors.c,v 1.4 1997/02/03 16:47:53 b1 Exp $";
#include "z_zone.h"
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "dstrings.h"
#include "sounds.h"
#if 0
//
// Sliding door frame information
//
slidename_t slideFrameNames[MAXSLIDEDOORS] =
{
{"GDOORF1","GDOORF2","GDOORF3","GDOORF4", // front
"GDOORB1","GDOORB2","GDOORB3","GDOORB4"}, // back
{"\0","\0","\0","\0"}
};
#endif
//
// 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 blazeRaise:
door->direction = -1; // time to go back down
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_bdcls);
break;
case normal:
door->direction = -1; // time to go back down
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_dorcls);
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 blazeRaise:
case blazeClose:
door->sector->specialdata = NULL;
P_RemoveThinker (&door->thinker); // unlink and free
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_bdcls);
break;
case normal:
case close:
door->sector->specialdata = NULL;
P_RemoveThinker (&door->thinker); // unlink and free
break;
case close30ThenOpen:
door->direction = 0;
door->topcountdown = 35*30;
break;
default:
break;
}
}
else if (res == crushed)
{
switch(door->type)
{
case blazeClose:
case close: // DO NOT 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 blazeRaise:
case normal:
door->direction = 0; // wait at top
door->topcountdown = door->topwait;
break;
case close30ThenOpen:
case blazeOpen:
case open:
door->sector->specialdata = NULL;
P_RemoveThinker (&door->thinker); // unlink and free
break;
default:
break;
}
}
break;
}
}
//
// EV_DoLockedDoor
// Move a locked door up/down
//
int
EV_DoLockedDoor
( line_t* line,
vldoor_e type,
mobj_t* thing )
{
player_t* p;
p = thing->player;
if (!p)
return 0;
switch(line->special)
{
case 99: // Blue Lock
case 133:
if ( !p )
return 0;
if (!p->cards[it_bluecard] && !p->cards[it_blueskull])
{
p->message = PD_BLUEO;
S_StartSound(NULL,sfx_oof);
return 0;
}
break;
case 134: // Red Lock
case 135:
if ( !p )
return 0;
if (!p->cards[it_redcard] && !p->cards[it_redskull])
{
p->message = PD_REDO;
S_StartSound(NULL,sfx_oof);
return 0;
}
break;
case 136: // Yellow Lock
case 137:
if ( !p )
return 0;
if (!p->cards[it_yellowcard] &&
!p->cards[it_yellowskull])
{
p->message = PD_YELLOWO;
S_StartSound(NULL,sfx_oof);
return 0;
}
break;
}
return EV_DoDoor(line,type);
}
int
EV_DoDoor
( line_t* line,
vldoor_e type )
{
int secnum,rtn;
sector_t* sec;
vldoor_t* door;
secnum = -1;
rtn = 0;
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
sec = &sectors[secnum];
if (sec->specialdata)
continue;
// new door thinker
rtn = 1;
door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker (&door->thinker);
sec->specialdata = door;
door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
door->sector = sec;
door->type = type;
door->topwait = VDOORWAIT;
door->speed = VDOORSPEED;
switch(type)
{
case blazeClose:
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4*FRACUNIT;
door->direction = -1;
door->speed = VDOORSPEED * 4;
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_bdcls);
break;
case close:
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4*FRACUNIT;
door->direction = -1;
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_dorcls);
break;
case close30ThenOpen:
door->topheight = sec->ceilingheight;
door->direction = -1;
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_dorcls);
break;
case blazeRaise:
case blazeOpen:
door->direction = 1;
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4*FRACUNIT;
door->speed = VDOORSPEED * 4;
if (door->topheight != sec->ceilingheight)
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_bdopn);
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;
}
}
return rtn;
}
//
// 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->cards[it_bluecard] && !player->cards[it_blueskull])
{
player->message = PD_BLUEK;
S_StartSound(NULL,sfx_oof);
return;
}
break;
case 27: // Yellow Lock
case 34:
if ( !player )
return;
if (!player->cards[it_yellowcard] &&
!player->cards[it_yellowskull])
{
player->message = PD_YELLOWK;
S_StartSound(NULL,sfx_oof);
return;
}
break;
case 28: // Red Lock
case 33:
if ( !player )
return;
if (!player->cards[it_redcard] && !player->cards[it_redskull])
{
player->message = PD_REDK;
S_StartSound(NULL,sfx_oof);
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:
case 117:
if (door->direction == -1)
door->direction = 1; // go back up
else
{
if (!thing->player)
return; // JDC: bad guys never close doors
door->direction = -1; // start going down immediately
}
return;
}
}
// for proper sound
switch(line->special)
{
case 117: // BLAZING DOOR RAISE
case 118: // BLAZING DOOR OPEN
S_StartSound((mobj_t *)&sec->soundorg,sfx_bdopn);
break;
case 1: // NORMAL DOOR SOUND
case 31:
S_StartSound((mobj_t *)&sec->soundorg,sfx_doropn);
break;
default: // LOCKED DOOR SOUND
S_StartSound((mobj_t *)&sec->soundorg,sfx_doropn);
break;
}
// new door thinker
door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker (&door->thinker);
sec->specialdata = door;
door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
door->sector = sec;
door->direction = 1;
door->speed = VDOORSPEED;
door->topwait = VDOORWAIT;
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;
case 117: // blazing door raise
door->type = blazeRaise;
door->speed = VDOORSPEED*4;
break;
case 118: // blazing door open
door->type = blazeOpen;
line->special = 0;
door->speed = VDOORSPEED*4;
break;
}
// 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.acp1 = (actionf_p1)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.acp1 = (actionf_p1)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;
}
// UNUSED
// Separate into p_slidoor.c?
#if 0 // ABANDONED TO THE MISTS OF TIME!!!
//
// EV_SlidingDoor : slide a door horizontally
// (animate midtexture, then set noblocking line)
//
slideframe_t slideFrames[MAXSLIDEDOORS];
void P_InitSlidingDoorFrames(void)
{
int i;
int f1;
int f2;
int f3;
int f4;
// DOOM II ONLY...
if ( gamemode != commercial)
return;
for (i = 0;i < MAXSLIDEDOORS; i++)
{
if (!slideFrameNames[i].frontFrame1[0])
break;
f1 = R_TextureNumForName(slideFrameNames[i].frontFrame1);
f2 = R_TextureNumForName(slideFrameNames[i].frontFrame2);
f3 = R_TextureNumForName(slideFrameNames[i].frontFrame3);
f4 = R_TextureNumForName(slideFrameNames[i].frontFrame4);
slideFrames[i].frontFrames[0] = f1;
slideFrames[i].frontFrames[1] = f2;
slideFrames[i].frontFrames[2] = f3;
slideFrames[i].frontFrames[3] = f4;
f1 = R_TextureNumForName(slideFrameNames[i].backFrame1);
f2 = R_TextureNumForName(slideFrameNames[i].backFrame2);
f3 = R_TextureNumForName(slideFrameNames[i].backFrame3);
f4 = R_TextureNumForName(slideFrameNames[i].backFrame4);
slideFrames[i].backFrames[0] = f1;
slideFrames[i].backFrames[1] = f2;
slideFrames[i].backFrames[2] = f3;
slideFrames[i].backFrames[3] = f4;
}
}
//
// Return index into "slideFrames" array
// for which door type to use
//
int P_FindSlidingDoorType(line_t* line)
{
int i;
int val;
for (i = 0;i < MAXSLIDEDOORS;i++)
{
val = sides[line->sidenum[0]].midtexture;
if (val == slideFrames[i].frontFrames[0])
return i;
}
return -1;
}
void T_SlidingDoor (slidedoor_t* door)
{
switch(door->status)
{
case sd_opening:
if (!door->timer--)
{
if (++door->frame == SNUMFRAMES)
{
// IF DOOR IS DONE OPENING...
sides[door->line->sidenum[0]].midtexture = 0;
sides[door->line->sidenum[1]].midtexture = 0;
door->line->flags &= ML_BLOCKING^0xff;
if (door->type == sdt_openOnly)
{
door->frontsector->specialdata = NULL;
P_RemoveThinker (&door->thinker);
break;
}
door->timer = SDOORWAIT;
door->status = sd_waiting;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
door->timer = SWAITTICS;
sides[door->line->sidenum[0]].midtexture =
slideFrames[door->whichDoorIndex].
frontFrames[door->frame];
sides[door->line->sidenum[1]].midtexture =
slideFrames[door->whichDoorIndex].
backFrames[door->frame];
}
}
break;
case sd_waiting:
// IF DOOR IS DONE WAITING...
if (!door->timer--)
{
// CAN DOOR CLOSE?
if (door->frontsector->thinglist != NULL ||
door->backsector->thinglist != NULL)
{
door->timer = SDOORWAIT;
break;
}
//door->frame = SNUMFRAMES-1;
door->status = sd_closing;
door->timer = SWAITTICS;
}
break;
case sd_closing:
if (!door->timer--)
{
if (--door->frame < 0)
{
// IF DOOR IS DONE CLOSING...
door->line->flags |= ML_BLOCKING;
door->frontsector->specialdata = NULL;
P_RemoveThinker (&door->thinker);
break;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
door->timer = SWAITTICS;
sides[door->line->sidenum[0]].midtexture =
slideFrames[door->whichDoorIndex].
frontFrames[door->frame];
sides[door->line->sidenum[1]].midtexture =
slideFrames[door->whichDoorIndex].
backFrames[door->frame];
}
}
break;
}
}
void
EV_SlidingDoor
( line_t* line,
mobj_t* thing )
{
sector_t* sec;
slidedoor_t* door;
// DOOM II ONLY...
if (gamemode != commercial)
return;
// Make sure door isn't already being animated
sec = line->frontsector;
door = NULL;
if (sec->specialdata)
{
if (!thing->player)
return;
door = sec->specialdata;
if (door->type == sdt_openAndClose)
{
if (door->status == sd_waiting)
door->status = sd_closing;
}
else
return;
}
// Init sliding door vars
if (!door)
{
door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker (&door->thinker);
sec->specialdata = door;
door->type = sdt_openAndClose;
door->status = sd_opening;
door->whichDoorIndex = P_FindSlidingDoorType(line);
if (door->whichDoorIndex < 0)
I_Error("EV_SlidingDoor: Can't use texture for sliding door!");
door->frontsector = sec;
door->backsector = line->backsector;
door->thinker.function = T_SlidingDoor;
door->timer = SWAITTICS;
door->frame = 0;
door->line = line;
}
}
#endif

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View File

@@ -1,555 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Floor animation: raising stairs.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_floor.c,v 1.4 1997/02/03 16:47:54 b1 Exp $";
#include "z_zone.h"
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "sounds.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);
// UNUSED
#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_stnmov);
if (res == pastdest)
{
floor->sector->specialdata = NULL;
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);
S_StartSound((mobj_t *)&floor->sector->soundorg,
sfx_pstop);
}
}
//
// 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 = &sectors[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.acp1 = (actionf_p1) 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 =
P_FindHighestFloorSurrounding(sec);
if (floor->floordestheight != sec->floorheight)
floor->floordestheight += 8*FRACUNIT;
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 raiseFloorTurbo:
floor->direction = 1;
floor->sector = sec;
floor->speed = FLOORSPEED*4;
floor->floordestheight =
P_FindNextHighestFloor(sec,sec->floorheight);
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 raiseFloor512:
floor->direction = 1;
floor->sector = sec;
floor->speed = FLOORSPEED;
floor->floordestheight = floor->sector->floorheight +
512 * 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);
if (sec->floorheight == floor->floordestheight)
{
floor->texture = sec->floorpic;
floor->newspecial = sec->special;
break;
}
}
else
{
sec = getSector(secnum,i,0);
if (sec->floorheight == floor->floordestheight)
{
floor->texture = sec->floorpic;
floor->newspecial = sec->special;
break;
}
}
}
}
default:
break;
}
}
return rtn;
}
//
// BUILD A STAIRCASE!
//
int
EV_BuildStairs
( line_t* line,
stair_e type )
{
int secnum;
int height;
int i;
int newsecnum;
int texture;
int ok;
int rtn;
sector_t* sec;
sector_t* tsec;
floormove_t* floor;
fixed_t stairsize;
fixed_t speed;
secnum = -1;
rtn = 0;
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
sec = &sectors[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.acp1 = (actionf_p1) T_MoveFloor;
floor->direction = 1;
floor->sector = sec;
switch(type)
{
case build8:
speed = FLOORSPEED/4;
stairsize = 8*FRACUNIT;
break;
case turbo16:
speed = FLOORSPEED*4;
stairsize = 16*FRACUNIT;
break;
}
floor->speed = speed;
height = sec->floorheight + stairsize;
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 += stairsize;
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.acp1 = (actionf_p1) T_MoveFloor;
floor->direction = 1;
floor->sector = sec;
floor->speed = speed;
floor->floordestheight = height;
ok = 1;
break;
}
} while(ok);
}
return rtn;
}

View File

@@ -1,918 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Handling interactions (i.e., collisions).
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_inter.c,v 1.4 1997/02/03 22:45:11 b1 Exp $";
// Data.
#include "doomdef.h"
#include "dstrings.h"
#include "sounds.h"
#include "doomstat.h"
#include "m_random.h"
#include "i_system.h"
#include "am_map.h"
#include "p_local.h"
#include "s_sound.h"
#ifdef __GNUG__
#pragma implementation "p_inter.h"
#endif
#include "p_inter.h"
#define BONUSADD 6
// a weapon is found with two clip loads,
// a big item has five clip loads
int maxammo[NUMAMMO] = {200, 50, 300, 50};
int clipammo[NUMAMMO] = {10, 4, 20, 1};
//
// GET STUFF
//
//
// P_GiveAmmo
// Num is the number of clip loads,
// not the individual count (0= 1/2 clip).
// Returns false if the ammo can't be picked up at all
//
boolean
P_GiveAmmo
( player_t* player,
ammotype_t ammo,
int num )
{
int oldammo;
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 (num)
num *= clipammo[ammo];
else
num = clipammo[ammo]/2;
if (gameskill == sk_baby
|| gameskill == sk_nightmare)
{
// give double ammo in trainer mode,
// you'll need in nightmare
num <<= 1;
}
oldammo = player->ammo[ammo];
player->ammo[ammo] += num;
if (player->ammo[ammo] > player->maxammo[ammo])
player->ammo[ammo] = player->maxammo[ammo];
// If non zero ammo,
// don't change up weapons,
// player was lower on purpose.
if (oldammo)
return true;
// We were down to zero,
// so select a new weapon.
// Preferences are not user selectable.
switch (ammo)
{
case am_clip:
if (player->readyweapon == wp_fist)
{
if (player->weaponowned[wp_chaingun])
player->pendingweapon = wp_chaingun;
else
player->pendingweapon = wp_pistol;
}
break;
case am_shell:
if (player->readyweapon == wp_fist
|| player->readyweapon == wp_pistol)
{
if (player->weaponowned[wp_shotgun])
player->pendingweapon = wp_shotgun;
}
break;
case am_cell:
if (player->readyweapon == wp_fist
|| player->readyweapon == wp_pistol)
{
if (player->weaponowned[wp_plasma])
player->pendingweapon = wp_plasma;
}
break;
case am_misl:
if (player->readyweapon == wp_fist)
{
if (player->weaponowned[wp_missile])
player->pendingweapon = wp_missile;
}
default:
break;
}
return true;
}
//
// P_GiveWeapon
// The weapon name may have a MF_DROPPED flag ored in.
//
boolean
P_GiveWeapon
( player_t* player,
weapontype_t weapon,
boolean dropped )
{
boolean gaveammo;
boolean gaveweapon;
if (netgame
&& (deathmatch!=2)
&& !dropped )
{
// leave placed weapons forever on net games
if (player->weaponowned[weapon])
return false;
player->bonuscount += BONUSADD;
player->weaponowned[weapon] = true;
if (deathmatch)
P_GiveAmmo (player, weaponinfo[weapon].ammo, 5);
else
P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
player->pendingweapon = weapon;
if (player == &players[consoleplayer])
S_StartSound (NULL, sfx_wpnup);
return false;
}
if (weaponinfo[weapon].ammo != am_noammo)
{
// give one clip with a dropped weapon,
// two clips with a found weapon
if (dropped)
gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 1);
else
gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
}
else
gaveammo = false;
if (player->weaponowned[weapon])
gaveweapon = false;
else
{
gaveweapon = true;
player->weaponowned[weapon] = true;
player->pendingweapon = weapon;
}
return (gaveweapon || gaveammo);
}
//
// P_GiveBody
// Returns false if the body isn't needed at all
//
boolean
P_GiveBody
( player_t* player,
int num )
{
if (player->health >= MAXHEALTH)
return false;
player->health += num;
if (player->health > MAXHEALTH)
player->health = MAXHEALTH;
player->mo->health = player->health;
return true;
}
//
// 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; // don't pick up
player->armortype = armortype;
player->armorpoints = hits;
return true;
}
//
// P_GiveCard
//
void
P_GiveCard
( player_t* player,
card_t card )
{
if (player->cards[card])
return;
player->bonuscount = BONUSADD;
player->cards[card] = 1;
}
//
// P_GivePower
//
boolean
P_GivePower
( player_t* player,
int /*powertype_t*/ power )
{
if (power == pw_invulnerability)
{
player->powers[power] = INVULNTICS;
return true;
}
if (power == pw_invisibility)
{
player->powers[power] = INVISTICS;
player->mo->flags |= MF_SHADOW;
return true;
}
if (power == pw_infrared)
{
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;
}
//
// P_TouchSpecialThing
//
void
P_TouchSpecialThing
( mobj_t* special,
mobj_t* toucher )
{
player_t* player;
int i;
fixed_t delta;
int sound;
delta = special->z - toucher->z;
if (delta > toucher->height
|| delta < -8*FRACUNIT)
{
// out of reach
return;
}
sound = sfx_itemup;
player = toucher->player;
// Dead thing touching.
// Can happen with a sliding player corpse.
if (toucher->health <= 0)
return;
// Identify by sprite.
switch (special->sprite)
{
// armor
case SPR_ARM1:
if (!P_GiveArmor (player, 1))
return;
player->message = GOTARMOR;
break;
case SPR_ARM2:
if (!P_GiveArmor (player, 2))
return;
player->message = GOTMEGA;
break;
// bonus items
case SPR_BON1:
player->health++; // can go over 100%
if (player->health > 200)
player->health = 200;
player->mo->health = player->health;
player->message = GOTHTHBONUS;
break;
case SPR_BON2:
player->armorpoints++; // can go over 100%
if (player->armorpoints > 200)
player->armorpoints = 200;
if (!player->armortype)
player->armortype = 1;
player->message = GOTARMBONUS;
break;
case SPR_SOUL:
player->health += 100;
if (player->health > 200)
player->health = 200;
player->mo->health = player->health;
player->message = GOTSUPER;
sound = sfx_getpow;
break;
case SPR_MEGA:
if (gamemode != commercial)
return;
player->health = 200;
player->mo->health = player->health;
P_GiveArmor (player,2);
player->message = GOTMSPHERE;
sound = sfx_getpow;
break;
// cards
// leave cards for everyone
case SPR_BKEY:
if (!player->cards[it_bluecard])
player->message = GOTBLUECARD;
P_GiveCard (player, it_bluecard);
if (!netgame)
break;
return;
case SPR_YKEY:
if (!player->cards[it_yellowcard])
player->message = GOTYELWCARD;
P_GiveCard (player, it_yellowcard);
if (!netgame)
break;
return;
case SPR_RKEY:
if (!player->cards[it_redcard])
player->message = GOTREDCARD;
P_GiveCard (player, it_redcard);
if (!netgame)
break;
return;
case SPR_BSKU:
if (!player->cards[it_blueskull])
player->message = GOTBLUESKUL;
P_GiveCard (player, it_blueskull);
if (!netgame)
break;
return;
case SPR_YSKU:
if (!player->cards[it_yellowskull])
player->message = GOTYELWSKUL;
P_GiveCard (player, it_yellowskull);
if (!netgame)
break;
return;
case SPR_RSKU:
if (!player->cards[it_redskull])
player->message = GOTREDSKULL;
P_GiveCard (player, it_redskull);
if (!netgame)
break;
return;
// medikits, heals
case SPR_STIM:
if (!P_GiveBody (player, 10))
return;
player->message = GOTSTIM;
break;
case SPR_MEDI:
if (!P_GiveBody (player, 25))
return;
if (player->health < 25)
player->message = GOTMEDINEED;
else
player->message = GOTMEDIKIT;
break;
// power ups
case SPR_PINV:
if (!P_GivePower (player, pw_invulnerability))
return;
player->message = GOTINVUL;
sound = sfx_getpow;
break;
case SPR_PSTR:
if (!P_GivePower (player, pw_strength))
return;
player->message = GOTBERSERK;
if (player->readyweapon != wp_fist)
player->pendingweapon = wp_fist;
sound = sfx_getpow;
break;
case SPR_PINS:
if (!P_GivePower (player, pw_invisibility))
return;
player->message = GOTINVIS;
sound = sfx_getpow;
break;
case SPR_SUIT:
if (!P_GivePower (player, pw_ironfeet))
return;
player->message = GOTSUIT;
sound = sfx_getpow;
break;
case SPR_PMAP:
if (!P_GivePower (player, pw_allmap))
return;
player->message = GOTMAP;
sound = sfx_getpow;
break;
case SPR_PVIS:
if (!P_GivePower (player, pw_infrared))
return;
player->message = GOTVISOR;
sound = sfx_getpow;
break;
// ammo
case SPR_CLIP:
if (special->flags & MF_DROPPED)
{
if (!P_GiveAmmo (player,am_clip,0))
return;
}
else
{
if (!P_GiveAmmo (player,am_clip,1))
return;
}
player->message = GOTCLIP;
break;
case SPR_AMMO:
if (!P_GiveAmmo (player, am_clip,5))
return;
player->message = GOTCLIPBOX;
break;
case SPR_ROCK:
if (!P_GiveAmmo (player, am_misl,1))
return;
player->message = GOTROCKET;
break;
case SPR_BROK:
if (!P_GiveAmmo (player, am_misl,5))
return;
player->message = GOTROCKBOX;
break;
case SPR_CELL:
if (!P_GiveAmmo (player, am_cell,1))
return;
player->message = GOTCELL;
break;
case SPR_CELP:
if (!P_GiveAmmo (player, am_cell,5))
return;
player->message = GOTCELLBOX;
break;
case SPR_SHEL:
if (!P_GiveAmmo (player, am_shell,1))
return;
player->message = GOTSHELLS;
break;
case SPR_SBOX:
if (!P_GiveAmmo (player, am_shell,5))
return;
player->message = GOTSHELLBOX;
break;
case SPR_BPAK:
if (!player->backpack)
{
for (i=0 ; i<NUMAMMO ; i++)
player->maxammo[i] *= 2;
player->backpack = true;
}
for (i=0 ; i<NUMAMMO ; i++)
P_GiveAmmo (player, i, 1);
player->message = GOTBACKPACK;
break;
// weapons
case SPR_BFUG:
if (!P_GiveWeapon (player, wp_bfg, false) )
return;
player->message = GOTBFG9000;
sound = sfx_wpnup;
break;
case SPR_MGUN:
if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) )
return;
player->message = GOTCHAINGUN;
sound = sfx_wpnup;
break;
case SPR_CSAW:
if (!P_GiveWeapon (player, wp_chainsaw, false) )
return;
player->message = GOTCHAINSAW;
sound = sfx_wpnup;
break;
case SPR_LAUN:
if (!P_GiveWeapon (player, wp_missile, false) )
return;
player->message = GOTLAUNCHER;
sound = sfx_wpnup;
break;
case SPR_PLAS:
if (!P_GiveWeapon (player, wp_plasma, false) )
return;
player->message = GOTPLASMA;
sound = sfx_wpnup;
break;
case SPR_SHOT:
if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) )
return;
player->message = GOTSHOTGUN;
sound = sfx_wpnup;
break;
case SPR_SGN2:
if (!P_GiveWeapon (player, wp_supershotgun, special->flags&MF_DROPPED ) )
return;
player->message = GOTSHOTGUN2;
sound = sfx_wpnup;
break;
default:
I_Error ("P_SpecialThing: Unknown gettable thing");
}
if (special->flags & MF_COUNTITEM)
player->itemcount++;
P_RemoveMobj (special);
player->bonuscount += BONUSADD;
if (player == &players[consoleplayer])
S_StartSound (NULL, sound);
}
//
// KillMobj
//
void
P_KillMobj
( mobj_t* source,
mobj_t* target )
{
mobjtype_t item;
mobj_t* mo;
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
if (target->type != MT_SKULL)
target->flags &= ~MF_NOGRAVITY;
target->flags |= MF_CORPSE|MF_DROPOFF;
target->height >>= 2;
if (source && source->player)
{
// count for intermission
if (target->flags & MF_COUNTKILL)
source->player->killcount++;
if (target->player)
source->player->frags[target->player-players]++;
}
else if (!netgame && (target->flags & MF_COUNTKILL) )
{
// count all monster deaths,
// even those caused by other monsters
players[0].killcount++;
}
if (target->player)
{
// count environment kills against you
if (!source)
target->player->frags[target->player-players]++;
target->flags &= ~MF_SOLID;
target->player->playerstate = PST_DEAD;
P_DropWeapon (target->player);
if (target->player == &players[consoleplayer]
&& automapactive)
{
// don't die in auto map,
// switch view prior to dying
AM_Stop ();
}
}
if (target->health < -target->info->spawnhealth
&& target->info->xdeathstate)
{
P_SetMobjState (target, target->info->xdeathstate);
}
else
P_SetMobjState (target, target->info->deathstate);
target->tics -= P_Random()&3;
if (target->tics < 1)
target->tics = 1;
// I_StartSound (&actor->r, actor->info->deathsound);
// Drop stuff.
// This determines the kind of object spawned
// during the death frame of a thing.
switch (target->type)
{
case MT_WOLFSS:
case MT_POSSESSED:
item = MT_CLIP;
break;
case MT_SHOTGUY:
item = MT_SHOTGUN;
break;
case MT_CHAINGUY:
item = MT_CHAINGUN;
break;
default:
return;
}
mo = P_SpawnMobj (target->x,target->y,ONFLOORZ, item);
mo->flags |= MF_DROPPED; // special versions of items
}
//
// 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 slime, 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) )
return; // shouldn't happen...
if (target->health <= 0)
return;
if ( target->flags & MF_SKULLFLY )
{
target->momx = target->momy = target->momz = 0;
}
player = target->player;
if (player && gameskill == sk_baby)
damage >>= 1; // take half damage in trainer mode
// Some close combat weapons should not
// inflict thrust and push the victim out of reach,
// thus kick away unless using the chainsaw.
if (inflictor
&& !(target->flags & MF_NOCLIP)
&& (!source
|| !source->player
|| source->player->readyweapon != wp_chainsaw))
{
ang = R_PointToAngle2 ( inflictor->x,
inflictor->y,
target->x,
target->y);
thrust = damage*(FRACUNIT>>3)*100/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;
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;
}
// Below certain threshold,
// ignore damage in GOD mode, or with INVUL power.
if ( damage < 1000
&& ( (player->cheats&CF_GODMODE)
|| player->powers[pw_invulnerability] ) )
{
return;
}
if (player->armortype)
{
if (player->armortype == 1)
saved = damage/3;
else
saved = damage/2;
if (player->armorpoints <= saved)
{
// armor is used up
saved = player->armorpoints;
player->armortype = 0;
}
player->armorpoints -= saved;
damage -= saved;
}
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])
I_Tactile (40,10,40+temp*2);
}
// do the damage
target->health -= damage;
if (target->health <= 0)
{
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 || target->type == MT_VILE)
&& source && source != target
&& source->type != MT_VILE)
{
// if not intent on another player,
// chase after this one
target->target = source;
target->threshold = BASETHRESHOLD;
if (target->state == &states[target->info->spawnstate]
&& target->info->seestate != S_NULL)
P_SetMobjState (target, target->info->seestate);
}
}

View File

@@ -1,357 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Handle Sector base lighting effects.
// Muzzle flash?
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_lights.c,v 1.5 1997/02/03 22:45:11 b1 Exp $";
#include "z_zone.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
// State.
#include "r_state.h"
//
// FIRELIGHT FLICKER
//
//
// T_FireFlicker
//
void T_FireFlicker (fireflicker_t* flick)
{
int amount;
if (--flick->count)
return;
amount = (P_Random()&3)*16;
if (flick->sector->lightlevel - amount < flick->minlight)
flick->sector->lightlevel = flick->minlight;
else
flick->sector->lightlevel = flick->maxlight - amount;
flick->count = 4;
}
//
// P_SpawnFireFlicker
//
void P_SpawnFireFlicker (sector_t* sector)
{
fireflicker_t* flick;
// Note that we are resetting sector attributes.
// Nothing special about it during gameplay.
sector->special = 0;
flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
P_AddThinker (&flick->thinker);
flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker;
flick->sector = sector;
flick->maxlight = sector->lightlevel;
flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
flick->count = 4;
}
//
// BROKEN LIGHT FLASHING
//
//
// T_LightFlash
// Do flashing lights.
//
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;
// nothing special about it during gameplay
sector->special = 0;
flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
P_AddThinker (&flash->thinker);
flash->thinker.function.acp1 = (actionf_p1) 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
//
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_SpawnStrobeFlash
// 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.acp1 = (actionf_p1) T_StrobeFlash;
flash->maxlight = sector->lightlevel;
flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
if (flash->minlight == flash->maxlight)
flash->minlight = 0;
// nothing special about it during gameplay
sector->special = 0;
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 = &sectors[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;i<numsectors;i++, sector++)
{
if (sector->tag == 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.acp1 = (actionf_p1) T_Glow;
g->direction = -1;
sector->special = 0;
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,883 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Movement/collision utility functions,
// as used by function in p_map.c.
// BLOCKMAP Iterator functions,
// and some PIT_* functions to use for iteration.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_maputl.c,v 1.5 1997/02/03 22:45:11 b1 Exp $";
#include <stdlib.h>
#include "m_bbox.h"
#include "doomdef.h"
#include "p_local.h"
// State.
#include "r_state.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;
fixed_t dy;
fixed_t left;
fixed_t 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;
int p2;
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;
fixed_t dy;
fixed_t left;
fixed_t 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;
fixed_t num;
fixed_t 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 // UNUSED, float debug.
float frac;
float num;
float den;
float v1x;
float v1y;
float v1dx;
float v1dy;
float v2x;
float v2y;
float v2dx;
float 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;
fixed_t openbottom;
fixed_t openrange;
fixed_t lowfloor;
void P_LineOpening (line_t* linedef)
{
sector_t* front;
sector_t* 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.
// On each position change, BLOCKMAP and other
// lookups maintaining lists ot things inside
// these structures need to be updated.
//
void P_UnsetThingPosition (mobj_t* thing)
{
int blockx;
int 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 <bmapheight)
{
blocklinks[blocky*bmapwidth+blockx] = thing->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;
int 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 < bmapheight)
{
link = &blocklinks[blocky*bmapwidth+blockx];
thing->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 PIT_* 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_t* 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;
int 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;
fixed_t y1;
fixed_t x2;
fixed_t y2;
int s1;
int 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;
intercept_t* in;
count = intercept_p - intercepts;
in = 0; // shut up compiler warning
while (count--)
{
dist = MAXINT;
for (scan = intercepts ; scan<intercept_p ; scan++)
{
if (scan->frac < dist)
{
dist = scan->frac;
in = scan;
}
}
if (dist > maxfrac)
return true; // checked everything in range
#if 0 // UNUSED
{
// don't check these yet, there may be others inserted
in = scan = intercepts;
for ( scan = intercepts ; scan<intercept_p ; scan++)
if (scan->frac > 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;
fixed_t yt1;
fixed_t xt2;
fixed_t yt2;
fixed_t xstep;
fixed_t ystep;
fixed_t partial;
fixed_t xintercept;
fixed_t yintercept;
int mapx;
int mapy;
int mapxstep;
int 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 );
}

View File

@@ -1,988 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Moving object handling. Spawn functions.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_mobj.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";
#include "i_system.h"
#include "z_zone.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "sounds.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "doomstat.h"
void G_PlayerReborn (int player);
void P_SpawnMapThing (mapthing_t* mthing);
//
// P_SetMobjState
// Returns true if the mobj is still present.
//
int test;
boolean
P_SetMobjState
( mobj_t* mobj,
statenum_t state )
{
state_t* st;
do
{
if (state == S_NULL)
{
mobj->state = (state_t *) 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;
// Modified handling.
// Call action functions when the state is set
if (st->action.acp1)
st->action.acp1(mobj);
state = st->nextstate;
} while (!mobj->tics);
return true;
}
//
// P_ExplodeMissile
//
void P_ExplodeMissile (mobj_t* mo)
{
mo->momx = mo->momy = mo->momz = 0;
P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
mo->tics -= P_Random()&3;
if (mo->tics < 1)
mo->tics = 1;
mo->flags &= ~MF_MISSILE;
if (mo->info->deathsound)
S_StartSound (mo, mo->info->deathsound);
}
//
// P_XYMovement
//
#define STOPSPEED 0x1000
#define FRICTION 0xe800
void P_XYMovement (mobj_t* mo)
{
fixed_t ptryx;
fixed_t ptryy;
player_t* player;
fixed_t xmove;
fixed_t ymove;
if (!mo->momx && !mo->momy)
{
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->momx = mo->momy = mo->momz = 0;
P_SetMobjState (mo, mo->info->spawnstate);
}
return;
}
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->player)
{ // 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.
// Does not handle sky floors.
P_RemoveMobj (mo);
return;
}
P_ExplodeMissile (mo);
}
else
mo->momx = mo->momy = 0;
}
} while (xmove || ymove);
// slow down
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) )
return; // no friction for missiles ever
if (mo->z > mo->floorz)
return; // no friction when airborne
if (mo->flags & MF_CORPSE)
{
// do not 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&&(unsigned)((player->mo->state - states)- S_PLAY_RUN1) < 4)
P_SetMobjState (player->mo, S_PLAY);
mo->momx = 0;
mo->momy = 0;
}
else
{
mo->momx = FixedMul (mo->momx, FRICTION);
mo->momy = FixedMul (mo->momy, FRICTION);
}
}
//
// P_ZMovement
//
void P_ZMovement (mobj_t* mo)
{
fixed_t dist;
fixed_t 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;
}
}
// clip movement
if (mo->z <= mo->floorz)
{
// hit the floor
// Note (id):
// somebody left this after the setting momz to 0,
// kinda useless there.
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->momz = -mo->momz;
}
if (mo->momz < 0)
{
if (mo->player
&& mo->momz < -GRAVITY*8)
{
// Squat down.
// Decrease viewheight for a moment
// after hitting the ground (hard),
// and utter appropriate sound.
mo->player->deltaviewheight = mo->momz>>3;
S_StartSound (mo, sfx_oof);
}
mo->momz = 0;
}
mo->z = mo->floorz;
if ( (mo->flags & MF_MISSILE)
&& !(mo->flags & MF_NOCLIP) )
{
P_ExplodeMissile (mo);
return;
}
}
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)
&& !(mo->flags & MF_NOCLIP) )
{
P_ExplodeMissile (mo);
return;
}
}
}
//
// P_NightmareRespawn
//
void
P_NightmareRespawn (mobj_t* mobj)
{
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t* ss;
mobj_t* mo;
mapthing_t* mthing;
x = mobj->spawnpoint.x << FRACBITS;
y = mobj->spawnpoint.y << FRACBITS;
// somthing is occupying it's position?
if (!P_CheckPosition (mobj, x, y) )
return; // no respwan
// spawn a teleport fog at old spot
// because of removal of the body?
mo = P_SpawnMobj (mobj->x,
mobj->y,
mobj->subsector->sector->floorheight , MT_TFOG);
// initiate teleport sound
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 , 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;
// inherit attributes from deceased one
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);
}
//
// P_MobjThinker
//
void P_MobjThinker (mobj_t* mobj)
{
// momentum movement
if (mobj->momx
|| mobj->momy
|| (mobj->flags&MF_SKULLFLY) )
{
P_XYMovement (mobj);
// FIXME: decent NOP/NULL/Nil function pointer please.
if (mobj->thinker.function.acv == (actionf_v) (-1))
return; // mobj was removed
}
if ( (mobj->z != mobj->floorz)
|| mobj->momz )
{
P_ZMovement (mobj);
// FIXME: decent NOP/NULL/Nil function pointer please.
if (mobj->thinker.function.acv == (actionf_v) (-1))
return; // mobj was removed
}
// cycle through states,
// calling action functions at transitions
if (mobj->tics != -1)
{
mobj->tics--;
// you can cycle through multiple states in a tic
if (!mobj->tics)
if (!P_SetMobjState (mobj, mobj->state->nextstate) )
return; // freed itself
}
else
{
// check for nightmare 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;
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->health = info->spawnhealth;
if (gameskill != sk_nightmare)
mobj->reactiontime = info->reactiontime;
mobj->lastlook = P_Random () % MAXPLAYERS;
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
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
mobj->z = z;
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
P_AddThinker (&mobj->thinker);
return mobj;
}
//
// P_RemoveMobj
//
mapthing_t itemrespawnque[ITEMQUESIZE];
int itemrespawntime[ITEMQUESIZE];
int iquehead;
int iquetail;
void P_RemoveMobj (mobj_t* mobj)
{
if ((mobj->flags & MF_SPECIAL)
&& !(mobj->flags & MF_DROPPED)
&& (mobj->type != MT_INV)
&& (mobj->type != MT_INS))
{
itemrespawnque[iquehead] = mobj->spawnpoint;
itemrespawntime[iquehead] = leveltime;
iquehead = (iquehead+1)&(ITEMQUESIZE-1);
// lose one off the end?
if (iquehead == iquetail)
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
}
// unlink from sector and block lists
P_UnsetThingPosition (mobj);
// stop any playing sound
S_StopSound (mobj);
// free block
P_RemoveThinker ((thinker_t*)mobj);
}
//
// P_RespawnSpecials
//
void P_RespawnSpecials (void)
{
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t* ss;
mobj_t* mo;
mapthing_t* mthing;
int i;
// only respawn items in deathmatch
if (deathmatch != 2)
return; //
// nothing left to respawn?
if (iquehead == iquetail)
return;
// wait at least 30 seconds
if (leveltime - itemrespawntime[iquetail] < 30*35)
return;
mthing = &itemrespawnque[iquetail];
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
// spawn a teleport fog at the new spot
ss = R_PointInSubsector (x,y);
mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_IFOG);
S_StartSound (mo, sfx_itmbk);
// find which type to spawn
for (i=0 ; i< NUMMOBJTYPES ; i++)
{
if (mthing->type == mobjinfo[i].doomednum)
break;
}
// spawn it
if (mobjinfo[i].flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
mo = P_SpawnMobj (x,y,z, i);
mo->spawnpoint = *mthing;
mo->angle = ANG45 * (mthing->angle/45);
// pull it from the que
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
}
//
// 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;
fixed_t y;
fixed_t z;
mobj_t* mobj;
int i;
// not playing?
if (!playeringame[mthing->type-1])
return;
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);
// set color translations for player sprites
if (mthing->type > 1)
mobj->flags |= (mthing->type-1)<<MF_TRANSSHIFT;
mobj->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->extralight = 0;
p->fixedcolormap = 0;
p->viewheight = VIEWHEIGHT;
// setup gun psprite
P_SetupPsprites (p);
// give all cards in death match mode
if (deathmatch)
for (i=0 ; i<NUMCARDS ; i++)
p->cards[i] = true;
if (mthing->type-1 == consoleplayer)
{
// wake up the status bar
ST_Start ();
// wake up the heads up text
HU_Start ();
}
}
//
// 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;
fixed_t y;
fixed_t 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;
}
// 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 keycards and players in deathmatch
if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
return;
// don't spawn any monsters if -nomonsters
if (nomonsters
&& ( i == MT_SKULL
|| (mobjinfo[i].flags & MF_COUNTKILL)) )
{
return;
}
// spawn it
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
if (mobjinfo[i].flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
mobj = P_SpawnMobj (x,y,z, i);
mobj->spawnpoint = *mthing;
if (mobj->tics > 0)
mobj->tics = 1 + (P_Random () % mobj->tics);
if (mobj->flags & MF_COUNTKILL)
totalkills++;
if (mobj->flags & MF_COUNTITEM)
totalitems++;
mobj->angle = ANG45 * (mthing->angle/45);
if (mthing->options & MTF_AMBUSH)
mobj->flags |= MF_AMBUSH;
}
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnPuff
//
extern fixed_t attackrange;
void
P_SpawnPuff
( fixed_t x,
fixed_t y,
fixed_t z )
{
mobj_t* th;
z += ((P_Random()-P_Random())<<10);
th = P_SpawnMobj (x,y,z, MT_PUFF);
th->momz = FRACUNIT;
th->tics -= P_Random()&3;
if (th->tics < 1)
th->tics = 1;
// don't make punches spark on the wall
if (attackrange == MELEERANGE)
P_SetMobjState (th, S_PUFF3);
}
//
// 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 (th->tics < 1)
th->tics = 1;
if (damage <= 12 && damage >= 9)
P_SetMobjState (th,S_BLOOD2);
else if (damage < 9)
P_SetMobjState (th,S_BLOOD3);
}
//
// P_CheckMissileSpawn
// Moves the missile forward a bit
// and possibly explodes it right there.
//
void P_CheckMissileSpawn (mobj_t* th)
{
th->tics -= P_Random()&3;
if (th->tics < 1)
th->tics = 1;
// move a little forward so an angle can
// be computed if it immediately explodes
th->x += (th->momx>>1);
th->y += (th->momy>>1);
th->z += (th->momz>>1);
if (!P_TryMove (th, th->x, th->y))
P_ExplodeMissile (th);
}
//
// P_SpawnMissile
//
mobj_t*
P_SpawnMissile
( mobj_t* source,
mobj_t* dest,
mobjtype_t type )
{
mobj_t* th;
angle_t an;
int dist;
th = P_SpawnMobj (source->x,
source->y,
source->z + 4*8*FRACUNIT, type);
if (th->info->seesound)
S_StartSound (th, th->info->seesound);
th->target = source; // where it came from
an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
// fuzzy player
if (dest->flags & MF_SHADOW)
an += (P_Random()-P_Random())<<20;
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;
P_CheckMissileSpawn (th);
return th;
}
//
// P_SpawnPlayerMissile
// Tries to aim at a nearby monster
//
void
P_SpawnPlayerMissile
( mobj_t* source,
mobjtype_t type )
{
mobj_t* th;
angle_t an;
fixed_t x;
fixed_t y;
fixed_t z;
fixed_t slope;
// see which target is to be aimed at
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 = 0;
}
}
x = source->x;
y = source->y;
z = source->z + 4*8*FRACUNIT;
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);
P_CheckMissileSpawn (th);
}

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@@ -1,314 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Plats (i.e. elevator platforms) code, raising/lowering.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_plats.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";
#include "i_system.h"
#include "z_zone.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "sounds.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 (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 blazeDWUS:
case downWaitUpStay:
P_RemoveActivePlat(plat);
break;
case raiseAndChange:
case raiseToNearestAndChange:
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);
}
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 <type> plats that are in_stasis
switch(type)
{
case perpetualRaise:
P_ActivateInStasis(line->tag);
break;
default:
break;
}
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
sec = &sectors[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.acp1 = (actionf_p1) 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;
// NO MORE DAMAGE, IF APPLICABLE
sec->special = 0;
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 blazeDWUS:
plat->speed = PLATSPEED * 8;
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.acp1
= (actionf_p1) 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.acv = (actionf_v)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!");
}

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