From abebbdd698cf1479d72e94d6bfc77b6992539661 Mon Sep 17 00:00:00 2001 From: maxcodehack Date: Sat, 30 Jan 2021 12:31:40 +0000 Subject: [PATCH] Upload Wolfenstein 3D sources git-svn-id: svn://kolibrios.org@8557 a494cfbc-eb01-0410-851d-a64ba20cac60 --- contrib/games/wolf3d/Makefile | 22 + contrib/games/wolf3d/audiosod.h | 142 + contrib/games/wolf3d/audiowl6.h | 153 + contrib/games/wolf3d/f_spear.h | 76 + contrib/games/wolf3d/foreign.h | 131 + contrib/games/wolf3d/gfxv_apo.h | 244 + contrib/games/wolf3d/gfxv_jap.h | 243 + contrib/games/wolf3d/gfxv_sod.h | 290 + contrib/games/wolf3d/gfxv_wl6.h | 216 + contrib/games/wolf3d/gp2x.h | 51 + contrib/games/wolf3d/id_ca.cpp | 1118 +++ contrib/games/wolf3d/id_ca.h | 60 + contrib/games/wolf3d/id_in.cpp | 683 ++ contrib/games/wolf3d/id_in.h | 184 + contrib/games/wolf3d/id_pm.cpp | 125 + contrib/games/wolf3d/id_pm.h | 58 + contrib/games/wolf3d/id_sd.cpp | 144 + contrib/games/wolf3d/id_sd.h | 156 + contrib/games/wolf3d/id_us.h | 101 + contrib/games/wolf3d/id_us_1.cpp | 789 +++ contrib/games/wolf3d/id_vh.cpp | 470 ++ contrib/games/wolf3d/id_vh.h | 100 + contrib/games/wolf3d/id_vl.cpp | 792 +++ contrib/games/wolf3d/id_vl.h | 98 + contrib/games/wolf3d/joystick_stub.cpp | 156 + contrib/games/wolf3d/sdl_winmain.cpp | 378 + contrib/games/wolf3d/signon.cpp | 8007 ++++++++++++++++++++++ contrib/games/wolf3d/sodpal.inc | 52 + contrib/games/wolf3d/version.h | 54 + contrib/games/wolf3d/wl_act1.cpp | 859 +++ contrib/games/wolf3d/wl_act2.cpp | 3899 +++++++++++ contrib/games/wolf3d/wl_agent.cpp | 1500 ++++ contrib/games/wolf3d/wl_atmos.cpp | 229 + contrib/games/wolf3d/wl_atmos.h | 20 + contrib/games/wolf3d/wl_cloudsky.cpp | 259 + contrib/games/wolf3d/wl_cloudsky.h | 46 + contrib/games/wolf3d/wl_debug.cpp | 869 +++ contrib/games/wolf3d/wl_def.h | 1485 ++++ contrib/games/wolf3d/wl_dir3dspr.cpp | 230 + contrib/games/wolf3d/wl_draw.cpp | 1649 +++++ contrib/games/wolf3d/wl_floorceiling.cpp | 87 + contrib/games/wolf3d/wl_game.cpp | 1604 +++++ contrib/games/wolf3d/wl_inter.cpp | 1723 +++++ contrib/games/wolf3d/wl_main.cpp | 1962 ++++++ contrib/games/wolf3d/wl_menu.cpp | 4161 +++++++++++ contrib/games/wolf3d/wl_menu.h | 241 + contrib/games/wolf3d/wl_parallax.cpp | 64 + contrib/games/wolf3d/wl_play.cpp | 1353 ++++ contrib/games/wolf3d/wl_shade.cpp | 143 + contrib/games/wolf3d/wl_shade.h | 15 + contrib/games/wolf3d/wl_state.cpp | 1530 +++++ contrib/games/wolf3d/wl_text.cpp | 855 +++ contrib/games/wolf3d/wolfpal.inc | 52 + 53 files changed, 39928 insertions(+) create mode 100755 contrib/games/wolf3d/Makefile create mode 100755 contrib/games/wolf3d/audiosod.h create mode 100755 contrib/games/wolf3d/audiowl6.h create mode 100755 contrib/games/wolf3d/f_spear.h create mode 100755 contrib/games/wolf3d/foreign.h create mode 100755 contrib/games/wolf3d/gfxv_apo.h create mode 100755 contrib/games/wolf3d/gfxv_jap.h create mode 100755 contrib/games/wolf3d/gfxv_sod.h create mode 100755 contrib/games/wolf3d/gfxv_wl6.h create mode 100755 contrib/games/wolf3d/gp2x.h create mode 100755 contrib/games/wolf3d/id_ca.cpp create mode 100755 contrib/games/wolf3d/id_ca.h create mode 100755 contrib/games/wolf3d/id_in.cpp create mode 100755 contrib/games/wolf3d/id_in.h create mode 100755 contrib/games/wolf3d/id_pm.cpp create mode 100755 contrib/games/wolf3d/id_pm.h create mode 100755 contrib/games/wolf3d/id_sd.cpp create mode 100755 contrib/games/wolf3d/id_sd.h create mode 100755 contrib/games/wolf3d/id_us.h create mode 100755 contrib/games/wolf3d/id_us_1.cpp create mode 100755 contrib/games/wolf3d/id_vh.cpp create mode 100755 contrib/games/wolf3d/id_vh.h create mode 100755 contrib/games/wolf3d/id_vl.cpp create mode 100755 contrib/games/wolf3d/id_vl.h create mode 100755 contrib/games/wolf3d/joystick_stub.cpp create mode 100755 contrib/games/wolf3d/sdl_winmain.cpp create mode 100755 contrib/games/wolf3d/signon.cpp create mode 100755 contrib/games/wolf3d/sodpal.inc create mode 100755 contrib/games/wolf3d/version.h create mode 100755 contrib/games/wolf3d/wl_act1.cpp create mode 100755 contrib/games/wolf3d/wl_act2.cpp create mode 100755 contrib/games/wolf3d/wl_agent.cpp create mode 100755 contrib/games/wolf3d/wl_atmos.cpp create mode 100755 contrib/games/wolf3d/wl_atmos.h create mode 100755 contrib/games/wolf3d/wl_cloudsky.cpp create mode 100755 contrib/games/wolf3d/wl_cloudsky.h create mode 100755 contrib/games/wolf3d/wl_debug.cpp create mode 100755 contrib/games/wolf3d/wl_def.h create mode 100755 contrib/games/wolf3d/wl_dir3dspr.cpp create mode 100755 contrib/games/wolf3d/wl_draw.cpp create mode 100755 contrib/games/wolf3d/wl_floorceiling.cpp create mode 100755 contrib/games/wolf3d/wl_game.cpp create mode 100755 contrib/games/wolf3d/wl_inter.cpp create mode 100755 contrib/games/wolf3d/wl_main.cpp create mode 100755 contrib/games/wolf3d/wl_menu.cpp create mode 100755 contrib/games/wolf3d/wl_menu.h create mode 100755 contrib/games/wolf3d/wl_parallax.cpp create mode 100755 contrib/games/wolf3d/wl_play.cpp create mode 100755 contrib/games/wolf3d/wl_shade.cpp create mode 100755 contrib/games/wolf3d/wl_shade.h create mode 100755 contrib/games/wolf3d/wl_state.cpp create mode 100755 contrib/games/wolf3d/wl_text.cpp create mode 100755 contrib/games/wolf3d/wolfpal.inc diff --git a/contrib/games/wolf3d/Makefile b/contrib/games/wolf3d/Makefile new file mode 100755 index 0000000000..6ad5259d0b --- /dev/null +++ b/contrib/games/wolf3d/Makefile @@ -0,0 +1,22 @@ +CC = kos32-gcc +LD = kos32-ld + +SDK_DIR = $(abspath ../../sdk) + +CFLAGS = -c -fno-ident -O2 -fomit-frame-pointer -fno-ident -U__WIN32__ -U_Win32 -U_WIN32 -U__MINGW32__ -UWIN32 +LDFLAGS = -static -S -nostdlib -T $(SDK_DIR)/sources/newlib/app.lds --image-base 0 + +INCLUDES = -I$(SDK_DIR)/sources/newlib/libc/include -I$(SDK_DIR)/sources/SDL-1.2.2_newlib/include -I. +LIBPATH = -L $(SDK_DIR)/lib -L /home/autobuild/tools/win32/mingw32/lib + +OBJECTS = wl_cloudsky.o wl_debug.o id_sd.o wl_play.o id_vl.o wl_act2.o wl_floorceiling.o wl_dir3dspr.o wl_state.o wl_atmos.o id_in.o signon.o wl_parallax.o wl_agent.o sdl_winmain.o wl_inter.o wl_text.o id_pm.o wl_draw.o wl_menu.o wl_game.o wl_act1.o wl_main.o wl_shade.o id_us_1.o id_vh.o id_ca.o joystick_stub.o + +default: $(OBJECTS) + kos32-ld $(LDFLAGS) $(LIBPATH) --subsystem native -o wolf3d $(OBJECTS) -lSDLn -lsound -lstdc++ -lsupc++ -lgcc -lc.dll + objcopy wolf3d -O binary + +%.o : %.cpp + $(CC) $(CFLAGS) $(INCLUDES) -o $@ $< + +clean: + rm *.o diff --git a/contrib/games/wolf3d/audiosod.h b/contrib/games/wolf3d/audiosod.h new file mode 100755 index 0000000000..1798ed4061 --- /dev/null +++ b/contrib/games/wolf3d/audiosod.h @@ -0,0 +1,142 @@ +///////////////////////////////////////////////// +// +// MUSE Header for .SOD +// Created Thu Aug 13 09:25:58 1992 +// +///////////////////////////////////////////////// + +#define NUMSOUNDS 81 +#define NUMSNDCHUNKS 267 + +// +// Sound names & indexes +// +typedef enum { + HITWALLSND, // 0 + MISSILEHITSND, // 1 + SELECTITEMSND, // 2 + GHOSTSIGHTSND, // 3 + MOVEGUN2SND, // 4 + MOVEGUN1SND, // 5 + NOWAYSND, // 6 + NAZIHITPLAYERSND, // 7 + MISSILEFIRESND, // 8 + PLAYERDEATHSND, // 9 + DOGDEATHSND, // 10 + ATKGATLINGSND, // 11 + GETKEYSND, // 12 + NOITEMSND, // 13 + WALK1SND, // 14 + WALK2SND, // 15 + TAKEDAMAGESND, // 16 + GAMEOVERSND, // 17 + OPENDOORSND, // 18 + CLOSEDOORSND, // 19 + DONOTHINGSND, // 20 + HALTSND, // 21 + DEATHSCREAM2SND, // 22 + ATKKNIFESND, // 23 + ATKPISTOLSND, // 24 + DEATHSCREAM3SND, // 25 + ATKMACHINEGUNSND, // 26 + HITENEMYSND, // 27 + SHOOTDOORSND, // 28 + DEATHSCREAM1SND, // 29 + GETMACHINESND, // 30 + GETAMMOSND, // 31 + SHOOTSND, // 32 + HEALTH1SND, // 33 + HEALTH2SND, // 34 + BONUS1SND, // 35 + BONUS2SND, // 36 + BONUS3SND, // 37 + GETGATLINGSND, // 38 + ESCPRESSEDSND, // 39 + LEVELDONESND, // 40 + DOGBARKSND, // 41 + ENDBONUS1SND, // 42 + ENDBONUS2SND, // 43 + BONUS1UPSND, // 44 + BONUS4SND, // 45 + PUSHWALLSND, // 46 + NOBONUSSND, // 47 + PERCENT100SND, // 48 + BOSSACTIVESND, // 49 + DEATHSCREAM4SND, // 50 + SCHUTZADSND, // 51 + AHHHGSND, // 52 + DEATHSCREAM5SND, // 53 + DEATHSCREAM7SND, // 54 + DEATHSCREAM8SND, // 55 + LEBENSND, // 56 + DEATHSCREAM6SND, // 57 + NAZIFIRESND, // 58 + BOSSFIRESND, // 59 + SSFIRESND, // 60 + SLURPIESND, // 61 + GHOSTFADESND, // 62 + DEATHSCREAM9SND, // 63 + GETAMMOBOXSND, // 64 + ANGELSIGHTSND, // 65 + SPIONSND, // 66 + NEINSOVASSND, // 67 + DOGATTACKSND, // 68 + ANGELFIRESND, // 69 + TRANSSIGHTSND, // 70 + TRANSDEATHSND, // 71 + WILHELMSIGHTSND, // 72 + WILHELMDEATHSND, // 73 + UBERDEATHSND, // 74 + KNIGHTSIGHTSND, // 75 + KNIGHTDEATHSND, // 76 + ANGELDEATHSND, // 77 + KNIGHTMISSILESND, // 78 + GETSPEARSND, // 79 + ANGELTIREDSND, // 80 + LASTSOUND +} soundnames; + +// +// Base offsets +// +#define STARTPCSOUNDS 0 +#define STARTADLIBSOUNDS 81 +#define STARTDIGISOUNDS 162 +#define STARTMUSIC 243 + +// +// Music names & indexes +// +typedef enum { + XFUNKIE_MUS, // 0 + DUNGEON_MUS, // 1 + XDEATH_MUS, // 2 + GETTHEM_MUS, // 3 + XTIPTOE_MUS, // 4 + GOINGAFT_MUS, // 5 + URAHERO_MUS, // 6 + XTHEEND_MUS, // 7 + NAZI_OMI_MUS, // 8 + POW_MUS, // 9 + TWELFTH_MUS, // 10 + SEARCHN_MUS, // 11 + SUSPENSE_MUS, // 12 + ZEROHOUR_MUS, // 13 + WONDERIN_MUS, // 14 + ULTIMATE_MUS, // 15 + ENDLEVEL_MUS, // 16 + XEVIL_MUS, // 17 + XJAZNAZI_MUS, // 18 + COPYPRO_MUS, // 19 + XAWARD_MUS, // 20 + XPUTIT_MUS, // 21 + XGETYOU_MUS, // 22 + XTOWER2_MUS, // 23 + LASTMUSIC +} musicnames; + +///////////////////////////////////////////////// +// +// Thanks for playing with MUSE! +// +///////////////////////////////////////////////// diff --git a/contrib/games/wolf3d/audiowl6.h b/contrib/games/wolf3d/audiowl6.h new file mode 100755 index 0000000000..a29248dac6 --- /dev/null +++ b/contrib/games/wolf3d/audiowl6.h @@ -0,0 +1,153 @@ +///////////////////////////////////////////////// +// +// MUSE Header for .WL6 +// Created Tue Jul 14 15:04:53 1992 +// +///////////////////////////////////////////////// + +// +// Sound names & indexes +// +typedef enum { + HITWALLSND, // 0 + SELECTWPNSND, // 1 + SELECTITEMSND, // 2 + HEARTBEATSND, // 3 + MOVEGUN2SND, // 4 + MOVEGUN1SND, // 5 + NOWAYSND, // 6 + NAZIHITPLAYERSND, // 7 + SCHABBSTHROWSND, // 8 + PLAYERDEATHSND, // 9 + DOGDEATHSND, // 10 + ATKGATLINGSND, // 11 + GETKEYSND, // 12 + NOITEMSND, // 13 + WALK1SND, // 14 + WALK2SND, // 15 + TAKEDAMAGESND, // 16 + GAMEOVERSND, // 17 + OPENDOORSND, // 18 + CLOSEDOORSND, // 19 + DONOTHINGSND, // 20 + HALTSND, // 21 + DEATHSCREAM2SND, // 22 + ATKKNIFESND, // 23 + ATKPISTOLSND, // 24 + DEATHSCREAM3SND, // 25 + ATKMACHINEGUNSND, // 26 + HITENEMYSND, // 27 + SHOOTDOORSND, // 28 + DEATHSCREAM1SND, // 29 + GETMACHINESND, // 30 + GETAMMOSND, // 31 + SHOOTSND, // 32 + HEALTH1SND, // 33 + HEALTH2SND, // 34 + BONUS1SND, // 35 + BONUS2SND, // 36 + BONUS3SND, // 37 + GETGATLINGSND, // 38 + ESCPRESSEDSND, // 39 + LEVELDONESND, // 40 + DOGBARKSND, // 41 + ENDBONUS1SND, // 42 + ENDBONUS2SND, // 43 + BONUS1UPSND, // 44 + BONUS4SND, // 45 + PUSHWALLSND, // 46 + NOBONUSSND, // 47 + PERCENT100SND, // 48 + BOSSACTIVESND, // 49 + MUTTISND, // 50 + SCHUTZADSND, // 51 + AHHHGSND, // 52 + DIESND, // 53 + EVASND, // 54 + GUTENTAGSND, // 55 + LEBENSND, // 56 + SCHEISTSND, // 57 + NAZIFIRESND, // 58 + BOSSFIRESND, // 59 + SSFIRESND, // 60 + SLURPIESND, // 61 + TOT_HUNDSND, // 62 + MEINGOTTSND, // 63 + SCHABBSHASND, // 64 + HITLERHASND, // 65 + SPIONSND, // 66 + NEINSOVASSND, // 67 + DOGATTACKSND, // 68 + FLAMETHROWERSND, // 69 + MECHSTEPSND, // 70 + GOOBSSND, // 71 + YEAHSND, // 72 +#ifndef APOGEE_1_0 + DEATHSCREAM4SND, // 73 + DEATHSCREAM5SND, // 74 + DEATHSCREAM6SND, // 75 + DEATHSCREAM7SND, // 76 + DEATHSCREAM8SND, // 77 + DEATHSCREAM9SND, // 78 + DONNERSND, // 79 + EINESND, // 80 + ERLAUBENSND, // 81 + KEINSND, // 82 + MEINSND, // 83 + ROSESND, // 84 + MISSILEFIRESND, // 85 + MISSILEHITSND, // 86 +#endif + LASTSOUND +} soundnames; + +// +// Base offsets +// +#define STARTPCSOUNDS 0 +#define STARTADLIBSOUNDS LASTSOUND +#define STARTDIGISOUNDS (2*LASTSOUND) +#define STARTMUSIC (3*LASTSOUND) + +// +// Music names & indexes +// +typedef enum { + CORNER_MUS, // 0 + DUNGEON_MUS, // 1 + WARMARCH_MUS, // 2 + GETTHEM_MUS, // 3 + HEADACHE_MUS, // 4 + HITLWLTZ_MUS, // 5 + INTROCW3_MUS, // 6 + NAZI_NOR_MUS, // 7 + NAZI_OMI_MUS, // 8 + POW_MUS, // 9 + SALUTE_MUS, // 10 + SEARCHN_MUS, // 11 + SUSPENSE_MUS, // 12 + VICTORS_MUS, // 13 + WONDERIN_MUS, // 14 + FUNKYOU_MUS, // 15 + ENDLEVEL_MUS, // 16 + GOINGAFT_MUS, // 17 + PREGNANT_MUS, // 18 + ULTIMATE_MUS, // 19 + NAZI_RAP_MUS, // 20 + ZEROHOUR_MUS, // 21 + TWELFTH_MUS, // 22 + ROSTER_MUS, // 23 + URAHERO_MUS, // 24 + VICMARCH_MUS, // 25 + PACMAN_MUS, // 26 + LASTMUSIC +} musicnames; + +#define NUMSOUNDS LASTSOUND +#define NUMSNDCHUNKS (STARTMUSIC + LASTMUSIC) + +///////////////////////////////////////////////// +// +// Thanks for playing with MUSE! +// +///////////////////////////////////////////////// diff --git a/contrib/games/wolf3d/f_spear.h b/contrib/games/wolf3d/f_spear.h new file mode 100755 index 0000000000..8043d605fb --- /dev/null +++ b/contrib/games/wolf3d/f_spear.h @@ -0,0 +1,76 @@ +#define STR_ENDGAME1 "We owe you a great debt, Mr. Blazkowicz." +#define STR_ENDGAME2 "You have served your country well." +#define STR_ENDGAME3 "With the spear gone, the Allies will finally" +#define STR_ENDGAME4 "by able to destroy Hitler..." + +#define STR_COPY1 "That's close, but not close enough to get" +#define STR_COPY2 "you into the game." + +#define STR_COPY3 "Wow, you must have the early version of the" +#define STR_COPY4 "manual with the totally false information in it." + +#define STR_COPY5 "I would let you into the game, but seeing" +#define STR_COPY6 "as that was not at all the right answer..." + +#define STR_COPY7 "It's just too bad we can't get together on" +#define STR_COPY8 "this one. Sorry." + +#define STR_COPY9 "Hey, you're just SO off base!" + +#define STR_COPY10 "You know, I once typed that myself when" +#define STR_COPY11 "I was your age." + +#define STR_COPY12 "Nops. Zero points. Zugga." + +#define STR_COPY13 "Yeah...right." + +#define STR_COPY14 "You must like these quizzes." + +#define STR_COPY15 "Could be called \"PixelMeister\"?" + +#define STR_COPY16 "Might engineer some software?" + +#define STR_COPY17 "Would be found" +#define STR_COPY18 "directing creatively?" + +#define STR_COPY19 "Might be found" +#define STR_COPY20 "handling operations?" + +#define STR_COPY21 "Has a name familiar" +#define STR_COPY22 "to your weatherman?" + +#define STR_NOPE1 "Welcome to the DOS prompt, pirate!" +#define STR_NOPE2 "Eat hot DOS prompt, goober!" +#define STR_NOPE3 "Ya know, this program doesn't cost that much." +#define STR_NOPE4 "Hey...weren't you just AT this DOS prompt?" +#define STR_NOPE5 "What's a nice user like you doin' at a DOS prompt like this?" +#define STR_NOPE6 "Well, I'm sure you just \"misplaced\" the manual..." +#define STR_NOPE7 "Run me again when you've boned up on your manual a bit." +#define STR_NOPE8 "Nice try, but no Spear." +#define STR_NOPE9 "That information is in the Spear of Destiny manual, by the way." + +#define STR_MISC1 "Under \"Killing the Enemy\", what" +#define STR_MISC2 "type of enemy is pictured?" + +#define STR_MISC3 "How many eyelets are on B.J.'s" +#define STR_MISC4 "boots? (see page 2)" + +#define STR_MISC5 "The word \"minister\" appears in" +#define STR_MISC6 "what gray shape on page 2?" + +#define STR_MISC7 "How many bullets does B.J. have" +#define STR_MISC8 "on the screen-shot in the middle" +#define STR_MISC9 "of page 9?" + +#define STR_STAR "star" +#define STR_DEBRIEF " DEBRIEFING\n SESSION\n" +#define STR_ENEMY1 "Name the member of the" +#define STR_ENEMY2 "enemy forces shown above" + +#define STR_CHECKMAN "CHECK YER MANUAL!" +#define STR_MAN1 "Which manual page" +#define STR_MAN2 "is the Options Menu" +#define STR_MAN3 "function" +#define STR_MAN4 "on?" + +#define STR_ID1 "Which member of Id Software:" diff --git a/contrib/games/wolf3d/foreign.h b/contrib/games/wolf3d/foreign.h new file mode 100755 index 0000000000..b0f2f2197f --- /dev/null +++ b/contrib/games/wolf3d/foreign.h @@ -0,0 +1,131 @@ +#define QUITSUR "Are you sure you want\n"\ + "to quit this great game?" + +#define CURGAME "You are currently in\n"\ + "a game. Continuing will\n"\ + "erase old game. Ok?" + +#define GAMESVD "There's already a game\n"\ + "saved at this position.\n"\ + " Overwrite?" + +#define ENDGAMESTR "Are you sure you want\n"\ + "to end the game you\n"\ + "are playing? (Y or N):" + +#define STR_NG "New Game" +#define STR_SD "Sound" +#define STR_CL "Control" +#define STR_LG "Load Game" +#define STR_SG "Save Game" +#define STR_CV "Change View" +#define STR_VS "View Scores" +#define STR_EG "End Game" +#define STR_BD "Back to Demo" +#define STR_QT "Quit" + +#define STR_LOADING "Loading" +#define STR_SAVING "Saving" + +#define STR_GAME "Game" +#define STR_DEMO "Demo" +#define STR_LGC "Load Game called\n\"" +#define STR_EMPTY "empty" +#define STR_CALIB "Calibrate" +#define STR_JOYST "Joystick" +#define STR_MOVEJOY "Move joystick to\nupper left and\npress button 0\n" +#define STR_MOVEJOY2 "Move joystick to\nlower right and\npress button 1\n" +#define STR_ESCEXIT "ESC to exit" + +#define STR_NONE "None" +#define STR_PC "PC Speaker" +#define STR_ALSB "AdLib/Sound Blaster" +#define STR_DISNEY "Disney Sound Source" +#define STR_SB "Sound Blaster" + +#define STR_MOUSEEN "Mouse Enabled" +#define STR_JOYEN "Joystick Enabled" +#define STR_PORT2 "Use joystick port 2" +#define STR_GAMEPAD "Gravis GamePad Enabled" +#define STR_SENS "Mouse Sensitivity" +#define STR_CUSTOM "Customize controls" + +#define STR_DADDY "Can I play, Daddy?" +#define STR_HURTME "Don't hurt me." +#define STR_BRINGEM "Bring 'em on!" +#define STR_DEATH "I am Death incarnate!" + +#define STR_MOUSEADJ "Adjust Mouse Sensitivity" +#define STR_SLOW "Slow" +#define STR_FAST "Fast" + +#define STR_CRUN "Run" +#define STR_COPEN "Open" +#define STR_CFIRE "Fire" +#define STR_CSTRAFE "Strafe" + +#define STR_LEFT "Left" +#define STR_RIGHT "Right" +#define STR_FRWD "Frwd" +#define STR_BKWD "Bkwrd" +#define STR_THINK "Thinking" + +#define STR_SIZE1 "Use arrows to size" +#define STR_SIZE2 "ENTER to accept" +#define STR_SIZE3 "ESC to cancel" + +#define STR_YOUWIN "you win!" + +#define STR_TOTALTIME "total time" + +#define STR_RATKILL "kill %" +#define STR_RATSECRET "secret %" +#define STR_RATTREASURE "treasure %" + +#define STR_BONUS "bonus" +#define STR_TIME "time" +#define STR_PAR " par" + +#define STR_RAT2KILL "kill ratio %" +#define STR_RAT2SECRET "secret ratio %" +#define STR_RAT2TREASURE "treasure ratio %" + +#define STR_DEFEATED "defeated!" + +#define STR_CHEATER1 "You now have 100% Health," +#define STR_CHEATER2 "99 Ammo and both Keys!" +#define STR_CHEATER3 "Note that you have basically" +#define STR_CHEATER4 "eliminated your chances of" +#define STR_CHEATER5 "getting a high score!" + +#define STR_NOSPACE1 "There is not enough space" +#define STR_NOSPACE2 "on your disk to Save Game!" + +#define STR_SAVECHT1 "Your Save Game file is," +#define STR_SAVECHT2 "shall we say, \"corrupted\"." +#define STR_SAVECHT3 "But I'll let you go on and" +#define STR_SAVECHT4 "play anyway...." + +#define STR_SEEAGAIN "Let's see that again!" + +#ifdef SPEAR +#define ENDSTR1 "Heroes don't quit, but\ngo ahead and press " YESBUTTONNAME "\nif you aren't one." +#define ENDSTR2 "Press " YESBUTTONNAME " to quit,\nor press " NOBUTTONNAME " to enjoy\nmore violent diversion." +#define ENDSTR3 "Depressing the " YESBUTTONNAME " key means\nyou must return to the\nhumdrum workday world." +#define ENDSTR4 "Hey, quit or play,\n" YESBUTTONNAME " or " NOBUTTONNAME ":\nit's your choice." +#define ENDSTR5 "Sure you don't want to\nwaste a few more\nproductive hours?" +#define ENDSTR6 "I think you had better\nplay some more. Please\npress " NOBUTTONNAME "...please?" +#define ENDSTR7 "If you are tough, press " NOBUTTONNAME ".\nIf not, press " YESBUTTONNAME " daintily." +#define ENDSTR8 "I'm thinkin' that\nyou might wanna press " NOBUTTONNAME "\nto play more. You do it." +#define ENDSTR9 "Sure. Fine. Quit.\nSee if we care.\nGet it over with.\nPress " YESBUTTONNAME "." +#else +#define ENDSTR1 "Dost thou wish to\nleave with such hasty\nabandon?" +#define ENDSTR2 "Chickening out...\nalready?" +#define ENDSTR3 "Press " NOBUTTONNAME " for more carnage.\nPress " YESBUTTONNAME " to be a weenie." +#define ENDSTR4 "So, you think you can\nquit this easily, huh?" +#define ENDSTR5 "Press " NOBUTTONNAME " to save the world.\nPress " YESBUTTONNAME " to abandon it in\nits hour of need." +#define ENDSTR6 "Press " NOBUTTONNAME " if you are brave.\nPress " YESBUTTONNAME " to cower in shame." +#define ENDSTR7 "Heroes, press " NOBUTTONNAME ".\nWimps, press " YESBUTTONNAME "." +#define ENDSTR8 "You are at an intersection.\nA sign says, 'Press " YESBUTTONNAME " to quit.'\n>" +#define ENDSTR9 "For guns and glory, press " NOBUTTONNAME ".\nFor work and worry, press " YESBUTTONNAME "." +#endif diff --git a/contrib/games/wolf3d/gfxv_apo.h b/contrib/games/wolf3d/gfxv_apo.h new file mode 100755 index 0000000000..7352f88e6e --- /dev/null +++ b/contrib/games/wolf3d/gfxv_apo.h @@ -0,0 +1,244 @@ +////////////////////////////////////// +// +// Graphics .H file for Apogee v1.4 +// IGRAB-ed on Sun May 03 01:19:32 1992 +// +////////////////////////////////////// + +typedef enum { + // Lump Start + H_BJPIC=3, + H_CASTLEPIC, // 4 + H_KEYBOARDPIC, // 5 + H_JOYPIC, // 6 + H_HEALPIC, // 7 + H_TREASUREPIC, // 8 + H_GUNPIC, // 9 + H_KEYPIC, // 10 + H_BLAZEPIC, // 11 + H_WEAPON1234PIC, // 12 + H_WOLFLOGOPIC, // 13 + H_VISAPIC, // 14 + H_MCPIC, // 15 + H_IDLOGOPIC, // 16 + H_TOPWINDOWPIC, // 17 + H_LEFTWINDOWPIC, // 18 + H_RIGHTWINDOWPIC, // 19 + H_BOTTOMINFOPIC, // 20 +#if !defined(APOGEE_1_0) && !defined(APOGEE_1_1) && !defined(APOGEE_1_2) + H_SPEARADPIC, // 21 +#endif + // Lump Start + C_OPTIONSPIC, // 22 + C_CURSOR1PIC, // 23 + C_CURSOR2PIC, // 24 + C_NOTSELECTEDPIC, // 25 + C_SELECTEDPIC, // 26 + C_FXTITLEPIC, // 27 + C_DIGITITLEPIC, // 28 + C_MUSICTITLEPIC, // 29 + C_MOUSELBACKPIC, // 30 + C_BABYMODEPIC, // 31 + C_EASYPIC, // 32 + C_NORMALPIC, // 33 + C_HARDPIC, // 34 + C_LOADSAVEDISKPIC, // 35 + C_DISKLOADING1PIC, // 36 + C_DISKLOADING2PIC, // 37 + C_CONTROLPIC, // 38 + C_CUSTOMIZEPIC, // 39 + C_LOADGAMEPIC, // 40 + C_SAVEGAMEPIC, // 41 + C_EPISODE1PIC, // 42 + C_EPISODE2PIC, // 43 + C_EPISODE3PIC, // 44 + C_EPISODE4PIC, // 45 + C_EPISODE5PIC, // 46 + C_EPISODE6PIC, // 47 + C_CODEPIC, // 48 +#ifndef APOGEE_1_0 + C_TIMECODEPIC, // 49 + C_LEVELPIC, // 50 + C_NAMEPIC, // 51 + C_SCOREPIC, // 52 +#if !defined(APOGEE_1_1) && !defined(APOGEE_1_2) + C_JOY1PIC, // 53 + C_JOY2PIC, // 54 +#endif +#else + C_TIMECODEPIC=C_CODEPIC, // 47 +#endif + // Lump Start + L_GUYPIC, // 55 + L_COLONPIC, // 56 + L_NUM0PIC, // 57 + L_NUM1PIC, // 58 + L_NUM2PIC, // 59 + L_NUM3PIC, // 60 + L_NUM4PIC, // 61 + L_NUM5PIC, // 62 + L_NUM6PIC, // 63 + L_NUM7PIC, // 64 + L_NUM8PIC, // 65 + L_NUM9PIC, // 66 + L_PERCENTPIC, // 67 + L_APIC, // 68 + L_BPIC, // 69 + L_CPIC, // 70 + L_DPIC, // 71 + L_EPIC, // 72 + L_FPIC, // 73 + L_GPIC, // 74 + L_HPIC, // 75 + L_IPIC, // 76 + L_JPIC, // 77 + L_KPIC, // 78 + L_LPIC, // 79 + L_MPIC, // 80 + L_NPIC, // 81 + L_OPIC, // 82 + L_PPIC, // 83 + L_QPIC, // 84 + L_RPIC, // 85 + L_SPIC, // 86 + L_TPIC, // 87 + L_UPIC, // 88 + L_VPIC, // 89 + L_WPIC, // 90 + L_XPIC, // 91 + L_YPIC, // 92 + L_ZPIC, // 93 + L_EXPOINTPIC, // 94 +#ifndef APOGEE_1_0 + L_APOSTROPHEPIC, // 95 +#endif + L_GUY2PIC, // 96 + L_BJWINSPIC, // 97 + STATUSBARPIC, // 98 + TITLEPIC, // 99 + PG13PIC, // 100 + CREDITSPIC, // 101 + HIGHSCORESPIC, // 102 + // Lump Start + KNIFEPIC, // 103 + GUNPIC, // 104 + MACHINEGUNPIC, // 105 + GATLINGGUNPIC, // 106 + NOKEYPIC, // 107 + GOLDKEYPIC, // 108 + SILVERKEYPIC, // 109 + N_BLANKPIC, // 110 + N_0PIC, // 111 + N_1PIC, // 112 + N_2PIC, // 113 + N_3PIC, // 114 + N_4PIC, // 115 + N_5PIC, // 116 + N_6PIC, // 117 + N_7PIC, // 118 + N_8PIC, // 119 + N_9PIC, // 120 + FACE1APIC, // 121 + FACE1BPIC, // 122 + FACE1CPIC, // 123 + FACE2APIC, // 124 + FACE2BPIC, // 125 + FACE2CPIC, // 126 + FACE3APIC, // 127 + FACE3BPIC, // 128 + FACE3CPIC, // 129 + FACE4APIC, // 130 + FACE4BPIC, // 131 + FACE4CPIC, // 132 + FACE5APIC, // 133 + FACE5BPIC, // 134 + FACE5CPIC, // 135 + FACE6APIC, // 136 + FACE6BPIC, // 137 + FACE6CPIC, // 138 + FACE7APIC, // 139 + FACE7BPIC, // 140 + FACE7CPIC, // 141 + FACE8APIC, // 142 + GOTGATLINGPIC, // 143 + MUTANTBJPIC, // 144 + PAUSEDPIC, // 145 + GETPSYCHEDPIC, // 146 + + TILE8, // 147 + + ORDERSCREEN, // 148 + ERRORSCREEN, // 149 + T_HELPART, // 150 +#ifdef APOGEE_1_0 + T_ENDART1, // 143 +#endif + T_DEMO0, // 151 + T_DEMO1, // 152 + T_DEMO2, // 153 + T_DEMO3, // 154 +#ifndef APOGEE_1_0 + T_ENDART1, // 155 + T_ENDART2, // 156 + T_ENDART3, // 157 + T_ENDART4, // 158 + T_ENDART5, // 159 + T_ENDART6, // 160 +#endif + + ENUMEND +} graphicnums; + +// +// Data LUMPs +// +#define README_LUMP_START H_BJPIC +#define README_LUMP_END H_BOTTOMINFOPIC + +#define CONTROLS_LUMP_START C_OPTIONSPIC +#define CONTROLS_LUMP_END (L_GUYPIC - 1) + +#define LEVELEND_LUMP_START L_GUYPIC +#define LEVELEND_LUMP_END L_BJWINSPIC + +#define LATCHPICS_LUMP_START KNIFEPIC +#define LATCHPICS_LUMP_END GETPSYCHEDPIC + + +// +// Amount of each data item +// +#define NUMCHUNKS ENUMEND +#define NUMFONT 2 +#define NUMFONTM 0 +#define NUMPICS (GETPSYCHEDPIC - NUMFONT) +#define NUMPICM 0 +#define NUMSPRITES 0 +#define NUMTILE8 72 +#define NUMTILE8M 0 +#define NUMTILE16 0 +#define NUMTILE16M 0 +#define NUMTILE32 0 +#define NUMTILE32M 0 +#define NUMEXTERNS 13 +// +// File offsets for data items +// +#define STRUCTPIC 0 + +#define STARTFONT 1 +#define STARTFONTM 3 +#define STARTPICS 3 +#define STARTPICM TILE8 +#define STARTSPRITES TILE8 +#define STARTTILE8 TILE8 +#define STARTTILE8M ORDERSCREEN +#define STARTTILE16 ORDERSCREEN +#define STARTTILE16M ORDERSCREEN +#define STARTTILE32 ORDERSCREEN +#define STARTTILE32M ORDERSCREEN +#define STARTEXTERNS ORDERSCREEN + +// +// Thank you for using IGRAB! +// diff --git a/contrib/games/wolf3d/gfxv_jap.h b/contrib/games/wolf3d/gfxv_jap.h new file mode 100755 index 0000000000..fbbe0641c8 --- /dev/null +++ b/contrib/games/wolf3d/gfxv_jap.h @@ -0,0 +1,243 @@ +////////////////////////////////////////// +// +// Graphics .H file for Japanese version +// Recreated from images and used defines +// +////////////////////////////////////////// + +typedef enum { + // Lump Start + H_HELP1PIC = 3, // 3 + H_HELP2PIC, // 4 + H_HELP3PIC, // 5 + H_HELP4PIC, // 6 + H_HELP5PIC, // 7 + H_HELP6PIC, // 8 + H_HELP7PIC, // 9 + H_HELP8PIC, // 10 + H_HELP9PIC, // 11 + H_HELP10PIC, // 12 + + // Lump Start + C_OPTIONSPIC, // 13 + C_CURSOR1PIC, // 14 + C_CURSOR2PIC, // 15 + C_NOTSELECTEDPIC, // 16 + C_SELECTEDPIC, // 17 + C_MOUSELBACKPIC, // 18 + C_BABYMODEPIC, // 19 + C_EASYPIC, // 20 + C_NORMALPIC, // 21 + C_HARDPIC, // 22 + C_LOADSAVEDISKPIC, // 23 + C_DISKLOADING1PIC, // 24 + C_DISKLOADING2PIC, // 25 + C_CONTROLPIC, // 26 + C_LOADGAMEPIC, // 27 + C_SAVEGAMEPIC, // 28 + C_EPISODE1PIC, // 29 + C_EPISODE2PIC, // 30 + C_EPISODE3PIC, // 31 + C_EPISODE4PIC, // 32 + C_EPISODE5PIC, // 33 + C_EPISODE6PIC, // 34 + C_CODEPIC, // 35 + C_TIMECODEPIC, // 36 + C_LEVELPIC, // 37 + C_NAMEPIC, // 38 + C_SCOREPIC, // 39 + C_JOY1PIC, // 40 + C_JOY2PIC, // 41 + + C_QUITMSGPIC, // 42 + C_JAPQUITPIC, // 43 + C_UNUSED_LOADING, // 44 + C_JAPNEWGAMEPIC, // 45 + C_JAPSAVEOVERPIC, // 46 + + C_MSCORESPIC, // 47 + C_MENDGAMEPIC, // 48 + C_MRETDEMOPIC, // 49 + C_MRETGAMEPIC, // 50 + C_INTERMISSIONPIC, // 51 + C_LETSSEEPIC, // 52 + C_ENDRATIOSPIC, // 53 + + C_ENDGAME1APIC, // 54 + C_ENDGAME1BPIC, // 55 + C_ENDGAME2APIC, // 56 + C_ENDGAME2BPIC, // 57 + C_ENDGAME3APIC, // 58 + C_ENDGAME3BPIC, // 59 + C_ENDGAME4APIC, // 60 + C_ENDGAME4BPIC, // 61 + C_ENDGAME5APIC, // 62 + C_ENDGAME5BPIC, // 63 + C_ENDGAME6APIC, // 64 + C_ENDGAME6BPIC, // 65 + + // Lump Start + L_GUYPIC, // 66 + L_COLONPIC, // 67 + L_NUM0PIC, // 68 + L_NUM1PIC, // 69 + L_NUM2PIC, // 70 + L_NUM3PIC, // 71 + L_NUM4PIC, // 72 + L_NUM5PIC, // 73 + L_NUM6PIC, // 74 + L_NUM7PIC, // 75 + L_NUM8PIC, // 76 + L_NUM9PIC, // 77 + L_PERCENTPIC, // 78 + L_APIC, // 79 + L_BPIC, // 80 + L_CPIC, // 81 + L_DPIC, // 82 + L_EPIC, // 83 + L_FPIC, // 84 + L_GPIC, // 85 + L_HPIC, // 86 + L_IPIC, // 87 + L_JPIC, // 88 + L_KPIC, // 89 + L_LPIC, // 90 + L_MPIC, // 91 + L_NPIC, // 92 + L_OPIC, // 93 + L_PPIC, // 94 + L_QPIC, // 95 + L_RPIC, // 96 + L_SPIC, // 97 + L_TPIC, // 98 + L_UPIC, // 99 + L_VPIC, // 100 + L_WPIC, // 101 + L_XPIC, // 102 + L_YPIC, // 103 + L_ZPIC, // 104 + L_EXPOINTPIC, // 105 + L_APOSTROPHEPIC, // 106 + L_GUY2PIC, // 107 + L_BJWINSPIC, // 108 + STATUSBARPIC, // 109 + TITLEPIC, // 110 + + S_MOUSESENSPIC, // 111 + S_OPTIONSPIC, // 112 + S_SOUNDPIC, // 113 + S_SKILLPIC, // 114 + S_EPISODEPIC, // 115 + S_CHANGEPIC, // 116 + S_CUSTOMPIC, // 117 + S_CONTROLPIC, // 118 + + CREDITSPIC, // 119 + HIGHSCORESPIC, // 120 + // Lump Start + KNIFEPIC, // 121 + GUNPIC, // 122 + MACHINEGUNPIC, // 123 + GATLINGGUNPIC, // 124 + NOKEYPIC, // 125 + GOLDKEYPIC, // 126 + SILVERKEYPIC, // 127 + N_BLANKPIC, // 128 + N_0PIC, // 129 + N_1PIC, // 130 + N_2PIC, // 131 + N_3PIC, // 132 + N_4PIC, // 133 + N_5PIC, // 134 + N_6PIC, // 135 + N_7PIC, // 136 + N_8PIC, // 137 + N_9PIC, // 138 + FACE1APIC, // 139 + FACE1BPIC, // 140 + FACE1CPIC, // 141 + FACE2APIC, // 142 + FACE2BPIC, // 143 + FACE2CPIC, // 144 + FACE3APIC, // 145 + FACE3BPIC, // 146 + FACE3CPIC, // 147 + FACE4APIC, // 148 + FACE4BPIC, // 149 + FACE4CPIC, // 150 + FACE5APIC, // 151 + FACE5BPIC, // 152 + FACE5CPIC, // 153 + FACE6APIC, // 154 + FACE6BPIC, // 155 + FACE6CPIC, // 156 + FACE7APIC, // 157 + FACE7BPIC, // 158 + FACE7CPIC, // 159 + FACE8APIC, // 160 + GOTGATLINGPIC, // 161 + MUTANTBJPIC, // 162 + PAUSEDPIC, // 163 + GETPSYCHEDPIC, // 164 + + TILE8, // 165 + + ERRORSCREEN, // 166 + + T_DEMO0, // 167 + T_DEMO1, // 168 + T_DEMO2, // 169 + T_DEMO3, // 170 + + ENUMEND +} graphicnums; + +// +// Data LUMPs +// +#define README_LUMP_START H_BJPIC +#define README_LUMP_END H_BOTTOMINFOPIC + +#define CONTROLS_LUMP_START C_OPTIONSPIC +#define CONTROLS_LUMP_END (L_GUYPIC - 1) + +#define LEVELEND_LUMP_START L_GUYPIC +#define LEVELEND_LUMP_END L_BJWINSPIC + +#define LATCHPICS_LUMP_START KNIFEPIC +#define LATCHPICS_LUMP_END GETPSYCHEDPIC + + +// +// Amount of each data item +// +#define NUMCHUNKS ENUMEND +#define NUMFONT 2 +#define NUMFONTM 0 +#define NUMPICS (GETPSYCHEDPIC - NUMFONT) +#define NUMPICM 0 +#define NUMSPRITES 0 +#define NUMTILE8 72 +#define NUMTILE8M 0 +#define NUMTILE16 0 +#define NUMTILE16M 0 +#define NUMTILE32 0 +#define NUMTILE32M 0 +#define NUMEXTERNS 13 +// +// File offsets for data items +// +#define STRUCTPIC 0 + +#define STARTFONT 1 +#define STARTFONTM 3 +#define STARTPICS 3 +#define STARTPICM TILE8 +#define STARTSPRITES TILE8 +#define STARTTILE8 TILE8 +#define STARTTILE8M ERRORSCREEN +#define STARTTILE16 ERRORSCREEN +#define STARTTILE16M ERRORSCREEN +#define STARTTILE32 ERRORSCREEN +#define STARTTILE32M ERRORSCREEN +#define STARTEXTERNS ERRORSCREEN diff --git a/contrib/games/wolf3d/gfxv_sod.h b/contrib/games/wolf3d/gfxv_sod.h new file mode 100755 index 0000000000..8c82a89696 --- /dev/null +++ b/contrib/games/wolf3d/gfxv_sod.h @@ -0,0 +1,290 @@ +////////////////////////////////////// +// +// Graphics .H file for .SOD +// IGRAB-ed on Thu Oct 08 20:38:29 1992 +// +////////////////////////////////////// + +typedef enum { + // Lump Start + C_BACKDROPPIC=3, + C_MOUSELBACKPIC, // 4 + C_CURSOR1PIC, // 5 + C_CURSOR2PIC, // 6 + C_NOTSELECTEDPIC, // 7 + C_SELECTEDPIC, // 8 + // Lump Start + C_CUSTOMIZEPIC, // 9 + C_JOY1PIC, // 10 + C_JOY2PIC, // 11 + C_MOUSEPIC, // 12 + C_JOYSTICKPIC, // 13 + C_KEYBOARDPIC, // 14 + C_CONTROLPIC, // 15 + // Lump Start + C_OPTIONSPIC, // 16 + // Lump Start + C_FXTITLEPIC, // 17 + C_DIGITITLEPIC, // 18 + C_MUSICTITLEPIC, // 19 + // Lump Start + C_HOWTOUGHPIC, // 20 + C_BABYMODEPIC, // 21 + C_EASYPIC, // 22 + C_NORMALPIC, // 23 + C_HARDPIC, // 24 + // Lump Start + C_DISKLOADING1PIC, // 25 + C_DISKLOADING2PIC, // 26 + C_LOADGAMEPIC, // 27 + C_SAVEGAMEPIC, // 28 + // Lump Start + HIGHSCORESPIC, // 29 + C_WONSPEARPIC, // 30 +#ifndef SPEARDEMO + // Lump Start + BJCOLLAPSE1PIC, // 31 + BJCOLLAPSE2PIC, // 32 + BJCOLLAPSE3PIC, // 33 + BJCOLLAPSE4PIC, // 34 + ENDPICPIC, // 35 +#endif + // Lump Start + L_GUYPIC, // 36 + L_COLONPIC, // 37 + L_NUM0PIC, // 38 + L_NUM1PIC, // 39 + L_NUM2PIC, // 40 + L_NUM3PIC, // 41 + L_NUM4PIC, // 42 + L_NUM5PIC, // 43 + L_NUM6PIC, // 44 + L_NUM7PIC, // 45 + L_NUM8PIC, // 46 + L_NUM9PIC, // 47 + L_PERCENTPIC, // 48 + L_APIC, // 49 + L_BPIC, // 50 + L_CPIC, // 51 + L_DPIC, // 52 + L_EPIC, // 53 + L_FPIC, // 54 + L_GPIC, // 55 + L_HPIC, // 56 + L_IPIC, // 57 + L_JPIC, // 58 + L_KPIC, // 59 + L_LPIC, // 60 + L_MPIC, // 61 + L_NPIC, // 62 + L_OPIC, // 63 + L_PPIC, // 64 + L_QPIC, // 65 + L_RPIC, // 66 + L_SPIC, // 67 + L_TPIC, // 68 + L_UPIC, // 69 + L_VPIC, // 70 + L_WPIC, // 71 + L_XPIC, // 72 + L_YPIC, // 73 + L_ZPIC, // 74 + L_EXPOINTPIC, // 75 + L_APOSTROPHEPIC, // 76 + L_GUY2PIC, // 77 + L_BJWINSPIC, // 78 + // Lump Start + TITLE1PIC, // 79 + TITLE2PIC, // 80 +#ifndef SPEARDEMO + // Lump Start + ENDSCREEN11PIC, // 81 + // Lump Start + ENDSCREEN12PIC, // 82 + ENDSCREEN3PIC, // 83 + ENDSCREEN4PIC, // 84 + ENDSCREEN5PIC, // 85 + ENDSCREEN6PIC, // 86 + ENDSCREEN7PIC, // 87 + ENDSCREEN8PIC, // 88 + ENDSCREEN9PIC, // 89 +#endif + STATUSBARPIC, // 90 + PG13PIC, // 91 + CREDITSPIC, // 92 +#ifndef SPEARDEMO + // Lump Start + IDGUYS1PIC, // 93 + IDGUYS2PIC, // 94 + // Lump Start + COPYPROTTOPPIC, // 95 + COPYPROTBOXPIC, // 96 + BOSSPIC1PIC, // 97 + BOSSPIC2PIC, // 98 + BOSSPIC3PIC, // 99 + BOSSPIC4PIC, // 100 +#endif + // Lump Start + KNIFEPIC, // 101 + GUNPIC, // 102 + MACHINEGUNPIC, // 103 + GATLINGGUNPIC, // 104 + NOKEYPIC, // 105 + GOLDKEYPIC, // 106 + SILVERKEYPIC, // 107 + N_BLANKPIC, // 108 + N_0PIC, // 109 + N_1PIC, // 110 + N_2PIC, // 111 + N_3PIC, // 112 + N_4PIC, // 113 + N_5PIC, // 114 + N_6PIC, // 115 + N_7PIC, // 116 + N_8PIC, // 117 + N_9PIC, // 118 + FACE1APIC, // 119 + FACE1BPIC, // 120 + FACE1CPIC, // 121 + FACE2APIC, // 122 + FACE2BPIC, // 123 + FACE2CPIC, // 124 + FACE3APIC, // 125 + FACE3BPIC, // 126 + FACE3CPIC, // 127 + FACE4APIC, // 128 + FACE4BPIC, // 129 + FACE4CPIC, // 130 + FACE5APIC, // 131 + FACE5BPIC, // 132 + FACE5CPIC, // 133 + FACE6APIC, // 134 + FACE6BPIC, // 135 + FACE6CPIC, // 136 + FACE7APIC, // 137 + FACE7BPIC, // 138 + FACE7CPIC, // 139 + FACE8APIC, // 140 + GOTGATLINGPIC, // 141 + GODMODEFACE1PIC, // 142 + GODMODEFACE2PIC, // 143 + GODMODEFACE3PIC, // 144 + BJWAITING1PIC, // 145 + BJWAITING2PIC, // 146 + BJOUCHPIC, // 147 + PAUSEDPIC, // 148 + GETPSYCHEDPIC, // 149 + + TILE8, // 150 + + ORDERSCREEN, // 151 + ERRORSCREEN, // 152 + TITLEPALETTE, // 153 +#ifndef SPEARDEMO + END1PALETTE, // 154 + END2PALETTE, // 155 + END3PALETTE, // 156 + END4PALETTE, // 157 + END5PALETTE, // 158 + END6PALETTE, // 159 + END7PALETTE, // 160 + END8PALETTE, // 161 + END9PALETTE, // 162 + IDGUYSPALETTE, // 163 +#endif + T_DEMO0, // 164 +#ifndef SPEARDEMO + T_DEMO1, // 165 + T_DEMO2, // 166 + T_DEMO3, // 167 + T_ENDART1, // 168 +#endif + ENUMEND +} graphicnums; + +// +// Data LUMPs +// +#define BACKDROP_LUMP_START 3 +#define BACKDROP_LUMP_END 8 + +#define CONTROL_LUMP_START 9 +#define CONTROL_LUMP_END 15 + +#define OPTIONS_LUMP_START 16 +#define OPTIONS_LUMP_END 16 + +#define SOUND_LUMP_START 17 +#define SOUND_LUMP_END 19 + +#define NEWGAME_LUMP_START 20 +#define NEWGAME_LUMP_END 24 + +#define LOADSAVE_LUMP_START 25 +#define LOADSAVE_LUMP_END 28 + +#define HIGHSCORES_LUMP_START 29 +#define HIGHSCORES_LUMP_END 30 + +#define ENDGAME_LUMP_START 31 +#define ENDGAME_LUMP_END 35 + +#define LEVELEND_LUMP_START L_GUYPIC +#define LEVELEND_LUMP_END L_BJWINSPIC + +#define TITLESCREEN_LUMP_START TITLE1PIC +#define TITLESCREEN_LUMP_END TITLE2PIC + +#define ENDGAME1_LUMP_START ENDSCREEN11PIC +#define ENDGAME1_LUMP_END ENDSCREEN11PIC + +#define ENDGAME2_LUMP_START ENDSCREEN12PIC +#define ENDGAME2_LUMP_END ENDSCREEN12PIC + +#define EASTEREGG_LUMP_START IDGUYS1PIC +#define EASTEREGG_LUMP_END IDGUYS2PIC + +#define COPYPROT_LUMP_START COPYPROTTOPPIC +#define COPYPROT_LUMP_END BOSSPIC4PIC + +#define LATCHPICS_LUMP_START KNIFEPIC +#define LATCHPICS_LUMP_END GETPSYCHEDPIC + + +// +// Amount of each data item +// +#define NUMCHUNKS ENUMEND +#define NUMFONT 2 +#define NUMFONTM 0 +#define NUMPICS (GETPSYCHEDPIC - NUMFONT) +#define NUMPICM 0 +#define NUMSPRITES 0 +#define NUMTILE8 72 +#define NUMTILE8M 0 +#define NUMTILE16 0 +#define NUMTILE16M 0 +#define NUMTILE32 0 +#define NUMTILE32M 0 +#define NUMEXTERNS 18 +// +// File offsets for data items +// +#define STRUCTPIC 0 + +#define STARTFONT 1 +#define STARTFONTM 3 +#define STARTPICS 3 +#define STARTPICM TILE8 +#define STARTSPRITES TILE8 +#define STARTTILE8 TILE8 +#define STARTTILE8M ORDERSCREEN +#define STARTTILE16 ORDERSCREEN +#define STARTTILE16M ORDERSCREEN +#define STARTTILE32 ORDERSCREEN +#define STARTTILE32M ORDERSCREEN +#define STARTEXTERNS ORDERSCREEN + +// +// Thank you for using IGRAB! +// diff --git a/contrib/games/wolf3d/gfxv_wl6.h b/contrib/games/wolf3d/gfxv_wl6.h new file mode 100755 index 0000000000..f1403ba265 --- /dev/null +++ b/contrib/games/wolf3d/gfxv_wl6.h @@ -0,0 +1,216 @@ +////////////////////////////////////// +// +// Graphics .H file for .WL6 +// IGRAB-ed on Wed Apr 13 06:58:44 1994 +// +////////////////////////////////////// + +typedef enum { + // Lump Start + H_BJPIC=3, + H_CASTLEPIC, // 4 + H_BLAZEPIC, // 5 + H_TOPWINDOWPIC, // 6 + H_LEFTWINDOWPIC, // 7 + H_RIGHTWINDOWPIC, // 8 + H_BOTTOMINFOPIC, // 9 + // Lump Start + C_OPTIONSPIC, // 10 + C_CURSOR1PIC, // 11 + C_CURSOR2PIC, // 12 + C_NOTSELECTEDPIC, // 13 + C_SELECTEDPIC, // 14 + C_FXTITLEPIC, // 15 + C_DIGITITLEPIC, // 16 + C_MUSICTITLEPIC, // 17 + C_MOUSELBACKPIC, // 18 + C_BABYMODEPIC, // 19 + C_EASYPIC, // 20 + C_NORMALPIC, // 21 + C_HARDPIC, // 22 + C_LOADSAVEDISKPIC, // 23 + C_DISKLOADING1PIC, // 24 + C_DISKLOADING2PIC, // 25 + C_CONTROLPIC, // 26 + C_CUSTOMIZEPIC, // 27 + C_LOADGAMEPIC, // 28 + C_SAVEGAMEPIC, // 29 + C_EPISODE1PIC, // 30 + C_EPISODE2PIC, // 31 + C_EPISODE3PIC, // 32 + C_EPISODE4PIC, // 33 + C_EPISODE5PIC, // 34 + C_EPISODE6PIC, // 35 + C_CODEPIC, // 36 + C_TIMECODEPIC, // 37 + C_LEVELPIC, // 38 + C_NAMEPIC, // 39 + C_SCOREPIC, // 40 + C_JOY1PIC, // 41 + C_JOY2PIC, // 42 + // Lump Start + L_GUYPIC, // 43 + L_COLONPIC, // 44 + L_NUM0PIC, // 45 + L_NUM1PIC, // 46 + L_NUM2PIC, // 47 + L_NUM3PIC, // 48 + L_NUM4PIC, // 49 + L_NUM5PIC, // 50 + L_NUM6PIC, // 51 + L_NUM7PIC, // 52 + L_NUM8PIC, // 53 + L_NUM9PIC, // 54 + L_PERCENTPIC, // 55 + L_APIC, // 56 + L_BPIC, // 57 + L_CPIC, // 58 + L_DPIC, // 59 + L_EPIC, // 60 + L_FPIC, // 61 + L_GPIC, // 62 + L_HPIC, // 63 + L_IPIC, // 64 + L_JPIC, // 65 + L_KPIC, // 66 + L_LPIC, // 67 + L_MPIC, // 68 + L_NPIC, // 69 + L_OPIC, // 70 + L_PPIC, // 71 + L_QPIC, // 72 + L_RPIC, // 73 + L_SPIC, // 74 + L_TPIC, // 75 + L_UPIC, // 76 + L_VPIC, // 77 + L_WPIC, // 78 + L_XPIC, // 79 + L_YPIC, // 80 + L_ZPIC, // 81 + L_EXPOINTPIC, // 82 + L_APOSTROPHEPIC, // 83 + L_GUY2PIC, // 84 + L_BJWINSPIC, // 85 + STATUSBARPIC, // 86 + TITLEPIC, // 87 + PG13PIC, // 88 + CREDITSPIC, // 89 + HIGHSCORESPIC, // 90 + // Lump Start + KNIFEPIC, // 91 + GUNPIC, // 92 + MACHINEGUNPIC, // 93 + GATLINGGUNPIC, // 94 + NOKEYPIC, // 95 + GOLDKEYPIC, // 96 + SILVERKEYPIC, // 97 + N_BLANKPIC, // 98 + N_0PIC, // 99 + N_1PIC, // 100 + N_2PIC, // 101 + N_3PIC, // 102 + N_4PIC, // 103 + N_5PIC, // 104 + N_6PIC, // 105 + N_7PIC, // 106 + N_8PIC, // 107 + N_9PIC, // 108 + FACE1APIC, // 109 + FACE1BPIC, // 110 + FACE1CPIC, // 111 + FACE2APIC, // 112 + FACE2BPIC, // 113 + FACE2CPIC, // 114 + FACE3APIC, // 115 + FACE3BPIC, // 116 + FACE3CPIC, // 117 + FACE4APIC, // 118 + FACE4BPIC, // 119 + FACE4CPIC, // 120 + FACE5APIC, // 121 + FACE5BPIC, // 122 + FACE5CPIC, // 123 + FACE6APIC, // 124 + FACE6BPIC, // 125 + FACE6CPIC, // 126 + FACE7APIC, // 127 + FACE7BPIC, // 128 + FACE7CPIC, // 129 + FACE8APIC, // 130 + GOTGATLINGPIC, // 131 + MUTANTBJPIC, // 132 + PAUSEDPIC, // 133 + GETPSYCHEDPIC, // 134 + + + + ORDERSCREEN=136, + ERRORSCREEN, // 137 + T_HELPART, // 138 + T_DEMO0, // 139 + T_DEMO1, // 140 + T_DEMO2, // 141 + T_DEMO3, // 142 + T_ENDART1, // 143 + T_ENDART2, // 144 + T_ENDART3, // 145 + T_ENDART4, // 146 + T_ENDART5, // 147 + T_ENDART6, // 148 + ENUMEND +} graphicnums; + +// +// Data LUMPs +// +#define README_LUMP_START 3 +#define README_LUMP_END 9 + +#define CONTROLS_LUMP_START 10 +#define CONTROLS_LUMP_END 42 + +#define LEVELEND_LUMP_START 43 +#define LEVELEND_LUMP_END 85 + +#define LATCHPICS_LUMP_START 91 +#define LATCHPICS_LUMP_END 134 + + +// +// Amount of each data item +// +#define NUMCHUNKS 149 +#define NUMFONT 2 +#define NUMFONTM 0 +#define NUMPICS 132 +#define NUMPICM 0 +#define NUMSPRITES 0 +#define NUMTILE8 72 +#define NUMTILE8M 0 +#define NUMTILE16 0 +#define NUMTILE16M 0 +#define NUMTILE32 0 +#define NUMTILE32M 0 +#define NUMEXTERNS 13 +// +// File offsets for data items +// +#define STRUCTPIC 0 + +#define STARTFONT 1 +#define STARTFONTM 3 +#define STARTPICS 3 +#define STARTPICM 135 +#define STARTSPRITES 135 +#define STARTTILE8 135 +#define STARTTILE8M 136 +#define STARTTILE16 136 +#define STARTTILE16M 136 +#define STARTTILE32 136 +#define STARTTILE32M 136 +#define STARTEXTERNS 136 + +// +// Thank you for using IGRAB! +// diff --git a/contrib/games/wolf3d/gp2x.h b/contrib/games/wolf3d/gp2x.h new file mode 100755 index 0000000000..f8b3557a41 --- /dev/null +++ b/contrib/games/wolf3d/gp2x.h @@ -0,0 +1,51 @@ +#ifndef GP2X_H +#define GP2X_H + +#include +#include +#include +#include +#include + +#include "wl_def.h" + +#define GP2X_BUTTON_UP (0) +#define GP2X_BUTTON_DOWN (4) +#define GP2X_BUTTON_LEFT (2) +#define GP2X_BUTTON_RIGHT (6) +#define GP2X_BUTTON_UPLEFT (1) +#define GP2X_BUTTON_UPRIGHT (7) +#define GP2X_BUTTON_DOWNLEFT (3) +#define GP2X_BUTTON_DOWNRIGHT (5) +#define GP2X_BUTTON_CLICK (18) +#define GP2X_BUTTON_A (12) +#define GP2X_BUTTON_B (13) +#define GP2X_BUTTON_X (15) +#define GP2X_BUTTON_Y (14) +#define GP2X_BUTTON_L (11) +#define GP2X_BUTTON_R (10) +#define GP2X_BUTTON_START (8) +#define GP2X_BUTTON_SELECT (9) +#define GP2X_BUTTON_VOLUP (16) +#define GP2X_BUTTON_VOLDOWN (17) + +#define VOLUME_MIN 0 +#define VOLUME_MAX 100 +#define VOLUME_CHANGE_RATE 2 +#define VOLUME_NOCHG 0 +#define VOLUME_DOWN 1 +#define VOLUME_UP 2 +#define KEY_DOWN 1 +#define KEY_UP 0 + +void GP2X_Init(); +void GP2X_Shutdown(); +void GP2X_StartMMUHack(); + +void GP2X_AdjustVolume( int direction ); +void GP2X_ButtonDown( int button ); +void GP2X_ButtonUp( int button ); +void Screenshot( void ); +void SetKeyboard( unsigned int key, int press ); + +#endif // GP2X_H diff --git a/contrib/games/wolf3d/id_ca.cpp b/contrib/games/wolf3d/id_ca.cpp new file mode 100755 index 0000000000..db3c3d3357 --- /dev/null +++ b/contrib/games/wolf3d/id_ca.cpp @@ -0,0 +1,1118 @@ +// ID_CA.C + +// this has been customized for WOLF + +/* +============================================================================= + +Id Software Caching Manager +--------------------------- + +Must be started BEFORE the memory manager, because it needs to get the headers +loaded into the data segment + +============================================================================= +*/ + +#include +#if defined _WIN32 + #include +#elif defined _arch_dreamcast + #include +#else +// #include + #include +#endif + +#include "wl_def.h" +#pragma hdrstop + +#define THREEBYTEGRSTARTS + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +typedef struct +{ + word bit0,bit1; // 0-255 is a character, > is a pointer to a node +} huffnode; + + +typedef struct +{ + word RLEWtag; + int32_t headeroffsets[100]; +} mapfiletype; + + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + +#define BUFFERSIZE 0x1000 +static int32_t bufferseg[BUFFERSIZE/4]; + +int mapon; + +word *mapsegs[MAPPLANES]; +static maptype* mapheaderseg[NUMMAPS]; +byte *audiosegs[NUMSNDCHUNKS]; +byte *grsegs[NUMCHUNKS]; + +word RLEWtag; + +int numEpisodesMissing = 0; + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + +char extension[5]; // Need a string, not constant to change cache files +char graphext[5]; +char audioext[5]; +static const char gheadname[] = "vgahead."; +static const char gfilename[] = "vgagraph."; +static const char gdictname[] = "vgadict."; +static const char mheadname[] = "maphead."; +static const char mfilename[] = "maptemp."; +static const char aheadname[] = "audiohed."; +static const char afilename[] = "audiot."; + +void CA_CannotOpen(const char *string); + +static int32_t grstarts[NUMCHUNKS + 1]; +static int32_t* audiostarts; // array of offsets in audio / audiot + +#ifdef GRHEADERLINKED +huffnode *grhuffman; +#else +huffnode grhuffman[255]; +#endif + +int grhandle = -1; // handle to EGAGRAPH +int maphandle = -1; // handle to MAPTEMP / GAMEMAPS +int audiohandle = -1; // handle to AUDIOT / AUDIO + +int32_t chunkcomplen,chunkexplen; + +SDMode oldsoundmode; + + +static int32_t GRFILEPOS(const size_t idx) +{ + assert(idx < lengthof(grstarts)); + return grstarts[idx]; +} + +/* +============================================================================= + + LOW LEVEL ROUTINES + +============================================================================= +*/ + +/* +============================ += += CAL_GetGrChunkLength += += Gets the length of an explicit length chunk (not tiles) += The file pointer is positioned so the compressed data can be read in next. += +============================ +*/ + +void CAL_GetGrChunkLength (int chunk) +{ + lseek(grhandle,GRFILEPOS(chunk),SEEK_SET); + read(grhandle,&chunkexplen,sizeof(chunkexplen)); + chunkcomplen = GRFILEPOS(chunk+1)-GRFILEPOS(chunk)-4; +} + + +/* +========================== += += CA_WriteFile += += Writes a file from a memory buffer += +========================== +*/ + +boolean CA_WriteFile (const char *filename, void *ptr, int32_t length) +{ + const int handle = open(filename, O_CREAT | O_WRONLY | O_BINARY, 0644); + if (handle == -1) + return false; + + if (!write (handle,ptr,length)) + { + close (handle); + return false; + } + close (handle); + return true; +} + + + +/* +========================== += += CA_LoadFile += += Allocate space for and load a file += +========================== +*/ + +boolean CA_LoadFile (const char *filename, memptr *ptr) +{ + int32_t size; + + const int handle = open(filename, O_RDONLY | O_BINARY); + if (handle == -1) + return false; + + size = lseek(handle, 0, SEEK_END); + lseek(handle, 0, SEEK_SET); + *ptr=malloc(size); + CHECKMALLOCRESULT(*ptr); + if (!read (handle,*ptr,size)) + { + close (handle); + return false; + } + close (handle); + return true; +} + +/* +============================================================================ + + COMPRESSION routines, see JHUFF.C for more + +============================================================================ +*/ + +static void CAL_HuffExpand(byte *source, byte *dest, int32_t length, huffnode *hufftable) +{ + byte *end; + huffnode *headptr, *huffptr; + + if(!length || !dest) + { + Quit("length or dest is null!"); + return; + } + + headptr = hufftable+254; // head node is always node 254 + + int written = 0; + + end=dest+length; + + byte val = *source++; + byte mask = 1; + word nodeval; + huffptr = headptr; + while(1) + { + if(!(val & mask)) + nodeval = huffptr->bit0; + else + nodeval = huffptr->bit1; + if(mask==0x80) + { + val = *source++; + mask = 1; + } + else mask <<= 1; + + if(nodeval<256) + { + *dest++ = (byte) nodeval; + written++; + huffptr = headptr; + if(dest>=end) break; + } + else + { + huffptr = hufftable + (nodeval - 256); + } + } +} + +/* +====================== += += CAL_CarmackExpand += += Length is the length of the EXPANDED data += +====================== +*/ + +#define NEARTAG 0xa7 +#define FARTAG 0xa8 + +void CAL_CarmackExpand (byte *source, word *dest, int length) +{ + word ch,chhigh,count,offset; + byte *inptr; + word *copyptr, *outptr; + + length/=2; + + inptr = (byte *) source; + outptr = dest; + + while (length>0) + { + ch = READWORD(inptr); + chhigh = ch>>8; + if (chhigh == NEARTAG) + { + count = ch&0xff; + if (!count) + { // have to insert a word containing the tag byte + ch |= *inptr++; + *outptr++ = ch; + length--; + } + else + { + offset = *inptr++; + copyptr = outptr - offset; + length -= count; + if(length<0) return; + while (count--) + *outptr++ = *copyptr++; + } + } + else if (chhigh == FARTAG) + { + count = ch&0xff; + if (!count) + { // have to insert a word containing the tag byte + ch |= *inptr++; + *outptr++ = ch; + length --; + } + else + { + offset = READWORD(inptr); + copyptr = dest + offset; + length -= count; + if(length<0) return; + while (count--) + *outptr++ = *copyptr++; + } + } + else + { + *outptr++ = ch; + length --; + } + } +} + +/* +====================== += += CA_RLEWcompress += +====================== +*/ + +int32_t CA_RLEWCompress (word *source, int32_t length, word *dest, word rlewtag) +{ + word value,count; + unsigned i; + word *start,*end; + + start = dest; + + end = source + (length+1)/2; + + // + // compress it + // + do + { + count = 1; + value = *source++; + while (*source == value && source3 || value == rlewtag) + { + // + // send a tag / count / value string + // + *dest++ = rlewtag; + *dest++ = count; + *dest++ = value; + } + else + { + // + // send word without compressing + // + for (i=1;i<=count;i++) + *dest++ = value; + } + + } while (sourceRLEWtag; + +// +// open the data file +// +#ifdef CARMACIZED + strcpy(fname, "gamemaps."); + strcat(fname, extension); + + maphandle = open(fname, O_RDONLY | O_BINARY); + if (maphandle == -1) + CA_CannotOpen(fname); +#else + strcpy(fname,mfilename); + strcat(fname,extension); + + maphandle = open(fname, O_RDONLY | O_BINARY); + if (maphandle == -1) + CA_CannotOpen(fname); +#endif + +// +// load all map header +// + for (i=0;iheaderoffsets[i]; + if (pos<0) // $FFFFFFFF start is a sparse map + continue; + + mapheaderseg[i]=(maptype *) malloc(sizeof(maptype)); + CHECKMALLOCRESULT(mapheaderseg[i]); + lseek(maphandle,pos,SEEK_SET); + read (maphandle,(memptr)mapheaderseg[i],sizeof(maptype)); + } + + free(tinf); + +// +// allocate space for 3 64*64 planes +// + for (i=0;icommon.length = READLONGWORD(ptr); + sound->common.priority = READWORD(ptr); + sound->inst.mChar = *ptr++; + sound->inst.cChar = *ptr++; + sound->inst.mScale = *ptr++; + sound->inst.cScale = *ptr++; + sound->inst.mAttack = *ptr++; + sound->inst.cAttack = *ptr++; + sound->inst.mSus = *ptr++; + sound->inst.cSus = *ptr++; + sound->inst.mWave = *ptr++; + sound->inst.cWave = *ptr++; + sound->inst.nConn = *ptr++; + sound->inst.voice = *ptr++; + sound->inst.mode = *ptr++; + sound->inst.unused[0] = *ptr++; + sound->inst.unused[1] = *ptr++; + sound->inst.unused[2] = *ptr++; + sound->block = *ptr++; + + read(audiohandle, sound->data, size - ORIG_ADLIBSOUND_SIZE + 1); // + 1 because of byte data[1] + + audiosegs[chunk]=(byte *) sound; +} + +//=========================================================================== + +/* +====================== += += CA_LoadAllSounds += += Purges all sounds, then loads all new ones (mode switch) += +====================== +*/ + +void CA_LoadAllSounds (void) +{ + unsigned start,i; + + switch (oldsoundmode) + { + case sdm_Off: + goto cachein; + case sdm_PC: + start = STARTPCSOUNDS; + break; + case sdm_AdLib: + start = STARTADLIBSOUNDS; + break; + } + + for (i=0;i= STARTTILE8 && chunk < STARTEXTERNS) + { + // + // expanded sizes of tile8/16/32 are implicit + // + +#define BLOCK 64 +#define MASKBLOCK 128 + + if (chunkBUFFERSIZE) + free(source); +} + + + +//========================================================================== + +/* +====================== += += CA_CacheScreen += += Decompresses a chunk from disk straight onto the screen += +====================== +*/ + +void CA_CacheScreen (int chunk) +{ + int32_t pos,compressed,expanded; + memptr bigbufferseg; + int32_t *source; + int next; + byte *pic, *vbuf; + int x, y, scx, scy; + unsigned i, j; + +// +// load the chunk into a buffer +// + pos = GRFILEPOS(chunk); + next = chunk +1; + while (GRFILEPOS(next) == -1) // skip past any sparse tiles + next++; + compressed = GRFILEPOS(next)-pos; + + lseek(grhandle,pos,SEEK_SET); + + bigbufferseg=malloc(compressed); + CHECKMALLOCRESULT(bigbufferseg); + read(grhandle,bigbufferseg,compressed); + source = (int32_t *) bigbufferseg; + + expanded = *source++; + +// +// allocate final space, decompress it, and free bigbuffer +// Sprites need to have shifts made and various other junk +// + pic = (byte *) malloc(64000); + CHECKMALLOCRESULT(pic); + CAL_HuffExpand((byte *) source, pic, expanded, grhuffman); + + vbuf = VL_LockSurface(curSurface); + if(vbuf != NULL) + { + for(y = 0, scy = 0; y < 200; y++, scy += scaleFactor) + { + for(x = 0, scx = 0; x < 320; x++, scx += scaleFactor) + { + byte col = pic[(y * 80 + (x >> 2)) + (x & 3) * 80 * 200]; + for(i = 0; i < scaleFactor; i++) + for(j = 0; j < scaleFactor; j++) + vbuf[(scy + i) * curPitch + scx + j] = col; + } + } + VL_UnlockSurface(curSurface); + } + free(pic); + free(bigbufferseg); +} + +//========================================================================== + +/* +====================== += += CA_CacheMap += += WOLF: This is specialized for a 64*64 map size += +====================== +*/ + +void CA_CacheMap (int mapnum) +{ + int32_t pos,compressed; + int plane; + word *dest; + memptr bigbufferseg; + unsigned size; + word *source; +#ifdef CARMACIZED + word *buffer2seg; + int32_t expanded; +#endif + + mapon = mapnum; + +// +// load the planes into the allready allocated buffers +// + size = maparea*2; + + for (plane = 0; planeplanestart[plane]; + compressed = mapheaderseg[mapnum]->planelength[plane]; + + dest = mapsegs[plane]; + + lseek(maphandle,pos,SEEK_SET); + if (compressed<=BUFFERSIZE) + source = (word *) bufferseg; + else + { + bigbufferseg=malloc(compressed); + CHECKMALLOCRESULT(bigbufferseg); + source = (word *) bigbufferseg; + } + + read(maphandle,source,compressed); +#ifdef CARMACIZED + // + // unhuffman, then unRLEW + // The huffman'd chunk has a two byte expanded length first + // The resulting RLEW chunk also does, even though it's not really + // needed + // + expanded = *source; + source++; + buffer2seg = (word *) malloc(expanded); + CHECKMALLOCRESULT(buffer2seg); + CAL_CarmackExpand((byte *) source, buffer2seg,expanded); + CA_RLEWexpand(buffer2seg+1,dest,size,RLEWtag); + free(buffer2seg); + +#else + // + // unRLEW, skipping expanded length + // + CA_RLEWexpand (source+1,dest,size,RLEWtag); +#endif + + if (compressed>BUFFERSIZE) + free(bigbufferseg); + } +} + +//=========================================================================== + +void CA_CannotOpen(const char *string) +{ + char str[30]; + + strcpy(str,"Can't open "); + strcat(str,string); + strcat(str,"!\n"); + Quit (str); +} diff --git a/contrib/games/wolf3d/id_ca.h b/contrib/games/wolf3d/id_ca.h new file mode 100755 index 0000000000..87a8886417 --- /dev/null +++ b/contrib/games/wolf3d/id_ca.h @@ -0,0 +1,60 @@ +#ifndef __ID_CA__ +#define __ID_CA__ + +//=========================================================================== + +#define NUMMAPS 60 +#ifdef USE_FLOORCEILINGTEX + #define MAPPLANES 3 +#else + #define MAPPLANES 2 +#endif + +#define UNCACHEGRCHUNK(chunk) {if(grsegs[chunk]) {free(grsegs[chunk]); grsegs[chunk]=NULL;}} +#define UNCACHEAUDIOCHUNK(chunk) {if(audiosegs[chunk]) {free(audiosegs[chunk]); audiosegs[chunk]=NULL;}} + +//=========================================================================== + +typedef struct +{ + int32_t planestart[3]; + word planelength[3]; + word width,height; + char name[16]; +} maptype; + +//=========================================================================== + +extern int mapon; + +extern word *mapsegs[MAPPLANES]; +extern byte *audiosegs[NUMSNDCHUNKS]; +extern byte *grsegs[NUMCHUNKS]; + +extern char extension[5]; +extern char graphext[5]; +extern char audioext[5]; + +//=========================================================================== + +boolean CA_LoadFile (const char *filename, memptr *ptr); +boolean CA_WriteFile (const char *filename, void *ptr, int32_t length); + +int32_t CA_RLEWCompress (word *source, int32_t length, word *dest, word rlewtag); + +void CA_RLEWexpand (word *source, word *dest, int32_t length, word rlewtag); + +void CA_Startup (void); +void CA_Shutdown (void); + +int32_t CA_CacheAudioChunk (int chunk); +void CA_LoadAllSounds (void); + +void CA_CacheGrChunk (int chunk); +void CA_CacheMap (int mapnum); + +void CA_CacheScreen (int chunk); + +void CA_CannotOpen(const char *name); + +#endif diff --git a/contrib/games/wolf3d/id_in.cpp b/contrib/games/wolf3d/id_in.cpp new file mode 100755 index 0000000000..95f6d6e7fd --- /dev/null +++ b/contrib/games/wolf3d/id_in.cpp @@ -0,0 +1,683 @@ +// +// ID Engine +// ID_IN.c - Input Manager +// v1.0d1 +// By Jason Blochowiak +// + +// +// This module handles dealing with the various input devices +// +// Depends on: Memory Mgr (for demo recording), Sound Mgr (for timing stuff), +// User Mgr (for command line parms) +// +// Globals: +// LastScan - The keyboard scan code of the last key pressed +// LastASCII - The ASCII value of the last key pressed +// DEBUG - there are more globals +// + +#include "wl_def.h" + + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + + +// +// configuration variables +// +boolean MousePresent; +boolean forcegrabmouse; + + +// Global variables +volatile boolean Keyboard[SDLK_LAST]; +volatile boolean Paused; +volatile char LastASCII; +volatile ScanCode LastScan; + +//KeyboardDef KbdDefs = {0x1d,0x38,0x47,0x48,0x49,0x4b,0x4d,0x4f,0x50,0x51}; +static KeyboardDef KbdDefs = { + sc_Control, // button0 + sc_Alt, // button1 + sc_Home, // upleft + sc_UpArrow, // up + sc_PgUp, // upright + sc_LeftArrow, // left + sc_RightArrow, // right + sc_End, // downleft + sc_DownArrow, // down + sc_PgDn // downright +}; + +static SDL_Joystick *Joystick; +int JoyNumButtons; +static int JoyNumHats; + +static bool GrabInput = false; +static bool NeedRestore = false; + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ +byte ASCIINames[] = // Unshifted ASCII for scan codes // TODO: keypad +{ +// 0 1 2 3 4 5 6 7 8 9 A B C D E F + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 ,9 ,0 ,0 ,0 ,13 ,0 ,0 , // 0 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,27 ,0 ,0 ,0 , // 1 + ' ',0 ,0 ,0 ,0 ,0 ,0 ,39 ,0 ,0 ,'*','+',',','-','.','/', // 2 + '0','1','2','3','4','5','6','7','8','9',0 ,';',0 ,'=',0 ,0 , // 3 + '`','a','b','c','d','e','f','g','h','i','j','k','l','m','n','o', // 4 + 'p','q','r','s','t','u','v','w','x','y','z','[',92 ,']',0 ,0 , // 5 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7 +}; +byte ShiftNames[] = // Shifted ASCII for scan codes +{ +// 0 1 2 3 4 5 6 7 8 9 A B C D E F + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 ,9 ,0 ,0 ,0 ,13 ,0 ,0 , // 0 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,27 ,0 ,0 ,0 , // 1 + ' ',0 ,0 ,0 ,0 ,0 ,0 ,34 ,0 ,0 ,'*','+','<','_','>','?', // 2 + ')','!','@','#','$','%','^','&','*','(',0 ,':',0 ,'+',0 ,0 , // 3 + '~','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O', // 4 + 'P','Q','R','S','T','U','V','W','X','Y','Z','{','|','}',0 ,0 , // 5 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7 +}; +byte SpecialNames[] = // ASCII for 0xe0 prefixed codes +{ +// 0 1 2 3 4 5 6 7 8 9 A B C D E F + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 0 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,13 ,0 ,0 ,0 , // 1 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 2 + 0 ,0 ,0 ,0 ,0 ,'/',0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 3 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 4 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 5 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6 + 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7 +}; + + +static boolean IN_Started; + +static Direction DirTable[] = // Quick lookup for total direction +{ + dir_NorthWest, dir_North, dir_NorthEast, + dir_West, dir_None, dir_East, + dir_SouthWest, dir_South, dir_SouthEast +}; + + +/////////////////////////////////////////////////////////////////////////// +// +// INL_GetMouseButtons() - Gets the status of the mouse buttons from the +// mouse driver +// +/////////////////////////////////////////////////////////////////////////// +static int +INL_GetMouseButtons(void) +{ + int buttons = SDL_GetMouseState(NULL, NULL); + int middlePressed = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE); + int rightPressed = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT); + buttons &= ~(SDL_BUTTON(SDL_BUTTON_MIDDLE) | SDL_BUTTON(SDL_BUTTON_RIGHT)); + if(middlePressed) buttons |= 1 << 2; + if(rightPressed) buttons |= 1 << 1; + + return buttons; +} + +/////////////////////////////////////////////////////////////////////////// +// +// IN_GetJoyDelta() - Returns the relative movement of the specified +// joystick (from +/-127) +// +/////////////////////////////////////////////////////////////////////////// +void IN_GetJoyDelta(int *dx,int *dy) +{ + if(!Joystick) + { + *dx = *dy = 0; + return; + } + + SDL_JoystickUpdate(); +#ifdef _arch_dreamcast + int x = 0; + int y = 0; +#else + int x = SDL_JoystickGetAxis(Joystick, 0) >> 8; + int y = SDL_JoystickGetAxis(Joystick, 1) >> 8; +#endif + + if(param_joystickhat != -1) + { + uint8_t hatState = SDL_JoystickGetHat(Joystick, param_joystickhat); + if(hatState & SDL_HAT_RIGHT) + x += 127; + else if(hatState & SDL_HAT_LEFT) + x -= 127; + if(hatState & SDL_HAT_DOWN) + y += 127; + else if(hatState & SDL_HAT_UP) + y -= 127; + + if(x < -128) x = -128; + else if(x > 127) x = 127; + + if(y < -128) y = -128; + else if(y > 127) y = 127; + } + + *dx = x; + *dy = y; +} + +/////////////////////////////////////////////////////////////////////////// +// +// IN_GetJoyFineDelta() - Returns the relative movement of the specified +// joystick without dividing the results by 256 (from +/-127) +// +/////////////////////////////////////////////////////////////////////////// +void IN_GetJoyFineDelta(int *dx, int *dy) +{ + if(!Joystick) + { + *dx = 0; + *dy = 0; + return; + } + + SDL_JoystickUpdate(); + int x = SDL_JoystickGetAxis(Joystick, 0); + int y = SDL_JoystickGetAxis(Joystick, 1); + + if(x < -128) x = -128; + else if(x > 127) x = 127; + + if(y < -128) y = -128; + else if(y > 127) y = 127; + + *dx = x; + *dy = y; +} + +/* +=================== += += IN_JoyButtons += +=================== +*/ + +int IN_JoyButtons() +{ + if(!Joystick) return 0; + + SDL_JoystickUpdate(); + + int res = 0; + for(int i = 0; i < JoyNumButtons && i < 32; i++) + res |= SDL_JoystickGetButton(Joystick, i) << i; + return res; +} + +boolean IN_JoyPresent() +{ + return Joystick != NULL; +} + +static void processEvent(SDL_Event *event) +{ + switch (event->type) + { + // exit if the window is closed + case SDL_QUIT: + Quit(NULL); + + // check for keypresses + case SDL_KEYDOWN: + { + if(event->key.keysym.sym==SDLK_SCROLLOCK || event->key.keysym.sym==SDLK_F12) + { + GrabInput = !GrabInput; + SDL_WM_GrabInput(GrabInput ? SDL_GRAB_ON : SDL_GRAB_OFF); + return; + } + + LastScan = event->key.keysym.sym; + SDLMod mod = SDL_GetModState(); + if(Keyboard[sc_Alt]) + { + if(LastScan==SDLK_F4) + Quit(NULL); + } + + if(LastScan == SDLK_KP_ENTER) LastScan = SDLK_RETURN; + else if(LastScan == SDLK_RSHIFT) LastScan = SDLK_LSHIFT; + else if(LastScan == SDLK_RALT) LastScan = SDLK_LALT; + else if(LastScan == SDLK_RCTRL) LastScan = SDLK_LCTRL; + else + { + if((mod & KMOD_NUM) == 0) + { + switch(LastScan) + { + case SDLK_KP2: LastScan = SDLK_DOWN; break; + case SDLK_KP4: LastScan = SDLK_LEFT; break; + case SDLK_KP6: LastScan = SDLK_RIGHT; break; + case SDLK_KP8: LastScan = SDLK_UP; break; + } + } + } + + int sym = LastScan; + if(sym >= 'a' && sym <= 'z') + sym -= 32; // convert to uppercase + + if(mod & (KMOD_SHIFT | KMOD_CAPS)) + { + if(sym < lengthof(ShiftNames) && ShiftNames[sym]) + LastASCII = ShiftNames[sym]; + } + else + { + if(sym < lengthof(ASCIINames) && ASCIINames[sym]) + LastASCII = ASCIINames[sym]; + } + if(LastScankey.keysym.sym; + if(key == SDLK_KP_ENTER) key = SDLK_RETURN; + else if(key == SDLK_RSHIFT) key = SDLK_LSHIFT; + else if(key == SDLK_RALT) key = SDLK_LALT; + else if(key == SDLK_RCTRL) key = SDLK_LCTRL; + else + { + if((SDL_GetModState() & KMOD_NUM) == 0) + { + switch(key) + { + case SDLK_KP2: key = SDLK_DOWN; break; + case SDLK_KP4: key = SDLK_LEFT; break; + case SDLK_KP6: key = SDLK_RIGHT; break; + case SDLK_KP8: key = SDLK_UP; break; + } + } + } + + if(keyactive.state & SDL_APPACTIVE) != 0) + { + if(event->active.gain) + { + if(NeedRestore) + { + FreeLatchMem(); + LoadLatchMem(); + } + + NeedRestore = false; + } + else NeedRestore = true; + } + } + +#if defined(GP2X) + case SDL_JOYBUTTONDOWN: + GP2X_ButtonDown(event->jbutton.button); + break; + + case SDL_JOYBUTTONUP: + GP2X_ButtonUp(event->jbutton.button); + break; +#endif + } +} + +void IN_WaitAndProcessEvents() +{ + SDL_Event event; + if(!SDL_WaitEvent(&event)) return; + do + { + processEvent(&event); + } + while(SDL_PollEvent(&event)); +} + +void IN_ProcessEvents() +{ + SDL_Event event; + + while (SDL_PollEvent(&event)) + { + processEvent(&event); + } +} + + +/////////////////////////////////////////////////////////////////////////// +// +// IN_Startup() - Starts up the Input Mgr +// +/////////////////////////////////////////////////////////////////////////// +void +IN_Startup(void) +{ + if (IN_Started) + return; + + IN_ClearKeysDown(); + + if(param_joystickindex >= 0 && param_joystickindex < SDL_NumJoysticks()) + { + Joystick = SDL_JoystickOpen(param_joystickindex); + if(Joystick) + { + JoyNumButtons = SDL_JoystickNumButtons(Joystick); + if(JoyNumButtons > 32) JoyNumButtons = 32; // only up to 32 buttons are supported + JoyNumHats = SDL_JoystickNumHats(Joystick); + if(param_joystickhat < -1 || param_joystickhat >= JoyNumHats) + Quit("The joystickhat param must be between 0 and %i!", JoyNumHats - 1); + } + } + + SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE); + + if(fullscreen || forcegrabmouse) + { + GrabInput = true; + SDL_WM_GrabInput(SDL_GRAB_ON); + } + + // I didn't find a way to ask libSDL whether a mouse is present, yet... +#if defined(GP2X) + MousePresent = false; +#elif defined(_arch_dreamcast) + MousePresent = DC_MousePresent(); +#else + MousePresent = true; +#endif + + IN_Started = true; +} + +/////////////////////////////////////////////////////////////////////////// +// +// IN_Shutdown() - Shuts down the Input Mgr +// +/////////////////////////////////////////////////////////////////////////// +void +IN_Shutdown(void) +{ + if (!IN_Started) + return; + + if(Joystick) + SDL_JoystickClose(Joystick); + + IN_Started = false; +} + +/////////////////////////////////////////////////////////////////////////// +// +// IN_ClearKeysDown() - Clears the keyboard array +// +/////////////////////////////////////////////////////////////////////////// +void +IN_ClearKeysDown(void) +{ + LastScan = sc_None; + LastASCII = key_None; + memset ((void *) Keyboard,0,sizeof(Keyboard)); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// IN_ReadControl() - Reads the device associated with the specified +// player and fills in the control info struct +// +/////////////////////////////////////////////////////////////////////////// +void +IN_ReadControl(int player,ControlInfo *info) +{ + word buttons; + int dx,dy; + Motion mx,my; + + dx = dy = 0; + mx = my = motion_None; + buttons = 0; + + IN_ProcessEvents(); + + if (Keyboard[KbdDefs.upleft]) + mx = motion_Left,my = motion_Up; + else if (Keyboard[KbdDefs.upright]) + mx = motion_Right,my = motion_Up; + else if (Keyboard[KbdDefs.downleft]) + mx = motion_Left,my = motion_Down; + else if (Keyboard[KbdDefs.downright]) + mx = motion_Right,my = motion_Down; + + if (Keyboard[KbdDefs.up]) + my = motion_Up; + else if (Keyboard[KbdDefs.down]) + my = motion_Down; + + if (Keyboard[KbdDefs.left]) + mx = motion_Left; + else if (Keyboard[KbdDefs.right]) + mx = motion_Right; + + if (Keyboard[KbdDefs.button0]) + buttons += 1 << 0; + if (Keyboard[KbdDefs.button1]) + buttons += 1 << 1; + + dx = mx * 127; + dy = my * 127; + + info->x = dx; + info->xaxis = mx; + info->y = dy; + info->yaxis = my; + info->button0 = (buttons & (1 << 0)) != 0; + info->button1 = (buttons & (1 << 1)) != 0; + info->button2 = (buttons & (1 << 2)) != 0; + info->button3 = (buttons & (1 << 3)) != 0; + info->dir = DirTable[((my + 1) * 3) + (mx + 1)]; +} + +/////////////////////////////////////////////////////////////////////////// +// +// IN_WaitForKey() - Waits for a scan code, then clears LastScan and +// returns the scan code +// +/////////////////////////////////////////////////////////////////////////// +ScanCode +IN_WaitForKey(void) +{ + ScanCode result; + + while ((result = LastScan)==0) + IN_WaitAndProcessEvents(); + LastScan = 0; + return(result); +} + +/////////////////////////////////////////////////////////////////////////// +// +// IN_WaitForASCII() - Waits for an ASCII char, then clears LastASCII and +// returns the ASCII value +// +/////////////////////////////////////////////////////////////////////////// +char +IN_WaitForASCII(void) +{ + char result; + + while ((result = LastASCII)==0) + IN_WaitAndProcessEvents(); + LastASCII = '\0'; + return(result); +} + +/////////////////////////////////////////////////////////////////////////// +// +// IN_Ack() - waits for a button or key press. If a button is down, upon +// calling, it must be released for it to be recognized +// +/////////////////////////////////////////////////////////////////////////// + +boolean btnstate[NUMBUTTONS]; + +void IN_StartAck(void) +{ + IN_ProcessEvents(); +// +// get initial state of everything +// + IN_ClearKeysDown(); + memset(btnstate, 0, sizeof(btnstate)); + + int buttons = IN_JoyButtons() << 4; + + if(MousePresent) + buttons |= IN_MouseButtons(); + + for(int i = 0; i < NUMBUTTONS; i++, buttons >>= 1) + if(buttons & 1) + btnstate[i] = true; +} + + +boolean IN_CheckAck (void) +{ + IN_ProcessEvents(); +// +// see if something has been pressed +// + if(LastScan) + return true; + + int buttons = IN_JoyButtons() << 4; + + if(MousePresent) + buttons |= IN_MouseButtons(); + + for(int i = 0; i < NUMBUTTONS; i++, buttons >>= 1) + { + if(buttons & 1) + { + if(!btnstate[i]) + { + // Wait until button has been released + do + { + IN_WaitAndProcessEvents(); + buttons = IN_JoyButtons() << 4; + + if(MousePresent) + buttons |= IN_MouseButtons(); + } + while(buttons & (1 << i)); + + return true; + } + } + else + btnstate[i] = false; + } + + return false; +} + + +void IN_Ack (void) +{ + IN_StartAck (); + + do + { + IN_WaitAndProcessEvents(); + } + while(!IN_CheckAck ()); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// IN_UserInput() - Waits for the specified delay time (in ticks) or the +// user pressing a key or a mouse button. If the clear flag is set, it +// then either clears the key or waits for the user to let the mouse +// button up. +// +/////////////////////////////////////////////////////////////////////////// +boolean IN_UserInput(longword delay) +{ + longword lasttime; + + lasttime = GetTimeCount(); + IN_StartAck (); + do + { + IN_ProcessEvents(); + if (IN_CheckAck()) + return true; + SDL_Delay(5); + } while (GetTimeCount() - lasttime < delay); + return(false); +} + +//=========================================================================== + +/* +=================== += += IN_MouseButtons += +=================== +*/ +int IN_MouseButtons (void) +{ + if (MousePresent) + return INL_GetMouseButtons(); + else + return 0; +} + +bool IN_IsInputGrabbed() +{ + return GrabInput; +} + +void IN_CenterMouse() +{ + SDL_WarpMouse(screenWidth / 2, screenHeight / 2); +} diff --git a/contrib/games/wolf3d/id_in.h b/contrib/games/wolf3d/id_in.h new file mode 100755 index 0000000000..cb3767075f --- /dev/null +++ b/contrib/games/wolf3d/id_in.h @@ -0,0 +1,184 @@ +// +// ID Engine +// ID_IN.h - Header file for Input Manager +// v1.0d1 +// By Jason Blochowiak +// + +#ifndef __ID_IN__ +#define __ID_IN__ + +#ifdef __DEBUG__ +#define __DEBUG_InputMgr__ +#endif + +typedef int ScanCode; +#define sc_None 0 +#define sc_Bad 0xff +#define sc_Return SDLK_RETURN +#define sc_Enter sc_Return +#define sc_Escape SDLK_ESCAPE +#define sc_Space SDLK_SPACE +#define sc_BackSpace SDLK_BACKSPACE +#define sc_Tab SDLK_TAB +#define sc_Alt SDLK_LALT +#define sc_Control SDLK_LCTRL +#define sc_CapsLock SDLK_CAPSLOCK +#define sc_LShift SDLK_LSHIFT +#define sc_RShift SDLK_RSHIFT +#define sc_UpArrow SDLK_UP +#define sc_DownArrow SDLK_DOWN +#define sc_LeftArrow SDLK_LEFT +#define sc_RightArrow SDLK_RIGHT +#define sc_Insert SDLK_INSERT +#define sc_Delete SDLK_DELETE +#define sc_Home SDLK_HOME +#define sc_End SDLK_END +#define sc_PgUp SDLK_PAGEUP +#define sc_PgDn SDLK_PAGEDOWN +#define sc_F1 SDLK_F1 +#define sc_F2 SDLK_F2 +#define sc_F3 SDLK_F3 +#define sc_F4 SDLK_F4 +#define sc_F5 SDLK_F5 +#define sc_F6 SDLK_F6 +#define sc_F7 SDLK_F7 +#define sc_F8 SDLK_F8 +#define sc_F9 SDLK_F9 +#define sc_F10 SDLK_F10 +#define sc_F11 SDLK_F11 +#define sc_F12 SDLK_F12 + +#define sc_ScrollLock SDLK_SCROLLOCK +#define sc_PrintScreen SDLK_PRINT + +#define sc_1 SDLK_1 +#define sc_2 SDLK_2 +#define sc_3 SDLK_3 +#define sc_4 SDLK_4 +#define sc_5 SDLK_5 +#define sc_6 SDLK_6 +#define sc_7 SDLK_7 +#define sc_8 SDLK_8 +#define sc_9 SDLK_9 +#define sc_0 SDLK_0 + +#define sc_A SDLK_a +#define sc_B SDLK_b +#define sc_C SDLK_c +#define sc_D SDLK_d +#define sc_E SDLK_e +#define sc_F SDLK_f +#define sc_G SDLK_g +#define sc_H SDLK_h +#define sc_I SDLK_i +#define sc_J SDLK_j +#define sc_K SDLK_k +#define sc_L SDLK_l +#define sc_M SDLK_m +#define sc_N SDLK_n +#define sc_O SDLK_o +#define sc_P SDLK_p +#define sc_Q SDLK_q +#define sc_R SDLK_r +#define sc_S SDLK_s +#define sc_T SDLK_t +#define sc_U SDLK_u +#define sc_V SDLK_v +#define sc_W SDLK_w +#define sc_X SDLK_x +#define sc_Y SDLK_y +#define sc_Z SDLK_z + +#define key_None 0 + +typedef enum { + demo_Off,demo_Record,demo_Playback,demo_PlayDone + } Demo; +typedef enum { + ctrl_Keyboard, + ctrl_Keyboard1 = ctrl_Keyboard,ctrl_Keyboard2, + ctrl_Joystick, + ctrl_Joystick1 = ctrl_Joystick,ctrl_Joystick2, + ctrl_Mouse + } ControlType; +typedef enum { + motion_Left = -1,motion_Up = -1, + motion_None = 0, + motion_Right = 1,motion_Down = 1 + } Motion; +typedef enum { + dir_North,dir_NorthEast, + dir_East,dir_SouthEast, + dir_South,dir_SouthWest, + dir_West,dir_NorthWest, + dir_None + } Direction; +typedef struct { + boolean button0,button1,button2,button3; + short x,y; + Motion xaxis,yaxis; + Direction dir; + } CursorInfo; +typedef CursorInfo ControlInfo; +typedef struct { + ScanCode button0,button1, + upleft, up, upright, + left, right, + downleft, down, downright; + } KeyboardDef; +typedef struct { + word joyMinX,joyMinY, + threshMinX,threshMinY, + threshMaxX,threshMaxY, + joyMaxX,joyMaxY, + joyMultXL,joyMultYL, + joyMultXH,joyMultYH; + } JoystickDef; +// Global variables +extern volatile boolean Keyboard[]; +extern boolean MousePresent; +extern volatile boolean Paused; +extern volatile char LastASCII; +extern volatile ScanCode LastScan; +extern int JoyNumButtons; +extern boolean forcegrabmouse; + + +// Function prototypes +#define IN_KeyDown(code) (Keyboard[(code)]) +#define IN_ClearKey(code) {Keyboard[code] = false;\ + if (code == LastScan) LastScan = sc_None;} + +// DEBUG - put names in prototypes +extern void IN_Startup(void),IN_Shutdown(void); +extern void IN_ClearKeysDown(void); +extern void IN_ReadControl(int,ControlInfo *); +extern void IN_GetJoyAbs(word joy,word *xp,word *yp); +extern void IN_SetupJoy(word joy,word minx,word maxx, + word miny,word maxy); +extern void IN_StopDemo(void),IN_FreeDemoBuffer(void), + IN_Ack(void); +extern boolean IN_UserInput(longword delay); +extern char IN_WaitForASCII(void); +extern ScanCode IN_WaitForKey(void); +extern word IN_GetJoyButtonsDB(word joy); +extern const char *IN_GetScanName(ScanCode); + +void IN_WaitAndProcessEvents(); +void IN_ProcessEvents(); + +int IN_MouseButtons (void); + +boolean IN_JoyPresent(); +void IN_SetJoyCurrent(int joyIndex); +int IN_JoyButtons (void); +void IN_GetJoyDelta(int *dx,int *dy); +void IN_GetJoyFineDelta(int *dx, int *dy); + +void IN_StartAck(void); +boolean IN_CheckAck (void); +bool IN_IsInputGrabbed(); +void IN_CenterMouse(); + +#endif diff --git a/contrib/games/wolf3d/id_pm.cpp b/contrib/games/wolf3d/id_pm.cpp new file mode 100755 index 0000000000..5d524842e9 --- /dev/null +++ b/contrib/games/wolf3d/id_pm.cpp @@ -0,0 +1,125 @@ +#include "wl_def.h" + +int ChunksInFile; +int PMSpriteStart; +int PMSoundStart; + +bool PMSoundInfoPagePadded = false; + +// holds the whole VSWAP +uint32_t *PMPageData; +size_t PMPageDataSize; + +// ChunksInFile+1 pointers to page starts. +// The last pointer points one byte after the last page. +uint8_t **PMPages; + +void PM_Startup() +{ + char fname[13] = "vswap."; + strcat(fname,extension); + + FILE *file = fopen(fname,"rb"); + if(!file) + CA_CannotOpen(fname); + + ChunksInFile = 0; + fread(&ChunksInFile, sizeof(word), 1, file); + PMSpriteStart = 0; + fread(&PMSpriteStart, sizeof(word), 1, file); + PMSoundStart = 0; + fread(&PMSoundStart, sizeof(word), 1, file); + + uint32_t* pageOffsets = (uint32_t *) malloc((ChunksInFile + 1) * sizeof(int32_t)); + CHECKMALLOCRESULT(pageOffsets); + fread(pageOffsets, sizeof(uint32_t), ChunksInFile, file); + + word *pageLengths = (word *) malloc(ChunksInFile * sizeof(word)); + CHECKMALLOCRESULT(pageLengths); + fread(pageLengths, sizeof(word), ChunksInFile, file); + + fseek(file, 0, SEEK_END); + long fileSize = ftell(file); + long pageDataSize = fileSize - pageOffsets[0]; + if(pageDataSize > (size_t) -1) + Quit("The page file \"%s\" is too large!", fname); + + pageOffsets[ChunksInFile] = fileSize; + + uint32_t dataStart = pageOffsets[0]; + int i; + + // Check that all pageOffsets are valid + for(i = 0; i < ChunksInFile; i++) + { + if(!pageOffsets[i]) continue; // sparse page + if(pageOffsets[i] < dataStart || pageOffsets[i] >= (size_t) fileSize) + Quit("Illegal page offset for page %i: %u (filesize: %u)", + i, pageOffsets[i], fileSize); + } + + // Calculate total amount of padding needed for sprites and sound info page + int alignPadding = 0; + for(i = PMSpriteStart; i < PMSoundStart; i++) + { + if(!pageOffsets[i]) continue; // sparse page + uint32_t offs = pageOffsets[i] - dataStart + alignPadding; + if(offs & 1) + alignPadding++; + } + + if((pageOffsets[ChunksInFile - 1] - dataStart + alignPadding) & 1) + alignPadding++; + + PMPageDataSize = (size_t) pageDataSize + alignPadding; + PMPageData = (uint32_t *) malloc(PMPageDataSize); + CHECKMALLOCRESULT(PMPageData); + + PMPages = (uint8_t **) malloc((ChunksInFile + 1) * sizeof(uint8_t *)); + CHECKMALLOCRESULT(PMPages); + + // Load pages and initialize PMPages pointers + uint8_t *ptr = (uint8_t *) PMPageData; + for(i = 0; i < ChunksInFile; i++) + { + if(i >= PMSpriteStart && i < PMSoundStart || i == ChunksInFile - 1) + { + size_t offs = ptr - (uint8_t *) PMPageData; + + // pad with zeros to make it 2-byte aligned + if(offs & 1) + { + *ptr++ = 0; + if(i == ChunksInFile - 1) PMSoundInfoPagePadded = true; + } + } + + PMPages[i] = ptr; + + if(!pageOffsets[i]) + continue; // sparse page + + // Use specified page length, when next page is sparse page. + // Otherwise, calculate size from the offset difference between this and the next page. + uint32_t size; + if(!pageOffsets[i + 1]) size = pageLengths[i]; + else size = pageOffsets[i + 1] - pageOffsets[i]; + + fseek(file, pageOffsets[i], SEEK_SET); + fread(ptr, 1, size, file); + ptr += size; + } + + // last page points after page buffer + PMPages[ChunksInFile] = ptr; + + free(pageLengths); + free(pageOffsets); + fclose(file); +} + +void PM_Shutdown() +{ + free(PMPages); + free(PMPageData); +} diff --git a/contrib/games/wolf3d/id_pm.h b/contrib/games/wolf3d/id_pm.h new file mode 100755 index 0000000000..665ee65226 --- /dev/null +++ b/contrib/games/wolf3d/id_pm.h @@ -0,0 +1,58 @@ +#ifndef __ID_PM__ +#define __ID_PM__ + +#ifdef USE_HIRES +#define PMPageSize 16384 +#else +#define PMPageSize 4096 +#endif + +extern int ChunksInFile; +extern int PMSpriteStart; +extern int PMSoundStart; + +extern bool PMSoundInfoPagePadded; + +// ChunksInFile+1 pointers to page starts. +// The last pointer points one byte after the last page. +extern uint8_t **PMPages; + +void PM_Startup(); +void PM_Shutdown(); + +static inline uint32_t PM_GetPageSize(int page) +{ + if(page < 0 || page >= ChunksInFile) + Quit("PM_GetPageSize: Tried to access illegal page: %i", page); + return (uint32_t) (PMPages[page + 1] - PMPages[page]); +} + +static inline uint8_t *PM_GetPage(int page) +{ + if(page < 0 || page >= ChunksInFile) + Quit("PM_GetPage: Tried to access illegal page: %i", page); + return PMPages[page]; +} + +static inline uint8_t *PM_GetEnd() +{ + return PMPages[ChunksInFile]; +} + +static inline byte *PM_GetTexture(int wallpic) +{ + return PM_GetPage(wallpic); +} + +static inline uint16_t *PM_GetSprite(int shapenum) +{ + // correct alignment is enforced by PM_Startup() + return (uint16_t *) (void *) PM_GetPage(PMSpriteStart + shapenum); +} + +static inline byte *PM_GetSound(int soundpagenum) +{ + return PM_GetPage(PMSoundStart + soundpagenum); +} + +#endif diff --git a/contrib/games/wolf3d/id_sd.cpp b/contrib/games/wolf3d/id_sd.cpp new file mode 100755 index 0000000000..ddef520dfc --- /dev/null +++ b/contrib/games/wolf3d/id_sd.cpp @@ -0,0 +1,144 @@ +// +// ID Engine +// ID_SD.c - Sound Manager for Wolfenstein 3D +// v1.2 +// By Jason Blochowiak +// + +// +// This module handles dealing with generating sound on the appropriate +// hardware +// +// Depends on: User Mgr (for parm checking) +// +// Globals: +// For User Mgr: +// SoundBlasterPresent - SoundBlaster card present? +// AdLibPresent - AdLib card present? +// SoundMode - What device is used for sound effects +// (Use SM_SetSoundMode() to set) +// MusicMode - What device is used for music +// (Use SM_SetMusicMode() to set) +// DigiMode - What device is used for digitized sound effects +// (Use SM_SetDigiDevice() to set) +// +// For Cache Mgr: +// NeedsDigitized - load digitized sounds? +// NeedsMusic - load music? +// + +/// ///////////// /// +/// In Kolibrios - stub + +#include "wl_def.h" +//#include +#if defined(GP2X_940) +#include "gp2x/fmopl.h" +#else +#ifdef USE_GPL +#include "dosbox/dbopl.h" +#else +#include "mame/fmopl.h" +#endif +#endif + +#define ORIGSAMPLERATE 7042 + +typedef struct +{ + char RIFF[4]; + longword filelenminus8; + char WAVE[4]; + char fmt_[4]; + longword formatlen; + word val0x0001; + word channels; + longword samplerate; + longword bytespersec; + word bytespersample; + word bitspersample; +} headchunk; + +typedef struct +{ + char chunkid[4]; + longword chunklength; +} wavechunk; + +typedef struct +{ + uint32_t startpage; + uint32_t length; +} digiinfo; + +// Global variables + boolean AdLibPresent, + SoundBlasterPresent,SBProPresent, + SoundPositioned; + SDMode SoundMode; + SMMode MusicMode; + SDSMode DigiMode; +static byte **SoundTable; + int DigiMap[LASTSOUND]; + int DigiChannel[STARTMUSIC - STARTDIGISOUNDS]; + +// Internal variables +static boolean SD_Started; +static boolean nextsoundpos; +static soundnames SoundNumber; +static soundnames DigiNumber; +static word SoundPriority; +static word DigiPriority; +static int LeftPosition; +static int RightPosition; + + word NumDigi; +static digiinfo *DigiList; +static boolean DigiPlaying; + +// PC Sound variables +static volatile byte pcLastSample; +static byte * volatile pcSound; +static longword pcLengthLeft; + +// AdLib variables +static byte * volatile alSound; +static byte alBlock; +static longword alLengthLeft; +static longword alTimeCount; +static Instrument alZeroInst; + +// Sequencer variables +static volatile boolean sqActive; +static word *sqHack; +static word *sqHackPtr; +static int sqHackLen; +static int sqHackSeqLen; +static longword sqHackTime; + +// STUB +void SD_Startup(void){}; +void SD_Shutdown(void){}; + +int SD_GetChannelForDigi(int which){}; +void SD_PositionSound(int leftvol,int rightvol){}; +boolean SD_PlaySound(soundnames sound){}; +void SD_SetPosition(int channel, int leftvol,int rightvol){}; +void SD_StopSound(void){}; + void SD_WaitSoundDone(void){}; + +void SD_StartMusic(int chunk){}; +void SD_ContinueMusic(int chunk, int startoffs){}; +void SD_MusicOn(void){}; + void SD_FadeOutMusic(void){}; +int SD_MusicOff(void){}; + +boolean SD_MusicPlaying(void){}; +boolean SD_SetSoundMode(SDMode mode){}; +boolean SD_SetMusicMode(SMMode mode){}; +word SD_SoundPlaying(void){}; + +void SD_SetDigiDevice(SDSMode){}; +void SD_PrepareSound(int which){}; +int SD_PlayDigitized(word which,int leftpos,int rightpos){}; +void SD_StopDigitized(void){}; diff --git a/contrib/games/wolf3d/id_sd.h b/contrib/games/wolf3d/id_sd.h new file mode 100755 index 0000000000..b55e7db7ee --- /dev/null +++ b/contrib/games/wolf3d/id_sd.h @@ -0,0 +1,156 @@ +// +// ID Engine +// ID_SD.h - Sound Manager Header +// Version for Wolfenstein +// By Jason Blochowiak +// + +#ifndef __ID_SD__ +#define __ID_SD__ + +#define alOut(n,b) YM3812Write(oplChip, n, b) + +#define TickBase 70 // 70Hz per tick - used as a base for timer 0 + +typedef enum +{ + sdm_Off, + sdm_PC,sdm_AdLib, +} SDMode; + +typedef enum +{ + smm_Off,smm_AdLib +} SMMode; + +typedef enum +{ + sds_Off,sds_PC,sds_SoundBlaster +} SDSMode; + +typedef struct +{ + longword length; + word priority; +} SoundCommon; + +#define ORIG_SOUNDCOMMON_SIZE 6 + +// PC Sound stuff +#define pcTimer 0x42 +#define pcTAccess 0x43 +#define pcSpeaker 0x61 + +#define pcSpkBits 3 + +typedef struct +{ + SoundCommon common; + byte data[1]; +} PCSound; + +// Register addresses +// Operator stuff +#define alChar 0x20 +#define alScale 0x40 +#define alAttack 0x60 +#define alSus 0x80 +#define alWave 0xe0 +// Channel stuff +#define alFreqL 0xa0 +#define alFreqH 0xb0 +#define alFeedCon 0xc0 +// Global stuff +#define alEffects 0xbd + +typedef struct +{ + byte mChar,cChar, + mScale,cScale, + mAttack,cAttack, + mSus,cSus, + mWave,cWave, + nConn, + + // These are only for Muse - these bytes are really unused + voice, + mode; + byte unused[3]; +} Instrument; + +#define ORIG_INSTRUMENT_SIZE 16 + +typedef struct +{ + SoundCommon common; + Instrument inst; + byte block; + byte data[1]; +} AdLibSound; + +#define ORIG_ADLIBSOUND_SIZE (ORIG_SOUNDCOMMON_SIZE + ORIG_INSTRUMENT_SIZE + 2) + +// +// Sequencing stuff +// +#define sqMaxTracks 10 + +typedef struct +{ + word length; + word values[1]; +} MusicGroup; + +typedef struct +{ + int valid; + fixed globalsoundx, globalsoundy; +} globalsoundpos; + +extern int channelSoundPos[]; + +// Global variables +extern boolean AdLibPresent, + SoundBlasterPresent, + SoundPositioned; +extern SDMode SoundMode; +extern SDSMode DigiMode; +extern SMMode MusicMode; +extern int DigiMap[]; +extern int DigiChannel[]; + +#define GetTimeCount() ((SDL_GetTicks()*7)/100) + +inline void Delay(int wolfticks) +{ + if(wolfticks>0) SDL_Delay(wolfticks * 100 / 7); +} + +// Function prototypes +extern void SD_Startup(void), + SD_Shutdown(void); + +extern int SD_GetChannelForDigi(int which); +extern void SD_PositionSound(int leftvol,int rightvol); +extern boolean SD_PlaySound(soundnames sound); +extern void SD_SetPosition(int channel, int leftvol,int rightvol); +extern void SD_StopSound(void), + SD_WaitSoundDone(void); + +extern void SD_StartMusic(int chunk); +extern void SD_ContinueMusic(int chunk, int startoffs); +extern void SD_MusicOn(void), + SD_FadeOutMusic(void); +extern int SD_MusicOff(void); + +extern boolean SD_MusicPlaying(void); +extern boolean SD_SetSoundMode(SDMode mode); +extern boolean SD_SetMusicMode(SMMode mode); +extern word SD_SoundPlaying(void); + +extern void SD_SetDigiDevice(SDSMode); +extern void SD_PrepareSound(int which); +extern int SD_PlayDigitized(word which,int leftpos,int rightpos); +extern void SD_StopDigitized(void); + +#endif diff --git a/contrib/games/wolf3d/id_us.h b/contrib/games/wolf3d/id_us.h new file mode 100755 index 0000000000..84958631f7 --- /dev/null +++ b/contrib/games/wolf3d/id_us.h @@ -0,0 +1,101 @@ +// +// ID Engine +// ID_US.h - Header file for the User Manager +// v1.0d1 +// By Jason Blochowiak +// + +#ifndef __ID_US__ +#define __ID_US__ + +#ifdef __DEBUG__ +#define __DEBUG_UserMgr__ +#endif + +//#define HELPTEXTLINKED + +#define MaxX 320 +#define MaxY 200 + +#define MaxHelpLines 500 + +#define MaxHighName 57 +#define MaxScores 7 +typedef struct +{ + char name[MaxHighName + 1]; + int32_t score; + word completed,episode; +} HighScore; + +#define MaxGameName 32 +#define MaxSaveGames 6 +typedef struct +{ + char signature[4]; + word *oldtest; + boolean present; + char name[MaxGameName + 1]; +} SaveGame; + +#define MaxString 128 // Maximum input string size + +typedef struct +{ + int x,y, + w,h, + px,py; +} WindowRec; // Record used to save & restore screen windows + +extern boolean ingame, // Set by game code if a game is in progress + loadedgame; // Set if the current game was loaded +extern word PrintX,PrintY; // Current printing location in the window +extern word WindowX,WindowY,// Current location of window + WindowW,WindowH;// Current size of window + +extern void (*USL_MeasureString)(const char *,word *,word *); +extern void (*USL_DrawString)(const char *); + +extern boolean (*USL_SaveGame)(int),(*USL_LoadGame)(int); +extern void (*USL_ResetGame)(void); +extern SaveGame Games[MaxSaveGames]; +extern HighScore Scores[]; + +#define US_HomeWindow() {PrintX = WindowX; PrintY = WindowY;} + +void US_Startup(void); +void US_Shutdown(void); +void US_TextScreen(void), + US_UpdateTextScreen(void), + US_FinishTextScreen(void); +void US_DrawWindow(word x,word y,word w,word h); +void US_CenterWindow(word,word); +void US_SaveWindow(WindowRec *win), + US_RestoreWindow(WindowRec *win); +void US_ClearWindow(void); +void US_SetPrintRoutines(void (*measure)(const char *,word *,word *), + void (*print)(const char *)); +void US_PrintCentered(const char *s), + US_CPrint(const char *s), + US_CPrintLine(const char *s), + US_Print(const char *s); +void US_Printf(const char *formatStr, ...); +void US_CPrintf(const char *formatStr, ...); + +void US_PrintUnsigned(longword n); +void US_PrintSigned(int32_t n); +void US_StartCursor(void), + US_ShutCursor(void); +void US_CheckHighScore(int32_t score,word other); +void US_DisplayHighScores(int which); +extern boolean US_UpdateCursor(void); +boolean US_LineInput(int x,int y,char *buf,const char *def,boolean escok, + int maxchars,int maxwidth); + +void USL_PrintInCenter(const char *s,Rect r); +char *USL_GiveSaveName(word game); + +void US_InitRndT(int randomize); +int US_RndT(); + +#endif diff --git a/contrib/games/wolf3d/id_us_1.cpp b/contrib/games/wolf3d/id_us_1.cpp new file mode 100755 index 0000000000..76b53f30f0 --- /dev/null +++ b/contrib/games/wolf3d/id_us_1.cpp @@ -0,0 +1,789 @@ +// +// ID Engine +// ID_US_1.c - User Manager - General routines +// v1.1d1 +// By Jason Blochowiak +// Hacked up for Catacomb 3D +// + +// +// This module handles dealing with user input & feedback +// +// Depends on: Input Mgr, View Mgr, some variables from the Sound, Caching, +// and Refresh Mgrs, Memory Mgr for background save/restore +// +// Globals: +// ingame - Flag set by game indicating if a game is in progress +// loadedgame - Flag set if a game was loaded +// PrintX, PrintY - Where the User Mgr will print (global coords) +// WindowX,WindowY,WindowW,WindowH - The dimensions of the current +// window +// + +#include "wl_def.h" + +#pragma hdrstop + +#if _MSC_VER == 1200 // Visual C++ 6 + #define vsnprintf _vsnprintf +#endif + +// Global variables + word PrintX,PrintY; + word WindowX,WindowY,WindowW,WindowH; + +// Internal variables +#define ConfigVersion 1 + +static boolean US_Started; + + void (*USL_MeasureString)(const char *,word *,word *) = VW_MeasurePropString; + void (*USL_DrawString)(const char *) = VWB_DrawPropString; + + SaveGame Games[MaxSaveGames]; + HighScore Scores[MaxScores] = + { + {"id software-'92",10000,1}, + {"Adrian Carmack",10000,1}, + {"John Carmack",10000,1}, + {"Kevin Cloud",10000,1}, + {"Tom Hall",10000,1}, + {"John Romero",10000,1}, + {"Jay Wilbur",10000,1}, + }; + +int rndindex = 0; + +static byte rndtable[] = { + 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 }; + +// Internal routines + +// Public routines + +/////////////////////////////////////////////////////////////////////////// +// +// US_Startup() - Starts the User Mgr +// +/////////////////////////////////////////////////////////////////////////// +void US_Startup() +{ + if (US_Started) + return; + + US_InitRndT(true); // Initialize the random number generator + + US_Started = true; +} + + +/////////////////////////////////////////////////////////////////////////// +// +// US_Shutdown() - Shuts down the User Mgr +// +/////////////////////////////////////////////////////////////////////////// +void +US_Shutdown(void) +{ + if (!US_Started) + return; + + US_Started = false; +} + +// Window/Printing routines + +/////////////////////////////////////////////////////////////////////////// +// +// US_SetPrintRoutines() - Sets the routines used to measure and print +// from within the User Mgr. Primarily provided to allow switching +// between masked and non-masked fonts +// +/////////////////////////////////////////////////////////////////////////// +void +US_SetPrintRoutines(void (*measure)(const char *,word *,word *), + void (*print)(const char *)) +{ + USL_MeasureString = measure; + USL_DrawString = print; +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_Print() - Prints a string in the current window. Newlines are +// supported. +// +/////////////////////////////////////////////////////////////////////////// +void +US_Print(const char *sorg) +{ + char c; + char *sstart = strdup(sorg); + char *s = sstart; + char *se; + word w,h; + + while (*s) + { + se = s; + while ((c = *se)!=0 && (c != '\n')) + se++; + *se = '\0'; + + USL_MeasureString(s,&w,&h); + px = PrintX; + py = PrintY; + USL_DrawString(s); + + s = se; + if (c) + { + *se = c; + s++; + + PrintX = WindowX; + PrintY += h; + } + else + PrintX += w; + } + free(sstart); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_PrintUnsigned() - Prints an unsigned long +// +/////////////////////////////////////////////////////////////////////////// +void +US_PrintUnsigned(longword n) +{ + char buffer[32]; + sprintf(buffer, "%lu", n); + + US_Print(buffer); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_PrintSigned() - Prints a signed long +// +/////////////////////////////////////////////////////////////////////////// +void +US_PrintSigned(int32_t n) +{ + char buffer[32]; + + US_Print(ltoa(n,buffer,10)); +} + +/////////////////////////////////////////////////////////////////////////// +// +// USL_PrintInCenter() - Prints a string in the center of the given rect +// +/////////////////////////////////////////////////////////////////////////// +void +USL_PrintInCenter(const char *s,Rect r) +{ + word w,h, + rw,rh; + + USL_MeasureString(s,&w,&h); + rw = r.lr.x - r.ul.x; + rh = r.lr.y - r.ul.y; + + px = r.ul.x + ((rw - w) / 2); + py = r.ul.y + ((rh - h) / 2); + USL_DrawString(s); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_PrintCentered() - Prints a string centered in the current window. +// +/////////////////////////////////////////////////////////////////////////// +void +US_PrintCentered(const char *s) +{ + Rect r; + + r.ul.x = WindowX; + r.ul.y = WindowY; + r.lr.x = r.ul.x + WindowW; + r.lr.y = r.ul.y + WindowH; + + USL_PrintInCenter(s,r); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_CPrintLine() - Prints a string centered on the current line and +// advances to the next line. Newlines are not supported. +// +/////////////////////////////////////////////////////////////////////////// +void +US_CPrintLine(const char *s) +{ + word w,h; + + USL_MeasureString(s,&w,&h); + + if (w > WindowW) + Quit("US_CPrintLine() - String exceeds width"); + px = WindowX + ((WindowW - w) / 2); + py = PrintY; + USL_DrawString(s); + PrintY += h; +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_CPrint() - Prints a string centered in the current window. +// Newlines are supported. +// +/////////////////////////////////////////////////////////////////////////// +void +US_CPrint(const char *sorg) +{ + char c; + char *sstart = strdup(sorg); + char *s = sstart; + char *se; + + while (*s) + { + se = s; + while ((c = *se)!=0 && (c != '\n')) + se++; + *se = '\0'; + + US_CPrintLine(s); + + s = se; + if (c) + { + *se = c; + s++; + } + } + free(sstart); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_Printf() - Prints a formatted string in the current window. +// Newlines are supported. +// +/////////////////////////////////////////////////////////////////////////// + +void US_Printf(const char *formatStr, ...) +{ + char strbuf[256]; + va_list vlist; + va_start(vlist, formatStr); + int len = vsnprintf(strbuf, sizeof(strbuf), formatStr, vlist); + va_end(vlist); + if(len <= -1 || len >= sizeof(strbuf)) + strbuf[sizeof(strbuf) - 1] = 0; + US_Print(strbuf); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_CPrintf() - Prints a formatted string centered in the current window. +// Newlines are supported. +// +/////////////////////////////////////////////////////////////////////////// + +void US_CPrintf(const char *formatStr, ...) +{ + char strbuf[256]; + va_list vlist; + va_start(vlist, formatStr); + int len = vsnprintf(strbuf, sizeof(strbuf), formatStr, vlist); + va_end(vlist); + if(len <= -1 || len >= sizeof(strbuf)) + strbuf[sizeof(strbuf) - 1] = 0; + US_CPrint(strbuf); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_ClearWindow() - Clears the current window to white and homes the +// cursor +// +/////////////////////////////////////////////////////////////////////////// +void +US_ClearWindow(void) +{ + VWB_Bar(WindowX,WindowY,WindowW,WindowH,WHITE); + PrintX = WindowX; + PrintY = WindowY; +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_DrawWindow() - Draws a frame and sets the current window parms +// +/////////////////////////////////////////////////////////////////////////// +void +US_DrawWindow(word x,word y,word w,word h) +{ + word i, + sx,sy,sw,sh; + + WindowX = x * 8; + WindowY = y * 8; + WindowW = w * 8; + WindowH = h * 8; + + PrintX = WindowX; + PrintY = WindowY; + + sx = (x - 1) * 8; + sy = (y - 1) * 8; + sw = (w + 1) * 8; + sh = (h + 1) * 8; + + US_ClearWindow(); + + VWB_DrawTile8(sx,sy,0),VWB_DrawTile8(sx,sy + sh,5); + for (i = sx + 8;i <= sx + sw - 8;i += 8) + VWB_DrawTile8(i,sy,1),VWB_DrawTile8(i,sy + sh,6); + VWB_DrawTile8(i,sy,2),VWB_DrawTile8(i,sy + sh,7); + + for (i = sy + 8;i <= sy + sh - 8;i += 8) + VWB_DrawTile8(sx,i,3),VWB_DrawTile8(sx + sw,i,4); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_CenterWindow() - Generates a window of a given width & height in the +// middle of the screen +// +/////////////////////////////////////////////////////////////////////////// +void +US_CenterWindow(word w,word h) +{ + US_DrawWindow(((MaxX / 8) - w) / 2,((MaxY / 8) - h) / 2,w,h); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_SaveWindow() - Saves the current window parms into a record for +// later restoration +// +/////////////////////////////////////////////////////////////////////////// +void +US_SaveWindow(WindowRec *win) +{ + win->x = WindowX; + win->y = WindowY; + win->w = WindowW; + win->h = WindowH; + + win->px = PrintX; + win->py = PrintY; +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_RestoreWindow() - Sets the current window parms to those held in the +// record +// +/////////////////////////////////////////////////////////////////////////// +void +US_RestoreWindow(WindowRec *win) +{ + WindowX = win->x; + WindowY = win->y; + WindowW = win->w; + WindowH = win->h; + + PrintX = win->px; + PrintY = win->py; +} + +// Input routines + +/////////////////////////////////////////////////////////////////////////// +// +// USL_XORICursor() - XORs the I-bar text cursor. Used by US_LineInput() +// +/////////////////////////////////////////////////////////////////////////// +static void +USL_XORICursor(int x,int y,const char *s,word cursor) +{ + static boolean status; // VGA doesn't XOR... + char buf[MaxString]; + int temp; + word w,h; + + strcpy(buf,s); + buf[cursor] = '\0'; + USL_MeasureString(buf,&w,&h); + + px = x + w - 1; + py = y; + if (status^=1) + USL_DrawString("\x80"); + else + { + temp = fontcolor; + fontcolor = backcolor; + USL_DrawString("\x80"); + fontcolor = temp; + } +} + +char USL_RotateChar(char ch, int dir) +{ + static const char charSet[] = " ABCDEFGHIJKLMNOPQRSTUVWXYZ.,-!?0123456789"; + const int numChars = sizeof(charSet) / sizeof(char) - 1; + int i; + for(i = 0; i < numChars; i++) + { + if(ch == charSet[i]) break; + } + + if(i == numChars) i = 0; + + i += dir; + if(i < 0) i = numChars - 1; + else if(i >= numChars) i = 0; + return charSet[i]; +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_LineInput() - Gets a line of user input at (x,y), the string defaults +// to whatever is pointed at by def. Input is restricted to maxchars +// chars or maxwidth pixels wide. If the user hits escape (and escok is +// true), nothing is copied into buf, and false is returned. If the +// user hits return, the current string is copied into buf, and true is +// returned +// +/////////////////////////////////////////////////////////////////////////// +boolean +US_LineInput(int x,int y,char *buf,const char *def,boolean escok, + int maxchars,int maxwidth) +{ + boolean redraw, + cursorvis,cursormoved, + done,result, checkkey; + ScanCode sc; + char c; + char s[MaxString],olds[MaxString]; + int cursor,len; + word i, + w,h, + temp; + longword curtime, lasttime, lastdirtime, lastbuttontime, lastdirmovetime; + ControlInfo ci; + Direction lastdir = dir_None; + + if (def) + strcpy(s,def); + else + *s = '\0'; + *olds = '\0'; + cursor = (int) strlen(s); + cursormoved = redraw = true; + + cursorvis = done = false; + lasttime = lastdirtime = lastdirmovetime = GetTimeCount(); + lastbuttontime = lasttime + TickBase / 4; // 250 ms => first button press accepted after 500 ms + LastASCII = key_None; + LastScan = sc_None; + + while (!done) + { + ReadAnyControl(&ci); + + if (cursorvis) + USL_XORICursor(x,y,s,cursor); + + sc = LastScan; + LastScan = sc_None; + c = LastASCII; + LastASCII = key_None; + + checkkey = true; + curtime = GetTimeCount(); + + // After each direction change accept the next change after 250 ms and then everz 125 ms + if(ci.dir != lastdir || curtime - lastdirtime > TickBase / 4 && curtime - lastdirmovetime > TickBase / 8) + { + if(ci.dir != lastdir) + { + lastdir = ci.dir; + lastdirtime = curtime; + } + lastdirmovetime = curtime; + + switch(ci.dir) + { + case dir_West: + if(cursor) + { + // Remove trailing whitespace if cursor is at end of string + if(s[cursor] == ' ' && s[cursor + 1] == 0) + s[cursor] = 0; + cursor--; + } + cursormoved = true; + checkkey = false; + break; + case dir_East: + if(cursor >= MaxString - 1) break; + + if(!s[cursor]) + { + USL_MeasureString(s,&w,&h); + if(len >= maxchars || maxwidth && w >= maxwidth) break; + + s[cursor] = ' '; + s[cursor + 1] = 0; + } + cursor++; + cursormoved = true; + checkkey = false; + break; + + case dir_North: + if(!s[cursor]) + { + USL_MeasureString(s,&w,&h); + if(len >= maxchars || maxwidth && w >= maxwidth) break; + s[cursor + 1] = 0; + } + s[cursor] = USL_RotateChar(s[cursor], 1); + redraw = true; + checkkey = false; + break; + + case dir_South: + if(!s[cursor]) + { + USL_MeasureString(s,&w,&h); + if(len >= maxchars || maxwidth && w >= maxwidth) break; + s[cursor + 1] = 0; + } + s[cursor] = USL_RotateChar(s[cursor], -1); + redraw = true; + checkkey = false; + break; + } + } + + if((int)(curtime - lastbuttontime) > TickBase / 4) // 250 ms + { + if(ci.button0) // acts as return + { + strcpy(buf,s); + done = true; + result = true; + checkkey = false; + } + if(ci.button1 && escok) // acts as escape + { + done = true; + result = false; + checkkey = false; + } + if(ci.button2) // acts as backspace + { + lastbuttontime = curtime; + if(cursor) + { + strcpy(s + cursor - 1,s + cursor); + cursor--; + redraw = true; + } + cursormoved = true; + checkkey = false; + } + } + + if(checkkey) + { + switch (sc) + { + case sc_LeftArrow: + if (cursor) + cursor--; + c = key_None; + cursormoved = true; + break; + case sc_RightArrow: + if (s[cursor]) + cursor++; + c = key_None; + cursormoved = true; + break; + case sc_Home: + cursor = 0; + c = key_None; + cursormoved = true; + break; + case sc_End: + cursor = (int) strlen(s); + c = key_None; + cursormoved = true; + break; + + case sc_Return: + strcpy(buf,s); + done = true; + result = true; + c = key_None; + break; + case sc_Escape: + if (escok) + { + done = true; + result = false; + } + c = key_None; + break; + + case sc_BackSpace: + if (cursor) + { + strcpy(s + cursor - 1,s + cursor); + cursor--; + redraw = true; + } + c = key_None; + cursormoved = true; + break; + case sc_Delete: + if (s[cursor]) + { + strcpy(s + cursor,s + cursor + 1); + redraw = true; + } + c = key_None; + cursormoved = true; + break; + + case SDLK_KP5: //0x4c: // Keypad 5 // TODO: hmmm... + case sc_UpArrow: + case sc_DownArrow: + case sc_PgUp: + case sc_PgDn: + case sc_Insert: + c = key_None; + break; + } + + if (c) + { + len = (int) strlen(s); + USL_MeasureString(s,&w,&h); + + if(isprint(c) && (len < MaxString - 1) && ((!maxchars) || (len < maxchars)) + && ((!maxwidth) || (w < maxwidth))) + { + for (i = len + 1;i > cursor;i--) + s[i] = s[i - 1]; + s[cursor++] = c; + redraw = true; + } + } + } + + if (redraw) + { + px = x; + py = y; + temp = fontcolor; + fontcolor = backcolor; + USL_DrawString(olds); + fontcolor = (byte) temp; + strcpy(olds,s); + + px = x; + py = y; + USL_DrawString(s); + + redraw = false; + } + + if (cursormoved) + { + cursorvis = false; + lasttime = curtime - TickBase; + + cursormoved = false; + } + if (curtime - lasttime > TickBase / 2) // 500 ms + { + lasttime = curtime; + + cursorvis ^= true; + } + else SDL_Delay(5); + if (cursorvis) + USL_XORICursor(x,y,s,cursor); + + VW_UpdateScreen(); + } + + if (cursorvis) + USL_XORICursor(x,y,s,cursor); + if (!result) + { + px = x; + py = y; + USL_DrawString(olds); + } + VW_UpdateScreen(); + + IN_ClearKeysDown(); + return(result); +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_InitRndT - Initializes the pseudo random number generator. +// If randomize is true, the seed will be initialized depending on the +// current time +// +/////////////////////////////////////////////////////////////////////////// +void US_InitRndT(int randomize) +{ + if(randomize) + rndindex = (SDL_GetTicks() >> 4) & 0xff; + else + rndindex = 0; +} + +/////////////////////////////////////////////////////////////////////////// +// +// US_RndT - Returns the next 8-bit pseudo random number +// +/////////////////////////////////////////////////////////////////////////// +int US_RndT() +{ + rndindex = (rndindex+1)&0xff; + return rndtable[rndindex]; +} diff --git a/contrib/games/wolf3d/id_vh.cpp b/contrib/games/wolf3d/id_vh.cpp new file mode 100755 index 0000000000..6497ac7bf6 --- /dev/null +++ b/contrib/games/wolf3d/id_vh.cpp @@ -0,0 +1,470 @@ +#include "wl_def.h" + + +pictabletype *pictable; +SDL_Surface *latchpics[NUMLATCHPICS]; + +int px,py; +byte fontcolor,backcolor; +int fontnumber; + +//========================================================================== + +void VWB_DrawPropString(const char* string) +{ + fontstruct *font; + int width, step, height; + byte *source, *dest; + byte ch; + int i; + unsigned sx, sy; + + byte *vbuf = VL_LockSurface(curSurface); + if(vbuf == NULL) return; + + font = (fontstruct *) grsegs[STARTFONT+fontnumber]; + height = font->height; + dest = vbuf + scaleFactor * (py * curPitch + px); + + while ((ch = (byte)*string++)!=0) + { + width = step = font->width[ch]; + source = ((byte *)font)+font->location[ch]; + while (width--) + { + for(i=0; iheight; + for (*width = 0;*string;string++) + *width += font->width[*((byte *)string)]; // proportional width +} + +void VW_MeasurePropString (const char *string, word *width, word *height) +{ + VWL_MeasureString(string,width,height,(fontstruct *)grsegs[STARTFONT+fontnumber]); +} + +/* +============================================================================= + + Double buffer management routines + +============================================================================= +*/ + +void VH_UpdateScreen() +{ + SDL_BlitSurface(screenBuffer, NULL, screen, NULL); + SDL_Flip(screen); +} + + +void VWB_DrawTile8 (int x, int y, int tile) +{ + LatchDrawChar(x,y,tile); +} + +void VWB_DrawTile8M (int x, int y, int tile) +{ + VL_MemToScreen (((byte *)grsegs[STARTTILE8M])+tile*64,8,8,x,y); +} + +void VWB_DrawPic (int x, int y, int chunknum) +{ + int picnum = chunknum - STARTPICS; + unsigned width,height; + + x &= ~7; + + width = pictable[picnum].width; + height = pictable[picnum].height; + + VL_MemToScreen (grsegs[chunknum],width,height,x,y); +} + +void VWB_DrawPicScaledCoord (int scx, int scy, int chunknum) +{ + int picnum = chunknum - STARTPICS; + unsigned width,height; + + width = pictable[picnum].width; + height = pictable[picnum].height; + + VL_MemToScreenScaledCoord (grsegs[chunknum],width,height,scx,scy); +} + + +void VWB_Bar (int x, int y, int width, int height, int color) +{ + VW_Bar (x,y,width,height,color); +} + +void VWB_Plot (int x, int y, int color) +{ + if(scaleFactor == 1) + VW_Plot(x,y,color); + else + VW_Bar(x, y, 1, 1, color); +} + +void VWB_Hlin (int x1, int x2, int y, int color) +{ + if(scaleFactor == 1) + VW_Hlin(x1,x2,y,color); + else + VW_Bar(x1, y, x2-x1+1, 1, color); +} + +void VWB_Vlin (int y1, int y2, int x, int color) +{ + if(scaleFactor == 1) + VW_Vlin(y1,y2,x,color); + else + VW_Bar(x, y1, 1, y2-y1+1, color); +} + + +/* +============================================================================= + + WOLFENSTEIN STUFF + +============================================================================= +*/ + +/* +===================== += += LatchDrawPic += +===================== +*/ + +void LatchDrawPic (unsigned x, unsigned y, unsigned picnum) +{ + VL_LatchToScreen (latchpics[2+picnum-LATCHPICS_LUMP_START], x*8, y); +} + +void LatchDrawPicScaledCoord (unsigned scx, unsigned scy, unsigned picnum) +{ + VL_LatchToScreenScaledCoord (latchpics[2+picnum-LATCHPICS_LUMP_START], scx*8, scy); +} + + +//========================================================================== + +void FreeLatchMem() +{ + int i; + for(i = 0; i < 2 + LATCHPICS_LUMP_END - LATCHPICS_LUMP_START; i++) + { + SDL_FreeSurface(latchpics[i]); + latchpics[i] = NULL; + } +} + +/* +=================== += += LoadLatchMem += +=================== +*/ + +void LoadLatchMem (void) +{ + int i,width,height,start,end; + byte *src; + SDL_Surface *surf; + +// +// tile 8s +// + surf = SDL_CreateRGBSurface(SDL_HWSURFACE, 8*8, + ((NUMTILE8 + 7) / 8) * 8, 8, 0, 0, 0, 0); + if(surf == NULL) + { + Quit("Unable to create surface for tiles!"); + } + SDL_SetColors(surf, gamepal, 0, 256); + + latchpics[0] = surf; + CA_CacheGrChunk (STARTTILE8); + src = grsegs[STARTTILE8]; + + for (i=0;i> 3) * 8); + src += 64; + } + UNCACHEGRCHUNK (STARTTILE8); + + latchpics[1] = NULL; // not used + +// +// pics +// + start = LATCHPICS_LUMP_START; + end = LATCHPICS_LUMP_END; + + for (i=start;i<=end;i++) + { + width = pictable[i-STARTPICS].width; + height = pictable[i-STARTPICS].height; + surf = SDL_CreateRGBSurface(SDL_HWSURFACE, width, height, 8, 0, 0, 0, 0); + if(surf == NULL) + { + Quit("Unable to create surface for picture!"); + } + SDL_SetColors(surf, gamepal, 0, 256); + + latchpics[2+i-start] = surf; + CA_CacheGrChunk (i); + VL_MemToLatch (grsegs[i], width, height, surf, 0, 0); + UNCACHEGRCHUNK(i); + } +} + +//========================================================================== + +/* +=================== += += FizzleFade += += returns true if aborted += += It uses maximum-length Linear Feedback Shift Registers (LFSR) counters. += You can find a list of them with lengths from 3 to 168 at: += http://www.xilinx.com/support/documentation/application_notes/xapp052.pdf += Many thanks to Xilinx for this list!!! += +=================== +*/ + +// XOR masks for the pseudo-random number sequence starting with n=17 bits +static const uint32_t rndmasks[] = { + // n XNOR from (starting at 1, not 0 as usual) + 0x00012000, // 17 17,14 + 0x00020400, // 18 18,11 + 0x00040023, // 19 19,6,2,1 + 0x00090000, // 20 20,17 + 0x00140000, // 21 21,19 + 0x00300000, // 22 22,21 + 0x00420000, // 23 23,18 + 0x00e10000, // 24 24,23,22,17 + 0x01200000, // 25 25,22 (this is enough for 8191x4095) +}; + +static unsigned int rndbits_y; +static unsigned int rndmask; + +extern SDL_Color curpal[256]; + +// Returns the number of bits needed to represent the given value +static int log2_ceil(uint32_t x) +{ + int n = 0; + uint32_t v = 1; + while(v < x) + { + n++; + v <<= 1; + } + return n; +} + +void VH_Startup() +{ + int rndbits_x = log2_ceil(screenWidth); + rndbits_y = log2_ceil(screenHeight); + + int rndbits = rndbits_x + rndbits_y; + if(rndbits < 17) + rndbits = 17; // no problem, just a bit slower + else if(rndbits > 25) + rndbits = 25; // fizzle fade will not fill whole screen + + rndmask = rndmasks[rndbits - 17]; +} + +boolean FizzleFade (SDL_Surface *source, int x1, int y1, + unsigned width, unsigned height, unsigned frames, boolean abortable) +{ + unsigned x, y, frame, pixperframe; + int32_t rndval, lastrndval; + int first = 1; + + lastrndval = 0; + pixperframe = width * height / frames; + + IN_StartAck (); + + frame = GetTimeCount(); + byte *srcptr = VL_LockSurface(source); + if(srcptr == NULL) return false; + + do + { + IN_ProcessEvents(); + + if(abortable && IN_CheckAck ()) + { + VL_UnlockSurface(source); + SDL_BlitSurface(source, NULL, screen, NULL); + SDL_Flip(screen); + return true; + } + + byte *destptr = VL_LockSurface(screen); + + if(destptr != NULL) + { + rndval = lastrndval; + + // When using double buffering, we have to copy the pixels of the last AND the current frame. + // Only for the first frame, there is no "last frame" + for(int i = first; i < 2; i++) + { + for(unsigned p = 0; p < pixperframe; p++) + { + // + // seperate random value into x/y pair + // + + x = rndval >> rndbits_y; + y = rndval & ((1 << rndbits_y) - 1); + + // + // advance to next random element + // + + rndval = (rndval >> 1) ^ (rndval & 1 ? 0 : rndmask); + + if(x >= width || y >= height) + { + if(rndval == 0) // entire sequence has been completed + goto finished; + p--; + continue; + } + + // + // copy one pixel + // + + if(screenBits == 8) + { + *(destptr + (y1 + y) * screen->pitch + x1 + x) + = *(srcptr + (y1 + y) * source->pitch + x1 + x); + } + else + { + byte col = *(srcptr + (y1 + y) * source->pitch + x1 + x); + uint32_t fullcol = SDL_MapRGB(screen->format, curpal[col].r, curpal[col].g, curpal[col].b); + memcpy(destptr + (y1 + y) * screen->pitch + (x1 + x) * screen->format->BytesPerPixel, + &fullcol, screen->format->BytesPerPixel); + } + + if(rndval == 0) // entire sequence has been completed + goto finished; + } + + if(!i || first) lastrndval = rndval; + } + + // If there is no double buffering, we always use the "first frame" case + if(usedoublebuffering) first = 0; + + VL_UnlockSurface(screen); + SDL_Flip(screen); + } + else + { + // No surface, so only enhance rndval + for(int i = first; i < 2; i++) + { + for(unsigned p = 0; p < pixperframe; p++) + { + rndval = (rndval >> 1) ^ (rndval & 1 ? 0 : rndmask); + if(rndval == 0) + goto finished; + } + } + } + + frame++; + Delay(frame - GetTimeCount()); // don't go too fast + } while (1); + +finished: + VL_UnlockSurface(source); + VL_UnlockSurface(screen); + SDL_BlitSurface(source, NULL, screen, NULL); + SDL_Flip(screen); + return false; +} diff --git a/contrib/games/wolf3d/id_vh.h b/contrib/games/wolf3d/id_vh.h new file mode 100755 index 0000000000..a89b982432 --- /dev/null +++ b/contrib/games/wolf3d/id_vh.h @@ -0,0 +1,100 @@ +// ID_VH.H + + +#define WHITE 15 // graphics mode independant colors +#define BLACK 0 +#define FIRSTCOLOR 1 +#define SECONDCOLOR 12 +#define F_WHITE 15 +#define F_BLACK 0 +#define F_FIRSTCOLOR 1 +#define F_SECONDCOLOR 12 + +//=========================================================================== + +#define MAXSHIFTS 1 + +typedef struct +{ + int16_t width,height; +} pictabletype; + + +typedef struct +{ + int16_t height; + int16_t location[256]; + int8_t width[256]; +} fontstruct; + + +//=========================================================================== + + +extern pictabletype *pictable; +extern pictabletype *picmtable; + +extern byte fontcolor,backcolor; +extern int fontnumber; +extern int px,py; + +#define SETFONTCOLOR(f,b) fontcolor=f;backcolor=b; + +// +// mode independant routines +// coordinates in pixels, rounded to best screen res +// regions marked in double buffer +// + +void VWB_DrawPropString (const char *string); + +void VWB_DrawTile8 (int x, int y, int tile); +void VWB_DrawTile8M (int x, int y, int tile); +void VWB_DrawTile16 (int x, int y, int tile); +void VWB_DrawTile16M (int x, int y, int tile); +void VWB_DrawPic (int x, int y, int chunknum); +void VWB_DrawPicScaledCoord (int x, int y, int chunknum); +void VWB_DrawMPic(int x, int y, int chunknum); +void VWB_Bar (int x, int y, int width, int height, int color); +#define VWB_BarScaledCoord VL_BarScaledCoord +void VWB_Plot (int x, int y, int color); +#define VWB_PlotScaledCoord VW_Plot +void VWB_Hlin (int x1, int x2, int y, int color); +void VWB_Vlin (int y1, int y2, int x, int color); +#define VWB_HlinScaledCoord VW_Hlin +#define VWB_VlinScaledCoord VW_Vlin + +void VH_UpdateScreen(); +#define VW_UpdateScreen VH_UpdateScreen + +// +// wolfenstein EGA compatability stuff +// + + +#define VW_Shutdown VL_Shutdown +#define VW_Bar VL_Bar +#define VW_Plot VL_Plot +#define VW_Hlin(x,z,y,c) VL_Hlin(x,y,(z)-(x)+1,c) +#define VW_Vlin(y,z,x,c) VL_Vlin(x,y,(z)-(y)+1,c) +#define VW_DrawPic VH_DrawPic +#define VW_WaitVBL VL_WaitVBL +#define VW_FadeIn() VL_FadeIn(0,255,gamepal,30); +#define VW_FadeOut() VL_FadeOut(0,255,0,0,0,30); +#define VW_ScreenToScreen VL_ScreenToScreen +void VW_MeasurePropString (const char *string, word *width, word *height); + +#define LatchDrawChar(x,y,p) VL_LatchToScreen(latchpics[0],((p)&7)*8,((p)>>3)*8*64,8,8,x,y) +#define LatchDrawTile(x,y,p) VL_LatchToScreen(latchpics[1],(p)*64,0,16,16,x,y) + +void LatchDrawPic (unsigned x, unsigned y, unsigned picnum); +void LatchDrawPicScaledCoord (unsigned scx, unsigned scy, unsigned picnum); +void LoadLatchMem (void); +void FreeLatchMem(); + +void VH_Startup(); +boolean FizzleFade (SDL_Surface *source, int x1, int y1, + unsigned width, unsigned height, unsigned frames, boolean abortable); + +#define NUMLATCHPICS 100 +extern SDL_Surface *latchpics[NUMLATCHPICS]; diff --git a/contrib/games/wolf3d/id_vl.cpp b/contrib/games/wolf3d/id_vl.cpp new file mode 100755 index 0000000000..1e3e3d9379 --- /dev/null +++ b/contrib/games/wolf3d/id_vl.cpp @@ -0,0 +1,792 @@ +// ID_VL.C + +#include +#include "wl_def.h" +#pragma hdrstop + +// Uncomment the following line, if you get destination out of bounds +// assertion errors and want to ignore them during debugging +//#define IGNORE_BAD_DEST + +#ifdef IGNORE_BAD_DEST +#undef assert +#define assert(x) if(!(x)) return +#define assert_ret(x) if(!(x)) return 0 +#else +#define assert_ret(x) assert(x) +#endif + +boolean fullscreen = true; +#if defined(_arch_dreamcast) +boolean usedoublebuffering = false; +unsigned screenWidth = 320; +unsigned screenHeight = 200; +unsigned screenBits = 8; +#elif defined(GP2X) +boolean usedoublebuffering = true; +unsigned screenWidth = 320; +unsigned screenHeight = 240; +#if defined(GP2X_940) +unsigned screenBits = 8; +#else +unsigned screenBits = 16; +#endif +#else +boolean usedoublebuffering = true; +unsigned screenWidth = 640; +unsigned screenHeight = 400; +unsigned screenBits = -1; // use "best" color depth according to libSDL +#endif + +SDL_Surface *screen = NULL; +unsigned screenPitch; + +SDL_Surface *screenBuffer = NULL; +unsigned bufferPitch; + +SDL_Surface *curSurface = NULL; +unsigned curPitch; + +unsigned scaleFactor; + +boolean screenfaded; +unsigned bordercolor; + +SDL_Color palette1[256], palette2[256]; +SDL_Color curpal[256]; + + +#define CASSERT(x) extern int ASSERT_COMPILE[((x) != 0) * 2 - 1]; +#define RGB(r, g, b) {(r)*255/63, (g)*255/63, (b)*255/63, 0} + +SDL_Color gamepal[]={ +#ifdef SPEAR + #include "sodpal.inc" +#else + #include "wolfpal.inc" +#endif +}; + +CASSERT(lengthof(gamepal) == 256) + +//=========================================================================== + + +/* +======================= += += VL_Shutdown += +======================= +*/ + +void VL_Shutdown (void) +{ + //VL_SetTextMode (); +} + + +/* +======================= += += VL_SetVGAPlaneMode += +======================= +*/ + +void VL_SetVGAPlaneMode (void) +{ +#ifdef SPEAR + SDL_WM_SetCaption("Spear of Destiny", NULL); +#else + SDL_WM_SetCaption("Wolfenstein 3D", NULL); +#endif + + if(screenBits == -1) + { + const SDL_VideoInfo *vidInfo = SDL_GetVideoInfo(); + screenBits = vidInfo->vfmt->BitsPerPixel; + } + + screen = SDL_SetVideoMode(screenWidth, screenHeight, screenBits, + (usedoublebuffering ? SDL_HWSURFACE | SDL_DOUBLEBUF : 0) + | (screenBits == 8 ? SDL_HWPALETTE : 0) + | (fullscreen ? SDL_FULLSCREEN : 0)); + if(!screen) + { + printf("Unable to set %ix%ix%i video mode: %s\n", screenWidth, + screenHeight, screenBits, SDL_GetError()); + exit(1); + } + if((screen->flags & SDL_DOUBLEBUF) != SDL_DOUBLEBUF) + usedoublebuffering = false; + SDL_ShowCursor(SDL_DISABLE); + + SDL_SetColors(screen, gamepal, 0, 256); + memcpy(curpal, gamepal, sizeof(SDL_Color) * 256); + + screenBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, screenWidth, + screenHeight, 8, 0, 0, 0, 0); + if(!screenBuffer) + { + printf("Unable to create screen buffer surface: %s\n", SDL_GetError()); + exit(1); + } + SDL_SetColors(screenBuffer, gamepal, 0, 256); + + screenPitch = screen->pitch; + bufferPitch = screenBuffer->pitch; + + curSurface = screenBuffer; + curPitch = bufferPitch; + + scaleFactor = screenWidth/320; + if(screenHeight/200 < scaleFactor) scaleFactor = screenHeight/200; + + pixelangle = (short *) malloc(screenWidth * sizeof(short)); + CHECKMALLOCRESULT(pixelangle); + wallheight = (int *) malloc(screenWidth * sizeof(int)); + CHECKMALLOCRESULT(wallheight); +} + +/* +============================================================================= + + PALETTE OPS + + To avoid snow, do a WaitVBL BEFORE calling these + +============================================================================= +*/ + +/* +================= += += VL_ConvertPalette += +================= +*/ + +void VL_ConvertPalette(byte *srcpal, SDL_Color *destpal, int numColors) +{ + for(int i=0; ir; + *green = col->g; + *blue = col->b; +} + +//=========================================================================== + +/* +================= += += VL_SetPalette += +================= +*/ + +void VL_SetPalette (SDL_Color *palette, bool forceupdate) +{ + memcpy(curpal, palette, sizeof(SDL_Color) * 256); + + if(screenBits == 8) + SDL_SetPalette(screen, SDL_PHYSPAL, palette, 0, 256); + else + { + SDL_SetPalette(curSurface, SDL_LOGPAL, palette, 0, 256); + if(forceupdate) + { + SDL_BlitSurface(curSurface, NULL, screen, NULL); + SDL_Flip(screen); + } + } +} + + +//=========================================================================== + +/* +================= += += VL_GetPalette += +================= +*/ + +void VL_GetPalette (SDL_Color *palette) +{ + memcpy(palette, curpal, sizeof(SDL_Color) * 256); +} + + +//=========================================================================== + +/* +================= += += VL_FadeOut += += Fades the current palette to the given color in the given number of steps += +================= +*/ + +void VL_FadeOut (int start, int end, int red, int green, int blue, int steps) +{ + int i,j,orig,delta; + SDL_Color *origptr, *newptr; + + red = red * 255 / 63; + green = green * 255 / 63; + blue = blue * 255 / 63; + + VL_WaitVBL(1); + VL_GetPalette(palette1); + memcpy(palette2, palette1, sizeof(SDL_Color) * 256); + +// +// fade through intermediate frames +// + for (i=0;ir; + delta = red-orig; + newptr->r = orig + delta * i / steps; + orig = origptr->g; + delta = green-orig; + newptr->g = orig + delta * i / steps; + orig = origptr->b; + delta = blue-orig; + newptr->b = orig + delta * i / steps; + origptr++; + newptr++; + } + + if(!usedoublebuffering || screenBits == 8) VL_WaitVBL(1); + VL_SetPalette (palette2, true); + } + +// +// final color +// + VL_FillPalette (red,green,blue); + + screenfaded = true; +} + + +/* +================= += += VL_FadeIn += +================= +*/ + +void VL_FadeIn (int start, int end, SDL_Color *palette, int steps) +{ + int i,j,delta; + + VL_WaitVBL(1); + VL_GetPalette(palette1); + memcpy(palette2, palette1, sizeof(SDL_Color) * 256); + +// +// fade through intermediate frames +// + for (i=0;ipixels; +} + +void VL_UnlockSurface(SDL_Surface *surface) +{ + if(SDL_MUSTLOCK(surface)) + { + SDL_UnlockSurface(surface); + } +} + +/* +================= += += VL_Plot += +================= +*/ + +void VL_Plot (int x, int y, int color) +{ + byte *ptr; + + assert(x >= 0 && (unsigned) x < screenWidth + && y >= 0 && (unsigned) y < screenHeight + && "VL_Plot: Pixel out of bounds!"); + + ptr = VL_LockSurface(curSurface); + if(ptr == NULL) return; + + ptr[y * curPitch + x] = color; + + VL_UnlockSurface(curSurface); +} + +/* +================= += += VL_GetPixel += +================= +*/ + +byte VL_GetPixel (int x, int y) +{ + byte *ptr; + byte col; + + assert_ret(x >= 0 && (unsigned) x < screenWidth + && y >= 0 && (unsigned) y < screenHeight + && "VL_GetPixel: Pixel out of bounds!"); + + ptr = VL_LockSurface(curSurface); + if(ptr == NULL) return 0; + + col = ((byte *) curSurface->pixels)[y * curPitch + x]; + + VL_UnlockSurface(curSurface); + + return col; +} + + +/* +================= += += VL_Hlin += +================= +*/ + +void VL_Hlin (unsigned x, unsigned y, unsigned width, int color) +{ + byte *ptr; + + assert(x >= 0 && x + width <= screenWidth + && y >= 0 && y < screenHeight + && "VL_Hlin: Destination rectangle out of bounds!"); + + ptr = VL_LockSurface(curSurface); + if(ptr == NULL) return; + + memset(ptr + y * curPitch + x, color, width); + + VL_UnlockSurface(curSurface); +} + + +/* +================= += += VL_Vlin += +================= +*/ + +void VL_Vlin (int x, int y, int height, int color) +{ + byte *ptr; + + assert(x >= 0 && (unsigned) x < screenWidth + && y >= 0 && (unsigned) y + height <= screenHeight + && "VL_Vlin: Destination rectangle out of bounds!"); + + ptr = VL_LockSurface(curSurface); + if(ptr == NULL) return; + + ptr += y * curPitch + x; + + while (height--) + { + *ptr = color; + ptr += curPitch; + } + + VL_UnlockSurface(curSurface); +} + + +/* +================= += += VL_Bar += +================= +*/ + +void VL_BarScaledCoord (int scx, int scy, int scwidth, int scheight, int color) +{ + byte *ptr; + + assert(scx >= 0 && (unsigned) scx + scwidth <= screenWidth + && scy >= 0 && (unsigned) scy + scheight <= screenHeight + && "VL_BarScaledCoord: Destination rectangle out of bounds!"); + + ptr = VL_LockSurface(curSurface); + if(ptr == NULL) return; + + ptr += scy * curPitch + scx; + + while (scheight--) + { + memset(ptr, color, scwidth); + ptr += curPitch; + } + VL_UnlockSurface(curSurface); +} + +/* +============================================================================ + + MEMORY OPS + +============================================================================ +*/ + +/* +================= += += VL_MemToLatch += +================= +*/ + +void VL_MemToLatch(byte *source, int width, int height, + SDL_Surface *destSurface, int x, int y) +{ + byte *ptr; + int xsrc, ysrc, pitch; + + assert(x >= 0 && (unsigned) x + width <= screenWidth + && y >= 0 && (unsigned) y + height <= screenHeight + && "VL_MemToLatch: Destination rectangle out of bounds!"); + + ptr = VL_LockSurface(destSurface); + if(ptr == NULL) return; + + pitch = destSurface->pitch; + ptr += y * pitch + x; + for(ysrc = 0; ysrc < height; ysrc++) + { + for(xsrc = 0; xsrc < width; xsrc++) + { + ptr[ysrc * pitch + xsrc] = source[(ysrc * (width >> 2) + (xsrc >> 2)) + + (xsrc & 3) * (width >> 2) * height]; + } + } + VL_UnlockSurface(destSurface); +} + +//=========================================================================== + + +/* +================= += += VL_MemToScreenScaledCoord += += Draws a block of data to the screen with scaling according to scaleFactor. += +================= +*/ + +void VL_MemToScreenScaledCoord (byte *source, int width, int height, int destx, int desty) +{ + byte *ptr; + int i, j, sci, scj; + unsigned m, n; + + assert(destx >= 0 && destx + width * scaleFactor <= screenWidth + && desty >= 0 && desty + height * scaleFactor <= screenHeight + && "VL_MemToScreenScaledCoord: Destination rectangle out of bounds!"); + + ptr = VL_LockSurface(curSurface); + if(ptr == NULL) return; + + for(j = 0, scj = 0; j < height; j++, scj += scaleFactor) + { + for(i = 0, sci = 0; i < width; i++, sci += scaleFactor) + { + byte col = source[(j * (width >> 2) + (i >> 2)) + (i & 3) * (width >> 2) * height]; + for(m = 0; m < scaleFactor; m++) + { + for(n = 0; n < scaleFactor; n++) + { + ptr[(scj + m + desty) * curPitch + sci + n + destx] = col; + } + } + } + } + VL_UnlockSurface(curSurface); +} + +/* +================= += += VL_MemToScreenScaledCoord += += Draws a part of a block of data to the screen. += The block has the size origwidth*origheight. += The part at (srcx, srcy) has the size width*height += and will be painted to (destx, desty) with scaling according to scaleFactor. += +================= +*/ + +void VL_MemToScreenScaledCoord (byte *source, int origwidth, int origheight, int srcx, int srcy, + int destx, int desty, int width, int height) +{ + byte *ptr; + int i, j, sci, scj; + unsigned m, n; + + assert(destx >= 0 && destx + width * scaleFactor <= screenWidth + && desty >= 0 && desty + height * scaleFactor <= screenHeight + && "VL_MemToScreenScaledCoord: Destination rectangle out of bounds!"); + + ptr = VL_LockSurface(curSurface); + if(ptr == NULL) return; + + for(j = 0, scj = 0; j < height; j++, scj += scaleFactor) + { + for(i = 0, sci = 0; i < width; i++, sci += scaleFactor) + { + byte col = source[((j + srcy) * (origwidth >> 2) + ((i + srcx) >>2 )) + + ((i + srcx) & 3) * (origwidth >> 2) * origheight]; + + for(m = 0; m < scaleFactor; m++) + { + for(n = 0; n < scaleFactor; n++) + { + ptr[(scj + m + desty) * curPitch + sci + n + destx] = col; + } + } + } + } + VL_UnlockSurface(curSurface); +} + +//========================================================================== + +/* +================= += += VL_LatchToScreen += +================= +*/ + +void VL_LatchToScreenScaledCoord(SDL_Surface *source, int xsrc, int ysrc, + int width, int height, int scxdest, int scydest) +{ + assert(scxdest >= 0 && scxdest + width * scaleFactor <= screenWidth + && scydest >= 0 && scydest + height * scaleFactor <= screenHeight + && "VL_LatchToScreenScaledCoord: Destination rectangle out of bounds!"); + + if(scaleFactor == 1) + { + // HACK: If screenBits is not 8 and the screen is faded out, the + // result will be black when using SDL_BlitSurface. The reason + // is that the logical palette needed for the transformation + // to the screen color depth is not equal to the logical + // palette of the latch (the latch is not faded). Therefore, + // SDL tries to map the colors... + // The result: All colors are mapped to black. + // So, we do the blit on our own... + if(screenBits != 8) + { + byte *src, *dest; + unsigned srcPitch; + int i, j; + + src = VL_LockSurface(source); + if(src == NULL) return; + + srcPitch = source->pitch; + + dest = VL_LockSurface(curSurface); + if(dest == NULL) return; + + for(j = 0; j < height; j++) + { + for(i = 0; i < width; i++) + { + byte col = src[(ysrc + j)*srcPitch + xsrc + i]; + dest[(scydest + j) * curPitch + scxdest + i] = col; + } + } + VL_UnlockSurface(curSurface); + VL_UnlockSurface(source); + } + else + { + SDL_Rect srcrect = { xsrc, ysrc, width, height }; + SDL_Rect destrect = { scxdest, scydest, 0, 0 }; // width and height are ignored + SDL_BlitSurface(source, &srcrect, curSurface, &destrect); + } + } + else + { + byte *src, *dest; + unsigned srcPitch; + int i, j, sci, scj; + unsigned m, n; + + src = VL_LockSurface(source); + if(src == NULL) return; + + srcPitch = source->pitch; + + dest = VL_LockSurface(curSurface); + if(dest == NULL) return; + + for(j = 0, scj = 0; j < height; j++, scj += scaleFactor) + { + for(i = 0, sci = 0; i < width; i++, sci += scaleFactor) + { + byte col = src[(ysrc + j)*srcPitch + xsrc + i]; + for(m = 0; m < scaleFactor; m++) + { + for(n = 0; n < scaleFactor; n++) + { + dest[(scydest + scj + m) * curPitch + scxdest + sci + n] = col; + } + } + } + } + VL_UnlockSurface(curSurface); + VL_UnlockSurface(source); + } +} + +//=========================================================================== + +/* +================= += += VL_ScreenToScreen += +================= +*/ + +void VL_ScreenToScreen (SDL_Surface *source, SDL_Surface *dest) +{ + SDL_BlitSurface(source, NULL, dest, NULL); +} diff --git a/contrib/games/wolf3d/id_vl.h b/contrib/games/wolf3d/id_vl.h new file mode 100755 index 0000000000..55b7b84f97 --- /dev/null +++ b/contrib/games/wolf3d/id_vl.h @@ -0,0 +1,98 @@ +// ID_VL.H + +// wolf compatability + +void Quit (const char *error,...); + +//=========================================================================== + +#define CHARWIDTH 2 +#define TILEWIDTH 4 + +//=========================================================================== + +extern SDL_Surface *screen, *screenBuffer, *curSurface; + +extern boolean fullscreen, usedoublebuffering; +extern unsigned screenWidth, screenHeight, screenBits, screenPitch, bufferPitch, curPitch; +extern unsigned scaleFactor; + +extern boolean screenfaded; +extern unsigned bordercolor; + +extern SDL_Color gamepal[256]; + +//=========================================================================== + +// +// VGA hardware routines +// + +#define VL_WaitVBL(a) SDL_Delay((a)*8) + +void VL_SetVGAPlaneMode (void); +void VL_SetTextMode (void); +void VL_Shutdown (void); + +void VL_ConvertPalette(byte *srcpal, SDL_Color *destpal, int numColors); +void VL_FillPalette (int red, int green, int blue); +void VL_SetColor (int color, int red, int green, int blue); +void VL_GetColor (int color, int *red, int *green, int *blue); +void VL_SetPalette (SDL_Color *palette, bool forceupdate); +void VL_GetPalette (SDL_Color *palette); +void VL_FadeOut (int start, int end, int red, int green, int blue, int steps); +void VL_FadeIn (int start, int end, SDL_Color *palette, int steps); + +byte *VL_LockSurface(SDL_Surface *surface); +void VL_UnlockSurface(SDL_Surface *surface); + +byte VL_GetPixel (int x, int y); +void VL_Plot (int x, int y, int color); +void VL_Hlin (unsigned x, unsigned y, unsigned width, int color); +void VL_Vlin (int x, int y, int height, int color); +void VL_BarScaledCoord (int scx, int scy, int scwidth, int scheight, int color); +void inline VL_Bar (int x, int y, int width, int height, int color) +{ + VL_BarScaledCoord(scaleFactor*x, scaleFactor*y, + scaleFactor*width, scaleFactor*height, color); +} +void inline VL_ClearScreen(int color) +{ + SDL_FillRect(curSurface, NULL, color); +} + +void VL_MungePic (byte *source, unsigned width, unsigned height); +void VL_DrawPicBare (int x, int y, byte *pic, int width, int height); +void VL_MemToLatch (byte *source, int width, int height, + SDL_Surface *destSurface, int x, int y); +void VL_ScreenToScreen (SDL_Surface *source, SDL_Surface *dest); +void VL_MemToScreenScaledCoord (byte *source, int width, int height, int scx, int scy); +void VL_MemToScreenScaledCoord (byte *source, int origwidth, int origheight, int srcx, int srcy, + int destx, int desty, int width, int height); + +void inline VL_MemToScreen (byte *source, int width, int height, int x, int y) +{ + VL_MemToScreenScaledCoord(source, width, height, + scaleFactor*x, scaleFactor*y); +} + +void VL_MaskedToScreen (byte *source, int width, int height, int x, int y); + +void VL_LatchToScreenScaledCoord (SDL_Surface *source, int xsrc, int ysrc, + int width, int height, int scxdest, int scydest); + +void inline VL_LatchToScreen (SDL_Surface *source, int xsrc, int ysrc, + int width, int height, int xdest, int ydest) +{ + VL_LatchToScreenScaledCoord(source,xsrc,ysrc,width,height, + scaleFactor*xdest,scaleFactor*ydest); +} +void inline VL_LatchToScreenScaledCoord (SDL_Surface *source, int scx, int scy) +{ + VL_LatchToScreenScaledCoord(source,0,0,source->w,source->h,scx,scy); +} +void inline VL_LatchToScreen (SDL_Surface *source, int x, int y) +{ + VL_LatchToScreenScaledCoord(source,0,0,source->w,source->h, + scaleFactor*x,scaleFactor*y); +} diff --git a/contrib/games/wolf3d/joystick_stub.cpp b/contrib/games/wolf3d/joystick_stub.cpp new file mode 100755 index 0000000000..4c03ee97ff --- /dev/null +++ b/contrib/games/wolf3d/joystick_stub.cpp @@ -0,0 +1,156 @@ +/// JOYSTICK STUB FOR Wolfenstein 3D port to KolibriOS +/// Ported by maxcodehack + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** @file SDL_joystick.h + * @note In order to use these functions, SDL_Init() must have been called + * with the SDL_INIT_JOYSTICK flag. This causes SDL to scan the system + * for joysticks, and load appropriate drivers. + */ + +/** The joystick structure used to identify an SDL joystick */ +struct _SDL_Joystick; +typedef struct _SDL_Joystick SDL_Joystick; + +/* Function prototypes */ +/** + * Count the number of joysticks attached to the system + */ + int SDL_NumJoysticks(void){}; + +/** + * Get the implementation dependent name of a joystick. + * + * This can be called before any joysticks are opened. + * If no name can be found, this function returns NULL. + */ + const char * SDL_JoystickName(int device_index){}; + +/** + * Open a joystick for use. + * + * @param[in] device_index + * The index passed as an argument refers to + * the N'th joystick on the system. This index is the value which will + * identify this joystick in future joystick events. + * + * @return This function returns a joystick identifier, or NULL if an error occurred. + */ + SDL_Joystick * SDL_JoystickOpen(int device_index){}; + +/** + * Returns 1 if the joystick has been opened, or 0 if it has not. + */ + int SDL_JoystickOpened(int device_index){}; + +/** + * Get the device index of an opened joystick. + */ + int SDL_JoystickIndex(SDL_Joystick *joystick){}; + +/** + * Get the number of general axis controls on a joystick + */ + int SDL_JoystickNumAxes(SDL_Joystick *joystick){}; + +/** + * Get the number of trackballs on a joystick + * + * Joystick trackballs have only relative motion events associated + * with them and their state cannot be polled. + */ + int SDL_JoystickNumBalls(SDL_Joystick *joystick){}; + +/** + * Get the number of POV hats on a joystick + */ + int SDL_JoystickNumHats(SDL_Joystick *joystick){}; + +/** + * Get the number of buttons on a joystick + */ + int SDL_JoystickNumButtons(SDL_Joystick *joystick){}; + +/** + * Update the current state of the open joysticks. + * + * This is called automatically by the event loop if any joystick + * events are enabled. + */ + void SDL_JoystickUpdate(void){}; + +/** + * Enable/disable joystick event polling. + * + * If joystick events are disabled, you must call SDL_JoystickUpdate() + * yourself and check the state of the joystick when you want joystick + * information. + * + * @param[in] state The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE. + */ + int SDL_JoystickEventState(int state){}; + +/** + * Get the current state of an axis control on a joystick + * + * @param[in] axis The axis indices start at index 0. + * + * @return The state is a value ranging from -32768 to 32767. + */ + int SDL_JoystickGetAxis(SDL_Joystick *joystick, int axis){}; + +/** + * @name Hat Positions + * The return value of SDL_JoystickGetHat() is one of the following positions: + */ +/*@{*/ +#define SDL_HAT_CENTERED 0x00 +#define SDL_HAT_UP 0x01 +#define SDL_HAT_RIGHT 0x02 +#define SDL_HAT_DOWN 0x04 +#define SDL_HAT_LEFT 0x08 +#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP) +#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN) +#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP) +#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN) +/*@}*/ + +/** + * Get the current state of a POV hat on a joystick + * + * @param[in] hat The hat indices start at index 0. + */ + int SDL_JoystickGetHat(SDL_Joystick *joystick, int hat){}; + +/** + * Get the ball axis change since the last poll + * + * @param[in] ball The ball indices start at index 0. + * + * @return This returns 0, or -1 if you passed it invalid parameters. + */ + int SDL_JoystickGetBall(SDL_Joystick *joystick, int ball, int *dx, int *dy){}; + +/** + * Get the current state of a button on a joystick + * + * @param[in] button The button indices start at index 0. + */ + int SDL_JoystickGetButton(SDL_Joystick *joystick, int button){}; + +/** + * Close a joystick previously opened with SDL_JoystickOpen() + */ + void SDL_JoystickClose(SDL_Joystick *joystick){}; + + +bool mkdir(const char* dir){}; + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif diff --git a/contrib/games/wolf3d/sdl_winmain.cpp b/contrib/games/wolf3d/sdl_winmain.cpp new file mode 100755 index 0000000000..fca870dcbc --- /dev/null +++ b/contrib/games/wolf3d/sdl_winmain.cpp @@ -0,0 +1,378 @@ +#ifdef _WIN32 + +/* + SDL_main.c, placed in the public domain by Sam Lantinga 4/13/98 + + Modified to write stdout/stderr to a message box at shutdown by Ripper 2007-12-27 + + The WinMain function -- calls your program's main() function +*/ + +#include +#include + +#define WIN32_LEAN_AND_MEAN +#include + +#ifdef _WIN32_WCE +# define DIR_SEPERATOR TEXT("\\") +# undef _getcwd +# define _getcwd(str,len) wcscpy(str,TEXT("")) +# define setbuf(f,b) +# define setvbuf(w,x,y,z) +# define fopen _wfopen +# define freopen _wfreopen +# define remove(x) DeleteFile(x) +#else +# define DIR_SEPERATOR TEXT("/") +# include +#endif + +/* Include the SDL main definition header */ +#include "SDL.h" +#include "SDL_main.h" + +#ifdef main +# ifndef _WIN32_WCE_EMULATION +# undef main +# endif /* _WIN32_WCE_EMULATION */ +#endif /* main */ + +/* The standard output files */ +#define STDOUT_FILE TEXT("stdout.txt") +#define STDERR_FILE TEXT("stderr.txt") + +#ifndef NO_STDIO_REDIRECT +# ifdef _WIN32_WCE + static wchar_t stdoutPath[MAX_PATH]; + static wchar_t stderrPath[MAX_PATH]; +# else + static char stdoutPath[MAX_PATH]; + static char stderrPath[MAX_PATH]; +# endif +#endif + +#if defined(_WIN32_WCE) && _WIN32_WCE < 300 +/* seems to be undefined in Win CE although in online help */ +#define isspace(a) (((CHAR)a == ' ') || ((CHAR)a == '\t')) +#endif /* _WIN32_WCE < 300 */ + +/* Parse a command line buffer into arguments */ +static int ParseCommandLine(char *cmdline, char **argv) +{ + char *bufp; + int argc; + + argc = 0; + for ( bufp = cmdline; *bufp; ) { + /* Skip leading whitespace */ + while ( isspace(*bufp) ) { + ++bufp; + } + /* Skip over argument */ + if ( *bufp == '"' ) { + ++bufp; + if ( *bufp ) { + if ( argv ) { + argv[argc] = bufp; + } + ++argc; + } + /* Skip over word */ + while ( *bufp && (*bufp != '"') ) { + ++bufp; + } + } else { + if ( *bufp ) { + if ( argv ) { + argv[argc] = bufp; + } + ++argc; + } + /* Skip over word */ + while ( *bufp && ! isspace(*bufp) ) { + ++bufp; + } + } + if ( *bufp ) { + if ( argv ) { + *bufp = '\0'; + } + ++bufp; + } + } + if ( argv ) { + argv[argc] = NULL; + } + return(argc); +} + +/* Show an error message */ +static void ShowError(const char *title, const char *message) +{ +/* If USE_MESSAGEBOX is defined, you need to link with user32.lib */ +#ifdef USE_MESSAGEBOX + MessageBox(NULL, message, title, MB_ICONEXCLAMATION|MB_OK); +#else + fprintf(stderr, "%s: %s\n", title, message); +#endif +} + +/* Pop up an out of memory message, returns to Windows */ +static BOOL OutOfMemory(void) +{ + ShowError("Fatal Error", "Out of memory - aborting"); + return FALSE; +} + +/* SDL_Quit() shouldn't be used with atexit() directly because + calling conventions may differ... */ +static void cleanup(void) +{ + SDL_Quit(); +} + +/* Remove the output files if there was no output written */ +static void cleanup_output(void) +{ +#if 1 +#ifndef NO_STDIO_REDIRECT + FILE *file; +#endif +#endif + + /* Flush the output in case anything is queued */ + fclose(stdout); + fclose(stderr); + +#if 1 +#ifndef NO_STDIO_REDIRECT + /* See if the files have any output in them */ + if ( stdoutPath[0] ) { + file = fopen(stdoutPath, TEXT("r")); + if ( file ) { + char buf[16384]; + size_t readbytes = fread(buf, 1, 16383, file); + fclose(file); + + if(readbytes != 0) + { + buf[readbytes] = 0; // cut after last byte (<=16383) + MessageBox(NULL, buf, "Wolf4SDL", MB_OK); + } + else + remove(stdoutPath); // remove empty file + } + } + if ( stderrPath[0] ) { + file = fopen(stderrPath, TEXT("rb")); + if ( file ) { + char buf[16384]; + size_t readbytes = fread(buf, 1, 16383, file); + fclose(file); + + if(readbytes != 0) + { + buf[readbytes] = 0; // cut after last byte (<=16383) + MessageBox(NULL, buf, "Wolf4SDL", MB_OK); + } + else + remove(stderrPath); // remove empty file + } + } +#endif +#endif +} + +//#if defined(_MSC_VER) && !defined(_WIN32_WCE) +///* The VC++ compiler needs main defined */ +//#define console_main main +//#endif + +/* This is where execution begins [console apps] */ +int console_main(int argc, char *argv[]) +{ + size_t n; + char *bufp, *appname; + int status; + + /* Get the class name from argv[0] */ + appname = argv[0]; + if ( (bufp=SDL_strrchr(argv[0], '\\')) != NULL ) { + appname = bufp+1; + } else + if ( (bufp=SDL_strrchr(argv[0], '/')) != NULL ) { + appname = bufp+1; + } + + if ( (bufp=SDL_strrchr(appname, '.')) == NULL ) + n = SDL_strlen(appname); + else + n = (bufp-appname); + + bufp = SDL_stack_alloc(char, n+1); + if ( bufp == NULL ) { + return OutOfMemory(); + } + SDL_strlcpy(bufp, appname, n+1); + appname = bufp; + + /* Load SDL dynamic link library */ + if ( SDL_Init(SDL_INIT_NOPARACHUTE) < 0 ) { + ShowError("WinMain() error", SDL_GetError()); + return(FALSE); + } + atexit(cleanup_output); + atexit(cleanup); + + /* Sam: + We still need to pass in the application handle so that + DirectInput will initialize properly when SDL_RegisterApp() + is called later in the video initialization. + */ + SDL_SetModuleHandle(GetModuleHandle(NULL)); + + /* Run the application main() code */ + status = SDL_main(argc, argv); + + /* Exit cleanly, calling atexit() functions */ + exit(status); + + /* Hush little compiler, don't you cry... */ + return 0; +} + +/* This is where execution begins [windowed apps] */ +#ifdef _WIN32_WCE +int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPWSTR szCmdLine, int sw) +#else +int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw) +#endif +{ + HINSTANCE handle; + char **argv; + int argc; + char *cmdline; +#ifdef _WIN32_WCE + wchar_t *bufp; + int nLen; +#else + char *bufp; + size_t nLen; +#endif +#ifndef NO_STDIO_REDIRECT + DWORD pathlen; +#ifdef _WIN32_WCE + wchar_t path[MAX_PATH]; +#else + char path[MAX_PATH]; +#endif + FILE *newfp; +#endif + + /* Start up DDHELP.EXE before opening any files, so DDHELP doesn't + keep them open. This is a hack.. hopefully it will be fixed + someday. DDHELP.EXE starts up the first time DDRAW.DLL is loaded. + */ + handle = LoadLibrary(TEXT("DDRAW.DLL")); + if ( handle != NULL ) { + FreeLibrary(handle); + } + +#ifndef NO_STDIO_REDIRECT + pathlen = GetModuleFileName(NULL, path, SDL_arraysize(path)); + while ( pathlen > 0 && path[pathlen] != '\\' ) { + --pathlen; + } + path[pathlen] = '\0'; + +#ifdef _WIN32_WCE + wcsncpy( stdoutPath, path, SDL_arraysize(stdoutPath) ); + wcsncat( stdoutPath, DIR_SEPERATOR STDOUT_FILE, SDL_arraysize(stdoutPath) ); +#else + SDL_strlcpy( stdoutPath, path, SDL_arraysize(stdoutPath) ); + SDL_strlcat( stdoutPath, DIR_SEPERATOR STDOUT_FILE, SDL_arraysize(stdoutPath) ); +#endif + + /* Redirect standard input and standard output */ + newfp = freopen(stdoutPath, TEXT("w"), stdout); + +#ifndef _WIN32_WCE + if ( newfp == NULL ) { /* This happens on NT */ +#if !defined(stdout) + stdout = fopen(stdoutPath, TEXT("w")); +#else + newfp = fopen(stdoutPath, TEXT("w")); + if ( newfp ) { + *stdout = *newfp; + } +#endif + } +#endif /* _WIN32_WCE */ + +#ifdef _WIN32_WCE + wcsncpy( stderrPath, path, SDL_arraysize(stdoutPath) ); + wcsncat( stderrPath, DIR_SEPERATOR STDOUT_FILE, SDL_arraysize(stdoutPath) ); +#else + SDL_strlcpy( stderrPath, path, SDL_arraysize(stderrPath) ); + SDL_strlcat( stderrPath, DIR_SEPERATOR STDERR_FILE, SDL_arraysize(stderrPath) ); +#endif + + newfp = freopen(stderrPath, TEXT("w"), stderr); +#ifndef _WIN32_WCE + if ( newfp == NULL ) { /* This happens on NT */ +#if !defined(stderr) + stderr = fopen(stderrPath, TEXT("w")); +#else + newfp = fopen(stderrPath, TEXT("w")); + if ( newfp ) { + *stderr = *newfp; + } +#endif + } +#endif /* _WIN32_WCE */ + + setvbuf(stdout, NULL, _IOLBF, BUFSIZ); /* Line buffered */ + setbuf(stderr, NULL); /* No buffering */ +#endif /* !NO_STDIO_REDIRECT */ + +#ifdef _WIN32_WCE + nLen = wcslen(szCmdLine)+128+1; + bufp = SDL_stack_alloc(wchar_t, nLen*2); + wcscpy (bufp, TEXT("\"")); + GetModuleFileName(NULL, bufp+1, 128-3); + wcscpy (bufp+wcslen(bufp), TEXT("\" ")); + wcsncpy(bufp+wcslen(bufp), szCmdLine,nLen-wcslen(bufp)); + nLen = wcslen(bufp)+1; + cmdline = SDL_stack_alloc(char, nLen); + if ( cmdline == NULL ) { + return OutOfMemory(); + } + WideCharToMultiByte(CP_ACP, 0, bufp, -1, cmdline, nLen, NULL, NULL); +#else + /* Grab the command line */ + bufp = GetCommandLine(); + nLen = SDL_strlen(bufp)+1; + cmdline = SDL_stack_alloc(char, nLen); + if ( cmdline == NULL ) { + return OutOfMemory(); + } + SDL_strlcpy(cmdline, bufp, nLen); +#endif + + /* Parse it into argv and argc */ + argc = ParseCommandLine(cmdline, NULL); + argv = SDL_stack_alloc(char*, argc+1); + if ( argv == NULL ) { + return OutOfMemory(); + } + ParseCommandLine(cmdline, argv); + + /* Run the main program (after a little SDL initialization) */ + console_main(argc, argv); + + /* Hush little compiler, don't you cry... */ + return 0; +} + +#endif // _WIN32 diff --git a/contrib/games/wolf3d/signon.cpp b/contrib/games/wolf3d/signon.cpp new file mode 100755 index 0000000000..160173594e --- /dev/null +++ b/contrib/games/wolf3d/signon.cpp @@ -0,0 +1,8007 @@ +#include "wl_def.h" + +#ifndef SPEAR +byte signon[] = { + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, + 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+RGB( 23, 23, 23),RGB( 16, 16, 16),RGB( 12, 12, 12),RGB( 13, 13, 13),RGB( 54, 61, 61), +RGB( 46, 58, 58),RGB( 39, 55, 55),RGB( 29, 50, 50),RGB( 18, 48, 48),RGB( 8, 45, 45), +RGB( 8, 44, 44),RGB( 0, 41, 41),RGB( 0, 38, 38),RGB( 0, 35, 35),RGB( 0, 33, 33), +RGB( 0, 31, 31),RGB( 0, 30, 30),RGB( 0, 29, 29),RGB( 0, 28, 28),RGB( 0, 27, 27), +RGB( 38, 0, 34) diff --git a/contrib/games/wolf3d/version.h b/contrib/games/wolf3d/version.h new file mode 100755 index 0000000000..1f127a3baa --- /dev/null +++ b/contrib/games/wolf3d/version.h @@ -0,0 +1,54 @@ +#ifndef _VERSION_H_ +#define _VERSION_H_ + +#ifndef VERSIONALREADYCHOSEN // used for batch compiling + +/* Defines used for different versions */ + +//#define SPEAR +//#define SPEARDEMO +//#define UPLOAD +#define GOODTIMES +#define CARMACIZED +//#define APOGEE_1_0 +//#define APOGEE_1_1 +//#define APOGEE_1_2 +//#define JAPAN + +/* + Wolf3d Full v1.1 Apogee (with ReadThis) - define CARMACIZED and APOGEE_1_1 + Wolf3d Full v1.4 Apogee (with ReadThis) - define CARMACIZED + Wolf3d Full v1.4 GT/ID/Activision - define CARMACIZED and GOODTIMES + Wolf3d Full v1.4 Imagineer (Japanese) - define CARMACIZED and JAPAN + Wolf3d Shareware v1.0 - define UPLOAD and APOGEE_1_0 + Wolf3d Shareware v1.1 - define CARMACIZED and UPLOAD and APOGEE_1_1 + Wolf3d Shareware v1.2 - define CARMACIZED and UPLOAD and APOGEE_1_2 + Wolf3d Shareware v1.4 - define CARMACIZED and UPLOAD + Spear of Destiny Full and Mission Disks - define CARMACIZED and SPEAR + (and GOODTIMES for no FormGen quiz) + Spear of Destiny Demo - define CARMACIZED and SPEAR and SPEARDEMO +*/ + +#endif + +//#define USE_FEATUREFLAGS // Enables the level feature flags (see bottom of wl_def.h) +//#define USE_SHADING // Enables shading support (see wl_shade.cpp) +//#define USE_DIR3DSPR // Enables directional 3d sprites (see wl_dir3dspr.cpp) +//#define USE_FLOORCEILINGTEX // Enables floor and ceiling textures stored in the third mapplane (see wl_floorceiling.cpp) +//#define USE_HIRES // Enables high resolution textures/sprites (128x128) +//#define USE_PARALLAX 16 // Enables parallax sky with 16 textures per sky (see wl_parallax.cpp) +//#define USE_CLOUDSKY // Enables cloud sky support (see wl_cloudsky.cpp) +//#define USE_STARSKY // Enables star sky support (see wl_atmos.cpp) +//#define USE_RAIN // Enables rain support (see wl_atmos.cpp) +//#define USE_SNOW // Enables snow support (see wl_atmos.cpp) +//#define FIXRAINSNOWLEAKS // Enables leaking ceilings fix (by Adam Biser, only needed if maps with rain/snow and ceilings exist) + +#define DEBUGKEYS // Comment this out to compile without the Tab debug keys +#define ARTSEXTERN +#define DEMOSEXTERN +#define PLAYDEMOLIKEORIGINAL // When playing or recording demos, several bug fixes do not take + // effect to let the original demos work as in the original Wolf3D v1.4 + // (actually better, as the second demo rarely worked) +//#define USE_GPL // Replaces the MAME OPL emulator by the DosBox one, which is under a GPL license + +#endif diff --git a/contrib/games/wolf3d/wl_act1.cpp b/contrib/games/wolf3d/wl_act1.cpp new file mode 100755 index 0000000000..e9553c97c5 --- /dev/null +++ b/contrib/games/wolf3d/wl_act1.cpp @@ -0,0 +1,859 @@ +// WL_ACT1.C + +#include "wl_def.h" +#pragma hdrstop + +/* +============================================================================= + + STATICS + +============================================================================= +*/ + + +statobj_t statobjlist[MAXSTATS]; +statobj_t *laststatobj; + + +struct +{ + short picnum; + wl_stat_t type; + uint32_t specialFlags; // they are ORed to the statobj_t flags +} statinfo[] = +{ + {SPR_STAT_0}, // puddle spr1v + {SPR_STAT_1,block}, // Green Barrel " + {SPR_STAT_2,block}, // Table/chairs " + {SPR_STAT_3,block,FL_FULLBRIGHT}, // Floor lamp " + {SPR_STAT_4,none,FL_FULLBRIGHT}, // Chandelier " + {SPR_STAT_5,block}, // Hanged man " + {SPR_STAT_6,bo_alpo}, // Bad food " + {SPR_STAT_7,block}, // Red pillar " + // + // NEW PAGE + // + {SPR_STAT_8,block}, // Tree spr2v + {SPR_STAT_9}, // Skeleton flat " + {SPR_STAT_10,block}, // Sink " (SOD:gibs) + {SPR_STAT_11,block}, // Potted plant " + {SPR_STAT_12,block}, // Urn " + {SPR_STAT_13,block}, // Bare table " + {SPR_STAT_14,none,FL_FULLBRIGHT}, // Ceiling light " + #ifndef SPEAR + {SPR_STAT_15}, // Kitchen stuff " + #else + {SPR_STAT_15,block}, // Gibs! + #endif + // + // NEW PAGE + // + {SPR_STAT_16,block}, // suit of armor spr3v + {SPR_STAT_17,block}, // Hanging cage " + {SPR_STAT_18,block}, // SkeletoninCage " + {SPR_STAT_19}, // Skeleton relax " + {SPR_STAT_20,bo_key1}, // Key 1 " + {SPR_STAT_21,bo_key2}, // Key 2 " + {SPR_STAT_22,block}, // stuff (SOD:gibs) + {SPR_STAT_23}, // stuff + // + // NEW PAGE + // + {SPR_STAT_24,bo_food}, // Good food spr4v + {SPR_STAT_25,bo_firstaid}, // First aid " + {SPR_STAT_26,bo_clip}, // Clip " + {SPR_STAT_27,bo_machinegun}, // Machine gun " + {SPR_STAT_28,bo_chaingun}, // Gatling gun " + {SPR_STAT_29,bo_cross}, // Cross " + {SPR_STAT_30,bo_chalice}, // Chalice " + {SPR_STAT_31,bo_bible}, // Bible " + // + // NEW PAGE + // + {SPR_STAT_32,bo_crown}, // crown spr5v + {SPR_STAT_33,bo_fullheal,FL_FULLBRIGHT},// one up " + {SPR_STAT_34,bo_gibs}, // gibs " + {SPR_STAT_35,block}, // barrel " + {SPR_STAT_36,block}, // well " + {SPR_STAT_37,block}, // Empty well " + {SPR_STAT_38,bo_gibs}, // Gibs 2 " + {SPR_STAT_39,block}, // flag " + // + // NEW PAGE + // + #ifndef SPEAR + {SPR_STAT_40,block}, // Call Apogee spr7v + #else + {SPR_STAT_40}, // Red light + #endif + // + // NEW PAGE + // + {SPR_STAT_41}, // junk " + {SPR_STAT_42}, // junk " + {SPR_STAT_43}, // junk " + #ifndef SPEAR + {SPR_STAT_44}, // pots " + #else + {SPR_STAT_44,block}, // Gibs! + #endif + {SPR_STAT_45,block}, // stove " (SOD:gibs) + {SPR_STAT_46,block}, // spears " (SOD:gibs) + {SPR_STAT_47}, // vines " + // + // NEW PAGE + // + #ifdef SPEAR + {SPR_STAT_48,block}, // marble pillar + {SPR_STAT_49,bo_25clip}, // bonus 25 clip + {SPR_STAT_50,block}, // truck + {SPR_STAT_51,bo_spear}, // SPEAR OF DESTINY! + #endif + + {SPR_STAT_26,bo_clip2}, // Clip " +#ifdef USE_DIR3DSPR + // These are just two examples showing the new way of using dir 3d sprites. + // You can find the allowed values in the objflag_t enum in wl_def.h. + {SPR_STAT_47,none,FL_DIR_VERT_MID}, + {SPR_STAT_47,block,FL_DIR_HORIZ_MID}, +#endif + {-1} // terminator +}; + +/* +=============== += += InitStaticList += +=============== +*/ + +void InitStaticList (void) +{ + laststatobj = &statobjlist[0]; +} + + + +/* +=============== += += SpawnStatic += +=============== +*/ + +void SpawnStatic (int tilex, int tiley, int type) +{ + laststatobj->shapenum = statinfo[type].picnum; + laststatobj->tilex = tilex; + laststatobj->tiley = tiley; + laststatobj->visspot = &spotvis[tilex][tiley]; + + switch (statinfo[type].type) + { + case block: + actorat[tilex][tiley] = (objtype *) 64; // consider it a blocking tile + case none: + laststatobj->flags = 0; + break; + + case bo_cross: + case bo_chalice: + case bo_bible: + case bo_crown: + case bo_fullheal: + if (!loadedgame) + gamestate.treasuretotal++; + + case bo_firstaid: + case bo_key1: + case bo_key2: + case bo_key3: + case bo_key4: + case bo_clip: + case bo_25clip: + case bo_machinegun: + case bo_chaingun: + case bo_food: + case bo_alpo: + case bo_gibs: + case bo_spear: + laststatobj->flags = FL_BONUS; + laststatobj->itemnumber = statinfo[type].type; + break; + } + + laststatobj->flags |= statinfo[type].specialFlags; + + laststatobj++; + + if (laststatobj == &statobjlist[MAXSTATS]) + Quit ("Too many static objects!\n"); +} + + +/* +=============== += += PlaceItemType += += Called during game play to drop actors' items. It finds the proper += item number based on the item type (bo_???). If there are no free item += spots, nothing is done. += +=============== +*/ + +void PlaceItemType (int itemtype, int tilex, int tiley) +{ + int type; + statobj_t *spot; + + // + // find the item number + // + for (type=0; ; type++) + { + if (statinfo[type].picnum == -1) // end of list + Quit ("PlaceItemType: couldn't find type!"); + if (statinfo[type].type == itemtype) + break; + } + + // + // find a spot in statobjlist to put it in + // + for (spot=&statobjlist[0]; ; spot++) + { + if (spot==laststatobj) + { + if (spot == &statobjlist[MAXSTATS]) + return; // no free spots + laststatobj++; // space at end + break; + } + + if (spot->shapenum == -1) // -1 is a free spot + break; + } + // + // place it + // + spot->shapenum = statinfo[type].picnum; + spot->tilex = tilex; + spot->tiley = tiley; + spot->visspot = &spotvis[tilex][tiley]; + spot->flags = FL_BONUS | statinfo[type].specialFlags; + spot->itemnumber = statinfo[type].type; +} + + + +/* +============================================================================= + + DOORS + +doorobjlist[] holds most of the information for the doors + +doorposition[] holds the amount the door is open, ranging from 0 to 0xffff + this is directly accessed by AsmRefresh during rendering + +The number of doors is limited to 64 because a spot in tilemap holds the + door number in the low 6 bits, with the high bit meaning a door center + and bit 6 meaning a door side tile + +Open doors conect two areas, so sounds will travel between them and sight + will be checked when the player is in a connected area. + +Areaconnect is incremented/decremented by each door. If >0 they connect + +Every time a door opens or closes the areabyplayer matrix gets recalculated. + An area is true if it connects with the player's current spor. + +============================================================================= +*/ + +#define DOORWIDTH 0x7800 +#define OPENTICS 300 + +doorobj_t doorobjlist[MAXDOORS],*lastdoorobj; +short doornum; + +word doorposition[MAXDOORS]; // leading edge of door 0=closed + // 0xffff = fully open + +byte areaconnect[NUMAREAS][NUMAREAS]; + +boolean areabyplayer[NUMAREAS]; + + +/* +============== += += ConnectAreas += += Scans outward from playerarea, marking all connected areas += +============== +*/ + +void RecursiveConnect (int areanumber) +{ + int i; + + for (i=0;iareanumber] = true; + RecursiveConnect (player->areanumber); +} + + +void InitAreas (void) +{ + memset (areabyplayer,0,sizeof(areabyplayer)); + if (player->areanumber < NUMAREAS) + areabyplayer[player->areanumber] = true; +} + + + +/* +=============== += += InitDoorList += +=============== +*/ + +void InitDoorList (void) +{ + memset (areabyplayer,0,sizeof(areabyplayer)); + memset (areaconnect,0,sizeof(areaconnect)); + + lastdoorobj = &doorobjlist[0]; + doornum = 0; +} + + +/* +=============== += += SpawnDoor += +=============== +*/ + +void SpawnDoor (int tilex, int tiley, boolean vertical, int lock) +{ + word *map; + + if (doornum==MAXDOORS) + Quit ("64+ doors on level!"); + + doorposition[doornum] = 0; // doors start out fully closed + lastdoorobj->tilex = tilex; + lastdoorobj->tiley = tiley; + lastdoorobj->vertical = vertical; + lastdoorobj->lock = lock; + lastdoorobj->action = dr_closed; + + actorat[tilex][tiley] = (objtype *)(uintptr_t)(doornum | 0x80); // consider it a solid wall + + // + // make the door tile a special tile, and mark the adjacent tiles + // for door sides + // + tilemap[tilex][tiley] = doornum | 0x80; + map = mapsegs[0] + (tiley<tilex == tilex && player->tiley == tiley) + return; + + if (doorobjlist[door].vertical) + { + if ( player->tiley == tiley ) + { + if ( ((player->x+MINDIST) >>TILESHIFT) == tilex ) + return; + if ( ((player->x-MINDIST) >>TILESHIFT) == tilex ) + return; + } + check = actorat[tilex-1][tiley]; + if (ISPOINTER(check) && ((check->x+MINDIST) >> TILESHIFT) == tilex ) + return; + check = actorat[tilex+1][tiley]; + if (ISPOINTER(check) && ((check->x-MINDIST) >> TILESHIFT) == tilex ) + return; + } + else if (!doorobjlist[door].vertical) + { + if (player->tilex == tilex) + { + if ( ((player->y+MINDIST) >>TILESHIFT) == tiley ) + return; + if ( ((player->y-MINDIST) >>TILESHIFT) == tiley ) + return; + } + check = actorat[tilex][tiley-1]; + if (ISPOINTER(check) && ((check->y+MINDIST) >> TILESHIFT) == tiley ) + return; + check = actorat[tilex][tiley+1]; + if (ISPOINTER(check) && ((check->y-MINDIST) >> TILESHIFT) == tiley ) + return; + } + + + // + // play door sound if in a connected area + // + area = *(mapsegs[0] + (doorobjlist[door].tiley<= dr_lock1 && lock <= dr_lock4) + { + if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) ) + { + SD_PlaySound (NOWAYSND); // locked + return; + } + } + + switch (doorobjlist[door].action) + { + case dr_closed: + case dr_closing: + OpenDoor (door); + break; + case dr_open: + case dr_opening: + CloseDoor (door); + break; + } +} + + +//=========================================================================== + +/* +=============== += += DoorOpen += += Close the door after three seconds += +=============== +*/ + +void DoorOpen (int door) +{ + if ( (doorobjlist[door].ticcount += (short) tics) >= OPENTICS) + CloseDoor (door); +} + + + +/* +=============== += += DoorOpening += +=============== +*/ + +void DoorOpening (int door) +{ + unsigned area1,area2; + word *map; + int32_t position; + + position = doorposition[door]; + if (!position) + { + // + // door is just starting to open, so connect the areas + // + map = mapsegs[0] + (doorobjlist[door].tiley<areanumber < NUMAREAS) + ConnectAreas (); + + if (areabyplayer[area1]) + PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB + } + } + + // + // slide the door by an adaptive amount + // + position += tics<<10; + if (position >= 0xffff) + { + // + // door is all the way open + // + position = 0xffff; + doorobjlist[door].ticcount = 0; + doorobjlist[door].action = dr_open; + actorat[doorobjlist[door].tilex][doorobjlist[door].tiley] = 0; + } + + doorposition[door] = (word) position; +} + + +/* +=============== += += DoorClosing += +=============== +*/ + +void DoorClosing (int door) +{ + unsigned area1,area2; + word *map; + int32_t position; + int tilex,tiley; + + tilex = doorobjlist[door].tilex; + tiley = doorobjlist[door].tiley; + + if ( ((int)(uintptr_t)actorat[tilex][tiley] != (door | 0x80)) + || (player->tilex == tilex && player->tiley == tiley) ) + { // something got inside the door + OpenDoor (door); + return; + }; + + position = doorposition[door]; + + // + // slide the door by an adaptive amount + // + position -= tics<<10; + if (position <= 0) + { + // + // door is closed all the way, so disconnect the areas + // + position = 0; + + doorobjlist[door].action = dr_closed; + + map = mapsegs[0] + (doorobjlist[door].tiley<areanumber < NUMAREAS) + ConnectAreas (); + } + } + + doorposition[door] = (word) position; +} + + + + +/* +===================== += += MoveDoors += += Called from PlayLoop += +===================== +*/ + +void MoveDoors (void) +{ + int door; + + if (gamestate.victoryflag) // don't move door during victory sequence + return; + + for (door = 0; door < doornum; door++) + { + switch (doorobjlist[door].action) + { + case dr_open: + DoorOpen (door); + break; + + case dr_opening: + DoorOpening(door); + break; + + case dr_closing: + DoorClosing(door); + break; + } + } +} + + +/* +============================================================================= + + PUSHABLE WALLS + +============================================================================= +*/ + +word pwallstate; +word pwallpos; // amount a pushable wall has been moved (0-63) +word pwallx,pwally; +byte pwalldir,pwalltile; +int dirs[4][2]={{0,-1},{1,0},{0,1},{-1,0}}; + +/* +=============== += += PushWall += +=============== +*/ + +void PushWall (int checkx, int checky, int dir) +{ + int oldtile, dx, dy; + + if (pwallstate) + return; + + oldtile = tilemap[checkx][checky]; + if (!oldtile) + return; + + dx = dirs[dir][0]; + dy = dirs[dir][1]; + + if (actorat[checkx+dx][checky+dy]) + { + SD_PlaySound (NOWAYSND); + return; + } + actorat[checkx+dx][checky+dy] = (objtype *)(uintptr_t) (tilemap[checkx+dx][checky+dy] = oldtile); + + gamestate.secretcount++; + pwallx = checkx; + pwally = checky; + pwalldir = dir; + pwallstate = 1; + pwallpos = 0; + pwalltile = tilemap[pwallx][pwally]; + tilemap[pwallx][pwally] = 64; + tilemap[pwallx+dx][pwally+dy] = 64; + *(mapsegs[1]+(pwally<tiley<tilex); // set correct floorcode (BrotherTank's fix) + + SD_PlaySound (PUSHWALLSND); +} + + + +/* +================= += += MovePWalls += +================= +*/ + +void MovePWalls (void) +{ + int oldblock,oldtile; + + if (!pwallstate) + return; + + oldblock = pwallstate/128; + + pwallstate += (word)tics; + + if (pwallstate/128 != oldblock) + { + // block crossed into a new block + oldtile = pwalltile; + + // + // the tile can now be walked into + // + tilemap[pwallx][pwally] = 0; + actorat[pwallx][pwally] = 0; + *(mapsegs[0]+(pwally<areanumber+AREATILE; + + int dx=dirs[pwalldir][0], dy=dirs[pwalldir][1]; + // + // see if it should be pushed farther + // + if (pwallstate>=256) // only move two tiles fix + { + // + // the block has been pushed two tiles + // + pwallstate = 0; + tilemap[pwallx+dx][pwally+dy] = oldtile; + return; + } + else + { + int xl,yl,xh,yh; + xl = (player->x-PLAYERSIZE) >> TILESHIFT; + yl = (player->y-PLAYERSIZE) >> TILESHIFT; + xh = (player->x+PLAYERSIZE) >> TILESHIFT; + yh = (player->y+PLAYERSIZE) >> TILESHIFT; + + pwallx += dx; + pwally += dy; + + if (actorat[pwallx+dx][pwally+dy] + || xl<=pwallx+dx && pwallx+dx<=xh && yl<=pwally+dy && pwally+dy<=yh) + { + pwallstate = 0; + tilemap[pwallx][pwally] = oldtile; + return; + } + actorat[pwallx+dx][pwally+dy] = (objtype *)(uintptr_t) (tilemap[pwallx+dx][pwally+dy] = oldtile); + tilemap[pwallx+dx][pwally+dy] = 64; + } + } + + pwallpos = (pwallstate/2)&63; +} diff --git a/contrib/games/wolf3d/wl_act2.cpp b/contrib/games/wolf3d/wl_act2.cpp new file mode 100755 index 0000000000..31db6423c7 --- /dev/null +++ b/contrib/games/wolf3d/wl_act2.cpp @@ -0,0 +1,3899 @@ +// WL_ACT2.C + +#include +#include +#include "wl_def.h" +#pragma hdrstop + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +#define PROJECTILESIZE 0xc000l + +#define BJRUNSPEED 2048 +#define BJJUMPSPEED 680 + + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + + + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + +dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east, + southwest,south,southeast}; + +short starthitpoints[4][NUMENEMIES] = +// +// BABY MODE +// +{ + { + 25, // guards + 50, // officer + 100, // SS + 1, // dogs + 850, // Hans + 850, // Schabbs + 200, // fake hitler + 800, // mecha hitler + 45, // mutants + 25, // ghosts + 25, // ghosts + 25, // ghosts + 25, // ghosts + + 850, // Gretel + 850, // Gift + 850, // Fat + 5, // en_spectre, + 1450, // en_angel, + 850, // en_trans, + 1050, // en_uber, + 950, // en_will, + 1250 // en_death + }, + // + // DON'T HURT ME MODE + // + { + 25, // guards + 50, // officer + 100, // SS + 1, // dogs + 950, // Hans + 950, // Schabbs + 300, // fake hitler + 950, // mecha hitler + 55, // mutants + 25, // ghosts + 25, // ghosts + 25, // ghosts + 25, // ghosts + + 950, // Gretel + 950, // Gift + 950, // Fat + 10, // en_spectre, + 1550, // en_angel, + 950, // en_trans, + 1150, // en_uber, + 1050, // en_will, + 1350 // en_death + }, + // + // BRING 'EM ON MODE + // + { + 25, // guards + 50, // officer + 100, // SS + 1, // dogs + + 1050, // Hans + 1550, // Schabbs + 400, // fake hitler + 1050, // mecha hitler + + 55, // mutants + 25, // ghosts + 25, // ghosts + 25, // ghosts + 25, // ghosts + + 1050, // Gretel + 1050, // Gift + 1050, // Fat + 15, // en_spectre, + 1650, // en_angel, + 1050, // en_trans, + 1250, // en_uber, + 1150, // en_will, + 1450 // en_death + }, + // + // DEATH INCARNATE MODE + // + { + 25, // guards + 50, // officer + 100, // SS + 1, // dogs + + 1200, // Hans + 2400, // Schabbs + 500, // fake hitler + 1200, // mecha hitler + + 65, // mutants + 25, // ghosts + 25, // ghosts + 25, // ghosts + 25, // ghosts + + 1200, // Gretel + 1200, // Gift + 1200, // Fat + 25, // en_spectre, + 2000, // en_angel, + 1200, // en_trans, + 1400, // en_uber, + 1300, // en_will, + 1600 // en_death + } +}; + +void A_StartDeathCam (objtype *ob); + + +void T_Path (objtype *ob); +void T_Shoot (objtype *ob); +void T_Bite (objtype *ob); +void T_DogChase (objtype *ob); +void T_Chase (objtype *ob); +void T_Projectile (objtype *ob); +void T_Stand (objtype *ob); + +void A_DeathScream (objtype *ob); + +extern statetype s_rocket; +extern statetype s_smoke1; +extern statetype s_smoke2; +extern statetype s_smoke3; +extern statetype s_smoke4; +extern statetype s_boom2; +extern statetype s_boom3; + +void A_Smoke (objtype *ob); + +statetype s_rocket = {true,SPR_ROCKET_1,3,(statefunc)T_Projectile,(statefunc)A_Smoke,&s_rocket}; +statetype s_smoke1 = {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2}; +statetype s_smoke2 = {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3}; +statetype s_smoke3 = {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4}; +statetype s_smoke4 = {false,SPR_SMOKE_4,3,NULL,NULL,NULL}; + +statetype s_boom1 = {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2}; +statetype s_boom2 = {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3}; +statetype s_boom3 = {false,SPR_BOOM_3,6,NULL,NULL,NULL}; + +#ifdef SPEAR + +extern statetype s_hrocket; +extern statetype s_hsmoke1; +extern statetype s_hsmoke2; +extern statetype s_hsmoke3; +extern statetype s_hsmoke4; +extern statetype s_hboom2; +extern statetype s_hboom3; + +void A_Smoke (objtype *ob); + +statetype s_hrocket = {true,SPR_HROCKET_1,3,(statefunc)T_Projectile,(statefunc)A_Smoke,&s_hrocket}; +statetype s_hsmoke1 = {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2}; +statetype s_hsmoke2 = {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3}; +statetype s_hsmoke3 = {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4}; +statetype s_hsmoke4 = {false,SPR_HSMOKE_4,3,NULL,NULL,NULL}; + +statetype s_hboom1 = {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2}; +statetype s_hboom2 = {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3}; +statetype s_hboom3 = {false,SPR_HBOOM_3,6,NULL,NULL,NULL}; + +#endif + +void T_Schabb (objtype *ob); +void T_SchabbThrow (objtype *ob); +void T_Fake (objtype *ob); +void T_FakeFire (objtype *ob); +void T_Ghosts (objtype *ob); + +void A_Slurpie (objtype *ob); +void A_HitlerMorph (objtype *ob); +void A_MechaSound (objtype *ob); + +/* +================= += += A_Smoke += +================= +*/ + +void A_Smoke (objtype *ob) +{ + GetNewActor (); +#ifdef SPEAR + if (ob->obclass == hrocketobj) + newobj->state = &s_hsmoke1; + else +#endif + newobj->state = &s_smoke1; + newobj->ticcount = 6; + + newobj->tilex = ob->tilex; + newobj->tiley = ob->tiley; + newobj->x = ob->x; + newobj->y = ob->y; + newobj->obclass = inertobj; + newobj->active = ac_yes; + + newobj->flags = FL_NEVERMARK; +} + + +/* +=================== += += ProjectileTryMove += += returns true if move ok +=================== +*/ + +#define PROJSIZE 0x2000 + +boolean ProjectileTryMove (objtype *ob) +{ + int xl,yl,xh,yh,x,y; + objtype *check; + + xl = (ob->x-PROJSIZE) >> TILESHIFT; + yl = (ob->y-PROJSIZE) >> TILESHIFT; + + xh = (ob->x+PROJSIZE) >> TILESHIFT; + yh = (ob->y+PROJSIZE) >> TILESHIFT; + + // + // check for solid walls + // + for (y=yl;y<=yh;y++) + for (x=xl;x<=xh;x++) + { + check = actorat[x][y]; + if (check && !ISPOINTER(check)) + return false; + } + + return true; +} + + + +/* +================= += += T_Projectile += +================= +*/ + +void T_Projectile (objtype *ob) +{ + int32_t deltax,deltay; + int damage; + int32_t speed; + + speed = (int32_t)ob->speed*tics; + + deltax = FixedMul(speed,costable[ob->angle]); + deltay = -FixedMul(speed,sintable[ob->angle]); + + if (deltax>0x10000l) + deltax = 0x10000l; + if (deltay>0x10000l) + deltay = 0x10000l; + + ob->x += deltax; + ob->y += deltay; + + deltax = LABS(ob->x - player->x); + deltay = LABS(ob->y - player->y); + + if (!ProjectileTryMove (ob)) + { +#ifndef APOGEE_1_0 // actually the whole method is never reached in shareware 1.0 + if (ob->obclass == rocketobj) + { + PlaySoundLocActor(MISSILEHITSND,ob); + ob->state = &s_boom1; + } +#ifdef SPEAR + else if (ob->obclass == hrocketobj) + { + PlaySoundLocActor(MISSILEHITSND,ob); + ob->state = &s_hboom1; + } +#endif + else +#endif + ob->state = NULL; // mark for removal + + return; + } + + if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE) + { // hit the player + switch (ob->obclass) + { + case needleobj: + damage = (US_RndT() >>3) + 20; + break; + case rocketobj: + case hrocketobj: + case sparkobj: + damage = (US_RndT() >>3) + 30; + break; + case fireobj: + damage = (US_RndT() >>3); + break; + } + + TakeDamage (damage,ob); + ob->state = NULL; // mark for removal + return; + } + + ob->tilex = (short)(ob->x >> TILESHIFT); + ob->tiley = (short)(ob->y >> TILESHIFT); +} + + +/* +============================================================================= + +GUARD + +============================================================================= +*/ + +// +// guards +// + +extern statetype s_grdstand; + +extern statetype s_grdpath1; +extern statetype s_grdpath1s; +extern statetype s_grdpath2; +extern statetype s_grdpath3; +extern statetype s_grdpath3s; +extern statetype s_grdpath4; + +extern statetype s_grdpain; +extern statetype s_grdpain1; + +extern statetype s_grdgiveup; + +extern statetype s_grdshoot1; +extern statetype s_grdshoot2; +extern statetype s_grdshoot3; +extern statetype s_grdshoot4; + +extern statetype s_grdchase1; +extern statetype s_grdchase1s; +extern statetype s_grdchase2; +extern statetype s_grdchase3; +extern statetype s_grdchase3s; +extern statetype s_grdchase4; + +extern statetype s_grddie1; +extern statetype s_grddie1d; +extern statetype s_grddie2; +extern statetype s_grddie3; +extern statetype s_grddie4; + +statetype s_grdstand = {true,SPR_GRD_S_1,0,(statefunc)T_Stand,NULL,&s_grdstand}; + +statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,(statefunc)T_Path,NULL,&s_grdpath1s}; +statetype s_grdpath1s = {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2}; +statetype s_grdpath2 = {true,SPR_GRD_W2_1,15,(statefunc)T_Path,NULL,&s_grdpath3}; +statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,(statefunc)T_Path,NULL,&s_grdpath3s}; +statetype s_grdpath3s = {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4}; +statetype s_grdpath4 = {true,SPR_GRD_W4_1,15,(statefunc)T_Path,NULL,&s_grdpath1}; + +statetype s_grdpain = {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1}; +statetype s_grdpain1 = {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1}; + +statetype s_grdshoot1 = {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2}; +statetype s_grdshoot2 = {false,SPR_GRD_SHOOT2,20,NULL,(statefunc)T_Shoot,&s_grdshoot3}; +statetype s_grdshoot3 = {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1}; + +statetype s_grdchase1 = {true,SPR_GRD_W1_1,10,(statefunc)T_Chase,NULL,&s_grdchase1s}; +statetype s_grdchase1s = {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2}; +statetype s_grdchase2 = {true,SPR_GRD_W2_1,8,(statefunc)T_Chase,NULL,&s_grdchase3}; +statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,(statefunc)T_Chase,NULL,&s_grdchase3s}; +statetype s_grdchase3s = {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4}; +statetype s_grdchase4 = {true,SPR_GRD_W4_1,8,(statefunc)T_Chase,NULL,&s_grdchase1}; + +statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,(statefunc)A_DeathScream,&s_grddie2}; +statetype s_grddie2 = {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3}; +statetype s_grddie3 = {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4}; +statetype s_grddie4 = {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4}; + + +#ifndef SPEAR +// +// ghosts +// +extern statetype s_blinkychase1; +extern statetype s_blinkychase2; +extern statetype s_inkychase1; +extern statetype s_inkychase2; +extern statetype s_pinkychase1; +extern statetype s_pinkychase2; +extern statetype s_clydechase1; +extern statetype s_clydechase2; + +statetype s_blinkychase1 = {false,SPR_BLINKY_W1,10,(statefunc)T_Ghosts,NULL,&s_blinkychase2}; +statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,(statefunc)T_Ghosts,NULL,&s_blinkychase1}; + +statetype s_inkychase1 = {false,SPR_INKY_W1,10,(statefunc)T_Ghosts,NULL,&s_inkychase2}; +statetype s_inkychase2 = {false,SPR_INKY_W2,10,(statefunc)T_Ghosts,NULL,&s_inkychase1}; + +statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,(statefunc)T_Ghosts,NULL,&s_pinkychase2}; +statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,(statefunc)T_Ghosts,NULL,&s_pinkychase1}; + +statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,(statefunc)T_Ghosts,NULL,&s_clydechase2}; +statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,(statefunc)T_Ghosts,NULL,&s_clydechase1}; +#endif + +// +// dogs +// + +extern statetype s_dogpath1; +extern statetype s_dogpath1s; +extern statetype s_dogpath2; +extern statetype s_dogpath3; +extern statetype s_dogpath3s; +extern statetype s_dogpath4; + +extern statetype s_dogjump1; +extern statetype s_dogjump2; +extern statetype s_dogjump3; +extern statetype s_dogjump4; +extern statetype s_dogjump5; + +extern statetype s_dogchase1; +extern statetype s_dogchase1s; +extern statetype s_dogchase2; +extern statetype s_dogchase3; +extern statetype s_dogchase3s; +extern statetype s_dogchase4; + +extern statetype s_dogdie1; +extern statetype s_dogdie1d; +extern statetype s_dogdie2; +extern statetype s_dogdie3; +extern statetype s_dogdead; + +statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,(statefunc)T_Path,NULL,&s_dogpath1s}; +statetype s_dogpath1s = {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2}; +statetype s_dogpath2 = {true,SPR_DOG_W2_1,15,(statefunc)T_Path,NULL,&s_dogpath3}; +statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,(statefunc)T_Path,NULL,&s_dogpath3s}; +statetype s_dogpath3s = {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4}; +statetype s_dogpath4 = {true,SPR_DOG_W4_1,15,(statefunc)T_Path,NULL,&s_dogpath1}; + +statetype s_dogjump1 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2}; +statetype s_dogjump2 = {false,SPR_DOG_JUMP2,10,NULL,(statefunc)T_Bite,&s_dogjump3}; +statetype s_dogjump3 = {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4}; +statetype s_dogjump4 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5}; +statetype s_dogjump5 = {false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1}; + +statetype s_dogchase1 = {true,SPR_DOG_W1_1,10,(statefunc)T_DogChase,NULL,&s_dogchase1s}; +statetype s_dogchase1s = {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2}; +statetype s_dogchase2 = {true,SPR_DOG_W2_1,8,(statefunc)T_DogChase,NULL,&s_dogchase3}; +statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,(statefunc)T_DogChase,NULL,&s_dogchase3s}; +statetype s_dogchase3s = {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4}; +statetype s_dogchase4 = {true,SPR_DOG_W4_1,8,(statefunc)T_DogChase,NULL,&s_dogchase1}; + +statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,(statefunc)A_DeathScream,&s_dogdie2}; +statetype s_dogdie2 = {false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3}; +statetype s_dogdie3 = {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead}; +statetype s_dogdead = {false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead}; + + +// +// officers +// + +extern statetype s_ofcstand; + +extern statetype s_ofcpath1; +extern statetype s_ofcpath1s; +extern statetype s_ofcpath2; +extern statetype s_ofcpath3; +extern statetype s_ofcpath3s; +extern statetype s_ofcpath4; + +extern statetype s_ofcpain; +extern statetype s_ofcpain1; + +extern statetype s_ofcgiveup; + +extern statetype s_ofcshoot1; +extern statetype s_ofcshoot2; +extern statetype s_ofcshoot3; +extern statetype s_ofcshoot4; + +extern statetype s_ofcchase1; +extern statetype s_ofcchase1s; +extern statetype s_ofcchase2; +extern statetype s_ofcchase3; +extern statetype s_ofcchase3s; +extern statetype s_ofcchase4; + +extern statetype s_ofcdie1; +extern statetype s_ofcdie2; +extern statetype s_ofcdie3; +extern statetype s_ofcdie4; +extern statetype s_ofcdie5; + +statetype s_ofcstand = {true,SPR_OFC_S_1,0,(statefunc)T_Stand,NULL,&s_ofcstand}; + +statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,(statefunc)T_Path,NULL,&s_ofcpath1s}; +statetype s_ofcpath1s = {true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2}; +statetype s_ofcpath2 = {true,SPR_OFC_W2_1,15,(statefunc)T_Path,NULL,&s_ofcpath3}; +statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,(statefunc)T_Path,NULL,&s_ofcpath3s}; +statetype s_ofcpath3s = {true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4}; +statetype s_ofcpath4 = {true,SPR_OFC_W4_1,15,(statefunc)T_Path,NULL,&s_ofcpath1}; + +statetype s_ofcpain = {2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1}; +statetype s_ofcpain1 = {2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1}; + +statetype s_ofcshoot1 = {false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2}; +statetype s_ofcshoot2 = {false,SPR_OFC_SHOOT2,20,NULL,(statefunc)T_Shoot,&s_ofcshoot3}; +statetype s_ofcshoot3 = {false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1}; + +statetype s_ofcchase1 = {true,SPR_OFC_W1_1,10,(statefunc)T_Chase,NULL,&s_ofcchase1s}; +statetype s_ofcchase1s = {true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2}; +statetype s_ofcchase2 = {true,SPR_OFC_W2_1,8,(statefunc)T_Chase,NULL,&s_ofcchase3}; +statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,(statefunc)T_Chase,NULL,&s_ofcchase3s}; +statetype s_ofcchase3s = {true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4}; +statetype s_ofcchase4 = {true,SPR_OFC_W4_1,8,(statefunc)T_Chase,NULL,&s_ofcchase1}; + +statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,(statefunc)A_DeathScream,&s_ofcdie2}; +statetype s_ofcdie2 = {false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3}; +statetype s_ofcdie3 = {false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4}; +statetype s_ofcdie4 = {false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5}; +statetype s_ofcdie5 = {false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5}; + + +// +// mutant +// + +extern statetype s_mutstand; + +extern statetype s_mutpath1; +extern statetype s_mutpath1s; +extern statetype s_mutpath2; +extern statetype s_mutpath3; +extern statetype s_mutpath3s; +extern statetype s_mutpath4; + +extern statetype s_mutpain; +extern statetype s_mutpain1; + +extern statetype s_mutgiveup; + +extern statetype s_mutshoot1; +extern statetype s_mutshoot2; +extern statetype s_mutshoot3; +extern statetype s_mutshoot4; + +extern statetype s_mutchase1; +extern statetype s_mutchase1s; +extern statetype s_mutchase2; +extern statetype s_mutchase3; +extern statetype s_mutchase3s; +extern statetype s_mutchase4; + +extern statetype s_mutdie1; +extern statetype s_mutdie2; +extern statetype s_mutdie3; +extern statetype s_mutdie4; +extern statetype s_mutdie5; + +statetype s_mutstand = {true,SPR_MUT_S_1,0,(statefunc)T_Stand,NULL,&s_mutstand}; + +statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,(statefunc)T_Path,NULL,&s_mutpath1s}; +statetype s_mutpath1s = {true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2}; +statetype s_mutpath2 = {true,SPR_MUT_W2_1,15,(statefunc)T_Path,NULL,&s_mutpath3}; +statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,(statefunc)T_Path,NULL,&s_mutpath3s}; +statetype s_mutpath3s = {true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4}; +statetype s_mutpath4 = {true,SPR_MUT_W4_1,15,(statefunc)T_Path,NULL,&s_mutpath1}; + +statetype s_mutpain = {2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1}; +statetype s_mutpain1 = {2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1}; + +statetype s_mutshoot1 = {false,SPR_MUT_SHOOT1,6,NULL,(statefunc)T_Shoot,&s_mutshoot2}; +statetype s_mutshoot2 = {false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3}; +statetype s_mutshoot3 = {false,SPR_MUT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mutshoot4}; +statetype s_mutshoot4 = {false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1}; + +statetype s_mutchase1 = {true,SPR_MUT_W1_1,10,(statefunc)T_Chase,NULL,&s_mutchase1s}; +statetype s_mutchase1s = {true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2}; +statetype s_mutchase2 = {true,SPR_MUT_W2_1,8,(statefunc)T_Chase,NULL,&s_mutchase3}; +statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,(statefunc)T_Chase,NULL,&s_mutchase3s}; +statetype s_mutchase3s = {true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4}; +statetype s_mutchase4 = {true,SPR_MUT_W4_1,8,(statefunc)T_Chase,NULL,&s_mutchase1}; + +statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,(statefunc)A_DeathScream,&s_mutdie2}; +statetype s_mutdie2 = {false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3}; +statetype s_mutdie3 = {false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4}; +statetype s_mutdie4 = {false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5}; +statetype s_mutdie5 = {false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5}; + + +// +// SS +// + +extern statetype s_ssstand; + +extern statetype s_sspath1; +extern statetype s_sspath1s; +extern statetype s_sspath2; +extern statetype s_sspath3; +extern statetype s_sspath3s; +extern statetype s_sspath4; + +extern statetype s_sspain; +extern statetype s_sspain1; + +extern statetype s_ssshoot1; +extern statetype s_ssshoot2; +extern statetype s_ssshoot3; +extern statetype s_ssshoot4; +extern statetype s_ssshoot5; +extern statetype s_ssshoot6; +extern statetype s_ssshoot7; +extern statetype s_ssshoot8; +extern statetype s_ssshoot9; + +extern statetype s_sschase1; +extern statetype s_sschase1s; +extern statetype s_sschase2; +extern statetype s_sschase3; +extern statetype s_sschase3s; +extern statetype s_sschase4; + +extern statetype s_ssdie1; +extern statetype s_ssdie2; +extern statetype s_ssdie3; +extern statetype s_ssdie4; + +statetype s_ssstand = {true,SPR_SS_S_1,0,(statefunc)T_Stand,NULL,&s_ssstand}; + +statetype s_sspath1 = {true,SPR_SS_W1_1,20,(statefunc)T_Path,NULL,&s_sspath1s}; +statetype s_sspath1s = {true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2}; +statetype s_sspath2 = {true,SPR_SS_W2_1,15,(statefunc)T_Path,NULL,&s_sspath3}; +statetype s_sspath3 = {true,SPR_SS_W3_1,20,(statefunc)T_Path,NULL,&s_sspath3s}; +statetype s_sspath3s = {true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4}; +statetype s_sspath4 = {true,SPR_SS_W4_1,15,(statefunc)T_Path,NULL,&s_sspath1}; + +statetype s_sspain = {2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1}; +statetype s_sspain1 = {2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1}; + +statetype s_ssshoot1 = {false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2}; +statetype s_ssshoot2 = {false,SPR_SS_SHOOT2,20,NULL,(statefunc)T_Shoot,&s_ssshoot3}; +statetype s_ssshoot3 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4}; +statetype s_ssshoot4 = {false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_ssshoot5}; +statetype s_ssshoot5 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6}; +statetype s_ssshoot6 = {false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_ssshoot7}; +statetype s_ssshoot7 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8}; +statetype s_ssshoot8 = {false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_ssshoot9}; +statetype s_ssshoot9 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1}; + +statetype s_sschase1 = {true,SPR_SS_W1_1,10,(statefunc)T_Chase,NULL,&s_sschase1s}; +statetype s_sschase1s = {true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2}; +statetype s_sschase2 = {true,SPR_SS_W2_1,8,(statefunc)T_Chase,NULL,&s_sschase3}; +statetype s_sschase3 = {true,SPR_SS_W3_1,10,(statefunc)T_Chase,NULL,&s_sschase3s}; +statetype s_sschase3s = {true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4}; +statetype s_sschase4 = {true,SPR_SS_W4_1,8,(statefunc)T_Chase,NULL,&s_sschase1}; + +statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,(statefunc)A_DeathScream,&s_ssdie2}; +statetype s_ssdie2 = {false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3}; +statetype s_ssdie3 = {false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4}; +statetype s_ssdie4 = {false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4}; + + +#ifndef SPEAR +// +// hans +// +extern statetype s_bossstand; + +extern statetype s_bosschase1; +extern statetype s_bosschase1s; +extern statetype s_bosschase2; +extern statetype s_bosschase3; +extern statetype s_bosschase3s; +extern statetype s_bosschase4; + +extern statetype s_bossdie1; +extern statetype s_bossdie2; +extern statetype s_bossdie3; +extern statetype s_bossdie4; + +extern statetype s_bossshoot1; +extern statetype s_bossshoot2; +extern statetype s_bossshoot3; +extern statetype s_bossshoot4; +extern statetype s_bossshoot5; +extern statetype s_bossshoot6; +extern statetype s_bossshoot7; +extern statetype s_bossshoot8; + + +statetype s_bossstand = {false,SPR_BOSS_W1,0,(statefunc)T_Stand,NULL,&s_bossstand}; + +statetype s_bosschase1 = {false,SPR_BOSS_W1,10,(statefunc)T_Chase,NULL,&s_bosschase1s}; +statetype s_bosschase1s = {false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2}; +statetype s_bosschase2 = {false,SPR_BOSS_W2,8,(statefunc)T_Chase,NULL,&s_bosschase3}; +statetype s_bosschase3 = {false,SPR_BOSS_W3,10,(statefunc)T_Chase,NULL,&s_bosschase3s}; +statetype s_bosschase3s = {false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4}; +statetype s_bosschase4 = {false,SPR_BOSS_W4,8,(statefunc)T_Chase,NULL,&s_bosschase1}; + +statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,(statefunc)A_DeathScream,&s_bossdie2}; +statetype s_bossdie2 = {false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3}; +statetype s_bossdie3 = {false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4}; +statetype s_bossdie4 = {false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4}; + +statetype s_bossshoot1 = {false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2}; +statetype s_bossshoot2 = {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot3}; +statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot4}; +statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot5}; +statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot6}; +statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot7}; +statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot8}; +statetype s_bossshoot8 = {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1}; + + +// +// gretel +// +extern statetype s_gretelstand; + +extern statetype s_gretelchase1; +extern statetype s_gretelchase1s; +extern statetype s_gretelchase2; +extern statetype s_gretelchase3; +extern statetype s_gretelchase3s; +extern statetype s_gretelchase4; + +extern statetype s_greteldie1; +extern statetype s_greteldie2; +extern statetype s_greteldie3; +extern statetype s_greteldie4; + +extern statetype s_gretelshoot1; +extern statetype s_gretelshoot2; +extern statetype s_gretelshoot3; +extern statetype s_gretelshoot4; +extern statetype s_gretelshoot5; +extern statetype s_gretelshoot6; +extern statetype s_gretelshoot7; +extern statetype s_gretelshoot8; + + +statetype s_gretelstand = {false,SPR_GRETEL_W1,0,(statefunc)T_Stand,NULL,&s_gretelstand}; + +statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,(statefunc)T_Chase,NULL,&s_gretelchase1s}; +statetype s_gretelchase1s = {false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2}; +statetype s_gretelchase2 = {false,SPR_GRETEL_W2,8,(statefunc)T_Chase,NULL,&s_gretelchase3}; +statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,(statefunc)T_Chase,NULL,&s_gretelchase3s}; +statetype s_gretelchase3s = {false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4}; +statetype s_gretelchase4 = {false,SPR_GRETEL_W4,8,(statefunc)T_Chase,NULL,&s_gretelchase1}; + +statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,(statefunc)A_DeathScream,&s_greteldie2}; +statetype s_greteldie2 = {false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3}; +statetype s_greteldie3 = {false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4}; +statetype s_greteldie4 = {false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4}; + +statetype s_gretelshoot1 = {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2}; +statetype s_gretelshoot2 = {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot3}; +statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot4}; +statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot5}; +statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot6}; +statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot7}; +statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot8}; +statetype s_gretelshoot8 = {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1}; +#endif + + +/* +=============== += += SpawnStand += +=============== +*/ + +void SpawnStand (enemy_t which, int tilex, int tiley, int dir) +{ + word *map; + word tile; + + switch (which) + { + case en_guard: + SpawnNewObj (tilex,tiley,&s_grdstand); + newobj->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_officer: + SpawnNewObj (tilex,tiley,&s_ofcstand); + newobj->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_mutant: + SpawnNewObj (tilex,tiley,&s_mutstand); + newobj->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_ss: + SpawnNewObj (tilex,tiley,&s_ssstand); + newobj->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + } + + + map = mapsegs[0]+(tiley<= AREATILE) + tile = *(map+1); + if (*(map-mapwidth) >= AREATILE) + tile = *(map-mapwidth); + if (*(map+mapwidth) >= AREATILE) + tile = *(map+mapwidth); + if ( *(map-1) >= AREATILE) + tile = *(map-1); + + *map = tile; + newobj->areanumber = tile-AREATILE; + + newobj->flags |= FL_AMBUSH; + } + + newobj->obclass = (classtype)(guardobj + which); + newobj->hitpoints = starthitpoints[gamestate.difficulty][which]; + newobj->dir = (dirtype)(dir * 2); + newobj->flags |= FL_SHOOTABLE; +} + + + +/* +=============== += += SpawnDeadGuard += +=============== +*/ + +void SpawnDeadGuard (int tilex, int tiley) +{ + SpawnNewObj (tilex,tiley,&s_grddie4); + DEMOIF_SDL + { + newobj->flags |= FL_NONMARK; // walk through moving enemy fix + } + newobj->obclass = inertobj; +} + + + +#ifndef SPEAR +/* +=============== += += SpawnBoss += +=============== +*/ + +void SpawnBoss (int tilex, int tiley) +{ + SpawnNewObj (tilex,tiley,&s_bossstand); + newobj->speed = SPDPATROL; + + newobj->obclass = bossobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_boss]; + newobj->dir = nodir; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + +/* +=============== += += SpawnGretel += +=============== +*/ + +void SpawnGretel (int tilex, int tiley) +{ + SpawnNewObj (tilex,tiley,&s_gretelstand); + newobj->speed = SPDPATROL; + + newobj->obclass = gretelobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_gretel]; + newobj->dir = nodir; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} +#endif + +/* +=============== += += SpawnPatrol += +=============== +*/ + +void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir) +{ + switch (which) + { + case en_guard: + SpawnNewObj (tilex,tiley,&s_grdpath1); + newobj->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_officer: + SpawnNewObj (tilex,tiley,&s_ofcpath1); + newobj->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_ss: + SpawnNewObj (tilex,tiley,&s_sspath1); + newobj->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_mutant: + SpawnNewObj (tilex,tiley,&s_mutpath1); + newobj->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_dog: + SpawnNewObj (tilex,tiley,&s_dogpath1); + newobj->speed = SPDDOG; + if (!loadedgame) + gamestate.killtotal++; + break; + } + + newobj->obclass = (classtype)(guardobj+which); + newobj->dir = (dirtype)(dir*2); + newobj->hitpoints = starthitpoints[gamestate.difficulty][which]; + newobj->distance = TILEGLOBAL; + newobj->flags |= FL_SHOOTABLE; + newobj->active = ac_yes; + + actorat[newobj->tilex][newobj->tiley] = NULL; // don't use original spot + + switch (dir) + { + case 0: + newobj->tilex++; + break; + case 1: + newobj->tiley--; + break; + case 2: + newobj->tilex--; + break; + case 3: + newobj->tiley++; + break; + } + + actorat[newobj->tilex][newobj->tiley] = newobj; +} + + + +/* +================== += += A_DeathScream += +================== +*/ + +void A_DeathScream (objtype *ob) +{ +#ifndef UPLOAD +#ifndef SPEAR + if (mapon==9 && !US_RndT()) +#else + if ((mapon==18 || mapon==19) && !US_RndT()) +#endif + { + switch(ob->obclass) + { + case mutantobj: + case guardobj: + case officerobj: + case ssobj: + case dogobj: + PlaySoundLocActor(DEATHSCREAM6SND,ob); + return; + } + } +#endif + + switch (ob->obclass) + { + case mutantobj: + PlaySoundLocActor(AHHHGSND,ob); + break; + + case guardobj: + { + int sounds[9]={ DEATHSCREAM1SND, + DEATHSCREAM2SND, + DEATHSCREAM3SND, +#ifndef APOGEE_1_0 + DEATHSCREAM4SND, + DEATHSCREAM5SND, + DEATHSCREAM7SND, + DEATHSCREAM8SND, + DEATHSCREAM9SND +#endif + }; + +#ifndef UPLOAD + PlaySoundLocActor(sounds[US_RndT()%8],ob); +#else + PlaySoundLocActor(sounds[US_RndT()%2],ob); +#endif + break; + } + case officerobj: + PlaySoundLocActor(NEINSOVASSND,ob); + break; + case ssobj: + PlaySoundLocActor(LEBENSND,ob); // JAB + break; + case dogobj: + PlaySoundLocActor(DOGDEATHSND,ob); // JAB + break; +#ifndef SPEAR + case bossobj: + SD_PlaySound(MUTTISND); // JAB + break; + case schabbobj: + SD_PlaySound(MEINGOTTSND); + break; + case fakeobj: + SD_PlaySound(HITLERHASND); + break; + case mechahitlerobj: + SD_PlaySound(SCHEISTSND); + break; + case realhitlerobj: + SD_PlaySound(EVASND); + break; +#ifndef APOGEE_1_0 + case gretelobj: + SD_PlaySound(MEINSND); + break; + case giftobj: + SD_PlaySound(DONNERSND); + break; + case fatobj: + SD_PlaySound(ROSESND); + break; +#endif +#else + case spectreobj: + SD_PlaySound(GHOSTFADESND); + break; + case angelobj: + SD_PlaySound(ANGELDEATHSND); + break; + case transobj: + SD_PlaySound(TRANSDEATHSND); + break; + case uberobj: + SD_PlaySound(UBERDEATHSND); + break; + case willobj: + SD_PlaySound(WILHELMDEATHSND); + break; + case deathobj: + SD_PlaySound(KNIGHTDEATHSND); + break; +#endif + } +} + + +/* +============================================================================= + + SPEAR ACTORS + +============================================================================= +*/ + +#ifdef SPEAR + +void T_Launch (objtype *ob); +void T_Will (objtype *ob); + +extern statetype s_angelshoot1; +extern statetype s_deathshoot1; +extern statetype s_spark1; + +// +// trans +// +extern statetype s_transstand; + +extern statetype s_transchase1; +extern statetype s_transchase1s; +extern statetype s_transchase2; +extern statetype s_transchase3; +extern statetype s_transchase3s; +extern statetype s_transchase4; + +extern statetype s_transdie0; +extern statetype s_transdie01; +extern statetype s_transdie1; +extern statetype s_transdie2; +extern statetype s_transdie3; +extern statetype s_transdie4; + +extern statetype s_transshoot1; +extern statetype s_transshoot2; +extern statetype s_transshoot3; +extern statetype s_transshoot4; +extern statetype s_transshoot5; +extern statetype s_transshoot6; +extern statetype s_transshoot7; +extern statetype s_transshoot8; + + +statetype s_transstand = {false,SPR_TRANS_W1,0,(statefunc)T_Stand,NULL,&s_transstand}; + +statetype s_transchase1 = {false,SPR_TRANS_W1,10,(statefunc)T_Chase,NULL,&s_transchase1s}; +statetype s_transchase1s = {false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2}; +statetype s_transchase2 = {false,SPR_TRANS_W2,8,(statefunc)T_Chase,NULL,&s_transchase3}; +statetype s_transchase3 = {false,SPR_TRANS_W3,10,(statefunc)T_Chase,NULL,&s_transchase3s}; +statetype s_transchase3s = {false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4}; +statetype s_transchase4 = {false,SPR_TRANS_W4,8,(statefunc)T_Chase,NULL,&s_transchase1}; + +statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,(statefunc)A_DeathScream,&s_transdie01}; +statetype s_transdie01 = {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1}; +statetype s_transdie1 = {false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2}; +statetype s_transdie2 = {false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3}; +statetype s_transdie3 = {false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4}; +statetype s_transdie4 = {false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4}; + +statetype s_transshoot1 = {false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2}; +statetype s_transshoot2 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot3}; +statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot4}; +statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot5}; +statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot6}; +statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot7}; +statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot8}; +statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1}; + + +/* +=============== += += SpawnTrans += +=============== +*/ + +void SpawnTrans (int tilex, int tiley) +{ + // word *map; + // word tile; + + if (SoundBlasterPresent && DigiMode != sds_Off) + s_transdie01.tictime = 105; + + SpawnNewObj (tilex,tiley,&s_transstand); + newobj->obclass = transobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_trans]; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +// +// uber +// +void T_UShoot (objtype *ob); + +extern statetype s_uberstand; + +extern statetype s_uberchase1; +extern statetype s_uberchase1s; +extern statetype s_uberchase2; +extern statetype s_uberchase3; +extern statetype s_uberchase3s; +extern statetype s_uberchase4; + +extern statetype s_uberdie0; +extern statetype s_uberdie01; +extern statetype s_uberdie1; +extern statetype s_uberdie2; +extern statetype s_uberdie3; +extern statetype s_uberdie4; +extern statetype s_uberdie5; + +extern statetype s_ubershoot1; +extern statetype s_ubershoot2; +extern statetype s_ubershoot3; +extern statetype s_ubershoot4; +extern statetype s_ubershoot5; +extern statetype s_ubershoot6; +extern statetype s_ubershoot7; + + +statetype s_uberstand = {false,SPR_UBER_W1,0,(statefunc)T_Stand,NULL,&s_uberstand}; + +statetype s_uberchase1 = {false,SPR_UBER_W1,10,(statefunc)T_Chase,NULL,&s_uberchase1s}; +statetype s_uberchase1s = {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2}; +statetype s_uberchase2 = {false,SPR_UBER_W2,8,(statefunc)T_Chase,NULL,&s_uberchase3}; +statetype s_uberchase3 = {false,SPR_UBER_W3,10,(statefunc)T_Chase,NULL,&s_uberchase3s}; +statetype s_uberchase3s = {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4}; +statetype s_uberchase4 = {false,SPR_UBER_W4,8,(statefunc)T_Chase,NULL,&s_uberchase1}; + +statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,(statefunc)A_DeathScream,&s_uberdie01}; +statetype s_uberdie01 = {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1}; +statetype s_uberdie1 = {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2}; +statetype s_uberdie2 = {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3}; +statetype s_uberdie3 = {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4}; +statetype s_uberdie4 = {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5}; +statetype s_uberdie5 = {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5}; + +statetype s_ubershoot1 = {false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2}; +statetype s_ubershoot2 = {false,SPR_UBER_SHOOT2,12,NULL,(statefunc)T_UShoot,&s_ubershoot3}; +statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,&s_ubershoot4}; +statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,(statefunc)T_UShoot,&s_ubershoot5}; +statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,&s_ubershoot6}; +statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,(statefunc)T_UShoot,&s_ubershoot7}; +statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1}; + + +/* +=============== += += SpawnUber += +=============== +*/ + +void SpawnUber (int tilex, int tiley) +{ + if (SoundBlasterPresent && DigiMode != sds_Off) + s_uberdie01.tictime = 70; + + SpawnNewObj (tilex,tiley,&s_uberstand); + newobj->obclass = uberobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_uber]; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += T_UShoot += +=============== +*/ + +void T_UShoot (objtype *ob) +{ + int dx,dy,dist; + + T_Shoot (ob); + + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + if (dist <= 1) + TakeDamage (10,ob); +} + + +// +// will +// +extern statetype s_willstand; + +extern statetype s_willchase1; +extern statetype s_willchase1s; +extern statetype s_willchase2; +extern statetype s_willchase3; +extern statetype s_willchase3s; +extern statetype s_willchase4; + +extern statetype s_willdie1; +extern statetype s_willdie2; +extern statetype s_willdie3; +extern statetype s_willdie4; +extern statetype s_willdie5; +extern statetype s_willdie6; + +extern statetype s_willshoot1; +extern statetype s_willshoot2; +extern statetype s_willshoot3; +extern statetype s_willshoot4; +extern statetype s_willshoot5; +extern statetype s_willshoot6; + + +statetype s_willstand = {false,SPR_WILL_W1,0,(statefunc)T_Stand,NULL,&s_willstand}; + +statetype s_willchase1 = {false,SPR_WILL_W1,10,(statefunc)T_Will,NULL,&s_willchase1s}; +statetype s_willchase1s = {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2}; +statetype s_willchase2 = {false,SPR_WILL_W2,8,(statefunc)T_Will,NULL,&s_willchase3}; +statetype s_willchase3 = {false,SPR_WILL_W3,10,(statefunc)T_Will,NULL,&s_willchase3s}; +statetype s_willchase3s = {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4}; +statetype s_willchase4 = {false,SPR_WILL_W4,8,(statefunc)T_Will,NULL,&s_willchase1}; + +statetype s_willdeathcam = {false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1}; + +statetype s_willdie1 = {false,SPR_WILL_W1,1,NULL,(statefunc)A_DeathScream,&s_willdie2}; +statetype s_willdie2 = {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3}; +statetype s_willdie3 = {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4}; +statetype s_willdie4 = {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5}; +statetype s_willdie5 = {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6}; +statetype s_willdie6 = {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6}; + +statetype s_willshoot1 = {false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2}; +statetype s_willshoot2 = {false,SPR_WILL_SHOOT2,10,NULL,(statefunc)T_Launch,&s_willshoot3}; +statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_willshoot4}; +statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_willshoot5}; +statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_willshoot6}; +statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_willchase1}; + + +/* +=============== += += SpawnWill += +=============== +*/ + +void SpawnWill (int tilex, int tiley) +{ + if (SoundBlasterPresent && DigiMode != sds_Off) + s_willdie2.tictime = 70; + + SpawnNewObj (tilex,tiley,&s_willstand); + newobj->obclass = willobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_will]; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +================ += += T_Will += +================ +*/ + +void T_Will (objtype *ob) +{ + int32_t move; + int dx,dy,dist; + boolean dodge; + + dodge = false; + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + + if (CheckLine(ob)) // got a shot at player? + { + ob->hidden = false; + if ( (unsigned) US_RndT() < (tics<<3) && objfreelist) + { + // + // go into attack frame + // + if (ob->obclass == willobj) + NewState (ob,&s_willshoot1); + else if (ob->obclass == angelobj) + NewState (ob,&s_angelshoot1); + else + NewState (ob,&s_deathshoot1); + return; + } + dodge = true; + } + else + ob->hidden = true; + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now open + TryWalk(ob); + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + if (dist <4) + SelectRunDir (ob); + else if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } + +} + + +// +// death +// +extern statetype s_deathstand; + +extern statetype s_deathchase1; +extern statetype s_deathchase1s; +extern statetype s_deathchase2; +extern statetype s_deathchase3; +extern statetype s_deathchase3s; +extern statetype s_deathchase4; + +extern statetype s_deathdie1; +extern statetype s_deathdie2; +extern statetype s_deathdie3; +extern statetype s_deathdie4; +extern statetype s_deathdie5; +extern statetype s_deathdie6; +extern statetype s_deathdie7; +extern statetype s_deathdie8; +extern statetype s_deathdie9; + +extern statetype s_deathshoot1; +extern statetype s_deathshoot2; +extern statetype s_deathshoot3; +extern statetype s_deathshoot4; +extern statetype s_deathshoot5; + + +statetype s_deathstand = {false,SPR_DEATH_W1,0,(statefunc)T_Stand,NULL,&s_deathstand}; + +statetype s_deathchase1 = {false,SPR_DEATH_W1,10,(statefunc)T_Will,NULL,&s_deathchase1s}; +statetype s_deathchase1s = {false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2}; +statetype s_deathchase2 = {false,SPR_DEATH_W2,8,(statefunc)T_Will,NULL,&s_deathchase3}; +statetype s_deathchase3 = {false,SPR_DEATH_W3,10,(statefunc)T_Will,NULL,&s_deathchase3s}; +statetype s_deathchase3s = {false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4}; +statetype s_deathchase4 = {false,SPR_DEATH_W4,8,(statefunc)T_Will,NULL,&s_deathchase1}; + +statetype s_deathdeathcam = {false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1}; + +statetype s_deathdie1 = {false,SPR_DEATH_W1,1,NULL,(statefunc)A_DeathScream,&s_deathdie2}; +statetype s_deathdie2 = {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3}; +statetype s_deathdie3 = {false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4}; +statetype s_deathdie4 = {false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5}; +statetype s_deathdie5 = {false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6}; +statetype s_deathdie6 = {false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7}; +statetype s_deathdie7 = {false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8}; +statetype s_deathdie8 = {false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9}; +statetype s_deathdie9 = {false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9}; + +statetype s_deathshoot1 = {false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2}; +statetype s_deathshoot2 = {false,SPR_DEATH_SHOOT2,10,NULL,(statefunc)T_Launch,&s_deathshoot3}; +statetype s_deathshoot3 = {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_deathshoot4}; +statetype s_deathshoot4 = {false,SPR_DEATH_SHOOT3,10,NULL,(statefunc)T_Launch,&s_deathshoot5}; +statetype s_deathshoot5 = {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_deathchase1}; + + +/* +=============== += += SpawnDeath += +=============== +*/ + +void SpawnDeath (int tilex, int tiley) +{ + if (SoundBlasterPresent && DigiMode != sds_Off) + s_deathdie2.tictime = 105; + + SpawnNewObj (tilex,tiley,&s_deathstand); + newobj->obclass = deathobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_death]; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + +/* +=============== += += T_Launch += +=============== +*/ + +void T_Launch (objtype *ob) +{ + int32_t deltax,deltay; + float angle; + int iangle; + + deltax = player->x - ob->x; + deltay = ob->y - player->y; + angle = (float) atan2 ((float) deltay, (float) deltax); + if (angle<0) + angle = (float) (M_PI*2+angle); + iangle = (int) (angle/(M_PI*2)*ANGLES); + if (ob->obclass == deathobj) + { + T_Shoot (ob); + if (ob->state == &s_deathshoot2) + { + iangle-=4; + if (iangle<0) + iangle+=ANGLES; + } + else + { + iangle+=4; + if (iangle>=ANGLES) + iangle-=ANGLES; + } + } + + GetNewActor (); + newobj->state = &s_rocket; + newobj->ticcount = 1; + + newobj->tilex = ob->tilex; + newobj->tiley = ob->tiley; + newobj->x = ob->x; + newobj->y = ob->y; + newobj->obclass = rocketobj; + switch(ob->obclass) + { + case deathobj: + newobj->state = &s_hrocket; + newobj->obclass = hrocketobj; + PlaySoundLocActor (KNIGHTMISSILESND,newobj); + break; + case angelobj: + newobj->state = &s_spark1; + newobj->obclass = sparkobj; + PlaySoundLocActor (ANGELFIRESND,newobj); + break; + default: + PlaySoundLocActor (MISSILEFIRESND,newobj); + } + + newobj->dir = nodir; + newobj->angle = iangle; + newobj->speed = 0x2000l; + newobj->flags = FL_NEVERMARK; + newobj->active = ac_yes; +} + + + +// +// angel +// +void A_Relaunch (objtype *ob); +void A_Victory (objtype *ob); +void A_StartAttack (objtype *ob); +void A_Breathing (objtype *ob); + +extern statetype s_angelstand; + +extern statetype s_angelchase1; +extern statetype s_angelchase1s; +extern statetype s_angelchase2; +extern statetype s_angelchase3; +extern statetype s_angelchase3s; +extern statetype s_angelchase4; + +extern statetype s_angeldie1; +extern statetype s_angeldie11; +extern statetype s_angeldie2; +extern statetype s_angeldie3; +extern statetype s_angeldie4; +extern statetype s_angeldie5; +extern statetype s_angeldie6; +extern statetype s_angeldie7; +extern statetype s_angeldie8; +extern statetype s_angeldie9; + +extern statetype s_angelshoot1; +extern statetype s_angelshoot2; +extern statetype s_angelshoot3; +extern statetype s_angelshoot4; +extern statetype s_angelshoot5; +extern statetype s_angelshoot6; + +extern statetype s_angeltired; +extern statetype s_angeltired2; +extern statetype s_angeltired3; +extern statetype s_angeltired4; +extern statetype s_angeltired5; +extern statetype s_angeltired6; +extern statetype s_angeltired7; + +extern statetype s_spark1; +extern statetype s_spark2; +extern statetype s_spark3; +extern statetype s_spark4; + + +statetype s_angelstand = {false,SPR_ANGEL_W1,0,(statefunc)T_Stand,NULL,&s_angelstand}; + +statetype s_angelchase1 = {false,SPR_ANGEL_W1,10,(statefunc)T_Will,NULL,&s_angelchase1s}; +statetype s_angelchase1s = {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2}; +statetype s_angelchase2 = {false,SPR_ANGEL_W2,8,(statefunc)T_Will,NULL,&s_angelchase3}; +statetype s_angelchase3 = {false,SPR_ANGEL_W3,10,(statefunc)T_Will,NULL,&s_angelchase3s}; +statetype s_angelchase3s = {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4}; +statetype s_angelchase4 = {false,SPR_ANGEL_W4,8,(statefunc)T_Will,NULL,&s_angelchase1}; + +statetype s_angeldie1 = {false,SPR_ANGEL_W1,1,NULL,(statefunc)A_DeathScream,&s_angeldie11}; +statetype s_angeldie11 = {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2}; +statetype s_angeldie2 = {false,SPR_ANGEL_DIE1,10,NULL,(statefunc)A_Slurpie,&s_angeldie3}; +statetype s_angeldie3 = {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4}; +statetype s_angeldie4 = {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5}; +statetype s_angeldie5 = {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6}; +statetype s_angeldie6 = {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7}; +statetype s_angeldie7 = {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8}; +statetype s_angeldie8 = {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9}; +statetype s_angeldie9 = {false,SPR_ANGEL_DEAD,130,NULL,(statefunc)A_Victory,&s_angeldie9}; + +statetype s_angelshoot1 = {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_StartAttack,&s_angelshoot2}; +statetype s_angelshoot2 = {false,SPR_ANGEL_SHOOT2,20,NULL,(statefunc)T_Launch,&s_angelshoot3}; +statetype s_angelshoot3 = {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_Relaunch,&s_angelshoot2}; + +statetype s_angeltired = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angeltired2}; +statetype s_angeltired2 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3}; +statetype s_angeltired3 = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angeltired4}; +statetype s_angeltired4 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5}; +statetype s_angeltired5 = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angeltired6}; +statetype s_angeltired6 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7}; +statetype s_angeltired7 = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angelchase1}; + +statetype s_spark1 = {false,SPR_SPARK1,6,(statefunc)T_Projectile,NULL,&s_spark2}; +statetype s_spark2 = {false,SPR_SPARK2,6,(statefunc)T_Projectile,NULL,&s_spark3}; +statetype s_spark3 = {false,SPR_SPARK3,6,(statefunc)T_Projectile,NULL,&s_spark4}; +statetype s_spark4 = {false,SPR_SPARK4,6,(statefunc)T_Projectile,NULL,&s_spark1}; + + +void A_Slurpie (objtype *) +{ + SD_PlaySound(SLURPIESND); +} + +void A_Breathing (objtype *) +{ + SD_PlaySound(ANGELTIREDSND); +} + +/* +=============== += += SpawnAngel += +=============== +*/ + +void SpawnAngel (int tilex, int tiley) +{ + if (SoundBlasterPresent && DigiMode != sds_Off) + s_angeldie11.tictime = 105; + + SpawnNewObj (tilex,tiley,&s_angelstand); + newobj->obclass = angelobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_angel]; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +================= += += A_Victory += +================= +*/ + +void A_Victory (objtype *) +{ + playstate = ex_victorious; +} + + +/* +================= += += A_StartAttack += +================= +*/ + +void A_StartAttack (objtype *ob) +{ + ob->temp1 = 0; +} + + +/* +================= += += A_Relaunch += +================= +*/ + +void A_Relaunch (objtype *ob) +{ + if (++ob->temp1 == 3) + { + NewState (ob,&s_angeltired); + return; + } + + if (US_RndT()&1) + { + NewState (ob,&s_angelchase1); + return; + } +} + + + + +// +// spectre +// +void T_SpectreWait (objtype *ob); +void A_Dormant (objtype *ob); + +extern statetype s_spectrewait1; +extern statetype s_spectrewait2; +extern statetype s_spectrewait3; +extern statetype s_spectrewait4; + +extern statetype s_spectrechase1; +extern statetype s_spectrechase2; +extern statetype s_spectrechase3; +extern statetype s_spectrechase4; + +extern statetype s_spectredie1; +extern statetype s_spectredie2; +extern statetype s_spectredie3; +extern statetype s_spectredie4; + +extern statetype s_spectrewake; + +statetype s_spectrewait1 = {false,SPR_SPECTRE_W1,10,(statefunc)T_Stand,NULL,&s_spectrewait2}; +statetype s_spectrewait2 = {false,SPR_SPECTRE_W2,10,(statefunc)T_Stand,NULL,&s_spectrewait3}; +statetype s_spectrewait3 = {false,SPR_SPECTRE_W3,10,(statefunc)T_Stand,NULL,&s_spectrewait4}; +statetype s_spectrewait4 = {false,SPR_SPECTRE_W4,10,(statefunc)T_Stand,NULL,&s_spectrewait1}; + +statetype s_spectrechase1 = {false,SPR_SPECTRE_W1,10,(statefunc)T_Ghosts,NULL,&s_spectrechase2}; +statetype s_spectrechase2 = {false,SPR_SPECTRE_W2,10,(statefunc)T_Ghosts,NULL,&s_spectrechase3}; +statetype s_spectrechase3 = {false,SPR_SPECTRE_W3,10,(statefunc)T_Ghosts,NULL,&s_spectrechase4}; +statetype s_spectrechase4 = {false,SPR_SPECTRE_W4,10,(statefunc)T_Ghosts,NULL,&s_spectrechase1}; + +statetype s_spectredie1 = {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2}; +statetype s_spectredie2 = {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3}; +statetype s_spectredie3 = {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4}; +statetype s_spectredie4 = {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake}; +statetype s_spectrewake = {false,SPR_SPECTRE_F4,10,NULL,(statefunc)A_Dormant,&s_spectrewake}; + +/* +=============== += += SpawnSpectre += +=============== +*/ + +void SpawnSpectre (int tilex, int tiley) +{ + SpawnNewObj (tilex,tiley,&s_spectrewait1); + newobj->obclass = spectreobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_spectre]; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH|FL_BONUS; // |FL_NEVERMARK|FL_NONMARK; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += A_Dormant += +=============== +*/ + +void A_Dormant (objtype *ob) +{ + int32_t deltax,deltay; + int xl,xh,yl,yh; + int x,y; + uintptr_t tile; + + deltax = ob->x - player->x; + if (deltax < -MINACTORDIST || deltax > MINACTORDIST) + goto moveok; + deltay = ob->y - player->y; + if (deltay < -MINACTORDIST || deltay > MINACTORDIST) + goto moveok; + + return; +moveok: + + xl = (ob->x-MINDIST) >> TILESHIFT; + xh = (ob->x+MINDIST) >> TILESHIFT; + yl = (ob->y-MINDIST) >> TILESHIFT; + yh = (ob->y+MINDIST) >> TILESHIFT; + + for (y=yl ; y<=yh ; y++) + for (x=xl ; x<=xh ; x++) + { + tile = (uintptr_t)actorat[x][y]; + if (!tile) + continue; + if (!ISPOINTER(tile)) + return; + if (((objtype *)tile)->flags&FL_SHOOTABLE) + return; + } + + ob->flags |= FL_AMBUSH | FL_SHOOTABLE; + ob->flags &= ~FL_ATTACKMODE; + ob->flags &= ~FL_NONMARK; // stuck bugfix 1 + ob->dir = nodir; + NewState (ob,&s_spectrewait1); +} + + +#endif + +/* +============================================================================= + + SCHABBS / GIFT / FAT + +============================================================================= +*/ + +#ifndef SPEAR +/* +=============== += += SpawnGhosts += +=============== +*/ + +void SpawnGhosts (int which, int tilex, int tiley) +{ + switch(which) + { + case en_blinky: + SpawnNewObj (tilex,tiley,&s_blinkychase1); + break; + case en_clyde: + SpawnNewObj (tilex,tiley,&s_clydechase1); + break; + case en_pinky: + SpawnNewObj (tilex,tiley,&s_pinkychase1); + break; + case en_inky: + SpawnNewObj (tilex,tiley,&s_inkychase1); + break; + } + + newobj->obclass = ghostobj; + newobj->speed = SPDDOG; + + newobj->dir = east; + newobj->flags |= FL_AMBUSH; + if (!loadedgame) + { + gamestate.killtotal++; + gamestate.killcount++; + } +} + + + +void T_Gift (objtype *ob); +void T_GiftThrow (objtype *ob); + +void T_Fat (objtype *ob); +void T_FatThrow (objtype *ob); + +// +// schabb +// +extern statetype s_schabbstand; + +extern statetype s_schabbchase1; +extern statetype s_schabbchase1s; +extern statetype s_schabbchase2; +extern statetype s_schabbchase3; +extern statetype s_schabbchase3s; +extern statetype s_schabbchase4; + +extern statetype s_schabbdie1; +extern statetype s_schabbdie2; +extern statetype s_schabbdie3; +extern statetype s_schabbdie4; +extern statetype s_schabbdie5; +extern statetype s_schabbdie6; + +extern statetype s_schabbshoot1; +extern statetype s_schabbshoot2; + +extern statetype s_needle1; +extern statetype s_needle2; +extern statetype s_needle3; +extern statetype s_needle4; + +extern statetype s_schabbdeathcam; + + +statetype s_schabbstand = {false,SPR_SCHABB_W1,0,(statefunc)T_Stand,NULL,&s_schabbstand}; + +statetype s_schabbchase1 = {false,SPR_SCHABB_W1,10,(statefunc)T_Schabb,NULL,&s_schabbchase1s}; +statetype s_schabbchase1s = {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2}; +statetype s_schabbchase2 = {false,SPR_SCHABB_W2,8,(statefunc)T_Schabb,NULL,&s_schabbchase3}; +statetype s_schabbchase3 = {false,SPR_SCHABB_W3,10,(statefunc)T_Schabb,NULL,&s_schabbchase3s}; +statetype s_schabbchase3s = {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4}; +statetype s_schabbchase4 = {false,SPR_SCHABB_W4,8,(statefunc)T_Schabb,NULL,&s_schabbchase1}; + +statetype s_schabbdeathcam = {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1}; + +statetype s_schabbdie1 = {false,SPR_SCHABB_W1,10,NULL,(statefunc)A_DeathScream,&s_schabbdie2}; +statetype s_schabbdie2 = {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3}; +statetype s_schabbdie3 = {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4}; +statetype s_schabbdie4 = {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5}; +statetype s_schabbdie5 = {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6}; +statetype s_schabbdie6 = {false,SPR_SCHABB_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_schabbdie6}; + +statetype s_schabbshoot1 = {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2}; +statetype s_schabbshoot2 = {false,SPR_SCHABB_SHOOT2,10,NULL,(statefunc)T_SchabbThrow,&s_schabbchase1}; + +statetype s_needle1 = {false,SPR_HYPO1,6,(statefunc)T_Projectile,NULL,&s_needle2}; +statetype s_needle2 = {false,SPR_HYPO2,6,(statefunc)T_Projectile,NULL,&s_needle3}; +statetype s_needle3 = {false,SPR_HYPO3,6,(statefunc)T_Projectile,NULL,&s_needle4}; +statetype s_needle4 = {false,SPR_HYPO4,6,(statefunc)T_Projectile,NULL,&s_needle1}; + + +// +// gift +// +extern statetype s_giftstand; + +extern statetype s_giftchase1; +extern statetype s_giftchase1s; +extern statetype s_giftchase2; +extern statetype s_giftchase3; +extern statetype s_giftchase3s; +extern statetype s_giftchase4; + +extern statetype s_giftdie1; +extern statetype s_giftdie2; +extern statetype s_giftdie3; +extern statetype s_giftdie4; +extern statetype s_giftdie5; +extern statetype s_giftdie6; + +extern statetype s_giftshoot1; +extern statetype s_giftshoot2; + +extern statetype s_needle1; +extern statetype s_needle2; +extern statetype s_needle3; +extern statetype s_needle4; + +extern statetype s_giftdeathcam; + +extern statetype s_boom1; +extern statetype s_boom2; +extern statetype s_boom3; + + +statetype s_giftstand = {false,SPR_GIFT_W1,0,(statefunc)T_Stand,NULL,&s_giftstand}; + +statetype s_giftchase1 = {false,SPR_GIFT_W1,10,(statefunc)T_Gift,NULL,&s_giftchase1s}; +statetype s_giftchase1s = {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2}; +statetype s_giftchase2 = {false,SPR_GIFT_W2,8,(statefunc)T_Gift,NULL,&s_giftchase3}; +statetype s_giftchase3 = {false,SPR_GIFT_W3,10,(statefunc)T_Gift,NULL,&s_giftchase3s}; +statetype s_giftchase3s = {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4}; +statetype s_giftchase4 = {false,SPR_GIFT_W4,8,(statefunc)T_Gift,NULL,&s_giftchase1}; + +statetype s_giftdeathcam = {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1}; + +statetype s_giftdie1 = {false,SPR_GIFT_W1,1,NULL,(statefunc)A_DeathScream,&s_giftdie2}; +statetype s_giftdie2 = {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3}; +statetype s_giftdie3 = {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4}; +statetype s_giftdie4 = {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5}; +statetype s_giftdie5 = {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6}; +statetype s_giftdie6 = {false,SPR_GIFT_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_giftdie6}; + +statetype s_giftshoot1 = {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2}; +statetype s_giftshoot2 = {false,SPR_GIFT_SHOOT2,10,NULL,(statefunc)T_GiftThrow,&s_giftchase1}; + + +// +// fat +// +extern statetype s_fatstand; + +extern statetype s_fatchase1; +extern statetype s_fatchase1s; +extern statetype s_fatchase2; +extern statetype s_fatchase3; +extern statetype s_fatchase3s; +extern statetype s_fatchase4; + +extern statetype s_fatdie1; +extern statetype s_fatdie2; +extern statetype s_fatdie3; +extern statetype s_fatdie4; +extern statetype s_fatdie5; +extern statetype s_fatdie6; + +extern statetype s_fatshoot1; +extern statetype s_fatshoot2; +extern statetype s_fatshoot3; +extern statetype s_fatshoot4; +extern statetype s_fatshoot5; +extern statetype s_fatshoot6; + +extern statetype s_needle1; +extern statetype s_needle2; +extern statetype s_needle3; +extern statetype s_needle4; + +extern statetype s_fatdeathcam; + + +statetype s_fatstand = {false,SPR_FAT_W1,0,(statefunc)T_Stand,NULL,&s_fatstand}; + +statetype s_fatchase1 = {false,SPR_FAT_W1,10,(statefunc)T_Fat,NULL,&s_fatchase1s}; +statetype s_fatchase1s = {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2}; +statetype s_fatchase2 = {false,SPR_FAT_W2,8,(statefunc)T_Fat,NULL,&s_fatchase3}; +statetype s_fatchase3 = {false,SPR_FAT_W3,10,(statefunc)T_Fat,NULL,&s_fatchase3s}; +statetype s_fatchase3s = {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4}; +statetype s_fatchase4 = {false,SPR_FAT_W4,8,(statefunc)T_Fat,NULL,&s_fatchase1}; + +statetype s_fatdeathcam = {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1}; + +statetype s_fatdie1 = {false,SPR_FAT_W1,1,NULL,(statefunc)A_DeathScream,&s_fatdie2}; +statetype s_fatdie2 = {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3}; +statetype s_fatdie3 = {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4}; +statetype s_fatdie4 = {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5}; +statetype s_fatdie5 = {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6}; +statetype s_fatdie6 = {false,SPR_FAT_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_fatdie6}; + +statetype s_fatshoot1 = {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2}; +statetype s_fatshoot2 = {false,SPR_FAT_SHOOT2,10,NULL,(statefunc)T_GiftThrow,&s_fatshoot3}; +statetype s_fatshoot3 = {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_fatshoot4}; +statetype s_fatshoot4 = {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_fatshoot5}; +statetype s_fatshoot5 = {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_fatshoot6}; +statetype s_fatshoot6 = {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_fatchase1}; + + +/* +=============== += += SpawnSchabbs += +=============== +*/ + +void SpawnSchabbs (int tilex, int tiley) +{ + if (DigiMode != sds_Off) + s_schabbdie2.tictime = 140; + else + s_schabbdie2.tictime = 5; + + SpawnNewObj (tilex,tiley,&s_schabbstand); + newobj->speed = SPDPATROL; + + newobj->obclass = schabbobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs]; + newobj->dir = nodir; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += SpawnGift += +=============== +*/ + +void SpawnGift (int tilex, int tiley) +{ + if (DigiMode != sds_Off) + s_giftdie2.tictime = 140; + else + s_giftdie2.tictime = 5; + + SpawnNewObj (tilex,tiley,&s_giftstand); + newobj->speed = SPDPATROL; + + newobj->obclass = giftobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_gift]; + newobj->dir = nodir; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += SpawnFat += +=============== +*/ + +void SpawnFat (int tilex, int tiley) +{ + if (DigiMode != sds_Off) + s_fatdie2.tictime = 140; + else + s_fatdie2.tictime = 5; + + SpawnNewObj (tilex,tiley,&s_fatstand); + newobj->speed = SPDPATROL; + + newobj->obclass = fatobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_fat]; + newobj->dir = nodir; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +================= += += T_SchabbThrow += +================= +*/ + +void T_SchabbThrow (objtype *ob) +{ + int32_t deltax,deltay; + float angle; + int iangle; + + deltax = player->x - ob->x; + deltay = ob->y - player->y; + angle = (float) atan2((float) deltay, (float) deltax); + if (angle<0) + angle = (float) (M_PI*2+angle); + iangle = (int) (angle/(M_PI*2)*ANGLES); + + GetNewActor (); + newobj->state = &s_needle1; + newobj->ticcount = 1; + + newobj->tilex = ob->tilex; + newobj->tiley = ob->tiley; + newobj->x = ob->x; + newobj->y = ob->y; + newobj->obclass = needleobj; + newobj->dir = nodir; + newobj->angle = iangle; + newobj->speed = 0x2000l; + + newobj->flags = FL_NEVERMARK; + newobj->active = ac_yes; + + PlaySoundLocActor (SCHABBSTHROWSND,newobj); +} + +/* +================= += += T_GiftThrow += +================= +*/ + +void T_GiftThrow (objtype *ob) +{ + int32_t deltax,deltay; + float angle; + int iangle; + + deltax = player->x - ob->x; + deltay = ob->y - player->y; + angle = (float) atan2((float) deltay, (float) deltax); + if (angle<0) + angle = (float) (M_PI*2+angle); + iangle = (int) (angle/(M_PI*2)*ANGLES); + + GetNewActor (); + newobj->state = &s_rocket; + newobj->ticcount = 1; + + newobj->tilex = ob->tilex; + newobj->tiley = ob->tiley; + newobj->x = ob->x; + newobj->y = ob->y; + newobj->obclass = rocketobj; + newobj->dir = nodir; + newobj->angle = iangle; + newobj->speed = 0x2000l; + newobj->flags = FL_NEVERMARK; + newobj->active = ac_yes; + +#ifndef APOGEE_1_0 // T_GiftThrow will never be called in shareware v1.0 + PlaySoundLocActor (MISSILEFIRESND,newobj); +#endif +} + + +/* +================= += += T_Schabb += +================= +*/ + +void T_Schabb (objtype *ob) +{ + int32_t move; + int dx,dy,dist; + boolean dodge; + + dodge = false; + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + + if (CheckLine(ob)) // got a shot at player? + { + ob->hidden = false; + if ( (unsigned) US_RndT() < (tics<<3) && objfreelist) + { + // + // go into attack frame + // + NewState (ob,&s_schabbshoot1); + return; + } + dodge = true; + } + else + ob->hidden = true; + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now open + TryWalk(ob); + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + if (dist <4) + SelectRunDir (ob); + else if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } +} + + +/* +================= += += T_Gift += +================= +*/ + +void T_Gift (objtype *ob) +{ + int32_t move; + int dx,dy,dist; + boolean dodge; + + dodge = false; + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + + if (CheckLine(ob)) // got a shot at player? + { + ob->hidden = false; + if ( (unsigned) US_RndT() < (tics<<3) && objfreelist) + { + // + // go into attack frame + // + NewState (ob,&s_giftshoot1); + return; + } + dodge = true; + } + else + ob->hidden = true; + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now open + TryWalk(ob); + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + if (dist <4) + SelectRunDir (ob); + else if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } +} + + +/* +================= += += T_Fat += +================= +*/ + +void T_Fat (objtype *ob) +{ + int32_t move; + int dx,dy,dist; + boolean dodge; + + dodge = false; + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + + if (CheckLine(ob)) // got a shot at player? + { + ob->hidden = false; + if ( (unsigned) US_RndT() < (tics<<3) && objfreelist) + { + // + // go into attack frame + // + NewState (ob,&s_fatshoot1); + return; + } + dodge = true; + } + else + ob->hidden = true; + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now open + TryWalk(ob); + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + if (dist <4) + SelectRunDir (ob); + else if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } +} + + +/* +============================================================================= + + HITLERS + +============================================================================= +*/ + + +// +// fake +// +extern statetype s_fakestand; + +extern statetype s_fakechase1; +extern statetype s_fakechase1s; +extern statetype s_fakechase2; +extern statetype s_fakechase3; +extern statetype s_fakechase3s; +extern statetype s_fakechase4; + +extern statetype s_fakedie1; +extern statetype s_fakedie2; +extern statetype s_fakedie3; +extern statetype s_fakedie4; +extern statetype s_fakedie5; +extern statetype s_fakedie6; + +extern statetype s_fakeshoot1; +extern statetype s_fakeshoot2; +extern statetype s_fakeshoot3; +extern statetype s_fakeshoot4; +extern statetype s_fakeshoot5; +extern statetype s_fakeshoot6; +extern statetype s_fakeshoot7; +extern statetype s_fakeshoot8; +extern statetype s_fakeshoot9; + +extern statetype s_fire1; +extern statetype s_fire2; + +statetype s_fakestand = {false,SPR_FAKE_W1,0,(statefunc)T_Stand,NULL,&s_fakestand}; + +statetype s_fakechase1 = {false,SPR_FAKE_W1,10,(statefunc)T_Fake,NULL,&s_fakechase1s}; +statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2}; +statetype s_fakechase2 = {false,SPR_FAKE_W2,8,(statefunc)T_Fake,NULL,&s_fakechase3}; +statetype s_fakechase3 = {false,SPR_FAKE_W3,10,(statefunc)T_Fake,NULL,&s_fakechase3s}; +statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4}; +statetype s_fakechase4 = {false,SPR_FAKE_W4,8,(statefunc)T_Fake,NULL,&s_fakechase1}; + +statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,(statefunc)A_DeathScream,&s_fakedie2}; +statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3}; +statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4}; +statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5}; +statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6}; +statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6}; + +statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot2}; +statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot3}; +statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot4}; +statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot5}; +statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot6}; +statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot7}; +statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot8}; +statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot9}; +statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1}; + +statetype s_fire1 = {false,SPR_FIRE1,6,NULL,(statefunc)T_Projectile,&s_fire2}; +statetype s_fire2 = {false,SPR_FIRE2,6,NULL,(statefunc)T_Projectile,&s_fire1}; + +// +// hitler +// +extern statetype s_mechachase1; +extern statetype s_mechachase1s; +extern statetype s_mechachase2; +extern statetype s_mechachase3; +extern statetype s_mechachase3s; +extern statetype s_mechachase4; + +extern statetype s_mechadie1; +extern statetype s_mechadie2; +extern statetype s_mechadie3; +extern statetype s_mechadie4; + +extern statetype s_mechashoot1; +extern statetype s_mechashoot2; +extern statetype s_mechashoot3; +extern statetype s_mechashoot4; +extern statetype s_mechashoot5; +extern statetype s_mechashoot6; + + +extern statetype s_hitlerchase1; +extern statetype s_hitlerchase1s; +extern statetype s_hitlerchase2; +extern statetype s_hitlerchase3; +extern statetype s_hitlerchase3s; +extern statetype s_hitlerchase4; + +extern statetype s_hitlerdie1; +extern statetype s_hitlerdie2; +extern statetype s_hitlerdie3; +extern statetype s_hitlerdie4; +extern statetype s_hitlerdie5; +extern statetype s_hitlerdie6; +extern statetype s_hitlerdie7; +extern statetype s_hitlerdie8; +extern statetype s_hitlerdie9; +extern statetype s_hitlerdie10; + +extern statetype s_hitlershoot1; +extern statetype s_hitlershoot2; +extern statetype s_hitlershoot3; +extern statetype s_hitlershoot4; +extern statetype s_hitlershoot5; +extern statetype s_hitlershoot6; + +extern statetype s_hitlerdeathcam; + +statetype s_mechastand = {false,SPR_MECHA_W1,0,(statefunc)T_Stand,NULL,&s_mechastand}; + +statetype s_mechachase1 = {false,SPR_MECHA_W1,10,(statefunc)T_Chase,(statefunc)A_MechaSound,&s_mechachase1s}; +statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2}; +statetype s_mechachase2 = {false,SPR_MECHA_W2,8,(statefunc)T_Chase,NULL,&s_mechachase3}; +statetype s_mechachase3 = {false,SPR_MECHA_W3,10,(statefunc)T_Chase,(statefunc)A_MechaSound,&s_mechachase3s}; +statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4}; +statetype s_mechachase4 = {false,SPR_MECHA_W4,8,(statefunc)T_Chase,NULL,&s_mechachase1}; + +statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,(statefunc)A_DeathScream,&s_mechadie2}; +statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3}; +statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,(statefunc)A_HitlerMorph,&s_mechadie4}; +statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4}; + +statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2}; +statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechashoot3}; +statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mechashoot4}; +statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechashoot5}; +statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mechashoot6}; +statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechachase1}; + + +statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,(statefunc)T_Chase,NULL,&s_hitlerchase1s}; +statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2}; +statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,(statefunc)T_Chase,NULL,&s_hitlerchase3}; +statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,(statefunc)T_Chase,NULL,&s_hitlerchase3s}; +statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4}; +statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,(statefunc)T_Chase,NULL,&s_hitlerchase1}; + +statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1}; + +statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,(statefunc)A_DeathScream,&s_hitlerdie2}; +statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3}; +statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,(statefunc)A_Slurpie,&s_hitlerdie4}; +statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5}; +statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6}; +statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7}; +statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8}; +statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9}; +statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10}; +statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_hitlerdie10}; + +statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2}; +statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlershoot3}; +statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_hitlershoot4}; +statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlershoot5}; +statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_hitlershoot6}; +statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlerchase1}; + + + +/* +=============== += += SpawnFakeHitler += +=============== +*/ + +void SpawnFakeHitler (int tilex, int tiley) +{ + if (DigiMode != sds_Off) + s_hitlerdie2.tictime = 140; + else + s_hitlerdie2.tictime = 5; + + SpawnNewObj (tilex,tiley,&s_fakestand); + newobj->speed = SPDPATROL; + + newobj->obclass = fakeobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_fake]; + newobj->dir = nodir; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += SpawnHitler += +=============== +*/ + +void SpawnHitler (int tilex, int tiley) +{ + if (DigiMode != sds_Off) + s_hitlerdie2.tictime = 140; + else + s_hitlerdie2.tictime = 5; + + + SpawnNewObj (tilex,tiley,&s_mechastand); + newobj->speed = SPDPATROL; + + newobj->obclass = mechahitlerobj; + newobj->hitpoints = starthitpoints[gamestate.difficulty][en_hitler]; + newobj->dir = nodir; + newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += A_HitlerMorph += +=============== +*/ + +void A_HitlerMorph (objtype *ob) +{ + short hitpoints[4]={500,700,800,900}; + + SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1); + newobj->speed = SPDPATROL*5; + + newobj->x = ob->x; + newobj->y = ob->y; + + newobj->distance = ob->distance; + newobj->dir = ob->dir; + newobj->flags = ob->flags | FL_SHOOTABLE; + newobj->flags &= ~FL_NONMARK; // hitler stuck with nodir fix + + newobj->obclass = realhitlerobj; + newobj->hitpoints = hitpoints[gamestate.difficulty]; +} + + +//////////////////////////////////////////////////////// +// +// A_MechaSound +// A_Slurpie +// +//////////////////////////////////////////////////////// +void A_MechaSound (objtype *ob) +{ + if (areabyplayer[ob->areanumber]) + PlaySoundLocActor (MECHSTEPSND,ob); +} + +void A_Slurpie (objtype *) +{ + SD_PlaySound(SLURPIESND); +} + +/* +================= += += T_FakeFire += +================= +*/ + +void T_FakeFire (objtype *ob) +{ + int32_t deltax,deltay; + float angle; + int iangle; + + if (!objfreelist) // stop shooting if over MAXACTORS + { + NewState (ob,&s_fakechase1); + return; + } + + deltax = player->x - ob->x; + deltay = ob->y - player->y; + angle = (float) atan2((float) deltay, (float) deltax); + if (angle<0) + angle = (float)(M_PI*2+angle); + iangle = (int) (angle/(M_PI*2)*ANGLES); + + GetNewActor (); + newobj->state = &s_fire1; + newobj->ticcount = 1; + + newobj->tilex = ob->tilex; + newobj->tiley = ob->tiley; + newobj->x = ob->x; + newobj->y = ob->y; + newobj->dir = nodir; + newobj->angle = iangle; + newobj->obclass = fireobj; + newobj->speed = 0x1200l; + newobj->flags = FL_NEVERMARK; + newobj->active = ac_yes; + + PlaySoundLocActor (FLAMETHROWERSND,newobj); +} + + + +/* +================= += += T_Fake += +================= +*/ + +void T_Fake (objtype *ob) +{ + int32_t move; + + if (CheckLine(ob)) // got a shot at player? + { + ob->hidden = false; + if ( (unsigned) US_RndT() < (tics<<1) && objfreelist) + { + // + // go into attack frame + // + NewState (ob,&s_fakeshoot1); + return; + } + } + else + ob->hidden = true; + + if (ob->dir == nodir) + { + SelectDodgeDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + SelectDodgeDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } +} + +#endif +/* +============================================================================ + +STAND + +============================================================================ +*/ + + +/* +=============== += += T_Stand += +=============== +*/ + +void T_Stand (objtype *ob) +{ + SightPlayer (ob); +} + + +/* +============================================================================ + +CHASE + +============================================================================ +*/ + +/* +================= += += T_Chase += +================= +*/ + +void T_Chase (objtype *ob) +{ + int32_t move,target; + int dx,dy,dist,chance; + boolean dodge; + + if (gamestate.victoryflag) + return; + + dodge = false; + if (CheckLine(ob)) // got a shot at player? + { + ob->hidden = false; + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + +#ifdef PLAYDEMOLIKEORIGINAL + if(DEMOCOND_ORIG) + { + if(!dist || (dist == 1 && ob->distance < 0x4000)) + chance = 300; + else + chance = (tics<<4)/dist; + } + else +#endif + { + if (dist) + chance = (tics<<4)/dist; + else + chance = 300; + + if (dist == 1) + { + target = abs(ob->x - player->x); + if (target < 0x14000l) + { + target = abs(ob->y - player->y); + if (target < 0x14000l) + chance = 300; + } + } + } + + if ( US_RndT()obclass) + { + case guardobj: + NewState (ob,&s_grdshoot1); + break; + case officerobj: + NewState (ob,&s_ofcshoot1); + break; + case mutantobj: + NewState (ob,&s_mutshoot1); + break; + case ssobj: + NewState (ob,&s_ssshoot1); + break; +#ifndef SPEAR + case bossobj: + NewState (ob,&s_bossshoot1); + break; + case gretelobj: + NewState (ob,&s_gretelshoot1); + break; + case mechahitlerobj: + NewState (ob,&s_mechashoot1); + break; + case realhitlerobj: + NewState (ob,&s_hitlershoot1); + break; +#else + case angelobj: + NewState (ob,&s_angelshoot1); + break; + case transobj: + NewState (ob,&s_transshoot1); + break; + case uberobj: + NewState (ob,&s_ubershoot1); + break; + case willobj: + NewState (ob,&s_willshoot1); + break; + case deathobj: + NewState (ob,&s_deathshoot1); + break; +#endif + } + return; + } + dodge = true; + } + else + ob->hidden = true; + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now open + DEMOIF_SDL + { + TryWalk(ob); + } + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } +} + + +/* +================= += += T_Ghosts += +================= +*/ + +void T_Ghosts (objtype *ob) +{ + int32_t move; + + if (ob->dir == nodir) + { + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } +} + +/* +================= += += T_DogChase += +================= +*/ + +void T_DogChase (objtype *ob) +{ + int32_t move; + int32_t dx,dy; + + + if (ob->dir == nodir) + { + SelectDodgeDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + // + // check for byte range + // + dx = player->x - ob->x; + if (dx<0) + dx = -dx; + dx -= move; + if (dx <= MINACTORDIST) + { + dy = player->y - ob->y; + if (dy<0) + dy = -dy; + dy -= move; + if (dy <= MINACTORDIST) + { + NewState (ob,&s_dogjump1); + return; + } + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + SelectDodgeDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } +} + + + +/* +============================================================================ + + PATH + +============================================================================ +*/ + + +/* +=============== += += SelectPathDir += +=============== +*/ + +void SelectPathDir (objtype *ob) +{ + unsigned spot; + + spot = MAPSPOT(ob->tilex,ob->tiley,1)-ICONARROWS; + + if (spot<8) + { + // new direction + ob->dir = (dirtype)(spot); + } + + ob->distance = TILEGLOBAL; + + if (!TryWalk (ob)) + ob->dir = nodir; +} + + +/* +=============== += += T_Path += +=============== +*/ + +void T_Path (objtype *ob) +{ + int32_t move; + + if (SightPlayer (ob)) + return; + + if (ob->dir == nodir) + { + SelectPathDir (ob); + if (ob->dir == nodir) + return; // all movement is blocked + } + + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now open + DEMOIF_SDL + { + TryWalk(ob); + } + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + if (ob->tilex>MAPSIZE || ob->tiley>MAPSIZE) + { + sprintf (str, "T_Path hit a wall at %u,%u, dir %u", + ob->tilex,ob->tiley,ob->dir); + Quit (str); + } + + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + SelectPathDir (ob); + + if (ob->dir == nodir) + return; // all movement is blocked + } +} + + +/* +============================================================================= + + FIGHT + +============================================================================= +*/ + + +/* +=============== += += T_Shoot += += Try to damage the player, based on skill level and player's speed += +=============== +*/ + +void T_Shoot (objtype *ob) +{ + int dx,dy,dist; + int hitchance,damage; + + hitchance = 128; + + if (!areabyplayer[ob->areanumber]) + return; + + if (CheckLine (ob)) // player is not behind a wall + { + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx:dy; + + if (ob->obclass == ssobj || ob->obclass == bossobj) + dist = dist*2/3; // ss are better shots + + if (thrustspeed >= RUNSPEED) + { + if (ob->flags&FL_VISABLE) + hitchance = 160-dist*16; // player can see to dodge + else + hitchance = 160-dist*8; + } + else + { + if (ob->flags&FL_VISABLE) + hitchance = 256-dist*16; // player can see to dodge + else + hitchance = 256-dist*8; + } + + // see if the shot was a hit + + if (US_RndT()>2; + else if (dist<4) + damage = US_RndT()>>3; + else + damage = US_RndT()>>4; + + TakeDamage (damage,ob); + } + } + + switch(ob->obclass) + { + case ssobj: + PlaySoundLocActor(SSFIRESND,ob); + break; +#ifndef SPEAR +#ifndef APOGEE_1_0 + case giftobj: + case fatobj: + PlaySoundLocActor(MISSILEFIRESND,ob); + break; +#endif + case mechahitlerobj: + case realhitlerobj: + case bossobj: + PlaySoundLocActor(BOSSFIRESND,ob); + break; + case schabbobj: + PlaySoundLocActor(SCHABBSTHROWSND,ob); + break; + case fakeobj: + PlaySoundLocActor(FLAMETHROWERSND,ob); + break; +#endif + default: + PlaySoundLocActor(NAZIFIRESND,ob); + } +} + + +/* +=============== += += T_Bite += +=============== +*/ + +void T_Bite (objtype *ob) +{ + int32_t dx,dy; + + PlaySoundLocActor(DOGATTACKSND,ob); // JAB + + dx = player->x - ob->x; + if (dx<0) + dx = -dx; + dx -= TILEGLOBAL; + if (dx <= MINACTORDIST) + { + dy = player->y - ob->y; + if (dy<0) + dy = -dy; + dy -= TILEGLOBAL; + if (dy <= MINACTORDIST) + { + if (US_RndT()<180) + { + TakeDamage (US_RndT()>>4,ob); + return; + } + } + } +} + + +#ifndef SPEAR +/* +============================================================================ + + BJ VICTORY + +============================================================================ +*/ + + +// +// BJ victory +// + +void T_BJRun (objtype *ob); +void T_BJJump (objtype *ob); +void T_BJDone (objtype *ob); +void T_BJYell (objtype *ob); + +void T_DeathCam (objtype *ob); + +extern statetype s_bjrun1; +extern statetype s_bjrun1s; +extern statetype s_bjrun2; +extern statetype s_bjrun3; +extern statetype s_bjrun3s; +extern statetype s_bjrun4; + +extern statetype s_bjjump1; +extern statetype s_bjjump2; +extern statetype s_bjjump3; +extern statetype s_bjjump4; + + +statetype s_bjrun1 = {false,SPR_BJ_W1,12,(statefunc)T_BJRun,NULL,&s_bjrun1s}; +statetype s_bjrun1s = {false,SPR_BJ_W1,3, NULL,NULL,&s_bjrun2}; +statetype s_bjrun2 = {false,SPR_BJ_W2,8,(statefunc)T_BJRun,NULL,&s_bjrun3}; +statetype s_bjrun3 = {false,SPR_BJ_W3,12,(statefunc)T_BJRun,NULL,&s_bjrun3s}; +statetype s_bjrun3s = {false,SPR_BJ_W3,3, NULL,NULL,&s_bjrun4}; +statetype s_bjrun4 = {false,SPR_BJ_W4,8,(statefunc)T_BJRun,NULL,&s_bjrun1}; + + +statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,(statefunc)T_BJJump,NULL,&s_bjjump2}; +statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,(statefunc)T_BJJump,(statefunc)T_BJYell,&s_bjjump3}; +statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,(statefunc)T_BJJump,NULL,&s_bjjump4}; +statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,(statefunc)T_BJDone,&s_bjjump4}; + + +statetype s_deathcam = {false,0,0,NULL,NULL,NULL}; + + +/* +=============== += += SpawnBJVictory += +=============== +*/ + +void SpawnBJVictory (void) +{ + SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1); + newobj->x = player->x; + newobj->y = player->y; + newobj->obclass = bjobj; + newobj->dir = north; + newobj->temp1 = 6; // tiles to run forward +} + + + +/* +=============== += += T_BJRun += +=============== +*/ + +void T_BJRun (objtype *ob) +{ + int32_t move; + + move = BJRUNSPEED*tics; + + while (move) + { + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + + ob->x = ((int32_t)ob->tilex<y = ((int32_t)ob->tiley<distance; + + SelectPathDir (ob); + + if ( !(--ob->temp1) ) + { + NewState (ob,&s_bjjump1); + return; + } + } +} + + +/* +=============== += += T_BJJump += +=============== +*/ + +void T_BJJump (objtype *ob) +{ + int32_t move; + + move = BJJUMPSPEED*tics; + MoveObj (ob,move); +} + + +/* +=============== += += T_BJYell += +=============== +*/ + +void T_BJYell (objtype *ob) +{ + PlaySoundLocActor(YEAHSND,ob); // JAB +} + + +/* +=============== += += T_BJDone += +=============== +*/ + +void T_BJDone (objtype *) +{ + playstate = ex_victorious; // exit castle tile +} + + + +//=========================================================================== + + +/* +=============== += += CheckPosition += +=============== +*/ + +boolean CheckPosition (objtype *ob) +{ + int x,y,xl,yl,xh,yh; + objtype *check; + + xl = (ob->x-PLAYERSIZE) >> TILESHIFT; + yl = (ob->y-PLAYERSIZE) >> TILESHIFT; + + xh = (ob->x+PLAYERSIZE) >> TILESHIFT; + yh = (ob->y+PLAYERSIZE) >> TILESHIFT; + + // + // check for solid walls + // + for (y=yl;y<=yh;y++) + { + for (x=xl;x<=xh;x++) + { + check = actorat[x][y]; + if (check && !ISPOINTER(check)) + return false; + } + } + + return true; +} + + +/* +=============== += += A_StartDeathCam += +=============== +*/ + +void A_StartDeathCam (objtype *ob) +{ + int32_t dx,dy; + float fangle; + int32_t xmove,ymove; + int32_t dist; + + FinishPaletteShifts (); + + VW_WaitVBL (100); + + if (gamestate.victoryflag) + { + playstate = ex_victorious; // exit castle tile + return; + } + + if(usedoublebuffering) VH_UpdateScreen(); + + gamestate.victoryflag = true; + unsigned fadeheight = viewsize != 21 ? screenHeight-scaleFactor*STATUSLINES : screenHeight; + VL_BarScaledCoord (0, 0, screenWidth, fadeheight, bordercol); + FizzleFade(screenBuffer, 0, 0, screenWidth, fadeheight, 70, false); + + if (bordercol != VIEWCOLOR) + { + CA_CacheGrChunk (STARTFONT+1); + fontnumber = 1; + SETFONTCOLOR(15,bordercol); + PrintX = 68; PrintY = 45; + US_Print (STR_SEEAGAIN); + UNCACHEGRCHUNK(STARTFONT+1); + } + else + { + CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END); +#ifdef JAPAN +#ifndef JAPDEMO + CA_CacheScreen(C_LETSSEEPIC); +#endif +#else + Write(0,7,STR_SEEAGAIN); +#endif + } + + VW_UpdateScreen (); + if(usedoublebuffering) VH_UpdateScreen(); + + IN_UserInput(300); + + // + // line angle up exactly + // + NewState (player,&s_deathcam); + + player->x = gamestate.killx; + player->y = gamestate.killy; + + dx = ob->x - player->x; + dy = player->y - ob->y; + + fangle = (float) atan2((float) dy, (float) dx); // returns -pi to pi + if (fangle<0) + fangle = (float) (M_PI*2+fangle); + + player->angle = (short) (fangle/(M_PI*2)*ANGLES); + + // + // try to position as close as possible without being in a wall + // + dist = 0x14000l; + do + { + xmove = FixedMul(dist,costable[player->angle]); + ymove = -FixedMul(dist,sintable[player->angle]); + + player->x = ob->x - xmove; + player->y = ob->y - ymove; + dist += 0x1000; + + } while (!CheckPosition (player)); + plux = (word)(player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned + pluy = (word)(player->y >> UNSIGNEDSHIFT); + player->tilex = (word)(player->x >> TILESHIFT); // scale to tile values + player->tiley = (word)(player->y >> TILESHIFT); + + // + // go back to the game + // + + DrawPlayBorder (); + + fizzlein = true; + + switch (ob->obclass) + { +#ifndef SPEAR + case schabbobj: + NewState (ob,&s_schabbdeathcam); + break; + case realhitlerobj: + NewState (ob,&s_hitlerdeathcam); + break; + case giftobj: + NewState (ob,&s_giftdeathcam); + break; + case fatobj: + NewState (ob,&s_fatdeathcam); + break; +#endif + } +} + +#endif diff --git a/contrib/games/wolf3d/wl_agent.cpp b/contrib/games/wolf3d/wl_agent.cpp new file mode 100755 index 0000000000..8ffedf6ca3 --- /dev/null +++ b/contrib/games/wolf3d/wl_agent.cpp @@ -0,0 +1,1500 @@ +// WL_AGENT.C + +#include "wl_def.h" +#pragma hdrstop + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +#define MAXMOUSETURN 10 + + +#define MOVESCALE 150l +#define BACKMOVESCALE 100l +#define ANGLESCALE 20 + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + + + +// +// player state info +// +int32_t thrustspeed; + +word plux,pluy; // player coordinates scaled to unsigned + +short anglefrac; + +objtype *LastAttacker; + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + +void T_Player (objtype *ob); +void T_Attack (objtype *ob); + +statetype s_player = {false,0,0,(statefunc) T_Player,NULL,NULL}; +statetype s_attack = {false,0,0,(statefunc) T_Attack,NULL,NULL}; + +struct atkinf +{ + int8_t tics,attack,frame; // attack is 1 for gun, 2 for knife +} attackinfo[4][14] = +{ + { {6,0,1},{6,2,2},{6,0,3},{6,-1,4} }, + { {6,0,1},{6,1,2},{6,0,3},{6,-1,4} }, + { {6,0,1},{6,1,2},{6,3,3},{6,-1,4} }, + { {6,0,1},{6,1,2},{6,4,3},{6,-1,4} }, +}; + +//=========================================================================== + +//---------- + +void Attack (void); +void Use (void); +void Search (objtype *ob); +void SelectWeapon (void); +void SelectItem (void); + +//---------- + +boolean TryMove (objtype *ob); +void T_Player (objtype *ob); + +void ClipMove (objtype *ob, int32_t xmove, int32_t ymove); + +/* +============================================================================= + + CONTROL STUFF + +============================================================================= +*/ + +/* +====================== += += CheckWeaponChange += += Keys 1-4 change weapons += +====================== +*/ + +void CheckWeaponChange (void) +{ + int newWeapon = -1; + + if (!gamestate.ammo) // must use knife with no ammo + return; + +#ifdef _arch_dreamcast + int joyx, joyy; + IN_GetJoyFineDelta (&joyx, &joyy); + if(joyx < -64) + buttonstate[bt_prevweapon] = true; + else if(joyx > 64) + buttonstate[bt_nextweapon] = true; +#endif + + if(buttonstate[bt_nextweapon] && !buttonheld[bt_nextweapon]) + { + newWeapon = gamestate.weapon + 1; + if(newWeapon > gamestate.bestweapon) newWeapon = 0; + } + else if(buttonstate[bt_prevweapon] && !buttonheld[bt_prevweapon]) + { + newWeapon = gamestate.weapon - 1; + if(newWeapon < 0) newWeapon = gamestate.bestweapon; + } + else + { + for(int i = wp_knife; i <= gamestate.bestweapon; i++) + { + if (buttonstate[bt_readyknife + i - wp_knife]) + { + newWeapon = i; + break; + } + } + } + + if(newWeapon != -1) + { + gamestate.weapon = gamestate.chosenweapon = (weapontype) newWeapon; + DrawWeapon(); + } +} + + +/* +======================= += += ControlMovement += += Takes controlx,controly, and buttonstate[bt_strafe] += += Changes the player's angle and position += += There is an angle hack because when going 70 fps, the roundoff becomes += significant += +======================= +*/ + +void ControlMovement (objtype *ob) +{ + int32_t oldx,oldy; + int angle; + int angleunits; + + thrustspeed = 0; + + oldx = player->x; + oldy = player->y; + + if(buttonstate[bt_strafeleft]) + { + angle = ob->angle + ANGLES/4; + if(angle >= ANGLES) + angle -= ANGLES; + if(buttonstate[bt_run]) + Thrust(angle, RUNMOVE * MOVESCALE * tics); + else + Thrust(angle, BASEMOVE * MOVESCALE * tics); + } + + if(buttonstate[bt_straferight]) + { + angle = ob->angle - ANGLES/4; + if(angle < 0) + angle += ANGLES; + if(buttonstate[bt_run]) + Thrust(angle, RUNMOVE * MOVESCALE * tics ); + else + Thrust(angle, BASEMOVE * MOVESCALE * tics); + } + + // + // side to side move + // + if (buttonstate[bt_strafe]) + { + // + // strafing + // + // + if (controlx > 0) + { + angle = ob->angle - ANGLES/4; + if (angle < 0) + angle += ANGLES; + Thrust (angle,controlx*MOVESCALE); // move to left + } + else if (controlx < 0) + { + angle = ob->angle + ANGLES/4; + if (angle >= ANGLES) + angle -= ANGLES; + Thrust (angle,-controlx*MOVESCALE); // move to right + } + } + else + { + // + // not strafing + // + anglefrac += controlx; + angleunits = anglefrac/ANGLESCALE; + anglefrac -= angleunits*ANGLESCALE; + ob->angle -= angleunits; + + if (ob->angle >= ANGLES) + ob->angle -= ANGLES; + if (ob->angle < 0) + ob->angle += ANGLES; + + } + + // + // forward/backwards move + // + if (controly < 0) + { + Thrust (ob->angle,-controly*MOVESCALE); // move forwards + } + else if (controly > 0) + { + angle = ob->angle + ANGLES/2; + if (angle >= ANGLES) + angle -= ANGLES; + Thrust (angle,controly*BACKMOVESCALE); // move backwards + } + + if (gamestate.victoryflag) // watching the BJ actor + return; +} + +/* +============================================================================= + + STATUS WINDOW STUFF + +============================================================================= +*/ + + +/* +================== += += StatusDrawPic += +================== +*/ + +void StatusDrawPic (unsigned x, unsigned y, unsigned picnum) +{ + LatchDrawPicScaledCoord ((screenWidth-scaleFactor*320)/16 + scaleFactor*x, + screenHeight-scaleFactor*(STATUSLINES-y),picnum); +} + +void StatusDrawFace(unsigned picnum) +{ + StatusDrawPic(17, 4, picnum); + +#ifdef _arch_dreamcast + DC_StatusDrawLCD(picnum); +#endif +} + + +/* +================== += += DrawFace += +================== +*/ + +void DrawFace (void) +{ + if(viewsize == 21 && ingame) return; + if (SD_SoundPlaying() == GETGATLINGSND) + StatusDrawFace(GOTGATLINGPIC); + else if (gamestate.health) + { +#ifdef SPEAR + if (godmode) + StatusDrawFace(GODMODEFACE1PIC+gamestate.faceframe); + else +#endif + StatusDrawFace(FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe); + } + else + { +#ifndef SPEAR + if (LastAttacker && LastAttacker->obclass == needleobj) + StatusDrawFace(MUTANTBJPIC); + else +#endif + StatusDrawFace(FACE8APIC); + } +} + +/* +=============== += += UpdateFace += += Calls draw face if time to change += +=============== +*/ + +int facecount = 0; +int facetimes = 0; + +void UpdateFace (void) +{ + // don't make demo depend on sound playback + if(demoplayback || demorecord) + { + if(facetimes > 0) + { + facetimes--; + return; + } + } + else if(SD_SoundPlaying() == GETGATLINGSND) + return; + + facecount += tics; + if (facecount > US_RndT()) + { + gamestate.faceframe = (US_RndT()>>6); + if (gamestate.faceframe==3) + gamestate.faceframe = 1; + + facecount = 0; + DrawFace (); + } +} + + + +/* +=============== += += LatchNumber += += right justifies and pads with blanks += +=============== +*/ + +static void LatchNumber (int x, int y, unsigned width, int32_t number) +{ + unsigned length,c; + char str[20]; + + ltoa (number,str,10); + + length = (unsigned) strlen (str); + + while (length>=2; + + if (!godmode) + gamestate.health -= points; + + if (gamestate.health<=0) + { + gamestate.health = 0; + playstate = ex_died; + killerobj = attacker; + } + + if (godmode != 2) + StartDamageFlash (points); + + DrawHealth (); + DrawFace (); + + // + // MAKE BJ'S EYES BUG IF MAJOR DAMAGE! + // +#ifdef SPEAR + if (points > 30 && gamestate.health!=0 && !godmode && viewsize != 21) + { + StatusDrawFace(BJOUCHPIC); + facecount = 0; + } +#endif +} + +/* +=============== += += HealSelf += +=============== +*/ + +void HealSelf (int points) +{ + gamestate.health += points; + if (gamestate.health>100) + gamestate.health = 100; + + DrawHealth (); + DrawFace (); +} + + +//=========================================================================== + + +/* +=============== += += DrawLevel += +=============== +*/ + +void DrawLevel (void) +{ + if(viewsize == 21 && ingame) return; +#ifdef SPEAR + if (gamestate.mapon == 20) + LatchNumber (2,16,2,18); + else +#endif + LatchNumber (2,16,2,gamestate.mapon+1); +} + +//=========================================================================== + + +/* +=============== += += DrawLives += +=============== +*/ + +void DrawLives (void) +{ + if(viewsize == 21 && ingame) return; + LatchNumber (14,16,1,gamestate.lives); +} + + +/* +=============== += += GiveExtraMan += +=============== +*/ + +void GiveExtraMan (void) +{ + if (gamestate.lives<9) + gamestate.lives++; + DrawLives (); + SD_PlaySound (BONUS1UPSND); +} + +//=========================================================================== + +/* +=============== += += DrawScore += +=============== +*/ + +void DrawScore (void) +{ + if(viewsize == 21 && ingame) return; + LatchNumber (6,16,6,gamestate.score); +} + +/* +=============== += += GivePoints += +=============== +*/ + +void GivePoints (int32_t points) +{ + gamestate.score += points; + while (gamestate.score >= gamestate.nextextra) + { + gamestate.nextextra += EXTRAPOINTS; + GiveExtraMan (); + } + DrawScore (); +} + +//=========================================================================== + +/* +================== += += DrawWeapon += +================== +*/ + +void DrawWeapon (void) +{ + if(viewsize == 21 && ingame) return; + StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon); +} + + +/* +================== += += DrawKeys += +================== +*/ + +void DrawKeys (void) +{ + if(viewsize == 21 && ingame) return; + if (gamestate.keys & 1) + StatusDrawPic (30,4,GOLDKEYPIC); + else + StatusDrawPic (30,4,NOKEYPIC); + + if (gamestate.keys & 2) + StatusDrawPic (30,20,SILVERKEYPIC); + else + StatusDrawPic (30,20,NOKEYPIC); +} + +/* +================== += += GiveWeapon += +================== +*/ + +void GiveWeapon (int weapon) +{ + GiveAmmo (6); + + if (gamestate.bestweapon 99) + gamestate.ammo = 99; + DrawAmmo (); +} + +//=========================================================================== + +/* +================== += += GiveKey += +================== +*/ + +void GiveKey (int key) +{ + gamestate.keys |= (1<itemnumber) + { + case bo_firstaid: + if (gamestate.health == 100) + return; + + SD_PlaySound (HEALTH2SND); + HealSelf (25); + break; + + case bo_key1: + case bo_key2: + case bo_key3: + case bo_key4: + GiveKey (check->itemnumber - bo_key1); + SD_PlaySound (GETKEYSND); + break; + + case bo_cross: + SD_PlaySound (BONUS1SND); + GivePoints (100); + gamestate.treasurecount++; + break; + case bo_chalice: + SD_PlaySound (BONUS2SND); + GivePoints (500); + gamestate.treasurecount++; + break; + case bo_bible: + SD_PlaySound (BONUS3SND); + GivePoints (1000); + gamestate.treasurecount++; + break; + case bo_crown: + SD_PlaySound (BONUS4SND); + GivePoints (5000); + gamestate.treasurecount++; + break; + + case bo_clip: + if (gamestate.ammo == 99) + return; + + SD_PlaySound (GETAMMOSND); + GiveAmmo (8); + break; + case bo_clip2: + if (gamestate.ammo == 99) + return; + + SD_PlaySound (GETAMMOSND); + GiveAmmo (4); + break; + +#ifdef SPEAR + case bo_25clip: + if (gamestate.ammo == 99) + return; + + SD_PlaySound (GETAMMOBOXSND); + GiveAmmo (25); + break; +#endif + + case bo_machinegun: + SD_PlaySound (GETMACHINESND); + GiveWeapon (wp_machinegun); + break; + case bo_chaingun: + SD_PlaySound (GETGATLINGSND); + facetimes = 38; + GiveWeapon (wp_chaingun); + + if(viewsize != 21) + StatusDrawFace (GOTGATLINGPIC); + facecount = 0; + break; + + case bo_fullheal: + SD_PlaySound (BONUS1UPSND); + HealSelf (99); + GiveAmmo (25); + GiveExtraMan (); + gamestate.treasurecount++; + break; + + case bo_food: + if (gamestate.health == 100) + return; + + SD_PlaySound (HEALTH1SND); + HealSelf (10); + break; + + case bo_alpo: + if (gamestate.health == 100) + return; + + SD_PlaySound (HEALTH1SND); + HealSelf (4); + break; + + case bo_gibs: + if (gamestate.health >10) + return; + + SD_PlaySound (SLURPIESND); + HealSelf (1); + break; + +#ifdef SPEAR + case bo_spear: + spearflag = true; + spearx = player->x; + speary = player->y; + spearangle = player->angle; + playstate = ex_completed; +#endif + } + + StartBonusFlash (); + check->shapenum = -1; // remove from list +} + +/* +=================== += += TryMove += += returns true if move ok += debug: use pointers to optimize +=================== +*/ + +boolean TryMove (objtype *ob) +{ + int xl,yl,xh,yh,x,y; + objtype *check; + int32_t deltax,deltay; + + xl = (ob->x-PLAYERSIZE) >>TILESHIFT; + yl = (ob->y-PLAYERSIZE) >>TILESHIFT; + + xh = (ob->x+PLAYERSIZE) >>TILESHIFT; + yh = (ob->y+PLAYERSIZE) >>TILESHIFT; + +#define PUSHWALLMINDIST PLAYERSIZE + + // + // check for solid walls + // + for (y=yl;y<=yh;y++) + { + for (x=xl;x<=xh;x++) + { + check = actorat[x][y]; + if (check && !ISPOINTER(check)) + { + if(tilemap[x][y]==64 && x==pwallx && y==pwally) // back of moving pushwall? + { + switch(pwalldir) + { + case di_north: + if(ob->y-PUSHWALLMINDIST<=(pwally<x-PUSHWALLMINDIST<=(pwallx<x+PUSHWALLMINDIST>=(pwallx<y+PUSHWALLMINDIST>=(pwally<0) + yl--; + if (yh0) + xl--; + if (xhflags & FL_SHOOTABLE) ) + { + deltax = ob->x - check->x; + if (deltax < -MINACTORDIST || deltax > MINACTORDIST) + continue; + deltay = ob->y - check->y; + if (deltay < -MINACTORDIST || deltay > MINACTORDIST) + continue; + + return false; + } + } + } + + return true; +} + + +/* +=================== += += ClipMove += +=================== +*/ + +void ClipMove (objtype *ob, int32_t xmove, int32_t ymove) +{ + int32_t basex,basey; + + basex = ob->x; + basey = ob->y; + + ob->x = basex+xmove; + ob->y = basey+ymove; + if (TryMove (ob)) + return; + +#ifndef REMDEBUG + if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL + && ob->x < (((int32_t)(mapwidth-1))<y < (((int32_t)(mapheight-1))<x = basex+xmove; + ob->y = basey; + if (TryMove (ob)) + return; + + ob->x = basex; + ob->y = basey+ymove; + if (TryMove (ob)) + return; + + ob->x = basex; + ob->y = basey; +} + +//========================================================================== + +/* +=================== += += VictoryTile += +=================== +*/ + +void VictoryTile (void) +{ +#ifndef SPEAR + SpawnBJVictory (); +#endif + + gamestate.victoryflag = true; +} + +/* +=================== += += Thrust += +=================== +*/ + +// For player movement in demos exactly as in the original Wolf3D v1.4 source code +static fixed FixedByFracOrig(fixed a, fixed b) +{ + int sign = 0; + if(b == 65536) b = 65535; + else if(b == -65536) b = 65535, sign = 1; + else if(b < 0) b = (-b), sign = 1; + + if(a < 0) + { + a = -a; + sign = !sign; + } + fixed res = (fixed)(((int64_t) a * b) >> 16); + if(sign) + res = -res; + return res; +} + +void Thrust (int angle, int32_t speed) +{ + int32_t xmove,ymove; + unsigned offset; + + + // + // ZERO FUNNY COUNTER IF MOVED! + // +#ifdef SPEAR + if (speed) + funnyticount = 0; +#endif + + thrustspeed += speed; + // + // moving bounds speed + // + if (speed >= MINDIST*2) + speed = MINDIST*2-1; + + xmove = DEMOCHOOSE_ORIG_SDL( + FixedByFracOrig(speed, costable[angle]), + FixedMul(speed,costable[angle])); + ymove = DEMOCHOOSE_ORIG_SDL( + -FixedByFracOrig(speed, sintable[angle]), + -FixedMul(speed,sintable[angle])); + + ClipMove(player,xmove,ymove); + + player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values + player->tiley = (short)(player->y >> TILESHIFT); + + offset = (player->tiley<tilex; + player->areanumber = *(mapsegs[0] + offset) -AREATILE; + + if (*(mapsegs[1] + offset) == EXITTILE) + VictoryTile (); +} + + +/* +============================================================================= + + ACTIONS + +============================================================================= +*/ + + +/* +=============== += += Cmd_Fire += +=============== +*/ + +void Cmd_Fire (void) +{ + buttonheld[bt_attack] = true; + + gamestate.weaponframe = 0; + + player->state = &s_attack; + + gamestate.attackframe = 0; + gamestate.attackcount = + attackinfo[gamestate.weapon][gamestate.attackframe].tics; + gamestate.weaponframe = + attackinfo[gamestate.weapon][gamestate.attackframe].frame; +} + +//=========================================================================== + +/* +=============== += += Cmd_Use += +=============== +*/ + +void Cmd_Use (void) +{ + int checkx,checky,doornum,dir; + boolean elevatorok; + + // + // find which cardinal direction the player is facing + // + if (player->angle < ANGLES/8 || player->angle > 7*ANGLES/8) + { + checkx = player->tilex + 1; + checky = player->tiley; + dir = di_east; + elevatorok = true; + } + else if (player->angle < 3*ANGLES/8) + { + checkx = player->tilex; + checky = player->tiley-1; + dir = di_north; + elevatorok = false; + } + else if (player->angle < 5*ANGLES/8) + { + checkx = player->tilex - 1; + checky = player->tiley; + dir = di_west; + elevatorok = true; + } + else + { + checkx = player->tilex; + checky = player->tiley + 1; + dir = di_south; + elevatorok = false; + } + + doornum = tilemap[checkx][checky]; + if (*(mapsegs[1]+(checky<tiley<tilex) == ALTELEVATORTILE) + playstate = ex_secretlevel; + else + playstate = ex_completed; + SD_PlaySound (LEVELDONESND); + SD_WaitSoundDone(); + } + else if (!buttonheld[bt_use] && doornum & 0x80) + { + buttonheld[bt_use] = true; + OperateDoor (doornum & ~0x80); + } + else + SD_PlaySound (DONOTHINGSND); +} + +/* +============================================================================= + + PLAYER CONTROL + +============================================================================= +*/ + + + +/* +=============== += += SpawnPlayer += +=============== +*/ + +void SpawnPlayer (int tilex, int tiley, int dir) +{ + player->obclass = playerobj; + player->active = ac_yes; + player->tilex = tilex; + player->tiley = tiley; + player->areanumber = (byte) *(mapsegs[0]+(player->tiley<tilex); + player->x = ((int32_t)tilex<y = ((int32_t)tiley<state = &s_player; + player->angle = (1-dir)*90; + if (player->angle<0) + player->angle += ANGLES; + player->flags = FL_NEVERMARK; + Thrust (0,0); // set some variables + + InitAreas (); +} + + +//=========================================================================== + +/* +=============== += += T_KnifeAttack += += Update player hands, and try to do damage when the proper frame is reached += +=============== +*/ + +void KnifeAttack (objtype *ob) +{ + objtype *check,*closest; + int32_t dist; + + SD_PlaySound (ATKKNIFESND); + // actually fire + dist = 0x7fffffff; + closest = NULL; + for (check=ob->next; check; check=check->next) + { + if ( (check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE) + && abs(check->viewx-centerx) < shootdelta) + { + if (check->transx < dist) + { + dist = check->transx; + closest = check; + } + } + } + + if (!closest || dist > 0x18000l) + { + // missed + return; + } + + // hit something + DamageActor (closest,US_RndT() >> 4); +} + + + +void GunAttack (objtype *ob) +{ + objtype *check,*closest,*oldclosest; + int damage; + int dx,dy,dist; + int32_t viewdist; + + switch (gamestate.weapon) + { + case wp_pistol: + SD_PlaySound (ATKPISTOLSND); + break; + case wp_machinegun: + SD_PlaySound (ATKMACHINEGUNSND); + break; + case wp_chaingun: + SD_PlaySound (ATKGATLINGSND); + break; + } + + madenoise = true; + + // + // find potential targets + // + viewdist = 0x7fffffffl; + closest = NULL; + + while (1) + { + oldclosest = closest; + + for (check=ob->next ; check ; check=check->next) + { + if ((check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE) + && abs(check->viewx-centerx) < shootdelta) + { + if (check->transx < viewdist) + { + viewdist = check->transx; + closest = check; + } + } + } + + if (closest == oldclosest) + return; // no more targets, all missed + + // + // trace a line from player to enemey + // + if (CheckLine(closest)) + break; + } + + // + // hit something + // + dx = ABS(closest->tilex - player->tilex); + dy = ABS(closest->tiley - player->tiley); + dist = dx>dy ? dx:dy; + if (dist<2) + damage = US_RndT() / 4; + else if (dist<4) + damage = US_RndT() / 6; + else + { + if ( (US_RndT() / 12) < dist) // missed + return; + damage = US_RndT() / 6; + } + DamageActor (closest,damage); +} + +//=========================================================================== + +/* +=============== += += VictorySpin += +=============== +*/ + +void VictorySpin (void) +{ + int32_t desty; + + if (player->angle > 270) + { + player->angle -= (short)(tics * 3); + if (player->angle < 270) + player->angle = 270; + } + else if (player->angle < 270) + { + player->angle += (short)(tics * 3); + if (player->angle > 270) + player->angle = 270; + } + + desty = (((int32_t)player->tiley-5)<y > desty) + { + player->y -= tics*4096; + if (player->y < desty) + player->y = desty; + } +} + + +//=========================================================================== + +/* +=============== += += T_Attack += +=============== +*/ + +void T_Attack (objtype *ob) +{ + struct atkinf *cur; + + UpdateFace (); + + if (gamestate.victoryflag) // watching the BJ actor + { + VictorySpin (); + return; + } + + if ( buttonstate[bt_use] && !buttonheld[bt_use] ) + buttonstate[bt_use] = false; + + if ( buttonstate[bt_attack] && !buttonheld[bt_attack]) + buttonstate[bt_attack] = false; + + ControlMovement (ob); + if (gamestate.victoryflag) // watching the BJ actor + return; + + plux = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned + pluy = (word) (player->y >> UNSIGNEDSHIFT); + player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values + player->tiley = (short)(player->y >> TILESHIFT); + + // + // change frame and fire + // + gamestate.attackcount -= (short) tics; + while (gamestate.attackcount <= 0) + { + cur = &attackinfo[gamestate.weapon][gamestate.attackframe]; + switch (cur->attack) + { + case -1: + ob->state = &s_player; + if (!gamestate.ammo) + { + gamestate.weapon = wp_knife; + DrawWeapon (); + } + else + { + if (gamestate.weapon != gamestate.chosenweapon) + { + gamestate.weapon = gamestate.chosenweapon; + DrawWeapon (); + } + } + gamestate.attackframe = gamestate.weaponframe = 0; + return; + + case 4: + if (!gamestate.ammo) + break; + if (buttonstate[bt_attack]) + gamestate.attackframe -= 2; + case 1: + if (!gamestate.ammo) + { // can only happen with chain gun + gamestate.attackframe++; + break; + } + GunAttack (ob); + if (!ammocheat) + gamestate.ammo--; + DrawAmmo (); + break; + + case 2: + KnifeAttack (ob); + break; + + case 3: + if (gamestate.ammo && buttonstate[bt_attack]) + gamestate.attackframe -= 2; + break; + } + + gamestate.attackcount += cur->tics; + gamestate.attackframe++; + gamestate.weaponframe = + attackinfo[gamestate.weapon][gamestate.attackframe].frame; + } +} + + + +//=========================================================================== + +/* +=============== += += T_Player += +=============== +*/ + +void T_Player (objtype *ob) +{ + if (gamestate.victoryflag) // watching the BJ actor + { + VictorySpin (); + return; + } + + UpdateFace (); + CheckWeaponChange (); + + if ( buttonstate[bt_use] ) + Cmd_Use (); + + if ( buttonstate[bt_attack] && !buttonheld[bt_attack]) + Cmd_Fire (); + + ControlMovement (ob); + if (gamestate.victoryflag) // watching the BJ actor + return; + + plux = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned + pluy = (word) (player->y >> UNSIGNEDSHIFT); + player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values + player->tiley = (short)(player->y >> TILESHIFT); +} diff --git a/contrib/games/wolf3d/wl_atmos.cpp b/contrib/games/wolf3d/wl_atmos.cpp new file mode 100755 index 0000000000..f11336e77f --- /dev/null +++ b/contrib/games/wolf3d/wl_atmos.cpp @@ -0,0 +1,229 @@ +#include "version.h" + +#if defined(USE_STARSKY) || defined(USE_RAIN) || defined(USE_SNOW) + +#include "wl_def.h" + +#if defined(USE_RAIN) || defined(USE_SNOW) + uint32_t rainpos = 0; +#endif + +typedef struct { + int32_t x, y, z; +} point3d_t; + +#define MAXPOINTS 400 +point3d_t points[MAXPOINTS]; + +byte moon[100]={ + 0, 0, 27, 18, 15, 16, 19, 29, 0, 0, + 0, 22, 16, 15, 15, 16, 16, 18, 24, 0, + 27, 17, 15, 17, 16, 16, 17, 17, 18, 29, + 18, 15, 15, 15, 16, 16, 17, 17, 18, 20, + 16, 15, 15, 16, 16, 17, 17, 18, 19, 21, + 16, 15, 17, 20, 18, 17, 18, 18, 20, 22, + 19, 16, 18, 19, 17, 17, 18, 19, 22, 24, + 28, 19, 17, 17, 17, 18, 19, 21, 25, 31, + 0, 23, 18, 19, 18, 20, 22, 24, 28, 0, + 0, 0, 28, 21, 20, 22, 28, 30, 0, 0 }; + +void Init3DPoints() +{ + int hvheight = viewheight >> 1; + for(int i = 0; i < MAXPOINTS; i++) + { + point3d_t *pt = &points[i]; + pt->x = 16384 - (rand() & 32767); + pt->z = 16384 - (rand() & 32767); + float len = sqrt((float)pt->x * pt->x + (float)pt->z * pt->z); + int j=50; + do + { + pt->y = 1024 + (rand() & 8191); + j--; + } + while(j > 0 && (float)pt->y * 256.F / len >= hvheight); + } +} + +#endif + +#ifdef USE_STARSKY + +void DrawStarSky(byte *vbuf, uint32_t vbufPitch) +{ + int hvheight = viewheight >> 1; + int hvwidth = viewwidth >> 1; + + byte *ptr = vbuf; + int i; + for(i = 0; i < hvheight; i++, ptr += vbufPitch) + memset(ptr, 0, viewwidth); + + for(i = 0; i < MAXPOINTS; i++) + { + point3d_t *pt = &points[i]; + int32_t x = pt->x * viewcos + pt->z * viewsin; + int32_t y = pt->y << 16; + int32_t z = (pt->z * viewcos - pt->x * viewsin) >> 8; + if(z <= 0) continue; + int shade = z >> 18; + if(shade > 15) continue; + int32_t xx = x / z + hvwidth; + int32_t yy = hvheight - y / z; + if(xx >= 0 && xx < viewwidth && yy >= 0 && yy < hvheight) + vbuf[yy * vbufPitch + xx] = shade + 15; + } + + int32_t x = 16384 * viewcos + 16384 * viewsin; + int32_t z = (16384 * viewcos - 16384 * viewsin) >> 8; + if(z <= 0) return; + int32_t xx = x / z + hvwidth; + int32_t yy = hvheight - ((hvheight - (hvheight >> 3)) << 22) / z; + if(xx > -10 && xx < viewwidth) + { + int stopx = 10, starty = 0, stopy = 10; + i = 0; + if(xx < 0) i = -xx; + if(xx > viewwidth - 11) stopx = viewwidth - xx; + if(yy < 0) startj = -yy; + if(yy > viewheight - 11) stopy = viewheight - yy; + for(; i < stopx; i++) + for(int j = starty; j < stopy; j++) + vbuf[(yy + j) * vbufPitch + xx + i] = moon[j * 10 + i]; + } +} + +#endif + +#ifdef USE_RAIN + +void DrawRain(byte *vbuf, uint32_t vbufPitch) +{ +#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS) + fixed dist; // distance to row projection + fixed tex_step; // global step per one screen pixel + fixed gu, gv, floorx, floory; // global texture coordinates +#endif + + fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6; + fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6; + int32_t ax, az, x, y, z, xx, yy, height, actheight; + int shade; + int hvheight = viewheight >> 1; + int hvwidth = viewwidth >> 1; + + rainpos -= tics * 900; + for(int i = 0; i < MAXPOINTS; i++) + { + point3d_t *pt = &points[i]; + ax = pt->x + px; + ax = 0x1fff - (ax & 0x3fff); + az = pt->z + pz; + az = 0x1fff - (az & 0x3fff); + x = ax * viewcos + az * viewsin; + y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11); + z = (az * viewcos - ax * viewsin) >> 8; + if(z <= 0) continue; + shade = z >> 17; + if(shade > 13) continue; + xx = x / z + hvwidth; + if(xx < 0 || xx >= viewwidth) continue; + actheight = y / z; + yy = hvheight - actheight; + height = (heightnumerator << 10) / z; + if(actheight < 0) actheight = -actheight; + if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue; + + if(xx >= 0 && xx < viewwidth && yy > 0 && yy < viewheight) + { +#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS) + // Find the rain's tile coordinate + // NOTE: This sometimes goes over the map edges. + dist = ((heightnumerator / ((height >> 3) + 1)) << 5); + gu = viewx + FixedMul(dist, viewcos); + gv = -viewy + FixedMul(dist, viewsin); + floorx = ( gu >> TILESHIFT ) & 63; + floory = (-(gv >> TILESHIFT) - 1) & 63; + + // Is there a ceiling tile? + if(MAPSPOT(floorx, floory, 2) >> 8) continue; +#endif + + vbuf[yy * vbufPitch + xx] = shade+15; + vbuf[(yy - 1) * vbufPitch + xx] = shade+16; + if(yy > 2) + vbuf[(yy - 2) * vbufPitch + xx] = shade+17; + } + } +} + +#endif + +#ifdef USE_SNOW + +void DrawSnow(byte *vbuf, uint32_t vbufPitch) +{ +#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS) + fixed dist; // distance to row projection + fixed tex_step; // global step per one screen pixel + fixed gu, gv, floorx, floory; // global texture coordinates +#endif + + fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6; + fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6; + int32_t ax, az, x, y, z, xx, yy, height, actheight; + int shade; + int hvheight = viewheight >> 1; + int hvwidth = viewwidth >> 1; + + rainpos -= tics * 256; + for(int i = 0; i < MAXPOINTS; i++) + { + point3d_t *pt = &points[i]; + ax = pt->x + px; + ax = 0x1fff - (ax & 0x3fff); + az = pt->z + pz; + az = 0x1fff - (az & 0x3fff); + x = ax * viewcos + az * viewsin; + y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11); + z = (az * viewcos - ax * viewsin) >> 8; + if(z <= 0) continue; + shade = z >> 17; + if(shade > 13) continue; + xx = x / z + hvwidth; + if(xx < 0 || xx >= viewwidth) continue; + actheight = y / z; + yy = hvheight - actheight; + height = (heightnumerator << 10) / z; + if(actheight < 0) actheight = -actheight; + if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue; + if(xx > 0 && xx < viewwidth && yy > 0 && yy < viewheight) + { +#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS) + // Find the snow's tile coordinate + // NOTE: This sometimes goes over the map edges. + dist = ((heightnumerator / ((height >> 3) + 1)) << 5); + gu = viewx + FixedMul(dist, viewcos); + gv = -viewy + FixedMul(dist, viewsin); + floorx = ( gu >> TILESHIFT ) & 63; + floory = (-(gv >> TILESHIFT) - 1) & 63; + + // Is there a ceiling tile? + if(MAPSPOT(floorx, floory, 2) >> 8) continue; +#endif + + if(shade < 10) + { + vbuf[yy * vbufPitch + xx] = shade+17; + vbuf[yy * vbufPitch + xx - 1] = shade+16; + vbuf[(yy - 1) * vbufPitch + xx] = shade+16; + vbuf[(yy - 1) * vbufPitch + xx - 1] = shade+15; + } + else + vbuf[yy * vbufPitch + xx] = shade+15; + } + } +} + +#endif diff --git a/contrib/games/wolf3d/wl_atmos.h b/contrib/games/wolf3d/wl_atmos.h new file mode 100755 index 0000000000..59ef74d3a2 --- /dev/null +++ b/contrib/games/wolf3d/wl_atmos.h @@ -0,0 +1,20 @@ +#ifndef _WL_ATMOS_H_ +#define _WL_ATMOS_H_ + +#if defined(USE_STARSKY) || defined(USE_RAIN) || defined(USE_SNOW) + void Init3DPoints(); +#endif + +#ifdef USE_STARSKY + void DrawStarSky(byte *vbuf, uint32_t vbufPitch); +#endif + +#ifdef USE_RAIN + void DrawRain(byte *vbuf, uint32_t vbufPitch); +#endif + +#ifdef USE_SNOW + void DrawSnow(byte *vbuf, uint32_t vbufPitch); +#endif + +#endif diff --git a/contrib/games/wolf3d/wl_cloudsky.cpp b/contrib/games/wolf3d/wl_cloudsky.cpp new file mode 100755 index 0000000000..a2f58cd8a6 --- /dev/null +++ b/contrib/games/wolf3d/wl_cloudsky.cpp @@ -0,0 +1,259 @@ +#include "version.h" + +#ifdef USE_CLOUDSKY + +#include "wl_def.h" +#include "wl_cloudsky.h" + +// Each colormap defines a number of colors which should be mapped from +// the skytable. The according colormapentry_t array defines how these colors should +// be mapped to the wolfenstein palette. The first int of each entry defines +// how many colors are grouped to this entry and the absolute value of the +// second int sets the starting palette index for this pair. If this value is +// negative the index will be decremented for every color, if it's positive +// it will be incremented. +// +// Example colormap: +// colormapentry_t colmapents_1[] = { { 6, -10 }, { 2, 40 } }; +// colormap_t colorMaps[] = { +// { 8, colmapents_1 } +// }; +// +// The colormap 0 consists of 8 colors. The first color group consists of 6 +// colors and starts descending at palette index 10: 10, 9, 8, 7, 6, 5 +// The second color group consists of 2 colors and starts ascending at +// index 40: 40, 41 +// There's no other color group because all colors of this colormap are +// already used (6+2=8) +// +// Warning: Always make sure that the sum of the amount of the colors in all +// color groups is the number of colors used for your colormap! + +colormapentry_t colmapents_1[] = { { 16, -31 }, { 16, 136 } }; +colormapentry_t colmapents_2[] = { { 16, -31 } }; + +colormap_t colorMaps[] = { + { 32, colmapents_1 }, + { 16, colmapents_2 } +}; + +const int numColorMaps = lengthof(colorMaps); + +// The sky definitions which can be selected as defined by GetCloudSkyDefID() in wl_def.h +// You can use +Z in debug mode to find out suitable values for seed and colorMapIndex +// Each entry consists of seed, speed, angle and colorMapIndex +cloudsky_t cloudSkys[] = { + { 626, 800, 20, 0 }, + { 1234, 650, 60, 1 }, + { 0, 700, 120, 0 }, + { 0, 0, 0, 0 }, + { 11243, 750, 310, 0 }, + { 32141, 750, 87, 0 }, + { 12124, 750, 64, 0 }, + { 55543, 500, 240, 0 }, + { 65535, 200, 54, 1 }, + { 4, 1200, 290, 0 }, +}; + +byte skyc[65536L]; + +long cloudx = 0, cloudy = 0; +cloudsky_t *curSky = NULL; + +#ifdef USE_FEATUREFLAGS + +// The lower left tile of every map determines the used cloud sky definition from cloudSkys. +static int GetCloudSkyDefID() +{ + int skyID = ffDataBottomLeft; + assert(skyID >= 0 && skyID < lengthof(cloudSkys)); + return skyID; +} + +#else + +static int GetCloudSkyDefID() +{ + int skyID; + switch(gamestate.episode * 10 + mapon) + { + case 0: skyID = 0; break; + case 1: skyID = 1; break; + case 2: skyID = 2; break; + case 3: skyID = 3; break; + case 4: skyID = 4; break; + case 5: skyID = 5; break; + case 6: skyID = 6; break; + case 7: skyID = 7; break; + case 8: skyID = 8; break; + case 9: skyID = 9; break; + default: skyID = 9; break; + } + assert(skyID >= 0 && skyID < lengthof(cloudSkys)); + return skyID; +} + +#endif + +void SplitS(unsigned size,unsigned x1,unsigned y1,unsigned x2,unsigned y2) +{ + if(size==1) return; + if(!skyc[((x1+size/2)*256+y1)]) + { + skyc[((x1+size/2)*256+y1)]=(byte)(((int)skyc[(x1*256+y1)] + +(int)skyc[((x2&0xff)*256+y1)])/2)+rand()%(size*2)-size; + if(!skyc[((x1+size/2)*256+y1)]) skyc[((x1+size/2)*256+y1)]=1; + } + if(!skyc[((x1+size/2)*256+(y2&0xff))]) + { + skyc[((x1+size/2)*256+(y2&0xff))]=(byte)(((int)skyc[(x1*256+(y2&0xff))] + +(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size; + if(!skyc[((x1+size/2)*256+(y2&0xff))]) + skyc[((x1+size/2)*256+(y2&0xff))]=1; + } + if(!skyc[(x1*256+y1+size/2)]) + { + skyc[(x1*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)] + +(int)skyc[(x1*256+(y2&0xff))])/2)+rand()%(size*2)-size; + if(!skyc[(x1*256+y1+size/2)]) skyc[(x1*256+y1+size/2)]=1; + } + if(!skyc[((x2&0xff)*256+y1+size/2)]) + { + skyc[((x2&0xff)*256+y1+size/2)]=(byte)(((int)skyc[((x2&0xff)*256+y1)] + +(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size; + if(!skyc[((x2&0xff)*256+y1+size/2)]) skyc[((x2&0xff)*256+y1+size/2)]=1; + } + + skyc[((x1+size/2)*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)] + +(int)skyc[((x2&0xff)*256+y1)]+(int)skyc[(x1*256+(y2&0xff))] + +(int)skyc[((x2&0xff)*256+(y2&0xff))])/4)+rand()%(size*2)-size; + + SplitS(size/2,x1,y1+size/2,x1+size/2,y2); + SplitS(size/2,x1+size/2,y1,x2,y1+size/2); + SplitS(size/2,x1+size/2,y1+size/2,x2,y2); + SplitS(size/2,x1,y1,x1+size/2,y1+size/2); +} + +void InitSky() +{ + unsigned cloudskyid = GetCloudSkyDefID(); + if(cloudskyid >= lengthof(cloudSkys)) + Quit("Illegal cloud sky id: %u", cloudskyid); + curSky = &cloudSkys[cloudskyid]; + + memset(skyc, 0, sizeof(skyc)); + // funny water texture if used instead of memset ;D + // for(int i = 0; i < 65536; i++) + // skyc[i] = rand() % 32 * 8; + + srand(curSky->seed); + skyc[0] = rand() % 256; + SplitS(256, 0, 0, 256, 256); + + // Smooth the clouds a bit + for(int k = 0; k < 2; k++) + { + for(int i = 0; i < 256; i++) + { + for(int j = 0; j < 256; j++) + { + int32_t val = -skyc[j * 256 + i]; + for(int m = 0; m < 3; m++) + { + for(int n = 0; n < 3; n++) + { + val += skyc[((j + n - 1) & 0xff) * 256 + ((i + m - 1) & 0xff)]; + } + } + skyc[j * 256 + i] = (byte)(val >> 3); + } + } + } + + // the following commented line could be useful, if you're trying to + // create a new color map. This will display your current color map + // in one (of course repeating) stripe of the sky + + // for(int i = 0; i < 256; i++) + // skyc[i] = skyc[i + 256] = skyc[i + 512] = i; + + if(curSky->colorMapIndex >= lengthof(colorMaps)) + Quit("Illegal colorMapIndex for cloud sky def %u: %u", cloudskyid, curSky->colorMapIndex); + + colormap_t *curMap = &colorMaps[curSky->colorMapIndex]; + int numColors = curMap->numColors; + byte colormap[256]; + colormapentry_t *curEntry = curMap->entries; + for(int calcedCols = 0; calcedCols < numColors; curEntry++) + { + if(curEntry->startAndDir < 0) + { + for(int i = 0, ind = -curEntry->startAndDir; i < curEntry->length; i++, ind--) + colormap[calcedCols++] = ind; + } + else + { + for(int i = 0, ind = curEntry->startAndDir; i < curEntry->length; i++, ind++) + colormap[calcedCols++] = ind; + } + } + + for(int i = 0; i < 256; i++) + { + for(int j = 0; j < 256; j++) + { + skyc[i * 256 + j] = colormap[skyc[i * 256 + j] * numColors / 256]; + } + } +} + +// Based on Textured Floor and Ceiling by DarkOne +void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight) +{ + // Move clouds + fixed moveDist = tics * curSky->speed; + cloudx += FixedMul(moveDist,sintable[curSky->angle]); + cloudy -= FixedMul(moveDist,costable[curSky->angle]); + + // Draw them + int y0, halfheight; + unsigned top_offset0; + fixed dist; // distance to row projection + fixed tex_step; // global step per one screen pixel + fixed gu, gv, du, dv; // global texture coordinates + int u, v; // local texture coordinates + + // ------ * prepare * -------- + halfheight = viewheight >> 1; + y0 = min_wallheight >> 3; // starting y value + if(y0 > halfheight) + return; // view obscured by walls + if(!y0) y0 = 1; // don't let division by zero + top_offset0 = vbufPitch * (halfheight - y0 - 1); + + // draw horizontal lines + for(int y = y0, top_offset = top_offset0; y < halfheight; y++, top_offset -= vbufPitch) + { + dist = (heightnumerator / y) << 8; + gu = viewx + FixedMul(dist, viewcos) + cloudx; + gv = -viewy + FixedMul(dist, viewsin) + cloudy; + tex_step = (dist << 8) / viewwidth / 175; + du = FixedMul(tex_step, viewsin); + dv = -FixedMul(tex_step, viewcos); + gu -= (viewwidth >> 1)*du; + gv -= (viewwidth >> 1)*dv; // starting point (leftmost) + for(int x = 0, top_add = top_offset; x < viewwidth; x++, top_add++) + { + if(wallheight[x] >> 3 <= y) + { + u = (gu >> 13) & 255; + v = (gv >> 13) & 255; + vbuf[top_add] = skyc[((255 - u) << 8) + 255 - v]; + } + gu += du; + gv += dv; + } + } +} + +#endif diff --git a/contrib/games/wolf3d/wl_cloudsky.h b/contrib/games/wolf3d/wl_cloudsky.h new file mode 100755 index 0000000000..ad0316d643 --- /dev/null +++ b/contrib/games/wolf3d/wl_cloudsky.h @@ -0,0 +1,46 @@ +#if defined(USE_CLOUDSKY) && !defined(_WL_CLOUDSKY_H_) +#define _WL_CLOUDSKY_H_ + +typedef struct +{ + int length; + int startAndDir; +} colormapentry_t; + +typedef struct +{ + int numColors; + colormapentry_t *entries; +} colormap_t; + +typedef struct +{ + // The seed defines the look of the sky and every value (0-4294967295) + // describes an unique sky. You can play around with these inside the game + // when pressing +Z in debug mode. There you'll be able to change the + // active seed to find out a value, which is suitable for your needs. + uint32_t seed; + + // The speed defines how fast the clouds will move (0-65535) + uint32_t speed; + + // The angle defines the move direction (0-359) + uint32_t angle; + + // An index selecting the color map to be used for this sky definition. + // This value can also be chosen with +Z + uint32_t colorMapIndex; +} cloudsky_t; + +extern cloudsky_t *curSky; +extern colormap_t colorMaps[]; +extern const int numColorMaps; + +void InitSky(); +void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight); + +#ifndef USE_FEATUREFLAGS +int GetCloudSkyDefID(); +#endif + +#endif diff --git a/contrib/games/wolf3d/wl_debug.cpp b/contrib/games/wolf3d/wl_debug.cpp new file mode 100755 index 0000000000..2c0b061a0d --- /dev/null +++ b/contrib/games/wolf3d/wl_debug.cpp @@ -0,0 +1,869 @@ +// WL_DEBUG.C + +#ifdef _WIN32 + #include +#else + #include +#endif + +#include "wl_def.h" +#pragma hdrstop + +#ifdef USE_CLOUDSKY +#include "wl_cloudsky.h" +#endif + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +#define VIEWTILEX (viewwidth/16) +#define VIEWTILEY (viewheight/16) + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + +#ifdef DEBUGKEYS + +int DebugKeys (void); + + +// from WL_DRAW.C + +void ScalePost(); +void SimpleScaleShape (int xcenter, int shapenum, unsigned height); + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + +int maporgx; +int maporgy; +enum {mapview,tilemapview,actoratview,visview} viewtype; + +void ViewMap (void); + +//=========================================================================== + +/* +================== += += CountObjects += +================== +*/ + +void CountObjects (void) +{ + int i,total,count,active,inactive,doors; + objtype *obj; + + CenterWindow (17,7); + active = inactive = count = doors = 0; + + US_Print ("Total statics :"); + total = (int)(laststatobj-&statobjlist[0]); + US_PrintUnsigned (total); + + char str[60]; + sprintf(str,"\nlaststatobj=%.8X",(int32_t)(uintptr_t)laststatobj); + US_Print(str); + + US_Print ("\nIn use statics:"); + for (i=0;inext;obj;obj=obj->next) + { + if (obj->active) + active++; + else + inactive++; + } + + US_Print ("\nTotal actors :"); + US_PrintUnsigned (active+inactive); + + US_Print ("\nActive actors :"); + US_PrintUnsigned (active); + + VW_UpdateScreen(); + IN_Ack (); +} + + +//=========================================================================== + +/* +=================== += += PictureGrabber += +=================== +*/ +void PictureGrabber (void) +{ + static char fname[] = "WSHOT000.BMP"; + + for(int i = 0; i < 1000; i++) + { + fname[7] = i % 10 + '0'; + fname[6] = (i / 10) % 10 + '0'; + fname[5] = i / 100 + '0'; + int file = open(fname, O_RDONLY | O_BINARY); + if(file == -1) break; // file does not exist, so use that filename + close(file); + } + + // overwrites WSHOT999.BMP if all wshot files exist + + SDL_SaveBMP(curSurface, fname); + + CenterWindow (18,2); + US_PrintCentered ("Screenshot taken"); + VW_UpdateScreen(); + IN_Ack(); +} + + +//=========================================================================== + +/* +=================== += += BasicOverhead += +=================== +*/ + +void BasicOverhead (void) +{ + int x, y, z, offx, offy; + + z = 128/MAPSIZE; // zoom scale + offx = 320/2; + offy = (160-MAPSIZE*z)/2; + +#ifdef MAPBORDER + int temp = viewsize; + NewViewSize(16); + DrawPlayBorder(); +#endif + + // right side (raw) + + for(x=0;xflags&FL_SHOOTABLE) color = 72; // enemy + else if (!tile || ISPOINTER(tile)) + { + if (spotvis[x][y]) color = 111; // visable + else color = 0; // nothing + } + else if (MAPSPOT(x,y,1) == PUSHABLETILE) color = 171; // pushwall + else if (tile == 64) color = 158; // solid obj + else if (tile < 128) color = 154; // walls + else if (tile < 256) color = 146; // doors + + VWB_Bar(x*z+offx, y*z+offy,z,z,color); + } + } + + VWB_Bar(player->tilex*z+offx,player->tiley*z+offy,z,z,15); // player + + // resize the border to match + + VW_UpdateScreen(); + IN_Ack(); + +#ifdef MAPBORDER + NewViewSize(temp); + DrawPlayBorder(); +#endif +} + + +//=========================================================================== + +/* +================ += += ShapeTest += +================ +*/ + +void ShapeTest (void) +{ + //TODO +#if NOTYET + extern word NumDigi; + extern word *DigiList; + extern int postx; + extern int postwidth; + extern byte *postsource; + static char buf[10]; + + boolean done; + ScanCode scan; + int i,j,k,x; + longword l; + byte *addr; + soundnames sound; + // PageListStruct far *page; + + CenterWindow(20,16); + VW_UpdateScreen(); + for (i = 0,done = false; !done;) + { + US_ClearWindow(); + sound = (soundnames) -1; + + // page = &PMPages[i]; + US_Print(" Page #"); + US_PrintUnsigned(i); + if (i < PMSpriteStart) + US_Print(" (Wall)"); + else if (i < PMSoundStart) + US_Print(" (Sprite)"); + else if (i == ChunksInFile - 1) + US_Print(" (Sound Info)"); + else + US_Print(" (Sound)"); + + /* US_Print("\n XMS: "); + if (page->xmsPage != -1) + US_PrintUnsigned(page->xmsPage); + else + US_Print("No"); + + US_Print("\n Main: "); + if (page->mainPage != -1) + US_PrintUnsigned(page->mainPage); + else if (page->emsPage != -1) + { + US_Print("EMS "); + US_PrintUnsigned(page->emsPage); + } + else + US_Print("No"); + + US_Print("\n Last hit: "); + US_PrintUnsigned(page->lastHit);*/ + + US_Print("\n Address: "); + addr = (byte *) PM_GetPage(i); + sprintf(buf,"0x%08X",(int32_t) addr); + US_Print(buf); + + if (addr) + { + if (i < PMSpriteStart) + { + // + // draw the wall + // + vbuf += 32*SCREENWIDTH; + postx = 128; + postwidth = 1; + postsource = addr; + for (x=0;x<64;x++,postx++,postsource+=64) + { + wallheight[postx] = 256; + ScalePost (); + } + vbuf -= 32*SCREENWIDTH; + } + else if (i < PMSoundStart) + { + // + // draw the sprite + // + vbuf += 32*SCREENWIDTH; + SimpleScaleShape (160, i-PMSpriteStart, 64); + vbuf -= 32*SCREENWIDTH; + } + else if (i == ChunksInFile - 1) + { + US_Print("\n\n Number of sounds: "); + US_PrintUnsigned(NumDigi); + for (l = j = k = 0;j < NumDigi;j++) + { + l += DigiList[(j * 2) + 1]; + k += (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize; + } + US_Print("\n Total bytes: "); + US_PrintUnsigned(l); + US_Print("\n Total pages: "); + US_PrintUnsigned(k); + } + else + { + byte *dp = addr; + for (j = 0;j < NumDigi;j++) + { + k = (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize; + if ((i >= PMSoundStart + DigiList[j * 2]) + && (i < PMSoundStart + DigiList[j * 2] + k)) + break; + } + if (j < NumDigi) + { + sound = (soundnames) j; + US_Print("\n Sound #"); + US_PrintUnsigned(j); + US_Print("\n Segment #"); + US_PrintUnsigned(i - PMSoundStart - DigiList[j * 2]); + } + for (j = 0;j < PageLengths[i];j += 32) + { + byte v = dp[j]; + int v2 = (unsigned)v; + v2 -= 128; + v2 /= 4; + if (v2 < 0) + VWB_Vlin(WindowY + WindowH - 32 + v2, + WindowY + WindowH - 32, + WindowX + 8 + (j / 32),BLACK); + else + VWB_Vlin(WindowY + WindowH - 32, + WindowY + WindowH - 32 + v2, + WindowX + 8 + (j / 32),BLACK); + } + } + } + + VW_UpdateScreen(); + + IN_Ack(); + scan = LastScan; + + IN_ClearKey(scan); + switch (scan) + { + case sc_LeftArrow: + if (i) + i--; + break; + case sc_RightArrow: + if (++i >= ChunksInFile) + i--; + break; + case sc_W: // Walls + i = 0; + break; + case sc_S: // Sprites + i = PMSpriteStart; + break; + case sc_D: // Digitized + i = PMSoundStart; + break; + case sc_I: // Digitized info + i = ChunksInFile - 1; + break; +/* case sc_L: // Load all pages + for (j = 0;j < ChunksInFile;j++) + PM_GetPage(j); + break;*/ + case sc_P: + if (sound != -1) + SD_PlayDigitized(sound,8,8); + break; + case sc_Escape: + done = true; + break; +/* case sc_Enter: + PM_GetPage(i); + break;*/ + } + } + SD_StopDigitized(); +#endif +} + + +//=========================================================================== + + +/* +================ += += DebugKeys += +================ +*/ + +int DebugKeys (void) +{ + boolean esc; + int level; + + if (Keyboard[sc_B]) // B = border color + { + CenterWindow(20,3); + PrintY+=6; + US_Print(" Border color (0-56): "); + VW_UpdateScreen(); + esc = !US_LineInput (px,py,str,NULL,true,2,0); + if (!esc) + { + level = atoi (str); + if (level>=0 && level<=99) + { + if (level<30) level += 31; + else + { + if (level > 56) level=31; + else level -= 26; + } + + bordercol=level*4+3; + + if (bordercol == VIEWCOLOR) + DrawStatusBorder(bordercol); + + DrawPlayBorder(); + + return 0; + } + } + return 1; + } + if (Keyboard[sc_C]) // C = count objects + { + CountObjects(); + return 1; + } + if (Keyboard[sc_D]) // D = Darkone's FPS counter + { + CenterWindow (22,2); + if (fpscounter) + US_PrintCentered ("Darkone's FPS Counter OFF"); + else + US_PrintCentered ("Darkone's FPS Counter ON"); + VW_UpdateScreen(); + IN_Ack(); + fpscounter ^= 1; + return 1; + } + if (Keyboard[sc_E]) // E = quit level + playstate = ex_completed; + + if (Keyboard[sc_F]) // F = facing spot + { + char str[60]; + CenterWindow (14,6); + US_Print ("x:"); US_PrintUnsigned (player->x); + US_Print (" ("); US_PrintUnsigned (player->x%65536); + US_Print (")\ny:"); US_PrintUnsigned (player->y); + US_Print (" ("); US_PrintUnsigned (player->y%65536); + US_Print (")\nA:"); US_PrintUnsigned (player->angle); + US_Print (" X:"); US_PrintUnsigned (player->tilex); + US_Print (" Y:"); US_PrintUnsigned (player->tiley); + US_Print ("\n1:"); US_PrintUnsigned (tilemap[player->tilex][player->tiley]); + sprintf(str," 2:%.8X",(unsigned)(uintptr_t)actorat[player->tilex][player->tiley]); US_Print(str); + US_Print ("\nf 1:"); US_PrintUnsigned (player->areanumber); + US_Print (" 2:"); US_PrintUnsigned (MAPSPOT(player->tilex,player->tiley,1)); + US_Print (" 3:"); + if ((unsigned)(uintptr_t)actorat[player->tilex][player->tiley] < 256) + US_PrintUnsigned (spotvis[player->tilex][player->tiley]); + else + US_PrintUnsigned (actorat[player->tilex][player->tiley]->flags); + VW_UpdateScreen(); + IN_Ack(); + return 1; + } + + if (Keyboard[sc_G]) // G = god mode + { + CenterWindow (12,2); + if (godmode == 0) + US_PrintCentered ("God mode ON"); + else if (godmode == 1) + US_PrintCentered ("God (no flash)"); + else if (godmode == 2) + US_PrintCentered ("God mode OFF"); + + VW_UpdateScreen(); + IN_Ack(); + if (godmode != 2) + godmode++; + else + godmode = 0; + return 1; + } + if (Keyboard[sc_H]) // H = hurt self + { + IN_ClearKeysDown (); + TakeDamage (16,NULL); + } + else if (Keyboard[sc_I]) // I = item cheat + { + CenterWindow (12,3); + US_PrintCentered ("Free items!"); + VW_UpdateScreen(); + GivePoints (100000); + HealSelf (99); + if (gamestate.bestweapon 99) + gamestate.ammo = 99; + DrawAmmo (); + IN_Ack (); + return 1; + } + else if (Keyboard[sc_K]) // K = give keys + { + CenterWindow(16,3); + PrintY+=6; + US_Print(" Give Key (1-4): "); + VW_UpdateScreen(); + esc = !US_LineInput (px,py,str,NULL,true,1,0); + if (!esc) + { + level = atoi (str); + if (level>0 && level<5) + GiveKey(level-1); + } + return 1; + } + else if (Keyboard[sc_L]) // L = level ratios + { + byte x,start,end=LRpack; + + if (end == 8) // wolf3d + { + CenterWindow(17,10); + start = 0; + } + else // sod + { + CenterWindow(17,12); + start = 0; end = 10; + } +again: + for(x=start;x 9) + { + start = 10; end = 20; + CenterWindow(17,12); + goto again; + } + + return 1; + } + else if (Keyboard[sc_N]) // N = no clip + { + noclip^=1; + CenterWindow (18,3); + if (noclip) + US_PrintCentered ("No clipping ON"); + else + US_PrintCentered ("No clipping OFF"); + VW_UpdateScreen(); + IN_Ack (); + return 1; + } + else if (Keyboard[sc_O]) // O = basic overhead + { + BasicOverhead(); + return 1; + } + else if(Keyboard[sc_P]) // P = Ripper's picture grabber + { + PictureGrabber(); + return 1; + } + else if (Keyboard[sc_Q]) // Q = fast quit + Quit (NULL); + else if (Keyboard[sc_S]) // S = slow motion + { + CenterWindow(30,3); + PrintY+=6; + US_Print(" Slow Motion steps (default 14): "); + VW_UpdateScreen(); + esc = !US_LineInput (px,py,str,NULL,true,2,0); + if (!esc) + { + level = atoi (str); + if (level>=0 && level<=50) + singlestep = level; + } + return 1; + } + else if (Keyboard[sc_T]) // T = shape test + { + ShapeTest (); + return 1; + } + else if (Keyboard[sc_V]) // V = extra VBLs + { + CenterWindow(30,3); + PrintY+=6; + US_Print(" Add how many extra VBLs(0-8): "); + VW_UpdateScreen(); + esc = !US_LineInput (px,py,str,NULL,true,1,0); + if (!esc) + { + level = atoi (str); + if (level>=0 && level<=8) + extravbls = level; + } + return 1; + } + else if (Keyboard[sc_W]) // W = warp to level + { + CenterWindow(26,3); + PrintY+=6; +#ifndef SPEAR + US_Print(" Warp to which level(1-10): "); +#else + US_Print(" Warp to which level(1-21): "); +#endif + VW_UpdateScreen(); + esc = !US_LineInput (px,py,str,NULL,true,2,0); + if (!esc) + { + level = atoi (str); +#ifndef SPEAR + if (level>0 && level<11) +#else + if (level>0 && level<22) +#endif + { + gamestate.mapon = level-1; + playstate = ex_warped; + } + } + return 1; + } + else if (Keyboard[sc_X]) // X = item cheat + { + CenterWindow (12,3); + US_PrintCentered ("Extra stuff!"); + VW_UpdateScreen(); + // DEBUG: put stuff here + IN_Ack (); + return 1; + } +#ifdef USE_CLOUDSKY + else if(Keyboard[sc_Z]) + { + char defstr[15]; + + CenterWindow(34,4); + PrintY+=6; + US_Print(" Recalculate sky with seek: "); + int seekpx = px, seekpy = py; + US_PrintUnsigned(curSky->seed); + US_Print("\n Use color map (0-"); + US_PrintUnsigned(numColorMaps - 1); + US_Print("): "); + int mappx = px, mappy = py; + US_PrintUnsigned(curSky->colorMapIndex); + VW_UpdateScreen(); + + sprintf(defstr, "%u", curSky->seed); + esc = !US_LineInput(seekpx, seekpy, str, defstr, true, 10, 0); + if(esc) return 0; + curSky->seed = (uint32_t) atoi(str); + + sprintf(defstr, "%u", curSky->colorMapIndex); + esc = !US_LineInput(mappx, mappy, str, defstr, true, 10, 0); + if(esc) return 0; + uint32_t newInd = (uint32_t) atoi(str); + if(newInd < (uint32_t) numColorMaps) + { + curSky->colorMapIndex = newInd; + InitSky(); + } + else + { + CenterWindow (18,3); + US_PrintCentered ("Illegal color map!"); + VW_UpdateScreen(); + IN_Ack (); + } + } +#endif + + return 0; +} + + +#if 0 +/* +=================== += += OverheadRefresh += +=================== +*/ + +void OverheadRefresh (void) +{ + unsigned x,y,endx,endy,sx,sy; + unsigned tile; + + + endx = maporgx+VIEWTILEX; + endy = maporgy+VIEWTILEY; + + for (y=maporgy;y>12)); + LatchDrawChar(sx+8,sy,NUMBERCHARS+((tile&0x0f00)>>8)); + LatchDrawChar(sx,sy+8,NUMBERCHARS+((tile&0x00f0)>>4)); + LatchDrawChar(sx+8,sy+8,NUMBERCHARS+(tile&0x000f)); + } + } + } +} +#endif + +#if 0 +/* +=================== += += ViewMap += +=================== +*/ + +void ViewMap (void) +{ + boolean button0held; + + viewtype = actoratview; + // button0held = false; + + + maporgx = player->tilex - VIEWTILEX/2; + if (maporgx<0) + maporgx = 0; + if (maporgx>MAPSIZE-VIEWTILEX) + maporgx=MAPSIZE-VIEWTILEX; + maporgy = player->tiley - VIEWTILEY/2; + if (maporgy<0) + maporgy = 0; + if (maporgy>MAPSIZE-VIEWTILEY) + maporgy=MAPSIZE-VIEWTILEY; + + do + { + // + // let user pan around + // + PollControls (); + if (controlx < 0 && maporgx>0) + maporgx--; + if (controlx > 0 && maporgx0) + maporgy--; + if (controly > 0 && maporgyvisview) + viewtype = mapview; + } + if (!c.button0) + button0held = false; +#endif + + OverheadRefresh (); + + } while (!Keyboard[sc_Escape]); + + IN_ClearKeysDown (); +} +#endif +#endif diff --git a/contrib/games/wolf3d/wl_def.h b/contrib/games/wolf3d/wl_def.h new file mode 100755 index 0000000000..ece6a62b05 --- /dev/null +++ b/contrib/games/wolf3d/wl_def.h @@ -0,0 +1,1485 @@ +#ifndef WL_DEF_H +#define WL_DEF_H + +// Defines which version shall be built and configures supported extra features +#include "version.h" + +#include +#include +#include +#include +#include +#include +#if defined(_arch_dreamcast) +# include +# include "dc/dc_main.h" +#elif !defined(_WIN32) +# include +# include +# include +#endif +#include + +#if !defined O_BINARY +# define O_BINARY 0 +#endif + +#pragma pack(1) + +#if defined(_arch_dreamcast) +#define YESBUTTONNAME "A" +#define NOBUTTONNAME "B" +#elif defined(GP2X) +#define YESBUTTONNAME "Y" +#define NOBUTTONNAME "B" +#else +#define YESBUTTONNAME "Y" +#define NOBUTTONNAME "N" +#endif + +#include "foreign.h" + +#ifndef SPEAR + #include "audiowl6.h" + #ifdef UPLOAD + #include "gfxv_apo.h" + #else + #ifdef JAPAN + #include "gfxv_jap.h" + #else + #ifdef GOODTIMES + #include "gfxv_wl6.h" + #else + #include "gfxv_apo.h" + #endif + #endif + #endif +#else + #include "audiosod.h" + #include "gfxv_sod.h" + #include "f_spear.h" +#endif + +typedef uint8_t byte; +typedef uint16_t word; +typedef int32_t fixed; +typedef uint32_t longword; +typedef int8_t boolean; +typedef void * memptr; + +typedef struct +{ + int x,y; +} Point; +typedef struct +{ + Point ul,lr; +} Rect; + +void Quit(const char *errorStr, ...); + +#include "id_pm.h" +#include "id_sd.h" +#include "id_in.h" +#include "id_vl.h" +#include "id_vh.h" +#include "id_us.h" +#include "id_ca.h" + +#include "wl_menu.h" + +#define MAPSPOT(x,y,plane) (mapsegs[plane][((y)<0?1:-1) +#define ABS(x) ((int)(x)>0?(x):-(x)) +#define LABS(x) ((int32_t)(x)>0?(x):-(x)) + +#define abs(x) ABS(x) + +/* +============================================================================= + + GLOBAL CONSTANTS + +============================================================================= +*/ + +#define MAXTICS 10 +#define DEMOTICS 4 + +#define MAXACTORS 150 // max number of nazis, etc / map +#define MAXSTATS 400 // max number of lamps, bonus, etc +#define MAXDOORS 64 // max number of sliding doors +#define MAXWALLTILES 64 // max number of wall tiles + +// +// tile constants +// + +#define ICONARROWS 90 +#define PUSHABLETILE 98 +#define EXITTILE 99 // at end of castle +#define AREATILE 107 // first of NUMAREAS floor tiles +#define NUMAREAS 37 +#define ELEVATORTILE 21 +#define AMBUSHTILE 106 +#define ALTELEVATORTILE 107 + +#define NUMBERCHARS 9 + + +//---------------- + +#define EXTRAPOINTS 40000 + +#define PLAYERSPEED 3000 +#define RUNSPEED 6000 + +#define SCREENSEG 0xa000 + +#define SCREENBWIDE 80 + +#define HEIGHTRATIO 0.50 // also defined in id_mm.c + +#define BORDERCOLOR 3 +#define FLASHCOLOR 5 +#define FLASHTICS 4 + +#ifndef SPEAR + #define LRpack 8 // # of levels to store in endgame +#else + #define LRpack 20 +#endif + +#define PLAYERSIZE MINDIST // player radius +#define MINACTORDIST 0x10000l // minimum dist from player center + // to any actor center + +#define NUMLATCHPICS 100 + +#undef M_PI +#define PI 3.141592657 +#define M_PI PI + +#define GLOBAL1 (1l<<16) +#define TILEGLOBAL GLOBAL1 +#define PIXGLOBAL (GLOBAL1/64) +#define TILESHIFT 16l +#define UNSIGNEDSHIFT 8 + +#define ANGLES 360 // must be divisable by 4 +#define ANGLEQUAD (ANGLES/4) +#define FINEANGLES 3600 +#define ANG90 (FINEANGLES/4) +#define ANG180 (ANG90*2) +#define ANG270 (ANG90*3) +#define ANG360 (ANG90*4) +#define VANG90 (ANGLES/4) +#define VANG180 (VANG90*2) +#define VANG270 (VANG90*3) +#define VANG360 (VANG90*4) + +#define MINDIST (0x5800l) + +#define mapshift 6 +#define MAPSIZE (1<temp1 + short tictime; + void (*think) (void *),(*action) (void *); + struct statestruct *next; +} statetype; + + +//--------------------- +// +// trivial actor structure +// +//--------------------- + +typedef struct statstruct +{ + byte tilex,tiley; + short shapenum; // if shapenum == -1 the obj has been removed + byte *visspot; + uint32_t flags; + byte itemnumber; +} statobj_t; + + +//--------------------- +// +// door actor structure +// +//--------------------- + +typedef enum +{ + dr_open,dr_closed,dr_opening,dr_closing +} doortype; + +typedef struct doorstruct +{ + byte tilex,tiley; + boolean vertical; + byte lock; + doortype action; + short ticcount; +} doorobj_t; + + +//-------------------- +// +// thinking actor structure +// +//-------------------- + +typedef struct objstruct +{ + activetype active; + short ticcount; + classtype obclass; + statetype *state; + + uint32_t flags; // FL_SHOOTABLE, etc + + int32_t distance; // if negative, wait for that door to open + dirtype dir; + + fixed x,y; + word tilex,tiley; + byte areanumber; + + short viewx; + word viewheight; + fixed transx,transy; // in global coord + + short angle; + short hitpoints; + int32_t speed; + + short temp1,temp2,hidden; + struct objstruct *next,*prev; +} objtype; + +enum +{ + bt_nobutton=-1, + bt_attack=0, + bt_strafe, + bt_run, + bt_use, + bt_readyknife, + bt_readypistol, + bt_readymachinegun, + bt_readychaingun, + bt_nextweapon, + bt_prevweapon, + bt_esc, + bt_pause, + bt_strafeleft, + bt_straferight, + bt_moveforward, + bt_movebackward, + bt_turnleft, + bt_turnright, + NUMBUTTONS +}; + + +#define NUMWEAPONS 4 +typedef enum +{ + wp_knife, + wp_pistol, + wp_machinegun, + wp_chaingun +} weapontype; + + +enum +{ + gd_baby, + gd_easy, + gd_medium, + gd_hard +}; + +//--------------- +// +// gamestate structure +// +//--------------- + +typedef struct +{ + short difficulty; + short mapon; + int32_t oldscore,score,nextextra; + short lives; + short health; + short ammo; + short keys; + weapontype bestweapon,weapon,chosenweapon; + + short faceframe; + short attackframe,attackcount,weaponframe; + + short episode,secretcount,treasurecount,killcount, + secrettotal,treasuretotal,killtotal; + int32_t TimeCount; + int32_t killx,killy; + boolean victoryflag; // set during victory animations +} gametype; + + +typedef enum +{ + ex_stillplaying, + ex_completed, + ex_died, + ex_warped, + ex_resetgame, + ex_loadedgame, + ex_victorious, + ex_abort, + ex_demodone, + ex_secretlevel +} exit_t; + + +extern word *mapsegs[MAPPLANES]; +extern int mapon; + +/* +============================================================================= + + WL_MAIN DEFINITIONS + +============================================================================= +*/ + +extern boolean loadedgame; +extern fixed focallength; +extern int viewscreenx, viewscreeny; +extern int viewwidth; +extern int viewheight; +extern short centerx; +extern int32_t heightnumerator; +extern fixed scale; + +extern int dirangle[9]; + +extern int mouseadjustment; +extern int shootdelta; +extern unsigned screenofs; + +extern boolean startgame; +extern char str[80]; +extern char configdir[256]; +extern char configname[13]; + +// +// Command line parameter variables +// +extern boolean param_debugmode; +extern boolean param_nowait; +extern int param_difficulty; +extern int param_tedlevel; +extern int param_joystickindex; +extern int param_joystickhat; +extern int param_samplerate; +extern int param_audiobuffer; +extern int param_mission; +extern boolean param_goodtimes; +extern boolean param_ignorenumchunks; + + +void NewGame (int difficulty,int episode); +void CalcProjection (int32_t focal); +void NewViewSize (int width); +boolean SetViewSize (unsigned width, unsigned height); +boolean LoadTheGame(FILE *file,int x,int y); +boolean SaveTheGame(FILE *file,int x,int y); +void ShowViewSize (int width); +void ShutdownId (void); + + +/* +============================================================================= + + WL_GAME DEFINITIONS + +============================================================================= +*/ + +extern gametype gamestate; +extern byte bordercol; +extern SDL_Surface *latchpics[NUMLATCHPICS]; +extern char demoname[13]; + +void SetupGameLevel (void); +void GameLoop (void); +void DrawPlayBorder (void); +void DrawStatusBorder (byte color); +void DrawPlayScreen (void); +void DrawPlayBorderSides (void); +void ShowActStatus(); + +void PlayDemo (int demonumber); +void RecordDemo (void); + + +#ifdef SPEAR +extern int32_t spearx,speary; +extern unsigned spearangle; +extern boolean spearflag; +#endif + + +#define ClearMemory SD_StopDigitized + + +// JAB +#define PlaySoundLocTile(s,tx,ty) PlaySoundLocGlobal(s,(((int32_t)(tx) << TILESHIFT) + (1L << (TILESHIFT - 1))),(((int32_t)ty << TILESHIFT) + (1L << (TILESHIFT - 1)))) +#define PlaySoundLocActor(s,ob) PlaySoundLocGlobal(s,(ob)->x,(ob)->y) +void PlaySoundLocGlobal(word s,fixed gx,fixed gy); +void UpdateSoundLoc(void); + + +/* +============================================================================= + + WL_PLAY DEFINITIONS + +============================================================================= +*/ + +#define BASEMOVE 35 +#define RUNMOVE 70 +#define BASETURN 35 +#define RUNTURN 70 + +#define JOYSCALE 2 + +extern byte tilemap[MAPSIZE][MAPSIZE]; // wall values only +extern byte spotvis[MAPSIZE][MAPSIZE]; +extern objtype *actorat[MAPSIZE][MAPSIZE]; + +extern objtype *player; + +extern unsigned tics; +extern int viewsize; + +extern int lastgamemusicoffset; + +// +// current user input +// +extern int controlx,controly; // range from -100 to 100 +extern boolean buttonstate[NUMBUTTONS]; +extern objtype objlist[MAXACTORS]; +extern boolean buttonheld[NUMBUTTONS]; +extern exit_t playstate; +extern boolean madenoise; +extern statobj_t statobjlist[MAXSTATS]; +extern statobj_t *laststatobj; +extern objtype *newobj,*killerobj; +extern doorobj_t doorobjlist[MAXDOORS]; +extern doorobj_t *lastdoorobj; +extern int godmode; + +extern boolean demorecord,demoplayback; +extern int8_t *demoptr, *lastdemoptr; +extern memptr demobuffer; + +// +// control info +// +extern boolean mouseenabled,joystickenabled; +extern int dirscan[4]; +extern int buttonscan[NUMBUTTONS]; +extern int buttonmouse[4]; +extern int buttonjoy[32]; + +void InitActorList (void); +void GetNewActor (void); +void PlayLoop (void); + +void CenterWindow(word w,word h); + +void InitRedShifts (void); +void FinishPaletteShifts (void); + +void RemoveObj (objtype *gone); +void PollControls (void); +int StopMusic(void); +void StartMusic(void); +void ContinueMusic(int offs); +void StartDamageFlash (int damage); +void StartBonusFlash (void); + +#ifdef SPEAR +extern int32_t funnyticount; // FOR FUNNY BJ FACE +#endif + +extern objtype *objfreelist; // *obj,*player,*lastobj, + +extern boolean noclip,ammocheat; +extern int singlestep, extravbls; + +/* +============================================================================= + + WL_INTER + +============================================================================= +*/ + +void IntroScreen (void); +void PG13(void); +void DrawHighScores(void); +void CheckHighScore (int32_t score,word other); +void Victory (void); +void LevelCompleted (void); +void ClearSplitVWB (void); + +void PreloadGraphics(void); + + +/* +============================================================================= + + WL_DEBUG + +============================================================================= +*/ + +int DebugKeys (void); + +/* +============================================================================= + + WL_DRAW DEFINITIONS + +============================================================================= +*/ + +// +// math tables +// +extern short *pixelangle; +extern int32_t finetangent[FINEANGLES/4]; +extern fixed sintable[]; +extern fixed *costable; +extern int *wallheight; +extern word horizwall[],vertwall[]; +extern int32_t lasttimecount; +extern int32_t frameon; + +extern unsigned screenloc[3]; + +extern boolean fizzlein, fpscounter; + +extern fixed viewx,viewy; // the focal point +extern fixed viewsin,viewcos; + +void ThreeDRefresh (void); +void CalcTics (void); + +typedef struct +{ + word leftpix,rightpix; + word dataofs[64]; +// table data after dataofs[rightpix-leftpix+1] +} t_compshape; + +/* +============================================================================= + + WL_STATE DEFINITIONS + +============================================================================= +*/ +#define TURNTICS 10 +#define SPDPATROL 512 +#define SPDDOG 1500 + + +void InitHitRect (objtype *ob, unsigned radius); +void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state); +void NewState (objtype *ob, statetype *state); + +boolean TryWalk (objtype *ob); +void SelectChaseDir (objtype *ob); +void SelectDodgeDir (objtype *ob); +void SelectRunDir (objtype *ob); +void MoveObj (objtype *ob, int32_t move); +boolean SightPlayer (objtype *ob); + +void KillActor (objtype *ob); +void DamageActor (objtype *ob, unsigned damage); + +boolean CheckLine (objtype *ob); +boolean CheckSight (objtype *ob); + +/* +============================================================================= + + WL_AGENT DEFINITIONS + +============================================================================= +*/ + +extern short anglefrac; +extern int facecount, facetimes; +extern word plux,pluy; // player coordinates scaled to unsigned +extern int32_t thrustspeed; +extern objtype *LastAttacker; + +void Thrust (int angle, int32_t speed); +void SpawnPlayer (int tilex, int tiley, int dir); +void TakeDamage (int points,objtype *attacker); +void GivePoints (int32_t points); +void GetBonus (statobj_t *check); +void GiveWeapon (int weapon); +void GiveAmmo (int ammo); +void GiveKey (int key); + +// +// player state info +// + +void StatusDrawFace(unsigned picnum); +void DrawFace (void); +void DrawHealth (void); +void HealSelf (int points); +void DrawLevel (void); +void DrawLives (void); +void GiveExtraMan (void); +void DrawScore (void); +void DrawWeapon (void); +void DrawKeys (void); +void DrawAmmo (void); + + +/* +============================================================================= + + WL_ACT1 DEFINITIONS + +============================================================================= +*/ + +extern doorobj_t doorobjlist[MAXDOORS]; +extern doorobj_t *lastdoorobj; +extern short doornum; + +extern word doorposition[MAXDOORS]; + +extern byte areaconnect[NUMAREAS][NUMAREAS]; + +extern boolean areabyplayer[NUMAREAS]; + +extern word pwallstate; +extern word pwallpos; // amount a pushable wall has been moved (0-63) +extern word pwallx,pwally; +extern byte pwalldir,pwalltile; + + +void InitDoorList (void); +void InitStaticList (void); +void SpawnStatic (int tilex, int tiley, int type); +void SpawnDoor (int tilex, int tiley, boolean vertical, int lock); +void MoveDoors (void); +void MovePWalls (void); +void OpenDoor (int door); +void PlaceItemType (int itemtype, int tilex, int tiley); +void PushWall (int checkx, int checky, int dir); +void OperateDoor (int door); +void InitAreas (void); + +/* +============================================================================= + + WL_ACT2 DEFINITIONS + +============================================================================= +*/ + +#define s_nakedbody s_static10 + +extern statetype s_grddie1; +extern statetype s_dogdie1; +extern statetype s_ofcdie1; +extern statetype s_mutdie1; +extern statetype s_ssdie1; +extern statetype s_bossdie1; +extern statetype s_schabbdie1; +extern statetype s_fakedie1; +extern statetype s_mechadie1; +extern statetype s_hitlerdie1; +extern statetype s_greteldie1; +extern statetype s_giftdie1; +extern statetype s_fatdie1; + +extern statetype s_spectredie1; +extern statetype s_angeldie1; +extern statetype s_transdie0; +extern statetype s_uberdie0; +extern statetype s_willdie1; +extern statetype s_deathdie1; + + +extern statetype s_grdchase1; +extern statetype s_dogchase1; +extern statetype s_ofcchase1; +extern statetype s_sschase1; +extern statetype s_mutchase1; +extern statetype s_bosschase1; +extern statetype s_schabbchase1; +extern statetype s_fakechase1; +extern statetype s_mechachase1; +extern statetype s_gretelchase1; +extern statetype s_giftchase1; +extern statetype s_fatchase1; + +extern statetype s_spectrechase1; +extern statetype s_angelchase1; +extern statetype s_transchase1; +extern statetype s_uberchase1; +extern statetype s_willchase1; +extern statetype s_deathchase1; + +extern statetype s_blinkychase1; +extern statetype s_hitlerchase1; + +extern statetype s_grdpain; +extern statetype s_grdpain1; +extern statetype s_ofcpain; +extern statetype s_ofcpain1; +extern statetype s_sspain; +extern statetype s_sspain1; +extern statetype s_mutpain; +extern statetype s_mutpain1; + +extern statetype s_deathcam; + +extern statetype s_schabbdeathcam2; +extern statetype s_hitlerdeathcam2; +extern statetype s_giftdeathcam2; +extern statetype s_fatdeathcam2; + +void SpawnStand (enemy_t which, int tilex, int tiley, int dir); +void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir); +void KillActor (objtype *ob); + +void SpawnDeadGuard (int tilex, int tiley); +void SpawnBoss (int tilex, int tiley); +void SpawnGretel (int tilex, int tiley); +void SpawnTrans (int tilex, int tiley); +void SpawnUber (int tilex, int tiley); +void SpawnWill (int tilex, int tiley); +void SpawnDeath (int tilex, int tiley); +void SpawnAngel (int tilex, int tiley); +void SpawnSpectre (int tilex, int tiley); +void SpawnGhosts (int which, int tilex, int tiley); +void SpawnSchabbs (int tilex, int tiley); +void SpawnGift (int tilex, int tiley); +void SpawnFat (int tilex, int tiley); +void SpawnFakeHitler (int tilex, int tiley); +void SpawnHitler (int tilex, int tiley); + +void A_DeathScream (objtype *ob); +void SpawnBJVictory (void); + +/* +============================================================================= + + WL_TEXT DEFINITIONS + +============================================================================= +*/ + +extern char helpfilename[],endfilename[]; + +extern void HelpScreens(void); +extern void EndText(void); + + +/* +============================================================================= + + GP2X DEFINITIONS + +============================================================================= +*/ + +#if defined(GP2X) + +#if defined(GP2X_940) +void GP2X_MemoryInit(void); +void GP2X_Shutdown(void); +#endif +void GP2X_ButtonDown(int button); +void GP2X_ButtonUp(int button); + +#endif + + +/* +============================================================================= + + MISC DEFINITIONS + +============================================================================= +*/ + +static inline fixed FixedMul(fixed a, fixed b) +{ + return (fixed)(((int64_t)a * b + 0x8000) >> 16); +} + +#ifdef PLAYDEMOLIKEORIGINAL + #define DEMOCHOOSE_ORIG_SDL(orig, sdl) ((demorecord || demoplayback) ? (orig) : (sdl)) + #define DEMOCOND_ORIG (demorecord || demoplayback) + #define DEMOIF_SDL if(DEMOCOND_SDL) +#else + #define DEMOCHOOSE_ORIG_SDL(orig, sdl) (sdl) + #define DEMOCOND_ORIG false + #define DEMOIF_SDL +#endif +#define DEMOCOND_SDL (!DEMOCOND_ORIG) + +#define GetTicks() ((SDL_GetTicks()*7)/100) + +#define ISPOINTER(x) ((((uintptr_t)(x)) & ~0xffff) != 0) + +#define CHECKMALLOCRESULT(x) if(!(x)) Quit("Out of memory at %s:%i", __FILE__, __LINE__) + +#ifdef _WIN32 + #define strcasecmp stricmp + #define strncasecmp strnicmp + #define snprintf _snprintf +#else + /*static inline char* itoa(int value, char* string, int radix) + { + sprintf(string, "%d", value); + return string; + }*/ + + static inline char* ltoa(long value, char* string, int radix) + { + sprintf(string, "%ld", value); + return string; + } +#endif + +#define lengthof(x) (sizeof(x) / sizeof(*(x))) +#define endof(x) ((x) + lengthof(x)) + +static inline word READWORD(byte *&ptr) +{ + word val = ptr[0] | ptr[1] << 8; + ptr += 2; + return val; +} + +static inline longword READLONGWORD(byte *&ptr) +{ + longword val = ptr[0] | ptr[1] << 8 | ptr[2] << 16 | ptr[3] << 24; + ptr += 4; + return val; +} + + +/* +============================================================================= + + FEATURE DEFINITIONS + +============================================================================= +*/ + +#ifdef USE_FEATUREFLAGS + // The currently available feature flags + #define FF_STARSKY 0x0001 + #define FF_PARALLAXSKY 0x0002 + #define FF_CLOUDSKY 0x0004 + #define FF_RAIN 0x0010 + #define FF_SNOW 0x0020 + + // The ffData... variables contain the 16-bit values of the according corners of the current level. + // The corners are overwritten with adjacent tiles after initialization in SetupGameLevel + // to avoid interpretation as e.g. doors. + extern int ffDataTopLeft, ffDataTopRight, ffDataBottomLeft, ffDataBottomRight; + + /************************************************************* + * Current usage of ffData... variables: + * ffDataTopLeft: lower 8-bit: ShadeDefID + * ffDataTopRight: FeatureFlags + * ffDataBottomLeft: CloudSkyDefID or ParallaxStartTexture + * ffDataBottomRight: unused + *************************************************************/ + + // The feature flags are stored as a wall in the upper right corner of each level + static inline word GetFeatureFlags() + { + return ffDataTopRight; + } + +#endif + +#ifdef USE_FLOORCEILINGTEX + void DrawFloorAndCeiling(byte *vbuf, unsigned vbufPitch, int min_wallheight); +#endif + +#ifdef USE_PARALLAX + void DrawParallax(byte *vbuf, unsigned vbufPitch); +#endif + +#ifdef USE_DIR3DSPR + void Scale3DShape(byte *vbuf, unsigned vbufPitch, statobj_t *ob); +#endif + +#endif diff --git a/contrib/games/wolf3d/wl_dir3dspr.cpp b/contrib/games/wolf3d/wl_dir3dspr.cpp new file mode 100755 index 0000000000..72b083bb3b --- /dev/null +++ b/contrib/games/wolf3d/wl_dir3dspr.cpp @@ -0,0 +1,230 @@ +#include "version.h" + +#ifdef USE_DIR3DSPR +#include "wl_def.h" +#include "wl_shade.h" + +// Define directional 3d sprites in wl_act1.cpp (there are two examples) +// Make sure you have according entries in ScanInfoPlane in wl_game.cpp. + + +void Scale3DShaper(int x1, int x2, int shapenum, uint32_t flags, fixed ny1, fixed ny2, + fixed nx1, fixed nx2, byte *vbuf, unsigned vbufPitch) +{ + t_compshape *shape; + unsigned scale1,starty,endy; + word *cmdptr; + byte *line; + byte *vmem; + int dx,len,i,newstart,ycnt,pixheight,screndy,upperedge,scrstarty; + unsigned j; + fixed height,dheight,height1,height2; + int xpos[TEXTURESIZE+1]; + int slinex; + fixed dxx=(ny2-ny1)<<8,dzz=(nx2-nx1)<<8; + fixed dxa=0,dza=0; + byte col; + + shape = (t_compshape *) PM_GetSprite(shapenum); + + len=shape->rightpix-shape->leftpix+1; + if(!len) return; + + ny1+=dxx>>9; + nx1+=dzz>>9; + + dxa=-(dxx>>1),dza=-(dzz>>1); + dxx>>=TEXTURESHIFT,dzz>>=TEXTURESHIFT; + dxa+=shape->leftpix*dxx,dza+=shape->leftpix*dzz; + + xpos[0]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx); + height1 = heightnumerator/((nx1+(dza>>8))>>8); + height=(((fixed)height1)<<12)+2048; + + for(i=1;i<=len;i++) + { + dxa+=dxx,dza+=dzz; + xpos[i]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx); + if(xpos[i-1]>viewwidth) break; + } + len=i-1; + dx = xpos[len] - xpos[0]; + if(!dx) return; + + height2 = heightnumerator/((nx1+(dza>>8))>>8); + dheight=(((fixed)height2-(fixed)height1)<<12)/(fixed)dx; + + cmdptr = (word *) shape->dataofs; + + i=0; + if(x2>viewwidth) x2=viewwidth; + + for(i=0;i>15); + + if(wallheight[slinex]<(height>>12) && scale1 /*&& scale1<=maxscale*/) + { +#ifdef USE_SHADING + byte *curshades; + if(flags & FL_FULLBRIGHT) + curshades = shadetable[0]; + else + curshades = shadetable[GetShade(scale1<<3)]; +#endif + + pixheight=scale1*SPRITESCALEFACTOR; + upperedge=viewheight/2-scale1; + + line=(byte *)shape + cmdptr[i]; + + while((endy = READWORD(line)) != 0) + { + endy >>= 1; + newstart = READWORD(line); + starty = READWORD(line) >> 1; + j=starty; + ycnt=j*pixheight; + screndy=(ycnt>>6)+upperedge; + if(screndy<0) vmem=vbuf+slinex; + else vmem=vbuf+screndy*vbufPitch+slinex; + for(;j>6)+upperedge; + if(scrstarty!=screndy && screndy>0) + { +#ifdef USE_SHADING + col=curshades[((byte *)shape)[newstart+j]]; +#else + col=((byte *)shape)[newstart+j]; +#endif + if(scrstarty<0) scrstarty=0; + if(screndy>viewheight) screndy=viewheight,j=endy; + + while(scrstartyflags & FL_DIR_POS_MASK) + { + case FL_DIR_POS_FW: diradd=0x7ff0+0x8000; break; + case FL_DIR_POS_BW: diradd=-0x7ff0+0x8000; break; + case FL_DIR_POS_MID: diradd=0x8000; break; + default: + Quit("Unknown directional 3d sprite position (shapenum = %i)", ob->shapenum); + } + + if(ob->flags & FL_DIR_VERT_FLAG) // vertical dir 3d sprite + { + fixed gy1,gy2,gx,gyt1,gyt2,gxt; + // + // translate point to view centered coordinates + // + gy1 = (((long)ob->tiley) << TILESHIFT)+0x8000-playy-0x8000L-SIZEADD; + gy2 = gy1+0x10000L+2*SIZEADD; + gx = (((long)ob->tilex) << TILESHIFT)+diradd-playx; + + // + // calculate newx + // + gxt = FixedMul(gx,viewcos); + gyt1 = FixedMul(gy1,viewsin); + gyt2 = FixedMul(gy2,viewsin); + nx1 = gxt-gyt1; + nx2 = gxt-gyt2; + + // + // calculate newy + // + gxt = FixedMul(gx,viewsin); + gyt1 = FixedMul(gy1,viewcos); + gyt2 = FixedMul(gy2,viewcos); + ny1 = gyt1+gxt; + ny2 = gyt2+gxt; + } + else // horizontal dir 3d sprite + { + fixed gx1,gx2,gy,gxt1,gxt2,gyt; + // + // translate point to view centered coordinates + // + gx1 = (((long)ob->tilex) << TILESHIFT)+0x8000-playx-0x8000L-SIZEADD; + gx2 = gx1+0x10000L+2*SIZEADD; + gy = (((long)ob->tiley) << TILESHIFT)+diradd-playy; + + // + // calculate newx + // + gxt1 = FixedMul(gx1,viewcos); + gxt2 = FixedMul(gx2,viewcos); + gyt = FixedMul(gy,viewsin); + nx1 = gxt1-gyt; + nx2 = gxt2-gyt; + + // + // calculate newy + // + gxt1 = FixedMul(gx1,viewsin); + gxt2 = FixedMul(gx2,viewsin); + gyt = FixedMul(gy,viewcos); + ny1 = gyt+gxt1; + ny2 = gyt+gxt2; + } + + if(nx1 < 0 || nx2 < 0) return; // TODO: Clip on viewplane + + // + // calculate perspective ratio + // + if(nx1>=0 && nx1<=1792) nx1=1792; + if(nx1<0 && nx1>=-1792) nx1=-1792; + if(nx2>=0 && nx2<=1792) nx2=1792; + if(nx2<0 && nx2>=-1792) nx2=-1792; + + viewx1=(int)(centerx+ny1*scale/nx1); + viewx2=(int)(centerx+ny2*scale/nx2); + + if(viewx2 < viewx1) + { + Scale3DShaper(viewx2,viewx1,ob->shapenum,ob->flags,ny2,ny1,nx2,nx1,vbuf,vbufPitch); + } + else + { + Scale3DShaper(viewx1,viewx2,ob->shapenum,ob->flags,ny1,ny2,nx1,nx2,vbuf,vbufPitch); + } +} + +#endif diff --git a/contrib/games/wolf3d/wl_draw.cpp b/contrib/games/wolf3d/wl_draw.cpp new file mode 100755 index 0000000000..93246389c0 --- /dev/null +++ b/contrib/games/wolf3d/wl_draw.cpp @@ -0,0 +1,1649 @@ +// WL_DRAW.C + +#include "wl_def.h" +#pragma hdrstop + +#include "wl_cloudsky.h" +#include "wl_atmos.h" +#include "wl_shade.h" + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +// the door is the last picture before the sprites +#define DOORWALL (PMSpriteStart-8) + +#define ACTORSIZE 0x4000 + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + +static byte *vbuf = NULL; +unsigned vbufPitch = 0; + +int32_t lasttimecount; +int32_t frameon; +boolean fpscounter; + +int fps_frames=0, fps_time=0, fps=0; + +int *wallheight; +int min_wallheight; + +// +// math tables +// +short *pixelangle; +int32_t finetangent[FINEANGLES/4]; +fixed sintable[ANGLES+ANGLES/4]; +fixed *costable = sintable+(ANGLES/4); + +// +// refresh variables +// +fixed viewx,viewy; // the focal point +short viewangle; +fixed viewsin,viewcos; + +void TransformActor (objtype *ob); +void BuildTables (void); +void ClearScreen (void); +int CalcRotate (objtype *ob); +void DrawScaleds (void); +void CalcTics (void); +void ThreeDRefresh (void); + + + +// +// wall optimization variables +// +int lastside; // true for vertical +int32_t lastintercept; +int lasttilehit; +int lasttexture; + +// +// ray tracing variables +// +short focaltx,focalty,viewtx,viewty; +longword xpartialup,xpartialdown,ypartialup,ypartialdown; + +short midangle,angle; + +word tilehit; +int pixx; + +short xtile,ytile; +short xtilestep,ytilestep; +int32_t xintercept,yintercept; +word xstep,ystep; +word xspot,yspot; +int texdelta; + +word horizwall[MAXWALLTILES],vertwall[MAXWALLTILES]; + + +/* +============================================================================ + + 3 - D DEFINITIONS + +============================================================================ +*/ + +/* +======================== += += TransformActor += += Takes paramaters: += gx,gy : globalx/globaly of point += += globals: += viewx,viewy : point of view += viewcos,viewsin : sin/cos of viewangle += scale : conversion from global value to screen value += += sets: += screenx,transx,transy,screenheight: projected edge location and size += +======================== +*/ + + +// +// transform actor +// +void TransformActor (objtype *ob) +{ + fixed gx,gy,gxt,gyt,nx,ny; + +// +// translate point to view centered coordinates +// + gx = ob->x-viewx; + gy = ob->y-viewy; + +// +// calculate newx +// + gxt = FixedMul(gx,viewcos); + gyt = FixedMul(gy,viewsin); + nx = gxt-gyt-ACTORSIZE; // fudge the shape forward a bit, because + // the midpoint could put parts of the shape + // into an adjacent wall + +// +// calculate newy +// + gxt = FixedMul(gx,viewsin); + gyt = FixedMul(gy,viewcos); + ny = gyt+gxt; + +// +// calculate perspective ratio +// + ob->transx = nx; + ob->transy = ny; + + if (nxviewheight = 0; + return; + } + + ob->viewx = (word)(centerx + ny*scale/nx); + +// +// calculate height (heightnumerator/(nx>>8)) +// + ob->viewheight = (word)(heightnumerator/(nx>>8)); +} + +//========================================================================== + +/* +======================== += += TransformTile += += Takes paramaters: += tx,ty : tile the object is centered in += += globals: += viewx,viewy : point of view += viewcos,viewsin : sin/cos of viewangle += scale : conversion from global value to screen value += += sets: += screenx,transx,transy,screenheight: projected edge location and size += += Returns true if the tile is withing getting distance += +======================== +*/ + +boolean TransformTile (int tx, int ty, short *dispx, short *dispheight) +{ + fixed gx,gy,gxt,gyt,nx,ny; + +// +// translate point to view centered coordinates +// + gx = ((int32_t)tx<>8)); + } + +// +// see if it should be grabbed +// + if (nx-TILEGLOBAL/2 && ny> 8); + if(height < min_wallheight) min_wallheight = height; + return height; +} + +//========================================================================== + +/* +=================== += += ScalePost += +=================== +*/ + +byte *postsource; +int postx; +int postwidth; + +void ScalePost() +{ + int ywcount, yoffs, yw, yd, yendoffs; + byte col; + +#ifdef USE_SHADING + byte *curshades = shadetable[GetShade(wallheight[postx])]; +#endif + + ywcount = yd = wallheight[postx] >> 3; + if(yd <= 0) yd = 100; + + yoffs = (viewheight / 2 - ywcount) * vbufPitch; + if(yoffs < 0) yoffs = 0; + yoffs += postx; + + yendoffs = viewheight / 2 + ywcount - 1; + yw=TEXTURESIZE-1; + + while(yendoffs >= viewheight) + { + ywcount -= TEXTURESIZE/2; + while(ywcount <= 0) + { + ywcount += yd; + yw--; + } + yendoffs--; + } + if(yw < 0) return; + +#ifdef USE_SHADING + col = curshades[postsource[yw]]; +#else + col = postsource[yw]; +#endif + yendoffs = yendoffs * vbufPitch + postx; + while(yoffs <= yendoffs) + { + vbuf[yendoffs] = col; + ywcount -= TEXTURESIZE/2; + if(ywcount <= 0) + { + do + { + ywcount += yd; + yw--; + } + while(ywcount <= 0); + if(yw < 0) break; +#ifdef USE_SHADING + col = curshades[postsource[yw]]; +#else + col = postsource[yw]; +#endif + } + yendoffs -= vbufPitch; + } +} + +void GlobalScalePost(byte *vidbuf, unsigned pitch) +{ + vbuf = vidbuf; + vbufPitch = pitch; + ScalePost(); +} + +/* +==================== += += HitVertWall += += tilehit bit 7 is 0, because it's not a door tile += if bit 6 is 1 and the adjacent tile is a door tile, use door side pic += +==================== +*/ + +void HitVertWall (void) +{ + int wallpic; + int texture; + + texture = ((yintercept+texdelta)>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK; + if (xtilestep == -1) + { + texture = TEXTUREMASK-texture; + xintercept += TILEGLOBAL; + } + + if(lastside==1 && lastintercept==xtile && lasttilehit==tilehit && !(lasttilehit & 0x40)) + { + if((pixx&3) && texture == lasttexture) + { + ScalePost(); + postx = pixx; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + ScalePost(); + wallheight[pixx] = CalcHeight(); + postsource+=texture-lasttexture; + postwidth=1; + postx=pixx; + lasttexture=texture; + return; + } + + if(lastside!=-1) ScalePost(); + + lastside=1; + lastintercept=xtile; + lasttilehit=tilehit; + lasttexture=texture; + wallheight[pixx] = CalcHeight(); + postx = pixx; + postwidth = 1; + + if (tilehit & 0x40) + { // check for adjacent doors + ytile = (short)(yintercept>>TILESHIFT); + if ( tilemap[xtile-xtilestep][ytile]&0x80 ) + wallpic = DOORWALL+3; + else + wallpic = vertwall[tilehit & ~0x40]; + } + else + wallpic = vertwall[tilehit]; + + postsource = PM_GetTexture(wallpic) + texture; +} + + +/* +==================== += += HitHorizWall += += tilehit bit 7 is 0, because it's not a door tile += if bit 6 is 1 and the adjacent tile is a door tile, use door side pic += +==================== +*/ + +void HitHorizWall (void) +{ + int wallpic; + int texture; + + texture = ((xintercept+texdelta)>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK; + if (ytilestep == -1) + yintercept += TILEGLOBAL; + else + texture = TEXTUREMASK-texture; + + if(lastside==0 && lastintercept==ytile && lasttilehit==tilehit && !(lasttilehit & 0x40)) + { + if((pixx&3) && texture == lasttexture) + { + ScalePost(); + postx=pixx; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + ScalePost(); + wallheight[pixx] = CalcHeight(); + postsource+=texture-lasttexture; + postwidth=1; + postx=pixx; + lasttexture=texture; + return; + } + + if(lastside!=-1) ScalePost(); + + lastside=0; + lastintercept=ytile; + lasttilehit=tilehit; + lasttexture=texture; + wallheight[pixx] = CalcHeight(); + postx = pixx; + postwidth = 1; + + if (tilehit & 0x40) + { // check for adjacent doors + xtile = (short)(xintercept>>TILESHIFT); + if ( tilemap[xtile][ytile-ytilestep]&0x80) + wallpic = DOORWALL+2; + else + wallpic = horizwall[tilehit & ~0x40]; + } + else + wallpic = horizwall[tilehit]; + + postsource = PM_GetTexture(wallpic) + texture; +} + +//========================================================================== + +/* +==================== += += HitHorizDoor += +==================== +*/ + +void HitHorizDoor (void) +{ + int doorpage; + int doornum; + int texture; + + doornum = tilehit&0x7f; + texture = ((xintercept-doorposition[doornum])>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK; + + if(lasttilehit==tilehit) + { + if((pixx&3) && texture == lasttexture) + { + ScalePost(); + postx=pixx; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + ScalePost(); + wallheight[pixx] = CalcHeight(); + postsource+=texture-lasttexture; + postwidth=1; + postx=pixx; + lasttexture=texture; + return; + } + + if(lastside!=-1) ScalePost(); + + lastside=2; + lasttilehit=tilehit; + lasttexture=texture; + wallheight[pixx] = CalcHeight(); + postx = pixx; + postwidth = 1; + + switch(doorobjlist[doornum].lock) + { + case dr_normal: + doorpage = DOORWALL; + break; + case dr_lock1: + case dr_lock2: + case dr_lock3: + case dr_lock4: + doorpage = DOORWALL+6; + break; + case dr_elevator: + doorpage = DOORWALL+4; + break; + } + + postsource = PM_GetTexture(doorpage) + texture; +} + +//========================================================================== + +/* +==================== += += HitVertDoor += +==================== +*/ + +void HitVertDoor (void) +{ + int doorpage; + int doornum; + int texture; + + doornum = tilehit&0x7f; + texture = ((yintercept-doorposition[doornum])>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK; + + if(lasttilehit==tilehit) + { + if((pixx&3) && texture == lasttexture) + { + ScalePost(); + postx=pixx; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + ScalePost(); + wallheight[pixx] = CalcHeight(); + postsource+=texture-lasttexture; + postwidth=1; + postx=pixx; + lasttexture=texture; + return; + } + + if(lastside!=-1) ScalePost(); + + lastside=2; + lasttilehit=tilehit; + lasttexture=texture; + wallheight[pixx] = CalcHeight(); + postx = pixx; + postwidth = 1; + + switch(doorobjlist[doornum].lock) + { + case dr_normal: + doorpage = DOORWALL+1; + break; + case dr_lock1: + case dr_lock2: + case dr_lock3: + case dr_lock4: + doorpage = DOORWALL+7; + break; + case dr_elevator: + doorpage = DOORWALL+5; + break; + } + + postsource = PM_GetTexture(doorpage) + texture; +} + +//========================================================================== + +#define HitHorizBorder HitHorizWall +#define HitVertBorder HitVertWall + +//========================================================================== + +byte vgaCeiling[]= +{ +#ifndef SPEAR + 0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0xbf, + 0x4e,0x4e,0x4e,0x1d,0x8d,0x4e,0x1d,0x2d,0x1d,0x8d, + 0x1d,0x1d,0x1d,0x1d,0x1d,0x2d,0xdd,0x1d,0x1d,0x98, + + 0x1d,0x9d,0x2d,0xdd,0xdd,0x9d,0x2d,0x4d,0x1d,0xdd, + 0x7d,0x1d,0x2d,0x2d,0xdd,0xd7,0x1d,0x1d,0x1d,0x2d, + 0x1d,0x1d,0x1d,0x1d,0xdd,0xdd,0x7d,0xdd,0xdd,0xdd +#else + 0x6f,0x4f,0x1d,0xde,0xdf,0x2e,0x7f,0x9e,0xae,0x7f, + 0x1d,0xde,0xdf,0xde,0xdf,0xde,0xe1,0xdc,0x2e,0x1d,0xdc +#endif +}; + +/* +===================== += += VGAClearScreen += +===================== +*/ + +void VGAClearScreen (void) +{ + byte ceiling=vgaCeiling[gamestate.episode*10+mapon]; + + int y; + byte *ptr = vbuf; +#ifdef USE_SHADING + for(y = 0; y < viewheight / 2; y++, ptr += vbufPitch) + memset(ptr, shadetable[GetShade((viewheight / 2 - y) << 3)][ceiling], viewwidth); + for(; y < viewheight; y++, ptr += vbufPitch) + memset(ptr, shadetable[GetShade((y - viewheight / 2) << 3)][0x19], viewwidth); +#else + for(y = 0; y < viewheight / 2; y++, ptr += vbufPitch) + memset(ptr, ceiling, viewwidth); + for(; y < viewheight; y++, ptr += vbufPitch) + memset(ptr, 0x19, viewwidth); +#endif +} + +//========================================================================== + +/* +===================== += += CalcRotate += +===================== +*/ + +int CalcRotate (objtype *ob) +{ + int angle, viewangle; + + // this isn't exactly correct, as it should vary by a trig value, + // but it is close enough with only eight rotations + + viewangle = player->angle + (centerx - ob->viewx)/8; + + if (ob->obclass == rocketobj || ob->obclass == hrocketobj) + angle = (viewangle-180) - ob->angle; + else + angle = (viewangle-180) - dirangle[ob->dir]; + + angle+=ANGLES/16; + while (angle>=ANGLES) + angle-=ANGLES; + while (angle<0) + angle+=ANGLES; + + if (ob->state->rotate == 2) // 2 rotation pain frame + return 0; // pain with shooting frame bugfix + + return angle/(ANGLES/8); +} + +void ScaleShape (int xcenter, int shapenum, unsigned height, uint32_t flags) +{ + t_compshape *shape; + unsigned scale,pixheight; + unsigned starty,endy; + word *cmdptr; + byte *cline; + byte *line; + byte *vmem; + int actx,i,upperedge; + short newstart; + int scrstarty,screndy,lpix,rpix,pixcnt,ycnt; + unsigned j; + byte col; + +#ifdef USE_SHADING + byte *curshades; + if(flags & FL_FULLBRIGHT) + curshades = shadetable[0]; + else + curshades = shadetable[GetShade(height)]; +#endif + + shape = (t_compshape *) PM_GetSprite(shapenum); + + scale=height>>3; // low three bits are fractional + if(!scale) return; // too close or far away + + pixheight=scale*SPRITESCALEFACTOR; + actx=xcenter-scale; + upperedge=viewheight/2-scale; + + cmdptr=(word *) shape->dataofs; + + for(i=shape->leftpix,pixcnt=i*pixheight,rpix=(pixcnt>>6)+actx;i<=shape->rightpix;i++,cmdptr++) + { + lpix=rpix; + if(lpix>=viewwidth) break; + pixcnt+=pixheight; + rpix=(pixcnt>>6)+actx; + if(lpix!=rpix && rpix>0) + { + if(lpix<0) lpix=0; + if(rpix>viewwidth) rpix=viewwidth,i=shape->rightpix+1; + cline=(byte *)shape + *cmdptr; + while(lpix>= 1; + newstart = READWORD(line); + starty = READWORD(line) >> 1; + j=starty; + ycnt=j*pixheight; + screndy=(ycnt>>6)+upperedge; + if(screndy<0) vmem=vbuf+lpix; + else vmem=vbuf+screndy*vbufPitch+lpix; + for(;j>6)+upperedge; + if(scrstarty!=screndy && screndy>0) + { +#ifdef USE_SHADING + col=curshades[((byte *)shape)[newstart+j]]; +#else + col=((byte *)shape)[newstart+j]; +#endif + if(scrstarty<0) scrstarty=0; + if(screndy>viewheight) screndy=viewheight,j=endy; + + while(scrstarty>1; + pixheight=scale*SPRITESCALEFACTOR; + actx=xcenter-scale; + upperedge=viewheight/2-scale; + + cmdptr=shape->dataofs; + + for(i=shape->leftpix,pixcnt=i*pixheight,rpix=(pixcnt>>6)+actx;i<=shape->rightpix;i++,cmdptr++) + { + lpix=rpix; + if(lpix>=viewwidth) break; + pixcnt+=pixheight; + rpix=(pixcnt>>6)+actx; + if(lpix!=rpix && rpix>0) + { + if(lpix<0) lpix=0; + if(rpix>viewwidth) rpix=viewwidth,i=shape->rightpix+1; + cline = (byte *)shape + *cmdptr; + while(lpix>= 1; + newstart = READWORD(line); + starty = READWORD(line) >> 1; + j=starty; + ycnt=j*pixheight; + screndy=(ycnt>>6)+upperedge; + if(screndy<0) vmem=vbuf+lpix; + else vmem=vbuf+screndy*vbufPitch+lpix; + for(;j>6)+upperedge; + if(scrstarty!=screndy && screndy>0) + { + col=((byte *)shape)[newstart+j]; + if(scrstarty<0) scrstarty=0; + if(screndy>viewheight) screndy=viewheight,j=endy; + + while(scrstartyshapenum = statptr->shapenum) == -1) + continue; // object has been deleted + + if (!*statptr->visspot) + continue; // not visable + + if (TransformTile (statptr->tilex,statptr->tiley, + &visptr->viewx,&visptr->viewheight) && statptr->flags & FL_BONUS) + { + GetBonus (statptr); + if(statptr->shapenum == -1) + continue; // object has been taken + } + + if (!visptr->viewheight) + continue; // to close to the object + +#ifdef USE_DIR3DSPR + if(statptr->flags & FL_DIR_MASK) + visptr->transsprite=statptr; + else + visptr->transsprite=NULL; +#endif + + if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow + { + visptr->flags = (short) statptr->flags; + visptr++; + } + } + +// +// place active objects +// + for (obj = player->next;obj;obj=obj->next) + { + if ((visptr->shapenum = obj->state->shapenum)==0) + continue; // no shape + + spotloc = (obj->tilex<tiley; // optimize: keep in struct? + visspot = &spotvis[0][0]+spotloc; + tilespot = &tilemap[0][0]+spotloc; + + // + // could be in any of the nine surrounding tiles + // + if (*visspot + || ( *(visspot-1) && !*(tilespot-1) ) + || ( *(visspot+1) && !*(tilespot+1) ) + || ( *(visspot-65) && !*(tilespot-65) ) + || ( *(visspot-64) && !*(tilespot-64) ) + || ( *(visspot-63) && !*(tilespot-63) ) + || ( *(visspot+65) && !*(tilespot+65) ) + || ( *(visspot+64) && !*(tilespot+64) ) + || ( *(visspot+63) && !*(tilespot+63) ) ) + { + obj->active = ac_yes; + TransformActor (obj); + if (!obj->viewheight) + continue; // too close or far away + + visptr->viewx = obj->viewx; + visptr->viewheight = obj->viewheight; + if (visptr->shapenum == -1) + visptr->shapenum = obj->temp1; // special shape + + if (obj->state->rotate) + visptr->shapenum += CalcRotate (obj); + + if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow + { + visptr->flags = (short) obj->flags; +#ifdef USE_DIR3DSPR + visptr->transsprite = NULL; +#endif + visptr++; + } + obj->flags |= FL_VISABLE; + } + else + obj->flags &= ~FL_VISABLE; + } + +// +// draw from back to front +// + numvisable = (int) (visptr-&vislist[0]); + + if (!numvisable) + return; // no visable objects + + for (i = 0; iviewheight; + if (height < least) + { + least = height; + farthest = visstep; + } + } + // + // draw farthest + // +#ifdef USE_DIR3DSPR + if(farthest->transsprite) + Scale3DShape(vbuf, vbufPitch, farthest->transsprite); + else +#endif + ScaleShape(farthest->viewx, farthest->shapenum, farthest->viewheight, farthest->flags); + + farthest->viewheight = 32000; + } +} + +//========================================================================== + +/* +============== += += DrawPlayerWeapon += += Draw the player's hands += +============== +*/ + +int weaponscale[NUMWEAPONS] = {SPR_KNIFEREADY, SPR_PISTOLREADY, + SPR_MACHINEGUNREADY, SPR_CHAINREADY}; + +void DrawPlayerWeapon (void) +{ + int shapenum; + +#ifndef SPEAR + if (gamestate.victoryflag) + { +#ifndef APOGEE_1_0 + if (player->state == &s_deathcam && (GetTimeCount()&32) ) + SimpleScaleShape(viewwidth/2,SPR_DEATHCAM,viewheight+1); +#endif + return; + } +#endif + + if (gamestate.weapon != -1) + { + shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe; + SimpleScaleShape(viewwidth/2,shapenum,viewheight+1); + } + + if (demorecord || demoplayback) + SimpleScaleShape(viewwidth/2,SPR_DEMO,viewheight+1); +} + + +//========================================================================== + + +/* +===================== += += CalcTics += +===================== +*/ + +void CalcTics (void) +{ +// +// calculate tics since last refresh for adaptive timing +// + if (lasttimecount > (int32_t) GetTimeCount()) + lasttimecount = GetTimeCount(); // if the game was paused a LONG time + + uint32_t curtime = SDL_GetTicks(); + tics = (curtime * 7) / 100 - lasttimecount; + if(!tics) + { + // wait until end of current tic + SDL_Delay(((lasttimecount + 1) * 100) / 7 - curtime); + tics = 1; + } + + lasttimecount += tics; + + if (tics>MAXTICS) + tics = MAXTICS; +} + + +//========================================================================== + +void AsmRefresh() +{ + int32_t xstep,ystep; + longword xpartial,ypartial; + boolean playerInPushwallBackTile = tilemap[focaltx][focalty] == 64; + + for(pixx=0;pixx=3600) angl-=FINEANGLES; + if(angl<900) + { + xtilestep=1; + ytilestep=-1; + xstep=finetangent[900-1-angl]; + ystep=-finetangent[angl]; + xpartial=xpartialup; + ypartial=ypartialdown; + } + else if(angl<1800) + { + xtilestep=-1; + ytilestep=-1; + xstep=-finetangent[angl-900]; + ystep=-finetangent[1800-1-angl]; + xpartial=xpartialdown; + ypartial=ypartialdown; + } + else if(angl<2700) + { + xtilestep=-1; + ytilestep=1; + xstep=-finetangent[2700-1-angl]; + ystep=finetangent[angl-1800]; + xpartial=xpartialdown; + ypartial=ypartialup; + } + else if(angl<3600) + { + xtilestep=1; + ytilestep=1; + xstep=finetangent[angl-2700]; + ystep=finetangent[3600-1-angl]; + xpartial=xpartialup; + ypartial=ypartialup; + } + yintercept=FixedMul(ystep,xpartial)+viewy; + xtile=focaltx+xtilestep; + xspot=(word)((xtile<>16)); + xintercept=FixedMul(xstep,ypartial)+viewx; + ytile=focalty+ytilestep; + yspot=(word)((((uint32_t)xintercept>>16)<> 6); + if((yintbuf >> 16) == focalty) // ray hits pushwall back? + { + if(pwalldir == di_east) + xintercept = (focaltx << TILESHIFT) + (pwallpos << 10); + else + xintercept = (focaltx << TILESHIFT) - TILEGLOBAL + ((64 - pwallpos) << 10); + yintercept = yintbuf; + ytile = (short) (yintercept >> TILESHIFT); + tilehit = pwalltile; + HitVertWall(); + continue; + } + } + else if(pwalldir == di_south && ytilestep == 1 + || pwalldir == di_north && ytilestep == -1) + { + int32_t xintbuf = xintercept - ((xstep * (64 - pwallpos)) >> 6); + if((xintbuf >> 16) == focaltx) // ray hits pushwall back? + { + xintercept = xintbuf; + if(pwalldir == di_south) + yintercept = (focalty << TILESHIFT) + (pwallpos << 10); + else + yintercept = (focalty << TILESHIFT) - TILEGLOBAL + ((64 - pwallpos) << 10); + xtile = (short) (xintercept >> TILESHIFT); + tilehit = pwalltile; + HitHorizWall(); + continue; + } + } + } + + do + { + if(ytilestep==-1 && (yintercept>>16)<=ytile) goto horizentry; + if(ytilestep==1 && (yintercept>>16)>=ytile) goto horizentry; +vertentry: + if((uint32_t)yintercept>mapheight*65536-1 || (word)xtile>=mapwidth) + { + if(xtile<0) xintercept=0, xtile=0; + else if(xtile>=mapwidth) xintercept=mapwidth<> TILESHIFT); + if(yintercept<0) yintercept=0, ytile=0; + else if(yintercept>=(mapheight<=maparea) break; + tilehit=((byte *)tilemap)[xspot]; + if(tilehit) + { + if(tilehit&0x80) + { + int32_t yintbuf=yintercept+(ystep>>1); + if((yintbuf>>16)!=(yintercept>>16)) + goto passvert; + if((word)yintbuf> TILESHIFT); + HitVertDoor(); + } + else + { + if(tilehit==64) + { + if(pwalldir==di_west || pwalldir==di_east) + { + int32_t yintbuf; + int pwallposnorm; + int pwallposinv; + if(pwalldir==di_west) + { + pwallposnorm = 64-pwallpos; + pwallposinv = pwallpos; + } + else + { + pwallposnorm = pwallpos; + pwallposinv = 64-pwallpos; + } + if(pwalldir == di_east && xtile==pwallx && ((uint32_t)yintercept>>16)==pwally + || pwalldir == di_west && !(xtile==pwallx && ((uint32_t)yintercept>>16)==pwally)) + { + yintbuf=yintercept+((ystep*pwallposnorm)>>6); + if((yintbuf>>16)!=(yintercept>>16)) + goto passvert; + + xintercept=(xtile<> TILESHIFT); + tilehit=pwalltile; + HitVertWall(); + } + else + { + yintbuf=yintercept+((ystep*pwallposinv)>>6); + if((yintbuf>>16)!=(yintercept>>16)) + goto passvert; + + xintercept=(xtile<> TILESHIFT); + tilehit=pwalltile; + HitVertWall(); + } + } + else + { + int pwallposi = pwallpos; + if(pwalldir==di_north) pwallposi = 64-pwallpos; + if(pwalldir==di_south && (word)yintercept<(pwallposi<<10) + || pwalldir==di_north && (word)yintercept>(pwallposi<<10)) + { + if(((uint32_t)yintercept>>16)==pwally && xtile==pwallx) + { + if(pwalldir==di_south && (int32_t)((word)yintercept)+ystep<(pwallposi<<10) + || pwalldir==di_north && (int32_t)((word)yintercept)+ystep>(pwallposi<<10)) + goto passvert; + + if(pwalldir==di_south) + yintercept=(yintercept&0xffff0000)+(pwallposi<<10); + else + yintercept=(yintercept&0xffff0000)-TILEGLOBAL+(pwallposi<<10); + xintercept=xintercept-((xstep*(64-pwallpos))>>6); + xtile = (short) (xintercept >> TILESHIFT); + tilehit=pwalltile; + HitHorizWall(); + } + else + { + texdelta = -(pwallposi<<10); + xintercept=xtile<> TILESHIFT); + tilehit=pwalltile; + HitVertWall(); + } + } + else + { + if(((uint32_t)yintercept>>16)==pwally && xtile==pwallx) + { + texdelta = -(pwallposi<<10); + xintercept=xtile<> TILESHIFT); + tilehit=pwalltile; + HitVertWall(); + } + else + { + if(pwalldir==di_south && (int32_t)((word)yintercept)+ystep>(pwallposi<<10) + || pwalldir==di_north && (int32_t)((word)yintercept)+ystep<(pwallposi<<10)) + goto passvert; + + if(pwalldir==di_south) + yintercept=(yintercept&0xffff0000)-((64-pwallpos)<<10); + else + yintercept=(yintercept&0xffff0000)+((64-pwallpos)<<10); + xintercept=xintercept-((xstep*pwallpos)>>6); + xtile = (short) (xintercept >> TILESHIFT); + tilehit=pwalltile; + HitHorizWall(); + } + } + } + } + else + { + xintercept=xtile<> TILESHIFT); + HitVertWall(); + } + } + break; + } +passvert: + *((byte *)spotvis+xspot)=1; + xtile+=xtilestep; + yintercept+=ystep; + xspot=(word)((xtile<>16)); + } + while(1); + continue; + + do + { + if(xtilestep==-1 && (xintercept>>16)<=xtile) goto vertentry; + if(xtilestep==1 && (xintercept>>16)>=xtile) goto vertentry; +horizentry: + if((uint32_t)xintercept>mapwidth*65536-1 || (word)ytile>=mapheight) + { + if(ytile<0) yintercept=0, ytile=0; + else if(ytile>=mapheight) yintercept=mapheight<> TILESHIFT); + if(xintercept<0) xintercept=0, xtile=0; + else if(xintercept>=(mapwidth<=maparea) break; + tilehit=((byte *)tilemap)[yspot]; + if(tilehit) + { + if(tilehit&0x80) + { + int32_t xintbuf=xintercept+(xstep>>1); + if((xintbuf>>16)!=(xintercept>>16)) + goto passhoriz; + if((word)xintbuf> TILESHIFT); + HitHorizDoor(); + } + else + { + if(tilehit==64) + { + if(pwalldir==di_north || pwalldir==di_south) + { + int32_t xintbuf; + int pwallposnorm; + int pwallposinv; + if(pwalldir==di_north) + { + pwallposnorm = 64-pwallpos; + pwallposinv = pwallpos; + } + else + { + pwallposnorm = pwallpos; + pwallposinv = 64-pwallpos; + } + if(pwalldir == di_south && ytile==pwally && ((uint32_t)xintercept>>16)==pwallx + || pwalldir == di_north && !(ytile==pwally && ((uint32_t)xintercept>>16)==pwallx)) + { + xintbuf=xintercept+((xstep*pwallposnorm)>>6); + if((xintbuf>>16)!=(xintercept>>16)) + goto passhoriz; + + yintercept=(ytile<> TILESHIFT); + tilehit=pwalltile; + HitHorizWall(); + } + else + { + xintbuf=xintercept+((xstep*pwallposinv)>>6); + if((xintbuf>>16)!=(xintercept>>16)) + goto passhoriz; + + yintercept=(ytile<> TILESHIFT); + tilehit=pwalltile; + HitHorizWall(); + } + } + else + { + int pwallposi = pwallpos; + if(pwalldir==di_west) pwallposi = 64-pwallpos; + if(pwalldir==di_east && (word)xintercept<(pwallposi<<10) + || pwalldir==di_west && (word)xintercept>(pwallposi<<10)) + { + if(((uint32_t)xintercept>>16)==pwallx && ytile==pwally) + { + if(pwalldir==di_east && (int32_t)((word)xintercept)+xstep<(pwallposi<<10) + || pwalldir==di_west && (int32_t)((word)xintercept)+xstep>(pwallposi<<10)) + goto passhoriz; + + if(pwalldir==di_east) + xintercept=(xintercept&0xffff0000)+(pwallposi<<10); + else + xintercept=(xintercept&0xffff0000)-TILEGLOBAL+(pwallposi<<10); + yintercept=yintercept-((ystep*(64-pwallpos))>>6); + ytile = (short) (yintercept >> TILESHIFT); + tilehit=pwalltile; + HitVertWall(); + } + else + { + texdelta = -(pwallposi<<10); + yintercept=ytile<> TILESHIFT); + tilehit=pwalltile; + HitHorizWall(); + } + } + else + { + if(((uint32_t)xintercept>>16)==pwallx && ytile==pwally) + { + texdelta = -(pwallposi<<10); + yintercept=ytile<> TILESHIFT); + tilehit=pwalltile; + HitHorizWall(); + } + else + { + if(pwalldir==di_east && (int32_t)((word)xintercept)+xstep>(pwallposi<<10) + || pwalldir==di_west && (int32_t)((word)xintercept)+xstep<(pwallposi<<10)) + goto passhoriz; + + if(pwalldir==di_east) + xintercept=(xintercept&0xffff0000)-((64-pwallpos)<<10); + else + xintercept=(xintercept&0xffff0000)+((64-pwallpos)<<10); + yintercept=yintercept-((ystep*pwallpos)>>6); + ytile = (short) (yintercept >> TILESHIFT); + tilehit=pwalltile; + HitVertWall(); + } + } + } + } + else + { + yintercept=ytile<> TILESHIFT); + HitHorizWall(); + } + } + break; + } +passhoriz: + *((byte *)spotvis+yspot)=1; + ytile+=ytilestep; + xintercept+=xstep; + yspot=(word)((((uint32_t)xintercept>>16)<angle; + midangle = viewangle*(FINEANGLES/ANGLES); + viewsin = sintable[viewangle]; + viewcos = costable[viewangle]; + viewx = player->x - FixedMul(focallength,viewcos); + viewy = player->y + FixedMul(focallength,viewsin); + + focaltx = (short)(viewx>>TILESHIFT); + focalty = (short)(viewy>>TILESHIFT); + + viewtx = (short)(player->x >> TILESHIFT); + viewty = (short)(player->y >> TILESHIFT); +} + +//========================================================================== + +/* +======================== += += ThreeDRefresh += +======================== +*/ + +void ThreeDRefresh (void) +{ +// +// clear out the traced array +// + memset(spotvis,0,maparea); + spotvis[player->tilex][player->tiley] = 1; // Detect all sprites over player fix + + vbuf = VL_LockSurface(screenBuffer); + if(vbuf == NULL) return; + + vbuf += screenofs; + vbufPitch = bufferPitch; + + CalcViewVariables(); + +// +// follow the walls from there to the right, drawing as we go +// + VGAClearScreen (); +#if defined(USE_FEATUREFLAGS) && defined(USE_STARSKY) + if(GetFeatureFlags() & FF_STARSKY) + DrawStarSky(vbuf, vbufPitch); +#endif + + WallRefresh (); + +#if defined(USE_FEATUREFLAGS) && defined(USE_PARALLAX) + if(GetFeatureFlags() & FF_PARALLAXSKY) + DrawParallax(vbuf, vbufPitch); +#endif +#if defined(USE_FEATUREFLAGS) && defined(USE_CLOUDSKY) + if(GetFeatureFlags() & FF_CLOUDSKY) + DrawClouds(vbuf, vbufPitch, min_wallheight); +#endif +#ifdef USE_FLOORCEILINGTEX + DrawFloorAndCeiling(vbuf, vbufPitch, min_wallheight); +#endif + +// +// draw all the scaled images +// + DrawScaleds(); // draw scaled stuff + +#if defined(USE_FEATUREFLAGS) && defined(USE_RAIN) + if(GetFeatureFlags() & FF_RAIN) + DrawRain(vbuf, vbufPitch); +#endif +#if defined(USE_FEATUREFLAGS) && defined(USE_SNOW) + if(GetFeatureFlags() & FF_SNOW) + DrawSnow(vbuf, vbufPitch); +#endif + + DrawPlayerWeapon (); // draw player's hands + + if(Keyboard[sc_Tab] && viewsize == 21 && gamestate.weapon != -1) + ShowActStatus(); + + VL_UnlockSurface(screenBuffer); + vbuf = NULL; + +// +// show screen and time last cycle +// + + if (fizzlein) + { + FizzleFade(screenBuffer, 0, 0, screenWidth, screenHeight, 20, false); + fizzlein = false; + + lasttimecount = GetTimeCount(); // don't make a big tic count + } + else + { +#ifndef REMDEBUG + if (fpscounter) + { + fontnumber = 0; + SETFONTCOLOR(7,127); + PrintX=4; PrintY=1; + VWB_Bar(0,0,50,10,bordercol); + US_PrintSigned(fps); + US_Print(" fps"); + } +#endif + SDL_BlitSurface(screenBuffer, NULL, screen, NULL); + SDL_Flip(screen); + } + +#ifndef REMDEBUG + if (fpscounter) + { + fps_frames++; + fps_time+=tics; + + if(fps_time>35) + { + fps_time-=35; + fps=fps_frames<<1; + fps_frames=0; + } + } +#endif +} diff --git a/contrib/games/wolf3d/wl_floorceiling.cpp b/contrib/games/wolf3d/wl_floorceiling.cpp new file mode 100755 index 0000000000..39a1167020 --- /dev/null +++ b/contrib/games/wolf3d/wl_floorceiling.cpp @@ -0,0 +1,87 @@ +#include "version.h" + +#ifdef USE_FLOORCEILINGTEX + +#include "wl_def.h" +#include "wl_shade.h" + +// Textured Floor and Ceiling by DarkOne +// With multi-textured floors and ceilings stored in lower and upper bytes of +// according tile in third mapplane, respectively. +void DrawFloorAndCeiling(byte *vbuf, unsigned vbufPitch, int min_wallheight) +{ + fixed dist; // distance to row projection + fixed tex_step; // global step per one screen pixel + fixed gu, gv, du, dv; // global texture coordinates + int u, v; // local texture coordinates + byte *toptex, *bottex; + unsigned lasttoptex = 0xffffffff, lastbottex = 0xffffffff; + + int halfheight = viewheight >> 1; + int y0 = min_wallheight >> 3; // starting y value + if(y0 > halfheight) + return; // view obscured by walls + if(!y0) y0 = 1; // don't let division by zero + unsigned bot_offset0 = vbufPitch * (halfheight + y0); + unsigned top_offset0 = vbufPitch * (halfheight - y0 - 1); + + // draw horizontal lines + for(int y = y0, bot_offset = bot_offset0, top_offset = top_offset0; + y < halfheight; y++, bot_offset += vbufPitch, top_offset -= vbufPitch) + { + dist = (heightnumerator / (y + 1)) << 5; + gu = viewx + FixedMul(dist, viewcos); + gv = -viewy + FixedMul(dist, viewsin); + tex_step = (dist << 8) / viewwidth / 175; + du = FixedMul(tex_step, viewsin); + dv = -FixedMul(tex_step, viewcos); + gu -= (viewwidth >> 1) * du; + gv -= (viewwidth >> 1) * dv; // starting point (leftmost) +#ifdef USE_SHADING + byte *curshades = shadetable[GetShade(y << 3)]; +#endif + for(int x = 0, bot_add = bot_offset, top_add = top_offset; + x < viewwidth; x++, bot_add++, top_add++) + { + if(wallheight[x] >> 3 <= y) + { + int curx = (gu >> TILESHIFT) & (MAPSIZE - 1); + int cury = (-(gv >> TILESHIFT) - 1) & (MAPSIZE - 1); + unsigned curtex = MAPSPOT(curx, cury, 2); + if(curtex) + { + unsigned curtoptex = curtex >> 8; + if (curtoptex != lasttoptex) + { + lasttoptex = curtoptex; + toptex = PM_GetTexture(curtoptex); + } + unsigned curbottex = curtex & 0xff; + if (curbottex != lastbottex) + { + lastbottex = curbottex; + bottex = PM_GetTexture(curbottex); + } + u = (gu >> (TILESHIFT - TEXTURESHIFT)) & (TEXTURESIZE - 1); + v = (gv >> (TILESHIFT - TEXTURESHIFT)) & (TEXTURESIZE - 1); + unsigned texoffs = (u << TEXTURESHIFT) + (TEXTURESIZE - 1) - v; +#ifdef USE_SHADING + if(curtoptex) + vbuf[top_add] = curshades[toptex[texoffs]]; + if(curbottex) + vbuf[bot_add] = curshades[bottex[texoffs]]; +#else + if(curtoptex) + vbuf[top_add] = toptex[texoffs]; + if(curbottex) + vbuf[bot_add] = bottex[texoffs]; +#endif + } + } + gu += du; + gv += dv; + } + } +} + +#endif diff --git a/contrib/games/wolf3d/wl_game.cpp b/contrib/games/wolf3d/wl_game.cpp new file mode 100755 index 0000000000..cc76d30b57 --- /dev/null +++ b/contrib/games/wolf3d/wl_game.cpp @@ -0,0 +1,1604 @@ +// WL_GAME.C + +#include +#include "wl_def.h" +//#include +#pragma hdrstop + +#ifdef MYPROFILE +#include +#endif + + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + +boolean ingame,fizzlein; +gametype gamestate; +byte bordercol=VIEWCOLOR; // color of the Change View/Ingame border + +#ifdef SPEAR +int32_t spearx,speary; +unsigned spearangle; +boolean spearflag; +#endif + +#ifdef USE_FEATUREFLAGS +int ffDataTopLeft, ffDataTopRight, ffDataBottomLeft, ffDataBottomRight; +#endif + +// +// ELEVATOR BACK MAPS - REMEMBER (-1)!! +// +int ElevatorBackTo[]={1,1,7,3,5,3}; + +void SetupGameLevel (void); +void DrawPlayScreen (void); +void LoadLatchMem (void); +void GameLoop (void); + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + + +//=========================================================================== +//=========================================================================== + + +/* +========================== += += SetSoundLoc - Given the location of an object (in terms of global += coordinates, held in globalsoundx and globalsoundy), munges the values += for an approximate distance from the left and right ear, and puts += those values into leftchannel and rightchannel. += += JAB += +========================== +*/ + +int leftchannel, rightchannel; +#define ATABLEMAX 15 +byte righttable[ATABLEMAX][ATABLEMAX * 2] = { +{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 6, 0, 0, 0, 0, 0, 1, 3, 5, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 6, 4, 0, 0, 0, 0, 0, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 4, 1, 0, 0, 0, 1, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 5, 4, 2, 1, 0, 1, 2, 3, 5, 7, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 5, 4, 3, 2, 2, 3, 3, 5, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 4, 4, 4, 4, 5, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 6, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8} +}; +byte lefttable[ATABLEMAX][ATABLEMAX * 2] = { +{ 8, 8, 8, 8, 8, 8, 8, 8, 5, 3, 1, 0, 0, 0, 0, 0, 6, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 0, 0, 0, 0, 0, 4, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 1, 0, 0, 0, 1, 4, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 5, 3, 2, 1, 0, 1, 2, 4, 5, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 6, 5, 3, 3, 2, 2, 3, 4, 5, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 5, 4, 4, 4, 4, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 6, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, +{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8} +}; + +void +SetSoundLoc(fixed gx,fixed gy) +{ + fixed xt,yt; + int x,y; + +// +// translate point to view centered coordinates +// + gx -= viewx; + gy -= viewy; + +// +// calculate newx +// + xt = FixedMul(gx,viewcos); + yt = FixedMul(gy,viewsin); + x = (xt - yt) >> TILESHIFT; + +// +// calculate newy +// + xt = FixedMul(gx,viewsin); + yt = FixedMul(gy,viewcos); + y = (yt + xt) >> TILESHIFT; + + if (y >= ATABLEMAX) + y = ATABLEMAX - 1; + else if (y <= -ATABLEMAX) + y = -ATABLEMAX; + if (x < 0) + x = -x; + if (x >= ATABLEMAX) + x = ATABLEMAX - 1; + leftchannel = lefttable[x][y + ATABLEMAX]; + rightchannel = righttable[x][y + ATABLEMAX]; + +#if 0 + CenterWindow(8,1); + US_PrintSigned(leftchannel); + US_Print(","); + US_PrintSigned(rightchannel); + VW_UpdateScreen(); +#endif +} + +/* +========================== += += SetSoundLocGlobal - Sets up globalsoundx & globalsoundy and then calls += UpdateSoundLoc() to transform that into relative channel volumes. Those += values are then passed to the Sound Manager so that they'll be used for += the next sound played (if possible). += += JAB += +========================== +*/ +void PlaySoundLocGlobal(word s,fixed gx,fixed gy) +{ + SetSoundLoc(gx, gy); + SD_PositionSound(leftchannel, rightchannel); + + int channel = SD_PlaySound((soundnames) s); + if(channel) + { +/* channelSoundPos[channel - 1].globalsoundx = gx; + channelSoundPos[channel - 1].globalsoundy = gy; + channelSoundPos[channel - 1].valid = 1;*/ + } +} + +void UpdateSoundLoc(void) +{ +/* if (SoundPositioned) + { + SetSoundLoc(globalsoundx,globalsoundy); + SD_SetPosition(leftchannel,rightchannel); + }*/ +/* + for(int i = 0; i < MIX_CHANNELS; i++) + { + if(channelSoundPos[i].valid) + { + SetSoundLoc(channelSoundPos[i].globalsoundx, + channelSoundPos[i].globalsoundy); + SD_SetPosition(i, leftchannel, rightchannel); + } + }*/ +} + +/* +** JAB End +*/ + +/* +========================== += += ScanInfoPlane += += Spawn all actors and mark down special places += +========================== +*/ + +static void ScanInfoPlane(void) +{ + unsigned x,y; + int tile; + word *start; + + start = mapsegs[1]; + for (y=0;y= 90 && tile <= 101) + { + // door + switch (tile) + { + case 90: + case 92: + case 94: + case 96: + case 98: + case 100: + SpawnDoor (x,y,1,(tile-90)/2); + break; + case 91: + case 93: + case 95: + case 97: + case 99: + case 101: + SpawnDoor (x,y,0,(tile-91)/2); + break; + } + } + } + } + +// +// spawn actors +// + ScanInfoPlane (); + + +// +// take out the ambush markers +// + map = mapsegs[0]; + for (y=0;y= AREATILE) + tile = *map; + if (*(map-1-mapwidth) >= AREATILE) + tile = *(map-1-mapwidth); + if (*(map-1+mapwidth) >= AREATILE) + tile = *(map-1+mapwidth); + if ( *(map-2) >= AREATILE) + tile = *(map-2); + + *(map-1) = tile; + } + } + } + + +// +// have the caching manager load and purge stuff to make sure all marks +// are in memory +// + CA_LoadAllSounds (); +} + + +//========================================================================== + + +/* +=================== += += DrawPlayBorderSides += += To fix window overwrites += +=================== +*/ +void DrawPlayBorderSides(void) +{ + if(viewsize == 21) return; + + const int sw = screenWidth; + const int sh = screenHeight; + const int vw = viewwidth; + const int vh = viewheight; + const int px = scaleFactor; // size of one "pixel" + + const int h = sh - px * STATUSLINES; + const int xl = sw / 2 - vw / 2; + const int yl = (h - vh) / 2; + + if(xl != 0) + { + VWB_BarScaledCoord(0, 0, xl - px, h, bordercol); // left side + VWB_BarScaledCoord(xl + vw + px, 0, xl - px * 2, h, bordercol); // right side + } + + if(yl != 0) + { + VWB_BarScaledCoord(0, 0, sw, yl - px, bordercol); // upper side + VWB_BarScaledCoord(0, yl + vh + px, sw, yl - px, bordercol); // lower side + } + + if(xl != 0) + { + // Paint game view border lines + VWB_BarScaledCoord(xl - px, yl - px, vw + px, px, 0); // upper border + VWB_BarScaledCoord(xl, yl + vh, vw + px, px, bordercol - 2); // lower border + VWB_BarScaledCoord(xl - px, yl - px, px, vh + px, 0); // left border + VWB_BarScaledCoord(xl + vw, yl - px, px, vh + px * 2, bordercol - 2); // right border + VWB_BarScaledCoord(xl - px, yl + vh, px, px, bordercol - 3); // lower left highlight + } + else + { + // Just paint a lower border line + VWB_BarScaledCoord(0, yl+vh, vw, px, bordercol-2); // lower border + } +} + + +/* +=================== += += DrawStatusBorder += +=================== +*/ + +void DrawStatusBorder (byte color) +{ + int statusborderw = (screenWidth-scaleFactor*320)/2; + + VWB_BarScaledCoord (0,0,screenWidth,screenHeight-scaleFactor*(STATUSLINES-3),color); + VWB_BarScaledCoord (0,screenHeight-scaleFactor*(STATUSLINES-3), + statusborderw+scaleFactor*8,scaleFactor*(STATUSLINES-4),color); + VWB_BarScaledCoord (0,screenHeight-scaleFactor*2,screenWidth,scaleFactor*2,color); + VWB_BarScaledCoord (screenWidth-statusborderw-scaleFactor*8, screenHeight-scaleFactor*(STATUSLINES-3), + statusborderw+scaleFactor*8,scaleFactor*(STATUSLINES-4),color); + + VWB_BarScaledCoord (statusborderw+scaleFactor*9, screenHeight-scaleFactor*3, + scaleFactor*97, scaleFactor*1, color-1); + VWB_BarScaledCoord (statusborderw+scaleFactor*106, screenHeight-scaleFactor*3, + scaleFactor*161, scaleFactor*1, color-2); + VWB_BarScaledCoord (statusborderw+scaleFactor*267, screenHeight-scaleFactor*3, + scaleFactor*44, scaleFactor*1, color-3); + VWB_BarScaledCoord (screenWidth-statusborderw-scaleFactor*9, screenHeight-scaleFactor*(STATUSLINES-4), + scaleFactor*1, scaleFactor*20, color-2); + VWB_BarScaledCoord (screenWidth-statusborderw-scaleFactor*9, screenHeight-scaleFactor*(STATUSLINES/2-4), + scaleFactor*1, scaleFactor*14, color-3); +} + + +/* +=================== += += DrawPlayBorder += +=================== +*/ + +void DrawPlayBorder (void) +{ + const int px = scaleFactor; // size of one "pixel" + + if (bordercol != VIEWCOLOR) + DrawStatusBorder(bordercol); + else + { + const int statusborderw = (screenWidth-px*320)/2; + VWB_BarScaledCoord (0, screenHeight-px*STATUSLINES, + statusborderw+px*8, px*STATUSLINES, bordercol); + VWB_BarScaledCoord (screenWidth-statusborderw-px*8, screenHeight-px*STATUSLINES, + statusborderw+px*8, px*STATUSLINES, bordercol); + } + + if((unsigned) viewheight == screenHeight) return; + + VWB_BarScaledCoord (0,0,screenWidth,screenHeight-px*STATUSLINES,bordercol); + + const int xl = screenWidth/2-viewwidth/2; + const int yl = (screenHeight-px*STATUSLINES-viewheight)/2; + VWB_BarScaledCoord (xl,yl,viewwidth,viewheight,0); + + if(xl != 0) + { + // Paint game view border lines + VWB_BarScaledCoord(xl-px, yl-px, viewwidth+px, px, 0); // upper border + VWB_BarScaledCoord(xl, yl+viewheight, viewwidth+px, px, bordercol-2); // lower border + VWB_BarScaledCoord(xl-px, yl-px, px, viewheight+px, 0); // left border + VWB_BarScaledCoord(xl+viewwidth, yl-px, px, viewheight+2*px, bordercol-2); // right border + VWB_BarScaledCoord(xl-px, yl+viewheight, px, px, bordercol-3); // lower left highlight + } + else + { + // Just paint a lower border line + VWB_BarScaledCoord(0, yl+viewheight, viewwidth, px, bordercol-2); // lower border + } +} + + +/* +=================== += += DrawPlayScreen += +=================== +*/ + +void DrawPlayScreen (void) +{ + VWB_DrawPicScaledCoord ((screenWidth-scaleFactor*320)/2,screenHeight-scaleFactor*STATUSLINES,STATUSBARPIC); + DrawPlayBorder (); + + DrawFace (); + DrawHealth (); + DrawLives (); + DrawLevel (); + DrawAmmo (); + DrawKeys (); + DrawWeapon (); + DrawScore (); +} + +// Uses LatchDrawPic instead of StatusDrawPic +void LatchNumberHERE (int x, int y, unsigned width, int32_t number) +{ + unsigned length,c; + char str[20]; + + ltoa (number,str,10); + + length = (unsigned) strlen (str); + + while (length> 8); + demoptr[2] = 0; + + VW_FadeIn(); + CenterWindow(24,3); + PrintY+=6; + fontnumber=0; + SETFONTCOLOR(0,15); + US_Print(" Demo number (0-9): "); + VW_UpdateScreen(); + + if (US_LineInput (px,py,str,NULL,true,1,0)) + { + level = atoi (str); + if (level>=0 && level<=9) + { + demoname[4] = (char)('0'+level); + CA_WriteFile (demoname,demobuffer,length); + } + } + + free(demobuffer); +} + +//========================================================================== + +/* +================== += += RecordDemo += += Fades the screen out, then starts a demo. Exits with the screen faded += +================== +*/ + +void RecordDemo (void) +{ + int level,esc,maps; + + CenterWindow(26,3); + PrintY+=6; + CA_CacheGrChunk(STARTFONT); + fontnumber=0; + SETFONTCOLOR(0,15); +#ifndef SPEAR +#ifdef UPLOAD + US_Print(" Demo which level(1-10): "); maps = 10; +#else + US_Print(" Demo which level(1-60): "); maps = 60; +#endif +#else + US_Print(" Demo which level(1-21): "); maps = 21; +#endif + VW_UpdateScreen(); + VW_FadeIn (); + esc = !US_LineInput (px,py,str,NULL,true,2,0); + if (esc) + return; + + level = atoi (str); + level--; + + if (level >= maps || level < 0) + return; + + VW_FadeOut (); + +#ifndef SPEAR + NewGame (gd_hard,level/10); + gamestate.mapon = level%10; +#else + NewGame (gd_hard,0); + gamestate.mapon = level; +#endif + + StartDemoRecord (level); + + DrawPlayScreen (); + VW_FadeIn (); + + startgame = false; + demorecord = true; + + SetupGameLevel (); + StartMusic (); + + if(usedoublebuffering) VH_UpdateScreen(); + fizzlein = true; + + PlayLoop (); + + demoplayback = false; + + StopMusic (); + VW_FadeOut (); + ClearMemory (); + + FinishDemoRecord (); +} +#else +void FinishDemoRecord (void) {return;} +void RecordDemo (void) {return;} +#endif + + + +//========================================================================== + +/* +================== += += PlayDemo += += Fades the screen out, then starts a demo. Exits with the screen unfaded += +================== +*/ + +void PlayDemo (int demonumber) +{ + int length; +#ifdef DEMOSEXTERN +// debug: load chunk +#ifndef SPEARDEMO + int dems[4]={T_DEMO0,T_DEMO1,T_DEMO2,T_DEMO3}; +#else + int dems[1]={T_DEMO0}; +#endif + + CA_CacheGrChunk(dems[demonumber]); + demoptr = (int8_t *) grsegs[dems[demonumber]]; +#else + demoname[4] = '0'+demonumber; + CA_LoadFile (demoname,&demobuffer); + demoptr = (int8_t *)demobuffer; +#endif + + NewGame (1,0); + gamestate.mapon = *demoptr++; + gamestate.difficulty = gd_hard; + length = READWORD(*(uint8_t **)&demoptr); + // TODO: Seems like the original demo format supports 16 MB demos + // But T_DEM00 and T_DEM01 of Wolf have a 0xd8 as third length size... + demoptr++; + lastdemoptr = demoptr-4+length; + + VW_FadeOut (); + + SETFONTCOLOR(0,15); + DrawPlayScreen (); + + startgame = false; + demoplayback = true; + + SetupGameLevel (); + StartMusic (); + + PlayLoop (); + +#ifdef DEMOSEXTERN + UNCACHEGRCHUNK(dems[demonumber]); +#else + MM_FreePtr (&demobuffer); +#endif + + demoplayback = false; + + StopMusic (); + ClearMemory (); +} + +//========================================================================== + +/* +================== += += Died += +================== +*/ + +#define DEATHROTATE 2 + +void Died (void) +{ + float fangle; + int32_t dx,dy; + int iangle,curangle,clockwise,counter,change; + + if (screenfaded) + { + ThreeDRefresh (); + VW_FadeIn (); + } + + gamestate.weapon = (weapontype) -1; // take away weapon + SD_PlaySound (PLAYERDEATHSND); + + // + // swing around to face attacker + // + if(killerobj) + { + dx = killerobj->x - player->x; + dy = player->y - killerobj->y; + + fangle = (float) atan2((float) dy, (float) dx); // returns -pi to pi + if (fangle<0) + fangle = (float) (M_PI*2+fangle); + + iangle = (int) (fangle/(M_PI*2)*ANGLES); + } + else + { + iangle = player->angle + ANGLES / 2; + if(iangle >= ANGLES) iangle -= ANGLES; + } + + if (player->angle > iangle) + { + counter = player->angle - iangle; + clockwise = ANGLES-player->angle + iangle; + } + else + { + clockwise = iangle - player->angle; + counter = player->angle + ANGLES-iangle; + } + + curangle = player->angle; + + if (clockwiseiangle) + curangle -= ANGLES; + do + { + change = tics*DEATHROTATE; + if (curangle + change > iangle) + change = iangle-curangle; + + curangle += change; + player->angle += change; + if (player->angle >= ANGLES) + player->angle -= ANGLES; + + ThreeDRefresh (); + CalcTics (); + } while (curangle != iangle); + } + else + { + // + // rotate counterclockwise + // + if (curangleangle += change; + if (player->angle < 0) + player->angle += ANGLES; + + ThreeDRefresh (); + CalcTics (); + } while (curangle != iangle); + } + + // + // fade to red + // + FinishPaletteShifts (); + + if(usedoublebuffering) VH_UpdateScreen(); + + VL_BarScaledCoord (viewscreenx,viewscreeny,viewwidth,viewheight,4); + + IN_ClearKeysDown (); + + FizzleFade(screenBuffer,viewscreenx,viewscreeny,viewwidth,viewheight,70,false); + + IN_UserInput(100); + SD_WaitSoundDone (); + ClearMemory(); + + gamestate.lives--; + + if (gamestate.lives > -1) + { + gamestate.health = 100; + gamestate.weapon = gamestate.bestweapon + = gamestate.chosenweapon = wp_pistol; + gamestate.ammo = STARTAMMO; + gamestate.keys = 0; + pwallstate = pwallpos = 0; + gamestate.attackframe = gamestate.attackcount = + gamestate.weaponframe = 0; + + if(viewsize != 21) + { + DrawKeys (); + DrawWeapon (); + DrawAmmo (); + DrawHealth (); + DrawFace (); + DrawLives (); + } + } +} + +//========================================================================== + +/* +=================== += += GameLoop += +=================== +*/ + +void GameLoop (void) +{ + boolean died; +#ifdef MYPROFILE + clock_t start,end; +#endif + +restartgame: + ClearMemory (); + SETFONTCOLOR(0,15); + VW_FadeOut(); + DrawPlayScreen (); + died = false; + do + { + if (!loadedgame) + gamestate.score = gamestate.oldscore; + if(!died || viewsize != 21) DrawScore(); + + startgame = false; + if (!loadedgame) + SetupGameLevel (); + +#ifdef SPEAR + if (gamestate.mapon == 20) // give them the key allways + { + gamestate.keys |= 1; + DrawKeys (); + } +#endif + + ingame = true; + if(loadedgame) + { + ContinueMusic(lastgamemusicoffset); + loadedgame = false; + } + else StartMusic (); + + if (!died) + PreloadGraphics (); // TODO: Let this do something useful! + else + { + died = false; + fizzlein = true; + } + + DrawLevel (); + +#ifdef SPEAR +startplayloop: +#endif + PlayLoop (); + +#ifdef SPEAR + if (spearflag) + { + SD_StopSound(); + SD_PlaySound(GETSPEARSND); + if (DigiMode != sds_Off) + { + Delay(150); + } + else + SD_WaitSoundDone(); + + ClearMemory (); + gamestate.oldscore = gamestate.score; + gamestate.mapon = 20; + SetupGameLevel (); + StartMusic (); + player->x = spearx; + player->y = speary; + player->angle = (short)spearangle; + spearflag = false; + Thrust (0,0); + goto startplayloop; + } +#endif + + StopMusic (); + ingame = false; + + if (demorecord && playstate != ex_warped) + FinishDemoRecord (); + + if (startgame || loadedgame) + goto restartgame; + + switch (playstate) + { + case ex_completed: + case ex_secretlevel: + if(viewsize == 21) DrawPlayScreen(); + gamestate.keys = 0; + DrawKeys (); + VW_FadeOut (); + + ClearMemory (); + + LevelCompleted (); // do the intermission + if(viewsize == 21) DrawPlayScreen(); + +#ifdef SPEARDEMO + if (gamestate.mapon == 1) + { + died = true; // don't "get psyched!" + + VW_FadeOut (); + + ClearMemory (); + + CheckHighScore (gamestate.score,gamestate.mapon+1); +#ifndef JAPAN + strcpy(MainMenu[viewscores].string,STR_VS); +#endif + MainMenu[viewscores].routine = CP_ViewScores; + return; + } +#endif + +#ifdef JAPDEMO + if (gamestate.mapon == 3) + { + died = true; // don't "get psyched!" + + VW_FadeOut (); + + ClearMemory (); + + CheckHighScore (gamestate.score,gamestate.mapon+1); +#ifndef JAPAN + strcpy(MainMenu[viewscores].string,STR_VS); +#endif + MainMenu[viewscores].routine = CP_ViewScores; + return; + } +#endif + + gamestate.oldscore = gamestate.score; + +#ifndef SPEAR + // + // COMING BACK FROM SECRET LEVEL + // + if (gamestate.mapon == 9) + gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret + else + // + // GOING TO SECRET LEVEL + // + if (playstate == ex_secretlevel) + gamestate.mapon = 9; +#else + +#define FROMSECRET1 3 +#define FROMSECRET2 11 + + // + // GOING TO SECRET LEVEL + // + if (playstate == ex_secretlevel) + switch(gamestate.mapon) + { + case FROMSECRET1: gamestate.mapon = 18; break; + case FROMSECRET2: gamestate.mapon = 19; break; + } + else + // + // COMING BACK FROM SECRET LEVEL + // + if (gamestate.mapon == 18 || gamestate.mapon == 19) + switch(gamestate.mapon) + { + case 18: gamestate.mapon = FROMSECRET1+1; break; + case 19: gamestate.mapon = FROMSECRET2+1; break; + } +#endif + else + // + // GOING TO NEXT LEVEL + // + gamestate.mapon++; + break; + + case ex_died: + Died (); + died = true; // don't "get psyched!" + + if (gamestate.lives > -1) + break; // more lives left + + VW_FadeOut (); + if(screenHeight % 200 != 0) + VL_ClearScreen(0); + +#ifdef _arch_dreamcast + DC_StatusClearLCD(); +#endif + + ClearMemory (); + + CheckHighScore (gamestate.score,gamestate.mapon+1); +#ifndef JAPAN + strcpy(MainMenu[viewscores].string,STR_VS); +#endif + MainMenu[viewscores].routine = CP_ViewScores; + return; + + case ex_victorious: + if(viewsize == 21) DrawPlayScreen(); +#ifndef SPEAR + VW_FadeOut (); +#else + VL_FadeOut (0,255,0,17,17,300); +#endif + ClearMemory (); + + Victory (); + + ClearMemory (); + + CheckHighScore (gamestate.score,gamestate.mapon+1); +#ifndef JAPAN + strcpy(MainMenu[viewscores].string,STR_VS); +#endif + MainMenu[viewscores].routine = CP_ViewScores; + return; + + default: + if(viewsize == 21) DrawPlayScreen(); + ClearMemory (); + break; + } + } while (1); +} diff --git a/contrib/games/wolf3d/wl_inter.cpp b/contrib/games/wolf3d/wl_inter.cpp new file mode 100755 index 0000000000..113c55c79d --- /dev/null +++ b/contrib/games/wolf3d/wl_inter.cpp @@ -0,0 +1,1723 @@ +// WL_INTER.C + +#include "wl_def.h" +#pragma hdrstop + +LRstruct LevelRatios[LRpack]; +int32_t lastBreathTime = 0; + +void Write (int x, int y, const char *string); + +//========================================================================== + +/* +================== += += CLearSplitVWB += +================== +*/ + +void +ClearSplitVWB (void) +{ + WindowX = 0; + WindowY = 0; + WindowW = 320; + WindowH = 160; +} + + +//========================================================================== + +#ifdef SPEAR +#ifndef SPEARDEMO +//////////////////////////////////////////////////////// +// +// End of Spear of Destiny +// +//////////////////////////////////////////////////////// + +void +EndScreen (int palette, int screen) +{ + SDL_Color pal[256]; + CA_CacheScreen (screen); + VW_UpdateScreen (); + CA_CacheGrChunk (palette); + VL_ConvertPalette(grsegs[palette], pal, 256); + VL_FadeIn (0, 255, pal, 30); + UNCACHEGRCHUNK (palette); + IN_ClearKeysDown (); + IN_Ack (); + VW_FadeOut (); +} + + +void +EndSpear (void) +{ + SDL_Color pal[256]; + + EndScreen (END1PALETTE, ENDSCREEN11PIC); + + CA_CacheScreen (ENDSCREEN3PIC); + VW_UpdateScreen (); + CA_CacheGrChunk (END3PALETTE); + VL_ConvertPalette(grsegs[END3PALETTE], pal, 256); + VL_FadeIn (0, 255, pal, 30); + UNCACHEGRCHUNK (END3PALETTE); + fontnumber = 0; + fontcolor = 0xd0; + WindowX = 0; + WindowW = 320; + PrintX = 0; + PrintY = 180; + US_CPrint (STR_ENDGAME1 "\n"); + US_CPrint (STR_ENDGAME2); + VW_UpdateScreen (); + IN_UserInput(700); + + PrintX = 0; + PrintY = 180; + VWB_Bar (0, 180, 320, 20, 0); + US_CPrint (STR_ENDGAME3 "\n"); + US_CPrint (STR_ENDGAME4); + VW_UpdateScreen (); + IN_UserInput(700); + + VW_FadeOut (); + + EndScreen (END4PALETTE, ENDSCREEN4PIC); + EndScreen (END5PALETTE, ENDSCREEN5PIC); + EndScreen (END6PALETTE, ENDSCREEN6PIC); + EndScreen (END7PALETTE, ENDSCREEN7PIC); + EndScreen (END8PALETTE, ENDSCREEN8PIC); + EndScreen (END9PALETTE, ENDSCREEN9PIC); + + EndScreen (END2PALETTE, ENDSCREEN12PIC); + + MainMenu[savegame].active = 0; +} +#endif +#endif + +//========================================================================== + +/* +================== += += Victory += +================== +*/ + +void +Victory (void) +{ +#ifndef SPEARDEMO + int32_t sec; + int i, min, kr, sr, tr, x; + char tempstr[8]; + +#define RATIOX 6 +#define RATIOY 14 +#define TIMEX 14 +#define TIMEY 8 + + +#ifdef SPEAR + StartCPMusic (XTHEEND_MUS); + + CA_CacheGrChunk (BJCOLLAPSE1PIC); + CA_CacheGrChunk (BJCOLLAPSE2PIC); + CA_CacheGrChunk (BJCOLLAPSE3PIC); + CA_CacheGrChunk (BJCOLLAPSE4PIC); + + VWB_Bar (0, 0, 320, 200, VIEWCOLOR); + VWB_DrawPic (124, 44, BJCOLLAPSE1PIC); + VW_UpdateScreen (); + VW_FadeIn (); + VW_WaitVBL (2 * 70); + VWB_DrawPic (124, 44, BJCOLLAPSE2PIC); + VW_UpdateScreen (); + VW_WaitVBL (105); + VWB_DrawPic (124, 44, BJCOLLAPSE3PIC); + VW_UpdateScreen (); + VW_WaitVBL (105); + VWB_DrawPic (124, 44, BJCOLLAPSE4PIC); + VW_UpdateScreen (); + VW_WaitVBL (3 * 70); + + UNCACHEGRCHUNK (BJCOLLAPSE1PIC); + UNCACHEGRCHUNK (BJCOLLAPSE2PIC); + UNCACHEGRCHUNK (BJCOLLAPSE3PIC); + UNCACHEGRCHUNK (BJCOLLAPSE4PIC); + VL_FadeOut (0, 255, 0, 17, 17, 5); +#endif + + StartCPMusic (URAHERO_MUS); + ClearSplitVWB (); + CacheLump (LEVELEND_LUMP_START, LEVELEND_LUMP_END); + CA_CacheGrChunk (STARTFONT); + +#ifndef SPEAR + CA_CacheGrChunk (C_TIMECODEPIC); +#endif + + VWB_Bar (0, 0, 320, screenHeight / scaleFactor - STATUSLINES + 1, VIEWCOLOR); + if (bordercol != VIEWCOLOR) + DrawStatusBorder (VIEWCOLOR); + +#ifdef JAPAN +#ifndef JAPDEMO + CA_CacheGrChunk (C_ENDRATIOSPIC); + VWB_DrawPic (0, 0, C_ENDRATIOSPIC); + UNCACHEGRCHUNK (C_ENDRATIOSPIC); +#endif +#else + Write (18, 2, STR_YOUWIN); + + Write (TIMEX, TIMEY - 2, STR_TOTALTIME); + + Write (12, RATIOY - 2, "averages"); + +#ifdef SPANISH + Write (RATIOX + 2, RATIOY, STR_RATKILL); + Write (RATIOX + 2, RATIOY + 2, STR_RATSECRET); + Write (RATIOX + 2, RATIOY + 4, STR_RATTREASURE); +#else + Write (RATIOX + 8, RATIOY, STR_RATKILL); + Write (RATIOX + 4, RATIOY + 2, STR_RATSECRET); + Write (RATIOX, RATIOY + 4, STR_RATTREASURE); +#endif + +#endif + +#ifndef JAPDEMO + VWB_DrawPic (8, 4, L_BJWINSPIC); +#endif + + + for (kr = sr = tr = sec = i = 0; i < LRpack; i++) + { + sec += LevelRatios[i].time; + kr += LevelRatios[i].kill; + sr += LevelRatios[i].secret; + tr += LevelRatios[i].treasure; + } + +#ifndef SPEAR + kr /= LRpack; + sr /= LRpack; + tr /= LRpack; +#else + kr /= 14; + sr /= 14; + tr /= 14; +#endif + + min = sec / 60; + sec %= 60; + + if (min > 99) + min = sec = 99; + + i = TIMEX * 8 + 1; + VWB_DrawPic (i, TIMEY * 8, L_NUM0PIC + (min / 10)); + i += 2 * 8; + VWB_DrawPic (i, TIMEY * 8, L_NUM0PIC + (min % 10)); + i += 2 * 8; + Write (i / 8, TIMEY, ":"); + i += 1 * 8; + VWB_DrawPic (i, TIMEY * 8, L_NUM0PIC + (sec / 10)); + i += 2 * 8; + VWB_DrawPic (i, TIMEY * 8, L_NUM0PIC + (sec % 10)); + VW_UpdateScreen (); + + itoa (kr, tempstr, 10); + x = RATIOX + 24 - (int) strlen(tempstr) * 2; + Write (x, RATIOY, tempstr); + + itoa (sr, tempstr, 10); + x = RATIOX + 24 - (int) strlen(tempstr) * 2; + Write (x, RATIOY + 2, tempstr); + + itoa (tr, tempstr, 10); + x = RATIOX + 24 - (int) strlen(tempstr) * 2; + Write (x, RATIOY + 4, tempstr); + +#ifndef SPANISH +#ifndef UPLOAD +#ifndef SPEAR + // + // TOTAL TIME VERIFICATION CODE + // + if (gamestate.difficulty >= gd_medium) + { + VWB_DrawPic (30 * 8, TIMEY * 8, C_TIMECODEPIC); + fontnumber = 0; + fontcolor = READHCOLOR; + PrintX = 30 * 8 - 3; + PrintY = TIMEY * 8 + 8; + PrintX += 4; + tempstr[0] = (((min / 10) ^ (min % 10)) ^ 0xa) + 'A'; + tempstr[1] = (int) ((((sec / 10) ^ (sec % 10)) ^ 0xa) + 'A'); + tempstr[2] = (tempstr[0] ^ tempstr[1]) + 'A'; + tempstr[3] = 0; + US_Print (tempstr); + } +#endif +#endif +#endif + + fontnumber = 1; + + VW_UpdateScreen (); + VW_FadeIn (); + + IN_Ack (); + + VW_FadeOut (); + if(screenHeight % 200 != 0) + VL_ClearScreen(0); + +#ifndef SPEAR + UNCACHEGRCHUNK (C_TIMECODEPIC); +#endif + UnCacheLump (LEVELEND_LUMP_START, LEVELEND_LUMP_END); + +#ifndef SPEAR + EndText (); +#else + EndSpear (); +#endif + +#endif // SPEARDEMO +} + + +//========================================================================== + +#ifndef JAPAN +/* +================== += += PG13 += +================== +*/ + +void +PG13 (void) +{ + VW_FadeOut (); + VWB_Bar (0, 0, 320, 200, 0x82); // background + + CA_CacheGrChunk (PG13PIC); + VWB_DrawPic (216, 110, PG13PIC); + VW_UpdateScreen (); + + UNCACHEGRCHUNK (PG13PIC); + + VW_FadeIn (); + IN_UserInput (TickBase * 7); + + VW_FadeOut (); +} +#endif + + +//========================================================================== + +void +Write (int x, int y, const char *string) +{ + static const int alpha[] = { L_NUM0PIC, L_NUM1PIC, L_NUM2PIC, L_NUM3PIC, L_NUM4PIC, L_NUM5PIC, + L_NUM6PIC, L_NUM7PIC, L_NUM8PIC, L_NUM9PIC, L_COLONPIC, 0, 0, 0, 0, 0, 0, L_APIC, L_BPIC, + L_CPIC, L_DPIC, L_EPIC, L_FPIC, L_GPIC, L_HPIC, L_IPIC, L_JPIC, L_KPIC, + L_LPIC, L_MPIC, L_NPIC, L_OPIC, L_PPIC, L_QPIC, L_RPIC, L_SPIC, L_TPIC, + L_UPIC, L_VPIC, L_WPIC, L_XPIC, L_YPIC, L_ZPIC + }; + + int i, ox, nx, ny, len = (int) strlen(string); + char ch; + + ox = nx = x * 8; + ny = y * 8; + for (i = 0; i < len; i++) + { + if (string[i] == '\n') + { + nx = ox; + ny += 16; + } + else + { + ch = string[i]; + if (ch >= 'a') + ch -= ('a' - 'A'); + ch -= '0'; + + switch (string[i]) + { + case '!': + VWB_DrawPic (nx, ny, L_EXPOINTPIC); + nx += 8; + continue; + +#ifndef APOGEE_1_0 + case '\'': + VWB_DrawPic (nx, ny, L_APOSTROPHEPIC); + nx += 8; + continue; +#endif + + case ' ': + break; + + case 0x3a: // ':' + VWB_DrawPic (nx, ny, L_COLONPIC); + nx += 8; + continue; + + case '%': + VWB_DrawPic (nx, ny, L_PERCENTPIC); + break; + + default: + VWB_DrawPic (nx, ny, alpha[ch]); + } + nx += 16; + } + } +} + + +// +// Breathe Mr. BJ!!! +// +void +BJ_Breathe (void) +{ + static int which = 0, max = 10; + int pics[2] = { L_GUYPIC, L_GUY2PIC }; + + SDL_Delay(5); + + if ((int32_t) GetTimeCount () - lastBreathTime > max) + { + which ^= 1; + VWB_DrawPic (0, 16, pics[which]); + VW_UpdateScreen (); + lastBreathTime = GetTimeCount(); + max = 35; + } +} + + + +/* +================== += += LevelCompleted += += Entered with the screen faded out += Still in split screen mode with the status bar += += Exit with the screen faded out += +================== +*/ + +void +LevelCompleted (void) +{ +#define VBLWAIT 30 +#define PAR_AMOUNT 500 +#define PERCENT100AMT 10000 + typedef struct + { + float time; + char timestr[6]; + } times; + + int x, i, min, sec, ratio, kr, sr, tr; + char tempstr[10]; + int32_t bonus, timeleft = 0; + times parTimes[] = { +#ifndef SPEAR + // + // Episode One Par Times + // + {1.5, "01:30"}, + {2, "02:00"}, + {2, "02:00"}, + {3.5, "03:30"}, + {3, "03:00"}, + {3, "03:00"}, + {2.5, "02:30"}, + {2.5, "02:30"}, + {0, "??:??"}, // Boss level + {0, "??:??"}, // Secret level + + // + // Episode Two Par Times + // + {1.5, "01:30"}, + {3.5, "03:30"}, + {3, "03:00"}, + {2, "02:00"}, + {4, "04:00"}, + {6, "06:00"}, + {1, "01:00"}, + {3, "03:00"}, + {0, "??:??"}, + {0, "??:??"}, + + // + // Episode Three Par Times + // + {1.5, "01:30"}, + {1.5, "01:30"}, + {2.5, "02:30"}, + {2.5, "02:30"}, + {3.5, "03:30"}, + {2.5, "02:30"}, + {2, "02:00"}, + {6, "06:00"}, + {0, "??:??"}, + {0, "??:??"}, + + // + // Episode Four Par Times + // + {2, "02:00"}, + {2, "02:00"}, + {1.5, "01:30"}, + {1, "01:00"}, + {4.5, "04:30"}, + {3.5, "03:30"}, + {2, "02:00"}, + {4.5, "04:30"}, + {0, "??:??"}, + {0, "??:??"}, + + // + // Episode Five Par Times + // + {2.5, "02:30"}, + {1.5, "01:30"}, + {2.5, "02:30"}, + {2.5, "02:30"}, + {4, "04:00"}, + {3, "03:00"}, + {4.5, "04:30"}, + {3.5, "03:30"}, + {0, "??:??"}, + {0, "??:??"}, + + // + // Episode Six Par Times + // + {6.5, "06:30"}, + {4, "04:00"}, + {4.5, "04:30"}, + {6, "06:00"}, + {5, "05:00"}, + {5.5, "05:30"}, + {5.5, "05:30"}, + {8.5, "08:30"}, + {0, "??:??"}, + {0, "??:??"} +#else + // + // SPEAR OF DESTINY TIMES + // + {1.5, "01:30"}, + {3.5, "03:30"}, + {2.75, "02:45"}, + {3.5, "03:30"}, + {0, "??:??"}, // Boss 1 + {4.5, "04:30"}, + {3.25, "03:15"}, + {2.75, "02:45"}, + {4.75, "04:45"}, + {0, "??:??"}, // Boss 2 + {6.5, "06:30"}, + {4.5, "04:30"}, + {2.75, "02:45"}, + {4.5, "04:30"}, + {6, "06:00"}, + {0, "??:??"}, // Boss 3 + {6, "06:00"}, + {0, "??:??"}, // Boss 4 + {0, "??:??"}, // Secret level 1 + {0, "??:??"}, // Secret level 2 +#endif + }; + + CacheLump (LEVELEND_LUMP_START, LEVELEND_LUMP_END); + ClearSplitVWB (); // set up for double buffering in split screen + VWB_Bar (0, 0, 320, screenHeight / scaleFactor - STATUSLINES + 1, VIEWCOLOR); + + if (bordercol != VIEWCOLOR) + DrawStatusBorder (VIEWCOLOR); + + StartCPMusic (ENDLEVEL_MUS); + +// +// do the intermission +// + IN_ClearKeysDown (); + IN_StartAck (); + +#ifdef JAPAN + CA_CacheGrChunk (C_INTERMISSIONPIC); + VWB_DrawPic (0, 0, C_INTERMISSIONPIC); + UNCACHEGRCHUNK (C_INTERMISSIONPIC); +#endif + VWB_DrawPic (0, 16, L_GUYPIC); + +#ifndef SPEAR + if (mapon < 8) +#else + if (mapon != 4 && mapon != 9 && mapon != 15 && mapon < 17) +#endif + { +#ifndef JAPAN +#ifdef SPANISH + Write (14, 2, "piso\ncompletado"); +#else + Write (14, 2, "floor\ncompleted"); +#endif + + Write (14, 7, STR_BONUS " 0"); + Write (16, 10, STR_TIME); + Write (16, 12, STR_PAR); + +#ifdef SPANISH + Write (11, 14, STR_RAT2KILL); + Write (11, 16, STR_RAT2SECRET); + Write (11, 18, STR_RAT2TREASURE); +#else + Write (9, 14, STR_RAT2KILL); + Write (5, 16, STR_RAT2SECRET); + Write (1, 18, STR_RAT2TREASURE); +#endif + + Write (26, 2, itoa (gamestate.mapon + 1, tempstr, 10)); +#endif + +#ifdef SPANISH + Write (30, 12, parTimes[gamestate.episode * 10 + mapon].timestr); +#else + Write (26, 12, parTimes[gamestate.episode * 10 + mapon].timestr); +#endif + + // + // PRINT TIME + // + sec = gamestate.TimeCount / 70; + + if (sec > 99 * 60) // 99 minutes max + sec = 99 * 60; + + if (gamestate.TimeCount < parTimes[gamestate.episode * 10 + mapon].time * 4200) + timeleft = (int32_t) ((parTimes[gamestate.episode * 10 + mapon].time * 4200) / 70 - sec); + + min = sec / 60; + sec %= 60; + +#ifdef SPANISH + i = 30 * 8; +#else + i = 26 * 8; +#endif + VWB_DrawPic (i, 10 * 8, L_NUM0PIC + (min / 10)); + i += 2 * 8; + VWB_DrawPic (i, 10 * 8, L_NUM0PIC + (min % 10)); + i += 2 * 8; + Write (i / 8, 10, ":"); + i += 1 * 8; + VWB_DrawPic (i, 10 * 8, L_NUM0PIC + (sec / 10)); + i += 2 * 8; + VWB_DrawPic (i, 10 * 8, L_NUM0PIC + (sec % 10)); + + VW_UpdateScreen (); + VW_FadeIn (); + + + // + // FIGURE RATIOS OUT BEFOREHAND + // + kr = sr = tr = 0; + if (gamestate.killtotal) + kr = (gamestate.killcount * 100) / gamestate.killtotal; + if (gamestate.secrettotal) + sr = (gamestate.secretcount * 100) / gamestate.secrettotal; + if (gamestate.treasuretotal) + tr = (gamestate.treasurecount * 100) / gamestate.treasuretotal; + + + // + // PRINT TIME BONUS + // + bonus = timeleft * PAR_AMOUNT; + if (bonus) + { + for (i = 0; i <= timeleft; i++) + { + ltoa ((int32_t) i * PAR_AMOUNT, tempstr, 10); + x = 36 - (int) strlen(tempstr) * 2; + Write (x, 7, tempstr); + if (!(i % (PAR_AMOUNT / 10))) + SD_PlaySound (ENDBONUS1SND); + if(!usedoublebuffering || !(i % (PAR_AMOUNT / 50))) VW_UpdateScreen (); + while(SD_SoundPlaying ()) + BJ_Breathe (); + if (IN_CheckAck ()) + goto done; + } + + VW_UpdateScreen (); + + SD_PlaySound (ENDBONUS2SND); + while (SD_SoundPlaying ()) + BJ_Breathe (); + } + + +#ifdef SPANISH +#define RATIOXX 33 +#else +#define RATIOXX 37 +#endif + // + // KILL RATIO + // + ratio = kr; + for (i = 0; i <= ratio; i++) + { + itoa (i, tempstr, 10); + x = RATIOXX - (int) strlen(tempstr) * 2; + Write (x, 14, tempstr); + if (!(i % 10)) + SD_PlaySound (ENDBONUS1SND); + if(!usedoublebuffering || !(i & 1)) VW_UpdateScreen (); + while (SD_SoundPlaying ()) + BJ_Breathe (); + + if (IN_CheckAck ()) + goto done; + } + if (ratio >= 100) + { + VW_WaitVBL (VBLWAIT); + SD_StopSound (); + bonus += PERCENT100AMT; + ltoa (bonus, tempstr, 10); + x = (RATIOXX - 1) - (int) strlen(tempstr) * 2; + Write (x, 7, tempstr); + VW_UpdateScreen (); + SD_PlaySound (PERCENT100SND); + } + else if (!ratio) + { + VW_WaitVBL (VBLWAIT); + SD_StopSound (); + SD_PlaySound (NOBONUSSND); + } + else + SD_PlaySound (ENDBONUS2SND); + + VW_UpdateScreen (); + while (SD_SoundPlaying ()) + BJ_Breathe (); + + // + // SECRET RATIO + // + ratio = sr; + for (i = 0; i <= ratio; i++) + { + itoa (i, tempstr, 10); + x = RATIOXX - (int) strlen(tempstr) * 2; + Write (x, 16, tempstr); + if (!(i % 10)) + SD_PlaySound (ENDBONUS1SND); + if(!usedoublebuffering || !(i & 1)) VW_UpdateScreen (); + while (SD_SoundPlaying ()) + BJ_Breathe (); + + if (IN_CheckAck ()) + goto done; + } + if (ratio >= 100) + { + VW_WaitVBL (VBLWAIT); + SD_StopSound (); + bonus += PERCENT100AMT; + ltoa (bonus, tempstr, 10); + x = (RATIOXX - 1) - (int) strlen(tempstr) * 2; + Write (x, 7, tempstr); + VW_UpdateScreen (); + SD_PlaySound (PERCENT100SND); + } + else if (!ratio) + { + VW_WaitVBL (VBLWAIT); + SD_StopSound (); + SD_PlaySound (NOBONUSSND); + } + else + SD_PlaySound (ENDBONUS2SND); + VW_UpdateScreen (); + while (SD_SoundPlaying ()) + BJ_Breathe (); + + // + // TREASURE RATIO + // + ratio = tr; + for (i = 0; i <= ratio; i++) + { + itoa (i, tempstr, 10); + x = RATIOXX - (int) strlen(tempstr) * 2; + Write (x, 18, tempstr); + if (!(i % 10)) + SD_PlaySound (ENDBONUS1SND); + if(!usedoublebuffering || !(i & 1)) VW_UpdateScreen (); + while (SD_SoundPlaying ()) + BJ_Breathe (); + if (IN_CheckAck ()) + goto done; + } + if (ratio >= 100) + { + VW_WaitVBL (VBLWAIT); + SD_StopSound (); + bonus += PERCENT100AMT; + ltoa (bonus, tempstr, 10); + x = (RATIOXX - 1) - (int) strlen(tempstr) * 2; + Write (x, 7, tempstr); + VW_UpdateScreen (); + SD_PlaySound (PERCENT100SND); + } + else if (!ratio) + { + VW_WaitVBL (VBLWAIT); + SD_StopSound (); + SD_PlaySound (NOBONUSSND); + } + else + SD_PlaySound (ENDBONUS2SND); + VW_UpdateScreen (); + while (SD_SoundPlaying ()) + BJ_Breathe (); + + + // + // JUMP STRAIGHT HERE IF KEY PRESSED + // +done: itoa (kr, tempstr, 10); + x = RATIOXX - (int) strlen(tempstr) * 2; + Write (x, 14, tempstr); + + itoa (sr, tempstr, 10); + x = RATIOXX - (int) strlen(tempstr) * 2; + Write (x, 16, tempstr); + + itoa (tr, tempstr, 10); + x = RATIOXX - (int) strlen(tempstr) * 2; + Write (x, 18, tempstr); + + bonus = (int32_t) timeleft *PAR_AMOUNT + + (PERCENT100AMT * (kr >= 100)) + + (PERCENT100AMT * (sr >= 100)) + (PERCENT100AMT * (tr >= 100)); + + GivePoints (bonus); + ltoa (bonus, tempstr, 10); + x = 36 - (int) strlen(tempstr) * 2; + Write (x, 7, tempstr); + + // + // SAVE RATIO INFORMATION FOR ENDGAME + // + LevelRatios[mapon].kill = kr; + LevelRatios[mapon].secret = sr; + LevelRatios[mapon].treasure = tr; + LevelRatios[mapon].time = min * 60 + sec; + } + else + { +#ifdef SPEAR +#ifndef SPEARDEMO + switch (mapon) + { + case 4: + Write (14, 4, " trans\n" " grosse\n" STR_DEFEATED); + break; + case 9: + Write (14, 4, "barnacle\n" "wilhelm\n" STR_DEFEATED); + break; + case 15: + Write (14, 4, "ubermutant\n" STR_DEFEATED); + break; + case 17: + Write (14, 4, " death\n" " knight\n" STR_DEFEATED); + break; + case 18: + Write (13, 4, "secret tunnel\n" " area\n" " completed!"); + break; + case 19: + Write (13, 4, "secret castle\n" " area\n" " completed!"); + break; + } +#endif +#else + Write (14, 4, "secret floor\n completed!"); +#endif + + Write (10, 16, "15000 bonus!"); + + VW_UpdateScreen (); + VW_FadeIn (); + + GivePoints (15000); + } + + + DrawScore (); + VW_UpdateScreen (); + + lastBreathTime = GetTimeCount(); + IN_StartAck (); + while (!IN_CheckAck ()) + BJ_Breathe (); + +// +// done +// +#ifdef SPEARDEMO + if (gamestate.mapon == 1) + { + SD_PlaySound (BONUS1UPSND); + + CA_CacheGrChunk (STARTFONT + 1); + Message ("This concludes your demo\n" + "of Spear of Destiny! Now,\n" "go to your local software\n" "store and buy it!"); + UNCACHEGRCHUNK (STARTFONT + 1); + + IN_ClearKeysDown (); + IN_Ack (); + } +#endif + +#ifdef JAPDEMO + if (gamestate.mapon == 3) + { + SD_PlaySound (BONUS1UPSND); + + CA_CacheGrChunk (STARTFONT + 1); + Message ("This concludes your demo\n" + "of Wolfenstein 3-D! Now,\n" "go to your local software\n" "store and buy it!"); + UNCACHEGRCHUNK (STARTFONT + 1); + + IN_ClearKeysDown (); + IN_Ack (); + } +#endif + + VW_FadeOut (); + DrawPlayBorder(); + + UnCacheLump (LEVELEND_LUMP_START, LEVELEND_LUMP_END); +} + + + +//========================================================================== + + +/* +================= += += PreloadGraphics += += Fill the cache up += +================= +*/ + +boolean +PreloadUpdate (unsigned current, unsigned total) +{ + unsigned w = WindowW - scaleFactor * 10; + + VWB_BarScaledCoord (WindowX + scaleFactor * 5, WindowY + WindowH - scaleFactor * 3, + w, scaleFactor * 2, BLACK); + w = ((int32_t) w * current) / total; + if (w) + { + VWB_BarScaledCoord (WindowX + scaleFactor * 5, WindowY + WindowH - scaleFactor * 3, + w, scaleFactor * 2, 0x37); //SECONDCOLOR); + VWB_BarScaledCoord (WindowX + scaleFactor * 5, WindowY + WindowH - scaleFactor * 3, + w - scaleFactor * 1, scaleFactor * 1, 0x32); + + } + VW_UpdateScreen (); +// if (LastScan == sc_Escape) +// { +// IN_ClearKeysDown(); +// return(true); +// } +// else + return (false); +} + +void +PreloadGraphics (void) +{ + DrawLevel (); + ClearSplitVWB (); // set up for double buffering in split screen + + VWB_BarScaledCoord (0, 0, screenWidth, screenHeight - scaleFactor * (STATUSLINES - 1), bordercol); + LatchDrawPicScaledCoord ((screenWidth-scaleFactor*224)/16, + (screenHeight-scaleFactor*(STATUSLINES+48))/2, GETPSYCHEDPIC); + + WindowX = (screenWidth - scaleFactor*224)/2; + WindowY = (screenHeight - scaleFactor*(STATUSLINES+48))/2; + WindowW = scaleFactor * 28 * 8; + WindowH = scaleFactor * 48; + + VW_UpdateScreen (); + VW_FadeIn (); + +// PM_Preload (PreloadUpdate); + PreloadUpdate (10, 10); + IN_UserInput (70); + VW_FadeOut (); + + DrawPlayBorder (); + VW_UpdateScreen (); +} + + +//========================================================================== + +/* +================== += += DrawHighScores += +================== +*/ + +void +DrawHighScores (void) +{ + char buffer[16]; +#ifndef SPEAR + char *str; +#ifndef UPLOAD + char buffer1[5]; +#endif +#endif + word i, w, h; + HighScore *s; + +#ifndef SPEAR + CA_CacheGrChunk (HIGHSCORESPIC); + CA_CacheGrChunk (STARTFONT); +#ifndef APOGEE_1_0 + CA_CacheGrChunk (C_LEVELPIC); + CA_CacheGrChunk (C_SCOREPIC); + CA_CacheGrChunk (C_NAMEPIC); +#else + CA_CacheGrChunk (C_CODEPIC); +#endif + + ClearMScreen (); + DrawStripes (10); + + VWB_DrawPic (48, 0, HIGHSCORESPIC); + UNCACHEGRCHUNK (HIGHSCORESPIC); + +#ifndef APOGEE_1_0 + VWB_DrawPic (4 * 8, 68, C_NAMEPIC); + VWB_DrawPic (20 * 8, 68, C_LEVELPIC); + VWB_DrawPic (28 * 8, 68, C_SCOREPIC); +#else + VWB_DrawPic(35*8,68,C_CODEPIC); +#endif + fontnumber = 0; + +#else + CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); + ClearMScreen (); + DrawStripes (10); + UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); + + CacheLump (HIGHSCORES_LUMP_START, HIGHSCORES_LUMP_END); + CA_CacheGrChunk (STARTFONT + 1); + VWB_DrawPic (0, 0, HIGHSCORESPIC); + + fontnumber = 1; +#endif + + +#ifndef SPEAR + SETFONTCOLOR (15, 0x29); +#else + SETFONTCOLOR (HIGHLIGHT, 0x29); +#endif + + for (i = 0, s = Scores; i < MaxScores; i++, s++) + { + PrintY = 76 + (16 * i); + + // + // name + // +#ifndef SPEAR + PrintX = 4 * 8; +#else + PrintX = 16; +#endif + US_Print (s->name); + + // + // level + // + itoa (s->completed, buffer, 10); +#ifndef SPEAR + for (str = buffer; *str; str++) + *str = *str + (129 - '0'); // Used fixed-width numbers (129...) + USL_MeasureString (buffer, &w, &h); + PrintX = (22 * 8) - w; +#else + USL_MeasureString (buffer, &w, &h); + PrintX = 194 - w; +#endif + +#ifndef UPLOAD +#ifndef SPEAR + PrintX -= 6; + itoa (s->episode + 1, buffer1, 10); + US_Print ("E"); + US_Print (buffer1); + US_Print ("/L"); +#endif +#endif + +#ifdef SPEAR + if (s->completed == 21) + VWB_DrawPic (PrintX + 8, PrintY - 1, C_WONSPEARPIC); + else +#endif + US_Print (buffer); + + // + // score + // + itoa (s->score, buffer, 10); +#ifndef SPEAR + for (str = buffer; *str; str++) + *str = *str + (129 - '0'); // Used fixed-width numbers (129...) + USL_MeasureString (buffer, &w, &h); + PrintX = (34 * 8) - 8 - w; +#else + USL_MeasureString (buffer, &w, &h); + PrintX = 292 - w; +#endif + US_Print (buffer); + +#ifdef APOGEE_1_0 +//#ifndef UPLOAD +#ifndef SPEAR + // + // verification # + // + if (!i) + { + char temp = (((s->score >> 28) & 0xf) ^ ((s->score >> 24) & 0xf)) + 'A'; + char temp1 = (((s->score >> 20) & 0xf) ^ ((s->score >> 16) & 0xf)) + 'A'; + char temp2 = (((s->score >> 12) & 0xf) ^ ((s->score >> 8) & 0xf)) + 'A'; + char temp3 = (((s->score >> 4) & 0xf) ^ ((s->score >> 0) & 0xf)) + 'A'; + + SETFONTCOLOR (0x49, 0x29); + PrintX = 35 * 8; + buffer[0] = temp; + buffer[1] = temp1; + buffer[2] = temp2; + buffer[3] = temp3; + buffer[4] = 0; + US_Print (buffer); + SETFONTCOLOR (15, 0x29); + } +#endif +//#endif +#endif + } + + VW_UpdateScreen (); + +#ifdef SPEAR + UnCacheLump (HIGHSCORES_LUMP_START, HIGHSCORES_LUMP_END); + fontnumber = 0; +#endif +} + +//=========================================================================== + + +/* +======================= += += CheckHighScore += +======================= +*/ + +void +CheckHighScore (int32_t score, word other) +{ + word i, j; + int n; + HighScore myscore; + + strcpy (myscore.name, ""); + myscore.score = score; + myscore.episode = gamestate.episode; + myscore.completed = other; + + for (i = 0, n = -1; i < MaxScores; i++) + { + if ((myscore.score > Scores[i].score) + || ((myscore.score == Scores[i].score) && (myscore.completed > Scores[i].completed))) + { + for (j = MaxScores; --j > i;) + Scores[j] = Scores[j - 1]; + Scores[i] = myscore; + n = i; + break; + } + } + +#ifdef SPEAR + StartCPMusic (XAWARD_MUS); +#else + StartCPMusic (ROSTER_MUS); +#endif + DrawHighScores (); + + VW_FadeIn (); + + if (n != -1) + { + // + // got a high score + // + PrintY = 76 + (16 * n); +#ifndef SPEAR + PrintX = 4 * 8; + backcolor = BORDCOLOR; + fontcolor = 15; + US_LineInput (PrintX, PrintY, Scores[n].name, 0, true, MaxHighName, 100); +#else + PrintX = 16; + fontnumber = 1; + VWB_Bar (PrintX - 2, PrintY - 2, 145, 15, 0x9c); + VW_UpdateScreen (); + backcolor = 0x9c; + fontcolor = 15; + US_LineInput (PrintX, PrintY, Scores[n].name, 0, true, MaxHighName, 130); +#endif + } + else + { + IN_ClearKeysDown (); + IN_UserInput (500); + } + +} + + +#ifndef UPLOAD +#ifndef SPEAR +#ifndef JAPAN +//////////////////////////////////////////////////////// +// +// NON-SHAREWARE NOTICE +// +//////////////////////////////////////////////////////// +void +NonShareware (void) +{ + VW_FadeOut (); + + ClearMScreen (); + DrawStripes (10); + + CA_CacheGrChunk (STARTFONT + 1); + fontnumber = 1; + + SETFONTCOLOR (READHCOLOR, BKGDCOLOR); + PrintX = 110; + PrintY = 15; + +#ifdef SPANISH + US_Print ("Atencion"); +#else + US_Print ("Attention"); +#endif + + SETFONTCOLOR (HIGHLIGHT, BKGDCOLOR); + WindowX = PrintX = 40; + PrintY = 60; +#ifdef SPANISH + US_Print ("Este juego NO es gratis y\n"); + US_Print ("NO es Shareware; favor de\n"); + US_Print ("no distribuirlo.\n\n"); +#else + US_Print ("This game is NOT shareware.\n"); + US_Print ("Please do not distribute it.\n"); + US_Print ("Thanks.\n\n"); +#endif + US_Print (" Id Software\n"); + + VW_UpdateScreen (); + VW_FadeIn (); + IN_Ack (); +} +#endif +#endif +#endif + +#ifdef SPEAR +#ifndef GOODTIMES +#ifndef SPEARDEMO +//////////////////////////////////////////////////////// +// +// COPY PROTECTION FOR FormGen +// +//////////////////////////////////////////////////////// +char CopyProFailedStrs[][100] = { + STR_COPY1, + STR_COPY2, + + STR_COPY3, + STR_COPY4, + + STR_COPY5, + STR_COPY6, + + STR_COPY7, + STR_COPY8, + + STR_COPY9, + "", + + STR_COPY10, + STR_COPY11, + + STR_COPY12, + "", + + STR_COPY13, + "", + + STR_COPY14, + "" +}; + +char BackDoorStrs[5][16] = { + "a spoon?", + "bite me!", + "joshua", + "pelt", + "snoops" +}; + +char GoodBoyStrs[10][40] = { + "...is the CORRECT ANSWER!", + "", + + "Consider yourself bitten, sir.", + "", + + "Greetings Professor Falken, would you", + "like to play Spear of Destiny?", + + "Do you have any gold spray paint?", + "", + + "I wish I had a 21\" monitor...", + "" +}; + +char bossstrs[4][24] = { + "DEATH KNIGHT", + "BARNACLE WILHELM", + "UBERMUTANTUBER MUTANT", + "TRANS GROSSE" +}; + +char WordStr[5][20] = { + "New Game", + "Sound...F4", + "Control...F6", + "Change View...F5", + "Quit...F10" +}; + +char WordCorrect[5][2] = { "3", "4", "4", "5", "5" }; + +char MemberStr[10][40] = { + STR_COPY15, + "", + + STR_COPY16, + "", + + STR_COPY17, + STR_COPY18, + + STR_COPY19, + STR_COPY20, + + STR_COPY21, + STR_COPY22 +}; + +char MemberCorrect[5][24] = { + "adrian carmack", + "john carmackjohn romero", + "tom hall", + "jay wilbur", + "kevin cloud" +}; + +char DosMessages[9][80] = { + STR_NOPE1, + STR_NOPE2, + STR_NOPE3, + STR_NOPE4, + STR_NOPE5, + STR_NOPE6, + STR_NOPE7, + STR_NOPE8, + STR_NOPE9 +}; + +char MiscTitle[4][20] = { + "BLOOD TEST", + "STRAIGHT-LACED", + "QUITE SHAPELY", + "I AM WHAT I AMMO" +}; + +char MiscStr[12][40] = { + STR_MISC1, + STR_MISC2, + "", + + STR_MISC3, + STR_MISC4, + "", + + STR_MISC5, + STR_MISC6, + "", + + STR_MISC7, + STR_MISC8, + STR_MISC9 +}; + +char MiscCorrect[4][5] = { "ss", "8", STR_STAR, "45" }; + + +int +BackDoor (char *s) +{ + for (int i = 0; i < 5; i++) + { + if (!strcasecmp (s, BackDoorStrs[i])) + { + SETFONTCOLOR (14, 15); + fontnumber = 0; + PrintY = 175; + VWB_DrawPic (0, 20 * 8, COPYPROTBOXPIC); + US_CPrint (GoodBoyStrs[i * 2]); + US_CPrint (GoodBoyStrs[i * 2 + 1]); + VW_UpdateScreen (); + return 1; + } + } + + return 0; +} + + +void +CopyProtection (void) +{ +#define TYPEBOX_Y 177 +#define TYPEBOX_BKGD 0x9c +#define PRINTCOLOR HIGHLIGHT + + unsigned i; + int match, whichboss, bossnum, attempt, whichline; + int enemypicked[4] = { 0, 0, 0, 0 }; + int bosses[4] = { BOSSPIC1PIC, BOSSPIC2PIC, BOSSPIC3PIC, BOSSPIC4PIC }; + int whichpicked[4] = { 0, 0, 0, 0 }; + int whichone, quiztype, whichmem, whichword; + int memberpicked[5] = { 0, 0, 0, 0, 0 }; + int wordpicked[5] = { 0, 0, 0, 0, 0 }; + + char inputbuffer[20]; + char message[80]; + + enum + { + debriefing, + checkmanual, + staffquiz, + miscquiz, + + totaltypes + }; + + + + attempt = 0; + VW_FadeOut (); + CA_CacheGrChunk (C_BACKDROPPIC); + CacheLump (COPYPROT_LUMP_START, COPYPROT_LUMP_END); + CA_CacheGrChunk (STARTFONT + 1); + CA_LoadAllSounds (); + StartCPMusic (COPYPRO_MUS); + US_InitRndT (true); + + while (attempt < 3) + { + fontnumber = 1; + SETFONTCOLOR (PRINTCOLOR - 2, 15); + VWB_DrawPic (0, 0, C_BACKDROPPIC); + VWB_DrawPic (0, 0, COPYPROTTOPPIC); + VWB_DrawPic (0, 20 * 8, COPYPROTBOXPIC); + WindowX = WindowY = 0; + WindowW = 320; + WindowH = 200; + PrintY = 65; + + quiztype = US_RndT () % totaltypes; + switch (quiztype) + { + // + // BOSSES QUIZ + // + case debriefing: + { + PrintX = 0; + US_Print (STR_DEBRIEF); + SETFONTCOLOR (PRINTCOLOR, 15); + + while (enemypicked[whichboss = US_RndT () & 3]); + enemypicked[whichboss] = 1; + bossnum = bosses[whichboss]; + VWB_DrawPic (128, 60, bossnum); + fontnumber = 0; + PrintY = 130; + US_CPrint (STR_ENEMY1 "\n"); + US_CPrint (STR_ENEMY2 "\n\n"); + + VW_UpdateScreen (); + VW_FadeIn (); + + PrintX = 100; + fontcolor = 15; + backcolor = TYPEBOX_BKGD; + inputbuffer[0] = 0; + PrintY = TYPEBOX_Y; + fontnumber = 1; + US_LineInput (PrintX, PrintY, inputbuffer, 0, true, 20, 100); + + match = 0; + size_t inputlen = strlen(inputbuffer); + if(inputlen > 3) + { + size_t bosslen = strlen(bossstrs[whichboss]); + for (i = 0; i < bosslen; i++) + { + if (!strncasecmp (inputbuffer, bossstrs[whichboss] + i, inputlen)) + { + match = 1; + break; + } + } + } + + match += BackDoor (inputbuffer); + break; + } + + // + // MANUAL CHECK + // + case checkmanual: + { + while (wordpicked[whichword = US_RndT () % 5]); + wordpicked[whichword] = 1; + US_CPrint (STR_CHECKMAN); + SETFONTCOLOR (PRINTCOLOR, 15); + PrintY += 25; + US_CPrint (STR_MAN1); + US_CPrint (STR_MAN2); + sprintf(message, STR_MAN3 " \"%s\" " STR_MAN4, WordStr[whichword]); + US_CPrint (message); + VW_UpdateScreen (); + VW_FadeIn (); + + PrintX = 146; + fontcolor = 15; + backcolor = TYPEBOX_BKGD; + inputbuffer[0] = 0; + PrintY = TYPEBOX_Y; + US_LineInput (PrintX, PrintY, inputbuffer, 0, true, 6, 100); + + match = 1 - (strcasecmp (inputbuffer, WordCorrect[whichword]) != 0); + match += BackDoor (inputbuffer); + break; + } + + // + // STAFF QUIZ + // + case staffquiz: + { + while (memberpicked[whichmem = US_RndT () % 5]); + memberpicked[whichmem] = 1; + US_CPrint (STR_ID1); + SETFONTCOLOR (PRINTCOLOR, 15); + PrintY += 25; + US_CPrint (MemberStr[whichmem * 2]); + US_CPrint (MemberStr[whichmem * 2 + 1]); + VW_UpdateScreen (); + VW_FadeIn (); + + PrintX = 100; + fontcolor = 15; + backcolor = TYPEBOX_BKGD; + inputbuffer[0] = 0; + PrintY = TYPEBOX_Y; + US_LineInput (PrintX, PrintY, inputbuffer, 0, true, 20, 120); + + match = 0; + size_t inputlen = strlen(inputbuffer); + if(inputlen > 2) + { + size_t memberlen = strlen(MemberCorrect[whichmem]); + for (i = 0; i < memberlen; i++) + { + if (!strncasecmp (inputbuffer, MemberCorrect[whichmem] + i, inputlen)) + { + match = 1; + break; + } + } + } + + match += BackDoor (inputbuffer); + break; + } + + // + // MISCELLANEOUS QUESTIONS + // + case miscquiz: + { + while (whichpicked[whichone = US_RndT () & 3]); + whichpicked[whichone] = 1; + US_CPrint (MiscTitle[whichone]); + SETFONTCOLOR (PRINTCOLOR, 15); + PrintY += 25; + US_CPrint (MiscStr[whichone * 3]); + US_CPrint (MiscStr[whichone * 3 + 1]); + US_CPrint (MiscStr[whichone * 3 + 2]); + VW_UpdateScreen (); + VW_FadeIn (); + + PrintX = 146; + fontcolor = 15; + backcolor = TYPEBOX_BKGD; + inputbuffer[0] = 0; + PrintY = TYPEBOX_Y; + US_LineInput (PrintX, PrintY, inputbuffer, 0, true, 6, 100); + + match = 1 - (strcasecmp (inputbuffer, MiscCorrect[whichone]) != 0); + match += BackDoor (inputbuffer); + break; + } + } + + // + // IF NO MATCH, WE'VE GOT A (MINOR) PROBLEM! + // + + if (!match) + { + whichline = 2 * (US_RndT () % 9); + SETFONTCOLOR (14, 15); + fontnumber = 0; + PrintY = 175; + VWB_DrawPic (0, 20 * 8, COPYPROTBOXPIC); + US_CPrint (CopyProFailedStrs[whichline]); + US_CPrint (CopyProFailedStrs[whichline + 1]); + + VW_UpdateScreen (); + SD_PlaySound (NOWAYSND); + IN_UserInput (TickBase * 6); + VW_FadeOut (); + attempt++; + } + else + { + int start; + + SD_PlaySound (BONUS1UPSND); + SD_WaitSoundDone (); + UNCACHEGRCHUNK (STARTFONT + 1); + UNCACHEGRCHUNK (C_BACKDROPPIC); + UnCacheLump (COPYPROT_LUMP_START, COPYPROT_LUMP_END); + + switch (SoundMode) + { + case sdm_Off: + return; + case sdm_PC: + start = STARTPCSOUNDS; + break; + case sdm_AdLib: + start = STARTADLIBSOUNDS; + } + +/* for (i=0;i +#else + #include +#endif + +#include "wl_def.h" +#pragma hdrstop +#include "wl_atmos.h" +#include + + +/* +============================================================================= + + WOLFENSTEIN 3-D + + An Id Software production + + by John Carmack + +============================================================================= +*/ + +extern byte signon[]; + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + + +#define FOCALLENGTH (0x5700l) // in global coordinates +#define VIEWGLOBAL 0x10000 // globals visable flush to wall + +#define VIEWWIDTH 256 // size of view window +#define VIEWHEIGHT 144 + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + +char str[80]; +int dirangle[9] = {0,ANGLES/8,2*ANGLES/8,3*ANGLES/8,4*ANGLES/8, + 5*ANGLES/8,6*ANGLES/8,7*ANGLES/8,ANGLES}; + +// +// proejection variables +// +fixed focallength; +unsigned screenofs; +int viewscreenx, viewscreeny; +int viewwidth; +int viewheight; +short centerx; +int shootdelta; // pixels away from centerx a target can be +fixed scale; +int32_t heightnumerator; + + +void Quit (const char *error,...); + +boolean startgame; +boolean loadedgame; +int mouseadjustment; + +char configdir[256] = ""; +char configname[13] = "config."; + +// +// Command line parameter variables +// +boolean param_debugmode = false; +boolean param_nowait = false; +int param_difficulty = 1; // default is "normal" +int param_tedlevel = -1; // default is not to start a level +int param_joystickindex = 0; + +#if defined(_arch_dreamcast) +int param_joystickhat = 0; +int param_samplerate = 11025; // higher samplerates result in "out of memory" +int param_audiobuffer = 4096 / (44100 / param_samplerate); +#elif defined(GP2X_940) +int param_joystickhat = -1; +int param_samplerate = 11025; // higher samplerates result in "out of memory" +int param_audiobuffer = 128; +#else +int param_joystickhat = -1; +int param_samplerate = 44100; +int param_audiobuffer = 2048 / (44100 / param_samplerate); +#endif + +int param_mission = 0; +boolean param_goodtimes = false; +boolean param_ignorenumchunks = false; + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + +/* +==================== += += ReadConfig += +==================== +*/ + +void ReadConfig(void) +{ + SDMode sd; + SMMode sm; + SDSMode sds; + + char configpath[300]; + +#ifdef _arch_dreamcast + DC_LoadFromVMU(configname); +#endif + + if(configdir[0]) + snprintf(configpath, sizeof(configpath), "%s/%s", configdir, configname); + else + strcpy(configpath, configname); + + const int file = open(configpath, O_RDONLY | O_BINARY); + if (file != -1) + { + // + // valid config file + // + word tmp; + read(file,&tmp,sizeof(tmp)); + if(tmp!=0xfefa) + { + close(file); + goto noconfig; + } + read(file,Scores,sizeof(HighScore) * MaxScores); + + read(file,&sd,sizeof(sd)); + read(file,&sm,sizeof(sm)); + read(file,&sds,sizeof(sds)); + + read(file,&mouseenabled,sizeof(mouseenabled)); + read(file,&joystickenabled,sizeof(joystickenabled)); + boolean dummyJoypadEnabled; + read(file,&dummyJoypadEnabled,sizeof(dummyJoypadEnabled)); + boolean dummyJoystickProgressive; + read(file,&dummyJoystickProgressive,sizeof(dummyJoystickProgressive)); + int dummyJoystickPort = 0; + read(file,&dummyJoystickPort,sizeof(dummyJoystickPort)); + + read(file,dirscan,sizeof(dirscan)); + read(file,buttonscan,sizeof(buttonscan)); + read(file,buttonmouse,sizeof(buttonmouse)); + read(file,buttonjoy,sizeof(buttonjoy)); + + read(file,&viewsize,sizeof(viewsize)); + read(file,&mouseadjustment,sizeof(mouseadjustment)); + + close(file); + + if ((sd == sdm_AdLib || sm == smm_AdLib) && !AdLibPresent + && !SoundBlasterPresent) + { + sd = sdm_PC; + sm = smm_Off; + } + + if ((sds == sds_SoundBlaster && !SoundBlasterPresent)) + sds = sds_Off; + + // make sure values are correct + + if(mouseenabled) mouseenabled=true; + if(joystickenabled) joystickenabled=true; + + if (!MousePresent) + mouseenabled = false; + if (!IN_JoyPresent()) + joystickenabled = false; + + if(mouseadjustment<0) mouseadjustment=0; + else if(mouseadjustment>9) mouseadjustment=9; + + if(viewsize<4) viewsize=4; + else if(viewsize>21) viewsize=21; + + MainMenu[6].active=1; + MainItems.curpos=0; + } + else + { + // + // no config file, so select by hardware + // +noconfig: + if (SoundBlasterPresent || AdLibPresent) + { + sd = sdm_AdLib; + sm = smm_AdLib; + } + else + { + sd = sdm_PC; + sm = smm_Off; + } + + if (SoundBlasterPresent) + sds = sds_SoundBlaster; + else + sds = sds_Off; + + if (MousePresent) + mouseenabled = true; + + if (IN_JoyPresent()) + joystickenabled = true; + + viewsize = 19; // start with a good size + mouseadjustment=5; + } + + SD_SetMusicMode (sm); + SD_SetSoundMode (sd); + SD_SetDigiDevice (sds); +} + +/* +==================== += += WriteConfig += +==================== +*/ + +void WriteConfig(void) +{ + char configpath[300]; + +#ifdef _arch_dreamcast + fs_unlink(configname); +#endif + + if(configdir[0]) + snprintf(configpath, sizeof(configpath), "%s/%s", configdir, configname); + else + strcpy(configpath, configname); + + const int file = open(configpath, O_CREAT | O_WRONLY | O_BINARY, 0644); + if (file != -1) + { + word tmp=0xfefa; + write(file,&tmp,sizeof(tmp)); + write(file,Scores,sizeof(HighScore) * MaxScores); + + write(file,&SoundMode,sizeof(SoundMode)); + write(file,&MusicMode,sizeof(MusicMode)); + write(file,&DigiMode,sizeof(DigiMode)); + + write(file,&mouseenabled,sizeof(mouseenabled)); + write(file,&joystickenabled,sizeof(joystickenabled)); + boolean dummyJoypadEnabled = false; + write(file,&dummyJoypadEnabled,sizeof(dummyJoypadEnabled)); + boolean dummyJoystickProgressive = false; + write(file,&dummyJoystickProgressive,sizeof(dummyJoystickProgressive)); + int dummyJoystickPort = 0; + write(file,&dummyJoystickPort,sizeof(dummyJoystickPort)); + + write(file,dirscan,sizeof(dirscan)); + write(file,buttonscan,sizeof(buttonscan)); + write(file,buttonmouse,sizeof(buttonmouse)); + write(file,buttonjoy,sizeof(buttonjoy)); + + write(file,&viewsize,sizeof(viewsize)); + write(file,&mouseadjustment,sizeof(mouseadjustment)); + + close(file); + } +#ifdef _arch_dreamcast + DC_SaveToVMU(configname, NULL); +#endif +} + + +//=========================================================================== + +/* +===================== += += NewGame += += Set up new game to start from the beginning += +===================== +*/ + +void NewGame (int difficulty,int episode) +{ + memset (&gamestate,0,sizeof(gamestate)); + gamestate.difficulty = difficulty; + gamestate.weapon = gamestate.bestweapon + = gamestate.chosenweapon = wp_pistol; + gamestate.health = 100; + gamestate.ammo = STARTAMMO; + gamestate.lives = 3; + gamestate.nextextra = EXTRAPOINTS; + gamestate.episode=episode; + + startgame = true; +} + +//=========================================================================== + +void DiskFlopAnim(int x,int y) +{ + static int8_t which=0; + if (!x && !y) + return; + VWB_DrawPic(x,y,C_DISKLOADING1PIC+which); + VW_UpdateScreen(); + which^=1; +} + + +int32_t DoChecksum(byte *source,unsigned size,int32_t checksum) +{ + unsigned i; + + for (i=0;inext) + size += sizeof(*ob); + size += sizeof(nullobj); + + size += sizeof(gamestate) + + sizeof(LRstruct)*LRpack + + sizeof(tilemap) + + sizeof(actorat) + + sizeof(laststatobj) + + sizeof(statobjlist) + + sizeof(doorposition) + + sizeof(pwallstate) + + sizeof(pwalltile) + + sizeof(pwallx) + + sizeof(pwally) + + sizeof(pwalldir) + + sizeof(pwallpos); + + if (avail < size) + { + Message(STR_NOSPACE1"\n"STR_NOSPACE2); + return false; + }*/ + + checksum = 0; + + DiskFlopAnim(x,y); + fwrite(&gamestate,sizeof(gamestate),1,file); + checksum = DoChecksum((byte *)&gamestate,sizeof(gamestate),checksum); + + DiskFlopAnim(x,y); + fwrite(&LevelRatios[0],sizeof(LRstruct)*LRpack,1,file); + checksum = DoChecksum((byte *)&LevelRatios[0],sizeof(LRstruct)*LRpack,checksum); + + DiskFlopAnim(x,y); + fwrite(tilemap,sizeof(tilemap),1,file); + checksum = DoChecksum((byte *)tilemap,sizeof(tilemap),checksum); + DiskFlopAnim(x,y); + + int i; + for(i=0;inext; + + DiskFlopAnim(x,y); + for (; ob ; ob=ob->next) + { + memcpy(&nullobj,ob,sizeof(nullobj)); + nullobj.state=(statetype *) ((uintptr_t)nullobj.state-(uintptr_t)&s_grdstand); + fwrite(&nullobj,sizeof(nullobj),1,file); + } + nullobj.active = ac_badobject; // end of file marker + DiskFlopAnim(x,y); + fwrite(&nullobj,sizeof(nullobj),1,file); + + DiskFlopAnim(x,y); + word laststatobjnum=(word) (laststatobj-statobjlist); + fwrite(&laststatobjnum,sizeof(laststatobjnum),1,file); + checksum = DoChecksum((byte *)&laststatobjnum,sizeof(laststatobjnum),checksum); + + DiskFlopAnim(x,y); + for(i=0;istate=(statetype *) ((uintptr_t)player->state+(uintptr_t)&s_player); + + while (1) + { + DiskFlopAnim(x,y); + fread (&nullobj,sizeof(nullobj),1,file); + if (nullobj.active == ac_badobject) + break; + GetNewActor (); + nullobj.state=(statetype *) ((uintptr_t)nullobj.state+(uintptr_t)&s_grdstand); + // don't copy over the links + memcpy (newobj,&nullobj,sizeof(nullobj)-8); + } + + DiskFlopAnim(x,y); + word laststatobjnum; + fread (&laststatobjnum,sizeof(laststatobjnum),1,file); + laststatobj=statobjlist+laststatobjnum; + checksum = DoChecksum((byte *)&laststatobjnum,sizeof(laststatobjnum),checksum); + + DiskFlopAnim(x,y); + for(i=0;i= (AREATILE+NUMMAPS))) + { + if (*map >= AREATILE) + tile = *map; + if (*(map-1-mapwidth) >= AREATILE) + tile = *(map-1-mapwidth); + if (*(map-1+mapwidth) >= AREATILE) + tile = *(map-1+mapwidth); + if ( *(map-2) >= AREATILE) + tile = *(map-2); + + *(map-1) = tile; *(obj-1) = 0; + } + } + } + + Thrust(0,0); // set player->areanumber to the floortile you're standing on + + fread (&oldchecksum,sizeof(oldchecksum),1,file); + + fread (&lastgamemusicoffset,sizeof(lastgamemusicoffset),1,file); + if(lastgamemusicoffset<0) lastgamemusicoffset=0; + + + if (oldchecksum != checksum) + { + Message(STR_SAVECHT1"\n" + STR_SAVECHT2"\n" + STR_SAVECHT3"\n" + STR_SAVECHT4); + + IN_ClearKeysDown(); + IN_Ack(); + + gamestate.oldscore = gamestate.score = 0; + gamestate.lives = 1; + gamestate.weapon = + gamestate.chosenweapon = + gamestate.bestweapon = wp_pistol; + gamestate.ammo = 8; + } + + return true; +} + +//=========================================================================== + +/* +========================== += += ShutdownId += += Shuts down all ID_?? managers += +========================== +*/ + +void ShutdownId (void) +{ + US_Shutdown (); // This line is completely useless... + SD_Shutdown (); + PM_Shutdown (); + IN_Shutdown (); + VW_Shutdown (); + CA_Shutdown (); +#if defined(GP2X_940) + GP2X_Shutdown(); +#endif +} + + +//=========================================================================== + +/* +================== += += BuildTables += += Calculates: += += scale projection constant += sintable/costable overlapping fractional tables += +================== +*/ + +const float radtoint = (float)(FINEANGLES/2/PI); + +void BuildTables (void) +{ + // + // calculate fine tangents + // + + int i; + for(i=0;i>2 + // + heightnumerator = (TILEGLOBAL*scale)>>6; + + // + // calculate the angle offset from view angle of each pixel's ray + // + + for (i=0;i=0) + { + if (lastsong >= 0) + MusicMenu[start+lastsong].active = 1; + + StartCPMusic(songs[start + which]); + MusicMenu[start+which].active = 2; + DrawMenu (&MusicItems,&MusicMenu[start]); + VW_UpdateScreen(); + lastsong = which; + } + } while(which>=0); + + MenuFadeOut(); + IN_ClearKeysDown(); +#ifdef SPEAR + UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END); +#else + UnCacheLump (CONTROLS_LUMP_START,CONTROLS_LUMP_END); +#endif +} +#endif + +/* +========================== += += InitGame += += Load a few things right away += +========================== +*/ + +static void InitGame() +{ +#ifndef SPEARDEMO + boolean didjukebox=false; +#endif + + // initialize SDL +#if defined _WIN32 + putenv("SDL_VIDEODRIVER=directx"); +#endif + if(SDL_Init(SDL_INIT_VIDEO /*| SDL_INIT_AUDIO | SDL_INIT_JOYSTICK*/) < 0) + { + printf("Unable to init SDL: %s\n", SDL_GetError()); + exit(1); + } + atexit(SDL_Quit); + + int numJoysticks = SDL_NumJoysticks(); + if(param_joystickindex && (param_joystickindex < -1 || param_joystickindex >= numJoysticks)) + { + if(!numJoysticks) + printf("No joysticks are available to SDL!\n"); + else + printf("The joystick index must be between -1 and %i!\n", numJoysticks - 1); + exit(1); + } + +#if defined(GP2X_940) + GP2X_MemoryInit(); +#endif + + SignonScreen (); + +#if defined _WIN32 + if(!fullscreen) + { + struct SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + + if(SDL_GetWMInfo(&wmInfo) != -1) + { + HWND hwndSDL = wmInfo.window; + DWORD style = GetWindowLong(hwndSDL, GWL_STYLE) & ~WS_SYSMENU; + SetWindowLong(hwndSDL, GWL_STYLE, style); + SetWindowPos(hwndSDL, NULL, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED); + } + } +#endif + VW_UpdateScreen(); + + VH_Startup (); + IN_Startup (); + PM_Startup (); + SD_Startup (); + CA_Startup (); + US_Startup (); + + // TODO: Will any memory checking be needed someday?? +#ifdef NOTYET +#ifndef SPEAR + if (mminfo.mainmem < 235000L) +#else + if (mminfo.mainmem < 257000L && !MS_CheckParm("debugmode")) +#endif + { + byte *screen; + + CA_CacheGrChunk (ERRORSCREEN); + screen = grsegs[ERRORSCREEN]; + ShutdownId(); +/* memcpy((byte *)0xb8000,screen+7+7*160,17*160); + gotoxy (1,23);*/ + exit(1); + } +#endif + + +// +// build some tables +// + InitDigiMap (); + + ReadConfig (); + + SetupSaveGames(); + +// +// HOLDING DOWN 'M' KEY? +// + IN_ProcessEvents(); + +#ifndef SPEARDEMO + if (Keyboard[sc_M]) + { + DoJukebox(); + didjukebox=true; + } + else +#endif + +// +// draw intro screen stuff +// + IntroScreen (); + +#ifdef _arch_dreamcast + //TODO: VMU Selection Screen +#endif + +// +// load in and lock down some basic chunks +// + + CA_CacheGrChunk(STARTFONT); + CA_CacheGrChunk(STATUSBARPIC); + + LoadLatchMem (); + BuildTables (); // trig tables + SetupWalls (); + + NewViewSize (viewsize); + +// +// initialize variables +// + InitRedShifts (); +#ifndef SPEARDEMO + if(!didjukebox) +#endif + FinishSignon(); + +#ifdef NOTYET + vdisp = (byte *) (0xa0000+PAGE1START); + vbuf = (byte *) (0xa0000+PAGE2START); +#endif +} + +//=========================================================================== + +/* +========================== += += SetViewSize += +========================== +*/ + +boolean SetViewSize (unsigned width, unsigned height) +{ + viewwidth = width&~15; // must be divisable by 16 + viewheight = height&~1; // must be even + centerx = viewwidth/2-1; + shootdelta = viewwidth/10; + if((unsigned) viewheight == screenHeight) + viewscreenx = viewscreeny = screenofs = 0; + else + { + viewscreenx = (screenWidth-viewwidth) / 2; + viewscreeny = (screenHeight-scaleFactor*STATUSLINES-viewheight)/2; + screenofs = viewscreeny*screenWidth+viewscreenx; + } + +// +// calculate trace angles and projection constants +// + CalcProjection (FOCALLENGTH); + + return true; +} + + +void ShowViewSize (int width) +{ + int oldwidth,oldheight; + + oldwidth = viewwidth; + oldheight = viewheight; + + if(width == 21) + { + viewwidth = screenWidth; + viewheight = screenHeight; + VWB_BarScaledCoord (0, 0, screenWidth, screenHeight, 0); + } + else if(width == 20) + { + viewwidth = screenWidth; + viewheight = screenHeight - scaleFactor*STATUSLINES; + DrawPlayBorder (); + } + else + { + viewwidth = width*16*screenWidth/320; + viewheight = (int) (width*16*HEIGHTRATIO*screenHeight/200); + DrawPlayBorder (); + } + + viewwidth = oldwidth; + viewheight = oldheight; +} + + +void NewViewSize (int width) +{ + viewsize = width; + if(viewsize == 21) + SetViewSize(screenWidth, screenHeight); + else if(viewsize == 20) + SetViewSize(screenWidth, screenHeight - scaleFactor * STATUSLINES); + else + SetViewSize(width*16*screenWidth/320, (unsigned) (width*16*HEIGHTRATIO*screenHeight/200)); +} + + + +//=========================================================================== + +/* +========================== += += Quit += +========================== +*/ + +void Quit (const char *errorStr, ...) +{ +#ifdef NOTYET + byte *screen; +#endif + char error[256]; + if(errorStr != NULL) + { + va_list vlist; + va_start(vlist, errorStr); + vsprintf(error, errorStr, vlist); + va_end(vlist); + } + else error[0] = 0; + + if (!pictable) // don't try to display the red box before it's loaded + { + ShutdownId(); + if (error && *error) + { +#ifdef NOTYET + SetTextCursor(0,0); +#endif + puts(error); +#ifdef NOTYET + SetTextCursor(0,2); +#endif + VW_WaitVBL(100); + } + exit(1); + } + + if (!error || !*error) + { +#ifdef NOTYET + #ifndef JAPAN + CA_CacheGrChunk (ORDERSCREEN); + screen = grsegs[ORDERSCREEN]; + #endif +#endif + WriteConfig (); + } +#ifdef NOTYET + else + { + CA_CacheGrChunk (ERRORSCREEN); + screen = grsegs[ERRORSCREEN]; + } +#endif + + ShutdownId (); + + if (error && *error) + { +#ifdef NOTYET + memcpy((byte *)0xb8000,screen+7,7*160); + SetTextCursor(9,3); +#endif + puts(error); +#ifdef NOTYET + SetTextCursor(0,7); +#endif + VW_WaitVBL(200); + exit(1); + } + else + if (!error || !(*error)) + { +#ifdef NOTYET + #ifndef JAPAN + memcpy((byte *)0xb8000,screen+7,24*160); // 24 for SPEAR/UPLOAD compatibility + #endif + SetTextCursor(0,23); +#endif + } + + exit(0); +} + +//=========================================================================== + + + +/* +===================== += += DemoLoop += +===================== +*/ + + +static void DemoLoop() +{ + int LastDemo = 0; + +// +// check for launch from ted +// + if (param_tedlevel != -1) + { + param_nowait = true; + EnableEndGameMenuItem(); + NewGame(param_difficulty,0); + +#ifndef SPEAR + gamestate.episode = param_tedlevel/10; + gamestate.mapon = param_tedlevel%10; +#else + gamestate.episode = 0; + gamestate.mapon = param_tedlevel; +#endif + GameLoop(); + Quit (NULL); + } + + +// +// main game cycle +// + +#ifndef DEMOTEST + + #ifndef UPLOAD + + #ifndef GOODTIMES + #ifndef SPEAR + #ifndef JAPAN + if (!param_nowait) + NonShareware(); + #endif + #else + #ifndef GOODTIMES + #ifndef SPEARDEMO + extern void CopyProtection(void); + if(!param_goodtimes) + CopyProtection(); + #endif + #endif + #endif + #endif + #endif + + StartCPMusic(INTROSONG); + +#ifndef JAPAN + if (!param_nowait) + PG13 (); +#endif + +#endif + + while (1) + { + while (!param_nowait) + { +// +// title page +// +#ifndef DEMOTEST + +#ifdef SPEAR + SDL_Color pal[256]; + CA_CacheGrChunk (TITLEPALETTE); + VL_ConvertPalette(grsegs[TITLEPALETTE], pal, 256); + + CA_CacheGrChunk (TITLE1PIC); + VWB_DrawPic (0,0,TITLE1PIC); + UNCACHEGRCHUNK (TITLE1PIC); + + CA_CacheGrChunk (TITLE2PIC); + VWB_DrawPic (0,80,TITLE2PIC); + UNCACHEGRCHUNK (TITLE2PIC); + VW_UpdateScreen (); + VL_FadeIn(0,255,pal,30); + + UNCACHEGRCHUNK (TITLEPALETTE); +#else + CA_CacheScreen (TITLEPIC); + VW_UpdateScreen (); + VW_FadeIn(); +#endif + if (IN_UserInput(TickBase*15)) + break; + VW_FadeOut(); +// +// credits page +// + CA_CacheScreen (CREDITSPIC); + VW_UpdateScreen(); + VW_FadeIn (); + if (IN_UserInput(TickBase*10)) + break; + VW_FadeOut (); +// +// high scores +// + DrawHighScores (); + VW_UpdateScreen (); + VW_FadeIn (); + + if (IN_UserInput(TickBase*10)) + break; +#endif +// +// demo +// + + #ifndef SPEARDEMO + PlayDemo (LastDemo++%4); + #else + PlayDemo (0); + #endif + + if (playstate == ex_abort) + break; + VW_FadeOut(); + if(screenHeight % 200 != 0) + VL_ClearScreen(0); + StartCPMusic(INTROSONG); + } + + VW_FadeOut (); + +#ifdef DEBUGKEYS + if (Keyboard[sc_Tab] && param_debugmode) + RecordDemo (); + else + US_ControlPanel (0); +#else + US_ControlPanel (0); +#endif + + if (startgame || loadedgame) + { + GameLoop (); + if(!param_nowait) + { + VW_FadeOut(); + StartCPMusic(INTROSONG); + } + } + } +} + + +//=========================================================================== + +#define IFARG(str) if(!strcmp(arg, (str))) + +void CheckParameters(int argc, char *argv[]) +{ + bool hasError = false, showHelp = false; + bool sampleRateGiven = false, audioBufferGiven = false; + int defaultSampleRate = param_samplerate; + + for(int i = 1; i < argc; i++) + { + char *arg = argv[i]; +#ifndef SPEAR + IFARG("--goobers") +#else + IFARG("--debugmode") +#endif + param_debugmode = true; + else IFARG("--baby") + param_difficulty = 0; + else IFARG("--easy") + param_difficulty = 1; + else IFARG("--normal") + param_difficulty = 2; + else IFARG("--hard") + param_difficulty = 3; + else IFARG("--nowait") + param_nowait = true; + else IFARG("--tedlevel") + { + if(++i >= argc) + { + printf("The tedlevel option is missing the level argument!\n"); + hasError = true; + } + else param_tedlevel = atoi(argv[i]); + } + else IFARG("--windowed") + fullscreen = false; + else IFARG("--windowed-mouse") + { + fullscreen = false; + forcegrabmouse = true; + } + else IFARG("--res") + { + if(i + 2 >= argc) + { + printf("The res option needs the width and/or the height argument!\n"); + hasError = true; + } + else + { + screenWidth = atoi(argv[++i]); + screenHeight = atoi(argv[++i]); + unsigned factor = screenWidth / 320; + if(screenWidth % 320 || screenHeight != 200 * factor && screenHeight != 240 * factor) + printf("Screen size must be a multiple of 320x200 or 320x240!\n"), hasError = true; + } + } + else IFARG("--resf") + { + if(i + 2 >= argc) + { + printf("The resf option needs the width and/or the height argument!\n"); + hasError = true; + } + else + { + screenWidth = atoi(argv[++i]); + screenHeight = atoi(argv[++i]); + if(screenWidth < 320) + printf("Screen width must be at least 320!\n"), hasError = true; + if(screenHeight < 200) + printf("Screen height must be at least 200!\n"), hasError = true; + } + } + else IFARG("--bits") + { + if(++i >= argc) + { + printf("The bits option is missing the color depth argument!\n"); + hasError = true; + } + else + { + screenBits = atoi(argv[i]); + switch(screenBits) + { + case 8: + case 16: + case 24: + case 32: + break; + + default: + printf("Screen color depth must be 8, 16, 24, or 32!\n"); + hasError = true; + break; + } + } + } + else IFARG("--nodblbuf") + usedoublebuffering = false; + else IFARG("--extravbls") + { + if(++i >= argc) + { + printf("The extravbls option is missing the vbls argument!\n"); + hasError = true; + } + else + { + extravbls = atoi(argv[i]); + if(extravbls < 0) + { + printf("Extravbls must be positive!\n"); + hasError = true; + } + } + } + else IFARG("--joystick") + { + if(++i >= argc) + { + printf("The joystick option is missing the index argument!\n"); + hasError = true; + } + else param_joystickindex = atoi(argv[i]); // index is checked in InitGame + } + else IFARG("--joystickhat") + { + if(++i >= argc) + { + printf("The joystickhat option is missing the index argument!\n"); + hasError = true; + } + else param_joystickhat = atoi(argv[i]); + } + else IFARG("--samplerate") + { + if(++i >= argc) + { + printf("The samplerate option is missing the rate argument!\n"); + hasError = true; + } + else param_samplerate = atoi(argv[i]); + sampleRateGiven = true; + } + else IFARG("--audiobuffer") + { + if(++i >= argc) + { + printf("The audiobuffer option is missing the size argument!\n"); + hasError = true; + } + else param_audiobuffer = atoi(argv[i]); + audioBufferGiven = true; + } + else IFARG("--mission") + { + if(++i >= argc) + { + printf("The mission option is missing the mission argument!\n"); + hasError = true; + } + else + { + param_mission = atoi(argv[i]); + if(param_mission < 0 || param_mission > 3) + { + printf("The mission option must be between 0 and 3!\n"); + hasError = true; + } + } + } + else IFARG("--configdir") + { + if(++i >= argc) + { + printf("The configdir option is missing the dir argument!\n"); + hasError = true; + } + else + { + size_t len = strlen(argv[i]); + if(len + 2 > sizeof(configdir)) + { + printf("The config directory is too long!\n"); + hasError = true; + } + else + { + strcpy(configdir, argv[i]); + if(argv[i][len] != '/' && argv[i][len] != '\\') + strcat(configdir, "/"); + } + } + } + else IFARG("--goodtimes") + param_goodtimes = true; + else IFARG("--ignorenumchunks") + param_ignorenumchunks = true; + else IFARG("--help") + showHelp = true; + else hasError = true; + } + if(hasError || showHelp) + { + if(hasError) printf("\n"); + printf( + "Wolf4SDL v1.7 ($Revision$)\n" + "Ported by Chaos-Software (http://www.chaos-software.de.vu)\n" + "Original Wolfenstein 3D by id Software\n\n" + "Usage: Wolf4SDL [options]\n" + "Options:\n" + " --help This help page\n" + " --tedlevel Starts the game in the given level\n" + " --baby Sets the difficulty to baby for tedlevel\n" + " --easy Sets the difficulty to easy for tedlevel\n" + " --normal Sets the difficulty to normal for tedlevel\n" + " --hard Sets the difficulty to hard for tedlevel\n" + " --nowait Skips intro screens\n" + " --windowed[-mouse] Starts the game in a window [and grabs mouse]\n" + " --res Sets the screen resolution\n" + " (must be multiple of 320x200 or 320x240)\n" + " --resf Sets any screen resolution >= 320x200\n" + " (which may result in graphic errors)\n" + " --bits Sets the screen color depth\n" + " (use this when you have palette/fading problems\n" + " allowed: 8, 16, 24, 32, default: \"best\" depth)\n" + " --nodblbuf Don't use SDL's double buffering\n" + " --extravbls Sets a delay after each frame, which may help to\n" + " reduce flickering (unit is currently 8 ms, default: 0)\n" + " --joystick Use the index-th joystick if available\n" + " (-1 to disable joystick, default: 0)\n" + " --joystickhat Enables movement with the given coolie hat\n" + " --samplerate Sets the sound sample rate (given in Hz, default: %i)\n" + " --audiobuffer Sets the size of the audio buffer (-> sound latency)\n" + " (given in bytes, default: 2048 / (44100 / samplerate))\n" + " --ignorenumchunks Ignores the number of chunks in VGAHEAD.*\n" + " (may be useful for some broken mods)\n" + " --configdir Directory where config file and save games are stored\n" +#if defined(_arch_dreamcast) || defined(_WIN32) + " (default: current directory)\n" +#else + " (default: $HOME/.wolf4sdl)\n" +#endif +#if defined(SPEAR) && !defined(SPEARDEMO) + " --mission Mission number to play (0-3)\n" + " (default: 0 -> .sod, 1-3 -> .sd*)\n" + " --goodtimes Disable copy protection quiz\n" +#endif + , defaultSampleRate + ); + exit(1); + } + + if(sampleRateGiven && !audioBufferGiven) + param_audiobuffer = 2048 / (44100 / param_samplerate); +} + +/* +========================== += += main += +========================== +*/ + +int main (int argc, char *argv[]) +{ +#if defined(_arch_dreamcast) + DC_Init(); +#else + CheckParameters(argc, argv); +#endif + + CheckForEpisodes(); + + InitGame(); + + DemoLoop(); + + Quit("Demo loop exited???"); + return 1; +} diff --git a/contrib/games/wolf3d/wl_menu.cpp b/contrib/games/wolf3d/wl_menu.cpp new file mode 100755 index 0000000000..5365fc1527 --- /dev/null +++ b/contrib/games/wolf3d/wl_menu.cpp @@ -0,0 +1,4161 @@ +//////////////////////////////////////////////////////////////////// +// +// WL_MENU.C +// by John Romero (C) 1992 Id Software, Inc. +// +//////////////////////////////////////////////////////////////////// + +#include +#include +#ifdef _WIN32 + #include + #include +#else + #include +#endif + +#include "wl_def.h" +#pragma hdrstop + +extern int lastgamemusicoffset; +extern int numEpisodesMissing; + +// +// PRIVATE PROTOTYPES +// +int CP_ReadThis (int); + +#ifdef SPEAR +#define STARTITEM newgame + +#else +#ifdef GOODTIMES +#define STARTITEM newgame + +#else +#define STARTITEM readthis +#endif +#endif + +// ENDSTRx constants are defined in foreign.h +char endStrings[9][80] = { + ENDSTR1, + ENDSTR2, + ENDSTR3, + ENDSTR4, + ENDSTR5, + ENDSTR6, + ENDSTR7, + ENDSTR8, + ENDSTR9 +}; + +CP_itemtype MainMenu[] = { +#ifdef JAPAN + {1, "", CP_NewGame}, + {1, "", CP_Sound}, + {1, "", CP_Control}, + {1, "", CP_LoadGame}, + {0, "", CP_SaveGame}, + {1, "", CP_ChangeView}, + {2, "", CP_ReadThis}, + {1, "", CP_ViewScores}, + {1, "", 0}, + {1, "", 0} +#else + + {1, STR_NG, CP_NewGame}, + {1, STR_SD, CP_Sound}, + {1, STR_CL, CP_Control}, + {1, STR_LG, CP_LoadGame}, + {0, STR_SG, CP_SaveGame}, + {1, STR_CV, CP_ChangeView}, + +#ifndef GOODTIMES +#ifndef SPEAR + +#ifdef SPANISH + {2, "Ve esto!", CP_ReadThis}, +#else + {2, "Read This!", CP_ReadThis}, +#endif + +#endif +#endif + + {1, STR_VS, CP_ViewScores}, + {1, STR_BD, 0}, + {1, STR_QT, 0} +#endif +}; + +CP_itemtype SndMenu[] = { +#ifdef JAPAN + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {0, "", 0}, + {0, "", 0}, + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {0, "", 0}, + {0, "", 0}, + {1, "", 0}, + {1, "", 0}, +#else + {1, STR_NONE, 0}, + {0, STR_PC, 0}, + {1, STR_ALSB, 0}, + {0, "", 0}, + {0, "", 0}, + {1, STR_NONE, 0}, + {0, STR_DISNEY, 0}, + {1, STR_SB, 0}, + {0, "", 0}, + {0, "", 0}, + {1, STR_NONE, 0}, + {1, STR_ALSB, 0} +#endif +}; + +#ifdef JAPAN +enum { CTL_MOUSEENABLE, CTL_JOYENABLE, CTL_JOY2BUTTONUNKNOWN, CTL_GAMEPADUNKONWN, CTL_MOUSESENS, CTL_CUSTOMIZE }; +#else +enum { CTL_MOUSEENABLE, CTL_MOUSESENS, CTL_JOYENABLE, CTL_CUSTOMIZE }; +#endif + +CP_itemtype CtlMenu[] = { +#ifdef JAPAN + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", MouseSensitivity}, + {1, "", CustomControls} +#else + {0, STR_MOUSEEN, 0}, + {0, STR_SENS, MouseSensitivity}, + {0, STR_JOYEN, 0}, + {1, STR_CUSTOM, CustomControls} +#endif +}; + +#ifndef SPEAR +CP_itemtype NewEmenu[] = { +#ifdef JAPAN +#ifdef JAPDEMO + {1, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, + {0, "", 0}, +#else + {1, "", 0}, + {0, "", 0}, + {1, "", 0}, + {0, "", 0}, + {1, "", 0}, + {0, "", 0}, + {1, "", 0}, + {0, "", 0}, + {1, "", 0}, + {0, "", 0}, + {1, "", 0}, + {0, "", 0} +#endif +#else +#ifdef SPANISH + {1, "Episodio 1\n" "Fuga desde Wolfenstein", 0}, + {0, "", 0}, + {3, "Episodio 2\n" "Operacion Eisenfaust", 0}, + {0, "", 0}, + {3, "Episodio 3\n" "Muere, Fuhrer, Muere!", 0}, + {0, "", 0}, + {3, "Episodio 4\n" "Un Negro Secreto", 0}, + {0, "", 0}, + {3, "Episodio 5\n" "Huellas del Loco", 0}, + {0, "", 0}, + {3, "Episodio 6\n" "Confrontacion", 0} +#else + {1, "Episode 1\n" "Escape from Wolfenstein", 0}, + {0, "", 0}, + {3, "Episode 2\n" "Operation: Eisenfaust", 0}, + {0, "", 0}, + {3, "Episode 3\n" "Die, Fuhrer, Die!", 0}, + {0, "", 0}, + {3, "Episode 4\n" "A Dark Secret", 0}, + {0, "", 0}, + {3, "Episode 5\n" "Trail of the Madman", 0}, + {0, "", 0}, + {3, "Episode 6\n" "Confrontation", 0} +#endif +#endif +}; +#endif + + +CP_itemtype NewMenu[] = { +#ifdef JAPAN + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {1, "", 0} +#else + {1, STR_DADDY, 0}, + {1, STR_HURTME, 0}, + {1, STR_BRINGEM, 0}, + {1, STR_DEATH, 0} +#endif +}; + +CP_itemtype LSMenu[] = { + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {1, "", 0}, + {1, "", 0} +}; + +CP_itemtype CusMenu[] = { + {1, "", 0}, + {0, "", 0}, + {0, "", 0}, + {1, "", 0}, + {0, "", 0}, + {0, "", 0}, + {1, "", 0}, + {0, "", 0}, + {1, "", 0} +}; + +// CP_iteminfo struct format: short x, y, amount, curpos, indent; +CP_iteminfo MainItems = { MENU_X, MENU_Y, lengthof(MainMenu), STARTITEM, 24 }, + SndItems = { SM_X, SM_Y1, lengthof(SndMenu), 0, 52 }, + LSItems = { LSM_X, LSM_Y, lengthof(LSMenu), 0, 24 }, + CtlItems = { CTL_X, CTL_Y, lengthof(CtlMenu), -1, 56 }, + CusItems = { 8, CST_Y + 13 * 2, lengthof(CusMenu), -1, 0}, +#ifndef SPEAR + NewEitems = { NE_X, NE_Y, lengthof(NewEmenu), 0, 88 }, +#endif + NewItems = { NM_X, NM_Y, lengthof(NewMenu), 2, 24 }; + +int color_hlite[] = { + DEACTIVE, + HIGHLIGHT, + READHCOLOR, + 0x67 +}; + +int color_norml[] = { + DEACTIVE, + TEXTCOLOR, + READCOLOR, + 0x6b +}; + +int EpisodeSelect[6] = { 1 }; + + +static int SaveGamesAvail[10]; +static int StartGame; +static int SoundStatus = 1; +static int pickquick; +static char SaveGameNames[10][32]; +static char SaveName[13] = "savegam?."; + + +//////////////////////////////////////////////////////////////////// +// +// INPUT MANAGER SCANCODE TABLES +// +//////////////////////////////////////////////////////////////////// + +#if 0 +static const char *ScanNames[] = // Scan code names with single chars +{ + "?", "?", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "-", "+", "?", "?", + "Q", "W", "E", "R", "T", "Y", "U", "I", "O", "P", "[", "]", "|", "?", "A", "S", + "D", "F", "G", "H", "J", "K", "L", ";", "\"", "?", "?", "?", "Z", "X", "C", "V", + "B", "N", "M", ",", ".", "/", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", + "?", "?", "?", "?", "?", "?", "?", "?", "\xf", "?", "-", "\x15", "5", "\x11", "+", "?", + "\x13", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", + "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", + "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?" +}; // DEBUG - consolidate these +static ScanCode ExtScanCodes[] = // Scan codes with >1 char names +{ + 1, 0xe, 0xf, 0x1d, 0x2a, 0x39, 0x3a, 0x3b, 0x3c, 0x3d, 0x3e, + 0x3f, 0x40, 0x41, 0x42, 0x43, 0x44, 0x57, 0x59, 0x46, 0x1c, 0x36, + 0x37, 0x38, 0x47, 0x49, 0x4f, 0x51, 0x52, 0x53, 0x45, 0x48, + 0x50, 0x4b, 0x4d, 0x00 +}; +static const char *ExtScanNames[] = // Names corresponding to ExtScanCodes +{ + "Esc", "BkSp", "Tab", "Ctrl", "LShft", "Space", "CapsLk", "F1", "F2", "F3", "F4", + "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", "ScrlLk", "Enter", "RShft", + "PrtSc", "Alt", "Home", "PgUp", "End", "PgDn", "Ins", "Del", "NumLk", "Up", + "Down", "Left", "Right", "" +}; + +/*#pragma warning 737 9 +static byte + *ScanNames[] = // Scan code names with single chars + { + "?","?","1","2","3","4","5","6","7","8","9","0","-","+","?","?", + "Q","W","E","R","T","Y","U","I","O","P","[","]","|","?","A","S", + "D","F","G","H","J","K","L",";","\"","?","?","?","Z","X","C","V", + "B","N","M",",",".","/","?","?","?","?","?","?","?","?","?","?", + "?","?","?","?","?","?","?","?","\xf","?","-","\x15","5","\x11","+","?", + "\x13","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?", + "?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?", + "?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?" + }; // DEBUG - consolidate these +static byte ExtScanCodes[] = // Scan codes with >1 char names + { + 1,0xe,0xf,0x1d,0x2a,0x39,0x3a,0x3b,0x3c,0x3d,0x3e, + 0x3f,0x40,0x41,0x42,0x43,0x44,0x57,0x59,0x46,0x1c,0x36, + 0x37,0x38,0x47,0x49,0x4f,0x51,0x52,0x53,0x45,0x48, + 0x50,0x4b,0x4d,0x00 + }; +static byte *ExtScanNames[] = // Names corresponding to ExtScanCodes + { + "Esc","BkSp","Tab","Ctrl","LShft","Space","CapsLk","F1","F2","F3","F4", + "F5","F6","F7","F8","F9","F10","F11","F12","ScrlLk","Enter","RShft", + "PrtSc","Alt","Home","PgUp","End","PgDn","Ins","Del","NumLk","Up", + "Down","Left","Right","" + };*/ + +#else +static const char* const ScanNames[SDLK_LAST] = + { + "?","?","?","?","?","?","?","?", // 0 + "BkSp","Tab","?","?","?","Return","?","?", // 8 + "?","?","?","Pause","?","?","?","?", // 16 + "?","?","?","Esc","?","?","?","?", // 24 + "Space","!","\"","#","$","?","&","'", // 32 + "(",")","*","+",",","-",".","/", // 40 + "0","1","2","3","4","5","6","7", // 48 + "8","9",":",";","<","=",">","?", // 56 + "@","A","B","C","D","E","F","G", // 64 + "H","I","J","K","L","M","N","O", // 72 + "P","Q","R","S","T","U","V","W", // 80 + "X","Y","Z","[","\\","]","^","_", // 88 + "`","a","b","c","d","e","f","h", // 96 + "h","i","j","k","l","m","n","o", // 104 + "p","q","r","s","t","u","v","w", // 112 + "x","y","z","{","|","}","~","?", // 120 + "?","?","?","?","?","?","?","?", // 128 + "?","?","?","?","?","?","?","?", // 136 + "?","?","?","?","?","?","?","?", // 144 + "?","?","?","?","?","?","?","?", // 152 + "?","?","?","?","?","?","?","?", // 160 + "?","?","?","?","?","?","?","?", // 168 + "?","?","?","?","?","?","?","?", // 176 + "?","?","?","?","?","?","?","?", // 184 + "?","?","?","?","?","?","?","?", // 192 + "?","?","?","?","?","?","?","?", // 200 + "?","?","?","?","?","?","?","?", // 208 + "?","?","?","?","?","?","?","?", // 216 + "?","?","?","?","?","?","?","?", // 224 + "?","?","?","?","?","?","?","?", // 232 + "?","?","?","?","?","?","?","?", // 240 + "?","?","?","?","?","?","?","?", // 248 + "?","?","?","?","?","?","?","?", // 256 + "?","?","?","?","?","?","?","Enter", // 264 + "?","Up","Down","Right","Left","Ins","Home","End", // 272 + "PgUp","PgDn","F1","F2","F3","F4","F5","F6", // 280 + "F7","F8","F9","F10","F11","F12","?","?", // 288 + "?","?","?","?","NumLk","CapsLk","ScrlLk","RShft", // 296 + "Shift","RCtrl","Ctrl","RAlt","Alt","?","?","?", // 304 + "?","?","?","?","PrtSc","?","?","?", // 312 + "?","?" // 320 + }; + +#endif + +//////////////////////////////////////////////////////////////////// +// +// Wolfenstein Control Panel! Ta Da! +// +//////////////////////////////////////////////////////////////////// +void +US_ControlPanel (ScanCode scancode) +{ + int which; + +#ifdef _arch_dreamcast + DC_StatusClearLCD(); +#endif + + if (ingame) + { + if (CP_CheckQuick (scancode)) + return; + lastgamemusicoffset = StartCPMusic (MENUSONG); + } + else + StartCPMusic (MENUSONG); + SetupControlPanel (); + + // + // F-KEYS FROM WITHIN GAME + // + switch (scancode) + { + case sc_F1: +#ifdef SPEAR + BossKey (); +#else +#ifdef GOODTIMES + BossKey (); +#else + HelpScreens (); +#endif +#endif + goto finishup; + + case sc_F2: + CP_SaveGame (0); + goto finishup; + + case sc_F3: + CP_LoadGame (0); + goto finishup; + + case sc_F4: + CP_Sound (0); + goto finishup; + + case sc_F5: + CP_ChangeView (0); + goto finishup; + + case sc_F6: + CP_Control (0); + goto finishup; + + finishup: + CleanupControlPanel (); +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif + return; + } + +#ifdef SPEAR + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif + + DrawMainMenu (); + MenuFadeIn (); + StartGame = 0; + + // + // MAIN MENU LOOP + // + do + { + which = HandleMenu (&MainItems, &MainMenu[0], NULL); + +#ifdef SPEAR +#ifndef SPEARDEMO + IN_ProcessEvents(); + + // + // EASTER EGG FOR SPEAR OF DESTINY! + // + if (Keyboard[sc_I] && Keyboard[sc_D]) + { + VW_FadeOut (); + StartCPMusic (XJAZNAZI_MUS); + UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); + UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); + ClearMemory (); + + + CA_CacheGrChunk (IDGUYS1PIC); + VWB_DrawPic (0, 0, IDGUYS1PIC); + UNCACHEGRCHUNK (IDGUYS1PIC); + + CA_CacheGrChunk (IDGUYS2PIC); + VWB_DrawPic (0, 80, IDGUYS2PIC); + UNCACHEGRCHUNK (IDGUYS2PIC); + + VW_UpdateScreen (); + + SDL_Color pal[256]; + CA_CacheGrChunk (IDGUYSPALETTE); + VL_ConvertPalette(grsegs[IDGUYSPALETTE], pal, 256); + VL_FadeIn (0, 255, pal, 30); + UNCACHEGRCHUNK (IDGUYSPALETTE); + + while (Keyboard[sc_I] || Keyboard[sc_D]) + IN_WaitAndProcessEvents(); + IN_ClearKeysDown (); + IN_Ack (); + + VW_FadeOut (); + + CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); + DrawMainMenu (); + StartCPMusic (MENUSONG); + MenuFadeIn (); + } +#endif +#endif + + switch (which) + { + case viewscores: + if (MainMenu[viewscores].routine == NULL) + { + if (CP_EndGame (0)) + StartGame = 1; + } + else + { + DrawMainMenu(); + MenuFadeIn (); + } + break; + + case backtodemo: + StartGame = 1; + if (!ingame) + StartCPMusic (INTROSONG); + VL_FadeOut (0, 255, 0, 0, 0, 10); + break; + + case -1: + case quit: + CP_Quit (0); + break; + + default: + if (!StartGame) + { + DrawMainMenu (); + MenuFadeIn (); + } + } + + // + // "EXIT OPTIONS" OR "NEW GAME" EXITS + // + } + while (!StartGame); + + // + // DEALLOCATE EVERYTHING + // + CleanupControlPanel (); + + // + // CHANGE MAINMENU ITEM + // + if (startgame || loadedgame) + EnableEndGameMenuItem(); + + // RETURN/START GAME EXECUTION + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif +} + +void EnableEndGameMenuItem() +{ + MainMenu[viewscores].routine = NULL; +#ifndef JAPAN + strcpy (MainMenu[viewscores].string, STR_EG); +#endif +} + +//////////////////////// +// +// DRAW MAIN MENU SCREEN +// +void +DrawMainMenu (void) +{ +#ifdef JAPAN + CA_CacheScreen (S_OPTIONSPIC); +#else + ClearMScreen (); + + VWB_DrawPic (112, 184, C_MOUSELBACKPIC); + DrawStripes (10); + VWB_DrawPic (84, 0, C_OPTIONSPIC); + +#ifdef SPANISH + DrawWindow (MENU_X - 8, MENU_Y - 3, MENU_W + 8, MENU_H, BKGDCOLOR); +#else + DrawWindow (MENU_X - 8, MENU_Y - 3, MENU_W, MENU_H, BKGDCOLOR); +#endif +#endif + + // + // CHANGE "GAME" AND "DEMO" + // + if (ingame) + { +#ifndef JAPAN + +#ifdef SPANISH + strcpy (&MainMenu[backtodemo].string, STR_GAME); +#else + strcpy (&MainMenu[backtodemo].string[8], STR_GAME); +#endif + +#else + CA_CacheGrChunk (C_MRETGAMEPIC); + VWB_DrawPic (12 * 8, 20 * 8, C_MRETGAMEPIC); + UNCACHEGRCHUNK (C_MRETGAMEPIC); + CA_CacheGrChunk (C_MENDGAMEPIC); + VWB_DrawPic (12 * 8, 18 * 8, C_MENDGAMEPIC); + UNCACHEGRCHUNK (C_MENDGAMEPIC); +#endif + MainMenu[backtodemo].active = 2; + } + else + { +#ifndef JAPAN +#ifdef SPANISH + strcpy (&MainMenu[backtodemo].string, STR_BD); +#else + strcpy (&MainMenu[backtodemo].string[8], STR_DEMO); +#endif +#else + CA_CacheGrChunk (C_MRETDEMOPIC); + VWB_DrawPic (12 * 8, 20 * 8, C_MRETDEMOPIC); + UNCACHEGRCHUNK (C_MRETDEMOPIC); + CA_CacheGrChunk (C_MSCORESPIC); + VWB_DrawPic (12 * 8, 18 * 8, C_MSCORESPIC); + UNCACHEGRCHUNK (C_MSCORESPIC); +#endif + MainMenu[backtodemo].active = 1; + } + + DrawMenu (&MainItems, &MainMenu[0]); + VW_UpdateScreen (); +} + +#ifndef GOODTIMES +#ifndef SPEAR +//////////////////////////////////////////////////////////////////// +// +// READ THIS! +// +//////////////////////////////////////////////////////////////////// +int +CP_ReadThis (int) +{ + StartCPMusic (CORNER_MUS); + HelpScreens (); + StartCPMusic (MENUSONG); + return true; +} +#endif +#endif + + +#ifdef GOODTIMES +//////////////////////////////////////////////////////////////////// +// +// BOSS KEY +// +//////////////////////////////////////////////////////////////////// +void +BossKey (void) +{ +#ifdef NOTYET + byte palette1[256][3]; + SD_MusicOff (); +/* _AX = 3; + geninterrupt(0x10); */ + _asm + { + mov eax, 3 int 0x10} + puts ("C>"); + SetTextCursor (2, 0); +// while (!Keyboard[sc_Escape]) + IN_Ack (); + IN_ClearKeysDown (); + + SD_MusicOn (); + VL_SetVGAPlaneMode (); + for (int i = 0; i < 768; i++) + palette1[0][i] = 0; + + VL_SetPalette (&palette1[0][0]); + LoadLatchMem (); +#endif +} +#else +#ifdef SPEAR +void +BossKey (void) +{ +#ifdef NOTYET + byte palette1[256][3]; + SD_MusicOff (); +/* _AX = 3; + geninterrupt(0x10); */ + _asm + { + mov eax, 3 int 0x10} + puts ("C>"); + SetTextCursor (2, 0); +// while (!Keyboard[sc_Escape]) + IN_Ack (); + IN_ClearKeysDown (); + + SD_MusicOn (); + VL_SetVGAPlaneMode (); + for (int i = 0; i < 768; i++) + palette1[0][i] = 0; + + VL_SetPalette (&palette1[0][0]); + LoadLatchMem (); +#endif +} +#endif +#endif + + +//////////////////////////////////////////////////////////////////// +// +// CHECK QUICK-KEYS & QUIT (WHILE IN A GAME) +// +//////////////////////////////////////////////////////////////////// +int +CP_CheckQuick (ScanCode scancode) +{ + switch (scancode) + { + // + // END GAME + // + case sc_F7: + CA_CacheGrChunk (STARTFONT + 1); + + WindowH = 160; +#ifdef JAPAN + if (GetYorN (7, 8, C_JAPQUITPIC)) +#else + if (Confirm (ENDGAMESTR)) +#endif + { + playstate = ex_died; + killerobj = NULL; + pickquick = gamestate.lives = 0; + } + + WindowH = 200; + fontnumber = 0; + MainMenu[savegame].active = 0; + return 1; + + // + // QUICKSAVE + // + case sc_F8: + if (SaveGamesAvail[LSItems.curpos] && pickquick) + { + CA_CacheGrChunk (STARTFONT + 1); + fontnumber = 1; + Message (STR_SAVING "..."); + CP_SaveGame (1); + fontnumber = 0; + } + else + { +#ifndef SPEAR + CA_CacheGrChunk (STARTFONT + 1); + CA_CacheGrChunk (C_CURSOR1PIC); + CA_CacheGrChunk (C_CURSOR2PIC); + CA_CacheGrChunk (C_DISKLOADING1PIC); + CA_CacheGrChunk (C_DISKLOADING2PIC); + CA_CacheGrChunk (C_SAVEGAMEPIC); + CA_CacheGrChunk (C_MOUSELBACKPIC); +#else + CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); + CA_CacheGrChunk (C_CURSOR1PIC); +#endif + + VW_FadeOut (); + if(screenHeight % 200 != 0) + VL_ClearScreen(0); + + lastgamemusicoffset = StartCPMusic (MENUSONG); + pickquick = CP_SaveGame (0); + + SETFONTCOLOR (0, 15); + IN_ClearKeysDown (); + VW_FadeOut(); + if(viewsize != 21) + DrawPlayScreen (); + + if (!startgame && !loadedgame) + ContinueMusic (lastgamemusicoffset); + + if (loadedgame) + playstate = ex_abort; + lasttimecount = GetTimeCount (); + + if (MousePresent && IN_IsInputGrabbed()) + IN_CenterMouse(); // Clear accumulated mouse movement + +#ifndef SPEAR + UNCACHEGRCHUNK (C_CURSOR1PIC); + UNCACHEGRCHUNK (C_CURSOR2PIC); + UNCACHEGRCHUNK (C_DISKLOADING1PIC); + UNCACHEGRCHUNK (C_DISKLOADING2PIC); + UNCACHEGRCHUNK (C_SAVEGAMEPIC); + UNCACHEGRCHUNK (C_MOUSELBACKPIC); +#else + UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); +#endif + } + return 1; + + // + // QUICKLOAD + // + case sc_F9: + if (SaveGamesAvail[LSItems.curpos] && pickquick) + { + char string[100] = STR_LGC; + + + CA_CacheGrChunk (STARTFONT + 1); + fontnumber = 1; + + strcat (string, SaveGameNames[LSItems.curpos]); + strcat (string, "\"?"); + + if (Confirm (string)) + CP_LoadGame (1); + + fontnumber = 0; + } + else + { +#ifndef SPEAR + CA_CacheGrChunk (STARTFONT + 1); + CA_CacheGrChunk (C_CURSOR1PIC); + CA_CacheGrChunk (C_CURSOR2PIC); + CA_CacheGrChunk (C_DISKLOADING1PIC); + CA_CacheGrChunk (C_DISKLOADING2PIC); + CA_CacheGrChunk (C_LOADGAMEPIC); + CA_CacheGrChunk (C_MOUSELBACKPIC); +#else + CA_CacheGrChunk (C_CURSOR1PIC); + CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); +#endif + + VW_FadeOut (); + if(screenHeight % 200 != 0) + VL_ClearScreen(0); + + lastgamemusicoffset = StartCPMusic (MENUSONG); + pickquick = CP_LoadGame (0); // loads lastgamemusicoffs + + SETFONTCOLOR (0, 15); + IN_ClearKeysDown (); + VW_FadeOut(); + if(viewsize != 21) + DrawPlayScreen (); + + if (!startgame && !loadedgame) + ContinueMusic (lastgamemusicoffset); + + if (loadedgame) + playstate = ex_abort; + + lasttimecount = GetTimeCount (); + + if (MousePresent && IN_IsInputGrabbed()) + IN_CenterMouse(); // Clear accumulated mouse movement + +#ifndef SPEAR + UNCACHEGRCHUNK (C_CURSOR1PIC); + UNCACHEGRCHUNK (C_CURSOR2PIC); + UNCACHEGRCHUNK (C_DISKLOADING1PIC); + UNCACHEGRCHUNK (C_DISKLOADING2PIC); + UNCACHEGRCHUNK (C_LOADGAMEPIC); + UNCACHEGRCHUNK (C_MOUSELBACKPIC); +#else + UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); +#endif + } + return 1; + + // + // QUIT + // + case sc_F10: + CA_CacheGrChunk (STARTFONT + 1); + + WindowX = WindowY = 0; + WindowW = 320; + WindowH = 160; +#ifdef JAPAN + if (GetYorN (7, 8, C_QUITMSGPIC)) +#else +#ifdef SPANISH + if (Confirm (ENDGAMESTR)) +#else + if (Confirm (endStrings[US_RndT () & 0x7 + (US_RndT () & 1)])) +#endif +#endif + { + VW_UpdateScreen (); + SD_MusicOff (); + SD_StopSound (); + MenuFadeOut (); + + Quit (NULL); + } + + DrawPlayBorder (); + WindowH = 200; + fontnumber = 0; + return 1; + } + + return 0; +} + + +//////////////////////////////////////////////////////////////////// +// +// END THE CURRENT GAME +// +//////////////////////////////////////////////////////////////////// +int +CP_EndGame (int) +{ + int res; +#ifdef JAPAN + res = GetYorN (7, 8, C_JAPQUITPIC); +#else + res = Confirm (ENDGAMESTR); +#endif + DrawMainMenu(); + if(!res) return 0; + + pickquick = gamestate.lives = 0; + playstate = ex_died; + killerobj = NULL; + + MainMenu[savegame].active = 0; + MainMenu[viewscores].routine = CP_ViewScores; +#ifndef JAPAN + strcpy (MainMenu[viewscores].string, STR_VS); +#endif + + return 1; +} + + +//////////////////////////////////////////////////////////////////// +// +// VIEW THE HIGH SCORES +// +//////////////////////////////////////////////////////////////////// +int +CP_ViewScores (int) +{ + fontnumber = 0; + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); + StartCPMusic (XAWARD_MUS); +#else + StartCPMusic (ROSTER_MUS); +#endif + + DrawHighScores (); + VW_UpdateScreen (); + MenuFadeIn (); + fontnumber = 1; + + IN_Ack (); + + StartCPMusic (MENUSONG); + MenuFadeOut (); + +#ifdef SPEAR + CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif + return 0; +} + + +//////////////////////////////////////////////////////////////////// +// +// START A NEW GAME +// +//////////////////////////////////////////////////////////////////// +int +CP_NewGame (int) +{ + int which, episode; + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif + + +#ifndef SPEAR + firstpart: + + DrawNewEpisode (); + do + { + which = HandleMenu (&NewEitems, &NewEmenu[0], NULL); + switch (which) + { + case -1: + MenuFadeOut (); + return 0; + + default: + if (!EpisodeSelect[which / 2]) + { + SD_PlaySound (NOWAYSND); + Message ("Please select \"Read This!\"\n" + "from the Options menu to\n" + "find out how to order this\n" "episode from Apogee."); + IN_ClearKeysDown (); + IN_Ack (); + DrawNewEpisode (); + which = 0; + } + else + { + episode = which / 2; + which = 1; + } + break; + } + + } + while (!which); + + ShootSnd (); + + // + // ALREADY IN A GAME? + // + if (ingame) +#ifdef JAPAN + if (!GetYorN (7, 8, C_JAPNEWGAMEPIC)) +#else + if (!Confirm (CURGAME)) +#endif + { + MenuFadeOut (); + return 0; + } + + MenuFadeOut (); + +#else + episode = 0; + + // + // ALREADY IN A GAME? + // + CacheLump (NEWGAME_LUMP_START, NEWGAME_LUMP_END); + DrawNewGame (); + if (ingame) + if (!Confirm (CURGAME)) + { + MenuFadeOut (); + UnCacheLump (NEWGAME_LUMP_START, NEWGAME_LUMP_END); + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); + return 0; + } + +#endif + + DrawNewGame (); + which = HandleMenu (&NewItems, &NewMenu[0], DrawNewGameDiff); + if (which < 0) + { + MenuFadeOut (); +#ifndef SPEAR + goto firstpart; +#else + UnCacheLump (NEWGAME_LUMP_START, NEWGAME_LUMP_END); + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); + return 0; +#endif + } + + ShootSnd (); + NewGame (which, episode); + StartGame = 1; + MenuFadeOut (); + + // + // CHANGE "READ THIS!" TO NORMAL COLOR + // +#ifndef SPEAR +#ifndef GOODTIMES + MainMenu[readthis].active = 1; +#endif +#endif + + pickquick = 0; + +#ifdef SPEAR + UnCacheLump (NEWGAME_LUMP_START, NEWGAME_LUMP_END); + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif + + return 0; +} + + +#ifndef SPEAR +///////////////////// +// +// DRAW NEW EPISODE MENU +// +void +DrawNewEpisode (void) +{ + int i; + +#ifdef JAPAN + CA_CacheScreen (S_EPISODEPIC); +#else + ClearMScreen (); + VWB_DrawPic (112, 184, C_MOUSELBACKPIC); + + DrawWindow (NE_X - 4, NE_Y - 4, NE_W + 8, NE_H + 8, BKGDCOLOR); + SETFONTCOLOR (READHCOLOR, BKGDCOLOR); + PrintY = 2; + WindowX = 0; +#ifdef SPANISH + US_CPrint ("Cual episodio jugar?"); +#else + US_CPrint ("Which episode to play?"); +#endif +#endif + + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); + DrawMenu (&NewEitems, &NewEmenu[0]); + + for (i = 0; i < 6; i++) + VWB_DrawPic (NE_X + 32, NE_Y + i * 26, C_EPISODE1PIC + i); + + VW_UpdateScreen (); + MenuFadeIn (); + WaitKeyUp (); +} +#endif + +///////////////////// +// +// DRAW NEW GAME MENU +// +void +DrawNewGame (void) +{ +#ifdef JAPAN + CA_CacheScreen (S_SKILLPIC); +#else + ClearMScreen (); + VWB_DrawPic (112, 184, C_MOUSELBACKPIC); + + SETFONTCOLOR (READHCOLOR, BKGDCOLOR); + PrintX = NM_X + 20; + PrintY = NM_Y - 32; + +#ifndef SPEAR +#ifdef SPANISH + US_Print ("Eres macho?"); +#else + US_Print ("How tough are you?"); +#endif +#else + VWB_DrawPic (PrintX, PrintY, C_HOWTOUGHPIC); +#endif + + DrawWindow (NM_X - 5, NM_Y - 10, NM_W, NM_H, BKGDCOLOR); +#endif + + DrawMenu (&NewItems, &NewMenu[0]); + DrawNewGameDiff (NewItems.curpos); + VW_UpdateScreen (); + MenuFadeIn (); + WaitKeyUp (); +} + + +//////////////////////// +// +// DRAW NEW GAME GRAPHIC +// +void +DrawNewGameDiff (int w) +{ + VWB_DrawPic (NM_X + 185, NM_Y + 7, w + C_BABYMODEPIC); +} + + +//////////////////////////////////////////////////////////////////// +// +// HANDLE SOUND MENU +// +//////////////////////////////////////////////////////////////////// +int +CP_Sound (int) +{ + int which; + + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); + CacheLump (SOUND_LUMP_START, SOUND_LUMP_END); +#endif + + DrawSoundMenu (); + MenuFadeIn (); + WaitKeyUp (); + + do + { + which = HandleMenu (&SndItems, &SndMenu[0], NULL); + // + // HANDLE MENU CHOICES + // + switch (which) + { + // + // SOUND EFFECTS + // + case 0: + if (SoundMode != sdm_Off) + { + SD_WaitSoundDone (); + SD_SetSoundMode (sdm_Off); + DrawSoundMenu (); + } + break; + case 1: + if (SoundMode != sdm_PC) + { + SD_WaitSoundDone (); + SD_SetSoundMode (sdm_PC); + CA_LoadAllSounds (); + DrawSoundMenu (); + ShootSnd (); + } + break; + case 2: + if (SoundMode != sdm_AdLib) + { + SD_WaitSoundDone (); + SD_SetSoundMode (sdm_AdLib); + CA_LoadAllSounds (); + DrawSoundMenu (); + ShootSnd (); + } + break; + + // + // DIGITIZED SOUND + // + case 5: + if (DigiMode != sds_Off) + { + SD_SetDigiDevice (sds_Off); + DrawSoundMenu (); + } + break; + case 6: +/* if (DigiMode != sds_SoundSource) + { + SD_SetDigiDevice (sds_SoundSource); + DrawSoundMenu (); + ShootSnd (); + }*/ + break; + case 7: + if (DigiMode != sds_SoundBlaster) + { + SD_SetDigiDevice (sds_SoundBlaster); + DrawSoundMenu (); + ShootSnd (); + } + break; + + // + // MUSIC + // + case 10: + if (MusicMode != smm_Off) + { + SD_SetMusicMode (smm_Off); + DrawSoundMenu (); + ShootSnd (); + } + break; + case 11: + if (MusicMode != smm_AdLib) + { + SD_SetMusicMode (smm_AdLib); + DrawSoundMenu (); + ShootSnd (); + StartCPMusic (MENUSONG); + } + break; + } + } + while (which >= 0); + + MenuFadeOut (); + +#ifdef SPEAR + UnCacheLump (SOUND_LUMP_START, SOUND_LUMP_END); + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif + return 0; +} + + +////////////////////// +// +// DRAW THE SOUND MENU +// +void +DrawSoundMenu (void) +{ + int i, on; + + +#ifdef JAPAN + CA_CacheScreen (S_SOUNDPIC); +#else + // + // DRAW SOUND MENU + // + ClearMScreen (); + VWB_DrawPic (112, 184, C_MOUSELBACKPIC); + + DrawWindow (SM_X - 8, SM_Y1 - 3, SM_W, SM_H1, BKGDCOLOR); + DrawWindow (SM_X - 8, SM_Y2 - 3, SM_W, SM_H2, BKGDCOLOR); + DrawWindow (SM_X - 8, SM_Y3 - 3, SM_W, SM_H3, BKGDCOLOR); +#endif + + // + // IF NO ADLIB, NON-CHOOSENESS! + // + if (!AdLibPresent && !SoundBlasterPresent) + { + SndMenu[2].active = SndMenu[10].active = SndMenu[11].active = 0; + } + + if (!SoundBlasterPresent) + SndMenu[7].active = 0; + + if (!SoundBlasterPresent) + SndMenu[5].active = 0; + + DrawMenu (&SndItems, &SndMenu[0]); +#ifndef JAPAN + VWB_DrawPic (100, SM_Y1 - 20, C_FXTITLEPIC); + VWB_DrawPic (100, SM_Y2 - 20, C_DIGITITLEPIC); + VWB_DrawPic (100, SM_Y3 - 20, C_MUSICTITLEPIC); +#endif + + for (i = 0; i < SndItems.amount; i++) +#ifdef JAPAN + if (i != 3 && i != 4 && i != 8 && i != 9) +#else + if (SndMenu[i].string[0]) +#endif + { + // + // DRAW SELECTED/NOT SELECTED GRAPHIC BUTTONS + // + on = 0; + switch (i) + { + // + // SOUND EFFECTS + // + case 0: + if (SoundMode == sdm_Off) + on = 1; + break; + case 1: + if (SoundMode == sdm_PC) + on = 1; + break; + case 2: + if (SoundMode == sdm_AdLib) + on = 1; + break; + + // + // DIGITIZED SOUND + // + case 5: + if (DigiMode == sds_Off) + on = 1; + break; + case 6: +// if (DigiMode == sds_SoundSource) +// on = 1; + break; + case 7: + if (DigiMode == sds_SoundBlaster) + on = 1; + break; + + // + // MUSIC + // + case 10: + if (MusicMode == smm_Off) + on = 1; + break; + case 11: + if (MusicMode == smm_AdLib) + on = 1; + break; + } + + if (on) + VWB_DrawPic (SM_X + 24, SM_Y1 + i * 13 + 2, C_SELECTEDPIC); + else + VWB_DrawPic (SM_X + 24, SM_Y1 + i * 13 + 2, C_NOTSELECTEDPIC); + } + + DrawMenuGun (&SndItems); + VW_UpdateScreen (); +} + + +// +// DRAW LOAD/SAVE IN PROGRESS +// +void +DrawLSAction (int which) +{ +#define LSA_X 96 +#define LSA_Y 80 +#define LSA_W 130 +#define LSA_H 42 + + DrawWindow (LSA_X, LSA_Y, LSA_W, LSA_H, TEXTCOLOR); + DrawOutline (LSA_X, LSA_Y, LSA_W, LSA_H, 0, HIGHLIGHT); + VWB_DrawPic (LSA_X + 8, LSA_Y + 5, C_DISKLOADING1PIC); + + fontnumber = 1; + SETFONTCOLOR (0, TEXTCOLOR); + PrintX = LSA_X + 46; + PrintY = LSA_Y + 13; + + if (!which) + US_Print (STR_LOADING "..."); + else + US_Print (STR_SAVING "..."); + + VW_UpdateScreen (); +} + + +//////////////////////////////////////////////////////////////////// +// +// LOAD SAVED GAMES +// +//////////////////////////////////////////////////////////////////// +int +CP_LoadGame (int quick) +{ + FILE *file; + int which, exit = 0; + char name[13]; + char loadpath[300]; + + strcpy (name, SaveName); + + // + // QUICKLOAD? + // + if (quick) + { + which = LSItems.curpos; + + if (SaveGamesAvail[which]) + { + name[7] = which + '0'; + +#ifdef _arch_dreamcast + DC_LoadFromVMU(name); +#endif + + if(configdir[0]) + snprintf(loadpath, sizeof(loadpath), "%s/%s", configdir, name); + else + strcpy(loadpath, name); + + file = fopen (loadpath, "rb"); + fseek (file, 32, SEEK_SET); + loadedgame = true; + LoadTheGame (file, 0, 0); + loadedgame = false; + fclose (file); + + DrawFace (); + DrawHealth (); + DrawLives (); + DrawLevel (); + DrawAmmo (); + DrawKeys (); + DrawWeapon (); + DrawScore (); + ContinueMusic (lastgamemusicoffset); + return 1; + } + } + + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); + CacheLump (LOADSAVE_LUMP_START, LOADSAVE_LUMP_END); +#endif + + DrawLoadSaveScreen (0); + + do + { + which = HandleMenu (&LSItems, &LSMenu[0], TrackWhichGame); + if (which >= 0 && SaveGamesAvail[which]) + { + ShootSnd (); + name[7] = which + '0'; + +#ifdef _arch_dreamcast + DC_LoadFromVMU(name); +#endif + + if(configdir[0]) + snprintf(loadpath, sizeof(loadpath), "%s/%s", configdir, name); + else + strcpy(loadpath, name); + + file = fopen (loadpath, "rb"); + fseek (file, 32, SEEK_SET); + + DrawLSAction (0); + loadedgame = true; + + LoadTheGame (file, LSA_X + 8, LSA_Y + 5); + fclose (file); + + StartGame = 1; + ShootSnd (); + // + // CHANGE "READ THIS!" TO NORMAL COLOR + // + +#ifndef SPEAR +#ifndef GOODTIMES + MainMenu[readthis].active = 1; +#endif +#endif + + exit = 1; + break; + } + + } + while (which >= 0); + + MenuFadeOut (); + +#ifdef SPEAR + UnCacheLump (LOADSAVE_LUMP_START, LOADSAVE_LUMP_END); + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif + + return exit; +} + + +/////////////////////////////////// +// +// HIGHLIGHT CURRENT SELECTED ENTRY +// +void +TrackWhichGame (int w) +{ + static int lastgameon = 0; + + PrintLSEntry (lastgameon, TEXTCOLOR); + PrintLSEntry (w, HIGHLIGHT); + + lastgameon = w; +} + + +//////////////////////////// +// +// DRAW THE LOAD/SAVE SCREEN +// +void +DrawLoadSaveScreen (int loadsave) +{ +#define DISKX 100 +#define DISKY 0 + + int i; + + + ClearMScreen (); + fontnumber = 1; + VWB_DrawPic (112, 184, C_MOUSELBACKPIC); + DrawWindow (LSM_X - 10, LSM_Y - 5, LSM_W, LSM_H, BKGDCOLOR); + DrawStripes (10); + + if (!loadsave) + VWB_DrawPic (60, 0, C_LOADGAMEPIC); + else + VWB_DrawPic (60, 0, C_SAVEGAMEPIC); + + for (i = 0; i < 10; i++) + PrintLSEntry (i, TEXTCOLOR); + + DrawMenu (&LSItems, &LSMenu[0]); + VW_UpdateScreen (); + MenuFadeIn (); + WaitKeyUp (); +} + + +/////////////////////////////////////////// +// +// PRINT LOAD/SAVE GAME ENTRY W/BOX OUTLINE +// +void +PrintLSEntry (int w, int color) +{ + SETFONTCOLOR (color, BKGDCOLOR); + DrawOutline (LSM_X + LSItems.indent, LSM_Y + w * 13, LSM_W - LSItems.indent - 15, 11, color, + color); + PrintX = LSM_X + LSItems.indent + 2; + PrintY = LSM_Y + w * 13 + 1; + fontnumber = 0; + + if (SaveGamesAvail[w]) + US_Print (SaveGameNames[w]); + else + US_Print (" - " STR_EMPTY " -"); + + fontnumber = 1; +} + + +//////////////////////////////////////////////////////////////////// +// +// SAVE CURRENT GAME +// +//////////////////////////////////////////////////////////////////// +int +CP_SaveGame (int quick) +{ + int which, exit = 0; + FILE *file; + char name[13]; + char savepath[300]; + char input[32]; + + strcpy (name, SaveName); + + // + // QUICKSAVE? + // + if (quick) + { + which = LSItems.curpos; + + if (SaveGamesAvail[which]) + { + name[7] = which + '0'; + + if(configdir[0]) + snprintf(savepath, sizeof(savepath), "%s/%s", configdir, name); + else + strcpy(savepath, name); + + unlink (savepath); + file = fopen (savepath, "wb"); + + strcpy (input, &SaveGameNames[which][0]); + + fwrite (input, 1, 32, file); + fseek (file, 32, SEEK_SET); + SaveTheGame (file, 0, 0); + fclose (file); + +#ifdef _arch_dreamcast + DC_SaveToVMU(name, input); +#endif + + return 1; + } + } + + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); + CacheLump (LOADSAVE_LUMP_START, LOADSAVE_LUMP_END); +#endif + + DrawLoadSaveScreen (1); + + do + { + which = HandleMenu (&LSItems, &LSMenu[0], TrackWhichGame); + if (which >= 0) + { + // + // OVERWRITE EXISTING SAVEGAME? + // + if (SaveGamesAvail[which]) + { +#ifdef JAPAN + if (!GetYorN (7, 8, C_JAPSAVEOVERPIC)) +#else + if (!Confirm (GAMESVD)) +#endif + { + DrawLoadSaveScreen (1); + continue; + } + else + { + DrawLoadSaveScreen (1); + PrintLSEntry (which, HIGHLIGHT); + VW_UpdateScreen (); + } + } + + ShootSnd (); + + strcpy (input, &SaveGameNames[which][0]); + name[7] = which + '0'; + + fontnumber = 0; + if (!SaveGamesAvail[which]) + VWB_Bar (LSM_X + LSItems.indent + 1, LSM_Y + which * 13 + 1, + LSM_W - LSItems.indent - 16, 10, BKGDCOLOR); + VW_UpdateScreen (); + + if (US_LineInput + (LSM_X + LSItems.indent + 2, LSM_Y + which * 13 + 1, input, input, true, 31, + LSM_W - LSItems.indent - 30)) + { + SaveGamesAvail[which] = 1; + strcpy (&SaveGameNames[which][0], input); + + if(configdir[0]) + snprintf(savepath, sizeof(savepath), "%s/%s", configdir, name); + else + strcpy(savepath, name); + + unlink (savepath); + file = fopen (savepath, "wb"); + fwrite (input, 32, 1, file); + fseek (file, 32, SEEK_SET); + + DrawLSAction (1); + SaveTheGame (file, LSA_X + 8, LSA_Y + 5); + + fclose (file); + +#ifdef _arch_dreamcast + DC_SaveToVMU(name, input); +#endif + + ShootSnd (); + exit = 1; + } + else + { + VWB_Bar (LSM_X + LSItems.indent + 1, LSM_Y + which * 13 + 1, + LSM_W - LSItems.indent - 16, 10, BKGDCOLOR); + PrintLSEntry (which, HIGHLIGHT); + VW_UpdateScreen (); + SD_PlaySound (ESCPRESSEDSND); + continue; + } + + fontnumber = 1; + break; + } + + } + while (which >= 0); + + MenuFadeOut (); + +#ifdef SPEAR + UnCacheLump (LOADSAVE_LUMP_START, LOADSAVE_LUMP_END); + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif + + return exit; +} + +//////////////////////////////////////////////////////////////////// +// +// DEFINE CONTROLS +// +//////////////////////////////////////////////////////////////////// +int +CP_Control (int) +{ + int which; + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); + CacheLump (CONTROL_LUMP_START, CONTROL_LUMP_END); +#endif + + DrawCtlScreen (); + MenuFadeIn (); + WaitKeyUp (); + + do + { + which = HandleMenu (&CtlItems, CtlMenu, NULL); + switch (which) + { + case CTL_MOUSEENABLE: + mouseenabled ^= 1; + if(IN_IsInputGrabbed()) + IN_CenterMouse(); + DrawCtlScreen (); + CusItems.curpos = -1; + ShootSnd (); + break; + + case CTL_JOYENABLE: + joystickenabled ^= 1; + DrawCtlScreen (); + CusItems.curpos = -1; + ShootSnd (); + break; + + case CTL_MOUSESENS: + case CTL_CUSTOMIZE: + DrawCtlScreen (); + MenuFadeIn (); + WaitKeyUp (); + break; + } + } + while (which >= 0); + + MenuFadeOut (); + +#ifdef SPEAR + UnCacheLump (CONTROL_LUMP_START, CONTROL_LUMP_END); + CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); +#endif + return 0; +} + + +//////////////////////////////// +// +// DRAW MOUSE SENSITIVITY SCREEN +// +void +DrawMouseSens (void) +{ +#ifdef JAPAN + CA_CacheScreen (S_MOUSESENSPIC); +#else + ClearMScreen (); + VWB_DrawPic (112, 184, C_MOUSELBACKPIC); +#ifdef SPANISH + DrawWindow (10, 80, 300, 43, BKGDCOLOR); +#else + DrawWindow (10, 80, 300, 30, BKGDCOLOR); +#endif + + WindowX = 0; + WindowW = 320; + PrintY = 82; + SETFONTCOLOR (READCOLOR, BKGDCOLOR); + US_CPrint (STR_MOUSEADJ); + + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); +#ifdef SPANISH + PrintX = 14; + PrintY = 95 + 13; + US_Print (STR_SLOW); + PrintX = 252; + US_Print (STR_FAST); +#else + PrintX = 14; + PrintY = 95; + US_Print (STR_SLOW); + PrintX = 269; + US_Print (STR_FAST); +#endif +#endif + + VWB_Bar (60, 97, 200, 10, TEXTCOLOR); + DrawOutline (60, 97, 200, 10, 0, HIGHLIGHT); + DrawOutline (60 + 20 * mouseadjustment, 97, 20, 10, 0, READCOLOR); + VWB_Bar (61 + 20 * mouseadjustment, 98, 19, 9, READHCOLOR); + + VW_UpdateScreen (); + MenuFadeIn (); +} + + +/////////////////////////// +// +// ADJUST MOUSE SENSITIVITY +// +int +MouseSensitivity (int) +{ + ControlInfo ci; + int exit = 0, oldMA; + + + oldMA = mouseadjustment; + DrawMouseSens (); + do + { + SDL_Delay(5); + ReadAnyControl (&ci); + switch (ci.dir) + { + case dir_North: + case dir_West: + if (mouseadjustment) + { + mouseadjustment--; + VWB_Bar (60, 97, 200, 10, TEXTCOLOR); + DrawOutline (60, 97, 200, 10, 0, HIGHLIGHT); + DrawOutline (60 + 20 * mouseadjustment, 97, 20, 10, 0, READCOLOR); + VWB_Bar (61 + 20 * mouseadjustment, 98, 19, 9, READHCOLOR); + VW_UpdateScreen (); + SD_PlaySound (MOVEGUN1SND); + TicDelay(20); + } + break; + + case dir_South: + case dir_East: + if (mouseadjustment < 9) + { + mouseadjustment++; + VWB_Bar (60, 97, 200, 10, TEXTCOLOR); + DrawOutline (60, 97, 200, 10, 0, HIGHLIGHT); + DrawOutline (60 + 20 * mouseadjustment, 97, 20, 10, 0, READCOLOR); + VWB_Bar (61 + 20 * mouseadjustment, 98, 19, 9, READHCOLOR); + VW_UpdateScreen (); + SD_PlaySound (MOVEGUN1SND); + TicDelay(20); + } + break; + } + + if (ci.button0 || Keyboard[sc_Space] || Keyboard[sc_Enter]) + exit = 1; + else if (ci.button1 || Keyboard[sc_Escape]) + exit = 2; + + } + while (!exit); + + if (exit == 2) + { + mouseadjustment = oldMA; + SD_PlaySound (ESCPRESSEDSND); + } + else + SD_PlaySound (SHOOTSND); + + WaitKeyUp (); + MenuFadeOut (); + + return 0; +} + + +/////////////////////////// +// +// DRAW CONTROL MENU SCREEN +// +void +DrawCtlScreen (void) +{ + int i, x, y; + +#ifdef JAPAN + CA_CacheScreen (S_CONTROLPIC); +#else + ClearMScreen (); + DrawStripes (10); + VWB_DrawPic (80, 0, C_CONTROLPIC); + VWB_DrawPic (112, 184, C_MOUSELBACKPIC); + DrawWindow (CTL_X - 8, CTL_Y - 5, CTL_W, CTL_H, BKGDCOLOR); +#endif + WindowX = 0; + WindowW = 320; + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); + + if (IN_JoyPresent()) + CtlMenu[CTL_JOYENABLE].active = 1; + + if (MousePresent) + { + CtlMenu[CTL_MOUSESENS].active = CtlMenu[CTL_MOUSEENABLE].active = 1; + } + + CtlMenu[CTL_MOUSESENS].active = mouseenabled; + + + DrawMenu (&CtlItems, CtlMenu); + + + x = CTL_X + CtlItems.indent - 24; + y = CTL_Y + 3; + if (mouseenabled) + VWB_DrawPic (x, y, C_SELECTEDPIC); + else + VWB_DrawPic (x, y, C_NOTSELECTEDPIC); + + y = CTL_Y + 29; + if (joystickenabled) + VWB_DrawPic (x, y, C_SELECTEDPIC); + else + VWB_DrawPic (x, y, C_NOTSELECTEDPIC); + + // + // PICK FIRST AVAILABLE SPOT + // + if (CtlItems.curpos < 0 || !CtlMenu[CtlItems.curpos].active) + { + for (i = 0; i < CtlItems.amount; i++) + { + if (CtlMenu[i].active) + { + CtlItems.curpos = i; + break; + } + } + } + + DrawMenuGun (&CtlItems); + VW_UpdateScreen (); +} + + +//////////////////////////////////////////////////////////////////// +// +// CUSTOMIZE CONTROLS +// +//////////////////////////////////////////////////////////////////// +enum +{ FIRE, STRAFE, RUN, OPEN }; +char mbarray[4][3] = { "b0", "b1", "b2", "b3" }; +int8_t order[4] = { RUN, OPEN, FIRE, STRAFE }; + + +int +CustomControls (int) +{ + int which; + + DrawCustomScreen (); + do + { + which = HandleMenu (&CusItems, &CusMenu[0], FixupCustom); + switch (which) + { + case 0: + DefineMouseBtns (); + DrawCustMouse (1); + break; + case 3: + DefineJoyBtns (); + DrawCustJoy (0); + break; + case 6: + DefineKeyBtns (); + DrawCustKeybd (0); + break; + case 8: + DefineKeyMove (); + DrawCustKeys (0); + } + } + while (which >= 0); + + MenuFadeOut (); + + return 0; +} + + +//////////////////////// +// +// DEFINE THE MOUSE BUTTONS +// +void +DefineMouseBtns (void) +{ + CustomCtrls mouseallowed = { 0, 1, 1, 1 }; + EnterCtrlData (2, &mouseallowed, DrawCustMouse, PrintCustMouse, MOUSE); +} + + +//////////////////////// +// +// DEFINE THE JOYSTICK BUTTONS +// +void +DefineJoyBtns (void) +{ + CustomCtrls joyallowed = { 1, 1, 1, 1 }; + EnterCtrlData (5, &joyallowed, DrawCustJoy, PrintCustJoy, JOYSTICK); +} + + +//////////////////////// +// +// DEFINE THE KEYBOARD BUTTONS +// +void +DefineKeyBtns (void) +{ + CustomCtrls keyallowed = { 1, 1, 1, 1 }; + EnterCtrlData (8, &keyallowed, DrawCustKeybd, PrintCustKeybd, KEYBOARDBTNS); +} + + +//////////////////////// +// +// DEFINE THE KEYBOARD BUTTONS +// +void +DefineKeyMove (void) +{ + CustomCtrls keyallowed = { 1, 1, 1, 1 }; + EnterCtrlData (10, &keyallowed, DrawCustKeys, PrintCustKeys, KEYBOARDMOVE); +} + + +//////////////////////// +// +// ENTER CONTROL DATA FOR ANY TYPE OF CONTROL +// +enum +{ FWRD, RIGHT, BKWD, LEFT }; +int moveorder[4] = { LEFT, RIGHT, FWRD, BKWD }; + +void +EnterCtrlData (int index, CustomCtrls * cust, void (*DrawRtn) (int), void (*PrintRtn) (int), + int type) +{ + int j, exit, tick, redraw, which, x, picked, lastFlashTime; + ControlInfo ci; + + + ShootSnd (); + PrintY = CST_Y + 13 * index; + IN_ClearKeysDown (); + exit = 0; + redraw = 1; + // + // FIND FIRST SPOT IN ALLOWED ARRAY + // + for (j = 0; j < 4; j++) + if (cust->allowed[j]) + { + which = j; + break; + } + + do + { + if (redraw) + { + x = CST_START + CST_SPC * which; + DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); + + DrawRtn (1); + DrawWindow (x - 2, PrintY, CST_SPC, 11, TEXTCOLOR); + DrawOutline (x - 2, PrintY, CST_SPC, 11, 0, HIGHLIGHT); + SETFONTCOLOR (0, TEXTCOLOR); + PrintRtn (which); + PrintX = x; + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); + VW_UpdateScreen (); + WaitKeyUp (); + redraw = 0; + } + + SDL_Delay(5); + ReadAnyControl (&ci); + + if (type == MOUSE || type == JOYSTICK) + if (IN_KeyDown (sc_Enter) || IN_KeyDown (sc_Control) || IN_KeyDown (sc_Alt)) + { + IN_ClearKeysDown (); + ci.button0 = ci.button1 = false; + } + + // + // CHANGE BUTTON VALUE? + // + if ((type != KEYBOARDBTNS && type != KEYBOARDMOVE) && (ci.button0 | ci.button1 | ci.button2 | ci.button3) || + ((type == KEYBOARDBTNS || type == KEYBOARDMOVE) && LastScan == sc_Enter)) + { + lastFlashTime = GetTimeCount(); + tick = picked = 0; + SETFONTCOLOR (0, TEXTCOLOR); + + if (type == KEYBOARDBTNS || type == KEYBOARDMOVE) + IN_ClearKeysDown (); + + while(1) + { + int button, result = 0; + + // + // FLASH CURSOR + // + if (GetTimeCount() - lastFlashTime > 10) + { + switch (tick) + { + case 0: + VWB_Bar (x, PrintY + 1, CST_SPC - 2, 10, TEXTCOLOR); + break; + case 1: + PrintX = x; + US_Print ("?"); + SD_PlaySound (HITWALLSND); + } + tick ^= 1; + lastFlashTime = GetTimeCount(); + VW_UpdateScreen (); + } + else SDL_Delay(5); + + // + // WHICH TYPE OF INPUT DO WE PROCESS? + // + switch (type) + { + case MOUSE: + button = IN_MouseButtons(); + switch (button) + { + case 1: + result = 1; + break; + case 2: + result = 2; + break; + case 4: + result = 3; + break; + } + + if (result) + { + for (int z = 0; z < 4; z++) + if (order[which] == buttonmouse[z]) + { + buttonmouse[z] = bt_nobutton; + break; + } + + buttonmouse[result - 1] = order[which]; + picked = 1; + SD_PlaySound (SHOOTDOORSND); + } + break; + + case JOYSTICK: + if (ci.button0) + result = 1; + else if (ci.button1) + result = 2; + else if (ci.button2) + result = 3; + else if (ci.button3) + result = 4; + + if (result) + { + for (int z = 0; z < 4; z++) + { + if (order[which] == buttonjoy[z]) + { + buttonjoy[z] = bt_nobutton; + break; + } + } + + buttonjoy[result - 1] = order[which]; + picked = 1; + SD_PlaySound (SHOOTDOORSND); + } + break; + + case KEYBOARDBTNS: + if (LastScan && LastScan != sc_Escape) + { + buttonscan[order[which]] = LastScan; + picked = 1; + ShootSnd (); + IN_ClearKeysDown (); + } + break; + + case KEYBOARDMOVE: + if (LastScan && LastScan != sc_Escape) + { + dirscan[moveorder[which]] = LastScan; + picked = 1; + ShootSnd (); + IN_ClearKeysDown (); + } + break; + } + + // + // EXIT INPUT? + // + if (IN_KeyDown (sc_Escape) || type != JOYSTICK && ci.button1) + { + picked = 1; + SD_PlaySound (ESCPRESSEDSND); + } + + if(picked) break; + + ReadAnyControl (&ci); + } + + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); + redraw = 1; + WaitKeyUp (); + continue; + } + + if (ci.button1 || IN_KeyDown (sc_Escape)) + exit = 1; + + // + // MOVE TO ANOTHER SPOT? + // + switch (ci.dir) + { + case dir_West: + do + { + which--; + if (which < 0) + which = 3; + } + while (!cust->allowed[which]); + redraw = 1; + SD_PlaySound (MOVEGUN1SND); + while (ReadAnyControl (&ci), ci.dir != dir_None) SDL_Delay(5); + IN_ClearKeysDown (); + break; + + case dir_East: + do + { + which++; + if (which > 3) + which = 0; + } + while (!cust->allowed[which]); + redraw = 1; + SD_PlaySound (MOVEGUN1SND); + while (ReadAnyControl (&ci), ci.dir != dir_None) SDL_Delay(5); + IN_ClearKeysDown (); + break; + case dir_North: + case dir_South: + exit = 1; + } + } + while (!exit); + + SD_PlaySound (ESCPRESSEDSND); + WaitKeyUp (); + DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); +} + + +//////////////////////// +// +// FIXUP GUN CURSOR OVERDRAW SHIT +// +void +FixupCustom (int w) +{ + static int lastwhich = -1; + int y = CST_Y + 26 + w * 13; + + + VWB_Hlin (7, 32, y - 1, DEACTIVE); + VWB_Hlin (7, 32, y + 12, BORD2COLOR); +#ifndef SPEAR + VWB_Hlin (7, 32, y - 2, BORDCOLOR); + VWB_Hlin (7, 32, y + 13, BORDCOLOR); +#else + VWB_Hlin (7, 32, y - 2, BORD2COLOR); + VWB_Hlin (7, 32, y + 13, BORD2COLOR); +#endif + + switch (w) + { + case 0: + DrawCustMouse (1); + break; + case 3: + DrawCustJoy (1); + break; + case 6: + DrawCustKeybd (1); + break; + case 8: + DrawCustKeys (1); + } + + + if (lastwhich >= 0) + { + y = CST_Y + 26 + lastwhich * 13; + VWB_Hlin (7, 32, y - 1, DEACTIVE); + VWB_Hlin (7, 32, y + 12, BORD2COLOR); +#ifndef SPEAR + VWB_Hlin (7, 32, y - 2, BORDCOLOR); + VWB_Hlin (7, 32, y + 13, BORDCOLOR); +#else + VWB_Hlin (7, 32, y - 2, BORD2COLOR); + VWB_Hlin (7, 32, y + 13, BORD2COLOR); +#endif + + if (lastwhich != w) + switch (lastwhich) + { + case 0: + DrawCustMouse (0); + break; + case 3: + DrawCustJoy (0); + break; + case 6: + DrawCustKeybd (0); + break; + case 8: + DrawCustKeys (0); + } + } + + lastwhich = w; +} + + +//////////////////////// +// +// DRAW CUSTOMIZE SCREEN +// +void +DrawCustomScreen (void) +{ + int i; + + +#ifdef JAPAN + CA_CacheScreen (S_CUSTOMPIC); + fontnumber = 1; + + PrintX = CST_START; + PrintY = CST_Y + 26; + DrawCustMouse (0); + + PrintX = CST_START; + US_Print ("\n\n\n"); + DrawCustJoy (0); + + PrintX = CST_START; + US_Print ("\n\n\n"); + DrawCustKeybd (0); + + PrintX = CST_START; + US_Print ("\n\n\n"); + DrawCustKeys (0); +#else + ClearMScreen (); + WindowX = 0; + WindowW = 320; + VWB_DrawPic (112, 184, C_MOUSELBACKPIC); + DrawStripes (10); + VWB_DrawPic (80, 0, C_CUSTOMIZEPIC); + + // + // MOUSE + // + SETFONTCOLOR (READCOLOR, BKGDCOLOR); + WindowX = 0; + WindowW = 320; + +#ifndef SPEAR + PrintY = CST_Y; + US_CPrint ("Mouse\n"); +#else + PrintY = CST_Y + 13; + VWB_DrawPic (128, 48, C_MOUSEPIC); +#endif + + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); +#ifdef SPANISH + PrintX = CST_START - 16; + US_Print (STR_CRUN); + PrintX = CST_START - 16 + CST_SPC * 1; + US_Print (STR_COPEN); + PrintX = CST_START - 16 + CST_SPC * 2; + US_Print (STR_CFIRE); + PrintX = CST_START - 16 + CST_SPC * 3; + US_Print (STR_CSTRAFE "\n"); +#else + PrintX = CST_START; + US_Print (STR_CRUN); + PrintX = CST_START + CST_SPC * 1; + US_Print (STR_COPEN); + PrintX = CST_START + CST_SPC * 2; + US_Print (STR_CFIRE); + PrintX = CST_START + CST_SPC * 3; + US_Print (STR_CSTRAFE "\n"); +#endif + + DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); + DrawCustMouse (0); + US_Print ("\n"); + + + // + // JOYSTICK/PAD + // +#ifndef SPEAR + SETFONTCOLOR (READCOLOR, BKGDCOLOR); + US_CPrint ("Joystick/Gravis GamePad\n"); +#else + PrintY += 13; + VWB_DrawPic (40, 88, C_JOYSTICKPIC); +#endif + +#ifdef SPEAR + VWB_DrawPic (112, 120, C_KEYBOARDPIC); +#endif + + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); +#ifdef SPANISH + PrintX = CST_START - 16; + US_Print (STR_CRUN); + PrintX = CST_START - 16 + CST_SPC * 1; + US_Print (STR_COPEN); + PrintX = CST_START - 16 + CST_SPC * 2; + US_Print (STR_CFIRE); + PrintX = CST_START - 16 + CST_SPC * 3; + US_Print (STR_CSTRAFE "\n"); +#else + PrintX = CST_START; + US_Print (STR_CRUN); + PrintX = CST_START + CST_SPC * 1; + US_Print (STR_COPEN); + PrintX = CST_START + CST_SPC * 2; + US_Print (STR_CFIRE); + PrintX = CST_START + CST_SPC * 3; + US_Print (STR_CSTRAFE "\n"); +#endif + DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); + DrawCustJoy (0); + US_Print ("\n"); + + + // + // KEYBOARD + // +#ifndef SPEAR + SETFONTCOLOR (READCOLOR, BKGDCOLOR); + US_CPrint ("Keyboard\n"); +#else + PrintY += 13; +#endif + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); +#ifdef SPANISH + PrintX = CST_START - 16; + US_Print (STR_CRUN); + PrintX = CST_START - 16 + CST_SPC * 1; + US_Print (STR_COPEN); + PrintX = CST_START - 16 + CST_SPC * 2; + US_Print (STR_CFIRE); + PrintX = CST_START - 16 + CST_SPC * 3; + US_Print (STR_CSTRAFE "\n"); +#else + PrintX = CST_START; + US_Print (STR_CRUN); + PrintX = CST_START + CST_SPC * 1; + US_Print (STR_COPEN); + PrintX = CST_START + CST_SPC * 2; + US_Print (STR_CFIRE); + PrintX = CST_START + CST_SPC * 3; + US_Print (STR_CSTRAFE "\n"); +#endif + DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); + DrawCustKeybd (0); + US_Print ("\n"); + + + // + // KEYBOARD MOVE KEYS + // + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); +#ifdef SPANISH + PrintX = 4; + US_Print (STR_LEFT); + US_Print ("/"); + US_Print (STR_RIGHT); + US_Print ("/"); + US_Print (STR_FRWD); + US_Print ("/"); + US_Print (STR_BKWD "\n"); +#else + PrintX = CST_START; + US_Print (STR_LEFT); + PrintX = CST_START + CST_SPC * 1; + US_Print (STR_RIGHT); + PrintX = CST_START + CST_SPC * 2; + US_Print (STR_FRWD); + PrintX = CST_START + CST_SPC * 3; + US_Print (STR_BKWD "\n"); +#endif + DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); + DrawCustKeys (0); +#endif + // + // PICK STARTING POINT IN MENU + // + if (CusItems.curpos < 0) + for (i = 0; i < CusItems.amount; i++) + if (CusMenu[i].active) + { + CusItems.curpos = i; + break; + } + + + VW_UpdateScreen (); + MenuFadeIn (); +} + + +void +PrintCustMouse (int i) +{ + int j; + + for (j = 0; j < 4; j++) + if (order[i] == buttonmouse[j]) + { + PrintX = CST_START + CST_SPC * i; + US_Print (mbarray[j]); + break; + } +} + +void +DrawCustMouse (int hilight) +{ + int i, color; + + + color = TEXTCOLOR; + if (hilight) + color = HIGHLIGHT; + SETFONTCOLOR (color, BKGDCOLOR); + + if (!mouseenabled) + { + SETFONTCOLOR (DEACTIVE, BKGDCOLOR); + CusMenu[0].active = 0; + } + else + CusMenu[0].active = 1; + + PrintY = CST_Y + 13 * 2; + for (i = 0; i < 4; i++) + PrintCustMouse (i); +} + +void +PrintCustJoy (int i) +{ + for (int j = 0; j < 4; j++) + { + if (order[i] == buttonjoy[j]) + { + PrintX = CST_START + CST_SPC * i; + US_Print (mbarray[j]); + break; + } + } +} + +void +DrawCustJoy (int hilight) +{ + int i, color; + + color = TEXTCOLOR; + if (hilight) + color = HIGHLIGHT; + SETFONTCOLOR (color, BKGDCOLOR); + + if (!joystickenabled) + { + SETFONTCOLOR (DEACTIVE, BKGDCOLOR); + CusMenu[3].active = 0; + } + else + CusMenu[3].active = 1; + + PrintY = CST_Y + 13 * 5; + for (i = 0; i < 4; i++) + PrintCustJoy (i); +} + + +void +PrintCustKeybd (int i) +{ + PrintX = CST_START + CST_SPC * i; + US_Print ((const char *) IN_GetScanName (buttonscan[order[i]])); +} + +void +DrawCustKeybd (int hilight) +{ + int i, color; + + + color = TEXTCOLOR; + if (hilight) + color = HIGHLIGHT; + SETFONTCOLOR (color, BKGDCOLOR); + + PrintY = CST_Y + 13 * 8; + for (i = 0; i < 4; i++) + PrintCustKeybd (i); +} + +void +PrintCustKeys (int i) +{ + PrintX = CST_START + CST_SPC * i; + US_Print ((const char *) IN_GetScanName (dirscan[moveorder[i]])); +} + +void +DrawCustKeys (int hilight) +{ + int i, color; + + + color = TEXTCOLOR; + if (hilight) + color = HIGHLIGHT; + SETFONTCOLOR (color, BKGDCOLOR); + + PrintY = CST_Y + 13 * 10; + for (i = 0; i < 4; i++) + PrintCustKeys (i); +} + + +//////////////////////////////////////////////////////////////////// +// +// CHANGE SCREEN VIEWING SIZE +// +//////////////////////////////////////////////////////////////////// +int +CP_ChangeView (int) +{ + int exit = 0, oldview, newview; + ControlInfo ci; + + WindowX = WindowY = 0; + WindowW = 320; + WindowH = 200; + newview = oldview = viewsize; + DrawChangeView (oldview); + MenuFadeIn (); + + do + { + CheckPause (); + SDL_Delay(5); + ReadAnyControl (&ci); + switch (ci.dir) + { + case dir_South: + case dir_West: + newview--; + if (newview < 4) + newview = 4; + if(newview >= 19) DrawChangeView(newview); + else ShowViewSize (newview); + VW_UpdateScreen (); + SD_PlaySound (HITWALLSND); + TicDelay (10); + break; + + case dir_North: + case dir_East: + newview++; + if (newview >= 21) + { + newview = 21; + DrawChangeView(newview); + } + else ShowViewSize (newview); + VW_UpdateScreen (); + SD_PlaySound (HITWALLSND); + TicDelay (10); + break; + } + + if (ci.button0 || Keyboard[sc_Enter]) + exit = 1; + else if (ci.button1 || Keyboard[sc_Escape]) + { + SD_PlaySound (ESCPRESSEDSND); + MenuFadeOut (); + if(screenHeight % 200 != 0) + VL_ClearScreen(0); + return 0; + } + } + while (!exit); + + if (oldview != newview) + { + SD_PlaySound (SHOOTSND); + Message (STR_THINK "..."); + NewViewSize (newview); + } + + ShootSnd (); + MenuFadeOut (); + if(screenHeight % 200 != 0) + VL_ClearScreen(0); + + return 0; +} + + +///////////////////////////// +// +// DRAW THE CHANGEVIEW SCREEN +// +void +DrawChangeView (int view) +{ + int rescaledHeight = screenHeight / scaleFactor; + if(view != 21) VWB_Bar (0, rescaledHeight - 40, 320, 40, bordercol); + +#ifdef JAPAN + CA_CacheScreen (S_CHANGEPIC); + + ShowViewSize (view); +#else + ShowViewSize (view); + + PrintY = (screenHeight / scaleFactor) - 39; + WindowX = 0; + WindowY = 320; // TODO: Check this! + SETFONTCOLOR (HIGHLIGHT, BKGDCOLOR); + + US_CPrint (STR_SIZE1 "\n"); + US_CPrint (STR_SIZE2 "\n"); + US_CPrint (STR_SIZE3); +#endif + VW_UpdateScreen (); +} + + +//////////////////////////////////////////////////////////////////// +// +// QUIT THIS INFERNAL GAME! +// +//////////////////////////////////////////////////////////////////// +int +CP_Quit (int) +{ +#ifdef JAPAN + if (GetYorN (7, 11, C_QUITMSGPIC)) +#else + +#ifdef SPANISH + if (Confirm (ENDGAMESTR)) +#else + if (Confirm (endStrings[US_RndT () & 0x7 + (US_RndT () & 1)])) +#endif + +#endif + { + VW_UpdateScreen (); + SD_MusicOff (); + SD_StopSound (); + MenuFadeOut (); + Quit (NULL); + } + + DrawMainMenu (); + return 0; +} + + +//////////////////////////////////////////////////////////////////// +// +// HANDLE INTRO SCREEN (SYSTEM CONFIG) +// +//////////////////////////////////////////////////////////////////// +void +IntroScreen (void) +{ +#ifdef SPEAR + +#define MAINCOLOR 0x4f +#define EMSCOLOR 0x4f +#define XMSCOLOR 0x4f + +#else + +#define MAINCOLOR 0x6c +#define EMSCOLOR 0x6c // 0x4f +#define XMSCOLOR 0x6c // 0x7f + +#endif +#define FILLCOLOR 14 + +// long memory; +// long emshere,xmshere; + int i; +/* int ems[10]={100,200,300,400,500,600,700,800,900,1000}, + xms[10]={100,200,300,400,500,600,700,800,900,1000}; + int main[10]={32,64,96,128,160,192,224,256,288,320};*/ + + + // + // DRAW MAIN MEMORY + // +#ifdef ABCAUS + memory = (1023l + mminfo.nearheap + mminfo.farheap) / 1024l; + for (i = 0; i < 10; i++) + if (memory >= main[i]) + VWB_Bar (49, 163 - 8 * i, 6, 5, MAINCOLOR - i); + + // + // DRAW EMS MEMORY + // + if (EMSPresent) + { + emshere = 4l * EMSPagesAvail; + for (i = 0; i < 10; i++) + if (emshere >= ems[i]) + VWB_Bar (89, 163 - 8 * i, 6, 5, EMSCOLOR - i); + } + + // + // DRAW XMS MEMORY + // + if (XMSPresent) + { + xmshere = 4l * XMSPagesAvail; + for (i = 0; i < 10; i++) + if (xmshere >= xms[i]) + VWB_Bar (129, 163 - 8 * i, 6, 5, XMSCOLOR - i); + } +#else + for (i = 0; i < 10; i++) + VWB_Bar (49, 163 - 8 * i, 6, 5, MAINCOLOR - i); + for (i = 0; i < 10; i++) + VWB_Bar (89, 163 - 8 * i, 6, 5, EMSCOLOR - i); + for (i = 0; i < 10; i++) + VWB_Bar (129, 163 - 8 * i, 6, 5, XMSCOLOR - i); +#endif + + + // + // FILL BOXES + // + if (MousePresent) + VWB_Bar (164, 82, 12, 2, FILLCOLOR); + + if (IN_JoyPresent()) + VWB_Bar (164, 105, 12, 2, FILLCOLOR); + + if (AdLibPresent && !SoundBlasterPresent) + VWB_Bar (164, 128, 12, 2, FILLCOLOR); + + if (SoundBlasterPresent) + VWB_Bar (164, 151, 12, 2, FILLCOLOR); + +// if (SoundSourcePresent) +// VWB_Bar (164, 174, 12, 2, FILLCOLOR); +} + + +//////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////// +// +// SUPPORT ROUTINES +// +//////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////// +// +// Clear Menu screens to dark red +// +//////////////////////////////////////////////////////////////////// +void +ClearMScreen (void) +{ +#ifndef SPEAR + VWB_Bar (0, 0, 320, 200, BORDCOLOR); +#else + VWB_DrawPic (0, 0, C_BACKDROPPIC); +#endif +} + + +//////////////////////////////////////////////////////////////////// +// +// Un/Cache a LUMP of graphics +// +//////////////////////////////////////////////////////////////////// +void +CacheLump (int lumpstart, int lumpend) +{ + int i; + + for (i = lumpstart; i <= lumpend; i++) + CA_CacheGrChunk (i); +} + + +void +UnCacheLump (int lumpstart, int lumpend) +{ + int i; + + for (i = lumpstart; i <= lumpend; i++) + if (grsegs[i]) + UNCACHEGRCHUNK (i); +} + + +//////////////////////////////////////////////////////////////////// +// +// Draw a window for a menu +// +//////////////////////////////////////////////////////////////////// +void +DrawWindow (int x, int y, int w, int h, int wcolor) +{ + VWB_Bar (x, y, w, h, wcolor); + DrawOutline (x, y, w, h, BORD2COLOR, DEACTIVE); +} + + +void +DrawOutline (int x, int y, int w, int h, int color1, int color2) +{ + VWB_Hlin (x, x + w, y, color2); + VWB_Vlin (y, y + h, x, color2); + VWB_Hlin (x, x + w, y + h, color1); + VWB_Vlin (y, y + h, x + w, color1); +} + + +//////////////////////////////////////////////////////////////////// +// +// Setup Control Panel stuff - graphics, etc. +// +//////////////////////////////////////////////////////////////////// +void +SetupControlPanel (void) +{ + // + // CACHE GRAPHICS & SOUNDS + // + CA_CacheGrChunk (STARTFONT + 1); +#ifndef SPEAR + CacheLump (CONTROLS_LUMP_START, CONTROLS_LUMP_END); +#else + CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); +#endif + + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); + fontnumber = 1; + WindowH = 200; + if(screenHeight % 200 != 0) + VL_ClearScreen(0); + + if (!ingame) + CA_LoadAllSounds (); + else + MainMenu[savegame].active = 1; + + // + // CENTER MOUSE + // + if(IN_IsInputGrabbed()) + IN_CenterMouse(); +} + +//////////////////////////////////////////////////////////////////// +// +// SEE WHICH SAVE GAME FILES ARE AVAILABLE & READ STRING IN +// +//////////////////////////////////////////////////////////////////// +void SetupSaveGames() +{ + char name[13]; + char savepath[300]; + + strcpy(name, SaveName); + for(int i = 0; i < 10; i++) + { + name[7] = '0' + i; +#ifdef _arch_dreamcast + // Try to unpack file + if(DC_LoadFromVMU(name)) + { +#endif + if(configdir[0]) + snprintf(savepath, sizeof(savepath), "%s/%s", configdir, name); + else + strcpy(savepath, name); + + const int handle = open(savepath, O_RDONLY | O_BINARY); + if(handle >= 0) + { + char temp[32]; + + SaveGamesAvail[i] = 1; + read(handle, temp, 32); + close(handle); + strcpy(&SaveGameNames[i][0], temp); + } +#ifdef _arch_dreamcast + // Remove unpacked version of file + fs_unlink(name); + } +#endif + } +} + +//////////////////////////////////////////////////////////////////// +// +// Clean up all the Control Panel stuff +// +//////////////////////////////////////////////////////////////////// +void +CleanupControlPanel (void) +{ +#ifndef SPEAR + UnCacheLump (CONTROLS_LUMP_START, CONTROLS_LUMP_END); +#else + UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END); +#endif + + fontnumber = 0; +} + + +//////////////////////////////////////////////////////////////////// +// +// Handle moving gun around a menu +// +//////////////////////////////////////////////////////////////////// +int +HandleMenu (CP_iteminfo * item_i, CP_itemtype * items, void (*routine) (int w)) +{ + char key; + static int redrawitem = 1, lastitem = -1; + int i, x, y, basey, exit, which, shape; + int32_t lastBlinkTime, timer; + ControlInfo ci; + + + which = item_i->curpos; + x = item_i->x & -8; + basey = item_i->y - 2; + y = basey + which * 13; + + VWB_DrawPic (x, y, C_CURSOR1PIC); + SetTextColor (items + which, 1); + if (redrawitem) + { + PrintX = item_i->x + item_i->indent; + PrintY = item_i->y + which * 13; + US_Print ((items + which)->string); + } + // + // CALL CUSTOM ROUTINE IF IT IS NEEDED + // + if (routine) + routine (which); + VW_UpdateScreen (); + + shape = C_CURSOR1PIC; + timer = 8; + exit = 0; + lastBlinkTime = GetTimeCount (); + IN_ClearKeysDown (); + + + do + { + // + // CHANGE GUN SHAPE + // + if ((int32_t)GetTimeCount () - lastBlinkTime > timer) + { + lastBlinkTime = GetTimeCount (); + if (shape == C_CURSOR1PIC) + { + shape = C_CURSOR2PIC; + timer = 8; + } + else + { + shape = C_CURSOR1PIC; + timer = 70; + } + VWB_DrawPic (x, y, shape); + if (routine) + routine (which); + VW_UpdateScreen (); + } + else SDL_Delay(5); + + CheckPause (); + + // + // SEE IF ANY KEYS ARE PRESSED FOR INITIAL CHAR FINDING + // + key = LastASCII; + if (key) + { + int ok = 0; + + if (key >= 'a') + key -= 'a' - 'A'; + + for (i = which + 1; i < item_i->amount; i++) + if ((items + i)->active && (items + i)->string[0] == key) + { + EraseGun (item_i, items, x, y, which); + which = i; + DrawGun (item_i, items, x, &y, which, basey, routine); + ok = 1; + IN_ClearKeysDown (); + break; + } + + // + // DIDN'T FIND A MATCH FIRST TIME THRU. CHECK AGAIN. + // + if (!ok) + { + for (i = 0; i < which; i++) + if ((items + i)->active && (items + i)->string[0] == key) + { + EraseGun (item_i, items, x, y, which); + which = i; + DrawGun (item_i, items, x, &y, which, basey, routine); + IN_ClearKeysDown (); + break; + } + } + } + + // + // GET INPUT + // + ReadAnyControl (&ci); + switch (ci.dir) + { + //////////////////////////////////////////////// + // + // MOVE UP + // + case dir_North: + + EraseGun (item_i, items, x, y, which); + + // + // ANIMATE HALF-STEP + // + if (which && (items + which - 1)->active) + { + y -= 6; + DrawHalfStep (x, y); + } + + // + // MOVE TO NEXT AVAILABLE SPOT + // + do + { + if (!which) + which = item_i->amount - 1; + else + which--; + } + while (!(items + which)->active); + + DrawGun (item_i, items, x, &y, which, basey, routine); + // + // WAIT FOR BUTTON-UP OR DELAY NEXT MOVE + // + TicDelay (20); + break; + + //////////////////////////////////////////////// + // + // MOVE DOWN + // + case dir_South: + + EraseGun (item_i, items, x, y, which); + // + // ANIMATE HALF-STEP + // + if (which != item_i->amount - 1 && (items + which + 1)->active) + { + y += 6; + DrawHalfStep (x, y); + } + + do + { + if (which == item_i->amount - 1) + which = 0; + else + which++; + } + while (!(items + which)->active); + + DrawGun (item_i, items, x, &y, which, basey, routine); + + // + // WAIT FOR BUTTON-UP OR DELAY NEXT MOVE + // + TicDelay (20); + break; + } + + if (ci.button0 || Keyboard[sc_Space] || Keyboard[sc_Enter]) + exit = 1; + + if (ci.button1 && !Keyboard[sc_Alt] || Keyboard[sc_Escape]) + exit = 2; + + } + while (!exit); + + + IN_ClearKeysDown (); + + // + // ERASE EVERYTHING + // + if (lastitem != which) + { + VWB_Bar (x - 1, y, 25, 16, BKGDCOLOR); + PrintX = item_i->x + item_i->indent; + PrintY = item_i->y + which * 13; + US_Print ((items + which)->string); + redrawitem = 1; + } + else + redrawitem = 0; + + if (routine) + routine (which); + VW_UpdateScreen (); + + item_i->curpos = which; + + lastitem = which; + switch (exit) + { + case 1: + // + // CALL THE ROUTINE + // + if ((items + which)->routine != NULL) + { + ShootSnd (); + MenuFadeOut (); + (items + which)->routine (0); + } + return which; + + case 2: + SD_PlaySound (ESCPRESSEDSND); + return -1; + } + + return 0; // JUST TO SHUT UP THE ERROR MESSAGES! +} + + +// +// ERASE GUN & DE-HIGHLIGHT STRING +// +void +EraseGun (CP_iteminfo * item_i, CP_itemtype * items, int x, int y, int which) +{ + VWB_Bar (x - 1, y, 25, 16, BKGDCOLOR); + SetTextColor (items + which, 0); + + PrintX = item_i->x + item_i->indent; + PrintY = item_i->y + which * 13; + US_Print ((items + which)->string); + VW_UpdateScreen (); +} + + +// +// DRAW HALF STEP OF GUN TO NEXT POSITION +// +void +DrawHalfStep (int x, int y) +{ + VWB_DrawPic (x, y, C_CURSOR1PIC); + VW_UpdateScreen (); + SD_PlaySound (MOVEGUN1SND); + SDL_Delay (8 * 100 / 7); +} + + +// +// DRAW GUN AT NEW POSITION +// +void +DrawGun (CP_iteminfo * item_i, CP_itemtype * items, int x, int *y, int which, int basey, + void (*routine) (int w)) +{ + VWB_Bar (x - 1, *y, 25, 16, BKGDCOLOR); + *y = basey + which * 13; + VWB_DrawPic (x, *y, C_CURSOR1PIC); + SetTextColor (items + which, 1); + + PrintX = item_i->x + item_i->indent; + PrintY = item_i->y + which * 13; + US_Print ((items + which)->string); + + // + // CALL CUSTOM ROUTINE IF IT IS NEEDED + // + if (routine) + routine (which); + VW_UpdateScreen (); + SD_PlaySound (MOVEGUN2SND); +} + +//////////////////////////////////////////////////////////////////// +// +// DELAY FOR AN AMOUNT OF TICS OR UNTIL CONTROLS ARE INACTIVE +// +//////////////////////////////////////////////////////////////////// +void +TicDelay (int count) +{ + ControlInfo ci; + + int32_t startTime = GetTimeCount (); + do + { + SDL_Delay(5); + ReadAnyControl (&ci); + } + while ((int32_t) GetTimeCount () - startTime < count && ci.dir != dir_None); +} + + +//////////////////////////////////////////////////////////////////// +// +// Draw a menu +// +//////////////////////////////////////////////////////////////////// +void +DrawMenu (CP_iteminfo * item_i, CP_itemtype * items) +{ + int i, which = item_i->curpos; + + + WindowX = PrintX = item_i->x + item_i->indent; + WindowY = PrintY = item_i->y; + WindowW = 320; + WindowH = 200; + + for (i = 0; i < item_i->amount; i++) + { + SetTextColor (items + i, which == i); + + PrintY = item_i->y + i * 13; + if ((items + i)->active) + US_Print ((items + i)->string); + else + { + SETFONTCOLOR (DEACTIVE, BKGDCOLOR); + US_Print ((items + i)->string); + SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); + } + + US_Print ("\n"); + } +} + + +//////////////////////////////////////////////////////////////////// +// +// SET TEXT COLOR (HIGHLIGHT OR NO) +// +//////////////////////////////////////////////////////////////////// +void +SetTextColor (CP_itemtype * items, int hlight) +{ + if (hlight) + { + SETFONTCOLOR (color_hlite[items->active], BKGDCOLOR); + } + else + { + SETFONTCOLOR (color_norml[items->active], BKGDCOLOR); + } +} + + +//////////////////////////////////////////////////////////////////// +// +// WAIT FOR CTRLKEY-UP OR BUTTON-UP +// +//////////////////////////////////////////////////////////////////// +void +WaitKeyUp (void) +{ + ControlInfo ci; + while (ReadAnyControl (&ci), ci.button0 | + ci.button1 | + ci.button2 | ci.button3 | Keyboard[sc_Space] | Keyboard[sc_Enter] | Keyboard[sc_Escape]) + { + IN_WaitAndProcessEvents(); + } +} + + +//////////////////////////////////////////////////////////////////// +// +// READ KEYBOARD, JOYSTICK AND MOUSE FOR INPUT +// +//////////////////////////////////////////////////////////////////// +void +ReadAnyControl (ControlInfo * ci) +{ + int mouseactive = 0; + + IN_ReadControl (0, ci); + + if (mouseenabled && IN_IsInputGrabbed()) + { + int mousex, mousey, buttons; + buttons = SDL_GetMouseState(&mousex, &mousey); + int middlePressed = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE); + int rightPressed = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT); + buttons &= ~(SDL_BUTTON(SDL_BUTTON_MIDDLE) | SDL_BUTTON(SDL_BUTTON_RIGHT)); + if(middlePressed) buttons |= 1 << 2; + if(rightPressed) buttons |= 1 << 1; + + if(mousey - CENTERY < -SENSITIVE) + { + ci->dir = dir_North; + mouseactive = 1; + } + else if(mousey - CENTERY > SENSITIVE) + { + ci->dir = dir_South; + mouseactive = 1; + } + + if(mousex - CENTERX < -SENSITIVE) + { + ci->dir = dir_West; + mouseactive = 1; + } + else if(mousex - CENTERX > SENSITIVE) + { + ci->dir = dir_East; + mouseactive = 1; + } + + if(mouseactive) + IN_CenterMouse(); + + if (buttons) + { + ci->button0 = buttons & 1; + ci->button1 = buttons & 2; + ci->button2 = buttons & 4; + ci->button3 = false; + mouseactive = 1; + } + } + + if (joystickenabled && !mouseactive) + { + int jx, jy, jb; + + IN_GetJoyDelta (&jx, &jy); + if (jy < -SENSITIVE) + ci->dir = dir_North; + else if (jy > SENSITIVE) + ci->dir = dir_South; + + if (jx < -SENSITIVE) + ci->dir = dir_West; + else if (jx > SENSITIVE) + ci->dir = dir_East; + + jb = IN_JoyButtons (); + if (jb) + { + ci->button0 = jb & 1; + ci->button1 = jb & 2; + ci->button2 = jb & 4; + ci->button3 = jb & 8; + } + } +} + + +//////////////////////////////////////////////////////////////////// +// +// DRAW DIALOG AND CONFIRM YES OR NO TO QUESTION +// +//////////////////////////////////////////////////////////////////// +int +Confirm (const char *string) +{ + int xit = 0, x, y, tick = 0, lastBlinkTime; + int whichsnd[2] = { ESCPRESSEDSND, SHOOTSND }; + ControlInfo ci; + + Message (string); + IN_ClearKeysDown (); + WaitKeyUp (); + + // + // BLINK CURSOR + // + x = PrintX; + y = PrintY; + lastBlinkTime = GetTimeCount(); + + do + { + ReadAnyControl(&ci); + + if (GetTimeCount() - lastBlinkTime >= 10) + { + switch (tick) + { + case 0: + VWB_Bar (x, y, 8, 13, TEXTCOLOR); + break; + case 1: + PrintX = x; + PrintY = y; + US_Print ("_"); + } + VW_UpdateScreen (); + tick ^= 1; + lastBlinkTime = GetTimeCount(); + } + else SDL_Delay(5); + +#ifdef SPANISH + } + while (!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]); +#else + } + while (!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape] && !ci.button0 && !ci.button1); +#endif + +#ifdef SPANISH + if (Keyboard[sc_S] || ci.button0) + { + xit = 1; + ShootSnd (); + } +#else + if (Keyboard[sc_Y] || ci.button0) + { + xit = 1; + ShootSnd (); + } +#endif + + IN_ClearKeysDown (); + WaitKeyUp (); + + SD_PlaySound ((soundnames) whichsnd[xit]); + + return xit; +} + +#ifdef JAPAN +//////////////////////////////////////////////////////////////////// +// +// DRAW MESSAGE & GET Y OR N +// +//////////////////////////////////////////////////////////////////// +int +GetYorN (int x, int y, int pic) +{ + int xit = 0; + soundnames whichsnd[2] = { ESCPRESSEDSND, SHOOTSND }; + + + CA_CacheGrChunk (pic); + VWB_DrawPic (x * 8, y * 8, pic); + UNCACHEGRCHUNK (pic); + VW_UpdateScreen (); + IN_ClearKeysDown (); + + do + { + IN_WaitAndProcessEvents(); + } +#ifdef SPANISH + while (!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]); +#else + while (!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape]); +#endif + +#ifdef SPANISH + if (Keyboard[sc_S]) + { + xit = 1; + ShootSnd (); + } + + while (Keyboard[sc_S] || Keyboard[sc_N] || Keyboard[sc_Escape]) + IN_WaitAndProcessEvents(); + +#else + + if (Keyboard[sc_Y]) + { + xit = 1; + ShootSnd (); + } + + while (Keyboard[sc_Y] || Keyboard[sc_N] || Keyboard[sc_Escape]) + IN_WaitAndProcessEvents(); +#endif + + IN_ClearKeysDown (); + SD_PlaySound (whichsnd[xit]); + return xit; +} +#endif + + +//////////////////////////////////////////////////////////////////// +// +// PRINT A MESSAGE IN A WINDOW +// +//////////////////////////////////////////////////////////////////// +void +Message (const char *string) +{ + int h = 0, w = 0, mw = 0, i, len = (int) strlen(string); + fontstruct *font; + + + CA_CacheGrChunk (STARTFONT + 1); + fontnumber = 1; + font = (fontstruct *) grsegs[STARTFONT + fontnumber]; + h = font->height; + for (i = 0; i < len; i++) + { + if (string[i] == '\n') + { + if (w > mw) + mw = w; + w = 0; + h += font->height; + } + else + w += font->width[string[i]]; + } + + if (w + 10 > mw) + mw = w + 10; + + PrintY = (WindowH / 2) - h / 2; + PrintX = WindowX = 160 - mw / 2; + + DrawWindow (WindowX - 5, PrintY - 5, mw + 10, h + 10, TEXTCOLOR); + DrawOutline (WindowX - 5, PrintY - 5, mw + 10, h + 10, 0, HIGHLIGHT); + SETFONTCOLOR (0, TEXTCOLOR); + US_Print (string); + VW_UpdateScreen (); +} + +//////////////////////////////////////////////////////////////////// +// +// THIS MAY BE FIXED A LITTLE LATER... +// +//////////////////////////////////////////////////////////////////// +static int lastmusic; + +int +StartCPMusic (int song) +{ + int lastoffs; + + lastmusic = song; + lastoffs = SD_MusicOff (); + UNCACHEAUDIOCHUNK (STARTMUSIC + lastmusic); + + SD_StartMusic(STARTMUSIC + song); + return lastoffs; +} + +void +FreeMusic (void) +{ + UNCACHEAUDIOCHUNK (STARTMUSIC + lastmusic); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// IN_GetScanName() - Returns a string containing the name of the +// specified scan code +// +/////////////////////////////////////////////////////////////////////////// +const char * +IN_GetScanName (ScanCode scan) +{ +/* const char **p; + ScanCode *s; + + for (s = ExtScanCodes, p = ExtScanNames; *s; p++, s++) + if (*s == scan) + return (*p);*/ + + return (ScanNames[scan]); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// CHECK FOR PAUSE KEY (FOR MUSIC ONLY) +// +/////////////////////////////////////////////////////////////////////////// +void +CheckPause (void) +{ + if (Paused) + { + switch (SoundStatus) + { + case 0: + SD_MusicOn (); + break; + case 1: + SD_MusicOff (); + break; + } + + SoundStatus ^= 1; + VW_WaitVBL (3); + IN_ClearKeysDown (); + Paused = false; + } +} + + +/////////////////////////////////////////////////////////////////////////// +// +// DRAW GUN CURSOR AT CORRECT POSITION IN MENU +// +/////////////////////////////////////////////////////////////////////////// +void +DrawMenuGun (CP_iteminfo * iteminfo) +{ + int x, y; + + + x = iteminfo->x; + y = iteminfo->y + iteminfo->curpos * 13 - 2; + VWB_DrawPic (x, y, C_CURSOR1PIC); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// DRAW SCREEN TITLE STRIPES +// +/////////////////////////////////////////////////////////////////////////// +void +DrawStripes (int y) +{ +#ifndef SPEAR + VWB_Bar (0, y, 320, 24, 0); + VWB_Hlin (0, 319, y + 22, STRIPE); +#else + VWB_Bar (0, y, 320, 22, 0); + VWB_Hlin (0, 319, y + 23, 0); +#endif +} + +void +ShootSnd (void) +{ + SD_PlaySound (SHOOTSND); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// CHECK FOR EPISODES +// +/////////////////////////////////////////////////////////////////////////// +void +CheckForEpisodes (void) +{ + struct stat statbuf; +/* + // On Linux like systems, the configdir defaults to $HOME/.wolf4sdl +#if !defined(_WIN32) && !defined(_arch_dreamcast) + if(configdir[0] == 0) + { + // Set config location to home directory for multi-user support + char *homedir = getenv("HOME"); + if(homedir == NULL) + { + Quit("Your $HOME directory is not defined. You must set this before playing."); + } + #define WOLFDIR "/.wolf4sdl" + if(strlen(homedir) + sizeof(WOLFDIR) > sizeof(configdir)) + { + Quit("Your $HOME directory path is too long. It cannot be used for saving games."); + } + snprintf(configdir, sizeof(configdir), "%s" WOLFDIR, homedir); + } +#endif*/ + + if(configdir[0] != 0) + { + // Ensure config directory exists and create if necessary + if(stat(configdir, &statbuf) != 0) + { +#ifdef _WIN32 + if(_mkdir(configdir) != 0) +#else + if(mkdir(configdir, 0755) != 0) +#endif + { + Quit("The configuration directory \"%s\" could not be created.", configdir); + } + } + } + +// +// JAPANESE VERSION +// +#ifdef JAPAN +#ifdef JAPDEMO + if(!stat("vswap.wj1", &statbuf)) + { + strcpy (extension, "wj1"); + numEpisodesMissing = 5; +#else + if(!stat("vswap.wj6", &statbuf)) + { + strcpy (extension, "wj6"); +#endif + strcat (configname, extension); + strcat (SaveName, extension); + strcat (demoname, extension); + EpisodeSelect[1] = + EpisodeSelect[2] = EpisodeSelect[3] = EpisodeSelect[4] = EpisodeSelect[5] = 1; + } + else + Quit ("NO JAPANESE WOLFENSTEIN 3-D DATA FILES to be found!"); + strcpy (graphext, extension); + strcpy (audioext, extension); +#else + +// +// ENGLISH +// +#ifdef UPLOAD + if(!stat("vswap.wl1", &statbuf)) + { + strcpy (extension, "wl1"); + numEpisodesMissing = 5; + } + else + Quit ("NO WOLFENSTEIN 3-D DATA FILES to be found!"); +#else +#ifndef SPEAR + if(!stat("vswap.wl6", &statbuf)) + { + strcpy (extension, "wl6"); + NewEmenu[2].active = + NewEmenu[4].active = + NewEmenu[6].active = + NewEmenu[8].active = + NewEmenu[10].active = + EpisodeSelect[1] = + EpisodeSelect[2] = EpisodeSelect[3] = EpisodeSelect[4] = EpisodeSelect[5] = 1; + } + else + { + if(!stat("vswap.wl3", &statbuf)) + { + strcpy (extension, "wl3"); + numEpisodesMissing = 3; + NewEmenu[2].active = NewEmenu[4].active = EpisodeSelect[1] = EpisodeSelect[2] = 1; + } + else + { + if(!stat("vswap.wl1", &statbuf)) + { + strcpy (extension, "wl1"); + numEpisodesMissing = 5; + } + else + Quit ("NO WOLFENSTEIN 3-D DATA FILES to be found!"); + } + } +#endif +#endif + + +#ifdef SPEAR +#ifndef SPEARDEMO + if(param_mission == 0) + { + if(!stat("vswap.sod", &statbuf)) + strcpy (extension, "sod"); + else + Quit ("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!"); + } + else if(param_mission == 1) + { + if(!stat("vswap.sd1", &statbuf)) + strcpy (extension, "sd1"); + else + Quit ("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!"); + } + else if(param_mission == 2) + { + if(!stat("vswap.sd2", &statbuf)) + strcpy (extension, "sd2"); + else + Quit ("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!"); + } + else if(param_mission == 3) + { + if(!stat("vswap.sd3", &statbuf)) + strcpy (extension, "sd3"); + else + Quit ("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!"); + } + else + Quit ("UNSUPPORTED MISSION!"); + strcpy (graphext, "sod"); + strcpy (audioext, "sod"); +#else + if(!stat("vswap.sdm", &statbuf)) + { + strcpy (extension, "sdm"); + } + else + Quit ("NO SPEAR OF DESTINY DEMO DATA FILES TO BE FOUND!"); + strcpy (graphext, "sdm"); + strcpy (audioext, "sdm"); +#endif +#else + strcpy (graphext, extension); + strcpy (audioext, extension); +#endif + + strcat (configname, extension); + strcat (SaveName, extension); + strcat (demoname, extension); + +#ifndef SPEAR +#ifndef GOODTIMES + strcat (helpfilename, extension); +#endif + strcat (endfilename, extension); +#endif +#endif +} diff --git a/contrib/games/wolf3d/wl_menu.h b/contrib/games/wolf3d/wl_menu.h new file mode 100755 index 0000000000..86334adc4c --- /dev/null +++ b/contrib/games/wolf3d/wl_menu.h @@ -0,0 +1,241 @@ +// +// WL_MENU.H +// +#ifdef SPEAR + +#define BORDCOLOR 0x99 +#define BORD2COLOR 0x93 +#define DEACTIVE 0x9b +#define BKGDCOLOR 0x9d +//#define STRIPE 0x9c + +#define MenuFadeOut() VL_FadeOut(0,255,0,0,51,10) + +#else + +#define BORDCOLOR 0x29 +#define BORD2COLOR 0x23 +#define DEACTIVE 0x2b +#define BKGDCOLOR 0x2d +#define STRIPE 0x2c + +#define MenuFadeOut() VL_FadeOut(0,255,43,0,0,10) + +#endif + +#define READCOLOR 0x4a +#define READHCOLOR 0x47 +#define VIEWCOLOR 0x7f +#define TEXTCOLOR 0x17 +#define HIGHLIGHT 0x13 +#define MenuFadeIn() VL_FadeIn(0,255,gamepal,10) + + +#define MENUSONG WONDERIN_MUS + +#ifndef SPEAR +#define INTROSONG NAZI_NOR_MUS +#else +#define INTROSONG XTOWER2_MUS +#endif + +#define SENSITIVE 60 +#define CENTERX ((int) screenWidth / 2) +#define CENTERY ((int) screenHeight / 2) + +#define MENU_X 76 +#define MENU_Y 55 +#define MENU_W 178 +#ifndef SPEAR +#ifndef GOODTIMES +#define MENU_H 13*10+6 +#else +#define MENU_H 13*9+6 +#endif +#else +#define MENU_H 13*9+6 +#endif + +#define SM_X 48 +#define SM_W 250 + +#define SM_Y1 20 +#define SM_H1 4*13-7 +#define SM_Y2 SM_Y1+5*13 +#define SM_H2 4*13-7 +#define SM_Y3 SM_Y2+5*13 +#define SM_H3 3*13-7 + +#define CTL_X 24 +#ifdef JAPAN +#define CTL_Y 70 +#else +#define CTL_Y 86 +#endif +#define CTL_W 284 +#define CTL_H 60 + +#define LSM_X 85 +#define LSM_Y 55 +#define LSM_W 175 +#define LSM_H 10*13+10 + +#define NM_X 50 +#define NM_Y 100 +#define NM_W 225 +#define NM_H 13*4+15 + +#define NE_X 10 +#define NE_Y 23 +#define NE_W 320-NE_X*2 +#define NE_H 200-NE_Y*2 + +#define CST_X 20 +#define CST_Y 48 +#define CST_START 60 +#define CST_SPC 60 + + +// +// TYPEDEFS +// +typedef struct { + short x,y,amount,curpos,indent; + } CP_iteminfo; + +typedef struct { + short active; + char string[36]; + int (* routine)(int temp1); + } CP_itemtype; + +typedef struct { + short allowed[4]; + } CustomCtrls; + +extern CP_itemtype MainMenu[]; +extern CP_iteminfo MainItems; + +// +// FUNCTION PROTOTYPES +// + +void US_ControlPanel(ScanCode); + +void EnableEndGameMenuItem(); + +void SetupControlPanel(void); +void SetupSaveGames(); +void CleanupControlPanel(void); + +void DrawMenu(CP_iteminfo *item_i,CP_itemtype *items); +int HandleMenu(CP_iteminfo *item_i, + CP_itemtype *items, + void (*routine)(int w)); +void ClearMScreen(void); +void DrawWindow(int x,int y,int w,int h,int wcolor); +void DrawOutline(int x,int y,int w,int h,int color1,int color2); +void WaitKeyUp(void); +void ReadAnyControl(ControlInfo *ci); +void TicDelay(int count); +void CacheLump(int lumpstart,int lumpend); +void UnCacheLump(int lumpstart,int lumpend); +int StartCPMusic(int song); +int Confirm(const char *string); +void Message(const char *string); +void CheckPause(void); +void ShootSnd(void); +void CheckSecretMissions(void); +void BossKey(void); + +void DrawGun(CP_iteminfo *item_i,CP_itemtype *items,int x,int *y,int which,int basey,void (*routine)(int w)); +void DrawHalfStep(int x,int y); +void EraseGun(CP_iteminfo *item_i,CP_itemtype *items,int x,int y,int which); +void SetTextColor(CP_itemtype *items,int hlight); +void DrawMenuGun(CP_iteminfo *iteminfo); +void DrawStripes(int y); + +void DefineMouseBtns(void); +void DefineJoyBtns(void); +void DefineKeyBtns(void); +void DefineKeyMove(void); +void EnterCtrlData(int index,CustomCtrls *cust,void (*DrawRtn)(int),void (*PrintRtn)(int),int type); + +void DrawMainMenu(void); +void DrawSoundMenu(void); +void DrawLoadSaveScreen(int loadsave); +void DrawNewEpisode(void); +void DrawNewGame(void); +void DrawChangeView(int view); +void DrawMouseSens(void); +void DrawCtlScreen(void); +void DrawCustomScreen(void); +void DrawLSAction(int which); +void DrawCustMouse(int hilight); +void DrawCustJoy(int hilight); +void DrawCustKeybd(int hilight); +void DrawCustKeys(int hilight); +void PrintCustMouse(int i); +void PrintCustJoy(int i); +void PrintCustKeybd(int i); +void PrintCustKeys(int i); + +void PrintLSEntry(int w,int color); +void TrackWhichGame(int w); +void DrawNewGameDiff(int w); +void FixupCustom(int w); + +int CP_NewGame(int); +int CP_Sound(int); +int CP_LoadGame(int quick); +int CP_SaveGame(int quick); +int CP_Control(int); +int CP_ChangeView(int); +int CP_ExitOptions(int); +int CP_Quit(int); +int CP_ViewScores(int); +int CP_EndGame(int); +int CP_CheckQuick(ScanCode scancode); +int CustomControls(int); +int MouseSensitivity(int); + +void CheckForEpisodes(void); + +void FreeMusic(void); + + +enum {MOUSE,JOYSTICK,KEYBOARDBTNS,KEYBOARDMOVE}; // FOR INPUT TYPES + +enum menuitems +{ + newgame, + soundmenu, + control, + loadgame, + savegame, + changeview, + +#ifndef GOODTIMES +#ifndef SPEAR + readthis, +#endif +#endif + + viewscores, + backtodemo, + quit +}; + +// +// WL_INTER +// +typedef struct { + int kill,secret,treasure; + int32_t time; + } LRstruct; + +extern LRstruct LevelRatios[]; + +void Write (int x,int y,const char *string); +void NonShareware(void); +int GetYorN(int x,int y,int pic); diff --git a/contrib/games/wolf3d/wl_parallax.cpp b/contrib/games/wolf3d/wl_parallax.cpp new file mode 100755 index 0000000000..8fbc8cfb91 --- /dev/null +++ b/contrib/games/wolf3d/wl_parallax.cpp @@ -0,0 +1,64 @@ +#include "version.h" + +#ifdef USE_PARALLAX + +#include "wl_def.h" + +#ifdef USE_FEATUREFLAGS + +// The lower left tile of every map determines the start texture of the parallax sky. +static int GetParallaxStartTexture() +{ + int startTex = ffDataBottomLeft; + assert(startTex >= 0 && startTex < PMSpriteStart); + return startTex; +} + +#else + +static int GetParallaxStartTexture() +{ + int startTex; + switch(gamestate.episode * 10 + mapon) + { + case 0: startTex = 20; break; + default: startTex = 0; break; + } + assert(startTex >= 0 && startTex < PMSpriteStart); + return startTex; +} + +#endif + +void DrawParallax(byte *vbuf, unsigned vbufPitch) +{ + int startpage = GetParallaxStartTexture(); + int midangle = player->angle * (FINEANGLES / ANGLES); + int skyheight = viewheight >> 1; + int curtex = -1; + byte *skytex; + + startpage += USE_PARALLAX - 1; + + for(int x = 0; x < viewwidth; x++) + { + int curang = pixelangle[x] + midangle; + if(curang < 0) curang += FINEANGLES; + else if(curang >= FINEANGLES) curang -= FINEANGLES; + int xtex = curang * USE_PARALLAX * TEXTURESIZE / FINEANGLES; + int newtex = xtex >> TEXTURESHIFT; + if(newtex != curtex) + { + curtex = newtex; + skytex = PM_GetTexture(startpage - curtex); + } + int texoffs = TEXTUREMASK - ((xtex & (TEXTURESIZE - 1)) << TEXTURESHIFT); + int yend = skyheight - (wallheight[x] >> 3); + if(yend <= 0) continue; + + for(int y = 0, offs = x; y < yend; y++, offs += vbufPitch) + vbuf[offs] = skytex[texoffs + (y * TEXTURESIZE) / skyheight]; + } +} + +#endif diff --git a/contrib/games/wolf3d/wl_play.cpp b/contrib/games/wolf3d/wl_play.cpp new file mode 100755 index 0000000000..8cddd9cd87 --- /dev/null +++ b/contrib/games/wolf3d/wl_play.cpp @@ -0,0 +1,1353 @@ +// WL_PLAY.C + +#include "wl_def.h" +#pragma hdrstop + +#include "wl_cloudsky.h" +#include "wl_shade.h" + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +#define sc_Question 0x35 + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + +boolean madenoise; // true when shooting or screaming + +exit_t playstate; + +static musicnames lastmusicchunk = (musicnames) 0; + +static int DebugOk; + +objtype objlist[MAXACTORS]; +objtype *newobj, *obj, *player, *lastobj, *objfreelist, *killerobj; + +boolean noclip, ammocheat; +int godmode, singlestep, extravbls = 0; + +byte tilemap[MAPSIZE][MAPSIZE]; // wall values only +byte spotvis[MAPSIZE][MAPSIZE]; +objtype *actorat[MAPSIZE][MAPSIZE]; + +// +// replacing refresh manager +// +unsigned tics; + +// +// control info +// +boolean mouseenabled, joystickenabled; +int dirscan[4] = { sc_UpArrow, sc_RightArrow, sc_DownArrow, sc_LeftArrow }; +int buttonscan[NUMBUTTONS] = { sc_Control, sc_Alt, sc_LShift, sc_Space, sc_1, sc_2, sc_3, sc_4 }; +int buttonmouse[4] = { bt_attack, bt_strafe, bt_use, bt_nobutton }; +int buttonjoy[32] = { +#ifdef _arch_dreamcast + bt_attack, bt_strafe, bt_use, bt_run, bt_esc, bt_prevweapon, bt_nobutton, bt_nextweapon, + bt_pause, bt_strafeleft, bt_straferight, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, +#else + bt_attack, bt_strafe, bt_use, bt_run, bt_strafeleft, bt_straferight, bt_esc, bt_pause, + bt_prevweapon, bt_nextweapon, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, +#endif + bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, + bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton +}; + +int viewsize; + +boolean buttonheld[NUMBUTTONS]; + +boolean demorecord, demoplayback; +int8_t *demoptr, *lastdemoptr; +memptr demobuffer; + +// +// current user input +// +int controlx, controly; // range from -100 to 100 per tic +boolean buttonstate[NUMBUTTONS]; + +int lastgamemusicoffset = 0; + + +//=========================================================================== + + +void CenterWindow (word w, word h); +void InitObjList (void); +void RemoveObj (objtype * gone); +void PollControls (void); +int StopMusic (void); +void StartMusic (void); +void ContinueMusic (int offs); +void PlayLoop (void); + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + +objtype dummyobj; + +// +// LIST OF SONGS FOR EACH VERSION +// +int songs[] = { +#ifndef SPEAR + // + // Episode One + // + GETTHEM_MUS, + SEARCHN_MUS, + POW_MUS, + SUSPENSE_MUS, + GETTHEM_MUS, + SEARCHN_MUS, + POW_MUS, + SUSPENSE_MUS, + + WARMARCH_MUS, // Boss level + CORNER_MUS, // Secret level + + // + // Episode Two + // + NAZI_OMI_MUS, + PREGNANT_MUS, + GOINGAFT_MUS, + HEADACHE_MUS, + NAZI_OMI_MUS, + PREGNANT_MUS, + HEADACHE_MUS, + GOINGAFT_MUS, + + WARMARCH_MUS, // Boss level + DUNGEON_MUS, // Secret level + + // + // Episode Three + // + INTROCW3_MUS, + NAZI_RAP_MUS, + TWELFTH_MUS, + ZEROHOUR_MUS, + INTROCW3_MUS, + NAZI_RAP_MUS, + TWELFTH_MUS, + ZEROHOUR_MUS, + + ULTIMATE_MUS, // Boss level + PACMAN_MUS, // Secret level + + // + // Episode Four + // + GETTHEM_MUS, + SEARCHN_MUS, + POW_MUS, + SUSPENSE_MUS, + GETTHEM_MUS, + SEARCHN_MUS, + POW_MUS, + SUSPENSE_MUS, + + WARMARCH_MUS, // Boss level + CORNER_MUS, // Secret level + + // + // Episode Five + // + NAZI_OMI_MUS, + PREGNANT_MUS, + GOINGAFT_MUS, + HEADACHE_MUS, + NAZI_OMI_MUS, + PREGNANT_MUS, + HEADACHE_MUS, + GOINGAFT_MUS, + + WARMARCH_MUS, // Boss level + DUNGEON_MUS, // Secret level + + // + // Episode Six + // + INTROCW3_MUS, + NAZI_RAP_MUS, + TWELFTH_MUS, + ZEROHOUR_MUS, + INTROCW3_MUS, + NAZI_RAP_MUS, + TWELFTH_MUS, + ZEROHOUR_MUS, + + ULTIMATE_MUS, // Boss level + FUNKYOU_MUS // Secret level +#else + + ////////////////////////////////////////////////////////////// + // + // SPEAR OF DESTINY TRACKS + // + ////////////////////////////////////////////////////////////// + XTIPTOE_MUS, + XFUNKIE_MUS, + XDEATH_MUS, + XGETYOU_MUS, // DON'T KNOW + ULTIMATE_MUS, // Trans Gr”sse + + DUNGEON_MUS, + GOINGAFT_MUS, + POW_MUS, + TWELFTH_MUS, + ULTIMATE_MUS, // Barnacle Wilhelm BOSS + + NAZI_OMI_MUS, + GETTHEM_MUS, + SUSPENSE_MUS, + SEARCHN_MUS, + ZEROHOUR_MUS, + ULTIMATE_MUS, // Super Mutant BOSS + + XPUTIT_MUS, + ULTIMATE_MUS, // Death Knight BOSS + + XJAZNAZI_MUS, // Secret level + XFUNKIE_MUS, // Secret level (DON'T KNOW) + + XEVIL_MUS // Angel of Death BOSS +#endif +}; + + +/* +============================================================================= + + USER CONTROL + +============================================================================= +*/ + +/* +=================== += += PollKeyboardButtons += +=================== +*/ + +void PollKeyboardButtons (void) +{ + int i; + + for (i = 0; i < NUMBUTTONS; i++) + if (Keyboard[buttonscan[i]]) + buttonstate[i] = true; +} + + +/* +=================== += += PollMouseButtons += +=================== +*/ + +void PollMouseButtons (void) +{ + int buttons = IN_MouseButtons (); + + if (buttons & 1) + buttonstate[buttonmouse[0]] = true; + if (buttons & 2) + buttonstate[buttonmouse[1]] = true; + if (buttons & 4) + buttonstate[buttonmouse[2]] = true; +} + + + +/* +=================== += += PollJoystickButtons += +=================== +*/ + +void PollJoystickButtons (void) +{ + int buttons = IN_JoyButtons(); + + for(int i = 0, val = 1; i < JoyNumButtons; i++, val <<= 1) + { + if(buttons & val) + buttonstate[buttonjoy[i]] = true; + } +} + + +/* +=================== += += PollKeyboardMove += +=================== +*/ + +void PollKeyboardMove (void) +{ + int delta = buttonstate[bt_run] ? RUNMOVE * tics : BASEMOVE * tics; + + if (Keyboard[dirscan[di_north]]) + controly -= delta; + if (Keyboard[dirscan[di_south]]) + controly += delta; + if (Keyboard[dirscan[di_west]]) + controlx -= delta; + if (Keyboard[dirscan[di_east]]) + controlx += delta; +} + + +/* +=================== += += PollMouseMove += +=================== +*/ + +void PollMouseMove (void) +{ + int mousexmove, mouseymove; + + SDL_GetMouseState(&mousexmove, &mouseymove); + if(IN_IsInputGrabbed()) + IN_CenterMouse(); + + mousexmove -= screenWidth / 2; + mouseymove -= screenHeight / 2; + + controlx += mousexmove * 10 / (13 - mouseadjustment); + controly += mouseymove * 20 / (13 - mouseadjustment); +} + + +/* +=================== += += PollJoystickMove += +=================== +*/ + +void PollJoystickMove (void) +{ + int joyx, joyy; + + IN_GetJoyDelta (&joyx, &joyy); + + int delta = buttonstate[bt_run] ? RUNMOVE * tics : BASEMOVE * tics; + + if (joyx > 64 || buttonstate[bt_turnright]) + controlx += delta; + else if (joyx < -64 || buttonstate[bt_turnleft]) + controlx -= delta; + if (joyy > 64 || buttonstate[bt_movebackward]) + controly += delta; + else if (joyy < -64 || buttonstate[bt_moveforward]) + controly -= delta; +} + +/* +=================== += += PollControls += += Gets user or demo input, call once each frame += += controlx set between -100 and 100 per tic += controly += buttonheld[] the state of the buttons LAST frame += buttonstate[] the state of the buttons THIS frame += +=================== +*/ + +void PollControls (void) +{ + int max, min, i; + byte buttonbits; + + IN_ProcessEvents(); + +// +// get timing info for last frame +// + if (demoplayback || demorecord) // demo recording and playback needs to be constant + { + // wait up to DEMOTICS Wolf tics + uint32_t curtime = SDL_GetTicks(); + lasttimecount += DEMOTICS; + int32_t timediff = (lasttimecount * 100) / 7 - curtime; + if(timediff > 0) + SDL_Delay(timediff); + + if(timediff < -2 * DEMOTICS) // more than 2-times DEMOTICS behind? + lasttimecount = (curtime * 7) / 100; // yes, set to current timecount + + tics = DEMOTICS; + } + else + CalcTics (); + + controlx = 0; + controly = 0; + memcpy (buttonheld, buttonstate, sizeof (buttonstate)); + memset (buttonstate, 0, sizeof (buttonstate)); + + if (demoplayback) + { + // + // read commands from demo buffer + // + buttonbits = *demoptr++; + for (i = 0; i < NUMBUTTONS; i++) + { + buttonstate[i] = buttonbits & 1; + buttonbits >>= 1; + } + + controlx = *demoptr++; + controly = *demoptr++; + + if (demoptr == lastdemoptr) + playstate = ex_completed; // demo is done + + controlx *= (int) tics; + controly *= (int) tics; + + return; + } + + +// +// get button states +// + PollKeyboardButtons (); + + if (mouseenabled && IN_IsInputGrabbed()) + PollMouseButtons (); + + if (joystickenabled) + PollJoystickButtons (); + +// +// get movements +// + PollKeyboardMove (); + + if (mouseenabled && IN_IsInputGrabbed()) + PollMouseMove (); + + if (joystickenabled) + PollJoystickMove (); + +// +// bound movement to a maximum +// + max = 100 * tics; + min = -max; + if (controlx > max) + controlx = max; + else if (controlx < min) + controlx = min; + + if (controly > max) + controly = max; + else if (controly < min) + controly = min; + + if (demorecord) + { + // + // save info out to demo buffer + // + controlx /= (int) tics; + controly /= (int) tics; + + buttonbits = 0; + + // TODO: Support 32-bit buttonbits + for (i = NUMBUTTONS - 1; i >= 0; i--) + { + buttonbits <<= 1; + if (buttonstate[i]) + buttonbits |= 1; + } + + *demoptr++ = buttonbits; + *demoptr++ = controlx; + *demoptr++ = controly; + + if (demoptr >= lastdemoptr - 8) + playstate = ex_completed; + else + { + controlx *= (int) tics; + controly *= (int) tics; + } + } +} + + + +//========================================================================== + + + +/////////////////////////////////////////////////////////////////////////// +// +// CenterWindow() - Generates a window of a given width & height in the +// middle of the screen +// +/////////////////////////////////////////////////////////////////////////// +#define MAXX 320 +#define MAXY 160 + +void CenterWindow (word w, word h) +{ + US_DrawWindow (((MAXX / 8) - w) / 2, ((MAXY / 8) - h) / 2, w, h); +} + +//=========================================================================== + + +/* +===================== += += CheckKeys += +===================== +*/ + +void CheckKeys (void) +{ + ScanCode scan; + + + if (screenfaded || demoplayback) // don't do anything with a faded screen + return; + + scan = LastScan; + + +#ifdef SPEAR + // + // SECRET CHEAT CODE: TAB-G-F10 + // + if (Keyboard[sc_Tab] && Keyboard[sc_G] && Keyboard[sc_F10]) + { + WindowH = 160; + if (godmode) + { + Message ("God mode OFF"); + SD_PlaySound (NOBONUSSND); + } + else + { + Message ("God mode ON"); + SD_PlaySound (ENDBONUS2SND); + } + + IN_Ack (); + godmode ^= 1; + DrawPlayBorderSides (); + IN_ClearKeysDown (); + return; + } +#endif + + + // + // SECRET CHEAT CODE: 'MLI' + // + if (Keyboard[sc_M] && Keyboard[sc_L] && Keyboard[sc_I]) + { + gamestate.health = 100; + gamestate.ammo = 99; + gamestate.keys = 3; + gamestate.score = 0; + gamestate.TimeCount += 42000L; + GiveWeapon (wp_chaingun); + DrawWeapon (); + DrawHealth (); + DrawKeys (); + DrawAmmo (); + DrawScore (); + + ClearMemory (); + CA_CacheGrChunk (STARTFONT + 1); + ClearSplitVWB (); + + Message (STR_CHEATER1 "\n" + STR_CHEATER2 "\n\n" STR_CHEATER3 "\n" STR_CHEATER4 "\n" STR_CHEATER5); + + UNCACHEGRCHUNK (STARTFONT + 1); + IN_ClearKeysDown (); + IN_Ack (); + + if (viewsize < 17) + DrawPlayBorder (); + } + + // + // OPEN UP DEBUG KEYS + // +#ifdef DEBUGKEYS + if (Keyboard[sc_BackSpace] && Keyboard[sc_LShift] && Keyboard[sc_Alt] && param_debugmode) + { + ClearMemory (); + CA_CacheGrChunk (STARTFONT + 1); + ClearSplitVWB (); + + Message ("Debugging keys are\nnow available!"); + UNCACHEGRCHUNK (STARTFONT + 1); + IN_ClearKeysDown (); + IN_Ack (); + + DrawPlayBorderSides (); + DebugOk = 1; + } +#endif + + // + // TRYING THE KEEN CHEAT CODE! + // + if (Keyboard[sc_B] && Keyboard[sc_A] && Keyboard[sc_T]) + { + ClearMemory (); + CA_CacheGrChunk (STARTFONT + 1); + ClearSplitVWB (); + + Message ("Commander Keen is also\n" + "available from Apogee, but\n" + "then, you already know\n" "that - right, Cheatmeister?!"); + + UNCACHEGRCHUNK (STARTFONT + 1); + IN_ClearKeysDown (); + IN_Ack (); + + if (viewsize < 18) + DrawPlayBorder (); + } + +// +// pause key weirdness can't be checked as a scan code +// + if(buttonstate[bt_pause]) Paused = true; + if(Paused) + { + int lastoffs = StopMusic(); + LatchDrawPic (20 - 4, 80 - 2 * 8, PAUSEDPIC); + VH_UpdateScreen(); + IN_Ack (); + Paused = false; + ContinueMusic(lastoffs); + if (MousePresent && IN_IsInputGrabbed()) + IN_CenterMouse(); // Clear accumulated mouse movement + lasttimecount = GetTimeCount(); + return; + } + +// +// F1-F7/ESC to enter control panel +// + if ( +#ifndef DEBCHECK + scan == sc_F10 || +#endif + scan == sc_F9 || scan == sc_F7 || scan == sc_F8) // pop up quit dialog + { + short oldmapon = gamestate.mapon; + short oldepisode = gamestate.episode; + ClearMemory (); + ClearSplitVWB (); + US_ControlPanel (scan); + + DrawPlayBorderSides (); + + SETFONTCOLOR (0, 15); + IN_ClearKeysDown (); + return; + } + + if ((scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape || buttonstate[bt_esc]) + { + int lastoffs = StopMusic (); + ClearMemory (); + VW_FadeOut (); + + US_ControlPanel (buttonstate[bt_esc] ? sc_Escape : scan); + + SETFONTCOLOR (0, 15); + IN_ClearKeysDown (); + VW_FadeOut(); + if(viewsize != 21) + DrawPlayScreen (); + if (!startgame && !loadedgame) + ContinueMusic (lastoffs); + if (loadedgame) + playstate = ex_abort; + lasttimecount = GetTimeCount(); + if (MousePresent && IN_IsInputGrabbed()) + IN_CenterMouse(); // Clear accumulated mouse movement + return; + } + +// +// TAB-? debug keys +// +#ifdef DEBUGKEYS + if (Keyboard[sc_Tab] && DebugOk) + { + CA_CacheGrChunk (STARTFONT); + fontnumber = 0; + SETFONTCOLOR (0, 15); + if (DebugKeys () && viewsize < 20) + DrawPlayBorder (); // dont let the blue borders flash + + if (MousePresent && IN_IsInputGrabbed()) + IN_CenterMouse(); // Clear accumulated mouse movement + + lasttimecount = GetTimeCount(); + return; + } +#endif +} + + +//=========================================================================== + +/* +############################################################################# + + The objlist data structure + +############################################################################# + +objlist containt structures for every actor currently playing. The structure +is accessed as a linked list starting at *player, ending when ob->next == +NULL. GetNewObj inserts a new object at the end of the list, meaning that +if an actor spawn another actor, the new one WILL get to think and react the +same frame. RemoveObj unlinks the given object and returns it to the free +list, but does not damage the objects ->next pointer, so if the current object +removes itself, a linked list following loop can still safely get to the +next element. + + + +############################################################################# +*/ + + +/* +========================= += += InitActorList += += Call to clear out the actor object lists returning them all to the free += list. Allocates a special spot for the player. += +========================= +*/ + +int objcount; + +void InitActorList (void) +{ + int i; + +// +// init the actor lists +// + for (i = 0; i < MAXACTORS; i++) + { + objlist[i].prev = &objlist[i + 1]; + objlist[i].next = NULL; + } + + objlist[MAXACTORS - 1].prev = NULL; + + objfreelist = &objlist[0]; + lastobj = NULL; + + objcount = 0; + +// +// give the player the first free spots +// + GetNewActor (); + player = newobj; + +} + +//=========================================================================== + +/* +========================= += += GetNewActor += += Sets the global variable new to point to a free spot in objlist. += The free spot is inserted at the end of the liked list += += When the object list is full, the caller can either have it bomb out ot += return a dummy object pointer that will never get used += +========================= +*/ + +void GetNewActor (void) +{ + if (!objfreelist) + Quit ("GetNewActor: No free spots in objlist!"); + + newobj = objfreelist; + objfreelist = newobj->prev; + memset (newobj, 0, sizeof (*newobj)); + + if (lastobj) + lastobj->next = newobj; + newobj->prev = lastobj; // new->next is allready NULL from memset + + newobj->active = ac_no; + lastobj = newobj; + + objcount++; +} + +//=========================================================================== + +/* +========================= += += RemoveObj += += Add the given object back into the free list, and unlink it from it's += neighbors += +========================= +*/ + +void RemoveObj (objtype * gone) +{ + if (gone == player) + Quit ("RemoveObj: Tried to remove the player!"); + + gone->state = NULL; + +// +// fix the next object's back link +// + if (gone == lastobj) + lastobj = (objtype *) gone->prev; + else + gone->next->prev = gone->prev; + +// +// fix the previous object's forward link +// + gone->prev->next = gone->next; + +// +// add it back in to the free list +// + gone->prev = objfreelist; + objfreelist = gone; + + objcount--; +} + +/* +============================================================================= + + MUSIC STUFF + +============================================================================= +*/ + + +/* +================= += += StopMusic += +================= +*/ +int StopMusic (void) +{ + int lastoffs = SD_MusicOff (); + + UNCACHEAUDIOCHUNK (STARTMUSIC + lastmusicchunk); + + return lastoffs; +} + +//========================================================================== + + +/* +================= += += StartMusic += +================= +*/ + +void StartMusic () +{ + SD_MusicOff (); + lastmusicchunk = (musicnames) songs[gamestate.mapon + gamestate.episode * 10]; + SD_StartMusic(STARTMUSIC + lastmusicchunk); +} + +void ContinueMusic (int offs) +{ + SD_MusicOff (); + lastmusicchunk = (musicnames) songs[gamestate.mapon + gamestate.episode * 10]; + SD_ContinueMusic(STARTMUSIC + lastmusicchunk, offs); +} + +/* +============================================================================= + + PALETTE SHIFTING STUFF + +============================================================================= +*/ + +#define NUMREDSHIFTS 6 +#define REDSTEPS 8 + +#define NUMWHITESHIFTS 3 +#define WHITESTEPS 20 +#define WHITETICS 6 + + +SDL_Color redshifts[NUMREDSHIFTS][256]; +SDL_Color whiteshifts[NUMWHITESHIFTS][256]; + +int damagecount, bonuscount; +boolean palshifted; + +/* +===================== += += InitRedShifts += +===================== +*/ + +void InitRedShifts (void) +{ + SDL_Color *workptr, *baseptr; + int i, j, delta; + + +// +// fade through intermediate frames +// + for (i = 1; i <= NUMREDSHIFTS; i++) + { + workptr = redshifts[i - 1]; + baseptr = gamepal; + + for (j = 0; j <= 255; j++) + { + delta = 256 - baseptr->r; + workptr->r = baseptr->r + delta * i / REDSTEPS; + delta = -baseptr->g; + workptr->g = baseptr->g + delta * i / REDSTEPS; + delta = -baseptr->b; + workptr->b = baseptr->b + delta * i / REDSTEPS; + baseptr++; + workptr++; + } + } + + for (i = 1; i <= NUMWHITESHIFTS; i++) + { + workptr = whiteshifts[i - 1]; + baseptr = gamepal; + + for (j = 0; j <= 255; j++) + { + delta = 256 - baseptr->r; + workptr->r = baseptr->r + delta * i / WHITESTEPS; + delta = 248 - baseptr->g; + workptr->g = baseptr->g + delta * i / WHITESTEPS; + delta = 0-baseptr->b; + workptr->b = baseptr->b + delta * i / WHITESTEPS; + baseptr++; + workptr++; + } + } +} + + +/* +===================== += += ClearPaletteShifts += +===================== +*/ + +void ClearPaletteShifts (void) +{ + bonuscount = damagecount = 0; + palshifted = false; +} + + +/* +===================== += += StartBonusFlash += +===================== +*/ + +void StartBonusFlash (void) +{ + bonuscount = NUMWHITESHIFTS * WHITETICS; // white shift palette +} + + +/* +===================== += += StartDamageFlash += +===================== +*/ + +void StartDamageFlash (int damage) +{ + damagecount += damage; +} + + +/* +===================== += += UpdatePaletteShifts += +===================== +*/ + +void UpdatePaletteShifts (void) +{ + int red, white; + + if (bonuscount) + { + white = bonuscount / WHITETICS + 1; + if (white > NUMWHITESHIFTS) + white = NUMWHITESHIFTS; + bonuscount -= tics; + if (bonuscount < 0) + bonuscount = 0; + } + else + white = 0; + + + if (damagecount) + { + red = damagecount / 10 + 1; + if (red > NUMREDSHIFTS) + red = NUMREDSHIFTS; + + damagecount -= tics; + if (damagecount < 0) + damagecount = 0; + } + else + red = 0; + + if (red) + { + VL_SetPalette (redshifts[red - 1], false); + palshifted = true; + } + else if (white) + { + VL_SetPalette (whiteshifts[white - 1], false); + palshifted = true; + } + else if (palshifted) + { + VL_SetPalette (gamepal, false); // back to normal + palshifted = false; + } +} + + +/* +===================== += += FinishPaletteShifts += += Resets palette to normal if needed += +===================== +*/ + +void FinishPaletteShifts (void) +{ + if (palshifted) + { + palshifted = 0; + VL_SetPalette (gamepal, true); + } +} + + +/* +============================================================================= + + CORE PLAYLOOP + +============================================================================= +*/ + + +/* +===================== += += DoActor += +===================== +*/ + +void DoActor (objtype * ob) +{ + void (*think) (objtype *); + + if (!ob->active && !areabyplayer[ob->areanumber]) + return; + + if (!(ob->flags & (FL_NONMARK | FL_NEVERMARK))) + actorat[ob->tilex][ob->tiley] = NULL; + +// +// non transitional object +// + + if (!ob->ticcount) + { + think = (void (*)(objtype *)) ob->state->think; + if (think) + { + think (ob); + if (!ob->state) + { + RemoveObj (ob); + return; + } + } + + if (ob->flags & FL_NEVERMARK) + return; + + if ((ob->flags & FL_NONMARK) && actorat[ob->tilex][ob->tiley]) + return; + + actorat[ob->tilex][ob->tiley] = ob; + return; + } + +// +// transitional object +// + ob->ticcount -= (short) tics; + while (ob->ticcount <= 0) + { + think = (void (*)(objtype *)) ob->state->action; // end of state action + if (think) + { + think (ob); + if (!ob->state) + { + RemoveObj (ob); + return; + } + } + + ob->state = ob->state->next; + + if (!ob->state) + { + RemoveObj (ob); + return; + } + + if (!ob->state->tictime) + { + ob->ticcount = 0; + goto think; + } + + ob->ticcount += ob->state->tictime; + } + +think: + // + // think + // + think = (void (*)(objtype *)) ob->state->think; + if (think) + { + think (ob); + if (!ob->state) + { + RemoveObj (ob); + return; + } + } + + if (ob->flags & FL_NEVERMARK) + return; + + if ((ob->flags & FL_NONMARK) && actorat[ob->tilex][ob->tiley]) + return; + + actorat[ob->tilex][ob->tiley] = ob; +} + +//========================================================================== + + +/* +=================== += += PlayLoop += +=================== +*/ +int32_t funnyticount; + + +void PlayLoop (void) +{ +#if defined(USE_FEATUREFLAGS) && defined(USE_CLOUDSKY) + if(GetFeatureFlags() & FF_CLOUDSKY) + InitSky(); +#endif + +#ifdef USE_SHADING + InitLevelShadeTable(); +#endif + + playstate = ex_stillplaying; + lasttimecount = GetTimeCount(); + frameon = 0; + anglefrac = 0; + facecount = 0; + funnyticount = 0; + memset (buttonstate, 0, sizeof (buttonstate)); + ClearPaletteShifts (); + + if (MousePresent && IN_IsInputGrabbed()) + IN_CenterMouse(); // Clear accumulated mouse movement + + if (demoplayback) + IN_StartAck (); + + do + { + PollControls (); + +// +// actor thinking +// + madenoise = false; + + MoveDoors (); + MovePWalls (); + + for (obj = player; obj; obj = obj->next) + DoActor (obj); + + UpdatePaletteShifts (); + + ThreeDRefresh (); + + // + // MAKE FUNNY FACE IF BJ DOESN'T MOVE FOR AWHILE + // +#ifdef SPEAR + funnyticount += tics; + if (funnyticount > 30l * 70) + { + funnyticount = 0; + if(viewsize != 21) + StatusDrawFace(BJWAITING1PIC + (US_RndT () & 1)); + facecount = 0; + } +#endif + + gamestate.TimeCount += tics; + + UpdateSoundLoc (); // JAB + if (screenfaded) + VW_FadeIn (); + + CheckKeys (); + +// +// debug aids +// + if (singlestep) + { + VW_WaitVBL (singlestep); + lasttimecount = GetTimeCount(); + } + if (extravbls) + VW_WaitVBL (extravbls); + + if (demoplayback) + { + if (IN_CheckAck ()) + { + IN_ClearKeysDown (); + playstate = ex_abort; + } + } + } + while (!playstate && !startgame); + + if (playstate != ex_died) + FinishPaletteShifts (); +} diff --git a/contrib/games/wolf3d/wl_shade.cpp b/contrib/games/wolf3d/wl_shade.cpp new file mode 100755 index 0000000000..6f1abe0a36 --- /dev/null +++ b/contrib/games/wolf3d/wl_shade.cpp @@ -0,0 +1,143 @@ +#include "version.h" + +#ifdef USE_SHADING +#include "wl_def.h" +#include "wl_shade.h" + +typedef struct { + uint8_t destRed, destGreen, destBlue; // values between 0 and 255 + uint8_t fogStrength; +} shadedef_t; + +shadedef_t shadeDefs[] = { + { 0, 0, 0, LSHADE_NOSHADING }, + { 0, 0, 0, LSHADE_NORMAL }, + { 0, 0, 0, LSHADE_FOG }, + { 40, 40, 40, LSHADE_NORMAL }, + { 60, 60, 60, LSHADE_FOG } +}; + +uint8_t shadetable[SHADE_COUNT][256]; +int LSHADE_flag; + +#ifdef USE_FEATUREFLAGS + +// The lower 8-bit of the upper left tile of every map determine +// the used shading definition of shadeDefs. +static inline int GetShadeDefID() +{ + int shadeID = ffDataTopLeft & 0x00ff; + assert(shadeID >= 0 && shadeID < lengthof(shadeDefs)); + return shadeID; +} + +#else + +static int GetShadeDefID() +{ + int shadeID; + switch(gamestate.episode * 10 + mapon) + { + case 0: shadeID = 4; break; + case 1: + case 2: + case 6: shadeID = 1; break; + case 3: shadeID = 0; break; + case 5: shadeID = 2; break; + default: shadeID = 3; break; + } + assert(shadeID >= 0 && shadeID < lengthof(shadeDefs)); + return shadeID; +} + +#endif + + +// Returns the palette index of the nearest matching color of the +// given RGB color in given palette +byte GetColor(byte red, byte green, byte blue, SDL_Color *palette) +{ + byte mincol = 0; + double mindist = 200000.F, curdist, DRed, DGreen, DBlue; + + SDL_Color *palPtr = palette; + + for(int col = 0; col < 256; col++, palPtr++) + { + DRed = (double) (red - palPtr->r); + DGreen = (double) (green - palPtr->g); + DBlue = (double) (blue - palPtr->b); + curdist = DRed * DRed + DGreen * DGreen + DBlue * DBlue; + if(curdist < mindist) + { + mindist = curdist; + mincol = (byte) col; + } + } + return mincol; +} + +// Fade all colors in 32 steps down to the destination-RGB +// (use gray for fogging, black for standard shading) +void GenerateShadeTable(byte destRed, byte destGreen, byte destBlue, + SDL_Color *palette, int fog) +{ + double curRed, curGreen, curBlue, redStep, greenStep, blueStep; + SDL_Color *palPtr = palette; + + // Set the fog-flag + LSHADE_flag=fog; + + // Color loop + for(int i = 0; i < 256; i++, palPtr++) + { + // Get original palette color + curRed = palPtr->r; + curGreen = palPtr->g; + curBlue = palPtr->b; + + // Calculate increment per step + redStep = ((double) destRed - curRed) / (SHADE_COUNT + 8); + greenStep = ((double) destGreen - curGreen) / (SHADE_COUNT + 8); + blueStep = ((double) destBlue - curBlue) / (SHADE_COUNT + 8); + + // Calc color for each shade of the current color + for (int shade = 0; shade < SHADE_COUNT; shade++) + { + shadetable[shade][i] = GetColor((byte) curRed, (byte) curGreen, (byte) curBlue, palette); + + // Inc to next shade + curRed += redStep; + curGreen += greenStep; + curBlue += blueStep; + } + } +} + +void NoShading() +{ + for(int shade = 0; shade < SHADE_COUNT; shade++) + for(int i = 0; i < 256; i++) + shadetable[shade][i] = i; +} + +void InitLevelShadeTable() +{ + shadedef_t *shadeDef = &shadeDefs[GetShadeDefID()]; + if(shadeDef->fogStrength == LSHADE_NOSHADING) + NoShading(); + else + GenerateShadeTable(shadeDef->destRed, shadeDef->destGreen, shadeDef->destBlue, gamepal, shadeDef->fogStrength); +} + +int GetShade(int scale) +{ + int shade = (scale >> 1) / (((viewwidth * 3) >> 8) + 1 + LSHADE_flag); // TODO: reconsider this... + if(shade > 32) shade = 32; + else if(shade < 1) shade = 1; + shade = 32 - shade; + + return shade; +} + +#endif diff --git a/contrib/games/wolf3d/wl_shade.h b/contrib/games/wolf3d/wl_shade.h new file mode 100755 index 0000000000..690356611b --- /dev/null +++ b/contrib/games/wolf3d/wl_shade.h @@ -0,0 +1,15 @@ +#if defined(USE_SHADING) && !defined(_WL_SHADE_H_) +#define _WL_SHADE_H_ + +#define SHADE_COUNT 32 + +#define LSHADE_NOSHADING 0xff +#define LSHADE_NORMAL 0 +#define LSHADE_FOG 5 + +extern uint8_t shadetable[SHADE_COUNT][256]; + +void InitLevelShadeTable(); +int GetShade(int scale); + +#endif diff --git a/contrib/games/wolf3d/wl_state.cpp b/contrib/games/wolf3d/wl_state.cpp new file mode 100755 index 0000000000..92b8ca1713 --- /dev/null +++ b/contrib/games/wolf3d/wl_state.cpp @@ -0,0 +1,1530 @@ +// WL_STATE.C + +#include "wl_def.h" +#pragma hdrstop + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + + +static const dirtype opposite[9] = + {west,southwest,south,southeast,east,northeast,north,northwest,nodir}; + +static const dirtype diagonal[9][9] = +{ + /* east */ {nodir,nodir,northeast,nodir,nodir,nodir,southeast,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, + /* north */ {northeast,nodir,nodir,nodir,northwest,nodir,nodir,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, + /* west */ {nodir,nodir,northwest,nodir,nodir,nodir,southwest,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, + /* south */ {southeast,nodir,nodir,nodir,southwest,nodir,nodir,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir} +}; + + + +void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state); +void NewState (objtype *ob, statetype *state); + +boolean TryWalk (objtype *ob); +void MoveObj (objtype *ob, int32_t move); + +void KillActor (objtype *ob); +void DamageActor (objtype *ob, unsigned damage); + +boolean CheckLine (objtype *ob); +void FirstSighting (objtype *ob); +boolean CheckSight (objtype *ob); + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + + +//=========================================================================== + + +/* +=================== += += SpawnNewObj += += Spaws a new actor at the given TILE coordinates, with the given state, and += the given size in GLOBAL units. += += newobj = a pointer to an initialized new actor += +=================== +*/ + +void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state) +{ + GetNewActor (); + newobj->state = state; + if (state->tictime) + newobj->ticcount = DEMOCHOOSE_ORIG_SDL( + US_RndT () % state->tictime, + US_RndT () % state->tictime + 1); // Chris' moonwalk bugfix ;D + else + newobj->ticcount = 0; + + newobj->tilex = (short) tilex; + newobj->tiley = (short) tiley; + newobj->x = ((int32_t)tilex<y = ((int32_t)tiley<dir = nodir; + + actorat[tilex][tiley] = newobj; + newobj->areanumber = + *(mapsegs[0] + (newobj->tiley<tilex) - AREATILE; +} + + + +/* +=================== += += NewState += += Changes ob to a new state, setting ticcount to the max for that state += +=================== +*/ + +void NewState (objtype *ob, statetype *state) +{ + ob->state = state; + ob->ticcount = state->tictime; +} + + + +/* +============================================================================= + + ENEMY TILE WORLD MOVEMENT CODE + +============================================================================= +*/ + + +/* +================================== += += TryWalk += += Attempts to move ob in its current (ob->dir) direction. += += If blocked by either a wall or an actor returns FALSE += += If move is either clear or blocked only by a door, returns TRUE and sets += += ob->tilex = new destination += ob->tiley += ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination += ob->distance = TILEGLOBAl, or -doornumber if a door is blocking the way += += If a door is in the way, an OpenDoor call is made to start it opening. += The actor code should wait until += doorobjlist[-ob->distance].action = dr_open, meaning the door has been += fully opened += +================================== +*/ + +#define CHECKDIAG(x,y) \ +{ \ + temp=(uintptr_t)actorat[x][y]; \ + if (temp) \ + { \ + if (temp<256) \ + return false; \ + if (((objtype *)temp)->flags&FL_SHOOTABLE) \ + return false; \ + } \ +} + +#ifdef PLAYDEMOLIKEORIGINAL + #define DOORCHECK \ + if(DEMOCOND_ORIG) \ + doornum = temp&63; \ + else \ + { \ + doornum = (int) temp & 127; \ + OpenDoor(doornum); \ + ob->distance = -doornum - 1; \ + return true; \ + } +#else + #define DOORCHECK \ + doornum = (int) temp & 127; \ + OpenDoor(doornum); \ + ob->distance = -doornum - 1; \ + return true; +#endif + +#define CHECKSIDE(x,y) \ +{ \ + temp=(uintptr_t)actorat[x][y]; \ + if (temp) \ + { \ + if (temp<128) \ + return false; \ + if (temp<256) \ + { \ + DOORCHECK \ + } \ + else if (((objtype *)temp)->flags&FL_SHOOTABLE) \ + return false; \ + } \ +} + + +boolean TryWalk (objtype *ob) +{ + int doornum = -1; + uintptr_t temp; + + if (ob->obclass == inertobj) + { + switch (ob->dir) + { + case north: + ob->tiley--; + break; + + case northeast: + ob->tilex++; + ob->tiley--; + break; + + case east: + ob->tilex++; + break; + + case southeast: + ob->tilex++; + ob->tiley++; + break; + + case south: + ob->tiley++; + break; + + case southwest: + ob->tilex--; + ob->tiley++; + break; + + case west: + ob->tilex--; + break; + + case northwest: + ob->tilex--; + ob->tiley--; + break; + } + } + else + { + switch (ob->dir) + { + case north: + if (ob->obclass == dogobj || ob->obclass == fakeobj + || ob->obclass == ghostobj || ob->obclass == spectreobj) + { + CHECKDIAG(ob->tilex,ob->tiley-1); + } + else + { + CHECKSIDE(ob->tilex,ob->tiley-1); + } + ob->tiley--; + break; + + case northeast: + CHECKDIAG(ob->tilex+1,ob->tiley-1); + CHECKDIAG(ob->tilex+1,ob->tiley); + CHECKDIAG(ob->tilex,ob->tiley-1); + ob->tilex++; + ob->tiley--; + break; + + case east: + if (ob->obclass == dogobj || ob->obclass == fakeobj + || ob->obclass == ghostobj || ob->obclass == spectreobj) + { + CHECKDIAG(ob->tilex+1,ob->tiley); + } + else + { + CHECKSIDE(ob->tilex+1,ob->tiley); + } + ob->tilex++; + break; + + case southeast: + CHECKDIAG(ob->tilex+1,ob->tiley+1); + CHECKDIAG(ob->tilex+1,ob->tiley); + CHECKDIAG(ob->tilex,ob->tiley+1); + ob->tilex++; + ob->tiley++; + break; + + case south: + if (ob->obclass == dogobj || ob->obclass == fakeobj + || ob->obclass == ghostobj || ob->obclass == spectreobj) + { + CHECKDIAG(ob->tilex,ob->tiley+1); + } + else + { + CHECKSIDE(ob->tilex,ob->tiley+1); + } + ob->tiley++; + break; + + case southwest: + CHECKDIAG(ob->tilex-1,ob->tiley+1); + CHECKDIAG(ob->tilex-1,ob->tiley); + CHECKDIAG(ob->tilex,ob->tiley+1); + ob->tilex--; + ob->tiley++; + break; + + case west: + if (ob->obclass == dogobj || ob->obclass == fakeobj + || ob->obclass == ghostobj || ob->obclass == spectreobj) + { + CHECKDIAG(ob->tilex-1,ob->tiley); + } + else + { + CHECKSIDE(ob->tilex-1,ob->tiley); + } + ob->tilex--; + break; + + case northwest: + CHECKDIAG(ob->tilex-1,ob->tiley-1); + CHECKDIAG(ob->tilex-1,ob->tiley); + CHECKDIAG(ob->tilex,ob->tiley-1); + ob->tilex--; + ob->tiley--; + break; + + case nodir: + return false; + + default: + Quit ("Walk: Bad dir"); + } + } + +#ifdef PLAYDEMOLIKEORIGINAL + if (DEMOCOND_ORIG && doornum != -1) + { + OpenDoor(doornum); + ob->distance = -doornum-1; + return true; + } +#endif + + ob->areanumber = + *(mapsegs[0] + (ob->tiley<tilex) - AREATILE; + + ob->distance = TILEGLOBAL; + return true; +} + + +/* +================================== += += SelectDodgeDir += += Attempts to choose and initiate a movement for ob that sends it towards += the player while dodging += += If there is no possible move (ob is totally surrounded) += += ob->dir = nodir += += Otherwise += += ob->dir = new direction to follow += ob->distance = TILEGLOBAL or -doornumber += ob->tilex = new destination += ob->tiley += ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination += +================================== +*/ + +void SelectDodgeDir (objtype *ob) +{ + int deltax,deltay,i; + unsigned absdx,absdy; + dirtype dirtry[5]; + dirtype turnaround,tdir; + + if (ob->flags & FL_FIRSTATTACK) + { + // + // turning around is only ok the very first time after noticing the + // player + // + turnaround = nodir; + ob->flags &= ~FL_FIRSTATTACK; + } + else + turnaround=opposite[ob->dir]; + + deltax = player->tilex - ob->tilex; + deltay = player->tiley - ob->tiley; + + // + // arange 5 direction choices in order of preference + // the four cardinal directions plus the diagonal straight towards + // the player + // + + if (deltax>0) + { + dirtry[1]= east; + dirtry[3]= west; + } + else + { + dirtry[1]= west; + dirtry[3]= east; + } + + if (deltay>0) + { + dirtry[2]= south; + dirtry[4]= north; + } + else + { + dirtry[2]= north; + dirtry[4]= south; + } + + // + // randomize a bit for dodging + // + absdx = abs(deltax); + absdy = abs(deltay); + + if (absdx > absdy) + { + tdir = dirtry[1]; + dirtry[1] = dirtry[2]; + dirtry[2] = tdir; + tdir = dirtry[3]; + dirtry[3] = dirtry[4]; + dirtry[4] = tdir; + } + + if (US_RndT() < 128) + { + tdir = dirtry[1]; + dirtry[1] = dirtry[2]; + dirtry[2] = tdir; + tdir = dirtry[3]; + dirtry[3] = dirtry[4]; + dirtry[4] = tdir; + } + + dirtry[0] = diagonal [ dirtry[1] ] [ dirtry[2] ]; + + // + // try the directions util one works + // + for (i=0;i<5;i++) + { + if ( dirtry[i] == nodir || dirtry[i] == turnaround) + continue; + + ob->dir = dirtry[i]; + if (TryWalk(ob)) + return; + } + + // + // turn around only as a last resort + // + if (turnaround != nodir) + { + ob->dir = turnaround; + + if (TryWalk(ob)) + return; + } + + ob->dir = nodir; +} + + +/* +============================ += += SelectChaseDir += += As SelectDodgeDir, but doesn't try to dodge += +============================ +*/ + +void SelectChaseDir (objtype *ob) +{ + int deltax,deltay; + dirtype d[3]; + dirtype tdir, olddir, turnaround; + + + olddir=ob->dir; + turnaround=opposite[olddir]; + + deltax=player->tilex - ob->tilex; + deltay=player->tiley - ob->tiley; + + d[1]=nodir; + d[2]=nodir; + + if (deltax>0) + d[1]= east; + else if (deltax<0) + d[1]= west; + if (deltay>0) + d[2]=south; + else if (deltay<0) + d[2]=north; + + if (abs(deltay)>abs(deltax)) + { + tdir=d[1]; + d[1]=d[2]; + d[2]=tdir; + } + + if (d[1]==turnaround) + d[1]=nodir; + if (d[2]==turnaround) + d[2]=nodir; + + + if (d[1]!=nodir) + { + ob->dir=d[1]; + if (TryWalk(ob)) + return; /*either moved forward or attacked*/ + } + + if (d[2]!=nodir) + { + ob->dir=d[2]; + if (TryWalk(ob)) + return; + } + + /* there is no direct path to the player, so pick another direction */ + + if (olddir!=nodir) + { + ob->dir=olddir; + if (TryWalk(ob)) + return; + } + + if (US_RndT()>128) /*randomly determine direction of search*/ + { + for (tdir=north; tdir<=west; tdir=(dirtype)(tdir+1)) + { + if (tdir!=turnaround) + { + ob->dir=tdir; + if ( TryWalk(ob) ) + return; + } + } + } + else + { + for (tdir=west; tdir>=north; tdir=(dirtype)(tdir-1)) + { + if (tdir!=turnaround) + { + ob->dir=tdir; + if ( TryWalk(ob) ) + return; + } + } + } + + if (turnaround != nodir) + { + ob->dir=turnaround; + if (ob->dir != nodir) + { + if ( TryWalk(ob) ) + return; + } + } + + ob->dir = nodir; // can't move +} + + +/* +============================ += += SelectRunDir += += Run Away from player += +============================ +*/ + +void SelectRunDir (objtype *ob) +{ + int deltax,deltay; + dirtype d[3]; + dirtype tdir; + + + deltax=player->tilex - ob->tilex; + deltay=player->tiley - ob->tiley; + + if (deltax<0) + d[1]= east; + else + d[1]= west; + if (deltay<0) + d[2]=south; + else + d[2]=north; + + if (abs(deltay)>abs(deltax)) + { + tdir=d[1]; + d[1]=d[2]; + d[2]=tdir; + } + + ob->dir=d[1]; + if (TryWalk(ob)) + return; /*either moved forward or attacked*/ + + ob->dir=d[2]; + if (TryWalk(ob)) + return; + + /* there is no direct path to the player, so pick another direction */ + + if (US_RndT()>128) /*randomly determine direction of search*/ + { + for (tdir=north; tdir<=west; tdir=(dirtype)(tdir+1)) + { + ob->dir=tdir; + if ( TryWalk(ob) ) + return; + } + } + else + { + for (tdir=west; tdir>=north; tdir=(dirtype)(tdir-1)) + { + ob->dir=tdir; + if ( TryWalk(ob) ) + return; + } + } + + ob->dir = nodir; // can't move +} + + +/* +================= += += MoveObj += += Moves ob be move global units in ob->dir direction += Actors are not allowed to move inside the player += Does NOT check to see if the move is tile map valid += += ob->x = adjusted for new position += ob->y += +================= +*/ + +void MoveObj (objtype *ob, int32_t move) +{ + int32_t deltax,deltay; + + switch (ob->dir) + { + case north: + ob->y -= move; + break; + case northeast: + ob->x += move; + ob->y -= move; + break; + case east: + ob->x += move; + break; + case southeast: + ob->x += move; + ob->y += move; + break; + case south: + ob->y += move; + break; + case southwest: + ob->x -= move; + ob->y += move; + break; + case west: + ob->x -= move; + break; + case northwest: + ob->x -= move; + ob->y -= move; + break; + + case nodir: + return; + + default: + Quit ("MoveObj: bad dir!"); + } + + // + // check to make sure it's not on top of player + // + if (areabyplayer[ob->areanumber]) + { + deltax = ob->x - player->x; + if (deltax < -MINACTORDIST || deltax > MINACTORDIST) + goto moveok; + deltay = ob->y - player->y; + if (deltay < -MINACTORDIST || deltay > MINACTORDIST) + goto moveok; + + if (ob->hidden) // move closer until he meets CheckLine + goto moveok; + + if (ob->obclass == ghostobj || ob->obclass == spectreobj) + TakeDamage (tics*2,ob); + + // + // back up + // + switch (ob->dir) + { + case north: + ob->y += move; + break; + case northeast: + ob->x -= move; + ob->y += move; + break; + case east: + ob->x -= move; + break; + case southeast: + ob->x -= move; + ob->y -= move; + break; + case south: + ob->y -= move; + break; + case southwest: + ob->x += move; + ob->y -= move; + break; + case west: + ob->x += move; + break; + case northwest: + ob->x += move; + ob->y += move; + break; + + case nodir: + return; + } + return; + } +moveok: + ob->distance -=move; +} + +/* +============================================================================= + + STUFF + +============================================================================= +*/ + +/* +=============== += += DropItem += += Tries to drop a bonus item somewhere in the tiles surrounding the += given tilex/tiley += +=============== +*/ + +void DropItem (wl_stat_t itemtype, int tilex, int tiley) +{ + int x,y,xl,xh,yl,yh; + + // + // find a free spot to put it in + // + if (!actorat[tilex][tiley]) + { + PlaceItemType (itemtype, tilex,tiley); + return; + } + + xl = tilex-1; + xh = tilex+1; + yl = tiley-1; + yh = tiley+1; + + for (x=xl ; x<= xh ; x++) + { + for (y=yl ; y<= yh ; y++) + { + if (!actorat[x][y]) + { + PlaceItemType (itemtype, x,y); + return; + } + } + } +} + + + +/* +=============== += += KillActor += +=============== +*/ + +void KillActor (objtype *ob) +{ + int tilex,tiley; + + tilex = ob->tilex = (word)(ob->x >> TILESHIFT); // drop item on center + tiley = ob->tiley = (word)(ob->y >> TILESHIFT); + + switch (ob->obclass) + { + case guardobj: + GivePoints (100); + NewState (ob,&s_grddie1); + PlaceItemType (bo_clip2,tilex,tiley); + break; + + case officerobj: + GivePoints (400); + NewState (ob,&s_ofcdie1); + PlaceItemType (bo_clip2,tilex,tiley); + break; + + case mutantobj: + GivePoints (700); + NewState (ob,&s_mutdie1); + PlaceItemType (bo_clip2,tilex,tiley); + break; + + case ssobj: + GivePoints (500); + NewState (ob,&s_ssdie1); + if (gamestate.bestweapon < wp_machinegun) + PlaceItemType (bo_machinegun,tilex,tiley); + else + PlaceItemType (bo_clip2,tilex,tiley); + break; + + case dogobj: + GivePoints (200); + NewState (ob,&s_dogdie1); + break; + +#ifndef SPEAR + case bossobj: + GivePoints (5000); + NewState (ob,&s_bossdie1); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case gretelobj: + GivePoints (5000); + NewState (ob,&s_greteldie1); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case giftobj: + GivePoints (5000); + gamestate.killx = player->x; + gamestate.killy = player->y; + NewState (ob,&s_giftdie1); + break; + + case fatobj: + GivePoints (5000); + gamestate.killx = player->x; + gamestate.killy = player->y; + NewState (ob,&s_fatdie1); + break; + + case schabbobj: + GivePoints (5000); + gamestate.killx = player->x; + gamestate.killy = player->y; + NewState (ob,&s_schabbdie1); + break; + case fakeobj: + GivePoints (2000); + NewState (ob,&s_fakedie1); + break; + + case mechahitlerobj: + GivePoints (5000); + NewState (ob,&s_mechadie1); + break; + case realhitlerobj: + GivePoints (5000); + gamestate.killx = player->x; + gamestate.killy = player->y; + NewState (ob,&s_hitlerdie1); + break; +#else + case spectreobj: + if (ob->flags&FL_BONUS) + { + GivePoints (200); // Get points once for each + ob->flags &= ~FL_BONUS; + } + NewState (ob,&s_spectredie1); + break; + + case angelobj: + GivePoints (5000); + NewState (ob,&s_angeldie1); + break; + + case transobj: + GivePoints (5000); + NewState (ob,&s_transdie0); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case uberobj: + GivePoints (5000); + NewState (ob,&s_uberdie0); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case willobj: + GivePoints (5000); + NewState (ob,&s_willdie1); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case deathobj: + GivePoints (5000); + NewState (ob,&s_deathdie1); + PlaceItemType (bo_key1,tilex,tiley); + break; +#endif + } + + gamestate.killcount++; + ob->flags &= ~FL_SHOOTABLE; + actorat[ob->tilex][ob->tiley] = NULL; + ob->flags |= FL_NONMARK; +} + + + +/* +=================== += += DamageActor += += Called when the player succesfully hits an enemy. += += Does damage points to enemy ob, either putting it into a stun frame or += killing it. += +=================== +*/ + +void DamageActor (objtype *ob, unsigned damage) +{ + madenoise = true; + + // + // do double damage if shooting a non attack mode actor + // + if ( !(ob->flags & FL_ATTACKMODE) ) + damage <<= 1; + + ob->hitpoints -= (short)damage; + + if (ob->hitpoints<=0) + KillActor (ob); + else + { + if (! (ob->flags & FL_ATTACKMODE) ) + FirstSighting (ob); // put into combat mode + + switch (ob->obclass) // dogs only have one hit point + { + case guardobj: + if (ob->hitpoints&1) + NewState (ob,&s_grdpain); + else + NewState (ob,&s_grdpain1); + break; + + case officerobj: + if (ob->hitpoints&1) + NewState (ob,&s_ofcpain); + else + NewState (ob,&s_ofcpain1); + break; + + case mutantobj: + if (ob->hitpoints&1) + NewState (ob,&s_mutpain); + else + NewState (ob,&s_mutpain1); + break; + + case ssobj: + if (ob->hitpoints&1) + NewState (ob,&s_sspain); + else + NewState (ob,&s_sspain1); + + break; + } + } +} + +/* +============================================================================= + + CHECKSIGHT + +============================================================================= +*/ + + +/* +===================== += += CheckLine += += Returns true if a straight line between the player and ob is unobstructed += +===================== +*/ + +boolean CheckLine (objtype *ob) +{ + int x1,y1,xt1,yt1,x2,y2,xt2,yt2; + int x,y; + int xdist,ydist,xstep,ystep; + int partial,delta; + int32_t ltemp; + int xfrac,yfrac,deltafrac; + unsigned value,intercept; + + x1 = ob->x >> UNSIGNEDSHIFT; // 1/256 tile precision + y1 = ob->y >> UNSIGNEDSHIFT; + xt1 = x1 >> 8; + yt1 = y1 >> 8; + + x2 = plux; + y2 = pluy; + xt2 = player->tilex; + yt2 = player->tiley; + + xdist = abs(xt2-xt1); + + if (xdist > 0) + { + if (xt2 > xt1) + { + partial = 256-(x1&0xff); + xstep = 1; + } + else + { + partial = x1&0xff; + xstep = -1; + } + + deltafrac = abs(x2-x1); + delta = y2-y1; + ltemp = ((int32_t)delta<<8)/deltafrac; + if (ltemp > 0x7fffl) + ystep = 0x7fff; + else if (ltemp < -0x7fffl) + ystep = -0x7fff; + else + ystep = ltemp; + yfrac = y1 + (((int32_t)ystep*partial) >>8); + + x = xt1+xstep; + xt2 += xstep; + do + { + y = yfrac>>8; + yfrac += ystep; + + value = (unsigned)tilemap[x][y]; + x += xstep; + + if (!value) + continue; + + if (value<128 || value>256) + return false; + + // + // see if the door is open enough + // + value &= ~0x80; + intercept = yfrac-ystep/2; + + if (intercept>doorposition[value]) + return false; + + } while (x != xt2); + } + + ydist = abs(yt2-yt1); + + if (ydist > 0) + { + if (yt2 > yt1) + { + partial = 256-(y1&0xff); + ystep = 1; + } + else + { + partial = y1&0xff; + ystep = -1; + } + + deltafrac = abs(y2-y1); + delta = x2-x1; + ltemp = ((int32_t)delta<<8)/deltafrac; + if (ltemp > 0x7fffl) + xstep = 0x7fff; + else if (ltemp < -0x7fffl) + xstep = -0x7fff; + else + xstep = ltemp; + xfrac = x1 + (((int32_t)xstep*partial) >>8); + + y = yt1 + ystep; + yt2 += ystep; + do + { + x = xfrac>>8; + xfrac += xstep; + + value = (unsigned)tilemap[x][y]; + y += ystep; + + if (!value) + continue; + + if (value<128 || value>256) + return false; + + // + // see if the door is open enough + // + value &= ~0x80; + intercept = xfrac-xstep/2; + + if (intercept>doorposition[value]) + return false; + } while (y != yt2); + } + + return true; +} + + +/* +================ += += CheckSight += += Checks a straight line between player and current object += += If the sight is ok, check alertness and angle to see if they notice += += returns true if the player has been spoted += +================ +*/ + +#define MINSIGHT 0x18000l + +boolean CheckSight (objtype *ob) +{ + int32_t deltax,deltay; + + // + // don't bother tracing a line if the area isn't connected to the player's + // + if (!areabyplayer[ob->areanumber]) + return false; + + // + // if the player is real close, sight is automatic + // + deltax = player->x - ob->x; + deltay = player->y - ob->y; + + if (deltax > -MINSIGHT && deltax < MINSIGHT + && deltay > -MINSIGHT && deltay < MINSIGHT) + return true; + + // + // see if they are looking in the right direction + // + switch (ob->dir) + { + case north: + if (deltay > 0) + return false; + break; + + case east: + if (deltax < 0) + return false; + break; + + case south: + if (deltay < 0) + return false; + break; + + case west: + if (deltax > 0) + return false; + break; + + // check diagonal moving guards fix + + case northwest: + if (DEMOCOND_SDL && deltay > -deltax) + return false; + break; + + case northeast: + if (DEMOCOND_SDL && deltay > deltax) + return false; + break; + + case southwest: + if (DEMOCOND_SDL && deltax > deltay) + return false; + break; + + case southeast: + if (DEMOCOND_SDL && -deltax > deltay) + return false; + break; + } + + // + // trace a line to check for blocking tiles (corners) + // + return CheckLine (ob); +} + + +/* +=============== += += FirstSighting += += Puts an actor into attack mode and possibly reverses the direction += if the player is behind it += +=============== +*/ + +void FirstSighting (objtype *ob) +{ + // + // react to the player + // + switch (ob->obclass) + { + case guardobj: + PlaySoundLocActor(HALTSND,ob); + NewState (ob,&s_grdchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case officerobj: + PlaySoundLocActor(SPIONSND,ob); + NewState (ob,&s_ofcchase1); + ob->speed *= 5; // go faster when chasing player + break; + + case mutantobj: + NewState (ob,&s_mutchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case ssobj: + PlaySoundLocActor(SCHUTZADSND,ob); + NewState (ob,&s_sschase1); + ob->speed *= 4; // go faster when chasing player + break; + + case dogobj: + PlaySoundLocActor(DOGBARKSND,ob); + NewState (ob,&s_dogchase1); + ob->speed *= 2; // go faster when chasing player + break; + +#ifndef SPEAR + case bossobj: + SD_PlaySound(GUTENTAGSND); + NewState (ob,&s_bosschase1); + ob->speed = SPDPATROL*3; // go faster when chasing player + break; + +#ifndef APOGEE_1_0 + case gretelobj: + SD_PlaySound(KEINSND); + NewState (ob,&s_gretelchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case giftobj: + SD_PlaySound(EINESND); + NewState (ob,&s_giftchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case fatobj: + SD_PlaySound(ERLAUBENSND); + NewState (ob,&s_fatchase1); + ob->speed *= 3; // go faster when chasing player + break; +#endif + + case schabbobj: + SD_PlaySound(SCHABBSHASND); + NewState (ob,&s_schabbchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case fakeobj: + SD_PlaySound(TOT_HUNDSND); + NewState (ob,&s_fakechase1); + ob->speed *= 3; // go faster when chasing player + break; + + case mechahitlerobj: + SD_PlaySound(DIESND); + NewState (ob,&s_mechachase1); + ob->speed *= 3; // go faster when chasing player + break; + + case realhitlerobj: + SD_PlaySound(DIESND); + NewState (ob,&s_hitlerchase1); + ob->speed *= 5; // go faster when chasing player + break; + + case ghostobj: + NewState (ob,&s_blinkychase1); + ob->speed *= 2; // go faster when chasing player + break; +#else + case spectreobj: + SD_PlaySound(GHOSTSIGHTSND); + NewState (ob,&s_spectrechase1); + ob->speed = 800; // go faster when chasing player + break; + + case angelobj: + SD_PlaySound(ANGELSIGHTSND); + NewState (ob,&s_angelchase1); + ob->speed = 1536; // go faster when chasing player + break; + + case transobj: + SD_PlaySound(TRANSSIGHTSND); + NewState (ob,&s_transchase1); + ob->speed = 1536; // go faster when chasing player + break; + + case uberobj: + NewState (ob,&s_uberchase1); + ob->speed = 3000; // go faster when chasing player + break; + + case willobj: + SD_PlaySound(WILHELMSIGHTSND); + NewState (ob,&s_willchase1); + ob->speed = 2048; // go faster when chasing player + break; + + case deathobj: + SD_PlaySound(KNIGHTSIGHTSND); + NewState (ob,&s_deathchase1); + ob->speed = 2048; // go faster when chasing player + break; +#endif + } + + if (ob->distance < 0) + ob->distance = 0; // ignore the door opening command + + ob->flags |= FL_ATTACKMODE|FL_FIRSTATTACK; +} + + + +/* +=============== += += SightPlayer += += Called by actors that ARE NOT chasing the player. If the player += is detected (by sight, noise, or proximity), the actor is put into += it's combat frame and true is returned. += += Incorporates a random reaction delay += +=============== +*/ + +boolean SightPlayer (objtype *ob) +{ + if (ob->flags & FL_ATTACKMODE) + Quit ("An actor in ATTACKMODE called SightPlayer!"); + + if (ob->temp2) + { + // + // count down reaction time + // + ob->temp2 -= (short) tics; + if (ob->temp2 > 0) + return false; + ob->temp2 = 0; // time to react + } + else + { + if (!areabyplayer[ob->areanumber]) + return false; + + if (ob->flags & FL_AMBUSH) + { + if (!CheckSight (ob)) + return false; + ob->flags &= ~FL_AMBUSH; + } + else + { + if (!madenoise && !CheckSight (ob)) + return false; + } + + + switch (ob->obclass) + { + case guardobj: + ob->temp2 = 1+US_RndT()/4; + break; + case officerobj: + ob->temp2 = 2; + break; + case mutantobj: + ob->temp2 = 1+US_RndT()/6; + break; + case ssobj: + ob->temp2 = 1+US_RndT()/6; + break; + case dogobj: + ob->temp2 = 1+US_RndT()/8; + break; + + case bossobj: + case schabbobj: + case fakeobj: + case mechahitlerobj: + case realhitlerobj: + case gretelobj: + case giftobj: + case fatobj: + case spectreobj: + case angelobj: + case transobj: + case uberobj: + case willobj: + case deathobj: + ob->temp2 = 1; + break; + } + return false; + } + + FirstSighting (ob); + + return true; +} diff --git a/contrib/games/wolf3d/wl_text.cpp b/contrib/games/wolf3d/wl_text.cpp new file mode 100755 index 0000000000..03a437df59 --- /dev/null +++ b/contrib/games/wolf3d/wl_text.cpp @@ -0,0 +1,855 @@ +// WL_TEXT.C + +#include "wl_def.h" +#pragma hdrstop + +/* +============================================================================= + +TEXT FORMATTING COMMANDS +------------------------ +^C Change text color +^E[enter] End of layout (all pages) +^G,,[enter] Draw a graphic and push margins +^P[enter] start new page, must be the first chars in a layout +^L,[ENTER] Locate to a specific spot, x in pixels, y in lines + +============================================================================= +*/ + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +#ifndef SPEAR + +#define BACKCOLOR 0x11 + + +#define WORDLIMIT 80 +#define FONTHEIGHT 10 +#define TOPMARGIN 16 +#define BOTTOMMARGIN 32 +#define LEFTMARGIN 16 +#define RIGHTMARGIN 16 +#define PICMARGIN 8 +#define TEXTROWS ((200-TOPMARGIN-BOTTOMMARGIN)/FONTHEIGHT) +#define SPACEWIDTH 7 +#define SCREENPIXWIDTH 320 +#define SCREENMID (SCREENPIXWIDTH/2) + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + +static int pagenum; +static int numpages; + +static unsigned leftmargin[TEXTROWS]; +static unsigned rightmargin[TEXTROWS]; +static char* text; +static unsigned rowon; + +static int picx; +static int picy; +static int picnum; +static int picdelay; +static boolean layoutdone; + +//=========================================================================== + +#ifndef JAPAN +/* +===================== += += RipToEOL += +===================== +*/ + +void RipToEOL (void) +{ + while (*text++ != '\n') // scan to end of line + ; +} + + +/* +===================== += += ParseNumber += +===================== +*/ + +int ParseNumber (void) +{ + char ch; + char num[80]; + char *numptr; + + // + // scan until a number is found + // + ch = *text; + while (ch < '0' || ch >'9') + ch = *++text; + + // + // copy the number out + // + numptr = num; + do + { + *numptr++ = ch; + ch = *++text; + } while (ch >= '0' && ch <= '9'); + *numptr = 0; + + return atoi (num); +} + + + +/* +===================== += += ParsePicCommand += += Call with text pointing just after a ^P += Upon exit text points to the start of next line += +===================== +*/ + +void ParsePicCommand (void) +{ + picy=ParseNumber(); + picx=ParseNumber(); + picnum=ParseNumber(); + RipToEOL (); +} + + +void ParseTimedCommand (void) +{ + picy=ParseNumber(); + picx=ParseNumber(); + picnum=ParseNumber(); + picdelay=ParseNumber(); + RipToEOL (); +} + + +/* +===================== += += TimedPicCommand += += Call with text pointing just after a ^P += Upon exit text points to the start of next line += +===================== +*/ + +void TimedPicCommand (void) +{ + ParseTimedCommand (); + + // + // update the screen, and wait for time delay + // + VW_UpdateScreen (); + + // + // wait for time + // + Delay(picdelay); + + // + // draw pic + // + VWB_DrawPic (picx&~7,picy,picnum); +} + + +/* +===================== += += HandleCommand += +===================== +*/ + +void HandleCommand (void) +{ + int i,margin,top,bottom; + int picwidth,picheight,picmid; + + switch (toupper(*++text)) + { + case 'B': + picy=ParseNumber(); + picx=ParseNumber(); + picwidth=ParseNumber(); + picheight=ParseNumber(); + VWB_Bar(picx,picy,picwidth,picheight,BACKCOLOR); + RipToEOL(); + break; + case ';': // comment + RipToEOL(); + break; + case 'P': // ^P is start of next page, ^E is end of file + case 'E': + layoutdone = true; + text--; // back up to the '^' + break; + + case 'C': // ^c changes text color + i = toupper(*++text); + if (i>='0' && i<='9') + fontcolor = i-'0'; + else if (i>='A' && i<='F') + fontcolor = i-'A'+10; + + fontcolor *= 16; + i = toupper(*++text); + if (i>='0' && i<='9') + fontcolor += i-'0'; + else if (i>='A' && i<='F') + fontcolor += i-'A'+10; + text++; + break; + + case '>': + px = 160; + text++; + break; + + case 'L': + py=ParseNumber(); + rowon = (py-TOPMARGIN)/FONTHEIGHT; + py = TOPMARGIN+rowon*FONTHEIGHT; + px=ParseNumber(); + while (*text++ != '\n') // scan to end of line + ; + break; + + case 'T': // ^Tyyy,xxx,ppp,ttt waits ttt tics, then draws pic + TimedPicCommand (); + break; + + case 'G': // ^Gyyy,xxx,ppp draws graphic + ParsePicCommand (); + VWB_DrawPic (picx&~7,picy,picnum); + picwidth = pictable[picnum-STARTPICS].width; + picheight = pictable[picnum-STARTPICS].height; + // + // adjust margins + // + picmid = picx + picwidth/2; + if (picmid > SCREENMID) + margin = picx-PICMARGIN; // new right margin + else + margin = picx+picwidth+PICMARGIN; // new left margin + + top = (picy-TOPMARGIN)/FONTHEIGHT; + if (top<0) + top = 0; + bottom = (picy+picheight-TOPMARGIN)/FONTHEIGHT; + if (bottom>=TEXTROWS) + bottom = TEXTROWS-1; + + for (i=top;i<=bottom;i++) + if (picmid > SCREENMID) + rightmargin[i] = margin; + else + leftmargin[i] = margin; + + // + // adjust this line if needed + // + if (px < (int) leftmargin[rowon]) + px = leftmargin[rowon]; + break; + } +} + + +/* +===================== += += NewLine += +===================== +*/ + +void NewLine (void) +{ + char ch; + + if (++rowon == TEXTROWS) + { + // + // overflowed the page, so skip until next page break + // + layoutdone = true; + do + { + if (*text == '^') + { + ch = toupper(*(text+1)); + if (ch == 'E' || ch == 'P') + { + layoutdone = true; + return; + } + } + text++; + } while (1); + } + px = leftmargin[rowon]; + py+= FONTHEIGHT; +} + + + +/* +===================== += += HandleCtrls += +===================== +*/ + +void HandleCtrls (void) +{ + char ch; + + ch = *text++; // get the character and advance + + if (ch == '\n') + { + NewLine (); + return; + } +} + + +/* +===================== += += HandleWord += +===================== +*/ + +void HandleWord (void) +{ + char wword[WORDLIMIT]; + int wordindex; + word wwidth,wheight,newpos; + + + // + // copy the next word into [word] + // + wword[0] = *text++; + wordindex = 1; + while (*text>32) + { + wword[wordindex] = *text++; + if (++wordindex == WORDLIMIT) + Quit ("PageLayout: Word limit exceeded"); + } + wword[wordindex] = 0; // stick a null at end for C + + // + // see if it fits on this line + // + VW_MeasurePropString (wword,&wwidth,&wheight); + + while (px+wwidth > (int) rightmargin[rowon]) + { + NewLine (); + if (layoutdone) + return; // overflowed page + } + + // + // print it + // + newpos = px+wwidth; + VWB_DrawPropString (wword); + px = newpos; + + // + // suck up any extra spaces + // + while (*text == ' ') + { + px += SPACEWIDTH; + text++; + } +} + +/* +===================== += += PageLayout += += Clears the screen, draws the pics on the page, and word wraps the text. += Returns a pointer to the terminating command += +===================== +*/ + +void PageLayout (boolean shownumber) +{ + int i,oldfontcolor; + char ch; + + oldfontcolor = fontcolor; + + fontcolor = 0; + + // + // clear the screen + // + VWB_Bar (0,0,320,200,BACKCOLOR); + VWB_DrawPic (0,0,H_TOPWINDOWPIC); + VWB_DrawPic (0,8,H_LEFTWINDOWPIC); + VWB_DrawPic (312,8,H_RIGHTWINDOWPIC); + VWB_DrawPic (8,176,H_BOTTOMINFOPIC); + + + for (i=0; i1) + { +#ifndef JAPAN + BackPage (); + BackPage (); +#else + pagenum--; +#endif + newpage = true; + } + TicDelay(20); + break; + + case dir_South: + case dir_East: + if (pagenum