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-rw-r--r--src/Makefile.am203
-rw-r--r--src/d_dedicated.c24
-rw-r--r--src/d_event.c72
-rw-r--r--src/d_event.h29
-rw-r--r--src/d_iwad.c453
-rw-r--r--src/d_iwad.h24
-rw-r--r--src/d_mode.c181
-rw-r--r--src/d_mode.h96
-rw-r--r--src/d_ticcmd.h15
-rw-r--r--src/deh_str.c (renamed from src/deh_text.c)120
-rw-r--r--src/deh_str.h46
-rw-r--r--src/doom/.gitignore7
-rw-r--r--src/doom/Makefile.am80
-rw-r--r--src/doom/am_map.c (renamed from src/am_map.c)23
-rw-r--r--src/doom/am_map.h (renamed from src/am_map.h)0
-rw-r--r--src/doom/d_englsh.h (renamed from src/d_englsh.h)0
-rw-r--r--src/doom/d_items.c (renamed from src/d_items.c)0
-rw-r--r--src/doom/d_items.h (renamed from src/d_items.h)0
-rw-r--r--src/doom/d_main.c (renamed from src/d_main.c)495
-rw-r--r--src/doom/d_main.h (renamed from src/d_main.h)24
-rw-r--r--src/doom/d_net.c (renamed from src/d_net.c)7
-rw-r--r--src/doom/d_net.h (renamed from src/d_net.h)5
-rw-r--r--src/doom/d_player.h (renamed from src/d_player.h)1
-rw-r--r--src/doom/d_textur.h (renamed from src/d_textur.h)0
-rw-r--r--src/doom/d_think.h (renamed from src/d_think.h)0
-rw-r--r--src/doom/deh_ammo.c (renamed from src/deh_ammo.c)0
-rw-r--r--src/doom/deh_cheat.c (renamed from src/deh_cheat.c)4
-rw-r--r--src/doom/deh_defs.h (renamed from src/deh_defs.h)0
-rw-r--r--src/doom/deh_frame.c (renamed from src/deh_frame.c)2
-rw-r--r--src/doom/deh_io.c (renamed from src/deh_io.c)0
-rw-r--r--src/doom/deh_io.h (renamed from src/deh_io.h)0
-rw-r--r--src/doom/deh_main.c (renamed from src/deh_main.c)4
-rw-r--r--src/doom/deh_main.h (renamed from src/deh_main.h)15
-rw-r--r--src/doom/deh_mapping.c (renamed from src/deh_mapping.c)2
-rw-r--r--src/doom/deh_mapping.h (renamed from src/deh_mapping.h)0
-rw-r--r--src/doom/deh_misc.c (renamed from src/deh_misc.c)1
-rw-r--r--src/doom/deh_misc.h (renamed from src/deh_misc.h)0
-rw-r--r--src/doom/deh_ptr.c (renamed from src/deh_ptr.c)2
-rw-r--r--src/doom/deh_sound.c (renamed from src/deh_sound.c)7
-rw-r--r--src/doom/deh_text.c127
-rw-r--r--src/doom/deh_thing.c (renamed from src/deh_thing.c)2
-rw-r--r--src/doom/deh_weapon.c (renamed from src/deh_weapon.c)2
-rw-r--r--src/doom/doomdata.h (renamed from src/doomdata.h)0
-rw-r--r--src/doom/doomdef.c (renamed from src/doomdef.c)0
-rw-r--r--src/doom/doomdef.h (renamed from src/doomdef.h)174
-rw-r--r--src/doom/doomstat.c (renamed from src/doomstat.c)2
-rw-r--r--src/doom/doomstat.h (renamed from src/doomstat.h)9
-rw-r--r--src/doom/dstrings.c (renamed from src/dstrings.c)0
-rw-r--r--src/doom/dstrings.h (renamed from src/dstrings.h)0
-rw-r--r--src/doom/f_finale.c (renamed from src/f_finale.c)31
-rw-r--r--src/doom/f_finale.h (renamed from src/f_finale.h)0
-rw-r--r--src/doom/f_wipe.c (renamed from src/f_wipe.c)18
-rw-r--r--src/doom/f_wipe.h (renamed from src/f_wipe.h)0
-rw-r--r--src/doom/g_game.c (renamed from src/g_game.c)99
-rw-r--r--src/doom/g_game.h (renamed from src/g_game.h)3
-rw-r--r--src/doom/hu_lib.c (renamed from src/hu_lib.c)5
-rw-r--r--src/doom/hu_lib.h (renamed from src/hu_lib.h)6
-rw-r--r--src/doom/hu_stuff.c (renamed from src/hu_stuff.c)87
-rw-r--r--src/doom/hu_stuff.h (renamed from src/hu_stuff.h)2
-rw-r--r--src/doom/info.c (renamed from src/info.c)2
-rw-r--r--src/doom/info.h (renamed from src/info.h)0
-rw-r--r--src/doom/m_menu.c (renamed from src/m_menu.c)120
-rw-r--r--src/doom/m_menu.h (renamed from src/m_menu.h)0
-rw-r--r--src/doom/m_random.c (renamed from src/m_random.c)0
-rw-r--r--src/doom/m_random.h (renamed from src/m_random.h)0
-rw-r--r--src/doom/p_ceilng.c (renamed from src/p_ceilng.c)0
-rw-r--r--src/doom/p_doors.c (renamed from src/p_doors.c)0
-rw-r--r--src/doom/p_enemy.c (renamed from src/p_enemy.c)2
-rw-r--r--src/doom/p_floor.c (renamed from src/p_floor.c)0
-rw-r--r--src/doom/p_inter.c (renamed from src/p_inter.c)0
-rw-r--r--src/doom/p_inter.h (renamed from src/p_inter.h)0
-rw-r--r--src/doom/p_lights.c (renamed from src/p_lights.c)0
-rw-r--r--src/doom/p_local.h (renamed from src/p_local.h)0
-rw-r--r--src/doom/p_map.c (renamed from src/p_map.c)2
-rw-r--r--src/doom/p_maputl.c (renamed from src/p_maputl.c)0
-rw-r--r--src/doom/p_mobj.c (renamed from src/p_mobj.c)1
-rw-r--r--src/doom/p_mobj.h (renamed from src/p_mobj.h)0
-rw-r--r--src/doom/p_plats.c (renamed from src/p_plats.c)2
-rw-r--r--src/doom/p_pspr.c (renamed from src/p_pspr.c)0
-rw-r--r--src/doom/p_pspr.h (renamed from src/p_pspr.h)0
-rw-r--r--src/doom/p_saveg.c (renamed from src/p_saveg.c)0
-rw-r--r--src/doom/p_saveg.h (renamed from src/p_saveg.h)0
-rw-r--r--src/doom/p_setup.c (renamed from src/p_setup.c)0
-rw-r--r--src/doom/p_setup.h (renamed from src/p_setup.h)0
-rw-r--r--src/doom/p_sight.c (renamed from src/p_sight.c)0
-rw-r--r--src/doom/p_spec.c (renamed from src/p_spec.c)0
-rw-r--r--src/doom/p_spec.h (renamed from src/p_spec.h)0
-rw-r--r--src/doom/p_switch.c (renamed from src/p_switch.c)2
-rw-r--r--src/doom/p_telept.c (renamed from src/p_telept.c)0
-rw-r--r--src/doom/p_tick.c (renamed from src/p_tick.c)0
-rw-r--r--src/doom/p_tick.h (renamed from src/p_tick.h)0
-rw-r--r--src/doom/p_user.c (renamed from src/p_user.c)0
-rw-r--r--src/doom/r_bsp.c (renamed from src/r_bsp.c)0
-rw-r--r--src/doom/r_bsp.h (renamed from src/r_bsp.h)0
-rw-r--r--src/doom/r_data.c (renamed from src/r_data.c)2
-rw-r--r--src/doom/r_data.h (renamed from src/r_data.h)0
-rw-r--r--src/doom/r_defs.h (renamed from src/r_defs.h)35
-rw-r--r--src/doom/r_draw.c (renamed from src/r_draw.c)99
-rw-r--r--src/doom/r_draw.h (renamed from src/r_draw.h)0
-rw-r--r--src/doom/r_local.h (renamed from src/r_local.h)0
-rw-r--r--src/doom/r_main.c (renamed from src/r_main.c)11
-rw-r--r--src/doom/r_main.h (renamed from src/r_main.h)0
-rw-r--r--src/doom/r_plane.c (renamed from src/r_plane.c)2
-rw-r--r--src/doom/r_plane.h (renamed from src/r_plane.h)0
-rw-r--r--src/doom/r_segs.c (renamed from src/r_segs.c)2
-rw-r--r--src/doom/r_segs.h (renamed from src/r_segs.h)0
-rw-r--r--src/doom/r_sky.c (renamed from src/r_sky.c)0
-rw-r--r--src/doom/r_sky.h (renamed from src/r_sky.h)0
-rw-r--r--src/doom/r_state.h (renamed from src/r_state.h)0
-rw-r--r--src/doom/r_things.c (renamed from src/r_things.c)0
-rw-r--r--src/doom/r_things.h (renamed from src/r_things.h)0
-rw-r--r--src/doom/s_sound.c (renamed from src/s_sound.c)282
-rw-r--r--src/doom/s_sound.h97
-rw-r--r--src/doom/sounds.c237
-rw-r--r--src/doom/sounds.h (renamed from src/sounds.h)63
-rw-r--r--src/doom/st_lib.c (renamed from src/st_lib.c)20
-rw-r--r--src/doom/st_lib.h (renamed from src/st_lib.h)9
-rw-r--r--src/doom/st_stuff.c (renamed from src/st_stuff.c)38
-rw-r--r--src/doom/st_stuff.h (renamed from src/st_stuff.h)1
-rw-r--r--src/doom/wi_stuff.c (renamed from src/wi_stuff.c)135
-rw-r--r--src/doom/wi_stuff.h (renamed from src/wi_stuff.h)0
-rw-r--r--src/doomfeatures.h2
-rw-r--r--src/doomtype.h35
-rw-r--r--src/heretic/.gitignore7
-rw-r--r--src/heretic/Makefile.am59
-rw-r--r--src/heretic/am_data.h111
-rw-r--r--src/heretic/am_map.c1512
-rw-r--r--src/heretic/am_map.h119
-rw-r--r--src/heretic/ct_chat.c490
-rw-r--r--src/heretic/ct_chat.h46
-rw-r--r--src/heretic/d_main.c1083
-rw-r--r--src/heretic/d_net.c848
-rw-r--r--src/heretic/doomdata.h200
-rw-r--r--src/heretic/doomdef.h897
-rw-r--r--src/heretic/dstrings.h429
-rw-r--r--src/heretic/f_finale.c437
-rw-r--r--src/heretic/g_game.c1791
-rw-r--r--src/heretic/i_ibm.c1650
-rw-r--r--src/heretic/i_sound.c432
-rw-r--r--src/heretic/in_lude.c1076
-rw-r--r--src/heretic/info.c5700
-rw-r--r--src/heretic/info.h1577
-rw-r--r--src/heretic/m_random.c78
-rw-r--r--src/heretic/m_random.h42
-rw-r--r--src/heretic/mn_menu.c1640
-rw-r--r--src/heretic/p_ceilng.c263
-rw-r--r--src/heretic/p_doors.c388
-rw-r--r--src/heretic/p_enemy.c2690
-rw-r--r--src/heretic/p_floor.c468
-rw-r--r--src/heretic/p_inter.c1492
-rw-r--r--src/heretic/p_lights.c282
-rw-r--r--src/heretic/p_local.h287
-rw-r--r--src/heretic/p_map.c1698
-rw-r--r--src/heretic/p_maputl.c784
-rw-r--r--src/heretic/p_mobj.c1633
-rw-r--r--src/heretic/p_plats.c266
-rw-r--r--src/heretic/p_pspr.c1897
-rw-r--r--src/heretic/p_setup.c660
-rw-r--r--src/heretic/p_sight.c363
-rw-r--r--src/heretic/p_spec.c1308
-rw-r--r--src/heretic/p_spec.h398
-rw-r--r--src/heretic/p_switch.c413
-rw-r--r--src/heretic/p_telept.c173
-rw-r--r--src/heretic/p_tick.c668
-rw-r--r--src/heretic/p_user.c1027
-rw-r--r--src/heretic/r_bsp.c484
-rw-r--r--src/heretic/r_data.c741
-rw-r--r--src/heretic/r_draw.c495
-rw-r--r--src/heretic/r_local.h484
-rw-r--r--src/heretic/r_main.c827
-rw-r--r--src/heretic/r_plane.c520
-rw-r--r--src/heretic/r_segs.c669
-rw-r--r--src/heretic/r_things.c1027
-rw-r--r--src/heretic/s_sound.c601
-rw-r--r--src/heretic/s_sound.h46
-rw-r--r--src/heretic/sb_bar.c1291
-rw-r--r--src/heretic/sounds.c257
-rw-r--r--src/heretic/sounds.h294
-rw-r--r--src/hexen/.gitignore7
-rw-r--r--src/hexen/Makefile.am67
-rw-r--r--src/hexen/a_action.c1349
-rw-r--r--src/hexen/am_data.h117
-rw-r--r--src/hexen/am_map.c1524
-rw-r--r--src/hexen/am_map.h130
-rw-r--r--src/hexen/ct_chat.c526
-rw-r--r--src/hexen/ct_chat.h46
-rw-r--r--src/hexen/d_net.c987
-rw-r--r--src/hexen/f_finale.c395
-rw-r--r--src/hexen/g_game.c1841
-rw-r--r--src/hexen/h2_main.c881
-rw-r--r--src/hexen/h2def.h1137
-rw-r--r--src/hexen/i_header.h100
-rw-r--r--src/hexen/i_ibm.c1845
-rw-r--r--src/hexen/i_sound.c410
-rw-r--r--src/hexen/in_lude.c618
-rw-r--r--src/hexen/info.c13886
-rw-r--r--src/hexen/info.h3628
-rw-r--r--src/hexen/m_misc.c29
-rw-r--r--src/hexen/m_random.c82
-rw-r--r--src/hexen/m_random.h42
-rw-r--r--src/hexen/mn_menu.c1752
-rw-r--r--src/hexen/p_acs.c1884
-rw-r--r--src/hexen/p_anim.c489
-rw-r--r--src/hexen/p_ceilng.c310
-rw-r--r--src/hexen/p_doors.c328
-rw-r--r--src/hexen/p_enemy.c5397
-rw-r--r--src/hexen/p_floor.c952
-rw-r--r--src/hexen/p_inter.c2250
-rw-r--r--src/hexen/p_lights.c376
-rw-r--r--src/hexen/p_local.h387
-rw-r--r--src/hexen/p_map.c2314
-rw-r--r--src/hexen/p_maputl.c1078
-rw-r--r--src/hexen/p_mobj.c2473
-rw-r--r--src/hexen/p_plats.c284
-rw-r--r--src/hexen/p_pspr.c2481
-rw-r--r--src/hexen/p_setup.c1227
-rw-r--r--src/hexen/p_sight.c407
-rw-r--r--src/hexen/p_spec.c1197
-rw-r--r--src/hexen/p_spec.h578
-rw-r--r--src/hexen/p_switch.c159
-rw-r--r--src/hexen/p_telept.c198
-rw-r--r--src/hexen/p_things.c545
-rw-r--r--src/hexen/p_tick.c155
-rw-r--r--src/hexen/p_user.c1659
-rw-r--r--src/hexen/po_man.c1517
-rw-r--r--src/hexen/r_bsp.c505
-rw-r--r--src/hexen/r_data.c708
-rw-r--r--src/hexen/r_draw.c566
-rw-r--r--src/hexen/r_local.h552
-rw-r--r--src/hexen/r_main.c839
-rw-r--r--src/hexen/r_plane.c590
-rw-r--r--src/hexen/r_segs.c662
-rw-r--r--src/hexen/r_things.c1055
-rw-r--r--src/hexen/s_sound.c934
-rw-r--r--src/hexen/s_sound.h99
-rw-r--r--src/hexen/sb_bar.c1990
-rw-r--r--src/hexen/sc_man.c478
-rw-r--r--src/hexen/sn_sonix.c544
-rw-r--r--src/hexen/sounds.c321
-rw-r--r--src/hexen/sounds.h324
-rw-r--r--src/hexen/st_start.c316
-rw-r--r--src/hexen/st_start.h44
-rw-r--r--src/hexen/sv_save.c1772
-rw-r--r--src/hexen/textdefs.h180
-rw-r--r--src/hexen/xddefs.h197
-rw-r--r--src/i_cdmus.c182
-rw-r--r--src/i_cdmus.h48
-rw-r--r--src/i_endoom.c82
-rw-r--r--src/i_endoom.h37
-rw-r--r--src/i_joystick.c26
-rw-r--r--src/i_joystick.h8
-rw-r--r--src/i_main.c15
-rw-r--r--src/i_pcsound.c69
-rw-r--r--src/i_scale.c7
-rw-r--r--src/i_sdlmusic.c9
-rw-r--r--src/i_sdlsound.c520
-rw-r--r--src/i_sound.c430
-rw-r--r--src/i_sound.h (renamed from src/s_sound.h)169
-rw-r--r--src/i_system.c184
-rw-r--r--src/i_system.h40
-rw-r--r--src/i_timer.c7
-rw-r--r--src/i_timer.h5
-rw-r--r--src/i_video.c389
-rw-r--r--src/i_video.h81
-rw-r--r--src/i_videohr.c222
-rw-r--r--src/i_videohr.h42
-rw-r--r--src/m_argv.c66
-rw-r--r--src/m_argv.h10
-rw-r--r--src/m_config.c877
-rw-r--r--src/m_config.h6
-rw-r--r--src/m_controls.c350
-rw-r--r--src/m_controls.h150
-rw-r--r--src/m_misc.c55
-rw-r--r--src/m_misc.h3
-rw-r--r--src/md5.c1
-rw-r--r--src/mus2mid.c1
-rw-r--r--src/net_client.c10
-rw-r--r--src/net_client.h3
-rw-r--r--src/net_common.c24
-rw-r--r--src/net_common.h3
-rw-r--r--src/net_dedicated.c3
-rw-r--r--src/net_defs.h19
-rw-r--r--src/net_gui.c5
-rw-r--r--src/net_io.c2
-rw-r--r--src/net_loop.c2
-rw-r--r--src/net_query.c1
-rw-r--r--src/net_sdl.c2
-rw-r--r--src/net_server.c7
-rw-r--r--src/net_structrw.c39
-rw-r--r--src/resource.rc.in2
-rw-r--r--src/setup-res.rc.in24
-rw-r--r--src/setup/.gitignore7
-rw-r--r--src/setup/Makefile.am29
-rw-r--r--src/setup/compatibility.c57
-rw-r--r--src/setup/compatibility.h29
-rw-r--r--src/setup/display.c490
-rw-r--r--src/setup/display.h30
-rw-r--r--src/setup/execute.c391
-rw-r--r--src/setup/execute.h45
-rw-r--r--src/setup/joystick.c449
-rw-r--r--src/setup/joystick.h31
-rw-r--r--src/setup/keyboard.c355
-rw-r--r--src/setup/keyboard.h82
-rw-r--r--src/setup/mainmenu.c267
-rw-r--r--src/setup/mode.c339
-rw-r--r--src/setup/mode.h37
-rw-r--r--src/setup/mouse.c164
-rw-r--r--src/setup/mouse.h29
-rw-r--r--src/setup/multiplayer.c867
-rw-r--r--src/setup/multiplayer.h35
-rw-r--r--src/setup/setup-manifest.xml.in16
-rw-r--r--src/setup/setup_icon.c262
-rw-r--r--src/setup/sound.c250
-rw-r--r--src/setup/sound.h29
-rw-r--r--src/setup/txt_joybinput.c228
-rw-r--r--src/setup/txt_joybinput.h46
-rw-r--r--src/setup/txt_keyinput.c193
-rw-r--r--src/setup/txt_keyinput.h44
-rw-r--r--src/setup/txt_mouseinput.c186
-rw-r--r--src/setup/txt_mouseinput.h44
-rw-r--r--src/sounds.c230
-rw-r--r--src/strife/.gitignore7
-rw-r--r--src/strife/Makefile.am80
-rw-r--r--src/strife/am_map.c1372
-rw-r--r--src/strife/am_map.h57
-rw-r--r--src/strife/d_englsh.h701
-rw-r--r--src/strife/d_items.c136
-rw-r--r--src/strife/d_items.h49
-rw-r--r--src/strife/d_main.c1776
-rw-r--r--src/strife/d_main.h58
-rw-r--r--src/strife/d_net.c627
-rw-r--r--src/strife/d_net.h52
-rw-r--r--src/strife/d_player.h217
-rw-r--r--src/strife/d_textur.h51
-rw-r--r--src/strife/d_think.h76
-rw-r--r--src/strife/deh_ammo.c112
-rw-r--r--src/strife/deh_cheat.c155
-rw-r--r--src/strife/deh_defs.h68
-rw-r--r--src/strife/deh_frame.c170
-rw-r--r--src/strife/deh_io.c211
-rw-r--r--src/strife/deh_io.h40
-rw-r--r--src/strife/deh_main.c423
-rw-r--r--src/strife/deh_main.h54
-rw-r--r--src/strife/deh_mapping.c133
-rw-r--r--src/strife/deh_mapping.h90
-rw-r--r--src/strife/deh_misc.c237
-rw-r--r--src/strife/deh_misc.h92
-rw-r--r--src/strife/deh_ptr.c151
-rw-r--r--src/strife/deh_sound.c112
-rw-r--r--src/strife/deh_text.c127
-rw-r--r--src/strife/deh_thing.c140
-rw-r--r--src/strife/deh_weapon.c110
-rw-r--r--src/strife/doomdata.h221
-rw-r--r--src/strife/doomdef.c36
-rw-r--r--src/strife/doomdef.h174
-rw-r--r--src/strife/doomstat.c43
-rw-r--r--src/strife/doomstat.h297
-rw-r--r--src/strife/dstrings.c81
-rw-r--r--src/strife/dstrings.h58
-rw-r--r--src/strife/f_finale.c729
-rw-r--r--src/strife/f_finale.h53
-rw-r--r--src/strife/f_wipe.c304
-rw-r--r--src/strife/f_wipe.h71
-rw-r--r--src/strife/g_game.c2098
-rw-r--r--src/strife/g_game.h87
-rw-r--r--src/strife/hu_lib.c357
-rw-r--r--src/strife/hu_lib.h190
-rw-r--r--src/strife/hu_stuff.c654
-rw-r--r--src/strife/hu_stuff.h67
-rw-r--r--src/strife/info.c4670
-rw-r--r--src/strife/info.h1339
-rw-r--r--src/strife/m_menu.c2039
-rw-r--r--src/strife/m_menu.h69
-rw-r--r--src/strife/m_random.c86
-rw-r--r--src/strife/m_random.h47
-rw-r--r--src/strife/p_ceilng.c332
-rw-r--r--src/strife/p_doors.c788
-rw-r--r--src/strife/p_enemy.c2022
-rw-r--r--src/strife/p_floor.c554
-rw-r--r--src/strife/p_inter.c928
-rw-r--r--src/strife/p_inter.h38
-rw-r--r--src/strife/p_lights.c358
-rw-r--r--src/strife/p_local.h291
-rw-r--r--src/strife/p_map.c1449
-rw-r--r--src/strife/p_maputl.c1009
-rw-r--r--src/strife/p_mobj.c1057
-rw-r--r--src/strife/p_mobj.h292
-rw-r--r--src/strife/p_plats.c312
-rw-r--r--src/strife/p_pspr.c896
-rw-r--r--src/strife/p_pspr.h79
-rw-r--r--src/strife/p_saveg.c1880
-rw-r--r--src/strife/p_saveg.h69
-rw-r--r--src/strife/p_setup.c753
-rw-r--r--src/strife/p_setup.h45
-rw-r--r--src/strife/p_sight.c350
-rw-r--r--src/strife/p_spec.c1498
-rw-r--r--src/strife/p_spec.h645
-rw-r--r--src/strife/p_switch.c656
-rw-r--r--src/strife/p_telept.c142
-rw-r--r--src/strife/p_tick.c159
-rw-r--r--src/strife/p_tick.h41
-rw-r--r--src/strife/p_user.c387
-rw-r--r--src/strife/r_bsp.c581
-rw-r--r--src/strife/r_bsp.h69
-rw-r--r--src/strife/r_data.c909
-rw-r--r--src/strife/r_data.h59
-rw-r--r--src/strife/r_defs.h456
-rw-r--r--src/strife/r_draw.c979
-rw-r--r--src/strife/r_draw.h112
-rw-r--r--src/strife/r_local.h53
-rw-r--r--src/strife/r_main.c899
-rw-r--r--src/strife/r_main.h170
-rw-r--r--src/strife/r_plane.c454
-rw-r--r--src/strife/r_plane.h84
-rw-r--r--src/strife/r_segs.c751
-rw-r--r--src/strife/r_segs.h41
-rw-r--r--src/strife/r_sky.c60
-rw-r--r--src/strife/r_sky.h45
-rw-r--r--src/strife/r_state.h135
-rw-r--r--src/strife/r_things.c990
-rw-r--r--src/strife/r_things.h73
-rw-r--r--src/strife/s_sound.c675
-rw-r--r--src/strife/s_sound.h97
-rw-r--r--src/strife/sounds.c237
-rw-r--r--src/strife/sounds.h235
-rw-r--r--src/strife/st_lib.c294
-rw-r--r--src/strife/st_lib.h217
-rw-r--r--src/strife/st_stuff.c1412
-rw-r--r--src/strife/st_stuff.h98
-rw-r--r--src/strife/wi_stuff.c1841
-rw-r--r--src/strife/wi_stuff.h56
-rw-r--r--src/tables.c142
-rw-r--r--src/tables.h28
-rw-r--r--src/v_patch.h58
-rw-r--r--src/v_video.c734
-rw-r--r--src/v_video.h103
-rw-r--r--src/w_file.c3
-rw-r--r--src/w_merge.c3
-rw-r--r--src/w_wad.c29
-rw-r--r--src/z_native.c3
-rw-r--r--src/z_zone.c2
441 files changed, 179147 insertions, 3570 deletions
diff --git a/src/Makefile.am b/src/Makefile.am
index 378ad053..82a7697f 100644
--- a/src/Makefile.am
+++ b/src/Makefile.am
@@ -1,16 +1,33 @@
+SUBDIRS=doom heretic hexen strife setup
+
gamesdir = $(prefix)/games
-games_PROGRAMS = chocolate-doom chocolate-server
+games_PROGRAMS = @PROGRAM_PREFIX@doom \
+ @PROGRAM_PREFIX@heretic \
+ @PROGRAM_PREFIX@hexen \
+ @PROGRAM_PREFIX@strife \
+ @PROGRAM_PREFIX@server \
+ @PROGRAM_PREFIX@setup
+
+AM_CFLAGS = -I$(top_builddir)/textscreen \
+ -I$(top_builddir)/pcsound \
+ @SDLMIXER_CFLAGS@ @SDLNET_CFLAGS@
+
+# Common source files used by absolutely everything:
+
+COMMON_SOURCE_FILES=\
+i_main.c \
+i_system.c i_system.h \
+m_argv.c m_argv.h \
+m_misc.c m_misc.h
-AM_CFLAGS = -I../textscreen -I../pcsound @SDLMIXER_CFLAGS@ @SDLNET_CFLAGS@
+# Dedicated server (chocolate-server):
DEDSERV_FILES=\
d_dedicated.c \
-i_main.c \
+d_mode.c d_mode.h \
i_timer.c i_timer.h \
-m_argv.c m_argv.h \
-m_misc.c m_misc.h \
net_common.c net_common.h \
net_dedicated.c net_dedicated.h \
net_io.c net_io.h \
@@ -20,113 +37,51 @@ net_server.c net_server.h \
net_structrw.c net_structrw.h \
z_native.c z_zone.h
-chocolate_server_SOURCES=$(DEDSERV_FILES)
-chocolate_server_LDADD = ../wince/libc_wince.a @LDFLAGS@ @SDLNET_LIBS@
+@PROGRAM_PREFIX@server_SOURCES=$(COMMON_SOURCE_FILES) $(DEDSERV_FILES)
+@PROGRAM_PREFIX@server_LDADD = $(top_builddir)/wince/libc_wince.a \
+ @LDFLAGS@ @SDLNET_LIBS@
+
+# Source files used by the game binaries (chocolate-doom, etc.)
-MAIN_SOURCE_FILES=\
-am_map.c am_map.h \
-d_englsh.h \
-d_event.h \
-d_items.c d_items.h \
+GAME_SOURCE_FILES=\
+d_event.c d_event.h \
+ doomkeys.h \
+ doomfeatures.h \
+ doomtype.h \
d_iwad.c d_iwad.h \
-d_main.c d_main.h \
-d_net.c d_net.h \
-doomdata.h \
-doomdef.c doomdef.h \
-doomkeys.h \
-doomfeatures.h \
-doomstat.c doomstat.h \
-doomtype.h \
-d_player.h \
-dstrings.c dstrings.h \
-d_textur.h \
-d_think.h \
-d_ticcmd.h \
-f_finale.c f_finale.h \
-f_wipe.c f_wipe.h \
-g_game.c g_game.h \
-hu_lib.c hu_lib.h \
-hu_stuff.c hu_stuff.h \
-i_main.c \
-info.c info.h \
+d_mode.c d_mode.h \
+ d_ticcmd.h \
+i_cdmus.c i_cdmus.h \
+i_endoom.c i_endoom.h \
i_joystick.c i_joystick.h \
i_scale.c i_scale.h \
i_swap.h \
-i_system.c i_system.h \
+i_sound.c i_sound.h \
i_timer.c i_timer.h \
i_video.c i_video.h \
-m_argv.c m_argv.h \
+i_videohr.c i_videohr.h \
m_bbox.c m_bbox.h \
m_cheat.c m_cheat.h \
m_config.c m_config.h \
+m_controls.c m_controls.h \
m_fixed.c m_fixed.h \
-m_menu.c m_menu.h \
-m_misc.c m_misc.h \
md5.c md5.h \
memio.c memio.h \
-m_random.c m_random.h \
-p_ceilng.c \
-p_doors.c \
-p_enemy.c \
-p_floor.c \
-p_inter.c p_inter.h \
-p_lights.c \
-p_local.h \
-p_map.c \
-p_maputl.c \
-p_mobj.c p_mobj.h \
-p_plats.c \
-p_pspr.c p_pspr.h \
-p_saveg.c p_saveg.h \
-p_setup.c p_setup.h \
-p_sight.c \
-p_spec.c p_spec.h \
-p_switch.c \
-p_telept.c \
-p_tick.c p_tick.h \
-p_user.c \
-r_bsp.c r_bsp.h \
-r_data.c r_data.h \
-r_defs.h \
-r_draw.c r_draw.h \
-r_local.h \
-r_main.c r_main.h \
-r_plane.c r_plane.h \
-r_segs.c r_segs.h \
-r_sky.c r_sky.h \
-r_state.h \
-r_things.c r_things.h \
-sounds.c sounds.h \
-s_sound.c s_sound.h \
-st_lib.c st_lib.h \
-st_stuff.c st_stuff.h \
tables.c tables.h \
v_video.c v_video.h \
-wi_stuff.c wi_stuff.h \
+ v_patch.h \
w_checksum.c w_checksum.h \
w_wad.c w_wad.h \
w_file.c w_file.h \
w_file_stdc.c \
w_file_posix.c \
w_file_win32.c \
-z_zone.c z_zone.h
+z_zone.c z_zone.h
# source files needed for FEATURE_DEHACKED
FEATURE_DEHACKED_SOURCE_FILES= \
-deh_ammo.c \
-deh_cheat.c \
-deh_defs.h \
-deh_frame.c \
-deh_io.c deh_io.h \
-deh_main.c deh_main.h \
-deh_mapping.c deh_mapping.h \
-deh_misc.c deh_misc.h \
-deh_ptr.c \
-deh_sound.c \
-deh_text.c \
-deh_thing.c \
-deh_weapon.c
+deh_str.c deh_str.h
# source files needed for FEATURE_MULTIPLAYER
@@ -157,25 +112,73 @@ i_sdlsound.c \
i_sdlmusic.c \
mus2mid.c mus2mid.h
-SOURCE_FILES = $(MAIN_SOURCE_FILES) \
+SOURCE_FILES = $(COMMON_SOURCE_FILES) \
+ $(GAME_SOURCE_FILES) \
$(FEATURE_DEHACKED_SOURCE_FILES) \
- $(FEATURE_MULTIPLAYER_SOURCE_FILES) \
$(FEATURE_WAD_MERGE_SOURCE_FILES) \
$(FEATURE_SOUND_SOURCE_FILES)
+
+EXTRA_LIBS = \
+ $(top_builddir)/wince/libc_wince.a \
+ $(top_builddir)/textscreen/libtextscreen.a \
+ $(top_builddir)/pcsound/libpcsound.a \
+ @LDFLAGS@ \
+ @SDL_LIBS@ \
+ @SDLMIXER_LIBS@ \
+ @SDLNET_LIBS@
+
+if HAVE_WINDRES
+@PROGRAM_PREFIX@doom_SOURCES=$(SOURCE_FILES) resource.rc
+else
+@PROGRAM_PREFIX@doom_SOURCES=$(SOURCE_FILES)
+endif
+
+@PROGRAM_PREFIX@doom_LDADD = doom/libdoom.a $(EXTRA_LIBS)
+
if HAVE_WINDRES
-chocolate_doom_SOURCES=$(SOURCE_FILES) resource.rc
+@PROGRAM_PREFIX@heretic_SOURCES=$(SOURCE_FILES) resource.rc
else
-chocolate_doom_SOURCES=$(SOURCE_FILES)
+@PROGRAM_PREFIX@heretic_SOURCES=$(SOURCE_FILES)
endif
-chocolate_doom_LDADD = \
- ../wince/libc_wince.a \
- ../textscreen/libtextscreen.a \
- ../pcsound/libpcsound.a \
- @LDFLAGS@ \
- @SDLMIXER_LIBS@ \
- @SDLNET_LIBS@
+@PROGRAM_PREFIX@heretic_LDADD = heretic/libheretic.a $(EXTRA_LIBS)
+
+if HAVE_WINDRES
+@PROGRAM_PREFIX@hexen_SOURCES=$(SOURCE_FILES) resource.rc
+else
+@PROGRAM_PREFIX@hexen_SOURCES=$(SOURCE_FILES)
+endif
+
+@PROGRAM_PREFIX@hexen_LDADD = hexen/libhexen.a $(EXTRA_LIBS)
+
+if HAVE_WINDRES
+@PROGRAM_PREFIX@strife_SOURCES=$(SOURCE_FILES) resource.rc
+else
+@PROGRAM_PREFIX@strife_SOURCES=$(SOURCE_FILES)
+endif
+
+@PROGRAM_PREFIX@strife_LDADD = strife/libstrife.a $(EXTRA_LIBS)
+
+# Source files needed for chocolate-setup:
+
+SETUP_FILES= \
+deh_str.c deh_str.h \
+d_mode.c d_mode.h \
+d_iwad.c d_iwad.h \
+m_config.c m_config.h \
+m_controls.c m_controls.h \
+z_native.c z_zone.h
+
+if HAVE_WINDRES
+@PROGRAM_PREFIX@setup_SOURCES=$(SETUP_FILES) $(COMMON_SOURCE_FILES) setup-res.rc
+else
+@PROGRAM_PREFIX@setup_SOURCES=$(SETUP_FILES) $(COMMON_SOURCE_FILES)
+endif
+@PROGRAM_PREFIX@setup_LDADD = setup/libsetup.a \
+ $(top_builddir)/wince/libc_wince.a \
+ $(top_builddir)/textscreen/libtextscreen.a \
+ @LDFLAGS@ @SDL_LIBS@ @SDLNET_LIBS@
EXTRA_DIST = \
icon.c \
@@ -188,8 +191,8 @@ EXTRA_DIST = \
if HAVE_PYTHON
-icon.c : ../data/doom8.ico
- ../data/convert-icon $^ $@
+icon.c : $(top_builddir)/data/doom.ico
+ $(top_builddir)/data/convert-icon $^ $@
endif
diff --git a/src/d_dedicated.c b/src/d_dedicated.c
index 100c9b22..defe8083 100644
--- a/src/d_dedicated.c
+++ b/src/d_dedicated.c
@@ -21,6 +21,7 @@
// Code specific to the standalone dedicated server.
//
+#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
@@ -42,29 +43,6 @@ void NET_CL_Run(void)
// In a standalone dedicated server, we don't have a client.
}
-//
-// I_Error
-//
-// We have our own I_Error function for the dedicated server.
-// The normal one does extra things like shutdown graphics, etc.
-
-void I_Error (char *error, ...)
-{
- va_list argptr;
-
- // Message first.
- va_start(argptr,error);
- fprintf(stderr, "Error: ");
- vfprintf(stderr,error,argptr);
- fprintf(stderr, "\n");
- va_end(argptr);
-
- fflush(stderr);
-
- exit(-1);
-}
-
-
void D_DoomMain(void)
{
printf(PACKAGE_NAME " standalone dedicated server\n");
diff --git a/src/d_event.c b/src/d_event.c
new file mode 100644
index 00000000..a6faa85d
--- /dev/null
+++ b/src/d_event.c
@@ -0,0 +1,72 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// DESCRIPTION: Event handling.
+//
+// Events are asynchronous inputs generally generated by the game user.
+// Events can be discarded if no responder claims them
+//
+//-----------------------------------------------------------------------------
+
+#include <stdlib.h>
+#include "d_event.h"
+
+#define MAXEVENTS 64
+
+static event_t events[MAXEVENTS];
+static int eventhead;
+static int eventtail;
+
+//
+// D_PostEvent
+// Called by the I/O functions when input is detected
+//
+void D_PostEvent (event_t* ev)
+{
+ events[eventhead] = *ev;
+ eventhead = (eventhead + 1) % MAXEVENTS;
+}
+
+// Read an event from the queue.
+
+event_t *D_PopEvent(void)
+{
+ event_t *result;
+
+ // No more events waiting.
+
+ if (eventtail == eventhead)
+ {
+ return NULL;
+ }
+
+ result = &events[eventtail];
+
+ // Advance to the next event in the queue.
+
+ eventtail = (eventtail + 1) % MAXEVENTS;
+
+ return result;
+}
+
+
diff --git a/src/d_event.h b/src/d_event.h
index 4578870f..e47f82df 100644
--- a/src/d_event.h
+++ b/src/d_event.h
@@ -42,7 +42,8 @@ typedef enum
ev_keydown,
ev_keyup,
ev_mouse,
- ev_joystick
+ ev_joystick,
+ ev_quit
} evtype_t;
// Event structure.
@@ -55,22 +56,6 @@ typedef struct
} event_t;
-typedef enum
-{
- ga_nothing,
- ga_loadlevel,
- ga_newgame,
- ga_loadgame,
- ga_savegame,
- ga_playdemo,
- ga_completed,
- ga_victory,
- ga_worlddone,
- ga_screenshot
-} gameaction_t;
-
-
-
//
// Button/action code definitions.
//
@@ -107,11 +92,13 @@ typedef enum
-//
-// GLOBAL VARIABLES
-//
+// Called by IO functions when input is detected.
+void D_PostEvent (event_t *ev);
-extern gameaction_t gameaction;
+// Read an event from the event queue
+
+event_t *D_PopEvent(void);
#endif
+
diff --git a/src/d_iwad.c b/src/d_iwad.c
index ea0d29d0..fe60866b 100644
--- a/src/d_iwad.c
+++ b/src/d_iwad.c
@@ -29,9 +29,9 @@
#include <ctype.h>
#include <string.h>
-#include "deh_main.h"
-#include "doomdef.h"
-#include "doomstat.h"
+#include "deh_str.h"
+#include "doomkeys.h"
+#include "d_iwad.h"
#include "i_system.h"
#include "m_argv.h"
#include "m_config.h"
@@ -39,6 +39,20 @@
#include "w_wad.h"
#include "z_zone.h"
+static iwad_t iwads[] =
+{
+ { "doom2.wad", doom2, commercial, "Doom II" },
+ { "plutonia.wad", pack_plut, commercial, "Final Doom: Plutonia Experiment" },
+ { "tnt.wad", pack_tnt, commercial, "Final Doom: TNT: Evilution" },
+ { "doom.wad", doom, retail, "Doom" },
+ { "doom1.wad", doom, shareware, "Doom Shareware" },
+ { "chex.wad", doom, shareware, "Chex Quest" },
+ { "heretic.wad", heretic, retail, "Heretic" },
+ { "heretic1.wad", heretic, shareware, "Heretic Shareware" },
+ { "hexen.wad", hexen, commercial, "Hexen" },
+ { "strife1.wad", strife, commercial, "Strife" },
+};
+
// Array of locations to search for IWAD files
//
// "128 IWAD search directories should be enough for anybody".
@@ -157,6 +171,8 @@ static char *steam_install_subdirs[] =
"steamapps\\common\\doom 2\\base",
"steamapps\\common\\final doom\\base",
"steamapps\\common\\ultimate doom\\base",
+ "steamapps\\common\\hexen\\base",
+ "steamapps\\common\\heretic shadow of the serpent riders\\base"
};
static char *GetRegistryString(registry_value_t *reg_val)
@@ -315,104 +331,44 @@ static void CheckDOSDefaults(void)
#endif
-static struct
-{
- char *name;
- GameMission_t mission;
-} iwads[] = {
- {"doom2.wad", doom2},
- {"plutonia.wad", pack_plut},
- {"tnt.wad", pack_tnt},
- {"doom.wad", doom},
- {"doom1.wad", doom},
- {"chex.wad", doom},
-};
-
-// Hack for chex quest mode
-
-static void CheckChex(char *iwad_name)
-{
- if (!strcmp(iwad_name, "chex.wad"))
- {
- gameversion = exe_chex;
- }
-}
-
-// Returns true if the specified path is a path to a file
-// of the specified name.
-
-static boolean DirIsFile(char *path, char *filename)
-{
- size_t path_len;
- size_t filename_len;
-
- path_len = strlen(path);
- filename_len = strlen(filename);
-
- return path_len >= filename_len + 1
- && path[path_len - filename_len - 1] == DIR_SEPARATOR
- && !strcasecmp(&path[path_len - filename_len], filename);
-}
-
-// Check if the specified directory contains the specified IWAD
-// file, returning the full path to the IWAD if found, or NULL
-// if not found.
-
-static char *CheckDirectoryHasIWAD(char *dir, char *iwadname)
-{
- char *filename;
-
- // As a special case, the "directory" may refer directly to an
- // IWAD file if the path comes from DOOMWADDIR or DOOMWADPATH.
-
- if (DirIsFile(dir, iwadname) && M_FileExists(dir))
- {
- return strdup(dir);
- }
-
- // Construct the full path to the IWAD if it is located in
- // this directory, and check if it exists.
-
- filename = malloc(strlen(dir) + strlen(iwadname) + 3);
-
- if (!strcmp(dir, "."))
- {
- strcpy(filename, iwadname);
- }
- else
- {
- sprintf(filename, "%s%c%s", dir, DIR_SEPARATOR, iwadname);
- }
-
- if (M_FileExists(filename))
- {
- return filename;
- }
-
- free(filename);
-
- return NULL;
-}
-
// Search a directory to try to find an IWAD
// Returns the location of the IWAD if found, otherwise NULL.
-static char *SearchDirectoryForIWAD(char *dir)
+static char *SearchDirectoryForIWAD(char *dir, int mask, GameMission_t *mission)
{
- char *filename;
size_t i;
for (i=0; i<arrlen(iwads); ++i)
{
- filename = CheckDirectoryHasIWAD(dir, DEH_String(iwads[i].name));
+ char *filename;
+ char *iwadname;
- if (filename != NULL)
+ if (((1 << iwads[i].mission) & mask) == 0)
+ {
+ continue;
+ }
+
+ iwadname = DEH_String(iwads[i].name);
+
+ filename = malloc(strlen(dir) + strlen(iwadname) + 3);
+
+ if (!strcmp(dir, "."))
+ {
+ strcpy(filename, iwadname);
+ }
+ else
+ {
+ sprintf(filename, "%s%c%s", dir, DIR_SEPARATOR, iwadname);
+ }
+
+ if (M_FileExists(filename))
{
- CheckChex(iwads[i].name);
- gamemission = iwads[i].mission;
+ *mission = iwads[i].mission;
return filename;
}
+
+ free(filename);
}
return NULL;
@@ -421,16 +377,22 @@ static char *SearchDirectoryForIWAD(char *dir)
// When given an IWAD with the '-iwad' parameter,
// attempt to identify it by its name.
-static void IdentifyIWADByName(char *name)
+static GameMission_t IdentifyIWADByName(char *name, int mask)
{
size_t i;
+ GameMission_t mission;
+
+ mission = none;
- gamemission = none;
-
for (i=0; i<arrlen(iwads); ++i)
{
char *iwadname;
+ // Only use supported missions:
+
+ if (((1 << iwads[i].mission) & mask) == 0)
+ continue;
+
iwadname = DEH_String(iwads[i].name);
if (strlen(name) < strlen(iwadname))
@@ -441,16 +403,17 @@ static void IdentifyIWADByName(char *name)
if (!strcasecmp(name + strlen(name) - strlen(iwadname),
iwadname))
{
- CheckChex(iwads[i].name);
- gamemission = iwads[i].mission;
+ mission = iwads[i].mission;
break;
}
}
+
+ return mission;
}
//
// Add directories from the list in the DOOMWADPATH environment variable.
-//
+//
static void AddDoomWadPath(void)
{
@@ -566,6 +529,7 @@ char *D_FindWADByName(char *name)
{
char *buf;
int i;
+ boolean exists;
// Absolute path?
@@ -580,21 +544,14 @@ char *D_FindWADByName(char *name)
for (i=0; i<num_iwad_dirs; ++i)
{
- // As a special case, if this is in DOOMWADDIR or DOOMWADPATH,
- // the "directory" may actually refer directly to an IWAD
- // file.
-
- if (DirIsFile(iwad_dirs[i], name) && M_FileExists(iwad_dirs[i]))
- {
- return strdup(iwad_dirs[i]);
- }
-
// Construct a string for the full path
buf = malloc(strlen(iwad_dirs[i]) + strlen(name) + 5);
sprintf(buf, "%s%c%s", iwad_dirs[i], DIR_SEPARATOR, name);
- if (M_FileExists(buf))
+ exists = M_FileExists(buf);
+
+ if (exists)
{
return buf;
}
@@ -637,7 +594,7 @@ char *D_TryFindWADByName(char *filename)
// should be executed (notably loading PWADs).
//
-char *D_FindIWAD(void)
+char *D_FindIWAD(int mask, GameMission_t *mission)
{
char *result;
char *iwadfile;
@@ -667,7 +624,7 @@ char *D_FindIWAD(void)
I_Error("IWAD file '%s' not found!", iwadfile);
}
- IdentifyIWADByName(result);
+ *mission = IdentifyIWADByName(result, mask);
}
else
{
@@ -679,293 +636,47 @@ char *D_FindIWAD(void)
for (i=0; result == NULL && i<num_iwad_dirs; ++i)
{
- result = SearchDirectoryForIWAD(iwad_dirs[i]);
+ result = SearchDirectoryForIWAD(iwad_dirs[i], mask, mission);
}
}
return result;
}
-//
-// Get the IWAD name used for savegames.
-//
+// Find all IWADs in the IWAD search path matching the given mask.
-static char *SaveGameIWADName(void)
+iwad_t **D_FindAllIWADs(int mask)
{
- size_t i;
-
- // Chex quest hack
+ iwad_t **result;
+ int result_len;
+ char *filename;
+ int i;
- if (gameversion == exe_chex)
- {
- return "chex.wad";
- }
+ result = malloc(sizeof(iwad_t *) * (arrlen(iwads) + 1));
+ result_len = 0;
- // Find what subdirectory to use for savegames
- //
- // They should be stored in something like
- // ~/.chocolate-doom/savegames/doom.wad/
- //
- // The directory depends on the IWAD, so that savegames for
- // different IWADs are kept separate.
- //
- // Note that we match on gamemission rather than on IWAD name.
- // This ensures that doom1.wad and doom.wad saves are stored
- // in the same place.
+ // Try to find all IWADs
for (i=0; i<arrlen(iwads); ++i)
{
- if (gamemission == iwads[i].mission)
+ if (((1 << iwads[i].mission) & mask) == 0)
{
- return iwads[i].name;
- }
- }
-
- return NULL;
-}
-//
-// SetSaveGameDir
-//
-// Chooses the directory used to store saved games.
-//
-
-void D_SetSaveGameDir(void)
-{
- char *iwad_name;
-
- if (!strcmp(configdir, ""))
- {
- // Use the current directory, just like configdir.
-
- savegamedir = strdup("");
- }
- else
- {
- // Directory for savegames
-
- iwad_name = SaveGameIWADName();
-
- if (iwad_name == NULL)
- {
- iwad_name = "unknown.wad";
- }
-
- savegamedir = Z_Malloc(strlen(configdir) + 30, PU_STATIC, 0);
- sprintf(savegamedir, "%ssavegames%c", configdir,
- DIR_SEPARATOR);
-
- M_MakeDirectory(savegamedir);
-
- sprintf(savegamedir + strlen(savegamedir), "%s%c",
- iwad_name, DIR_SEPARATOR);
-
- M_MakeDirectory(savegamedir);
- }
-}
-
-// Strings for dehacked replacements of the startup banner
-//
-// These are from the original source: some of them are perhaps
-// not used in any dehacked patches
-
-static char *banners[] =
-{
- // doom1.wad
- " "
- "DOOM Shareware Startup v%i.%i"
- " ",
- // doom.wad
- " "
- "DOOM Registered Startup v%i.%i"
- " ",
- // Registered DOOM uses this
- " "
- "DOOM System Startup v%i.%i"
- " ",
- // doom.wad (Ultimate DOOM)
- " "
- "The Ultimate DOOM Startup v%i.%i"
- " ",
- // doom2.wad
- " "
- "DOOM 2: Hell on Earth v%i.%i"
- " ",
- // tnt.wad
- " "
- "DOOM 2: TNT - Evilution v%i.%i"
- " ",
- // plutonia.wad
- " "
- "DOOM 2: Plutonia Experiment v%i.%i"
- " ",
-};
-
-//
-// Get game name: if the startup banner has been replaced, use that.
-// Otherwise, use the name given
-//
-
-static char *GetGameName(char *gamename)
-{
- size_t i;
- char *deh_sub;
-
- for (i=0; i<arrlen(banners); ++i)
- {
- // Has the banner been replaced?
-
- deh_sub = DEH_String(banners[i]);
-
- if (deh_sub != banners[i])
- {
- // Has been replaced
- // We need to expand via printf to include the Doom version
- // number
- // We also need to cut off spaces to get the basic name
-
- gamename = Z_Malloc(strlen(deh_sub) + 10, PU_STATIC, 0);
- sprintf(gamename, deh_sub, DOOM_VERSION / 100, DOOM_VERSION % 100);
-
- while (gamename[0] != '\0' && isspace(gamename[0]))
- strcpy(gamename, gamename+1);
-
- while (gamename[0] != '\0' && isspace(gamename[strlen(gamename)-1]))
- gamename[strlen(gamename) - 1] = '\0';
-
- return gamename;
- }
- }
-
- return gamename;
-}
-
-
-//
-// Find out what version of Doom is playing.
-//
-
-void D_IdentifyVersion(void)
-{
- // gamemission is set up by the D_FindIWAD function. But if
- // we specify '-iwad', we have to identify using
- // IdentifyIWADByName. However, if the iwad does not match
- // any known IWAD name, we may have a dilemma. Try to
- // identify by its contents.
-
- if (gamemission == none)
- {
- unsigned int i;
-
- for (i=0; i<numlumps; ++i)
- {
- if (!strncasecmp(lumpinfo[i].name, "MAP01", 8))
- {
- gamemission = doom2;
- break;
- }
- else if (!strncasecmp(lumpinfo[i].name, "E1M1", 8))
- {
- gamemission = doom;
- break;
- }
- }
-
- if (gamemission == none)
- {
- // Still no idea. I don't think this is going to work.
-
- I_Error("Unknown or invalid IWAD file.");
- }
- }
-
- // Make sure gamemode is set up correctly
-
- if (gamemission == doom)
- {
- // Doom 1. But which version?
-
- if (W_CheckNumForName("E4M1") > 0)
- {
- // Ultimate Doom
-
- gamemode = retail;
- }
- else if (W_CheckNumForName("E3M1") > 0)
- {
- gamemode = registered;
- }
- else
- {
- gamemode = shareware;
+ continue;
}
- }
- else
- {
- // Doom 2 of some kind.
-
- gamemode = commercial;
- }
-}
-
-// Set the gamedescription string
-void D_SetGameDescription(void)
-{
- gamedescription = "Unknown";
+ filename = D_FindWADByName(iwads[i].name);
- if (gamemission == doom)
- {
- // Doom 1. But which version?
-
- if (gamemode == retail)
- {
- // Ultimate Doom
-
- gamedescription = GetGameName("The Ultimate DOOM");
- }
- else if (gamemode == registered)
- {
- gamedescription = GetGameName("DOOM Registered");
- }
- else if (gamemode == shareware)
+ if (filename != NULL)
{
- gamedescription = GetGameName("DOOM Shareware");
+ result[result_len] = &iwads[i];
+ ++result_len;
}
}
- else
- {
- // Doom 2 of some kind. But which mission?
-
- if (gamemission == doom2)
- gamedescription = GetGameName("DOOM 2: Hell on Earth");
- else if (gamemission == pack_plut)
- gamedescription = GetGameName("DOOM 2: Plutonia Experiment");
- else if (gamemission == pack_tnt)
- gamedescription = GetGameName("DOOM 2: TNT - Evilution");
- }
-}
-// Clever hack: Setup can invoke Doom to determine which IWADs are installed.
-// Doom searches install paths and exits with the return code being a
-// bitmask of the installed IWAD files.
+ // End of list
-void D_FindInstalledIWADs(void)
-{
- unsigned int i;
- int result;
-
- BuildIWADDirList();
+ result[result_len] = NULL;
- result = 0;
-
- for (i=0; i<arrlen(iwads); ++i)
- {
- if (D_FindWADByName(iwads[i].name) != NULL)
- {
- result |= 1 << i;
- }
- }
-
- exit(result);
+ return result;
}
diff --git a/src/d_iwad.h b/src/d_iwad.h
index cb101305..f95b4258 100644
--- a/src/d_iwad.h
+++ b/src/d_iwad.h
@@ -27,13 +27,27 @@
#ifndef __D_IWAD__
#define __D_IWAD__
+#include "d_mode.h"
+
+#define IWAD_MASK_DOOM ((1 << doom) \
+ | (1 << doom2) \
+ | (1 << pack_tnt) \
+ | (1 << pack_plut))
+#define IWAD_MASK_HERETIC (1 << heretic)
+#define IWAD_MASK_HEXEN (1 << hexen)
+
+typedef struct
+{
+ char *name;
+ GameMission_t mission;
+ GameMode_t mode;
+ char *description;
+} iwad_t;
+
char *D_FindWADByName(char *filename);
char *D_TryFindWADByName(char *filename);
-char *D_FindIWAD(void);
-void D_SetSaveGameDir(void);
-void D_IdentifyVersion(void);
-void D_SetGameDescription(void);
-void D_FindInstalledIWADs(void);
+char *D_FindIWAD(int mask, GameMission_t *mission);
+iwad_t **D_FindAllIWADs(int mask);
#endif
diff --git a/src/d_mode.c b/src/d_mode.c
new file mode 100644
index 00000000..4832e01b
--- /dev/null
+++ b/src/d_mode.c
@@ -0,0 +1,181 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// DESCRIPTION:
+// Functions and definitions relating to the game type and operational
+// mode.
+//
+
+#include "doomtype.h"
+#include "d_mode.h"
+
+// Valid game mode/mission combinations, with the number of
+// episodes/maps for each.
+
+static struct
+{
+ GameMission_t mission;
+ GameMode_t mode;
+ int episode;
+ int map;
+} valid_modes[] = {
+ { doom, shareware, 1, 9 },
+ { doom, registered, 3, 9 },
+ { doom, retail, 4, 9 },
+ { doom2, commercial, 1, 32 },
+ { pack_tnt, commercial, 1, 32 },
+ { pack_plut, commercial, 1, 32 },
+ { heretic, shareware, 1, 9 },
+ { heretic, registered, 3, 9 },
+ { heretic, retail, 5, 9 },
+ { hexen, commercial, 1, 40 },
+ { strife, commercial, 1, 34 },
+};
+
+// Check that a gamemode+gamemission received over the network is valid.
+
+boolean D_ValidGameMode(GameMission_t mission, GameMode_t mode)
+{
+ int i;
+
+ for (i=0; i<arrlen(valid_modes); ++i)
+ {
+ if (valid_modes[i].mode == mode && valid_modes[i].mission == mission)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+boolean D_ValidEpisodeMap(GameMission_t mission, GameMode_t mode,
+ int episode, int map)
+{
+ int i;
+
+ // Hacks for Heretic secret episodes
+
+ if (mission == heretic)
+ {
+ if (mode == retail && episode == 6)
+ {
+ return map >= 1 && map <= 3;
+ }
+ else if (mode == registered && episode == 4)
+ {
+ return map == 1;
+ }
+ }
+
+ // Find the table entry for this mission/mode combination.
+
+ for (i=0; i<arrlen(valid_modes); ++i)
+ {
+ if (mission == valid_modes[i].mission
+ && mode == valid_modes[i].mode)
+ {
+ return episode >= 1 && episode <= valid_modes[i].episode
+ && map >= 1 && map <= valid_modes[i].map;
+ }
+ }
+
+ // Unknown mode/mission combination
+
+ return false;
+}
+
+// Get the number of valid episodes for the specified mission/mode.
+
+int D_GetNumEpisodes(GameMission_t mission, GameMode_t mode)
+{
+ int episode;
+
+ episode = 1;
+
+ while (D_ValidEpisodeMap(mission, mode, episode, 1))
+ {
+ ++episode;
+ }
+
+ return episode - 1;
+}
+
+// Table of valid versions
+
+static struct {
+ GameMission_t mission;
+ GameVersion_t version;
+} valid_versions[] = {
+ { doom, exe_doom_1_9 },
+ { doom, exe_ultimate },
+ { doom, exe_chex },
+ { doom, exe_final },
+ { heretic, exe_heretic_1_3 },
+ { hexen, exe_hexen_1_1 },
+ { strife, exe_strife_1_31 },
+};
+
+boolean D_ValidGameVersion(GameMission_t mission, GameVersion_t version)
+{
+ int i;
+
+ // All Doom variants can use the Doom versions.
+
+ if (mission == doom2 || mission == pack_plut || mission == pack_tnt)
+ {
+ mission = doom;
+ }
+
+ for (i=0; i<arrlen(valid_versions); ++i)
+ {
+ if (valid_versions[i].mission == mission
+ && valid_versions[i].version == version)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// Does this mission type use ExMy form, rather than MAPxy form?
+
+boolean D_IsEpisodeMap(GameMission_t mission)
+{
+ switch (mission)
+ {
+ case doom:
+ case heretic:
+ return true;
+
+ case none:
+ case hexen:
+ case doom2:
+ case pack_tnt:
+ case pack_plut:
+ case strife:
+ default:
+ return false;
+ }
+}
+
diff --git a/src/d_mode.h b/src/d_mode.h
new file mode 100644
index 00000000..8746b354
--- /dev/null
+++ b/src/d_mode.h
@@ -0,0 +1,96 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Functions and definitions relating to the game type and operational
+// mode.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __D_MODE__
+#define __D_MODE__
+
+#include "doomtype.h"
+
+// The "mission" controls what game we are playing.
+
+typedef enum
+{
+ doom, // Doom 1
+ doom2, // Doom 2
+ pack_tnt, // Final Doom: TNT: Evilution
+ pack_plut, // Final Doom: The Plutonia Experiment
+ heretic, // Heretic
+ hexen, // Hexen
+ strife, // Strife
+
+ none
+} GameMission_t;
+
+// The "mode" allows more accurate specification of the game mode we are
+// in: eg. shareware vs. registered. So doom1.wad and doom.wad are the
+// same mission, but a different mode.
+
+typedef enum
+{
+ shareware, // Doom/Heretic shareware
+ registered, // Doom/Heretic registered
+ commercial, // Doom II/Hexen
+ retail, // Ultimate Doom
+ indetermined // Unknown.
+} GameMode_t;
+
+// What version are we emulating?
+
+typedef enum
+{
+ exe_doom_1_9, // Doom 1.9: used for shareware, registered and commercial
+ exe_ultimate, // Ultimate Doom (retail)
+ exe_final, // Final Doom
+ exe_chex, // Chex Quest executable (based on Final Doom)
+
+ exe_heretic_1_3, // Heretic 1.3
+
+ exe_hexen_1_1, // Hexen 1.1
+ exe_strife_1_31, // Strife v1.31
+} GameVersion_t;
+
+// Skill level.
+
+typedef enum
+{
+ sk_noitems = -1, // the "-skill 0" hack
+ sk_baby = 0,
+ sk_easy,
+ sk_medium,
+ sk_hard,
+ sk_nightmare
+} skill_t;
+
+boolean D_ValidGameMode(GameMission_t mission, GameMode_t mode);
+boolean D_ValidGameVersion(GameMission_t mission, GameVersion_t version);
+boolean D_ValidEpisodeMap(GameMission_t mission, GameMode_t mode,
+ int episode, int map);
+int D_GetNumEpisodes(GameMission_t mission, GameMode_t mode);
+boolean D_IsEpisodeMap(GameMission_t mission);
+
+#endif /* #ifndef __D_MODE__ */
+
diff --git a/src/d_ticcmd.h b/src/d_ticcmd.h
index 2968a352..b3651835 100644
--- a/src/d_ticcmd.h
+++ b/src/d_ticcmd.h
@@ -2,6 +2,7 @@
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
@@ -35,14 +36,20 @@
// and transmitted to other peers (multiplayer).
// Mainly movements/button commands per game tick,
// plus a checksum for internal state consistency.
+
typedef struct
{
signed char forwardmove; // *2048 for move
signed char sidemove; // *2048 for move
- short angleturn; // <<16 for angle delta
- byte chatchar;
- byte buttons;
- byte consistancy; // checks for net game
+ short angleturn; // <<16 for angle delta
+ byte chatchar;
+ byte buttons;
+ byte consistancy; // checks for net game
+
+ // Heretic/Hexen specific:
+
+ byte lookfly; // look/fly up/down/centering
+ byte arti; // artitype_t to use
} ticcmd_t;
diff --git a/src/deh_text.c b/src/deh_str.c
index 9e8cc79d..0baaa7e8 100644
--- a/src/deh_text.c
+++ b/src/deh_str.c
@@ -24,22 +24,22 @@
//
//-----------------------------------------------------------------------------
-#include "doomdef.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
#include "doomtype.h"
+#include "deh_str.h"
#include "z_zone.h"
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-
typedef struct
{
char *from_text;
char *to_text;
} deh_substitution_t;
-static deh_substitution_t **hash_table;
+static deh_substitution_t **hash_table = NULL;
static int hash_table_entries;
static int hash_table_length = -1;
@@ -90,6 +90,17 @@ char *DEH_String(char *s)
return s;
}
+static void InitHashTable(void)
+{
+ // init hash table
+
+ hash_table_entries = 0;
+ hash_table_length = 16;
+ hash_table = Z_Malloc(sizeof(deh_substitution_t *) * hash_table_length,
+ PU_STATIC, NULL);
+ memset(hash_table, 0, sizeof(deh_substitution_t *) * hash_table_length);
+}
+
static void DEH_AddToHashtable(deh_substitution_t *sub);
static void IncreaseHashtable(void)
@@ -149,105 +160,22 @@ static void DEH_AddToHashtable(deh_substitution_t *sub)
++hash_table_entries;
}
-// Given a string length, find the maximum length of a
-// string that can replace it.
-
-static int TXT_MaxStringLength(int len)
-{
- // Enough bytes for the string and the NUL terminator
-
- len += 1;
-
- // All strings in doom.exe are on 4-byte boundaries, so we may be able
- // to support a slightly longer string.
- // Extend up to the next 4-byte boundary
-
- len += (4 - (len % 4)) % 4;
-
- // Less one for the NUL terminator.
-
- return len - 1;
-}
-
-static void DEH_TextInit(void)
-{
- // init hash table
-
- hash_table_entries = 0;
- hash_table_length = 16;
- hash_table = Z_Malloc(sizeof(deh_substitution_t *) * hash_table_length,
- PU_STATIC, NULL);
- memset(hash_table, 0, sizeof(deh_substitution_t *) * hash_table_length);
-}
-
-static void *DEH_TextStart(deh_context_t *context, char *line)
+void DEH_AddStringReplacement(char *from_text, char *to_text)
{
deh_substitution_t *sub;
- int fromlen, tolen;
- int i;
-
- if (sscanf(line, "Text %i %i", &fromlen, &tolen) != 2)
- {
- DEH_Warning(context, "Parse error on section start");
- return NULL;
- }
-
- // Only allow string replacements that are possible in Vanilla Doom.
- // Chocolate Doom is unforgiving!
-
- if (!deh_allow_long_strings && tolen > TXT_MaxStringLength(fromlen))
- {
- DEH_Error(context, "Replacement string is longer than the maximum "
- "possible in doom.exe");
- return NULL;
- }
-
- sub = Z_Malloc(sizeof(deh_substitution_t), PU_STATIC, NULL);
- sub->from_text = Z_Malloc(fromlen + 1, PU_STATIC, NULL);
- sub->to_text = Z_Malloc(tolen + 1, PU_STATIC, NULL);
- // read in the "from" text
+ // Initialize the hash table if this is the first time
- for (i=0; i<fromlen; ++i)
+ if (hash_table_length < 0)
{
- int c;
-
- c = DEH_GetChar(context);
-
- sub->from_text[i] = c;
+ InitHashTable();
}
- sub->from_text[fromlen] = '\0';
-
- // read in the "to" text
+ sub = Z_Malloc(sizeof(*sub), PU_STATIC, 0);
- for (i=0; i<tolen; ++i)
- {
- int c;
-
- c = DEH_GetChar(context);
-
- sub->to_text[i] = c;
- }
- sub->to_text[tolen] = '\0';
+ sub->from_text = from_text;
+ sub->to_text = to_text;
DEH_AddToHashtable(sub);
-
- return NULL;
-}
-
-static void DEH_TextParseLine(deh_context_t *context, char *line, void *tag)
-{
- // not used
}
-deh_section_t deh_section_text =
-{
- "Text",
- DEH_TextInit,
- DEH_TextStart,
- DEH_TextParseLine,
- NULL,
- NULL,
-};
-
diff --git a/src/deh_str.h b/src/deh_str.h
new file mode 100644
index 00000000..986536de
--- /dev/null
+++ b/src/deh_str.h
@@ -0,0 +1,46 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Dehacked string replacements
+//
+//-----------------------------------------------------------------------------
+
+#ifndef DEH_STR_H
+#define DEH_STR_H
+
+#include "doomfeatures.h"
+
+// Used to do dehacked text substitutions throughout the program
+
+#ifdef FEATURE_DEHACKED
+
+char *DEH_String(char *s);
+void DEH_AddStringReplacement(char *from_text, char *to_text);
+
+#else
+
+#define DEH_String(x) (x)
+
+#endif
+
+#endif /* #ifndef DEH_STR_H */
+
diff --git a/src/doom/.gitignore b/src/doom/.gitignore
new file mode 100644
index 00000000..d7e732ad
--- /dev/null
+++ b/src/doom/.gitignore
@@ -0,0 +1,7 @@
+Makefile
+Makefile.in
+.deps
+*.rc
+chocolate-doom
+chocolate-server
+*.exe
diff --git a/src/doom/Makefile.am b/src/doom/Makefile.am
new file mode 100644
index 00000000..7b7073b6
--- /dev/null
+++ b/src/doom/Makefile.am
@@ -0,0 +1,80 @@
+AM_CFLAGS = -I.. @SDL_CFLAGS@ @SDLMIXER_CFLAGS@ @SDLNET_CFLAGS@
+
+noinst_LIBRARIES=libdoom.a
+
+SOURCE_FILES= \
+am_map.c am_map.h \
+ d_englsh.h \
+d_items.c d_items.h \
+d_main.c d_main.h \
+d_net.c d_net.h \
+ doomdata.h \
+doomdef.c doomdef.h \
+doomstat.c doomstat.h \
+ d_player.h \
+dstrings.c dstrings.h \
+ d_textur.h \
+ d_think.h \
+f_finale.c f_finale.h \
+f_wipe.c f_wipe.h \
+g_game.c g_game.h \
+hu_lib.c hu_lib.h \
+hu_stuff.c hu_stuff.h \
+info.c info.h \
+m_menu.c m_menu.h \
+m_random.c m_random.h \
+p_ceilng.c \
+p_doors.c \
+p_enemy.c \
+p_floor.c \
+p_inter.c p_inter.h \
+p_lights.c \
+ p_local.h \
+p_map.c \
+p_maputl.c \
+p_mobj.c p_mobj.h \
+p_plats.c \
+p_pspr.c p_pspr.h \
+p_saveg.c p_saveg.h \
+p_setup.c p_setup.h \
+p_sight.c \
+p_spec.c p_spec.h \
+p_switch.c \
+p_telept.c \
+p_tick.c p_tick.h \
+p_user.c \
+r_bsp.c r_bsp.h \
+r_data.c r_data.h \
+ r_defs.h \
+r_draw.c r_draw.h \
+ r_local.h \
+r_main.c r_main.h \
+r_plane.c r_plane.h \
+r_segs.c r_segs.h \
+r_sky.c r_sky.h \
+ r_state.h \
+r_things.c r_things.h \
+s_sound.c s_sound.h \
+sounds.c sounds.h \
+st_lib.c st_lib.h \
+st_stuff.c st_stuff.h \
+wi_stuff.c wi_stuff.h
+
+FEATURE_DEHACKED_SOURCE_FILES = \
+deh_ammo.c \
+deh_cheat.c \
+deh_defs.h \
+deh_frame.c \
+deh_io.c deh_io.h \
+deh_main.c deh_main.h \
+deh_mapping.c deh_mapping.h \
+deh_misc.c deh_misc.h \
+deh_ptr.c \
+deh_sound.c \
+deh_text.c \
+deh_thing.c \
+deh_weapon.c
+
+libdoom_a_SOURCES = $(SOURCE_FILES) \
+ $(FEATURE_DEHACKED_SOURCE_FILES)
+
diff --git a/src/am_map.c b/src/doom/am_map.c
index 9a81d62c..89a5dffc 100644
--- a/src/am_map.c
+++ b/src/doom/am_map.c
@@ -30,12 +30,14 @@
#include "deh_main.h"
#include "z_zone.h"
+#include "doomkeys.h"
#include "doomdef.h"
#include "st_stuff.h"
#include "p_local.h"
#include "w_wad.h"
#include "m_cheat.h"
+#include "m_controls.h"
#include "i_system.h"
// Needs access to LFB.
@@ -88,20 +90,6 @@
#define XHAIRCOLORS GRAYS
// drawing stuff
-#define FB 0
-
-int key_map_north = KEY_UPARROW;
-int key_map_south = KEY_DOWNARROW;
-int key_map_east = KEY_RIGHTARROW;
-int key_map_west = KEY_LEFTARROW;
-int key_map_zoomin = '=';
-int key_map_zoomout = '-';
-int key_map_toggle = KEY_TAB;
-int key_map_maxzoom = '0';
-int key_map_follow = 'f';
-int key_map_grid = 'g';
-int key_map_mark = 'm';
-int key_map_clearmark = 'c';
#define AM_NUMMARKPOINTS 10
@@ -287,9 +275,6 @@ cheatseq_t cheat_amap = CHEAT("iddt", 0);
static boolean stopped = true;
extern boolean viewactive;
-//extern byte screens[][SCREENWIDTH*SCREENHEIGHT];
-
-
void
V_MarkRect
@@ -458,7 +443,7 @@ void AM_initVariables(void)
static event_t st_notify = { ev_keyup, AM_MSGENTERED, 0, 0 };
automapactive = true;
- fb = screens[0];
+ fb = I_VideoBuffer;
f_oldloc.x = INT_MAX;
amclock = 0;
@@ -1355,7 +1340,7 @@ void AM_drawMarks(void)
fx = CXMTOF(markpoints[i].x);
fy = CYMTOF(markpoints[i].y);
if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h)
- V_DrawPatch(fx, fy, FB, marknums[i]);
+ V_DrawPatch(fx, fy, marknums[i]);
}
}
diff --git a/src/am_map.h b/src/doom/am_map.h
index af390d1b..af390d1b 100644
--- a/src/am_map.h
+++ b/src/doom/am_map.h
diff --git a/src/d_englsh.h b/src/doom/d_englsh.h
index de8ff7f0..de8ff7f0 100644
--- a/src/d_englsh.h
+++ b/src/doom/d_englsh.h
diff --git a/src/d_items.c b/src/doom/d_items.c
index 8f12be9f..8f12be9f 100644
--- a/src/d_items.c
+++ b/src/doom/d_items.c
diff --git a/src/d_items.h b/src/doom/d_items.h
index ffc34582..ffc34582 100644
--- a/src/d_items.h
+++ b/src/doom/d_items.h
diff --git a/src/d_main.c b/src/doom/d_main.c
index 3580c346..4e7812cc 100644
--- a/src/d_main.c
+++ b/src/doom/d_main.c
@@ -55,10 +55,13 @@
#include "m_argv.h"
#include "m_config.h"
+#include "m_controls.h"
#include "m_misc.h"
#include "m_menu.h"
#include "p_saveg.h"
+#include "i_endoom.h"
+#include "i_joystick.h"
#include "i_system.h"
#include "i_timer.h"
#include "i_video.h"
@@ -107,11 +110,6 @@ boolean fastparm; // checkparm of -fast
boolean singletics = false; // debug flag to cancel adaptiveness
-// If true, game is running as a screensaver
-
-boolean screensaver_mode = false;
-
-
//extern int soundVolume;
//extern int sfxVolume;
//extern int musicVolume;
@@ -136,6 +134,8 @@ boolean storedemo;
char wadfile[1024]; // primary wad file
char mapdir[1024]; // directory of development maps
+int show_endoom = 1;
+
void D_CheckNetGame (void);
void D_ProcessEvents (void);
@@ -144,53 +144,6 @@ void D_DoAdvanceDemo (void);
//
-// EVENT HANDLING
-//
-// Events are asynchronous inputs generally generated by the game user.
-// Events can be discarded if no responder claims them
-//
-
-#define MAXEVENTS 64
-
-static event_t events[MAXEVENTS];
-static int eventhead;
-static int eventtail;
-
-
-//
-// D_PostEvent
-// Called by the I/O functions when input is detected
-//
-void D_PostEvent (event_t* ev)
-{
- events[eventhead] = *ev;
- eventhead = (eventhead + 1) % MAXEVENTS;
-}
-
-// Read an event from the queue.
-
-event_t *D_PopEvent(void)
-{
- event_t *result;
-
- // No more events waiting.
-
- if (eventtail == eventhead)
- {
- return NULL;
- }
-
- result = &events[eventtail];
-
- // Advance to the next event in the queue.
-
- eventtail = (eventtail + 1) % MAXEVENTS;
-
- return result;
-}
-
-
-//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
@@ -347,8 +300,8 @@ void D_Display (void)
y = 4;
else
y = viewwindowy+4;
- V_DrawPatchDirect(viewwindowx+(scaledviewwidth-68)/2,
- y,0,W_CacheLumpName (DEH_String("M_PAUSE"), PU_CACHE));
+ V_DrawPatchDirect(viewwindowx + (scaledviewwidth - 68) / 2, y,
+ W_CacheLumpName (DEH_String("M_PAUSE"), PU_CACHE));
}
@@ -387,7 +340,73 @@ void D_Display (void)
} while (!done);
}
+//
+// Add configuration file variable bindings.
+//
+
+void D_BindVariables(void)
+{
+ int i;
+
+ M_ApplyPlatformDefaults();
+
+ I_BindVideoVariables();
+ I_BindJoystickVariables();
+ I_BindSoundVariables();
+
+ M_BindBaseControls();
+ M_BindWeaponControls();
+ M_BindMapControls();
+ M_BindMenuControls();
+
+#ifdef FEATURE_MULTIPLAYER
+ NET_BindVariables();
+#endif
+
+ M_BindVariable("mouse_sensitivity", &mouseSensitivity);
+ M_BindVariable("sfx_volume", &sfxVolume);
+ M_BindVariable("music_volume", &musicVolume);
+ M_BindVariable("show_messages", &showMessages);
+ M_BindVariable("screenblocks", &screenblocks);
+ M_BindVariable("detaillevel", &detailLevel);
+ M_BindVariable("snd_channels", &snd_channels);
+ M_BindVariable("vanilla_savegame_limit", &vanilla_savegame_limit);
+ M_BindVariable("vanilla_demo_limit", &vanilla_demo_limit);
+ M_BindVariable("show_endoom", &show_endoom);
+ // Multiplayer chat macros
+
+ for (i=0; i<10; ++i)
+ {
+ char buf[12];
+
+ sprintf(buf, "chatmacro%i", i);
+ M_BindVariable(buf, &chat_macros[i]);
+ }
+}
+
+//
+// D_GrabMouseCallback
+//
+// Called to determine whether to grab the mouse pointer
+//
+
+boolean D_GrabMouseCallback(void)
+{
+ // Drone players don't need mouse focus
+
+ if (drone)
+ return false;
+
+ // when menu is active or game is paused, release the mouse
+
+ if (menuactive || paused)
+ return false;
+
+ // only grab mouse when playing levels (but not demos)
+
+ return (gamestate == GS_LEVEL) && !demoplayback;
+}
//
// D_DoomLoop
@@ -409,8 +428,12 @@ void D_DoomLoop (void)
TryRunTics();
- I_InitGraphics ();
+ I_SetWindowTitle(gamedescription);
+ I_InitGraphics();
+ I_EnableLoadingDisk();
+ I_SetGrabMouseCallback(D_GrabMouseCallback);
+ V_RestoreBuffer();
R_ExecuteSetViewSize();
D_StartGameLoop();
@@ -478,7 +501,7 @@ void D_PageTicker (void)
//
void D_PageDrawer (void)
{
- V_DrawPatch (0,0, 0, W_CacheLumpName(pagename, PU_CACHE));
+ V_DrawPatch (0, 0, W_CacheLumpName(pagename, PU_CACHE));
}
@@ -574,8 +597,232 @@ void D_StartTitle (void)
D_AdvanceDemo ();
}
+// Strings for dehacked replacements of the startup banner
+//
+// These are from the original source: some of them are perhaps
+// not used in any dehacked patches
+
+static char *banners[] =
+{
+ // doom1.wad
+ " "
+ "DOOM Shareware Startup v%i.%i"
+ " ",
+ // doom.wad
+ " "
+ "DOOM Registered Startup v%i.%i"
+ " ",
+ // Registered DOOM uses this
+ " "
+ "DOOM System Startup v%i.%i"
+ " ",
+ // doom.wad (Ultimate DOOM)
+ " "
+ "The Ultimate DOOM Startup v%i.%i"
+ " ",
+ // doom2.wad
+ " "
+ "DOOM 2: Hell on Earth v%i.%i"
+ " ",
+ // tnt.wad
+ " "
+ "DOOM 2: TNT - Evilution v%i.%i"
+ " ",
+ // plutonia.wad
+ " "
+ "DOOM 2: Plutonia Experiment v%i.%i"
+ " ",
+};
+
+//
+// Get game name: if the startup banner has been replaced, use that.
+// Otherwise, use the name given
+//
+
+static char *GetGameName(char *gamename)
+{
+ size_t i;
+ char *deh_sub;
+
+ for (i=0; i<arrlen(banners); ++i)
+ {
+ // Has the banner been replaced?
+
+ deh_sub = DEH_String(banners[i]);
+
+ if (deh_sub != banners[i])
+ {
+ // Has been replaced
+ // We need to expand via printf to include the Doom version
+ // number
+ // We also need to cut off spaces to get the basic name
+
+ gamename = Z_Malloc(strlen(deh_sub) + 10, PU_STATIC, 0);
+ sprintf(gamename, deh_sub, DOOM_VERSION / 100, DOOM_VERSION % 100);
+
+ while (gamename[0] != '\0' && isspace(gamename[0]))
+ strcpy(gamename, gamename+1);
+
+ while (gamename[0] != '\0' && isspace(gamename[strlen(gamename)-1]))
+ gamename[strlen(gamename) - 1] = '\0';
+
+ return gamename;
+ }
+ }
+
+ return gamename;
+}
+
+//
+// Find out what version of Doom is playing.
+//
+
+void D_IdentifyVersion(void)
+{
+ // gamemission is set up by the D_FindIWAD function. But if
+ // we specify '-iwad', we have to identify using
+ // IdentifyIWADByName. However, if the iwad does not match
+ // any known IWAD name, we may have a dilemma. Try to
+ // identify by its contents.
+
+ if (gamemission == none)
+ {
+ unsigned int i;
+
+ for (i=0; i<numlumps; ++i)
+ {
+ if (!strncasecmp(lumpinfo[i].name, "MAP01", 8))
+ {
+ gamemission = doom2;
+ break;
+ }
+ else if (!strncasecmp(lumpinfo[i].name, "E1M1", 8))
+ {
+ gamemission = doom;
+ break;
+ }
+ }
+
+ if (gamemission == none)
+ {
+ // Still no idea. I don't think this is going to work.
+ I_Error("Unknown or invalid IWAD file.");
+ }
+ }
+ // Make sure gamemode is set up correctly
+
+ if (gamemission == doom)
+ {
+ // Doom 1. But which version?
+
+ if (W_CheckNumForName("E4M1") > 0)
+ {
+ // Ultimate Doom
+
+ gamemode = retail;
+ }
+ else if (W_CheckNumForName("E3M1") > 0)
+ {
+ gamemode = registered;
+ }
+ else
+ {
+ gamemode = shareware;
+ }
+ }
+ else
+ {
+ // Doom 2 of some kind.
+
+ gamemode = commercial;
+ }
+}
+
+// Set the gamedescription string
+
+void D_SetGameDescription(void)
+{
+ gamedescription = "Unknown";
+
+ if (gamemission == doom)
+ {
+ // Doom 1. But which version?
+
+ if (gamemode == retail)
+ {
+ // Ultimate Doom
+
+ gamedescription = GetGameName("The Ultimate DOOM");
+ }
+ else if (gamemode == registered)
+ {
+ gamedescription = GetGameName("DOOM Registered");
+ }
+ else if (gamemode == shareware)
+ {
+ gamedescription = GetGameName("DOOM Shareware");
+ }
+ }
+ else
+ {
+ // Doom 2 of some kind. But which mission?
+
+ if (gamemission == doom2)
+ gamedescription = GetGameName("DOOM 2: Hell on Earth");
+ else if (gamemission == pack_plut)
+ gamedescription = GetGameName("DOOM 2: Plutonia Experiment");
+ else if (gamemission == pack_tnt)
+ gamedescription = GetGameName("DOOM 2: TNT - Evilution");
+ }
+}
+
+static void SetSaveGameDir(char *iwad_filename)
+{
+ char *sep;
+ char *basefile;
+
+ // Extract the base filename
+
+ sep = strrchr(iwad_filename, DIR_SEPARATOR);
+
+ if (sep == NULL)
+ {
+ basefile = iwad_filename;
+ }
+ else
+ {
+ basefile = sep + 1;
+ }
+
+ // ~/.chocolate-doom/savegames/
+
+ savegamedir = Z_Malloc(strlen(configdir) + 30, PU_STATIC, 0);
+ sprintf(savegamedir, "%ssavegames%c", configdir,
+ DIR_SEPARATOR);
+
+ M_MakeDirectory(savegamedir);
+
+ // eg. ~/.chocolate-doom/savegames/doom2.wad/
+
+ sprintf(savegamedir + strlen(savegamedir), "%s%c",
+ basefile, DIR_SEPARATOR);
+
+ M_MakeDirectory(savegamedir);
+}
+
+// Check if the IWAD file is the Chex Quest IWAD.
+// Returns true if this is chex.wad.
+
+static boolean CheckChex(char *iwadname)
+{
+ char *chex_iwadname = "chex.wad";
+
+ return (strlen(iwadname) > strlen(chex_iwadname)
+ && !strcasecmp(iwadname + strlen(iwadname) - strlen(chex_iwadname),
+ chex_iwadname));
+}
// print title for every printed line
char title[128];
@@ -590,18 +837,6 @@ static boolean D_AddFile(char *filename)
return handle != NULL;
}
-// Startup banner
-
-void PrintBanner(char *msg)
-{
- int i;
- int spaces = 35 - (strlen(msg) / 2);
-
- for (i=0; i<spaces; ++i)
- putchar(' ');
-
- puts(msg);
-}
// Copyright message banners
// Some dehacked mods replace these. These are only displayed if they are
@@ -711,9 +946,11 @@ static void InitGameVersion(void)
{
// Determine automatically
- if (gameversion == exe_chex)
+ if (CheckChex(iwadfile))
{
- // Already determined
+ // chex.exe - identified by iwad filename
+
+ gameversion = exe_chex;
}
else if (gamemode == shareware || gamemode == registered)
{
@@ -796,6 +1033,25 @@ static void LoadChexDeh(void)
}
}
+// Function called at exit to display the ENDOOM screen
+
+static void D_Endoom(void)
+{
+ byte *endoom;
+
+ // Don't show ENDOOM if we have it disabled, or we're running
+ // in screensaver or control test mode.
+
+ if (!show_endoom || screensaver_mode || M_CheckParm("-testcontrols") > 0)
+ {
+ return;
+ }
+
+ endoom = W_CacheLumpName(DEH_String("ENDOOM"), PU_STATIC);
+
+ I_Endoom(endoom);
+}
+
//
// D_DoomMain
//
@@ -805,19 +1061,13 @@ void D_DoomMain (void)
char file[256];
char demolumpname[9];
- M_FindResponseFile ();
-
- // Undocumented "search for IWADs" parameter used by the setup
- // tool.
+ I_AtExit(D_Endoom, false);
- if (M_CheckParm("-findiwads") > 0)
- {
- D_FindInstalledIWADs();
- }
+ M_FindResponseFile ();
// print banner
- PrintBanner(PACKAGE_STRING);
+ I_PrintBanner(PACKAGE_STRING);
printf (DEH_String("Z_Init: Init zone memory allocation daemon. \n"));
Z_Init ();
@@ -869,7 +1119,7 @@ void D_DoomMain (void)
DEH_Init();
#endif
- iwadfile = D_FindIWAD();
+ iwadfile = D_FindIWAD(IWAD_MASK_DOOM, &gamemission);
// None found?
@@ -914,6 +1164,8 @@ void D_DoomMain (void)
devparm = M_CheckParm ("-devparm");
+ I_DisplayFPSDots(devparm);
+
//!
// @category net
// @vanilla
@@ -940,7 +1192,29 @@ void D_DoomMain (void)
// find which dir to use for config files
- M_SetConfigDir();
+#ifdef _WIN32
+
+ //!
+ // @platform windows
+ // @vanilla
+ //
+ // Save configuration data and savegames in c:\doomdata,
+ // allowing play from CD.
+ //
+
+ if (M_CheckParm("-cdrom") > 0)
+ {
+ printf(D_CDROM);
+
+ M_SetConfigDir("c:\\doomdata\\");
+ }
+ else
+#endif
+ {
+ // Auto-detect the configuration dir.
+
+ M_SetConfigDir(NULL);
+ }
//!
// @arg <x>
@@ -970,12 +1244,17 @@ void D_DoomMain (void)
}
// init subsystems
- printf (DEH_String("V_Init: allocate screens.\n"));
- V_Init ();
+ printf(DEH_String("V_Init: allocate screens.\n"));
+ V_Init();
- printf (DEH_String("M_LoadDefaults: Load system defaults.\n"));
- M_ApplyPlatformDefaults();
- M_LoadDefaults (); // load before initing other systems
+ // Load configuration files before initialising other subsystems.
+ printf(DEH_String("M_LoadDefaults: Load system defaults.\n"));
+ M_SetConfigFilenames("default.cfg", PROGRAM_PREFIX "doom.cfg");
+ D_BindVariables();
+ M_LoadDefaults();
+
+ // Save configuration at exit.
+ I_AtExit(M_SaveDefaults, false);
printf (DEH_String("W_Init: Init WADfiles.\n"));
D_AddFile(iwadfile);
@@ -1220,6 +1499,8 @@ void D_DoomMain (void)
}
+ I_AtExit((atexit_func_t) G_CheckDemoStatus, true);
+
// Generate the WAD hash table. Speed things up a bit.
W_GenerateHashTable();
@@ -1228,7 +1509,7 @@ void D_DoomMain (void)
InitGameVersion();
LoadChexDeh();
D_SetGameDescription();
- D_SetSaveGameDir();
+ SetSaveGameDir(iwadfile);
// Check for -file in shareware
if (modifiedgame)
@@ -1393,48 +1674,16 @@ void D_DoomMain (void)
startloadgame = -1;
}
- //!
- // @category video
- //
- // Disable vertical mouse movement.
- //
-
- if (M_CheckParm("-novert"))
- novert = true;
-
- //!
- // @category video
- //
- // Enable vertical mouse movement.
- //
-
- if (M_CheckParm("-nonovert"))
- novert = false;
-
if (W_CheckNumForName("SS_START") >= 0
|| W_CheckNumForName("FF_END") >= 0)
{
- printf ("===========================================================================\n");
+ I_PrintDivider();
printf(" WARNING: The loaded WAD file contains modified sprites or\n"
" floor textures. You may want to use the '-merge' command\n"
" line option instead of '-file'.\n");
}
-
- printf ("===========================================================================\n");
-
- PrintBanner(gamedescription);
-
-
- printf (
- "===========================================================================\n"
- " " PACKAGE_NAME " is free software, covered by the GNU General Public\n"
- " License. There is NO warranty; not even for MERCHANTABILITY or FITNESS\n"
- " FOR A PARTICULAR PURPOSE. You are welcome to change and distribute\n"
- " copies under certain conditions. See the source for more information.\n"
-
- "===========================================================================\n"
- );
+ I_PrintStartupBanner(gamedescription);
PrintDehackedBanners();
printf (DEH_String("M_Init: Init miscellaneous info.\n"));
@@ -1447,7 +1696,9 @@ void D_DoomMain (void)
P_Init ();
printf (DEH_String("I_Init: Setting up machine state.\n"));
- I_Init ();
+ I_CheckIsScreensaver();
+ I_InitTimer();
+ I_InitJoystick();
#ifdef FEATURE_MULTIPLAYER
printf ("NET_Init: Init network subsystem.\n");
diff --git a/src/d_main.h b/src/doom/d_main.h
index 14536447..a1770536 100644
--- a/src/d_main.h
+++ b/src/doom/d_main.h
@@ -28,26 +28,11 @@
#ifndef __D_MAIN__
#define __D_MAIN__
-#include "d_event.h"
+#include "doomdef.h"
-//
-// D_DoomMain()
-// Not a globally visible function, just included for source reference,
-// calls all startup code, parses command line options.
-// If not overrided by user input, calls N_AdvanceDemo.
-//
-void D_DoomMain (void);
-
-// Called by IO functions when input is detected.
-void D_PostEvent (event_t *ev);
-
-// Read an event from the event queue
-
-event_t *D_PopEvent(void);
-
// Read events from all input devices
void D_ProcessEvents (void);
@@ -62,5 +47,12 @@ void D_AdvanceDemo (void);
void D_DoAdvanceDemo (void);
void D_StartTitle (void);
+//
+// GLOBAL VARIABLES
+//
+
+extern gameaction_t gameaction;
+
#endif
+
diff --git a/src/d_net.c b/src/doom/d_net.c
index f5890769..e30ead83 100644
--- a/src/d_net.c
+++ b/src/doom/d_net.c
@@ -237,6 +237,10 @@ void D_CheckNetGame (void)
int i;
int num_players;
+ // Call D_QuitNetGame on exit
+
+ I_AtExit(D_QuitNetGame, true);
+
// default values for single player
consoleplayer = 0;
@@ -426,12 +430,13 @@ static boolean PlayersInGame(void)
static int GetLowTic(void)
{
- int i;
int lowtic;
#ifdef FEATURE_MULTIPLAYER
if (net_client_connected)
{
+ int i;
+
lowtic = INT_MAX;
for (i=0; i<MAXPLAYERS; ++i)
diff --git a/src/d_net.h b/src/doom/d_net.h
index e5980a9b..f801d216 100644
--- a/src/d_net.h
+++ b/src/doom/d_net.h
@@ -30,11 +30,6 @@
#include "d_player.h"
-#define MAXNETNODES 8
-
-// Networking and tick handling related.
-#define BACKUPTICS 128
-
extern int extratics;
// Create any new ticcmds and broadcast to other players.
diff --git a/src/d_player.h b/src/doom/d_player.h
index 46b9b6c0..8bdccf46 100644
--- a/src/d_player.h
+++ b/src/doom/d_player.h
@@ -45,6 +45,7 @@
// as commands per game tick.
#include "d_ticcmd.h"
+#include "net_defs.h"
diff --git a/src/d_textur.h b/src/doom/d_textur.h
index 084a5b1b..084a5b1b 100644
--- a/src/d_textur.h
+++ b/src/doom/d_textur.h
diff --git a/src/d_think.h b/src/doom/d_think.h
index 1405230d..1405230d 100644
--- a/src/d_think.h
+++ b/src/doom/d_think.h
diff --git a/src/deh_ammo.c b/src/doom/deh_ammo.c
index 2c6a9022..2c6a9022 100644
--- a/src/deh_ammo.c
+++ b/src/doom/deh_ammo.c
diff --git a/src/deh_cheat.c b/src/doom/deh_cheat.c
index 89e5d219..8817c56e 100644
--- a/src/deh_cheat.c
+++ b/src/doom/deh_cheat.c
@@ -24,7 +24,9 @@
//
//-----------------------------------------------------------------------------
-#include "doomdef.h"
+#include <stdlib.h>
+#include <string.h>
+
#include "doomtype.h"
#include "deh_defs.h"
diff --git a/src/deh_defs.h b/src/doom/deh_defs.h
index e7b76182..e7b76182 100644
--- a/src/deh_defs.h
+++ b/src/doom/deh_defs.h
diff --git a/src/deh_frame.c b/src/doom/deh_frame.c
index 398fa014..e59f09f4 100644
--- a/src/deh_frame.c
+++ b/src/doom/deh_frame.c
@@ -24,9 +24,9 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
#include <stdlib.h>
-#include "doomdef.h"
#include "doomtype.h"
#include "d_items.h"
#include "info.h"
diff --git a/src/deh_io.c b/src/doom/deh_io.c
index 3386a6fa..3386a6fa 100644
--- a/src/deh_io.c
+++ b/src/doom/deh_io.c
diff --git a/src/deh_io.h b/src/doom/deh_io.h
index 061a5a0e..061a5a0e 100644
--- a/src/deh_io.h
+++ b/src/doom/deh_io.h
diff --git a/src/deh_main.c b/src/doom/deh_main.c
index dcdfb00d..63cae460 100644
--- a/src/deh_main.c
+++ b/src/doom/deh_main.c
@@ -24,9 +24,11 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
#include <ctype.h>
-#include "doomdef.h"
#include "doomtype.h"
#include "d_iwad.h"
#include "m_argv.h"
diff --git a/src/deh_main.h b/src/doom/deh_main.h
index 6afe07f3..f9cb44ca 100644
--- a/src/deh_main.h
+++ b/src/doom/deh_main.h
@@ -30,6 +30,7 @@
#include "doomtype.h"
#include "doomfeatures.h"
#include "md5.h"
+#include "deh_str.h"
// These are the limits that dehacked uses (from dheinit.h in the dehacked
// source). If these limits are exceeded, it does not generate an error, but
@@ -45,20 +46,6 @@ boolean DEH_ParseAssignment(char *line, char **variable_name, char **value);
void DEH_Checksum(md5_digest_t digest);
-// deh_text.c:
-//
-// Used to do dehacked text substitutions throughout the program
-
-#ifdef FEATURE_DEHACKED
-
-char *DEH_String(char *s);
-
-#else
-
-#define DEH_String(x) (x)
-
-#endif
-
extern boolean deh_allow_long_strings;
extern boolean deh_allow_long_cheats;
extern boolean deh_apply_cheats;
diff --git a/src/deh_mapping.c b/src/doom/deh_mapping.c
index c1466031..b215b128 100644
--- a/src/deh_mapping.c
+++ b/src/doom/deh_mapping.c
@@ -30,7 +30,7 @@
#include <stdlib.h>
#include <string.h>
-#include "doomdef.h"
+#include "doomtype.h"
#include "i_system.h"
#include "deh_mapping.h"
diff --git a/src/deh_mapping.h b/src/doom/deh_mapping.h
index 4862dec9..4862dec9 100644
--- a/src/deh_mapping.h
+++ b/src/doom/deh_mapping.h
diff --git a/src/deh_misc.c b/src/doom/deh_misc.c
index c8107858..b57d0ef0 100644
--- a/src/deh_misc.c
+++ b/src/doom/deh_misc.c
@@ -27,7 +27,6 @@
#include <stdlib.h>
#include <string.h>
-#include "doomdef.h"
#include "doomtype.h"
#include "deh_defs.h"
#include "deh_io.h"
diff --git a/src/deh_misc.h b/src/doom/deh_misc.h
index a589b104..a589b104 100644
--- a/src/deh_misc.h
+++ b/src/doom/deh_misc.h
diff --git a/src/deh_ptr.c b/src/doom/deh_ptr.c
index 9841e38c..d757a178 100644
--- a/src/deh_ptr.c
+++ b/src/doom/deh_ptr.c
@@ -24,10 +24,10 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include "doomdef.h"
#include "doomtype.h"
#include "info.h"
diff --git a/src/deh_sound.c b/src/doom/deh_sound.c
index 4a13d0ca..251cdccb 100644
--- a/src/deh_sound.c
+++ b/src/doom/deh_sound.c
@@ -24,9 +24,9 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
#include <stdlib.h>
-#include "doomdef.h"
#include "doomfeatures.h"
#include "doomtype.h"
#include "deh_defs.h"
@@ -36,12 +36,12 @@
DEH_BEGIN_MAPPING(sound_mapping, sfxinfo_t)
DEH_UNSUPPORTED_MAPPING("Offset")
- DEH_MAPPING("Zero/One", singularity)
+ DEH_UNSUPPORTED_MAPPING("Zero/One")
DEH_MAPPING("Value", priority)
DEH_MAPPING("Zero 1", link)
DEH_MAPPING("Zero 2", pitch)
DEH_MAPPING("Zero 3", volume)
- DEH_MAPPING("Zero 4", data)
+ DEH_UNSUPPORTED_MAPPING("Zero 4")
DEH_MAPPING("Neg. One 1", usefulness)
DEH_MAPPING("Neg. One 2", lumpnum)
DEH_END_MAPPING
@@ -98,7 +98,6 @@ static void DEH_SoundParseLine(deh_context_t *context, char *line, void *tag)
// Set the field value
DEH_SetMapping(context, &sound_mapping, sfx, variable_name, ivalue);
-
}
deh_section_t deh_section_sound =
diff --git a/src/doom/deh_text.c b/src/doom/deh_text.c
new file mode 100644
index 00000000..31e23db2
--- /dev/null
+++ b/src/doom/deh_text.c
@@ -0,0 +1,127 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses Text substitution sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <string.h>
+
+#include "doomtype.h"
+
+#include "z_zone.h"
+
+#include "deh_defs.h"
+#include "deh_io.h"
+#include "deh_main.h"
+
+// Given a string length, find the maximum length of a
+// string that can replace it.
+
+static int TXT_MaxStringLength(int len)
+{
+ // Enough bytes for the string and the NUL terminator
+
+ len += 1;
+
+ // All strings in doom.exe are on 4-byte boundaries, so we may be able
+ // to support a slightly longer string.
+ // Extend up to the next 4-byte boundary
+
+ len += (4 - (len % 4)) % 4;
+
+ // Less one for the NUL terminator.
+
+ return len - 1;
+}
+
+static void *DEH_TextStart(deh_context_t *context, char *line)
+{
+ char *from_text, *to_text;
+ int fromlen, tolen;
+ int i;
+
+ if (sscanf(line, "Text %i %i", &fromlen, &tolen) != 2)
+ {
+ DEH_Warning(context, "Parse error on section start");
+ return NULL;
+ }
+
+ // Only allow string replacements that are possible in Vanilla Doom.
+ // Chocolate Doom is unforgiving!
+
+ if (!deh_allow_long_strings && tolen > TXT_MaxStringLength(fromlen))
+ {
+ DEH_Error(context, "Replacement string is longer than the maximum "
+ "possible in doom.exe");
+ return NULL;
+ }
+
+ from_text = Z_Malloc(fromlen + 1, PU_STATIC, NULL);
+ to_text = Z_Malloc(tolen + 1, PU_STATIC, NULL);
+
+ // read in the "from" text
+
+ for (i=0; i<fromlen; ++i)
+ {
+ int c;
+
+ c = DEH_GetChar(context);
+
+ from_text[i] = c;
+ }
+
+ from_text[fromlen] = '\0';
+
+ // read in the "to" text
+
+ for (i=0; i<tolen; ++i)
+ {
+ int c;
+
+ c = DEH_GetChar(context);
+
+ to_text[i] = c;
+ }
+ to_text[tolen] = '\0';
+
+ DEH_AddStringReplacement(from_text, to_text);
+
+ return NULL;
+}
+
+static void DEH_TextParseLine(deh_context_t *context, char *line, void *tag)
+{
+ // not used
+}
+
+deh_section_t deh_section_text =
+{
+ "Text",
+ NULL,
+ DEH_TextStart,
+ DEH_TextParseLine,
+ NULL,
+ NULL,
+};
+
diff --git a/src/deh_thing.c b/src/doom/deh_thing.c
index 4823dc76..5400ae60 100644
--- a/src/deh_thing.c
+++ b/src/doom/deh_thing.c
@@ -24,9 +24,9 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
#include <stdlib.h>
-#include "doomdef.h"
#include "doomtype.h"
#include "deh_defs.h"
diff --git a/src/deh_weapon.c b/src/doom/deh_weapon.c
index cc525ee3..b0c2400c 100644
--- a/src/deh_weapon.c
+++ b/src/doom/deh_weapon.c
@@ -24,10 +24,10 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include "doomdef.h"
#include "doomtype.h"
#include "d_items.h"
diff --git a/src/doomdata.h b/src/doom/doomdata.h
index 66733aea..66733aea 100644
--- a/src/doomdata.h
+++ b/src/doom/doomdata.h
diff --git a/src/doomdef.c b/src/doom/doomdef.c
index 1ad48525..1ad48525 100644
--- a/src/doomdef.c
+++ b/src/doom/doomdef.c
diff --git a/src/doomdef.h b/src/doom/doomdef.h
index ff4d59a9..e911f886 100644
--- a/src/doomdef.h
+++ b/src/doom/doomdef.h
@@ -31,38 +31,9 @@
#include <stdio.h>
#include <string.h>
-// #define macros to provide functions missing in Windows.
-// Outside Windows, we use strings.h for str[n]casecmp.
-
-
-#ifdef _WIN32
-
-#define snprintf _snprintf
-#define vsnprintf _vsnprintf
-#define strcasecmp stricmp
-#define strncasecmp strnicmp
-
-#else
-
-#include <strings.h>
-
-#endif
-
-
-//
-// The packed attribute forces structures to be packed into the minimum
-// space necessary. If this is not done, the compiler may align structure
-// fields differently to optimize memory access, inflating the overall
-// structure size. It is important to use the packed attribute on certain
-// structures where alignment is important, particularly data read/written
-// to disk.
-//
-
-#ifdef __GNUC__
-#define PACKEDATTR __attribute__((packed))
-#else
-#define PACKEDATTR
-#endif
+#include "doomtype.h"
+#include "i_timer.h"
+#include "d_mode.h"
//
// Global parameters/defines.
@@ -74,67 +45,10 @@
#define DOOM_191_VERSION 111
-// Game mode handling - identify IWAD version
-// to handle IWAD dependend animations etc.
-typedef enum
-{
- shareware, // DOOM 1 shareware, E1, M9
- registered, // DOOM 1 registered, E3, M27
- commercial, // DOOM 2 retail, E1 M34
- // DOOM 2 german edition not handled
- retail, // DOOM 1 retail, E4, M36
- indetermined // Well, no IWAD found.
-
-} GameMode_t;
-
-
-// Mission packs - might be useful for TC stuff?
-typedef enum
-{
- doom, // DOOM 1
- doom2, // DOOM 2
- pack_tnt, // TNT mission pack
- pack_plut, // Plutonia pack
- none
-
-} GameMission_t;
-
-// What version are we emulating?
-
-typedef enum
-{
- exe_doom_1_9, // Doom 1.9: used for shareware, registered and commercial
- exe_ultimate, // Ultimate Doom (retail)
- exe_final, // Final Doom
- exe_chex, // Chex Quest executable (based on Final Doom)
-} GameVersion_t;
-
-
// If rangecheck is undefined,
// most parameter validation debugging code will not be compiled
#define RANGECHECK
-
-
-// Screen width and height.
-
-#define SCREENWIDTH 320
-#define SCREENHEIGHT 200
-
-// Screen width used for "squash" scale functions
-
-#define SCREENWIDTH_4_3 256
-
-// Screen height used for "stretch" scale functions.
-
-#define SCREENHEIGHT_4_3 240
-
-// The maximum number of players, multiplayer/networking.
-#define MAXPLAYERS 4
-
-// State updates, number of tics / second.
-#define TICRATE 35
-
// The current state of the game: whether we are
// playing, gazing at the intermission screen,
// the game final animation, or a demo.
@@ -146,6 +60,20 @@ typedef enum
GS_DEMOSCREEN,
} gamestate_t;
+typedef enum
+{
+ ga_nothing,
+ ga_loadlevel,
+ ga_newgame,
+ ga_loadgame,
+ ga_savegame,
+ ga_playdemo,
+ ga_completed,
+ ga_victory,
+ ga_worlddone,
+ ga_screenshot
+} gameaction_t;
+
//
// Difficulty/skill settings/filters.
//
@@ -158,18 +86,6 @@ typedef enum
// Deaf monsters/do not react to sound.
#define MTF_AMBUSH 8
-typedef enum
-{
- sk_noitems = -1, // the "-skill 0" hack
- sk_baby = 0,
- sk_easy,
- sk_medium,
- sk_hard,
- sk_nightmare
-} skill_t;
-
-
-
//
// Key cards.
@@ -254,59 +170,5 @@ typedef enum
} powerduration_t;
-
-// fraggle: moved key definitions to a separate file
-
-#include "doomkeys.h"
-
-
-// DOOM basic types (boolean),
-// and max/min values.
-//#include "doomtype.h"
-
-// Fixed point.
-//#include "m_fixed.h"
-
-// Endianess handling.
-//#include "m_swap.h"
-
-
-// Binary Angles, sine/cosine/atan lookups.
-//#include "tables.h"
-
-// Event type.
-//#include "d_event.h"
-
-// Game function, skills.
-//#include "g_game.h"
-
-// All external data is defined here.
-//#include "doomdata.h"
-
-// All important printed strings.
-// Language selection (message strings).
-//#include "dstrings.h"
-
-// Player is a special actor.
-//struct player_s;
-
-
-//#include "d_items.h"
-//#include "d_player.h"
-//#include "p_mobj.h"
-//#include "d_net.h"
-
-// PLAY
-//#include "p_tick.h"
-
-
-
-
-// Header, generated by sound utility.
-// The utility was written by Dave Taylor.
-//#include "sounds.h"
-
-
-
-
#endif // __DOOMDEF__
+
diff --git a/src/doomstat.c b/src/doom/doomstat.c
index 22804459..b591358f 100644
--- a/src/doomstat.c
+++ b/src/doom/doomstat.c
@@ -24,7 +24,7 @@
//
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include "doomstat.h"
diff --git a/src/doomstat.h b/src/doom/doomstat.h
index 4fc174cd..40147833 100644
--- a/src/doomstat.h
+++ b/src/doom/doomstat.h
@@ -41,7 +41,10 @@
// We need the playr data structure as well.
#include "d_player.h"
+// Game mode/mission
+#include "d_mode.h"
+#include "net_defs.h"
@@ -55,8 +58,6 @@ extern boolean fastparm; // checkparm of -fast
extern boolean devparm; // DEBUG: launched with -devparm
-extern boolean screensaver_mode; // game running as a screensaver?
-
// -----------------------------------------------------
// Game Mode - identify IWAD as shareware, retail etc.
//
@@ -93,9 +94,6 @@ extern int gamemap;
// If non-zero, exit the level after this number of minutes
extern int timelimit;
-// vertical movement from mouse/joystick disabled
-extern int novert;
-
// Nightmare mode flag, single player.
extern boolean respawnmonsters;
@@ -147,7 +145,6 @@ extern boolean paused; // Game Pause?
extern boolean viewactive;
extern boolean nodrawers;
-extern boolean noblit;
extern int viewwindowx;
extern int viewwindowy;
diff --git a/src/dstrings.c b/src/doom/dstrings.c
index 01a438ae..01a438ae 100644
--- a/src/dstrings.c
+++ b/src/doom/dstrings.c
diff --git a/src/dstrings.h b/src/doom/dstrings.h
index bdc6b2ce..bdc6b2ce 100644
--- a/src/dstrings.h
+++ b/src/doom/dstrings.h
diff --git a/src/f_finale.c b/src/doom/f_finale.c
index 1a3a85ca..ece82b43 100644
--- a/src/f_finale.c
+++ b/src/doom/f_finale.c
@@ -25,7 +25,7 @@
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include <ctype.h>
// Functions.
@@ -38,6 +38,7 @@
#include "s_sound.h"
// Data.
+#include "d_main.h"
#include "dstrings.h"
#include "sounds.h"
@@ -245,7 +246,7 @@ void F_TextWrite (void)
// erase the entire screen to a tiled background
src = W_CacheLumpName ( finaleflat , PU_CACHE);
- dest = screens[0];
+ dest = I_VideoBuffer;
for (y=0 ; y<SCREENHEIGHT ; y++)
{
@@ -293,7 +294,7 @@ void F_TextWrite (void)
w = SHORT (hu_font[c]->width);
if (cx+w > SCREENWIDTH)
break;
- V_DrawPatch(cx, cy, 0, hu_font[c]);
+ V_DrawPatch(cx, cy, hu_font[c]);
cx+=w;
}
@@ -537,7 +538,7 @@ void F_CastPrint (char* text)
}
w = SHORT (hu_font[c]->width);
- V_DrawPatch(cx, 180, 0, hu_font[c]);
+ V_DrawPatch(cx, 180, hu_font[c]);
cx+=w;
}
@@ -547,7 +548,6 @@ void F_CastPrint (char* text)
//
// F_CastDrawer
//
-void V_DrawPatchFlipped (int x, int y, int scrn, patch_t *patch);
void F_CastDrawer (void)
{
@@ -558,7 +558,7 @@ void F_CastDrawer (void)
patch_t* patch;
// erase the entire screen to a background
- V_DrawPatch (0,0,0, W_CacheLumpName (DEH_String("BOSSBACK"), PU_CACHE));
+ V_DrawPatch (0, 0, W_CacheLumpName (DEH_String("BOSSBACK"), PU_CACHE));
F_CastPrint (DEH_String(castorder[castnum].name));
@@ -570,9 +570,9 @@ void F_CastDrawer (void)
patch = W_CacheLumpNum (lump+firstspritelump, PU_CACHE);
if (flip)
- V_DrawPatchFlipped (160,170,0,patch);
+ V_DrawPatchFlipped(160, 170, patch);
else
- V_DrawPatch (160,170,0,patch);
+ V_DrawPatch(160, 170, patch);
}
@@ -592,7 +592,7 @@ F_DrawPatchCol
int count;
column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
- desttop = screens[0]+x;
+ desttop = I_VideoBuffer + x;
// step through the posts in a column
while (column->topdelta != 0xff )
@@ -647,9 +647,9 @@ void F_BunnyScroll (void)
return;
if (finalecount < 1180)
{
- V_DrawPatch ((SCREENWIDTH-13*8)/2,
- (SCREENHEIGHT-8*8)/2,0,
- W_CacheLumpName (DEH_String("END0"),PU_CACHE));
+ V_DrawPatch((SCREENWIDTH - 13 * 8) / 2,
+ (SCREENHEIGHT - 8 * 8) / 2,
+ W_CacheLumpName(DEH_String("END0"), PU_CACHE));
laststage = 0;
return;
}
@@ -664,8 +664,9 @@ void F_BunnyScroll (void)
}
sprintf (name, DEH_String("END%i"), stage);
- V_DrawPatch ((SCREENWIDTH-13*8)/2, (SCREENHEIGHT-8*8)/2,0,
- W_CacheLumpName (name,PU_CACHE));
+ V_DrawPatch((SCREENWIDTH - 13 * 8) / 2,
+ (SCREENHEIGHT - 8 * 8) / 2,
+ W_CacheLumpName (name,PU_CACHE));
}
static void F_ArtScreenDrawer(void)
@@ -702,7 +703,7 @@ static void F_ArtScreenDrawer(void)
lumpname = DEH_String(lumpname);
- V_DrawPatch (0, 0, 0, W_CacheLumpName(lumpname, PU_CACHE));
+ V_DrawPatch (0, 0, W_CacheLumpName(lumpname, PU_CACHE));
}
}
diff --git a/src/f_finale.h b/src/doom/f_finale.h
index 69e1732f..69e1732f 100644
--- a/src/f_finale.h
+++ b/src/doom/f_finale.h
diff --git a/src/f_wipe.c b/src/doom/f_wipe.c
index a3fe1fb3..efc678ca 100644
--- a/src/f_wipe.c
+++ b/src/doom/f_wipe.c
@@ -24,16 +24,14 @@
//
//-----------------------------------------------------------------------------
-
-
-
+#include <string.h>
#include "z_zone.h"
#include "i_video.h"
#include "v_video.h"
#include "m_random.h"
-#include "doomdef.h"
+#include "doomtype.h"
#include "f_wipe.h"
@@ -232,6 +230,8 @@ wipe_exitMelt
int ticks )
{
Z_Free(y);
+ Z_Free(wipe_scr_start);
+ Z_Free(wipe_scr_end);
return 0;
}
@@ -242,7 +242,7 @@ wipe_StartScreen
int width,
int height )
{
- wipe_scr_start = screens[2];
+ wipe_scr_start = Z_Malloc(SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL);
I_ReadScreen(wipe_scr_start);
return 0;
}
@@ -254,9 +254,9 @@ wipe_EndScreen
int width,
int height )
{
- wipe_scr_end = screens[3];
+ wipe_scr_end = Z_Malloc(SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL);
I_ReadScreen(wipe_scr_end);
- V_DrawBlock(x, y, 0, width, height, wipe_scr_start); // restore start scr.
+ V_DrawBlock(x, y, width, height, wipe_scr_start); // restore start scr.
return 0;
}
@@ -283,7 +283,7 @@ wipe_ScreenWipe
{
go = 1;
// wipe_scr = (byte *) Z_Malloc(width*height, PU_STATIC, 0); // DEBUG
- wipe_scr = screens[0];
+ wipe_scr = I_VideoBuffer;
(*wipes[wipeno*3])(width, height, ticks);
}
@@ -300,5 +300,5 @@ wipe_ScreenWipe
}
return !go;
-
}
+
diff --git a/src/f_wipe.h b/src/doom/f_wipe.h
index 9045be3f..9045be3f 100644
--- a/src/f_wipe.h
+++ b/src/doom/f_wipe.h
diff --git a/src/g_game.c b/src/doom/g_game.c
index 542c1a7d..35bf4d74 100644
--- a/src/g_game.c
+++ b/src/doom/g_game.c
@@ -30,6 +30,7 @@
#include <math.h>
#include "doomdef.h"
+#include "doomkeys.h"
#include "doomstat.h"
#include "deh_main.h"
@@ -38,6 +39,7 @@
#include "z_zone.h"
#include "f_finale.h"
#include "m_argv.h"
+#include "m_controls.h"
#include "m_misc.h"
#include "m_menu.h"
#include "m_random.h"
@@ -80,8 +82,6 @@
#define SAVEGAMESIZE 0x2c000
-
-
boolean G_CheckDemoStatus (void);
void G_ReadDemoTiccmd (ticcmd_t* cmd);
void G_WriteDemoTiccmd (ticcmd_t* cmd);
@@ -121,7 +121,6 @@ boolean usergame; // ok to save / end game
boolean timingdemo; // if true, exit with report on completion
boolean nodrawers; // for comparative timing purposes
-boolean noblit; // for comparative timing purposes
int starttime; // for comparative timing purposes
boolean viewactive;
@@ -158,62 +157,6 @@ wbstartstruct_t wminfo; // parms for world map / intermission
byte consistancy[MAXPLAYERS][BACKUPTICS];
-
-//
-// Controls
-//
-int key_right = KEY_RIGHTARROW;
-int key_left = KEY_LEFTARROW;
-
-int key_up = KEY_UPARROW;
-int key_down = KEY_DOWNARROW;
-int key_strafeleft = ',';
-int key_straferight = '.';
-int key_fire = KEY_RCTRL;
-int key_use = ' ';
-int key_strafe = KEY_RALT;
-int key_speed = KEY_RSHIFT;
-
-int key_weapon1 = '1';
-int key_weapon2 = '2';
-int key_weapon3 = '3';
-int key_weapon4 = '4';
-int key_weapon5 = '5';
-int key_weapon6 = '6';
-int key_weapon7 = '7';
-int key_weapon8 = '8';
-
-int key_pause = KEY_PAUSE;
-
-int mousebfire = 0;
-int mousebstrafe = 1;
-int mousebforward = 2;
-
-int mousebstrafeleft = -1;
-int mousebstraferight = -1;
-int mousebbackward = -1;
-int mousebuse = -1;
-
-// Control whether if a mouse button is double clicked, it acts like
-// "use" has been pressed
-
-int dclick_use = 1;
-
-int joybfire = 0;
-int joybstrafe = 1;
-int joybuse = 3;
-int joybspeed = 2;
-int joybstrafeleft = -1;
-int joybstraferight = -1;
-
-// fraggle: Disallow mouse and joystick movement to cause forward/backward
-// motion. Specified with the '-novert' command line parameter.
-// This is an int to allow saving to config file
-
-int novert = 0;
-
-
-
#define MAXPLMOVE (forwardmove[1])
#define TURBOTHRESHOLD 0x32
@@ -326,8 +269,8 @@ void G_DrawMouseSpeedBox(void)
lumpname = "M_LSCNTR";
}
- V_DrawPatchDirect(x, box_y, 0, W_CacheLumpName(DEH_String(lumpname),
- PU_CACHE));
+ V_DrawPatchDirect(x, box_y,
+ W_CacheLumpName(DEH_String(lumpname), PU_CACHE));
x += 8;
}
@@ -373,14 +316,14 @@ void G_DrawMouseSpeedBox(void)
color = COLOR_BLACK;
}
- screens[0][(box_y - 4) * SCREENWIDTH + box_x + x + 1] = color;
+ I_VideoBuffer[(box_y - 4) * SCREENWIDTH + box_x + x + 1] = color;
}
// Draw red line
for (y=box_y - 8; y<box_y; ++y)
{
- screens[0][y * SCREENWIDTH + box_x + redline_x] = COLOR_RED;
+ I_VideoBuffer[y * SCREENWIDTH + box_x + redline_x] = COLOR_RED;
}
}
@@ -600,12 +543,7 @@ void G_BuildTiccmd (ticcmd_t* cmd)
}
}
- // fraggle: allow disabling mouse y movement
-
- if (!novert)
- {
- forward += mousey;
- }
+ forward += mousey;
if (strafe)
side += mousex*2;
@@ -650,20 +588,10 @@ void G_BuildTiccmd (ticcmd_t* cmd)
if (lowres_turn)
{
- static signed short carry = 0;
- signed short desired_angleturn;
-
- desired_angleturn = cmd->angleturn + carry;
-
- // round angleturn to the nearest 256 unit boundary
+ // round angleturn to the nearest 256 boundary
// for recording demos with single byte values for turn
- cmd->angleturn = (desired_angleturn + 128) & 0xff00;
-
- // Carry forward the error from the reduced resolution to the
- // next tic, so that successive small movements can accumulate.
-
- carry = desired_angleturn - cmd->angleturn;
+ cmd->angleturn = (cmd->angleturn + 128) & 0xff00;
}
}
@@ -886,7 +814,7 @@ void G_Ticker (void)
G_DoWorldDone ();
break;
case ga_screenshot:
- V_ScreenShot ();
+ V_ScreenShot("DOOM%02i.pcx");
players[consoleplayer].message = DEH_String("screen shot");
gameaction = ga_nothing;
break;
@@ -2094,13 +2022,6 @@ void G_TimeDemo (char* name)
nodrawers = M_CheckParm ("-nodraw");
- //!
- // @vanilla
- //
- // Disable blitting the screen.
- //
-
- noblit = M_CheckParm ("-noblit");
timingdemo = true;
singletics = true;
diff --git a/src/g_game.h b/src/doom/g_game.h
index 65fb06b0..8cf5b068 100644
--- a/src/g_game.h
+++ b/src/doom/g_game.h
@@ -81,4 +81,7 @@ void G_ScreenShot (void);
void G_DrawMouseSpeedBox(void);
+extern int vanilla_savegame_limit;
+extern int vanilla_demo_limit;
#endif
+
diff --git a/src/hu_lib.c b/src/doom/hu_lib.c
index a6b00f3f..c7c62d06 100644
--- a/src/hu_lib.c
+++ b/src/doom/hu_lib.c
@@ -27,6 +27,7 @@
#include <ctype.h>
#include "doomdef.h"
+#include "doomkeys.h"
#include "v_video.h"
#include "i_swap.h"
@@ -120,7 +121,7 @@ HUlib_drawTextLine
w = SHORT(l->f[c - l->sc]->width);
if (x+w > SCREENWIDTH)
break;
- V_DrawPatchDirect(x, l->y, FG, l->f[c - l->sc]);
+ V_DrawPatchDirect(x, l->y, l->f[c - l->sc]);
x += w;
}
else
@@ -135,7 +136,7 @@ HUlib_drawTextLine
if (drawcursor
&& x + SHORT(l->f['_' - l->sc]->width) <= SCREENWIDTH)
{
- V_DrawPatchDirect(x, l->y, FG, l->f['_' - l->sc]);
+ V_DrawPatchDirect(x, l->y, l->f['_' - l->sc]);
}
}
diff --git a/src/hu_lib.h b/src/doom/hu_lib.h
index 21b6f8c5..a4649b48 100644
--- a/src/hu_lib.h
+++ b/src/doom/hu_lib.h
@@ -29,12 +29,6 @@
// We are referring to patches.
#include "r_defs.h"
-
-// background and foreground screen numbers
-// different from other modules.
-#define BG 1
-#define FG 0
-
// font stuff
#define HU_CHARERASE KEY_BACKSPACE
diff --git a/src/hu_stuff.c b/src/doom/hu_stuff.c
index 9f86c0b9..a106978e 100644
--- a/src/hu_stuff.c
+++ b/src/doom/hu_stuff.c
@@ -27,6 +27,7 @@
#include <ctype.h>
#include "doomdef.h"
+#include "doomkeys.h"
#include "z_zone.h"
@@ -36,6 +37,7 @@
#include "hu_stuff.h"
#include "hu_lib.h"
+#include "m_controls.h"
#include "w_wad.h"
#include "s_sound.h"
@@ -50,9 +52,9 @@
// Locally used constants, shortcuts.
//
#define HU_TITLE (mapnames[(gameepisode-1)*9+gamemap-1])
-#define HU_TITLE2 (mapnames_commercial[gamemap-1])
-#define HU_TITLEP (mapnames_commercial[gamemap-1 + 32])
-#define HU_TITLET (mapnames_commercial[gamemap-1 + 64])
+#define HU_TITLE2 (mapnames2[gamemap-1])
+#define HU_TITLEP (mapnamesp[gamemap-1])
+#define HU_TITLET (mapnamest[gamemap-1])
#define HU_TITLE_CHEX (mapnames[gamemap - 1])
#define HU_TITLEHEIGHT 1
#define HU_TITLEX 0
@@ -66,7 +68,7 @@
-char* chat_macros[] =
+char *chat_macros[10] =
{
HUSTR_CHATMACRO0,
HUSTR_CHATMACRO1,
@@ -88,8 +90,6 @@ char* player_names[] =
HUSTR_PLRRED
};
-int key_message_refresh = KEY_ENTER;
-
char chat_char; // remove later.
static player_t* plr;
patch_t* hu_font[HU_FONTSIZE];
@@ -171,16 +171,8 @@ char* mapnames[] = // DOOM shareware/registered/retail (Ultimate) names.
"NEWLEVEL"
};
-// List of names for levels in commercial IWADs
-// (doom2.wad, plutonia.wad, tnt.wad). These are stored in a
-// single large array; WADs like pl2.wad have a MAP33, and rely on
-// the layout in the Vanilla executable, where it is possible to
-// overflow the end of one array into the next.
-
-char *mapnames_commercial[] =
+char* mapnames2[] = // DOOM 2 map names.
{
- // DOOM 2 map names.
-
HUSTR_1,
HUSTR_2,
HUSTR_3,
@@ -214,10 +206,12 @@ char *mapnames_commercial[] =
HUSTR_29,
HUSTR_30,
HUSTR_31,
- HUSTR_32,
+ HUSTR_32
+};
- // Plutonia WAD map names.
+char* mapnamesp[] = // Plutonia WAD map names.
+{
PHUSTR_1,
PHUSTR_2,
PHUSTR_3,
@@ -251,10 +245,12 @@ char *mapnames_commercial[] =
PHUSTR_29,
PHUSTR_30,
PHUSTR_31,
- PHUSTR_32,
-
- // TNT WAD map names.
+ PHUSTR_32
+};
+
+char *mapnamest[] = // TNT WAD map names.
+{
THUSTR_1,
THUSTR_2,
THUSTR_3,
@@ -291,49 +287,6 @@ char *mapnames_commercial[] =
THUSTR_32
};
-static const char shiftxform[] =
-{
-
- 0,
- 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
- 11, 12, 13, 14, 15, 16, 17, 18, 19, 20,
- 21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
- 31,
- ' ', '!', '"', '#', '$', '%', '&',
- '"', // shift-'
- '(', ')', '*', '+',
- '<', // shift-,
- '_', // shift--
- '>', // shift-.
- '?', // shift-/
- ')', // shift-0
- '!', // shift-1
- '@', // shift-2
- '#', // shift-3
- '$', // shift-4
- '%', // shift-5
- '^', // shift-6
- '&', // shift-7
- '*', // shift-8
- '(', // shift-9
- ':',
- ':', // shift-;
- '<',
- '+', // shift-=
- '>', '?', '@',
- 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
- 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
- '[', // shift-[
- '!', // shift-backslash - OH MY GOD DOES WATCOM SUCK
- ']', // shift-]
- '"', '_',
- '\'', // shift-`
- 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
- 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
- '{', '|', '}', '~', 127
-};
-
-
void HU_Init(void)
{
@@ -673,14 +626,6 @@ boolean HU_Responder(event_t *ev)
}
else
{
- if (vanilla_keyboard_mapping)
- {
- if (shiftdown || (c >= 'a' && c <= 'z'))
- {
- c = shiftxform[c];
- }
- }
-
eatkey = HUlib_keyInIText(&w_chat, c);
if (eatkey)
{
diff --git a/src/hu_stuff.h b/src/doom/hu_stuff.h
index 9b1618c1..2e56f763 100644
--- a/src/hu_stuff.h
+++ b/src/doom/hu_stuff.h
@@ -61,5 +61,7 @@ void HU_Drawer(void);
char HU_dequeueChatChar(void);
void HU_Erase(void);
+extern char *chat_macros[10];
#endif
+
diff --git a/src/info.c b/src/doom/info.c
index c21a4a4c..30d9f51d 100644
--- a/src/info.c
+++ b/src/doom/info.c
@@ -26,7 +26,7 @@
//
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include <stdlib.h>
// Data.
diff --git a/src/info.h b/src/doom/info.h
index f94af13f..f94af13f 100644
--- a/src/info.h
+++ b/src/doom/info.h
diff --git a/src/m_menu.c b/src/doom/m_menu.c
index 1ced1d16..a0d66dd4 100644
--- a/src/m_menu.c
+++ b/src/doom/m_menu.c
@@ -31,6 +31,7 @@
#include "doomdef.h"
+#include "doomkeys.h"
#include "dstrings.h"
#include "d_main.h"
@@ -52,6 +53,7 @@
#include "g_game.h"
#include "m_argv.h"
+#include "m_controls.h"
#include "p_saveg.h"
#include "s_sound.h"
@@ -72,35 +74,6 @@ extern boolean message_dontfuckwithme;
extern boolean chat_on; // in heads-up code
//
-// menu keys:
-//
-
-int key_menu_activate = KEY_ESCAPE;
-int key_menu_up = KEY_UPARROW;
-int key_menu_down = KEY_DOWNARROW;
-int key_menu_left = KEY_LEFTARROW;
-int key_menu_right = KEY_RIGHTARROW;
-int key_menu_back = KEY_BACKSPACE;
-int key_menu_forward = KEY_ENTER;
-int key_menu_confirm = 'y';
-int key_menu_abort = 'n';
-
-int key_menu_help = KEY_F1;
-int key_menu_save = KEY_F2;
-int key_menu_load = KEY_F3;
-int key_menu_volume = KEY_F4;
-int key_menu_detail = KEY_F5;
-int key_menu_qsave = KEY_F6;
-int key_menu_endgame = KEY_F7;
-int key_menu_messages = KEY_F8;
-int key_menu_qload = KEY_F9;
-int key_menu_quit = KEY_F10;
-int key_menu_gamma = KEY_F11;
-
-int key_menu_incscreen = KEY_EQUALS;
-int key_menu_decscreen = KEY_MINUS;
-
-//
// defaulted values
//
int mouseSensitivity = 5;
@@ -568,7 +541,9 @@ void M_DrawLoad(void)
{
int i;
- V_DrawPatchDirect (72,28,0,W_CacheLumpName(DEH_String("M_LOADG"),PU_CACHE));
+ V_DrawPatchDirect(72, 28,
+ W_CacheLumpName(DEH_String("M_LOADG"), PU_CACHE));
+
for (i = 0;i < load_end; i++)
{
M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*i);
@@ -585,15 +560,18 @@ void M_DrawSaveLoadBorder(int x,int y)
{
int i;
- V_DrawPatchDirect (x-8,y+7,0,W_CacheLumpName(DEH_String("M_LSLEFT"),PU_CACHE));
+ V_DrawPatchDirect(x - 8, y + 7,
+ W_CacheLumpName(DEH_String("M_LSLEFT"), PU_CACHE));
for (i = 0;i < 24;i++)
{
- V_DrawPatchDirect (x,y+7,0,W_CacheLumpName(DEH_String("M_LSCNTR"),PU_CACHE));
+ V_DrawPatchDirect(x, y + 7,
+ W_CacheLumpName(DEH_String("M_LSCNTR"), PU_CACHE));
x += 8;
}
- V_DrawPatchDirect (x,y+7,0,W_CacheLumpName(DEH_String("M_LSRGHT"),PU_CACHE));
+ V_DrawPatchDirect(x, y + 7,
+ W_CacheLumpName(DEH_String("M_LSRGHT"), PU_CACHE));
}
@@ -634,7 +612,7 @@ void M_DrawSave(void)
{
int i;
- V_DrawPatchDirect (72,28,0,W_CacheLumpName(DEH_String("M_SAVEG"),PU_CACHE));
+ V_DrawPatchDirect(72, 28, W_CacheLumpName(DEH_String("M_SAVEG"), PU_CACHE));
for (i = 0;i < load_end; i++)
{
M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*i);
@@ -824,11 +802,15 @@ void M_DrawReadThis1(void)
lumpname = "HELP";
break;
+
+ default:
+ I_Error("Unhandled game version");
+ break;
}
lumpname = DEH_String(lumpname);
- V_DrawPatchDirect (0, 0, 0, W_CacheLumpName(lumpname, PU_CACHE));
+ V_DrawPatchDirect (0, 0, W_CacheLumpName(lumpname, PU_CACHE));
ReadDef1.x = skullx;
ReadDef1.y = skully;
@@ -846,7 +828,7 @@ void M_DrawReadThis2(void)
// We only ever draw the second page if this is
// gameversion == exe_doom_1_9 and gamemode == registered
- V_DrawPatchDirect(0, 0, 0, W_CacheLumpName(DEH_String("HELP1"), PU_CACHE));
+ V_DrawPatchDirect(0, 0, W_CacheLumpName(DEH_String("HELP1"), PU_CACHE));
}
@@ -855,7 +837,7 @@ void M_DrawReadThis2(void)
//
void M_DrawSound(void)
{
- V_DrawPatchDirect (60,38,0,W_CacheLumpName(DEH_String("M_SVOL"),PU_CACHE));
+ V_DrawPatchDirect (60, 38, W_CacheLumpName(DEH_String("M_SVOL"), PU_CACHE));
M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(sfx_vol+1),
16,sfxVolume);
@@ -911,7 +893,8 @@ void M_MusicVol(int choice)
//
void M_DrawMainMenu(void)
{
- V_DrawPatchDirect (94,2,0,W_CacheLumpName(DEH_String("M_DOOM"),PU_CACHE));
+ V_DrawPatchDirect(94, 2,
+ W_CacheLumpName(DEH_String("M_DOOM"), PU_CACHE));
}
@@ -922,8 +905,8 @@ void M_DrawMainMenu(void)
//
void M_DrawNewGame(void)
{
- V_DrawPatchDirect (96,14,0,W_CacheLumpName(DEH_String("M_NEWG"),PU_CACHE));
- V_DrawPatchDirect (54,38,0,W_CacheLumpName(DEH_String("M_SKILL"),PU_CACHE));
+ V_DrawPatchDirect(96, 14, W_CacheLumpName(DEH_String("M_NEWG"), PU_CACHE));
+ V_DrawPatchDirect(54, 38, W_CacheLumpName(DEH_String("M_SKILL"), PU_CACHE));
}
void M_NewGame(int choice)
@@ -950,7 +933,7 @@ int epi;
void M_DrawEpisode(void)
{
- V_DrawPatchDirect (54,38,0,W_CacheLumpName(DEH_String("M_EPISOD"),PU_CACHE));
+ V_DrawPatchDirect(54, 38, W_CacheLumpName(DEH_String("M_EPISOD"), PU_CACHE));
}
void M_VerifyNightmare(int key)
@@ -1008,19 +991,20 @@ char msgNames[2][9] = {"M_MSGOFF","M_MSGON"};
void M_DrawOptions(void)
{
- V_DrawPatchDirect (108,15,0,W_CacheLumpName(DEH_String("M_OPTTTL"),PU_CACHE));
+ V_DrawPatchDirect(108, 15, W_CacheLumpName(DEH_String("M_OPTTTL"),
+ PU_CACHE));
- V_DrawPatchDirect (OptionsDef.x + 175,OptionsDef.y+LINEHEIGHT*detail,0,
- W_CacheLumpName(DEH_String(detailNames[detailLevel]),
- PU_CACHE));
+ V_DrawPatchDirect(OptionsDef.x + 175, OptionsDef.y + LINEHEIGHT * detail,
+ W_CacheLumpName(DEH_String(detailNames[detailLevel]),
+ PU_CACHE));
- V_DrawPatchDirect (OptionsDef.x + 120,OptionsDef.y+LINEHEIGHT*messages,0,
- W_CacheLumpName(DEH_String(msgNames[showMessages]),
- PU_CACHE));
+ V_DrawPatchDirect(OptionsDef.x + 120, OptionsDef.y + LINEHEIGHT * messages,
+ W_CacheLumpName(DEH_String(msgNames[showMessages]),
+ PU_CACHE));
+
+ M_DrawThermo(OptionsDef.x, OptionsDef.y + LINEHEIGHT * (mousesens + 1),
+ 10, mouseSensitivity);
- M_DrawThermo(OptionsDef.x,OptionsDef.y+LINEHEIGHT*(mousesens+1),
- 10,mouseSensitivity);
-
M_DrawThermo(OptionsDef.x,OptionsDef.y+LINEHEIGHT*(scrnsize+1),
9,screenSize);
}
@@ -1273,17 +1257,17 @@ M_DrawThermo
int i;
xx = x;
- V_DrawPatchDirect (xx,y,0,W_CacheLumpName(DEH_String("M_THERML"),PU_CACHE));
+ V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERML"), PU_CACHE));
xx += 8;
for (i=0;i<thermWidth;i++)
{
- V_DrawPatchDirect (xx,y,0,W_CacheLumpName(DEH_String("M_THERMM"),PU_CACHE));
+ V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERMM"), PU_CACHE));
xx += 8;
}
- V_DrawPatchDirect (xx,y,0,W_CacheLumpName(DEH_String("M_THERMR"),PU_CACHE));
+ V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERMR"), PU_CACHE));
- V_DrawPatchDirect ((x+8) + thermDot*8,y,
- 0,W_CacheLumpName(DEH_String("M_THERMO"),PU_CACHE));
+ V_DrawPatchDirect((x + 8) + thermDot * 8, y,
+ W_CacheLumpName(DEH_String("M_THERMO"), PU_CACHE));
}
@@ -1293,8 +1277,8 @@ M_DrawEmptyCell
( menu_t* menu,
int item )
{
- V_DrawPatchDirect (menu->x - 10, menu->y+item*LINEHEIGHT - 1, 0,
- W_CacheLumpName(DEH_String("M_CELL1"),PU_CACHE));
+ V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1,
+ W_CacheLumpName(DEH_String("M_CELL1"), PU_CACHE));
}
void
@@ -1302,8 +1286,8 @@ M_DrawSelCell
( menu_t* menu,
int item )
{
- V_DrawPatchDirect (menu->x - 10, menu->y+item*LINEHEIGHT - 1, 0,
- W_CacheLumpName(DEH_String("M_CELL2"),PU_CACHE));
+ V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1,
+ W_CacheLumpName(DEH_String("M_CELL2"), PU_CACHE));
}
@@ -1415,7 +1399,7 @@ M_WriteText
w = SHORT (hu_font[c]->width);
if (cx+w > SCREENWIDTH)
break;
- V_DrawPatchDirect(cx, cy, 0, hu_font[c]);
+ V_DrawPatchDirect(cx, cy, hu_font[c]);
cx+=w;
}
}
@@ -1440,7 +1424,15 @@ boolean M_Responder (event_t* ev)
static int lasty = 0;
static int mousex = 0;
static int lastx = 0;
-
+
+ // "close" button pressed on window?
+ if (ev->type == ev_quit)
+ {
+ S_StartSound(NULL,sfx_swtchn);
+ M_QuitDOOM(0);
+ return true;
+ }
+
// key is the key pressed, ch is the actual character typed
ch = 0;
@@ -1951,14 +1943,14 @@ void M_Drawer (void)
if (name[0])
{
- V_DrawPatchDirect (x,y,0, W_CacheLumpName(name, PU_CACHE));
+ V_DrawPatchDirect (x, y, W_CacheLumpName(name, PU_CACHE));
}
y += LINEHEIGHT;
}
// DRAW SKULL
- V_DrawPatchDirect(x + SKULLXOFF,currentMenu->y - 5 + itemOn*LINEHEIGHT, 0,
+ V_DrawPatchDirect(x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
W_CacheLumpName(DEH_String(skullName[whichSkull]),
PU_CACHE));
diff --git a/src/m_menu.h b/src/doom/m_menu.h
index c06fe981..c06fe981 100644
--- a/src/m_menu.h
+++ b/src/doom/m_menu.h
diff --git a/src/m_random.c b/src/doom/m_random.c
index 31cdf1b2..31cdf1b2 100644
--- a/src/m_random.c
+++ b/src/doom/m_random.c
diff --git a/src/m_random.h b/src/doom/m_random.h
index be778362..be778362 100644
--- a/src/m_random.h
+++ b/src/doom/m_random.h
diff --git a/src/p_ceilng.c b/src/doom/p_ceilng.c
index 58b9eb06..58b9eb06 100644
--- a/src/p_ceilng.c
+++ b/src/doom/p_ceilng.c
diff --git a/src/p_doors.c b/src/doom/p_doors.c
index 89b65328..89b65328 100644
--- a/src/p_doors.c
+++ b/src/doom/p_doors.c
diff --git a/src/p_enemy.c b/src/doom/p_enemy.c
index 760bbbc8..10846d20 100644
--- a/src/p_enemy.c
+++ b/src/doom/p_enemy.c
@@ -26,7 +26,7 @@
//
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include <stdlib.h>
#include "m_random.h"
diff --git a/src/p_floor.c b/src/doom/p_floor.c
index edeb44a1..edeb44a1 100644
--- a/src/p_floor.c
+++ b/src/doom/p_floor.c
diff --git a/src/p_inter.c b/src/doom/p_inter.c
index dda55c37..dda55c37 100644
--- a/src/p_inter.c
+++ b/src/doom/p_inter.c
diff --git a/src/p_inter.h b/src/doom/p_inter.h
index 066e8573..066e8573 100644
--- a/src/p_inter.h
+++ b/src/doom/p_inter.h
diff --git a/src/p_lights.c b/src/doom/p_lights.c
index 5ea03903..5ea03903 100644
--- a/src/p_lights.c
+++ b/src/doom/p_lights.c
diff --git a/src/p_local.h b/src/doom/p_local.h
index 5ffefa3a..5ffefa3a 100644
--- a/src/p_local.h
+++ b/src/doom/p_local.h
diff --git a/src/p_map.c b/src/doom/p_map.c
index 89f8f3f8..3f88aabc 100644
--- a/src/p_map.c
+++ b/src/doom/p_map.c
@@ -25,7 +25,7 @@
//
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include <stdlib.h>
#include "deh_misc.h"
diff --git a/src/p_maputl.c b/src/doom/p_maputl.c
index 4ab5d1d5..4ab5d1d5 100644
--- a/src/p_maputl.c
+++ b/src/doom/p_maputl.c
diff --git a/src/p_mobj.c b/src/doom/p_mobj.c
index 15025139..a2cc227a 100644
--- a/src/p_mobj.c
+++ b/src/doom/p_mobj.c
@@ -24,6 +24,7 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
#include "i_system.h"
#include "z_zone.h"
diff --git a/src/p_mobj.h b/src/doom/p_mobj.h
index 145b009b..145b009b 100644
--- a/src/p_mobj.h
+++ b/src/doom/p_mobj.h
diff --git a/src/p_plats.c b/src/doom/p_plats.c
index 03d1acbc..dbd45161 100644
--- a/src/p_plats.c
+++ b/src/doom/p_plats.c
@@ -24,7 +24,7 @@
//
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include "i_system.h"
#include "z_zone.h"
diff --git a/src/p_pspr.c b/src/doom/p_pspr.c
index fe32c53f..fe32c53f 100644
--- a/src/p_pspr.c
+++ b/src/doom/p_pspr.c
diff --git a/src/p_pspr.h b/src/doom/p_pspr.h
index 1ae7433b..1ae7433b 100644
--- a/src/p_pspr.h
+++ b/src/doom/p_pspr.h
diff --git a/src/p_saveg.c b/src/doom/p_saveg.c
index e557e494..e557e494 100644
--- a/src/p_saveg.c
+++ b/src/doom/p_saveg.c
diff --git a/src/p_saveg.h b/src/doom/p_saveg.h
index 3a96cc3e..3a96cc3e 100644
--- a/src/p_saveg.h
+++ b/src/doom/p_saveg.h
diff --git a/src/p_setup.c b/src/doom/p_setup.c
index 5cf7a628..5cf7a628 100644
--- a/src/p_setup.c
+++ b/src/doom/p_setup.c
diff --git a/src/p_setup.h b/src/doom/p_setup.h
index 2241c1c3..2241c1c3 100644
--- a/src/p_setup.h
+++ b/src/doom/p_setup.h
diff --git a/src/p_sight.c b/src/doom/p_sight.c
index e192567b..e192567b 100644
--- a/src/p_sight.c
+++ b/src/doom/p_sight.c
diff --git a/src/p_spec.c b/src/doom/p_spec.c
index 37beb850..37beb850 100644
--- a/src/p_spec.c
+++ b/src/doom/p_spec.c
diff --git a/src/p_spec.h b/src/doom/p_spec.h
index f5b57032..f5b57032 100644
--- a/src/p_spec.h
+++ b/src/doom/p_spec.h
diff --git a/src/p_switch.c b/src/doom/p_switch.c
index 28b59fae..362ecccf 100644
--- a/src/p_switch.c
+++ b/src/doom/p_switch.c
@@ -25,7 +25,7 @@
//
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include "i_system.h"
#include "deh_main.h"
diff --git a/src/p_telept.c b/src/doom/p_telept.c
index abd307c5..abd307c5 100644
--- a/src/p_telept.c
+++ b/src/doom/p_telept.c
diff --git a/src/p_tick.c b/src/doom/p_tick.c
index 9429cf20..9429cf20 100644
--- a/src/p_tick.c
+++ b/src/doom/p_tick.c
diff --git a/src/p_tick.h b/src/doom/p_tick.h
index 06934bb8..06934bb8 100644
--- a/src/p_tick.h
+++ b/src/doom/p_tick.h
diff --git a/src/p_user.c b/src/doom/p_user.c
index 2ff7f818..2ff7f818 100644
--- a/src/p_user.c
+++ b/src/doom/p_user.c
diff --git a/src/r_bsp.c b/src/doom/r_bsp.c
index 47194d96..47194d96 100644
--- a/src/r_bsp.c
+++ b/src/doom/r_bsp.c
diff --git a/src/r_bsp.h b/src/doom/r_bsp.h
index 284f9cf6..284f9cf6 100644
--- a/src/r_bsp.h
+++ b/src/doom/r_bsp.h
diff --git a/src/r_data.c b/src/doom/r_data.c
index d03becd5..b999e916 100644
--- a/src/r_data.c
+++ b/src/doom/r_data.c
@@ -25,7 +25,7 @@
//
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include "deh_main.h"
#include "i_swap.h"
diff --git a/src/r_data.h b/src/doom/r_data.h
index c987284c..c987284c 100644
--- a/src/r_data.h
+++ b/src/doom/r_data.h
diff --git a/src/r_defs.h b/src/doom/r_defs.h
index 4e0d85b7..bbd4b211 100644
--- a/src/r_defs.h
+++ b/src/doom/r_defs.h
@@ -42,7 +42,9 @@
// SECTORS do store MObjs anyway.
#include "p_mobj.h"
+#include "i_video.h"
+#include "v_patch.h"
@@ -283,18 +285,6 @@ typedef struct
-// posts are runs of non masked source pixels
-typedef struct
-{
- byte topdelta; // -1 is the last post in a column
- byte length; // length data bytes follows
-} PACKEDATTR post_t;
-
-// column_t is a list of 0 or more post_t, (byte)-1 terminated
-typedef post_t column_t;
-
-
-
// PC direct to screen pointers
//B UNUSED - keep till detailshift in r_draw.c resolved
//extern byte* destview;
@@ -350,27 +340,6 @@ typedef struct drawseg_s
-// Patches.
-// A patch holds one or more columns.
-// Patches are used for sprites and all masked pictures,
-// and we compose textures from the TEXTURE1/2 lists
-// of patches.
-typedef struct
-{
- short width; // bounding box size
- short height;
- short leftoffset; // pixels to the left of origin
- short topoffset; // pixels below the origin
- int columnofs[8]; // only [width] used
- // the [0] is &columnofs[width]
-} PACKEDATTR patch_t;
-
-
-
-
-
-
-
// A vissprite_t is a thing
// that will be drawn during a refresh.
// I.e. a sprite object that is partly visible.
diff --git a/src/r_draw.c b/src/doom/r_draw.c
index 6813ea59..1b6420d9 100644
--- a/src/r_draw.c
+++ b/src/doom/r_draw.c
@@ -77,7 +77,10 @@ int columnofs[MAXWIDTH];
//
byte translations[3][256];
-
+// Backing buffer containing the bezel drawn around the screen and
+// surrounding background.
+
+static byte *background_buffer = NULL;
//
@@ -791,7 +794,7 @@ R_InitBuffer
// Preclaculate all row offsets.
for (i=0 ; i<height ; i++)
- ylookup[i] = screens[0] + (i+viewwindowy)*SCREENWIDTH;
+ ylookup[i] = I_VideoBuffer + (i+viewwindowy)*SCREENWIDTH;
}
@@ -815,20 +818,39 @@ void R_FillBackScreen (void)
char *name1 = DEH_String("FLOOR7_2");
// DOOM II border patch.
- char *name2 = DEH_String("GRNROCK");
+ char *name2 = DEH_String("GRNROCK");
+
+ char *name;
+
+ // If we are running full screen, there is no need to do any of this,
+ // and the background buffer can be freed if it was previously in use.
+
+ if (scaledviewwidth == SCREENWIDTH)
+ {
+ if (background_buffer != NULL)
+ {
+ Z_Free(background_buffer);
+ background_buffer = NULL;
+ }
- char* name;
-
- if (scaledviewwidth == 320)
return;
+ }
+
+ // Allocate the background buffer if necessary
- if ( gamemode == commercial)
+ if (background_buffer == NULL)
+ {
+ background_buffer = Z_Malloc(SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT),
+ PU_STATIC, NULL);
+ }
+
+ if (gamemode == commercial)
name = name2;
else
name = name1;
- src = W_CacheLumpName (name, PU_CACHE);
- dest = screens[1];
+ src = W_CacheLumpName(name, PU_CACHE);
+ dest = background_buffer;
for (y=0 ; y<SCREENHEIGHT-SBARHEIGHT ; y++)
{
@@ -844,45 +866,46 @@ void R_FillBackScreen (void)
dest += (SCREENWIDTH&63);
}
}
-
- patch = W_CacheLumpName (DEH_String("brdr_t"),PU_CACHE);
+
+ // Draw screen and bezel; this is done to a separate screen buffer.
+
+ V_UseBuffer(background_buffer);
+
+ patch = W_CacheLumpName(DEH_String("brdr_t"),PU_CACHE);
for (x=0 ; x<scaledviewwidth ; x+=8)
- V_DrawPatch (viewwindowx+x,viewwindowy-8,1,patch);
- patch = W_CacheLumpName (DEH_String("brdr_b"),PU_CACHE);
+ V_DrawPatch(viewwindowx+x, viewwindowy-8, patch);
+ patch = W_CacheLumpName(DEH_String("brdr_b"),PU_CACHE);
for (x=0 ; x<scaledviewwidth ; x+=8)
- V_DrawPatch (viewwindowx+x,viewwindowy+viewheight,1,patch);
- patch = W_CacheLumpName (DEH_String("brdr_l"),PU_CACHE);
+ V_DrawPatch(viewwindowx+x, viewwindowy+viewheight, patch);
+ patch = W_CacheLumpName(DEH_String("brdr_l"),PU_CACHE);
for (y=0 ; y<viewheight ; y+=8)
- V_DrawPatch (viewwindowx-8,viewwindowy+y,1,patch);
- patch = W_CacheLumpName (DEH_String("brdr_r"),PU_CACHE);
+ V_DrawPatch(viewwindowx-8, viewwindowy+y, patch);
+ patch = W_CacheLumpName(DEH_String("brdr_r"),PU_CACHE);
for (y=0 ; y<viewheight ; y+=8)
- V_DrawPatch (viewwindowx+scaledviewwidth,viewwindowy+y,1,patch);
-
+ V_DrawPatch(viewwindowx+scaledviewwidth, viewwindowy+y, patch);
// Draw beveled edge.
- V_DrawPatch (viewwindowx-8,
- viewwindowy-8,
- 1,
- W_CacheLumpName (DEH_String("brdr_tl"),PU_CACHE));
+ V_DrawPatch(viewwindowx-8,
+ viewwindowy-8,
+ W_CacheLumpName(DEH_String("brdr_tl"),PU_CACHE));
- V_DrawPatch (viewwindowx+scaledviewwidth,
- viewwindowy-8,
- 1,
- W_CacheLumpName (DEH_String("brdr_tr"),PU_CACHE));
+ V_DrawPatch(viewwindowx+scaledviewwidth,
+ viewwindowy-8,
+ W_CacheLumpName(DEH_String("brdr_tr"),PU_CACHE));
- V_DrawPatch (viewwindowx-8,
- viewwindowy+viewheight,
- 1,
- W_CacheLumpName (DEH_String("brdr_bl"),PU_CACHE));
+ V_DrawPatch(viewwindowx-8,
+ viewwindowy+viewheight,
+ W_CacheLumpName(DEH_String("brdr_bl"),PU_CACHE));
- V_DrawPatch (viewwindowx+scaledviewwidth,
- viewwindowy+viewheight,
- 1,
- W_CacheLumpName (DEH_String("brdr_br"),PU_CACHE));
+ V_DrawPatch(viewwindowx+scaledviewwidth,
+ viewwindowy+viewheight,
+ W_CacheLumpName(DEH_String("brdr_br"),PU_CACHE));
+
+ V_RestoreBuffer();
}
@@ -899,7 +922,11 @@ R_VideoErase
// is not optiomal, e.g. byte by byte on
// a 32bit CPU, as GNU GCC/Linux libc did
// at one point.
- memcpy (screens[0]+ofs, screens[1]+ofs, count);
+
+ if (background_buffer != NULL)
+ {
+ memcpy(I_VideoBuffer + ofs, background_buffer + ofs, count);
+ }
}
diff --git a/src/r_draw.h b/src/doom/r_draw.h
index adaacd60..adaacd60 100644
--- a/src/r_draw.h
+++ b/src/doom/r_draw.h
diff --git a/src/r_local.h b/src/doom/r_local.h
index 8b97bdb0..8b97bdb0 100644
--- a/src/r_local.h
+++ b/src/doom/r_local.h
diff --git a/src/r_main.c b/src/doom/r_main.c
index e6a08691..7ea2a329 100644
--- a/src/r_main.c
+++ b/src/doom/r_main.c
@@ -105,17 +105,6 @@ int viewangletox[FINEANGLES/2];
// from clipangle to -clipangle.
angle_t xtoviewangle[SCREENWIDTH+1];
-
-// UNUSED.
-// The finetangentgent[angle+FINEANGLES/4] table
-// holds the fixed_t tangent values for view angles,
-// ranging from INT_MIN to 0 to INT_MAX.
-// fixed_t finetangent[FINEANGLES/2];
-
-// fixed_t finesine[5*FINEANGLES/4];
-const fixed_t* finecosine = &finesine[FINEANGLES/4];
-
-
lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
lighttable_t* scalelightfixed[MAXLIGHTSCALE];
lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
diff --git a/src/r_main.h b/src/doom/r_main.h
index edc5dbbb..edc5dbbb 100644
--- a/src/r_main.h
+++ b/src/doom/r_main.h
diff --git a/src/r_plane.c b/src/doom/r_plane.c
index 400821d5..752f5d14 100644
--- a/src/r_plane.c
+++ b/src/doom/r_plane.c
@@ -27,7 +27,7 @@
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include <stdlib.h>
#include "i_system.h"
diff --git a/src/r_plane.h b/src/doom/r_plane.h
index 2783443d..2783443d 100644
--- a/src/r_plane.h
+++ b/src/doom/r_plane.h
diff --git a/src/r_segs.c b/src/doom/r_segs.c
index 5150b694..29ed32a5 100644
--- a/src/r_segs.c
+++ b/src/doom/r_segs.c
@@ -29,7 +29,7 @@
-
+#include <stdio.h>
#include <stdlib.h>
#include "i_system.h"
diff --git a/src/r_segs.h b/src/doom/r_segs.h
index 197859ed..197859ed 100644
--- a/src/r_segs.h
+++ b/src/doom/r_segs.h
diff --git a/src/r_sky.c b/src/doom/r_sky.c
index 689dc113..689dc113 100644
--- a/src/r_sky.c
+++ b/src/doom/r_sky.c
diff --git a/src/r_sky.h b/src/doom/r_sky.h
index d436ce66..d436ce66 100644
--- a/src/r_sky.h
+++ b/src/doom/r_sky.h
diff --git a/src/r_state.h b/src/doom/r_state.h
index 535753c1..535753c1 100644
--- a/src/r_state.h
+++ b/src/doom/r_state.h
diff --git a/src/r_things.c b/src/doom/r_things.c
index 68f4b2fe..68f4b2fe 100644
--- a/src/r_things.c
+++ b/src/doom/r_things.c
diff --git a/src/r_things.h b/src/doom/r_things.h
index d0fce4e4..d0fce4e4 100644
--- a/src/r_things.h
+++ b/src/doom/r_things.h
diff --git a/src/s_sound.c b/src/doom/s_sound.c
index 1c56efb2..f829956c 100644
--- a/src/s_sound.c
+++ b/src/doom/s_sound.c
@@ -26,13 +26,14 @@
#include <stdio.h>
#include <stdlib.h>
+#include "i_sound.h"
#include "i_system.h"
#include "doomfeatures.h"
-#include "deh_main.h"
+#include "deh_str.h"
#include "doomstat.h"
-#include "doomdef.h"
+#include "doomtype.h"
#include "sounds.h"
#include "s_sound.h"
@@ -82,11 +83,6 @@ typedef struct
} channel_t;
-// Low-level sound and music modules we are using
-
-static sound_module_t *sound_module;
-static music_module_t *music_module;
-
// The set of channels available
static channel_t *channels;
@@ -100,10 +96,6 @@ int sfxVolume = 8;
int musicVolume = 8;
-// Sound sample rate to use for digital output (Hz)
-
-int snd_samplerate = 44100;
-
// Internal volume level, ranging from 0-127
static int snd_SfxVolume;
@@ -118,112 +110,7 @@ static musicinfo_t *mus_playing = NULL;
// Number of channels to use
-int numChannels = 8;
-
-int snd_musicdevice = SNDDEVICE_SB;
-int snd_sfxdevice = SNDDEVICE_SB;
-
-// Sound modules
-
-extern sound_module_t sound_sdl_module;
-extern sound_module_t sound_pcsound_module;
-extern music_module_t music_sdl_module;
-
-// Compiled-in sound modules:
-
-static sound_module_t *sound_modules[] =
-{
-#ifdef FEATURE_SOUND
- &sound_sdl_module,
- &sound_pcsound_module,
-#endif
- NULL,
-};
-
-// Compiled-in music modules:
-
-static music_module_t *music_modules[] =
-{
-#ifdef FEATURE_SOUND
- &music_sdl_module,
-#endif
- NULL,
-};
-
-// Check if a sound device is in the given list of devices
-
-static boolean SndDeviceInList(snddevice_t device, snddevice_t *list,
- int len)
-{
- int i;
-
- for (i=0; i<len; ++i)
- {
- if (device == list[i])
- {
- return true;
- }
- }
-
- return false;
-}
-
-// Find and initialize a sound_module_t appropriate for the setting
-// in snd_sfxdevice.
-
-static void InitSfxModule(void)
-{
- int i;
-
- sound_module = NULL;
-
- for (i=0; sound_modules[i] != NULL; ++i)
- {
- // Is the sfx device in the list of devices supported by
- // this module?
-
- if (SndDeviceInList(snd_sfxdevice,
- sound_modules[i]->sound_devices,
- sound_modules[i]->num_sound_devices))
- {
- // Initialize the module
-
- if (sound_modules[i]->Init())
- {
- sound_module = sound_modules[i];
- return;
- }
- }
- }
-}
-
-// Initialize music according to snd_musicdevice.
-
-static void InitMusicModule(void)
-{
- int i;
-
- music_module = NULL;
-
- for (i=0; music_modules[i] != NULL; ++i)
- {
- // Is the music device in the list of devices supported
- // by this module?
-
- if (SndDeviceInList(snd_musicdevice,
- music_modules[i]->sound_devices,
- music_modules[i]->num_sound_devices))
- {
- // Initialize the module
-
- if (music_modules[i]->Init())
- {
- music_module = music_modules[i];
- return;
- }
- }
- }
-}
+int snd_channels = 8;
//
// Initializes sound stuff, including volume
@@ -233,47 +120,12 @@ static void InitMusicModule(void)
void S_Init(int sfxVolume, int musicVolume)
{
- boolean nosound, nosfx, nomusic;
int i;
- //!
- // @vanilla
- //
- // Disable all sound output.
- //
-
- nosound = M_CheckParm("-nosound") > 0;
-
- //!
- // @vanilla
- //
- // Disable sound effects.
- //
-
- nosfx = M_CheckParm("-nosfx") > 0;
+ I_InitSound(true);
+ I_InitMusic();
- //!
- // @vanilla
- //
- // Disable music.
- //
-
- nomusic = M_CheckParm("-nomusic") > 0;
-
- // Initialize the sound and music subsystems.
-
- if (!nosound && !screensaver_mode)
- {
- if (!nosfx)
- {
- InitSfxModule();
- }
-
- if (!nomusic)
- {
- InitMusicModule();
- }
- }
+ I_PrecacheSounds(S_sfx, NUMSFX);
S_SetSfxVolume(sfxVolume);
S_SetMusicVolume(musicVolume);
@@ -281,10 +133,10 @@ void S_Init(int sfxVolume, int musicVolume)
// Allocating the internal channels for mixing
// (the maximum numer of sounds rendered
// simultaneously) within zone memory.
- channels = Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
+ channels = Z_Malloc(snd_channels*sizeof(channel_t), PU_STATIC, 0);
// Free all channels for use
- for (i=0 ; i<numChannels ; i++)
+ for (i=0 ; i<snd_channels ; i++)
{
channels[i].sfxinfo = 0;
}
@@ -297,19 +149,14 @@ void S_Init(int sfxVolume, int musicVolume)
{
S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
}
+
+ I_AtExit(S_Shutdown, true);
}
void S_Shutdown(void)
{
- if (sound_module != NULL)
- {
- sound_module->Shutdown();
- }
-
- if (music_module != NULL)
- {
- music_module->Shutdown();
- }
+ I_ShutdownSound();
+ I_ShutdownMusic();
}
static void S_StopChannel(int cnum)
@@ -323,17 +170,14 @@ static void S_StopChannel(int cnum)
{
// stop the sound playing
- if (sound_module != NULL)
+ if (I_SoundIsPlaying(c->handle))
{
- if (sound_module->SoundIsPlaying(c->handle))
- {
- sound_module->StopSound(c->handle);
- }
+ I_StopSound(c->handle);
}
// check to see if other channels are playing the sound
- for (i=0; i<numChannels; i++)
+ for (i=0; i<snd_channels; i++)
{
if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
{
@@ -361,7 +205,7 @@ void S_Start(void)
// kill all playing sounds at start of level
// (trust me - a good idea)
- for (cnum=0 ; cnum<numChannels ; cnum++)
+ for (cnum=0 ; cnum<snd_channels ; cnum++)
{
if (channels[cnum].sfxinfo)
{
@@ -410,7 +254,7 @@ void S_StopSound(mobj_t *origin)
{
int cnum;
- for (cnum=0 ; cnum<numChannels ; cnum++)
+ for (cnum=0 ; cnum<snd_channels ; cnum++)
{
if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
{
@@ -433,7 +277,7 @@ static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo)
channel_t* c;
// Find an open channel
- for (cnum=0 ; cnum<numChannels ; cnum++)
+ for (cnum=0 ; cnum<snd_channels ; cnum++)
{
if (!channels[cnum].sfxinfo)
{
@@ -447,10 +291,10 @@ static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo)
}
// None available
- if (cnum == numChannels)
+ if (cnum == snd_channels)
{
// Look for lower priority
- for (cnum=0 ; cnum<numChannels ; cnum++)
+ for (cnum=0 ; cnum<snd_channels ; cnum++)
{
if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
{
@@ -458,7 +302,7 @@ static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo)
}
}
- if (cnum == numChannels)
+ if (cnum == snd_channels)
{
// FUCK! No lower priority. Sorry, Charlie.
return -1;
@@ -639,23 +483,12 @@ void S_StartSound(void *origin_p, int sfx_id)
sfx->usefulness = 1;
}
- if (sound_module != NULL)
+ if (sfx->lumpnum < 0)
{
- // Get lumpnum if necessary
-
- if (sfx->lumpnum < 0)
- {
- sfx->lumpnum = sound_module->GetSfxLumpNum(sfx);
- }
-
- // Assigns the handle to one of the channels in the
- // mix/output buffer.
-
- channels[cnum].handle = sound_module->StartSound(sfx_id,
- cnum,
- volume,
- sep);
+ sfx->lumpnum = I_GetSfxLumpNum(sfx);
}
+
+ channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep);
}
//
@@ -666,10 +499,7 @@ void S_PauseSound(void)
{
if (mus_playing && !mus_paused)
{
- if (music_module != NULL)
- {
- music_module->PauseMusic();
- }
+ I_PauseSong();
mus_paused = true;
}
}
@@ -678,10 +508,7 @@ void S_ResumeSound(void)
{
if (mus_playing && mus_paused)
{
- if (music_module != NULL)
- {
- music_module->ResumeMusic();
- }
+ I_ResumeSong();
mus_paused = false;
}
}
@@ -699,14 +526,14 @@ void S_UpdateSounds(mobj_t *listener)
sfxinfo_t* sfx;
channel_t* c;
- for (cnum=0; cnum<numChannels; cnum++)
+ for (cnum=0; cnum<snd_channels; cnum++)
{
c = &channels[cnum];
sfx = c->sfxinfo;
if (c->sfxinfo)
{
- if (sound_module != NULL && sound_module->SoundIsPlaying(c->handle))
+ if (I_SoundIsPlaying(c->handle))
{
// initialize parameters
volume = snd_SfxVolume;
@@ -741,7 +568,7 @@ void S_UpdateSounds(mobj_t *listener)
}
else
{
- sound_module->UpdateSoundParams(c->handle, volume, sep);
+ I_UpdateSoundParams(c->handle, volume, sep);
}
}
}
@@ -763,10 +590,7 @@ void S_SetMusicVolume(int volume)
volume);
}
- if (music_module != NULL)
- {
- music_module->SetMusicVolume(volume);
- }
+ I_SetMusicVolume(volume);
}
void S_SetSfxVolume(int volume)
@@ -818,53 +642,33 @@ void S_ChangeMusic(int musicnum, int looping)
music->lumpnum = W_GetNumForName(namebuf);
}
- if (music_module != NULL)
- {
- // Load & register it
-
- music->data = W_CacheLumpNum(music->lumpnum, PU_STATIC);
- handle = music_module->RegisterSong(music->data,
- W_LumpLength(music->lumpnum));
- music->handle = handle;
-
- // Play it
+ music->data = W_CacheLumpNum(music->lumpnum, PU_STATIC);
- music_module->PlaySong(handle, looping);
- }
+ handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
+ music->handle = handle;
+ I_PlaySong(handle, looping);
mus_playing = music;
}
boolean S_MusicPlaying(void)
{
- if (music_module != NULL)
- {
- return music_module->MusicIsPlaying();
- }
- else
- {
- return false;
- }
+ return I_MusicIsPlaying();
}
void S_StopMusic(void)
{
if (mus_playing)
{
- if (music_module != NULL)
+ if (mus_paused)
{
- if (mus_paused)
- {
- music_module->ResumeMusic();
- }
-
- music_module->StopSong();
- music_module->UnRegisterSong(mus_playing->handle);
- W_ReleaseLumpNum(mus_playing->lumpnum);
-
- mus_playing->data = NULL;
+ I_ResumeSong();
}
+ I_StopSong();
+ I_UnRegisterSong(mus_playing->handle);
+ W_ReleaseLumpNum(mus_playing->lumpnum);
+ mus_playing->data = NULL;
mus_playing = NULL;
}
}
diff --git a/src/doom/s_sound.h b/src/doom/s_sound.h
new file mode 100644
index 00000000..7bb0a605
--- /dev/null
+++ b/src/doom/s_sound.h
@@ -0,0 +1,97 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// The not so system specific sound interface.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __S_SOUND__
+#define __S_SOUND__
+
+#include "p_mobj.h"
+#include "sounds.h"
+
+//
+// Initializes sound stuff, including volume
+// Sets channels, SFX and music volume,
+// allocates channel buffer, sets S_sfx lookup.
+//
+
+void S_Init(int sfxVolume, int musicVolume);
+
+
+// Shut down sound
+
+void S_Shutdown(void);
+
+
+
+//
+// Per level startup code.
+// Kills playing sounds at start of level,
+// determines music if any, changes music.
+//
+
+void S_Start(void);
+
+//
+// Start sound for thing at <origin>
+// using <sound_id> from sounds.h
+//
+
+void S_StartSound(void *origin, int sound_id);
+
+// Stop sound for thing at <origin>
+void S_StopSound(mobj_t *origin);
+
+
+// Start music using <music_id> from sounds.h
+void S_StartMusic(int music_id);
+
+// Start music using <music_id> from sounds.h,
+// and set whether looping
+void S_ChangeMusic(int music_id, int looping);
+
+// query if music is playing
+boolean S_MusicPlaying(void);
+
+// Stops the music fer sure.
+void S_StopMusic(void);
+
+// Stop and resume music, during game PAUSE.
+void S_PauseSound(void);
+void S_ResumeSound(void);
+
+
+//
+// Updates music & sounds
+//
+void S_UpdateSounds(mobj_t *listener);
+
+void S_SetMusicVolume(int volume);
+void S_SetSfxVolume(int volume);
+
+extern int snd_channels;
+
+#endif
+
diff --git a/src/doom/sounds.c b/src/doom/sounds.c
new file mode 100644
index 00000000..adfb2189
--- /dev/null
+++ b/src/doom/sounds.c
@@ -0,0 +1,237 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Created by a sound utility.
+// Kept as a sample, DOOM2 sounds.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdlib.h>
+
+
+#include "doomtype.h"
+#include "sounds.h"
+
+//
+// Information about all the music
+//
+
+#define MUSIC(name) \
+ { name, 0, NULL, NULL }
+
+musicinfo_t S_music[] =
+{
+ MUSIC(NULL),
+ MUSIC("e1m1"),
+ MUSIC("e1m2"),
+ MUSIC("e1m3"),
+ MUSIC("e1m4"),
+ MUSIC("e1m5"),
+ MUSIC("e1m6"),
+ MUSIC("e1m7"),
+ MUSIC("e1m8"),
+ MUSIC("e1m9"),
+ MUSIC("e2m1"),
+ MUSIC("e2m2"),
+ MUSIC("e2m3"),
+ MUSIC("e2m4"),
+ MUSIC("e2m5"),
+ MUSIC("e2m6"),
+ MUSIC("e2m7"),
+ MUSIC("e2m8"),
+ MUSIC("e2m9"),
+ MUSIC("e3m1"),
+ MUSIC("e3m2"),
+ MUSIC("e3m3"),
+ MUSIC("e3m4"),
+ MUSIC("e3m5"),
+ MUSIC("e3m6"),
+ MUSIC("e3m7"),
+ MUSIC("e3m8"),
+ MUSIC("e3m9"),
+ MUSIC("inter"),
+ MUSIC("intro"),
+ MUSIC("bunny"),
+ MUSIC("victor"),
+ MUSIC("introa"),
+ MUSIC("runnin"),
+ MUSIC("stalks"),
+ MUSIC("countd"),
+ MUSIC("betwee"),
+ MUSIC("doom"),
+ MUSIC("the_da"),
+ MUSIC("shawn"),
+ MUSIC("ddtblu"),
+ MUSIC("in_cit"),
+ MUSIC("dead"),
+ MUSIC("stlks2"),
+ MUSIC("theda2"),
+ MUSIC("doom2"),
+ MUSIC("ddtbl2"),
+ MUSIC("runni2"),
+ MUSIC("dead2"),
+ MUSIC("stlks3"),
+ MUSIC("romero"),
+ MUSIC("shawn2"),
+ MUSIC("messag"),
+ MUSIC("count2"),
+ MUSIC("ddtbl3"),
+ MUSIC("ampie"),
+ MUSIC("theda3"),
+ MUSIC("adrian"),
+ MUSIC("messg2"),
+ MUSIC("romer2"),
+ MUSIC("tense"),
+ MUSIC("shawn3"),
+ MUSIC("openin"),
+ MUSIC("evil"),
+ MUSIC("ultima"),
+ MUSIC("read_m"),
+ MUSIC("dm2ttl"),
+ MUSIC("dm2int")
+};
+
+
+//
+// Information about all the sfx
+//
+
+#define SOUND(name, priority) \
+ { NULL, name, priority, NULL, -1, -1, 0, 0, -1, NULL }
+#define SOUND_LINK(name, priority, link_id, pitch, volume) \
+ { NULL, name, priority, &S_sfx[link_id], pitch, volume, 0, 0, -1, NULL }
+
+sfxinfo_t S_sfx[] =
+{
+ // S_sfx[0] needs to be a dummy for odd reasons.
+ SOUND("none", 0),
+ SOUND("pistol", 64),
+ SOUND("shotgn", 64),
+ SOUND("sgcock", 64),
+ SOUND("dshtgn", 64),
+ SOUND("dbopn", 64),
+ SOUND("dbcls", 64),
+ SOUND("dbload", 64),
+ SOUND("plasma", 64),
+ SOUND("bfg", 64),
+ SOUND("sawup", 64),
+ SOUND("sawidl", 118),
+ SOUND("sawful", 64),
+ SOUND("sawhit", 64),
+ SOUND("rlaunc", 64),
+ SOUND("rxplod", 70),
+ SOUND("firsht", 70),
+ SOUND("firxpl", 70),
+ SOUND("pstart", 100),
+ SOUND("pstop", 100),
+ SOUND("doropn", 100),
+ SOUND("dorcls", 100),
+ SOUND("stnmov", 119),
+ SOUND("swtchn", 78),
+ SOUND("swtchx", 78),
+ SOUND("plpain", 96),
+ SOUND("dmpain", 96),
+ SOUND("popain", 96),
+ SOUND("vipain", 96),
+ SOUND("mnpain", 96),
+ SOUND("pepain", 96),
+ SOUND("slop", 78),
+ SOUND("itemup", 78),
+ SOUND("wpnup", 78),
+ SOUND("oof", 96),
+ SOUND("telept", 32),
+ SOUND("posit1", 98),
+ SOUND("posit2", 98),
+ SOUND("posit3", 98),
+ SOUND("bgsit1", 98),
+ SOUND("bgsit2", 98),
+ SOUND("sgtsit", 98),
+ SOUND("cacsit", 98),
+ SOUND("brssit", 94),
+ SOUND("cybsit", 92),
+ SOUND("spisit", 90),
+ SOUND("bspsit", 90),
+ SOUND("kntsit", 90),
+ SOUND("vilsit", 90),
+ SOUND("mansit", 90),
+ SOUND("pesit", 90),
+ SOUND("sklatk", 70),
+ SOUND("sgtatk", 70),
+ SOUND("skepch", 70),
+ SOUND("vilatk", 70),
+ SOUND("claw", 70),
+ SOUND("skeswg", 70),
+ SOUND("pldeth", 32),
+ SOUND("pdiehi", 32),
+ SOUND("podth1", 70),
+ SOUND("podth2", 70),
+ SOUND("podth3", 70),
+ SOUND("bgdth1", 70),
+ SOUND("bgdth2", 70),
+ SOUND("sgtdth", 70),
+ SOUND("cacdth", 70),
+ SOUND("skldth", 70),
+ SOUND("brsdth", 32),
+ SOUND("cybdth", 32),
+ SOUND("spidth", 32),
+ SOUND("bspdth", 32),
+ SOUND("vildth", 32),
+ SOUND("kntdth", 32),
+ SOUND("pedth", 32),
+ SOUND("skedth", 32),
+ SOUND("posact", 120),
+ SOUND("bgact", 120),
+ SOUND("dmact", 120),
+ SOUND("bspact", 100),
+ SOUND("bspwlk", 100),
+ SOUND("vilact", 100),
+ SOUND("noway", 78),
+ SOUND("barexp", 60),
+ SOUND("punch", 64),
+ SOUND("hoof", 70),
+ SOUND("metal", 70),
+ SOUND_LINK("chgun", 64, sfx_pistol, 150, 0),
+ SOUND("tink", 60),
+ SOUND("bdopn", 100),
+ SOUND("bdcls", 100),
+ SOUND("itmbk", 100),
+ SOUND("flame", 32),
+ SOUND("flamst", 32),
+ SOUND("getpow", 60),
+ SOUND("bospit", 70),
+ SOUND("boscub", 70),
+ SOUND("bossit", 70),
+ SOUND("bospn", 70),
+ SOUND("bosdth", 70),
+ SOUND("manatk", 70),
+ SOUND("mandth", 70),
+ SOUND("sssit", 70),
+ SOUND("ssdth", 70),
+ SOUND("keenpn", 70),
+ SOUND("keendt", 70),
+ SOUND("skeact", 70),
+ SOUND("skesit", 70),
+ SOUND("skeatk", 70),
+ SOUND("radio", 60),
+};
+
diff --git a/src/sounds.h b/src/doom/sounds.h
index 325d1d63..3d190910 100644
--- a/src/sounds.h
+++ b/src/doom/sounds.h
@@ -28,68 +28,7 @@
#ifndef __SOUNDS__
#define __SOUNDS__
-
-//
-// SoundFX struct.
-//
-typedef struct sfxinfo_struct sfxinfo_t;
-
-struct sfxinfo_struct
-{
- // up to 6-character name
- char* name;
-
- // Sfx singularity (only one at a time)
- int singularity;
-
- // Sfx priority
- int priority;
-
- // referenced sound if a link
- sfxinfo_t* link;
-
- // pitch if a link
- int pitch;
-
- // volume if a link
- int volume;
-
- // sound data
- void* data;
-
- // this is checked every second to see if sound
- // can be thrown out (if 0, then decrement, if -1,
- // then throw out, if > 0, then it is in use)
- int usefulness;
-
- // lump number of sfx
- int lumpnum;
-};
-
-
-
-
-//
-// MusicInfo struct.
-//
-typedef struct
-{
- // up to 6-character name
- char* name;
-
- // lump number of music
- int lumpnum;
-
- // music data
- void* data;
-
- // music handle once registered
- void *handle;
-
-} musicinfo_t;
-
-
-
+#include "i_sound.h"
// the complete set of sound effects
extern sfxinfo_t S_sfx[];
diff --git a/src/st_lib.c b/src/doom/st_lib.c
index 11299a91..c90540cb 100644
--- a/src/st_lib.c
+++ b/src/doom/st_lib.c
@@ -25,7 +25,7 @@
//-----------------------------------------------------------------------------
-
+#include <stdio.h>
#include <ctype.h>
#include "deh_main.h"
@@ -123,7 +123,7 @@ STlib_drawNum
if (n->y - ST_Y < 0)
I_Error("drawNum: n->y - ST_Y < 0");
- V_CopyRect(x, n->y - ST_Y, BG, w*numdigits, h, x, n->y, FG);
+ V_CopyRect(x, n->y - ST_Y, st_backing_screen, w*numdigits, h, x, n->y);
// if non-number, do not draw it
if (num == 1994)
@@ -133,19 +133,19 @@ STlib_drawNum
// in the special case of 0, you draw 0
if (!num)
- V_DrawPatch(x - w, n->y, FG, n->p[ 0 ]);
+ V_DrawPatch(x - w, n->y, n->p[ 0 ]);
// draw the new number
while (num && numdigits--)
{
x -= w;
- V_DrawPatch(x, n->y, FG, n->p[ num % 10 ]);
+ V_DrawPatch(x, n->y, n->p[ num % 10 ]);
num /= 10;
}
// draw a minus sign if necessary
if (neg)
- V_DrawPatch(x - 8, n->y, FG, sttminus);
+ V_DrawPatch(x - 8, n->y, sttminus);
}
@@ -183,7 +183,7 @@ STlib_updatePercent
int refresh )
{
if (refresh && *per->n.on)
- V_DrawPatch(per->n.x, per->n.y, FG, per->p);
+ V_DrawPatch(per->n.x, per->n.y, per->p);
STlib_updateNum(&per->n, refresh);
}
@@ -233,9 +233,9 @@ STlib_updateMultIcon
if (y - ST_Y < 0)
I_Error("updateMultIcon: y - ST_Y < 0");
- V_CopyRect(x, y-ST_Y, BG, w, h, x, y, FG);
+ V_CopyRect(x, y-ST_Y, st_backing_screen, w, h, x, y);
}
- V_DrawPatch(mi->x, mi->y, FG, mi->p[*mi->inum]);
+ V_DrawPatch(mi->x, mi->y, mi->p[*mi->inum]);
mi->oldinum = *mi->inum;
}
}
@@ -283,9 +283,9 @@ STlib_updateBinIcon
I_Error("updateBinIcon: y - ST_Y < 0");
if (*bi->val)
- V_DrawPatch(bi->x, bi->y, FG, bi->p);
+ V_DrawPatch(bi->x, bi->y, bi->p);
else
- V_CopyRect(x, y-ST_Y, BG, w, h, x, y, FG);
+ V_CopyRect(x, y-ST_Y, st_backing_screen, w, h, x, y);
bi->oldval = *bi->val;
}
diff --git a/src/st_lib.h b/src/doom/st_lib.h
index bf9a6f87..344fd952 100644
--- a/src/st_lib.h
+++ b/src/doom/st_lib.h
@@ -31,15 +31,6 @@
// We are referring to patches.
#include "r_defs.h"
-
-//
-// Background and foreground screen numbers
-//
-#define BG 4
-#define FG 0
-
-
-
//
// Typedefs of widgets
//
diff --git a/src/st_stuff.c b/src/doom/st_stuff.c
index d48609b4..e6ef0828 100644
--- a/src/st_stuff.c
+++ b/src/doom/st_stuff.c
@@ -39,6 +39,7 @@
#include "deh_main.h"
#include "deh_misc.h"
#include "doomdef.h"
+#include "doomkeys.h"
#include "g_game.h"
@@ -259,12 +260,17 @@
// Height, in lines.
#define ST_OUTHEIGHT 1
+#define ST_MAPWIDTH \
+ (strlen(mapnames[(gameepisode-1)*9+(gamemap-1)]))
+
#define ST_MAPTITLEX \
(SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH)
#define ST_MAPTITLEY 0
#define ST_MAPHEIGHT 1
+// graphics are drawn to a backing screen and blitted to the real screen
+byte *st_backing_screen;
// main player in game
static player_t* plyr;
@@ -272,9 +278,6 @@ static player_t* plyr;
// ST_Start() has just been called
static boolean st_firsttime;
-// used to execute ST_Init() only once
-static int veryfirsttime = 1;
-
// lump number for PLAYPAL
static int lu_palette;
@@ -415,6 +418,10 @@ cheatseq_t cheat_clev = CHEAT("idclev", 2);
cheatseq_t cheat_mypos = CHEAT("idmypos", 0);
+//
+extern char* mapnames[];
+
+
//
// STATUS BAR CODE
//
@@ -425,12 +432,16 @@ void ST_refreshBackground(void)
if (st_statusbaron)
{
- V_DrawPatch(ST_X, 0, BG, sbar);
+ V_UseBuffer(st_backing_screen);
+
+ V_DrawPatch(ST_X, 0, sbar);
if (netgame)
- V_DrawPatch(ST_FX, 0, BG, faceback);
+ V_DrawPatch(ST_FX, 0, faceback);
+
+ V_RestoreBuffer();
- V_CopyRect(ST_X, 0, BG, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y, FG);
+ V_CopyRect(ST_X, 0, st_backing_screen, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y);
}
}
@@ -974,17 +985,6 @@ void ST_doPaletteStuff(void)
else
palette = 0;
- // In Chex Quest, the player never sees red. Instead, the
- // radiation suit palette is used to tint the screen green,
- // as though the player is being covered in goo by an
- // attacking flemoid.
-
- if (gameversion == exe_chex
- && palette >= STARTREDPALS && palette < STARTREDPALS + NUMREDPALS)
- {
- palette = RADIATIONPAL;
- }
-
if (palette != st_palette)
{
st_palette = palette;
@@ -1406,7 +1406,7 @@ void ST_Stop (void)
void ST_Init (void)
{
- veryfirsttime = 0;
ST_loadData();
- screens[4] = (byte *) Z_Malloc(ST_WIDTH*ST_HEIGHT, PU_STATIC, 0);
+ st_backing_screen = (byte *) Z_Malloc(ST_WIDTH * ST_HEIGHT, PU_STATIC, 0);
}
+
diff --git a/src/st_stuff.h b/src/doom/st_stuff.h
index c6b56fd6..31bd9764 100644
--- a/src/st_stuff.h
+++ b/src/doom/st_stuff.h
@@ -82,6 +82,7 @@ typedef enum
boolean ST_Responder(event_t* ev);
+extern byte *st_backing_screen;
extern cheatseq_t cheat_mus;
extern cheatseq_t cheat_god;
extern cheatseq_t cheat_ammo;
diff --git a/src/wi_stuff.c b/src/doom/wi_stuff.c
index 5e87069e..83f5052f 100644
--- a/src/wi_stuff.c
+++ b/src/doom/wi_stuff.c
@@ -290,8 +290,6 @@ static anim_t *anims[NUMEPISODES] =
//
// Locally used stuff.
//
-#define FB 0
-
// States for single-player
#define SP_KILLS 0
@@ -400,18 +398,17 @@ static patch_t* bp[MAXPLAYERS];
// Name graphics of each level (centered)
static patch_t** lnames;
+// Buffer storing the backdrop
+static patch_t *background;
+
//
// CODE
//
// slam background
-// UNUSED static unsigned char *background=0;
-
-
void WI_slamBackground(void)
{
- memcpy(screens[0], screens[1], SCREENWIDTH * SCREENHEIGHT);
- V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
+ V_DrawPatch(0, 0, background);
}
// The ticker is used to detect keys
@@ -431,10 +428,12 @@ void WI_drawLF(void)
{
// draw <LevelName>
V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2,
- y, FB, lnames[wbs->last]);
+ y, lnames[wbs->last]);
// draw "Finished!"
y += (5*SHORT(lnames[wbs->last]->height))/4;
+
+ V_DrawPatch((SCREENWIDTH - SHORT(finished->width)) / 2, y, finished);
}
else if (wbs->last == NUMCMAPS)
{
@@ -450,11 +449,8 @@ void WI_drawLF(void)
patch_t tmp = { SCREENWIDTH, SCREENHEIGHT, 1, 1,
{ 0, 0, 0, 0, 0, 0, 0, 0 } };
- V_DrawPatch(0, y, FB, &tmp);
+ V_DrawPatch(0, y, &tmp);
}
-
- V_DrawPatch((SCREENWIDTH - SHORT(finished->width))/2,
- y, FB, finished);
}
@@ -466,13 +462,15 @@ void WI_drawEL(void)
// draw "Entering"
V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2,
- y, FB, entering);
+ y,
+ entering);
// draw level
y += (5*SHORT(lnames[wbs->next]->height))/4;
V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2,
- y, FB, lnames[wbs->next]);
+ y,
+ lnames[wbs->next]);
}
@@ -512,8 +510,9 @@ WI_drawOnLnode
if (fits && i<2)
{
- V_DrawPatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y,
- FB, c[i]);
+ V_DrawPatch(lnodes[wbs->epsd][n].x,
+ lnodes[wbs->epsd][n].y,
+ c[i]);
}
else
{
@@ -620,7 +619,7 @@ void WI_drawAnimatedBack(void)
a = &anims[wbs->epsd][i];
if (a->ctr >= 0)
- V_DrawPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr]);
+ V_DrawPatch(a->loc.x, a->loc.y, a->p[a->ctr]);
}
}
@@ -677,13 +676,13 @@ WI_drawNum
while (digits--)
{
x -= fontwidth;
- V_DrawPatch(x, y, FB, num[ n % 10 ]);
+ V_DrawPatch(x, y, num[ n % 10 ]);
n /= 10;
}
// draw a minus sign if necessary
if (neg)
- V_DrawPatch(x-=8, y, FB, wiminus);
+ V_DrawPatch(x-=8, y, wiminus);
return x;
@@ -698,7 +697,7 @@ WI_drawPercent
if (p < 0)
return;
- V_DrawPatch(x, y, FB, percent);
+ V_DrawPatch(x, y, percent);
WI_drawNum(x, y, p, -1);
}
@@ -733,14 +732,14 @@ WI_drawTime
// draw
if (div==60 || t / div)
- V_DrawPatch(x, y, FB, colon);
+ V_DrawPatch(x, y, colon);
} while (t / div);
}
else
{
// "sucks"
- V_DrawPatch(x - SHORT(sucks->width), y, FB, sucks);
+ V_DrawPatch(x - SHORT(sucks->width), y, sucks);
}
}
@@ -1028,11 +1027,10 @@ void WI_drawDeathmatchStats(void)
// draw stat titles (top line)
V_DrawPatch(DM_TOTALSX-SHORT(total->width)/2,
DM_MATRIXY-WI_SPACINGY+10,
- FB,
total);
- V_DrawPatch(DM_KILLERSX, DM_KILLERSY, FB, killers);
- V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims);
+ V_DrawPatch(DM_KILLERSX, DM_KILLERSY, killers);
+ V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, victims);
// draw P?
x = DM_MATRIXX + DM_SPACINGX;
@@ -1044,33 +1042,29 @@ void WI_drawDeathmatchStats(void)
{
V_DrawPatch(x-SHORT(p[i]->width)/2,
DM_MATRIXY - WI_SPACINGY,
- FB,
p[i]);
V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
y,
- FB,
p[i]);
if (i == me)
{
V_DrawPatch(x-SHORT(p[i]->width)/2,
DM_MATRIXY - WI_SPACINGY,
- FB,
bstar);
V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
y,
- FB,
star);
}
}
else
{
// V_DrawPatch(x-SHORT(bp[i]->width)/2,
- // DM_MATRIXY - WI_SPACINGY, FB, bp[i]);
+ // DM_MATRIXY - WI_SPACINGY, bp[i]);
// V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2,
- // y, FB, bp[i]);
+ // y, bp[i]);
}
x += DM_SPACINGX;
y += WI_SPACINGY;
@@ -1302,17 +1296,17 @@ void WI_drawNetgameStats(void)
// draw stat titles (top line)
V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(kills->width),
- NG_STATSY, FB, kills);
+ NG_STATSY, kills);
V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width),
- NG_STATSY, FB, items);
+ NG_STATSY, items);
V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width),
- NG_STATSY, FB, secret);
+ NG_STATSY, secret);
if (dofrags)
V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width),
- NG_STATSY, FB, frags);
+ NG_STATSY, frags);
// draw stats
y = NG_STATSY + SHORT(kills->height);
@@ -1323,10 +1317,10 @@ void WI_drawNetgameStats(void)
continue;
x = NG_STATSX;
- V_DrawPatch(x-SHORT(p[i]->width), y, FB, p[i]);
+ V_DrawPatch(x-SHORT(p[i]->width), y, p[i]);
if (i == me)
- V_DrawPatch(x-SHORT(p[i]->width), y, FB, star);
+ V_DrawPatch(x-SHORT(p[i]->width), y, star);
x += NG_SPACINGX;
WI_drawPercent(x-pwidth, y+10, cnt_kills[i]); x += NG_SPACINGX;
@@ -1475,21 +1469,21 @@ void WI_drawStats(void)
WI_drawLF();
- V_DrawPatch(SP_STATSX, SP_STATSY, FB, kills);
+ V_DrawPatch(SP_STATSX, SP_STATSY, kills);
WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]);
- V_DrawPatch(SP_STATSX, SP_STATSY+lh, FB, items);
+ V_DrawPatch(SP_STATSX, SP_STATSY+lh, items);
WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
- V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret);
+ V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, sp_secret);
WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
- V_DrawPatch(SP_TIMEX, SP_TIMEY, FB, timepatch);
+ V_DrawPatch(SP_TIMEX, SP_TIMEY, timepatch);
WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time);
if (wbs->epsd < 3)
{
- V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, FB, par);
+ V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, par);
WI_drawTime(SCREENWIDTH - SP_TIMEX, SP_TIMEY, cnt_par);
}
@@ -1570,21 +1564,9 @@ typedef void (*load_callback_t)(char *lumpname, patch_t **variable);
static void WI_loadUnloadData(load_callback_t callback)
{
- int i;
- int j;
- char name[9];
- anim_t* a;
-
- // UNUSED unsigned char *pic = screens[1];
- // if (gamemode == commercial)
- // {
- // darken the background image
- // while (pic != screens[1] + SCREENHEIGHT*SCREENWIDTH)
- // {
- // *pic = colormaps[256*25 + *pic];
- // pic++;
- // }
- //}
+ int i, j;
+ char name[9];
+ anim_t *a;
if (gamemode == commercial)
{
@@ -1711,6 +1693,24 @@ static void WI_loadUnloadData(load_callback_t callback)
callback(name, &bp[i]);
}
+ // Background image
+
+ if (gamemode == commercial)
+ {
+ strcpy(name, DEH_String("INTERPIC"));
+ }
+ else if (gamemode == retail && wbs->epsd == 3)
+ {
+ strcpy(name, DEH_String("INTERPIC"));
+ }
+ else
+ {
+ sprintf(name, DEH_String("WIMAP%d"), wbs->epsd);
+ }
+
+ // Draw backdrop and save to a temporary buffer
+
+ callback(name, &background);
}
static void WI_loadCallback(char *name, patch_t **variable)
@@ -1720,9 +1720,6 @@ static void WI_loadCallback(char *name, patch_t **variable)
void WI_loadData(void)
{
- char bg_lumpname[9];
- patch_t *bg;
-
if (gamemode == commercial)
{
NUMCMAPS = 32;
@@ -1745,24 +1742,6 @@ void WI_loadData(void)
// dead face
bstar = W_CacheLumpName(DEH_String("STFDEAD0"), PU_STATIC);
-
- // Background image
-
- if (gamemode == commercial)
- {
- strcpy(bg_lumpname, DEH_String("INTERPIC"));
- }
- else if (gamemode == retail && wbs->epsd == 3)
- {
- strcpy(bg_lumpname, DEH_String("INTERPIC"));
- }
- else
- {
- sprintf(bg_lumpname, DEH_String("WIMAP%d"), wbs->epsd);
- }
-
- bg = W_CacheLumpName(bg_lumpname, PU_CACHE);
- V_DrawPatch(0, 0, 1, bg);
}
static void WI_unloadCallback(char *name, patch_t **variable)
diff --git a/src/wi_stuff.h b/src/doom/wi_stuff.h
index 7d3a84b9..7d3a84b9 100644
--- a/src/wi_stuff.h
+++ b/src/doom/wi_stuff.h
diff --git a/src/doomfeatures.h b/src/doomfeatures.h
index 46e26e52..c5e6067a 100644
--- a/src/doomfeatures.h
+++ b/src/doomfeatures.h
@@ -37,7 +37,7 @@
// Enables multiplayer support (network games)
-#define FEATURE_MULTIPLAYER 1
+//#define FEATURE_MULTIPLAYER 1
// Enables sound output
diff --git a/src/doomtype.h b/src/doomtype.h
index 0a5b5e38..b458c1cd 100644
--- a/src/doomtype.h
+++ b/src/doomtype.h
@@ -29,6 +29,41 @@
#ifndef __DOOMTYPE__
#define __DOOMTYPE__
+// #define macros to provide functions missing in Windows.
+// Outside Windows, we use strings.h for str[n]casecmp.
+
+
+#ifdef _WIN32
+
+#define snprintf _snprintf
+#if _MSC_VER < 1400 /* not needed for Visual Studio 2008 */
+#define vsnprintf _vsnprintf
+#endif
+#define strcasecmp stricmp
+#define strncasecmp strnicmp
+
+#else
+
+#include <strings.h>
+
+#endif
+
+
+//
+// The packed attribute forces structures to be packed into the minimum
+// space necessary. If this is not done, the compiler may align structure
+// fields differently to optimize memory access, inflating the overall
+// structure size. It is important to use the packed attribute on certain
+// structures where alignment is important, particularly data read/written
+// to disk.
+//
+
+#ifdef __GNUC__
+#define PACKEDATTR __attribute__((packed))
+#else
+#define PACKEDATTR
+#endif
+
// Windows CE is missing some vital ANSI C functions. We have to
// use our own replacements.
diff --git a/src/heretic/.gitignore b/src/heretic/.gitignore
new file mode 100644
index 00000000..d7e732ad
--- /dev/null
+++ b/src/heretic/.gitignore
@@ -0,0 +1,7 @@
+Makefile
+Makefile.in
+.deps
+*.rc
+chocolate-doom
+chocolate-server
+*.exe
diff --git a/src/heretic/Makefile.am b/src/heretic/Makefile.am
new file mode 100644
index 00000000..2a2f8245
--- /dev/null
+++ b/src/heretic/Makefile.am
@@ -0,0 +1,59 @@
+
+AM_CFLAGS=-I.. \
+ -I$(top_builddir)/textscreen \
+ @SDL_CFLAGS@ @SDLMIXER_CFLAGS@ @SDLNET_CFLAGS@
+
+noinst_LIBRARIES=libheretic.a
+
+SOURCE_FILES= \
+ am_data.h \
+am_map.c am_map.h \
+ct_chat.c ct_chat.h \
+d_main.c \
+d_net.c \
+ doomdata.h \
+ doomdef.h \
+ dstrings.h \
+f_finale.c \
+g_game.c \
+info.c info.h \
+in_lude.c \
+m_random.c m_random.h \
+mn_menu.c \
+p_ceilng.c \
+p_doors.c \
+p_enemy.c \
+p_floor.c \
+p_inter.c \
+p_lights.c \
+p_local.h \
+p_map.c \
+p_maputl.c \
+p_mobj.c \
+p_plats.c \
+p_pspr.c \
+p_setup.c \
+p_sight.c \
+p_spec.c p_spec.h \
+p_switch.c \
+p_telept.c \
+p_tick.c \
+p_user.c \
+r_bsp.c \
+r_data.c \
+r_draw.c \
+ r_local.h \
+r_main.c \
+r_plane.c \
+r_segs.c \
+r_things.c \
+sb_bar.c \
+sounds.c sounds.h \
+s_sound.c s_sound.h
+
+EXTRA_DIST= \
+i_sound.c \
+i_ibm.c
+
+libheretic_a_SOURCES=$(SOURCE_FILES)
+
diff --git a/src/heretic/am_data.h b/src/heretic/am_data.h
new file mode 100644
index 00000000..342f06a9
--- /dev/null
+++ b/src/heretic/am_data.h
@@ -0,0 +1,111 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// AM_data.h : The vector graphics for the automap
+
+#ifndef __AMDATA_H__
+#define __AMDATA_H__
+
+// a line drawing of the player pointing right, starting from the middle.
+
+#define R ((8*PLAYERRADIUS)/7)
+
+mline_t player_arrow[] = {
+ { { -R+R/4, 0 }, { 0, 0} }, // center line.
+ { { -R+R/4, R/8 }, { R, 0} }, // blade
+ { { -R+R/4, -R/8 }, { R, 0 } },
+ { { -R+R/4, -R/4 }, { -R+R/4, R/4 } }, // crosspiece
+ { { -R+R/8, -R/4 }, { -R+R/8, R/4 } },
+ { { -R+R/8, -R/4 }, { -R+R/4, -R/4} }, //crosspiece connectors
+ { { -R+R/8, R/4 }, { -R+R/4, R/4} },
+ { { -R-R/4, R/8 }, { -R-R/4, -R/8 } }, //pommel
+ { { -R-R/4, R/8 }, { -R+R/8, R/8 } },
+ { { -R-R/4, -R/8}, { -R+R/8, -R/8 } }
+ };
+
+mline_t keysquare[] = {
+ { { 0, 0 }, { R/4, -R/2 } },
+ { { R/4, -R/2 }, { R/2, -R/2 } },
+ { { R/2, -R/2 }, { R/2, R/2 } },
+ { { R/2, R/2 }, { R/4, R/2 } },
+ { { R/4, R/2 }, { 0, 0 } }, // handle part type thing
+ { { 0, 0 }, { -R, 0 } }, // stem
+ { { -R, 0 }, { -R, -R/2 } }, // end lockpick part
+ { { -3*R/4, 0 }, { -3*R/4, -R/4 } }
+ };
+
+/*mline_t player_arrow[] = {
+ { { -R+R/8, 0 }, { R, 0 } }, // -----
+ { { R, 0 }, { R-R/2, R/4 } }, // ----->
+ { { R, 0 }, { R-R/2, -R/4 } },
+ { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
+ { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
+ { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
+ { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
+ };
+*/
+#undef R
+#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
+#define NUMKEYSQUARELINES (sizeof(keysquare)/sizeof(mline_t))
+
+#define R ((8*PLAYERRADIUS)/7)
+mline_t cheat_player_arrow[] = {
+ { { -R+R/8, 0 }, { R, 0 } }, // -----
+ { { R, 0 }, { R-R/2, R/6 } }, // ----->
+ { { R, 0 }, { R-R/2, -R/6 } },
+ { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
+ { { -R+R/8, 0 }, { -R-R/8, -R/6 } },
+ { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
+ { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
+ { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
+ { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
+ { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
+ { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
+ { { -R/6, -R/6 }, { 0, -R/6 } },
+ { { 0, -R/6 }, { 0, R/4 } },
+ { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
+ { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
+ { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
+ };
+#undef R
+#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
+
+#define R (FRACUNIT)
+mline_t triangle_guy[] = {
+ { { (fixed_t)(-.867*R), (fixed_t)(-.5*R) }, { (fixed_t)(.867*R ), (fixed_t)(-.5*R) } },
+ { { (fixed_t)(.867*R ), (fixed_t)(-.5*R) }, { (fixed_t)(0 ), (fixed_t)(R ) } },
+ { { (fixed_t)(0 ), (fixed_t)(R ) }, { (fixed_t)(-.867*R), (fixed_t)(-.5*R) } }
+ };
+#undef R
+#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
+
+#define R (FRACUNIT)
+mline_t thintriangle_guy[] = {
+ { { (fixed_t)(-.5*R), (fixed_t)(-.7*R) }, { (fixed_t)(R ), (fixed_t)(0 ) } },
+ { { (fixed_t)(R ), (fixed_t)(0 ) }, { (fixed_t)(-.5*R), (fixed_t)(.7*R ) } },
+ { { (fixed_t)(-.5*R), (fixed_t)(.7*R ) }, { (fixed_t)(-.5*R), (fixed_t)(-.7*R) } }
+ };
+#undef R
+#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
+
+#endif
diff --git a/src/heretic/am_map.c b/src/heretic/am_map.c
new file mode 100644
index 00000000..99a8e206
--- /dev/null
+++ b/src/heretic/am_map.c
@@ -0,0 +1,1512 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// AM_map.c
+
+#include <stdio.h>
+
+#include "doomdef.h"
+#include "i_video.h"
+#include "m_controls.h"
+#include "p_local.h"
+#include "am_map.h"
+#include "am_data.h"
+
+#include "doomkeys.h"
+#include "v_video.h"
+
+vertex_t KeyPoints[NUMKEYS];
+
+#define NUMALIAS 3 // Number of antialiased lines.
+
+char *LevelNames[] = {
+ // EPISODE 1 - THE CITY OF THE DAMNED
+ "E1M1: THE DOCKS",
+ "E1M2: THE DUNGEONS",
+ "E1M3: THE GATEHOUSE",
+ "E1M4: THE GUARD TOWER",
+ "E1M5: THE CITADEL",
+ "E1M6: THE CATHEDRAL",
+ "E1M7: THE CRYPTS",
+ "E1M8: HELL'S MAW",
+ "E1M9: THE GRAVEYARD",
+ // EPISODE 2 - HELL'S MAW
+ "E2M1: THE CRATER",
+ "E2M2: THE LAVA PITS",
+ "E2M3: THE RIVER OF FIRE",
+ "E2M4: THE ICE GROTTO",
+ "E2M5: THE CATACOMBS",
+ "E2M6: THE LABYRINTH",
+ "E2M7: THE GREAT HALL",
+ "E2M8: THE PORTALS OF CHAOS",
+ "E2M9: THE GLACIER",
+ // EPISODE 3 - THE DOME OF D'SPARIL
+ "E3M1: THE STOREHOUSE",
+ "E3M2: THE CESSPOOL",
+ "E3M3: THE CONFLUENCE",
+ "E3M4: THE AZURE FORTRESS",
+ "E3M5: THE OPHIDIAN LAIR",
+ "E3M6: THE HALLS OF FEAR",
+ "E3M7: THE CHASM",
+ "E3M8: D'SPARIL'S KEEP",
+ "E3M9: THE AQUIFER",
+ // EPISODE 4: THE OSSUARY
+ "E4M1: CATAFALQUE",
+ "E4M2: BLOCKHOUSE",
+ "E4M3: AMBULATORY",
+ "E4M4: SEPULCHER",
+ "E4M5: GREAT STAIR",
+ "E4M6: HALLS OF THE APOSTATE",
+ "E4M7: RAMPARTS OF PERDITION",
+ "E4M8: SHATTERED BRIDGE",
+ "E4M9: MAUSOLEUM",
+ // EPISODE 5: THE STAGNANT DEMESNE
+ "E5M1: OCHRE CLIFFS",
+ "E5M2: RAPIDS",
+ "E5M3: QUAY",
+ "E5M4: COURTYARD",
+ "E5M5: HYDRATYR",
+ "E5M6: COLONNADE",
+ "E5M7: FOETID MANSE",
+ "E5M8: FIELD OF JUDGEMENT",
+ "E5M9: SKEIN OF D'SPARIL"
+};
+
+static int cheating = 0;
+static int grid = 0;
+
+static int leveljuststarted = 1; // kluge until AM_LevelInit() is called
+
+boolean automapactive = false;
+static int finit_width = SCREENWIDTH;
+static int finit_height = SCREENHEIGHT - 42;
+static int f_x, f_y; // location of window on screen
+static int f_w, f_h; // size of window on screen
+static int lightlev; // used for funky strobing effect
+static byte *fb; // pseudo-frame buffer
+static int amclock;
+
+static mpoint_t m_paninc; // how far the window pans each tic (map coords)
+static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
+static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
+
+static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
+static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
+
+// width/height of window on map (map coords)
+static fixed_t m_w, m_h;
+static fixed_t min_x, min_y; // based on level size
+static fixed_t max_x, max_y; // based on level size
+static fixed_t max_w, max_h; // max_x-min_x, max_y-min_y
+static fixed_t min_w, min_h; // based on player size
+static fixed_t min_scale_mtof; // used to tell when to stop zooming out
+static fixed_t max_scale_mtof; // used to tell when to stop zooming in
+
+// old stuff for recovery later
+static fixed_t old_m_w, old_m_h;
+static fixed_t old_m_x, old_m_y;
+
+// old location used by the Follower routine
+static mpoint_t f_oldloc;
+
+// used by MTOF to scale from map-to-frame-buffer coords
+static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
+// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
+static fixed_t scale_ftom;
+
+static player_t *plr; // the player represented by an arrow
+static vertex_t oldplr;
+
+//static patch_t *marknums[10]; // numbers used for marking by the automap
+//static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
+//static int markpointnum = 0; // next point to be assigned
+
+static int followplayer = 1; // specifies whether to follow the player around
+
+static char cheat_amap[] = { 'r', 'a', 'v', 'm', 'a', 'p' };
+
+static byte cheatcount = 0;
+
+extern boolean viewactive;
+
+static byte antialias[NUMALIAS][8] = {
+ {96, 97, 98, 99, 100, 101, 102, 103},
+ {110, 109, 108, 107, 106, 105, 104, 103},
+ {75, 76, 77, 78, 79, 80, 81, 103}
+};
+
+/*
+static byte *aliasmax[NUMALIAS] = {
+ &antialias[0][7], &antialias[1][7], &antialias[2][7]
+};*/
+
+static byte *maplump; // pointer to the raw data for the automap background.
+static short mapystart = 0; // y-value for the start of the map bitmap...used in the paralax stuff.
+static short mapxstart = 0; //x-value for the bitmap.
+
+//byte screens[][SCREENWIDTH*SCREENHEIGHT];
+//void V_MarkRect (int x, int y, int width, int height);
+
+// Functions
+
+void DrawWuLine(int X0, int Y0, int X1, int Y1, byte * BaseColor,
+ int NumLevels, unsigned short IntensityBits);
+
+// Calculates the slope and slope according to the x-axis of a line
+// segment in map coordinates (with the upright y-axis n' all) so
+// that it can be used with the brain-dead drawing stuff.
+
+// Ripped out for Heretic
+/*
+void AM_getIslope(mline_t *ml, islope_t *is)
+{
+ int dx, dy;
+
+ dy = ml->a.y - ml->b.y;
+ dx = ml->b.x - ml->a.x;
+ if (!dy) is->islp = (dx<0?-INT_MAX:INT_MAX);
+ else is->islp = FixedDiv(dx, dy);
+ if (!dx) is->slp = (dy<0?-INT_MAX:INT_MAX);
+ else is->slp = FixedDiv(dy, dx);
+}
+*/
+
+void AM_activateNewScale(void)
+{
+ m_x += m_w / 2;
+ m_y += m_h / 2;
+ m_w = FTOM(f_w);
+ m_h = FTOM(f_h);
+ m_x -= m_w / 2;
+ m_y -= m_h / 2;
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+}
+
+void AM_saveScaleAndLoc(void)
+{
+ old_m_x = m_x;
+ old_m_y = m_y;
+ old_m_w = m_w;
+ old_m_h = m_h;
+}
+
+void AM_restoreScaleAndLoc(void)
+{
+
+ m_w = old_m_w;
+ m_h = old_m_h;
+ if (!followplayer)
+ {
+ m_x = old_m_x;
+ m_y = old_m_y;
+ }
+ else
+ {
+ m_x = plr->mo->x - m_w / 2;
+ m_y = plr->mo->y - m_h / 2;
+ }
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+
+ // Change the scaling multipliers
+ scale_mtof = FixedDiv(f_w << FRACBITS, m_w);
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+// adds a marker at the current location
+
+/*
+void AM_addMark(void)
+{
+ markpoints[markpointnum].x = m_x + m_w/2;
+ markpoints[markpointnum].y = m_y + m_h/2;
+ markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;
+
+}
+*/
+void AM_findMinMaxBoundaries(void)
+{
+ int i;
+ fixed_t a, b;
+
+ min_x = min_y = INT_MAX;
+ max_x = max_y = -INT_MAX;
+ for (i = 0; i < numvertexes; i++)
+ {
+ if (vertexes[i].x < min_x)
+ min_x = vertexes[i].x;
+ else if (vertexes[i].x > max_x)
+ max_x = vertexes[i].x;
+ if (vertexes[i].y < min_y)
+ min_y = vertexes[i].y;
+ else if (vertexes[i].y > max_y)
+ max_y = vertexes[i].y;
+ }
+ max_w = max_x - min_x;
+ max_h = max_y - min_y;
+ min_w = 2 * PLAYERRADIUS;
+ min_h = 2 * PLAYERRADIUS;
+
+ a = FixedDiv(f_w << FRACBITS, max_w);
+ b = FixedDiv(f_h << FRACBITS, max_h);
+ min_scale_mtof = a < b ? a : b;
+
+ max_scale_mtof = FixedDiv(f_h << FRACBITS, 2 * PLAYERRADIUS);
+
+}
+
+void AM_changeWindowLoc(void)
+{
+ if (m_paninc.x || m_paninc.y)
+ {
+ followplayer = 0;
+ f_oldloc.x = INT_MAX;
+ }
+
+ m_x += m_paninc.x;
+ m_y += m_paninc.y;
+
+ if (m_x + m_w / 2 > max_x)
+ {
+ m_x = max_x - m_w / 2;
+ m_paninc.x = 0;
+ }
+ else if (m_x + m_w / 2 < min_x)
+ {
+ m_x = min_x - m_w / 2;
+ m_paninc.x = 0;
+ }
+ if (m_y + m_h / 2 > max_y)
+ {
+ m_y = max_y - m_h / 2;
+ m_paninc.y = 0;
+ }
+ else if (m_y + m_h / 2 < min_y)
+ {
+ m_y = min_y - m_h / 2;
+ m_paninc.y = 0;
+ }
+/*
+ mapxstart += MTOF(m_paninc.x+FRACUNIT/2);
+ mapystart -= MTOF(m_paninc.y+FRACUNIT/2);
+ if(mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ if(mapxstart < 0)
+ mapxstart += finit_width;
+ if(mapystart >= finit_height)
+ mapystart -= finit_height;
+ if(mapystart < 0)
+ mapystart += finit_height;
+*/
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+}
+
+void AM_initVariables(void)
+{
+ int pnum;
+ thinker_t *think;
+ mobj_t *mo;
+
+ //static event_t st_notify = { ev_keyup, AM_MSGENTERED };
+
+ automapactive = true;
+ fb = I_VideoBuffer;
+
+ f_oldloc.x = INT_MAX;
+ amclock = 0;
+ lightlev = 0;
+
+ m_paninc.x = m_paninc.y = 0;
+ ftom_zoommul = FRACUNIT;
+ mtof_zoommul = FRACUNIT;
+
+ m_w = FTOM(f_w);
+ m_h = FTOM(f_h);
+
+ // find player to center on initially
+ if (!playeringame[pnum = consoleplayer])
+ for (pnum = 0; pnum < MAXPLAYERS; pnum++)
+ if (playeringame[pnum])
+ break;
+ plr = &players[pnum];
+ oldplr.x = plr->mo->x;
+ oldplr.y = plr->mo->y;
+ m_x = plr->mo->x - m_w / 2;
+ m_y = plr->mo->y - m_h / 2;
+ AM_changeWindowLoc();
+
+ // for saving & restoring
+ old_m_x = m_x;
+ old_m_y = m_y;
+ old_m_w = m_w;
+ old_m_h = m_h;
+
+ // load in the location of keys, if in baby mode
+
+ memset(KeyPoints, 0, sizeof(vertex_t) * 3);
+ if (gameskill == sk_baby)
+ {
+ for (think = thinkercap.next; think != &thinkercap;
+ think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { //not a mobj
+ continue;
+ }
+ mo = (mobj_t *) think;
+ if (mo->type == MT_CKEY)
+ {
+ KeyPoints[0].x = mo->x;
+ KeyPoints[0].y = mo->y;
+ }
+ else if (mo->type == MT_AKYY)
+ {
+ KeyPoints[1].x = mo->x;
+ KeyPoints[1].y = mo->y;
+ }
+ else if (mo->type == MT_BKYY)
+ {
+ KeyPoints[2].x = mo->x;
+ KeyPoints[2].y = mo->y;
+ }
+ }
+ }
+
+ // inform the status bar of the change
+//c ST_Responder(&st_notify);
+}
+
+void AM_loadPics(void)
+{
+ //int i;
+ //char namebuf[9];
+/* for (i=0;i<10;i++)
+ {
+ sprintf(namebuf, "AMMNUM%d", i);
+ marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
+ }*/
+ maplump = W_CacheLumpName("AUTOPAGE", PU_STATIC);
+}
+
+/*void AM_unloadPics(void)
+{
+ int i;
+ for (i=0;i<10;i++) Z_ChangeTag(marknums[i], PU_CACHE);
+
+}*/
+
+/*
+void AM_clearMarks(void)
+{
+ int i;
+ for (i=0;i<AM_NUMMARKPOINTS;i++) markpoints[i].x = -1; // means empty
+ markpointnum = 0;
+}
+*/
+
+// should be called at the start of every level
+// right now, i figure it out myself
+
+void AM_LevelInit(void)
+{
+ leveljuststarted = 0;
+
+ f_x = f_y = 0;
+ f_w = finit_width;
+ f_h = finit_height;
+ mapxstart = mapystart = 0;
+
+
+// AM_clearMarks();
+
+ AM_findMinMaxBoundaries();
+ scale_mtof = FixedDiv(min_scale_mtof, (int) (0.7 * FRACUNIT));
+ if (scale_mtof > max_scale_mtof)
+ scale_mtof = min_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+static boolean stopped = true;
+
+void AM_Stop(void)
+{
+ //static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED };
+
+// AM_unloadPics();
+ automapactive = false;
+// ST_Responder(&st_notify);
+ stopped = true;
+ BorderNeedRefresh = true;
+}
+
+void AM_Start(void)
+{
+ static int lastlevel = -1, lastepisode = -1;
+
+ if (!stopped)
+ AM_Stop();
+ stopped = false;
+ if (gamestate != GS_LEVEL)
+ {
+ return; // don't show automap if we aren't in a game!
+ }
+ if (lastlevel != gamemap || lastepisode != gameepisode)
+ {
+ AM_LevelInit();
+ lastlevel = gamemap;
+ lastepisode = gameepisode;
+ }
+ AM_initVariables();
+ AM_loadPics();
+}
+
+// set the window scale to the maximum size
+
+void AM_minOutWindowScale(void)
+{
+ scale_mtof = min_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+ AM_activateNewScale();
+}
+
+// set the window scale to the minimum size
+
+void AM_maxOutWindowScale(void)
+{
+ scale_mtof = max_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+ AM_activateNewScale();
+}
+
+boolean AM_Responder(event_t * ev)
+{
+ int rc;
+ int key;
+ static int cheatstate = 0;
+ static int bigstate = 0;
+
+ key = ev->data1;
+ rc = false;
+
+ if (!automapactive)
+ {
+
+ if (ev->type == ev_keydown && key == key_map_toggle
+ && gamestate == GS_LEVEL)
+ {
+ AM_Start();
+ viewactive = false;
+ // viewactive = true;
+ rc = true;
+ }
+ }
+ else if (ev->type == ev_keydown)
+ {
+ rc = true;
+
+ if (key == key_map_east) // pan right
+ {
+ if (!followplayer)
+ m_paninc.x = FTOM(F_PANINC);
+ else
+ rc = false;
+ }
+ else if (key == key_map_west) // pan left
+ {
+ if (!followplayer)
+ m_paninc.x = -FTOM(F_PANINC);
+ else
+ rc = false;
+ }
+ else if (key == key_map_north) // pan up
+ {
+ if (!followplayer)
+ m_paninc.y = FTOM(F_PANINC);
+ else
+ rc = false;
+ }
+ else if (key == key_map_south) // pan down
+ {
+ if (!followplayer)
+ m_paninc.y = -FTOM(F_PANINC);
+ else
+ rc = false;
+ }
+ else if (key == key_map_zoomout) // zoom out
+ {
+ mtof_zoommul = M_ZOOMOUT;
+ ftom_zoommul = M_ZOOMIN;
+ }
+ else if (key == key_map_zoomin) // zoom in
+ {
+ mtof_zoommul = M_ZOOMIN;
+ ftom_zoommul = M_ZOOMOUT;
+ }
+ else if (key == key_map_toggle) // toggle map (tab)
+ {
+ bigstate = 0;
+ viewactive = true;
+ AM_Stop();
+ }
+ else if (key == key_map_maxzoom)
+ {
+ bigstate = !bigstate;
+ if (bigstate)
+ {
+ AM_saveScaleAndLoc();
+ AM_minOutWindowScale();
+ }
+ else
+ AM_restoreScaleAndLoc();
+ }
+ else if (key == key_map_follow)
+ {
+ followplayer = !followplayer;
+ f_oldloc.x = INT_MAX;
+ P_SetMessage(plr,
+ followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF,
+ true);
+ }
+ /*
+ else if (key == key_map_grid)
+ {
+ grid = !grid;
+ plr->message = grid ? AMSTR_GRIDON : AMSTR_GRIDOFF;
+ }
+ else if (key == key_map_mark)
+ {
+ sprintf(buffer, "%s %d", AMSTR_MARKEDSPOT, markpointnum);
+ plr->message = buffer;
+ AM_addMark();
+ }
+ else if (key == key_map_clearmark)
+ {
+ AM_clearMarks();
+ plr->message = AMSTR_MARKSCLEARED;
+ }
+ */
+ else
+ {
+ cheatstate = 0;
+ rc = false;
+ }
+
+ if (cheat_amap[cheatcount] == ev->data1 && !netgame)
+ cheatcount++;
+ else
+ cheatcount = 0;
+ if (cheatcount == 6)
+ {
+ cheatcount = 0;
+ rc = false;
+ cheating = (cheating + 1) % 3;
+ }
+ }
+
+ else if (ev->type == ev_keyup)
+ {
+ rc = false;
+
+ if (key == key_map_east)
+ {
+ if (!followplayer)
+ m_paninc.x = 0;
+ }
+ else if (key == key_map_east)
+ {
+ if (!followplayer)
+ m_paninc.x = 0;
+ }
+ else if (key == key_map_north)
+ {
+ if (!followplayer)
+ m_paninc.y = 0;
+ }
+ else if (key == key_map_south)
+ {
+ if (!followplayer)
+ m_paninc.y = 0;
+ }
+ else if (key == key_map_zoomout || key == key_map_zoomin)
+ {
+ mtof_zoommul = FRACUNIT;
+ ftom_zoommul = FRACUNIT;
+ }
+ }
+
+ return rc;
+
+}
+
+void AM_changeWindowScale(void)
+{
+
+ // Change the scaling multipliers
+ scale_mtof = FixedMul(scale_mtof, mtof_zoommul);
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+
+ if (scale_mtof < min_scale_mtof)
+ AM_minOutWindowScale();
+ else if (scale_mtof > max_scale_mtof)
+ AM_maxOutWindowScale();
+ else
+ AM_activateNewScale();
+}
+
+void AM_doFollowPlayer(void)
+{
+ if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y)
+ {
+// m_x = FTOM(MTOF(plr->mo->x - m_w/2));
+// m_y = FTOM(MTOF(plr->mo->y - m_h/2));
+// m_x = plr->mo->x - m_w/2;
+// m_y = plr->mo->y - m_h/2;
+ m_x = FTOM(MTOF(plr->mo->x)) - m_w / 2;
+ m_y = FTOM(MTOF(plr->mo->y)) - m_h / 2;
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+
+ // do the parallax parchment scrolling.
+/*
+ dmapx = (MTOF(plr->mo->x)-MTOF(f_oldloc.x)); //fixed point
+ dmapy = (MTOF(f_oldloc.y)-MTOF(plr->mo->y));
+
+ if(f_oldloc.x == INT_MAX) //to eliminate an error when the user first
+ dmapx=0; //goes into the automap.
+ mapxstart += dmapx;
+ mapystart += dmapy;
+
+ while(mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ while(mapxstart < 0)
+ mapxstart += finit_width;
+ while(mapystart >= finit_height)
+ mapystart -= finit_height;
+ while(mapystart < 0)
+ mapystart += finit_height;
+*/
+ f_oldloc.x = plr->mo->x;
+ f_oldloc.y = plr->mo->y;
+ }
+}
+
+// Ripped out for Heretic
+/*
+void AM_updateLightLev(void)
+{
+ static nexttic = 0;
+//static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 };
+ static int litelevels[] = { 0, 4, 7, 10, 12, 14, 15, 15 };
+ static int litelevelscnt = 0;
+
+ // Change light level
+ if (amclock>nexttic)
+ {
+ lightlev = litelevels[litelevelscnt++];
+ if (litelevelscnt == sizeof(litelevels)/sizeof(int)) litelevelscnt = 0;
+ nexttic = amclock + 6 - (amclock % 6);
+ }
+}
+*/
+
+void AM_Ticker(void)
+{
+
+ if (!automapactive)
+ return;
+
+ amclock++;
+
+ if (followplayer)
+ AM_doFollowPlayer();
+
+ // Change the zoom if necessary
+ if (ftom_zoommul != FRACUNIT)
+ AM_changeWindowScale();
+
+ // Change x,y location
+ if (m_paninc.x || m_paninc.y)
+ AM_changeWindowLoc();
+ // Update light level
+// AM_updateLightLev();
+
+}
+
+void AM_clearFB(int color)
+{
+ int i, j;
+ int dmapx;
+ int dmapy;
+
+ if (followplayer)
+ {
+ dmapx = (MTOF(plr->mo->x) - MTOF(oldplr.x)); //fixed point
+ dmapy = (MTOF(oldplr.y) - MTOF(plr->mo->y));
+
+ oldplr.x = plr->mo->x;
+ oldplr.y = plr->mo->y;
+// if(f_oldloc.x == INT_MAX) //to eliminate an error when the user first
+// dmapx=0; //goes into the automap.
+ mapxstart += dmapx >> 1;
+ mapystart += dmapy >> 1;
+
+ while (mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ while (mapxstart < 0)
+ mapxstart += finit_width;
+ while (mapystart >= finit_height)
+ mapystart -= finit_height;
+ while (mapystart < 0)
+ mapystart += finit_height;
+ }
+ else
+ {
+ mapxstart += (MTOF(m_paninc.x) >> 1);
+ mapystart -= (MTOF(m_paninc.y) >> 1);
+ if (mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ if (mapxstart < 0)
+ mapxstart += finit_width;
+ if (mapystart >= finit_height)
+ mapystart -= finit_height;
+ if (mapystart < 0)
+ mapystart += finit_height;
+ }
+
+ //blit the automap background to the screen.
+ j = mapystart * finit_width;
+ for (i = 0; i < finit_height; i++)
+ {
+ memcpy(I_VideoBuffer + i * finit_width, maplump + j + mapxstart,
+ finit_width - mapxstart);
+ memcpy(I_VideoBuffer + i * finit_width + finit_width - mapxstart,
+ maplump + j, mapxstart);
+ j += finit_width;
+ if (j >= finit_height * finit_width)
+ j = 0;
+ }
+
+// memcpy(I_VideoBuffer, maplump, finit_width*finit_height);
+// memset(fb, color, f_w*f_h);
+}
+
+// Based on Cohen-Sutherland clipping algorithm but with a slightly
+// faster reject and precalculated slopes. If I need the speed, will
+// hash algorithm to the common cases.
+
+boolean AM_clipMline(mline_t * ml, fline_t * fl)
+{
+ enum
+ { LEFT = 1, RIGHT = 2, BOTTOM = 4, TOP = 8 };
+ int outcode1 = 0, outcode2 = 0, outside;
+ fpoint_t tmp = { 0, 0 };
+ int dx, dy;
+
+#define DOOUTCODE(oc, mx, my) \
+ (oc) = 0; \
+ if ((my) < 0) (oc) |= TOP; \
+ else if ((my) >= f_h) (oc) |= BOTTOM; \
+ if ((mx) < 0) (oc) |= LEFT; \
+ else if ((mx) >= f_w) (oc) |= RIGHT
+
+ // do trivial rejects and outcodes
+ if (ml->a.y > m_y2)
+ outcode1 = TOP;
+ else if (ml->a.y < m_y)
+ outcode1 = BOTTOM;
+ if (ml->b.y > m_y2)
+ outcode2 = TOP;
+ else if (ml->b.y < m_y)
+ outcode2 = BOTTOM;
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+
+ if (ml->a.x < m_x)
+ outcode1 |= LEFT;
+ else if (ml->a.x > m_x2)
+ outcode1 |= RIGHT;
+ if (ml->b.x < m_x)
+ outcode2 |= LEFT;
+ else if (ml->b.x > m_x2)
+ outcode2 |= RIGHT;
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+
+ // transform to frame-buffer coordinates.
+ fl->a.x = CXMTOF(ml->a.x);
+ fl->a.y = CYMTOF(ml->a.y);
+ fl->b.x = CXMTOF(ml->b.x);
+ fl->b.y = CYMTOF(ml->b.y);
+ DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+ DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+ if (outcode1 & outcode2)
+ return false;
+
+ while (outcode1 | outcode2)
+ {
+ // may be partially inside box
+ // find an outside point
+ if (outcode1)
+ outside = outcode1;
+ else
+ outside = outcode2;
+ // clip to each side
+ if (outside & TOP)
+ {
+ dy = fl->a.y - fl->b.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.x = fl->a.x + (dx * (fl->a.y)) / dy;
+ tmp.y = 0;
+ }
+ else if (outside & BOTTOM)
+ {
+ dy = fl->a.y - fl->b.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.x = fl->a.x + (dx * (fl->a.y - f_h)) / dy;
+ tmp.y = f_h - 1;
+ }
+ else if (outside & RIGHT)
+ {
+ dy = fl->b.y - fl->a.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.y = fl->a.y + (dy * (f_w - 1 - fl->a.x)) / dx;
+ tmp.x = f_w - 1;
+ }
+ else if (outside & LEFT)
+ {
+ dy = fl->b.y - fl->a.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.y = fl->a.y + (dy * (-fl->a.x)) / dx;
+ tmp.x = 0;
+ }
+ if (outside == outcode1)
+ {
+ fl->a = tmp;
+ DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+ }
+ else
+ {
+ fl->b = tmp;
+ DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+ }
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+ }
+
+ return true;
+}
+
+#undef DOOUTCODE
+
+// Classic Bresenham w/ whatever optimizations I need for speed
+
+void AM_drawFline(fline_t * fl, int color)
+{
+
+ register int x, y, dx, dy, sx, sy, ax, ay, d;
+ static int fuck = 0;
+
+ switch (color)
+ {
+ case WALLCOLORS:
+ DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y, &antialias[0][0],
+ 8, 3);
+ break;
+ case FDWALLCOLORS:
+ DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y, &antialias[1][0],
+ 8, 3);
+ break;
+ case CDWALLCOLORS:
+ DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y, &antialias[2][0],
+ 8, 3);
+ break;
+ default:
+ {
+ // For debugging only
+ if (fl->a.x < 0 || fl->a.x >= f_w
+ || fl->a.y < 0 || fl->a.y >= f_h
+ || fl->b.x < 0 || fl->b.x >= f_w
+ || fl->b.y < 0 || fl->b.y >= f_h)
+ {
+ fprintf(stderr, "fuck %d \r", fuck++);
+ return;
+ }
+
+#define DOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc) //the MACRO!
+
+ dx = fl->b.x - fl->a.x;
+ ax = 2 * (dx < 0 ? -dx : dx);
+ sx = dx < 0 ? -1 : 1;
+
+ dy = fl->b.y - fl->a.y;
+ ay = 2 * (dy < 0 ? -dy : dy);
+ sy = dy < 0 ? -1 : 1;
+
+ x = fl->a.x;
+ y = fl->a.y;
+
+ if (ax > ay)
+ {
+ d = ay - ax / 2;
+ while (1)
+ {
+ DOT(x, y, color);
+ if (x == fl->b.x)
+ return;
+ if (d >= 0)
+ {
+ y += sy;
+ d -= ax;
+ }
+ x += sx;
+ d += ay;
+ }
+ }
+ else
+ {
+ d = ax - ay / 2;
+ while (1)
+ {
+ DOT(x, y, color);
+ if (y == fl->b.y)
+ return;
+ if (d >= 0)
+ {
+ x += sx;
+ d -= ay;
+ }
+ y += sy;
+ d += ax;
+ }
+ }
+ }
+ }
+}
+
+/* Wu antialiased line drawer.
+ * (X0,Y0),(X1,Y1) = line to draw
+ * BaseColor = color # of first color in block used for antialiasing, the
+ * 100% intensity version of the drawing color
+ * NumLevels = size of color block, with BaseColor+NumLevels-1 being the
+ * 0% intensity version of the drawing color
+ * IntensityBits = log base 2 of NumLevels; the # of bits used to describe
+ * the intensity of the drawing color. 2**IntensityBits==NumLevels
+ */
+void PUTDOT(short xx, short yy, byte * cc, byte * cm)
+{
+ static int oldyy;
+ static int oldyyshifted;
+ byte *oldcc = cc;
+
+ if (xx < 32)
+ cc += 7 - (xx >> 2);
+ else if (xx > (finit_width - 32))
+ cc += 7 - ((finit_width - xx) >> 2);
+// if(cc==oldcc) //make sure that we don't double fade the corners.
+// {
+ if (yy < 32)
+ cc += 7 - (yy >> 2);
+ else if (yy > (finit_height - 32))
+ cc += 7 - ((finit_height - yy) >> 2);
+// }
+ if (cc > cm && cm != NULL)
+ {
+ cc = cm;
+ }
+ else if (cc > oldcc + 6) // don't let the color escape from the fade table...
+ {
+ cc = oldcc + 6;
+ }
+ if (yy == oldyy + 1)
+ {
+ oldyy++;
+ oldyyshifted += 320;
+ }
+ else if (yy == oldyy - 1)
+ {
+ oldyy--;
+ oldyyshifted -= 320;
+ }
+ else if (yy != oldyy)
+ {
+ oldyy = yy;
+ oldyyshifted = yy * 320;
+ }
+ fb[oldyyshifted + xx] = *(cc);
+// fb[(yy)*f_w+(xx)]=*(cc);
+}
+
+void DrawWuLine(int X0, int Y0, int X1, int Y1, byte * BaseColor,
+ int NumLevels, unsigned short IntensityBits)
+{
+ unsigned short IntensityShift, ErrorAdj, ErrorAcc;
+ unsigned short ErrorAccTemp, Weighting, WeightingComplementMask;
+ short DeltaX, DeltaY, Temp, XDir;
+
+ /* Make sure the line runs top to bottom */
+ if (Y0 > Y1)
+ {
+ Temp = Y0;
+ Y0 = Y1;
+ Y1 = Temp;
+ Temp = X0;
+ X0 = X1;
+ X1 = Temp;
+ }
+ /* Draw the initial pixel, which is always exactly intersected by
+ the line and so needs no weighting */
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+
+ if ((DeltaX = X1 - X0) >= 0)
+ {
+ XDir = 1;
+ }
+ else
+ {
+ XDir = -1;
+ DeltaX = -DeltaX; /* make DeltaX positive */
+ }
+ /* Special-case horizontal, vertical, and diagonal lines, which
+ require no weighting because they go right through the center of
+ every pixel */
+ if ((DeltaY = Y1 - Y0) == 0)
+ {
+ /* Horizontal line */
+ while (DeltaX-- != 0)
+ {
+ X0 += XDir;
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+ }
+ return;
+ }
+ if (DeltaX == 0)
+ {
+ /* Vertical line */
+ do
+ {
+ Y0++;
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+ }
+ while (--DeltaY != 0);
+ return;
+ }
+ //diagonal line.
+ if (DeltaX == DeltaY)
+ {
+ do
+ {
+ X0 += XDir;
+ Y0++;
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+ }
+ while (--DeltaY != 0);
+ return;
+ }
+ /* Line is not horizontal, diagonal, or vertical */
+ ErrorAcc = 0; /* initialize the line error accumulator to 0 */
+ /* # of bits by which to shift ErrorAcc to get intensity level */
+ IntensityShift = 16 - IntensityBits;
+ /* Mask used to flip all bits in an intensity weighting, producing the
+ result (1 - intensity weighting) */
+ WeightingComplementMask = NumLevels - 1;
+ /* Is this an X-major or Y-major line? */
+ if (DeltaY > DeltaX)
+ {
+ /* Y-major line; calculate 16-bit fixed-point fractional part of a
+ pixel that X advances each time Y advances 1 pixel, truncating the
+ result so that we won't overrun the endpoint along the X axis */
+ ErrorAdj = ((unsigned int) DeltaX << 16) / (unsigned int) DeltaY;
+ /* Draw all pixels other than the first and last */
+ while (--DeltaY)
+ {
+ ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */
+ ErrorAcc += ErrorAdj; /* calculate error for next pixel */
+ if (ErrorAcc <= ErrorAccTemp)
+ {
+ /* The error accumulator turned over, so advance the X coord */
+ X0 += XDir;
+ }
+ Y0++; /* Y-major, so always advance Y */
+ /* The IntensityBits most significant bits of ErrorAcc give us the
+ intensity weighting for this pixel, and the complement of the
+ weighting for the paired pixel */
+ Weighting = ErrorAcc >> IntensityShift;
+ PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
+ PUTDOT(X0 + XDir, Y0,
+ &BaseColor[(Weighting ^ WeightingComplementMask)],
+ &BaseColor[7]);
+ }
+ /* Draw the final pixel, which is always exactly intersected by the line
+ and so needs no weighting */
+ PUTDOT(X1, Y1, &BaseColor[0], NULL);
+ return;
+ }
+ /* It's an X-major line; calculate 16-bit fixed-point fractional part of a
+ pixel that Y advances each time X advances 1 pixel, truncating the
+ result to avoid overrunning the endpoint along the X axis */
+ ErrorAdj = ((unsigned int) DeltaY << 16) / (unsigned int) DeltaX;
+ /* Draw all pixels other than the first and last */
+ while (--DeltaX)
+ {
+ ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */
+ ErrorAcc += ErrorAdj; /* calculate error for next pixel */
+ if (ErrorAcc <= ErrorAccTemp)
+ {
+ /* The error accumulator turned over, so advance the Y coord */
+ Y0++;
+ }
+ X0 += XDir; /* X-major, so always advance X */
+ /* The IntensityBits most significant bits of ErrorAcc give us the
+ intensity weighting for this pixel, and the complement of the
+ weighting for the paired pixel */
+ Weighting = ErrorAcc >> IntensityShift;
+ PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
+ PUTDOT(X0, Y0 + 1,
+ &BaseColor[(Weighting ^ WeightingComplementMask)],
+ &BaseColor[7]);
+
+ }
+ /* Draw the final pixel, which is always exactly intersected by the line
+ and so needs no weighting */
+ PUTDOT(X1, Y1, &BaseColor[0], NULL);
+}
+
+void AM_drawMline(mline_t * ml, int color)
+{
+ static fline_t fl;
+
+ if (AM_clipMline(ml, &fl))
+ AM_drawFline(&fl, color); // draws it on frame buffer using fb coords
+
+}
+
+void AM_drawGrid(int color)
+{
+ fixed_t x, y;
+ fixed_t start, end;
+ mline_t ml;
+
+ // Figure out start of vertical gridlines
+ start = m_x;
+ if ((start - bmaporgx) % (MAPBLOCKUNITS << FRACBITS))
+ start += (MAPBLOCKUNITS << FRACBITS)
+ - ((start - bmaporgx) % (MAPBLOCKUNITS << FRACBITS));
+ end = m_x + m_w;
+
+ // draw vertical gridlines
+ ml.a.y = m_y;
+ ml.b.y = m_y + m_h;
+ for (x = start; x < end; x += (MAPBLOCKUNITS << FRACBITS))
+ {
+ ml.a.x = x;
+ ml.b.x = x;
+ AM_drawMline(&ml, color);
+ }
+
+ // Figure out start of horizontal gridlines
+ start = m_y;
+ if ((start - bmaporgy) % (MAPBLOCKUNITS << FRACBITS))
+ start += (MAPBLOCKUNITS << FRACBITS)
+ - ((start - bmaporgy) % (MAPBLOCKUNITS << FRACBITS));
+ end = m_y + m_h;
+
+ // draw horizontal gridlines
+ ml.a.x = m_x;
+ ml.b.x = m_x + m_w;
+ for (y = start; y < end; y += (MAPBLOCKUNITS << FRACBITS))
+ {
+ ml.a.y = y;
+ ml.b.y = y;
+ AM_drawMline(&ml, color);
+ }
+}
+
+void AM_drawWalls(void)
+{
+ int i;
+ static mline_t l;
+
+ for (i = 0; i < numlines; i++)
+ {
+ l.a.x = lines[i].v1->x;
+ l.a.y = lines[i].v1->y;
+ l.b.x = lines[i].v2->x;
+ l.b.y = lines[i].v2->y;
+ if (cheating || (lines[i].flags & ML_MAPPED))
+ {
+ if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
+ continue;
+ if (!lines[i].backsector)
+ {
+ AM_drawMline(&l, WALLCOLORS + lightlev);
+ }
+ else
+ {
+ if (lines[i].special == 39)
+ { // teleporters
+ AM_drawMline(&l, WALLCOLORS + WALLRANGE / 2);
+ }
+ else if (lines[i].flags & ML_SECRET) // secret door
+ {
+ if (cheating)
+ AM_drawMline(&l, 0);
+ else
+ AM_drawMline(&l, WALLCOLORS + lightlev);
+ }
+ else if (lines[i].special > 25 && lines[i].special < 35)
+ {
+ switch (lines[i].special)
+ {
+ case 26:
+ case 32:
+ AM_drawMline(&l, BLUEKEY);
+ break;
+ case 27:
+ case 34:
+ AM_drawMline(&l, YELLOWKEY);
+ break;
+ case 28:
+ case 33:
+ AM_drawMline(&l, GREENKEY);
+ break;
+ default:
+ break;
+ }
+ }
+ else if (lines[i].backsector->floorheight
+ != lines[i].frontsector->floorheight)
+ {
+ AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change
+ }
+ else if (lines[i].backsector->ceilingheight
+ != lines[i].frontsector->ceilingheight)
+ {
+ AM_drawMline(&l, CDWALLCOLORS + lightlev); // ceiling level change
+ }
+ else if (cheating)
+ {
+ AM_drawMline(&l, TSWALLCOLORS + lightlev);
+ }
+ }
+ }
+ else if (plr->powers[pw_allmap])
+ {
+ if (!(lines[i].flags & LINE_NEVERSEE))
+ AM_drawMline(&l, GRAYS + 3);
+ }
+ }
+
+}
+
+void AM_rotate(fixed_t * x, fixed_t * y, angle_t a)
+{
+ fixed_t tmpx;
+
+ tmpx = FixedMul(*x, finecosine[a >> ANGLETOFINESHIFT])
+ - FixedMul(*y, finesine[a >> ANGLETOFINESHIFT]);
+ *y = FixedMul(*x, finesine[a >> ANGLETOFINESHIFT])
+ + FixedMul(*y, finecosine[a >> ANGLETOFINESHIFT]);
+ *x = tmpx;
+}
+
+void AM_drawLineCharacter(mline_t * lineguy, int lineguylines, fixed_t scale,
+ angle_t angle, int color, fixed_t x, fixed_t y)
+{
+ int i;
+ mline_t l;
+
+ for (i = 0; i < lineguylines; i++)
+ {
+ l.a.x = lineguy[i].a.x;
+ l.a.y = lineguy[i].a.y;
+ if (scale)
+ {
+ l.a.x = FixedMul(scale, l.a.x);
+ l.a.y = FixedMul(scale, l.a.y);
+ }
+ if (angle)
+ AM_rotate(&l.a.x, &l.a.y, angle);
+ l.a.x += x;
+ l.a.y += y;
+
+ l.b.x = lineguy[i].b.x;
+ l.b.y = lineguy[i].b.y;
+ if (scale)
+ {
+ l.b.x = FixedMul(scale, l.b.x);
+ l.b.y = FixedMul(scale, l.b.y);
+ }
+ if (angle)
+ AM_rotate(&l.b.x, &l.b.y, angle);
+ l.b.x += x;
+ l.b.y += y;
+
+ AM_drawMline(&l, color);
+ }
+
+}
+
+void AM_drawPlayers(void)
+{
+
+ int i;
+ player_t *p;
+ static int their_colors[] = { GREENKEY, YELLOWKEY, BLOODRED, BLUEKEY };
+ int their_color = -1;
+ int color;
+
+ if (!netgame)
+ {
+ /*
+ if (cheating) AM_drawLineCharacter(cheat_player_arrow, NUMCHEATPLYRLINES, 0,
+ plr->mo->angle, WHITE, plr->mo->x, plr->mo->y);
+ *///cheat key player pointer is the same as non-cheat pointer..
+
+ AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle,
+ WHITE, plr->mo->x, plr->mo->y);
+ return;
+ }
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ their_color++;
+ p = &players[i];
+ if (deathmatch && !singledemo && p != plr)
+ {
+ continue;
+ }
+ if (!playeringame[i])
+ continue;
+ if (p->powers[pw_invisibility])
+ color = 102; // *close* to the automap color
+ else
+ color = their_colors[their_color];
+ AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle,
+ color, p->mo->x, p->mo->y);
+ }
+}
+
+void AM_drawThings(int colors, int colorrange)
+{
+ int i;
+ mobj_t *t;
+
+ for (i = 0; i < numsectors; i++)
+ {
+ t = sectors[i].thinglist;
+ while (t)
+ {
+ AM_drawLineCharacter(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
+ 16 << FRACBITS, t->angle, colors + lightlev,
+ t->x, t->y);
+ t = t->snext;
+ }
+ }
+}
+
+/*
+void AM_drawMarks(void)
+{
+ int i, fx, fy, w, h;
+
+ for (i=0;i<AM_NUMMARKPOINTS;i++)
+ {
+ if (markpoints[i].x != -1)
+ {
+ w = SHORT(marknums[i]->width);
+ h = SHORT(marknums[i]->height);
+ fx = CXMTOF(markpoints[i].x);
+ fy = CYMTOF(markpoints[i].y);
+ if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h)
+ V_DrawPatch(fx, fy, marknums[i]);
+ }
+ }
+}
+*/
+
+void AM_drawkeys(void)
+{
+ if (KeyPoints[0].x != 0 || KeyPoints[0].y != 0)
+ {
+ AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, YELLOWKEY,
+ KeyPoints[0].x, KeyPoints[0].y);
+ }
+ if (KeyPoints[1].x != 0 || KeyPoints[1].y != 0)
+ {
+ AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, GREENKEY,
+ KeyPoints[1].x, KeyPoints[1].y);
+ }
+ if (KeyPoints[2].x != 0 || KeyPoints[2].y != 0)
+ {
+ AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, BLUEKEY,
+ KeyPoints[2].x, KeyPoints[2].y);
+ }
+}
+
+void AM_drawCrosshair(int color)
+{
+ fb[(f_w * (f_h + 1)) / 2] = color; // single point for now
+}
+
+void AM_Drawer(void)
+{
+ int numepisodes;
+
+ if (!automapactive)
+ return;
+
+ UpdateState |= I_FULLSCRN;
+ AM_clearFB(BACKGROUND);
+ if (grid)
+ AM_drawGrid(GRIDCOLORS);
+ AM_drawWalls();
+ AM_drawPlayers();
+ if (cheating == 2)
+ AM_drawThings(THINGCOLORS, THINGRANGE);
+// AM_drawCrosshair(XHAIRCOLORS);
+
+// AM_drawMarks();
+ if (gameskill == sk_baby)
+ {
+ AM_drawkeys();
+ }
+
+ if (gamemode == retail)
+ {
+ numepisodes = 5;
+ }
+ else
+ {
+ numepisodes = 3;
+ }
+
+ if (gameepisode <= numepisodes && gamemap < 10)
+ {
+ MN_DrTextA(LevelNames[(gameepisode - 1) * 9 + gamemap - 1], 20, 145);
+ }
+// I_Update();
+// V_MarkRect(f_x, f_y, f_w, f_h);
+}
diff --git a/src/heretic/am_map.h b/src/heretic/am_map.h
new file mode 100644
index 00000000..cbd2935a
--- /dev/null
+++ b/src/heretic/am_map.h
@@ -0,0 +1,119 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+#ifndef __AMMAP_H__
+#define __AMMAP_H__
+
+// For use if I do walls with outsides/insides
+#define REDS 12*8
+#define REDRANGE 1 //16
+#define BLUES (256-4*16+8)
+#define BLUERANGE 1 //8
+#define GREENS (33*8)
+#define GREENRANGE 1 //16
+#define GRAYS (5*8)
+#define GRAYSRANGE 1 //16
+#define BROWNS (14*8)
+#define BROWNRANGE 1 //16
+#define YELLOWS 10*8
+#define YELLOWRANGE 1
+#define BLACK 0
+#define WHITE 4*8
+#define PARCH 13*8-1
+#define BLOODRED 150
+#define BLUEKEY 197
+#define YELLOWKEY 144
+#define GREENKEY 220
+
+// Automap colors
+#define BACKGROUND PARCH
+#define YOURCOLORS WHITE
+#define YOURRANGE 0
+#define WALLCOLORS REDS
+#define WALLRANGE REDRANGE
+#define TSWALLCOLORS GRAYS
+#define TSWALLRANGE GRAYSRANGE
+#define FDWALLCOLORS BROWNS
+#define FDWALLRANGE BROWNRANGE
+#define CDWALLCOLORS YELLOWS
+#define CDWALLRANGE YELLOWRANGE
+#define THINGCOLORS GREENS
+#define THINGRANGE GREENRANGE
+#define SECRETWALLCOLORS WALLCOLORS
+#define SECRETWALLRANGE WALLRANGE
+#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
+#define GRIDRANGE 0
+#define XHAIRCOLORS GRAYS
+
+// drawing stuff
+#define FB 0
+
+#define AM_NUMMARKPOINTS 10
+
+#define AM_MSGHEADER (('a'<<24)+('m'<<16))
+#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
+#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
+
+#define INITSCALEMTOF (.2*FRACUNIT) // scale on entry
+// how much the automap moves window per tic in frame-buffer coordinates
+#define F_PANINC 4 // moves 140 pixels in 1 second
+// how much zoom-in per tic
+#define M_ZOOMIN ((int) (1.02*FRACUNIT)) // goes to 2x in 1 second
+// how much zoom-out per tic
+#define M_ZOOMOUT ((int) (FRACUNIT/1.02)) // pulls out to 0.5x in 1 second
+
+// translates between frame-buffer and map distances
+#define FTOM(x) FixedMul(((x)<<16),scale_ftom)
+#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
+// translates between frame-buffer and map coordinates
+#define CXMTOF(x) (f_x + MTOF((x)-m_x))
+#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))
+
+// the following is crap
+#define LINE_NEVERSEE ML_DONTDRAW
+
+typedef struct
+{
+ int x, y;
+} fpoint_t;
+
+typedef struct
+{
+ fpoint_t a, b;
+} fline_t;
+
+typedef vertex_t mpoint_t;
+
+typedef struct
+{
+ mpoint_t a, b;
+} mline_t;
+
+typedef struct
+{
+ fixed_t slp, islp;
+} islope_t;
+
+// extern int f_x, f_y, f_w, f_h;
+
+#endif
diff --git a/src/heretic/ct_chat.c b/src/heretic/ct_chat.c
new file mode 100644
index 00000000..75fa6035
--- /dev/null
+++ b/src/heretic/ct_chat.c
@@ -0,0 +1,490 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Chat mode
+//
+
+#include <string.h>
+#include <ctype.h>
+#include "doomdef.h"
+#include "doomkeys.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+#define QUEUESIZE 128
+#define MESSAGESIZE 128
+#define MESSAGELEN 265
+
+#define CT_PLR_GREEN 1
+#define CT_PLR_YELLOW 2
+#define CT_PLR_RED 3
+#define CT_PLR_BLUE 4
+#define CT_PLR_ALL 5
+
+#define CT_KEY_GREEN 'g'
+#define CT_KEY_YELLOW 'y'
+#define CT_KEY_RED 'r'
+#define CT_KEY_BLUE 'b'
+#define CT_KEY_ALL 't'
+#define CT_ESCAPE 6
+
+// Public data
+
+void CT_Init(void);
+void CT_Drawer(void);
+boolean CT_Responder(event_t * ev);
+void CT_Ticker(void);
+char CT_dequeueChatChar(void);
+
+boolean chatmodeon;
+
+// Private data
+
+void CT_queueChatChar(char ch);
+void CT_ClearChatMessage(int player);
+void CT_AddChar(int player, char c);
+void CT_BackSpace(int player);
+
+int head;
+int tail;
+byte ChatQueue[QUEUESIZE];
+int chat_dest[MAXPLAYERS];
+char chat_msg[MAXPLAYERS][MESSAGESIZE];
+char plr_lastmsg[MAXPLAYERS][MESSAGESIZE + 9]; // add in the length of the pre-string
+int msgptr[MAXPLAYERS];
+int msglen[MAXPLAYERS];
+
+boolean cheated;
+
+static int FontABaseLump;
+
+char *CT_FromPlrText[MAXPLAYERS] = {
+ "GREEN: ",
+ "YELLOW: ",
+ "RED: ",
+ "BLUE: "
+};
+
+char *chat_macros[10];
+
+boolean altdown;
+boolean shiftdown;
+
+
+//===========================================================================
+//
+// CT_Init
+//
+// Initialize chat mode data
+//===========================================================================
+
+void CT_Init(void)
+{
+ int i;
+
+ head = 0; //initialize the queue index
+ tail = 0;
+ chatmodeon = false;
+ memset(ChatQueue, 0, QUEUESIZE);
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ chat_dest[i] = 0;
+ msgptr[i] = 0;
+ memset(plr_lastmsg[i], 0, MESSAGESIZE);
+ memset(chat_msg[i], 0, MESSAGESIZE);
+ }
+ FontABaseLump = W_GetNumForName("FONTA_S") + 1;
+ return;
+}
+
+//===========================================================================
+//
+// CT_Stop
+//
+//===========================================================================
+
+void CT_Stop(void)
+{
+ chatmodeon = false;
+ return;
+}
+
+//===========================================================================
+//
+// CT_Responder
+//
+//===========================================================================
+
+boolean CT_Responder(event_t * ev)
+{
+ char *macro;
+
+ int sendto;
+
+ if (!netgame)
+ {
+ return false;
+ }
+ if (ev->data1 == KEY_LALT || ev->data2 == KEY_RALT)
+ {
+ altdown = (ev->type == ev_keydown);
+ return false;
+ }
+ if (ev->data1 == KEY_RSHIFT)
+ {
+ shiftdown = (ev->type == ev_keydown);
+ return false;
+ }
+ if (ev->type != ev_keydown)
+ {
+ return false;
+ }
+ if (!chatmodeon)
+ {
+ sendto = 0;
+ if (ev->data1 == CT_KEY_ALL)
+ {
+ sendto = CT_PLR_ALL;
+ }
+ else if (ev->data1 == CT_KEY_GREEN)
+ {
+ sendto = CT_PLR_GREEN;
+ }
+ else if (ev->data1 == CT_KEY_YELLOW)
+ {
+ sendto = CT_PLR_YELLOW;
+ }
+ else if (ev->data1 == CT_KEY_RED)
+ {
+ sendto = CT_PLR_RED;
+ }
+ else if (ev->data1 == CT_KEY_BLUE)
+ {
+ sendto = CT_PLR_BLUE;
+ }
+ if (sendto == 0 || (sendto != CT_PLR_ALL && !playeringame[sendto - 1])
+ || sendto == consoleplayer + 1)
+ {
+ return false;
+ }
+ CT_queueChatChar(sendto);
+ chatmodeon = true;
+ return true;
+ }
+ else
+ {
+ if (altdown)
+ {
+ if (ev->data1 >= '0' && ev->data1 <= '9')
+ {
+ if (ev->data1 == '0')
+ { // macro 0 comes after macro 9
+ ev->data1 = '9' + 1;
+ }
+ macro = chat_macros[ev->data1 - '1'];
+ CT_queueChatChar(KEY_ENTER); //send old message
+ CT_queueChatChar(chat_dest[consoleplayer]); // chose the dest.
+ while (*macro)
+ {
+ CT_queueChatChar(toupper(*macro++));
+ }
+ CT_queueChatChar(KEY_ENTER); //send it off...
+ CT_Stop();
+ return true;
+ }
+ }
+ if (ev->data1 == KEY_ENTER)
+ {
+ CT_queueChatChar(KEY_ENTER);
+ CT_Stop();
+ return true;
+ }
+ else if (ev->data1 == KEY_ESCAPE)
+ {
+ CT_queueChatChar(CT_ESCAPE);
+ CT_Stop();
+ return true;
+ }
+ else if (ev->data1 >= 'a' && ev->data1 <= 'z')
+ {
+ CT_queueChatChar(ev->data1 - 32);
+ return true;
+ }
+ else if (shiftdown)
+ {
+ if (ev->data1 == '1')
+ {
+ CT_queueChatChar('!');
+ return true;
+ }
+ else if (ev->data1 == '/')
+ {
+ CT_queueChatChar('?');
+ return true;
+ }
+ }
+ else
+ {
+ if (ev->data1 == ' ' || ev->data1 == ',' || ev->data1 == '.'
+ || (ev->data1 >= '0' && ev->data1 <= '9') || ev->data1 == '\''
+ || ev->data1 == KEY_BACKSPACE || ev->data1 == '-'
+ || ev->data1 == '=')
+ {
+ CT_queueChatChar(ev->data1);
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+//===========================================================================
+//
+// CT_Ticker
+//
+//===========================================================================
+
+void CT_Ticker(void)
+{
+ int i;
+ int j;
+ char c;
+ int numplayers;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ if ((c = players[i].cmd.chatchar) != 0)
+ {
+ if (c <= 5)
+ {
+ chat_dest[i] = c;
+ continue;
+ }
+ else if (c == CT_ESCAPE)
+ {
+ CT_ClearChatMessage(i);
+ }
+ else if (c == KEY_ENTER)
+ {
+ numplayers = 0;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ numplayers += playeringame[j];
+ }
+ CT_AddChar(i, 0); // set the end of message character
+ if (numplayers > 2)
+ {
+ strcpy(plr_lastmsg[i], CT_FromPlrText[i]);
+ strcat(plr_lastmsg[i], chat_msg[i]);
+ }
+ else
+ {
+ strcpy(plr_lastmsg[i], chat_msg[i]);
+ }
+ if (i != consoleplayer && (chat_dest[i] == consoleplayer + 1
+ || chat_dest[i] == CT_PLR_ALL)
+ && *chat_msg[i])
+ {
+ P_SetMessage(&players[consoleplayer], plr_lastmsg[i],
+ true);
+ S_StartSound(NULL, sfx_chat);
+ }
+ else if (i == consoleplayer && (*chat_msg[i]))
+ {
+ if (numplayers > 1)
+ {
+ P_SetMessage(&players[consoleplayer],
+ "-MESSAGE SENT-", true);
+ S_StartSound(NULL, sfx_chat);
+ }
+ else
+ {
+ P_SetMessage(&players[consoleplayer],
+ "THERE ARE NO OTHER PLAYERS IN THE GAME!",
+ true);
+ S_StartSound(NULL, sfx_chat);
+ }
+ }
+ CT_ClearChatMessage(i);
+ }
+ else if (c == KEY_BACKSPACE)
+ {
+ CT_BackSpace(i);
+ }
+ else
+ {
+ CT_AddChar(i, c);
+ }
+ }
+ }
+ return;
+}
+
+//===========================================================================
+//
+// CT_Drawer
+//
+//===========================================================================
+
+void CT_Drawer(void)
+{
+ int i;
+ int x;
+ patch_t *patch;
+
+ if (chatmodeon)
+ {
+ x = 25;
+ for (i = 0; i < msgptr[consoleplayer]; i++)
+ {
+ if (chat_msg[consoleplayer][i] < 33)
+ {
+ x += 6;
+ }
+ else
+ {
+ patch = W_CacheLumpNum(FontABaseLump +
+ chat_msg[consoleplayer][i] - 33,
+ PU_CACHE);
+ V_DrawPatch(x, 10, patch);
+ x += patch->width;
+ }
+ }
+ V_DrawPatch(x, 10, W_CacheLumpName("FONTA59", PU_CACHE));
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+}
+
+//===========================================================================
+//
+// CT_queueChatChar
+//
+//===========================================================================
+
+void CT_queueChatChar(char ch)
+{
+ if (((tail + 1) & (QUEUESIZE - 1)) == head)
+ { // the queue is full
+ return;
+ }
+ ChatQueue[tail] = ch;
+ tail = (tail + 1) & (QUEUESIZE - 1);
+}
+
+//===========================================================================
+//
+// CT_dequeueChatChar
+//
+//===========================================================================
+
+char CT_dequeueChatChar(void)
+{
+ byte temp;
+
+ if (head == tail)
+ { // queue is empty
+ return 0;
+ }
+ temp = ChatQueue[head];
+ head = (head + 1) & (QUEUESIZE - 1);
+ return temp;
+}
+
+//===========================================================================
+//
+// CT_AddChar
+//
+//===========================================================================
+
+void CT_AddChar(int player, char c)
+{
+ patch_t *patch;
+
+ if (msgptr[player] + 1 >= MESSAGESIZE || msglen[player] >= MESSAGELEN)
+ { // full.
+ return;
+ }
+ chat_msg[player][msgptr[player]] = c;
+ msgptr[player]++;
+ if (c < 33)
+ {
+ msglen[player] += 6;
+ }
+ else
+ {
+ patch = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ msglen[player] += patch->width;
+ }
+}
+
+//===========================================================================
+//
+// CT_BackSpace
+//
+// Backs up a space, when the user hits (obviously) backspace
+//===========================================================================
+
+void CT_BackSpace(int player)
+{
+ patch_t *patch;
+ char c;
+
+ if (msgptr[player] == 0)
+ { // message is already blank
+ return;
+ }
+ msgptr[player]--;
+ c = chat_msg[player][msgptr[player]];
+ if (c < 33)
+ {
+ msglen[player] -= 6;
+ }
+ else
+ {
+ patch = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ msglen[player] -= patch->width;
+ }
+ chat_msg[player][msgptr[player]] = 0;
+}
+
+//===========================================================================
+//
+// CT_ClearChatMessage
+//
+// Clears out the data for the chat message, but the player's message
+// is still saved in plrmsg.
+//===========================================================================
+
+void CT_ClearChatMessage(int player)
+{
+ memset(chat_msg[player], 0, MESSAGESIZE);
+ msgptr[player] = 0;
+ msglen[player] = 0;
+}
diff --git a/src/heretic/ct_chat.h b/src/heretic/ct_chat.h
new file mode 100644
index 00000000..84544e56
--- /dev/null
+++ b/src/heretic/ct_chat.h
@@ -0,0 +1,46 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Chat mode stuff
+//
+
+#ifndef HERETIC_CT_CHAT_H
+#define HERETIC_CT_CHAT_H
+
+#define CT_PLR_GREEN 1
+#define CT_PLR_YELLOW 2
+#define CT_PLR_RED 3
+#define CT_PLR_BLUE 4
+#define CT_PLR_ALL 5
+
+#define CT_KEY_GREEN 'g'
+#define CT_KEY_YELLOW 'y'
+#define CT_KEY_RED 'r'
+#define CT_KEY_BLUE 'b'
+#define CT_KEY_ALL 't'
+
+extern char *chat_macros[10];
+
+#endif /* #ifndef HERETIC_CT_CHAT_H */
+
diff --git a/src/heretic/d_main.c b/src/heretic/d_main.c
new file mode 100644
index 00000000..10f5fd3e
--- /dev/null
+++ b/src/heretic/d_main.c
@@ -0,0 +1,1083 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// D_main.c
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "txt_main.h"
+#include "txt_io.h"
+
+#include "config.h"
+#include "ct_chat.h"
+#include "doomdef.h"
+#include "d_iwad.h"
+#include "i_endoom.h"
+#include "i_joystick.h"
+#include "i_sound.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "i_video.h"
+#include "m_argv.h"
+#include "m_config.h"
+#include "m_controls.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+#define STARTUP_WINDOW_X 17
+#define STARTUP_WINDOW_Y 7
+
+GameMission_t gamemission = heretic;
+GameMode_t gamemode = indetermined;
+char *gamedescription = "unknown";
+
+boolean nomonsters; // checkparm of -nomonsters
+boolean respawnparm; // checkparm of -respawn
+boolean debugmode; // checkparm of -debug
+boolean ravpic; // checkparm of -ravpic
+boolean cdrom; // true if cd-rom mode active
+boolean singletics; // debug flag to cancel adaptiveness
+boolean noartiskip; // whether shift-enter skips an artifact
+
+skill_t startskill;
+int startepisode;
+int startmap;
+int UpdateState;
+static int graphical_startup = 1;
+static boolean using_graphical_startup;
+boolean autostart;
+extern boolean automapactive;
+
+boolean advancedemo;
+
+FILE *debugfile;
+
+static int show_endoom = 1;
+
+void D_CheckNetGame(void);
+void D_ProcessEvents(void);
+void G_BuildTiccmd(ticcmd_t * cmd);
+void D_DoAdvanceDemo(void);
+void D_PageDrawer(void);
+void D_AdvanceDemo(void);
+void F_Drawer(void);
+boolean F_Responder(event_t * ev);
+
+//---------------------------------------------------------------------------
+//
+// PROC D_ProcessEvents
+//
+// Send all the events of the given timestamp down the responder chain.
+//
+//---------------------------------------------------------------------------
+
+void D_ProcessEvents(void)
+{
+ event_t *ev;
+
+ while ((ev = D_PopEvent()) != NULL)
+ {
+ if (F_Responder(ev))
+ {
+ continue;
+ }
+ if (MN_Responder(ev))
+ {
+ continue;
+ }
+ G_Responder(ev);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawMessage
+//
+//---------------------------------------------------------------------------
+
+void DrawMessage(void)
+{
+ player_t *player;
+
+ player = &players[consoleplayer];
+ if (player->messageTics <= 0 || !player->message)
+ { // No message
+ return;
+ }
+ MN_DrTextA(player->message, 160 - MN_TextAWidth(player->message) / 2, 1);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC D_Display
+//
+// Draw current display, possibly wiping it from the previous.
+//
+//---------------------------------------------------------------------------
+
+void R_ExecuteSetViewSize(void);
+
+extern boolean finalestage;
+
+void D_Display(void)
+{
+ extern boolean MenuActive;
+ extern boolean askforquit;
+
+ // Change the view size if needed
+ if (setsizeneeded)
+ {
+ R_ExecuteSetViewSize();
+ }
+
+//
+// do buffered drawing
+//
+ switch (gamestate)
+ {
+ case GS_LEVEL:
+ if (!gametic)
+ break;
+ if (automapactive)
+ AM_Drawer();
+ else
+ R_RenderPlayerView(&players[displayplayer]);
+ CT_Drawer();
+ UpdateState |= I_FULLVIEW;
+ SB_Drawer();
+ break;
+ case GS_INTERMISSION:
+ IN_Drawer();
+ break;
+ case GS_FINALE:
+ F_Drawer();
+ break;
+ case GS_DEMOSCREEN:
+ D_PageDrawer();
+ break;
+ }
+
+ if (paused && !MenuActive && !askforquit)
+ {
+ if (!netgame)
+ {
+ V_DrawPatch(160, viewwindowy + 5, W_CacheLumpName("PAUSED",
+ PU_CACHE));
+ }
+ else
+ {
+ V_DrawPatch(160, 70, W_CacheLumpName("PAUSED", PU_CACHE));
+ }
+ }
+ // Handle player messages
+ DrawMessage();
+
+ // Menu drawing
+ MN_Drawer();
+
+ // Send out any new accumulation
+ NetUpdate();
+
+ // Flush buffered stuff to screen
+ I_FinishUpdate();
+}
+
+//
+// D_GrabMouseCallback
+//
+// Called to determine whether to grab the mouse pointer
+//
+
+boolean D_GrabMouseCallback(void)
+{
+ // when menu is active or game is paused, release the mouse
+
+ if (MenuActive || paused)
+ return false;
+
+ // only grab mouse when playing levels (but not demos)
+
+ return (gamestate == GS_LEVEL) && !demoplayback;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC D_DoomLoop
+//
+//---------------------------------------------------------------------------
+
+void D_DoomLoop(void)
+{
+ if (M_CheckParm("-debugfile"))
+ {
+ char filename[20];
+ sprintf(filename, "debug%i.txt", consoleplayer);
+ debugfile = fopen(filename, "w");
+ }
+ I_SetWindowTitle(gamedescription);
+ I_InitGraphics();
+ I_SetGrabMouseCallback(D_GrabMouseCallback);
+
+ while (1)
+ {
+ // Frame syncronous IO operations
+ I_StartFrame();
+
+ // Process one or more tics
+ if (singletics)
+ {
+ I_StartTic();
+ D_ProcessEvents();
+ G_BuildTiccmd(&netcmds[consoleplayer][maketic % BACKUPTICS]);
+ if (advancedemo)
+ D_DoAdvanceDemo();
+ G_Ticker();
+ gametic++;
+ maketic++;
+ }
+ else
+ {
+ // Will run at least one tic
+ TryRunTics();
+ }
+
+ // Move positional sounds
+ S_UpdateSounds(players[consoleplayer].mo);
+ D_Display();
+ }
+}
+
+/*
+===============================================================================
+
+ DEMO LOOP
+
+===============================================================================
+*/
+
+int demosequence;
+int pagetic;
+char *pagename;
+
+
+/*
+================
+=
+= D_PageTicker
+=
+= Handles timing for warped projection
+=
+================
+*/
+
+void D_PageTicker(void)
+{
+ if (--pagetic < 0)
+ D_AdvanceDemo();
+}
+
+
+/*
+================
+=
+= D_PageDrawer
+=
+================
+*/
+
+extern boolean MenuActive;
+
+void D_PageDrawer(void)
+{
+ V_DrawRawScreen(W_CacheLumpName(pagename, PU_CACHE));
+ if (demosequence == 1)
+ {
+ V_DrawPatch(4, 160, W_CacheLumpName("ADVISOR", PU_CACHE));
+ }
+ UpdateState |= I_FULLSCRN;
+}
+
+/*
+=================
+=
+= D_AdvanceDemo
+=
+= Called after each demo or intro demosequence finishes
+=================
+*/
+
+void D_AdvanceDemo(void)
+{
+ advancedemo = true;
+}
+
+void D_DoAdvanceDemo(void)
+{
+ players[consoleplayer].playerstate = PST_LIVE; // don't reborn
+ advancedemo = false;
+ usergame = false; // can't save / end game here
+ paused = false;
+ gameaction = ga_nothing;
+ demosequence = (demosequence + 1) % 7;
+ switch (demosequence)
+ {
+ case 0:
+ pagetic = 210;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "TITLE";
+ S_StartSong(mus_titl, false);
+ break;
+ case 1:
+ pagetic = 140;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "TITLE";
+ break;
+ case 2:
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ G_DeferedPlayDemo("demo1");
+ break;
+ case 3:
+ pagetic = 200;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "CREDIT";
+ break;
+ case 4:
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ G_DeferedPlayDemo("demo2");
+ break;
+ case 5:
+ pagetic = 200;
+ gamestate = GS_DEMOSCREEN;
+ if (gamemode == shareware)
+ {
+ pagename = "ORDER";
+ }
+ else
+ {
+ pagename = "CREDIT";
+ }
+ break;
+ case 6:
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ G_DeferedPlayDemo("demo3");
+ break;
+ }
+}
+
+
+/*
+=================
+=
+= D_StartTitle
+=
+=================
+*/
+
+void D_StartTitle(void)
+{
+ gameaction = ga_nothing;
+ demosequence = -1;
+ D_AdvanceDemo();
+}
+
+
+/*
+==============
+=
+= D_CheckRecordFrom
+=
+= -recordfrom <savegame num> <demoname>
+==============
+*/
+
+void D_CheckRecordFrom(void)
+{
+ int p;
+ char file[256];
+
+ p = M_CheckParm("-recordfrom");
+ if (!p || p > myargc - 2)
+ return;
+
+ if (cdrom)
+ {
+ sprintf(file, SAVEGAMENAMECD "%c.hsg", myargv[p + 1][0]);
+ }
+ else
+ {
+ sprintf(file, SAVEGAMENAME "%c.hsg", myargv[p + 1][0]);
+ }
+ G_LoadGame(file);
+ G_DoLoadGame(); // load the gameskill etc info from savegame
+
+ G_RecordDemo(gameskill, 1, gameepisode, gamemap, myargv[p + 2]);
+ D_DoomLoop(); // never returns
+}
+
+/*
+===============
+=
+= D_AddFile
+=
+===============
+*/
+
+// MAPDIR should be defined as the directory that holds development maps
+// for the -wart # # command
+
+#define MAPDIR "\\data\\"
+
+#define SHAREWAREWADNAME "heretic1.wad"
+
+char *iwadfile;
+
+char *basedefault = "heretic.cfg";
+
+void wadprintf(void)
+{
+ if (debugmode)
+ {
+ return;
+ }
+ // haleyjd FIXME: convert to textscreen code?
+#ifdef __WATCOMC__
+ _settextposition(23, 2);
+ _setbkcolor(1);
+ _settextcolor(0);
+ _outtext(exrnwads);
+ _settextposition(24, 2);
+ _outtext(exrnwads2);
+#endif
+}
+
+boolean D_AddFile(char *file)
+{
+ wad_file_t *handle;
+
+ printf(" adding %s\n", file);
+
+ handle = W_AddFile(file);
+
+ return handle != NULL;
+}
+
+//==========================================================
+//
+// Startup Thermo code
+//
+//==========================================================
+#define MSG_Y 9
+#define THERM_X 14
+#define THERM_Y 14
+
+int thermMax;
+int thermCurrent;
+char smsg[80]; // status bar line
+
+//
+// Heretic startup screen shit
+//
+
+static int startup_line = STARTUP_WINDOW_Y;
+
+void hprintf(char *string)
+{
+ if (using_graphical_startup)
+ {
+ TXT_BGColor(TXT_COLOR_CYAN, 0);
+ TXT_FGColor(TXT_COLOR_BRIGHT_WHITE);
+
+ TXT_GotoXY(STARTUP_WINDOW_X, startup_line);
+ ++startup_line;
+ TXT_Puts(string);
+
+ TXT_UpdateScreen();
+ }
+
+ // haleyjd: shouldn't be WATCOMC-only
+ if (debugmode)
+ puts(string);
+}
+
+void drawstatus(void)
+{
+ int i;
+
+ TXT_GotoXY(1, 24);
+ TXT_BGColor(TXT_COLOR_BLUE, 0);
+ TXT_FGColor(TXT_COLOR_BRIGHT_WHITE);
+
+ for (i=0; smsg[i] != '\0'; ++i)
+ {
+ TXT_PutChar(smsg[i]);
+ }
+}
+
+void status(char *string)
+{
+ if (using_graphical_startup)
+ {
+ strcat(smsg, string);
+ drawstatus();
+ }
+}
+
+void DrawThermo(void)
+{
+ static int last_progress = -1;
+ int progress;
+ int i;
+
+ if (!using_graphical_startup)
+ {
+ return;
+ }
+
+#if 0
+ progress = (98 * thermCurrent) / thermMax;
+ screen = (char *) 0xb8000 + (THERM_Y * 160 + THERM_X * 2);
+ for (i = 0; i < progress / 2; i++)
+ {
+ switch (i)
+ {
+ case 4:
+ case 9:
+ case 14:
+ case 19:
+ case 29:
+ case 34:
+ case 39:
+ case 44:
+ *screen++ = 0xb3;
+ *screen++ = (THERMCOLOR << 4) + 15;
+ break;
+ case 24:
+ *screen++ = 0xba;
+ *screen++ = (THERMCOLOR << 4) + 15;
+ break;
+ default:
+ *screen++ = 0xdb;
+ *screen++ = 0x40 + THERMCOLOR;
+ break;
+ }
+ }
+ if (progress & 1)
+ {
+ *screen++ = 0xdd;
+ *screen++ = 0x40 + THERMCOLOR;
+ }
+#else
+
+ // No progress? Don't update the screen.
+
+ progress = (50 * thermCurrent) / thermMax + 2;
+
+ if (last_progress == progress)
+ {
+ return;
+ }
+
+ last_progress = progress;
+
+ TXT_GotoXY(THERM_X, THERM_Y);
+
+ TXT_FGColor(TXT_COLOR_BRIGHT_GREEN);
+ TXT_BGColor(TXT_COLOR_GREEN, 0);
+
+ for (i = 0; i < progress; i++)
+ {
+ TXT_PutChar(0xdb);
+ }
+
+ TXT_UpdateScreen();
+#endif
+}
+
+void initStartup(void)
+{
+ byte *textScreen;
+ byte *loading;
+
+ if (!graphical_startup || debugmode)
+ {
+ using_graphical_startup = false;
+ return;
+ }
+
+ if (!TXT_Init())
+ {
+ using_graphical_startup = false;
+ return;
+ }
+
+ // Blit main screen
+ textScreen = TXT_GetScreenData();
+ loading = W_CacheLumpName("LOADING", PU_CACHE);
+ memcpy(textScreen, loading, 4000);
+
+ // Print version string
+
+ TXT_BGColor(TXT_COLOR_RED, 0);
+ TXT_FGColor(TXT_COLOR_YELLOW);
+ TXT_GotoXY(46, 2);
+ TXT_Puts(HERETIC_VERSION_TEXT);
+
+ TXT_UpdateScreen();
+
+ using_graphical_startup = true;
+}
+
+static void finishStartup(void)
+{
+ if (using_graphical_startup)
+ {
+ TXT_Shutdown();
+ }
+}
+
+char tmsg[300];
+void tprintf(char *msg, int initflag)
+{
+ // haleyjd FIXME: convert to textscreen code?
+#ifdef __WATCOMC__
+ char temp[80];
+ int start;
+ int add;
+ int i;
+
+ if (initflag)
+ tmsg[0] = 0;
+ strcat(tmsg, msg);
+ blitStartup();
+ DrawThermo();
+ _setbkcolor(4);
+ _settextcolor(15);
+ for (add = start = i = 0; i <= strlen(tmsg); i++)
+ if ((tmsg[i] == '\n') || (!tmsg[i]))
+ {
+ memset(temp, 0, 80);
+ strncpy(temp, tmsg + start, i - start);
+ _settextposition(MSG_Y + add, 40 - strlen(temp) / 2);
+ _outtext(temp);
+ start = i + 1;
+ add++;
+ }
+ _settextposition(25, 1);
+ drawstatus();
+#else
+ printf("%s", msg);
+#endif
+}
+
+// haleyjd: moved up, removed WATCOMC code
+void CleanExit(void)
+{
+ printf("Exited from HERETIC.\n");
+ exit(1);
+}
+
+void CheckAbortStartup(void)
+{
+ // haleyjd: removed WATCOMC
+ // haleyjd FIXME: this should actually work in text mode too, but how to
+ // get input before SDL video init?
+ if(using_graphical_startup)
+ {
+ if(TXT_GetChar() == 27)
+ CleanExit();
+ }
+}
+
+void IncThermo(void)
+{
+ thermCurrent++;
+ DrawThermo();
+ CheckAbortStartup();
+}
+
+void InitThermo(int max)
+{
+ thermMax = max;
+ thermCurrent = 0;
+}
+
+//
+// Add configuration file variable bindings.
+//
+
+void D_BindVariables(void)
+{
+ extern int screenblocks;
+ extern int snd_Channels;
+ int i;
+
+ M_ApplyPlatformDefaults();
+
+ I_BindVideoVariables();
+ I_BindJoystickVariables();
+ I_BindSoundVariables();
+
+ M_BindBaseControls();
+ M_BindHereticControls();
+ M_BindWeaponControls();
+
+ M_BindMenuControls();
+ M_BindMapControls();
+
+ M_BindVariable("mouse_sensitivity", &mouseSensitivity);
+ M_BindVariable("sfx_volume", &snd_MaxVolume);
+ M_BindVariable("music_volume", &snd_MusicVolume);
+ M_BindVariable("screenblocks", &screenblocks);
+ M_BindVariable("snd_channels", &snd_Channels);
+ M_BindVariable("show_endoom", &show_endoom);
+ M_BindVariable("graphical_startup", &graphical_startup);
+
+ for (i=0; i<10; ++i)
+ {
+ char buf[12];
+
+ sprintf(buf, "chatmacro%i", i);
+ M_BindVariable(buf, &chat_macros[i]);
+ }
+}
+
+//
+// Called at exit to display the ENDOOM screen (ENDTEXT in Heretic)
+//
+
+static void D_Endoom(void)
+{
+ byte *endoom_data;
+
+ // Disable ENDOOM?
+
+ if (!show_endoom)
+ {
+ return;
+ }
+
+ endoom_data = W_CacheLumpName("ENDTEXT", PU_STATIC);
+
+ I_Endoom(endoom_data);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC D_DoomMain
+//
+//---------------------------------------------------------------------------
+
+void D_DoomMain(void)
+{
+ int p;
+ char file[256];
+
+ I_PrintBanner(PACKAGE_STRING);
+
+ I_AtExit(D_Endoom, false);
+
+ M_FindResponseFile();
+ nomonsters = M_CheckParm("-nomonsters");
+ respawnparm = M_CheckParm("-respawn");
+ ravpic = M_CheckParm("-ravpic");
+ noartiskip = M_CheckParm("-noartiskip");
+ debugmode = M_CheckParm("-debug");
+ startskill = sk_medium;
+ startepisode = 1;
+ startmap = 1;
+ autostart = false;
+
+//
+// get skill / episode / map from parms
+//
+ if (M_CheckParm("-deathmatch"))
+ {
+ deathmatch = true;
+ }
+
+ p = M_CheckParm("-skill");
+ if (p && p < myargc - 1)
+ {
+ startskill = myargv[p + 1][0] - '1';
+ autostart = true;
+ }
+
+ p = M_CheckParm("-episode");
+ if (p && p < myargc - 1)
+ {
+ startepisode = myargv[p + 1][0] - '0';
+ startmap = 1;
+ autostart = true;
+ }
+
+ p = M_CheckParm("-warp");
+ if (p && p < myargc - 2)
+ {
+ startepisode = myargv[p + 1][0] - '0';
+ startmap = myargv[p + 2][0] - '0';
+ autostart = true;
+ }
+
+//
+// init subsystems
+//
+ printf("V_Init: allocate screens.\n");
+ V_Init();
+
+ // Check for -CDROM
+
+ cdrom = false;
+
+#ifdef _WIN32
+
+ //!
+ // @platform windows
+ // @vanilla
+ //
+ // Save configuration data and savegames in c:\heretic.cd,
+ // allowing play from CD.
+ //
+
+ if (M_CheckParm("-cdrom"))
+ {
+ cdrom = true;
+ }
+#endif
+
+ if (cdrom)
+ {
+ M_SetConfigDir("c:\\heretic.cd\\");
+ }
+ else
+ {
+ M_SetConfigDir(NULL);
+ }
+
+ // Load defaults before initing other systems
+ printf("M_LoadDefaults: Load system defaults.\n");
+ D_BindVariables();
+ M_SetConfigFilenames("heretic.cfg", PROGRAM_PREFIX "heretic.cfg");
+ M_LoadDefaults();
+
+ I_AtExit(M_SaveDefaults, false);
+
+ printf("Z_Init: Init zone memory allocation daemon.\n");
+ Z_Init();
+
+ printf("W_Init: Init WADfiles.\n");
+
+ iwadfile = D_FindIWAD(IWAD_MASK_HERETIC, &gamemission);
+
+ if (iwadfile == NULL)
+ {
+ I_Error("Game mode indeterminate. No IWAD was found. Try specifying\n"
+ "one with the '-iwad' command line parameter.");
+ }
+
+ D_AddFile(iwadfile);
+
+ // -FILE [filename] [filename] ...
+ // Add files to the wad list.
+ p = M_CheckParm("-file");
+
+ if (p)
+ {
+ char *filename;
+
+ // the parms after p are wadfile/lump names, until end of parms
+ // or another - preceded parm
+
+ while (++p != myargc && myargv[p][0] != '-')
+ {
+ filename = D_FindWADByName(myargv[p]);
+ D_AddFile(filename);
+ }
+ }
+
+ p = M_CheckParm("-playdemo");
+ if (!p)
+ {
+ p = M_CheckParm("-timedemo");
+ }
+ if (p && p < myargc - 1)
+ {
+ sprintf(file, "%s.lmp", myargv[p + 1]);
+ D_AddFile(file);
+ printf("Playing demo %s.lmp.\n", myargv[p + 1]);
+ }
+
+ if (W_CheckNumForName("E2M1") == -1)
+ {
+ gamemode = shareware;
+ gamedescription = "Heretic (shareware)";
+ }
+ else if (W_CheckNumForName("EXTENDED") != -1)
+ {
+ // Presence of the EXTENDED lump indicates the retail version
+
+ gamemode = retail;
+ gamedescription = "Heretic: Shadow of the Serpent Riders";
+ }
+ else
+ {
+ gamemode = registered;
+ gamedescription = "Heretic (registered)";
+ }
+
+ I_PrintStartupBanner(gamedescription);
+
+ // haleyjd: removed WATCOMC
+ initStartup();
+
+ //
+ // Build status bar line!
+ //
+ smsg[0] = 0;
+ if (deathmatch)
+ status("DeathMatch...");
+ if (nomonsters)
+ status("No Monsters...");
+ if (respawnparm)
+ status("Respawning...");
+ if (autostart)
+ {
+ char temp[64];
+ sprintf(temp, "Warp to Episode %d, Map %d, Skill %d ",
+ startepisode, startmap, startskill + 1);
+ status(temp);
+ }
+ wadprintf(); // print the added wadfiles
+
+ tprintf("MN_Init: Init menu system.\n", 1);
+ MN_Init();
+
+ CT_Init();
+
+ tprintf("R_Init: Init Heretic refresh daemon.", 1);
+ hprintf("Loading graphics");
+ R_Init();
+ tprintf("\n", 0);
+
+ tprintf("P_Init: Init Playloop state.\n", 1);
+ hprintf("Init game engine.");
+ P_Init();
+ IncThermo();
+
+ tprintf("I_Init: Setting up machine state.\n", 1);
+ I_CheckIsScreensaver();
+ I_InitTimer();
+ I_InitJoystick();
+ IncThermo();
+
+ tprintf("S_Init: Setting up sound.\n", 1);
+ S_Init();
+ //IO_StartupTimer();
+ S_Start();
+
+ tprintf("D_CheckNetGame: Checking network game status.\n", 1);
+ hprintf("Checking network game status.");
+ D_CheckNetGame();
+ IncThermo();
+
+ // haleyjd: removed WATCOMC
+
+ tprintf("SB_Init: Loading patches.\n", 1);
+ SB_Init();
+ IncThermo();
+
+//
+// start the apropriate game based on parms
+//
+
+ D_CheckRecordFrom();
+
+ p = M_CheckParm("-record");
+ if (p && p < myargc - 1)
+ {
+ G_RecordDemo(startskill, 1, startepisode, startmap, myargv[p + 1]);
+ D_DoomLoop(); // Never returns
+ }
+
+ p = M_CheckParm("-playdemo");
+ if (p && p < myargc - 1)
+ {
+ singledemo = true; // Quit after one demo
+ G_DeferedPlayDemo(myargv[p + 1]);
+ D_DoomLoop(); // Never returns
+ }
+
+ p = M_CheckParm("-timedemo");
+ if (p && p < myargc - 1)
+ {
+ G_TimeDemo(myargv[p + 1]);
+ D_DoomLoop(); // Never returns
+ }
+
+ p = M_CheckParm("-loadgame");
+ if (p && p < myargc - 1)
+ {
+ if (cdrom)
+ {
+ sprintf(file, SAVEGAMENAMECD "%c.hsg", myargv[p + 1][0]);
+ }
+ else
+ {
+ sprintf(file, SAVEGAMENAME "%c.hsg", myargv[p + 1][0]);
+ }
+ G_LoadGame(file);
+ }
+
+ // Check valid episode and map
+ if (autostart || netgame)
+ {
+ if (!D_ValidEpisodeMap(gamemission, gamemode, startepisode, startmap))
+ {
+ startepisode = 1;
+ startmap = 1;
+ }
+ }
+
+ if (gameaction != ga_loadgame)
+ {
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+ if (autostart || netgame)
+ {
+ G_InitNew(startskill, startepisode, startmap);
+ }
+ else
+ {
+ D_StartTitle();
+ }
+ }
+
+ finishStartup();
+
+ D_DoomLoop(); // Never returns
+}
diff --git a/src/heretic/d_net.c b/src/heretic/d_net.c
new file mode 100644
index 00000000..9258b7d7
--- /dev/null
+++ b/src/heretic/d_net.c
@@ -0,0 +1,848 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// d_net.c
+// This version has the fixed ticdup code
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "doomkeys.h"
+
+#include "i_system.h"
+#include "i_timer.h"
+#include "i_video.h"
+
+#define NCMD_EXIT 0x80000000
+#define NCMD_RETRANSMIT 0x40000000
+#define NCMD_SETUP 0x20000000
+#define NCMD_KILL 0x10000000 // kill game
+#define NCMD_CHECKSUM 0x0fffffff
+
+
+doomcom_t *doomcom;
+doomdata_t *netbuffer; // points inside doomcom
+
+
+/*
+==============================================================================
+
+ NETWORKING
+
+gametic is the tic about to (or currently being) run
+maketic is the tick that hasn't had control made for it yet
+nettics[] has the maketics for all players
+
+a gametic cannot be run until nettics[] > gametic for all players
+
+==============================================================================
+*/
+
+#define RESENDCOUNT 10
+#define PL_DRONE 0x80 // bit flag in doomdata->player
+
+ticcmd_t localcmds[BACKUPTICS];
+
+ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
+int nettics[MAXNETNODES];
+boolean nodeingame[MAXNETNODES]; // set false as nodes leave game
+boolean remoteresend[MAXNETNODES]; // set when local needs tics
+int resendto[MAXNETNODES]; // set when remote needs tics
+int resendcount[MAXNETNODES];
+
+int nodeforplayer[MAXPLAYERS];
+
+int maketic;
+int lastnettic, skiptics;
+int ticdup;
+int maxsend; // BACKUPTICS/(2*ticdup)-1
+
+void D_ProcessEvents(void);
+void G_BuildTiccmd(ticcmd_t * cmd);
+void D_DoAdvanceDemo(void);
+
+boolean reboundpacket;
+doomdata_t reboundstore;
+
+
+int NetbufferSize(void)
+{
+ return (int) &(((doomdata_t *) 0)->cmds[netbuffer->numtics]);
+}
+
+unsigned NetbufferChecksum(void)
+{
+ unsigned c;
+ int i, l;
+
+ c = 0x1234567;
+
+#if defined(NeXT) || defined(NORMALUNIX)
+ return 0; // byte order problems
+#endif
+
+ l = (NetbufferSize() - (int) &(((doomdata_t *) 0)->retransmitfrom)) / 4;
+ for (i = 0; i < l; i++)
+ c += ((unsigned *) &netbuffer->retransmitfrom)[i] * (i + 1);
+
+ return c & NCMD_CHECKSUM;
+}
+
+int ExpandTics(int low)
+{
+ int delta;
+
+ delta = low - (maketic & 0xff);
+
+ if (delta >= -64 && delta <= 64)
+ return (maketic & ~0xff) + low;
+ if (delta > 64)
+ return (maketic & ~0xff) - 256 + low;
+ if (delta < -64)
+ return (maketic & ~0xff) + 256 + low;
+
+ I_Error("ExpandTics: strange value %i at maketic %i", low, maketic);
+ return 0;
+}
+
+
+//============================================================================
+
+
+/*
+==============
+=
+= HSendPacket
+=
+==============
+*/
+
+void HSendPacket(int node, int flags)
+{
+ netbuffer->checksum = NetbufferChecksum() | flags;
+
+ if (!node)
+ {
+ reboundstore = *netbuffer;
+ reboundpacket = true;
+ return;
+ }
+
+ if (demoplayback)
+ return;
+
+ if (!netgame)
+ I_Error("Tried to transmit to another node");
+
+ doomcom->command = CMD_SEND;
+ doomcom->remotenode = node;
+ doomcom->datalength = NetbufferSize();
+
+ if (debugfile)
+ {
+ int i;
+ int realretrans;
+ if (netbuffer->checksum & NCMD_RETRANSMIT)
+ realretrans = ExpandTics(netbuffer->retransmitfrom);
+ else
+ realretrans = -1;
+ fprintf(debugfile, "send (%i + %i, R %i) [%i] ",
+ ExpandTics(netbuffer->starttic), netbuffer->numtics,
+ realretrans, doomcom->datalength);
+ for (i = 0; i < doomcom->datalength; i++)
+ fprintf(debugfile, "%i ", ((byte *) netbuffer)[i]);
+ fprintf(debugfile, "\n");
+ }
+
+#ifdef I_NET
+ I_NetCmd();
+#endif
+}
+
+/*
+==============
+=
+= HGetPacket
+=
+= Returns false if no packet is waiting
+=
+==============
+*/
+
+boolean HGetPacket(void)
+{
+ if (reboundpacket)
+ {
+ *netbuffer = reboundstore;
+ doomcom->remotenode = 0;
+ reboundpacket = false;
+ return true;
+ }
+
+ if (!netgame)
+ return false;
+ if (demoplayback)
+ return false;
+
+ doomcom->command = CMD_GET;
+#ifdef I_NET
+ I_NetCmd();
+#endif
+ if (doomcom->remotenode == -1)
+ return false;
+
+ if (doomcom->datalength != NetbufferSize())
+ {
+ if (debugfile)
+ fprintf(debugfile, "bad packet length %i\n", doomcom->datalength);
+ return false;
+ }
+
+ if (NetbufferChecksum() != (netbuffer->checksum & NCMD_CHECKSUM))
+ {
+ if (debugfile)
+ fprintf(debugfile, "bad packet checksum\n");
+ return false;
+ }
+
+ if (debugfile)
+ {
+ int realretrans;
+ int i;
+
+ if (netbuffer->checksum & NCMD_SETUP)
+ fprintf(debugfile, "setup packet\n");
+ else
+ {
+ if (netbuffer->checksum & NCMD_RETRANSMIT)
+ realretrans = ExpandTics(netbuffer->retransmitfrom);
+ else
+ realretrans = -1;
+ fprintf(debugfile, "get %i = (%i + %i, R %i)[%i] ",
+ doomcom->remotenode, ExpandTics(netbuffer->starttic),
+ netbuffer->numtics, realretrans, doomcom->datalength);
+ for (i = 0; i < doomcom->datalength; i++)
+ fprintf(debugfile, "%i ", ((byte *) netbuffer)[i]);
+ fprintf(debugfile, "\n");
+ }
+ }
+ return true;
+}
+
+
+/*
+===================
+=
+= GetPackets
+=
+===================
+*/
+
+char exitmsg[80];
+
+void GetPackets(void)
+{
+ int netconsole;
+ int netnode;
+ ticcmd_t *src, *dest;
+ int realend;
+ int realstart;
+
+ while (HGetPacket())
+ {
+ if (netbuffer->checksum & NCMD_SETUP)
+ continue; // extra setup packet
+
+ netconsole = netbuffer->player & ~PL_DRONE;
+ netnode = doomcom->remotenode;
+ //
+ // to save bytes, only the low byte of tic numbers are sent
+ // Figure out what the rest of the bytes are
+ //
+ realstart = ExpandTics(netbuffer->starttic);
+ realend = (realstart + netbuffer->numtics);
+
+ //
+ // check for exiting the game
+ //
+ if (netbuffer->checksum & NCMD_EXIT)
+ {
+ if (!nodeingame[netnode])
+ continue;
+ nodeingame[netnode] = false;
+ playeringame[netconsole] = false;
+ strcpy(exitmsg, "PLAYER 1 LEFT THE GAME");
+ exitmsg[7] += netconsole;
+ players[consoleplayer].message = exitmsg;
+// if (demorecording)
+// G_CheckDemoStatus ();
+ continue;
+ }
+
+ //
+ // check for a remote game kill
+ //
+ if (netbuffer->checksum & NCMD_KILL)
+ I_Error("Killed by network driver");
+
+ nodeforplayer[netconsole] = netnode;
+
+ //
+ // check for retransmit request
+ //
+ if (resendcount[netnode] <= 0
+ && (netbuffer->checksum & NCMD_RETRANSMIT))
+ {
+ resendto[netnode] = ExpandTics(netbuffer->retransmitfrom);
+ if (debugfile)
+ fprintf(debugfile, "retransmit from %i\n", resendto[netnode]);
+ resendcount[netnode] = RESENDCOUNT;
+ }
+ else
+ resendcount[netnode]--;
+
+ //
+ // check for out of order / duplicated packet
+ //
+ if (realend == nettics[netnode])
+ continue;
+
+ if (realend < nettics[netnode])
+ {
+ if (debugfile)
+ fprintf(debugfile, "out of order packet (%i + %i)\n",
+ realstart, netbuffer->numtics);
+ continue;
+ }
+
+ //
+ // check for a missed packet
+ //
+ if (realstart > nettics[netnode])
+ {
+ // stop processing until the other system resends the missed tics
+ if (debugfile)
+ fprintf(debugfile, "missed tics from %i (%i - %i)\n", netnode,
+ realstart, nettics[netnode]);
+ remoteresend[netnode] = true;
+ continue;
+ }
+
+//
+// update command store from the packet
+//
+ {
+ int start;
+
+ remoteresend[netnode] = false;
+
+ start = nettics[netnode] - realstart;
+ src = &netbuffer->cmds[start];
+
+ while (nettics[netnode] < realend)
+ {
+ dest = &netcmds[netconsole][nettics[netnode] % BACKUPTICS];
+ nettics[netnode]++;
+ *dest = *src;
+ src++;
+ }
+ }
+ }
+
+}
+
+/*
+=============
+=
+= NetUpdate
+=
+= Builds ticcmds for console player
+= sends out a packet
+=============
+*/
+
+int gametime;
+
+void NetUpdate(void)
+{
+ int nowtime;
+ int newtics;
+ int i, j;
+ int realstart;
+ int gameticdiv;
+
+//
+// check time
+//
+ nowtime = I_GetTime() / ticdup;
+ newtics = nowtime - gametime;
+ gametime = nowtime;
+
+ if (newtics <= 0) // nothing new to update
+ goto listen;
+
+ if (skiptics <= newtics)
+ {
+ newtics -= skiptics;
+ skiptics = 0;
+ }
+ else
+ {
+ skiptics -= newtics;
+ newtics = 0;
+ }
+
+
+ netbuffer->player = consoleplayer;
+
+//
+// build new ticcmds for console player
+//
+ gameticdiv = gametic / ticdup;
+ for (i = 0; i < newtics; i++)
+ {
+ I_StartTic();
+ D_ProcessEvents();
+ if (maketic - gameticdiv >= BACKUPTICS / 2 - 1)
+ break; // can't hold any more
+//printf ("mk:%i ",maketic);
+ G_BuildTiccmd(&localcmds[maketic % BACKUPTICS]);
+ maketic++;
+ }
+
+
+ if (singletics)
+ return; // singletic update is syncronous
+
+//
+// send the packet to the other nodes
+//
+ for (i = 0; i < doomcom->numnodes; i++)
+ if (nodeingame[i])
+ {
+ netbuffer->starttic = realstart = resendto[i];
+ netbuffer->numtics = maketic - realstart;
+ if (netbuffer->numtics > BACKUPTICS)
+ I_Error("NetUpdate: netbuffer->numtics > BACKUPTICS");
+
+ resendto[i] = maketic - doomcom->extratics;
+
+ for (j = 0; j < netbuffer->numtics; j++)
+ netbuffer->cmds[j] = localcmds[(realstart + j) % BACKUPTICS];
+
+ if (remoteresend[i])
+ {
+ netbuffer->retransmitfrom = nettics[i];
+ HSendPacket(i, NCMD_RETRANSMIT);
+ }
+ else
+ {
+ netbuffer->retransmitfrom = 0;
+ HSendPacket(i, 0);
+ }
+ }
+
+//
+// listen for other packets
+//
+ listen:
+
+ GetPackets();
+}
+
+
+/*
+=====================
+=
+= CheckAbort
+=
+=====================
+*/
+
+void CheckAbort(void)
+{
+ event_t *ev;
+ int stoptic;
+
+ stoptic = I_GetTime() + 2;
+ while (I_GetTime() < stoptic)
+ I_StartTic();
+
+ I_StartTic();
+
+ while ((ev = D_PopEvent()) != NULL)
+ {
+ if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE)
+ I_Error("Network game synchronization aborted.");
+ }
+}
+
+/*
+=====================
+=
+= D_ArbitrateNetStart
+=
+=====================
+*/
+
+void D_ArbitrateNetStart(void)
+{
+ int i;
+ boolean gotinfo[MAXNETNODES];
+
+ autostart = true;
+ memset(gotinfo, 0, sizeof(gotinfo));
+
+ if (doomcom->consoleplayer)
+ { // listen for setup info from key player
+// mprintf ("listening for network start info...\n");
+ while (1)
+ {
+ CheckAbort();
+ if (!HGetPacket())
+ continue;
+ if (netbuffer->checksum & NCMD_SETUP)
+ {
+ if (netbuffer->player != HERETIC_VERSION)
+ I_Error
+ ("Different DOOM versions cannot play a net game!");
+ startskill = netbuffer->retransmitfrom & 15;
+ deathmatch = (netbuffer->retransmitfrom & 0xc0) >> 6;
+ nomonsters = (netbuffer->retransmitfrom & 0x20) > 0;
+ respawnparm = (netbuffer->retransmitfrom & 0x10) > 0;
+ //startmap = netbuffer->starttic & 0x3f;
+ //startepisode = netbuffer->starttic >> 6;
+ startmap = netbuffer->starttic & 15;
+ startepisode = netbuffer->starttic >> 4;
+ return;
+ }
+ }
+ }
+ else
+ { // key player, send the setup info
+// mprintf ("sending network start info...\n");
+ do
+ {
+ CheckAbort();
+ for (i = 0; i < doomcom->numnodes; i++)
+ {
+ netbuffer->retransmitfrom = startskill;
+ if (deathmatch)
+ netbuffer->retransmitfrom |= (deathmatch << 6);
+ if (nomonsters)
+ netbuffer->retransmitfrom |= 0x20;
+ if (respawnparm)
+ netbuffer->retransmitfrom |= 0x10;
+ //netbuffer->starttic = startepisode * 64 + startmap;
+ netbuffer->starttic = (startepisode << 4) + startmap;
+ netbuffer->player = HERETIC_VERSION;
+ netbuffer->numtics = 0;
+ HSendPacket(i, NCMD_SETUP);
+ }
+
+#if 1
+ for (i = 10; i && HGetPacket(); --i)
+ {
+ if ((netbuffer->player & 0x7f) < MAXNETNODES)
+ gotinfo[netbuffer->player & 0x7f] = true;
+ }
+#else
+ while (HGetPacket())
+ {
+ gotinfo[netbuffer->player & 0x7f] = true;
+ }
+#endif
+
+ for (i = 1; i < doomcom->numnodes; i++)
+ if (!gotinfo[i])
+ break;
+ }
+ while (i < doomcom->numnodes);
+ }
+}
+
+/*
+====================
+=
+= I_InitNetwork
+=
+====================
+*/
+
+static void I_InitNetwork(void)
+{
+ doomcom = malloc(sizeof(*doomcom));
+ memset(doomcom, 0, sizeof(*doomcom));
+ netgame = false;
+ doomcom->id = DOOMCOM_ID;
+ doomcom->numplayers = 1;
+ doomcom->numnodes = 1;
+ doomcom->deathmatch = false;
+ doomcom->consoleplayer = 0;
+ doomcom->ticdup = 1;
+ doomcom->extratics = 0;
+}
+
+/*
+===================
+=
+= D_CheckNetGame
+=
+= Works out player numbers among the net participants
+===================
+*/
+
+extern int viewangleoffset;
+
+void D_CheckNetGame(void)
+{
+ int i;
+
+ for (i = 0; i < MAXNETNODES; i++)
+ {
+ nodeingame[i] = false;
+ nettics[i] = 0;
+ remoteresend[i] = false; // set when local needs tics
+ resendto[i] = 0; // which tic to start sending
+ }
+
+// I_InitNetwork sets doomcom and netgame
+ I_InitNetwork();
+ if (doomcom->id != DOOMCOM_ID)
+ I_Error("Doomcom buffer invalid!");
+ netbuffer = &doomcom->data;
+ consoleplayer = displayplayer = doomcom->consoleplayer;
+ if (netgame)
+ D_ArbitrateNetStart();
+//printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode);
+
+// read values out of doomcom
+ ticdup = doomcom->ticdup;
+ maxsend = BACKUPTICS / (2 * ticdup) - 1;
+ if (maxsend < 1)
+ maxsend = 1;
+
+ for (i = 0; i < doomcom->numplayers; i++)
+ playeringame[i] = true;
+ for (i = 0; i < doomcom->numnodes; i++)
+ nodeingame[i] = true;
+
+//printf ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom->numplayers, doomcom->numnodes);
+
+}
+
+/*
+==================
+=
+= D_QuitNetGame
+=
+= Called before quitting to leave a net game without hanging the
+= other players
+=
+==================
+*/
+
+void D_QuitNetGame(void)
+{
+ int i, j;
+
+ if (debugfile)
+ fclose(debugfile);
+
+ if (!netgame || !usergame || consoleplayer == -1 || demoplayback)
+ return;
+
+// send a bunch of packets for security
+ netbuffer->player = consoleplayer;
+ netbuffer->numtics = 0;
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 1; j < doomcom->numnodes; j++)
+ if (nodeingame[j])
+ HSendPacket(j, NCMD_EXIT);
+ I_WaitVBL(1);
+ }
+}
+
+
+
+/*
+===============
+=
+= TryRunTics
+=
+===============
+*/
+
+int frametics[4], frameon;
+int frameskip[4];
+int oldnettics;
+extern boolean advancedemo;
+
+void TryRunTics(void)
+{
+ int i;
+ int lowtic;
+ int entertic;
+ static int oldentertics;
+ int realtics, availabletics;
+ int counts;
+ int numplaying;
+
+//
+// get real tics
+//
+ entertic = I_GetTime() / ticdup;
+ realtics = entertic - oldentertics;
+ oldentertics = entertic;
+
+//
+// get available tics
+//
+ NetUpdate();
+
+ lowtic = INT_MAX;
+ numplaying = 0;
+ for (i = 0; i < doomcom->numnodes; i++)
+ if (nodeingame[i])
+ {
+ numplaying++;
+ if (nettics[i] < lowtic)
+ lowtic = nettics[i];
+ }
+ availabletics = lowtic - gametic / ticdup;
+
+
+//
+// decide how many tics to run
+//
+ if (realtics < availabletics - 1)
+ counts = realtics + 1;
+ else if (realtics < availabletics)
+ counts = realtics;
+ else
+ counts = availabletics;
+ if (counts < 1)
+ counts = 1;
+
+ frameon++;
+
+ if (debugfile)
+ fprintf(debugfile, "=======real: %i avail: %i game: %i\n", realtics,
+ availabletics, counts);
+
+ if (!demoplayback)
+ {
+ //=============================================================================
+ //
+ // ideally nettics[0] should be 1 - 3 tics above lowtic
+ // if we are consistantly slower, speed up time
+ //
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (playeringame[i])
+ break;
+ if (consoleplayer == i)
+ { // the key player does not adapt
+ }
+ else
+ {
+ if (nettics[0] <= nettics[nodeforplayer[i]])
+ {
+ gametime--;
+ // printf ("-");
+ }
+ frameskip[frameon & 3] = (oldnettics > nettics[nodeforplayer[i]]);
+ oldnettics = nettics[0];
+ if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
+ {
+ skiptics = 1;
+ // printf ("+");
+ }
+ }
+ //=============================================================================
+ } // demoplayback
+
+ //
+ // wait for new tics if needed
+ //
+ while (lowtic < gametic / ticdup + counts)
+ {
+
+ NetUpdate();
+ lowtic = INT_MAX;
+
+ for (i = 0; i < doomcom->numnodes; i++)
+ if (nodeingame[i] && nettics[i] < lowtic)
+ lowtic = nettics[i];
+
+ if (lowtic < gametic / ticdup)
+ I_Error("TryRunTics: lowtic < gametic");
+
+ // don't stay in here forever -- give the menu a chance to work
+ if (I_GetTime() / ticdup - entertic >= 20)
+ {
+ MN_Ticker();
+ return;
+ }
+
+ // Don't hog the CPU
+ I_Sleep(1);
+ }
+
+//
+// run the count * ticdup dics
+//
+ while (counts--)
+ {
+ for (i = 0; i < ticdup; i++)
+ {
+ if (gametic / ticdup > lowtic)
+ I_Error("gametic>lowtic");
+ if (advancedemo)
+ D_DoAdvanceDemo();
+ MN_Ticker();
+ G_Ticker();
+ gametic++;
+ //
+ // modify command for duplicated tics
+ //
+ if (i != ticdup - 1)
+ {
+ ticcmd_t *cmd;
+ int buf;
+ int j;
+
+ buf = (gametic / ticdup) % BACKUPTICS;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ cmd = &netcmds[j][buf];
+ cmd->chatchar = 0;
+ if (cmd->buttons & BT_SPECIAL)
+ cmd->buttons = 0;
+ }
+ }
+ }
+ NetUpdate(); // check for new console commands
+ }
+}
diff --git a/src/heretic/doomdata.h b/src/heretic/doomdata.h
new file mode 100644
index 00000000..ac84ec46
--- /dev/null
+++ b/src/heretic/doomdata.h
@@ -0,0 +1,200 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// DoomData.h
+
+// all external data is defined here
+// most of the data is loaded into different structures at run time
+
+#ifndef __DOOMDATA__
+#define __DOOMDATA__
+
+#include "doomtype.h"
+
+/*
+===============================================================================
+
+ map level types
+
+===============================================================================
+*/
+
+// lump order in a map wad
+enum
+{
+ ML_LABEL,
+ ML_THINGS,
+ ML_LINEDEFS,
+ ML_SIDEDEFS,
+ ML_VERTEXES,
+ ML_SEGS,
+ ML_SSECTORS,
+ ML_NODES,
+ ML_SECTORS,
+ ML_REJECT,
+ ML_BLOCKMAP
+};
+
+
+typedef struct
+{
+ short x, y;
+} PACKEDATTR mapvertex_t;
+
+typedef struct
+{
+ short textureoffset;
+ short rowoffset;
+ char toptexture[8], bottomtexture[8], midtexture[8];
+ short sector; // on viewer's side
+} PACKEDATTR mapsidedef_t;
+
+typedef struct
+{
+ short v1, v2;
+ short flags;
+ short special, tag;
+ short sidenum[2]; // sidenum[1] will be -1 if one sided
+} PACKEDATTR maplinedef_t;
+
+#define ML_BLOCKING 1
+#define ML_BLOCKMONSTERS 2
+#define ML_TWOSIDED 4 // backside will not be present at all
+ // if not two sided
+
+// if a texture is pegged, the texture will have the end exposed to air held
+// constant at the top or bottom of the texture (stairs or pulled down things)
+// and will move with a height change of one of the neighbor sectors
+// Unpegged textures allways have the first row of the texture at the top
+// pixel of the line for both top and bottom textures (windows)
+#define ML_DONTPEGTOP 8
+#define ML_DONTPEGBOTTOM 16
+
+#define ML_SECRET 32 // don't map as two sided: IT'S A SECRET!
+#define ML_SOUNDBLOCK 64 // don't let sound cross two of these
+#define ML_DONTDRAW 128 // don't draw on the automap
+#define ML_MAPPED 256 // set if allready drawn in automap
+
+
+typedef struct
+{
+ short floorheight, ceilingheight;
+ char floorpic[8], ceilingpic[8];
+ short lightlevel;
+ short special, tag;
+} PACKEDATTR mapsector_t;
+
+typedef struct
+{
+ short numsegs;
+ short firstseg; // segs are stored sequentially
+} PACKEDATTR mapsubsector_t;
+
+typedef struct
+{
+ short v1, v2;
+ short angle;
+ short linedef, side;
+ short offset;
+} PACKEDATTR mapseg_t;
+
+#define NF_SUBSECTOR 0x8000
+typedef struct
+{
+ short x, y, dx, dy; // partition line
+ short bbox[2][4]; // bounding box for each child
+ unsigned short children[2]; // if NF_SUBSECTOR its a subsector
+} PACKEDATTR mapnode_t;
+
+typedef struct
+{
+ short x, y;
+ short angle;
+ short type;
+ short options;
+} PACKEDATTR mapthing_t;
+
+#define MTF_EASY 1
+#define MTF_NORMAL 2
+#define MTF_HARD 4
+#define MTF_AMBUSH 8
+
+/*
+===============================================================================
+
+ texture definition
+
+===============================================================================
+*/
+
+typedef struct
+{
+ short originx;
+ short originy;
+ short patch;
+ short stepdir;
+ short colormap;
+} PACKEDATTR mappatch_t;
+
+typedef struct
+{
+ char name[8];
+ boolean masked;
+ short width;
+ short height;
+ int obsolete;
+ short patchcount;
+ mappatch_t patches[1];
+} PACKEDATTR maptexture_t;
+
+
+/*
+===============================================================================
+
+ graphics
+
+===============================================================================
+*/
+
+// a pic is an unmasked block of pixels
+typedef struct
+{
+ byte width, height;
+ byte data;
+} pic_t;
+
+
+
+
+/*
+===============================================================================
+
+ status
+
+===============================================================================
+*/
+
+
+
+
+#endif // __DOOMDATA__
diff --git a/src/heretic/doomdef.h b/src/heretic/doomdef.h
new file mode 100644
index 00000000..3f976c3d
--- /dev/null
+++ b/src/heretic/doomdef.h
@@ -0,0 +1,897 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// DoomDef.h
+
+#ifndef __DOOMDEF__
+#define __DOOMDEF__
+#include <stdio.h>
+#include <string.h>
+//haleyjd: removed WATCOMC
+#include <limits.h>
+
+#define HERETIC_VERSION 130
+#define HERETIC_VERSION_TEXT "v1.3"
+
+// if rangecheck is undefined, most parameter validation debugging code
+// will not be compiled
+//#define RANGECHECK
+
+// all external data is defined here
+#include "doomdata.h"
+
+// all important printed strings
+#include "dstrings.h"
+
+// header generated by multigen utility
+#include "info.h"
+
+// WAD file access
+#include "w_wad.h"
+
+// fixed_t
+#include "m_fixed.h"
+
+// angle_t
+#include "tables.h"
+
+// events
+#include "d_event.h"
+
+// gamemode/mission
+#include "d_mode.h"
+
+// ticcmd_t
+#include "d_ticcmd.h"
+
+#define SAVEGAMENAME "hticsav"
+#define SAVEGAMENAMECD "c:\\heretic.cd\\hticsav"
+
+/*
+===============================================================================
+
+ GLOBAL TYPES
+
+===============================================================================
+*/
+
+#define NUMARTIFCTS 28
+#define MAXPLAYERS 4
+
+#define BT_ATTACK 1
+#define BT_USE 2
+#define BT_CHANGE 4 // if true, the next 3 bits hold weapon num
+#define BT_WEAPONMASK (8+16+32)
+#define BT_WEAPONSHIFT 3
+
+#define BT_SPECIAL 128 // game events, not really buttons
+#define BTS_SAVEMASK (4+8+16)
+#define BTS_SAVESHIFT 2
+#define BT_SPECIALMASK 3
+#define BTS_PAUSE 1 // pause the game
+#define BTS_SAVEGAME 2 // save the game at each console
+// savegame slot numbers occupy the second byte of buttons
+
+typedef enum
+{
+ GS_LEVEL,
+ GS_INTERMISSION,
+ GS_FINALE,
+ GS_DEMOSCREEN
+} gamestate_t;
+
+typedef enum
+{
+ ga_nothing,
+ ga_loadlevel,
+ ga_newgame,
+ ga_loadgame,
+ ga_savegame,
+ ga_playdemo,
+ ga_completed,
+ ga_victory,
+ ga_worlddone,
+ ga_screenshot
+} gameaction_t;
+
+typedef enum
+{
+ wipe_0,
+ wipe_1,
+ wipe_2,
+ wipe_3,
+ wipe_4,
+ NUMWIPES,
+ wipe_random
+} wipe_t;
+
+/*
+===============================================================================
+
+ MAPOBJ DATA
+
+===============================================================================
+*/
+
+// think_t is a function pointer to a routine to handle an actor
+typedef void (*think_t) ();
+
+typedef struct thinker_s
+{
+ struct thinker_s *prev, *next;
+ think_t function;
+} thinker_t;
+
+struct player_s;
+
+typedef struct mobj_s
+{
+ thinker_t thinker; // thinker links
+
+// info for drawing
+ fixed_t x, y, z;
+ struct mobj_s *snext, *sprev; // links in sector (if needed)
+ angle_t angle;
+ spritenum_t sprite; // used to find patch_t and flip value
+ int frame; // might be ord with FF_FULLBRIGHT
+
+// interaction info
+ struct mobj_s *bnext, *bprev; // links in blocks (if needed)
+ struct subsector_s *subsector;
+ fixed_t floorz, ceilingz; // closest together of contacted secs
+ fixed_t radius, height; // for movement checking
+ fixed_t momx, momy, momz; // momentums
+
+ int validcount; // if == validcount, already checked
+
+ mobjtype_t type;
+ mobjinfo_t *info; // &mobjinfo[mobj->type]
+ int tics; // state tic counter
+ state_t *state;
+ int damage; // For missiles
+ int flags;
+ int flags2; // Heretic flags
+ int special1; // Special info
+ int special2; // Special info
+ int health;
+ int movedir; // 0-7
+ int movecount; // when 0, select a new dir
+ struct mobj_s *target; // thing being chased/attacked (or NULL)
+ // also the originator for missiles
+ int reactiontime; // if non 0, don't attack yet
+ // used by player to freeze a bit after
+ // teleporting
+ int threshold; // if >0, the target will be chased
+ // no matter what (even if shot)
+ struct player_s *player; // only valid if type == MT_PLAYER
+ int lastlook; // player number last looked for
+
+ mapthing_t spawnpoint; // for nightmare respawn
+} mobj_t;
+
+// each sector has a degenmobj_t in it's center for sound origin purposes
+typedef struct
+{
+ thinker_t thinker; // not used for anything
+ fixed_t x, y, z;
+} degenmobj_t;
+
+//
+// frame flags
+//
+#define FF_FULLBRIGHT 0x8000 // flag in thing->frame
+#define FF_FRAMEMASK 0x7fff
+
+// --- mobj.flags ---
+
+#define MF_SPECIAL 1 // call P_SpecialThing when touched
+#define MF_SOLID 2
+#define MF_SHOOTABLE 4
+#define MF_NOSECTOR 8 // don't use the sector links
+ // (invisible but touchable)
+#define MF_NOBLOCKMAP 16 // don't use the blocklinks
+ // (inert but displayable)
+#define MF_AMBUSH 32
+#define MF_JUSTHIT 64 // try to attack right back
+#define MF_JUSTATTACKED 128 // take at least one step before attacking
+#define MF_SPAWNCEILING 256 // hang from ceiling instead of floor
+#define MF_NOGRAVITY 512 // don't apply gravity every tic
+
+// movement flags
+#define MF_DROPOFF 0x400 // allow jumps from high places
+#define MF_PICKUP 0x800 // for players to pick up items
+#define MF_NOCLIP 0x1000 // player cheat
+#define MF_SLIDE 0x2000 // keep info about sliding along walls
+#define MF_FLOAT 0x4000 // allow moves to any height, no gravity
+#define MF_TELEPORT 0x8000 // don't cross lines or look at heights
+#define MF_MISSILE 0x10000 // don't hit same species, explode on block
+
+#define MF_DROPPED 0x20000 // dropped by a demon, not level spawned
+#define MF_SHADOW 0x40000 // use translucent draw (shadow demons / invis)
+#define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff)
+#define MF_CORPSE 0x100000 // don't stop moving halfway off a step
+#define MF_INFLOAT 0x200000 // floating to a height for a move, don't
+ // auto float to target's height
+
+#define MF_COUNTKILL 0x400000 // count towards intermission kill total
+#define MF_COUNTITEM 0x800000 // count towards intermission item total
+
+#define MF_SKULLFLY 0x1000000 // skull in flight
+#define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards)
+
+#define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation
+#define MF_TRANSSHIFT 26 // table for player colormaps
+
+// --- mobj.flags2 ---
+
+#define MF2_LOGRAV 0x00000001 // alternate gravity setting
+#define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind
+ // specials
+#define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor
+#define MF2_THRUGHOST 0x00000008 // missile will pass through ghosts
+#define MF2_FLY 0x00000010 // fly mode is active
+#define MF2_FOOTCLIP 0x00000020 // if feet are allowed to be clipped
+#define MF2_SPAWNFLOAT 0x00000040 // spawn random float z
+#define MF2_NOTELEPORT 0x00000080 // does not teleport
+#define MF2_RIP 0x00000100 // missile rips through solid
+ // targets
+#define MF2_PUSHABLE 0x00000200 // can be pushed by other moving
+ // mobjs
+#define MF2_SLIDE 0x00000400 // slides against walls
+#define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another
+ // mobj
+#define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on,
+ // this flag will allow the mobj to
+ // pass over/under other mobjs.
+#define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs
+#define MF2_FEETARECLIPPED 0x00004000 // a mobj's feet are now being cut
+#define MF2_BOSS 0x00008000 // mobj is a major boss
+#define MF2_FIREDAMAGE 0x00010000 // does fire damage
+#define MF2_NODMGTHRUST 0x00020000 // does not thrust target when
+ // damaging
+#define MF2_TELESTOMP 0x00040000 // mobj can stomp another
+#define MF2_FLOATBOB 0x00080000 // use float bobbing z movement
+#define MF2_DONTDRAW 0X00100000 // don't generate a vissprite
+
+//=============================================================================
+typedef enum
+{
+ PST_LIVE, // playing
+ PST_DEAD, // dead on the ground
+ PST_REBORN // ready to restart
+} playerstate_t;
+
+// psprites are scaled shapes directly on the view screen
+// coordinates are given for a 320*200 view screen
+typedef enum
+{
+ ps_weapon,
+ ps_flash,
+ NUMPSPRITES
+} psprnum_t;
+
+typedef struct
+{
+ state_t *state; // a NULL state means not active
+ int tics;
+ fixed_t sx, sy;
+} pspdef_t;
+
+typedef enum
+{
+ key_yellow,
+ key_green,
+ key_blue,
+ NUMKEYS
+} keytype_t;
+
+typedef enum
+{
+ wp_staff,
+ wp_goldwand,
+ wp_crossbow,
+ wp_blaster,
+ wp_skullrod,
+ wp_phoenixrod,
+ wp_mace,
+ wp_gauntlets,
+ wp_beak,
+ NUMWEAPONS,
+ wp_nochange
+} weapontype_t;
+
+#define AMMO_GWND_WIMPY 10
+#define AMMO_GWND_HEFTY 50
+#define AMMO_CBOW_WIMPY 5
+#define AMMO_CBOW_HEFTY 20
+#define AMMO_BLSR_WIMPY 10
+#define AMMO_BLSR_HEFTY 25
+#define AMMO_SKRD_WIMPY 20
+#define AMMO_SKRD_HEFTY 100
+#define AMMO_PHRD_WIMPY 1
+#define AMMO_PHRD_HEFTY 10
+#define AMMO_MACE_WIMPY 20
+#define AMMO_MACE_HEFTY 100
+
+typedef enum
+{
+ am_goldwand,
+ am_crossbow,
+ am_blaster,
+ am_skullrod,
+ am_phoenixrod,
+ am_mace,
+ NUMAMMO,
+ am_noammo // staff, gauntlets
+} ammotype_t;
+
+typedef struct
+{
+ ammotype_t ammo;
+ int upstate;
+ int downstate;
+ int readystate;
+ int atkstate;
+ int holdatkstate;
+ int flashstate;
+} weaponinfo_t;
+
+extern weaponinfo_t wpnlev1info[NUMWEAPONS];
+extern weaponinfo_t wpnlev2info[NUMWEAPONS];
+
+typedef enum
+{
+ arti_none,
+ arti_invulnerability,
+ arti_invisibility,
+ arti_health,
+ arti_superhealth,
+ arti_tomeofpower,
+ arti_torch,
+ arti_firebomb,
+ arti_egg,
+ arti_fly,
+ arti_teleport,
+ NUMARTIFACTS
+} artitype_t;
+
+typedef enum
+{
+ pw_None,
+ pw_invulnerability,
+ pw_invisibility,
+ pw_allmap,
+ pw_infrared,
+ pw_weaponlevel2,
+ pw_flight,
+ pw_shield,
+ pw_health2,
+ NUMPOWERS
+} powertype_t;
+
+#define INVULNTICS (30*35)
+#define INVISTICS (60*35)
+#define INFRATICS (120*35)
+#define IRONTICS (60*35)
+#define WPNLEV2TICS (40*35)
+#define FLIGHTTICS (60*35)
+
+#define CHICKENTICS (40*35)
+
+#define MESSAGETICS (4*35)
+#define BLINKTHRESHOLD (4*32)
+
+#define NUMINVENTORYSLOTS 14
+typedef struct
+{
+ int type;
+ int count;
+} inventory_t;
+
+/*
+================
+=
+= player_t
+=
+================
+*/
+
+typedef struct player_s
+{
+ mobj_t *mo;
+ playerstate_t playerstate;
+ ticcmd_t cmd;
+
+ fixed_t viewz; // focal origin above r.z
+ fixed_t viewheight; // base height above floor for viewz
+ fixed_t deltaviewheight; // squat speed
+ fixed_t bob; // bounded/scaled total momentum
+
+ int flyheight;
+ int lookdir;
+ boolean centering;
+ int health; // only used between levels, mo->health
+ // is used during levels
+ int armorpoints, armortype; // armor type is 0-2
+
+ inventory_t inventory[NUMINVENTORYSLOTS];
+ artitype_t readyArtifact;
+ int artifactCount;
+ int inventorySlotNum;
+ int powers[NUMPOWERS];
+ boolean keys[NUMKEYS];
+ boolean backpack;
+ signed int frags[MAXPLAYERS]; // kills of other players
+ weapontype_t readyweapon;
+ weapontype_t pendingweapon; // wp_nochange if not changing
+ boolean weaponowned[NUMWEAPONS];
+ int ammo[NUMAMMO];
+ int maxammo[NUMAMMO];
+ int attackdown, usedown; // true if button down last tic
+ int cheats; // bit flags
+
+ int refire; // refired shots are less accurate
+
+ int killcount, itemcount, secretcount; // for intermission
+ char *message; // hint messages
+ int messageTics; // counter for showing messages
+ int damagecount, bonuscount; // for screen flashing
+ int flamecount; // for flame thrower duration
+ mobj_t *attacker; // who did damage (NULL for floors)
+ int extralight; // so gun flashes light up areas
+ int fixedcolormap; // can be set to REDCOLORMAP, etc
+ int colormap; // 0-3 for which color to draw player
+ pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
+ boolean didsecret; // true if secret level has been done
+ int chickenTics; // player is a chicken if > 0
+ int chickenPeck; // chicken peck countdown
+ mobj_t *rain1; // active rain maker 1
+ mobj_t *rain2; // active rain maker 2
+} player_t;
+
+#define CF_NOCLIP 1
+#define CF_GODMODE 2
+#define CF_NOMOMENTUM 4 // not really a cheat, just a debug aid
+
+
+#define BACKUPTICS 12 // CHANGED FROM 12 !?!?
+
+typedef struct
+{
+ unsigned checksum; // high bit is retransmit request
+ byte retransmitfrom; // only valid if NCMD_RETRANSMIT
+ byte starttic;
+ byte player, numtics;
+ ticcmd_t cmds[BACKUPTICS];
+} doomdata_t;
+
+typedef struct
+{
+ int id;
+ short intnum; // DOOM executes an int to execute commands
+
+// communication between DOOM and the driver
+ short command; // CMD_SEND or CMD_GET
+ short remotenode; // dest for send, set by get (-1 = no packet)
+ short datalength; // bytes in doomdata to be sent
+
+// info common to all nodes
+ short numnodes; // console is allways node 0
+ short ticdup; // 1 = no duplication, 2-5 = dup for slow nets
+ short extratics; // 1 = send a backup tic in every packet
+ short deathmatch; // 1 = deathmatch
+ short savegame; // -1 = new game, 0-5 = load savegame
+ short episode; // 1-3
+ short map; // 1-9
+ short skill; // 1-5
+
+// info specific to this node
+ short consoleplayer;
+ short numplayers;
+ short angleoffset; // 1 = left, 0 = center, -1 = right
+ short drone; // 1 = drone
+
+// packet data to be sent
+ doomdata_t data;
+} doomcom_t;
+
+#define DOOMCOM_ID 0x12345678l
+
+extern doomcom_t *doomcom;
+extern doomdata_t *netbuffer; // points inside doomcom
+
+#define MAXNETNODES 8 // max computers in a game
+
+#define CMD_SEND 1
+#define CMD_GET 2
+
+#define SBARHEIGHT 42 // status bar height at bottom of screen
+
+
+/*
+===============================================================================
+
+ GLOBAL VARIABLES
+
+===============================================================================
+*/
+
+#define TELEFOGHEIGHT (32*FRACUNIT)
+
+extern gameaction_t gameaction;
+
+extern boolean paused;
+
+extern GameMode_t gamemode;
+extern GameMission_t gamemission;
+
+extern boolean ExtendedWAD; // true if main WAD is the extended version
+
+extern boolean nomonsters; // checkparm of -nomonsters
+
+extern boolean respawnparm; // checkparm of -respawn
+
+extern boolean debugmode; // checkparm of -debug
+
+extern boolean usergame; // ok to save / end game
+
+extern boolean ravpic; // checkparm of -ravpic
+
+extern boolean altpal; // checkparm to use an alternate palette routine
+
+extern boolean cdrom; // true if cd-rom mode active ("-cdrom")
+
+extern boolean deathmatch; // only if started as net death
+
+extern boolean netgame; // only true if >1 player
+
+extern boolean playeringame[MAXPLAYERS];
+
+extern int consoleplayer; // player taking events and displaying
+
+extern int displayplayer;
+
+extern int viewangleoffset; // ANG90 = left side, ANG270 = right
+
+extern player_t players[MAXPLAYERS];
+
+extern boolean singletics; // debug flag to cancel adaptiveness
+
+extern boolean DebugSound; // debug flag for displaying sound info
+
+extern int maxammo[NUMAMMO];
+
+extern boolean demoplayback;
+extern int skytexture;
+
+extern gamestate_t gamestate;
+extern skill_t gameskill;
+extern boolean respawnmonsters;
+extern int gameepisode;
+extern int gamemap;
+extern int prevmap;
+extern int totalkills, totalitems, totalsecret; // for intermission
+extern int levelstarttic; // gametic at level start
+extern int leveltime; // tics in game play for par
+
+extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
+extern int ticdup;
+
+#define MAXNETNODES 8
+extern ticcmd_t localcmds[BACKUPTICS];
+extern int gametic, maketic;
+extern int nettics[MAXNETNODES];
+
+#define SAVEGAMESIZE 0x30000
+#define SAVESTRINGSIZE 24
+extern byte *savebuffer;
+extern byte *save_p;
+
+extern mapthing_t *deathmatch_p;
+extern mapthing_t deathmatchstarts[10];
+extern mapthing_t playerstarts[MAXPLAYERS];
+
+extern int viewwindowx;
+extern int viewwindowy;
+extern int viewwidth;
+extern int scaledviewwidth;
+extern int viewheight;
+
+extern int mouseSensitivity;
+
+extern boolean precache; // if true, load all graphics at level load
+
+extern boolean singledemo; // quit after playing a demo from cmdline
+
+extern FILE *debugfile;
+extern int bodyqueslot;
+extern skill_t startskill;
+extern int startepisode;
+extern int startmap;
+extern boolean autostart;
+
+/*
+===============================================================================
+
+ GLOBAL FUNCTIONS
+
+===============================================================================
+*/
+
+#include "z_zone.h"
+
+//----------
+//BASE LEVEL
+//----------
+void D_DoomMain(void);
+void IncThermo(void);
+void InitThermo(int max);
+void tprintf(char *string, int initflag);
+// not a globally visible function, just included for source reference
+// calls all startup code
+// parses command line options
+// if not overrided, calls N_AdvanceDemo
+
+void D_DoomLoop(void);
+// not a globally visible function, just included for source reference
+// called by D_DoomMain, never exits
+// manages timing and IO
+// calls all ?_Responder, ?_Ticker, and ?_Drawer functions
+// calls I_GetTime, I_StartFrame, and I_StartTic
+
+void NetUpdate(void);
+// create any new ticcmds and broadcast to other players
+
+void D_QuitNetGame(void);
+// broadcasts special packets to other players to notify of game exit
+
+void TryRunTics(void);
+
+//---------
+//SYSTEM IO
+//---------
+
+byte *I_ZoneBase(int *size);
+// called by startup code to get the ammount of memory to malloc
+// for the zone management
+
+// asyncronous interrupt functions should maintain private ques that are
+// read by the syncronous functions to be converted into events
+
+// Copy buffer to video
+
+byte *I_AllocLow(int length);
+// allocates from low memory under dos, just mallocs under unix
+
+// haleyjd: was WATCOMC, preserved for historical interest.
+// This is similar to the -control structure in DOOM v1.4 and Strife.
+#if 0
+extern boolean useexterndriver;
+
+#define EBT_FIRE 1
+#define EBT_OPENDOOR 2
+#define EBT_SPEED 4
+#define EBT_STRAFE 8
+#define EBT_MAP 0x10
+#define EBT_INVENTORYLEFT 0x20
+#define EBT_INVENTORYRIGHT 0x40
+#define EBT_USEARTIFACT 0x80
+#define EBT_FLYDROP 0x100
+#define EBT_CENTERVIEW 0x200
+#define EBT_PAUSE 0x400
+#define EBT_WEAPONCYCLE 0x800
+
+typedef struct
+{
+ short vector; // Interrupt vector
+
+ signed char moveForward; // forward/backward (maxes at 50)
+ signed char moveSideways; // strafe (maxes at 24)
+ short angleTurn; // turning speed (640 [slow] 1280 [fast])
+ short angleHead; // head angle (+2080 [left] : 0 [center] : -2048 [right])
+ signed char pitch; // look up/down (-110 : +90)
+ signed char flyDirection; // flyheight (+1/-1)
+ unsigned short buttons; // EBT_* flags
+} externdata_t;
+#endif
+
+//----
+//GAME
+//----
+
+void G_DeathMatchSpawnPlayer(int playernum);
+
+void G_InitNew(skill_t skill, int episode, int map);
+
+void G_DeferedInitNew(skill_t skill, int episode, int map);
+// can be called by the startup code or M_Responder
+// a normal game starts at map 1, but a warp test can start elsewhere
+
+void G_DeferedPlayDemo(char *demo);
+
+void G_LoadGame(char *name);
+// can be called by the startup code or M_Responder
+// calls P_SetupLevel or W_EnterWorld
+void G_DoLoadGame(void);
+
+void G_SaveGame(int slot, char *description);
+// called by M_Responder
+
+// Support routines for saving games
+void SV_Open(char *fileName);
+void SV_Close(char *fileName);
+void SV_Write(void *buffer, int size);
+void SV_WriteByte(byte val);
+void SV_WriteWord(unsigned short val);
+void SV_WriteLong(unsigned int val);
+
+void G_RecordDemo(skill_t skill, int numplayers, int episode, int map,
+ char *name);
+// only called by startup code
+
+void G_PlayDemo(char *name);
+void G_TimeDemo(char *name);
+
+void G_ExitLevel(void);
+void G_SecretExitLevel(void);
+
+void G_WorldDone(void);
+
+void G_Ticker(void);
+boolean G_Responder(event_t * ev);
+
+void G_ScreenShot(void);
+
+//-----
+//PLAY
+//-----
+
+void P_Ticker(void);
+// called by C_Ticker
+// can call G_PlayerExited
+// carries out all thinking of monsters and players
+
+void P_SetupLevel(int episode, int map, int playermask, skill_t skill);
+// called by W_Ticker
+
+void P_Init(void);
+// called by startup code
+
+void P_ArchivePlayers(void);
+void P_UnArchivePlayers(void);
+void P_ArchiveWorld(void);
+void P_UnArchiveWorld(void);
+void P_ArchiveThinkers(void);
+void P_UnArchiveThinkers(void);
+void P_ArchiveSpecials(void);
+void P_UnArchiveSpecials(void);
+// load / save game routines
+
+
+//-------
+//REFRESH
+//-------
+
+extern boolean setsizeneeded;
+
+extern boolean BorderNeedRefresh;
+extern boolean BorderTopRefresh;
+
+extern int UpdateState;
+// define the different areas for the dirty map
+#define I_NOUPDATE 0
+#define I_FULLVIEW 1
+#define I_STATBAR 2
+#define I_MESSAGES 4
+#define I_FULLSCRN 8
+
+void R_RenderPlayerView(player_t * player);
+// called by G_Drawer
+
+void R_Init(void);
+// called by startup code
+
+void R_DrawViewBorder(void);
+void R_DrawTopBorder(void);
+// if the view size is not full screen, draws a border around it
+
+void R_SetViewSize(int blocks, int detail);
+// called by M_Responder
+
+int R_FlatNumForName(char *name);
+
+int R_TextureNumForName(char *name);
+int R_CheckTextureNumForName(char *name);
+// called by P_Ticker for switches and animations
+// returns the texture number for the texture name
+
+
+//----
+//MISC
+//----
+// returns the position of the given parameter in the arg list (0 if not found)
+
+int M_DrawText(int x, int y, boolean direct, char *string);
+
+//----------------------
+// Interlude (IN_lude.c)
+//----------------------
+
+extern boolean intermission;
+
+void IN_Start(void);
+void IN_Ticker(void);
+void IN_Drawer(void);
+
+//----------------------
+// Chat mode (CT_chat.c)
+//----------------------
+
+void CT_Init(void);
+void CT_Drawer(void);
+boolean CT_Responder(event_t * ev);
+void CT_Ticker(void);
+char CT_dequeueChatChar(void);
+
+extern boolean chatmodeon;
+extern boolean ultimatemsg;
+
+//--------------------
+// Finale (F_finale.c)
+//--------------------
+
+void F_Drawer(void);
+void F_Ticker(void);
+void F_StartFinale(void);
+
+//----------------------
+// STATUS BAR (SB_bar.c)
+//----------------------
+
+extern int SB_state;
+void SB_Init(void);
+boolean SB_Responder(event_t * event);
+void SB_Ticker(void);
+void SB_Drawer(void);
+
+//-----------------
+// MENU (MN_menu.c)
+//-----------------
+
+extern boolean MenuActive;
+
+void MN_Init(void);
+void MN_ActivateMenu(void);
+void MN_DeactivateMenu(void);
+boolean MN_Responder(event_t * event);
+void MN_Ticker(void);
+void MN_Drawer(void);
+void MN_DrTextA(char *text, int x, int y);
+int MN_TextAWidth(char *text);
+void MN_DrTextB(char *text, int x, int y);
+int MN_TextBWidth(char *text);
+
+#include "sounds.h"
+
+#endif // __DOOMDEF__
diff --git a/src/heretic/dstrings.h b/src/heretic/dstrings.h
new file mode 100644
index 00000000..aea5548e
--- /dev/null
+++ b/src/heretic/dstrings.h
@@ -0,0 +1,429 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// DStrings.h
+
+//---------------------------------------------------------------------------
+//
+// M_menu.c
+//
+//---------------------------------------------------------------------------
+#define PRESSKEY "press a key."
+#define PRESSYN "press y or n."
+#define TXT_PAUSED "PAUSED"
+#define QUITMSG "are you sure you want to\nquit this great game?"
+#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
+#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
+#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
+#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
+#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
+#define QLPROMPT "do you want to quickload the game named"\
+ "\n\n'%s'?\n\n"PRESSYN
+#define NEWGAME "you can't start a new game\n"\
+ "while in a network game.\n\n"PRESSKEY
+#define NIGHTMARE "are you sure? this skill level\n"\
+ "isn't even remotely fair.\n\n"PRESSYN
+#define SWSTRING "this is the shareware version of doom.\n\n"\
+ "you need to order the entire trilogy.\n\n"PRESSKEY
+#define MSGOFF "Messages OFF"
+#define MSGON "Messages ON"
+#define NETEND "you can't end a netgame!\n\n"PRESSKEY
+#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
+#define DOSY "(press y to quit to dos.)"
+#define DETAILHI "High detail"
+#define DETAILLO "Low detail"
+#define GAMMALVL0 "Gamma correction OFF"
+#define GAMMALVL1 "Gamma correction level 1"
+#define GAMMALVL2 "Gamma correction level 2"
+#define GAMMALVL3 "Gamma correction level 3"
+#define GAMMALVL4 "Gamma correction level 4"
+#define EMPTYSTRING "empty slot"
+
+//---------------------------------------------------------------------------
+//
+// P_inter.c
+//
+//---------------------------------------------------------------------------
+
+// Keys
+
+#define TXT_GOTBLUEKEY "BLUE KEY"
+#define TXT_GOTYELLOWKEY "YELLOW KEY"
+#define TXT_GOTGREENKEY "GREEN KEY"
+
+// Artifacts
+
+#define TXT_ARTIHEALTH "QUARTZ FLASK"
+#define TXT_ARTIFLY "WINGS OF WRATH"
+#define TXT_ARTIINVULNERABILITY "RING OF INVINCIBILITY"
+#define TXT_ARTITOMEOFPOWER "TOME OF POWER"
+#define TXT_ARTIINVISIBILITY "SHADOWSPHERE"
+#define TXT_ARTIEGG "MORPH OVUM"
+#define TXT_ARTISUPERHEALTH "MYSTIC URN"
+#define TXT_ARTITORCH "TORCH"
+#define TXT_ARTIFIREBOMB "TIME BOMB OF THE ANCIENTS"
+#define TXT_ARTITELEPORT "CHAOS DEVICE"
+
+// Items
+
+#define TXT_ITEMHEALTH "CRYSTAL VIAL"
+#define TXT_ITEMBAGOFHOLDING "BAG OF HOLDING"
+#define TXT_ITEMSHIELD1 "SILVER SHIELD"
+#define TXT_ITEMSHIELD2 "ENCHANTED SHIELD"
+#define TXT_ITEMSUPERMAP "MAP SCROLL"
+
+// Ammo
+
+#define TXT_AMMOGOLDWAND1 "WAND CRYSTAL"
+#define TXT_AMMOGOLDWAND2 "CRYSTAL GEODE"
+#define TXT_AMMOMACE1 "MACE SPHERES"
+#define TXT_AMMOMACE2 "PILE OF MACE SPHERES"
+#define TXT_AMMOCROSSBOW1 "ETHEREAL ARROWS"
+#define TXT_AMMOCROSSBOW2 "QUIVER OF ETHEREAL ARROWS"
+#define TXT_AMMOBLASTER1 "CLAW ORB"
+#define TXT_AMMOBLASTER2 "ENERGY ORB"
+#define TXT_AMMOSKULLROD1 "LESSER RUNES"
+#define TXT_AMMOSKULLROD2 "GREATER RUNES"
+#define TXT_AMMOPHOENIXROD1 "FLAME ORB"
+#define TXT_AMMOPHOENIXROD2 "INFERNO ORB"
+
+// Weapons
+
+#define TXT_WPNMACE "FIREMACE"
+#define TXT_WPNCROSSBOW "ETHEREAL CROSSBOW"
+#define TXT_WPNBLASTER "DRAGON CLAW"
+#define TXT_WPNSKULLROD "HELLSTAFF"
+#define TXT_WPNPHOENIXROD "PHOENIX ROD"
+#define TXT_WPNGAUNTLETS "GAUNTLETS OF THE NECROMANCER"
+
+//---------------------------------------------------------------------------
+//
+// SB_bar.c
+//
+//---------------------------------------------------------------------------
+
+#define TXT_CHEATGODON "GOD MODE ON"
+#define TXT_CHEATGODOFF "GOD MODE OFF"
+#define TXT_CHEATNOCLIPON "NO CLIPPING ON"
+#define TXT_CHEATNOCLIPOFF "NO CLIPPING OFF"
+#define TXT_CHEATWEAPONS "ALL WEAPONS"
+#define TXT_CHEATFLIGHTON "FLIGHT ON"
+#define TXT_CHEATFLIGHTOFF "FLIGHT OFF"
+#define TXT_CHEATPOWERON "POWER ON"
+#define TXT_CHEATPOWEROFF "POWER OFF"
+#define TXT_CHEATHEALTH "FULL HEALTH"
+#define TXT_CHEATKEYS "ALL KEYS"
+#define TXT_CHEATSOUNDON "SOUND DEBUG ON"
+#define TXT_CHEATSOUNDOFF "SOUND DEBUG OFF"
+#define TXT_CHEATTICKERON "TICKER ON"
+#define TXT_CHEATTICKEROFF "TICKER OFF"
+#define TXT_CHEATARTIFACTS1 "CHOOSE AN ARTIFACT ( A - J )"
+#define TXT_CHEATARTIFACTS2 "HOW MANY ( 1 - 9 )"
+#define TXT_CHEATARTIFACTS3 "YOU GOT IT"
+#define TXT_CHEATARTIFACTSFAIL "BAD INPUT"
+#define TXT_CHEATWARP "LEVEL WARP"
+#define TXT_CHEATSCREENSHOT "SCREENSHOT"
+#define TXT_CHEATCHICKENON "CHICKEN ON"
+#define TXT_CHEATCHICKENOFF "CHICKEN OFF"
+#define TXT_CHEATMASSACRE "MASSACRE"
+#define TXT_CHEATIDDQD "TRYING TO CHEAT, EH? NOW YOU DIE!"
+#define TXT_CHEATIDKFA "CHEATER - YOU DON'T DESERVE WEAPONS"
+
+//---------------------------------------------------------------------------
+//
+// P_doors.c
+//
+//---------------------------------------------------------------------------
+
+#define TXT_NEEDBLUEKEY "YOU NEED A BLUE KEY TO OPEN THIS DOOR"
+#define TXT_NEEDGREENKEY "YOU NEED A GREEN KEY TO OPEN THIS DOOR"
+#define TXT_NEEDYELLOWKEY "YOU NEED A YELLOW KEY TO OPEN THIS DOOR"
+
+//---------------------------------------------------------------------------
+//
+// G_game.c
+//
+//---------------------------------------------------------------------------
+
+#define TXT_GAMESAVED "GAME SAVED"
+
+//---------------------------------------------------------------------------
+//
+// HU_stuff.c
+//
+//---------------------------------------------------------------------------
+
+#define HUSTR_E1M1 "E1M1: Hangar"
+#define HUSTR_E1M2 "E1M2: Nuclear Plant"
+#define HUSTR_E1M3 "E1M3: Toxin Refinery"
+#define HUSTR_E1M4 "E1M4: Command Control"
+#define HUSTR_E1M5 "E1M5: Phobos Lab"
+#define HUSTR_E1M6 "E1M6: Central Processing"
+#define HUSTR_E1M7 "E1M7: Computer Station"
+#define HUSTR_E1M8 "E1M8: Phobos Anomaly"
+#define HUSTR_E1M9 "E1M9: Military Base"
+
+#define HUSTR_E2M1 "E2M1: Deimos Anomaly"
+#define HUSTR_E2M2 "E2M2: Containment Area"
+#define HUSTR_E2M3 "E2M3: Refinery"
+#define HUSTR_E2M4 "E2M4: Deimos Lab"
+#define HUSTR_E2M5 "E2M5: Command Center"
+#define HUSTR_E2M6 "E2M6: Halls of the Damned"
+#define HUSTR_E2M7 "E2M7: Spawning Vats"
+#define HUSTR_E2M8 "E2M8: Tower of Babel"
+#define HUSTR_E2M9 "E2M9: Fortress of Mystery"
+
+#define HUSTR_E3M1 "E3M1: Hell Keep"
+#define HUSTR_E3M2 "E3M2: Slough of Despair"
+#define HUSTR_E3M3 "E3M3: Pandemonium"
+#define HUSTR_E3M4 "E3M4: House of Pain"
+#define HUSTR_E3M5 "E3M5: Unholy Cathedral"
+#define HUSTR_E3M6 "E3M6: Mt. Erebus"
+#define HUSTR_E3M7 "E3M7: Limbo"
+#define HUSTR_E3M8 "E3M8: Dis"
+#define HUSTR_E3M9 "E3M9: Warrens"
+
+#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
+#define HUSTR_CHATMACRO2 "I'm OK."
+#define HUSTR_CHATMACRO3 "I'm not looking too good!"
+#define HUSTR_CHATMACRO4 "Help!"
+#define HUSTR_CHATMACRO5 "You suck!"
+#define HUSTR_CHATMACRO6 "Next time, scumbag..."
+#define HUSTR_CHATMACRO7 "Come here!"
+#define HUSTR_CHATMACRO8 "I'll take care of it."
+#define HUSTR_CHATMACRO9 "Yes"
+#define HUSTR_CHATMACRO0 "No"
+
+#define HUSTR_TALKTOSELF1 "You mumble to yourself"
+#define HUSTR_TALKTOSELF2 "Who's there?"
+#define HUSTR_TALKTOSELF3 "You scare yourself"
+#define HUSTR_TALKTOSELF4 "You start to rave"
+#define HUSTR_TALKTOSELF5 "You've lost it..."
+
+#define HUSTR_MESSAGESENT "[Message Sent]"
+
+// The following should NOT be changed unless it seems
+// just AWFULLY necessary
+
+#define HUSTR_PLRGREEN "Green: "
+#define HUSTR_PLRINDIGO "Indigo: "
+#define HUSTR_PLRBROWN "Brown: "
+#define HUSTR_PLRRED "Red: "
+
+#define HUSTR_KEYGREEN 'g'
+#define HUSTR_KEYINDIGO 'i'
+#define HUSTR_KEYBROWN 'b'
+#define HUSTR_KEYRED 'r'
+
+//---------------------------------------------------------------------------
+//
+// AM_map.c
+//
+//---------------------------------------------------------------------------
+
+#define AMSTR_FOLLOWON "FOLLOW MODE ON"
+#define AMSTR_FOLLOWOFF "FOLLOW MODE OFF"
+
+#define AMSTR_GRIDON "Grid ON"
+#define AMSTR_GRIDOFF "Grid OFF"
+
+#define AMSTR_MARKEDSPOT "Marked Spot"
+#define AMSTR_MARKSCLEARED "All Marks Cleared"
+
+//---------------------------------------------------------------------------
+//
+// ST_stuff.c
+//
+//---------------------------------------------------------------------------
+
+#define STSTR_DQDON "Degreelessness Mode On"
+#define STSTR_DQDOFF "Degreelessness Mode Off"
+
+#define STSTR_KFAADDED "Very Happy Ammo Added"
+
+#define STSTR_NCON "No Clipping Mode ON"
+#define STSTR_NCOFF "No Clipping Mode OFF"
+
+#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
+#define STSTR_BEHOLDX "Power-up Toggled"
+
+#define STSTR_CHOPPERS "... doesn't suck - GM"
+#define STSTR_CLEV "Changing Level..."
+
+//---------------------------------------------------------------------------
+//
+// F_finale.c
+//
+//---------------------------------------------------------------------------
+
+#define E1TEXT "with the destruction of the iron\n"\
+ "liches and their minions, the last\n"\
+ "of the undead are cleared from this\n"\
+ "plane of existence.\n\n"\
+ "those creatures had to come from\n"\
+ "somewhere, though, and you have the\n"\
+ "sneaky suspicion that the fiery\n"\
+ "portal of hell's maw opens onto\n"\
+ "their home dimension.\n\n"\
+ "to make sure that more undead\n"\
+ "(or even worse things) don't come\n"\
+ "through, you'll have to seal hell's\n"\
+ "maw from the other side. of course\n"\
+ "this means you may get stuck in a\n"\
+ "very unfriendly world, but no one\n"\
+ "ever said being a Heretic was easy!"
+
+#define E2TEXT "the mighty maulotaurs have proved\n"\
+ "to be no match for you, and as\n"\
+ "their steaming corpses slide to the\n"\
+ "ground you feel a sense of grim\n"\
+ "satisfaction that they have been\n"\
+ "destroyed.\n\n"\
+ "the gateways which they guarded\n"\
+ "have opened, revealing what you\n"\
+ "hope is the way home. but as you\n"\
+ "step through, mocking laughter\n"\
+ "rings in your ears.\n\n"\
+ "was some other force controlling\n"\
+ "the maulotaurs? could there be even\n"\
+ "more horrific beings through this\n"\
+ "gate? the sweep of a crystal dome\n"\
+ "overhead where the sky should be is\n"\
+ "certainly not a good sign...."
+
+#define E3TEXT "the death of d'sparil has loosed\n"\
+ "the magical bonds holding his\n"\
+ "creatures on this plane, their\n"\
+ "dying screams overwhelming his own\n"\
+ "cries of agony.\n\n"\
+ "your oath of vengeance fulfilled,\n"\
+ "you enter the portal to your own\n"\
+ "world, mere moments before the dome\n"\
+ "shatters into a million pieces.\n\n"\
+ "but if d'sparil's power is broken\n"\
+ "forever, why don't you feel safe?\n"\
+ "was it that last shout just before\n"\
+ "his death, the one that sounded\n"\
+ "like a curse? or a summoning? you\n"\
+ "can't really be sure, but it might\n"\
+ "just have been a scream.\n\n"\
+ "then again, what about the other\n"\
+ "serpent riders?"
+
+#define E4TEXT "you thought you would return to your\n"\
+ "own world after d'sparil died, but\n"\
+ "his final act banished you to his\n"\
+ "own plane. here you entered the\n"\
+ "shattered remnants of lands\n"\
+ "conquered by d'sparil. you defeated\n"\
+ "the last guardians of these lands,\n"\
+ "but now you stand before the gates\n"\
+ "to d'sparil's stronghold. until this\n"\
+ "moment you had no doubts about your\n"\
+ "ability to face anything you might\n"\
+ "encounter, but beyond this portal\n"\
+ "lies the very heart of the evil\n"\
+ "which invaded your world. d'sparil\n"\
+ "might be dead, but the pit where he\n"\
+ "was spawned remains. now you must\n"\
+ "enter that pit in the hopes of\n"\
+ "finding a way out. and somewhere,\n"\
+ "in the darkest corner of d'sparil's\n"\
+ "demesne, his personal bodyguards\n"\
+ "await your arrival ..."
+
+#define E5TEXT "as the final maulotaur bellows his\n"\
+ "death-agony, you realize that you\n"\
+ "have never come so close to your own\n"\
+ "destruction. not even the fight with\n"\
+ "d'sparil and his disciples had been\n"\
+ "this desperate. grimly you stare at\n"\
+ "the gates which open before you,\n"\
+ "wondering if they lead home, or if\n"\
+ "they open onto some undreamed-of\n"\
+ "horror. you find yourself wondering\n"\
+ "if you have the strength to go on,\n"\
+ "if nothing but death and pain await\n"\
+ "you. but what else can you do, if\n"\
+ "the will to fight is gone? can you\n"\
+ "force yourself to continue in the\n"\
+ "face of such despair? do you have\n"\
+ "the courage? you find, in the end,\n"\
+ "that it is not within you to\n"\
+ "surrender without a fight. eyes\n"\
+ "wide, you go to meet your fate."
+
+/*
+#define E1TEXT "Once you beat the big badasses and\n"\
+ "clean out the moon base you're supposed\n"\
+ "to win, aren't you? Aren't you? Where's\n"\
+ "your fat reward and ticket home? What\n"\
+ "the hell is this? It's not supposed to\n"\
+ "end this way!\n"\
+ "\n" \
+ "It stinks like rotten meat, but looks\n"\
+ "like the lost Deimos base. Looks like\n"\
+ "you're stuck on The Shores of Hell.\n"\
+ "The only way out is through.\n"\
+ "\n"\
+ "To continue the DOOM experience, play\n"\
+ "The Shores of Hell and its amazing\n"\
+ "sequel, Inferno!\n"
+
+#define E2TEXT "You've done it! The hideous cyber-\n"\
+ "demon lord that ruled the lost Deimos\n"\
+ "moon base has been slain and you\n"\
+ "are triumphant! But ... where are\n"\
+ "you? You clamber to the edge of the\n"\
+ "moon and look down to see the awful\n"\
+ "truth.\n" \
+ "\n"\
+ "Deimos floats above Hell itself!\n"\
+ "You've never heard of anyone escaping\n"\
+ "from Hell, but you'll make the bastards\n"\
+ "sorry they ever heard of you! Quickly,\n"\
+ "you rappel down to the surface of\n"\
+ "Hell.\n"\
+ "\n" \
+ "Now, it's on to the final chapter of\n"\
+ "DOOM! -- Inferno."
+
+#define E3TEXT "The loathsome spiderdemon that\n"\
+ "masterminded the invasion of the moon\n"\
+ "bases and caused so much death has had\n"\
+ "its ass kicked for all time.\n"\
+ "\n"\
+ "A hidden doorway opens and you enter.\n"\
+ "You've proven too tough for Hell to\n"\
+ "contain, and now Hell at last plays\n"\
+ "fair -- for you emerge from the door\n"\
+ "to see the green fields of Earth!\n"\
+ "Home at last.\n" \
+ "\n"\
+ "You wonder what's been happening on\n"\
+ "Earth while you were battling evil\n"\
+ "unleashed. It's good that no Hell-\n"\
+ "spawn could have come through that\n"\
+ "door with you ..."
+*/
diff --git a/src/heretic/f_finale.c b/src/heretic/f_finale.c
new file mode 100644
index 00000000..03806214
--- /dev/null
+++ b/src/heretic/f_finale.c
@@ -0,0 +1,437 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// F_finale.c
+
+#include <ctype.h>
+
+#include "doomdef.h"
+#include "i_swap.h"
+#include "i_video.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+int finalestage; // 0 = text, 1 = art screen
+int finalecount;
+
+#define TEXTSPEED 3
+#define TEXTWAIT 250
+
+char *e1text = E1TEXT;
+char *e2text = E2TEXT;
+char *e3text = E3TEXT;
+char *e4text = E4TEXT;
+char *e5text = E5TEXT;
+char *finaletext;
+char *finaleflat;
+
+int FontABaseLump;
+
+extern boolean automapactive;
+extern boolean viewactive;
+
+extern void D_StartTitle(void);
+
+/*
+=======================
+=
+= F_StartFinale
+=
+=======================
+*/
+
+void F_StartFinale(void)
+{
+ gameaction = ga_nothing;
+ gamestate = GS_FINALE;
+ viewactive = false;
+ automapactive = false;
+ players[consoleplayer].messageTics = 1;
+ players[consoleplayer].message = NULL;
+
+ switch (gameepisode)
+ {
+ case 1:
+ finaleflat = "FLOOR25";
+ finaletext = e1text;
+ break;
+ case 2:
+ finaleflat = "FLATHUH1";
+ finaletext = e2text;
+ break;
+ case 3:
+ finaleflat = "FLTWAWA2";
+ finaletext = e3text;
+ break;
+ case 4:
+ finaleflat = "FLOOR28";
+ finaletext = e4text;
+ break;
+ case 5:
+ finaleflat = "FLOOR08";
+ finaletext = e5text;
+ break;
+ }
+
+ finalestage = 0;
+ finalecount = 0;
+ FontABaseLump = W_GetNumForName("FONTA_S") + 1;
+
+// S_ChangeMusic(mus_victor, true);
+ S_StartSong(mus_cptd, true);
+}
+
+
+
+boolean F_Responder(event_t * event)
+{
+ if (event->type != ev_keydown)
+ {
+ return false;
+ }
+ if (finalestage == 1 && gameepisode == 2)
+ { // we're showing the water pic, make any key kick to demo mode
+ finalestage++;
+ /*
+ memset((byte *) 0xa0000, 0, SCREENWIDTH * SCREENHEIGHT);
+ memset(I_VideoBuffer, 0, SCREENWIDTH * SCREENHEIGHT);
+ I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
+ */
+ return true;
+ }
+ return false;
+}
+
+
+/*
+=======================
+=
+= F_Ticker
+=
+=======================
+*/
+
+void F_Ticker(void)
+{
+ finalecount++;
+ if (!finalestage
+ && finalecount > strlen(finaletext) * TEXTSPEED + TEXTWAIT)
+ {
+ finalecount = 0;
+ if (!finalestage)
+ {
+ finalestage = 1;
+ }
+
+// wipegamestate = -1; // force a wipe
+/*
+ if (gameepisode == 3)
+ S_StartMusic (mus_bunny);
+*/
+ }
+}
+
+
+/*
+=======================
+=
+= F_TextWrite
+=
+=======================
+*/
+
+//#include "hu_stuff.h"
+//extern patch_t *hu_font[HU_FONTSIZE];
+
+void F_TextWrite(void)
+{
+ byte *src, *dest;
+ int x, y;
+ int count;
+ char *ch;
+ int c;
+ int cx, cy;
+ patch_t *w;
+
+//
+// erase the entire screen to a tiled background
+//
+ src = W_CacheLumpName(finaleflat, PU_CACHE);
+ dest = I_VideoBuffer;
+ for (y = 0; y < SCREENHEIGHT; y++)
+ {
+ for (x = 0; x < SCREENWIDTH / 64; x++)
+ {
+ memcpy(dest, src + ((y & 63) << 6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+
+// V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
+
+//
+// draw some of the text onto the screen
+//
+ cx = 20;
+ cy = 5;
+ ch = finaletext;
+
+ count = (finalecount - 10) / TEXTSPEED;
+ if (count < 0)
+ count = 0;
+ for (; count; count--)
+ {
+ c = *ch++;
+ if (!c)
+ break;
+ if (c == '\n')
+ {
+ cx = 20;
+ cy += 9;
+ continue;
+ }
+
+ c = toupper(c);
+ if (c < 33)
+ {
+ cx += 5;
+ continue;
+ }
+
+ w = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ if (cx + w->width > SCREENWIDTH)
+ break;
+ V_DrawPatch(cx, cy, w);
+ cx += w->width;
+ }
+
+}
+
+
+void F_DrawPatchCol(int x, patch_t * patch, int col)
+{
+ column_t *column;
+ byte *source, *dest, *desttop;
+ int count;
+
+ column = (column_t *) ((byte *) patch + LONG(patch->columnofs[col]));
+ desttop = I_VideoBuffer + x;
+
+// step through the posts in a column
+
+ while (column->topdelta != 0xff)
+ {
+ source = (byte *) column + 3;
+ dest = desttop + column->topdelta * SCREENWIDTH;
+ count = column->length;
+
+ while (count--)
+ {
+ *dest = *source++;
+ dest += SCREENWIDTH;
+ }
+ column = (column_t *) ((byte *) column + column->length + 4);
+ }
+}
+
+/*
+==================
+=
+= F_DemonScroll
+=
+==================
+*/
+
+void F_DemonScroll(void)
+{
+ byte *p1, *p2;
+ static int yval = 0;
+ static int nextscroll = 0;
+
+ if (finalecount < nextscroll)
+ {
+ return;
+ }
+ p1 = W_CacheLumpName("FINAL1", PU_LEVEL);
+ p2 = W_CacheLumpName("FINAL2", PU_LEVEL);
+ if (finalecount < 70)
+ {
+ memcpy(I_VideoBuffer, p1, SCREENHEIGHT * SCREENWIDTH);
+ nextscroll = finalecount;
+ return;
+ }
+ if (yval < 64000)
+ {
+ memcpy(I_VideoBuffer, p2 + SCREENHEIGHT * SCREENWIDTH - yval, yval);
+ memcpy(I_VideoBuffer + yval, p1, SCREENHEIGHT * SCREENWIDTH - yval);
+ yval += SCREENWIDTH;
+ nextscroll = finalecount + 3;
+ }
+ else
+ { //else, we'll just sit here and wait, for now
+ memcpy(I_VideoBuffer, p2, SCREENWIDTH * SCREENHEIGHT);
+ }
+}
+
+/*
+==================
+=
+= F_DrawUnderwater
+=
+==================
+*/
+
+void F_DrawUnderwater(void)
+{
+ static boolean underwawa;
+ extern boolean MenuActive;
+ extern boolean askforquit;
+
+ switch (finalestage)
+ {
+ case 1:
+ if (!underwawa)
+ {
+ underwawa = true;
+ memset((byte *) 0xa0000, 0, SCREENWIDTH * SCREENHEIGHT);
+ I_SetPalette(W_CacheLumpName("E2PAL", PU_CACHE));
+ V_DrawRawScreen(W_CacheLumpName("E2END", PU_CACHE));
+ }
+ paused = false;
+ MenuActive = false;
+ askforquit = false;
+
+ break;
+ case 2:
+ V_DrawRawScreen(W_CacheLumpName("TITLE", PU_CACHE));
+ //D_StartTitle(); // go to intro/demo mode.
+ }
+}
+
+
+#if 0
+/*
+==================
+=
+= F_BunnyScroll
+=
+==================
+*/
+
+void F_BunnyScroll(void)
+{
+ int scrolled, x;
+ patch_t *p1, *p2;
+ char name[10];
+ int stage;
+ static int laststage;
+
+ p1 = W_CacheLumpName("PFUB2", PU_LEVEL);
+ p2 = W_CacheLumpName("PFUB1", PU_LEVEL);
+
+ V_MarkRect(0, 0, SCREENWIDTH, SCREENHEIGHT);
+
+ scrolled = 320 - (finalecount - 230) / 2;
+ if (scrolled > 320)
+ scrolled = 320;
+ if (scrolled < 0)
+ scrolled = 0;
+
+ for (x = 0; x < SCREENWIDTH; x++)
+ {
+ if (x + scrolled < 320)
+ F_DrawPatchCol(x, p1, x + scrolled);
+ else
+ F_DrawPatchCol(x, p2, x + scrolled - 320);
+ }
+
+ if (finalecount < 1130)
+ return;
+ if (finalecount < 1180)
+ {
+ V_DrawPatch((SCREENWIDTH - 13 * 8) / 2, (SCREENHEIGHT - 8 * 8) / 2, 0,
+ W_CacheLumpName("END0", PU_CACHE));
+ laststage = 0;
+ return;
+ }
+
+ stage = (finalecount - 1180) / 5;
+ if (stage > 6)
+ stage = 6;
+ if (stage > laststage)
+ {
+ S_StartSound(NULL, sfx_pistol);
+ laststage = stage;
+ }
+
+ sprintf(name, "END%i", stage);
+ V_DrawPatch((SCREENWIDTH - 13 * 8) / 2, (SCREENHEIGHT - 8 * 8) / 2,
+ W_CacheLumpName(name, PU_CACHE));
+}
+#endif
+
+/*
+=======================
+=
+= F_Drawer
+=
+=======================
+*/
+
+void F_Drawer(void)
+{
+ UpdateState |= I_FULLSCRN;
+ if (!finalestage)
+ F_TextWrite();
+ else
+ {
+ switch (gameepisode)
+ {
+ case 1:
+ if (gamemode == shareware)
+ {
+ V_DrawRawScreen(W_CacheLumpName("ORDER", PU_CACHE));
+ }
+ else
+ {
+ V_DrawRawScreen(W_CacheLumpName("CREDIT", PU_CACHE));
+ }
+ break;
+ case 2:
+ F_DrawUnderwater();
+ break;
+ case 3:
+ F_DemonScroll();
+ break;
+ case 4: // Just show credits screen for extended episodes
+ case 5:
+ V_DrawRawScreen(W_CacheLumpName("CREDIT", PU_CACHE));
+ break;
+ }
+ }
+}
diff --git a/src/heretic/g_game.c b/src/heretic/g_game.c
new file mode 100644
index 00000000..a256b63b
--- /dev/null
+++ b/src/heretic/g_game.c
@@ -0,0 +1,1791 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// G_game.c
+
+#include <stdio.h>
+#include <string.h>
+#include "doomdef.h"
+#include "doomkeys.h"
+#include "i_timer.h"
+#include "i_system.h"
+#include "m_controls.h"
+#include "m_misc.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+// Macros
+
+#define SVG_RAM 0
+#define SVG_FILE 1
+#define SAVE_GAME_TERMINATOR 0x1d
+#define AM_STARTKEY 9
+
+// Functions
+
+boolean G_CheckDemoStatus(void);
+void G_ReadDemoTiccmd(ticcmd_t * cmd);
+void G_WriteDemoTiccmd(ticcmd_t * cmd);
+void G_PlayerReborn(int player);
+void G_InitNew(skill_t skill, int episode, int map);
+
+void G_DoReborn(int playernum);
+
+void G_DoLoadLevel(void);
+void G_DoNewGame(void);
+void G_DoLoadGame(void);
+void G_DoPlayDemo(void);
+void G_DoCompleted(void);
+void G_DoVictory(void);
+void G_DoWorldDone(void);
+void G_DoSaveGame(void);
+
+void D_PageTicker(void);
+void D_AdvanceDemo(void);
+
+struct
+{
+ mobjtype_t type;
+ int speed[2];
+} MonsterMissileInfo[] = {
+ { MT_IMPBALL, { 10, 20 } },
+ { MT_MUMMYFX1, { 9, 18 } },
+ { MT_KNIGHTAXE, { 9, 18 } },
+ { MT_REDAXE, { 9, 18 } },
+ { MT_BEASTBALL, { 12, 20 } },
+ { MT_WIZFX1, { 18, 24 } },
+ { MT_SNAKEPRO_A, { 14, 20 } },
+ { MT_SNAKEPRO_B, { 14, 20 } },
+ { MT_HEADFX1, { 13, 20 } },
+ { MT_HEADFX3, { 10, 18 } },
+ { MT_MNTRFX1, { 20, 26 } },
+ { MT_MNTRFX2, { 14, 20 } },
+ { MT_SRCRFX1, { 20, 28 } },
+ { MT_SOR2FX1, { 20, 28 } },
+ { -1, { -1, -1 } } // Terminator
+};
+
+FILE *SaveGameFP;
+int SaveGameType;
+
+gameaction_t gameaction;
+gamestate_t gamestate;
+skill_t gameskill;
+boolean respawnmonsters;
+int gameepisode;
+int gamemap;
+int prevmap;
+
+boolean paused;
+boolean sendpause; // send a pause event next tic
+boolean sendsave; // send a save event next tic
+boolean usergame; // ok to save / end game
+
+boolean timingdemo; // if true, exit with report on completion
+int starttime; // for comparative timing purposes
+
+boolean viewactive;
+
+boolean deathmatch; // only if started as net death
+boolean netgame; // only true if packets are broadcast
+boolean playeringame[MAXPLAYERS];
+player_t players[MAXPLAYERS];
+
+int consoleplayer; // player taking events and displaying
+int displayplayer; // view being displayed
+int gametic;
+int levelstarttic; // gametic at level start
+int totalkills, totalitems, totalsecret; // for intermission
+
+int mouseSensitivity;
+
+char demoname[32];
+boolean demorecording;
+boolean demoplayback;
+byte *demobuffer, *demo_p;
+boolean singledemo; // quit after playing a demo from cmdline
+
+boolean precache = true; // if true, load all graphics at start
+
+short consistancy[MAXPLAYERS][BACKUPTICS];
+
+byte *savebuffer, *save_p;
+
+
+//
+// controls (have defaults)
+//
+
+
+
+#define MAXPLMOVE 0x32
+
+fixed_t forwardmove[2] = { 0x19, 0x32 };
+fixed_t sidemove[2] = { 0x18, 0x28 };
+fixed_t angleturn[3] = { 640, 1280, 320 }; // + slow turn
+
+static int *weapon_keys[] =
+{
+ &key_weapon1,
+ &key_weapon2,
+ &key_weapon3,
+ &key_weapon4,
+ &key_weapon5,
+ &key_weapon6,
+ &key_weapon7
+};
+
+#define SLOWTURNTICS 6
+
+#define NUMKEYS 256
+boolean gamekeydown[NUMKEYS];
+int turnheld; // for accelerative turning
+int lookheld;
+
+
+boolean mousearray[4];
+boolean *mousebuttons = &mousearray[1];
+ // allow [-1]
+int mousex, mousey; // mouse values are used once
+int dclicktime, dclickstate, dclicks;
+int dclicktime2, dclickstate2, dclicks2;
+
+#define MAX_JOY_BUTTONS 20
+
+int joyxmove, joyymove; // joystick values are repeated
+boolean joyarray[MAX_JOY_BUTTONS + 1];
+boolean *joybuttons = &joyarray[1]; // allow [-1]
+
+int savegameslot;
+char savedescription[32];
+
+int inventoryTics;
+
+// haleyjd: removed WATCOMC
+
+//=============================================================================
+// Not used - ripped out for Heretic
+/*
+int G_CmdChecksum(ticcmd_t *cmd)
+{
+ int i;
+ int sum;
+
+ sum = 0;
+ for(i = 0; i < sizeof(*cmd)/4-1; i++)
+ {
+ sum += ((int *)cmd)[i];
+ }
+ return(sum);
+}
+*/
+
+/*
+====================
+=
+= G_BuildTiccmd
+=
+= Builds a ticcmd from all of the available inputs or reads it from the
+= demo buffer.
+= If recording a demo, write it out
+====================
+*/
+
+extern boolean inventory;
+extern int curpos;
+extern int inv_ptr;
+
+boolean usearti = true;
+
+void G_BuildTiccmd(ticcmd_t * cmd)
+{
+ int i;
+ boolean strafe, bstrafe;
+ int speed, tspeed, lspeed;
+ int forward, side;
+ int look, arti;
+ int flyheight;
+
+ extern boolean noartiskip;
+
+ // haleyjd: removed externdriver crap
+
+ memset(cmd, 0, sizeof(*cmd));
+ //cmd->consistancy =
+ // consistancy[consoleplayer][(maketic*ticdup)%BACKUPTICS];
+ cmd->consistancy = consistancy[consoleplayer][maketic % BACKUPTICS];
+
+//printf ("cons: %i\n",cmd->consistancy);
+
+ strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
+ || joybuttons[joybstrafe];
+ speed = joybspeed >= MAX_JOY_BUTTONS
+ || gamekeydown[key_speed]
+ || joybuttons[joybspeed];
+
+ // haleyjd: removed externdriver crap
+
+ forward = side = look = arti = flyheight = 0;
+
+//
+// use two stage accelerative turning on the keyboard and joystick
+//
+ if (joyxmove < 0 || joyxmove > 0
+ || gamekeydown[key_right] || gamekeydown[key_left])
+ turnheld += ticdup;
+ else
+ turnheld = 0;
+ if (turnheld < SLOWTURNTICS)
+ tspeed = 2; // slow turn
+ else
+ tspeed = speed;
+
+ if (gamekeydown[key_lookdown] || gamekeydown[key_lookup])
+ {
+ lookheld += ticdup;
+ }
+ else
+ {
+ lookheld = 0;
+ }
+ if (lookheld < SLOWTURNTICS)
+ {
+ lspeed = 1;
+ }
+ else
+ {
+ lspeed = 2;
+ }
+
+//
+// let movement keys cancel each other out
+//
+ if (strafe)
+ {
+ if (gamekeydown[key_right])
+ side += sidemove[speed];
+ if (gamekeydown[key_left])
+ side -= sidemove[speed];
+ if (joyxmove > 0)
+ side += sidemove[speed];
+ if (joyxmove < 0)
+ side -= sidemove[speed];
+ }
+ else
+ {
+ if (gamekeydown[key_right])
+ cmd->angleturn -= angleturn[tspeed];
+ if (gamekeydown[key_left])
+ cmd->angleturn += angleturn[tspeed];
+ if (joyxmove > 0)
+ cmd->angleturn -= angleturn[tspeed];
+ if (joyxmove < 0)
+ cmd->angleturn += angleturn[tspeed];
+ }
+
+ if (gamekeydown[key_up])
+ forward += forwardmove[speed];
+ if (gamekeydown[key_down])
+ forward -= forwardmove[speed];
+ if (joyymove < 0)
+ forward += forwardmove[speed];
+ if (joyymove > 0)
+ forward -= forwardmove[speed];
+ if (gamekeydown[key_straferight] || mousebuttons[mousebstraferight]
+ || joybuttons[joybstraferight])
+ side += sidemove[speed];
+ if (gamekeydown[key_strafeleft] || mousebuttons[mousebstrafeleft]
+ || joybuttons[joybstrafeleft])
+ side -= sidemove[speed];
+
+ // Look up/down/center keys
+ if (gamekeydown[key_lookup])
+ {
+ look = lspeed;
+ }
+ if (gamekeydown[key_lookdown])
+ {
+ look = -lspeed;
+ }
+ // haleyjd: removed externdriver crap
+ if (gamekeydown[key_lookcenter])
+ {
+ look = TOCENTER;
+ }
+
+ // haleyjd: removed externdriver crap
+
+ // Fly up/down/drop keys
+ if (gamekeydown[key_flyup])
+ {
+ flyheight = 5; // note that the actual flyheight will be twice this
+ }
+ if (gamekeydown[key_flydown])
+ {
+ flyheight = -5;
+ }
+ if (gamekeydown[key_flycenter])
+ {
+ flyheight = TOCENTER;
+ // haleyjd: removed externdriver crap
+ look = TOCENTER;
+ }
+
+ // Use artifact key
+ if (gamekeydown[key_useartifact])
+ {
+ if (gamekeydown[key_speed] && !noartiskip)
+ {
+ if (players[consoleplayer].inventory[inv_ptr].type != arti_none)
+ {
+ gamekeydown[key_useartifact] = false;
+ cmd->arti = 0xff; // skip artifact code
+ }
+ }
+ else
+ {
+ if (inventory)
+ {
+ players[consoleplayer].readyArtifact =
+ players[consoleplayer].inventory[inv_ptr].type;
+ inventory = false;
+ cmd->arti = 0;
+ usearti = false;
+ }
+ else if (usearti)
+ {
+ cmd->arti = players[consoleplayer].inventory[inv_ptr].type;
+ usearti = false;
+ }
+ }
+ }
+ if (gamekeydown[127] && !cmd->arti
+ && !players[consoleplayer].powers[pw_weaponlevel2])
+ {
+ gamekeydown[127] = false;
+ cmd->arti = arti_tomeofpower;
+ }
+
+//
+// buttons
+//
+ cmd->chatchar = CT_dequeueChatChar();
+
+ if (gamekeydown[key_fire] || mousebuttons[mousebfire]
+ || joybuttons[joybfire])
+ cmd->buttons |= BT_ATTACK;
+
+ if (gamekeydown[key_use] || joybuttons[joybuse] || mousebuttons[mousebuse])
+ {
+ cmd->buttons |= BT_USE;
+ dclicks = 0; // clear double clicks if hit use button
+ }
+
+ for (i=0; i<arrlen(weapon_keys); ++i)
+ {
+ int key = *weapon_keys[i];
+
+ if (gamekeydown[key])
+ {
+ cmd->buttons |= BT_CHANGE;
+ cmd->buttons |= i<<BT_WEAPONSHIFT;
+ break;
+ }
+ }
+
+
+//
+// mouse
+//
+ if (mousebuttons[mousebforward])
+ {
+ forward += forwardmove[speed];
+ }
+
+ if (mousebuttons[mousebbackward])
+ {
+ forward -= forwardmove[speed];
+ }
+
+ // Double click to use can be disabled
+
+ if (dclick_use)
+ {
+ //
+ // forward double click
+ //
+ if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1)
+ {
+ dclickstate = mousebuttons[mousebforward];
+ if (dclickstate)
+ dclicks++;
+ if (dclicks == 2)
+ {
+ cmd->buttons |= BT_USE;
+ dclicks = 0;
+ }
+ else
+ dclicktime = 0;
+ }
+ else
+ {
+ dclicktime += ticdup;
+ if (dclicktime > 20)
+ {
+ dclicks = 0;
+ dclickstate = 0;
+ }
+ }
+
+ //
+ // strafe double click
+ //
+
+ bstrafe = mousebuttons[mousebstrafe] || joybuttons[joybstrafe];
+ if (bstrafe != dclickstate2 && dclicktime2 > 1)
+ {
+ dclickstate2 = bstrafe;
+ if (dclickstate2)
+ dclicks2++;
+ if (dclicks2 == 2)
+ {
+ cmd->buttons |= BT_USE;
+ dclicks2 = 0;
+ }
+ else
+ dclicktime2 = 0;
+ }
+ else
+ {
+ dclicktime2 += ticdup;
+ if (dclicktime2 > 20)
+ {
+ dclicks2 = 0;
+ dclickstate2 = 0;
+ }
+ }
+ }
+
+ if (strafe)
+ {
+ side += mousex * 2;
+ }
+ else
+ {
+ cmd->angleturn -= mousex * 0x8;
+ }
+
+ forward += mousey;
+ mousex = mousey = 0;
+
+ if (forward > MAXPLMOVE)
+ forward = MAXPLMOVE;
+ else if (forward < -MAXPLMOVE)
+ forward = -MAXPLMOVE;
+ if (side > MAXPLMOVE)
+ side = MAXPLMOVE;
+ else if (side < -MAXPLMOVE)
+ side = -MAXPLMOVE;
+
+ cmd->forwardmove += forward;
+ cmd->sidemove += side;
+ if (players[consoleplayer].playerstate == PST_LIVE)
+ {
+ if (look < 0)
+ {
+ look += 16;
+ }
+ cmd->lookfly = look;
+ }
+ if (flyheight < 0)
+ {
+ flyheight += 16;
+ }
+ cmd->lookfly |= flyheight << 4;
+
+//
+// special buttons
+//
+ if (sendpause)
+ {
+ sendpause = false;
+ cmd->buttons = BT_SPECIAL | BTS_PAUSE;
+ }
+
+ if (sendsave)
+ {
+ sendsave = false;
+ cmd->buttons =
+ BT_SPECIAL | BTS_SAVEGAME | (savegameslot << BTS_SAVESHIFT);
+ }
+
+}
+
+
+/*
+==============
+=
+= G_DoLoadLevel
+=
+==============
+*/
+
+void G_DoLoadLevel(void)
+{
+ int i;
+
+ levelstarttic = gametic; // for time calculation
+ gamestate = GS_LEVEL;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i] && players[i].playerstate == PST_DEAD)
+ players[i].playerstate = PST_REBORN;
+ memset(players[i].frags, 0, sizeof(players[i].frags));
+ }
+
+ P_SetupLevel(gameepisode, gamemap, 0, gameskill);
+ displayplayer = consoleplayer; // view the guy you are playing
+ starttime = I_GetTime();
+ gameaction = ga_nothing;
+ Z_CheckHeap();
+
+//
+// clear cmd building stuff
+//
+
+ memset(gamekeydown, 0, sizeof(gamekeydown));
+ joyxmove = joyymove = 0;
+ mousex = mousey = 0;
+ sendpause = sendsave = paused = false;
+ memset(mousebuttons, 0, sizeof(mousebuttons));
+ memset(joybuttons, 0, sizeof(joybuttons));
+}
+
+static void SetJoyButtons(unsigned int buttons_mask)
+{
+ int i;
+
+ for (i=0; i<MAX_JOY_BUTTONS; ++i)
+ {
+ joybuttons[i] = (buttons_mask & (1 << i)) != 0;
+ }
+}
+
+/*
+===============================================================================
+=
+= G_Responder
+=
+= get info needed to make ticcmd_ts for the players
+=
+===============================================================================
+*/
+
+boolean G_Responder(event_t * ev)
+{
+ player_t *plr;
+ extern boolean MenuActive;
+
+ plr = &players[consoleplayer];
+ if (ev->type == ev_keyup && ev->data1 == key_useartifact)
+ { // flag to denote that it's okay to use an artifact
+ if (!inventory)
+ {
+ plr->readyArtifact = plr->inventory[inv_ptr].type;
+ }
+ usearti = true;
+ }
+
+ // Check for spy mode player cycle
+ if (gamestate == GS_LEVEL && ev->type == ev_keydown
+ && ev->data1 == KEY_F12 && !deathmatch)
+ { // Cycle the display player
+ do
+ {
+ displayplayer++;
+ if (displayplayer == MAXPLAYERS)
+ {
+ displayplayer = 0;
+ }
+ }
+ while (!playeringame[displayplayer]
+ && displayplayer != consoleplayer);
+ return (true);
+ }
+
+ if (gamestate == GS_LEVEL)
+ {
+ if (CT_Responder(ev))
+ { // Chat ate the event
+ return (true);
+ }
+ if (SB_Responder(ev))
+ { // Status bar ate the event
+ return (true);
+ }
+ if (AM_Responder(ev))
+ { // Automap ate the event
+ return (true);
+ }
+ }
+
+ switch (ev->type)
+ {
+ case ev_keydown:
+ if (ev->data1 == key_invleft)
+ {
+ inventoryTics = 5 * 35;
+ if (!inventory)
+ {
+ inventory = true;
+ break;
+ }
+ inv_ptr--;
+ if (inv_ptr < 0)
+ {
+ inv_ptr = 0;
+ }
+ else
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ return (true);
+ }
+ if (ev->data1 == key_invright)
+ {
+ inventoryTics = 5 * 35;
+ if (!inventory)
+ {
+ inventory = true;
+ break;
+ }
+ inv_ptr++;
+ if (inv_ptr >= plr->inventorySlotNum)
+ {
+ inv_ptr--;
+ if (inv_ptr < 0)
+ inv_ptr = 0;
+ }
+ else
+ {
+ curpos++;
+ if (curpos > 6)
+ {
+ curpos = 6;
+ }
+ }
+ return (true);
+ }
+ if (ev->data1 == KEY_PAUSE && !MenuActive)
+ {
+ sendpause = true;
+ return (true);
+ }
+ if (ev->data1 < NUMKEYS)
+ {
+ gamekeydown[ev->data1] = true;
+ }
+ return (true); // eat key down events
+
+ case ev_keyup:
+ if (ev->data1 < NUMKEYS)
+ {
+ gamekeydown[ev->data1] = false;
+ }
+ return (false); // always let key up events filter down
+
+ case ev_mouse:
+ mousebuttons[0] = ev->data1 & 1;
+ mousebuttons[1] = ev->data1 & 2;
+ mousebuttons[2] = ev->data1 & 4;
+ mousex = ev->data2 * (mouseSensitivity + 5) / 10;
+ mousey = ev->data3 * (mouseSensitivity + 5) / 10;
+ return (true); // eat events
+
+ case ev_joystick:
+ SetJoyButtons(ev->data1);
+ joyxmove = ev->data2;
+ joyymove = ev->data3;
+ return (true); // eat events
+
+ default:
+ break;
+ }
+ return (false);
+}
+
+/*
+===============================================================================
+=
+= G_Ticker
+=
+===============================================================================
+*/
+
+void G_Ticker(void)
+{
+ int i, buf;
+ ticcmd_t *cmd = NULL;
+
+//
+// do player reborns if needed
+//
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (playeringame[i] && players[i].playerstate == PST_REBORN)
+ G_DoReborn(i);
+
+//
+// do things to change the game state
+//
+ while (gameaction != ga_nothing)
+ {
+ switch (gameaction)
+ {
+ case ga_loadlevel:
+ G_DoLoadLevel();
+ break;
+ case ga_newgame:
+ G_DoNewGame();
+ break;
+ case ga_loadgame:
+ G_DoLoadGame();
+ break;
+ case ga_savegame:
+ G_DoSaveGame();
+ break;
+ case ga_playdemo:
+ G_DoPlayDemo();
+ break;
+ case ga_screenshot:
+ V_ScreenShot("HTIC%02i.pcx");
+ gameaction = ga_nothing;
+ break;
+ case ga_completed:
+ G_DoCompleted();
+ break;
+ case ga_worlddone:
+ G_DoWorldDone();
+ break;
+ case ga_victory:
+ F_StartFinale();
+ break;
+ default:
+ break;
+ }
+ }
+
+
+//
+// get commands, check consistancy, and build new consistancy check
+//
+ //buf = gametic%BACKUPTICS;
+ buf = (gametic / ticdup) % BACKUPTICS;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (playeringame[i])
+ {
+ cmd = &players[i].cmd;
+
+ memcpy(cmd, &netcmds[i][buf], sizeof(ticcmd_t));
+
+ if (demoplayback)
+ G_ReadDemoTiccmd(cmd);
+ if (demorecording)
+ G_WriteDemoTiccmd(cmd);
+
+ if (netgame && !(gametic % ticdup))
+ {
+ if (gametic > BACKUPTICS
+ && consistancy[i][buf] != cmd->consistancy)
+ {
+ I_Error("consistency failure (%i should be %i)",
+ cmd->consistancy, consistancy[i][buf]);
+ }
+ if (players[i].mo)
+ consistancy[i][buf] = players[i].mo->x;
+ else
+ consistancy[i][buf] = rndindex;
+ }
+ }
+
+//
+// check for special buttons
+//
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (playeringame[i])
+ {
+ if (players[i].cmd.buttons & BT_SPECIAL)
+ {
+ switch (players[i].cmd.buttons & BT_SPECIALMASK)
+ {
+ case BTS_PAUSE:
+ paused ^= 1;
+ if (paused)
+ {
+ S_PauseSound();
+ }
+ else
+ {
+ S_ResumeSound();
+ }
+ break;
+
+ case BTS_SAVEGAME:
+ if (!savedescription[0])
+ {
+ if (netgame)
+ {
+ strcpy(savedescription, "NET GAME");
+ }
+ else
+ {
+ strcpy(savedescription, "SAVE GAME");
+ }
+ }
+ savegameslot =
+ (players[i].cmd.
+ buttons & BTS_SAVEMASK) >> BTS_SAVESHIFT;
+ gameaction = ga_savegame;
+ break;
+ }
+ }
+ }
+ // turn inventory off after a certain amount of time
+ if (inventory && !(--inventoryTics))
+ {
+ players[consoleplayer].readyArtifact =
+ players[consoleplayer].inventory[inv_ptr].type;
+ inventory = false;
+ cmd->arti = 0;
+ }
+//
+// do main actions
+//
+//
+// do main actions
+//
+ switch (gamestate)
+ {
+ case GS_LEVEL:
+ P_Ticker();
+ SB_Ticker();
+ AM_Ticker();
+ CT_Ticker();
+ break;
+ case GS_INTERMISSION:
+ IN_Ticker();
+ break;
+ case GS_FINALE:
+ F_Ticker();
+ break;
+ case GS_DEMOSCREEN:
+ D_PageTicker();
+ break;
+ }
+}
+
+
+/*
+==============================================================================
+
+ PLAYER STRUCTURE FUNCTIONS
+
+also see P_SpawnPlayer in P_Things
+==============================================================================
+*/
+
+/*
+====================
+=
+= G_InitPlayer
+=
+= Called at the start
+= Called by the game initialization functions
+====================
+*/
+
+void G_InitPlayer(int player)
+{
+ player_t *p;
+
+// set up the saved info
+ p = &players[player];
+
+// clear everything else to defaults
+ G_PlayerReborn(player);
+
+}
+
+
+/*
+====================
+=
+= G_PlayerFinishLevel
+=
+= Can when a player completes a level
+====================
+*/
+extern int curpos;
+extern int inv_ptr;
+extern int playerkeys;
+
+void G_PlayerFinishLevel(int player)
+{
+ player_t *p;
+ int i;
+
+/* // BIG HACK
+ inv_ptr = 0;
+ curpos = 0;
+*/
+ // END HACK
+ p = &players[player];
+ for (i = 0; i < p->inventorySlotNum; i++)
+ {
+ p->inventory[i].count = 1;
+ }
+ p->artifactCount = p->inventorySlotNum;
+
+ if (!deathmatch)
+ {
+ for (i = 0; i < 16; i++)
+ {
+ P_PlayerUseArtifact(p, arti_fly);
+ }
+ }
+ memset(p->powers, 0, sizeof(p->powers));
+ memset(p->keys, 0, sizeof(p->keys));
+ playerkeys = 0;
+// memset(p->inventory, 0, sizeof(p->inventory));
+ if (p->chickenTics)
+ {
+ p->readyweapon = p->mo->special1; // Restore weapon
+ p->chickenTics = 0;
+ }
+ p->messageTics = 0;
+ p->lookdir = 0;
+ p->mo->flags &= ~MF_SHADOW; // Remove invisibility
+ p->extralight = 0; // Remove weapon flashes
+ p->fixedcolormap = 0; // Remove torch
+ p->damagecount = 0; // No palette changes
+ p->bonuscount = 0;
+ p->rain1 = NULL;
+ p->rain2 = NULL;
+ if (p == &players[consoleplayer])
+ {
+ SB_state = -1; // refresh the status bar
+ }
+}
+
+/*
+====================
+=
+= G_PlayerReborn
+=
+= Called after a player dies
+= almost everything is cleared and initialized
+====================
+*/
+
+void G_PlayerReborn(int player)
+{
+ player_t *p;
+ int i;
+ int frags[MAXPLAYERS];
+ int killcount, itemcount, secretcount;
+ boolean secret;
+
+ secret = false;
+ memcpy(frags, players[player].frags, sizeof(frags));
+ killcount = players[player].killcount;
+ itemcount = players[player].itemcount;
+ secretcount = players[player].secretcount;
+
+ p = &players[player];
+ if (p->didsecret)
+ {
+ secret = true;
+ }
+ memset(p, 0, sizeof(*p));
+
+ memcpy(players[player].frags, frags, sizeof(players[player].frags));
+ players[player].killcount = killcount;
+ players[player].itemcount = itemcount;
+ players[player].secretcount = secretcount;
+
+ p->usedown = p->attackdown = true; // don't do anything immediately
+ p->playerstate = PST_LIVE;
+ p->health = MAXHEALTH;
+ p->readyweapon = p->pendingweapon = wp_goldwand;
+ p->weaponowned[wp_staff] = true;
+ p->weaponowned[wp_goldwand] = true;
+ p->messageTics = 0;
+ p->lookdir = 0;
+ p->ammo[am_goldwand] = 50;
+ for (i = 0; i < NUMAMMO; i++)
+ {
+ p->maxammo[i] = maxammo[i];
+ }
+ if (gamemap == 9 || secret)
+ {
+ p->didsecret = true;
+ }
+ if (p == &players[consoleplayer])
+ {
+ SB_state = -1; // refresh the status bar
+ inv_ptr = 0; // reset the inventory pointer
+ curpos = 0;
+ }
+}
+
+/*
+====================
+=
+= G_CheckSpot
+=
+= Returns false if the player cannot be respawned at the given mapthing_t spot
+= because something is occupying it
+====================
+*/
+
+void P_SpawnPlayer(mapthing_t * mthing);
+
+boolean G_CheckSpot(int playernum, mapthing_t * mthing)
+{
+ fixed_t x, y;
+ subsector_t *ss;
+ unsigned an;
+ mobj_t *mo;
+
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+
+ players[playernum].mo->flags2 &= ~MF2_PASSMOBJ;
+ if (!P_CheckPosition(players[playernum].mo, x, y))
+ {
+ players[playernum].mo->flags2 |= MF2_PASSMOBJ;
+ return false;
+ }
+ players[playernum].mo->flags2 |= MF2_PASSMOBJ;
+
+// spawn a teleport fog
+ ss = R_PointInSubsector(x, y);
+ an = (ANG45 * (mthing->angle / 45)) >> ANGLETOFINESHIFT;
+
+ mo = P_SpawnMobj(x + 20 * finecosine[an], y + 20 * finesine[an],
+ ss->sector->floorheight + TELEFOGHEIGHT, MT_TFOG);
+
+ if (players[consoleplayer].viewz != 1)
+ S_StartSound(mo, sfx_telept); // don't start sound on first frame
+
+ return true;
+}
+
+/*
+====================
+=
+= G_DeathMatchSpawnPlayer
+=
+= Spawns a player at one of the random death match spots
+= called at level load and each death
+====================
+*/
+
+void G_DeathMatchSpawnPlayer(int playernum)
+{
+ int i, j;
+ int selections;
+
+ selections = deathmatch_p - deathmatchstarts;
+ if (selections < 4)
+ I_Error("Only %i deathmatch spots, 4 required", selections);
+
+ for (j = 0; j < 20; j++)
+ {
+ i = P_Random() % selections;
+ if (G_CheckSpot(playernum, &deathmatchstarts[i]))
+ {
+ deathmatchstarts[i].type = playernum + 1;
+ P_SpawnPlayer(&deathmatchstarts[i]);
+ return;
+ }
+ }
+
+// no good spot, so the player will probably get stuck
+ P_SpawnPlayer(&playerstarts[playernum]);
+}
+
+/*
+====================
+=
+= G_DoReborn
+=
+====================
+*/
+
+void G_DoReborn(int playernum)
+{
+ int i;
+
+ if (G_CheckDemoStatus())
+ return;
+ if (!netgame)
+ gameaction = ga_loadlevel; // reload the level from scratch
+ else
+ { // respawn at the start
+ players[playernum].mo->player = NULL; // dissasociate the corpse
+
+ // spawn at random spot if in death match
+ if (deathmatch)
+ {
+ G_DeathMatchSpawnPlayer(playernum);
+ return;
+ }
+
+ if (G_CheckSpot(playernum, &playerstarts[playernum]))
+ {
+ P_SpawnPlayer(&playerstarts[playernum]);
+ return;
+ }
+ // try to spawn at one of the other players spots
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (G_CheckSpot(playernum, &playerstarts[i]))
+ {
+ playerstarts[i].type = playernum + 1; // fake as other player
+ P_SpawnPlayer(&playerstarts[i]);
+ playerstarts[i].type = i + 1; // restore
+ return;
+ }
+ // he's going to be inside something. Too bad.
+ P_SpawnPlayer(&playerstarts[playernum]);
+ }
+}
+
+
+void G_ScreenShot(void)
+{
+ gameaction = ga_screenshot;
+}
+
+
+/*
+====================
+=
+= G_DoCompleted
+=
+====================
+*/
+
+boolean secretexit;
+
+void G_ExitLevel(void)
+{
+ secretexit = false;
+ gameaction = ga_completed;
+}
+
+void G_SecretExitLevel(void)
+{
+ secretexit = true;
+ gameaction = ga_completed;
+}
+
+void G_DoCompleted(void)
+{
+ int i;
+ static int afterSecret[5] = { 7, 5, 5, 5, 4 };
+
+ gameaction = ga_nothing;
+ if (G_CheckDemoStatus())
+ {
+ return;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ G_PlayerFinishLevel(i);
+ }
+ }
+ prevmap = gamemap;
+ if (secretexit == true)
+ {
+ gamemap = 9;
+ }
+ else if (gamemap == 9)
+ { // Finished secret level
+ gamemap = afterSecret[gameepisode - 1];
+ }
+ else if (gamemap == 8)
+ {
+ gameaction = ga_victory;
+ return;
+ }
+ else
+ {
+ gamemap++;
+ }
+ gamestate = GS_INTERMISSION;
+ IN_Start();
+}
+
+//============================================================================
+//
+// G_WorldDone
+//
+//============================================================================
+
+void G_WorldDone(void)
+{
+ gameaction = ga_worlddone;
+}
+
+//============================================================================
+//
+// G_DoWorldDone
+//
+//============================================================================
+
+void G_DoWorldDone(void)
+{
+ gamestate = GS_LEVEL;
+ G_DoLoadLevel();
+ gameaction = ga_nothing;
+ viewactive = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC G_LoadGame
+//
+// Can be called by the startup code or the menu task.
+//
+//---------------------------------------------------------------------------
+
+char savename[256];
+
+void G_LoadGame(char *name)
+{
+ strcpy(savename, name);
+ gameaction = ga_loadgame;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC G_DoLoadGame
+//
+// Called by G_Ticker based on gameaction.
+//
+//---------------------------------------------------------------------------
+
+#define VERSIONSIZE 16
+
+void G_DoLoadGame(void)
+{
+ int length;
+ int i;
+ int a, b, c;
+ char vcheck[VERSIONSIZE];
+
+ gameaction = ga_nothing;
+
+ length = M_ReadFile(savename, &savebuffer);
+ save_p = savebuffer + SAVESTRINGSIZE;
+ // Skip the description field
+ memset(vcheck, 0, sizeof(vcheck));
+ sprintf(vcheck, "version %i", HERETIC_VERSION);
+ if (strcmp((char *) save_p, vcheck) != 0)
+ { // Bad version
+ return;
+ }
+ save_p += VERSIONSIZE;
+ gameskill = *save_p++;
+ gameepisode = *save_p++;
+ gamemap = *save_p++;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ playeringame[i] = *save_p++;
+ }
+ // Load a base level
+ G_InitNew(gameskill, gameepisode, gamemap);
+
+ // Create leveltime
+ a = *save_p++;
+ b = *save_p++;
+ c = *save_p++;
+ leveltime = (a << 16) + (b << 8) + c;
+
+ // De-archive all the modifications
+ P_UnArchivePlayers();
+ P_UnArchiveWorld();
+ P_UnArchiveThinkers();
+ P_UnArchiveSpecials();
+
+ if (*save_p != SAVE_GAME_TERMINATOR)
+ { // Missing savegame termination marker
+ I_Error("Bad savegame");
+ }
+ Z_Free(savebuffer);
+}
+
+
+/*
+====================
+=
+= G_InitNew
+=
+= Can be called by the startup code or the menu task
+= consoleplayer, displayplayer, playeringame[] should be set
+====================
+*/
+
+skill_t d_skill;
+int d_episode;
+int d_map;
+
+void G_DeferedInitNew(skill_t skill, int episode, int map)
+{
+ d_skill = skill;
+ d_episode = episode;
+ d_map = map;
+ gameaction = ga_newgame;
+}
+
+void G_DoNewGame(void)
+{
+ G_InitNew(d_skill, d_episode, d_map);
+ gameaction = ga_nothing;
+}
+
+extern int skytexture;
+
+void G_InitNew(skill_t skill, int episode, int map)
+{
+ int i;
+ int speed;
+ static char *skyLumpNames[5] = {
+ "SKY1", "SKY2", "SKY3", "SKY1", "SKY3"
+ };
+
+ if (paused)
+ {
+ paused = false;
+ S_ResumeSound();
+ }
+ if (skill < sk_baby)
+ skill = sk_baby;
+ if (skill > sk_nightmare)
+ skill = sk_nightmare;
+ if (episode < 1)
+ episode = 1;
+ // Up to 9 episodes for testing
+ if (episode > 9)
+ episode = 9;
+ if (map < 1)
+ map = 1;
+ if (map > 9)
+ map = 9;
+ M_ClearRandom();
+ if (respawnparm)
+ {
+ respawnmonsters = true;
+ }
+ else
+ {
+ respawnmonsters = false;
+ }
+ // Set monster missile speeds
+ speed = skill == sk_nightmare;
+ for (i = 0; MonsterMissileInfo[i].type != -1; i++)
+ {
+ mobjinfo[MonsterMissileInfo[i].type].speed
+ = MonsterMissileInfo[i].speed[speed] << FRACBITS;
+ }
+ // Force players to be initialized upon first level load
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ players[i].playerstate = PST_REBORN;
+ players[i].didsecret = false;
+ }
+ // Set up a bunch of globals
+ usergame = true; // will be set false if a demo
+ paused = false;
+ demorecording = false;
+ demoplayback = false;
+ viewactive = true;
+ gameepisode = episode;
+ gamemap = map;
+ gameskill = skill;
+ viewactive = true;
+ BorderNeedRefresh = true;
+
+ // Set the sky map
+ if (episode > 5)
+ {
+ skytexture = R_TextureNumForName("SKY1");
+ }
+ else
+ {
+ skytexture = R_TextureNumForName(skyLumpNames[episode - 1]);
+ }
+
+//
+// give one null ticcmd_t
+//
+#if 0
+ gametic = 0;
+ maketic = 1;
+ for (i = 0; i < MAXPLAYERS; i++)
+ nettics[i] = 1; // one null event for this gametic
+ memset(localcmds, 0, sizeof(localcmds));
+ memset(netcmds, 0, sizeof(netcmds));
+#endif
+ G_DoLoadLevel();
+}
+
+
+/*
+===============================================================================
+
+ DEMO RECORDING
+
+===============================================================================
+*/
+
+#define DEMOMARKER 0x80
+
+void G_ReadDemoTiccmd(ticcmd_t * cmd)
+{
+ if (*demo_p == DEMOMARKER)
+ { // end of demo data stream
+ G_CheckDemoStatus();
+ return;
+ }
+ cmd->forwardmove = ((signed char) *demo_p++);
+ cmd->sidemove = ((signed char) *demo_p++);
+ cmd->angleturn = ((unsigned char) *demo_p++) << 8;
+ cmd->buttons = (unsigned char) *demo_p++;
+ cmd->lookfly = (unsigned char) *demo_p++;
+ cmd->arti = (unsigned char) *demo_p++;
+}
+
+void G_WriteDemoTiccmd(ticcmd_t * cmd)
+{
+ if (gamekeydown['q']) // press q to end demo recording
+ G_CheckDemoStatus();
+ *demo_p++ = cmd->forwardmove;
+ *demo_p++ = cmd->sidemove;
+ *demo_p++ = cmd->angleturn >> 8;
+ *demo_p++ = cmd->buttons;
+ *demo_p++ = cmd->lookfly;
+ *demo_p++ = cmd->arti;
+ demo_p -= 6;
+ G_ReadDemoTiccmd(cmd); // make SURE it is exactly the same
+}
+
+
+
+/*
+===================
+=
+= G_RecordDemo
+=
+===================
+*/
+
+void G_RecordDemo(skill_t skill, int numplayers, int episode, int map,
+ char *name)
+{
+ int i;
+
+ G_InitNew(skill, episode, map);
+ usergame = false;
+ strcpy(demoname, name);
+ strcat(demoname, ".lmp");
+ demobuffer = demo_p = Z_Malloc(0x20000, PU_STATIC, NULL);
+ *demo_p++ = skill;
+ *demo_p++ = episode;
+ *demo_p++ = map;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ *demo_p++ = playeringame[i];
+
+ demorecording = true;
+}
+
+
+/*
+===================
+=
+= G_PlayDemo
+=
+===================
+*/
+
+char *defdemoname;
+
+void G_DeferedPlayDemo(char *name)
+{
+ defdemoname = name;
+ gameaction = ga_playdemo;
+}
+
+void G_DoPlayDemo(void)
+{
+ skill_t skill;
+ int i, episode, map;
+
+ gameaction = ga_nothing;
+ demobuffer = demo_p = W_CacheLumpName(defdemoname, PU_STATIC);
+ skill = *demo_p++;
+ episode = *demo_p++;
+ map = *demo_p++;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ playeringame[i] = *demo_p++;
+
+ precache = false; // don't spend a lot of time in loadlevel
+ G_InitNew(skill, episode, map);
+ precache = true;
+ usergame = false;
+ demoplayback = true;
+}
+
+
+/*
+===================
+=
+= G_TimeDemo
+=
+===================
+*/
+
+void G_TimeDemo(char *name)
+{
+ skill_t skill;
+ int episode, map;
+
+ demobuffer = demo_p = W_CacheLumpName(name, PU_STATIC);
+ skill = *demo_p++;
+ episode = *demo_p++;
+ map = *demo_p++;
+ G_InitNew(skill, episode, map);
+ usergame = false;
+ demoplayback = true;
+ timingdemo = true;
+ singletics = true;
+}
+
+
+/*
+===================
+=
+= G_CheckDemoStatus
+=
+= Called after a death or level completion to allow demos to be cleaned up
+= Returns true if a new demo loop action will take place
+===================
+*/
+
+boolean G_CheckDemoStatus(void)
+{
+ int endtime;
+
+ if (timingdemo)
+ {
+ endtime = I_GetTime();
+ I_Error("timed %i gametics in %i realtics", gametic,
+ endtime - starttime);
+ }
+
+ if (demoplayback)
+ {
+ if (singledemo)
+ I_Quit();
+
+ W_ReleaseLumpName(defdemoname);
+ demoplayback = false;
+ D_AdvanceDemo();
+ return true;
+ }
+
+ if (demorecording)
+ {
+ *demo_p++ = DEMOMARKER;
+ M_WriteFile(demoname, demobuffer, demo_p - demobuffer);
+ Z_Free(demobuffer);
+ demorecording = false;
+ I_Error("Demo %s recorded", demoname);
+ }
+
+ return false;
+}
+
+/**************************************************************************/
+/**************************************************************************/
+
+//==========================================================================
+//
+// G_SaveGame
+//
+// Called by the menu task. <description> is a 24 byte text string.
+//
+//==========================================================================
+
+void G_SaveGame(int slot, char *description)
+{
+ savegameslot = slot;
+ strcpy(savedescription, description);
+ sendsave = true;
+}
+
+//==========================================================================
+//
+// G_DoSaveGame
+//
+// Called by G_Ticker based on gameaction.
+//
+//==========================================================================
+
+void G_DoSaveGame(void)
+{
+ int i;
+ char name[100];
+ char verString[VERSIONSIZE];
+ char *description;
+
+ if (cdrom)
+ {
+ sprintf(name, SAVEGAMENAMECD "%d.hsg", savegameslot);
+ }
+ else
+ {
+ sprintf(name, SAVEGAMENAME "%d.hsg", savegameslot);
+ }
+ description = savedescription;
+
+ SV_Open(name);
+ SV_Write(description, SAVESTRINGSIZE);
+ memset(verString, 0, sizeof(verString));
+ sprintf(verString, "version %i", HERETIC_VERSION);
+ SV_Write(verString, VERSIONSIZE);
+ SV_WriteByte(gameskill);
+ SV_WriteByte(gameepisode);
+ SV_WriteByte(gamemap);
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ SV_WriteByte(playeringame[i]);
+ }
+ SV_WriteByte(leveltime >> 16);
+ SV_WriteByte(leveltime >> 8);
+ SV_WriteByte(leveltime);
+ P_ArchivePlayers();
+ P_ArchiveWorld();
+ P_ArchiveThinkers();
+ P_ArchiveSpecials();
+ SV_Close(name);
+
+ gameaction = ga_nothing;
+ savedescription[0] = 0;
+ P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true);
+}
+
+//==========================================================================
+//
+// SV_Open
+//
+//==========================================================================
+
+void SV_Open(char *fileName)
+{
+ SaveGameType = SVG_FILE;
+ SaveGameFP = fopen(fileName, "wb");
+}
+
+//==========================================================================
+//
+// SV_Close
+//
+//==========================================================================
+
+void SV_Close(char *fileName)
+{
+ int length;
+
+ SV_WriteByte(SAVE_GAME_TERMINATOR);
+ if (SaveGameType == SVG_RAM)
+ {
+ length = save_p - savebuffer;
+ if (length > SAVEGAMESIZE)
+ {
+ I_Error("Savegame buffer overrun");
+ }
+ M_WriteFile(fileName, savebuffer, length);
+ Z_Free(savebuffer);
+ }
+ else
+ { // SVG_FILE
+ fclose(SaveGameFP);
+ }
+}
+
+//==========================================================================
+//
+// SV_Write
+//
+//==========================================================================
+
+void SV_Write(void *buffer, int size)
+{
+ if (SaveGameType == SVG_RAM)
+ {
+ memcpy(save_p, buffer, size);
+ save_p += size;
+ }
+ else
+ { // SVG_FILE
+ fwrite(buffer, size, 1, SaveGameFP);
+ }
+}
+
+void SV_WriteByte(byte val)
+{
+ SV_Write(&val, sizeof(byte));
+}
+
+void SV_WriteWord(unsigned short val)
+{
+ SV_Write(&val, sizeof(unsigned short));
+}
+
+void SV_WriteLong(unsigned int val)
+{
+ SV_Write(&val, sizeof(int));
+}
diff --git a/src/heretic/i_ibm.c b/src/heretic/i_ibm.c
new file mode 100644
index 00000000..cf668680
--- /dev/null
+++ b/src/heretic/i_ibm.c
@@ -0,0 +1,1650 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// I_IBM.C
+
+#include <dos.h>
+#include <conio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <graph.h>
+#include "doomdef.h"
+#include "r_local.h"
+#include "dmx.h"
+#include "v_video.h"
+
+// Macros
+
+#define DPMI_INT 0x31
+//#define NOKBD
+//#define NOTIMER
+
+// Public Data
+
+int DisplayTicker = 0;
+
+// Code
+
+void main(int argc, char **argv)
+{
+ myargc = argc;
+ myargv = argv;
+ D_DoomMain();
+}
+
+void I_StartupNet(void);
+void I_ShutdownNet(void);
+void I_ReadExternDriver(void);
+
+typedef struct
+{
+ unsigned edi, esi, ebp, reserved, ebx, edx, ecx, eax;
+ unsigned short flags, es, ds, fs, gs, ip, cs, sp, ss;
+} dpmiregs_t;
+
+extern dpmiregs_t dpmiregs;
+
+void I_ReadMouse(void);
+void I_InitDiskFlash(void);
+
+extern int usemouse, usejoystick;
+
+extern void **lumpcache;
+
+/*
+=============================================================================
+
+ CONSTANTS
+
+=============================================================================
+*/
+
+#define SC_INDEX 0x3C4
+#define SC_RESET 0
+#define SC_CLOCK 1
+#define SC_MAPMASK 2
+#define SC_CHARMAP 3
+#define SC_MEMMODE 4
+
+#define CRTC_INDEX 0x3D4
+#define CRTC_H_TOTAL 0
+#define CRTC_H_DISPEND 1
+#define CRTC_H_BLANK 2
+#define CRTC_H_ENDBLANK 3
+#define CRTC_H_RETRACE 4
+#define CRTC_H_ENDRETRACE 5
+#define CRTC_V_TOTAL 6
+#define CRTC_OVERFLOW 7
+#define CRTC_ROWSCAN 8
+#define CRTC_MAXSCANLINE 9
+#define CRTC_CURSORSTART 10
+#define CRTC_CURSOREND 11
+#define CRTC_STARTHIGH 12
+#define CRTC_STARTLOW 13
+#define CRTC_CURSORHIGH 14
+#define CRTC_CURSORLOW 15
+#define CRTC_V_RETRACE 16
+#define CRTC_V_ENDRETRACE 17
+#define CRTC_V_DISPEND 18
+#define CRTC_OFFSET 19
+#define CRTC_UNDERLINE 20
+#define CRTC_V_BLANK 21
+#define CRTC_V_ENDBLANK 22
+#define CRTC_MODE 23
+#define CRTC_LINECOMPARE 24
+
+
+#define GC_INDEX 0x3CE
+#define GC_SETRESET 0
+#define GC_ENABLESETRESET 1
+#define GC_COLORCOMPARE 2
+#define GC_DATAROTATE 3
+#define GC_READMAP 4
+#define GC_MODE 5
+#define GC_MISCELLANEOUS 6
+#define GC_COLORDONTCARE 7
+#define GC_BITMASK 8
+
+#define ATR_INDEX 0x3c0
+#define ATR_MODE 16
+#define ATR_OVERSCAN 17
+#define ATR_COLORPLANEENABLE 18
+#define ATR_PELPAN 19
+#define ATR_COLORSELECT 20
+
+#define STATUS_REGISTER_1 0x3da
+
+#define PEL_WRITE_ADR 0x3c8
+#define PEL_READ_ADR 0x3c7
+#define PEL_DATA 0x3c9
+#define PEL_MASK 0x3c6
+
+boolean grmode;
+
+//==================================================
+//
+// joystick vars
+//
+//==================================================
+
+boolean joystickpresent;
+extern unsigned joystickx, joysticky;
+boolean I_ReadJoystick(void); // returns false if not connected
+
+
+//==================================================
+
+#define VBLCOUNTER 34000 // hardware tics to a frame
+
+
+#define TIMERINT 8
+#define KEYBOARDINT 9
+
+#define CRTCOFF (_inbyte(STATUS_REGISTER_1)&1)
+#define CLI _disable()
+#define STI _enable()
+
+#define _outbyte(x,y) (outp(x,y))
+#define _outhword(x,y) (outpw(x,y))
+
+#define _inbyte(x) (inp(x))
+#define _inhword(x) (inpw(x))
+
+#define MOUSEB1 1
+#define MOUSEB2 2
+#define MOUSEB3 4
+
+boolean mousepresent;
+//static int tsm_ID = -1; // tsm init flag
+
+//===============================
+
+int ticcount;
+
+// REGS stuff used for int calls
+union REGS regs;
+struct SREGS segregs;
+
+boolean novideo; // if true, stay in text mode for debugging
+
+#define KBDQUESIZE 32
+byte keyboardque[KBDQUESIZE];
+int kbdtail, kbdhead;
+
+#define KEY_LSHIFT 0xfe
+
+#define KEY_INS (0x80+0x52)
+#define KEY_DEL (0x80+0x53)
+#define KEY_PGUP (0x80+0x49)
+#define KEY_PGDN (0x80+0x51)
+#define KEY_HOME (0x80+0x47)
+#define KEY_END (0x80+0x4f)
+
+#define SC_RSHIFT 0x36
+#define SC_LSHIFT 0x2a
+
+byte scantokey[128] = {
+// 0 1 2 3 4 5 6 7
+// 8 9 A B C D E F
+ 0, 27, '1', '2', '3', '4', '5', '6',
+ '7', '8', '9', '0', '-', '=', KEY_BACKSPACE, 9, // 0
+ 'q', 'w', 'e', 'r', 't', 'y', 'u', 'i',
+ 'o', 'p', '[', ']', 13, KEY_RCTRL, 'a', 's', // 1
+ 'd', 'f', 'g', 'h', 'j', 'k', 'l', ';',
+ 39, '`', KEY_LSHIFT, 92, 'z', 'x', 'c', 'v', // 2
+ 'b', 'n', 'm', ',', '.', '/', KEY_RSHIFT, '*',
+ KEY_RALT, ' ', 0, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5, // 3
+ KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, 0, 0, KEY_HOME,
+ KEY_UPARROW, KEY_PGUP, '-', KEY_LEFTARROW, '5', KEY_RIGHTARROW, '+', KEY_END, //4
+ KEY_DOWNARROW, KEY_PGDN, KEY_INS, KEY_DEL, 0, 0, 0, KEY_F11,
+ KEY_F12, 0, 0, 0, 0, 0, 0, 0, // 5
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, // 6
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0 // 7
+};
+
+//==========================================================================
+
+//--------------------------------------------------------------------------
+//
+// FUNC I_GetTime
+//
+// Returns time in 1/35th second tics.
+//
+//--------------------------------------------------------------------------
+
+int I_GetTime(void)
+{
+#ifdef NOTIMER
+ ticcount++;
+#endif
+ return (ticcount);
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_ColorBorder
+//
+//--------------------------------------------------------------------------
+
+void I_ColorBorder(void)
+{
+ int i;
+
+ I_WaitVBL(1);
+ _outbyte(PEL_WRITE_ADR, 0);
+ for (i = 0; i < 3; i++)
+ {
+ _outbyte(PEL_DATA, 63);
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_UnColorBorder
+//
+//--------------------------------------------------------------------------
+
+void I_UnColorBorder(void)
+{
+ int i;
+
+ I_WaitVBL(1);
+ _outbyte(PEL_WRITE_ADR, 0);
+ for (i = 0; i < 3; i++)
+ {
+ _outbyte(PEL_DATA, 0);
+ }
+}
+
+/*
+============================================================================
+
+ USER INPUT
+
+============================================================================
+*/
+
+//--------------------------------------------------------------------------
+//
+// PROC I_WaitVBL
+//
+//--------------------------------------------------------------------------
+
+void I_WaitVBL(int vbls)
+{
+ int i;
+ int old;
+ int stat;
+
+ if (novideo)
+ {
+ return;
+ }
+ while (vbls--)
+ {
+ do
+ {
+ stat = inp(STATUS_REGISTER_1);
+ if (stat & 8)
+ {
+ break;
+ }
+ }
+ while (1);
+ do
+ {
+ stat = inp(STATUS_REGISTER_1);
+ if ((stat & 8) == 0)
+ {
+ break;
+ }
+ }
+ while (1);
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_SetPalette
+//
+// Palette source must use 8 bit RGB elements.
+//
+//--------------------------------------------------------------------------
+
+void I_SetPalette(byte * palette)
+{
+ int i;
+
+ if (novideo)
+ {
+ return;
+ }
+ I_WaitVBL(1);
+ _outbyte(PEL_WRITE_ADR, 0);
+ for (i = 0; i < 768; i++)
+ {
+ _outbyte(PEL_DATA, (gammatable[usegamma][*palette++]) >> 2);
+ }
+}
+
+/*
+============================================================================
+
+ GRAPHICS MODE
+
+============================================================================
+*/
+
+byte *pcscreen, *destscreen, *destview;
+
+
+/*
+==============
+=
+= I_Update
+=
+==============
+*/
+
+int UpdateState;
+extern int screenblocks;
+
+void I_Update(void)
+{
+ int i;
+ byte *dest;
+ int tics;
+ static int lasttic;
+
+//
+// blit screen to video
+//
+ if (DisplayTicker)
+ {
+ if (screenblocks > 9 || UpdateState & (I_FULLSCRN | I_MESSAGES))
+ {
+ dest = (byte *) screen;
+ }
+ else
+ {
+ dest = (byte *) pcscreen;
+ }
+ tics = ticcount - lasttic;
+ lasttic = ticcount;
+ if (tics > 20)
+ {
+ tics = 20;
+ }
+ for (i = 0; i < tics; i++)
+ {
+ *dest = 0xff;
+ dest += 2;
+ }
+ for (i = tics; i < 20; i++)
+ {
+ *dest = 0x00;
+ dest += 2;
+ }
+ }
+ if (UpdateState == I_NOUPDATE)
+ {
+ return;
+ }
+ if (UpdateState & I_FULLSCRN)
+ {
+ memcpy(pcscreen, screen, SCREENWIDTH * SCREENHEIGHT);
+ UpdateState = I_NOUPDATE; // clear out all draw types
+ }
+ if (UpdateState & I_FULLVIEW)
+ {
+ if (UpdateState & I_MESSAGES && screenblocks > 7)
+ {
+ for (i = 0; i <
+ (viewwindowy + viewheight) * SCREENWIDTH; i += SCREENWIDTH)
+ {
+ memcpy(pcscreen + i, screen + i, SCREENWIDTH);
+ }
+ UpdateState &= ~(I_FULLVIEW | I_MESSAGES);
+ }
+ else
+ {
+ for (i = viewwindowy * SCREENWIDTH + viewwindowx; i <
+ (viewwindowy + viewheight) * SCREENWIDTH; i += SCREENWIDTH)
+ {
+ memcpy(pcscreen + i, screen + i, viewwidth);
+ }
+ UpdateState &= ~I_FULLVIEW;
+ }
+ }
+ if (UpdateState & I_STATBAR)
+ {
+ memcpy(pcscreen + SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT),
+ screen + SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT),
+ SCREENWIDTH * SBARHEIGHT);
+ UpdateState &= ~I_STATBAR;
+ }
+ if (UpdateState & I_MESSAGES)
+ {
+ memcpy(pcscreen, screen, SCREENWIDTH * 28);
+ UpdateState &= ~I_MESSAGES;
+ }
+
+// memcpy(pcscreen, screen, SCREENHEIGHT*SCREENWIDTH);
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_InitGraphics
+//
+//--------------------------------------------------------------------------
+
+void I_InitGraphics(void)
+{
+ if (novideo)
+ {
+ return;
+ }
+ grmode = true;
+ regs.w.ax = 0x13;
+ int386(0x10, (const union REGS *) &regs, &regs);
+ pcscreen = destscreen = (byte *) 0xa0000;
+ I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
+ I_InitDiskFlash();
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_ShutdownGraphics
+//
+//--------------------------------------------------------------------------
+
+void I_ShutdownGraphics(void)
+{
+
+ if (*(byte *) 0x449 == 0x13) // don't reset mode if it didn't get set
+ {
+ regs.w.ax = 3;
+ int386(0x10, &regs, &regs); // back to text mode
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_ReadScreen
+//
+// Reads the screen currently displayed into a linear buffer.
+//
+//--------------------------------------------------------------------------
+
+void I_ReadScreen(byte * scr)
+{
+ memcpy(scr, screen, SCREENWIDTH * SCREENHEIGHT);
+}
+
+
+//===========================================================================
+
+/*
+===================
+=
+= I_StartTic
+=
+// called by D_DoomLoop
+// called before processing each tic in a frame
+// can call D_PostEvent
+// asyncronous interrupt functions should maintain private ques that are
+// read by the syncronous functions to be converted into events
+===================
+*/
+
+/*
+ OLD STARTTIC STUFF
+
+void I_StartTic (void)
+{
+ int k;
+ event_t ev;
+
+
+ I_ReadMouse ();
+
+//
+// keyboard events
+//
+ while (kbdtail < kbdhead)
+ {
+ k = keyboardque[kbdtail&(KBDQUESIZE-1)];
+
+// if (k==14)
+// I_Error ("exited");
+
+ kbdtail++;
+
+ // extended keyboard shift key bullshit
+ if ( (k&0x7f)==KEY_RSHIFT )
+ {
+ if ( keyboardque[(kbdtail-2)&(KBDQUESIZE-1)]==0xe0 )
+ continue;
+ k &= 0x80;
+ k |= KEY_RSHIFT;
+ }
+
+ if (k==0xe0)
+ continue; // special / pause keys
+ if (keyboardque[(kbdtail-2)&(KBDQUESIZE-1)] == 0xe1)
+ continue; // pause key bullshit
+
+ if (k==0xc5 && keyboardque[(kbdtail-2)&(KBDQUESIZE-1)] == 0x9d)
+ {
+ ev.type = ev_keydown;
+ ev.data1 = KEY_PAUSE;
+ D_PostEvent (&ev);
+ continue;
+ }
+
+ if (k&0x80)
+ ev.type = ev_keyup;
+ else
+ ev.type = ev_keydown;
+ k &= 0x7f;
+
+ ev.data1 = k;
+ //ev.data1 = scantokey[k];
+
+ D_PostEvent (&ev);
+ }
+}
+*/
+
+#define SC_UPARROW 0x48
+#define SC_DOWNARROW 0x50
+#define SC_LEFTARROW 0x4b
+#define SC_RIGHTARROW 0x4d
+
+void I_StartTic(void)
+{
+ int k;
+ event_t ev;
+
+
+ I_ReadMouse();
+
+//
+// keyboard events
+//
+ while (kbdtail < kbdhead)
+ {
+ k = keyboardque[kbdtail & (KBDQUESIZE - 1)];
+ kbdtail++;
+
+ // extended keyboard shift key bullshit
+ if ((k & 0x7f) == SC_LSHIFT || (k & 0x7f) == SC_RSHIFT)
+ {
+ if (keyboardque[(kbdtail - 2) & (KBDQUESIZE - 1)] == 0xe0)
+ continue;
+ k &= 0x80;
+ k |= SC_RSHIFT;
+ }
+
+ if (k == 0xe0)
+ continue; // special / pause keys
+ if (keyboardque[(kbdtail - 2) & (KBDQUESIZE - 1)] == 0xe1)
+ continue; // pause key bullshit
+
+ if (k == 0xc5
+ && keyboardque[(kbdtail - 2) & (KBDQUESIZE - 1)] == 0x9d)
+ {
+ ev.type = ev_keydown;
+ ev.data1 = KEY_PAUSE;
+ D_PostEvent(&ev);
+ continue;
+ }
+
+ if (k & 0x80)
+ ev.type = ev_keyup;
+ else
+ ev.type = ev_keydown;
+ k &= 0x7f;
+ switch (k)
+ {
+ case SC_UPARROW:
+ ev.data1 = KEY_UPARROW;
+ break;
+ case SC_DOWNARROW:
+ ev.data1 = KEY_DOWNARROW;
+ break;
+ case SC_LEFTARROW:
+ ev.data1 = KEY_LEFTARROW;
+ break;
+ case SC_RIGHTARROW:
+ ev.data1 = KEY_RIGHTARROW;
+ break;
+ default:
+ ev.data1 = scantokey[k];
+ break;
+ }
+ D_PostEvent(&ev);
+ }
+
+}
+
+
+void I_ReadKeys(void)
+{
+ int k;
+ event_t ev;
+
+
+ while (1)
+ {
+ while (kbdtail < kbdhead)
+ {
+ k = keyboardque[kbdtail & (KBDQUESIZE - 1)];
+ kbdtail++;
+ printf("0x%x\n", k);
+ if (k == 1)
+ I_Quit();
+ }
+ }
+}
+
+/*
+===============
+=
+= I_StartFrame
+=
+===============
+*/
+
+void I_StartFrame(void)
+{
+ I_JoystickEvents();
+ I_ReadExternDriver();
+}
+
+/*
+============================================================================
+
+ TIMER INTERRUPT
+
+============================================================================
+*/
+
+void I_ColorBlack(int r, int g, int b)
+{
+ _outbyte(PEL_WRITE_ADR, 0);
+ _outbyte(PEL_DATA, r);
+ _outbyte(PEL_DATA, g);
+ _outbyte(PEL_DATA, b);
+}
+
+
+/*
+================
+=
+= I_TimerISR
+=
+================
+*/
+
+int I_TimerISR(void)
+{
+ ticcount++;
+ return 0;
+}
+
+/*
+============================================================================
+
+ KEYBOARD
+
+============================================================================
+*/
+
+void (__interrupt __far * oldkeyboardisr) () = NULL;
+
+int lastpress;
+
+/*
+================
+=
+= I_KeyboardISR
+=
+================
+*/
+
+void __interrupt I_KeyboardISR(void)
+{
+// Get the scan code
+
+ keyboardque[kbdhead & (KBDQUESIZE - 1)] = lastpress = _inbyte(0x60);
+ kbdhead++;
+
+// acknowledge the interrupt
+
+ _outbyte(0x20, 0x20);
+}
+
+
+
+/*
+===============
+=
+= I_StartupKeyboard
+=
+===============
+*/
+
+void I_StartupKeyboard(void)
+{
+#ifndef NOKBD
+ oldkeyboardisr = _dos_getvect(KEYBOARDINT);
+ _dos_setvect(0x8000 | KEYBOARDINT, I_KeyboardISR);
+#endif
+
+//I_ReadKeys ();
+}
+
+
+void I_ShutdownKeyboard(void)
+{
+ if (oldkeyboardisr)
+ _dos_setvect(KEYBOARDINT, oldkeyboardisr);
+ *(short *) 0x41c = *(short *) 0x41a; // clear bios key buffer
+}
+
+
+
+/*
+============================================================================
+
+ MOUSE
+
+============================================================================
+*/
+
+
+int I_ResetMouse(void)
+{
+ regs.w.ax = 0; // reset
+ int386(0x33, &regs, &regs);
+ return regs.w.ax;
+}
+
+
+
+/*
+================
+=
+= StartupMouse
+=
+================
+*/
+
+void I_StartupCyberMan(void);
+
+void I_StartupMouse(void)
+{
+ int (far * function) ();
+
+ //
+ // General mouse detection
+ //
+ mousepresent = 0;
+ if (M_CheckParm("-nomouse") || !usemouse)
+ return;
+
+ if (I_ResetMouse() != 0xffff)
+ {
+ tprintf("Mouse: not present ", 0);
+ return;
+ }
+ tprintf("Mouse: detected ", 0);
+
+ mousepresent = 1;
+
+ I_StartupCyberMan();
+}
+
+
+/*
+================
+=
+= ShutdownMouse
+=
+================
+*/
+
+void I_ShutdownMouse(void)
+{
+ if (!mousepresent)
+ return;
+
+ I_ResetMouse();
+}
+
+
+/*
+================
+=
+= I_ReadMouse
+=
+================
+*/
+
+void I_ReadMouse(void)
+{
+ event_t ev;
+
+//
+// mouse events
+//
+ if (!mousepresent)
+ return;
+
+ ev.type = ev_mouse;
+
+ memset(&dpmiregs, 0, sizeof(dpmiregs));
+ dpmiregs.eax = 3; // read buttons / position
+ DPMIInt(0x33);
+ ev.data1 = dpmiregs.ebx;
+
+ dpmiregs.eax = 11; // read counters
+ DPMIInt(0x33);
+ ev.data2 = (short) dpmiregs.ecx;
+ ev.data3 = -(short) dpmiregs.edx;
+
+ D_PostEvent(&ev);
+}
+
+/*
+============================================================================
+
+ JOYSTICK
+
+============================================================================
+*/
+
+int joyxl, joyxh, joyyl, joyyh;
+
+boolean WaitJoyButton(void)
+{
+ int oldbuttons, buttons;
+
+ oldbuttons = 0;
+ do
+ {
+ I_WaitVBL(1);
+ buttons = ((inp(0x201) >> 4) & 1) ^ 1;
+ if (buttons != oldbuttons)
+ {
+ oldbuttons = buttons;
+ continue;
+ }
+
+ if ((lastpress & 0x7f) == 1)
+ {
+ joystickpresent = false;
+ return false;
+ }
+ }
+ while (!buttons);
+
+ do
+ {
+ I_WaitVBL(1);
+ buttons = ((inp(0x201) >> 4) & 1) ^ 1;
+ if (buttons != oldbuttons)
+ {
+ oldbuttons = buttons;
+ continue;
+ }
+
+ if ((lastpress & 0x7f) == 1)
+ {
+ joystickpresent = false;
+ return false;
+ }
+ }
+ while (buttons);
+
+ return true;
+}
+
+
+
+/*
+===============
+=
+= I_StartupJoystick
+=
+===============
+*/
+
+int basejoyx, basejoyy;
+
+void I_StartupJoystick(void)
+{
+ int buttons;
+ int count;
+ int centerx, centery;
+
+ joystickpresent = 0;
+ if (M_CheckParm("-nojoy") || !usejoystick)
+ return;
+
+ if (!I_ReadJoystick())
+ {
+ joystickpresent = false;
+ tprintf("joystick not found ", 0);
+ return;
+ }
+ printf("joystick found\n");
+ joystickpresent = true;
+
+ printf("CENTER the joystick and press button 1:");
+ if (!WaitJoyButton())
+ return;
+ I_ReadJoystick();
+ centerx = joystickx;
+ centery = joysticky;
+
+ printf
+ ("\nPush the joystick to the UPPER LEFT corner and press button 1:");
+ if (!WaitJoyButton())
+ return;
+ I_ReadJoystick();
+ joyxl = (centerx + joystickx) / 2;
+ joyyl = (centerx + joysticky) / 2;
+
+ printf
+ ("\nPush the joystick to the LOWER RIGHT corner and press button 1:");
+ if (!WaitJoyButton())
+ return;
+ I_ReadJoystick();
+ joyxh = (centerx + joystickx) / 2;
+ joyyh = (centery + joysticky) / 2;
+ printf("\n");
+}
+
+/*
+===============
+=
+= I_JoystickEvents
+=
+===============
+*/
+
+void I_JoystickEvents(void)
+{
+ event_t ev;
+
+//
+// joystick events
+//
+ if (!joystickpresent)
+ return;
+
+ I_ReadJoystick();
+ ev.type = ev_joystick;
+ ev.data1 = ((inp(0x201) >> 4) & 15) ^ 15;
+
+ if (joystickx < joyxl)
+ ev.data2 = -1;
+ else if (joystickx > joyxh)
+ ev.data2 = 1;
+ else
+ ev.data2 = 0;
+ if (joysticky < joyyl)
+ ev.data3 = -1;
+ else if (joysticky > joyyh)
+ ev.data3 = 1;
+ else
+ ev.data3 = 0;
+
+ D_PostEvent(&ev);
+}
+
+
+
+/*
+============================================================================
+
+ DPMI STUFF
+
+============================================================================
+*/
+
+#define REALSTACKSIZE 1024
+
+dpmiregs_t dpmiregs;
+
+unsigned realstackseg;
+
+void I_DivException(void);
+int I_SetDivException(void);
+
+void DPMIFarCall(void)
+{
+ segread(&segregs);
+ regs.w.ax = 0x301;
+ regs.w.bx = 0;
+ regs.w.cx = 0;
+ regs.x.edi = (unsigned) &dpmiregs;
+ segregs.es = segregs.ds;
+ int386x(DPMI_INT, &regs, &regs, &segregs);
+}
+
+
+void DPMIInt(int i)
+{
+ dpmiregs.ss = realstackseg;
+ dpmiregs.sp = REALSTACKSIZE - 4;
+
+ segread(&segregs);
+ regs.w.ax = 0x300;
+ regs.w.bx = i;
+ regs.w.cx = 0;
+ regs.x.edi = (unsigned) &dpmiregs;
+ segregs.es = segregs.ds;
+ int386x(DPMI_INT, &regs, &regs, &segregs);
+}
+
+
+/*
+==============
+=
+= I_StartupDPMI
+=
+==============
+*/
+
+void I_StartupDPMI(void)
+{
+ extern char __begtext;
+ extern char ___argc;
+ int n, d;
+
+//
+// allocate a decent stack for real mode ISRs
+//
+ realstackseg = (int) I_AllocLow(1024) >> 4;
+
+//
+// lock the entire program down
+//
+
+// _dpmi_lockregion (&__begtext, &___argc - &__begtext);
+
+
+//
+// catch divide by 0 exception
+//
+#if 0
+ segread(&segregs);
+ regs.w.ax = 0x0203; // DPMI set processor exception handler vector
+ regs.w.bx = 0; // int 0
+ regs.w.cx = segregs.cs;
+ regs.x.edx = (int) &I_DivException;
+ printf("%x : %x\n", regs.w.cx, regs.x.edx);
+ int386(DPMI_INT, &regs, &regs);
+#endif
+
+#if 0
+ n = I_SetDivException();
+ printf("return: %i\n", n);
+ n = 100;
+ d = 0;
+ printf("100 / 0 = %i\n", n / d);
+
+ exit(1);
+#endif
+}
+
+
+
+/*
+============================================================================
+
+ TIMER INTERRUPT
+
+============================================================================
+*/
+
+void (__interrupt __far * oldtimerisr) ();
+
+
+void IO_ColorBlack(int r, int g, int b)
+{
+ _outbyte(PEL_WRITE_ADR, 0);
+ _outbyte(PEL_DATA, r);
+ _outbyte(PEL_DATA, g);
+ _outbyte(PEL_DATA, b);
+}
+
+
+/*
+================
+=
+= IO_TimerISR
+=
+================
+*/
+
+//void __interrupt IO_TimerISR (void)
+
+void __interrupt __far IO_TimerISR(void)
+{
+ ticcount++;
+ _outbyte(0x20, 0x20); // Ack the interrupt
+}
+
+/*
+=====================
+=
+= IO_SetTimer0
+=
+= Sets system timer 0 to the specified speed
+=
+=====================
+*/
+
+void IO_SetTimer0(int speed)
+{
+ if (speed > 0 && speed < 150)
+ I_Error("INT_SetTimer0: %i is a bad value", speed);
+
+ _outbyte(0x43, 0x36); // Change timer 0
+ _outbyte(0x40, speed);
+ _outbyte(0x40, speed >> 8);
+}
+
+
+
+/*
+===============
+=
+= IO_StartupTimer
+=
+===============
+*/
+
+void IO_StartupTimer(void)
+{
+ oldtimerisr = _dos_getvect(TIMERINT);
+
+ _dos_setvect(0x8000 | TIMERINT, IO_TimerISR);
+ IO_SetTimer0(VBLCOUNTER);
+}
+
+void IO_ShutdownTimer(void)
+{
+ if (oldtimerisr)
+ {
+ IO_SetTimer0(0); // back to 18.4 ips
+ _dos_setvect(TIMERINT, oldtimerisr);
+ }
+}
+
+//===========================================================================
+
+
+/*
+===============
+=
+= I_Init
+=
+= hook interrupts and set graphics mode
+=
+===============
+*/
+
+void I_Init(void)
+{
+ extern void I_StartupTimer(void);
+
+ novideo = M_CheckParm("novideo");
+ tprintf("I_StartupDPMI", 1);
+ I_StartupDPMI();
+ tprintf("I_StartupMouse ", 1);
+ I_StartupMouse();
+// tprintf("I_StartupJoystick ",1);
+// I_StartupJoystick();
+// tprintf("I_StartupKeyboard ",1);
+// I_StartupKeyboard();
+}
+
+
+/*
+===============
+=
+= I_Shutdown
+=
+= return to default system state
+=
+===============
+*/
+
+void I_Shutdown(void)
+{
+ I_ShutdownGraphics();
+ IO_ShutdownTimer();
+ S_ShutDown();
+ I_ShutdownMouse();
+ I_ShutdownKeyboard();
+
+ IO_SetTimer0(0);
+}
+
+
+/*
+================
+=
+= I_Error
+=
+================
+*/
+
+void I_Error(char *error, ...)
+{
+ union REGS regs;
+
+ va_list argptr;
+
+ D_QuitNetGame();
+ I_Shutdown();
+ va_start(argptr, error);
+ regs.x.eax = 0x3;
+ int386(0x10, &regs, &regs);
+ vprintf(error, argptr);
+ va_end(argptr);
+ printf("\n");
+ exit(1);
+}
+
+//--------------------------------------------------------------------------
+//
+// I_Quit
+//
+// Shuts down net game, saves defaults, prints the exit text message,
+// goes to text mode, and exits.
+//
+//--------------------------------------------------------------------------
+
+void I_Quit(void)
+{
+ byte *scr;
+ char *lumpName;
+ int r;
+
+ D_QuitNetGame();
+ M_SaveDefaults();
+ scr = (byte *) W_CacheLumpName("ENDTEXT", PU_CACHE);
+ I_Shutdown();
+ memcpy((void *) 0xb8000, scr, 80 * 25 * 2);
+ regs.w.ax = 0x0200;
+ regs.h.bh = 0;
+ regs.h.dl = 0;
+ regs.h.dh = 23;
+ int386(0x10, (const union REGS *) &regs, &regs); // Set text pos
+ _settextposition(24, 1);
+ exit(0);
+}
+
+/*
+===============
+=
+= I_ZoneBase
+=
+===============
+*/
+
+byte *I_ZoneBase(int *size)
+{
+ int meminfo[32];
+ int heap;
+ int i;
+ int block;
+ byte *ptr;
+
+ memset(meminfo, 0, sizeof(meminfo));
+ segread(&segregs);
+ segregs.es = segregs.ds;
+ regs.w.ax = 0x500; // get memory info
+ regs.x.edi = (int) &meminfo;
+ int386x(0x31, &regs, &regs, &segregs);
+
+ heap = meminfo[0];
+ printf("DPMI memory: 0x%x, ", heap);
+
+ do
+ {
+ heap -= 0x10000; // leave 64k alone
+ if (heap > 0x800000)
+ heap = 0x800000;
+ ptr = malloc(heap);
+ }
+ while (!ptr);
+
+ printf("0x%x allocated for zone\n", heap);
+ if (heap < 0x180000)
+ I_Error("Insufficient DPMI memory!");
+#if 0
+ regs.w.ax = 0x501; // allocate linear block
+ regs.w.bx = heap >> 16;
+ regs.w.cx = heap & 0xffff;
+ int386(0x31, &regs, &regs);
+ if (regs.w.cflag)
+ I_Error("Couldn't allocate DPMI memory!");
+
+ block = (regs.w.si << 16) + regs.w.di;
+#endif
+
+ *size = heap;
+ return ptr;
+}
+
+/*
+=============================================================================
+
+ DISK ICON FLASHING
+
+=============================================================================
+*/
+
+void I_InitDiskFlash(void)
+{
+#if 0
+ void *pic;
+ byte *temp;
+
+ pic = W_CacheLumpName("STDISK", PU_CACHE);
+ temp = destscreen;
+ destscreen = (byte *) 0xac000;
+ V_DrawPatchDirect(SCREENWIDTH - 16, SCREENHEIGHT - 16, 0, pic);
+ destscreen = temp;
+#endif
+}
+
+// draw disk icon
+void I_BeginRead(void)
+{
+#if 0
+ byte *src, *dest;
+ int y;
+
+ if (!grmode)
+ return;
+
+// write through all planes
+ outp(SC_INDEX, SC_MAPMASK);
+ outp(SC_INDEX + 1, 15);
+// set write mode 1
+ outp(GC_INDEX, GC_MODE);
+ outp(GC_INDEX + 1, inp(GC_INDEX + 1) | 1);
+
+// copy to backup
+ src = currentscreen + 184 * 80 + 304 / 4;
+ dest = (byte *) 0xac000 + 184 * 80 + 288 / 4;
+ for (y = 0; y < 16; y++)
+ {
+ dest[0] = src[0];
+ dest[1] = src[1];
+ dest[2] = src[2];
+ dest[3] = src[3];
+ src += 80;
+ dest += 80;
+ }
+
+// copy disk over
+ dest = currentscreen + 184 * 80 + 304 / 4;
+ src = (byte *) 0xac000 + 184 * 80 + 304 / 4;
+ for (y = 0; y < 16; y++)
+ {
+ dest[0] = src[0];
+ dest[1] = src[1];
+ dest[2] = src[2];
+ dest[3] = src[3];
+ src += 80;
+ dest += 80;
+ }
+
+
+// set write mode 0
+ outp(GC_INDEX, GC_MODE);
+ outp(GC_INDEX + 1, inp(GC_INDEX + 1) & ~1);
+#endif
+}
+
+// erase disk icon
+void I_EndRead(void)
+{
+#if 0
+ byte *src, *dest;
+ int y;
+
+ if (!grmode)
+ return;
+
+// write through all planes
+ outp(SC_INDEX, SC_MAPMASK);
+ outp(SC_INDEX + 1, 15);
+// set write mode 1
+ outp(GC_INDEX, GC_MODE);
+ outp(GC_INDEX + 1, inp(GC_INDEX + 1) | 1);
+
+
+// copy disk over
+ dest = currentscreen + 184 * 80 + 304 / 4;
+ src = (byte *) 0xac000 + 184 * 80 + 288 / 4;
+ for (y = 0; y < 16; y++)
+ {
+ dest[0] = src[0];
+ dest[1] = src[1];
+ dest[2] = src[2];
+ dest[3] = src[3];
+ src += 80;
+ dest += 80;
+ }
+
+// set write mode 0
+ outp(GC_INDEX, GC_MODE);
+ outp(GC_INDEX + 1, inp(GC_INDEX + 1) & ~1);
+#endif
+}
+
+
+
+/*
+=============
+=
+= I_AllocLow
+=
+=============
+*/
+
+byte *I_AllocLow(int length)
+{
+ byte *mem;
+
+ // DPMI call 100h allocates DOS memory
+ segread(&segregs);
+ regs.w.ax = 0x0100; // DPMI allocate DOS memory
+ regs.w.bx = (length + 15) / 16;
+ int386(DPMI_INT, &regs, &regs);
+// segment = regs.w.ax;
+// selector = regs.w.dx;
+ if (regs.w.cflag != 0)
+ I_Error("I_AllocLow: DOS alloc of %i failed, %i free",
+ length, regs.w.bx * 16);
+
+
+ mem = (void *) ((regs.x.eax & 0xFFFF) << 4);
+
+ memset(mem, 0, length);
+ return mem;
+}
+
+/*
+============================================================================
+
+ NETWORKING
+
+============================================================================
+*/
+
+/* // FUCKED LINES
+typedef struct
+{
+ char priv[508];
+ } doomdata_t;
+*/// FUCKED LINES
+
+#define DOOMCOM_ID 0x12345678l
+
+/* // FUCKED LINES
+typedef struct
+{
+ long id;
+ short intnum; // DOOM executes an int to execute commands
+
+// communication between DOOM and the driver
+ short command; // CMD_SEND or CMD_GET
+ short remotenode; // dest for send, set by get (-1 = no packet)
+ short datalength; // bytes in doomdata to be sent
+
+// info common to all nodes
+ short numnodes; // console is allways node 0
+ short ticdup; // 1 = no duplication, 2-5 = dup for slow nets
+ short extratics; // 1 = send a backup tic in every packet
+ short deathmatch; // 1 = deathmatch
+ short savegame; // -1 = new game, 0-5 = load savegame
+ short episode; // 1-3
+ short map; // 1-9
+ short skill; // 1-5
+
+// info specific to this node
+ short consoleplayer;
+ short numplayers;
+ short angleoffset; // 1 = left, 0 = center, -1 = right
+ short drone; // 1 = drone
+
+// packet data to be sent
+ doomdata_t data;
+ } doomcom_t;
+*/// FUCKED LINES
+
+extern doomcom_t *doomcom;
+
+/*
+====================
+=
+= I_InitNetwork
+=
+====================
+*/
+
+void I_InitNetwork(void)
+{
+ int i;
+
+ i = M_CheckParm("-net");
+ if (!i)
+ {
+ //
+ // single player game
+ //
+ doomcom = malloc(sizeof(*doomcom));
+ memset(doomcom, 0, sizeof(*doomcom));
+ netgame = false;
+ doomcom->id = DOOMCOM_ID;
+ doomcom->numplayers = doomcom->numnodes = 1;
+ doomcom->deathmatch = false;
+ doomcom->consoleplayer = 0;
+ doomcom->ticdup = 1;
+ doomcom->extratics = 0;
+ return;
+ }
+
+ netgame = true;
+ doomcom = (doomcom_t *) atoi(myargv[i + 1]);
+//DEBUG
+ doomcom->skill = startskill;
+ doomcom->episode = startepisode;
+ doomcom->map = startmap;
+ doomcom->deathmatch = deathmatch;
+
+}
+
+void I_NetCmd(void)
+{
+ if (!netgame)
+ I_Error("I_NetCmd when not in netgame");
+ DPMIInt(doomcom->intnum);
+}
+
+int i_Vector;
+externdata_t *i_ExternData;
+boolean useexterndriver;
+
+//=========================================================================
+//
+// I_CheckExternDriver
+//
+// Checks to see if a vector, and an address for an external driver
+// have been passed.
+//=========================================================================
+
+void I_CheckExternDriver(void)
+{
+ int i;
+
+ if (!(i = M_CheckParm("-externdriver")))
+ {
+ return;
+ }
+ i_ExternData = (externdata_t *) atoi(myargv[i + 1]);
+ i_Vector = i_ExternData->vector;
+
+ useexterndriver = true;
+}
+
+//=========================================================================
+//
+// I_ReadExternDriver
+//
+// calls the external interrupt, which should then update i_ExternDriver
+//=========================================================================
+
+void I_ReadExternDriver(void)
+{
+ event_t ev;
+
+ if (useexterndriver)
+ {
+ DPMIInt(i_Vector);
+ }
+}
diff --git a/src/heretic/i_sound.c b/src/heretic/i_sound.c
new file mode 100644
index 00000000..d3f04767
--- /dev/null
+++ b/src/heretic/i_sound.c
@@ -0,0 +1,432 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// I_SOUND.C
+
+#include <stdio.h>
+#include "doomdef.h"
+#include "dmx.h"
+#include "sounds.h"
+#include "i_sound.h"
+#include "v_video.h"
+
+/*
+===============
+=
+= I_StartupTimer
+=
+===============
+*/
+
+int tsm_ID = -1;
+
+void I_StartupTimer(void)
+{
+#ifndef NOTIMER
+ extern int I_TimerISR(void);
+
+ tprintf("I_StartupTimer()\n", 0);
+ // installs master timer. Must be done before StartupTimer()!
+ TSM_Install(SND_TICRATE);
+ tsm_ID = TSM_NewService(I_TimerISR, 35, 255, 0); // max priority
+ if (tsm_ID == -1)
+ {
+ I_Error("Can't register 35 Hz timer w/ DMX library");
+ }
+#endif
+}
+
+void I_ShutdownTimer(void)
+{
+ TSM_DelService(tsm_ID);
+ TSM_Remove();
+}
+
+/*
+ *
+ * SOUND HEADER & DATA
+ *
+ *
+ */
+
+// sound information
+#if 0
+const char *dnames[] = { "None",
+ "PC_Speaker",
+ "Adlib",
+ "Sound_Blaster",
+ "ProAudio_Spectrum16",
+ "Gravis_Ultrasound",
+ "MPU",
+ "AWE32"
+};
+#endif
+
+const char snd_prefixen[] = { 'P', 'P', 'A', 'S', 'S', 'S', 'M',
+ 'M', 'M', 'S'
+};
+
+int snd_Channels;
+int snd_DesiredMusicDevice, snd_DesiredSfxDevice;
+int snd_MusicDevice, // current music card # (index to dmxCodes)
+ snd_SfxDevice, // current sfx card # (index to dmxCodes)
+ snd_MaxVolume, // maximum volume for sound
+ snd_MusicVolume; // maximum volume for music
+int dmxCodes[NUM_SCARDS]; // the dmx code for a given card
+
+int snd_SBport, snd_SBirq, snd_SBdma; // sound blaster variables
+int snd_Mport; // midi variables
+
+extern boolean snd_MusicAvail, // whether music is available
+ snd_SfxAvail; // whether sfx are available
+
+void I_PauseSong(int handle)
+{
+ MUS_PauseSong(handle);
+}
+
+void I_ResumeSong(int handle)
+{
+ MUS_ResumeSong(handle);
+}
+
+void I_SetMusicVolume(int volume)
+{
+ MUS_SetMasterVolume(volume * 8);
+// snd_MusicVolume = volume;
+}
+
+void I_SetSfxVolume(int volume)
+{
+ snd_MaxVolume = volume; // THROW AWAY?
+}
+
+/*
+ *
+ * SONG API
+ *
+ */
+
+int I_RegisterSong(void *data)
+{
+ int rc = MUS_RegisterSong(data);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ printf("MUS_Reg() returned %d\n", rc);
+#endif
+ return rc;
+}
+
+void I_UnRegisterSong(int handle)
+{
+ int rc = MUS_UnregisterSong(handle);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ printf("MUS_Unreg() returned %d\n", rc);
+#endif
+}
+
+int I_QrySongPlaying(int handle)
+{
+ int rc = MUS_QrySongPlaying(handle);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ printf("MUS_QrySP() returned %d\n", rc);
+#endif
+ return rc;
+}
+
+// Stops a song. MUST be called before I_UnregisterSong().
+
+void I_StopSong(int handle)
+{
+ int rc;
+ rc = MUS_StopSong(handle);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ printf("MUS_StopSong() returned %d\n", rc);
+#endif
+ // Fucking kluge pause
+ {
+ int s;
+ extern volatile int ticcount;
+ for (s = ticcount; ticcount - s < 10;);
+ }
+}
+
+void I_PlaySong(int handle, boolean looping)
+{
+ int rc;
+ rc = MUS_ChainSong(handle, looping ? handle : -1);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ printf("MUS_ChainSong() returned %d\n", rc);
+#endif
+ rc = MUS_PlaySong(handle, snd_MusicVolume);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ printf("MUS_PlaySong() returned %d\n", rc);
+#endif
+
+}
+
+/*
+ *
+ * SOUND FX API
+ *
+ */
+
+// Gets lump nums of the named sound. Returns pointer which will be
+// passed to I_StartSound() when you want to start an SFX. Must be
+// sure to pass this to UngetSoundEffect() so that they can be
+// freed!
+
+
+int I_GetSfxLumpNum(sfxinfo_t * sound)
+{
+ char namebuf[9];
+
+ if (sound->name == 0)
+ return 0;
+ if (sound->link)
+ sound = sound->link;
+// sprintf(namebuf, "d%c%s", snd_prefixen[snd_SfxDevice], sound->name);
+ return W_GetNumForName(sound->name);
+
+}
+
+int I_StartSound(int id, void *data, int vol, int sep, int pitch,
+ int priority)
+{
+/*
+ // hacks out certain PC sounds
+ if (snd_SfxDevice == PC
+ && (data == S_sfx[sfx_posact].data
+ || data == S_sfx[sfx_bgact].data
+ || data == S_sfx[sfx_dmact].data
+ || data == S_sfx[sfx_dmpain].data
+ || data == S_sfx[sfx_popain].data
+ || data == S_sfx[sfx_sawidl].data)) return -1;
+
+ else
+ */
+ return SFX_PlayPatch(data, pitch, sep, vol, 0, 0);
+
+}
+
+void I_StopSound(int handle)
+{
+// extern volatile long gDmaCount;
+// long waittocount;
+ SFX_StopPatch(handle);
+// waittocount = gDmaCount + 2;
+// while (gDmaCount < waittocount) ;
+}
+
+int I_SoundIsPlaying(int handle)
+{
+ return SFX_Playing(handle);
+}
+
+void I_UpdateSoundParams(int handle, int vol, int sep, int pitch)
+{
+ SFX_SetOrigin(handle, pitch, sep, vol);
+}
+
+/*
+ *
+ * SOUND STARTUP STUFF
+ *
+ *
+ */
+
+//
+// Why PC's Suck, Reason #8712
+//
+
+void I_sndArbitrateCards(void)
+{
+ char tmp[160];
+ boolean gus, adlib, pc, sb, midi;
+ int i, rc, mputype, p, opltype, wait, dmxlump;
+
+// snd_MaxVolume = 127;
+ //Damn you, Dave Taylor!
+
+ snd_MusicDevice = snd_DesiredMusicDevice;
+ snd_SfxDevice = snd_DesiredSfxDevice;
+
+ // check command-line parameters- overrides config file
+ //
+ if (M_CheckParm("-nosound"))
+ snd_MusicDevice = snd_SfxDevice = snd_none;
+ if (M_CheckParm("-nosfx"))
+ snd_SfxDevice = snd_none;
+ if (M_CheckParm("-nomusic"))
+ snd_MusicDevice = snd_none;
+
+ if (snd_MusicDevice > snd_MPU && snd_MusicDevice <= snd_MPU3)
+ snd_MusicDevice = snd_MPU;
+ if (snd_MusicDevice == snd_SB)
+ snd_MusicDevice = snd_Adlib;
+ if (snd_MusicDevice == snd_PAS)
+ snd_MusicDevice = snd_Adlib;
+
+ // figure out what i've got to initialize
+ //
+ gus = snd_MusicDevice == snd_GUS || snd_SfxDevice == snd_GUS;
+ sb = snd_SfxDevice == snd_SB || snd_MusicDevice == snd_SB;
+ adlib = snd_MusicDevice == snd_Adlib;
+ pc = snd_SfxDevice == snd_PC;
+ midi = snd_MusicDevice == snd_MPU;
+
+ // initialize whatever i've got
+ //
+ if (gus)
+ {
+ if (GF1_Detect())
+ tprintf("Dude. The GUS ain't responding.\n", 1);
+ else
+ {
+ dmxlump = W_GetNumForName("dmxgus");
+ GF1_SetMap(W_CacheLumpNum(dmxlump, PU_CACHE),
+ lumpinfo[dmxlump].size);
+ }
+
+ }
+ if (sb)
+ {
+ if (debugmode)
+ {
+ sprintf(tmp, "cfg p=0x%x, i=%d, d=%d\n",
+ snd_SBport, snd_SBirq, snd_SBdma);
+ tprintf(tmp, 0);
+ }
+ if (SB_Detect(&snd_SBport, &snd_SBirq, &snd_SBdma, 0))
+ {
+ sprintf(tmp, "SB isn't responding at p=0x%x, i=%d, d=%d\n",
+ snd_SBport, snd_SBirq, snd_SBdma);
+ tprintf(tmp, 0);
+ }
+ else
+ SB_SetCard(snd_SBport, snd_SBirq, snd_SBdma);
+
+ if (debugmode)
+ {
+ sprintf(tmp, "SB_Detect returned p=0x%x,i=%d,d=%d\n",
+ snd_SBport, snd_SBirq, snd_SBdma);
+ tprintf(tmp, 0);
+ }
+ }
+
+ if (adlib)
+ {
+ if (AL_Detect(&wait, 0))
+ tprintf("Dude. The Adlib isn't responding.\n", 1);
+ else
+ AL_SetCard(wait, W_CacheLumpName("genmidi", PU_STATIC));
+ }
+
+ if (midi)
+ {
+ if (debugmode)
+ {
+ sprintf(tmp, "cfg p=0x%x\n", snd_Mport);
+ tprintf(tmp, 0);
+ }
+
+ if (MPU_Detect(&snd_Mport, &i))
+ {
+ sprintf(tmp, "The MPU-401 isn't reponding @ p=0x%x.\n",
+ snd_Mport);
+ tprintf(tmp, 0);
+ }
+ else
+ MPU_SetCard(snd_Mport);
+ }
+
+}
+
+// inits all sound stuff
+
+void I_StartupSound(void)
+{
+ char tmp[80];
+ int rc, i;
+
+ if (debugmode)
+ tprintf("I_StartupSound: Hope you hear a pop.\n", 1);
+
+ // initialize dmxCodes[]
+ dmxCodes[0] = 0;
+ dmxCodes[snd_PC] = AHW_PC_SPEAKER;
+ dmxCodes[snd_Adlib] = AHW_ADLIB;
+ dmxCodes[snd_SB] = AHW_SOUND_BLASTER;
+ dmxCodes[snd_PAS] = AHW_MEDIA_VISION;
+ dmxCodes[snd_GUS] = AHW_ULTRA_SOUND;
+ dmxCodes[snd_MPU] = AHW_MPU_401;
+ dmxCodes[snd_AWE] = AHW_AWE32;
+
+ // inits sound library timer stuff
+ I_StartupTimer();
+
+ // pick the sound cards i'm going to use
+ //
+ I_sndArbitrateCards();
+
+ if (debugmode)
+ {
+ sprintf(tmp, " Music device #%d & dmxCode=%d", snd_MusicDevice,
+ dmxCodes[snd_MusicDevice]);
+ tprintf(tmp, 0);
+ sprintf(tmp, " Sfx device #%d & dmxCode=%d\n", snd_SfxDevice,
+ dmxCodes[snd_SfxDevice]);
+ tprintf(tmp, 0);
+ }
+
+ // inits DMX sound library
+ tprintf(" calling DMX_Init", 0);
+ rc = DMX_Init(SND_TICRATE, SND_MAXSONGS, dmxCodes[snd_MusicDevice],
+ dmxCodes[snd_SfxDevice]);
+
+ if (debugmode)
+ {
+ sprintf(tmp, " DMX_Init() returned %d", rc);
+ tprintf(tmp, 0);
+ }
+
+}
+
+// shuts down all sound stuff
+
+void I_ShutdownSound(void)
+{
+ DMX_DeInit();
+ I_ShutdownTimer();
+}
+
+void I_SetChannels(int channels)
+{
+ WAV_PlayMode(channels, SND_SAMPLERATE);
+}
diff --git a/src/heretic/in_lude.c b/src/heretic/in_lude.c
new file mode 100644
index 00000000..33b75956
--- /dev/null
+++ b/src/heretic/in_lude.c
@@ -0,0 +1,1076 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+/*
+========================
+=
+= IN_lude.c
+=
+========================
+*/
+
+#include "doomdef.h"
+#include "s_sound.h"
+#include "i_system.h"
+#include "i_video.h"
+#include "v_video.h"
+
+typedef enum
+{
+ SINGLE,
+ COOPERATIVE,
+ DEATHMATCH
+} gametype_t;
+
+// Public functions
+
+void IN_Start(void);
+void IN_Ticker(void);
+void IN_Drawer(void);
+
+boolean intermission;
+
+// Private functions
+
+void IN_WaitStop(void);
+void IN_Stop(void);
+void IN_LoadPics(void);
+void IN_UnloadPics(void);
+void IN_CheckForSkip(void);
+void IN_InitStats(void);
+void IN_InitDeathmatchStats(void);
+void IN_InitNetgameStats(void);
+void IN_DrawOldLevel(void);
+void IN_DrawYAH(void);
+void IN_DrawStatBack(void);
+void IN_DrawSingleStats(void);
+void IN_DrawCoopStats(void);
+void IN_DrawDMStats(void);
+void IN_DrawNumber(int val, int x, int y, int digits);
+void IN_DrawTime(int x, int y, int h, int m, int s);
+void IN_DrTextB(char *text, int x, int y);
+
+static boolean skipintermission;
+static int interstate = 0;
+static int intertime = -1;
+static int oldintertime = 0;
+static gametype_t gametype;
+
+static int cnt;
+
+static int hours;
+static int minutes;
+static int seconds;
+
+static int slaughterboy; // in DM, the player with the most kills
+
+static int killPercent[MAXPLAYERS];
+static int bonusPercent[MAXPLAYERS];
+static int secretPercent[MAXPLAYERS];
+
+static patch_t *patchINTERPIC;
+static patch_t *patchBEENTHERE;
+static patch_t *patchGOINGTHERE;
+static patch_t *FontBNumbers[10];
+static patch_t *FontBNegative;
+static patch_t *FontBSlash;
+static patch_t *FontBPercent;
+
+static int FontBLump;
+static int FontBLumpBase;
+static int patchFaceOkayBase;
+static int patchFaceDeadBase;
+
+static signed int totalFrags[MAXPLAYERS];
+static fixed_t dSlideX[MAXPLAYERS];
+static fixed_t dSlideY[MAXPLAYERS];
+
+static char *KillersText[] = { "K", "I", "L", "L", "E", "R", "S" };
+
+extern char *LevelNames[];
+
+typedef struct
+{
+ int x;
+ int y;
+} yahpt_t;
+
+static yahpt_t YAHspot[3][9] = {
+ {
+ {172, 78},
+ {86, 90},
+ {73, 66},
+ {159, 95},
+ {148, 126},
+ {132, 54},
+ {131, 74},
+ {208, 138},
+ {52, 101}
+ },
+ {
+ {218, 57},
+ {137, 81},
+ {155, 124},
+ {171, 68},
+ {250, 86},
+ {136, 98},
+ {203, 90},
+ {220, 140},
+ {279, 106}
+ },
+ {
+ {86, 99},
+ {124, 103},
+ {154, 79},
+ {202, 83},
+ {178, 59},
+ {142, 58},
+ {219, 66},
+ {247, 57},
+ {107, 80}
+ }
+};
+
+//========================================================================
+//
+// IN_Start
+//
+//========================================================================
+
+extern void AM_Stop(void);
+
+void IN_Start(void)
+{
+ I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
+ IN_LoadPics();
+ IN_InitStats();
+ intermission = true;
+ interstate = -1;
+ skipintermission = false;
+ intertime = 0;
+ oldintertime = 0;
+ AM_Stop();
+ S_StartSong(mus_intr, true);
+}
+
+//========================================================================
+//
+// IN_WaitStop
+//
+//========================================================================
+
+void IN_WaitStop(void)
+{
+ if (!--cnt)
+ {
+ IN_Stop();
+ G_WorldDone();
+ }
+}
+
+//========================================================================
+//
+// IN_Stop
+//
+//========================================================================
+
+void IN_Stop(void)
+{
+ intermission = false;
+ IN_UnloadPics();
+ SB_state = -1;
+ BorderNeedRefresh = true;
+}
+
+//========================================================================
+//
+// IN_InitStats
+//
+// Initializes the stats for single player mode
+//========================================================================
+
+void IN_InitStats(void)
+{
+ int i;
+ int j;
+ signed int slaughterfrags;
+ int posnum;
+ int slaughtercount;
+ int playercount;
+ int count;
+
+ if (!netgame)
+ {
+ gametype = SINGLE;
+ count = leveltime / 35;
+ hours = count / 3600;
+ count -= hours * 3600;
+ minutes = count / 60;
+ count -= minutes * 60;
+ seconds = count;
+ }
+ else if (netgame && !deathmatch)
+ {
+ gametype = COOPERATIVE;
+ memset(killPercent, 0, MAXPLAYERS * sizeof(int));
+ memset(bonusPercent, 0, MAXPLAYERS * sizeof(int));
+ memset(secretPercent, 0, MAXPLAYERS * sizeof(int));
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ if (totalkills)
+ {
+ killPercent[i] = players[i].killcount * 100 / totalkills;
+ }
+ if (totalitems)
+ {
+ bonusPercent[i] = players[i].itemcount * 100 / totalitems;
+ }
+ if (totalsecret)
+ {
+ secretPercent[i] =
+ players[i].secretcount * 100 / totalsecret;
+ }
+ }
+ }
+ }
+ else
+ {
+ gametype = DEATHMATCH;
+ slaughterboy = 0;
+ slaughterfrags = -9999;
+ posnum = 0;
+ playercount = 0;
+ slaughtercount = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ totalFrags[i] = 0;
+ if (playeringame[i])
+ {
+ playercount++;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ if (playeringame[j])
+ {
+ totalFrags[i] += players[i].frags[j];
+ }
+ }
+ dSlideX[i] = (43 * posnum * FRACUNIT) / 20;
+ dSlideY[i] = (36 * posnum * FRACUNIT) / 20;
+ posnum++;
+ }
+ if (totalFrags[i] > slaughterfrags)
+ {
+ slaughterboy = 1 << i;
+ slaughterfrags = totalFrags[i];
+ slaughtercount = 1;
+ }
+ else if (totalFrags[i] == slaughterfrags)
+ {
+ slaughterboy |= 1 << i;
+ slaughtercount++;
+ }
+ }
+ if (playercount == slaughtercount)
+ { // don't do the slaughter stuff if everyone is equal
+ slaughterboy = 0;
+ }
+ }
+}
+
+static void IN_LoadUnloadPics(void (*callback)(char *lumpname,
+ int lumpnum,
+ patch_t **ptr))
+{
+ int i;
+
+ switch (gameepisode)
+ {
+ case 1:
+ callback("MAPE1", 0, &patchINTERPIC);
+ break;
+ case 2:
+ callback("MAPE2", 0, &patchINTERPIC);
+ break;
+ case 3:
+ callback("MAPE3", 0, &patchINTERPIC);
+ break;
+ default:
+ break;
+ }
+
+ callback("IN_X", 0, &patchBEENTHERE);
+ callback("IN_YAH", 0, &patchGOINGTHERE);
+ callback("FONTB13", 0, &FontBNegative);
+
+ callback("FONTB15", 0, &FontBSlash);
+ callback("FONTB05", 0, &FontBPercent);
+
+ FontBLumpBase = W_GetNumForName("FONTB16");
+
+ for (i = 0; i < 10; i++)
+ {
+ callback(NULL, FontBLumpBase + i, &FontBNumbers[i]);
+ }
+}
+
+//========================================================================
+//
+// IN_LoadPics
+//
+//========================================================================
+
+static void LoadLumpCallback(char *lumpname, int lumpnum, patch_t **ptr)
+{
+ if (lumpname != NULL)
+ {
+ lumpnum = W_GetNumForName(lumpname);
+ }
+
+ // Cache the lump
+
+ *ptr = W_CacheLumpNum(lumpnum, PU_STATIC);
+}
+
+void IN_LoadPics(void)
+{
+ FontBLump = W_GetNumForName("FONTB_S") + 1;
+ patchFaceOkayBase = W_GetNumForName("FACEA0");
+ patchFaceDeadBase = W_GetNumForName("FACEB0");
+
+ IN_LoadUnloadPics(LoadLumpCallback);
+}
+
+//========================================================================
+//
+// IN_UnloadPics
+//
+//========================================================================
+
+static void UnloadLumpCallback(char *lumpname, int lumpnum, patch_t **ptr)
+{
+ if (lumpname != NULL)
+ {
+ W_ReleaseLumpName(lumpname);
+ }
+ else
+ {
+ W_ReleaseLumpNum(lumpnum);
+ }
+}
+
+void IN_UnloadPics(void)
+{
+ IN_LoadUnloadPics(UnloadLumpCallback);
+}
+
+//========================================================================
+//
+// IN_Ticker
+//
+//========================================================================
+
+void IN_Ticker(void)
+{
+ if (!intermission)
+ {
+ return;
+ }
+ if (interstate == 3)
+ {
+ IN_WaitStop();
+ return;
+ }
+ IN_CheckForSkip();
+ intertime++;
+ if (oldintertime < intertime)
+ {
+ interstate++;
+ if (gameepisode > 3 && interstate >= 1)
+ { // Extended Wad levels: skip directly to the next level
+ interstate = 3;
+ }
+ switch (interstate)
+ {
+ case 0:
+ oldintertime = intertime + 300;
+ if (gameepisode > 3)
+ {
+ oldintertime = intertime + 1200;
+ }
+ break;
+ case 1:
+ oldintertime = intertime + 200;
+ break;
+ case 2:
+ oldintertime = INT_MAX;
+ break;
+ case 3:
+ cnt = 10;
+ break;
+ default:
+ break;
+ }
+ }
+ if (skipintermission)
+ {
+ if (interstate == 0 && intertime < 150)
+ {
+ intertime = 150;
+ skipintermission = false;
+ return;
+ }
+ else if (interstate < 2 && gameepisode < 4)
+ {
+ interstate = 2;
+ skipintermission = false;
+ S_StartSound(NULL, sfx_dorcls);
+ return;
+ }
+ interstate = 3;
+ cnt = 10;
+ skipintermission = false;
+ S_StartSound(NULL, sfx_dorcls);
+ }
+}
+
+//========================================================================
+//
+// IN_CheckForSkip
+//
+// Check to see if any player hit a key
+//========================================================================
+
+void IN_CheckForSkip(void)
+{
+ int i;
+ player_t *player;
+
+ for (i = 0, player = players; i < MAXPLAYERS; i++, player++)
+ {
+ if (playeringame[i])
+ {
+ if (player->cmd.buttons & BT_ATTACK)
+ {
+ if (!player->attackdown)
+ {
+ skipintermission = 1;
+ }
+ player->attackdown = true;
+ }
+ else
+ {
+ player->attackdown = false;
+ }
+ if (player->cmd.buttons & BT_USE)
+ {
+ if (!player->usedown)
+ {
+ skipintermission = 1;
+ }
+ player->usedown = true;
+ }
+ else
+ {
+ player->usedown = false;
+ }
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_Drawer
+//
+//========================================================================
+
+void IN_Drawer(void)
+{
+ static int oldinterstate;
+
+ if (!intermission)
+ {
+ return;
+ }
+ if (interstate == 3)
+ {
+ return;
+ }
+ UpdateState |= I_FULLSCRN;
+ if (oldinterstate != 2 && interstate == 2)
+ {
+ S_StartSound(NULL, sfx_pstop);
+ }
+ oldinterstate = interstate;
+ switch (interstate)
+ {
+ case 0: // draw stats
+ IN_DrawStatBack();
+ switch (gametype)
+ {
+ case SINGLE:
+ IN_DrawSingleStats();
+ break;
+ case COOPERATIVE:
+ IN_DrawCoopStats();
+ break;
+ case DEATHMATCH:
+ IN_DrawDMStats();
+ break;
+ }
+ break;
+ case 1: // leaving old level
+ if (gameepisode < 4)
+ {
+ V_DrawPatch(0, 0, patchINTERPIC);
+ IN_DrawOldLevel();
+ }
+ break;
+ case 2: // going to the next level
+ if (gameepisode < 4)
+ {
+ V_DrawPatch(0, 0, patchINTERPIC);
+ IN_DrawYAH();
+ }
+ break;
+ case 3: // waiting before going to the next level
+ if (gameepisode < 4)
+ {
+ V_DrawPatch(0, 0, patchINTERPIC);
+ }
+ break;
+ default:
+ I_Error("IN_lude: Intermission state out of range.\n");
+ break;
+ }
+}
+
+//========================================================================
+//
+// IN_DrawStatBack
+//
+//========================================================================
+
+void IN_DrawStatBack(void)
+{
+ int x;
+ int y;
+
+ byte *src;
+ byte *dest;
+
+ src = W_CacheLumpName("FLOOR16", PU_CACHE);
+ dest = I_VideoBuffer;
+
+ for (y = 0; y < SCREENHEIGHT; y++)
+ {
+ for (x = 0; x < SCREENWIDTH / 64; x++)
+ {
+ memcpy(dest, src + ((y & 63) << 6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_DrawOldLevel
+//
+//========================================================================
+
+void IN_DrawOldLevel(void)
+{
+ int i;
+ int x;
+
+ x = 160 - MN_TextBWidth(LevelNames[(gameepisode - 1) * 9 + prevmap - 1] +
+ 7) / 2;
+ IN_DrTextB(LevelNames[(gameepisode - 1) * 9 + prevmap - 1] + 7, x, 3);
+ x = 160 - MN_TextAWidth("FINISHED") / 2;
+ MN_DrTextA("FINISHED", x, 25);
+
+ if (prevmap == 9)
+ {
+ for (i = 0; i < gamemap - 1; i++)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][i].x,
+ YAHspot[gameepisode - 1][i].y, patchBEENTHERE);
+ }
+ if (!(intertime & 16))
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][8].x,
+ YAHspot[gameepisode - 1][8].y, patchBEENTHERE);
+ }
+ }
+ else
+ {
+ for (i = 0; i < prevmap - 1; i++)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][i].x,
+ YAHspot[gameepisode - 1][i].y, patchBEENTHERE);
+ }
+ if (players[consoleplayer].didsecret)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][8].x,
+ YAHspot[gameepisode - 1][8].y, patchBEENTHERE);
+ }
+ if (!(intertime & 16))
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][prevmap - 1].x,
+ YAHspot[gameepisode - 1][prevmap - 1].y,
+ patchBEENTHERE);
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_DrawYAH
+//
+//========================================================================
+
+void IN_DrawYAH(void)
+{
+ int i;
+ int x;
+
+ x = 160 - MN_TextAWidth("NOW ENTERING:") / 2;
+ MN_DrTextA("NOW ENTERING:", x, 10);
+ x = 160 - MN_TextBWidth(LevelNames[(gameepisode - 1) * 9 + gamemap - 1] +
+ 7) / 2;
+ IN_DrTextB(LevelNames[(gameepisode - 1) * 9 + gamemap - 1] + 7, x, 20);
+
+ if (prevmap == 9)
+ {
+ prevmap = gamemap - 1;
+ }
+ for (i = 0; i < prevmap; i++)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][i].x,
+ YAHspot[gameepisode - 1][i].y, patchBEENTHERE);
+ }
+ if (players[consoleplayer].didsecret)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][8].x,
+ YAHspot[gameepisode - 1][8].y, patchBEENTHERE);
+ }
+ if (!(intertime & 16) || interstate == 3)
+ { // draw the destination 'X'
+ V_DrawPatch(YAHspot[gameepisode - 1][gamemap - 1].x,
+ YAHspot[gameepisode - 1][gamemap - 1].y, patchGOINGTHERE);
+ }
+}
+
+//========================================================================
+//
+// IN_DrawSingleStats
+//
+//========================================================================
+
+void IN_DrawSingleStats(void)
+{
+ int x;
+ static int sounds;
+
+ IN_DrTextB("KILLS", 50, 65);
+ IN_DrTextB("ITEMS", 50, 90);
+ IN_DrTextB("SECRETS", 50, 115);
+
+ x = 160 - MN_TextBWidth(LevelNames[(gameepisode - 1) * 9 + prevmap - 1] +
+ 7) / 2;
+ IN_DrTextB(LevelNames[(gameepisode - 1) * 9 + prevmap - 1] + 7, x, 3);
+ x = 160 - MN_TextAWidth("FINISHED") / 2;
+ MN_DrTextA("FINISHED", x, 25);
+
+ if (intertime < 30)
+ {
+ sounds = 0;
+ return;
+ }
+ if (sounds < 1 && intertime >= 30)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ IN_DrawNumber(players[consoleplayer].killcount, 200, 65, 3);
+ V_DrawShadowedPatch(237, 65, FontBSlash);
+ IN_DrawNumber(totalkills, 248, 65, 3);
+ if (intertime < 60)
+ {
+ return;
+ }
+ if (sounds < 2 && intertime >= 60)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ IN_DrawNumber(players[consoleplayer].itemcount, 200, 90, 3);
+ V_DrawShadowedPatch(237, 90, FontBSlash);
+ IN_DrawNumber(totalitems, 248, 90, 3);
+ if (intertime < 90)
+ {
+ return;
+ }
+ if (sounds < 3 && intertime >= 90)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ IN_DrawNumber(players[consoleplayer].secretcount, 200, 115, 3);
+ V_DrawShadowedPatch(237, 115, FontBSlash);
+ IN_DrawNumber(totalsecret, 248, 115, 3);
+ if (intertime < 150)
+ {
+ return;
+ }
+ if (sounds < 4 && intertime >= 150)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+
+ if (gamemode != retail || gameepisode <= 3)
+ {
+ IN_DrTextB("TIME", 85, 160);
+ IN_DrawTime(155, 160, hours, minutes, seconds);
+ }
+ else
+ {
+ x = 160 - MN_TextAWidth("NOW ENTERING:") / 2;
+ MN_DrTextA("NOW ENTERING:", x, 160);
+ x = 160 -
+ MN_TextBWidth(LevelNames[(gameepisode - 1) * 9 + gamemap - 1] +
+ 7) / 2;
+ IN_DrTextB(LevelNames[(gameepisode - 1) * 9 + gamemap - 1] + 7, x,
+ 170);
+ skipintermission = false;
+ }
+}
+
+//========================================================================
+//
+// IN_DrawCoopStats
+//
+//========================================================================
+
+void IN_DrawCoopStats(void)
+{
+ int i;
+ int x;
+ int ypos;
+
+ static int sounds;
+
+ IN_DrTextB("KILLS", 95, 35);
+ IN_DrTextB("BONUS", 155, 35);
+ IN_DrTextB("SECRET", 232, 35);
+ x = 160 - MN_TextBWidth(LevelNames[(gameepisode - 1) * 9 + prevmap - 1] +
+ 7) / 2;
+ IN_DrTextB(LevelNames[(gameepisode - 1) * 9 + prevmap - 1] + 7, x, 3);
+ x = 160 - MN_TextAWidth("FINISHED") / 2;
+ MN_DrTextA("FINISHED", x, 25);
+
+ ypos = 50;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ V_DrawShadowedPatch(25, ypos,
+ W_CacheLumpNum(patchFaceOkayBase + i,
+ PU_CACHE));
+ if (intertime < 40)
+ {
+ sounds = 0;
+ ypos += 37;
+ continue;
+ }
+ else if (intertime >= 40 && sounds < 1)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ IN_DrawNumber(killPercent[i], 85, ypos + 10, 3);
+ V_DrawShadowedPatch(121, ypos + 10, FontBPercent);
+ IN_DrawNumber(bonusPercent[i], 160, ypos + 10, 3);
+ V_DrawShadowedPatch(196, ypos + 10, FontBPercent);
+ IN_DrawNumber(secretPercent[i], 237, ypos + 10, 3);
+ V_DrawShadowedPatch(273, ypos + 10, FontBPercent);
+ ypos += 37;
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_DrawDMStats
+//
+//========================================================================
+
+void IN_DrawDMStats(void)
+{
+ int i;
+ int j;
+ int ypos;
+ int xpos;
+ int kpos;
+
+ static int sounds;
+
+ xpos = 90;
+ ypos = 55;
+
+ IN_DrTextB("TOTAL", 265, 30);
+ MN_DrTextA("VICTIMS", 140, 8);
+ for (i = 0; i < 7; i++)
+ {
+ MN_DrTextA(KillersText[i], 10, 80 + 9 * i);
+ }
+ if (intertime < 20)
+ {
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ V_DrawShadowedPatch(40,
+ ((ypos << FRACBITS) +
+ dSlideY[i] * intertime) >> FRACBITS,
+ W_CacheLumpNum(patchFaceOkayBase + i,
+ PU_CACHE));
+ V_DrawShadowedPatch(((xpos << FRACBITS) +
+ dSlideX[i] * intertime) >> FRACBITS, 18,
+ W_CacheLumpNum(patchFaceDeadBase + i,
+ PU_CACHE));
+ }
+ }
+ sounds = 0;
+ return;
+ }
+ if (intertime >= 20 && sounds < 1)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ if (intertime >= 100 && slaughterboy && sounds < 2)
+ {
+ S_StartSound(NULL, sfx_wpnup);
+ sounds++;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ if (intertime < 100 || i == consoleplayer)
+ {
+ V_DrawShadowedPatch(40, ypos,
+ W_CacheLumpNum(patchFaceOkayBase + i,
+ PU_CACHE));
+ V_DrawShadowedPatch(xpos, 18,
+ W_CacheLumpNum(patchFaceDeadBase + i,
+ PU_CACHE));
+ }
+ else
+ {
+ V_DrawTLPatch(40, ypos,
+ W_CacheLumpNum(patchFaceOkayBase + i,
+ PU_CACHE));
+ V_DrawTLPatch(xpos, 18,
+ W_CacheLumpNum(patchFaceDeadBase + i,
+ PU_CACHE));
+ }
+ kpos = 86;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ if (playeringame[j])
+ {
+ IN_DrawNumber(players[i].frags[j], kpos, ypos + 10, 3);
+ kpos += 43;
+ }
+ }
+ if (slaughterboy & (1 << i))
+ {
+ if (!(intertime & 16))
+ {
+ IN_DrawNumber(totalFrags[i], 263, ypos + 10, 3);
+ }
+ }
+ else
+ {
+ IN_DrawNumber(totalFrags[i], 263, ypos + 10, 3);
+ }
+ ypos += 36;
+ xpos += 43;
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_DrawTime
+//
+//========================================================================
+
+void IN_DrawTime(int x, int y, int h, int m, int s)
+{
+ if (h)
+ {
+ IN_DrawNumber(h, x, y, 2);
+ IN_DrTextB(":", x + 26, y);
+ }
+ x += 34;
+ if (m || h)
+ {
+ IN_DrawNumber(m, x, y, 2);
+ }
+ x += 34;
+ if (s)
+ {
+ IN_DrTextB(":", x - 8, y);
+ IN_DrawNumber(s, x, y, 2);
+ }
+}
+
+//========================================================================
+//
+// IN_DrawNumber
+//
+//========================================================================
+
+void IN_DrawNumber(int val, int x, int y, int digits)
+{
+ patch_t *patch;
+ int xpos;
+ int oldval;
+ int realdigits;
+ boolean neg;
+
+ oldval = val;
+ xpos = x;
+ neg = false;
+ realdigits = 1;
+
+ if (val < 0)
+ { //...this should reflect negative frags
+ val = -val;
+ neg = true;
+ if (val > 99)
+ {
+ val = 99;
+ }
+ }
+ if (val > 9)
+ {
+ realdigits++;
+ if (digits < realdigits)
+ {
+ realdigits = digits;
+ val = 9;
+ }
+ }
+ if (val > 99)
+ {
+ realdigits++;
+ if (digits < realdigits)
+ {
+ realdigits = digits;
+ val = 99;
+ }
+ }
+ if (val > 999)
+ {
+ realdigits++;
+ if (digits < realdigits)
+ {
+ realdigits = digits;
+ val = 999;
+ }
+ }
+ if (digits == 4)
+ {
+ patch = FontBNumbers[val / 1000];
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2 - 12, y, patch);
+ }
+ if (digits > 2)
+ {
+ if (realdigits > 2)
+ {
+ patch = FontBNumbers[val / 100];
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2, y, patch);
+ }
+ xpos += 12;
+ }
+ val = val % 100;
+ if (digits > 1)
+ {
+ if (val > 9)
+ {
+ patch = FontBNumbers[val / 10];
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2, y, patch);
+ }
+ else if (digits == 2 || oldval > 99)
+ {
+ V_DrawShadowedPatch(xpos, y, FontBNumbers[0]);
+ }
+ xpos += 12;
+ }
+ val = val % 10;
+ patch = FontBNumbers[val];
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2, y, patch);
+ if (neg)
+ {
+ patch = FontBNegative;
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2 - 12 * (realdigits),
+ y, patch);
+ }
+}
+
+//========================================================================
+//
+// IN_DrTextB
+//
+//========================================================================
+
+void IN_DrTextB(char *text, int x, int y)
+{
+ char c;
+ patch_t *p;
+
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ x += 8;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontBLump + c - 33, PU_CACHE);
+ V_DrawShadowedPatch(x, y, p);
+ x += p->width - 1;
+ }
+ }
+}
diff --git a/src/heretic/info.c b/src/heretic/info.c
new file mode 100644
index 00000000..e566222c
--- /dev/null
+++ b/src/heretic/info.c
@@ -0,0 +1,5700 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+#include "doomdef.h"
+// generated by multigen
+
+char *sprnames[] = {
+ "IMPX","ACLO","PTN1","SHLD","SHD2","BAGH","SPMP","INVS","PTN2","SOAR",
+ "INVU","PWBK","EGGC","EGGM","FX01","SPHL","TRCH","FBMB","XPL1","ATLP",
+ "PPOD","AMG1","SPSH","LVAS","SLDG","SKH1","SKH2","SKH3","SKH4","CHDL",
+ "SRTC","SMPL","STGS","STGL","STCS","STCL","KFR1","BARL","BRPL","MOS1",
+ "MOS2","WTRH","HCOR","KGZ1","KGZB","KGZG","KGZY","VLCO","VFBL","VTFB",
+ "SFFI","TGLT","TELE","STFF","PUF3","PUF4","BEAK","WGNT","GAUN","PUF1",
+ "WBLS","BLSR","FX18","FX17","WMCE","MACE","FX02","WSKL","HROD","FX00",
+ "FX20","FX21","FX22","FX23","GWND","PUF2","WPHX","PHNX","FX04","FX08",
+ "FX09","WBOW","CRBW","FX03","BLOD","PLAY","FDTH","BSKL","CHKN","MUMM",
+ "FX15","BEAS","FRB1","SNKE","SNFX","HEAD","FX05","FX06","FX07","CLNK",
+ "WZRD","FX11","FX10","KNIG","SPAX","RAXE","SRCR","FX14","SOR2","SDTH",
+ "FX16","MNTR","FX12","FX13","AKYY","BKYY","CKYY","AMG2","AMM1","AMM2",
+ "AMC1","AMC2","AMS1","AMS2","AMP1","AMP2","AMB1","AMB2",
+ NULL
+};
+
+void A_FreeTargMobj();
+void A_RestoreSpecialThing1();
+void A_RestoreSpecialThing2();
+void A_HideThing();
+void A_UnHideThing();
+void A_RestoreArtifact();
+void A_Scream();
+void A_Explode();
+void A_PodPain();
+void A_RemovePod();
+void A_MakePod();
+void A_InitKeyGizmo();
+void A_VolcanoSet();
+void A_VolcanoBlast();
+void A_BeastPuff();
+void A_VolcBallImpact();
+void A_SpawnTeleGlitter();
+void A_SpawnTeleGlitter2();
+void A_AccTeleGlitter();
+void A_Light0();
+void A_WeaponReady();
+void A_Lower();
+void A_Raise();
+void A_StaffAttackPL1();
+void A_ReFire();
+void A_StaffAttackPL2();
+void A_BeakReady();
+void A_BeakRaise();
+void A_BeakAttackPL1();
+void A_BeakAttackPL2();
+void A_GauntletAttack();
+void A_FireBlasterPL1();
+void A_FireBlasterPL2();
+void A_SpawnRippers();
+void A_FireMacePL1();
+void A_FireMacePL2();
+void A_MacePL1Check();
+void A_MaceBallImpact();
+void A_MaceBallImpact2();
+void A_DeathBallImpact();
+void A_FireSkullRodPL1();
+void A_FireSkullRodPL2();
+void A_SkullRodPL2Seek();
+void A_AddPlayerRain();
+void A_HideInCeiling();
+void A_SkullRodStorm();
+void A_RainImpact();
+void A_FireGoldWandPL1();
+void A_FireGoldWandPL2();
+void A_FirePhoenixPL1();
+void A_InitPhoenixPL2();
+void A_FirePhoenixPL2();
+void A_ShutdownPhoenixPL2();
+void A_PhoenixPuff();
+void A_FlameEnd();
+void A_FloatPuff();
+void A_FireCrossbowPL1();
+void A_FireCrossbowPL2();
+void A_BoltSpark();
+void A_Pain();
+void A_NoBlocking();
+void A_AddPlayerCorpse();
+void A_SkullPop();
+void A_FlameSnd();
+void A_CheckBurnGone();
+void A_CheckSkullFloor();
+void A_CheckSkullDone();
+void A_Feathers();
+void A_ChicLook();
+void A_ChicChase();
+void A_ChicPain();
+void A_FaceTarget();
+void A_ChicAttack();
+void A_Look();
+void A_Chase();
+void A_MummyAttack();
+void A_MummyAttack2();
+void A_MummySoul();
+void A_ContMobjSound();
+void A_MummyFX1Seek();
+void A_BeastAttack();
+void A_SnakeAttack();
+void A_SnakeAttack2();
+void A_HeadAttack();
+void A_BossDeath();
+void A_HeadIceImpact();
+void A_HeadFireGrow();
+void A_WhirlwindSeek();
+void A_ClinkAttack();
+void A_WizAtk1();
+void A_WizAtk2();
+void A_WizAtk3();
+void A_GhostOff();
+void A_ImpMeAttack();
+void A_ImpMsAttack();
+void A_ImpMsAttack2();
+void A_ImpDeath();
+void A_ImpXDeath1();
+void A_ImpXDeath2();
+void A_ImpExplode();
+void A_KnightAttack();
+void A_DripBlood();
+void A_Sor1Chase();
+void A_Sor1Pain();
+void A_Srcr1Attack();
+void A_SorZap();
+void A_SorcererRise();
+void A_SorRise();
+void A_SorSightSnd();
+void A_Srcr2Decide();
+void A_Srcr2Attack();
+void A_Sor2DthInit();
+void A_SorDSph();
+void A_Sor2DthLoop();
+void A_SorDExp();
+void A_SorDBon();
+void A_BlueSpark();
+void A_GenWizard();
+void A_MinotaurAtk1();
+void A_MinotaurDecide();
+void A_MinotaurAtk2();
+void A_MinotaurAtk3();
+void A_MinotaurCharge();
+void A_MntrFloorFire();
+void A_ESound();
+
+state_t states[NUMSTATES] = {
+ {SPR_IMPX, 0, -1, NULL, S_NULL, 0, 0}, // S_NULL
+ {SPR_ACLO, 4, 1050, A_FreeTargMobj, S_NULL, 0, 0}, // S_FREETARGMOBJ
+ {SPR_PTN1, 0, 3, NULL, S_ITEM_PTN1_2, 0, 0}, // S_ITEM_PTN1_1
+ {SPR_PTN1, 1, 3, NULL, S_ITEM_PTN1_3, 0, 0}, // S_ITEM_PTN1_2
+ {SPR_PTN1, 2, 3, NULL, S_ITEM_PTN1_1, 0, 0}, // S_ITEM_PTN1_3
+ {SPR_SHLD, 0, -1, NULL, S_NULL, 0, 0}, // S_ITEM_SHLD1
+ {SPR_SHD2, 0, -1, NULL, S_NULL, 0, 0}, // S_ITEM_SHD2_1
+ {SPR_BAGH, 0, -1, NULL, S_NULL, 0, 0}, // S_ITEM_BAGH1
+ {SPR_SPMP, 0, -1, NULL, S_NULL, 0, 0}, // S_ITEM_SPMP1
+ {SPR_ACLO, 4, 1400, NULL, S_HIDESPECIAL2, 0, 0}, // S_HIDESPECIAL1
+ {SPR_ACLO, 0, 4, A_RestoreSpecialThing1, S_HIDESPECIAL3, 0, 0}, // S_HIDESPECIAL2
+ {SPR_ACLO, 1, 4, NULL, S_HIDESPECIAL4, 0, 0}, // S_HIDESPECIAL3
+ {SPR_ACLO, 0, 4, NULL, S_HIDESPECIAL5, 0, 0}, // S_HIDESPECIAL4
+ {SPR_ACLO, 1, 4, NULL, S_HIDESPECIAL6, 0, 0}, // S_HIDESPECIAL5
+ {SPR_ACLO, 2, 4, NULL, S_HIDESPECIAL7, 0, 0}, // S_HIDESPECIAL6
+ {SPR_ACLO, 1, 4, NULL, S_HIDESPECIAL8, 0, 0}, // S_HIDESPECIAL7
+ {SPR_ACLO, 2, 4, NULL, S_HIDESPECIAL9, 0, 0}, // S_HIDESPECIAL8
+ {SPR_ACLO, 3, 4, NULL, S_HIDESPECIAL10, 0, 0}, // S_HIDESPECIAL9
+ {SPR_ACLO, 2, 4, NULL, S_HIDESPECIAL11, 0, 0}, // S_HIDESPECIAL10
+ {SPR_ACLO, 3, 4, A_RestoreSpecialThing2, S_NULL, 0, 0}, // S_HIDESPECIAL11
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI2, 0, 0}, // S_DORMANTARTI1
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI3, 0, 0}, // S_DORMANTARTI2
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI4, 0, 0}, // S_DORMANTARTI3
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI5, 0, 0}, // S_DORMANTARTI4
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI6, 0, 0}, // S_DORMANTARTI5
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI7, 0, 0}, // S_DORMANTARTI6
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI8, 0, 0}, // S_DORMANTARTI7
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI9, 0, 0}, // S_DORMANTARTI8
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI10, 0, 0}, // S_DORMANTARTI9
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI11, 0, 0}, // S_DORMANTARTI10
+ {SPR_ACLO, 0, 1400, A_HideThing, S_DORMANTARTI12, 0, 0}, // S_DORMANTARTI11
+ {SPR_ACLO, 0, 3, A_UnHideThing, S_DORMANTARTI13, 0, 0}, // S_DORMANTARTI12
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI14, 0, 0}, // S_DORMANTARTI13
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI15, 0, 0}, // S_DORMANTARTI14
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI16, 0, 0}, // S_DORMANTARTI15
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI17, 0, 0}, // S_DORMANTARTI16
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI18, 0, 0}, // S_DORMANTARTI17
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI19, 0, 0}, // S_DORMANTARTI18
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI20, 0, 0}, // S_DORMANTARTI19
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI21, 0, 0}, // S_DORMANTARTI20
+ {SPR_ACLO, 3, 3, A_RestoreArtifact, S_NULL, 0, 0}, // S_DORMANTARTI21
+ {SPR_ACLO, 3, 3, NULL, S_DEADARTI2, 0, 0}, // S_DEADARTI1
+ {SPR_ACLO, 2, 3, NULL, S_DEADARTI3, 0, 0}, // S_DEADARTI2
+ {SPR_ACLO, 3, 3, NULL, S_DEADARTI4, 0, 0}, // S_DEADARTI3
+ {SPR_ACLO, 2, 3, NULL, S_DEADARTI5, 0, 0}, // S_DEADARTI4
+ {SPR_ACLO, 1, 3, NULL, S_DEADARTI6, 0, 0}, // S_DEADARTI5
+ {SPR_ACLO, 2, 3, NULL, S_DEADARTI7, 0, 0}, // S_DEADARTI6
+ {SPR_ACLO, 1, 3, NULL, S_DEADARTI8, 0, 0}, // S_DEADARTI7
+ {SPR_ACLO, 0, 3, NULL, S_DEADARTI9, 0, 0}, // S_DEADARTI8
+ {SPR_ACLO, 1, 3, NULL, S_DEADARTI10, 0, 0}, // S_DEADARTI9
+ {SPR_ACLO, 0, 3, NULL, S_NULL, 0, 0}, // S_DEADARTI10
+ {SPR_INVS, 32768, 350, NULL, S_ARTI_INVS1, 0, 0}, // S_ARTI_INVS1
+ {SPR_PTN2, 0, 4, NULL, S_ARTI_PTN2_2, 0, 0}, // S_ARTI_PTN2_1
+ {SPR_PTN2, 1, 4, NULL, S_ARTI_PTN2_3, 0, 0}, // S_ARTI_PTN2_2
+ {SPR_PTN2, 2, 4, NULL, S_ARTI_PTN2_1, 0, 0}, // S_ARTI_PTN2_3
+ {SPR_SOAR, 0, 5, NULL, S_ARTI_SOAR2, 0, 0}, // S_ARTI_SOAR1
+ {SPR_SOAR, 1, 5, NULL, S_ARTI_SOAR3, 0, 0}, // S_ARTI_SOAR2
+ {SPR_SOAR, 2, 5, NULL, S_ARTI_SOAR4, 0, 0}, // S_ARTI_SOAR3
+ {SPR_SOAR, 1, 5, NULL, S_ARTI_SOAR1, 0, 0}, // S_ARTI_SOAR4
+ {SPR_INVU, 0, 3, NULL, S_ARTI_INVU2, 0, 0}, // S_ARTI_INVU1
+ {SPR_INVU, 1, 3, NULL, S_ARTI_INVU3, 0, 0}, // S_ARTI_INVU2
+ {SPR_INVU, 2, 3, NULL, S_ARTI_INVU4, 0, 0}, // S_ARTI_INVU3
+ {SPR_INVU, 3, 3, NULL, S_ARTI_INVU1, 0, 0}, // S_ARTI_INVU4
+ {SPR_PWBK, 0, 350, NULL, S_ARTI_PWBK1, 0, 0}, // S_ARTI_PWBK1
+ {SPR_EGGC, 0, 6, NULL, S_ARTI_EGGC2, 0, 0}, // S_ARTI_EGGC1
+ {SPR_EGGC, 1, 6, NULL, S_ARTI_EGGC3, 0, 0}, // S_ARTI_EGGC2
+ {SPR_EGGC, 2, 6, NULL, S_ARTI_EGGC4, 0, 0}, // S_ARTI_EGGC3
+ {SPR_EGGC, 1, 6, NULL, S_ARTI_EGGC1, 0, 0}, // S_ARTI_EGGC4
+ {SPR_EGGM, 0, 4, NULL, S_EGGFX2, 0, 0}, // S_EGGFX1
+ {SPR_EGGM, 1, 4, NULL, S_EGGFX3, 0, 0}, // S_EGGFX2
+ {SPR_EGGM, 2, 4, NULL, S_EGGFX4, 0, 0}, // S_EGGFX3
+ {SPR_EGGM, 3, 4, NULL, S_EGGFX5, 0, 0}, // S_EGGFX4
+ {SPR_EGGM, 4, 4, NULL, S_EGGFX1, 0, 0}, // S_EGGFX5
+ {SPR_FX01, 32772, 3, NULL, S_EGGFXI1_2, 0, 0}, // S_EGGFXI1_1
+ {SPR_FX01, 32773, 3, NULL, S_EGGFXI1_3, 0, 0}, // S_EGGFXI1_2
+ {SPR_FX01, 32774, 3, NULL, S_EGGFXI1_4, 0, 0}, // S_EGGFXI1_3
+ {SPR_FX01, 32775, 3, NULL, S_NULL, 0, 0}, // S_EGGFXI1_4
+ {SPR_SPHL, 0, 350, NULL, S_ARTI_SPHL1, 0, 0}, // S_ARTI_SPHL1
+ {SPR_TRCH, 32768, 3, NULL, S_ARTI_TRCH2, 0, 0}, // S_ARTI_TRCH1
+ {SPR_TRCH, 32769, 3, NULL, S_ARTI_TRCH3, 0, 0}, // S_ARTI_TRCH2
+ {SPR_TRCH, 32770, 3, NULL, S_ARTI_TRCH1, 0, 0}, // S_ARTI_TRCH3
+ {SPR_FBMB, 4, 350, NULL, S_ARTI_FBMB1, 0, 0}, // S_ARTI_FBMB1
+ {SPR_FBMB, 0, 10, NULL, S_FIREBOMB2, 0, 0}, // S_FIREBOMB1
+ {SPR_FBMB, 1, 10, NULL, S_FIREBOMB3, 0, 0}, // S_FIREBOMB2
+ {SPR_FBMB, 2, 10, NULL, S_FIREBOMB4, 0, 0}, // S_FIREBOMB3
+ {SPR_FBMB, 3, 10, NULL, S_FIREBOMB5, 0, 0}, // S_FIREBOMB4
+ {SPR_FBMB, 4, 6, A_Scream, S_FIREBOMB6, 0, 0}, // S_FIREBOMB5
+ {SPR_XPL1, 32768, 4, A_Explode, S_FIREBOMB7, 0, 0}, // S_FIREBOMB6
+ {SPR_XPL1, 32769, 4, NULL, S_FIREBOMB8, 0, 0}, // S_FIREBOMB7
+ {SPR_XPL1, 32770, 4, NULL, S_FIREBOMB9, 0, 0}, // S_FIREBOMB8
+ {SPR_XPL1, 32771, 4, NULL, S_FIREBOMB10, 0, 0}, // S_FIREBOMB9
+ {SPR_XPL1, 32772, 4, NULL, S_FIREBOMB11, 0, 0}, // S_FIREBOMB10
+ {SPR_XPL1, 32773, 4, NULL, S_NULL, 0, 0}, // S_FIREBOMB11
+ {SPR_ATLP, 0, 4, NULL, S_ARTI_ATLP2, 0, 0}, // S_ARTI_ATLP1
+ {SPR_ATLP, 1, 4, NULL, S_ARTI_ATLP3, 0, 0}, // S_ARTI_ATLP2
+ {SPR_ATLP, 2, 4, NULL, S_ARTI_ATLP4, 0, 0}, // S_ARTI_ATLP3
+ {SPR_ATLP, 1, 4, NULL, S_ARTI_ATLP1, 0, 0}, // S_ARTI_ATLP4
+ {SPR_PPOD, 0, 10, NULL, S_POD_WAIT1, 0, 0}, // S_POD_WAIT1
+ {SPR_PPOD, 1, 14, A_PodPain, S_POD_WAIT1, 0, 0}, // S_POD_PAIN1
+ {SPR_PPOD, 32770, 5, A_RemovePod, S_POD_DIE2, 0, 0}, // S_POD_DIE1
+ {SPR_PPOD, 32771, 5, A_Scream, S_POD_DIE3, 0, 0}, // S_POD_DIE2
+ {SPR_PPOD, 32772, 5, A_Explode, S_POD_DIE4, 0, 0}, // S_POD_DIE3
+ {SPR_PPOD, 32773, 10, NULL, S_FREETARGMOBJ, 0, 0}, // S_POD_DIE4
+ {SPR_PPOD, 8, 3, NULL, S_POD_GROW2, 0, 0}, // S_POD_GROW1
+ {SPR_PPOD, 9, 3, NULL, S_POD_GROW3, 0, 0}, // S_POD_GROW2
+ {SPR_PPOD, 10, 3, NULL, S_POD_GROW4, 0, 0}, // S_POD_GROW3
+ {SPR_PPOD, 11, 3, NULL, S_POD_GROW5, 0, 0}, // S_POD_GROW4
+ {SPR_PPOD, 12, 3, NULL, S_POD_GROW6, 0, 0}, // S_POD_GROW5
+ {SPR_PPOD, 13, 3, NULL, S_POD_GROW7, 0, 0}, // S_POD_GROW6
+ {SPR_PPOD, 14, 3, NULL, S_POD_GROW8, 0, 0}, // S_POD_GROW7
+ {SPR_PPOD, 15, 3, NULL, S_POD_WAIT1, 0, 0}, // S_POD_GROW8
+ {SPR_PPOD, 6, 8, NULL, S_PODGOO2, 0, 0}, // S_PODGOO1
+ {SPR_PPOD, 7, 8, NULL, S_PODGOO1, 0, 0}, // S_PODGOO2
+ {SPR_PPOD, 6, 10, NULL, S_NULL, 0, 0}, // S_PODGOOX
+ {SPR_AMG1, 0, 35, A_MakePod, S_PODGENERATOR, 0, 0}, // S_PODGENERATOR
+ {SPR_SPSH, 0, 8, NULL, S_SPLASH2, 0, 0}, // S_SPLASH1
+ {SPR_SPSH, 1, 8, NULL, S_SPLASH3, 0, 0}, // S_SPLASH2
+ {SPR_SPSH, 2, 8, NULL, S_SPLASH4, 0, 0}, // S_SPLASH3
+ {SPR_SPSH, 3, 16, NULL, S_NULL, 0, 0}, // S_SPLASH4
+ {SPR_SPSH, 3, 10, NULL, S_NULL, 0, 0}, // S_SPLASHX
+ {SPR_SPSH, 4, 5, NULL, S_SPLASHBASE2, 0, 0}, // S_SPLASHBASE1
+ {SPR_SPSH, 5, 5, NULL, S_SPLASHBASE3, 0, 0}, // S_SPLASHBASE2
+ {SPR_SPSH, 6, 5, NULL, S_SPLASHBASE4, 0, 0}, // S_SPLASHBASE3
+ {SPR_SPSH, 7, 5, NULL, S_SPLASHBASE5, 0, 0}, // S_SPLASHBASE4
+ {SPR_SPSH, 8, 5, NULL, S_SPLASHBASE6, 0, 0}, // S_SPLASHBASE5
+ {SPR_SPSH, 9, 5, NULL, S_SPLASHBASE7, 0, 0}, // S_SPLASHBASE6
+ {SPR_SPSH, 10, 5, NULL, S_NULL, 0, 0}, // S_SPLASHBASE7
+ {SPR_LVAS, 32768, 5, NULL, S_LAVASPLASH2, 0, 0}, // S_LAVASPLASH1
+ {SPR_LVAS, 32769, 5, NULL, S_LAVASPLASH3, 0, 0}, // S_LAVASPLASH2
+ {SPR_LVAS, 32770, 5, NULL, S_LAVASPLASH4, 0, 0}, // S_LAVASPLASH3
+ {SPR_LVAS, 32771, 5, NULL, S_LAVASPLASH5, 0, 0}, // S_LAVASPLASH4
+ {SPR_LVAS, 32772, 5, NULL, S_LAVASPLASH6, 0, 0}, // S_LAVASPLASH5
+ {SPR_LVAS, 32773, 5, NULL, S_NULL, 0, 0}, // S_LAVASPLASH6
+ {SPR_LVAS, 32774, 5, NULL, S_LAVASMOKE2, 0, 0}, // S_LAVASMOKE1
+ {SPR_LVAS, 32775, 5, NULL, S_LAVASMOKE3, 0, 0}, // S_LAVASMOKE2
+ {SPR_LVAS, 32776, 5, NULL, S_LAVASMOKE4, 0, 0}, // S_LAVASMOKE3
+ {SPR_LVAS, 32777, 5, NULL, S_LAVASMOKE5, 0, 0}, // S_LAVASMOKE4
+ {SPR_LVAS, 32778, 5, NULL, S_NULL, 0, 0}, // S_LAVASMOKE5
+ {SPR_SLDG, 0, 8, NULL, S_SLUDGECHUNK2, 0, 0}, // S_SLUDGECHUNK1
+ {SPR_SLDG, 1, 8, NULL, S_SLUDGECHUNK3, 0, 0}, // S_SLUDGECHUNK2
+ {SPR_SLDG, 2, 8, NULL, S_SLUDGECHUNK4, 0, 0}, // S_SLUDGECHUNK3
+ {SPR_SLDG, 3, 8, NULL, S_NULL, 0, 0}, // S_SLUDGECHUNK4
+ {SPR_SLDG, 3, 6, NULL, S_NULL, 0, 0}, // S_SLUDGECHUNKX
+ {SPR_SLDG, 4, 5, NULL, S_SLUDGESPLASH2, 0, 0}, // S_SLUDGESPLASH1
+ {SPR_SLDG, 5, 5, NULL, S_SLUDGESPLASH3, 0, 0}, // S_SLUDGESPLASH2
+ {SPR_SLDG, 6, 5, NULL, S_SLUDGESPLASH4, 0, 0}, // S_SLUDGESPLASH3
+ {SPR_SLDG, 7, 5, NULL, S_NULL, 0, 0}, // S_SLUDGESPLASH4
+ {SPR_SKH1, 0, -1, NULL, S_NULL, 0, 0}, // S_SKULLHANG70_1
+ {SPR_SKH2, 0, -1, NULL, S_NULL, 0, 0}, // S_SKULLHANG60_1
+ {SPR_SKH3, 0, -1, NULL, S_NULL, 0, 0}, // S_SKULLHANG45_1
+ {SPR_SKH4, 0, -1, NULL, S_NULL, 0, 0}, // S_SKULLHANG35_1
+ {SPR_CHDL, 0, 4, NULL, S_CHANDELIER2, 0, 0}, // S_CHANDELIER1
+ {SPR_CHDL, 1, 4, NULL, S_CHANDELIER3, 0, 0}, // S_CHANDELIER2
+ {SPR_CHDL, 2, 4, NULL, S_CHANDELIER1, 0, 0}, // S_CHANDELIER3
+ {SPR_SRTC, 0, 4, NULL, S_SERPTORCH2, 0, 0}, // S_SERPTORCH1
+ {SPR_SRTC, 1, 4, NULL, S_SERPTORCH3, 0, 0}, // S_SERPTORCH2
+ {SPR_SRTC, 2, 4, NULL, S_SERPTORCH1, 0, 0}, // S_SERPTORCH3
+ {SPR_SMPL, 0, -1, NULL, S_NULL, 0, 0}, // S_SMALLPILLAR
+ {SPR_STGS, 0, -1, NULL, S_NULL, 0, 0}, // S_STALAGMITESMALL
+ {SPR_STGL, 0, -1, NULL, S_NULL, 0, 0}, // S_STALAGMITELARGE
+ {SPR_STCS, 0, -1, NULL, S_NULL, 0, 0}, // S_STALACTITESMALL
+ {SPR_STCL, 0, -1, NULL, S_NULL, 0, 0}, // S_STALACTITELARGE
+ {SPR_KFR1, 32768, 3, NULL, S_FIREBRAZIER2, 0, 0}, // S_FIREBRAZIER1
+ {SPR_KFR1, 32769, 3, NULL, S_FIREBRAZIER3, 0, 0}, // S_FIREBRAZIER2
+ {SPR_KFR1, 32770, 3, NULL, S_FIREBRAZIER4, 0, 0}, // S_FIREBRAZIER3
+ {SPR_KFR1, 32771, 3, NULL, S_FIREBRAZIER5, 0, 0}, // S_FIREBRAZIER4
+ {SPR_KFR1, 32772, 3, NULL, S_FIREBRAZIER6, 0, 0}, // S_FIREBRAZIER5
+ {SPR_KFR1, 32773, 3, NULL, S_FIREBRAZIER7, 0, 0}, // S_FIREBRAZIER6
+ {SPR_KFR1, 32774, 3, NULL, S_FIREBRAZIER8, 0, 0}, // S_FIREBRAZIER7
+ {SPR_KFR1, 32775, 3, NULL, S_FIREBRAZIER1, 0, 0}, // S_FIREBRAZIER8
+ {SPR_BARL, 0, -1, NULL, S_NULL, 0, 0}, // S_BARREL
+ {SPR_BRPL, 0, -1, NULL, S_NULL, 0, 0}, // S_BRPILLAR
+ {SPR_MOS1, 0, -1, NULL, S_NULL, 0, 0}, // S_MOSS1
+ {SPR_MOS2, 0, -1, NULL, S_NULL, 0, 0}, // S_MOSS2
+ {SPR_WTRH, 32768, 6, NULL, S_WALLTORCH2, 0, 0}, // S_WALLTORCH1
+ {SPR_WTRH, 32769, 6, NULL, S_WALLTORCH3, 0, 0}, // S_WALLTORCH2
+ {SPR_WTRH, 32770, 6, NULL, S_WALLTORCH1, 0, 0}, // S_WALLTORCH3
+ {SPR_HCOR, 0, -1, NULL, S_NULL, 0, 0}, // S_HANGINGCORPSE
+ {SPR_KGZ1, 0, 1, NULL, S_KEYGIZMO2, 0, 0}, // S_KEYGIZMO1
+ {SPR_KGZ1, 0, 1, A_InitKeyGizmo, S_KEYGIZMO3, 0, 0}, // S_KEYGIZMO2
+ {SPR_KGZ1, 0, -1, NULL, S_NULL, 0, 0}, // S_KEYGIZMO3
+ {SPR_KGZB, 0, 1, NULL, S_KGZ_START, 0, 0}, // S_KGZ_START
+ {SPR_KGZB, 32768, -1, NULL, S_NULL, 0, 0}, // S_KGZ_BLUEFLOAT1
+ {SPR_KGZG, 32768, -1, NULL, S_NULL, 0, 0}, // S_KGZ_GREENFLOAT1
+ {SPR_KGZY, 32768, -1, NULL, S_NULL, 0, 0}, // S_KGZ_YELLOWFLOAT1
+ {SPR_VLCO, 0, 350, NULL, S_VOLCANO2, 0, 0}, // S_VOLCANO1
+ {SPR_VLCO, 0, 35, A_VolcanoSet, S_VOLCANO3, 0, 0}, // S_VOLCANO2
+ {SPR_VLCO, 1, 3, NULL, S_VOLCANO4, 0, 0}, // S_VOLCANO3
+ {SPR_VLCO, 2, 3, NULL, S_VOLCANO5, 0, 0}, // S_VOLCANO4
+ {SPR_VLCO, 3, 3, NULL, S_VOLCANO6, 0, 0}, // S_VOLCANO5
+ {SPR_VLCO, 1, 3, NULL, S_VOLCANO7, 0, 0}, // S_VOLCANO6
+ {SPR_VLCO, 2, 3, NULL, S_VOLCANO8, 0, 0}, // S_VOLCANO7
+ {SPR_VLCO, 3, 3, NULL, S_VOLCANO9, 0, 0}, // S_VOLCANO8
+ {SPR_VLCO, 4, 10, A_VolcanoBlast, S_VOLCANO2, 0, 0}, // S_VOLCANO9
+ {SPR_VFBL, 0, 4, A_BeastPuff, S_VOLCANOBALL2, 0, 0}, // S_VOLCANOBALL1
+ {SPR_VFBL, 1, 4, A_BeastPuff, S_VOLCANOBALL1, 0, 0}, // S_VOLCANOBALL2
+ {SPR_XPL1, 0, 4, A_VolcBallImpact, S_VOLCANOBALLX2, 0, 0}, // S_VOLCANOBALLX1
+ {SPR_XPL1, 1, 4, NULL, S_VOLCANOBALLX3, 0, 0}, // S_VOLCANOBALLX2
+ {SPR_XPL1, 2, 4, NULL, S_VOLCANOBALLX4, 0, 0}, // S_VOLCANOBALLX3
+ {SPR_XPL1, 3, 4, NULL, S_VOLCANOBALLX5, 0, 0}, // S_VOLCANOBALLX4
+ {SPR_XPL1, 4, 4, NULL, S_VOLCANOBALLX6, 0, 0}, // S_VOLCANOBALLX5
+ {SPR_XPL1, 5, 4, NULL, S_NULL, 0, 0}, // S_VOLCANOBALLX6
+ {SPR_VTFB, 0, 4, NULL, S_VOLCANOTBALL2, 0, 0}, // S_VOLCANOTBALL1
+ {SPR_VTFB, 1, 4, NULL, S_VOLCANOTBALL1, 0, 0}, // S_VOLCANOTBALL2
+ {SPR_SFFI, 2, 4, NULL, S_VOLCANOTBALLX2, 0, 0}, // S_VOLCANOTBALLX1
+ {SPR_SFFI, 1, 4, NULL, S_VOLCANOTBALLX3, 0, 0}, // S_VOLCANOTBALLX2
+ {SPR_SFFI, 0, 4, NULL, S_VOLCANOTBALLX4, 0, 0}, // S_VOLCANOTBALLX3
+ {SPR_SFFI, 1, 4, NULL, S_VOLCANOTBALLX5, 0, 0}, // S_VOLCANOTBALLX4
+ {SPR_SFFI, 2, 4, NULL, S_VOLCANOTBALLX6, 0, 0}, // S_VOLCANOTBALLX5
+ {SPR_SFFI, 3, 4, NULL, S_VOLCANOTBALLX7, 0, 0}, // S_VOLCANOTBALLX6
+ {SPR_SFFI, 4, 4, NULL, S_NULL, 0, 0}, // S_VOLCANOTBALLX7
+ {SPR_TGLT, 0, 8, A_SpawnTeleGlitter, S_TELEGLITGEN1, 0, 0}, // S_TELEGLITGEN1
+ {SPR_TGLT, 5, 8, A_SpawnTeleGlitter2, S_TELEGLITGEN2, 0, 0}, // S_TELEGLITGEN2
+ {SPR_TGLT, 32768, 2, NULL, S_TELEGLITTER1_2, 0, 0}, // S_TELEGLITTER1_1
+ {SPR_TGLT, 32769, 2, A_AccTeleGlitter, S_TELEGLITTER1_3, 0, 0}, // S_TELEGLITTER1_2
+ {SPR_TGLT, 32770, 2, NULL, S_TELEGLITTER1_4, 0, 0}, // S_TELEGLITTER1_3
+ {SPR_TGLT, 32771, 2, A_AccTeleGlitter, S_TELEGLITTER1_5, 0, 0}, // S_TELEGLITTER1_4
+ {SPR_TGLT, 32772, 2, NULL, S_TELEGLITTER1_1, 0, 0}, // S_TELEGLITTER1_5
+ {SPR_TGLT, 32773, 2, NULL, S_TELEGLITTER2_2, 0, 0}, // S_TELEGLITTER2_1
+ {SPR_TGLT, 32774, 2, A_AccTeleGlitter, S_TELEGLITTER2_3, 0, 0}, // S_TELEGLITTER2_2
+ {SPR_TGLT, 32775, 2, NULL, S_TELEGLITTER2_4, 0, 0}, // S_TELEGLITTER2_3
+ {SPR_TGLT, 32776, 2, A_AccTeleGlitter, S_TELEGLITTER2_5, 0, 0}, // S_TELEGLITTER2_4
+ {SPR_TGLT, 32777, 2, NULL, S_TELEGLITTER2_1, 0, 0}, // S_TELEGLITTER2_5
+ {SPR_TELE, 32768, 6, NULL, S_TFOG2, 0, 0}, // S_TFOG1
+ {SPR_TELE, 32769, 6, NULL, S_TFOG3, 0, 0}, // S_TFOG2
+ {SPR_TELE, 32770, 6, NULL, S_TFOG4, 0, 0}, // S_TFOG3
+ {SPR_TELE, 32771, 6, NULL, S_TFOG5, 0, 0}, // S_TFOG4
+ {SPR_TELE, 32772, 6, NULL, S_TFOG6, 0, 0}, // S_TFOG5
+ {SPR_TELE, 32773, 6, NULL, S_TFOG7, 0, 0}, // S_TFOG6
+ {SPR_TELE, 32774, 6, NULL, S_TFOG8, 0, 0}, // S_TFOG7
+ {SPR_TELE, 32775, 6, NULL, S_TFOG9, 0, 0}, // S_TFOG8
+ {SPR_TELE, 32774, 6, NULL, S_TFOG10, 0, 0}, // S_TFOG9
+ {SPR_TELE, 32773, 6, NULL, S_TFOG11, 0, 0}, // S_TFOG10
+ {SPR_TELE, 32772, 6, NULL, S_TFOG12, 0, 0}, // S_TFOG11
+ {SPR_TELE, 32771, 6, NULL, S_TFOG13, 0, 0}, // S_TFOG12
+ {SPR_TELE, 32770, 6, NULL, S_NULL, 0, 0}, // S_TFOG13
+ {SPR_STFF, 0, 0, A_Light0, S_NULL, 0, 0}, // S_LIGHTDONE
+ {SPR_STFF, 0, 1, A_WeaponReady, S_STAFFREADY, 0, 0}, // S_STAFFREADY
+ {SPR_STFF, 0, 1, A_Lower, S_STAFFDOWN, 0, 0}, // S_STAFFDOWN
+ {SPR_STFF, 0, 1, A_Raise, S_STAFFUP, 0, 0}, // S_STAFFUP
+ {SPR_STFF, 3, 4, A_WeaponReady, S_STAFFREADY2_2, 0, 0}, // S_STAFFREADY2_1
+ {SPR_STFF, 4, 4, A_WeaponReady, S_STAFFREADY2_3, 0, 0}, // S_STAFFREADY2_2
+ {SPR_STFF, 5, 4, A_WeaponReady, S_STAFFREADY2_1, 0, 0}, // S_STAFFREADY2_3
+ {SPR_STFF, 3, 1, A_Lower, S_STAFFDOWN2, 0, 0}, // S_STAFFDOWN2
+ {SPR_STFF, 3, 1, A_Raise, S_STAFFUP2, 0, 0}, // S_STAFFUP2
+ {SPR_STFF, 1, 6, NULL, S_STAFFATK1_2, 0, 0}, // S_STAFFATK1_1
+ {SPR_STFF, 2, 8, A_StaffAttackPL1, S_STAFFATK1_3, 0, 0}, // S_STAFFATK1_2
+ {SPR_STFF, 1, 8, A_ReFire, S_STAFFREADY, 0, 0}, // S_STAFFATK1_3
+ {SPR_STFF, 6, 6, NULL, S_STAFFATK2_2, 0, 0}, // S_STAFFATK2_1
+ {SPR_STFF, 7, 8, A_StaffAttackPL2, S_STAFFATK2_3, 0, 0}, // S_STAFFATK2_2
+ {SPR_STFF, 6, 8, A_ReFire, S_STAFFREADY2_1, 0, 0}, // S_STAFFATK2_3
+ {SPR_PUF3, 32768, 4, NULL, S_STAFFPUFF2, 0, 0}, // S_STAFFPUFF1
+ {SPR_PUF3, 1, 4, NULL, S_STAFFPUFF3, 0, 0}, // S_STAFFPUFF2
+ {SPR_PUF3, 2, 4, NULL, S_STAFFPUFF4, 0, 0}, // S_STAFFPUFF3
+ {SPR_PUF3, 3, 4, NULL, S_NULL, 0, 0}, // S_STAFFPUFF4
+ {SPR_PUF4, 32768, 4, NULL, S_STAFFPUFF2_2, 0, 0}, // S_STAFFPUFF2_1
+ {SPR_PUF4, 32769, 4, NULL, S_STAFFPUFF2_3, 0, 0}, // S_STAFFPUFF2_2
+ {SPR_PUF4, 32770, 4, NULL, S_STAFFPUFF2_4, 0, 0}, // S_STAFFPUFF2_3
+ {SPR_PUF4, 32771, 4, NULL, S_STAFFPUFF2_5, 0, 0}, // S_STAFFPUFF2_4
+ {SPR_PUF4, 32772, 4, NULL, S_STAFFPUFF2_6, 0, 0}, // S_STAFFPUFF2_5
+ {SPR_PUF4, 32773, 4, NULL, S_NULL, 0, 0}, // S_STAFFPUFF2_6
+ {SPR_BEAK, 0, 1, A_BeakReady, S_BEAKREADY, 0, 0}, // S_BEAKREADY
+ {SPR_BEAK, 0, 1, A_Lower, S_BEAKDOWN, 0, 0}, // S_BEAKDOWN
+ {SPR_BEAK, 0, 1, A_BeakRaise, S_BEAKUP, 0, 0}, // S_BEAKUP
+ {SPR_BEAK, 0, 18, A_BeakAttackPL1, S_BEAKREADY, 0, 0}, // S_BEAKATK1_1
+ {SPR_BEAK, 0, 12, A_BeakAttackPL2, S_BEAKREADY, 0, 0}, // S_BEAKATK2_1
+ {SPR_WGNT, 0, -1, NULL, S_NULL, 0, 0}, // S_WGNT
+ {SPR_GAUN, 0, 1, A_WeaponReady, S_GAUNTLETREADY, 0, 0}, // S_GAUNTLETREADY
+ {SPR_GAUN, 0, 1, A_Lower, S_GAUNTLETDOWN, 0, 0}, // S_GAUNTLETDOWN
+ {SPR_GAUN, 0, 1, A_Raise, S_GAUNTLETUP, 0, 0}, // S_GAUNTLETUP
+ {SPR_GAUN, 6, 4, A_WeaponReady, S_GAUNTLETREADY2_2, 0, 0}, // S_GAUNTLETREADY2_1
+ {SPR_GAUN, 7, 4, A_WeaponReady, S_GAUNTLETREADY2_3, 0, 0}, // S_GAUNTLETREADY2_2
+ {SPR_GAUN, 8, 4, A_WeaponReady, S_GAUNTLETREADY2_1, 0, 0}, // S_GAUNTLETREADY2_3
+ {SPR_GAUN, 6, 1, A_Lower, S_GAUNTLETDOWN2, 0, 0}, // S_GAUNTLETDOWN2
+ {SPR_GAUN, 6, 1, A_Raise, S_GAUNTLETUP2, 0, 0}, // S_GAUNTLETUP2
+ {SPR_GAUN, 1, 4, NULL, S_GAUNTLETATK1_2, 0, 0}, // S_GAUNTLETATK1_1
+ {SPR_GAUN, 2, 4, NULL, S_GAUNTLETATK1_3, 0, 0}, // S_GAUNTLETATK1_2
+ {SPR_GAUN, 32771, 4, A_GauntletAttack, S_GAUNTLETATK1_4, 0, 0}, // S_GAUNTLETATK1_3
+ {SPR_GAUN, 32772, 4, A_GauntletAttack, S_GAUNTLETATK1_5, 0, 0}, // S_GAUNTLETATK1_4
+ {SPR_GAUN, 32773, 4, A_GauntletAttack, S_GAUNTLETATK1_6, 0, 0}, // S_GAUNTLETATK1_5
+ {SPR_GAUN, 2, 4, A_ReFire, S_GAUNTLETATK1_7, 0, 0}, // S_GAUNTLETATK1_6
+ {SPR_GAUN, 1, 4, A_Light0, S_GAUNTLETREADY, 0, 0}, // S_GAUNTLETATK1_7
+ {SPR_GAUN, 9, 4, NULL, S_GAUNTLETATK2_2, 0, 0}, // S_GAUNTLETATK2_1
+ {SPR_GAUN, 10, 4, NULL, S_GAUNTLETATK2_3, 0, 0}, // S_GAUNTLETATK2_2
+ {SPR_GAUN, 32779, 4, A_GauntletAttack, S_GAUNTLETATK2_4, 0, 0}, // S_GAUNTLETATK2_3
+ {SPR_GAUN, 32780, 4, A_GauntletAttack, S_GAUNTLETATK2_5, 0, 0}, // S_GAUNTLETATK2_4
+ {SPR_GAUN, 32781, 4, A_GauntletAttack, S_GAUNTLETATK2_6, 0, 0}, // S_GAUNTLETATK2_5
+ {SPR_GAUN, 10, 4, A_ReFire, S_GAUNTLETATK2_7, 0, 0}, // S_GAUNTLETATK2_6
+ {SPR_GAUN, 9, 4, A_Light0, S_GAUNTLETREADY2_1, 0, 0}, // S_GAUNTLETATK2_7
+ {SPR_PUF1, 32768, 4, NULL, S_GAUNTLETPUFF1_2, 0, 0}, // S_GAUNTLETPUFF1_1
+ {SPR_PUF1, 32769, 4, NULL, S_GAUNTLETPUFF1_3, 0, 0}, // S_GAUNTLETPUFF1_2
+ {SPR_PUF1, 32770, 4, NULL, S_GAUNTLETPUFF1_4, 0, 0}, // S_GAUNTLETPUFF1_3
+ {SPR_PUF1, 32771, 4, NULL, S_NULL, 0, 0}, // S_GAUNTLETPUFF1_4
+ {SPR_PUF1, 32772, 4, NULL, S_GAUNTLETPUFF2_2, 0, 0}, // S_GAUNTLETPUFF2_1
+ {SPR_PUF1, 32773, 4, NULL, S_GAUNTLETPUFF2_3, 0, 0}, // S_GAUNTLETPUFF2_2
+ {SPR_PUF1, 32774, 4, NULL, S_GAUNTLETPUFF2_4, 0, 0}, // S_GAUNTLETPUFF2_3
+ {SPR_PUF1, 32775, 4, NULL, S_NULL, 0, 0}, // S_GAUNTLETPUFF2_4
+ {SPR_WBLS, 0, -1, NULL, S_NULL, 0, 0}, // S_BLSR
+ {SPR_BLSR, 0, 1, A_WeaponReady, S_BLASTERREADY, 0, 0}, // S_BLASTERREADY
+ {SPR_BLSR, 0, 1, A_Lower, S_BLASTERDOWN, 0, 0}, // S_BLASTERDOWN
+ {SPR_BLSR, 0, 1, A_Raise, S_BLASTERUP, 0, 0}, // S_BLASTERUP
+ {SPR_BLSR, 1, 3, NULL, S_BLASTERATK1_2, 0, 0}, // S_BLASTERATK1_1
+ {SPR_BLSR, 2, 3, NULL, S_BLASTERATK1_3, 0, 0}, // S_BLASTERATK1_2
+ {SPR_BLSR, 3, 2, A_FireBlasterPL1, S_BLASTERATK1_4, 0, 0}, // S_BLASTERATK1_3
+ {SPR_BLSR, 2, 2, NULL, S_BLASTERATK1_5, 0, 0}, // S_BLASTERATK1_4
+ {SPR_BLSR, 1, 2, NULL, S_BLASTERATK1_6, 0, 0}, // S_BLASTERATK1_5
+ {SPR_BLSR, 0, 0, A_ReFire, S_BLASTERREADY, 0, 0}, // S_BLASTERATK1_6
+ {SPR_BLSR, 1, 0, NULL, S_BLASTERATK2_2, 0, 0}, // S_BLASTERATK2_1
+ {SPR_BLSR, 2, 0, NULL, S_BLASTERATK2_3, 0, 0}, // S_BLASTERATK2_2
+ {SPR_BLSR, 3, 3, A_FireBlasterPL2, S_BLASTERATK2_4, 0, 0}, // S_BLASTERATK2_3
+ {SPR_BLSR, 2, 4, NULL, S_BLASTERATK2_5, 0, 0}, // S_BLASTERATK2_4
+ {SPR_BLSR, 1, 4, NULL, S_BLASTERATK2_6, 0, 0}, // S_BLASTERATK2_5
+ {SPR_BLSR, 0, 0, A_ReFire, S_BLASTERREADY, 0, 0}, // S_BLASTERATK2_6
+ {SPR_ACLO, 4, 200, NULL, S_BLASTERFX1_1, 0, 0}, // S_BLASTERFX1_1
+ {SPR_FX18, 32768, 3, A_SpawnRippers, S_BLASTERFXI1_2, 0, 0}, // S_BLASTERFXI1_1
+ {SPR_FX18, 32769, 3, NULL, S_BLASTERFXI1_3, 0, 0}, // S_BLASTERFXI1_2
+ {SPR_FX18, 32770, 4, NULL, S_BLASTERFXI1_4, 0, 0}, // S_BLASTERFXI1_3
+ {SPR_FX18, 32771, 4, NULL, S_BLASTERFXI1_5, 0, 0}, // S_BLASTERFXI1_4
+ {SPR_FX18, 32772, 4, NULL, S_BLASTERFXI1_6, 0, 0}, // S_BLASTERFXI1_5
+ {SPR_FX18, 32773, 4, NULL, S_BLASTERFXI1_7, 0, 0}, // S_BLASTERFXI1_6
+ {SPR_FX18, 32774, 4, NULL, S_NULL, 0, 0}, // S_BLASTERFXI1_7
+ {SPR_FX18, 7, 4, NULL, S_BLASTERSMOKE2, 0, 0}, // S_BLASTERSMOKE1
+ {SPR_FX18, 8, 4, NULL, S_BLASTERSMOKE3, 0, 0}, // S_BLASTERSMOKE2
+ {SPR_FX18, 9, 4, NULL, S_BLASTERSMOKE4, 0, 0}, // S_BLASTERSMOKE3
+ {SPR_FX18, 10, 4, NULL, S_BLASTERSMOKE5, 0, 0}, // S_BLASTERSMOKE4
+ {SPR_FX18, 11, 4, NULL, S_NULL, 0, 0}, // S_BLASTERSMOKE5
+ {SPR_FX18, 12, 4, NULL, S_RIPPER2, 0, 0}, // S_RIPPER1
+ {SPR_FX18, 13, 5, NULL, S_RIPPER1, 0, 0}, // S_RIPPER2
+ {SPR_FX18, 32782, 4, NULL, S_RIPPERX2, 0, 0}, // S_RIPPERX1
+ {SPR_FX18, 32783, 4, NULL, S_RIPPERX3, 0, 0}, // S_RIPPERX2
+ {SPR_FX18, 32784, 4, NULL, S_RIPPERX4, 0, 0}, // S_RIPPERX3
+ {SPR_FX18, 32785, 4, NULL, S_RIPPERX5, 0, 0}, // S_RIPPERX4
+ {SPR_FX18, 32786, 4, NULL, S_NULL, 0, 0}, // S_RIPPERX5
+ {SPR_FX17, 32768, 4, NULL, S_BLASTERPUFF1_2, 0, 0}, // S_BLASTERPUFF1_1
+ {SPR_FX17, 32769, 4, NULL, S_BLASTERPUFF1_3, 0, 0}, // S_BLASTERPUFF1_2
+ {SPR_FX17, 32770, 4, NULL, S_BLASTERPUFF1_4, 0, 0}, // S_BLASTERPUFF1_3
+ {SPR_FX17, 32771, 4, NULL, S_BLASTERPUFF1_5, 0, 0}, // S_BLASTERPUFF1_4
+ {SPR_FX17, 32772, 4, NULL, S_NULL, 0, 0}, // S_BLASTERPUFF1_5
+ {SPR_FX17, 32773, 3, NULL, S_BLASTERPUFF2_2, 0, 0}, // S_BLASTERPUFF2_1
+ {SPR_FX17, 32774, 3, NULL, S_BLASTERPUFF2_3, 0, 0}, // S_BLASTERPUFF2_2
+ {SPR_FX17, 32775, 4, NULL, S_BLASTERPUFF2_4, 0, 0}, // S_BLASTERPUFF2_3
+ {SPR_FX17, 32776, 4, NULL, S_BLASTERPUFF2_5, 0, 0}, // S_BLASTERPUFF2_4
+ {SPR_FX17, 32777, 4, NULL, S_BLASTERPUFF2_6, 0, 0}, // S_BLASTERPUFF2_5
+ {SPR_FX17, 32778, 4, NULL, S_BLASTERPUFF2_7, 0, 0}, // S_BLASTERPUFF2_6
+ {SPR_FX17, 32779, 4, NULL, S_NULL, 0, 0}, // S_BLASTERPUFF2_7
+ {SPR_WMCE, 0, -1, NULL, S_NULL, 0, 0}, // S_WMCE
+ {SPR_MACE, 0, 1, A_WeaponReady, S_MACEREADY, 0, 0}, // S_MACEREADY
+ {SPR_MACE, 0, 1, A_Lower, S_MACEDOWN, 0, 0}, // S_MACEDOWN
+ {SPR_MACE, 0, 1, A_Raise, S_MACEUP, 0, 0}, // S_MACEUP
+ {SPR_MACE, 1, 4, NULL, S_MACEATK1_2, 0, 0}, // S_MACEATK1_1
+ {SPR_MACE, 2, 3, A_FireMacePL1, S_MACEATK1_3, 0, 0}, // S_MACEATK1_2
+ {SPR_MACE, 3, 3, A_FireMacePL1, S_MACEATK1_4, 0, 0}, // S_MACEATK1_3
+ {SPR_MACE, 4, 3, A_FireMacePL1, S_MACEATK1_5, 0, 0}, // S_MACEATK1_4
+ {SPR_MACE, 5, 3, A_FireMacePL1, S_MACEATK1_6, 0, 0}, // S_MACEATK1_5
+ {SPR_MACE, 2, 4, A_ReFire, S_MACEATK1_7, 0, 0}, // S_MACEATK1_6
+ {SPR_MACE, 3, 4, NULL, S_MACEATK1_8, 0, 0}, // S_MACEATK1_7
+ {SPR_MACE, 4, 4, NULL, S_MACEATK1_9, 0, 0}, // S_MACEATK1_8
+ {SPR_MACE, 5, 4, NULL, S_MACEATK1_10, 0, 0}, // S_MACEATK1_9
+ {SPR_MACE, 1, 4, NULL, S_MACEREADY, 0, 0}, // S_MACEATK1_10
+ {SPR_MACE, 1, 4, NULL, S_MACEATK2_2, 0, 0}, // S_MACEATK2_1
+ {SPR_MACE, 3, 4, A_FireMacePL2, S_MACEATK2_3, 0, 0}, // S_MACEATK2_2
+ {SPR_MACE, 1, 4, NULL, S_MACEATK2_4, 0, 0}, // S_MACEATK2_3
+ {SPR_MACE, 0, 8, A_ReFire, S_MACEREADY, 0, 0}, // S_MACEATK2_4
+ {SPR_FX02, 0, 4, A_MacePL1Check, S_MACEFX1_2, 0, 0}, // S_MACEFX1_1
+ {SPR_FX02, 1, 4, A_MacePL1Check, S_MACEFX1_1, 0, 0}, // S_MACEFX1_2
+ {SPR_FX02, 32773, 4, A_MaceBallImpact, S_MACEFXI1_2, 0, 0}, // S_MACEFXI1_1
+ {SPR_FX02, 32774, 4, NULL, S_MACEFXI1_3, 0, 0}, // S_MACEFXI1_2
+ {SPR_FX02, 32775, 4, NULL, S_MACEFXI1_4, 0, 0}, // S_MACEFXI1_3
+ {SPR_FX02, 32776, 4, NULL, S_MACEFXI1_5, 0, 0}, // S_MACEFXI1_4
+ {SPR_FX02, 32777, 4, NULL, S_NULL, 0, 0}, // S_MACEFXI1_5
+ {SPR_FX02, 2, 4, NULL, S_MACEFX2_2, 0, 0}, // S_MACEFX2_1
+ {SPR_FX02, 3, 4, NULL, S_MACEFX2_1, 0, 0}, // S_MACEFX2_2
+ {SPR_FX02, 32773, 4, A_MaceBallImpact2, S_MACEFXI1_2, 0, 0}, // S_MACEFXI2_1
+ {SPR_FX02, 0, 4, NULL, S_MACEFX3_2, 0, 0}, // S_MACEFX3_1
+ {SPR_FX02, 1, 4, NULL, S_MACEFX3_1, 0, 0}, // S_MACEFX3_2
+ {SPR_FX02, 4, 99, NULL, S_MACEFX4_1, 0, 0}, // S_MACEFX4_1
+ {SPR_FX02, 32770, 4, A_DeathBallImpact, S_MACEFXI1_2, 0, 0}, // S_MACEFXI4_1
+ {SPR_WSKL, 0, -1, NULL, S_NULL, 0, 0}, // S_WSKL
+ {SPR_HROD, 0, 1, A_WeaponReady, S_HORNRODREADY, 0, 0}, // S_HORNRODREADY
+ {SPR_HROD, 0, 1, A_Lower, S_HORNRODDOWN, 0, 0}, // S_HORNRODDOWN
+ {SPR_HROD, 0, 1, A_Raise, S_HORNRODUP, 0, 0}, // S_HORNRODUP
+ {SPR_HROD, 0, 4, A_FireSkullRodPL1, S_HORNRODATK1_2, 0, 0}, // S_HORNRODATK1_1
+ {SPR_HROD, 1, 4, A_FireSkullRodPL1, S_HORNRODATK1_3, 0, 0}, // S_HORNRODATK1_2
+ {SPR_HROD, 1, 0, A_ReFire, S_HORNRODREADY, 0, 0}, // S_HORNRODATK1_3
+ {SPR_HROD, 2, 2, NULL, S_HORNRODATK2_2, 0, 0}, // S_HORNRODATK2_1
+ {SPR_HROD, 3, 3, NULL, S_HORNRODATK2_3, 0, 0}, // S_HORNRODATK2_2
+ {SPR_HROD, 4, 2, NULL, S_HORNRODATK2_4, 0, 0}, // S_HORNRODATK2_3
+ {SPR_HROD, 5, 3, NULL, S_HORNRODATK2_5, 0, 0}, // S_HORNRODATK2_4
+ {SPR_HROD, 6, 4, A_FireSkullRodPL2, S_HORNRODATK2_6, 0, 0}, // S_HORNRODATK2_5
+ {SPR_HROD, 5, 2, NULL, S_HORNRODATK2_7, 0, 0}, // S_HORNRODATK2_6
+ {SPR_HROD, 4, 3, NULL, S_HORNRODATK2_8, 0, 0}, // S_HORNRODATK2_7
+ {SPR_HROD, 3, 2, NULL, S_HORNRODATK2_9, 0, 0}, // S_HORNRODATK2_8
+ {SPR_HROD, 2, 2, A_ReFire, S_HORNRODREADY, 0, 0}, // S_HORNRODATK2_9
+ {SPR_FX00, 32768, 6, NULL, S_HRODFX1_2, 0, 0}, // S_HRODFX1_1
+ {SPR_FX00, 32769, 6, NULL, S_HRODFX1_1, 0, 0}, // S_HRODFX1_2
+ {SPR_FX00, 32775, 5, NULL, S_HRODFXI1_2, 0, 0}, // S_HRODFXI1_1
+ {SPR_FX00, 32776, 5, NULL, S_HRODFXI1_3, 0, 0}, // S_HRODFXI1_2
+ {SPR_FX00, 32777, 4, NULL, S_HRODFXI1_4, 0, 0}, // S_HRODFXI1_3
+ {SPR_FX00, 32778, 4, NULL, S_HRODFXI1_5, 0, 0}, // S_HRODFXI1_4
+ {SPR_FX00, 32779, 3, NULL, S_HRODFXI1_6, 0, 0}, // S_HRODFXI1_5
+ {SPR_FX00, 32780, 3, NULL, S_NULL, 0, 0}, // S_HRODFXI1_6
+ {SPR_FX00, 32770, 3, NULL, S_HRODFX2_2, 0, 0}, // S_HRODFX2_1
+ {SPR_FX00, 32771, 3, A_SkullRodPL2Seek, S_HRODFX2_3, 0, 0}, // S_HRODFX2_2
+ {SPR_FX00, 32772, 3, NULL, S_HRODFX2_4, 0, 0}, // S_HRODFX2_3
+ {SPR_FX00, 32773, 3, A_SkullRodPL2Seek, S_HRODFX2_1, 0, 0}, // S_HRODFX2_4
+ {SPR_FX00, 32775, 5, A_AddPlayerRain, S_HRODFXI2_2, 0, 0}, // S_HRODFXI2_1
+ {SPR_FX00, 32776, 5, NULL, S_HRODFXI2_3, 0, 0}, // S_HRODFXI2_2
+ {SPR_FX00, 32777, 4, NULL, S_HRODFXI2_4, 0, 0}, // S_HRODFXI2_3
+ {SPR_FX00, 32778, 3, NULL, S_HRODFXI2_5, 0, 0}, // S_HRODFXI2_4
+ {SPR_FX00, 32779, 3, NULL, S_HRODFXI2_6, 0, 0}, // S_HRODFXI2_5
+ {SPR_FX00, 32780, 3, NULL, S_HRODFXI2_7, 0, 0}, // S_HRODFXI2_6
+ {SPR_FX00, 6, 1, A_HideInCeiling, S_HRODFXI2_8, 0, 0}, // S_HRODFXI2_7
+ {SPR_FX00, 6, 1, A_SkullRodStorm, S_HRODFXI2_8, 0, 0}, // S_HRODFXI2_8
+ {SPR_FX20, 32768, -1, NULL, S_NULL, 0, 0}, // S_RAINPLR1_1
+ {SPR_FX21, 32768, -1, NULL, S_NULL, 0, 0}, // S_RAINPLR2_1
+ {SPR_FX22, 32768, -1, NULL, S_NULL, 0, 0}, // S_RAINPLR3_1
+ {SPR_FX23, 32768, -1, NULL, S_NULL, 0, 0}, // S_RAINPLR4_1
+ {SPR_FX20, 32769, 4, A_RainImpact, S_RAINPLR1X_2, 0, 0}, // S_RAINPLR1X_1
+ {SPR_FX20, 32770, 4, NULL, S_RAINPLR1X_3, 0, 0}, // S_RAINPLR1X_2
+ {SPR_FX20, 32771, 4, NULL, S_RAINPLR1X_4, 0, 0}, // S_RAINPLR1X_3
+ {SPR_FX20, 32772, 4, NULL, S_RAINPLR1X_5, 0, 0}, // S_RAINPLR1X_4
+ {SPR_FX20, 32773, 4, NULL, S_NULL, 0, 0}, // S_RAINPLR1X_5
+ {SPR_FX21, 32769, 4, A_RainImpact, S_RAINPLR2X_2, 0, 0}, // S_RAINPLR2X_1
+ {SPR_FX21, 32770, 4, NULL, S_RAINPLR2X_3, 0, 0}, // S_RAINPLR2X_2
+ {SPR_FX21, 32771, 4, NULL, S_RAINPLR2X_4, 0, 0}, // S_RAINPLR2X_3
+ {SPR_FX21, 32772, 4, NULL, S_RAINPLR2X_5, 0, 0}, // S_RAINPLR2X_4
+ {SPR_FX21, 32773, 4, NULL, S_NULL, 0, 0}, // S_RAINPLR2X_5
+ {SPR_FX22, 32769, 4, A_RainImpact, S_RAINPLR3X_2, 0, 0}, // S_RAINPLR3X_1
+ {SPR_FX22, 32770, 4, NULL, S_RAINPLR3X_3, 0, 0}, // S_RAINPLR3X_2
+ {SPR_FX22, 32771, 4, NULL, S_RAINPLR3X_4, 0, 0}, // S_RAINPLR3X_3
+ {SPR_FX22, 32772, 4, NULL, S_RAINPLR3X_5, 0, 0}, // S_RAINPLR3X_4
+ {SPR_FX22, 32773, 4, NULL, S_NULL, 0, 0}, // S_RAINPLR3X_5
+ {SPR_FX23, 32769, 4, A_RainImpact, S_RAINPLR4X_2, 0, 0}, // S_RAINPLR4X_1
+ {SPR_FX23, 32770, 4, NULL, S_RAINPLR4X_3, 0, 0}, // S_RAINPLR4X_2
+ {SPR_FX23, 32771, 4, NULL, S_RAINPLR4X_4, 0, 0}, // S_RAINPLR4X_3
+ {SPR_FX23, 32772, 4, NULL, S_RAINPLR4X_5, 0, 0}, // S_RAINPLR4X_4
+ {SPR_FX23, 32773, 4, NULL, S_NULL, 0, 0}, // S_RAINPLR4X_5
+ {SPR_FX20, 32774, 4, NULL, S_RAINAIRXPLR1_2, 0, 0}, // S_RAINAIRXPLR1_1
+ {SPR_FX21, 32774, 4, NULL, S_RAINAIRXPLR2_2, 0, 0}, // S_RAINAIRXPLR2_1
+ {SPR_FX22, 32774, 4, NULL, S_RAINAIRXPLR3_2, 0, 0}, // S_RAINAIRXPLR3_1
+ {SPR_FX23, 32774, 4, NULL, S_RAINAIRXPLR4_2, 0, 0}, // S_RAINAIRXPLR4_1
+ {SPR_FX20, 32775, 4, NULL, S_RAINAIRXPLR1_3, 0, 0}, // S_RAINAIRXPLR1_2
+ {SPR_FX21, 32775, 4, NULL, S_RAINAIRXPLR2_3, 0, 0}, // S_RAINAIRXPLR2_2
+ {SPR_FX22, 32775, 4, NULL, S_RAINAIRXPLR3_3, 0, 0}, // S_RAINAIRXPLR3_2
+ {SPR_FX23, 32775, 4, NULL, S_RAINAIRXPLR4_3, 0, 0}, // S_RAINAIRXPLR4_2
+ {SPR_FX20, 32776, 4, NULL, S_NULL, 0, 0}, // S_RAINAIRXPLR1_3
+ {SPR_FX21, 32776, 4, NULL, S_NULL, 0, 0}, // S_RAINAIRXPLR2_3
+ {SPR_FX22, 32776, 4, NULL, S_NULL, 0, 0}, // S_RAINAIRXPLR3_3
+ {SPR_FX23, 32776, 4, NULL, S_NULL, 0, 0}, // S_RAINAIRXPLR4_3
+ {SPR_GWND, 0, 1, A_WeaponReady, S_GOLDWANDREADY, 0, 0}, // S_GOLDWANDREADY
+ {SPR_GWND, 0, 1, A_Lower, S_GOLDWANDDOWN, 0, 0}, // S_GOLDWANDDOWN
+ {SPR_GWND, 0, 1, A_Raise, S_GOLDWANDUP, 0, 0}, // S_GOLDWANDUP
+ {SPR_GWND, 1, 3, NULL, S_GOLDWANDATK1_2, 0, 0}, // S_GOLDWANDATK1_1
+ {SPR_GWND, 2, 5, A_FireGoldWandPL1, S_GOLDWANDATK1_3, 0, 0}, // S_GOLDWANDATK1_2
+ {SPR_GWND, 3, 3, NULL, S_GOLDWANDATK1_4, 0, 0}, // S_GOLDWANDATK1_3
+ {SPR_GWND, 3, 0, A_ReFire, S_GOLDWANDREADY, 0, 0}, // S_GOLDWANDATK1_4
+ {SPR_GWND, 1, 3, NULL, S_GOLDWANDATK2_2, 0, 0}, // S_GOLDWANDATK2_1
+ {SPR_GWND, 2, 4, A_FireGoldWandPL2, S_GOLDWANDATK2_3, 0, 0}, // S_GOLDWANDATK2_2
+ {SPR_GWND, 3, 3, NULL, S_GOLDWANDATK2_4, 0, 0}, // S_GOLDWANDATK2_3
+ {SPR_GWND, 3, 0, A_ReFire, S_GOLDWANDREADY, 0, 0}, // S_GOLDWANDATK2_4
+ {SPR_FX01, 32768, 6, NULL, S_GWANDFX1_2, 0, 0}, // S_GWANDFX1_1
+ {SPR_FX01, 32769, 6, NULL, S_GWANDFX1_1, 0, 0}, // S_GWANDFX1_2
+ {SPR_FX01, 32772, 3, NULL, S_GWANDFXI1_2, 0, 0}, // S_GWANDFXI1_1
+ {SPR_FX01, 32773, 3, NULL, S_GWANDFXI1_3, 0, 0}, // S_GWANDFXI1_2
+ {SPR_FX01, 32774, 3, NULL, S_GWANDFXI1_4, 0, 0}, // S_GWANDFXI1_3
+ {SPR_FX01, 32775, 3, NULL, S_NULL, 0, 0}, // S_GWANDFXI1_4
+ {SPR_FX01, 32770, 6, NULL, S_GWANDFX2_2, 0, 0}, // S_GWANDFX2_1
+ {SPR_FX01, 32771, 6, NULL, S_GWANDFX2_1, 0, 0}, // S_GWANDFX2_2
+ {SPR_PUF2, 32768, 3, NULL, S_GWANDPUFF1_2, 0, 0}, // S_GWANDPUFF1_1
+ {SPR_PUF2, 32769, 3, NULL, S_GWANDPUFF1_3, 0, 0}, // S_GWANDPUFF1_2
+ {SPR_PUF2, 32770, 3, NULL, S_GWANDPUFF1_4, 0, 0}, // S_GWANDPUFF1_3
+ {SPR_PUF2, 32771, 3, NULL, S_GWANDPUFF1_5, 0, 0}, // S_GWANDPUFF1_4
+ {SPR_PUF2, 32772, 3, NULL, S_NULL, 0, 0}, // S_GWANDPUFF1_5
+ {SPR_WPHX, 0, -1, NULL, S_NULL, 0, 0}, // S_WPHX
+ {SPR_PHNX, 0, 1, A_WeaponReady, S_PHOENIXREADY, 0, 0}, // S_PHOENIXREADY
+ {SPR_PHNX, 0, 1, A_Lower, S_PHOENIXDOWN, 0, 0}, // S_PHOENIXDOWN
+ {SPR_PHNX, 0, 1, A_Raise, S_PHOENIXUP, 0, 0}, // S_PHOENIXUP
+ {SPR_PHNX, 1, 5, NULL, S_PHOENIXATK1_2, 0, 0}, // S_PHOENIXATK1_1
+ {SPR_PHNX, 2, 7, A_FirePhoenixPL1, S_PHOENIXATK1_3, 0, 0}, // S_PHOENIXATK1_2
+ {SPR_PHNX, 3, 4, NULL, S_PHOENIXATK1_4, 0, 0}, // S_PHOENIXATK1_3
+ {SPR_PHNX, 1, 4, NULL, S_PHOENIXATK1_5, 0, 0}, // S_PHOENIXATK1_4
+ {SPR_PHNX, 1, 0, A_ReFire, S_PHOENIXREADY, 0, 0}, // S_PHOENIXATK1_5
+ {SPR_PHNX, 1, 3, A_InitPhoenixPL2, S_PHOENIXATK2_2, 0, 0}, // S_PHOENIXATK2_1
+ {SPR_PHNX, 32770, 1, A_FirePhoenixPL2, S_PHOENIXATK2_3, 0, 0}, // S_PHOENIXATK2_2
+ {SPR_PHNX, 1, 4, A_ReFire, S_PHOENIXATK2_4, 0, 0}, // S_PHOENIXATK2_3
+ {SPR_PHNX, 1, 4, A_ShutdownPhoenixPL2, S_PHOENIXREADY, 0, 0}, // S_PHOENIXATK2_4
+ {SPR_FX04, 32768, 4, A_PhoenixPuff, S_PHOENIXFX1_1, 0, 0}, // S_PHOENIXFX1_1
+ {SPR_FX08, 32768, 6, A_Explode, S_PHOENIXFXI1_2, 0, 0}, // S_PHOENIXFXI1_1
+ {SPR_FX08, 32769, 5, NULL, S_PHOENIXFXI1_3, 0, 0}, // S_PHOENIXFXI1_2
+ {SPR_FX08, 32770, 5, NULL, S_PHOENIXFXI1_4, 0, 0}, // S_PHOENIXFXI1_3
+ {SPR_FX08, 32771, 4, NULL, S_PHOENIXFXI1_5, 0, 0}, // S_PHOENIXFXI1_4
+ {SPR_FX08, 32772, 4, NULL, S_PHOENIXFXI1_6, 0, 0}, // S_PHOENIXFXI1_5
+ {SPR_FX08, 32773, 4, NULL, S_PHOENIXFXI1_7, 0, 0}, // S_PHOENIXFXI1_6
+ {SPR_FX08, 32774, 4, NULL, S_PHOENIXFXI1_8, 0, 0}, // S_PHOENIXFXI1_7
+ {SPR_FX08, 32775, 4, NULL, S_NULL, 0, 0}, // S_PHOENIXFXI1_8
+ {SPR_FX04, 1, 4, NULL, S_PHOENIXPUFF2, 0, 0}, // S_PHOENIXPUFF1
+ {SPR_FX04, 2, 4, NULL, S_PHOENIXPUFF3, 0, 0}, // S_PHOENIXPUFF2
+ {SPR_FX04, 3, 4, NULL, S_PHOENIXPUFF4, 0, 0}, // S_PHOENIXPUFF3
+ {SPR_FX04, 4, 4, NULL, S_PHOENIXPUFF5, 0, 0}, // S_PHOENIXPUFF4
+ {SPR_FX04, 5, 4, NULL, S_NULL, 0, 0}, // S_PHOENIXPUFF5
+ {SPR_FX09, 32768, 2, NULL, S_PHOENIXFX2_2, 0, 0}, // S_PHOENIXFX2_1
+ {SPR_FX09, 32769, 2, NULL, S_PHOENIXFX2_3, 0, 0}, // S_PHOENIXFX2_2
+ {SPR_FX09, 32768, 2, NULL, S_PHOENIXFX2_4, 0, 0}, // S_PHOENIXFX2_3
+ {SPR_FX09, 32769, 2, NULL, S_PHOENIXFX2_5, 0, 0}, // S_PHOENIXFX2_4
+ {SPR_FX09, 32768, 2, NULL, S_PHOENIXFX2_6, 0, 0}, // S_PHOENIXFX2_5
+ {SPR_FX09, 32769, 2, A_FlameEnd, S_PHOENIXFX2_7, 0, 0}, // S_PHOENIXFX2_6
+ {SPR_FX09, 32770, 2, NULL, S_PHOENIXFX2_8, 0, 0}, // S_PHOENIXFX2_7
+ {SPR_FX09, 32771, 2, NULL, S_PHOENIXFX2_9, 0, 0}, // S_PHOENIXFX2_8
+ {SPR_FX09, 32772, 2, NULL, S_PHOENIXFX2_10, 0, 0}, // S_PHOENIXFX2_9
+ {SPR_FX09, 32773, 2, NULL, S_NULL, 0, 0}, // S_PHOENIXFX2_10
+ {SPR_FX09, 32774, 3, NULL, S_PHOENIXFXI2_2, 0, 0}, // S_PHOENIXFXI2_1
+ {SPR_FX09, 32775, 3, A_FloatPuff, S_PHOENIXFXI2_3, 0, 0}, // S_PHOENIXFXI2_2
+ {SPR_FX09, 32776, 4, NULL, S_PHOENIXFXI2_4, 0, 0}, // S_PHOENIXFXI2_3
+ {SPR_FX09, 32777, 5, NULL, S_PHOENIXFXI2_5, 0, 0}, // S_PHOENIXFXI2_4
+ {SPR_FX09, 32778, 5, NULL, S_NULL, 0, 0}, // S_PHOENIXFXI2_5
+ {SPR_WBOW, 0, -1, NULL, S_NULL, 0, 0}, // S_WBOW
+ {SPR_CRBW, 0, 1, A_WeaponReady, S_CRBOW2, 0, 0}, // S_CRBOW1
+ {SPR_CRBW, 0, 1, A_WeaponReady, S_CRBOW3, 0, 0}, // S_CRBOW2
+ {SPR_CRBW, 0, 1, A_WeaponReady, S_CRBOW4, 0, 0}, // S_CRBOW3
+ {SPR_CRBW, 0, 1, A_WeaponReady, S_CRBOW5, 0, 0}, // S_CRBOW4
+ {SPR_CRBW, 0, 1, A_WeaponReady, S_CRBOW6, 0, 0}, // S_CRBOW5
+ {SPR_CRBW, 0, 1, A_WeaponReady, S_CRBOW7, 0, 0}, // S_CRBOW6
+ {SPR_CRBW, 1, 1, A_WeaponReady, S_CRBOW8, 0, 0}, // S_CRBOW7
+ {SPR_CRBW, 1, 1, A_WeaponReady, S_CRBOW9, 0, 0}, // S_CRBOW8
+ {SPR_CRBW, 1, 1, A_WeaponReady, S_CRBOW10, 0, 0}, // S_CRBOW9
+ {SPR_CRBW, 1, 1, A_WeaponReady, S_CRBOW11, 0, 0}, // S_CRBOW10
+ {SPR_CRBW, 1, 1, A_WeaponReady, S_CRBOW12, 0, 0}, // S_CRBOW11
+ {SPR_CRBW, 1, 1, A_WeaponReady, S_CRBOW13, 0, 0}, // S_CRBOW12
+ {SPR_CRBW, 2, 1, A_WeaponReady, S_CRBOW14, 0, 0}, // S_CRBOW13
+ {SPR_CRBW, 2, 1, A_WeaponReady, S_CRBOW15, 0, 0}, // S_CRBOW14
+ {SPR_CRBW, 2, 1, A_WeaponReady, S_CRBOW16, 0, 0}, // S_CRBOW15
+ {SPR_CRBW, 2, 1, A_WeaponReady, S_CRBOW17, 0, 0}, // S_CRBOW16
+ {SPR_CRBW, 2, 1, A_WeaponReady, S_CRBOW18, 0, 0}, // S_CRBOW17
+ {SPR_CRBW, 2, 1, A_WeaponReady, S_CRBOW1, 0, 0}, // S_CRBOW18
+ {SPR_CRBW, 0, 1, A_Lower, S_CRBOWDOWN, 0, 0}, // S_CRBOWDOWN
+ {SPR_CRBW, 0, 1, A_Raise, S_CRBOWUP, 0, 0}, // S_CRBOWUP
+ {SPR_CRBW, 3, 6, A_FireCrossbowPL1, S_CRBOWATK1_2, 0, 0}, // S_CRBOWATK1_1
+ {SPR_CRBW, 4, 3, NULL, S_CRBOWATK1_3, 0, 0}, // S_CRBOWATK1_2
+ {SPR_CRBW, 5, 3, NULL, S_CRBOWATK1_4, 0, 0}, // S_CRBOWATK1_3
+ {SPR_CRBW, 6, 3, NULL, S_CRBOWATK1_5, 0, 0}, // S_CRBOWATK1_4
+ {SPR_CRBW, 7, 3, NULL, S_CRBOWATK1_6, 0, 0}, // S_CRBOWATK1_5
+ {SPR_CRBW, 0, 4, NULL, S_CRBOWATK1_7, 0, 0}, // S_CRBOWATK1_6
+ {SPR_CRBW, 1, 4, NULL, S_CRBOWATK1_8, 0, 0}, // S_CRBOWATK1_7
+ {SPR_CRBW, 2, 5, A_ReFire, S_CRBOW1, 0, 0}, // S_CRBOWATK1_8
+ {SPR_CRBW, 3, 5, A_FireCrossbowPL2, S_CRBOWATK2_2, 0, 0}, // S_CRBOWATK2_1
+ {SPR_CRBW, 4, 3, NULL, S_CRBOWATK2_3, 0, 0}, // S_CRBOWATK2_2
+ {SPR_CRBW, 5, 2, NULL, S_CRBOWATK2_4, 0, 0}, // S_CRBOWATK2_3
+ {SPR_CRBW, 6, 3, NULL, S_CRBOWATK2_5, 0, 0}, // S_CRBOWATK2_4
+ {SPR_CRBW, 7, 2, NULL, S_CRBOWATK2_6, 0, 0}, // S_CRBOWATK2_5
+ {SPR_CRBW, 0, 3, NULL, S_CRBOWATK2_7, 0, 0}, // S_CRBOWATK2_6
+ {SPR_CRBW, 1, 3, NULL, S_CRBOWATK2_8, 0, 0}, // S_CRBOWATK2_7
+ {SPR_CRBW, 2, 4, A_ReFire, S_CRBOW1, 0, 0}, // S_CRBOWATK2_8
+ {SPR_FX03, 32769, 1, NULL, S_CRBOWFX1, 0, 0}, // S_CRBOWFX1
+ {SPR_FX03, 32775, 8, NULL, S_CRBOWFXI1_2, 0, 0}, // S_CRBOWFXI1_1
+ {SPR_FX03, 32776, 8, NULL, S_CRBOWFXI1_3, 0, 0}, // S_CRBOWFXI1_2
+ {SPR_FX03, 32777, 8, NULL, S_NULL, 0, 0}, // S_CRBOWFXI1_3
+ {SPR_FX03, 32769, 1, A_BoltSpark, S_CRBOWFX2, 0, 0}, // S_CRBOWFX2
+ {SPR_FX03, 32768, 1, NULL, S_CRBOWFX3, 0, 0}, // S_CRBOWFX3
+ {SPR_FX03, 32770, 8, NULL, S_CRBOWFXI3_2, 0, 0}, // S_CRBOWFXI3_1
+ {SPR_FX03, 32771, 8, NULL, S_CRBOWFXI3_3, 0, 0}, // S_CRBOWFXI3_2
+ {SPR_FX03, 32772, 8, NULL, S_NULL, 0, 0}, // S_CRBOWFXI3_3
+ {SPR_FX03, 32773, 8, NULL, S_CRBOWFX4_2, 0, 0}, // S_CRBOWFX4_1
+ {SPR_FX03, 32774, 8, NULL, S_NULL, 0, 0}, // S_CRBOWFX4_2
+ {SPR_BLOD, 2, 8, NULL, S_BLOOD2, 0, 0}, // S_BLOOD1
+ {SPR_BLOD, 1, 8, NULL, S_BLOOD3, 0, 0}, // S_BLOOD2
+ {SPR_BLOD, 0, 8, NULL, S_NULL, 0, 0}, // S_BLOOD3
+ {SPR_BLOD, 2, 8, NULL, S_BLOODSPLATTER2, 0, 0}, // S_BLOODSPLATTER1
+ {SPR_BLOD, 1, 8, NULL, S_BLOODSPLATTER3, 0, 0}, // S_BLOODSPLATTER2
+ {SPR_BLOD, 0, 8, NULL, S_NULL, 0, 0}, // S_BLOODSPLATTER3
+ {SPR_BLOD, 0, 6, NULL, S_NULL, 0, 0}, // S_BLOODSPLATTERX
+ {SPR_PLAY, 0, -1, NULL, S_NULL, 0, 0}, // S_PLAY
+ {SPR_PLAY, 0, 4, NULL, S_PLAY_RUN2, 0, 0}, // S_PLAY_RUN1
+ {SPR_PLAY, 1, 4, NULL, S_PLAY_RUN3, 0, 0}, // S_PLAY_RUN2
+ {SPR_PLAY, 2, 4, NULL, S_PLAY_RUN4, 0, 0}, // S_PLAY_RUN3
+ {SPR_PLAY, 3, 4, NULL, S_PLAY_RUN1, 0, 0}, // S_PLAY_RUN4
+ {SPR_PLAY, 4, 12, NULL, S_PLAY, 0, 0}, // S_PLAY_ATK1
+ {SPR_PLAY, 32773, 6, NULL, S_PLAY_ATK1, 0, 0}, // S_PLAY_ATK2
+ {SPR_PLAY, 6, 4, NULL, S_PLAY_PAIN2, 0, 0}, // S_PLAY_PAIN
+ {SPR_PLAY, 6, 4, A_Pain, S_PLAY, 0, 0}, // S_PLAY_PAIN2
+ {SPR_PLAY, 7, 6, NULL, S_PLAY_DIE2, 0, 0}, // S_PLAY_DIE1
+ {SPR_PLAY, 8, 6, A_Scream, S_PLAY_DIE3, 0, 0}, // S_PLAY_DIE2
+ {SPR_PLAY, 9, 6, NULL, S_PLAY_DIE4, 0, 0}, // S_PLAY_DIE3
+ {SPR_PLAY, 10, 6, NULL, S_PLAY_DIE5, 0, 0}, // S_PLAY_DIE4
+ {SPR_PLAY, 11, 6, A_NoBlocking, S_PLAY_DIE6, 0, 0}, // S_PLAY_DIE5
+ {SPR_PLAY, 12, 6, NULL, S_PLAY_DIE7, 0, 0}, // S_PLAY_DIE6
+ {SPR_PLAY, 13, 6, NULL, S_PLAY_DIE8, 0, 0}, // S_PLAY_DIE7
+ {SPR_PLAY, 14, 6, NULL, S_PLAY_DIE9, 0, 0}, // S_PLAY_DIE8
+ {SPR_PLAY, 15, -1, A_AddPlayerCorpse, S_NULL, 0, 0}, // S_PLAY_DIE9
+ {SPR_PLAY, 16, 5, A_Scream, S_PLAY_XDIE2, 0, 0}, // S_PLAY_XDIE1
+ {SPR_PLAY, 17, 5, A_SkullPop, S_PLAY_XDIE3, 0, 0}, // S_PLAY_XDIE2
+ {SPR_PLAY, 18, 5, A_NoBlocking, S_PLAY_XDIE4, 0, 0}, // S_PLAY_XDIE3
+ {SPR_PLAY, 19, 5, NULL, S_PLAY_XDIE5, 0, 0}, // S_PLAY_XDIE4
+ {SPR_PLAY, 20, 5, NULL, S_PLAY_XDIE6, 0, 0}, // S_PLAY_XDIE5
+ {SPR_PLAY, 21, 5, NULL, S_PLAY_XDIE7, 0, 0}, // S_PLAY_XDIE6
+ {SPR_PLAY, 22, 5, NULL, S_PLAY_XDIE8, 0, 0}, // S_PLAY_XDIE7
+ {SPR_PLAY, 23, 5, NULL, S_PLAY_XDIE9, 0, 0}, // S_PLAY_XDIE8
+ {SPR_PLAY, 24, -1, A_AddPlayerCorpse, S_NULL, 0, 0}, // S_PLAY_XDIE9
+ {SPR_FDTH, 32768, 5, A_FlameSnd, S_PLAY_FDTH2, 0, 0}, // S_PLAY_FDTH1
+ {SPR_FDTH, 32769, 4, NULL, S_PLAY_FDTH3, 0, 0}, // S_PLAY_FDTH2
+ {SPR_FDTH, 32770, 5, NULL, S_PLAY_FDTH4, 0, 0}, // S_PLAY_FDTH3
+ {SPR_FDTH, 32771, 4, A_Scream, S_PLAY_FDTH5, 0, 0}, // S_PLAY_FDTH4
+ {SPR_FDTH, 32772, 5, NULL, S_PLAY_FDTH6, 0, 0}, // S_PLAY_FDTH5
+ {SPR_FDTH, 32773, 4, NULL, S_PLAY_FDTH7, 0, 0}, // S_PLAY_FDTH6
+ {SPR_FDTH, 32774, 5, A_FlameSnd, S_PLAY_FDTH8, 0, 0}, // S_PLAY_FDTH7
+ {SPR_FDTH, 32775, 4, NULL, S_PLAY_FDTH9, 0, 0}, // S_PLAY_FDTH8
+ {SPR_FDTH, 32776, 5, NULL, S_PLAY_FDTH10, 0, 0}, // S_PLAY_FDTH9
+ {SPR_FDTH, 32777, 4, NULL, S_PLAY_FDTH11, 0, 0}, // S_PLAY_FDTH10
+ {SPR_FDTH, 32778, 5, NULL, S_PLAY_FDTH12, 0, 0}, // S_PLAY_FDTH11
+ {SPR_FDTH, 32779, 4, NULL, S_PLAY_FDTH13, 0, 0}, // S_PLAY_FDTH12
+ {SPR_FDTH, 32780, 5, NULL, S_PLAY_FDTH14, 0, 0}, // S_PLAY_FDTH13
+ {SPR_FDTH, 32781, 4, NULL, S_PLAY_FDTH15, 0, 0}, // S_PLAY_FDTH14
+ {SPR_FDTH, 32782, 5, A_NoBlocking, S_PLAY_FDTH16, 0, 0}, // S_PLAY_FDTH15
+ {SPR_FDTH, 32783, 4, NULL, S_PLAY_FDTH17, 0, 0}, // S_PLAY_FDTH16
+ {SPR_FDTH, 32784, 5, NULL, S_PLAY_FDTH18, 0, 0}, // S_PLAY_FDTH17
+ {SPR_FDTH, 32785, 4, NULL, S_PLAY_FDTH19, 0, 0}, // S_PLAY_FDTH18
+ {SPR_ACLO, 4, 35, A_CheckBurnGone, S_PLAY_FDTH19, 0, 0}, // S_PLAY_FDTH19
+ {SPR_ACLO, 4, 8, NULL, S_NULL, 0, 0}, // S_PLAY_FDTH20
+ {SPR_BSKL, 0, 5, A_CheckSkullFloor, S_BLOODYSKULL2, 0, 0}, // S_BLOODYSKULL1
+ {SPR_BSKL, 1, 5, A_CheckSkullFloor, S_BLOODYSKULL3, 0, 0}, // S_BLOODYSKULL2
+ {SPR_BSKL, 2, 5, A_CheckSkullFloor, S_BLOODYSKULL4, 0, 0}, // S_BLOODYSKULL3
+ {SPR_BSKL, 3, 5, A_CheckSkullFloor, S_BLOODYSKULL5, 0, 0}, // S_BLOODYSKULL4
+ {SPR_BSKL, 4, 5, A_CheckSkullFloor, S_BLOODYSKULL1, 0, 0}, // S_BLOODYSKULL5
+ {SPR_BSKL, 5, 16, A_CheckSkullDone, S_BLOODYSKULLX1, 0, 0}, // S_BLOODYSKULLX1
+ {SPR_BSKL, 5, 1050, NULL, S_NULL, 0, 0}, // S_BLOODYSKULLX2
+ {SPR_CHKN, 0, -1, NULL, S_NULL, 0, 0}, // S_CHICPLAY
+ {SPR_CHKN, 0, 3, NULL, S_CHICPLAY_RUN2, 0, 0}, // S_CHICPLAY_RUN1
+ {SPR_CHKN, 1, 3, NULL, S_CHICPLAY_RUN3, 0, 0}, // S_CHICPLAY_RUN2
+ {SPR_CHKN, 0, 3, NULL, S_CHICPLAY_RUN4, 0, 0}, // S_CHICPLAY_RUN3
+ {SPR_CHKN, 1, 3, NULL, S_CHICPLAY_RUN1, 0, 0}, // S_CHICPLAY_RUN4
+ {SPR_CHKN, 2, 12, NULL, S_CHICPLAY, 0, 0}, // S_CHICPLAY_ATK1
+ {SPR_CHKN, 3, 4, A_Feathers, S_CHICPLAY_PAIN2, 0, 0}, // S_CHICPLAY_PAIN
+ {SPR_CHKN, 2, 4, A_Pain, S_CHICPLAY, 0, 0}, // S_CHICPLAY_PAIN2
+ {SPR_CHKN, 0, 10, A_ChicLook, S_CHICKEN_LOOK2, 0, 0}, // S_CHICKEN_LOOK1
+ {SPR_CHKN, 1, 10, A_ChicLook, S_CHICKEN_LOOK1, 0, 0}, // S_CHICKEN_LOOK2
+ {SPR_CHKN, 0, 3, A_ChicChase, S_CHICKEN_WALK2, 0, 0}, // S_CHICKEN_WALK1
+ {SPR_CHKN, 1, 3, A_ChicChase, S_CHICKEN_WALK1, 0, 0}, // S_CHICKEN_WALK2
+ {SPR_CHKN, 3, 5, A_Feathers, S_CHICKEN_PAIN2, 0, 0}, // S_CHICKEN_PAIN1
+ {SPR_CHKN, 2, 5, A_ChicPain, S_CHICKEN_WALK1, 0, 0}, // S_CHICKEN_PAIN2
+ {SPR_CHKN, 0, 8, A_FaceTarget, S_CHICKEN_ATK2, 0, 0}, // S_CHICKEN_ATK1
+ {SPR_CHKN, 2, 10, A_ChicAttack, S_CHICKEN_WALK1, 0, 0}, // S_CHICKEN_ATK2
+ {SPR_CHKN, 4, 6, A_Scream, S_CHICKEN_DIE2, 0, 0}, // S_CHICKEN_DIE1
+ {SPR_CHKN, 5, 6, A_Feathers, S_CHICKEN_DIE3, 0, 0}, // S_CHICKEN_DIE2
+ {SPR_CHKN, 6, 6, NULL, S_CHICKEN_DIE4, 0, 0}, // S_CHICKEN_DIE3
+ {SPR_CHKN, 7, 6, A_NoBlocking, S_CHICKEN_DIE5, 0, 0}, // S_CHICKEN_DIE4
+ {SPR_CHKN, 8, 6, NULL, S_CHICKEN_DIE6, 0, 0}, // S_CHICKEN_DIE5
+ {SPR_CHKN, 9, 6, NULL, S_CHICKEN_DIE7, 0, 0}, // S_CHICKEN_DIE6
+ {SPR_CHKN, 10, 6, NULL, S_CHICKEN_DIE8, 0, 0}, // S_CHICKEN_DIE7
+ {SPR_CHKN, 11, -1, NULL, S_NULL, 0, 0}, // S_CHICKEN_DIE8
+ {SPR_CHKN, 12, 3, NULL, S_FEATHER2, 0, 0}, // S_FEATHER1
+ {SPR_CHKN, 13, 3, NULL, S_FEATHER3, 0, 0}, // S_FEATHER2
+ {SPR_CHKN, 14, 3, NULL, S_FEATHER4, 0, 0}, // S_FEATHER3
+ {SPR_CHKN, 15, 3, NULL, S_FEATHER5, 0, 0}, // S_FEATHER4
+ {SPR_CHKN, 16, 3, NULL, S_FEATHER6, 0, 0}, // S_FEATHER5
+ {SPR_CHKN, 15, 3, NULL, S_FEATHER7, 0, 0}, // S_FEATHER6
+ {SPR_CHKN, 14, 3, NULL, S_FEATHER8, 0, 0}, // S_FEATHER7
+ {SPR_CHKN, 13, 3, NULL, S_FEATHER1, 0, 0}, // S_FEATHER8
+ {SPR_CHKN, 13, 6, NULL, S_NULL, 0, 0}, // S_FEATHERX
+ {SPR_MUMM, 0, 10, A_Look, S_MUMMY_LOOK2, 0, 0}, // S_MUMMY_LOOK1
+ {SPR_MUMM, 1, 10, A_Look, S_MUMMY_LOOK1, 0, 0}, // S_MUMMY_LOOK2
+ {SPR_MUMM, 0, 4, A_Chase, S_MUMMY_WALK2, 0, 0}, // S_MUMMY_WALK1
+ {SPR_MUMM, 1, 4, A_Chase, S_MUMMY_WALK3, 0, 0}, // S_MUMMY_WALK2
+ {SPR_MUMM, 2, 4, A_Chase, S_MUMMY_WALK4, 0, 0}, // S_MUMMY_WALK3
+ {SPR_MUMM, 3, 4, A_Chase, S_MUMMY_WALK1, 0, 0}, // S_MUMMY_WALK4
+ {SPR_MUMM, 4, 6, A_FaceTarget, S_MUMMY_ATK2, 0, 0}, // S_MUMMY_ATK1
+ {SPR_MUMM, 5, 6, A_MummyAttack, S_MUMMY_ATK3, 0, 0}, // S_MUMMY_ATK2
+ {SPR_MUMM, 6, 6, A_FaceTarget, S_MUMMY_WALK1, 0, 0}, // S_MUMMY_ATK3
+ {SPR_MUMM, 23, 5, A_FaceTarget, S_MUMMYL_ATK2, 0, 0}, // S_MUMMYL_ATK1
+ {SPR_MUMM, 32792, 5, A_FaceTarget, S_MUMMYL_ATK3, 0, 0}, // S_MUMMYL_ATK2
+ {SPR_MUMM, 23, 5, A_FaceTarget, S_MUMMYL_ATK4, 0, 0}, // S_MUMMYL_ATK3
+ {SPR_MUMM, 32792, 5, A_FaceTarget, S_MUMMYL_ATK5, 0, 0}, // S_MUMMYL_ATK4
+ {SPR_MUMM, 23, 5, A_FaceTarget, S_MUMMYL_ATK6, 0, 0}, // S_MUMMYL_ATK5
+ {SPR_MUMM, 32792, 15, A_MummyAttack2, S_MUMMY_WALK1, 0, 0}, // S_MUMMYL_ATK6
+ {SPR_MUMM, 7, 4, NULL, S_MUMMY_PAIN2, 0, 0}, // S_MUMMY_PAIN1
+ {SPR_MUMM, 7, 4, A_Pain, S_MUMMY_WALK1, 0, 0}, // S_MUMMY_PAIN2
+ {SPR_MUMM, 8, 5, NULL, S_MUMMY_DIE2, 0, 0}, // S_MUMMY_DIE1
+ {SPR_MUMM, 9, 5, A_Scream, S_MUMMY_DIE3, 0, 0}, // S_MUMMY_DIE2
+ {SPR_MUMM, 10, 5, A_MummySoul, S_MUMMY_DIE4, 0, 0}, // S_MUMMY_DIE3
+ {SPR_MUMM, 11, 5, NULL, S_MUMMY_DIE5, 0, 0}, // S_MUMMY_DIE4
+ {SPR_MUMM, 12, 5, A_NoBlocking, S_MUMMY_DIE6, 0, 0}, // S_MUMMY_DIE5
+ {SPR_MUMM, 13, 5, NULL, S_MUMMY_DIE7, 0, 0}, // S_MUMMY_DIE6
+ {SPR_MUMM, 14, 5, NULL, S_MUMMY_DIE8, 0, 0}, // S_MUMMY_DIE7
+ {SPR_MUMM, 15, -1, NULL, S_NULL, 0, 0}, // S_MUMMY_DIE8
+ {SPR_MUMM, 16, 5, NULL, S_MUMMY_SOUL2, 0, 0}, // S_MUMMY_SOUL1
+ {SPR_MUMM, 17, 5, NULL, S_MUMMY_SOUL3, 0, 0}, // S_MUMMY_SOUL2
+ {SPR_MUMM, 18, 5, NULL, S_MUMMY_SOUL4, 0, 0}, // S_MUMMY_SOUL3
+ {SPR_MUMM, 19, 9, NULL, S_MUMMY_SOUL5, 0, 0}, // S_MUMMY_SOUL4
+ {SPR_MUMM, 20, 5, NULL, S_MUMMY_SOUL6, 0, 0}, // S_MUMMY_SOUL5
+ {SPR_MUMM, 21, 5, NULL, S_MUMMY_SOUL7, 0, 0}, // S_MUMMY_SOUL6
+ {SPR_MUMM, 22, 5, NULL, S_NULL, 0, 0}, // S_MUMMY_SOUL7
+ {SPR_FX15, 32768, 5, A_ContMobjSound, S_MUMMYFX1_2, 0, 0}, // S_MUMMYFX1_1
+ {SPR_FX15, 32769, 5, A_MummyFX1Seek, S_MUMMYFX1_3, 0, 0}, // S_MUMMYFX1_2
+ {SPR_FX15, 32770, 5, NULL, S_MUMMYFX1_4, 0, 0}, // S_MUMMYFX1_3
+ {SPR_FX15, 32769, 5, A_MummyFX1Seek, S_MUMMYFX1_1, 0, 0}, // S_MUMMYFX1_4
+ {SPR_FX15, 32771, 5, NULL, S_MUMMYFXI1_2, 0, 0}, // S_MUMMYFXI1_1
+ {SPR_FX15, 32772, 5, NULL, S_MUMMYFXI1_3, 0, 0}, // S_MUMMYFXI1_2
+ {SPR_FX15, 32773, 5, NULL, S_MUMMYFXI1_4, 0, 0}, // S_MUMMYFXI1_3
+ {SPR_FX15, 32774, 5, NULL, S_NULL, 0, 0}, // S_MUMMYFXI1_4
+ {SPR_BEAS, 0, 10, A_Look, S_BEAST_LOOK2, 0, 0}, // S_BEAST_LOOK1
+ {SPR_BEAS, 1, 10, A_Look, S_BEAST_LOOK1, 0, 0}, // S_BEAST_LOOK2
+ {SPR_BEAS, 0, 3, A_Chase, S_BEAST_WALK2, 0, 0}, // S_BEAST_WALK1
+ {SPR_BEAS, 1, 3, A_Chase, S_BEAST_WALK3, 0, 0}, // S_BEAST_WALK2
+ {SPR_BEAS, 2, 3, A_Chase, S_BEAST_WALK4, 0, 0}, // S_BEAST_WALK3
+ {SPR_BEAS, 3, 3, A_Chase, S_BEAST_WALK5, 0, 0}, // S_BEAST_WALK4
+ {SPR_BEAS, 4, 3, A_Chase, S_BEAST_WALK6, 0, 0}, // S_BEAST_WALK5
+ {SPR_BEAS, 5, 3, A_Chase, S_BEAST_WALK1, 0, 0}, // S_BEAST_WALK6
+ {SPR_BEAS, 7, 10, A_FaceTarget, S_BEAST_ATK2, 0, 0}, // S_BEAST_ATK1
+ {SPR_BEAS, 8, 10, A_BeastAttack, S_BEAST_WALK1, 0, 0}, // S_BEAST_ATK2
+ {SPR_BEAS, 6, 3, NULL, S_BEAST_PAIN2, 0, 0}, // S_BEAST_PAIN1
+ {SPR_BEAS, 6, 3, A_Pain, S_BEAST_WALK1, 0, 0}, // S_BEAST_PAIN2
+ {SPR_BEAS, 17, 6, NULL, S_BEAST_DIE2, 0, 0}, // S_BEAST_DIE1
+ {SPR_BEAS, 18, 6, A_Scream, S_BEAST_DIE3, 0, 0}, // S_BEAST_DIE2
+ {SPR_BEAS, 19, 6, NULL, S_BEAST_DIE4, 0, 0}, // S_BEAST_DIE3
+ {SPR_BEAS, 20, 6, NULL, S_BEAST_DIE5, 0, 0}, // S_BEAST_DIE4
+ {SPR_BEAS, 21, 6, NULL, S_BEAST_DIE6, 0, 0}, // S_BEAST_DIE5
+ {SPR_BEAS, 22, 6, A_NoBlocking, S_BEAST_DIE7, 0, 0}, // S_BEAST_DIE6
+ {SPR_BEAS, 23, 6, NULL, S_BEAST_DIE8, 0, 0}, // S_BEAST_DIE7
+ {SPR_BEAS, 24, 6, NULL, S_BEAST_DIE9, 0, 0}, // S_BEAST_DIE8
+ {SPR_BEAS, 25, -1, NULL, S_NULL, 0, 0}, // S_BEAST_DIE9
+ {SPR_BEAS, 9, 5, NULL, S_BEAST_XDIE2, 0, 0}, // S_BEAST_XDIE1
+ {SPR_BEAS, 10, 6, A_Scream, S_BEAST_XDIE3, 0, 0}, // S_BEAST_XDIE2
+ {SPR_BEAS, 11, 5, NULL, S_BEAST_XDIE4, 0, 0}, // S_BEAST_XDIE3
+ {SPR_BEAS, 12, 6, NULL, S_BEAST_XDIE5, 0, 0}, // S_BEAST_XDIE4
+ {SPR_BEAS, 13, 5, NULL, S_BEAST_XDIE6, 0, 0}, // S_BEAST_XDIE5
+ {SPR_BEAS, 14, 6, A_NoBlocking, S_BEAST_XDIE7, 0, 0}, // S_BEAST_XDIE6
+ {SPR_BEAS, 15, 5, NULL, S_BEAST_XDIE8, 0, 0}, // S_BEAST_XDIE7
+ {SPR_BEAS, 16, -1, NULL, S_NULL, 0, 0}, // S_BEAST_XDIE8
+ {SPR_FRB1, 0, 2, A_BeastPuff, S_BEASTBALL2, 0, 0}, // S_BEASTBALL1
+ {SPR_FRB1, 0, 2, A_BeastPuff, S_BEASTBALL3, 0, 0}, // S_BEASTBALL2
+ {SPR_FRB1, 1, 2, A_BeastPuff, S_BEASTBALL4, 0, 0}, // S_BEASTBALL3
+ {SPR_FRB1, 1, 2, A_BeastPuff, S_BEASTBALL5, 0, 0}, // S_BEASTBALL4
+ {SPR_FRB1, 2, 2, A_BeastPuff, S_BEASTBALL6, 0, 0}, // S_BEASTBALL5
+ {SPR_FRB1, 2, 2, A_BeastPuff, S_BEASTBALL1, 0, 0}, // S_BEASTBALL6
+ {SPR_FRB1, 3, 4, NULL, S_BEASTBALLX2, 0, 0}, // S_BEASTBALLX1
+ {SPR_FRB1, 4, 4, NULL, S_BEASTBALLX3, 0, 0}, // S_BEASTBALLX2
+ {SPR_FRB1, 5, 4, NULL, S_BEASTBALLX4, 0, 0}, // S_BEASTBALLX3
+ {SPR_FRB1, 6, 4, NULL, S_BEASTBALLX5, 0, 0}, // S_BEASTBALLX4
+ {SPR_FRB1, 7, 4, NULL, S_NULL, 0, 0}, // S_BEASTBALLX5
+ {SPR_FRB1, 0, 4, NULL, S_BURNBALL2, 0, 0}, // S_BURNBALL1
+ {SPR_FRB1, 1, 4, NULL, S_BURNBALL3, 0, 0}, // S_BURNBALL2
+ {SPR_FRB1, 2, 4, NULL, S_BURNBALL4, 0, 0}, // S_BURNBALL3
+ {SPR_FRB1, 3, 4, NULL, S_BURNBALL5, 0, 0}, // S_BURNBALL4
+ {SPR_FRB1, 4, 4, NULL, S_BURNBALL6, 0, 0}, // S_BURNBALL5
+ {SPR_FRB1, 5, 4, NULL, S_BURNBALL7, 0, 0}, // S_BURNBALL6
+ {SPR_FRB1, 6, 4, NULL, S_BURNBALL8, 0, 0}, // S_BURNBALL7
+ {SPR_FRB1, 7, 4, NULL, S_NULL, 0, 0}, // S_BURNBALL8
+ {SPR_FRB1, 32768, 4, NULL, S_BURNBALLFB2, 0, 0}, // S_BURNBALLFB1
+ {SPR_FRB1, 32769, 4, NULL, S_BURNBALLFB3, 0, 0}, // S_BURNBALLFB2
+ {SPR_FRB1, 32770, 4, NULL, S_BURNBALLFB4, 0, 0}, // S_BURNBALLFB3
+ {SPR_FRB1, 32771, 4, NULL, S_BURNBALLFB5, 0, 0}, // S_BURNBALLFB4
+ {SPR_FRB1, 32772, 4, NULL, S_BURNBALLFB6, 0, 0}, // S_BURNBALLFB5
+ {SPR_FRB1, 32773, 4, NULL, S_BURNBALLFB7, 0, 0}, // S_BURNBALLFB6
+ {SPR_FRB1, 32774, 4, NULL, S_BURNBALLFB8, 0, 0}, // S_BURNBALLFB7
+ {SPR_FRB1, 32775, 4, NULL, S_NULL, 0, 0}, // S_BURNBALLFB8
+ {SPR_FRB1, 3, 4, NULL, S_PUFFY2, 0, 0}, // S_PUFFY1
+ {SPR_FRB1, 4, 4, NULL, S_PUFFY3, 0, 0}, // S_PUFFY2
+ {SPR_FRB1, 5, 4, NULL, S_PUFFY4, 0, 0}, // S_PUFFY3
+ {SPR_FRB1, 6, 4, NULL, S_PUFFY5, 0, 0}, // S_PUFFY4
+ {SPR_FRB1, 7, 4, NULL, S_NULL, 0, 0}, // S_PUFFY5
+ {SPR_SNKE, 0, 10, A_Look, S_SNAKE_LOOK2, 0, 0}, // S_SNAKE_LOOK1
+ {SPR_SNKE, 1, 10, A_Look, S_SNAKE_LOOK1, 0, 0}, // S_SNAKE_LOOK2
+ {SPR_SNKE, 0, 4, A_Chase, S_SNAKE_WALK2, 0, 0}, // S_SNAKE_WALK1
+ {SPR_SNKE, 1, 4, A_Chase, S_SNAKE_WALK3, 0, 0}, // S_SNAKE_WALK2
+ {SPR_SNKE, 2, 4, A_Chase, S_SNAKE_WALK4, 0, 0}, // S_SNAKE_WALK3
+ {SPR_SNKE, 3, 4, A_Chase, S_SNAKE_WALK1, 0, 0}, // S_SNAKE_WALK4
+ {SPR_SNKE, 5, 5, A_FaceTarget, S_SNAKE_ATK2, 0, 0}, // S_SNAKE_ATK1
+ {SPR_SNKE, 5, 5, A_FaceTarget, S_SNAKE_ATK3, 0, 0}, // S_SNAKE_ATK2
+ {SPR_SNKE, 5, 4, A_SnakeAttack, S_SNAKE_ATK4, 0, 0}, // S_SNAKE_ATK3
+ {SPR_SNKE, 5, 4, A_SnakeAttack, S_SNAKE_ATK5, 0, 0}, // S_SNAKE_ATK4
+ {SPR_SNKE, 5, 4, A_SnakeAttack, S_SNAKE_ATK6, 0, 0}, // S_SNAKE_ATK5
+ {SPR_SNKE, 5, 5, A_FaceTarget, S_SNAKE_ATK7, 0, 0}, // S_SNAKE_ATK6
+ {SPR_SNKE, 5, 5, A_FaceTarget, S_SNAKE_ATK8, 0, 0}, // S_SNAKE_ATK7
+ {SPR_SNKE, 5, 5, A_FaceTarget, S_SNAKE_ATK9, 0, 0}, // S_SNAKE_ATK8
+ {SPR_SNKE, 5, 4, A_SnakeAttack2, S_SNAKE_WALK1, 0, 0}, // S_SNAKE_ATK9
+ {SPR_SNKE, 4, 3, NULL, S_SNAKE_PAIN2, 0, 0}, // S_SNAKE_PAIN1
+ {SPR_SNKE, 4, 3, A_Pain, S_SNAKE_WALK1, 0, 0}, // S_SNAKE_PAIN2
+ {SPR_SNKE, 6, 5, NULL, S_SNAKE_DIE2, 0, 0}, // S_SNAKE_DIE1
+ {SPR_SNKE, 7, 5, A_Scream, S_SNAKE_DIE3, 0, 0}, // S_SNAKE_DIE2
+ {SPR_SNKE, 8, 5, NULL, S_SNAKE_DIE4, 0, 0}, // S_SNAKE_DIE3
+ {SPR_SNKE, 9, 5, NULL, S_SNAKE_DIE5, 0, 0}, // S_SNAKE_DIE4
+ {SPR_SNKE, 10, 5, NULL, S_SNAKE_DIE6, 0, 0}, // S_SNAKE_DIE5
+ {SPR_SNKE, 11, 5, NULL, S_SNAKE_DIE7, 0, 0}, // S_SNAKE_DIE6
+ {SPR_SNKE, 12, 5, A_NoBlocking, S_SNAKE_DIE8, 0, 0}, // S_SNAKE_DIE7
+ {SPR_SNKE, 13, 5, NULL, S_SNAKE_DIE9, 0, 0}, // S_SNAKE_DIE8
+ {SPR_SNKE, 14, 5, NULL, S_SNAKE_DIE10, 0, 0}, // S_SNAKE_DIE9
+ {SPR_SNKE, 15, -1, NULL, S_NULL, 0, 0}, // S_SNAKE_DIE10
+ {SPR_SNFX, 32768, 5, NULL, S_SNAKEPRO_A2, 0, 0}, // S_SNAKEPRO_A1
+ {SPR_SNFX, 32769, 5, NULL, S_SNAKEPRO_A3, 0, 0}, // S_SNAKEPRO_A2
+ {SPR_SNFX, 32770, 5, NULL, S_SNAKEPRO_A4, 0, 0}, // S_SNAKEPRO_A3
+ {SPR_SNFX, 32771, 5, NULL, S_SNAKEPRO_A1, 0, 0}, // S_SNAKEPRO_A4
+ {SPR_SNFX, 32772, 5, NULL, S_SNAKEPRO_AX2, 0, 0}, // S_SNAKEPRO_AX1
+ {SPR_SNFX, 32773, 5, NULL, S_SNAKEPRO_AX3, 0, 0}, // S_SNAKEPRO_AX2
+ {SPR_SNFX, 32774, 4, NULL, S_SNAKEPRO_AX4, 0, 0}, // S_SNAKEPRO_AX3
+ {SPR_SNFX, 32775, 3, NULL, S_SNAKEPRO_AX5, 0, 0}, // S_SNAKEPRO_AX4
+ {SPR_SNFX, 32776, 3, NULL, S_NULL, 0, 0}, // S_SNAKEPRO_AX5
+ {SPR_SNFX, 32777, 6, NULL, S_SNAKEPRO_B2, 0, 0}, // S_SNAKEPRO_B1
+ {SPR_SNFX, 32778, 6, NULL, S_SNAKEPRO_B1, 0, 0}, // S_SNAKEPRO_B2
+ {SPR_SNFX, 32779, 5, NULL, S_SNAKEPRO_BX2, 0, 0}, // S_SNAKEPRO_BX1
+ {SPR_SNFX, 32780, 5, NULL, S_SNAKEPRO_BX3, 0, 0}, // S_SNAKEPRO_BX2
+ {SPR_SNFX, 32781, 4, NULL, S_SNAKEPRO_BX4, 0, 0}, // S_SNAKEPRO_BX3
+ {SPR_SNFX, 32782, 3, NULL, S_NULL, 0, 0}, // S_SNAKEPRO_BX4
+ {SPR_HEAD, 0, 10, A_Look, S_HEAD_LOOK, 0, 0}, // S_HEAD_LOOK
+ {SPR_HEAD, 0, 4, A_Chase, S_HEAD_FLOAT, 0, 0}, // S_HEAD_FLOAT
+ {SPR_HEAD, 0, 5, A_FaceTarget, S_HEAD_ATK2, 0, 0}, // S_HEAD_ATK1
+ {SPR_HEAD, 1, 20, A_HeadAttack, S_HEAD_FLOAT, 0, 0}, // S_HEAD_ATK2
+ {SPR_HEAD, 0, 4, NULL, S_HEAD_PAIN2, 0, 0}, // S_HEAD_PAIN1
+ {SPR_HEAD, 0, 4, A_Pain, S_HEAD_FLOAT, 0, 0}, // S_HEAD_PAIN2
+ {SPR_HEAD, 2, 7, NULL, S_HEAD_DIE2, 0, 0}, // S_HEAD_DIE1
+ {SPR_HEAD, 3, 7, A_Scream, S_HEAD_DIE3, 0, 0}, // S_HEAD_DIE2
+ {SPR_HEAD, 4, 7, NULL, S_HEAD_DIE4, 0, 0}, // S_HEAD_DIE3
+ {SPR_HEAD, 5, 7, NULL, S_HEAD_DIE5, 0, 0}, // S_HEAD_DIE4
+ {SPR_HEAD, 6, 7, A_NoBlocking, S_HEAD_DIE6, 0, 0}, // S_HEAD_DIE5
+ {SPR_HEAD, 7, 7, NULL, S_HEAD_DIE7, 0, 0}, // S_HEAD_DIE6
+ {SPR_HEAD, 8, -1, A_BossDeath, S_NULL, 0, 0}, // S_HEAD_DIE7
+ {SPR_FX05, 0, 6, NULL, S_HEADFX1_2, 0, 0}, // S_HEADFX1_1
+ {SPR_FX05, 1, 6, NULL, S_HEADFX1_3, 0, 0}, // S_HEADFX1_2
+ {SPR_FX05, 2, 6, NULL, S_HEADFX1_1, 0, 0}, // S_HEADFX1_3
+ {SPR_FX05, 3, 5, A_HeadIceImpact, S_HEADFXI1_2, 0, 0}, // S_HEADFXI1_1
+ {SPR_FX05, 4, 5, NULL, S_HEADFXI1_3, 0, 0}, // S_HEADFXI1_2
+ {SPR_FX05, 5, 5, NULL, S_HEADFXI1_4, 0, 0}, // S_HEADFXI1_3
+ {SPR_FX05, 6, 5, NULL, S_NULL, 0, 0}, // S_HEADFXI1_4
+ {SPR_FX05, 7, 6, NULL, S_HEADFX2_2, 0, 0}, // S_HEADFX2_1
+ {SPR_FX05, 8, 6, NULL, S_HEADFX2_3, 0, 0}, // S_HEADFX2_2
+ {SPR_FX05, 9, 6, NULL, S_HEADFX2_1, 0, 0}, // S_HEADFX2_3
+ {SPR_FX05, 3, 5, NULL, S_HEADFXI2_2, 0, 0}, // S_HEADFXI2_1
+ {SPR_FX05, 4, 5, NULL, S_HEADFXI2_3, 0, 0}, // S_HEADFXI2_2
+ {SPR_FX05, 5, 5, NULL, S_HEADFXI2_4, 0, 0}, // S_HEADFXI2_3
+ {SPR_FX05, 6, 5, NULL, S_NULL, 0, 0}, // S_HEADFXI2_4
+ {SPR_FX06, 0, 4, A_HeadFireGrow, S_HEADFX3_2, 0, 0}, // S_HEADFX3_1
+ {SPR_FX06, 1, 4, A_HeadFireGrow, S_HEADFX3_3, 0, 0}, // S_HEADFX3_2
+ {SPR_FX06, 2, 4, A_HeadFireGrow, S_HEADFX3_1, 0, 0}, // S_HEADFX3_3
+ {SPR_FX06, 0, 5, NULL, S_HEADFX3_5, 0, 0}, // S_HEADFX3_4
+ {SPR_FX06, 1, 5, NULL, S_HEADFX3_6, 0, 0}, // S_HEADFX3_5
+ {SPR_FX06, 2, 5, NULL, S_HEADFX3_4, 0, 0}, // S_HEADFX3_6
+ {SPR_FX06, 3, 5, NULL, S_HEADFXI3_2, 0, 0}, // S_HEADFXI3_1
+ {SPR_FX06, 4, 5, NULL, S_HEADFXI3_3, 0, 0}, // S_HEADFXI3_2
+ {SPR_FX06, 5, 5, NULL, S_HEADFXI3_4, 0, 0}, // S_HEADFXI3_3
+ {SPR_FX06, 6, 5, NULL, S_NULL, 0, 0}, // S_HEADFXI3_4
+ {SPR_FX07, 3, 3, NULL, S_HEADFX4_2, 0, 0}, // S_HEADFX4_1
+ {SPR_FX07, 4, 3, NULL, S_HEADFX4_3, 0, 0}, // S_HEADFX4_2
+ {SPR_FX07, 5, 3, NULL, S_HEADFX4_4, 0, 0}, // S_HEADFX4_3
+ {SPR_FX07, 6, 3, NULL, S_HEADFX4_5, 0, 0}, // S_HEADFX4_4
+ {SPR_FX07, 0, 3, A_WhirlwindSeek, S_HEADFX4_6, 0, 0}, // S_HEADFX4_5
+ {SPR_FX07, 1, 3, A_WhirlwindSeek, S_HEADFX4_7, 0, 0}, // S_HEADFX4_6
+ {SPR_FX07, 2, 3, A_WhirlwindSeek, S_HEADFX4_5, 0, 0}, // S_HEADFX4_7
+ {SPR_FX07, 6, 4, NULL, S_HEADFXI4_2, 0, 0}, // S_HEADFXI4_1
+ {SPR_FX07, 5, 4, NULL, S_HEADFXI4_3, 0, 0}, // S_HEADFXI4_2
+ {SPR_FX07, 4, 4, NULL, S_HEADFXI4_4, 0, 0}, // S_HEADFXI4_3
+ {SPR_FX07, 3, 4, NULL, S_NULL, 0, 0}, // S_HEADFXI4_4
+ {SPR_CLNK, 0, 10, A_Look, S_CLINK_LOOK2, 0, 0}, // S_CLINK_LOOK1
+ {SPR_CLNK, 1, 10, A_Look, S_CLINK_LOOK1, 0, 0}, // S_CLINK_LOOK2
+ {SPR_CLNK, 0, 3, A_Chase, S_CLINK_WALK2, 0, 0}, // S_CLINK_WALK1
+ {SPR_CLNK, 1, 3, A_Chase, S_CLINK_WALK3, 0, 0}, // S_CLINK_WALK2
+ {SPR_CLNK, 2, 3, A_Chase, S_CLINK_WALK4, 0, 0}, // S_CLINK_WALK3
+ {SPR_CLNK, 3, 3, A_Chase, S_CLINK_WALK1, 0, 0}, // S_CLINK_WALK4
+ {SPR_CLNK, 4, 5, A_FaceTarget, S_CLINK_ATK2, 0, 0}, // S_CLINK_ATK1
+ {SPR_CLNK, 5, 4, A_FaceTarget, S_CLINK_ATK3, 0, 0}, // S_CLINK_ATK2
+ {SPR_CLNK, 6, 7, A_ClinkAttack, S_CLINK_WALK1, 0, 0}, // S_CLINK_ATK3
+ {SPR_CLNK, 7, 3, NULL, S_CLINK_PAIN2, 0, 0}, // S_CLINK_PAIN1
+ {SPR_CLNK, 7, 3, A_Pain, S_CLINK_WALK1, 0, 0}, // S_CLINK_PAIN2
+ {SPR_CLNK, 8, 6, NULL, S_CLINK_DIE2, 0, 0}, // S_CLINK_DIE1
+ {SPR_CLNK, 9, 6, NULL, S_CLINK_DIE3, 0, 0}, // S_CLINK_DIE2
+ {SPR_CLNK, 10, 5, A_Scream, S_CLINK_DIE4, 0, 0}, // S_CLINK_DIE3
+ {SPR_CLNK, 11, 5, A_NoBlocking, S_CLINK_DIE5, 0, 0}, // S_CLINK_DIE4
+ {SPR_CLNK, 12, 5, NULL, S_CLINK_DIE6, 0, 0}, // S_CLINK_DIE5
+ {SPR_CLNK, 13, 5, NULL, S_CLINK_DIE7, 0, 0}, // S_CLINK_DIE6
+ {SPR_CLNK, 14, -1, NULL, S_NULL, 0, 0}, // S_CLINK_DIE7
+ {SPR_WZRD, 0, 10, A_Look, S_WIZARD_LOOK2, 0, 0}, // S_WIZARD_LOOK1
+ {SPR_WZRD, 1, 10, A_Look, S_WIZARD_LOOK1, 0, 0}, // S_WIZARD_LOOK2
+ {SPR_WZRD, 0, 3, A_Chase, S_WIZARD_WALK2, 0, 0}, // S_WIZARD_WALK1
+ {SPR_WZRD, 0, 4, A_Chase, S_WIZARD_WALK3, 0, 0}, // S_WIZARD_WALK2
+ {SPR_WZRD, 0, 3, A_Chase, S_WIZARD_WALK4, 0, 0}, // S_WIZARD_WALK3
+ {SPR_WZRD, 0, 4, A_Chase, S_WIZARD_WALK5, 0, 0}, // S_WIZARD_WALK4
+ {SPR_WZRD, 1, 3, A_Chase, S_WIZARD_WALK6, 0, 0}, // S_WIZARD_WALK5
+ {SPR_WZRD, 1, 4, A_Chase, S_WIZARD_WALK7, 0, 0}, // S_WIZARD_WALK6
+ {SPR_WZRD, 1, 3, A_Chase, S_WIZARD_WALK8, 0, 0}, // S_WIZARD_WALK7
+ {SPR_WZRD, 1, 4, A_Chase, S_WIZARD_WALK1, 0, 0}, // S_WIZARD_WALK8
+ {SPR_WZRD, 2, 4, A_WizAtk1, S_WIZARD_ATK2, 0, 0}, // S_WIZARD_ATK1
+ {SPR_WZRD, 2, 4, A_WizAtk2, S_WIZARD_ATK3, 0, 0}, // S_WIZARD_ATK2
+ {SPR_WZRD, 2, 4, A_WizAtk1, S_WIZARD_ATK4, 0, 0}, // S_WIZARD_ATK3
+ {SPR_WZRD, 2, 4, A_WizAtk2, S_WIZARD_ATK5, 0, 0}, // S_WIZARD_ATK4
+ {SPR_WZRD, 2, 4, A_WizAtk1, S_WIZARD_ATK6, 0, 0}, // S_WIZARD_ATK5
+ {SPR_WZRD, 2, 4, A_WizAtk2, S_WIZARD_ATK7, 0, 0}, // S_WIZARD_ATK6
+ {SPR_WZRD, 2, 4, A_WizAtk1, S_WIZARD_ATK8, 0, 0}, // S_WIZARD_ATK7
+ {SPR_WZRD, 2, 4, A_WizAtk2, S_WIZARD_ATK9, 0, 0}, // S_WIZARD_ATK8
+ {SPR_WZRD, 3, 12, A_WizAtk3, S_WIZARD_WALK1, 0, 0}, // S_WIZARD_ATK9
+ {SPR_WZRD, 4, 3, A_GhostOff, S_WIZARD_PAIN2, 0, 0}, // S_WIZARD_PAIN1
+ {SPR_WZRD, 4, 3, A_Pain, S_WIZARD_WALK1, 0, 0}, // S_WIZARD_PAIN2
+ {SPR_WZRD, 5, 6, A_GhostOff, S_WIZARD_DIE2, 0, 0}, // S_WIZARD_DIE1
+ {SPR_WZRD, 6, 6, A_Scream, S_WIZARD_DIE3, 0, 0}, // S_WIZARD_DIE2
+ {SPR_WZRD, 7, 6, NULL, S_WIZARD_DIE4, 0, 0}, // S_WIZARD_DIE3
+ {SPR_WZRD, 8, 6, NULL, S_WIZARD_DIE5, 0, 0}, // S_WIZARD_DIE4
+ {SPR_WZRD, 9, 6, A_NoBlocking, S_WIZARD_DIE6, 0, 0}, // S_WIZARD_DIE5
+ {SPR_WZRD, 10, 6, NULL, S_WIZARD_DIE7, 0, 0}, // S_WIZARD_DIE6
+ {SPR_WZRD, 11, 6, NULL, S_WIZARD_DIE8, 0, 0}, // S_WIZARD_DIE7
+ {SPR_WZRD, 12, -1, NULL, S_NULL, 0, 0}, // S_WIZARD_DIE8
+ {SPR_FX11, 32768, 6, NULL, S_WIZFX1_2, 0, 0}, // S_WIZFX1_1
+ {SPR_FX11, 32769, 6, NULL, S_WIZFX1_1, 0, 0}, // S_WIZFX1_2
+ {SPR_FX11, 32770, 5, NULL, S_WIZFXI1_2, 0, 0}, // S_WIZFXI1_1
+ {SPR_FX11, 32771, 5, NULL, S_WIZFXI1_3, 0, 0}, // S_WIZFXI1_2
+ {SPR_FX11, 32772, 5, NULL, S_WIZFXI1_4, 0, 0}, // S_WIZFXI1_3
+ {SPR_FX11, 32773, 5, NULL, S_WIZFXI1_5, 0, 0}, // S_WIZFXI1_4
+ {SPR_FX11, 32774, 5, NULL, S_NULL, 0, 0}, // S_WIZFXI1_5
+ {SPR_IMPX, 0, 10, A_Look, S_IMP_LOOK2, 0, 0}, // S_IMP_LOOK1
+ {SPR_IMPX, 1, 10, A_Look, S_IMP_LOOK3, 0, 0}, // S_IMP_LOOK2
+ {SPR_IMPX, 2, 10, A_Look, S_IMP_LOOK4, 0, 0}, // S_IMP_LOOK3
+ {SPR_IMPX, 1, 10, A_Look, S_IMP_LOOK1, 0, 0}, // S_IMP_LOOK4
+ {SPR_IMPX, 0, 3, A_Chase, S_IMP_FLY2, 0, 0}, // S_IMP_FLY1
+ {SPR_IMPX, 0, 3, A_Chase, S_IMP_FLY3, 0, 0}, // S_IMP_FLY2
+ {SPR_IMPX, 1, 3, A_Chase, S_IMP_FLY4, 0, 0}, // S_IMP_FLY3
+ {SPR_IMPX, 1, 3, A_Chase, S_IMP_FLY5, 0, 0}, // S_IMP_FLY4
+ {SPR_IMPX, 2, 3, A_Chase, S_IMP_FLY6, 0, 0}, // S_IMP_FLY5
+ {SPR_IMPX, 2, 3, A_Chase, S_IMP_FLY7, 0, 0}, // S_IMP_FLY6
+ {SPR_IMPX, 1, 3, A_Chase, S_IMP_FLY8, 0, 0}, // S_IMP_FLY7
+ {SPR_IMPX, 1, 3, A_Chase, S_IMP_FLY1, 0, 0}, // S_IMP_FLY8
+ {SPR_IMPX, 3, 6, A_FaceTarget, S_IMP_MEATK2, 0, 0}, // S_IMP_MEATK1
+ {SPR_IMPX, 4, 6, A_FaceTarget, S_IMP_MEATK3, 0, 0}, // S_IMP_MEATK2
+ {SPR_IMPX, 5, 6, A_ImpMeAttack, S_IMP_FLY1, 0, 0}, // S_IMP_MEATK3
+ {SPR_IMPX, 0, 10, A_FaceTarget, S_IMP_MSATK1_2, 0, 0}, // S_IMP_MSATK1_1
+ {SPR_IMPX, 1, 6, A_ImpMsAttack, S_IMP_MSATK1_3, 0, 0}, // S_IMP_MSATK1_2
+ {SPR_IMPX, 2, 6, NULL, S_IMP_MSATK1_4, 0, 0}, // S_IMP_MSATK1_3
+ {SPR_IMPX, 1, 6, NULL, S_IMP_MSATK1_5, 0, 0}, // S_IMP_MSATK1_4
+ {SPR_IMPX, 0, 6, NULL, S_IMP_MSATK1_6, 0, 0}, // S_IMP_MSATK1_5
+ {SPR_IMPX, 1, 6, NULL, S_IMP_MSATK1_3, 0, 0}, // S_IMP_MSATK1_6
+ {SPR_IMPX, 3, 6, A_FaceTarget, S_IMP_MSATK2_2, 0, 0}, // S_IMP_MSATK2_1
+ {SPR_IMPX, 4, 6, A_FaceTarget, S_IMP_MSATK2_3, 0, 0}, // S_IMP_MSATK2_2
+ {SPR_IMPX, 5, 6, A_ImpMsAttack2, S_IMP_FLY1, 0, 0}, // S_IMP_MSATK2_3
+ {SPR_IMPX, 6, 3, NULL, S_IMP_PAIN2, 0, 0}, // S_IMP_PAIN1
+ {SPR_IMPX, 6, 3, A_Pain, S_IMP_FLY1, 0, 0}, // S_IMP_PAIN2
+ {SPR_IMPX, 6, 4, A_ImpDeath, S_IMP_DIE2, 0, 0}, // S_IMP_DIE1
+ {SPR_IMPX, 7, 5, NULL, S_IMP_DIE2, 0, 0}, // S_IMP_DIE2
+ {SPR_IMPX, 18, 5, A_ImpXDeath1, S_IMP_XDIE2, 0, 0}, // S_IMP_XDIE1
+ {SPR_IMPX, 19, 5, NULL, S_IMP_XDIE3, 0, 0}, // S_IMP_XDIE2
+ {SPR_IMPX, 20, 5, NULL, S_IMP_XDIE4, 0, 0}, // S_IMP_XDIE3
+ {SPR_IMPX, 21, 5, A_ImpXDeath2, S_IMP_XDIE5, 0, 0}, // S_IMP_XDIE4
+ {SPR_IMPX, 22, 5, NULL, S_IMP_XDIE5, 0, 0}, // S_IMP_XDIE5
+ {SPR_IMPX, 8, 7, A_ImpExplode, S_IMP_CRASH2, 0, 0}, // S_IMP_CRASH1
+ {SPR_IMPX, 9, 7, A_Scream, S_IMP_CRASH3, 0, 0}, // S_IMP_CRASH2
+ {SPR_IMPX, 10, 7, NULL, S_IMP_CRASH4, 0, 0}, // S_IMP_CRASH3
+ {SPR_IMPX, 11, -1, NULL, S_NULL, 0, 0}, // S_IMP_CRASH4
+ {SPR_IMPX, 23, 7, NULL, S_IMP_XCRASH2, 0, 0}, // S_IMP_XCRASH1
+ {SPR_IMPX, 24, 7, NULL, S_IMP_XCRASH3, 0, 0}, // S_IMP_XCRASH2
+ {SPR_IMPX, 25, -1, NULL, S_NULL, 0, 0}, // S_IMP_XCRASH3
+ {SPR_IMPX, 12, 5, NULL, S_IMP_CHUNKA2, 0, 0}, // S_IMP_CHUNKA1
+ {SPR_IMPX, 13, 700, NULL, S_IMP_CHUNKA3, 0, 0}, // S_IMP_CHUNKA2
+ {SPR_IMPX, 14, 700, NULL, S_NULL, 0, 0}, // S_IMP_CHUNKA3
+ {SPR_IMPX, 15, 5, NULL, S_IMP_CHUNKB2, 0, 0}, // S_IMP_CHUNKB1
+ {SPR_IMPX, 16, 700, NULL, S_IMP_CHUNKB3, 0, 0}, // S_IMP_CHUNKB2
+ {SPR_IMPX, 17, 700, NULL, S_NULL, 0, 0}, // S_IMP_CHUNKB3
+ {SPR_FX10, 32768, 6, NULL, S_IMPFX2, 0, 0}, // S_IMPFX1
+ {SPR_FX10, 32769, 6, NULL, S_IMPFX3, 0, 0}, // S_IMPFX2
+ {SPR_FX10, 32770, 6, NULL, S_IMPFX1, 0, 0}, // S_IMPFX3
+ {SPR_FX10, 32771, 5, NULL, S_IMPFXI2, 0, 0}, // S_IMPFXI1
+ {SPR_FX10, 32772, 5, NULL, S_IMPFXI3, 0, 0}, // S_IMPFXI2
+ {SPR_FX10, 32773, 5, NULL, S_IMPFXI4, 0, 0}, // S_IMPFXI3
+ {SPR_FX10, 32774, 5, NULL, S_NULL, 0, 0}, // S_IMPFXI4
+ {SPR_KNIG, 0, 10, A_Look, S_KNIGHT_STND2, 0, 0}, // S_KNIGHT_STND1
+ {SPR_KNIG, 1, 10, A_Look, S_KNIGHT_STND1, 0, 0}, // S_KNIGHT_STND2
+ {SPR_KNIG, 0, 4, A_Chase, S_KNIGHT_WALK2, 0, 0}, // S_KNIGHT_WALK1
+ {SPR_KNIG, 1, 4, A_Chase, S_KNIGHT_WALK3, 0, 0}, // S_KNIGHT_WALK2
+ {SPR_KNIG, 2, 4, A_Chase, S_KNIGHT_WALK4, 0, 0}, // S_KNIGHT_WALK3
+ {SPR_KNIG, 3, 4, A_Chase, S_KNIGHT_WALK1, 0, 0}, // S_KNIGHT_WALK4
+ {SPR_KNIG, 4, 10, A_FaceTarget, S_KNIGHT_ATK2, 0, 0}, // S_KNIGHT_ATK1
+ {SPR_KNIG, 5, 8, A_FaceTarget, S_KNIGHT_ATK3, 0, 0}, // S_KNIGHT_ATK2
+ {SPR_KNIG, 6, 8, A_KnightAttack, S_KNIGHT_ATK4, 0, 0}, // S_KNIGHT_ATK3
+ {SPR_KNIG, 4, 10, A_FaceTarget, S_KNIGHT_ATK5, 0, 0}, // S_KNIGHT_ATK4
+ {SPR_KNIG, 5, 8, A_FaceTarget, S_KNIGHT_ATK6, 0, 0}, // S_KNIGHT_ATK5
+ {SPR_KNIG, 6, 8, A_KnightAttack, S_KNIGHT_WALK1, 0, 0}, // S_KNIGHT_ATK6
+ {SPR_KNIG, 7, 3, NULL, S_KNIGHT_PAIN2, 0, 0}, // S_KNIGHT_PAIN1
+ {SPR_KNIG, 7, 3, A_Pain, S_KNIGHT_WALK1, 0, 0}, // S_KNIGHT_PAIN2
+ {SPR_KNIG, 8, 6, NULL, S_KNIGHT_DIE2, 0, 0}, // S_KNIGHT_DIE1
+ {SPR_KNIG, 9, 6, A_Scream, S_KNIGHT_DIE3, 0, 0}, // S_KNIGHT_DIE2
+ {SPR_KNIG, 10, 6, NULL, S_KNIGHT_DIE4, 0, 0}, // S_KNIGHT_DIE3
+ {SPR_KNIG, 11, 6, A_NoBlocking, S_KNIGHT_DIE5, 0, 0}, // S_KNIGHT_DIE4
+ {SPR_KNIG, 12, 6, NULL, S_KNIGHT_DIE6, 0, 0}, // S_KNIGHT_DIE5
+ {SPR_KNIG, 13, 6, NULL, S_KNIGHT_DIE7, 0, 0}, // S_KNIGHT_DIE6
+ {SPR_KNIG, 14, -1, NULL, S_NULL, 0, 0}, // S_KNIGHT_DIE7
+ {SPR_SPAX, 32768, 3, A_ContMobjSound, S_SPINAXE2, 0, 0}, // S_SPINAXE1
+ {SPR_SPAX, 32769, 3, NULL, S_SPINAXE3, 0, 0}, // S_SPINAXE2
+ {SPR_SPAX, 32770, 3, NULL, S_SPINAXE1, 0, 0}, // S_SPINAXE3
+ {SPR_SPAX, 32771, 6, NULL, S_SPINAXEX2, 0, 0}, // S_SPINAXEX1
+ {SPR_SPAX, 32772, 6, NULL, S_SPINAXEX3, 0, 0}, // S_SPINAXEX2
+ {SPR_SPAX, 32773, 6, NULL, S_NULL, 0, 0}, // S_SPINAXEX3
+ {SPR_RAXE, 32768, 5, A_DripBlood, S_REDAXE2, 0, 0}, // S_REDAXE1
+ {SPR_RAXE, 32769, 5, A_DripBlood, S_REDAXE1, 0, 0}, // S_REDAXE2
+ {SPR_RAXE, 32770, 6, NULL, S_REDAXEX2, 0, 0}, // S_REDAXEX1
+ {SPR_RAXE, 32771, 6, NULL, S_REDAXEX3, 0, 0}, // S_REDAXEX2
+ {SPR_RAXE, 32772, 6, NULL, S_NULL, 0, 0}, // S_REDAXEX3
+ {SPR_SRCR, 0, 10, A_Look, S_SRCR1_LOOK2, 0, 0}, // S_SRCR1_LOOK1
+ {SPR_SRCR, 1, 10, A_Look, S_SRCR1_LOOK1, 0, 0}, // S_SRCR1_LOOK2
+ {SPR_SRCR, 0, 5, A_Sor1Chase, S_SRCR1_WALK2, 0, 0}, // S_SRCR1_WALK1
+ {SPR_SRCR, 1, 5, A_Sor1Chase, S_SRCR1_WALK3, 0, 0}, // S_SRCR1_WALK2
+ {SPR_SRCR, 2, 5, A_Sor1Chase, S_SRCR1_WALK4, 0, 0}, // S_SRCR1_WALK3
+ {SPR_SRCR, 3, 5, A_Sor1Chase, S_SRCR1_WALK1, 0, 0}, // S_SRCR1_WALK4
+ {SPR_SRCR, 16, 6, A_Sor1Pain, S_SRCR1_WALK1, 0, 0}, // S_SRCR1_PAIN1
+ {SPR_SRCR, 16, 7, A_FaceTarget, S_SRCR1_ATK2, 0, 0}, // S_SRCR1_ATK1
+ {SPR_SRCR, 17, 6, A_FaceTarget, S_SRCR1_ATK3, 0, 0}, // S_SRCR1_ATK2
+ {SPR_SRCR, 18, 10, A_Srcr1Attack, S_SRCR1_WALK1, 0, 0}, // S_SRCR1_ATK3
+ {SPR_SRCR, 18, 10, A_FaceTarget, S_SRCR1_ATK5, 0, 0}, // S_SRCR1_ATK4
+ {SPR_SRCR, 16, 7, A_FaceTarget, S_SRCR1_ATK6, 0, 0}, // S_SRCR1_ATK5
+ {SPR_SRCR, 17, 6, A_FaceTarget, S_SRCR1_ATK7, 0, 0}, // S_SRCR1_ATK6
+ {SPR_SRCR, 18, 10, A_Srcr1Attack, S_SRCR1_WALK1, 0, 0}, // S_SRCR1_ATK7
+ {SPR_SRCR, 4, 7, NULL, S_SRCR1_DIE2, 0, 0}, // S_SRCR1_DIE1
+ {SPR_SRCR, 5, 7, A_Scream, S_SRCR1_DIE3, 0, 0}, // S_SRCR1_DIE2
+ {SPR_SRCR, 6, 7, NULL, S_SRCR1_DIE4, 0, 0}, // S_SRCR1_DIE3
+ {SPR_SRCR, 7, 6, NULL, S_SRCR1_DIE5, 0, 0}, // S_SRCR1_DIE4
+ {SPR_SRCR, 8, 6, NULL, S_SRCR1_DIE6, 0, 0}, // S_SRCR1_DIE5
+ {SPR_SRCR, 9, 6, NULL, S_SRCR1_DIE7, 0, 0}, // S_SRCR1_DIE6
+ {SPR_SRCR, 10, 6, NULL, S_SRCR1_DIE8, 0, 0}, // S_SRCR1_DIE7
+ {SPR_SRCR, 11, 25, A_SorZap, S_SRCR1_DIE9, 0, 0}, // S_SRCR1_DIE8
+ {SPR_SRCR, 12, 5, NULL, S_SRCR1_DIE10, 0, 0}, // S_SRCR1_DIE9
+ {SPR_SRCR, 13, 5, NULL, S_SRCR1_DIE11, 0, 0}, // S_SRCR1_DIE10
+ {SPR_SRCR, 14, 4, NULL, S_SRCR1_DIE12, 0, 0}, // S_SRCR1_DIE11
+ {SPR_SRCR, 11, 20, A_SorZap, S_SRCR1_DIE13, 0, 0}, // S_SRCR1_DIE12
+ {SPR_SRCR, 12, 5, NULL, S_SRCR1_DIE14, 0, 0}, // S_SRCR1_DIE13
+ {SPR_SRCR, 13, 5, NULL, S_SRCR1_DIE15, 0, 0}, // S_SRCR1_DIE14
+ {SPR_SRCR, 14, 4, NULL, S_SRCR1_DIE16, 0, 0}, // S_SRCR1_DIE15
+ {SPR_SRCR, 11, 12, NULL, S_SRCR1_DIE17, 0, 0}, // S_SRCR1_DIE16
+ {SPR_SRCR, 15, -1, A_SorcererRise, S_NULL, 0, 0}, // S_SRCR1_DIE17
+ {SPR_FX14, 32768, 6, NULL, S_SRCRFX1_2, 0, 0}, // S_SRCRFX1_1
+ {SPR_FX14, 32769, 6, NULL, S_SRCRFX1_3, 0, 0}, // S_SRCRFX1_2
+ {SPR_FX14, 32770, 6, NULL, S_SRCRFX1_1, 0, 0}, // S_SRCRFX1_3
+ {SPR_FX14, 32771, 5, NULL, S_SRCRFXI1_2, 0, 0}, // S_SRCRFXI1_1
+ {SPR_FX14, 32772, 5, NULL, S_SRCRFXI1_3, 0, 0}, // S_SRCRFXI1_2
+ {SPR_FX14, 32773, 5, NULL, S_SRCRFXI1_4, 0, 0}, // S_SRCRFXI1_3
+ {SPR_FX14, 32774, 5, NULL, S_SRCRFXI1_5, 0, 0}, // S_SRCRFXI1_4
+ {SPR_FX14, 32775, 5, NULL, S_NULL, 0, 0}, // S_SRCRFXI1_5
+ {SPR_SOR2, 0, 4, NULL, S_SOR2_RISE2, 0, 0}, // S_SOR2_RISE1
+ {SPR_SOR2, 1, 4, NULL, S_SOR2_RISE3, 0, 0}, // S_SOR2_RISE2
+ {SPR_SOR2, 2, 4, A_SorRise, S_SOR2_RISE4, 0, 0}, // S_SOR2_RISE3
+ {SPR_SOR2, 3, 4, NULL, S_SOR2_RISE5, 0, 0}, // S_SOR2_RISE4
+ {SPR_SOR2, 4, 4, NULL, S_SOR2_RISE6, 0, 0}, // S_SOR2_RISE5
+ {SPR_SOR2, 5, 4, NULL, S_SOR2_RISE7, 0, 0}, // S_SOR2_RISE6
+ {SPR_SOR2, 6, 12, A_SorSightSnd, S_SOR2_WALK1, 0, 0}, // S_SOR2_RISE7
+ {SPR_SOR2, 12, 10, A_Look, S_SOR2_LOOK2, 0, 0}, // S_SOR2_LOOK1
+ {SPR_SOR2, 13, 10, A_Look, S_SOR2_LOOK1, 0, 0}, // S_SOR2_LOOK2
+ {SPR_SOR2, 12, 4, A_Chase, S_SOR2_WALK2, 0, 0}, // S_SOR2_WALK1
+ {SPR_SOR2, 13, 4, A_Chase, S_SOR2_WALK3, 0, 0}, // S_SOR2_WALK2
+ {SPR_SOR2, 14, 4, A_Chase, S_SOR2_WALK4, 0, 0}, // S_SOR2_WALK3
+ {SPR_SOR2, 15, 4, A_Chase, S_SOR2_WALK1, 0, 0}, // S_SOR2_WALK4
+ {SPR_SOR2, 16, 3, NULL, S_SOR2_PAIN2, 0, 0}, // S_SOR2_PAIN1
+ {SPR_SOR2, 16, 6, A_Pain, S_SOR2_WALK1, 0, 0}, // S_SOR2_PAIN2
+ {SPR_SOR2, 17, 9, A_Srcr2Decide, S_SOR2_ATK2, 0, 0}, // S_SOR2_ATK1
+ {SPR_SOR2, 18, 9, A_FaceTarget, S_SOR2_ATK3, 0, 0}, // S_SOR2_ATK2
+ {SPR_SOR2, 19, 20, A_Srcr2Attack, S_SOR2_WALK1, 0, 0}, // S_SOR2_ATK3
+ {SPR_SOR2, 11, 6, NULL, S_SOR2_TELE2, 0, 0}, // S_SOR2_TELE1
+ {SPR_SOR2, 10, 6, NULL, S_SOR2_TELE3, 0, 0}, // S_SOR2_TELE2
+ {SPR_SOR2, 9, 6, NULL, S_SOR2_TELE4, 0, 0}, // S_SOR2_TELE3
+ {SPR_SOR2, 8, 6, NULL, S_SOR2_TELE5, 0, 0}, // S_SOR2_TELE4
+ {SPR_SOR2, 7, 6, NULL, S_SOR2_TELE6, 0, 0}, // S_SOR2_TELE5
+ {SPR_SOR2, 6, 6, NULL, S_SOR2_WALK1, 0, 0}, // S_SOR2_TELE6
+ {SPR_SDTH, 0, 8, A_Sor2DthInit, S_SOR2_DIE2, 0, 0}, // S_SOR2_DIE1
+ {SPR_SDTH, 1, 8, NULL, S_SOR2_DIE3, 0, 0}, // S_SOR2_DIE2
+ {SPR_SDTH, 2, 8, A_SorDSph, S_SOR2_DIE4, 0, 0}, // S_SOR2_DIE3
+ {SPR_SDTH, 3, 7, NULL, S_SOR2_DIE5, 0, 0}, // S_SOR2_DIE4
+ {SPR_SDTH, 4, 7, NULL, S_SOR2_DIE6, 0, 0}, // S_SOR2_DIE5
+ {SPR_SDTH, 5, 7, A_Sor2DthLoop, S_SOR2_DIE7, 0, 0}, // S_SOR2_DIE6
+ {SPR_SDTH, 6, 6, A_SorDExp, S_SOR2_DIE8, 0, 0}, // S_SOR2_DIE7
+ {SPR_SDTH, 7, 6, NULL, S_SOR2_DIE9, 0, 0}, // S_SOR2_DIE8
+ {SPR_SDTH, 8, 18, NULL, S_SOR2_DIE10, 0, 0}, // S_SOR2_DIE9
+ {SPR_SDTH, 9, 6, A_NoBlocking, S_SOR2_DIE11, 0, 0}, // S_SOR2_DIE10
+ {SPR_SDTH, 10, 6, A_SorDBon, S_SOR2_DIE12, 0, 0}, // S_SOR2_DIE11
+ {SPR_SDTH, 11, 6, NULL, S_SOR2_DIE13, 0, 0}, // S_SOR2_DIE12
+ {SPR_SDTH, 12, 6, NULL, S_SOR2_DIE14, 0, 0}, // S_SOR2_DIE13
+ {SPR_SDTH, 13, 6, NULL, S_SOR2_DIE15, 0, 0}, // S_SOR2_DIE14
+ {SPR_SDTH, 14, -1, A_BossDeath, S_NULL, 0, 0}, // S_SOR2_DIE15
+ {SPR_FX16, 32768, 3, A_BlueSpark, S_SOR2FX1_2, 0, 0}, // S_SOR2FX1_1
+ {SPR_FX16, 32769, 3, A_BlueSpark, S_SOR2FX1_3, 0, 0}, // S_SOR2FX1_2
+ {SPR_FX16, 32770, 3, A_BlueSpark, S_SOR2FX1_1, 0, 0}, // S_SOR2FX1_3
+ {SPR_FX16, 32774, 5, A_Explode, S_SOR2FXI1_2, 0, 0}, // S_SOR2FXI1_1
+ {SPR_FX16, 32775, 5, NULL, S_SOR2FXI1_3, 0, 0}, // S_SOR2FXI1_2
+ {SPR_FX16, 32776, 5, NULL, S_SOR2FXI1_4, 0, 0}, // S_SOR2FXI1_3
+ {SPR_FX16, 32777, 5, NULL, S_SOR2FXI1_5, 0, 0}, // S_SOR2FXI1_4
+ {SPR_FX16, 32778, 5, NULL, S_SOR2FXI1_6, 0, 0}, // S_SOR2FXI1_5
+ {SPR_FX16, 32779, 5, NULL, S_NULL, 0, 0}, // S_SOR2FXI1_6
+ {SPR_FX16, 32771, 12, NULL, S_SOR2FXSPARK2, 0, 0}, // S_SOR2FXSPARK1
+ {SPR_FX16, 32772, 12, NULL, S_SOR2FXSPARK3, 0, 0}, // S_SOR2FXSPARK2
+ {SPR_FX16, 32773, 12, NULL, S_NULL, 0, 0}, // S_SOR2FXSPARK3
+ {SPR_FX11, 32768, 35, NULL, S_SOR2FX2_2, 0, 0}, // S_SOR2FX2_1
+ {SPR_FX11, 32768, 5, A_GenWizard, S_SOR2FX2_3, 0, 0}, // S_SOR2FX2_2
+ {SPR_FX11, 32769, 5, NULL, S_SOR2FX2_2, 0, 0}, // S_SOR2FX2_3
+ {SPR_FX11, 32770, 5, NULL, S_SOR2FXI2_2, 0, 0}, // S_SOR2FXI2_1
+ {SPR_FX11, 32771, 5, NULL, S_SOR2FXI2_3, 0, 0}, // S_SOR2FXI2_2
+ {SPR_FX11, 32772, 5, NULL, S_SOR2FXI2_4, 0, 0}, // S_SOR2FXI2_3
+ {SPR_FX11, 32773, 5, NULL, S_SOR2FXI2_5, 0, 0}, // S_SOR2FXI2_4
+ {SPR_FX11, 32774, 5, NULL, S_NULL, 0, 0}, // S_SOR2FXI2_5
+ {SPR_SOR2, 6, 8, NULL, S_SOR2TELEFADE2, 0, 0}, // S_SOR2TELEFADE1
+ {SPR_SOR2, 7, 6, NULL, S_SOR2TELEFADE3, 0, 0}, // S_SOR2TELEFADE2
+ {SPR_SOR2, 8, 6, NULL, S_SOR2TELEFADE4, 0, 0}, // S_SOR2TELEFADE3
+ {SPR_SOR2, 9, 6, NULL, S_SOR2TELEFADE5, 0, 0}, // S_SOR2TELEFADE4
+ {SPR_SOR2, 10, 6, NULL, S_SOR2TELEFADE6, 0, 0}, // S_SOR2TELEFADE5
+ {SPR_SOR2, 11, 6, NULL, S_NULL, 0, 0}, // S_SOR2TELEFADE6
+ {SPR_MNTR, 0, 10, A_Look, S_MNTR_LOOK2, 0, 0}, // S_MNTR_LOOK1
+ {SPR_MNTR, 1, 10, A_Look, S_MNTR_LOOK1, 0, 0}, // S_MNTR_LOOK2
+ {SPR_MNTR, 0, 5, A_Chase, S_MNTR_WALK2, 0, 0}, // S_MNTR_WALK1
+ {SPR_MNTR, 1, 5, A_Chase, S_MNTR_WALK3, 0, 0}, // S_MNTR_WALK2
+ {SPR_MNTR, 2, 5, A_Chase, S_MNTR_WALK4, 0, 0}, // S_MNTR_WALK3
+ {SPR_MNTR, 3, 5, A_Chase, S_MNTR_WALK1, 0, 0}, // S_MNTR_WALK4
+ {SPR_MNTR, 21, 10, A_FaceTarget, S_MNTR_ATK1_2, 0, 0}, // S_MNTR_ATK1_1
+ {SPR_MNTR, 22, 7, A_FaceTarget, S_MNTR_ATK1_3, 0, 0}, // S_MNTR_ATK1_2
+ {SPR_MNTR, 23, 12, A_MinotaurAtk1, S_MNTR_WALK1, 0, 0}, // S_MNTR_ATK1_3
+ {SPR_MNTR, 21, 10, A_MinotaurDecide, S_MNTR_ATK2_2, 0, 0}, // S_MNTR_ATK2_1
+ {SPR_MNTR, 24, 4, A_FaceTarget, S_MNTR_ATK2_3, 0, 0}, // S_MNTR_ATK2_2
+ {SPR_MNTR, 25, 9, A_MinotaurAtk2, S_MNTR_WALK1, 0, 0}, // S_MNTR_ATK2_3
+ {SPR_MNTR, 21, 10, A_FaceTarget, S_MNTR_ATK3_2, 0, 0}, // S_MNTR_ATK3_1
+ {SPR_MNTR, 22, 7, A_FaceTarget, S_MNTR_ATK3_3, 0, 0}, // S_MNTR_ATK3_2
+ {SPR_MNTR, 23, 12, A_MinotaurAtk3, S_MNTR_WALK1, 0, 0}, // S_MNTR_ATK3_3
+ {SPR_MNTR, 23, 12, NULL, S_MNTR_ATK3_1, 0, 0}, // S_MNTR_ATK3_4
+ {SPR_MNTR, 20, 2, A_MinotaurCharge, S_MNTR_ATK4_1, 0, 0}, // S_MNTR_ATK4_1
+ {SPR_MNTR, 4, 3, NULL, S_MNTR_PAIN2, 0, 0}, // S_MNTR_PAIN1
+ {SPR_MNTR, 4, 6, A_Pain, S_MNTR_WALK1, 0, 0}, // S_MNTR_PAIN2
+ {SPR_MNTR, 5, 6, NULL, S_MNTR_DIE2, 0, 0}, // S_MNTR_DIE1
+ {SPR_MNTR, 6, 5, NULL, S_MNTR_DIE3, 0, 0}, // S_MNTR_DIE2
+ {SPR_MNTR, 7, 6, A_Scream, S_MNTR_DIE4, 0, 0}, // S_MNTR_DIE3
+ {SPR_MNTR, 8, 5, NULL, S_MNTR_DIE5, 0, 0}, // S_MNTR_DIE4
+ {SPR_MNTR, 9, 6, NULL, S_MNTR_DIE6, 0, 0}, // S_MNTR_DIE5
+ {SPR_MNTR, 10, 5, NULL, S_MNTR_DIE7, 0, 0}, // S_MNTR_DIE6
+ {SPR_MNTR, 11, 6, NULL, S_MNTR_DIE8, 0, 0}, // S_MNTR_DIE7
+ {SPR_MNTR, 12, 5, A_NoBlocking, S_MNTR_DIE9, 0, 0}, // S_MNTR_DIE8
+ {SPR_MNTR, 13, 6, NULL, S_MNTR_DIE10, 0, 0}, // S_MNTR_DIE9
+ {SPR_MNTR, 14, 5, NULL, S_MNTR_DIE11, 0, 0}, // S_MNTR_DIE10
+ {SPR_MNTR, 15, 6, NULL, S_MNTR_DIE12, 0, 0}, // S_MNTR_DIE11
+ {SPR_MNTR, 16, 5, NULL, S_MNTR_DIE13, 0, 0}, // S_MNTR_DIE12
+ {SPR_MNTR, 17, 6, NULL, S_MNTR_DIE14, 0, 0}, // S_MNTR_DIE13
+ {SPR_MNTR, 18, 5, NULL, S_MNTR_DIE15, 0, 0}, // S_MNTR_DIE14
+ {SPR_MNTR, 19, -1, A_BossDeath, S_NULL, 0, 0}, // S_MNTR_DIE15
+ {SPR_FX12, 32768, 6, NULL, S_MNTRFX1_2, 0, 0}, // S_MNTRFX1_1
+ {SPR_FX12, 32769, 6, NULL, S_MNTRFX1_1, 0, 0}, // S_MNTRFX1_2
+ {SPR_FX12, 32770, 5, NULL, S_MNTRFXI1_2, 0, 0}, // S_MNTRFXI1_1
+ {SPR_FX12, 32771, 5, NULL, S_MNTRFXI1_3, 0, 0}, // S_MNTRFXI1_2
+ {SPR_FX12, 32772, 5, NULL, S_MNTRFXI1_4, 0, 0}, // S_MNTRFXI1_3
+ {SPR_FX12, 32773, 5, NULL, S_MNTRFXI1_5, 0, 0}, // S_MNTRFXI1_4
+ {SPR_FX12, 32774, 5, NULL, S_MNTRFXI1_6, 0, 0}, // S_MNTRFXI1_5
+ {SPR_FX12, 32775, 5, NULL, S_NULL, 0, 0}, // S_MNTRFXI1_6
+ {SPR_FX13, 0, 2, A_MntrFloorFire, S_MNTRFX2_1, 0, 0}, // S_MNTRFX2_1
+ {SPR_FX13, 32776, 4, A_Explode, S_MNTRFXI2_2, 0, 0}, // S_MNTRFXI2_1
+ {SPR_FX13, 32777, 4, NULL, S_MNTRFXI2_3, 0, 0}, // S_MNTRFXI2_2
+ {SPR_FX13, 32778, 4, NULL, S_MNTRFXI2_4, 0, 0}, // S_MNTRFXI2_3
+ {SPR_FX13, 32779, 4, NULL, S_MNTRFXI2_5, 0, 0}, // S_MNTRFXI2_4
+ {SPR_FX13, 32780, 4, NULL, S_NULL, 0, 0}, // S_MNTRFXI2_5
+ {SPR_FX13, 32771, 4, NULL, S_MNTRFX3_2, 0, 0}, // S_MNTRFX3_1
+ {SPR_FX13, 32770, 4, NULL, S_MNTRFX3_3, 0, 0}, // S_MNTRFX3_2
+ {SPR_FX13, 32769, 5, NULL, S_MNTRFX3_4, 0, 0}, // S_MNTRFX3_3
+ {SPR_FX13, 32770, 5, NULL, S_MNTRFX3_5, 0, 0}, // S_MNTRFX3_4
+ {SPR_FX13, 32771, 5, NULL, S_MNTRFX3_6, 0, 0}, // S_MNTRFX3_5
+ {SPR_FX13, 32772, 5, NULL, S_MNTRFX3_7, 0, 0}, // S_MNTRFX3_6
+ {SPR_FX13, 32773, 4, NULL, S_MNTRFX3_8, 0, 0}, // S_MNTRFX3_7
+ {SPR_FX13, 32774, 4, NULL, S_MNTRFX3_9, 0, 0}, // S_MNTRFX3_8
+ {SPR_FX13, 32775, 4, NULL, S_NULL, 0, 0}, // S_MNTRFX3_9
+ {SPR_AKYY, 32768, 3, NULL, S_AKYY2, 0, 0}, // S_AKYY1
+ {SPR_AKYY, 32769, 3, NULL, S_AKYY3, 0, 0}, // S_AKYY2
+ {SPR_AKYY, 32770, 3, NULL, S_AKYY4, 0, 0}, // S_AKYY3
+ {SPR_AKYY, 32771, 3, NULL, S_AKYY5, 0, 0}, // S_AKYY4
+ {SPR_AKYY, 32772, 3, NULL, S_AKYY6, 0, 0}, // S_AKYY5
+ {SPR_AKYY, 32773, 3, NULL, S_AKYY7, 0, 0}, // S_AKYY6
+ {SPR_AKYY, 32774, 3, NULL, S_AKYY8, 0, 0}, // S_AKYY7
+ {SPR_AKYY, 32775, 3, NULL, S_AKYY9, 0, 0}, // S_AKYY8
+ {SPR_AKYY, 32776, 3, NULL, S_AKYY10, 0, 0}, // S_AKYY9
+ {SPR_AKYY, 32777, 3, NULL, S_AKYY1, 0, 0}, // S_AKYY10
+ {SPR_BKYY, 32768, 3, NULL, S_BKYY2, 0, 0}, // S_BKYY1
+ {SPR_BKYY, 32769, 3, NULL, S_BKYY3, 0, 0}, // S_BKYY2
+ {SPR_BKYY, 32770, 3, NULL, S_BKYY4, 0, 0}, // S_BKYY3
+ {SPR_BKYY, 32771, 3, NULL, S_BKYY5, 0, 0}, // S_BKYY4
+ {SPR_BKYY, 32772, 3, NULL, S_BKYY6, 0, 0}, // S_BKYY5
+ {SPR_BKYY, 32773, 3, NULL, S_BKYY7, 0, 0}, // S_BKYY6
+ {SPR_BKYY, 32774, 3, NULL, S_BKYY8, 0, 0}, // S_BKYY7
+ {SPR_BKYY, 32775, 3, NULL, S_BKYY9, 0, 0}, // S_BKYY8
+ {SPR_BKYY, 32776, 3, NULL, S_BKYY10, 0, 0}, // S_BKYY9
+ {SPR_BKYY, 32777, 3, NULL, S_BKYY1, 0, 0}, // S_BKYY10
+ {SPR_CKYY, 32768, 3, NULL, S_CKYY2, 0, 0}, // S_CKYY1
+ {SPR_CKYY, 32769, 3, NULL, S_CKYY3, 0, 0}, // S_CKYY2
+ {SPR_CKYY, 32770, 3, NULL, S_CKYY4, 0, 0}, // S_CKYY3
+ {SPR_CKYY, 32771, 3, NULL, S_CKYY5, 0, 0}, // S_CKYY4
+ {SPR_CKYY, 32772, 3, NULL, S_CKYY6, 0, 0}, // S_CKYY5
+ {SPR_CKYY, 32773, 3, NULL, S_CKYY7, 0, 0}, // S_CKYY6
+ {SPR_CKYY, 32774, 3, NULL, S_CKYY8, 0, 0}, // S_CKYY7
+ {SPR_CKYY, 32775, 3, NULL, S_CKYY9, 0, 0}, // S_CKYY8
+ {SPR_CKYY, 32776, 3, NULL, S_CKYY1, 0, 0}, // S_CKYY9
+ {SPR_AMG1, 0, -1, NULL, S_NULL, 0, 0}, // S_AMG1
+ {SPR_AMG2, 0, 4, NULL, S_AMG2_2, 0, 0}, // S_AMG2_1
+ {SPR_AMG2, 1, 4, NULL, S_AMG2_3, 0, 0}, // S_AMG2_2
+ {SPR_AMG2, 2, 4, NULL, S_AMG2_1, 0, 0}, // S_AMG2_3
+ {SPR_AMM1, 0, -1, NULL, S_NULL, 0, 0}, // S_AMM1
+ {SPR_AMM2, 0, -1, NULL, S_NULL, 0, 0}, // S_AMM2
+ {SPR_AMC1, 0, -1, NULL, S_NULL, 0, 0}, // S_AMC1
+ {SPR_AMC2, 0, 5, NULL, S_AMC2_2, 0, 0}, // S_AMC2_1
+ {SPR_AMC2, 1, 5, NULL, S_AMC2_3, 0, 0}, // S_AMC2_2
+ {SPR_AMC2, 2, 5, NULL, S_AMC2_1, 0, 0}, // S_AMC2_3
+ {SPR_AMS1, 0, 5, NULL, S_AMS1_2, 0, 0}, // S_AMS1_1
+ {SPR_AMS1, 1, 5, NULL, S_AMS1_1, 0, 0}, // S_AMS1_2
+ {SPR_AMS2, 0, 5, NULL, S_AMS2_2, 0, 0}, // S_AMS2_1
+ {SPR_AMS2, 1, 5, NULL, S_AMS2_1, 0, 0}, // S_AMS2_2
+ {SPR_AMP1, 0, 4, NULL, S_AMP1_2, 0, 0}, // S_AMP1_1
+ {SPR_AMP1, 1, 4, NULL, S_AMP1_3, 0, 0}, // S_AMP1_2
+ {SPR_AMP1, 2, 4, NULL, S_AMP1_1, 0, 0}, // S_AMP1_3
+ {SPR_AMP2, 0, 4, NULL, S_AMP2_2, 0, 0}, // S_AMP2_1
+ {SPR_AMP2, 1, 4, NULL, S_AMP2_3, 0, 0}, // S_AMP2_2
+ {SPR_AMP2, 2, 4, NULL, S_AMP2_1, 0, 0}, // S_AMP2_3
+ {SPR_AMB1, 0, 4, NULL, S_AMB1_2, 0, 0}, // S_AMB1_1
+ {SPR_AMB1, 1, 4, NULL, S_AMB1_3, 0, 0}, // S_AMB1_2
+ {SPR_AMB1, 2, 4, NULL, S_AMB1_1, 0, 0}, // S_AMB1_3
+ {SPR_AMB2, 0, 4, NULL, S_AMB2_2, 0, 0}, // S_AMB2_1
+ {SPR_AMB2, 1, 4, NULL, S_AMB2_3, 0, 0}, // S_AMB2_2
+ {SPR_AMB2, 2, 4, NULL, S_AMB2_1, 0, 0}, // S_AMB2_3
+ {SPR_AMG1, 0, 100, A_ESound, S_SND_WIND, 0, 0}, // S_SND_WIND
+ {SPR_AMG1, 0, 85, A_ESound, S_SND_WATERFALL, 0, 0} // S_SND_WATERFALL
+};
+
+
+mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
+
+ { // MT_MISC0
+ 81, // doomednum
+ S_ITEM_PTN1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ITEMSHIELD1
+ 85, // doomednum
+ S_ITEM_SHLD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ITEMSHIELD2
+ 31, // doomednum
+ S_ITEM_SHD2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MISC1
+ 8, // doomednum
+ S_ITEM_BAGH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MISC2
+ 35, // doomednum
+ S_ITEM_SPMP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ARTIINVISIBILITY
+ 75, // doomednum
+ S_ARTI_INVS1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_SHADOW | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MISC3
+ 82, // doomednum
+ S_ARTI_PTN2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ARTIFLY
+ 83, // doomednum
+ S_ARTI_SOAR1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ARTIINVULNERABILITY
+ 84, // doomednum
+ S_ARTI_INVU1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ARTITOMEOFPOWER
+ 86, // doomednum
+ S_ARTI_PWBK1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ARTIEGG
+ 30, // doomednum
+ S_ARTI_EGGC1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_EGGFX
+ -1, // doomednum
+ S_EGGFX1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_EGGFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 18 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_ARTISUPERHEAL
+ 32, // doomednum
+ S_ARTI_SPHL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MISC4
+ 33, // doomednum
+ S_ARTI_TRCH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MISC5
+ 34, // doomednum
+ S_ARTI_FBMB1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_FIREBOMB
+ -1, // doomednum
+ S_FIREBOMB1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_phohit, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTITELEPORT
+ 36, // doomednum
+ S_ARTI_ATLP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_COUNTITEM, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_POD
+ 2035, // doomednum
+ S_POD_WAIT1, // spawnstate
+ 45, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_POD_PAIN1, // painstate
+ 255, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_POD_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_podexp, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 54 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID | MF_NOBLOOD | MF_SHOOTABLE | MF_DROPOFF, // flags
+ MF2_WINDTHRUST | MF2_PUSHABLE | MF2_SLIDE | MF2_PASSMOBJ | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_PODGOO
+ -1, // doomednum
+ S_PODGOO1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_PODGOOX, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_PODGENERATOR
+ 43, // doomednum
+ S_PODGENERATOR, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ 0 // flags2
+ },
+
+ { // MT_SPLASH
+ -1, // doomednum
+ S_SPLASH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SPLASHX, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_SPLASHBASE
+ -1, // doomednum
+ S_SPLASHBASE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_LAVASPLASH
+ -1, // doomednum
+ S_LAVASPLASH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_LAVASMOKE
+ -1, // doomednum
+ S_LAVASMOKE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_SLUDGECHUNK
+ -1, // doomednum
+ S_SLUDGECHUNK1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SLUDGECHUNKX, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_SLUDGESPLASH
+ -1, // doomednum
+ S_SLUDGESPLASH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_SKULLHANG70
+ 17, // doomednum
+ S_SKULLHANG70_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 70 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_SKULLHANG60
+ 24, // doomednum
+ S_SKULLHANG60_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 60 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_SKULLHANG45
+ 25, // doomednum
+ S_SKULLHANG45_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 45 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_SKULLHANG35
+ 26, // doomednum
+ S_SKULLHANG35_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 35 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_CHANDELIER
+ 28, // doomednum
+ S_CHANDELIER1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 60 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_SERPTORCH
+ 27, // doomednum
+ S_SERPTORCH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 54 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_SMALLPILLAR
+ 29, // doomednum
+ S_SMALLPILLAR, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 34 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_STALAGMITESMALL
+ 37, // doomednum
+ S_STALAGMITESMALL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_STALAGMITELARGE
+ 38, // doomednum
+ S_STALAGMITELARGE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_STALACTITESMALL
+ 39, // doomednum
+ S_STALACTITESMALL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 36 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_STALACTITELARGE
+ 40, // doomednum
+ S_STALACTITELARGE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 68 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC6
+ 76, // doomednum
+ S_FIREBRAZIER1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 44 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_BARREL
+ 44, // doomednum
+ S_BARREL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC7
+ 47, // doomednum
+ S_BRPILLAR, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 128 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC8
+ 48, // doomednum
+ S_MOSS1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 23 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC9
+ 49, // doomednum
+ S_MOSS2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 27 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC10
+ 50, // doomednum
+ S_WALLTORCH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC11
+ 51, // doomednum
+ S_HANGINGCORPSE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 104 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEYGIZMOBLUE
+ 94, // doomednum
+ S_KEYGIZMO1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 50 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEYGIZMOGREEN
+ 95, // doomednum
+ S_KEYGIZMO1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 50 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEYGIZMOYELLOW
+ 96, // doomednum
+ S_KEYGIZMO1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 50 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEYGIZMOFLOAT
+ -1, // doomednum
+ S_KGZ_START, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC12
+ 87, // doomednum
+ S_VOLCANO1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_VOLCANOBLAST
+ -1, // doomednum
+ S_VOLCANOBALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_VOLCANOBALLX1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_volhit, // deathsound
+ 2 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_LOGRAV | MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_VOLCANOTBLAST
+ -1, // doomednum
+ S_VOLCANOTBALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_VOLCANOTBALLX1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 2 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_LOGRAV | MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_TELEGLITGEN
+ 74, // doomednum
+ S_TELEGLITGEN1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_NOSECTOR, // flags
+ 0 // flags2
+ },
+
+ { // MT_TELEGLITGEN2
+ 52, // doomednum
+ S_TELEGLITGEN2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_NOSECTOR, // flags
+ 0 // flags2
+ },
+
+ { // MT_TELEGLITTER
+ -1, // doomednum
+ S_TELEGLITTER1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE, // flags
+ 0 // flags2
+ },
+
+ { // MT_TELEGLITTER2
+ -1, // doomednum
+ S_TELEGLITTER2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE, // flags
+ 0 // flags2
+ },
+
+ { // MT_TFOG
+ -1, // doomednum
+ S_TFOG1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_TELEPORTMAN
+ 14, // doomednum
+ S_NULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ 0 // flags2
+ },
+
+ { // MT_STAFFPUFF
+ -1, // doomednum
+ S_STAFFPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_stfhit, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_STAFFPUFF2
+ -1, // doomednum
+ S_STAFFPUFF2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_stfpow, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_BEAKPUFF
+ -1, // doomednum
+ S_STAFFPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_chicatk, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC13
+ 2005, // doomednum
+ S_WGNT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_GAUNTLETPUFF1
+ -1, // doomednum
+ S_GAUNTLETPUFF1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_GAUNTLETPUFF2
+ -1, // doomednum
+ S_GAUNTLETPUFF2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC14
+ 53, // doomednum
+ S_BLSR, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_BLASTERFX1
+ -1, // doomednum
+ S_BLASTERFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_BLASTERFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_blshit, // deathsound
+ 184 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_BLASTERSMOKE
+ -1, // doomednum
+ S_BLASTERSMOKE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ MF2_NOTELEPORT | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_RIPPER
+ -1, // doomednum
+ S_RIPPER1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_RIPPERX1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_hrnhit, // deathsound
+ 14 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_RIP // flags2
+ },
+
+ { // MT_BLASTERPUFF1
+ -1, // doomednum
+ S_BLASTERPUFF1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_BLASTERPUFF2
+ -1, // doomednum
+ S_BLASTERPUFF2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_WMACE
+ 2002, // doomednum
+ S_WMCE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_MACEFX1
+ -1, // doomednum
+ S_MACEFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_lobsht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MACEFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 20 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_FLOORBOUNCE | MF2_THRUGHOST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_MACEFX2
+ -1, // doomednum
+ S_MACEFX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MACEFXI2_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 10 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 6, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_LOGRAV | MF2_FLOORBOUNCE | MF2_THRUGHOST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_MACEFX3
+ -1, // doomednum
+ S_MACEFX3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MACEFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 7 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_LOGRAV | MF2_FLOORBOUNCE | MF2_THRUGHOST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_MACEFX4
+ -1, // doomednum
+ S_MACEFX4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MACEFXI4_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 7 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 18, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_LOGRAV | MF2_FLOORBOUNCE | MF2_THRUGHOST | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_WSKULLROD
+ 2004, // doomednum
+ S_WSKL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_HORNRODFX1
+ -1, // doomednum
+ S_HRODFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_hrnsht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_HRODFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_hrnhit, // deathsound
+ 22 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_WINDTHRUST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_HORNRODFX2
+ -1, // doomednum
+ S_HRODFX2_1, // spawnstate
+ 4 * 35, // spawnhealth
+ S_NULL, // seestate
+ sfx_hrnsht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_HRODFXI2_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_ramphit, // deathsound
+ 22 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 10, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_RAINPLR1
+ -1, // doomednum
+ S_RAINPLR1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_RAINPLR1X_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 12 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 12 * FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_RAINPLR2
+ -1, // doomednum
+ S_RAINPLR2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_RAINPLR2X_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 12 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 12 * FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_RAINPLR3
+ -1, // doomednum
+ S_RAINPLR3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_RAINPLR3X_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 12 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 12 * FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_RAINPLR4
+ -1, // doomednum
+ S_RAINPLR4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_RAINPLR4X_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 12 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 12 * FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_GOLDWANDFX1
+ -1, // doomednum
+ S_GWANDFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_GWANDFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_gldhit, // deathsound
+ 22 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_GOLDWANDFX2
+ -1, // doomednum
+ S_GWANDFX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_GWANDFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 18 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_GOLDWANDPUFF1
+ -1, // doomednum
+ S_GWANDPUFF1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_GOLDWANDPUFF2
+ -1, // doomednum
+ S_GWANDFXI1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_WPHOENIXROD
+ 2003, // doomednum
+ S_WPHX, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_PHOENIXFX1
+ -1, // doomednum
+ S_PHOENIXFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_phosht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_PHOENIXFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_phohit, // deathsound
+ 20 * FRACUNIT, // speed
+ 11 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 20, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_THRUGHOST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_PHOENIXPUFF
+ -1, // doomednum
+ S_PHOENIXPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ MF2_NOTELEPORT | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_PHOENIXFX2
+ -1, // doomednum
+ S_PHOENIXFX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_PHOENIXFXI2_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 10 * FRACUNIT, // speed
+ 6 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_MISC15
+ 2001, // doomednum
+ S_WBOW, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_CRBOWFX1
+ -1, // doomednum
+ S_CRBOWFX1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_bowsht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CRBOWFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_hrnhit, // deathsound
+ 30 * FRACUNIT, // speed
+ 11 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 10, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_CRBOWFX2
+ -1, // doomednum
+ S_CRBOWFX2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_bowsht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CRBOWFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_hrnhit, // deathsound
+ 32 * FRACUNIT, // speed
+ 11 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 6, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_CRBOWFX3
+ -1, // doomednum
+ S_CRBOWFX3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CRBOWFXI3_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_hrnhit, // deathsound
+ 20 * FRACUNIT, // speed
+ 11 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_WINDTHRUST | MF2_THRUGHOST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_CRBOWFX4
+ -1, // doomednum
+ S_CRBOWFX4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ MF2_LOGRAV // flags2
+ },
+
+ { // MT_BLOOD
+ -1, // doomednum
+ S_BLOOD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_BLOODSPLATTER
+ -1, // doomednum
+ S_BLOODSPLATTER1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_BLOODSPLATTERX, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_PLAYER
+ -1, // doomednum
+ S_PLAY, // spawnstate
+ 100, // spawnhealth
+ S_PLAY_RUN1, // seestate
+ sfx_None, // seesound
+ 0, // reactiontime
+ sfx_None, // attacksound
+ S_PLAY_PAIN, // painstate
+ 255, // painchance
+ sfx_plrpai, // painsound
+ S_NULL, // meleestate
+ S_PLAY_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_PLAY_DIE1, // deathstate
+ S_PLAY_XDIE1, // xdeathstate
+ sfx_plrdth, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 56 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_DROPOFF | MF_PICKUP | MF_NOTDMATCH, // flags
+ MF2_WINDTHRUST | MF2_FOOTCLIP | MF2_SLIDE | MF2_PASSMOBJ | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_BLOODYSKULL
+ -1, // doomednum
+ S_BLOODYSKULL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF, // flags
+ MF2_LOGRAV | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_CHICPLAYER
+ -1, // doomednum
+ S_CHICPLAY, // spawnstate
+ 100, // spawnhealth
+ S_CHICPLAY_RUN1, // seestate
+ sfx_None, // seesound
+ 0, // reactiontime
+ sfx_None, // attacksound
+ S_CHICPLAY_PAIN, // painstate
+ 255, // painchance
+ sfx_chicpai, // painsound
+ S_NULL, // meleestate
+ S_CHICPLAY_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_CHICKEN_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_chicdth, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 24 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_DROPOFF | MF_NOTDMATCH, // flags
+ MF2_WINDTHRUST | MF2_SLIDE | MF2_PASSMOBJ | MF2_FOOTCLIP | MF2_LOGRAV | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_CHICKEN
+ -1, // doomednum
+ S_CHICKEN_LOOK1, // spawnstate
+ 10, // spawnhealth
+ S_CHICKEN_WALK1, // seestate
+ sfx_chicpai, // seesound
+ 8, // reactiontime
+ sfx_chicatk, // attacksound
+ S_CHICKEN_PAIN1, // painstate
+ 200, // painchance
+ sfx_chicpai, // painsound
+ S_CHICKEN_ATK1, // meleestate
+ 0, // missilestate
+ S_NULL, // crashstate
+ S_CHICKEN_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_chicdth, // deathsound
+ 4, // speed
+ 9 * FRACUNIT, // radius
+ 22 * FRACUNIT, // height
+ 40, // mass
+ 0, // damage
+ sfx_chicact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_DROPOFF, // flags
+ MF2_WINDTHRUST | MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_FEATHER
+ -1, // doomednum
+ S_FEATHER1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FEATHERX, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV | MF2_CANNOTPUSH | MF2_WINDTHRUST // flags2
+ },
+
+ { // MT_MUMMY
+ 68, // doomednum
+ S_MUMMY_LOOK1, // spawnstate
+ 80, // spawnhealth
+ S_MUMMY_WALK1, // seestate
+ sfx_mumsit, // seesound
+ 8, // reactiontime
+ sfx_mumat1, // attacksound
+ S_MUMMY_PAIN1, // painstate
+ 128, // painchance
+ sfx_mumpai, // painsound
+ S_MUMMY_ATK1, // meleestate
+ 0, // missilestate
+ S_NULL, // crashstate
+ S_MUMMY_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_mumdth, // deathsound
+ 12, // speed
+ 22 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 75, // mass
+ 0, // damage
+ sfx_mumact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_MUMMYLEADER
+ 45, // doomednum
+ S_MUMMY_LOOK1, // spawnstate
+ 100, // spawnhealth
+ S_MUMMY_WALK1, // seestate
+ sfx_mumsit, // seesound
+ 8, // reactiontime
+ sfx_mumat1, // attacksound
+ S_MUMMY_PAIN1, // painstate
+ 64, // painchance
+ sfx_mumpai, // painsound
+ S_MUMMY_ATK1, // meleestate
+ S_MUMMYL_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_MUMMY_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_mumdth, // deathsound
+ 12, // speed
+ 22 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 75, // mass
+ 0, // damage
+ sfx_mumact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_MUMMYGHOST
+ 69, // doomednum
+ S_MUMMY_LOOK1, // spawnstate
+ 80, // spawnhealth
+ S_MUMMY_WALK1, // seestate
+ sfx_mumsit, // seesound
+ 8, // reactiontime
+ sfx_mumat1, // attacksound
+ S_MUMMY_PAIN1, // painstate
+ 128, // painchance
+ sfx_mumpai, // painsound
+ S_MUMMY_ATK1, // meleestate
+ 0, // missilestate
+ S_NULL, // crashstate
+ S_MUMMY_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_mumdth, // deathsound
+ 12, // speed
+ 22 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 75, // mass
+ 0, // damage
+ sfx_mumact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_SHADOW, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_MUMMYLEADERGHOST
+ 46, // doomednum
+ S_MUMMY_LOOK1, // spawnstate
+ 100, // spawnhealth
+ S_MUMMY_WALK1, // seestate
+ sfx_mumsit, // seesound
+ 8, // reactiontime
+ sfx_mumat1, // attacksound
+ S_MUMMY_PAIN1, // painstate
+ 64, // painchance
+ sfx_mumpai, // painsound
+ S_MUMMY_ATK1, // meleestate
+ S_MUMMYL_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_MUMMY_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_mumdth, // deathsound
+ 12, // speed
+ 22 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 75, // mass
+ 0, // damage
+ sfx_mumact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_SHADOW, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_MUMMYSOUL
+ -1, // doomednum
+ S_MUMMY_SOUL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MUMMYFX1
+ -1, // doomednum
+ S_MUMMYFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MUMMYFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 9 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 14 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_BEAST
+ 70, // doomednum
+ S_BEAST_LOOK1, // spawnstate
+ 220, // spawnhealth
+ S_BEAST_WALK1, // seestate
+ sfx_bstsit, // seesound
+ 8, // reactiontime
+ sfx_bstatk, // attacksound
+ S_BEAST_PAIN1, // painstate
+ 100, // painchance
+ sfx_bstpai, // painsound
+ 0, // meleestate
+ S_BEAST_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_BEAST_DIE1, // deathstate
+ S_BEAST_XDIE1, // xdeathstate
+ sfx_bstdth, // deathsound
+ 14, // speed
+ 32 * FRACUNIT, // radius
+ 74 * FRACUNIT, // height
+ 200, // mass
+ 0, // damage
+ sfx_bstact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_BEASTBALL
+ -1, // doomednum
+ S_BEASTBALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_BEASTBALLX1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 12 * FRACUNIT, // speed
+ 9 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_WINDTHRUST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_BURNBALL
+ -1, // doomednum
+ S_BURNBALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_BEASTBALLX1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 10 * FRACUNIT, // speed
+ 6 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_BURNBALLFB
+ -1, // doomednum
+ S_BURNBALLFB1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_BEASTBALLX1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 10 * FRACUNIT, // speed
+ 6 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_PUFFY
+ -1, // doomednum
+ S_PUFFY1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_PUFFY1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 10 * FRACUNIT, // speed
+ 6 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SNAKE
+ 92, // doomednum
+ S_SNAKE_LOOK1, // spawnstate
+ 280, // spawnhealth
+ S_SNAKE_WALK1, // seestate
+ sfx_snksit, // seesound
+ 8, // reactiontime
+ sfx_snkatk, // attacksound
+ S_SNAKE_PAIN1, // painstate
+ 48, // painchance
+ sfx_snkpai, // painsound
+ 0, // meleestate
+ S_SNAKE_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_SNAKE_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_snkdth, // deathsound
+ 10, // speed
+ 22 * FRACUNIT, // radius
+ 70 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_snkact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_SNAKEPRO_A
+ -1, // doomednum
+ S_SNAKEPRO_A1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SNAKEPRO_AX1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 14 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_WINDTHRUST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SNAKEPRO_B
+ -1, // doomednum
+ S_SNAKEPRO_B1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SNAKEPRO_BX1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 14 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_HEAD
+ 6, // doomednum
+ S_HEAD_LOOK, // spawnstate
+ 700, // spawnhealth
+ S_HEAD_FLOAT, // seestate
+ sfx_hedsit, // seesound
+ 8, // reactiontime
+ sfx_hedat1, // attacksound
+ S_HEAD_PAIN1, // painstate
+ 32, // painchance
+ sfx_hedpai, // painsound
+ 0, // meleestate
+ S_HEAD_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_HEAD_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_heddth, // deathsound
+ 6, // speed
+ 40 * FRACUNIT, // radius
+ 72 * FRACUNIT, // height
+ 325, // mass
+ 0, // damage
+ sfx_hedact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_NOBLOOD, // flags
+ MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_HEADFX1
+ -1, // doomednum
+ S_HEADFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_HEADFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 13 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_THRUGHOST // flags2
+ },
+
+ { // MT_HEADFX2
+ -1, // doomednum
+ S_HEADFX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_HEADFXI2_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 8 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_HEADFX3
+ -1, // doomednum
+ S_HEADFX3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_HEADFXI3_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 10 * FRACUNIT, // speed
+ 14 * FRACUNIT, // radius
+ 12 * FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_WINDTHRUST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_WHIRLWIND
+ -1, // doomednum
+ S_HEADFX4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_HEADFXI4_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 10 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 74 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY | MF_SHADOW, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_CLINK
+ 90, // doomednum
+ S_CLINK_LOOK1, // spawnstate
+ 150, // spawnhealth
+ S_CLINK_WALK1, // seestate
+ sfx_clksit, // seesound
+ 8, // reactiontime
+ sfx_clkatk, // attacksound
+ S_CLINK_PAIN1, // painstate
+ 32, // painchance
+ sfx_clkpai, // painsound
+ S_CLINK_ATK1, // meleestate
+ 0, // missilestate
+ S_NULL, // crashstate
+ S_CLINK_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_clkdth, // deathsound
+ 14, // speed
+ 20 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 75, // mass
+ 0, // damage
+ sfx_clkact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_NOBLOOD, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_WIZARD
+ 15, // doomednum
+ S_WIZARD_LOOK1, // spawnstate
+ 180, // spawnhealth
+ S_WIZARD_WALK1, // seestate
+ sfx_wizsit, // seesound
+ 8, // reactiontime
+ sfx_wizatk, // attacksound
+ S_WIZARD_PAIN1, // painstate
+ 64, // painchance
+ sfx_wizpai, // painsound
+ 0, // meleestate
+ S_WIZARD_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_WIZARD_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_wizdth, // deathsound
+ 12, // speed
+ 16 * FRACUNIT, // radius
+ 68 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_wizact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_FLOAT | MF_NOGRAVITY, // flags
+ MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_WIZFX1
+ -1, // doomednum
+ S_WIZFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_WIZFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 18 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_IMP
+ 66, // doomednum
+ S_IMP_LOOK1, // spawnstate
+ 40, // spawnhealth
+ S_IMP_FLY1, // seestate
+ sfx_impsit, // seesound
+ 8, // reactiontime
+ sfx_impat1, // attacksound
+ S_IMP_PAIN1, // painstate
+ 200, // painchance
+ sfx_imppai, // painsound
+ S_IMP_MEATK1, // meleestate
+ S_IMP_MSATK1_1, // missilestate
+ S_IMP_CRASH1, // crashstate
+ S_IMP_DIE1, // deathstate
+ S_IMP_XDIE1, // xdeathstate
+ sfx_impdth, // deathsound
+ 10, // speed
+ 16 * FRACUNIT, // radius
+ 36 * FRACUNIT, // height
+ 50, // mass
+ 0, // damage
+ sfx_impact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_FLOAT | MF_NOGRAVITY | MF_COUNTKILL, // flags
+ MF2_SPAWNFLOAT | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_IMPLEADER
+ 5, // doomednum
+ S_IMP_LOOK1, // spawnstate
+ 80, // spawnhealth
+ S_IMP_FLY1, // seestate
+ sfx_impsit, // seesound
+ 8, // reactiontime
+ sfx_impat2, // attacksound
+ S_IMP_PAIN1, // painstate
+ 200, // painchance
+ sfx_imppai, // painsound
+ 0, // meleestate
+ S_IMP_MSATK2_1, // missilestate
+ S_IMP_CRASH1, // crashstate
+ S_IMP_DIE1, // deathstate
+ S_IMP_XDIE1, // xdeathstate
+ sfx_impdth, // deathsound
+ 10, // speed
+ 16 * FRACUNIT, // radius
+ 36 * FRACUNIT, // height
+ 50, // mass
+ 0, // damage
+ sfx_impact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_FLOAT | MF_NOGRAVITY | MF_COUNTKILL, // flags
+ MF2_SPAWNFLOAT | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_IMPCHUNK1
+ -1, // doomednum
+ S_IMP_CHUNKA1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_IMPCHUNK2
+ -1, // doomednum
+ S_IMP_CHUNKB1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_IMPBALL
+ -1, // doomednum
+ S_IMPFX1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_IMPFXI1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 10 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_WINDTHRUST | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_KNIGHT
+ 64, // doomednum
+ S_KNIGHT_STND1, // spawnstate
+ 200, // spawnhealth
+ S_KNIGHT_WALK1, // seestate
+ sfx_kgtsit, // seesound
+ 8, // reactiontime
+ sfx_kgtatk, // attacksound
+ S_KNIGHT_PAIN1, // painstate
+ 100, // painchance
+ sfx_kgtpai, // painsound
+ S_KNIGHT_ATK1, // meleestate
+ S_KNIGHT_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_KNIGHT_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_kgtdth, // deathsound
+ 12, // speed
+ 24 * FRACUNIT, // radius
+ 78 * FRACUNIT, // height
+ 150, // mass
+ 0, // damage
+ sfx_kgtact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_KNIGHTGHOST
+ 65, // doomednum
+ S_KNIGHT_STND1, // spawnstate
+ 200, // spawnhealth
+ S_KNIGHT_WALK1, // seestate
+ sfx_kgtsit, // seesound
+ 8, // reactiontime
+ sfx_kgtatk, // attacksound
+ S_KNIGHT_PAIN1, // painstate
+ 100, // painchance
+ sfx_kgtpai, // painsound
+ S_KNIGHT_ATK1, // meleestate
+ S_KNIGHT_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_KNIGHT_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_kgtdth, // deathsound
+ 12, // speed
+ 24 * FRACUNIT, // radius
+ 78 * FRACUNIT, // height
+ 150, // mass
+ 0, // damage
+ sfx_kgtact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_SHADOW, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_KNIGHTAXE
+ -1, // doomednum
+ S_SPINAXE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SPINAXEX1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_hrnhit, // deathsound
+ 9 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_WINDTHRUST | MF2_NOTELEPORT | MF2_THRUGHOST // flags2
+ },
+
+ { // MT_REDAXE
+ -1, // doomednum
+ S_REDAXE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_REDAXEX1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_hrnhit, // deathsound
+ 9 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 7, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_THRUGHOST // flags2
+ },
+
+ { // MT_SORCERER1
+ 7, // doomednum
+ S_SRCR1_LOOK1, // spawnstate
+ 2000, // spawnhealth
+ S_SRCR1_WALK1, // seestate
+ sfx_sbtsit, // seesound
+ 8, // reactiontime
+ sfx_sbtatk, // attacksound
+ S_SRCR1_PAIN1, // painstate
+ 56, // painchance
+ sfx_sbtpai, // painsound
+ 0, // meleestate
+ S_SRCR1_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_SRCR1_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_sbtdth, // deathsound
+ 16, // speed
+ 28 * FRACUNIT, // radius
+ 100 * FRACUNIT, // height
+ 800, // mass
+ 0, // damage
+ sfx_sbtact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ | MF2_BOSS // flags2
+ },
+
+ { // MT_SRCRFX1
+ -1, // doomednum
+ S_SRCRFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SRCRFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 20 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 10 * FRACUNIT, // height
+ 100, // mass
+ 10, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_SORCERER2
+ -1, // doomednum
+ S_SOR2_LOOK1, // spawnstate
+ 3500, // spawnhealth
+ S_SOR2_WALK1, // seestate
+ sfx_sorsit, // seesound
+ 8, // reactiontime
+ sfx_soratk, // attacksound
+ S_SOR2_PAIN1, // painstate
+ 32, // painchance
+ sfx_sorpai, // painsound
+ 0, // meleestate
+ S_SOR2_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_SOR2_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 14, // speed
+ 16 * FRACUNIT, // radius
+ 70 * FRACUNIT, // height
+ 300, // mass
+ 0, // damage
+ sfx_soract, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_DROPOFF, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ | MF2_BOSS // flags2
+ },
+
+ { // MT_SOR2FX1
+ -1, // doomednum
+ S_SOR2FX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SOR2FXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 20 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SOR2FXSPARK
+ -1, // doomednum
+ S_SOR2FXSPARK1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_SOR2FX2
+ -1, // doomednum
+ S_SOR2FX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SOR2FXI2_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 6 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 10, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SOR2TELEFADE
+ -1, // doomednum
+ S_SOR2TELEFADE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_MINOTAUR
+ 9, // doomednum
+ S_MNTR_LOOK1, // spawnstate
+ 3000, // spawnhealth
+ S_MNTR_WALK1, // seestate
+ sfx_minsit, // seesound
+ 8, // reactiontime
+ sfx_minat1, // attacksound
+ S_MNTR_PAIN1, // painstate
+ 25, // painchance
+ sfx_minpai, // painsound
+ S_MNTR_ATK1_1, // meleestate
+ S_MNTR_ATK2_1, // missilestate
+ S_NULL, // crashstate
+ S_MNTR_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_mindth, // deathsound
+ 16, // speed
+ 28 * FRACUNIT, // radius
+ 100 * FRACUNIT, // height
+ 800, // mass
+ 7, // damage
+ sfx_minact, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_DROPOFF, // flags
+ MF2_FOOTCLIP | MF2_PASSMOBJ | MF2_BOSS // flags2
+ },
+
+ { // MT_MNTRFX1
+ -1, // doomednum
+ S_MNTRFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MNTRFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 20 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_MNTRFX2
+ -1, // doomednum
+ S_MNTRFX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MNTRFXI2_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_phohit, // deathsound
+ 14 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 12 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_MNTRFX3
+ -1, // doomednum
+ S_MNTRFX3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MNTRFXI2_1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_phohit, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_AKYY
+ 73, // doomednum
+ S_AKYY1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_NOTDMATCH, // flags
+ 0 // flags2
+ },
+
+ { // MT_BKYY
+ 79, // doomednum
+ S_BKYY1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_NOTDMATCH, // flags
+ 0 // flags2
+ },
+
+ { // MT_CKEY
+ 80, // doomednum
+ S_CKYY1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL | MF_NOTDMATCH, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMGWNDWIMPY
+ 10, // doomednum
+ S_AMG1, // spawnstate
+ AMMO_GWND_WIMPY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMGWNDHEFTY
+ 12, // doomednum
+ S_AMG2_1, // spawnstate
+ AMMO_GWND_HEFTY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMMACEWIMPY
+ 13, // doomednum
+ S_AMM1, // spawnstate
+ AMMO_MACE_WIMPY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMMACEHEFTY
+ 16, // doomednum
+ S_AMM2, // spawnstate
+ AMMO_MACE_HEFTY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMCBOWWIMPY
+ 18, // doomednum
+ S_AMC1, // spawnstate
+ AMMO_CBOW_WIMPY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMCBOWHEFTY
+ 19, // doomednum
+ S_AMC2_1, // spawnstate
+ AMMO_CBOW_HEFTY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMSKRDWIMPY
+ 20, // doomednum
+ S_AMS1_1, // spawnstate
+ AMMO_SKRD_WIMPY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMSKRDHEFTY
+ 21, // doomednum
+ S_AMS2_1, // spawnstate
+ AMMO_SKRD_HEFTY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMPHRDWIMPY
+ 22, // doomednum
+ S_AMP1_1, // spawnstate
+ AMMO_PHRD_WIMPY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMPHRDHEFTY
+ 23, // doomednum
+ S_AMP2_1, // spawnstate
+ AMMO_PHRD_HEFTY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMBLSRWIMPY
+ 54, // doomednum
+ S_AMB1_1, // spawnstate
+ AMMO_BLSR_WIMPY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AMBLSRHEFTY
+ 55, // doomednum
+ S_AMB2_1, // spawnstate
+ AMMO_BLSR_HEFTY, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_SOUNDWIND
+ 42, // doomednum
+ S_SND_WIND, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ 0 // flags2
+ },
+
+ { // MT_SOUNDWATERFALL
+ 41, // doomednum
+ S_SND_WATERFALL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ 0 // flags2
+ }
+};
diff --git a/src/heretic/info.h b/src/heretic/info.h
new file mode 100644
index 00000000..f9581298
--- /dev/null
+++ b/src/heretic/info.h
@@ -0,0 +1,1577 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// generated by multigen
+
+typedef enum
+{
+ SPR_IMPX,
+ SPR_ACLO,
+ SPR_PTN1,
+ SPR_SHLD,
+ SPR_SHD2,
+ SPR_BAGH,
+ SPR_SPMP,
+ SPR_INVS,
+ SPR_PTN2,
+ SPR_SOAR,
+ SPR_INVU,
+ SPR_PWBK,
+ SPR_EGGC,
+ SPR_EGGM,
+ SPR_FX01,
+ SPR_SPHL,
+ SPR_TRCH,
+ SPR_FBMB,
+ SPR_XPL1,
+ SPR_ATLP,
+ SPR_PPOD,
+ SPR_AMG1,
+ SPR_SPSH,
+ SPR_LVAS,
+ SPR_SLDG,
+ SPR_SKH1,
+ SPR_SKH2,
+ SPR_SKH3,
+ SPR_SKH4,
+ SPR_CHDL,
+ SPR_SRTC,
+ SPR_SMPL,
+ SPR_STGS,
+ SPR_STGL,
+ SPR_STCS,
+ SPR_STCL,
+ SPR_KFR1,
+ SPR_BARL,
+ SPR_BRPL,
+ SPR_MOS1,
+ SPR_MOS2,
+ SPR_WTRH,
+ SPR_HCOR,
+ SPR_KGZ1,
+ SPR_KGZB,
+ SPR_KGZG,
+ SPR_KGZY,
+ SPR_VLCO,
+ SPR_VFBL,
+ SPR_VTFB,
+ SPR_SFFI,
+ SPR_TGLT,
+ SPR_TELE,
+ SPR_STFF,
+ SPR_PUF3,
+ SPR_PUF4,
+ SPR_BEAK,
+ SPR_WGNT,
+ SPR_GAUN,
+ SPR_PUF1,
+ SPR_WBLS,
+ SPR_BLSR,
+ SPR_FX18,
+ SPR_FX17,
+ SPR_WMCE,
+ SPR_MACE,
+ SPR_FX02,
+ SPR_WSKL,
+ SPR_HROD,
+ SPR_FX00,
+ SPR_FX20,
+ SPR_FX21,
+ SPR_FX22,
+ SPR_FX23,
+ SPR_GWND,
+ SPR_PUF2,
+ SPR_WPHX,
+ SPR_PHNX,
+ SPR_FX04,
+ SPR_FX08,
+ SPR_FX09,
+ SPR_WBOW,
+ SPR_CRBW,
+ SPR_FX03,
+ SPR_BLOD,
+ SPR_PLAY,
+ SPR_FDTH,
+ SPR_BSKL,
+ SPR_CHKN,
+ SPR_MUMM,
+ SPR_FX15,
+ SPR_BEAS,
+ SPR_FRB1,
+ SPR_SNKE,
+ SPR_SNFX,
+ SPR_HEAD,
+ SPR_FX05,
+ SPR_FX06,
+ SPR_FX07,
+ SPR_CLNK,
+ SPR_WZRD,
+ SPR_FX11,
+ SPR_FX10,
+ SPR_KNIG,
+ SPR_SPAX,
+ SPR_RAXE,
+ SPR_SRCR,
+ SPR_FX14,
+ SPR_SOR2,
+ SPR_SDTH,
+ SPR_FX16,
+ SPR_MNTR,
+ SPR_FX12,
+ SPR_FX13,
+ SPR_AKYY,
+ SPR_BKYY,
+ SPR_CKYY,
+ SPR_AMG2,
+ SPR_AMM1,
+ SPR_AMM2,
+ SPR_AMC1,
+ SPR_AMC2,
+ SPR_AMS1,
+ SPR_AMS2,
+ SPR_AMP1,
+ SPR_AMP2,
+ SPR_AMB1,
+ SPR_AMB2,
+ NUMSPRITES
+} spritenum_t;
+
+typedef enum
+{
+ S_NULL,
+ S_FREETARGMOBJ,
+ S_ITEM_PTN1_1,
+ S_ITEM_PTN1_2,
+ S_ITEM_PTN1_3,
+ S_ITEM_SHLD1,
+ S_ITEM_SHD2_1,
+ S_ITEM_BAGH1,
+ S_ITEM_SPMP1,
+ S_HIDESPECIAL1,
+ S_HIDESPECIAL2,
+ S_HIDESPECIAL3,
+ S_HIDESPECIAL4,
+ S_HIDESPECIAL5,
+ S_HIDESPECIAL6,
+ S_HIDESPECIAL7,
+ S_HIDESPECIAL8,
+ S_HIDESPECIAL9,
+ S_HIDESPECIAL10,
+ S_HIDESPECIAL11,
+ S_DORMANTARTI1,
+ S_DORMANTARTI2,
+ S_DORMANTARTI3,
+ S_DORMANTARTI4,
+ S_DORMANTARTI5,
+ S_DORMANTARTI6,
+ S_DORMANTARTI7,
+ S_DORMANTARTI8,
+ S_DORMANTARTI9,
+ S_DORMANTARTI10,
+ S_DORMANTARTI11,
+ S_DORMANTARTI12,
+ S_DORMANTARTI13,
+ S_DORMANTARTI14,
+ S_DORMANTARTI15,
+ S_DORMANTARTI16,
+ S_DORMANTARTI17,
+ S_DORMANTARTI18,
+ S_DORMANTARTI19,
+ S_DORMANTARTI20,
+ S_DORMANTARTI21,
+ S_DEADARTI1,
+ S_DEADARTI2,
+ S_DEADARTI3,
+ S_DEADARTI4,
+ S_DEADARTI5,
+ S_DEADARTI6,
+ S_DEADARTI7,
+ S_DEADARTI8,
+ S_DEADARTI9,
+ S_DEADARTI10,
+ S_ARTI_INVS1,
+ S_ARTI_PTN2_1,
+ S_ARTI_PTN2_2,
+ S_ARTI_PTN2_3,
+ S_ARTI_SOAR1,
+ S_ARTI_SOAR2,
+ S_ARTI_SOAR3,
+ S_ARTI_SOAR4,
+ S_ARTI_INVU1,
+ S_ARTI_INVU2,
+ S_ARTI_INVU3,
+ S_ARTI_INVU4,
+ S_ARTI_PWBK1,
+ S_ARTI_EGGC1,
+ S_ARTI_EGGC2,
+ S_ARTI_EGGC3,
+ S_ARTI_EGGC4,
+ S_EGGFX1,
+ S_EGGFX2,
+ S_EGGFX3,
+ S_EGGFX4,
+ S_EGGFX5,
+ S_EGGFXI1_1,
+ S_EGGFXI1_2,
+ S_EGGFXI1_3,
+ S_EGGFXI1_4,
+ S_ARTI_SPHL1,
+ S_ARTI_TRCH1,
+ S_ARTI_TRCH2,
+ S_ARTI_TRCH3,
+ S_ARTI_FBMB1,
+ S_FIREBOMB1,
+ S_FIREBOMB2,
+ S_FIREBOMB3,
+ S_FIREBOMB4,
+ S_FIREBOMB5,
+ S_FIREBOMB6,
+ S_FIREBOMB7,
+ S_FIREBOMB8,
+ S_FIREBOMB9,
+ S_FIREBOMB10,
+ S_FIREBOMB11,
+ S_ARTI_ATLP1,
+ S_ARTI_ATLP2,
+ S_ARTI_ATLP3,
+ S_ARTI_ATLP4,
+ S_POD_WAIT1,
+ S_POD_PAIN1,
+ S_POD_DIE1,
+ S_POD_DIE2,
+ S_POD_DIE3,
+ S_POD_DIE4,
+ S_POD_GROW1,
+ S_POD_GROW2,
+ S_POD_GROW3,
+ S_POD_GROW4,
+ S_POD_GROW5,
+ S_POD_GROW6,
+ S_POD_GROW7,
+ S_POD_GROW8,
+ S_PODGOO1,
+ S_PODGOO2,
+ S_PODGOOX,
+ S_PODGENERATOR,
+ S_SPLASH1,
+ S_SPLASH2,
+ S_SPLASH3,
+ S_SPLASH4,
+ S_SPLASHX,
+ S_SPLASHBASE1,
+ S_SPLASHBASE2,
+ S_SPLASHBASE3,
+ S_SPLASHBASE4,
+ S_SPLASHBASE5,
+ S_SPLASHBASE6,
+ S_SPLASHBASE7,
+ S_LAVASPLASH1,
+ S_LAVASPLASH2,
+ S_LAVASPLASH3,
+ S_LAVASPLASH4,
+ S_LAVASPLASH5,
+ S_LAVASPLASH6,
+ S_LAVASMOKE1,
+ S_LAVASMOKE2,
+ S_LAVASMOKE3,
+ S_LAVASMOKE4,
+ S_LAVASMOKE5,
+ S_SLUDGECHUNK1,
+ S_SLUDGECHUNK2,
+ S_SLUDGECHUNK3,
+ S_SLUDGECHUNK4,
+ S_SLUDGECHUNKX,
+ S_SLUDGESPLASH1,
+ S_SLUDGESPLASH2,
+ S_SLUDGESPLASH3,
+ S_SLUDGESPLASH4,
+ S_SKULLHANG70_1,
+ S_SKULLHANG60_1,
+ S_SKULLHANG45_1,
+ S_SKULLHANG35_1,
+ S_CHANDELIER1,
+ S_CHANDELIER2,
+ S_CHANDELIER3,
+ S_SERPTORCH1,
+ S_SERPTORCH2,
+ S_SERPTORCH3,
+ S_SMALLPILLAR,
+ S_STALAGMITESMALL,
+ S_STALAGMITELARGE,
+ S_STALACTITESMALL,
+ S_STALACTITELARGE,
+ S_FIREBRAZIER1,
+ S_FIREBRAZIER2,
+ S_FIREBRAZIER3,
+ S_FIREBRAZIER4,
+ S_FIREBRAZIER5,
+ S_FIREBRAZIER6,
+ S_FIREBRAZIER7,
+ S_FIREBRAZIER8,
+ S_BARREL,
+ S_BRPILLAR,
+ S_MOSS1,
+ S_MOSS2,
+ S_WALLTORCH1,
+ S_WALLTORCH2,
+ S_WALLTORCH3,
+ S_HANGINGCORPSE,
+ S_KEYGIZMO1,
+ S_KEYGIZMO2,
+ S_KEYGIZMO3,
+ S_KGZ_START,
+ S_KGZ_BLUEFLOAT1,
+ S_KGZ_GREENFLOAT1,
+ S_KGZ_YELLOWFLOAT1,
+ S_VOLCANO1,
+ S_VOLCANO2,
+ S_VOLCANO3,
+ S_VOLCANO4,
+ S_VOLCANO5,
+ S_VOLCANO6,
+ S_VOLCANO7,
+ S_VOLCANO8,
+ S_VOLCANO9,
+ S_VOLCANOBALL1,
+ S_VOLCANOBALL2,
+ S_VOLCANOBALLX1,
+ S_VOLCANOBALLX2,
+ S_VOLCANOBALLX3,
+ S_VOLCANOBALLX4,
+ S_VOLCANOBALLX5,
+ S_VOLCANOBALLX6,
+ S_VOLCANOTBALL1,
+ S_VOLCANOTBALL2,
+ S_VOLCANOTBALLX1,
+ S_VOLCANOTBALLX2,
+ S_VOLCANOTBALLX3,
+ S_VOLCANOTBALLX4,
+ S_VOLCANOTBALLX5,
+ S_VOLCANOTBALLX6,
+ S_VOLCANOTBALLX7,
+ S_TELEGLITGEN1,
+ S_TELEGLITGEN2,
+ S_TELEGLITTER1_1,
+ S_TELEGLITTER1_2,
+ S_TELEGLITTER1_3,
+ S_TELEGLITTER1_4,
+ S_TELEGLITTER1_5,
+ S_TELEGLITTER2_1,
+ S_TELEGLITTER2_2,
+ S_TELEGLITTER2_3,
+ S_TELEGLITTER2_4,
+ S_TELEGLITTER2_5,
+ S_TFOG1,
+ S_TFOG2,
+ S_TFOG3,
+ S_TFOG4,
+ S_TFOG5,
+ S_TFOG6,
+ S_TFOG7,
+ S_TFOG8,
+ S_TFOG9,
+ S_TFOG10,
+ S_TFOG11,
+ S_TFOG12,
+ S_TFOG13,
+ S_LIGHTDONE,
+ S_STAFFREADY,
+ S_STAFFDOWN,
+ S_STAFFUP,
+ S_STAFFREADY2_1,
+ S_STAFFREADY2_2,
+ S_STAFFREADY2_3,
+ S_STAFFDOWN2,
+ S_STAFFUP2,
+ S_STAFFATK1_1,
+ S_STAFFATK1_2,
+ S_STAFFATK1_3,
+ S_STAFFATK2_1,
+ S_STAFFATK2_2,
+ S_STAFFATK2_3,
+ S_STAFFPUFF1,
+ S_STAFFPUFF2,
+ S_STAFFPUFF3,
+ S_STAFFPUFF4,
+ S_STAFFPUFF2_1,
+ S_STAFFPUFF2_2,
+ S_STAFFPUFF2_3,
+ S_STAFFPUFF2_4,
+ S_STAFFPUFF2_5,
+ S_STAFFPUFF2_6,
+ S_BEAKREADY,
+ S_BEAKDOWN,
+ S_BEAKUP,
+ S_BEAKATK1_1,
+ S_BEAKATK2_1,
+ S_WGNT,
+ S_GAUNTLETREADY,
+ S_GAUNTLETDOWN,
+ S_GAUNTLETUP,
+ S_GAUNTLETREADY2_1,
+ S_GAUNTLETREADY2_2,
+ S_GAUNTLETREADY2_3,
+ S_GAUNTLETDOWN2,
+ S_GAUNTLETUP2,
+ S_GAUNTLETATK1_1,
+ S_GAUNTLETATK1_2,
+ S_GAUNTLETATK1_3,
+ S_GAUNTLETATK1_4,
+ S_GAUNTLETATK1_5,
+ S_GAUNTLETATK1_6,
+ S_GAUNTLETATK1_7,
+ S_GAUNTLETATK2_1,
+ S_GAUNTLETATK2_2,
+ S_GAUNTLETATK2_3,
+ S_GAUNTLETATK2_4,
+ S_GAUNTLETATK2_5,
+ S_GAUNTLETATK2_6,
+ S_GAUNTLETATK2_7,
+ S_GAUNTLETPUFF1_1,
+ S_GAUNTLETPUFF1_2,
+ S_GAUNTLETPUFF1_3,
+ S_GAUNTLETPUFF1_4,
+ S_GAUNTLETPUFF2_1,
+ S_GAUNTLETPUFF2_2,
+ S_GAUNTLETPUFF2_3,
+ S_GAUNTLETPUFF2_4,
+ S_BLSR,
+ S_BLASTERREADY,
+ S_BLASTERDOWN,
+ S_BLASTERUP,
+ S_BLASTERATK1_1,
+ S_BLASTERATK1_2,
+ S_BLASTERATK1_3,
+ S_BLASTERATK1_4,
+ S_BLASTERATK1_5,
+ S_BLASTERATK1_6,
+ S_BLASTERATK2_1,
+ S_BLASTERATK2_2,
+ S_BLASTERATK2_3,
+ S_BLASTERATK2_4,
+ S_BLASTERATK2_5,
+ S_BLASTERATK2_6,
+ S_BLASTERFX1_1,
+ S_BLASTERFXI1_1,
+ S_BLASTERFXI1_2,
+ S_BLASTERFXI1_3,
+ S_BLASTERFXI1_4,
+ S_BLASTERFXI1_5,
+ S_BLASTERFXI1_6,
+ S_BLASTERFXI1_7,
+ S_BLASTERSMOKE1,
+ S_BLASTERSMOKE2,
+ S_BLASTERSMOKE3,
+ S_BLASTERSMOKE4,
+ S_BLASTERSMOKE5,
+ S_RIPPER1,
+ S_RIPPER2,
+ S_RIPPERX1,
+ S_RIPPERX2,
+ S_RIPPERX3,
+ S_RIPPERX4,
+ S_RIPPERX5,
+ S_BLASTERPUFF1_1,
+ S_BLASTERPUFF1_2,
+ S_BLASTERPUFF1_3,
+ S_BLASTERPUFF1_4,
+ S_BLASTERPUFF1_5,
+ S_BLASTERPUFF2_1,
+ S_BLASTERPUFF2_2,
+ S_BLASTERPUFF2_3,
+ S_BLASTERPUFF2_4,
+ S_BLASTERPUFF2_5,
+ S_BLASTERPUFF2_6,
+ S_BLASTERPUFF2_7,
+ S_WMCE,
+ S_MACEREADY,
+ S_MACEDOWN,
+ S_MACEUP,
+ S_MACEATK1_1,
+ S_MACEATK1_2,
+ S_MACEATK1_3,
+ S_MACEATK1_4,
+ S_MACEATK1_5,
+ S_MACEATK1_6,
+ S_MACEATK1_7,
+ S_MACEATK1_8,
+ S_MACEATK1_9,
+ S_MACEATK1_10,
+ S_MACEATK2_1,
+ S_MACEATK2_2,
+ S_MACEATK2_3,
+ S_MACEATK2_4,
+ S_MACEFX1_1,
+ S_MACEFX1_2,
+ S_MACEFXI1_1,
+ S_MACEFXI1_2,
+ S_MACEFXI1_3,
+ S_MACEFXI1_4,
+ S_MACEFXI1_5,
+ S_MACEFX2_1,
+ S_MACEFX2_2,
+ S_MACEFXI2_1,
+ S_MACEFX3_1,
+ S_MACEFX3_2,
+ S_MACEFX4_1,
+ S_MACEFXI4_1,
+ S_WSKL,
+ S_HORNRODREADY,
+ S_HORNRODDOWN,
+ S_HORNRODUP,
+ S_HORNRODATK1_1,
+ S_HORNRODATK1_2,
+ S_HORNRODATK1_3,
+ S_HORNRODATK2_1,
+ S_HORNRODATK2_2,
+ S_HORNRODATK2_3,
+ S_HORNRODATK2_4,
+ S_HORNRODATK2_5,
+ S_HORNRODATK2_6,
+ S_HORNRODATK2_7,
+ S_HORNRODATK2_8,
+ S_HORNRODATK2_9,
+ S_HRODFX1_1,
+ S_HRODFX1_2,
+ S_HRODFXI1_1,
+ S_HRODFXI1_2,
+ S_HRODFXI1_3,
+ S_HRODFXI1_4,
+ S_HRODFXI1_5,
+ S_HRODFXI1_6,
+ S_HRODFX2_1,
+ S_HRODFX2_2,
+ S_HRODFX2_3,
+ S_HRODFX2_4,
+ S_HRODFXI2_1,
+ S_HRODFXI2_2,
+ S_HRODFXI2_3,
+ S_HRODFXI2_4,
+ S_HRODFXI2_5,
+ S_HRODFXI2_6,
+ S_HRODFXI2_7,
+ S_HRODFXI2_8,
+ S_RAINPLR1_1,
+ S_RAINPLR2_1,
+ S_RAINPLR3_1,
+ S_RAINPLR4_1,
+ S_RAINPLR1X_1,
+ S_RAINPLR1X_2,
+ S_RAINPLR1X_3,
+ S_RAINPLR1X_4,
+ S_RAINPLR1X_5,
+ S_RAINPLR2X_1,
+ S_RAINPLR2X_2,
+ S_RAINPLR2X_3,
+ S_RAINPLR2X_4,
+ S_RAINPLR2X_5,
+ S_RAINPLR3X_1,
+ S_RAINPLR3X_2,
+ S_RAINPLR3X_3,
+ S_RAINPLR3X_4,
+ S_RAINPLR3X_5,
+ S_RAINPLR4X_1,
+ S_RAINPLR4X_2,
+ S_RAINPLR4X_3,
+ S_RAINPLR4X_4,
+ S_RAINPLR4X_5,
+ S_RAINAIRXPLR1_1,
+ S_RAINAIRXPLR2_1,
+ S_RAINAIRXPLR3_1,
+ S_RAINAIRXPLR4_1,
+ S_RAINAIRXPLR1_2,
+ S_RAINAIRXPLR2_2,
+ S_RAINAIRXPLR3_2,
+ S_RAINAIRXPLR4_2,
+ S_RAINAIRXPLR1_3,
+ S_RAINAIRXPLR2_3,
+ S_RAINAIRXPLR3_3,
+ S_RAINAIRXPLR4_3,
+ S_GOLDWANDREADY,
+ S_GOLDWANDDOWN,
+ S_GOLDWANDUP,
+ S_GOLDWANDATK1_1,
+ S_GOLDWANDATK1_2,
+ S_GOLDWANDATK1_3,
+ S_GOLDWANDATK1_4,
+ S_GOLDWANDATK2_1,
+ S_GOLDWANDATK2_2,
+ S_GOLDWANDATK2_3,
+ S_GOLDWANDATK2_4,
+ S_GWANDFX1_1,
+ S_GWANDFX1_2,
+ S_GWANDFXI1_1,
+ S_GWANDFXI1_2,
+ S_GWANDFXI1_3,
+ S_GWANDFXI1_4,
+ S_GWANDFX2_1,
+ S_GWANDFX2_2,
+ S_GWANDPUFF1_1,
+ S_GWANDPUFF1_2,
+ S_GWANDPUFF1_3,
+ S_GWANDPUFF1_4,
+ S_GWANDPUFF1_5,
+ S_WPHX,
+ S_PHOENIXREADY,
+ S_PHOENIXDOWN,
+ S_PHOENIXUP,
+ S_PHOENIXATK1_1,
+ S_PHOENIXATK1_2,
+ S_PHOENIXATK1_3,
+ S_PHOENIXATK1_4,
+ S_PHOENIXATK1_5,
+ S_PHOENIXATK2_1,
+ S_PHOENIXATK2_2,
+ S_PHOENIXATK2_3,
+ S_PHOENIXATK2_4,
+ S_PHOENIXFX1_1,
+ S_PHOENIXFXI1_1,
+ S_PHOENIXFXI1_2,
+ S_PHOENIXFXI1_3,
+ S_PHOENIXFXI1_4,
+ S_PHOENIXFXI1_5,
+ S_PHOENIXFXI1_6,
+ S_PHOENIXFXI1_7,
+ S_PHOENIXFXI1_8,
+ S_PHOENIXPUFF1,
+ S_PHOENIXPUFF2,
+ S_PHOENIXPUFF3,
+ S_PHOENIXPUFF4,
+ S_PHOENIXPUFF5,
+ S_PHOENIXFX2_1,
+ S_PHOENIXFX2_2,
+ S_PHOENIXFX2_3,
+ S_PHOENIXFX2_4,
+ S_PHOENIXFX2_5,
+ S_PHOENIXFX2_6,
+ S_PHOENIXFX2_7,
+ S_PHOENIXFX2_8,
+ S_PHOENIXFX2_9,
+ S_PHOENIXFX2_10,
+ S_PHOENIXFXI2_1,
+ S_PHOENIXFXI2_2,
+ S_PHOENIXFXI2_3,
+ S_PHOENIXFXI2_4,
+ S_PHOENIXFXI2_5,
+ S_WBOW,
+ S_CRBOW1,
+ S_CRBOW2,
+ S_CRBOW3,
+ S_CRBOW4,
+ S_CRBOW5,
+ S_CRBOW6,
+ S_CRBOW7,
+ S_CRBOW8,
+ S_CRBOW9,
+ S_CRBOW10,
+ S_CRBOW11,
+ S_CRBOW12,
+ S_CRBOW13,
+ S_CRBOW14,
+ S_CRBOW15,
+ S_CRBOW16,
+ S_CRBOW17,
+ S_CRBOW18,
+ S_CRBOWDOWN,
+ S_CRBOWUP,
+ S_CRBOWATK1_1,
+ S_CRBOWATK1_2,
+ S_CRBOWATK1_3,
+ S_CRBOWATK1_4,
+ S_CRBOWATK1_5,
+ S_CRBOWATK1_6,
+ S_CRBOWATK1_7,
+ S_CRBOWATK1_8,
+ S_CRBOWATK2_1,
+ S_CRBOWATK2_2,
+ S_CRBOWATK2_3,
+ S_CRBOWATK2_4,
+ S_CRBOWATK2_5,
+ S_CRBOWATK2_6,
+ S_CRBOWATK2_7,
+ S_CRBOWATK2_8,
+ S_CRBOWFX1,
+ S_CRBOWFXI1_1,
+ S_CRBOWFXI1_2,
+ S_CRBOWFXI1_3,
+ S_CRBOWFX2,
+ S_CRBOWFX3,
+ S_CRBOWFXI3_1,
+ S_CRBOWFXI3_2,
+ S_CRBOWFXI3_3,
+ S_CRBOWFX4_1,
+ S_CRBOWFX4_2,
+ S_BLOOD1,
+ S_BLOOD2,
+ S_BLOOD3,
+ S_BLOODSPLATTER1,
+ S_BLOODSPLATTER2,
+ S_BLOODSPLATTER3,
+ S_BLOODSPLATTERX,
+ S_PLAY,
+ S_PLAY_RUN1,
+ S_PLAY_RUN2,
+ S_PLAY_RUN3,
+ S_PLAY_RUN4,
+ S_PLAY_ATK1,
+ S_PLAY_ATK2,
+ S_PLAY_PAIN,
+ S_PLAY_PAIN2,
+ S_PLAY_DIE1,
+ S_PLAY_DIE2,
+ S_PLAY_DIE3,
+ S_PLAY_DIE4,
+ S_PLAY_DIE5,
+ S_PLAY_DIE6,
+ S_PLAY_DIE7,
+ S_PLAY_DIE8,
+ S_PLAY_DIE9,
+ S_PLAY_XDIE1,
+ S_PLAY_XDIE2,
+ S_PLAY_XDIE3,
+ S_PLAY_XDIE4,
+ S_PLAY_XDIE5,
+ S_PLAY_XDIE6,
+ S_PLAY_XDIE7,
+ S_PLAY_XDIE8,
+ S_PLAY_XDIE9,
+ S_PLAY_FDTH1,
+ S_PLAY_FDTH2,
+ S_PLAY_FDTH3,
+ S_PLAY_FDTH4,
+ S_PLAY_FDTH5,
+ S_PLAY_FDTH6,
+ S_PLAY_FDTH7,
+ S_PLAY_FDTH8,
+ S_PLAY_FDTH9,
+ S_PLAY_FDTH10,
+ S_PLAY_FDTH11,
+ S_PLAY_FDTH12,
+ S_PLAY_FDTH13,
+ S_PLAY_FDTH14,
+ S_PLAY_FDTH15,
+ S_PLAY_FDTH16,
+ S_PLAY_FDTH17,
+ S_PLAY_FDTH18,
+ S_PLAY_FDTH19,
+ S_PLAY_FDTH20,
+ S_BLOODYSKULL1,
+ S_BLOODYSKULL2,
+ S_BLOODYSKULL3,
+ S_BLOODYSKULL4,
+ S_BLOODYSKULL5,
+ S_BLOODYSKULLX1,
+ S_BLOODYSKULLX2,
+ S_CHICPLAY,
+ S_CHICPLAY_RUN1,
+ S_CHICPLAY_RUN2,
+ S_CHICPLAY_RUN3,
+ S_CHICPLAY_RUN4,
+ S_CHICPLAY_ATK1,
+ S_CHICPLAY_PAIN,
+ S_CHICPLAY_PAIN2,
+ S_CHICKEN_LOOK1,
+ S_CHICKEN_LOOK2,
+ S_CHICKEN_WALK1,
+ S_CHICKEN_WALK2,
+ S_CHICKEN_PAIN1,
+ S_CHICKEN_PAIN2,
+ S_CHICKEN_ATK1,
+ S_CHICKEN_ATK2,
+ S_CHICKEN_DIE1,
+ S_CHICKEN_DIE2,
+ S_CHICKEN_DIE3,
+ S_CHICKEN_DIE4,
+ S_CHICKEN_DIE5,
+ S_CHICKEN_DIE6,
+ S_CHICKEN_DIE7,
+ S_CHICKEN_DIE8,
+ S_FEATHER1,
+ S_FEATHER2,
+ S_FEATHER3,
+ S_FEATHER4,
+ S_FEATHER5,
+ S_FEATHER6,
+ S_FEATHER7,
+ S_FEATHER8,
+ S_FEATHERX,
+ S_MUMMY_LOOK1,
+ S_MUMMY_LOOK2,
+ S_MUMMY_WALK1,
+ S_MUMMY_WALK2,
+ S_MUMMY_WALK3,
+ S_MUMMY_WALK4,
+ S_MUMMY_ATK1,
+ S_MUMMY_ATK2,
+ S_MUMMY_ATK3,
+ S_MUMMYL_ATK1,
+ S_MUMMYL_ATK2,
+ S_MUMMYL_ATK3,
+ S_MUMMYL_ATK4,
+ S_MUMMYL_ATK5,
+ S_MUMMYL_ATK6,
+ S_MUMMY_PAIN1,
+ S_MUMMY_PAIN2,
+ S_MUMMY_DIE1,
+ S_MUMMY_DIE2,
+ S_MUMMY_DIE3,
+ S_MUMMY_DIE4,
+ S_MUMMY_DIE5,
+ S_MUMMY_DIE6,
+ S_MUMMY_DIE7,
+ S_MUMMY_DIE8,
+ S_MUMMY_SOUL1,
+ S_MUMMY_SOUL2,
+ S_MUMMY_SOUL3,
+ S_MUMMY_SOUL4,
+ S_MUMMY_SOUL5,
+ S_MUMMY_SOUL6,
+ S_MUMMY_SOUL7,
+ S_MUMMYFX1_1,
+ S_MUMMYFX1_2,
+ S_MUMMYFX1_3,
+ S_MUMMYFX1_4,
+ S_MUMMYFXI1_1,
+ S_MUMMYFXI1_2,
+ S_MUMMYFXI1_3,
+ S_MUMMYFXI1_4,
+ S_BEAST_LOOK1,
+ S_BEAST_LOOK2,
+ S_BEAST_WALK1,
+ S_BEAST_WALK2,
+ S_BEAST_WALK3,
+ S_BEAST_WALK4,
+ S_BEAST_WALK5,
+ S_BEAST_WALK6,
+ S_BEAST_ATK1,
+ S_BEAST_ATK2,
+ S_BEAST_PAIN1,
+ S_BEAST_PAIN2,
+ S_BEAST_DIE1,
+ S_BEAST_DIE2,
+ S_BEAST_DIE3,
+ S_BEAST_DIE4,
+ S_BEAST_DIE5,
+ S_BEAST_DIE6,
+ S_BEAST_DIE7,
+ S_BEAST_DIE8,
+ S_BEAST_DIE9,
+ S_BEAST_XDIE1,
+ S_BEAST_XDIE2,
+ S_BEAST_XDIE3,
+ S_BEAST_XDIE4,
+ S_BEAST_XDIE5,
+ S_BEAST_XDIE6,
+ S_BEAST_XDIE7,
+ S_BEAST_XDIE8,
+ S_BEASTBALL1,
+ S_BEASTBALL2,
+ S_BEASTBALL3,
+ S_BEASTBALL4,
+ S_BEASTBALL5,
+ S_BEASTBALL6,
+ S_BEASTBALLX1,
+ S_BEASTBALLX2,
+ S_BEASTBALLX3,
+ S_BEASTBALLX4,
+ S_BEASTBALLX5,
+ S_BURNBALL1,
+ S_BURNBALL2,
+ S_BURNBALL3,
+ S_BURNBALL4,
+ S_BURNBALL5,
+ S_BURNBALL6,
+ S_BURNBALL7,
+ S_BURNBALL8,
+ S_BURNBALLFB1,
+ S_BURNBALLFB2,
+ S_BURNBALLFB3,
+ S_BURNBALLFB4,
+ S_BURNBALLFB5,
+ S_BURNBALLFB6,
+ S_BURNBALLFB7,
+ S_BURNBALLFB8,
+ S_PUFFY1,
+ S_PUFFY2,
+ S_PUFFY3,
+ S_PUFFY4,
+ S_PUFFY5,
+ S_SNAKE_LOOK1,
+ S_SNAKE_LOOK2,
+ S_SNAKE_WALK1,
+ S_SNAKE_WALK2,
+ S_SNAKE_WALK3,
+ S_SNAKE_WALK4,
+ S_SNAKE_ATK1,
+ S_SNAKE_ATK2,
+ S_SNAKE_ATK3,
+ S_SNAKE_ATK4,
+ S_SNAKE_ATK5,
+ S_SNAKE_ATK6,
+ S_SNAKE_ATK7,
+ S_SNAKE_ATK8,
+ S_SNAKE_ATK9,
+ S_SNAKE_PAIN1,
+ S_SNAKE_PAIN2,
+ S_SNAKE_DIE1,
+ S_SNAKE_DIE2,
+ S_SNAKE_DIE3,
+ S_SNAKE_DIE4,
+ S_SNAKE_DIE5,
+ S_SNAKE_DIE6,
+ S_SNAKE_DIE7,
+ S_SNAKE_DIE8,
+ S_SNAKE_DIE9,
+ S_SNAKE_DIE10,
+ S_SNAKEPRO_A1,
+ S_SNAKEPRO_A2,
+ S_SNAKEPRO_A3,
+ S_SNAKEPRO_A4,
+ S_SNAKEPRO_AX1,
+ S_SNAKEPRO_AX2,
+ S_SNAKEPRO_AX3,
+ S_SNAKEPRO_AX4,
+ S_SNAKEPRO_AX5,
+ S_SNAKEPRO_B1,
+ S_SNAKEPRO_B2,
+ S_SNAKEPRO_BX1,
+ S_SNAKEPRO_BX2,
+ S_SNAKEPRO_BX3,
+ S_SNAKEPRO_BX4,
+ S_HEAD_LOOK,
+ S_HEAD_FLOAT,
+ S_HEAD_ATK1,
+ S_HEAD_ATK2,
+ S_HEAD_PAIN1,
+ S_HEAD_PAIN2,
+ S_HEAD_DIE1,
+ S_HEAD_DIE2,
+ S_HEAD_DIE3,
+ S_HEAD_DIE4,
+ S_HEAD_DIE5,
+ S_HEAD_DIE6,
+ S_HEAD_DIE7,
+ S_HEADFX1_1,
+ S_HEADFX1_2,
+ S_HEADFX1_3,
+ S_HEADFXI1_1,
+ S_HEADFXI1_2,
+ S_HEADFXI1_3,
+ S_HEADFXI1_4,
+ S_HEADFX2_1,
+ S_HEADFX2_2,
+ S_HEADFX2_3,
+ S_HEADFXI2_1,
+ S_HEADFXI2_2,
+ S_HEADFXI2_3,
+ S_HEADFXI2_4,
+ S_HEADFX3_1,
+ S_HEADFX3_2,
+ S_HEADFX3_3,
+ S_HEADFX3_4,
+ S_HEADFX3_5,
+ S_HEADFX3_6,
+ S_HEADFXI3_1,
+ S_HEADFXI3_2,
+ S_HEADFXI3_3,
+ S_HEADFXI3_4,
+ S_HEADFX4_1,
+ S_HEADFX4_2,
+ S_HEADFX4_3,
+ S_HEADFX4_4,
+ S_HEADFX4_5,
+ S_HEADFX4_6,
+ S_HEADFX4_7,
+ S_HEADFXI4_1,
+ S_HEADFXI4_2,
+ S_HEADFXI4_3,
+ S_HEADFXI4_4,
+ S_CLINK_LOOK1,
+ S_CLINK_LOOK2,
+ S_CLINK_WALK1,
+ S_CLINK_WALK2,
+ S_CLINK_WALK3,
+ S_CLINK_WALK4,
+ S_CLINK_ATK1,
+ S_CLINK_ATK2,
+ S_CLINK_ATK3,
+ S_CLINK_PAIN1,
+ S_CLINK_PAIN2,
+ S_CLINK_DIE1,
+ S_CLINK_DIE2,
+ S_CLINK_DIE3,
+ S_CLINK_DIE4,
+ S_CLINK_DIE5,
+ S_CLINK_DIE6,
+ S_CLINK_DIE7,
+ S_WIZARD_LOOK1,
+ S_WIZARD_LOOK2,
+ S_WIZARD_WALK1,
+ S_WIZARD_WALK2,
+ S_WIZARD_WALK3,
+ S_WIZARD_WALK4,
+ S_WIZARD_WALK5,
+ S_WIZARD_WALK6,
+ S_WIZARD_WALK7,
+ S_WIZARD_WALK8,
+ S_WIZARD_ATK1,
+ S_WIZARD_ATK2,
+ S_WIZARD_ATK3,
+ S_WIZARD_ATK4,
+ S_WIZARD_ATK5,
+ S_WIZARD_ATK6,
+ S_WIZARD_ATK7,
+ S_WIZARD_ATK8,
+ S_WIZARD_ATK9,
+ S_WIZARD_PAIN1,
+ S_WIZARD_PAIN2,
+ S_WIZARD_DIE1,
+ S_WIZARD_DIE2,
+ S_WIZARD_DIE3,
+ S_WIZARD_DIE4,
+ S_WIZARD_DIE5,
+ S_WIZARD_DIE6,
+ S_WIZARD_DIE7,
+ S_WIZARD_DIE8,
+ S_WIZFX1_1,
+ S_WIZFX1_2,
+ S_WIZFXI1_1,
+ S_WIZFXI1_2,
+ S_WIZFXI1_3,
+ S_WIZFXI1_4,
+ S_WIZFXI1_5,
+ S_IMP_LOOK1,
+ S_IMP_LOOK2,
+ S_IMP_LOOK3,
+ S_IMP_LOOK4,
+ S_IMP_FLY1,
+ S_IMP_FLY2,
+ S_IMP_FLY3,
+ S_IMP_FLY4,
+ S_IMP_FLY5,
+ S_IMP_FLY6,
+ S_IMP_FLY7,
+ S_IMP_FLY8,
+ S_IMP_MEATK1,
+ S_IMP_MEATK2,
+ S_IMP_MEATK3,
+ S_IMP_MSATK1_1,
+ S_IMP_MSATK1_2,
+ S_IMP_MSATK1_3,
+ S_IMP_MSATK1_4,
+ S_IMP_MSATK1_5,
+ S_IMP_MSATK1_6,
+ S_IMP_MSATK2_1,
+ S_IMP_MSATK2_2,
+ S_IMP_MSATK2_3,
+ S_IMP_PAIN1,
+ S_IMP_PAIN2,
+ S_IMP_DIE1,
+ S_IMP_DIE2,
+ S_IMP_XDIE1,
+ S_IMP_XDIE2,
+ S_IMP_XDIE3,
+ S_IMP_XDIE4,
+ S_IMP_XDIE5,
+ S_IMP_CRASH1,
+ S_IMP_CRASH2,
+ S_IMP_CRASH3,
+ S_IMP_CRASH4,
+ S_IMP_XCRASH1,
+ S_IMP_XCRASH2,
+ S_IMP_XCRASH3,
+ S_IMP_CHUNKA1,
+ S_IMP_CHUNKA2,
+ S_IMP_CHUNKA3,
+ S_IMP_CHUNKB1,
+ S_IMP_CHUNKB2,
+ S_IMP_CHUNKB3,
+ S_IMPFX1,
+ S_IMPFX2,
+ S_IMPFX3,
+ S_IMPFXI1,
+ S_IMPFXI2,
+ S_IMPFXI3,
+ S_IMPFXI4,
+ S_KNIGHT_STND1,
+ S_KNIGHT_STND2,
+ S_KNIGHT_WALK1,
+ S_KNIGHT_WALK2,
+ S_KNIGHT_WALK3,
+ S_KNIGHT_WALK4,
+ S_KNIGHT_ATK1,
+ S_KNIGHT_ATK2,
+ S_KNIGHT_ATK3,
+ S_KNIGHT_ATK4,
+ S_KNIGHT_ATK5,
+ S_KNIGHT_ATK6,
+ S_KNIGHT_PAIN1,
+ S_KNIGHT_PAIN2,
+ S_KNIGHT_DIE1,
+ S_KNIGHT_DIE2,
+ S_KNIGHT_DIE3,
+ S_KNIGHT_DIE4,
+ S_KNIGHT_DIE5,
+ S_KNIGHT_DIE6,
+ S_KNIGHT_DIE7,
+ S_SPINAXE1,
+ S_SPINAXE2,
+ S_SPINAXE3,
+ S_SPINAXEX1,
+ S_SPINAXEX2,
+ S_SPINAXEX3,
+ S_REDAXE1,
+ S_REDAXE2,
+ S_REDAXEX1,
+ S_REDAXEX2,
+ S_REDAXEX3,
+ S_SRCR1_LOOK1,
+ S_SRCR1_LOOK2,
+ S_SRCR1_WALK1,
+ S_SRCR1_WALK2,
+ S_SRCR1_WALK3,
+ S_SRCR1_WALK4,
+ S_SRCR1_PAIN1,
+ S_SRCR1_ATK1,
+ S_SRCR1_ATK2,
+ S_SRCR1_ATK3,
+ S_SRCR1_ATK4,
+ S_SRCR1_ATK5,
+ S_SRCR1_ATK6,
+ S_SRCR1_ATK7,
+ S_SRCR1_DIE1,
+ S_SRCR1_DIE2,
+ S_SRCR1_DIE3,
+ S_SRCR1_DIE4,
+ S_SRCR1_DIE5,
+ S_SRCR1_DIE6,
+ S_SRCR1_DIE7,
+ S_SRCR1_DIE8,
+ S_SRCR1_DIE9,
+ S_SRCR1_DIE10,
+ S_SRCR1_DIE11,
+ S_SRCR1_DIE12,
+ S_SRCR1_DIE13,
+ S_SRCR1_DIE14,
+ S_SRCR1_DIE15,
+ S_SRCR1_DIE16,
+ S_SRCR1_DIE17,
+ S_SRCRFX1_1,
+ S_SRCRFX1_2,
+ S_SRCRFX1_3,
+ S_SRCRFXI1_1,
+ S_SRCRFXI1_2,
+ S_SRCRFXI1_3,
+ S_SRCRFXI1_4,
+ S_SRCRFXI1_5,
+ S_SOR2_RISE1,
+ S_SOR2_RISE2,
+ S_SOR2_RISE3,
+ S_SOR2_RISE4,
+ S_SOR2_RISE5,
+ S_SOR2_RISE6,
+ S_SOR2_RISE7,
+ S_SOR2_LOOK1,
+ S_SOR2_LOOK2,
+ S_SOR2_WALK1,
+ S_SOR2_WALK2,
+ S_SOR2_WALK3,
+ S_SOR2_WALK4,
+ S_SOR2_PAIN1,
+ S_SOR2_PAIN2,
+ S_SOR2_ATK1,
+ S_SOR2_ATK2,
+ S_SOR2_ATK3,
+ S_SOR2_TELE1,
+ S_SOR2_TELE2,
+ S_SOR2_TELE3,
+ S_SOR2_TELE4,
+ S_SOR2_TELE5,
+ S_SOR2_TELE6,
+ S_SOR2_DIE1,
+ S_SOR2_DIE2,
+ S_SOR2_DIE3,
+ S_SOR2_DIE4,
+ S_SOR2_DIE5,
+ S_SOR2_DIE6,
+ S_SOR2_DIE7,
+ S_SOR2_DIE8,
+ S_SOR2_DIE9,
+ S_SOR2_DIE10,
+ S_SOR2_DIE11,
+ S_SOR2_DIE12,
+ S_SOR2_DIE13,
+ S_SOR2_DIE14,
+ S_SOR2_DIE15,
+ S_SOR2FX1_1,
+ S_SOR2FX1_2,
+ S_SOR2FX1_3,
+ S_SOR2FXI1_1,
+ S_SOR2FXI1_2,
+ S_SOR2FXI1_3,
+ S_SOR2FXI1_4,
+ S_SOR2FXI1_5,
+ S_SOR2FXI1_6,
+ S_SOR2FXSPARK1,
+ S_SOR2FXSPARK2,
+ S_SOR2FXSPARK3,
+ S_SOR2FX2_1,
+ S_SOR2FX2_2,
+ S_SOR2FX2_3,
+ S_SOR2FXI2_1,
+ S_SOR2FXI2_2,
+ S_SOR2FXI2_3,
+ S_SOR2FXI2_4,
+ S_SOR2FXI2_5,
+ S_SOR2TELEFADE1,
+ S_SOR2TELEFADE2,
+ S_SOR2TELEFADE3,
+ S_SOR2TELEFADE4,
+ S_SOR2TELEFADE5,
+ S_SOR2TELEFADE6,
+ S_MNTR_LOOK1,
+ S_MNTR_LOOK2,
+ S_MNTR_WALK1,
+ S_MNTR_WALK2,
+ S_MNTR_WALK3,
+ S_MNTR_WALK4,
+ S_MNTR_ATK1_1,
+ S_MNTR_ATK1_2,
+ S_MNTR_ATK1_3,
+ S_MNTR_ATK2_1,
+ S_MNTR_ATK2_2,
+ S_MNTR_ATK2_3,
+ S_MNTR_ATK3_1,
+ S_MNTR_ATK3_2,
+ S_MNTR_ATK3_3,
+ S_MNTR_ATK3_4,
+ S_MNTR_ATK4_1,
+ S_MNTR_PAIN1,
+ S_MNTR_PAIN2,
+ S_MNTR_DIE1,
+ S_MNTR_DIE2,
+ S_MNTR_DIE3,
+ S_MNTR_DIE4,
+ S_MNTR_DIE5,
+ S_MNTR_DIE6,
+ S_MNTR_DIE7,
+ S_MNTR_DIE8,
+ S_MNTR_DIE9,
+ S_MNTR_DIE10,
+ S_MNTR_DIE11,
+ S_MNTR_DIE12,
+ S_MNTR_DIE13,
+ S_MNTR_DIE14,
+ S_MNTR_DIE15,
+ S_MNTRFX1_1,
+ S_MNTRFX1_2,
+ S_MNTRFXI1_1,
+ S_MNTRFXI1_2,
+ S_MNTRFXI1_3,
+ S_MNTRFXI1_4,
+ S_MNTRFXI1_5,
+ S_MNTRFXI1_6,
+ S_MNTRFX2_1,
+ S_MNTRFXI2_1,
+ S_MNTRFXI2_2,
+ S_MNTRFXI2_3,
+ S_MNTRFXI2_4,
+ S_MNTRFXI2_5,
+ S_MNTRFX3_1,
+ S_MNTRFX3_2,
+ S_MNTRFX3_3,
+ S_MNTRFX3_4,
+ S_MNTRFX3_5,
+ S_MNTRFX3_6,
+ S_MNTRFX3_7,
+ S_MNTRFX3_8,
+ S_MNTRFX3_9,
+ S_AKYY1,
+ S_AKYY2,
+ S_AKYY3,
+ S_AKYY4,
+ S_AKYY5,
+ S_AKYY6,
+ S_AKYY7,
+ S_AKYY8,
+ S_AKYY9,
+ S_AKYY10,
+ S_BKYY1,
+ S_BKYY2,
+ S_BKYY3,
+ S_BKYY4,
+ S_BKYY5,
+ S_BKYY6,
+ S_BKYY7,
+ S_BKYY8,
+ S_BKYY9,
+ S_BKYY10,
+ S_CKYY1,
+ S_CKYY2,
+ S_CKYY3,
+ S_CKYY4,
+ S_CKYY5,
+ S_CKYY6,
+ S_CKYY7,
+ S_CKYY8,
+ S_CKYY9,
+ S_AMG1,
+ S_AMG2_1,
+ S_AMG2_2,
+ S_AMG2_3,
+ S_AMM1,
+ S_AMM2,
+ S_AMC1,
+ S_AMC2_1,
+ S_AMC2_2,
+ S_AMC2_3,
+ S_AMS1_1,
+ S_AMS1_2,
+ S_AMS2_1,
+ S_AMS2_2,
+ S_AMP1_1,
+ S_AMP1_2,
+ S_AMP1_3,
+ S_AMP2_1,
+ S_AMP2_2,
+ S_AMP2_3,
+ S_AMB1_1,
+ S_AMB1_2,
+ S_AMB1_3,
+ S_AMB2_1,
+ S_AMB2_2,
+ S_AMB2_3,
+ S_SND_WIND,
+ S_SND_WATERFALL,
+ NUMSTATES
+} statenum_t;
+
+typedef struct
+{
+ spritenum_t sprite;
+ int frame;
+ int tics;
+ void (*action) ();
+ statenum_t nextstate;
+ int misc1, misc2;
+} state_t;
+
+extern state_t states[NUMSTATES];
+extern char *sprnames[];
+
+
+
+typedef enum
+{
+ MT_MISC0,
+ MT_ITEMSHIELD1,
+ MT_ITEMSHIELD2,
+ MT_MISC1,
+ MT_MISC2,
+ MT_ARTIINVISIBILITY,
+ MT_MISC3,
+ MT_ARTIFLY,
+ MT_ARTIINVULNERABILITY,
+ MT_ARTITOMEOFPOWER,
+ MT_ARTIEGG,
+ MT_EGGFX,
+ MT_ARTISUPERHEAL,
+ MT_MISC4,
+ MT_MISC5,
+ MT_FIREBOMB,
+ MT_ARTITELEPORT,
+ MT_POD,
+ MT_PODGOO,
+ MT_PODGENERATOR,
+ MT_SPLASH,
+ MT_SPLASHBASE,
+ MT_LAVASPLASH,
+ MT_LAVASMOKE,
+ MT_SLUDGECHUNK,
+ MT_SLUDGESPLASH,
+ MT_SKULLHANG70,
+ MT_SKULLHANG60,
+ MT_SKULLHANG45,
+ MT_SKULLHANG35,
+ MT_CHANDELIER,
+ MT_SERPTORCH,
+ MT_SMALLPILLAR,
+ MT_STALAGMITESMALL,
+ MT_STALAGMITELARGE,
+ MT_STALACTITESMALL,
+ MT_STALACTITELARGE,
+ MT_MISC6,
+ MT_BARREL,
+ MT_MISC7,
+ MT_MISC8,
+ MT_MISC9,
+ MT_MISC10,
+ MT_MISC11,
+ MT_KEYGIZMOBLUE,
+ MT_KEYGIZMOGREEN,
+ MT_KEYGIZMOYELLOW,
+ MT_KEYGIZMOFLOAT,
+ MT_MISC12,
+ MT_VOLCANOBLAST,
+ MT_VOLCANOTBLAST,
+ MT_TELEGLITGEN,
+ MT_TELEGLITGEN2,
+ MT_TELEGLITTER,
+ MT_TELEGLITTER2,
+ MT_TFOG,
+ MT_TELEPORTMAN,
+ MT_STAFFPUFF,
+ MT_STAFFPUFF2,
+ MT_BEAKPUFF,
+ MT_MISC13,
+ MT_GAUNTLETPUFF1,
+ MT_GAUNTLETPUFF2,
+ MT_MISC14,
+ MT_BLASTERFX1,
+ MT_BLASTERSMOKE,
+ MT_RIPPER,
+ MT_BLASTERPUFF1,
+ MT_BLASTERPUFF2,
+ MT_WMACE,
+ MT_MACEFX1,
+ MT_MACEFX2,
+ MT_MACEFX3,
+ MT_MACEFX4,
+ MT_WSKULLROD,
+ MT_HORNRODFX1,
+ MT_HORNRODFX2,
+ MT_RAINPLR1,
+ MT_RAINPLR2,
+ MT_RAINPLR3,
+ MT_RAINPLR4,
+ MT_GOLDWANDFX1,
+ MT_GOLDWANDFX2,
+ MT_GOLDWANDPUFF1,
+ MT_GOLDWANDPUFF2,
+ MT_WPHOENIXROD,
+ MT_PHOENIXFX1,
+ MT_PHOENIXPUFF,
+ MT_PHOENIXFX2,
+ MT_MISC15,
+ MT_CRBOWFX1,
+ MT_CRBOWFX2,
+ MT_CRBOWFX3,
+ MT_CRBOWFX4,
+ MT_BLOOD,
+ MT_BLOODSPLATTER,
+ MT_PLAYER,
+ MT_BLOODYSKULL,
+ MT_CHICPLAYER,
+ MT_CHICKEN,
+ MT_FEATHER,
+ MT_MUMMY,
+ MT_MUMMYLEADER,
+ MT_MUMMYGHOST,
+ MT_MUMMYLEADERGHOST,
+ MT_MUMMYSOUL,
+ MT_MUMMYFX1,
+ MT_BEAST,
+ MT_BEASTBALL,
+ MT_BURNBALL,
+ MT_BURNBALLFB,
+ MT_PUFFY,
+ MT_SNAKE,
+ MT_SNAKEPRO_A,
+ MT_SNAKEPRO_B,
+ MT_HEAD,
+ MT_HEADFX1,
+ MT_HEADFX2,
+ MT_HEADFX3,
+ MT_WHIRLWIND,
+ MT_CLINK,
+ MT_WIZARD,
+ MT_WIZFX1,
+ MT_IMP,
+ MT_IMPLEADER,
+ MT_IMPCHUNK1,
+ MT_IMPCHUNK2,
+ MT_IMPBALL,
+ MT_KNIGHT,
+ MT_KNIGHTGHOST,
+ MT_KNIGHTAXE,
+ MT_REDAXE,
+ MT_SORCERER1,
+ MT_SRCRFX1,
+ MT_SORCERER2,
+ MT_SOR2FX1,
+ MT_SOR2FXSPARK,
+ MT_SOR2FX2,
+ MT_SOR2TELEFADE,
+ MT_MINOTAUR,
+ MT_MNTRFX1,
+ MT_MNTRFX2,
+ MT_MNTRFX3,
+ MT_AKYY,
+ MT_BKYY,
+ MT_CKEY,
+ MT_AMGWNDWIMPY,
+ MT_AMGWNDHEFTY,
+ MT_AMMACEWIMPY,
+ MT_AMMACEHEFTY,
+ MT_AMCBOWWIMPY,
+ MT_AMCBOWHEFTY,
+ MT_AMSKRDWIMPY,
+ MT_AMSKRDHEFTY,
+ MT_AMPHRDWIMPY,
+ MT_AMPHRDHEFTY,
+ MT_AMBLSRWIMPY,
+ MT_AMBLSRHEFTY,
+ MT_SOUNDWIND,
+ MT_SOUNDWATERFALL,
+ NUMMOBJTYPES
+} mobjtype_t;
+
+typedef struct
+{
+ int doomednum;
+ int spawnstate;
+ int spawnhealth;
+ int seestate;
+ int seesound;
+ int reactiontime;
+ int attacksound;
+ int painstate;
+ int painchance;
+ int painsound;
+ int meleestate;
+ int missilestate;
+ int crashstate;
+ int deathstate;
+ int xdeathstate;
+ int deathsound;
+ int speed;
+ int radius;
+ int height;
+ int mass;
+ int damage;
+ int activesound;
+ int flags;
+ int flags2;
+} mobjinfo_t;
+
+extern mobjinfo_t mobjinfo[NUMMOBJTYPES];
diff --git a/src/heretic/m_random.c b/src/heretic/m_random.c
new file mode 100644
index 00000000..383d906c
--- /dev/null
+++ b/src/heretic/m_random.c
@@ -0,0 +1,78 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#include "m_random.h"
+
+/*
+===============
+=
+= M_Random
+=
+= Returns a 0-255 number
+=
+===============
+*/
+
+const unsigned int rndtable[256] = {
+ 0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66,
+ 74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36,
+ 95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188,
+ 52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224,
+ 149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242,
+ 145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0,
+ 175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235,
+ 25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113,
+ 94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75,
+ 136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196,
+ 135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113,
+ 80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241,
+ 24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224,
+ 145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95,
+ 28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226,
+ 71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36,
+ 17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106,
+ 197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136,
+ 120, 163, 236, 249
+};
+
+int rndindex = 0;
+int prndindex = 0;
+
+int P_Random(void)
+{
+ prndindex = (prndindex + 1) & 0xff;
+ return rndtable[prndindex];
+}
+
+int M_Random(void)
+{
+ rndindex = (rndindex + 1) & 0xff;
+ return rndtable[rndindex];
+}
+
+void M_ClearRandom(void)
+{
+ rndindex = prndindex = 0;
+}
+
diff --git a/src/heretic/m_random.h b/src/heretic/m_random.h
new file mode 100644
index 00000000..b1d2ca7d
--- /dev/null
+++ b/src/heretic/m_random.h
@@ -0,0 +1,42 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef HERETIC_M_RANDOM_H
+#define HERETIC_M_RANDOM_H
+
+// Most damage defined using HITDICE
+#define HITDICE(a) ((1+(P_Random()&7))*a)
+
+int M_Random(void);
+// returns a number from 0 to 255
+int P_Random(void);
+// as M_Random, but used only by the play simulation
+
+void M_ClearRandom(void);
+// fix randoms for demos
+
+extern int rndindex;
+
+#endif // HERETIC_M_RANDOM_H
+
diff --git a/src/heretic/mn_menu.c b/src/heretic/mn_menu.c
new file mode 100644
index 00000000..33024a96
--- /dev/null
+++ b/src/heretic/mn_menu.c
@@ -0,0 +1,1640 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// MN_menu.c
+
+#include <ctype.h>
+#include "doomdef.h"
+#include "doomkeys.h"
+#include "i_system.h"
+#include "i_swap.h"
+#include "m_controls.h"
+#include "p_local.h"
+#include "r_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+// Macros
+
+#define LEFT_DIR 0
+#define RIGHT_DIR 1
+#define ITEM_HEIGHT 20
+#define SELECTOR_XOFFSET (-28)
+#define SELECTOR_YOFFSET (-1)
+#define SLOTTEXTLEN 16
+#define ASCII_CURSOR '['
+
+// Types
+
+typedef enum
+{
+ ITT_EMPTY,
+ ITT_EFUNC,
+ ITT_LRFUNC,
+ ITT_SETMENU,
+ ITT_INERT
+} ItemType_t;
+
+typedef enum
+{
+ MENU_MAIN,
+ MENU_EPISODE,
+ MENU_SKILL,
+ MENU_OPTIONS,
+ MENU_OPTIONS2,
+ MENU_FILES,
+ MENU_LOAD,
+ MENU_SAVE,
+ MENU_NONE
+} MenuType_t;
+
+typedef struct
+{
+ ItemType_t type;
+ char *text;
+ boolean(*func) (int option);
+ int option;
+ MenuType_t menu;
+} MenuItem_t;
+
+typedef struct
+{
+ int x;
+ int y;
+ void (*drawFunc) (void);
+ int itemCount;
+ MenuItem_t *items;
+ int oldItPos;
+ MenuType_t prevMenu;
+} Menu_t;
+
+// Private Functions
+
+static void InitFonts(void);
+static void SetMenu(MenuType_t menu);
+static boolean SCNetCheck(int option);
+static boolean SCQuitGame(int option);
+static boolean SCEpisode(int option);
+static boolean SCSkill(int option);
+static boolean SCMouseSensi(int option);
+static boolean SCSfxVolume(int option);
+static boolean SCMusicVolume(int option);
+static boolean SCScreenSize(int option);
+static boolean SCLoadGame(int option);
+static boolean SCSaveGame(int option);
+static boolean SCMessages(int option);
+static boolean SCEndGame(int option);
+static boolean SCInfo(int option);
+static void DrawMainMenu(void);
+static void DrawEpisodeMenu(void);
+static void DrawSkillMenu(void);
+static void DrawOptionsMenu(void);
+static void DrawOptions2Menu(void);
+static void DrawFileSlots(Menu_t * menu);
+static void DrawFilesMenu(void);
+static void MN_DrawInfo(void);
+static void DrawLoadMenu(void);
+static void DrawSaveMenu(void);
+static void DrawSlider(Menu_t * menu, int item, int width, int slot);
+void MN_LoadSlotText(void);
+
+// External Data
+
+extern int usegamma;
+extern int detailLevel;
+extern int screenblocks;
+
+// Public Data
+
+boolean MenuActive;
+int InfoType;
+boolean messageson;
+
+// Private Data
+
+static int FontABaseLump;
+static int FontBBaseLump;
+static int SkullBaseLump;
+static Menu_t *CurrentMenu;
+static int CurrentItPos;
+static int MenuEpisode;
+static int MenuTime;
+static boolean soundchanged;
+
+boolean askforquit;
+boolean typeofask;
+static boolean FileMenuKeySteal;
+static boolean slottextloaded;
+static char SlotText[6][SLOTTEXTLEN + 2];
+static char oldSlotText[SLOTTEXTLEN + 2];
+static int SlotStatus[6];
+static int slotptr;
+static int currentSlot;
+static int quicksave;
+static int quickload;
+
+static MenuItem_t MainItems[] = {
+ {ITT_EFUNC, "NEW GAME", SCNetCheck, 1, MENU_EPISODE},
+ {ITT_SETMENU, "OPTIONS", NULL, 0, MENU_OPTIONS},
+ {ITT_SETMENU, "GAME FILES", NULL, 0, MENU_FILES},
+ {ITT_EFUNC, "INFO", SCInfo, 0, MENU_NONE},
+ {ITT_EFUNC, "QUIT GAME", SCQuitGame, 0, MENU_NONE}
+};
+
+static Menu_t MainMenu = {
+ 110, 56,
+ DrawMainMenu,
+ 5, MainItems,
+ 0,
+ MENU_NONE
+};
+
+static MenuItem_t EpisodeItems[] = {
+ {ITT_EFUNC, "CITY OF THE DAMNED", SCEpisode, 1, MENU_NONE},
+ {ITT_EFUNC, "HELL'S MAW", SCEpisode, 2, MENU_NONE},
+ {ITT_EFUNC, "THE DOME OF D'SPARIL", SCEpisode, 3, MENU_NONE},
+ {ITT_EFUNC, "THE OSSUARY", SCEpisode, 4, MENU_NONE},
+ {ITT_EFUNC, "THE STAGNANT DEMESNE", SCEpisode, 5, MENU_NONE}
+};
+
+static Menu_t EpisodeMenu = {
+ 80, 50,
+ DrawEpisodeMenu,
+ 3, EpisodeItems,
+ 0,
+ MENU_MAIN
+};
+
+static MenuItem_t FilesItems[] = {
+ {ITT_EFUNC, "LOAD GAME", SCNetCheck, 2, MENU_LOAD},
+ {ITT_SETMENU, "SAVE GAME", NULL, 0, MENU_SAVE}
+};
+
+static Menu_t FilesMenu = {
+ 110, 60,
+ DrawFilesMenu,
+ 2, FilesItems,
+ 0,
+ MENU_MAIN
+};
+
+static MenuItem_t LoadItems[] = {
+ {ITT_EFUNC, NULL, SCLoadGame, 0, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 1, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 2, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 3, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 4, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 5, MENU_NONE}
+};
+
+static Menu_t LoadMenu = {
+ 70, 30,
+ DrawLoadMenu,
+ 6, LoadItems,
+ 0,
+ MENU_FILES
+};
+
+static MenuItem_t SaveItems[] = {
+ {ITT_EFUNC, NULL, SCSaveGame, 0, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 1, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 2, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 3, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 4, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 5, MENU_NONE}
+};
+
+static Menu_t SaveMenu = {
+ 70, 30,
+ DrawSaveMenu,
+ 6, SaveItems,
+ 0,
+ MENU_FILES
+};
+
+static MenuItem_t SkillItems[] = {
+ {ITT_EFUNC, "THOU NEEDETH A WET-NURSE", SCSkill, sk_baby, MENU_NONE},
+ {ITT_EFUNC, "YELLOWBELLIES-R-US", SCSkill, sk_easy, MENU_NONE},
+ {ITT_EFUNC, "BRINGEST THEM ONETH", SCSkill, sk_medium, MENU_NONE},
+ {ITT_EFUNC, "THOU ART A SMITE-MEISTER", SCSkill, sk_hard, MENU_NONE},
+ {ITT_EFUNC, "BLACK PLAGUE POSSESSES THEE",
+ SCSkill, sk_nightmare, MENU_NONE}
+};
+
+static Menu_t SkillMenu = {
+ 38, 30,
+ DrawSkillMenu,
+ 5, SkillItems,
+ 2,
+ MENU_EPISODE
+};
+
+static MenuItem_t OptionsItems[] = {
+ {ITT_EFUNC, "END GAME", SCEndGame, 0, MENU_NONE},
+ {ITT_EFUNC, "MESSAGES : ", SCMessages, 0, MENU_NONE},
+ {ITT_LRFUNC, "MOUSE SENSITIVITY", SCMouseSensi, 0, MENU_NONE},
+ {ITT_EMPTY, NULL, NULL, 0, MENU_NONE},
+ {ITT_SETMENU, "MORE...", NULL, 0, MENU_OPTIONS2}
+};
+
+static Menu_t OptionsMenu = {
+ 88, 30,
+ DrawOptionsMenu,
+ 5, OptionsItems,
+ 0,
+ MENU_MAIN
+};
+
+static MenuItem_t Options2Items[] = {
+ {ITT_LRFUNC, "SCREEN SIZE", SCScreenSize, 0, MENU_NONE},
+ {ITT_EMPTY, NULL, NULL, 0, MENU_NONE},
+ {ITT_LRFUNC, "SFX VOLUME", SCSfxVolume, 0, MENU_NONE},
+ {ITT_EMPTY, NULL, NULL, 0, MENU_NONE},
+ {ITT_LRFUNC, "MUSIC VOLUME", SCMusicVolume, 0, MENU_NONE},
+ {ITT_EMPTY, NULL, NULL, 0, MENU_NONE}
+};
+
+static Menu_t Options2Menu = {
+ 90, 20,
+ DrawOptions2Menu,
+ 6, Options2Items,
+ 0,
+ MENU_OPTIONS
+};
+
+static Menu_t *Menus[] = {
+ &MainMenu,
+ &EpisodeMenu,
+ &SkillMenu,
+ &OptionsMenu,
+ &Options2Menu,
+ &FilesMenu,
+ &LoadMenu,
+ &SaveMenu
+};
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_Init
+//
+//---------------------------------------------------------------------------
+
+void MN_Init(void)
+{
+ InitFonts();
+ MenuActive = false;
+ messageson = true;
+ SkullBaseLump = W_GetNumForName("M_SKL00");
+
+ if (gamemode == retail)
+ { // Add episodes 4 and 5 to the menu
+ EpisodeMenu.itemCount = 5;
+ EpisodeMenu.y -= ITEM_HEIGHT;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC InitFonts
+//
+//---------------------------------------------------------------------------
+
+static void InitFonts(void)
+{
+ FontABaseLump = W_GetNumForName("FONTA_S") + 1;
+ FontBBaseLump = W_GetNumForName("FONTB_S") + 1;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DrTextA
+//
+// Draw text using font A.
+//
+//---------------------------------------------------------------------------
+
+void MN_DrTextA(char *text, int x, int y)
+{
+ char c;
+ patch_t *p;
+
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ x += 5;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ V_DrawPatch(x, y, p);
+ x += SHORT(p->width) - 1;
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC MN_TextAWidth
+//
+// Returns the pixel width of a string using font A.
+//
+//---------------------------------------------------------------------------
+
+int MN_TextAWidth(char *text)
+{
+ char c;
+ int width;
+ patch_t *p;
+
+ width = 0;
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ width += 5;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ width += SHORT(p->width) - 1;
+ }
+ }
+ return (width);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DrTextB
+//
+// Draw text using font B.
+//
+//---------------------------------------------------------------------------
+
+void MN_DrTextB(char *text, int x, int y)
+{
+ char c;
+ patch_t *p;
+
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ x += 8;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontBBaseLump + c - 33, PU_CACHE);
+ V_DrawPatch(x, y, p);
+ x += SHORT(p->width) - 1;
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC MN_TextBWidth
+//
+// Returns the pixel width of a string using font B.
+//
+//---------------------------------------------------------------------------
+
+int MN_TextBWidth(char *text)
+{
+ char c;
+ int width;
+ patch_t *p;
+
+ width = 0;
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ width += 5;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontBBaseLump + c - 33, PU_CACHE);
+ width += SHORT(p->width) - 1;
+ }
+ }
+ return (width);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_Ticker
+//
+//---------------------------------------------------------------------------
+
+void MN_Ticker(void)
+{
+ if (MenuActive == false)
+ {
+ return;
+ }
+ MenuTime++;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_Drawer
+//
+//---------------------------------------------------------------------------
+
+char *QuitEndMsg[] = {
+ "ARE YOU SURE YOU WANT TO QUIT?",
+ "ARE YOU SURE YOU WANT TO END THE GAME?",
+ "DO YOU WANT TO QUICKSAVE THE GAME NAMED",
+ "DO YOU WANT TO QUICKLOAD THE GAME NAMED"
+};
+
+void MN_Drawer(void)
+{
+ int i;
+ int x;
+ int y;
+ MenuItem_t *item;
+ char *selName;
+
+ if (MenuActive == false)
+ {
+ if (askforquit)
+ {
+ MN_DrTextA(QuitEndMsg[typeofask - 1], 160 -
+ MN_TextAWidth(QuitEndMsg[typeofask - 1]) / 2, 80);
+ if (typeofask == 3)
+ {
+ MN_DrTextA(SlotText[quicksave - 1], 160 -
+ MN_TextAWidth(SlotText[quicksave - 1]) / 2, 90);
+ MN_DrTextA("?", 160 +
+ MN_TextAWidth(SlotText[quicksave - 1]) / 2, 90);
+ }
+ if (typeofask == 4)
+ {
+ MN_DrTextA(SlotText[quickload - 1], 160 -
+ MN_TextAWidth(SlotText[quickload - 1]) / 2, 90);
+ MN_DrTextA("?", 160 +
+ MN_TextAWidth(SlotText[quickload - 1]) / 2, 90);
+ }
+ UpdateState |= I_FULLSCRN;
+ }
+ return;
+ }
+ else
+ {
+ UpdateState |= I_FULLSCRN;
+ if (InfoType)
+ {
+ MN_DrawInfo();
+ return;
+ }
+ if (screenblocks < 10)
+ {
+ BorderNeedRefresh = true;
+ }
+ if (CurrentMenu->drawFunc != NULL)
+ {
+ CurrentMenu->drawFunc();
+ }
+ x = CurrentMenu->x;
+ y = CurrentMenu->y;
+ item = CurrentMenu->items;
+ for (i = 0; i < CurrentMenu->itemCount; i++)
+ {
+ if (item->type != ITT_EMPTY && item->text)
+ {
+ MN_DrTextB(item->text, x, y);
+ }
+ y += ITEM_HEIGHT;
+ item++;
+ }
+ y = CurrentMenu->y + (CurrentItPos * ITEM_HEIGHT) + SELECTOR_YOFFSET;
+ selName = MenuTime & 16 ? "M_SLCTR1" : "M_SLCTR2";
+ V_DrawPatch(x + SELECTOR_XOFFSET, y,
+ W_CacheLumpName(selName, PU_CACHE));
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawMainMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawMainMenu(void)
+{
+ int frame;
+
+ frame = (MenuTime / 3) % 18;
+ V_DrawPatch(88, 0, W_CacheLumpName("M_HTIC", PU_CACHE));
+ V_DrawPatch(40, 10, W_CacheLumpNum(SkullBaseLump + (17 - frame),
+ PU_CACHE));
+ V_DrawPatch(232, 10, W_CacheLumpNum(SkullBaseLump + frame, PU_CACHE));
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawEpisodeMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawEpisodeMenu(void)
+{
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSkillMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawSkillMenu(void)
+{
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawFilesMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawFilesMenu(void)
+{
+// clear out the quicksave/quickload stuff
+ quicksave = 0;
+ quickload = 0;
+ players[consoleplayer].message = NULL;
+ players[consoleplayer].messageTics = 1;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawLoadMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawLoadMenu(void)
+{
+ MN_DrTextB("LOAD GAME", 160 - MN_TextBWidth("LOAD GAME") / 2, 10);
+ if (!slottextloaded)
+ {
+ MN_LoadSlotText();
+ }
+ DrawFileSlots(&LoadMenu);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSaveMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawSaveMenu(void)
+{
+ MN_DrTextB("SAVE GAME", 160 - MN_TextBWidth("SAVE GAME") / 2, 10);
+ if (!slottextloaded)
+ {
+ MN_LoadSlotText();
+ }
+ DrawFileSlots(&SaveMenu);
+}
+
+//===========================================================================
+//
+// MN_LoadSlotText
+//
+// Loads in the text message for each slot
+//===========================================================================
+
+void MN_LoadSlotText(void)
+{
+ FILE *fp;
+ int count;
+ int i;
+ char name[256];
+
+ for (i = 0; i < 6; i++)
+ {
+ if (cdrom)
+ {
+ sprintf(name, SAVEGAMENAMECD "%d.hsg", i);
+ }
+ else
+ {
+ sprintf(name, SAVEGAMENAME "%d.hsg", i);
+ }
+ fp = fopen(name, "rb+");
+ if (!fp)
+ {
+ SlotText[i][0] = 0; // empty the string
+ SlotStatus[i] = 0;
+ continue;
+ }
+ count = fread(&SlotText[i], SLOTTEXTLEN, 1, fp);
+ fclose(fp);
+ SlotStatus[i] = 1;
+ }
+ slottextloaded = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawFileSlots
+//
+//---------------------------------------------------------------------------
+
+static void DrawFileSlots(Menu_t * menu)
+{
+ int i;
+ int x;
+ int y;
+
+ x = menu->x;
+ y = menu->y;
+ for (i = 0; i < 6; i++)
+ {
+ V_DrawPatch(x, y, W_CacheLumpName("M_FSLOT", PU_CACHE));
+ if (SlotStatus[i])
+ {
+ MN_DrTextA(SlotText[i], x + 5, y + 5);
+ }
+ y += ITEM_HEIGHT;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawOptionsMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawOptionsMenu(void)
+{
+ if (messageson)
+ {
+ MN_DrTextB("ON", 196, 50);
+ }
+ else
+ {
+ MN_DrTextB("OFF", 196, 50);
+ }
+ DrawSlider(&OptionsMenu, 3, 10, mouseSensitivity);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawOptions2Menu
+//
+//---------------------------------------------------------------------------
+
+static void DrawOptions2Menu(void)
+{
+ DrawSlider(&Options2Menu, 1, 9, screenblocks - 3);
+ DrawSlider(&Options2Menu, 3, 16, snd_MaxVolume);
+ DrawSlider(&Options2Menu, 5, 16, snd_MusicVolume);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCNetCheck
+//
+//---------------------------------------------------------------------------
+
+static boolean SCNetCheck(int option)
+{
+ if (!netgame)
+ { // okay to go into the menu
+ return true;
+ }
+ switch (option)
+ {
+ case 1:
+ P_SetMessage(&players[consoleplayer],
+ "YOU CAN'T START A NEW GAME IN NETPLAY!", true);
+ break;
+ case 2:
+ P_SetMessage(&players[consoleplayer],
+ "YOU CAN'T LOAD A GAME IN NETPLAY!", true);
+ break;
+ default:
+ break;
+ }
+ MenuActive = false;
+ return false;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCQuitGame
+//
+//---------------------------------------------------------------------------
+
+static boolean SCQuitGame(int option)
+{
+ MenuActive = false;
+ askforquit = true;
+ typeofask = 1; //quit game
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCEndGame
+//
+//---------------------------------------------------------------------------
+
+static boolean SCEndGame(int option)
+{
+ if (demoplayback || netgame)
+ {
+ return false;
+ }
+ MenuActive = false;
+ askforquit = true;
+ typeofask = 2; //endgame
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMessages
+//
+//---------------------------------------------------------------------------
+
+static boolean SCMessages(int option)
+{
+ messageson ^= 1;
+ if (messageson)
+ {
+ P_SetMessage(&players[consoleplayer], "MESSAGES ON", true);
+ }
+ else
+ {
+ P_SetMessage(&players[consoleplayer], "MESSAGES OFF", true);
+ }
+ S_StartSound(NULL, sfx_chat);
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCLoadGame
+//
+//---------------------------------------------------------------------------
+
+static boolean SCLoadGame(int option)
+{
+ char name[256];
+
+ if (!SlotStatus[option])
+ { // slot's empty...don't try and load
+ return false;
+ }
+ if (cdrom)
+ {
+ sprintf(name, SAVEGAMENAMECD "%d.hsg", option);
+ }
+ else
+ {
+ sprintf(name, SAVEGAMENAME "%d.hsg", option);
+ }
+ G_LoadGame(name);
+ MN_DeactivateMenu();
+ BorderNeedRefresh = true;
+ if (quickload == -1)
+ {
+ quickload = option + 1;
+ players[consoleplayer].message = NULL;
+ players[consoleplayer].messageTics = 1;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSaveGame
+//
+//---------------------------------------------------------------------------
+
+static boolean SCSaveGame(int option)
+{
+ char *ptr;
+
+ if (!FileMenuKeySteal)
+ {
+ FileMenuKeySteal = true;
+ strcpy(oldSlotText, SlotText[option]);
+ ptr = SlotText[option];
+ while (*ptr)
+ {
+ ptr++;
+ }
+ *ptr = '[';
+ *(ptr + 1) = 0;
+ SlotStatus[option]++;
+ currentSlot = option;
+ slotptr = ptr - SlotText[option];
+ return false;
+ }
+ else
+ {
+ G_SaveGame(option, SlotText[option]);
+ FileMenuKeySteal = false;
+ MN_DeactivateMenu();
+ }
+ BorderNeedRefresh = true;
+ if (quicksave == -1)
+ {
+ quicksave = option + 1;
+ players[consoleplayer].message = NULL;
+ players[consoleplayer].messageTics = 1;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCEpisode
+//
+//---------------------------------------------------------------------------
+
+static boolean SCEpisode(int option)
+{
+ if (gamemode == shareware && option > 1)
+ {
+ P_SetMessage(&players[consoleplayer],
+ "ONLY AVAILABLE IN THE REGISTERED VERSION", true);
+ }
+ else
+ {
+ MenuEpisode = option;
+ SetMenu(MENU_SKILL);
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSkill
+//
+//---------------------------------------------------------------------------
+
+static boolean SCSkill(int option)
+{
+ G_DeferedInitNew(option, MenuEpisode, 1);
+ MN_DeactivateMenu();
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMouseSensi
+//
+//---------------------------------------------------------------------------
+
+static boolean SCMouseSensi(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (mouseSensitivity < 9)
+ {
+ mouseSensitivity++;
+ }
+ }
+ else if (mouseSensitivity)
+ {
+ mouseSensitivity--;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSfxVolume
+//
+//---------------------------------------------------------------------------
+
+static boolean SCSfxVolume(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (snd_MaxVolume < 15)
+ {
+ snd_MaxVolume++;
+ }
+ }
+ else if (snd_MaxVolume)
+ {
+ snd_MaxVolume--;
+ }
+ S_SetMaxVolume(false); // don't recalc the sound curve, yet
+ soundchanged = true; // we'll set it when we leave the menu
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMusicVolume
+//
+//---------------------------------------------------------------------------
+
+static boolean SCMusicVolume(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (snd_MusicVolume < 15)
+ {
+ snd_MusicVolume++;
+ }
+ }
+ else if (snd_MusicVolume)
+ {
+ snd_MusicVolume--;
+ }
+ S_SetMusicVolume();
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCScreenSize
+//
+//---------------------------------------------------------------------------
+
+static boolean SCScreenSize(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (screenblocks < 11)
+ {
+ screenblocks++;
+ }
+ }
+ else if (screenblocks > 3)
+ {
+ screenblocks--;
+ }
+ R_SetViewSize(screenblocks, detailLevel);
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCInfo
+//
+//---------------------------------------------------------------------------
+
+static boolean SCInfo(int option)
+{
+ InfoType = 1;
+ S_StartSound(NULL, sfx_dorcls);
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC MN_Responder
+//
+//---------------------------------------------------------------------------
+
+boolean MN_Responder(event_t * event)
+{
+ int charTyped;
+ int key;
+ int i;
+ MenuItem_t *item;
+ extern boolean automapactive;
+ static boolean shiftdown;
+ extern void D_StartTitle(void);
+ extern void G_CheckDemoStatus(void);
+ char *textBuffer;
+
+ // "close" button pressed on window?
+ if (event->type == ev_quit)
+ {
+ SCQuitGame(0);
+ S_StartSound(NULL, sfx_chat);
+ return true;
+ }
+
+ if (event->data1 == KEY_RSHIFT)
+ {
+ shiftdown = (event->type == ev_keydown);
+ }
+ if (event->type != ev_keydown)
+ {
+ return (false);
+ }
+ key = event->data1;
+ charTyped = event->data2;
+
+ if (InfoType)
+ {
+ if (gamemode == shareware)
+ {
+ InfoType = (InfoType + 1) % 5;
+ }
+ else
+ {
+ InfoType = (InfoType + 1) % 4;
+ }
+ if (key == KEY_ESCAPE)
+ {
+ InfoType = 0;
+ }
+ if (!InfoType)
+ {
+ paused = false;
+ MN_DeactivateMenu();
+ SB_state = -1; //refresh the statbar
+ BorderNeedRefresh = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ return (true); //make the info screen eat the keypress
+ }
+
+ if (ravpic && key == KEY_F1)
+ {
+ G_ScreenShot();
+ return (true);
+ }
+
+ if (askforquit)
+ {
+ if (key == key_menu_confirm)
+ {
+ switch (typeofask)
+ {
+ case 1:
+ G_CheckDemoStatus();
+ I_Quit();
+ return false;
+
+ case 2:
+ players[consoleplayer].messageTics = 0;
+ //set the msg to be cleared
+ players[consoleplayer].message = NULL;
+ paused = false;
+ I_SetPalette(W_CacheLumpName
+ ("PLAYPAL", PU_CACHE));
+ D_StartTitle(); // go to intro/demo mode.
+ break;
+
+ case 3:
+ P_SetMessage(&players[consoleplayer],
+ "QUICKSAVING....", false);
+ FileMenuKeySteal = true;
+ SCSaveGame(quicksave - 1);
+ BorderNeedRefresh = true;
+ break;
+
+ case 4:
+ P_SetMessage(&players[consoleplayer],
+ "QUICKLOADING....", false);
+ SCLoadGame(quickload - 1);
+ BorderNeedRefresh = true;
+ break;
+
+ default:
+ break;
+ }
+
+ askforquit = false;
+ typeofask = 0;
+
+ return true;
+ }
+ else if (key == key_menu_abort || key == KEY_ESCAPE)
+ {
+ players[consoleplayer].messageTics = 1; //set the msg to be cleared
+ askforquit = false;
+ typeofask = 0;
+ paused = false;
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+ return true;
+ }
+
+ return false; // don't let the keys filter thru
+ }
+
+ if (!MenuActive && !chatmodeon)
+ {
+ if (key == key_menu_decscreen)
+ {
+ if (automapactive)
+ { // Don't screen size in automap
+ return (false);
+ }
+ SCScreenSize(LEFT_DIR);
+ S_StartSound(NULL, sfx_keyup);
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ return (true);
+ }
+ else if (key == key_menu_incscreen)
+ {
+ if (automapactive)
+ { // Don't screen size in automap
+ return (false);
+ }
+ SCScreenSize(RIGHT_DIR);
+ S_StartSound(NULL, sfx_keyup);
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ return (true);
+ }
+ else if (key == key_menu_help) // F1
+ {
+ SCInfo(0); // start up info screens
+ MenuActive = true;
+ return (true);
+ }
+ else if (key == key_menu_save) // F2 (save game)
+ {
+ if (gamestate == GS_LEVEL && !demoplayback)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &SaveMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ }
+ return true;
+ }
+ else if (key == key_menu_load) // F3 (load game)
+ {
+ if (SCNetCheck(2))
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &LoadMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ }
+ return true;
+ }
+ else if (key == key_menu_volume) // F4 (volume)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &Options2Menu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ return true;
+ }
+ else if (key == key_menu_detail) // F5 (detail)
+ {
+ // F5 isn't used in Heretic. (detail level)
+ return true;
+ }
+ else if (key == key_menu_qsave) // F6 (quicksave)
+ {
+ if (gamestate == GS_LEVEL && !demoplayback)
+ {
+ if (!quicksave || quicksave == -1)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &SaveMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ quicksave = -1;
+ P_SetMessage(&players[consoleplayer],
+ "CHOOSE A QUICKSAVE SLOT", true);
+ }
+ else
+ {
+ askforquit = true;
+ typeofask = 3;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_chat);
+ }
+ }
+ return true;
+ }
+ else if (key == key_menu_endgame) // F7 (end game)
+ {
+ if (gamestate == GS_LEVEL && !demoplayback)
+ {
+ S_StartSound(NULL, sfx_chat);
+ SCEndGame(0);
+ }
+ return true;
+ }
+ else if (key == key_menu_messages) // F8 (toggle messages)
+ {
+ SCMessages(0);
+ return true;
+ }
+ else if (key == key_menu_qload) // F9 (quickload)
+ {
+ if (!quickload || quickload == -1)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &LoadMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ quickload = -1;
+ P_SetMessage(&players[consoleplayer],
+ "CHOOSE A QUICKLOAD SLOT", true);
+ }
+ else
+ {
+ askforquit = true;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ typeofask = 4;
+ S_StartSound(NULL, sfx_chat);
+ }
+ return true;
+ }
+ else if (key == key_menu_quit) // F10 (quit)
+ {
+ if (gamestate == GS_LEVEL)
+ {
+ SCQuitGame(0);
+ S_StartSound(NULL, sfx_chat);
+ }
+ return true;
+ }
+ else if (key == key_menu_gamma) // F11 (gamma correction)
+ {
+ usegamma++;
+ if (usegamma > 4)
+ {
+ usegamma = 0;
+ }
+ I_SetPalette((byte *) W_CacheLumpName("PLAYPAL", PU_CACHE));
+ return true;
+ }
+
+ }
+
+ if (!MenuActive)
+ {
+ if (key == key_menu_activate || gamestate == GS_DEMOSCREEN || demoplayback)
+ {
+ MN_ActivateMenu();
+ return (true);
+ }
+ return (false);
+ }
+ if (!FileMenuKeySteal)
+ {
+ item = &CurrentMenu->items[CurrentItPos];
+
+ if (key == key_menu_down) // Next menu item
+ {
+ do
+ {
+ if (CurrentItPos + 1 > CurrentMenu->itemCount - 1)
+ {
+ CurrentItPos = 0;
+ }
+ else
+ {
+ CurrentItPos++;
+ }
+ }
+ while (CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
+ S_StartSound(NULL, sfx_switch);
+ return (true);
+ }
+ else if (key == key_menu_up) // Previous menu item
+ {
+ do
+ {
+ if (CurrentItPos == 0)
+ {
+ CurrentItPos = CurrentMenu->itemCount - 1;
+ }
+ else
+ {
+ CurrentItPos--;
+ }
+ }
+ while (CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
+ S_StartSound(NULL, sfx_switch);
+ return (true);
+ }
+ else if (key == key_menu_left) // Slider left
+ {
+ if (item->type == ITT_LRFUNC && item->func != NULL)
+ {
+ item->func(LEFT_DIR);
+ S_StartSound(NULL, sfx_keyup);
+ }
+ return (true);
+ }
+ else if (key == key_menu_right) // Slider right
+ {
+ if (item->type == ITT_LRFUNC && item->func != NULL)
+ {
+ item->func(RIGHT_DIR);
+ S_StartSound(NULL, sfx_keyup);
+ }
+ return (true);
+ }
+ else if (key == key_menu_forward) // Activate item (enter)
+ {
+ if (item->type == ITT_SETMENU)
+ {
+ SetMenu(item->menu);
+ }
+ else if (item->func != NULL)
+ {
+ CurrentMenu->oldItPos = CurrentItPos;
+ if (item->type == ITT_LRFUNC)
+ {
+ item->func(RIGHT_DIR);
+ }
+ else if (item->type == ITT_EFUNC)
+ {
+ if (item->func(item->option))
+ {
+ if (item->menu != MENU_NONE)
+ {
+ SetMenu(item->menu);
+ }
+ }
+ }
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ return (true);
+ }
+ else if (key == key_menu_activate) // Toggle menu
+ {
+ MN_DeactivateMenu();
+ return (true);
+ }
+ else if (key == key_menu_back) // Go back to previous menu
+ {
+ S_StartSound(NULL, sfx_switch);
+ if (CurrentMenu->prevMenu == MENU_NONE)
+ {
+ MN_DeactivateMenu();
+ }
+ else
+ {
+ SetMenu(CurrentMenu->prevMenu);
+ }
+ return (true);
+ }
+ else if (charTyped != 0)
+ {
+ // Jump to menu item based on first letter:
+
+ for (i = 0; i < CurrentMenu->itemCount; i++)
+ {
+ if (CurrentMenu->items[i].text)
+ {
+ if (toupper(charTyped)
+ == toupper(CurrentMenu->items[i].text[0]))
+ {
+ CurrentItPos = i;
+ return (true);
+ }
+ }
+ }
+ }
+
+ return (false);
+ }
+ else
+ { // Editing file names
+ textBuffer = &SlotText[currentSlot][slotptr];
+ if (key == KEY_BACKSPACE)
+ {
+ if (slotptr)
+ {
+ *textBuffer-- = 0;
+ *textBuffer = ASCII_CURSOR;
+ slotptr--;
+ }
+ return (true);
+ }
+ if (key == KEY_ESCAPE)
+ {
+ memset(SlotText[currentSlot], 0, SLOTTEXTLEN + 2);
+ strcpy(SlotText[currentSlot], oldSlotText);
+ SlotStatus[currentSlot]--;
+ MN_DeactivateMenu();
+ return (true);
+ }
+ if (key == KEY_ENTER)
+ {
+ SlotText[currentSlot][slotptr] = 0; // clear the cursor
+ item = &CurrentMenu->items[CurrentItPos];
+ CurrentMenu->oldItPos = CurrentItPos;
+ if (item->type == ITT_EFUNC)
+ {
+ item->func(item->option);
+ if (item->menu != MENU_NONE)
+ {
+ SetMenu(item->menu);
+ }
+ }
+ return (true);
+ }
+ if (slotptr < SLOTTEXTLEN && key != KEY_BACKSPACE)
+ {
+ if (isalpha(charTyped))
+ {
+ *textBuffer++ = toupper(charTyped);
+ *textBuffer = ASCII_CURSOR;
+ slotptr++;
+ return (true);
+ }
+ if (isdigit(charTyped) || charTyped == ' '
+ || charTyped == ',' || charTyped == '.' || charTyped == '-'
+ || charTyped == '!')
+ {
+ *textBuffer++ = charTyped;
+ *textBuffer = ASCII_CURSOR;
+ slotptr++;
+ return (true);
+ }
+ }
+ return (true);
+ }
+ return (false);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_ActivateMenu
+//
+//---------------------------------------------------------------------------
+
+void MN_ActivateMenu(void)
+{
+ if (MenuActive)
+ {
+ return;
+ }
+ if (paused)
+ {
+ S_ResumeSound();
+ }
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &MainMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DeactivateMenu
+//
+//---------------------------------------------------------------------------
+
+void MN_DeactivateMenu(void)
+{
+ CurrentMenu->oldItPos = CurrentItPos;
+ MenuActive = false;
+ if (!netgame)
+ {
+ paused = false;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ if (soundchanged)
+ {
+ S_SetMaxVolume(true); //recalc the sound curve
+ soundchanged = false;
+ }
+ players[consoleplayer].message = NULL;
+ players[consoleplayer].messageTics = 1;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DrawInfo
+//
+//---------------------------------------------------------------------------
+
+void MN_DrawInfo(void)
+{
+ I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
+ V_DrawRawScreen(W_CacheLumpNum(W_GetNumForName("TITLE") + InfoType,
+ PU_CACHE));
+// V_DrawPatch(0, 0, W_CacheLumpNum(W_GetNumForName("TITLE")+InfoType,
+// PU_CACHE));
+}
+
+
+//---------------------------------------------------------------------------
+//
+// PROC SetMenu
+//
+//---------------------------------------------------------------------------
+
+static void SetMenu(MenuType_t menu)
+{
+ CurrentMenu->oldItPos = CurrentItPos;
+ CurrentMenu = Menus[menu];
+ CurrentItPos = CurrentMenu->oldItPos;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSlider
+//
+//---------------------------------------------------------------------------
+
+static void DrawSlider(Menu_t * menu, int item, int width, int slot)
+{
+ int x;
+ int y;
+ int x2;
+ int count;
+
+ x = menu->x + 24;
+ y = menu->y + 2 + (item * ITEM_HEIGHT);
+ V_DrawPatch(x - 32, y, W_CacheLumpName("M_SLDLT", PU_CACHE));
+ for (x2 = x, count = width; count--; x2 += 8)
+ {
+ V_DrawPatch(x2, y, W_CacheLumpName(count & 1 ? "M_SLDMD1"
+ : "M_SLDMD2", PU_CACHE));
+ }
+ V_DrawPatch(x2, y, W_CacheLumpName("M_SLDRT", PU_CACHE));
+ V_DrawPatch(x + 4 + slot * 8, y + 7,
+ W_CacheLumpName("M_SLDKB", PU_CACHE));
+}
diff --git a/src/heretic/p_ceilng.c b/src/heretic/p_ceilng.c
new file mode 100644
index 00000000..bf7ef676
--- /dev/null
+++ b/src/heretic/p_ceilng.c
@@ -0,0 +1,263 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#include "doomdef.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+//==================================================================
+//==================================================================
+//
+// CEILINGS
+//
+//==================================================================
+//==================================================================
+
+ceiling_t *activeceilings[MAXCEILINGS];
+
+//==================================================================
+//
+// T_MoveCeiling
+//
+//==================================================================
+void T_MoveCeiling(ceiling_t * ceiling)
+{
+ result_e res;
+
+ switch (ceiling->direction)
+ {
+ case 0: // IN STASIS
+ break;
+ case 1: // UP
+ res = T_MovePlane(ceiling->sector, ceiling->speed,
+ ceiling->topheight, false, 1,
+ ceiling->direction);
+ if (!(leveltime & 7))
+ S_StartSound(&ceiling->sector->soundorg,
+ sfx_dormov);
+ if (res == pastdest)
+ switch (ceiling->type)
+ {
+ case raiseToHighest:
+ P_RemoveActiveCeiling(ceiling);
+ break;
+ case fastCrushAndRaise:
+ case crushAndRaise:
+ ceiling->direction = -1;
+ break;
+ default:
+ break;
+ }
+ break;
+ case -1: // DOWN
+ res = T_MovePlane(ceiling->sector, ceiling->speed,
+ ceiling->bottomheight, ceiling->crush, 1,
+ ceiling->direction);
+ if (!(leveltime & 7))
+ S_StartSound(&ceiling->sector->soundorg,
+ sfx_dormov);
+ if (res == pastdest)
+ switch (ceiling->type)
+ {
+ case crushAndRaise:
+ ceiling->speed = CEILSPEED;
+ case fastCrushAndRaise:
+ ceiling->direction = 1;
+ break;
+ case lowerAndCrush:
+ case lowerToFloor:
+ P_RemoveActiveCeiling(ceiling);
+ break;
+ default:
+ break;
+ }
+ else if (res == crushed)
+ switch (ceiling->type)
+ {
+ case crushAndRaise:
+ case lowerAndCrush:
+ ceiling->speed = CEILSPEED / 8;
+ break;
+ default:
+ break;
+ }
+ break;
+ }
+}
+
+//==================================================================
+//
+// EV_DoCeiling
+// Move a ceiling up/down and all around!
+//
+//==================================================================
+int EV_DoCeiling(line_t * line, ceiling_e type)
+{
+ int secnum, rtn;
+ sector_t *sec;
+ ceiling_t *ceiling;
+
+ secnum = -1;
+ rtn = 0;
+
+ //
+ // Reactivate in-stasis ceilings...for certain types.
+ //
+ switch (type)
+ {
+ case fastCrushAndRaise:
+ case crushAndRaise:
+ P_ActivateInStasisCeiling(line);
+ default:
+ break;
+ }
+
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ //
+ // new door thinker
+ //
+ rtn = 1;
+ ceiling = Z_Malloc(sizeof(*ceiling), PU_LEVSPEC, 0);
+ P_AddThinker(&ceiling->thinker);
+ sec->specialdata = ceiling;
+ ceiling->thinker.function = T_MoveCeiling;
+ ceiling->sector = sec;
+ ceiling->crush = false;
+ switch (type)
+ {
+ case fastCrushAndRaise:
+ ceiling->crush = true;
+ ceiling->topheight = sec->ceilingheight;
+ ceiling->bottomheight = sec->floorheight + (8 * FRACUNIT);
+ ceiling->direction = -1;
+ ceiling->speed = CEILSPEED * 2;
+ break;
+ case crushAndRaise:
+ ceiling->crush = true;
+ ceiling->topheight = sec->ceilingheight;
+ case lowerAndCrush:
+ case lowerToFloor:
+ ceiling->bottomheight = sec->floorheight;
+ if (type != lowerToFloor)
+ ceiling->bottomheight += 8 * FRACUNIT;
+ ceiling->direction = -1;
+ ceiling->speed = CEILSPEED;
+ break;
+ case raiseToHighest:
+ ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
+ ceiling->direction = 1;
+ ceiling->speed = CEILSPEED;
+ break;
+ }
+
+ ceiling->tag = sec->tag;
+ ceiling->type = type;
+ P_AddActiveCeiling(ceiling);
+ }
+ return rtn;
+}
+
+//==================================================================
+//
+// Add an active ceiling
+//
+//==================================================================
+void P_AddActiveCeiling(ceiling_t * c)
+{
+ int i;
+ for (i = 0; i < MAXCEILINGS; i++)
+ if (activeceilings[i] == NULL)
+ {
+ activeceilings[i] = c;
+ return;
+ }
+}
+
+//==================================================================
+//
+// Remove a ceiling's thinker
+//
+//==================================================================
+void P_RemoveActiveCeiling(ceiling_t * c)
+{
+ int i;
+
+ for (i = 0; i < MAXCEILINGS; i++)
+ if (activeceilings[i] == c)
+ {
+ activeceilings[i]->sector->specialdata = NULL;
+ P_RemoveThinker(&activeceilings[i]->thinker);
+ activeceilings[i] = NULL;
+ break;
+ }
+}
+
+//==================================================================
+//
+// Restart a ceiling that's in-stasis
+//
+//==================================================================
+void P_ActivateInStasisCeiling(line_t * line)
+{
+ int i;
+
+ for (i = 0; i < MAXCEILINGS; i++)
+ if (activeceilings[i] && (activeceilings[i]->tag == line->tag) &&
+ (activeceilings[i]->direction == 0))
+ {
+ activeceilings[i]->direction = activeceilings[i]->olddirection;
+ activeceilings[i]->thinker.function = T_MoveCeiling;
+ }
+}
+
+//==================================================================
+//
+// EV_CeilingCrushStop
+// Stop a ceiling from crushing!
+//
+//==================================================================
+int EV_CeilingCrushStop(line_t * line)
+{
+ int i;
+ int rtn;
+
+ rtn = 0;
+ for (i = 0; i < MAXCEILINGS; i++)
+ if (activeceilings[i] && (activeceilings[i]->tag == line->tag) &&
+ (activeceilings[i]->direction != 0))
+ {
+ activeceilings[i]->olddirection = activeceilings[i]->direction;
+ activeceilings[i]->thinker.function = NULL;
+ activeceilings[i]->direction = 0; // in-stasis
+ rtn = 1;
+ }
+
+ return rtn;
+}
diff --git a/src/heretic/p_doors.c b/src/heretic/p_doors.c
new file mode 100644
index 00000000..e0e82fbe
--- /dev/null
+++ b/src/heretic/p_doors.c
@@ -0,0 +1,388 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_doors.c
+
+#include "doomdef.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+//==================================================================
+//==================================================================
+//
+// VERTICAL DOORS
+//
+//==================================================================
+//==================================================================
+
+//==================================================================
+//
+// T_VerticalDoor
+//
+//==================================================================
+void T_VerticalDoor(vldoor_t * door)
+{
+ result_e res;
+
+ switch (door->direction)
+ {
+ case 0: // WAITING
+ if (!--door->topcountdown)
+ switch (door->type)
+ {
+ case normal:
+ door->direction = -1; // time to go back down
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+ case close30ThenOpen:
+ door->direction = 1;
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+ default:
+ break;
+ }
+ break;
+ case 2: // INITIAL WAIT
+ if (!--door->topcountdown)
+ {
+ switch (door->type)
+ {
+ case raiseIn5Mins:
+ door->direction = 1;
+ door->type = normal;
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case -1: // DOWN
+ res = T_MovePlane(door->sector, door->speed,
+ door->sector->floorheight, false, 1,
+ door->direction);
+ if (res == pastdest)
+ {
+ switch (door->type)
+ {
+ case normal:
+ case close:
+ door->sector->specialdata = NULL;
+ P_RemoveThinker(&door->thinker); // unlink and free
+ S_StartSound(&door->sector->soundorg, sfx_dorcls);
+ break;
+ case close30ThenOpen:
+ door->direction = 0;
+ door->topcountdown = 35 * 30;
+ break;
+ default:
+ break;
+ }
+ }
+ else if (res == crushed)
+ {
+ switch (door->type)
+ {
+ case close: // DON'T GO BACK UP!
+ break;
+ default:
+ door->direction = 1;
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+ }
+ }
+ break;
+ case 1: // UP
+ res = T_MovePlane(door->sector, door->speed,
+ door->topheight, false, 1, door->direction);
+ if (res == pastdest)
+ {
+ switch (door->type)
+ {
+ case normal:
+ door->direction = 0; // wait at top
+ door->topcountdown = door->topwait;
+ break;
+ case close30ThenOpen:
+ case open:
+ door->sector->specialdata = NULL;
+ P_RemoveThinker(&door->thinker); // unlink and free
+ S_StopSound(&door->sector->soundorg);
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// EV_DoDoor
+//
+// Move a door up/down
+//
+//----------------------------------------------------------------------------
+
+int EV_DoDoor(line_t * line, vldoor_e type, fixed_t speed)
+{
+ int secnum;
+ int retcode;
+ sector_t *sec;
+ vldoor_t *door;
+
+ secnum = -1;
+ retcode = 0;
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ {
+ continue;
+ }
+ // Add new door thinker
+ retcode = 1;
+ door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ switch (type)
+ {
+ case close:
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4 * FRACUNIT;
+ door->direction = -1;
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+ case close30ThenOpen:
+ door->topheight = sec->ceilingheight;
+ door->direction = -1;
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+ case normal:
+ case open:
+ door->direction = 1;
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4 * FRACUNIT;
+ if (door->topheight != sec->ceilingheight)
+ {
+ S_StartSound(&door->sector->soundorg,
+ sfx_doropn);
+ }
+ break;
+ default:
+ break;
+ }
+ door->type = type;
+ door->speed = speed;
+ door->topwait = VDOORWAIT;
+ }
+ return (retcode);
+}
+
+//==================================================================
+//
+// EV_VerticalDoor : open a door manually, no tag value
+//
+//==================================================================
+void EV_VerticalDoor(line_t * line, mobj_t * thing)
+{
+ player_t *player;
+ int secnum;
+ sector_t *sec;
+ vldoor_t *door;
+ int side;
+
+ side = 0; // only front sides can be used
+//
+// Check for locks
+//
+ player = thing->player;
+ switch (line->special)
+ {
+ case 26: // Blue Lock
+ case 32:
+ if (!player)
+ {
+ return;
+ }
+ if (!player->keys[key_blue])
+ {
+ P_SetMessage(player, TXT_NEEDBLUEKEY, false);
+ S_StartSound(NULL, sfx_plroof);
+ return;
+ }
+ break;
+ case 27: // Yellow Lock
+ case 34:
+ if (!player)
+ {
+ return;
+ }
+ if (!player->keys[key_yellow])
+ {
+ P_SetMessage(player, TXT_NEEDYELLOWKEY, false);
+ S_StartSound(NULL, sfx_plroof);
+ return;
+ }
+ break;
+ case 28: // Green Lock
+ case 33:
+ if (!player)
+ {
+ return;
+ }
+ if (!player->keys[key_green])
+ {
+ P_SetMessage(player, TXT_NEEDGREENKEY, false);
+ S_StartSound(NULL, sfx_plroof);
+ return;
+ }
+ break;
+ }
+
+ // if the sector has an active thinker, use it
+ sec = sides[line->sidenum[side ^ 1]].sector;
+ secnum = sec - sectors;
+ if (sec->specialdata)
+ {
+ door = sec->specialdata;
+ switch (line->special)
+ {
+ case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
+ case 26:
+ case 27:
+ case 28:
+ if (door->direction == -1)
+ {
+ door->direction = 1; // go back up
+ }
+ else
+ {
+ if (!thing->player)
+ { // Monsters don't close doors
+ return;
+ }
+ door->direction = -1; // start going down immediately
+ }
+ return;
+ }
+ }
+
+ // for proper sound
+ switch (line->special)
+ {
+ case 1: // NORMAL DOOR SOUND
+ case 31:
+ S_StartSound(&sec->soundorg, sfx_doropn);
+ //S_StartSound(&sec->soundorg, sfx_dormov);
+ break;
+ default: // LOCKED DOOR SOUND
+ S_StartSound(&sec->soundorg, sfx_doropn);
+ //S_StartSound(&sec->soundorg, sfx_dormov);
+ break;
+ }
+
+ //
+ // new door thinker
+ //
+ door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 1;
+ switch (line->special)
+ {
+ case 1:
+ case 26:
+ case 27:
+ case 28:
+ door->type = normal;
+ break;
+ case 31:
+ case 32:
+ case 33:
+ case 34:
+ door->type = open;
+ line->special = 0;
+ break;
+ }
+ door->speed = VDOORSPEED;
+ door->topwait = VDOORWAIT;
+
+ //
+ // find the top and bottom of the movement range
+ //
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4 * FRACUNIT;
+}
+
+//==================================================================
+//
+// Spawn a door that closes after 30 seconds
+//
+//==================================================================
+void P_SpawnDoorCloseIn30(sector_t * sec)
+{
+ vldoor_t *door;
+
+ door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ sec->special = 0;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 0;
+ door->type = normal;
+ door->speed = VDOORSPEED;
+ door->topcountdown = 30 * 35;
+}
+
+//==================================================================
+//
+// Spawn a door that opens after 5 minutes
+//
+//==================================================================
+void P_SpawnDoorRaiseIn5Mins(sector_t * sec, int secnum)
+{
+ vldoor_t *door;
+
+ door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ sec->special = 0;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 2;
+ door->type = raiseIn5Mins;
+ door->speed = VDOORSPEED;
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4 * FRACUNIT;
+ door->topwait = VDOORWAIT;
+ door->topcountdown = 5 * 60 * 35;
+}
diff --git a/src/heretic/p_enemy.c b/src/heretic/p_enemy.c
new file mode 100644
index 00000000..6ad8cff0
--- /dev/null
+++ b/src/heretic/p_enemy.c
@@ -0,0 +1,2690 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_enemy.c
+
+#include <stdlib.h>
+#include "doomdef.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+// Macros
+
+#define MAX_BOSS_SPOTS 8
+
+// Types
+
+typedef struct
+{
+ fixed_t x;
+ fixed_t y;
+ angle_t angle;
+} BossSpot_t;
+
+// Private Data
+
+static int BossSpotCount;
+static BossSpot_t BossSpots[MAX_BOSS_SPOTS];
+
+//----------------------------------------------------------------------------
+//
+// PROC P_InitMonsters
+//
+// Called at level load.
+//
+//----------------------------------------------------------------------------
+
+void P_InitMonsters(void)
+{
+ BossSpotCount = 0;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_AddBossSpot
+//
+//----------------------------------------------------------------------------
+
+void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle)
+{
+ if (BossSpotCount == MAX_BOSS_SPOTS)
+ {
+ I_Error("Too many boss spots.");
+ }
+ BossSpots[BossSpotCount].x = x;
+ BossSpots[BossSpotCount].y = y;
+ BossSpots[BossSpotCount].angle = angle;
+ BossSpotCount++;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_RecursiveSound
+//
+//----------------------------------------------------------------------------
+
+mobj_t *soundtarget;
+
+void P_RecursiveSound(sector_t * sec, int soundblocks)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+
+ // Wake up all monsters in this sector
+ if (sec->validcount == validcount
+ && sec->soundtraversed <= soundblocks + 1)
+ { // Already flooded
+ return;
+ }
+ sec->validcount = validcount;
+ sec->soundtraversed = soundblocks + 1;
+ sec->soundtarget = soundtarget;
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ if (!(check->flags & ML_TWOSIDED))
+ {
+ continue;
+ }
+ P_LineOpening(check);
+ if (openrange <= 0)
+ { // Closed door
+ continue;
+ }
+ if (sides[check->sidenum[0]].sector == sec)
+ {
+ other = sides[check->sidenum[1]].sector;
+ }
+ else
+ {
+ other = sides[check->sidenum[0]].sector;
+ }
+ if (check->flags & ML_SOUNDBLOCK)
+ {
+ if (!soundblocks)
+ {
+ P_RecursiveSound(other, 1);
+ }
+ }
+ else
+ {
+ P_RecursiveSound(other, soundblocks);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_NoiseAlert
+//
+// If a monster yells at a player, it will alert other monsters to the
+// player.
+//
+//----------------------------------------------------------------------------
+
+void P_NoiseAlert(mobj_t * target, mobj_t * emmiter)
+{
+ soundtarget = target;
+ validcount++;
+ P_RecursiveSound(emmiter->subsector->sector, 0);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_CheckMeleeRange
+//
+//----------------------------------------------------------------------------
+
+boolean P_CheckMeleeRange(mobj_t * actor)
+{
+ mobj_t *mo;
+ fixed_t dist;
+
+ if (!actor->target)
+ {
+ return (false);
+ }
+ mo = actor->target;
+ dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y);
+ if (dist >= MELEERANGE)
+ {
+ return (false);
+ }
+ if (!P_CheckSight(actor, mo))
+ {
+ return (false);
+ }
+ if (mo->z > actor->z + actor->height)
+ { // Target is higher than the attacker
+ return (false);
+ }
+ else if (actor->z > mo->z + mo->height)
+ { // Attacker is higher
+ return (false);
+ }
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_CheckMissileRange
+//
+//----------------------------------------------------------------------------
+
+boolean P_CheckMissileRange(mobj_t * actor)
+{
+ fixed_t dist;
+
+ if (!P_CheckSight(actor, actor->target))
+ {
+ return (false);
+ }
+ if (actor->flags & MF_JUSTHIT)
+ { // The target just hit the enemy, so fight back!
+ actor->flags &= ~MF_JUSTHIT;
+ return (true);
+ }
+ if (actor->reactiontime)
+ { // Don't attack yet
+ return (false);
+ }
+ dist = (P_AproxDistance(actor->x - actor->target->x,
+ actor->y - actor->target->y) >> FRACBITS) - 64;
+ if (!actor->info->meleestate)
+ { // No melee attack, so fire more frequently
+ dist -= 128;
+ }
+ if (actor->type == MT_IMP)
+ { // Imp's fly attack from far away
+ dist >>= 1;
+ }
+ if (dist > 200)
+ {
+ dist = 200;
+ }
+ if (P_Random() < dist)
+ {
+ return (false);
+ }
+ return (true);
+}
+
+/*
+================
+=
+= P_Move
+=
+= Move in the current direction
+= returns false if the move is blocked
+================
+*/
+
+fixed_t xspeed[8] =
+ { FRACUNIT, 47000, 0, -47000, -FRACUNIT, -47000, 0, 47000 };
+fixed_t yspeed[8] =
+ { 0, 47000, FRACUNIT, 47000, 0, -47000, -FRACUNIT, -47000 };
+
+#define MAXSPECIALCROSS 8
+extern line_t *spechit[MAXSPECIALCROSS];
+extern int numspechit;
+
+boolean P_Move(mobj_t * actor)
+{
+ fixed_t tryx, tryy;
+ line_t *ld;
+ boolean good;
+
+ if (actor->movedir == DI_NODIR)
+ {
+ return (false);
+ }
+ tryx = actor->x + actor->info->speed * xspeed[actor->movedir];
+ tryy = actor->y + actor->info->speed * yspeed[actor->movedir];
+ if (!P_TryMove(actor, tryx, tryy))
+ { // open any specials
+ if (actor->flags & MF_FLOAT && floatok)
+ { // must adjust height
+ if (actor->z < tmfloorz)
+ {
+ actor->z += FLOATSPEED;
+ }
+ else
+ {
+ actor->z -= FLOATSPEED;
+ }
+ actor->flags |= MF_INFLOAT;
+ return (true);
+ }
+ if (!numspechit)
+ {
+ return false;
+ }
+ actor->movedir = DI_NODIR;
+ good = false;
+ while (numspechit--)
+ {
+ ld = spechit[numspechit];
+ // if the special isn't a door that can be opened, return false
+ if (P_UseSpecialLine(actor, ld))
+ {
+ good = true;
+ }
+ }
+ return (good);
+ }
+ else
+ {
+ actor->flags &= ~MF_INFLOAT;
+ }
+ if (!(actor->flags & MF_FLOAT))
+ {
+ if (actor->z > actor->floorz)
+ {
+ P_HitFloor(actor);
+ }
+ actor->z = actor->floorz;
+ }
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_TryWalk
+//
+// Attempts to move actor in its current (ob->moveangle) direction.
+// If blocked by either a wall or an actor returns FALSE.
+// If move is either clear of block only by a door, returns TRUE and sets.
+// If a door is in the way, an OpenDoor call is made to start it opening.
+//
+//----------------------------------------------------------------------------
+
+boolean P_TryWalk(mobj_t * actor)
+{
+ if (!P_Move(actor))
+ {
+ return (false);
+ }
+ actor->movecount = P_Random() & 15;
+ return (true);
+}
+
+/*
+================
+=
+= P_NewChaseDir
+=
+================
+*/
+
+dirtype_t opposite[] =
+ { DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_EAST, DI_NORTHEAST,
+ DI_NORTH, DI_NORTHWEST, DI_NODIR
+};
+
+dirtype_t diags[] =
+ { DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST };
+
+void P_NewChaseDir(mobj_t * actor)
+{
+ fixed_t deltax, deltay;
+ dirtype_t d[3];
+ dirtype_t tdir, olddir, turnaround;
+
+ if (!actor->target)
+ I_Error("P_NewChaseDir: called with no target");
+
+ olddir = actor->movedir;
+ turnaround = opposite[olddir];
+
+ deltax = actor->target->x - actor->x;
+ deltay = actor->target->y - actor->y;
+ if (deltax > 10 * FRACUNIT)
+ d[1] = DI_EAST;
+ else if (deltax < -10 * FRACUNIT)
+ d[1] = DI_WEST;
+ else
+ d[1] = DI_NODIR;
+ if (deltay < -10 * FRACUNIT)
+ d[2] = DI_SOUTH;
+ else if (deltay > 10 * FRACUNIT)
+ d[2] = DI_NORTH;
+ else
+ d[2] = DI_NODIR;
+
+// try direct route
+ if (d[1] != DI_NODIR && d[2] != DI_NODIR)
+ {
+ actor->movedir = diags[((deltay < 0) << 1) + (deltax > 0)];
+ if (actor->movedir != turnaround && P_TryWalk(actor))
+ return;
+ }
+
+// try other directions
+ if (P_Random() > 200 || abs(deltay) > abs(deltax))
+ {
+ tdir = d[1];
+ d[1] = d[2];
+ d[2] = tdir;
+ }
+
+ if (d[1] == turnaround)
+ d[1] = DI_NODIR;
+ if (d[2] == turnaround)
+ d[2] = DI_NODIR;
+
+ if (d[1] != DI_NODIR)
+ {
+ actor->movedir = d[1];
+ if (P_TryWalk(actor))
+ return; /*either moved forward or attacked */
+ }
+
+ if (d[2] != DI_NODIR)
+ {
+ actor->movedir = d[2];
+ if (P_TryWalk(actor))
+ return;
+ }
+
+/* there is no direct path to the player, so pick another direction */
+
+ if (olddir != DI_NODIR)
+ {
+ actor->movedir = olddir;
+ if (P_TryWalk(actor))
+ return;
+ }
+
+ if (P_Random() & 1) /*randomly determine direction of search */
+ {
+ for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
+ {
+ if (tdir != turnaround)
+ {
+ actor->movedir = tdir;
+ if (P_TryWalk(actor))
+ return;
+ }
+ }
+ }
+ else
+ {
+ for (tdir = DI_SOUTHEAST; tdir != DI_EAST-1; tdir--)
+ {
+ if (tdir != turnaround)
+ {
+ actor->movedir = tdir;
+ if (P_TryWalk(actor))
+ return;
+ }
+ }
+ }
+
+ if (turnaround != DI_NODIR)
+ {
+ actor->movedir = turnaround;
+ if (P_TryWalk(actor))
+ return;
+ }
+
+ actor->movedir = DI_NODIR; // can't move
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_LookForMonsters
+//
+//---------------------------------------------------------------------------
+
+#define MONS_LOOK_RANGE (20*64*FRACUNIT)
+#define MONS_LOOK_LIMIT 64
+
+boolean P_LookForMonsters(mobj_t * actor)
+{
+ int count;
+ mobj_t *mo;
+ thinker_t *think;
+
+ if (!P_CheckSight(players[0].mo, actor))
+ { // Player can't see monster
+ return (false);
+ }
+ count = 0;
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *) think;
+ if (!(mo->flags & MF_COUNTKILL) || (mo == actor) || (mo->health <= 0))
+ { // Not a valid monster
+ continue;
+ }
+ if (P_AproxDistance(actor->x - mo->x, actor->y - mo->y)
+ > MONS_LOOK_RANGE)
+ { // Out of range
+ continue;
+ }
+ if (P_Random() < 16)
+ { // Skip
+ continue;
+ }
+ if (count++ > MONS_LOOK_LIMIT)
+ { // Stop searching
+ return (false);
+ }
+ if (!P_CheckSight(actor, mo))
+ { // Out of sight
+ continue;
+ }
+ // Found a target monster
+ actor->target = mo;
+ return (true);
+ }
+ return (false);
+}
+
+/*
+================
+=
+= P_LookForPlayers
+=
+= If allaround is false, only look 180 degrees in front
+= returns true if a player is targeted
+================
+*/
+
+boolean P_LookForPlayers(mobj_t * actor, boolean allaround)
+{
+ int c;
+ int stop;
+ player_t *player;
+ sector_t *sector;
+ angle_t an;
+ fixed_t dist;
+
+ if (!netgame && players[0].health <= 0)
+ { // Single player game and player is dead, look for monsters
+ return (P_LookForMonsters(actor));
+ }
+ sector = actor->subsector->sector;
+ c = 0;
+ stop = (actor->lastlook - 1) & 3;
+ for (;; actor->lastlook = (actor->lastlook + 1) & 3)
+ {
+ if (!playeringame[actor->lastlook])
+ continue;
+
+ if (c++ == 2 || actor->lastlook == stop)
+ return false; // done looking
+
+ player = &players[actor->lastlook];
+ if (player->health <= 0)
+ continue; // dead
+ if (!P_CheckSight(actor, player->mo))
+ continue; // out of sight
+
+ if (!allaround)
+ {
+ an = R_PointToAngle2(actor->x, actor->y,
+ player->mo->x, player->mo->y) - actor->angle;
+ if (an > ANG90 && an < ANG270)
+ {
+ dist = P_AproxDistance(player->mo->x - actor->x,
+ player->mo->y - actor->y);
+ // if real close, react anyway
+ if (dist > MELEERANGE)
+ continue; // behind back
+ }
+ }
+ if (player->mo->flags & MF_SHADOW)
+ { // Player is invisible
+ if ((P_AproxDistance(player->mo->x - actor->x,
+ player->mo->y - actor->y) > 2 * MELEERANGE)
+ && P_AproxDistance(player->mo->momx, player->mo->momy)
+ < 5 * FRACUNIT)
+ { // Player is sneaking - can't detect
+ return (false);
+ }
+ if (P_Random() < 225)
+ { // Player isn't sneaking, but still didn't detect
+ return (false);
+ }
+ }
+ actor->target = player->mo;
+ return (true);
+ }
+ return (false);
+}
+
+/*
+===============================================================================
+
+ ACTION ROUTINES
+
+===============================================================================
+*/
+
+/*
+==============
+=
+= A_Look
+=
+= Stay in state until a player is sighted
+=
+==============
+*/
+
+void A_Look(mobj_t * actor)
+{
+ mobj_t *targ;
+
+ actor->threshold = 0; // any shot will wake up
+ targ = actor->subsector->sector->soundtarget;
+ if (targ && (targ->flags & MF_SHOOTABLE))
+ {
+ actor->target = targ;
+ if (actor->flags & MF_AMBUSH)
+ {
+ if (P_CheckSight(actor, actor->target))
+ goto seeyou;
+ }
+ else
+ goto seeyou;
+ }
+
+
+ if (!P_LookForPlayers(actor, false))
+ return;
+
+// go into chase state
+ seeyou:
+ if (actor->info->seesound)
+ {
+ int sound;
+
+/*
+ switch (actor->info->seesound)
+ {
+ case sfx_posit1:
+ case sfx_posit2:
+ case sfx_posit3:
+ sound = sfx_posit1+P_Random()%3;
+ break;
+ case sfx_bgsit1:
+ case sfx_bgsit2:
+ sound = sfx_bgsit1+P_Random()%2;
+ break;
+ default:
+ sound = actor->info->seesound;
+ break;
+ }
+*/
+ sound = actor->info->seesound;
+ if (actor->flags2 & MF2_BOSS)
+ { // Full volume
+ S_StartSound(NULL, sound);
+ }
+ else
+ {
+ S_StartSound(actor, sound);
+ }
+ }
+ P_SetMobjState(actor, actor->info->seestate);
+}
+
+
+/*
+==============
+=
+= A_Chase
+=
+= Actor has a melee attack, so it tries to close as fast as possible
+=
+==============
+*/
+
+void A_Chase(mobj_t * actor)
+{
+ int delta;
+
+ if (actor->reactiontime)
+ {
+ actor->reactiontime--;
+ }
+
+ // Modify target threshold
+ if (actor->threshold)
+ {
+ actor->threshold--;
+ }
+
+ if (gameskill == sk_nightmare)
+ { // Monsters move faster in nightmare mode
+ actor->tics -= actor->tics / 2;
+ if (actor->tics < 3)
+ {
+ actor->tics = 3;
+ }
+ }
+
+//
+// turn towards movement direction if not there yet
+//
+ if (actor->movedir < 8)
+ {
+ actor->angle &= (7 << 29);
+ delta = actor->angle - (actor->movedir << 29);
+ if (delta > 0)
+ {
+ actor->angle -= ANG90 / 2;
+ }
+ else if (delta < 0)
+ {
+ actor->angle += ANG90 / 2;
+ }
+ }
+
+ if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
+ { // look for a new target
+ if (P_LookForPlayers(actor, true))
+ { // got a new target
+ return;
+ }
+ P_SetMobjState(actor, actor->info->spawnstate);
+ return;
+ }
+
+//
+// don't attack twice in a row
+//
+ if (actor->flags & MF_JUSTATTACKED)
+ {
+ actor->flags &= ~MF_JUSTATTACKED;
+ if (gameskill != sk_nightmare)
+ P_NewChaseDir(actor);
+ return;
+ }
+
+//
+// check for melee attack
+//
+ if (actor->info->meleestate && P_CheckMeleeRange(actor))
+ {
+ if (actor->info->attacksound)
+ S_StartSound(actor, actor->info->attacksound);
+ P_SetMobjState(actor, actor->info->meleestate);
+ return;
+ }
+
+//
+// check for missile attack
+//
+ if (actor->info->missilestate)
+ {
+ if (gameskill < sk_nightmare && actor->movecount)
+ goto nomissile;
+ if (!P_CheckMissileRange(actor))
+ goto nomissile;
+ P_SetMobjState(actor, actor->info->missilestate);
+ actor->flags |= MF_JUSTATTACKED;
+ return;
+ }
+ nomissile:
+
+//
+// possibly choose another target
+//
+ if (netgame && !actor->threshold && !P_CheckSight(actor, actor->target))
+ {
+ if (P_LookForPlayers(actor, true))
+ return; // got a new target
+ }
+
+//
+// chase towards player
+//
+ if (--actor->movecount < 0 || !P_Move(actor))
+ {
+ P_NewChaseDir(actor);
+ }
+
+//
+// make active sound
+//
+ if (actor->info->activesound && P_Random() < 3)
+ {
+ if (actor->type == MT_WIZARD && P_Random() < 128)
+ {
+ S_StartSound(actor, actor->info->seesound);
+ }
+ else if (actor->type == MT_SORCERER2)
+ {
+ S_StartSound(NULL, actor->info->activesound);
+ }
+ else
+ {
+ S_StartSound(actor, actor->info->activesound);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FaceTarget
+//
+//----------------------------------------------------------------------------
+
+void A_FaceTarget(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ actor->flags &= ~MF_AMBUSH;
+ actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x,
+ actor->target->y);
+ if (actor->target->flags & MF_SHADOW)
+ { // Target is a ghost
+ actor->angle += (P_Random() - P_Random()) << 21;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Pain
+//
+//----------------------------------------------------------------------------
+
+void A_Pain(mobj_t * actor)
+{
+ if (actor->info->painsound)
+ {
+ S_StartSound(actor, actor->info->painsound);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_DripBlood
+//
+//----------------------------------------------------------------------------
+
+void A_DripBlood(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 11),
+ actor->y + ((P_Random() - P_Random()) << 11), actor->z,
+ MT_BLOOD);
+ mo->momx = (P_Random() - P_Random()) << 10;
+ mo->momy = (P_Random() - P_Random()) << 10;
+ mo->flags2 |= MF2_LOGRAV;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_KnightAttack
+//
+//----------------------------------------------------------------------------
+
+void A_KnightAttack(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(3));
+ S_StartSound(actor, sfx_kgtat2);
+ return;
+ }
+ // Throw axe
+ S_StartSound(actor, actor->info->attacksound);
+ if (actor->type == MT_KNIGHTGHOST || P_Random() < 40)
+ { // Red axe
+ P_SpawnMissile(actor, actor->target, MT_REDAXE);
+ return;
+ }
+ // Green axe
+ P_SpawnMissile(actor, actor->target, MT_KNIGHTAXE);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpExplode
+//
+//----------------------------------------------------------------------------
+
+void A_ImpExplode(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK1);
+ mo->momx = (P_Random() - P_Random()) << 10;
+ mo->momy = (P_Random() - P_Random()) << 10;
+ mo->momz = 9 * FRACUNIT;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK2);
+ mo->momx = (P_Random() - P_Random()) << 10;
+ mo->momy = (P_Random() - P_Random()) << 10;
+ mo->momz = 9 * FRACUNIT;
+ if (actor->special1 == 666)
+ { // Extreme death crash
+ P_SetMobjState(actor, S_IMP_XCRASH1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BeastPuff
+//
+//----------------------------------------------------------------------------
+
+void A_BeastPuff(mobj_t * actor)
+{
+ if (P_Random() > 64)
+ {
+ P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
+ actor->y + ((P_Random() - P_Random()) << 10),
+ actor->z + ((P_Random() - P_Random()) << 10), MT_PUFFY);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpMeAttack
+//
+//----------------------------------------------------------------------------
+
+void A_ImpMeAttack(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, 5 + (P_Random() & 7));
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpMsAttack
+//
+//----------------------------------------------------------------------------
+
+void A_ImpMsAttack(mobj_t * actor)
+{
+ mobj_t *dest;
+ angle_t an;
+ int dist;
+
+ if (!actor->target || P_Random() > 64)
+ {
+ P_SetMobjState(actor, actor->info->seestate);
+ return;
+ }
+ dest = actor->target;
+ actor->flags |= MF_SKULLFLY;
+ S_StartSound(actor, actor->info->attacksound);
+ A_FaceTarget(actor);
+ an = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(12 * FRACUNIT, finecosine[an]);
+ actor->momy = FixedMul(12 * FRACUNIT, finesine[an]);
+ dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y);
+ dist = dist / (12 * FRACUNIT);
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ actor->momz = (dest->z + (dest->height >> 1) - actor->z) / dist;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpMsAttack2
+//
+// Fireball attack of the imp leader.
+//
+//----------------------------------------------------------------------------
+
+void A_ImpMsAttack2(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, 5 + (P_Random() & 7));
+ return;
+ }
+ P_SpawnMissile(actor, actor->target, MT_IMPBALL);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpDeath
+//
+//----------------------------------------------------------------------------
+
+void A_ImpDeath(mobj_t * actor)
+{
+ actor->flags &= ~MF_SOLID;
+ actor->flags2 |= MF2_FOOTCLIP;
+ if (actor->z <= actor->floorz)
+ {
+ P_SetMobjState(actor, S_IMP_CRASH1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpXDeath1
+//
+//----------------------------------------------------------------------------
+
+void A_ImpXDeath1(mobj_t * actor)
+{
+ actor->flags &= ~MF_SOLID;
+ actor->flags |= MF_NOGRAVITY;
+ actor->flags2 |= MF2_FOOTCLIP;
+ actor->special1 = 666; // Flag the crash routine
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpXDeath2
+//
+//----------------------------------------------------------------------------
+
+void A_ImpXDeath2(mobj_t * actor)
+{
+ actor->flags &= ~MF_NOGRAVITY;
+ if (actor->z <= actor->floorz)
+ {
+ P_SetMobjState(actor, S_IMP_CRASH1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_UpdateChicken
+//
+// Returns true if the chicken morphs.
+//
+//----------------------------------------------------------------------------
+
+boolean P_UpdateChicken(mobj_t * actor, int tics)
+{
+ mobj_t *fog;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ mobjtype_t moType;
+ mobj_t *mo;
+ mobj_t oldChicken;
+
+ actor->special1 -= tics;
+ if (actor->special1 > 0)
+ {
+ return (false);
+ }
+ moType = actor->special2;
+ x = actor->x;
+ y = actor->y;
+ z = actor->z;
+ oldChicken = *actor;
+ P_SetMobjState(actor, S_FREETARGMOBJ);
+ mo = P_SpawnMobj(x, y, z, moType);
+ if (P_TestMobjLocation(mo) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ mo = P_SpawnMobj(x, y, z, MT_CHICKEN);
+ mo->angle = oldChicken.angle;
+ mo->flags = oldChicken.flags;
+ mo->health = oldChicken.health;
+ mo->target = oldChicken.target;
+ mo->special1 = 5 * 35; // Next try in 5 seconds
+ mo->special2 = moType;
+ return (false);
+ }
+ mo->angle = oldChicken.angle;
+ mo->target = oldChicken.target;
+ fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ChicAttack
+//
+//----------------------------------------------------------------------------
+
+void A_ChicAttack(mobj_t * actor)
+{
+ if (P_UpdateChicken(actor, 18))
+ {
+ return;
+ }
+ if (!actor->target)
+ {
+ return;
+ }
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, 1 + (P_Random() & 1));
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ChicLook
+//
+//----------------------------------------------------------------------------
+
+void A_ChicLook(mobj_t * actor)
+{
+ if (P_UpdateChicken(actor, 10))
+ {
+ return;
+ }
+ A_Look(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ChicChase
+//
+//----------------------------------------------------------------------------
+
+void A_ChicChase(mobj_t * actor)
+{
+ if (P_UpdateChicken(actor, 3))
+ {
+ return;
+ }
+ A_Chase(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ChicPain
+//
+//----------------------------------------------------------------------------
+
+void A_ChicPain(mobj_t * actor)
+{
+ if (P_UpdateChicken(actor, 10))
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->painsound);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Feathers
+//
+//----------------------------------------------------------------------------
+
+void A_Feathers(mobj_t * actor)
+{
+ int i;
+ int count;
+ mobj_t *mo;
+
+ if (actor->health > 0)
+ { // Pain
+ count = P_Random() < 32 ? 2 : 1;
+ }
+ else
+ { // Death
+ count = 5 + (P_Random() & 3);
+ }
+ for (i = 0; i < count; i++)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 20 * FRACUNIT,
+ MT_FEATHER);
+ mo->target = actor;
+ mo->momx = (P_Random() - P_Random()) << 8;
+ mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momz = FRACUNIT + (P_Random() << 9);
+ P_SetMobjState(mo, S_FEATHER1 + (P_Random() & 7));
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MummyAttack
+//
+//----------------------------------------------------------------------------
+
+void A_MummyAttack(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(2));
+ S_StartSound(actor, sfx_mumat2);
+ return;
+ }
+ S_StartSound(actor, sfx_mumat1);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MummyAttack2
+//
+// Mummy leader missile attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MummyAttack2(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ //S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(2));
+ return;
+ }
+ mo = P_SpawnMissile(actor, actor->target, MT_MUMMYFX1);
+ //mo = P_SpawnMissile(actor, actor->target, MT_EGGFX);
+ if (mo != NULL)
+ {
+ mo->special1 = (int) actor->target;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MummyFX1Seek
+//
+//----------------------------------------------------------------------------
+
+void A_MummyFX1Seek(mobj_t * actor)
+{
+ P_SeekerMissile(actor, ANG1_X * 10, ANG1_X * 20);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MummySoul
+//
+//----------------------------------------------------------------------------
+
+void A_MummySoul(mobj_t * mummy)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(mummy->x, mummy->y, mummy->z + 10 * FRACUNIT,
+ MT_MUMMYSOUL);
+ mo->momz = FRACUNIT;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Sor1Pain
+//
+//----------------------------------------------------------------------------
+
+void A_Sor1Pain(mobj_t * actor)
+{
+ actor->special1 = 20; // Number of steps to walk fast
+ A_Pain(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Sor1Chase
+//
+//----------------------------------------------------------------------------
+
+void A_Sor1Chase(mobj_t * actor)
+{
+ if (actor->special1)
+ {
+ actor->special1--;
+ actor->tics -= 3;
+ }
+ A_Chase(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Srcr1Attack
+//
+// Sorcerer demon attack.
+//
+//----------------------------------------------------------------------------
+
+void A_Srcr1Attack(mobj_t * actor)
+{
+ mobj_t *mo;
+ fixed_t momz;
+ angle_t angle;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(8));
+ return;
+ }
+ if (actor->health > (actor->info->spawnhealth / 3) * 2)
+ { // Spit one fireball
+ P_SpawnMissile(actor, actor->target, MT_SRCRFX1);
+ }
+ else
+ { // Spit three fireballs
+ mo = P_SpawnMissile(actor, actor->target, MT_SRCRFX1);
+ if (mo)
+ {
+ momz = mo->momz;
+ angle = mo->angle;
+ P_SpawnMissileAngle(actor, MT_SRCRFX1, angle - ANG1_X * 3, momz);
+ P_SpawnMissileAngle(actor, MT_SRCRFX1, angle + ANG1_X * 3, momz);
+ }
+ if (actor->health < actor->info->spawnhealth / 3)
+ { // Maybe attack again
+ if (actor->special1)
+ { // Just attacked, so don't attack again
+ actor->special1 = 0;
+ }
+ else
+ { // Set state to attack again
+ actor->special1 = 1;
+ P_SetMobjState(actor, S_SRCR1_ATK4);
+ }
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SorcererRise
+//
+//----------------------------------------------------------------------------
+
+void A_SorcererRise(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ actor->flags &= ~MF_SOLID;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCERER2);
+ P_SetMobjState(mo, S_SOR2_RISE1);
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_DSparilTeleport
+//
+//----------------------------------------------------------------------------
+
+void P_DSparilTeleport(mobj_t * actor)
+{
+ int i;
+ fixed_t x;
+ fixed_t y;
+ fixed_t prevX;
+ fixed_t prevY;
+ fixed_t prevZ;
+ mobj_t *mo;
+
+ if (!BossSpotCount)
+ { // No spots
+ return;
+ }
+ i = P_Random();
+ do
+ {
+ i++;
+ x = BossSpots[i % BossSpotCount].x;
+ y = BossSpots[i % BossSpotCount].y;
+ }
+ while (P_AproxDistance(actor->x - x, actor->y - y) < 128 * FRACUNIT);
+ prevX = actor->x;
+ prevY = actor->y;
+ prevZ = actor->z;
+ if (P_TeleportMove(actor, x, y))
+ {
+ mo = P_SpawnMobj(prevX, prevY, prevZ, MT_SOR2TELEFADE);
+ S_StartSound(mo, sfx_telept);
+ P_SetMobjState(actor, S_SOR2_TELE1);
+ S_StartSound(actor, sfx_telept);
+ actor->z = actor->floorz;
+ actor->angle = BossSpots[i % BossSpotCount].angle;
+ actor->momx = actor->momy = actor->momz = 0;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Srcr2Decide
+//
+//----------------------------------------------------------------------------
+
+void A_Srcr2Decide(mobj_t * actor)
+{
+ static int chance[] = {
+ 192, 120, 120, 120, 64, 64, 32, 16, 0
+ };
+
+ if (!BossSpotCount)
+ { // No spots
+ return;
+ }
+ if (P_Random() < chance[actor->health / (actor->info->spawnhealth / 8)])
+ {
+ P_DSparilTeleport(actor);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Srcr2Attack
+//
+//----------------------------------------------------------------------------
+
+void A_Srcr2Attack(mobj_t * actor)
+{
+ int chance;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(NULL, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(20));
+ return;
+ }
+ chance = actor->health < actor->info->spawnhealth / 2 ? 96 : 48;
+ if (P_Random() < chance)
+ { // Wizard spawners
+ P_SpawnMissileAngle(actor, MT_SOR2FX2,
+ actor->angle - ANG45, FRACUNIT / 2);
+ P_SpawnMissileAngle(actor, MT_SOR2FX2,
+ actor->angle + ANG45, FRACUNIT / 2);
+ }
+ else
+ { // Blue bolt
+ P_SpawnMissile(actor, actor->target, MT_SOR2FX1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BlueSpark
+//
+//----------------------------------------------------------------------------
+
+void A_BlueSpark(mobj_t * actor)
+{
+ int i;
+ mobj_t *mo;
+
+ for (i = 0; i < 2; i++)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SOR2FXSPARK);
+ mo->momx = (P_Random() - P_Random()) << 9;
+ mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momz = FRACUNIT + (P_Random() << 8);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_GenWizard
+//
+//----------------------------------------------------------------------------
+
+void A_GenWizard(mobj_t * actor)
+{
+ mobj_t *mo;
+ mobj_t *fog;
+
+ mo = P_SpawnMobj(actor->x, actor->y,
+ actor->z - mobjinfo[MT_WIZARD].height / 2, MT_WIZARD);
+ if (P_TestMobjLocation(mo) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ return;
+ }
+ actor->momx = actor->momy = actor->momz = 0;
+ P_SetMobjState(actor, mobjinfo[actor->type].deathstate);
+ actor->flags &= ~MF_MISSILE;
+ fog = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Sor2DthInit
+//
+//----------------------------------------------------------------------------
+
+void A_Sor2DthInit(mobj_t * actor)
+{
+ actor->special1 = 7; // Animation loop counter
+ P_Massacre(); // Kill monsters early
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Sor2DthLoop
+//
+//----------------------------------------------------------------------------
+
+void A_Sor2DthLoop(mobj_t * actor)
+{
+ if (--actor->special1)
+ { // Need to loop
+ P_SetMobjState(actor, S_SOR2_DIE4);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// D'Sparil Sound Routines
+//
+//----------------------------------------------------------------------------
+
+void A_SorZap(mobj_t * actor)
+{
+ S_StartSound(NULL, sfx_sorzap);
+}
+
+void A_SorRise(mobj_t * actor)
+{
+ S_StartSound(NULL, sfx_sorrise);
+}
+
+void A_SorDSph(mobj_t * actor)
+{
+ S_StartSound(NULL, sfx_sordsph);
+}
+
+void A_SorDExp(mobj_t * actor)
+{
+ S_StartSound(NULL, sfx_sordexp);
+}
+
+void A_SorDBon(mobj_t * actor)
+{
+ S_StartSound(NULL, sfx_sordbon);
+}
+
+void A_SorSightSnd(mobj_t * actor)
+{
+ S_StartSound(NULL, sfx_sorsit);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurAtk1
+//
+// Melee attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurAtk1(mobj_t * actor)
+{
+ player_t *player;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, sfx_stfpow);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(4));
+ if ((player = actor->target->player) != NULL)
+ { // Squish the player
+ player->deltaviewheight = -16 * FRACUNIT;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurDecide
+//
+// Choose a missile attack.
+//
+//----------------------------------------------------------------------------
+
+#define MNTR_CHARGE_SPEED (13*FRACUNIT)
+
+void A_MinotaurDecide(mobj_t * actor)
+{
+ angle_t angle;
+ mobj_t *target;
+ int dist;
+
+ target = actor->target;
+ if (!target)
+ {
+ return;
+ }
+ S_StartSound(actor, sfx_minsit);
+ dist = P_AproxDistance(actor->x - target->x, actor->y - target->y);
+ if (target->z + target->height > actor->z
+ && target->z + target->height < actor->z + actor->height
+ && dist < 8 * 64 * FRACUNIT
+ && dist > 1 * 64 * FRACUNIT && P_Random() < 150)
+ { // Charge attack
+ // Don't call the state function right away
+ P_SetMobjStateNF(actor, S_MNTR_ATK4_1);
+ actor->flags |= MF_SKULLFLY;
+ A_FaceTarget(actor);
+ angle = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(MNTR_CHARGE_SPEED, finecosine[angle]);
+ actor->momy = FixedMul(MNTR_CHARGE_SPEED, finesine[angle]);
+ actor->special1 = 35 / 2; // Charge duration
+ }
+ else if (target->z == target->floorz
+ && dist < 9 * 64 * FRACUNIT && P_Random() < 220)
+ { // Floor fire attack
+ P_SetMobjState(actor, S_MNTR_ATK3_1);
+ actor->special2 = 0;
+ }
+ else
+ { // Swing attack
+ A_FaceTarget(actor);
+ // Don't need to call P_SetMobjState because the current state
+ // falls through to the swing attack
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurCharge
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurCharge(mobj_t * actor)
+{
+ mobj_t *puff;
+
+ if (actor->special1)
+ {
+ puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF);
+ puff->momz = 2 * FRACUNIT;
+ actor->special1--;
+ }
+ else
+ {
+ actor->flags &= ~MF_SKULLFLY;
+ P_SetMobjState(actor, actor->info->seestate);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurAtk2
+//
+// Swing attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurAtk2(mobj_t * actor)
+{
+ mobj_t *mo;
+ angle_t angle;
+ fixed_t momz;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, sfx_minat2);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(5));
+ return;
+ }
+ mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1);
+ if (mo)
+ {
+ S_StartSound(mo, sfx_minat2);
+ momz = mo->momz;
+ angle = mo->angle;
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 8), momz);
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 8), momz);
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 16), momz);
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 16), momz);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurAtk3
+//
+// Floor fire attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurAtk3(mobj_t * actor)
+{
+ mobj_t *mo;
+ player_t *player;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(5));
+ if ((player = actor->target->player) != NULL)
+ { // Squish the player
+ player->deltaviewheight = -16 * FRACUNIT;
+ }
+ }
+ else
+ {
+ mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX2);
+ if (mo != NULL)
+ {
+ S_StartSound(mo, sfx_minat1);
+ }
+ }
+ if (P_Random() < 192 && actor->special2 == 0)
+ {
+ P_SetMobjState(actor, S_MNTR_ATK3_4);
+ actor->special2 = 1;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MntrFloorFire
+//
+//----------------------------------------------------------------------------
+
+void A_MntrFloorFire(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ actor->z = actor->floorz;
+ mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
+ actor->y + ((P_Random() - P_Random()) << 10), ONFLOORZ,
+ MT_MNTRFX3);
+ mo->target = actor->target;
+ mo->momx = 1; // Force block checking
+ P_CheckMissileSpawn(mo);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BeastAttack
+//
+//----------------------------------------------------------------------------
+
+void A_BeastAttack(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(3));
+ return;
+ }
+ P_SpawnMissile(actor, actor->target, MT_BEASTBALL);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HeadAttack
+//
+//----------------------------------------------------------------------------
+
+void A_HeadAttack(mobj_t * actor)
+{
+ int i;
+ mobj_t *fire;
+ mobj_t *baseFire;
+ mobj_t *mo;
+ mobj_t *target;
+ int randAttack;
+ static int atkResolve1[] = { 50, 150 };
+ static int atkResolve2[] = { 150, 200 };
+ int dist;
+
+ // Ice ball (close 20% : far 60%)
+ // Fire column (close 40% : far 20%)
+ // Whirlwind (close 40% : far 20%)
+ // Distance threshold = 8 cells
+
+ target = actor->target;
+ if (target == NULL)
+ {
+ return;
+ }
+ A_FaceTarget(actor);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(target, actor, actor, HITDICE(6));
+ return;
+ }
+ dist = P_AproxDistance(actor->x - target->x, actor->y - target->y)
+ > 8 * 64 * FRACUNIT;
+ randAttack = P_Random();
+ if (randAttack < atkResolve1[dist])
+ { // Ice ball
+ P_SpawnMissile(actor, target, MT_HEADFX1);
+ S_StartSound(actor, sfx_hedat2);
+ }
+ else if (randAttack < atkResolve2[dist])
+ { // Fire column
+ baseFire = P_SpawnMissile(actor, target, MT_HEADFX3);
+ if (baseFire != NULL)
+ {
+ P_SetMobjState(baseFire, S_HEADFX3_4); // Don't grow
+ for (i = 0; i < 5; i++)
+ {
+ fire = P_SpawnMobj(baseFire->x, baseFire->y,
+ baseFire->z, MT_HEADFX3);
+ if (i == 0)
+ {
+ S_StartSound(actor, sfx_hedat1);
+ }
+ fire->target = baseFire->target;
+ fire->angle = baseFire->angle;
+ fire->momx = baseFire->momx;
+ fire->momy = baseFire->momy;
+ fire->momz = baseFire->momz;
+ fire->damage = 0;
+ fire->health = (i + 1) * 2;
+ P_CheckMissileSpawn(fire);
+ }
+ }
+ }
+ else
+ { // Whirlwind
+ mo = P_SpawnMissile(actor, target, MT_WHIRLWIND);
+ if (mo != NULL)
+ {
+ mo->z -= 32 * FRACUNIT;
+ mo->special1 = (int) target;
+ mo->special2 = 50; // Timer for active sound
+ mo->health = 20 * TICRATE; // Duration
+ S_StartSound(actor, sfx_hedat3);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_WhirlwindSeek
+//
+//----------------------------------------------------------------------------
+
+void A_WhirlwindSeek(mobj_t * actor)
+{
+ actor->health -= 3;
+ if (actor->health < 0)
+ {
+ actor->momx = actor->momy = actor->momz = 0;
+ P_SetMobjState(actor, mobjinfo[actor->type].deathstate);
+ actor->flags &= ~MF_MISSILE;
+ return;
+ }
+ if ((actor->special2 -= 3) < 0)
+ {
+ actor->special2 = 58 + (P_Random() & 31);
+ S_StartSound(actor, sfx_hedat3);
+ }
+ if (actor->special1
+ && (((mobj_t *) (actor->special1))->flags & MF_SHADOW))
+ {
+ return;
+ }
+ P_SeekerMissile(actor, ANG1_X * 10, ANG1_X * 30);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HeadIceImpact
+//
+//----------------------------------------------------------------------------
+
+void A_HeadIceImpact(mobj_t * ice)
+{
+ int i;
+ angle_t angle;
+ mobj_t *shard;
+
+ for (i = 0; i < 8; i++)
+ {
+ shard = P_SpawnMobj(ice->x, ice->y, ice->z, MT_HEADFX2);
+ angle = i * ANG45;
+ shard->target = ice->target;
+ shard->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ shard->momx = FixedMul(shard->info->speed, finecosine[angle]);
+ shard->momy = FixedMul(shard->info->speed, finesine[angle]);
+ shard->momz = (fixed_t)(-.6 * FRACUNIT);
+ P_CheckMissileSpawn(shard);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HeadFireGrow
+//
+//----------------------------------------------------------------------------
+
+void A_HeadFireGrow(mobj_t * fire)
+{
+ fire->health--;
+ fire->z += 9 * FRACUNIT;
+ if (fire->health == 0)
+ {
+ fire->damage = fire->info->damage;
+ P_SetMobjState(fire, S_HEADFX3_4);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SnakeAttack
+//
+//----------------------------------------------------------------------------
+
+void A_SnakeAttack(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ P_SetMobjState(actor, S_SNAKE_WALK1);
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ A_FaceTarget(actor);
+ P_SpawnMissile(actor, actor->target, MT_SNAKEPRO_A);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SnakeAttack2
+//
+//----------------------------------------------------------------------------
+
+void A_SnakeAttack2(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ P_SetMobjState(actor, S_SNAKE_WALK1);
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ A_FaceTarget(actor);
+ P_SpawnMissile(actor, actor->target, MT_SNAKEPRO_B);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ClinkAttack
+//
+//----------------------------------------------------------------------------
+
+void A_ClinkAttack(mobj_t * actor)
+{
+ int damage;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ damage = ((P_Random() % 7) + 3);
+ P_DamageMobj(actor->target, actor, actor, damage);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_GhostOff
+//
+//----------------------------------------------------------------------------
+
+void A_GhostOff(mobj_t * actor)
+{
+ actor->flags &= ~MF_SHADOW;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_WizAtk1
+//
+//----------------------------------------------------------------------------
+
+void A_WizAtk1(mobj_t * actor)
+{
+ A_FaceTarget(actor);
+ actor->flags &= ~MF_SHADOW;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_WizAtk2
+//
+//----------------------------------------------------------------------------
+
+void A_WizAtk2(mobj_t * actor)
+{
+ A_FaceTarget(actor);
+ actor->flags |= MF_SHADOW;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_WizAtk3
+//
+//----------------------------------------------------------------------------
+
+void A_WizAtk3(mobj_t * actor)
+{
+ mobj_t *mo;
+ angle_t angle;
+ fixed_t momz;
+
+ actor->flags &= ~MF_SHADOW;
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(4));
+ return;
+ }
+ mo = P_SpawnMissile(actor, actor->target, MT_WIZFX1);
+ if (mo)
+ {
+ momz = mo->momz;
+ angle = mo->angle;
+ P_SpawnMissileAngle(actor, MT_WIZFX1, angle - (ANG45 / 8), momz);
+ P_SpawnMissileAngle(actor, MT_WIZFX1, angle + (ANG45 / 8), momz);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Scream
+//
+//----------------------------------------------------------------------------
+
+void A_Scream(mobj_t * actor)
+{
+ switch (actor->type)
+ {
+ case MT_CHICPLAYER:
+ case MT_SORCERER1:
+ case MT_MINOTAUR:
+ // Make boss death sounds full volume
+ S_StartSound(NULL, actor->info->deathsound);
+ break;
+ case MT_PLAYER:
+ // Handle the different player death screams
+ if (actor->special1 < 10)
+ { // Wimpy death sound
+ S_StartSound(actor, sfx_plrwdth);
+ }
+ else if (actor->health > -50)
+ { // Normal death sound
+ S_StartSound(actor, actor->info->deathsound);
+ }
+ else if (actor->health > -100)
+ { // Crazy death sound
+ S_StartSound(actor, sfx_plrcdth);
+ }
+ else
+ { // Extreme death sound
+ S_StartSound(actor, sfx_gibdth);
+ }
+ break;
+ default:
+ S_StartSound(actor, actor->info->deathsound);
+ break;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_DropItem
+//
+//---------------------------------------------------------------------------
+
+void P_DropItem(mobj_t * source, mobjtype_t type, int special, int chance)
+{
+ mobj_t *mo;
+
+ if (P_Random() > chance)
+ {
+ return;
+ }
+ mo = P_SpawnMobj(source->x, source->y,
+ source->z + (source->height >> 1), type);
+ mo->momx = (P_Random() - P_Random()) << 8;
+ mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momz = FRACUNIT * 5 + (P_Random() << 10);
+ mo->flags |= MF_DROPPED;
+ mo->health = special;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_NoBlocking
+//
+//----------------------------------------------------------------------------
+
+void A_NoBlocking(mobj_t * actor)
+{
+ actor->flags &= ~MF_SOLID;
+ // Check for monsters dropping things
+ switch (actor->type)
+ {
+ case MT_MUMMY:
+ case MT_MUMMYLEADER:
+ case MT_MUMMYGHOST:
+ case MT_MUMMYLEADERGHOST:
+ P_DropItem(actor, MT_AMGWNDWIMPY, 3, 84);
+ break;
+ case MT_KNIGHT:
+ case MT_KNIGHTGHOST:
+ P_DropItem(actor, MT_AMCBOWWIMPY, 5, 84);
+ break;
+ case MT_WIZARD:
+ P_DropItem(actor, MT_AMBLSRWIMPY, 10, 84);
+ P_DropItem(actor, MT_ARTITOMEOFPOWER, 0, 4);
+ break;
+ case MT_HEAD:
+ P_DropItem(actor, MT_AMBLSRWIMPY, 10, 84);
+ P_DropItem(actor, MT_ARTIEGG, 0, 51);
+ break;
+ case MT_BEAST:
+ P_DropItem(actor, MT_AMCBOWWIMPY, 10, 84);
+ break;
+ case MT_CLINK:
+ P_DropItem(actor, MT_AMSKRDWIMPY, 20, 84);
+ break;
+ case MT_SNAKE:
+ P_DropItem(actor, MT_AMPHRDWIMPY, 5, 84);
+ break;
+ case MT_MINOTAUR:
+ P_DropItem(actor, MT_ARTISUPERHEAL, 0, 51);
+ P_DropItem(actor, MT_AMPHRDWIMPY, 10, 84);
+ break;
+ default:
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Explode
+//
+// Handles a bunch of exploding things.
+//
+//----------------------------------------------------------------------------
+
+void A_Explode(mobj_t * actor)
+{
+ int damage;
+
+ damage = 128;
+ switch (actor->type)
+ {
+ case MT_FIREBOMB: // Time Bombs
+ actor->z += 32 * FRACUNIT;
+ actor->flags &= ~MF_SHADOW;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire
+ damage = 24;
+ break;
+ case MT_SOR2FX1: // D'Sparil missile
+ damage = 80 + (P_Random() & 31);
+ break;
+ default:
+ break;
+ }
+ P_RadiusAttack(actor, actor->target, damage);
+ P_HitFloor(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_PodPain
+//
+//----------------------------------------------------------------------------
+
+void A_PodPain(mobj_t * actor)
+{
+ int i;
+ int count;
+ int chance;
+ mobj_t *goo;
+
+ chance = P_Random();
+ if (chance < 128)
+ {
+ return;
+ }
+ count = chance > 240 ? 2 : 1;
+ for (i = 0; i < count; i++)
+ {
+ goo = P_SpawnMobj(actor->x, actor->y,
+ actor->z + 48 * FRACUNIT, MT_PODGOO);
+ goo->target = actor;
+ goo->momx = (P_Random() - P_Random()) << 9;
+ goo->momy = (P_Random() - P_Random()) << 9;
+ goo->momz = FRACUNIT / 2 + (P_Random() << 9);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_RemovePod
+//
+//----------------------------------------------------------------------------
+
+void A_RemovePod(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ if (actor->special2)
+ {
+ mo = (mobj_t *) actor->special2;
+ if (mo->special1 > 0)
+ {
+ mo->special1--;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MakePod
+//
+//----------------------------------------------------------------------------
+
+#define MAX_GEN_PODS 16
+
+void A_MakePod(mobj_t * actor)
+{
+ mobj_t *mo;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+
+ if (actor->special1 == MAX_GEN_PODS)
+ { // Too many generated pods
+ return;
+ }
+ x = actor->x;
+ y = actor->y;
+ z = actor->z;
+ mo = P_SpawnMobj(x, y, ONFLOORZ, MT_POD);
+ if (P_CheckPosition(mo, x, y) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ return;
+ }
+ P_SetMobjState(mo, S_POD_GROW1);
+ P_ThrustMobj(mo, P_Random() << 24, (fixed_t) (4.5 * FRACUNIT));
+ S_StartSound(mo, sfx_newpod);
+ actor->special1++; // Increment generated pod count
+ mo->special2 = (int) actor; // Link the generator to the pod
+ return;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_Massacre
+//
+// Kills all monsters.
+//
+//----------------------------------------------------------------------------
+
+void P_Massacre(void)
+{
+ mobj_t *mo;
+ thinker_t *think;
+
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *) think;
+ if ((mo->flags & MF_COUNTKILL) && (mo->health > 0))
+ {
+ P_DamageMobj(mo, NULL, NULL, 10000);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BossDeath
+//
+// Trigger special effects if all bosses are dead.
+//
+//----------------------------------------------------------------------------
+
+void A_BossDeath(mobj_t * actor)
+{
+ mobj_t *mo;
+ thinker_t *think;
+ line_t dummyLine;
+ static mobjtype_t bossType[6] = {
+ MT_HEAD,
+ MT_MINOTAUR,
+ MT_SORCERER2,
+ MT_HEAD,
+ MT_MINOTAUR,
+ -1
+ };
+
+ if (gamemap != 8)
+ { // Not a boss level
+ return;
+ }
+ if (actor->type != bossType[gameepisode - 1])
+ { // Not considered a boss in this episode
+ return;
+ }
+ // Make sure all bosses are dead
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *) think;
+ if ((mo != actor) && (mo->type == actor->type) && (mo->health > 0))
+ { // Found a living boss
+ return;
+ }
+ }
+ if (gameepisode > 1)
+ { // Kill any remaining monsters
+ P_Massacre();
+ }
+ dummyLine.tag = 666;
+ EV_DoFloor(&dummyLine, lowerFloor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ESound
+//
+//----------------------------------------------------------------------------
+
+void A_ESound(mobj_t * mo)
+{
+ int sound = sfx_None;
+
+ switch (mo->type)
+ {
+ case MT_SOUNDWATERFALL:
+ sound = sfx_waterfl;
+ break;
+ case MT_SOUNDWIND:
+ sound = sfx_wind;
+ break;
+ default:
+ break;
+ }
+ S_StartSound(mo, sound);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SpawnTeleGlitter
+//
+//----------------------------------------------------------------------------
+
+void A_SpawnTeleGlitter(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->subsector->sector->floorheight, MT_TELEGLITTER);
+ mo->momz = FRACUNIT / 4;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SpawnTeleGlitter2
+//
+//----------------------------------------------------------------------------
+
+void A_SpawnTeleGlitter2(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->subsector->sector->floorheight, MT_TELEGLITTER2);
+ mo->momz = FRACUNIT / 4;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_AccTeleGlitter
+//
+//----------------------------------------------------------------------------
+
+void A_AccTeleGlitter(mobj_t * actor)
+{
+ if (++actor->health > 35)
+ {
+ actor->momz += actor->momz / 2;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_InitKeyGizmo
+//
+//----------------------------------------------------------------------------
+
+void A_InitKeyGizmo(mobj_t * gizmo)
+{
+ mobj_t *mo;
+ statenum_t state = S_NULL;
+
+ switch (gizmo->type)
+ {
+ case MT_KEYGIZMOBLUE:
+ state = S_KGZ_BLUEFLOAT1;
+ break;
+ case MT_KEYGIZMOGREEN:
+ state = S_KGZ_GREENFLOAT1;
+ break;
+ case MT_KEYGIZMOYELLOW:
+ state = S_KGZ_YELLOWFLOAT1;
+ break;
+ default:
+ break;
+ }
+ mo = P_SpawnMobj(gizmo->x, gizmo->y, gizmo->z + 60 * FRACUNIT,
+ MT_KEYGIZMOFLOAT);
+ P_SetMobjState(mo, state);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_VolcanoSet
+//
+//----------------------------------------------------------------------------
+
+void A_VolcanoSet(mobj_t * volcano)
+{
+ volcano->tics = 105 + (P_Random() & 127);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_VolcanoBlast
+//
+//----------------------------------------------------------------------------
+
+void A_VolcanoBlast(mobj_t * volcano)
+{
+ int i;
+ int count;
+ mobj_t *blast;
+ angle_t angle;
+
+ count = 1 + (P_Random() % 3);
+ for (i = 0; i < count; i++)
+ {
+ blast = P_SpawnMobj(volcano->x, volcano->y, volcano->z + 44 * FRACUNIT, MT_VOLCANOBLAST); // MT_VOLCANOBLAST
+ blast->target = volcano;
+ angle = P_Random() << 24;
+ blast->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ blast->momx = FixedMul(1 * FRACUNIT, finecosine[angle]);
+ blast->momy = FixedMul(1 * FRACUNIT, finesine[angle]);
+ blast->momz = (fixed_t)(2.5 * FRACUNIT) + (P_Random() << 10);
+ S_StartSound(blast, sfx_volsht);
+ P_CheckMissileSpawn(blast);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_VolcBallImpact
+//
+//----------------------------------------------------------------------------
+
+void A_VolcBallImpact(mobj_t * ball)
+{
+ int i;
+ mobj_t *tiny;
+ angle_t angle;
+
+ if (ball->z <= ball->floorz)
+ {
+ ball->flags |= MF_NOGRAVITY;
+ ball->flags2 &= ~MF2_LOGRAV;
+ ball->z += 28 * FRACUNIT;
+ //ball->momz = 3*FRACUNIT;
+ }
+ P_RadiusAttack(ball, ball->target, 25);
+ for (i = 0; i < 4; i++)
+ {
+ tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_VOLCANOTBLAST);
+ tiny->target = ball;
+ angle = i * ANG90;
+ tiny->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ tiny->momx = FixedMul((fixed_t)(FRACUNIT * .7), finecosine[angle]);
+ tiny->momy = FixedMul((fixed_t)(FRACUNIT * .7), finesine[angle]);
+ tiny->momz = FRACUNIT + (P_Random() << 9);
+ P_CheckMissileSpawn(tiny);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SkullPop
+//
+//----------------------------------------------------------------------------
+
+void A_SkullPop(mobj_t * actor)
+{
+ mobj_t *mo;
+ player_t *player;
+
+ actor->flags &= ~MF_SOLID;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 48 * FRACUNIT,
+ MT_BLOODYSKULL);
+ //mo->target = actor;
+ mo->momx = (P_Random() - P_Random()) << 9;
+ mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momz = FRACUNIT * 2 + (P_Random() << 6);
+ // Attach player mobj to bloody skull
+ player = actor->player;
+ actor->player = NULL;
+ mo->player = player;
+ mo->health = actor->health;
+ mo->angle = actor->angle;
+ player->mo = mo;
+ player->lookdir = 0;
+ player->damagecount = 32;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_CheckSkullFloor
+//
+//----------------------------------------------------------------------------
+
+void A_CheckSkullFloor(mobj_t * actor)
+{
+ if (actor->z <= actor->floorz)
+ {
+ P_SetMobjState(actor, S_BLOODYSKULLX1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_CheckSkullDone
+//
+//----------------------------------------------------------------------------
+
+void A_CheckSkullDone(mobj_t * actor)
+{
+ if (actor->special2 == 666)
+ {
+ P_SetMobjState(actor, S_BLOODYSKULLX2);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_CheckBurnGone
+//
+//----------------------------------------------------------------------------
+
+void A_CheckBurnGone(mobj_t * actor)
+{
+ if (actor->special2 == 666)
+ {
+ P_SetMobjState(actor, S_PLAY_FDTH20);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FreeTargMobj
+//
+//----------------------------------------------------------------------------
+
+void A_FreeTargMobj(mobj_t * mo)
+{
+ mo->momx = mo->momy = mo->momz = 0;
+ mo->z = mo->ceilingz + 4 * FRACUNIT;
+ mo->flags &= ~(MF_SHOOTABLE | MF_FLOAT | MF_SKULLFLY | MF_SOLID);
+ mo->flags |= MF_CORPSE | MF_DROPOFF | MF_NOGRAVITY;
+ mo->flags2 &= ~(MF2_PASSMOBJ | MF2_LOGRAV);
+ mo->player = NULL;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_AddPlayerCorpse
+//
+//----------------------------------------------------------------------------
+
+#define BODYQUESIZE 32
+mobj_t *bodyque[BODYQUESIZE];
+int bodyqueslot;
+
+void A_AddPlayerCorpse(mobj_t * actor)
+{
+ if (bodyqueslot >= BODYQUESIZE)
+ { // Too many player corpses - remove an old one
+ P_RemoveMobj(bodyque[bodyqueslot % BODYQUESIZE]);
+ }
+ bodyque[bodyqueslot % BODYQUESIZE] = actor;
+ bodyqueslot++;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FlameSnd
+//
+//----------------------------------------------------------------------------
+
+void A_FlameSnd(mobj_t * actor)
+{
+ S_StartSound(actor, sfx_hedat1); // Burn sound
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HideThing
+//
+//----------------------------------------------------------------------------
+
+void A_HideThing(mobj_t * actor)
+{
+ //P_UnsetThingPosition(actor);
+ actor->flags2 |= MF2_DONTDRAW;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_UnHideThing
+//
+//----------------------------------------------------------------------------
+
+void A_UnHideThing(mobj_t * actor)
+{
+ //P_SetThingPosition(actor);
+ actor->flags2 &= ~MF2_DONTDRAW;
+}
diff --git a/src/heretic/p_floor.c b/src/heretic/p_floor.c
new file mode 100644
index 00000000..24c7ffa2
--- /dev/null
+++ b/src/heretic/p_floor.c
@@ -0,0 +1,468 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+#include "doomdef.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+//==================================================================
+//==================================================================
+//
+// FLOORS
+//
+//==================================================================
+//==================================================================
+
+
+
+//==================================================================
+//
+// Move a plane (floor or ceiling) and check for crushing
+//
+//==================================================================
+result_e T_MovePlane(sector_t * sector, fixed_t speed,
+ fixed_t dest, boolean crush, int floorOrCeiling,
+ int direction)
+{
+ boolean flag;
+ fixed_t lastpos;
+
+ switch (floorOrCeiling)
+ {
+ case 0: // FLOOR
+ switch (direction)
+ {
+ case -1: // DOWN
+ if (sector->floorheight - speed < dest)
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return crushed;
+ }
+ return pastdest;
+ }
+ else
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight -= speed;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return crushed;
+ }
+ }
+ break;
+
+ case 1: // UP
+ if (sector->floorheight + speed > dest)
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return crushed;
+ }
+ return pastdest;
+ }
+ else // COULD GET CRUSHED
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight += speed;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ if (crush == true)
+ return crushed;
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return crushed;
+ }
+ }
+ break;
+ }
+ break;
+
+ case 1: // CEILING
+ switch (direction)
+ {
+ case -1: // DOWN
+ if (sector->ceilingheight - speed < dest)
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return crushed;
+ }
+ return pastdest;
+ }
+ else // COULD GET CRUSHED
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight -= speed;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ if (crush == true)
+ return crushed;
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return crushed;
+ }
+ }
+ break;
+
+ case 1: // UP
+ if (sector->ceilingheight + speed > dest)
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return crushed;
+ }
+ return pastdest;
+ }
+ else
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight += speed;
+ flag = P_ChangeSector(sector, crush);
+#if 0
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return crushed;
+ }
+#endif
+ }
+ break;
+ }
+ break;
+
+ }
+ return ok;
+}
+
+//==================================================================
+//
+// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
+//
+//==================================================================
+void T_MoveFloor(floormove_t * floor)
+{
+ result_e res;
+
+ res = T_MovePlane(floor->sector, floor->speed,
+ floor->floordestheight, floor->crush, 0,
+ floor->direction);
+ if (!(leveltime & 7))
+ {
+ S_StartSound(&floor->sector->soundorg, sfx_dormov);
+ }
+
+ if (res == pastdest)
+ {
+ floor->sector->specialdata = NULL;
+ if (floor->type == raiseBuildStep)
+ {
+ S_StartSound(&floor->sector->soundorg, sfx_pstop);
+ }
+ if (floor->direction == 1)
+ switch (floor->type)
+ {
+ case donutRaise:
+ floor->sector->special = floor->newspecial;
+ floor->sector->floorpic = floor->texture;
+ default:
+ break;
+ }
+ else if (floor->direction == -1)
+ switch (floor->type)
+ {
+ case lowerAndChange:
+ floor->sector->special = floor->newspecial;
+ floor->sector->floorpic = floor->texture;
+ default:
+ break;
+ }
+ P_RemoveThinker(&floor->thinker);
+ }
+
+}
+
+//==================================================================
+//
+// HANDLE FLOOR TYPES
+//
+//==================================================================
+int EV_DoFloor(line_t * line, floor_e floortype)
+{
+ int secnum;
+ int rtn;
+ int i;
+ sector_t *sec;
+ floormove_t *floor;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (sec->specialdata)
+ continue;
+
+ //
+ // new floor thinker
+ //
+ rtn = 1;
+ floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0);
+ P_AddThinker(&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = floortype;
+ floor->crush = false;
+ switch (floortype)
+ {
+ case lowerFloor:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = P_FindHighestFloorSurrounding(sec);
+ break;
+ case lowerFloorToLowest:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = P_FindLowestFloorSurrounding(sec);
+ break;
+ case turboLower:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED * 4;
+ floor->floordestheight = (8 * FRACUNIT) +
+ P_FindHighestFloorSurrounding(sec);
+ break;
+ case raiseFloorCrush:
+ floor->crush = true;
+ case raiseFloor:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = P_FindLowestCeilingSurrounding(sec);
+ if (floor->floordestheight > sec->ceilingheight)
+ floor->floordestheight = sec->ceilingheight;
+ floor->floordestheight -= (8 * FRACUNIT) *
+ (floortype == raiseFloorCrush);
+ break;
+ case raiseFloorToNearest:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight =
+ P_FindNextHighestFloor(sec, sec->floorheight);
+ break;
+ case raiseFloor24:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = floor->sector->floorheight +
+ 24 * FRACUNIT;
+ break;
+ case raiseFloor24AndChange:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = floor->sector->floorheight +
+ 24 * FRACUNIT;
+ sec->floorpic = line->frontsector->floorpic;
+ sec->special = line->frontsector->special;
+ break;
+ case raiseToTexture:
+ {
+ int minsize = INT_MAX;
+ side_t *side;
+
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ for (i = 0; i < sec->linecount; i++)
+ if (twoSided(secnum, i))
+ {
+ side = getSide(secnum, i, 0);
+ if (side->bottomtexture >= 0)
+ if (textureheight[side->bottomtexture] <
+ minsize)
+ minsize =
+ textureheight[side->bottomtexture];
+ side = getSide(secnum, i, 1);
+ if (side->bottomtexture >= 0)
+ if (textureheight[side->bottomtexture] <
+ minsize)
+ minsize =
+ textureheight[side->bottomtexture];
+ }
+ floor->floordestheight = floor->sector->floorheight +
+ minsize;
+ }
+ break;
+ case lowerAndChange:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = P_FindLowestFloorSurrounding(sec);
+ floor->texture = sec->floorpic;
+ for (i = 0; i < sec->linecount; i++)
+ if (twoSided(secnum, i))
+ {
+ if (getSide(secnum, i, 0)->sector - sectors == secnum)
+ {
+ sec = getSector(secnum, i, 1);
+ floor->texture = sec->floorpic;
+ floor->newspecial = sec->special;
+ break;
+ }
+ else
+ {
+ sec = getSector(secnum, i, 0);
+ floor->texture = sec->floorpic;
+ floor->newspecial = sec->special;
+ break;
+ }
+ }
+ default:
+ break;
+ }
+ }
+ return rtn;
+}
+
+//==================================================================
+//
+// BUILD A STAIRCASE!
+//
+//==================================================================
+int EV_BuildStairs(line_t * line, fixed_t stepDelta)
+{
+ int secnum;
+ int height;
+ int i;
+ int newsecnum;
+ int texture;
+ int ok;
+ int rtn;
+ sector_t *sec, *tsec;
+ floormove_t *floor;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (sec->specialdata)
+ continue;
+
+ //
+ // new floor thinker
+ //
+ rtn = 1;
+ height = sec->floorheight + stepDelta;
+ floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0);
+ P_AddThinker(&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = raiseBuildStep;
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = height;
+
+ texture = sec->floorpic;
+
+ //
+ // Find next sector to raise
+ // 1. Find 2-sided line with same sector side[0]
+ // 2. Other side is the next sector to raise
+ //
+ do
+ {
+ ok = 0;
+ for (i = 0; i < sec->linecount; i++)
+ {
+ if (!((sec->lines[i])->flags & ML_TWOSIDED))
+ continue;
+
+ tsec = (sec->lines[i])->frontsector;
+ newsecnum = tsec - sectors;
+ if (secnum != newsecnum)
+ continue;
+ tsec = (sec->lines[i])->backsector;
+ newsecnum = tsec - sectors;
+ if (tsec->floorpic != texture)
+ continue;
+
+ height += stepDelta;
+ if (tsec->specialdata)
+ continue;
+
+ sec = tsec;
+ secnum = newsecnum;
+ floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0);
+ P_AddThinker(&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = raiseBuildStep;
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = height;
+ ok = 1;
+ break;
+ }
+ }
+ while (ok);
+ }
+ return (rtn);
+}
diff --git a/src/heretic/p_inter.c b/src/heretic/p_inter.c
new file mode 100644
index 00000000..fba6d215
--- /dev/null
+++ b/src/heretic/p_inter.c
@@ -0,0 +1,1492 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_inter.c
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+#define BONUSADD 6
+
+int WeaponValue[] = {
+ 1, // staff
+ 3, // goldwand
+ 4, // crossbow
+ 5, // blaster
+ 6, // skullrod
+ 7, // phoenixrod
+ 8, // mace
+ 2, // gauntlets
+ 0 // beak
+};
+
+int maxammo[NUMAMMO] = {
+ 100, // gold wand
+ 50, // crossbow
+ 200, // blaster
+ 200, // skull rod
+ 20, // phoenix rod
+ 150 // mace
+};
+
+static int GetWeaponAmmo[NUMWEAPONS] = {
+ 0, // staff
+ 25, // gold wand
+ 10, // crossbow
+ 30, // blaster
+ 50, // skull rod
+ 2, // phoenix rod
+ 50, // mace
+ 0, // gauntlets
+ 0 // beak
+};
+
+static weapontype_t GetAmmoChange[] = {
+ wp_goldwand,
+ wp_crossbow,
+ wp_blaster,
+ wp_skullrod,
+ wp_phoenixrod,
+ wp_mace
+};
+
+/*
+static boolean GetAmmoChangePL1[NUMWEAPONS][NUMAMMO] =
+{
+ // staff
+ {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace},
+ // gold wand
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace},
+ // crossbow
+ {-1, -1, wp_blaster, wp_skullrod, -1, -1},
+ // blaster
+ {-1, -1, -1, -1, -1, -1},
+ // skull rod
+ {-1, -1, -1, -1, -1, -1},
+ // phoenix rod
+ {-1, -1, -1, -1, -1, -1},
+ // mace
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1},
+ // gauntlets
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace}
+};
+*/
+
+/*
+static boolean GetAmmoChangePL2[NUMWEAPONS][NUMAMMO] =
+{
+ // staff
+ {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod,
+ wp_mace},
+ // gold wand
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod, wp_mace},
+ // crossbow
+ {-1, -1, wp_blaster, wp_skullrod, wp_phoenixrod, -1},
+ // blaster
+ {-1, -1, -1, wp_skullrod, wp_phoenixrod, -1},
+ // skull rod
+ {-1, -1, -1, -1, -1, -1},
+ // phoenix rod
+ {-1, -1, -1, -1, -1, -1},
+ // mace
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1},
+ // gauntlets
+ {-1, -1, -1, wp_skullrod, wp_phoenixrod, wp_mace}
+};
+*/
+
+//--------------------------------------------------------------------------
+//
+// PROC P_SetMessage
+//
+//--------------------------------------------------------------------------
+
+boolean ultimatemsg;
+
+void P_SetMessage(player_t * player, char *message, boolean ultmsg)
+{
+ extern boolean messageson;
+
+ if ((ultimatemsg || !messageson) && !ultmsg)
+ {
+ return;
+ }
+ player->message = message;
+ player->messageTics = MESSAGETICS;
+ BorderTopRefresh = true;
+ if (ultmsg)
+ {
+ ultimatemsg = true;
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC P_GiveAmmo
+//
+// Returns true if the player accepted the ammo, false if it was
+// refused (player has maxammo[ammo]).
+//
+//--------------------------------------------------------------------------
+
+boolean P_GiveAmmo(player_t * player, ammotype_t ammo, int count)
+{
+ int prevAmmo;
+ //weapontype_t changeWeapon;
+
+ if (ammo == am_noammo)
+ {
+ return (false);
+ }
+ if (ammo < 0 || ammo > NUMAMMO)
+ {
+ I_Error("P_GiveAmmo: bad type %i", ammo);
+ }
+ if (player->ammo[ammo] == player->maxammo[ammo])
+ {
+ return (false);
+ }
+ if (gameskill == sk_baby || gameskill == sk_nightmare)
+ { // extra ammo in baby mode and nightmare mode
+ count += count >> 1;
+ }
+ prevAmmo = player->ammo[ammo];
+
+ player->ammo[ammo] += count;
+ if (player->ammo[ammo] > player->maxammo[ammo])
+ {
+ player->ammo[ammo] = player->maxammo[ammo];
+ }
+ if (prevAmmo)
+ {
+ // Don't attempt to change weapons if the player already had
+ // ammo of the type just given
+ return (true);
+ }
+ if (player->readyweapon == wp_staff
+ || player->readyweapon == wp_gauntlets)
+ {
+ if (player->weaponowned[GetAmmoChange[ammo]])
+ {
+ player->pendingweapon = GetAmmoChange[ammo];
+ }
+ }
+/*
+ if(player->powers[pw_weaponlevel2])
+ {
+ changeWeapon = GetAmmoChangePL2[player->readyweapon][ammo];
+ }
+ else
+ {
+ changeWeapon = GetAmmoChangePL1[player->readyweapon][ammo];
+ }
+ if(changeWeapon != -1)
+ {
+ if(player->weaponowned[changeWeapon])
+ {
+ player->pendingweapon = changeWeapon;
+ }
+ }
+*/
+ return (true);
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC P_GiveWeapon
+//
+// Returns true if the weapon or its ammo was accepted.
+//
+//--------------------------------------------------------------------------
+
+boolean P_GiveWeapon(player_t * player, weapontype_t weapon)
+{
+ boolean gaveAmmo;
+ boolean gaveWeapon;
+
+ if (netgame && !deathmatch)
+ { // Cooperative net-game
+ if (player->weaponowned[weapon])
+ {
+ return (false);
+ }
+ player->bonuscount += BONUSADD;
+ player->weaponowned[weapon] = true;
+ P_GiveAmmo(player, wpnlev1info[weapon].ammo, GetWeaponAmmo[weapon]);
+ player->pendingweapon = weapon;
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sfx_wpnup);
+ }
+ return (false);
+ }
+ gaveAmmo = P_GiveAmmo(player, wpnlev1info[weapon].ammo,
+ GetWeaponAmmo[weapon]);
+ if (player->weaponowned[weapon])
+ {
+ gaveWeapon = false;
+ }
+ else
+ {
+ gaveWeapon = true;
+ player->weaponowned[weapon] = true;
+ if (WeaponValue[weapon] > WeaponValue[player->readyweapon])
+ { // Only switch to more powerful weapons
+ player->pendingweapon = weapon;
+ }
+ }
+ return (gaveWeapon || gaveAmmo);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveBody
+//
+// Returns false if the body isn't needed at all.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveBody(player_t * player, int num)
+{
+ int max;
+
+ max = MAXHEALTH;
+ if (player->chickenTics)
+ {
+ max = MAXCHICKENHEALTH;
+ }
+ if (player->health >= max)
+ {
+ return (false);
+ }
+ player->health += num;
+ if (player->health > max)
+ {
+ player->health = max;
+ }
+ player->mo->health = player->health;
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveArmor
+//
+// Returns false if the armor is worse than the current armor.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveArmor(player_t * player, int armortype)
+{
+ int hits;
+
+ hits = armortype * 100;
+ if (player->armorpoints >= hits)
+ {
+ return (false);
+ }
+ player->armortype = armortype;
+ player->armorpoints = hits;
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_GiveKey
+//
+//---------------------------------------------------------------------------
+
+void P_GiveKey(player_t * player, keytype_t key)
+{
+ extern int playerkeys;
+ extern vertex_t KeyPoints[];
+
+ if (player->keys[key])
+ {
+ return;
+ }
+ if (player == &players[consoleplayer])
+ {
+ playerkeys |= 1 << key;
+ KeyPoints[key].x = 0;
+ KeyPoints[key].y = 0;
+ }
+ player->bonuscount = BONUSADD;
+ player->keys[key] = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GivePower
+//
+// Returns true if power accepted.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GivePower(player_t * player, powertype_t power)
+{
+ if (power == pw_invulnerability)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = INVULNTICS;
+ return (true);
+ }
+ if (power == pw_weaponlevel2)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = WPNLEV2TICS;
+ return (true);
+ }
+ if (power == pw_invisibility)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = INVISTICS;
+ player->mo->flags |= MF_SHADOW;
+ return (true);
+ }
+ if (power == pw_flight)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = FLIGHTTICS;
+ player->mo->flags2 |= MF2_FLY;
+ player->mo->flags |= MF_NOGRAVITY;
+ if (player->mo->z <= player->mo->floorz)
+ {
+ player->flyheight = 10; // thrust the player in the air a bit
+ }
+ return (true);
+ }
+ if (power == pw_infrared)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = INFRATICS;
+ return (true);
+ }
+/*
+ if(power == pw_ironfeet)
+ {
+ player->powers[power] = IRONTICS;
+ return(true);
+ }
+ if(power == pw_strength)
+ {
+ P_GiveBody(player, 100);
+ player->powers[power] = 1;
+ return(true);
+ }
+*/
+ if (player->powers[power])
+ {
+ return (false); // already got it
+ }
+ player->powers[power] = 1;
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveArtifact
+//
+// Returns true if artifact accepted.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveArtifact(player_t * player, artitype_t arti, mobj_t * mo)
+{
+ int i;
+
+ i = 0;
+ while (player->inventory[i].type != arti && i < player->inventorySlotNum)
+ {
+ i++;
+ }
+ if (i == player->inventorySlotNum)
+ {
+ player->inventory[i].count = 1;
+ player->inventory[i].type = arti;
+ player->inventorySlotNum++;
+ }
+ else
+ {
+ if (player->inventory[i].count >= 16)
+ { // Player already has 16 of this item
+ return (false);
+ }
+ player->inventory[i].count++;
+ }
+ if (player->artifactCount == 0)
+ {
+ player->readyArtifact = arti;
+ }
+ player->artifactCount++;
+ if (mo && (mo->flags & MF_COUNTITEM))
+ {
+ player->itemcount++;
+ }
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SetDormantArtifact
+//
+// Removes the MF_SPECIAL flag, and initiates the artifact pickup
+// animation.
+//
+//---------------------------------------------------------------------------
+
+void P_SetDormantArtifact(mobj_t * arti)
+{
+ arti->flags &= ~MF_SPECIAL;
+ if (deathmatch && (arti->type != MT_ARTIINVULNERABILITY)
+ && (arti->type != MT_ARTIINVISIBILITY))
+ {
+ P_SetMobjState(arti, S_DORMANTARTI1);
+ }
+ else
+ { // Don't respawn
+ P_SetMobjState(arti, S_DEADARTI1);
+ }
+ S_StartSound(arti, sfx_artiup);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreArtifact
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreArtifact(mobj_t * arti)
+{
+ arti->flags |= MF_SPECIAL;
+ P_SetMobjState(arti, arti->info->spawnstate);
+ S_StartSound(arti, sfx_respawn);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_HideSpecialThing
+//
+//----------------------------------------------------------------------------
+
+void P_HideSpecialThing(mobj_t * thing)
+{
+ thing->flags &= ~MF_SPECIAL;
+ thing->flags2 |= MF2_DONTDRAW;
+ P_SetMobjState(thing, S_HIDESPECIAL1);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreSpecialThing1
+//
+// Make a special thing visible again.
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreSpecialThing1(mobj_t * thing)
+{
+ if (thing->type == MT_WMACE)
+ { // Do random mace placement
+ P_RepositionMace(thing);
+ }
+ thing->flags2 &= ~MF2_DONTDRAW;
+ S_StartSound(thing, sfx_respawn);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreSpecialThing2
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreSpecialThing2(mobj_t * thing)
+{
+ thing->flags |= MF_SPECIAL;
+ P_SetMobjState(thing, thing->info->spawnstate);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_TouchSpecialThing
+//
+//---------------------------------------------------------------------------
+
+void P_TouchSpecialThing(mobj_t * special, mobj_t * toucher)
+{
+ int i;
+ player_t *player;
+ fixed_t delta;
+ int sound;
+ boolean respawn;
+
+ delta = special->z - toucher->z;
+ if (delta > toucher->height || delta < -32 * FRACUNIT)
+ { // Out of reach
+ return;
+ }
+ if (toucher->health <= 0)
+ { // Toucher is dead
+ return;
+ }
+ sound = sfx_itemup;
+ player = toucher->player;
+ respawn = true;
+ switch (special->sprite)
+ {
+ // Items
+ case SPR_PTN1: // Item_HealingPotion
+ if (!P_GiveBody(player, 10))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ITEMHEALTH, false);
+ break;
+ case SPR_SHLD: // Item_Shield1
+ if (!P_GiveArmor(player, 1))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ITEMSHIELD1, false);
+ break;
+ case SPR_SHD2: // Item_Shield2
+ if (!P_GiveArmor(player, 2))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ITEMSHIELD2, false);
+ break;
+ case SPR_BAGH: // Item_BagOfHolding
+ if (!player->backpack)
+ {
+ for (i = 0; i < NUMAMMO; i++)
+ {
+ player->maxammo[i] *= 2;
+ }
+ player->backpack = true;
+ }
+ P_GiveAmmo(player, am_goldwand, AMMO_GWND_WIMPY);
+ P_GiveAmmo(player, am_blaster, AMMO_BLSR_WIMPY);
+ P_GiveAmmo(player, am_crossbow, AMMO_CBOW_WIMPY);
+ P_GiveAmmo(player, am_skullrod, AMMO_SKRD_WIMPY);
+ P_GiveAmmo(player, am_phoenixrod, AMMO_PHRD_WIMPY);
+ P_SetMessage(player, TXT_ITEMBAGOFHOLDING, false);
+ break;
+ case SPR_SPMP: // Item_SuperMap
+ if (!P_GivePower(player, pw_allmap))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ITEMSUPERMAP, false);
+ break;
+
+ // Keys
+ case SPR_BKYY: // Key_Blue
+ if (!player->keys[key_blue])
+ {
+ P_SetMessage(player, TXT_GOTBLUEKEY, false);
+ }
+ P_GiveKey(player, key_blue);
+ sound = sfx_keyup;
+ if (!netgame)
+ {
+ break;
+ }
+ return;
+ case SPR_CKYY: // Key_Yellow
+ if (!player->keys[key_yellow])
+ {
+ P_SetMessage(player, TXT_GOTYELLOWKEY, false);
+ }
+ sound = sfx_keyup;
+ P_GiveKey(player, key_yellow);
+ if (!netgame)
+ {
+ break;
+ }
+ return;
+ case SPR_AKYY: // Key_Green
+ if (!player->keys[key_green])
+ {
+ P_SetMessage(player, TXT_GOTGREENKEY, false);
+ }
+ sound = sfx_keyup;
+ P_GiveKey(player, key_green);
+ if (!netgame)
+ {
+ break;
+ }
+ return;
+
+ // Artifacts
+ case SPR_PTN2: // Arti_HealingPotion
+ if (P_GiveArtifact(player, arti_health, special))
+ {
+ P_SetMessage(player, TXT_ARTIHEALTH, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_SOAR: // Arti_Fly
+ if (P_GiveArtifact(player, arti_fly, special))
+ {
+ P_SetMessage(player, TXT_ARTIFLY, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_INVU: // Arti_Invulnerability
+ if (P_GiveArtifact(player, arti_invulnerability, special))
+ {
+ P_SetMessage(player, TXT_ARTIINVULNERABILITY, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_PWBK: // Arti_TomeOfPower
+ if (P_GiveArtifact(player, arti_tomeofpower, special))
+ {
+ P_SetMessage(player, TXT_ARTITOMEOFPOWER, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_INVS: // Arti_Invisibility
+ if (P_GiveArtifact(player, arti_invisibility, special))
+ {
+ P_SetMessage(player, TXT_ARTIINVISIBILITY, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_EGGC: // Arti_Egg
+ if (P_GiveArtifact(player, arti_egg, special))
+ {
+ P_SetMessage(player, TXT_ARTIEGG, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_SPHL: // Arti_SuperHealth
+ if (P_GiveArtifact(player, arti_superhealth, special))
+ {
+ P_SetMessage(player, TXT_ARTISUPERHEALTH, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_TRCH: // Arti_Torch
+ if (P_GiveArtifact(player, arti_torch, special))
+ {
+ P_SetMessage(player, TXT_ARTITORCH, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_FBMB: // Arti_FireBomb
+ if (P_GiveArtifact(player, arti_firebomb, special))
+ {
+ P_SetMessage(player, TXT_ARTIFIREBOMB, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_ATLP: // Arti_Teleport
+ if (P_GiveArtifact(player, arti_teleport, special))
+ {
+ P_SetMessage(player, TXT_ARTITELEPORT, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+
+ // Ammo
+ case SPR_AMG1: // Ammo_GoldWandWimpy
+ if (!P_GiveAmmo(player, am_goldwand, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOGOLDWAND1, false);
+ break;
+ case SPR_AMG2: // Ammo_GoldWandHefty
+ if (!P_GiveAmmo(player, am_goldwand, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOGOLDWAND2, false);
+ break;
+ case SPR_AMM1: // Ammo_MaceWimpy
+ if (!P_GiveAmmo(player, am_mace, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOMACE1, false);
+ break;
+ case SPR_AMM2: // Ammo_MaceHefty
+ if (!P_GiveAmmo(player, am_mace, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOMACE2, false);
+ break;
+ case SPR_AMC1: // Ammo_CrossbowWimpy
+ if (!P_GiveAmmo(player, am_crossbow, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOCROSSBOW1, false);
+ break;
+ case SPR_AMC2: // Ammo_CrossbowHefty
+ if (!P_GiveAmmo(player, am_crossbow, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOCROSSBOW2, false);
+ break;
+ case SPR_AMB1: // Ammo_BlasterWimpy
+ if (!P_GiveAmmo(player, am_blaster, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOBLASTER1, false);
+ break;
+ case SPR_AMB2: // Ammo_BlasterHefty
+ if (!P_GiveAmmo(player, am_blaster, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOBLASTER2, false);
+ break;
+ case SPR_AMS1: // Ammo_SkullRodWimpy
+ if (!P_GiveAmmo(player, am_skullrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOSKULLROD1, false);
+ break;
+ case SPR_AMS2: // Ammo_SkullRodHefty
+ if (!P_GiveAmmo(player, am_skullrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOSKULLROD2, false);
+ break;
+ case SPR_AMP1: // Ammo_PhoenixRodWimpy
+ if (!P_GiveAmmo(player, am_phoenixrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOPHOENIXROD1, false);
+ break;
+ case SPR_AMP2: // Ammo_PhoenixRodHefty
+ if (!P_GiveAmmo(player, am_phoenixrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOPHOENIXROD2, false);
+ break;
+
+ // Weapons
+ case SPR_WMCE: // Weapon_Mace
+ if (!P_GiveWeapon(player, wp_mace))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNMACE, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WBOW: // Weapon_Crossbow
+ if (!P_GiveWeapon(player, wp_crossbow))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNCROSSBOW, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WBLS: // Weapon_Blaster
+ if (!P_GiveWeapon(player, wp_blaster))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNBLASTER, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WSKL: // Weapon_SkullRod
+ if (!P_GiveWeapon(player, wp_skullrod))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNSKULLROD, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WPHX: // Weapon_PhoenixRod
+ if (!P_GiveWeapon(player, wp_phoenixrod))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNPHOENIXROD, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WGNT: // Weapon_Gauntlets
+ if (!P_GiveWeapon(player, wp_gauntlets))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNGAUNTLETS, false);
+ sound = sfx_wpnup;
+ break;
+ default:
+ I_Error("P_SpecialThing: Unknown gettable thing");
+ }
+ if (special->flags & MF_COUNTITEM)
+ {
+ player->itemcount++;
+ }
+ if (deathmatch && respawn && !(special->flags & MF_DROPPED))
+ {
+ P_HideSpecialThing(special);
+ }
+ else
+ {
+ P_RemoveMobj(special);
+ }
+ player->bonuscount += BONUSADD;
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sound);
+ SB_PaletteFlash();
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_KillMobj
+//
+//---------------------------------------------------------------------------
+
+void P_KillMobj(mobj_t * source, mobj_t * target)
+{
+ target->flags &= ~(MF_SHOOTABLE | MF_FLOAT | MF_SKULLFLY | MF_NOGRAVITY);
+ target->flags |= MF_CORPSE | MF_DROPOFF;
+ target->flags2 &= ~MF2_PASSMOBJ;
+ target->height >>= 2;
+ if (source && source->player)
+ {
+ if (target->flags & MF_COUNTKILL)
+ { // Count for intermission
+ source->player->killcount++;
+ }
+ if (target->player)
+ { // Frag stuff
+ if (target == source)
+ { // Self-frag
+ target->player->frags[target->player - players]--;
+ }
+ else
+ {
+ source->player->frags[target->player - players]++;
+ if (source->player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sfx_gfrag);
+ }
+ if (source->player->chickenTics)
+ { // Make a super chicken
+ P_GivePower(source->player, pw_weaponlevel2);
+ }
+ }
+ }
+ }
+ else if (!netgame && (target->flags & MF_COUNTKILL))
+ { // Count all monster deaths
+ players[0].killcount++;
+ }
+ if (target->player)
+ {
+ if (!source)
+ { // Self-frag
+ target->player->frags[target->player - players]--;
+ }
+ target->flags &= ~MF_SOLID;
+ target->flags2 &= ~MF2_FLY;
+ target->player->powers[pw_flight] = 0;
+ target->player->powers[pw_weaponlevel2] = 0;
+ target->player->playerstate = PST_DEAD;
+ P_DropWeapon(target->player);
+ if (target->flags2 & MF2_FIREDAMAGE)
+ { // Player flame death
+ P_SetMobjState(target, S_PLAY_FDTH1);
+ //S_StartSound(target, sfx_hedat1); // Burn sound
+ return;
+ }
+ }
+ if (target->health < -(target->info->spawnhealth >> 1)
+ && target->info->xdeathstate)
+ { // Extreme death
+ P_SetMobjState(target, target->info->xdeathstate);
+ }
+ else
+ { // Normal death
+ P_SetMobjState(target, target->info->deathstate);
+ }
+ target->tics -= P_Random() & 3;
+// I_StartSound(&actor->r, actor->info->deathsound);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_MinotaurSlam
+//
+//---------------------------------------------------------------------------
+
+void P_MinotaurSlam(mobj_t * source, mobj_t * target)
+{
+ angle_t angle;
+ fixed_t thrust;
+
+ angle = R_PointToAngle2(source->x, source->y, target->x, target->y);
+ angle >>= ANGLETOFINESHIFT;
+ thrust = 16 * FRACUNIT + (P_Random() << 10);
+ target->momx += FixedMul(thrust, finecosine[angle]);
+ target->momy += FixedMul(thrust, finesine[angle]);
+ P_DamageMobj(target, NULL, NULL, HITDICE(6));
+ if (target->player)
+ {
+ target->reactiontime = 14 + (P_Random() & 7);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_TouchWhirlwind
+//
+//---------------------------------------------------------------------------
+
+void P_TouchWhirlwind(mobj_t * target)
+{
+ int randVal;
+
+ target->angle += (P_Random() - P_Random()) << 20;
+ target->momx += (P_Random() - P_Random()) << 10;
+ target->momy += (P_Random() - P_Random()) << 10;
+ if (leveltime & 16 && !(target->flags2 & MF2_BOSS))
+ {
+ randVal = P_Random();
+ if (randVal > 160)
+ {
+ randVal = 160;
+ }
+ target->momz += randVal << 10;
+ if (target->momz > 12 * FRACUNIT)
+ {
+ target->momz = 12 * FRACUNIT;
+ }
+ }
+ if (!(leveltime & 7))
+ {
+ P_DamageMobj(target, NULL, NULL, 3);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_ChickenMorphPlayer
+//
+// Returns true if the player gets turned into a chicken.
+//
+//---------------------------------------------------------------------------
+
+boolean P_ChickenMorphPlayer(player_t * player)
+{
+ mobj_t *pmo;
+ mobj_t *fog;
+ mobj_t *chicken;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int oldFlags2;
+
+ if (player->chickenTics)
+ {
+ if ((player->chickenTics < CHICKENTICS - TICRATE)
+ && !player->powers[pw_weaponlevel2])
+ { // Make a super chicken
+ P_GivePower(player, pw_weaponlevel2);
+ }
+ return (false);
+ }
+ if (player->powers[pw_invulnerability])
+ { // Immune when invulnerable
+ return (false);
+ }
+ pmo = player->mo;
+ x = pmo->x;
+ y = pmo->y;
+ z = pmo->z;
+ angle = pmo->angle;
+ oldFlags2 = pmo->flags2;
+ P_SetMobjState(pmo, S_FREETARGMOBJ);
+ fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ chicken = P_SpawnMobj(x, y, z, MT_CHICPLAYER);
+ chicken->special1 = player->readyweapon;
+ chicken->angle = angle;
+ chicken->player = player;
+ player->health = chicken->health = MAXCHICKENHEALTH;
+ player->mo = chicken;
+ player->armorpoints = player->armortype = 0;
+ player->powers[pw_invisibility] = 0;
+ player->powers[pw_weaponlevel2] = 0;
+ if (oldFlags2 & MF2_FLY)
+ {
+ chicken->flags2 |= MF2_FLY;
+ }
+ player->chickenTics = CHICKENTICS;
+ P_ActivateBeak(player);
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_ChickenMorph
+//
+//---------------------------------------------------------------------------
+
+boolean P_ChickenMorph(mobj_t * actor)
+{
+ mobj_t *fog;
+ mobj_t *chicken;
+ mobj_t *target;
+ mobjtype_t moType;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int ghost;
+
+ if (actor->player)
+ {
+ return (false);
+ }
+ moType = actor->type;
+ switch (moType)
+ {
+ case MT_POD:
+ case MT_CHICKEN:
+ case MT_HEAD:
+ case MT_MINOTAUR:
+ case MT_SORCERER1:
+ case MT_SORCERER2:
+ return (false);
+ default:
+ break;
+ }
+ x = actor->x;
+ y = actor->y;
+ z = actor->z;
+ angle = actor->angle;
+ ghost = actor->flags & MF_SHADOW;
+ target = actor->target;
+ P_SetMobjState(actor, S_FREETARGMOBJ);
+ fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ chicken = P_SpawnMobj(x, y, z, MT_CHICKEN);
+ chicken->special2 = moType;
+ chicken->special1 = CHICKENTICS + P_Random();
+ chicken->flags |= ghost;
+ chicken->target = target;
+ chicken->angle = angle;
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_AutoUseChaosDevice
+//
+//---------------------------------------------------------------------------
+
+boolean P_AutoUseChaosDevice(player_t * player)
+{
+ int i;
+
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti_teleport)
+ {
+ P_PlayerUseArtifact(player, arti_teleport);
+ player->health = player->mo->health = (player->health + 1) / 2;
+ return (true);
+ }
+ }
+ return (false);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_AutoUseHealth
+//
+//---------------------------------------------------------------------------
+
+void P_AutoUseHealth(player_t * player, int saveHealth)
+{
+ int i;
+ int count;
+ int normalCount;
+ int normalSlot;
+ int superCount;
+ int superSlot;
+
+ normalCount = 0;
+ superCount = 0;
+ normalSlot = 0;
+ superSlot = 0;
+
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti_health)
+ {
+ normalSlot = i;
+ normalCount = player->inventory[i].count;
+ }
+ else if (player->inventory[i].type == arti_superhealth)
+ {
+ superSlot = i;
+ superCount = player->inventory[i].count;
+ }
+ }
+ if ((gameskill == sk_baby) && (normalCount * 25 >= saveHealth))
+ { // Use quartz flasks
+ count = (saveHealth + 24) / 25;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 25;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ }
+ else if (superCount * 100 >= saveHealth)
+ { // Use mystic urns
+ count = (saveHealth + 99) / 100;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 100;
+ P_PlayerRemoveArtifact(player, superSlot);
+ }
+ }
+ else if ((gameskill == sk_baby)
+ && (superCount * 100 + normalCount * 25 >= saveHealth))
+ { // Use mystic urns and quartz flasks
+ count = (saveHealth + 24) / 25;
+ saveHealth -= count * 25;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 25;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ count = (saveHealth + 99) / 100;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 100;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ }
+ player->mo->health = player->health;
+}
+
+/*
+=================
+=
+= P_DamageMobj
+=
+= Damages both enemies and players
+= inflictor is the thing that caused the damage
+= creature or missile, can be NULL (slime, etc)
+= source is the thing to target after taking damage
+= creature or NULL
+= Source and inflictor are the same for melee attacks
+= source can be null for barrel explosions and other environmental stuff
+==================
+*/
+
+void P_DamageMobj
+ (mobj_t * target, mobj_t * inflictor, mobj_t * source, int damage)
+{
+ unsigned ang;
+ int saved;
+ player_t *player;
+ fixed_t thrust;
+ int temp;
+
+ if (!(target->flags & MF_SHOOTABLE))
+ {
+ // Shouldn't happen
+ return;
+ }
+ if (target->health <= 0)
+ {
+ return;
+ }
+ if (target->flags & MF_SKULLFLY)
+ {
+ if (target->type == MT_MINOTAUR)
+ { // Minotaur is invulnerable during charge attack
+ return;
+ }
+ target->momx = target->momy = target->momz = 0;
+ }
+ player = target->player;
+ if (player && gameskill == sk_baby)
+ {
+ // Take half damage in trainer mode
+ damage >>= 1;
+ }
+ // Special damage types
+ if (inflictor)
+ {
+ switch (inflictor->type)
+ {
+ case MT_EGGFX:
+ if (player)
+ {
+ P_ChickenMorphPlayer(player);
+ }
+ else
+ {
+ P_ChickenMorph(target);
+ }
+ return; // Always return
+ case MT_WHIRLWIND:
+ P_TouchWhirlwind(target);
+ return;
+ case MT_MINOTAUR:
+ if (inflictor->flags & MF_SKULLFLY)
+ { // Slam only when in charge mode
+ P_MinotaurSlam(inflictor, target);
+ return;
+ }
+ break;
+ case MT_MACEFX4: // Death ball
+ if ((target->flags2 & MF2_BOSS) || target->type == MT_HEAD)
+ { // Don't allow cheap boss kills
+ break;
+ }
+ else if (target->player)
+ { // Player specific checks
+ if (target->player->powers[pw_invulnerability])
+ { // Can't hurt invulnerable players
+ break;
+ }
+ if (P_AutoUseChaosDevice(target->player))
+ { // Player was saved using chaos device
+ return;
+ }
+ }
+ damage = 10000; // Something's gonna die
+ break;
+ case MT_PHOENIXFX2: // Flame thrower
+ if (target->player && P_Random() < 128)
+ { // Freeze player for a bit
+ target->reactiontime += 4;
+ }
+ break;
+ case MT_RAINPLR1: // Rain missiles
+ case MT_RAINPLR2:
+ case MT_RAINPLR3:
+ case MT_RAINPLR4:
+ if (target->flags2 & MF2_BOSS)
+ { // Decrease damage for bosses
+ damage = (P_Random() & 7) + 1;
+ }
+ break;
+ case MT_HORNRODFX2:
+ case MT_PHOENIXFX1:
+ if (target->type == MT_SORCERER2 && P_Random() < 96)
+ { // D'Sparil teleports away
+ P_DSparilTeleport(target);
+ return;
+ }
+ break;
+ case MT_BLASTERFX1:
+ case MT_RIPPER:
+ if (target->type == MT_HEAD)
+ { // Less damage to Ironlich bosses
+ damage = P_Random() & 1;
+ if (!damage)
+ {
+ return;
+ }
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ // Push the target unless source is using the gauntlets
+ if (inflictor && (!source || !source->player
+ || source->player->readyweapon != wp_gauntlets)
+ && !(inflictor->flags2 & MF2_NODMGTHRUST))
+ {
+ ang = R_PointToAngle2(inflictor->x, inflictor->y,
+ target->x, target->y);
+ //thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
+ thrust = damage * (FRACUNIT >> 3) * 150 / target->info->mass;
+ // make fall forwards sometimes
+ if ((damage < 40) && (damage > target->health)
+ && (target->z - inflictor->z > 64 * FRACUNIT) && (P_Random() & 1))
+ {
+ ang += ANG180;
+ thrust *= 4;
+ }
+ ang >>= ANGLETOFINESHIFT;
+ if (source && source->player && (source == inflictor)
+ && source->player->powers[pw_weaponlevel2]
+ && source->player->readyweapon == wp_staff)
+ {
+ // Staff power level 2
+ target->momx += FixedMul(10 * FRACUNIT, finecosine[ang]);
+ target->momy += FixedMul(10 * FRACUNIT, finesine[ang]);
+ if (!(target->flags & MF_NOGRAVITY))
+ {
+ target->momz += 5 * FRACUNIT;
+ }
+ }
+ else
+ {
+ target->momx += FixedMul(thrust, finecosine[ang]);
+ target->momy += FixedMul(thrust, finesine[ang]);
+ }
+ }
+
+ //
+ // player specific
+ //
+ if (player)
+ {
+ // end of game hell hack
+ //if(target->subsector->sector->special == 11
+ // && damage >= target->health)
+ //{
+ // damage = target->health - 1;
+ //}
+
+ if (damage < 1000 && ((player->cheats & CF_GODMODE)
+ || player->powers[pw_invulnerability]))
+ {
+ return;
+ }
+ if (player->armortype)
+ {
+ if (player->armortype == 1)
+ {
+ saved = damage >> 1;
+ }
+ else
+ {
+ saved = (damage >> 1) + (damage >> 2);
+ }
+ if (player->armorpoints <= saved)
+ {
+ // armor is used up
+ saved = player->armorpoints;
+ player->armortype = 0;
+ }
+ player->armorpoints -= saved;
+ damage -= saved;
+ }
+ if (damage >= player->health
+ && ((gameskill == sk_baby) || deathmatch) && !player->chickenTics)
+ { // Try to use some inventory health
+ P_AutoUseHealth(player, damage - player->health + 1);
+ }
+ player->health -= damage; // mirror mobj health here for Dave
+ if (player->health < 0)
+ {
+ player->health = 0;
+ }
+ player->attacker = source;
+ player->damagecount += damage; // add damage after armor / invuln
+ if (player->damagecount > 100)
+ {
+ player->damagecount = 100; // teleport stomp does 10k points...
+ }
+ temp = damage < 100 ? damage : 100;
+ if (player == &players[consoleplayer])
+ {
+ I_Tactile(40, 10, 40 + temp * 2);
+ SB_PaletteFlash();
+ }
+ }
+
+ //
+ // do the damage
+ //
+ target->health -= damage;
+ if (target->health <= 0)
+ { // Death
+ target->special1 = damage;
+ if (target->type == MT_POD && source && source->type != MT_POD)
+ { // Make sure players get frags for chain-reaction kills
+ target->target = source;
+ }
+ if (player && inflictor && !player->chickenTics)
+ { // Check for flame death
+ if ((inflictor->flags2 & MF2_FIREDAMAGE)
+ || ((inflictor->type == MT_PHOENIXFX1)
+ && (target->health > -50) && (damage > 25)))
+ {
+ target->flags2 |= MF2_FIREDAMAGE;
+ }
+ }
+ P_KillMobj(source, target);
+ return;
+ }
+ if ((P_Random() < target->info->painchance)
+ && !(target->flags & MF_SKULLFLY))
+ {
+ target->flags |= MF_JUSTHIT; // fight back!
+ P_SetMobjState(target, target->info->painstate);
+ }
+ target->reactiontime = 0; // we're awake now...
+ if (!target->threshold && source && !(source->flags2 & MF2_BOSS)
+ && !(target->type == MT_SORCERER2 && source->type == MT_WIZARD))
+ {
+ // Target actor is not intent on another actor,
+ // so make him chase after source
+ target->target = source;
+ target->threshold = BASETHRESHOLD;
+ if (target->state == &states[target->info->spawnstate]
+ && target->info->seestate != S_NULL)
+ {
+ P_SetMobjState(target, target->info->seestate);
+ }
+ }
+}
diff --git a/src/heretic/p_lights.c b/src/heretic/p_lights.c
new file mode 100644
index 00000000..5d97a55e
--- /dev/null
+++ b/src/heretic/p_lights.c
@@ -0,0 +1,282 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+#include "doomdef.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "v_video.h"
+
+//==================================================================
+//==================================================================
+//
+// BROKEN LIGHT FLASHING
+//
+//==================================================================
+//==================================================================
+
+//==================================================================
+//
+// T_LightFlash
+//
+// After the map has been loaded, scan each sector for specials
+// that spawn thinkers
+//
+//==================================================================
+void T_LightFlash(lightflash_t * flash)
+{
+ if (--flash->count)
+ return;
+
+ if (flash->sector->lightlevel == flash->maxlight)
+ {
+ flash->sector->lightlevel = flash->minlight;
+ flash->count = (P_Random() & flash->mintime) + 1;
+ }
+ else
+ {
+ flash->sector->lightlevel = flash->maxlight;
+ flash->count = (P_Random() & flash->maxtime) + 1;
+ }
+
+}
+
+
+//==================================================================
+//
+// P_SpawnLightFlash
+//
+// After the map has been loaded, scan each sector for specials that spawn thinkers
+//
+//==================================================================
+void P_SpawnLightFlash(sector_t * sector)
+{
+ lightflash_t *flash;
+
+ sector->special = 0; // nothing special about it during gameplay
+
+ flash = Z_Malloc(sizeof(*flash), PU_LEVSPEC, 0);
+ P_AddThinker(&flash->thinker);
+ flash->thinker.function = T_LightFlash;
+ flash->sector = sector;
+ flash->maxlight = sector->lightlevel;
+
+ flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
+ flash->maxtime = 64;
+ flash->mintime = 7;
+ flash->count = (P_Random() & flash->maxtime) + 1;
+}
+
+//==================================================================
+//
+// STROBE LIGHT FLASHING
+//
+//==================================================================
+
+//==================================================================
+//
+// T_StrobeFlash
+//
+// After the map has been loaded, scan each sector for specials that spawn thinkers
+//
+//==================================================================
+void T_StrobeFlash(strobe_t * flash)
+{
+ if (--flash->count)
+ return;
+
+ if (flash->sector->lightlevel == flash->minlight)
+ {
+ flash->sector->lightlevel = flash->maxlight;
+ flash->count = flash->brighttime;
+ }
+ else
+ {
+ flash->sector->lightlevel = flash->minlight;
+ flash->count = flash->darktime;
+ }
+
+}
+
+//==================================================================
+//
+// P_SpawnLightFlash
+//
+// After the map has been loaded, scan each sector for specials that spawn thinkers
+//
+//==================================================================
+void P_SpawnStrobeFlash(sector_t * sector, int fastOrSlow, int inSync)
+{
+ strobe_t *flash;
+
+ flash = Z_Malloc(sizeof(*flash), PU_LEVSPEC, 0);
+ P_AddThinker(&flash->thinker);
+ flash->sector = sector;
+ flash->darktime = fastOrSlow;
+ flash->brighttime = STROBEBRIGHT;
+ flash->thinker.function = T_StrobeFlash;
+ flash->maxlight = sector->lightlevel;
+ flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
+
+ if (flash->minlight == flash->maxlight)
+ flash->minlight = 0;
+ sector->special = 0; // nothing special about it during gameplay
+
+ if (!inSync)
+ flash->count = (P_Random() & 7) + 1;
+ else
+ flash->count = 1;
+}
+
+//==================================================================
+//
+// Start strobing lights (usually from a trigger)
+//
+//==================================================================
+void EV_StartLightStrobing(line_t * line)
+{
+ int secnum;
+ sector_t *sec;
+
+ secnum = -1;
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ P_SpawnStrobeFlash(sec, SLOWDARK, 0);
+ }
+}
+
+//==================================================================
+//
+// TURN LINE'S TAG LIGHTS OFF
+//
+//==================================================================
+void EV_TurnTagLightsOff(line_t * line)
+{
+ int i;
+ int j;
+ int min;
+ sector_t *sector;
+ sector_t *tsec;
+ line_t *templine;
+
+ sector = sectors;
+ for (j = 0; j < numsectors; j++, sector++)
+ if (sector->tag == line->tag)
+ {
+ min = sector->lightlevel;
+ for (i = 0; i < sector->linecount; i++)
+ {
+ templine = sector->lines[i];
+ tsec = getNextSector(templine, sector);
+ if (!tsec)
+ continue;
+ if (tsec->lightlevel < min)
+ min = tsec->lightlevel;
+ }
+ sector->lightlevel = min;
+ }
+}
+
+//==================================================================
+//
+// TURN LINE'S TAG LIGHTS ON
+//
+//==================================================================
+void EV_LightTurnOn(line_t * line, int bright)
+{
+ int i;
+ int j;
+ sector_t *sector;
+ sector_t *temp;
+ line_t *templine;
+
+ sector = sectors;
+
+ for (i = 0; i < numsectors; i++, sector++)
+ if (sector->tag == line->tag)
+ {
+ //
+ // bright = 0 means to search for highest
+ // light level surrounding sector
+ //
+ if (!bright)
+ {
+ for (j = 0; j < sector->linecount; j++)
+ {
+ templine = sector->lines[j];
+ temp = getNextSector(templine, sector);
+ if (!temp)
+ continue;
+ if (temp->lightlevel > bright)
+ bright = temp->lightlevel;
+ }
+ }
+ sector->lightlevel = bright;
+ }
+}
+
+//==================================================================
+//
+// Spawn glowing light
+//
+//==================================================================
+void T_Glow(glow_t * g)
+{
+ switch (g->direction)
+ {
+ case -1: // DOWN
+ g->sector->lightlevel -= GLOWSPEED;
+ if (g->sector->lightlevel <= g->minlight)
+ {
+ g->sector->lightlevel += GLOWSPEED;
+ g->direction = 1;
+ }
+ break;
+ case 1: // UP
+ g->sector->lightlevel += GLOWSPEED;
+ if (g->sector->lightlevel >= g->maxlight)
+ {
+ g->sector->lightlevel -= GLOWSPEED;
+ g->direction = -1;
+ }
+ break;
+ }
+}
+
+void P_SpawnGlowingLight(sector_t * sector)
+{
+ glow_t *g;
+
+ g = Z_Malloc(sizeof(*g), PU_LEVSPEC, 0);
+ P_AddThinker(&g->thinker);
+ g->sector = sector;
+ g->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
+ g->maxlight = sector->lightlevel;
+ g->thinker.function = T_Glow;
+ g->direction = -1;
+
+ sector->special = 0;
+}
diff --git a/src/heretic/p_local.h b/src/heretic/p_local.h
new file mode 100644
index 00000000..4fb58236
--- /dev/null
+++ b/src/heretic/p_local.h
@@ -0,0 +1,287 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_local.h
+
+#ifndef __P_LOCAL__
+#define __P_LOCAL__
+
+#ifndef __R_LOCAL__
+#include "r_local.h"
+#endif
+
+#define STARTREDPALS 1
+#define STARTBONUSPALS 9
+#define NUMREDPALS 8
+#define NUMBONUSPALS 4
+
+#define FOOTCLIPSIZE 10*FRACUNIT
+
+#define TOCENTER -8
+#define FLOATSPEED (FRACUNIT*4)
+
+#define MAXHEALTH 100
+#define MAXCHICKENHEALTH 30
+#define VIEWHEIGHT (41*FRACUNIT)
+
+// mapblocks are used to check movement against lines and things
+#define MAPBLOCKUNITS 128
+#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT)
+#define MAPBLOCKSHIFT (FRACBITS+7)
+#define MAPBMASK (MAPBLOCKSIZE-1)
+#define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS)
+
+// player radius for movement checking
+#define PLAYERRADIUS 16*FRACUNIT
+
+// MAXRADIUS is for precalculated sector block boxes
+// the spider demon is larger, but we don't have any moving sectors
+// nearby
+#define MAXRADIUS 32*FRACUNIT
+
+#define GRAVITY FRACUNIT
+#define MAXMOVE (30*FRACUNIT)
+
+#define USERANGE (64*FRACUNIT)
+#define MELEERANGE (64*FRACUNIT)
+#define MISSILERANGE (32*64*FRACUNIT)
+
+typedef enum
+{
+ DI_EAST,
+ DI_NORTHEAST,
+ DI_NORTH,
+ DI_NORTHWEST,
+ DI_WEST,
+ DI_SOUTHWEST,
+ DI_SOUTH,
+ DI_SOUTHEAST,
+ DI_NODIR,
+ NUMDIRS
+} dirtype_t;
+
+#define BASETHRESHOLD 100 // follow a player exlusively for 3 seconds
+
+// ***** P_TICK *****
+
+extern thinker_t thinkercap; // both the head and tail of the thinker list
+extern int TimerGame; // tic countdown for deathmatch
+
+void P_InitThinkers(void);
+void P_AddThinker(thinker_t * thinker);
+void P_RemoveThinker(thinker_t * thinker);
+
+// ***** P_PSPR *****
+
+#define USE_GWND_AMMO_1 1
+#define USE_GWND_AMMO_2 1
+#define USE_CBOW_AMMO_1 1
+#define USE_CBOW_AMMO_2 1
+#define USE_BLSR_AMMO_1 1
+#define USE_BLSR_AMMO_2 5
+#define USE_SKRD_AMMO_1 1
+#define USE_SKRD_AMMO_2 5
+#define USE_PHRD_AMMO_1 1
+#define USE_PHRD_AMMO_2 1
+#define USE_MACE_AMMO_1 1
+#define USE_MACE_AMMO_2 5
+
+void P_OpenWeapons(void);
+void P_CloseWeapons(void);
+void P_AddMaceSpot(mapthing_t * mthing);
+void P_RepositionMace(mobj_t * mo);
+void P_SetPsprite(player_t * player, int position, statenum_t stnum);
+void P_SetupPsprites(player_t * curplayer);
+void P_MovePsprites(player_t * curplayer);
+void P_DropWeapon(player_t * player);
+void P_ActivateBeak(player_t * player);
+void P_PostChickenWeapon(player_t * player, weapontype_t weapon);
+void P_UpdateBeak(player_t * player, pspdef_t * psp);
+
+// ***** P_USER *****
+
+void P_PlayerThink(player_t * player);
+void P_Thrust(player_t * player, angle_t angle, fixed_t move);
+void P_PlayerRemoveArtifact(player_t * player, int slot);
+void P_PlayerUseArtifact(player_t * player, artitype_t arti);
+boolean P_UseArtifact(player_t * player, artitype_t arti);
+int P_GetPlayerNum(player_t * player);
+
+// ***** P_MOBJ *****
+
+#define FLOOR_SOLID 0
+#define FLOOR_WATER 1
+#define FLOOR_LAVA 2
+#define FLOOR_SLUDGE 3
+
+#define ONFLOORZ INT_MIN
+#define ONCEILINGZ INT_MAX
+#define FLOATRANDZ (INT_MAX-1)
+
+extern mobjtype_t PuffType;
+extern mobj_t *MissileMobj;
+
+mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
+void P_RemoveMobj(mobj_t * th);
+boolean P_SetMobjState(mobj_t * mobj, statenum_t state);
+boolean P_SetMobjStateNF(mobj_t * mobj, statenum_t state);
+void P_ThrustMobj(mobj_t * mo, angle_t angle, fixed_t move);
+int P_FaceMobj(mobj_t * source, mobj_t * target, angle_t * delta);
+boolean P_SeekerMissile(mobj_t * actor, angle_t thresh, angle_t turnMax);
+void P_MobjThinker(mobj_t * mobj);
+void P_BlasterMobjThinker(mobj_t * mobj);
+void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z);
+void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage);
+void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator);
+void P_RipperBlood(mobj_t * mo);
+int P_GetThingFloorType(mobj_t * thing);
+int P_HitFloor(mobj_t * thing);
+boolean P_CheckMissileSpawn(mobj_t * missile);
+mobj_t *P_SpawnMissile(mobj_t * source, mobj_t * dest, mobjtype_t type);
+mobj_t *P_SpawnMissileAngle(mobj_t * source, mobjtype_t type,
+ angle_t angle, fixed_t momz);
+mobj_t *P_SpawnPlayerMissile(mobj_t * source, mobjtype_t type);
+mobj_t *P_SPMAngle(mobj_t * source, mobjtype_t type, angle_t angle);
+
+// ***** P_ENEMY *****
+
+void P_NoiseAlert(mobj_t * target, mobj_t * emmiter);
+void P_InitMonsters(void);
+void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle);
+void P_Massacre(void);
+void P_DSparilTeleport(mobj_t * actor);
+
+// ***** P_MAPUTL *****
+
+typedef struct
+{
+ fixed_t x, y, dx, dy;
+} divline_t;
+
+typedef struct
+{
+ fixed_t frac; // along trace line
+ boolean isaline;
+ union
+ {
+ mobj_t *thing;
+ line_t *line;
+ } d;
+} intercept_t;
+
+#define MAXINTERCEPTS 128
+extern intercept_t intercepts[MAXINTERCEPTS], *intercept_p;
+typedef boolean(*traverser_t) (intercept_t * in);
+
+
+fixed_t P_AproxDistance(fixed_t dx, fixed_t dy);
+int P_PointOnLineSide(fixed_t x, fixed_t y, line_t * line);
+int P_PointOnDivlineSide(fixed_t x, fixed_t y, divline_t * line);
+void P_MakeDivline(line_t * li, divline_t * dl);
+fixed_t P_InterceptVector(divline_t * v2, divline_t * v1);
+int P_BoxOnLineSide(fixed_t * tmbox, line_t * ld);
+
+extern fixed_t opentop, openbottom, openrange;
+extern fixed_t lowfloor;
+void P_LineOpening(line_t * linedef);
+
+boolean P_BlockLinesIterator(int x, int y, boolean(*func) (line_t *));
+boolean P_BlockThingsIterator(int x, int y, boolean(*func) (mobj_t *));
+
+#define PT_ADDLINES 1
+#define PT_ADDTHINGS 2
+#define PT_EARLYOUT 4
+
+extern divline_t trace;
+boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
+ int flags, boolean(*trav) (intercept_t *));
+
+void P_UnsetThingPosition(mobj_t * thing);
+void P_SetThingPosition(mobj_t * thing);
+
+// ***** P_MAP *****
+
+extern boolean floatok; // if true, move would be ok if
+extern fixed_t tmfloorz, tmceilingz; // within tmfloorz - tmceilingz
+
+extern line_t *ceilingline;
+boolean P_TestMobjLocation(mobj_t * mobj);
+boolean P_CheckPosition(mobj_t * thing, fixed_t x, fixed_t y);
+mobj_t *P_CheckOnmobj(mobj_t * thing);
+void P_FakeZMovement(mobj_t * mo);
+boolean P_TryMove(mobj_t * thing, fixed_t x, fixed_t y);
+boolean P_TeleportMove(mobj_t * thing, fixed_t x, fixed_t y);
+void P_SlideMove(mobj_t * mo);
+boolean P_CheckSight(mobj_t * t1, mobj_t * t2);
+void P_UseLines(player_t * player);
+
+boolean P_ChangeSector(sector_t * sector, boolean crunch);
+
+extern mobj_t *linetarget; // who got hit (or NULL)
+fixed_t P_AimLineAttack(mobj_t * t1, angle_t angle, fixed_t distance);
+
+void P_LineAttack(mobj_t * t1, angle_t angle, fixed_t distance, fixed_t slope,
+ int damage);
+
+void P_RadiusAttack(mobj_t * spot, mobj_t * source, int damage);
+
+// ***** P_SETUP *****
+
+extern byte *rejectmatrix; // for fast sight rejection
+extern short *blockmaplump; // offsets in blockmap are from here
+extern short *blockmap;
+extern int bmapwidth, bmapheight; // in mapblocks
+extern fixed_t bmaporgx, bmaporgy; // origin of block map
+extern mobj_t **blocklinks; // for thing chains
+
+// ***** P_INTER *****
+
+extern int maxammo[NUMAMMO];
+extern int clipammo[NUMAMMO];
+
+void P_SetMessage(player_t * player, char *message, boolean ultmsg);
+void P_TouchSpecialThing(mobj_t * special, mobj_t * toucher);
+void P_DamageMobj(mobj_t * target, mobj_t * inflictor, mobj_t * source,
+ int damage);
+boolean P_GiveAmmo(player_t * player, ammotype_t ammo, int count);
+boolean P_GiveArtifact(player_t * player, artitype_t arti, mobj_t * mo);
+boolean P_GiveBody(player_t * player, int num);
+boolean P_GivePower(player_t * player, powertype_t power);
+boolean P_ChickenMorphPlayer(player_t * player);
+
+// ***** AM_MAP *****
+
+boolean AM_Responder(event_t * ev);
+void AM_Ticker(void);
+void AM_Drawer(void);
+
+// ***** SB_BAR *****
+
+extern int SB_state;
+extern int ArtifactFlash;
+void SB_PaletteFlash(void);
+
+#include "p_spec.h"
+
+#endif // __P_LOCAL__
diff --git a/src/heretic/p_map.c b/src/heretic/p_map.c
new file mode 100644
index 00000000..0b1c6df1
--- /dev/null
+++ b/src/heretic/p_map.c
@@ -0,0 +1,1698 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// P_map.c
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "m_bbox.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+/*
+===============================================================================
+
+NOTES:
+
+
+===============================================================================
+*/
+
+/*
+===============================================================================
+
+mobj_t NOTES
+
+mobj_ts are used to tell the refresh where to draw an image, tell the world
+simulation when objects are contacted, and tell the sound driver how to
+position a sound.
+
+The refresh uses the next and prev links to follow lists of things in sectors
+as they are being drawn. The sprite, frame, and angle elements determine which
+patch_t is used to draw the sprite if it is visible. The sprite and frame
+values are allmost allways set from state_t structures. The statescr.exe
+utility generates the states.h and states.c files that contain the sprite/frame
+numbers from the statescr.txt source file. The xyz origin point represents a
+point at the bottom middle of the sprite (between the feet of a biped). This
+is the default origin position for patch_ts grabbed with lumpy.exe. A walking
+creature will have its z equal to the floor it is standing on.
+
+The sound code uses the x,y, and subsector fields to do stereo positioning of
+any sound effited by the mobj_t.
+
+The play simulation uses the blocklinks, x,y,z, radius, height to determine
+when mobj_ts are touching each other, touching lines in the map, or hit by
+trace lines (gunshots, lines of sight, etc). The mobj_t->flags element has
+various bit flags used by the simulation.
+
+
+Every mobj_t is linked into a single sector based on it's origin coordinates.
+The subsector_t is found with R_PointInSubsector(x,y), and the sector_t can be
+found with subsector->sector. The sector links are only used by the rendering
+code, the play simulation does not care about them at all.
+
+Any mobj_t that needs to be acted upon be something else in the play world
+(block movement, be shot, etc) will also need to be linked into the blockmap.
+If the thing has the MF_NOBLOCK flag set, it will not use the block links. It
+can still interact with other things, but only as the instigator (missiles will
+run into other things, but nothing can run into a missile). Each block in
+the grid is 128*128 units, and knows about every line_t that it contains a
+piece of, and every interactable mobj_t that has it's origin contained.
+
+A valid mobj_t is a mobj_t that has the proper subsector_t filled in for it's
+xy coordinates and is linked into the subsector's sector or has the MF_NOSECTOR
+flag set (the subsector_t needs to be valid even if MF_NOSECTOR is set), and is
+linked into a blockmap block or has the MF_NOBLOCKMAP flag set. Links should
+only be modified by the P_[Un]SetThingPosition () functions. Do not change
+the MF_NO? flags while a thing is valid.
+
+
+===============================================================================
+*/
+
+fixed_t tmbbox[4];
+mobj_t *tmthing;
+int tmflags;
+fixed_t tmx, tmy;
+
+boolean floatok; // if true, move would be ok if
+ // within tmfloorz - tmceilingz
+
+fixed_t tmfloorz, tmceilingz, tmdropoffz;
+
+// keep track of the line that lowers the ceiling, so missiles don't explode
+// against sky hack walls
+line_t *ceilingline;
+
+// keep track of special lines as they are hit, but don't process them
+// until the move is proven valid
+#define MAXSPECIALCROSS 8
+line_t *spechit[MAXSPECIALCROSS];
+int numspechit;
+
+mobj_t *onmobj; //generic global onmobj...used for landing on pods/players
+
+/*
+===============================================================================
+
+ TELEPORT MOVE
+
+===============================================================================
+*/
+
+/*
+==================
+=
+= PIT_StompThing
+=
+==================
+*/
+
+boolean PIT_StompThing(mobj_t * thing)
+{
+ fixed_t blockdist;
+
+ if (!(thing->flags & MF_SHOOTABLE))
+ return true;
+
+ blockdist = thing->radius + tmthing->radius;
+ if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
+ return true; // didn't hit it
+
+ if (thing == tmthing)
+ return true; // don't clip against self
+
+ if (!(tmthing->flags2 & MF2_TELESTOMP))
+ { // Not allowed to stomp things
+ return (false);
+ }
+
+ P_DamageMobj(thing, tmthing, tmthing, 10000);
+
+ return true;
+}
+
+
+/*
+===================
+=
+= P_TeleportMove
+=
+===================
+*/
+
+boolean P_TeleportMove(mobj_t * thing, fixed_t x, fixed_t y)
+{
+ int xl, xh, yl, yh, bx, by;
+ subsector_t *newsubsec;
+
+//
+// kill anything occupying the position
+//
+
+ tmthing = thing;
+ tmflags = thing->flags;
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector(x, y);
+ ceilingline = NULL;
+
+//
+// the base floor / ceiling is from the subsector that contains the
+// point. Any contacted lines the step closer together will adjust them
+//
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+
+ validcount++;
+ numspechit = 0;
+
+//
+// stomp on any things contacted
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ for (by = yl; by <= yh; by++)
+ if (!P_BlockThingsIterator(bx, by, PIT_StompThing))
+ return false;
+
+//
+// the move is ok, so link the thing into its new position
+//
+ P_UnsetThingPosition(thing);
+
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+ thing->x = x;
+ thing->y = y;
+
+ P_SetThingPosition(thing);
+
+ return true;
+}
+
+/*
+===============================================================================
+
+ MOVEMENT ITERATOR FUNCTIONS
+
+===============================================================================
+*/
+
+/*
+==================
+=
+= PIT_CheckLine
+=
+= Adjusts tmfloorz and tmceilingz as lines are contacted
+==================
+*/
+
+boolean PIT_CheckLine(line_t * ld)
+{
+ if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
+ || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
+ || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
+ || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
+ {
+ return (true);
+ }
+ if (P_BoxOnLineSide(tmbbox, ld) != -1)
+ {
+ return (true);
+ }
+
+// a line has been hit
+/*
+=
+= The moving thing's destination position will cross the given line.
+= If this should not be allowed, return false.
+= If the line is special, keep track of it to process later if the move
+= is proven ok. NOTE: specials are NOT sorted by order, so two special lines
+= that are only 8 pixels apart could be crossed in either order.
+*/
+
+ if (!ld->backsector)
+ { // One sided line
+ if (tmthing->flags & MF_MISSILE)
+ { // Missiles can trigger impact specials
+ if (ld->special)
+ {
+ spechit[numspechit] = ld;
+ numspechit++;
+ }
+ }
+ return false;
+ }
+ if (!(tmthing->flags & MF_MISSILE))
+ {
+ if (ld->flags & ML_BLOCKING)
+ { // Explicitly blocking everything
+ return (false);
+ }
+ if (!tmthing->player && ld->flags & ML_BLOCKMONSTERS
+ && tmthing->type != MT_POD)
+ { // Block monsters only
+ return (false);
+ }
+ }
+ P_LineOpening(ld); // set openrange, opentop, openbottom
+ // adjust floor / ceiling heights
+ if (opentop < tmceilingz)
+ {
+ tmceilingz = opentop;
+ ceilingline = ld;
+ }
+ if (openbottom > tmfloorz)
+ {
+ tmfloorz = openbottom;
+ }
+ if (lowfloor < tmdropoffz)
+ {
+ tmdropoffz = lowfloor;
+ }
+ if (ld->special)
+ { // Contacted a special line, add it to the list
+ spechit[numspechit] = ld;
+ numspechit++;
+ }
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC PIT_CheckThing
+//
+//---------------------------------------------------------------------------
+
+boolean PIT_CheckThing(mobj_t * thing)
+{
+ fixed_t blockdist;
+ boolean solid;
+ int damage;
+
+ if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE)))
+ { // Can't hit thing
+ return (true);
+ }
+ blockdist = thing->radius + tmthing->radius;
+ if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
+ { // Didn't hit thing
+ return (true);
+ }
+ if (thing == tmthing)
+ { // Don't clip against self
+ return (true);
+ }
+ if (tmthing->flags2 & MF2_PASSMOBJ)
+ { // check if a mobj passed over/under another object
+ if ((tmthing->type == MT_IMP || tmthing->type == MT_WIZARD)
+ && (thing->type == MT_IMP || thing->type == MT_WIZARD))
+ { // don't let imps/wizards fly over other imps/wizards
+ return false;
+ }
+ if (tmthing->z > thing->z + thing->height
+ && !(thing->flags & MF_SPECIAL))
+ {
+ return (true);
+ }
+ else if (tmthing->z + tmthing->height < thing->z
+ && !(thing->flags & MF_SPECIAL))
+ { // under thing
+ return (true);
+ }
+ }
+ // Check for skulls slamming into things
+ if (tmthing->flags & MF_SKULLFLY)
+ {
+ damage = ((P_Random() % 8) + 1) * tmthing->damage;
+ P_DamageMobj(thing, tmthing, tmthing, damage);
+ tmthing->flags &= ~MF_SKULLFLY;
+ tmthing->momx = tmthing->momy = tmthing->momz = 0;
+ P_SetMobjState(tmthing, tmthing->info->seestate);
+ return (false);
+ }
+ // Check for missile
+ if (tmthing->flags & MF_MISSILE)
+ {
+ // Check for passing through a ghost
+ if ((thing->flags & MF_SHADOW) && (tmthing->flags2 & MF2_THRUGHOST))
+ {
+ return (true);
+ }
+ // Check if it went over / under
+ if (tmthing->z > thing->z + thing->height)
+ { // Over thing
+ return (true);
+ }
+ if (tmthing->z + tmthing->height < thing->z)
+ { // Under thing
+ return (true);
+ }
+ if (tmthing->target && tmthing->target->type == thing->type)
+ { // Don't hit same species as originator
+ if (thing == tmthing->target)
+ { // Don't missile self
+ return (true);
+ }
+ if (thing->type != MT_PLAYER)
+ { // Hit same species as originator, explode, no damage
+ return (false);
+ }
+ }
+ if (!(thing->flags & MF_SHOOTABLE))
+ { // Didn't do any damage
+ return !(thing->flags & MF_SOLID);
+ }
+ if (tmthing->flags2 & MF2_RIP)
+ {
+ if (!(thing->flags & MF_NOBLOOD))
+ { // Ok to spawn some blood
+ P_RipperBlood(tmthing);
+ }
+ S_StartSound(tmthing, sfx_ripslop);
+ damage = ((P_Random() & 3) + 2) * tmthing->damage;
+ P_DamageMobj(thing, tmthing, tmthing->target, damage);
+ if (thing->flags2 & MF2_PUSHABLE
+ && !(tmthing->flags2 & MF2_CANNOTPUSH))
+ { // Push thing
+ thing->momx += tmthing->momx >> 2;
+ thing->momy += tmthing->momy >> 2;
+ }
+ numspechit = 0;
+ return (true);
+ }
+ // Do damage
+ damage = ((P_Random() % 8) + 1) * tmthing->damage;
+ if (damage)
+ {
+ if (!(thing->flags & MF_NOBLOOD) && P_Random() < 192)
+ {
+ P_BloodSplatter(tmthing->x, tmthing->y, tmthing->z, thing);
+ }
+ P_DamageMobj(thing, tmthing, tmthing->target, damage);
+ }
+ return (false);
+ }
+ if (thing->flags2 & MF2_PUSHABLE && !(tmthing->flags2 & MF2_CANNOTPUSH))
+ { // Push thing
+ thing->momx += tmthing->momx >> 2;
+ thing->momy += tmthing->momy >> 2;
+ }
+ // Check for special thing
+ if (thing->flags & MF_SPECIAL)
+ {
+ solid = thing->flags & MF_SOLID;
+ if (tmflags & MF_PICKUP)
+ { // Can be picked up by tmthing
+ P_TouchSpecialThing(thing, tmthing); // Can remove thing
+ }
+ return (!solid);
+ }
+ return (!(thing->flags & MF_SOLID));
+}
+
+//---------------------------------------------------------------------------
+//
+// PIT_CheckOnmobjZ
+//
+//---------------------------------------------------------------------------
+
+boolean PIT_CheckOnmobjZ(mobj_t * thing)
+{
+ fixed_t blockdist;
+
+ if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE)))
+ { // Can't hit thing
+ return (true);
+ }
+ blockdist = thing->radius + tmthing->radius;
+ if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
+ { // Didn't hit thing
+ return (true);
+ }
+ if (thing == tmthing)
+ { // Don't clip against self
+ return (true);
+ }
+ if (tmthing->z > thing->z + thing->height)
+ {
+ return (true);
+ }
+ else if (tmthing->z + tmthing->height < thing->z)
+ { // under thing
+ return (true);
+ }
+ if (thing->flags & MF_SOLID)
+ {
+ onmobj = thing;
+ }
+ return (!(thing->flags & MF_SOLID));
+}
+
+/*
+===============================================================================
+
+ MOVEMENT CLIPPING
+
+===============================================================================
+*/
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_TestMobjLocation
+//
+// Returns true if the mobj is not blocked by anything at its current
+// location, otherwise returns false.
+//
+//----------------------------------------------------------------------------
+
+boolean P_TestMobjLocation(mobj_t * mobj)
+{
+ int flags;
+
+ flags = mobj->flags;
+ mobj->flags &= ~MF_PICKUP;
+ if (P_CheckPosition(mobj, mobj->x, mobj->y))
+ { // XY is ok, now check Z
+ mobj->flags = flags;
+ if ((mobj->z < mobj->floorz)
+ || (mobj->z + mobj->height > mobj->ceilingz))
+ { // Bad Z
+ return (false);
+ }
+ return (true);
+ }
+ mobj->flags = flags;
+ return (false);
+}
+
+/*
+==================
+=
+= P_CheckPosition
+=
+= This is purely informative, nothing is modified (except things picked up)
+
+in:
+a mobj_t (can be valid or invalid)
+a position to be checked (doesn't need to be related to the mobj_t->x,y)
+
+during:
+special things are touched if MF_PICKUP
+early out on solid lines?
+
+out:
+newsubsec
+floorz
+ceilingz
+tmdropoffz the lowest point contacted (monsters won't move to a dropoff)
+speciallines[]
+numspeciallines
+
+==================
+*/
+
+boolean P_CheckPosition(mobj_t * thing, fixed_t x, fixed_t y)
+{
+ int xl, xh, yl, yh, bx, by;
+ subsector_t *newsubsec;
+
+ tmthing = thing;
+ tmflags = thing->flags;
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector(x, y);
+ ceilingline = NULL;
+
+//
+// the base floor / ceiling is from the subsector that contains the
+// point. Any contacted lines the step closer together will adjust them
+//
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+
+ validcount++;
+ numspechit = 0;
+
+ if (tmflags & MF_NOCLIP)
+ return true;
+
+//
+// check things first, possibly picking things up
+// the bounding box is extended by MAXRADIUS because mobj_ts are grouped
+// into mapblocks based on their origin point, and can overlap into adjacent
+// blocks by up to MAXRADIUS units
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ for (by = yl; by <= yh; by++)
+ if (!P_BlockThingsIterator(bx, by, PIT_CheckThing))
+ return false;
+//
+// check lines
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ for (by = yl; by <= yh; by++)
+ if (!P_BlockLinesIterator(bx, by, PIT_CheckLine))
+ return false;
+
+ return true;
+}
+
+//=============================================================================
+//
+// P_CheckOnmobj(mobj_t *thing)
+//
+// Checks if the new Z position is legal
+//=============================================================================
+
+mobj_t *P_CheckOnmobj(mobj_t * thing)
+{
+ int xl, xh, yl, yh, bx, by;
+ subsector_t *newsubsec;
+ fixed_t x;
+ fixed_t y;
+ mobj_t oldmo;
+
+ x = thing->x;
+ y = thing->y;
+ tmthing = thing;
+ tmflags = thing->flags;
+ oldmo = *thing; // save the old mobj before the fake zmovement
+ P_FakeZMovement(tmthing);
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector(x, y);
+ ceilingline = NULL;
+
+//
+// the base floor / ceiling is from the subsector that contains the
+// point. Any contacted lines the step closer together will adjust them
+//
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+
+ validcount++;
+ numspechit = 0;
+
+ if (tmflags & MF_NOCLIP)
+ return NULL;
+
+//
+// check things first, possibly picking things up
+// the bounding box is extended by MAXRADIUS because mobj_ts are grouped
+// into mapblocks based on their origin point, and can overlap into adjacent
+// blocks by up to MAXRADIUS units
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ for (by = yl; by <= yh; by++)
+ if (!P_BlockThingsIterator(bx, by, PIT_CheckOnmobjZ))
+ {
+ *tmthing = oldmo;
+ return onmobj;
+ }
+ *tmthing = oldmo;
+ return NULL;
+}
+
+//=============================================================================
+//
+// P_FakeZMovement
+//
+// Fake the zmovement so that we can check if a move is legal
+//=============================================================================
+
+void P_FakeZMovement(mobj_t * mo)
+{
+ int dist;
+ int delta;
+//
+// adjust height
+//
+ mo->z += mo->momz;
+ if (mo->flags & MF_FLOAT && mo->target)
+ { // float down towards target if too close
+ if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
+ {
+ dist =
+ P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
+ delta = (mo->target->z + (mo->height >> 1)) - mo->z;
+ if (delta < 0 && dist < -(delta * 3))
+ mo->z -= FLOATSPEED;
+ else if (delta > 0 && dist < (delta * 3))
+ mo->z += FLOATSPEED;
+ }
+ }
+ if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && leveltime & 2)
+ {
+ mo->z += finesine[(FINEANGLES / 20 * leveltime >> 2) & FINEMASK];
+ }
+
+//
+// clip movement
+//
+ if (mo->z <= mo->floorz)
+ { // Hit the floor
+ mo->z = mo->floorz;
+ if (mo->momz < 0)
+ {
+ mo->momz = 0;
+ }
+ if (mo->flags & MF_SKULLFLY)
+ { // The skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->info->crashstate && (mo->flags & MF_CORPSE))
+ {
+ return;
+ }
+ }
+ else if (mo->flags2 & MF2_LOGRAV)
+ {
+ if (mo->momz == 0)
+ mo->momz = -(GRAVITY >> 3) * 2;
+ else
+ mo->momz -= GRAVITY >> 3;
+ }
+ else if (!(mo->flags & MF_NOGRAVITY))
+ {
+ if (mo->momz == 0)
+ mo->momz = -GRAVITY * 2;
+ else
+ mo->momz -= GRAVITY;
+ }
+
+ if (mo->z + mo->height > mo->ceilingz)
+ { // hit the ceiling
+ if (mo->momz > 0)
+ mo->momz = 0;
+ mo->z = mo->ceilingz - mo->height;
+ if (mo->flags & MF_SKULLFLY)
+ { // the skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ }
+}
+
+//==========================================================================
+//
+// CheckMissileImpact
+//
+//==========================================================================
+
+void CheckMissileImpact(mobj_t * mobj)
+{
+ int i;
+
+ if (!numspechit || !(mobj->flags & MF_MISSILE) || !mobj->target)
+ {
+ return;
+ }
+ if (!mobj->target->player)
+ {
+ return;
+ }
+ for (i = numspechit - 1; i >= 0; i--)
+ {
+ P_ShootSpecialLine(mobj->target, spechit[i]);
+ }
+}
+
+/*
+===================
+=
+= P_TryMove
+=
+= Attempt to move to a new position, crossing special lines unless MF_TELEPORT
+= is set
+=
+===================
+*/
+
+boolean P_TryMove(mobj_t * thing, fixed_t x, fixed_t y)
+{
+ fixed_t oldx, oldy;
+ int side, oldside;
+ line_t *ld;
+
+ floatok = false;
+ if (!P_CheckPosition(thing, x, y))
+ { // Solid wall or thing
+ CheckMissileImpact(thing);
+ return false;
+ }
+ if (!(thing->flags & MF_NOCLIP))
+ {
+ if (tmceilingz - tmfloorz < thing->height)
+ { // Doesn't fit
+ CheckMissileImpact(thing);
+ return false;
+ }
+ floatok = true;
+ if (!(thing->flags & MF_TELEPORT)
+ && tmceilingz - thing->z < thing->height
+ && !(thing->flags2 & MF2_FLY))
+ { // mobj must lower itself to fit
+ CheckMissileImpact(thing);
+ return false;
+ }
+ if (thing->flags2 & MF2_FLY)
+ {
+ if (thing->z + thing->height > tmceilingz)
+ {
+ thing->momz = -8 * FRACUNIT;
+ return false;
+ }
+ else if (thing->z < tmfloorz
+ && tmfloorz - tmdropoffz > 24 * FRACUNIT)
+ {
+ thing->momz = 8 * FRACUNIT;
+ return false;
+ }
+ }
+ if (!(thing->flags & MF_TELEPORT)
+ // The Minotaur floor fire (MT_MNTRFX2) can step up any amount
+ && thing->type != MT_MNTRFX2
+ && tmfloorz - thing->z > 24 * FRACUNIT)
+ { // Too big a step up
+ CheckMissileImpact(thing);
+ return false;
+ }
+ if ((thing->flags & MF_MISSILE) && tmfloorz > thing->z)
+ {
+ CheckMissileImpact(thing);
+ }
+ if (!(thing->flags & (MF_DROPOFF | MF_FLOAT))
+ && tmfloorz - tmdropoffz > 24 * FRACUNIT)
+ { // Can't move over a dropoff
+ return false;
+ }
+ }
+
+//
+// the move is ok, so link the thing into its new position
+//
+ P_UnsetThingPosition(thing);
+
+ oldx = thing->x;
+ oldy = thing->y;
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+ thing->x = x;
+ thing->y = y;
+
+ P_SetThingPosition(thing);
+
+ if (thing->flags2 & MF2_FOOTCLIP
+ && P_GetThingFloorType(thing) != FLOOR_SOLID)
+ {
+ thing->flags2 |= MF2_FEETARECLIPPED;
+ }
+ else if (thing->flags2 & MF2_FEETARECLIPPED)
+ {
+ thing->flags2 &= ~MF2_FEETARECLIPPED;
+ }
+
+//
+// if any special lines were hit, do the effect
+//
+ if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP)))
+ while (numspechit--)
+ {
+ // see if the line was crossed
+ ld = spechit[numspechit];
+ side = P_PointOnLineSide(thing->x, thing->y, ld);
+ oldside = P_PointOnLineSide(oldx, oldy, ld);
+ if (side != oldside)
+ {
+ if (ld->special)
+ P_CrossSpecialLine(ld - lines, oldside, thing);
+ }
+ }
+
+ return true;
+}
+
+/*
+==================
+=
+= P_ThingHeightClip
+=
+= Takes a valid thing and adjusts the thing->floorz, thing->ceilingz,
+= anf possibly thing->z
+=
+= This is called for all nearby monsters whenever a sector changes height
+=
+= If the thing doesn't fit, the z will be set to the lowest value and
+= false will be returned
+==================
+*/
+
+boolean P_ThingHeightClip(mobj_t * thing)
+{
+ boolean onfloor;
+
+ onfloor = (thing->z == thing->floorz);
+
+ P_CheckPosition(thing, thing->x, thing->y);
+ // what about stranding a monster partially off an edge?
+
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+
+ if (onfloor)
+ // walking monsters rise and fall with the floor
+ thing->z = thing->floorz;
+ else
+ { // don't adjust a floating monster unless forced to
+ if (thing->z + thing->height > thing->ceilingz)
+ thing->z = thing->ceilingz - thing->height;
+ }
+
+ if (thing->ceilingz - thing->floorz < thing->height)
+ return false;
+
+ return true;
+}
+
+
+/*
+==============================================================================
+
+ SLIDE MOVE
+
+Allows the player to slide along any angled walls
+
+==============================================================================
+*/
+
+fixed_t bestslidefrac, secondslidefrac;
+line_t *bestslideline, *secondslideline;
+mobj_t *slidemo;
+
+fixed_t tmxmove, tmymove;
+
+/*
+==================
+=
+= P_HitSlideLine
+=
+= Adjusts the xmove / ymove so that the next move will slide along the wall
+==================
+*/
+
+void P_HitSlideLine(line_t * ld)
+{
+ int side;
+ angle_t lineangle, moveangle, deltaangle;
+ fixed_t movelen, newlen;
+
+
+ if (ld->slopetype == ST_HORIZONTAL)
+ {
+ tmymove = 0;
+ return;
+ }
+ if (ld->slopetype == ST_VERTICAL)
+ {
+ tmxmove = 0;
+ return;
+ }
+
+ side = P_PointOnLineSide(slidemo->x, slidemo->y, ld);
+
+ lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy);
+ if (side == 1)
+ lineangle += ANG180;
+ moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove);
+ deltaangle = moveangle - lineangle;
+ if (deltaangle > ANG180)
+ deltaangle += ANG180;
+// I_Error ("SlideLine: ang>ANG180");
+
+ lineangle >>= ANGLETOFINESHIFT;
+ deltaangle >>= ANGLETOFINESHIFT;
+
+ movelen = P_AproxDistance(tmxmove, tmymove);
+ newlen = FixedMul(movelen, finecosine[deltaangle]);
+ tmxmove = FixedMul(newlen, finecosine[lineangle]);
+ tmymove = FixedMul(newlen, finesine[lineangle]);
+}
+
+/*
+==============
+=
+= PTR_SlideTraverse
+=
+==============
+*/
+
+boolean PTR_SlideTraverse(intercept_t * in)
+{
+ line_t *li;
+
+ if (!in->isaline)
+ I_Error("PTR_SlideTraverse: not a line?");
+
+ li = in->d.line;
+ if (!(li->flags & ML_TWOSIDED))
+ {
+ if (P_PointOnLineSide(slidemo->x, slidemo->y, li))
+ return true; // don't hit the back side
+ goto isblocking;
+ }
+
+ P_LineOpening(li); // set openrange, opentop, openbottom
+ if (openrange < slidemo->height)
+ goto isblocking; // doesn't fit
+
+ if (opentop - slidemo->z < slidemo->height)
+ goto isblocking; // mobj is too high
+
+ if (openbottom - slidemo->z > 24 * FRACUNIT)
+ goto isblocking; // too big a step up
+
+ return true; // this line doesn't block movement
+
+// the line does block movement, see if it is closer than best so far
+ isblocking:
+ if (in->frac < bestslidefrac)
+ {
+ secondslidefrac = bestslidefrac;
+ secondslideline = bestslideline;
+ bestslidefrac = in->frac;
+ bestslideline = li;
+ }
+
+ return false; // stop
+}
+
+
+/*
+==================
+=
+= P_SlideMove
+=
+= The momx / momy move is bad, so try to slide along a wall
+=
+= Find the first line hit, move flush to it, and slide along it
+=
+= This is a kludgy mess.
+==================
+*/
+
+void P_SlideMove(mobj_t * mo)
+{
+ fixed_t leadx, leady;
+ fixed_t trailx, traily;
+ fixed_t newx, newy;
+ int hitcount;
+
+ slidemo = mo;
+ hitcount = 0;
+ retry:
+ if (++hitcount == 3)
+ goto stairstep; // don't loop forever
+
+//
+// trace along the three leading corners
+//
+ if (mo->momx > 0)
+ {
+ leadx = mo->x + mo->radius;
+ trailx = mo->x - mo->radius;
+ }
+ else
+ {
+ leadx = mo->x - mo->radius;
+ trailx = mo->x + mo->radius;
+ }
+
+ if (mo->momy > 0)
+ {
+ leady = mo->y + mo->radius;
+ traily = mo->y - mo->radius;
+ }
+ else
+ {
+ leady = mo->y - mo->radius;
+ traily = mo->y + mo->radius;
+ }
+
+ bestslidefrac = FRACUNIT + 1;
+
+ P_PathTraverse(leadx, leady, leadx + mo->momx, leady + mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse);
+ P_PathTraverse(trailx, leady, trailx + mo->momx, leady + mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse);
+ P_PathTraverse(leadx, traily, leadx + mo->momx, traily + mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse);
+
+//
+// move up to the wall
+//
+ if (bestslidefrac == FRACUNIT + 1)
+ { // the move most have hit the middle, so stairstep
+ stairstep:
+ if (!P_TryMove(mo, mo->x, mo->y + mo->momy))
+ P_TryMove(mo, mo->x + mo->momx, mo->y);
+ return;
+ }
+
+ bestslidefrac -= 0x800; // fudge a bit to make sure it doesn't hit
+ if (bestslidefrac > 0)
+ {
+ newx = FixedMul(mo->momx, bestslidefrac);
+ newy = FixedMul(mo->momy, bestslidefrac);
+ if (!P_TryMove(mo, mo->x + newx, mo->y + newy))
+ goto stairstep;
+ }
+
+//
+// now continue along the wall
+//
+ bestslidefrac = FRACUNIT - (bestslidefrac + 0x800); // remainder
+ if (bestslidefrac > FRACUNIT)
+ bestslidefrac = FRACUNIT;
+ if (bestslidefrac <= 0)
+ return;
+
+ tmxmove = FixedMul(mo->momx, bestslidefrac);
+ tmymove = FixedMul(mo->momy, bestslidefrac);
+
+ P_HitSlideLine(bestslideline); // clip the moves
+
+ mo->momx = tmxmove;
+ mo->momy = tmymove;
+
+ if (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove))
+ {
+ goto retry;
+ }
+}
+
+
+
+/*
+==============================================================================
+
+ P_LineAttack
+
+==============================================================================
+*/
+
+
+mobj_t *linetarget; // who got hit (or NULL)
+mobj_t *shootthing;
+fixed_t shootz; // height if not aiming up or down
+ // ???: use slope for monsters?
+int la_damage;
+fixed_t attackrange;
+
+fixed_t aimslope;
+
+extern fixed_t topslope, bottomslope; // slopes to top and bottom of target
+
+/*
+===============================================================================
+=
+= PTR_AimTraverse
+=
+= Sets linetaget and aimslope when a target is aimed at
+===============================================================================
+*/
+
+boolean PTR_AimTraverse(intercept_t * in)
+{
+ line_t *li;
+ mobj_t *th;
+ fixed_t slope, thingtopslope, thingbottomslope;
+ fixed_t dist;
+
+ if (in->isaline)
+ {
+ li = in->d.line;
+ if (!(li->flags & ML_TWOSIDED))
+ return false; // stop
+//
+// crosses a two sided line
+// a two sided line will restrict the possible target ranges
+ P_LineOpening(li);
+
+ if (openbottom >= opentop)
+ return false; // stop
+
+ dist = FixedMul(attackrange, in->frac);
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv(openbottom - shootz, dist);
+ if (slope > bottomslope)
+ bottomslope = slope;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv(opentop - shootz, dist);
+ if (slope < topslope)
+ topslope = slope;
+ }
+
+ if (topslope <= bottomslope)
+ return false; // stop
+
+ return true; // shot continues
+ }
+
+//
+// shoot a thing
+//
+ th = in->d.thing;
+ if (th == shootthing)
+ return true; // can't shoot self
+ if (!(th->flags & MF_SHOOTABLE))
+ return true; // corpse or something
+ if (th->type == MT_POD)
+ { // Can't auto-aim at pods
+ return (true);
+ }
+
+// check angles to see if the thing can be aimed at
+
+ dist = FixedMul(attackrange, in->frac);
+ thingtopslope = FixedDiv(th->z + th->height - shootz, dist);
+ if (thingtopslope < bottomslope)
+ return true; // shot over the thing
+ thingbottomslope = FixedDiv(th->z - shootz, dist);
+ if (thingbottomslope > topslope)
+ return true; // shot under the thing
+
+//
+// this thing can be hit!
+//
+ if (thingtopslope > topslope)
+ thingtopslope = topslope;
+ if (thingbottomslope < bottomslope)
+ thingbottomslope = bottomslope;
+
+ aimslope = (thingtopslope + thingbottomslope) / 2;
+ linetarget = th;
+
+ return false; // don't go any farther
+}
+
+
+/*
+==============================================================================
+=
+= PTR_ShootTraverse
+=
+==============================================================================
+*/
+
+boolean PTR_ShootTraverse(intercept_t * in)
+{
+ fixed_t x, y, z;
+ fixed_t frac;
+ line_t *li;
+ mobj_t *th;
+ fixed_t slope;
+ fixed_t dist;
+ fixed_t thingtopslope, thingbottomslope;
+ mobj_t *mo;
+
+ if (in->isaline)
+ {
+ li = in->d.line;
+ if (li->special)
+ P_ShootSpecialLine(shootthing, li);
+ if (!(li->flags & ML_TWOSIDED))
+ goto hitline;
+
+//
+// crosses a two sided line
+//
+ P_LineOpening(li);
+
+ dist = FixedMul(attackrange, in->frac);
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv(openbottom - shootz, dist);
+ if (slope > aimslope)
+ goto hitline;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv(opentop - shootz, dist);
+ if (slope < aimslope)
+ goto hitline;
+ }
+
+ return true; // shot continues
+//
+// hit line
+//
+ hitline:
+ // position a bit closer
+ frac = in->frac - FixedDiv(4 * FRACUNIT, attackrange);
+ x = trace.x + FixedMul(trace.dx, frac);
+ y = trace.y + FixedMul(trace.dy, frac);
+ z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange));
+
+ if (li->frontsector->ceilingpic == skyflatnum)
+ {
+ if (z > li->frontsector->ceilingheight)
+ return false; // don't shoot the sky!
+ if (li->backsector && li->backsector->ceilingpic == skyflatnum)
+ return false; // it's a sky hack wall
+ }
+
+ P_SpawnPuff(x, y, z);
+ return false; // don't go any farther
+ }
+
+//
+// shoot a thing
+//
+ th = in->d.thing;
+ if (th == shootthing)
+ return true; // can't shoot self
+ if (!(th->flags & MF_SHOOTABLE))
+ return true; // corpse or something
+
+//
+// check for physical attacks on a ghost
+//
+ if (th->flags & MF_SHADOW && shootthing->player->readyweapon == wp_staff)
+ {
+ return (true);
+ }
+
+// check angles to see if the thing can be aimed at
+ dist = FixedMul(attackrange, in->frac);
+ thingtopslope = FixedDiv(th->z + th->height - shootz, dist);
+ if (thingtopslope < aimslope)
+ return true; // shot over the thing
+ thingbottomslope = FixedDiv(th->z - shootz, dist);
+ if (thingbottomslope > aimslope)
+ return true; // shot under the thing
+
+//
+// hit thing
+//
+ // position a bit closer
+ frac = in->frac - FixedDiv(10 * FRACUNIT, attackrange);
+ x = trace.x + FixedMul(trace.dx, frac);
+ y = trace.y + FixedMul(trace.dy, frac);
+ z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange));
+ if (PuffType == MT_BLASTERPUFF1)
+ { // Make blaster big puff
+ mo = P_SpawnMobj(x, y, z, MT_BLASTERPUFF2);
+ S_StartSound(mo, sfx_blshit);
+ }
+ else
+ {
+ P_SpawnPuff(x, y, z);
+ }
+ if (la_damage)
+ {
+ if (!(in->d.thing->flags & MF_NOBLOOD) && P_Random() < 192)
+ {
+ P_BloodSplatter(x, y, z, in->d.thing);
+ }
+ P_DamageMobj(th, shootthing, shootthing, la_damage);
+ }
+ return (false); // don't go any farther
+}
+
+/*
+=================
+=
+= P_AimLineAttack
+=
+=================
+*/
+
+fixed_t P_AimLineAttack(mobj_t * t1, angle_t angle, fixed_t distance)
+{
+ fixed_t x2, y2;
+
+ angle >>= ANGLETOFINESHIFT;
+ shootthing = t1;
+ x2 = t1->x + (distance >> FRACBITS) * finecosine[angle];
+ y2 = t1->y + (distance >> FRACBITS) * finesine[angle];
+ shootz = t1->z + (t1->height >> 1) + 8 * FRACUNIT;
+ topslope = 100 * FRACUNIT / 160; // can't shoot outside view angles
+ bottomslope = -100 * FRACUNIT / 160;
+ attackrange = distance;
+ linetarget = NULL;
+
+ P_PathTraverse(t1->x, t1->y, x2, y2, PT_ADDLINES | PT_ADDTHINGS,
+ PTR_AimTraverse);
+
+ if (linetarget)
+ return aimslope;
+ return 0;
+}
+
+
+
+/*
+=================
+=
+= P_LineAttack
+=
+= if damage == 0, it is just a test trace that will leave linetarget set
+=
+=================
+*/
+
+void P_LineAttack(mobj_t * t1, angle_t angle, fixed_t distance, fixed_t slope,
+ int damage)
+{
+ fixed_t x2, y2;
+
+ angle >>= ANGLETOFINESHIFT;
+ shootthing = t1;
+ la_damage = damage;
+ x2 = t1->x + (distance >> FRACBITS) * finecosine[angle];
+ y2 = t1->y + (distance >> FRACBITS) * finesine[angle];
+ shootz = t1->z + (t1->height >> 1) + 8 * FRACUNIT;
+ if (t1->flags2 & MF2_FEETARECLIPPED)
+ {
+ shootz -= FOOTCLIPSIZE;
+ }
+ attackrange = distance;
+ aimslope = slope;
+
+ P_PathTraverse(t1->x, t1->y, x2, y2, PT_ADDLINES | PT_ADDTHINGS,
+ PTR_ShootTraverse);
+}
+
+
+
+/*
+==============================================================================
+
+ USE LINES
+
+==============================================================================
+*/
+
+mobj_t *usething;
+
+boolean PTR_UseTraverse(intercept_t * in)
+{
+ if (!in->d.line->special)
+ {
+ P_LineOpening(in->d.line);
+ if (openrange <= 0)
+ {
+ //S_StartSound (usething, sfx_noway);
+ return false; // can't use through a wall
+ }
+ return true; // not a special line, but keep checking
+ }
+
+ if (P_PointOnLineSide(usething->x, usething->y, in->d.line) == 1)
+ return false; // don't use back sides
+
+ P_UseSpecialLine(usething, in->d.line);
+
+ return false; // can't use for than one special line in a row
+}
+
+
+/*
+================
+=
+= P_UseLines
+=
+= Looks for special lines in front of the player to activate
+================
+*/
+
+void P_UseLines(player_t * player)
+{
+ int angle;
+ fixed_t x1, y1, x2, y2;
+
+ usething = player->mo;
+
+ angle = player->mo->angle >> ANGLETOFINESHIFT;
+ x1 = player->mo->x;
+ y1 = player->mo->y;
+ x2 = x1 + (USERANGE >> FRACBITS) * finecosine[angle];
+ y2 = y1 + (USERANGE >> FRACBITS) * finesine[angle];
+
+ P_PathTraverse(x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse);
+}
+
+
+
+/*
+==============================================================================
+
+ RADIUS ATTACK
+
+==============================================================================
+*/
+
+mobj_t *bombsource;
+mobj_t *bombspot;
+int bombdamage;
+
+/*
+=================
+=
+= PIT_RadiusAttack
+=
+= Source is the creature that casued the explosion at spot
+=================
+*/
+
+boolean PIT_RadiusAttack(mobj_t * thing)
+{
+ fixed_t dx, dy, dist;
+
+ if (!(thing->flags & MF_SHOOTABLE))
+ {
+ return true;
+ }
+ if (thing->type == MT_MINOTAUR || thing->type == MT_SORCERER1
+ || thing->type == MT_SORCERER2)
+ { // Episode 2 and 3 bosses take no damage from PIT_RadiusAttack
+ return (true);
+ }
+ dx = abs(thing->x - bombspot->x);
+ dy = abs(thing->y - bombspot->y);
+ dist = dx > dy ? dx : dy;
+ dist = (dist - thing->radius) >> FRACBITS;
+ if (dist < 0)
+ {
+ dist = 0;
+ }
+ if (dist >= bombdamage)
+ { // Out of range
+ return true;
+ }
+ if (P_CheckSight(thing, bombspot))
+ { // OK to damage, target is in direct path
+ P_DamageMobj(thing, bombspot, bombsource, bombdamage - dist);
+ }
+ return (true);
+}
+
+/*
+=================
+=
+= P_RadiusAttack
+=
+= Source is the creature that casued the explosion at spot
+=================
+*/
+
+void P_RadiusAttack(mobj_t * spot, mobj_t * source, int damage)
+{
+ int x, y, xl, xh, yl, yh;
+ fixed_t dist;
+
+ dist = (damage + MAXRADIUS) << FRACBITS;
+ yh = (spot->y + dist - bmaporgy) >> MAPBLOCKSHIFT;
+ yl = (spot->y - dist - bmaporgy) >> MAPBLOCKSHIFT;
+ xh = (spot->x + dist - bmaporgx) >> MAPBLOCKSHIFT;
+ xl = (spot->x - dist - bmaporgx) >> MAPBLOCKSHIFT;
+ bombspot = spot;
+ if (spot->type == MT_POD && spot->target)
+ {
+ bombsource = spot->target;
+ }
+ else
+ {
+ bombsource = source;
+ }
+ bombdamage = damage;
+ for (y = yl; y <= yh; y++)
+ for (x = xl; x <= xh; x++)
+ P_BlockThingsIterator(x, y, PIT_RadiusAttack);
+}
+
+
+/*
+==============================================================================
+
+ SECTOR HEIGHT CHANGING
+
+= After modifying a sectors floor or ceiling height, call this
+= routine to adjust the positions of all things that touch the
+= sector.
+=
+= If anything doesn't fit anymore, true will be returned.
+= If crunch is true, they will take damage as they are being crushed
+= If Crunch is false, you should set the sector height back the way it
+= was and call P_ChangeSector again to undo the changes
+==============================================================================
+*/
+
+boolean crushchange;
+boolean nofit;
+
+/*
+===============
+=
+= PIT_ChangeSector
+=
+===============
+*/
+
+boolean PIT_ChangeSector(mobj_t * thing)
+{
+ mobj_t *mo;
+
+ if (P_ThingHeightClip(thing))
+ return true; // keep checking
+
+ // crunch bodies to giblets
+ if (thing->health <= 0)
+ {
+ //P_SetMobjState (thing, S_GIBS);
+ thing->height = 0;
+ thing->radius = 0;
+ return true; // keep checking
+ }
+
+ // crunch dropped items
+ if (thing->flags & MF_DROPPED)
+ {
+ P_RemoveMobj(thing);
+ return true; // keep checking
+ }
+
+ if (!(thing->flags & MF_SHOOTABLE))
+ return true; // assume it is bloody gibs or something
+
+ nofit = true;
+ if (crushchange && !(leveltime & 3))
+ {
+ P_DamageMobj(thing, NULL, NULL, 10);
+ // spray blood in a random direction
+ mo = P_SpawnMobj(thing->x, thing->y, thing->z + thing->height / 2,
+ MT_BLOOD);
+ mo->momx = (P_Random() - P_Random()) << 12;
+ mo->momy = (P_Random() - P_Random()) << 12;
+ }
+
+ return true; // keep checking (crush other things)
+}
+
+/*
+===============
+=
+= P_ChangeSector
+=
+===============
+*/
+
+boolean P_ChangeSector(sector_t * sector, boolean crunch)
+{
+ int x, y;
+
+ nofit = false;
+ crushchange = crunch;
+
+// recheck heights for all things near the moving sector
+
+ for (x = sector->blockbox[BOXLEFT]; x <= sector->blockbox[BOXRIGHT]; x++)
+ for (y = sector->blockbox[BOXBOTTOM]; y <= sector->blockbox[BOXTOP];
+ y++)
+ P_BlockThingsIterator(x, y, PIT_ChangeSector);
+
+
+ return nofit;
+}
diff --git a/src/heretic/p_maputl.c b/src/heretic/p_maputl.c
new file mode 100644
index 00000000..3d848af2
--- /dev/null
+++ b/src/heretic/p_maputl.c
@@ -0,0 +1,784 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_maputl.c
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "m_bbox.h"
+#include "p_local.h"
+
+
+/*
+===================
+=
+= P_AproxDistance
+=
+= Gives an estimation of distance (not exact)
+=
+===================
+*/
+
+fixed_t P_AproxDistance(fixed_t dx, fixed_t dy)
+{
+ dx = abs(dx);
+ dy = abs(dy);
+ if (dx < dy)
+ return dx + dy - (dx >> 1);
+ return dx + dy - (dy >> 1);
+}
+
+
+/*
+==================
+=
+= P_PointOnLineSide
+=
+= Returns 0 or 1
+==================
+*/
+
+int P_PointOnLineSide(fixed_t x, fixed_t y, line_t * line)
+{
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ if (!line->dx)
+ {
+ if (x <= line->v1->x)
+ return line->dy > 0;
+ return line->dy < 0;
+ }
+ if (!line->dy)
+ {
+ if (y <= line->v1->y)
+ return line->dx < 0;
+ return line->dx > 0;
+ }
+
+ dx = (x - line->v1->x);
+ dy = (y - line->v1->y);
+
+ left = FixedMul(line->dy >> FRACBITS, dx);
+ right = FixedMul(dy, line->dx >> FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+/*
+=================
+=
+= P_BoxOnLineSide
+=
+= Considers the line to be infinite
+= Returns side 0 or 1, -1 if box crosses the line
+=================
+*/
+
+int P_BoxOnLineSide(fixed_t * tmbox, line_t * ld)
+{
+ int p1 = 0, p2 = 0;
+
+ switch (ld->slopetype)
+ {
+ case ST_HORIZONTAL:
+ p1 = tmbox[BOXTOP] > ld->v1->y;
+ p2 = tmbox[BOXBOTTOM] > ld->v1->y;
+ if (ld->dx < 0)
+ {
+ p1 ^= 1;
+ p2 ^= 1;
+ }
+ break;
+ case ST_VERTICAL:
+ p1 = tmbox[BOXRIGHT] < ld->v1->x;
+ p2 = tmbox[BOXLEFT] < ld->v1->x;
+ if (ld->dy < 0)
+ {
+ p1 ^= 1;
+ p2 ^= 1;
+ }
+ break;
+ case ST_POSITIVE:
+ p1 = P_PointOnLineSide(tmbox[BOXLEFT], tmbox[BOXTOP], ld);
+ p2 = P_PointOnLineSide(tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
+ break;
+ case ST_NEGATIVE:
+ p1 = P_PointOnLineSide(tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
+ p2 = P_PointOnLineSide(tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
+ break;
+ }
+
+ if (p1 == p2)
+ return p1;
+ return -1;
+}
+
+/*
+==================
+=
+= P_PointOnDivlineSide
+=
+= Returns 0 or 1
+==================
+*/
+
+int P_PointOnDivlineSide(fixed_t x, fixed_t y, divline_t * line)
+{
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ if (!line->dx)
+ {
+ if (x <= line->x)
+ return line->dy > 0;
+ return line->dy < 0;
+ }
+ if (!line->dy)
+ {
+ if (y <= line->y)
+ return line->dx < 0;
+ return line->dx > 0;
+ }
+
+ dx = (x - line->x);
+ dy = (y - line->y);
+
+// try to quickly decide by looking at sign bits
+ if ((line->dy ^ line->dx ^ dx ^ dy) & 0x80000000)
+ {
+ if ((line->dy ^ dx) & 0x80000000)
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul(line->dy >> 8, dx >> 8);
+ right = FixedMul(dy >> 8, line->dx >> 8);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+
+/*
+==============
+=
+= P_MakeDivline
+=
+==============
+*/
+
+void P_MakeDivline(line_t * li, divline_t * dl)
+{
+ dl->x = li->v1->x;
+ dl->y = li->v1->y;
+ dl->dx = li->dx;
+ dl->dy = li->dy;
+}
+
+
+/*
+===============
+=
+= P_InterceptVector
+=
+= Returns the fractional intercept point along the first divline
+=
+= This is only called by the addthings and addlines traversers
+===============
+*/
+
+fixed_t P_InterceptVector(divline_t * v2, divline_t * v1)
+{
+#if 1
+ fixed_t frac, num, den;
+
+ den = FixedMul(v1->dy >> 8, v2->dx) - FixedMul(v1->dx >> 8, v2->dy);
+ if (den == 0)
+ return 0;
+// I_Error ("P_InterceptVector: parallel");
+ num = FixedMul((v1->x - v2->x) >> 8, v1->dy) +
+ FixedMul((v2->y - v1->y) >> 8, v1->dx);
+ frac = FixedDiv(num, den);
+
+ return frac;
+#else
+ float frac, num, den, v1x, v1y, v1dx, v1dy, v2x, v2y, v2dx, v2dy;
+
+ v1x = (float) v1->x / FRACUNIT;
+ v1y = (float) v1->y / FRACUNIT;
+ v1dx = (float) v1->dx / FRACUNIT;
+ v1dy = (float) v1->dy / FRACUNIT;
+ v2x = (float) v2->x / FRACUNIT;
+ v2y = (float) v2->y / FRACUNIT;
+ v2dx = (float) v2->dx / FRACUNIT;
+ v2dy = (float) v2->dy / FRACUNIT;
+
+ den = v1dy * v2dx - v1dx * v2dy;
+ if (den == 0)
+ return 0; // parallel
+ num = (v1x - v2x) * v1dy + (v2y - v1y) * v1dx;
+ frac = num / den;
+
+ return frac * FRACUNIT;
+#endif
+}
+
+/*
+==================
+=
+= P_LineOpening
+=
+= Sets opentop and openbottom to the window through a two sided line
+= OPTIMIZE: keep this precalculated
+==================
+*/
+
+fixed_t opentop, openbottom, openrange;
+fixed_t lowfloor;
+
+void P_LineOpening(line_t * linedef)
+{
+ sector_t *front, *back;
+
+ if (linedef->sidenum[1] == -1)
+ { // single sided line
+ openrange = 0;
+ return;
+ }
+
+ front = linedef->frontsector;
+ back = linedef->backsector;
+
+ if (front->ceilingheight < back->ceilingheight)
+ opentop = front->ceilingheight;
+ else
+ opentop = back->ceilingheight;
+ if (front->floorheight > back->floorheight)
+ {
+ openbottom = front->floorheight;
+ lowfloor = back->floorheight;
+ }
+ else
+ {
+ openbottom = back->floorheight;
+ lowfloor = front->floorheight;
+ }
+
+ openrange = opentop - openbottom;
+}
+
+/*
+===============================================================================
+
+ THING POSITION SETTING
+
+===============================================================================
+*/
+
+/*
+===================
+=
+= P_UnsetThingPosition
+=
+= Unlinks a thing from block map and sectors
+=
+===================
+*/
+
+void P_UnsetThingPosition(mobj_t * thing)
+{
+ int blockx, blocky;
+
+ if (!(thing->flags & MF_NOSECTOR))
+ { // inert things don't need to be in blockmap
+// unlink from subsector
+ if (thing->snext)
+ thing->snext->sprev = thing->sprev;
+ if (thing->sprev)
+ thing->sprev->snext = thing->snext;
+ else
+ thing->subsector->sector->thinglist = thing->snext;
+ }
+
+ if (!(thing->flags & MF_NOBLOCKMAP))
+ { // inert things don't need to be in blockmap
+// unlink from block map
+ if (thing->bnext)
+ thing->bnext->bprev = thing->bprev;
+ if (thing->bprev)
+ thing->bprev->bnext = thing->bnext;
+ else
+ {
+ blockx = (thing->x - bmaporgx) >> MAPBLOCKSHIFT;
+ blocky = (thing->y - bmaporgy) >> MAPBLOCKSHIFT;
+ if (blockx >= 0 && blockx < bmapwidth
+ && blocky >= 0 && blocky < bmapheight)
+ blocklinks[blocky * bmapwidth + blockx] = thing->bnext;
+ }
+ }
+}
+
+
+/*
+===================
+=
+= P_SetThingPosition
+=
+= Links a thing into both a block and a subsector based on it's x y
+= Sets thing->subsector properly
+=
+===================
+*/
+
+void P_SetThingPosition(mobj_t * thing)
+{
+ subsector_t *ss;
+ sector_t *sec;
+ int blockx, blocky;
+ mobj_t **link;
+
+//
+// link into subsector
+//
+ ss = R_PointInSubsector(thing->x, thing->y);
+ thing->subsector = ss;
+ if (!(thing->flags & MF_NOSECTOR))
+ { // invisible things don't go into the sector links
+ sec = ss->sector;
+
+ thing->sprev = NULL;
+ thing->snext = sec->thinglist;
+ if (sec->thinglist)
+ sec->thinglist->sprev = thing;
+ sec->thinglist = thing;
+ }
+
+//
+// link into blockmap
+//
+ if (!(thing->flags & MF_NOBLOCKMAP))
+ { // inert things don't need to be in blockmap
+ blockx = (thing->x - bmaporgx) >> MAPBLOCKSHIFT;
+ blocky = (thing->y - bmaporgy) >> MAPBLOCKSHIFT;
+ if (blockx >= 0 && blockx < bmapwidth && blocky >= 0
+ && blocky < bmapheight)
+ {
+ link = &blocklinks[blocky * bmapwidth + blockx];
+ thing->bprev = NULL;
+ thing->bnext = *link;
+ if (*link)
+ (*link)->bprev = thing;
+ *link = thing;
+ }
+ else
+ { // thing is off the map
+ thing->bnext = thing->bprev = NULL;
+ }
+ }
+}
+
+
+
+/*
+===============================================================================
+
+ BLOCK MAP ITERATORS
+
+For each line/thing in the given mapblock, call the passed function.
+If the function returns false, exit with false without checking anything else.
+
+===============================================================================
+*/
+
+/*
+==================
+=
+= P_BlockLinesIterator
+=
+= The validcount flags are used to avoid checking lines
+= that are marked in multiple mapblocks, so increment validcount before
+= the first call to P_BlockLinesIterator, then make one or more calls to it
+===================
+*/
+
+boolean P_BlockLinesIterator(int x, int y, boolean(*func) (line_t *))
+{
+ int offset;
+ short *list;
+ line_t *ld;
+
+ if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
+ return true;
+ offset = y * bmapwidth + x;
+
+ offset = *(blockmap + offset);
+
+ for (list = blockmaplump + offset; *list != -1; list++)
+ {
+ ld = &lines[*list];
+ if (ld->validcount == validcount)
+ continue; // line has already been checked
+ ld->validcount = validcount;
+
+ if (!func(ld))
+ return false;
+ }
+
+ return true; // everything was checked
+}
+
+
+/*
+==================
+=
+= P_BlockThingsIterator
+=
+==================
+*/
+
+boolean P_BlockThingsIterator(int x, int y, boolean(*func) (mobj_t *))
+{
+ mobj_t *mobj;
+
+ if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
+ return true;
+
+ for (mobj = blocklinks[y * bmapwidth + x]; mobj; mobj = mobj->bnext)
+ if (!func(mobj))
+ return false;
+
+ return true;
+}
+
+/*
+===============================================================================
+
+ INTERCEPT ROUTINES
+
+===============================================================================
+*/
+
+intercept_t intercepts[MAXINTERCEPTS], *intercept_p;
+
+divline_t trace;
+boolean earlyout;
+int ptflags;
+
+/*
+==================
+=
+= PIT_AddLineIntercepts
+=
+= Looks for lines in the given block that intercept the given trace
+= to add to the intercepts list
+= A line is crossed if its endpoints are on opposite sides of the trace
+= Returns true if earlyout and a solid line hit
+==================
+*/
+
+boolean PIT_AddLineIntercepts(line_t * ld)
+{
+ int s1, s2;
+ fixed_t frac;
+ divline_t dl;
+
+// avoid precision problems with two routines
+ if (trace.dx > FRACUNIT * 16 || trace.dy > FRACUNIT * 16
+ || trace.dx < -FRACUNIT * 16 || trace.dy < -FRACUNIT * 16)
+ {
+ s1 = P_PointOnDivlineSide(ld->v1->x, ld->v1->y, &trace);
+ s2 = P_PointOnDivlineSide(ld->v2->x, ld->v2->y, &trace);
+ }
+ else
+ {
+ s1 = P_PointOnLineSide(trace.x, trace.y, ld);
+ s2 = P_PointOnLineSide(trace.x + trace.dx, trace.y + trace.dy, ld);
+ }
+ if (s1 == s2)
+ return true; // line isn't crossed
+
+//
+// hit the line
+//
+ P_MakeDivline(ld, &dl);
+ frac = P_InterceptVector(&trace, &dl);
+ if (frac < 0)
+ return true; // behind source
+
+// try to early out the check
+ if (earlyout && frac < FRACUNIT && !ld->backsector)
+ return false; // stop checking
+
+ intercept_p->frac = frac;
+ intercept_p->isaline = true;
+ intercept_p->d.line = ld;
+ intercept_p++;
+
+ return true; // continue
+}
+
+
+
+/*
+==================
+=
+= PIT_AddThingIntercepts
+=
+==================
+*/
+
+boolean PIT_AddThingIntercepts(mobj_t * thing)
+{
+ fixed_t x1, y1, x2, y2;
+ int s1, s2;
+ boolean tracepositive;
+ divline_t dl;
+ fixed_t frac;
+
+ tracepositive = (trace.dx ^ trace.dy) > 0;
+
+ // check a corner to corner crossection for hit
+
+ if (tracepositive)
+ {
+ x1 = thing->x - thing->radius;
+ y1 = thing->y + thing->radius;
+
+ x2 = thing->x + thing->radius;
+ y2 = thing->y - thing->radius;
+ }
+ else
+ {
+ x1 = thing->x - thing->radius;
+ y1 = thing->y - thing->radius;
+
+ x2 = thing->x + thing->radius;
+ y2 = thing->y + thing->radius;
+ }
+ s1 = P_PointOnDivlineSide(x1, y1, &trace);
+ s2 = P_PointOnDivlineSide(x2, y2, &trace);
+ if (s1 == s2)
+ return true; // line isn't crossed
+
+ dl.x = x1;
+ dl.y = y1;
+ dl.dx = x2 - x1;
+ dl.dy = y2 - y1;
+ frac = P_InterceptVector(&trace, &dl);
+ if (frac < 0)
+ return true; // behind source
+ intercept_p->frac = frac;
+ intercept_p->isaline = false;
+ intercept_p->d.thing = thing;
+ intercept_p++;
+
+ return true; // keep going
+}
+
+
+/*
+====================
+=
+= P_TraverseIntercepts
+=
+= Returns true if the traverser function returns true for all lines
+====================
+*/
+
+boolean P_TraverseIntercepts(traverser_t func, fixed_t maxfrac)
+{
+ int count;
+ fixed_t dist;
+ intercept_t *scan, *in;
+
+ count = intercept_p - intercepts;
+ in = 0; // shut up compiler warning
+
+ while (count--)
+ {
+ dist = INT_MAX;
+ for (scan = intercepts; scan < intercept_p; scan++)
+ if (scan->frac < dist)
+ {
+ dist = scan->frac;
+ in = scan;
+ }
+
+ if (dist > maxfrac)
+ return true; // checked everything in range
+#if 0
+ { // don't check these yet, ther may be others inserted
+ in = scan = intercepts;
+ for (scan = intercepts; scan < intercept_p; scan++)
+ if (scan->frac > maxfrac)
+ *in++ = *scan;
+ intercept_p = in;
+ return false;
+ }
+#endif
+
+ if (!func(in))
+ return false; // don't bother going farther
+ in->frac = INT_MAX;
+ }
+
+ return true; // everything was traversed
+}
+
+
+
+/*
+==================
+=
+= P_PathTraverse
+=
+= Traces a line from x1,y1 to x2,y2, calling the traverser function for each
+= Returns true if the traverser function returns true for all lines
+==================
+*/
+
+boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
+ int flags, boolean(*trav) (intercept_t *))
+{
+ fixed_t xt1, yt1, xt2, yt2;
+ fixed_t xstep, ystep;
+ fixed_t partial;
+ fixed_t xintercept, yintercept;
+ int mapx, mapy, mapxstep, mapystep;
+ int count;
+
+ earlyout = flags & PT_EARLYOUT;
+
+ validcount++;
+ intercept_p = intercepts;
+
+ if (((x1 - bmaporgx) & (MAPBLOCKSIZE - 1)) == 0)
+ x1 += FRACUNIT; // don't side exactly on a line
+ if (((y1 - bmaporgy) & (MAPBLOCKSIZE - 1)) == 0)
+ y1 += FRACUNIT; // don't side exactly on a line
+ trace.x = x1;
+ trace.y = y1;
+ trace.dx = x2 - x1;
+ trace.dy = y2 - y1;
+
+ x1 -= bmaporgx;
+ y1 -= bmaporgy;
+ xt1 = x1 >> MAPBLOCKSHIFT;
+ yt1 = y1 >> MAPBLOCKSHIFT;
+
+ x2 -= bmaporgx;
+ y2 -= bmaporgy;
+ xt2 = x2 >> MAPBLOCKSHIFT;
+ yt2 = y2 >> MAPBLOCKSHIFT;
+
+ if (xt2 > xt1)
+ {
+ mapxstep = 1;
+ partial = FRACUNIT - ((x1 >> MAPBTOFRAC) & (FRACUNIT - 1));
+ ystep = FixedDiv(y2 - y1, abs(x2 - x1));
+ }
+ else if (xt2 < xt1)
+ {
+ mapxstep = -1;
+ partial = (x1 >> MAPBTOFRAC) & (FRACUNIT - 1);
+ ystep = FixedDiv(y2 - y1, abs(x2 - x1));
+ }
+ else
+ {
+ mapxstep = 0;
+ partial = FRACUNIT;
+ ystep = 256 * FRACUNIT;
+ }
+ yintercept = (y1 >> MAPBTOFRAC) + FixedMul(partial, ystep);
+
+
+ if (yt2 > yt1)
+ {
+ mapystep = 1;
+ partial = FRACUNIT - ((y1 >> MAPBTOFRAC) & (FRACUNIT - 1));
+ xstep = FixedDiv(x2 - x1, abs(y2 - y1));
+ }
+ else if (yt2 < yt1)
+ {
+ mapystep = -1;
+ partial = (y1 >> MAPBTOFRAC) & (FRACUNIT - 1);
+ xstep = FixedDiv(x2 - x1, abs(y2 - y1));
+ }
+ else
+ {
+ mapystep = 0;
+ partial = FRACUNIT;
+ xstep = 256 * FRACUNIT;
+ }
+ xintercept = (x1 >> MAPBTOFRAC) + FixedMul(partial, xstep);
+
+
+//
+// step through map blocks
+// Count is present to prevent a round off error from skipping the break
+ mapx = xt1;
+ mapy = yt1;
+
+ for (count = 0; count < 64; count++)
+ {
+ if (flags & PT_ADDLINES)
+ {
+ if (!P_BlockLinesIterator(mapx, mapy, PIT_AddLineIntercepts))
+ return false; // early out
+ }
+ if (flags & PT_ADDTHINGS)
+ {
+ if (!P_BlockThingsIterator(mapx, mapy, PIT_AddThingIntercepts))
+ return false; // early out
+ }
+
+ if (mapx == xt2 && mapy == yt2)
+ break;
+
+ if ((yintercept >> FRACBITS) == mapy)
+ {
+ yintercept += ystep;
+ mapx += mapxstep;
+ }
+ else if ((xintercept >> FRACBITS) == mapx)
+ {
+ xintercept += xstep;
+ mapy += mapystep;
+ }
+
+ }
+
+
+//
+// go through the sorted list
+//
+ return P_TraverseIntercepts(trav, FRACUNIT);
+}
diff --git a/src/heretic/p_mobj.c b/src/heretic/p_mobj.c
new file mode 100644
index 00000000..e07ecf45
--- /dev/null
+++ b/src/heretic/p_mobj.c
@@ -0,0 +1,1633 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_mobj.c
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "sounds.h"
+#include "s_sound.h"
+
+void G_PlayerReborn(int player);
+void P_SpawnMapThing(mapthing_t * mthing);
+
+mobjtype_t PuffType;
+mobj_t *MissileMobj;
+
+static fixed_t FloatBobOffsets[64] = {
+ 0, 51389, 102283, 152192,
+ 200636, 247147, 291278, 332604,
+ 370727, 405280, 435929, 462380,
+ 484378, 501712, 514213, 521763,
+ 524287, 521763, 514213, 501712,
+ 484378, 462380, 435929, 405280,
+ 370727, 332604, 291278, 247147,
+ 200636, 152192, 102283, 51389,
+ -1, -51390, -102284, -152193,
+ -200637, -247148, -291279, -332605,
+ -370728, -405281, -435930, -462381,
+ -484380, -501713, -514215, -521764,
+ -524288, -521764, -514214, -501713,
+ -484379, -462381, -435930, -405280,
+ -370728, -332605, -291279, -247148,
+ -200637, -152193, -102284, -51389
+};
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_SetMobjState
+//
+// Returns true if the mobj is still present.
+//
+//----------------------------------------------------------------------------
+
+boolean P_SetMobjState(mobj_t * mobj, statenum_t state)
+{
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = (state_t *) S_NULL;
+ P_RemoveMobj(mobj);
+ return (false);
+ }
+ st = &states[state];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+ if (st->action)
+ { // Call action function
+ st->action(mobj);
+ }
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_SetMobjStateNF
+//
+// Same as P_SetMobjState, but does not call the state function.
+//
+//----------------------------------------------------------------------------
+
+boolean P_SetMobjStateNF(mobj_t * mobj, statenum_t state)
+{
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = (state_t *) S_NULL;
+ P_RemoveMobj(mobj);
+ return (false);
+ }
+ st = &states[state];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ExplodeMissile
+//
+//----------------------------------------------------------------------------
+
+void P_ExplodeMissile(mobj_t * mo)
+{
+ if (mo->type == MT_WHIRLWIND)
+ {
+ if (++mo->special2 < 60)
+ {
+ return;
+ }
+ }
+ mo->momx = mo->momy = mo->momz = 0;
+ P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
+ //mo->tics -= P_Random()&3;
+ mo->flags &= ~MF_MISSILE;
+ if (mo->info->deathsound)
+ {
+ S_StartSound(mo, mo->info->deathsound);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_FloorBounceMissile
+//
+//----------------------------------------------------------------------------
+
+void P_FloorBounceMissile(mobj_t * mo)
+{
+ mo->momz = -mo->momz;
+ P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ThrustMobj
+//
+//----------------------------------------------------------------------------
+
+void P_ThrustMobj(mobj_t * mo, angle_t angle, fixed_t move)
+{
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx += FixedMul(move, finecosine[angle]);
+ mo->momy += FixedMul(move, finesine[angle]);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_FaceMobj
+//
+// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
+// to turn counter clockwise. 'delta' is set to the amount 'source'
+// needs to turn.
+//
+//----------------------------------------------------------------------------
+
+int P_FaceMobj(mobj_t * source, mobj_t * target, angle_t * delta)
+{
+ angle_t diff;
+ angle_t angle1;
+ angle_t angle2;
+
+ angle1 = source->angle;
+ angle2 = R_PointToAngle2(source->x, source->y, target->x, target->y);
+ if (angle2 > angle1)
+ {
+ diff = angle2 - angle1;
+ if (diff > ANG180)
+ {
+ *delta = ANG_MAX - diff;
+ return (0);
+ }
+ else
+ {
+ *delta = diff;
+ return (1);
+ }
+ }
+ else
+ {
+ diff = angle1 - angle2;
+ if (diff > ANG180)
+ {
+ *delta = ANG_MAX - diff;
+ return (1);
+ }
+ else
+ {
+ *delta = diff;
+ return (0);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_SeekerMissile
+//
+// The missile special1 field must be mobj_t *target. Returns true if
+// target was tracked, false if not.
+//
+//----------------------------------------------------------------------------
+
+boolean P_SeekerMissile(mobj_t * actor, angle_t thresh, angle_t turnMax)
+{
+ int dir;
+ int dist;
+ angle_t delta;
+ angle_t angle;
+ mobj_t *target;
+
+ target = (mobj_t *) actor->special1;
+ if (target == NULL)
+ {
+ return (false);
+ }
+ if (!(target->flags & MF_SHOOTABLE))
+ { // Target died
+ actor->special1 = 0;
+ return (false);
+ }
+ dir = P_FaceMobj(actor, target, &delta);
+ if (delta > thresh)
+ {
+ delta >>= 1;
+ if (delta > turnMax)
+ {
+ delta = turnMax;
+ }
+ }
+ if (dir)
+ { // Turn clockwise
+ actor->angle += delta;
+ }
+ else
+ { // Turn counter clockwise
+ actor->angle -= delta;
+ }
+ angle = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(actor->info->speed, finecosine[angle]);
+ actor->momy = FixedMul(actor->info->speed, finesine[angle]);
+ if (actor->z + actor->height < target->z ||
+ target->z + target->height < actor->z)
+ { // Need to seek vertically
+ dist = P_AproxDistance(target->x - actor->x, target->y - actor->y);
+ dist = dist / actor->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ actor->momz = (target->z - actor->z) / dist;
+ }
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_XYMovement
+//
+//----------------------------------------------------------------------------
+
+#define STOPSPEED 0x1000
+#define FRICTION_NORMAL 0xe800
+#define FRICTION_LOW 0xf900
+#define FRICTION_FLY 0xeb00
+
+void P_XYMovement(mobj_t * mo)
+{
+ fixed_t ptryx, ptryy;
+ player_t *player;
+ fixed_t xmove, ymove;
+ int special;
+ static int windTab[3] = { 2048 * 5, 2048 * 10, 2048 * 25 };
+
+ if (!mo->momx && !mo->momy)
+ {
+ if (mo->flags & MF_SKULLFLY)
+ { // A flying mobj slammed into something
+ mo->flags &= ~MF_SKULLFLY;
+ mo->momx = mo->momy = mo->momz = 0;
+ P_SetMobjState(mo, mo->info->seestate);
+ }
+ return;
+ }
+ special = mo->subsector->sector->special;
+ if (mo->flags2 & MF2_WINDTHRUST)
+ {
+ switch (special)
+ {
+ case 40:
+ case 41:
+ case 42: // Wind_East
+ P_ThrustMobj(mo, 0, windTab[special - 40]);
+ break;
+ case 43:
+ case 44:
+ case 45: // Wind_North
+ P_ThrustMobj(mo, ANG90, windTab[special - 43]);
+ break;
+ case 46:
+ case 47:
+ case 48: // Wind_South
+ P_ThrustMobj(mo, ANG270, windTab[special - 46]);
+ break;
+ case 49:
+ case 50:
+ case 51: // Wind_West
+ P_ThrustMobj(mo, ANG180, windTab[special - 49]);
+ break;
+ }
+ }
+ player = mo->player;
+ if (mo->momx > MAXMOVE)
+ {
+ mo->momx = MAXMOVE;
+ }
+ else if (mo->momx < -MAXMOVE)
+ {
+ mo->momx = -MAXMOVE;
+ }
+ if (mo->momy > MAXMOVE)
+ {
+ mo->momy = MAXMOVE;
+ }
+ else if (mo->momy < -MAXMOVE)
+ {
+ mo->momy = -MAXMOVE;
+ }
+ xmove = mo->momx;
+ ymove = mo->momy;
+ do
+ {
+ if (xmove > MAXMOVE / 2 || ymove > MAXMOVE / 2)
+ {
+ ptryx = mo->x + xmove / 2;
+ ptryy = mo->y + ymove / 2;
+ xmove >>= 1;
+ ymove >>= 1;
+ }
+ else
+ {
+ ptryx = mo->x + xmove;
+ ptryy = mo->y + ymove;
+ xmove = ymove = 0;
+ }
+ if (!P_TryMove(mo, ptryx, ptryy))
+ { // Blocked move
+ if (mo->flags2 & MF2_SLIDE)
+ { // Try to slide along it
+ P_SlideMove(mo);
+ }
+ else if (mo->flags & MF_MISSILE)
+ { // Explode a missile
+ if (ceilingline && ceilingline->backsector
+ && ceilingline->backsector->ceilingpic == skyflatnum)
+ { // Hack to prevent missiles exploding against the sky
+ if (mo->type == MT_BLOODYSKULL)
+ {
+ mo->momx = mo->momy = 0;
+ mo->momz = -FRACUNIT;
+ }
+ else
+ {
+ P_RemoveMobj(mo);
+ }
+ return;
+ }
+ P_ExplodeMissile(mo);
+ }
+ //else if(mo->info->crashstate)
+ //{
+ // mo->momx = mo->momy = 0;
+ // P_SetMobjState(mo, mo->info->crashstate);
+ // return;
+ //}
+ else
+ {
+ mo->momx = mo->momy = 0;
+ }
+ }
+ }
+ while (xmove || ymove);
+
+ // Friction
+
+ if (player && player->cheats & CF_NOMOMENTUM)
+ { // Debug option for no sliding at all
+ mo->momx = mo->momy = 0;
+ return;
+ }
+ if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
+ { // No friction for missiles
+ return;
+ }
+ if (mo->z > mo->floorz && !(mo->flags2 & MF2_FLY)
+ && !(mo->flags2 & MF2_ONMOBJ))
+ { // No friction when falling
+ return;
+ }
+ if (mo->flags & MF_CORPSE)
+ { // Don't stop sliding if halfway off a step with some momentum
+ if (mo->momx > FRACUNIT / 4 || mo->momx < -FRACUNIT / 4
+ || mo->momy > FRACUNIT / 4 || mo->momy < -FRACUNIT / 4)
+ {
+ if (mo->floorz != mo->subsector->sector->floorheight)
+ {
+ return;
+ }
+ }
+ }
+ if (mo->momx > -STOPSPEED && mo->momx < STOPSPEED
+ && mo->momy > -STOPSPEED && mo->momy < STOPSPEED
+ && (!player || (player->cmd.forwardmove == 0
+ && player->cmd.sidemove == 0)))
+ { // If in a walking frame, stop moving
+ if (player)
+ {
+ if (player->chickenTics)
+ {
+ if ((unsigned) ((player->mo->state - states)
+ - S_CHICPLAY_RUN1) < 4)
+ {
+ P_SetMobjState(player->mo, S_CHICPLAY);
+ }
+ }
+ else
+ {
+ if ((unsigned) ((player->mo->state - states)
+ - S_PLAY_RUN1) < 4)
+ {
+ P_SetMobjState(player->mo, S_PLAY);
+ }
+ }
+ }
+ mo->momx = 0;
+ mo->momy = 0;
+ }
+ else
+ {
+ if (mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && !(mo->flags2 & MF2_ONMOBJ))
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_FLY);
+ mo->momy = FixedMul(mo->momy, FRICTION_FLY);
+ }
+ else if (special == 15) // Friction_Low
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_LOW);
+ mo->momy = FixedMul(mo->momy, FRICTION_LOW);
+ }
+ else
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_NORMAL);
+ mo->momy = FixedMul(mo->momy, FRICTION_NORMAL);
+ }
+ }
+}
+
+
+/*
+===============
+=
+= P_ZMovement
+=
+===============
+*/
+
+void P_ZMovement(mobj_t * mo)
+{
+ int dist;
+ int delta;
+//
+// check for smooth step up
+//
+ if (mo->player && mo->z < mo->floorz)
+ {
+ mo->player->viewheight -= mo->floorz - mo->z;
+ mo->player->deltaviewheight =
+ (VIEWHEIGHT - mo->player->viewheight) >> 3;
+ }
+//
+// adjust height
+//
+ mo->z += mo->momz;
+ if (mo->flags & MF_FLOAT && mo->target)
+ { // float down towards target if too close
+ if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
+ {
+ dist =
+ P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
+ delta = (mo->target->z + (mo->height >> 1)) - mo->z;
+ if (delta < 0 && dist < -(delta * 3))
+ mo->z -= FLOATSPEED;
+ else if (delta > 0 && dist < (delta * 3))
+ mo->z += FLOATSPEED;
+ }
+ }
+ if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && leveltime & 2)
+ {
+ mo->z += finesine[(FINEANGLES / 20 * leveltime >> 2) & FINEMASK];
+ }
+
+//
+// clip movement
+//
+ if (mo->z <= mo->floorz)
+ { // Hit the floor
+ if (mo->flags & MF_MISSILE)
+ {
+ mo->z = mo->floorz;
+ if (mo->flags2 & MF2_FLOORBOUNCE)
+ {
+ P_FloorBounceMissile(mo);
+ return;
+ }
+ else if (mo->type == MT_MNTRFX2)
+ { // Minotaur floor fire can go up steps
+ return;
+ }
+ else
+ {
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
+ if (mo->z - mo->momz > mo->floorz)
+ { // Spawn splashes, etc.
+ P_HitFloor(mo);
+ }
+ mo->z = mo->floorz;
+ if (mo->momz < 0)
+ {
+ if (mo->player && mo->momz < -GRAVITY * 8 && !(mo->flags2 & MF2_FLY)) // squat down
+ {
+ mo->player->deltaviewheight = mo->momz >> 3;
+ S_StartSound(mo, sfx_plroof);
+ // haleyjd: removed externdriver crap
+ mo->player->centering = true;
+ }
+ mo->momz = 0;
+ }
+ if (mo->flags & MF_SKULLFLY)
+ { // The skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->info->crashstate && (mo->flags & MF_CORPSE))
+ {
+ P_SetMobjState(mo, mo->info->crashstate);
+ return;
+ }
+ }
+ else if (mo->flags2 & MF2_LOGRAV)
+ {
+ if (mo->momz == 0)
+ mo->momz = -(GRAVITY >> 3) * 2;
+ else
+ mo->momz -= GRAVITY >> 3;
+ }
+ else if (!(mo->flags & MF_NOGRAVITY))
+ {
+ if (mo->momz == 0)
+ mo->momz = -GRAVITY * 2;
+ else
+ mo->momz -= GRAVITY;
+ }
+
+ if (mo->z + mo->height > mo->ceilingz)
+ { // hit the ceiling
+ if (mo->momz > 0)
+ mo->momz = 0;
+ mo->z = mo->ceilingz - mo->height;
+ if (mo->flags & MF_SKULLFLY)
+ { // the skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->flags & MF_MISSILE)
+ {
+ if (mo->subsector->sector->ceilingpic == skyflatnum)
+ {
+ if (mo->type == MT_BLOODYSKULL)
+ {
+ mo->momx = mo->momy = 0;
+ mo->momz = -FRACUNIT;
+ }
+ else
+ {
+ P_RemoveMobj(mo);
+ }
+ return;
+ }
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
+}
+
+
+/*
+================
+=
+= P_NightmareRespawn
+=
+================
+*/
+
+void P_NightmareRespawn(mobj_t * mobj)
+{
+ fixed_t x, y, z;
+ subsector_t *ss;
+ mobj_t *mo;
+ mapthing_t *mthing;
+
+ x = mobj->spawnpoint.x << FRACBITS;
+ y = mobj->spawnpoint.y << FRACBITS;
+
+ if (!P_CheckPosition(mobj, x, y))
+ return; // somthing is occupying it's position
+
+
+// spawn a teleport fog at old spot
+
+ mo = P_SpawnMobj(mobj->x, mobj->y,
+ mobj->subsector->sector->floorheight + TELEFOGHEIGHT,
+ MT_TFOG);
+ S_StartSound(mo, sfx_telept);
+
+// spawn a teleport fog at the new spot
+ ss = R_PointInSubsector(x, y);
+ mo = P_SpawnMobj(x, y, ss->sector->floorheight + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(mo, sfx_telept);
+
+// spawn the new monster
+ mthing = &mobj->spawnpoint;
+
+// spawn it
+ if (mobj->info->flags & MF_SPAWNCEILING)
+ z = ONCEILINGZ;
+ else
+ z = ONFLOORZ;
+ mo = P_SpawnMobj(x, y, z, mobj->type);
+ mo->spawnpoint = mobj->spawnpoint;
+ mo->angle = ANG45 * (mthing->angle / 45);
+ if (mthing->options & MTF_AMBUSH)
+ mo->flags |= MF_AMBUSH;
+
+ mo->reactiontime = 18;
+
+// remove the old monster
+ P_RemoveMobj(mobj);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_BlasterMobjThinker
+//
+// Thinker for the ultra-fast blaster PL2 ripper-spawning missile.
+//
+//----------------------------------------------------------------------------
+
+void P_BlasterMobjThinker(mobj_t * mobj)
+{
+ int i;
+ fixed_t xfrac;
+ fixed_t yfrac;
+ fixed_t zfrac;
+ fixed_t z;
+ boolean changexy;
+
+ // Handle movement
+ if (mobj->momx || mobj->momy || (mobj->z != mobj->floorz) || mobj->momz)
+ {
+ xfrac = mobj->momx >> 3;
+ yfrac = mobj->momy >> 3;
+ zfrac = mobj->momz >> 3;
+ changexy = xfrac || yfrac;
+ for (i = 0; i < 8; i++)
+ {
+ if (changexy)
+ {
+ if (!P_TryMove(mobj, mobj->x + xfrac, mobj->y + yfrac))
+ { // Blocked move
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ }
+ mobj->z += zfrac;
+ if (mobj->z <= mobj->floorz)
+ { // Hit the floor
+ mobj->z = mobj->floorz;
+ P_HitFloor(mobj);
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ if (mobj->z + mobj->height > mobj->ceilingz)
+ { // Hit the ceiling
+ mobj->z = mobj->ceilingz - mobj->height;
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ if (changexy && (P_Random() < 64))
+ {
+ z = mobj->z - 8 * FRACUNIT;
+ if (z < mobj->floorz)
+ {
+ z = mobj->floorz;
+ }
+ P_SpawnMobj(mobj->x, mobj->y, z, MT_BLASTERSMOKE);
+ }
+ }
+ }
+ // Advance the state
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+ while (!mobj->tics)
+ {
+ if (!P_SetMobjState(mobj, mobj->state->nextstate))
+ { // mobj was removed
+ return;
+ }
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_MobjThinker
+//
+//----------------------------------------------------------------------------
+
+void P_MobjThinker(mobj_t * mobj)
+{
+ mobj_t *onmo;
+
+ // Handle X and Y momentums
+ if (mobj->momx || mobj->momy || (mobj->flags & MF_SKULLFLY))
+ {
+ P_XYMovement(mobj);
+ if (mobj->thinker.function == (think_t) - 1)
+ { // mobj was removed
+ return;
+ }
+ }
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Floating item bobbing motion
+ mobj->z = mobj->floorz + FloatBobOffsets[(mobj->health++) & 63];
+ }
+ else if ((mobj->z != mobj->floorz) || mobj->momz)
+ { // Handle Z momentum and gravity
+ if (mobj->flags2 & MF2_PASSMOBJ)
+ {
+ if (!(onmo = P_CheckOnmobj(mobj)))
+ {
+ P_ZMovement(mobj);
+ }
+ else
+ {
+ if (mobj->player && mobj->momz < 0)
+ {
+ mobj->flags2 |= MF2_ONMOBJ;
+ mobj->momz = 0;
+ }
+ if (mobj->player && (onmo->player || onmo->type == MT_POD))
+ {
+ mobj->momx = onmo->momx;
+ mobj->momy = onmo->momy;
+ if (onmo->z < onmo->floorz)
+ {
+ mobj->z += onmo->floorz - onmo->z;
+ if (onmo->player)
+ {
+ onmo->player->viewheight -=
+ onmo->floorz - onmo->z;
+ onmo->player->deltaviewheight =
+ (VIEWHEIGHT - onmo->player->viewheight) >> 3;
+ }
+ onmo->z = onmo->floorz;
+ }
+ }
+ }
+ }
+ else
+ {
+ P_ZMovement(mobj);
+ }
+ if (mobj->thinker.function == (think_t) - 1)
+ { // mobj was removed
+ return;
+ }
+ }
+
+//
+// cycle through states, calling action functions at transitions
+//
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+ // you can cycle through multiple states in a tic
+ while (!mobj->tics)
+ {
+ if (!P_SetMobjState(mobj, mobj->state->nextstate))
+ { // mobj was removed
+ return;
+ }
+ }
+ }
+ else
+ { // Check for monster respawn
+ if (!(mobj->flags & MF_COUNTKILL))
+ {
+ return;
+ }
+ if (!respawnmonsters)
+ {
+ return;
+ }
+ mobj->movecount++;
+ if (mobj->movecount < 12 * 35)
+ {
+ return;
+ }
+ if (leveltime & 31)
+ {
+ return;
+ }
+ if (P_Random() > 4)
+ {
+ return;
+ }
+ P_NightmareRespawn(mobj);
+ }
+}
+
+/*
+===============
+=
+= P_SpawnMobj
+=
+===============
+*/
+
+mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
+{
+ mobj_t *mobj;
+ state_t *st;
+ mobjinfo_t *info;
+ fixed_t space;
+
+ mobj = Z_Malloc(sizeof(*mobj), PU_LEVEL, NULL);
+ memset(mobj, 0, sizeof(*mobj));
+ info = &mobjinfo[type];
+ mobj->type = type;
+ mobj->info = info;
+ mobj->x = x;
+ mobj->y = y;
+ mobj->radius = info->radius;
+ mobj->height = info->height;
+ mobj->flags = info->flags;
+ mobj->flags2 = info->flags2;
+ mobj->damage = info->damage;
+ mobj->health = info->spawnhealth;
+ if (gameskill != sk_nightmare)
+ {
+ mobj->reactiontime = info->reactiontime;
+ }
+ mobj->lastlook = P_Random() % MAXPLAYERS;
+
+ // Set the state, but do not use P_SetMobjState, because action
+ // routines can't be called yet. If the spawnstate has an action
+ // routine, it will not be called.
+ st = &states[info->spawnstate];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+
+ // Set subsector and/or block links.
+ P_SetThingPosition(mobj);
+ mobj->floorz = mobj->subsector->sector->floorheight;
+ mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+ if (z == ONFLOORZ)
+ {
+ mobj->z = mobj->floorz;
+ }
+ else if (z == ONCEILINGZ)
+ {
+ mobj->z = mobj->ceilingz - mobj->info->height;
+ }
+ else if (z == FLOATRANDZ)
+ {
+ space = ((mobj->ceilingz) - (mobj->info->height)) - mobj->floorz;
+ if (space > 48 * FRACUNIT)
+ {
+ space -= 40 * FRACUNIT;
+ mobj->z =
+ ((space * P_Random()) >> 8) + mobj->floorz + 40 * FRACUNIT;
+ }
+ else
+ {
+ mobj->z = mobj->floorz;
+ }
+ }
+ else
+ {
+ mobj->z = z;
+ }
+ if (mobj->flags2 & MF2_FOOTCLIP
+ && P_GetThingFloorType(mobj) != FLOOR_SOLID
+ && mobj->floorz == mobj->subsector->sector->floorheight)
+ {
+ mobj->flags2 |= MF2_FEETARECLIPPED;
+ }
+ else
+ {
+ mobj->flags2 &= ~MF2_FEETARECLIPPED;
+ }
+
+ mobj->thinker.function = P_MobjThinker;
+ P_AddThinker(&mobj->thinker);
+ return (mobj);
+}
+
+/*
+===============
+=
+= P_RemoveMobj
+=
+===============
+*/
+
+void P_RemoveMobj(mobj_t * mobj)
+{
+// unlink from sector and block lists
+ P_UnsetThingPosition(mobj);
+// stop any playing sound
+ S_StopSound(mobj);
+// free block
+ P_RemoveThinker((thinker_t *) mobj);
+}
+
+//=============================================================================
+
+
+/*
+============
+=
+= P_SpawnPlayer
+=
+= Called when a player is spawned on the level
+= Most of the player structure stays unchanged between levels
+============
+*/
+
+void P_SpawnPlayer(mapthing_t * mthing)
+{
+ player_t *p;
+ fixed_t x, y, z;
+ mobj_t *mobj;
+ int i;
+ extern int playerkeys;
+
+ if (!playeringame[mthing->type - 1])
+ return; // not playing
+
+ p = &players[mthing->type - 1];
+
+ if (p->playerstate == PST_REBORN)
+ G_PlayerReborn(mthing->type - 1);
+
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+
+ z = ONFLOORZ;
+ mobj = P_SpawnMobj(x, y, z, MT_PLAYER);
+ if (mthing->type > 1) // set color translations for player sprites
+ mobj->flags |= (mthing->type - 1) << MF_TRANSSHIFT;
+
+ mobj->angle = ANG45 * (mthing->angle / 45);
+ mobj->player = p;
+ mobj->health = p->health;
+ p->mo = mobj;
+ p->playerstate = PST_LIVE;
+ p->refire = 0;
+ p->message = NULL;
+ p->damagecount = 0;
+ p->bonuscount = 0;
+ p->chickenTics = 0;
+ p->rain1 = NULL;
+ p->rain2 = NULL;
+ p->extralight = 0;
+ p->fixedcolormap = 0;
+ p->viewheight = VIEWHEIGHT;
+ P_SetupPsprites(p); // setup gun psprite
+ if (deathmatch)
+ { // Give all keys in death match mode
+ for (i = 0; i < NUMKEYS; i++)
+ {
+ p->keys[i] = true;
+ if (p == &players[consoleplayer])
+ {
+ playerkeys = 7;
+ UpdateState |= I_STATBAR;
+ }
+ }
+ }
+ else if (p == &players[consoleplayer])
+ {
+ playerkeys = 0;
+ UpdateState |= I_STATBAR;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_SpawnMapThing
+//
+// The fields of the mapthing should already be in host byte order.
+//
+//----------------------------------------------------------------------------
+
+void P_SpawnMapThing(mapthing_t * mthing)
+{
+ int i;
+ int bit;
+ mobj_t *mobj;
+ fixed_t x, y, z;
+
+// count deathmatch start positions
+ if (mthing->type == 11)
+ {
+ if (deathmatch_p < &deathmatchstarts[10])
+ {
+ memcpy(deathmatch_p, mthing, sizeof(*mthing));
+ deathmatch_p++;
+ }
+ return;
+ }
+
+// check for players specially
+ if (mthing->type <= 4)
+ {
+ // save spots for respawning in network games
+ playerstarts[mthing->type - 1] = *mthing;
+ if (!deathmatch)
+ {
+ P_SpawnPlayer(mthing);
+ }
+ return;
+ }
+
+ // Ambient sound sequences
+ if (mthing->type >= 1200 && mthing->type < 1300)
+ {
+ P_AddAmbientSfx(mthing->type - 1200);
+ return;
+ }
+
+ // Check for boss spots
+ if (mthing->type == 56) // Monster_BossSpot
+ {
+ P_AddBossSpot(mthing->x << FRACBITS, mthing->y << FRACBITS,
+ ANG45 * (mthing->angle / 45));
+ return;
+ }
+
+// check for apropriate skill level
+ if (!netgame && (mthing->options & 16))
+ return;
+
+ if (gameskill == sk_baby)
+ bit = 1;
+ else if (gameskill == sk_nightmare)
+ bit = 4;
+ else
+ bit = 1 << (gameskill - 1);
+ if (!(mthing->options & bit))
+ return;
+
+// find which type to spawn
+ for (i = 0; i < NUMMOBJTYPES; i++)
+ if (mthing->type == mobjinfo[i].doomednum)
+ break;
+
+ if (i == NUMMOBJTYPES)
+ I_Error("P_SpawnMapThing: Unknown type %i at (%i, %i)", mthing->type,
+ mthing->x, mthing->y);
+
+// don't spawn keys and players in deathmatch
+ if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
+ return;
+
+// don't spawn any monsters if -nomonsters
+ if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL))
+ return;
+
+// spawn it
+ switch (i)
+ { // Special stuff
+ case MT_WSKULLROD:
+ case MT_WPHOENIXROD:
+ case MT_AMSKRDWIMPY:
+ case MT_AMSKRDHEFTY:
+ case MT_AMPHRDWIMPY:
+ case MT_AMPHRDHEFTY:
+ case MT_AMMACEWIMPY:
+ case MT_AMMACEHEFTY:
+ case MT_ARTISUPERHEAL:
+ case MT_ARTITELEPORT:
+ case MT_ITEMSHIELD2:
+ if (gamemode == shareware)
+ { // Don't place on map in shareware version
+ return;
+ }
+ break;
+ case MT_WMACE:
+ if (gamemode != shareware)
+ { // Put in the mace spot list
+ P_AddMaceSpot(mthing);
+ return;
+ }
+ return;
+ default:
+ break;
+ }
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+ if (mobjinfo[i].flags & MF_SPAWNCEILING)
+ {
+ z = ONCEILINGZ;
+ }
+ else if (mobjinfo[i].flags2 & MF2_SPAWNFLOAT)
+ {
+ z = FLOATRANDZ;
+ }
+ else
+ {
+ z = ONFLOORZ;
+ }
+ mobj = P_SpawnMobj(x, y, z, i);
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Seed random starting index for bobbing motion
+ mobj->health = P_Random();
+ }
+ if (mobj->tics > 0)
+ {
+ mobj->tics = 1 + (P_Random() % mobj->tics);
+ }
+ if (mobj->flags & MF_COUNTKILL)
+ {
+ totalkills++;
+ mobj->spawnpoint = *mthing;
+ }
+ if (mobj->flags & MF_COUNTITEM)
+ {
+ totalitems++;
+ }
+ mobj->angle = ANG45 * (mthing->angle / 45);
+ if (mthing->options & MTF_AMBUSH)
+ {
+ mobj->flags |= MF_AMBUSH;
+ }
+}
+
+/*
+===============================================================================
+
+ GAME SPAWN FUNCTIONS
+
+===============================================================================
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SpawnPuff
+//
+//---------------------------------------------------------------------------
+
+extern fixed_t attackrange;
+
+void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z)
+{
+ mobj_t *puff;
+
+ z += ((P_Random() - P_Random()) << 10);
+ puff = P_SpawnMobj(x, y, z, PuffType);
+ if (puff->info->attacksound)
+ {
+ S_StartSound(puff, puff->info->attacksound);
+ }
+ switch (PuffType)
+ {
+ case MT_BEAKPUFF:
+ case MT_STAFFPUFF:
+ puff->momz = FRACUNIT;
+ break;
+ case MT_GAUNTLETPUFF1:
+ case MT_GAUNTLETPUFF2:
+ puff->momz = (fixed_t)(.8 * FRACUNIT);
+ default:
+ break;
+ }
+}
+
+/*
+================
+=
+= P_SpawnBlood
+=
+================
+*/
+
+/*
+void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage)
+{
+ mobj_t *th;
+
+ z += ((P_Random()-P_Random())<<10);
+ th = P_SpawnMobj (x,y,z, MT_BLOOD);
+ th->momz = FRACUNIT*2;
+ th->tics -= P_Random()&3;
+
+ if (damage <= 12 && damage >= 9)
+ P_SetMobjState (th,S_BLOOD2);
+ else if (damage < 9)
+ P_SetMobjState (th,S_BLOOD3);
+}
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_BloodSplatter
+//
+//---------------------------------------------------------------------------
+
+void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER);
+ mo->target = originator;
+ mo->momx = (P_Random() - P_Random()) << 9;
+ mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momz = FRACUNIT * 2;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_RipperBlood
+//
+//---------------------------------------------------------------------------
+
+void P_RipperBlood(mobj_t * mo)
+{
+ mobj_t *th;
+ fixed_t x, y, z;
+
+ x = mo->x + ((P_Random() - P_Random()) << 12);
+ y = mo->y + ((P_Random() - P_Random()) << 12);
+ z = mo->z + ((P_Random() - P_Random()) << 12);
+ th = P_SpawnMobj(x, y, z, MT_BLOOD);
+ th->flags |= MF_NOGRAVITY;
+ th->momx = mo->momx >> 1;
+ th->momy = mo->momy >> 1;
+ th->tics += P_Random() & 3;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GetThingFloorType
+//
+//---------------------------------------------------------------------------
+
+int P_GetThingFloorType(mobj_t * thing)
+{
+ return (TerrainTypes[thing->subsector->sector->floorpic]);
+/*
+ if(thing->subsector->sector->floorpic
+ == W_GetNumForName("FLTWAWA1")-firstflat)
+ {
+ return(FLOOR_WATER);
+ }
+ else
+ {
+ return(FLOOR_SOLID);
+ }
+*/
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_HitFloor
+//
+//---------------------------------------------------------------------------
+
+int P_HitFloor(mobj_t * thing)
+{
+ mobj_t *mo;
+
+ if (thing->floorz != thing->subsector->sector->floorheight)
+ { // don't splash if landing on the edge above water/lava/etc....
+ return (FLOOR_SOLID);
+ }
+ switch (P_GetThingFloorType(thing))
+ {
+ case FLOOR_WATER:
+ P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH);
+ mo->target = thing;
+ mo->momx = (P_Random() - P_Random()) << 8;
+ mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momz = 2 * FRACUNIT + (P_Random() << 8);
+ S_StartSound(mo, sfx_gloop);
+ return (FLOOR_WATER);
+ case FLOOR_LAVA:
+ P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE);
+ mo->momz = FRACUNIT + (P_Random() << 7);
+ S_StartSound(mo, sfx_burn);
+ return (FLOOR_LAVA);
+ case FLOOR_SLUDGE:
+ P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGECHUNK);
+ mo->target = thing;
+ mo->momx = (P_Random() - P_Random()) << 8;
+ mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momz = FRACUNIT + (P_Random() << 8);
+ return (FLOOR_SLUDGE);
+ }
+ return (FLOOR_SOLID);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_CheckMissileSpawn
+//
+// Returns true if the missile is at a valid spawn point, otherwise
+// explodes it and returns false.
+//
+//---------------------------------------------------------------------------
+
+boolean P_CheckMissileSpawn(mobj_t * missile)
+{
+ //missile->tics -= P_Random()&3;
+
+ // move a little forward so an angle can be computed if it
+ // immediately explodes
+ missile->x += (missile->momx >> 1);
+ missile->y += (missile->momy >> 1);
+ missile->z += (missile->momz >> 1);
+ if (!P_TryMove(missile, missile->x, missile->y))
+ {
+ P_ExplodeMissile(missile);
+ return (false);
+ }
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_SpawnMissile
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissile(mobj_t * source, mobj_t * dest, mobjtype_t type)
+{
+ fixed_t z;
+ mobj_t *th;
+ angle_t an;
+ int dist;
+
+ switch (type)
+ {
+ case MT_MNTRFX1: // Minotaur swing attack missile
+ z = source->z + 40 * FRACUNIT;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire missile
+ z = ONFLOORZ;
+ break;
+ case MT_SRCRFX1: // Sorcerer Demon fireball
+ z = source->z + 48 * FRACUNIT;
+ break;
+ case MT_KNIGHTAXE: // Knight normal axe
+ case MT_REDAXE: // Knight red power axe
+ z = source->z + 36 * FRACUNIT;
+ break;
+ default:
+ z = source->z + 32 * FRACUNIT;
+ break;
+ }
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ th = P_SpawnMobj(source->x, source->y, z, type);
+ if (th->info->seesound)
+ {
+ S_StartSound(th, th->info->seesound);
+ }
+ th->target = source; // Originator
+ an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
+ if (dest->flags & MF_SHADOW)
+ { // Invisible target
+ an += (P_Random() - P_Random()) << 21;
+ }
+ th->angle = an;
+ an >>= ANGLETOFINESHIFT;
+ th->momx = FixedMul(th->info->speed, finecosine[an]);
+ th->momy = FixedMul(th->info->speed, finesine[an]);
+ dist = P_AproxDistance(dest->x - source->x, dest->y - source->y);
+ dist = dist / th->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ th->momz = (dest->z - source->z) / dist;
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_SpawnMissileAngle
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissileAngle(mobj_t * source, mobjtype_t type,
+ angle_t angle, fixed_t momz)
+{
+ fixed_t z;
+ mobj_t *mo;
+
+ switch (type)
+ {
+ case MT_MNTRFX1: // Minotaur swing attack missile
+ z = source->z + 40 * FRACUNIT;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire missile
+ z = ONFLOORZ;
+ break;
+ case MT_SRCRFX1: // Sorcerer Demon fireball
+ z = source->z + 48 * FRACUNIT;
+ break;
+ default:
+ z = source->z + 32 * FRACUNIT;
+ break;
+ }
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ mo = P_SpawnMobj(source->x, source->y, z, type);
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ mo->target = source; // Originator
+ mo->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx = FixedMul(mo->info->speed, finecosine[angle]);
+ mo->momy = FixedMul(mo->info->speed, finesine[angle]);
+ mo->momz = momz;
+ return (P_CheckMissileSpawn(mo) ? mo : NULL);
+}
+
+/*
+================
+=
+= P_SpawnPlayerMissile
+=
+= Tries to aim at a nearby monster
+================
+*/
+
+mobj_t *P_SpawnPlayerMissile(mobj_t * source, mobjtype_t type)
+{
+ angle_t an;
+ fixed_t x, y, z, slope;
+
+ // Try to find a target
+ an = source->angle;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an = source->angle;
+ slope = ((source->player->lookdir) << FRACBITS) / 173;
+ }
+ }
+ x = source->x;
+ y = source->y;
+ z = source->z + 4 * 8 * FRACUNIT +
+ ((source->player->lookdir) << FRACBITS) / 173;
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ MissileMobj = P_SpawnMobj(x, y, z, type);
+ if (MissileMobj->info->seesound)
+ {
+ S_StartSound(MissileMobj, MissileMobj->info->seesound);
+ }
+ MissileMobj->target = source;
+ MissileMobj->angle = an;
+ MissileMobj->momx = FixedMul(MissileMobj->info->speed,
+ finecosine[an >> ANGLETOFINESHIFT]);
+ MissileMobj->momy = FixedMul(MissileMobj->info->speed,
+ finesine[an >> ANGLETOFINESHIFT]);
+ MissileMobj->momz = FixedMul(MissileMobj->info->speed, slope);
+ if (MissileMobj->type == MT_BLASTERFX1)
+ { // Ultra-fast ripper spawning missile
+ MissileMobj->x += (MissileMobj->momx >> 3);
+ MissileMobj->y += (MissileMobj->momy >> 3);
+ MissileMobj->z += (MissileMobj->momz >> 3);
+ }
+ else
+ { // Normal missile
+ MissileMobj->x += (MissileMobj->momx >> 1);
+ MissileMobj->y += (MissileMobj->momy >> 1);
+ MissileMobj->z += (MissileMobj->momz >> 1);
+ }
+ if (!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))
+ { // Exploded immediately
+ P_ExplodeMissile(MissileMobj);
+ return (NULL);
+ }
+ return (MissileMobj);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SPMAngle
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SPMAngle(mobj_t * source, mobjtype_t type, angle_t angle)
+{
+ mobj_t *th;
+ angle_t an;
+ fixed_t x, y, z, slope;
+
+//
+// see which target is to be aimed at
+//
+ an = angle;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an = angle;
+ slope = ((source->player->lookdir) << FRACBITS) / 173;
+ }
+ }
+ x = source->x;
+ y = source->y;
+ z = source->z + 4 * 8 * FRACUNIT +
+ ((source->player->lookdir) << FRACBITS) / 173;
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ th = P_SpawnMobj(x, y, z, type);
+ if (th->info->seesound)
+ {
+ S_StartSound(th, th->info->seesound);
+ }
+ th->target = source;
+ th->angle = an;
+ th->momx = FixedMul(th->info->speed, finecosine[an >> ANGLETOFINESHIFT]);
+ th->momy = FixedMul(th->info->speed, finesine[an >> ANGLETOFINESHIFT]);
+ th->momz = FixedMul(th->info->speed, slope);
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_ContMobjSound
+//
+//---------------------------------------------------------------------------
+
+void A_ContMobjSound(mobj_t * actor)
+{
+ switch (actor->type)
+ {
+ case MT_KNIGHTAXE:
+ S_StartSound(actor, sfx_kgtatk);
+ break;
+ case MT_MUMMYFX1:
+ S_StartSound(actor, sfx_mumhed);
+ break;
+ default:
+ break;
+ }
+}
diff --git a/src/heretic/p_plats.c b/src/heretic/p_plats.c
new file mode 100644
index 00000000..23aa99d9
--- /dev/null
+++ b/src/heretic/p_plats.c
@@ -0,0 +1,266 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_plats.c
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+plat_t *activeplats[MAXPLATS];
+
+//==================================================================
+//
+// Move a plat up and down
+//
+//==================================================================
+void T_PlatRaise(plat_t * plat)
+{
+ result_e res;
+
+ switch (plat->status)
+ {
+ case up:
+ res = T_MovePlane(plat->sector, plat->speed,
+ plat->high, plat->crush, 0, 1);
+ if (!(leveltime & 31))
+ {
+ S_StartSound(&plat->sector->soundorg, sfx_stnmov);
+ }
+ if (plat->type == raiseAndChange
+ || plat->type == raiseToNearestAndChange)
+ {
+ if (!(leveltime & 7))
+ {
+ S_StartSound(&plat->sector->soundorg,
+ sfx_stnmov);
+ }
+ }
+ if (res == crushed && (!plat->crush))
+ {
+ plat->count = plat->wait;
+ plat->status = down;
+ S_StartSound(&plat->sector->soundorg, sfx_pstart);
+ }
+ else if (res == pastdest)
+ {
+ plat->count = plat->wait;
+ plat->status = waiting;
+ S_StartSound(&plat->sector->soundorg, sfx_pstop);
+ switch (plat->type)
+ {
+ case downWaitUpStay:
+ P_RemoveActivePlat(plat);
+ break;
+ case raiseAndChange:
+ P_RemoveActivePlat(plat);
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case down:
+ res =
+ T_MovePlane(plat->sector, plat->speed, plat->low, false, 0,
+ -1);
+ if (res == pastdest)
+ {
+ plat->count = plat->wait;
+ plat->status = waiting;
+ S_StartSound(&plat->sector->soundorg, sfx_pstop);
+ }
+ else
+ {
+ if (!(leveltime & 31))
+ {
+ S_StartSound(&plat->sector->soundorg,
+ sfx_stnmov);
+ }
+ }
+ break;
+ case waiting:
+ if (!--plat->count)
+ {
+ if (plat->sector->floorheight == plat->low)
+ plat->status = up;
+ else
+ plat->status = down;
+ S_StartSound(&plat->sector->soundorg, sfx_pstart);
+ }
+ case in_stasis:
+ break;
+ }
+}
+
+//==================================================================
+//
+// Do Platforms
+// "amount" is only used for SOME platforms.
+//
+//==================================================================
+int EV_DoPlat(line_t * line, plattype_e type, int amount)
+{
+ plat_t *plat;
+ int secnum;
+ int rtn;
+ sector_t *sec;
+
+ secnum = -1;
+ rtn = 0;
+
+ //
+ // Activate all <type> plats that are in_stasis
+ //
+ switch (type)
+ {
+ case perpetualRaise:
+ P_ActivateInStasis(line->tag);
+ break;
+ default:
+ break;
+ }
+
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ //
+ // Find lowest & highest floors around sector
+ //
+ rtn = 1;
+ plat = Z_Malloc(sizeof(*plat), PU_LEVSPEC, 0);
+ P_AddThinker(&plat->thinker);
+
+ plat->type = type;
+ plat->sector = sec;
+ plat->sector->specialdata = plat;
+ plat->thinker.function = T_PlatRaise;
+ plat->crush = false;
+ plat->tag = line->tag;
+ switch (type)
+ {
+ case raiseToNearestAndChange:
+ plat->speed = PLATSPEED / 2;
+ sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
+ plat->high = P_FindNextHighestFloor(sec, sec->floorheight);
+ plat->wait = 0;
+ plat->status = up;
+ sec->special = 0; // NO MORE DAMAGE, IF APPLICABLE
+ S_StartSound(&sec->soundorg, sfx_stnmov);
+ break;
+ case raiseAndChange:
+ plat->speed = PLATSPEED / 2;
+ sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
+ plat->high = sec->floorheight + amount * FRACUNIT;
+ plat->wait = 0;
+ plat->status = up;
+ S_StartSound(&sec->soundorg, sfx_stnmov);
+ break;
+ case downWaitUpStay:
+ plat->speed = PLATSPEED * 4;
+ plat->low = P_FindLowestFloorSurrounding(sec);
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+ plat->high = sec->floorheight;
+ plat->wait = 35 * PLATWAIT;
+ plat->status = down;
+ S_StartSound(&sec->soundorg, sfx_pstart);
+ break;
+ case perpetualRaise:
+ plat->speed = PLATSPEED;
+ plat->low = P_FindLowestFloorSurrounding(sec);
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+ plat->high = P_FindHighestFloorSurrounding(sec);
+ if (plat->high < sec->floorheight)
+ plat->high = sec->floorheight;
+ plat->wait = 35 * PLATWAIT;
+ plat->status = P_Random() & 1;
+ S_StartSound(&sec->soundorg, sfx_pstart);
+ break;
+ }
+ P_AddActivePlat(plat);
+ }
+ return rtn;
+}
+
+void P_ActivateInStasis(int tag)
+{
+ int i;
+
+ for (i = 0; i < MAXPLATS; i++)
+ if (activeplats[i] &&
+ (activeplats[i])->tag == tag &&
+ (activeplats[i])->status == in_stasis)
+ {
+ (activeplats[i])->status = (activeplats[i])->oldstatus;
+ (activeplats[i])->thinker.function = T_PlatRaise;
+ }
+}
+
+void EV_StopPlat(line_t * line)
+{
+ int j;
+
+ for (j = 0; j < MAXPLATS; j++)
+ if (activeplats[j] && ((activeplats[j])->status != in_stasis) &&
+ ((activeplats[j])->tag == line->tag))
+ {
+ (activeplats[j])->oldstatus = (activeplats[j])->status;
+ (activeplats[j])->status = in_stasis;
+ (activeplats[j])->thinker.function = NULL;
+ }
+}
+
+void P_AddActivePlat(plat_t * plat)
+{
+ int i;
+ for (i = 0; i < MAXPLATS; i++)
+ if (activeplats[i] == NULL)
+ {
+ activeplats[i] = plat;
+ return;
+ }
+ I_Error("P_AddActivePlat: no more plats!");
+}
+
+void P_RemoveActivePlat(plat_t * plat)
+{
+ int i;
+ for (i = 0; i < MAXPLATS; i++)
+ if (plat == activeplats[i])
+ {
+ (activeplats[i])->sector->specialdata = NULL;
+ P_RemoveThinker(&(activeplats[i])->thinker);
+ activeplats[i] = NULL;
+ return;
+ }
+ I_Error("P_RemoveActivePlat: can't find plat!");
+}
diff --git a/src/heretic/p_pspr.c b/src/heretic/p_pspr.c
new file mode 100644
index 00000000..7f9660ac
--- /dev/null
+++ b/src/heretic/p_pspr.c
@@ -0,0 +1,1897 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_pspr.c
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// Macros
+
+#define LOWERSPEED FRACUNIT*6
+#define RAISESPEED FRACUNIT*6
+#define WEAPONBOTTOM 128*FRACUNIT
+#define WEAPONTOP 32*FRACUNIT
+#define FLAME_THROWER_TICS 10*35
+#define MAGIC_JUNK 1234
+#define MAX_MACE_SPOTS 8
+
+static int MaceSpotCount;
+static struct
+{
+ fixed_t x;
+ fixed_t y;
+} MaceSpots[MAX_MACE_SPOTS];
+
+fixed_t bulletslope;
+
+static int WeaponAmmoUsePL1[NUMWEAPONS] = {
+ 0, // staff
+ USE_GWND_AMMO_1, // gold wand
+ USE_CBOW_AMMO_1, // crossbow
+ USE_BLSR_AMMO_1, // blaster
+ USE_SKRD_AMMO_1, // skull rod
+ USE_PHRD_AMMO_1, // phoenix rod
+ USE_MACE_AMMO_1, // mace
+ 0, // gauntlets
+ 0 // beak
+};
+
+static int WeaponAmmoUsePL2[NUMWEAPONS] = {
+ 0, // staff
+ USE_GWND_AMMO_2, // gold wand
+ USE_CBOW_AMMO_2, // crossbow
+ USE_BLSR_AMMO_2, // blaster
+ USE_SKRD_AMMO_2, // skull rod
+ USE_PHRD_AMMO_2, // phoenix rod
+ USE_MACE_AMMO_2, // mace
+ 0, // gauntlets
+ 0 // beak
+};
+
+weaponinfo_t wpnlev1info[NUMWEAPONS] = {
+ { // Staff
+ am_noammo, // ammo
+ S_STAFFUP, // upstate
+ S_STAFFDOWN, // downstate
+ S_STAFFREADY, // readystate
+ S_STAFFATK1_1, // atkstate
+ S_STAFFATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Gold wand
+ am_goldwand, // ammo
+ S_GOLDWANDUP, // upstate
+ S_GOLDWANDDOWN, // downstate
+ S_GOLDWANDREADY, // readystate
+ S_GOLDWANDATK1_1, // atkstate
+ S_GOLDWANDATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Crossbow
+ am_crossbow, // ammo
+ S_CRBOWUP, // upstate
+ S_CRBOWDOWN, // downstate
+ S_CRBOW1, // readystate
+ S_CRBOWATK1_1, // atkstate
+ S_CRBOWATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Blaster
+ am_blaster, // ammo
+ S_BLASTERUP, // upstate
+ S_BLASTERDOWN, // downstate
+ S_BLASTERREADY, // readystate
+ S_BLASTERATK1_1, // atkstate
+ S_BLASTERATK1_3, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Skull rod
+ am_skullrod, // ammo
+ S_HORNRODUP, // upstate
+ S_HORNRODDOWN, // downstate
+ S_HORNRODREADY, // readystae
+ S_HORNRODATK1_1, // atkstate
+ S_HORNRODATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Phoenix rod
+ am_phoenixrod, // ammo
+ S_PHOENIXUP, // upstate
+ S_PHOENIXDOWN, // downstate
+ S_PHOENIXREADY, // readystate
+ S_PHOENIXATK1_1, // atkstate
+ S_PHOENIXATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Mace
+ am_mace, // ammo
+ S_MACEUP, // upstate
+ S_MACEDOWN, // downstate
+ S_MACEREADY, // readystate
+ S_MACEATK1_1, // atkstate
+ S_MACEATK1_2, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Gauntlets
+ am_noammo, // ammo
+ S_GAUNTLETUP, // upstate
+ S_GAUNTLETDOWN, // downstate
+ S_GAUNTLETREADY, // readystate
+ S_GAUNTLETATK1_1, // atkstate
+ S_GAUNTLETATK1_3, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Beak
+ am_noammo, // ammo
+ S_BEAKUP, // upstate
+ S_BEAKDOWN, // downstate
+ S_BEAKREADY, // readystate
+ S_BEAKATK1_1, // atkstate
+ S_BEAKATK1_1, // holdatkstate
+ S_NULL // flashstate
+ }
+};
+
+weaponinfo_t wpnlev2info[NUMWEAPONS] = {
+ { // Staff
+ am_noammo, // ammo
+ S_STAFFUP2, // upstate
+ S_STAFFDOWN2, // downstate
+ S_STAFFREADY2_1, // readystate
+ S_STAFFATK2_1, // atkstate
+ S_STAFFATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Gold wand
+ am_goldwand, // ammo
+ S_GOLDWANDUP, // upstate
+ S_GOLDWANDDOWN, // downstate
+ S_GOLDWANDREADY, // readystate
+ S_GOLDWANDATK2_1, // atkstate
+ S_GOLDWANDATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Crossbow
+ am_crossbow, // ammo
+ S_CRBOWUP, // upstate
+ S_CRBOWDOWN, // downstate
+ S_CRBOW1, // readystate
+ S_CRBOWATK2_1, // atkstate
+ S_CRBOWATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Blaster
+ am_blaster, // ammo
+ S_BLASTERUP, // upstate
+ S_BLASTERDOWN, // downstate
+ S_BLASTERREADY, // readystate
+ S_BLASTERATK2_1, // atkstate
+ S_BLASTERATK2_3, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Skull rod
+ am_skullrod, // ammo
+ S_HORNRODUP, // upstate
+ S_HORNRODDOWN, // downstate
+ S_HORNRODREADY, // readystae
+ S_HORNRODATK2_1, // atkstate
+ S_HORNRODATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Phoenix rod
+ am_phoenixrod, // ammo
+ S_PHOENIXUP, // upstate
+ S_PHOENIXDOWN, // downstate
+ S_PHOENIXREADY, // readystate
+ S_PHOENIXATK2_1, // atkstate
+ S_PHOENIXATK2_2, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Mace
+ am_mace, // ammo
+ S_MACEUP, // upstate
+ S_MACEDOWN, // downstate
+ S_MACEREADY, // readystate
+ S_MACEATK2_1, // atkstate
+ S_MACEATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Gauntlets
+ am_noammo, // ammo
+ S_GAUNTLETUP2, // upstate
+ S_GAUNTLETDOWN2, // downstate
+ S_GAUNTLETREADY2_1, // readystate
+ S_GAUNTLETATK2_1, // atkstate
+ S_GAUNTLETATK2_3, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Beak
+ am_noammo, // ammo
+ S_BEAKUP, // upstate
+ S_BEAKDOWN, // downstate
+ S_BEAKREADY, // readystate
+ S_BEAKATK2_1, // atkstate
+ S_BEAKATK2_1, // holdatkstate
+ S_NULL // flashstate
+ }
+};
+
+//---------------------------------------------------------------------------
+//
+// PROC P_OpenWeapons
+//
+// Called at level load before things are loaded.
+//
+//---------------------------------------------------------------------------
+
+void P_OpenWeapons(void)
+{
+ MaceSpotCount = 0;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_AddMaceSpot
+//
+//---------------------------------------------------------------------------
+
+void P_AddMaceSpot(mapthing_t * mthing)
+{
+ if (MaceSpotCount == MAX_MACE_SPOTS)
+ {
+ I_Error("Too many mace spots.");
+ }
+ MaceSpots[MaceSpotCount].x = mthing->x << FRACBITS;
+ MaceSpots[MaceSpotCount].y = mthing->y << FRACBITS;
+ MaceSpotCount++;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_RepositionMace
+//
+// Chooses the next spot to place the mace.
+//
+//---------------------------------------------------------------------------
+
+void P_RepositionMace(mobj_t * mo)
+{
+ int spot;
+ subsector_t *ss;
+
+ P_UnsetThingPosition(mo);
+ spot = P_Random() % MaceSpotCount;
+ mo->x = MaceSpots[spot].x;
+ mo->y = MaceSpots[spot].y;
+ ss = R_PointInSubsector(mo->x, mo->y);
+ mo->z = mo->floorz = ss->sector->floorheight;
+ mo->ceilingz = ss->sector->ceilingheight;
+ P_SetThingPosition(mo);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_CloseWeapons
+//
+// Called at level load after things are loaded.
+//
+//---------------------------------------------------------------------------
+
+void P_CloseWeapons(void)
+{
+ int spot;
+
+ if (!MaceSpotCount)
+ { // No maces placed
+ return;
+ }
+ if (!deathmatch && P_Random() < 64)
+ { // Sometimes doesn't show up if not in deathmatch
+ return;
+ }
+ spot = P_Random() % MaceSpotCount;
+ P_SpawnMobj(MaceSpots[spot].x, MaceSpots[spot].y, ONFLOORZ, MT_WMACE);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SetPsprite
+//
+//---------------------------------------------------------------------------
+
+void P_SetPsprite(player_t * player, int position, statenum_t stnum)
+{
+ pspdef_t *psp;
+ state_t *state;
+
+ psp = &player->psprites[position];
+ do
+ {
+ if (!stnum)
+ { // Object removed itself.
+ psp->state = NULL;
+ break;
+ }
+ state = &states[stnum];
+ psp->state = state;
+ psp->tics = state->tics; // could be 0
+ if (state->misc1)
+ { // Set coordinates.
+ psp->sx = state->misc1 << FRACBITS;
+ psp->sy = state->misc2 << FRACBITS;
+ }
+ if (state->action)
+ { // Call action routine.
+ state->action(player, psp);
+ if (!psp->state)
+ {
+ break;
+ }
+ }
+ stnum = psp->state->nextstate;
+ }
+ while (!psp->tics); // An initial state of 0 could cycle through.
+}
+
+/*
+=================
+=
+= P_CalcSwing
+=
+=================
+*/
+
+/*
+fixed_t swingx, swingy;
+void P_CalcSwing (player_t *player)
+{
+ fixed_t swing;
+ int angle;
+
+// OPTIMIZE: tablify this
+
+ swing = player->bob;
+
+ angle = (FINEANGLES/70*leveltime)&FINEMASK;
+ swingx = FixedMul ( swing, finesine[angle]);
+
+ angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK;
+ swingy = -FixedMul ( swingx, finesine[angle]);
+}
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_ActivateBeak
+//
+//---------------------------------------------------------------------------
+
+void P_ActivateBeak(player_t * player)
+{
+ player->pendingweapon = wp_nochange;
+ player->readyweapon = wp_beak;
+ player->psprites[ps_weapon].sy = WEAPONTOP;
+ P_SetPsprite(player, ps_weapon, S_BEAKREADY);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_PostChickenWeapon
+//
+//---------------------------------------------------------------------------
+
+void P_PostChickenWeapon(player_t * player, weapontype_t weapon)
+{
+ if (weapon == wp_beak)
+ { // Should never happen
+ weapon = wp_staff;
+ }
+ player->pendingweapon = wp_nochange;
+ player->readyweapon = weapon;
+ player->psprites[ps_weapon].sy = WEAPONBOTTOM;
+ P_SetPsprite(player, ps_weapon, wpnlev1info[weapon].upstate);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_BringUpWeapon
+//
+// Starts bringing the pending weapon up from the bottom of the screen.
+//
+//---------------------------------------------------------------------------
+
+void P_BringUpWeapon(player_t * player)
+{
+ statenum_t new;
+
+ if (player->pendingweapon == wp_nochange)
+ {
+ player->pendingweapon = player->readyweapon;
+ }
+ if (player->pendingweapon == wp_gauntlets)
+ {
+ S_StartSound(player->mo, sfx_gntact);
+ }
+ if (player->powers[pw_weaponlevel2])
+ {
+ new = wpnlev2info[player->pendingweapon].upstate;
+ }
+ else
+ {
+ new = wpnlev1info[player->pendingweapon].upstate;
+ }
+ player->pendingweapon = wp_nochange;
+ player->psprites[ps_weapon].sy = WEAPONBOTTOM;
+ P_SetPsprite(player, ps_weapon, new);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_CheckAmmo
+//
+// Returns true if there is enough ammo to shoot. If not, selects the
+// next weapon to use.
+//
+//---------------------------------------------------------------------------
+
+boolean P_CheckAmmo(player_t * player)
+{
+ ammotype_t ammo;
+ int *ammoUse;
+ int count;
+
+ ammo = wpnlev1info[player->readyweapon].ammo;
+ if (player->powers[pw_weaponlevel2] && !deathmatch)
+ {
+ ammoUse = WeaponAmmoUsePL2;
+ }
+ else
+ {
+ ammoUse = WeaponAmmoUsePL1;
+ }
+ count = ammoUse[player->readyweapon];
+ if (ammo == am_noammo || player->ammo[ammo] >= count)
+ {
+ return (true);
+ }
+ // out of ammo, pick a weapon to change to
+ do
+ {
+ if (player->weaponowned[wp_skullrod]
+ && player->ammo[am_skullrod] > ammoUse[wp_skullrod])
+ {
+ player->pendingweapon = wp_skullrod;
+ }
+ else if (player->weaponowned[wp_blaster]
+ && player->ammo[am_blaster] > ammoUse[wp_blaster])
+ {
+ player->pendingweapon = wp_blaster;
+ }
+ else if (player->weaponowned[wp_crossbow]
+ && player->ammo[am_crossbow] > ammoUse[wp_crossbow])
+ {
+ player->pendingweapon = wp_crossbow;
+ }
+ else if (player->weaponowned[wp_mace]
+ && player->ammo[am_mace] > ammoUse[wp_mace])
+ {
+ player->pendingweapon = wp_mace;
+ }
+ else if (player->ammo[am_goldwand] > ammoUse[wp_goldwand])
+ {
+ player->pendingweapon = wp_goldwand;
+ }
+ else if (player->weaponowned[wp_gauntlets])
+ {
+ player->pendingweapon = wp_gauntlets;
+ }
+ else if (player->weaponowned[wp_phoenixrod]
+ && player->ammo[am_phoenixrod] > ammoUse[wp_phoenixrod])
+ {
+ player->pendingweapon = wp_phoenixrod;
+ }
+ else
+ {
+ player->pendingweapon = wp_staff;
+ }
+ }
+ while (player->pendingweapon == wp_nochange);
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev2info[player->readyweapon].downstate);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].downstate);
+ }
+ return (false);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_FireWeapon
+//
+//---------------------------------------------------------------------------
+
+void P_FireWeapon(player_t * player)
+{
+ weaponinfo_t *wpinfo;
+ statenum_t attackState;
+
+ if (!P_CheckAmmo(player))
+ {
+ return;
+ }
+ P_SetMobjState(player->mo, S_PLAY_ATK2);
+ wpinfo = player->powers[pw_weaponlevel2] ? &wpnlev2info[0]
+ : &wpnlev1info[0];
+ attackState = player->refire ? wpinfo[player->readyweapon].holdatkstate
+ : wpinfo[player->readyweapon].atkstate;
+ P_SetPsprite(player, ps_weapon, attackState);
+ P_NoiseAlert(player->mo, player->mo);
+ if (player->readyweapon == wp_gauntlets && !player->refire)
+ { // Play the sound for the initial gauntlet attack
+ S_StartSound(player->mo, sfx_gntuse);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_DropWeapon
+//
+// The player died, so put the weapon away.
+//
+//---------------------------------------------------------------------------
+
+void P_DropWeapon(player_t * player)
+{
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev2info[player->readyweapon].downstate);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].downstate);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_WeaponReady
+//
+// The player can fire the weapon or change to another weapon at this time.
+//
+//---------------------------------------------------------------------------
+
+void A_WeaponReady(player_t * player, pspdef_t * psp)
+{
+ int angle;
+
+ if (player->chickenTics)
+ { // Change to the chicken beak
+ P_ActivateBeak(player);
+ return;
+ }
+ // Change player from attack state
+ if (player->mo->state == &states[S_PLAY_ATK1]
+ || player->mo->state == &states[S_PLAY_ATK2])
+ {
+ P_SetMobjState(player->mo, S_PLAY);
+ }
+ // Check for staff PL2 active sound
+ if ((player->readyweapon == wp_staff)
+ && (psp->state == &states[S_STAFFREADY2_1]) && P_Random() < 128)
+ {
+ S_StartSound(player->mo, sfx_stfcrk);
+ }
+ // Put the weapon away if the player has a pending weapon or has
+ // died.
+ if (player->pendingweapon != wp_nochange || !player->health)
+ {
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev2info[player->readyweapon].downstate);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].downstate);
+ }
+ return;
+ }
+
+ // Check for fire. The phoenix rod does not auto fire.
+ if (player->cmd.buttons & BT_ATTACK)
+ {
+ if (!player->attackdown || (player->readyweapon != wp_phoenixrod))
+ {
+ player->attackdown = true;
+ P_FireWeapon(player);
+ return;
+ }
+ }
+ else
+ {
+ player->attackdown = false;
+ }
+
+ // Bob the weapon based on movement speed.
+ angle = (128 * leveltime) & FINEMASK;
+ psp->sx = FRACUNIT + FixedMul(player->bob, finecosine[angle]);
+ angle &= FINEANGLES / 2 - 1;
+ psp->sy = WEAPONTOP + FixedMul(player->bob, finesine[angle]);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_UpdateBeak
+//
+//---------------------------------------------------------------------------
+
+void P_UpdateBeak(player_t * player, pspdef_t * psp)
+{
+ psp->sy = WEAPONTOP + (player->chickenPeck << (FRACBITS - 1));
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_BeakReady
+//
+//---------------------------------------------------------------------------
+
+void A_BeakReady(player_t * player, pspdef_t * psp)
+{
+ if (player->cmd.buttons & BT_ATTACK)
+ { // Chicken beak attack
+ player->attackdown = true;
+ P_SetMobjState(player->mo, S_CHICPLAY_ATK1);
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon, S_BEAKATK2_1);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon, S_BEAKATK1_1);
+ }
+ P_NoiseAlert(player->mo, player->mo);
+ }
+ else
+ {
+ if (player->mo->state == &states[S_CHICPLAY_ATK1])
+ { // Take out of attack state
+ P_SetMobjState(player->mo, S_CHICPLAY);
+ }
+ player->attackdown = false;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_ReFire
+//
+// The player can re fire the weapon without lowering it entirely.
+//
+//---------------------------------------------------------------------------
+
+void A_ReFire(player_t * player, pspdef_t * psp)
+{
+ if ((player->cmd.buttons & BT_ATTACK)
+ && player->pendingweapon == wp_nochange && player->health)
+ {
+ player->refire++;
+ P_FireWeapon(player);
+ }
+ else
+ {
+ player->refire = 0;
+ P_CheckAmmo(player);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_Lower
+//
+//---------------------------------------------------------------------------
+
+void A_Lower(player_t * player, pspdef_t * psp)
+{
+ if (player->chickenTics)
+ {
+ psp->sy = WEAPONBOTTOM;
+ }
+ else
+ {
+ psp->sy += LOWERSPEED;
+ }
+ if (psp->sy < WEAPONBOTTOM)
+ { // Not lowered all the way yet
+ return;
+ }
+ if (player->playerstate == PST_DEAD)
+ { // Player is dead, so don't bring up a pending weapon
+ psp->sy = WEAPONBOTTOM;
+ return;
+ }
+ if (!player->health)
+ { // Player is dead, so keep the weapon off screen
+ P_SetPsprite(player, ps_weapon, S_NULL);
+ return;
+ }
+ player->readyweapon = player->pendingweapon;
+ P_BringUpWeapon(player);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_BeakRaise
+//
+//---------------------------------------------------------------------------
+
+void A_BeakRaise(player_t * player, pspdef_t * psp)
+{
+ psp->sy = WEAPONTOP;
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].readystate);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_Raise
+//
+//---------------------------------------------------------------------------
+
+void A_Raise(player_t * player, pspdef_t * psp)
+{
+ psp->sy -= RAISESPEED;
+ if (psp->sy > WEAPONTOP)
+ { // Not raised all the way yet
+ return;
+ }
+ psp->sy = WEAPONTOP;
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev2info[player->readyweapon].readystate);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].readystate);
+ }
+}
+
+/*
+===============
+=
+= P_BulletSlope
+=
+= Sets a slope so a near miss is at aproximately the height of the
+= intended target
+=
+===============
+*/
+
+void P_BulletSlope(mobj_t * mo)
+{
+ angle_t an;
+
+//
+// see which target is to be aimed at
+//
+ an = mo->angle;
+ bulletslope = P_AimLineAttack(mo, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1 << 26;
+ bulletslope = P_AimLineAttack(mo, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2 << 26;
+ bulletslope = P_AimLineAttack(mo, an, 16 * 64 * FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an += 2 << 26;
+ bulletslope = (mo->player->lookdir << FRACBITS) / 173;
+ }
+ }
+}
+
+//****************************************************************************
+//
+// WEAPON ATTACKS
+//
+//****************************************************************************
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BeakAttackPL1
+//
+//----------------------------------------------------------------------------
+
+void A_BeakAttackPL1(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ damage = 1 + (P_Random() & 3);
+ angle = player->mo->angle;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ PuffType = MT_BEAKPUFF;
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ if (linetarget)
+ {
+ player->mo->angle = R_PointToAngle2(player->mo->x,
+ player->mo->y, linetarget->x,
+ linetarget->y);
+ }
+ S_StartSound(player->mo, sfx_chicpk1 + (P_Random() % 3));
+ player->chickenPeck = 12;
+ psp->tics -= P_Random() & 7;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BeakAttackPL2
+//
+//----------------------------------------------------------------------------
+
+void A_BeakAttackPL2(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ damage = HITDICE(4);
+ angle = player->mo->angle;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ PuffType = MT_BEAKPUFF;
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ if (linetarget)
+ {
+ player->mo->angle = R_PointToAngle2(player->mo->x,
+ player->mo->y, linetarget->x,
+ linetarget->y);
+ }
+ S_StartSound(player->mo, sfx_chicpk1 + (P_Random() % 3));
+ player->chickenPeck = 12;
+ psp->tics -= P_Random() & 3;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_StaffAttackPL1
+//
+//----------------------------------------------------------------------------
+
+void A_StaffAttackPL1(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ damage = 5 + (P_Random() & 15);
+ angle = player->mo->angle;
+ angle += (P_Random() - P_Random()) << 18;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ PuffType = MT_STAFFPUFF;
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ if (linetarget)
+ {
+ //S_StartSound(player->mo, sfx_stfhit);
+ // turn to face target
+ player->mo->angle = R_PointToAngle2(player->mo->x,
+ player->mo->y, linetarget->x,
+ linetarget->y);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_StaffAttackPL2
+//
+//----------------------------------------------------------------------------
+
+void A_StaffAttackPL2(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ // P_inter.c:P_DamageMobj() handles target momentums
+ damage = 18 + (P_Random() & 63);
+ angle = player->mo->angle;
+ angle += (P_Random() - P_Random()) << 18;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ PuffType = MT_STAFFPUFF2;
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ if (linetarget)
+ {
+ //S_StartSound(player->mo, sfx_stfpow);
+ // turn to face target
+ player->mo->angle = R_PointToAngle2(player->mo->x,
+ player->mo->y, linetarget->x,
+ linetarget->y);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireBlasterPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireBlasterPL1(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+ angle_t angle;
+ int damage;
+
+ mo = player->mo;
+ S_StartSound(mo, sfx_gldhit);
+ player->ammo[am_blaster] -= USE_BLSR_AMMO_1;
+ P_BulletSlope(mo);
+ damage = HITDICE(4);
+ angle = mo->angle;
+ if (player->refire)
+ {
+ angle += (P_Random() - P_Random()) << 18;
+ }
+ PuffType = MT_BLASTERPUFF1;
+ P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
+ S_StartSound(player->mo, sfx_blssht);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireBlasterPL2
+//
+//----------------------------------------------------------------------------
+
+void A_FireBlasterPL2(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+
+ player->ammo[am_blaster] -=
+ deathmatch ? USE_BLSR_AMMO_1 : USE_BLSR_AMMO_2;
+ mo = P_SpawnPlayerMissile(player->mo, MT_BLASTERFX1);
+ if (mo)
+ {
+ mo->thinker.function = P_BlasterMobjThinker;
+ }
+ S_StartSound(player->mo, sfx_blssht);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireGoldWandPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireGoldWandPL1(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+ angle_t angle;
+ int damage;
+
+ mo = player->mo;
+ player->ammo[am_goldwand] -= USE_GWND_AMMO_1;
+ P_BulletSlope(mo);
+ damage = 7 + (P_Random() & 7);
+ angle = mo->angle;
+ if (player->refire)
+ {
+ angle += (P_Random() - P_Random()) << 18;
+ }
+ PuffType = MT_GOLDWANDPUFF1;
+ P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
+ S_StartSound(player->mo, sfx_gldhit);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireGoldWandPL2
+//
+//----------------------------------------------------------------------------
+
+void A_FireGoldWandPL2(player_t * player, pspdef_t * psp)
+{
+ int i;
+ mobj_t *mo;
+ angle_t angle;
+ int damage;
+ fixed_t momz;
+
+ mo = player->mo;
+ player->ammo[am_goldwand] -=
+ deathmatch ? USE_GWND_AMMO_1 : USE_GWND_AMMO_2;
+ PuffType = MT_GOLDWANDPUFF2;
+ P_BulletSlope(mo);
+ momz = FixedMul(mobjinfo[MT_GOLDWANDFX2].speed, bulletslope);
+ P_SpawnMissileAngle(mo, MT_GOLDWANDFX2, mo->angle - (ANG45 / 8), momz);
+ P_SpawnMissileAngle(mo, MT_GOLDWANDFX2, mo->angle + (ANG45 / 8), momz);
+ angle = mo->angle - (ANG45 / 8);
+ for (i = 0; i < 5; i++)
+ {
+ damage = 1 + (P_Random() & 7);
+ P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
+ angle += ((ANG45 / 8) * 2) / 4;
+ }
+ S_StartSound(player->mo, sfx_gldhit);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireMacePL1B
+//
+//----------------------------------------------------------------------------
+
+void A_FireMacePL1B(player_t * player, pspdef_t * psp)
+{
+ mobj_t *pmo;
+ mobj_t *ball;
+ angle_t angle;
+
+ if (player->ammo[am_mace] < USE_MACE_AMMO_1)
+ {
+ return;
+ }
+ player->ammo[am_mace] -= USE_MACE_AMMO_1;
+ pmo = player->mo;
+ ball = P_SpawnMobj(pmo->x, pmo->y, pmo->z + 28 * FRACUNIT
+ - FOOTCLIPSIZE * ((pmo->flags2 & MF2_FEETARECLIPPED) !=
+ 0), MT_MACEFX2);
+ ball->momz = 2 * FRACUNIT + ((player->lookdir) << (FRACBITS - 5));
+ angle = pmo->angle;
+ ball->target = pmo;
+ ball->angle = angle;
+ ball->z += (player->lookdir) << (FRACBITS - 4);
+ angle >>= ANGLETOFINESHIFT;
+ ball->momx = (pmo->momx >> 1)
+ + FixedMul(ball->info->speed, finecosine[angle]);
+ ball->momy = (pmo->momy >> 1)
+ + FixedMul(ball->info->speed, finesine[angle]);
+ S_StartSound(ball, sfx_lobsht);
+ P_CheckMissileSpawn(ball);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireMacePL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireMacePL1(player_t * player, pspdef_t * psp)
+{
+ mobj_t *ball;
+
+ if (P_Random() < 28)
+ {
+ A_FireMacePL1B(player, psp);
+ return;
+ }
+ if (player->ammo[am_mace] < USE_MACE_AMMO_1)
+ {
+ return;
+ }
+ player->ammo[am_mace] -= USE_MACE_AMMO_1;
+ psp->sx = ((P_Random() & 3) - 2) * FRACUNIT;
+ psp->sy = WEAPONTOP + (P_Random() & 3) * FRACUNIT;
+ ball = P_SPMAngle(player->mo, MT_MACEFX1, player->mo->angle
+ + (((P_Random() & 7) - 4) << 24));
+ if (ball)
+ {
+ ball->special1 = 16; // tics till dropoff
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MacePL1Check
+//
+//----------------------------------------------------------------------------
+
+void A_MacePL1Check(mobj_t * ball)
+{
+ angle_t angle;
+
+ if (ball->special1 == 0)
+ {
+ return;
+ }
+ ball->special1 -= 4;
+ if (ball->special1 > 0)
+ {
+ return;
+ }
+ ball->special1 = 0;
+ ball->flags2 |= MF2_LOGRAV;
+ angle = ball->angle >> ANGLETOFINESHIFT;
+ ball->momx = FixedMul(7 * FRACUNIT, finecosine[angle]);
+ ball->momy = FixedMul(7 * FRACUNIT, finesine[angle]);
+ ball->momz -= ball->momz >> 1;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MaceBallImpact
+//
+//----------------------------------------------------------------------------
+
+void A_MaceBallImpact(mobj_t * ball)
+{
+ if ((ball->z <= ball->floorz) && (P_HitFloor(ball) != FLOOR_SOLID))
+ { // Landed in some sort of liquid
+ P_RemoveMobj(ball);
+ return;
+ }
+ if ((ball->health != MAGIC_JUNK) && (ball->z <= ball->floorz)
+ && ball->momz)
+ { // Bounce
+ ball->health = MAGIC_JUNK;
+ ball->momz = (ball->momz * 192) >> 8;
+ ball->flags2 &= ~MF2_FLOORBOUNCE;
+ P_SetMobjState(ball, ball->info->spawnstate);
+ S_StartSound(ball, sfx_bounce);
+ }
+ else
+ { // Explode
+ ball->flags |= MF_NOGRAVITY;
+ ball->flags2 &= ~MF2_LOGRAV;
+ S_StartSound(ball, sfx_lobhit);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MaceBallImpact2
+//
+//----------------------------------------------------------------------------
+
+void A_MaceBallImpact2(mobj_t * ball)
+{
+ mobj_t *tiny;
+ angle_t angle;
+
+ if ((ball->z <= ball->floorz) && (P_HitFloor(ball) != FLOOR_SOLID))
+ { // Landed in some sort of liquid
+ P_RemoveMobj(ball);
+ return;
+ }
+ if ((ball->z != ball->floorz) || (ball->momz < 2 * FRACUNIT))
+ { // Explode
+ ball->momx = ball->momy = ball->momz = 0;
+ ball->flags |= MF_NOGRAVITY;
+ ball->flags2 &= ~(MF2_LOGRAV | MF2_FLOORBOUNCE);
+ }
+ else
+ { // Bounce
+ ball->momz = (ball->momz * 192) >> 8;
+ P_SetMobjState(ball, ball->info->spawnstate);
+
+ tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_MACEFX3);
+ angle = ball->angle + ANG90;
+ tiny->target = ball->target;
+ tiny->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ tiny->momx = (ball->momx >> 1) + FixedMul(ball->momz - FRACUNIT,
+ finecosine[angle]);
+ tiny->momy = (ball->momy >> 1) + FixedMul(ball->momz - FRACUNIT,
+ finesine[angle]);
+ tiny->momz = ball->momz;
+ P_CheckMissileSpawn(tiny);
+
+ tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_MACEFX3);
+ angle = ball->angle - ANG90;
+ tiny->target = ball->target;
+ tiny->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ tiny->momx = (ball->momx >> 1) + FixedMul(ball->momz - FRACUNIT,
+ finecosine[angle]);
+ tiny->momy = (ball->momy >> 1) + FixedMul(ball->momz - FRACUNIT,
+ finesine[angle]);
+ tiny->momz = ball->momz;
+ P_CheckMissileSpawn(tiny);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireMacePL2
+//
+//----------------------------------------------------------------------------
+
+void A_FireMacePL2(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+
+ player->ammo[am_mace] -= deathmatch ? USE_MACE_AMMO_1 : USE_MACE_AMMO_2;
+ mo = P_SpawnPlayerMissile(player->mo, MT_MACEFX4);
+ if (mo)
+ {
+ mo->momx += player->mo->momx;
+ mo->momy += player->mo->momy;
+ mo->momz = 2 * FRACUNIT + ((player->lookdir) << (FRACBITS - 5));
+ if (linetarget)
+ {
+ mo->special1 = (int) linetarget;
+ }
+ }
+ S_StartSound(player->mo, sfx_lobsht);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_DeathBallImpact
+//
+//----------------------------------------------------------------------------
+
+void A_DeathBallImpact(mobj_t * ball)
+{
+ int i;
+ mobj_t *target;
+ angle_t angle;
+ boolean newAngle;
+
+ if ((ball->z <= ball->floorz) && (P_HitFloor(ball) != FLOOR_SOLID))
+ { // Landed in some sort of liquid
+ P_RemoveMobj(ball);
+ return;
+ }
+ if ((ball->z <= ball->floorz) && ball->momz)
+ { // Bounce
+ newAngle = false;
+ target = (mobj_t *) ball->special1;
+ if (target)
+ {
+ if (!(target->flags & MF_SHOOTABLE))
+ { // Target died
+ ball->special1 = 0;
+ }
+ else
+ { // Seek
+ angle = R_PointToAngle2(ball->x, ball->y,
+ target->x, target->y);
+ newAngle = true;
+ }
+ }
+ else
+ { // Find new target
+ angle = 0;
+ for (i = 0; i < 16; i++)
+ {
+ P_AimLineAttack(ball, angle, 10 * 64 * FRACUNIT);
+ if (linetarget && ball->target != linetarget)
+ {
+ ball->special1 = (int) linetarget;
+ angle = R_PointToAngle2(ball->x, ball->y,
+ linetarget->x, linetarget->y);
+ newAngle = true;
+ break;
+ }
+ angle += ANG45 / 2;
+ }
+ }
+ if (newAngle)
+ {
+ ball->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ ball->momx = FixedMul(ball->info->speed, finecosine[angle]);
+ ball->momy = FixedMul(ball->info->speed, finesine[angle]);
+ }
+ P_SetMobjState(ball, ball->info->spawnstate);
+ S_StartSound(ball, sfx_pstop);
+ }
+ else
+ { // Explode
+ ball->flags |= MF_NOGRAVITY;
+ ball->flags2 &= ~MF2_LOGRAV;
+ S_StartSound(ball, sfx_phohit);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SpawnRippers
+//
+//----------------------------------------------------------------------------
+
+void A_SpawnRippers(mobj_t * actor)
+{
+ int i;
+ angle_t angle;
+ mobj_t *ripper;
+
+ for (i = 0; i < 8; i++)
+ {
+ ripper = P_SpawnMobj(actor->x, actor->y, actor->z, MT_RIPPER);
+ angle = i * ANG45;
+ ripper->target = actor->target;
+ ripper->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ ripper->momx = FixedMul(ripper->info->speed, finecosine[angle]);
+ ripper->momy = FixedMul(ripper->info->speed, finesine[angle]);
+ P_CheckMissileSpawn(ripper);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireCrossbowPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireCrossbowPL1(player_t * player, pspdef_t * psp)
+{
+ mobj_t *pmo;
+
+ pmo = player->mo;
+ player->ammo[am_crossbow] -= USE_CBOW_AMMO_1;
+ P_SpawnPlayerMissile(pmo, MT_CRBOWFX1);
+ P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle - (ANG45 / 10));
+ P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle + (ANG45 / 10));
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireCrossbowPL2
+//
+//----------------------------------------------------------------------------
+
+void A_FireCrossbowPL2(player_t * player, pspdef_t * psp)
+{
+ mobj_t *pmo;
+
+ pmo = player->mo;
+ player->ammo[am_crossbow] -=
+ deathmatch ? USE_CBOW_AMMO_1 : USE_CBOW_AMMO_2;
+ P_SpawnPlayerMissile(pmo, MT_CRBOWFX2);
+ P_SPMAngle(pmo, MT_CRBOWFX2, pmo->angle - (ANG45 / 10));
+ P_SPMAngle(pmo, MT_CRBOWFX2, pmo->angle + (ANG45 / 10));
+ P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle - (ANG45 / 5));
+ P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle + (ANG45 / 5));
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BoltSpark
+//
+//----------------------------------------------------------------------------
+
+void A_BoltSpark(mobj_t * bolt)
+{
+ mobj_t *spark;
+
+ if (P_Random() > 50)
+ {
+ spark = P_SpawnMobj(bolt->x, bolt->y, bolt->z, MT_CRBOWFX4);
+ spark->x += (P_Random() - P_Random()) << 10;
+ spark->y += (P_Random() - P_Random()) << 10;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireSkullRodPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireSkullRodPL1(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+
+ if (player->ammo[am_skullrod] < USE_SKRD_AMMO_1)
+ {
+ return;
+ }
+ player->ammo[am_skullrod] -= USE_SKRD_AMMO_1;
+ mo = P_SpawnPlayerMissile(player->mo, MT_HORNRODFX1);
+ // Randomize the first frame
+ if (mo && P_Random() > 128)
+ {
+ P_SetMobjState(mo, S_HRODFX1_2);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireSkullRodPL2
+//
+// The special2 field holds the player number that shot the rain missile.
+// The special1 field is used for the seeking routines, then as a counter
+// for the sound looping.
+//
+//----------------------------------------------------------------------------
+
+void A_FireSkullRodPL2(player_t * player, pspdef_t * psp)
+{
+ player->ammo[am_skullrod] -=
+ deathmatch ? USE_SKRD_AMMO_1 : USE_SKRD_AMMO_2;
+ P_SpawnPlayerMissile(player->mo, MT_HORNRODFX2);
+ // Use MissileMobj instead of the return value from
+ // P_SpawnPlayerMissile because we need to give info to the mobj
+ // even if it exploded immediately.
+ if (netgame)
+ { // Multi-player game
+ MissileMobj->special2 = P_GetPlayerNum(player);
+ }
+ else
+ { // Always use red missiles in single player games
+ MissileMobj->special2 = 2;
+ }
+ if (linetarget)
+ {
+ MissileMobj->special1 = (int) linetarget;
+ }
+ S_StartSound(MissileMobj, sfx_hrnpow);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SkullRodPL2Seek
+//
+//----------------------------------------------------------------------------
+
+void A_SkullRodPL2Seek(mobj_t * actor)
+{
+ P_SeekerMissile(actor, ANG1_X * 10, ANG1_X * 30);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_AddPlayerRain
+//
+//----------------------------------------------------------------------------
+
+void A_AddPlayerRain(mobj_t * actor)
+{
+ int playerNum;
+ player_t *player;
+
+ playerNum = netgame ? actor->special2 : 0;
+ if (!playeringame[playerNum])
+ { // Player left the game
+ return;
+ }
+ player = &players[playerNum];
+ if (player->health <= 0)
+ { // Player is dead
+ return;
+ }
+ if (player->rain1 && player->rain2)
+ { // Terminate an active rain
+ if (player->rain1->health < player->rain2->health)
+ {
+ if (player->rain1->health > 16)
+ {
+ player->rain1->health = 16;
+ }
+ player->rain1 = NULL;
+ }
+ else
+ {
+ if (player->rain2->health > 16)
+ {
+ player->rain2->health = 16;
+ }
+ player->rain2 = NULL;
+ }
+ }
+ // Add rain mobj to list
+ if (player->rain1)
+ {
+ player->rain2 = actor;
+ }
+ else
+ {
+ player->rain1 = actor;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SkullRodStorm
+//
+//----------------------------------------------------------------------------
+
+void A_SkullRodStorm(mobj_t * actor)
+{
+ fixed_t x;
+ fixed_t y;
+ mobj_t *mo;
+ int playerNum;
+ player_t *player;
+
+ if (actor->health-- == 0)
+ {
+ P_SetMobjState(actor, S_NULL);
+ playerNum = netgame ? actor->special2 : 0;
+ if (!playeringame[playerNum])
+ { // Player left the game
+ return;
+ }
+ player = &players[playerNum];
+ if (player->health <= 0)
+ { // Player is dead
+ return;
+ }
+ if (player->rain1 == actor)
+ {
+ player->rain1 = NULL;
+ }
+ else if (player->rain2 == actor)
+ {
+ player->rain2 = NULL;
+ }
+ return;
+ }
+ if (P_Random() < 25)
+ { // Fudge rain frequency
+ return;
+ }
+ x = actor->x + ((P_Random() & 127) - 64) * FRACUNIT;
+ y = actor->y + ((P_Random() & 127) - 64) * FRACUNIT;
+ mo = P_SpawnMobj(x, y, ONCEILINGZ, MT_RAINPLR1 + actor->special2);
+ mo->target = actor->target;
+ mo->momx = 1; // Force collision detection
+ mo->momz = -mo->info->speed;
+ mo->special2 = actor->special2; // Transfer player number
+ P_CheckMissileSpawn(mo);
+ if (!(actor->special1 & 31))
+ {
+ S_StartSound(actor, sfx_ramrain);
+ }
+ actor->special1++;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_RainImpact
+//
+//----------------------------------------------------------------------------
+
+void A_RainImpact(mobj_t * actor)
+{
+ if (actor->z > actor->floorz)
+ {
+ P_SetMobjState(actor, S_RAINAIRXPLR1_1 + actor->special2);
+ }
+ else if (P_Random() < 40)
+ {
+ P_HitFloor(actor);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HideInCeiling
+//
+//----------------------------------------------------------------------------
+
+void A_HideInCeiling(mobj_t * actor)
+{
+ actor->z = actor->ceilingz + 4 * FRACUNIT;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FirePhoenixPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FirePhoenixPL1(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+
+ player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_1;
+ P_SpawnPlayerMissile(player->mo, MT_PHOENIXFX1);
+ //P_SpawnPlayerMissile(player->mo, MT_MNTRFX2);
+ angle = player->mo->angle + ANG180;
+ angle >>= ANGLETOFINESHIFT;
+ player->mo->momx += FixedMul(4 * FRACUNIT, finecosine[angle]);
+ player->mo->momy += FixedMul(4 * FRACUNIT, finesine[angle]);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_PhoenixPuff
+//
+//----------------------------------------------------------------------------
+
+void A_PhoenixPuff(mobj_t * actor)
+{
+ mobj_t *puff;
+ angle_t angle;
+
+ P_SeekerMissile(actor, ANG1_X * 5, ANG1_X * 10);
+ puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF);
+ angle = actor->angle + ANG90;
+ angle >>= ANGLETOFINESHIFT;
+ puff->momx = FixedMul((fixed_t)(FRACUNIT * 1.3), finecosine[angle]);
+ puff->momy = FixedMul((fixed_t)(FRACUNIT * 1.3), finesine[angle]);
+ puff->momz = 0;
+ puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF);
+ angle = actor->angle - ANG90;
+ angle >>= ANGLETOFINESHIFT;
+ puff->momx = FixedMul((fixed_t)(FRACUNIT * 1.3), finecosine[angle]);
+ puff->momy = FixedMul((fixed_t)(FRACUNIT * 1.3), finesine[angle]);
+ puff->momz = 0;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_InitPhoenixPL2
+//
+//----------------------------------------------------------------------------
+
+void A_InitPhoenixPL2(player_t * player, pspdef_t * psp)
+{
+ player->flamecount = FLAME_THROWER_TICS;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FirePhoenixPL2
+//
+// Flame thrower effect.
+//
+//----------------------------------------------------------------------------
+
+void A_FirePhoenixPL2(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+ mobj_t *pmo;
+ angle_t angle;
+ fixed_t x, y, z;
+ fixed_t slope;
+
+ if (--player->flamecount == 0)
+ { // Out of flame
+ P_SetPsprite(player, ps_weapon, S_PHOENIXATK2_4);
+ player->refire = 0;
+ return;
+ }
+ pmo = player->mo;
+ angle = pmo->angle;
+ x = pmo->x + ((P_Random() - P_Random()) << 9);
+ y = pmo->y + ((P_Random() - P_Random()) << 9);
+ z = pmo->z + 26 * FRACUNIT + ((player->lookdir) << FRACBITS) / 173;
+ if (pmo->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ slope = ((player->lookdir) << FRACBITS) / 173 + (FRACUNIT / 10);
+ mo = P_SpawnMobj(x, y, z, MT_PHOENIXFX2);
+ mo->target = pmo;
+ mo->angle = angle;
+ mo->momx = pmo->momx + FixedMul(mo->info->speed,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = pmo->momy + FixedMul(mo->info->speed,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->momz = FixedMul(mo->info->speed, slope);
+ if (!player->refire || !(leveltime % 38))
+ {
+ S_StartSound(player->mo, sfx_phopow);
+ }
+ P_CheckMissileSpawn(mo);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ShutdownPhoenixPL2
+//
+//----------------------------------------------------------------------------
+
+void A_ShutdownPhoenixPL2(player_t * player, pspdef_t * psp)
+{
+ player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FlameEnd
+//
+//----------------------------------------------------------------------------
+
+void A_FlameEnd(mobj_t * actor)
+{
+ actor->momz += (fixed_t)(1.5 * FRACUNIT);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FloatPuff
+//
+//----------------------------------------------------------------------------
+
+void A_FloatPuff(mobj_t * puff)
+{
+ puff->momz += (fixed_t)(1.8 * FRACUNIT);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_GauntletAttack
+//
+//---------------------------------------------------------------------------
+
+void A_GauntletAttack(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+ int randVal;
+ fixed_t dist;
+
+ psp->sx = ((P_Random() & 3) - 2) * FRACUNIT;
+ psp->sy = WEAPONTOP + (P_Random() & 3) * FRACUNIT;
+ angle = player->mo->angle;
+ if (player->powers[pw_weaponlevel2])
+ {
+ damage = HITDICE(2);
+ dist = 4 * MELEERANGE;
+ angle += (P_Random() - P_Random()) << 17;
+ PuffType = MT_GAUNTLETPUFF2;
+ }
+ else
+ {
+ damage = HITDICE(2);
+ dist = MELEERANGE + 1;
+ angle += (P_Random() - P_Random()) << 18;
+ PuffType = MT_GAUNTLETPUFF1;
+ }
+ slope = P_AimLineAttack(player->mo, angle, dist);
+ P_LineAttack(player->mo, angle, dist, slope, damage);
+ if (!linetarget)
+ {
+ if (P_Random() > 64)
+ {
+ player->extralight = !player->extralight;
+ }
+ S_StartSound(player->mo, sfx_gntful);
+ return;
+ }
+ randVal = P_Random();
+ if (randVal < 64)
+ {
+ player->extralight = 0;
+ }
+ else if (randVal < 160)
+ {
+ player->extralight = 1;
+ }
+ else
+ {
+ player->extralight = 2;
+ }
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_GiveBody(player, damage >> 1);
+ S_StartSound(player->mo, sfx_gntpow);
+ }
+ else
+ {
+ S_StartSound(player->mo, sfx_gnthit);
+ }
+ // turn to face target
+ angle = R_PointToAngle2(player->mo->x, player->mo->y,
+ linetarget->x, linetarget->y);
+ if (angle - player->mo->angle > ANG180)
+ {
+ if (angle - player->mo->angle < -ANG90 / 20)
+ player->mo->angle = angle + ANG90 / 21;
+ else
+ player->mo->angle -= ANG90 / 20;
+ }
+ else
+ {
+ if (angle - player->mo->angle > ANG90 / 20)
+ player->mo->angle = angle - ANG90 / 21;
+ else
+ player->mo->angle += ANG90 / 20;
+ }
+ player->mo->flags |= MF_JUSTATTACKED;
+}
+
+void A_Light0(player_t * player, pspdef_t * psp)
+{
+ player->extralight = 0;
+}
+
+void A_Light1(player_t * player, pspdef_t * psp)
+{
+ player->extralight = 1;
+}
+
+void A_Light2(player_t * player, pspdef_t * psp)
+{
+ player->extralight = 2;
+}
+
+//------------------------------------------------------------------------
+//
+// PROC P_SetupPsprites
+//
+// Called at start of level for each player
+//
+//------------------------------------------------------------------------
+
+void P_SetupPsprites(player_t * player)
+{
+ int i;
+
+ // Remove all psprites
+ for (i = 0; i < NUMPSPRITES; i++)
+ {
+ player->psprites[i].state = NULL;
+ }
+ // Spawn the ready weapon
+ player->pendingweapon = player->readyweapon;
+ P_BringUpWeapon(player);
+}
+
+//------------------------------------------------------------------------
+//
+// PROC P_MovePsprites
+//
+// Called every tic by player thinking routine
+//
+//------------------------------------------------------------------------
+
+void P_MovePsprites(player_t * player)
+{
+ int i;
+ pspdef_t *psp;
+ state_t *state;
+
+ psp = &player->psprites[0];
+ for (i = 0; i < NUMPSPRITES; i++, psp++)
+ {
+ if ((state = psp->state) != 0) // a null state means not active
+ {
+ // drop tic count and possibly change state
+ if (psp->tics != -1) // a -1 tic count never changes
+ {
+ psp->tics--;
+ if (!psp->tics)
+ {
+ P_SetPsprite(player, i, psp->state->nextstate);
+ }
+ }
+ }
+ }
+ player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
+ player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
+}
diff --git a/src/heretic/p_setup.c b/src/heretic/p_setup.c
new file mode 100644
index 00000000..a3bd2912
--- /dev/null
+++ b/src/heretic/p_setup.c
@@ -0,0 +1,660 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_main.c
+
+#include <math.h>
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "i_swap.h"
+#include "i_system.h"
+#include "m_argv.h"
+#include "m_bbox.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+void P_SpawnMapThing(mapthing_t * mthing);
+
+int numvertexes;
+vertex_t *vertexes;
+
+int numsegs;
+seg_t *segs;
+
+int numsectors;
+sector_t *sectors;
+
+int numsubsectors;
+subsector_t *subsectors;
+
+int numnodes;
+node_t *nodes;
+
+int numlines;
+line_t *lines;
+
+int numsides;
+side_t *sides;
+
+short *blockmaplump; // offsets in blockmap are from here
+short *blockmap;
+int bmapwidth, bmapheight; // in mapblocks
+fixed_t bmaporgx, bmaporgy; // origin of block map
+mobj_t **blocklinks; // for thing chains
+
+byte *rejectmatrix; // for fast sight rejection
+
+mapthing_t deathmatchstarts[10], *deathmatch_p;
+mapthing_t playerstarts[MAXPLAYERS];
+
+/*
+=================
+=
+= P_LoadVertexes
+=
+=================
+*/
+
+void P_LoadVertexes(int lump)
+{
+ byte *data;
+ int i;
+ mapvertex_t *ml;
+ vertex_t *li;
+
+ numvertexes = W_LumpLength(lump) / sizeof(mapvertex_t);
+ vertexes = Z_Malloc(numvertexes * sizeof(vertex_t), PU_LEVEL, 0);
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ ml = (mapvertex_t *) data;
+ li = vertexes;
+ for (i = 0; i < numvertexes; i++, li++, ml++)
+ {
+ li->x = SHORT(ml->x) << FRACBITS;
+ li->y = SHORT(ml->y) << FRACBITS;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadSegs
+=
+=================
+*/
+
+void P_LoadSegs(int lump)
+{
+ byte *data;
+ int i;
+ mapseg_t *ml;
+ seg_t *li;
+ line_t *ldef;
+ int linedef, side;
+
+ numsegs = W_LumpLength(lump) / sizeof(mapseg_t);
+ segs = Z_Malloc(numsegs * sizeof(seg_t), PU_LEVEL, 0);
+ memset(segs, 0, numsegs * sizeof(seg_t));
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ ml = (mapseg_t *) data;
+ li = segs;
+ for (i = 0; i < numsegs; i++, li++, ml++)
+ {
+ li->v1 = &vertexes[SHORT(ml->v1)];
+ li->v2 = &vertexes[SHORT(ml->v2)];
+
+ li->angle = (SHORT(ml->angle)) << 16;
+ li->offset = (SHORT(ml->offset)) << 16;
+ linedef = SHORT(ml->linedef);
+ ldef = &lines[linedef];
+ li->linedef = ldef;
+ side = SHORT(ml->side);
+ li->sidedef = &sides[ldef->sidenum[side]];
+ li->frontsector = sides[ldef->sidenum[side]].sector;
+ if (ldef->flags & ML_TWOSIDED)
+ li->backsector = sides[ldef->sidenum[side ^ 1]].sector;
+ else
+ li->backsector = 0;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadSubsectors
+=
+=================
+*/
+
+void P_LoadSubsectors(int lump)
+{
+ byte *data;
+ int i;
+ mapsubsector_t *ms;
+ subsector_t *ss;
+
+ numsubsectors = W_LumpLength(lump) / sizeof(mapsubsector_t);
+ subsectors = Z_Malloc(numsubsectors * sizeof(subsector_t), PU_LEVEL, 0);
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ ms = (mapsubsector_t *) data;
+ memset(subsectors, 0, numsubsectors * sizeof(subsector_t));
+ ss = subsectors;
+ for (i = 0; i < numsubsectors; i++, ss++, ms++)
+ {
+ ss->numlines = SHORT(ms->numsegs);
+ ss->firstline = SHORT(ms->firstseg);
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadSectors
+=
+=================
+*/
+
+void P_LoadSectors(int lump)
+{
+ byte *data;
+ int i;
+ mapsector_t *ms;
+ sector_t *ss;
+
+ numsectors = W_LumpLength(lump) / sizeof(mapsector_t);
+ sectors = Z_Malloc(numsectors * sizeof(sector_t), PU_LEVEL, 0);
+ memset(sectors, 0, numsectors * sizeof(sector_t));
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ ms = (mapsector_t *) data;
+ ss = sectors;
+ for (i = 0; i < numsectors; i++, ss++, ms++)
+ {
+ ss->floorheight = SHORT(ms->floorheight) << FRACBITS;
+ ss->ceilingheight = SHORT(ms->ceilingheight) << FRACBITS;
+ ss->floorpic = R_FlatNumForName(ms->floorpic);
+ ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
+ ss->lightlevel = SHORT(ms->lightlevel);
+ ss->special = SHORT(ms->special);
+ ss->tag = SHORT(ms->tag);
+ ss->thinglist = NULL;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadNodes
+=
+=================
+*/
+
+void P_LoadNodes(int lump)
+{
+ byte *data;
+ int i, j, k;
+ mapnode_t *mn;
+ node_t *no;
+
+ numnodes = W_LumpLength(lump) / sizeof(mapnode_t);
+ nodes = Z_Malloc(numnodes * sizeof(node_t), PU_LEVEL, 0);
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ mn = (mapnode_t *) data;
+ no = nodes;
+ for (i = 0; i < numnodes; i++, no++, mn++)
+ {
+ no->x = SHORT(mn->x) << FRACBITS;
+ no->y = SHORT(mn->y) << FRACBITS;
+ no->dx = SHORT(mn->dx) << FRACBITS;
+ no->dy = SHORT(mn->dy) << FRACBITS;
+ for (j = 0; j < 2; j++)
+ {
+ no->children[j] = SHORT(mn->children[j]);
+ for (k = 0; k < 4; k++)
+ no->bbox[j][k] = SHORT(mn->bbox[j][k]) << FRACBITS;
+ }
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+
+/*
+=================
+=
+= P_LoadThings
+=
+=================
+*/
+
+void P_LoadThings(int lump)
+{
+ byte *data;
+ int i;
+ mapthing_t spawnthing;
+ mapthing_t *mt;
+ int numthings;
+
+ data = W_CacheLumpNum(lump, PU_STATIC);
+ numthings = W_LumpLength(lump) / sizeof(mapthing_t);
+
+ mt = (mapthing_t *) data;
+ for (i = 0; i < numthings; i++, mt++)
+ {
+ spawnthing.x = SHORT(mt->x);
+ spawnthing.y = SHORT(mt->y);
+ spawnthing.angle = SHORT(mt->angle);
+ spawnthing.type = SHORT(mt->type);
+ spawnthing.options = SHORT(mt->options);
+ P_SpawnMapThing(&spawnthing);
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+
+/*
+=================
+=
+= P_LoadLineDefs
+=
+= Also counts secret lines for intermissions
+=================
+*/
+
+void P_LoadLineDefs(int lump)
+{
+ byte *data;
+ int i;
+ maplinedef_t *mld;
+ line_t *ld;
+ vertex_t *v1, *v2;
+
+ numlines = W_LumpLength(lump) / sizeof(maplinedef_t);
+ lines = Z_Malloc(numlines * sizeof(line_t), PU_LEVEL, 0);
+ memset(lines, 0, numlines * sizeof(line_t));
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ mld = (maplinedef_t *) data;
+ ld = lines;
+ for (i = 0; i < numlines; i++, mld++, ld++)
+ {
+ ld->flags = SHORT(mld->flags);
+ ld->special = SHORT(mld->special);
+ ld->tag = SHORT(mld->tag);
+ v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
+ v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
+ ld->dx = v2->x - v1->x;
+ ld->dy = v2->y - v1->y;
+ if (!ld->dx)
+ ld->slopetype = ST_VERTICAL;
+ else if (!ld->dy)
+ ld->slopetype = ST_HORIZONTAL;
+ else
+ {
+ if (FixedDiv(ld->dy, ld->dx) > 0)
+ ld->slopetype = ST_POSITIVE;
+ else
+ ld->slopetype = ST_NEGATIVE;
+ }
+
+ if (v1->x < v2->x)
+ {
+ ld->bbox[BOXLEFT] = v1->x;
+ ld->bbox[BOXRIGHT] = v2->x;
+ }
+ else
+ {
+ ld->bbox[BOXLEFT] = v2->x;
+ ld->bbox[BOXRIGHT] = v1->x;
+ }
+ if (v1->y < v2->y)
+ {
+ ld->bbox[BOXBOTTOM] = v1->y;
+ ld->bbox[BOXTOP] = v2->y;
+ }
+ else
+ {
+ ld->bbox[BOXBOTTOM] = v2->y;
+ ld->bbox[BOXTOP] = v1->y;
+ }
+ ld->sidenum[0] = SHORT(mld->sidenum[0]);
+ ld->sidenum[1] = SHORT(mld->sidenum[1]);
+ if (ld->sidenum[0] != -1)
+ ld->frontsector = sides[ld->sidenum[0]].sector;
+ else
+ ld->frontsector = 0;
+ if (ld->sidenum[1] != -1)
+ ld->backsector = sides[ld->sidenum[1]].sector;
+ else
+ ld->backsector = 0;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadSideDefs
+=
+=================
+*/
+
+void P_LoadSideDefs(int lump)
+{
+ byte *data;
+ int i;
+ mapsidedef_t *msd;
+ side_t *sd;
+
+ numsides = W_LumpLength(lump) / sizeof(mapsidedef_t);
+ sides = Z_Malloc(numsides * sizeof(side_t), PU_LEVEL, 0);
+ memset(sides, 0, numsides * sizeof(side_t));
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ msd = (mapsidedef_t *) data;
+ sd = sides;
+ for (i = 0; i < numsides; i++, msd++, sd++)
+ {
+ sd->textureoffset = SHORT(msd->textureoffset) << FRACBITS;
+ sd->rowoffset = SHORT(msd->rowoffset) << FRACBITS;
+ sd->toptexture = R_TextureNumForName(msd->toptexture);
+ sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
+ sd->midtexture = R_TextureNumForName(msd->midtexture);
+ sd->sector = &sectors[SHORT(msd->sector)];
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+
+/*
+=================
+=
+= P_LoadBlockMap
+=
+=================
+*/
+
+void P_LoadBlockMap(int lump)
+{
+ int i, count;
+ int lumplen;
+
+ lumplen = W_LumpLength(lump);
+
+ blockmaplump = Z_Malloc(lumplen, PU_LEVEL, NULL);
+ W_ReadLump(lump, blockmaplump);
+ blockmap = blockmaplump + 4;
+
+ // Swap all short integers to native byte ordering:
+
+ count = lumplen / 2;
+ for (i = 0; i < count; i++)
+ blockmaplump[i] = SHORT(blockmaplump[i]);
+
+ bmaporgx = blockmaplump[0] << FRACBITS;
+ bmaporgy = blockmaplump[1] << FRACBITS;
+ bmapwidth = blockmaplump[2];
+ bmapheight = blockmaplump[3];
+
+// clear out mobj chains
+ count = sizeof(*blocklinks) * bmapwidth * bmapheight;
+ blocklinks = Z_Malloc(count, PU_LEVEL, 0);
+ memset(blocklinks, 0, count);
+}
+
+
+
+
+/*
+=================
+=
+= P_GroupLines
+=
+= Builds sector line lists and subsector sector numbers
+= Finds block bounding boxes for sectors
+=================
+*/
+
+void P_GroupLines(void)
+{
+ line_t **linebuffer;
+ int i, j, total;
+ line_t *li;
+ sector_t *sector;
+ subsector_t *ss;
+ seg_t *seg;
+ fixed_t bbox[4];
+ int block;
+
+// look up sector number for each subsector
+ ss = subsectors;
+ for (i = 0; i < numsubsectors; i++, ss++)
+ {
+ seg = &segs[ss->firstline];
+ ss->sector = seg->sidedef->sector;
+ }
+
+// count number of lines in each sector
+ li = lines;
+ total = 0;
+ for (i = 0; i < numlines; i++, li++)
+ {
+ total++;
+ li->frontsector->linecount++;
+ if (li->backsector && li->backsector != li->frontsector)
+ {
+ li->backsector->linecount++;
+ total++;
+ }
+ }
+
+// build line tables for each sector
+ linebuffer = Z_Malloc(total * sizeof(line_t *), PU_LEVEL, 0);
+ sector = sectors;
+ for (i = 0; i < numsectors; i++, sector++)
+ {
+ M_ClearBox(bbox);
+ sector->lines = linebuffer;
+ li = lines;
+ for (j = 0; j < numlines; j++, li++)
+ {
+ if (li->frontsector == sector || li->backsector == sector)
+ {
+ *linebuffer++ = li;
+ M_AddToBox(bbox, li->v1->x, li->v1->y);
+ M_AddToBox(bbox, li->v2->x, li->v2->y);
+ }
+ }
+ if (linebuffer - sector->lines != sector->linecount)
+ I_Error("P_GroupLines: miscounted");
+
+ // set the degenmobj_t to the middle of the bounding box
+ sector->soundorg.x = (bbox[BOXRIGHT] + bbox[BOXLEFT]) / 2;
+ sector->soundorg.y = (bbox[BOXTOP] + bbox[BOXBOTTOM]) / 2;
+
+ // adjust bounding box to map blocks
+ block = (bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block >= bmapheight ? bmapheight - 1 : block;
+ sector->blockbox[BOXTOP] = block;
+
+ block = (bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block < 0 ? 0 : block;
+ sector->blockbox[BOXBOTTOM] = block;
+
+ block = (bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block >= bmapwidth ? bmapwidth - 1 : block;
+ sector->blockbox[BOXRIGHT] = block;
+
+ block = (bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block < 0 ? 0 : block;
+ sector->blockbox[BOXLEFT] = block;
+ }
+
+}
+
+//=============================================================================
+
+
+/*
+=================
+=
+= P_SetupLevel
+=
+=================
+*/
+
+void P_SetupLevel(int episode, int map, int playermask, skill_t skill)
+{
+ int i;
+ int parm;
+ char lumpname[9];
+ int lumpnum;
+ mobj_t *mobj;
+
+ totalkills = totalitems = totalsecret = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ players[i].killcount = players[i].secretcount
+ = players[i].itemcount = 0;
+ }
+ players[consoleplayer].viewz = 1; // will be set by player think
+
+ S_Start(); // make sure all sounds are stopped before Z_FreeTags
+
+ Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1);
+
+ P_InitThinkers();
+
+//
+// look for a regular (development) map first
+//
+ lumpname[0] = 'E';
+ lumpname[1] = '0' + episode;
+ lumpname[2] = 'M';
+ lumpname[3] = '0' + map;
+ lumpname[4] = 0;
+ leveltime = 0;
+
+ lumpnum = W_GetNumForName(lumpname);
+
+// note: most of this ordering is important
+ P_LoadBlockMap(lumpnum + ML_BLOCKMAP);
+ P_LoadVertexes(lumpnum + ML_VERTEXES);
+ P_LoadSectors(lumpnum + ML_SECTORS);
+ P_LoadSideDefs(lumpnum + ML_SIDEDEFS);
+
+ P_LoadLineDefs(lumpnum + ML_LINEDEFS);
+ P_LoadSubsectors(lumpnum + ML_SSECTORS);
+ P_LoadNodes(lumpnum + ML_NODES);
+ P_LoadSegs(lumpnum + ML_SEGS);
+
+ rejectmatrix = W_CacheLumpNum(lumpnum + ML_REJECT, PU_LEVEL);
+ P_GroupLines();
+
+ bodyqueslot = 0;
+ deathmatch_p = deathmatchstarts;
+ P_InitAmbientSound();
+ P_InitMonsters();
+ P_OpenWeapons();
+ P_LoadThings(lumpnum + ML_THINGS);
+ P_CloseWeapons();
+
+//
+// if deathmatch, randomly spawn the active players
+//
+ TimerGame = 0;
+ if (deathmatch)
+ {
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ { // must give a player spot before deathmatchspawn
+ mobj = P_SpawnMobj(playerstarts[i].x << 16,
+ playerstarts[i].y << 16, 0, MT_PLAYER);
+ players[i].mo = mobj;
+ G_DeathMatchSpawnPlayer(i);
+ P_RemoveMobj(mobj);
+ }
+ }
+ parm = M_CheckParm("-timer");
+ if (parm && parm < myargc - 1)
+ {
+ TimerGame = atoi(myargv[parm + 1]) * 35 * 60;
+ }
+ }
+
+// set up world state
+ P_SpawnSpecials();
+
+// build subsector connect matrix
+// P_ConnectSubsectors ();
+
+// preload graphics
+ if (precache)
+ R_PrecacheLevel();
+
+//printf ("free memory: 0x%x\n", Z_FreeMemory());
+
+}
+
+
+/*
+=================
+=
+= P_Init
+=
+=================
+*/
+
+void P_Init(void)
+{
+ P_InitSwitchList();
+ P_InitPicAnims();
+ P_InitTerrainTypes();
+ P_InitLava();
+ R_InitSprites(sprnames);
+}
diff --git a/src/heretic/p_sight.c b/src/heretic/p_sight.c
new file mode 100644
index 00000000..002b32a9
--- /dev/null
+++ b/src/heretic/p_sight.c
@@ -0,0 +1,363 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// P_sight.c
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "p_local.h"
+
+/*
+==============================================================================
+
+ P_CheckSight
+
+This uses specialized forms of the maputils routines for optimized performance
+
+==============================================================================
+*/
+
+fixed_t sightzstart; // eye z of looker
+fixed_t topslope, bottomslope; // slopes to top and bottom of target
+
+int sightcounts[3];
+
+/*
+==============
+=
+= PTR_SightTraverse
+=
+==============
+*/
+
+boolean PTR_SightTraverse(intercept_t * in)
+{
+ line_t *li;
+ fixed_t slope;
+
+ li = in->d.line;
+
+//
+// crosses a two sided line
+//
+ P_LineOpening(li);
+
+ if (openbottom >= opentop) // quick test for totally closed doors
+ return false; // stop
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv(openbottom - sightzstart, in->frac);
+ if (slope > bottomslope)
+ bottomslope = slope;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv(opentop - sightzstart, in->frac);
+ if (slope < topslope)
+ topslope = slope;
+ }
+
+ if (topslope <= bottomslope)
+ return false; // stop
+
+ return true; // keep going
+}
+
+
+
+/*
+==================
+=
+= P_SightBlockLinesIterator
+=
+===================
+*/
+
+boolean P_SightBlockLinesIterator(int x, int y)
+{
+ int offset;
+ short *list;
+ line_t *ld;
+ int s1, s2;
+ divline_t dl;
+
+ offset = y * bmapwidth + x;
+
+ offset = *(blockmap + offset);
+
+ for (list = blockmaplump + offset; *list != -1; list++)
+ {
+ ld = &lines[*list];
+ if (ld->validcount == validcount)
+ continue; // line has already been checked
+ ld->validcount = validcount;
+
+ s1 = P_PointOnDivlineSide(ld->v1->x, ld->v1->y, &trace);
+ s2 = P_PointOnDivlineSide(ld->v2->x, ld->v2->y, &trace);
+ if (s1 == s2)
+ continue; // line isn't crossed
+ P_MakeDivline(ld, &dl);
+ s1 = P_PointOnDivlineSide(trace.x, trace.y, &dl);
+ s2 = P_PointOnDivlineSide(trace.x + trace.dx, trace.y + trace.dy,
+ &dl);
+ if (s1 == s2)
+ continue; // line isn't crossed
+
+ // try to early out the check
+ if (!ld->backsector)
+ return false; // stop checking
+
+ // store the line for later intersection testing
+ intercept_p->d.line = ld;
+ intercept_p++;
+
+ }
+
+ return true; // everything was checked
+}
+
+/*
+====================
+=
+= P_SightTraverseIntercepts
+=
+= Returns true if the traverser function returns true for all lines
+====================
+*/
+
+boolean P_SightTraverseIntercepts(void)
+{
+ int count;
+ fixed_t dist;
+ intercept_t *scan, *in;
+ divline_t dl;
+
+ count = intercept_p - intercepts;
+//
+// calculate intercept distance
+//
+ for (scan = intercepts; scan < intercept_p; scan++)
+ {
+ P_MakeDivline(scan->d.line, &dl);
+ scan->frac = P_InterceptVector(&trace, &dl);
+ }
+
+//
+// go through in order
+//
+ in = 0; // shut up compiler warning
+
+ while (count--)
+ {
+ dist = INT_MAX;
+ for (scan = intercepts; scan < intercept_p; scan++)
+ if (scan->frac < dist)
+ {
+ dist = scan->frac;
+ in = scan;
+ }
+
+ if (!PTR_SightTraverse(in))
+ return false; // don't bother going farther
+ in->frac = INT_MAX;
+ }
+
+ return true; // everything was traversed
+}
+
+
+
+/*
+==================
+=
+= P_SightPathTraverse
+=
+= Traces a line from x1,y1 to x2,y2, calling the traverser function for each
+= Returns true if the traverser function returns true for all lines
+==================
+*/
+
+boolean P_SightPathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
+{
+ fixed_t xt1, yt1, xt2, yt2;
+ fixed_t xstep, ystep;
+ fixed_t partial;
+ fixed_t xintercept, yintercept;
+ int mapx, mapy, mapxstep, mapystep;
+ int count;
+
+ validcount++;
+ intercept_p = intercepts;
+
+ if (((x1 - bmaporgx) & (MAPBLOCKSIZE - 1)) == 0)
+ x1 += FRACUNIT; // don't side exactly on a line
+ if (((y1 - bmaporgy) & (MAPBLOCKSIZE - 1)) == 0)
+ y1 += FRACUNIT; // don't side exactly on a line
+ trace.x = x1;
+ trace.y = y1;
+ trace.dx = x2 - x1;
+ trace.dy = y2 - y1;
+
+ x1 -= bmaporgx;
+ y1 -= bmaporgy;
+ xt1 = x1 >> MAPBLOCKSHIFT;
+ yt1 = y1 >> MAPBLOCKSHIFT;
+
+ x2 -= bmaporgx;
+ y2 -= bmaporgy;
+ xt2 = x2 >> MAPBLOCKSHIFT;
+ yt2 = y2 >> MAPBLOCKSHIFT;
+
+// points should never be out of bounds, but check once instead of
+// each block
+ if (xt1 < 0 || yt1 < 0 || xt1 >= bmapwidth || yt1 >= bmapheight
+ || xt2 < 0 || yt2 < 0 || xt2 >= bmapwidth || yt2 >= bmapheight)
+ return false;
+
+ if (xt2 > xt1)
+ {
+ mapxstep = 1;
+ partial = FRACUNIT - ((x1 >> MAPBTOFRAC) & (FRACUNIT - 1));
+ ystep = FixedDiv(y2 - y1, abs(x2 - x1));
+ }
+ else if (xt2 < xt1)
+ {
+ mapxstep = -1;
+ partial = (x1 >> MAPBTOFRAC) & (FRACUNIT - 1);
+ ystep = FixedDiv(y2 - y1, abs(x2 - x1));
+ }
+ else
+ {
+ mapxstep = 0;
+ partial = FRACUNIT;
+ ystep = 256 * FRACUNIT;
+ }
+ yintercept = (y1 >> MAPBTOFRAC) + FixedMul(partial, ystep);
+
+
+ if (yt2 > yt1)
+ {
+ mapystep = 1;
+ partial = FRACUNIT - ((y1 >> MAPBTOFRAC) & (FRACUNIT - 1));
+ xstep = FixedDiv(x2 - x1, abs(y2 - y1));
+ }
+ else if (yt2 < yt1)
+ {
+ mapystep = -1;
+ partial = (y1 >> MAPBTOFRAC) & (FRACUNIT - 1);
+ xstep = FixedDiv(x2 - x1, abs(y2 - y1));
+ }
+ else
+ {
+ mapystep = 0;
+ partial = FRACUNIT;
+ xstep = 256 * FRACUNIT;
+ }
+ xintercept = (x1 >> MAPBTOFRAC) + FixedMul(partial, xstep);
+
+
+//
+// step through map blocks
+// Count is present to prevent a round off error from skipping the break
+ mapx = xt1;
+ mapy = yt1;
+
+
+ for (count = 0; count < 64; count++)
+ {
+ if (!P_SightBlockLinesIterator(mapx, mapy))
+ {
+ sightcounts[1]++;
+ return false; // early out
+ }
+
+ if (mapx == xt2 && mapy == yt2)
+ break;
+
+ if ((yintercept >> FRACBITS) == mapy)
+ {
+ yintercept += ystep;
+ mapx += mapxstep;
+ }
+ else if ((xintercept >> FRACBITS) == mapx)
+ {
+ xintercept += xstep;
+ mapy += mapystep;
+ }
+
+ }
+
+
+//
+// couldn't early out, so go through the sorted list
+//
+ sightcounts[2]++;
+
+ return P_SightTraverseIntercepts();
+}
+
+
+
+/*
+=====================
+=
+= P_CheckSight
+=
+= Returns true if a straight line between t1 and t2 is unobstructed
+= look from eyes of t1 to any part of t2
+=
+=====================
+*/
+
+boolean P_CheckSight(mobj_t * t1, mobj_t * t2)
+{
+ int s1, s2;
+ int pnum, bytenum, bitnum;
+
+//
+// check for trivial rejection
+//
+ s1 = (t1->subsector->sector - sectors);
+ s2 = (t2->subsector->sector - sectors);
+ pnum = s1 * numsectors + s2;
+ bytenum = pnum >> 3;
+ bitnum = 1 << (pnum & 7);
+
+ if (rejectmatrix[bytenum] & bitnum)
+ {
+ sightcounts[0]++;
+ return false; // can't possibly be connected
+ }
+
+//
+// check precisely
+//
+ sightzstart = t1->z + t1->height - (t1->height >> 2);
+ topslope = (t2->z + t2->height) - sightzstart;
+ bottomslope = (t2->z) - sightzstart;
+
+ return P_SightPathTraverse(t1->x, t1->y, t2->x, t2->y);
+}
diff --git a/src/heretic/p_spec.c b/src/heretic/p_spec.c
new file mode 100644
index 00000000..6227237b
--- /dev/null
+++ b/src/heretic/p_spec.c
@@ -0,0 +1,1308 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_Spec.c
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+// Macros
+
+#define MAX_AMBIENT_SFX 8 // Per level
+
+// Types
+
+typedef enum
+{
+ afxcmd_play, // (sound)
+ afxcmd_playabsvol, // (sound, volume)
+ afxcmd_playrelvol, // (sound, volume)
+ afxcmd_delay, // (ticks)
+ afxcmd_delayrand, // (andbits)
+ afxcmd_end // ()
+} afxcmd_t;
+
+// Data
+
+int *LevelAmbientSfx[MAX_AMBIENT_SFX];
+int *AmbSfxPtr;
+int AmbSfxCount;
+int AmbSfxTics;
+int AmbSfxVolume;
+
+int AmbSndSeqInit[] = { // Startup
+ afxcmd_end
+};
+int AmbSndSeq1[] = { // Scream
+ afxcmd_play, sfx_amb1,
+ afxcmd_end
+};
+int AmbSndSeq2[] = { // Squish
+ afxcmd_play, sfx_amb2,
+ afxcmd_end
+};
+int AmbSndSeq3[] = { // Drops
+ afxcmd_play, sfx_amb3,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb7,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb3,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb7,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb3,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb7,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_end
+};
+int AmbSndSeq4[] = { // SlowFootSteps
+ afxcmd_play, sfx_amb4,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_end
+};
+int AmbSndSeq5[] = { // Heartbeat
+ afxcmd_play, sfx_amb5,
+ afxcmd_delay, 35,
+ afxcmd_play, sfx_amb5,
+ afxcmd_delay, 35,
+ afxcmd_play, sfx_amb5,
+ afxcmd_delay, 35,
+ afxcmd_play, sfx_amb5,
+ afxcmd_end
+};
+int AmbSndSeq6[] = { // Bells
+ afxcmd_play, sfx_amb6,
+ afxcmd_delay, 17,
+ afxcmd_playrelvol, sfx_amb6, -8,
+ afxcmd_delay, 17,
+ afxcmd_playrelvol, sfx_amb6, -8,
+ afxcmd_delay, 17,
+ afxcmd_playrelvol, sfx_amb6, -8,
+ afxcmd_end
+};
+int AmbSndSeq7[] = { // Growl
+ afxcmd_play, sfx_bstsit,
+ afxcmd_end
+};
+int AmbSndSeq8[] = { // Magic
+ afxcmd_play, sfx_amb8,
+ afxcmd_end
+};
+int AmbSndSeq9[] = { // Laughter
+ afxcmd_play, sfx_amb9,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb9, -4,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb9, -4,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb10, -4,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb10, -4,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb10, -4,
+ afxcmd_end
+};
+int AmbSndSeq10[] = { // FastFootsteps
+ afxcmd_play, sfx_amb4,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_end
+};
+
+int *AmbientSfx[] = {
+ AmbSndSeq1, // Scream
+ AmbSndSeq2, // Squish
+ AmbSndSeq3, // Drops
+ AmbSndSeq4, // SlowFootsteps
+ AmbSndSeq5, // Heartbeat
+ AmbSndSeq6, // Bells
+ AmbSndSeq7, // Growl
+ AmbSndSeq8, // Magic
+ AmbSndSeq9, // Laughter
+ AmbSndSeq10 // FastFootsteps
+};
+
+animdef_t animdefs[] = {
+ // false = flat
+ // true = texture
+ {false, "FLTWAWA3", "FLTWAWA1", 8}, // Water
+ {false, "FLTSLUD3", "FLTSLUD1", 8}, // Sludge
+ {false, "FLTTELE4", "FLTTELE1", 6}, // Teleport
+ {false, "FLTFLWW3", "FLTFLWW1", 9}, // River - West
+ {false, "FLTLAVA4", "FLTLAVA1", 8}, // Lava
+ {false, "FLATHUH4", "FLATHUH1", 8}, // Super Lava
+ {true, "LAVAFL3", "LAVAFL1", 6}, // Texture: Lavaflow
+ {true, "WATRWAL3", "WATRWAL1", 4}, // Texture: Waterfall
+ {-1}
+};
+
+anim_t anims[MAXANIMS];
+anim_t *lastanim;
+
+int *TerrainTypes;
+struct
+{
+ char *name;
+ int type;
+} TerrainTypeDefs[] =
+{
+ {
+ "FLTWAWA1", FLOOR_WATER},
+ {
+ "FLTFLWW1", FLOOR_WATER},
+ {
+ "FLTLAVA1", FLOOR_LAVA},
+ {
+ "FLATHUH1", FLOOR_LAVA},
+ {
+ "FLTSLUD1", FLOOR_SLUDGE},
+ {
+ "END", -1}
+};
+
+mobj_t LavaInflictor;
+
+//----------------------------------------------------------------------------
+//
+// PROC P_InitLava
+//
+//----------------------------------------------------------------------------
+
+void P_InitLava(void)
+{
+ memset(&LavaInflictor, 0, sizeof(mobj_t));
+ LavaInflictor.type = MT_PHOENIXFX2;
+ LavaInflictor.flags2 = MF2_FIREDAMAGE | MF2_NODMGTHRUST;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_InitTerrainTypes
+//
+//----------------------------------------------------------------------------
+
+void P_InitTerrainTypes(void)
+{
+ int i;
+ int lump;
+ int size;
+
+ size = (numflats + 1) * sizeof(int);
+ TerrainTypes = Z_Malloc(size, PU_STATIC, 0);
+ memset(TerrainTypes, 0, size);
+ for (i = 0; TerrainTypeDefs[i].type != -1; i++)
+ {
+ lump = W_CheckNumForName(TerrainTypeDefs[i].name);
+ if (lump != -1)
+ {
+ TerrainTypes[lump - firstflat] = TerrainTypeDefs[i].type;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_InitPicAnims
+//
+//----------------------------------------------------------------------------
+
+void P_InitPicAnims(void)
+{
+ int i;
+
+ lastanim = anims;
+ for (i = 0; animdefs[i].istexture != -1; i++)
+ {
+ if (animdefs[i].istexture)
+ { // Texture animation
+ if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
+ { // Texture doesn't exist
+ continue;
+ }
+ lastanim->picnum = R_TextureNumForName(animdefs[i].endname);
+ lastanim->basepic = R_TextureNumForName(animdefs[i].startname);
+ }
+ else
+ { // Flat animation
+ if (W_CheckNumForName(animdefs[i].startname) == -1)
+ { // Flat doesn't exist
+ continue;
+ }
+ lastanim->picnum = R_FlatNumForName(animdefs[i].endname);
+ lastanim->basepic = R_FlatNumForName(animdefs[i].startname);
+ }
+ lastanim->istexture = animdefs[i].istexture;
+ lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
+ if (lastanim->numpics < 2)
+ {
+ I_Error("P_InitPicAnims: bad cycle from %s to %s",
+ animdefs[i].startname, animdefs[i].endname);
+ }
+ lastanim->speed = animdefs[i].speed;
+ lastanim++;
+ }
+}
+
+/*
+==============================================================================
+
+ UTILITIES
+
+==============================================================================
+*/
+
+//
+// Will return a side_t* given the number of the current sector,
+// the line number, and the side (0/1) that you want.
+//
+side_t *getSide(int currentSector, int line, int side)
+{
+ return &sides[(sectors[currentSector].lines[line])->sidenum[side]];
+}
+
+//
+// Will return a sector_t* given the number of the current sector,
+// the line number and the side (0/1) that you want.
+//
+sector_t *getSector(int currentSector, int line, int side)
+{
+ return sides[(sectors[currentSector].lines[line])->sidenum[side]].sector;
+}
+
+//
+// Given the sector number and the line number, will tell you whether
+// the line is two-sided or not.
+//
+int twoSided(int sector, int line)
+{
+ return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
+}
+
+//==================================================================
+//
+// Return sector_t * of sector next to current. NULL if not two-sided line
+//
+//==================================================================
+sector_t *getNextSector(line_t * line, sector_t * sec)
+{
+ if (!(line->flags & ML_TWOSIDED))
+ return NULL;
+
+ if (line->frontsector == sec)
+ return line->backsector;
+
+ return line->frontsector;
+}
+
+//==================================================================
+//
+// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindLowestFloorSurrounding(sector_t * sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t floor = sec->floorheight;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+ if (!other)
+ continue;
+ if (other->floorheight < floor)
+ floor = other->floorheight;
+ }
+ return floor;
+}
+
+//==================================================================
+//
+// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindHighestFloorSurrounding(sector_t * sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t floor = -500 * FRACUNIT;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+ if (!other)
+ continue;
+ if (other->floorheight > floor)
+ floor = other->floorheight;
+ }
+ return floor;
+}
+
+//==================================================================
+//
+// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindNextHighestFloor(sector_t * sec, int currentheight)
+{
+ int i;
+ int h;
+ fixed_t min;
+ line_t *check;
+ sector_t *other;
+ fixed_t height = currentheight;
+
+ min = INT_MAX;
+
+ for (i = 0, h = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+
+ if (other != NULL && other->floorheight > height)
+ {
+ if (other->floorheight < min)
+ {
+ min = other->floorheight;
+ }
+
+ ++h;
+ }
+ }
+
+ // Compatibility note, in case of demo desyncs.
+
+ if (h > 20)
+ {
+ fprintf(stderr, "P_FindNextHighestFloor: exceeded Vanilla limit\n");
+ }
+
+ return min;
+}
+
+//==================================================================
+//
+// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindLowestCeilingSurrounding(sector_t * sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t height = INT_MAX;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+ if (!other)
+ continue;
+ if (other->ceilingheight < height)
+ height = other->ceilingheight;
+ }
+ return height;
+}
+
+//==================================================================
+//
+// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindHighestCeilingSurrounding(sector_t * sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t height = 0;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+ if (!other)
+ continue;
+ if (other->ceilingheight > height)
+ height = other->ceilingheight;
+ }
+ return height;
+}
+
+//==================================================================
+//
+// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
+//
+//==================================================================
+int P_FindSectorFromLineTag(line_t * line, int start)
+{
+ int i;
+
+ for (i = start + 1; i < numsectors; i++)
+ if (sectors[i].tag == line->tag)
+ return i;
+ return -1;
+}
+
+//==================================================================
+//
+// Find minimum light from an adjacent sector
+//
+//==================================================================
+int P_FindMinSurroundingLight(sector_t * sector, int max)
+{
+ int i;
+ int min;
+ line_t *line;
+ sector_t *check;
+
+ min = max;
+ for (i = 0; i < sector->linecount; i++)
+ {
+ line = sector->lines[i];
+ check = getNextSector(line, sector);
+ if (!check)
+ continue;
+ if (check->lightlevel < min)
+ min = check->lightlevel;
+ }
+ return min;
+}
+
+/*
+==============================================================================
+
+ EVENTS
+
+Events are operations triggered by using, crossing, or shooting special lines, or by timed thinkers
+
+==============================================================================
+*/
+
+
+
+/*
+===============================================================================
+=
+= P_CrossSpecialLine - TRIGGER
+=
+= Called every time a thing origin is about to cross
+= a line with a non 0 special
+=
+===============================================================================
+*/
+
+void P_CrossSpecialLine(int linenum, int side, mobj_t * thing)
+{
+ line_t *line;
+
+ line = &lines[linenum];
+ if (!thing->player)
+ { // Check if trigger allowed by non-player mobj
+ switch (line->special)
+ {
+ case 39: // Trigger_TELEPORT
+ case 97: // Retrigger_TELEPORT
+ case 4: // Trigger_Raise_Door
+ //case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
+ //case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
+ break;
+ default:
+ return;
+ break;
+ }
+ }
+ switch (line->special)
+ {
+ //====================================================
+ // TRIGGERS
+ //====================================================
+ case 2: // Open Door
+ EV_DoDoor(line, open, VDOORSPEED);
+ line->special = 0;
+ break;
+ case 3: // Close Door
+ EV_DoDoor(line, close, VDOORSPEED);
+ line->special = 0;
+ break;
+ case 4: // Raise Door
+ EV_DoDoor(line, normal, VDOORSPEED);
+ line->special = 0;
+ break;
+ case 5: // Raise Floor
+ EV_DoFloor(line, raiseFloor);
+ line->special = 0;
+ break;
+ case 6: // Fast Ceiling Crush & Raise
+ EV_DoCeiling(line, fastCrushAndRaise);
+ line->special = 0;
+ break;
+ case 8: // Trigger_Build_Stairs (8 pixel steps)
+ EV_BuildStairs(line, 8 * FRACUNIT);
+ line->special = 0;
+ break;
+ case 106: // Trigger_Build_Stairs_16 (16 pixel steps)
+ EV_BuildStairs(line, 16 * FRACUNIT);
+ line->special = 0;
+ break;
+ case 10: // PlatDownWaitUp
+ EV_DoPlat(line, downWaitUpStay, 0);
+ line->special = 0;
+ break;
+ case 12: // Light Turn On - brightest near
+ EV_LightTurnOn(line, 0);
+ line->special = 0;
+ break;
+ case 13: // Light Turn On 255
+ EV_LightTurnOn(line, 255);
+ line->special = 0;
+ break;
+ case 16: // Close Door 30
+ EV_DoDoor(line, close30ThenOpen, VDOORSPEED);
+ line->special = 0;
+ break;
+ case 17: // Start Light Strobing
+ EV_StartLightStrobing(line);
+ line->special = 0;
+ break;
+ case 19: // Lower Floor
+ EV_DoFloor(line, lowerFloor);
+ line->special = 0;
+ break;
+ case 22: // Raise floor to nearest height and change texture
+ EV_DoPlat(line, raiseToNearestAndChange, 0);
+ line->special = 0;
+ break;
+ case 25: // Ceiling Crush and Raise
+ EV_DoCeiling(line, crushAndRaise);
+ line->special = 0;
+ break;
+ case 30: // Raise floor to shortest texture height
+ // on either side of lines
+ EV_DoFloor(line, raiseToTexture);
+ line->special = 0;
+ break;
+ case 35: // Lights Very Dark
+ EV_LightTurnOn(line, 35);
+ line->special = 0;
+ break;
+ case 36: // Lower Floor (TURBO)
+ EV_DoFloor(line, turboLower);
+ line->special = 0;
+ break;
+ case 37: // LowerAndChange
+ EV_DoFloor(line, lowerAndChange);
+ line->special = 0;
+ break;
+ case 38: // Lower Floor To Lowest
+ EV_DoFloor(line, lowerFloorToLowest);
+ line->special = 0;
+ break;
+ case 39: // TELEPORT!
+ EV_Teleport(line, side, thing);
+ line->special = 0;
+ break;
+ case 40: // RaiseCeilingLowerFloor
+ EV_DoCeiling(line, raiseToHighest);
+ EV_DoFloor(line, lowerFloorToLowest);
+ line->special = 0;
+ break;
+ case 44: // Ceiling Crush
+ EV_DoCeiling(line, lowerAndCrush);
+ line->special = 0;
+ break;
+ case 52: // EXIT!
+ G_ExitLevel();
+ line->special = 0;
+ break;
+ case 53: // Perpetual Platform Raise
+ EV_DoPlat(line, perpetualRaise, 0);
+ line->special = 0;
+ break;
+ case 54: // Platform Stop
+ EV_StopPlat(line);
+ line->special = 0;
+ break;
+ case 56: // Raise Floor Crush
+ EV_DoFloor(line, raiseFloorCrush);
+ line->special = 0;
+ break;
+ case 57: // Ceiling Crush Stop
+ EV_CeilingCrushStop(line);
+ line->special = 0;
+ break;
+ case 58: // Raise Floor 24
+ EV_DoFloor(line, raiseFloor24);
+ line->special = 0;
+ break;
+ case 59: // Raise Floor 24 And Change
+ EV_DoFloor(line, raiseFloor24AndChange);
+ line->special = 0;
+ break;
+ case 104: // Turn lights off in sector(tag)
+ EV_TurnTagLightsOff(line);
+ line->special = 0;
+ break;
+ case 105: // Trigger_SecretExit
+ G_SecretExitLevel();
+ line->special = 0;
+ break;
+
+ //====================================================
+ // RE-DOABLE TRIGGERS
+ //====================================================
+
+ case 72: // Ceiling Crush
+ EV_DoCeiling(line, lowerAndCrush);
+ break;
+ case 73: // Ceiling Crush and Raise
+ EV_DoCeiling(line, crushAndRaise);
+ break;
+ case 74: // Ceiling Crush Stop
+ EV_CeilingCrushStop(line);
+ break;
+ case 75: // Close Door
+ EV_DoDoor(line, close, VDOORSPEED);
+ break;
+ case 76: // Close Door 30
+ EV_DoDoor(line, close30ThenOpen, VDOORSPEED);
+ break;
+ case 77: // Fast Ceiling Crush & Raise
+ EV_DoCeiling(line, fastCrushAndRaise);
+ break;
+ case 79: // Lights Very Dark
+ EV_LightTurnOn(line, 35);
+ break;
+ case 80: // Light Turn On - brightest near
+ EV_LightTurnOn(line, 0);
+ break;
+ case 81: // Light Turn On 255
+ EV_LightTurnOn(line, 255);
+ break;
+ case 82: // Lower Floor To Lowest
+ EV_DoFloor(line, lowerFloorToLowest);
+ break;
+ case 83: // Lower Floor
+ EV_DoFloor(line, lowerFloor);
+ break;
+ case 84: // LowerAndChange
+ EV_DoFloor(line, lowerAndChange);
+ break;
+ case 86: // Open Door
+ EV_DoDoor(line, open, VDOORSPEED);
+ break;
+ case 87: // Perpetual Platform Raise
+ EV_DoPlat(line, perpetualRaise, 0);
+ break;
+ case 88: // PlatDownWaitUp
+ EV_DoPlat(line, downWaitUpStay, 0);
+ break;
+ case 89: // Platform Stop
+ EV_StopPlat(line);
+ break;
+ case 90: // Raise Door
+ EV_DoDoor(line, normal, VDOORSPEED);
+ break;
+ case 100: // Retrigger_Raise_Door_Turbo
+ EV_DoDoor(line, normal, VDOORSPEED * 3);
+ break;
+ case 91: // Raise Floor
+ EV_DoFloor(line, raiseFloor);
+ break;
+ case 92: // Raise Floor 24
+ EV_DoFloor(line, raiseFloor24);
+ break;
+ case 93: // Raise Floor 24 And Change
+ EV_DoFloor(line, raiseFloor24AndChange);
+ break;
+ case 94: // Raise Floor Crush
+ EV_DoFloor(line, raiseFloorCrush);
+ break;
+ case 95: // Raise floor to nearest height and change texture
+ EV_DoPlat(line, raiseToNearestAndChange, 0);
+ break;
+ case 96: // Raise floor to shortest texture height
+ // on either side of lines
+ EV_DoFloor(line, raiseToTexture);
+ break;
+ case 97: // TELEPORT!
+ EV_Teleport(line, side, thing);
+ break;
+ case 98: // Lower Floor (TURBO)
+ EV_DoFloor(line, turboLower);
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ShootSpecialLine
+//
+// Called when a thing shoots a special line.
+//
+//----------------------------------------------------------------------------
+
+void P_ShootSpecialLine(mobj_t * thing, line_t * line)
+{
+ if (!thing->player)
+ { // Check if trigger allowed by non-player mobj
+ switch (line->special)
+ {
+ case 46: // Impact_OpenDoor
+ break;
+ default:
+ return;
+ break;
+ }
+ }
+ switch (line->special)
+ {
+ case 24: // Impact_RaiseFloor
+ EV_DoFloor(line, raiseFloor);
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 46: // Impact_OpenDoor
+ EV_DoDoor(line, open, VDOORSPEED);
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 47: // Impact_RaiseFloorNear&Change
+ EV_DoPlat(line, raiseToNearestAndChange, 0);
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerInSpecialSector
+//
+// Called every tic frame that the player origin is in a special sector.
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerInSpecialSector(player_t * player)
+{
+ sector_t *sector;
+ static int pushTab[5] = {
+ 2048 * 5,
+ 2048 * 10,
+ 2048 * 25,
+ 2048 * 30,
+ 2048 * 35
+ };
+
+ sector = player->mo->subsector->sector;
+ if (player->mo->z != sector->floorheight)
+ { // Player is not touching the floor
+ return;
+ }
+ switch (sector->special)
+ {
+ case 7: // Damage_Sludge
+ if (!(leveltime & 31))
+ {
+ P_DamageMobj(player->mo, NULL, NULL, 4);
+ }
+ break;
+ case 5: // Damage_LavaWimpy
+ if (!(leveltime & 15))
+ {
+ P_DamageMobj(player->mo, &LavaInflictor, NULL, 5);
+ P_HitFloor(player->mo);
+ }
+ break;
+ case 16: // Damage_LavaHefty
+ if (!(leveltime & 15))
+ {
+ P_DamageMobj(player->mo, &LavaInflictor, NULL, 8);
+ P_HitFloor(player->mo);
+ }
+ break;
+ case 4: // Scroll_EastLavaDamage
+ P_Thrust(player, 0, 2048 * 28);
+ if (!(leveltime & 15))
+ {
+ P_DamageMobj(player->mo, &LavaInflictor, NULL, 5);
+ P_HitFloor(player->mo);
+ }
+ break;
+ case 9: // SecretArea
+ player->secretcount++;
+ sector->special = 0;
+ break;
+ case 11: // Exit_SuperDamage (DOOM E1M8 finale)
+ /*
+ player->cheats &= ~CF_GODMODE;
+ if(!(leveltime&0x1f))
+ {
+ P_DamageMobj(player->mo, NULL, NULL, 20);
+ }
+ if(player->health <= 10)
+ {
+ G_ExitLevel();
+ }
+ */
+ break;
+
+ case 25:
+ case 26:
+ case 27:
+ case 28:
+ case 29: // Scroll_North
+ P_Thrust(player, ANG90, pushTab[sector->special - 25]);
+ break;
+ case 20:
+ case 21:
+ case 22:
+ case 23:
+ case 24: // Scroll_East
+ P_Thrust(player, 0, pushTab[sector->special - 20]);
+ break;
+ case 30:
+ case 31:
+ case 32:
+ case 33:
+ case 34: // Scroll_South
+ P_Thrust(player, ANG270, pushTab[sector->special - 30]);
+ break;
+ case 35:
+ case 36:
+ case 37:
+ case 38:
+ case 39: // Scroll_West
+ P_Thrust(player, ANG180, pushTab[sector->special - 35]);
+ break;
+
+ case 40:
+ case 41:
+ case 42:
+ case 43:
+ case 44:
+ case 45:
+ case 46:
+ case 47:
+ case 48:
+ case 49:
+ case 50:
+ case 51:
+ // Wind specials are handled in (P_mobj):P_XYMovement
+ break;
+
+ case 15: // Friction_Low
+ // Only used in (P_mobj):P_XYMovement and (P_user):P_Thrust
+ break;
+
+ default:
+ I_Error("P_PlayerInSpecialSector: "
+ "unknown special %i", sector->special);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_UpdateSpecials
+//
+// Animate planes, scroll walls, etc.
+//
+//----------------------------------------------------------------------------
+
+void P_UpdateSpecials(void)
+{
+ int i;
+ int pic;
+ anim_t *anim;
+ line_t *line;
+
+ // Animate flats and textures
+ for (anim = anims; anim < lastanim; anim++)
+ {
+ for (i = anim->basepic; i < anim->basepic + anim->numpics; i++)
+ {
+ pic =
+ anim->basepic +
+ ((leveltime / anim->speed + i) % anim->numpics);
+ if (anim->istexture)
+ {
+ texturetranslation[i] = pic;
+ }
+ else
+ {
+ flattranslation[i] = pic;
+ }
+ }
+ }
+ // Update scrolling texture offsets
+ for (i = 0; i < numlinespecials; i++)
+ {
+ line = linespeciallist[i];
+ switch (line->special)
+ {
+ case 48: // Effect_Scroll_Left
+ sides[line->sidenum[0]].textureoffset += FRACUNIT;
+ break;
+ case 99: // Effect_Scroll_Right
+ sides[line->sidenum[0]].textureoffset -= FRACUNIT;
+ break;
+ }
+ }
+ // Handle buttons
+ for (i = 0; i < MAXBUTTONS; i++)
+ {
+ if (buttonlist[i].btimer)
+ {
+ buttonlist[i].btimer--;
+ if (!buttonlist[i].btimer)
+ {
+ switch (buttonlist[i].where)
+ {
+ case top:
+ sides[buttonlist[i].line->sidenum[0]].toptexture =
+ buttonlist[i].btexture;
+ break;
+ case middle:
+ sides[buttonlist[i].line->sidenum[0]].midtexture =
+ buttonlist[i].btexture;
+ break;
+ case bottom:
+ sides[buttonlist[i].line->sidenum[0]].bottomtexture =
+ buttonlist[i].btexture;
+ break;
+ }
+ S_StartSound(buttonlist[i].soundorg, sfx_switch);
+ memset(&buttonlist[i], 0, sizeof(button_t));
+ }
+ }
+ }
+}
+
+//============================================================
+//
+// Special Stuff that can't be categorized
+//
+//============================================================
+int EV_DoDonut(line_t * line)
+{
+ sector_t *s1;
+ sector_t *s2;
+ sector_t *s3;
+ int secnum;
+ int rtn;
+ int i;
+ floormove_t *floor;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ s1 = &sectors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (s1->specialdata)
+ continue;
+
+ rtn = 1;
+ s2 = getNextSector(s1->lines[0], s1);
+ for (i = 0; i < s2->linecount; i++)
+ {
+ if ((!s2->lines[i]->flags & ML_TWOSIDED) ||
+ (s2->lines[i]->backsector == s1))
+ continue;
+ s3 = s2->lines[i]->backsector;
+
+ //
+ // Spawn rising slime
+ //
+ floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0);
+ P_AddThinker(&floor->thinker);
+ s2->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = donutRaise;
+ floor->crush = false;
+ floor->direction = 1;
+ floor->sector = s2;
+ floor->speed = FLOORSPEED / 2;
+ floor->texture = s3->floorpic;
+ floor->newspecial = 0;
+ floor->floordestheight = s3->floorheight;
+
+ //
+ // Spawn lowering donut-hole
+ //
+ floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0);
+ P_AddThinker(&floor->thinker);
+ s1->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = lowerFloor;
+ floor->crush = false;
+ floor->direction = -1;
+ floor->sector = s1;
+ floor->speed = FLOORSPEED / 2;
+ floor->floordestheight = s3->floorheight;
+ break;
+ }
+ }
+ return rtn;
+}
+
+/*
+==============================================================================
+
+ SPECIAL SPAWNING
+
+==============================================================================
+*/
+/*
+================================================================================
+= P_SpawnSpecials
+=
+= After the map has been loaded, scan for specials that
+= spawn thinkers
+=
+===============================================================================
+*/
+
+short numlinespecials;
+line_t *linespeciallist[MAXLINEANIMS];
+
+void P_SpawnSpecials(void)
+{
+ sector_t *sector;
+ int i;
+ int episode;
+
+ episode = 1;
+ if (W_CheckNumForName("texture2") >= 0)
+ episode = 2;
+
+ //
+ // Init special SECTORs
+ //
+ sector = sectors;
+ for (i = 0; i < numsectors; i++, sector++)
+ {
+ if (!sector->special)
+ continue;
+ switch (sector->special)
+ {
+ case 1: // FLICKERING LIGHTS
+ P_SpawnLightFlash(sector);
+ break;
+ case 2: // STROBE FAST
+ P_SpawnStrobeFlash(sector, FASTDARK, 0);
+ break;
+ case 3: // STROBE SLOW
+ P_SpawnStrobeFlash(sector, SLOWDARK, 0);
+ break;
+ case 4: // STROBE FAST/DEATH SLIME
+ P_SpawnStrobeFlash(sector, FASTDARK, 0);
+ sector->special = 4;
+ break;
+ case 8: // GLOWING LIGHT
+ P_SpawnGlowingLight(sector);
+ break;
+ case 9: // SECRET SECTOR
+ totalsecret++;
+ break;
+ case 10: // DOOR CLOSE IN 30 SECONDS
+ P_SpawnDoorCloseIn30(sector);
+ break;
+ case 12: // SYNC STROBE SLOW
+ P_SpawnStrobeFlash(sector, SLOWDARK, 1);
+ break;
+ case 13: // SYNC STROBE FAST
+ P_SpawnStrobeFlash(sector, FASTDARK, 1);
+ break;
+ case 14: // DOOR RAISE IN 5 MINUTES
+ P_SpawnDoorRaiseIn5Mins(sector, i);
+ break;
+ }
+ }
+
+
+ //
+ // Init line EFFECTs
+ //
+ numlinespecials = 0;
+ for (i = 0; i < numlines; i++)
+ switch (lines[i].special)
+ {
+ case 48: // Effect_Scroll_Left
+ case 99: // Effect_Scroll_Right
+ linespeciallist[numlinespecials] = &lines[i];
+ numlinespecials++;
+ break;
+ }
+
+ //
+ // Init other misc stuff
+ //
+ for (i = 0; i < MAXCEILINGS; i++)
+ activeceilings[i] = NULL;
+ for (i = 0; i < MAXPLATS; i++)
+ activeplats[i] = NULL;
+ for (i = 0; i < MAXBUTTONS; i++)
+ memset(&buttonlist[i], 0, sizeof(button_t));
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_InitAmbientSound
+//
+//----------------------------------------------------------------------------
+
+void P_InitAmbientSound(void)
+{
+ AmbSfxCount = 0;
+ AmbSfxVolume = 0;
+ AmbSfxTics = 10 * TICRATE;
+ AmbSfxPtr = AmbSndSeqInit;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_AddAmbientSfx
+//
+// Called by (P_mobj):P_SpawnMapThing during (P_setup):P_SetupLevel.
+//
+//----------------------------------------------------------------------------
+
+void P_AddAmbientSfx(int sequence)
+{
+ if (AmbSfxCount == MAX_AMBIENT_SFX)
+ {
+ I_Error("Too many ambient sound sequences");
+ }
+ LevelAmbientSfx[AmbSfxCount++] = AmbientSfx[sequence];
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_AmbientSound
+//
+// Called every tic by (P_tick):P_Ticker.
+//
+//----------------------------------------------------------------------------
+
+void P_AmbientSound(void)
+{
+ afxcmd_t cmd;
+ int sound;
+ boolean done;
+
+ if (!AmbSfxCount)
+ { // No ambient sound sequences on current level
+ return;
+ }
+ if (--AmbSfxTics)
+ {
+ return;
+ }
+ done = false;
+ do
+ {
+ cmd = *AmbSfxPtr++;
+ switch (cmd)
+ {
+ case afxcmd_play:
+ AmbSfxVolume = P_Random() >> 2;
+ S_StartSoundAtVolume(NULL, *AmbSfxPtr++, AmbSfxVolume);
+ break;
+ case afxcmd_playabsvol:
+ sound = *AmbSfxPtr++;
+ AmbSfxVolume = *AmbSfxPtr++;
+ S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);
+ break;
+ case afxcmd_playrelvol:
+ sound = *AmbSfxPtr++;
+ AmbSfxVolume += *AmbSfxPtr++;
+ if (AmbSfxVolume < 0)
+ {
+ AmbSfxVolume = 0;
+ }
+ else if (AmbSfxVolume > 127)
+ {
+ AmbSfxVolume = 127;
+ }
+ S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);
+ break;
+ case afxcmd_delay:
+ AmbSfxTics = *AmbSfxPtr++;
+ done = true;
+ break;
+ case afxcmd_delayrand:
+ AmbSfxTics = P_Random() & (*AmbSfxPtr++);
+ done = true;
+ break;
+ case afxcmd_end:
+ AmbSfxTics = 6 * TICRATE + P_Random();
+ AmbSfxPtr = LevelAmbientSfx[P_Random() % AmbSfxCount];
+ done = true;
+ break;
+ default:
+ I_Error("P_AmbientSound: Unknown afxcmd %d", cmd);
+ break;
+ }
+ }
+ while (done == false);
+}
diff --git a/src/heretic/p_spec.h b/src/heretic/p_spec.h
new file mode 100644
index 00000000..7f5e2c43
--- /dev/null
+++ b/src/heretic/p_spec.h
@@ -0,0 +1,398 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_spec.h
+
+/*
+===============================================================================
+
+ P_SPEC
+
+===============================================================================
+*/
+
+//
+// Animating textures and planes
+//
+typedef struct
+{
+ boolean istexture;
+ int picnum;
+ int basepic;
+ int numpics;
+ int speed;
+} anim_t;
+
+//
+// source animation definition
+//
+typedef struct
+{
+ boolean istexture; // if false, it's a flat
+ char endname[9];
+ char startname[9];
+ int speed;
+} animdef_t;
+
+#define MAXANIMS 32
+
+extern anim_t anims[MAXANIMS], *lastanim;
+extern int *TerrainTypes;
+
+//
+// Animating line specials
+//
+#define MAXLINEANIMS 64
+extern short numlinespecials;
+extern line_t *linespeciallist[MAXLINEANIMS];
+
+// Define values for map objects
+#define MO_TELEPORTMAN 14
+
+// at game start
+void P_InitPicAnims(void);
+void P_InitTerrainTypes(void);
+void P_InitLava(void);
+
+// at map load
+void P_SpawnSpecials(void);
+void P_InitAmbientSound(void);
+void P_AddAmbientSfx(int sequence);
+
+// every tic
+void P_UpdateSpecials(void);
+void P_AmbientSound(void);
+
+// when needed
+boolean P_UseSpecialLine(mobj_t * thing, line_t * line);
+void P_ShootSpecialLine(mobj_t * thing, line_t * line);
+void P_CrossSpecialLine(int linenum, int side, mobj_t * thing);
+
+void P_PlayerInSpecialSector(player_t * player);
+
+int twoSided(int sector, int line);
+sector_t *getSector(int currentSector, int line, int side);
+side_t *getSide(int currentSector, int line, int side);
+fixed_t P_FindLowestFloorSurrounding(sector_t * sec);
+fixed_t P_FindHighestFloorSurrounding(sector_t * sec);
+fixed_t P_FindNextHighestFloor(sector_t * sec, int currentheight);
+fixed_t P_FindLowestCeilingSurrounding(sector_t * sec);
+fixed_t P_FindHighestCeilingSurrounding(sector_t * sec);
+int P_FindSectorFromLineTag(line_t * line, int start);
+int P_FindMinSurroundingLight(sector_t * sector, int max);
+sector_t *getNextSector(line_t * line, sector_t * sec);
+
+//
+// SPECIAL
+//
+int EV_DoDonut(line_t * line);
+
+/*
+===============================================================================
+
+ P_LIGHTS
+
+===============================================================================
+*/
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int count;
+ int maxlight;
+ int minlight;
+ int maxtime;
+ int mintime;
+} lightflash_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int count;
+ int minlight;
+ int maxlight;
+ int darktime;
+ int brighttime;
+} strobe_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int minlight;
+ int maxlight;
+ int direction;
+} glow_t;
+
+#define GLOWSPEED 8
+#define STROBEBRIGHT 5
+#define FASTDARK 15
+#define SLOWDARK 35
+
+void T_LightFlash(lightflash_t * flash);
+void P_SpawnLightFlash(sector_t * sector);
+void T_StrobeFlash(strobe_t * flash);
+void P_SpawnStrobeFlash(sector_t * sector, int fastOrSlow, int inSync);
+void EV_StartLightStrobing(line_t * line);
+void EV_TurnTagLightsOff(line_t * line);
+void EV_LightTurnOn(line_t * line, int bright);
+void T_Glow(glow_t * g);
+void P_SpawnGlowingLight(sector_t * sector);
+
+/*
+===============================================================================
+
+ P_SWITCH
+
+===============================================================================
+*/
+typedef struct
+{
+ char name1[9];
+ char name2[9];
+ short episode;
+} switchlist_t;
+
+typedef enum
+{
+ top,
+ middle,
+ bottom
+} bwhere_e;
+
+typedef struct
+{
+ line_t *line;
+ bwhere_e where;
+ int btexture;
+ int btimer;
+ void *soundorg;
+} button_t;
+
+#define MAXSWITCHES 50 // max # of wall switches in a level
+#define MAXBUTTONS 16 // 4 players, 4 buttons each at once, max.
+#define BUTTONTIME 35 // 1 second
+
+extern button_t buttonlist[MAXBUTTONS];
+
+void P_ChangeSwitchTexture(line_t * line, int useAgain);
+void P_InitSwitchList(void);
+
+/*
+===============================================================================
+
+ P_PLATS
+
+===============================================================================
+*/
+typedef enum
+{
+ up,
+ down,
+ waiting,
+ in_stasis
+} plat_e;
+
+typedef enum
+{
+ perpetualRaise,
+ downWaitUpStay,
+ raiseAndChange,
+ raiseToNearestAndChange
+} plattype_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ fixed_t speed;
+ fixed_t low;
+ fixed_t high;
+ int wait;
+ int count;
+ plat_e status;
+ plat_e oldstatus;
+ boolean crush;
+ int tag;
+ plattype_e type;
+} plat_t;
+
+#define PLATWAIT 3
+#define PLATSPEED FRACUNIT
+#define MAXPLATS 30
+
+extern plat_t *activeplats[MAXPLATS];
+
+void T_PlatRaise(plat_t * plat);
+int EV_DoPlat(line_t * line, plattype_e type, int amount);
+void P_AddActivePlat(plat_t * plat);
+void P_RemoveActivePlat(plat_t * plat);
+void EV_StopPlat(line_t * line);
+void P_ActivateInStasis(int tag);
+
+/*
+===============================================================================
+
+ P_DOORS
+
+===============================================================================
+*/
+typedef enum
+{
+ normal,
+ close30ThenOpen,
+ close,
+ open,
+ raiseIn5Mins
+} vldoor_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ vldoor_e type;
+ sector_t *sector;
+ fixed_t topheight;
+ fixed_t speed;
+ int direction; // 1 = up, 0 = waiting at top, -1 = down
+ int topwait; // tics to wait at the top
+ // (keep in case a door going down is reset)
+ int topcountdown; // when it reaches 0, start going down
+} vldoor_t;
+
+#define VDOORSPEED FRACUNIT*2
+#define VDOORWAIT 150
+
+void EV_VerticalDoor(line_t * line, mobj_t * thing);
+int EV_DoDoor(line_t * line, vldoor_e type, fixed_t speed);
+void T_VerticalDoor(vldoor_t * door);
+void P_SpawnDoorCloseIn30(sector_t * sec);
+void P_SpawnDoorRaiseIn5Mins(sector_t * sec, int secnum);
+
+/*
+===============================================================================
+
+ P_CEILNG
+
+===============================================================================
+*/
+typedef enum
+{
+ lowerToFloor,
+ raiseToHighest,
+ lowerAndCrush,
+ crushAndRaise,
+ fastCrushAndRaise
+} ceiling_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ ceiling_e type;
+ sector_t *sector;
+ fixed_t bottomheight, topheight;
+ fixed_t speed;
+ boolean crush;
+ int direction; // 1 = up, 0 = waiting, -1 = down
+ int tag; // ID
+ int olddirection;
+} ceiling_t;
+
+#define CEILSPEED FRACUNIT
+#define CEILWAIT 150
+#define MAXCEILINGS 30
+
+extern ceiling_t *activeceilings[MAXCEILINGS];
+
+int EV_DoCeiling(line_t * line, ceiling_e type);
+void T_MoveCeiling(ceiling_t * ceiling);
+void P_AddActiveCeiling(ceiling_t * c);
+void P_RemoveActiveCeiling(ceiling_t * c);
+int EV_CeilingCrushStop(line_t * line);
+void P_ActivateInStasisCeiling(line_t * line);
+
+/*
+===============================================================================
+
+ P_FLOOR
+
+===============================================================================
+*/
+typedef enum
+{
+ lowerFloor, // lower floor to highest surrounding floor
+ lowerFloorToLowest, // lower floor to lowest surrounding floor
+ turboLower, // lower floor to highest surrounding floor VERY FAST
+ raiseFloor, // raise floor to lowest surrounding CEILING
+ raiseFloorToNearest, // raise floor to next highest surrounding floor
+ raiseToTexture, // raise floor to shortest height texture around it
+ lowerAndChange, // lower floor to lowest surrounding floor and change
+ // floorpic
+ raiseFloor24,
+ raiseFloor24AndChange,
+ raiseFloorCrush,
+ donutRaise,
+ raiseBuildStep // One step of a staircase
+} floor_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ floor_e type;
+ boolean crush;
+ sector_t *sector;
+ int direction;
+ int newspecial;
+ short texture;
+ fixed_t floordestheight;
+ fixed_t speed;
+} floormove_t;
+
+#define FLOORSPEED FRACUNIT
+
+typedef enum
+{
+ ok,
+ crushed,
+ pastdest
+} result_e;
+
+result_e T_MovePlane(sector_t * sector, fixed_t speed,
+ fixed_t dest, boolean crush, int floorOrCeiling,
+ int direction);
+
+int EV_BuildStairs(line_t * line, fixed_t stepDelta);
+int EV_DoFloor(line_t * line, floor_e floortype);
+void T_MoveFloor(floormove_t * floor);
+
+/*
+===============================================================================
+
+ P_TELEPT
+
+===============================================================================
+*/
+
+boolean P_Teleport(mobj_t * thing, fixed_t x, fixed_t y, angle_t angle);
+boolean EV_Teleport(line_t * line, int side, mobj_t * thing);
diff --git a/src/heretic/p_switch.c b/src/heretic/p_switch.c
new file mode 100644
index 00000000..cef6a74b
--- /dev/null
+++ b/src/heretic/p_switch.c
@@ -0,0 +1,413 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+//==================================================================
+//
+// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
+//
+//==================================================================
+switchlist_t alphSwitchList[] = {
+ {"SW1OFF", "SW1ON", 1},
+ {"SW2OFF", "SW2ON", 1},
+
+/*
+ {"SW1CTY", "SW2CTY", 1},
+ {"SW1ORGRY", "SW2ORGRY", 1},
+ {"SW1GRSTN", "SW2GRSTN", 1},
+ {"SW1SNDP", "SW2SNDP", 1},
+ {"SW1SPINE", "SW2SPINE", 1},
+ {"SW1SQPEB", "SW2SQPEB", 1},
+ {"SW1TRST1", "SW2TRST1", 1},
+ {"SW1CSTL", "SW2CSTL", 1},
+ {"SW1MOSS", "SW2MOSS", 1},
+ {"SW1SNDSQ", "SW2SNDSQ", 1},
+ {"SW1RED", "SW2RED", 1},
+ {"SW1WOOD", "SW2WOOD", 1},
+ {"SW1BROWN", "SW2BROWN", 1},
+
+ {"SW1TRST2", "SW2TRST2", 2},
+ {"SW1MSC", "SW2MSC", 2},
+ {"SW1MSC2", "SW2MSC2", 2},
+ {"SW1GRDMD", "SW2GRDMD", 2},
+*/
+
+#if 0
+ {"SW1BRCOM", "SW2BRCOM", 1},
+ {"SW1BRN1", "SW2BRN1", 1},
+ {"SW1BRN2", "SW2BRN2", 1},
+ {"SW1BRNGN", "SW2BRNGN", 1},
+ {"SW1BROWN", "SW2BROWN", 1},
+ {"SW1COMM", "SW2COMM", 1},
+ {"SW1COMP", "SW2COMP", 1},
+ {"SW1DIRT", "SW2DIRT", 1},
+ {"SW1EXIT", "SW2EXIT", 1},
+ {"SW1GRAY", "SW2GRAY", 1},
+ {"SW1GRAY1", "SW2GRAY1", 1},
+ {"SW1METAL", "SW2METAL", 1},
+ {"SW1PIPE", "SW2PIPE", 1},
+ {"SW1SLAD", "SW2SLAD", 1},
+ {"SW1STARG", "SW2STARG", 1},
+ {"SW1STON1", "SW2STON1", 1},
+ {"SW1STON2", "SW2STON2", 1},
+ {"SW1STONE", "SW2STONE", 1},
+ {"SW1STRTN", "SW2STRTN", 1},
+
+ {"SW1BLUE", "SW2BLUE", 2},
+ {"SW1CMT", "SW2CMT", 2},
+ {"SW1GARG", "SW2GARG", 2},
+ {"SW1GSTON", "SW2GSTON", 2},
+ {"SW1HOT", "SW2HOT", 2},
+ {"SW1LION", "SW2LION", 2},
+ {"SW1SATYR", "SW2SATYR", 2},
+ {"SW1SKIN", "SW2SKIN", 2},
+ {"SW1VINE", "SW2VINE", 2},
+ {"SW1WOOD", "SW2WOOD", 2},
+#endif
+ {"\0", "\0", 0}
+};
+
+int switchlist[MAXSWITCHES * 2];
+int numswitches;
+button_t buttonlist[MAXBUTTONS];
+
+/*
+===============
+=
+= P_InitSwitchList
+=
+= Only called at game initialization
+=
+===============
+*/
+
+void P_InitSwitchList(void)
+{
+ int i;
+ int index;
+ int episode;
+
+ episode = 1;
+ if (gamemode != shareware)
+ episode = 2;
+
+ for (index = 0, i = 0; i < MAXSWITCHES; i++)
+ {
+ if (!alphSwitchList[i].episode)
+ {
+ numswitches = index / 2;
+ switchlist[index] = -1;
+ break;
+ }
+
+ if (alphSwitchList[i].episode <= episode)
+ {
+ switchlist[index++] =
+ R_TextureNumForName(alphSwitchList[i].name1);
+ switchlist[index++] =
+ R_TextureNumForName(alphSwitchList[i].name2);
+ }
+ }
+}
+
+//==================================================================
+//
+// Start a button counting down till it turns off.
+//
+//==================================================================
+void P_StartButton(line_t * line, bwhere_e w, int texture, int time)
+{
+ int i;
+
+ for (i = 0; i < MAXBUTTONS; i++)
+ if (!buttonlist[i].btimer)
+ {
+ buttonlist[i].line = line;
+ buttonlist[i].where = w;
+ buttonlist[i].btexture = texture;
+ buttonlist[i].btimer = time;
+ buttonlist[i].soundorg = &line->frontsector->soundorg;
+ return;
+ }
+
+ I_Error("P_StartButton: no button slots left!");
+}
+
+//==================================================================
+//
+// Function that changes wall texture.
+// Tell it if switch is ok to use again (1=yes, it's a button).
+//
+//==================================================================
+void P_ChangeSwitchTexture(line_t * line, int useAgain)
+{
+ int texTop;
+ int texMid;
+ int texBot;
+ int i;
+ int sound;
+
+ if (!useAgain)
+ line->special = 0;
+
+ texTop = sides[line->sidenum[0]].toptexture;
+ texMid = sides[line->sidenum[0]].midtexture;
+ texBot = sides[line->sidenum[0]].bottomtexture;
+
+ sound = sfx_switch;
+ //if (line->special == 11) // EXIT SWITCH?
+ // sound = sfx_swtchx;
+
+ for (i = 0; i < numswitches * 2; i++)
+ if (switchlist[i] == texTop)
+ {
+ S_StartSound(buttonlist->soundorg, sound);
+ sides[line->sidenum[0]].toptexture = switchlist[i ^ 1];
+ if (useAgain)
+ P_StartButton(line, top, switchlist[i], BUTTONTIME);
+ return;
+ }
+ else if (switchlist[i] == texMid)
+ {
+ S_StartSound(buttonlist->soundorg, sound);
+ sides[line->sidenum[0]].midtexture = switchlist[i ^ 1];
+ if (useAgain)
+ P_StartButton(line, middle, switchlist[i], BUTTONTIME);
+ return;
+ }
+ else if (switchlist[i] == texBot)
+ {
+ S_StartSound(buttonlist->soundorg, sound);
+ sides[line->sidenum[0]].bottomtexture = switchlist[i ^ 1];
+ if (useAgain)
+ P_StartButton(line, bottom, switchlist[i], BUTTONTIME);
+ return;
+ }
+}
+
+/*
+==============================================================================
+=
+= P_UseSpecialLine
+=
+= Called when a thing uses a special line
+= Only the front sides of lines are usable
+===============================================================================
+*/
+
+boolean P_UseSpecialLine(mobj_t * thing, line_t * line)
+{
+ //
+ // Switches that other things can activate
+ //
+ if (!thing->player)
+ {
+ if (line->flags & ML_SECRET)
+ return false; // never open secret doors
+ switch (line->special)
+ {
+ case 1: // MANUAL DOOR RAISE
+ case 32: // MANUAL BLUE
+ case 33: // MANUAL RED
+ case 34: // MANUAL YELLOW
+ break;
+ default:
+ return false;
+ }
+ }
+
+ //
+ // do something
+ //
+ switch (line->special)
+ {
+ //===============================================
+ // MANUALS
+ //===============================================
+ case 1: // Vertical Door
+ case 26: // Blue Door/Locked
+ case 27: // Yellow Door /Locked
+ case 28: // Red Door /Locked
+
+ case 31: // Manual door open
+ case 32: // Blue locked door open
+ case 33: // Red locked door open
+ case 34: // Yellow locked door open
+ EV_VerticalDoor(line, thing);
+ break;
+ //===============================================
+ // SWITCHES
+ //===============================================
+ case 7: // Switch_Build_Stairs (8 pixel steps)
+ if (EV_BuildStairs(line, 8 * FRACUNIT))
+ {
+ P_ChangeSwitchTexture(line, 0);
+ }
+ break;
+ case 107: // Switch_Build_Stairs_16 (16 pixel steps)
+ if (EV_BuildStairs(line, 16 * FRACUNIT))
+ {
+ P_ChangeSwitchTexture(line, 0);
+ }
+ break;
+ case 9: // Change Donut
+ if (EV_DoDonut(line))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 11: // Exit level
+ G_ExitLevel();
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 14: // Raise Floor 32 and change texture
+ if (EV_DoPlat(line, raiseAndChange, 32))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 15: // Raise Floor 24 and change texture
+ if (EV_DoPlat(line, raiseAndChange, 24))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 18: // Raise Floor to next highest floor
+ if (EV_DoFloor(line, raiseFloorToNearest))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 20: // Raise Plat next highest floor and change texture
+ if (EV_DoPlat(line, raiseToNearestAndChange, 0))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 21: // PlatDownWaitUpStay
+ if (EV_DoPlat(line, downWaitUpStay, 0))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 23: // Lower Floor to Lowest
+ if (EV_DoFloor(line, lowerFloorToLowest))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 29: // Raise Door
+ if (EV_DoDoor(line, normal, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 41: // Lower Ceiling to Floor
+ if (EV_DoCeiling(line, lowerToFloor))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 71: // Turbo Lower Floor
+ if (EV_DoFloor(line, turboLower))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 49: // Lower Ceiling And Crush
+ if (EV_DoCeiling(line, lowerAndCrush))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 50: // Close Door
+ if (EV_DoDoor(line, close, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 51: // Secret EXIT
+ G_SecretExitLevel();
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 55: // Raise Floor Crush
+ if (EV_DoFloor(line, raiseFloorCrush))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 101: // Raise Floor
+ if (EV_DoFloor(line, raiseFloor))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 102: // Lower Floor to Surrounding floor height
+ if (EV_DoFloor(line, lowerFloor))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 103: // Open Door
+ if (EV_DoDoor(line, open, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ //===============================================
+ // BUTTONS
+ //===============================================
+ case 42: // Close Door
+ if (EV_DoDoor(line, close, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 43: // Lower Ceiling to Floor
+ if (EV_DoCeiling(line, lowerToFloor))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 45: // Lower Floor to Surrounding floor height
+ if (EV_DoFloor(line, lowerFloor))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 60: // Lower Floor to Lowest
+ if (EV_DoFloor(line, lowerFloorToLowest))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 61: // Open Door
+ if (EV_DoDoor(line, open, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 62: // PlatDownWaitUpStay
+ if (EV_DoPlat(line, downWaitUpStay, 1))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 63: // Raise Door
+ if (EV_DoDoor(line, normal, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 64: // Raise Floor to ceiling
+ if (EV_DoFloor(line, raiseFloor))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 66: // Raise Floor 24 and change texture
+ if (EV_DoPlat(line, raiseAndChange, 24))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 67: // Raise Floor 32 and change texture
+ if (EV_DoPlat(line, raiseAndChange, 32))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 65: // Raise Floor Crush
+ if (EV_DoFloor(line, raiseFloorCrush))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 68: // Raise Plat to next highest floor and change texture
+ if (EV_DoPlat(line, raiseToNearestAndChange, 0))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 69: // Raise Floor to next highest floor
+ if (EV_DoFloor(line, raiseFloorToNearest))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 70: // Turbo Lower Floor
+ if (EV_DoFloor(line, turboLower))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ }
+
+ return true;
+}
diff --git a/src/heretic/p_telept.c b/src/heretic/p_telept.c
new file mode 100644
index 00000000..91d10f9b
--- /dev/null
+++ b/src/heretic/p_telept.c
@@ -0,0 +1,173 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_telept.c
+
+#include "doomdef.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_Teleport
+//
+//----------------------------------------------------------------------------
+
+boolean P_Teleport(mobj_t * thing, fixed_t x, fixed_t y, angle_t angle)
+{
+ fixed_t oldx;
+ fixed_t oldy;
+ fixed_t oldz;
+ fixed_t aboveFloor;
+ fixed_t fogDelta;
+ player_t *player;
+ unsigned an;
+ mobj_t *fog;
+
+ oldx = thing->x;
+ oldy = thing->y;
+ oldz = thing->z;
+ aboveFloor = thing->z - thing->floorz;
+ if (!P_TeleportMove(thing, x, y))
+ {
+ return (false);
+ }
+ if (thing->player)
+ {
+ player = thing->player;
+ if (player->powers[pw_flight] && aboveFloor)
+ {
+ thing->z = thing->floorz + aboveFloor;
+ if (thing->z + thing->height > thing->ceilingz)
+ {
+ thing->z = thing->ceilingz - thing->height;
+ }
+ player->viewz = thing->z + player->viewheight;
+ }
+ else
+ {
+ thing->z = thing->floorz;
+ player->viewz = thing->z + player->viewheight;
+ player->lookdir = 0;
+ }
+ }
+ else if (thing->flags & MF_MISSILE)
+ {
+ thing->z = thing->floorz + aboveFloor;
+ if (thing->z + thing->height > thing->ceilingz)
+ {
+ thing->z = thing->ceilingz - thing->height;
+ }
+ }
+ else
+ {
+ thing->z = thing->floorz;
+ }
+ // Spawn teleport fog at source and destination
+ fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
+ fog = P_SpawnMobj(oldx, oldy, oldz + fogDelta, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ an = angle >> ANGLETOFINESHIFT;
+ fog = P_SpawnMobj(x + 20 * finecosine[an],
+ y + 20 * finesine[an], thing->z + fogDelta, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ if (thing->player && !thing->player->powers[pw_weaponlevel2])
+ { // Freeze player for about .5 sec
+ thing->reactiontime = 18;
+ }
+ thing->angle = angle;
+ if (thing->flags2 & MF2_FOOTCLIP
+ && P_GetThingFloorType(thing) != FLOOR_SOLID)
+ {
+ thing->flags2 |= MF2_FEETARECLIPPED;
+ }
+ else if (thing->flags2 & MF2_FEETARECLIPPED)
+ {
+ thing->flags2 &= ~MF2_FEETARECLIPPED;
+ }
+ if (thing->flags & MF_MISSILE)
+ {
+ angle >>= ANGLETOFINESHIFT;
+ thing->momx = FixedMul(thing->info->speed, finecosine[angle]);
+ thing->momy = FixedMul(thing->info->speed, finesine[angle]);
+ }
+ else
+ {
+ thing->momx = thing->momy = thing->momz = 0;
+ }
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC EV_Teleport
+//
+//----------------------------------------------------------------------------
+
+boolean EV_Teleport(line_t * line, int side, mobj_t * thing)
+{
+ int i;
+ int tag;
+ mobj_t *m;
+ thinker_t *thinker;
+ sector_t *sector;
+
+ if (thing->flags2 & MF2_NOTELEPORT)
+ {
+ return (false);
+ }
+ if (side == 1)
+ { // Don't teleport when crossing back side
+ return (false);
+ }
+ tag = line->tag;
+ for (i = 0; i < numsectors; i++)
+ {
+ if (sectors[i].tag == tag)
+ {
+ thinker = thinkercap.next;
+ for (thinker = thinkercap.next; thinker != &thinkercap;
+ thinker = thinker->next)
+ {
+ if (thinker->function != P_MobjThinker)
+ { // Not a mobj
+ continue;
+ }
+ m = (mobj_t *) thinker;
+ if (m->type != MT_TELEPORTMAN)
+ { // Not a teleportman
+ continue;
+ }
+ sector = m->subsector->sector;
+ if (sector - sectors != i)
+ { // Wrong sector
+ continue;
+ }
+ return (P_Teleport(thing, m->x, m->y, m->angle));
+ }
+ }
+ }
+ return (false);
+}
diff --git a/src/heretic/p_tick.c b/src/heretic/p_tick.c
new file mode 100644
index 00000000..9758be3a
--- /dev/null
+++ b/src/heretic/p_tick.c
@@ -0,0 +1,668 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_tick.c
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "v_video.h"
+
+int leveltime;
+int TimerGame;
+
+/*
+====================
+=
+= P_ArchivePlayers
+=
+====================
+*/
+
+void P_ArchivePlayers(void)
+{
+ int i;
+ int j;
+ player_t dest;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ memcpy(&dest, &players[i], sizeof(player_t));
+ for (j = 0; j < NUMPSPRITES; j++)
+ {
+ if (dest.psprites[j].state)
+ {
+ dest.psprites[j].state =
+ (state_t *) (dest.psprites[j].state - states);
+ }
+ }
+ SV_Write(&dest, sizeof(player_t));
+ }
+}
+
+/*
+====================
+=
+= P_UnArchivePlayers
+=
+====================
+*/
+
+void P_UnArchivePlayers(void)
+{
+ int i, j;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ continue;
+ memcpy(&players[i], save_p, sizeof(player_t));
+ save_p += sizeof(player_t);
+ players[i].mo = NULL; // will be set when unarc thinker
+ players[i].message = NULL;
+ players[i].attacker = NULL;
+ for (j = 0; j < NUMPSPRITES; j++)
+ if (players[i].psprites[j].state)
+ players[i].psprites[j].state
+ = &states[(int) players[i].psprites[j].state];
+ }
+}
+
+//=============================================================================
+
+
+/*
+====================
+=
+= P_ArchiveWorld
+=
+====================
+*/
+
+void P_ArchiveWorld(void)
+{
+ int i, j;
+ sector_t *sec;
+ line_t *li;
+ side_t *si;
+
+ // Sectors
+ for (i = 0, sec = sectors; i < numsectors; i++, sec++)
+ {
+ SV_WriteWord(sec->floorheight >> FRACBITS);
+ SV_WriteWord(sec->ceilingheight >> FRACBITS);
+ SV_WriteWord(sec->floorpic);
+ SV_WriteWord(sec->ceilingpic);
+ SV_WriteWord(sec->lightlevel);
+ SV_WriteWord(sec->special); // needed?
+ SV_WriteWord(sec->tag); // needed?
+ }
+
+ // Lines
+ for (i = 0, li = lines; i < numlines; i++, li++)
+ {
+ SV_WriteWord(li->flags);
+ SV_WriteWord(li->special);
+ SV_WriteWord(li->tag);
+ for (j = 0; j < 2; j++)
+ {
+ if (li->sidenum[j] == -1)
+ {
+ continue;
+ }
+ si = &sides[li->sidenum[j]];
+ SV_WriteWord(si->textureoffset >> FRACBITS);
+ SV_WriteWord(si->rowoffset >> FRACBITS);
+ SV_WriteWord(si->toptexture);
+ SV_WriteWord(si->bottomtexture);
+ SV_WriteWord(si->midtexture);
+ }
+ }
+}
+
+/*
+====================
+=
+= P_UnArchiveWorld
+=
+====================
+*/
+
+void P_UnArchiveWorld(void)
+{
+ int i, j;
+ sector_t *sec;
+ line_t *li;
+ side_t *si;
+ short *get;
+
+ get = (short *) save_p;
+
+//
+// do sectors
+//
+ for (i = 0, sec = sectors; i < numsectors; i++, sec++)
+ {
+ sec->floorheight = *get++ << FRACBITS;
+ sec->ceilingheight = *get++ << FRACBITS;
+ sec->floorpic = *get++;
+ sec->ceilingpic = *get++;
+ sec->lightlevel = *get++;
+ sec->special = *get++; // needed?
+ sec->tag = *get++; // needed?
+ sec->specialdata = 0;
+ sec->soundtarget = 0;
+ }
+
+//
+// do lines
+//
+ for (i = 0, li = lines; i < numlines; i++, li++)
+ {
+ li->flags = *get++;
+ li->special = *get++;
+ li->tag = *get++;
+ for (j = 0; j < 2; j++)
+ {
+ if (li->sidenum[j] == -1)
+ continue;
+ si = &sides[li->sidenum[j]];
+ si->textureoffset = *get++ << FRACBITS;
+ si->rowoffset = *get++ << FRACBITS;
+ si->toptexture = *get++;
+ si->bottomtexture = *get++;
+ si->midtexture = *get++;
+ }
+ }
+
+ save_p = (byte *) get;
+}
+
+//=============================================================================
+
+typedef enum
+{
+ tc_end,
+ tc_mobj
+} thinkerclass_t;
+
+/*
+====================
+=
+= P_ArchiveThinkers
+=
+====================
+*/
+
+void P_ArchiveThinkers(void)
+{
+ thinker_t *th;
+ mobj_t mobj;
+
+ for (th = thinkercap.next; th != &thinkercap; th = th->next)
+ {
+ if (th->function == P_MobjThinker)
+ {
+ SV_WriteByte(tc_mobj);
+ memcpy(&mobj, th, sizeof(mobj_t));
+ mobj.state = (state_t *) (mobj.state - states);
+ if (mobj.player)
+ {
+ mobj.player = (player_t *) ((mobj.player - players) + 1);
+ }
+ SV_Write(&mobj, sizeof(mobj_t));
+ continue;
+ }
+ //I_Error("P_ArchiveThinkers: Unknown thinker function");
+ }
+
+ // Add a terminating marker
+ SV_WriteByte(tc_end);
+}
+
+/*
+====================
+=
+= P_UnArchiveThinkers
+=
+====================
+*/
+
+void P_UnArchiveThinkers(void)
+{
+ byte tclass;
+ thinker_t *currentthinker, *next;
+ mobj_t *mobj;
+
+//
+// remove all the current thinkers
+//
+ currentthinker = thinkercap.next;
+ while (currentthinker != &thinkercap)
+ {
+ next = currentthinker->next;
+ if (currentthinker->function == P_MobjThinker)
+ P_RemoveMobj((mobj_t *) currentthinker);
+ else
+ Z_Free(currentthinker);
+ currentthinker = next;
+ }
+ P_InitThinkers();
+
+// read in saved thinkers
+ while (1)
+ {
+ tclass = *save_p++;
+ switch (tclass)
+ {
+ case tc_end:
+ return; // end of list
+
+ case tc_mobj:
+ mobj = Z_Malloc(sizeof(*mobj), PU_LEVEL, NULL);
+ memcpy(mobj, save_p, sizeof(*mobj));
+ save_p += sizeof(*mobj);
+ mobj->state = &states[(int) mobj->state];
+ mobj->target = NULL;
+ if (mobj->player)
+ {
+ mobj->player = &players[(int) mobj->player - 1];
+ mobj->player->mo = mobj;
+ }
+ P_SetThingPosition(mobj);
+ mobj->info = &mobjinfo[mobj->type];
+ mobj->floorz = mobj->subsector->sector->floorheight;
+ mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+ mobj->thinker.function = P_MobjThinker;
+ P_AddThinker(&mobj->thinker);
+ break;
+
+ default:
+ I_Error("Unknown tclass %i in savegame", tclass);
+ }
+
+ }
+
+}
+
+//=============================================================================
+
+
+/*
+====================
+=
+= P_ArchiveSpecials
+=
+====================
+*/
+enum
+{
+ tc_ceiling,
+ tc_door,
+ tc_floor,
+ tc_plat,
+ tc_flash,
+ tc_strobe,
+ tc_glow,
+ tc_endspecials
+} specials_e;
+
+void P_ArchiveSpecials(void)
+{
+/*
+T_MoveCeiling, (ceiling_t: sector_t * swizzle), - active list
+T_VerticalDoor, (vldoor_t: sector_t * swizzle),
+T_MoveFloor, (floormove_t: sector_t * swizzle),
+T_LightFlash, (lightflash_t: sector_t * swizzle),
+T_StrobeFlash, (strobe_t: sector_t *),
+T_Glow, (glow_t: sector_t *),
+T_PlatRaise, (plat_t: sector_t *), - active list
+*/
+
+ thinker_t *th;
+ ceiling_t ceiling;
+ vldoor_t door;
+ floormove_t floor;
+ plat_t plat;
+ lightflash_t flash;
+ strobe_t strobe;
+ glow_t glow;
+
+ for (th = thinkercap.next; th != &thinkercap; th = th->next)
+ {
+ if (th->function == T_MoveCeiling)
+ {
+ SV_WriteByte(tc_ceiling);
+ memcpy(&ceiling, th, sizeof(ceiling_t));
+ ceiling.sector = (sector_t *) (ceiling.sector - sectors);
+ SV_Write(&ceiling, sizeof(ceiling_t));
+ continue;
+ }
+ if (th->function == T_VerticalDoor)
+ {
+ SV_WriteByte(tc_door);
+ memcpy(&door, th, sizeof(vldoor_t));
+ door.sector = (sector_t *) (door.sector - sectors);
+ SV_Write(&door, sizeof(vldoor_t));
+ continue;
+ }
+ if (th->function == T_MoveFloor)
+ {
+ SV_WriteByte(tc_floor);
+ memcpy(&floor, th, sizeof(floormove_t));
+ floor.sector = (sector_t *) (floor.sector - sectors);
+ SV_Write(&floor, sizeof(floormove_t));
+ continue;
+ }
+ if (th->function == T_PlatRaise)
+ {
+ SV_WriteByte(tc_plat);
+ memcpy(&plat, th, sizeof(plat_t));
+ plat.sector = (sector_t *) (plat.sector - sectors);
+ SV_Write(&plat, sizeof(plat_t));
+ continue;
+ }
+ if (th->function == T_LightFlash)
+ {
+ SV_WriteByte(tc_flash);
+ memcpy(&flash, th, sizeof(lightflash_t));
+ flash.sector = (sector_t *) (flash.sector - sectors);
+ SV_Write(&flash, sizeof(lightflash_t));
+ continue;
+ }
+ if (th->function == T_StrobeFlash)
+ {
+ SV_WriteByte(tc_strobe);
+ memcpy(&strobe, th, sizeof(strobe_t));
+ strobe.sector = (sector_t *) (strobe.sector - sectors);
+ SV_Write(&strobe, sizeof(strobe_t));
+ continue;
+ }
+ if (th->function == T_Glow)
+ {
+ SV_WriteByte(tc_glow);
+ memcpy(&glow, th, sizeof(glow_t));
+ glow.sector = (sector_t *) (glow.sector - sectors);
+ SV_Write(&glow, sizeof(glow_t));
+ continue;
+ }
+ }
+ // Add a terminating marker
+ SV_WriteByte(tc_endspecials);
+}
+
+/*
+====================
+=
+= P_UnArchiveSpecials
+=
+====================
+*/
+
+void P_UnArchiveSpecials(void)
+{
+ byte tclass;
+ ceiling_t *ceiling;
+ vldoor_t *door;
+ floormove_t *floor;
+ plat_t *plat;
+ lightflash_t *flash;
+ strobe_t *strobe;
+ glow_t *glow;
+
+
+// read in saved thinkers
+ while (1)
+ {
+ tclass = *save_p++;
+ switch (tclass)
+ {
+ case tc_endspecials:
+ return; // end of list
+
+ case tc_ceiling:
+ ceiling = Z_Malloc(sizeof(*ceiling), PU_LEVEL, NULL);
+ memcpy(ceiling, save_p, sizeof(*ceiling));
+ save_p += sizeof(*ceiling);
+ ceiling->sector = &sectors[(int) ceiling->sector];
+ ceiling->sector->specialdata = T_MoveCeiling;
+ if (ceiling->thinker.function)
+ ceiling->thinker.function = T_MoveCeiling;
+ P_AddThinker(&ceiling->thinker);
+ P_AddActiveCeiling(ceiling);
+ break;
+
+ case tc_door:
+ door = Z_Malloc(sizeof(*door), PU_LEVEL, NULL);
+ memcpy(door, save_p, sizeof(*door));
+ save_p += sizeof(*door);
+ door->sector = &sectors[(int) door->sector];
+ door->sector->specialdata = door;
+ door->thinker.function = T_VerticalDoor;
+ P_AddThinker(&door->thinker);
+ break;
+
+ case tc_floor:
+ floor = Z_Malloc(sizeof(*floor), PU_LEVEL, NULL);
+ memcpy(floor, save_p, sizeof(*floor));
+ save_p += sizeof(*floor);
+ floor->sector = &sectors[(int) floor->sector];
+ floor->sector->specialdata = T_MoveFloor;
+ floor->thinker.function = T_MoveFloor;
+ P_AddThinker(&floor->thinker);
+ break;
+
+ case tc_plat:
+ plat = Z_Malloc(sizeof(*plat), PU_LEVEL, NULL);
+ memcpy(plat, save_p, sizeof(*plat));
+ save_p += sizeof(*plat);
+ plat->sector = &sectors[(int) plat->sector];
+ plat->sector->specialdata = T_PlatRaise;
+ if (plat->thinker.function)
+ plat->thinker.function = T_PlatRaise;
+ P_AddThinker(&plat->thinker);
+ P_AddActivePlat(plat);
+ break;
+
+ case tc_flash:
+ flash = Z_Malloc(sizeof(*flash), PU_LEVEL, NULL);
+ memcpy(flash, save_p, sizeof(*flash));
+ save_p += sizeof(*flash);
+ flash->sector = &sectors[(int) flash->sector];
+ flash->thinker.function = T_LightFlash;
+ P_AddThinker(&flash->thinker);
+ break;
+
+ case tc_strobe:
+ strobe = Z_Malloc(sizeof(*strobe), PU_LEVEL, NULL);
+ memcpy(strobe, save_p, sizeof(*strobe));
+ save_p += sizeof(*strobe);
+ strobe->sector = &sectors[(int) strobe->sector];
+ strobe->thinker.function = T_StrobeFlash;
+ P_AddThinker(&strobe->thinker);
+ break;
+
+ case tc_glow:
+ glow = Z_Malloc(sizeof(*glow), PU_LEVEL, NULL);
+ memcpy(glow, save_p, sizeof(*glow));
+ save_p += sizeof(*glow);
+ glow->sector = &sectors[(int) glow->sector];
+ glow->thinker.function = T_Glow;
+ P_AddThinker(&glow->thinker);
+ break;
+
+ default:
+ I_Error("P_UnarchiveSpecials:Unknown tclass %i "
+ "in savegame", tclass);
+ }
+
+ }
+
+}
+
+
+
+/*
+===============================================================================
+
+ THINKERS
+
+All thinkers should be allocated by Z_Malloc so they can be operated on uniformly. The actual
+structures will vary in size, but the first element must be thinker_t.
+
+===============================================================================
+*/
+
+thinker_t thinkercap; // both the head and tail of the thinker list
+
+/*
+===============
+=
+= P_InitThinkers
+=
+===============
+*/
+
+void P_InitThinkers(void)
+{
+ thinkercap.prev = thinkercap.next = &thinkercap;
+}
+
+
+/*
+===============
+=
+= P_AddThinker
+=
+= Adds a new thinker at the end of the list
+=
+===============
+*/
+
+void P_AddThinker(thinker_t * thinker)
+{
+ thinkercap.prev->next = thinker;
+ thinker->next = &thinkercap;
+ thinker->prev = thinkercap.prev;
+ thinkercap.prev = thinker;
+}
+
+/*
+===============
+=
+= P_RemoveThinker
+=
+= Deallocation is lazy -- it will not actually be freed until its
+= thinking turn comes up
+=
+===============
+*/
+
+void P_RemoveThinker(thinker_t * thinker)
+{
+ thinker->function = (think_t) - 1;
+}
+
+/*
+===============
+=
+= P_AllocateThinker
+=
+= Allocates memory and adds a new thinker at the end of the list
+=
+===============
+*/
+
+void P_AllocateThinker(thinker_t * thinker)
+{
+}
+
+
+/*
+===============
+=
+= P_RunThinkers
+=
+===============
+*/
+
+void P_RunThinkers(void)
+{
+ thinker_t *currentthinker;
+
+ currentthinker = thinkercap.next;
+ while (currentthinker != &thinkercap)
+ {
+ if (currentthinker->function == (think_t) - 1)
+ { // time to remove it
+ currentthinker->next->prev = currentthinker->prev;
+ currentthinker->prev->next = currentthinker->next;
+ Z_Free(currentthinker);
+ }
+ else
+ {
+ if (currentthinker->function)
+ currentthinker->function(currentthinker);
+ }
+ currentthinker = currentthinker->next;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_Ticker
+//
+//----------------------------------------------------------------------------
+
+void P_Ticker(void)
+{
+ int i;
+
+ if (paused)
+ {
+ return;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ P_PlayerThink(&players[i]);
+ }
+ }
+ if (TimerGame)
+ {
+ if (!--TimerGame)
+ {
+ G_ExitLevel();
+ }
+ }
+ P_RunThinkers();
+ P_UpdateSpecials();
+ P_AmbientSound();
+ leveltime++;
+}
diff --git a/src/heretic/p_user.c b/src/heretic/p_user.c
new file mode 100644
index 00000000..63368bab
--- /dev/null
+++ b/src/heretic/p_user.c
@@ -0,0 +1,1027 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// P_user.c
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+void P_PlayerNextArtifact(player_t * player);
+
+// Macros
+
+#define MAXBOB 0x100000 // 16 pixels of bob
+
+// Data
+
+boolean onground;
+int newtorch; // used in the torch flicker effect.
+int newtorchdelta;
+
+boolean WeaponInShareware[] = {
+ true, // Staff
+ true, // Gold wand
+ true, // Crossbow
+ true, // Blaster
+ false, // Skull rod
+ false, // Phoenix rod
+ false, // Mace
+ true, // Gauntlets
+ true // Beak
+};
+
+/*
+==================
+=
+= P_Thrust
+=
+= moves the given origin along a given angle
+=
+==================
+*/
+
+void P_Thrust(player_t * player, angle_t angle, fixed_t move)
+{
+ angle >>= ANGLETOFINESHIFT;
+ if (player->powers[pw_flight] && !(player->mo->z <= player->mo->floorz))
+ {
+ player->mo->momx += FixedMul(move, finecosine[angle]);
+ player->mo->momy += FixedMul(move, finesine[angle]);
+ }
+ else if (player->mo->subsector->sector->special == 15) // Friction_Low
+ {
+ player->mo->momx += FixedMul(move >> 2, finecosine[angle]);
+ player->mo->momy += FixedMul(move >> 2, finesine[angle]);
+ }
+ else
+ {
+ player->mo->momx += FixedMul(move, finecosine[angle]);
+ player->mo->momy += FixedMul(move, finesine[angle]);
+ }
+}
+
+
+/*
+==================
+=
+= P_CalcHeight
+=
+=Calculate the walking / running height adjustment
+=
+==================
+*/
+
+void P_CalcHeight(player_t * player)
+{
+ int angle;
+ fixed_t bob;
+
+//
+// regular movement bobbing (needs to be calculated for gun swing even
+// if not on ground)
+// OPTIMIZE: tablify angle
+
+ player->bob = FixedMul(player->mo->momx, player->mo->momx) +
+ FixedMul(player->mo->momy, player->mo->momy);
+ player->bob >>= 2;
+ if (player->bob > MAXBOB)
+ player->bob = MAXBOB;
+ if (player->mo->flags2 & MF2_FLY && !onground)
+ {
+ player->bob = FRACUNIT / 2;
+ }
+
+ if ((player->cheats & CF_NOMOMENTUM))
+ {
+ player->viewz = player->mo->z + VIEWHEIGHT;
+ if (player->viewz > player->mo->ceilingz - 4 * FRACUNIT)
+ player->viewz = player->mo->ceilingz - 4 * FRACUNIT;
+ player->viewz = player->mo->z + player->viewheight;
+ return;
+ }
+
+ angle = (FINEANGLES / 20 * leveltime) & FINEMASK;
+ bob = FixedMul(player->bob / 2, finesine[angle]);
+
+//
+// move viewheight
+//
+ if (player->playerstate == PST_LIVE)
+ {
+ player->viewheight += player->deltaviewheight;
+ if (player->viewheight > VIEWHEIGHT)
+ {
+ player->viewheight = VIEWHEIGHT;
+ player->deltaviewheight = 0;
+ }
+ if (player->viewheight < VIEWHEIGHT / 2)
+ {
+ player->viewheight = VIEWHEIGHT / 2;
+ if (player->deltaviewheight <= 0)
+ player->deltaviewheight = 1;
+ }
+
+ if (player->deltaviewheight)
+ {
+ player->deltaviewheight += FRACUNIT / 4;
+ if (!player->deltaviewheight)
+ player->deltaviewheight = 1;
+ }
+ }
+
+ if (player->chickenTics)
+ {
+ player->viewz = player->mo->z + player->viewheight - (20 * FRACUNIT);
+ }
+ else
+ {
+ player->viewz = player->mo->z + player->viewheight + bob;
+ }
+ if (player->mo->flags2 & MF2_FEETARECLIPPED
+ && player->playerstate != PST_DEAD
+ && player->mo->z <= player->mo->floorz)
+ {
+ player->viewz -= FOOTCLIPSIZE;
+ }
+ if (player->viewz > player->mo->ceilingz - 4 * FRACUNIT)
+ {
+ player->viewz = player->mo->ceilingz - 4 * FRACUNIT;
+ }
+ if (player->viewz < player->mo->floorz + 4 * FRACUNIT)
+ {
+ player->viewz = player->mo->floorz + 4 * FRACUNIT;
+ }
+}
+
+/*
+=================
+=
+= P_MovePlayer
+=
+=================
+*/
+
+void P_MovePlayer(player_t * player)
+{
+ int look;
+ int fly;
+ ticcmd_t *cmd;
+
+ cmd = &player->cmd;
+ player->mo->angle += (cmd->angleturn << 16);
+
+ onground = (player->mo->z <= player->mo->floorz
+ || (player->mo->flags2 & MF2_ONMOBJ));
+
+ if (player->chickenTics)
+ { // Chicken speed
+ if (cmd->forwardmove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle, cmd->forwardmove * 2500);
+ if (cmd->sidemove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove * 2500);
+ }
+ else
+ { // Normal speed
+ if (cmd->forwardmove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle, cmd->forwardmove * 2048);
+ if (cmd->sidemove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove * 2048);
+ }
+
+ if (cmd->forwardmove || cmd->sidemove)
+ {
+ if (player->chickenTics)
+ {
+ if (player->mo->state == &states[S_CHICPLAY])
+ {
+ P_SetMobjState(player->mo, S_CHICPLAY_RUN1);
+ }
+ }
+ else
+ {
+ if (player->mo->state == &states[S_PLAY])
+ {
+ P_SetMobjState(player->mo, S_PLAY_RUN1);
+ }
+ }
+ }
+
+ look = cmd->lookfly & 15;
+ if (look > 7)
+ {
+ look -= 16;
+ }
+ if (look)
+ {
+ if (look == TOCENTER)
+ {
+ player->centering = true;
+ }
+ else
+ {
+ player->lookdir += 5 * look;
+ if (player->lookdir > 90 || player->lookdir < -110)
+ {
+ player->lookdir -= 5 * look;
+ }
+ }
+ }
+ if (player->centering)
+ {
+ if (player->lookdir > 0)
+ {
+ player->lookdir -= 8;
+ }
+ else if (player->lookdir < 0)
+ {
+ player->lookdir += 8;
+ }
+ if (abs(player->lookdir) < 8)
+ {
+ player->lookdir = 0;
+ player->centering = false;
+ }
+ }
+ fly = cmd->lookfly >> 4;
+ if (fly > 7)
+ {
+ fly -= 16;
+ }
+ if (fly && player->powers[pw_flight])
+ {
+ if (fly != TOCENTER)
+ {
+ player->flyheight = fly * 2;
+ if (!(player->mo->flags2 & MF2_FLY))
+ {
+ player->mo->flags2 |= MF2_FLY;
+ player->mo->flags |= MF_NOGRAVITY;
+ }
+ }
+ else
+ {
+ player->mo->flags2 &= ~MF2_FLY;
+ player->mo->flags &= ~MF_NOGRAVITY;
+ }
+ }
+ else if (fly > 0)
+ {
+ P_PlayerUseArtifact(player, arti_fly);
+ }
+ if (player->mo->flags2 & MF2_FLY)
+ {
+ player->mo->momz = player->flyheight * FRACUNIT;
+ if (player->flyheight)
+ {
+ player->flyheight /= 2;
+ }
+ }
+}
+
+/*
+=================
+=
+= P_DeathThink
+=
+=================
+*/
+
+#define ANG5 (ANG90/18)
+
+void P_DeathThink(player_t * player)
+{
+ angle_t angle, delta;
+ extern int inv_ptr;
+ extern int curpos;
+ int lookDelta;
+
+ P_MovePsprites(player);
+
+ onground = (player->mo->z <= player->mo->floorz);
+ if (player->mo->type == MT_BLOODYSKULL)
+ { // Flying bloody skull
+ player->viewheight = 6 * FRACUNIT;
+ player->deltaviewheight = 0;
+ //player->damagecount = 20;
+ if (onground)
+ {
+ if (player->lookdir < 60)
+ {
+ lookDelta = (60 - player->lookdir) / 8;
+ if (lookDelta < 1 && (leveltime & 1))
+ {
+ lookDelta = 1;
+ }
+ else if (lookDelta > 6)
+ {
+ lookDelta = 6;
+ }
+ player->lookdir += lookDelta;
+ }
+ }
+ }
+ else
+ { // Fall to ground
+ player->deltaviewheight = 0;
+ if (player->viewheight > 6 * FRACUNIT)
+ player->viewheight -= FRACUNIT;
+ if (player->viewheight < 6 * FRACUNIT)
+ player->viewheight = 6 * FRACUNIT;
+ if (player->lookdir > 0)
+ {
+ player->lookdir -= 6;
+ }
+ else if (player->lookdir < 0)
+ {
+ player->lookdir += 6;
+ }
+ if (abs(player->lookdir) < 6)
+ {
+ player->lookdir = 0;
+ }
+ }
+ P_CalcHeight(player);
+
+ if (player->attacker && player->attacker != player->mo)
+ {
+ angle = R_PointToAngle2(player->mo->x, player->mo->y,
+ player->attacker->x, player->attacker->y);
+ delta = angle - player->mo->angle;
+ if (delta < ANG5 || delta > (unsigned) -ANG5)
+ { // Looking at killer, so fade damage flash down
+ player->mo->angle = angle;
+ if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+ }
+ else if (delta < ANG180)
+ player->mo->angle += ANG5;
+ else
+ player->mo->angle -= ANG5;
+ }
+ else if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+
+ if (player->cmd.buttons & BT_USE)
+ {
+ if (player == &players[consoleplayer])
+ {
+ I_SetPalette((byte *) W_CacheLumpName("PLAYPAL", PU_CACHE));
+ inv_ptr = 0;
+ curpos = 0;
+ newtorch = 0;
+ newtorchdelta = 0;
+ }
+ player->playerstate = PST_REBORN;
+ // Let the mobj know the player has entered the reborn state. Some
+ // mobjs need to know when it's ok to remove themselves.
+ player->mo->special2 = 666;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ChickenPlayerThink
+//
+//----------------------------------------------------------------------------
+
+void P_ChickenPlayerThink(player_t * player)
+{
+ mobj_t *pmo;
+
+ if (player->health > 0)
+ { // Handle beak movement
+ P_UpdateBeak(player, &player->psprites[ps_weapon]);
+ }
+ if (player->chickenTics & 15)
+ {
+ return;
+ }
+ pmo = player->mo;
+ if (!(pmo->momx + pmo->momy) && P_Random() < 160)
+ { // Twitch view angle
+ pmo->angle += (P_Random() - P_Random()) << 19;
+ }
+ if ((pmo->z <= pmo->floorz) && (P_Random() < 32))
+ { // Jump and noise
+ pmo->momz += FRACUNIT;
+ P_SetMobjState(pmo, S_CHICPLAY_PAIN);
+ return;
+ }
+ if (P_Random() < 48)
+ { // Just noise
+ S_StartSound(pmo, sfx_chicact);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_GetPlayerNum
+//
+//----------------------------------------------------------------------------
+
+int P_GetPlayerNum(player_t * player)
+{
+ int i;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (player == &players[i])
+ {
+ return (i);
+ }
+ }
+ return (0);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_UndoPlayerChicken
+//
+//----------------------------------------------------------------------------
+
+boolean P_UndoPlayerChicken(player_t * player)
+{
+ mobj_t *fog;
+ mobj_t *mo;
+ mobj_t *pmo;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int playerNum;
+ weapontype_t weapon;
+ int oldFlags;
+ int oldFlags2;
+
+ pmo = player->mo;
+ x = pmo->x;
+ y = pmo->y;
+ z = pmo->z;
+ angle = pmo->angle;
+ weapon = pmo->special1;
+ oldFlags = pmo->flags;
+ oldFlags2 = pmo->flags2;
+ P_SetMobjState(pmo, S_FREETARGMOBJ);
+ mo = P_SpawnMobj(x, y, z, MT_PLAYER);
+ if (P_TestMobjLocation(mo) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ mo = P_SpawnMobj(x, y, z, MT_CHICPLAYER);
+ mo->angle = angle;
+ mo->health = player->health;
+ mo->special1 = weapon;
+ mo->player = player;
+ mo->flags = oldFlags;
+ mo->flags2 = oldFlags2;
+ player->mo = mo;
+ player->chickenTics = 2 * 35;
+ return (false);
+ }
+ playerNum = P_GetPlayerNum(player);
+ if (playerNum != 0)
+ { // Set color translation
+ mo->flags |= playerNum << MF_TRANSSHIFT;
+ }
+ mo->angle = angle;
+ mo->player = player;
+ mo->reactiontime = 18;
+ if (oldFlags2 & MF2_FLY)
+ {
+ mo->flags2 |= MF2_FLY;
+ mo->flags |= MF_NOGRAVITY;
+ }
+ player->chickenTics = 0;
+ player->powers[pw_weaponlevel2] = 0;
+ player->health = mo->health = MAXHEALTH;
+ player->mo = mo;
+ angle >>= ANGLETOFINESHIFT;
+ fog = P_SpawnMobj(x + 20 * finecosine[angle],
+ y + 20 * finesine[angle], z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ P_PostChickenWeapon(player, weapon);
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerThink
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerThink(player_t * player)
+{
+ ticcmd_t *cmd;
+ weapontype_t newweapon;
+
+ extern boolean ultimatemsg;
+
+ // No-clip cheat
+ if (player->cheats & CF_NOCLIP)
+ {
+ player->mo->flags |= MF_NOCLIP;
+ }
+ else
+ {
+ player->mo->flags &= ~MF_NOCLIP;
+ }
+ cmd = &player->cmd;
+ if (player->mo->flags & MF_JUSTATTACKED)
+ { // Gauntlets attack auto forward motion
+ cmd->angleturn = 0;
+ cmd->forwardmove = 0xc800 / 512;
+ cmd->sidemove = 0;
+ player->mo->flags &= ~MF_JUSTATTACKED;
+ }
+// messageTics is above the rest of the counters so that messages will
+// go away, even in death.
+ player->messageTics--; // Can go negative
+ if (!player->messageTics)
+ { // Refresh the screen when a message goes away
+ ultimatemsg = false; // clear out any chat messages.
+ BorderTopRefresh = true;
+ }
+ if (player->playerstate == PST_DEAD)
+ {
+ P_DeathThink(player);
+ return;
+ }
+ if (player->chickenTics)
+ {
+ P_ChickenPlayerThink(player);
+ }
+ // Handle movement
+ if (player->mo->reactiontime)
+ { // Player is frozen
+ player->mo->reactiontime--;
+ }
+ else
+ {
+ P_MovePlayer(player);
+ }
+ P_CalcHeight(player);
+ if (player->mo->subsector->sector->special)
+ {
+ P_PlayerInSpecialSector(player);
+ }
+ if (cmd->arti)
+ { // Use an artifact
+ if (cmd->arti == 0xff)
+ {
+ P_PlayerNextArtifact(player);
+ }
+ else
+ {
+ P_PlayerUseArtifact(player, cmd->arti);
+ }
+ }
+ // Check for weapon change
+ if (cmd->buttons & BT_SPECIAL)
+ { // A special event has no other buttons
+ cmd->buttons = 0;
+ }
+ if (cmd->buttons & BT_CHANGE)
+ {
+ // The actual changing of the weapon is done when the weapon
+ // psprite can do it (A_WeaponReady), so it doesn't happen in
+ // the middle of an attack.
+ newweapon = (cmd->buttons & BT_WEAPONMASK) >> BT_WEAPONSHIFT;
+ if (newweapon == wp_staff && player->weaponowned[wp_gauntlets]
+ && !(player->readyweapon == wp_gauntlets))
+ {
+ newweapon = wp_gauntlets;
+ }
+ if (player->weaponowned[newweapon]
+ && newweapon != player->readyweapon)
+ {
+ if (WeaponInShareware[newweapon] || gamemode != shareware)
+ {
+ player->pendingweapon = newweapon;
+ }
+ }
+ }
+ // Check for use
+ if (cmd->buttons & BT_USE)
+ {
+ if (!player->usedown)
+ {
+ P_UseLines(player);
+ player->usedown = true;
+ }
+ }
+ else
+ {
+ player->usedown = false;
+ }
+ // Chicken counter
+ if (player->chickenTics)
+ {
+ if (player->chickenPeck)
+ { // Chicken attack counter
+ player->chickenPeck -= 3;
+ }
+ if (!--player->chickenTics)
+ { // Attempt to undo the chicken
+ P_UndoPlayerChicken(player);
+ }
+ }
+ // Cycle psprites
+ P_MovePsprites(player);
+ // Other Counters
+ if (player->powers[pw_invulnerability])
+ {
+ player->powers[pw_invulnerability]--;
+ }
+ if (player->powers[pw_invisibility])
+ {
+ if (!--player->powers[pw_invisibility])
+ {
+ player->mo->flags &= ~MF_SHADOW;
+ }
+ }
+ if (player->powers[pw_infrared])
+ {
+ player->powers[pw_infrared]--;
+ }
+ if (player->powers[pw_flight])
+ {
+ if (!--player->powers[pw_flight])
+ {
+ // haleyjd: removed externdriver crap
+ if (player->mo->z != player->mo->floorz)
+ {
+ player->centering = true;
+ }
+
+ player->mo->flags2 &= ~MF2_FLY;
+ player->mo->flags &= ~MF_NOGRAVITY;
+ BorderTopRefresh = true; //make sure the sprite's cleared out
+ }
+ }
+ if (player->powers[pw_weaponlevel2])
+ {
+ if (!--player->powers[pw_weaponlevel2])
+ {
+ if ((player->readyweapon == wp_phoenixrod)
+ && (player->psprites[ps_weapon].state
+ != &states[S_PHOENIXREADY])
+ && (player->psprites[ps_weapon].state
+ != &states[S_PHOENIXUP]))
+ {
+ P_SetPsprite(player, ps_weapon, S_PHOENIXREADY);
+ player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2;
+ player->refire = 0;
+ }
+ else if ((player->readyweapon == wp_gauntlets)
+ || (player->readyweapon == wp_staff))
+ {
+ player->pendingweapon = player->readyweapon;
+ }
+ BorderTopRefresh = true;
+ }
+ }
+ if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+ if (player->bonuscount)
+ {
+ player->bonuscount--;
+ }
+ // Colormaps
+ if (player->powers[pw_invulnerability])
+ {
+ if (player->powers[pw_invulnerability] > BLINKTHRESHOLD
+ || (player->powers[pw_invulnerability] & 8))
+ {
+ player->fixedcolormap = INVERSECOLORMAP;
+ }
+ else
+ {
+ player->fixedcolormap = 0;
+ }
+ }
+ else if (player->powers[pw_infrared])
+ {
+ if (player->powers[pw_infrared] <= BLINKTHRESHOLD)
+ {
+ if (player->powers[pw_infrared] & 8)
+ {
+ player->fixedcolormap = 0;
+ }
+ else
+ {
+ player->fixedcolormap = 1;
+ }
+ }
+ else if (!(leveltime & 16) && player == &players[consoleplayer])
+ {
+ if (newtorch)
+ {
+ if (player->fixedcolormap + newtorchdelta > 7
+ || player->fixedcolormap + newtorchdelta < 1
+ || newtorch == player->fixedcolormap)
+ {
+ newtorch = 0;
+ }
+ else
+ {
+ player->fixedcolormap += newtorchdelta;
+ }
+ }
+ else
+ {
+ newtorch = (M_Random() & 7) + 1;
+ newtorchdelta = (newtorch == player->fixedcolormap) ?
+ 0 : ((newtorch > player->fixedcolormap) ? 1 : -1);
+ }
+ }
+ }
+ else
+ {
+ player->fixedcolormap = 0;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ArtiTele
+//
+//----------------------------------------------------------------------------
+
+void P_ArtiTele(player_t * player)
+{
+ int i;
+ int selections;
+ fixed_t destX;
+ fixed_t destY;
+ angle_t destAngle;
+
+ if (deathmatch)
+ {
+ selections = deathmatch_p - deathmatchstarts;
+ i = P_Random() % selections;
+ destX = deathmatchstarts[i].x << FRACBITS;
+ destY = deathmatchstarts[i].y << FRACBITS;
+ destAngle = ANG45 * (deathmatchstarts[i].angle / 45);
+ }
+ else
+ {
+ destX = playerstarts[0].x << FRACBITS;
+ destY = playerstarts[0].y << FRACBITS;
+ destAngle = ANG45 * (playerstarts[0].angle / 45);
+ }
+ P_Teleport(player->mo, destX, destY, destAngle);
+ S_StartSound(NULL, sfx_wpnup); // Full volume laugh
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerNextArtifact
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerNextArtifact(player_t * player)
+{
+ extern int inv_ptr;
+ extern int curpos;
+
+ if (player == &players[consoleplayer])
+ {
+ inv_ptr--;
+ if (inv_ptr < 6)
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ if (inv_ptr < 0)
+ {
+ inv_ptr = player->inventorySlotNum - 1;
+ if (inv_ptr < 6)
+ {
+ curpos = inv_ptr;
+ }
+ else
+ {
+ curpos = 6;
+ }
+ }
+ player->readyArtifact = player->inventory[inv_ptr].type;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerRemoveArtifact
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerRemoveArtifact(player_t * player, int slot)
+{
+ int i;
+ extern int inv_ptr;
+ extern int curpos;
+
+ player->artifactCount--;
+ if (!(--player->inventory[slot].count))
+ { // Used last of a type - compact the artifact list
+ player->readyArtifact = arti_none;
+ player->inventory[slot].type = arti_none;
+ for (i = slot + 1; i < player->inventorySlotNum; i++)
+ {
+ player->inventory[i - 1] = player->inventory[i];
+ }
+ player->inventorySlotNum--;
+ if (player == &players[consoleplayer])
+ { // Set position markers and get next readyArtifact
+ inv_ptr--;
+ if (inv_ptr < 6)
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ if (inv_ptr >= player->inventorySlotNum)
+ {
+ inv_ptr = player->inventorySlotNum - 1;
+ }
+ if (inv_ptr < 0)
+ {
+ inv_ptr = 0;
+ }
+ player->readyArtifact = player->inventory[inv_ptr].type;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerUseArtifact
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerUseArtifact(player_t * player, artitype_t arti)
+{
+ int i;
+
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti)
+ { // Found match - try to use
+ if (P_UseArtifact(player, arti))
+ { // Artifact was used - remove it from inventory
+ P_PlayerRemoveArtifact(player, i);
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sfx_artiuse);
+ ArtifactFlash = 4;
+ }
+ }
+ else
+ { // Unable to use artifact, advance pointer
+ P_PlayerNextArtifact(player);
+ }
+ break;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_UseArtifact
+//
+// Returns true if artifact was used.
+//
+//----------------------------------------------------------------------------
+
+boolean P_UseArtifact(player_t * player, artitype_t arti)
+{
+ mobj_t *mo;
+ angle_t angle;
+
+ switch (arti)
+ {
+ case arti_invulnerability:
+ if (!P_GivePower(player, pw_invulnerability))
+ {
+ return (false);
+ }
+ break;
+ case arti_invisibility:
+ if (!P_GivePower(player, pw_invisibility))
+ {
+ return (false);
+ }
+ break;
+ case arti_health:
+ if (!P_GiveBody(player, 25))
+ {
+ return (false);
+ }
+ break;
+ case arti_superhealth:
+ if (!P_GiveBody(player, 100))
+ {
+ return (false);
+ }
+ break;
+ case arti_tomeofpower:
+ if (player->chickenTics)
+ { // Attempt to undo chicken
+ if (P_UndoPlayerChicken(player) == false)
+ { // Failed
+ P_DamageMobj(player->mo, NULL, NULL, 10000);
+ }
+ else
+ { // Succeeded
+ player->chickenTics = 0;
+ S_StartSound(player->mo, sfx_wpnup);
+ }
+ }
+ else
+ {
+ if (!P_GivePower(player, pw_weaponlevel2))
+ {
+ return (false);
+ }
+ if (player->readyweapon == wp_staff)
+ {
+ P_SetPsprite(player, ps_weapon, S_STAFFREADY2_1);
+ }
+ else if (player->readyweapon == wp_gauntlets)
+ {
+ P_SetPsprite(player, ps_weapon, S_GAUNTLETREADY2_1);
+ }
+ }
+ break;
+ case arti_torch:
+ if (!P_GivePower(player, pw_infrared))
+ {
+ return (false);
+ }
+ break;
+ case arti_firebomb:
+ angle = player->mo->angle >> ANGLETOFINESHIFT;
+ mo = P_SpawnMobj(player->mo->x + 24 * finecosine[angle],
+ player->mo->y + 24 * finesine[angle],
+ player->mo->z -
+ 15 * FRACUNIT *
+ (player->mo->flags2 & MF2_FEETARECLIPPED) != 0,
+ MT_FIREBOMB);
+ mo->target = player->mo;
+ break;
+ case arti_egg:
+ mo = player->mo;
+ P_SpawnPlayerMissile(mo, MT_EGGFX);
+ P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45 / 6));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45 / 6));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45 / 3));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45 / 3));
+ break;
+ case arti_fly:
+ if (!P_GivePower(player, pw_flight))
+ {
+ return (false);
+ }
+ break;
+ case arti_teleport:
+ P_ArtiTele(player);
+ break;
+ default:
+ return (false);
+ }
+ return (true);
+}
diff --git a/src/heretic/r_bsp.c b/src/heretic/r_bsp.c
new file mode 100644
index 00000000..16ef8ae1
--- /dev/null
+++ b/src/heretic/r_bsp.c
@@ -0,0 +1,484 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// R_bsp.c
+
+#include "doomdef.h"
+#include "m_bbox.h"
+#include "r_local.h"
+
+seg_t *curline;
+side_t *sidedef;
+line_t *linedef;
+sector_t *frontsector, *backsector;
+
+drawseg_t drawsegs[MAXDRAWSEGS], *ds_p;
+
+void R_StoreWallRange(int start, int stop);
+
+/*
+====================
+=
+= R_ClearDrawSegs
+=
+====================
+*/
+
+void R_ClearDrawSegs(void)
+{
+ ds_p = drawsegs;
+}
+
+//=============================================================================
+
+
+/*
+===============================================================================
+=
+= ClipWallSegment
+=
+= Clips the given range of columns and includes it in the new clip list
+===============================================================================
+*/
+
+typedef struct
+{
+ int first, last;
+} cliprange_t;
+
+#define MAXSEGS 32
+
+cliprange_t solidsegs[MAXSEGS], *newend; // newend is one past the last valid seg
+
+
+void R_ClipSolidWallSegment(int first, int last)
+{
+ cliprange_t *next, *start;
+
+// find the first range that touches the range (adjacent pixels are touching)
+ start = solidsegs;
+ while (start->last < first - 1)
+ start++;
+
+ if (first < start->first)
+ {
+ if (last < start->first - 1)
+ { // post is entirely visible (above start), so insert a new clippost
+ R_StoreWallRange(first, last);
+ next = newend;
+ newend++;
+ while (next != start)
+ {
+ *next = *(next - 1);
+ next--;
+ }
+ next->first = first;
+ next->last = last;
+ return;
+ }
+
+ // there is a fragment above *start
+ R_StoreWallRange(first, start->first - 1);
+ start->first = first; // adjust the clip size
+ }
+
+ if (last <= start->last)
+ return; // bottom contained in start
+
+ next = start;
+ while (last >= (next + 1)->first - 1)
+ {
+ // there is a fragment between two posts
+ R_StoreWallRange(next->last + 1, (next + 1)->first - 1);
+ next++;
+ if (last <= next->last)
+ { // bottom is contained in next
+ start->last = next->last; // adjust the clip size
+ goto crunch;
+ }
+ }
+
+ // there is a fragment after *next
+ R_StoreWallRange(next->last + 1, last);
+ start->last = last; // adjust the clip size
+
+
+// remove start+1 to next from the clip list,
+// because start now covers their area
+ crunch:
+ if (next == start)
+ return; // post just extended past the bottom of one post
+
+ while (next++ != newend) // remove a post
+ *++start = *next;
+ newend = start + 1;
+}
+
+/*
+===============================================================================
+=
+= R_ClipPassWallSegment
+=
+= Clips the given range of columns, but does not includes it in the clip list
+===============================================================================
+*/
+
+void R_ClipPassWallSegment(int first, int last)
+{
+ cliprange_t *start;
+
+// find the first range that touches the range (adjacent pixels are touching)
+ start = solidsegs;
+ while (start->last < first - 1)
+ start++;
+
+ if (first < start->first)
+ {
+ if (last < start->first - 1)
+ { // post is entirely visible (above start)
+ R_StoreWallRange(first, last);
+ return;
+ }
+
+ // there is a fragment above *start
+ R_StoreWallRange(first, start->first - 1);
+ }
+
+ if (last <= start->last)
+ return; // bottom contained in start
+
+ while (last >= (start + 1)->first - 1)
+ {
+ // there is a fragment between two posts
+ R_StoreWallRange(start->last + 1, (start + 1)->first - 1);
+ start++;
+ if (last <= start->last)
+ return;
+ }
+
+ // there is a fragment after *next
+ R_StoreWallRange(start->last + 1, last);
+}
+
+
+
+/*
+====================
+=
+= R_ClearClipSegs
+=
+====================
+*/
+
+void R_ClearClipSegs(void)
+{
+ solidsegs[0].first = -0x7fffffff;
+ solidsegs[0].last = -1;
+ solidsegs[1].first = viewwidth;
+ solidsegs[1].last = 0x7fffffff;
+ newend = solidsegs + 2;
+}
+
+
+//=============================================================================
+
+/*
+======================
+=
+= R_AddLine
+=
+= Clips the given segment and adds any visible pieces to the line list
+=
+======================
+*/
+
+void R_AddLine(seg_t * line)
+{
+ int x1, x2;
+ angle_t angle1, angle2, span, tspan;
+
+ curline = line;
+
+// OPTIMIZE: quickly reject orthogonal back sides
+
+ angle1 = R_PointToAngle(line->v1->x, line->v1->y);
+ angle2 = R_PointToAngle(line->v2->x, line->v2->y);
+
+//
+// clip to view edges
+// OPTIMIZE: make constant out of 2*clipangle (FIELDOFVIEW)
+ span = angle1 - angle2;
+ if (span >= ANG180)
+ return; // back side
+
+ rw_angle1 = angle1; // global angle needed by segcalc
+ angle1 -= viewangle;
+ angle2 -= viewangle;
+
+ tspan = angle1 + clipangle;
+ if (tspan > 2 * clipangle)
+ {
+ tspan -= 2 * clipangle;
+ if (tspan >= span)
+ return; // totally off the left edge
+ angle1 = clipangle;
+ }
+ tspan = clipangle - angle2;
+ if (tspan > 2 * clipangle)
+ {
+ tspan -= 2 * clipangle;
+ if (tspan >= span)
+ return; // totally off the left edge
+ angle2 = -clipangle;
+ }
+
+//
+// the seg is in the view range, but not necessarily visible
+//
+ angle1 = (angle1 + ANG90) >> ANGLETOFINESHIFT;
+ angle2 = (angle2 + ANG90) >> ANGLETOFINESHIFT;
+ x1 = viewangletox[angle1];
+ x2 = viewangletox[angle2];
+ if (x1 == x2)
+ return; // does not cross a pixel
+
+ backsector = line->backsector;
+
+ if (!backsector)
+ goto clipsolid; // single sided line
+
+ if (backsector->ceilingheight <= frontsector->floorheight
+ || backsector->floorheight >= frontsector->ceilingheight)
+ goto clipsolid; // closed door
+
+ if (backsector->ceilingheight != frontsector->ceilingheight
+ || backsector->floorheight != frontsector->floorheight)
+ goto clippass; // window
+
+// reject empty lines used for triggers and special events
+ if (backsector->ceilingpic == frontsector->ceilingpic
+ && backsector->floorpic == frontsector->floorpic
+ && backsector->lightlevel == frontsector->lightlevel
+ && curline->sidedef->midtexture == 0)
+ return;
+
+ clippass:
+ R_ClipPassWallSegment(x1, x2 - 1);
+ return;
+
+ clipsolid:
+ R_ClipSolidWallSegment(x1, x2 - 1);
+}
+
+//============================================================================
+
+
+/*
+===============================================================================
+=
+= R_CheckBBox
+=
+= Returns true if some part of the bbox might be visible
+=
+===============================================================================
+*/
+
+int checkcoord[12][4] = {
+ {3, 0, 2, 1},
+ {3, 0, 2, 0},
+ {3, 1, 2, 0},
+ {0},
+ {2, 0, 2, 1},
+ {0, 0, 0, 0},
+ {3, 1, 3, 0},
+ {0},
+ {2, 0, 3, 1},
+ {2, 1, 3, 1},
+ {2, 1, 3, 0}
+};
+
+
+boolean R_CheckBBox(fixed_t * bspcoord)
+{
+ int boxx, boxy, boxpos;
+ fixed_t x1, y1, x2, y2;
+ angle_t angle1, angle2, span, tspan;
+ cliprange_t *start;
+ int sx1, sx2;
+
+// find the corners of the box that define the edges from current viewpoint
+ if (viewx <= bspcoord[BOXLEFT])
+ boxx = 0;
+ else if (viewx < bspcoord[BOXRIGHT])
+ boxx = 1;
+ else
+ boxx = 2;
+
+ if (viewy >= bspcoord[BOXTOP])
+ boxy = 0;
+ else if (viewy > bspcoord[BOXBOTTOM])
+ boxy = 1;
+ else
+ boxy = 2;
+
+ boxpos = (boxy << 2) + boxx;
+ if (boxpos == 5)
+ return true;
+
+ x1 = bspcoord[checkcoord[boxpos][0]];
+ y1 = bspcoord[checkcoord[boxpos][1]];
+ x2 = bspcoord[checkcoord[boxpos][2]];
+ y2 = bspcoord[checkcoord[boxpos][3]];
+
+
+//
+// check clip list for an open space
+//
+ angle1 = R_PointToAngle(x1, y1) - viewangle;
+ angle2 = R_PointToAngle(x2, y2) - viewangle;
+
+ span = angle1 - angle2;
+ if (span >= ANG180)
+ return true; // sitting on a line
+ tspan = angle1 + clipangle;
+ if (tspan > 2 * clipangle)
+ {
+ tspan -= 2 * clipangle;
+ if (tspan >= span)
+ return false; // totally off the left edge
+ angle1 = clipangle;
+ }
+ tspan = clipangle - angle2;
+ if (tspan > 2 * clipangle)
+ {
+ tspan -= 2 * clipangle;
+ if (tspan >= span)
+ return false; // totally off the left edge
+ angle2 = -clipangle;
+ }
+
+
+// find the first clippost that touches the source post (adjacent pixels are touching)
+ angle1 = (angle1 + ANG90) >> ANGLETOFINESHIFT;
+ angle2 = (angle2 + ANG90) >> ANGLETOFINESHIFT;
+ sx1 = viewangletox[angle1];
+ sx2 = viewangletox[angle2];
+ if (sx1 == sx2)
+ return false; // does not cross a pixel
+ sx2--;
+
+ start = solidsegs;
+ while (start->last < sx2)
+ start++;
+ if (sx1 >= start->first && sx2 <= start->last)
+ return false; // the clippost contains the new span
+
+ return true;
+}
+
+
+/*
+================
+=
+= R_Subsector
+=
+= Draw one or more segments
+================
+*/
+
+void R_Subsector(int num)
+{
+ int count;
+ seg_t *line;
+ subsector_t *sub;
+
+#ifdef RANGECHECK
+ if (num >= numsubsectors)
+ I_Error("R_Subsector: ss %i with numss = %i", num, numsubsectors);
+#endif
+
+ sscount++;
+ sub = &subsectors[num];
+ frontsector = sub->sector;
+ count = sub->numlines;
+ line = &segs[sub->firstline];
+
+ if (frontsector->floorheight < viewz)
+ floorplane = R_FindPlane(frontsector->floorheight,
+ frontsector->floorpic,
+ frontsector->lightlevel,
+ frontsector->special);
+ else
+ floorplane = NULL;
+ if (frontsector->ceilingheight > viewz
+ || frontsector->ceilingpic == skyflatnum)
+ ceilingplane = R_FindPlane(frontsector->ceilingheight,
+ frontsector->ceilingpic,
+ frontsector->lightlevel, 0);
+ else
+ ceilingplane = NULL;
+
+ R_AddSprites(frontsector);
+
+ while (count--)
+ {
+ R_AddLine(line);
+ line++;
+ }
+}
+
+
+/*
+===============================================================================
+=
+= RenderBSPNode
+=
+===============================================================================
+*/
+
+void R_RenderBSPNode(int bspnum)
+{
+ node_t *bsp;
+ int side;
+
+ if (bspnum & NF_SUBSECTOR)
+ {
+ if (bspnum == -1)
+ R_Subsector(0);
+ else
+ R_Subsector(bspnum & (~NF_SUBSECTOR));
+ return;
+ }
+
+ bsp = &nodes[bspnum];
+
+//
+// decide which side the view point is on
+//
+ side = R_PointOnSide(viewx, viewy, bsp);
+
+ R_RenderBSPNode(bsp->children[side]); // recursively divide front space
+
+ if (R_CheckBBox(bsp->bbox[side ^ 1])) // possibly divide back space
+ R_RenderBSPNode(bsp->children[side ^ 1]);
+}
diff --git a/src/heretic/r_data.c b/src/heretic/r_data.c
new file mode 100644
index 00000000..ee005248
--- /dev/null
+++ b/src/heretic/r_data.c
@@ -0,0 +1,741 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// R_data.c
+
+#include "doomdef.h"
+#include "i_swap.h"
+#include "i_system.h"
+#include "r_local.h"
+#include "p_local.h"
+
+extern void CheckAbortStartup(void);
+
+typedef struct
+{
+ int originx; // block origin (allways UL), which has allready
+ int originy; // accounted for the patch's internal origin
+ int patch;
+} texpatch_t;
+
+// a maptexturedef_t describes a rectangular texture, which is composed of one
+// or more mappatch_t structures that arrange graphic patches
+typedef struct
+{
+ char name[8]; // for switch changing, etc
+ short width;
+ short height;
+ short patchcount;
+ texpatch_t patches[1]; // [patchcount] drawn back to front
+ // into the cached texture
+} texture_t;
+
+
+
+int firstflat, lastflat, numflats;
+int firstpatch, lastpatch, numpatches;
+int firstspritelump, lastspritelump, numspritelumps;
+
+int numtextures;
+texture_t **textures;
+int *texturewidthmask;
+fixed_t *textureheight; // needed for texture pegging
+int *texturecompositesize;
+short **texturecolumnlump;
+unsigned short **texturecolumnofs;
+byte **texturecomposite;
+
+int *flattranslation; // for global animation
+int *texturetranslation; // for global animation
+
+fixed_t *spritewidth; // needed for pre rendering
+fixed_t *spriteoffset;
+fixed_t *spritetopoffset;
+
+lighttable_t *colormaps;
+
+
+/*
+==============================================================================
+
+ MAPTEXTURE_T CACHING
+
+when a texture is first needed, it counts the number of composite columns
+required in the texture and allocates space for a column directory and any
+new columns. The directory will simply point inside other patches if there
+is only one patch in a given column, but any columns with multiple patches
+will have new column_ts generated.
+
+==============================================================================
+*/
+
+/*
+===================
+=
+= R_DrawColumnInCache
+=
+= Clip and draw a column from a patch into a cached post
+=
+===================
+*/
+
+void R_DrawColumnInCache(column_t * patch, byte * cache, int originy,
+ int cacheheight)
+{
+ int count, position;
+ byte *source, *dest;
+
+ dest = (byte *) cache + 3;
+
+ while (patch->topdelta != 0xff)
+ {
+ source = (byte *) patch + 3;
+ count = patch->length;
+ position = originy + patch->topdelta;
+ if (position < 0)
+ {
+ count += position;
+ position = 0;
+ }
+ if (position + count > cacheheight)
+ count = cacheheight - position;
+ if (count > 0)
+ memcpy(cache + position, source, count);
+
+ patch = (column_t *) ((byte *) patch + patch->length + 4);
+ }
+}
+
+
+/*
+===================
+=
+= R_GenerateComposite
+=
+===================
+*/
+
+void R_GenerateComposite(int texnum)
+{
+ byte *block;
+ texture_t *texture;
+ texpatch_t *patch;
+ patch_t *realpatch;
+ int x, x1, x2;
+ int i;
+ column_t *patchcol;
+ short *collump;
+ unsigned short *colofs;
+
+ texture = textures[texnum];
+ block = Z_Malloc(texturecompositesize[texnum], PU_STATIC,
+ &texturecomposite[texnum]);
+ collump = texturecolumnlump[texnum];
+ colofs = texturecolumnofs[texnum];
+
+//
+// composite the columns together
+//
+ patch = texture->patches;
+
+ for (i = 0, patch = texture->patches; i < texture->patchcount;
+ i++, patch++)
+ {
+ realpatch = W_CacheLumpNum(patch->patch, PU_CACHE);
+ x1 = patch->originx;
+ x2 = x1 + SHORT(realpatch->width);
+
+ if (x1 < 0)
+ x = 0;
+ else
+ x = x1;
+ if (x2 > texture->width)
+ x2 = texture->width;
+
+ for (; x < x2; x++)
+ {
+ if (collump[x] >= 0)
+ continue; // column does not have multiple patches
+ patchcol = (column_t *) ((byte *) realpatch +
+ LONG(realpatch->columnofs[x - x1]));
+ R_DrawColumnInCache(patchcol, block + colofs[x], patch->originy,
+ texture->height);
+ }
+
+ }
+
+// now that the texture has been built, it is purgable
+ Z_ChangeTag(block, PU_CACHE);
+}
+
+
+/*
+===================
+=
+= R_GenerateLookup
+=
+===================
+*/
+
+void R_GenerateLookup(int texnum)
+{
+ texture_t *texture;
+ byte *patchcount; // [texture->width]
+ texpatch_t *patch;
+ patch_t *realpatch;
+ int x, x1, x2;
+ int i;
+ short *collump;
+ unsigned short *colofs;
+
+ texture = textures[texnum];
+
+ texturecomposite[texnum] = 0; // composited not created yet
+ texturecompositesize[texnum] = 0;
+ collump = texturecolumnlump[texnum];
+ colofs = texturecolumnofs[texnum];
+
+//
+// count the number of columns that are covered by more than one patch
+// fill in the lump / offset, so columns with only a single patch are
+// all done
+//
+ patchcount = (byte *) Z_Malloc(texture->width, PU_STATIC, &patchcount);
+ memset(patchcount, 0, texture->width);
+ patch = texture->patches;
+
+ for (i = 0, patch = texture->patches; i < texture->patchcount;
+ i++, patch++)
+ {
+ realpatch = W_CacheLumpNum(patch->patch, PU_CACHE);
+ x1 = patch->originx;
+ x2 = x1 + SHORT(realpatch->width);
+ if (x1 < 0)
+ x = 0;
+ else
+ x = x1;
+ if (x2 > texture->width)
+ x2 = texture->width;
+ for (; x < x2; x++)
+ {
+ patchcount[x]++;
+ collump[x] = patch->patch;
+ colofs[x] = LONG(realpatch->columnofs[x - x1]) + 3;
+ }
+ }
+
+ for (x = 0; x < texture->width; x++)
+ {
+ if (!patchcount[x])
+ {
+ printf("R_GenerateLookup: column without a patch (%s)\n",
+ texture->name);
+ return;
+ }
+// I_Error ("R_GenerateLookup: column without a patch");
+ if (patchcount[x] > 1)
+ {
+ collump[x] = -1; // use the cached block
+ colofs[x] = texturecompositesize[texnum];
+ if (texturecompositesize[texnum] > 0x10000 - texture->height)
+ I_Error("R_GenerateLookup: texture %i is >64k", texnum);
+ texturecompositesize[texnum] += texture->height;
+ }
+ }
+
+ Z_Free(patchcount);
+}
+
+
+/*
+================
+=
+= R_GetColumn
+=
+================
+*/
+
+byte *R_GetColumn(int tex, int col)
+{
+ int lump, ofs;
+
+ col &= texturewidthmask[tex];
+ lump = texturecolumnlump[tex][col];
+ ofs = texturecolumnofs[tex][col];
+ if (lump > 0)
+ return (byte *) W_CacheLumpNum(lump, PU_CACHE) + ofs;
+ if (!texturecomposite[tex])
+ R_GenerateComposite(tex);
+ return texturecomposite[tex] + ofs;
+}
+
+
+/*
+==================
+=
+= R_InitTextures
+=
+= Initializes the texture list with the textures from the world map
+=
+==================
+*/
+
+void R_InitTextures(void)
+{
+ maptexture_t *mtexture;
+ texture_t *texture;
+ mappatch_t *mpatch;
+ texpatch_t *patch;
+ int i, j;
+ int *maptex, *maptex2, *maptex1;
+ char name[9], *names, *name_p;
+ int *patchlookup;
+ int totalwidth;
+ int nummappatches;
+ int offset, maxoff, maxoff2;
+ int numtextures1, numtextures2;
+ int *directory;
+
+//
+// load the patch names from pnames.lmp
+//
+ name[8] = 0;
+ names = W_CacheLumpName("PNAMES", PU_STATIC);
+ nummappatches = LONG(*((int *) names));
+ name_p = names + 4;
+ patchlookup = Z_Malloc(nummappatches * sizeof(*patchlookup), PU_STATIC, NULL);
+ for (i = 0; i < nummappatches; i++)
+ {
+ strncpy(name, name_p + i * 8, 8);
+ patchlookup[i] = W_CheckNumForName(name);
+ }
+ W_ReleaseLumpName("PNAMES");
+
+//
+// load the map texture definitions from textures.lmp
+//
+ maptex = maptex1 = W_CacheLumpName("TEXTURE1", PU_STATIC);
+ numtextures1 = LONG(*maptex);
+ maxoff = W_LumpLength(W_GetNumForName("TEXTURE1"));
+ directory = maptex + 1;
+
+ if (W_CheckNumForName("TEXTURE2") != -1)
+ {
+ maptex2 = W_CacheLumpName("TEXTURE2", PU_STATIC);
+ numtextures2 = LONG(*maptex2);
+ maxoff2 = W_LumpLength(W_GetNumForName("TEXTURE2"));
+ }
+ else
+ {
+ maptex2 = NULL;
+ numtextures2 = 0;
+ maxoff2 = 0;
+ }
+ numtextures = numtextures1 + numtextures2;
+
+ //
+ // Init the startup thermometer at this point...
+ //
+ {
+ int spramount;
+ spramount = W_GetNumForName("S_END") - W_GetNumForName("S_START") + 1;
+ InitThermo(spramount + numtextures + 6);
+ }
+
+ textures = Z_Malloc(numtextures * sizeof(texture_t *), PU_STATIC, 0);
+ texturecolumnlump = Z_Malloc(numtextures * sizeof(short *), PU_STATIC, 0);
+ texturecolumnofs = Z_Malloc(numtextures * sizeof(unsigned short *), PU_STATIC, 0);
+ texturecomposite = Z_Malloc(numtextures * sizeof(byte *), PU_STATIC, 0);
+ texturecompositesize = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0);
+ texturewidthmask = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0);
+ textureheight = Z_Malloc(numtextures * sizeof(fixed_t), PU_STATIC, 0);
+
+ totalwidth = 0;
+
+ for (i = 0; i < numtextures; i++, directory++)
+ {
+#ifdef __NEXT__
+ if (!(i & 63))
+ printf(".");
+#else
+ IncThermo();
+#endif
+ if (i == numtextures1)
+ { // start looking in second texture file
+ maptex = maptex2;
+ maxoff = maxoff2;
+ directory = maptex + 1;
+ }
+
+ offset = LONG(*directory);
+ if (offset > maxoff)
+ I_Error("R_InitTextures: bad texture directory");
+ mtexture = (maptexture_t *) ((byte *) maptex + offset);
+ texture = textures[i] = Z_Malloc(sizeof(texture_t)
+ +
+ sizeof(texpatch_t) *
+ (SHORT(mtexture->patchcount) - 1),
+ PU_STATIC, 0);
+ texture->width = SHORT(mtexture->width);
+ texture->height = SHORT(mtexture->height);
+ texture->patchcount = SHORT(mtexture->patchcount);
+ memcpy(texture->name, mtexture->name, sizeof(texture->name));
+ mpatch = &mtexture->patches[0];
+ patch = &texture->patches[0];
+ for (j = 0; j < texture->patchcount; j++, mpatch++, patch++)
+ {
+ patch->originx = SHORT(mpatch->originx);
+ patch->originy = SHORT(mpatch->originy);
+ patch->patch = patchlookup[SHORT(mpatch->patch)];
+ if (patch->patch == -1)
+ I_Error("R_InitTextures: Missing patch in texture %s",
+ texture->name);
+ }
+ texturecolumnlump[i] = Z_Malloc(texture->width * sizeof(short),
+ PU_STATIC, 0);
+ texturecolumnofs[i] = Z_Malloc(texture->width * sizeof(short),
+ PU_STATIC, 0);
+ j = 1;
+ while (j * 2 <= texture->width)
+ j <<= 1;
+ texturewidthmask[i] = j - 1;
+ textureheight[i] = texture->height << FRACBITS;
+
+ totalwidth += texture->width;
+ }
+
+ Z_Free(patchlookup);
+
+ W_ReleaseLumpName("TEXTURE1");
+ if (maptex2)
+ {
+ W_ReleaseLumpName("TEXTURE2");
+ }
+
+//
+// precalculate whatever possible
+//
+ for (i = 0; i < numtextures; i++)
+ {
+ R_GenerateLookup(i);
+ CheckAbortStartup();
+ }
+
+//
+// translation table for global animation
+//
+ texturetranslation = Z_Malloc((numtextures + 1) * sizeof(int), PU_STATIC, 0);
+ for (i = 0; i < numtextures; i++)
+ texturetranslation[i] = i;
+}
+
+
+/*
+================
+=
+= R_InitFlats
+=
+=================
+*/
+
+void R_InitFlats(void)
+{
+ int i;
+
+ firstflat = W_GetNumForName("F_START") + 1;
+ lastflat = W_GetNumForName("F_END") - 1;
+ numflats = lastflat - firstflat + 1;
+
+// translation table for global animation
+ flattranslation = Z_Malloc((numflats + 1) * sizeof(int), PU_STATIC, 0);
+ for (i = 0; i < numflats; i++)
+ flattranslation[i] = i;
+}
+
+
+/*
+================
+=
+= R_InitSpriteLumps
+=
+= Finds the width and hoffset of all sprites in the wad, so the sprite doesn't
+= need to be cached just for the header during rendering
+=================
+*/
+
+void R_InitSpriteLumps(void)
+{
+ int i;
+ patch_t *patch;
+
+ firstspritelump = W_GetNumForName("S_START") + 1;
+ lastspritelump = W_GetNumForName("S_END") - 1;
+ numspritelumps = lastspritelump - firstspritelump + 1;
+ spritewidth = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0);
+ spriteoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0);
+ spritetopoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0);
+
+ for (i = 0; i < numspritelumps; i++)
+ {
+#ifdef __NEXT__
+ if (!(i & 63))
+ printf(".");
+#else
+ IncThermo();
+#endif
+ patch = W_CacheLumpNum(firstspritelump + i, PU_CACHE);
+ spritewidth[i] = SHORT(patch->width) << FRACBITS;
+ spriteoffset[i] = SHORT(patch->leftoffset) << FRACBITS;
+ spritetopoffset[i] = SHORT(patch->topoffset) << FRACBITS;
+ }
+}
+
+
+/*
+================
+=
+= R_InitColormaps
+=
+=================
+*/
+
+void R_InitColormaps(void)
+{
+ int lump, length;
+//
+// load in the light tables
+// 256 byte align tables
+//
+ lump = W_GetNumForName("COLORMAP");
+ length = W_LumpLength(lump);
+ colormaps = Z_Malloc(length, PU_STATIC, 0);
+ W_ReadLump(lump, colormaps);
+}
+
+
+/*
+================
+=
+= R_InitData
+=
+= Locates all the lumps that will be used by all views
+= Must be called after W_Init
+=================
+*/
+
+void R_InitData(void)
+{
+ //tprintf("\nR_InitTextures ", 0);
+ R_InitTextures();
+ printf (".");
+ //tprintf("R_InitFlats\n", 0);
+ R_InitFlats();
+ IncThermo();
+ printf (".");
+ //tprintf("R_InitSpriteLumps ", 0);
+ R_InitSpriteLumps();
+ IncThermo();
+ printf (".");
+ R_InitColormaps();
+}
+
+
+//=============================================================================
+
+/*
+================
+=
+= R_FlatNumForName
+=
+================
+*/
+
+int R_FlatNumForName(char *name)
+{
+ int i;
+ char namet[9];
+
+ i = W_CheckNumForName(name);
+ if (i == -1)
+ {
+ namet[8] = 0;
+ memcpy(namet, name, 8);
+ I_Error("R_FlatNumForName: %s not found", namet);
+ }
+ return i - firstflat;
+}
+
+
+/*
+================
+=
+= R_CheckTextureNumForName
+=
+================
+*/
+
+int R_CheckTextureNumForName(char *name)
+{
+ int i;
+
+ if (name[0] == '-') // no texture marker
+ return 0;
+
+ for (i = 0; i < numtextures; i++)
+ if (!strncasecmp(textures[i]->name, name, 8))
+ return i;
+
+ return -1;
+}
+
+
+/*
+================
+=
+= R_TextureNumForName
+=
+================
+*/
+
+int R_TextureNumForName(char *name)
+{
+ int i;
+ //char namet[9];
+
+ i = R_CheckTextureNumForName(name);
+ if (i == -1)
+ I_Error("R_TextureNumForName: %s not found", name);
+
+ return i;
+}
+
+
+/*
+=================
+=
+= R_PrecacheLevel
+=
+= Preloads all relevent graphics for the level
+=================
+*/
+
+int flatmemory, texturememory, spritememory;
+
+void R_PrecacheLevel(void)
+{
+ char *flatpresent;
+ char *texturepresent;
+ char *spritepresent;
+ int i, j, k, lump;
+ texture_t *texture;
+ thinker_t *th;
+ spriteframe_t *sf;
+
+ if (demoplayback)
+ return;
+
+//
+// precache flats
+//
+ flatpresent = Z_Malloc(numflats, PU_STATIC, NULL);
+ memset(flatpresent, 0, numflats);
+ for (i = 0; i < numsectors; i++)
+ {
+ flatpresent[sectors[i].floorpic] = 1;
+ flatpresent[sectors[i].ceilingpic] = 1;
+ }
+
+ flatmemory = 0;
+ for (i = 0; i < numflats; i++)
+ if (flatpresent[i])
+ {
+ lump = firstflat + i;
+ flatmemory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+
+ Z_Free(flatpresent);
+
+//
+// precache textures
+//
+ texturepresent = Z_Malloc(numtextures, PU_STATIC, NULL);
+ memset(texturepresent, 0, numtextures);
+
+ for (i = 0; i < numsides; i++)
+ {
+ texturepresent[sides[i].toptexture] = 1;
+ texturepresent[sides[i].midtexture] = 1;
+ texturepresent[sides[i].bottomtexture] = 1;
+ }
+
+ texturepresent[skytexture] = 1;
+
+ texturememory = 0;
+ for (i = 0; i < numtextures; i++)
+ {
+ if (!texturepresent[i])
+ continue;
+ texture = textures[i];
+ for (j = 0; j < texture->patchcount; j++)
+ {
+ lump = texture->patches[j].patch;
+ texturememory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+ }
+
+ Z_Free(texturepresent);
+
+//
+// precache sprites
+//
+ spritepresent = Z_Malloc(numsprites, PU_STATIC, NULL);
+ memset(spritepresent, 0, numsprites);
+
+ for (th = thinkercap.next; th != &thinkercap; th = th->next)
+ {
+ if (th->function == P_MobjThinker)
+ spritepresent[((mobj_t *) th)->sprite] = 1;
+ }
+
+ spritememory = 0;
+ for (i = 0; i < numsprites; i++)
+ {
+ if (!spritepresent[i])
+ continue;
+ for (j = 0; j < sprites[i].numframes; j++)
+ {
+ sf = &sprites[i].spriteframes[j];
+ for (k = 0; k < 8; k++)
+ {
+ lump = firstspritelump + sf->lump[k];
+ spritememory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+ }
+ }
+
+ Z_Free(spritepresent);
+}
diff --git a/src/heretic/r_draw.c b/src/heretic/r_draw.c
new file mode 100644
index 00000000..5a20b50a
--- /dev/null
+++ b/src/heretic/r_draw.c
@@ -0,0 +1,495 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// R_draw.c
+
+#include "doomdef.h"
+#include "r_local.h"
+#include "i_video.h"
+#include "v_video.h"
+
+/*
+
+All drawing to the view buffer is accomplished in this file. The other refresh
+files only know about ccordinates, not the architecture of the frame buffer.
+
+*/
+
+byte *viewimage;
+int viewwidth, scaledviewwidth, viewheight, viewwindowx, viewwindowy;
+byte *ylookup[MAXHEIGHT];
+int columnofs[MAXWIDTH];
+byte translations[3][256]; // color tables for different players
+
+/*
+==================
+=
+= R_DrawColumn
+=
+= Source is the top of the column to scale
+=
+==================
+*/
+
+lighttable_t *dc_colormap;
+int dc_x;
+int dc_yl;
+int dc_yh;
+fixed_t dc_iscale;
+fixed_t dc_texturemid;
+byte *dc_source; // first pixel in a column (possibly virtual)
+
+int dccount; // just for profiling
+
+void R_DrawColumn(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = dc_colormap[dc_source[(frac >> FRACBITS) & 127]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+void R_DrawColumnLow(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+// dccount++;
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = dc_colormap[dc_source[(frac >> FRACBITS) & 127]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+// Translucent column draw - blended with background using tinttable.
+
+void R_DrawTLColumn(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ if (!dc_yl)
+ dc_yl = 1;
+ if (dc_yh == viewheight - 1)
+ dc_yh = viewheight - 2;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawTLColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest =
+ tinttable[((*dest) << 8) +
+ dc_colormap[dc_source[(frac >> FRACBITS) & 127]]];
+
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+/*
+========================
+=
+= R_DrawTranslatedColumn
+=
+========================
+*/
+
+byte *dc_translation;
+byte *translationtables;
+
+void R_DrawTranslatedColumn(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = dc_colormap[dc_translation[dc_source[frac >> FRACBITS]]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+void R_DrawTranslatedTLColumn(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = tinttable[((*dest) << 8)
+ +
+ dc_colormap[dc_translation
+ [dc_source[frac >> FRACBITS]]]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC R_InitTranslationTables
+//
+//--------------------------------------------------------------------------
+
+void R_InitTranslationTables(void)
+{
+ int i;
+
+ V_LoadTintTable();
+
+ // Allocate translation tables
+ translationtables = Z_Malloc(256 * 3, PU_STATIC, 0);
+
+ // Fill out the translation tables
+ for (i = 0; i < 256; i++)
+ {
+ if (i >= 225 && i <= 240)
+ {
+ translationtables[i] = 114 + (i - 225); // yellow
+ translationtables[i + 256] = 145 + (i - 225); // red
+ translationtables[i + 512] = 190 + (i - 225); // blue
+ }
+ else
+ {
+ translationtables[i] = translationtables[i + 256]
+ = translationtables[i + 512] = i;
+ }
+ }
+}
+
+/*
+================
+=
+= R_DrawSpan
+=
+================
+*/
+
+int ds_y;
+int ds_x1;
+int ds_x2;
+lighttable_t *ds_colormap;
+fixed_t ds_xfrac;
+fixed_t ds_yfrac;
+fixed_t ds_xstep;
+fixed_t ds_ystep;
+byte *ds_source; // start of a 64*64 tile image
+
+int dscount; // just for profiling
+
+void R_DrawSpan(void)
+{
+ fixed_t xfrac, yfrac;
+ byte *dest;
+ int count, spot;
+
+#ifdef RANGECHECK
+ if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= SCREENWIDTH
+ || (unsigned) ds_y > SCREENHEIGHT)
+ I_Error("R_DrawSpan: %i to %i at %i", ds_x1, ds_x2, ds_y);
+// dscount++;
+#endif
+
+ xfrac = ds_xfrac;
+ yfrac = ds_yfrac;
+
+ dest = ylookup[ds_y] + columnofs[ds_x1];
+ count = ds_x2 - ds_x1;
+ do
+ {
+ spot = ((yfrac >> (16 - 6)) & (63 * 64)) + ((xfrac >> 16) & 63);
+ *dest++ = ds_colormap[ds_source[spot]];
+ xfrac += ds_xstep;
+ yfrac += ds_ystep;
+ }
+ while (count--);
+}
+
+void R_DrawSpanLow(void)
+{
+ fixed_t xfrac, yfrac;
+ byte *dest;
+ int count, spot;
+
+#ifdef RANGECHECK
+ if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= SCREENWIDTH
+ || (unsigned) ds_y > SCREENHEIGHT)
+ I_Error("R_DrawSpan: %i to %i at %i", ds_x1, ds_x2, ds_y);
+// dscount++;
+#endif
+
+ xfrac = ds_xfrac;
+ yfrac = ds_yfrac;
+
+ dest = ylookup[ds_y] + columnofs[ds_x1];
+ count = ds_x2 - ds_x1;
+ do
+ {
+ spot = ((yfrac >> (16 - 6)) & (63 * 64)) + ((xfrac >> 16) & 63);
+ *dest++ = ds_colormap[ds_source[spot]];
+ xfrac += ds_xstep;
+ yfrac += ds_ystep;
+ }
+ while (count--);
+}
+
+
+
+/*
+================
+=
+= R_InitBuffer
+=
+=================
+*/
+
+void R_InitBuffer(int width, int height)
+{
+ int i;
+
+ viewwindowx = (SCREENWIDTH - width) >> 1;
+ for (i = 0; i < width; i++)
+ columnofs[i] = viewwindowx + i;
+ if (width == SCREENWIDTH)
+ viewwindowy = 0;
+ else
+ viewwindowy = (SCREENHEIGHT - SBARHEIGHT - height) >> 1;
+ for (i = 0; i < height; i++)
+ ylookup[i] = I_VideoBuffer + (i + viewwindowy) * SCREENWIDTH;
+}
+
+
+/*
+==================
+=
+= R_DrawViewBorder
+=
+= Draws the border around the view for different size windows
+==================
+*/
+
+boolean BorderNeedRefresh;
+
+void R_DrawViewBorder(void)
+{
+ byte *src, *dest;
+ int x, y;
+
+ if (scaledviewwidth == SCREENWIDTH)
+ return;
+
+ if (gamemode == shareware)
+ {
+ src = W_CacheLumpName("FLOOR04", PU_CACHE);
+ }
+ else
+ {
+ src = W_CacheLumpName("FLAT513", PU_CACHE);
+ }
+ dest = I_VideoBuffer;
+
+ for (y = 0; y < SCREENHEIGHT - SBARHEIGHT; y++)
+ {
+ for (x = 0; x < SCREENWIDTH / 64; x++)
+ {
+ memcpy(dest, src + ((y & 63) << 6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+ for (x = viewwindowx; x < viewwindowx + viewwidth; x += 16)
+ {
+ V_DrawPatch(x, viewwindowy - 4, W_CacheLumpName("bordt", PU_CACHE));
+ V_DrawPatch(x, viewwindowy + viewheight, W_CacheLumpName("bordb",
+ PU_CACHE));
+ }
+ for (y = viewwindowy; y < viewwindowy + viewheight; y += 16)
+ {
+ V_DrawPatch(viewwindowx - 4, y, W_CacheLumpName("bordl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, y, W_CacheLumpName("bordr",
+ PU_CACHE));
+ }
+ V_DrawPatch(viewwindowx - 4, viewwindowy - 4, W_CacheLumpName("bordtl",
+ PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy - 4,
+ W_CacheLumpName("bordtr", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy + viewheight,
+ W_CacheLumpName("bordbr", PU_CACHE));
+ V_DrawPatch(viewwindowx - 4, viewwindowy + viewheight,
+ W_CacheLumpName("bordbl", PU_CACHE));
+}
+
+/*
+==================
+=
+= R_DrawTopBorder
+=
+= Draws the top border around the view for different size windows
+==================
+*/
+
+boolean BorderTopRefresh;
+
+void R_DrawTopBorder(void)
+{
+ byte *src, *dest;
+ int x, y;
+
+ if (scaledviewwidth == SCREENWIDTH)
+ return;
+
+ if (gamemode == shareware)
+ {
+ src = W_CacheLumpName("FLOOR04", PU_CACHE);
+ }
+ else
+ {
+ src = W_CacheLumpName("FLAT513", PU_CACHE);
+ }
+ dest = I_VideoBuffer;
+
+ for (y = 0; y < 30; y++)
+ {
+ for (x = 0; x < SCREENWIDTH / 64; x++)
+ {
+ memcpy(dest, src + ((y & 63) << 6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+ if (viewwindowy < 25)
+ {
+ for (x = viewwindowx; x < viewwindowx + viewwidth; x += 16)
+ {
+ V_DrawPatch(x, viewwindowy - 4,
+ W_CacheLumpName("bordt", PU_CACHE));
+ }
+ V_DrawPatch(viewwindowx - 4, viewwindowy, W_CacheLumpName("bordl",
+ PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy,
+ W_CacheLumpName("bordr", PU_CACHE));
+ V_DrawPatch(viewwindowx - 4, viewwindowy + 16,
+ W_CacheLumpName("bordl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy + 16,
+ W_CacheLumpName("bordr", PU_CACHE));
+
+ V_DrawPatch(viewwindowx - 4, viewwindowy - 4,
+ W_CacheLumpName("bordtl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy - 4,
+ W_CacheLumpName("bordtr", PU_CACHE));
+ }
+}
diff --git a/src/heretic/r_local.h b/src/heretic/r_local.h
new file mode 100644
index 00000000..184b0288
--- /dev/null
+++ b/src/heretic/r_local.h
@@ -0,0 +1,484 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// R_local.h
+
+#ifndef __R_LOCAL__
+#define __R_LOCAL__
+
+#include "i_video.h"
+#include "v_patch.h"
+
+#define ANGLETOSKYSHIFT 22 // sky map is 256*128*4 maps
+
+#define BASEYCENTER 100
+
+#define MAXWIDTH 1120
+#define MAXHEIGHT 832
+
+#define PI 3.141592657
+
+#define CENTERY (SCREENHEIGHT/2)
+
+#define MINZ (FRACUNIT*4)
+
+#define FIELDOFVIEW 2048 // fineangles in the SCREENWIDTH wide window
+
+//
+// lighting constants
+//
+#define LIGHTLEVELS 16
+#define LIGHTSEGSHIFT 4
+#define MAXLIGHTSCALE 48
+#define LIGHTSCALESHIFT 12
+#define MAXLIGHTZ 128
+#define LIGHTZSHIFT 20
+#define NUMCOLORMAPS 32 // number of diminishing
+#define INVERSECOLORMAP 32
+
+/*
+==============================================================================
+
+ INTERNAL MAP TYPES
+
+==============================================================================
+*/
+
+//================ used by play and refresh
+
+typedef struct
+{
+ fixed_t x, y;
+} vertex_t;
+
+struct line_s;
+
+typedef struct
+{
+ fixed_t floorheight, ceilingheight;
+ short floorpic, ceilingpic;
+ short lightlevel;
+ short special, tag;
+
+ int soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
+ mobj_t *soundtarget; // thing that made a sound (or null)
+
+ int blockbox[4]; // mapblock bounding box for height changes
+ degenmobj_t soundorg; // for any sounds played by the sector
+
+ int validcount; // if == validcount, already checked
+ mobj_t *thinglist; // list of mobjs in sector
+ void *specialdata; // thinker_t for reversable actions
+ int linecount;
+ struct line_s **lines; // [linecount] size
+} sector_t;
+
+typedef struct
+{
+ fixed_t textureoffset; // add this to the calculated texture col
+ fixed_t rowoffset; // add this to the calculated texture top
+ short toptexture, bottomtexture, midtexture;
+ sector_t *sector;
+} side_t;
+
+typedef enum
+{ ST_HORIZONTAL, ST_VERTICAL, ST_POSITIVE, ST_NEGATIVE } slopetype_t;
+
+typedef struct line_s
+{
+ vertex_t *v1, *v2;
+ fixed_t dx, dy; // v2 - v1 for side checking
+ short flags;
+ short special, tag;
+ short sidenum[2]; // sidenum[1] will be -1 if one sided
+ fixed_t bbox[4];
+ slopetype_t slopetype; // to aid move clipping
+ sector_t *frontsector, *backsector;
+ int validcount; // if == validcount, already checked
+ void *specialdata; // thinker_t for reversable actions
+} line_t;
+
+
+typedef struct subsector_s
+{
+ sector_t *sector;
+ short numlines;
+ short firstline;
+} subsector_t;
+
+typedef struct
+{
+ vertex_t *v1, *v2;
+ fixed_t offset;
+ angle_t angle;
+ side_t *sidedef;
+ line_t *linedef;
+ sector_t *frontsector;
+ sector_t *backsector; // NULL for one sided lines
+} seg_t;
+
+typedef struct
+{
+ fixed_t x, y, dx, dy; // partition line
+ fixed_t bbox[2][4]; // bounding box for each child
+ unsigned short children[2]; // if NF_SUBSECTOR its a subsector
+} node_t;
+
+
+/*
+==============================================================================
+
+ OTHER TYPES
+
+==============================================================================
+*/
+
+typedef byte lighttable_t; // this could be wider for >8 bit display
+
+#define MAXVISPLANES 128
+#define MAXOPENINGS SCREENWIDTH*64
+
+typedef struct
+{
+ fixed_t height;
+ int picnum;
+ int lightlevel;
+ int special;
+ int minx, maxx;
+ byte pad1; // leave pads for [minx-1]/[maxx+1]
+ byte top[SCREENWIDTH];
+ byte pad2;
+ byte pad3;
+ byte bottom[SCREENWIDTH];
+ byte pad4;
+} visplane_t;
+
+typedef struct drawseg_s
+{
+ seg_t *curline;
+ int x1, x2;
+ fixed_t scale1, scale2, scalestep;
+ int silhouette; // 0=none, 1=bottom, 2=top, 3=both
+ fixed_t bsilheight; // don't clip sprites above this
+ fixed_t tsilheight; // don't clip sprites below this
+// pointers to lists for sprite clipping
+ short *sprtopclip; // adjusted so [x1] is first value
+ short *sprbottomclip; // adjusted so [x1] is first value
+ short *maskedtexturecol; // adjusted so [x1] is first value
+} drawseg_t;
+
+#define SIL_NONE 0
+#define SIL_BOTTOM 1
+#define SIL_TOP 2
+#define SIL_BOTH 3
+
+#define MAXDRAWSEGS 256
+
+// A vissprite_t is a thing that will be drawn during a refresh
+typedef struct vissprite_s
+{
+ struct vissprite_s *prev, *next;
+ int x1, x2;
+ fixed_t gx, gy; // for line side calculation
+ fixed_t gz, gzt; // global bottom / top for silhouette clipping
+ fixed_t startfrac; // horizontal position of x1
+ fixed_t scale;
+ fixed_t xiscale; // negative if flipped
+ fixed_t texturemid;
+ int patch;
+ lighttable_t *colormap;
+ int mobjflags; // for color translation and shadow draw
+ boolean psprite; // true if psprite
+ fixed_t footclip; // foot clipping
+} vissprite_t;
+
+
+extern visplane_t *floorplane, *ceilingplane;
+
+// Sprites are patches with a special naming convention so they can be
+// recognized by R_InitSprites. The sprite and frame specified by a
+// thing_t is range checked at run time.
+// a sprite is a patch_t that is assumed to represent a three dimensional
+// object and may have multiple rotations pre drawn. Horizontal flipping
+// is used to save space. Some sprites will only have one picture used
+// for all views.
+
+typedef struct
+{
+ boolean rotate; // if false use 0 for any position
+ short lump[8]; // lump to use for view angles 0-7
+ byte flip[8]; // flip (1 = flip) to use for view angles 0-7
+} spriteframe_t;
+
+typedef struct
+{
+ int numframes;
+ spriteframe_t *spriteframes;
+} spritedef_t;
+
+extern spritedef_t *sprites;
+extern int numsprites;
+
+//=============================================================================
+
+extern int numvertexes;
+extern vertex_t *vertexes;
+
+extern int numsegs;
+extern seg_t *segs;
+
+extern int numsectors;
+extern sector_t *sectors;
+
+extern int numsubsectors;
+extern subsector_t *subsectors;
+
+extern int numnodes;
+extern node_t *nodes;
+
+extern int numlines;
+extern line_t *lines;
+
+extern int numsides;
+extern side_t *sides;
+
+
+
+extern fixed_t viewx, viewy, viewz;
+extern angle_t viewangle;
+extern player_t *viewplayer;
+
+
+extern angle_t clipangle;
+
+extern int viewangletox[FINEANGLES / 2];
+extern angle_t xtoviewangle[SCREENWIDTH + 1];
+
+extern fixed_t rw_distance;
+extern angle_t rw_normalangle;
+
+//
+// R_main.c
+//
+extern int viewwidth, viewheight, viewwindowx, viewwindowy;
+extern int centerx, centery;
+extern int flyheight;
+extern fixed_t centerxfrac;
+extern fixed_t centeryfrac;
+extern fixed_t projection;
+
+extern int validcount;
+
+extern int sscount, linecount, loopcount;
+extern lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+extern lighttable_t *scalelightfixed[MAXLIGHTSCALE];
+extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+extern int extralight;
+extern lighttable_t *fixedcolormap;
+
+extern fixed_t viewcos, viewsin;
+
+extern int detailshift; // 0 = high, 1 = low
+
+extern void (*colfunc) (void);
+extern void (*basecolfunc) (void);
+extern void (*tlcolfunc) (void);
+extern void (*spanfunc) (void);
+
+int R_PointOnSide(fixed_t x, fixed_t y, node_t * node);
+int R_PointOnSegSide(fixed_t x, fixed_t y, seg_t * line);
+angle_t R_PointToAngle(fixed_t x, fixed_t y);
+angle_t R_PointToAngle2(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
+fixed_t R_PointToDist(fixed_t x, fixed_t y);
+fixed_t R_ScaleFromGlobalAngle(angle_t visangle);
+subsector_t *R_PointInSubsector(fixed_t x, fixed_t y);
+void R_AddPointToBox(int x, int y, fixed_t * box);
+
+
+//
+// R_bsp.c
+//
+extern seg_t *curline;
+extern side_t *sidedef;
+extern line_t *linedef;
+extern sector_t *frontsector, *backsector;
+
+extern int rw_x;
+extern int rw_stopx;
+
+extern boolean segtextured;
+extern boolean markfloor; // false if the back side is the same plane
+extern boolean markceiling;
+extern boolean skymap;
+
+extern drawseg_t drawsegs[MAXDRAWSEGS], *ds_p;
+
+extern lighttable_t **hscalelight, **vscalelight, **dscalelight;
+
+typedef void (*drawfunc_t) (int start, int stop);
+void R_ClearClipSegs(void);
+
+void R_ClearDrawSegs(void);
+void R_InitSkyMap(void);
+void R_RenderBSPNode(int bspnum);
+
+//
+// R_segs.c
+//
+extern int rw_angle1; // angle to line origin
+
+void R_RenderMaskedSegRange(drawseg_t * ds, int x1, int x2);
+
+
+//
+// R_plane.c
+//
+typedef void (*planefunction_t) (int top, int bottom);
+extern planefunction_t floorfunc, ceilingfunc;
+
+extern int skyflatnum;
+
+extern short openings[MAXOPENINGS], *lastopening;
+
+extern short floorclip[SCREENWIDTH];
+extern short ceilingclip[SCREENWIDTH];
+
+extern fixed_t yslope[SCREENHEIGHT];
+extern fixed_t distscale[SCREENWIDTH];
+
+void R_InitPlanes(void);
+void R_ClearPlanes(void);
+void R_MapPlane(int y, int x1, int x2);
+void R_MakeSpans(int x, int t1, int b1, int t2, int b2);
+void R_DrawPlanes(void);
+
+visplane_t *R_FindPlane(fixed_t height, int picnum, int lightlevel,
+ int special);
+visplane_t *R_CheckPlane(visplane_t * pl, int start, int stop);
+
+
+//
+// R_debug.m
+//
+extern int drawbsp;
+
+//
+// R_data.c
+//
+extern fixed_t *textureheight; // needed for texture pegging
+extern fixed_t *spritewidth; // needed for pre rendering (fracs)
+extern fixed_t *spriteoffset;
+extern fixed_t *spritetopoffset;
+extern lighttable_t *colormaps;
+extern int viewwidth, scaledviewwidth, viewheight;
+extern int firstflat;
+extern int numflats;
+
+extern int *flattranslation; // for global animation
+extern int *texturetranslation; // for global animation
+
+extern int firstspritelump, lastspritelump, numspritelumps;
+
+byte *R_GetColumn(int tex, int col);
+void R_InitData(void);
+void R_PrecacheLevel(void);
+
+
+//
+// R_things.c
+//
+#define MAXVISSPRITES 128
+
+extern vissprite_t vissprites[MAXVISSPRITES], *vissprite_p;
+extern vissprite_t vsprsortedhead;
+
+// constant arrays used for psprite clipping and initializing clipping
+extern short negonearray[SCREENWIDTH];
+extern short screenheightarray[SCREENWIDTH];
+
+// vars for R_DrawMaskedColumn
+extern short *mfloorclip;
+extern short *mceilingclip;
+extern fixed_t spryscale;
+extern fixed_t sprtopscreen;
+extern fixed_t sprbotscreen;
+
+extern fixed_t pspritescale, pspriteiscale;
+
+
+void R_DrawMaskedColumn(column_t * column, signed int baseclip);
+
+
+void R_SortVisSprites(void);
+
+void R_AddSprites(sector_t * sec);
+void R_AddPSprites(void);
+void R_DrawSprites(void);
+void R_InitSprites(char **namelist);
+void R_ClearSprites(void);
+void R_DrawMasked(void);
+void R_ClipVisSprite(vissprite_t * vis, int xl, int xh);
+
+//=============================================================================
+//
+// R_draw.c
+//
+//=============================================================================
+
+extern lighttable_t *dc_colormap;
+extern int dc_x;
+extern int dc_yl;
+extern int dc_yh;
+extern fixed_t dc_iscale;
+extern fixed_t dc_texturemid;
+extern byte *dc_source; // first pixel in a column
+
+void R_DrawColumn(void);
+void R_DrawColumnLow(void);
+void R_DrawTLColumn(void);
+void R_DrawTLColumnLow(void);
+void R_DrawTranslatedColumn(void);
+void R_DrawTranslatedTLColumn(void);
+void R_DrawTranslatedColumnLow(void);
+
+extern int ds_y;
+extern int ds_x1;
+extern int ds_x2;
+extern lighttable_t *ds_colormap;
+extern fixed_t ds_xfrac;
+extern fixed_t ds_yfrac;
+extern fixed_t ds_xstep;
+extern fixed_t ds_ystep;
+extern byte *ds_source; // start of a 64*64 tile image
+
+extern byte *translationtables;
+extern byte *dc_translation;
+
+void R_DrawSpan(void);
+void R_DrawSpanLow(void);
+
+void R_InitBuffer(int width, int height);
+void R_InitTranslationTables(void);
+
+#endif // __R_LOCAL__
diff --git a/src/heretic/r_main.c b/src/heretic/r_main.c
new file mode 100644
index 00000000..1101c234
--- /dev/null
+++ b/src/heretic/r_main.c
@@ -0,0 +1,827 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// R_main.c
+
+#include <stdlib.h>
+#include <math.h>
+#include "doomdef.h"
+#include "m_bbox.h"
+#include "r_local.h"
+#include "tables.h"
+
+int viewangleoffset;
+
+// haleyjd: removed WATCOMC
+
+int validcount = 1; // increment every time a check is made
+
+lighttable_t *fixedcolormap;
+extern lighttable_t **walllights;
+
+int centerx, centery;
+fixed_t centerxfrac, centeryfrac;
+fixed_t projection;
+
+int framecount; // just for profiling purposes
+
+int sscount, linecount, loopcount;
+
+fixed_t viewx, viewy, viewz;
+angle_t viewangle;
+fixed_t viewcos, viewsin;
+player_t *viewplayer;
+
+int detailshift; // 0 = high, 1 = low
+
+//
+// precalculated math tables
+//
+angle_t clipangle;
+
+// The viewangletox[viewangle + FINEANGLES/4] lookup maps the visible view
+// angles to screen X coordinates, flattening the arc to a flat projection
+// plane. There will be many angles mapped to the same X.
+int viewangletox[FINEANGLES / 2];
+
+// The xtoviewangleangle[] table maps a screen pixel to the lowest viewangle
+// that maps back to x ranges from clipangle to -clipangle
+angle_t xtoviewangle[SCREENWIDTH + 1];
+
+lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+lighttable_t *scalelightfixed[MAXLIGHTSCALE];
+lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+int extralight; // bumped light from gun blasts
+
+void (*colfunc) (void);
+void (*basecolfunc) (void);
+void (*tlcolfunc) (void);
+void (*transcolfunc) (void);
+void (*spanfunc) (void);
+
+/*
+===================
+=
+= R_AddPointToBox
+=
+===================
+*/
+
+void R_AddPointToBox(int x, int y, fixed_t * box)
+{
+ if (x < box[BOXLEFT])
+ box[BOXLEFT] = x;
+ if (x > box[BOXRIGHT])
+ box[BOXRIGHT] = x;
+ if (y < box[BOXBOTTOM])
+ box[BOXBOTTOM] = y;
+ if (y > box[BOXTOP])
+ box[BOXTOP] = y;
+}
+
+
+
+/*
+===============================================================================
+=
+= R_PointOnSide
+=
+= Returns side 0 (front) or 1 (back)
+===============================================================================
+*/
+
+int R_PointOnSide(fixed_t x, fixed_t y, node_t * node)
+{
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ if (!node->dx)
+ {
+ if (x <= node->x)
+ return node->dy > 0;
+ return node->dy < 0;
+ }
+ if (!node->dy)
+ {
+ if (y <= node->y)
+ return node->dx < 0;
+ return node->dx > 0;
+ }
+
+ dx = (x - node->x);
+ dy = (y - node->y);
+
+// try to quickly decide by looking at sign bits
+ if ((node->dy ^ node->dx ^ dx ^ dy) & 0x80000000)
+ {
+ if ((node->dy ^ dx) & 0x80000000)
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul(node->dy >> FRACBITS, dx);
+ right = FixedMul(dy, node->dx >> FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+int R_PointOnSegSide(fixed_t x, fixed_t y, seg_t * line)
+{
+ fixed_t lx, ly;
+ fixed_t ldx, ldy;
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ lx = line->v1->x;
+ ly = line->v1->y;
+
+ ldx = line->v2->x - lx;
+ ldy = line->v2->y - ly;
+
+ if (!ldx)
+ {
+ if (x <= lx)
+ return ldy > 0;
+ return ldy < 0;
+ }
+ if (!ldy)
+ {
+ if (y <= ly)
+ return ldx < 0;
+ return ldx > 0;
+ }
+
+ dx = (x - lx);
+ dy = (y - ly);
+
+// try to quickly decide by looking at sign bits
+ if ((ldy ^ ldx ^ dx ^ dy) & 0x80000000)
+ {
+ if ((ldy ^ dx) & 0x80000000)
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul(ldy >> FRACBITS, dx);
+ right = FixedMul(dy, ldx >> FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+/*
+===============================================================================
+=
+= R_PointToAngle
+=
+===============================================================================
+*/
+
+angle_t R_PointToAngle(fixed_t x, fixed_t y)
+{
+ x -= viewx;
+ y -= viewy;
+ if ((!x) && (!y))
+ return 0;
+ if (x >= 0)
+ { // x >=0
+ if (y >= 0)
+ { // y>= 0
+ if (x > y)
+ return tantoangle[SlopeDiv(y, x)]; // octant 0
+ else
+ return ANG90 - 1 - tantoangle[SlopeDiv(x, y)]; // octant 1
+ }
+ else
+ { // y<0
+ y = -y;
+ if (x > y)
+ return -tantoangle[SlopeDiv(y, x)]; // octant 8
+ else
+ return ANG270 + tantoangle[SlopeDiv(x, y)]; // octant 7
+ }
+ }
+ else
+ { // x<0
+ x = -x;
+ if (y >= 0)
+ { // y>= 0
+ if (x > y)
+ return ANG180 - 1 - tantoangle[SlopeDiv(y, x)]; // octant 3
+ else
+ return ANG90 + tantoangle[SlopeDiv(x, y)]; // octant 2
+ }
+ else
+ { // y<0
+ y = -y;
+ if (x > y)
+ return ANG180 + tantoangle[SlopeDiv(y, x)]; // octant 4
+ else
+ return ANG270 - 1 - tantoangle[SlopeDiv(x, y)]; // octant 5
+ }
+ }
+
+ return 0;
+}
+
+
+angle_t R_PointToAngle2(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
+{
+ viewx = x1;
+ viewy = y1;
+ return R_PointToAngle(x2, y2);
+}
+
+
+fixed_t R_PointToDist(fixed_t x, fixed_t y)
+{
+ int angle;
+ fixed_t dx, dy, temp;
+ fixed_t dist;
+
+ dx = abs(x - viewx);
+ dy = abs(y - viewy);
+
+ if (dy > dx)
+ {
+ temp = dx;
+ dx = dy;
+ dy = temp;
+ }
+
+ angle =
+ (tantoangle[FixedDiv(dy, dx) >> DBITS] + ANG90) >> ANGLETOFINESHIFT;
+
+ dist = FixedDiv(dx, finesine[angle]); // use as cosine
+
+ return dist;
+}
+
+
+
+/*
+=================
+=
+= R_InitPointToAngle
+=
+=================
+*/
+
+void R_InitPointToAngle(void)
+{
+// now getting from tables.c
+#if 0
+ int i;
+ long t;
+ float f;
+//
+// slope (tangent) to angle lookup
+//
+ for (i = 0; i <= SLOPERANGE; i++)
+ {
+ f = atan((float) i / SLOPERANGE) / (3.141592657 * 2);
+ t = 0xffffffff * f;
+ tantoangle[i] = t;
+ }
+#endif
+}
+
+//=============================================================================
+
+/*
+================
+=
+= R_ScaleFromGlobalAngle
+=
+= Returns the texture mapping scale for the current line at the given angle
+= rw_distance must be calculated first
+================
+*/
+
+fixed_t R_ScaleFromGlobalAngle(angle_t visangle)
+{
+ fixed_t scale;
+ int anglea, angleb;
+ int sinea, sineb;
+ fixed_t num, den;
+
+#if 0
+ {
+ fixed_t dist, z;
+ fixed_t sinv, cosv;
+
+ sinv = finesine[(visangle - rw_normalangle) >> ANGLETOFINESHIFT];
+ dist = FixedDiv(rw_distance, sinv);
+ cosv = finecosine[(viewangle - visangle) >> ANGLETOFINESHIFT];
+ z = abs(FixedMul(dist, cosv));
+ scale = FixedDiv(projection, z);
+ return scale;
+ }
+#endif
+
+ anglea = ANG90 + (visangle - viewangle);
+ angleb = ANG90 + (visangle - rw_normalangle);
+// bothe sines are allways positive
+ sinea = finesine[anglea >> ANGLETOFINESHIFT];
+ sineb = finesine[angleb >> ANGLETOFINESHIFT];
+ num = FixedMul(projection, sineb) << detailshift;
+ den = FixedMul(rw_distance, sinea);
+ if (den > num >> 16)
+ {
+ scale = FixedDiv(num, den);
+ if (scale > 64 * FRACUNIT)
+ scale = 64 * FRACUNIT;
+ else if (scale < 256)
+ scale = 256;
+ }
+ else
+ scale = 64 * FRACUNIT;
+
+ return scale;
+}
+
+
+
+/*
+=================
+=
+= R_InitTables
+=
+=================
+*/
+
+void R_InitTables(void)
+{
+// now getting from tables.c
+#if 0
+ int i;
+ float a, fv;
+ int t;
+
+//
+// viewangle tangent table
+//
+ for (i = 0; i < FINEANGLES / 2; i++)
+ {
+ a = (i - FINEANGLES / 4 + 0.5) * PI * 2 / FINEANGLES;
+ fv = FRACUNIT * tan(a);
+ t = fv;
+ finetangent[i] = t;
+ }
+
+//
+// finesine table
+//
+ for (i = 0; i < 5 * FINEANGLES / 4; i++)
+ {
+// OPTIMIZE: mirror...
+ a = (i + 0.5) * PI * 2 / FINEANGLES;
+ t = FRACUNIT * sin(a);
+ finesine[i] = t;
+ }
+#endif
+
+}
+
+
+/*
+=================
+=
+= R_InitTextureMapping
+=
+=================
+*/
+
+void R_InitTextureMapping(void)
+{
+ int i;
+ int x;
+ int t;
+ fixed_t focallength;
+
+
+//
+// use tangent table to generate viewangletox
+// viewangletox will give the next greatest x after the view angle
+//
+ // calc focallength so FIELDOFVIEW angles covers SCREENWIDTH
+ focallength =
+ FixedDiv(centerxfrac, finetangent[FINEANGLES / 4 + FIELDOFVIEW / 2]);
+
+ for (i = 0; i < FINEANGLES / 2; i++)
+ {
+ if (finetangent[i] > FRACUNIT * 2)
+ t = -1;
+ else if (finetangent[i] < -FRACUNIT * 2)
+ t = viewwidth + 1;
+ else
+ {
+ t = FixedMul(finetangent[i], focallength);
+ t = (centerxfrac - t + FRACUNIT - 1) >> FRACBITS;
+ if (t < -1)
+ t = -1;
+ else if (t > viewwidth + 1)
+ t = viewwidth + 1;
+ }
+ viewangletox[i] = t;
+ }
+
+//
+// scan viewangletox[] to generate xtoviewangleangle[]
+//
+// xtoviewangle will give the smallest view angle that maps to x
+ for (x = 0; x <= viewwidth; x++)
+ {
+ i = 0;
+ while (viewangletox[i] > x)
+ i++;
+ xtoviewangle[x] = (i << ANGLETOFINESHIFT) - ANG90;
+ }
+
+//
+// take out the fencepost cases from viewangletox
+//
+ for (i = 0; i < FINEANGLES / 2; i++)
+ {
+ t = FixedMul(finetangent[i], focallength);
+ t = centerx - t;
+ if (viewangletox[i] == -1)
+ viewangletox[i] = 0;
+ else if (viewangletox[i] == viewwidth + 1)
+ viewangletox[i] = viewwidth;
+ }
+
+ clipangle = xtoviewangle[0];
+}
+
+//=============================================================================
+
+/*
+====================
+=
+= R_InitLightTables
+=
+= Only inits the zlight table, because the scalelight table changes
+= with view size
+=
+====================
+*/
+
+#define DISTMAP 2
+
+void R_InitLightTables(void)
+{
+ int i, j, level, startmap;
+ int scale;
+
+//
+// Calculate the light levels to use for each level / distance combination
+//
+ for (i = 0; i < LIGHTLEVELS; i++)
+ {
+ startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS;
+ for (j = 0; j < MAXLIGHTZ; j++)
+ {
+ scale =
+ FixedDiv((SCREENWIDTH / 2 * FRACUNIT),
+ (j + 1) << LIGHTZSHIFT);
+ scale >>= LIGHTSCALESHIFT;
+ level = startmap - scale / DISTMAP;
+ if (level < 0)
+ level = 0;
+ if (level >= NUMCOLORMAPS)
+ level = NUMCOLORMAPS - 1;
+ zlight[i][j] = colormaps + level * 256;
+ }
+ }
+}
+
+
+/*
+==============
+=
+= R_SetViewSize
+=
+= Don't really change anything here, because i might be in the middle of
+= a refresh. The change will take effect next refresh.
+=
+==============
+*/
+
+boolean setsizeneeded;
+int setblocks, setdetail;
+
+void R_SetViewSize(int blocks, int detail)
+{
+ setsizeneeded = true;
+ setblocks = blocks;
+ setdetail = detail;
+}
+
+/*
+==============
+=
+= R_ExecuteSetViewSize
+=
+==============
+*/
+
+void R_ExecuteSetViewSize(void)
+{
+ fixed_t cosadj, dy;
+ int i, j, level, startmap;
+
+ setsizeneeded = false;
+
+ if (setblocks == 11)
+ {
+ scaledviewwidth = SCREENWIDTH;
+ viewheight = SCREENHEIGHT;
+ }
+ else
+ {
+ scaledviewwidth = setblocks * 32;
+ viewheight = (setblocks * 158 / 10);
+ }
+
+ detailshift = setdetail;
+ viewwidth = scaledviewwidth >> detailshift;
+
+ centery = viewheight / 2;
+ centerx = viewwidth / 2;
+ centerxfrac = centerx << FRACBITS;
+ centeryfrac = centery << FRACBITS;
+ projection = centerxfrac;
+
+ if (!detailshift)
+ {
+ colfunc = basecolfunc = R_DrawColumn;
+ tlcolfunc = R_DrawTLColumn;
+ transcolfunc = R_DrawTranslatedColumn;
+ spanfunc = R_DrawSpan;
+ }
+ else
+ {
+ colfunc = basecolfunc = R_DrawColumnLow;
+ tlcolfunc = R_DrawTLColumn;
+ transcolfunc = R_DrawTranslatedColumn;
+ spanfunc = R_DrawSpanLow;
+ }
+
+ R_InitBuffer(scaledviewwidth, viewheight);
+
+ R_InitTextureMapping();
+
+//
+// psprite scales
+//
+ pspritescale = FRACUNIT * viewwidth / SCREENWIDTH;
+ pspriteiscale = FRACUNIT * SCREENWIDTH / viewwidth;
+
+//
+// thing clipping
+//
+ for (i = 0; i < viewwidth; i++)
+ screenheightarray[i] = viewheight;
+
+//
+// planes
+//
+ for (i = 0; i < viewheight; i++)
+ {
+ dy = ((i - viewheight / 2) << FRACBITS) + FRACUNIT / 2;
+ dy = abs(dy);
+ yslope[i] = FixedDiv((viewwidth << detailshift) / 2 * FRACUNIT, dy);
+ }
+
+ for (i = 0; i < viewwidth; i++)
+ {
+ cosadj = abs(finecosine[xtoviewangle[i] >> ANGLETOFINESHIFT]);
+ distscale[i] = FixedDiv(FRACUNIT, cosadj);
+ }
+
+//
+// Calculate the light levels to use for each level / scale combination
+//
+ for (i = 0; i < LIGHTLEVELS; i++)
+ {
+ startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS;
+ for (j = 0; j < MAXLIGHTSCALE; j++)
+ {
+ level =
+ startmap -
+ j * SCREENWIDTH / (viewwidth << detailshift) / DISTMAP;
+ if (level < 0)
+ level = 0;
+ if (level >= NUMCOLORMAPS)
+ level = NUMCOLORMAPS - 1;
+ scalelight[i][j] = colormaps + level * 256;
+ }
+ }
+
+//
+// draw the border
+//
+ R_DrawViewBorder(); // erase old menu stuff
+}
+
+
+/*
+==============
+=
+= R_Init
+=
+==============
+*/
+
+int detailLevel;
+int screenblocks = 10;
+
+void R_Init(void)
+{
+ //tprintf("R_InitData ", 1);
+ R_InitData();
+ printf (".");
+ //tprintf("R_InitPointToAngle\n", 0);
+ R_InitPointToAngle();
+ printf (".");
+ //tprintf("R_InitTables ", 0);
+ R_InitTables();
+ // viewwidth / viewheight / detailLevel are set by the defaults
+ printf (".");
+ R_SetViewSize(screenblocks, detailLevel);
+ //tprintf("R_InitPlanes\n", 0);
+ R_InitPlanes();
+ printf (".");
+ //tprintf("R_InitLightTables ", 0);
+ R_InitLightTables();
+ printf (".");
+ //tprintf("R_InitSkyMap\n", 0);
+ R_InitSkyMap();
+ printf (".");
+ R_InitTranslationTables();
+ framecount = 0;
+}
+
+
+/*
+==============
+=
+= R_PointInSubsector
+=
+==============
+*/
+
+subsector_t *R_PointInSubsector(fixed_t x, fixed_t y)
+{
+ node_t *node;
+ int side, nodenum;
+
+ if (!numnodes) // single subsector is a special case
+ return subsectors;
+
+ nodenum = numnodes - 1;
+
+ while (!(nodenum & NF_SUBSECTOR))
+ {
+ node = &nodes[nodenum];
+ side = R_PointOnSide(x, y, node);
+ nodenum = node->children[side];
+ }
+
+ return &subsectors[nodenum & ~NF_SUBSECTOR];
+
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC R_SetupFrame
+//
+//----------------------------------------------------------------------------
+
+void R_SetupFrame(player_t * player)
+{
+ int i;
+ int tableAngle;
+ int tempCentery;
+
+ //drawbsp = 1;
+ viewplayer = player;
+ // haleyjd: removed WATCOMC
+ // haleyjd FIXME: viewangleoffset handling?
+ viewangle = player->mo->angle + viewangleoffset;
+ tableAngle = viewangle >> ANGLETOFINESHIFT;
+ if (player->chickenTics && player->chickenPeck)
+ { // Set chicken attack view position
+ viewx = player->mo->x + player->chickenPeck * finecosine[tableAngle];
+ viewy = player->mo->y + player->chickenPeck * finesine[tableAngle];
+ }
+ else
+ { // Normal view position
+ viewx = player->mo->x;
+ viewy = player->mo->y;
+ }
+ extralight = player->extralight;
+ viewz = player->viewz;
+
+ tempCentery = viewheight / 2 + (player->lookdir) * screenblocks / 10;
+ if (centery != tempCentery)
+ {
+ centery = tempCentery;
+ centeryfrac = centery << FRACBITS;
+ for (i = 0; i < viewheight; i++)
+ {
+ yslope[i] = FixedDiv((viewwidth << detailshift) / 2 * FRACUNIT,
+ abs(((i - centery) << FRACBITS) +
+ FRACUNIT / 2));
+ }
+ }
+ viewsin = finesine[tableAngle];
+ viewcos = finecosine[tableAngle];
+ sscount = 0;
+ if (player->fixedcolormap)
+ {
+ fixedcolormap = colormaps + player->fixedcolormap
+ * 256 * sizeof(lighttable_t);
+ walllights = scalelightfixed;
+ for (i = 0; i < MAXLIGHTSCALE; i++)
+ {
+ scalelightfixed[i] = fixedcolormap;
+ }
+ }
+ else
+ {
+ fixedcolormap = 0;
+ }
+ framecount++;
+ validcount++;
+ if (BorderNeedRefresh)
+ {
+ if (setblocks < 10)
+ {
+ R_DrawViewBorder();
+ }
+ BorderNeedRefresh = false;
+ BorderTopRefresh = false;
+ UpdateState |= I_FULLSCRN;
+ }
+ if (BorderTopRefresh)
+ {
+ if (setblocks < 10)
+ {
+ R_DrawTopBorder();
+ }
+ BorderTopRefresh = false;
+ UpdateState |= I_MESSAGES;
+ }
+}
+
+/*
+==============
+=
+= R_RenderView
+=
+==============
+*/
+
+void R_RenderPlayerView(player_t * player)
+{
+ R_SetupFrame(player);
+ R_ClearClipSegs();
+ R_ClearDrawSegs();
+ R_ClearPlanes();
+ R_ClearSprites();
+ NetUpdate(); // check for new console commands
+ R_RenderBSPNode(numnodes - 1); // the head node is the last node output
+ NetUpdate(); // check for new console commands
+ R_DrawPlanes();
+ NetUpdate(); // check for new console commands
+ R_DrawMasked();
+ NetUpdate(); // check for new console commands
+}
diff --git a/src/heretic/r_plane.c b/src/heretic/r_plane.c
new file mode 100644
index 00000000..e35e2931
--- /dev/null
+++ b/src/heretic/r_plane.c
@@ -0,0 +1,520 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// R_planes.c
+
+#include <stdlib.h>
+#include "doomdef.h"
+#include "i_system.h"
+#include "r_local.h"
+
+planefunction_t floorfunc, ceilingfunc;
+
+//
+// sky mapping
+//
+int skyflatnum;
+int skytexture;
+int skytexturemid;
+fixed_t skyiscale;
+
+//
+// opening
+//
+
+visplane_t visplanes[MAXVISPLANES], *lastvisplane;
+visplane_t *floorplane, *ceilingplane;
+
+short openings[MAXOPENINGS], *lastopening;
+
+//
+// clip values are the solid pixel bounding the range
+// floorclip starts out SCREENHEIGHT
+// ceilingclip starts out -1
+//
+short floorclip[SCREENWIDTH];
+short ceilingclip[SCREENWIDTH];
+
+//
+// spanstart holds the start of a plane span
+// initialized to 0 at start
+//
+int spanstart[SCREENHEIGHT];
+int spanstop[SCREENHEIGHT];
+
+//
+// texture mapping
+//
+lighttable_t **planezlight;
+fixed_t planeheight;
+
+fixed_t yslope[SCREENHEIGHT];
+fixed_t distscale[SCREENWIDTH];
+fixed_t basexscale, baseyscale;
+
+fixed_t cachedheight[SCREENHEIGHT];
+fixed_t cacheddistance[SCREENHEIGHT];
+fixed_t cachedxstep[SCREENHEIGHT];
+fixed_t cachedystep[SCREENHEIGHT];
+
+
+/*
+================
+=
+= R_InitSkyMap
+=
+= Called whenever the view size changes
+=
+================
+*/
+
+void R_InitSkyMap(void)
+{
+ skyflatnum = R_FlatNumForName("F_SKY1");
+ skytexturemid = 200 * FRACUNIT;
+ skyiscale = FRACUNIT;
+}
+
+
+/*
+====================
+=
+= R_InitPlanes
+=
+= Only at game startup
+====================
+*/
+
+void R_InitPlanes(void)
+{
+}
+
+
+/*
+================
+=
+= R_MapPlane
+=
+global vars:
+
+planeheight
+ds_source
+basexscale
+baseyscale
+viewx
+viewy
+
+BASIC PRIMITIVE
+================
+*/
+
+void R_MapPlane(int y, int x1, int x2)
+{
+ angle_t angle;
+ fixed_t distance, length;
+ unsigned index;
+
+#ifdef RANGECHECK
+ if (x2 < x1 || x1 < 0 || x2 >= viewwidth || (unsigned) y > viewheight)
+ I_Error("R_MapPlane: %i, %i at %i", x1, x2, y);
+#endif
+
+ if (planeheight != cachedheight[y])
+ {
+ cachedheight[y] = planeheight;
+ distance = cacheddistance[y] = FixedMul(planeheight, yslope[y]);
+
+ ds_xstep = cachedxstep[y] = FixedMul(distance, basexscale);
+ ds_ystep = cachedystep[y] = FixedMul(distance, baseyscale);
+ }
+ else
+ {
+ distance = cacheddistance[y];
+ ds_xstep = cachedxstep[y];
+ ds_ystep = cachedystep[y];
+ }
+
+ length = FixedMul(distance, distscale[x1]);
+ angle = (viewangle + xtoviewangle[x1]) >> ANGLETOFINESHIFT;
+ ds_xfrac = viewx + FixedMul(finecosine[angle], length);
+ ds_yfrac = -viewy - FixedMul(finesine[angle], length);
+
+ if (fixedcolormap)
+ ds_colormap = fixedcolormap;
+ else
+ {
+ index = distance >> LIGHTZSHIFT;
+ if (index >= MAXLIGHTZ)
+ index = MAXLIGHTZ - 1;
+ ds_colormap = planezlight[index];
+ }
+
+ ds_y = y;
+ ds_x1 = x1;
+ ds_x2 = x2;
+
+ spanfunc(); // high or low detail
+}
+
+//=============================================================================
+
+/*
+====================
+=
+= R_ClearPlanes
+=
+= At begining of frame
+====================
+*/
+
+void R_ClearPlanes(void)
+{
+ int i;
+ angle_t angle;
+
+//
+// opening / clipping determination
+//
+ for (i = 0; i < viewwidth; i++)
+ {
+ floorclip[i] = viewheight;
+ ceilingclip[i] = -1;
+ }
+
+ lastvisplane = visplanes;
+ lastopening = openings;
+
+//
+// texture calculation
+//
+ memset(cachedheight, 0, sizeof(cachedheight));
+ angle = (viewangle - ANG90) >> ANGLETOFINESHIFT; // left to right mapping
+
+ // scale will be unit scale at SCREENWIDTH/2 distance
+ basexscale = FixedDiv(finecosine[angle], centerxfrac);
+ baseyscale = -FixedDiv(finesine[angle], centerxfrac);
+}
+
+
+
+/*
+===============
+=
+= R_FindPlane
+=
+===============
+*/
+
+visplane_t *R_FindPlane(fixed_t height, int picnum,
+ int lightlevel, int special)
+{
+ visplane_t *check;
+
+ if (picnum == skyflatnum)
+ {
+ // all skies map together
+ height = 0;
+ lightlevel = 0;
+ }
+
+ for (check = visplanes; check < lastvisplane; check++)
+ {
+ if (height == check->height
+ && picnum == check->picnum
+ && lightlevel == check->lightlevel && special == check->special)
+ break;
+ }
+
+ if (check < lastvisplane)
+ {
+ return (check);
+ }
+
+ if (lastvisplane - visplanes == MAXVISPLANES)
+ {
+ I_Error("R_FindPlane: no more visplanes");
+ }
+
+ lastvisplane++;
+ check->height = height;
+ check->picnum = picnum;
+ check->lightlevel = lightlevel;
+ check->special = special;
+ check->minx = SCREENWIDTH;
+ check->maxx = -1;
+ memset(check->top, 0xff, sizeof(check->top));
+ return (check);
+}
+
+/*
+===============
+=
+= R_CheckPlane
+=
+===============
+*/
+
+visplane_t *R_CheckPlane(visplane_t * pl, int start, int stop)
+{
+ int intrl, intrh;
+ int unionl, unionh;
+ int x;
+
+ if (start < pl->minx)
+ {
+ intrl = pl->minx;
+ unionl = start;
+ }
+ else
+ {
+ unionl = pl->minx;
+ intrl = start;
+ }
+
+ if (stop > pl->maxx)
+ {
+ intrh = pl->maxx;
+ unionh = stop;
+ }
+ else
+ {
+ unionh = pl->maxx;
+ intrh = stop;
+ }
+
+ for (x = intrl; x <= intrh; x++)
+ if (pl->top[x] != 0xff)
+ break;
+
+ if (x > intrh)
+ {
+ pl->minx = unionl;
+ pl->maxx = unionh;
+ return pl; // use the same one
+ }
+
+// make a new visplane
+
+ lastvisplane->height = pl->height;
+ lastvisplane->picnum = pl->picnum;
+ lastvisplane->lightlevel = pl->lightlevel;
+ lastvisplane->special = pl->special;
+ pl = lastvisplane++;
+ pl->minx = start;
+ pl->maxx = stop;
+ memset(pl->top, 0xff, sizeof(pl->top));
+
+ return pl;
+}
+
+
+
+//=============================================================================
+
+/*
+================
+=
+= R_MakeSpans
+=
+================
+*/
+
+void R_MakeSpans(int x, int t1, int b1, int t2, int b2)
+{
+ while (t1 < t2 && t1 <= b1)
+ {
+ R_MapPlane(t1, spanstart[t1], x - 1);
+ t1++;
+ }
+ while (b1 > b2 && b1 >= t1)
+ {
+ R_MapPlane(b1, spanstart[b1], x - 1);
+ b1--;
+ }
+
+ while (t2 < t1 && t2 <= b2)
+ {
+ spanstart[t2] = x;
+ t2++;
+ }
+ while (b2 > b1 && b2 >= t2)
+ {
+ spanstart[b2] = x;
+ b2--;
+ }
+}
+
+
+
+/*
+================
+=
+= R_DrawPlanes
+=
+= At the end of each frame
+================
+*/
+
+void R_DrawPlanes(void)
+{
+ visplane_t *pl;
+ int light;
+ int x, stop;
+ int lumpnum;
+ int angle;
+ byte *tempSource;
+
+ byte *dest;
+ int count;
+ fixed_t frac, fracstep;
+
+ extern byte *ylookup[MAXHEIGHT];
+ extern int columnofs[MAXWIDTH];
+
+#ifdef RANGECHECK
+ if (ds_p - drawsegs > MAXDRAWSEGS)
+ I_Error("R_DrawPlanes: drawsegs overflow (%i)", ds_p - drawsegs);
+ if (lastvisplane - visplanes > MAXVISPLANES)
+ I_Error("R_DrawPlanes: visplane overflow (%i)",
+ lastvisplane - visplanes);
+ if (lastopening - openings > MAXOPENINGS)
+ I_Error("R_DrawPlanes: opening overflow (%i)",
+ lastopening - openings);
+#endif
+
+ for (pl = visplanes; pl < lastvisplane; pl++)
+ {
+ if (pl->minx > pl->maxx)
+ continue;
+ //
+ // sky flat
+ //
+ if (pl->picnum == skyflatnum)
+ {
+ dc_iscale = skyiscale;
+ dc_colormap = colormaps; // sky is allways drawn full bright
+ dc_texturemid = skytexturemid;
+ for (x = pl->minx; x <= pl->maxx; x++)
+ {
+ dc_yl = pl->top[x];
+ dc_yh = pl->bottom[x];
+ if (dc_yl <= dc_yh)
+ {
+ angle = (viewangle + xtoviewangle[x]) >> ANGLETOSKYSHIFT;
+ dc_x = x;
+ dc_source = R_GetColumn(skytexture, angle);
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0
+ || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh,
+ dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = 1;
+ frac = (dc_texturemid >> FRACBITS) + (dc_yl - centery);
+ do
+ {
+ *dest = dc_source[frac];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+
+// colfunc ();
+ }
+ }
+ continue;
+ }
+
+ //
+ // regular flat
+ //
+ lumpnum = firstflat + flattranslation[pl->picnum];
+
+ tempSource = W_CacheLumpNum(lumpnum, PU_STATIC);
+
+ switch (pl->special)
+ {
+ case 25:
+ case 26:
+ case 27:
+ case 28:
+ case 29: // Scroll_North
+ ds_source = tempSource;
+ break;
+ case 20:
+ case 21:
+ case 22:
+ case 23:
+ case 24: // Scroll_East
+ ds_source = tempSource + ((63 - ((leveltime >> 1) & 63)) <<
+ (pl->special - 20) & 63);
+ //ds_source = tempSource+((leveltime>>1)&63);
+ break;
+ case 30:
+ case 31:
+ case 32:
+ case 33:
+ case 34: // Scroll_South
+ ds_source = tempSource;
+ break;
+ case 35:
+ case 36:
+ case 37:
+ case 38:
+ case 39: // Scroll_West
+ ds_source = tempSource;
+ break;
+ case 4: // Scroll_EastLavaDamage
+ ds_source =
+ tempSource + (((63 - ((leveltime >> 1) & 63)) << 3) & 63);
+ break;
+ default:
+ ds_source = tempSource;
+ }
+ planeheight = abs(pl->height - viewz);
+ light = (pl->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (light >= LIGHTLEVELS)
+ light = LIGHTLEVELS - 1;
+ if (light < 0)
+ light = 0;
+ planezlight = zlight[light];
+
+ pl->top[pl->maxx + 1] = 0xff;
+ pl->top[pl->minx - 1] = 0xff;
+
+ stop = pl->maxx + 1;
+ for (x = pl->minx; x <= stop; x++)
+ R_MakeSpans(x, pl->top[x - 1], pl->bottom[x - 1], pl->top[x],
+ pl->bottom[x]);
+
+ W_ReleaseLumpNum(lumpnum);
+ }
+}
diff --git a/src/heretic/r_segs.c b/src/heretic/r_segs.c
new file mode 100644
index 00000000..4e95a2ae
--- /dev/null
+++ b/src/heretic/r_segs.c
@@ -0,0 +1,669 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+//**************************************************************************
+//**
+//** R_SEGS.C
+//**
+//** This version has the tall-sector-crossing-precision-bug fixed.
+//**
+//**************************************************************************
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "r_local.h"
+
+// OPTIMIZE: closed two sided lines as single sided
+
+boolean segtextured; // true if any of the segs textures might be vis
+boolean markfloor; // false if the back side is the same plane
+boolean markceiling;
+boolean maskedtexture;
+int toptexture, bottomtexture, midtexture;
+
+
+angle_t rw_normalangle;
+int rw_angle1; // angle to line origin
+
+//
+// wall
+//
+int rw_x;
+int rw_stopx;
+angle_t rw_centerangle;
+fixed_t rw_offset;
+fixed_t rw_distance;
+fixed_t rw_scale;
+fixed_t rw_scalestep;
+fixed_t rw_midtexturemid;
+fixed_t rw_toptexturemid;
+fixed_t rw_bottomtexturemid;
+
+int worldtop, worldbottom, worldhigh, worldlow;
+
+fixed_t pixhigh, pixlow;
+fixed_t pixhighstep, pixlowstep;
+fixed_t topfrac, topstep;
+fixed_t bottomfrac, bottomstep;
+
+
+lighttable_t **walllights;
+
+short *maskedtexturecol;
+
+/*
+================
+=
+= R_RenderMaskedSegRange
+=
+================
+*/
+
+void R_RenderMaskedSegRange(drawseg_t * ds, int x1, int x2)
+{
+ unsigned index;
+ column_t *col;
+ int lightnum;
+ int texnum;
+
+//
+// calculate light table
+// use different light tables for horizontal / vertical / diagonal
+// OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+ curline = ds->curline;
+ frontsector = curline->frontsector;
+ backsector = curline->backsector;
+ texnum = texturetranslation[curline->sidedef->midtexture];
+
+ lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (curline->v1->y == curline->v2->y)
+ lightnum--;
+ else if (curline->v1->x == curline->v2->x)
+ lightnum++;
+ if (lightnum < 0)
+ walllights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ walllights = scalelight[LIGHTLEVELS - 1];
+ else
+ walllights = scalelight[lightnum];
+
+ maskedtexturecol = ds->maskedtexturecol;
+
+ rw_scalestep = ds->scalestep;
+ spryscale = ds->scale1 + (x1 - ds->x1) * rw_scalestep;
+ mfloorclip = ds->sprbottomclip;
+ mceilingclip = ds->sprtopclip;
+
+//
+// find positioning
+//
+ if (curline->linedef->flags & ML_DONTPEGBOTTOM)
+ {
+ dc_texturemid = frontsector->floorheight > backsector->floorheight
+ ? frontsector->floorheight : backsector->floorheight;
+ dc_texturemid = dc_texturemid + textureheight[texnum] - viewz;
+ }
+ else
+ {
+ dc_texturemid = frontsector->ceilingheight < backsector->ceilingheight
+ ? frontsector->ceilingheight : backsector->ceilingheight;
+ dc_texturemid = dc_texturemid - viewz;
+ }
+ dc_texturemid += curline->sidedef->rowoffset;
+
+ if (fixedcolormap)
+ dc_colormap = fixedcolormap;
+//
+// draw the columns
+//
+ for (dc_x = x1; dc_x <= x2; dc_x++)
+ {
+ // calculate lighting
+ if (maskedtexturecol[dc_x] != SHRT_MAX)
+ {
+ if (!fixedcolormap)
+ {
+ index = spryscale >> LIGHTSCALESHIFT;
+ if (index >= MAXLIGHTSCALE)
+ index = MAXLIGHTSCALE - 1;
+ dc_colormap = walllights[index];
+ }
+
+ sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
+ dc_iscale = 0xffffffffu / (unsigned) spryscale;
+
+ //
+ // draw the texture
+ //
+ col = (column_t *) ((byte *)
+ R_GetColumn(texnum,
+ maskedtexturecol[dc_x]) - 3);
+
+ R_DrawMaskedColumn(col, -1);
+ maskedtexturecol[dc_x] = SHRT_MAX;
+ }
+ spryscale += rw_scalestep;
+ }
+
+}
+
+/*
+================
+=
+= R_RenderSegLoop
+=
+= Draws zero, one, or two textures (and possibly a masked texture) for walls
+= Can draw or mark the starting pixel of floor and ceiling textures
+=
+= CALLED: CORE LOOPING ROUTINE
+================
+*/
+
+#define HEIGHTBITS 12
+#define HEIGHTUNIT (1<<HEIGHTBITS)
+
+void R_RenderSegLoop(void)
+{
+ angle_t angle;
+ unsigned index;
+ int yl, yh, mid;
+ fixed_t texturecolumn;
+ int top, bottom;
+
+ texturecolumn = 0; // shut up compiler warning
+
+ for (; rw_x < rw_stopx; rw_x++)
+ {
+//
+// mark floor / ceiling areas
+//
+ yl = (topfrac + HEIGHTUNIT - 1) >> HEIGHTBITS;
+ if (yl < ceilingclip[rw_x] + 1)
+ yl = ceilingclip[rw_x] + 1; // no space above wall
+ if (markceiling)
+ {
+ top = ceilingclip[rw_x] + 1;
+ bottom = yl - 1;
+ if (bottom >= floorclip[rw_x])
+ bottom = floorclip[rw_x] - 1;
+ if (top <= bottom)
+ {
+ ceilingplane->top[rw_x] = top;
+ ceilingplane->bottom[rw_x] = bottom;
+ }
+ }
+
+ yh = bottomfrac >> HEIGHTBITS;
+ if (yh >= floorclip[rw_x])
+ yh = floorclip[rw_x] - 1;
+ if (markfloor)
+ {
+ top = yh + 1;
+ bottom = floorclip[rw_x] - 1;
+ if (top <= ceilingclip[rw_x])
+ top = ceilingclip[rw_x] + 1;
+ if (top <= bottom)
+ {
+ floorplane->top[rw_x] = top;
+ floorplane->bottom[rw_x] = bottom;
+ }
+ }
+
+//
+// texturecolumn and lighting are independent of wall tiers
+//
+ if (segtextured)
+ {
+ // calculate texture offset
+ angle = (rw_centerangle + xtoviewangle[rw_x]) >> ANGLETOFINESHIFT;
+ texturecolumn =
+ rw_offset - FixedMul(finetangent[angle], rw_distance);
+ texturecolumn >>= FRACBITS;
+ // calculate lighting
+ index = rw_scale >> LIGHTSCALESHIFT;
+ if (index >= MAXLIGHTSCALE)
+ index = MAXLIGHTSCALE - 1;
+ dc_colormap = walllights[index];
+ dc_x = rw_x;
+ dc_iscale = 0xffffffffu / (unsigned) rw_scale;
+ }
+
+//
+// draw the wall tiers
+//
+ if (midtexture)
+ { // single sided line
+ dc_yl = yl;
+ dc_yh = yh;
+ dc_texturemid = rw_midtexturemid;
+ dc_source = R_GetColumn(midtexture, texturecolumn);
+ colfunc();
+ ceilingclip[rw_x] = viewheight;
+ floorclip[rw_x] = -1;
+ }
+ else
+ { // two sided line
+ if (toptexture)
+ { // top wall
+ mid = pixhigh >> HEIGHTBITS;
+ pixhigh += pixhighstep;
+ if (mid >= floorclip[rw_x])
+ mid = floorclip[rw_x] - 1;
+ if (mid >= yl)
+ {
+ dc_yl = yl;
+ dc_yh = mid;
+ dc_texturemid = rw_toptexturemid;
+ dc_source = R_GetColumn(toptexture, texturecolumn);
+ colfunc();
+ ceilingclip[rw_x] = mid;
+ }
+ else
+ ceilingclip[rw_x] = yl - 1;
+ }
+ else
+ { // no top wall
+ if (markceiling)
+ ceilingclip[rw_x] = yl - 1;
+ }
+
+ if (bottomtexture)
+ { // bottom wall
+ mid = (pixlow + HEIGHTUNIT - 1) >> HEIGHTBITS;
+ pixlow += pixlowstep;
+ if (mid <= ceilingclip[rw_x])
+ mid = ceilingclip[rw_x] + 1; // no space above wall
+ if (mid <= yh)
+ {
+ dc_yl = mid;
+ dc_yh = yh;
+ dc_texturemid = rw_bottomtexturemid;
+ dc_source = R_GetColumn(bottomtexture, texturecolumn);
+ colfunc();
+ floorclip[rw_x] = mid;
+ }
+ else
+ floorclip[rw_x] = yh + 1;
+ }
+ else
+ { // no bottom wall
+ if (markfloor)
+ floorclip[rw_x] = yh + 1;
+ }
+
+ if (maskedtexture)
+ { // save texturecol for backdrawing of masked mid texture
+ maskedtexturecol[rw_x] = texturecolumn;
+ }
+ }
+
+ rw_scale += rw_scalestep;
+ topfrac += topstep;
+ bottomfrac += bottomstep;
+ }
+
+}
+
+
+
+/*
+=====================
+=
+= R_StoreWallRange
+=
+= A wall segment will be drawn between start and stop pixels (inclusive)
+=
+======================
+*/
+
+void R_StoreWallRange(int start, int stop)
+{
+ fixed_t hyp;
+ fixed_t sineval;
+ angle_t distangle, offsetangle;
+ fixed_t vtop;
+ int lightnum;
+
+ if (ds_p == &drawsegs[MAXDRAWSEGS])
+ return; // don't overflow and crash
+
+#ifdef RANGECHECK
+ if (start >= viewwidth || start > stop)
+ I_Error("Bad R_RenderWallRange: %i to %i", start, stop);
+#endif
+
+ sidedef = curline->sidedef;
+ linedef = curline->linedef;
+
+// mark the segment as visible for auto map
+ linedef->flags |= ML_MAPPED;
+
+//
+// calculate rw_distance for scale calculation
+//
+ rw_normalangle = curline->angle + ANG90;
+ offsetangle = abs(rw_normalangle - rw_angle1);
+ if (offsetangle > ANG90)
+ offsetangle = ANG90;
+ distangle = ANG90 - offsetangle;
+ hyp = R_PointToDist(curline->v1->x, curline->v1->y);
+ sineval = finesine[distangle >> ANGLETOFINESHIFT];
+ rw_distance = FixedMul(hyp, sineval);
+
+
+ ds_p->x1 = rw_x = start;
+ ds_p->x2 = stop;
+ ds_p->curline = curline;
+ rw_stopx = stop + 1;
+
+//
+// calculate scale at both ends and step
+//
+ ds_p->scale1 = rw_scale =
+ R_ScaleFromGlobalAngle(viewangle + xtoviewangle[start]);
+ if (stop > start)
+ {
+ ds_p->scale2 = R_ScaleFromGlobalAngle(viewangle + xtoviewangle[stop]);
+ ds_p->scalestep = rw_scalestep =
+ (ds_p->scale2 - rw_scale) / (stop - start);
+ }
+ else
+ {
+ //
+ // try to fix the stretched line bug
+ //
+#if 0
+ if (rw_distance < FRACUNIT / 2)
+ {
+ fixed_t trx, try;
+ fixed_t gxt, gyt;
+
+ trx = curline->v1->x - viewx;
+ try = curline->v1->y - viewy;
+
+ gxt = FixedMul(trx, viewcos);
+ gyt = -FixedMul(try, viewsin);
+ ds_p->scale1 = FixedDiv(projection, gxt - gyt);
+ }
+#endif
+ ds_p->scale2 = ds_p->scale1;
+ }
+
+
+//
+// calculate texture boundaries and decide if floor / ceiling marks
+// are needed
+//
+ worldtop = frontsector->ceilingheight - viewz;
+ worldbottom = frontsector->floorheight - viewz;
+
+ midtexture = toptexture = bottomtexture = maskedtexture = 0;
+ ds_p->maskedtexturecol = NULL;
+
+ if (!backsector)
+ {
+//
+// single sided line
+//
+ midtexture = texturetranslation[sidedef->midtexture];
+ // a single sided line is terminal, so it must mark ends
+ markfloor = markceiling = true;
+ if (linedef->flags & ML_DONTPEGBOTTOM)
+ {
+ vtop = frontsector->floorheight +
+ textureheight[sidedef->midtexture];
+ rw_midtexturemid = vtop - viewz; // bottom of texture at bottom
+ }
+ else
+ rw_midtexturemid = worldtop; // top of texture at top
+ rw_midtexturemid += sidedef->rowoffset;
+ ds_p->silhouette = SIL_BOTH;
+ ds_p->sprtopclip = screenheightarray;
+ ds_p->sprbottomclip = negonearray;
+ ds_p->bsilheight = INT_MAX;
+ ds_p->tsilheight = INT_MIN;
+ }
+ else
+ {
+//
+// two sided line
+//
+ ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
+ ds_p->silhouette = 0;
+ if (frontsector->floorheight > backsector->floorheight)
+ {
+ ds_p->silhouette = SIL_BOTTOM;
+ ds_p->bsilheight = frontsector->floorheight;
+ }
+ else if (backsector->floorheight > viewz)
+ {
+ ds_p->silhouette = SIL_BOTTOM;
+ ds_p->bsilheight = INT_MAX;
+// ds_p->sprbottomclip = negonearray;
+ }
+ if (frontsector->ceilingheight < backsector->ceilingheight)
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = frontsector->ceilingheight;
+ }
+ else if (backsector->ceilingheight < viewz)
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = INT_MIN;
+// ds_p->sprtopclip = screenheightarray;
+ }
+
+ if (backsector->ceilingheight <= frontsector->floorheight)
+ {
+ ds_p->sprbottomclip = negonearray;
+ ds_p->bsilheight = INT_MAX;
+ ds_p->silhouette |= SIL_BOTTOM;
+ }
+ if (backsector->floorheight >= frontsector->ceilingheight)
+ {
+ ds_p->sprtopclip = screenheightarray;
+ ds_p->tsilheight = INT_MIN;
+ ds_p->silhouette |= SIL_TOP;
+ }
+ worldhigh = backsector->ceilingheight - viewz;
+ worldlow = backsector->floorheight - viewz;
+
+ // hack to allow height changes in outdoor areas
+ if (frontsector->ceilingpic == skyflatnum
+ && backsector->ceilingpic == skyflatnum)
+ worldtop = worldhigh;
+
+ if (worldlow != worldbottom
+ || backsector->floorpic != frontsector->floorpic
+ || backsector->lightlevel != frontsector->lightlevel)
+ markfloor = true;
+ else
+ markfloor = false; // same plane on both sides
+
+ if (worldhigh != worldtop
+ || backsector->ceilingpic != frontsector->ceilingpic
+ || backsector->lightlevel != frontsector->lightlevel)
+ markceiling = true;
+ else
+ markceiling = false; // same plane on both sides
+
+ if (backsector->ceilingheight <= frontsector->floorheight
+ || backsector->floorheight >= frontsector->ceilingheight)
+ markceiling = markfloor = true; // closed door
+
+ if (worldhigh < worldtop)
+ { // top texture
+ toptexture = texturetranslation[sidedef->toptexture];
+ if (linedef->flags & ML_DONTPEGTOP)
+ rw_toptexturemid = worldtop; // top of texture at top
+ else
+ {
+ vtop = backsector->ceilingheight +
+ textureheight[sidedef->toptexture];
+ rw_toptexturemid = vtop - viewz; // bottom of texture
+ }
+ }
+ if (worldlow > worldbottom)
+ { // bottom texture
+ bottomtexture = texturetranslation[sidedef->bottomtexture];
+ if (linedef->flags & ML_DONTPEGBOTTOM)
+ { // bottom of texture at bottom
+ rw_bottomtexturemid = worldtop; // top of texture at top
+ }
+ else // top of texture at top
+ rw_bottomtexturemid = worldlow;
+ }
+ rw_toptexturemid += sidedef->rowoffset;
+ rw_bottomtexturemid += sidedef->rowoffset;
+
+ //
+ // allocate space for masked texture tables
+ //
+ if (sidedef->midtexture)
+ { // masked midtexture
+ maskedtexture = true;
+ ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x;
+ lastopening += rw_stopx - rw_x;
+ }
+ }
+
+//
+// calculate rw_offset (only needed for textured lines)
+//
+ segtextured = midtexture | toptexture | bottomtexture | maskedtexture;
+
+ if (segtextured)
+ {
+ offsetangle = rw_normalangle - rw_angle1;
+ if (offsetangle > ANG180)
+ offsetangle = -offsetangle;
+ if (offsetangle > ANG90)
+ offsetangle = ANG90;
+ sineval = finesine[offsetangle >> ANGLETOFINESHIFT];
+ rw_offset = FixedMul(hyp, sineval);
+ if (rw_normalangle - rw_angle1 < ANG180)
+ rw_offset = -rw_offset;
+ rw_offset += sidedef->textureoffset + curline->offset;
+ rw_centerangle = ANG90 + viewangle - rw_normalangle;
+
+ //
+ // calculate light table
+ // use different light tables for horizontal / vertical / diagonal
+ // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+ if (!fixedcolormap)
+ {
+ lightnum =
+ (frontsector->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (curline->v1->y == curline->v2->y)
+ lightnum--;
+ else if (curline->v1->x == curline->v2->x)
+ lightnum++;
+ if (lightnum < 0)
+ walllights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ walllights = scalelight[LIGHTLEVELS - 1];
+ else
+ walllights = scalelight[lightnum];
+ }
+ }
+
+
+//
+// if a floor / ceiling plane is on the wrong side of the view plane
+// it is definately invisible and doesn't need to be marked
+//
+ if (frontsector->floorheight >= viewz)
+ markfloor = false; // above view plane
+ if (frontsector->ceilingheight <= viewz
+ && frontsector->ceilingpic != skyflatnum)
+ markceiling = false; // below view plane
+
+//
+// calculate incremental stepping values for texture edges
+//
+ worldtop >>= 4;
+ worldbottom >>= 4;
+
+ topstep = -FixedMul(rw_scalestep, worldtop);
+ topfrac = (centeryfrac >> 4) - FixedMul(worldtop, rw_scale);
+
+ bottomstep = -FixedMul(rw_scalestep, worldbottom);
+ bottomfrac = (centeryfrac >> 4) - FixedMul(worldbottom, rw_scale);
+
+ if (backsector)
+ {
+ worldhigh >>= 4;
+ worldlow >>= 4;
+
+ if (worldhigh < worldtop)
+ {
+ pixhigh = (centeryfrac >> 4) - FixedMul(worldhigh, rw_scale);
+ pixhighstep = -FixedMul(rw_scalestep, worldhigh);
+ }
+ if (worldlow > worldbottom)
+ {
+ pixlow = (centeryfrac >> 4) - FixedMul(worldlow, rw_scale);
+ pixlowstep = -FixedMul(rw_scalestep, worldlow);
+ }
+ }
+
+//
+// render it
+//
+ if (markceiling)
+ ceilingplane = R_CheckPlane(ceilingplane, rw_x, rw_stopx - 1);
+ if (markfloor)
+ floorplane = R_CheckPlane(floorplane, rw_x, rw_stopx - 1);
+
+ R_RenderSegLoop();
+
+//
+// save sprite clipping info
+//
+ if (((ds_p->silhouette & SIL_TOP) || maskedtexture) && !ds_p->sprtopclip)
+ {
+ memcpy(lastopening, ceilingclip + start, 2 * (rw_stopx - start));
+ ds_p->sprtopclip = lastopening - start;
+ lastopening += rw_stopx - start;
+ }
+ if (((ds_p->silhouette & SIL_BOTTOM) || maskedtexture)
+ && !ds_p->sprbottomclip)
+ {
+ memcpy(lastopening, floorclip + start, 2 * (rw_stopx - start));
+ ds_p->sprbottomclip = lastopening - start;
+ lastopening += rw_stopx - start;
+ }
+ if (maskedtexture && !(ds_p->silhouette & SIL_TOP))
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = INT_MIN;
+ }
+ if (maskedtexture && !(ds_p->silhouette & SIL_BOTTOM))
+ {
+ ds_p->silhouette |= SIL_BOTTOM;
+ ds_p->bsilheight = INT_MAX;
+ }
+ ds_p++;
+}
diff --git a/src/heretic/r_things.c b/src/heretic/r_things.c
new file mode 100644
index 00000000..6302303e
--- /dev/null
+++ b/src/heretic/r_things.c
@@ -0,0 +1,1027 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// R_things.c
+#include <stdio.h>
+#include <stdlib.h>
+#include "doomdef.h"
+#include "i_swap.h"
+#include "i_system.h"
+#include "r_local.h"
+
+void R_DrawColumn(void);
+void R_DrawTLColumn(void);
+
+typedef struct
+{
+ int x1, x2;
+
+ int column;
+ int topclip;
+ int bottomclip;
+} maskdraw_t;
+
+/*
+
+Sprite rotation 0 is facing the viewer, rotation 1 is one angle turn CLOCKWISE around the axis.
+This is not the same as the angle, which increases counter clockwise
+(protractor). There was a lot of stuff grabbed wrong, so I changed it...
+
+*/
+
+
+fixed_t pspritescale, pspriteiscale;
+
+lighttable_t **spritelights;
+
+// constant arrays used for psprite clipping and initializing clipping
+short negonearray[SCREENWIDTH];
+short screenheightarray[SCREENWIDTH];
+
+/*
+===============================================================================
+
+ INITIALIZATION FUNCTIONS
+
+===============================================================================
+*/
+
+// variables used to look up and range check thing_t sprites patches
+spritedef_t *sprites;
+int numsprites;
+
+spriteframe_t sprtemp[26];
+int maxframe;
+char *spritename;
+
+
+
+/*
+=================
+=
+= R_InstallSpriteLump
+=
+= Local function for R_InitSprites
+=================
+*/
+
+void R_InstallSpriteLump(int lump, unsigned frame, unsigned rotation,
+ boolean flipped)
+{
+ int r;
+
+ if (frame >= 26 || rotation > 8)
+ I_Error("R_InstallSpriteLump: Bad frame characters in lump %i", lump);
+
+ if ((int) frame > maxframe)
+ maxframe = frame;
+
+ if (rotation == 0)
+ {
+// the lump should be used for all rotations
+ if (sprtemp[frame].rotate == false)
+ I_Error("R_InitSprites: Sprite %s frame %c has multip rot=0 lump",
+ spritename, 'A' + frame);
+ if (sprtemp[frame].rotate == true)
+ I_Error
+ ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump",
+ spritename, 'A' + frame);
+
+ sprtemp[frame].rotate = false;
+ for (r = 0; r < 8; r++)
+ {
+ sprtemp[frame].lump[r] = lump - firstspritelump;
+ sprtemp[frame].flip[r] = (byte) flipped;
+ }
+ return;
+ }
+
+// the lump is only used for one rotation
+ if (sprtemp[frame].rotate == false)
+ I_Error
+ ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump",
+ spritename, 'A' + frame);
+
+ sprtemp[frame].rotate = true;
+
+ rotation--; // make 0 based
+ if (sprtemp[frame].lump[rotation] != -1)
+ I_Error
+ ("R_InitSprites: Sprite %s : %c : %c has two lumps mapped to it",
+ spritename, 'A' + frame, '1' + rotation);
+
+ sprtemp[frame].lump[rotation] = lump - firstspritelump;
+ sprtemp[frame].flip[rotation] = (byte) flipped;
+}
+
+/*
+=================
+=
+= R_InitSpriteDefs
+=
+= Pass a null terminated list of sprite names (4 chars exactly) to be used
+= Builds the sprite rotation matrixes to account for horizontally flipped
+= sprites. Will report an error if the lumps are inconsistant
+=Only called at startup
+=
+= Sprite lump names are 4 characters for the actor, a letter for the frame,
+= and a number for the rotation, A sprite that is flippable will have an
+= additional letter/number appended. The rotation character can be 0 to
+= signify no rotations
+=================
+*/
+
+void R_InitSpriteDefs(char **namelist)
+{
+ char **check;
+ int i, l, intname, frame, rotation;
+ int start, end;
+
+// count the number of sprite names
+ check = namelist;
+ while (*check != NULL)
+ check++;
+ numsprites = check - namelist;
+
+ if (!numsprites)
+ return;
+
+ sprites = Z_Malloc(numsprites * sizeof(*sprites), PU_STATIC, NULL);
+
+ start = firstspritelump - 1;
+ end = lastspritelump + 1;
+
+// scan all the lump names for each of the names, noting the highest
+// frame letter
+// Just compare 4 characters as ints
+ for (i = 0; i < numsprites; i++)
+ {
+ spritename = namelist[i];
+ memset(sprtemp, -1, sizeof(sprtemp));
+
+ maxframe = -1;
+ intname = *(int *) namelist[i];
+
+ //
+ // scan the lumps, filling in the frames for whatever is found
+ //
+ for (l = start + 1; l < end; l++)
+ if (*(int *) lumpinfo[l].name == intname)
+ {
+ frame = lumpinfo[l].name[4] - 'A';
+ rotation = lumpinfo[l].name[5] - '0';
+ R_InstallSpriteLump(l, frame, rotation, false);
+ if (lumpinfo[l].name[6])
+ {
+ frame = lumpinfo[l].name[6] - 'A';
+ rotation = lumpinfo[l].name[7] - '0';
+ R_InstallSpriteLump(l, frame, rotation, true);
+ }
+ }
+
+ //
+ // check the frames that were found for completeness
+ //
+ if (maxframe == -1)
+ {
+ //continue;
+ sprites[i].numframes = 0;
+ if (gamemode == shareware)
+ continue;
+ I_Error("R_InitSprites: No lumps found for sprite %s",
+ namelist[i]);
+ }
+
+ maxframe++;
+ for (frame = 0; frame < maxframe; frame++)
+ {
+ switch ((int) sprtemp[frame].rotate)
+ {
+ case -1: // no rotations were found for that frame at all
+ I_Error("R_InitSprites: No patches found for %s frame %c",
+ namelist[i], frame + 'A');
+ case 0: // only the first rotation is needed
+ break;
+
+ case 1: // must have all 8 frames
+ for (rotation = 0; rotation < 8; rotation++)
+ if (sprtemp[frame].lump[rotation] == -1)
+ I_Error
+ ("R_InitSprites: Sprite %s frame %c is missing rotations",
+ namelist[i], frame + 'A');
+ }
+ }
+
+ //
+ // allocate space for the frames present and copy sprtemp to it
+ //
+ sprites[i].numframes = maxframe;
+ sprites[i].spriteframes =
+ Z_Malloc(maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
+ memcpy(sprites[i].spriteframes, sprtemp,
+ maxframe * sizeof(spriteframe_t));
+ }
+
+}
+
+
+/*
+===============================================================================
+
+ GAME FUNCTIONS
+
+===============================================================================
+*/
+
+vissprite_t vissprites[MAXVISSPRITES], *vissprite_p;
+int newvissprite;
+
+
+/*
+===================
+=
+= R_InitSprites
+=
+= Called at program start
+===================
+*/
+
+void R_InitSprites(char **namelist)
+{
+ int i;
+
+ for (i = 0; i < SCREENWIDTH; i++)
+ {
+ negonearray[i] = -1;
+ }
+
+ R_InitSpriteDefs(namelist);
+}
+
+
+/*
+===================
+=
+= R_ClearSprites
+=
+= Called at frame start
+===================
+*/
+
+void R_ClearSprites(void)
+{
+ vissprite_p = vissprites;
+}
+
+
+/*
+===================
+=
+= R_NewVisSprite
+=
+===================
+*/
+
+vissprite_t overflowsprite;
+
+vissprite_t *R_NewVisSprite(void)
+{
+ if (vissprite_p == &vissprites[MAXVISSPRITES])
+ return &overflowsprite;
+ vissprite_p++;
+ return vissprite_p - 1;
+}
+
+
+/*
+================
+=
+= R_DrawMaskedColumn
+=
+= Used for sprites and masked mid textures
+================
+*/
+
+short *mfloorclip;
+short *mceilingclip;
+fixed_t spryscale;
+fixed_t sprtopscreen;
+fixed_t sprbotscreen;
+
+void R_DrawMaskedColumn(column_t * column, signed int baseclip)
+{
+ int topscreen, bottomscreen;
+ fixed_t basetexturemid;
+
+ basetexturemid = dc_texturemid;
+
+ for (; column->topdelta != 0xff;)
+ {
+// calculate unclipped screen coordinates for post
+ topscreen = sprtopscreen + spryscale * column->topdelta;
+ bottomscreen = topscreen + spryscale * column->length;
+ dc_yl = (topscreen + FRACUNIT - 1) >> FRACBITS;
+ dc_yh = (bottomscreen - 1) >> FRACBITS;
+
+ if (dc_yh >= mfloorclip[dc_x])
+ dc_yh = mfloorclip[dc_x] - 1;
+ if (dc_yl <= mceilingclip[dc_x])
+ dc_yl = mceilingclip[dc_x] + 1;
+
+ if (dc_yh >= baseclip && baseclip != -1)
+ dc_yh = baseclip;
+
+ if (dc_yl <= dc_yh)
+ {
+ dc_source = (byte *) column + 3;
+ dc_texturemid = basetexturemid - (column->topdelta << FRACBITS);
+// dc_source = (byte *)column + 3 - column->topdelta;
+ colfunc(); // either R_DrawColumn or R_DrawTLColumn
+ }
+ column = (column_t *) ((byte *) column + column->length + 4);
+ }
+
+ dc_texturemid = basetexturemid;
+}
+
+
+/*
+================
+=
+= R_DrawVisSprite
+=
+= mfloorclip and mceilingclip should also be set
+================
+*/
+
+void R_DrawVisSprite(vissprite_t * vis, int x1, int x2)
+{
+ column_t *column;
+ int texturecolumn;
+ fixed_t frac;
+ patch_t *patch;
+ fixed_t baseclip;
+
+
+ patch = W_CacheLumpNum(vis->patch + firstspritelump, PU_CACHE);
+
+ dc_colormap = vis->colormap;
+
+// if(!dc_colormap)
+// colfunc = tlcolfunc; // NULL colormap = shadow draw
+
+ if (vis->mobjflags & MF_SHADOW)
+ {
+ if (vis->mobjflags & MF_TRANSLATION)
+ {
+ colfunc = R_DrawTranslatedTLColumn;
+ dc_translation = translationtables - 256 +
+ ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT - 8));
+ }
+ else
+ { // Draw using shadow column function
+ colfunc = tlcolfunc;
+ }
+ }
+ else if (vis->mobjflags & MF_TRANSLATION)
+ {
+ // Draw using translated column function
+ colfunc = R_DrawTranslatedColumn;
+ dc_translation = translationtables - 256 +
+ ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT - 8));
+ }
+
+ dc_iscale = abs(vis->xiscale) >> detailshift;
+ dc_texturemid = vis->texturemid;
+ frac = vis->startfrac;
+ spryscale = vis->scale;
+
+ sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
+
+// check to see if weapon is a vissprite
+ if (vis->psprite)
+ {
+ dc_texturemid += FixedMul(((centery - viewheight / 2) << FRACBITS),
+ vis->xiscale);
+ sprtopscreen += (viewheight / 2 - centery) << FRACBITS;
+ }
+
+ if (vis->footclip && !vis->psprite)
+ {
+ sprbotscreen = sprtopscreen + FixedMul(patch->height << FRACBITS,
+ spryscale);
+ baseclip = (sprbotscreen - FixedMul(vis->footclip << FRACBITS,
+ spryscale)) >> FRACBITS;
+ }
+ else
+ {
+ baseclip = -1;
+ }
+
+ for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
+ {
+ texturecolumn = frac >> FRACBITS;
+#ifdef RANGECHECK
+ if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
+ I_Error("R_DrawSpriteRange: bad texturecolumn");
+#endif
+ column = (column_t *) ((byte *) patch +
+ LONG(patch->columnofs[texturecolumn]));
+ R_DrawMaskedColumn(column, baseclip);
+ }
+
+ colfunc = basecolfunc;
+}
+
+
+
+/*
+===================
+=
+= R_ProjectSprite
+=
+= Generates a vissprite for a thing if it might be visible
+=
+===================
+*/
+
+void R_ProjectSprite(mobj_t * thing)
+{
+ fixed_t trx, try;
+ fixed_t gxt, gyt;
+ fixed_t tx, tz;
+ fixed_t xscale;
+ int x1, x2;
+ spritedef_t *sprdef;
+ spriteframe_t *sprframe;
+ int lump;
+ unsigned rot;
+ boolean flip;
+ int index;
+ vissprite_t *vis;
+ angle_t ang;
+ fixed_t iscale;
+
+ if (thing->flags2 & MF2_DONTDRAW)
+ { // Never make a vissprite when MF2_DONTDRAW is flagged.
+ return;
+ }
+
+//
+// transform the origin point
+//
+ trx = thing->x - viewx;
+ try = thing->y - viewy;
+
+ gxt = FixedMul(trx, viewcos);
+ gyt = -FixedMul(try, viewsin);
+ tz = gxt - gyt;
+
+ if (tz < MINZ)
+ return; // thing is behind view plane
+ xscale = FixedDiv(projection, tz);
+
+ gxt = -FixedMul(trx, viewsin);
+ gyt = FixedMul(try, viewcos);
+ tx = -(gyt + gxt);
+
+ if (abs(tx) > (tz << 2))
+ return; // too far off the side
+
+//
+// decide which patch to use for sprite reletive to player
+//
+#ifdef RANGECHECK
+ if ((unsigned) thing->sprite >= numsprites)
+ I_Error("R_ProjectSprite: invalid sprite number %i ", thing->sprite);
+#endif
+ sprdef = &sprites[thing->sprite];
+#ifdef RANGECHECK
+ if ((thing->frame & FF_FRAMEMASK) >= sprdef->numframes)
+ I_Error("R_ProjectSprite: invalid sprite frame %i : %i ",
+ thing->sprite, thing->frame);
+#endif
+ sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
+
+ if (sprframe->rotate)
+ { // choose a different rotation based on player view
+ ang = R_PointToAngle(thing->x, thing->y);
+ rot = (ang - thing->angle + (unsigned) (ANG45 / 2) * 9) >> 29;
+ lump = sprframe->lump[rot];
+ flip = (boolean) sprframe->flip[rot];
+ }
+ else
+ { // use single rotation for all views
+ lump = sprframe->lump[0];
+ flip = (boolean) sprframe->flip[0];
+ }
+
+//
+// calculate edges of the shape
+//
+ tx -= spriteoffset[lump];
+ x1 = (centerxfrac + FixedMul(tx, xscale)) >> FRACBITS;
+ if (x1 > viewwidth)
+ return; // off the right side
+ tx += spritewidth[lump];
+ x2 = ((centerxfrac + FixedMul(tx, xscale)) >> FRACBITS) - 1;
+ if (x2 < 0)
+ return; // off the left side
+
+
+//
+// store information in a vissprite
+//
+ vis = R_NewVisSprite();
+ vis->mobjflags = thing->flags;
+ vis->psprite = false;
+ vis->scale = xscale << detailshift;
+ vis->gx = thing->x;
+ vis->gy = thing->y;
+ vis->gz = thing->z;
+ vis->gzt = thing->z + spritetopoffset[lump];
+
+ // foot clipping
+ if (thing->flags2 & MF2_FEETARECLIPPED
+ && thing->z <= thing->subsector->sector->floorheight)
+ {
+ vis->footclip = 10;
+ }
+ else
+ vis->footclip = 0;
+ vis->texturemid = vis->gzt - viewz - (vis->footclip << FRACBITS);
+
+ vis->x1 = x1 < 0 ? 0 : x1;
+ vis->x2 = x2 >= viewwidth ? viewwidth - 1 : x2;
+ iscale = FixedDiv(FRACUNIT, xscale);
+ if (flip)
+ {
+ vis->startfrac = spritewidth[lump] - 1;
+ vis->xiscale = -iscale;
+ }
+ else
+ {
+ vis->startfrac = 0;
+ vis->xiscale = iscale;
+ }
+ if (vis->x1 > x1)
+ vis->startfrac += vis->xiscale * (vis->x1 - x1);
+ vis->patch = lump;
+//
+// get light level
+//
+
+// if (thing->flags & MF_SHADOW)
+// vis->colormap = NULL; // shadow draw
+// else ...
+
+ if (fixedcolormap)
+ vis->colormap = fixedcolormap; // fixed map
+ else if (thing->frame & FF_FULLBRIGHT)
+ vis->colormap = colormaps; // full bright
+ else
+ { // diminished light
+ index = xscale >> (LIGHTSCALESHIFT - detailshift);
+ if (index >= MAXLIGHTSCALE)
+ index = MAXLIGHTSCALE - 1;
+ vis->colormap = spritelights[index];
+ }
+}
+
+
+
+
+/*
+========================
+=
+= R_AddSprites
+=
+========================
+*/
+
+void R_AddSprites(sector_t * sec)
+{
+ mobj_t *thing;
+ int lightnum;
+
+ if (sec->validcount == validcount)
+ return; // already added
+
+ sec->validcount = validcount;
+
+ lightnum = (sec->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (lightnum < 0)
+ spritelights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ spritelights = scalelight[LIGHTLEVELS - 1];
+ else
+ spritelights = scalelight[lightnum];
+
+
+ for (thing = sec->thinglist; thing; thing = thing->snext)
+ R_ProjectSprite(thing);
+}
+
+
+/*
+========================
+=
+= R_DrawPSprite
+=
+========================
+*/
+
+int PSpriteSY[NUMWEAPONS] = {
+ 0, // staff
+ 5 * FRACUNIT, // goldwand
+ 15 * FRACUNIT, // crossbow
+ 15 * FRACUNIT, // blaster
+ 15 * FRACUNIT, // skullrod
+ 15 * FRACUNIT, // phoenix rod
+ 15 * FRACUNIT, // mace
+ 15 * FRACUNIT, // gauntlets
+ 15 * FRACUNIT // beak
+};
+
+void R_DrawPSprite(pspdef_t * psp)
+{
+ fixed_t tx;
+ int x1, x2;
+ spritedef_t *sprdef;
+ spriteframe_t *sprframe;
+ int lump;
+ boolean flip;
+ vissprite_t *vis, avis;
+
+ int tempangle;
+
+//
+// decide which patch to use
+//
+#ifdef RANGECHECK
+ if ((unsigned) psp->state->sprite >= numsprites)
+ I_Error("R_ProjectSprite: invalid sprite number %i ",
+ psp->state->sprite);
+#endif
+ sprdef = &sprites[psp->state->sprite];
+#ifdef RANGECHECK
+ if ((psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes)
+ I_Error("R_ProjectSprite: invalid sprite frame %i : %i ",
+ psp->state->sprite, psp->state->frame);
+#endif
+ sprframe = &sprdef->spriteframes[psp->state->frame & FF_FRAMEMASK];
+
+ lump = sprframe->lump[0];
+ flip = (boolean) sprframe->flip[0];
+
+//
+// calculate edges of the shape
+//
+ tx = psp->sx - 160 * FRACUNIT;
+
+ tx -= spriteoffset[lump];
+ if (viewangleoffset)
+ {
+ tempangle =
+ ((centerxfrac / 1024) * (viewangleoffset >> ANGLETOFINESHIFT));
+ }
+ else
+ {
+ tempangle = 0;
+ }
+ x1 = (centerxfrac + FixedMul(tx, pspritescale) + tempangle) >> FRACBITS;
+ if (x1 > viewwidth)
+ return; // off the right side
+ tx += spritewidth[lump];
+ x2 = ((centerxfrac + FixedMul(tx, pspritescale) +
+ tempangle) >> FRACBITS) - 1;
+ if (x2 < 0)
+ return; // off the left side
+
+//
+// store information in a vissprite
+//
+ vis = &avis;
+ vis->mobjflags = 0;
+ vis->psprite = true;
+ vis->texturemid =
+ (BASEYCENTER << FRACBITS) + FRACUNIT / 2 - (psp->sy -
+ spritetopoffset[lump]);
+ if (viewheight == SCREENHEIGHT)
+ {
+ vis->texturemid -= PSpriteSY[players[consoleplayer].readyweapon];
+ }
+ vis->x1 = x1 < 0 ? 0 : x1;
+ vis->x2 = x2 >= viewwidth ? viewwidth - 1 : x2;
+ vis->scale = pspritescale << detailshift;
+ if (flip)
+ {
+ vis->xiscale = -pspriteiscale;
+ vis->startfrac = spritewidth[lump] - 1;
+ }
+ else
+ {
+ vis->xiscale = pspriteiscale;
+ vis->startfrac = 0;
+ }
+ if (vis->x1 > x1)
+ vis->startfrac += vis->xiscale * (vis->x1 - x1);
+ vis->patch = lump;
+
+ if (viewplayer->powers[pw_invisibility] > 4 * 32 ||
+ viewplayer->powers[pw_invisibility] & 8)
+ {
+ // Invisibility
+ vis->colormap = spritelights[MAXLIGHTSCALE - 1];
+ vis->mobjflags |= MF_SHADOW;
+ }
+ else if (fixedcolormap)
+ {
+ // Fixed color
+ vis->colormap = fixedcolormap;
+ }
+ else if (psp->state->frame & FF_FULLBRIGHT)
+ {
+ // Full bright
+ vis->colormap = colormaps;
+ }
+ else
+ {
+ // local light
+ vis->colormap = spritelights[MAXLIGHTSCALE - 1];
+ }
+ R_DrawVisSprite(vis, vis->x1, vis->x2);
+}
+
+/*
+========================
+=
+= R_DrawPlayerSprites
+=
+========================
+*/
+
+void R_DrawPlayerSprites(void)
+{
+ int i, lightnum;
+ pspdef_t *psp;
+
+//
+// get light level
+//
+ lightnum =
+ (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT) +
+ extralight;
+ if (lightnum < 0)
+ spritelights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ spritelights = scalelight[LIGHTLEVELS - 1];
+ else
+ spritelights = scalelight[lightnum];
+//
+// clip to screen bounds
+//
+ mfloorclip = screenheightarray;
+ mceilingclip = negonearray;
+
+//
+// add all active psprites
+//
+ for (i = 0, psp = viewplayer->psprites; i < NUMPSPRITES; i++, psp++)
+ if (psp->state)
+ R_DrawPSprite(psp);
+
+}
+
+
+/*
+========================
+=
+= R_SortVisSprites
+=
+========================
+*/
+
+vissprite_t vsprsortedhead;
+
+void R_SortVisSprites(void)
+{
+ int i, count;
+ vissprite_t *ds, *best;
+ vissprite_t unsorted;
+ fixed_t bestscale;
+
+ count = vissprite_p - vissprites;
+
+ unsorted.next = unsorted.prev = &unsorted;
+ if (!count)
+ return;
+
+ for (ds = vissprites; ds < vissprite_p; ds++)
+ {
+ ds->next = ds + 1;
+ ds->prev = ds - 1;
+ }
+ vissprites[0].prev = &unsorted;
+ unsorted.next = &vissprites[0];
+ (vissprite_p - 1)->next = &unsorted;
+ unsorted.prev = vissprite_p - 1;
+
+//
+// pull the vissprites out by scale
+//
+ best = 0; // shut up the compiler warning
+ vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
+ for (i = 0; i < count; i++)
+ {
+ bestscale = INT_MAX;
+ for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
+ {
+ if (ds->scale < bestscale)
+ {
+ bestscale = ds->scale;
+ best = ds;
+ }
+ }
+ best->next->prev = best->prev;
+ best->prev->next = best->next;
+ best->next = &vsprsortedhead;
+ best->prev = vsprsortedhead.prev;
+ vsprsortedhead.prev->next = best;
+ vsprsortedhead.prev = best;
+ }
+}
+
+
+
+/*
+========================
+=
+= R_DrawSprite
+=
+========================
+*/
+
+void R_DrawSprite(vissprite_t * spr)
+{
+ drawseg_t *ds;
+ short clipbot[SCREENWIDTH], cliptop[SCREENWIDTH];
+ int x, r1, r2;
+ fixed_t scale, lowscale;
+ int silhouette;
+
+ for (x = spr->x1; x <= spr->x2; x++)
+ clipbot[x] = cliptop[x] = -2;
+
+//
+// scan drawsegs from end to start for obscuring segs
+// the first drawseg that has a greater scale is the clip seg
+//
+ for (ds = ds_p - 1; ds >= drawsegs; ds--)
+ {
+ //
+ // determine if the drawseg obscures the sprite
+ //
+ if (ds->x1 > spr->x2 || ds->x2 < spr->x1 ||
+ (!ds->silhouette && !ds->maskedtexturecol))
+ continue; // doesn't cover sprite
+
+ r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
+ r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
+ if (ds->scale1 > ds->scale2)
+ {
+ lowscale = ds->scale2;
+ scale = ds->scale1;
+ }
+ else
+ {
+ lowscale = ds->scale1;
+ scale = ds->scale2;
+ }
+
+ if (scale < spr->scale || (lowscale < spr->scale
+ && !R_PointOnSegSide(spr->gx, spr->gy,
+ ds->curline)))
+ {
+ if (ds->maskedtexturecol) // masked mid texture
+ R_RenderMaskedSegRange(ds, r1, r2);
+ continue; // seg is behind sprite
+ }
+
+//
+// clip this piece of the sprite
+//
+ silhouette = ds->silhouette;
+ if (spr->gz >= ds->bsilheight)
+ silhouette &= ~SIL_BOTTOM;
+ if (spr->gzt <= ds->tsilheight)
+ silhouette &= ~SIL_TOP;
+
+ if (silhouette == 1)
+ { // bottom sil
+ for (x = r1; x <= r2; x++)
+ if (clipbot[x] == -2)
+ clipbot[x] = ds->sprbottomclip[x];
+ }
+ else if (silhouette == 2)
+ { // top sil
+ for (x = r1; x <= r2; x++)
+ if (cliptop[x] == -2)
+ cliptop[x] = ds->sprtopclip[x];
+ }
+ else if (silhouette == 3)
+ { // both
+ for (x = r1; x <= r2; x++)
+ {
+ if (clipbot[x] == -2)
+ clipbot[x] = ds->sprbottomclip[x];
+ if (cliptop[x] == -2)
+ cliptop[x] = ds->sprtopclip[x];
+ }
+ }
+
+ }
+
+//
+// all clipping has been performed, so draw the sprite
+//
+
+// check for unclipped columns
+ for (x = spr->x1; x <= spr->x2; x++)
+ {
+ if (clipbot[x] == -2)
+ clipbot[x] = viewheight;
+ if (cliptop[x] == -2)
+ cliptop[x] = -1;
+ }
+
+ mfloorclip = clipbot;
+ mceilingclip = cliptop;
+ R_DrawVisSprite(spr, spr->x1, spr->x2);
+}
+
+
+/*
+========================
+=
+= R_DrawMasked
+=
+========================
+*/
+
+void R_DrawMasked(void)
+{
+ vissprite_t *spr;
+ drawseg_t *ds;
+
+ R_SortVisSprites();
+
+ if (vissprite_p > vissprites)
+ {
+ // draw all vissprites back to front
+
+ for (spr = vsprsortedhead.next; spr != &vsprsortedhead;
+ spr = spr->next)
+ R_DrawSprite(spr);
+ }
+
+//
+// render any remaining masked mid textures
+//
+ for (ds = ds_p - 1; ds >= drawsegs; ds--)
+ if (ds->maskedtexturecol)
+ R_RenderMaskedSegRange(ds, ds->x1, ds->x2);
+
+//
+// draw the psprites on top of everything
+//
+// Added for the sideviewing with an external device
+ if (viewangleoffset <= 1024 << ANGLETOFINESHIFT || viewangleoffset >=
+ -1024 << ANGLETOFINESHIFT)
+ { // don't draw on side views
+ R_DrawPlayerSprites();
+ }
+
+// if (!viewangleoffset) // don't draw on side views
+// R_DrawPlayerSprites ();
+}
diff --git a/src/heretic/s_sound.c b/src/heretic/s_sound.c
new file mode 100644
index 00000000..bdd24594
--- /dev/null
+++ b/src/heretic/s_sound.c
@@ -0,0 +1,601 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "m_random.h"
+#include "sounds.h"
+#include "s_sound.h"
+#include "i_sound.h"
+#include "r_local.h"
+#include "p_local.h"
+
+#include "w_wad.h"
+#include "z_zone.h"
+
+/*
+===============================================================================
+
+ MUSIC & SFX API
+
+===============================================================================
+*/
+
+void S_ShutDown(void);
+boolean S_StopSoundID(int sound_id, int priority);
+
+static channel_t channel[MAX_CHANNELS];
+
+static void *rs; // Handle for the registered song
+int mus_song = -1;
+int mus_lumpnum;
+void *mus_sndptr;
+byte *soundCurve;
+
+extern sfxinfo_t S_sfx[];
+extern musicinfo_t S_music[];
+
+int snd_MaxVolume = 10;
+int snd_MusicVolume = 10;
+int snd_Channels = 16;
+
+int AmbChan;
+
+void S_Start(void)
+{
+ int i;
+
+ S_StartSong((gameepisode - 1) * 9 + gamemap - 1, true);
+
+ //stop all sounds
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].handle)
+ {
+ S_StopSound(channel[i].mo);
+ }
+ }
+ memset(channel, 0, 8 * sizeof(channel_t));
+}
+
+void S_StartSong(int song, boolean loop)
+{
+ int mus_len;
+
+ if (song == mus_song)
+ { // don't replay an old song
+ return;
+ }
+
+ if (rs != NULL)
+ {
+ I_StopSong();
+ I_UnRegisterSong(rs);
+ }
+
+ if (song < mus_e1m1 || song > NUMMUSIC)
+ {
+ return;
+ }
+ mus_lumpnum = W_GetNumForName(S_music[song].name);
+ mus_sndptr = W_CacheLumpNum(mus_lumpnum, PU_MUSIC);
+ mus_len = W_LumpLength(mus_lumpnum);
+ rs = I_RegisterSong(mus_sndptr, mus_len);
+ I_PlaySong(rs, loop); //'true' denotes endless looping.
+ mus_song = song;
+}
+
+static mobj_t *GetSoundListener(void)
+{
+ static degenmobj_t dummy_listener;
+
+ // If we are at the title screen, the console player doesn't have an
+ // object yet, so return a pointer to a static dummy listener instead.
+
+ if (players[consoleplayer].mo != NULL)
+ {
+ return players[consoleplayer].mo;
+ }
+ else
+ {
+ dummy_listener.x = 0;
+ dummy_listener.y = 0;
+ dummy_listener.z = 0;
+
+ return (mobj_t *) &dummy_listener;
+ }
+}
+
+void S_StartSound(void *_origin, int sound_id)
+{
+ mobj_t *origin = _origin;
+ mobj_t *listener;
+ int dist, vol;
+ int i;
+ int priority;
+ int sep;
+ int angle;
+ int absx;
+ int absy;
+
+ static int sndcount = 0;
+ int chan;
+
+ listener = GetSoundListener();
+
+ if (sound_id == 0 || snd_MaxVolume == 0)
+ return;
+ if (origin == NULL)
+ {
+ origin = listener;
+ }
+
+// calculate the distance before other stuff so that we can throw out
+// sounds that are beyond the hearing range.
+ absx = abs(origin->x - listener->x);
+ absy = abs(origin->y - listener->y);
+ dist = absx + absy - (absx > absy ? absy >> 1 : absx >> 1);
+ dist >>= FRACBITS;
+// dist = P_AproxDistance(origin->x-viewx, origin->y-viewy)>>FRACBITS;
+
+ if (dist >= MAX_SND_DIST)
+ {
+// dist = MAX_SND_DIST - 1;
+ return; //sound is beyond the hearing range...
+ }
+ if (dist < 0)
+ {
+ dist = 0;
+ }
+ priority = S_sfx[sound_id].priority;
+ priority *= (10 - (dist / 160));
+ if (!S_StopSoundID(sound_id, priority))
+ {
+ return; // other sounds have greater priority
+ }
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (origin->player)
+ {
+ i = snd_Channels;
+ break; // let the player have more than one sound.
+ }
+ if (origin == channel[i].mo)
+ { // only allow other mobjs one sound
+ S_StopSound(channel[i].mo);
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ if (sound_id >= sfx_wind)
+ {
+ if (AmbChan != -1 && S_sfx[sound_id].priority <=
+ S_sfx[channel[AmbChan].sound_id].priority)
+ {
+ return; //ambient channel already in use
+ }
+ else
+ {
+ AmbChan = -1;
+ }
+ }
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].mo == NULL)
+ {
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ //look for a lower priority sound to replace.
+ sndcount++;
+ if (sndcount >= snd_Channels)
+ {
+ sndcount = 0;
+ }
+ for (chan = 0; chan < snd_Channels; chan++)
+ {
+ i = (sndcount + chan) % snd_Channels;
+ if (priority >= channel[i].priority)
+ {
+ chan = -1; //denote that sound should be replaced.
+ break;
+ }
+ }
+ if (chan != -1)
+ {
+ return; //no free channels.
+ }
+ else //replace the lower priority sound.
+ {
+ if (channel[i].handle)
+ {
+ if (I_SoundIsPlaying(channel[i].handle))
+ {
+ I_StopSound(channel[i].handle);
+ }
+ if (S_sfx[channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[channel[i].sound_id].usefulness--;
+ }
+
+ if (AmbChan == i)
+ {
+ AmbChan = -1;
+ }
+ }
+ }
+ }
+ }
+ if (S_sfx[sound_id].lumpnum == 0)
+ {
+ S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]);
+ }
+
+ // calculate the volume based upon the distance from the sound origin.
+// vol = (snd_MaxVolume*16 + dist*(-snd_MaxVolume*16)/MAX_SND_DIST)>>9;
+ vol = soundCurve[dist];
+
+ if (origin == listener)
+ {
+ sep = 128;
+ }
+ else
+ {
+ angle = R_PointToAngle2(listener->x, listener->y,
+ origin->x, origin->y);
+ angle = (angle - viewangle) >> 24;
+ sep = angle * 2 - 128;
+ if (sep < 64)
+ sep = -sep;
+ if (sep > 192)
+ sep = 512 - sep;
+ }
+
+ // TODO: Play pitch-shifted sounds as in Vanilla Heretic
+
+ channel[i].pitch = (byte) (127 + (M_Random() & 7) - (M_Random() & 7));
+ channel[i].handle = I_StartSound(&S_sfx[sound_id], i, vol, sep);
+ channel[i].mo = origin;
+ channel[i].sound_id = sound_id;
+ channel[i].priority = priority;
+ if (sound_id >= sfx_wind)
+ {
+ AmbChan = i;
+ }
+ if (S_sfx[sound_id].usefulness == -1)
+ {
+ S_sfx[sound_id].usefulness = 1;
+ }
+ else
+ {
+ S_sfx[sound_id].usefulness++;
+ }
+}
+
+void S_StartSoundAtVolume(void *_origin, int sound_id, int volume)
+{
+ mobj_t *origin = _origin;
+ mobj_t *listener;
+ int i;
+
+ listener = GetSoundListener();
+
+ if (sound_id == 0 || snd_MaxVolume == 0)
+ return;
+ if (origin == NULL)
+ {
+ origin = listener;
+ }
+
+ if (volume == 0)
+ {
+ return;
+ }
+ volume = (volume * (snd_MaxVolume + 1) * 8) >> 7;
+
+// no priority checking, as ambient sounds would be the LOWEST.
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].mo == NULL)
+ {
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ return;
+ }
+ if (S_sfx[sound_id].lumpnum == 0)
+ {
+ S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]);
+ }
+
+ // TODO: Pitch shifting.
+ channel[i].pitch = (byte) (127 - (M_Random() & 3) + (M_Random() & 3));
+ channel[i].handle = I_StartSound(&S_sfx[sound_id], i, volume, 128);
+ channel[i].mo = origin;
+ channel[i].sound_id = sound_id;
+ channel[i].priority = 1; //super low priority.
+ if (S_sfx[sound_id].usefulness == -1)
+ {
+ S_sfx[sound_id].usefulness = 1;
+ }
+ else
+ {
+ S_sfx[sound_id].usefulness++;
+ }
+}
+
+boolean S_StopSoundID(int sound_id, int priority)
+{
+ int i;
+ int lp; //least priority
+ int found;
+
+ if (S_sfx[sound_id].numchannels == -1)
+ {
+ return (true);
+ }
+ lp = -1; //denote the argument sound_id
+ found = 0;
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].sound_id == sound_id && channel[i].mo)
+ {
+ found++; //found one. Now, should we replace it??
+ if (priority >= channel[i].priority)
+ { // if we're gonna kill one, then this'll be it
+ lp = i;
+ priority = channel[i].priority;
+ }
+ }
+ }
+ if (found < S_sfx[sound_id].numchannels)
+ {
+ return (true);
+ }
+ else if (lp == -1)
+ {
+ return (false); // don't replace any sounds
+ }
+ if (channel[lp].handle)
+ {
+ if (I_SoundIsPlaying(channel[lp].handle))
+ {
+ I_StopSound(channel[lp].handle);
+ }
+ if (S_sfx[channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[channel[i].sound_id].usefulness--;
+ }
+ channel[lp].mo = NULL;
+ }
+ return (true);
+}
+
+void S_StopSound(void *_origin)
+{
+ mobj_t *origin = _origin;
+ int i;
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].mo == origin)
+ {
+ I_StopSound(channel[i].handle);
+ if (S_sfx[channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[channel[i].sound_id].usefulness--;
+ }
+ channel[i].handle = 0;
+ channel[i].mo = NULL;
+ if (AmbChan == i)
+ {
+ AmbChan = -1;
+ }
+ }
+ }
+}
+
+void S_SoundLink(mobj_t * oldactor, mobj_t * newactor)
+{
+ int i;
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].mo == oldactor)
+ channel[i].mo = newactor;
+ }
+}
+
+void S_PauseSound(void)
+{
+ I_PauseSong();
+}
+
+void S_ResumeSound(void)
+{
+ I_ResumeSong();
+}
+
+void S_UpdateSounds(mobj_t * listener)
+{
+ int i, dist, vol;
+ int angle;
+ int sep;
+ int priority;
+ int absx;
+ int absy;
+
+ listener = GetSoundListener();
+ if (snd_MaxVolume == 0)
+ {
+ return;
+ }
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (!channel[i].handle || S_sfx[channel[i].sound_id].usefulness == -1)
+ {
+ continue;
+ }
+ if (!I_SoundIsPlaying(channel[i].handle))
+ {
+ if (S_sfx[channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[channel[i].sound_id].usefulness--;
+ }
+ channel[i].handle = 0;
+ channel[i].mo = NULL;
+ channel[i].sound_id = 0;
+ if (AmbChan == i)
+ {
+ AmbChan = -1;
+ }
+ }
+ if (channel[i].mo == NULL || channel[i].sound_id == 0
+ || channel[i].mo == listener)
+ {
+ continue;
+ }
+ else
+ {
+ absx = abs(channel[i].mo->x - listener->x);
+ absy = abs(channel[i].mo->y - listener->y);
+ dist = absx + absy - (absx > absy ? absy >> 1 : absx >> 1);
+ dist >>= FRACBITS;
+// dist = P_AproxDistance(channel[i].mo->x-listener->x, channel[i].mo->y-listener->y)>>FRACBITS;
+
+ if (dist >= MAX_SND_DIST)
+ {
+ S_StopSound(channel[i].mo);
+ continue;
+ }
+ if (dist < 0)
+ dist = 0;
+
+// calculate the volume based upon the distance from the sound origin.
+// vol = (*((byte *)W_CacheLumpName("SNDCURVE", PU_CACHE)+dist)*(snd_MaxVolume*8))>>7;
+ vol = soundCurve[dist];
+
+ angle = R_PointToAngle2(listener->x, listener->y,
+ channel[i].mo->x, channel[i].mo->y);
+ angle = (angle - viewangle) >> 24;
+ sep = angle * 2 - 128;
+ if (sep < 64)
+ sep = -sep;
+ if (sep > 192)
+ sep = 512 - sep;
+ // TODO: Pitch shifting.
+ I_UpdateSoundParams(channel[i].handle, vol, sep);
+ priority = S_sfx[channel[i].sound_id].priority;
+ priority *= (10 - (dist >> 8));
+ channel[i].priority = priority;
+ }
+ }
+}
+
+void S_Init(void)
+{
+ soundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL);
+ I_InitSound(false);
+ if (snd_Channels > 8)
+ {
+ snd_Channels = 8;
+ }
+ I_SetMusicVolume(snd_MusicVolume);
+ S_SetMaxVolume(true);
+
+ I_AtExit(S_ShutDown, true);
+}
+
+void S_GetChannelInfo(SoundInfo_t * s)
+{
+ int i;
+ ChanInfo_t *c;
+
+ s->channelCount = snd_Channels;
+ s->musicVolume = snd_MusicVolume;
+ s->soundVolume = snd_MaxVolume;
+ for (i = 0; i < snd_Channels; i++)
+ {
+ c = &s->chan[i];
+ c->id = channel[i].sound_id;
+ c->priority = channel[i].priority;
+ c->name = S_sfx[c->id].name;
+ c->mo = channel[i].mo;
+ c->distance = P_AproxDistance(c->mo->x - viewx, c->mo->y - viewy)
+ >> FRACBITS;
+ }
+}
+
+void S_SetMaxVolume(boolean fullprocess)
+{
+ int i;
+
+ if (!fullprocess)
+ {
+ soundCurve[0] =
+ (*((byte *) W_CacheLumpName("SNDCURVE", PU_CACHE)) *
+ (snd_MaxVolume * 8)) >> 7;
+ }
+ else
+ {
+ for (i = 0; i < MAX_SND_DIST; i++)
+ {
+ soundCurve[i] =
+ (*((byte *) W_CacheLumpName("SNDCURVE", PU_CACHE) + i) *
+ (snd_MaxVolume * 8)) >> 7;
+ }
+ }
+}
+
+static boolean musicPaused;
+void S_SetMusicVolume(void)
+{
+ I_SetMusicVolume(snd_MusicVolume);
+ if (snd_MusicVolume == 0)
+ {
+ I_PauseSong();
+ musicPaused = true;
+ }
+ else if (musicPaused)
+ {
+ musicPaused = false;
+ I_ResumeSong();
+ }
+}
+
+void S_ShutDown(void)
+{
+ I_StopSong();
+ I_UnRegisterSong(rs);
+ I_ShutdownSound();
+}
+
diff --git a/src/heretic/s_sound.h b/src/heretic/s_sound.h
new file mode 100644
index 00000000..e678fc99
--- /dev/null
+++ b/src/heretic/s_sound.h
@@ -0,0 +1,46 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// soundst.h
+
+#ifndef __SOUNDSTH__
+#define __SOUNDSTH__
+
+extern int snd_MaxVolume;
+extern int snd_MusicVolume;
+
+void S_Start(void);
+void S_StartSound(void *origin, int sound_id);
+void S_StartSoundAtVolume(void *origin, int sound_id, int volume);
+void S_StopSound(void *origin);
+void S_PauseSound(void);
+void S_ResumeSound(void);
+void S_UpdateSounds(mobj_t * listener);
+void S_StartSong(int song, boolean loop);
+void S_Init(void);
+void S_GetChannelInfo(SoundInfo_t * s);
+void S_SetMaxVolume(boolean fullprocess);
+void S_SetMusicVolume(void);
+
+#endif
diff --git a/src/heretic/sb_bar.c b/src/heretic/sb_bar.c
new file mode 100644
index 00000000..77bd40c2
--- /dev/null
+++ b/src/heretic/sb_bar.c
@@ -0,0 +1,1291 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// SB_bar.c
+
+#include "doomdef.h"
+#include "i_video.h"
+#include "m_cheat.h"
+#include "m_misc.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+// Types
+
+typedef struct Cheat_s
+{
+ void (*func) (player_t * player, struct Cheat_s * cheat);
+ cheatseq_t *seq;
+} Cheat_t;
+
+// Private Functions
+
+static void DrawSoundInfo(void);
+static void ShadeLine(int x, int y, int height, int shade);
+static void ShadeChain(void);
+static void DrINumber(signed int val, int x, int y);
+static void DrBNumber(signed int val, int x, int y);
+static void DrawCommonBar(void);
+static void DrawMainBar(void);
+static void DrawInventoryBar(void);
+static void DrawFullScreenStuff(void);
+static boolean HandleCheats(byte key);
+static void CheatGodFunc(player_t * player, Cheat_t * cheat);
+static void CheatNoClipFunc(player_t * player, Cheat_t * cheat);
+static void CheatWeaponsFunc(player_t * player, Cheat_t * cheat);
+static void CheatPowerFunc(player_t * player, Cheat_t * cheat);
+static void CheatHealthFunc(player_t * player, Cheat_t * cheat);
+static void CheatKeysFunc(player_t * player, Cheat_t * cheat);
+static void CheatSoundFunc(player_t * player, Cheat_t * cheat);
+static void CheatTickerFunc(player_t * player, Cheat_t * cheat);
+static void CheatArtifact1Func(player_t * player, Cheat_t * cheat);
+static void CheatArtifact2Func(player_t * player, Cheat_t * cheat);
+static void CheatArtifact3Func(player_t * player, Cheat_t * cheat);
+static void CheatWarpFunc(player_t * player, Cheat_t * cheat);
+static void CheatChickenFunc(player_t * player, Cheat_t * cheat);
+static void CheatMassacreFunc(player_t * player, Cheat_t * cheat);
+static void CheatIDKFAFunc(player_t * player, Cheat_t * cheat);
+static void CheatIDDQDFunc(player_t * player, Cheat_t * cheat);
+
+// Public Data
+
+boolean DebugSound; // debug flag for displaying sound info
+
+boolean inventory;
+int curpos;
+int inv_ptr;
+int ArtifactFlash;
+
+static int DisplayTicker = 0;
+
+// Private Data
+
+static int HealthMarker;
+static int ChainWiggle;
+static player_t *CPlayer;
+int playpalette;
+
+patch_t *PatchLTFACE;
+patch_t *PatchRTFACE;
+patch_t *PatchBARBACK;
+patch_t *PatchCHAIN;
+patch_t *PatchSTATBAR;
+patch_t *PatchLIFEGEM;
+//patch_t *PatchEMPWEAP;
+//patch_t *PatchLIL4BOX;
+patch_t *PatchLTFCTOP;
+patch_t *PatchRTFCTOP;
+//patch_t *PatchARMORBOX;
+//patch_t *PatchARTIBOX;
+patch_t *PatchSELECTBOX;
+//patch_t *PatchKILLSPIC;
+//patch_t *PatchMANAPIC;
+//patch_t *PatchPOWERICN;
+patch_t *PatchINVLFGEM1;
+patch_t *PatchINVLFGEM2;
+patch_t *PatchINVRTGEM1;
+patch_t *PatchINVRTGEM2;
+patch_t *PatchINumbers[10];
+patch_t *PatchNEGATIVE;
+patch_t *PatchSmNumbers[10];
+patch_t *PatchBLACKSQ;
+patch_t *PatchINVBAR;
+patch_t *PatchARMCLEAR;
+patch_t *PatchCHAINBACK;
+//byte *ShadeTables;
+int FontBNumBase;
+int spinbooklump;
+int spinflylump;
+
+// Toggle god mode
+cheatseq_t CheatGodSeq = CHEAT("quicken", 0);
+
+// Toggle no clipping mode
+cheatseq_t CheatNoClipSeq = CHEAT("kitty", 0);
+
+// Get all weapons and ammo
+cheatseq_t CheatWeaponsSeq = CHEAT("rambo", 0);
+
+// Toggle tome of power
+cheatseq_t CheatPowerSeq = CHEAT("shazam", 0);
+
+// Get full health
+cheatseq_t CheatHealthSeq = CHEAT("ponce", 0);
+
+// Get all keys
+cheatseq_t CheatKeysSeq = CHEAT("skel", 0);
+
+// Toggle sound debug info
+cheatseq_t CheatSoundSeq = CHEAT("noise", 0);
+
+// Toggle ticker
+cheatseq_t CheatTickerSeq = CHEAT("ticker", 0);
+
+// Get an artifact 1st stage (ask for type)
+cheatseq_t CheatArtifact1Seq = CHEAT("gimme", 0);
+
+// Get an artifact 2nd stage (ask for count)
+cheatseq_t CheatArtifact2Seq = CHEAT("gimme", 1);
+
+// Get an artifact final stage
+cheatseq_t CheatArtifact3Seq = CHEAT("gimme", 2);
+
+// Warp to new level
+cheatseq_t CheatWarpSeq = CHEAT("engage", 2);
+
+// Save a screenshot
+cheatseq_t CheatChickenSeq = CHEAT("cockadoodledoo", 0);
+
+// Kill all monsters
+cheatseq_t CheatMassacreSeq = CHEAT("massacre", 0);
+
+cheatseq_t CheatIDKFASeq = CHEAT("idkfa", 0);
+cheatseq_t CheatIDDQDSeq = CHEAT("iddqd", 0);
+
+static Cheat_t Cheats[] = {
+ {CheatGodFunc, &CheatGodSeq},
+ {CheatNoClipFunc, &CheatNoClipSeq},
+ {CheatWeaponsFunc, &CheatWeaponsSeq},
+ {CheatPowerFunc, &CheatPowerSeq},
+ {CheatHealthFunc, &CheatHealthSeq},
+ {CheatKeysFunc, &CheatKeysSeq},
+ {CheatSoundFunc, &CheatSoundSeq},
+ {CheatTickerFunc, &CheatTickerSeq},
+ {CheatArtifact1Func, &CheatArtifact1Seq},
+ {CheatArtifact2Func, &CheatArtifact2Seq},
+ {CheatArtifact3Func, &CheatArtifact3Seq},
+ {CheatWarpFunc, &CheatWarpSeq},
+ {CheatChickenFunc, &CheatChickenSeq},
+ {CheatMassacreFunc, &CheatMassacreSeq},
+ {CheatIDKFAFunc, &CheatIDKFASeq},
+ {CheatIDDQDFunc, &CheatIDDQDSeq},
+ {NULL, NULL}
+};
+
+//---------------------------------------------------------------------------
+//
+// PROC SB_Init
+//
+//---------------------------------------------------------------------------
+
+void SB_Init(void)
+{
+ int i;
+ int startLump;
+
+ PatchLTFACE = W_CacheLumpName("LTFACE", PU_STATIC);
+ PatchRTFACE = W_CacheLumpName("RTFACE", PU_STATIC);
+ PatchBARBACK = W_CacheLumpName("BARBACK", PU_STATIC);
+ PatchINVBAR = W_CacheLumpName("INVBAR", PU_STATIC);
+ PatchCHAIN = W_CacheLumpName("CHAIN", PU_STATIC);
+ if (deathmatch)
+ {
+ PatchSTATBAR = W_CacheLumpName("STATBAR", PU_STATIC);
+ }
+ else
+ {
+ PatchSTATBAR = W_CacheLumpName("LIFEBAR", PU_STATIC);
+ }
+ if (!netgame)
+ { // single player game uses red life gem
+ PatchLIFEGEM = W_CacheLumpName("LIFEGEM2", PU_STATIC);
+ }
+ else
+ {
+ PatchLIFEGEM = W_CacheLumpNum(W_GetNumForName("LIFEGEM0")
+ + consoleplayer, PU_STATIC);
+ }
+ PatchLTFCTOP = W_CacheLumpName("LTFCTOP", PU_STATIC);
+ PatchRTFCTOP = W_CacheLumpName("RTFCTOP", PU_STATIC);
+ PatchSELECTBOX = W_CacheLumpName("SELECTBOX", PU_STATIC);
+ PatchINVLFGEM1 = W_CacheLumpName("INVGEML1", PU_STATIC);
+ PatchINVLFGEM2 = W_CacheLumpName("INVGEML2", PU_STATIC);
+ PatchINVRTGEM1 = W_CacheLumpName("INVGEMR1", PU_STATIC);
+ PatchINVRTGEM2 = W_CacheLumpName("INVGEMR2", PU_STATIC);
+ PatchBLACKSQ = W_CacheLumpName("BLACKSQ", PU_STATIC);
+ PatchARMCLEAR = W_CacheLumpName("ARMCLEAR", PU_STATIC);
+ PatchCHAINBACK = W_CacheLumpName("CHAINBACK", PU_STATIC);
+ startLump = W_GetNumForName("IN0");
+ for (i = 0; i < 10; i++)
+ {
+ PatchINumbers[i] = W_CacheLumpNum(startLump + i, PU_STATIC);
+ }
+ PatchNEGATIVE = W_CacheLumpName("NEGNUM", PU_STATIC);
+ FontBNumBase = W_GetNumForName("FONTB16");
+ startLump = W_GetNumForName("SMALLIN0");
+ for (i = 0; i < 10; i++)
+ {
+ PatchSmNumbers[i] = W_CacheLumpNum(startLump + i, PU_STATIC);
+ }
+ playpalette = W_GetNumForName("PLAYPAL");
+ spinbooklump = W_GetNumForName("SPINBK0");
+ spinflylump = W_GetNumForName("SPFLY0");
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SB_Ticker
+//
+//---------------------------------------------------------------------------
+
+void SB_Ticker(void)
+{
+ int delta;
+ int curHealth;
+
+ if (leveltime & 1)
+ {
+ ChainWiggle = P_Random() & 1;
+ }
+ curHealth = players[consoleplayer].mo->health;
+ if (curHealth < 0)
+ {
+ curHealth = 0;
+ }
+ if (curHealth < HealthMarker)
+ {
+ delta = (HealthMarker - curHealth) >> 2;
+ if (delta < 1)
+ {
+ delta = 1;
+ }
+ else if (delta > 8)
+ {
+ delta = 8;
+ }
+ HealthMarker -= delta;
+ }
+ else if (curHealth > HealthMarker)
+ {
+ delta = (curHealth - HealthMarker) >> 2;
+ if (delta < 1)
+ {
+ delta = 1;
+ }
+ else if (delta > 8)
+ {
+ delta = 8;
+ }
+ HealthMarker += delta;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrINumber
+//
+// Draws a three digit number.
+//
+//---------------------------------------------------------------------------
+
+static void DrINumber(signed int val, int x, int y)
+{
+ patch_t *patch;
+ int oldval;
+
+ oldval = val;
+ if (val < 0)
+ {
+ if (val < -9)
+ {
+ V_DrawPatch(x + 1, y + 1, W_CacheLumpName("LAME", PU_CACHE));
+ }
+ else
+ {
+ val = -val;
+ V_DrawPatch(x + 18, y, PatchINumbers[val]);
+ V_DrawPatch(x + 9, y, PatchNEGATIVE);
+ }
+ return;
+ }
+ if (val > 99)
+ {
+ patch = PatchINumbers[val / 100];
+ V_DrawPatch(x, y, patch);
+ }
+ val = val % 100;
+ if (val > 9 || oldval > 99)
+ {
+ patch = PatchINumbers[val / 10];
+ V_DrawPatch(x + 9, y, patch);
+ }
+ val = val % 10;
+ patch = PatchINumbers[val];
+ V_DrawPatch(x + 18, y, patch);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrBNumber
+//
+// Draws a three digit number using FontB
+//
+//---------------------------------------------------------------------------
+
+static void DrBNumber(signed int val, int x, int y)
+{
+ patch_t *patch;
+ int xpos;
+ int oldval;
+
+ oldval = val;
+ xpos = x;
+ if (val < 0)
+ {
+ val = 0;
+ }
+ if (val > 99)
+ {
+ patch = W_CacheLumpNum(FontBNumBase + val / 100, PU_CACHE);
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2, y, patch);
+ }
+ val = val % 100;
+ xpos += 12;
+ if (val > 9 || oldval > 99)
+ {
+ patch = W_CacheLumpNum(FontBNumBase + val / 10, PU_CACHE);
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2, y, patch);
+ }
+ val = val % 10;
+ xpos += 12;
+ patch = W_CacheLumpNum(FontBNumBase + val, PU_CACHE);
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2, y, patch);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrSmallNumber
+//
+// Draws a small two digit number.
+//
+//---------------------------------------------------------------------------
+
+static void DrSmallNumber(int val, int x, int y)
+{
+ patch_t *patch;
+
+ if (val == 1)
+ {
+ return;
+ }
+ if (val > 9)
+ {
+ patch = PatchSmNumbers[val / 10];
+ V_DrawPatch(x, y, patch);
+ }
+ val = val % 10;
+ patch = PatchSmNumbers[val];
+ V_DrawPatch(x + 4, y, patch);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC ShadeLine
+//
+//---------------------------------------------------------------------------
+
+static void ShadeLine(int x, int y, int height, int shade)
+{
+ byte *dest;
+ byte *shades;
+
+ shades = colormaps + 9 * 256 + shade * 2 * 256;
+ dest = I_VideoBuffer + y * SCREENWIDTH + x;
+ while (height--)
+ {
+ *(dest) = *(shades + *dest);
+ dest += SCREENWIDTH;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC ShadeChain
+//
+//---------------------------------------------------------------------------
+
+static void ShadeChain(void)
+{
+ int i;
+
+ for (i = 0; i < 16; i++)
+ {
+ ShadeLine(277 + i, 190, 10, i / 2);
+ ShadeLine(19 + i, 190, 10, 7 - (i / 2));
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSoundInfo
+//
+// Displays sound debugging information.
+//
+//---------------------------------------------------------------------------
+
+static void DrawSoundInfo(void)
+{
+ int i;
+ SoundInfo_t s;
+ ChanInfo_t *c;
+ char text[32];
+ int x;
+ int y;
+ int xPos[7] = { 1, 75, 112, 156, 200, 230, 260 };
+
+ if (leveltime & 16)
+ {
+ MN_DrTextA("*** SOUND DEBUG INFO ***", xPos[0], 20);
+ }
+ S_GetChannelInfo(&s);
+ if (s.channelCount == 0)
+ {
+ return;
+ }
+ x = 0;
+ MN_DrTextA("NAME", xPos[x++], 30);
+ MN_DrTextA("MO.T", xPos[x++], 30);
+ MN_DrTextA("MO.X", xPos[x++], 30);
+ MN_DrTextA("MO.Y", xPos[x++], 30);
+ MN_DrTextA("ID", xPos[x++], 30);
+ MN_DrTextA("PRI", xPos[x++], 30);
+ MN_DrTextA("DIST", xPos[x++], 30);
+ for (i = 0; i < s.channelCount; i++)
+ {
+ c = &s.chan[i];
+ x = 0;
+ y = 40 + i * 10;
+ if (c->mo == NULL)
+ { // Channel is unused
+ MN_DrTextA("------", xPos[0], y);
+ continue;
+ }
+ sprintf(text, "%s", c->name);
+ M_ForceUppercase(text);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->mo->type);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->mo->x >> FRACBITS);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->mo->y >> FRACBITS);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->id);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->priority);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->distance);
+ MN_DrTextA(text, xPos[x++], y);
+ }
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SB_Drawer
+//
+//---------------------------------------------------------------------------
+
+char patcharti[][10] = {
+ {"ARTIBOX"}, // none
+ {"ARTIINVU"}, // invulnerability
+ {"ARTIINVS"}, // invisibility
+ {"ARTIPTN2"}, // health
+ {"ARTISPHL"}, // superhealth
+ {"ARTIPWBK"}, // tomeofpower
+ {"ARTITRCH"}, // torch
+ {"ARTIFBMB"}, // firebomb
+ {"ARTIEGGC"}, // egg
+ {"ARTISOAR"}, // fly
+ {"ARTIATLP"} // teleport
+};
+
+char ammopic[][10] = {
+ {"INAMGLD"},
+ {"INAMBOW"},
+ {"INAMBST"},
+ {"INAMRAM"},
+ {"INAMPNX"},
+ {"INAMLOB"}
+};
+
+int SB_state = -1;
+static int oldarti = 0;
+static int oldartiCount = 0;
+static int oldfrags = -9999;
+static int oldammo = -1;
+static int oldarmor = -1;
+static int oldweapon = -1;
+static int oldhealth = -1;
+static int oldlife = -1;
+static int oldkeys = -1;
+
+int playerkeys = 0;
+
+extern boolean automapactive;
+
+void SB_Drawer(void)
+{
+ int frame;
+ static boolean hitCenterFrame;
+
+ // Sound info debug stuff
+ if (DebugSound == true)
+ {
+ DrawSoundInfo();
+ }
+ CPlayer = &players[consoleplayer];
+ if (viewheight == SCREENHEIGHT && !automapactive)
+ {
+ DrawFullScreenStuff();
+ SB_state = -1;
+ }
+ else
+ {
+ if (SB_state == -1)
+ {
+ V_DrawPatch(0, 158, PatchBARBACK);
+ if (players[consoleplayer].cheats & CF_GODMODE)
+ {
+ V_DrawPatch(16, 167, W_CacheLumpName("GOD1", PU_CACHE));
+ V_DrawPatch(287, 167, W_CacheLumpName("GOD2", PU_CACHE));
+ }
+ oldhealth = -1;
+ }
+ DrawCommonBar();
+ if (!inventory)
+ {
+ if (SB_state != 0)
+ {
+ // Main interface
+ V_DrawPatch(34, 160, PatchSTATBAR);
+ oldarti = 0;
+ oldammo = -1;
+ oldarmor = -1;
+ oldweapon = -1;
+ oldfrags = -9999; //can't use -1, 'cuz of negative frags
+ oldlife = -1;
+ oldkeys = -1;
+ }
+ DrawMainBar();
+ SB_state = 0;
+ }
+ else
+ {
+ if (SB_state != 1)
+ {
+ V_DrawPatch(34, 160, PatchINVBAR);
+ }
+ DrawInventoryBar();
+ SB_state = 1;
+ }
+ }
+ SB_PaletteFlash();
+
+ // Flight icons
+ if (CPlayer->powers[pw_flight])
+ {
+ if (CPlayer->powers[pw_flight] > BLINKTHRESHOLD
+ || !(CPlayer->powers[pw_flight] & 16))
+ {
+ frame = (leveltime / 3) & 15;
+ if (CPlayer->mo->flags2 & MF2_FLY)
+ {
+ if (hitCenterFrame && (frame != 15 && frame != 0))
+ {
+ V_DrawPatch(20, 17, W_CacheLumpNum(spinflylump + 15,
+ PU_CACHE));
+ }
+ else
+ {
+ V_DrawPatch(20, 17, W_CacheLumpNum(spinflylump + frame,
+ PU_CACHE));
+ hitCenterFrame = false;
+ }
+ }
+ else
+ {
+ if (!hitCenterFrame && (frame != 15 && frame != 0))
+ {
+ V_DrawPatch(20, 17, W_CacheLumpNum(spinflylump + frame,
+ PU_CACHE));
+ hitCenterFrame = false;
+ }
+ else
+ {
+ V_DrawPatch(20, 17, W_CacheLumpNum(spinflylump + 15,
+ PU_CACHE));
+ hitCenterFrame = true;
+ }
+ }
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+ else
+ {
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+ }
+
+ if (CPlayer->powers[pw_weaponlevel2] && !CPlayer->chickenTics)
+ {
+ if (CPlayer->powers[pw_weaponlevel2] > BLINKTHRESHOLD
+ || !(CPlayer->powers[pw_weaponlevel2] & 16))
+ {
+ frame = (leveltime / 3) & 15;
+ V_DrawPatch(300, 17,
+ W_CacheLumpNum(spinbooklump + frame, PU_CACHE));
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+ else
+ {
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+ }
+/*
+ if(CPlayer->powers[pw_weaponlevel2] > BLINKTHRESHOLD
+ || (CPlayer->powers[pw_weaponlevel2]&8))
+ {
+ V_DrawPatch(291, 0, W_CacheLumpName("ARTIPWBK", PU_CACHE));
+ }
+ else
+ {
+ BorderTopRefresh = true;
+ }
+ }
+*/
+}
+
+// sets the new palette based upon current values of player->damagecount
+// and player->bonuscount
+void SB_PaletteFlash(void)
+{
+ static int sb_palette = 0;
+ int palette;
+ byte *pal;
+
+ CPlayer = &players[consoleplayer];
+
+ if (CPlayer->damagecount)
+ {
+ palette = (CPlayer->damagecount + 7) >> 3;
+ if (palette >= NUMREDPALS)
+ {
+ palette = NUMREDPALS - 1;
+ }
+ palette += STARTREDPALS;
+ }
+ else if (CPlayer->bonuscount)
+ {
+ palette = (CPlayer->bonuscount + 7) >> 3;
+ if (palette >= NUMBONUSPALS)
+ {
+ palette = NUMBONUSPALS - 1;
+ }
+ palette += STARTBONUSPALS;
+ }
+ else
+ {
+ palette = 0;
+ }
+ if (palette != sb_palette)
+ {
+ sb_palette = palette;
+ pal = (byte *) W_CacheLumpNum(playpalette, PU_CACHE) + palette * 768;
+ I_SetPalette(pal);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawCommonBar
+//
+//---------------------------------------------------------------------------
+
+void DrawCommonBar(void)
+{
+ int chainY;
+ int healthPos;
+
+ V_DrawPatch(0, 148, PatchLTFCTOP);
+ V_DrawPatch(290, 148, PatchRTFCTOP);
+
+ if (oldhealth != HealthMarker)
+ {
+ oldhealth = HealthMarker;
+ healthPos = HealthMarker;
+ if (healthPos < 0)
+ {
+ healthPos = 0;
+ }
+ if (healthPos > 100)
+ {
+ healthPos = 100;
+ }
+ healthPos = (healthPos * 256) / 100;
+ chainY =
+ (HealthMarker == CPlayer->mo->health) ? 191 : 191 + ChainWiggle;
+ V_DrawPatch(0, 190, PatchCHAINBACK);
+ V_DrawPatch(2 + (healthPos % 17), chainY, PatchCHAIN);
+ V_DrawPatch(17 + healthPos, chainY, PatchLIFEGEM);
+ V_DrawPatch(0, 190, PatchLTFACE);
+ V_DrawPatch(276, 190, PatchRTFACE);
+ ShadeChain();
+ UpdateState |= I_STATBAR;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawMainBar
+//
+//---------------------------------------------------------------------------
+
+void DrawMainBar(void)
+{
+ int i;
+ int temp;
+
+ // Ready artifact
+ if (ArtifactFlash)
+ {
+ V_DrawPatch(180, 161, PatchBLACKSQ);
+ V_DrawPatch(182, 161, W_CacheLumpNum(W_GetNumForName("useartia")
+ + ArtifactFlash - 1, PU_CACHE));
+ ArtifactFlash--;
+ oldarti = -1; // so that the correct artifact fills in after the flash
+ UpdateState |= I_STATBAR;
+ }
+ else if (oldarti != CPlayer->readyArtifact
+ || oldartiCount != CPlayer->inventory[inv_ptr].count)
+ {
+ V_DrawPatch(180, 161, PatchBLACKSQ);
+ if (CPlayer->readyArtifact > 0)
+ {
+ V_DrawPatch(179, 160,
+ W_CacheLumpName(patcharti[CPlayer->readyArtifact],
+ PU_CACHE));
+ DrSmallNumber(CPlayer->inventory[inv_ptr].count, 201, 182);
+ }
+ oldarti = CPlayer->readyArtifact;
+ oldartiCount = CPlayer->inventory[inv_ptr].count;
+ UpdateState |= I_STATBAR;
+ }
+
+ // Frags
+ if (deathmatch)
+ {
+ temp = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ temp += CPlayer->frags[i];
+ }
+ if (temp != oldfrags)
+ {
+ V_DrawPatch(57, 171, PatchARMCLEAR);
+ DrINumber(temp, 61, 170);
+ oldfrags = temp;
+ UpdateState |= I_STATBAR;
+ }
+ }
+ else
+ {
+ temp = HealthMarker;
+ if (temp < 0)
+ {
+ temp = 0;
+ }
+ else if (temp > 100)
+ {
+ temp = 100;
+ }
+ if (oldlife != temp)
+ {
+ oldlife = temp;
+ V_DrawPatch(57, 171, PatchARMCLEAR);
+ DrINumber(temp, 61, 170);
+ UpdateState |= I_STATBAR;
+ }
+ }
+
+ // Keys
+ if (oldkeys != playerkeys)
+ {
+ if (CPlayer->keys[key_yellow])
+ {
+ V_DrawPatch(153, 164, W_CacheLumpName("ykeyicon", PU_CACHE));
+ }
+ if (CPlayer->keys[key_green])
+ {
+ V_DrawPatch(153, 172, W_CacheLumpName("gkeyicon", PU_CACHE));
+ }
+ if (CPlayer->keys[key_blue])
+ {
+ V_DrawPatch(153, 180, W_CacheLumpName("bkeyicon", PU_CACHE));
+ }
+ oldkeys = playerkeys;
+ UpdateState |= I_STATBAR;
+ }
+ // Ammo
+ temp = CPlayer->ammo[wpnlev1info[CPlayer->readyweapon].ammo];
+ if (oldammo != temp || oldweapon != CPlayer->readyweapon)
+ {
+ V_DrawPatch(108, 161, PatchBLACKSQ);
+ if (temp && CPlayer->readyweapon > 0 && CPlayer->readyweapon < 7)
+ {
+ DrINumber(temp, 109, 162);
+ V_DrawPatch(111, 172,
+ W_CacheLumpName(ammopic[CPlayer->readyweapon - 1],
+ PU_CACHE));
+ }
+ oldammo = temp;
+ oldweapon = CPlayer->readyweapon;
+ UpdateState |= I_STATBAR;
+ }
+
+ // Armor
+ if (oldarmor != CPlayer->armorpoints)
+ {
+ V_DrawPatch(224, 171, PatchARMCLEAR);
+ DrINumber(CPlayer->armorpoints, 228, 170);
+ oldarmor = CPlayer->armorpoints;
+ UpdateState |= I_STATBAR;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawInventoryBar
+//
+//---------------------------------------------------------------------------
+
+void DrawInventoryBar(void)
+{
+ int i;
+ int x;
+
+ x = inv_ptr - curpos;
+ UpdateState |= I_STATBAR;
+ V_DrawPatch(34, 160, PatchINVBAR);
+ for (i = 0; i < 7; i++)
+ {
+ //V_DrawPatch(50+i*31, 160, W_CacheLumpName("ARTIBOX", PU_CACHE));
+ if (CPlayer->inventorySlotNum > x + i
+ && CPlayer->inventory[x + i].type != arti_none)
+ {
+ V_DrawPatch(50 + i * 31, 160,
+ W_CacheLumpName(patcharti
+ [CPlayer->inventory[x + i].type],
+ PU_CACHE));
+ DrSmallNumber(CPlayer->inventory[x + i].count, 69 + i * 31, 182);
+ }
+ }
+ V_DrawPatch(50 + curpos * 31, 189, PatchSELECTBOX);
+ if (x != 0)
+ {
+ V_DrawPatch(38, 159, !(leveltime & 4) ? PatchINVLFGEM1 :
+ PatchINVLFGEM2);
+ }
+ if (CPlayer->inventorySlotNum - x > 7)
+ {
+ V_DrawPatch(269, 159, !(leveltime & 4) ?
+ PatchINVRTGEM1 : PatchINVRTGEM2);
+ }
+}
+
+void DrawFullScreenStuff(void)
+{
+ int i;
+ int x;
+ int temp;
+
+ UpdateState |= I_FULLSCRN;
+ if (CPlayer->mo->health > 0)
+ {
+ DrBNumber(CPlayer->mo->health, 5, 180);
+ }
+ else
+ {
+ DrBNumber(0, 5, 180);
+ }
+ if (deathmatch)
+ {
+ temp = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ temp += CPlayer->frags[i];
+ }
+ }
+ DrINumber(temp, 45, 185);
+ }
+ if (!inventory)
+ {
+ if (CPlayer->readyArtifact > 0)
+ {
+ V_DrawTLPatch(286, 170, W_CacheLumpName("ARTIBOX", PU_CACHE));
+ V_DrawPatch(286, 170,
+ W_CacheLumpName(patcharti[CPlayer->readyArtifact],
+ PU_CACHE));
+ DrSmallNumber(CPlayer->inventory[inv_ptr].count, 307, 192);
+ }
+ }
+ else
+ {
+ x = inv_ptr - curpos;
+ for (i = 0; i < 7; i++)
+ {
+ V_DrawTLPatch(50 + i * 31, 168, W_CacheLumpName("ARTIBOX",
+ PU_CACHE));
+ if (CPlayer->inventorySlotNum > x + i
+ && CPlayer->inventory[x + i].type != arti_none)
+ {
+ V_DrawPatch(50 + i * 31, 168,
+ W_CacheLumpName(patcharti
+ [CPlayer->inventory[x + i].type],
+ PU_CACHE));
+ DrSmallNumber(CPlayer->inventory[x + i].count, 69 + i * 31,
+ 190);
+ }
+ }
+ V_DrawPatch(50 + curpos * 31, 197, PatchSELECTBOX);
+ if (x != 0)
+ {
+ V_DrawPatch(38, 167, !(leveltime & 4) ? PatchINVLFGEM1 :
+ PatchINVLFGEM2);
+ }
+ if (CPlayer->inventorySlotNum - x > 7)
+ {
+ V_DrawPatch(269, 167, !(leveltime & 4) ?
+ PatchINVRTGEM1 : PatchINVRTGEM2);
+ }
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC SB_Responder
+//
+//--------------------------------------------------------------------------
+
+boolean SB_Responder(event_t * event)
+{
+ if (event->type == ev_keydown)
+ {
+ if (HandleCheats(event->data1))
+ { // Need to eat the key
+ return (true);
+ }
+ }
+ return (false);
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC HandleCheats
+//
+// Returns true if the caller should eat the key.
+//
+//--------------------------------------------------------------------------
+
+static boolean HandleCheats(byte key)
+{
+ int i;
+ boolean eat;
+
+ if (netgame || gameskill == sk_nightmare)
+ { // Can't cheat in a net-game, or in nightmare mode
+ return (false);
+ }
+ if (players[consoleplayer].health <= 0)
+ { // Dead players can't cheat
+ return (false);
+ }
+ eat = false;
+ for (i = 0; Cheats[i].func != NULL; i++)
+ {
+ if (cht_CheckCheat(Cheats[i].seq, key))
+ {
+ Cheats[i].func(&players[consoleplayer], &Cheats[i]);
+ S_StartSound(NULL, sfx_dorcls);
+ }
+ }
+ return (eat);
+}
+
+//--------------------------------------------------------------------------
+//
+// CHEAT FUNCTIONS
+//
+//--------------------------------------------------------------------------
+
+static void CheatGodFunc(player_t * player, Cheat_t * cheat)
+{
+ player->cheats ^= CF_GODMODE;
+ if (player->cheats & CF_GODMODE)
+ {
+ P_SetMessage(player, TXT_CHEATGODON, false);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATGODOFF, false);
+ }
+ SB_state = -1;
+}
+
+static void CheatNoClipFunc(player_t * player, Cheat_t * cheat)
+{
+ player->cheats ^= CF_NOCLIP;
+ if (player->cheats & CF_NOCLIP)
+ {
+ P_SetMessage(player, TXT_CHEATNOCLIPON, false);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATNOCLIPOFF, false);
+ }
+}
+
+static void CheatWeaponsFunc(player_t * player, Cheat_t * cheat)
+{
+ int i;
+ //extern boolean *WeaponInShareware;
+
+ player->armorpoints = 200;
+ player->armortype = 2;
+ if (!player->backpack)
+ {
+ for (i = 0; i < NUMAMMO; i++)
+ {
+ player->maxammo[i] *= 2;
+ }
+ player->backpack = true;
+ }
+ for (i = 0; i < NUMWEAPONS - 1; i++)
+ {
+ player->weaponowned[i] = true;
+ }
+ if (gamemode == shareware)
+ {
+ player->weaponowned[wp_skullrod] = false;
+ player->weaponowned[wp_phoenixrod] = false;
+ player->weaponowned[wp_mace] = false;
+ }
+ for (i = 0; i < NUMAMMO; i++)
+ {
+ player->ammo[i] = player->maxammo[i];
+ }
+ P_SetMessage(player, TXT_CHEATWEAPONS, false);
+}
+
+static void CheatPowerFunc(player_t * player, Cheat_t * cheat)
+{
+ if (player->powers[pw_weaponlevel2])
+ {
+ player->powers[pw_weaponlevel2] = 0;
+ P_SetMessage(player, TXT_CHEATPOWEROFF, false);
+ }
+ else
+ {
+ P_UseArtifact(player, arti_tomeofpower);
+ P_SetMessage(player, TXT_CHEATPOWERON, false);
+ }
+}
+
+static void CheatHealthFunc(player_t * player, Cheat_t * cheat)
+{
+ if (player->chickenTics)
+ {
+ player->health = player->mo->health = MAXCHICKENHEALTH;
+ }
+ else
+ {
+ player->health = player->mo->health = MAXHEALTH;
+ }
+ P_SetMessage(player, TXT_CHEATHEALTH, false);
+}
+
+static void CheatKeysFunc(player_t * player, Cheat_t * cheat)
+{
+ extern int playerkeys;
+
+ player->keys[key_yellow] = true;
+ player->keys[key_green] = true;
+ player->keys[key_blue] = true;
+ playerkeys = 7; // Key refresh flags
+ P_SetMessage(player, TXT_CHEATKEYS, false);
+}
+
+static void CheatSoundFunc(player_t * player, Cheat_t * cheat)
+{
+ DebugSound = !DebugSound;
+ if (DebugSound)
+ {
+ P_SetMessage(player, TXT_CHEATSOUNDON, false);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATSOUNDOFF, false);
+ }
+}
+
+static void CheatTickerFunc(player_t * player, Cheat_t * cheat)
+{
+ DisplayTicker = !DisplayTicker;
+ if (DisplayTicker)
+ {
+ P_SetMessage(player, TXT_CHEATTICKERON, false);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATTICKEROFF, false);
+ }
+
+ I_DisplayFPSDots(DisplayTicker);
+}
+
+static void CheatArtifact1Func(player_t * player, Cheat_t * cheat)
+{
+ P_SetMessage(player, TXT_CHEATARTIFACTS1, false);
+}
+
+static void CheatArtifact2Func(player_t * player, Cheat_t * cheat)
+{
+ P_SetMessage(player, TXT_CHEATARTIFACTS2, false);
+}
+
+static void CheatArtifact3Func(player_t * player, Cheat_t * cheat)
+{
+ char args[2];
+ int i;
+ int j;
+ artitype_t type;
+ int count;
+
+ cht_GetParam(cheat->seq, args);
+ type = args[0] - 'a' + 1;
+ count = args[1] - '0';
+ if (type == 26 && count == 0)
+ { // All artifacts
+ for (i = arti_none + 1; i < NUMARTIFACTS; i++)
+ {
+ if (gamemode == shareware
+ && (i == arti_superhealth || i == arti_teleport))
+ {
+ continue;
+ }
+ for (j = 0; j < 16; j++)
+ {
+ P_GiveArtifact(player, i, NULL);
+ }
+ }
+ P_SetMessage(player, TXT_CHEATARTIFACTS3, false);
+ }
+ else if (type > arti_none && type < NUMARTIFACTS
+ && count > 0 && count < 10)
+ {
+ if (gamemode == shareware
+ && (type == arti_superhealth || type == arti_teleport))
+ {
+ P_SetMessage(player, TXT_CHEATARTIFACTSFAIL, false);
+ return;
+ }
+ for (i = 0; i < count; i++)
+ {
+ P_GiveArtifact(player, type, NULL);
+ }
+ P_SetMessage(player, TXT_CHEATARTIFACTS3, false);
+ }
+ else
+ { // Bad input
+ P_SetMessage(player, TXT_CHEATARTIFACTSFAIL, false);
+ }
+}
+
+static void CheatWarpFunc(player_t * player, Cheat_t * cheat)
+{
+ char args[2];
+ int episode;
+ int map;
+
+ cht_GetParam(cheat->seq, args);
+
+ episode = args[0] - '0';
+ map = args[1] - '0';
+ if (D_ValidEpisodeMap(gamemission, gamemode, episode, map))
+ {
+ G_DeferedInitNew(gameskill, episode, map);
+ P_SetMessage(player, TXT_CHEATWARP, false);
+ }
+}
+
+static void CheatChickenFunc(player_t * player, Cheat_t * cheat)
+{
+ extern boolean P_UndoPlayerChicken(player_t * player);
+
+ if (player->chickenTics)
+ {
+ if (P_UndoPlayerChicken(player))
+ {
+ P_SetMessage(player, TXT_CHEATCHICKENOFF, false);
+ }
+ }
+ else if (P_ChickenMorphPlayer(player))
+ {
+ P_SetMessage(player, TXT_CHEATCHICKENON, false);
+ }
+}
+
+static void CheatMassacreFunc(player_t * player, Cheat_t * cheat)
+{
+ P_Massacre();
+ P_SetMessage(player, TXT_CHEATMASSACRE, false);
+}
+
+static void CheatIDKFAFunc(player_t * player, Cheat_t * cheat)
+{
+ int i;
+ if (player->chickenTics)
+ {
+ return;
+ }
+ for (i = 1; i < 8; i++)
+ {
+ player->weaponowned[i] = false;
+ }
+ player->pendingweapon = wp_staff;
+ P_SetMessage(player, TXT_CHEATIDKFA, true);
+}
+
+static void CheatIDDQDFunc(player_t * player, Cheat_t * cheat)
+{
+ P_DamageMobj(player->mo, NULL, player->mo, 10000);
+ P_SetMessage(player, TXT_CHEATIDDQD, true);
+}
diff --git a/src/heretic/sounds.c b/src/heretic/sounds.c
new file mode 100644
index 00000000..f62110c6
--- /dev/null
+++ b/src/heretic/sounds.c
@@ -0,0 +1,257 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// sounds.c
+
+#include "doomdef.h"
+#include "i_sound.h"
+#include "sounds.h"
+
+// Music info
+
+#define MUSIC(name) \
+ { name, 0, NULL, NULL }
+
+musicinfo_t S_music[] = {
+ MUSIC("MUS_E1M1"), // 1-1
+ MUSIC("MUS_E1M2"),
+ MUSIC("MUS_E1M3"),
+ MUSIC("MUS_E1M4"),
+ MUSIC("MUS_E1M5"),
+ MUSIC("MUS_E1M6"),
+ MUSIC("MUS_E1M7"),
+ MUSIC("MUS_E1M8"),
+ MUSIC("MUS_E1M9"),
+
+ MUSIC("MUS_E2M1"), // 2-1
+ MUSIC("MUS_E2M2"),
+ MUSIC("MUS_E2M3"),
+ MUSIC("MUS_E2M4"),
+ MUSIC("MUS_E1M4"),
+ MUSIC("MUS_E2M6"),
+ MUSIC("MUS_E2M7"),
+ MUSIC("MUS_E2M8"),
+ MUSIC("MUS_E2M9"),
+
+ MUSIC("MUS_E1M1"), // 3-1
+ MUSIC("MUS_E3M2"),
+ MUSIC("MUS_E3M3"),
+ MUSIC("MUS_E1M6"),
+ MUSIC("MUS_E1M3"),
+ MUSIC("MUS_E1M2"),
+ MUSIC("MUS_E1M5"),
+ MUSIC("MUS_E1M9"),
+ MUSIC("MUS_E2M6"),
+
+ MUSIC("MUS_E1M6"), // 4-1
+ MUSIC("MUS_E1M2"),
+ MUSIC("MUS_E1M3"),
+ MUSIC("MUS_E1M4"),
+ MUSIC("MUS_E1M5"),
+ MUSIC("MUS_E1M1"),
+ MUSIC("MUS_E1M7"),
+ MUSIC("MUS_E1M8"),
+ MUSIC("MUS_E1M9"),
+
+ MUSIC("MUS_E2M1"), // 5-1
+ MUSIC("MUS_E2M2"),
+ MUSIC("MUS_E2M3"),
+ MUSIC("MUS_E2M4"),
+ MUSIC("MUS_E1M4"),
+ MUSIC("MUS_E2M6"),
+ MUSIC("MUS_E2M7"),
+ MUSIC("MUS_E2M8"),
+ MUSIC("MUS_E2M9"),
+
+ MUSIC("MUS_E3M2"), // 6-1
+ MUSIC("MUS_E3M3"), // 6-2
+ MUSIC("MUS_E1M6"), // 6-3
+
+ MUSIC("MUS_TITL"),
+ MUSIC("MUS_INTR"),
+ MUSIC("MUS_CPTD")
+};
+
+// Sound info
+
+ /* Macro for original heretic sfxinfo_t
+#define SOUND(name, priority, numchannels) \
+ { name, NULL, priority, -1, NULL, 0, numchannels }
+#define SOUND_LINK(name, link_id, priority, numchannels) \
+ { name, &S_sfx[link_id], priority, -1, NULL, 0, numchannels }
+ */
+
+#define SOUND(name, priority, numchannels) \
+ { NULL, name, priority, NULL, -1, -1, -1, 0, numchannels, NULL }
+#define SOUND_LINK(name, link_id, priority, numchannels) \
+ { NULL, name, priority, &S_sfx[link_id], 0, 0, -1, 0, numchannels, NULL }
+
+sfxinfo_t S_sfx[] = {
+ SOUND("", 0, 0),
+ SOUND("gldhit", 32, 2),
+ SOUND("gntful", 32, -1),
+ SOUND("gnthit", 32, -1),
+ SOUND("gntpow", 32, -1),
+ SOUND("gntact", 32, -1),
+ SOUND("gntuse", 32, -1),
+ SOUND("phosht", 32, 2),
+ SOUND("phohit", 32, -1),
+ SOUND_LINK("-phopow", sfx_hedat1, 32, 1),
+ SOUND("lobsht", 20, 2),
+ SOUND("lobhit", 20, 2),
+ SOUND("lobpow", 20, 2),
+ SOUND("hrnsht", 32, 2),
+ SOUND("hrnhit", 32, 2),
+ SOUND("hrnpow", 32, 2),
+ SOUND("ramphit", 32, 2),
+ SOUND("ramrain", 10, 2),
+ SOUND("bowsht", 32, 2),
+ SOUND("stfhit", 32, 2),
+ SOUND("stfpow", 32, 2),
+ SOUND("stfcrk", 32, 2),
+ SOUND("impsit", 32, 2),
+ SOUND("impat1", 32, 2),
+ SOUND("impat2", 32, 2),
+ SOUND("impdth", 80, 2),
+ SOUND_LINK("-impact", sfx_impsit, 20, 2),
+ SOUND("imppai", 32, 2),
+ SOUND("mumsit", 32, 2),
+ SOUND("mumat1", 32, 2),
+ SOUND("mumat2", 32, 2),
+ SOUND("mumdth", 80, 2),
+ SOUND_LINK("-mumact", sfx_mumsit, 20, 2),
+ SOUND("mumpai", 32, 2),
+ SOUND("mumhed", 32, 2),
+ SOUND("bstsit", 32, 2),
+ SOUND("bstatk", 32, 2),
+ SOUND("bstdth", 80, 2),
+ SOUND("bstact", 20, 2),
+ SOUND("bstpai", 32, 2),
+ SOUND("clksit", 32, 2),
+ SOUND("clkatk", 32, 2),
+ SOUND("clkdth", 80, 2),
+ SOUND("clkact", 20, 2),
+ SOUND("clkpai", 32, 2),
+ SOUND("snksit", 32, 2),
+ SOUND("snkatk", 32, 2),
+ SOUND("snkdth", 80, 2),
+ SOUND("snkact", 20, 2),
+ SOUND("snkpai", 32, 2),
+ SOUND("kgtsit", 32, 2),
+ SOUND("kgtatk", 32, 2),
+ SOUND("kgtat2", 32, 2),
+ SOUND("kgtdth", 80, 2),
+ SOUND_LINK("-kgtact", sfx_kgtsit, 20, 2),
+ SOUND("kgtpai", 32, 2),
+ SOUND("wizsit", 32, 2),
+ SOUND("wizatk", 32, 2),
+ SOUND("wizdth", 80, 2),
+ SOUND("wizact", 20, 2),
+ SOUND("wizpai", 32, 2),
+ SOUND("minsit", 32, 2),
+ SOUND("minat1", 32, 2),
+ SOUND("minat2", 32, 2),
+ SOUND("minat3", 32, 2),
+ SOUND("mindth", 80, 2),
+ SOUND("minact", 20, 2),
+ SOUND("minpai", 32, 2),
+ SOUND("hedsit", 32, 2),
+ SOUND("hedat1", 32, 2),
+ SOUND("hedat2", 32, 2),
+ SOUND("hedat3", 32, 2),
+ SOUND("heddth", 80, 2),
+ SOUND("hedact", 20, 2),
+ SOUND("hedpai", 32, 2),
+ SOUND("sorzap", 32, 2),
+ SOUND("sorrise", 32, 2),
+ SOUND("sorsit", 200, 2),
+ SOUND("soratk", 32, 2),
+ SOUND("soract", 200, 2),
+ SOUND("sorpai", 200, 2),
+ SOUND("sordsph", 200, 2),
+ SOUND("sordexp", 200, 2),
+ SOUND("sordbon", 200, 2),
+ SOUND_LINK("-sbtsit", sfx_bstsit, 32, 2),
+ SOUND_LINK("-sbtatk", sfx_bstatk, 32, 2),
+ SOUND("sbtdth", 80, 2),
+ SOUND("sbtact", 20, 2),
+ SOUND("sbtpai", 32, 2),
+ SOUND("plroof", 32, 2),
+ SOUND("plrpai", 32, 2),
+ SOUND("plrdth", 80, 2),
+ SOUND("gibdth", 100, 2),
+ SOUND("plrwdth", 80, 2),
+ SOUND("plrcdth", 100, 2),
+ SOUND("itemup", 32, 2),
+ SOUND("wpnup", 32, 2),
+ SOUND("telept", 50, 2),
+ SOUND("doropn", 40, 2),
+ SOUND("dorcls", 40, 2),
+ SOUND("dormov", 40, 2),
+ SOUND("artiup", 32, 2),
+ SOUND("switch", 40, 2),
+ SOUND("pstart", 40, 2),
+ SOUND("pstop", 40, 2),
+ SOUND("stnmov", 40, 2),
+ SOUND("chicpai", 32, 2),
+ SOUND("chicatk", 32, 2),
+ SOUND("chicdth", 40, 2),
+ SOUND("chicact", 32, 2),
+ SOUND("chicpk1", 32, 2),
+ SOUND("chicpk2", 32, 2),
+ SOUND("chicpk3", 32, 2),
+ SOUND("keyup", 50, 2),
+ SOUND("ripslop", 16, 2),
+ SOUND("newpod", 16, -1),
+ SOUND("podexp", 40, -1),
+ SOUND("bounce", 16, 2),
+ SOUND_LINK("-volsht", sfx_bstatk, 16, 2),
+ SOUND_LINK("-volhit", sfx_lobhit, 16, 2),
+ SOUND("burn", 10, 2),
+ SOUND("splash", 10, 1),
+ SOUND("gloop", 10, 2),
+ SOUND("respawn", 10, 1),
+ SOUND("blssht", 32, 2),
+ SOUND("blshit", 32, 2),
+ SOUND("chat", 100, 1),
+ SOUND("artiuse", 32, 1),
+ SOUND("gfrag", 100, 1),
+ SOUND("waterfl", 16, 2),
+
+ // Monophonic sounds
+
+ SOUND("wind", 16, 1),
+ SOUND("amb1", 1, 1),
+ SOUND("amb2", 1, 1),
+ SOUND("amb3", 1, 1),
+ SOUND("amb4", 1, 1),
+ SOUND("amb5", 1, 1),
+ SOUND("amb6", 1, 1),
+ SOUND("amb7", 1, 1),
+ SOUND("amb8", 1, 1),
+ SOUND("amb9", 1, 1),
+ SOUND("amb10", 1, 1),
+ SOUND("amb11", 1, 0)
+};
diff --git a/src/heretic/sounds.h b/src/heretic/sounds.h
new file mode 100644
index 00000000..707185c0
--- /dev/null
+++ b/src/heretic/sounds.h
@@ -0,0 +1,294 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// sounds.h
+
+#ifndef __SOUNDSH__
+#define __SOUNDSH__
+
+#define MAX_SND_DIST 1600
+#define MAX_CHANNELS 16
+
+// Music identifiers
+
+typedef enum
+{
+ mus_e1m1,
+ mus_e1m2,
+ mus_e1m3,
+ mus_e1m4,
+ mus_e1m5,
+ mus_e1m6,
+ mus_e1m7,
+ mus_e1m8,
+ mus_e1m9,
+
+ mus_e2m1,
+ mus_e2m2,
+ mus_e2m3,
+ mus_e2m4,
+ mus_e2m5,
+ mus_e2m6,
+ mus_e2m7,
+ mus_e2m8,
+ mus_e2m9,
+
+ mus_e3m1,
+ mus_e3m2,
+ mus_e3m3,
+ mus_e3m4,
+ mus_e3m5,
+ mus_e3m6,
+ mus_e3m7,
+ mus_e3m8,
+ mus_e3m9,
+
+ mus_e4m1,
+ mus_e4m2,
+ mus_e4m3,
+ mus_e4m4,
+ mus_e4m5,
+ mus_e4m6,
+ mus_e4m7,
+ mus_e4m8,
+ mus_e4m9,
+
+ mus_e5m1,
+ mus_e5m2,
+ mus_e5m3,
+ mus_e5m4,
+ mus_e5m5,
+ mus_e5m6,
+ mus_e5m7,
+ mus_e5m8,
+ mus_e5m9,
+
+ mus_e6m1,
+ mus_e6m2,
+ mus_e6m3,
+
+ mus_titl,
+ mus_intr,
+ mus_cptd,
+ NUMMUSIC
+} musicenum_t;
+
+#if 0
+typedef struct
+{
+ char name[8];
+} musicinfo_t;
+
+typedef struct sfxinfo_s
+{
+ char name[8];
+ struct sfxinfo_s *link; // Make alias for another sound
+ unsigned short priority; // Higher priority takes precendence
+ int usefulness; // Determines when a sound should be cached out
+ void *snd_ptr;
+ int lumpnum;
+ int numchannels; // total number of channels a sound type may occupy
+} sfxinfo_t;
+
+#endif
+
+typedef struct
+{
+ mobj_t *mo;
+ int sound_id;
+ int handle;
+ int pitch;
+ int priority;
+} channel_t;
+
+typedef struct
+{
+ int id;
+ unsigned short priority;
+ char *name;
+ mobj_t *mo;
+ int distance;
+} ChanInfo_t;
+
+typedef struct
+{
+ int channelCount;
+ int musicVolume;
+ int soundVolume;
+ ChanInfo_t chan[8];
+} SoundInfo_t;
+
+// Sound identifiers
+
+typedef enum
+{
+ sfx_None,
+ sfx_gldhit,
+ sfx_gntful,
+ sfx_gnthit,
+ sfx_gntpow,
+ sfx_gntact,
+ sfx_gntuse,
+ sfx_phosht,
+ sfx_phohit,
+ sfx_phopow,
+ sfx_lobsht,
+ sfx_lobhit,
+ sfx_lobpow,
+ sfx_hrnsht,
+ sfx_hrnhit,
+ sfx_hrnpow,
+ sfx_ramphit,
+ sfx_ramrain,
+ sfx_bowsht,
+ sfx_stfhit,
+ sfx_stfpow,
+ sfx_stfcrk,
+ sfx_impsit,
+ sfx_impat1,
+ sfx_impat2,
+ sfx_impdth,
+ sfx_impact,
+ sfx_imppai,
+ sfx_mumsit,
+ sfx_mumat1,
+ sfx_mumat2,
+ sfx_mumdth,
+ sfx_mumact,
+ sfx_mumpai,
+ sfx_mumhed,
+ sfx_bstsit,
+ sfx_bstatk,
+ sfx_bstdth,
+ sfx_bstact,
+ sfx_bstpai,
+ sfx_clksit,
+ sfx_clkatk,
+ sfx_clkdth,
+ sfx_clkact,
+ sfx_clkpai,
+ sfx_snksit,
+ sfx_snkatk,
+ sfx_snkdth,
+ sfx_snkact,
+ sfx_snkpai,
+ sfx_kgtsit,
+ sfx_kgtatk,
+ sfx_kgtat2,
+ sfx_kgtdth,
+ sfx_kgtact,
+ sfx_kgtpai,
+ sfx_wizsit,
+ sfx_wizatk,
+ sfx_wizdth,
+ sfx_wizact,
+ sfx_wizpai,
+ sfx_minsit,
+ sfx_minat1,
+ sfx_minat2,
+ sfx_minat3,
+ sfx_mindth,
+ sfx_minact,
+ sfx_minpai,
+ sfx_hedsit,
+ sfx_hedat1,
+ sfx_hedat2,
+ sfx_hedat3,
+ sfx_heddth,
+ sfx_hedact,
+ sfx_hedpai,
+ sfx_sorzap,
+ sfx_sorrise,
+ sfx_sorsit,
+ sfx_soratk,
+ sfx_soract,
+ sfx_sorpai,
+ sfx_sordsph,
+ sfx_sordexp,
+ sfx_sordbon,
+ sfx_sbtsit,
+ sfx_sbtatk,
+ sfx_sbtdth,
+ sfx_sbtact,
+ sfx_sbtpai,
+ sfx_plroof,
+ sfx_plrpai,
+ sfx_plrdth, // Normal
+ sfx_gibdth, // Extreme
+ sfx_plrwdth, // Wimpy
+ sfx_plrcdth, // Crazy
+ sfx_itemup,
+ sfx_wpnup,
+ sfx_telept,
+ sfx_doropn,
+ sfx_dorcls,
+ sfx_dormov,
+ sfx_artiup,
+ sfx_switch,
+ sfx_pstart,
+ sfx_pstop,
+ sfx_stnmov,
+ sfx_chicpai,
+ sfx_chicatk,
+ sfx_chicdth,
+ sfx_chicact,
+ sfx_chicpk1,
+ sfx_chicpk2,
+ sfx_chicpk3,
+ sfx_keyup,
+ sfx_ripslop,
+ sfx_newpod,
+ sfx_podexp,
+ sfx_bounce,
+ sfx_volsht,
+ sfx_volhit,
+ sfx_burn,
+ sfx_splash,
+ sfx_gloop,
+ sfx_respawn,
+ sfx_blssht,
+ sfx_blshit,
+ sfx_chat,
+ sfx_artiuse,
+ sfx_gfrag,
+ sfx_waterfl,
+
+ // Monophonic sounds
+
+ sfx_wind,
+ sfx_amb1,
+ sfx_amb2,
+ sfx_amb3,
+ sfx_amb4,
+ sfx_amb5,
+ sfx_amb6,
+ sfx_amb7,
+ sfx_amb8,
+ sfx_amb9,
+ sfx_amb10,
+ sfx_amb11,
+ NUMSFX
+} sfxenum_t;
+
+#endif
diff --git a/src/hexen/.gitignore b/src/hexen/.gitignore
new file mode 100644
index 00000000..d7e732ad
--- /dev/null
+++ b/src/hexen/.gitignore
@@ -0,0 +1,7 @@
+Makefile
+Makefile.in
+.deps
+*.rc
+chocolate-doom
+chocolate-server
+*.exe
diff --git a/src/hexen/Makefile.am b/src/hexen/Makefile.am
new file mode 100644
index 00000000..e8ca8b98
--- /dev/null
+++ b/src/hexen/Makefile.am
@@ -0,0 +1,67 @@
+AM_CFLAGS=-I.. @SDL_CFLAGS@ @SDLMIXER_CFLAGS@ @SDLNET_CFLAGS@
+
+noinst_LIBRARIES=libhexen.a
+
+SOURCE_FILES= \
+a_action.c \
+ am_data.h \
+am_map.c am_map.h \
+ct_chat.c \
+ ct_chat.h \
+d_net.c \
+f_finale.c \
+g_game.c \
+ h2def.h \
+h2_main.c \
+ i_header.h \
+info.c info.h \
+in_lude.c \
+m_misc.c \
+m_random.c m_random.h \
+mn_menu.c \
+p_acs.c \
+p_anim.c \
+p_ceilng.c \
+p_doors.c \
+p_enemy.c \
+p_floor.c \
+p_inter.c \
+p_lights.c \
+ p_local.h \
+p_map.c \
+p_maputl.c \
+p_mobj.c \
+po_man.c \
+p_plats.c \
+p_pspr.c \
+p_setup.c \
+p_sight.c \
+p_spec.c p_spec.h \
+p_switch.c \
+p_telept.c \
+p_things.c \
+p_tick.c \
+p_user.c \
+r_bsp.c \
+r_data.c \
+r_draw.c \
+ r_local.h \
+r_main.c \
+r_plane.c \
+r_segs.c \
+r_things.c \
+s_sound.c s_sound.h \
+sb_bar.c \
+sc_man.c \
+sn_sonix.c \
+sounds.c sounds.h \
+st_start.c st_start.h \
+sv_save.c \
+ textdefs.h \
+ xddefs.h
+
+EXTRA_DIST= \
+i_ibm.c \
+i_sound.c
+
+libhexen_a_SOURCES=$(SOURCE_FILES)
diff --git a/src/hexen/a_action.c b/src/hexen/a_action.c
new file mode 100644
index 00000000..a202733d
--- /dev/null
+++ b/src/hexen/a_action.c
@@ -0,0 +1,1349 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+extern fixed_t FloatBobOffsets[64];
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+int orbitTableX[256] = {
+ 983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490,
+ 964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025,
+ 908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310,
+ 817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690,
+ 694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725,
+ 545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010,
+ 375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010,
+ 191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745,
+ -375, -24495, -48600, -72690, -96720, -120705, -144600, -168420,
+ -192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135,
+ -376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230,
+ -546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105,
+ -695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925,
+ -817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845,
+ -908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235,
+ -964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740,
+ -983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490,
+ -964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025,
+ -908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310,
+ -817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690,
+ -694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725,
+ -545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010,
+ -375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010,
+ -191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745,
+ 375, 24495, 48600, 72690, 96720, 120705, 144600, 168420,
+ 192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135,
+ 376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230,
+ 546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105,
+ 695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925,
+ 817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845,
+ 908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235,
+ 964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740
+};
+
+int orbitTableY[256] = {
+ 375, 24495, 48600, 72690, 96720, 120705, 144600, 168420,
+ 192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135,
+ 376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230,
+ 546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105,
+ 695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925,
+ 817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845,
+ 908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235,
+ 964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740,
+ 983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490,
+ 964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025,
+ 908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310,
+ 817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690,
+ 694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725,
+ 545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010,
+ 375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010,
+ 191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745,
+ -375, -24495, -48600, -72690, -96720, -120705, -144600, -168420,
+ -192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135,
+ -376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230,
+ -546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105,
+ -695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925,
+ -817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845,
+ -908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235,
+ -964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740,
+ -983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490,
+ -964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025,
+ -908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310,
+ -817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690,
+ -694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725,
+ -545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010,
+ -375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010,
+ -191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745
+};
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+//--------------------------------------------------------------------------
+//
+// Environmental Action routines
+//
+//--------------------------------------------------------------------------
+
+//==========================================================================
+//
+// A_DripBlood
+//
+//==========================================================================
+
+/*
+void A_DripBlood(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<11),
+ actor->y+((P_Random()-P_Random())<<11), actor->z, MT_BLOOD);
+ mo->momx = (P_Random()-P_Random())<<10;
+ mo->momy = (P_Random()-P_Random())<<10;
+ mo->flags2 |= MF2_LOGRAV;
+}
+*/
+
+//============================================================================
+//
+// A_PotteryExplode
+//
+//============================================================================
+
+void A_PotteryExplode(mobj_t * actor)
+{
+ mobj_t *mo = NULL;
+ int i;
+
+ for (i = (P_Random() & 3) + 3; i; i--)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_POTTERYBIT1);
+ P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 5));
+ if (mo)
+ {
+ mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
+ mo->momx = (P_Random() - P_Random()) << (FRACBITS - 6);
+ mo->momy = (P_Random() - P_Random()) << (FRACBITS - 6);
+ }
+ }
+ S_StartSound(mo, SFX_POTTERY_EXPLODE);
+ if (actor->args[0])
+ { // Spawn an item
+ if (!nomonsters
+ || !(mobjinfo[TranslateThingType[actor->args[0]]].
+ flags & MF_COUNTKILL))
+ { // Only spawn monsters if not -nomonsters
+ P_SpawnMobj(actor->x, actor->y, actor->z,
+ TranslateThingType[actor->args[0]]);
+ }
+ }
+ P_RemoveMobj(actor);
+}
+
+//============================================================================
+//
+// A_PotteryChooseBit
+//
+//============================================================================
+
+void A_PotteryChooseBit(mobj_t * actor)
+{
+ P_SetMobjState(actor, actor->info->deathstate + (P_Random() % 5) + 1);
+ actor->tics = 256 + (P_Random() << 1);
+}
+
+//============================================================================
+//
+// A_PotteryCheck
+//
+//============================================================================
+
+void A_PotteryCheck(mobj_t * actor)
+{
+ int i;
+ mobj_t *pmo;
+
+ if (!netgame)
+ {
+ pmo = players[consoleplayer].mo;
+ if (P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
+ pmo->y, actor->x,
+ actor->y) -
+ pmo->angle) <= ANG45))
+ { // Previous state (pottery bit waiting state)
+ P_SetMobjState(actor, actor->state - &states[0] - 1);
+ }
+ else
+ {
+ return;
+ }
+ }
+ else
+ {
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ pmo = players[i].mo;
+ if (P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
+ pmo->y,
+ actor->x,
+ actor->y) -
+ pmo->angle) <= ANG45))
+ { // Previous state (pottery bit waiting state)
+ P_SetMobjState(actor, actor->state - &states[0] - 1);
+ return;
+ }
+ }
+ }
+}
+
+//============================================================================
+//
+// A_CorpseBloodDrip
+//
+//============================================================================
+
+void A_CorpseBloodDrip(mobj_t * actor)
+{
+ if (P_Random() > 128)
+ {
+ return;
+ }
+ P_SpawnMobj(actor->x, actor->y, actor->z + actor->height / 2,
+ MT_CORPSEBLOODDRIP);
+}
+
+//============================================================================
+//
+// A_CorpseExplode
+//
+//============================================================================
+
+void A_CorpseExplode(mobj_t * actor)
+{
+ mobj_t *mo;
+ int i;
+
+ for (i = (P_Random() & 3) + 3; i; i--)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
+ P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 3));
+ if (mo)
+ {
+ mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
+ mo->momx = (P_Random() - P_Random()) << (FRACBITS - 6);
+ mo->momy = (P_Random() - P_Random()) << (FRACBITS - 6);
+ }
+ }
+ // Spawn a skull
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
+ P_SetMobjState(mo, S_CORPSEBIT_4);
+ if (mo)
+ {
+ mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
+ mo->momx = (P_Random() - P_Random()) << (FRACBITS - 6);
+ mo->momy = (P_Random() - P_Random()) << (FRACBITS - 6);
+ S_StartSound(mo, SFX_FIRED_DEATH);
+ }
+ P_RemoveMobj(actor);
+}
+
+//============================================================================
+//
+// A_LeafSpawn
+//
+//============================================================================
+
+void A_LeafSpawn(mobj_t * actor)
+{
+ mobj_t *mo;
+ int i;
+
+ for (i = (P_Random() & 3) + 1; i; i--)
+ {
+ mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 14),
+ actor->y + ((P_Random() - P_Random()) << 14),
+ actor->z + (P_Random() << 14),
+ MT_LEAF1 + (P_Random() & 1));
+ if (mo)
+ {
+ P_ThrustMobj(mo, actor->angle, (P_Random() << 9) + 3 * FRACUNIT);
+ mo->target = actor;
+ mo->special1 = 0;
+ }
+ }
+}
+
+//============================================================================
+//
+// A_LeafThrust
+//
+//============================================================================
+
+void A_LeafThrust(mobj_t * actor)
+{
+ if (P_Random() > 96)
+ {
+ return;
+ }
+ actor->momz += (P_Random() << 9) + FRACUNIT;
+}
+
+//============================================================================
+//
+// A_LeafCheck
+//
+//============================================================================
+
+void A_LeafCheck(mobj_t * actor)
+{
+ actor->special1++;
+ if (actor->special1 >= 20)
+ {
+ P_SetMobjState(actor, S_NULL);
+ return;
+ }
+ if (P_Random() > 64)
+ {
+ if (!actor->momx && !actor->momy)
+ {
+ P_ThrustMobj(actor, actor->target->angle,
+ (P_Random() << 9) + FRACUNIT);
+ }
+ return;
+ }
+ P_SetMobjState(actor, S_LEAF1_8);
+ actor->momz = (P_Random() << 9) + FRACUNIT;
+ P_ThrustMobj(actor, actor->target->angle,
+ (P_Random() << 9) + 2 * FRACUNIT);
+ actor->flags |= MF_MISSILE;
+}
+
+/*
+#define ORBIT_RADIUS (15*FRACUNIT)
+void GenerateOrbitTable(void)
+{
+ int angle;
+
+ for (angle=0; angle<256; angle++)
+ {
+ orbitTableX[angle] = FixedMul(ORBIT_RADIUS, finecosine[angle<<5]);
+ orbitTableY[angle] = FixedMul(ORBIT_RADIUS, finesine[angle<<5]);
+ }
+
+ printf("int orbitTableX[256]=\n{\n");
+ for (angle=0; angle<256; angle+=8)
+ {
+ printf("%d, %d, %d, %d, %d, %d, %d, %d,\n",
+ orbitTableX[angle],
+ orbitTableX[angle+1],
+ orbitTableX[angle+2],
+ orbitTableX[angle+3],
+ orbitTableX[angle+4],
+ orbitTableX[angle+5],
+ orbitTableX[angle+6],
+ orbitTableX[angle+7]);
+ }
+ printf("};\n\n");
+
+ printf("int orbitTableY[256]=\n{\n");
+ for (angle=0; angle<256; angle+=8)
+ {
+ printf("%d, %d, %d, %d, %d, %d, %d, %d,\n",
+ orbitTableY[angle],
+ orbitTableY[angle+1],
+ orbitTableY[angle+2],
+ orbitTableY[angle+3],
+ orbitTableY[angle+4],
+ orbitTableY[angle+5],
+ orbitTableY[angle+6],
+ orbitTableY[angle+7]);
+ }
+ printf("};\n");
+}
+*/
+
+// New bridge stuff
+// Parent
+// special1 true == removing from world
+//
+// Child
+// target pointer to center mobj
+// args[0] angle of ball
+
+void A_BridgeOrbit(mobj_t * actor)
+{
+ if (actor->target->special1)
+ {
+ P_SetMobjState(actor, S_NULL);
+ }
+ actor->args[0] += 3;
+ actor->x = actor->target->x + orbitTableX[actor->args[0]];
+ actor->y = actor->target->y + orbitTableY[actor->args[0]];
+ actor->z = actor->target->z;
+}
+
+
+void A_BridgeInit(mobj_t * actor)
+{
+ byte startangle;
+ mobj_t *ball1, *ball2, *ball3;
+ fixed_t cx, cy, cz;
+
+// GenerateOrbitTable();
+
+ cx = actor->x;
+ cy = actor->y;
+ cz = actor->z;
+ startangle = P_Random();
+ actor->special1 = 0;
+
+ // Spawn triad into world
+ ball1 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
+ ball1->args[0] = startangle;
+ ball1->target = actor;
+
+ ball2 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
+ ball2->args[0] = (startangle + 85) & 255;
+ ball2->target = actor;
+
+ ball3 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
+ ball3->args[0] = (startangle + 170) & 255;
+ ball3->target = actor;
+
+ A_BridgeOrbit(ball1);
+ A_BridgeOrbit(ball2);
+ A_BridgeOrbit(ball3);
+}
+
+void A_BridgeRemove(mobj_t * actor)
+{
+ actor->special1 = true; // Removing the bridge
+ actor->flags &= ~MF_SOLID;
+ P_SetMobjState(actor, S_FREE_BRIDGE1);
+}
+
+
+//==========================================================================
+//
+// A_GhostOn
+//
+//==========================================================================
+
+/*
+void A_GhostOn(mobj_t *actor)
+{
+ actor->flags |= MF_SHADOW;
+}
+*/
+
+//==========================================================================
+//
+// A_GhostOff
+//
+//==========================================================================
+
+/*
+void A_GhostOff(mobj_t *actor)
+{
+ actor->flags &= ~MF_SHADOW;
+}
+*/
+
+//==========================================================================
+//
+// A_HideThing
+//
+//==========================================================================
+
+void A_HideThing(mobj_t * actor)
+{
+ actor->flags2 |= MF2_DONTDRAW;
+}
+
+//==========================================================================
+//
+// A_UnHideThing
+//
+//==========================================================================
+
+void A_UnHideThing(mobj_t * actor)
+{
+ actor->flags2 &= ~MF2_DONTDRAW;
+}
+
+//==========================================================================
+//
+// A_SetShootable
+//
+//==========================================================================
+
+void A_SetShootable(mobj_t * actor)
+{
+ actor->flags2 &= ~MF2_NONSHOOTABLE;
+ actor->flags |= MF_SHOOTABLE;
+}
+
+//==========================================================================
+//
+// A_UnSetShootable
+//
+//==========================================================================
+
+void A_UnSetShootable(mobj_t * actor)
+{
+ actor->flags2 |= MF2_NONSHOOTABLE;
+ actor->flags &= ~MF_SHOOTABLE;
+}
+
+//==========================================================================
+//
+// A_SetAltShadow
+//
+//==========================================================================
+
+void A_SetAltShadow(mobj_t * actor)
+{
+ actor->flags &= ~MF_SHADOW;
+ actor->flags |= MF_ALTSHADOW;
+}
+
+//==========================================================================
+//
+// A_UnSetAltShadow
+//
+//==========================================================================
+
+/*
+void A_UnSetAltShadow(mobj_t *actor)
+{
+ actor->flags &= ~MF_ALTSHADOW;
+}
+*/
+
+//--------------------------------------------------------------------------
+//
+// Sound Action Routines
+//
+//--------------------------------------------------------------------------
+
+//==========================================================================
+//
+// A_ContMobjSound
+//
+//==========================================================================
+
+void A_ContMobjSound(mobj_t * actor)
+{
+ switch (actor->type)
+ {
+ case MT_SERPENTFX:
+ S_StartSound(actor, SFX_SERPENTFX_CONTINUOUS);
+ break;
+ case MT_HAMMER_MISSILE:
+ S_StartSound(actor, SFX_FIGHTER_HAMMER_CONTINUOUS);
+ break;
+ case MT_QUAKE_FOCUS:
+ S_StartSound(actor, SFX_EARTHQUAKE);
+ break;
+ default:
+ break;
+ }
+}
+
+//==========================================================================
+//
+// PROC A_ESound
+//
+//==========================================================================
+
+void A_ESound(mobj_t * mo)
+{
+ int sound;
+
+ switch (mo->type)
+ {
+ case MT_SOUNDWIND:
+ sound = SFX_WIND;
+ break;
+ default:
+ sound = SFX_NONE;
+ break;
+ }
+ S_StartSound(mo, sound);
+}
+
+
+
+//==========================================================================
+// Summon Minotaur -- see p_enemy for variable descriptions
+//==========================================================================
+
+
+void A_Summon(mobj_t * actor)
+{
+ mobj_t *mo;
+ mobj_t *master;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_MINOTAUR);
+ if (mo)
+ {
+ if (P_TestMobjLocation(mo) == false || !actor->special1)
+ { // Didn't fit - change back to artifact
+ P_SetMobjState(mo, S_NULL);
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SUMMONMAULATOR);
+ if (mo)
+ mo->flags2 |= MF2_DROPPED;
+ return;
+ }
+
+ memcpy((void *) mo->args, &leveltime, sizeof(leveltime));
+ master = (mobj_t *) actor->special1;
+ if (master->flags & MF_CORPSE)
+ { // Master dead
+ mo->special1 = 0; // No master
+ }
+ else
+ {
+ mo->special1 = actor->special1; // Pointer to master (mobj_t *)
+ P_GivePower(master->player, pw_minotaur);
+ }
+
+ // Make smoke puff
+ P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKE);
+ S_StartSound(actor, SFX_MAULATOR_ACTIVE);
+ }
+}
+
+
+
+//==========================================================================
+// Fog Variables:
+//
+// args[0] Speed (0..10) of fog
+// args[1] Angle of spread (0..128)
+// args[2] Frequency of spawn (1..10)
+// args[3] Lifetime countdown
+// args[4] Boolean: fog moving?
+// special1 Internal: Counter for spawn frequency
+// special2 Internal: Index into floatbob table
+//
+//==========================================================================
+
+void A_FogSpawn(mobj_t * actor)
+{
+ mobj_t *mo = NULL;
+ angle_t delta;
+
+ if (actor->special1-- > 0)
+ return;
+
+ actor->special1 = actor->args[2]; // Reset frequency count
+
+ switch (P_Random() % 3)
+ {
+ case 0:
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHS);
+ break;
+ case 1:
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHM);
+ break;
+ case 2:
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHL);
+ break;
+ }
+
+ if (mo)
+ {
+ delta = actor->args[1];
+ if (delta == 0)
+ delta = 1;
+ mo->angle =
+ actor->angle + (((P_Random() % delta) - (delta >> 1)) << 24);
+ mo->target = actor;
+ if (actor->args[0] < 1)
+ actor->args[0] = 1;
+ mo->args[0] = (P_Random() % (actor->args[0])) + 1; // Random speed
+ mo->args[3] = actor->args[3]; // Set lifetime
+ mo->args[4] = 1; // Set to moving
+ mo->special2 = P_Random() & 63;
+ }
+}
+
+
+void A_FogMove(mobj_t * actor)
+{
+ int speed = actor->args[0] << FRACBITS;
+ angle_t angle;
+ int weaveindex;
+
+ if (!(actor->args[4]))
+ return;
+
+ if (actor->args[3]-- <= 0)
+ {
+ P_SetMobjStateNF(actor, actor->info->deathstate);
+ return;
+ }
+
+ if ((actor->args[3] % 4) == 0)
+ {
+ weaveindex = actor->special2;
+ actor->z += FloatBobOffsets[weaveindex] >> 1;
+ actor->special2 = (weaveindex + 1) & 63;
+ }
+
+ angle = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(speed, finecosine[angle]);
+ actor->momy = FixedMul(speed, finesine[angle]);
+}
+
+//===========================================================================
+//
+// A_PoisonBagInit
+//
+//===========================================================================
+
+void A_PoisonBagInit(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 28 * FRACUNIT,
+ MT_POISONCLOUD);
+ if (!mo)
+ {
+ return;
+ }
+ mo->momx = 1; // missile objects must move to impact other objects
+ mo->special1 = 24 + (P_Random() & 7);
+ mo->special2 = 0;
+ mo->target = actor->target;
+ mo->radius = 20 * FRACUNIT;
+ mo->height = 30 * FRACUNIT;
+ mo->flags &= ~MF_NOCLIP;
+}
+
+//===========================================================================
+//
+// A_PoisonBagCheck
+//
+//===========================================================================
+
+void A_PoisonBagCheck(mobj_t * actor)
+{
+ if (!--actor->special1)
+ {
+ P_SetMobjState(actor, S_POISONCLOUD_X1);
+ }
+ else
+ {
+ return;
+ }
+}
+
+//===========================================================================
+//
+// A_PoisonBagDamage
+//
+//===========================================================================
+
+void A_PoisonBagDamage(mobj_t * actor)
+{
+ int bobIndex;
+
+ extern void A_Explode(mobj_t * actor);
+
+ A_Explode(actor);
+
+ bobIndex = actor->special2;
+ actor->z += FloatBobOffsets[bobIndex] >> 4;
+ actor->special2 = (bobIndex + 1) & 63;
+}
+
+//===========================================================================
+//
+// A_PoisonShroom
+//
+//===========================================================================
+
+void A_PoisonShroom(mobj_t * actor)
+{
+ actor->tics = 128 + (P_Random() << 1);
+}
+
+//===========================================================================
+//
+// A_CheckThrowBomb
+//
+//===========================================================================
+
+void A_CheckThrowBomb(mobj_t * actor)
+{
+ if (abs(actor->momx) < 1.5 * FRACUNIT && abs(actor->momy) < 1.5 * FRACUNIT
+ && actor->momz < 2 * FRACUNIT
+ && actor->state == &states[S_THROWINGBOMB6])
+ {
+ P_SetMobjState(actor, S_THROWINGBOMB7);
+ actor->z = actor->floorz;
+ actor->momz = 0;
+ actor->flags2 &= ~MF2_FLOORBOUNCE;
+ actor->flags &= ~MF_MISSILE;
+ }
+ if (!--actor->health)
+ {
+ P_SetMobjState(actor, actor->info->deathstate);
+ }
+}
+
+//===========================================================================
+// Quake variables
+//
+// args[0] Intensity on richter scale (2..9)
+// args[1] Duration in tics
+// args[2] Radius for damage
+// args[3] Radius for tremor
+// args[4] TID of map thing for focus of quake
+//
+//===========================================================================
+
+//===========================================================================
+//
+// A_LocalQuake
+//
+//===========================================================================
+
+boolean A_LocalQuake(byte * args, mobj_t * actor)
+{
+ mobj_t *focus, *target;
+ int lastfound = 0;
+ int success = false;
+
+ actor = actor; // suppress warning
+
+ // Find all quake foci
+ do
+ {
+ target = P_FindMobjFromTID(args[4], &lastfound);
+ if (target)
+ {
+ focus = P_SpawnMobj(target->x,
+ target->y, target->z, MT_QUAKE_FOCUS);
+ if (focus)
+ {
+ focus->args[0] = args[0];
+ focus->args[1] = args[1] >> 1; // decremented every 2 tics
+ focus->args[2] = args[2];
+ focus->args[3] = args[3];
+ focus->args[4] = args[4];
+ success = true;
+ }
+ }
+ }
+ while (target != NULL);
+
+ return (success);
+}
+
+
+//===========================================================================
+//
+// A_Quake
+//
+//===========================================================================
+int localQuakeHappening[MAXPLAYERS];
+
+void A_Quake(mobj_t * actor)
+{
+ angle_t an;
+ player_t *player;
+ mobj_t *victim;
+ int richters = actor->args[0];
+ int playnum;
+ fixed_t dist;
+
+ if (actor->args[1]-- > 0)
+ {
+ for (playnum = 0; playnum < MAXPLAYERS; playnum++)
+ {
+ player = &players[playnum];
+ if (!playeringame[playnum])
+ continue;
+
+ victim = player->mo;
+ dist = P_AproxDistance(actor->x - victim->x,
+ actor->y - victim->y) >> (FRACBITS + 6);
+ // Tested in tile units (64 pixels)
+ if (dist < actor->args[3]) // In tremor radius
+ {
+ localQuakeHappening[playnum] = richters;
+ }
+ // Check if in damage radius
+ if ((dist < actor->args[2]) && (victim->z <= victim->floorz))
+ {
+ if (P_Random() < 50)
+ {
+ P_DamageMobj(victim, NULL, NULL, HITDICE(1));
+ }
+ // Thrust player around
+ an = victim->angle + ANG1 * P_Random();
+ P_ThrustMobj(victim, an, richters << (FRACBITS - 1));
+ }
+ }
+ }
+ else
+ {
+ for (playnum = 0; playnum < MAXPLAYERS; playnum++)
+ {
+ localQuakeHappening[playnum] = false;
+ }
+ P_SetMobjState(actor, S_NULL);
+ }
+}
+
+
+
+
+//===========================================================================
+//
+// Teleport other stuff
+//
+//===========================================================================
+
+#define TELEPORT_LIFE 1
+
+void A_TeloSpawnA(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX2);
+ if (mo)
+ {
+ mo->special1 = TELEPORT_LIFE; // Lifetime countdown
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+ mo->momx = actor->momx >> 1;
+ mo->momy = actor->momy >> 1;
+ mo->momz = actor->momz >> 1;
+ }
+}
+
+void A_TeloSpawnB(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX3);
+ if (mo)
+ {
+ mo->special1 = TELEPORT_LIFE; // Lifetime countdown
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+ mo->momx = actor->momx >> 1;
+ mo->momy = actor->momy >> 1;
+ mo->momz = actor->momz >> 1;
+ }
+}
+
+void A_TeloSpawnC(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX4);
+ if (mo)
+ {
+ mo->special1 = TELEPORT_LIFE; // Lifetime countdown
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+ mo->momx = actor->momx >> 1;
+ mo->momy = actor->momy >> 1;
+ mo->momz = actor->momz >> 1;
+ }
+}
+
+void A_TeloSpawnD(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX5);
+ if (mo)
+ {
+ mo->special1 = TELEPORT_LIFE; // Lifetime countdown
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+ mo->momx = actor->momx >> 1;
+ mo->momy = actor->momy >> 1;
+ mo->momz = actor->momz >> 1;
+ }
+}
+
+void A_CheckTeleRing(mobj_t * actor)
+{
+ if (actor->special1-- <= 0)
+ {
+ P_SetMobjState(actor, actor->info->deathstate);
+ }
+}
+
+
+
+
+// Dirt stuff
+
+void P_SpawnDirt(mobj_t * actor, fixed_t radius)
+{
+ fixed_t x, y, z;
+ int dtype = 0;
+ mobj_t *mo;
+ angle_t angle;
+
+ angle = P_Random() << 5; // <<24 >>19
+ x = actor->x + FixedMul(radius, finecosine[angle]);
+ y = actor->y + FixedMul(radius, finesine[angle]);
+// x = actor->x + ((P_Random()-P_Random())%radius)<<FRACBITS;
+// y = actor->y + ((P_Random()-P_Random()<<FRACBITS)%radius);
+ z = actor->z + (P_Random() << 9) + FRACUNIT;
+ switch (P_Random() % 6)
+ {
+ case 0:
+ dtype = MT_DIRT1;
+ break;
+ case 1:
+ dtype = MT_DIRT2;
+ break;
+ case 2:
+ dtype = MT_DIRT3;
+ break;
+ case 3:
+ dtype = MT_DIRT4;
+ break;
+ case 4:
+ dtype = MT_DIRT5;
+ break;
+ case 5:
+ dtype = MT_DIRT6;
+ break;
+ }
+ mo = P_SpawnMobj(x, y, z, dtype);
+ if (mo)
+ {
+ mo->momz = P_Random() << 10;
+ }
+}
+
+
+
+
+//===========================================================================
+//
+// Thrust floor stuff
+//
+// Thrust Spike Variables
+// special1 pointer to dirt clump mobj
+// special2 speed of raise
+// args[0] 0 = lowered, 1 = raised
+// args[1] 0 = normal, 1 = bloody
+//===========================================================================
+
+void A_ThrustInitUp(mobj_t * actor)
+{
+ actor->special2 = 5; // Raise speed
+ actor->args[0] = 1; // Mark as up
+ actor->floorclip = 0;
+ actor->flags = MF_SOLID;
+ actor->flags2 = MF2_NOTELEPORT | MF2_FLOORCLIP;
+ actor->special1 = 0L;
+}
+
+void A_ThrustInitDn(mobj_t * actor)
+{
+ mobj_t *mo;
+ actor->special2 = 5; // Raise speed
+ actor->args[0] = 0; // Mark as down
+ actor->floorclip = actor->info->height;
+ actor->flags = 0;
+ actor->flags2 = MF2_NOTELEPORT | MF2_FLOORCLIP | MF2_DONTDRAW;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_DIRTCLUMP);
+ actor->special1 = (int) mo;
+}
+
+
+void A_ThrustRaise(mobj_t * actor)
+{
+ if (A_RaiseMobj(actor))
+ { // Reached it's target height
+ actor->args[0] = 1;
+ if (actor->args[1])
+ P_SetMobjStateNF(actor, S_BTHRUSTINIT2_1);
+ else
+ P_SetMobjStateNF(actor, S_THRUSTINIT2_1);
+ }
+
+ // Lose the dirt clump
+ if ((actor->floorclip < actor->height) && actor->special1)
+ {
+ P_RemoveMobj((mobj_t *) actor->special1);
+ actor->special1 = 0;
+ }
+
+ // Spawn some dirt
+ if (P_Random() < 40)
+ P_SpawnDirt(actor, actor->radius);
+ actor->special2++; // Increase raise speed
+}
+
+void A_ThrustLower(mobj_t * actor)
+{
+ if (A_SinkMobj(actor))
+ {
+ actor->args[0] = 0;
+ if (actor->args[1])
+ P_SetMobjStateNF(actor, S_BTHRUSTINIT1_1);
+ else
+ P_SetMobjStateNF(actor, S_THRUSTINIT1_1);
+ }
+}
+
+void A_ThrustBlock(mobj_t * actor)
+{
+ actor->flags |= MF_SOLID;
+}
+
+void A_ThrustImpale(mobj_t * actor)
+{
+ // Impale all shootables in radius
+ PIT_ThrustSpike(actor);
+}
+
+//===========================================================================
+//
+// A_SoAExplode - Suit of Armor Explode
+//
+//===========================================================================
+
+void A_SoAExplode(mobj_t * actor)
+{
+ mobj_t *mo;
+ int i;
+
+ for (i = 0; i < 10; i++)
+ {
+ mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
+ actor->y + ((P_Random() - 128) << 12),
+ actor->z + (P_Random() * actor->height / 256),
+ MT_ZARMORCHUNK);
+ P_SetMobjState(mo, mo->info->spawnstate + i);
+ if (mo)
+ {
+ mo->momz = ((P_Random() & 7) + 5) * FRACUNIT;
+ mo->momx = (P_Random() - P_Random()) << (FRACBITS - 6);
+ mo->momy = (P_Random() - P_Random()) << (FRACBITS - 6);
+ }
+ }
+ if (actor->args[0])
+ { // Spawn an item
+ if (!nomonsters
+ || !(mobjinfo[TranslateThingType[actor->args[0]]].
+ flags & MF_COUNTKILL))
+ { // Only spawn monsters if not -nomonsters
+ P_SpawnMobj(actor->x, actor->y, actor->z,
+ TranslateThingType[actor->args[0]]);
+ }
+ }
+ S_StartSound(mo, SFX_SUITOFARMOR_BREAK);
+ P_RemoveMobj(actor);
+}
+
+//===========================================================================
+//
+// A_BellReset1
+//
+//===========================================================================
+
+void A_BellReset1(mobj_t * actor)
+{
+ actor->flags |= MF_NOGRAVITY;
+ actor->height <<= 2;
+}
+
+//===========================================================================
+//
+// A_BellReset2
+//
+//===========================================================================
+
+void A_BellReset2(mobj_t * actor)
+{
+ actor->flags |= MF_SHOOTABLE;
+ actor->flags &= ~MF_CORPSE;
+ actor->health = 5;
+}
+
+
+//===========================================================================
+//
+// A_FlameCheck
+//
+//===========================================================================
+
+void A_FlameCheck(mobj_t * actor)
+{
+ if (!actor->args[0]--) // Called every 8 tics
+ {
+ P_SetMobjState(actor, S_NULL);
+ }
+}
+
+
+//===========================================================================
+// Bat Spawner Variables
+// special1 frequency counter
+// special2
+// args[0] frequency of spawn (1=fastest, 10=slowest)
+// args[1] spread angle (0..255)
+// args[2]
+// args[3] duration of bats (in octics)
+// args[4] turn amount per move (in degrees)
+//
+// Bat Variables
+// special2 lifetime counter
+// args[4] turn amount per move (in degrees)
+//===========================================================================
+
+void A_BatSpawnInit(mobj_t * actor)
+{
+ actor->special1 = 0; // Frequency count
+}
+
+void A_BatSpawn(mobj_t * actor)
+{
+ mobj_t *mo;
+ int delta;
+ angle_t angle;
+
+ // Countdown until next spawn
+ if (actor->special1-- > 0)
+ return;
+ actor->special1 = actor->args[0]; // Reset frequency count
+
+ delta = actor->args[1];
+ if (delta == 0)
+ delta = 1;
+ angle = actor->angle + (((P_Random() % delta) - (delta >> 1)) << 24);
+ mo = P_SpawnMissileAngle(actor, MT_BAT, angle, 0);
+ if (mo)
+ {
+ mo->args[0] = P_Random() & 63; // floatbob index
+ mo->args[4] = actor->args[4]; // turn degrees
+ mo->special2 = actor->args[3] << 3; // Set lifetime
+ mo->target = actor;
+ }
+}
+
+
+void A_BatMove(mobj_t * actor)
+{
+ angle_t newangle;
+ fixed_t speed;
+
+ if (actor->special2 < 0)
+ {
+ P_SetMobjState(actor, actor->info->deathstate);
+ }
+ actor->special2 -= 2; // Called every 2 tics
+
+ if (P_Random() < 128)
+ {
+ newangle = actor->angle + ANG1 * actor->args[4];
+ }
+ else
+ {
+ newangle = actor->angle - ANG1 * actor->args[4];
+ }
+
+ // Adjust momentum vector to new direction
+ newangle >>= ANGLETOFINESHIFT;
+ speed = FixedMul(actor->info->speed, P_Random() << 10);
+ actor->momx = FixedMul(speed, finecosine[newangle]);
+ actor->momy = FixedMul(speed, finesine[newangle]);
+
+ if (P_Random() < 15)
+ S_StartSound(actor, SFX_BAT_SCREAM);
+
+ // Handle Z movement
+ actor->z = actor->target->z + 2 * FloatBobOffsets[actor->args[0]];
+ actor->args[0] = (actor->args[0] + 3) & 63;
+}
+
+//===========================================================================
+//
+// A_TreeDeath
+//
+//===========================================================================
+
+void A_TreeDeath(mobj_t * actor)
+{
+ if (!(actor->flags2 & MF2_FIREDAMAGE))
+ {
+ actor->height <<= 2;
+ actor->flags |= MF_SHOOTABLE;
+ actor->flags &= ~(MF_CORPSE + MF_DROPOFF);
+ actor->health = 35;
+ return;
+ }
+ else
+ {
+ P_SetMobjState(actor, actor->info->meleestate);
+ }
+}
+
+//===========================================================================
+//
+// A_NoGravity
+//
+//===========================================================================
+
+void A_NoGravity(mobj_t * actor)
+{
+ actor->flags |= MF_NOGRAVITY;
+}
diff --git a/src/hexen/am_data.h b/src/hexen/am_data.h
new file mode 100644
index 00000000..a4cb47f3
--- /dev/null
+++ b/src/hexen/am_data.h
@@ -0,0 +1,117 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __AMDATA_H__
+#define __AMDATA_H__
+
+// a line drawing of the player pointing right, starting from the middle.
+
+#define R ((8*PLAYERRADIUS)/7)
+
+mline_t player_arrow[] = {
+ { { -R+R/4, 0 }, { 0, 0} }, // center line.
+ { { -R+R/4, R/8 }, { R, 0} }, // blade
+ { { -R+R/4, -R/8 }, { R, 0 } },
+ { { -R+R/4, -R/4 }, { -R+R/4, R/4 } }, // crosspiece
+ { { -R+R/8, -R/4 }, { -R+R/8, R/4 } },
+ { { -R+R/8, -R/4 }, { -R+R/4, -R/4} }, //crosspiece connectors
+ { { -R+R/8, R/4 }, { -R+R/4, R/4} },
+ { { -R-R/4, R/8 }, { -R-R/4, -R/8 } }, //pommel
+ { { -R-R/4, R/8 }, { -R+R/8, R/8 } },
+ { { -R-R/4, -R/8}, { -R+R/8, -R/8 } }
+ };
+
+/*
+mline_t keysquare[] = {
+ { { 0, 0 }, { R/4, -R/2 } },
+ { { R/4, -R/2 }, { R/2, -R/2 } },
+ { { R/2, -R/2 }, { R/2, R/2 } },
+ { { R/2, R/2 }, { R/4, R/2 } },
+ { { R/4, R/2 }, { 0, 0 } }, // handle part type thing
+ { { 0, 0 }, { -R, 0 } }, // stem
+ { { -R, 0 }, { -R, -R/2 } }, // end lockpick part
+ { { -3*R/4, 0 }, { -3*R/4, -R/4 } }
+ };
+*/
+
+/*mline_t player_arrow[] = {
+ { { -R+R/8, 0 }, { R, 0 } }, // -----
+ { { R, 0 }, { R-R/2, R/4 } }, // ----->
+ { { R, 0 }, { R-R/2, -R/4 } },
+ { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
+ { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
+ { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
+ { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
+ };
+*/
+#undef R
+#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
+#define NUMKEYSQUARELINES (sizeof(keysquare)/sizeof(mline_t))
+
+/*
+#define R ((8*PLAYERRADIUS)/7)
+mline_t cheat_player_arrow[] = {
+ { { -R+R/8, 0 }, { R, 0 } }, // -----
+ { { R, 0 }, { R-R/2, R/6 } }, // ----->
+ { { R, 0 }, { R-R/2, -R/6 } },
+ { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
+ { { -R+R/8, 0 }, { -R-R/8, -R/6 } },
+ { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
+ { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
+ { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
+ { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
+ { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
+ { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
+ { { -R/6, -R/6 }, { 0, -R/6 } },
+ { { 0, -R/6 }, { 0, R/4 } },
+ { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
+ { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
+ { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
+ };
+#undef R
+#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
+*/
+
+
+/*
+#define R (FRACUNIT)
+mline_t triangle_guy[] = {
+ { { -.867*R, -.5*R }, { .867*R, -.5*R } },
+ { { .867*R, -.5*R } , { 0, R } },
+ { { 0, R }, { -.867*R, -.5*R } }
+ };
+#undef R
+#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
+*/
+
+#define R (FRACUNIT)
+mline_t thintriangle_guy[] = {
+ { { (fixed_t)(-.5*R), (fixed_t)(-.7*R) }, { (fixed_t)(R ), (fixed_t)(0 ) } },
+ { { (fixed_t)(R ), (fixed_t)(0 ) }, { (fixed_t)(-.5*R), (fixed_t)(.7*R ) } },
+ { { (fixed_t)(-.5*R), (fixed_t)(.7*R ) }, { (fixed_t)(-.5*R), (fixed_t)(-.7*R) } }
+ };
+#undef R
+#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
+
+#endif
diff --git a/src/hexen/am_map.c b/src/hexen/am_map.c
new file mode 100644
index 00000000..458ee449
--- /dev/null
+++ b/src/hexen/am_map.c
@@ -0,0 +1,1524 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+
+#include "h2def.h"
+#include "doomkeys.h"
+#include "i_video.h"
+#include "i_swap.h"
+#include "m_controls.h"
+#include "p_local.h"
+#include "am_map.h"
+#include "am_data.h"
+#include "v_video.h"
+
+#define NUMALIAS 3 // Number of antialiased lines.
+
+int cheating = 0;
+static int grid = 0;
+
+static int leveljuststarted = 1; // kluge until AM_LevelInit() is called
+
+boolean automapactive = false;
+static int finit_width = SCREENWIDTH;
+static int finit_height = SCREENHEIGHT - SBARHEIGHT - 3;
+static int f_x, f_y; // location of window on screen
+static int f_w, f_h; // size of window on screen
+static int lightlev; // used for funky strobing effect
+static byte *fb; // pseudo-frame buffer
+static int amclock;
+
+static mpoint_t m_paninc; // how far the window pans each tic (map coords)
+static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
+static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
+
+static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
+static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
+
+// width/height of window on map (map coords)
+static fixed_t m_w, m_h;
+static fixed_t min_x, min_y; // based on level size
+static fixed_t max_x, max_y; // based on level size
+static fixed_t max_w, max_h; // max_x-min_x, max_y-min_y
+static fixed_t min_w, min_h; // based on player size
+static fixed_t min_scale_mtof; // used to tell when to stop zooming out
+static fixed_t max_scale_mtof; // used to tell when to stop zooming in
+
+// old stuff for recovery later
+static fixed_t old_m_w, old_m_h;
+static fixed_t old_m_x, old_m_y;
+
+// old location used by the Follower routine
+static mpoint_t f_oldloc;
+
+// used by MTOF to scale from map-to-frame-buffer coords
+static fixed_t scale_mtof = INITSCALEMTOF;
+// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
+static fixed_t scale_ftom;
+
+static player_t *plr; // the player represented by an arrow
+static vertex_t oldplr;
+
+//static patch_t *marknums[10]; // numbers used for marking by the automap
+//static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
+//static int markpointnum = 0; // next point to be assigned
+
+static int followplayer = 1; // specifies whether to follow the player around
+
+static char cheat_kills[] = { 'k', 'i', 'l', 'l', 's' };
+static boolean ShowKills = 0;
+static unsigned ShowKillsCount = 0;
+
+extern boolean viewactive;
+
+static byte antialias[NUMALIAS][8] = {
+ {83, 84, 85, 86, 87, 88, 89, 90},
+ {96, 96, 95, 94, 93, 92, 91, 90},
+ {107, 108, 109, 110, 111, 112, 89, 90}
+};
+
+/*
+static byte *aliasmax[NUMALIAS] = {
+ &antialias[0][7], &antialias[1][7], &antialias[2][7]
+};*/
+
+static byte *maplump; // pointer to the raw data for the automap background.
+static short mapystart = 0; // y-value for the start of the map bitmap...used in
+ //the parallax stuff.
+static short mapxstart = 0; //x-value for the bitmap.
+
+//byte screens[][SCREENWIDTH*SCREENHEIGHT];
+//void V_MarkRect (int x, int y, int width, int height);
+
+// Functions
+
+void DrawWuLine(int X0, int Y0, int X1, int Y1, byte * BaseColor,
+ int NumLevels, unsigned short IntensityBits);
+
+void AM_DrawDeathmatchStats(void);
+static void DrawWorldTimer(void);
+
+// Calculates the slope and slope according to the x-axis of a line
+// segment in map coordinates (with the upright y-axis n' all) so
+// that it can be used with the brain-dead drawing stuff.
+
+// Ripped out for Heretic
+/*
+void AM_getIslope(mline_t *ml, islope_t *is)
+{
+ int dx, dy;
+
+ dy = ml->a.y - ml->b.y;
+ dx = ml->b.x - ml->a.x;
+ if (!dy) is->islp = (dx<0?-INT_MAX:INT_MAX);
+ else is->islp = FixedDiv(dx, dy);
+ if (!dx) is->slp = (dy<0?-INT_MAX:INT_MAX);
+ else is->slp = FixedDiv(dy, dx);
+}
+*/
+
+void AM_activateNewScale(void)
+{
+ m_x += m_w / 2;
+ m_y += m_h / 2;
+ m_w = FTOM(f_w);
+ m_h = FTOM(f_h);
+ m_x -= m_w / 2;
+ m_y -= m_h / 2;
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+}
+
+void AM_saveScaleAndLoc(void)
+{
+ old_m_x = m_x;
+ old_m_y = m_y;
+ old_m_w = m_w;
+ old_m_h = m_h;
+}
+
+void AM_restoreScaleAndLoc(void)
+{
+
+ m_w = old_m_w;
+ m_h = old_m_h;
+ if (!followplayer)
+ {
+ m_x = old_m_x;
+ m_y = old_m_y;
+ }
+ else
+ {
+ m_x = plr->mo->x - m_w / 2;
+ m_y = plr->mo->y - m_h / 2;
+ }
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+
+ // Change the scaling multipliers
+ scale_mtof = FixedDiv(f_w << FRACBITS, m_w);
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+// adds a marker at the current location
+
+/*
+void AM_addMark(void)
+{
+ markpoints[markpointnum].x = m_x + m_w/2;
+ markpoints[markpointnum].y = m_y + m_h/2;
+ markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;
+
+}
+*/
+void AM_findMinMaxBoundaries(void)
+{
+ int i;
+ fixed_t a, b;
+
+ min_x = min_y = INT_MAX;
+ max_x = max_y = -INT_MAX;
+ for (i = 0; i < numvertexes; i++)
+ {
+ if (vertexes[i].x < min_x)
+ min_x = vertexes[i].x;
+ else if (vertexes[i].x > max_x)
+ max_x = vertexes[i].x;
+ if (vertexes[i].y < min_y)
+ min_y = vertexes[i].y;
+ else if (vertexes[i].y > max_y)
+ max_y = vertexes[i].y;
+ }
+ max_w = max_x - min_x;
+ max_h = max_y - min_y;
+ min_w = 2 * PLAYERRADIUS;
+ min_h = 2 * PLAYERRADIUS;
+
+ a = FixedDiv(f_w << FRACBITS, max_w);
+ b = FixedDiv(f_h << FRACBITS, max_h);
+ min_scale_mtof = a < b ? a : b;
+
+ max_scale_mtof = FixedDiv(f_h << FRACBITS, 2 * PLAYERRADIUS);
+
+}
+
+void AM_changeWindowLoc(void)
+{
+ if (m_paninc.x || m_paninc.y)
+ {
+ followplayer = 0;
+ f_oldloc.x = INT_MAX;
+ }
+
+ m_x += m_paninc.x;
+ m_y += m_paninc.y;
+
+ if (m_x + m_w / 2 > max_x)
+ {
+ m_x = max_x - m_w / 2;
+ m_paninc.x = 0;
+ }
+ else if (m_x + m_w / 2 < min_x)
+ {
+ m_x = min_x - m_w / 2;
+ m_paninc.x = 0;
+ }
+ if (m_y + m_h / 2 > max_y)
+ {
+ m_y = max_y - m_h / 2;
+ m_paninc.y = 0;
+ }
+ else if (m_y + m_h / 2 < min_y)
+ {
+ m_y = min_y - m_h / 2;
+ m_paninc.y = 0;
+ }
+/*
+ mapxstart += MTOF(m_paninc.x+FRACUNIT/2);
+ mapystart -= MTOF(m_paninc.y+FRACUNIT/2);
+ if(mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ if(mapxstart < 0)
+ mapxstart += finit_width;
+ if(mapystart >= finit_height)
+ mapystart -= finit_height;
+ if(mapystart < 0)
+ mapystart += finit_height;
+*/
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+}
+
+void AM_initVariables(void)
+{
+ int pnum;
+ thinker_t *think;
+ mobj_t *mo;
+
+ //static event_t st_notify = { ev_keyup, AM_MSGENTERED };
+
+ automapactive = true;
+ fb = I_VideoBuffer;
+
+ f_oldloc.x = INT_MAX;
+ amclock = 0;
+ lightlev = 0;
+
+ m_paninc.x = m_paninc.y = 0;
+ ftom_zoommul = FRACUNIT;
+ mtof_zoommul = FRACUNIT;
+
+ m_w = FTOM(f_w);
+ m_h = FTOM(f_h);
+
+ // find player to center on initially
+ if (!playeringame[pnum = consoleplayer])
+ for (pnum = 0; pnum < MAXPLAYERS; pnum++)
+ if (playeringame[pnum])
+ break;
+ plr = &players[pnum];
+ oldplr.x = plr->mo->x;
+ oldplr.y = plr->mo->y;
+ m_x = plr->mo->x - m_w / 2;
+ m_y = plr->mo->y - m_h / 2;
+ AM_changeWindowLoc();
+
+ // for saving & restoring
+ old_m_x = m_x;
+ old_m_y = m_y;
+ old_m_w = m_w;
+ old_m_h = m_h;
+
+ // load in the location of keys, if in baby mode
+
+// memset(KeyPoints, 0, sizeof(vertex_t)*3);
+ if (gameskill == sk_baby)
+ {
+ for (think = thinkercap.next; think != &thinkercap;
+ think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { //not a mobj
+ continue;
+ }
+ mo = (mobj_t *) think;
+ }
+ }
+
+ // inform the status bar of the change
+//c ST_Responder(&st_notify);
+}
+
+void AM_loadPics(void)
+{
+ maplump = W_CacheLumpName("AUTOPAGE", PU_STATIC);
+}
+
+
+/*
+void AM_clearMarks(void)
+{
+ int i;
+ for (i=0;i<AM_NUMMARKPOINTS;i++) markpoints[i].x = -1; // means empty
+ markpointnum = 0;
+}
+*/
+
+// should be called at the start of every level
+// right now, i figure it out myself
+
+void AM_LevelInit(void)
+{
+ leveljuststarted = 0;
+
+ f_x = f_y = 0;
+ f_w = finit_width;
+ f_h = finit_height;
+ mapxstart = mapystart = 0;
+
+
+// AM_clearMarks();
+
+ AM_findMinMaxBoundaries();
+ scale_mtof = FixedDiv(min_scale_mtof, (int) (0.7 * FRACUNIT));
+ if (scale_mtof > max_scale_mtof)
+ scale_mtof = min_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+static boolean stopped = true;
+
+void AM_Stop(void)
+{
+ //static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED };
+
+// AM_unloadPics();
+ automapactive = false;
+// ST_Responder(&st_notify);
+ stopped = true;
+ BorderNeedRefresh = true;
+}
+
+void AM_Start(void)
+{
+ static int lastlevel = -1, lastepisode = -1;
+
+ if (!stopped)
+ AM_Stop();
+ stopped = false;
+ if (gamestate != GS_LEVEL)
+ {
+ return; // don't show automap if we aren't in a game!
+ }
+ if (lastlevel != gamemap || lastepisode != gameepisode)
+ {
+ AM_LevelInit();
+ lastlevel = gamemap;
+ lastepisode = gameepisode;
+ }
+ AM_initVariables();
+ AM_loadPics();
+}
+
+// set the window scale to the maximum size
+
+void AM_minOutWindowScale(void)
+{
+ scale_mtof = min_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+ AM_activateNewScale();
+}
+
+// set the window scale to the minimum size
+
+void AM_maxOutWindowScale(void)
+{
+ scale_mtof = max_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+ AM_activateNewScale();
+}
+
+boolean AM_Responder(event_t * ev)
+{
+ int rc;
+ int key;
+ static int cheatstate = 0;
+ static int bigstate = 0;
+
+ key = ev->data1;
+
+ rc = false;
+ if (!automapactive)
+ {
+ if (ev->type == ev_keydown && key == key_map_toggle
+ && gamestate == GS_LEVEL)
+ {
+ AM_Start();
+ SB_state = -1;
+ viewactive = false;
+ rc = true;
+ }
+ }
+ else if (ev->type == ev_keydown)
+ {
+ rc = true;
+
+ if (key == key_map_east) // pan right
+ {
+ if (!followplayer)
+ m_paninc.x = FTOM(F_PANINC);
+ else
+ rc = false;
+ }
+ else if (key == key_map_west) // pan left
+ {
+ if (!followplayer)
+ m_paninc.x = -FTOM(F_PANINC);
+ else
+ rc = false;
+ }
+ else if (key == key_map_north) // pan up
+ {
+ if (!followplayer)
+ m_paninc.y = FTOM(F_PANINC);
+ else
+ rc = false;
+ }
+ else if (key == key_map_south) // pan down
+ {
+ if (!followplayer)
+ m_paninc.y = -FTOM(F_PANINC);
+ else
+ rc = false;
+ }
+ else if (key == key_map_zoomout) // zoom out
+ {
+ mtof_zoommul = M_ZOOMOUT;
+ ftom_zoommul = M_ZOOMIN;
+ }
+ else if (key == key_map_zoomin) // zoom in
+ {
+ mtof_zoommul = M_ZOOMIN;
+ ftom_zoommul = M_ZOOMOUT;
+ }
+ else if (key == key_map_toggle)
+ {
+ bigstate = 0;
+ viewactive = true;
+ AM_Stop();
+ SB_state = -1;
+ }
+ else if (key == key_map_maxzoom)
+ {
+ bigstate = !bigstate;
+ if (bigstate)
+ {
+ AM_saveScaleAndLoc();
+ AM_minOutWindowScale();
+ }
+ else
+ AM_restoreScaleAndLoc();
+ }
+ else if (key == key_map_follow)
+ {
+ followplayer = !followplayer;
+ f_oldloc.x = INT_MAX;
+ P_SetMessage(plr,
+ followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF,
+ true);
+ }
+ else
+ {
+ cheatstate = 0;
+ rc = false;
+ }
+
+ if (cheat_kills[ShowKillsCount] == ev->data1 && netgame && deathmatch)
+ {
+ ShowKillsCount++;
+ if (ShowKillsCount == 5)
+ {
+ ShowKillsCount = 0;
+ rc = false;
+ ShowKills ^= 1;
+ }
+ }
+ else
+ {
+ ShowKillsCount = 0;
+ }
+ }
+ else if (ev->type == ev_keyup)
+ {
+ rc = false;
+
+ if (key == key_map_east)
+ {
+ if (!followplayer)
+ m_paninc.x = 0;
+ }
+ else if (key == key_map_west)
+ {
+ if (!followplayer)
+ m_paninc.x = 0;
+ }
+ else if (key == key_map_north)
+ {
+ if (!followplayer)
+ m_paninc.y = 0;
+ }
+ else if (key == key_map_south)
+ {
+ if (!followplayer)
+ m_paninc.y = 0;
+ }
+ else if (key == key_map_zoomin || key == key_map_zoomout)
+ {
+ mtof_zoommul = FRACUNIT;
+ ftom_zoommul = FRACUNIT;
+ }
+ }
+ return rc;
+}
+
+void AM_changeWindowScale(void)
+{
+
+ // Change the scaling multipliers
+ scale_mtof = FixedMul(scale_mtof, mtof_zoommul);
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+
+ if (scale_mtof < min_scale_mtof)
+ AM_minOutWindowScale();
+ else if (scale_mtof > max_scale_mtof)
+ AM_maxOutWindowScale();
+ else
+ AM_activateNewScale();
+}
+
+void AM_doFollowPlayer(void)
+{
+ if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y)
+ {
+// m_x = FTOM(MTOF(plr->mo->x - m_w/2));
+// m_y = FTOM(MTOF(plr->mo->y - m_h/2));
+// m_x = plr->mo->x - m_w/2;
+// m_y = plr->mo->y - m_h/2;
+ m_x = FTOM(MTOF(plr->mo->x)) - m_w / 2;
+ m_y = FTOM(MTOF(plr->mo->y)) - m_h / 2;
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+
+ // do the parallax parchment scrolling.
+/*
+ dmapx = (MTOF(plr->mo->x)-MTOF(f_oldloc.x)); //fixed point
+ dmapy = (MTOF(f_oldloc.y)-MTOF(plr->mo->y));
+
+ if(f_oldloc.x == INT_MAX) //to eliminate an error when the user first
+ dmapx=0; //goes into the automap.
+ mapxstart += dmapx;
+ mapystart += dmapy;
+
+ while(mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ while(mapxstart < 0)
+ mapxstart += finit_width;
+ while(mapystart >= finit_height)
+ mapystart -= finit_height;
+ while(mapystart < 0)
+ mapystart += finit_height;
+*/
+ f_oldloc.x = plr->mo->x;
+ f_oldloc.y = plr->mo->y;
+ }
+}
+
+// Ripped out for Heretic
+/*
+void AM_updateLightLev(void)
+{
+ static nexttic = 0;
+//static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 };
+ static int litelevels[] = { 0, 4, 7, 10, 12, 14, 15, 15 };
+ static int litelevelscnt = 0;
+
+ // Change light level
+ if (amclock>nexttic)
+ {
+ lightlev = litelevels[litelevelscnt++];
+ if (litelevelscnt == sizeof(litelevels)/sizeof(int)) litelevelscnt = 0;
+ nexttic = amclock + 6 - (amclock % 6);
+ }
+}
+*/
+
+void AM_Ticker(void)
+{
+
+ if (!automapactive)
+ return;
+
+ amclock++;
+
+ if (followplayer)
+ AM_doFollowPlayer();
+
+ // Change the zoom if necessary
+ if (ftom_zoommul != FRACUNIT)
+ AM_changeWindowScale();
+
+ // Change x,y location
+ if (m_paninc.x || m_paninc.y)
+ AM_changeWindowLoc();
+ // Update light level
+// AM_updateLightLev();
+
+}
+
+void AM_clearFB(int color)
+{
+ int i, j;
+ int dmapx;
+ int dmapy;
+
+ if (followplayer)
+ {
+ dmapx = (MTOF(plr->mo->x) - MTOF(oldplr.x)); //fixed point
+ dmapy = (MTOF(oldplr.y) - MTOF(plr->mo->y));
+
+ oldplr.x = plr->mo->x;
+ oldplr.y = plr->mo->y;
+// if(f_oldloc.x == INT_MAX) //to eliminate an error when the user first
+// dmapx=0; //goes into the automap.
+ mapxstart += dmapx >> 1;
+ mapystart += dmapy >> 1;
+
+ while (mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ while (mapxstart < 0)
+ mapxstart += finit_width;
+ while (mapystart >= finit_height)
+ mapystart -= finit_height;
+ while (mapystart < 0)
+ mapystart += finit_height;
+ }
+ else
+ {
+ mapxstart += (MTOF(m_paninc.x) >> 1);
+ mapystart -= (MTOF(m_paninc.y) >> 1);
+ if (mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ if (mapxstart < 0)
+ mapxstart += finit_width;
+ if (mapystart >= finit_height)
+ mapystart -= finit_height;
+ if (mapystart < 0)
+ mapystart += finit_height;
+ }
+
+ //blit the automap background to the screen.
+ j = mapystart * finit_width;
+ for (i = 0; i < SCREENHEIGHT - SBARHEIGHT; i++)
+ {
+ memcpy(I_VideoBuffer + i * finit_width, maplump + j + mapxstart,
+ finit_width - mapxstart);
+ memcpy(I_VideoBuffer + i * finit_width + finit_width - mapxstart,
+ maplump + j, mapxstart);
+ j += finit_width;
+ if (j >= finit_height * finit_width)
+ j = 0;
+ }
+
+// memcpy(I_VideoBuffer, maplump, finit_width*finit_height);
+// memset(fb, color, f_w*f_h);
+}
+
+// Based on Cohen-Sutherland clipping algorithm but with a slightly
+// faster reject and precalculated slopes. If I need the speed, will
+// hash algorithm to the common cases.
+
+boolean AM_clipMline(mline_t * ml, fline_t * fl)
+{
+ enum
+ { LEFT = 1, RIGHT = 2, BOTTOM = 4, TOP = 8 };
+ int outcode1 = 0, outcode2 = 0, outside;
+ fpoint_t tmp = { 0, 0 };
+ int dx, dy;
+
+#define DOOUTCODE(oc, mx, my) \
+ (oc) = 0; \
+ if ((my) < 0) (oc) |= TOP; \
+ else if ((my) >= f_h) (oc) |= BOTTOM; \
+ if ((mx) < 0) (oc) |= LEFT; \
+ else if ((mx) >= f_w) (oc) |= RIGHT
+
+ // do trivial rejects and outcodes
+ if (ml->a.y > m_y2)
+ outcode1 = TOP;
+ else if (ml->a.y < m_y)
+ outcode1 = BOTTOM;
+ if (ml->b.y > m_y2)
+ outcode2 = TOP;
+ else if (ml->b.y < m_y)
+ outcode2 = BOTTOM;
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+
+ if (ml->a.x < m_x)
+ outcode1 |= LEFT;
+ else if (ml->a.x > m_x2)
+ outcode1 |= RIGHT;
+ if (ml->b.x < m_x)
+ outcode2 |= LEFT;
+ else if (ml->b.x > m_x2)
+ outcode2 |= RIGHT;
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+
+ // transform to frame-buffer coordinates.
+ fl->a.x = CXMTOF(ml->a.x);
+ fl->a.y = CYMTOF(ml->a.y);
+ fl->b.x = CXMTOF(ml->b.x);
+ fl->b.y = CYMTOF(ml->b.y);
+ DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+ DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+ if (outcode1 & outcode2)
+ return false;
+
+ while (outcode1 | outcode2)
+ {
+ // may be partially inside box
+ // find an outside point
+ if (outcode1)
+ outside = outcode1;
+ else
+ outside = outcode2;
+ // clip to each side
+ if (outside & TOP)
+ {
+ dy = fl->a.y - fl->b.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.x = fl->a.x + (dx * (fl->a.y)) / dy;
+ tmp.y = 0;
+ }
+ else if (outside & BOTTOM)
+ {
+ dy = fl->a.y - fl->b.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.x = fl->a.x + (dx * (fl->a.y - f_h)) / dy;
+ tmp.y = f_h - 1;
+ }
+ else if (outside & RIGHT)
+ {
+ dy = fl->b.y - fl->a.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.y = fl->a.y + (dy * (f_w - 1 - fl->a.x)) / dx;
+ tmp.x = f_w - 1;
+ }
+ else if (outside & LEFT)
+ {
+ dy = fl->b.y - fl->a.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.y = fl->a.y + (dy * (-fl->a.x)) / dx;
+ tmp.x = 0;
+ }
+ if (outside == outcode1)
+ {
+ fl->a = tmp;
+ DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+ }
+ else
+ {
+ fl->b = tmp;
+ DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+ }
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+ }
+
+ return true;
+}
+
+#undef DOOUTCODE
+
+// Classic Bresenham w/ whatever optimizations I need for speed
+
+void AM_drawFline(fline_t * fl, int color)
+{
+ register int x, y, dx, dy, sx, sy, ax, ay, d;
+ //static fuck = 0;
+
+ switch (color)
+ {
+ case WALLCOLORS:
+ DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
+ &antialias[0][0], 8, 3);
+ break;
+ case FDWALLCOLORS:
+ DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
+ &antialias[1][0], 8, 3);
+ break;
+ case CDWALLCOLORS:
+ DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
+ &antialias[2][0], 8, 3);
+ break;
+ default:
+ {
+ // For debugging only
+ if (fl->a.x < 0 || fl->a.x >= f_w
+ || fl->a.y < 0 || fl->a.y >= f_h
+ || fl->b.x < 0 || fl->b.x >= f_w
+ || fl->b.y < 0 || fl->b.y >= f_h)
+ {
+ //fprintf(stderr, "fuck %d \r", fuck++);
+ return;
+ }
+
+#define DOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc) //the MACRO!
+
+ dx = fl->b.x - fl->a.x;
+ ax = 2 * (dx < 0 ? -dx : dx);
+ sx = dx < 0 ? -1 : 1;
+
+ dy = fl->b.y - fl->a.y;
+ ay = 2 * (dy < 0 ? -dy : dy);
+ sy = dy < 0 ? -1 : 1;
+
+ x = fl->a.x;
+ y = fl->a.y;
+
+ if (ax > ay)
+ {
+ d = ay - ax / 2;
+ while (1)
+ {
+ DOT(x, y, color);
+ if (x == fl->b.x)
+ return;
+ if (d >= 0)
+ {
+ y += sy;
+ d -= ax;
+ }
+ x += sx;
+ d += ay;
+ }
+ }
+ else
+ {
+ d = ax - ay / 2;
+ while (1)
+ {
+ DOT(x, y, color);
+ if (y == fl->b.y)
+ return;
+ if (d >= 0)
+ {
+ x += sx;
+ d -= ay;
+ }
+ y += sy;
+ d += ax;
+ }
+ }
+ }
+ }
+}
+
+/* Wu antialiased line drawer.
+ * (X0,Y0),(X1,Y1) = line to draw
+ * BaseColor = color # of first color in block used for antialiasing, the
+ * 100% intensity version of the drawing color
+ * NumLevels = size of color block, with BaseColor+NumLevels-1 being the
+ * 0% intensity version of the drawing color
+ * IntensityBits = log base 2 of NumLevels; the # of bits used to describe
+ * the intensity of the drawing color. 2**IntensityBits==NumLevels
+ */
+void PUTDOT(short xx, short yy, byte * cc, byte * cm)
+{
+ static int oldyy;
+ static int oldyyshifted;
+ byte *oldcc = cc;
+
+ if (xx < 32)
+ cc += 7 - (xx >> 2);
+ else if (xx > (finit_width - 32))
+ cc += 7 - ((finit_width - xx) >> 2);
+// if(cc==oldcc) //make sure that we don't double fade the corners.
+// {
+ if (yy < 32)
+ cc += 7 - (yy >> 2);
+ else if (yy > (finit_height - 32))
+ cc += 7 - ((finit_height - yy) >> 2);
+// }
+ if (cc > cm && cm != NULL)
+ {
+ cc = cm;
+ }
+ else if (cc > oldcc + 6) // don't let the color escape from the fade table...
+ {
+ cc = oldcc + 6;
+ }
+ if (yy == oldyy + 1)
+ {
+ oldyy++;
+ oldyyshifted += 320;
+ }
+ else if (yy == oldyy - 1)
+ {
+ oldyy--;
+ oldyyshifted -= 320;
+ }
+ else if (yy != oldyy)
+ {
+ oldyy = yy;
+ oldyyshifted = yy * 320;
+ }
+ fb[oldyyshifted + xx] = *(cc);
+// fb[(yy)*f_w+(xx)]=*(cc);
+}
+
+void DrawWuLine(int X0, int Y0, int X1, int Y1, byte * BaseColor,
+ int NumLevels, unsigned short IntensityBits)
+{
+ unsigned short IntensityShift, ErrorAdj, ErrorAcc;
+ unsigned short ErrorAccTemp, Weighting, WeightingComplementMask;
+ short DeltaX, DeltaY, Temp, XDir;
+
+ /* Make sure the line runs top to bottom */
+ if (Y0 > Y1)
+ {
+ Temp = Y0;
+ Y0 = Y1;
+ Y1 = Temp;
+ Temp = X0;
+ X0 = X1;
+ X1 = Temp;
+ }
+ /* Draw the initial pixel, which is always exactly intersected by
+ the line and so needs no weighting */
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+
+ if ((DeltaX = X1 - X0) >= 0)
+ {
+ XDir = 1;
+ }
+ else
+ {
+ XDir = -1;
+ DeltaX = -DeltaX; /* make DeltaX positive */
+ }
+ /* Special-case horizontal, vertical, and diagonal lines, which
+ require no weighting because they go right through the center of
+ every pixel */
+ if ((DeltaY = Y1 - Y0) == 0)
+ {
+ /* Horizontal line */
+ while (DeltaX-- != 0)
+ {
+ X0 += XDir;
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+ }
+ return;
+ }
+ if (DeltaX == 0)
+ {
+ /* Vertical line */
+ do
+ {
+ Y0++;
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+ }
+ while (--DeltaY != 0);
+ return;
+ }
+ //diagonal line.
+ if (DeltaX == DeltaY)
+ {
+ do
+ {
+ X0 += XDir;
+ Y0++;
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+ }
+ while (--DeltaY != 0);
+ return;
+ }
+ /* Line is not horizontal, diagonal, or vertical */
+ ErrorAcc = 0; /* initialize the line error accumulator to 0 */
+ /* # of bits by which to shift ErrorAcc to get intensity level */
+ IntensityShift = 16 - IntensityBits;
+ /* Mask used to flip all bits in an intensity weighting, producing the
+ result (1 - intensity weighting) */
+ WeightingComplementMask = NumLevels - 1;
+ /* Is this an X-major or Y-major line? */
+ if (DeltaY > DeltaX)
+ {
+ /* Y-major line; calculate 16-bit fixed-point fractional part of a
+ pixel that X advances each time Y advances 1 pixel, truncating the
+ result so that we won't overrun the endpoint along the X axis */
+ ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY;
+ /* Draw all pixels other than the first and last */
+ while (--DeltaY)
+ {
+ ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */
+ ErrorAcc += ErrorAdj; /* calculate error for next pixel */
+ if (ErrorAcc <= ErrorAccTemp)
+ {
+ /* The error accumulator turned over, so advance the X coord */
+ X0 += XDir;
+ }
+ Y0++; /* Y-major, so always advance Y */
+ /* The IntensityBits most significant bits of ErrorAcc give us the
+ intensity weighting for this pixel, and the complement of the
+ weighting for the paired pixel */
+ Weighting = ErrorAcc >> IntensityShift;
+ PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
+ PUTDOT(X0 + XDir, Y0,
+ &BaseColor[(Weighting ^ WeightingComplementMask)],
+ &BaseColor[7]);
+ }
+ /* Draw the final pixel, which is always exactly intersected by the line
+ and so needs no weighting */
+ PUTDOT(X1, Y1, &BaseColor[0], NULL);
+ return;
+ }
+ /* It's an X-major line; calculate 16-bit fixed-point fractional part of a
+ pixel that Y advances each time X advances 1 pixel, truncating the
+ result to avoid overrunning the endpoint along the X axis */
+ ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX;
+ /* Draw all pixels other than the first and last */
+ while (--DeltaX)
+ {
+ ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */
+ ErrorAcc += ErrorAdj; /* calculate error for next pixel */
+ if (ErrorAcc <= ErrorAccTemp)
+ {
+ /* The error accumulator turned over, so advance the Y coord */
+ Y0++;
+ }
+ X0 += XDir; /* X-major, so always advance X */
+ /* The IntensityBits most significant bits of ErrorAcc give us the
+ intensity weighting for this pixel, and the complement of the
+ weighting for the paired pixel */
+ Weighting = ErrorAcc >> IntensityShift;
+ PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
+ PUTDOT(X0, Y0 + 1,
+ &BaseColor[(Weighting ^ WeightingComplementMask)],
+ &BaseColor[7]);
+
+ }
+ /* Draw the final pixel, which is always exactly intersected by the line
+ and so needs no weighting */
+ PUTDOT(X1, Y1, &BaseColor[0], NULL);
+}
+
+void AM_drawMline(mline_t * ml, int color)
+{
+ static fline_t fl;
+
+ if (AM_clipMline(ml, &fl))
+ AM_drawFline(&fl, color); // draws it on frame buffer using fb coords
+
+}
+
+void AM_drawGrid(int color)
+{
+ fixed_t x, y;
+ fixed_t start, end;
+ mline_t ml;
+
+ // Figure out start of vertical gridlines
+ start = m_x;
+ if ((start - bmaporgx) % (MAPBLOCKUNITS << FRACBITS))
+ start += (MAPBLOCKUNITS << FRACBITS)
+ - ((start - bmaporgx) % (MAPBLOCKUNITS << FRACBITS));
+ end = m_x + m_w;
+
+ // draw vertical gridlines
+ ml.a.y = m_y;
+ ml.b.y = m_y + m_h;
+ for (x = start; x < end; x += (MAPBLOCKUNITS << FRACBITS))
+ {
+ ml.a.x = x;
+ ml.b.x = x;
+ AM_drawMline(&ml, color);
+ }
+
+ // Figure out start of horizontal gridlines
+ start = m_y;
+ if ((start - bmaporgy) % (MAPBLOCKUNITS << FRACBITS))
+ start += (MAPBLOCKUNITS << FRACBITS)
+ - ((start - bmaporgy) % (MAPBLOCKUNITS << FRACBITS));
+ end = m_y + m_h;
+
+ // draw horizontal gridlines
+ ml.a.x = m_x;
+ ml.b.x = m_x + m_w;
+ for (y = start; y < end; y += (MAPBLOCKUNITS << FRACBITS))
+ {
+ ml.a.y = y;
+ ml.b.y = y;
+ AM_drawMline(&ml, color);
+ }
+}
+
+void AM_drawWalls(void)
+{
+ int i;
+ static mline_t l;
+
+ for (i = 0; i < numlines; i++)
+ {
+ l.a.x = lines[i].v1->x;
+ l.a.y = lines[i].v1->y;
+ l.b.x = lines[i].v2->x;
+ l.b.y = lines[i].v2->y;
+ if (cheating || (lines[i].flags & ML_MAPPED))
+ {
+ if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
+ continue;
+ if (!lines[i].backsector)
+ {
+ AM_drawMline(&l, WALLCOLORS + lightlev);
+ }
+ else
+ {
+ if (lines[i].flags & ML_SECRET) // secret door
+ {
+ if (cheating)
+ AM_drawMline(&l, 0);
+ else
+ AM_drawMline(&l, WALLCOLORS + lightlev);
+ }
+ else if (lines[i].special == 13 || lines[i].special == 83)
+ { // Locked door line -- all locked doors are greed
+ AM_drawMline(&l, GREENKEY);
+ }
+ else if (lines[i].special == 70 || lines[i].special == 71)
+ { // intra-level teleports are blue
+ AM_drawMline(&l, BLUEKEY);
+ }
+ else if (lines[i].special == 74 || lines[i].special == 75)
+ { // inter-level teleport/game-winning exit -- both are red
+ AM_drawMline(&l, BLOODRED);
+ }
+ else if (lines[i].backsector->floorheight
+ != lines[i].frontsector->floorheight)
+ {
+ AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change
+ }
+ else if (lines[i].backsector->ceilingheight
+ != lines[i].frontsector->ceilingheight)
+ {
+ AM_drawMline(&l, CDWALLCOLORS + lightlev); // ceiling level change
+ }
+ else if (cheating)
+ {
+ AM_drawMline(&l, TSWALLCOLORS + lightlev);
+ }
+ }
+ }
+ else if (plr->powers[pw_allmap])
+ {
+ if (!(lines[i].flags & LINE_NEVERSEE))
+ AM_drawMline(&l, GRAYS + 3);
+ }
+ }
+
+}
+
+void AM_rotate(fixed_t * x, fixed_t * y, angle_t a)
+{
+ fixed_t tmpx;
+
+ tmpx = FixedMul(*x, finecosine[a >> ANGLETOFINESHIFT])
+ - FixedMul(*y, finesine[a >> ANGLETOFINESHIFT]);
+ *y = FixedMul(*x, finesine[a >> ANGLETOFINESHIFT])
+ + FixedMul(*y, finecosine[a >> ANGLETOFINESHIFT]);
+ *x = tmpx;
+}
+
+void AM_drawLineCharacter(mline_t * lineguy, int lineguylines, fixed_t scale,
+ angle_t angle, int color, fixed_t x, fixed_t y)
+{
+ int i;
+ mline_t l;
+
+ for (i = 0; i < lineguylines; i++)
+ {
+ l.a.x = lineguy[i].a.x;
+ l.a.y = lineguy[i].a.y;
+ if (scale)
+ {
+ l.a.x = FixedMul(scale, l.a.x);
+ l.a.y = FixedMul(scale, l.a.y);
+ }
+ if (angle)
+ AM_rotate(&l.a.x, &l.a.y, angle);
+ l.a.x += x;
+ l.a.y += y;
+
+ l.b.x = lineguy[i].b.x;
+ l.b.y = lineguy[i].b.y;
+ if (scale)
+ {
+ l.b.x = FixedMul(scale, l.b.x);
+ l.b.y = FixedMul(scale, l.b.y);
+ }
+ if (angle)
+ AM_rotate(&l.b.x, &l.b.y, angle);
+ l.b.x += x;
+ l.b.y += y;
+
+ AM_drawMline(&l, color);
+ }
+}
+
+void AM_drawPlayers(void)
+{
+ int i;
+ player_t *p;
+ static int their_colors[] = {
+ AM_PLR1_COLOR,
+ AM_PLR2_COLOR,
+ AM_PLR3_COLOR,
+ AM_PLR4_COLOR,
+ AM_PLR5_COLOR,
+ AM_PLR6_COLOR,
+ AM_PLR7_COLOR,
+ AM_PLR8_COLOR
+ };
+ int their_color = -1;
+ int color;
+
+ if (!netgame)
+ {
+ AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle,
+ WHITE, plr->mo->x, plr->mo->y);
+ return;
+ }
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ their_color++;
+ p = &players[i];
+ if (deathmatch && !singledemo && p != plr)
+ {
+ continue;
+ }
+ if (!playeringame[i])
+ continue;
+ color = their_colors[their_color];
+ AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle,
+ color, p->mo->x, p->mo->y);
+ }
+}
+
+void AM_drawThings(int colors, int colorrange)
+{
+ int i;
+ mobj_t *t;
+
+ for (i = 0; i < numsectors; i++)
+ {
+ t = sectors[i].thinglist;
+ while (t)
+ {
+ AM_drawLineCharacter(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
+ 16 << FRACBITS, t->angle, colors + lightlev,
+ t->x, t->y);
+ t = t->snext;
+ }
+ }
+}
+
+/*
+void AM_drawMarks(void)
+{
+ int i, fx, fy, w, h;
+
+ for (i=0;i<AM_NUMMARKPOINTS;i++)
+ {
+ if (markpoints[i].x != -1)
+ {
+ w = SHORT(marknums[i]->width);
+ h = SHORT(marknums[i]->height);
+ fx = CXMTOF(markpoints[i].x);
+ fy = CYMTOF(markpoints[i].y);
+ if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h)
+ V_DrawPatch(fx, fy, marknums[i]);
+ }
+ }
+}
+*/
+/*
+void AM_drawkeys(void)
+{
+ if(KeyPoints[0].x != 0 || KeyPoints[0].y != 0)
+ {
+ AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, YELLOWKEY,
+ KeyPoints[0].x, KeyPoints[0].y);
+ }
+ if(KeyPoints[1].x != 0 || KeyPoints[1].y != 0)
+ {
+ AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, GREENKEY,
+ KeyPoints[1].x, KeyPoints[1].y);
+ }
+ if(KeyPoints[2].x != 0 || KeyPoints[2].y != 0)
+ {
+ AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, BLUEKEY,
+ KeyPoints[2].x, KeyPoints[2].y);
+ }
+}
+*/
+
+/*
+void AM_drawCrosshair(int color)
+{
+ fb[(f_w*(f_h+1))/2] = color; // single point for now
+}
+*/
+
+void AM_Drawer(void)
+{
+ if (!automapactive)
+ return;
+
+ UpdateState |= I_FULLSCRN;
+ AM_clearFB(BACKGROUND);
+ if (grid)
+ AM_drawGrid(GRIDCOLORS);
+ AM_drawWalls();
+ AM_drawPlayers();
+ DrawWorldTimer();
+
+ if (cheating == 2)
+ AM_drawThings(THINGCOLORS, THINGRANGE);
+
+// AM_drawCrosshair(XHAIRCOLORS);
+// AM_drawMarks();
+// if(gameskill == sk_baby) AM_drawkeys();
+
+ MN_DrTextA(P_GetMapName(gamemap), 38, 144);
+ if (ShowKills && netgame && deathmatch)
+ {
+ AM_DrawDeathmatchStats();
+ }
+// I_Update();
+// V_MarkRect(f_x, f_y, f_w, f_h);
+
+}
+
+//===========================================================================
+//
+// AM_DrawDeathmatchStats
+//
+//===========================================================================
+
+// 8-player note: Proper player color names here, too
+
+char *PlayerColorText[MAXPLAYERS] = {
+ "BLUE:",
+ "RED:",
+ "YELLOW:",
+ "GREEN:",
+ "JADE:",
+ "WHITE:",
+ "HAZEL:",
+ "PURPLE:"
+};
+
+void AM_DrawDeathmatchStats(void)
+{
+ int i, j, k, m;
+ int fragCount[MAXPLAYERS];
+ int order[MAXPLAYERS];
+ char textBuffer[80];
+ int yPosition;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ fragCount[i] = 0;
+ order[i] = -1;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ else
+ {
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ if (playeringame[j])
+ {
+ fragCount[i] += players[i].frags[j];
+ }
+ }
+ for (k = 0; k < MAXPLAYERS; k++)
+ {
+ if (order[k] == -1)
+ {
+ order[k] = i;
+ break;
+ }
+ else if (fragCount[i] > fragCount[order[k]])
+ {
+ for (m = MAXPLAYERS - 1; m > k; m--)
+ {
+ order[m] = order[m - 1];
+ }
+ order[k] = i;
+ break;
+ }
+ }
+ }
+ }
+ yPosition = 15;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[order[i]])
+ {
+ continue;
+ }
+ else
+ {
+ MN_DrTextA(PlayerColorText[order[i]], 8, yPosition);
+ sprintf(textBuffer, "%d", fragCount[order[i]]);
+ MN_DrTextA(textBuffer, 80, yPosition);
+ yPosition += 10;
+ }
+ }
+}
+
+//===========================================================================
+//
+// DrawWorldTimer
+//
+//===========================================================================
+
+static void DrawWorldTimer(void)
+{
+ int days;
+ int hours;
+ int minutes;
+ int seconds;
+ int worldTimer;
+ char timeBuffer[15];
+ char dayBuffer[20];
+
+ worldTimer = players[consoleplayer].worldTimer;
+
+ worldTimer /= 35;
+ days = worldTimer / 86400;
+ worldTimer -= days * 86400;
+ hours = worldTimer / 3600;
+ worldTimer -= hours * 3600;
+ minutes = worldTimer / 60;
+ worldTimer -= minutes * 60;
+ seconds = worldTimer;
+
+ sprintf(timeBuffer, "%.2d : %.2d : %.2d", hours, minutes, seconds);
+ MN_DrTextA(timeBuffer, 240, 8);
+
+ if (days)
+ {
+ if (days == 1)
+ {
+ sprintf(dayBuffer, "%.2d DAY", days);
+ }
+ else
+ {
+ sprintf(dayBuffer, "%.2d DAYS", days);
+ }
+ MN_DrTextA(dayBuffer, 240, 20);
+ if (days >= 5)
+ {
+ MN_DrTextA("YOU FREAK!!!", 230, 35);
+ }
+ }
+}
diff --git a/src/hexen/am_map.h b/src/hexen/am_map.h
new file mode 100644
index 00000000..1be272a0
--- /dev/null
+++ b/src/hexen/am_map.h
@@ -0,0 +1,130 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __AMMAP_H__
+#define __AMMAP_H__
+
+// For use if I do walls with outsides/insides
+#define REDS 12*8
+#define REDRANGE 1 //16
+#define BLUES (256-4*16+8)
+#define BLUERANGE 1 //8
+#define GREENS (33*8)
+#define GREENRANGE 1 //16
+#define GRAYS (5*8)
+#define GRAYSRANGE 1 //16
+#define BROWNS (14*8)
+#define BROWNRANGE 1 //16
+#define YELLOWS 10*8
+#define YELLOWRANGE 1
+#define BLACK 0
+#define WHITE 4*8
+#define PARCH 13*8-1
+#define BLOODRED 177
+#define BLUEKEY 157
+#define YELLOWKEY 137
+#define GREENKEY 198
+
+// Automap colors
+
+#define AM_PLR1_COLOR 157 // Blue
+#define AM_PLR2_COLOR 177 // Red
+#define AM_PLR3_COLOR 137 // Yellow
+#define AM_PLR4_COLOR 198 // Green
+#define AM_PLR5_COLOR 215 // Jade
+#define AM_PLR6_COLOR 32 // White
+#define AM_PLR7_COLOR 106 // Hazel
+#define AM_PLR8_COLOR 234 // Purple
+
+#define BACKGROUND PARCH
+#define YOURCOLORS WHITE
+#define YOURRANGE 0
+#define WALLCOLORS REDS
+#define WALLRANGE REDRANGE
+#define TSWALLCOLORS GRAYS
+#define TSWALLRANGE GRAYSRANGE
+#define FDWALLCOLORS BROWNS
+#define FDWALLRANGE BROWNRANGE
+#define CDWALLCOLORS YELLOWS
+#define CDWALLRANGE YELLOWRANGE
+#define THINGCOLORS GREENS
+#define THINGRANGE GREENRANGE
+#define SECRETWALLCOLORS WALLCOLORS
+#define SECRETWALLRANGE WALLRANGE
+#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
+#define GRIDRANGE 0
+#define XHAIRCOLORS GRAYS
+
+// drawing stuff
+
+#define AM_NUMMARKPOINTS 10
+
+#define AM_MSGHEADER (('a'<<24)+('m'<<16))
+#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
+#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
+
+#define INITSCALEMTOF (.2*FRACUNIT) // scale on entry
+// how much the automap moves window per tic in frame-buffer coordinates
+#define F_PANINC 4 // moves 140 pixels in 1 second
+// how much zoom-in per tic
+#define M_ZOOMIN ((int) (1.02*FRACUNIT)) // goes to 2x in 1 second
+// how much zoom-out per tic
+#define M_ZOOMOUT ((int) (FRACUNIT/1.02)) // pulls out to 0.5x in 1 second
+
+// translates between frame-buffer and map distances
+#define FTOM(x) FixedMul(((x)<<16),scale_ftom)
+#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
+// translates between frame-buffer and map coordinates
+#define CXMTOF(x) (f_x + MTOF((x)-m_x))
+#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))
+
+// the following is crap
+#define LINE_NEVERSEE ML_DONTDRAW
+
+typedef struct
+{
+ int x, y;
+} fpoint_t;
+
+typedef struct
+{
+ fpoint_t a, b;
+} fline_t;
+
+typedef vertex_t mpoint_t;
+
+typedef struct
+{
+ mpoint_t a, b;
+} mline_t;
+
+typedef struct
+{
+ fixed_t slp, islp;
+} islope_t;
+
+// extern int f_x, f_y, f_w, f_h;
+
+#endif
diff --git a/src/hexen/ct_chat.c b/src/hexen/ct_chat.c
new file mode 100644
index 00000000..74fe96f8
--- /dev/null
+++ b/src/hexen/ct_chat.c
@@ -0,0 +1,526 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <string.h>
+#include <ctype.h>
+#include "h2def.h"
+#include "s_sound.h"
+#include "doomkeys.h"
+#include "p_local.h"
+#include "v_video.h"
+
+#define NUMKEYS 256
+
+#define QUEUESIZE 128
+#define MESSAGESIZE 128
+#define MESSAGELEN 265
+
+// 8-player note: Change this stuff (CT_PLR_*, and the key mappings)
+enum
+{
+ CT_PLR_BLUE = 1,
+ CT_PLR_RED,
+ CT_PLR_YELLOW,
+ CT_PLR_GREEN,
+ CT_PLR_PLAYER5,
+ CT_PLR_PLAYER6,
+ CT_PLR_PLAYER7,
+ CT_PLR_PLAYER8,
+ CT_PLR_ALL
+};
+
+#define CT_KEY_BLUE 'b'
+#define CT_KEY_RED 'r'
+#define CT_KEY_YELLOW 'y'
+#define CT_KEY_GREEN 'g'
+#define CT_KEY_PLAYER5 'j' // Jade
+#define CT_KEY_PLAYER6 'w' // White
+#define CT_KEY_PLAYER7 'h' // Hazel
+#define CT_KEY_PLAYER8 'p' // Purple
+#define CT_KEY_ALL 't'
+#define CT_ESCAPE 6
+
+// Public data
+
+void CT_Init(void);
+void CT_Drawer(void);
+boolean CT_Responder(event_t * ev);
+void CT_Ticker(void);
+char CT_dequeueChatChar(void);
+
+boolean chatmodeon;
+
+// Private data
+
+void CT_queueChatChar(char ch);
+void CT_ClearChatMessage(int player);
+void CT_AddChar(int player, char c);
+void CT_BackSpace(int player);
+
+int head;
+int tail;
+byte ChatQueue[QUEUESIZE];
+int chat_dest[MAXPLAYERS];
+char chat_msg[MAXPLAYERS][MESSAGESIZE];
+char plr_lastmsg[MAXPLAYERS][MESSAGESIZE + 9];
+int msgptr[MAXPLAYERS];
+int msglen[MAXPLAYERS];
+
+boolean cheated;
+
+static int FontABaseLump;
+
+char *CT_FromPlrText[MAXPLAYERS] = {
+ "BLUE: ",
+ "RED: ",
+ "YELLOW: ",
+ "GREEN: ",
+ "JADE: ",
+ "WHITE: ",
+ "HAZEL: ",
+ "PURPLE: "
+};
+
+char *chat_macros[10] = {
+ HUSTR_CHATMACRO0,
+ HUSTR_CHATMACRO1,
+ HUSTR_CHATMACRO2,
+ HUSTR_CHATMACRO3,
+ HUSTR_CHATMACRO4,
+ HUSTR_CHATMACRO5,
+ HUSTR_CHATMACRO6,
+ HUSTR_CHATMACRO7,
+ HUSTR_CHATMACRO8,
+ HUSTR_CHATMACRO9,
+};
+
+boolean altdown;
+boolean shiftdown;
+
+extern boolean usearti;
+
+//===========================================================================
+//
+// CT_Init
+//
+// Initialize chat mode data
+//===========================================================================
+
+void CT_Init(void)
+{
+ int i;
+
+ head = 0; //initialize the queue index
+ tail = 0;
+ chatmodeon = false;
+ memset(ChatQueue, 0, QUEUESIZE);
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ chat_dest[i] = 0;
+ msgptr[i] = 0;
+ memset(plr_lastmsg[i], 0, MESSAGESIZE);
+ memset(chat_msg[i], 0, MESSAGESIZE);
+ }
+ FontABaseLump = W_GetNumForName("FONTA_S") + 1;
+ return;
+}
+
+//===========================================================================
+//
+// CT_Stop
+//
+//===========================================================================
+
+void CT_Stop(void)
+{
+ chatmodeon = false;
+ return;
+}
+
+//===========================================================================
+//
+// CT_Responder
+//
+//===========================================================================
+
+boolean CT_Responder(event_t * ev)
+{
+ char *macro;
+
+ int sendto;
+
+ if (!netgame)
+ {
+ return false;
+ }
+ if (ev->data1 == KEY_RALT)
+ {
+ altdown = (ev->type == ev_keydown);
+ return false;
+ }
+ if (ev->data1 == KEY_RSHIFT)
+ {
+ shiftdown = (ev->type == ev_keydown);
+ return false;
+ }
+ if (gamestate != GS_LEVEL || ev->type != ev_keydown)
+ {
+ return false;
+ }
+ if (!chatmodeon)
+ {
+ sendto = 0;
+ if (ev->data1 == CT_KEY_ALL)
+ {
+ sendto = CT_PLR_ALL;
+ }
+ else if (ev->data1 == CT_KEY_GREEN)
+ {
+ sendto = CT_PLR_GREEN;
+ }
+ else if (ev->data1 == CT_KEY_YELLOW)
+ {
+ sendto = CT_PLR_YELLOW;
+ }
+ else if (ev->data1 == CT_KEY_RED)
+ {
+ sendto = CT_PLR_RED;
+ }
+ else if (ev->data1 == CT_KEY_BLUE)
+ {
+ sendto = CT_PLR_BLUE;
+ }
+ else if (ev->data1 == CT_KEY_PLAYER5)
+ {
+ sendto = CT_PLR_PLAYER5;
+ }
+ else if (ev->data1 == CT_KEY_PLAYER6)
+ {
+ sendto = CT_PLR_PLAYER6;
+ }
+ else if (ev->data1 == CT_KEY_PLAYER7)
+ {
+ sendto = CT_PLR_PLAYER7;
+ }
+ else if (ev->data1 == CT_KEY_PLAYER8)
+ {
+ sendto = CT_PLR_PLAYER8;
+ }
+ if (sendto == 0 || (sendto != CT_PLR_ALL && !playeringame[sendto - 1])
+ || sendto == consoleplayer + 1)
+ {
+ return false;
+ }
+ CT_queueChatChar(sendto);
+ chatmodeon = true;
+ return true;
+ }
+ else
+ {
+ if (altdown)
+ {
+ if (ev->data1 >= '0' && ev->data1 <= '9')
+ {
+ if (ev->data1 == '0')
+ { // macro 0 comes after macro 9
+ ev->data1 = '9' + 1;
+ }
+ macro = chat_macros[ev->data1 - '1'];
+ CT_queueChatChar(KEY_ENTER); //send old message
+ CT_queueChatChar(chat_dest[consoleplayer]); // chose the dest.
+ while (*macro)
+ {
+ CT_queueChatChar(toupper(*macro++));
+ }
+ CT_queueChatChar(KEY_ENTER); //send it off...
+ CT_Stop();
+ return true;
+ }
+ }
+ if (ev->data1 == KEY_ENTER)
+ {
+ CT_queueChatChar(KEY_ENTER);
+ usearti = false;
+ CT_Stop();
+ return true;
+ }
+ else if (ev->data1 == KEY_ESCAPE)
+ {
+ CT_queueChatChar(CT_ESCAPE);
+ CT_Stop();
+ return true;
+ }
+ else if (ev->data1 >= 'a' && ev->data1 <= 'z')
+ {
+ CT_queueChatChar(ev->data1 - 32);
+ return true;
+ }
+ else if (shiftdown)
+ {
+ if (ev->data1 == '1')
+ {
+ CT_queueChatChar('!');
+ return true;
+ }
+ else if (ev->data1 == '/')
+ {
+ CT_queueChatChar('?');
+ return true;
+ }
+ }
+ if (ev->data1 == ' ' || ev->data1 == ',' || ev->data1 == '.'
+ || (ev->data1 >= '0' && ev->data1 <= '9') || ev->data1 == '\''
+ || ev->data1 == KEY_BACKSPACE || ev->data1 == '-'
+ || ev->data1 == '=')
+ {
+ CT_queueChatChar(ev->data1);
+ return true;
+ }
+ }
+ return false;
+}
+
+//===========================================================================
+//
+// CT_Ticker
+//
+//===========================================================================
+
+void CT_Ticker(void)
+{
+ int i;
+ int j;
+ char c;
+ int numplayers;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ if ((c = players[i].cmd.chatchar) != 0)
+ {
+ if (c <= CT_PLR_ALL)
+ {
+ chat_dest[i] = c;
+ continue;
+ }
+ else if (c == CT_ESCAPE)
+ {
+ CT_ClearChatMessage(i);
+ }
+ else if (c == KEY_ENTER)
+ {
+ numplayers = 0;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ numplayers += playeringame[j];
+ }
+ CT_AddChar(i, 0); // set the end of message character
+ if (numplayers > 2)
+ {
+ strcpy(plr_lastmsg[i], CT_FromPlrText[i]);
+ strcat(plr_lastmsg[i], chat_msg[i]);
+ }
+ else
+ {
+ strcpy(plr_lastmsg[i], chat_msg[i]);
+ }
+ if (i != consoleplayer && (chat_dest[i] == consoleplayer + 1
+ || chat_dest[i] == CT_PLR_ALL)
+ && *chat_msg[i])
+ {
+ P_SetMessage(&players[consoleplayer], plr_lastmsg[i],
+ true);
+ S_StartSound(NULL, SFX_CHAT);
+ }
+ else if (i == consoleplayer && (*chat_msg[i]))
+ {
+ if (numplayers <= 1)
+ {
+ P_SetMessage(&players[consoleplayer],
+ "THERE ARE NO OTHER PLAYERS IN THE GAME!",
+ true);
+ S_StartSound(NULL, SFX_CHAT);
+ }
+ }
+ CT_ClearChatMessage(i);
+ }
+ else if (c == KEY_BACKSPACE)
+ {
+ CT_BackSpace(i);
+ }
+ else
+ {
+ CT_AddChar(i, c);
+ }
+ }
+ }
+ return;
+}
+
+//===========================================================================
+//
+// CT_Drawer
+//
+//===========================================================================
+
+void CT_Drawer(void)
+{
+ int i;
+ int x;
+ patch_t *patch;
+
+ if (chatmodeon)
+ {
+ x = 25;
+ for (i = 0; i < msgptr[consoleplayer]; i++)
+ {
+ if (chat_msg[consoleplayer][i] < 33)
+ {
+ x += 6;
+ }
+ else
+ {
+ patch = W_CacheLumpNum(FontABaseLump +
+ chat_msg[consoleplayer][i] - 33,
+ PU_CACHE);
+ V_DrawPatch(x, 10, patch);
+ x += patch->width;
+ }
+ }
+ V_DrawPatch(x, 10, W_CacheLumpName("FONTA59", PU_CACHE));
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+}
+
+//===========================================================================
+//
+// CT_queueChatChar
+//
+//===========================================================================
+
+void CT_queueChatChar(char ch)
+{
+ if (((tail + 1) & (QUEUESIZE - 1)) == head)
+ { // the queue is full
+ return;
+ }
+ ChatQueue[tail] = ch;
+ tail = (tail + 1) & (QUEUESIZE - 1);
+}
+
+//===========================================================================
+//
+// CT_dequeueChatChar
+//
+//===========================================================================
+
+char CT_dequeueChatChar(void)
+{
+ byte temp;
+
+ if (head == tail)
+ { // queue is empty
+ return 0;
+ }
+ temp = ChatQueue[head];
+ head = (head + 1) & (QUEUESIZE - 1);
+ return temp;
+}
+
+//===========================================================================
+//
+// CT_AddChar
+//
+//===========================================================================
+
+void CT_AddChar(int player, char c)
+{
+ patch_t *patch;
+
+ if (msgptr[player] + 1 >= MESSAGESIZE || msglen[player] >= MESSAGELEN)
+ { // full.
+ return;
+ }
+ chat_msg[player][msgptr[player]] = c;
+ msgptr[player]++;
+ if (c < 33)
+ {
+ msglen[player] += 6;
+ }
+ else
+ {
+ patch = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ msglen[player] += patch->width;
+ }
+}
+
+//===========================================================================
+//
+// CT_BackSpace
+//
+// Backs up a space, when the user hits (obviously) backspace
+//===========================================================================
+
+void CT_BackSpace(int player)
+{
+ patch_t *patch;
+ char c;
+
+ if (msgptr[player] == 0)
+ { // message is already blank
+ return;
+ }
+ msgptr[player]--;
+ c = chat_msg[player][msgptr[player]];
+ if (c < 33)
+ {
+ msglen[player] -= 6;
+ }
+ else
+ {
+ patch = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ msglen[player] -= patch->width;
+ }
+ chat_msg[player][msgptr[player]] = 0;
+}
+
+//===========================================================================
+//
+// CT_ClearChatMessage
+//
+// Clears out the data for the chat message, but the player's message
+// is still saved in plrmsg.
+//===========================================================================
+
+void CT_ClearChatMessage(int player)
+{
+ memset(chat_msg[player], 0, MESSAGESIZE);
+ msgptr[player] = 0;
+ msglen[player] = 0;
+}
diff --git a/src/hexen/ct_chat.h b/src/hexen/ct_chat.h
new file mode 100644
index 00000000..e390c28b
--- /dev/null
+++ b/src/hexen/ct_chat.h
@@ -0,0 +1,46 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Chat mode stuff
+//
+
+#ifndef HEXEN_CT_CHAT_H
+#define HEXEN_CT_CHAT_H
+
+#define CT_PLR_GREEN 1
+#define CT_PLR_YELLOW 2
+#define CT_PLR_RED 3
+#define CT_PLR_BLUE 4
+#define CT_PLR_ALL 5
+
+#define CT_KEY_GREEN 'g'
+#define CT_KEY_YELLOW 'y'
+#define CT_KEY_RED 'r'
+#define CT_KEY_BLUE 'b'
+#define CT_KEY_ALL 't'
+
+extern char *chat_macros[10];
+
+#endif
+
diff --git a/src/hexen/d_net.c b/src/hexen/d_net.c
new file mode 100644
index 00000000..87afd626
--- /dev/null
+++ b/src/hexen/d_net.c
@@ -0,0 +1,987 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "s_sound.h"
+#include "doomkeys.h"
+#include "i_video.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "m_argv.h"
+#include "p_local.h"
+#include <stdlib.h> // for atoi()
+
+#define NCMD_EXIT 0x80000000
+#define NCMD_RETRANSMIT 0x40000000
+#define NCMD_SETUP 0x20000000
+#define NCMD_KILL 0x10000000 // kill game
+#define NCMD_CHECKSUM 0x0fffffff
+
+
+doomcom_t *doomcom;
+doomdata_t *netbuffer; // points inside doomcom
+
+
+/*
+==============================================================================
+
+ NETWORKING
+
+gametic is the tic about to (or currently being) run
+maketic is the tick that hasn't had control made for it yet
+nettics[] has the maketics for all players
+
+a gametic cannot be run until nettics[] > gametic for all players
+
+==============================================================================
+*/
+
+#define RESENDCOUNT 10
+#define PL_DRONE 0x80 // bit flag in doomdata->player
+
+ticcmd_t localcmds[BACKUPTICS];
+
+ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
+int nettics[MAXNETNODES];
+boolean nodeingame[MAXNETNODES]; // set false as nodes leave game
+boolean remoteresend[MAXNETNODES]; // set when local needs tics
+int resendto[MAXNETNODES]; // set when remote needs tics
+int resendcount[MAXNETNODES];
+
+int nodeforplayer[MAXPLAYERS];
+
+int maketic;
+int lastnettic, skiptics;
+int ticdup;
+int maxsend; // BACKUPTICS/(2*ticdup)-1
+
+void H2_ProcessEvents(void);
+void G_BuildTiccmd(ticcmd_t * cmd);
+void H2_DoAdvanceDemo(void);
+extern void ST_NetProgress(void);
+extern void ST_NetDone(void);
+
+boolean reboundpacket;
+doomdata_t reboundstore;
+
+
+int NetbufferSize(void)
+{
+ return (int) &(((doomdata_t *) 0)->cmds[netbuffer->numtics]);
+}
+
+unsigned NetbufferChecksum(void)
+{
+ unsigned c;
+ int i, l;
+
+ c = 0x1234567;
+
+#if defined(NORMALUNIX)
+ return 0; // byte order problems
+#endif
+
+ l = (NetbufferSize() - (int) &(((doomdata_t *) 0)->retransmitfrom)) / 4;
+ for (i = 0; i < l; i++)
+ c += ((unsigned *) &netbuffer->retransmitfrom)[i] * (i + 1);
+
+ return c & NCMD_CHECKSUM;
+}
+
+int ExpandTics(int low)
+{
+ int delta;
+
+ delta = low - (maketic & 0xff);
+
+ if (delta >= -64 && delta <= 64)
+ return (maketic & ~0xff) + low;
+ if (delta > 64)
+ return (maketic & ~0xff) - 256 + low;
+ if (delta < -64)
+ return (maketic & ~0xff) + 256 + low;
+
+ I_Error("ExpandTics: strange value %i at maketic %i", low, maketic);
+ return 0;
+}
+
+
+//============================================================================
+
+
+/*
+==============
+=
+= HSendPacket
+=
+==============
+*/
+
+void HSendPacket(int node, int flags)
+{
+ netbuffer->checksum = NetbufferChecksum() | flags;
+
+ if (!node)
+ {
+ reboundstore = *netbuffer;
+ reboundpacket = true;
+ return;
+ }
+
+ if (demoplayback)
+ return;
+
+ if (!netgame)
+ I_Error("Tried to transmit to another node");
+
+ doomcom->command = CMD_SEND;
+ doomcom->remotenode = node;
+ doomcom->datalength = NetbufferSize();
+
+ if (debugfile)
+ {
+ int i;
+ int realretrans;
+ if (netbuffer->checksum & NCMD_RETRANSMIT)
+ realretrans = ExpandTics(netbuffer->retransmitfrom);
+ else
+ realretrans = -1;
+ fprintf(debugfile, "send (%i + %i, R %i) [%i] ",
+ ExpandTics(netbuffer->starttic), netbuffer->numtics,
+ realretrans, doomcom->datalength);
+ for (i = 0; i < doomcom->datalength; i++)
+ fprintf(debugfile, "%i ", ((byte *) netbuffer)[i]);
+ fprintf(debugfile, "\n");
+ }
+
+#ifdef I_NET
+ I_NetCmd();
+#endif
+}
+
+//==========================================================================
+//
+// NET_SendFrags
+//
+//==========================================================================
+
+void NET_SendFrags(player_t * player)
+{
+ int i;
+ int frags;
+
+ netbuffer->checksum = NetbufferChecksum();
+
+ if (demoplayback)
+ {
+ return;
+ }
+ if (!netgame)
+ {
+ I_Error("Tried to transmit to another node");
+ }
+
+ frags = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ frags += player->frags[i];
+ }
+ doomcom->command = CMD_FRAG;
+ doomcom->remotenode = frags;
+ doomcom->datalength = NetbufferSize();
+
+#ifdef I_NET
+ I_NetCmd();
+#endif
+}
+
+/*
+==============
+=
+= HGetPacket
+=
+= Returns false if no packet is waiting
+=
+==============
+*/
+
+boolean HGetPacket(void)
+{
+ if (reboundpacket)
+ {
+ *netbuffer = reboundstore;
+ doomcom->remotenode = 0;
+ reboundpacket = false;
+ return true;
+ }
+
+ if (!netgame)
+ return false;
+ if (demoplayback)
+ return false;
+
+ doomcom->command = CMD_GET;
+#ifdef I_NET
+ I_NetCmd();
+#endif
+ if (doomcom->remotenode == -1)
+ return false;
+
+ if (doomcom->datalength != NetbufferSize())
+ {
+ if (debugfile)
+ fprintf(debugfile, "bad packet length %i\n", doomcom->datalength);
+ return false;
+ }
+
+ if (NetbufferChecksum() != (netbuffer->checksum & NCMD_CHECKSUM))
+ {
+ if (debugfile)
+ fprintf(debugfile, "bad packet checksum\n");
+ return false;
+ }
+
+ if (debugfile)
+ {
+ int realretrans;
+ int i;
+
+ if (netbuffer->checksum & NCMD_SETUP)
+ fprintf(debugfile, "setup packet\n");
+ else
+ {
+ if (netbuffer->checksum & NCMD_RETRANSMIT)
+ realretrans = ExpandTics(netbuffer->retransmitfrom);
+ else
+ realretrans = -1;
+ fprintf(debugfile, "get %i = (%i + %i, R %i)[%i] ",
+ doomcom->remotenode, ExpandTics(netbuffer->starttic),
+ netbuffer->numtics, realretrans, doomcom->datalength);
+ for (i = 0; i < doomcom->datalength; i++)
+ fprintf(debugfile, "%i ", ((byte *) netbuffer)[i]);
+ fprintf(debugfile, "\n");
+ }
+ }
+ return true;
+}
+
+
+/*
+===================
+=
+= GetPackets
+=
+===================
+*/
+
+char exitmsg[80];
+
+void GetPackets(void)
+{
+ int netconsole;
+ int netnode;
+ ticcmd_t *src, *dest;
+ int realend;
+ int realstart;
+
+ while (HGetPacket())
+ {
+ if (netbuffer->checksum & NCMD_SETUP)
+ continue; // extra setup packet
+
+ netconsole = netbuffer->player & ~PL_DRONE;
+ netnode = doomcom->remotenode;
+ //
+ // to save bytes, only the low byte of tic numbers are sent
+ // Figure out what the rest of the bytes are
+ //
+ realstart = ExpandTics(netbuffer->starttic);
+ realend = (realstart + netbuffer->numtics);
+
+ //
+ // check for exiting the game
+ //
+ if (netbuffer->checksum & NCMD_EXIT)
+ {
+ if (!nodeingame[netnode])
+ continue;
+ nodeingame[netnode] = false;
+ playeringame[netconsole] = false;
+ strcpy(exitmsg, "PLAYER 1 LEFT THE GAME");
+ exitmsg[7] += netconsole;
+ P_SetMessage(&players[consoleplayer], exitmsg, true);
+ S_StartSound(NULL, SFX_CHAT);
+// players[consoleplayer].message = exitmsg;
+// if (demorecording)
+// G_CheckDemoStatus ();
+ continue;
+ }
+
+ //
+ // check for a remote game kill
+ //
+ if (netbuffer->checksum & NCMD_KILL)
+ I_Error("Killed by network driver");
+
+ nodeforplayer[netconsole] = netnode;
+
+ //
+ // check for retransmit request
+ //
+ if (resendcount[netnode] <= 0
+ && (netbuffer->checksum & NCMD_RETRANSMIT))
+ {
+ resendto[netnode] = ExpandTics(netbuffer->retransmitfrom);
+ if (debugfile)
+ fprintf(debugfile, "retransmit from %i\n", resendto[netnode]);
+ resendcount[netnode] = RESENDCOUNT;
+ }
+ else
+ resendcount[netnode]--;
+
+ //
+ // check for out of order / duplicated packet
+ //
+ if (realend == nettics[netnode])
+ continue;
+
+ if (realend < nettics[netnode])
+ {
+ if (debugfile)
+ fprintf(debugfile, "out of order packet (%i + %i)\n",
+ realstart, netbuffer->numtics);
+ continue;
+ }
+
+ //
+ // check for a missed packet
+ //
+ if (realstart > nettics[netnode])
+ {
+ // stop processing until the other system resends the missed tics
+ if (debugfile)
+ fprintf(debugfile, "missed tics from %i (%i - %i)\n", netnode,
+ realstart, nettics[netnode]);
+ remoteresend[netnode] = true;
+ continue;
+ }
+
+//
+// update command store from the packet
+//
+ {
+ int start;
+
+ remoteresend[netnode] = false;
+
+ start = nettics[netnode] - realstart;
+ src = &netbuffer->cmds[start];
+
+ while (nettics[netnode] < realend)
+ {
+ dest = &netcmds[netconsole][nettics[netnode] % BACKUPTICS];
+ nettics[netnode]++;
+ *dest = *src;
+ src++;
+ }
+ }
+ }
+
+}
+
+/*
+=============
+=
+= NetUpdate
+=
+= Builds ticcmds for console player
+= sends out a packet
+=============
+*/
+
+int gametime;
+
+void NetUpdate(void)
+{
+ int nowtime;
+ int newtics;
+ int i, j;
+ int realstart;
+ int gameticdiv;
+
+//
+// check time
+//
+ nowtime = I_GetTime() / ticdup;
+ newtics = nowtime - gametime;
+ gametime = nowtime;
+
+ if (newtics <= 0) // nothing new to update
+ goto listen;
+
+ if (skiptics <= newtics)
+ {
+ newtics -= skiptics;
+ skiptics = 0;
+ }
+ else
+ {
+ skiptics -= newtics;
+ newtics = 0;
+ }
+
+
+ netbuffer->player = consoleplayer;
+
+//
+// build new ticcmds for console player
+//
+ gameticdiv = gametic / ticdup;
+ for (i = 0; i < newtics; i++)
+ {
+ I_StartTic();
+ H2_ProcessEvents();
+ if (maketic - gameticdiv >= BACKUPTICS / 2 - 1)
+ break; // can't hold any more
+//printf ("mk:%i ",maketic);
+ G_BuildTiccmd(&localcmds[maketic % BACKUPTICS]);
+ maketic++;
+ }
+
+
+ if (singletics)
+ return; // singletic update is syncronous
+
+//
+// send the packet to the other nodes
+//
+ for (i = 0; i < doomcom->numnodes; i++)
+ if (nodeingame[i])
+ {
+ netbuffer->starttic = realstart = resendto[i];
+ netbuffer->numtics = maketic - realstart;
+ if (netbuffer->numtics > BACKUPTICS)
+ I_Error("NetUpdate: netbuffer->numtics > BACKUPTICS");
+
+ resendto[i] = maketic - doomcom->extratics;
+
+ for (j = 0; j < netbuffer->numtics; j++)
+ netbuffer->cmds[j] = localcmds[(realstart + j) % BACKUPTICS];
+
+ if (remoteresend[i])
+ {
+ netbuffer->retransmitfrom = nettics[i];
+ HSendPacket(i, NCMD_RETRANSMIT);
+ }
+ else
+ {
+ netbuffer->retransmitfrom = 0;
+ HSendPacket(i, 0);
+ }
+ }
+
+//
+// listen for other packets
+//
+ listen:
+
+ GetPackets();
+}
+
+
+/*
+=====================
+=
+= CheckAbort
+=
+=====================
+*/
+
+void CheckAbort(void)
+{
+ event_t *ev;
+ int stoptic;
+
+ stoptic = I_GetTime() + 2;
+ while (I_GetTime() < stoptic)
+ I_StartTic();
+
+ I_StartTic();
+ for (;;)
+ {
+ ev = D_PopEvent();
+
+ if (ev == NULL)
+ {
+ break;
+ }
+
+ if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE)
+ I_Error("Network game synchronization aborted.");
+ }
+}
+
+/*
+=====================
+=
+= D_ArbitrateNetStart
+=
+=====================
+*/
+
+void D_ArbitrateNetStart(void)
+{
+ int i;
+ boolean gotinfo[MAXNETNODES];
+ boolean gotClass[MAXNETNODES];
+ // haleyjd FIXME: important somehow?
+#ifdef __WATCOMC__
+ int nextTic;
+ extern volatile int ticcount;
+
+ nextTic = ticcount + 8;
+#endif
+
+ autostart = true;
+
+ memset(gotClass, 0, sizeof(gotClass));
+ memset(gotinfo, 0, sizeof(gotinfo));
+ gotClass[doomcom->consoleplayer] = true;
+ do
+ {
+ i = 0;
+
+ CheckAbort();
+ while (HGetPacket())
+ { // Check for any incoming packets
+ if (netbuffer->checksum & NCMD_SETUP && netbuffer->starttic >= 64)
+ {
+
+ PlayerClass[netbuffer->player] = netbuffer->starttic & 0x3f;
+ if (!gotClass[netbuffer->player])
+ {
+ gotClass[netbuffer->player] = true;
+ ST_NetProgress();
+ ST_Message("\n");
+ }
+ if (netbuffer->retransmitfrom)
+ { // that node has received info from all other nodes
+ gotinfo[netbuffer->player] = true;
+ }
+ }
+ }
+ // haleyjd FIXME: important somehow?
+#ifdef __WATCOMC__
+ if (ticcount <= nextTic)
+ { // only send packets every half second
+ continue;
+ }
+ nextTic = ticcount + 8;
+#endif
+ // Keep sending out packets containing the console class
+ for (i = 0; i < doomcom->numnodes; i++)
+ {
+ netbuffer->player = doomcom->consoleplayer;
+ netbuffer->starttic = PlayerClass[doomcom->consoleplayer] + 64;
+ netbuffer->retransmitfrom = gotinfo[doomcom->consoleplayer];
+ netbuffer->numtics = 0;
+ HSendPacket(i, NCMD_SETUP);
+ }
+ for (i = 0; i < doomcom->numnodes; i++)
+ { // Make sure that all nodes have sent class info
+ if (!gotClass[i])
+ {
+ ST_Message(".");
+ break;
+ }
+ }
+ if (i < doomcom->numnodes)
+ {
+ continue;
+ }
+ else
+ { // consoleplayer has received all player classes
+ if (gotinfo[doomcom->consoleplayer])
+ {
+ CheckAbort();
+ }
+ else
+ {
+ gotinfo[doomcom->consoleplayer] = true;
+ ST_Message("All player classes received, ready to proceed\n");
+ ST_NetDone();
+ }
+ }
+ for (i = 0; i < doomcom->numnodes; i++)
+ { // Make sure that all nodes are ready to proceed
+ if (!gotinfo[i])
+ {
+ break;
+ }
+ }
+ }
+ while (i < doomcom->numnodes);
+
+ memset(gotinfo, 0, sizeof(gotinfo));
+
+ if (doomcom->consoleplayer)
+ { // listen for setup info from key player
+// ST_Message ("listening for network start info...\n");
+ while (1)
+ {
+ CheckAbort();
+ if (!HGetPacket())
+ continue;
+ if (netbuffer->checksum & NCMD_SETUP && netbuffer->starttic < 64)
+ {
+ if (netbuffer->player != HEXEN_VERSION)
+ I_Error
+ ("Different HEXEN versions cannot play a net game!");
+ startskill = netbuffer->retransmitfrom & 15;
+ deathmatch = (netbuffer->retransmitfrom & 0xc0) >> 6;
+ nomonsters = (netbuffer->retransmitfrom & 0x20) > 0;
+ respawnparm = (netbuffer->retransmitfrom & 0x10) > 0;
+ startmap = netbuffer->starttic & 0x3f;
+ startepisode = 1;
+ return;
+ }
+ }
+ }
+ else
+ { // key player, send the setup info
+// ST_Message ("sending network start info...\n");
+ do
+ {
+ CheckAbort();
+ for (i = 0; i < doomcom->numnodes; i++)
+ {
+ netbuffer->retransmitfrom = startskill;
+ if (deathmatch)
+ netbuffer->retransmitfrom |= (deathmatch << 6);
+ if (nomonsters)
+ netbuffer->retransmitfrom |= 0x20;
+ if (respawnparm)
+ netbuffer->retransmitfrom |= 0x10;
+ netbuffer->starttic = startmap & 0x3f;
+ netbuffer->player = HEXEN_VERSION;
+ netbuffer->numtics = 0;
+ HSendPacket(i, NCMD_SETUP);
+ }
+
+#if 1
+ for (i = 10; i && HGetPacket(); --i)
+ {
+ if ((netbuffer->player & 0x7f) < MAXNETNODES)
+ gotinfo[netbuffer->player & 0x7f] = true;
+ }
+#else
+ while (HGetPacket())
+ {
+ gotinfo[netbuffer->player & 0x7f] = true;
+ }
+#endif
+
+ for (i = 1; i < doomcom->numnodes; i++)
+ if (!gotinfo[i])
+ break;
+ }
+ while (i < doomcom->numnodes);
+ }
+}
+
+// Dummy version of I_InitNetwork; netgames are currently broken.
+
+void I_InitNetwork(void)
+{
+ //
+ // single player game
+ //
+ doomcom = malloc(sizeof(*doomcom));
+ memset(doomcom, 0, sizeof(*doomcom));
+ netgame = false;
+ doomcom->id = DOOMCOM_ID;
+ doomcom->numplayers = doomcom->numnodes = 1;
+ doomcom->deathmatch = false;
+ doomcom->consoleplayer = 0;
+ doomcom->ticdup = 1;
+ doomcom->extratics = 0;
+}
+
+/*
+===================
+=
+= D_CheckNetGame
+=
+= Works out player numbers among the net participants
+===================
+*/
+
+extern int viewangleoffset;
+
+void D_CheckNetGame(void)
+{
+ int i;
+ int pClass;
+
+ for (i = 0; i < MAXNETNODES; i++)
+ {
+ nodeingame[i] = false;
+ nettics[i] = 0;
+ remoteresend[i] = false; // set when local needs tics
+ resendto[i] = 0; // which tic to start sending
+ }
+
+// I_InitNetwork sets doomcom and netgame
+ I_InitNetwork();
+ if (doomcom->id != DOOMCOM_ID)
+ I_Error("Doomcom buffer invalid!");
+ netbuffer = &doomcom->data;
+ consoleplayer = displayplayer = doomcom->consoleplayer;
+ pClass = PCLASS_FIGHTER;
+ i = M_CheckParm("-class");
+
+ if (i > 0)
+ {
+ pClass = atoi(myargv[i + 1]);
+ if (pClass > PCLASS_MAGE || pClass < PCLASS_FIGHTER)
+ {
+ I_Error("Invalid player class: %d\n", pClass);
+ }
+ ST_Message("\nPlayer Class: %d\n", pClass);
+ }
+ PlayerClass[consoleplayer] = pClass;
+ if (netgame)
+ D_ArbitrateNetStart();
+//ST_Message ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode);
+
+// read values out of doomcom
+ ticdup = doomcom->ticdup;
+ maxsend = BACKUPTICS / (2 * ticdup) - 1;
+ if (maxsend < 1)
+ maxsend = 1;
+
+ for (i = 0; i < doomcom->numplayers; i++)
+ playeringame[i] = true;
+ for (i = 0; i < doomcom->numnodes; i++)
+ nodeingame[i] = true;
+
+//ST_Message ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom->numplayers, doomcom->numnodes);
+
+}
+
+/*
+==================
+=
+= D_QuitNetGame
+=
+= Called before quitting to leave a net game without hanging the
+= other players
+=
+==================
+*/
+
+void D_QuitNetGame(void)
+{
+ int i, j;
+
+ if (debugfile)
+ fclose(debugfile);
+
+ if (!netgame || !usergame || consoleplayer == -1 || demoplayback)
+ return;
+
+// send a bunch of packets for security
+ netbuffer->player = consoleplayer;
+ netbuffer->numtics = 0;
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 1; j < doomcom->numnodes; j++)
+ if (nodeingame[j])
+ HSendPacket(j, NCMD_EXIT);
+ I_WaitVBL(1);
+ }
+}
+
+
+
+/*
+===============
+=
+= TryRunTics
+=
+===============
+*/
+
+int frametics[4], frameon;
+int frameskip[4];
+int oldnettics;
+extern boolean advancedemo;
+
+void TryRunTics(void)
+{
+ int i;
+ int lowtic;
+ int entertic;
+ static int oldentertics;
+ int realtics, availabletics;
+ int counts;
+ int numplaying;
+
+//
+// get real tics
+//
+ entertic = I_GetTime() / ticdup;
+ realtics = entertic - oldentertics;
+ oldentertics = entertic;
+
+//
+// get available tics
+//
+ NetUpdate();
+
+ lowtic = INT_MAX;
+ numplaying = 0;
+ for (i = 0; i < doomcom->numnodes; i++)
+ if (nodeingame[i])
+ {
+ numplaying++;
+ if (nettics[i] < lowtic)
+ lowtic = nettics[i];
+ }
+ availabletics = lowtic - gametic / ticdup;
+
+
+//
+// decide how many tics to run
+//
+ if (realtics < availabletics - 1)
+ counts = realtics + 1;
+ else if (realtics < availabletics)
+ counts = realtics;
+ else
+ counts = availabletics;
+ if (counts < 1)
+ counts = 1;
+
+ frameon++;
+
+ if (debugfile)
+ fprintf(debugfile, "=======real: %i avail: %i game: %i\n", realtics,
+ availabletics, counts);
+
+ if (!demoplayback)
+ {
+ //=============================================================================
+ //
+ // ideally nettics[0] should be 1 - 3 tics above lowtic
+ // if we are consistantly slower, speed up time
+ //
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (playeringame[i])
+ break;
+ if (consoleplayer == i)
+ { // the key player does not adapt
+ }
+ else
+ {
+ if (nettics[0] <= nettics[nodeforplayer[i]])
+ {
+ gametime--;
+ // printf ("-");
+ }
+ frameskip[frameon & 3] = (oldnettics > nettics[nodeforplayer[i]]);
+ oldnettics = nettics[0];
+ if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
+ {
+ skiptics = 1;
+ // printf ("+");
+ }
+ }
+ //=============================================================================
+ } // demoplayback
+
+ //
+ // wait for new tics if needed
+ //
+ while (lowtic < gametic / ticdup + counts)
+ {
+
+ NetUpdate();
+ lowtic = INT_MAX;
+
+ for (i = 0; i < doomcom->numnodes; i++)
+ if (nodeingame[i] && nettics[i] < lowtic)
+ lowtic = nettics[i];
+
+ if (lowtic < gametic / ticdup)
+ I_Error("TryRunTics: lowtic < gametic");
+
+ // don't stay in here forever -- give the menu a chance to work
+ if (I_GetTime() / ticdup - entertic >= 20)
+ {
+ MN_Ticker();
+ return;
+ }
+
+ // Don't hog the CPU
+ I_Sleep(1);
+ }
+
+//
+// run the count * ticdup dics
+//
+ while (counts--)
+ {
+ for (i = 0; i < ticdup; i++)
+ {
+ if (gametic / ticdup > lowtic)
+ I_Error("gametic>lowtic");
+ if (advancedemo)
+ H2_DoAdvanceDemo();
+ MN_Ticker();
+ G_Ticker();
+ gametic++;
+ //
+ // modify command for duplicated tics
+ //
+ if (i != ticdup - 1)
+ {
+ ticcmd_t *cmd;
+ int buf;
+ int j;
+
+ buf = (gametic / ticdup) % BACKUPTICS;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ cmd = &netcmds[j][buf];
+ cmd->chatchar = 0;
+ if (cmd->buttons & BT_SPECIAL)
+ cmd->buttons = 0;
+ }
+ }
+ }
+ NetUpdate(); // check for new console commands
+ }
+}
diff --git a/src/hexen/f_finale.c b/src/hexen/f_finale.c
new file mode 100644
index 00000000..e728ae58
--- /dev/null
+++ b/src/hexen/f_finale.c
@@ -0,0 +1,395 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "i_system.h"
+#include "i_video.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include <ctype.h>
+#include "v_video.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define TEXTSPEED 3
+#define TEXTWAIT 250
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void TextWrite(void);
+static void DrawPic(void);
+static void InitializeFade(boolean fadeIn);
+static void DeInitializeFade(void);
+static void FadePic(void);
+static char *GetFinaleText(int sequence);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern boolean automapactive;
+extern boolean viewactive;
+
+// PUBLIC DATA DECLARATIONS ------------------------------------------------
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int FinaleStage;
+static int FinaleCount;
+static int FinaleEndCount;
+static int FinaleLumpNum;
+static int FontABaseLump;
+static char *FinaleText;
+
+static fixed_t *Palette;
+static fixed_t *PaletteDelta;
+static byte *RealPalette;
+
+// CODE --------------------------------------------------------------------
+
+//===========================================================================
+//
+// F_StartFinale
+//
+//===========================================================================
+
+void F_StartFinale(void)
+{
+ gameaction = ga_nothing;
+ gamestate = GS_FINALE;
+ viewactive = false;
+ automapactive = false;
+ P_ClearMessage(&players[consoleplayer]);
+
+ FinaleStage = 0;
+ FinaleCount = 0;
+ FinaleText = GetFinaleText(0);
+ FinaleEndCount = 70;
+ FinaleLumpNum = W_GetNumForName("FINALE1");
+ FontABaseLump = W_GetNumForName("FONTA_S") + 1;
+ InitializeFade(1);
+
+// S_ChangeMusic(mus_victor, true);
+ S_StartSongName("hall", false); // don't loop the song
+}
+
+//===========================================================================
+//
+// F_Responder
+//
+//===========================================================================
+
+boolean F_Responder(event_t * event)
+{
+ return false;
+}
+
+//===========================================================================
+//
+// F_Ticker
+//
+//===========================================================================
+
+void F_Ticker(void)
+{
+ FinaleCount++;
+ if (FinaleStage < 5 && FinaleCount >= FinaleEndCount)
+ {
+ FinaleCount = 0;
+ FinaleStage++;
+ switch (FinaleStage)
+ {
+ case 1: // Text 1
+ FinaleEndCount = strlen(FinaleText) * TEXTSPEED + TEXTWAIT;
+ break;
+ case 2: // Pic 2, Text 2
+ FinaleText = GetFinaleText(1);
+ FinaleEndCount = strlen(FinaleText) * TEXTSPEED + TEXTWAIT;
+ FinaleLumpNum = W_GetNumForName("FINALE2");
+ S_StartSongName("orb", false);
+ break;
+ case 3: // Pic 2 -- Fade out
+ FinaleEndCount = 70;
+ DeInitializeFade();
+ InitializeFade(0);
+ break;
+ case 4: // Pic 3 -- Fade in
+ FinaleLumpNum = W_GetNumForName("FINALE3");
+ FinaleEndCount = 71;
+ DeInitializeFade();
+ InitializeFade(1);
+ S_StartSongName("chess", true);
+ break;
+ case 5: // Pic 3 , Text 3
+ FinaleText = GetFinaleText(2);
+ DeInitializeFade();
+ break;
+ default:
+ break;
+ }
+ return;
+ }
+ if (FinaleStage == 0 || FinaleStage == 3 || FinaleStage == 4)
+ {
+ FadePic();
+ }
+}
+
+//===========================================================================
+//
+// TextWrite
+//
+//===========================================================================
+
+static void TextWrite(void)
+{
+ int count;
+ char *ch;
+ int c;
+ int cx, cy;
+ patch_t *w;
+
+ memcpy(I_VideoBuffer, W_CacheLumpNum(FinaleLumpNum, PU_CACHE),
+ SCREENWIDTH * SCREENHEIGHT);
+ if (FinaleStage == 5)
+ { // Chess pic, draw the correct character graphic
+ if (netgame)
+ {
+ V_DrawPatch(20, 0, W_CacheLumpName("chessall", PU_CACHE));
+ }
+ else if (PlayerClass[consoleplayer])
+ {
+ V_DrawPatch(60, 0, W_CacheLumpNum(W_GetNumForName("chessc")
+ + PlayerClass[consoleplayer] -
+ 1, PU_CACHE));
+ }
+ }
+ // Draw the actual text
+ if (FinaleStage == 5)
+ {
+ cy = 135;
+ }
+ else
+ {
+ cy = 5;
+ }
+ cx = 20;
+ ch = FinaleText;
+ count = (FinaleCount - 10) / TEXTSPEED;
+ if (count < 0)
+ {
+ count = 0;
+ }
+ for (; count; count--)
+ {
+ c = *ch++;
+ if (!c)
+ {
+ break;
+ }
+ if (c == '\n')
+ {
+ cx = 20;
+ cy += 9;
+ continue;
+ }
+ if (c < 32)
+ {
+ continue;
+ }
+ c = toupper(c);
+ if (c == 32)
+ {
+ cx += 5;
+ continue;
+ }
+ w = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ if (cx + w->width > SCREENWIDTH)
+ {
+ break;
+ }
+ V_DrawPatch(cx, cy, w);
+ cx += w->width;
+ }
+}
+
+//===========================================================================
+//
+// InitializeFade
+//
+//===========================================================================
+
+static void InitializeFade(boolean fadeIn)
+{
+ unsigned i;
+
+ Palette = Z_Malloc(768 * sizeof(fixed_t), PU_STATIC, 0);
+ PaletteDelta = Z_Malloc(768 * sizeof(fixed_t), PU_STATIC, 0);
+ RealPalette = Z_Malloc(768 * sizeof(byte), PU_STATIC, 0);
+
+ if (fadeIn)
+ {
+ memset(RealPalette, 0, 768 * sizeof(byte));
+ for (i = 0; i < 768; i++)
+ {
+ Palette[i] = 0;
+ PaletteDelta[i] = FixedDiv((*((byte *) W_CacheLumpName("playpal",
+ PU_CACHE) +
+ i)) << FRACBITS, 70 * FRACUNIT);
+ }
+ }
+ else
+ {
+ for (i = 0; i < 768; i++)
+ {
+ RealPalette[i] =
+ *((byte *) W_CacheLumpName("playpal", PU_CACHE) + i);
+ Palette[i] = RealPalette[i] << FRACBITS;
+ PaletteDelta[i] = FixedDiv(Palette[i], -70 * FRACUNIT);
+ }
+ }
+ I_SetPalette(RealPalette);
+}
+
+//===========================================================================
+//
+// DeInitializeFade
+//
+//===========================================================================
+
+static void DeInitializeFade(void)
+{
+ Z_Free(Palette);
+ Z_Free(PaletteDelta);
+ Z_Free(RealPalette);
+}
+
+//===========================================================================
+//
+// FadePic
+//
+//===========================================================================
+
+static void FadePic(void)
+{
+ unsigned i;
+
+ for (i = 0; i < 768; i++)
+ {
+ Palette[i] += PaletteDelta[i];
+ RealPalette[i] = Palette[i] >> FRACBITS;
+ }
+ I_SetPalette(RealPalette);
+}
+
+//===========================================================================
+//
+// DrawPic
+//
+//===========================================================================
+
+static void DrawPic(void)
+{
+ memcpy(I_VideoBuffer, W_CacheLumpNum(FinaleLumpNum, PU_CACHE),
+ SCREENWIDTH * SCREENHEIGHT);
+ if (FinaleStage == 4 || FinaleStage == 5)
+ { // Chess pic, draw the correct character graphic
+ if (netgame)
+ {
+ V_DrawPatch(20, 0, W_CacheLumpName("chessall", PU_CACHE));
+ }
+ else if (PlayerClass[consoleplayer])
+ {
+ V_DrawPatch(60, 0, W_CacheLumpNum(W_GetNumForName("chessc")
+ + PlayerClass[consoleplayer] -
+ 1, PU_CACHE));
+ }
+ }
+}
+
+//===========================================================================
+//
+// F_Drawer
+//
+//===========================================================================
+
+void F_Drawer(void)
+{
+ switch (FinaleStage)
+ {
+ case 0: // Fade in initial finale screen
+ DrawPic();
+ break;
+ case 1:
+ case 2:
+ TextWrite();
+ break;
+ case 3: // Fade screen out
+ DrawPic();
+ break;
+ case 4: // Fade in chess screen
+ DrawPic();
+ break;
+ case 5:
+ TextWrite();
+ break;
+ }
+ UpdateState |= I_FULLSCRN;
+}
+
+//==========================================================================
+//
+// GetFinaleText
+//
+//==========================================================================
+
+static char *GetFinaleText(int sequence)
+{
+ char *msgLumpName;
+ int msgSize;
+ int msgLump;
+ static char *winMsgLumpNames[] = {
+ "win1msg",
+ "win2msg",
+ "win3msg"
+ };
+
+ msgLumpName = winMsgLumpNames[sequence];
+ msgLump = W_GetNumForName(msgLumpName);
+ msgSize = W_LumpLength(msgLump);
+ if (msgSize >= MAX_INTRMSN_MESSAGE_SIZE)
+ {
+ I_Error("Finale message too long (%s)", msgLumpName);
+ }
+ W_ReadLump(msgLump, ClusterMessage);
+ ClusterMessage[msgSize] = 0; // Append terminator
+ return ClusterMessage;
+}
diff --git a/src/hexen/g_game.c b/src/hexen/g_game.c
new file mode 100644
index 00000000..190fdf76
--- /dev/null
+++ b/src/hexen/g_game.c
@@ -0,0 +1,1841 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <string.h>
+#include "m_random.h"
+#include "h2def.h"
+#include "s_sound.h"
+#include "doomkeys.h"
+#include "i_video.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "m_controls.h"
+#include "m_misc.h"
+#include "p_local.h"
+#include "v_video.h"
+
+#define AM_STARTKEY 9
+
+// External functions
+
+extern void R_InitSky(int map);
+extern void P_PlayerNextArtifact(player_t * player);
+
+// Functions
+
+boolean G_CheckDemoStatus(void);
+void G_ReadDemoTiccmd(ticcmd_t * cmd);
+void G_WriteDemoTiccmd(ticcmd_t * cmd);
+void G_InitNew(skill_t skill, int episode, int map);
+
+void G_DoReborn(int playernum);
+
+void G_DoLoadLevel(void);
+void G_DoInitNew(void);
+void G_DoNewGame(void);
+void G_DoLoadGame(void);
+void G_DoPlayDemo(void);
+void G_DoTeleportNewMap(void);
+void G_DoCompleted(void);
+void G_DoVictory(void);
+void G_DoWorldDone(void);
+void G_DoSaveGame(void);
+void G_DoSingleReborn(void);
+
+void H2_PageTicker(void);
+void H2_AdvanceDemo(void);
+
+extern boolean mn_SuicideConsole;
+
+gameaction_t gameaction;
+gamestate_t gamestate;
+skill_t gameskill;
+//boolean respawnmonsters;
+int gameepisode;
+int gamemap;
+int prevmap;
+
+boolean paused;
+boolean sendpause; // send a pause event next tic
+boolean sendsave; // send a save event next tic
+boolean usergame; // ok to save / end game
+
+boolean timingdemo; // if true, exit with report on completion
+int starttime; // for comparative timing purposes
+
+boolean viewactive;
+
+boolean deathmatch; // only if started as net death
+boolean netgame; // only true if packets are broadcast
+boolean playeringame[MAXPLAYERS];
+player_t players[MAXPLAYERS];
+pclass_t PlayerClass[MAXPLAYERS];
+
+// Position indicator for cooperative net-play reborn
+int RebornPosition;
+
+int consoleplayer; // player taking events and displaying
+int displayplayer; // view being displayed
+int gametic;
+int levelstarttic; // gametic at level start
+
+char demoname[32];
+boolean demorecording;
+boolean demoplayback;
+byte *demobuffer, *demo_p;
+boolean singledemo; // quit after playing a demo from cmdline
+
+boolean precache = true; // if true, load all graphics at start
+
+short consistancy[MAXPLAYERS][BACKUPTICS];
+
+int mouseSensitivity = 5;
+
+int LeaveMap;
+static int LeavePosition;
+
+//#define MAXPLMOVE 0x32 // Old Heretic Max move
+
+fixed_t MaxPlayerMove[NUMCLASSES] = { 0x3C, 0x32, 0x2D, 0x31 };
+fixed_t forwardmove[NUMCLASSES][2] = {
+ {0x1D, 0x3C},
+ {0x19, 0x32},
+ {0x16, 0x2E},
+ {0x18, 0x31}
+};
+
+fixed_t sidemove[NUMCLASSES][2] = {
+ {0x1B, 0x3B},
+ {0x18, 0x28},
+ {0x15, 0x25},
+ {0x17, 0x27}
+};
+
+fixed_t angleturn[3] = { 640, 1280, 320 }; // + slow turn
+
+static int *weapon_keys[] =
+{
+ &key_weapon1,
+ &key_weapon2,
+ &key_weapon3,
+ &key_weapon4,
+};
+
+#define SLOWTURNTICS 6
+
+#define NUMKEYS 256
+boolean gamekeydown[NUMKEYS];
+int turnheld; // for accelerative turning
+int lookheld;
+
+
+boolean mousearray[4];
+boolean *mousebuttons = &mousearray[1];
+ // allow [-1]
+int mousex, mousey; // mouse values are used once
+int dclicktime, dclickstate, dclicks;
+int dclicktime2, dclickstate2, dclicks2;
+
+#define MAX_JOY_BUTTONS 20
+
+int joyxmove, joyymove; // joystick values are repeated
+boolean joyarray[MAX_JOY_BUTTONS + 1];
+boolean *joybuttons = &joyarray[1]; // allow [-1]
+
+int savegameslot;
+char savedescription[32];
+
+int inventoryTics;
+
+// haleyjd: removed externdriver crap
+
+static skill_t TempSkill;
+static int TempEpisode;
+static int TempMap;
+
+//=============================================================================
+/*
+====================
+=
+= G_BuildTiccmd
+=
+= Builds a ticcmd from all of the available inputs or reads it from the
+= demo buffer.
+= If recording a demo, write it out
+====================
+*/
+
+extern boolean inventory;
+extern int curpos;
+extern int inv_ptr;
+
+boolean usearti = true;
+void I_ReadCyberCmd(ticcmd_t * cmd);
+
+void G_BuildTiccmd(ticcmd_t * cmd)
+{
+ int i;
+ boolean strafe, bstrafe;
+ int speed, tspeed, lspeed;
+ int forward, side;
+ int look, arti;
+ int flyheight;
+ int pClass;
+
+ extern boolean artiskip;
+
+ // haleyjd: removed externdriver crap
+
+ pClass = players[consoleplayer].class;
+ memset(cmd, 0, sizeof(*cmd));
+
+// cmd->consistancy =
+// consistancy[consoleplayer][(maketic*ticdup)%BACKUPTICS];
+
+ cmd->consistancy = consistancy[consoleplayer][maketic % BACKUPTICS];
+
+//printf ("cons: %i\n",cmd->consistancy);
+
+ strafe = gamekeydown[key_strafe]
+ || mousebuttons[mousebstrafe]
+ || joybuttons[joybstrafe];
+
+ // Allow joybspeed hack.
+
+ speed = key_speed >= NUMKEYS
+ || joybspeed >= MAX_JOY_BUTTONS
+ || gamekeydown[key_speed]
+ || joybuttons[joybspeed];
+
+ // haleyjd: removed externdriver crap
+
+ forward = side = look = arti = flyheight = 0;
+
+//
+// use two stage accelerative turning on the keyboard and joystick
+//
+ if (joyxmove < 0 || joyxmove > 0
+ || gamekeydown[key_right] || gamekeydown[key_left])
+ turnheld += ticdup;
+ else
+ turnheld = 0;
+ if (turnheld < SLOWTURNTICS)
+ tspeed = 2; // slow turn
+ else
+ tspeed = speed;
+
+ if (gamekeydown[key_lookdown] || gamekeydown[key_lookup])
+ {
+ lookheld += ticdup;
+ }
+ else
+ {
+ lookheld = 0;
+ }
+ if (lookheld < SLOWTURNTICS)
+ {
+ lspeed = 1; // 3;
+ }
+ else
+ {
+ lspeed = 2; // 5;
+ }
+
+//
+// let movement keys cancel each other out
+//
+ if (strafe)
+ {
+ if (gamekeydown[key_right])
+ {
+ side += sidemove[pClass][speed];
+ }
+ if (gamekeydown[key_left])
+ {
+ side -= sidemove[pClass][speed];
+ }
+ if (joyxmove > 0)
+ {
+ side += sidemove[pClass][speed];
+ }
+ if (joyxmove < 0)
+ {
+ side -= sidemove[pClass][speed];
+ }
+ }
+ else
+ {
+ if (gamekeydown[key_right])
+ cmd->angleturn -= angleturn[tspeed];
+ if (gamekeydown[key_left])
+ cmd->angleturn += angleturn[tspeed];
+ if (joyxmove > 0)
+ cmd->angleturn -= angleturn[tspeed];
+ if (joyxmove < 0)
+ cmd->angleturn += angleturn[tspeed];
+ }
+
+ if (gamekeydown[key_up])
+ {
+ forward += forwardmove[pClass][speed];
+ }
+ if (gamekeydown[key_down])
+ {
+ forward -= forwardmove[pClass][speed];
+ }
+ if (joyymove < 0)
+ {
+ forward += forwardmove[pClass][speed];
+ }
+ if (joyymove > 0)
+ {
+ forward -= forwardmove[pClass][speed];
+ }
+ if (gamekeydown[key_straferight])
+ {
+ side += sidemove[pClass][speed];
+ }
+ if (gamekeydown[key_strafeleft])
+ {
+ side -= sidemove[pClass][speed];
+ }
+
+ // Look up/down/center keys
+ if (gamekeydown[key_lookup])
+ {
+ look = lspeed;
+ }
+ if (gamekeydown[key_lookdown])
+ {
+ look = -lspeed;
+ }
+ // haleyjd: removed externdriver crap
+ if (gamekeydown[key_lookcenter])
+ {
+ look = TOCENTER;
+ }
+
+ // haleyjd: removed externdriver crap
+
+ // Fly up/down/drop keys
+ if (gamekeydown[key_flyup])
+ {
+ flyheight = 5; // note that the actual flyheight will be twice this
+ }
+ if (gamekeydown[key_flydown])
+ {
+ flyheight = -5;
+ }
+ if (gamekeydown[key_flycenter])
+ {
+ flyheight = TOCENTER;
+ // haleyjd: removed externdriver crap
+ look = TOCENTER;
+ }
+ // Use artifact key
+ if (gamekeydown[key_useartifact])
+ {
+ if (gamekeydown[key_speed] && artiskip)
+ {
+ if (players[consoleplayer].inventory[inv_ptr].type != arti_none)
+ { // Skip an artifact
+ gamekeydown[key_useartifact] = false;
+ P_PlayerNextArtifact(&players[consoleplayer]);
+ }
+ }
+ else
+ {
+ if (inventory)
+ {
+ players[consoleplayer].readyArtifact =
+ players[consoleplayer].inventory[inv_ptr].type;
+ inventory = false;
+ cmd->arti = 0;
+ usearti = false;
+ }
+ else if (usearti)
+ {
+ cmd->arti |=
+ players[consoleplayer].inventory[inv_ptr].
+ type & AFLAG_MASK;
+ usearti = false;
+ }
+ }
+ }
+ if (gamekeydown[key_jump] || mousebuttons[mousebjump]
+ || joybuttons[joybjump])
+ {
+ cmd->arti |= AFLAG_JUMP;
+ }
+ if (mn_SuicideConsole)
+ {
+ cmd->arti |= AFLAG_SUICIDE;
+ mn_SuicideConsole = false;
+ }
+
+ // Artifact hot keys
+ if (gamekeydown[KEY_BACKSPACE] && !cmd->arti)
+ {
+ gamekeydown[KEY_BACKSPACE] = false; // Use one of each artifact
+ cmd->arti = NUMARTIFACTS;
+ }
+ else if (gamekeydown['\\'] && !cmd->arti
+ && (players[consoleplayer].mo->health < MAXHEALTH))
+ {
+ gamekeydown['\\'] = false;
+ cmd->arti = arti_health;
+ }
+ else if (gamekeydown['0'] && !cmd->arti)
+ {
+ gamekeydown['0'] = false;
+ cmd->arti = arti_poisonbag;
+ }
+ else if (gamekeydown['9'] && !cmd->arti)
+ {
+ gamekeydown['9'] = false;
+ cmd->arti = arti_blastradius;
+ }
+ else if (gamekeydown['8'] && !cmd->arti)
+ {
+ gamekeydown['8'] = false;
+ cmd->arti = arti_teleport;
+ }
+ else if (gamekeydown['7'] && !cmd->arti)
+ {
+ gamekeydown['7'] = false;
+ cmd->arti = arti_teleportother;
+ }
+ else if (gamekeydown['6'] && !cmd->arti)
+ {
+ gamekeydown['6'] = false;
+ cmd->arti = arti_egg;
+ }
+ else if (gamekeydown['5'] && !cmd->arti
+ && !players[consoleplayer].powers[pw_invulnerability])
+ {
+ gamekeydown['5'] = false;
+ cmd->arti = arti_invulnerability;
+ }
+
+//
+// buttons
+//
+ cmd->chatchar = CT_dequeueChatChar();
+
+ if (gamekeydown[key_fire] || mousebuttons[mousebfire]
+ || joybuttons[joybfire])
+ cmd->buttons |= BT_ATTACK;
+
+ if (gamekeydown[key_use] || joybuttons[joybuse])
+ {
+ cmd->buttons |= BT_USE;
+ dclicks = 0; // clear double clicks if hit use button
+ }
+
+ for (i=0; i<arrlen(weapon_keys); ++i)
+ {
+ int key = *weapon_keys[i];
+
+ if (gamekeydown[key])
+ {
+ cmd->buttons |= BT_CHANGE;
+ cmd->buttons |= i<<BT_WEAPONSHIFT;
+ break;
+ }
+ }
+
+//
+// mouse
+//
+ if (mousebuttons[mousebforward])
+ {
+ forward += forwardmove[pClass][speed];
+ }
+
+//
+// forward double click
+//
+ if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1)
+ {
+ dclickstate = mousebuttons[mousebforward];
+ if (dclickstate)
+ dclicks++;
+ if (dclicks == 2)
+ {
+ cmd->buttons |= BT_USE;
+ dclicks = 0;
+ }
+ else
+ dclicktime = 0;
+ }
+ else
+ {
+ dclicktime += ticdup;
+ if (dclicktime > 20)
+ {
+ dclicks = 0;
+ dclickstate = 0;
+ }
+ }
+
+//
+// strafe double click
+//
+ bstrafe = mousebuttons[mousebstrafe] || joybuttons[joybstrafe];
+ if (bstrafe != dclickstate2 && dclicktime2 > 1)
+ {
+ dclickstate2 = bstrafe;
+ if (dclickstate2)
+ dclicks2++;
+ if (dclicks2 == 2)
+ {
+ cmd->buttons |= BT_USE;
+ dclicks2 = 0;
+ }
+ else
+ dclicktime2 = 0;
+ }
+ else
+ {
+ dclicktime2 += ticdup;
+ if (dclicktime2 > 20)
+ {
+ dclicks2 = 0;
+ dclickstate2 = 0;
+ }
+ }
+
+ if (strafe)
+ {
+ side += mousex * 2;
+ }
+ else
+ {
+ cmd->angleturn -= mousex * 0x8;
+ }
+ forward += mousey;
+ mousex = mousey = 0;
+
+ if (forward > MaxPlayerMove[pClass])
+ {
+ forward = MaxPlayerMove[pClass];
+ }
+ else if (forward < -MaxPlayerMove[pClass])
+ {
+ forward = -MaxPlayerMove[pClass];
+ }
+ if (side > MaxPlayerMove[pClass])
+ {
+ side = MaxPlayerMove[pClass];
+ }
+ else if (side < -MaxPlayerMove[pClass])
+ {
+ side = -MaxPlayerMove[pClass];
+ }
+ if (players[consoleplayer].powers[pw_speed]
+ && !players[consoleplayer].morphTics)
+ { // Adjust for a player with a speed artifact
+ forward = (3 * forward) >> 1;
+ side = (3 * side) >> 1;
+ }
+ cmd->forwardmove += forward;
+ cmd->sidemove += side;
+ if (players[consoleplayer].playerstate == PST_LIVE)
+ {
+ if (look < 0)
+ {
+ look += 16;
+ }
+ cmd->lookfly = look;
+ }
+ if (flyheight < 0)
+ {
+ flyheight += 16;
+ }
+ cmd->lookfly |= flyheight << 4;
+
+//
+// special buttons
+//
+ if (sendpause)
+ {
+ sendpause = false;
+ cmd->buttons = BT_SPECIAL | BTS_PAUSE;
+ }
+
+ if (sendsave)
+ {
+ sendsave = false;
+ cmd->buttons =
+ BT_SPECIAL | BTS_SAVEGAME | (savegameslot << BTS_SAVESHIFT);
+ }
+}
+
+
+/*
+==============
+=
+= G_DoLoadLevel
+=
+==============
+*/
+
+void G_DoLoadLevel(void)
+{
+ int i;
+
+ levelstarttic = gametic; // for time calculation
+ gamestate = GS_LEVEL;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i] && players[i].playerstate == PST_DEAD)
+ players[i].playerstate = PST_REBORN;
+ memset(players[i].frags, 0, sizeof(players[i].frags));
+ }
+
+ SN_StopAllSequences();
+ P_SetupLevel(gameepisode, gamemap, 0, gameskill);
+ displayplayer = consoleplayer; // view the guy you are playing
+ starttime = I_GetTime();
+ gameaction = ga_nothing;
+ Z_CheckHeap();
+
+//
+// clear cmd building stuff
+//
+
+ memset(gamekeydown, 0, sizeof(gamekeydown));
+ joyxmove = joyymove = 0;
+ mousex = mousey = 0;
+ sendpause = sendsave = paused = false;
+ memset(mousebuttons, 0, sizeof(mousebuttons));
+ memset(joybuttons, 0, sizeof(joybuttons));
+}
+
+
+/*
+===============================================================================
+=
+= G_Responder
+=
+= get info needed to make ticcmd_ts for the players
+=
+===============================================================================
+*/
+
+boolean G_Responder(event_t * ev)
+{
+ player_t *plr;
+ extern boolean MenuActive;
+
+ plr = &players[consoleplayer];
+ if (ev->type == ev_keyup && ev->data1 == key_useartifact)
+ { // flag to denote that it's okay to use an artifact
+ if (!inventory)
+ {
+ plr->readyArtifact = plr->inventory[inv_ptr].type;
+ }
+ usearti = true;
+ }
+
+ // Check for spy mode player cycle
+ if (gamestate == GS_LEVEL && ev->type == ev_keydown
+ && ev->data1 == KEY_F12 && !deathmatch)
+ { // Cycle the display player
+ do
+ {
+ displayplayer++;
+ if (displayplayer == MAXPLAYERS)
+ {
+ displayplayer = 0;
+ }
+ }
+ while (!playeringame[displayplayer]
+ && displayplayer != consoleplayer);
+ return (true);
+ }
+
+ if (CT_Responder(ev))
+ { // Chat ate the event
+ return (true);
+ }
+ if (gamestate == GS_LEVEL)
+ {
+ if (SB_Responder(ev))
+ { // Status bar ate the event
+ return (true);
+ }
+ if (AM_Responder(ev))
+ { // Automap ate the event
+ return (true);
+ }
+ }
+
+ switch (ev->type)
+ {
+ case ev_keydown:
+ if (ev->data1 == key_invleft)
+ {
+ inventoryTics = 5 * 35;
+ if (!inventory)
+ {
+ inventory = true;
+ break;
+ }
+ inv_ptr--;
+ if (inv_ptr < 0)
+ {
+ inv_ptr = 0;
+ }
+ else
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ return (true);
+ }
+ if (ev->data1 == key_invright)
+ {
+ inventoryTics = 5 * 35;
+ if (!inventory)
+ {
+ inventory = true;
+ break;
+ }
+ inv_ptr++;
+ if (inv_ptr >= plr->inventorySlotNum)
+ {
+ inv_ptr--;
+ if (inv_ptr < 0)
+ inv_ptr = 0;
+ }
+ else
+ {
+ curpos++;
+ if (curpos > 6)
+ {
+ curpos = 6;
+ }
+ }
+ return (true);
+ }
+ if (ev->data1 == KEY_PAUSE && !MenuActive)
+ {
+ sendpause = true;
+ return (true);
+ }
+ if (ev->data1 < NUMKEYS)
+ {
+ gamekeydown[ev->data1] = true;
+ }
+ return (true); // eat key down events
+
+ case ev_keyup:
+ if (ev->data1 < NUMKEYS)
+ {
+ gamekeydown[ev->data1] = false;
+ }
+ return (false); // always let key up events filter down
+
+ case ev_mouse:
+ mousebuttons[0] = ev->data1 & 1;
+ mousebuttons[1] = ev->data1 & 2;
+ mousebuttons[2] = ev->data1 & 4;
+ mousex = ev->data2 * (mouseSensitivity + 5) / 10;
+ mousey = ev->data3 * (mouseSensitivity + 5) / 10;
+ return (true); // eat events
+
+ case ev_joystick:
+ joybuttons[0] = ev->data1 & 1;
+ joybuttons[1] = ev->data1 & 2;
+ joybuttons[2] = ev->data1 & 4;
+ joybuttons[3] = ev->data1 & 8;
+ joyxmove = ev->data2;
+ joyymove = ev->data3;
+ return (true); // eat events
+
+ default:
+ break;
+ }
+ return (false);
+}
+
+
+//==========================================================================
+//
+// G_Ticker
+//
+//==========================================================================
+
+void G_Ticker(void)
+{
+ int i, buf;
+ ticcmd_t *cmd = NULL;
+
+//
+// do player reborns if needed
+//
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (playeringame[i] && players[i].playerstate == PST_REBORN)
+ G_DoReborn(i);
+
+//
+// do things to change the game state
+//
+ while (gameaction != ga_nothing)
+ {
+ switch (gameaction)
+ {
+ case ga_loadlevel:
+ G_DoLoadLevel();
+ break;
+ case ga_initnew:
+ G_DoInitNew();
+ break;
+ case ga_newgame:
+ G_DoNewGame();
+ break;
+ case ga_loadgame:
+ Draw_LoadIcon();
+ G_DoLoadGame();
+ break;
+ case ga_savegame:
+ Draw_SaveIcon();
+ G_DoSaveGame();
+ break;
+ case ga_singlereborn:
+ G_DoSingleReborn();
+ break;
+ case ga_playdemo:
+ G_DoPlayDemo();
+ break;
+ case ga_screenshot:
+ V_ScreenShot("HEXEN%02i.pcx");
+ P_SetMessage(&players[consoleplayer], "SCREEN SHOT", false);
+ gameaction = ga_nothing;
+ break;
+ case ga_leavemap:
+ Draw_TeleportIcon();
+ G_DoTeleportNewMap();
+ break;
+ case ga_completed:
+ G_DoCompleted();
+ break;
+ case ga_worlddone:
+ G_DoWorldDone();
+ break;
+ case ga_victory:
+ F_StartFinale();
+ break;
+ default:
+ break;
+ }
+ }
+
+
+//
+// get commands, check consistancy, and build new consistancy check
+//
+ //buf = gametic%BACKUPTICS;
+ buf = (gametic / ticdup) % BACKUPTICS;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (playeringame[i])
+ {
+ cmd = &players[i].cmd;
+
+ memcpy(cmd, &netcmds[i][buf], sizeof(ticcmd_t));
+
+ if (demoplayback)
+ G_ReadDemoTiccmd(cmd);
+ if (demorecording)
+ G_WriteDemoTiccmd(cmd);
+
+ if (netgame && !(gametic % ticdup))
+ {
+ if (gametic > BACKUPTICS
+ && consistancy[i][buf] != cmd->consistancy)
+ {
+ I_Error("consistency failure (%i should be %i)",
+ cmd->consistancy, consistancy[i][buf]);
+ }
+ if (players[i].mo)
+ consistancy[i][buf] = players[i].mo->x;
+ else
+ consistancy[i][buf] = rndindex;
+ }
+ }
+
+//
+// check for special buttons
+//
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (playeringame[i])
+ {
+ if (players[i].cmd.buttons & BT_SPECIAL)
+ {
+ switch (players[i].cmd.buttons & BT_SPECIALMASK)
+ {
+ case BTS_PAUSE:
+ paused ^= 1;
+ if (paused)
+ {
+ S_PauseSound();
+ }
+ else
+ {
+ S_ResumeSound();
+ }
+ break;
+
+ case BTS_SAVEGAME:
+ if (!savedescription[0])
+ {
+ if (netgame)
+ {
+ strcpy(savedescription, "NET GAME");
+ }
+ else
+ {
+ strcpy(savedescription, "SAVE GAME");
+ }
+ }
+ savegameslot =
+ (players[i].cmd.
+ buttons & BTS_SAVEMASK) >> BTS_SAVESHIFT;
+ gameaction = ga_savegame;
+ break;
+ }
+ }
+ }
+ // turn inventory off after a certain amount of time
+ if (inventory && !(--inventoryTics))
+ {
+ players[consoleplayer].readyArtifact =
+ players[consoleplayer].inventory[inv_ptr].type;
+ inventory = false;
+ cmd->arti = 0;
+ }
+//
+// do main actions
+//
+//
+// do main actions
+//
+ switch (gamestate)
+ {
+ case GS_LEVEL:
+ P_Ticker();
+ SB_Ticker();
+ AM_Ticker();
+ CT_Ticker();
+ break;
+ case GS_INTERMISSION:
+ IN_Ticker();
+ break;
+ case GS_FINALE:
+ F_Ticker();
+ break;
+ case GS_DEMOSCREEN:
+ H2_PageTicker();
+ break;
+ }
+}
+
+
+/*
+==============================================================================
+
+ PLAYER STRUCTURE FUNCTIONS
+
+also see P_SpawnPlayer in P_Things
+==============================================================================
+*/
+
+//==========================================================================
+//
+// G_PlayerExitMap
+//
+// Called when the player leaves a map.
+//
+//==========================================================================
+
+void G_PlayerExitMap(int playerNumber)
+{
+ int i;
+ player_t *player;
+ int flightPower;
+
+ player = &players[playerNumber];
+
+// if(deathmatch)
+// {
+// // Strip all but one of each type of artifact
+// for(i = 0; i < player->inventorySlotNum; i++)
+// {
+// player->inventory[i].count = 1;
+// }
+// player->artifactCount = player->inventorySlotNum;
+// }
+// else
+
+ // Strip all current powers (retain flight)
+ flightPower = player->powers[pw_flight];
+ memset(player->powers, 0, sizeof(player->powers));
+ player->powers[pw_flight] = flightPower;
+
+ if (deathmatch)
+ {
+ player->powers[pw_flight] = 0;
+ }
+ else
+ {
+ if (P_GetMapCluster(gamemap) != P_GetMapCluster(LeaveMap))
+ { // Entering new cluster
+ // Strip all keys
+ player->keys = 0;
+
+ // Strip flight artifact
+ for (i = 0; i < 25; i++)
+ {
+ player->powers[pw_flight] = 0;
+ P_PlayerUseArtifact(player, arti_fly);
+ }
+ player->powers[pw_flight] = 0;
+ }
+ }
+
+ if (player->morphTics)
+ {
+ player->readyweapon = player->mo->special1; // Restore weapon
+ player->morphTics = 0;
+ }
+ player->messageTics = 0;
+ player->lookdir = 0;
+ player->mo->flags &= ~MF_SHADOW; // Remove invisibility
+ player->extralight = 0; // Remove weapon flashes
+ player->fixedcolormap = 0; // Remove torch
+ player->damagecount = 0; // No palette changes
+ player->bonuscount = 0;
+ player->poisoncount = 0;
+ if (player == &players[consoleplayer])
+ {
+ SB_state = -1; // refresh the status bar
+ viewangleoffset = 0;
+ }
+}
+
+//==========================================================================
+//
+// G_PlayerReborn
+//
+// Called after a player dies. Almost everything is cleared and
+// initialized.
+//
+//==========================================================================
+
+void G_PlayerReborn(int player)
+{
+ player_t *p;
+ int frags[MAXPLAYERS];
+ int killcount, itemcount, secretcount;
+ unsigned int worldTimer;
+
+ memcpy(frags, players[player].frags, sizeof(frags));
+ killcount = players[player].killcount;
+ itemcount = players[player].itemcount;
+ secretcount = players[player].secretcount;
+ worldTimer = players[player].worldTimer;
+
+ p = &players[player];
+ memset(p, 0, sizeof(*p));
+
+ memcpy(players[player].frags, frags, sizeof(players[player].frags));
+ players[player].killcount = killcount;
+ players[player].itemcount = itemcount;
+ players[player].secretcount = secretcount;
+ players[player].worldTimer = worldTimer;
+ players[player].class = PlayerClass[player];
+
+ p->usedown = p->attackdown = true; // don't do anything immediately
+ p->playerstate = PST_LIVE;
+ p->health = MAXHEALTH;
+ p->readyweapon = p->pendingweapon = WP_FIRST;
+ p->weaponowned[WP_FIRST] = true;
+ p->messageTics = 0;
+ p->lookdir = 0;
+ localQuakeHappening[player] = false;
+ if (p == &players[consoleplayer])
+ {
+ SB_state = -1; // refresh the status bar
+ inv_ptr = 0; // reset the inventory pointer
+ curpos = 0;
+ viewangleoffset = 0;
+ }
+}
+
+/*
+====================
+=
+= G_CheckSpot
+=
+= Returns false if the player cannot be respawned at the given mapthing_t spot
+= because something is occupying it
+====================
+*/
+
+void P_SpawnPlayer(mapthing_t * mthing);
+
+boolean G_CheckSpot(int playernum, mapthing_t * mthing)
+{
+ fixed_t x, y;
+ subsector_t *ss;
+ unsigned an;
+ mobj_t *mo;
+
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+
+ players[playernum].mo->flags2 &= ~MF2_PASSMOBJ;
+ if (!P_CheckPosition(players[playernum].mo, x, y))
+ {
+ players[playernum].mo->flags2 |= MF2_PASSMOBJ;
+ return false;
+ }
+ players[playernum].mo->flags2 |= MF2_PASSMOBJ;
+
+// spawn a teleport fog
+ ss = R_PointInSubsector(x, y);
+ an = (ANG45 * (mthing->angle / 45)) >> ANGLETOFINESHIFT;
+
+ mo = P_SpawnMobj(x + 20 * finecosine[an], y + 20 * finesine[an],
+ ss->sector->floorheight + TELEFOGHEIGHT, MT_TFOG);
+ if (players[consoleplayer].viewz != 1)
+ S_StartSound(mo, SFX_TELEPORT); // don't start sound on first frame
+
+ return true;
+}
+
+/*
+====================
+=
+= G_DeathMatchSpawnPlayer
+=
+= Spawns a player at one of the random death match spots
+= called at level load and each death
+====================
+*/
+
+void G_DeathMatchSpawnPlayer(int playernum)
+{
+ int i, j;
+ int selections;
+
+ selections = deathmatch_p - deathmatchstarts;
+
+ // This check has been moved to p_setup.c:P_LoadThings()
+ //if (selections < 8)
+ // I_Error ("Only %i deathmatch spots, 8 required", selections);
+
+ for (j = 0; j < 20; j++)
+ {
+ i = P_Random() % selections;
+ if (G_CheckSpot(playernum, &deathmatchstarts[i]))
+ {
+ deathmatchstarts[i].type = playernum + 1;
+ P_SpawnPlayer(&deathmatchstarts[i]);
+ return;
+ }
+ }
+
+// no good spot, so the player will probably get stuck
+ P_SpawnPlayer(&playerstarts[0][playernum]);
+}
+
+//==========================================================================
+//
+// G_DoReborn
+//
+//==========================================================================
+
+void G_DoReborn(int playernum)
+{
+ int i;
+ boolean oldWeaponowned[NUMWEAPONS];
+ int oldKeys;
+ int oldPieces;
+ boolean foundSpot;
+ int bestWeapon;
+
+ if (G_CheckDemoStatus())
+ {
+ return;
+ }
+ if (!netgame)
+ {
+ if (SV_RebornSlotAvailable())
+ { // Use the reborn code if the slot is available
+ gameaction = ga_singlereborn;
+ }
+ else
+ { // Start a new game if there's no reborn info
+ gameaction = ga_newgame;
+ }
+ }
+ else
+ { // Net-game
+ players[playernum].mo->player = NULL; // Dissassociate the corpse
+
+ if (deathmatch)
+ { // Spawn at random spot if in death match
+ G_DeathMatchSpawnPlayer(playernum);
+ return;
+ }
+
+ // Cooperative net-play, retain keys and weapons
+ oldKeys = players[playernum].keys;
+ oldPieces = players[playernum].pieces;
+ for (i = 0; i < NUMWEAPONS; i++)
+ {
+ oldWeaponowned[i] = players[playernum].weaponowned[i];
+ }
+
+ foundSpot = false;
+ if (G_CheckSpot(playernum, &playerstarts[RebornPosition][playernum]))
+ { // Appropriate player start spot is open
+ P_SpawnPlayer(&playerstarts[RebornPosition][playernum]);
+ foundSpot = true;
+ }
+ else
+ {
+ // Try to spawn at one of the other player start spots
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (G_CheckSpot(playernum, &playerstarts[RebornPosition][i]))
+ { // Found an open start spot
+
+ // Fake as other player
+ playerstarts[RebornPosition][i].type = playernum + 1;
+ P_SpawnPlayer(&playerstarts[RebornPosition][i]);
+
+ // Restore proper player type
+ playerstarts[RebornPosition][i].type = i + 1;
+
+ foundSpot = true;
+ break;
+ }
+ }
+ }
+
+ if (foundSpot == false)
+ { // Player's going to be inside something
+ P_SpawnPlayer(&playerstarts[RebornPosition][playernum]);
+ }
+
+ // Restore keys and weapons
+ players[playernum].keys = oldKeys;
+ players[playernum].pieces = oldPieces;
+ for (bestWeapon = 0, i = 0; i < NUMWEAPONS; i++)
+ {
+ if (oldWeaponowned[i])
+ {
+ bestWeapon = i;
+ players[playernum].weaponowned[i] = true;
+ }
+ }
+ players[playernum].mana[MANA_1] = 25;
+ players[playernum].mana[MANA_2] = 25;
+ if (bestWeapon)
+ { // Bring up the best weapon
+ players[playernum].pendingweapon = bestWeapon;
+ }
+ }
+}
+
+void G_ScreenShot(void)
+{
+ gameaction = ga_screenshot;
+}
+
+//==========================================================================
+//
+// G_StartNewInit
+//
+//==========================================================================
+
+void G_StartNewInit(void)
+{
+ SV_InitBaseSlot();
+ SV_ClearRebornSlot();
+ P_ACSInitNewGame();
+ // Default the player start spot group to 0
+ RebornPosition = 0;
+}
+
+//==========================================================================
+//
+// G_StartNewGame
+//
+//==========================================================================
+
+void G_StartNewGame(skill_t skill)
+{
+ int realMap;
+
+ G_StartNewInit();
+ realMap = P_TranslateMap(1);
+ if (realMap == -1)
+ {
+ realMap = 1;
+ }
+ G_InitNew(TempSkill, 1, realMap);
+}
+
+//==========================================================================
+//
+// G_TeleportNewMap
+//
+// Only called by the warp cheat code. Works just like normal map to map
+// teleporting, but doesn't do any interlude stuff.
+//
+//==========================================================================
+
+void G_TeleportNewMap(int map, int position)
+{
+ gameaction = ga_leavemap;
+ LeaveMap = map;
+ LeavePosition = position;
+}
+
+//==========================================================================
+//
+// G_DoTeleportNewMap
+//
+//==========================================================================
+
+void G_DoTeleportNewMap(void)
+{
+ SV_MapTeleport(LeaveMap, LeavePosition);
+ gamestate = GS_LEVEL;
+ gameaction = ga_nothing;
+ RebornPosition = LeavePosition;
+}
+
+/*
+boolean secretexit;
+void G_ExitLevel (void)
+{
+ secretexit = false;
+ gameaction = ga_completed;
+}
+void G_SecretExitLevel (void)
+{
+ secretexit = true;
+ gameaction = ga_completed;
+}
+*/
+
+//==========================================================================
+//
+// G_Completed
+//
+// Starts intermission routine, which is used only during hub exits,
+// and DeathMatch games.
+//==========================================================================
+
+void G_Completed(int map, int position)
+{
+ gameaction = ga_completed;
+ LeaveMap = map;
+ LeavePosition = position;
+}
+
+void G_DoCompleted(void)
+{
+ int i;
+
+ gameaction = ga_nothing;
+ if (G_CheckDemoStatus())
+ {
+ return;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ G_PlayerExitMap(i);
+ }
+ }
+ if (LeaveMap == -1 && LeavePosition == -1)
+ {
+ gameaction = ga_victory;
+ return;
+ }
+ else
+ {
+ gamestate = GS_INTERMISSION;
+ IN_Start();
+ }
+
+/*
+ int i;
+ static int afterSecret[3] = { 7, 5, 5 };
+
+ gameaction = ga_nothing;
+ if(G_CheckDemoStatus())
+ {
+ return;
+ }
+ for(i = 0; i < MAXPLAYERS; i++)
+ {
+ if(playeringame[i])
+ {
+ G_PlayerFinishLevel(i);
+ }
+ }
+ prevmap = gamemap;
+ if(secretexit == true)
+ {
+ gamemap = 9;
+ }
+ else if(gamemap == 9)
+ { // Finished secret level
+ gamemap = afterSecret[gameepisode-1];
+ }
+ else if(gamemap == 8)
+ {
+ gameaction = ga_victory;
+ return;
+ }
+ else
+ {
+ gamemap++;
+ }
+ gamestate = GS_INTERMISSION;
+ IN_Start();
+*/
+}
+
+//============================================================================
+//
+// G_WorldDone
+//
+//============================================================================
+
+void G_WorldDone(void)
+{
+ gameaction = ga_worlddone;
+}
+
+//============================================================================
+//
+// G_DoWorldDone
+//
+//============================================================================
+
+void G_DoWorldDone(void)
+{
+ gamestate = GS_LEVEL;
+ G_DoLoadLevel();
+ gameaction = ga_nothing;
+ viewactive = true;
+}
+
+//==========================================================================
+//
+// G_DoSingleReborn
+//
+// Called by G_Ticker based on gameaction. Loads a game from the reborn
+// save slot.
+//
+//==========================================================================
+
+void G_DoSingleReborn(void)
+{
+ gameaction = ga_nothing;
+ SV_LoadGame(SV_GetRebornSlot());
+ SB_SetClassData();
+}
+
+//==========================================================================
+//
+// G_LoadGame
+//
+// Can be called by the startup code or the menu task.
+//
+//==========================================================================
+
+static int GameLoadSlot;
+
+void G_LoadGame(int slot)
+{
+ GameLoadSlot = slot;
+ gameaction = ga_loadgame;
+}
+
+//==========================================================================
+//
+// G_DoLoadGame
+//
+// Called by G_Ticker based on gameaction.
+//
+//==========================================================================
+
+void G_DoLoadGame(void)
+{
+ gameaction = ga_nothing;
+ SV_LoadGame(GameLoadSlot);
+ if (!netgame)
+ { // Copy the base slot to the reborn slot
+ SV_UpdateRebornSlot();
+ }
+ SB_SetClassData();
+}
+
+//==========================================================================
+//
+// G_SaveGame
+//
+// Called by the menu task. <description> is a 24 byte text string.
+//
+//==========================================================================
+
+void G_SaveGame(int slot, char *description)
+{
+ savegameslot = slot;
+ strcpy(savedescription, description);
+ sendsave = true;
+}
+
+//==========================================================================
+//
+// G_DoSaveGame
+//
+// Called by G_Ticker based on gameaction.
+//
+//==========================================================================
+
+void G_DoSaveGame(void)
+{
+ SV_SaveGame(savegameslot, savedescription);
+ gameaction = ga_nothing;
+ savedescription[0] = 0;
+ P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true);
+}
+
+//==========================================================================
+//
+// G_DeferredNewGame
+//
+//==========================================================================
+
+void G_DeferredNewGame(skill_t skill)
+{
+ TempSkill = skill;
+ gameaction = ga_newgame;
+}
+
+//==========================================================================
+//
+// G_DoNewGame
+//
+//==========================================================================
+
+void G_DoNewGame(void)
+{
+ G_StartNewGame(TempSkill);
+ gameaction = ga_nothing;
+}
+
+/*
+====================
+=
+= G_InitNew
+=
+= Can be called by the startup code or the menu task
+= consoleplayer, displayplayer, playeringame[] should be set
+====================
+*/
+
+void G_DeferedInitNew(skill_t skill, int episode, int map)
+{
+ TempSkill = skill;
+ TempEpisode = episode;
+ TempMap = map;
+ gameaction = ga_initnew;
+}
+
+void G_DoInitNew(void)
+{
+ SV_InitBaseSlot();
+ G_InitNew(TempSkill, TempEpisode, TempMap);
+ gameaction = ga_nothing;
+}
+
+void G_InitNew(skill_t skill, int episode, int map)
+{
+ int i;
+
+ if (paused)
+ {
+ paused = false;
+ S_ResumeSound();
+ }
+ if (skill < sk_baby)
+ {
+ skill = sk_baby;
+ }
+ if (skill > sk_nightmare)
+ {
+ skill = sk_nightmare;
+ }
+ if (map < 1)
+ {
+ map = 1;
+ }
+ if (map > 99)
+ {
+ map = 99;
+ }
+ M_ClearRandom();
+ // Force players to be initialized upon first level load
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ players[i].playerstate = PST_REBORN;
+ players[i].worldTimer = 0;
+ }
+
+ // Set up a bunch of globals
+ usergame = true; // will be set false if a demo
+ paused = false;
+ demorecording = false;
+ demoplayback = false;
+ viewactive = true;
+ gameepisode = episode;
+ gamemap = map;
+ gameskill = skill;
+ BorderNeedRefresh = true;
+
+ // Initialize the sky
+ R_InitSky(map);
+
+ // Give one null ticcmd_t
+ //gametic = 0;
+ //maketic = 1;
+ //for (i=0 ; i<MAXPLAYERS ; i++)
+ // nettics[i] = 1; // one null event for this gametic
+ //memset (localcmds,0,sizeof(localcmds));
+ //memset (netcmds,0,sizeof(netcmds));
+
+ G_DoLoadLevel();
+}
+
+/*
+===============================================================================
+
+ DEMO RECORDING
+
+===============================================================================
+*/
+
+#define DEMOMARKER 0x80
+
+void G_ReadDemoTiccmd(ticcmd_t * cmd)
+{
+ if (*demo_p == DEMOMARKER)
+ { // end of demo data stream
+ G_CheckDemoStatus();
+ return;
+ }
+ cmd->forwardmove = ((signed char) *demo_p++);
+ cmd->sidemove = ((signed char) *demo_p++);
+ cmd->angleturn = ((unsigned char) *demo_p++) << 8;
+ cmd->buttons = (unsigned char) *demo_p++;
+ cmd->lookfly = (unsigned char) *demo_p++;
+ cmd->arti = (unsigned char) *demo_p++;
+}
+
+void G_WriteDemoTiccmd(ticcmd_t * cmd)
+{
+ if (gamekeydown['q']) // press q to end demo recording
+ G_CheckDemoStatus();
+ *demo_p++ = cmd->forwardmove;
+ *demo_p++ = cmd->sidemove;
+ *demo_p++ = cmd->angleturn >> 8;
+ *demo_p++ = cmd->buttons;
+ *demo_p++ = cmd->lookfly;
+ *demo_p++ = cmd->arti;
+ demo_p -= 6;
+ G_ReadDemoTiccmd(cmd); // make SURE it is exactly the same
+}
+
+
+
+/*
+===================
+=
+= G_RecordDemo
+=
+===================
+*/
+
+void G_RecordDemo(skill_t skill, int numplayers, int episode, int map,
+ char *name)
+{
+ int i;
+
+ G_InitNew(skill, episode, map);
+ usergame = false;
+ strcpy(demoname, name);
+ strcat(demoname, ".lmp");
+ demobuffer = demo_p = Z_Malloc(0x20000, PU_STATIC, NULL);
+ *demo_p++ = skill;
+ *demo_p++ = episode;
+ *demo_p++ = map;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ *demo_p++ = playeringame[i];
+ *demo_p++ = PlayerClass[i];
+ }
+ demorecording = true;
+}
+
+
+/*
+===================
+=
+= G_PlayDemo
+=
+===================
+*/
+
+char *defdemoname;
+
+void G_DeferedPlayDemo(char *name)
+{
+ defdemoname = name;
+ gameaction = ga_playdemo;
+}
+
+void G_DoPlayDemo(void)
+{
+ skill_t skill;
+ int i, episode, map;
+
+ gameaction = ga_nothing;
+ demobuffer = demo_p = W_CacheLumpName(defdemoname, PU_STATIC);
+ skill = *demo_p++;
+ episode = *demo_p++;
+ map = *demo_p++;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ playeringame[i] = *demo_p++;
+ PlayerClass[i] = *demo_p++;
+ }
+
+ // Initialize world info, etc.
+ G_StartNewInit();
+
+ precache = false; // don't spend a lot of time in loadlevel
+ G_InitNew(skill, episode, map);
+ precache = true;
+ usergame = false;
+ demoplayback = true;
+}
+
+
+/*
+===================
+=
+= G_TimeDemo
+=
+===================
+*/
+
+void G_TimeDemo(char *name)
+{
+ skill_t skill;
+ int episode, map;
+
+ demobuffer = demo_p = W_CacheLumpName(name, PU_STATIC);
+ skill = *demo_p++;
+ episode = *demo_p++;
+ map = *demo_p++;
+ G_InitNew(skill, episode, map);
+ usergame = false;
+ demoplayback = true;
+ timingdemo = true;
+ singletics = true;
+}
+
+
+/*
+===================
+=
+= G_CheckDemoStatus
+=
+= Called after a death or level completion to allow demos to be cleaned up
+= Returns true if a new demo loop action will take place
+===================
+*/
+
+boolean G_CheckDemoStatus(void)
+{
+ int endtime;
+
+ if (timingdemo)
+ {
+ endtime = I_GetTime();
+ I_Error("timed %i gametics in %i realtics", gametic,
+ endtime - starttime);
+ }
+
+ if (demoplayback)
+ {
+ if (singledemo)
+ I_Quit();
+
+ W_ReleaseLumpName(defdemoname);
+ demoplayback = false;
+ H2_AdvanceDemo();
+ return true;
+ }
+
+ if (demorecording)
+ {
+ *demo_p++ = DEMOMARKER;
+ M_WriteFile(demoname, demobuffer, demo_p - demobuffer);
+ Z_Free(demobuffer);
+ demorecording = false;
+ I_Error("Demo %s recorded", demoname);
+ }
+
+ return false;
+}
diff --git a/src/hexen/h2_main.c b/src/hexen/h2_main.c
new file mode 100644
index 00000000..ef223c0e
--- /dev/null
+++ b/src/hexen/h2_main.c
@@ -0,0 +1,881 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+// haleyjd: removed WATCOMC
+#include <stdio.h>
+#include <stdlib.h>
+#include <time.h>
+
+#include "config.h"
+
+#include "h2def.h"
+#include "ct_chat.h"
+#include "d_iwad.h"
+#include "d_mode.h"
+#include "m_misc.h"
+#include "s_sound.h"
+#include "i_joystick.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "m_argv.h"
+#include "m_config.h"
+#include "m_controls.h"
+#include "p_local.h"
+#include "v_video.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAXWADFILES 20
+
+// TYPES -------------------------------------------------------------------
+
+typedef struct
+{
+ char *name;
+ void (*func) (char **args, int tag);
+ int requiredArgs;
+ int tag;
+} execOpt_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+void R_ExecuteSetViewSize(void);
+void D_CheckNetGame(void);
+void G_BuildTiccmd(ticcmd_t * cmd);
+void F_Drawer(void);
+boolean F_Responder(event_t * ev);
+void I_StartupKeyboard(void);
+void I_StartupJoystick(void);
+void I_ShutdownKeyboard(void);
+void S_InitScript(void);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+void H2_ProcessEvents(void);
+void H2_DoAdvanceDemo(void);
+void H2_AdvanceDemo(void);
+void H2_StartTitle(void);
+void H2_PageTicker(void);
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void DrawMessage(void);
+static void PageDrawer(void);
+static void HandleArgs(void);
+static void CheckRecordFrom(void);
+static void DrawAndBlit(void);
+static void ExecOptionFILE(char **args, int tag);
+static void ExecOptionSCRIPTS(char **args, int tag);
+static void ExecOptionSKILL(char **args, int tag);
+static void ExecOptionPLAYDEMO(char **args, int tag);
+static void CreateSavePath(void);
+static void WarpCheck(void);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern boolean automapactive;
+extern boolean MenuActive;
+extern boolean askforquit;
+extern char *SavePath;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+GameMode_t gamemode;
+GameMission_t gamemission;
+char *iwadfile;
+boolean nomonsters; // checkparm of -nomonsters
+boolean respawnparm; // checkparm of -respawn
+boolean randomclass; // checkparm of -randclass
+boolean debugmode; // checkparm of -debug
+boolean ravpic; // checkparm of -ravpic
+boolean cdrom = false; // true if cd-rom mode active
+boolean cmdfrag; // true if a CMD_FRAG packet should be sent out
+boolean singletics; // debug flag to cancel adaptiveness
+boolean artiskip; // whether shift-enter skips an artifact
+int maxzone = 0x800000; // Maximum allocated for zone heap (8meg default)
+skill_t startskill;
+int startepisode;
+int startmap;
+boolean autostart;
+boolean advancedemo;
+FILE *debugfile;
+int UpdateState;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int WarpMap;
+static int demosequence;
+static int pagetic;
+static char *pagename;
+
+static execOpt_t ExecOptions[] = {
+ {"-file", ExecOptionFILE, 1, 0},
+ {"-scripts", ExecOptionSCRIPTS, 1, 0},
+ {"-skill", ExecOptionSKILL, 1, 0},
+ {"-playdemo", ExecOptionPLAYDEMO, 1, 0},
+ {"-timedemo", ExecOptionPLAYDEMO, 1, 0},
+ {NULL, NULL, 0, 0} // Terminator
+};
+
+// CODE --------------------------------------------------------------------
+
+void D_BindVariables(void)
+{
+ int i;
+
+ M_ApplyPlatformDefaults();
+
+ I_BindVideoVariables();
+ I_BindJoystickVariables();
+ I_BindSoundVariables();
+
+ M_BindBaseControls();
+ M_BindMapControls();
+ M_BindMenuControls();
+ M_BindWeaponControls();
+ M_BindHereticControls();
+ M_BindHexenControls();
+
+ M_BindVariable("graphical_startup", &graphical_startup);
+ M_BindVariable("mouse_sensitivity", &mouseSensitivity);
+ M_BindVariable("sfx_volume", &snd_MaxVolume);
+ M_BindVariable("music_volume", &snd_MusicVolume);
+ M_BindVariable("messageson", &messageson);
+ M_BindVariable("screenblocks", &screenblocks);
+ M_BindVariable("snd_channels", &snd_Channels);
+ M_BindVariable("savedir", &SavePath);
+
+ // Multiplayer chat macros
+
+ for (i=0; i<10; ++i)
+ {
+ char buf[12];
+
+ sprintf(buf, "chatmacro%i", i);
+ M_BindVariable(buf, &chat_macros[i]);
+ }
+}
+
+// Set the default directory where hub savegames are saved.
+
+static void D_SetDefaultSavePath(void)
+{
+ SavePath = malloc(strlen(configdir) + 10);
+ sprintf(SavePath, "%shexndata%c", configdir, DIR_SEPARATOR);
+}
+
+//
+// D_GrabMouseCallback
+//
+// Called to determine whether to grab the mouse pointer
+//
+
+static boolean D_GrabMouseCallback(void)
+{
+ // when menu is active or game is paused, release the mouse
+
+ if (MenuActive || paused)
+ return false;
+
+ // only grab mouse when playing levels (but not demos)
+
+ return (gamestate == GS_LEVEL) && !demoplayback;
+}
+
+// Message displayed when quitting Hexen
+
+static void D_HexenQuitMessage(void)
+{
+ printf("\nHexen: Beyond Heretic\n");
+}
+
+static void D_AddFile(char *filename)
+{
+ printf(" adding %s\n", filename);
+
+ W_AddFile(filename);
+}
+
+//==========================================================================
+//
+// H2_Main
+//
+//==========================================================================
+void InitMapMusicInfo(void);
+
+void D_DoomMain(void)
+{
+ int p;
+
+ I_AtExit(D_HexenQuitMessage, false);
+ M_FindResponseFile();
+ startepisode = 1;
+ autostart = false;
+ startskill = sk_medium;
+ startmap = 1;
+ gamemode = commercial;
+
+ // Initialize subsystems
+
+ ST_Message("V_Init: allocate screens.\n");
+ V_Init();
+
+ // Load defaults before initing other systems
+ ST_Message("M_LoadDefaults: Load system defaults.\n");
+ D_BindVariables();
+
+#ifdef _WIN32
+
+ //!
+ // @platform windows
+ // @vanilla
+ //
+ // Save configuration data and savegames in c:\hexndata,
+ // allowing play from CD.
+ //
+
+ cdrom = M_ParmExists("-cdrom");
+#endif
+
+ if (cdrom)
+ {
+ M_SetConfigDir("c:\\hexndata\\");
+ }
+ else
+ {
+ M_SetConfigDir(NULL);
+ }
+
+ D_SetDefaultSavePath();
+ M_SetConfigFilenames("hexen.cfg", PROGRAM_PREFIX "hexen.cfg");
+ M_LoadDefaults();
+
+ I_AtExit(M_SaveDefaults, false);
+
+
+ // Now that the savedir is loaded from .CFG, make sure it exists
+ CreateSavePath();
+
+ ST_Message("Z_Init: Init zone memory allocation daemon.\n");
+ Z_Init();
+
+ // haleyjd: removed WATCOMC
+
+ ST_Message("W_Init: Init WADfiles.\n");
+
+ iwadfile = D_FindIWAD(IWAD_MASK_HEXEN, &gamemission);
+
+ if (iwadfile == NULL)
+ {
+ I_Error("Game mode indeterminate. No IWAD was found. Try specifying\n"
+ "one with the '-iwad' command line parameter.");
+ }
+
+ D_AddFile(iwadfile);
+
+ HandleArgs();
+
+ I_PrintStartupBanner("Hexen");
+
+ ST_Message("MN_Init: Init menu system.\n");
+ MN_Init();
+
+ ST_Message("CT_Init: Init chat mode data.\n");
+ CT_Init();
+
+ InitMapMusicInfo(); // Init music fields in mapinfo
+
+ ST_Message("S_InitScript\n");
+ S_InitScript();
+
+ ST_Message("SN_InitSequenceScript: Registering sound sequences.\n");
+ SN_InitSequenceScript();
+ ST_Message("I_Init: Setting up machine state.\n");
+ I_CheckIsScreensaver();
+ I_InitTimer();
+ I_InitJoystick();
+
+ S_Init();
+ S_Start();
+
+ ST_Message("ST_Init: Init startup screen.\n");
+ ST_Init();
+
+ // Show version message now, so it's visible during R_Init()
+ ST_Message("R_Init: Init Hexen refresh daemon");
+ R_Init();
+ ST_Message("\n");
+
+ if (M_CheckParm("-net"))
+ ST_NetProgress(); // Console player found
+
+ ST_Message("P_Init: Init Playloop state.\n");
+ P_Init();
+
+ // Check for command line warping. Follows P_Init() because the
+ // MAPINFO.TXT script must be already processed.
+ WarpCheck();
+
+ if (autostart)
+ {
+ ST_Message("Warp to Map %d (\"%s\":%d), Skill %d\n",
+ WarpMap, P_GetMapName(startmap), startmap, startskill + 1);
+ }
+
+ ST_Message("D_CheckNetGame: Checking network game status.\n");
+ D_CheckNetGame();
+
+ ST_Message("SB_Init: Loading patches.\n");
+ SB_Init();
+
+ ST_Done();
+
+ CheckRecordFrom();
+
+ p = M_CheckParm("-record");
+ if (p && p < myargc - 1)
+ {
+ G_RecordDemo(startskill, 1, startepisode, startmap, myargv[p + 1]);
+ H2_GameLoop(); // Never returns
+ }
+
+ p = M_CheckParm("-playdemo");
+ if (p && p < myargc - 1)
+ {
+ singledemo = true; // Quit after one demo
+ G_DeferedPlayDemo(myargv[p + 1]);
+ H2_GameLoop(); // Never returns
+ }
+
+ p = M_CheckParm("-timedemo");
+ if (p && p < myargc - 1)
+ {
+ G_TimeDemo(myargv[p + 1]);
+ H2_GameLoop(); // Never returns
+ }
+
+ p = M_CheckParm("-loadgame");
+ if (p && p < myargc - 1)
+ {
+ G_LoadGame(atoi(myargv[p + 1]));
+ }
+
+ if (gameaction != ga_loadgame)
+ {
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+ if (autostart || netgame)
+ {
+ G_StartNewInit();
+ G_InitNew(startskill, startepisode, startmap);
+ }
+ else
+ {
+ H2_StartTitle();
+ }
+ }
+ H2_GameLoop(); // Never returns
+}
+
+//==========================================================================
+//
+// HandleArgs
+//
+//==========================================================================
+
+static void HandleArgs(void)
+{
+ int p;
+ execOpt_t *opt;
+
+ nomonsters = M_ParmExists("-nomonsters");
+ respawnparm = M_ParmExists("-respawn");
+ randomclass = M_ParmExists("-randclass");
+ ravpic = M_ParmExists("-ravpic");
+ artiskip = M_ParmExists("-artiskip");
+ debugmode = M_ParmExists("-debug");
+ deathmatch = M_ParmExists("-deathmatch");
+
+ cmdfrag = M_ParmExists("-cmdfrag");
+
+ // Process command line options
+ for (opt = ExecOptions; opt->name != NULL; opt++)
+ {
+ p = M_CheckParm(opt->name);
+ if (p && p < myargc - opt->requiredArgs)
+ {
+ opt->func(&myargv[p], opt->tag);
+ }
+ }
+}
+
+//==========================================================================
+//
+// WarpCheck
+//
+//==========================================================================
+
+static void WarpCheck(void)
+{
+ int p;
+ int map;
+
+ p = M_CheckParm("-warp");
+ if (p && p < myargc - 1)
+ {
+ WarpMap = atoi(myargv[p + 1]);
+ map = P_TranslateMap(WarpMap);
+ if (map == -1)
+ { // Couldn't find real map number
+ startmap = 1;
+ ST_Message("-WARP: Invalid map number.\n");
+ }
+ else
+ { // Found a valid startmap
+ startmap = map;
+ autostart = true;
+ }
+ }
+ else
+ {
+ WarpMap = 1;
+ startmap = P_TranslateMap(1);
+ if (startmap == -1)
+ {
+ startmap = 1;
+ }
+ }
+}
+
+//==========================================================================
+//
+// ExecOptionSKILL
+//
+//==========================================================================
+
+static void ExecOptionSKILL(char **args, int tag)
+{
+ startskill = args[1][0] - '1';
+ autostart = true;
+}
+
+//==========================================================================
+//
+// ExecOptionFILE
+//
+//==========================================================================
+
+static void ExecOptionFILE(char **args, int tag)
+{
+ char *filename;
+ int p;
+
+ p = M_CheckParm("-file");
+ while (++p != myargc && myargv[p][0] != '-')
+ {
+ filename = D_TryFindWADByName(myargv[p]);
+
+ D_AddFile(filename);
+ }
+}
+
+
+//==========================================================================
+//
+// ExecOptionPLAYDEMO
+//
+//==========================================================================
+
+static void ExecOptionPLAYDEMO(char **args, int tag)
+{
+ char file[256];
+
+ strcpy(file, args[1]);
+
+ if (strcasecmp(file + strlen(file) - 4, ".lmp") != 0)
+ {
+ strcat(file, ".lmp");
+ }
+
+ W_AddFile(file);
+ ST_Message("Playing demo %s.\n", file);
+}
+
+//==========================================================================
+//
+// ExecOptionSCRIPTS
+//
+//==========================================================================
+
+static void ExecOptionSCRIPTS(char **args, int tag)
+{
+ sc_FileScripts = true;
+ sc_ScriptsDir = args[1];
+}
+
+
+//==========================================================================
+//
+// H2_GameLoop
+//
+//==========================================================================
+
+void H2_GameLoop(void)
+{
+ if (M_CheckParm("-debugfile"))
+ {
+ char filename[20];
+ sprintf(filename, "debug%i.txt", consoleplayer);
+ debugfile = fopen(filename, "w");
+ }
+ I_SetWindowTitle("Hexen");
+ I_InitGraphics();
+ I_SetGrabMouseCallback(D_GrabMouseCallback);
+
+ while (1)
+ {
+ // Frame syncronous IO operations
+ I_StartFrame();
+
+ // Process one or more tics
+ if (singletics)
+ {
+ I_StartTic();
+ H2_ProcessEvents();
+ G_BuildTiccmd(&netcmds[consoleplayer][maketic % BACKUPTICS]);
+ if (advancedemo)
+ {
+ H2_DoAdvanceDemo();
+ }
+ G_Ticker();
+ gametic++;
+ maketic++;
+ }
+ else
+ {
+ // Will run at least one tic
+ TryRunTics();
+ }
+
+ // Move positional sounds
+ S_UpdateSounds(players[displayplayer].mo);
+
+ DrawAndBlit();
+ }
+}
+
+//==========================================================================
+//
+// H2_ProcessEvents
+//
+// Send all the events of the given timestamp down the responder chain.
+//
+//==========================================================================
+
+void H2_ProcessEvents(void)
+{
+ event_t *ev;
+
+ for (;;)
+ {
+ ev = D_PopEvent();
+
+ if (ev == NULL)
+ {
+ break;
+ }
+
+ if (F_Responder(ev))
+ {
+ continue;
+ }
+ if (MN_Responder(ev))
+ {
+ continue;
+ }
+ G_Responder(ev);
+ }
+}
+
+//==========================================================================
+//
+// DrawAndBlit
+//
+//==========================================================================
+
+static void DrawAndBlit(void)
+{
+ // Change the view size if needed
+ if (setsizeneeded)
+ {
+ R_ExecuteSetViewSize();
+ }
+
+ // Do buffered drawing
+ switch (gamestate)
+ {
+ case GS_LEVEL:
+ if (!gametic)
+ {
+ break;
+ }
+ if (automapactive)
+ {
+ AM_Drawer();
+ }
+ else
+ {
+ R_RenderPlayerView(&players[displayplayer]);
+ }
+ CT_Drawer();
+ UpdateState |= I_FULLVIEW;
+ SB_Drawer();
+ break;
+ case GS_INTERMISSION:
+ IN_Drawer();
+ break;
+ case GS_FINALE:
+ F_Drawer();
+ break;
+ case GS_DEMOSCREEN:
+ PageDrawer();
+ break;
+ }
+
+ if (paused && !MenuActive && !askforquit)
+ {
+ if (!netgame)
+ {
+ V_DrawPatch(160, viewwindowy + 5, W_CacheLumpName("PAUSED",
+ PU_CACHE));
+ }
+ else
+ {
+ V_DrawPatch(160, 70, W_CacheLumpName("PAUSED", PU_CACHE));
+ }
+ }
+
+ // Draw current message
+ DrawMessage();
+
+ // Draw Menu
+ MN_Drawer();
+
+ // Send out any new accumulation
+ NetUpdate();
+
+ // Flush buffered stuff to screen
+ I_FinishUpdate();
+}
+
+//==========================================================================
+//
+// DrawMessage
+//
+//==========================================================================
+
+static void DrawMessage(void)
+{
+ player_t *player;
+
+ player = &players[consoleplayer];
+ if (player->messageTics <= 0 || !player->message)
+ { // No message
+ return;
+ }
+ if (player->yellowMessage)
+ {
+ MN_DrTextAYellow(player->message,
+ 160 - MN_TextAWidth(player->message) / 2, 1);
+ }
+ else
+ {
+ MN_DrTextA(player->message, 160 - MN_TextAWidth(player->message) / 2,
+ 1);
+ }
+}
+
+//==========================================================================
+//
+// H2_PageTicker
+//
+//==========================================================================
+
+void H2_PageTicker(void)
+{
+ if (--pagetic < 0)
+ {
+ H2_AdvanceDemo();
+ }
+}
+
+//==========================================================================
+//
+// PageDrawer
+//
+//==========================================================================
+
+static void PageDrawer(void)
+{
+ V_DrawRawScreen(W_CacheLumpName(pagename, PU_CACHE));
+ if (demosequence == 1)
+ {
+ V_DrawPatch(4, 160, W_CacheLumpName("ADVISOR", PU_CACHE));
+ }
+ UpdateState |= I_FULLSCRN;
+}
+
+//==========================================================================
+//
+// H2_AdvanceDemo
+//
+// Called after each demo or intro demosequence finishes.
+//
+//==========================================================================
+
+void H2_AdvanceDemo(void)
+{
+ advancedemo = true;
+}
+
+//==========================================================================
+//
+// H2_DoAdvanceDemo
+//
+//==========================================================================
+
+void H2_DoAdvanceDemo(void)
+{
+ players[consoleplayer].playerstate = PST_LIVE; // don't reborn
+ advancedemo = false;
+ usergame = false; // can't save/end game here
+ paused = false;
+ gameaction = ga_nothing;
+ demosequence = (demosequence + 1) % 7;
+ switch (demosequence)
+ {
+ case 0:
+ pagetic = 280;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "TITLE";
+ S_StartSongName("hexen", true);
+ break;
+ case 1:
+ pagetic = 210;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "TITLE";
+ break;
+ case 2:
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ G_DeferedPlayDemo("demo1");
+ break;
+ case 3:
+ pagetic = 200;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "CREDIT";
+ break;
+ case 4:
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ G_DeferedPlayDemo("demo2");
+ break;
+ case 5:
+ pagetic = 200;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "CREDIT";
+ break;
+ case 6:
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ G_DeferedPlayDemo("demo3");
+ break;
+ }
+}
+
+//==========================================================================
+//
+// H2_StartTitle
+//
+//==========================================================================
+
+void H2_StartTitle(void)
+{
+ gameaction = ga_nothing;
+ demosequence = -1;
+ H2_AdvanceDemo();
+}
+
+//==========================================================================
+//
+// CheckRecordFrom
+//
+// -recordfrom <savegame num> <demoname>
+//
+//==========================================================================
+
+static void CheckRecordFrom(void)
+{
+ int p;
+
+ p = M_CheckParm("-recordfrom");
+ if (!p || p > myargc - 2)
+ { // Bad args
+ return;
+ }
+ G_LoadGame(atoi(myargv[p + 1]));
+ G_DoLoadGame(); // Load the gameskill etc info from savegame
+ G_RecordDemo(gameskill, 1, gameepisode, gamemap, myargv[p + 2]);
+
+ H2_GameLoop(); // Never returns
+}
+
+// haleyjd: removed WATCOMC
+/*
+void CleanExit(void)
+{
+ union REGS regs;
+
+ I_ShutdownKeyboard();
+ regs.x.eax = 0x3;
+ int386(0x10, &regs, &regs);
+ printf("Exited from HEXEN: Beyond Heretic.\n");
+ exit(1);
+}
+*/
+
+//==========================================================================
+//
+// CreateSavePath
+//
+//==========================================================================
+
+static void CreateSavePath(void)
+{
+ M_MakeDirectory(SavePath);
+}
+
diff --git a/src/hexen/h2def.h b/src/hexen/h2def.h
new file mode 100644
index 00000000..5993fe55
--- /dev/null
+++ b/src/hexen/h2def.h
@@ -0,0 +1,1137 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __H2DEF__
+#define __H2DEF__
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+//#include <values.h>
+
+#include "st_start.h"
+// haleyjd: removed WATCOMC
+
+// ticcmd:
+
+#include "d_ticcmd.h"
+
+// events
+
+#include "d_event.h"
+
+// gamemode/mission
+
+#include "d_mode.h"
+
+// for fixed_t:
+
+#include "m_fixed.h"
+
+// angle definitions:
+
+#include "tables.h"
+
+#define HEXEN_VERSION 110
+#define HEXEN_VERSION_TEXT "v1.1"
+
+// if rangecheck is undefined, most parameter validation debugging code
+// will not be compiled
+#ifndef NORANGECHECKING
+#define RANGECHECK
+#endif
+
+// Past distributions
+#ifndef VER_ID
+#define VER_ID "DVL"
+#endif
+//#define HEXEN_VERSIONTEXT "ID V1.2"
+//#define HEXEN_VERSIONTEXT "RETAIL STORE BETA" // 9/26/95
+//#define HEXEN_VERSIONTEXT "DVL BETA 10 05 95" // Used for GT for testing
+//#define HEXEN_VERSIONTEXT "DVL BETA 10 07 95" // Just an update for Romero
+//#define HEXEN_VERSIONTEXT "FINAL 1.0 (10 13 95)" // Just an update for Romero
+#ifdef RANGECHECK
+#define HEXEN_VERSIONTEXT "Version 1.1 +R "__DATE__" ("VER_ID")"
+#else
+#define HEXEN_VERSIONTEXT "Version 1.1 "__DATE__" ("VER_ID")"
+#endif
+
+// all exterior data is defined here
+#include "xddefs.h"
+
+// all important printed strings
+#include "textdefs.h"
+
+// header generated by multigen utility
+#include "info.h"
+
+/*
+===============================================================================
+
+ GLOBAL TYPES
+
+===============================================================================
+*/
+
+//#define NUMARTIFCTS 28
+#define MAXPLAYERS 8
+
+#define BT_ATTACK 1
+#define BT_USE 2
+#define BT_CHANGE 4 // if true, the next 3 bits hold weapon num
+#define BT_WEAPONMASK (8+16+32)
+#define BT_WEAPONSHIFT 3
+
+#define BT_SPECIAL 128 // game events, not really buttons
+#define BTS_SAVEMASK (4+8+16)
+#define BTS_SAVESHIFT 2
+#define BT_SPECIALMASK 3
+#define BTS_PAUSE 1 // pause the game
+#define BTS_SAVEGAME 2 // save the game at each console
+// savegame slot numbers occupy the second byte of buttons
+
+// The top 3 bits of the artifact field in the ticcmd_t struct are used
+// as additional flags
+#define AFLAG_MASK 0x3F
+#define AFLAG_SUICIDE 0x40
+#define AFLAG_JUMP 0x80
+
+typedef enum
+{
+ GS_LEVEL,
+ GS_INTERMISSION,
+ GS_FINALE,
+ GS_DEMOSCREEN
+} gamestate_t;
+
+typedef enum
+{
+ ga_nothing,
+ ga_loadlevel,
+ ga_initnew,
+ ga_newgame,
+ ga_loadgame,
+ ga_savegame,
+ ga_playdemo,
+ ga_completed,
+ ga_leavemap,
+ ga_singlereborn,
+ ga_victory,
+ ga_worlddone,
+ ga_screenshot
+} gameaction_t;
+
+typedef enum
+{
+ wipe_0,
+ wipe_1,
+ wipe_2,
+ wipe_3,
+ wipe_4,
+ NUMWIPES,
+ wipe_random
+} wipe_t;
+
+/*
+===============================================================================
+
+ MAPOBJ DATA
+
+===============================================================================
+*/
+
+// think_t is a function pointer to a routine to handle an actor
+typedef void (*think_t) ();
+
+typedef struct thinker_s
+{
+ struct thinker_s *prev, *next;
+ think_t function;
+} thinker_t;
+
+struct player_s;
+
+typedef struct mobj_s
+{
+ thinker_t thinker; // thinker node
+
+// info for drawing
+ fixed_t x, y, z;
+ struct mobj_s *snext, *sprev; // links in sector (if needed)
+ angle_t angle;
+ spritenum_t sprite; // used to find patch_t and flip value
+ int frame; // might be ord with FF_FULLBRIGHT
+
+// interaction info
+ struct mobj_s *bnext, *bprev; // links in blocks (if needed)
+ struct subsector_s *subsector;
+ fixed_t floorz, ceilingz; // closest together of contacted secs
+ fixed_t floorpic; // contacted sec floorpic
+ fixed_t radius, height; // for movement checking
+ fixed_t momx, momy, momz; // momentums
+ int validcount; // if == validcount, already checked
+ mobjtype_t type;
+ mobjinfo_t *info; // &mobjinfo[mobj->type]
+ int tics; // state tic counter
+ state_t *state;
+ int damage; // For missiles
+ int flags;
+ int flags2; // Heretic flags
+ int special1; // Special info
+ int special2; // Special info
+ int health;
+ int movedir; // 0-7
+ int movecount; // when 0, select a new dir
+ struct mobj_s *target; // thing being chased/attacked (or NULL)
+ // also the originator for missiles
+ int reactiontime; // if non 0, don't attack yet
+ // used by player to freeze a bit after
+ // teleporting
+ int threshold; // if > 0, the target will be chased
+ // no matter what (even if shot)
+ struct player_s *player; // only valid if type == MT_PLAYER
+ int lastlook; // player number last looked for
+ fixed_t floorclip; // value to use for floor clipping
+ int archiveNum; // Identity during archive
+ short tid; // thing identifier
+ byte special; // special
+ byte args[5]; // special arguments
+} mobj_t;
+
+// each sector has a degenmobj_t in it's center for sound origin purposes
+typedef struct
+{
+ thinker_t thinker; // not used for anything
+ fixed_t x, y, z;
+} degenmobj_t;
+
+//
+// frame flags
+//
+#define FF_FULLBRIGHT 0x8000 // flag in thing->frame
+#define FF_FRAMEMASK 0x7fff
+
+// --- mobj.flags ---
+
+#define MF_SPECIAL 1 // call P_SpecialThing when touched
+#define MF_SOLID 2
+#define MF_SHOOTABLE 4
+#define MF_NOSECTOR 8 // don't use the sector links
+ // (invisible but touchable)
+#define MF_NOBLOCKMAP 16 // don't use the blocklinks
+ // (inert but displayable)
+#define MF_AMBUSH 32
+#define MF_JUSTHIT 64 // try to attack right back
+#define MF_JUSTATTACKED 128 // take at least one step before attacking
+#define MF_SPAWNCEILING 256 // hang from ceiling instead of floor
+#define MF_NOGRAVITY 512 // don't apply gravity every tic
+
+// movement flags
+#define MF_DROPOFF 0x400 // allow jumps from high places
+#define MF_PICKUP 0x800 // for players to pick up items
+#define MF_NOCLIP 0x1000 // player cheat
+#define MF_SLIDE 0x2000 // keep info about sliding along walls
+#define MF_FLOAT 0x4000 // allow moves to any height, no gravity
+#define MF_TELEPORT 0x8000 // don't cross lines or look at heights
+#define MF_MISSILE 0x10000 // don't hit same species, explode on block
+
+#define MF_ALTSHADOW 0x20000 // alternate translucent draw
+#define MF_SHADOW 0x40000 // use translucent draw (shadow demons / invis)
+#define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff)
+#define MF_CORPSE 0x100000 // don't stop moving halfway off a step
+#define MF_INFLOAT 0x200000 // floating to a height for a move, don't
+ // auto float to target's height
+
+#define MF_COUNTKILL 0x400000 // count towards intermission kill total
+#define MF_ICECORPSE 0x800000 // a frozen corpse (for blasting)
+
+#define MF_SKULLFLY 0x1000000 // skull in flight
+#define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards)
+
+//#define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation
+#define MF_TRANSLATION 0x1c000000 // use a translation table (>>MF_TRANSHIFT)
+#define MF_TRANSSHIFT 26 // table for player colormaps
+
+
+// --- mobj.flags2 ---
+
+#define MF2_LOGRAV 0x00000001 // alternate gravity setting
+#define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind
+ // specials
+#define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor
+#define MF2_BLASTED 0x00000008 // missile will pass through ghosts
+#define MF2_FLY 0x00000010 // fly mode is active
+#define MF2_FLOORCLIP 0x00000020 // if feet are allowed to be clipped
+#define MF2_SPAWNFLOAT 0x00000040 // spawn random float z
+#define MF2_NOTELEPORT 0x00000080 // does not teleport
+#define MF2_RIP 0x00000100 // missile rips through solid
+ // targets
+#define MF2_PUSHABLE 0x00000200 // can be pushed by other moving
+ // mobjs
+#define MF2_SLIDE 0x00000400 // slides against walls
+#define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another
+ // mobj
+#define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on,
+ // this flag will allow the mobj to
+ // pass over/under other mobjs.
+#define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs
+#define MF2_DROPPED 0x00004000 // dropped by a demon
+#define MF2_BOSS 0x00008000 // mobj is a major boss
+#define MF2_FIREDAMAGE 0x00010000 // does fire damage
+#define MF2_NODMGTHRUST 0x00020000 // does not thrust target when
+ // damaging
+#define MF2_TELESTOMP 0x00040000 // mobj can stomp another
+#define MF2_FLOATBOB 0x00080000 // use float bobbing z movement
+#define MF2_DONTDRAW 0x00100000 // don't generate a vissprite
+#define MF2_IMPACT 0x00200000 // an MF_MISSILE mobj can activate
+ // SPAC_IMPACT
+#define MF2_PUSHWALL 0x00400000 // mobj can push walls
+#define MF2_MCROSS 0x00800000 // can activate monster cross lines
+#define MF2_PCROSS 0x01000000 // can activate projectile cross lines
+#define MF2_CANTLEAVEFLOORPIC 0x02000000 // stay within a certain floor type
+#define MF2_NONSHOOTABLE 0x04000000 // mobj is totally non-shootable,
+ // but still considered solid
+#define MF2_INVULNERABLE 0x08000000 // mobj is invulnerable
+#define MF2_DORMANT 0x10000000 // thing is dormant
+#define MF2_ICEDAMAGE 0x20000000 // does ice damage
+#define MF2_SEEKERMISSILE 0x40000000 // is a seeker (for reflection)
+#define MF2_REFLECTIVE 0x80000000 // reflects missiles
+
+//=============================================================================
+
+// ===== Player Class Types =====
+typedef enum
+{
+ PCLASS_FIGHTER,
+ PCLASS_CLERIC,
+ PCLASS_MAGE,
+ PCLASS_PIG,
+ NUMCLASSES
+} pclass_t;
+
+typedef enum
+{
+ PST_LIVE, // playing
+ PST_DEAD, // dead on the ground
+ PST_REBORN // ready to restart
+} playerstate_t;
+
+// psprites are scaled shapes directly on the view screen
+// coordinates are given for a 320*200 view screen
+typedef enum
+{
+ ps_weapon,
+ ps_flash,
+ NUMPSPRITES
+} psprnum_t;
+
+typedef struct
+{
+ state_t *state; // a NULL state means not active
+ int tics;
+ fixed_t sx, sy;
+} pspdef_t;
+
+/* Old Heretic key type
+typedef enum
+{
+ key_yellow,
+ key_green,
+ key_blue,
+ NUMKEYS
+} keytype_t;
+*/
+
+typedef enum
+{
+ KEY_1,
+ KEY_2,
+ KEY_3,
+ KEY_4,
+ KEY_5,
+ KEY_6,
+ KEY_7,
+ KEY_8,
+ KEY_9,
+ KEY_A,
+ KEY_B,
+ NUMKEYS
+} keytype_t;
+
+typedef enum
+{
+ ARMOR_ARMOR,
+ ARMOR_SHIELD,
+ ARMOR_HELMET,
+ ARMOR_AMULET,
+ NUMARMOR
+} armortype_t;
+
+typedef enum
+{
+ WP_FIRST,
+ WP_SECOND,
+ WP_THIRD,
+ WP_FOURTH,
+ NUMWEAPONS,
+ WP_NOCHANGE
+} weapontype_t;
+
+typedef enum
+{
+ MANA_1,
+ MANA_2,
+ NUMMANA,
+ MANA_BOTH,
+ MANA_NONE
+} manatype_t;
+
+#define MAX_MANA 200
+
+#define WPIECE1 1
+#define WPIECE2 2
+#define WPIECE3 4
+
+typedef struct
+{
+ manatype_t mana;
+ int upstate;
+ int downstate;
+ int readystate;
+ int atkstate;
+ int holdatkstate;
+ int flashstate;
+} weaponinfo_t;
+
+extern weaponinfo_t WeaponInfo[NUMWEAPONS][NUMCLASSES];
+
+typedef enum
+{
+ arti_none,
+ arti_invulnerability,
+ arti_health,
+ arti_superhealth,
+ arti_healingradius,
+ arti_summon,
+ arti_torch,
+ arti_egg,
+ arti_fly,
+ arti_blastradius,
+ arti_poisonbag,
+ arti_teleportother,
+ arti_speed,
+ arti_boostmana,
+ arti_boostarmor,
+ arti_teleport,
+ // Puzzle artifacts
+ arti_firstpuzzitem,
+ arti_puzzskull = arti_firstpuzzitem,
+ arti_puzzgembig,
+ arti_puzzgemred,
+ arti_puzzgemgreen1,
+ arti_puzzgemgreen2,
+ arti_puzzgemblue1,
+ arti_puzzgemblue2,
+ arti_puzzbook1,
+ arti_puzzbook2,
+ arti_puzzskull2,
+ arti_puzzfweapon,
+ arti_puzzcweapon,
+ arti_puzzmweapon,
+ arti_puzzgear1,
+ arti_puzzgear2,
+ arti_puzzgear3,
+ arti_puzzgear4,
+ NUMARTIFACTS
+} artitype_t;
+
+typedef enum
+{
+ pw_None,
+ pw_invulnerability,
+ pw_allmap,
+ pw_infrared,
+ pw_flight,
+ pw_shield,
+ pw_health2,
+ pw_speed,
+ pw_minotaur,
+ NUMPOWERS
+} powertype_t;
+
+#define INVULNTICS (30*35)
+#define INVISTICS (60*35)
+#define INFRATICS (120*35)
+#define IRONTICS (60*35)
+#define WPNLEV2TICS (40*35)
+#define FLIGHTTICS (60*35)
+#define SPEEDTICS (45*35)
+#define MORPHTICS (40*35)
+#define MAULATORTICS (25*35)
+
+#define MESSAGETICS (4*35)
+#define BLINKTHRESHOLD (4*35)
+
+#define NUMINVENTORYSLOTS NUMARTIFACTS
+
+typedef struct
+{
+ int type;
+ int count;
+} inventory_t;
+
+/*
+================
+=
+= player_t
+=
+================
+*/
+
+typedef struct player_s
+{
+ mobj_t *mo;
+ playerstate_t playerstate;
+ ticcmd_t cmd;
+
+ pclass_t class; // player class type
+
+ fixed_t viewz; // focal origin above r.z
+ fixed_t viewheight; // base height above floor for viewz
+ fixed_t deltaviewheight; // squat speed
+ fixed_t bob; // bounded/scaled total momentum
+
+ int flyheight;
+ int lookdir;
+ boolean centering;
+ int health; // only used between levels, mo->health
+ // is used during levels
+ int armorpoints[NUMARMOR];
+
+ inventory_t inventory[NUMINVENTORYSLOTS];
+ artitype_t readyArtifact;
+ int artifactCount;
+ int inventorySlotNum;
+ int powers[NUMPOWERS];
+ int keys;
+ int pieces; // Fourth Weapon pieces
+ signed int frags[MAXPLAYERS]; // kills of other players
+ weapontype_t readyweapon;
+ weapontype_t pendingweapon; // wp_nochange if not changing
+ boolean weaponowned[NUMWEAPONS];
+ int mana[NUMMANA];
+ int attackdown, usedown; // true if button down last tic
+ int cheats; // bit flags
+
+ int refire; // refired shots are less accurate
+
+ int killcount, itemcount, secretcount; // for intermission
+ char message[80]; // hint messages
+ int messageTics; // counter for showing messages
+ short ultimateMessage;
+ short yellowMessage;
+ int damagecount, bonuscount; // for screen flashing
+ int poisoncount; // screen flash for poison damage
+ mobj_t *poisoner; // NULL for non-player mobjs
+ mobj_t *attacker; // who did damage (NULL for floors)
+ int extralight; // so gun flashes light up areas
+ int fixedcolormap; // can be set to REDCOLORMAP, etc
+ int colormap; // 0-3 for which color to draw player
+ pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
+ int morphTics; // player is a pig if > 0
+ unsigned int jumpTics; // delay the next jump for a moment
+ unsigned int worldTimer; // total time the player's been playing
+} player_t;
+
+#define CF_NOCLIP 1
+#define CF_GODMODE 2
+#define CF_NOMOMENTUM 4 // not really a cheat, just a debug aid
+
+
+#define BACKUPTICS 12
+
+typedef struct
+{
+ unsigned checksum; // high bit is retransmit request
+ byte retransmitfrom; // only valid if NCMD_RETRANSMIT
+ byte starttic;
+ byte player, numtics;
+ ticcmd_t cmds[BACKUPTICS];
+} doomdata_t;
+
+typedef struct
+{
+ int id;
+ short intnum; // DOOM executes an int to execute commands
+
+// communication between DOOM and the driver
+ short command; // CMD_SEND or CMD_GET
+ short remotenode; // dest for send, set by get (-1 = no packet)
+ short datalength; // bytes in doomdata to be sent
+
+// info common to all nodes
+ short numnodes; // console is allways node 0
+ short ticdup; // 1 = no duplication, 2-5 = dup for slow nets
+ short extratics; // 1 = send a backup tic in every packet
+ short deathmatch; // 1 = deathmatch
+ short savegame; // -1 = new game, 0-5 = load savegame
+ short episode; // 1-3
+ short map; // 1-9
+ short skill; // 1-5
+
+// info specific to this node
+ short consoleplayer;
+ short numplayers;
+ short angleoffset; // 1 = left, 0 = center, -1 = right
+ short drone; // 1 = drone
+
+// packet data to be sent
+ doomdata_t data;
+} doomcom_t;
+
+#define DOOMCOM_ID 0x12345678l
+
+extern doomcom_t *doomcom;
+extern doomdata_t *netbuffer; // points inside doomcom
+
+#define MAXNETNODES 16 // max computers in a game
+
+#define CMD_SEND 1
+#define CMD_GET 2
+#define CMD_FRAG 3
+
+#define SBARHEIGHT 39 // status bar height at bottom of screen
+
+void NET_SendFrags(player_t * player);
+
+/*
+===============================================================================
+
+ GLOBAL VARIABLES
+
+===============================================================================
+*/
+
+#define TELEFOGHEIGHT (32*FRACUNIT)
+
+extern GameMode_t gamemode; // Always commercial
+extern GameMission_t gamemission; // Always hexen
+
+extern gameaction_t gameaction;
+
+extern boolean paused;
+
+extern boolean DevMaps; // true = map development mode
+extern char *DevMapsDir; // development maps directory
+
+extern boolean nomonsters; // checkparm of -nomonsters
+
+extern boolean respawnparm; // checkparm of -respawn
+
+extern boolean randomclass; // checkparm of -randclass
+
+extern boolean debugmode; // checkparm of -debug
+
+extern boolean usergame; // ok to save / end game
+
+extern boolean ravpic; // checkparm of -ravpic
+
+extern boolean altpal; // checkparm to use an alternate palette routine
+
+extern boolean cdrom; // true if cd-rom mode active ("-cdrom")
+
+extern boolean deathmatch; // only if started as net death
+
+extern boolean netgame; // only true if >1 player
+
+extern boolean cmdfrag; // true if a CMD_FRAG packet should be sent out every
+ // kill
+
+extern boolean playeringame[MAXPLAYERS];
+extern pclass_t PlayerClass[MAXPLAYERS];
+
+extern int consoleplayer; // player taking events and displaying
+
+extern int displayplayer;
+
+extern int viewangleoffset; // ANG90 = left side, ANG270 = right
+
+extern player_t players[MAXPLAYERS];
+
+extern boolean singletics; // debug flag to cancel adaptiveness
+
+extern boolean DebugSound; // debug flag for displaying sound info
+
+extern boolean demoplayback;
+extern int maxzone; // Maximum chunk allocated for zone heap
+
+extern int Sky1Texture;
+extern int Sky2Texture;
+
+extern gamestate_t gamestate;
+extern skill_t gameskill;
+//extern boolean respawnmonsters;
+extern int gameepisode;
+extern int gamemap;
+extern int prevmap;
+extern int levelstarttic; // gametic at level start
+extern int leveltime; // tics in game play for par
+
+extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
+extern int ticdup;
+
+//#define MAXNETNODES 8
+
+extern ticcmd_t localcmds[BACKUPTICS];
+extern int rndindex;
+extern int gametic, maketic;
+extern int nettics[MAXNETNODES];
+
+#define MAXDEATHMATCHSTARTS 16
+extern mapthing_t *deathmatch_p;
+extern mapthing_t deathmatchstarts[MAXDEATHMATCHSTARTS];
+
+// Position indicator for cooperative net-play reborn
+extern int RebornPosition;
+
+#define MAX_PLAYER_STARTS 8
+extern mapthing_t playerstarts[MAX_PLAYER_STARTS][MAXPLAYERS];
+
+extern int viewwindowx;
+extern int viewwindowy;
+extern int viewwidth;
+extern int scaledviewwidth;
+extern int viewheight;
+
+extern int mouseSensitivity;
+
+extern boolean precache; // if true, load all graphics at level load
+
+extern byte *screen; // off screen work buffer, from V_video.c
+
+extern boolean singledemo; // quit after playing a demo from cmdline
+
+extern FILE *debugfile;
+extern int bodyqueslot;
+extern skill_t startskill;
+extern int startepisode;
+extern int startmap;
+extern boolean autostart;
+
+/*
+===============================================================================
+
+ GLOBAL FUNCTIONS
+
+===============================================================================
+*/
+
+#include "w_wad.h"
+#include "z_zone.h"
+
+//----------
+//BASE LEVEL
+//----------
+void H2_Main(void);
+// not a globally visible function, just included for source reference
+// calls all startup code
+// parses command line options
+// if not overrided, calls N_AdvanceDemo
+
+void H2_GameLoop(void);
+// not a globally visible function, just included for source reference
+// called by H2_Main, never exits
+// manages timing and IO
+// calls all ?_Responder, ?_Ticker, and ?_Drawer functions
+// calls I_GetTime, I_StartFrame, and I_StartTic
+
+void NetUpdate(void);
+// create any new ticcmds and broadcast to other players
+
+void D_QuitNetGame(void);
+// broadcasts special packets to other players to notify of game exit
+
+void TryRunTics(void);
+
+//---------
+//SYSTEM IO
+//---------
+byte *I_AllocLow(int length);
+// allocates from low memory under dos, just mallocs under unix
+
+void I_Tactile(int on, int off, int total);
+
+// haleyjd: was WATCOMC, again preserved for historical interest as in Heretic
+#if 0
+extern boolean useexterndriver;
+
+#define EBT_FIRE 1
+#define EBT_OPENDOOR 2
+#define EBT_SPEED 4
+#define EBT_STRAFE 8
+#define EBT_MAP 0x10
+#define EBT_INVENTORYLEFT 0x20
+#define EBT_INVENTORYRIGHT 0x40
+#define EBT_USEARTIFACT 0x80
+#define EBT_FLYDROP 0x100
+#define EBT_CENTERVIEW 0x200
+#define EBT_PAUSE 0x400
+#define EBT_WEAPONCYCLE 0x800
+#define EBT_JUMP 0x1000
+
+typedef struct
+{
+ short vector; // Interrupt vector
+
+ signed char moveForward; // forward/backward (maxes at 50)
+ signed char moveSideways; // strafe (maxes at 24)
+ short angleTurn; // turning speed (640 [slow] 1280 [fast])
+ short angleHead; // head angle (+2080 [left] : 0 [center] : -2048 [right])
+ signed char pitch; // look up/down (-110 : +90)
+ signed char flyDirection; // flyheight (+1/-1)
+ unsigned short buttons; // EBT_* flags
+} externdata_t;
+#endif
+
+//----
+//GAME
+//----
+
+void G_DeathMatchSpawnPlayer(int playernum);
+
+void G_InitNew(skill_t skill, int episode, int map);
+
+void G_DeferedInitNew(skill_t skill, int episode, int map);
+// can be called by the startup code or M_Responder
+// a normal game starts at map 1, but a warp test can start elsewhere
+
+void G_DeferredNewGame(skill_t skill);
+
+void G_DeferedPlayDemo(char *demo);
+
+void G_LoadGame(int slot);
+// can be called by the startup code or M_Responder
+// calls P_SetupLevel or W_EnterWorld
+void G_DoLoadGame(void);
+
+void G_SaveGame(int slot, char *description);
+// called by M_Responder
+
+void G_RecordDemo(skill_t skill, int numplayers, int episode, int map,
+ char *name);
+// only called by startup code
+
+void G_PlayDemo(char *name);
+void G_TimeDemo(char *name);
+
+void G_TeleportNewMap(int map, int position);
+
+void G_Completed(int map, int position);
+//void G_ExitLevel (void);
+//void G_SecretExitLevel (void);
+
+void G_StartNewGame(skill_t skill);
+void G_StartNewInit(void);
+
+void G_WorldDone(void);
+
+void G_Ticker(void);
+boolean G_Responder(event_t * ev);
+
+void G_ScreenShot(void);
+
+//-------
+//SV_SAVE
+//-------
+
+#define HXS_VERSION_TEXT "HXS Ver 2.37"
+#define HXS_VERSION_TEXT_LENGTH 16
+#define HXS_DESCRIPTION_LENGTH 24
+
+extern char *SavePath;
+
+void SV_SaveGame(int slot, char *description);
+void SV_SaveMap(boolean savePlayers);
+void SV_LoadGame(int slot);
+void SV_MapTeleport(int map, int position);
+void SV_LoadMap(void);
+void SV_InitBaseSlot(void);
+void SV_UpdateRebornSlot(void);
+void SV_ClearRebornSlot(void);
+boolean SV_RebornSlotAvailable(void);
+int SV_GetRebornSlot(void);
+
+//-----
+//PLAY
+//-----
+
+void P_Ticker(void);
+// called by C_Ticker
+// can call G_PlayerExited
+// carries out all thinking of monsters and players
+
+void P_SetupLevel(int episode, int map, int playermask, skill_t skill);
+// called by W_Ticker
+
+void P_Init(void);
+// called by startup code
+
+int P_GetMapCluster(int map);
+int P_TranslateMap(int map);
+int P_GetMapCDTrack(int map);
+int P_GetMapWarpTrans(int map);
+int P_GetMapNextMap(int map);
+int P_GetMapSky1Texture(int map);
+int P_GetMapSky2Texture(int map);
+char *P_GetMapName(int map);
+fixed_t P_GetMapSky1ScrollDelta(int map);
+fixed_t P_GetMapSky2ScrollDelta(int map);
+boolean P_GetMapDoubleSky(int map);
+boolean P_GetMapLightning(int map);
+boolean P_GetMapFadeTable(int map);
+char *P_GetMapSongLump(int map);
+void P_PutMapSongLump(int map, char *lumpName);
+int P_GetCDStartTrack(void);
+int P_GetCDEnd1Track(void);
+int P_GetCDEnd2Track(void);
+int P_GetCDEnd3Track(void);
+int P_GetCDIntermissionTrack(void);
+int P_GetCDTitleTrack(void);
+
+//-------
+//REFRESH
+//-------
+
+extern boolean setsizeneeded;
+
+extern boolean BorderNeedRefresh;
+extern boolean BorderTopRefresh;
+
+extern int UpdateState;
+// define the different areas for the dirty map
+#define I_NOUPDATE 0
+#define I_FULLVIEW 1
+#define I_STATBAR 2
+#define I_MESSAGES 4
+#define I_FULLSCRN 8
+
+void R_RenderPlayerView(player_t * player);
+// called by G_Drawer
+
+void R_Init(void);
+// called by startup code
+
+void R_DrawViewBorder(void);
+void R_DrawTopBorder(void);
+// if the view size is not full screen, draws a border around it
+
+void R_SetViewSize(int blocks, int detail);
+// called by M_Responder
+
+int R_FlatNumForName(char *name);
+
+int R_TextureNumForName(char *name);
+int R_CheckTextureNumForName(char *name);
+// called by P_Ticker for switches and animations
+// returns the texture number for the texture name
+
+
+//----
+//MISC
+//----
+extern int localQuakeHappening[MAXPLAYERS];
+
+int M_DrawText(int x, int y, boolean direct, char *string);
+
+//------------------------------
+// SC_man.c
+//------------------------------
+
+void SC_Open(char *name);
+void SC_OpenLump(char *name);
+void SC_OpenFile(char *name);
+void SC_Close(void);
+boolean SC_GetString(void);
+void SC_MustGetString(void);
+void SC_MustGetStringName(char *name);
+boolean SC_GetNumber(void);
+void SC_MustGetNumber(void);
+void SC_UnGet(void);
+//boolean SC_Check(void);
+boolean SC_Compare(char *text);
+int SC_MatchString(char **strings);
+int SC_MustMatchString(char **strings);
+void SC_ScriptError(char *message);
+
+extern char *sc_String;
+extern int sc_Number;
+extern int sc_Line;
+extern boolean sc_End;
+extern boolean sc_Crossed;
+extern boolean sc_FileScripts;
+extern char *sc_ScriptsDir;
+
+//------------------------------
+// SN_sonix.c
+//------------------------------
+
+enum
+{
+ SEQ_PLATFORM,
+ SEQ_PLATFORM_HEAVY, // same script as a normal platform
+ SEQ_PLATFORM_METAL,
+ SEQ_PLATFORM_CREAK, // same script as a normal platform
+ SEQ_PLATFORM_SILENCE,
+ SEQ_PLATFORM_LAVA,
+ SEQ_PLATFORM_WATER,
+ SEQ_PLATFORM_ICE,
+ SEQ_PLATFORM_EARTH,
+ SEQ_PLATFORM_METAL2,
+ SEQ_DOOR_STONE,
+ SEQ_DOOR_HEAVY,
+ SEQ_DOOR_METAL,
+ SEQ_DOOR_CREAK,
+ SEQ_DOOR_SILENCE,
+ SEQ_DOOR_LAVA,
+ SEQ_DOOR_WATER,
+ SEQ_DOOR_ICE,
+ SEQ_DOOR_EARTH,
+ SEQ_DOOR_METAL2,
+ SEQ_ESOUND_WIND,
+ SEQ_NUMSEQ
+};
+
+typedef enum
+{
+ SEQTYPE_STONE,
+ SEQTYPE_HEAVY,
+ SEQTYPE_METAL,
+ SEQTYPE_CREAK,
+ SEQTYPE_SILENCE,
+ SEQTYPE_LAVA,
+ SEQTYPE_WATER,
+ SEQTYPE_ICE,
+ SEQTYPE_EARTH,
+ SEQTYPE_METAL2,
+ SEQTYPE_NUMSEQ
+} seqtype_t;
+
+void SN_InitSequenceScript(void);
+void SN_StartSequence(mobj_t * mobj, int sequence);
+void SN_StartSequenceName(mobj_t * mobj, char *name);
+void SN_StopSequence(mobj_t * mobj);
+void SN_UpdateActiveSequences(void);
+void SN_StopAllSequences(void);
+int SN_GetSequenceOffset(int sequence, int *sequencePtr);
+void SN_ChangeNodeData(int nodeNum, int seqOffset, int delayTics, int volume,
+ int currentSoundID);
+
+
+typedef struct seqnode_s seqnode_t;
+struct seqnode_s
+{
+ int *sequencePtr;
+ int sequence;
+ mobj_t *mobj;
+ int currentSoundID;
+ int delayTics;
+ int volume;
+ int stopSound;
+ seqnode_t *prev;
+ seqnode_t *next;
+};
+
+extern int ActiveSequences;
+extern seqnode_t *SequenceListHead;
+
+//----------------------
+// Interlude (IN_lude.c)
+//----------------------
+
+#define MAX_INTRMSN_MESSAGE_SIZE 1024
+
+extern boolean intermission;
+extern char ClusterMessage[MAX_INTRMSN_MESSAGE_SIZE];
+
+void IN_Start(void);
+void IN_Ticker(void);
+void IN_Drawer(void);
+
+//----------------------
+// Chat mode (CT_chat.c)
+//----------------------
+
+void CT_Init(void);
+void CT_Drawer(void);
+boolean CT_Responder(event_t * ev);
+void CT_Ticker(void);
+char CT_dequeueChatChar(void);
+
+extern boolean chatmodeon;
+
+//--------------------
+// Finale (F_finale.c)
+//--------------------
+
+void F_Drawer(void);
+void F_Ticker(void);
+void F_StartFinale(void);
+
+//----------------------
+// STATUS BAR (SB_bar.c)
+//----------------------
+
+extern int inv_ptr;
+extern int curpos;
+extern int SB_state;
+void SB_Init(void);
+void SB_SetClassData(void);
+boolean SB_Responder(event_t * event);
+void SB_Ticker(void);
+void SB_Drawer(void);
+void Draw_TeleportIcon(void);
+void Draw_SaveIcon(void);
+void Draw_LoadIcon(void);
+
+//-----------------
+// MENU (MN_menu.c)
+//-----------------
+
+void MN_Init(void);
+void MN_ActivateMenu(void);
+void MN_DeactivateMenu(void);
+boolean MN_Responder(event_t * event);
+void MN_Ticker(void);
+void MN_Drawer(void);
+void MN_DrTextA(char *text, int x, int y);
+void MN_DrTextAYellow(char *text, int x, int y);
+int MN_TextAWidth(char *text);
+void MN_DrTextB(char *text, int x, int y);
+int MN_TextBWidth(char *text);
+
+extern int messageson;
+
+#include "sounds.h"
+
+#endif // __H2DEF__
diff --git a/src/hexen/i_header.h b/src/hexen/i_header.h
new file mode 100644
index 00000000..6f930b6a
--- /dev/null
+++ b/src/hexen/i_header.h
@@ -0,0 +1,100 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+#ifndef __I_HEADER_H__
+#define __I_HEADER_H__
+
+#include "h2def.h"
+
+//--------
+//SOUND IO
+//--------
+#define FREQ_LOW 0x40
+#define FREQ_NORM 0x80
+#define FREQ_HIGH 0xff
+
+void I_SetMasterVolume(int volume);
+
+void I_TurnOffSfx(void);
+void I_TurnOnSfx(void);
+void I_TurnOffMusic(void);
+void I_TurnOnMusic(void);
+
+// MUSIC I/O
+//
+
+int I_RegisterSong(void *songdata);
+// called by anything that wants to register a song lump with the sound lib
+// calls Paul's function of the similar name to register music only.
+// note that the song data is the same for any sound card and is paul's
+// MUS format. Returns a handle which will be passed to all other music
+// functions.
+
+void I_UnregisterSong(int handle);
+// called by anything which is finished with a song and no longer needs
+// the sound library to be aware of it. All songs should be stopped
+// before calling this, but it will double check and stop it if necessary.
+
+void I_LoopSong(int handle);
+// called by anything that wishes to start music.
+// plays a song, and when the song is done, starts playing it again in
+// an endless loop. the start is faded in over three seconds.
+
+void I_FadeOutSong(int handle, int fotime);
+// called by anything that wishes to stop music.
+// fades out the song over <fotime> milliseconds.
+
+void I_StopSong(int handle);
+// called by anything that wishes to stop music.
+// stops a song abruptly.
+
+// SFX I/O
+//
+
+void *I_GetSoundEffect(char *soundname);
+// called by routines which wish to play a sound effect at some later
+// time. Pass it the lump name of a sound effect WITHOUT the sfx
+// prefix. This means the maximum name length is 7 letters/digits.
+// The prefixes for different sound cards are 'S','M','A', and 'P'.
+// They refer to the card type. The routine will cache in the
+// appropriate sound effect when it is played.
+
+void I_UngetSoundEffect(void *soundset);
+// called by routines which wish to no longer use the sounds at all
+// frees up the associated structure. It stops any currently playing
+// sound effects.
+
+void I_StartSound(channel_t * c, int vol, int sep, int pitch, int priority);
+// Starts a sound in a particular sound channel
+
+void I_UpdateSoundParams(channel_t * c, int vol, int sep, int pitch);
+// Updates the volume, separation, and pitch of a sound channel
+
+void I_StopSound(channel_t * c);
+// Stops a sound channel
+
+int I_SoundIsPlaying(channel_t * c);
+// called by S_*()'s to see if a channel is still playing. Returns 0
+// if no longer playing, 1 if playing.
+
+#endif
diff --git a/src/hexen/i_ibm.c b/src/hexen/i_ibm.c
new file mode 100644
index 00000000..ff476d37
--- /dev/null
+++ b/src/hexen/i_ibm.c
@@ -0,0 +1,1845 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <dos.h>
+#include <conio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <graph.h>
+#include "h2def.h"
+#include "i_system.h"
+#include "m_argv.h"
+#include "r_local.h"
+#include "p_local.h" // for P_AproxDistance
+#include "sounds.h"
+#include "i_sound.h"
+#include "st_start.h"
+#include "dmx.h"
+#include "dpmiapi.h"
+
+// Macros
+
+#define DPMI_INT 0x31
+
+#define SEQ_ADDR 0x3C4
+#define SEQ_DATA 0x3C5
+#define REG_MAPMASK 0x02
+
+#define MASK_PLANE0 0x01
+#define MASK_PLANE1 0x02
+#define MASK_PLANE2 0x04
+#define MASK_PLANE3 0x08
+
+#define P0OFFSET 38400*0
+#define P1OFFSET 38400*1
+#define P2OFFSET 38400*2
+#define P3OFFSET 38400*3
+
+#define VID_INT 0x10
+#define VB_SYNC {while(!(inp(0x3da)&8)); while(inp(0x3da)&8);}
+#define BITPLANE(p) (outp(SEQ_ADDR,REG_MAPMASK),outp(SEQ_DATA,(p)))
+
+//#define NOKBD
+//#define NOTIMER
+
+// Public Data
+
+int DisplayTicker = 0;
+
+// Code
+
+void main(int argc, char **argv)
+{
+ myargc = argc;
+ myargv = argv;
+ H2_Main();
+}
+
+void I_StartupNet(void);
+void I_ShutdownNet(void);
+void I_ReadExternDriver(void);
+
+typedef struct
+{
+ unsigned edi, esi, ebp, reserved, ebx, edx, ecx, eax;
+ unsigned short flags, es, ds, fs, gs, ip, cs, sp, ss;
+} dpmiregs_t;
+
+extern dpmiregs_t dpmiregs;
+
+void I_ReadMouse(void);
+
+extern int usemouse, usejoystick;
+
+extern void **lumpcache;
+
+int i_Vector;
+externdata_t *i_ExternData;
+boolean useexterndriver;
+
+//==========================================================================
+//
+// I_UpdateCDMusic
+//
+// Updates playing time for current track, and restarts the track, if
+// needed
+//
+//==========================================================================
+
+void I_UpdateCDMusic(void)
+{
+ extern boolean MenuActive;
+
+ if (MusicPaused || i_CDMusicLength < 0 || (paused && !MenuActive))
+ { // Non-looping song/song paused
+ return;
+ }
+ i_CDMusicLength -= gametic - oldTic;
+ oldTic = gametic;
+ if (i_CDMusicLength <= 0)
+ {
+ S_StartSong(gamemap, true);
+ }
+}
+
+/*
+============================================================================
+
+ CONSTANTS
+
+============================================================================
+*/
+
+#define SC_INDEX 0x3C4
+#define SC_RESET 0
+#define SC_CLOCK 1
+#define SC_MAPMASK 2
+#define SC_CHARMAP 3
+#define SC_MEMMODE 4
+
+#define CRTC_INDEX 0x3D4
+#define CRTC_H_TOTAL 0
+#define CRTC_H_DISPEND 1
+#define CRTC_H_BLANK 2
+#define CRTC_H_ENDBLANK 3
+#define CRTC_H_RETRACE 4
+#define CRTC_H_ENDRETRACE 5
+#define CRTC_V_TOTAL 6
+#define CRTC_OVERFLOW 7
+#define CRTC_ROWSCAN 8
+#define CRTC_MAXSCANLINE 9
+#define CRTC_CURSORSTART 10
+#define CRTC_CURSOREND 11
+#define CRTC_STARTHIGH 12
+#define CRTC_STARTLOW 13
+#define CRTC_CURSORHIGH 14
+#define CRTC_CURSORLOW 15
+#define CRTC_V_RETRACE 16
+#define CRTC_V_ENDRETRACE 17
+#define CRTC_V_DISPEND 18
+#define CRTC_OFFSET 19
+#define CRTC_UNDERLINE 20
+#define CRTC_V_BLANK 21
+#define CRTC_V_ENDBLANK 22
+#define CRTC_MODE 23
+#define CRTC_LINECOMPARE 24
+
+
+#define GC_INDEX 0x3CE
+#define GC_SETRESET 0
+#define GC_ENABLESETRESET 1
+#define GC_COLORCOMPARE 2
+#define GC_DATAROTATE 3
+#define GC_READMAP 4
+#define GC_MODE 5
+#define GC_MISCELLANEOUS 6
+#define GC_COLORDONTCARE 7
+#define GC_BITMASK 8
+
+#define ATR_INDEX 0x3c0
+#define ATR_MODE 16
+#define ATR_OVERSCAN 17
+#define ATR_COLORPLANEENABLE 18
+#define ATR_PELPAN 19
+#define ATR_COLORSELECT 20
+
+#define STATUS_REGISTER_1 0x3da
+
+#define PEL_WRITE_ADR 0x3c8
+#define PEL_READ_ADR 0x3c7
+#define PEL_DATA 0x3c9
+#define PEL_MASK 0x3c6
+
+// boolean grmode;
+
+//==================================================
+//
+// joystick vars
+//
+//==================================================
+
+boolean joystickpresent;
+extern unsigned joystickx, joysticky;
+boolean I_ReadJoystick(void); // returns false if not connected
+
+
+//==================================================
+
+#define VBLCOUNTER 34000 // hardware tics to a frame
+
+
+#define TIMERINT 8
+#define KEYBOARDINT 9
+
+#define CRTCOFF (_inbyte(STATUS_REGISTER_1)&1)
+#define CLI _disable()
+#define STI _enable()
+
+#define _outbyte(x,y) (outp(x,y))
+#define _outhword(x,y) (outpw(x,y))
+
+#define _inbyte(x) (inp(x))
+#define _inhword(x) (inpw(x))
+
+#define MOUSEB1 1
+#define MOUSEB2 2
+#define MOUSEB3 4
+
+boolean mousepresent;
+//static int tsm_ID = -1; // tsm init flag
+
+//===============================
+
+int ticcount;
+
+// REGS stuff used for int calls
+union REGS regs;
+struct SREGS segregs;
+
+boolean novideo; // if true, stay in text mode for debugging
+
+#define KBDQUESIZE 32
+byte keyboardque[KBDQUESIZE];
+int kbdtail, kbdhead;
+
+#define KEY_LSHIFT 0xfe
+
+#define KEY_INS (0x80+0x52)
+#define KEY_DEL (0x80+0x53)
+#define KEY_PGUP (0x80+0x49)
+#define KEY_PGDN (0x80+0x51)
+#define KEY_HOME (0x80+0x47)
+#define KEY_END (0x80+0x4f)
+
+#define SC_RSHIFT 0x36
+#define SC_LSHIFT 0x2a
+
+byte scantokey[128] = {
+// 0 1 2 3 4 5 6 7
+// 8 9 A B C D E F
+ 0, 27, '1', '2', '3', '4', '5', '6',
+ '7', '8', '9', '0', '-', '=', KEY_BACKSPACE, 9, // 0
+ 'q', 'w', 'e', 'r', 't', 'y', 'u', 'i',
+ 'o', 'p', '[', ']', 13, KEY_RCTRL, 'a', 's', // 1
+ 'd', 'f', 'g', 'h', 'j', 'k', 'l', ';',
+ 39, '`', KEY_LSHIFT, 92, 'z', 'x', 'c', 'v', // 2
+ 'b', 'n', 'm', ',', '.', '/', KEY_RSHIFT, '*',
+ KEY_RALT, ' ', 0, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5, // 3
+ KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, 0, 0, KEY_HOME,
+ KEY_UPARROW, KEY_PGUP, '-', KEY_LEFTARROW, '5', KEY_RIGHTARROW, '+', KEY_END, //4
+ KEY_DOWNARROW, KEY_PGDN, KEY_INS, KEY_DEL, 0, 0, 0, KEY_F11,
+ KEY_F12, 0, 0, 0, 0, 0, 0, 0, // 5
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, // 6
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0 // 7
+};
+
+//==========================================================================
+
+//--------------------------------------------------------------------------
+//
+// FUNC I_GetTime
+//
+// Returns time in 1/35th second tics.
+//
+//--------------------------------------------------------------------------
+
+int I_GetTime(void)
+{
+#ifdef NOTIMER
+ ticcount++;
+#endif
+ return (ticcount);
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_ColorBorder
+//
+//--------------------------------------------------------------------------
+
+/*
+void I_ColorBorder(void)
+{
+ int i;
+
+ I_WaitVBL(1);
+ _outbyte(PEL_WRITE_ADR, 0);
+ for(i = 0; i < 3; i++)
+ {
+ _outbyte(PEL_DATA, 63);
+ }
+}
+*/
+
+//--------------------------------------------------------------------------
+//
+// PROC I_UnColorBorder
+//
+//--------------------------------------------------------------------------
+
+/*
+void I_UnColorBorder(void)
+{
+ int i;
+
+ I_WaitVBL(1);
+ _outbyte(PEL_WRITE_ADR, 0);
+ for(i = 0; i < 3; i++)
+ {
+ _outbyte(PEL_DATA, 0);
+ }
+}
+*/
+
+/*
+============================================================================
+
+ USER INPUT
+
+============================================================================
+*/
+
+//--------------------------------------------------------------------------
+//
+// PROC I_WaitVBL
+//
+//--------------------------------------------------------------------------
+
+void I_WaitVBL(int vbls)
+{
+ int stat;
+
+ if (novideo)
+ {
+ return;
+ }
+ while (vbls--)
+ {
+ do
+ {
+ stat = inp(STATUS_REGISTER_1);
+ if (stat & 8)
+ {
+ break;
+ }
+ }
+ while (1);
+ do
+ {
+ stat = inp(STATUS_REGISTER_1);
+ if ((stat & 8) == 0)
+ {
+ break;
+ }
+ }
+ while (1);
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_SetPalette
+//
+// Palette source must use 8 bit RGB elements.
+//
+//--------------------------------------------------------------------------
+
+void I_SetPalette(byte * palette)
+{
+ int i;
+
+ if (novideo)
+ {
+ return;
+ }
+ I_WaitVBL(1);
+ _outbyte(PEL_WRITE_ADR, 0);
+ for (i = 0; i < 768; i++)
+ {
+ _outbyte(PEL_DATA, (gammatable[usegamma][*palette++]) >> 2);
+ }
+}
+
+/*
+============================================================================
+
+ GRAPHICS MODE
+
+============================================================================
+*/
+
+byte *pcscreen, *destscreen, *destview;
+
+
+/*
+==============
+=
+= I_Update
+=
+==============
+*/
+
+int UpdateState;
+extern int screenblocks;
+
+void I_Update(void)
+{
+ int i;
+ byte *dest;
+ int tics;
+ static int lasttic;
+
+//
+// blit screen to video
+//
+ if (DisplayTicker)
+ {
+ if (screenblocks > 9 || UpdateState & (I_FULLSCRN | I_MESSAGES))
+ {
+ dest = (byte *) screen;
+ }
+ else
+ {
+ dest = (byte *) pcscreen;
+ }
+ tics = ticcount - lasttic;
+ lasttic = ticcount;
+ if (tics > 20)
+ {
+ tics = 20;
+ }
+ for (i = 0; i < tics; i++)
+ {
+ *dest = 0xff;
+ dest += 2;
+ }
+ for (i = tics; i < 20; i++)
+ {
+ *dest = 0x00;
+ dest += 2;
+ }
+ }
+
+ //memset(pcscreen, 255, SCREENHEIGHT*SCREENWIDTH);
+
+ if (UpdateState == I_NOUPDATE)
+ {
+ return;
+ }
+ if (UpdateState & I_FULLSCRN)
+ {
+ memcpy(pcscreen, screen, SCREENWIDTH * SCREENHEIGHT);
+ UpdateState = I_NOUPDATE; // clear out all draw types
+ }
+ if (UpdateState & I_FULLVIEW)
+ {
+ if (UpdateState & I_MESSAGES && screenblocks > 7)
+ {
+ for (i = 0; i <
+ (viewwindowy + viewheight) * SCREENWIDTH; i += SCREENWIDTH)
+ {
+ memcpy(pcscreen + i, screen + i, SCREENWIDTH);
+ }
+ UpdateState &= ~(I_FULLVIEW | I_MESSAGES);
+ }
+ else
+ {
+ for (i = viewwindowy * SCREENWIDTH + viewwindowx; i <
+ (viewwindowy + viewheight) * SCREENWIDTH; i += SCREENWIDTH)
+ {
+ memcpy(pcscreen + i, screen + i, viewwidth);
+ }
+ UpdateState &= ~I_FULLVIEW;
+ }
+ }
+ if (UpdateState & I_STATBAR)
+ {
+ memcpy(pcscreen + SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT),
+ screen + SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT),
+ SCREENWIDTH * SBARHEIGHT);
+ UpdateState &= ~I_STATBAR;
+ }
+ if (UpdateState & I_MESSAGES)
+ {
+ memcpy(pcscreen, screen, SCREENWIDTH * 28);
+ UpdateState &= ~I_MESSAGES;
+ }
+
+
+// memcpy(pcscreen, screen, SCREENHEIGHT*SCREENWIDTH);
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_InitGraphics
+//
+//--------------------------------------------------------------------------
+
+void I_InitGraphics(void)
+{
+ if (novideo)
+ {
+ return;
+ }
+ //grmode = true;
+ regs.w.ax = 0x13;
+ int386(0x10, (const union REGS *) &regs, &regs);
+ pcscreen = destscreen = (byte *) 0xa0000;
+ I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_ShutdownGraphics
+//
+//--------------------------------------------------------------------------
+
+void I_ShutdownGraphics(void)
+{
+ byte mode;
+
+ // don't reset mode if it didn't get set
+ mode = *(byte *) 0x449;
+ if (mode == 0x12 || mode == 0x13)
+ {
+ regs.w.ax = 3;
+ int386(0x10, &regs, &regs); // back to text mode
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC I_ReadScreen
+//
+// Reads the screen currently displayed into a linear buffer.
+//
+//--------------------------------------------------------------------------
+
+/*
+void I_ReadScreen(byte *scr)
+{
+ memcpy(scr, screen, SCREENWIDTH*SCREENHEIGHT);
+}
+*/
+
+//===========================================================================
+
+/*
+===================
+=
+= I_StartTic
+=
+// called by D_DoomLoop
+// called before processing each tic in a frame
+// can call D_PostEvent
+// asyncronous interrupt functions should maintain private ques that are
+// read by the syncronous functions to be converted into events
+===================
+*/
+
+/*
+ OLD STARTTIC STUFF
+
+void I_StartTic (void)
+{
+ int k;
+ event_t ev;
+
+
+ I_ReadMouse ();
+
+//
+// keyboard events
+//
+ while (kbdtail < kbdhead)
+ {
+ k = keyboardque[kbdtail&(KBDQUESIZE-1)];
+
+// if (k==14)
+// I_Error ("exited");
+
+ kbdtail++;
+
+ // extended keyboard shift key bullshit
+ if ( (k&0x7f)==KEY_RSHIFT )
+ {
+ if ( keyboardque[(kbdtail-2)&(KBDQUESIZE-1)]==0xe0 )
+ continue;
+ k &= 0x80;
+ k |= KEY_RSHIFT;
+ }
+
+ if (k==0xe0)
+ continue; // special / pause keys
+ if (keyboardque[(kbdtail-2)&(KBDQUESIZE-1)] == 0xe1)
+ continue; // pause key bullshit
+
+ if (k==0xc5 && keyboardque[(kbdtail-2)&(KBDQUESIZE-1)] == 0x9d)
+ {
+ ev.type = ev_keydown;
+ ev.data1 = KEY_PAUSE;
+ D_PostEvent (&ev);
+ continue;
+ }
+
+ if (k&0x80)
+ ev.type = ev_keyup;
+ else
+ ev.type = ev_keydown;
+ k &= 0x7f;
+
+ ev.data1 = k;
+ //ev.data1 = scantokey[k];
+
+ D_PostEvent (&ev);
+ }
+}
+*/
+
+#define SC_UPARROW 0x48
+#define SC_DOWNARROW 0x50
+#define SC_LEFTARROW 0x4b
+#define SC_RIGHTARROW 0x4d
+
+void I_StartTic(void)
+{
+ int k;
+ event_t ev;
+
+
+ I_ReadMouse();
+
+//
+// keyboard events
+//
+ while (kbdtail < kbdhead)
+ {
+ k = keyboardque[kbdtail & (KBDQUESIZE - 1)];
+ kbdtail++;
+
+ // extended keyboard shift key bullshit
+ if ((k & 0x7f) == SC_LSHIFT || (k & 0x7f) == SC_RSHIFT)
+ {
+ if (keyboardque[(kbdtail - 2) & (KBDQUESIZE - 1)] == 0xe0)
+ continue;
+ k &= 0x80;
+ k |= SC_RSHIFT;
+ }
+
+ if (k == 0xe0)
+ continue; // special / pause keys
+ if (keyboardque[(kbdtail - 2) & (KBDQUESIZE - 1)] == 0xe1)
+ continue; // pause key bullshit
+
+ if (k == 0xc5
+ && keyboardque[(kbdtail - 2) & (KBDQUESIZE - 1)] == 0x9d)
+ {
+ ev.type = ev_keydown;
+ ev.data1 = KEY_PAUSE;
+ H2_PostEvent(&ev);
+ continue;
+ }
+
+ if (k & 0x80)
+ ev.type = ev_keyup;
+ else
+ ev.type = ev_keydown;
+ k &= 0x7f;
+ switch (k)
+ {
+ case SC_UPARROW:
+ ev.data1 = KEY_UPARROW;
+ break;
+ case SC_DOWNARROW:
+ ev.data1 = KEY_DOWNARROW;
+ break;
+ case SC_LEFTARROW:
+ ev.data1 = KEY_LEFTARROW;
+ break;
+ case SC_RIGHTARROW:
+ ev.data1 = KEY_RIGHTARROW;
+ break;
+ default:
+ ev.data1 = scantokey[k];
+ break;
+ }
+ H2_PostEvent(&ev);
+ }
+
+}
+
+
+/*
+void I_ReadKeys (void)
+{
+ int k;
+
+
+ while (1)
+ {
+ while (kbdtail < kbdhead)
+ {
+ k = keyboardque[kbdtail&(KBDQUESIZE-1)];
+ kbdtail++;
+ printf ("0x%x\n",k);
+ if (k == 1)
+ I_Quit ();
+ }
+ }
+}
+*/
+
+/*
+===============
+=
+= I_StartFrame
+=
+===============
+*/
+
+void I_StartFrame(void)
+{
+ I_JoystickEvents();
+ if (useexterndriver)
+ {
+ DPMIInt(i_Vector);
+ }
+}
+
+/*
+============================================================================
+
+ TIMER INTERRUPT
+
+============================================================================
+*/
+
+/*
+void I_ColorBlack (int r, int g, int b)
+{
+_outbyte (PEL_WRITE_ADR,0);
+_outbyte(PEL_DATA,r);
+_outbyte(PEL_DATA,g);
+_outbyte(PEL_DATA,b);
+}
+*/
+
+
+/*
+================
+=
+= I_TimerISR
+=
+================
+*/
+
+int I_TimerISR(void)
+{
+ ticcount++;
+ return 0;
+}
+
+/*
+============================================================================
+
+ KEYBOARD
+
+============================================================================
+*/
+
+void (__interrupt __far * oldkeyboardisr) () = NULL;
+
+int lastpress;
+
+/*
+================
+=
+= I_KeyboardISR
+=
+================
+*/
+
+void __interrupt I_KeyboardISR(void)
+{
+// Get the scan code
+
+ keyboardque[kbdhead & (KBDQUESIZE - 1)] = lastpress = _inbyte(0x60);
+ kbdhead++;
+
+// acknowledge the interrupt
+
+ _outbyte(0x20, 0x20);
+}
+
+
+
+/*
+===============
+=
+= I_StartupKeyboard
+=
+===============
+*/
+
+void I_StartupKeyboard(void)
+{
+#ifndef NOKBD
+ oldkeyboardisr = _dos_getvect(KEYBOARDINT);
+ _dos_setvect(0x8000 | KEYBOARDINT, I_KeyboardISR);
+#endif
+
+//I_ReadKeys ();
+}
+
+
+void I_ShutdownKeyboard(void)
+{
+ if (oldkeyboardisr)
+ _dos_setvect(KEYBOARDINT, oldkeyboardisr);
+ *(short *) 0x41c = *(short *) 0x41a; // clear bios key buffer
+}
+
+
+
+/*
+============================================================================
+
+ MOUSE
+
+============================================================================
+*/
+
+
+int I_ResetMouse(void)
+{
+ regs.w.ax = 0; // reset
+ int386(0x33, &regs, &regs);
+ return regs.w.ax;
+}
+
+
+
+/*
+================
+=
+= StartupMouse
+=
+================
+*/
+
+void I_StartupCyberMan(void);
+
+void I_StartupMouse(void)
+{
+ //
+ // General mouse detection
+ //
+ mousepresent = 0;
+ if (M_CheckParm("-nomouse") || !usemouse)
+ return;
+
+ if (I_ResetMouse() != 0xffff)
+ {
+ ST_Message("Mouse: not present\n");
+ return;
+ }
+ ST_Message("Mouse: detected\n");
+
+ mousepresent = 1;
+
+ I_StartupCyberMan();
+}
+
+
+/*
+================
+=
+= ShutdownMouse
+=
+================
+*/
+
+void I_ShutdownMouse(void)
+{
+ if (!mousepresent)
+ return;
+
+ I_ResetMouse();
+}
+
+
+/*
+================
+=
+= I_ReadMouse
+=
+================
+*/
+
+void I_ReadMouse(void)
+{
+ event_t ev;
+
+//
+// mouse events
+//
+ if (!mousepresent)
+ return;
+
+ ev.type = ev_mouse;
+
+ memset(&dpmiregs, 0, sizeof(dpmiregs));
+ dpmiregs.eax = 3; // read buttons / position
+ DPMIInt(0x33);
+ ev.data1 = dpmiregs.ebx;
+
+ dpmiregs.eax = 11; // read counters
+ DPMIInt(0x33);
+ ev.data2 = (short) dpmiregs.ecx;
+ ev.data3 = -(short) dpmiregs.edx;
+
+ H2_PostEvent(&ev);
+}
+
+/*
+============================================================================
+
+ JOYSTICK
+
+============================================================================
+*/
+
+int joyxl, joyxh, joyyl, joyyh;
+
+boolean WaitJoyButton(void)
+{
+ int oldbuttons, buttons;
+
+ oldbuttons = 0;
+ do
+ {
+ I_WaitVBL(1);
+ buttons = ((inp(0x201) >> 4) & 1) ^ 1;
+ if (buttons != oldbuttons)
+ {
+ oldbuttons = buttons;
+ continue;
+ }
+
+ if ((lastpress & 0x7f) == 1)
+ {
+ joystickpresent = false;
+ return false;
+ }
+ }
+ while (!buttons);
+
+ do
+ {
+ I_WaitVBL(1);
+ buttons = ((inp(0x201) >> 4) & 1) ^ 1;
+ if (buttons != oldbuttons)
+ {
+ oldbuttons = buttons;
+ continue;
+ }
+
+ if ((lastpress & 0x7f) == 1)
+ {
+ joystickpresent = false;
+ return false;
+ }
+ }
+ while (buttons);
+
+ return true;
+}
+
+
+
+/*
+===============
+=
+= I_StartupJoystick
+=
+===============
+*/
+
+int basejoyx, basejoyy;
+
+void I_StartupJoystick(void)
+{
+ int centerx, centery;
+
+ joystickpresent = 0;
+ if (M_CheckParm("-nojoy") || !usejoystick)
+ return;
+
+ if (!I_ReadJoystick())
+ {
+ joystickpresent = false;
+ ST_Message("joystick not found\n ");
+ return;
+ }
+ ST_Message("joystick found\n");
+ joystickpresent = true;
+
+ ST_RealMessage("CENTER the joystick and press button 1:");
+ if (!WaitJoyButton())
+ return;
+ I_ReadJoystick();
+ centerx = joystickx;
+ centery = joysticky;
+
+ ST_RealMessage
+ ("\nPush the joystick to the UPPER LEFT corner and press button 1:");
+ if (!WaitJoyButton())
+ return;
+ I_ReadJoystick();
+ joyxl = (centerx + joystickx) / 2;
+ joyyl = (centerx + joysticky) / 2;
+
+ ST_RealMessage
+ ("\nPush the joystick to the LOWER RIGHT corner and press button 1:");
+ if (!WaitJoyButton())
+ return;
+ I_ReadJoystick();
+ joyxh = (centerx + joystickx) / 2;
+ joyyh = (centery + joysticky) / 2;
+ ST_RealMessage("\n");
+}
+
+/*
+===============
+=
+= I_JoystickEvents
+=
+===============
+*/
+
+void I_JoystickEvents(void)
+{
+ event_t ev;
+
+//
+// joystick events
+//
+ if (!joystickpresent)
+ return;
+
+ I_ReadJoystick();
+ ev.type = ev_joystick;
+ ev.data1 = ((inp(0x201) >> 4) & 15) ^ 15;
+
+ if (joystickx < joyxl)
+ ev.data2 = -1;
+ else if (joystickx > joyxh)
+ ev.data2 = 1;
+ else
+ ev.data2 = 0;
+ if (joysticky < joyyl)
+ ev.data3 = -1;
+ else if (joysticky > joyyh)
+ ev.data3 = 1;
+ else
+ ev.data3 = 0;
+
+ H2_PostEvent(&ev);
+}
+
+
+
+/*
+============================================================================
+
+ DPMI STUFF
+
+============================================================================
+*/
+
+#define REALSTACKSIZE 1024
+
+dpmiregs_t dpmiregs;
+
+unsigned realstackseg;
+
+void I_DivException(void);
+int I_SetDivException(void);
+
+/*
+void DPMIFarCall (void)
+{
+ segread (&segregs);
+ regs.w.ax = 0x301;
+ regs.w.bx = 0;
+ regs.w.cx = 0;
+ regs.x.edi = (unsigned)&dpmiregs;
+ segregs.es = segregs.ds;
+ int386x( DPMI_INT, &regs, &regs, &segregs );
+}
+*/
+
+void DPMIInt(int i)
+{
+ dpmiregs.ss = realstackseg;
+ dpmiregs.sp = REALSTACKSIZE - 4;
+
+ segread(&segregs);
+ regs.w.ax = 0x300;
+ regs.w.bx = i;
+ regs.w.cx = 0;
+ regs.x.edi = (unsigned) &dpmiregs;
+ segregs.es = segregs.ds;
+ int386x(DPMI_INT, &regs, &regs, &segregs);
+}
+
+
+/*
+==============
+=
+= I_StartupDPMI
+=
+==============
+*/
+
+void I_StartupDPMI(void)
+{
+// extern char __begtext;
+// extern char ___argc;
+// int n,d;
+
+//
+// allocate a decent stack for real mode ISRs
+//
+ realstackseg = (int) I_AllocLow(1024) >> 4;
+
+//
+// lock the entire program down
+//
+
+// _dpmi_lockregion (&__begtext, &___argc - &__begtext);
+
+
+//
+// catch divide by 0 exception
+//
+#if 0
+ segread(&segregs);
+ regs.w.ax = 0x0203; // DPMI set processor exception handler vector
+ regs.w.bx = 0; // int 0
+ regs.w.cx = segregs.cs;
+ regs.x.edx = (int) &I_DivException;
+ printf("%x : %x\n", regs.w.cx, regs.x.edx);
+ int386(DPMI_INT, &regs, &regs);
+#endif
+
+#if 0
+ n = I_SetDivException();
+ printf("return: %i\n", n);
+ n = 100;
+ d = 0;
+ printf("100 / 0 = %i\n", n / d);
+
+ exit(1);
+#endif
+}
+
+
+
+/*
+============================================================================
+
+ TIMER INTERRUPT
+
+============================================================================
+*/
+
+void (__interrupt __far * oldtimerisr) ();
+
+
+/*
+void IO_ColorBlack (int r, int g, int b)
+{
+_outbyte (PEL_WRITE_ADR,0);
+_outbyte(PEL_DATA,r);
+_outbyte(PEL_DATA,g);
+_outbyte(PEL_DATA,b);
+}
+*/
+
+
+/*
+================
+=
+= IO_TimerISR
+=
+================
+*/
+
+//void __interrupt IO_TimerISR (void)
+
+void __interrupt __far IO_TimerISR(void)
+{
+ ticcount++;
+ _outbyte(0x20, 0x20); // Ack the interrupt
+}
+
+/*
+=====================
+=
+= IO_SetTimer0
+=
+= Sets system timer 0 to the specified speed
+=
+=====================
+*/
+
+void IO_SetTimer0(int speed)
+{
+ if (speed > 0 && speed < 150)
+ I_Error("INT_SetTimer0: %i is a bad value", speed);
+
+ _outbyte(0x43, 0x36); // Change timer 0
+ _outbyte(0x40, speed);
+ _outbyte(0x40, speed >> 8);
+}
+
+
+
+/*
+===============
+=
+= IO_StartupTimer
+=
+===============
+*/
+
+/*
+void IO_StartupTimer (void)
+{
+ oldtimerisr = _dos_getvect(TIMERINT);
+
+ _dos_setvect (0x8000 | TIMERINT, IO_TimerISR);
+ IO_SetTimer0 (VBLCOUNTER);
+}
+*/
+
+void IO_ShutdownTimer(void)
+{
+ if (oldtimerisr)
+ {
+ IO_SetTimer0(0); // back to 18.4 ips
+ _dos_setvect(TIMERINT, oldtimerisr);
+ }
+}
+
+//===========================================================================
+
+
+/*
+===============
+=
+= I_Init
+=
+= hook interrupts and set graphics mode
+=
+===============
+*/
+
+void I_Init(void)
+{
+ extern void I_StartupTimer(void);
+
+ novideo = M_CheckParm("novideo");
+ ST_Message(" I_StartupDPMI\n");
+ I_StartupDPMI();
+ ST_Message(" I_StartupMouse ");
+ I_StartupMouse();
+// tprintf("I_StartupJoystick ",1);
+// I_StartupJoystick();
+// tprintf("I_StartupKeyboard ",1);
+// I_StartupKeyboard();
+ ST_Message(" S_Init... ");
+ S_Init();
+ //IO_StartupTimer();
+ S_Start();
+}
+
+
+/*
+===============
+=
+= I_Shutdown
+=
+= return to default system state
+=
+===============
+*/
+
+void I_Shutdown(void)
+{
+ I_ShutdownGraphics();
+ IO_ShutdownTimer();
+ S_ShutDown();
+ I_ShutdownMouse();
+ I_ShutdownKeyboard();
+
+ IO_SetTimer0(0);
+}
+
+
+/*
+================
+=
+= I_Error
+=
+================
+*/
+
+void I_Error(char *error, ...)
+{
+ union REGS regs;
+
+ va_list argptr;
+
+ D_QuitNetGame();
+ I_Shutdown();
+ va_start(argptr, error);
+ regs.x.eax = 0x3;
+ int386(0x10, &regs, &regs);
+ vprintf(error, argptr);
+ va_end(argptr);
+ printf("\n");
+ exit(1);
+}
+
+//--------------------------------------------------------------------------
+//
+// I_Quit
+//
+// Shuts down net game, saves defaults, prints the exit text message,
+// goes to text mode, and exits.
+//
+//--------------------------------------------------------------------------
+
+void I_Quit(void)
+{
+ D_QuitNetGame();
+ M_SaveDefaults();
+ I_Shutdown();
+
+// scr = (byte *)W_CacheLumpName("ENDTEXT", PU_CACHE);
+/*
+ memcpy((void *)0xb8000, scr, 80*25*2);
+ regs.w.ax = 0x0200;
+ regs.h.bh = 0;
+ regs.h.dl = 0;
+ regs.h.dh = 23;
+ int386(0x10, (const union REGS *)&regs, &regs); // Set text pos
+ _settextposition(24, 1);
+*/
+ printf("\nHexen: Beyond Heretic\n");
+ exit(0);
+}
+
+/*
+===============
+=
+= I_ZoneBase
+=
+===============
+*/
+
+byte *I_ZoneBase(int *size)
+{
+ int meminfo[32];
+ int heap;
+ byte *ptr;
+
+ memset(meminfo, 0, sizeof(meminfo));
+ segread(&segregs);
+ segregs.es = segregs.ds;
+ regs.w.ax = 0x500; // get memory info
+ regs.x.edi = (int) &meminfo;
+ int386x(0x31, &regs, &regs, &segregs);
+
+ heap = meminfo[0];
+ ST_Message(" DPMI memory: 0x%x, ", heap);
+ ST_Message("Maxzone: 0x%x\n", maxzone);
+
+ do
+ {
+ heap -= 0x10000; // leave 64k alone
+ if (heap > maxzone)
+ heap = maxzone;
+ ptr = malloc(heap);
+ }
+ while (!ptr);
+
+ ST_Message(" 0x%x allocated for zone, ", heap);
+ ST_Message("ZoneBase: 0x%X\n", (int) ptr);
+
+ if (heap < 0x180000)
+ I_Error(" Insufficient DPMI memory!");
+#if 0
+ regs.w.ax = 0x501; // allocate linear block
+ regs.w.bx = heap >> 16;
+ regs.w.cx = heap & 0xffff;
+ int386(0x31, &regs, &regs);
+ if (regs.w.cflag)
+ I_Error(" Couldn't allocate DPMI memory!");
+
+ block = (regs.w.si << 16) + regs.w.di;
+#endif
+
+ *size = heap;
+ return ptr;
+}
+
+/*
+=============
+=
+= I_AllocLow
+=
+=============
+*/
+
+byte *I_AllocLow(int length)
+{
+ byte *mem;
+
+ // DPMI call 100h allocates DOS memory
+ segread(&segregs);
+ regs.w.ax = 0x0100; // DPMI allocate DOS memory
+ regs.w.bx = (length + 15) / 16;
+ int386(DPMI_INT, &regs, &regs);
+// segment = regs.w.ax;
+// selector = regs.w.dx;
+ if (regs.w.cflag != 0)
+ I_Error("I_AllocLow: DOS alloc of %i failed, %i free",
+ length, regs.w.bx * 16);
+
+
+ mem = (void *) ((regs.x.eax & 0xFFFF) << 4);
+
+ memset(mem, 0, length);
+ return mem;
+}
+
+/*
+============================================================================
+
+ NETWORKING
+
+============================================================================
+*/
+
+/* // FUCKED LINES
+typedef struct
+{
+ char priv[508];
+ } doomdata_t;
+*/// FUCKED LINES
+
+#define DOOMCOM_ID 0x12345678l
+
+/* // FUCKED LINES
+typedef struct
+{
+ long id;
+ short intnum; // DOOM executes an int to execute commands
+
+// communication between DOOM and the driver
+ short command; // CMD_SEND or CMD_GET
+ short remotenode; // dest for send, set by get (-1 = no packet)
+ short datalength; // bytes in doomdata to be sent
+
+// info common to all nodes
+ short numnodes; // console is allways node 0
+ short ticdup; // 1 = no duplication, 2-5 = dup for slow nets
+ short extratics; // 1 = send a backup tic in every packet
+ short deathmatch; // 1 = deathmatch
+ short savegame; // -1 = new game, 0-5 = load savegame
+ short episode; // 1-3
+ short map; // 1-9
+ short skill; // 1-5
+
+// info specific to this node
+ short consoleplayer;
+ short numplayers;
+ short angleoffset; // 1 = left, 0 = center, -1 = right
+ short drone; // 1 = drone
+
+// packet data to be sent
+ doomdata_t data;
+ } doomcom_t;
+*/// FUCKED LINES
+
+extern doomcom_t *doomcom;
+
+/*
+====================
+=
+= I_InitNetwork
+=
+====================
+*/
+
+void I_InitNetwork(void)
+{
+ int i;
+
+ i = M_CheckParm("-net");
+ if (!i)
+ {
+ //
+ // single player game
+ //
+ doomcom = malloc(sizeof(*doomcom));
+ memset(doomcom, 0, sizeof(*doomcom));
+ netgame = false;
+ doomcom->id = DOOMCOM_ID;
+ doomcom->numplayers = doomcom->numnodes = 1;
+ doomcom->deathmatch = false;
+ doomcom->consoleplayer = 0;
+ doomcom->ticdup = 1;
+ doomcom->extratics = 0;
+ return;
+ }
+
+ netgame = true;
+ doomcom = (doomcom_t *) atoi(myargv[i + 1]);
+//DEBUG
+ doomcom->skill = startskill;
+ doomcom->episode = startepisode;
+ doomcom->map = startmap;
+ doomcom->deathmatch = deathmatch;
+
+}
+
+void I_NetCmd(void)
+{
+ if (!netgame)
+ I_Error("I_NetCmd when not in netgame");
+ DPMIInt(doomcom->intnum);
+}
+
+//=========================================================================
+//
+// I_CheckExternDriver
+//
+// Checks to see if a vector, and an address for an external driver
+// have been passed.
+//=========================================================================
+
+void I_CheckExternDriver(void)
+{
+ int i;
+
+ if (!(i = M_CheckParm("-externdriver")))
+ {
+ return;
+ }
+ i_ExternData = (externdata_t *) atoi(myargv[i + 1]);
+ i_Vector = i_ExternData->vector;
+
+ useexterndriver = true;
+}
+
+//=========================================================================
+//=========================================================================
+// Hi-Res (mode 12) stuff
+//=========================================================================
+//=========================================================================
+
+
+//==========================================================================
+//
+// SetVideoModeHR - Set video mode to 640x480x16
+//
+//==========================================================================
+
+
+void SetVideoModeHR(void)
+{
+ union REGS regs;
+ regs.x.eax = 0x12;
+ int386(VID_INT, &regs, &regs);
+}
+
+
+//==========================================================================
+//
+// ClearScreenHR - Clear the screen to color 0
+//
+//==========================================================================
+
+void ClearScreenHR(void)
+{
+ BITPLANE(MASK_PLANE0 | MASK_PLANE1 | MASK_PLANE2 | MASK_PLANE3);
+ memset((char *) 0xa0000, 0, 38400);
+}
+
+
+//==========================================================================
+//
+// SlamHR - copy 4-plane buffer to screen
+//
+//==========================================================================
+
+void SlamHR(char *buffer)
+{
+ BITPLANE(MASK_PLANE0);
+ memcpy((char *) 0xA0000, buffer + P0OFFSET, 38400);
+ BITPLANE(MASK_PLANE1);
+ memcpy((char *) 0xA0000, buffer + P1OFFSET, 38400);
+ BITPLANE(MASK_PLANE2);
+ memcpy((char *) 0xA0000, buffer + P2OFFSET, 38400);
+ BITPLANE(MASK_PLANE3);
+ memcpy((char *) 0xA0000, buffer + P3OFFSET, 38400);
+}
+
+
+//==========================================================================
+//
+// SlamHR - copy 4-plane buffer to screen
+//
+// X and Width should be a multiple of 8
+// src should be 4 planes of block size, back to back
+//==========================================================================
+
+void SlamBlockHR(int x, int y, int w, int h, char *src)
+{
+ int srcwid = w >> 3;
+ char *dest = ((char *) 0xA0000) + (y * (640 / 8)) + (x >> 3);
+ char *dst;
+ int i;
+
+ VB_SYNC;
+
+ BITPLANE(MASK_PLANE0);
+ dst = dest;
+ for (i = 0; i < h; i++)
+ {
+ memcpy(dst, src, srcwid);
+ dst += 640 / 8;
+ src += srcwid;
+ }
+ BITPLANE(MASK_PLANE1);
+ dst = dest;
+ for (i = 0; i < h; i++)
+ {
+ memcpy(dst, src, srcwid);
+ dst += 640 / 8;
+ src += srcwid;
+ }
+ BITPLANE(MASK_PLANE2);
+ dst = dest;
+ for (i = 0; i < h; i++)
+ {
+ memcpy(dst, src, srcwid);
+ dst += 640 / 8;
+ src += srcwid;
+ }
+ BITPLANE(MASK_PLANE3);
+ dst = dest;
+ for (i = 0; i < h; i++)
+ {
+ memcpy(dst, src, srcwid);
+ dst += 640 / 8;
+ src += srcwid;
+ }
+}
+
+//==========================================================================
+//
+// InitPaletteHR
+//
+//==========================================================================
+
+void InitPaletteHR(void)
+{
+ int i;
+ union REGS regs;
+
+ // Set palette registers to point into color registers
+ for (i = 0; i < 16; i++)
+ {
+ regs.x.eax = (0x10 << 8) | 0x00;
+ regs.x.ebx = (i << 8) | i;
+ int386(VID_INT, &regs, &regs);
+ }
+
+}
+
+
+//==========================================================================
+//
+// SetPaletteHR - Set the HR palette
+//
+//==========================================================================
+
+void SetPaletteHR(byte * palette)
+{
+ int i;
+ VB_SYNC;
+ outp(PEL_WRITE_ADR, 0);
+
+ for (i = 0; i < 16 * 3; i++)
+ {
+ outp(PEL_DATA, (*palette++));
+ }
+}
+
+
+//==========================================================================
+//
+// GetPaletteHR - Get the HR palette
+//
+//==========================================================================
+
+void GetPaletteHR(byte * palette)
+{
+ int i;
+ outp(PEL_READ_ADR, 0);
+ for (i = 0; i < 16 * 3; i++)
+ {
+ *palette++ = inp(PEL_DATA);
+ }
+}
+
+
+//==========================================================================
+//
+// FadeToPaletteHR
+//
+//==========================================================================
+
+void FadeToPaletteHR(byte * palette)
+{
+ int i, j;
+ int steps = 140; // two-seconds
+ byte basep[16 * 3];
+ byte work[16 * 3];
+ int delta;
+
+ GetPaletteHR(basep);
+ for (i = 0; i < steps; i++)
+ {
+ for (j = 0; j < 16 * 3; j++)
+ {
+ delta = palette[j] - basep[j];
+ work[j] = basep[j] + delta * i / steps;
+ }
+ SetPaletteHR(work);
+ }
+ SetPaletteHR(palette);
+}
+
+
+//==========================================================================
+//
+// FadeToBlackHR - Fades the palette out to black
+//
+//==========================================================================
+
+/*
+void FadeToBlackHR(void)
+{
+ char work[16*3];
+ char base[16*3];
+ int i,j,steps=70;
+
+ GetPaletteHR(base);
+ for (i=0; i<steps; i++)
+ {
+ for (j=0; j<16*3; j++)
+ {
+ work[j] = base[j]-(base[j]*i/steps);
+ }
+ VB_SYNC;
+ SetPaletteHR(work);
+ }
+ memset(work,0,16*3);
+ SetPaletteHR(work);
+}
+*/
+
+//==========================================================================
+//
+// BlackPaletteHR - Instantly blacks out the palette
+//
+//==========================================================================
+
+void BlackPaletteHR(void)
+{
+ char blackpal[16 * 3];
+
+ memset(blackpal, 0, 16 * 3);
+ SetPaletteHR(blackpal);
+}
+
+//==========================================================================
+//
+//
+// I_StartupReadKeys
+//
+//
+//==========================================================================
+
+void I_StartupReadKeys(void)
+{
+ int k;
+
+ while (kbdtail < kbdhead)
+ {
+ k = keyboardque[kbdtail & (KBDQUESIZE - 1)];
+ kbdtail++;
+ if (k == 1)
+ I_Quit();
+ }
+}
diff --git a/src/hexen/i_sound.c b/src/hexen/i_sound.c
new file mode 100644
index 00000000..9b68be60
--- /dev/null
+++ b/src/hexen/i_sound.c
@@ -0,0 +1,410 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// I_SOUND.C
+
+#include <stdio.h>
+#include "h2def.h"
+#include "i_system.h"
+#include "m_argv.h"
+#include "dmx.h"
+#include "sounds.h"
+#include "i_sound.h"
+
+/*
+===============
+=
+= I_StartupTimer
+=
+===============
+*/
+
+int tsm_ID = -1;
+
+void I_StartupTimer(void)
+{
+#ifndef NOTIMER
+ extern int I_TimerISR(void);
+
+ ST_Message(" I_StartupTimer()\n");
+ // installs master timer. Must be done before StartupTimer()!
+ TSM_Install(SND_TICRATE);
+ tsm_ID = TSM_NewService(I_TimerISR, 35, 255, 0); // max priority
+ if (tsm_ID == -1)
+ {
+ I_Error("Can't register 35 Hz timer w/ DMX library");
+ }
+#endif
+}
+
+void I_ShutdownTimer(void)
+{
+ TSM_DelService(tsm_ID);
+ TSM_Remove();
+}
+
+/*
+ *
+ * SOUND HEADER & DATA
+ *
+ *
+ */
+
+// sound information
+#if 0
+const char *dnames[] = { "None",
+ "PC_Speaker",
+ "Adlib",
+ "Sound_Blaster",
+ "ProAudio_Spectrum16",
+ "Gravis_Ultrasound",
+ "MPU",
+ "AWE32"
+};
+#endif
+
+const char snd_prefixen[] = { 'P', 'P', 'A', 'S', 'S', 'S', 'M',
+ 'M', 'M', 'S'
+};
+
+int snd_Channels;
+int snd_DesiredMusicDevice, snd_DesiredSfxDevice;
+int snd_MusicDevice, // current music card # (index to dmxCodes)
+ snd_SfxDevice, // current sfx card # (index to dmxCodes)
+ snd_MaxVolume, // maximum volume for sound
+ snd_MusicVolume; // maximum volume for music
+int dmxCodes[NUM_SCARDS]; // the dmx code for a given card
+
+int snd_SBport, snd_SBirq, snd_SBdma; // sound blaster variables
+int snd_Mport; // midi variables
+
+extern boolean snd_MusicAvail, // whether music is available
+ snd_SfxAvail; // whether sfx are available
+
+void I_PauseSong(int handle)
+{
+ MUS_PauseSong(handle);
+}
+
+void I_ResumeSong(int handle)
+{
+ MUS_ResumeSong(handle);
+}
+
+void I_SetMusicVolume(int volume)
+{
+ MUS_SetMasterVolume(volume * 8);
+// snd_MusicVolume = volume;
+}
+
+void I_SetSfxVolume(int volume)
+{
+ snd_MaxVolume = volume; // THROW AWAY?
+}
+
+/*
+ *
+ * SONG API
+ *
+ */
+
+int I_RegisterSong(void *data)
+{
+ int rc = MUS_RegisterSong(data);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ ST_Message(" MUS_Reg() returned %d\n", rc);
+#endif
+ return rc;
+}
+
+void I_UnRegisterSong(int handle)
+{
+ int rc = MUS_UnregisterSong(handle);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ ST_Message(" MUS_Unreg() returned %d\n", rc);
+#endif
+}
+
+int I_QrySongPlaying(int handle)
+{
+ int rc = MUS_QrySongPlaying(handle);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ ST_Message(" MUS_QrySP() returned %d\n", rc);
+#endif
+ return rc;
+}
+
+// Stops a song. MUST be called before I_UnregisterSong().
+
+void I_StopSong(int handle)
+{
+ int rc;
+ rc = MUS_StopSong(handle);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ ST_Message(" MUS_StopSong() returned %d\n", rc);
+#endif
+/*
+ // Fucking kluge pause
+ {
+ int s;
+ extern volatile int ticcount;
+ for (s=ticcount ; ticcount - s < 10 ; );
+ }
+*/
+}
+
+void I_PlaySong(int handle, boolean looping)
+{
+ int rc;
+ rc = MUS_ChainSong(handle, looping ? handle : -1);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ ST_Message(" MUS_ChainSong() returned %d\n", rc);
+#endif
+ rc = MUS_PlaySong(handle, snd_MusicVolume);
+#ifdef SNDDEBUG
+ if (rc < 0)
+ ST_Message(" MUS_PlaySong() returned %d\n", rc);
+#endif
+
+}
+
+/*
+ *
+ * SOUND FX API
+ *
+ */
+
+// Gets lump nums of the named sound. Returns pointer which will be
+// passed to I_StartSound() when you want to start an SFX. Must be
+// sure to pass this to UngetSoundEffect() so that they can be
+// freed!
+
+
+int I_GetSfxLumpNum(sfxinfo_t * sound)
+{
+ return W_GetNumForName(sound->lumpname);
+
+}
+
+int I_StartSound(int id, void *data, int vol, int sep, int pitch,
+ int priority)
+{
+ return SFX_PlayPatch(data, pitch, sep, vol, 0, 0);
+}
+
+void I_StopSound(int handle)
+{
+// extern volatile long gDmaCount;
+// long waittocount;
+ SFX_StopPatch(handle);
+// waittocount = gDmaCount + 2;
+// while (gDmaCount < waittocount) ;
+}
+
+int I_SoundIsPlaying(int handle)
+{
+ return SFX_Playing(handle);
+}
+
+void I_UpdateSoundParams(int handle, int vol, int sep, int pitch)
+{
+ SFX_SetOrigin(handle, pitch, sep, vol);
+}
+
+/*
+ *
+ * SOUND STARTUP STUFF
+ *
+ *
+ */
+
+//
+// Why PC's Suck, Reason #8712
+//
+
+void I_sndArbitrateCards(void)
+{
+ char tmp[160];
+ boolean gus, adlib, pc, sb, midi;
+ int i, rc, mputype, p, opltype, wait, dmxlump;
+
+ snd_MusicDevice = snd_DesiredMusicDevice;
+ snd_SfxDevice = snd_DesiredSfxDevice;
+
+ // check command-line parameters- overrides config file
+ //
+ if (M_CheckParm("-nosound"))
+ snd_MusicDevice = snd_SfxDevice = snd_none;
+ if (M_CheckParm("-nosfx"))
+ snd_SfxDevice = snd_none;
+ if (M_CheckParm("-nomusic"))
+ snd_MusicDevice = snd_none;
+
+ if (snd_MusicDevice > snd_MPU && snd_MusicDevice <= snd_MPU3)
+ snd_MusicDevice = snd_MPU;
+ if (snd_MusicDevice == snd_SB)
+ snd_MusicDevice = snd_Adlib;
+ if (snd_MusicDevice == snd_PAS)
+ snd_MusicDevice = snd_Adlib;
+
+ // figure out what i've got to initialize
+ //
+ gus = snd_MusicDevice == snd_GUS || snd_SfxDevice == snd_GUS;
+ sb = snd_SfxDevice == snd_SB || snd_MusicDevice == snd_SB;
+ adlib = snd_MusicDevice == snd_Adlib;
+ pc = snd_SfxDevice == snd_PC;
+ midi = snd_MusicDevice == snd_MPU;
+
+ // initialize whatever i've got
+ //
+ if (gus)
+ {
+ if (GF1_Detect())
+ ST_Message(" Dude. The GUS ain't responding.\n");
+ else
+ {
+ dmxlump = W_GetNumForName("dmxgus");
+ GF1_SetMap(W_CacheLumpNum(dmxlump, PU_CACHE),
+ lumpinfo[dmxlump].size);
+ }
+
+ }
+ if (sb)
+ {
+ if (debugmode)
+ {
+ ST_Message(" Sound cfg p=0x%x, i=%d, d=%d\n",
+ snd_SBport, snd_SBirq, snd_SBdma);
+ }
+ if (SB_Detect(&snd_SBport, &snd_SBirq, &snd_SBdma, 0))
+ {
+ ST_Message(" SB isn't responding at p=0x%x, i=%d, d=%d\n",
+ snd_SBport, snd_SBirq, snd_SBdma);
+ }
+ else
+ SB_SetCard(snd_SBport, snd_SBirq, snd_SBdma);
+
+ if (debugmode)
+ {
+ ST_Message(" SB_Detect returned p=0x%x, i=%d, d=%d\n",
+ snd_SBport, snd_SBirq, snd_SBdma);
+ }
+ }
+
+ if (adlib)
+ {
+ if (AL_Detect(&wait, 0))
+ {
+ ST_Message(" Dude. The Adlib isn't responding.\n");
+ }
+ else
+ {
+ AL_SetCard(wait, W_CacheLumpName("genmidi", PU_STATIC));
+ }
+ }
+
+ if (midi)
+ {
+ if (debugmode)
+ {
+ ST_Message(" cfg p=0x%x\n", snd_Mport);
+ }
+
+ if (MPU_Detect(&snd_Mport, &i))
+ {
+ ST_Message(" The MPU-401 isn't reponding @ p=0x%x.\n",
+ snd_Mport);
+ }
+ else
+ MPU_SetCard(snd_Mport);
+ }
+
+}
+
+// inits all sound stuff
+
+void I_StartupSound(void)
+{
+ int rc, i;
+
+ if (debugmode)
+ ST_Message("I_StartupSound: Hope you hear a pop.\n");
+
+ // initialize dmxCodes[]
+ dmxCodes[0] = 0;
+ dmxCodes[snd_PC] = AHW_PC_SPEAKER;
+ dmxCodes[snd_Adlib] = AHW_ADLIB;
+ dmxCodes[snd_SB] = AHW_SOUND_BLASTER;
+ dmxCodes[snd_PAS] = AHW_MEDIA_VISION;
+ dmxCodes[snd_GUS] = AHW_ULTRA_SOUND;
+ dmxCodes[snd_MPU] = AHW_MPU_401;
+ dmxCodes[snd_MPU2] = AHW_MPU_401;
+ dmxCodes[snd_MPU3] = AHW_MPU_401;
+ dmxCodes[snd_AWE] = AHW_AWE32;
+ dmxCodes[snd_CDMUSIC] = 0;
+
+ // inits sound library timer stuff
+ I_StartupTimer();
+
+ // pick the sound cards i'm going to use
+ //
+ I_sndArbitrateCards();
+
+ if (debugmode)
+ {
+ ST_Message(" Music device #%d & dmxCode=%d,", snd_MusicDevice,
+ dmxCodes[snd_MusicDevice]);
+ ST_Message(" Sfx device #%d & dmxCode=%d\n", snd_SfxDevice,
+ dmxCodes[snd_SfxDevice]);
+ }
+
+ // inits DMX sound library
+ ST_Message(" Calling DMX_Init...");
+ rc = DMX_Init(SND_TICRATE, SND_MAXSONGS, dmxCodes[snd_MusicDevice],
+ dmxCodes[snd_SfxDevice]);
+
+ if (debugmode)
+ {
+ ST_Message(" DMX_Init() returned %d\n", rc);
+ }
+
+}
+
+// shuts down all sound stuff
+
+void I_ShutdownSound(void)
+{
+ DMX_DeInit();
+ I_ShutdownTimer();
+}
+
+void I_SetChannels(int channels)
+{
+ WAV_PlayMode(channels, SND_SAMPLERATE);
+}
diff --git a/src/hexen/in_lude.c b/src/hexen/in_lude.c
new file mode 100644
index 00000000..8e95596d
--- /dev/null
+++ b/src/hexen/in_lude.c
@@ -0,0 +1,618 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "s_sound.h"
+#include "i_system.h"
+#include "i_video.h"
+#include <ctype.h>
+#include "v_video.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define TEXTSPEED 3
+#define TEXTWAIT 140
+
+// TYPES -------------------------------------------------------------------
+
+typedef enum
+{
+ SINGLE,
+ COOPERATIVE,
+ DEATHMATCH
+} gametype_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+void IN_Start(void);
+void IN_Ticker(void);
+void IN_Drawer(void);
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void WaitStop(void);
+static void Stop(void);
+static void LoadPics(void);
+static void UnloadPics(void);
+static void CheckForSkip(void);
+static void InitStats(void);
+static void DrDeathTally(void);
+static void DrNumber(int val, int x, int y, int wrapThresh);
+static void DrNumberBold(int val, int x, int y, int wrapThresh);
+static void DrawHubText(void);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DECLARATIONS ------------------------------------------------
+
+boolean intermission;
+char ClusterMessage[MAX_INTRMSN_MESSAGE_SIZE];
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static boolean skipintermission;
+static int interstate = 0;
+static int intertime = -1;
+static gametype_t gametype;
+static int cnt;
+static int slaughterboy; // in DM, the player with the most kills
+static patch_t *patchINTERPIC;
+static patch_t *FontBNumbers[10];
+static patch_t *FontBNegative;
+static patch_t *FontBSlash;
+static patch_t *FontBPercent;
+static int FontABaseLump;
+static int FontBLump;
+static int FontBLumpBase;
+
+static signed int totalFrags[MAXPLAYERS];
+
+static int HubCount;
+static char *HubText;
+
+// CODE --------------------------------------------------------------------
+
+//========================================================================
+//
+// IN_Start
+//
+//========================================================================
+
+extern void AM_Stop(void);
+
+void IN_Start(void)
+{
+ int i;
+ I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
+ InitStats();
+ LoadPics();
+ intermission = true;
+ interstate = 0;
+ skipintermission = false;
+ intertime = 0;
+ AM_Stop();
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ players[i].messageTics = 0;
+ players[i].message[0] = 0;
+ }
+ SN_StopAllSequences();
+}
+
+//========================================================================
+//
+// WaitStop
+//
+//========================================================================
+
+void WaitStop(void)
+{
+ if (!--cnt)
+ {
+ Stop();
+// gamestate = GS_LEVEL;
+// G_DoLoadLevel();
+ gameaction = ga_leavemap;
+// G_WorldDone();
+ }
+}
+
+//========================================================================
+//
+// Stop
+//
+//========================================================================
+
+static void Stop(void)
+{
+ intermission = false;
+ UnloadPics();
+ SB_state = -1;
+ BorderNeedRefresh = true;
+}
+
+//========================================================================
+//
+// InitStats
+//
+// Initializes the stats for single player mode
+//========================================================================
+
+static char *ClusMsgLumpNames[] = {
+ "clus1msg",
+ "clus2msg",
+ "clus3msg",
+ "clus4msg",
+ "clus5msg"
+};
+
+static void InitStats(void)
+{
+ int i;
+ int j;
+ int oldCluster;
+ signed int slaughterfrags;
+ int posnum;
+ int slaughtercount;
+ int playercount;
+ char *msgLumpName;
+ int msgSize;
+ int msgLump;
+
+ extern int LeaveMap;
+
+ if (!deathmatch)
+ {
+ gametype = SINGLE;
+ HubCount = 0;
+ oldCluster = P_GetMapCluster(gamemap);
+ if (oldCluster != P_GetMapCluster(LeaveMap))
+ {
+ if (oldCluster >= 1 && oldCluster <= 5)
+ {
+ msgLumpName = ClusMsgLumpNames[oldCluster - 1];
+ msgLump = W_GetNumForName(msgLumpName);
+ msgSize = W_LumpLength(msgLump);
+ if (msgSize >= MAX_INTRMSN_MESSAGE_SIZE)
+ {
+ I_Error("Cluster message too long (%s)", msgLumpName);
+ }
+ W_ReadLump(msgLump, ClusterMessage);
+ ClusterMessage[msgSize] = 0; // Append terminator
+ HubText = ClusterMessage;
+ HubCount = strlen(HubText) * TEXTSPEED + TEXTWAIT;
+ S_StartSongName("hub", true);
+ }
+ }
+ }
+ else
+ {
+ gametype = DEATHMATCH;
+ slaughterboy = 0;
+ slaughterfrags = -9999;
+ posnum = 0;
+ playercount = 0;
+ slaughtercount = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ totalFrags[i] = 0;
+ if (playeringame[i])
+ {
+ playercount++;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ if (playeringame[j])
+ {
+ totalFrags[i] += players[i].frags[j];
+ }
+ }
+ posnum++;
+ }
+ if (totalFrags[i] > slaughterfrags)
+ {
+ slaughterboy = 1 << i;
+ slaughterfrags = totalFrags[i];
+ slaughtercount = 1;
+ }
+ else if (totalFrags[i] == slaughterfrags)
+ {
+ slaughterboy |= 1 << i;
+ slaughtercount++;
+ }
+ }
+ if (playercount == slaughtercount)
+ { // don't do the slaughter stuff if everyone is equal
+ slaughterboy = 0;
+ }
+ S_StartSongName("hub", true);
+ }
+}
+
+//========================================================================
+//
+// LoadPics
+//
+//========================================================================
+
+static void LoadPics(void)
+{
+ int i;
+
+ if (HubCount || gametype == DEATHMATCH)
+ {
+ patchINTERPIC = W_CacheLumpName("INTERPIC", PU_STATIC);
+ FontBLumpBase = W_GetNumForName("FONTB16");
+ for (i = 0; i < 10; i++)
+ {
+ FontBNumbers[i] = W_CacheLumpNum(FontBLumpBase + i, PU_STATIC);
+ }
+ FontBLump = W_GetNumForName("FONTB_S") + 1;
+ FontBNegative = W_CacheLumpName("FONTB13", PU_STATIC);
+ FontABaseLump = W_GetNumForName("FONTA_S") + 1;
+
+ FontBSlash = W_CacheLumpName("FONTB15", PU_STATIC);
+ FontBPercent = W_CacheLumpName("FONTB05", PU_STATIC);
+ }
+}
+
+//========================================================================
+//
+// UnloadPics
+//
+//========================================================================
+
+static void UnloadPics(void)
+{
+ int i;
+
+ if (HubCount || gametype == DEATHMATCH)
+ {
+ W_ReleaseLumpName("INTERPIC");
+
+ patchINTERPIC = W_CacheLumpName("INTERPIC", PU_STATIC);
+ FontBLumpBase = W_GetNumForName("FONTB16");
+ for (i = 0; i < 10; i++)
+ {
+ W_ReleaseLumpNum(FontBLumpBase + i);
+ }
+ W_ReleaseLumpName("FONTB13");
+ W_ReleaseLumpName("FONTB15");
+ W_ReleaseLumpName("FONTB05");
+ }
+}
+
+//========================================================================
+//
+// IN_Ticker
+//
+//========================================================================
+
+void IN_Ticker(void)
+{
+ if (!intermission)
+ {
+ return;
+ }
+ if (interstate)
+ {
+ WaitStop();
+ return;
+ }
+ skipintermission = false;
+ CheckForSkip();
+ intertime++;
+ if (skipintermission || (gametype == SINGLE && !HubCount))
+ {
+ interstate = 1;
+ cnt = 10;
+ skipintermission = false;
+ //S_StartSound(NULL, sfx_dorcls);
+ }
+}
+
+//========================================================================
+//
+// CheckForSkip
+//
+// Check to see if any player hit a key
+//========================================================================
+
+static void CheckForSkip(void)
+{
+ int i;
+ player_t *player;
+ static boolean triedToSkip;
+
+ for (i = 0, player = players; i < MAXPLAYERS; i++, player++)
+ {
+ if (playeringame[i])
+ {
+ if (player->cmd.buttons & BT_ATTACK)
+ {
+ if (!player->attackdown)
+ {
+ skipintermission = 1;
+ }
+ player->attackdown = true;
+ }
+ else
+ {
+ player->attackdown = false;
+ }
+ if (player->cmd.buttons & BT_USE)
+ {
+ if (!player->usedown)
+ {
+ skipintermission = 1;
+ }
+ player->usedown = true;
+ }
+ else
+ {
+ player->usedown = false;
+ }
+ }
+ }
+ if (deathmatch && intertime < 140)
+ { // wait for 4 seconds before allowing a skip
+ if (skipintermission == 1)
+ {
+ triedToSkip = true;
+ skipintermission = 0;
+ }
+ }
+ else
+ {
+ if (triedToSkip)
+ {
+ skipintermission = 1;
+ triedToSkip = false;
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_Drawer
+//
+//========================================================================
+
+void IN_Drawer(void)
+{
+ if (!intermission)
+ {
+ return;
+ }
+ if (interstate)
+ {
+ return;
+ }
+ UpdateState |= I_FULLSCRN;
+ memcpy(I_VideoBuffer, (byte *) patchINTERPIC, SCREENWIDTH * SCREENHEIGHT);
+
+ if (gametype == SINGLE)
+ {
+ if (HubCount)
+ {
+ DrawHubText();
+ }
+ }
+ else
+ {
+ DrDeathTally();
+ }
+}
+
+//========================================================================
+//
+// DrDeathTally
+//
+//========================================================================
+
+#define TALLY_EFFECT_TICKS 20
+#define TALLY_FINAL_X_DELTA (23*FRACUNIT)
+#define TALLY_FINAL_Y_DELTA (13*FRACUNIT)
+#define TALLY_START_XPOS (178*FRACUNIT)
+#define TALLY_STOP_XPOS (90*FRACUNIT)
+#define TALLY_START_YPOS (132*FRACUNIT)
+#define TALLY_STOP_YPOS (83*FRACUNIT)
+#define TALLY_TOP_X 85
+#define TALLY_TOP_Y 9
+#define TALLY_LEFT_X 7
+#define TALLY_LEFT_Y 71
+#define TALLY_TOTALS_X 291
+
+static void DrDeathTally(void)
+{
+ int i, j;
+ fixed_t xPos, yPos;
+ fixed_t xDelta, yDelta;
+ fixed_t xStart, scale;
+ int x, y;
+ boolean bold;
+ static boolean showTotals;
+ int temp;
+
+ V_DrawPatch(TALLY_TOP_X, TALLY_TOP_Y,
+ W_CacheLumpName("tallytop", PU_CACHE));
+ V_DrawPatch(TALLY_LEFT_X, TALLY_LEFT_Y,
+ W_CacheLumpName("tallylft", PU_CACHE));
+ if (intertime < TALLY_EFFECT_TICKS)
+ {
+ showTotals = false;
+ scale = (intertime * FRACUNIT) / TALLY_EFFECT_TICKS;
+ xDelta = FixedMul(scale, TALLY_FINAL_X_DELTA);
+ yDelta = FixedMul(scale, TALLY_FINAL_Y_DELTA);
+ xStart = TALLY_START_XPOS - FixedMul(scale,
+ TALLY_START_XPOS -
+ TALLY_STOP_XPOS);
+ yPos =
+ TALLY_START_YPOS - FixedMul(scale,
+ TALLY_START_YPOS - TALLY_STOP_YPOS);
+ }
+ else
+ {
+ xDelta = TALLY_FINAL_X_DELTA;
+ yDelta = TALLY_FINAL_Y_DELTA;
+ xStart = TALLY_STOP_XPOS;
+ yPos = TALLY_STOP_YPOS;
+ }
+ if (intertime >= TALLY_EFFECT_TICKS && showTotals == false)
+ {
+ showTotals = true;
+ S_StartSound(NULL, SFX_PLATFORM_STOP);
+ }
+ y = yPos >> FRACBITS;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ xPos = xStart;
+ for (j = 0; j < MAXPLAYERS; j++, xPos += xDelta)
+ {
+ x = xPos >> FRACBITS;
+ bold = (i == consoleplayer || j == consoleplayer);
+ if (playeringame[i] && playeringame[j])
+ {
+ if (bold)
+ {
+ DrNumberBold(players[i].frags[j], x, y, 100);
+ }
+ else
+ {
+ DrNumber(players[i].frags[j], x, y, 100);
+ }
+ }
+ else
+ {
+ temp = MN_TextAWidth("--") / 2;
+ if (bold)
+ {
+ MN_DrTextAYellow("--", x - temp, y);
+ }
+ else
+ {
+ MN_DrTextA("--", x - temp, y);
+ }
+ }
+ }
+ if (showTotals && playeringame[i]
+ && !((slaughterboy & (1 << i)) && !(intertime & 16)))
+ {
+ DrNumber(totalFrags[i], TALLY_TOTALS_X, y, 1000);
+ }
+ yPos += yDelta;
+ y = yPos >> FRACBITS;
+ }
+}
+
+//==========================================================================
+//
+// DrNumber
+//
+//==========================================================================
+
+static void DrNumber(int val, int x, int y, int wrapThresh)
+{
+ char buff[8] = "XX";
+
+ if (!(val < -9 && wrapThresh < 1000))
+ {
+ sprintf(buff, "%d", val >= wrapThresh ? val % wrapThresh : val);
+ }
+ MN_DrTextA(buff, x - MN_TextAWidth(buff) / 2, y);
+}
+
+//==========================================================================
+//
+// DrNumberBold
+//
+//==========================================================================
+
+static void DrNumberBold(int val, int x, int y, int wrapThresh)
+{
+ char buff[8] = "XX";
+
+ if (!(val < -9 && wrapThresh < 1000))
+ {
+ sprintf(buff, "%d", val >= wrapThresh ? val % wrapThresh : val);
+ }
+ MN_DrTextAYellow(buff, x - MN_TextAWidth(buff) / 2, y);
+}
+
+//===========================================================================
+//
+// DrawHubText
+//
+//===========================================================================
+
+static void DrawHubText(void)
+{
+ int count;
+ char *ch;
+ int c;
+ int cx, cy;
+ patch_t *w;
+
+ cy = 5;
+ cx = 10;
+ ch = HubText;
+ count = (intertime - 10) / TEXTSPEED;
+ if (count < 0)
+ {
+ count = 0;
+ }
+ for (; count; count--)
+ {
+ c = *ch++;
+ if (!c)
+ {
+ break;
+ }
+ if (c == '\n')
+ {
+ cx = 10;
+ cy += 9;
+ continue;
+ }
+ if (c < 32)
+ {
+ continue;
+ }
+ c = toupper(c);
+ if (c == 32)
+ {
+ cx += 5;
+ continue;
+ }
+ w = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ if (cx + w->width > SCREENWIDTH)
+ {
+ break;
+ }
+ V_DrawPatch(cx, cy, w);
+ cx += w->width;
+ }
+}
diff --git a/src/hexen/info.c b/src/hexen/info.c
new file mode 100644
index 00000000..e0d768d6
--- /dev/null
+++ b/src/hexen/info.c
@@ -0,0 +1,13886 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+#include "h2def.h"
+#include "i_swap.h"
+// generated by stateco
+
+char *sprnames[] = {
+ "MAN1","ACLO","TLGL","FBL1","XPL1","ARRW","DART","RIPP","CFCF","BLAD",
+ "SHRD","FFSM","FFLG","PTN1","PTN2","SOAR","INVU","SUMN","TSPK","TELO",
+ "TRNG","ROCK","FOGS","FOGM","FOGL","SGSA","SGSB","PORK","EGGM","FHFX",
+ "SPHL","STWN","GMPD","ASKU","ABGM","AGMR","AGMG","AGG2","AGMB","AGB2",
+ "ABK1","ABK2","ASK2","AFWP","ACWP","AMWP","AGER","AGR2","AGR3","AGR4",
+ "TRCH","PSBG","ATLP","THRW","SPED","BMAN","BRAC","BLST","HRAD","SPSH",
+ "LVAS","SLDG","STTW","RCK1","RCK2","RCK3","RCK4","CDLR","TRE1","TRDT",
+ "TRE2","TRE3","STM1","STM2","STM3","STM4","MSH1","MSH2","MSH3","MSH4",
+ "MSH5","MSH6","MSH7","MSH8","SGMP","SGM1","SGM2","SGM3","SLC1","SLC2",
+ "SLC3","MSS1","MSS2","SWMV","CPS1","CPS2","TMS1","TMS2","TMS3","TMS4",
+ "TMS5","TMS6","TMS7","CPS3","STT2","STT3","STT4","STT5","GAR1","GAR2",
+ "GAR3","GAR4","GAR5","GAR6","GAR7","GAR8","GAR9","BNR1","TRE4","TRE5",
+ "TRE6","TRE7","LOGG","ICT1","ICT2","ICT3","ICT4","ICM1","ICM2","ICM3",
+ "ICM4","RKBL","RKBS","RKBK","RBL1","RBL2","RBL3","VASE","POT1","POT2",
+ "POT3","PBIT","CPS4","CPS5","CPS6","CPB1","CPB2","CPB3","CPB4","BDRP",
+ "BDSH","BDPL","CNDL","LEF1","LEF3","LEF2","TWTR","WLTR","BARL","SHB1",
+ "SHB2","BCKT","SHRM","FBUL","FSKL","BRTR","SUIT","BBLL","CAND","IRON",
+ "XMAS","CDRN","CHNS","TST1","TST2","TST3","TST4","TST5","TST6","TST7",
+ "TST8","TST9","TST0","TELE","TSMK","FPCH","WFAX","FAXE","WFHM","FHMR",
+ "FSRD","FSFX","CMCE","WCSS","CSSF","WCFM","CFLM","CFFX","CHLY","SPIR",
+ "MWND","WMLG","MLNG","MLFX","MLF2","MSTF","MSP1","MSP2","WFR1","WFR2",
+ "WFR3","WCH1","WCH2","WCH3","WMS1","WMS2","WMS3","WPIG","WMCS","CONE",
+ "SHEX","BLOD","GIBS","PLAY","FDTH","BSKL","ICEC","CLER","MAGE","PIGY",
+ "CENT","CTXD","CTFX","CTDP","DEMN","DEMA","DEMB","DEMC","DEMD","DEME",
+ "DMFX","DEM2","DMBA","DMBB","DMBC","DMBD","DMBE","D2FX","WRTH","WRT2",
+ "WRBL","MNTR","FX12","FX13","MNSM","SSPT","SSDV","SSXD","SSFX","BISH",
+ "BPFX","DRAG","DRFX","ARM1","ARM2","ARM3","ARM4","MAN2","MAN3","KEY1",
+ "KEY2","KEY3","KEY4","KEY5","KEY6","KEY7","KEY8","KEY9","KEYA","KEYB",
+ "ETTN","ETTB","FDMN","FDMB","ICEY","ICPR","ICWS","SORC","SBMP","SBS4",
+ "SBMB","SBS3","SBMG","SBS1","SBS2","SBFX","RADE","WATR","KORX","ABAT",
+ NULL
+};
+
+void A_FreeTargMobj();
+void A_FlameCheck();
+void A_HideThing();
+void A_UnHideThing();
+void A_RestoreSpecialThing1();
+void A_RestoreSpecialThing2();
+void A_RestoreArtifact();
+void A_Summon();
+void A_ThrustInitUp();
+void A_ThrustInitDn();
+void A_ThrustRaise();
+void A_ThrustBlock();
+void A_ThrustImpale();
+void A_ThrustLower();
+void A_TeloSpawnC();
+void A_TeloSpawnB();
+void A_TeloSpawnA();
+void A_TeloSpawnD();
+void A_CheckTeleRing();
+void A_FogSpawn();
+void A_FogMove();
+void A_Quake();
+void A_ContMobjSound();
+void A_Scream();
+void A_Explode();
+void A_PoisonBagInit();
+void A_PoisonBagDamage();
+void A_PoisonBagCheck();
+void A_CheckThrowBomb();
+void A_NoGravity();
+void A_PotteryExplode();
+void A_PotteryChooseBit();
+void A_PotteryCheck();
+void A_CorpseBloodDrip();
+void A_CorpseExplode();
+void A_LeafSpawn();
+void A_LeafThrust();
+void A_LeafCheck();
+void A_BridgeInit();
+void A_BridgeOrbit();
+void A_TreeDeath();
+void A_PoisonShroom();
+void A_Pain();
+void A_SoAExplode();
+void A_BellReset1();
+void A_BellReset2();
+void A_NoBlocking();
+void A_Light0();
+void A_WeaponReady();
+void A_Lower();
+void A_Raise();
+void A_FPunchAttack();
+void A_ReFire();
+void A_FAxeAttack();
+void A_FHammerAttack();
+void A_FHammerThrow();
+void A_FSwordAttack();
+void A_FSwordFlames();
+void A_CMaceAttack();
+void A_CStaffInitBlink();
+void A_CStaffCheckBlink();
+void A_CStaffCheck();
+void A_CStaffAttack();
+void A_CStaffMissileSlither();
+void A_CFlameAttack();
+void A_CFlameRotate();
+void A_CFlamePuff();
+void A_CFlameMissile();
+void A_CHolyAttack();
+void A_CHolyPalette();
+void A_CHolySeek();
+void A_CHolyCheckScream();
+void A_CHolyTail();
+void A_CHolySpawnPuff();
+void A_CHolyAttack2();
+void A_MWandAttack();
+void A_LightningReady();
+void A_MLightningAttack();
+void A_LightningZap();
+void A_LightningClip();
+void A_LightningRemove();
+void A_LastZap();
+void A_ZapMimic();
+void A_MStaffAttack();
+void A_MStaffPalette();
+void A_MStaffWeave();
+void A_MStaffTrack();
+void A_SnoutAttack();
+void A_FireConePL1();
+void A_ShedShard();
+void A_AddPlayerCorpse();
+void A_SkullPop();
+void A_FreezeDeath();
+void A_FreezeDeathChunks();
+void A_CheckBurnGone();
+void A_CheckSkullFloor();
+void A_CheckSkullDone();
+void A_SpeedFade();
+void A_IceSetTics();
+void A_IceCheckHeadDone();
+void A_PigPain();
+void A_PigLook();
+void A_PigChase();
+void A_FaceTarget();
+void A_PigAttack();
+void A_QueueCorpse();
+void A_Look();
+void A_Chase();
+void A_CentaurAttack();
+void A_CentaurAttack2();
+void A_SetReflective();
+void A_CentaurDefend();
+void A_UnSetReflective();
+void A_CentaurDropStuff();
+void A_CheckFloor();
+void A_DemonAttack1();
+void A_DemonAttack2();
+void A_DemonDeath();
+void A_Demon2Death();
+void A_WraithRaiseInit();
+void A_WraithRaise();
+void A_WraithInit();
+void A_WraithLook();
+void A_WraithChase();
+void A_WraithFX3();
+void A_WraithMelee();
+void A_WraithMissile();
+void A_WraithFX2();
+void A_MinotaurFade1();
+void A_MinotaurFade2();
+void A_MinotaurLook();
+void A_MinotaurChase();
+void A_MinotaurRoam();
+void A_MinotaurAtk1();
+void A_MinotaurDecide();
+void A_MinotaurAtk2();
+void A_MinotaurAtk3();
+void A_MinotaurCharge();
+void A_SmokePuffExit();
+void A_MinotaurFade0();
+void A_MntrFloorFire();
+void A_SerpentChase();
+void A_SerpentHumpDecide();
+void A_SerpentUnHide();
+void A_SerpentRaiseHump();
+void A_SerpentLowerHump();
+void A_SerpentHide();
+void A_SerpentBirthScream();
+void A_SetShootable();
+void A_SerpentCheckForAttack();
+void A_UnSetShootable();
+void A_SerpentDiveSound();
+void A_SerpentWalk();
+void A_SerpentChooseAttack();
+void A_SerpentMeleeAttack();
+void A_SerpentMissileAttack();
+void A_SerpentHeadPop();
+void A_SerpentSpawnGibs();
+void A_SerpentHeadCheck();
+void A_FloatGib();
+void A_DelayGib();
+void A_SinkGib();
+void A_BishopDecide();
+void A_BishopDoBlur();
+void A_BishopSpawnBlur();
+void A_BishopChase();
+void A_BishopAttack();
+void A_BishopAttack2();
+void A_BishopPainBlur();
+void A_BishopPuff();
+void A_SetAltShadow();
+void A_BishopMissileWeave();
+void A_BishopMissileSeek();
+void A_DragonInitFlight();
+void A_DragonFlap();
+void A_DragonFlight();
+void A_DragonAttack();
+void A_DragonPain();
+void A_DragonCheckCrash();
+void A_DragonFX2();
+void A_ESound();
+void A_EttinAttack();
+void A_DropMace();
+void A_FiredRocks();
+void A_UnSetInvulnerable();
+void A_FiredChase();
+void A_FiredAttack();
+void A_FiredSplotch();
+void A_SmBounce();
+void A_IceGuyLook();
+void A_IceGuyChase();
+void A_IceGuyAttack();
+void A_IceGuyDie();
+void A_IceGuyMissilePuff();
+void A_IceGuyMissileExplode();
+void A_ClassBossHealth();
+void A_FastChase();
+void A_FighterAttack();
+void A_ClericAttack();
+void A_MageAttack();
+void A_SorcSpinBalls();
+void A_SpeedBalls();
+void A_SpawnFizzle();
+void A_SorcBossAttack();
+void A_SorcBallOrbit();
+void A_SorcBallPop();
+void A_BounceCheck();
+void A_SorcFX1Seek();
+void A_SorcFX2Split();
+void A_SorcFX2Orbit();
+void A_SorcererBishopEntry();
+void A_SpawnBishop();
+void A_SorcFX4Check();
+void A_KoraxStep2();
+void A_KoraxChase();
+void A_KoraxStep();
+void A_KoraxDecide();
+void A_KoraxMissile();
+void A_KoraxCommand();
+void A_KoraxBonePop();
+void A_KSpiritRoam();
+void A_KBoltRaise();
+void A_KBolt();
+void A_BatSpawnInit();
+void A_BatSpawn();
+void A_BatMove();
+
+state_t states[NUMSTATES] = {
+ {SPR_MAN1, 0, -1, NULL, S_NULL, 0, 0}, // S_NULL
+ {SPR_ACLO, 4, 1050, A_FreeTargMobj, S_NULL, 0, 0}, // S_FREETARGMOBJ
+ {SPR_TLGL, 0, -1, NULL, S_NULL, 0, 0}, // S_MAPSPOT
+ {SPR_FBL1, 32768, 4, NULL, S_FIREBALL1_2, 0, 0}, // S_FIREBALL1_1
+ {SPR_FBL1, 32769, 4, NULL, S_FIREBALL1_1, 0, 0}, // S_FIREBALL1_2
+ {SPR_XPL1, 32768, 4, NULL, S_FIREBALL1_X2, 0, 0}, // S_FIREBALL1_X1
+ {SPR_XPL1, 32769, 4, NULL, S_FIREBALL1_X3, 0, 0}, // S_FIREBALL1_X2
+ {SPR_XPL1, 32770, 4, NULL, S_FIREBALL1_X4, 0, 0}, // S_FIREBALL1_X3
+ {SPR_XPL1, 32771, 4, NULL, S_FIREBALL1_X5, 0, 0}, // S_FIREBALL1_X4
+ {SPR_XPL1, 32772, 4, NULL, S_FIREBALL1_X6, 0, 0}, // S_FIREBALL1_X5
+ {SPR_XPL1, 32773, 4, NULL, S_NULL, 0, 0}, // S_FIREBALL1_X6
+ {SPR_ARRW, 0, -1, NULL, S_NULL, 0, 0}, // S_ARROW_1
+ {SPR_ARRW, 0, 1, NULL, S_NULL, 0, 0}, // S_ARROW_X1
+ {SPR_DART, 0, -1, NULL, S_NULL, 0, 0}, // S_DART_1
+ {SPR_DART, 0, 1, NULL, S_NULL, 0, 0}, // S_DART_X1
+ {SPR_DART, 0, -1, NULL, S_NULL, 0, 0}, // S_POISONDART_1
+ {SPR_DART, 0, 1, NULL, S_NULL, 0, 0}, // S_POISONDART_X1
+ {SPR_RIPP, 0, 3, NULL, S_RIPPERBALL_2, 0, 0}, // S_RIPPERBALL_1
+ {SPR_RIPP, 1, 3, NULL, S_RIPPERBALL_3, 0, 0}, // S_RIPPERBALL_2
+ {SPR_RIPP, 2, 3, NULL, S_RIPPERBALL_1, 0, 0}, // S_RIPPERBALL_3
+ {SPR_CFCF, 32784, 4, NULL, S_RIPPERBALL_X2, 0, 0}, // S_RIPPERBALL_X1
+ {SPR_CFCF, 32785, 3, NULL, S_RIPPERBALL_X3, 0, 0}, // S_RIPPERBALL_X2
+ {SPR_CFCF, 32786, 4, NULL, S_RIPPERBALL_X4, 0, 0}, // S_RIPPERBALL_X3
+ {SPR_CFCF, 32787, 3, NULL, S_RIPPERBALL_X5, 0, 0}, // S_RIPPERBALL_X4
+ {SPR_CFCF, 32788, 4, NULL, S_RIPPERBALL_X6, 0, 0}, // S_RIPPERBALL_X5
+ {SPR_CFCF, 32789, 3, NULL, S_RIPPERBALL_X7, 0, 0}, // S_RIPPERBALL_X6
+ {SPR_CFCF, 32790, 4, NULL, S_RIPPERBALL_X8, 0, 0}, // S_RIPPERBALL_X7
+ {SPR_CFCF, 32791, 3, NULL, S_RIPPERBALL_X9, 0, 0}, // S_RIPPERBALL_X8
+ {SPR_CFCF, 32792, 4, NULL, S_RIPPERBALL_X10, 0, 0}, // S_RIPPERBALL_X9
+ {SPR_CFCF, 32793, 3, NULL, S_NULL, 0, 0}, // S_RIPPERBALL_X10
+ {SPR_BLAD, 0, -1, NULL, S_NULL, 0, 0}, // S_PRJ_BLADE1
+ {SPR_BLAD, 0, 1, NULL, S_NULL, 0, 0}, // S_PRJ_BLADE_X1
+ {SPR_SHRD, 32768, 3, NULL, S_ICESHARD2, 0, 0}, // S_ICESHARD1
+ {SPR_SHRD, 32769, 3, NULL, S_ICESHARD3, 0, 0}, // S_ICESHARD2
+ {SPR_SHRD, 32770, 3, NULL, S_ICESHARD1, 0, 0}, // S_ICESHARD3
+ {SPR_FFSM, 32768, 3, NULL, S_FLAME_TSMALL2, 0, 0}, // S_FLAME_TSMALL1
+ {SPR_FFSM, 32769, 3, NULL, S_FLAME_TSMALL3, 0, 0}, // S_FLAME_TSMALL2
+ {SPR_FFSM, 32770, 2, A_FlameCheck, S_FLAME_TSMALL4, 0, 0}, // S_FLAME_TSMALL3
+ {SPR_FFSM, 32770, 2, NULL, S_FLAME_TSMALL5, 0, 0}, // S_FLAME_TSMALL4
+ {SPR_FFSM, 32771, 3, NULL, S_FLAME_TSMALL6, 0, 0}, // S_FLAME_TSMALL5
+ {SPR_FFSM, 32772, 3, A_FlameCheck, S_FLAME_TSMALL1, 0, 0}, // S_FLAME_TSMALL6
+ {SPR_FFLG, 32768, 4, NULL, S_FLAME_TLARGE2, 0, 0}, // S_FLAME_TLARGE1
+ {SPR_FFLG, 32769, 4, A_FlameCheck, S_FLAME_TLARGE3, 0, 0}, // S_FLAME_TLARGE2
+ {SPR_FFLG, 32770, 4, NULL, S_FLAME_TLARGE4, 0, 0}, // S_FLAME_TLARGE3
+ {SPR_FFLG, 32771, 4, A_FlameCheck, S_FLAME_TLARGE5, 0, 0}, // S_FLAME_TLARGE4
+ {SPR_FFLG, 32772, 4, NULL, S_FLAME_TLARGE6, 0, 0}, // S_FLAME_TLARGE5
+ {SPR_FFLG, 32773, 4, A_FlameCheck, S_FLAME_TLARGE7, 0, 0}, // S_FLAME_TLARGE6
+ {SPR_FFLG, 32774, 4, NULL, S_FLAME_TLARGE8, 0, 0}, // S_FLAME_TLARGE7
+ {SPR_FFLG, 32775, 4, A_FlameCheck, S_FLAME_TLARGE9, 0, 0}, // S_FLAME_TLARGE8
+ {SPR_FFLG, 32776, 4, NULL, S_FLAME_TLARGE10, 0, 0}, // S_FLAME_TLARGE9
+ {SPR_FFLG, 32777, 4, A_FlameCheck, S_FLAME_TLARGE11, 0, 0}, // S_FLAME_TLARGE10
+ {SPR_FFLG, 32778, 4, NULL, S_FLAME_TLARGE12, 0, 0}, // S_FLAME_TLARGE11
+ {SPR_FFLG, 32779, 4, A_FlameCheck, S_FLAME_TLARGE13, 0, 0}, // S_FLAME_TLARGE12
+ {SPR_FFLG, 32780, 4, NULL, S_FLAME_TLARGE14, 0, 0}, // S_FLAME_TLARGE13
+ {SPR_FFLG, 32781, 4, A_FlameCheck, S_FLAME_TLARGE15, 0, 0}, // S_FLAME_TLARGE14
+ {SPR_FFLG, 32782, 4, NULL, S_FLAME_TLARGE16, 0, 0}, // S_FLAME_TLARGE15
+ {SPR_FFLG, 32783, 4, A_FlameCheck, S_FLAME_TLARGE5, 0, 0}, // S_FLAME_TLARGE16
+ {SPR_FFSM, 0, 2, NULL, S_FLAME_SDORM2, 0, 0}, // S_FLAME_SDORM1
+ {SPR_FFSM, 1, 2, A_HideThing, S_FLAME_SDORM3, 0, 0}, // S_FLAME_SDORM2
+ {SPR_FFSM, 2, 200, NULL, S_FLAME_SDORM3, 0, 0}, // S_FLAME_SDORM3
+ {SPR_FFSM, 32768, 3, NULL, S_FLAME_SMALL2, 0, 0}, // S_FLAME_SMALL1
+ {SPR_FFSM, 32768, 3, A_UnHideThing, S_FLAME_SMALL3, 0, 0}, // S_FLAME_SMALL2
+ {SPR_FFSM, 32768, 3, NULL, S_FLAME_SMALL4, 0, 0}, // S_FLAME_SMALL3
+ {SPR_FFSM, 32769, 3, NULL, S_FLAME_SMALL5, 0, 0}, // S_FLAME_SMALL4
+ {SPR_FFSM, 32770, 3, NULL, S_FLAME_SMALL6, 0, 0}, // S_FLAME_SMALL5
+ {SPR_FFSM, 32771, 3, NULL, S_FLAME_SMALL7, 0, 0}, // S_FLAME_SMALL6
+ {SPR_FFSM, 32772, 3, NULL, S_FLAME_SMALL3, 0, 0}, // S_FLAME_SMALL7
+ {SPR_FFLG, 3, 2, NULL, S_FLAME_LDORM2, 0, 0}, // S_FLAME_LDORM1
+ {SPR_FFLG, 2, 2, NULL, S_FLAME_LDORM3, 0, 0}, // S_FLAME_LDORM2
+ {SPR_FFLG, 1, 2, NULL, S_FLAME_LDORM4, 0, 0}, // S_FLAME_LDORM3
+ {SPR_FFLG, 0, 2, A_HideThing, S_FLAME_LDORM5, 0, 0}, // S_FLAME_LDORM4
+ {SPR_FFLG, 0, 200, NULL, S_FLAME_LDORM5, 0, 0}, // S_FLAME_LDORM5
+ {SPR_FFLG, 32768, 2, NULL, S_FLAME_LARGE2, 0, 0}, // S_FLAME_LARGE1
+ {SPR_FFLG, 32768, 2, A_UnHideThing, S_FLAME_LARGE3, 0, 0}, // S_FLAME_LARGE2
+ {SPR_FFLG, 32768, 4, NULL, S_FLAME_LARGE4, 0, 0}, // S_FLAME_LARGE3
+ {SPR_FFLG, 32769, 4, NULL, S_FLAME_LARGE5, 0, 0}, // S_FLAME_LARGE4
+ {SPR_FFLG, 32770, 4, NULL, S_FLAME_LARGE6, 0, 0}, // S_FLAME_LARGE5
+ {SPR_FFLG, 32771, 4, NULL, S_FLAME_LARGE7, 0, 0}, // S_FLAME_LARGE6
+ {SPR_FFLG, 32772, 4, NULL, S_FLAME_LARGE8, 0, 0}, // S_FLAME_LARGE7
+ {SPR_FFLG, 32773, 4, NULL, S_FLAME_LARGE9, 0, 0}, // S_FLAME_LARGE8
+ {SPR_FFLG, 32774, 4, NULL, S_FLAME_LARGE10, 0, 0}, // S_FLAME_LARGE9
+ {SPR_FFLG, 32775, 4, NULL, S_FLAME_LARGE11, 0, 0}, // S_FLAME_LARGE10
+ {SPR_FFLG, 32776, 4, NULL, S_FLAME_LARGE12, 0, 0}, // S_FLAME_LARGE11
+ {SPR_FFLG, 32777, 4, NULL, S_FLAME_LARGE13, 0, 0}, // S_FLAME_LARGE12
+ {SPR_FFLG, 32778, 4, NULL, S_FLAME_LARGE14, 0, 0}, // S_FLAME_LARGE13
+ {SPR_FFLG, 32779, 4, NULL, S_FLAME_LARGE15, 0, 0}, // S_FLAME_LARGE14
+ {SPR_FFLG, 32780, 4, NULL, S_FLAME_LARGE16, 0, 0}, // S_FLAME_LARGE15
+ {SPR_FFLG, 32781, 4, NULL, S_FLAME_LARGE17, 0, 0}, // S_FLAME_LARGE16
+ {SPR_FFLG, 32782, 4, NULL, S_FLAME_LARGE18, 0, 0}, // S_FLAME_LARGE17
+ {SPR_FFLG, 32783, 4, NULL, S_FLAME_LARGE7, 0, 0}, // S_FLAME_LARGE18
+ {SPR_PTN1, 0, 3, NULL, S_ITEM_PTN1_2, 0, 0}, // S_ITEM_PTN1_1
+ {SPR_PTN1, 1, 3, NULL, S_ITEM_PTN1_3, 0, 0}, // S_ITEM_PTN1_2
+ {SPR_PTN1, 2, 3, NULL, S_ITEM_PTN1_1, 0, 0}, // S_ITEM_PTN1_3
+ {SPR_ACLO, 4, 1400, NULL, S_HIDESPECIAL2, 0, 0}, // S_HIDESPECIAL1
+ {SPR_ACLO, 0, 4, A_RestoreSpecialThing1, S_HIDESPECIAL3, 0, 0}, // S_HIDESPECIAL2
+ {SPR_ACLO, 1, 4, NULL, S_HIDESPECIAL4, 0, 0}, // S_HIDESPECIAL3
+ {SPR_ACLO, 0, 4, NULL, S_HIDESPECIAL5, 0, 0}, // S_HIDESPECIAL4
+ {SPR_ACLO, 1, 4, NULL, S_HIDESPECIAL6, 0, 0}, // S_HIDESPECIAL5
+ {SPR_ACLO, 2, 4, NULL, S_HIDESPECIAL7, 0, 0}, // S_HIDESPECIAL6
+ {SPR_ACLO, 1, 4, NULL, S_HIDESPECIAL8, 0, 0}, // S_HIDESPECIAL7
+ {SPR_ACLO, 2, 4, NULL, S_HIDESPECIAL9, 0, 0}, // S_HIDESPECIAL8
+ {SPR_ACLO, 3, 4, NULL, S_HIDESPECIAL10, 0, 0}, // S_HIDESPECIAL9
+ {SPR_ACLO, 2, 4, NULL, S_HIDESPECIAL11, 0, 0}, // S_HIDESPECIAL10
+ {SPR_ACLO, 3, 4, A_RestoreSpecialThing2, S_NULL, 0, 0}, // S_HIDESPECIAL11
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI1_2, 0, 0}, // S_DORMANTARTI1_1
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI1_3, 0, 0}, // S_DORMANTARTI1_2
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI1_4, 0, 0}, // S_DORMANTARTI1_3
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI1_5, 0, 0}, // S_DORMANTARTI1_4
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI1_6, 0, 0}, // S_DORMANTARTI1_5
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI1_7, 0, 0}, // S_DORMANTARTI1_6
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI1_8, 0, 0}, // S_DORMANTARTI1_7
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI1_9, 0, 0}, // S_DORMANTARTI1_8
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI1_10, 0, 0}, // S_DORMANTARTI1_9
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI1_11, 0, 0}, // S_DORMANTARTI1_10
+ {SPR_ACLO, 0, 1400, A_HideThing, S_DORMANTARTI1_12, 0, 0}, // S_DORMANTARTI1_11
+ {SPR_ACLO, 0, 3, A_UnHideThing, S_DORMANTARTI1_13, 0, 0}, // S_DORMANTARTI1_12
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI1_14, 0, 0}, // S_DORMANTARTI1_13
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI1_15, 0, 0}, // S_DORMANTARTI1_14
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI1_16, 0, 0}, // S_DORMANTARTI1_15
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI1_17, 0, 0}, // S_DORMANTARTI1_16
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI1_18, 0, 0}, // S_DORMANTARTI1_17
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI1_19, 0, 0}, // S_DORMANTARTI1_18
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI1_20, 0, 0}, // S_DORMANTARTI1_19
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI1_21, 0, 0}, // S_DORMANTARTI1_20
+ {SPR_ACLO, 3, 3, A_RestoreArtifact, S_NULL, 0, 0}, // S_DORMANTARTI1_21
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI2_2, 0, 0}, // S_DORMANTARTI2_1
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI2_3, 0, 0}, // S_DORMANTARTI2_2
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI2_4, 0, 0}, // S_DORMANTARTI2_3
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI2_5, 0, 0}, // S_DORMANTARTI2_4
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI2_6, 0, 0}, // S_DORMANTARTI2_5
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI2_7, 0, 0}, // S_DORMANTARTI2_6
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI2_8, 0, 0}, // S_DORMANTARTI2_7
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI2_9, 0, 0}, // S_DORMANTARTI2_8
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI2_10, 0, 0}, // S_DORMANTARTI2_9
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI2_11, 0, 0}, // S_DORMANTARTI2_10
+ {SPR_ACLO, 0, 4200, A_HideThing, S_DORMANTARTI2_12, 0, 0}, // S_DORMANTARTI2_11
+ {SPR_ACLO, 0, 3, A_UnHideThing, S_DORMANTARTI2_13, 0, 0}, // S_DORMANTARTI2_12
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI2_14, 0, 0}, // S_DORMANTARTI2_13
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI2_15, 0, 0}, // S_DORMANTARTI2_14
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI2_16, 0, 0}, // S_DORMANTARTI2_15
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI2_17, 0, 0}, // S_DORMANTARTI2_16
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI2_18, 0, 0}, // S_DORMANTARTI2_17
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI2_19, 0, 0}, // S_DORMANTARTI2_18
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI2_20, 0, 0}, // S_DORMANTARTI2_19
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI2_21, 0, 0}, // S_DORMANTARTI2_20
+ {SPR_ACLO, 3, 3, A_RestoreArtifact, S_NULL, 0, 0}, // S_DORMANTARTI2_21
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI3_2, 0, 0}, // S_DORMANTARTI3_1
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI3_3, 0, 0}, // S_DORMANTARTI3_2
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI3_4, 0, 0}, // S_DORMANTARTI3_3
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI3_5, 0, 0}, // S_DORMANTARTI3_4
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI3_6, 0, 0}, // S_DORMANTARTI3_5
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI3_7, 0, 0}, // S_DORMANTARTI3_6
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI3_8, 0, 0}, // S_DORMANTARTI3_7
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI3_9, 0, 0}, // S_DORMANTARTI3_8
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI3_10, 0, 0}, // S_DORMANTARTI3_9
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI3_11, 0, 0}, // S_DORMANTARTI3_10
+ {SPR_ACLO, 0, 21000, A_HideThing, S_DORMANTARTI3_12, 0, 0}, // S_DORMANTARTI3_11
+ {SPR_ACLO, 0, 3, A_UnHideThing, S_DORMANTARTI3_13, 0, 0}, // S_DORMANTARTI3_12
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI3_14, 0, 0}, // S_DORMANTARTI3_13
+ {SPR_ACLO, 0, 3, NULL, S_DORMANTARTI3_15, 0, 0}, // S_DORMANTARTI3_14
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI3_16, 0, 0}, // S_DORMANTARTI3_15
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI3_17, 0, 0}, // S_DORMANTARTI3_16
+ {SPR_ACLO, 1, 3, NULL, S_DORMANTARTI3_18, 0, 0}, // S_DORMANTARTI3_17
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI3_19, 0, 0}, // S_DORMANTARTI3_18
+ {SPR_ACLO, 3, 3, NULL, S_DORMANTARTI3_20, 0, 0}, // S_DORMANTARTI3_19
+ {SPR_ACLO, 2, 3, NULL, S_DORMANTARTI3_21, 0, 0}, // S_DORMANTARTI3_20
+ {SPR_ACLO, 3, 3, A_RestoreArtifact, S_NULL, 0, 0}, // S_DORMANTARTI3_21
+ {SPR_ACLO, 3, 3, NULL, S_DEADARTI2, 0, 0}, // S_DEADARTI1
+ {SPR_ACLO, 2, 3, NULL, S_DEADARTI3, 0, 0}, // S_DEADARTI2
+ {SPR_ACLO, 3, 3, NULL, S_DEADARTI4, 0, 0}, // S_DEADARTI3
+ {SPR_ACLO, 2, 3, NULL, S_DEADARTI5, 0, 0}, // S_DEADARTI4
+ {SPR_ACLO, 1, 3, NULL, S_DEADARTI6, 0, 0}, // S_DEADARTI5
+ {SPR_ACLO, 2, 3, NULL, S_DEADARTI7, 0, 0}, // S_DEADARTI6
+ {SPR_ACLO, 1, 3, NULL, S_DEADARTI8, 0, 0}, // S_DEADARTI7
+ {SPR_ACLO, 0, 3, NULL, S_DEADARTI9, 0, 0}, // S_DEADARTI8
+ {SPR_ACLO, 1, 3, NULL, S_DEADARTI10, 0, 0}, // S_DEADARTI9
+ {SPR_ACLO, 0, 3, NULL, S_NULL, 0, 0}, // S_DEADARTI10
+ {SPR_PTN2, 0, 4, NULL, S_ARTI_PTN2_2, 0, 0}, // S_ARTI_PTN2_1
+ {SPR_PTN2, 1, 4, NULL, S_ARTI_PTN2_3, 0, 0}, // S_ARTI_PTN2_2
+ {SPR_PTN2, 2, 4, NULL, S_ARTI_PTN2_1, 0, 0}, // S_ARTI_PTN2_3
+ {SPR_SOAR, 0, 5, NULL, S_ARTI_SOAR2, 0, 0}, // S_ARTI_SOAR1
+ {SPR_SOAR, 1, 5, NULL, S_ARTI_SOAR3, 0, 0}, // S_ARTI_SOAR2
+ {SPR_SOAR, 2, 5, NULL, S_ARTI_SOAR4, 0, 0}, // S_ARTI_SOAR3
+ {SPR_SOAR, 1, 5, NULL, S_ARTI_SOAR1, 0, 0}, // S_ARTI_SOAR4
+ {SPR_INVU, 0, 3, NULL, S_ARTI_INVU2, 0, 0}, // S_ARTI_INVU1
+ {SPR_INVU, 1, 3, NULL, S_ARTI_INVU3, 0, 0}, // S_ARTI_INVU2
+ {SPR_INVU, 2, 3, NULL, S_ARTI_INVU4, 0, 0}, // S_ARTI_INVU3
+ {SPR_INVU, 3, 3, NULL, S_ARTI_INVU1, 0, 0}, // S_ARTI_INVU4
+ {SPR_SUMN, 0, 350, NULL, S_ARTI_SUMMON, 0, 0}, // S_ARTI_SUMMON
+ {SPR_SUMN, 0, 4, NULL, S_SUMMON_FX1_1, 0, 0}, // S_SUMMON_FX1_1
+ {SPR_SUMN, 0, 4, NULL, S_SUMMON_FX2_2, 0, 0}, // S_SUMMON_FX2_1
+ {SPR_SUMN, 0, 4, NULL, S_SUMMON_FX2_3, 0, 0}, // S_SUMMON_FX2_2
+ {SPR_SUMN, 0, 4, A_Summon, S_NULL, 0, 0}, // S_SUMMON_FX2_3
+ {SPR_TSPK, 0, 3, NULL, S_THRUSTINIT2_2, 0, 0}, // S_THRUSTINIT2_1
+ {SPR_TSPK, 0, 4, A_ThrustInitUp, S_THRUSTBLOCK, 0, 0}, // S_THRUSTINIT2_2
+ {SPR_TSPK, 1, 3, NULL, S_BTHRUSTINIT2_2, 0, 0}, // S_BTHRUSTINIT2_1
+ {SPR_TSPK, 1, 4, A_ThrustInitUp, S_BTHRUSTBLOCK, 0, 0}, // S_BTHRUSTINIT2_2
+ {SPR_TSPK, 0, 3, NULL, S_THRUSTINIT1_2, 0, 0}, // S_THRUSTINIT1_1
+ {SPR_TSPK, 0, 4, A_ThrustInitDn, S_THRUSTSTAY, 0, 0}, // S_THRUSTINIT1_2
+ {SPR_TSPK, 1, 3, NULL, S_BTHRUSTINIT1_2, 0, 0}, // S_BTHRUSTINIT1_1
+ {SPR_TSPK, 1, 4, A_ThrustInitDn, S_BTHRUSTSTAY, 0, 0}, // S_BTHRUSTINIT1_2
+ {SPR_TSPK, 0, 8, A_ThrustRaise, S_THRUSTRAISE2, 0, 0}, // S_THRUSTRAISE1
+ {SPR_TSPK, 0, 6, A_ThrustRaise, S_THRUSTRAISE3, 0, 0}, // S_THRUSTRAISE2
+ {SPR_TSPK, 0, 4, A_ThrustRaise, S_THRUSTRAISE4, 0, 0}, // S_THRUSTRAISE3
+ {SPR_TSPK, 0, 3, A_ThrustBlock, S_THRUSTIMPALE, 0, 0}, // S_THRUSTRAISE4
+ {SPR_TSPK, 1, 8, A_ThrustRaise, S_BTHRUSTRAISE2, 0, 0}, // S_BTHRUSTRAISE1
+ {SPR_TSPK, 1, 6, A_ThrustRaise, S_BTHRUSTRAISE3, 0, 0}, // S_BTHRUSTRAISE2
+ {SPR_TSPK, 1, 4, A_ThrustRaise, S_BTHRUSTRAISE4, 0, 0}, // S_BTHRUSTRAISE3
+ {SPR_TSPK, 1, 3, A_ThrustBlock, S_BTHRUSTIMPALE, 0, 0}, // S_BTHRUSTRAISE4
+ {SPR_TSPK, 0, 2, A_ThrustImpale, S_THRUSTRAISE, 0, 0}, // S_THRUSTIMPALE
+ {SPR_TSPK, 1, 2, A_ThrustImpale, S_BTHRUSTRAISE, 0, 0}, // S_BTHRUSTIMPALE
+ {SPR_TSPK, 0, 2, A_ThrustRaise, S_THRUSTRAISE, 0, 0}, // S_THRUSTRAISE
+ {SPR_TSPK, 1, 2, A_ThrustRaise, S_BTHRUSTRAISE, 0, 0}, // S_BTHRUSTRAISE
+ {SPR_TSPK, 0, 10, NULL, S_THRUSTBLOCK, 0, 0}, // S_THRUSTBLOCK
+ {SPR_TSPK, 1, 10, NULL, S_BTHRUSTBLOCK, 0, 0}, // S_BTHRUSTBLOCK
+ {SPR_TSPK, 0, 2, A_ThrustLower, S_THRUSTLOWER, 0, 0}, // S_THRUSTLOWER
+ {SPR_TSPK, 1, 2, A_ThrustLower, S_BTHRUSTLOWER, 0, 0}, // S_BTHRUSTLOWER
+ {SPR_TSPK, 0, -1, NULL, S_THRUSTSTAY, 0, 0}, // S_THRUSTSTAY
+ {SPR_TSPK, 1, -1, NULL, S_BTHRUSTSTAY, 0, 0}, // S_BTHRUSTSTAY
+ {SPR_TELO, 0, 5, NULL, S_ARTI_TELOTHER2, 0, 0}, // S_ARTI_TELOTHER1
+ {SPR_TELO, 1, 5, NULL, S_ARTI_TELOTHER3, 0, 0}, // S_ARTI_TELOTHER2
+ {SPR_TELO, 2, 5, NULL, S_ARTI_TELOTHER4, 0, 0}, // S_ARTI_TELOTHER3
+ {SPR_TELO, 3, 5, NULL, S_ARTI_TELOTHER1, 0, 0}, // S_ARTI_TELOTHER4
+ {SPR_TRNG, 32772, 5, NULL, S_TELO_FX2, 0, 0}, // S_TELO_FX1
+ {SPR_TRNG, 32771, 4, NULL, S_TELO_FX3, 0, 0}, // S_TELO_FX2
+ {SPR_TRNG, 32770, 3, A_TeloSpawnC, S_TELO_FX4, 0, 0}, // S_TELO_FX3
+ {SPR_TRNG, 32769, 3, A_TeloSpawnB, S_TELO_FX5, 0, 0}, // S_TELO_FX4
+ {SPR_TRNG, 32768, 3, A_TeloSpawnA, S_TELO_FX6, 0, 0}, // S_TELO_FX5
+ {SPR_TRNG, 32769, 3, A_TeloSpawnB, S_TELO_FX7, 0, 0}, // S_TELO_FX6
+ {SPR_TRNG, 32770, 3, A_TeloSpawnC, S_TELO_FX8, 0, 0}, // S_TELO_FX7
+ {SPR_TRNG, 32771, 3, A_TeloSpawnD, S_TELO_FX3, 0, 0}, // S_TELO_FX8
+ {SPR_TRNG, 32772, 3, NULL, S_NULL, 0, 0}, // S_TELO_FX9
+ {SPR_TRNG, 32769, 4, NULL, S_TELO_FX2_2, 0, 0}, // S_TELO_FX2_1
+ {SPR_TRNG, 32770, 4, NULL, S_TELO_FX2_3, 0, 0}, // S_TELO_FX2_2
+ {SPR_TRNG, 32771, 4, NULL, S_TELO_FX2_4, 0, 0}, // S_TELO_FX2_3
+ {SPR_TRNG, 32770, 4, NULL, S_TELO_FX2_5, 0, 0}, // S_TELO_FX2_4
+ {SPR_TRNG, 32769, 4, NULL, S_TELO_FX2_6, 0, 0}, // S_TELO_FX2_5
+ {SPR_TRNG, 32768, 4, A_CheckTeleRing, S_TELO_FX2_1, 0, 0}, // S_TELO_FX2_6
+ {SPR_TRNG, 32770, 4, NULL, S_TELO_FX3_2, 0, 0}, // S_TELO_FX3_1
+ {SPR_TRNG, 32771, 4, NULL, S_TELO_FX3_3, 0, 0}, // S_TELO_FX3_2
+ {SPR_TRNG, 32770, 4, NULL, S_TELO_FX3_4, 0, 0}, // S_TELO_FX3_3
+ {SPR_TRNG, 32769, 4, NULL, S_TELO_FX3_5, 0, 0}, // S_TELO_FX3_4
+ {SPR_TRNG, 32768, 4, NULL, S_TELO_FX3_6, 0, 0}, // S_TELO_FX3_5
+ {SPR_TRNG, 32769, 4, A_CheckTeleRing, S_TELO_FX3_1, 0, 0}, // S_TELO_FX3_6
+ {SPR_TRNG, 32771, 4, NULL, S_TELO_FX4_2, 0, 0}, // S_TELO_FX4_1
+ {SPR_TRNG, 32770, 4, NULL, S_TELO_FX4_3, 0, 0}, // S_TELO_FX4_2
+ {SPR_TRNG, 32769, 4, NULL, S_TELO_FX4_4, 0, 0}, // S_TELO_FX4_3
+ {SPR_TRNG, 32768, 4, NULL, S_TELO_FX4_5, 0, 0}, // S_TELO_FX4_4
+ {SPR_TRNG, 32769, 4, NULL, S_TELO_FX4_6, 0, 0}, // S_TELO_FX4_5
+ {SPR_TRNG, 32770, 4, A_CheckTeleRing, S_TELO_FX4_1, 0, 0}, // S_TELO_FX4_6
+ {SPR_TRNG, 32770, 4, NULL, S_TELO_FX5_2, 0, 0}, // S_TELO_FX5_1
+ {SPR_TRNG, 32769, 4, NULL, S_TELO_FX5_3, 0, 0}, // S_TELO_FX5_2
+ {SPR_TRNG, 32768, 4, NULL, S_TELO_FX5_4, 0, 0}, // S_TELO_FX5_3
+ {SPR_TRNG, 32769, 4, NULL, S_TELO_FX5_5, 0, 0}, // S_TELO_FX5_4
+ {SPR_TRNG, 32770, 4, NULL, S_TELO_FX5_6, 0, 0}, // S_TELO_FX5_5
+ {SPR_TRNG, 32771, 4, A_CheckTeleRing, S_TELO_FX5_1, 0, 0}, // S_TELO_FX5_6
+ {SPR_ROCK, 3, 20, NULL, S_DIRT1_1, 0, 0}, // S_DIRT1_1
+ {SPR_ROCK, 3, 10, NULL, S_NULL, 0, 0}, // S_DIRT1_D
+ {SPR_ROCK, 4, 20, NULL, S_DIRT2_1, 0, 0}, // S_DIRT2_1
+ {SPR_ROCK, 4, 10, NULL, S_NULL, 0, 0}, // S_DIRT2_D
+ {SPR_ROCK, 5, 20, NULL, S_DIRT3_1, 0, 0}, // S_DIRT3_1
+ {SPR_ROCK, 5, 10, NULL, S_NULL, 0, 0}, // S_DIRT3_D
+ {SPR_ROCK, 6, 20, NULL, S_DIRT4_1, 0, 0}, // S_DIRT4_1
+ {SPR_ROCK, 6, 10, NULL, S_NULL, 0, 0}, // S_DIRT4_D
+ {SPR_ROCK, 7, 20, NULL, S_DIRT5_1, 0, 0}, // S_DIRT5_1
+ {SPR_ROCK, 7, 10, NULL, S_NULL, 0, 0}, // S_DIRT5_D
+ {SPR_ROCK, 8, 20, NULL, S_DIRT6_1, 0, 0}, // S_DIRT6_1
+ {SPR_ROCK, 8, 10, NULL, S_NULL, 0, 0}, // S_DIRT6_D
+ {SPR_TSPK, 2, 20, NULL, S_DIRTCLUMP1, 0, 0}, // S_DIRTCLUMP1
+ {SPR_ROCK, 0, 20, NULL, S_ROCK1_1, 0, 0}, // S_ROCK1_1
+ {SPR_ROCK, 0, 10, NULL, S_NULL, 0, 0}, // S_ROCK1_D
+ {SPR_ROCK, 1, 20, NULL, S_ROCK2_1, 0, 0}, // S_ROCK2_1
+ {SPR_ROCK, 1, 10, NULL, S_NULL, 0, 0}, // S_ROCK2_D
+ {SPR_ROCK, 2, 20, NULL, S_ROCK3_1, 0, 0}, // S_ROCK3_1
+ {SPR_ROCK, 2, 10, NULL, S_NULL, 0, 0}, // S_ROCK3_D
+ {SPR_MAN1, 0, 20, A_FogSpawn, S_SPAWNFOG1, 0, 0}, // S_SPAWNFOG1
+ {SPR_FOGS, 0, 7, A_FogMove, S_FOGPATCHS2, 0, 0}, // S_FOGPATCHS1
+ {SPR_FOGS, 1, 7, A_FogMove, S_FOGPATCHS3, 0, 0}, // S_FOGPATCHS2
+ {SPR_FOGS, 2, 7, A_FogMove, S_FOGPATCHS4, 0, 0}, // S_FOGPATCHS3
+ {SPR_FOGS, 3, 7, A_FogMove, S_FOGPATCHS5, 0, 0}, // S_FOGPATCHS4
+ {SPR_FOGS, 4, 7, A_FogMove, S_FOGPATCHS1, 0, 0}, // S_FOGPATCHS5
+ {SPR_FOGS, 4, 5, NULL, S_NULL, 0, 0}, // S_FOGPATCHS0
+ {SPR_FOGM, 0, 7, A_FogMove, S_FOGPATCHM2, 0, 0}, // S_FOGPATCHM1
+ {SPR_FOGM, 1, 7, A_FogMove, S_FOGPATCHM3, 0, 0}, // S_FOGPATCHM2
+ {SPR_FOGM, 2, 7, A_FogMove, S_FOGPATCHM4, 0, 0}, // S_FOGPATCHM3
+ {SPR_FOGM, 3, 7, A_FogMove, S_FOGPATCHM5, 0, 0}, // S_FOGPATCHM4
+ {SPR_FOGM, 4, 7, A_FogMove, S_FOGPATCHM1, 0, 0}, // S_FOGPATCHM5
+ {SPR_FOGS, 0, 5, NULL, S_FOGPATCHMA, 0, 0}, // S_FOGPATCHM0
+ {SPR_FOGS, 1, 5, NULL, S_FOGPATCHMB, 0, 0}, // S_FOGPATCHMA
+ {SPR_FOGS, 2, 5, NULL, S_FOGPATCHMC, 0, 0}, // S_FOGPATCHMB
+ {SPR_FOGS, 3, 5, NULL, S_FOGPATCHMD, 0, 0}, // S_FOGPATCHMC
+ {SPR_FOGS, 4, 5, NULL, S_FOGPATCHS0, 0, 0}, // S_FOGPATCHMD
+ {SPR_FOGL, 0, 7, A_FogMove, S_FOGPATCHL2, 0, 0}, // S_FOGPATCHL1
+ {SPR_FOGL, 1, 7, A_FogMove, S_FOGPATCHL3, 0, 0}, // S_FOGPATCHL2
+ {SPR_FOGL, 2, 7, A_FogMove, S_FOGPATCHL4, 0, 0}, // S_FOGPATCHL3
+ {SPR_FOGL, 3, 7, A_FogMove, S_FOGPATCHL5, 0, 0}, // S_FOGPATCHL4
+ {SPR_FOGL, 4, 7, A_FogMove, S_FOGPATCHL1, 0, 0}, // S_FOGPATCHL5
+ {SPR_FOGM, 0, 4, NULL, S_FOGPATCHLA, 0, 0}, // S_FOGPATCHL0
+ {SPR_FOGM, 1, 4, NULL, S_FOGPATCHLB, 0, 0}, // S_FOGPATCHLA
+ {SPR_FOGM, 2, 4, NULL, S_FOGPATCHLC, 0, 0}, // S_FOGPATCHLB
+ {SPR_FOGM, 3, 4, NULL, S_FOGPATCHLD, 0, 0}, // S_FOGPATCHLC
+ {SPR_FOGM, 4, 4, NULL, S_FOGPATCHM0, 0, 0}, // S_FOGPATCHLD
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVE2, 0, 0}, // S_QUAKE_ACTIVE1
+ {SPR_MAN1, 0, 1, A_ContMobjSound, S_QUAKE_ACTIVE3, 0, 0}, // S_QUAKE_ACTIVE2
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVE4, 0, 0}, // S_QUAKE_ACTIVE3
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVE5, 0, 0}, // S_QUAKE_ACTIVE4
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVE6, 0, 0}, // S_QUAKE_ACTIVE5
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVE7, 0, 0}, // S_QUAKE_ACTIVE6
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVE8, 0, 0}, // S_QUAKE_ACTIVE7
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVE9, 0, 0}, // S_QUAKE_ACTIVE8
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVE0, 0, 0}, // S_QUAKE_ACTIVE9
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEA, 0, 0}, // S_QUAKE_ACTIVE0
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEB, 0, 0}, // S_QUAKE_ACTIVEA
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEC, 0, 0}, // S_QUAKE_ACTIVEB
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVED, 0, 0}, // S_QUAKE_ACTIVEC
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEE, 0, 0}, // S_QUAKE_ACTIVED
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEF, 0, 0}, // S_QUAKE_ACTIVEE
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEG, 0, 0}, // S_QUAKE_ACTIVEF
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEH, 0, 0}, // S_QUAKE_ACTIVEG
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEI, 0, 0}, // S_QUAKE_ACTIVEH
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEJ, 0, 0}, // S_QUAKE_ACTIVEI
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEK, 0, 0}, // S_QUAKE_ACTIVEJ
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEL, 0, 0}, // S_QUAKE_ACTIVEK
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEM, 0, 0}, // S_QUAKE_ACTIVEL
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEN, 0, 0}, // S_QUAKE_ACTIVEM
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEO, 0, 0}, // S_QUAKE_ACTIVEN
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEP, 0, 0}, // S_QUAKE_ACTIVEO
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEQ, 0, 0}, // S_QUAKE_ACTIVEP
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVER, 0, 0}, // S_QUAKE_ACTIVEQ
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVES, 0, 0}, // S_QUAKE_ACTIVER
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVET, 0, 0}, // S_QUAKE_ACTIVES
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEU, 0, 0}, // S_QUAKE_ACTIVET
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEV, 0, 0}, // S_QUAKE_ACTIVEU
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEW, 0, 0}, // S_QUAKE_ACTIVEV
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEX, 0, 0}, // S_QUAKE_ACTIVEW
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEY, 0, 0}, // S_QUAKE_ACTIVEX
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVEZ, 0, 0}, // S_QUAKE_ACTIVEY
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT1, 0, 0}, // S_QUAKE_ACTIVEZ
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT2, 0, 0}, // S_QUAKE_ACT1
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT3, 0, 0}, // S_QUAKE_ACT2
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT4, 0, 0}, // S_QUAKE_ACT3
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT5, 0, 0}, // S_QUAKE_ACT4
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT6, 0, 0}, // S_QUAKE_ACT5
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT7, 0, 0}, // S_QUAKE_ACT6
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT8, 0, 0}, // S_QUAKE_ACT7
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT9, 0, 0}, // S_QUAKE_ACT8
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACT0, 0, 0}, // S_QUAKE_ACT9
+ {SPR_MAN1, 0, 2, A_Quake, S_QUAKE_ACTIVE1, 0, 0}, // S_QUAKE_ACT0
+ {SPR_SGSA, 0, 4, NULL, S_SGSHARD1_2, 0, 0}, // S_SGSHARD1_1
+ {SPR_SGSA, 1, 4, NULL, S_SGSHARD1_3, 0, 0}, // S_SGSHARD1_2
+ {SPR_SGSA, 2, 4, NULL, S_SGSHARD1_4, 0, 0}, // S_SGSHARD1_3
+ {SPR_SGSA, 3, 4, NULL, S_SGSHARD1_5, 0, 0}, // S_SGSHARD1_4
+ {SPR_SGSA, 4, 4, NULL, S_SGSHARD1_1, 0, 0}, // S_SGSHARD1_5
+ {SPR_SGSA, 4, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD1_D
+ {SPR_SGSA, 5, 4, NULL, S_SGSHARD2_2, 0, 0}, // S_SGSHARD2_1
+ {SPR_SGSA, 6, 4, NULL, S_SGSHARD2_3, 0, 0}, // S_SGSHARD2_2
+ {SPR_SGSA, 7, 4, NULL, S_SGSHARD2_4, 0, 0}, // S_SGSHARD2_3
+ {SPR_SGSA, 8, 4, NULL, S_SGSHARD2_5, 0, 0}, // S_SGSHARD2_4
+ {SPR_SGSA, 9, 4, NULL, S_SGSHARD2_1, 0, 0}, // S_SGSHARD2_5
+ {SPR_SGSA, 9, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD2_D
+ {SPR_SGSA, 10, 4, NULL, S_SGSHARD3_2, 0, 0}, // S_SGSHARD3_1
+ {SPR_SGSA, 11, 4, NULL, S_SGSHARD3_3, 0, 0}, // S_SGSHARD3_2
+ {SPR_SGSA, 12, 4, NULL, S_SGSHARD3_4, 0, 0}, // S_SGSHARD3_3
+ {SPR_SGSA, 13, 4, NULL, S_SGSHARD3_5, 0, 0}, // S_SGSHARD3_4
+ {SPR_SGSA, 14, 4, NULL, S_SGSHARD3_1, 0, 0}, // S_SGSHARD3_5
+ {SPR_SGSA, 14, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD3_D
+ {SPR_SGSA, 15, 4, NULL, S_SGSHARD4_2, 0, 0}, // S_SGSHARD4_1
+ {SPR_SGSA, 16, 4, NULL, S_SGSHARD4_3, 0, 0}, // S_SGSHARD4_2
+ {SPR_SGSA, 17, 4, NULL, S_SGSHARD4_4, 0, 0}, // S_SGSHARD4_3
+ {SPR_SGSA, 18, 4, NULL, S_SGSHARD4_5, 0, 0}, // S_SGSHARD4_4
+ {SPR_SGSA, 19, 4, NULL, S_SGSHARD4_1, 0, 0}, // S_SGSHARD4_5
+ {SPR_SGSA, 19, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD4_D
+ {SPR_SGSA, 20, 4, NULL, S_SGSHARD5_2, 0, 0}, // S_SGSHARD5_1
+ {SPR_SGSA, 21, 4, NULL, S_SGSHARD5_3, 0, 0}, // S_SGSHARD5_2
+ {SPR_SGSA, 22, 4, NULL, S_SGSHARD5_4, 0, 0}, // S_SGSHARD5_3
+ {SPR_SGSA, 23, 4, NULL, S_SGSHARD5_5, 0, 0}, // S_SGSHARD5_4
+ {SPR_SGSA, 24, 4, NULL, S_SGSHARD5_1, 0, 0}, // S_SGSHARD5_5
+ {SPR_SGSA, 24, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD5_D
+ {SPR_SGSB, 0, 4, NULL, S_SGSHARD6_1, 0, 0}, // S_SGSHARD6_1
+ {SPR_SGSB, 0, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD6_D
+ {SPR_SGSB, 1, 4, NULL, S_SGSHARD7_1, 0, 0}, // S_SGSHARD7_1
+ {SPR_SGSB, 1, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD7_D
+ {SPR_SGSB, 2, 4, NULL, S_SGSHARD8_1, 0, 0}, // S_SGSHARD8_1
+ {SPR_SGSB, 2, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD8_D
+ {SPR_SGSB, 3, 4, NULL, S_SGSHARD9_1, 0, 0}, // S_SGSHARD9_1
+ {SPR_SGSB, 3, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD9_D
+ {SPR_SGSB, 4, 4, NULL, S_SGSHARD0_1, 0, 0}, // S_SGSHARD0_1
+ {SPR_SGSB, 4, 30, NULL, S_NULL, 0, 0}, // S_SGSHARD0_D
+ {SPR_PORK, 0, 5, NULL, S_ARTI_EGGC2, 0, 0}, // S_ARTI_EGGC1
+ {SPR_PORK, 1, 5, NULL, S_ARTI_EGGC3, 0, 0}, // S_ARTI_EGGC2
+ {SPR_PORK, 2, 5, NULL, S_ARTI_EGGC4, 0, 0}, // S_ARTI_EGGC3
+ {SPR_PORK, 3, 5, NULL, S_ARTI_EGGC5, 0, 0}, // S_ARTI_EGGC4
+ {SPR_PORK, 4, 5, NULL, S_ARTI_EGGC6, 0, 0}, // S_ARTI_EGGC5
+ {SPR_PORK, 5, 5, NULL, S_ARTI_EGGC7, 0, 0}, // S_ARTI_EGGC6
+ {SPR_PORK, 6, 5, NULL, S_ARTI_EGGC8, 0, 0}, // S_ARTI_EGGC7
+ {SPR_PORK, 7, 5, NULL, S_ARTI_EGGC1, 0, 0}, // S_ARTI_EGGC8
+ {SPR_EGGM, 0, 4, NULL, S_EGGFX2, 0, 0}, // S_EGGFX1
+ {SPR_EGGM, 1, 4, NULL, S_EGGFX3, 0, 0}, // S_EGGFX2
+ {SPR_EGGM, 2, 4, NULL, S_EGGFX4, 0, 0}, // S_EGGFX3
+ {SPR_EGGM, 3, 4, NULL, S_EGGFX5, 0, 0}, // S_EGGFX4
+ {SPR_EGGM, 4, 4, NULL, S_EGGFX1, 0, 0}, // S_EGGFX5
+ {SPR_FHFX, 32776, 3, NULL, S_EGGFXI1_2, 0, 0}, // S_EGGFXI1_1
+ {SPR_FHFX, 32777, 3, NULL, S_EGGFXI1_3, 0, 0}, // S_EGGFXI1_2
+ {SPR_FHFX, 32778, 3, NULL, S_EGGFXI1_4, 0, 0}, // S_EGGFXI1_3
+ {SPR_FHFX, 32779, 3, NULL, S_NULL, 0, 0}, // S_EGGFXI1_4
+ {SPR_SPHL, 0, 350, NULL, S_ARTI_SPHL1, 0, 0}, // S_ARTI_SPHL1
+ {SPR_STWN, 0, -1, NULL, S_NULL, 0, 0}, // S_ZWINGEDSTATUENOSKULL
+ {SPR_STWN, 1, -1, NULL, S_NULL, 0, 0}, // S_ZWINGEDSTATUENOSKULL2
+ {SPR_GMPD, 0, -1, NULL, S_NULL, 0, 0}, // S_ZGEMPEDESTAL1
+ {SPR_GMPD, 1, -1, NULL, S_NULL, 0, 0}, // S_ZGEMPEDESTAL2
+ {SPR_ASKU, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZSKULL
+ {SPR_ABGM, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZGEMBIG
+ {SPR_AGMR, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZGEMRED
+ {SPR_AGMG, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZGEMGREEN1
+ {SPR_AGG2, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZGEMGREEN2
+ {SPR_AGMB, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZGEMBLUE1
+ {SPR_AGB2, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZGEMBLUE2
+ {SPR_ABK1, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZBOOK1
+ {SPR_ABK2, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZBOOK2
+ {SPR_ASK2, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZSKULL2
+ {SPR_AFWP, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZFWEAPON
+ {SPR_ACWP, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZCWEAPON
+ {SPR_AMWP, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTIPUZZMWEAPON
+ {SPR_AGER, 32768, 4, NULL, S_ARTIPUZZGEAR_2, 0, 0}, // S_ARTIPUZZGEAR_1
+ {SPR_AGER, 32769, 4, NULL, S_ARTIPUZZGEAR_3, 0, 0}, // S_ARTIPUZZGEAR_2
+ {SPR_AGER, 32770, 4, NULL, S_ARTIPUZZGEAR_4, 0, 0}, // S_ARTIPUZZGEAR_3
+ {SPR_AGER, 32771, 4, NULL, S_ARTIPUZZGEAR_5, 0, 0}, // S_ARTIPUZZGEAR_4
+ {SPR_AGER, 32772, 4, NULL, S_ARTIPUZZGEAR_6, 0, 0}, // S_ARTIPUZZGEAR_5
+ {SPR_AGER, 32773, 4, NULL, S_ARTIPUZZGEAR_7, 0, 0}, // S_ARTIPUZZGEAR_6
+ {SPR_AGER, 32774, 4, NULL, S_ARTIPUZZGEAR_8, 0, 0}, // S_ARTIPUZZGEAR_7
+ {SPR_AGER, 32775, 4, NULL, S_ARTIPUZZGEAR_1, 0, 0}, // S_ARTIPUZZGEAR_8
+ {SPR_AGR2, 32768, 4, NULL, S_ARTIPUZZGEAR2_2, 0, 0}, // S_ARTIPUZZGEAR2_1
+ {SPR_AGR2, 32769, 4, NULL, S_ARTIPUZZGEAR2_3, 0, 0}, // S_ARTIPUZZGEAR2_2
+ {SPR_AGR2, 32770, 4, NULL, S_ARTIPUZZGEAR2_4, 0, 0}, // S_ARTIPUZZGEAR2_3
+ {SPR_AGR2, 32771, 4, NULL, S_ARTIPUZZGEAR2_5, 0, 0}, // S_ARTIPUZZGEAR2_4
+ {SPR_AGR2, 32772, 4, NULL, S_ARTIPUZZGEAR2_6, 0, 0}, // S_ARTIPUZZGEAR2_5
+ {SPR_AGR2, 32773, 4, NULL, S_ARTIPUZZGEAR2_7, 0, 0}, // S_ARTIPUZZGEAR2_6
+ {SPR_AGR2, 32774, 4, NULL, S_ARTIPUZZGEAR2_8, 0, 0}, // S_ARTIPUZZGEAR2_7
+ {SPR_AGR2, 32775, 4, NULL, S_ARTIPUZZGEAR2_1, 0, 0}, // S_ARTIPUZZGEAR2_8
+ {SPR_AGR3, 32768, 4, NULL, S_ARTIPUZZGEAR3_2, 0, 0}, // S_ARTIPUZZGEAR3_1
+ {SPR_AGR3, 32769, 4, NULL, S_ARTIPUZZGEAR3_3, 0, 0}, // S_ARTIPUZZGEAR3_2
+ {SPR_AGR3, 32770, 4, NULL, S_ARTIPUZZGEAR3_4, 0, 0}, // S_ARTIPUZZGEAR3_3
+ {SPR_AGR3, 32771, 4, NULL, S_ARTIPUZZGEAR3_5, 0, 0}, // S_ARTIPUZZGEAR3_4
+ {SPR_AGR3, 32772, 4, NULL, S_ARTIPUZZGEAR3_6, 0, 0}, // S_ARTIPUZZGEAR3_5
+ {SPR_AGR3, 32773, 4, NULL, S_ARTIPUZZGEAR3_7, 0, 0}, // S_ARTIPUZZGEAR3_6
+ {SPR_AGR3, 32774, 4, NULL, S_ARTIPUZZGEAR3_8, 0, 0}, // S_ARTIPUZZGEAR3_7
+ {SPR_AGR3, 32775, 4, NULL, S_ARTIPUZZGEAR3_1, 0, 0}, // S_ARTIPUZZGEAR3_8
+ {SPR_AGR4, 32768, 4, NULL, S_ARTIPUZZGEAR4_2, 0, 0}, // S_ARTIPUZZGEAR4_1
+ {SPR_AGR4, 32769, 4, NULL, S_ARTIPUZZGEAR4_3, 0, 0}, // S_ARTIPUZZGEAR4_2
+ {SPR_AGR4, 32770, 4, NULL, S_ARTIPUZZGEAR4_4, 0, 0}, // S_ARTIPUZZGEAR4_3
+ {SPR_AGR4, 32771, 4, NULL, S_ARTIPUZZGEAR4_5, 0, 0}, // S_ARTIPUZZGEAR4_4
+ {SPR_AGR4, 32772, 4, NULL, S_ARTIPUZZGEAR4_6, 0, 0}, // S_ARTIPUZZGEAR4_5
+ {SPR_AGR4, 32773, 4, NULL, S_ARTIPUZZGEAR4_7, 0, 0}, // S_ARTIPUZZGEAR4_6
+ {SPR_AGR4, 32774, 4, NULL, S_ARTIPUZZGEAR4_8, 0, 0}, // S_ARTIPUZZGEAR4_7
+ {SPR_AGR4, 32775, 4, NULL, S_ARTIPUZZGEAR4_1, 0, 0}, // S_ARTIPUZZGEAR4_8
+ {SPR_TRCH, 32768, 3, NULL, S_ARTI_TRCH2, 0, 0}, // S_ARTI_TRCH1
+ {SPR_TRCH, 32769, 3, NULL, S_ARTI_TRCH3, 0, 0}, // S_ARTI_TRCH2
+ {SPR_TRCH, 32770, 3, NULL, S_ARTI_TRCH1, 0, 0}, // S_ARTI_TRCH3
+ {SPR_PSBG, 0, 20, NULL, S_FIREBOMB2, 0, 0}, // S_FIREBOMB1
+ {SPR_PSBG, 0, 10, NULL, S_FIREBOMB3, 0, 0}, // S_FIREBOMB2
+ {SPR_PSBG, 0, 10, NULL, S_FIREBOMB4, 0, 0}, // S_FIREBOMB3
+ {SPR_PSBG, 1, 4, NULL, S_FIREBOMB5, 0, 0}, // S_FIREBOMB4
+ {SPR_PSBG, 2, 4, A_Scream, S_FIREBOMB6, 0, 0}, // S_FIREBOMB5
+ {SPR_XPL1, 32768, 4, A_Explode, S_FIREBOMB7, 0, 0}, // S_FIREBOMB6
+ {SPR_XPL1, 32769, 4, NULL, S_FIREBOMB8, 0, 0}, // S_FIREBOMB7
+ {SPR_XPL1, 32770, 4, NULL, S_FIREBOMB9, 0, 0}, // S_FIREBOMB8
+ {SPR_XPL1, 32771, 4, NULL, S_FIREBOMB10, 0, 0}, // S_FIREBOMB9
+ {SPR_XPL1, 32772, 4, NULL, S_FIREBOMB11, 0, 0}, // S_FIREBOMB10
+ {SPR_XPL1, 32773, 4, NULL, S_NULL, 0, 0}, // S_FIREBOMB11
+ {SPR_ATLP, 0, 4, NULL, S_ARTI_ATLP2, 0, 0}, // S_ARTI_ATLP1
+ {SPR_ATLP, 1, 4, NULL, S_ARTI_ATLP3, 0, 0}, // S_ARTI_ATLP2
+ {SPR_ATLP, 2, 4, NULL, S_ARTI_ATLP4, 0, 0}, // S_ARTI_ATLP3
+ {SPR_ATLP, 1, 4, NULL, S_ARTI_ATLP1, 0, 0}, // S_ARTI_ATLP4
+ {SPR_PSBG, 0, -1, NULL, S_NULL, 0, 0}, // S_ARTI_PSBG1
+ {SPR_PSBG, 32768, 18, NULL, S_POISONBAG2, 0, 0}, // S_POISONBAG1
+ {SPR_PSBG, 32769, 4, NULL, S_POISONBAG3, 0, 0}, // S_POISONBAG2
+ {SPR_PSBG, 2, 3, NULL, S_POISONBAG4, 0, 0}, // S_POISONBAG3
+ {SPR_PSBG, 2, 1, A_PoisonBagInit, S_NULL, 0, 0}, // S_POISONBAG4
+ {SPR_PSBG, 3, 1, NULL, S_POISONCLOUD2, 0, 0}, // S_POISONCLOUD1
+ {SPR_PSBG, 3, 1, A_Scream, S_POISONCLOUD3, 0, 0}, // S_POISONCLOUD2
+ {SPR_PSBG, 3, 2, A_PoisonBagDamage, S_POISONCLOUD4, 0, 0}, // S_POISONCLOUD3
+ {SPR_PSBG, 4, 2, A_PoisonBagDamage, S_POISONCLOUD5, 0, 0}, // S_POISONCLOUD4
+ {SPR_PSBG, 4, 2, A_PoisonBagDamage, S_POISONCLOUD6, 0, 0}, // S_POISONCLOUD5
+ {SPR_PSBG, 4, 2, A_PoisonBagDamage, S_POISONCLOUD7, 0, 0}, // S_POISONCLOUD6
+ {SPR_PSBG, 5, 2, A_PoisonBagDamage, S_POISONCLOUD8, 0, 0}, // S_POISONCLOUD7
+ {SPR_PSBG, 5, 2, A_PoisonBagDamage, S_POISONCLOUD9, 0, 0}, // S_POISONCLOUD8
+ {SPR_PSBG, 5, 2, A_PoisonBagDamage, S_POISONCLOUD10, 0, 0}, // S_POISONCLOUD9
+ {SPR_PSBG, 6, 2, A_PoisonBagDamage, S_POISONCLOUD11, 0, 0}, // S_POISONCLOUD10
+ {SPR_PSBG, 6, 2, A_PoisonBagDamage, S_POISONCLOUD12, 0, 0}, // S_POISONCLOUD11
+ {SPR_PSBG, 6, 2, A_PoisonBagDamage, S_POISONCLOUD13, 0, 0}, // S_POISONCLOUD12
+ {SPR_PSBG, 7, 2, A_PoisonBagDamage, S_POISONCLOUD14, 0, 0}, // S_POISONCLOUD13
+ {SPR_PSBG, 7, 2, A_PoisonBagDamage, S_POISONCLOUD15, 0, 0}, // S_POISONCLOUD14
+ {SPR_PSBG, 7, 2, A_PoisonBagDamage, S_POISONCLOUD16, 0, 0}, // S_POISONCLOUD15
+ {SPR_PSBG, 8, 2, A_PoisonBagDamage, S_POISONCLOUD17, 0, 0}, // S_POISONCLOUD16
+ {SPR_PSBG, 8, 1, A_PoisonBagDamage, S_POISONCLOUD18, 0, 0}, // S_POISONCLOUD17
+ {SPR_PSBG, 8, 1, A_PoisonBagCheck, S_POISONCLOUD4, 0, 0}, // S_POISONCLOUD18
+ {SPR_PSBG, 7, 7, NULL, S_POISONCLOUD_X2, 0, 0}, // S_POISONCLOUD_X1
+ {SPR_PSBG, 6, 7, NULL, S_POISONCLOUD_X3, 0, 0}, // S_POISONCLOUD_X2
+ {SPR_PSBG, 5, 6, NULL, S_POISONCLOUD_X4, 0, 0}, // S_POISONCLOUD_X3
+ {SPR_PSBG, 3, 6, NULL, S_NULL, 0, 0}, // S_POISONCLOUD_X4
+ {SPR_THRW, 0, 4, A_CheckThrowBomb, S_THROWINGBOMB2, 0, 0}, // S_THROWINGBOMB1
+ {SPR_THRW, 1, 3, A_CheckThrowBomb, S_THROWINGBOMB3, 0, 0}, // S_THROWINGBOMB2
+ {SPR_THRW, 2, 3, A_CheckThrowBomb, S_THROWINGBOMB4, 0, 0}, // S_THROWINGBOMB3
+ {SPR_THRW, 3, 3, A_CheckThrowBomb, S_THROWINGBOMB5, 0, 0}, // S_THROWINGBOMB4
+ {SPR_THRW, 4, 3, A_CheckThrowBomb, S_THROWINGBOMB6, 0, 0}, // S_THROWINGBOMB5
+ {SPR_THRW, 5, 3, A_CheckThrowBomb, S_THROWINGBOMB1, 0, 0}, // S_THROWINGBOMB6
+ {SPR_THRW, 6, 6, A_CheckThrowBomb, S_THROWINGBOMB8, 0, 0}, // S_THROWINGBOMB7
+ {SPR_THRW, 5, 4, A_CheckThrowBomb, S_THROWINGBOMB9, 0, 0}, // S_THROWINGBOMB8
+ {SPR_THRW, 7, 6, A_CheckThrowBomb, S_THROWINGBOMB10, 0, 0}, // S_THROWINGBOMB9
+ {SPR_THRW, 5, 4, A_CheckThrowBomb, S_THROWINGBOMB11, 0, 0}, // S_THROWINGBOMB10
+ {SPR_THRW, 6, 6, A_CheckThrowBomb, S_THROWINGBOMB12, 0, 0}, // S_THROWINGBOMB11
+ {SPR_THRW, 5, 3, A_CheckThrowBomb, S_THROWINGBOMB12, 0, 0}, // S_THROWINGBOMB12
+ {SPR_CFCF, 32784, 4, A_NoGravity, S_THROWINGBOMB_X2, 0, 0}, // S_THROWINGBOMB_X1
+ {SPR_CFCF, 32785, 3, A_Scream, S_THROWINGBOMB_X3, 0, 0}, // S_THROWINGBOMB_X2
+ {SPR_CFCF, 32786, 4, A_Explode, S_THROWINGBOMB_X4, 0, 0}, // S_THROWINGBOMB_X3
+ {SPR_CFCF, 32787, 3, NULL, S_THROWINGBOMB_X5, 0, 0}, // S_THROWINGBOMB_X4
+ {SPR_CFCF, 32788, 4, NULL, S_THROWINGBOMB_X6, 0, 0}, // S_THROWINGBOMB_X5
+ {SPR_CFCF, 32790, 3, NULL, S_THROWINGBOMB_X7, 0, 0}, // S_THROWINGBOMB_X6
+ {SPR_CFCF, 32791, 4, NULL, S_THROWINGBOMB_X8, 0, 0}, // S_THROWINGBOMB_X7
+ {SPR_CFCF, 32793, 3, NULL, S_NULL, 0, 0}, // S_THROWINGBOMB_X8
+ {SPR_SPED, 32768, 3, NULL, S_ARTI_BOOTS2, 0, 0}, // S_ARTI_BOOTS1
+ {SPR_SPED, 32769, 3, NULL, S_ARTI_BOOTS3, 0, 0}, // S_ARTI_BOOTS2
+ {SPR_SPED, 32770, 3, NULL, S_ARTI_BOOTS4, 0, 0}, // S_ARTI_BOOTS3
+ {SPR_SPED, 32771, 3, NULL, S_ARTI_BOOTS5, 0, 0}, // S_ARTI_BOOTS4
+ {SPR_SPED, 32772, 3, NULL, S_ARTI_BOOTS6, 0, 0}, // S_ARTI_BOOTS5
+ {SPR_SPED, 32773, 3, NULL, S_ARTI_BOOTS7, 0, 0}, // S_ARTI_BOOTS6
+ {SPR_SPED, 32774, 3, NULL, S_ARTI_BOOTS8, 0, 0}, // S_ARTI_BOOTS7
+ {SPR_SPED, 32775, 3, NULL, S_ARTI_BOOTS1, 0, 0}, // S_ARTI_BOOTS8
+ {SPR_BMAN, 32768, -1, NULL, S_NULL, 0, 0}, // S_ARTI_MANA
+ {SPR_BRAC, 32768, 4, NULL, S_ARTI_ARMOR2, 0, 0}, // S_ARTI_ARMOR1
+ {SPR_BRAC, 32769, 4, NULL, S_ARTI_ARMOR3, 0, 0}, // S_ARTI_ARMOR2
+ {SPR_BRAC, 32770, 4, NULL, S_ARTI_ARMOR4, 0, 0}, // S_ARTI_ARMOR3
+ {SPR_BRAC, 32771, 4, NULL, S_ARTI_ARMOR5, 0, 0}, // S_ARTI_ARMOR4
+ {SPR_BRAC, 32772, 4, NULL, S_ARTI_ARMOR6, 0, 0}, // S_ARTI_ARMOR5
+ {SPR_BRAC, 32773, 4, NULL, S_ARTI_ARMOR7, 0, 0}, // S_ARTI_ARMOR6
+ {SPR_BRAC, 32774, 4, NULL, S_ARTI_ARMOR8, 0, 0}, // S_ARTI_ARMOR7
+ {SPR_BRAC, 32775, 4, NULL, S_ARTI_ARMOR1, 0, 0}, // S_ARTI_ARMOR8
+ {SPR_BLST, 32768, 4, NULL, S_ARTI_BLAST2, 0, 0}, // S_ARTI_BLAST1
+ {SPR_BLST, 32769, 4, NULL, S_ARTI_BLAST3, 0, 0}, // S_ARTI_BLAST2
+ {SPR_BLST, 32770, 4, NULL, S_ARTI_BLAST4, 0, 0}, // S_ARTI_BLAST3
+ {SPR_BLST, 32771, 4, NULL, S_ARTI_BLAST5, 0, 0}, // S_ARTI_BLAST4
+ {SPR_BLST, 32772, 4, NULL, S_ARTI_BLAST6, 0, 0}, // S_ARTI_BLAST5
+ {SPR_BLST, 32773, 4, NULL, S_ARTI_BLAST7, 0, 0}, // S_ARTI_BLAST6
+ {SPR_BLST, 32774, 4, NULL, S_ARTI_BLAST8, 0, 0}, // S_ARTI_BLAST7
+ {SPR_BLST, 32775, 4, NULL, S_ARTI_BLAST1, 0, 0}, // S_ARTI_BLAST8
+ {SPR_HRAD, 32768, 4, NULL, S_ARTI_HEALRAD2, 0, 0}, // S_ARTI_HEALRAD1
+ {SPR_HRAD, 32769, 4, NULL, S_ARTI_HEALRAD3, 0, 0}, // S_ARTI_HEALRAD2
+ {SPR_HRAD, 32770, 4, NULL, S_ARTI_HEALRAD4, 0, 0}, // S_ARTI_HEALRAD3
+ {SPR_HRAD, 32771, 4, NULL, S_ARTI_HEALRAD5, 0, 0}, // S_ARTI_HEALRAD4
+ {SPR_HRAD, 32772, 4, NULL, S_ARTI_HEALRAD6, 0, 0}, // S_ARTI_HEALRAD5
+ {SPR_HRAD, 32773, 4, NULL, S_ARTI_HEALRAD7, 0, 0}, // S_ARTI_HEALRAD6
+ {SPR_HRAD, 32774, 4, NULL, S_ARTI_HEALRAD8, 0, 0}, // S_ARTI_HEALRAD7
+ {SPR_HRAD, 32775, 4, NULL, S_ARTI_HEALRAD9, 0, 0}, // S_ARTI_HEALRAD8
+ {SPR_HRAD, 32776, 4, NULL, S_ARTI_HEALRAD0, 0, 0}, // S_ARTI_HEALRAD9
+ {SPR_HRAD, 32777, 4, NULL, S_ARTI_HEALRADA, 0, 0}, // S_ARTI_HEALRAD0
+ {SPR_HRAD, 32778, 4, NULL, S_ARTI_HEALRADB, 0, 0}, // S_ARTI_HEALRADA
+ {SPR_HRAD, 32779, 4, NULL, S_ARTI_HEALRADC, 0, 0}, // S_ARTI_HEALRADB
+ {SPR_HRAD, 32780, 4, NULL, S_ARTI_HEALRADD, 0, 0}, // S_ARTI_HEALRADC
+ {SPR_HRAD, 32781, 4, NULL, S_ARTI_HEALRADE, 0, 0}, // S_ARTI_HEALRADD
+ {SPR_HRAD, 32782, 4, NULL, S_ARTI_HEALRADF, 0, 0}, // S_ARTI_HEALRADE
+ {SPR_HRAD, 32783, 4, NULL, S_ARTI_HEALRAD1, 0, 0}, // S_ARTI_HEALRADF
+ {SPR_SPSH, 0, 8, NULL, S_SPLASH2, 0, 0}, // S_SPLASH1
+ {SPR_SPSH, 1, 8, NULL, S_SPLASH3, 0, 0}, // S_SPLASH2
+ {SPR_SPSH, 2, 8, NULL, S_SPLASH4, 0, 0}, // S_SPLASH3
+ {SPR_SPSH, 3, 16, NULL, S_NULL, 0, 0}, // S_SPLASH4
+ {SPR_SPSH, 3, 10, NULL, S_NULL, 0, 0}, // S_SPLASHX
+ {SPR_SPSH, 4, 5, NULL, S_SPLASHBASE2, 0, 0}, // S_SPLASHBASE1
+ {SPR_SPSH, 5, 5, NULL, S_SPLASHBASE3, 0, 0}, // S_SPLASHBASE2
+ {SPR_SPSH, 6, 5, NULL, S_SPLASHBASE4, 0, 0}, // S_SPLASHBASE3
+ {SPR_SPSH, 7, 5, NULL, S_SPLASHBASE5, 0, 0}, // S_SPLASHBASE4
+ {SPR_SPSH, 8, 5, NULL, S_SPLASHBASE6, 0, 0}, // S_SPLASHBASE5
+ {SPR_SPSH, 9, 5, NULL, S_SPLASHBASE7, 0, 0}, // S_SPLASHBASE6
+ {SPR_SPSH, 10, 5, NULL, S_NULL, 0, 0}, // S_SPLASHBASE7
+ {SPR_LVAS, 32768, 5, NULL, S_LAVASPLASH2, 0, 0}, // S_LAVASPLASH1
+ {SPR_LVAS, 32769, 5, NULL, S_LAVASPLASH3, 0, 0}, // S_LAVASPLASH2
+ {SPR_LVAS, 32770, 5, NULL, S_LAVASPLASH4, 0, 0}, // S_LAVASPLASH3
+ {SPR_LVAS, 32771, 5, NULL, S_LAVASPLASH5, 0, 0}, // S_LAVASPLASH4
+ {SPR_LVAS, 32772, 5, NULL, S_LAVASPLASH6, 0, 0}, // S_LAVASPLASH5
+ {SPR_LVAS, 32773, 5, NULL, S_NULL, 0, 0}, // S_LAVASPLASH6
+ {SPR_LVAS, 32774, 5, NULL, S_LAVASMOKE2, 0, 0}, // S_LAVASMOKE1
+ {SPR_LVAS, 32775, 5, NULL, S_LAVASMOKE3, 0, 0}, // S_LAVASMOKE2
+ {SPR_LVAS, 32776, 5, NULL, S_LAVASMOKE4, 0, 0}, // S_LAVASMOKE3
+ {SPR_LVAS, 32777, 5, NULL, S_LAVASMOKE5, 0, 0}, // S_LAVASMOKE4
+ {SPR_LVAS, 32778, 5, NULL, S_NULL, 0, 0}, // S_LAVASMOKE5
+ {SPR_SLDG, 0, 8, NULL, S_SLUDGECHUNK2, 0, 0}, // S_SLUDGECHUNK1
+ {SPR_SLDG, 1, 8, NULL, S_SLUDGECHUNK3, 0, 0}, // S_SLUDGECHUNK2
+ {SPR_SLDG, 2, 8, NULL, S_SLUDGECHUNK4, 0, 0}, // S_SLUDGECHUNK3
+ {SPR_SLDG, 3, 8, NULL, S_NULL, 0, 0}, // S_SLUDGECHUNK4
+ {SPR_SLDG, 3, 6, NULL, S_NULL, 0, 0}, // S_SLUDGECHUNKX
+ {SPR_SLDG, 4, 6, NULL, S_SLUDGESPLASH2, 0, 0}, // S_SLUDGESPLASH1
+ {SPR_SLDG, 5, 6, NULL, S_SLUDGESPLASH3, 0, 0}, // S_SLUDGESPLASH2
+ {SPR_SLDG, 6, 6, NULL, S_SLUDGESPLASH4, 0, 0}, // S_SLUDGESPLASH3
+ {SPR_SLDG, 7, 6, NULL, S_NULL, 0, 0}, // S_SLUDGESPLASH4
+ {SPR_STTW, 0, -1, NULL, S_NULL, 0, 0}, // S_ZWINGEDSTATUE1
+ {SPR_RCK1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZROCK1_1
+ {SPR_RCK2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZROCK2_1
+ {SPR_RCK3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZROCK3_1
+ {SPR_RCK4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZROCK4_1
+ {SPR_CDLR, 0, 4, NULL, S_ZCHANDELIER2, 0, 0}, // S_ZCHANDELIER1
+ {SPR_CDLR, 1, 4, NULL, S_ZCHANDELIER3, 0, 0}, // S_ZCHANDELIER2
+ {SPR_CDLR, 2, 4, NULL, S_ZCHANDELIER1, 0, 0}, // S_ZCHANDELIER3
+ {SPR_CDLR, 3, -1, NULL, S_NULL, 0, 0}, // S_ZCHANDELIER_U
+ {SPR_TRE1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTREEDEAD1
+ {SPR_TRE1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTREE
+ {SPR_TRDT, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTREEDESTRUCTIBLE1
+ {SPR_TRDT, 1, 5, NULL, S_ZTREEDES_D2, 0, 0}, // S_ZTREEDES_D1
+ {SPR_TRDT, 2, 5, A_Scream, S_ZTREEDES_D3, 0, 0}, // S_ZTREEDES_D2
+ {SPR_TRDT, 3, 5, NULL, S_ZTREEDES_D4, 0, 0}, // S_ZTREEDES_D3
+ {SPR_TRDT, 4, 5, NULL, S_ZTREEDES_D5, 0, 0}, // S_ZTREEDES_D4
+ {SPR_TRDT, 5, 5, NULL, S_ZTREEDES_D6, 0, 0}, // S_ZTREEDES_D5
+ {SPR_TRDT, 6, -1, NULL, S_NULL, 0, 0}, // S_ZTREEDES_D6
+ {SPR_TRDT, 32775, 5, NULL, S_ZTREEDES_X2, 0, 0}, // S_ZTREEDES_X1
+ {SPR_TRDT, 32776, 5, NULL, S_ZTREEDES_X3, 0, 0}, // S_ZTREEDES_X2
+ {SPR_TRDT, 32777, 5, NULL, S_ZTREEDES_X4, 0, 0}, // S_ZTREEDES_X3
+ {SPR_TRDT, 32778, 5, NULL, S_ZTREEDES_X5, 0, 0}, // S_ZTREEDES_X4
+ {SPR_TRDT, 32779, 5, NULL, S_ZTREEDES_X6, 0, 0}, // S_ZTREEDES_X5
+ {SPR_TRDT, 32780, 5, A_Explode, S_ZTREEDES_X7, 0, 0}, // S_ZTREEDES_X6
+ {SPR_TRDT, 32781, 5, NULL, S_ZTREEDES_X8, 0, 0}, // S_ZTREEDES_X7
+ {SPR_TRDT, 14, 5, NULL, S_ZTREEDES_X9, 0, 0}, // S_ZTREEDES_X8
+ {SPR_TRDT, 15, 5, NULL, S_ZTREEDES_X10, 0, 0}, // S_ZTREEDES_X9
+ {SPR_TRDT, 16, -1, NULL, S_NULL, 0, 0}, // S_ZTREEDES_X10
+ {SPR_TRE2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTREESWAMP182_1
+ {SPR_TRE3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTREESWAMP172_1
+ {SPR_STM1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTUMPBURNED1
+ {SPR_STM2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTUMPBARE1
+ {SPR_STM3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTUMPSWAMP1_1
+ {SPR_STM4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTUMPSWAMP2_1
+ {SPR_MSH1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHROOMLARGE1_1
+ {SPR_MSH2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHROOMLARGE2_1
+ {SPR_MSH3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHROOMLARGE3_1
+ {SPR_MSH4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHROOMSMALL1_1
+ {SPR_MSH5, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHROOMSMALL2_1
+ {SPR_MSH6, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHROOMSMALL3_1
+ {SPR_MSH7, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHROOMSMALL4_1
+ {SPR_MSH8, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHROOMSMALL5_1
+ {SPR_SGMP, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALAGMITEPILLAR1
+ {SPR_SGM1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALAGMITELARGE1
+ {SPR_SGM2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALAGMITEMEDIUM1
+ {SPR_SGM3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALAGMITESMALL1
+ {SPR_SLC1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALACTITELARGE1
+ {SPR_SLC2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALACTITEMEDIUM1
+ {SPR_SLC3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALACTITESMALL1
+ {SPR_MSS1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZMOSSCEILING1_1
+ {SPR_MSS2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZMOSSCEILING2_1
+ {SPR_SWMV, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSWAMPVINE1
+ {SPR_CPS1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZCORPSEKABOB1
+ {SPR_CPS2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZCORPSESLEEPING1
+ {SPR_TMS1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTOMBSTONERIP1
+ {SPR_TMS2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTOMBSTONESHANE1
+ {SPR_TMS3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTOMBSTONEBIGCROSS1
+ {SPR_TMS4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTOMBSTONEBRIANR1
+ {SPR_TMS5, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTOMBSTONECROSSCIRCLE1
+ {SPR_TMS6, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTOMBSTONESMALLCROSS1
+ {SPR_TMS7, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTOMBSTONEBRIANP1
+ {SPR_CPS3, 0, -1, NULL, S_NULL, 0, 0}, // S_CORPSEHANGING_1
+ {SPR_STT2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLEGREENTALL_1
+ {SPR_STT3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLEBLUETALL_1
+ {SPR_STT4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLEGREENSHORT_1
+ {SPR_STT5, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLEBLUESHORT_1
+ {SPR_GAR1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLESTRIPETALL_1
+ {SPR_GAR2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLEDARKREDTALL_1
+ {SPR_GAR3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLEREDTALL_1
+ {SPR_GAR4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLETANTALL_1
+ {SPR_GAR5, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLERUSTTALL_1
+ {SPR_GAR6, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLEDARKREDSHORT_1
+ {SPR_GAR7, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLEREDSHORT_1
+ {SPR_GAR8, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLETANSHORT_1
+ {SPR_GAR9, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTATUEGARGOYLERUSTSHORT_1
+ {SPR_BNR1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZBANNERTATTERED_1
+ {SPR_TRE4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTREELARGE1
+ {SPR_TRE5, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTREELARGE2
+ {SPR_TRE6, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTREEGNARLED1
+ {SPR_TRE7, 0, -1, NULL, S_NULL, 0, 0}, // S_ZTREEGNARLED2
+ {SPR_LOGG, 0, -1, NULL, S_NULL, 0, 0}, // S_ZLOG
+ {SPR_ICT1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALACTITEICELARGE
+ {SPR_ICT2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALACTITEICEMEDIUM
+ {SPR_ICT3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALACTITEICESMALL
+ {SPR_ICT4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALACTITEICETINY
+ {SPR_ICM1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALAGMITEICELARGE
+ {SPR_ICM2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALAGMITEICEMEDIUM
+ {SPR_ICM3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALAGMITEICESMALL
+ {SPR_ICM4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSTALAGMITEICETINY
+ {SPR_RKBL, 0, -1, NULL, S_NULL, 0, 0}, // S_ZROCKBROWN1
+ {SPR_RKBS, 0, -1, NULL, S_NULL, 0, 0}, // S_ZROCKBROWN2
+ {SPR_RKBK, 0, -1, NULL, S_NULL, 0, 0}, // S_ZROCKBLACK
+ {SPR_RBL1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZRUBBLE1
+ {SPR_RBL2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZRUBBLE2
+ {SPR_RBL3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZRUBBLE3
+ {SPR_VASE, 0, -1, NULL, S_NULL, 0, 0}, // S_ZVASEPILLAR
+ {SPR_POT1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZPOTTERY1
+ {SPR_POT2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZPOTTERY2
+ {SPR_POT3, 0, -1, NULL, S_NULL, 0, 0}, // S_ZPOTTERY3
+ {SPR_POT1, 0, 0, A_PotteryExplode, S_NULL, 0, 0}, // S_ZPOTTERY_EXPLODE
+ {SPR_PBIT, 0, -1, NULL, S_NULL, 0, 0}, // S_POTTERYBIT_1
+ {SPR_PBIT, 1, -1, NULL, S_NULL, 0, 0}, // S_POTTERYBIT_2
+ {SPR_PBIT, 2, -1, NULL, S_NULL, 0, 0}, // S_POTTERYBIT_3
+ {SPR_PBIT, 3, -1, NULL, S_NULL, 0, 0}, // S_POTTERYBIT_4
+ {SPR_PBIT, 4, -1, NULL, S_NULL, 0, 0}, // S_POTTERYBIT_5
+ {SPR_PBIT, 5, 0, A_PotteryChooseBit, S_NULL, 0, 0}, // S_POTTERYBIT_EX0
+ {SPR_PBIT, 5, 140, NULL, S_POTTERYBIT_EX1_2, 0, 0}, // S_POTTERYBIT_EX1
+ {SPR_PBIT, 5, 1, A_PotteryCheck, S_NULL, 0, 0}, // S_POTTERYBIT_EX1_2
+ {SPR_PBIT, 6, 140, NULL, S_POTTERYBIT_EX2_2, 0, 0}, // S_POTTERYBIT_EX2
+ {SPR_PBIT, 6, 1, A_PotteryCheck, S_NULL, 0, 0}, // S_POTTERYBIT_EX2_2
+ {SPR_PBIT, 7, 140, NULL, S_POTTERYBIT_EX3_2, 0, 0}, // S_POTTERYBIT_EX3
+ {SPR_PBIT, 7, 1, A_PotteryCheck, S_NULL, 0, 0}, // S_POTTERYBIT_EX3_2
+ {SPR_PBIT, 8, 140, NULL, S_POTTERYBIT_EX4_2, 0, 0}, // S_POTTERYBIT_EX4
+ {SPR_PBIT, 8, 1, A_PotteryCheck, S_NULL, 0, 0}, // S_POTTERYBIT_EX4_2
+ {SPR_PBIT, 9, 140, NULL, S_POTTERYBIT_EX5_2, 0, 0}, // S_POTTERYBIT_EX5
+ {SPR_PBIT, 9, 1, A_PotteryCheck, S_NULL, 0, 0}, // S_POTTERYBIT_EX5_2
+ {SPR_CPS4, 0, -1, NULL, S_NULL, 0, 0}, // S_ZCORPSELYNCHED1
+ {SPR_CPS5, 0, 140, A_CorpseBloodDrip, S_ZCORPSELYNCHED2, 0, 0}, // S_ZCORPSELYNCHED2
+ {SPR_CPS6, 0, -1, NULL, S_NULL, 0, 0}, // S_ZCORPSESITTING
+ {SPR_CPS6, 0, 1, A_CorpseExplode, S_NULL, 0, 0}, // S_ZCORPSESITTING_X
+ {SPR_CPB1, 0, -1, NULL, S_NULL, 0, 0}, // S_CORPSEBIT_1
+ {SPR_CPB2, 0, -1, NULL, S_NULL, 0, 0}, // S_CORPSEBIT_2
+ {SPR_CPB3, 0, -1, NULL, S_NULL, 0, 0}, // S_CORPSEBIT_3
+ {SPR_CPB4, 0, -1, NULL, S_NULL, 0, 0}, // S_CORPSEBIT_4
+ {SPR_BDRP, 0, -1, NULL, S_NULL, 0, 0}, // S_CORPSEBLOODDRIP
+ {SPR_BDSH, 0, 3, NULL, S_CORPSEBLOODDRIP_X2, 0, 0}, // S_CORPSEBLOODDRIP_X1
+ {SPR_BDSH, 1, 3, NULL, S_CORPSEBLOODDRIP_X3, 0, 0}, // S_CORPSEBLOODDRIP_X2
+ {SPR_BDSH, 2, 2, NULL, S_CORPSEBLOODDRIP_X4, 0, 0}, // S_CORPSEBLOODDRIP_X3
+ {SPR_BDSH, 3, 2, NULL, S_NULL, 0, 0}, // S_CORPSEBLOODDRIP_X4
+ {SPR_BDPL, 0, -1, NULL, S_NULL, 0, 0}, // S_BLOODPOOL
+ {SPR_CNDL, 32768, 4, NULL, S_ZCANDLE2, 0, 0}, // S_ZCANDLE1
+ {SPR_CNDL, 32769, 4, NULL, S_ZCANDLE3, 0, 0}, // S_ZCANDLE2
+ {SPR_CNDL, 32770, 4, NULL, S_ZCANDLE1, 0, 0}, // S_ZCANDLE3
+ {SPR_MAN1, 0, 20, A_LeafSpawn, S_ZLEAFSPAWNER, 0, 0}, // S_ZLEAFSPAWNER
+ {SPR_LEF1, 0, 4, NULL, S_LEAF1_2, 0, 0}, // S_LEAF1_1
+ {SPR_LEF1, 1, 4, NULL, S_LEAF1_3, 0, 0}, // S_LEAF1_2
+ {SPR_LEF1, 2, 4, NULL, S_LEAF1_4, 0, 0}, // S_LEAF1_3
+ {SPR_LEF1, 3, 4, A_LeafThrust, S_LEAF1_5, 0, 0}, // S_LEAF1_4
+ {SPR_LEF1, 4, 4, NULL, S_LEAF1_6, 0, 0}, // S_LEAF1_5
+ {SPR_LEF1, 5, 4, NULL, S_LEAF1_7, 0, 0}, // S_LEAF1_6
+ {SPR_LEF1, 6, 4, NULL, S_LEAF1_8, 0, 0}, // S_LEAF1_7
+ {SPR_LEF1, 7, 4, A_LeafThrust, S_LEAF1_9, 0, 0}, // S_LEAF1_8
+ {SPR_LEF1, 8, 4, NULL, S_LEAF1_10, 0, 0}, // S_LEAF1_9
+ {SPR_LEF1, 0, 4, NULL, S_LEAF1_11, 0, 0}, // S_LEAF1_10
+ {SPR_LEF1, 1, 4, NULL, S_LEAF1_12, 0, 0}, // S_LEAF1_11
+ {SPR_LEF1, 2, 4, A_LeafThrust, S_LEAF1_13, 0, 0}, // S_LEAF1_12
+ {SPR_LEF1, 3, 4, NULL, S_LEAF1_14, 0, 0}, // S_LEAF1_13
+ {SPR_LEF1, 4, 4, NULL, S_LEAF1_15, 0, 0}, // S_LEAF1_14
+ {SPR_LEF1, 5, 4, NULL, S_LEAF1_16, 0, 0}, // S_LEAF1_15
+ {SPR_LEF1, 6, 4, A_LeafThrust, S_LEAF1_17, 0, 0}, // S_LEAF1_16
+ {SPR_LEF1, 7, 4, NULL, S_LEAF1_18, 0, 0}, // S_LEAF1_17
+ {SPR_LEF1, 8, 4, NULL, S_NULL, 0, 0}, // S_LEAF1_18
+ {SPR_LEF3, 3, 10, A_LeafCheck, S_LEAF_X1, 0, 0}, // S_LEAF_X1
+ {SPR_LEF2, 0, 4, NULL, S_LEAF2_2, 0, 0}, // S_LEAF2_1
+ {SPR_LEF2, 1, 4, NULL, S_LEAF2_3, 0, 0}, // S_LEAF2_2
+ {SPR_LEF2, 2, 4, NULL, S_LEAF2_4, 0, 0}, // S_LEAF2_3
+ {SPR_LEF2, 3, 4, A_LeafThrust, S_LEAF2_5, 0, 0}, // S_LEAF2_4
+ {SPR_LEF2, 4, 4, NULL, S_LEAF2_6, 0, 0}, // S_LEAF2_5
+ {SPR_LEF2, 5, 4, NULL, S_LEAF2_7, 0, 0}, // S_LEAF2_6
+ {SPR_LEF2, 6, 4, NULL, S_LEAF2_8, 0, 0}, // S_LEAF2_7
+ {SPR_LEF2, 7, 4, A_LeafThrust, S_LEAF2_9, 0, 0}, // S_LEAF2_8
+ {SPR_LEF2, 8, 4, NULL, S_LEAF2_10, 0, 0}, // S_LEAF2_9
+ {SPR_LEF2, 0, 4, NULL, S_LEAF2_11, 0, 0}, // S_LEAF2_10
+ {SPR_LEF2, 1, 4, NULL, S_LEAF2_12, 0, 0}, // S_LEAF2_11
+ {SPR_LEF2, 2, 4, A_LeafThrust, S_LEAF2_13, 0, 0}, // S_LEAF2_12
+ {SPR_LEF2, 3, 4, NULL, S_LEAF2_14, 0, 0}, // S_LEAF2_13
+ {SPR_LEF2, 4, 4, NULL, S_LEAF2_15, 0, 0}, // S_LEAF2_14
+ {SPR_LEF2, 5, 4, NULL, S_LEAF2_16, 0, 0}, // S_LEAF2_15
+ {SPR_LEF2, 6, 4, A_LeafThrust, S_LEAF2_17, 0, 0}, // S_LEAF2_16
+ {SPR_LEF2, 7, 4, NULL, S_LEAF2_18, 0, 0}, // S_LEAF2_17
+ {SPR_LEF2, 8, 4, NULL, S_NULL, 0, 0}, // S_LEAF2_18
+ {SPR_TWTR, 32768, 4, NULL, S_ZTWINEDTORCH_2, 0, 0}, // S_ZTWINEDTORCH_1
+ {SPR_TWTR, 32769, 4, NULL, S_ZTWINEDTORCH_3, 0, 0}, // S_ZTWINEDTORCH_2
+ {SPR_TWTR, 32770, 4, NULL, S_ZTWINEDTORCH_4, 0, 0}, // S_ZTWINEDTORCH_3
+ {SPR_TWTR, 32771, 4, NULL, S_ZTWINEDTORCH_5, 0, 0}, // S_ZTWINEDTORCH_4
+ {SPR_TWTR, 32772, 4, NULL, S_ZTWINEDTORCH_6, 0, 0}, // S_ZTWINEDTORCH_5
+ {SPR_TWTR, 32773, 4, NULL, S_ZTWINEDTORCH_7, 0, 0}, // S_ZTWINEDTORCH_6
+ {SPR_TWTR, 32774, 4, NULL, S_ZTWINEDTORCH_8, 0, 0}, // S_ZTWINEDTORCH_7
+ {SPR_TWTR, 32775, 4, NULL, S_ZTWINEDTORCH_1, 0, 0}, // S_ZTWINEDTORCH_8
+ {SPR_TWTR, 8, -1, NULL, S_NULL, 0, 0}, // S_ZTWINEDTORCH_UNLIT
+ {SPR_TLGL, 0, 2, NULL, S_BRIDGE2, 0, 0}, // S_BRIDGE1
+ {SPR_TLGL, 0, 2, A_BridgeInit, S_BRIDGE3, 0, 0}, // S_BRIDGE2
+ {SPR_TLGL, 0, -1, NULL, S_NULL, 0, 0}, // S_BRIDGE3
+ {SPR_TLGL, 0, 2, NULL, S_FREE_BRIDGE2, 0, 0}, // S_FREE_BRIDGE1
+ {SPR_TLGL, 0, 300, NULL, S_NULL, 0, 0}, // S_FREE_BRIDGE2
+ {SPR_TLGL, 0, 2, NULL, S_BBALL2, 0, 0}, // S_BBALL1
+ {SPR_TLGL, 0, 5, A_BridgeOrbit, S_BBALL2, 0, 0}, // S_BBALL2
+ {SPR_WLTR, 32768, 5, NULL, S_ZWALLTORCH2, 0, 0}, // S_ZWALLTORCH1
+ {SPR_WLTR, 32769, 5, NULL, S_ZWALLTORCH3, 0, 0}, // S_ZWALLTORCH2
+ {SPR_WLTR, 32770, 5, NULL, S_ZWALLTORCH4, 0, 0}, // S_ZWALLTORCH3
+ {SPR_WLTR, 32771, 5, NULL, S_ZWALLTORCH5, 0, 0}, // S_ZWALLTORCH4
+ {SPR_WLTR, 32772, 5, NULL, S_ZWALLTORCH6, 0, 0}, // S_ZWALLTORCH5
+ {SPR_WLTR, 32773, 5, NULL, S_ZWALLTORCH7, 0, 0}, // S_ZWALLTORCH6
+ {SPR_WLTR, 32774, 5, NULL, S_ZWALLTORCH8, 0, 0}, // S_ZWALLTORCH7
+ {SPR_WLTR, 32775, 5, NULL, S_ZWALLTORCH1, 0, 0}, // S_ZWALLTORCH8
+ {SPR_WLTR, 8, -1, NULL, S_NULL, 0, 0}, // S_ZWALLTORCH_U
+ {SPR_BARL, 0, -1, NULL, S_NULL, 0, 0}, // S_ZBARREL1
+ {SPR_SHB1, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHRUB1
+ {SPR_SHB1, 0, 1, A_TreeDeath, S_ZSHRUB1, 0, 0}, // S_ZSHRUB1_DIE
+ {SPR_SHB1, 32769, 7, NULL, S_ZSHRUB1_X2, 0, 0}, // S_ZSHRUB1_X1
+ {SPR_SHB1, 32770, 6, A_Scream, S_ZSHRUB1_X3, 0, 0}, // S_ZSHRUB1_X2
+ {SPR_SHB1, 32771, 5, NULL, S_NULL, 0, 0}, // S_ZSHRUB1_X3
+ {SPR_SHB2, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSHRUB2
+ {SPR_SHB2, 0, 1, A_TreeDeath, S_ZSHRUB2, 0, 0}, // S_ZSHRUB2_DIE
+ {SPR_SHB2, 32769, 7, NULL, S_ZSHRUB2_X2, 0, 0}, // S_ZSHRUB2_X1
+ {SPR_SHB2, 32770, 6, A_Scream, S_ZSHRUB2_X3, 0, 0}, // S_ZSHRUB2_X2
+ {SPR_SHB2, 32771, 5, A_Explode, S_ZSHRUB2_X4, 0, 0}, // S_ZSHRUB2_X3
+ {SPR_SHB2, 32772, 5, NULL, S_NULL, 0, 0}, // S_ZSHRUB2_X4
+ {SPR_BCKT, 0, -1, NULL, S_NULL, 0, 0}, // S_ZBUCKET1
+ {SPR_SHRM, 0, 5, A_PoisonShroom, S_ZPOISONSHROOM_P2, 0, 0}, // S_ZPOISONSHROOM1
+ {SPR_SHRM, 0, 6, NULL, S_ZPOISONSHROOM_P2, 0, 0}, // S_ZPOISONSHROOM_P1
+ {SPR_SHRM, 1, 8, A_Pain, S_ZPOISONSHROOM1, 0, 0}, // S_ZPOISONSHROOM_P2
+ {SPR_SHRM, 2, 5, NULL, S_ZPOISONSHROOM_X2, 0, 0}, // S_ZPOISONSHROOM_X1
+ {SPR_SHRM, 3, 5, NULL, S_ZPOISONSHROOM_X3, 0, 0}, // S_ZPOISONSHROOM_X2
+ {SPR_SHRM, 4, 5, A_PoisonBagInit, S_ZPOISONSHROOM_X4, 0, 0}, // S_ZPOISONSHROOM_X3
+ {SPR_SHRM, 5, -1, NULL, S_NULL, 0, 0}, // S_ZPOISONSHROOM_X4
+ {SPR_FBUL, 32768, 4, NULL, S_ZFIREBULL2, 0, 0}, // S_ZFIREBULL1
+ {SPR_FBUL, 32769, 4, NULL, S_ZFIREBULL3, 0, 0}, // S_ZFIREBULL2
+ {SPR_FBUL, 32770, 4, NULL, S_ZFIREBULL4, 0, 0}, // S_ZFIREBULL3
+ {SPR_FBUL, 32771, 4, NULL, S_ZFIREBULL5, 0, 0}, // S_ZFIREBULL4
+ {SPR_FBUL, 32772, 4, NULL, S_ZFIREBULL6, 0, 0}, // S_ZFIREBULL5
+ {SPR_FBUL, 32773, 4, NULL, S_ZFIREBULL7, 0, 0}, // S_ZFIREBULL6
+ {SPR_FBUL, 32774, 4, NULL, S_ZFIREBULL1, 0, 0}, // S_ZFIREBULL7
+ {SPR_FBUL, 32777, 4, NULL, S_ZFIREBULL_DEATH2, 0, 0}, // S_ZFIREBULL_DEATH
+ {SPR_FBUL, 32776, 4, NULL, S_ZFIREBULL_U, 0, 0}, // S_ZFIREBULL_DEATH2
+ {SPR_FBUL, 7, -1, NULL, S_NULL, 0, 0}, // S_ZFIREBULL_U
+ {SPR_FBUL, 32776, 4, NULL, S_ZFIREBULL_BIRTH2, 0, 0}, // S_ZFIREBULL_BIRTH
+ {SPR_FBUL, 32777, 4, NULL, S_ZFIREBULL1, 0, 0}, // S_ZFIREBULL_BIRTH2
+ {SPR_FSKL, 32768, 4, NULL, S_ZFIRETHING2, 0, 0}, // S_ZFIRETHING1
+ {SPR_FSKL, 32769, 3, NULL, S_ZFIRETHING3, 0, 0}, // S_ZFIRETHING2
+ {SPR_FSKL, 32770, 4, NULL, S_ZFIRETHING4, 0, 0}, // S_ZFIRETHING3
+ {SPR_FSKL, 32771, 3, NULL, S_ZFIRETHING5, 0, 0}, // S_ZFIRETHING4
+ {SPR_FSKL, 32772, 4, NULL, S_ZFIRETHING6, 0, 0}, // S_ZFIRETHING5
+ {SPR_FSKL, 32773, 3, NULL, S_ZFIRETHING7, 0, 0}, // S_ZFIRETHING6
+ {SPR_FSKL, 32774, 4, NULL, S_ZFIRETHING8, 0, 0}, // S_ZFIRETHING7
+ {SPR_FSKL, 32775, 3, NULL, S_ZFIRETHING9, 0, 0}, // S_ZFIRETHING8
+ {SPR_FSKL, 32776, 4, NULL, S_ZFIRETHING1, 0, 0}, // S_ZFIRETHING9
+ {SPR_BRTR, 32768, 4, NULL, S_ZBRASSTORCH2, 0, 0}, // S_ZBRASSTORCH1
+ {SPR_BRTR, 32769, 4, NULL, S_ZBRASSTORCH3, 0, 0}, // S_ZBRASSTORCH2
+ {SPR_BRTR, 32770, 4, NULL, S_ZBRASSTORCH4, 0, 0}, // S_ZBRASSTORCH3
+ {SPR_BRTR, 32771, 4, NULL, S_ZBRASSTORCH5, 0, 0}, // S_ZBRASSTORCH4
+ {SPR_BRTR, 32772, 4, NULL, S_ZBRASSTORCH6, 0, 0}, // S_ZBRASSTORCH5
+ {SPR_BRTR, 32773, 4, NULL, S_ZBRASSTORCH7, 0, 0}, // S_ZBRASSTORCH6
+ {SPR_BRTR, 32774, 4, NULL, S_ZBRASSTORCH8, 0, 0}, // S_ZBRASSTORCH7
+ {SPR_BRTR, 32775, 4, NULL, S_ZBRASSTORCH9, 0, 0}, // S_ZBRASSTORCH8
+ {SPR_BRTR, 32776, 4, NULL, S_ZBRASSTORCH10, 0, 0}, // S_ZBRASSTORCH9
+ {SPR_BRTR, 32777, 4, NULL, S_ZBRASSTORCH11, 0, 0}, // S_ZBRASSTORCH10
+ {SPR_BRTR, 32778, 4, NULL, S_ZBRASSTORCH12, 0, 0}, // S_ZBRASSTORCH11
+ {SPR_BRTR, 32779, 4, NULL, S_ZBRASSTORCH13, 0, 0}, // S_ZBRASSTORCH12
+ {SPR_BRTR, 32780, 4, NULL, S_ZBRASSTORCH1, 0, 0}, // S_ZBRASSTORCH13
+ {SPR_SUIT, 0, -1, NULL, S_NULL, 0, 0}, // S_ZSUITOFARMOR
+ {SPR_SUIT, 0, 1, A_SoAExplode, S_NULL, 0, 0}, // S_ZSUITOFARMOR_X1
+ {SPR_SUIT, 1, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK1
+ {SPR_SUIT, 2, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK2
+ {SPR_SUIT, 3, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK3
+ {SPR_SUIT, 4, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK4
+ {SPR_SUIT, 5, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK5
+ {SPR_SUIT, 6, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK6
+ {SPR_SUIT, 7, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK7
+ {SPR_SUIT, 8, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK8
+ {SPR_SUIT, 9, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK9
+ {SPR_SUIT, 10, -1, NULL, S_NULL, 0, 0}, // S_ZARMORCHUNK10
+ {SPR_BBLL, 5, -1, NULL, S_NULL, 0, 0}, // S_ZBELL
+ {SPR_BBLL, 0, 4, A_BellReset1, S_ZBELL_X2, 0, 0}, // S_ZBELL_X1
+ {SPR_BBLL, 1, 4, NULL, S_ZBELL_X3, 0, 0}, // S_ZBELL_X2
+ {SPR_BBLL, 2, 4, NULL, S_ZBELL_X4, 0, 0}, // S_ZBELL_X3
+ {SPR_BBLL, 3, 5, A_Scream, S_ZBELL_X5, 0, 0}, // S_ZBELL_X4
+ {SPR_BBLL, 2, 4, NULL, S_ZBELL_X6, 0, 0}, // S_ZBELL_X5
+ {SPR_BBLL, 1, 4, NULL, S_ZBELL_X7, 0, 0}, // S_ZBELL_X6
+ {SPR_BBLL, 0, 3, NULL, S_ZBELL_X8, 0, 0}, // S_ZBELL_X7
+ {SPR_BBLL, 4, 4, NULL, S_ZBELL_X9, 0, 0}, // S_ZBELL_X8
+ {SPR_BBLL, 5, 5, NULL, S_ZBELL_X10, 0, 0}, // S_ZBELL_X9
+ {SPR_BBLL, 6, 6, A_Scream, S_ZBELL_X11, 0, 0}, // S_ZBELL_X10
+ {SPR_BBLL, 5, 5, NULL, S_ZBELL_X12, 0, 0}, // S_ZBELL_X11
+ {SPR_BBLL, 4, 4, NULL, S_ZBELL_X13, 0, 0}, // S_ZBELL_X12
+ {SPR_BBLL, 0, 4, NULL, S_ZBELL_X14, 0, 0}, // S_ZBELL_X13
+ {SPR_BBLL, 1, 5, NULL, S_ZBELL_X15, 0, 0}, // S_ZBELL_X14
+ {SPR_BBLL, 2, 5, NULL, S_ZBELL_X16, 0, 0}, // S_ZBELL_X15
+ {SPR_BBLL, 3, 6, A_Scream, S_ZBELL_X17, 0, 0}, // S_ZBELL_X16
+ {SPR_BBLL, 2, 5, NULL, S_ZBELL_X18, 0, 0}, // S_ZBELL_X17
+ {SPR_BBLL, 1, 5, NULL, S_ZBELL_X19, 0, 0}, // S_ZBELL_X18
+ {SPR_BBLL, 0, 4, NULL, S_ZBELL_X20, 0, 0}, // S_ZBELL_X19
+ {SPR_BBLL, 4, 5, NULL, S_ZBELL_X21, 0, 0}, // S_ZBELL_X20
+ {SPR_BBLL, 5, 5, NULL, S_ZBELL_X22, 0, 0}, // S_ZBELL_X21
+ {SPR_BBLL, 6, 7, A_Scream, S_ZBELL_X23, 0, 0}, // S_ZBELL_X22
+ {SPR_BBLL, 5, 5, NULL, S_ZBELL_X24, 0, 0}, // S_ZBELL_X23
+ {SPR_BBLL, 4, 5, NULL, S_ZBELL_X25, 0, 0}, // S_ZBELL_X24
+ {SPR_BBLL, 0, 5, NULL, S_ZBELL_X26, 0, 0}, // S_ZBELL_X25
+ {SPR_BBLL, 1, 6, NULL, S_ZBELL_X27, 0, 0}, // S_ZBELL_X26
+ {SPR_BBLL, 2, 6, NULL, S_ZBELL_X28, 0, 0}, // S_ZBELL_X27
+ {SPR_BBLL, 3, 7, A_Scream, S_ZBELL_X29, 0, 0}, // S_ZBELL_X28
+ {SPR_BBLL, 2, 6, NULL, S_ZBELL_X30, 0, 0}, // S_ZBELL_X29
+ {SPR_BBLL, 1, 6, NULL, S_ZBELL_X31, 0, 0}, // S_ZBELL_X30
+ {SPR_BBLL, 0, 5, NULL, S_ZBELL_X32, 0, 0}, // S_ZBELL_X31
+ {SPR_BBLL, 4, 6, NULL, S_ZBELL_X33, 0, 0}, // S_ZBELL_X32
+ {SPR_BBLL, 5, 6, NULL, S_ZBELL_X34, 0, 0}, // S_ZBELL_X33
+ {SPR_BBLL, 6, 7, A_Scream, S_ZBELL_X35, 0, 0}, // S_ZBELL_X34
+ {SPR_BBLL, 5, 6, NULL, S_ZBELL_X36, 0, 0}, // S_ZBELL_X35
+ {SPR_BBLL, 4, 6, NULL, S_ZBELL_X37, 0, 0}, // S_ZBELL_X36
+ {SPR_BBLL, 0, 6, NULL, S_ZBELL_X38, 0, 0}, // S_ZBELL_X37
+ {SPR_BBLL, 1, 6, NULL, S_ZBELL_X39, 0, 0}, // S_ZBELL_X38
+ {SPR_BBLL, 2, 6, NULL, S_ZBELL_X40, 0, 0}, // S_ZBELL_X39
+ {SPR_BBLL, 1, 7, NULL, S_ZBELL_X41, 0, 0}, // S_ZBELL_X40
+ {SPR_BBLL, 0, 8, NULL, S_ZBELL_X42, 0, 0}, // S_ZBELL_X41
+ {SPR_BBLL, 4, 12, NULL, S_ZBELL_X43, 0, 0}, // S_ZBELL_X42
+ {SPR_BBLL, 0, 10, NULL, S_ZBELL_X44, 0, 0}, // S_ZBELL_X43
+ {SPR_BBLL, 1, 12, NULL, S_ZBELL_X45, 0, 0}, // S_ZBELL_X44
+ {SPR_BBLL, 0, 12, NULL, S_ZBELL_X46, 0, 0}, // S_ZBELL_X45
+ {SPR_BBLL, 4, 14, NULL, S_ZBELL_X47, 0, 0}, // S_ZBELL_X46
+ {SPR_BBLL, 0, 1, A_BellReset2, S_ZBELL, 0, 0}, // S_ZBELL_X47
+ {SPR_CAND, 32768, 5, NULL, S_ZBLUE_CANDLE2, 0, 0}, // S_ZBLUE_CANDLE1
+ {SPR_CAND, 32769, 5, NULL, S_ZBLUE_CANDLE3, 0, 0}, // S_ZBLUE_CANDLE2
+ {SPR_CAND, 32770, 5, NULL, S_ZBLUE_CANDLE4, 0, 0}, // S_ZBLUE_CANDLE3
+ {SPR_CAND, 32771, 5, NULL, S_ZBLUE_CANDLE5, 0, 0}, // S_ZBLUE_CANDLE4
+ {SPR_CAND, 32772, 5, NULL, S_ZBLUE_CANDLE1, 0, 0}, // S_ZBLUE_CANDLE5
+ {SPR_IRON, 0, -1, NULL, S_NULL, 0, 0}, // S_ZIRON_MAIDEN
+ {SPR_XMAS, 0, -1, NULL, S_NULL, 0, 0}, // S_ZXMAS_TREE
+ {SPR_XMAS, 0, 4, A_TreeDeath, S_ZXMAS_TREE, 0, 0}, // S_ZXMAS_TREE_DIE
+ {SPR_XMAS, 32769, 6, NULL, S_ZXMAS_TREE_X2, 0, 0}, // S_ZXMAS_TREE_X1
+ {SPR_XMAS, 32770, 6, A_Scream, S_ZXMAS_TREE_X3, 0, 0}, // S_ZXMAS_TREE_X2
+ {SPR_XMAS, 32771, 5, NULL, S_ZXMAS_TREE_X4, 0, 0}, // S_ZXMAS_TREE_X3
+ {SPR_XMAS, 32772, 5, A_Explode, S_ZXMAS_TREE_X5, 0, 0}, // S_ZXMAS_TREE_X4
+ {SPR_XMAS, 32773, 5, NULL, S_ZXMAS_TREE_X6, 0, 0}, // S_ZXMAS_TREE_X5
+ {SPR_XMAS, 32774, 4, NULL, S_ZXMAS_TREE_X7, 0, 0}, // S_ZXMAS_TREE_X6
+ {SPR_XMAS, 7, 5, NULL, S_ZXMAS_TREE_X8, 0, 0}, // S_ZXMAS_TREE_X7
+ {SPR_XMAS, 8, 4, A_NoBlocking, S_ZXMAS_TREE_X9, 0, 0}, // S_ZXMAS_TREE_X8
+ {SPR_XMAS, 9, 4, NULL, S_ZXMAS_TREE_X10, 0, 0}, // S_ZXMAS_TREE_X9
+ {SPR_XMAS, 10, -1, NULL, S_NULL, 0, 0}, // S_ZXMAS_TREE_X10
+ {SPR_CDRN, 32769, 4, NULL, S_ZCAULDRON2, 0, 0}, // S_ZCAULDRON1
+ {SPR_CDRN, 32770, 4, NULL, S_ZCAULDRON3, 0, 0}, // S_ZCAULDRON2
+ {SPR_CDRN, 32771, 4, NULL, S_ZCAULDRON4, 0, 0}, // S_ZCAULDRON3
+ {SPR_CDRN, 32772, 4, NULL, S_ZCAULDRON5, 0, 0}, // S_ZCAULDRON4
+ {SPR_CDRN, 32773, 4, NULL, S_ZCAULDRON6, 0, 0}, // S_ZCAULDRON5
+ {SPR_CDRN, 32774, 4, NULL, S_ZCAULDRON7, 0, 0}, // S_ZCAULDRON6
+ {SPR_CDRN, 32775, 4, NULL, S_ZCAULDRON1, 0, 0}, // S_ZCAULDRON7
+ {SPR_CDRN, 0, -1, NULL, S_NULL, 0, 0}, // S_ZCAULDRON_U
+ {SPR_CHNS, 0, -1, NULL, S_NULL, 0, 0}, // S_ZCHAINBIT32
+ {SPR_CHNS, 1, -1, NULL, S_NULL, 0, 0}, // S_ZCHAINBIT64
+ {SPR_CHNS, 2, -1, NULL, S_NULL, 0, 0}, // S_ZCHAINEND_HEART
+ {SPR_CHNS, 3, -1, NULL, S_NULL, 0, 0}, // S_ZCHAINEND_HOOK1
+ {SPR_CHNS, 4, -1, NULL, S_NULL, 0, 0}, // S_ZCHAINEND_HOOK2
+ {SPR_CHNS, 5, -1, NULL, S_NULL, 0, 0}, // S_ZCHAINEND_SPIKE
+ {SPR_CHNS, 6, -1, NULL, S_NULL, 0, 0}, // S_ZCHAINEND_SKULL
+ {SPR_TST1, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT1
+ {SPR_TST2, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT2
+ {SPR_TST3, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT3
+ {SPR_TST4, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT4
+ {SPR_TST5, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT5
+ {SPR_TST6, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT6
+ {SPR_TST7, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT7
+ {SPR_TST8, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT8
+ {SPR_TST9, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT9
+ {SPR_TST0, 0, -1, NULL, S_NULL, 0, 0}, // S_TABLE_SHIT10
+ {SPR_TELE, 32768, 6, NULL, S_TFOG2, 0, 0}, // S_TFOG1
+ {SPR_TELE, 32769, 6, NULL, S_TFOG3, 0, 0}, // S_TFOG2
+ {SPR_TELE, 32770, 6, NULL, S_TFOG4, 0, 0}, // S_TFOG3
+ {SPR_TELE, 32771, 6, NULL, S_TFOG5, 0, 0}, // S_TFOG4
+ {SPR_TELE, 32772, 6, NULL, S_TFOG6, 0, 0}, // S_TFOG5
+ {SPR_TELE, 32773, 6, NULL, S_TFOG7, 0, 0}, // S_TFOG6
+ {SPR_TELE, 32774, 6, NULL, S_TFOG8, 0, 0}, // S_TFOG7
+ {SPR_TELE, 32775, 6, NULL, S_TFOG9, 0, 0}, // S_TFOG8
+ {SPR_TELE, 32774, 6, NULL, S_TFOG10, 0, 0}, // S_TFOG9
+ {SPR_TELE, 32773, 6, NULL, S_TFOG11, 0, 0}, // S_TFOG10
+ {SPR_TELE, 32772, 6, NULL, S_TFOG12, 0, 0}, // S_TFOG11
+ {SPR_TELE, 32771, 6, NULL, S_TFOG13, 0, 0}, // S_TFOG12
+ {SPR_TELE, 32770, 6, NULL, S_NULL, 0, 0}, // S_TFOG13
+ {SPR_TSMK, 0, 4, NULL, S_TELESMOKE2, 0, 0}, // S_TELESMOKE1
+ {SPR_TSMK, 1, 3, NULL, S_TELESMOKE3, 0, 0}, // S_TELESMOKE2
+ {SPR_TSMK, 2, 4, NULL, S_TELESMOKE4, 0, 0}, // S_TELESMOKE3
+ {SPR_TSMK, 3, 3, NULL, S_TELESMOKE5, 0, 0}, // S_TELESMOKE4
+ {SPR_TSMK, 4, 4, NULL, S_TELESMOKE6, 0, 0}, // S_TELESMOKE5
+ {SPR_TSMK, 5, 3, NULL, S_TELESMOKE7, 0, 0}, // S_TELESMOKE6
+ {SPR_TSMK, 6, 4, NULL, S_TELESMOKE8, 0, 0}, // S_TELESMOKE7
+ {SPR_TSMK, 7, 3, NULL, S_TELESMOKE9, 0, 0}, // S_TELESMOKE8
+ {SPR_TSMK, 8, 4, NULL, S_TELESMOKE10, 0, 0}, // S_TELESMOKE9
+ {SPR_TSMK, 9, 3, NULL, S_TELESMOKE11, 0, 0}, // S_TELESMOKE10
+ {SPR_TSMK, 10, 4, NULL, S_TELESMOKE12, 0, 0}, // S_TELESMOKE11
+ {SPR_TSMK, 11, 3, NULL, S_TELESMOKE13, 0, 0}, // S_TELESMOKE12
+ {SPR_TSMK, 12, 4, NULL, S_TELESMOKE14, 0, 0}, // S_TELESMOKE13
+ {SPR_TSMK, 13, 3, NULL, S_TELESMOKE15, 0, 0}, // S_TELESMOKE14
+ {SPR_TSMK, 14, 4, NULL, S_TELESMOKE16, 0, 0}, // S_TELESMOKE15
+ {SPR_TSMK, 15, 3, NULL, S_TELESMOKE17, 0, 0}, // S_TELESMOKE16
+ {SPR_TSMK, 16, 4, NULL, S_TELESMOKE18, 0, 0}, // S_TELESMOKE17
+ {SPR_TSMK, 17, 3, NULL, S_TELESMOKE19, 0, 0}, // S_TELESMOKE18
+ {SPR_TSMK, 18, 4, NULL, S_TELESMOKE20, 0, 0}, // S_TELESMOKE19
+ {SPR_TSMK, 19, 3, NULL, S_TELESMOKE21, 0, 0}, // S_TELESMOKE20
+ {SPR_TSMK, 20, 4, NULL, S_TELESMOKE22, 0, 0}, // S_TELESMOKE21
+ {SPR_TSMK, 21, 3, NULL, S_TELESMOKE23, 0, 0}, // S_TELESMOKE22
+ {SPR_TSMK, 22, 4, NULL, S_TELESMOKE24, 0, 0}, // S_TELESMOKE23
+ {SPR_TSMK, 23, 3, NULL, S_TELESMOKE25, 0, 0}, // S_TELESMOKE24
+ {SPR_TSMK, 24, 4, NULL, S_TELESMOKE26, 0, 0}, // S_TELESMOKE25
+ {SPR_TSMK, 25, 3, NULL, S_TELESMOKE1, 0, 0}, // S_TELESMOKE26
+ {SPR_FPCH, 0, 0, A_Light0, S_NULL, 0, 0}, // S_LIGHTDONE
+ {SPR_FPCH, 0, 1, A_WeaponReady, S_PUNCHREADY, 0, 0}, // S_PUNCHREADY
+ {SPR_FPCH, 0, 1, A_Lower, S_PUNCHDOWN, 0, 0}, // S_PUNCHDOWN
+ {SPR_FPCH, 0, 1, A_Raise, S_PUNCHUP, 0, 0}, // S_PUNCHUP
+ {SPR_FPCH, 1, 5, NULL, S_PUNCHATK1_2, 5, 40}, // S_PUNCHATK1_1
+ {SPR_FPCH, 2, 4, NULL, S_PUNCHATK1_3, 5, 40}, // S_PUNCHATK1_2
+ {SPR_FPCH, 3, 4, A_FPunchAttack, S_PUNCHATK1_4, 5, 40}, // S_PUNCHATK1_3
+ {SPR_FPCH, 2, 4, NULL, S_PUNCHATK1_5, 5, 40}, // S_PUNCHATK1_4
+ {SPR_FPCH, 1, 5, A_ReFire, S_PUNCHREADY, 5, 40}, // S_PUNCHATK1_5
+ {SPR_FPCH, 3, 4, NULL, S_PUNCHATK2_2, 5, 40}, // S_PUNCHATK2_1
+ {SPR_FPCH, 4, 4, NULL, S_PUNCHATK2_3, 5, 40}, // S_PUNCHATK2_2
+ {SPR_FPCH, 4, 1, NULL, S_PUNCHATK2_4, 15, 50}, // S_PUNCHATK2_3
+ {SPR_FPCH, 4, 1, NULL, S_PUNCHATK2_5, 25, 60}, // S_PUNCHATK2_4
+ {SPR_FPCH, 4, 1, NULL, S_PUNCHATK2_6, 35, 70}, // S_PUNCHATK2_5
+ {SPR_FPCH, 4, 1, NULL, S_PUNCHATK2_7, 45, 80}, // S_PUNCHATK2_6
+ {SPR_FPCH, 4, 1, NULL, S_PUNCHATK2_8, 55, 90}, // S_PUNCHATK2_7
+ {SPR_FPCH, 4, 1, NULL, S_PUNCHATK2_9, 65, 100}, // S_PUNCHATK2_8
+ {SPR_FPCH, 4, 10, NULL, S_PUNCHREADY, 0, 150}, // S_PUNCHATK2_9
+ {SPR_FHFX, 18, 4, NULL, S_PUNCHPUFF2, 0, 0}, // S_PUNCHPUFF1
+ {SPR_FHFX, 19, 4, NULL, S_PUNCHPUFF3, 0, 0}, // S_PUNCHPUFF2
+ {SPR_FHFX, 20, 4, NULL, S_PUNCHPUFF4, 0, 0}, // S_PUNCHPUFF3
+ {SPR_FHFX, 21, 4, NULL, S_PUNCHPUFF5, 0, 0}, // S_PUNCHPUFF4
+ {SPR_FHFX, 22, 4, NULL, S_NULL, 0, 0}, // S_PUNCHPUFF5
+ {SPR_WFAX, 0, -1, NULL, S_NULL, 0, 0}, // S_AXE
+ {SPR_FAXE, 0, 1, A_WeaponReady, S_FAXEREADY, 0, 0}, // S_FAXEREADY
+ {SPR_FAXE, 0, 1, A_Lower, S_FAXEDOWN, 0, 0}, // S_FAXEDOWN
+ {SPR_FAXE, 0, 1, A_Raise, S_FAXEUP, 0, 0}, // S_FAXEUP
+ {SPR_FAXE, 1, 4, NULL, S_FAXEATK_2, 15, 32}, // S_FAXEATK_1
+ {SPR_FAXE, 2, 3, NULL, S_FAXEATK_3, 15, 32}, // S_FAXEATK_2
+ {SPR_FAXE, 3, 2, NULL, S_FAXEATK_4, 15, 32}, // S_FAXEATK_3
+ {SPR_FAXE, 3, 1, A_FAxeAttack, S_FAXEATK_5, -5, 70}, // S_FAXEATK_4
+ {SPR_FAXE, 3, 2, NULL, S_FAXEATK_6, -25, 90}, // S_FAXEATK_5
+ {SPR_FAXE, 4, 1, NULL, S_FAXEATK_7, 15, 32}, // S_FAXEATK_6
+ {SPR_FAXE, 4, 2, NULL, S_FAXEATK_8, 10, 54}, // S_FAXEATK_7
+ {SPR_FAXE, 4, 7, NULL, S_FAXEATK_9, 10, 150}, // S_FAXEATK_8
+ {SPR_FAXE, 0, 1, A_ReFire, S_FAXEATK_10, 0, 60}, // S_FAXEATK_9
+ {SPR_FAXE, 0, 1, NULL, S_FAXEATK_11, 0, 52}, // S_FAXEATK_10
+ {SPR_FAXE, 0, 1, NULL, S_FAXEATK_12, 0, 44}, // S_FAXEATK_11
+ {SPR_FAXE, 0, 1, NULL, S_FAXEATK_13, 0, 36}, // S_FAXEATK_12
+ {SPR_FAXE, 0, 1, NULL, S_FAXEREADY, 0, 0}, // S_FAXEATK_13
+ {SPR_FAXE, 11, 1, A_WeaponReady, S_FAXEREADY_G1, 0, 0}, // S_FAXEREADY_G
+ {SPR_FAXE, 11, 1, A_WeaponReady, S_FAXEREADY_G2, 0, 0}, // S_FAXEREADY_G1
+ {SPR_FAXE, 11, 1, A_WeaponReady, S_FAXEREADY_G3, 0, 0}, // S_FAXEREADY_G2
+ {SPR_FAXE, 12, 1, A_WeaponReady, S_FAXEREADY_G4, 0, 0}, // S_FAXEREADY_G3
+ {SPR_FAXE, 12, 1, A_WeaponReady, S_FAXEREADY_G5, 0, 0}, // S_FAXEREADY_G4
+ {SPR_FAXE, 12, 1, A_WeaponReady, S_FAXEREADY_G, 0, 0}, // S_FAXEREADY_G5
+ {SPR_FAXE, 11, 1, A_Lower, S_FAXEDOWN_G, 0, 0}, // S_FAXEDOWN_G
+ {SPR_FAXE, 11, 1, A_Raise, S_FAXEUP_G, 0, 0}, // S_FAXEUP_G
+ {SPR_FAXE, 13, 4, NULL, S_FAXEATK_G2, 15, 32}, // S_FAXEATK_G1
+ {SPR_FAXE, 14, 3, NULL, S_FAXEATK_G3, 15, 32}, // S_FAXEATK_G2
+ {SPR_FAXE, 15, 2, NULL, S_FAXEATK_G4, 15, 32}, // S_FAXEATK_G3
+ {SPR_FAXE, 15, 1, A_FAxeAttack, S_FAXEATK_G5, -5, 70}, // S_FAXEATK_G4
+ {SPR_FAXE, 15, 2, NULL, S_FAXEATK_G6, -25, 90}, // S_FAXEATK_G5
+ {SPR_FAXE, 16, 1, NULL, S_FAXEATK_G7, 15, 32}, // S_FAXEATK_G6
+ {SPR_FAXE, 16, 2, NULL, S_FAXEATK_G8, 10, 54}, // S_FAXEATK_G7
+ {SPR_FAXE, 16, 7, NULL, S_FAXEATK_G9, 10, 150}, // S_FAXEATK_G8
+ {SPR_FAXE, 0, 1, A_ReFire, S_FAXEATK_G10, 0, 60}, // S_FAXEATK_G9
+ {SPR_FAXE, 0, 1, NULL, S_FAXEATK_G11, 0, 52}, // S_FAXEATK_G10
+ {SPR_FAXE, 0, 1, NULL, S_FAXEATK_G12, 0, 44}, // S_FAXEATK_G11
+ {SPR_FAXE, 0, 1, NULL, S_FAXEATK_G13, 0, 36}, // S_FAXEATK_G12
+ {SPR_FAXE, 0, 1, NULL, S_FAXEREADY_G, 0, 0}, // S_FAXEATK_G13
+ {SPR_FAXE, 32785, 4, NULL, S_AXEPUFF_GLOW2, 0, 0}, // S_AXEPUFF_GLOW1
+ {SPR_FAXE, 32786, 4, NULL, S_AXEPUFF_GLOW3, 0, 0}, // S_AXEPUFF_GLOW2
+ {SPR_FAXE, 32787, 4, NULL, S_AXEPUFF_GLOW4, 0, 0}, // S_AXEPUFF_GLOW3
+ {SPR_FAXE, 32788, 4, NULL, S_AXEPUFF_GLOW5, 0, 0}, // S_AXEPUFF_GLOW4
+ {SPR_FAXE, 32789, 4, NULL, S_AXEPUFF_GLOW6, 0, 0}, // S_AXEPUFF_GLOW5
+ {SPR_FAXE, 32790, 4, NULL, S_AXEPUFF_GLOW7, 0, 0}, // S_AXEPUFF_GLOW6
+ {SPR_FAXE, 32791, 4, NULL, S_NULL, 0, 0}, // S_AXEPUFF_GLOW7
+ {SPR_FAXE, 5, 3, NULL, S_AXEBLOOD2, 0, 0}, // S_AXEBLOOD1
+ {SPR_FAXE, 6, 3, NULL, S_AXEBLOOD3, 0, 0}, // S_AXEBLOOD2
+ {SPR_FAXE, 7, 3, NULL, S_AXEBLOOD4, 0, 0}, // S_AXEBLOOD3
+ {SPR_FAXE, 8, 3, NULL, S_AXEBLOOD5, 0, 0}, // S_AXEBLOOD4
+ {SPR_FAXE, 9, 3, NULL, S_AXEBLOOD6, 0, 0}, // S_AXEBLOOD5
+ {SPR_FAXE, 10, 3, NULL, S_NULL, 0, 0}, // S_AXEBLOOD6
+ {SPR_WFHM, 0, -1, NULL, S_NULL, 0, 0}, // S_HAMM
+ {SPR_FHMR, 0, 1, A_WeaponReady, S_FHAMMERREADY, 0, 0}, // S_FHAMMERREADY
+ {SPR_FHMR, 0, 1, A_Lower, S_FHAMMERDOWN, 0, 0}, // S_FHAMMERDOWN
+ {SPR_FHMR, 0, 1, A_Raise, S_FHAMMERUP, 0, 0}, // S_FHAMMERUP
+ {SPR_FHMR, 1, 6, NULL, S_FHAMMERATK_2, 5, 0}, // S_FHAMMERATK_1
+ {SPR_FHMR, 2, 3, A_FHammerAttack, S_FHAMMERATK_3, 5, 0}, // S_FHAMMERATK_2
+ {SPR_FHMR, 3, 3, NULL, S_FHAMMERATK_4, 5, 0}, // S_FHAMMERATK_3
+ {SPR_FHMR, 4, 2, NULL, S_FHAMMERATK_5, 5, 0}, // S_FHAMMERATK_4
+ {SPR_FHMR, 4, 10, A_FHammerThrow, S_FHAMMERATK_6, 5, 150}, // S_FHAMMERATK_5
+ {SPR_FHMR, 0, 1, NULL, S_FHAMMERATK_7, 0, 60}, // S_FHAMMERATK_6
+ {SPR_FHMR, 0, 1, NULL, S_FHAMMERATK_8, 0, 55}, // S_FHAMMERATK_7
+ {SPR_FHMR, 0, 1, NULL, S_FHAMMERATK_9, 0, 50}, // S_FHAMMERATK_8
+ {SPR_FHMR, 0, 1, NULL, S_FHAMMERATK_10, 0, 45}, // S_FHAMMERATK_9
+ {SPR_FHMR, 0, 1, NULL, S_FHAMMERATK_11, 0, 40}, // S_FHAMMERATK_10
+ {SPR_FHMR, 0, 1, NULL, S_FHAMMERATK_12, 0, 35}, // S_FHAMMERATK_11
+ {SPR_FHMR, 0, 1, NULL, S_FHAMMERREADY, 0, 0}, // S_FHAMMERATK_12
+ {SPR_FHFX, 32768, 2, NULL, S_HAMMER_MISSILE_2, 0, 0}, // S_HAMMER_MISSILE_1
+ {SPR_FHFX, 32769, 2, A_ContMobjSound, S_HAMMER_MISSILE_3, 0, 0}, // S_HAMMER_MISSILE_2
+ {SPR_FHFX, 32770, 2, NULL, S_HAMMER_MISSILE_4, 0, 0}, // S_HAMMER_MISSILE_3
+ {SPR_FHFX, 32771, 2, NULL, S_HAMMER_MISSILE_5, 0, 0}, // S_HAMMER_MISSILE_4
+ {SPR_FHFX, 32772, 2, NULL, S_HAMMER_MISSILE_6, 0, 0}, // S_HAMMER_MISSILE_5
+ {SPR_FHFX, 32773, 2, NULL, S_HAMMER_MISSILE_7, 0, 0}, // S_HAMMER_MISSILE_6
+ {SPR_FHFX, 32774, 2, NULL, S_HAMMER_MISSILE_8, 0, 0}, // S_HAMMER_MISSILE_7
+ {SPR_FHFX, 32775, 2, NULL, S_HAMMER_MISSILE_1, 0, 0}, // S_HAMMER_MISSILE_8
+ {SPR_FHFX, 32776, 3, NULL, S_HAMMER_MISSILE_X2, 0, 0}, // S_HAMMER_MISSILE_X1
+ {SPR_FHFX, 32777, 3, NULL, S_HAMMER_MISSILE_X3, 0, 0}, // S_HAMMER_MISSILE_X2
+ {SPR_FHFX, 32778, 3, A_Explode, S_HAMMER_MISSILE_X4, 0, 0}, // S_HAMMER_MISSILE_X3
+ {SPR_FHFX, 32779, 3, NULL, S_HAMMER_MISSILE_X5, 0, 0}, // S_HAMMER_MISSILE_X4
+ {SPR_FHFX, 32780, 3, NULL, S_HAMMER_MISSILE_X6, 0, 0}, // S_HAMMER_MISSILE_X5
+ {SPR_FHFX, 13, 3, NULL, S_HAMMER_MISSILE_X7, 0, 0}, // S_HAMMER_MISSILE_X6
+ {SPR_FHFX, 32782, 3, NULL, S_HAMMER_MISSILE_X8, 0, 0}, // S_HAMMER_MISSILE_X7
+ {SPR_FHFX, 32783, 3, NULL, S_HAMMER_MISSILE_X9, 0, 0}, // S_HAMMER_MISSILE_X8
+ {SPR_FHFX, 32784, 3, NULL, S_HAMMER_MISSILE_X10, 0, 0}, // S_HAMMER_MISSILE_X9
+ {SPR_FHFX, 32785, 3, NULL, S_NULL, 0, 0}, // S_HAMMER_MISSILE_X10
+ {SPR_FHFX, 18, 4, NULL, S_HAMMERPUFF2, 0, 0}, // S_HAMMERPUFF1
+ {SPR_FHFX, 19, 4, NULL, S_HAMMERPUFF3, 0, 0}, // S_HAMMERPUFF2
+ {SPR_FHFX, 20, 4, NULL, S_HAMMERPUFF4, 0, 0}, // S_HAMMERPUFF3
+ {SPR_FHFX, 21, 4, NULL, S_HAMMERPUFF5, 0, 0}, // S_HAMMERPUFF4
+ {SPR_FHFX, 22, 4, NULL, S_NULL, 0, 0}, // S_HAMMERPUFF5
+ {SPR_FSRD, 32768, 1, A_WeaponReady, S_FSWORDREADY1, 0, 0}, // S_FSWORDREADY
+ {SPR_FSRD, 32768, 1, A_WeaponReady, S_FSWORDREADY2, 0, 0}, // S_FSWORDREADY1
+ {SPR_FSRD, 32768, 1, A_WeaponReady, S_FSWORDREADY3, 0, 0}, // S_FSWORDREADY2
+ {SPR_FSRD, 32768, 1, A_WeaponReady, S_FSWORDREADY4, 0, 0}, // S_FSWORDREADY3
+ {SPR_FSRD, 32769, 1, A_WeaponReady, S_FSWORDREADY5, 0, 0}, // S_FSWORDREADY4
+ {SPR_FSRD, 32769, 1, A_WeaponReady, S_FSWORDREADY6, 0, 0}, // S_FSWORDREADY5
+ {SPR_FSRD, 32769, 1, A_WeaponReady, S_FSWORDREADY7, 0, 0}, // S_FSWORDREADY6
+ {SPR_FSRD, 32769, 1, A_WeaponReady, S_FSWORDREADY8, 0, 0}, // S_FSWORDREADY7
+ {SPR_FSRD, 32770, 1, A_WeaponReady, S_FSWORDREADY9, 0, 0}, // S_FSWORDREADY8
+ {SPR_FSRD, 32770, 1, A_WeaponReady, S_FSWORDREADY10, 0, 0}, // S_FSWORDREADY9
+ {SPR_FSRD, 32770, 1, A_WeaponReady, S_FSWORDREADY11, 0, 0}, // S_FSWORDREADY10
+ {SPR_FSRD, 32770, 1, A_WeaponReady, S_FSWORDREADY, 0, 0}, // S_FSWORDREADY11
+ {SPR_FSRD, 32768, 1, A_Lower, S_FSWORDDOWN, 0, 0}, // S_FSWORDDOWN
+ {SPR_FSRD, 32768, 1, A_Raise, S_FSWORDUP, 0, 0}, // S_FSWORDUP
+ {SPR_FSRD, 32771, 3, NULL, S_FSWORDATK_2, 5, 36}, // S_FSWORDATK_1
+ {SPR_FSRD, 32772, 3, NULL, S_FSWORDATK_3, 5, 36}, // S_FSWORDATK_2
+ {SPR_FSRD, 32773, 2, NULL, S_FSWORDATK_4, 5, 36}, // S_FSWORDATK_3
+ {SPR_FSRD, 32774, 3, A_FSwordAttack, S_FSWORDATK_5, 5, 36}, // S_FSWORDATK_4
+ {SPR_FSRD, 32775, 2, NULL, S_FSWORDATK_6, 5, 36}, // S_FSWORDATK_5
+ {SPR_FSRD, 32776, 2, NULL, S_FSWORDATK_7, 5, 36}, // S_FSWORDATK_6
+ {SPR_FSRD, 32776, 10, NULL, S_FSWORDATK_8, 5, 150}, // S_FSWORDATK_7
+ {SPR_FSRD, 32768, 1, NULL, S_FSWORDATK_9, 5, 60}, // S_FSWORDATK_8
+ {SPR_FSRD, 32769, 1, NULL, S_FSWORDATK_10, 5, 55}, // S_FSWORDATK_9
+ {SPR_FSRD, 32770, 1, NULL, S_FSWORDATK_11, 5, 50}, // S_FSWORDATK_10
+ {SPR_FSRD, 32768, 1, NULL, S_FSWORDATK_12, 5, 45}, // S_FSWORDATK_11
+ {SPR_FSRD, 32769, 1, NULL, S_FSWORDREADY, 5, 40}, // S_FSWORDATK_12
+ {SPR_FSFX, 32768, 3, NULL, S_FSWORD_MISSILE2, 0, 0}, // S_FSWORD_MISSILE1
+ {SPR_FSFX, 32769, 3, NULL, S_FSWORD_MISSILE3, 0, 0}, // S_FSWORD_MISSILE2
+ {SPR_FSFX, 32770, 3, NULL, S_FSWORD_MISSILE1, 0, 0}, // S_FSWORD_MISSILE3
+ {SPR_FSFX, 32771, 4, NULL, S_FSWORD_MISSILE_X2, 0, 0}, // S_FSWORD_MISSILE_X1
+ {SPR_FSFX, 32772, 3, A_FSwordFlames, S_FSWORD_MISSILE_X3, 0, 0}, // S_FSWORD_MISSILE_X2
+ {SPR_FSFX, 32773, 4, A_Explode, S_FSWORD_MISSILE_X4, 0, 0}, // S_FSWORD_MISSILE_X3
+ {SPR_FSFX, 32774, 3, NULL, S_FSWORD_MISSILE_X5, 0, 0}, // S_FSWORD_MISSILE_X4
+ {SPR_FSFX, 32775, 4, NULL, S_FSWORD_MISSILE_X6, 0, 0}, // S_FSWORD_MISSILE_X5
+ {SPR_FSFX, 32776, 3, NULL, S_FSWORD_MISSILE_X7, 0, 0}, // S_FSWORD_MISSILE_X6
+ {SPR_FSFX, 32777, 4, NULL, S_FSWORD_MISSILE_X8, 0, 0}, // S_FSWORD_MISSILE_X7
+ {SPR_FSFX, 32778, 3, NULL, S_FSWORD_MISSILE_X9, 0, 0}, // S_FSWORD_MISSILE_X8
+ {SPR_FSFX, 32779, 3, NULL, S_FSWORD_MISSILE_X10, 0, 0}, // S_FSWORD_MISSILE_X9
+ {SPR_FSFX, 32780, 3, NULL, S_NULL, 0, 0}, // S_FSWORD_MISSILE_X10
+ {SPR_FSFX, 32781, 3, NULL, S_FSWORD_FLAME2, 0, 0}, // S_FSWORD_FLAME1
+ {SPR_FSFX, 32782, 3, NULL, S_FSWORD_FLAME3, 0, 0}, // S_FSWORD_FLAME2
+ {SPR_FSFX, 32783, 3, NULL, S_FSWORD_FLAME4, 0, 0}, // S_FSWORD_FLAME3
+ {SPR_FSFX, 32784, 3, NULL, S_FSWORD_FLAME5, 0, 0}, // S_FSWORD_FLAME4
+ {SPR_FSFX, 32785, 3, NULL, S_FSWORD_FLAME6, 0, 0}, // S_FSWORD_FLAME5
+ {SPR_FSFX, 32786, 3, NULL, S_FSWORD_FLAME7, 0, 0}, // S_FSWORD_FLAME6
+ {SPR_FSFX, 32787, 3, NULL, S_FSWORD_FLAME8, 0, 0}, // S_FSWORD_FLAME7
+ {SPR_FSFX, 32788, 3, NULL, S_FSWORD_FLAME9, 0, 0}, // S_FSWORD_FLAME8
+ {SPR_FSFX, 32789, 3, NULL, S_FSWORD_FLAME10, 0, 0}, // S_FSWORD_FLAME9
+ {SPR_FSFX, 32790, 3, NULL, S_NULL, 0, 0}, // S_FSWORD_FLAME10
+ {SPR_CMCE, 0, 1, A_WeaponReady, S_CMACEREADY, 0, 0}, // S_CMACEREADY
+ {SPR_CMCE, 0, 1, A_Lower, S_CMACEDOWN, 0, 0}, // S_CMACEDOWN
+ {SPR_CMCE, 0, 1, A_Raise, S_CMACEUP, 0, 0}, // S_CMACEUP
+ {SPR_CMCE, 1, 2, NULL, S_CMACEATK_2, 60, 20}, // S_CMACEATK_1
+ {SPR_CMCE, 1, 1, NULL, S_CMACEATK_3, 30, 33}, // S_CMACEATK_2
+ {SPR_CMCE, 1, 2, NULL, S_CMACEATK_4, 8, 45}, // S_CMACEATK_3
+ {SPR_CMCE, 2, 1, NULL, S_CMACEATK_5, 8, 45}, // S_CMACEATK_4
+ {SPR_CMCE, 3, 1, NULL, S_CMACEATK_6, 8, 45}, // S_CMACEATK_5
+ {SPR_CMCE, 4, 1, NULL, S_CMACEATK_7, 8, 45}, // S_CMACEATK_6
+ {SPR_CMCE, 4, 1, A_CMaceAttack, S_CMACEATK_8, -11, 58}, // S_CMACEATK_7
+ {SPR_CMCE, 5, 1, NULL, S_CMACEATK_9, 8, 45}, // S_CMACEATK_8
+ {SPR_CMCE, 5, 2, NULL, S_CMACEATK_10, -8, 74}, // S_CMACEATK_9
+ {SPR_CMCE, 5, 1, NULL, S_CMACEATK_11, -20, 96}, // S_CMACEATK_10
+ {SPR_CMCE, 5, 8, NULL, S_CMACEATK_12, -33, 160}, // S_CMACEATK_11
+ {SPR_CMCE, 0, 2, A_ReFire, S_CMACEATK_13, 8, 75}, // S_CMACEATK_12
+ {SPR_CMCE, 0, 1, NULL, S_CMACEATK_14, 8, 65}, // S_CMACEATK_13
+ {SPR_CMCE, 0, 2, NULL, S_CMACEATK_15, 8, 60}, // S_CMACEATK_14
+ {SPR_CMCE, 0, 1, NULL, S_CMACEATK_16, 8, 55}, // S_CMACEATK_15
+ {SPR_CMCE, 0, 2, NULL, S_CMACEATK_17, 8, 50}, // S_CMACEATK_16
+ {SPR_CMCE, 0, 1, NULL, S_CMACEREADY, 8, 45}, // S_CMACEATK_17
+ {SPR_WCSS, 0, -1, NULL, S_NULL, 0, 0}, // S_CSTAFF
+ {SPR_CSSF, 2, 4, NULL, S_CSTAFFREADY1, 0, 0}, // S_CSTAFFREADY
+ {SPR_CSSF, 1, 3, A_CStaffInitBlink, S_CSTAFFREADY2, 0, 0}, // S_CSTAFFREADY1
+ {SPR_CSSF, 0, 1, A_WeaponReady, S_CSTAFFREADY3, 0, 0}, // S_CSTAFFREADY2
+ {SPR_CSSF, 0, 1, A_WeaponReady, S_CSTAFFREADY4, 0, 0}, // S_CSTAFFREADY3
+ {SPR_CSSF, 0, 1, A_WeaponReady, S_CSTAFFREADY5, 0, 0}, // S_CSTAFFREADY4
+ {SPR_CSSF, 0, 1, A_WeaponReady, S_CSTAFFREADY6, 0, 0}, // S_CSTAFFREADY5
+ {SPR_CSSF, 0, 1, A_WeaponReady, S_CSTAFFREADY7, 0, 0}, // S_CSTAFFREADY6
+ {SPR_CSSF, 0, 1, A_WeaponReady, S_CSTAFFREADY8, 0, 0}, // S_CSTAFFREADY7
+ {SPR_CSSF, 0, 1, A_WeaponReady, S_CSTAFFREADY9, 0, 0}, // S_CSTAFFREADY8
+ {SPR_CSSF, 0, 1, A_CStaffCheckBlink, S_CSTAFFREADY2, 0, 0}, // S_CSTAFFREADY9
+ {SPR_CSSF, 1, 1, A_WeaponReady, S_CSTAFFBLINK2, 0, 0}, // S_CSTAFFBLINK1
+ {SPR_CSSF, 1, 1, A_WeaponReady, S_CSTAFFBLINK3, 0, 0}, // S_CSTAFFBLINK2
+ {SPR_CSSF, 1, 1, A_WeaponReady, S_CSTAFFBLINK4, 0, 0}, // S_CSTAFFBLINK3
+ {SPR_CSSF, 2, 1, A_WeaponReady, S_CSTAFFBLINK5, 0, 0}, // S_CSTAFFBLINK4
+ {SPR_CSSF, 2, 1, A_WeaponReady, S_CSTAFFBLINK6, 0, 0}, // S_CSTAFFBLINK5
+ {SPR_CSSF, 2, 1, A_WeaponReady, S_CSTAFFBLINK7, 0, 0}, // S_CSTAFFBLINK6
+ {SPR_CSSF, 2, 1, A_WeaponReady, S_CSTAFFBLINK8, 0, 0}, // S_CSTAFFBLINK7
+ {SPR_CSSF, 2, 1, A_WeaponReady, S_CSTAFFBLINK9, 0, 0}, // S_CSTAFFBLINK8
+ {SPR_CSSF, 1, 1, A_WeaponReady, S_CSTAFFBLINK10, 0, 0}, // S_CSTAFFBLINK9
+ {SPR_CSSF, 1, 1, A_WeaponReady, S_CSTAFFBLINK11, 0, 0}, // S_CSTAFFBLINK10
+ {SPR_CSSF, 1, 1, A_WeaponReady, S_CSTAFFREADY2, 0, 0}, // S_CSTAFFBLINK11
+ {SPR_CSSF, 1, 3, NULL, S_CSTAFFDOWN2, 0, 0}, // S_CSTAFFDOWN
+ {SPR_CSSF, 2, 4, NULL, S_CSTAFFDOWN3, 0, 0}, // S_CSTAFFDOWN2
+ {SPR_CSSF, 2, 1, A_Lower, S_CSTAFFDOWN3, 0, 0}, // S_CSTAFFDOWN3
+ {SPR_CSSF, 2, 1, A_Raise, S_CSTAFFUP, 0, 0}, // S_CSTAFFUP
+ {SPR_CSSF, 0, 1, A_CStaffCheck, S_CSTAFFATK_2, 0, 45}, // S_CSTAFFATK_1
+ {SPR_CSSF, 9, 1, A_CStaffAttack, S_CSTAFFATK_3, 0, 50}, // S_CSTAFFATK_2
+ {SPR_CSSF, 9, 2, NULL, S_CSTAFFATK_4, 0, 50}, // S_CSTAFFATK_3
+ {SPR_CSSF, 9, 2, NULL, S_CSTAFFATK_5, 0, 45}, // S_CSTAFFATK_4
+ {SPR_CSSF, 0, 2, NULL, S_CSTAFFATK_6, 0, 40}, // S_CSTAFFATK_5
+ {SPR_CSSF, 0, 2, NULL, S_CSTAFFREADY2, 0, 36}, // S_CSTAFFATK_6
+ {SPR_CSSF, 10, 10, NULL, S_CSTAFFREADY2, 0, 36}, // S_CSTAFFATK2_1
+ {SPR_CSSF, 32771, 1, A_CStaffMissileSlither, S_CSTAFF_MISSILE2, 0, 0}, // S_CSTAFF_MISSILE1
+ {SPR_CSSF, 32771, 1, A_CStaffMissileSlither, S_CSTAFF_MISSILE3, 0, 0}, // S_CSTAFF_MISSILE2
+ {SPR_CSSF, 32772, 1, A_CStaffMissileSlither, S_CSTAFF_MISSILE4, 0, 0}, // S_CSTAFF_MISSILE3
+ {SPR_CSSF, 32772, 1, A_CStaffMissileSlither, S_CSTAFF_MISSILE1, 0, 0}, // S_CSTAFF_MISSILE4
+ {SPR_CSSF, 32773, 4, NULL, S_CSTAFF_MISSILE_X2, 0, 0}, // S_CSTAFF_MISSILE_X1
+ {SPR_CSSF, 32774, 4, NULL, S_CSTAFF_MISSILE_X3, 0, 0}, // S_CSTAFF_MISSILE_X2
+ {SPR_CSSF, 32775, 3, NULL, S_CSTAFF_MISSILE_X4, 0, 0}, // S_CSTAFF_MISSILE_X3
+ {SPR_CSSF, 32776, 3, NULL, S_NULL, 0, 0}, // S_CSTAFF_MISSILE_X4
+ {SPR_FHFX, 18, 4, NULL, S_CSTAFFPUFF2, 0, 0}, // S_CSTAFFPUFF1
+ {SPR_FHFX, 19, 4, NULL, S_CSTAFFPUFF3, 0, 0}, // S_CSTAFFPUFF2
+ {SPR_FHFX, 20, 4, NULL, S_CSTAFFPUFF4, 0, 0}, // S_CSTAFFPUFF3
+ {SPR_FHFX, 21, 4, NULL, S_CSTAFFPUFF5, 0, 0}, // S_CSTAFFPUFF4
+ {SPR_FHFX, 22, 4, NULL, S_NULL, 0, 0}, // S_CSTAFFPUFF5
+ {SPR_WCFM, 32768, 4, NULL, S_CFLAME2, 0, 0}, // S_CFLAME1
+ {SPR_WCFM, 32769, 4, NULL, S_CFLAME3, 0, 0}, // S_CFLAME2
+ {SPR_WCFM, 32770, 4, NULL, S_CFLAME4, 0, 0}, // S_CFLAME3
+ {SPR_WCFM, 32771, 4, NULL, S_CFLAME5, 0, 0}, // S_CFLAME4
+ {SPR_WCFM, 32772, 4, NULL, S_CFLAME6, 0, 0}, // S_CFLAME5
+ {SPR_WCFM, 32773, 4, NULL, S_CFLAME7, 0, 0}, // S_CFLAME6
+ {SPR_WCFM, 32774, 4, NULL, S_CFLAME8, 0, 0}, // S_CFLAME7
+ {SPR_WCFM, 32775, 4, NULL, S_CFLAME1, 0, 0}, // S_CFLAME8
+ {SPR_CFLM, 0, 1, A_WeaponReady, S_CFLAMEREADY2, 0, 0}, // S_CFLAMEREADY1
+ {SPR_CFLM, 0, 1, A_WeaponReady, S_CFLAMEREADY3, 0, 0}, // S_CFLAMEREADY2
+ {SPR_CFLM, 0, 1, A_WeaponReady, S_CFLAMEREADY4, 0, 0}, // S_CFLAMEREADY3
+ {SPR_CFLM, 0, 1, A_WeaponReady, S_CFLAMEREADY5, 0, 0}, // S_CFLAMEREADY4
+ {SPR_CFLM, 1, 1, A_WeaponReady, S_CFLAMEREADY6, 0, 0}, // S_CFLAMEREADY5
+ {SPR_CFLM, 1, 1, A_WeaponReady, S_CFLAMEREADY7, 0, 0}, // S_CFLAMEREADY6
+ {SPR_CFLM, 1, 1, A_WeaponReady, S_CFLAMEREADY8, 0, 0}, // S_CFLAMEREADY7
+ {SPR_CFLM, 1, 1, A_WeaponReady, S_CFLAMEREADY9, 0, 0}, // S_CFLAMEREADY8
+ {SPR_CFLM, 2, 1, A_WeaponReady, S_CFLAMEREADY10, 0, 0}, // S_CFLAMEREADY9
+ {SPR_CFLM, 2, 1, A_WeaponReady, S_CFLAMEREADY11, 0, 0}, // S_CFLAMEREADY10
+ {SPR_CFLM, 2, 1, A_WeaponReady, S_CFLAMEREADY12, 0, 0}, // S_CFLAMEREADY11
+ {SPR_CFLM, 2, 1, A_WeaponReady, S_CFLAMEREADY1, 0, 0}, // S_CFLAMEREADY12
+ {SPR_CFLM, 0, 1, A_Lower, S_CFLAMEDOWN, 0, 0}, // S_CFLAMEDOWN
+ {SPR_CFLM, 0, 1, A_Raise, S_CFLAMEUP, 0, 0}, // S_CFLAMEUP
+ {SPR_CFLM, 0, 2, NULL, S_CFLAMEATK_2, 0, 40}, // S_CFLAMEATK_1
+ {SPR_CFLM, 3, 2, NULL, S_CFLAMEATK_3, 0, 50}, // S_CFLAMEATK_2
+ {SPR_CFLM, 3, 2, NULL, S_CFLAMEATK_4, 0, 36}, // S_CFLAMEATK_3
+ {SPR_CFLM, 32772, 4, NULL, S_CFLAMEATK_5, 0, 0}, // S_CFLAMEATK_4
+ {SPR_CFLM, 32773, 4, A_CFlameAttack, S_CFLAMEATK_6, 0, 0}, // S_CFLAMEATK_5
+ {SPR_CFLM, 32772, 4, NULL, S_CFLAMEATK_7, 0, 0}, // S_CFLAMEATK_6
+ {SPR_CFLM, 6, 2, NULL, S_CFLAMEATK_8, 0, 40}, // S_CFLAMEATK_7
+ {SPR_CFLM, 6, 2, NULL, S_CFLAMEREADY1, 0, 0}, // S_CFLAMEATK_8
+ {SPR_CFFX, 32781, 5, NULL, S_CFLAMEFLOOR2, 0, 0}, // S_CFLAMEFLOOR1
+ {SPR_CFFX, 32782, 4, NULL, S_CFLAMEFLOOR3, 0, 0}, // S_CFLAMEFLOOR2
+ {SPR_CFFX, 32783, 3, NULL, S_NULL, 0, 0}, // S_CFLAMEFLOOR3
+ {SPR_CFFX, 32768, 3, NULL, S_FLAMEPUFF2, 0, 0}, // S_FLAMEPUFF1
+ {SPR_CFFX, 32769, 3, NULL, S_FLAMEPUFF3, 0, 0}, // S_FLAMEPUFF2
+ {SPR_CFFX, 32770, 3, NULL, S_FLAMEPUFF4, 0, 0}, // S_FLAMEPUFF3
+ {SPR_CFFX, 32771, 4, NULL, S_FLAMEPUFF5, 0, 0}, // S_FLAMEPUFF4
+ {SPR_CFFX, 32772, 3, NULL, S_FLAMEPUFF6, 0, 0}, // S_FLAMEPUFF5
+ {SPR_CFFX, 32773, 4, NULL, S_FLAMEPUFF7, 0, 0}, // S_FLAMEPUFF6
+ {SPR_CFFX, 32774, 3, NULL, S_FLAMEPUFF8, 0, 0}, // S_FLAMEPUFF7
+ {SPR_CFFX, 32775, 4, NULL, S_FLAMEPUFF9, 0, 0}, // S_FLAMEPUFF8
+ {SPR_CFFX, 32776, 3, NULL, S_FLAMEPUFF10, 0, 0}, // S_FLAMEPUFF9
+ {SPR_CFFX, 32777, 4, NULL, S_FLAMEPUFF11, 0, 0}, // S_FLAMEPUFF10
+ {SPR_CFFX, 32778, 3, NULL, S_FLAMEPUFF12, 0, 0}, // S_FLAMEPUFF11
+ {SPR_CFFX, 32779, 4, NULL, S_FLAMEPUFF13, 0, 0}, // S_FLAMEPUFF12
+ {SPR_CFFX, 32780, 3, NULL, S_NULL, 0, 0}, // S_FLAMEPUFF13
+ {SPR_CFFX, 32768, 3, NULL, S_FLAMEPUFF2_2, 0, 0}, // S_FLAMEPUFF2_1
+ {SPR_CFFX, 32769, 3, NULL, S_FLAMEPUFF2_3, 0, 0}, // S_FLAMEPUFF2_2
+ {SPR_CFFX, 32770, 3, NULL, S_FLAMEPUFF2_4, 0, 0}, // S_FLAMEPUFF2_3
+ {SPR_CFFX, 32771, 4, NULL, S_FLAMEPUFF2_5, 0, 0}, // S_FLAMEPUFF2_4
+ {SPR_CFFX, 32772, 3, NULL, S_FLAMEPUFF2_6, 0, 0}, // S_FLAMEPUFF2_5
+ {SPR_CFFX, 32773, 4, NULL, S_FLAMEPUFF2_7, 0, 0}, // S_FLAMEPUFF2_6
+ {SPR_CFFX, 32774, 3, NULL, S_FLAMEPUFF2_8, 0, 0}, // S_FLAMEPUFF2_7
+ {SPR_CFFX, 32775, 4, NULL, S_FLAMEPUFF2_9, 0, 0}, // S_FLAMEPUFF2_8
+ {SPR_CFFX, 32776, 3, NULL, S_FLAMEPUFF2_10, 0, 0}, // S_FLAMEPUFF2_9
+ {SPR_CFFX, 32770, 3, NULL, S_FLAMEPUFF2_11, 0, 0}, // S_FLAMEPUFF2_10
+ {SPR_CFFX, 32771, 4, NULL, S_FLAMEPUFF2_12, 0, 0}, // S_FLAMEPUFF2_11
+ {SPR_CFFX, 32772, 3, NULL, S_FLAMEPUFF2_13, 0, 0}, // S_FLAMEPUFF2_12
+ {SPR_CFFX, 32773, 4, NULL, S_FLAMEPUFF2_14, 0, 0}, // S_FLAMEPUFF2_13
+ {SPR_CFFX, 32774, 3, NULL, S_FLAMEPUFF2_15, 0, 0}, // S_FLAMEPUFF2_14
+ {SPR_CFFX, 32775, 4, NULL, S_FLAMEPUFF2_16, 0, 0}, // S_FLAMEPUFF2_15
+ {SPR_CFFX, 32776, 3, NULL, S_FLAMEPUFF2_17, 0, 0}, // S_FLAMEPUFF2_16
+ {SPR_CFFX, 32777, 4, NULL, S_FLAMEPUFF2_18, 0, 0}, // S_FLAMEPUFF2_17
+ {SPR_CFFX, 32778, 3, NULL, S_FLAMEPUFF2_19, 0, 0}, // S_FLAMEPUFF2_18
+ {SPR_CFFX, 32779, 4, NULL, S_FLAMEPUFF2_20, 0, 0}, // S_FLAMEPUFF2_19
+ {SPR_CFFX, 32780, 3, NULL, S_NULL, 0, 0}, // S_FLAMEPUFF2_20
+ {SPR_CFCF, 32768, 4, NULL, S_CIRCLE_FLAME2, 0, 0}, // S_CIRCLE_FLAME1
+ {SPR_CFCF, 32769, 2, A_CFlameRotate, S_CIRCLE_FLAME3, 0, 0}, // S_CIRCLE_FLAME2
+ {SPR_CFCF, 32770, 2, NULL, S_CIRCLE_FLAME4, 0, 0}, // S_CIRCLE_FLAME3
+ {SPR_CFCF, 32771, 1, NULL, S_CIRCLE_FLAME5, 0, 0}, // S_CIRCLE_FLAME4
+ {SPR_CFCF, 32772, 2, NULL, S_CIRCLE_FLAME6, 0, 0}, // S_CIRCLE_FLAME5
+ {SPR_CFCF, 32773, 2, A_CFlameRotate, S_CIRCLE_FLAME7, 0, 0}, // S_CIRCLE_FLAME6
+ {SPR_CFCF, 32774, 1, NULL, S_CIRCLE_FLAME8, 0, 0}, // S_CIRCLE_FLAME7
+ {SPR_CFCF, 32775, 2, NULL, S_CIRCLE_FLAME9, 0, 0}, // S_CIRCLE_FLAME8
+ {SPR_CFCF, 32776, 2, NULL, S_CIRCLE_FLAME10, 0, 0}, // S_CIRCLE_FLAME9
+ {SPR_CFCF, 32777, 1, A_CFlameRotate, S_CIRCLE_FLAME11, 0, 0}, // S_CIRCLE_FLAME10
+ {SPR_CFCF, 32778, 2, NULL, S_CIRCLE_FLAME12, 0, 0}, // S_CIRCLE_FLAME11
+ {SPR_CFCF, 32779, 3, NULL, S_CIRCLE_FLAME13, 0, 0}, // S_CIRCLE_FLAME12
+ {SPR_CFCF, 32780, 3, NULL, S_CIRCLE_FLAME14, 0, 0}, // S_CIRCLE_FLAME13
+ {SPR_CFCF, 32781, 2, A_CFlameRotate, S_CIRCLE_FLAME15, 0, 0}, // S_CIRCLE_FLAME14
+ {SPR_CFCF, 32782, 3, NULL, S_CIRCLE_FLAME16, 0, 0}, // S_CIRCLE_FLAME15
+ {SPR_CFCF, 32783, 2, NULL, S_NULL, 0, 0}, // S_CIRCLE_FLAME16
+ {SPR_CFCF, 32784, 3, NULL, S_CIRCLE_FLAME_X2, 0, 0}, // S_CIRCLE_FLAME_X1
+ {SPR_CFCF, 32785, 3, NULL, S_CIRCLE_FLAME_X3, 0, 0}, // S_CIRCLE_FLAME_X2
+ {SPR_CFCF, 32786, 3, A_Explode, S_CIRCLE_FLAME_X4, 0, 0}, // S_CIRCLE_FLAME_X3
+ {SPR_CFCF, 32787, 3, NULL, S_CIRCLE_FLAME_X5, 0, 0}, // S_CIRCLE_FLAME_X4
+ {SPR_CFCF, 32788, 3, NULL, S_CIRCLE_FLAME_X6, 0, 0}, // S_CIRCLE_FLAME_X5
+ {SPR_CFCF, 32789, 3, NULL, S_CIRCLE_FLAME_X7, 0, 0}, // S_CIRCLE_FLAME_X6
+ {SPR_CFCF, 32790, 3, NULL, S_CIRCLE_FLAME_X8, 0, 0}, // S_CIRCLE_FLAME_X7
+ {SPR_CFCF, 32791, 3, NULL, S_CIRCLE_FLAME_X9, 0, 0}, // S_CIRCLE_FLAME_X8
+ {SPR_CFCF, 32792, 3, NULL, S_CIRCLE_FLAME_X10, 0, 0}, // S_CIRCLE_FLAME_X9
+ {SPR_CFCF, 32793, 3, NULL, S_NULL, 0, 0}, // S_CIRCLE_FLAME_X10
+ {SPR_CFFX, 32768, 4, NULL, S_CFLAME_MISSILE2, 0, 0}, // S_CFLAME_MISSILE1
+ {SPR_CFFX, 0, 1, A_CFlamePuff, S_FLAMEPUFF1, 0, 0}, // S_CFLAME_MISSILE2
+ {SPR_CFFX, 32768, 1, A_CFlameMissile, S_FLAMEPUFF1, 0, 0}, // S_CFLAME_MISSILE_X
+ {SPR_CHLY, 0, 1, A_WeaponReady, S_CHOLYREADY, 0, 0}, // S_CHOLYREADY
+ {SPR_CHLY, 0, 1, A_Lower, S_CHOLYDOWN, 0, 0}, // S_CHOLYDOWN
+ {SPR_CHLY, 0, 1, A_Raise, S_CHOLYUP, 0, 0}, // S_CHOLYUP
+ {SPR_CHLY, 32768, 1, NULL, S_CHOLYATK_2, 0, 40}, // S_CHOLYATK_1
+ {SPR_CHLY, 32769, 1, NULL, S_CHOLYATK_3, 0, 40}, // S_CHOLYATK_2
+ {SPR_CHLY, 32770, 2, NULL, S_CHOLYATK_4, 0, 43}, // S_CHOLYATK_3
+ {SPR_CHLY, 32771, 2, NULL, S_CHOLYATK_5, 0, 43}, // S_CHOLYATK_4
+ {SPR_CHLY, 32772, 2, NULL, S_CHOLYATK_6, 0, 45}, // S_CHOLYATK_5
+ {SPR_CHLY, 32773, 6, A_CHolyAttack, S_CHOLYATK_7, 0, 48}, // S_CHOLYATK_6
+ {SPR_CHLY, 32774, 2, A_CHolyPalette, S_CHOLYATK_8, 0, 40}, // S_CHOLYATK_7
+ {SPR_CHLY, 32774, 2, A_CHolyPalette, S_CHOLYATK_9, 0, 40}, // S_CHOLYATK_8
+ {SPR_CHLY, 32774, 2, A_CHolyPalette, S_CHOLYREADY, 0, 36}, // S_CHOLYATK_9
+ {SPR_SPIR, 0, 2, A_CHolySeek, S_HOLY_FX2, 0, 0}, // S_HOLY_FX1
+ {SPR_SPIR, 0, 2, A_CHolySeek, S_HOLY_FX3, 0, 0}, // S_HOLY_FX2
+ {SPR_SPIR, 1, 2, A_CHolySeek, S_HOLY_FX4, 0, 0}, // S_HOLY_FX3
+ {SPR_SPIR, 1, 2, A_CHolyCheckScream, S_HOLY_FX1, 0, 0}, // S_HOLY_FX4
+ {SPR_SPIR, 3, 4, NULL, S_HOLY_FX_X2, 0, 0}, // S_HOLY_FX_X1
+ {SPR_SPIR, 4, 4, A_Scream, S_HOLY_FX_X3, 0, 0}, // S_HOLY_FX_X2
+ {SPR_SPIR, 5, 4, NULL, S_HOLY_FX_X4, 0, 0}, // S_HOLY_FX_X3
+ {SPR_SPIR, 6, 4, NULL, S_HOLY_FX_X5, 0, 0}, // S_HOLY_FX_X4
+ {SPR_SPIR, 7, 4, NULL, S_HOLY_FX_X6, 0, 0}, // S_HOLY_FX_X5
+ {SPR_SPIR, 8, 4, NULL, S_NULL, 0, 0}, // S_HOLY_FX_X6
+ {SPR_SPIR, 2, 1, A_CHolyTail, S_HOLY_TAIL1, 0, 0}, // S_HOLY_TAIL1
+ {SPR_SPIR, 3, -1, NULL, S_NULL, 0, 0}, // S_HOLY_TAIL2
+ {SPR_SPIR, 10, 3, NULL, S_HOLY_PUFF2, 0, 0}, // S_HOLY_PUFF1
+ {SPR_SPIR, 11, 3, NULL, S_HOLY_PUFF3, 0, 0}, // S_HOLY_PUFF2
+ {SPR_SPIR, 12, 3, NULL, S_HOLY_PUFF4, 0, 0}, // S_HOLY_PUFF3
+ {SPR_SPIR, 13, 3, NULL, S_HOLY_PUFF5, 0, 0}, // S_HOLY_PUFF4
+ {SPR_SPIR, 14, 3, NULL, S_NULL, 0, 0}, // S_HOLY_PUFF5
+ {SPR_SPIR, 32783, 3, A_CHolySpawnPuff, S_HOLY_MISSILE2, 0, 0}, // S_HOLY_MISSILE1
+ {SPR_SPIR, 32783, 3, A_CHolySpawnPuff, S_HOLY_MISSILE3, 0, 0}, // S_HOLY_MISSILE2
+ {SPR_SPIR, 32783, 3, A_CHolySpawnPuff, S_HOLY_MISSILE4, 0, 0}, // S_HOLY_MISSILE3
+ {SPR_SPIR, 32783, 3, A_CHolySpawnPuff, S_HOLY_MISSILE_X, 0, 0}, // S_HOLY_MISSILE4
+ {SPR_SPIR, 32783, 1, A_CHolyAttack2, S_NULL, 0, 0}, // S_HOLY_MISSILE_X
+ {SPR_SPIR, 16, 3, NULL, S_HOLY_MISSILE_P2, 0, 0}, // S_HOLY_MISSILE_P1
+ {SPR_SPIR, 17, 3, NULL, S_HOLY_MISSILE_P3, 0, 0}, // S_HOLY_MISSILE_P2
+ {SPR_SPIR, 18, 3, NULL, S_HOLY_MISSILE_P4, 0, 0}, // S_HOLY_MISSILE_P3
+ {SPR_SPIR, 19, 3, NULL, S_HOLY_MISSILE_P5, 0, 0}, // S_HOLY_MISSILE_P4
+ {SPR_SPIR, 20, 3, NULL, S_NULL, 0, 0}, // S_HOLY_MISSILE_P5
+ {SPR_MWND, 0, 1, A_WeaponReady, S_MWANDREADY, 0, 0}, // S_MWANDREADY
+ {SPR_MWND, 0, 1, A_Lower, S_MWANDDOWN, 0, 0}, // S_MWANDDOWN
+ {SPR_MWND, 0, 1, A_Raise, S_MWANDUP, 0, 0}, // S_MWANDUP
+ {SPR_MWND, 0, 6, NULL, S_MWANDATK_2, 0, 0}, // S_MWANDATK_1
+ {SPR_MWND, 32769, 6, A_MWandAttack, S_MWANDATK_3, 0, 48}, // S_MWANDATK_2
+ {SPR_MWND, 0, 3, NULL, S_MWANDATK_4, 0, 40}, // S_MWANDATK_3
+ {SPR_MWND, 0, 3, A_ReFire, S_MWANDREADY, 0, 36}, // S_MWANDATK_4
+ {SPR_MWND, 32772, 4, NULL, S_MWANDPUFF2, 0, 0}, // S_MWANDPUFF1
+ {SPR_MWND, 32773, 3, NULL, S_MWANDPUFF3, 0, 0}, // S_MWANDPUFF2
+ {SPR_MWND, 32774, 4, NULL, S_MWANDPUFF4, 0, 0}, // S_MWANDPUFF3
+ {SPR_MWND, 32775, 3, NULL, S_MWANDPUFF5, 0, 0}, // S_MWANDPUFF4
+ {SPR_MWND, 32776, 4, NULL, S_NULL, 0, 0}, // S_MWANDPUFF5
+ {SPR_MWND, 2, 4, NULL, S_MWANDSMOKE2, 0, 0}, // S_MWANDSMOKE1
+ {SPR_MWND, 3, 4, NULL, S_MWANDSMOKE3, 0, 0}, // S_MWANDSMOKE2
+ {SPR_MWND, 2, 4, NULL, S_MWANDSMOKE4, 0, 0}, // S_MWANDSMOKE3
+ {SPR_MWND, 3, 4, NULL, S_NULL, 0, 0}, // S_MWANDSMOKE4
+ {SPR_MWND, 32770, 4, NULL, S_MWAND_MISSILE2, 0, 0}, // S_MWAND_MISSILE1
+ {SPR_MWND, 32771, 4, NULL, S_MWAND_MISSILE1, 0, 0}, // S_MWAND_MISSILE2
+ {SPR_WMLG, 32768, 4, NULL, S_MW_LIGHTNING2, 0, 0}, // S_MW_LIGHTNING1
+ {SPR_WMLG, 32769, 4, NULL, S_MW_LIGHTNING3, 0, 0}, // S_MW_LIGHTNING2
+ {SPR_WMLG, 32770, 4, NULL, S_MW_LIGHTNING4, 0, 0}, // S_MW_LIGHTNING3
+ {SPR_WMLG, 32771, 4, NULL, S_MW_LIGHTNING5, 0, 0}, // S_MW_LIGHTNING4
+ {SPR_WMLG, 32772, 4, NULL, S_MW_LIGHTNING6, 0, 0}, // S_MW_LIGHTNING5
+ {SPR_WMLG, 32773, 4, NULL, S_MW_LIGHTNING7, 0, 0}, // S_MW_LIGHTNING6
+ {SPR_WMLG, 32774, 4, NULL, S_MW_LIGHTNING8, 0, 0}, // S_MW_LIGHTNING7
+ {SPR_WMLG, 32775, 4, NULL, S_MW_LIGHTNING1, 0, 0}, // S_MW_LIGHTNING8
+ {SPR_MLNG, 32768, 1, A_WeaponReady, S_MLIGHTNINGREADY2, 0, 0}, // S_MLIGHTNINGREADY
+ {SPR_MLNG, 32768, 1, A_WeaponReady, S_MLIGHTNINGREADY3, 0, 0}, // S_MLIGHTNINGREADY2
+ {SPR_MLNG, 32768, 1, A_WeaponReady, S_MLIGHTNINGREADY4, 0, 0}, // S_MLIGHTNINGREADY3
+ {SPR_MLNG, 32768, 1, A_WeaponReady, S_MLIGHTNINGREADY5, 0, 0}, // S_MLIGHTNINGREADY4
+ {SPR_MLNG, 32768, 1, A_WeaponReady, S_MLIGHTNINGREADY6, 0, 0}, // S_MLIGHTNINGREADY5
+ {SPR_MLNG, 32768, 1, A_LightningReady, S_MLIGHTNINGREADY7, 0, 0}, // S_MLIGHTNINGREADY6
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY8, 0, 0}, // S_MLIGHTNINGREADY7
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY9, 0, 0}, // S_MLIGHTNINGREADY8
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY10, 0, 0}, // S_MLIGHTNINGREADY9
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY11, 0, 0}, // S_MLIGHTNINGREADY10
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY12, 0, 0}, // S_MLIGHTNINGREADY11
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY13, 0, 0}, // S_MLIGHTNINGREADY12
+ {SPR_MLNG, 32770, 1, A_WeaponReady, S_MLIGHTNINGREADY14, 0, 0}, // S_MLIGHTNINGREADY13
+ {SPR_MLNG, 32770, 1, A_WeaponReady, S_MLIGHTNINGREADY15, 0, 0}, // S_MLIGHTNINGREADY14
+ {SPR_MLNG, 32770, 1, A_WeaponReady, S_MLIGHTNINGREADY16, 0, 0}, // S_MLIGHTNINGREADY15
+ {SPR_MLNG, 32770, 1, A_WeaponReady, S_MLIGHTNINGREADY17, 0, 0}, // S_MLIGHTNINGREADY16
+ {SPR_MLNG, 32770, 1, A_WeaponReady, S_MLIGHTNINGREADY18, 0, 0}, // S_MLIGHTNINGREADY17
+ {SPR_MLNG, 32770, 1, A_LightningReady, S_MLIGHTNINGREADY19, 0, 0}, // S_MLIGHTNINGREADY18
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY20, 0, 0}, // S_MLIGHTNINGREADY19
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY21, 0, 0}, // S_MLIGHTNINGREADY20
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY22, 0, 0}, // S_MLIGHTNINGREADY21
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY23, 0, 0}, // S_MLIGHTNINGREADY22
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY24, 0, 0}, // S_MLIGHTNINGREADY23
+ {SPR_MLNG, 32769, 1, A_WeaponReady, S_MLIGHTNINGREADY, 0, 0}, // S_MLIGHTNINGREADY24
+ {SPR_MLNG, 32768, 1, A_Lower, S_MLIGHTNINGDOWN, 0, 0}, // S_MLIGHTNINGDOWN
+ {SPR_MLNG, 32768, 1, A_Raise, S_MLIGHTNINGUP, 0, 0}, // S_MLIGHTNINGUP
+ {SPR_MLNG, 32771, 3, NULL, S_MLIGHTNINGATK_2, 0, 0}, // S_MLIGHTNINGATK_1
+ {SPR_MLNG, 32772, 3, NULL, S_MLIGHTNINGATK_3, 0, 0}, // S_MLIGHTNINGATK_2
+ {SPR_MLNG, 32773, 4, A_MLightningAttack, S_MLIGHTNINGATK_4, 0, 0}, // S_MLIGHTNINGATK_3
+ {SPR_MLNG, 32774, 4, NULL, S_MLIGHTNINGATK_5, 0, 0}, // S_MLIGHTNINGATK_4
+ {SPR_MLNG, 32775, 3, NULL, S_MLIGHTNINGATK_6, 0, 0}, // S_MLIGHTNINGATK_5
+ {SPR_MLNG, 32776, 3, NULL, S_MLIGHTNINGATK_7, 0, 0}, // S_MLIGHTNINGATK_6
+ {SPR_MLNG, 32776, 6, NULL, S_MLIGHTNINGATK_8, 0, 199}, // S_MLIGHTNINGATK_7
+ {SPR_MLNG, 32770, 2, NULL, S_MLIGHTNINGATK_9, 0, 55}, // S_MLIGHTNINGATK_8
+ {SPR_MLNG, 32769, 2, NULL, S_MLIGHTNINGATK_10, 0, 50}, // S_MLIGHTNINGATK_9
+ {SPR_MLNG, 32769, 2, NULL, S_MLIGHTNINGATK_11, 0, 45}, // S_MLIGHTNINGATK_10
+ {SPR_MLNG, 32769, 2, NULL, S_MLIGHTNINGREADY, 0, 40}, // S_MLIGHTNINGATK_11
+ {SPR_MLFX, 32768, 2, A_LightningZap, S_LIGHTNING_CEILING2, 0, 0}, // S_LIGHTNING_CEILING1
+ {SPR_MLFX, 32769, 2, A_LightningClip, S_LIGHTNING_CEILING3, 0, 0}, // S_LIGHTNING_CEILING2
+ {SPR_MLFX, 32770, 2, A_LightningClip, S_LIGHTNING_CEILING4, 0, 0}, // S_LIGHTNING_CEILING3
+ {SPR_MLFX, 32771, 2, A_LightningClip, S_LIGHTNING_CEILING1, 0, 0}, // S_LIGHTNING_CEILING4
+ {SPR_MLF2, 32768, 2, A_LightningRemove, S_LIGHTNING_C_X2, 0, 0}, // S_LIGHTNING_C_X1
+ {SPR_MLF2, 32769, 3, NULL, S_LIGHTNING_C_X3, 0, 0}, // S_LIGHTNING_C_X2
+ {SPR_MLF2, 32770, 3, NULL, S_LIGHTNING_C_X4, 0, 0}, // S_LIGHTNING_C_X3
+ {SPR_MLF2, 32771, 3, NULL, S_LIGHTNING_C_X5, 0, 0}, // S_LIGHTNING_C_X4
+ {SPR_MLF2, 32772, 3, NULL, S_LIGHTNING_C_X6, 0, 0}, // S_LIGHTNING_C_X5
+ {SPR_MLF2, 32778, 3, NULL, S_LIGHTNING_C_X7, 0, 0}, // S_LIGHTNING_C_X6
+ {SPR_MLF2, 32779, 3, NULL, S_LIGHTNING_C_X8, 0, 0}, // S_LIGHTNING_C_X7
+ {SPR_MLF2, 32780, 3, NULL, S_LIGHTNING_C_X9, 0, 0}, // S_LIGHTNING_C_X8
+ {SPR_ACLO, 4, 35, NULL, S_LIGHTNING_C_X10, 0, 0}, // S_LIGHTNING_C_X9
+ {SPR_MLF2, 32781, 3, NULL, S_LIGHTNING_C_X11, 0, 0}, // S_LIGHTNING_C_X10
+ {SPR_MLF2, 32782, 3, NULL, S_LIGHTNING_C_X12, 0, 0}, // S_LIGHTNING_C_X11
+ {SPR_MLF2, 32783, 4, NULL, S_LIGHTNING_C_X13, 0, 0}, // S_LIGHTNING_C_X12
+ {SPR_MLF2, 32784, 3, NULL, S_LIGHTNING_C_X14, 0, 0}, // S_LIGHTNING_C_X13
+ {SPR_MLF2, 32783, 3, NULL, S_LIGHTNING_C_X15, 0, 0}, // S_LIGHTNING_C_X14
+ {SPR_MLF2, 32784, 4, NULL, S_LIGHTNING_C_X16, 0, 0}, // S_LIGHTNING_C_X15
+ {SPR_MLF2, 32783, 3, NULL, S_LIGHTNING_C_X17, 0, 0}, // S_LIGHTNING_C_X16
+ {SPR_MLF2, 32782, 3, NULL, S_LIGHTNING_C_X18, 0, 0}, // S_LIGHTNING_C_X17
+ {SPR_MLF2, 32783, 3, NULL, S_LIGHTNING_C_X19, 0, 0}, // S_LIGHTNING_C_X18
+ {SPR_MLF2, 32783, 1, A_HideThing, S_FREETARGMOBJ, 0, 0}, // S_LIGHTNING_C_X19
+ {SPR_MLFX, 32772, 2, A_LightningZap, S_LIGHTNING_FLOOR2, 0, 0}, // S_LIGHTNING_FLOOR1
+ {SPR_MLFX, 32773, 2, A_LightningClip, S_LIGHTNING_FLOOR3, 0, 0}, // S_LIGHTNING_FLOOR2
+ {SPR_MLFX, 32774, 2, A_LightningClip, S_LIGHTNING_FLOOR4, 0, 0}, // S_LIGHTNING_FLOOR3
+ {SPR_MLFX, 32775, 2, A_LightningClip, S_LIGHTNING_FLOOR1, 0, 0}, // S_LIGHTNING_FLOOR4
+ {SPR_MLF2, 32773, 2, A_LightningRemove, S_LIGHTNING_F_X2, 0, 0}, // S_LIGHTNING_F_X1
+ {SPR_MLF2, 32774, 3, NULL, S_LIGHTNING_F_X3, 0, 0}, // S_LIGHTNING_F_X2
+ {SPR_MLF2, 32775, 3, NULL, S_LIGHTNING_F_X4, 0, 0}, // S_LIGHTNING_F_X3
+ {SPR_MLF2, 32776, 3, NULL, S_LIGHTNING_F_X5, 0, 0}, // S_LIGHTNING_F_X4
+ {SPR_MLF2, 32777, 3, NULL, S_LIGHTNING_F_X6, 0, 0}, // S_LIGHTNING_F_X5
+ {SPR_MLF2, 32778, 3, NULL, S_LIGHTNING_F_X7, 0, 0}, // S_LIGHTNING_F_X6
+ {SPR_MLF2, 32779, 3, NULL, S_LIGHTNING_F_X8, 0, 0}, // S_LIGHTNING_F_X7
+ {SPR_MLF2, 32780, 3, NULL, S_LIGHTNING_F_X9, 0, 0}, // S_LIGHTNING_F_X8
+ {SPR_ACLO, 4, 20, NULL, S_LIGHTNING_F_X10, 0, 0}, // S_LIGHTNING_F_X9
+ {SPR_MLF2, 32781, 3, NULL, S_LIGHTNING_F_X11, 0, 0}, // S_LIGHTNING_F_X10
+ {SPR_MLF2, 32782, 3, NULL, S_LIGHTNING_F_X12, 0, 0}, // S_LIGHTNING_F_X11
+ {SPR_MLF2, 32783, 4, NULL, S_LIGHTNING_F_X13, 0, 0}, // S_LIGHTNING_F_X12
+ {SPR_MLF2, 32784, 3, NULL, S_LIGHTNING_F_X14, 0, 0}, // S_LIGHTNING_F_X13
+ {SPR_MLF2, 32783, 3, NULL, S_LIGHTNING_F_X15, 0, 0}, // S_LIGHTNING_F_X14
+ {SPR_MLF2, 32784, 4, A_LastZap, S_LIGHTNING_F_X16, 0, 0}, // S_LIGHTNING_F_X15
+ {SPR_MLF2, 32783, 3, NULL, S_LIGHTNING_F_X17, 0, 0}, // S_LIGHTNING_F_X16
+ {SPR_MLF2, 32782, 3, NULL, S_LIGHTNING_F_X18, 0, 0}, // S_LIGHTNING_F_X17
+ {SPR_MLF2, 32783, 3, NULL, S_LIGHTNING_F_X19, 0, 0}, // S_LIGHTNING_F_X18
+ {SPR_MLF2, 32783, 1, A_HideThing, S_FREETARGMOBJ, 0, 0}, // S_LIGHTNING_F_X19
+ {SPR_MLFX, 32776, 2, A_ZapMimic, S_LIGHTNING_ZAP2, 0, 0}, // S_LIGHTNING_ZAP1
+ {SPR_MLFX, 32777, 2, A_ZapMimic, S_LIGHTNING_ZAP3, 0, 0}, // S_LIGHTNING_ZAP2
+ {SPR_MLFX, 32778, 2, A_ZapMimic, S_LIGHTNING_ZAP4, 0, 0}, // S_LIGHTNING_ZAP3
+ {SPR_MLFX, 32779, 2, A_ZapMimic, S_LIGHTNING_ZAP5, 0, 0}, // S_LIGHTNING_ZAP4
+ {SPR_MLFX, 32780, 2, A_ZapMimic, S_LIGHTNING_ZAP1, 0, 0}, // S_LIGHTNING_ZAP5
+ {SPR_MLFX, 32781, 2, NULL, S_LIGHTNING_ZAP_X2, 0, 0}, // S_LIGHTNING_ZAP_X1
+ {SPR_MLFX, 32782, 2, NULL, S_LIGHTNING_ZAP_X3, 0, 0}, // S_LIGHTNING_ZAP_X2
+ {SPR_MLFX, 32783, 2, NULL, S_LIGHTNING_ZAP_X4, 0, 0}, // S_LIGHTNING_ZAP_X3
+ {SPR_MLFX, 32784, 2, NULL, S_LIGHTNING_ZAP_X5, 0, 0}, // S_LIGHTNING_ZAP_X4
+ {SPR_MLFX, 32785, 2, NULL, S_LIGHTNING_ZAP_X6, 0, 0}, // S_LIGHTNING_ZAP_X5
+ {SPR_MLFX, 32786, 2, NULL, S_LIGHTNING_ZAP_X7, 0, 0}, // S_LIGHTNING_ZAP_X6
+ {SPR_MLFX, 32787, 2, NULL, S_LIGHTNING_ZAP_X8, 0, 0}, // S_LIGHTNING_ZAP_X7
+ {SPR_MLFX, 32788, 2, NULL, S_NULL, 0, 0}, // S_LIGHTNING_ZAP_X8
+ {SPR_MSTF, 0, 1, A_WeaponReady, S_MSTAFFREADY2, 0, 0}, // S_MSTAFFREADY
+ {SPR_MSTF, 0, 1, A_WeaponReady, S_MSTAFFREADY3, 0, 0}, // S_MSTAFFREADY2
+ {SPR_MSTF, 0, 1, A_WeaponReady, S_MSTAFFREADY4, 0, 0}, // S_MSTAFFREADY3
+ {SPR_MSTF, 0, 1, A_WeaponReady, S_MSTAFFREADY5, 0, 0}, // S_MSTAFFREADY4
+ {SPR_MSTF, 0, 1, A_WeaponReady, S_MSTAFFREADY6, 0, 0}, // S_MSTAFFREADY5
+ {SPR_MSTF, 0, 1, A_WeaponReady, S_MSTAFFREADY7, 0, 0}, // S_MSTAFFREADY6
+ {SPR_MSTF, 1, 1, A_WeaponReady, S_MSTAFFREADY8, 0, 0}, // S_MSTAFFREADY7
+ {SPR_MSTF, 1, 1, A_WeaponReady, S_MSTAFFREADY9, 0, 0}, // S_MSTAFFREADY8
+ {SPR_MSTF, 1, 1, A_WeaponReady, S_MSTAFFREADY10, 0, 0}, // S_MSTAFFREADY9
+ {SPR_MSTF, 1, 1, A_WeaponReady, S_MSTAFFREADY11, 0, 0}, // S_MSTAFFREADY10
+ {SPR_MSTF, 1, 1, A_WeaponReady, S_MSTAFFREADY12, 0, 0}, // S_MSTAFFREADY11
+ {SPR_MSTF, 1, 1, A_WeaponReady, S_MSTAFFREADY13, 0, 0}, // S_MSTAFFREADY12
+ {SPR_MSTF, 2, 1, A_WeaponReady, S_MSTAFFREADY14, 0, 0}, // S_MSTAFFREADY13
+ {SPR_MSTF, 2, 1, A_WeaponReady, S_MSTAFFREADY15, 0, 0}, // S_MSTAFFREADY14
+ {SPR_MSTF, 2, 1, A_WeaponReady, S_MSTAFFREADY16, 0, 0}, // S_MSTAFFREADY15
+ {SPR_MSTF, 2, 1, A_WeaponReady, S_MSTAFFREADY17, 0, 0}, // S_MSTAFFREADY16
+ {SPR_MSTF, 2, 1, A_WeaponReady, S_MSTAFFREADY18, 0, 0}, // S_MSTAFFREADY17
+ {SPR_MSTF, 2, 1, A_WeaponReady, S_MSTAFFREADY19, 0, 0}, // S_MSTAFFREADY18
+ {SPR_MSTF, 3, 1, A_WeaponReady, S_MSTAFFREADY20, 0, 0}, // S_MSTAFFREADY19
+ {SPR_MSTF, 3, 1, A_WeaponReady, S_MSTAFFREADY21, 0, 0}, // S_MSTAFFREADY20
+ {SPR_MSTF, 3, 1, A_WeaponReady, S_MSTAFFREADY22, 0, 0}, // S_MSTAFFREADY21
+ {SPR_MSTF, 3, 1, A_WeaponReady, S_MSTAFFREADY23, 0, 0}, // S_MSTAFFREADY22
+ {SPR_MSTF, 3, 1, A_WeaponReady, S_MSTAFFREADY24, 0, 0}, // S_MSTAFFREADY23
+ {SPR_MSTF, 3, 1, A_WeaponReady, S_MSTAFFREADY25, 0, 0}, // S_MSTAFFREADY24
+ {SPR_MSTF, 4, 1, A_WeaponReady, S_MSTAFFREADY26, 0, 0}, // S_MSTAFFREADY25
+ {SPR_MSTF, 4, 1, A_WeaponReady, S_MSTAFFREADY27, 0, 0}, // S_MSTAFFREADY26
+ {SPR_MSTF, 4, 1, A_WeaponReady, S_MSTAFFREADY28, 0, 0}, // S_MSTAFFREADY27
+ {SPR_MSTF, 4, 1, A_WeaponReady, S_MSTAFFREADY29, 0, 0}, // S_MSTAFFREADY28
+ {SPR_MSTF, 4, 1, A_WeaponReady, S_MSTAFFREADY30, 0, 0}, // S_MSTAFFREADY29
+ {SPR_MSTF, 4, 1, A_WeaponReady, S_MSTAFFREADY31, 0, 0}, // S_MSTAFFREADY30
+ {SPR_MSTF, 5, 1, A_WeaponReady, S_MSTAFFREADY32, 0, 0}, // S_MSTAFFREADY31
+ {SPR_MSTF, 5, 1, A_WeaponReady, S_MSTAFFREADY33, 0, 0}, // S_MSTAFFREADY32
+ {SPR_MSTF, 5, 1, A_WeaponReady, S_MSTAFFREADY34, 0, 0}, // S_MSTAFFREADY33
+ {SPR_MSTF, 5, 1, A_WeaponReady, S_MSTAFFREADY35, 0, 0}, // S_MSTAFFREADY34
+ {SPR_MSTF, 5, 1, A_WeaponReady, S_MSTAFFREADY, 0, 0}, // S_MSTAFFREADY35
+ {SPR_MSTF, 0, 1, A_Lower, S_MSTAFFDOWN, 0, 0}, // S_MSTAFFDOWN
+ {SPR_MSTF, 0, 1, A_Raise, S_MSTAFFUP, 0, 0}, // S_MSTAFFUP
+ {SPR_MSTF, 6, 4, NULL, S_MSTAFFATK_2, 0, 40}, // S_MSTAFFATK_1
+ {SPR_MSTF, 32775, 4, A_MStaffAttack, S_MSTAFFATK_3, 0, 48}, // S_MSTAFFATK_2
+ {SPR_MSTF, 32775, 2, A_MStaffPalette, S_MSTAFFATK_4, 0, 48}, // S_MSTAFFATK_3
+ {SPR_MSTF, 8, 2, A_MStaffPalette, S_MSTAFFATK_5, 0, 48}, // S_MSTAFFATK_4
+ {SPR_MSTF, 8, 2, A_MStaffPalette, S_MSTAFFATK_6, 0, 48}, // S_MSTAFFATK_5
+ {SPR_MSTF, 8, 1, NULL, S_MSTAFFATK_7, 0, 40}, // S_MSTAFFATK_6
+ {SPR_MSTF, 9, 5, NULL, S_MSTAFFREADY, 0, 36}, // S_MSTAFFATK_7
+ {SPR_MSP1, 32768, 3, A_MStaffWeave, S_MSTAFF_FX1_2, 0, 0}, // S_MSTAFF_FX1_1
+ {SPR_MSP1, 32769, 3, A_MStaffWeave, S_MSTAFF_FX1_3, 0, 0}, // S_MSTAFF_FX1_2
+ {SPR_MSP1, 32770, 3, A_MStaffWeave, S_MSTAFF_FX1_4, 0, 0}, // S_MSTAFF_FX1_3
+ {SPR_MSP1, 32771, 3, A_MStaffWeave, S_MSTAFF_FX1_5, 0, 0}, // S_MSTAFF_FX1_4
+ {SPR_MSP1, 32772, 3, A_MStaffWeave, S_MSTAFF_FX1_6, 0, 0}, // S_MSTAFF_FX1_5
+ {SPR_MSP1, 32773, 3, A_MStaffWeave, S_MSTAFF_FX1_1, 0, 0}, // S_MSTAFF_FX1_6
+ {SPR_MSP1, 32774, 4, NULL, S_MSTAFF_FX_X2, 0, 0}, // S_MSTAFF_FX_X1
+ {SPR_MSP1, 32775, 5, A_Explode, S_MSTAFF_FX_X3, 0, 0}, // S_MSTAFF_FX_X2
+ {SPR_MSP1, 32776, 4, NULL, S_MSTAFF_FX_X4, 0, 0}, // S_MSTAFF_FX_X3
+ {SPR_MSP1, 32777, 5, NULL, S_MSTAFF_FX_X5, 0, 0}, // S_MSTAFF_FX_X4
+ {SPR_MSP1, 32778, 4, NULL, S_MSTAFF_FX_X6, 0, 0}, // S_MSTAFF_FX_X5
+ {SPR_MSP1, 32779, 5, NULL, S_MSTAFF_FX_X7, 0, 0}, // S_MSTAFF_FX_X6
+ {SPR_MSP1, 32780, 4, NULL, S_MSTAFF_FX_X8, 0, 0}, // S_MSTAFF_FX_X7
+ {SPR_MSP1, 32781, 5, NULL, S_MSTAFF_FX_X9, 0, 0}, // S_MSTAFF_FX_X8
+ {SPR_MSP1, 32782, 4, NULL, S_MSTAFF_FX_X10, 0, 0}, // S_MSTAFF_FX_X9
+ {SPR_MSP1, 32783, 4, NULL, S_NULL, 0, 0}, // S_MSTAFF_FX_X10
+ {SPR_MSP2, 32768, 2, A_MStaffTrack, S_MSTAFF_FX2_2, 0, 0}, // S_MSTAFF_FX2_1
+ {SPR_MSP2, 32769, 2, A_MStaffTrack, S_MSTAFF_FX2_3, 0, 0}, // S_MSTAFF_FX2_2
+ {SPR_MSP2, 32770, 2, A_MStaffTrack, S_MSTAFF_FX2_4, 0, 0}, // S_MSTAFF_FX2_3
+ {SPR_MSP2, 32771, 2, A_MStaffTrack, S_MSTAFF_FX2_1, 0, 0}, // S_MSTAFF_FX2_4
+ {SPR_MSP2, 32772, 4, NULL, S_MSTAFF_FX2_X2, 0, 0}, // S_MSTAFF_FX2_X1
+ {SPR_MSP2, 32773, 5, A_Explode, S_MSTAFF_FX2_X3, 0, 0}, // S_MSTAFF_FX2_X2
+ {SPR_MSP2, 32774, 5, NULL, S_MSTAFF_FX2_X4, 0, 0}, // S_MSTAFF_FX2_X3
+ {SPR_MSP2, 32775, 5, NULL, S_MSTAFF_FX2_X5, 0, 0}, // S_MSTAFF_FX2_X4
+ {SPR_MSP2, 32776, 4, NULL, S_NULL, 0, 0}, // S_MSTAFF_FX2_X5
+ {SPR_WFR1, 32768, -1, NULL, S_NULL, 0, 0}, // S_FSWORD1
+ {SPR_WFR2, 32768, -1, NULL, S_NULL, 0, 0}, // S_FSWORD2
+ {SPR_WFR3, 32768, -1, NULL, S_NULL, 0, 0}, // S_FSWORD3
+ {SPR_WCH1, 32768, -1, NULL, S_NULL, 0, 0}, // S_CHOLY1
+ {SPR_WCH2, 32768, -1, NULL, S_NULL, 0, 0}, // S_CHOLY2
+ {SPR_WCH3, 32768, -1, NULL, S_NULL, 0, 0}, // S_CHOLY3
+ {SPR_WMS1, 32768, -1, NULL, S_NULL, 0, 0}, // S_MSTAFF1
+ {SPR_WMS2, 32768, -1, NULL, S_NULL, 0, 0}, // S_MSTAFF2
+ {SPR_WMS3, 32768, -1, NULL, S_NULL, 0, 0}, // S_MSTAFF3
+ {SPR_WPIG, 0, 1, A_WeaponReady, S_SNOUTREADY, 0, 0}, // S_SNOUTREADY
+ {SPR_WPIG, 0, 1, A_Lower, S_SNOUTDOWN, 0, 0}, // S_SNOUTDOWN
+ {SPR_WPIG, 0, 1, A_Raise, S_SNOUTUP, 0, 0}, // S_SNOUTUP
+ {SPR_WPIG, 0, 4, A_SnoutAttack, S_SNOUTATK2, 0, 0}, // S_SNOUTATK1
+ {SPR_WPIG, 1, 8, A_SnoutAttack, S_SNOUTREADY, 0, 0}, // S_SNOUTATK2
+ {SPR_WMCS, 32768, 8, NULL, S_COS2, 0, 0}, // S_COS1
+ {SPR_WMCS, 32769, 8, NULL, S_COS3, 0, 0}, // S_COS2
+ {SPR_WMCS, 32770, 8, NULL, S_COS1, 0, 0}, // S_COS3
+ {SPR_CONE, 0, 1, A_WeaponReady, S_CONEREADY, 0, 0}, // S_CONEREADY
+ {SPR_CONE, 0, 1, A_Lower, S_CONEDOWN, 0, 0}, // S_CONEDOWN
+ {SPR_CONE, 0, 1, A_Raise, S_CONEUP, 0, 0}, // S_CONEUP
+ {SPR_CONE, 1, 3, NULL, S_CONEATK1_2, 0, 0}, // S_CONEATK1_1
+ {SPR_CONE, 2, 4, NULL, S_CONEATK1_3, 0, 0}, // S_CONEATK1_2
+ {SPR_CONE, 3, 3, NULL, S_CONEATK1_4, 0, 0}, // S_CONEATK1_3
+ {SPR_CONE, 4, 5, NULL, S_CONEATK1_5, 0, 0}, // S_CONEATK1_4
+ {SPR_CONE, 5, 3, A_FireConePL1, S_CONEATK1_6, 0, 0}, // S_CONEATK1_5
+ {SPR_CONE, 6, 3, NULL, S_CONEATK1_7, 0, 0}, // S_CONEATK1_6
+ {SPR_CONE, 0, 9, NULL, S_CONEATK1_8, 0, 0}, // S_CONEATK1_7
+ {SPR_CONE, 0, 10, A_ReFire, S_CONEREADY, 0, 0}, // S_CONEATK1_8
+ {SPR_SHRD, 32768, 2, NULL, S_SHARDFX1_2, 0, 0}, // S_SHARDFX1_1
+ {SPR_SHRD, 32768, 3, A_ShedShard, S_SHARDFX1_3, 0, 0}, // S_SHARDFX1_2
+ {SPR_SHRD, 32769, 3, NULL, S_SHARDFX1_4, 0, 0}, // S_SHARDFX1_3
+ {SPR_SHRD, 32770, 3, NULL, S_SHARDFX1_1, 0, 0}, // S_SHARDFX1_4
+ {SPR_SHEX, 32768, 5, NULL, S_SHARDFXE1_2, 0, 0}, // S_SHARDFXE1_1
+ {SPR_SHEX, 32769, 5, NULL, S_SHARDFXE1_3, 0, 0}, // S_SHARDFXE1_2
+ {SPR_SHEX, 32770, 5, NULL, S_SHARDFXE1_4, 0, 0}, // S_SHARDFXE1_3
+ {SPR_SHEX, 32771, 5, NULL, S_SHARDFXE1_5, 0, 0}, // S_SHARDFXE1_4
+ {SPR_SHEX, 32772, 5, NULL, S_NULL, 0, 0}, // S_SHARDFXE1_5
+ {SPR_BLOD, 2, 8, NULL, S_BLOOD2, 0, 0}, // S_BLOOD1
+ {SPR_BLOD, 1, 8, NULL, S_BLOOD3, 0, 0}, // S_BLOOD2
+ {SPR_BLOD, 0, 8, NULL, S_NULL, 0, 0}, // S_BLOOD3
+ {SPR_BLOD, 2, 8, NULL, S_BLOODSPLATTER2, 0, 0}, // S_BLOODSPLATTER1
+ {SPR_BLOD, 1, 8, NULL, S_BLOODSPLATTER3, 0, 0}, // S_BLOODSPLATTER2
+ {SPR_BLOD, 0, 8, NULL, S_NULL, 0, 0}, // S_BLOODSPLATTER3
+ {SPR_BLOD, 0, 6, NULL, S_NULL, 0, 0}, // S_BLOODSPLATTERX
+ {SPR_GIBS, 0, -1, NULL, S_NULL, 0, 0}, // S_GIBS1
+ {SPR_PLAY, 0, -1, NULL, S_NULL, 0, 0}, // S_FPLAY
+ {SPR_PLAY, 0, 4, NULL, S_FPLAY_RUN2, 0, 0}, // S_FPLAY_RUN1
+ {SPR_PLAY, 1, 4, NULL, S_FPLAY_RUN3, 0, 0}, // S_FPLAY_RUN2
+ {SPR_PLAY, 2, 4, NULL, S_FPLAY_RUN4, 0, 0}, // S_FPLAY_RUN3
+ {SPR_PLAY, 3, 4, NULL, S_FPLAY_RUN1, 0, 0}, // S_FPLAY_RUN4
+ {SPR_PLAY, 4, 8, NULL, S_FPLAY_ATK2, 0, 0}, // S_FPLAY_ATK1
+ {SPR_PLAY, 5, 8, NULL, S_FPLAY, 0, 0}, // S_FPLAY_ATK2
+ {SPR_PLAY, 6, 4, NULL, S_FPLAY_PAIN2, 0, 0}, // S_FPLAY_PAIN
+ {SPR_PLAY, 6, 4, A_Pain, S_FPLAY, 0, 0}, // S_FPLAY_PAIN2
+ {SPR_PLAY, 7, 6, NULL, S_FPLAY_DIE2, 0, 0}, // S_FPLAY_DIE1
+ {SPR_PLAY, 8, 6, A_Scream, S_FPLAY_DIE3, 0, 0}, // S_FPLAY_DIE2
+ {SPR_PLAY, 9, 6, NULL, S_FPLAY_DIE4, 0, 0}, // S_FPLAY_DIE3
+ {SPR_PLAY, 10, 6, NULL, S_FPLAY_DIE5, 0, 0}, // S_FPLAY_DIE4
+ {SPR_PLAY, 11, 6, A_NoBlocking, S_FPLAY_DIE6, 0, 0}, // S_FPLAY_DIE5
+ {SPR_PLAY, 12, 6, NULL, S_FPLAY_DIE7, 0, 0}, // S_FPLAY_DIE6
+ {SPR_PLAY, 13, -1, A_AddPlayerCorpse, S_NULL, 0, 0}, // S_FPLAY_DIE7
+ {SPR_PLAY, 14, 5, A_Scream, S_FPLAY_XDIE2, 0, 0}, // S_FPLAY_XDIE1
+ {SPR_PLAY, 15, 5, A_SkullPop, S_FPLAY_XDIE3, 0, 0}, // S_FPLAY_XDIE2
+ {SPR_PLAY, 17, 5, A_NoBlocking, S_FPLAY_XDIE4, 0, 0}, // S_FPLAY_XDIE3
+ {SPR_PLAY, 18, 5, NULL, S_FPLAY_XDIE5, 0, 0}, // S_FPLAY_XDIE4
+ {SPR_PLAY, 19, 5, NULL, S_FPLAY_XDIE6, 0, 0}, // S_FPLAY_XDIE5
+ {SPR_PLAY, 20, 5, NULL, S_FPLAY_XDIE7, 0, 0}, // S_FPLAY_XDIE6
+ {SPR_PLAY, 21, 5, NULL, S_FPLAY_XDIE8, 0, 0}, // S_FPLAY_XDIE7
+ {SPR_PLAY, 22, -1, A_AddPlayerCorpse, S_NULL, 0, 0}, // S_FPLAY_XDIE8
+ {SPR_PLAY, 23, 5, A_FreezeDeath, S_FPLAY_ICE2, 0, 0}, // S_FPLAY_ICE
+ {SPR_PLAY, 23, 1, A_FreezeDeathChunks, S_FPLAY_ICE2, 0, 0}, // S_FPLAY_ICE2
+ {SPR_FDTH, 32768, 5, NULL, S_PLAY_F_FDTH2, 0, 0}, // S_PLAY_F_FDTH1
+ {SPR_FDTH, 32769, 4, NULL, S_PLAY_FDTH3, 0, 0}, // S_PLAY_F_FDTH2
+ {SPR_FDTH, 32770, 5, NULL, S_PLAY_C_FDTH2, 0, 0}, // S_PLAY_C_FDTH1
+ {SPR_FDTH, 32771, 4, NULL, S_PLAY_FDTH3, 0, 0}, // S_PLAY_C_FDTH2
+ {SPR_FDTH, 32772, 5, NULL, S_PLAY_M_FDTH2, 0, 0}, // S_PLAY_M_FDTH1
+ {SPR_FDTH, 32773, 4, NULL, S_PLAY_FDTH3, 0, 0}, // S_PLAY_M_FDTH2
+ {SPR_FDTH, 32774, 5, NULL, S_PLAY_FDTH4, 0, 0}, // S_PLAY_FDTH3
+ {SPR_FDTH, 32775, 4, A_Scream, S_PLAY_FDTH5, 0, 0}, // S_PLAY_FDTH4
+ {SPR_FDTH, 32776, 5, NULL, S_PLAY_FDTH6, 0, 0}, // S_PLAY_FDTH5
+ {SPR_FDTH, 32777, 4, NULL, S_PLAY_FDTH7, 0, 0}, // S_PLAY_FDTH6
+ {SPR_FDTH, 32778, 5, NULL, S_PLAY_FDTH8, 0, 0}, // S_PLAY_FDTH7
+ {SPR_FDTH, 32779, 4, NULL, S_PLAY_FDTH9, 0, 0}, // S_PLAY_FDTH8
+ {SPR_FDTH, 32780, 5, NULL, S_PLAY_FDTH10, 0, 0}, // S_PLAY_FDTH9
+ {SPR_FDTH, 32781, 4, NULL, S_PLAY_FDTH11, 0, 0}, // S_PLAY_FDTH10
+ {SPR_FDTH, 32782, 5, NULL, S_PLAY_FDTH12, 0, 0}, // S_PLAY_FDTH11
+ {SPR_FDTH, 32783, 4, NULL, S_PLAY_FDTH13, 0, 0}, // S_PLAY_FDTH12
+ {SPR_FDTH, 32784, 5, NULL, S_PLAY_FDTH14, 0, 0}, // S_PLAY_FDTH13
+ {SPR_FDTH, 32785, 4, NULL, S_PLAY_FDTH15, 0, 0}, // S_PLAY_FDTH14
+ {SPR_FDTH, 32786, 5, A_NoBlocking, S_PLAY_FDTH16, 0, 0}, // S_PLAY_FDTH15
+ {SPR_FDTH, 32787, 4, NULL, S_PLAY_FDTH17, 0, 0}, // S_PLAY_FDTH16
+ {SPR_FDTH, 32788, 5, NULL, S_PLAY_FDTH18, 0, 0}, // S_PLAY_FDTH17
+ {SPR_FDTH, 32789, 4, NULL, S_PLAY_FDTH19, 0, 0}, // S_PLAY_FDTH18
+ {SPR_ACLO, 4, 35, A_CheckBurnGone, S_PLAY_FDTH19, 0, 0}, // S_PLAY_FDTH19
+ {SPR_ACLO, 4, 8, NULL, S_NULL, 0, 0}, // S_PLAY_FDTH20
+ {SPR_BSKL, 0, 5, A_CheckSkullFloor, S_BLOODYSKULL2, 0, 0}, // S_BLOODYSKULL1
+ {SPR_BSKL, 1, 5, A_CheckSkullFloor, S_BLOODYSKULL3, 0, 0}, // S_BLOODYSKULL2
+ {SPR_BSKL, 2, 5, A_CheckSkullFloor, S_BLOODYSKULL4, 0, 0}, // S_BLOODYSKULL3
+ {SPR_BSKL, 3, 5, A_CheckSkullFloor, S_BLOODYSKULL5, 0, 0}, // S_BLOODYSKULL4
+ {SPR_BSKL, 5, 5, A_CheckSkullFloor, S_BLOODYSKULL6, 0, 0}, // S_BLOODYSKULL5
+ {SPR_BSKL, 6, 5, A_CheckSkullFloor, S_BLOODYSKULL7, 0, 0}, // S_BLOODYSKULL6
+ {SPR_BSKL, 7, 5, A_CheckSkullFloor, S_BLOODYSKULL1, 0, 0}, // S_BLOODYSKULL7
+ {SPR_BSKL, 8, 16, A_CheckSkullDone, S_BLOODYSKULLX1, 0, 0}, // S_BLOODYSKULLX1
+ {SPR_BSKL, 8, 1050, NULL, S_NULL, 0, 0}, // S_BLOODYSKULLX2
+ {SPR_PLAY, 0, 5, NULL, S_PLAYER_SPEED2, 0, 0}, // S_PLAYER_SPEED1
+ {SPR_PLAY, 0, 3, A_SpeedFade, S_NULL, 0, 0}, // S_PLAYER_SPEED2
+ {SPR_ICEC, 0, 10, NULL, S_ICECHUNK2, 0, 0}, // S_ICECHUNK1
+ {SPR_ICEC, 1, 10, A_IceSetTics, S_ICECHUNK3, 0, 0}, // S_ICECHUNK2
+ {SPR_ICEC, 2, 10, A_IceSetTics, S_ICECHUNK4, 0, 0}, // S_ICECHUNK3
+ {SPR_ICEC, 3, 10, A_IceSetTics, S_NULL, 0, 0}, // S_ICECHUNK4
+ {SPR_ICEC, 0, 10, A_IceCheckHeadDone, S_ICECHUNK_HEAD, 0, 0}, // S_ICECHUNK_HEAD
+ {SPR_ICEC, 0, 1050, NULL, S_NULL, 0, 0}, // S_ICECHUNK_HEAD2
+ {SPR_CLER, 0, -1, NULL, S_NULL, 0, 0}, // S_CPLAY
+ {SPR_CLER, 0, 4, NULL, S_CPLAY_RUN2, 0, 0}, // S_CPLAY_RUN1
+ {SPR_CLER, 1, 4, NULL, S_CPLAY_RUN3, 0, 0}, // S_CPLAY_RUN2
+ {SPR_CLER, 2, 4, NULL, S_CPLAY_RUN4, 0, 0}, // S_CPLAY_RUN3
+ {SPR_CLER, 3, 4, NULL, S_CPLAY_RUN1, 0, 0}, // S_CPLAY_RUN4
+ {SPR_CLER, 4, 6, NULL, S_CPLAY_ATK2, 0, 0}, // S_CPLAY_ATK1
+ {SPR_CLER, 5, 6, NULL, S_CPLAY_ATK3, 0, 0}, // S_CPLAY_ATK2
+ {SPR_CLER, 6, 6, NULL, S_CPLAY, 0, 0}, // S_CPLAY_ATK3
+ {SPR_CLER, 7, 4, NULL, S_CPLAY_PAIN2, 0, 0}, // S_CPLAY_PAIN
+ {SPR_CLER, 7, 4, A_Pain, S_CPLAY, 0, 0}, // S_CPLAY_PAIN2
+ {SPR_CLER, 8, 6, NULL, S_CPLAY_DIE2, 0, 0}, // S_CPLAY_DIE1
+ {SPR_CLER, 10, 6, A_Scream, S_CPLAY_DIE3, 0, 0}, // S_CPLAY_DIE2
+ {SPR_CLER, 11, 6, NULL, S_CPLAY_DIE4, 0, 0}, // S_CPLAY_DIE3
+ {SPR_CLER, 11, 6, NULL, S_CPLAY_DIE5, 0, 0}, // S_CPLAY_DIE4
+ {SPR_CLER, 12, 6, A_NoBlocking, S_CPLAY_DIE6, 0, 0}, // S_CPLAY_DIE5
+ {SPR_CLER, 13, 6, NULL, S_CPLAY_DIE7, 0, 0}, // S_CPLAY_DIE6
+ {SPR_CLER, 14, 6, NULL, S_CPLAY_DIE8, 0, 0}, // S_CPLAY_DIE7
+ {SPR_CLER, 15, 6, NULL, S_CPLAY_DIE9, 0, 0}, // S_CPLAY_DIE8
+ {SPR_CLER, 16, -1, A_AddPlayerCorpse, S_NULL, 0, 0}, // S_CPLAY_DIE9
+ {SPR_CLER, 17, 5, A_Scream, S_CPLAY_XDIE2, 0, 0}, // S_CPLAY_XDIE1
+ {SPR_CLER, 18, 5, NULL, S_CPLAY_XDIE3, 0, 0}, // S_CPLAY_XDIE2
+ {SPR_CLER, 19, 5, A_NoBlocking, S_CPLAY_XDIE4, 0, 0}, // S_CPLAY_XDIE3
+ {SPR_CLER, 20, 5, NULL, S_CPLAY_XDIE5, 0, 0}, // S_CPLAY_XDIE4
+ {SPR_CLER, 21, 5, NULL, S_CPLAY_XDIE6, 0, 0}, // S_CPLAY_XDIE5
+ {SPR_CLER, 22, 5, NULL, S_CPLAY_XDIE7, 0, 0}, // S_CPLAY_XDIE6
+ {SPR_CLER, 23, 5, NULL, S_CPLAY_XDIE8, 0, 0}, // S_CPLAY_XDIE7
+ {SPR_CLER, 24, 5, NULL, S_CPLAY_XDIE9, 0, 0}, // S_CPLAY_XDIE8
+ {SPR_CLER, 25, 5, NULL, S_CPLAY_XDIE10, 0, 0}, // S_CPLAY_XDIE9
+ {SPR_CLER, 26, -1, A_AddPlayerCorpse, S_NULL, 0, 0}, // S_CPLAY_XDIE10
+ {SPR_CLER, 27, 5, A_FreezeDeath, S_CPLAY_ICE2, 0, 0}, // S_CPLAY_ICE
+ {SPR_CLER, 27, 1, A_FreezeDeathChunks, S_CPLAY_ICE2, 0, 0}, // S_CPLAY_ICE2
+ {SPR_MAGE, 0, -1, NULL, S_NULL, 0, 0}, // S_MPLAY
+ {SPR_MAGE, 0, 4, NULL, S_MPLAY_RUN2, 0, 0}, // S_MPLAY_RUN1
+ {SPR_MAGE, 1, 4, NULL, S_MPLAY_RUN3, 0, 0}, // S_MPLAY_RUN2
+ {SPR_MAGE, 2, 4, NULL, S_MPLAY_RUN4, 0, 0}, // S_MPLAY_RUN3
+ {SPR_MAGE, 3, 4, NULL, S_MPLAY_RUN1, 0, 0}, // S_MPLAY_RUN4
+ {SPR_MAGE, 4, 8, NULL, S_MPLAY_ATK2, 0, 0}, // S_MPLAY_ATK1
+ {SPR_MAGE, 32773, 8, NULL, S_MPLAY, 0, 0}, // S_MPLAY_ATK2
+ {SPR_MAGE, 6, 4, NULL, S_MPLAY_PAIN2, 0, 0}, // S_MPLAY_PAIN
+ {SPR_MAGE, 6, 4, A_Pain, S_MPLAY, 0, 0}, // S_MPLAY_PAIN2
+ {SPR_MAGE, 7, 6, NULL, S_MPLAY_DIE2, 0, 0}, // S_MPLAY_DIE1
+ {SPR_MAGE, 8, 6, A_Scream, S_MPLAY_DIE3, 0, 0}, // S_MPLAY_DIE2
+ {SPR_MAGE, 9, 6, NULL, S_MPLAY_DIE4, 0, 0}, // S_MPLAY_DIE3
+ {SPR_MAGE, 10, 6, NULL, S_MPLAY_DIE5, 0, 0}, // S_MPLAY_DIE4
+ {SPR_MAGE, 11, 6, A_NoBlocking, S_MPLAY_DIE6, 0, 0}, // S_MPLAY_DIE5
+ {SPR_MAGE, 12, 6, NULL, S_MPLAY_DIE7, 0, 0}, // S_MPLAY_DIE6
+ {SPR_MAGE, 13, -1, A_AddPlayerCorpse, S_NULL, 0, 0}, // S_MPLAY_DIE7
+ {SPR_MAGE, 14, 5, A_Scream, S_MPLAY_XDIE2, 0, 0}, // S_MPLAY_XDIE1
+ {SPR_MAGE, 15, 5, NULL, S_MPLAY_XDIE3, 0, 0}, // S_MPLAY_XDIE2
+ {SPR_MAGE, 17, 5, A_NoBlocking, S_MPLAY_XDIE4, 0, 0}, // S_MPLAY_XDIE3
+ {SPR_MAGE, 18, 5, NULL, S_MPLAY_XDIE5, 0, 0}, // S_MPLAY_XDIE4
+ {SPR_MAGE, 19, 5, NULL, S_MPLAY_XDIE6, 0, 0}, // S_MPLAY_XDIE5
+ {SPR_MAGE, 20, 5, NULL, S_MPLAY_XDIE7, 0, 0}, // S_MPLAY_XDIE6
+ {SPR_MAGE, 21, 5, NULL, S_MPLAY_XDIE8, 0, 0}, // S_MPLAY_XDIE7
+ {SPR_MAGE, 22, 5, NULL, S_MPLAY_XDIE9, 0, 0}, // S_MPLAY_XDIE8
+ {SPR_MAGE, 23, -1, A_AddPlayerCorpse, S_NULL, 0, 0}, // S_MPLAY_XDIE9
+ {SPR_MAGE, 24, 5, A_FreezeDeath, S_MPLAY_ICE2, 0, 0}, // S_MPLAY_ICE
+ {SPR_MAGE, 24, 1, A_FreezeDeathChunks, S_MPLAY_ICE2, 0, 0}, // S_MPLAY_ICE2
+ {SPR_PIGY, 0, -1, NULL, S_NULL, 0, 0}, // S_PIGPLAY
+ {SPR_PIGY, 0, 3, NULL, S_PIGPLAY_RUN2, 0, 0}, // S_PIGPLAY_RUN1
+ {SPR_PIGY, 1, 3, NULL, S_PIGPLAY_RUN3, 0, 0}, // S_PIGPLAY_RUN2
+ {SPR_PIGY, 2, 3, NULL, S_PIGPLAY_RUN4, 0, 0}, // S_PIGPLAY_RUN3
+ {SPR_PIGY, 3, 3, NULL, S_PIGPLAY_RUN1, 0, 0}, // S_PIGPLAY_RUN4
+ {SPR_PIGY, 0, 12, NULL, S_PIGPLAY, 0, 0}, // S_PIGPLAY_ATK1
+ {SPR_PIGY, 3, 4, A_PigPain, S_PIGPLAY, 0, 0}, // S_PIGPLAY_PAIN
+ {SPR_PIGY, 1, 10, A_PigLook, S_PIG_LOOK1, 0, 0}, // S_PIG_LOOK1
+ {SPR_PIGY, 0, 3, A_PigChase, S_PIG_WALK2, 0, 0}, // S_PIG_WALK1
+ {SPR_PIGY, 1, 3, A_PigChase, S_PIG_WALK3, 0, 0}, // S_PIG_WALK2
+ {SPR_PIGY, 2, 3, A_PigChase, S_PIG_WALK4, 0, 0}, // S_PIG_WALK3
+ {SPR_PIGY, 3, 3, A_PigChase, S_PIG_WALK1, 0, 0}, // S_PIG_WALK4
+ {SPR_PIGY, 3, 4, A_PigPain, S_PIG_WALK1, 0, 0}, // S_PIG_PAIN
+ {SPR_PIGY, 0, 5, A_FaceTarget, S_PIG_ATK2, 0, 0}, // S_PIG_ATK1
+ {SPR_PIGY, 0, 10, A_PigAttack, S_PIG_WALK1, 0, 0}, // S_PIG_ATK2
+ {SPR_PIGY, 4, 4, A_Scream, S_PIG_DIE2, 0, 0}, // S_PIG_DIE1
+ {SPR_PIGY, 5, 3, A_NoBlocking, S_PIG_DIE3, 0, 0}, // S_PIG_DIE2
+ {SPR_PIGY, 6, 4, A_QueueCorpse, S_PIG_DIE4, 0, 0}, // S_PIG_DIE3
+ {SPR_PIGY, 7, 3, NULL, S_PIG_DIE5, 0, 0}, // S_PIG_DIE4
+ {SPR_PIGY, 8, 4, NULL, S_PIG_DIE6, 0, 0}, // S_PIG_DIE5
+ {SPR_PIGY, 9, 4, NULL, S_PIG_DIE7, 0, 0}, // S_PIG_DIE6
+ {SPR_PIGY, 10, 4, NULL, S_PIG_DIE8, 0, 0}, // S_PIG_DIE7
+ {SPR_PIGY, 11, -1, NULL, S_NULL, 0, 0}, // S_PIG_DIE8
+ {SPR_PIGY, 12, 5, A_FreezeDeath, S_PIG_ICE2, 0, 0}, // S_PIG_ICE
+ {SPR_PIGY, 12, 1, A_FreezeDeathChunks, S_PIG_ICE2, 0, 0}, // S_PIG_ICE2
+ {SPR_CENT, 0, 10, A_Look, S_CENTAUR_LOOK2, 0, 0}, // S_CENTAUR_LOOK1
+ {SPR_CENT, 1, 10, A_Look, S_CENTAUR_LOOK1, 0, 0}, // S_CENTAUR_LOOK2
+ {SPR_CENT, 0, 4, A_Chase, S_CENTAUR_WALK2, 0, 0}, // S_CENTAUR_WALK1
+ {SPR_CENT, 1, 4, A_Chase, S_CENTAUR_WALK3, 0, 0}, // S_CENTAUR_WALK2
+ {SPR_CENT, 2, 4, A_Chase, S_CENTAUR_WALK4, 0, 0}, // S_CENTAUR_WALK3
+ {SPR_CENT, 3, 4, A_Chase, S_CENTAUR_WALK1, 0, 0}, // S_CENTAUR_WALK4
+ {SPR_CENT, 7, 5, A_FaceTarget, S_CENTAUR_ATK2, 0, 0}, // S_CENTAUR_ATK1
+ {SPR_CENT, 8, 4, A_FaceTarget, S_CENTAUR_ATK3, 0, 0}, // S_CENTAUR_ATK2
+ {SPR_CENT, 9, 7, A_CentaurAttack, S_CENTAUR_WALK1, 0, 0}, // S_CENTAUR_ATK3
+ {SPR_CENT, 4, 10, A_FaceTarget, S_CENTAUR_MISSILE2, 0, 0}, // S_CENTAUR_MISSILE1
+ {SPR_CENT, 32773, 8, A_CentaurAttack2, S_CENTAUR_MISSILE3, 0, 0}, // S_CENTAUR_MISSILE2
+ {SPR_CENT, 4, 10, A_FaceTarget, S_CENTAUR_MISSILE4, 0, 0}, // S_CENTAUR_MISSILE3
+ {SPR_CENT, 32773, 8, A_CentaurAttack2, S_CENTAUR_WALK1, 0, 0}, // S_CENTAUR_MISSILE4
+ {SPR_CENT, 6, 6, A_Pain, S_CENTAUR_PAIN2, 0, 0}, // S_CENTAUR_PAIN1
+ {SPR_CENT, 6, 6, A_SetReflective, S_CENTAUR_PAIN3, 0, 0}, // S_CENTAUR_PAIN2
+ {SPR_CENT, 4, 15, A_CentaurDefend, S_CENTAUR_PAIN4, 0, 0}, // S_CENTAUR_PAIN3
+ {SPR_CENT, 4, 15, A_CentaurDefend, S_CENTAUR_PAIN5, 0, 0}, // S_CENTAUR_PAIN4
+ {SPR_CENT, 4, 15, A_CentaurDefend, S_CENTAUR_PAIN6, 0, 0}, // S_CENTAUR_PAIN5
+ {SPR_CENT, 4, 1, A_UnSetReflective, S_CENTAUR_WALK1, 0, 0}, // S_CENTAUR_PAIN6
+ {SPR_CENT, 10, 4, NULL, S_CENTAUR_DEATH2, 0, 0}, // S_CENTAUR_DEATH1
+ {SPR_CENT, 11, 4, A_Scream, S_CENTAUR_DEATH3, 0, 0}, // S_CENTAUR_DEATH2
+ {SPR_CENT, 12, 4, NULL, S_CENTAUR_DEATH4, 0, 0}, // S_CENTAUR_DEATH3
+ {SPR_CENT, 13, 4, NULL, S_CENTAUR_DEATH5, 0, 0}, // S_CENTAUR_DEATH4
+ {SPR_CENT, 14, 4, A_NoBlocking, S_CENTAUR_DEATH6, 0, 0}, // S_CENTAUR_DEATH5
+ {SPR_CENT, 15, 4, NULL, S_CENTAUR_DEATH7, 0, 0}, // S_CENTAUR_DEATH6
+ {SPR_CENT, 16, 4, NULL, S_CENTAUR_DEATH8, 0, 0}, // S_CENTAUR_DEATH7
+ {SPR_CENT, 17, 4, A_QueueCorpse, S_CENTAUR_DEATH9, 0, 0}, // S_CENTAUR_DEATH8
+ {SPR_CENT, 18, 4, NULL, S_CENTAUR_DEATH0, 0, 0}, // S_CENTAUR_DEATH9
+ {SPR_CENT, 19, -1, NULL, S_NULL, 0, 0}, // S_CENTAUR_DEATH0
+ {SPR_CTXD, 0, 4, NULL, S_CENTAUR_DEATH_X2, 0, 0}, // S_CENTAUR_DEATH_X1
+ {SPR_CTXD, 1, 4, A_NoBlocking, S_CENTAUR_DEATH_X3, 0, 0}, // S_CENTAUR_DEATH_X2
+ {SPR_CTXD, 2, 4, A_CentaurDropStuff, S_CENTAUR_DEATH_X4, 0, 0}, // S_CENTAUR_DEATH_X3
+ {SPR_CTXD, 3, 3, A_Scream, S_CENTAUR_DEATH_X5, 0, 0}, // S_CENTAUR_DEATH_X4
+ {SPR_CTXD, 4, 4, A_QueueCorpse, S_CENTAUR_DEATH_X6, 0, 0}, // S_CENTAUR_DEATH_X5
+ {SPR_CTXD, 5, 3, NULL, S_CENTAUR_DEATH_X7, 0, 0}, // S_CENTAUR_DEATH_X6
+ {SPR_CTXD, 6, 4, NULL, S_CENTAUR_DEATH_X8, 0, 0}, // S_CENTAUR_DEATH_X7
+ {SPR_CTXD, 7, 3, NULL, S_CENTAUR_DEATH_X9, 0, 0}, // S_CENTAUR_DEATH_X8
+ {SPR_CTXD, 8, 4, NULL, S_CENTAUR_DEATH_X10, 0, 0}, // S_CENTAUR_DEATH_X9
+ {SPR_CTXD, 9, 3, NULL, S_CENTAUR_DEATH_X11, 0, 0}, // S_CENTAUR_DEATH_X10
+ {SPR_CTXD, 10, -1, NULL, S_NULL, 0, 0}, // S_CENTAUR_DEATH_X11
+ {SPR_CENT, 20, 5, A_FreezeDeath, S_CENTAUR_ICE2, 0, 0}, // S_CENTAUR_ICE
+ {SPR_CENT, 20, 1, A_FreezeDeathChunks, S_CENTAUR_ICE2, 0, 0}, // S_CENTAUR_ICE2
+ {SPR_CTFX, 32768, -1, NULL, S_NULL, 0, 0}, // S_CENTAUR_FX1
+ {SPR_CTFX, 32769, 4, NULL, S_CENTAUR_FX_X2, 0, 0}, // S_CENTAUR_FX_X1
+ {SPR_CTFX, 32770, 3, NULL, S_CENTAUR_FX_X3, 0, 0}, // S_CENTAUR_FX_X2
+ {SPR_CTFX, 32771, 4, NULL, S_CENTAUR_FX_X4, 0, 0}, // S_CENTAUR_FX_X3
+ {SPR_CTFX, 32772, 3, NULL, S_CENTAUR_FX_X5, 0, 0}, // S_CENTAUR_FX_X4
+ {SPR_CTFX, 32773, 2, NULL, S_NULL, 0, 0}, // S_CENTAUR_FX_X5
+ {SPR_CTDP, 0, 3, A_CheckFloor, S_CENTAUR_SHIELD2, 0, 0}, // S_CENTAUR_SHIELD1
+ {SPR_CTDP, 1, 3, A_CheckFloor, S_CENTAUR_SHIELD3, 0, 0}, // S_CENTAUR_SHIELD2
+ {SPR_CTDP, 2, 3, A_CheckFloor, S_CENTAUR_SHIELD4, 0, 0}, // S_CENTAUR_SHIELD3
+ {SPR_CTDP, 3, 3, A_CheckFloor, S_CENTAUR_SHIELD5, 0, 0}, // S_CENTAUR_SHIELD4
+ {SPR_CTDP, 4, 3, A_CheckFloor, S_CENTAUR_SHIELD6, 0, 0}, // S_CENTAUR_SHIELD5
+ {SPR_CTDP, 5, 3, A_CheckFloor, S_CENTAUR_SHIELD3, 0, 0}, // S_CENTAUR_SHIELD6
+ {SPR_CTDP, 6, 4, NULL, S_CENTAUR_SHIELD_X2, 0, 0}, // S_CENTAUR_SHIELD_X1
+ {SPR_CTDP, 7, 4, A_QueueCorpse, S_CENTAUR_SHIELD_X3, 0, 0}, // S_CENTAUR_SHIELD_X2
+ {SPR_CTDP, 8, 4, NULL, S_CENTAUR_SHIELD_X4, 0, 0}, // S_CENTAUR_SHIELD_X3
+ {SPR_CTDP, 9, -1, NULL, S_NULL, 0, 0}, // S_CENTAUR_SHIELD_X4
+ {SPR_CTDP, 10, 3, A_CheckFloor, S_CENTAUR_SWORD2, 0, 0}, // S_CENTAUR_SWORD1
+ {SPR_CTDP, 11, 3, A_CheckFloor, S_CENTAUR_SWORD3, 0, 0}, // S_CENTAUR_SWORD2
+ {SPR_CTDP, 12, 3, A_CheckFloor, S_CENTAUR_SWORD4, 0, 0}, // S_CENTAUR_SWORD3
+ {SPR_CTDP, 13, 3, A_CheckFloor, S_CENTAUR_SWORD5, 0, 0}, // S_CENTAUR_SWORD4
+ {SPR_CTDP, 14, 3, A_CheckFloor, S_CENTAUR_SWORD6, 0, 0}, // S_CENTAUR_SWORD5
+ {SPR_CTDP, 15, 3, A_CheckFloor, S_CENTAUR_SWORD7, 0, 0}, // S_CENTAUR_SWORD6
+ {SPR_CTDP, 16, 3, A_CheckFloor, S_CENTAUR_SWORD3, 0, 0}, // S_CENTAUR_SWORD7
+ {SPR_CTDP, 17, 4, NULL, S_CENTAUR_SWORD_X2, 0, 0}, // S_CENTAUR_SWORD_X1
+ {SPR_CTDP, 18, 4, A_QueueCorpse, S_CENTAUR_SWORD_X3, 0, 0}, // S_CENTAUR_SWORD_X2
+ {SPR_CTDP, 19, -1, NULL, S_NULL, 0, 0}, // S_CENTAUR_SWORD_X3
+ {SPR_DEMN, 0, 10, A_Look, S_DEMN_LOOK2, 0, 0}, // S_DEMN_LOOK1
+ {SPR_DEMN, 0, 10, A_Look, S_DEMN_LOOK1, 0, 0}, // S_DEMN_LOOK2
+ {SPR_DEMN, 0, 4, A_Chase, S_DEMN_CHASE2, 0, 0}, // S_DEMN_CHASE1
+ {SPR_DEMN, 1, 4, A_Chase, S_DEMN_CHASE3, 0, 0}, // S_DEMN_CHASE2
+ {SPR_DEMN, 2, 4, A_Chase, S_DEMN_CHASE4, 0, 0}, // S_DEMN_CHASE3
+ {SPR_DEMN, 3, 4, A_Chase, S_DEMN_CHASE1, 0, 0}, // S_DEMN_CHASE4
+ {SPR_DEMN, 4, 6, A_FaceTarget, S_DEMN_ATK1_2, 0, 0}, // S_DEMN_ATK1_1
+ {SPR_DEMN, 5, 8, A_FaceTarget, S_DEMN_ATK1_3, 0, 0}, // S_DEMN_ATK1_2
+ {SPR_DEMN, 6, 6, A_DemonAttack1, S_DEMN_CHASE1, 0, 0}, // S_DEMN_ATK1_3
+ {SPR_DEMN, 4, 5, A_FaceTarget, S_DEMN_ATK2_2, 0, 0}, // S_DEMN_ATK2_1
+ {SPR_DEMN, 5, 6, A_FaceTarget, S_DEMN_ATK2_3, 0, 0}, // S_DEMN_ATK2_2
+ {SPR_DEMN, 6, 5, A_DemonAttack2, S_DEMN_CHASE1, 0, 0}, // S_DEMN_ATK2_3
+ {SPR_DEMN, 4, 4, NULL, S_DEMN_PAIN2, 0, 0}, // S_DEMN_PAIN1
+ {SPR_DEMN, 4, 4, A_Pain, S_DEMN_CHASE1, 0, 0}, // S_DEMN_PAIN2
+ {SPR_DEMN, 7, 6, NULL, S_DEMN_DEATH2, 0, 0}, // S_DEMN_DEATH1
+ {SPR_DEMN, 8, 6, NULL, S_DEMN_DEATH3, 0, 0}, // S_DEMN_DEATH2
+ {SPR_DEMN, 9, 6, A_Scream, S_DEMN_DEATH4, 0, 0}, // S_DEMN_DEATH3
+ {SPR_DEMN, 10, 6, A_NoBlocking, S_DEMN_DEATH5, 0, 0}, // S_DEMN_DEATH4
+ {SPR_DEMN, 11, 6, A_QueueCorpse, S_DEMN_DEATH6, 0, 0}, // S_DEMN_DEATH5
+ {SPR_DEMN, 12, 6, NULL, S_DEMN_DEATH7, 0, 0}, // S_DEMN_DEATH6
+ {SPR_DEMN, 13, 6, NULL, S_DEMN_DEATH8, 0, 0}, // S_DEMN_DEATH7
+ {SPR_DEMN, 14, 6, NULL, S_DEMN_DEATH9, 0, 0}, // S_DEMN_DEATH8
+ {SPR_DEMN, 15, -1, NULL, S_NULL, 0, 0}, // S_DEMN_DEATH9
+ {SPR_DEMN, 7, 6, NULL, S_DEMN_XDEATH2, 0, 0}, // S_DEMN_XDEATH1
+ {SPR_DEMN, 8, 6, A_DemonDeath, S_DEMN_XDEATH3, 0, 0}, // S_DEMN_XDEATH2
+ {SPR_DEMN, 9, 6, A_Scream, S_DEMN_XDEATH4, 0, 0}, // S_DEMN_XDEATH3
+ {SPR_DEMN, 10, 6, A_NoBlocking, S_DEMN_XDEATH5, 0, 0}, // S_DEMN_XDEATH4
+ {SPR_DEMN, 11, 6, A_QueueCorpse, S_DEMN_XDEATH6, 0, 0}, // S_DEMN_XDEATH5
+ {SPR_DEMN, 12, 6, NULL, S_DEMN_XDEATH7, 0, 0}, // S_DEMN_XDEATH6
+ {SPR_DEMN, 13, 6, NULL, S_DEMN_XDEATH8, 0, 0}, // S_DEMN_XDEATH7
+ {SPR_DEMN, 14, 6, NULL, S_DEMN_XDEATH9, 0, 0}, // S_DEMN_XDEATH8
+ {SPR_DEMN, 15, -1, NULL, S_NULL, 0, 0}, // S_DEMN_XDEATH9
+ {SPR_DEMN, 16, 5, A_FreezeDeath, S_DEMON_ICE2, 0, 0}, // S_DEMON_ICE
+ {SPR_DEMN, 16, 1, A_FreezeDeathChunks, S_DEMON_ICE2, 0, 0}, // S_DEMON_ICE2
+ {SPR_DEMA, 0, 4, NULL, S_DEMONCHUNK1_2, 0, 0}, // S_DEMONCHUNK1_1
+ {SPR_DEMA, 0, 10, A_QueueCorpse, S_DEMONCHUNK1_3, 0, 0}, // S_DEMONCHUNK1_2
+ {SPR_DEMA, 0, 20, NULL, S_DEMONCHUNK1_3, 0, 0}, // S_DEMONCHUNK1_3
+ {SPR_DEMA, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMONCHUNK1_4
+ {SPR_DEMB, 0, 4, NULL, S_DEMONCHUNK2_2, 0, 0}, // S_DEMONCHUNK2_1
+ {SPR_DEMB, 0, 10, A_QueueCorpse, S_DEMONCHUNK2_3, 0, 0}, // S_DEMONCHUNK2_2
+ {SPR_DEMB, 0, 20, NULL, S_DEMONCHUNK2_3, 0, 0}, // S_DEMONCHUNK2_3
+ {SPR_DEMB, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMONCHUNK2_4
+ {SPR_DEMC, 0, 4, NULL, S_DEMONCHUNK3_2, 0, 0}, // S_DEMONCHUNK3_1
+ {SPR_DEMC, 0, 10, A_QueueCorpse, S_DEMONCHUNK3_3, 0, 0}, // S_DEMONCHUNK3_2
+ {SPR_DEMC, 0, 20, NULL, S_DEMONCHUNK3_3, 0, 0}, // S_DEMONCHUNK3_3
+ {SPR_DEMC, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMONCHUNK3_4
+ {SPR_DEMD, 0, 4, NULL, S_DEMONCHUNK4_2, 0, 0}, // S_DEMONCHUNK4_1
+ {SPR_DEMD, 0, 10, A_QueueCorpse, S_DEMONCHUNK4_3, 0, 0}, // S_DEMONCHUNK4_2
+ {SPR_DEMD, 0, 20, NULL, S_DEMONCHUNK4_3, 0, 0}, // S_DEMONCHUNK4_3
+ {SPR_DEMD, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMONCHUNK4_4
+ {SPR_DEME, 0, 4, NULL, S_DEMONCHUNK5_2, 0, 0}, // S_DEMONCHUNK5_1
+ {SPR_DEME, 0, 10, A_QueueCorpse, S_DEMONCHUNK5_3, 0, 0}, // S_DEMONCHUNK5_2
+ {SPR_DEME, 0, 20, NULL, S_DEMONCHUNK5_3, 0, 0}, // S_DEMONCHUNK5_3
+ {SPR_DEME, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMONCHUNK5_4
+ {SPR_DMFX, 32768, 4, NULL, S_DEMONFX_MOVE2, 0, 0}, // S_DEMONFX_MOVE1
+ {SPR_DMFX, 32769, 4, NULL, S_DEMONFX_MOVE3, 0, 0}, // S_DEMONFX_MOVE2
+ {SPR_DMFX, 32770, 4, NULL, S_DEMONFX_MOVE1, 0, 0}, // S_DEMONFX_MOVE3
+ {SPR_DMFX, 32771, 4, NULL, S_DEMONFX_BOOM2, 0, 0}, // S_DEMONFX_BOOM1
+ {SPR_DMFX, 32772, 4, NULL, S_DEMONFX_BOOM3, 0, 0}, // S_DEMONFX_BOOM2
+ {SPR_DMFX, 32773, 3, NULL, S_DEMONFX_BOOM4, 0, 0}, // S_DEMONFX_BOOM3
+ {SPR_DMFX, 32774, 3, NULL, S_DEMONFX_BOOM5, 0, 0}, // S_DEMONFX_BOOM4
+ {SPR_DMFX, 32775, 3, NULL, S_NULL, 0, 0}, // S_DEMONFX_BOOM5
+ {SPR_DEM2, 0, 10, A_Look, S_DEMN2_LOOK2, 0, 0}, // S_DEMN2_LOOK1
+ {SPR_DEM2, 0, 10, A_Look, S_DEMN2_LOOK1, 0, 0}, // S_DEMN2_LOOK2
+ {SPR_DEM2, 0, 4, A_Chase, S_DEMN2_CHASE2, 0, 0}, // S_DEMN2_CHASE1
+ {SPR_DEM2, 1, 4, A_Chase, S_DEMN2_CHASE3, 0, 0}, // S_DEMN2_CHASE2
+ {SPR_DEM2, 2, 4, A_Chase, S_DEMN2_CHASE4, 0, 0}, // S_DEMN2_CHASE3
+ {SPR_DEM2, 3, 4, A_Chase, S_DEMN2_CHASE1, 0, 0}, // S_DEMN2_CHASE4
+ {SPR_DEM2, 4, 6, A_FaceTarget, S_DEMN2_ATK1_2, 0, 0}, // S_DEMN2_ATK1_1
+ {SPR_DEM2, 5, 8, A_FaceTarget, S_DEMN2_ATK1_3, 0, 0}, // S_DEMN2_ATK1_2
+ {SPR_DEM2, 6, 6, A_DemonAttack1, S_DEMN2_CHASE1, 0, 0}, // S_DEMN2_ATK1_3
+ {SPR_DEM2, 4, 5, A_FaceTarget, S_DEMN2_ATK2_2, 0, 0}, // S_DEMN2_ATK2_1
+ {SPR_DEM2, 5, 6, A_FaceTarget, S_DEMN2_ATK2_3, 0, 0}, // S_DEMN2_ATK2_2
+ {SPR_DEM2, 6, 5, A_DemonAttack2, S_DEMN2_CHASE1, 0, 0}, // S_DEMN2_ATK2_3
+ {SPR_DEM2, 4, 4, NULL, S_DEMN2_PAIN2, 0, 0}, // S_DEMN2_PAIN1
+ {SPR_DEM2, 4, 4, A_Pain, S_DEMN2_CHASE1, 0, 0}, // S_DEMN2_PAIN2
+ {SPR_DEM2, 7, 6, NULL, S_DEMN2_DEATH2, 0, 0}, // S_DEMN2_DEATH1
+ {SPR_DEM2, 8, 6, NULL, S_DEMN2_DEATH3, 0, 0}, // S_DEMN2_DEATH2
+ {SPR_DEM2, 9, 6, A_Scream, S_DEMN2_DEATH4, 0, 0}, // S_DEMN2_DEATH3
+ {SPR_DEM2, 10, 6, A_NoBlocking, S_DEMN2_DEATH5, 0, 0}, // S_DEMN2_DEATH4
+ {SPR_DEM2, 11, 6, A_QueueCorpse, S_DEMN2_DEATH6, 0, 0}, // S_DEMN2_DEATH5
+ {SPR_DEM2, 12, 6, NULL, S_DEMN2_DEATH7, 0, 0}, // S_DEMN2_DEATH6
+ {SPR_DEM2, 13, 6, NULL, S_DEMN2_DEATH8, 0, 0}, // S_DEMN2_DEATH7
+ {SPR_DEM2, 14, 6, NULL, S_DEMN2_DEATH9, 0, 0}, // S_DEMN2_DEATH8
+ {SPR_DEM2, 15, -1, NULL, S_NULL, 0, 0}, // S_DEMN2_DEATH9
+ {SPR_DEM2, 7, 6, NULL, S_DEMN2_XDEATH2, 0, 0}, // S_DEMN2_XDEATH1
+ {SPR_DEM2, 8, 6, A_Demon2Death, S_DEMN2_XDEATH3, 0, 0}, // S_DEMN2_XDEATH2
+ {SPR_DEM2, 9, 6, A_Scream, S_DEMN2_XDEATH4, 0, 0}, // S_DEMN2_XDEATH3
+ {SPR_DEM2, 10, 6, A_NoBlocking, S_DEMN2_XDEATH5, 0, 0}, // S_DEMN2_XDEATH4
+ {SPR_DEM2, 11, 6, A_QueueCorpse, S_DEMN2_XDEATH6, 0, 0}, // S_DEMN2_XDEATH5
+ {SPR_DEM2, 12, 6, NULL, S_DEMN2_XDEATH7, 0, 0}, // S_DEMN2_XDEATH6
+ {SPR_DEM2, 13, 6, NULL, S_DEMN2_XDEATH8, 0, 0}, // S_DEMN2_XDEATH7
+ {SPR_DEM2, 14, 6, NULL, S_DEMN2_XDEATH9, 0, 0}, // S_DEMN2_XDEATH8
+ {SPR_DEM2, 15, -1, NULL, S_NULL, 0, 0}, // S_DEMN2_XDEATH9
+ {SPR_DMBA, 0, 4, NULL, S_DEMON2CHUNK1_2, 0, 0}, // S_DEMON2CHUNK1_1
+ {SPR_DMBA, 0, 10, A_QueueCorpse, S_DEMON2CHUNK1_3, 0, 0}, // S_DEMON2CHUNK1_2
+ {SPR_DMBA, 0, 20, NULL, S_DEMON2CHUNK1_3, 0, 0}, // S_DEMON2CHUNK1_3
+ {SPR_DMBA, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMON2CHUNK1_4
+ {SPR_DMBB, 0, 4, NULL, S_DEMON2CHUNK2_2, 0, 0}, // S_DEMON2CHUNK2_1
+ {SPR_DMBB, 0, 10, A_QueueCorpse, S_DEMON2CHUNK2_3, 0, 0}, // S_DEMON2CHUNK2_2
+ {SPR_DMBB, 0, 20, NULL, S_DEMON2CHUNK2_3, 0, 0}, // S_DEMON2CHUNK2_3
+ {SPR_DMBB, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMON2CHUNK2_4
+ {SPR_DMBC, 0, 4, NULL, S_DEMON2CHUNK3_2, 0, 0}, // S_DEMON2CHUNK3_1
+ {SPR_DMBC, 0, 10, A_QueueCorpse, S_DEMON2CHUNK3_3, 0, 0}, // S_DEMON2CHUNK3_2
+ {SPR_DMBC, 0, 20, NULL, S_DEMON2CHUNK3_3, 0, 0}, // S_DEMON2CHUNK3_3
+ {SPR_DMBC, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMON2CHUNK3_4
+ {SPR_DMBD, 0, 4, NULL, S_DEMON2CHUNK4_2, 0, 0}, // S_DEMON2CHUNK4_1
+ {SPR_DMBD, 0, 10, A_QueueCorpse, S_DEMON2CHUNK4_3, 0, 0}, // S_DEMON2CHUNK4_2
+ {SPR_DMBD, 0, 20, NULL, S_DEMON2CHUNK4_3, 0, 0}, // S_DEMON2CHUNK4_3
+ {SPR_DMBD, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMON2CHUNK4_4
+ {SPR_DMBE, 0, 4, NULL, S_DEMON2CHUNK5_2, 0, 0}, // S_DEMON2CHUNK5_1
+ {SPR_DMBE, 0, 10, NULL, S_DEMON2CHUNK5_3, 0, 0}, // S_DEMON2CHUNK5_2
+ {SPR_DMBE, 0, 20, NULL, S_DEMON2CHUNK5_3, 0, 0}, // S_DEMON2CHUNK5_3
+ {SPR_DMBE, 0, -1, NULL, S_NULL, 0, 0}, // S_DEMON2CHUNK5_4
+ {SPR_D2FX, 32768, 4, NULL, S_DEMON2FX_MOVE2, 0, 0}, // S_DEMON2FX_MOVE1
+ {SPR_D2FX, 32769, 4, NULL, S_DEMON2FX_MOVE3, 0, 0}, // S_DEMON2FX_MOVE2
+ {SPR_D2FX, 32770, 4, NULL, S_DEMON2FX_MOVE4, 0, 0}, // S_DEMON2FX_MOVE3
+ {SPR_D2FX, 32771, 4, NULL, S_DEMON2FX_MOVE5, 0, 0}, // S_DEMON2FX_MOVE4
+ {SPR_D2FX, 32772, 4, NULL, S_DEMON2FX_MOVE6, 0, 0}, // S_DEMON2FX_MOVE5
+ {SPR_D2FX, 32773, 4, NULL, S_DEMON2FX_MOVE1, 0, 0}, // S_DEMON2FX_MOVE6
+ {SPR_D2FX, 32774, 4, NULL, S_DEMON2FX_BOOM2, 0, 0}, // S_DEMON2FX_BOOM1
+ {SPR_D2FX, 32775, 4, NULL, S_DEMON2FX_BOOM3, 0, 0}, // S_DEMON2FX_BOOM2
+ {SPR_D2FX, 32776, 4, NULL, S_DEMON2FX_BOOM4, 0, 0}, // S_DEMON2FX_BOOM3
+ {SPR_D2FX, 32777, 4, NULL, S_DEMON2FX_BOOM5, 0, 0}, // S_DEMON2FX_BOOM4
+ {SPR_D2FX, 32778, 3, NULL, S_DEMON2FX_BOOM6, 0, 0}, // S_DEMON2FX_BOOM5
+ {SPR_D2FX, 32779, 3, NULL, S_NULL, 0, 0}, // S_DEMON2FX_BOOM6
+ {SPR_WRTH, 0, 2, A_WraithRaiseInit, S_WRAITH_RAISE2, 0, 0}, // S_WRAITH_RAISE1
+ {SPR_WRTH, 0, 2, A_WraithRaise, S_WRAITH_RAISE3, 0, 0}, // S_WRAITH_RAISE2
+ {SPR_WRTH, 0, 2, A_FaceTarget, S_WRAITH_RAISE4, 0, 0}, // S_WRAITH_RAISE3
+ {SPR_WRTH, 1, 2, A_WraithRaise, S_WRAITH_RAISE5, 0, 0}, // S_WRAITH_RAISE4
+ {SPR_WRTH, 1, 2, A_WraithRaise, S_WRAITH_RAISE2, 0, 0}, // S_WRAITH_RAISE5
+ {SPR_WRTH, 0, 10, NULL, S_WRAITH_INIT2, 0, 0}, // S_WRAITH_INIT1
+ {SPR_WRTH, 1, 5, A_WraithInit, S_WRAITH_LOOK1, 0, 0}, // S_WRAITH_INIT2
+ {SPR_WRTH, 0, 15, A_WraithLook, S_WRAITH_LOOK2, 0, 0}, // S_WRAITH_LOOK1
+ {SPR_WRTH, 1, 15, A_WraithLook, S_WRAITH_LOOK1, 0, 0}, // S_WRAITH_LOOK2
+ {SPR_WRTH, 0, 4, A_WraithChase, S_WRAITH_CHASE2, 0, 0}, // S_WRAITH_CHASE1
+ {SPR_WRTH, 1, 4, A_WraithChase, S_WRAITH_CHASE3, 0, 0}, // S_WRAITH_CHASE2
+ {SPR_WRTH, 2, 4, A_WraithChase, S_WRAITH_CHASE4, 0, 0}, // S_WRAITH_CHASE3
+ {SPR_WRTH, 3, 4, A_WraithChase, S_WRAITH_CHASE1, 0, 0}, // S_WRAITH_CHASE4
+ {SPR_WRTH, 4, 6, A_FaceTarget, S_WRAITH_ATK1_2, 0, 0}, // S_WRAITH_ATK1_1
+ {SPR_WRTH, 5, 6, A_WraithFX3, S_WRAITH_ATK1_3, 0, 0}, // S_WRAITH_ATK1_2
+ {SPR_WRTH, 6, 6, A_WraithMelee, S_WRAITH_CHASE1, 0, 0}, // S_WRAITH_ATK1_3
+ {SPR_WRTH, 4, 6, A_FaceTarget, S_WRAITH_ATK2_2, 0, 0}, // S_WRAITH_ATK2_1
+ {SPR_WRTH, 5, 6, NULL, S_WRAITH_ATK2_3, 0, 0}, // S_WRAITH_ATK2_2
+ {SPR_WRTH, 6, 6, A_WraithMissile, S_WRAITH_CHASE1, 0, 0}, // S_WRAITH_ATK2_3
+ {SPR_WRTH, 0, 2, NULL, S_WRAITH_PAIN2, 0, 0}, // S_WRAITH_PAIN1
+ {SPR_WRTH, 7, 6, A_Pain, S_WRAITH_CHASE1, 0, 0}, // S_WRAITH_PAIN2
+ {SPR_WRTH, 8, 4, NULL, S_WRAITH_DEATH1_2, 0, 0}, // S_WRAITH_DEATH1_1
+ {SPR_WRTH, 9, 4, A_Scream, S_WRAITH_DEATH1_3, 0, 0}, // S_WRAITH_DEATH1_2
+ {SPR_WRTH, 10, 4, NULL, S_WRAITH_DEATH1_4, 0, 0}, // S_WRAITH_DEATH1_3
+ {SPR_WRTH, 11, 4, NULL, S_WRAITH_DEATH1_5, 0, 0}, // S_WRAITH_DEATH1_4
+ {SPR_WRTH, 12, 4, A_NoBlocking, S_WRAITH_DEATH1_6, 0, 0}, // S_WRAITH_DEATH1_5
+ {SPR_WRTH, 13, 4, A_QueueCorpse, S_WRAITH_DEATH1_7, 0, 0}, // S_WRAITH_DEATH1_6
+ {SPR_WRTH, 14, 4, NULL, S_WRAITH_DEATH1_8, 0, 0}, // S_WRAITH_DEATH1_7
+ {SPR_WRTH, 15, 5, NULL, S_WRAITH_DEATH1_9, 0, 0}, // S_WRAITH_DEATH1_8
+ {SPR_WRTH, 16, 5, NULL, S_WRAITH_DEATH1_0, 0, 0}, // S_WRAITH_DEATH1_9
+ {SPR_WRTH, 17, -1, NULL, S_NULL, 0, 0}, // S_WRAITH_DEATH1_0
+ {SPR_WRT2, 0, 5, NULL, S_WRAITH_DEATH2_2, 0, 0}, // S_WRAITH_DEATH2_1
+ {SPR_WRT2, 1, 5, A_Scream, S_WRAITH_DEATH2_3, 0, 0}, // S_WRAITH_DEATH2_2
+ {SPR_WRT2, 2, 5, NULL, S_WRAITH_DEATH2_4, 0, 0}, // S_WRAITH_DEATH2_3
+ {SPR_WRT2, 3, 5, NULL, S_WRAITH_DEATH2_5, 0, 0}, // S_WRAITH_DEATH2_4
+ {SPR_WRT2, 4, 5, A_NoBlocking, S_WRAITH_DEATH2_6, 0, 0}, // S_WRAITH_DEATH2_5
+ {SPR_WRT2, 5, 5, A_QueueCorpse, S_WRAITH_DEATH2_7, 0, 0}, // S_WRAITH_DEATH2_6
+ {SPR_WRT2, 6, 5, NULL, S_WRAITH_DEATH2_8, 0, 0}, // S_WRAITH_DEATH2_7
+ {SPR_WRT2, 7, -1, NULL, S_NULL, 0, 0}, // S_WRAITH_DEATH2_8
+ {SPR_WRT2, 8, 5, A_FreezeDeath, S_WRAITH_ICE2, 0, 0}, // S_WRAITH_ICE
+ {SPR_WRT2, 8, 1, A_FreezeDeathChunks, S_WRAITH_ICE2, 0, 0}, // S_WRAITH_ICE2
+ {SPR_WRBL, 32768, 3, NULL, S_WRTHFX_MOVE2, 0, 0}, // S_WRTHFX_MOVE1
+ {SPR_WRBL, 32769, 3, A_WraithFX2, S_WRTHFX_MOVE3, 0, 0}, // S_WRTHFX_MOVE2
+ {SPR_WRBL, 32770, 3, NULL, S_WRTHFX_MOVE1, 0, 0}, // S_WRTHFX_MOVE3
+ {SPR_WRBL, 32771, 4, NULL, S_WRTHFX_BOOM2, 0, 0}, // S_WRTHFX_BOOM1
+ {SPR_WRBL, 32772, 4, A_WraithFX2, S_WRTHFX_BOOM3, 0, 0}, // S_WRTHFX_BOOM2
+ {SPR_WRBL, 32773, 4, NULL, S_WRTHFX_BOOM4, 0, 0}, // S_WRTHFX_BOOM3
+ {SPR_WRBL, 32774, 3, A_WraithFX2, S_WRTHFX_BOOM5, 0, 0}, // S_WRTHFX_BOOM4
+ {SPR_WRBL, 32775, 3, A_WraithFX2, S_WRTHFX_BOOM6, 0, 0}, // S_WRTHFX_BOOM5
+ {SPR_WRBL, 32776, 3, NULL, S_NULL, 0, 0}, // S_WRTHFX_BOOM6
+ {SPR_WRBL, 32777, 4, NULL, S_WRTHFX_SIZZLE2, 0, 0}, // S_WRTHFX_SIZZLE1
+ {SPR_WRBL, 32778, 4, NULL, S_WRTHFX_SIZZLE3, 0, 0}, // S_WRTHFX_SIZZLE2
+ {SPR_WRBL, 32779, 4, NULL, S_WRTHFX_SIZZLE4, 0, 0}, // S_WRTHFX_SIZZLE3
+ {SPR_WRBL, 32780, 4, NULL, S_WRTHFX_SIZZLE5, 0, 0}, // S_WRTHFX_SIZZLE4
+ {SPR_WRBL, 32781, 4, NULL, S_WRTHFX_SIZZLE6, 0, 0}, // S_WRTHFX_SIZZLE5
+ {SPR_WRBL, 32782, 4, NULL, S_WRTHFX_SIZZLE7, 0, 0}, // S_WRTHFX_SIZZLE6
+ {SPR_WRBL, 32783, 4, NULL, S_NULL, 0, 0}, // S_WRTHFX_SIZZLE7
+ {SPR_WRBL, 32784, 4, NULL, S_WRTHFX_DROP2, 0, 0}, // S_WRTHFX_DROP1
+ {SPR_WRBL, 32785, 4, NULL, S_WRTHFX_DROP3, 0, 0}, // S_WRTHFX_DROP2
+ {SPR_WRBL, 32786, 4, NULL, S_WRTHFX_DROP1, 0, 0}, // S_WRTHFX_DROP3
+ {SPR_WRBL, 32786, 4, NULL, S_NULL, 0, 0}, // S_WRTHFX_DEAD1
+ {SPR_WRBL, 19, 4, NULL, S_WRTHFX_ADROP2, 0, 0}, // S_WRTHFX_ADROP1
+ {SPR_WRBL, 20, 4, NULL, S_WRTHFX_ADROP3, 0, 0}, // S_WRTHFX_ADROP2
+ {SPR_WRBL, 21, 4, NULL, S_WRTHFX_ADROP4, 0, 0}, // S_WRTHFX_ADROP3
+ {SPR_WRBL, 22, 4, NULL, S_WRTHFX_ADROP1, 0, 0}, // S_WRTHFX_ADROP4
+ {SPR_WRBL, 22, 10, NULL, S_NULL, 0, 0}, // S_WRTHFX_ADEAD1
+ {SPR_WRBL, 23, 7, NULL, S_WRTHFX_BDROP2, 0, 0}, // S_WRTHFX_BDROP1
+ {SPR_WRBL, 24, 7, NULL, S_WRTHFX_BDROP3, 0, 0}, // S_WRTHFX_BDROP2
+ {SPR_WRBL, 25, 7, NULL, S_WRTHFX_BDROP1, 0, 0}, // S_WRTHFX_BDROP3
+ {SPR_WRBL, 25, 35, NULL, S_NULL, 0, 0}, // S_WRTHFX_BDEAD1
+ {SPR_MNTR, 0, 15, NULL, S_MNTR_SPAWN2, 0, 0}, // S_MNTR_SPAWN1
+ {SPR_MNTR, 0, 15, A_MinotaurFade1, S_MNTR_SPAWN3, 0, 0}, // S_MNTR_SPAWN2
+ {SPR_MNTR, 0, 3, A_MinotaurFade2, S_MNTR_LOOK1, 0, 0}, // S_MNTR_SPAWN3
+ {SPR_MNTR, 0, 10, A_MinotaurLook, S_MNTR_LOOK2, 0, 0}, // S_MNTR_LOOK1
+ {SPR_MNTR, 1, 10, A_MinotaurLook, S_MNTR_LOOK1, 0, 0}, // S_MNTR_LOOK2
+ {SPR_MNTR, 0, 5, A_MinotaurChase, S_MNTR_WALK2, 0, 0}, // S_MNTR_WALK1
+ {SPR_MNTR, 1, 5, A_MinotaurChase, S_MNTR_WALK3, 0, 0}, // S_MNTR_WALK2
+ {SPR_MNTR, 2, 5, A_MinotaurChase, S_MNTR_WALK4, 0, 0}, // S_MNTR_WALK3
+ {SPR_MNTR, 3, 5, A_MinotaurChase, S_MNTR_WALK1, 0, 0}, // S_MNTR_WALK4
+ {SPR_MNTR, 0, 5, A_MinotaurRoam, S_MNTR_ROAM2, 0, 0}, // S_MNTR_ROAM1
+ {SPR_MNTR, 1, 5, A_MinotaurRoam, S_MNTR_ROAM3, 0, 0}, // S_MNTR_ROAM2
+ {SPR_MNTR, 2, 5, A_MinotaurRoam, S_MNTR_ROAM4, 0, 0}, // S_MNTR_ROAM3
+ {SPR_MNTR, 3, 5, A_MinotaurRoam, S_MNTR_ROAM1, 0, 0}, // S_MNTR_ROAM4
+ {SPR_MNTR, 6, 10, A_FaceTarget, S_MNTR_ATK1_2, 0, 0}, // S_MNTR_ATK1_1
+ {SPR_MNTR, 7, 7, A_FaceTarget, S_MNTR_ATK1_3, 0, 0}, // S_MNTR_ATK1_2
+ {SPR_MNTR, 8, 12, A_MinotaurAtk1, S_MNTR_WALK1, 0, 0}, // S_MNTR_ATK1_3
+ {SPR_MNTR, 6, 10, A_MinotaurDecide, S_MNTR_ATK2_2, 0, 0}, // S_MNTR_ATK2_1
+ {SPR_MNTR, 9, 4, A_FaceTarget, S_MNTR_ATK2_3, 0, 0}, // S_MNTR_ATK2_2
+ {SPR_MNTR, 10, 9, A_MinotaurAtk2, S_MNTR_WALK1, 0, 0}, // S_MNTR_ATK2_3
+ {SPR_MNTR, 6, 10, A_FaceTarget, S_MNTR_ATK3_2, 0, 0}, // S_MNTR_ATK3_1
+ {SPR_MNTR, 7, 7, A_FaceTarget, S_MNTR_ATK3_3, 0, 0}, // S_MNTR_ATK3_2
+ {SPR_MNTR, 8, 12, A_MinotaurAtk3, S_MNTR_WALK1, 0, 0}, // S_MNTR_ATK3_3
+ {SPR_MNTR, 8, 12, NULL, S_MNTR_ATK3_1, 0, 0}, // S_MNTR_ATK3_4
+ {SPR_MNTR, 5, 2, A_MinotaurCharge, S_MNTR_ATK4_1, 0, 0}, // S_MNTR_ATK4_1
+ {SPR_MNTR, 4, 3, NULL, S_MNTR_PAIN2, 0, 0}, // S_MNTR_PAIN1
+ {SPR_MNTR, 4, 6, A_Pain, S_MNTR_WALK1, 0, 0}, // S_MNTR_PAIN2
+ {SPR_MNTR, 4, 6, NULL, S_MNTR_DIE2, 0, 0}, // S_MNTR_DIE1
+ {SPR_MNTR, 4, 2, A_Scream, S_MNTR_DIE3, 0, 0}, // S_MNTR_DIE2
+ {SPR_MNTR, 4, 5, A_SmokePuffExit, S_MNTR_DIE4, 0, 0}, // S_MNTR_DIE3
+ {SPR_MNTR, 4, 5, NULL, S_MNTR_DIE5, 0, 0}, // S_MNTR_DIE4
+ {SPR_MNTR, 4, 5, A_NoBlocking, S_MNTR_DIE6, 0, 0}, // S_MNTR_DIE5
+ {SPR_MNTR, 4, 5, NULL, S_MNTR_DIE7, 0, 0}, // S_MNTR_DIE6
+ {SPR_MNTR, 4, 5, A_MinotaurFade1, S_MNTR_DIE8, 0, 0}, // S_MNTR_DIE7
+ {SPR_MNTR, 4, 5, A_MinotaurFade0, S_MNTR_DIE9, 0, 0}, // S_MNTR_DIE8
+ {SPR_MNTR, 4, 10, NULL, S_NULL, 0, 0}, // S_MNTR_DIE9
+ {SPR_FX12, 32768, 6, NULL, S_MNTRFX1_2, 0, 0}, // S_MNTRFX1_1
+ {SPR_FX12, 32769, 6, NULL, S_MNTRFX1_1, 0, 0}, // S_MNTRFX1_2
+ {SPR_FX12, 32770, 5, NULL, S_MNTRFXI1_2, 0, 0}, // S_MNTRFXI1_1
+ {SPR_FX12, 32771, 5, NULL, S_MNTRFXI1_3, 0, 0}, // S_MNTRFXI1_2
+ {SPR_FX12, 32772, 5, NULL, S_MNTRFXI1_4, 0, 0}, // S_MNTRFXI1_3
+ {SPR_FX12, 32773, 5, NULL, S_MNTRFXI1_5, 0, 0}, // S_MNTRFXI1_4
+ {SPR_FX12, 32774, 5, NULL, S_MNTRFXI1_6, 0, 0}, // S_MNTRFXI1_5
+ {SPR_FX12, 32775, 5, NULL, S_NULL, 0, 0}, // S_MNTRFXI1_6
+ {SPR_FX13, 0, 2, A_MntrFloorFire, S_MNTRFX2_1, 0, 0}, // S_MNTRFX2_1
+ {SPR_FX13, 32776, 4, A_Explode, S_MNTRFXI2_2, 0, 0}, // S_MNTRFXI2_1
+ {SPR_FX13, 32777, 4, NULL, S_MNTRFXI2_3, 0, 0}, // S_MNTRFXI2_2
+ {SPR_FX13, 32778, 4, NULL, S_MNTRFXI2_4, 0, 0}, // S_MNTRFXI2_3
+ {SPR_FX13, 32779, 4, NULL, S_MNTRFXI2_5, 0, 0}, // S_MNTRFXI2_4
+ {SPR_FX13, 32780, 4, NULL, S_NULL, 0, 0}, // S_MNTRFXI2_5
+ {SPR_FX13, 32771, 4, NULL, S_MNTRFX3_2, 0, 0}, // S_MNTRFX3_1
+ {SPR_FX13, 32770, 4, NULL, S_MNTRFX3_3, 0, 0}, // S_MNTRFX3_2
+ {SPR_FX13, 32769, 5, NULL, S_MNTRFX3_4, 0, 0}, // S_MNTRFX3_3
+ {SPR_FX13, 32770, 5, NULL, S_MNTRFX3_5, 0, 0}, // S_MNTRFX3_4
+ {SPR_FX13, 32771, 5, NULL, S_MNTRFX3_6, 0, 0}, // S_MNTRFX3_5
+ {SPR_FX13, 32772, 5, NULL, S_MNTRFX3_7, 0, 0}, // S_MNTRFX3_6
+ {SPR_FX13, 32773, 4, NULL, S_MNTRFX3_8, 0, 0}, // S_MNTRFX3_7
+ {SPR_FX13, 32774, 4, NULL, S_MNTRFX3_9, 0, 0}, // S_MNTRFX3_8
+ {SPR_FX13, 32775, 4, NULL, S_NULL, 0, 0}, // S_MNTRFX3_9
+ {SPR_MNSM, 0, 3, NULL, S_MINOSMOKE2, 0, 0}, // S_MINOSMOKE1
+ {SPR_MNSM, 1, 3, NULL, S_MINOSMOKE3, 0, 0}, // S_MINOSMOKE2
+ {SPR_MNSM, 2, 3, NULL, S_MINOSMOKE4, 0, 0}, // S_MINOSMOKE3
+ {SPR_MNSM, 3, 3, NULL, S_MINOSMOKE5, 0, 0}, // S_MINOSMOKE4
+ {SPR_MNSM, 4, 3, NULL, S_MINOSMOKE6, 0, 0}, // S_MINOSMOKE5
+ {SPR_MNSM, 5, 3, NULL, S_MINOSMOKE7, 0, 0}, // S_MINOSMOKE6
+ {SPR_MNSM, 6, 3, NULL, S_MINOSMOKE8, 0, 0}, // S_MINOSMOKE7
+ {SPR_MNSM, 7, 3, NULL, S_MINOSMOKE9, 0, 0}, // S_MINOSMOKE8
+ {SPR_MNSM, 8, 3, NULL, S_MINOSMOKE0, 0, 0}, // S_MINOSMOKE9
+ {SPR_MNSM, 9, 3, NULL, S_MINOSMOKEA, 0, 0}, // S_MINOSMOKE0
+ {SPR_MNSM, 10, 3, NULL, S_MINOSMOKEB, 0, 0}, // S_MINOSMOKEA
+ {SPR_MNSM, 11, 3, NULL, S_MINOSMOKEC, 0, 0}, // S_MINOSMOKEB
+ {SPR_MNSM, 12, 3, NULL, S_MINOSMOKED, 0, 0}, // S_MINOSMOKEC
+ {SPR_MNSM, 13, 3, NULL, S_MINOSMOKEE, 0, 0}, // S_MINOSMOKED
+ {SPR_MNSM, 14, 3, NULL, S_MINOSMOKEF, 0, 0}, // S_MINOSMOKEE
+ {SPR_MNSM, 15, 3, NULL, S_MINOSMOKEG, 0, 0}, // S_MINOSMOKEF
+ {SPR_MNSM, 16, 3, NULL, S_NULL, 0, 0}, // S_MINOSMOKEG
+ {SPR_MNSM, 0, 3, NULL, S_MINOSMOKEX2, 0, 0}, // S_MINOSMOKEX1
+ {SPR_MNSM, 1, 3, NULL, S_MINOSMOKEX3, 0, 0}, // S_MINOSMOKEX2
+ {SPR_MNSM, 2, 3, NULL, S_MINOSMOKEX4, 0, 0}, // S_MINOSMOKEX3
+ {SPR_MNSM, 3, 3, NULL, S_MINOSMOKEX5, 0, 0}, // S_MINOSMOKEX4
+ {SPR_MNSM, 4, 3, NULL, S_MINOSMOKEX6, 0, 0}, // S_MINOSMOKEX5
+ {SPR_MNSM, 5, 3, NULL, S_MINOSMOKEX7, 0, 0}, // S_MINOSMOKEX6
+ {SPR_MNSM, 6, 3, NULL, S_MINOSMOKEX8, 0, 0}, // S_MINOSMOKEX7
+ {SPR_MNSM, 7, 3, NULL, S_MINOSMOKEX9, 0, 0}, // S_MINOSMOKEX8
+ {SPR_MNSM, 8, 3, NULL, S_MINOSMOKEX0, 0, 0}, // S_MINOSMOKEX9
+ {SPR_MNSM, 9, 3, NULL, S_MINOSMOKEXA, 0, 0}, // S_MINOSMOKEX0
+ {SPR_MNSM, 8, 3, NULL, S_MINOSMOKEXB, 0, 0}, // S_MINOSMOKEXA
+ {SPR_MNSM, 7, 3, NULL, S_MINOSMOKEXC, 0, 0}, // S_MINOSMOKEXB
+ {SPR_MNSM, 6, 3, NULL, S_MINOSMOKEXD, 0, 0}, // S_MINOSMOKEXC
+ {SPR_MNSM, 5, 3, NULL, S_MINOSMOKEXE, 0, 0}, // S_MINOSMOKEXD
+ {SPR_MNSM, 4, 3, NULL, S_MINOSMOKEXF, 0, 0}, // S_MINOSMOKEXE
+ {SPR_MNSM, 3, 3, NULL, S_MINOSMOKEXG, 0, 0}, // S_MINOSMOKEXF
+ {SPR_MNSM, 2, 3, NULL, S_MINOSMOKEXH, 0, 0}, // S_MINOSMOKEXG
+ {SPR_MNSM, 1, 3, NULL, S_MINOSMOKEXI, 0, 0}, // S_MINOSMOKEXH
+ {SPR_MNSM, 0, 3, NULL, S_NULL, 0, 0}, // S_MINOSMOKEXI
+ {SPR_SSPT, 7, 10, A_Look, S_SERPENT_LOOK1, 0, 0}, // S_SERPENT_LOOK1
+ {SPR_SSPT, 7, 1, A_SerpentChase, S_SERPENT_SWIM2, 0, 0}, // S_SERPENT_SWIM1
+ {SPR_SSPT, 7, 1, A_SerpentChase, S_SERPENT_SWIM3, 0, 0}, // S_SERPENT_SWIM2
+ {SPR_SSPT, 7, 2, A_SerpentHumpDecide, S_SERPENT_SWIM1, 0, 0}, // S_SERPENT_SWIM3
+ {SPR_SSPT, 7, 3, A_SerpentUnHide, S_SERPENT_HUMP2, 0, 0}, // S_SERPENT_HUMP1
+ {SPR_SSPT, 4, 3, A_SerpentRaiseHump, S_SERPENT_HUMP3, 0, 0}, // S_SERPENT_HUMP2
+ {SPR_SSPT, 5, 3, A_SerpentRaiseHump, S_SERPENT_HUMP4, 0, 0}, // S_SERPENT_HUMP3
+ {SPR_SSPT, 6, 3, A_SerpentRaiseHump, S_SERPENT_HUMP5, 0, 0}, // S_SERPENT_HUMP4
+ {SPR_SSPT, 4, 3, A_SerpentRaiseHump, S_SERPENT_HUMP6, 0, 0}, // S_SERPENT_HUMP5
+ {SPR_SSPT, 5, 3, A_SerpentRaiseHump, S_SERPENT_HUMP7, 0, 0}, // S_SERPENT_HUMP6
+ {SPR_SSPT, 6, 3, NULL, S_SERPENT_HUMP8, 0, 0}, // S_SERPENT_HUMP7
+ {SPR_SSPT, 4, 3, NULL, S_SERPENT_HUMP9, 0, 0}, // S_SERPENT_HUMP8
+ {SPR_SSPT, 5, 3, NULL, S_SERPENT_HUMP10, 0, 0}, // S_SERPENT_HUMP9
+ {SPR_SSPT, 6, 3, A_SerpentLowerHump, S_SERPENT_HUMP11, 0, 0}, // S_SERPENT_HUMP10
+ {SPR_SSPT, 4, 3, A_SerpentLowerHump, S_SERPENT_HUMP12, 0, 0}, // S_SERPENT_HUMP11
+ {SPR_SSPT, 5, 3, A_SerpentLowerHump, S_SERPENT_HUMP13, 0, 0}, // S_SERPENT_HUMP12
+ {SPR_SSPT, 6, 3, A_SerpentLowerHump, S_SERPENT_HUMP14, 0, 0}, // S_SERPENT_HUMP13
+ {SPR_SSPT, 4, 3, A_SerpentLowerHump, S_SERPENT_HUMP15, 0, 0}, // S_SERPENT_HUMP14
+ {SPR_SSPT, 5, 3, A_SerpentHide, S_SERPENT_SWIM1, 0, 0}, // S_SERPENT_HUMP15
+ {SPR_SSPT, 0, 1, A_UnHideThing, S_SERPENT_SURFACE2, 0, 0}, // S_SERPENT_SURFACE1
+ {SPR_SSPT, 0, 1, A_SerpentBirthScream, S_SERPENT_SURFACE3, 0, 0}, // S_SERPENT_SURFACE2
+ {SPR_SSPT, 1, 3, A_SetShootable, S_SERPENT_SURFACE4, 0, 0}, // S_SERPENT_SURFACE3
+ {SPR_SSPT, 2, 3, NULL, S_SERPENT_SURFACE5, 0, 0}, // S_SERPENT_SURFACE4
+ {SPR_SSPT, 3, 4, A_SerpentCheckForAttack, S_SERPENT_DIVE1, 0, 0}, // S_SERPENT_SURFACE5
+ {SPR_SSDV, 0, 4, NULL, S_SERPENT_DIVE2, 0, 0}, // S_SERPENT_DIVE1
+ {SPR_SSDV, 1, 4, NULL, S_SERPENT_DIVE3, 0, 0}, // S_SERPENT_DIVE2
+ {SPR_SSDV, 2, 4, NULL, S_SERPENT_DIVE4, 0, 0}, // S_SERPENT_DIVE3
+ {SPR_SSDV, 3, 4, A_UnSetShootable, S_SERPENT_DIVE5, 0, 0}, // S_SERPENT_DIVE4
+ {SPR_SSDV, 4, 3, A_SerpentDiveSound, S_SERPENT_DIVE6, 0, 0}, // S_SERPENT_DIVE5
+ {SPR_SSDV, 5, 3, NULL, S_SERPENT_DIVE7, 0, 0}, // S_SERPENT_DIVE6
+ {SPR_SSDV, 6, 4, NULL, S_SERPENT_DIVE8, 0, 0}, // S_SERPENT_DIVE7
+ {SPR_SSDV, 7, 4, NULL, S_SERPENT_DIVE9, 0, 0}, // S_SERPENT_DIVE8
+ {SPR_SSDV, 8, 3, NULL, S_SERPENT_DIVE10, 0, 0}, // S_SERPENT_DIVE9
+ {SPR_SSDV, 9, 3, A_SerpentHide, S_SERPENT_SWIM1, 0, 0}, // S_SERPENT_DIVE10
+ {SPR_SSPT, 8, 5, A_SerpentWalk, S_SERPENT_WALK2, 0, 0}, // S_SERPENT_WALK1
+ {SPR_SSPT, 9, 5, A_SerpentWalk, S_SERPENT_WALK3, 0, 0}, // S_SERPENT_WALK2
+ {SPR_SSPT, 8, 5, A_SerpentWalk, S_SERPENT_WALK4, 0, 0}, // S_SERPENT_WALK3
+ {SPR_SSPT, 9, 5, A_SerpentCheckForAttack, S_SERPENT_DIVE1, 0, 0}, // S_SERPENT_WALK4
+ {SPR_SSPT, 11, 5, NULL, S_SERPENT_PAIN2, 0, 0}, // S_SERPENT_PAIN1
+ {SPR_SSPT, 11, 5, A_Pain, S_SERPENT_DIVE1, 0, 0}, // S_SERPENT_PAIN2
+ {SPR_SSPT, 10, 6, A_FaceTarget, S_SERPENT_ATK2, 0, 0}, // S_SERPENT_ATK1
+ {SPR_SSPT, 11, 5, A_SerpentChooseAttack, S_SERPENT_MELEE1, 0, 0}, // S_SERPENT_ATK2
+ {SPR_SSPT, 13, 5, A_SerpentMeleeAttack, S_SERPENT_DIVE1, 0, 0}, // S_SERPENT_MELEE1
+ {SPR_SSPT, 13, 5, A_SerpentMissileAttack, S_SERPENT_DIVE1, 0, 0}, // S_SERPENT_MISSILE1
+ {SPR_SSPT, 14, 4, NULL, S_SERPENT_DIE2, 0, 0}, // S_SERPENT_DIE1
+ {SPR_SSPT, 15, 4, A_Scream, S_SERPENT_DIE3, 0, 0}, // S_SERPENT_DIE2
+ {SPR_SSPT, 16, 4, A_NoBlocking, S_SERPENT_DIE4, 0, 0}, // S_SERPENT_DIE3
+ {SPR_SSPT, 17, 4, NULL, S_SERPENT_DIE5, 0, 0}, // S_SERPENT_DIE4
+ {SPR_SSPT, 18, 4, NULL, S_SERPENT_DIE6, 0, 0}, // S_SERPENT_DIE5
+ {SPR_SSPT, 19, 4, NULL, S_SERPENT_DIE7, 0, 0}, // S_SERPENT_DIE6
+ {SPR_SSPT, 20, 4, NULL, S_SERPENT_DIE8, 0, 0}, // S_SERPENT_DIE7
+ {SPR_SSPT, 21, 4, NULL, S_SERPENT_DIE9, 0, 0}, // S_SERPENT_DIE8
+ {SPR_SSPT, 22, 4, NULL, S_SERPENT_DIE10, 0, 0}, // S_SERPENT_DIE9
+ {SPR_SSPT, 23, 4, NULL, S_SERPENT_DIE11, 0, 0}, // S_SERPENT_DIE10
+ {SPR_SSPT, 24, 4, NULL, S_SERPENT_DIE12, 0, 0}, // S_SERPENT_DIE11
+ {SPR_SSPT, 25, 4, NULL, S_NULL, 0, 0}, // S_SERPENT_DIE12
+ {SPR_SSXD, 0, 4, NULL, S_SERPENT_XDIE2, 0, 0}, // S_SERPENT_XDIE1
+ {SPR_SSXD, 1, 4, A_SerpentHeadPop, S_SERPENT_XDIE3, 0, 0}, // S_SERPENT_XDIE2
+ {SPR_SSXD, 2, 4, A_NoBlocking, S_SERPENT_XDIE4, 0, 0}, // S_SERPENT_XDIE3
+ {SPR_SSXD, 3, 4, NULL, S_SERPENT_XDIE5, 0, 0}, // S_SERPENT_XDIE4
+ {SPR_SSXD, 4, 4, NULL, S_SERPENT_XDIE6, 0, 0}, // S_SERPENT_XDIE5
+ {SPR_SSXD, 5, 3, NULL, S_SERPENT_XDIE7, 0, 0}, // S_SERPENT_XDIE6
+ {SPR_SSXD, 6, 3, NULL, S_SERPENT_XDIE8, 0, 0}, // S_SERPENT_XDIE7
+ {SPR_SSXD, 7, 3, A_SerpentSpawnGibs, S_NULL, 0, 0}, // S_SERPENT_XDIE8
+ {SPR_SSPT, 26, 5, A_FreezeDeath, S_SERPENT_ICE2, 0, 0}, // S_SERPENT_ICE
+ {SPR_SSPT, 26, 1, A_FreezeDeathChunks, S_SERPENT_ICE2, 0, 0}, // S_SERPENT_ICE2
+ {SPR_SSFX, 32768, 3, A_ContMobjSound, S_SERPENT_FX2, 0, 0}, // S_SERPENT_FX1
+ {SPR_SSFX, 32769, 3, NULL, S_SERPENT_FX3, 0, 0}, // S_SERPENT_FX2
+ {SPR_SSFX, 32768, 3, NULL, S_SERPENT_FX4, 0, 0}, // S_SERPENT_FX3
+ {SPR_SSFX, 32769, 3, NULL, S_SERPENT_FX1, 0, 0}, // S_SERPENT_FX4
+ {SPR_SSFX, 32770, 4, NULL, S_SERPENT_FX_X2, 0, 0}, // S_SERPENT_FX_X1
+ {SPR_SSFX, 32771, 4, NULL, S_SERPENT_FX_X3, 0, 0}, // S_SERPENT_FX_X2
+ {SPR_SSFX, 32772, 4, NULL, S_SERPENT_FX_X4, 0, 0}, // S_SERPENT_FX_X3
+ {SPR_SSFX, 32773, 4, NULL, S_SERPENT_FX_X5, 0, 0}, // S_SERPENT_FX_X4
+ {SPR_SSFX, 32774, 4, NULL, S_SERPENT_FX_X6, 0, 0}, // S_SERPENT_FX_X5
+ {SPR_SSFX, 32775, 4, NULL, S_NULL, 0, 0}, // S_SERPENT_FX_X6
+ {SPR_SSXD, 8, 4, A_SerpentHeadCheck, S_SERPENT_HEAD2, 0, 0}, // S_SERPENT_HEAD1
+ {SPR_SSXD, 9, 4, A_SerpentHeadCheck, S_SERPENT_HEAD3, 0, 0}, // S_SERPENT_HEAD2
+ {SPR_SSXD, 10, 4, A_SerpentHeadCheck, S_SERPENT_HEAD4, 0, 0}, // S_SERPENT_HEAD3
+ {SPR_SSXD, 11, 4, A_SerpentHeadCheck, S_SERPENT_HEAD5, 0, 0}, // S_SERPENT_HEAD4
+ {SPR_SSXD, 12, 4, A_SerpentHeadCheck, S_SERPENT_HEAD6, 0, 0}, // S_SERPENT_HEAD5
+ {SPR_SSXD, 13, 4, A_SerpentHeadCheck, S_SERPENT_HEAD7, 0, 0}, // S_SERPENT_HEAD6
+ {SPR_SSXD, 14, 4, A_SerpentHeadCheck, S_SERPENT_HEAD8, 0, 0}, // S_SERPENT_HEAD7
+ {SPR_SSXD, 15, 4, A_SerpentHeadCheck, S_SERPENT_HEAD1, 0, 0}, // S_SERPENT_HEAD8
+ {SPR_SSXD, 18, -1, NULL, S_SERPENT_HEAD_X1, 0, 0}, // S_SERPENT_HEAD_X1
+ {SPR_SSXD, 16, 6, NULL, S_SERPENT_GIB1_2, 0, 0}, // S_SERPENT_GIB1_1
+ {SPR_SSXD, 16, 6, A_FloatGib, S_SERPENT_GIB1_3, 0, 0}, // S_SERPENT_GIB1_2
+ {SPR_SSXD, 16, 8, A_FloatGib, S_SERPENT_GIB1_4, 0, 0}, // S_SERPENT_GIB1_3
+ {SPR_SSXD, 16, 8, A_FloatGib, S_SERPENT_GIB1_5, 0, 0}, // S_SERPENT_GIB1_4
+ {SPR_SSXD, 16, 12, A_FloatGib, S_SERPENT_GIB1_6, 0, 0}, // S_SERPENT_GIB1_5
+ {SPR_SSXD, 16, 12, A_FloatGib, S_SERPENT_GIB1_7, 0, 0}, // S_SERPENT_GIB1_6
+ {SPR_SSXD, 16, 232, A_DelayGib, S_SERPENT_GIB1_8, 0, 0}, // S_SERPENT_GIB1_7
+ {SPR_SSXD, 16, 12, A_SinkGib, S_SERPENT_GIB1_9, 0, 0}, // S_SERPENT_GIB1_8
+ {SPR_SSXD, 16, 12, A_SinkGib, S_SERPENT_GIB1_10, 0, 0}, // S_SERPENT_GIB1_9
+ {SPR_SSXD, 16, 8, A_SinkGib, S_SERPENT_GIB1_11, 0, 0}, // S_SERPENT_GIB1_10
+ {SPR_SSXD, 16, 8, A_SinkGib, S_SERPENT_GIB1_12, 0, 0}, // S_SERPENT_GIB1_11
+ {SPR_SSXD, 16, 8, A_SinkGib, S_NULL, 0, 0}, // S_SERPENT_GIB1_12
+ {SPR_SSXD, 17, 6, NULL, S_SERPENT_GIB2_2, 0, 0}, // S_SERPENT_GIB2_1
+ {SPR_SSXD, 17, 6, A_FloatGib, S_SERPENT_GIB2_3, 0, 0}, // S_SERPENT_GIB2_2
+ {SPR_SSXD, 17, 8, A_FloatGib, S_SERPENT_GIB2_4, 0, 0}, // S_SERPENT_GIB2_3
+ {SPR_SSXD, 17, 8, A_FloatGib, S_SERPENT_GIB2_5, 0, 0}, // S_SERPENT_GIB2_4
+ {SPR_SSXD, 17, 12, A_FloatGib, S_SERPENT_GIB2_6, 0, 0}, // S_SERPENT_GIB2_5
+ {SPR_SSXD, 17, 12, A_FloatGib, S_SERPENT_GIB2_7, 0, 0}, // S_SERPENT_GIB2_6
+ {SPR_SSXD, 17, 232, A_DelayGib, S_SERPENT_GIB2_8, 0, 0}, // S_SERPENT_GIB2_7
+ {SPR_SSXD, 17, 12, A_SinkGib, S_SERPENT_GIB2_9, 0, 0}, // S_SERPENT_GIB2_8
+ {SPR_SSXD, 17, 12, A_SinkGib, S_SERPENT_GIB2_10, 0, 0}, // S_SERPENT_GIB2_9
+ {SPR_SSXD, 17, 8, A_SinkGib, S_SERPENT_GIB2_11, 0, 0}, // S_SERPENT_GIB2_10
+ {SPR_SSXD, 17, 8, A_SinkGib, S_SERPENT_GIB2_12, 0, 0}, // S_SERPENT_GIB2_11
+ {SPR_SSXD, 17, 8, A_SinkGib, S_NULL, 0, 0}, // S_SERPENT_GIB2_12
+ {SPR_SSXD, 19, 6, NULL, S_SERPENT_GIB3_2, 0, 0}, // S_SERPENT_GIB3_1
+ {SPR_SSXD, 19, 6, A_FloatGib, S_SERPENT_GIB3_3, 0, 0}, // S_SERPENT_GIB3_2
+ {SPR_SSXD, 19, 8, A_FloatGib, S_SERPENT_GIB3_4, 0, 0}, // S_SERPENT_GIB3_3
+ {SPR_SSXD, 19, 8, A_FloatGib, S_SERPENT_GIB3_5, 0, 0}, // S_SERPENT_GIB3_4
+ {SPR_SSXD, 19, 12, A_FloatGib, S_SERPENT_GIB3_6, 0, 0}, // S_SERPENT_GIB3_5
+ {SPR_SSXD, 19, 12, A_FloatGib, S_SERPENT_GIB3_7, 0, 0}, // S_SERPENT_GIB3_6
+ {SPR_SSXD, 19, 232, A_DelayGib, S_SERPENT_GIB3_8, 0, 0}, // S_SERPENT_GIB3_7
+ {SPR_SSXD, 19, 12, A_SinkGib, S_SERPENT_GIB3_9, 0, 0}, // S_SERPENT_GIB3_8
+ {SPR_SSXD, 19, 12, A_SinkGib, S_SERPENT_GIB3_10, 0, 0}, // S_SERPENT_GIB3_9
+ {SPR_SSXD, 19, 8, A_SinkGib, S_SERPENT_GIB3_11, 0, 0}, // S_SERPENT_GIB3_10
+ {SPR_SSXD, 19, 8, A_SinkGib, S_SERPENT_GIB3_12, 0, 0}, // S_SERPENT_GIB3_11
+ {SPR_SSXD, 19, 8, A_SinkGib, S_NULL, 0, 0}, // S_SERPENT_GIB3_12
+ {SPR_BISH, 0, 10, A_Look, S_BISHOP_LOOK1, 0, 0}, // S_BISHOP_LOOK1
+ {SPR_BISH, 0, 1, A_BishopDecide, S_BISHOP_WALK1, 0, 0}, // S_BISHOP_DECIDE
+ {SPR_BISH, 0, 2, A_BishopDoBlur, S_BISHOP_BLUR2, 0, 0}, // S_BISHOP_BLUR1
+ {SPR_BISH, 0, 4, A_BishopSpawnBlur, S_BISHOP_BLUR2, 0, 0}, // S_BISHOP_BLUR2
+ {SPR_BISH, 0, 2, A_Chase, S_BISHOP_WALK2, 0, 0}, // S_BISHOP_WALK1
+ {SPR_BISH, 0, 2, A_BishopChase, S_BISHOP_WALK3, 0, 0}, // S_BISHOP_WALK2
+ {SPR_BISH, 0, 2, NULL, S_BISHOP_WALK4, 0, 0}, // S_BISHOP_WALK3
+ {SPR_BISH, 1, 2, A_BishopChase, S_BISHOP_WALK5, 0, 0}, // S_BISHOP_WALK4
+ {SPR_BISH, 1, 2, A_Chase, S_BISHOP_WALK6, 0, 0}, // S_BISHOP_WALK5
+ {SPR_BISH, 1, 2, A_BishopChase, S_BISHOP_DECIDE, 0, 0}, // S_BISHOP_WALK6
+ {SPR_BISH, 0, 3, A_FaceTarget, S_BISHOP_ATK2, 0, 0}, // S_BISHOP_ATK1
+ {SPR_BISH, 32771, 3, A_FaceTarget, S_BISHOP_ATK3, 0, 0}, // S_BISHOP_ATK2
+ {SPR_BISH, 32772, 3, A_FaceTarget, S_BISHOP_ATK4, 0, 0}, // S_BISHOP_ATK3
+ {SPR_BISH, 32773, 3, A_BishopAttack, S_BISHOP_ATK5, 0, 0}, // S_BISHOP_ATK4
+ {SPR_BISH, 32773, 5, A_BishopAttack2, S_BISHOP_ATK5, 0, 0}, // S_BISHOP_ATK5
+ {SPR_BISH, 2, 6, A_Pain, S_BISHOP_PAIN2, 0, 0}, // S_BISHOP_PAIN1
+ {SPR_BISH, 2, 6, A_BishopPainBlur, S_BISHOP_PAIN3, 0, 0}, // S_BISHOP_PAIN2
+ {SPR_BISH, 2, 6, A_BishopPainBlur, S_BISHOP_PAIN4, 0, 0}, // S_BISHOP_PAIN3
+ {SPR_BISH, 2, 6, A_BishopPainBlur, S_BISHOP_PAIN5, 0, 0}, // S_BISHOP_PAIN4
+ {SPR_BISH, 2, 0, NULL, S_BISHOP_WALK1, 0, 0}, // S_BISHOP_PAIN5
+ {SPR_BISH, 6, 6, NULL, S_BISHOP_DEATH2, 0, 0}, // S_BISHOP_DEATH1
+ {SPR_BISH, 32775, 6, A_Scream, S_BISHOP_DEATH3, 0, 0}, // S_BISHOP_DEATH2
+ {SPR_BISH, 32776, 5, A_NoBlocking, S_BISHOP_DEATH4, 0, 0}, // S_BISHOP_DEATH3
+ {SPR_BISH, 32777, 5, A_Explode, S_BISHOP_DEATH5, 0, 0}, // S_BISHOP_DEATH4
+ {SPR_BISH, 32778, 5, NULL, S_BISHOP_DEATH6, 0, 0}, // S_BISHOP_DEATH5
+ {SPR_BISH, 32779, 4, NULL, S_BISHOP_DEATH7, 0, 0}, // S_BISHOP_DEATH6
+ {SPR_BISH, 32780, 4, NULL, S_BISHOP_DEATH8, 0, 0}, // S_BISHOP_DEATH7
+ {SPR_BISH, 13, 4, A_BishopPuff, S_BISHOP_DEATH9, 0, 0}, // S_BISHOP_DEATH8
+ {SPR_BISH, 14, 4, A_QueueCorpse, S_BISHOP_DEATH10, 0, 0}, // S_BISHOP_DEATH9
+ {SPR_BISH, 15, -1, NULL, S_NULL, 0, 0}, // S_BISHOP_DEATH10
+ {SPR_BISH, 23, 5, A_FreezeDeath, S_BISHOP_ICE2, 0, 0}, // S_BISHOP_ICE
+ {SPR_BISH, 23, 1, A_FreezeDeathChunks, S_BISHOP_ICE2, 0, 0}, // S_BISHOP_ICE2
+ {SPR_BISH, 16, 5, NULL, S_BISHOP_PUFF2, 0, 0}, // S_BISHOP_PUFF1
+ {SPR_BISH, 17, 5, NULL, S_BISHOP_PUFF3, 0, 0}, // S_BISHOP_PUFF2
+ {SPR_BISH, 18, 5, NULL, S_BISHOP_PUFF4, 0, 0}, // S_BISHOP_PUFF3
+ {SPR_BISH, 19, 5, NULL, S_BISHOP_PUFF5, 0, 0}, // S_BISHOP_PUFF4
+ {SPR_BISH, 20, 6, NULL, S_BISHOP_PUFF6, 0, 0}, // S_BISHOP_PUFF5
+ {SPR_BISH, 21, 6, NULL, S_BISHOP_PUFF7, 0, 0}, // S_BISHOP_PUFF6
+ {SPR_BISH, 22, 5, NULL, S_NULL, 0, 0}, // S_BISHOP_PUFF7
+ {SPR_BISH, 0, 16, NULL, S_BISHOPBLUR2, 0, 0}, // S_BISHOPBLUR1
+ {SPR_BISH, 0, 8, A_SetAltShadow, S_NULL, 0, 0}, // S_BISHOPBLUR2
+ {SPR_BISH, 2, 8, NULL, S_NULL, 0, 0}, // S_BISHOPPAINBLUR1
+ {SPR_BPFX, 32768, 1, A_BishopMissileWeave, S_BISHFX1_2, 0, 0}, // S_BISHFX1_1
+ {SPR_BPFX, 32769, 1, A_BishopMissileWeave, S_BISHFX1_3, 0, 0}, // S_BISHFX1_2
+ {SPR_BPFX, 32768, 1, A_BishopMissileWeave, S_BISHFX1_4, 0, 0}, // S_BISHFX1_3
+ {SPR_BPFX, 32769, 1, A_BishopMissileWeave, S_BISHFX1_5, 0, 0}, // S_BISHFX1_4
+ {SPR_BPFX, 32769, 0, A_BishopMissileSeek, S_BISHFX1_1, 0, 0}, // S_BISHFX1_5
+ {SPR_BPFX, 32770, 4, NULL, S_BISHFXI1_2, 0, 0}, // S_BISHFXI1_1
+ {SPR_BPFX, 32771, 4, NULL, S_BISHFXI1_3, 0, 0}, // S_BISHFXI1_2
+ {SPR_BPFX, 32772, 4, NULL, S_BISHFXI1_4, 0, 0}, // S_BISHFXI1_3
+ {SPR_BPFX, 32773, 4, NULL, S_BISHFXI1_5, 0, 0}, // S_BISHFXI1_4
+ {SPR_BPFX, 32774, 3, NULL, S_BISHFXI1_6, 0, 0}, // S_BISHFXI1_5
+ {SPR_BPFX, 32775, 3, NULL, S_NULL, 0, 0}, // S_BISHFXI1_6
+ {SPR_DRAG, 3, 10, A_Look, S_DRAGON_LOOK1, 0, 0}, // S_DRAGON_LOOK1
+ {SPR_DRAG, 2, 5, NULL, S_DRAGON_INIT2, 0, 0}, // S_DRAGON_INIT
+ {SPR_DRAG, 1, 5, NULL, S_DRAGON_INIT3, 0, 0}, // S_DRAGON_INIT2
+ {SPR_DRAG, 0, 5, A_DragonInitFlight, S_DRAGON_WALK1, 0, 0}, // S_DRAGON_INIT3
+ {SPR_DRAG, 1, 3, A_DragonFlap, S_DRAGON_WALK2, 0, 0}, // S_DRAGON_WALK1
+ {SPR_DRAG, 1, 3, A_DragonFlight, S_DRAGON_WALK3, 0, 0}, // S_DRAGON_WALK2
+ {SPR_DRAG, 2, 3, A_DragonFlight, S_DRAGON_WALK4, 0, 0}, // S_DRAGON_WALK3
+ {SPR_DRAG, 2, 3, A_DragonFlight, S_DRAGON_WALK5, 0, 0}, // S_DRAGON_WALK4
+ {SPR_DRAG, 3, 3, A_DragonFlight, S_DRAGON_WALK6, 0, 0}, // S_DRAGON_WALK5
+ {SPR_DRAG, 3, 3, A_DragonFlight, S_DRAGON_WALK7, 0, 0}, // S_DRAGON_WALK6
+ {SPR_DRAG, 2, 3, A_DragonFlight, S_DRAGON_WALK8, 0, 0}, // S_DRAGON_WALK7
+ {SPR_DRAG, 2, 3, A_DragonFlight, S_DRAGON_WALK9, 0, 0}, // S_DRAGON_WALK8
+ {SPR_DRAG, 1, 3, A_DragonFlight, S_DRAGON_WALK10, 0, 0}, // S_DRAGON_WALK9
+ {SPR_DRAG, 1, 3, A_DragonFlight, S_DRAGON_WALK11, 0, 0}, // S_DRAGON_WALK10
+ {SPR_DRAG, 0, 3, A_DragonFlight, S_DRAGON_WALK12, 0, 0}, // S_DRAGON_WALK11
+ {SPR_DRAG, 0, 3, A_DragonFlight, S_DRAGON_WALK1, 0, 0}, // S_DRAGON_WALK12
+ {SPR_DRAG, 4, 8, A_DragonAttack, S_DRAGON_WALK1, 0, 0}, // S_DRAGON_ATK1
+ {SPR_DRAG, 5, 10, A_DragonPain, S_DRAGON_WALK1, 0, 0}, // S_DRAGON_PAIN1
+ {SPR_DRAG, 6, 5, A_Scream, S_DRAGON_DEATH2, 0, 0}, // S_DRAGON_DEATH1
+ {SPR_DRAG, 7, 4, A_NoBlocking, S_DRAGON_DEATH3, 0, 0}, // S_DRAGON_DEATH2
+ {SPR_DRAG, 8, 4, NULL, S_DRAGON_DEATH4, 0, 0}, // S_DRAGON_DEATH3
+ {SPR_DRAG, 9, 4, A_DragonCheckCrash, S_DRAGON_DEATH4, 0, 0}, // S_DRAGON_DEATH4
+ {SPR_DRAG, 10, 5, NULL, S_DRAGON_CRASH2, 0, 0}, // S_DRAGON_CRASH1
+ {SPR_DRAG, 11, 5, NULL, S_DRAGON_CRASH3, 0, 0}, // S_DRAGON_CRASH2
+ {SPR_DRAG, 12, -1, NULL, S_NULL, 0, 0}, // S_DRAGON_CRASH3
+ {SPR_DRFX, 32768, 4, NULL, S_DRAGON_FX1_2, 0, 0}, // S_DRAGON_FX1_1
+ {SPR_DRFX, 32769, 4, NULL, S_DRAGON_FX1_3, 0, 0}, // S_DRAGON_FX1_2
+ {SPR_DRFX, 32770, 4, NULL, S_DRAGON_FX1_4, 0, 0}, // S_DRAGON_FX1_3
+ {SPR_DRFX, 32771, 4, NULL, S_DRAGON_FX1_5, 0, 0}, // S_DRAGON_FX1_4
+ {SPR_DRFX, 32772, 4, NULL, S_DRAGON_FX1_6, 0, 0}, // S_DRAGON_FX1_5
+ {SPR_DRFX, 32773, 4, NULL, S_DRAGON_FX1_1, 0, 0}, // S_DRAGON_FX1_6
+ {SPR_DRFX, 32774, 4, NULL, S_DRAGON_FX1_X2, 0, 0}, // S_DRAGON_FX1_X1
+ {SPR_DRFX, 32775, 4, NULL, S_DRAGON_FX1_X3, 0, 0}, // S_DRAGON_FX1_X2
+ {SPR_DRFX, 32776, 4, NULL, S_DRAGON_FX1_X4, 0, 0}, // S_DRAGON_FX1_X3
+ {SPR_DRFX, 32777, 4, A_DragonFX2, S_DRAGON_FX1_X5, 0, 0}, // S_DRAGON_FX1_X4
+ {SPR_DRFX, 32778, 3, NULL, S_DRAGON_FX1_X6, 0, 0}, // S_DRAGON_FX1_X5
+ {SPR_DRFX, 32779, 3, NULL, S_NULL, 0, 0}, // S_DRAGON_FX1_X6
+ {SPR_CFCF, 32784, 1, NULL, S_DRAGON_FX2_2, 0, 0}, // S_DRAGON_FX2_1
+ {SPR_CFCF, 32784, 4, A_UnHideThing, S_DRAGON_FX2_3, 0, 0}, // S_DRAGON_FX2_2
+ {SPR_CFCF, 32785, 3, A_Scream, S_DRAGON_FX2_4, 0, 0}, // S_DRAGON_FX2_3
+ {SPR_CFCF, 32786, 4, NULL, S_DRAGON_FX2_5, 0, 0}, // S_DRAGON_FX2_4
+ {SPR_CFCF, 32787, 3, A_Explode, S_DRAGON_FX2_6, 0, 0}, // S_DRAGON_FX2_5
+ {SPR_CFCF, 32788, 4, NULL, S_DRAGON_FX2_7, 0, 0}, // S_DRAGON_FX2_6
+ {SPR_CFCF, 32789, 3, NULL, S_DRAGON_FX2_8, 0, 0}, // S_DRAGON_FX2_7
+ {SPR_CFCF, 32790, 4, NULL, S_DRAGON_FX2_9, 0, 0}, // S_DRAGON_FX2_8
+ {SPR_CFCF, 32791, 3, NULL, S_DRAGON_FX2_10, 0, 0}, // S_DRAGON_FX2_9
+ {SPR_CFCF, 32792, 4, NULL, S_DRAGON_FX2_11, 0, 0}, // S_DRAGON_FX2_10
+ {SPR_CFCF, 32793, 3, NULL, S_NULL, 0, 0}, // S_DRAGON_FX2_11
+ {SPR_ARM1, 0, -1, NULL, S_NULL, 0, 0}, // S_ARMOR_1
+ {SPR_ARM2, 0, -1, NULL, S_NULL, 0, 0}, // S_ARMOR_2
+ {SPR_ARM3, 0, -1, NULL, S_NULL, 0, 0}, // S_ARMOR_3
+ {SPR_ARM4, 0, -1, NULL, S_NULL, 0, 0}, // S_ARMOR_4
+ {SPR_MAN1, 32768, 4, NULL, S_MANA1_2, 0, 0}, // S_MANA1_1
+ {SPR_MAN1, 32769, 4, NULL, S_MANA1_3, 0, 0}, // S_MANA1_2
+ {SPR_MAN1, 32770, 4, NULL, S_MANA1_4, 0, 0}, // S_MANA1_3
+ {SPR_MAN1, 32771, 4, NULL, S_MANA1_5, 0, 0}, // S_MANA1_4
+ {SPR_MAN1, 32772, 4, NULL, S_MANA1_6, 0, 0}, // S_MANA1_5
+ {SPR_MAN1, 32773, 4, NULL, S_MANA1_7, 0, 0}, // S_MANA1_6
+ {SPR_MAN1, 32774, 4, NULL, S_MANA1_8, 0, 0}, // S_MANA1_7
+ {SPR_MAN1, 32775, 4, NULL, S_MANA1_9, 0, 0}, // S_MANA1_8
+ {SPR_MAN1, 32776, 4, NULL, S_MANA1_1, 0, 0}, // S_MANA1_9
+ {SPR_MAN2, 32768, 4, NULL, S_MANA2_2, 0, 0}, // S_MANA2_1
+ {SPR_MAN2, 32769, 4, NULL, S_MANA2_3, 0, 0}, // S_MANA2_2
+ {SPR_MAN2, 32770, 4, NULL, S_MANA2_4, 0, 0}, // S_MANA2_3
+ {SPR_MAN2, 32771, 4, NULL, S_MANA2_5, 0, 0}, // S_MANA2_4
+ {SPR_MAN2, 32772, 4, NULL, S_MANA2_6, 0, 0}, // S_MANA2_5
+ {SPR_MAN2, 32773, 4, NULL, S_MANA2_7, 0, 0}, // S_MANA2_6
+ {SPR_MAN2, 32774, 4, NULL, S_MANA2_8, 0, 0}, // S_MANA2_7
+ {SPR_MAN2, 32775, 4, NULL, S_MANA2_9, 0, 0}, // S_MANA2_8
+ {SPR_MAN2, 32776, 4, NULL, S_MANA2_10, 0, 0}, // S_MANA2_9
+ {SPR_MAN2, 32777, 4, NULL, S_MANA2_11, 0, 0}, // S_MANA2_10
+ {SPR_MAN2, 32778, 4, NULL, S_MANA2_12, 0, 0}, // S_MANA2_11
+ {SPR_MAN2, 32779, 4, NULL, S_MANA2_13, 0, 0}, // S_MANA2_12
+ {SPR_MAN2, 32780, 4, NULL, S_MANA2_14, 0, 0}, // S_MANA2_13
+ {SPR_MAN2, 32781, 4, NULL, S_MANA2_15, 0, 0}, // S_MANA2_14
+ {SPR_MAN2, 32782, 4, NULL, S_MANA2_16, 0, 0}, // S_MANA2_15
+ {SPR_MAN2, 32783, 4, NULL, S_MANA2_1, 0, 0}, // S_MANA2_16
+ {SPR_MAN3, 32768, 4, NULL, S_MANA3_2, 0, 0}, // S_MANA3_1
+ {SPR_MAN3, 32769, 4, NULL, S_MANA3_3, 0, 0}, // S_MANA3_2
+ {SPR_MAN3, 32770, 4, NULL, S_MANA3_4, 0, 0}, // S_MANA3_3
+ {SPR_MAN3, 32771, 4, NULL, S_MANA3_5, 0, 0}, // S_MANA3_4
+ {SPR_MAN3, 32772, 4, NULL, S_MANA3_6, 0, 0}, // S_MANA3_5
+ {SPR_MAN3, 32773, 4, NULL, S_MANA3_7, 0, 0}, // S_MANA3_6
+ {SPR_MAN3, 32774, 4, NULL, S_MANA3_8, 0, 0}, // S_MANA3_7
+ {SPR_MAN3, 32775, 4, NULL, S_MANA3_9, 0, 0}, // S_MANA3_8
+ {SPR_MAN3, 32776, 4, NULL, S_MANA3_10, 0, 0}, // S_MANA3_9
+ {SPR_MAN3, 32777, 4, NULL, S_MANA3_11, 0, 0}, // S_MANA3_10
+ {SPR_MAN3, 32778, 4, NULL, S_MANA3_12, 0, 0}, // S_MANA3_11
+ {SPR_MAN3, 32779, 4, NULL, S_MANA3_13, 0, 0}, // S_MANA3_12
+ {SPR_MAN3, 32780, 4, NULL, S_MANA3_14, 0, 0}, // S_MANA3_13
+ {SPR_MAN3, 32781, 4, NULL, S_MANA3_15, 0, 0}, // S_MANA3_14
+ {SPR_MAN3, 32782, 4, NULL, S_MANA3_16, 0, 0}, // S_MANA3_15
+ {SPR_MAN3, 32783, 4, NULL, S_MANA3_1, 0, 0}, // S_MANA3_16
+ {SPR_KEY1, 0, -1, NULL, S_NULL, 0, 0}, // S_KEY1
+ {SPR_KEY2, 0, -1, NULL, S_NULL, 0, 0}, // S_KEY2
+ {SPR_KEY3, 0, -1, NULL, S_NULL, 0, 0}, // S_KEY3
+ {SPR_KEY4, 0, -1, NULL, S_NULL, 0, 0}, // S_KEY4
+ {SPR_KEY5, 0, -1, NULL, S_NULL, 0, 0}, // S_KEY5
+ {SPR_KEY6, 0, -1, NULL, S_NULL, 0, 0}, // S_KEY6
+ {SPR_KEY7, 0, -1, NULL, S_NULL, 0, 0}, // S_KEY7
+ {SPR_KEY8, 0, -1, NULL, S_NULL, 0, 0}, // S_KEY8
+ {SPR_KEY9, 0, -1, NULL, S_NULL, 0, 0}, // S_KEY9
+ {SPR_KEYA, 0, -1, NULL, S_NULL, 0, 0}, // S_KEYA
+ {SPR_KEYB, 0, -1, NULL, S_NULL, 0, 0}, // S_KEYB
+ {SPR_TLGL, 0, 1, NULL, S_SND_WIND2, 0, 0}, // S_SND_WIND1
+ {SPR_TLGL, 0, 200, A_ESound, S_SND_WIND2, 0, 0}, // S_SND_WIND2
+ {SPR_TLGL, 0, 85, A_ESound, S_SND_WATERFALL, 0, 0}, // S_SND_WATERFALL
+ {SPR_ETTN, 0, 10, A_Look, S_ETTIN_LOOK2, 0, 0}, // S_ETTIN_LOOK1
+ {SPR_ETTN, 0, 10, A_Look, S_ETTIN_LOOK1, 0, 0}, // S_ETTIN_LOOK2
+ {SPR_ETTN, 0, 5, A_Chase, S_ETTIN_CHASE2, 0, 0}, // S_ETTIN_CHASE1
+ {SPR_ETTN, 1, 5, A_Chase, S_ETTIN_CHASE3, 0, 0}, // S_ETTIN_CHASE2
+ {SPR_ETTN, 2, 5, A_Chase, S_ETTIN_CHASE4, 0, 0}, // S_ETTIN_CHASE3
+ {SPR_ETTN, 3, 5, A_Chase, S_ETTIN_CHASE1, 0, 0}, // S_ETTIN_CHASE4
+ {SPR_ETTN, 7, 7, A_Pain, S_ETTIN_CHASE1, 0, 0}, // S_ETTIN_PAIN1
+ {SPR_ETTN, 4, 6, A_FaceTarget, S_ETTIN_ATK1_2, 0, 0}, // S_ETTIN_ATK1_1
+ {SPR_ETTN, 5, 6, A_FaceTarget, S_ETTIN_ATK1_3, 0, 0}, // S_ETTIN_ATK1_2
+ {SPR_ETTN, 6, 8, A_EttinAttack, S_ETTIN_CHASE1, 0, 0}, // S_ETTIN_ATK1_3
+ {SPR_ETTN, 8, 4, NULL, S_ETTIN_DEATH1_2, 0, 0}, // S_ETTIN_DEATH1_1
+ {SPR_ETTN, 9, 4, NULL, S_ETTIN_DEATH1_3, 0, 0}, // S_ETTIN_DEATH1_2
+ {SPR_ETTN, 10, 4, A_Scream, S_ETTIN_DEATH1_4, 0, 0}, // S_ETTIN_DEATH1_3
+ {SPR_ETTN, 11, 4, A_NoBlocking, S_ETTIN_DEATH1_5, 0, 0}, // S_ETTIN_DEATH1_4
+ {SPR_ETTN, 12, 4, A_QueueCorpse, S_ETTIN_DEATH1_6, 0, 0}, // S_ETTIN_DEATH1_5
+ {SPR_ETTN, 13, 4, NULL, S_ETTIN_DEATH1_7, 0, 0}, // S_ETTIN_DEATH1_6
+ {SPR_ETTN, 14, 4, NULL, S_ETTIN_DEATH1_8, 0, 0}, // S_ETTIN_DEATH1_7
+ {SPR_ETTN, 15, 4, NULL, S_ETTIN_DEATH1_9, 0, 0}, // S_ETTIN_DEATH1_8
+ {SPR_ETTN, 16, -1, NULL, S_NULL, 0, 0}, // S_ETTIN_DEATH1_9
+ {SPR_ETTB, 0, 4, NULL, S_ETTIN_DEATH2_2, 0, 0}, // S_ETTIN_DEATH2_1
+ {SPR_ETTB, 1, 4, A_NoBlocking, S_ETTIN_DEATH2_3, 0, 0}, // S_ETTIN_DEATH2_2
+ {SPR_ETTB, 2, 4, A_DropMace, S_ETTIN_DEATH2_4, 0, 0}, // S_ETTIN_DEATH2_3
+ {SPR_ETTB, 3, 4, A_Scream, S_ETTIN_DEATH2_5, 0, 0}, // S_ETTIN_DEATH2_4
+ {SPR_ETTB, 4, 4, A_QueueCorpse, S_ETTIN_DEATH2_6, 0, 0}, // S_ETTIN_DEATH2_5
+ {SPR_ETTB, 5, 4, NULL, S_ETTIN_DEATH2_7, 0, 0}, // S_ETTIN_DEATH2_6
+ {SPR_ETTB, 6, 4, NULL, S_ETTIN_DEATH2_8, 0, 0}, // S_ETTIN_DEATH2_7
+ {SPR_ETTB, 7, 4, NULL, S_ETTIN_DEATH2_9, 0, 0}, // S_ETTIN_DEATH2_8
+ {SPR_ETTB, 8, 4, NULL, S_ETTIN_DEATH2_0, 0, 0}, // S_ETTIN_DEATH2_9
+ {SPR_ETTB, 9, 4, NULL, S_ETTIN_DEATH2_A, 0, 0}, // S_ETTIN_DEATH2_0
+ {SPR_ETTB, 10, 4, NULL, S_ETTIN_DEATH2_B, 0, 0}, // S_ETTIN_DEATH2_A
+ {SPR_ETTB, 11, -1, NULL, S_NULL, 0, 0}, // S_ETTIN_DEATH2_B
+ {SPR_ETTN, 17, 5, A_FreezeDeath, S_ETTIN_ICE2, 0, 0}, // S_ETTIN_ICE1
+ {SPR_ETTN, 17, 1, A_FreezeDeathChunks, S_ETTIN_ICE2, 0, 0}, // S_ETTIN_ICE2
+ {SPR_ETTB, 12, 5, A_CheckFloor, S_ETTIN_MACE2, 0, 0}, // S_ETTIN_MACE1
+ {SPR_ETTB, 13, 5, A_CheckFloor, S_ETTIN_MACE3, 0, 0}, // S_ETTIN_MACE2
+ {SPR_ETTB, 14, 5, A_CheckFloor, S_ETTIN_MACE4, 0, 0}, // S_ETTIN_MACE3
+ {SPR_ETTB, 15, 5, A_CheckFloor, S_ETTIN_MACE1, 0, 0}, // S_ETTIN_MACE4
+ {SPR_ETTB, 16, 5, NULL, S_ETTIN_MACE6, 0, 0}, // S_ETTIN_MACE5
+ {SPR_ETTB, 17, 5, A_QueueCorpse, S_ETTIN_MACE7, 0, 0}, // S_ETTIN_MACE6
+ {SPR_ETTB, 18, -1, NULL, S_NULL, 0, 0}, // S_ETTIN_MACE7
+ {SPR_FDMN, 32791, 5, NULL, S_FIRED_LOOK1, 0, 0}, // S_FIRED_SPAWN1
+ {SPR_FDMN, 32772, 10, A_Look, S_FIRED_LOOK2, 0, 0}, // S_FIRED_LOOK1
+ {SPR_FDMN, 32773, 10, A_Look, S_FIRED_LOOK3, 0, 0}, // S_FIRED_LOOK2
+ {SPR_FDMN, 32774, 10, A_Look, S_FIRED_LOOK1, 0, 0}, // S_FIRED_LOOK3
+ {SPR_FDMN, 32772, 8, NULL, S_FIRED_LOOK5, 0, 0}, // S_FIRED_LOOK4
+ {SPR_FDMN, 32773, 6, NULL, S_FIRED_LOOK6, 0, 0}, // S_FIRED_LOOK5
+ {SPR_FDMN, 32774, 5, NULL, S_FIRED_LOOK7, 0, 0}, // S_FIRED_LOOK6
+ {SPR_FDMN, 32773, 8, NULL, S_FIRED_LOOK8, 0, 0}, // S_FIRED_LOOK7
+ {SPR_FDMN, 32772, 6, NULL, S_FIRED_LOOK9, 0, 0}, // S_FIRED_LOOK8
+ {SPR_FDMN, 32773, 7, A_FiredRocks, S_FIRED_LOOK0, 0, 0}, // S_FIRED_LOOK9
+ {SPR_FDMN, 32775, 5, NULL, S_FIRED_LOOKA, 0, 0}, // S_FIRED_LOOK0
+ {SPR_FDMN, 32776, 5, NULL, S_FIRED_LOOKB, 0, 0}, // S_FIRED_LOOKA
+ {SPR_FDMN, 32777, 5, A_UnSetInvulnerable, S_FIRED_WALK1, 0, 0}, // S_FIRED_LOOKB
+ {SPR_FDMN, 32768, 5, A_FiredChase, S_FIRED_WALK2, 0, 0}, // S_FIRED_WALK1
+ {SPR_FDMN, 32769, 5, A_FiredChase, S_FIRED_WALK3, 0, 0}, // S_FIRED_WALK2
+ {SPR_FDMN, 32770, 5, A_FiredChase, S_FIRED_WALK1, 0, 0}, // S_FIRED_WALK3
+ {SPR_FDMN, 32771, 6, A_Pain, S_FIRED_WALK1, 0, 0}, // S_FIRED_PAIN1
+ {SPR_FDMN, 32778, 3, A_FaceTarget, S_FIRED_ATTACK2, 0, 0}, // S_FIRED_ATTACK1
+ {SPR_FDMN, 32778, 5, A_FiredAttack, S_FIRED_ATTACK3, 0, 0}, // S_FIRED_ATTACK2
+ {SPR_FDMN, 32778, 5, A_FiredAttack, S_FIRED_ATTACK4, 0, 0}, // S_FIRED_ATTACK3
+ {SPR_FDMN, 32778, 5, A_FiredAttack, S_FIRED_WALK1, 0, 0}, // S_FIRED_ATTACK4
+ {SPR_FDMN, 32771, 4, A_FaceTarget, S_FIRED_DEATH2, 0, 0}, // S_FIRED_DEATH1
+ {SPR_FDMN, 32779, 4, A_Scream, S_FIRED_DEATH3, 0, 0}, // S_FIRED_DEATH2
+ {SPR_FDMN, 32779, 4, A_NoBlocking, S_FIRED_DEATH4, 0, 0}, // S_FIRED_DEATH3
+ {SPR_FDMN, 32779, 200, NULL, S_NULL, 0, 0}, // S_FIRED_DEATH4
+ {SPR_FDMN, 12, 5, A_FaceTarget, S_FIRED_XDEATH2, 0, 0}, // S_FIRED_XDEATH1
+ {SPR_FDMN, 13, 5, A_NoBlocking, S_FIRED_XDEATH3, 0, 0}, // S_FIRED_XDEATH2
+ {SPR_FDMN, 14, 5, A_FiredSplotch, S_NULL, 0, 0}, // S_FIRED_XDEATH3
+ {SPR_FDMN, 17, 5, A_FreezeDeath, S_FIRED_ICE2, 0, 0}, // S_FIRED_ICE1
+ {SPR_FDMN, 17, 1, A_FreezeDeathChunks, S_FIRED_ICE2, 0, 0}, // S_FIRED_ICE2
+ {SPR_FDMN, 15, 3, NULL, S_FIRED_CORPSE2, 0, 0}, // S_FIRED_CORPSE1
+ {SPR_FDMN, 15, 6, A_QueueCorpse, S_FIRED_CORPSE3, 0, 0}, // S_FIRED_CORPSE2
+ {SPR_FDMN, 24, -1, NULL, S_NULL, 0, 0}, // S_FIRED_CORPSE3
+ {SPR_FDMN, 16, 3, NULL, S_FIRED_CORPSE5, 0, 0}, // S_FIRED_CORPSE4
+ {SPR_FDMN, 16, 6, A_QueueCorpse, S_FIRED_CORPSE6, 0, 0}, // S_FIRED_CORPSE5
+ {SPR_FDMN, 25, -1, NULL, S_NULL, 0, 0}, // S_FIRED_CORPSE6
+ {SPR_FDMN, 18, 4, NULL, S_FIRED_RDROP1, 0, 0}, // S_FIRED_RDROP1
+ {SPR_FDMN, 18, 5, A_SmBounce, S_FIRED_RDEAD1_2, 0, 0}, // S_FIRED_RDEAD1_1
+ {SPR_FDMN, 18, 200, NULL, S_NULL, 0, 0}, // S_FIRED_RDEAD1_2
+ {SPR_FDMN, 19, 4, NULL, S_FIRED_RDROP2, 0, 0}, // S_FIRED_RDROP2
+ {SPR_FDMN, 19, 5, A_SmBounce, S_FIRED_RDEAD2_2, 0, 0}, // S_FIRED_RDEAD2_1
+ {SPR_FDMN, 19, 200, NULL, S_NULL, 0, 0}, // S_FIRED_RDEAD2_2
+ {SPR_FDMN, 20, 4, NULL, S_FIRED_RDROP3, 0, 0}, // S_FIRED_RDROP3
+ {SPR_FDMN, 20, 5, A_SmBounce, S_FIRED_RDEAD3_2, 0, 0}, // S_FIRED_RDEAD3_1
+ {SPR_FDMN, 20, 200, NULL, S_NULL, 0, 0}, // S_FIRED_RDEAD3_2
+ {SPR_FDMN, 21, 4, NULL, S_FIRED_RDROP4, 0, 0}, // S_FIRED_RDROP4
+ {SPR_FDMN, 21, 5, A_SmBounce, S_FIRED_RDEAD4_2, 0, 0}, // S_FIRED_RDEAD4_1
+ {SPR_FDMN, 21, 200, NULL, S_NULL, 0, 0}, // S_FIRED_RDEAD4_2
+ {SPR_FDMN, 22, 4, NULL, S_FIRED_RDROP5, 0, 0}, // S_FIRED_RDROP5
+ {SPR_FDMN, 22, 5, A_SmBounce, S_FIRED_RDEAD5_2, 0, 0}, // S_FIRED_RDEAD5_1
+ {SPR_FDMN, 22, 200, NULL, S_NULL, 0, 0}, // S_FIRED_RDEAD5_2
+ {SPR_FDMB, 32768, 5, NULL, S_FIRED_FX6_1, 0, 0}, // S_FIRED_FX6_1
+ {SPR_FDMB, 32769, 5, NULL, S_FIRED_FX6_3, 0, 0}, // S_FIRED_FX6_2
+ {SPR_FDMB, 32770, 5, NULL, S_FIRED_FX6_4, 0, 0}, // S_FIRED_FX6_3
+ {SPR_FDMB, 32771, 5, NULL, S_FIRED_FX6_5, 0, 0}, // S_FIRED_FX6_4
+ {SPR_FDMB, 32772, 5, NULL, S_NULL, 0, 0}, // S_FIRED_FX6_5
+ {SPR_ICEY, 0, 10, A_IceGuyLook, S_ICEGUY_LOOK, 0, 0}, // S_ICEGUY_LOOK
+ {SPR_ICEY, 0, -1, NULL, S_ICEGUY_LOOK, 0, 0}, // S_ICEGUY_DORMANT
+ {SPR_ICEY, 0, 4, A_Chase, S_ICEGUY_WALK2, 0, 0}, // S_ICEGUY_WALK1
+ {SPR_ICEY, 1, 4, A_IceGuyChase, S_ICEGUY_WALK3, 0, 0}, // S_ICEGUY_WALK2
+ {SPR_ICEY, 2, 4, A_Chase, S_ICEGUY_WALK4, 0, 0}, // S_ICEGUY_WALK3
+ {SPR_ICEY, 3, 4, A_Chase, S_ICEGUY_WALK1, 0, 0}, // S_ICEGUY_WALK4
+ {SPR_ICEY, 4, 3, A_FaceTarget, S_ICEGUY_ATK2, 0, 0}, // S_ICEGUY_ATK1
+ {SPR_ICEY, 5, 3, A_FaceTarget, S_ICEGUY_ATK3, 0, 0}, // S_ICEGUY_ATK2
+ {SPR_ICEY, 32774, 8, A_IceGuyAttack, S_ICEGUY_ATK4, 0, 0}, // S_ICEGUY_ATK3
+ {SPR_ICEY, 5, 4, A_FaceTarget, S_ICEGUY_WALK1, 0, 0}, // S_ICEGUY_ATK4
+ {SPR_ICEY, 0, 1, A_Pain, S_ICEGUY_WALK1, 0, 0}, // S_ICEGUY_PAIN1
+ {SPR_ICEY, 0, 1, A_IceGuyDie, S_NULL, 0, 0}, // S_ICEGUY_DEATH
+ {SPR_ICPR, 32768, 3, A_IceGuyMissilePuff, S_ICEGUY_FX2, 0, 0}, // S_ICEGUY_FX1
+ {SPR_ICPR, 32769, 3, A_IceGuyMissilePuff, S_ICEGUY_FX3, 0, 0}, // S_ICEGUY_FX2
+ {SPR_ICPR, 32770, 3, A_IceGuyMissilePuff, S_ICEGUY_FX1, 0, 0}, // S_ICEGUY_FX3
+ {SPR_ICPR, 32771, 4, NULL, S_ICEGUY_FX_X2, 0, 0}, // S_ICEGUY_FX_X1
+ {SPR_ICPR, 32772, 4, A_IceGuyMissileExplode, S_ICEGUY_FX_X3, 0, 0}, // S_ICEGUY_FX_X2
+ {SPR_ICPR, 32773, 4, NULL, S_ICEGUY_FX_X4, 0, 0}, // S_ICEGUY_FX_X3
+ {SPR_ICPR, 32774, 4, NULL, S_ICEGUY_FX_X5, 0, 0}, // S_ICEGUY_FX_X4
+ {SPR_ICPR, 32775, 3, NULL, S_NULL, 0, 0}, // S_ICEGUY_FX_X5
+ {SPR_ICPR, 8, 3, NULL, S_ICEFX_PUFF2, 0, 0}, // S_ICEFX_PUFF1
+ {SPR_ICPR, 9, 3, NULL, S_ICEFX_PUFF3, 0, 0}, // S_ICEFX_PUFF2
+ {SPR_ICPR, 10, 3, NULL, S_ICEFX_PUFF4, 0, 0}, // S_ICEFX_PUFF3
+ {SPR_ICPR, 11, 2, NULL, S_ICEFX_PUFF5, 0, 0}, // S_ICEFX_PUFF4
+ {SPR_ICPR, 12, 2, NULL, S_NULL, 0, 0}, // S_ICEFX_PUFF5
+ {SPR_ICPR, 32781, 3, NULL, S_ICEGUY_FX2_2, 0, 0}, // S_ICEGUY_FX2_1
+ {SPR_ICPR, 32782, 3, NULL, S_ICEGUY_FX2_3, 0, 0}, // S_ICEGUY_FX2_2
+ {SPR_ICPR, 32783, 3, NULL, S_ICEGUY_FX2_1, 0, 0}, // S_ICEGUY_FX2_3
+ {SPR_ICPR, 32784, 50, NULL, S_NULL, 0, 0}, // S_ICEGUY_BIT1
+ {SPR_ICPR, 32785, 50, NULL, S_NULL, 0, 0}, // S_ICEGUY_BIT2
+ {SPR_ICWS, 0, 2, NULL, S_ICEGUY_WISP1_2, 0, 0}, // S_ICEGUY_WISP1_1
+ {SPR_ICWS, 1, 2, NULL, S_ICEGUY_WISP1_3, 0, 0}, // S_ICEGUY_WISP1_2
+ {SPR_ICWS, 2, 2, NULL, S_ICEGUY_WISP1_4, 0, 0}, // S_ICEGUY_WISP1_3
+ {SPR_ICWS, 3, 2, NULL, S_ICEGUY_WISP1_5, 0, 0}, // S_ICEGUY_WISP1_4
+ {SPR_ICWS, 4, 2, NULL, S_ICEGUY_WISP1_6, 0, 0}, // S_ICEGUY_WISP1_5
+ {SPR_ICWS, 5, 2, NULL, S_ICEGUY_WISP1_7, 0, 0}, // S_ICEGUY_WISP1_6
+ {SPR_ICWS, 6, 2, NULL, S_ICEGUY_WISP1_8, 0, 0}, // S_ICEGUY_WISP1_7
+ {SPR_ICWS, 7, 2, NULL, S_ICEGUY_WISP1_9, 0, 0}, // S_ICEGUY_WISP1_8
+ {SPR_ICWS, 8, 2, NULL, S_NULL, 0, 0}, // S_ICEGUY_WISP1_9
+ {SPR_ICWS, 9, 2, NULL, S_ICEGUY_WISP2_2, 0, 0}, // S_ICEGUY_WISP2_1
+ {SPR_ICWS, 10, 2, NULL, S_ICEGUY_WISP2_3, 0, 0}, // S_ICEGUY_WISP2_2
+ {SPR_ICWS, 11, 2, NULL, S_ICEGUY_WISP2_4, 0, 0}, // S_ICEGUY_WISP2_3
+ {SPR_ICWS, 12, 2, NULL, S_ICEGUY_WISP2_5, 0, 0}, // S_ICEGUY_WISP2_4
+ {SPR_ICWS, 13, 2, NULL, S_ICEGUY_WISP2_6, 0, 0}, // S_ICEGUY_WISP2_5
+ {SPR_ICWS, 14, 2, NULL, S_ICEGUY_WISP2_7, 0, 0}, // S_ICEGUY_WISP2_6
+ {SPR_ICWS, 15, 2, NULL, S_ICEGUY_WISP2_8, 0, 0}, // S_ICEGUY_WISP2_7
+ {SPR_ICWS, 16, 2, NULL, S_ICEGUY_WISP2_9, 0, 0}, // S_ICEGUY_WISP2_8
+ {SPR_ICWS, 17, 2, NULL, S_NULL, 0, 0}, // S_ICEGUY_WISP2_9
+ {SPR_PLAY, 0, 2, NULL, S_FIGHTER2, 0, 0}, // S_FIGHTER
+ {SPR_PLAY, 0, 3, A_ClassBossHealth, S_FIGHTERLOOK, 0, 0}, // S_FIGHTER2
+ {SPR_PLAY, 0, 5, A_Look, S_FIGHTERLOOK, 0, 0}, // S_FIGHTERLOOK
+ {SPR_PLAY, 0, 4, A_FastChase, S_FIGHTER_RUN2, 0, 0}, // S_FIGHTER_RUN1
+ {SPR_PLAY, 1, 4, A_FastChase, S_FIGHTER_RUN3, 0, 0}, // S_FIGHTER_RUN2
+ {SPR_PLAY, 2, 4, A_FastChase, S_FIGHTER_RUN4, 0, 0}, // S_FIGHTER_RUN3
+ {SPR_PLAY, 3, 4, A_FastChase, S_FIGHTER_RUN1, 0, 0}, // S_FIGHTER_RUN4
+ {SPR_PLAY, 4, 8, A_FaceTarget, S_FIGHTER_ATK2, 0, 0}, // S_FIGHTER_ATK1
+ {SPR_PLAY, 5, 8, A_FighterAttack, S_FIGHTER_RUN1, 0, 0}, // S_FIGHTER_ATK2
+ {SPR_PLAY, 6, 4, NULL, S_FIGHTER_PAIN2, 0, 0}, // S_FIGHTER_PAIN
+ {SPR_PLAY, 6, 4, A_Pain, S_FIGHTER_RUN1, 0, 0}, // S_FIGHTER_PAIN2
+ {SPR_PLAY, 7, 6, NULL, S_FIGHTER_DIE2, 0, 0}, // S_FIGHTER_DIE1
+ {SPR_PLAY, 8, 6, A_Scream, S_FIGHTER_DIE3, 0, 0}, // S_FIGHTER_DIE2
+ {SPR_PLAY, 9, 6, NULL, S_FIGHTER_DIE4, 0, 0}, // S_FIGHTER_DIE3
+ {SPR_PLAY, 10, 6, NULL, S_FIGHTER_DIE5, 0, 0}, // S_FIGHTER_DIE4
+ {SPR_PLAY, 11, 6, A_NoBlocking, S_FIGHTER_DIE6, 0, 0}, // S_FIGHTER_DIE5
+ {SPR_PLAY, 12, 6, NULL, S_FIGHTER_DIE7, 0, 0}, // S_FIGHTER_DIE6
+ {SPR_PLAY, 13, -1, NULL, S_NULL, 0, 0}, // S_FIGHTER_DIE7
+ {SPR_PLAY, 14, 5, A_Scream, S_FIGHTER_XDIE2, 0, 0}, // S_FIGHTER_XDIE1
+ {SPR_PLAY, 15, 5, A_SkullPop, S_FIGHTER_XDIE3, 0, 0}, // S_FIGHTER_XDIE2
+ {SPR_PLAY, 17, 5, A_NoBlocking, S_FIGHTER_XDIE4, 0, 0}, // S_FIGHTER_XDIE3
+ {SPR_PLAY, 18, 5, NULL, S_FIGHTER_XDIE5, 0, 0}, // S_FIGHTER_XDIE4
+ {SPR_PLAY, 19, 5, NULL, S_FIGHTER_XDIE6, 0, 0}, // S_FIGHTER_XDIE5
+ {SPR_PLAY, 20, 5, NULL, S_FIGHTER_XDIE7, 0, 0}, // S_FIGHTER_XDIE6
+ {SPR_PLAY, 21, 5, NULL, S_FIGHTER_XDIE8, 0, 0}, // S_FIGHTER_XDIE7
+ {SPR_PLAY, 22, -1, NULL, S_NULL, 0, 0}, // S_FIGHTER_XDIE8
+ {SPR_PLAY, 23, 5, A_FreezeDeath, S_FIGHTER_ICE2, 0, 0}, // S_FIGHTER_ICE
+ {SPR_PLAY, 23, 1, A_FreezeDeathChunks, S_FIGHTER_ICE2, 0, 0}, // S_FIGHTER_ICE2
+ {SPR_CLER, 0, 2, NULL, S_CLERIC2, 0, 0}, // S_CLERIC
+ {SPR_CLER, 0, 3, A_ClassBossHealth, S_CLERICLOOK, 0, 0}, // S_CLERIC2
+ {SPR_CLER, 0, 5, A_Look, S_CLERICLOOK, 0, 0}, // S_CLERICLOOK
+ {SPR_CLER, 0, 4, A_FastChase, S_CLERIC_RUN2, 0, 0}, // S_CLERIC_RUN1
+ {SPR_CLER, 1, 4, A_FastChase, S_CLERIC_RUN3, 0, 0}, // S_CLERIC_RUN2
+ {SPR_CLER, 2, 4, A_FastChase, S_CLERIC_RUN4, 0, 0}, // S_CLERIC_RUN3
+ {SPR_CLER, 3, 4, A_FastChase, S_CLERIC_RUN1, 0, 0}, // S_CLERIC_RUN4
+ {SPR_CLER, 4, 8, A_FaceTarget, S_CLERIC_ATK2, 0, 0}, // S_CLERIC_ATK1
+ {SPR_CLER, 5, 8, A_FaceTarget, S_CLERIC_ATK3, 0, 0}, // S_CLERIC_ATK2
+ {SPR_CLER, 6, 10, A_ClericAttack, S_CLERIC_RUN1, 0, 0}, // S_CLERIC_ATK3
+ {SPR_CLER, 7, 4, NULL, S_CLERIC_PAIN2, 0, 0}, // S_CLERIC_PAIN
+ {SPR_CLER, 7, 4, A_Pain, S_CLERIC_RUN1, 0, 0}, // S_CLERIC_PAIN2
+ {SPR_CLER, 8, 6, NULL, S_CLERIC_DIE2, 0, 0}, // S_CLERIC_DIE1
+ {SPR_CLER, 10, 6, A_Scream, S_CLERIC_DIE3, 0, 0}, // S_CLERIC_DIE2
+ {SPR_CLER, 11, 6, NULL, S_CLERIC_DIE4, 0, 0}, // S_CLERIC_DIE3
+ {SPR_CLER, 11, 6, NULL, S_CLERIC_DIE5, 0, 0}, // S_CLERIC_DIE4
+ {SPR_CLER, 12, 6, A_NoBlocking, S_CLERIC_DIE6, 0, 0}, // S_CLERIC_DIE5
+ {SPR_CLER, 13, 6, NULL, S_CLERIC_DIE7, 0, 0}, // S_CLERIC_DIE6
+ {SPR_CLER, 14, 6, NULL, S_CLERIC_DIE8, 0, 0}, // S_CLERIC_DIE7
+ {SPR_CLER, 15, 6, NULL, S_CLERIC_DIE9, 0, 0}, // S_CLERIC_DIE8
+ {SPR_CLER, 16, -1, NULL, S_NULL, 0, 0}, // S_CLERIC_DIE9
+ {SPR_CLER, 17, 5, A_Scream, S_CLERIC_XDIE2, 0, 0}, // S_CLERIC_XDIE1
+ {SPR_CLER, 18, 5, NULL, S_CLERIC_XDIE3, 0, 0}, // S_CLERIC_XDIE2
+ {SPR_CLER, 19, 5, A_NoBlocking, S_CLERIC_XDIE4, 0, 0}, // S_CLERIC_XDIE3
+ {SPR_CLER, 20, 5, NULL, S_CLERIC_XDIE5, 0, 0}, // S_CLERIC_XDIE4
+ {SPR_CLER, 21, 5, NULL, S_CLERIC_XDIE6, 0, 0}, // S_CLERIC_XDIE5
+ {SPR_CLER, 22, 5, NULL, S_CLERIC_XDIE7, 0, 0}, // S_CLERIC_XDIE6
+ {SPR_CLER, 23, 5, NULL, S_CLERIC_XDIE8, 0, 0}, // S_CLERIC_XDIE7
+ {SPR_CLER, 24, 5, NULL, S_CLERIC_XDIE9, 0, 0}, // S_CLERIC_XDIE8
+ {SPR_CLER, 25, 5, NULL, S_CLERIC_XDIE10, 0, 0}, // S_CLERIC_XDIE9
+ {SPR_CLER, 26, -1, NULL, S_NULL, 0, 0}, // S_CLERIC_XDIE10
+ {SPR_CLER, 27, 5, A_FreezeDeath, S_CLERIC_ICE2, 0, 0}, // S_CLERIC_ICE
+ {SPR_CLER, 27, 1, A_FreezeDeathChunks, S_CLERIC_ICE2, 0, 0}, // S_CLERIC_ICE2
+ {SPR_MAGE, 0, 2, NULL, S_MAGE2, 0, 0}, // S_MAGE
+ {SPR_MAGE, 0, 3, A_ClassBossHealth, S_MAGELOOK, 0, 0}, // S_MAGE2
+ {SPR_MAGE, 0, 5, A_Look, S_MAGELOOK, 0, 0}, // S_MAGELOOK
+ {SPR_MAGE, 0, 4, A_FastChase, S_MAGE_RUN2, 0, 0}, // S_MAGE_RUN1
+ {SPR_MAGE, 1, 4, A_FastChase, S_MAGE_RUN3, 0, 0}, // S_MAGE_RUN2
+ {SPR_MAGE, 2, 4, A_FastChase, S_MAGE_RUN4, 0, 0}, // S_MAGE_RUN3
+ {SPR_MAGE, 3, 4, A_FastChase, S_MAGE_RUN1, 0, 0}, // S_MAGE_RUN4
+ {SPR_MAGE, 4, 8, A_FaceTarget, S_MAGE_ATK2, 0, 0}, // S_MAGE_ATK1
+ {SPR_MAGE, 32773, 8, A_MageAttack, S_MAGE_RUN1, 0, 0}, // S_MAGE_ATK2
+ {SPR_MAGE, 6, 4, NULL, S_MAGE_PAIN2, 0, 0}, // S_MAGE_PAIN
+ {SPR_MAGE, 6, 4, A_Pain, S_MAGE_RUN1, 0, 0}, // S_MAGE_PAIN2
+ {SPR_MAGE, 7, 6, NULL, S_MAGE_DIE2, 0, 0}, // S_MAGE_DIE1
+ {SPR_MAGE, 8, 6, A_Scream, S_MAGE_DIE3, 0, 0}, // S_MAGE_DIE2
+ {SPR_MAGE, 9, 6, NULL, S_MAGE_DIE4, 0, 0}, // S_MAGE_DIE3
+ {SPR_MAGE, 10, 6, NULL, S_MAGE_DIE5, 0, 0}, // S_MAGE_DIE4
+ {SPR_MAGE, 11, 6, A_NoBlocking, S_MAGE_DIE6, 0, 0}, // S_MAGE_DIE5
+ {SPR_MAGE, 12, 6, NULL, S_MAGE_DIE7, 0, 0}, // S_MAGE_DIE6
+ {SPR_MAGE, 13, -1, NULL, S_NULL, 0, 0}, // S_MAGE_DIE7
+ {SPR_MAGE, 14, 5, A_Scream, S_MAGE_XDIE2, 0, 0}, // S_MAGE_XDIE1
+ {SPR_MAGE, 15, 5, NULL, S_MAGE_XDIE3, 0, 0}, // S_MAGE_XDIE2
+ {SPR_MAGE, 17, 5, A_NoBlocking, S_MAGE_XDIE4, 0, 0}, // S_MAGE_XDIE3
+ {SPR_MAGE, 18, 5, NULL, S_MAGE_XDIE5, 0, 0}, // S_MAGE_XDIE4
+ {SPR_MAGE, 19, 5, NULL, S_MAGE_XDIE6, 0, 0}, // S_MAGE_XDIE5
+ {SPR_MAGE, 20, 5, NULL, S_MAGE_XDIE7, 0, 0}, // S_MAGE_XDIE6
+ {SPR_MAGE, 21, 5, NULL, S_MAGE_XDIE8, 0, 0}, // S_MAGE_XDIE7
+ {SPR_MAGE, 22, 5, NULL, S_MAGE_XDIE9, 0, 0}, // S_MAGE_XDIE8
+ {SPR_MAGE, 23, -1, NULL, S_NULL, 0, 0}, // S_MAGE_XDIE9
+ {SPR_MAGE, 24, 5, A_FreezeDeath, S_MAGE_ICE2, 0, 0}, // S_MAGE_ICE
+ {SPR_MAGE, 24, 1, A_FreezeDeathChunks, S_MAGE_ICE2, 0, 0}, // S_MAGE_ICE2
+ {SPR_SORC, 0, 3, NULL, S_SORC_SPAWN2, 0, 0}, // S_SORC_SPAWN1
+ {SPR_SORC, 0, 2, A_SorcSpinBalls, S_SORC_LOOK1, 0, 0}, // S_SORC_SPAWN2
+ {SPR_SORC, 0, 10, A_Look, S_SORC_LOOK1, 0, 0}, // S_SORC_LOOK1
+ {SPR_SORC, 0, 5, A_Chase, S_SORC_WALK2, 0, 0}, // S_SORC_WALK1
+ {SPR_SORC, 1, 5, A_Chase, S_SORC_WALK3, 0, 0}, // S_SORC_WALK2
+ {SPR_SORC, 2, 5, A_Chase, S_SORC_WALK4, 0, 0}, // S_SORC_WALK3
+ {SPR_SORC, 3, 5, A_Chase, S_SORC_WALK1, 0, 0}, // S_SORC_WALK4
+ {SPR_SORC, 6, 8, NULL, S_SORC_PAIN2, 0, 0}, // S_SORC_PAIN1
+ {SPR_SORC, 6, 8, A_Pain, S_SORC_WALK1, 0, 0}, // S_SORC_PAIN2
+ {SPR_SORC, 32773, 6, A_FaceTarget, S_SORC_ATK2_2, 0, 0}, // S_SORC_ATK2_1
+ {SPR_SORC, 32773, 6, A_SpeedBalls, S_SORC_ATK2_3, 0, 0}, // S_SORC_ATK2_2
+ {SPR_SORC, 32773, 6, A_FaceTarget, S_SORC_ATK2_3, 0, 0}, // S_SORC_ATK2_3
+ {SPR_SORC, 32772, 6, NULL, S_SORC_ATTACK2, 0, 0}, // S_SORC_ATTACK1
+ {SPR_SORC, 32772, 6, A_SpawnFizzle, S_SORC_ATTACK3, 0, 0}, // S_SORC_ATTACK2
+ {SPR_SORC, 32772, 5, A_FaceTarget, S_SORC_ATTACK2, 0, 0}, // S_SORC_ATTACK3
+ {SPR_SORC, 32772, 2, NULL, S_SORC_ATTACK5, 0, 0}, // S_SORC_ATTACK4
+ {SPR_SORC, 32772, 2, A_SorcBossAttack, S_SORC_WALK1, 0, 0}, // S_SORC_ATTACK5
+ {SPR_SORC, 32775, 5, NULL, S_SORC_DIE2, 0, 0}, // S_SORC_DIE1
+ {SPR_SORC, 32776, 5, A_FaceTarget, S_SORC_DIE3, 0, 0}, // S_SORC_DIE2
+ {SPR_SORC, 32777, 5, A_Scream, S_SORC_DIE4, 0, 0}, // S_SORC_DIE3
+ {SPR_SORC, 32778, 5, NULL, S_SORC_DIE5, 0, 0}, // S_SORC_DIE4
+ {SPR_SORC, 32779, 5, NULL, S_SORC_DIE6, 0, 0}, // S_SORC_DIE5
+ {SPR_SORC, 32780, 5, NULL, S_SORC_DIE7, 0, 0}, // S_SORC_DIE6
+ {SPR_SORC, 32781, 5, NULL, S_SORC_DIE8, 0, 0}, // S_SORC_DIE7
+ {SPR_SORC, 32782, 5, NULL, S_SORC_DIE9, 0, 0}, // S_SORC_DIE8
+ {SPR_SORC, 32783, 5, NULL, S_SORC_DIE0, 0, 0}, // S_SORC_DIE9
+ {SPR_SORC, 32784, 5, NULL, S_SORC_DIEA, 0, 0}, // S_SORC_DIE0
+ {SPR_SORC, 32785, 5, NULL, S_SORC_DIEB, 0, 0}, // S_SORC_DIEA
+ {SPR_SORC, 32786, 5, NULL, S_SORC_DIEC, 0, 0}, // S_SORC_DIEB
+ {SPR_SORC, 32787, 5, NULL, S_SORC_DIED, 0, 0}, // S_SORC_DIEC
+ {SPR_SORC, 32788, 5, A_NoBlocking, S_SORC_DIEE, 0, 0}, // S_SORC_DIED
+ {SPR_SORC, 32789, 5, NULL, S_SORC_DIEF, 0, 0}, // S_SORC_DIEE
+ {SPR_SORC, 32790, 5, NULL, S_SORC_DIEG, 0, 0}, // S_SORC_DIEF
+ {SPR_SORC, 32791, 5, NULL, S_SORC_DIEH, 0, 0}, // S_SORC_DIEG
+ {SPR_SORC, 32792, 5, NULL, S_SORC_DIEI, 0, 0}, // S_SORC_DIEH
+ {SPR_SORC, 32793, -1, NULL, S_NULL, 0, 0}, // S_SORC_DIEI
+ {SPR_SBMP, 0, 2, A_SorcBallOrbit, S_SORCBALL1_2, 0, 0}, // S_SORCBALL1_1
+ {SPR_SBMP, 1, 2, A_SorcBallOrbit, S_SORCBALL1_3, 0, 0}, // S_SORCBALL1_2
+ {SPR_SBMP, 2, 2, A_SorcBallOrbit, S_SORCBALL1_4, 0, 0}, // S_SORCBALL1_3
+ {SPR_SBMP, 3, 2, A_SorcBallOrbit, S_SORCBALL1_5, 0, 0}, // S_SORCBALL1_4
+ {SPR_SBMP, 4, 2, A_SorcBallOrbit, S_SORCBALL1_6, 0, 0}, // S_SORCBALL1_5
+ {SPR_SBMP, 5, 2, A_SorcBallOrbit, S_SORCBALL1_7, 0, 0}, // S_SORCBALL1_6
+ {SPR_SBMP, 6, 2, A_SorcBallOrbit, S_SORCBALL1_8, 0, 0}, // S_SORCBALL1_7
+ {SPR_SBMP, 7, 2, A_SorcBallOrbit, S_SORCBALL1_9, 0, 0}, // S_SORCBALL1_8
+ {SPR_SBMP, 8, 2, A_SorcBallOrbit, S_SORCBALL1_0, 0, 0}, // S_SORCBALL1_9
+ {SPR_SBMP, 9, 2, A_SorcBallOrbit, S_SORCBALL1_A, 0, 0}, // S_SORCBALL1_0
+ {SPR_SBMP, 10, 2, A_SorcBallOrbit, S_SORCBALL1_B, 0, 0}, // S_SORCBALL1_A
+ {SPR_SBMP, 11, 2, A_SorcBallOrbit, S_SORCBALL1_C, 0, 0}, // S_SORCBALL1_B
+ {SPR_SBMP, 12, 2, A_SorcBallOrbit, S_SORCBALL1_D, 0, 0}, // S_SORCBALL1_C
+ {SPR_SBMP, 13, 2, A_SorcBallOrbit, S_SORCBALL1_E, 0, 0}, // S_SORCBALL1_D
+ {SPR_SBMP, 14, 2, A_SorcBallOrbit, S_SORCBALL1_F, 0, 0}, // S_SORCBALL1_E
+ {SPR_SBMP, 15, 2, A_SorcBallOrbit, S_SORCBALL1_1, 0, 0}, // S_SORCBALL1_F
+ {SPR_SBMP, 0, 5, A_SorcBallPop, S_SORCBALL1_D2, 0, 0}, // S_SORCBALL1_D1
+ {SPR_SBMP, 1, 2, A_BounceCheck, S_SORCBALL1_D2, 0, 0}, // S_SORCBALL1_D2
+ {SPR_SBS4, 3, 5, A_Explode, S_SORCBALL1_D6, 0, 0}, // S_SORCBALL1_D5
+ {SPR_SBS4, 4, 5, NULL, S_SORCBALL1_D7, 0, 0}, // S_SORCBALL1_D6
+ {SPR_SBS4, 5, 6, NULL, S_SORCBALL1_D8, 0, 0}, // S_SORCBALL1_D7
+ {SPR_SBS4, 6, 6, NULL, S_SORCBALL1_D9, 0, 0}, // S_SORCBALL1_D8
+ {SPR_SBS4, 7, 6, NULL, S_NULL, 0, 0}, // S_SORCBALL1_D9
+ {SPR_SBMB, 0, 2, A_SorcBallOrbit, S_SORCBALL2_2, 0, 0}, // S_SORCBALL2_1
+ {SPR_SBMB, 1, 2, A_SorcBallOrbit, S_SORCBALL2_3, 0, 0}, // S_SORCBALL2_2
+ {SPR_SBMB, 2, 2, A_SorcBallOrbit, S_SORCBALL2_4, 0, 0}, // S_SORCBALL2_3
+ {SPR_SBMB, 3, 2, A_SorcBallOrbit, S_SORCBALL2_5, 0, 0}, // S_SORCBALL2_4
+ {SPR_SBMB, 4, 2, A_SorcBallOrbit, S_SORCBALL2_6, 0, 0}, // S_SORCBALL2_5
+ {SPR_SBMB, 5, 2, A_SorcBallOrbit, S_SORCBALL2_7, 0, 0}, // S_SORCBALL2_6
+ {SPR_SBMB, 6, 2, A_SorcBallOrbit, S_SORCBALL2_8, 0, 0}, // S_SORCBALL2_7
+ {SPR_SBMB, 7, 2, A_SorcBallOrbit, S_SORCBALL2_9, 0, 0}, // S_SORCBALL2_8
+ {SPR_SBMB, 8, 2, A_SorcBallOrbit, S_SORCBALL2_0, 0, 0}, // S_SORCBALL2_9
+ {SPR_SBMB, 9, 2, A_SorcBallOrbit, S_SORCBALL2_A, 0, 0}, // S_SORCBALL2_0
+ {SPR_SBMB, 10, 2, A_SorcBallOrbit, S_SORCBALL2_B, 0, 0}, // S_SORCBALL2_A
+ {SPR_SBMB, 11, 2, A_SorcBallOrbit, S_SORCBALL2_C, 0, 0}, // S_SORCBALL2_B
+ {SPR_SBMB, 12, 2, A_SorcBallOrbit, S_SORCBALL2_D, 0, 0}, // S_SORCBALL2_C
+ {SPR_SBMB, 13, 2, A_SorcBallOrbit, S_SORCBALL2_E, 0, 0}, // S_SORCBALL2_D
+ {SPR_SBMB, 14, 2, A_SorcBallOrbit, S_SORCBALL2_F, 0, 0}, // S_SORCBALL2_E
+ {SPR_SBMB, 15, 2, A_SorcBallOrbit, S_SORCBALL2_1, 0, 0}, // S_SORCBALL2_F
+ {SPR_SBMB, 0, 5, A_SorcBallPop, S_SORCBALL2_D2, 0, 0}, // S_SORCBALL2_D1
+ {SPR_SBMB, 1, 2, A_BounceCheck, S_SORCBALL2_D2, 0, 0}, // S_SORCBALL2_D2
+ {SPR_SBS3, 3, 5, A_Explode, S_SORCBALL2_D6, 0, 0}, // S_SORCBALL2_D5
+ {SPR_SBS3, 4, 5, NULL, S_SORCBALL2_D7, 0, 0}, // S_SORCBALL2_D6
+ {SPR_SBS3, 5, 6, NULL, S_SORCBALL2_D8, 0, 0}, // S_SORCBALL2_D7
+ {SPR_SBS3, 6, 6, NULL, S_SORCBALL2_D9, 0, 0}, // S_SORCBALL2_D8
+ {SPR_SBS3, 7, 6, NULL, S_NULL, 0, 0}, // S_SORCBALL2_D9
+ {SPR_SBMG, 0, 2, A_SorcBallOrbit, S_SORCBALL3_2, 0, 0}, // S_SORCBALL3_1
+ {SPR_SBMG, 1, 2, A_SorcBallOrbit, S_SORCBALL3_3, 0, 0}, // S_SORCBALL3_2
+ {SPR_SBMG, 2, 2, A_SorcBallOrbit, S_SORCBALL3_4, 0, 0}, // S_SORCBALL3_3
+ {SPR_SBMG, 3, 2, A_SorcBallOrbit, S_SORCBALL3_5, 0, 0}, // S_SORCBALL3_4
+ {SPR_SBMG, 4, 2, A_SorcBallOrbit, S_SORCBALL3_6, 0, 0}, // S_SORCBALL3_5
+ {SPR_SBMG, 5, 2, A_SorcBallOrbit, S_SORCBALL3_7, 0, 0}, // S_SORCBALL3_6
+ {SPR_SBMG, 6, 2, A_SorcBallOrbit, S_SORCBALL3_8, 0, 0}, // S_SORCBALL3_7
+ {SPR_SBMG, 7, 2, A_SorcBallOrbit, S_SORCBALL3_9, 0, 0}, // S_SORCBALL3_8
+ {SPR_SBMG, 8, 2, A_SorcBallOrbit, S_SORCBALL3_0, 0, 0}, // S_SORCBALL3_9
+ {SPR_SBMG, 9, 2, A_SorcBallOrbit, S_SORCBALL3_A, 0, 0}, // S_SORCBALL3_0
+ {SPR_SBMG, 10, 2, A_SorcBallOrbit, S_SORCBALL3_B, 0, 0}, // S_SORCBALL3_A
+ {SPR_SBMG, 11, 2, A_SorcBallOrbit, S_SORCBALL3_C, 0, 0}, // S_SORCBALL3_B
+ {SPR_SBMG, 12, 2, A_SorcBallOrbit, S_SORCBALL3_D, 0, 0}, // S_SORCBALL3_C
+ {SPR_SBMG, 13, 2, A_SorcBallOrbit, S_SORCBALL3_E, 0, 0}, // S_SORCBALL3_D
+ {SPR_SBMG, 14, 2, A_SorcBallOrbit, S_SORCBALL3_F, 0, 0}, // S_SORCBALL3_E
+ {SPR_SBMG, 15, 2, A_SorcBallOrbit, S_SORCBALL3_1, 0, 0}, // S_SORCBALL3_F
+ {SPR_SBMG, 0, 5, A_SorcBallPop, S_SORCBALL3_D2, 0, 0}, // S_SORCBALL3_D1
+ {SPR_SBMG, 1, 2, A_BounceCheck, S_SORCBALL3_D2, 0, 0}, // S_SORCBALL3_D2
+ {SPR_SBS3, 3, 5, A_Explode, S_SORCBALL3_D6, 0, 0}, // S_SORCBALL3_D5
+ {SPR_SBS3, 4, 5, NULL, S_SORCBALL3_D7, 0, 0}, // S_SORCBALL3_D6
+ {SPR_SBS3, 5, 6, NULL, S_SORCBALL3_D8, 0, 0}, // S_SORCBALL3_D7
+ {SPR_SBS3, 6, 6, NULL, S_SORCBALL3_D9, 0, 0}, // S_SORCBALL3_D8
+ {SPR_SBS3, 7, 6, NULL, S_NULL, 0, 0}, // S_SORCBALL3_D9
+ {SPR_SBS1, 32768, 2, NULL, S_SORCFX1_2, 0, 0}, // S_SORCFX1_1
+ {SPR_SBS1, 32769, 3, A_SorcFX1Seek, S_SORCFX1_3, 0, 0}, // S_SORCFX1_2
+ {SPR_SBS1, 32770, 3, A_SorcFX1Seek, S_SORCFX1_4, 0, 0}, // S_SORCFX1_3
+ {SPR_SBS1, 32771, 3, A_SorcFX1Seek, S_SORCFX1_1, 0, 0}, // S_SORCFX1_4
+ {SPR_FHFX, 32786, 2, A_Explode, S_SORCFX1_D2, 0, 0}, // S_SORCFX1_D1
+ {SPR_FHFX, 32786, 6, NULL, S_SORCFX1_D3, 0, 0}, // S_SORCFX1_D2
+ {SPR_FHFX, 32786, 6, NULL, S_NULL, 0, 0}, // S_SORCFX1_D3
+ {SPR_SBS2, 32768, 3, A_SorcFX2Split, S_SORCFX2_SPLIT1, 0, 0}, // S_SORCFX2_SPLIT1
+ {SPR_SBS2, 32768, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT2, 0, 0}, // S_SORCFX2_ORBIT1
+ {SPR_SBS2, 32769, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT3, 0, 0}, // S_SORCFX2_ORBIT2
+ {SPR_SBS2, 32770, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT4, 0, 0}, // S_SORCFX2_ORBIT3
+ {SPR_SBS2, 32771, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT5, 0, 0}, // S_SORCFX2_ORBIT4
+ {SPR_SBS2, 32772, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT6, 0, 0}, // S_SORCFX2_ORBIT5
+ {SPR_SBS2, 32773, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT7, 0, 0}, // S_SORCFX2_ORBIT6
+ {SPR_SBS2, 32774, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT8, 0, 0}, // S_SORCFX2_ORBIT7
+ {SPR_SBS2, 32775, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT9, 0, 0}, // S_SORCFX2_ORBIT8
+ {SPR_SBS2, 32776, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT0, 0, 0}, // S_SORCFX2_ORBIT9
+ {SPR_SBS2, 32777, 2, A_SorcFX2Orbit, S_SORCFX2_ORBITA, 0, 0}, // S_SORCFX2_ORBIT0
+ {SPR_SBS2, 32778, 2, A_SorcFX2Orbit, S_SORCFX2_ORBITB, 0, 0}, // S_SORCFX2_ORBITA
+ {SPR_SBS2, 32779, 2, A_SorcFX2Orbit, S_SORCFX2_ORBITC, 0, 0}, // S_SORCFX2_ORBITB
+ {SPR_SBS2, 32780, 2, A_SorcFX2Orbit, S_SORCFX2_ORBITD, 0, 0}, // S_SORCFX2_ORBITC
+ {SPR_SBS2, 32781, 2, A_SorcFX2Orbit, S_SORCFX2_ORBITE, 0, 0}, // S_SORCFX2_ORBITD
+ {SPR_SBS2, 32782, 2, A_SorcFX2Orbit, S_SORCFX2_ORBITF, 0, 0}, // S_SORCFX2_ORBITE
+ {SPR_SBS2, 32783, 2, A_SorcFX2Orbit, S_SORCFX2_ORBIT1, 0, 0}, // S_SORCFX2_ORBITF
+ {SPR_SBS2, 0, 10, NULL, S_NULL, 0, 0}, // S_SORCFX2T1
+ {SPR_SBS3, 32768, 2, NULL, S_SORCFX3_2, 0, 0}, // S_SORCFX3_1
+ {SPR_SBS3, 32769, 2, NULL, S_SORCFX3_3, 0, 0}, // S_SORCFX3_2
+ {SPR_SBS3, 32770, 2, NULL, S_SORCFX3_1, 0, 0}, // S_SORCFX3_3
+ {SPR_SBS3, 32768, 4, NULL, S_BISHMORPHA, 0, 0}, // S_BISHMORPH1
+ {SPR_BISH, 15, 4, A_SorcererBishopEntry, S_BISHMORPHB, 0, 0}, // S_BISHMORPHA
+ {SPR_BISH, 14, 4, NULL, S_BISHMORPHC, 0, 0}, // S_BISHMORPHB
+ {SPR_BISH, 13, 4, NULL, S_BISHMORPHD, 0, 0}, // S_BISHMORPHC
+ {SPR_BISH, 12, 3, NULL, S_BISHMORPHE, 0, 0}, // S_BISHMORPHD
+ {SPR_BISH, 11, 3, NULL, S_BISHMORPHF, 0, 0}, // S_BISHMORPHE
+ {SPR_BISH, 10, 3, NULL, S_BISHMORPHG, 0, 0}, // S_BISHMORPHF
+ {SPR_BISH, 9, 3, NULL, S_BISHMORPHH, 0, 0}, // S_BISHMORPHG
+ {SPR_BISH, 8, 3, NULL, S_BISHMORPHI, 0, 0}, // S_BISHMORPHH
+ {SPR_BISH, 7, 3, NULL, S_BISHMORPHJ, 0, 0}, // S_BISHMORPHI
+ {SPR_BISH, 6, 3, A_SpawnBishop, S_NULL, 0, 0}, // S_BISHMORPHJ
+ {SPR_SBS3, 3, 3, NULL, S_SORCFX3_EXP2, 0, 0}, // S_SORCFX3_EXP1
+ {SPR_SBS3, 4, 3, NULL, S_SORCFX3_EXP3, 0, 0}, // S_SORCFX3_EXP2
+ {SPR_SBS3, 5, 3, NULL, S_SORCFX3_EXP4, 0, 0}, // S_SORCFX3_EXP3
+ {SPR_SBS3, 6, 3, NULL, S_SORCFX3_EXP5, 0, 0}, // S_SORCFX3_EXP4
+ {SPR_SBS3, 7, 3, NULL, S_NULL, 0, 0}, // S_SORCFX3_EXP5
+ {SPR_SBS4, 32768, 2, A_SorcFX4Check, S_SORCFX4_2, 0, 0}, // S_SORCFX4_1
+ {SPR_SBS4, 32769, 2, A_SorcFX4Check, S_SORCFX4_3, 0, 0}, // S_SORCFX4_2
+ {SPR_SBS4, 32770, 2, A_SorcFX4Check, S_SORCFX4_1, 0, 0}, // S_SORCFX4_3
+ {SPR_SBS4, 32771, 2, NULL, S_SORCFX4_D2, 0, 0}, // S_SORCFX4_D1
+ {SPR_SBS4, 32772, 2, A_Explode, S_SORCFX4_D3, 0, 0}, // S_SORCFX4_D2
+ {SPR_SBS4, 32773, 2, NULL, S_SORCFX4_D4, 0, 0}, // S_SORCFX4_D3
+ {SPR_SBS4, 32774, 2, NULL, S_SORCFX4_D5, 0, 0}, // S_SORCFX4_D4
+ {SPR_SBS4, 32775, 2, NULL, S_NULL, 0, 0}, // S_SORCFX4_D5
+ {SPR_SBFX, 32768, 4, NULL, S_SORCSPARK2, 0, 0}, // S_SORCSPARK1
+ {SPR_SBFX, 32769, 4, NULL, S_SORCSPARK3, 0, 0}, // S_SORCSPARK2
+ {SPR_SBFX, 32770, 4, NULL, S_SORCSPARK4, 0, 0}, // S_SORCSPARK3
+ {SPR_SBFX, 32771, 4, NULL, S_SORCSPARK5, 0, 0}, // S_SORCSPARK4
+ {SPR_SBFX, 32772, 4, NULL, S_SORCSPARK6, 0, 0}, // S_SORCSPARK5
+ {SPR_SBFX, 32773, 4, NULL, S_SORCSPARK7, 0, 0}, // S_SORCSPARK6
+ {SPR_SBFX, 32774, 4, NULL, S_NULL, 0, 0}, // S_SORCSPARK7
+ {SPR_RADE, 0, 4, NULL, S_BLASTEFFECT2, 0, 0}, // S_BLASTEFFECT1
+ {SPR_RADE, 1, 4, NULL, S_BLASTEFFECT3, 0, 0}, // S_BLASTEFFECT2
+ {SPR_RADE, 2, 4, NULL, S_BLASTEFFECT4, 0, 0}, // S_BLASTEFFECT3
+ {SPR_RADE, 3, 4, NULL, S_BLASTEFFECT5, 0, 0}, // S_BLASTEFFECT4
+ {SPR_RADE, 4, 4, NULL, S_BLASTEFFECT6, 0, 0}, // S_BLASTEFFECT5
+ {SPR_RADE, 5, 4, NULL, S_BLASTEFFECT7, 0, 0}, // S_BLASTEFFECT6
+ {SPR_RADE, 6, 4, NULL, S_BLASTEFFECT8, 0, 0}, // S_BLASTEFFECT7
+ {SPR_RADE, 7, 4, NULL, S_BLASTEFFECT9, 0, 0}, // S_BLASTEFFECT8
+ {SPR_RADE, 8, 4, NULL, S_NULL, 0, 0}, // S_BLASTEFFECT9
+ {SPR_WATR, 0, 5, NULL, S_WATERDRIP1, 0, 0}, // S_WATERDRIP1
+ {SPR_KORX, 0, 5, A_Look, S_KORAX_LOOK1, 0, 0}, // S_KORAX_LOOK1
+ {SPR_KORX, 0, 3, A_KoraxStep2, S_KORAX_CHASE2, 0, 0}, // S_KORAX_CHASE1
+ {SPR_KORX, 0, 3, A_KoraxChase, S_KORAX_CHASE3, 0, 0}, // S_KORAX_CHASE2
+ {SPR_KORX, 0, 3, A_KoraxChase, S_KORAX_CHASE4, 0, 0}, // S_KORAX_CHASE3
+ {SPR_KORX, 0, 3, A_KoraxChase, S_KORAX_CHASE5, 0, 0}, // S_KORAX_CHASE4
+ {SPR_KORX, 1, 3, A_KoraxStep, S_KORAX_CHASE6, 0, 0}, // S_KORAX_CHASE5
+ {SPR_KORX, 1, 3, A_KoraxChase, S_KORAX_CHASE7, 0, 0}, // S_KORAX_CHASE6
+ {SPR_KORX, 1, 3, A_KoraxChase, S_KORAX_CHASE8, 0, 0}, // S_KORAX_CHASE7
+ {SPR_KORX, 1, 3, A_KoraxChase, S_KORAX_CHASE9, 0, 0}, // S_KORAX_CHASE8
+ {SPR_KORX, 2, 3, A_KoraxStep2, S_KORAX_CHASE0, 0, 0}, // S_KORAX_CHASE9
+ {SPR_KORX, 2, 3, A_KoraxChase, S_KORAX_CHASEA, 0, 0}, // S_KORAX_CHASE0
+ {SPR_KORX, 2, 3, A_KoraxChase, S_KORAX_CHASEB, 0, 0}, // S_KORAX_CHASEA
+ {SPR_KORX, 2, 3, A_KoraxChase, S_KORAX_CHASEC, 0, 0}, // S_KORAX_CHASEB
+ {SPR_KORX, 3, 3, A_KoraxStep, S_KORAX_CHASED, 0, 0}, // S_KORAX_CHASEC
+ {SPR_KORX, 3, 3, A_KoraxChase, S_KORAX_CHASEE, 0, 0}, // S_KORAX_CHASED
+ {SPR_KORX, 3, 3, A_KoraxChase, S_KORAX_CHASEF, 0, 0}, // S_KORAX_CHASEE
+ {SPR_KORX, 3, 3, A_KoraxChase, S_KORAX_CHASE1, 0, 0}, // S_KORAX_CHASEF
+ {SPR_KORX, 7, 5, A_Pain, S_KORAX_PAIN2, 0, 0}, // S_KORAX_PAIN1
+ {SPR_KORX, 7, 5, NULL, S_KORAX_CHASE2, 0, 0}, // S_KORAX_PAIN2
+ {SPR_KORX, 32772, 2, A_FaceTarget, S_KORAX_ATTACK2, 0, 0}, // S_KORAX_ATTACK1
+ {SPR_KORX, 32772, 5, A_KoraxDecide, S_KORAX_ATTACK2, 0, 0}, // S_KORAX_ATTACK2
+ {SPR_KORX, 32772, 4, A_FaceTarget, S_KORAX_MISSILE2, 0, 0}, // S_KORAX_MISSILE1
+ {SPR_KORX, 32773, 8, A_KoraxMissile, S_KORAX_MISSILE3, 0, 0}, // S_KORAX_MISSILE2
+ {SPR_KORX, 32772, 8, NULL, S_KORAX_CHASE2, 0, 0}, // S_KORAX_MISSILE3
+ {SPR_KORX, 32772, 5, A_FaceTarget, S_KORAX_COMMAND2, 0, 0}, // S_KORAX_COMMAND1
+ {SPR_KORX, 32790, 10, A_FaceTarget, S_KORAX_COMMAND3, 0, 0}, // S_KORAX_COMMAND2
+ {SPR_KORX, 32774, 15, A_KoraxCommand, S_KORAX_COMMAND4, 0, 0}, // S_KORAX_COMMAND3
+ {SPR_KORX, 32790, 10, NULL, S_KORAX_COMMAND5, 0, 0}, // S_KORAX_COMMAND4
+ {SPR_KORX, 32772, 5, NULL, S_KORAX_CHASE2, 0, 0}, // S_KORAX_COMMAND5
+ {SPR_KORX, 8, 5, NULL, S_KORAX_DEATH2, 0, 0}, // S_KORAX_DEATH1
+ {SPR_KORX, 9, 5, A_FaceTarget, S_KORAX_DEATH3, 0, 0}, // S_KORAX_DEATH2
+ {SPR_KORX, 10, 5, A_Scream, S_KORAX_DEATH4, 0, 0}, // S_KORAX_DEATH3
+ {SPR_KORX, 11, 5, NULL, S_KORAX_DEATH5, 0, 0}, // S_KORAX_DEATH4
+ {SPR_KORX, 12, 5, NULL, S_KORAX_DEATH6, 0, 0}, // S_KORAX_DEATH5
+ {SPR_KORX, 13, 5, NULL, S_KORAX_DEATH7, 0, 0}, // S_KORAX_DEATH6
+ {SPR_KORX, 14, 5, NULL, S_KORAX_DEATH8, 0, 0}, // S_KORAX_DEATH7
+ {SPR_KORX, 15, 5, NULL, S_KORAX_DEATH9, 0, 0}, // S_KORAX_DEATH8
+ {SPR_KORX, 16, 10, NULL, S_KORAX_DEATH0, 0, 0}, // S_KORAX_DEATH9
+ {SPR_KORX, 17, 5, A_KoraxBonePop, S_KORAX_DEATHA, 0, 0}, // S_KORAX_DEATH0
+ {SPR_KORX, 18, 5, A_NoBlocking, S_KORAX_DEATHB, 0, 0}, // S_KORAX_DEATHA
+ {SPR_KORX, 19, 5, NULL, S_KORAX_DEATHC, 0, 0}, // S_KORAX_DEATHB
+ {SPR_KORX, 20, 5, NULL, S_KORAX_DEATHD, 0, 0}, // S_KORAX_DEATHC
+ {SPR_KORX, 21, -1, NULL, S_NULL, 0, 0}, // S_KORAX_DEATHD
+ {SPR_SPIR, 0, 5, A_KSpiritRoam, S_KSPIRIT_ROAM2, 0, 0}, // S_KSPIRIT_ROAM1
+ {SPR_SPIR, 1, 5, A_KSpiritRoam, S_KSPIRIT_ROAM1, 0, 0}, // S_KSPIRIT_ROAM2
+ {SPR_SPIR, 3, 5, NULL, S_KSPIRIT_DEATH2, 0, 0}, // S_KSPIRIT_DEATH1
+ {SPR_SPIR, 4, 5, NULL, S_KSPIRIT_DEATH3, 0, 0}, // S_KSPIRIT_DEATH2
+ {SPR_SPIR, 5, 5, NULL, S_KSPIRIT_DEATH4, 0, 0}, // S_KSPIRIT_DEATH3
+ {SPR_SPIR, 6, 5, NULL, S_KSPIRIT_DEATH5, 0, 0}, // S_KSPIRIT_DEATH4
+ {SPR_SPIR, 7, 5, NULL, S_KSPIRIT_DEATH6, 0, 0}, // S_KSPIRIT_DEATH5
+ {SPR_SPIR, 8, 5, NULL, S_NULL, 0, 0}, // S_KSPIRIT_DEATH6
+ {SPR_MLFX, 32776, 2, NULL, S_KBOLT2, 0, 0}, // S_KBOLT1
+ {SPR_MLFX, 32777, 2, A_KBoltRaise, S_KBOLT3, 0, 0}, // S_KBOLT2
+ {SPR_MLFX, 32776, 2, A_KBolt, S_KBOLT4, 0, 0}, // S_KBOLT3
+ {SPR_MLFX, 32777, 2, A_KBolt, S_KBOLT5, 0, 0}, // S_KBOLT4
+ {SPR_MLFX, 32778, 2, A_KBolt, S_KBOLT6, 0, 0}, // S_KBOLT5
+ {SPR_MLFX, 32779, 2, A_KBolt, S_KBOLT7, 0, 0}, // S_KBOLT6
+ {SPR_MLFX, 32780, 2, A_KBolt, S_KBOLT3, 0, 0}, // S_KBOLT7
+ {SPR_MAN1, 0, 2, NULL, S_SPAWNBATS2, 0, 0}, // S_SPAWNBATS1
+ {SPR_MAN1, 0, 2, A_BatSpawnInit, S_SPAWNBATS3, 0, 0}, // S_SPAWNBATS2
+ {SPR_MAN1, 0, 2, A_BatSpawn, S_SPAWNBATS3, 0, 0}, // S_SPAWNBATS3
+ {SPR_MAN1, 0, -1, NULL, S_NULL, 0, 0}, // S_SPAWNBATS_OFF
+ {SPR_ABAT, 0, 2, A_BatMove, S_BAT2, 0, 0}, // S_BAT1
+ {SPR_ABAT, 1, 2, A_BatMove, S_BAT3, 0, 0}, // S_BAT2
+ {SPR_ABAT, 2, 2, A_BatMove, S_BAT1, 0, 0}, // S_BAT3
+ {SPR_ABAT, 0, 2, NULL, S_NULL, 0, 0} // S_BAT_DEATH
+};
+
+
+mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
+
+ { // MT_MAPSPOT
+ 9001, // doomednum
+ S_MAPSPOT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MAPSPOTGRAVITY
+ 9013, // doomednum
+ S_MAPSPOT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ MF2_DONTDRAW // flags2
+ },
+
+ { // MT_FIREBALL1
+ -1, // doomednum
+ S_FIREBALL1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FIREBALL1_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_FIREBALL, // deathsound
+ 2 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_ARROW
+ -1, // doomednum
+ S_ARROW_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ARROW_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 6 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_DART
+ -1, // doomednum
+ S_DART_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DART_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 6 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_POISONDART
+ -1, // doomednum
+ S_POISONDART_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_POISONDART_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 6 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_RIPPERBALL
+ -1, // doomednum
+ S_RIPPERBALL_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_RIPPERBALL_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 6 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_RIP // flags2
+ },
+
+ { // MT_PROJECTILE_BLADE
+ -1, // doomednum
+ S_PRJ_BLADE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_PRJ_BLADE_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 6 * FRACUNIT, // speed
+ 6 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_ICESHARD
+ -1, // doomednum
+ S_ICESHARD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SHARDFXE1_1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_MAGE_SHARDS_EXPLODE, // deathsound
+ 25 * FRACUNIT, // speed
+ 13 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_ICEDAMAGE // flags2
+ },
+
+ { // MT_FLAME_SMALL_TEMP
+ 10500, // doomednum
+ S_FLAME_TSMALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FLAME_LARGE_TEMP
+ 10502, // doomednum
+ S_FLAME_TLARGE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FLAME_SMALL
+ 10501, // doomednum
+ S_FLAME_SMALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ MF2_NOTELEPORT | MF2_DONTDRAW // flags2
+ },
+
+ { // MT_FLAME_LARGE
+ 10503, // doomednum
+ S_FLAME_LARGE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ MF2_NOTELEPORT | MF2_DONTDRAW // flags2
+ },
+
+ { // MT_HEALINGBOTTLE
+ 81, // doomednum
+ S_ITEM_PTN1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_HEALTHFLASK
+ 82, // doomednum
+ S_ARTI_PTN2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ARTIFLY
+ 83, // doomednum
+ S_ARTI_SOAR1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ARTIINVULNERABILITY
+ 84, // doomednum
+ S_ARTI_INVU1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_SUMMONMAULATOR
+ 86, // doomednum
+ S_ARTI_SUMMON, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_SUMMON_FX
+ -1, // doomednum
+ S_SUMMON_FX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SUMMON_FX2_1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 20 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_DROPOFF | MF_NOBLOCKMAP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_THRUSTFLOOR_UP
+ 10091, // doomednum
+ S_THRUSTINIT2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 128 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_THRUSTFLOOR_DOWN
+ 10090, // doomednum
+ S_THRUSTINIT1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 128 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP | MF2_DONTDRAW // flags2
+ },
+
+ { // MT_TELEPORTOTHER
+ 10040, // doomednum
+ S_ARTI_TELOTHER1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_TELOTHER_FX1
+ -1, // doomednum
+ S_TELO_FX1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_TELO_FX9, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 20 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 10001, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY | MF_NOBLOCKMAP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_TELOTHER_FX2
+ -1, // doomednum
+ S_TELO_FX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_TELO_FX9, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 16 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 10001, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY | MF_NOBLOCKMAP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_TELOTHER_FX3
+ -1, // doomednum
+ S_TELO_FX3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_TELO_FX9, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 16 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 10001, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY | MF_NOBLOCKMAP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_TELOTHER_FX4
+ -1, // doomednum
+ S_TELO_FX4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_TELO_FX9, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 16 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 10001, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY | MF_NOBLOCKMAP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_TELOTHER_FX5
+ -1, // doomednum
+ S_TELO_FX5_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_TELO_FX9, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 16 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 10001, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY | MF_NOBLOCKMAP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_DIRT1
+ -1, // doomednum
+ S_DIRT1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DIRT1_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_DIRT2
+ -1, // doomednum
+ S_DIRT2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DIRT2_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_DIRT3
+ -1, // doomednum
+ S_DIRT3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DIRT3_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_DIRT4
+ -1, // doomednum
+ S_DIRT4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DIRT4_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV // flags2
+ },
+
+ { // MT_DIRT5
+ -1, // doomednum
+ S_DIRT5_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DIRT5_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV // flags2
+ },
+
+ { // MT_DIRT6
+ -1, // doomednum
+ S_DIRT6_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DIRT6_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV // flags2
+ },
+
+ { // MT_DIRTCLUMP
+ -1, // doomednum
+ S_DIRTCLUMP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_ROCK1
+ -1, // doomednum
+ S_ROCK1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ROCK1_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_ROCK2
+ -1, // doomednum
+ S_ROCK2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ROCK2_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_ROCK3
+ -1, // doomednum
+ S_ROCK3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ROCK3_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FOGSPAWNER
+ 10000, // doomednum
+ S_SPAWNFOG1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ MF2_DONTDRAW | MF2_FLOATBOB // flags2
+ },
+
+ { // MT_FOGPATCHS
+ 10001, // doomednum
+ S_FOGPATCHS1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FOGPATCHS0, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_FLOAT | MF_NOGRAVITY | MF_SHADOW | MF_NOCLIP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FOGPATCHM
+ 10002, // doomednum
+ S_FOGPATCHM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FOGPATCHM0, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_FLOAT | MF_NOGRAVITY | MF_SHADOW | MF_NOCLIP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FOGPATCHL
+ 10003, // doomednum
+ S_FOGPATCHL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FOGPATCHL0, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_FLOAT | MF_NOGRAVITY | MF_SHADOW | MF_NOCLIP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_QUAKE_FOCUS
+ -1, // doomednum
+ S_QUAKE_ACTIVE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ MF2_DONTDRAW // flags2
+ },
+
+ { // MT_SGSHARD1
+ -1, // doomednum
+ S_SGSHARD1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD1_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SGSHARD2
+ -1, // doomednum
+ S_SGSHARD2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD2_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SGSHARD3
+ -1, // doomednum
+ S_SGSHARD3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD3_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SGSHARD4
+ -1, // doomednum
+ S_SGSHARD4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD4_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SGSHARD5
+ -1, // doomednum
+ S_SGSHARD5_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD5_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SGSHARD6
+ -1, // doomednum
+ S_SGSHARD6_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD6_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SGSHARD7
+ -1, // doomednum
+ S_SGSHARD7_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD7_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SGSHARD8
+ -1, // doomednum
+ S_SGSHARD8_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD8_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SGSHARD9
+ -1, // doomednum
+ S_SGSHARD9_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD9_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SGSHARD0
+ -1, // doomednum
+ S_SGSHARD0_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SGSHARD0_D, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_ARTIEGG
+ 30, // doomednum
+ S_ARTI_EGGC1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_EGGFX
+ -1, // doomednum
+ S_EGGFX1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_EGGFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ 0, // deathsound
+ 18 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_ARTISUPERHEAL
+ 32, // doomednum
+ S_ARTI_SPHL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ZWINGEDSTATUENOSKULL
+ 9011, // doomednum
+ S_ZWINGEDSTATUENOSKULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZGEMPEDESTAL
+ 9012, // doomednum
+ S_ZGEMPEDESTAL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 40 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZSKULL
+ 9002, // doomednum
+ S_ARTIPUZZSKULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEMBIG
+ 9003, // doomednum
+ S_ARTIPUZZGEMBIG, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEMRED
+ 9004, // doomednum
+ S_ARTIPUZZGEMRED, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEMGREEN1
+ 9005, // doomednum
+ S_ARTIPUZZGEMGREEN1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEMGREEN2
+ 9009, // doomednum
+ S_ARTIPUZZGEMGREEN2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEMBLUE1
+ 9006, // doomednum
+ S_ARTIPUZZGEMBLUE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEMBLUE2
+ 9010, // doomednum
+ S_ARTIPUZZGEMBLUE2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZBOOK1
+ 9007, // doomednum
+ S_ARTIPUZZBOOK1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZBOOK2
+ 9008, // doomednum
+ S_ARTIPUZZBOOK2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZSKULL2
+ 9014, // doomednum
+ S_ARTIPUZZSKULL2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZFWEAPON
+ 9015, // doomednum
+ S_ARTIPUZZFWEAPON, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZCWEAPON
+ 9016, // doomednum
+ S_ARTIPUZZCWEAPON, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZMWEAPON
+ 9017, // doomednum
+ S_ARTIPUZZMWEAPON, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEAR
+ 9018, // doomednum
+ S_ARTIPUZZGEAR_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEAR2
+ 9019, // doomednum
+ S_ARTIPUZZGEAR2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEAR3
+ 9020, // doomednum
+ S_ARTIPUZZGEAR3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTIPUZZGEAR4
+ 9021, // doomednum
+ S_ARTIPUZZGEAR4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARTITORCH
+ 33, // doomednum
+ S_ARTI_TRCH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_FIREBOMB
+ -1, // doomednum
+ S_FIREBOMB1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_FLECHETTE_EXPLODE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOGRAVITY | MF_ALTSHADOW, // flags
+ MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_ARTITELEPORT
+ 36, // doomednum
+ S_ARTI_ATLP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_ARTIPOISONBAG
+ 8000, // doomednum
+ S_ARTI_PSBG1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_POISONBAG
+ -1, // doomednum
+ S_POISONBAG1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOGRAVITY | MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_POISONCLOUD
+ -1, // doomednum
+ S_POISONCLOUD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_POISONSHROOM_DEATH, // deathsound
+ 0, // speed
+ 1, // radius
+ 1, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOGRAVITY | MF_NOBLOCKMAP | MF_SHADOW | MF_NOCLIP | MF_DROPOFF, // flags
+ MF2_NODMGTHRUST // flags2
+ },
+
+ { // MT_THROWINGBOMB
+ -1, // doomednum
+ S_THROWINGBOMB1, // spawnstate
+ 48, // spawnhealth
+ S_NULL, // seestate
+ SFX_FLECHETTE_BOUNCE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_THROWINGBOMB_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_FLECHETTE_EXPLODE, // deathsound
+ 12 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 10 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_FLOORBOUNCE | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_SPEEDBOOTS
+ 8002, // doomednum
+ S_ARTI_BOOTS1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_BOOSTMANA
+ 8003, // doomednum
+ S_ARTI_MANA, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_BOOSTARMOR
+ 8041, // doomednum
+ S_ARTI_ARMOR1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_BLASTRADIUS
+ 10110, // doomednum
+ S_ARTI_BLAST1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_HEALRADIUS
+ 10120, // doomednum
+ S_ARTI_HEALRAD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_SPLASH
+ -1, // doomednum
+ S_SPLASH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SPLASHX, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_SPLASHBASE
+ -1, // doomednum
+ S_SPLASHBASE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_LAVASPLASH
+ -1, // doomednum
+ S_LAVASPLASH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_LAVASMOKE
+ -1, // doomednum
+ S_LAVASMOKE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_SLUDGECHUNK
+ -1, // doomednum
+ S_SLUDGECHUNK1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SLUDGECHUNKX, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_SLUDGESPLASH
+ -1, // doomednum
+ S_SLUDGESPLASH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC0
+ 5, // doomednum
+ S_ZWINGEDSTATUE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC1
+ 6, // doomednum
+ S_ZROCK1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC2
+ 7, // doomednum
+ S_ZROCK2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC3
+ 9, // doomednum
+ S_ZROCK3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC4
+ 15, // doomednum
+ S_ZROCK4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC5
+ 17, // doomednum
+ S_ZCHANDELIER1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 60 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC6
+ 8063, // doomednum
+ S_ZCHANDELIER_U, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 60 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC7
+ 24, // doomednum
+ S_ZTREEDEAD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 96 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC8
+ 25, // doomednum
+ S_ZTREE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 128 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_TREEDESTRUCTIBLE
+ 8062, // doomednum
+ S_ZTREEDESTRUCTIBLE1, // spawnstate
+ 70, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZTREEDES_D1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_TREE_BREAK, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 180 * FRACUNIT, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC9
+ 26, // doomednum
+ S_ZTREESWAMP182_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 150 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC10
+ 27, // doomednum
+ S_ZTREESWAMP172_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 120 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC11
+ 28, // doomednum
+ S_ZSTUMPBURNED1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC12
+ 29, // doomednum
+ S_ZSTUMPBARE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC13
+ 37, // doomednum
+ S_ZSTUMPSWAMP1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC14
+ 38, // doomednum
+ S_ZSTUMPSWAMP2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC15
+ 39, // doomednum
+ S_ZSHROOMLARGE1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC16
+ 40, // doomednum
+ S_ZSHROOMLARGE2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC17
+ 41, // doomednum
+ S_ZSHROOMLARGE3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC18
+ 42, // doomednum
+ S_ZSHROOMSMALL1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC19
+ 44, // doomednum
+ S_ZSHROOMSMALL2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC20
+ 45, // doomednum
+ S_ZSHROOMSMALL3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC21
+ 46, // doomednum
+ S_ZSHROOMSMALL4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC22
+ 47, // doomednum
+ S_ZSHROOMSMALL5_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC23
+ 48, // doomednum
+ S_ZSTALAGMITEPILLAR1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 138 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC24
+ 49, // doomednum
+ S_ZSTALAGMITELARGE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 48 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC25
+ 50, // doomednum
+ S_ZSTALAGMITEMEDIUM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 6 * FRACUNIT, // radius
+ 40 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC26
+ 51, // doomednum
+ S_ZSTALAGMITESMALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 36 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC27
+ 52, // doomednum
+ S_ZSTALACTITELARGE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 66 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC28
+ 56, // doomednum
+ S_ZSTALACTITEMEDIUM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 6 * FRACUNIT, // radius
+ 50 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC29
+ 57, // doomednum
+ S_ZSTALACTITESMALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 40 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC30
+ 58, // doomednum
+ S_ZMOSSCEILING1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC31
+ 59, // doomednum
+ S_ZMOSSCEILING2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 24 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC32
+ 60, // doomednum
+ S_ZSWAMPVINE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 52 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC33
+ 61, // doomednum
+ S_ZCORPSEKABOB1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 92 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC34
+ 62, // doomednum
+ S_ZCORPSESLEEPING1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC35
+ 63, // doomednum
+ S_ZTOMBSTONERIP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 46 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC36
+ 64, // doomednum
+ S_ZTOMBSTONESHANE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 46 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC37
+ 65, // doomednum
+ S_ZTOMBSTONEBIGCROSS1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 46 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC38
+ 66, // doomednum
+ S_ZTOMBSTONEBRIANR1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 52 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC39
+ 67, // doomednum
+ S_ZTOMBSTONECROSSCIRCLE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 52 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC40
+ 68, // doomednum
+ S_ZTOMBSTONESMALLCROSS1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 46 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC41
+ 69, // doomednum
+ S_ZTOMBSTONEBRIANP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 46 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC42
+ 71, // doomednum
+ S_CORPSEHANGING_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 6 * FRACUNIT, // radius
+ 75 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC43
+ 72, // doomednum
+ S_ZSTATUEGARGOYLEGREENTALL_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 108 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC44
+ 73, // doomednum
+ S_ZSTATUEGARGOYLEBLUETALL_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 108 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC45
+ 74, // doomednum
+ S_ZSTATUEGARGOYLEGREENSHORT_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC46
+ 76, // doomednum
+ S_ZSTATUEGARGOYLEBLUESHORT_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC47
+ 8044, // doomednum
+ S_ZSTATUEGARGOYLESTRIPETALL_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 108 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC48
+ 8045, // doomednum
+ S_ZSTATUEGARGOYLEDARKREDTALL_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 108 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC49
+ 8046, // doomednum
+ S_ZSTATUEGARGOYLEREDTALL_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 108 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC50
+ 8047, // doomednum
+ S_ZSTATUEGARGOYLETANTALL_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 108 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC51
+ 8048, // doomednum
+ S_ZSTATUEGARGOYLERUSTTALL_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 108 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC52
+ 8049, // doomednum
+ S_ZSTATUEGARGOYLEDARKREDSHORT_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC53
+ 8050, // doomednum
+ S_ZSTATUEGARGOYLEREDSHORT_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC54
+ 8051, // doomednum
+ S_ZSTATUEGARGOYLETANSHORT_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC55
+ 8052, // doomednum
+ S_ZSTATUEGARGOYLERUSTSHORT_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 14 * FRACUNIT, // radius
+ 62 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC56
+ 77, // doomednum
+ S_ZBANNERTATTERED_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 120 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC57
+ 78, // doomednum
+ S_ZTREELARGE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZTREELARGE1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 180 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC58
+ 79, // doomednum
+ S_ZTREELARGE2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZTREELARGE2, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 180 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC59
+ 80, // doomednum
+ S_ZTREEGNARLED1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 22 * FRACUNIT, // radius
+ 100 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC60
+ 87, // doomednum
+ S_ZTREEGNARLED2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 22 * FRACUNIT, // radius
+ 100 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC61
+ 88, // doomednum
+ S_ZLOG, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 25 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC62
+ 89, // doomednum
+ S_ZSTALACTITEICELARGE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 66 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC63
+ 90, // doomednum
+ S_ZSTALACTITEICEMEDIUM, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 50 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC64
+ 91, // doomednum
+ S_ZSTALACTITEICESMALL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC65
+ 92, // doomednum
+ S_ZSTALACTITEICETINY, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC66
+ 93, // doomednum
+ S_ZSTALAGMITEICELARGE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 66 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC67
+ 94, // doomednum
+ S_ZSTALAGMITEICEMEDIUM, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 50 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC68
+ 95, // doomednum
+ S_ZSTALAGMITEICESMALL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC69
+ 96, // doomednum
+ S_ZSTALAGMITEICETINY, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC70
+ 97, // doomednum
+ S_ZROCKBROWN1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 17 * FRACUNIT, // radius
+ 72 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC71
+ 98, // doomednum
+ S_ZROCKBROWN2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 50 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC72
+ 99, // doomednum
+ S_ZROCKBLACK, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 40 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC73
+ 100, // doomednum
+ S_ZRUBBLE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC74
+ 101, // doomednum
+ S_ZRUBBLE2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC75
+ 102, // doomednum
+ S_ZRUBBLE3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC76
+ 103, // doomednum
+ S_ZVASEPILLAR, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 54 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_POTTERY1
+ 104, // doomednum
+ S_ZPOTTERY1, // spawnstate
+ 15, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZPOTTERY_EXPLODE, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD | MF_DROPOFF, // flags
+ MF2_SLIDE | MF2_PUSHABLE | MF2_TELESTOMP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_POTTERY2
+ 105, // doomednum
+ S_ZPOTTERY2, // spawnstate
+ 15, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZPOTTERY_EXPLODE, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 25 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD | MF_DROPOFF, // flags
+ MF2_SLIDE | MF2_PUSHABLE | MF2_TELESTOMP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_POTTERY3
+ 106, // doomednum
+ S_ZPOTTERY3, // spawnstate
+ 15, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZPOTTERY_EXPLODE, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 25 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD | MF_DROPOFF, // flags
+ MF2_SLIDE | MF2_PUSHABLE | MF2_TELESTOMP | MF2_PASSMOBJ // flags2
+ },
+
+ { // MT_POTTERYBIT1
+ -1, // doomednum
+ S_POTTERYBIT_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_POTTERYBIT_EX0, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_MISC77
+ 108, // doomednum
+ S_ZCORPSELYNCHED1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 11 * FRACUNIT, // radius
+ 95 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZLYNCHED_NOHEART
+ 109, // doomednum
+ S_ZCORPSELYNCHED2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 100 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC78
+ 110, // doomednum
+ S_ZCORPSESITTING, // spawnstate
+ 30, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZCORPSESITTING_X, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 35 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD, // flags
+ 0 // flags2
+ },
+
+ { // MT_CORPSEBIT
+ -1, // doomednum
+ S_CORPSEBIT_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ MF2_TELESTOMP // flags2
+ },
+
+ { // MT_CORPSEBLOODDRIP
+ -1, // doomednum
+ S_CORPSEBLOODDRIP, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CORPSEBLOODDRIP_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DRIP, // deathsound
+ 0, // speed
+ FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE, // flags
+ MF2_LOGRAV // flags2
+ },
+
+ { // MT_BLOODPOOL
+ 111, // doomednum
+ S_BLOODPOOL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC79
+ 119, // doomednum
+ S_ZCANDLE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC80
+ 113, // doomednum
+ S_ZLEAFSPAWNER, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ MF2_DONTDRAW // flags2
+ },
+
+ { // MT_LEAF1
+ -1, // doomednum
+ S_LEAF1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_LEAF_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV // flags2
+ },
+
+ { // MT_LEAF2
+ -1, // doomednum
+ S_LEAF2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_LEAF_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV // flags2
+ },
+
+ { // MT_ZTWINEDTORCH
+ 116, // doomednum
+ S_ZTWINEDTORCH_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZTWINEDTORCH_UNLIT
+ 117, // doomednum
+ S_ZTWINEDTORCH_UNLIT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 10 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_BRIDGE
+ 118, // doomednum
+ S_BRIDGE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 32 * FRACUNIT, // radius
+ 2 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_NOGRAVITY, // flags
+ MF2_DONTDRAW // flags2
+ },
+
+ { // MT_BRIDGEBALL
+ -1, // doomednum
+ S_BBALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_ZWALLTORCH
+ 54, // doomednum
+ S_ZWALLTORCH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZWALLTORCH_UNLIT
+ 55, // doomednum
+ S_ZWALLTORCH_U, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZBARREL
+ 8100, // doomednum
+ S_ZBARREL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZSHRUB1
+ 8101, // doomednum
+ S_ZSHRUB1, // spawnstate
+ 20, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_ZSHRUB1_X1, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZSHRUB1_DIE, // deathstate
+ S_NULL, // xdeathstate
+ SFX_TREE_EXPLODE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 24 * FRACUNIT, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZSHRUB2
+ 8102, // doomednum
+ S_ZSHRUB2, // spawnstate
+ 10, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_ZSHRUB2_X1, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZSHRUB2_DIE, // deathstate
+ S_NULL, // xdeathstate
+ SFX_TREE_EXPLODE, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 40 * FRACUNIT, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZBUCKET
+ 8103, // doomednum
+ S_ZBUCKET1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 72 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZPOISONSHROOM
+ 8104, // doomednum
+ S_ZPOISONSHROOM1, // spawnstate
+ 30, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_ZPOISONSHROOM_P1, // painstate
+ 255, // painchance
+ SFX_POISONSHROOM_PAIN, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZPOISONSHROOM_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_POISONSHROOM_DEATH, // deathsound
+ 0, // speed
+ 6 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SHOOTABLE | MF_SOLID | MF_NOBLOOD, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZFIREBULL
+ 8042, // doomednum
+ S_ZFIREBULL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 80 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZFIREBULL_UNLIT
+ 8043, // doomednum
+ S_ZFIREBULL_U, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 80 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_FIRETHING
+ 8060, // doomednum
+ S_ZFIRETHING1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 10 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_BRASSTORCH
+ 8061, // doomednum
+ S_ZBRASSTORCH1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 6 * FRACUNIT, // radius
+ 35 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZSUITOFARMOR
+ 8064, // doomednum
+ S_ZSUITOFARMOR, // spawnstate
+ 60, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZSUITOFARMOR_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_SUITOFARMOR_BREAK, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 72 * FRACUNIT, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZARMORCHUNK
+ -1, // doomednum
+ S_ZARMORCHUNK1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ 0, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZBELL
+ 8065, // doomednum
+ S_ZBELL, // spawnstate
+ 5, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZBELL_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_BELLRING, // deathsound
+ 0, // speed
+ 56 * FRACUNIT, // radius
+ 120 * FRACUNIT, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD | MF_NOGRAVITY | MF_SPAWNCEILING, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZBLUE_CANDLE
+ 8066, // doomednum
+ S_ZBLUE_CANDLE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZIRON_MAIDEN
+ 8067, // doomednum
+ S_ZIRON_MAIDEN, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 60 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZXMAS_TREE
+ 8068, // doomednum
+ S_ZXMAS_TREE, // spawnstate
+ 20, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_ZXMAS_TREE_X1, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ZXMAS_TREE_DIE, // deathstate
+ S_NULL, // xdeathstate
+ SFX_TREE_EXPLODE, // deathsound
+ 0, // speed
+ 11 * FRACUNIT, // radius
+ 130 * FRACUNIT, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZCAULDRON
+ 8069, // doomednum
+ S_ZCAULDRON1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 26 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZCAULDRON_UNLIT
+ 8070, // doomednum
+ S_ZCAULDRON_U, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 12 * FRACUNIT, // radius
+ 26 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZCHAINBIT32
+ 8071, // doomednum
+ S_ZCHAINBIT32, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SPAWNCEILING, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZCHAINBIT64
+ 8072, // doomednum
+ S_ZCHAINBIT64, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SPAWNCEILING, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZCHAINEND_HEART
+ 8073, // doomednum
+ S_ZCHAINEND_HEART, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SPAWNCEILING, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZCHAINEND_HOOK1
+ 8074, // doomednum
+ S_ZCHAINEND_HOOK1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SPAWNCEILING, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZCHAINEND_HOOK2
+ 8075, // doomednum
+ S_ZCHAINEND_HOOK2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SPAWNCEILING, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZCHAINEND_SPIKE
+ 8076, // doomednum
+ S_ZCHAINEND_SPIKE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SPAWNCEILING, // flags
+ 0 // flags2
+ },
+
+ { // MT_ZCHAINEND_SKULL
+ 8077, // doomednum
+ S_ZCHAINEND_SKULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 32 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SPAWNCEILING, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT1
+ 8500, // doomednum
+ S_TABLE_SHIT1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT2
+ 8501, // doomednum
+ S_TABLE_SHIT2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT3
+ 8502, // doomednum
+ S_TABLE_SHIT3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT4
+ 8503, // doomednum
+ S_TABLE_SHIT4, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT5
+ 8504, // doomednum
+ S_TABLE_SHIT5, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT6
+ 8505, // doomednum
+ S_TABLE_SHIT6, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT7
+ 8506, // doomednum
+ S_TABLE_SHIT7, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT8
+ 8507, // doomednum
+ S_TABLE_SHIT8, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT9
+ 8508, // doomednum
+ S_TABLE_SHIT9, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TABLE_SHIT10
+ 8509, // doomednum
+ S_TABLE_SHIT10, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_TFOG
+ -1, // doomednum
+ S_TFOG1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MISC81
+ 140, // doomednum
+ S_TELESMOKE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_TELEPORTMAN
+ 14, // doomednum
+ S_NULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ 0 // flags2
+ },
+
+ { // MT_PUNCHPUFF
+ -1, // doomednum
+ S_PUNCHPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_FIGHTER_PUNCH_HITTHING, // seesound
+ 8, // reactiontime
+ SFX_FIGHTER_PUNCH_HITWALL, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_FW_AXE
+ 8010, // doomednum
+ S_AXE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_AXEPUFF
+ -1, // doomednum
+ S_HAMMERPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_FIGHTER_AXE_HITTHING, // seesound
+ 8, // reactiontime
+ SFX_FIGHTER_HAMMER_HITWALL, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_AXEPUFF_GLOW
+ -1, // doomednum
+ S_AXEPUFF_GLOW1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_FIGHTER_AXE_HITTHING, // seesound
+ 8, // reactiontime
+ SFX_FIGHTER_HAMMER_HITWALL, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_AXEBLOOD
+ -1, // doomednum
+ S_AXEBLOOD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_AXEBLOOD6, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_FW_HAMMER
+ 123, // doomednum
+ S_HAMM, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_HAMMER_MISSILE
+ -1, // doomednum
+ S_HAMMER_MISSILE_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_HAMMER_MISSILE_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_FIGHTER_HAMMER_EXPLODE, // deathsound
+ 25 * FRACUNIT, // speed
+ 14 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 10, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_HAMMERPUFF
+ -1, // doomednum
+ S_HAMMERPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_FIGHTER_HAMMER_HITTHING, // seesound
+ 8, // reactiontime
+ SFX_FIGHTER_HAMMER_HITWALL, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_FSWORD_MISSILE
+ -1, // doomednum
+ S_FSWORD_MISSILE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FSWORD_MISSILE_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_FIGHTER_SWORD_EXPLODE, // deathsound
+ 30 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 8, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_NOBLOCKMAP | MF_NOGRAVITY | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS // flags2
+ },
+
+ { // MT_FSWORD_FLAME
+ -1, // doomednum
+ S_FSWORD_FLAME1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_CW_SERPSTAFF
+ 10, // doomednum
+ S_CSTAFF, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_CSTAFF_MISSILE
+ -1, // doomednum
+ S_CSTAFF_MISSILE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CSTAFF_MISSILE_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_CLERIC_CSTAFF_EXPLODE, // deathsound
+ 22 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 10 * FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS // flags2
+ },
+
+ { // MT_CSTAFFPUFF
+ -1, // doomednum
+ S_CSTAFFPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_CLERIC_CSTAFF_HITTHING, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_CW_FLAME
+ 8009, // doomednum
+ S_CFLAME1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_CFLAMEFLOOR
+ -1, // doomednum
+ S_CFLAMEFLOOR1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_FLAMEPUFF
+ -1, // doomednum
+ S_FLAMEPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_CLERIC_FLAME_EXPLODE, // seesound
+ 8, // reactiontime
+ SFX_CLERIC_FLAME_EXPLODE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ FRACUNIT, // radius
+ FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_FLAMEPUFF2
+ -1, // doomednum
+ S_FLAMEPUFF2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_CLERIC_FLAME_EXPLODE, // seesound
+ 8, // reactiontime
+ SFX_CLERIC_FLAME_EXPLODE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ FRACUNIT, // radius
+ FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_CIRCLEFLAME
+ -1, // doomednum
+ S_CIRCLE_FLAME1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CIRCLE_FLAME_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_CLERIC_FLAME_CIRCLE, // deathsound
+ 0, // speed
+ 6 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_CFLAME_MISSILE
+ -1, // doomednum
+ S_CFLAME_MISSILE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CFLAME_MISSILE_X, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 200 * FRACUNIT, // speed
+ 14 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 8, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS | MF2_DONTDRAW | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_HOLY_FX
+ -1, // doomednum
+ S_HOLY_FX1, // spawnstate
+ 105, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_HOLY_FX_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_SPIRIT_DIE, // deathsound
+ 12 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_SEEKERMISSILE | MF2_RIP | MF2_IMPACT | MF2_PCROSS // flags2
+ },
+
+ { // MT_HOLY_TAIL
+ -1, // doomednum
+ S_HOLY_TAIL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ FRACUNIT, // radius
+ FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_NOCLIP | MF_ALTSHADOW, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_HOLY_PUFF
+ -1, // doomednum
+ S_HOLY_PUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_HOLY_MISSILE
+ -1, // doomednum
+ S_HOLY_MISSILE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_HOLY_MISSILE_X, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 30 * FRACUNIT, // speed
+ 15 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_HOLY_MISSILE_PUFF
+ -1, // doomednum
+ S_HOLY_MISSILE_P1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_MWANDPUFF
+ -1, // doomednum
+ S_MWANDPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_CANNOTPUSH | MF2_NODMGTHRUST // flags2
+ },
+
+ { // MT_MWANDSMOKE
+ -1, // doomednum
+ S_MWANDSMOKE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ MF2_NOTELEPORT | MF2_CANNOTPUSH | MF2_NODMGTHRUST // flags2
+ },
+
+ { // MT_MWAND_MISSILE
+ -1, // doomednum
+ S_MWAND_MISSILE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MWANDPUFF1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 184 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_RIP | MF2_IMPACT | MF2_PCROSS | MF2_NODMGTHRUST | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_MW_LIGHTNING
+ 8040, // doomednum
+ S_MW_LIGHTNING1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_LIGHTNING_CEILING
+ -1, // doomednum
+ S_LIGHTNING_CEILING1, // spawnstate
+ 144, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_LIGHTNING_C_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 25 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 40 * FRACUNIT, // height
+ 100, // mass
+ 8, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS // flags2
+ },
+
+ { // MT_LIGHTNING_FLOOR
+ -1, // doomednum
+ S_LIGHTNING_FLOOR1, // spawnstate
+ 144, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_LIGHTNING_F_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 25 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 40 * FRACUNIT, // height
+ 100, // mass
+ 8, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS // flags2
+ },
+
+ { // MT_LIGHTNING_ZAP
+ -1, // doomednum
+ S_LIGHTNING_ZAP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_LIGHTNING_ZAP_X8, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 35 * FRACUNIT, // height
+ 100, // mass
+ 2, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE | MF_DROPOFF, // flags
+ 0 // flags2
+ },
+
+ { // MT_MSTAFF_FX
+ -1, // doomednum
+ S_MSTAFF_FX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MSTAFF_FX_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_MAGE_STAFF_EXPLODE, // deathsound
+ 20 * FRACUNIT, // speed
+ 16 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 6, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE | MF2_RIP | MF2_IMPACT | MF2_PCROSS // flags2
+ },
+
+ { // MT_MSTAFF_FX2
+ -1, // doomednum
+ S_MSTAFF_FX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MSTAFF_FX2_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_MAGE_STAFF_EXPLODE, // deathsound
+ 17 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE | MF2_IMPACT | MF2_PCROSS | MF2_SEEKERMISSILE // flags2
+ },
+
+ { // MT_FW_SWORD1
+ 12, // doomednum
+ S_FSWORD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_FW_SWORD2
+ 13, // doomednum
+ S_FSWORD2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_FW_SWORD3
+ 16, // doomednum
+ S_FSWORD3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_CW_HOLY1
+ 18, // doomednum
+ S_CHOLY1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_CW_HOLY2
+ 19, // doomednum
+ S_CHOLY2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_CW_HOLY3
+ 20, // doomednum
+ S_CHOLY3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MW_STAFF1
+ 21, // doomednum
+ S_MSTAFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MW_STAFF2
+ 22, // doomednum
+ S_MSTAFF2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MW_STAFF3
+ 23, // doomednum
+ S_MSTAFF3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_SNOUTPUFF
+ -1, // doomednum
+ S_PUNCHPUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_MW_CONE
+ 53, // doomednum
+ S_COS1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_SHARDFX1
+ -1, // doomednum
+ S_SHARDFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SHARDFXE1_1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_MAGE_SHARDS_EXPLODE, // deathsound
+ 25 * FRACUNIT, // speed
+ 13 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS | MF2_ICEDAMAGE // flags2
+ },
+
+ { // MT_BLOOD
+ -1, // doomednum
+ S_BLOOD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ 0 // flags2
+ },
+
+ { // MT_BLOODSPLATTER
+ -1, // doomednum
+ S_BLOODSPLATTER1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_BLOODSPLATTERX, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_GIBS
+ -1, // doomednum
+ S_GIBS1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_PLAYER_FIGHTER
+ -1, // doomednum
+ S_FPLAY, // spawnstate
+ 100, // spawnhealth
+ S_FPLAY_RUN1, // seestate
+ SFX_NONE, // seesound
+ 0, // reactiontime
+ SFX_NONE, // attacksound
+ S_FPLAY_PAIN, // painstate
+ 255, // painchance
+ SFX_PLAYER_FIGHTER_PAIN, // painsound
+ S_NULL, // meleestate
+ S_FPLAY_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_FPLAY_DIE1, // deathstate
+ S_FPLAY_XDIE1, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_DROPOFF | MF_PICKUP | MF_NOTDMATCH, // flags
+ MF2_WINDTHRUST | MF2_FLOORCLIP | MF2_SLIDE | MF2_PASSMOBJ | MF2_TELESTOMP | MF2_PUSHWALL // flags2
+ },
+
+ { // MT_BLOODYSKULL
+ -1, // doomednum
+ S_BLOODYSKULL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 4 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF, // flags
+ MF2_LOGRAV | MF2_CANNOTPUSH // flags2
+ },
+
+ { // MT_PLAYER_SPEED
+ -1, // doomednum
+ S_PLAYER_SPEED1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_ALTSHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_ICECHUNK
+ -1, // doomednum
+ S_ICECHUNK1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF, // flags
+ MF2_LOGRAV | MF2_CANNOTPUSH | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_PLAYER_CLERIC
+ -1, // doomednum
+ S_CPLAY, // spawnstate
+ 100, // spawnhealth
+ S_CPLAY_RUN1, // seestate
+ SFX_NONE, // seesound
+ 0, // reactiontime
+ SFX_NONE, // attacksound
+ S_CPLAY_PAIN, // painstate
+ 255, // painchance
+ SFX_PLAYER_CLERIC_PAIN, // painsound
+ S_NULL, // meleestate
+ S_CPLAY_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_CPLAY_DIE1, // deathstate
+ S_CPLAY_XDIE1, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_DROPOFF | MF_PICKUP | MF_NOTDMATCH, // flags
+ MF2_WINDTHRUST | MF2_FLOORCLIP | MF2_SLIDE | MF2_PASSMOBJ | MF2_TELESTOMP | MF2_PUSHWALL // flags2
+ },
+
+ { // MT_PLAYER_MAGE
+ -1, // doomednum
+ S_MPLAY, // spawnstate
+ 100, // spawnhealth
+ S_MPLAY_RUN1, // seestate
+ SFX_NONE, // seesound
+ 0, // reactiontime
+ SFX_NONE, // attacksound
+ S_MPLAY_PAIN, // painstate
+ 255, // painchance
+ SFX_PLAYER_MAGE_PAIN, // painsound
+ S_NULL, // meleestate
+ S_MPLAY_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_MPLAY_DIE1, // deathstate
+ S_MPLAY_XDIE1, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_DROPOFF | MF_PICKUP | MF_NOTDMATCH, // flags
+ MF2_WINDTHRUST | MF2_FLOORCLIP | MF2_SLIDE | MF2_PASSMOBJ | MF2_TELESTOMP | MF2_PUSHWALL // flags2
+ },
+
+ { // MT_PIGPLAYER
+ -1, // doomednum
+ S_PIGPLAY, // spawnstate
+ 100, // spawnhealth
+ S_PIGPLAY_RUN1, // seestate
+ SFX_NONE, // seesound
+ 0, // reactiontime
+ SFX_NONE, // attacksound
+ S_PIGPLAY_PAIN, // painstate
+ 255, // painchance
+ SFX_PIG_PAIN, // painsound
+ S_NULL, // meleestate
+ S_PIGPLAY_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_PIG_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_PIG_DEATH, // deathsound
+ 0, // speed
+ 16 * FRACUNIT, // radius
+ 24 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_DROPOFF | MF_NOTDMATCH, // flags
+ MF2_WINDTHRUST | MF2_SLIDE | MF2_PASSMOBJ | MF2_FLOORCLIP | MF2_TELESTOMP | MF2_PUSHWALL // flags2
+ },
+
+ { // MT_PIG
+ -1, // doomednum
+ S_PIG_LOOK1, // spawnstate
+ 25, // spawnhealth
+ S_PIG_WALK1, // seestate
+ SFX_PIG_ACTIVE1, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_PIG_PAIN, // painstate
+ 128, // painchance
+ SFX_PIG_PAIN, // painsound
+ S_PIG_ATK1, // meleestate
+ 0, // missilestate
+ S_NULL, // crashstate
+ S_PIG_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_PIG_DEATH, // deathsound
+ 10, // speed
+ 12 * FRACUNIT, // radius
+ 22 * FRACUNIT, // height
+ 60, // mass
+ 0, // damage
+ SFX_PIG_ACTIVE1, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_WINDTHRUST | MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_PUSHWALL | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_CENTAUR
+ 107, // doomednum
+ S_CENTAUR_LOOK1, // spawnstate
+ 200, // spawnhealth
+ S_CENTAUR_WALK1, // seestate
+ SFX_CENTAUR_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_CENTAUR_ATTACK, // attacksound
+ S_CENTAUR_PAIN1, // painstate
+ 135, // painchance
+ SFX_CENTAUR_PAIN, // painsound
+ S_CENTAUR_ATK1, // meleestate
+ 0, // missilestate
+ S_NULL, // crashstate
+ S_CENTAUR_DEATH1, // deathstate
+ S_CENTAUR_DEATH_X1, // xdeathstate
+ SFX_CENTAUR_DEATH, // deathsound
+ 13, // speed
+ 20 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 120, // mass
+ 0, // damage
+ SFX_CENTAUR_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_PUSHWALL | MF2_MCROSS | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_CENTAURLEADER
+ 115, // doomednum
+ S_CENTAUR_LOOK1, // spawnstate
+ 250, // spawnhealth
+ S_CENTAUR_WALK1, // seestate
+ SFX_CENTAUR_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_CENTAUR_ATTACK, // attacksound
+ S_CENTAUR_PAIN1, // painstate
+ 96, // painchance
+ SFX_CENTAUR_PAIN, // painsound
+ S_CENTAUR_ATK1, // meleestate
+ S_CENTAUR_MISSILE1, // missilestate
+ S_NULL, // crashstate
+ S_CENTAUR_DEATH1, // deathstate
+ S_CENTAUR_DEATH_X1, // xdeathstate
+ SFX_CENTAUR_DEATH, // deathsound
+ 10, // speed
+ 20 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 120, // mass
+ 0, // damage
+ SFX_CENTAUR_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_PUSHWALL | MF2_MCROSS | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_CENTAUR_FX
+ -1, // doomednum
+ S_CENTAUR_FX1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CENTAUR_FX_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_CENTAUR_MISSILE_EXPLODE, // deathsound
+ 20 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_NOBLOCKMAP | MF_NOGRAVITY | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS // flags2
+ },
+
+ { // MT_CENTAUR_SHIELD
+ -1, // doomednum
+ S_CENTAUR_SHIELD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CENTAUR_SHIELD_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_CENTAUR_SWORD
+ -1, // doomednum
+ S_CENTAUR_SWORD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_CENTAUR_SWORD_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_DEMON
+ 31, // doomednum
+ S_DEMN_LOOK1, // spawnstate
+ 250, // spawnhealth
+ S_DEMN_CHASE1, // seestate
+ SFX_DEMON_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_DEMON_ATTACK, // attacksound
+ S_DEMN_PAIN1, // painstate
+ 50, // painchance
+ SFX_DEMON_PAIN, // painsound
+ S_DEMN_ATK1_1, // meleestate
+ S_DEMN_ATK2_1, // missilestate
+ S_NULL, // crashstate
+ S_DEMN_DEATH1, // deathstate
+ S_DEMN_XDEATH1, // xdeathstate
+ SFX_DEMON_DEATH, // deathsound
+ 13, // speed
+ 32 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 220, // mass
+ 0, // damage
+ SFX_DEMON_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_MCROSS | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_DEMONCHUNK1
+ -1, // doomednum
+ S_DEMONCHUNK1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMONCHUNK1_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMONCHUNK2
+ -1, // doomednum
+ S_DEMONCHUNK2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMONCHUNK2_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMONCHUNK3
+ -1, // doomednum
+ S_DEMONCHUNK3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMONCHUNK3_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMONCHUNK4
+ -1, // doomednum
+ S_DEMONCHUNK4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMONCHUNK4_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMONCHUNK5
+ -1, // doomednum
+ S_DEMONCHUNK5_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMONCHUNK5_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMONFX1
+ -1, // doomednum
+ S_DEMONFX_MOVE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMONFX_BOOM1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DEMON_MISSILE_EXPLODE, // deathsound
+ 15 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_NOBLOCKMAP | MF_NOGRAVITY | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_DEMON2
+ 8080, // doomednum
+ S_DEMN2_LOOK1, // spawnstate
+ 250, // spawnhealth
+ S_DEMN2_CHASE1, // seestate
+ SFX_DEMON_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_DEMON_ATTACK, // attacksound
+ S_DEMN2_PAIN1, // painstate
+ 50, // painchance
+ SFX_DEMON_PAIN, // painsound
+ S_DEMN2_ATK1_1, // meleestate
+ S_DEMN2_ATK2_1, // missilestate
+ S_NULL, // crashstate
+ S_DEMN2_DEATH1, // deathstate
+ S_DEMN2_XDEATH1, // xdeathstate
+ SFX_DEMON_DEATH, // deathsound
+ 13, // speed
+ 32 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 220, // mass
+ 0, // damage
+ SFX_DEMON_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_MCROSS | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_DEMON2CHUNK1
+ -1, // doomednum
+ S_DEMON2CHUNK1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMON2CHUNK1_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMON2CHUNK2
+ -1, // doomednum
+ S_DEMON2CHUNK2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMON2CHUNK2_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMON2CHUNK3
+ -1, // doomednum
+ S_DEMON2CHUNK3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMON2CHUNK3_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMON2CHUNK4
+ -1, // doomednum
+ S_DEMON2CHUNK4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMON2CHUNK4_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMON2CHUNK5
+ -1, // doomednum
+ S_DEMON2CHUNK5_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMON2CHUNK5_4, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_DEMON2FX1
+ -1, // doomednum
+ S_DEMON2FX_MOVE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DEMON2FX_BOOM1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DEMON_MISSILE_EXPLODE, // deathsound
+ 15 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE | MF_NOBLOCKMAP | MF_NOGRAVITY | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_WRAITHB
+ 10011, // doomednum
+ S_WRAITH_LOOK1, // spawnstate
+ 150, // spawnhealth
+ S_WRAITH_RAISE1, // seestate
+ SFX_WRAITH_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_WRAITH_ATTACK, // attacksound
+ S_WRAITH_PAIN1, // painstate
+ 25, // painchance
+ SFX_WRAITH_PAIN, // painsound
+ S_WRAITH_ATK1_1, // meleestate
+ S_WRAITH_ATK2_1, // missilestate
+ S_NULL, // crashstate
+ S_WRAITH_DEATH1_1, // deathstate
+ S_WRAITH_DEATH2_1, // xdeathstate
+ SFX_WRAITH_DEATH, // deathsound
+ 11, // speed
+ 20 * FRACUNIT, // radius
+ 68 * FRACUNIT, // height
+ 75, // mass
+ 10, // damage
+ SFX_WRAITH_ACTIVE, // activesound
+ MF_DROPOFF | MF_NOGRAVITY | MF_FLOAT | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_PUSHWALL | MF2_TELESTOMP | MF2_DONTDRAW // flags2
+ },
+
+ { // MT_WRAITH
+ 34, // doomednum
+ S_WRAITH_INIT1, // spawnstate
+ 150, // spawnhealth
+ S_WRAITH_CHASE1, // seestate
+ SFX_WRAITH_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_WRAITH_ATTACK, // attacksound
+ S_WRAITH_PAIN1, // painstate
+ 25, // painchance
+ SFX_WRAITH_PAIN, // painsound
+ S_WRAITH_ATK1_1, // meleestate
+ S_WRAITH_ATK2_1, // missilestate
+ S_NULL, // crashstate
+ S_WRAITH_DEATH1_1, // deathstate
+ S_WRAITH_DEATH2_1, // xdeathstate
+ SFX_WRAITH_DEATH, // deathsound
+ 11, // speed
+ 20 * FRACUNIT, // radius
+ 55 * FRACUNIT, // height
+ 75, // mass
+ 10, // damage
+ SFX_WRAITH_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_DROPOFF | MF_NOGRAVITY | MF_FLOAT, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_PUSHWALL | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_WRAITHFX1
+ -1, // doomednum
+ S_WRTHFX_MOVE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_WRTHFX_BOOM1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_WRAITH_MISSILE_EXPLODE, // deathsound
+ 14 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 5, // mass
+ 5, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS | MF2_FLOORCLIP | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_WRAITHFX2
+ -1, // doomednum
+ S_WRTHFX_SIZZLE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_WRAITHFX3
+ -1, // doomednum
+ S_WRTHFX_DROP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_WRTHFX_DEAD1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DRIP, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_WRAITHFX4
+ -1, // doomednum
+ S_WRTHFX_ADROP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_WRTHFX_ADEAD1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DRIP, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_WRAITHFX5
+ -1, // doomednum
+ S_WRTHFX_BDROP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_WRTHFX_BDEAD1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DRIP, // deathsound
+ 0, // speed
+ 2 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 5, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_MINOTAUR
+ 9, // doomednum
+ S_MNTR_SPAWN1, // spawnstate
+ 2500, // spawnhealth
+ S_MNTR_WALK1, // seestate
+ SFX_MAULATOR_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_MAULATOR_HAMMER_SWING, // attacksound
+ S_MNTR_PAIN1, // painstate
+ 25, // painchance
+ SFX_MAULATOR_PAIN, // painsound
+ S_MNTR_ATK1_1, // meleestate
+ S_MNTR_ATK2_1, // missilestate
+ S_NULL, // crashstate
+ S_MNTR_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_MAULATOR_DEATH, // deathsound
+ 16, // speed
+ 28 * FRACUNIT, // radius
+ 100 * FRACUNIT, // height
+ 800, // mass
+ 7, // damage
+ SFX_MAULATOR_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_SHADOW, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_PUSHWALL | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_MNTRFX1
+ -1, // doomednum
+ S_MNTRFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MNTRFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 20 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_MNTRFX2
+ -1, // doomednum
+ S_MNTRFX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MNTRFXI2_1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 14 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 12 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_MNTRFX3
+ -1, // doomednum
+ S_MNTRFX3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_MNTRFXI2_1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_MNTRSMOKE
+ -1, // doomednum
+ S_MINOSMOKE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_MNTRSMOKEEXIT
+ -1, // doomednum
+ S_MINOSMOKEX1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SERPENT
+ 121, // doomednum
+ S_SERPENT_LOOK1, // spawnstate
+ 90, // spawnhealth
+ S_SERPENT_SWIM1, // seestate
+ SFX_SERPENT_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_SERPENT_ATTACK, // attacksound
+ S_SERPENT_PAIN1, // painstate
+ 96, // painchance
+ SFX_SERPENT_PAIN, // painsound
+ S_SERPENT_SURFACE1, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SERPENT_DIE1, // deathstate
+ S_SERPENT_XDIE1, // xdeathstate
+ SFX_SERPENT_DEATH, // deathsound
+ 12, // speed
+ 32 * FRACUNIT, // radius
+ 70 * FRACUNIT, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_COUNTKILL | MF_NOBLOOD, // flags
+ MF2_PASSMOBJ | MF2_DONTDRAW | MF2_CANTLEAVEFLOORPIC | MF2_NONSHOOTABLE | MF2_MCROSS // flags2
+ },
+
+ { // MT_SERPENTLEADER
+ 120, // doomednum
+ S_SERPENT_LOOK1, // spawnstate
+ 90, // spawnhealth
+ S_SERPENT_SWIM1, // seestate
+ SFX_SERPENT_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_SERPENT_ATTACK, // attacksound
+ S_SERPENT_PAIN1, // painstate
+ 96, // painchance
+ SFX_SERPENT_PAIN, // painsound
+ S_SERPENT_SURFACE1, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SERPENT_DIE1, // deathstate
+ S_SERPENT_XDIE1, // xdeathstate
+ SFX_SERPENT_DEATH, // deathsound
+ 12, // speed
+ 32 * FRACUNIT, // radius
+ 70 * FRACUNIT, // height
+ 200, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_COUNTKILL | MF_NOBLOOD, // flags
+ MF2_PASSMOBJ | MF2_DONTDRAW | MF2_CANTLEAVEFLOORPIC | MF2_NONSHOOTABLE | MF2_MCROSS // flags2
+ },
+
+ { // MT_SERPENTFX
+ -1, // doomednum
+ S_SERPENT_FX1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SERPENT_FX_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_SERPENTFX_HIT, // deathsound
+ 15 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 10 * FRACUNIT, // height
+ 100, // mass
+ 4, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SERPENT_HEAD
+ -1, // doomednum
+ S_SERPENT_HEAD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 10 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ MF2_LOGRAV // flags2
+ },
+
+ { // MT_SERPENT_GIB1
+ -1, // doomednum
+ S_SERPENT_GIB1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 3 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_SERPENT_GIB2
+ -1, // doomednum
+ S_SERPENT_GIB2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 3 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_SERPENT_GIB3
+ -1, // doomednum
+ S_SERPENT_GIB3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 3 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_BISHOP
+ 114, // doomednum
+ S_BISHOP_LOOK1, // spawnstate
+ 130, // spawnhealth
+ S_BISHOP_WALK1, // seestate
+ SFX_BISHOP_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_BISHOP_ATTACK, // attacksound
+ S_BISHOP_PAIN1, // painstate
+ 110, // painchance
+ SFX_BISHOP_PAIN, // painsound
+ 0, // meleestate
+ S_BISHOP_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_BISHOP_DEATH1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_BISHOP_DEATH, // deathsound
+ 10, // speed
+ 22 * FRACUNIT, // radius
+ 65 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_BISHOP_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_FLOAT | MF_NOGRAVITY | MF_NOBLOOD, // flags
+ MF2_PASSMOBJ | MF2_PUSHWALL | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_BISHOP_PUFF
+ -1, // doomednum
+ S_BISHOP_PUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SHADOW | MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_BISHOPBLUR
+ -1, // doomednum
+ S_BISHOPBLUR1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_BISHOPPAINBLUR
+ -1, // doomednum
+ S_BISHOPPAINBLUR1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW, // flags
+ 0 // flags2
+ },
+
+ { // MT_BISH_FX
+ -1, // doomednum
+ S_BISHFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_BISHFXI1_1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_BISHOP_MISSILE_EXPLODE, // deathsound
+ 10 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_SEEKERMISSILE // flags2
+ },
+
+ { // MT_DRAGON
+ 254, // doomednum
+ S_DRAGON_LOOK1, // spawnstate
+ 640, // spawnhealth
+ S_DRAGON_INIT, // seestate
+ SFX_DRAGON_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_DRAGON_ATTACK, // attacksound
+ S_DRAGON_PAIN1, // painstate
+ 128, // painchance
+ SFX_DRAGON_PAIN, // painsound
+ S_NULL, // meleestate
+ S_DRAGON_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_DRAGON_DEATH1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DRAGON_DEATH, // deathsound
+ 10 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 65 * FRACUNIT, // height
+ INT_MAX, // mass
+ 0, // damage
+ SFX_DRAGON_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_FLOAT | MF_NOGRAVITY | MF_NOBLOOD, // flags
+ MF2_PASSMOBJ | MF2_BOSS // flags2
+ },
+
+ { // MT_DRAGON_FX
+ -1, // doomednum
+ S_DRAGON_FX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_DRAGON_FX1_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DRAGON_FIREBALL_EXPLODE, // deathsound
+ 24 * FRACUNIT, // speed
+ 12 * FRACUNIT, // radius
+ 10 * FRACUNIT, // height
+ 100, // mass
+ 6, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_DRAGON_FX2
+ -1, // doomednum
+ S_DRAGON_FX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DRAGON_FIREBALL_EXPLODE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP, // flags
+ MF2_NOTELEPORT | MF2_FIREDAMAGE | MF2_DONTDRAW // flags2
+ },
+
+ { // MT_ARMOR_1
+ 8005, // doomednum
+ S_ARMOR_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARMOR_2
+ 8006, // doomednum
+ S_ARMOR_2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARMOR_3
+ 8007, // doomednum
+ S_ARMOR_3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_ARMOR_4
+ 8008, // doomednum
+ S_ARMOR_4, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL | MF_NOGRAVITY, // flags
+ 0 // flags2
+ },
+
+ { // MT_MANA1
+ 122, // doomednum
+ S_MANA1_1, // spawnstate
+ 10, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MANA2
+ 124, // doomednum
+ S_MANA2_1, // spawnstate
+ 10, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_MANA3
+ 8004, // doomednum
+ S_MANA3_1, // spawnstate
+ 20, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 8 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ MF2_FLOATBOB // flags2
+ },
+
+ { // MT_KEY1
+ 8030, // doomednum
+ S_KEY1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEY2
+ 8031, // doomednum
+ S_KEY2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEY3
+ 8032, // doomednum
+ S_KEY3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEY4
+ 8033, // doomednum
+ S_KEY4, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEY5
+ 8034, // doomednum
+ S_KEY5, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEY6
+ 8035, // doomednum
+ S_KEY6, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEY7
+ 8036, // doomednum
+ S_KEY7, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEY8
+ 8037, // doomednum
+ S_KEY8, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEY9
+ 8038, // doomednum
+ S_KEY9, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEYA
+ 8039, // doomednum
+ S_KEYA, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_KEYB
+ 8200, // doomednum
+ S_KEYB, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 8 * FRACUNIT, // radius
+ 20 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SPECIAL, // flags
+ 0 // flags2
+ },
+
+ { // MT_SOUNDWIND
+ 1410, // doomednum
+ S_SND_WIND1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ 0 // flags2
+ },
+
+ { // MT_SOUNDWATERFALL
+ 41, // doomednum
+ S_SND_WATERFALL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR, // flags
+ 0 // flags2
+ },
+
+ { // MT_ETTIN
+ 10030, // doomednum
+ S_ETTIN_LOOK1, // spawnstate
+ 175, // spawnhealth
+ S_ETTIN_CHASE1, // seestate
+ SFX_ETTIN_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_ETTIN_ATTACK, // attacksound
+ S_ETTIN_PAIN1, // painstate
+ 60, // painchance
+ SFX_ETTIN_PAIN, // painsound
+ S_ETTIN_ATK1_1, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ETTIN_DEATH1_1, // deathstate
+ S_ETTIN_DEATH2_1, // xdeathstate
+ SFX_ETTIN_DEATH, // deathsound
+ 13, // speed
+ 25 * FRACUNIT, // radius
+ 68 * FRACUNIT, // height
+ 175, // mass
+ 3, // damage
+ SFX_ETTIN_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PUSHWALL | MF2_MCROSS | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_ETTIN_MACE
+ -1, // doomednum
+ S_ETTIN_MACE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ETTIN_MACE5, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_FIREDEMON
+ 10060, // doomednum
+ S_FIRED_SPAWN1, // spawnstate
+ 80, // spawnhealth
+ S_FIRED_LOOK4, // seestate
+ SFX_FIRED_SPAWN, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_FIRED_PAIN1, // painstate
+ 1, // painchance
+ SFX_FIRED_PAIN, // painsound
+ S_NULL, // meleestate
+ S_FIRED_ATTACK1, // missilestate
+ S_FIRED_XDEATH1, // crashstate
+ S_FIRED_DEATH1, // deathstate
+ S_FIRED_XDEATH1, // xdeathstate
+ SFX_FIRED_DEATH, // deathsound
+ 13, // speed
+ 20 * FRACUNIT, // radius
+ 68 * FRACUNIT, // height
+ 75, // mass
+ 1, // damage
+ SFX_FIRED_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_DROPOFF | MF_NOGRAVITY | MF_FLOAT, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_PUSHWALL | MF2_INVULNERABLE | MF2_MCROSS | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_FIREDEMON_SPLOTCH1
+ -1, // doomednum
+ S_FIRED_CORPSE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_FIREDEMON_SPLOTCH2
+ -1, // doomednum
+ S_FIRED_CORPSE4, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_DROPOFF | MF_CORPSE, // flags
+ MF2_NOTELEPORT | MF2_FLOORCLIP // flags2
+ },
+
+ { // MT_FIREDEMON_FX1
+ -1, // doomednum
+ S_FIRED_RDROP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FIRED_RDEAD1_1, // deathstate
+ S_FIRED_RDEAD1_2, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 16, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FIREDEMON_FX2
+ -1, // doomednum
+ S_FIRED_RDROP2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FIRED_RDEAD2_1, // deathstate
+ S_FIRED_RDEAD2_2, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 16, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FIREDEMON_FX3
+ -1, // doomednum
+ S_FIRED_RDROP3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FIRED_RDEAD3_1, // deathstate
+ S_FIRED_RDEAD3_2, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 16, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FIREDEMON_FX4
+ -1, // doomednum
+ S_FIRED_RDROP4, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FIRED_RDEAD4_1, // deathstate
+ S_FIRED_RDEAD4_2, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 16, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FIREDEMON_FX5
+ -1, // doomednum
+ S_FIRED_RDROP5, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FIRED_RDEAD5_1, // deathstate
+ S_FIRED_RDEAD5_2, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 3 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 16, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FIREDEMON_FX6
+ -1, // doomednum
+ S_FIRED_FX6_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_FIRED_FX6_2, // deathstate
+ S_NULL, // xdeathstate
+ SFX_FIRED_MISSILE_HIT, // deathsound
+ 10 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 6 * FRACUNIT, // height
+ 15, // mass
+ 1, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_IMPACT | MF2_PCROSS | MF2_FLOORCLIP | MF2_FIREDAMAGE // flags2
+ },
+
+ { // MT_ICEGUY
+ 8020, // doomednum
+ S_ICEGUY_LOOK, // spawnstate
+ 120, // spawnhealth
+ S_ICEGUY_WALK1, // seestate
+ SFX_ICEGUY_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_ICEGUY_ATTACK, // attacksound
+ S_ICEGUY_PAIN1, // painstate
+ 144, // painchance
+ SFX_NONE, // painsound
+ 0, // meleestate
+ S_ICEGUY_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_ICEGUY_DEATH, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 14, // speed
+ 22 * FRACUNIT, // radius
+ 75 * FRACUNIT, // height
+ 150, // mass
+ 0, // damage
+ SFX_ICEGUY_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_NOBLOOD, // flags
+ MF2_PASSMOBJ | MF2_PUSHWALL | MF2_ICEDAMAGE | MF2_MCROSS | MF2_TELESTOMP // flags2
+ },
+
+ { // MT_ICEGUY_FX
+ -1, // doomednum
+ S_ICEGUY_FX1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_ICEGUY_FX_X1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_ICEGUY_FX_EXPLODE, // deathsound
+ 14 * FRACUNIT, // speed
+ 8 * FRACUNIT, // radius
+ 10 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT | MF2_ICEDAMAGE // flags2
+ },
+
+ { // MT_ICEFX_PUFF
+ -1, // doomednum
+ S_ICEFX_PUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ FRACUNIT, // radius
+ FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_SHADOW | MF_DROPOFF, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_ICEGUY_FX2
+ -1, // doomednum
+ S_ICEGUY_FX2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 10 * FRACUNIT, // speed
+ 4 * FRACUNIT, // radius
+ 4 * FRACUNIT, // height
+ 100, // mass
+ 1, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV | MF2_ICEDAMAGE // flags2
+ },
+
+ { // MT_ICEGUY_BIT
+ -1, // doomednum
+ S_ICEGUY_BIT1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ FRACUNIT, // radius
+ FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV // flags2
+ },
+
+ { // MT_ICEGUY_WISP1
+ -1, // doomednum
+ S_ICEGUY_WISP1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_ICEGUY_WISP2
+ -1, // doomednum
+ S_ICEGUY_WISP2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_FIGHTER_BOSS
+ 10100, // doomednum
+ S_FIGHTER, // spawnstate
+ 800, // spawnhealth
+ S_FIGHTER_RUN1, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_FIGHTER_PAIN, // painstate
+ 50, // painchance
+ SFX_PLAYER_FIGHTER_PAIN, // painsound
+ S_FIGHTER_ATK1, // meleestate
+ S_FIGHTER_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_FIGHTER_DIE1, // deathstate
+ S_FIGHTER_XDIE1, // xdeathstate
+ SFX_PLAYER_FIGHTER_CRAZY_DEATH, // deathsound
+ 25, // speed
+ 16 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_TELESTOMP | MF2_PUSHWALL | MF2_MCROSS // flags2
+ },
+
+ { // MT_CLERIC_BOSS
+ 10101, // doomednum
+ S_CLERIC, // spawnstate
+ 800, // spawnhealth
+ S_CLERIC_RUN1, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_CLERIC_PAIN, // painstate
+ 50, // painchance
+ SFX_PLAYER_CLERIC_PAIN, // painsound
+ S_CLERIC_ATK1, // meleestate
+ S_CLERIC_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_CLERIC_DIE1, // deathstate
+ S_CLERIC_XDIE1, // xdeathstate
+ SFX_PLAYER_CLERIC_CRAZY_DEATH, // deathsound
+ 25, // speed
+ 16 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_TELESTOMP | MF2_PUSHWALL | MF2_MCROSS // flags2
+ },
+
+ { // MT_MAGE_BOSS
+ 10102, // doomednum
+ S_MAGE, // spawnstate
+ 800, // spawnhealth
+ S_MAGE_RUN1, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_MAGE_PAIN, // painstate
+ 50, // painchance
+ SFX_PLAYER_MAGE_PAIN, // painsound
+ S_MAGE_ATK1, // meleestate
+ S_MAGE_ATK1, // missilestate
+ S_NULL, // crashstate
+ S_MAGE_DIE1, // deathstate
+ S_MAGE_XDIE1, // xdeathstate
+ SFX_PLAYER_MAGE_CRAZY_DEATH, // deathsound
+ 25, // speed
+ 16 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_TELESTOMP | MF2_PUSHWALL | MF2_MCROSS // flags2
+ },
+
+ { // MT_SORCBOSS
+ 10080, // doomednum
+ S_SORC_SPAWN1, // spawnstate
+ 5000, // spawnhealth
+ S_SORC_WALK1, // seestate
+ SFX_SORCERER_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_SORC_PAIN1, // painstate
+ 10, // painchance
+ SFX_SORCERER_PAIN, // painsound
+ S_NULL, // meleestate
+ S_SORC_ATK2_1, // missilestate
+ S_NULL, // crashstate
+ S_SORC_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_SORCERER_DEATHSCREAM, // deathsound
+ 16, // speed
+ 40 * FRACUNIT, // radius
+ 110 * FRACUNIT, // height
+ 500, // mass
+ 9, // damage
+ SFX_SORCERER_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_NOBLOOD, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_PUSHWALL | MF2_BOSS | MF2_MCROSS // flags2
+ },
+
+ { // MT_SORCBALL1
+ -1, // doomednum
+ S_SORCBALL1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_SORCERER_BALLBOUNCE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_SORCBALL1_D1, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SORCBALL1_D5, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 10 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SORCBALL2
+ -1, // doomednum
+ S_SORCBALL2_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_SORCERER_BALLBOUNCE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_SORCBALL2_D1, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SORCBALL2_D5, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 10 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SORCBALL3
+ -1, // doomednum
+ S_SORCBALL3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_SORCERER_BALLBOUNCE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_SORCBALL3_D1, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SORCBALL3_D5, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 10 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SORCFX1
+ -1, // doomednum
+ S_SORCFX1_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_SORCERER_BALLBOUNCE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SORCFX1_D1, // deathstate
+ S_SORCFX1_D1, // xdeathstate
+ SFX_NONE, // deathsound
+ 7 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE, // flags
+ MF2_NOTELEPORT | MF2_FLOORBOUNCE // flags2
+ },
+
+ { // MT_SORCFX2
+ -1, // doomednum
+ S_SORCFX2_SPLIT1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SORCFX2T1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 15 * FRACUNIT, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SORCFX2_T1
+ -1, // doomednum
+ S_SORCFX2T1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_ALTSHADOW, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SORCFX3
+ -1, // doomednum
+ S_SORCFX3_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_SORCERER_BISHOPSPAWN, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_BISHMORPH1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 15 * FRACUNIT, // speed
+ 22 * FRACUNIT, // radius
+ 65 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SORCFX3_EXPLOSION
+ -1, // doomednum
+ S_SORCFX3_EXP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_ALTSHADOW, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SORCFX4
+ -1, // doomednum
+ S_SORCFX4_1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_SORCFX4_D1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_SORCERER_BALLEXPLODE, // deathsound
+ 12 * FRACUNIT, // speed
+ 10 * FRACUNIT, // radius
+ 10 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_MISSILE | MF_NOGRAVITY, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_SORCSPARK1
+ -1, // doomednum
+ S_SORCSPARK1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 5 * FRACUNIT, // radius
+ 5 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF, // flags
+ MF2_NOTELEPORT | MF2_LOGRAV // flags2
+ },
+
+ { // MT_BLASTEFFECT
+ -1, // doomednum
+ S_BLASTEFFECT1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_NOCLIP | MF_ALTSHADOW, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_WATER_DRIP
+ -1, // doomednum
+ S_WATERDRIP1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DRIP, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 1, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_MISSILE, // flags
+ MF2_LOGRAV | MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_KORAX
+ 10200, // doomednum
+ S_KORAX_LOOK1, // spawnstate
+ 5000, // spawnhealth
+ S_KORAX_CHASE2, // seestate
+ SFX_KORAX_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_KORAX_ATTACK, // attacksound
+ S_KORAX_PAIN1, // painstate
+ 20, // painchance
+ SFX_KORAX_PAIN, // painsound
+ S_NULL, // meleestate
+ S_KORAX_ATTACK1, // missilestate
+ S_NULL, // crashstate
+ S_KORAX_DEATH1, // deathstate
+ S_NULL, // xdeathstate
+ SFX_KORAX_DEATH, // deathsound
+ 10, // speed
+ 65 * FRACUNIT, // radius
+ 115 * FRACUNIT, // height
+ 2000, // mass
+ 15, // damage
+ SFX_KORAX_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags
+ MF2_FLOORCLIP | MF2_PUSHWALL | MF2_MCROSS | MF2_TELESTOMP | MF2_BOSS // flags2
+ },
+
+ { // MT_KORAX_SPIRIT1
+ -1, // doomednum
+ S_KSPIRIT_ROAM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 8 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW | MF_MISSILE | MF_NOCLIP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_KORAX_SPIRIT2
+ -1, // doomednum
+ S_KSPIRIT_ROAM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 8 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW | MF_MISSILE | MF_NOCLIP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_KORAX_SPIRIT3
+ -1, // doomednum
+ S_KSPIRIT_ROAM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 8 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW | MF_MISSILE | MF_NOCLIP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_KORAX_SPIRIT4
+ -1, // doomednum
+ S_KSPIRIT_ROAM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 8 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW | MF_MISSILE | MF_NOCLIP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_KORAX_SPIRIT5
+ -1, // doomednum
+ S_KSPIRIT_ROAM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 8 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW | MF_MISSILE | MF_NOCLIP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_KORAX_SPIRIT6
+ -1, // doomednum
+ S_KSPIRIT_ROAM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 8 * FRACUNIT, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_DROPOFF | MF_NOGRAVITY | MF_ALTSHADOW | MF_MISSILE | MF_NOCLIP, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_DEMON_MASH
+ -1, // doomednum
+ S_DEMN_LOOK1, // spawnstate
+ 250, // spawnhealth
+ S_DEMN_CHASE1, // seestate
+ SFX_DEMON_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_DEMON_ATTACK, // attacksound
+ S_DEMN_PAIN1, // painstate
+ 50, // painchance
+ SFX_DEMON_PAIN, // painsound
+ S_DEMN_ATK1_1, // meleestate
+ S_DEMN_ATK2_1, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DEMON_DEATH, // deathsound
+ 13, // speed
+ 32 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 220, // mass
+ 0, // damage
+ SFX_DEMON_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_ALTSHADOW | MF_NOBLOOD, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_MCROSS | MF2_PUSHWALL | MF2_BLASTED // flags2
+ },
+
+ { // MT_DEMON2_MASH
+ -1, // doomednum
+ S_DEMN2_LOOK1, // spawnstate
+ 250, // spawnhealth
+ S_DEMN2_CHASE1, // seestate
+ SFX_DEMON_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_DEMON_ATTACK, // attacksound
+ S_DEMN2_PAIN1, // painstate
+ 50, // painchance
+ SFX_DEMON_PAIN, // painsound
+ S_DEMN2_ATK1_1, // meleestate
+ S_DEMN2_ATK2_1, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_DEMON_DEATH, // deathsound
+ 13, // speed
+ 32 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 220, // mass
+ 0, // damage
+ SFX_DEMON_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_ALTSHADOW | MF_NOBLOOD, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_MCROSS | MF2_PUSHWALL | MF2_BLASTED // flags2
+ },
+
+ { // MT_ETTIN_MASH
+ -1, // doomednum
+ S_ETTIN_LOOK1, // spawnstate
+ 175, // spawnhealth
+ S_ETTIN_CHASE1, // seestate
+ SFX_ETTIN_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_ETTIN_ATTACK, // attacksound
+ S_ETTIN_PAIN1, // painstate
+ 60, // painchance
+ SFX_ETTIN_PAIN, // painsound
+ S_ETTIN_ATK1_1, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_ETTIN_DEATH, // deathsound
+ 13, // speed
+ 25 * FRACUNIT, // radius
+ 68 * FRACUNIT, // height
+ 175, // mass
+ 3, // damage
+ SFX_ETTIN_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_ALTSHADOW | MF_NOBLOOD, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_MCROSS | MF2_PUSHWALL | MF2_BLASTED // flags2
+ },
+
+ { // MT_CENTAUR_MASH
+ -1, // doomednum
+ S_CENTAUR_LOOK1, // spawnstate
+ 200, // spawnhealth
+ S_CENTAUR_WALK1, // seestate
+ SFX_CENTAUR_SIGHT, // seesound
+ 8, // reactiontime
+ SFX_CENTAUR_ATTACK, // attacksound
+ S_CENTAUR_PAIN1, // painstate
+ 135, // painchance
+ SFX_CENTAUR_PAIN, // painsound
+ S_CENTAUR_ATK1, // meleestate
+ 0, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_CENTAUR_DEATH, // deathsound
+ 13, // speed
+ 20 * FRACUNIT, // radius
+ 64 * FRACUNIT, // height
+ 120, // mass
+ 0, // damage
+ SFX_CENTAUR_ACTIVE, // activesound
+ MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | MF_ALTSHADOW | MF_NOBLOOD, // flags
+ MF2_FLOORCLIP | MF2_PASSMOBJ | MF2_MCROSS | MF2_PUSHWALL | MF2_BLASTED // flags2
+ },
+
+ { // MT_KORAX_BOLT
+ -1, // doomednum
+ S_KBOLT1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 15 * FRACUNIT, // radius
+ 35 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE | MF_DROPOFF, // flags
+ MF2_NOTELEPORT // flags2
+ },
+
+ { // MT_BAT_SPAWNER
+ 10225, // doomednum
+ S_SPAWNBATS1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 0, // speed
+ 20 * FRACUNIT, // radius
+ 16 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOSECTOR | MF_NOGRAVITY, // flags
+ MF2_DONTDRAW // flags2
+ },
+
+ { // MT_BAT
+ -1, // doomednum
+ S_BAT1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ SFX_NONE, // seesound
+ 8, // reactiontime
+ SFX_NONE, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ SFX_NONE, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // crashstate
+ S_BAT_DEATH, // deathstate
+ S_NULL, // xdeathstate
+ SFX_NONE, // deathsound
+ 5 * FRACUNIT, // speed
+ 3 * FRACUNIT, // radius
+ 3 * FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ SFX_NONE, // activesound
+ MF_NOBLOCKMAP | MF_NOGRAVITY | MF_MISSILE, // flags
+ MF2_PASSMOBJ | MF2_NOTELEPORT // flags2
+ }
+};
diff --git a/src/hexen/info.h b/src/hexen/info.h
new file mode 100644
index 00000000..6ad2975e
--- /dev/null
+++ b/src/hexen/info.h
@@ -0,0 +1,3628 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+// generated by stateco
+
+typedef enum
+{
+ SPR_MAN1,
+ SPR_ACLO,
+ SPR_TLGL,
+ SPR_FBL1,
+ SPR_XPL1,
+ SPR_ARRW,
+ SPR_DART,
+ SPR_RIPP,
+ SPR_CFCF,
+ SPR_BLAD,
+ SPR_SHRD,
+ SPR_FFSM,
+ SPR_FFLG,
+ SPR_PTN1,
+ SPR_PTN2,
+ SPR_SOAR,
+ SPR_INVU,
+ SPR_SUMN,
+ SPR_TSPK,
+ SPR_TELO,
+ SPR_TRNG,
+ SPR_ROCK,
+ SPR_FOGS,
+ SPR_FOGM,
+ SPR_FOGL,
+ SPR_SGSA,
+ SPR_SGSB,
+ SPR_PORK,
+ SPR_EGGM,
+ SPR_FHFX,
+ SPR_SPHL,
+ SPR_STWN,
+ SPR_GMPD,
+ SPR_ASKU,
+ SPR_ABGM,
+ SPR_AGMR,
+ SPR_AGMG,
+ SPR_AGG2,
+ SPR_AGMB,
+ SPR_AGB2,
+ SPR_ABK1,
+ SPR_ABK2,
+ SPR_ASK2,
+ SPR_AFWP,
+ SPR_ACWP,
+ SPR_AMWP,
+ SPR_AGER,
+ SPR_AGR2,
+ SPR_AGR3,
+ SPR_AGR4,
+ SPR_TRCH,
+ SPR_PSBG,
+ SPR_ATLP,
+ SPR_THRW,
+ SPR_SPED,
+ SPR_BMAN,
+ SPR_BRAC,
+ SPR_BLST,
+ SPR_HRAD,
+ SPR_SPSH,
+ SPR_LVAS,
+ SPR_SLDG,
+ SPR_STTW,
+ SPR_RCK1,
+ SPR_RCK2,
+ SPR_RCK3,
+ SPR_RCK4,
+ SPR_CDLR,
+ SPR_TRE1,
+ SPR_TRDT,
+ SPR_TRE2,
+ SPR_TRE3,
+ SPR_STM1,
+ SPR_STM2,
+ SPR_STM3,
+ SPR_STM4,
+ SPR_MSH1,
+ SPR_MSH2,
+ SPR_MSH3,
+ SPR_MSH4,
+ SPR_MSH5,
+ SPR_MSH6,
+ SPR_MSH7,
+ SPR_MSH8,
+ SPR_SGMP,
+ SPR_SGM1,
+ SPR_SGM2,
+ SPR_SGM3,
+ SPR_SLC1,
+ SPR_SLC2,
+ SPR_SLC3,
+ SPR_MSS1,
+ SPR_MSS2,
+ SPR_SWMV,
+ SPR_CPS1,
+ SPR_CPS2,
+ SPR_TMS1,
+ SPR_TMS2,
+ SPR_TMS3,
+ SPR_TMS4,
+ SPR_TMS5,
+ SPR_TMS6,
+ SPR_TMS7,
+ SPR_CPS3,
+ SPR_STT2,
+ SPR_STT3,
+ SPR_STT4,
+ SPR_STT5,
+ SPR_GAR1,
+ SPR_GAR2,
+ SPR_GAR3,
+ SPR_GAR4,
+ SPR_GAR5,
+ SPR_GAR6,
+ SPR_GAR7,
+ SPR_GAR8,
+ SPR_GAR9,
+ SPR_BNR1,
+ SPR_TRE4,
+ SPR_TRE5,
+ SPR_TRE6,
+ SPR_TRE7,
+ SPR_LOGG,
+ SPR_ICT1,
+ SPR_ICT2,
+ SPR_ICT3,
+ SPR_ICT4,
+ SPR_ICM1,
+ SPR_ICM2,
+ SPR_ICM3,
+ SPR_ICM4,
+ SPR_RKBL,
+ SPR_RKBS,
+ SPR_RKBK,
+ SPR_RBL1,
+ SPR_RBL2,
+ SPR_RBL3,
+ SPR_VASE,
+ SPR_POT1,
+ SPR_POT2,
+ SPR_POT3,
+ SPR_PBIT,
+ SPR_CPS4,
+ SPR_CPS5,
+ SPR_CPS6,
+ SPR_CPB1,
+ SPR_CPB2,
+ SPR_CPB3,
+ SPR_CPB4,
+ SPR_BDRP,
+ SPR_BDSH,
+ SPR_BDPL,
+ SPR_CNDL,
+ SPR_LEF1,
+ SPR_LEF3,
+ SPR_LEF2,
+ SPR_TWTR,
+ SPR_WLTR,
+ SPR_BARL,
+ SPR_SHB1,
+ SPR_SHB2,
+ SPR_BCKT,
+ SPR_SHRM,
+ SPR_FBUL,
+ SPR_FSKL,
+ SPR_BRTR,
+ SPR_SUIT,
+ SPR_BBLL,
+ SPR_CAND,
+ SPR_IRON,
+ SPR_XMAS,
+ SPR_CDRN,
+ SPR_CHNS,
+ SPR_TST1,
+ SPR_TST2,
+ SPR_TST3,
+ SPR_TST4,
+ SPR_TST5,
+ SPR_TST6,
+ SPR_TST7,
+ SPR_TST8,
+ SPR_TST9,
+ SPR_TST0,
+ SPR_TELE,
+ SPR_TSMK,
+ SPR_FPCH,
+ SPR_WFAX,
+ SPR_FAXE,
+ SPR_WFHM,
+ SPR_FHMR,
+ SPR_FSRD,
+ SPR_FSFX,
+ SPR_CMCE,
+ SPR_WCSS,
+ SPR_CSSF,
+ SPR_WCFM,
+ SPR_CFLM,
+ SPR_CFFX,
+ SPR_CHLY,
+ SPR_SPIR,
+ SPR_MWND,
+ SPR_WMLG,
+ SPR_MLNG,
+ SPR_MLFX,
+ SPR_MLF2,
+ SPR_MSTF,
+ SPR_MSP1,
+ SPR_MSP2,
+ SPR_WFR1,
+ SPR_WFR2,
+ SPR_WFR3,
+ SPR_WCH1,
+ SPR_WCH2,
+ SPR_WCH3,
+ SPR_WMS1,
+ SPR_WMS2,
+ SPR_WMS3,
+ SPR_WPIG,
+ SPR_WMCS,
+ SPR_CONE,
+ SPR_SHEX,
+ SPR_BLOD,
+ SPR_GIBS,
+ SPR_PLAY,
+ SPR_FDTH,
+ SPR_BSKL,
+ SPR_ICEC,
+ SPR_CLER,
+ SPR_MAGE,
+ SPR_PIGY,
+ SPR_CENT,
+ SPR_CTXD,
+ SPR_CTFX,
+ SPR_CTDP,
+ SPR_DEMN,
+ SPR_DEMA,
+ SPR_DEMB,
+ SPR_DEMC,
+ SPR_DEMD,
+ SPR_DEME,
+ SPR_DMFX,
+ SPR_DEM2,
+ SPR_DMBA,
+ SPR_DMBB,
+ SPR_DMBC,
+ SPR_DMBD,
+ SPR_DMBE,
+ SPR_D2FX,
+ SPR_WRTH,
+ SPR_WRT2,
+ SPR_WRBL,
+ SPR_MNTR,
+ SPR_FX12,
+ SPR_FX13,
+ SPR_MNSM,
+ SPR_SSPT,
+ SPR_SSDV,
+ SPR_SSXD,
+ SPR_SSFX,
+ SPR_BISH,
+ SPR_BPFX,
+ SPR_DRAG,
+ SPR_DRFX,
+ SPR_ARM1,
+ SPR_ARM2,
+ SPR_ARM3,
+ SPR_ARM4,
+ SPR_MAN2,
+ SPR_MAN3,
+ SPR_KEY1,
+ SPR_KEY2,
+ SPR_KEY3,
+ SPR_KEY4,
+ SPR_KEY5,
+ SPR_KEY6,
+ SPR_KEY7,
+ SPR_KEY8,
+ SPR_KEY9,
+ SPR_KEYA,
+ SPR_KEYB,
+ SPR_ETTN,
+ SPR_ETTB,
+ SPR_FDMN,
+ SPR_FDMB,
+ SPR_ICEY,
+ SPR_ICPR,
+ SPR_ICWS,
+ SPR_SORC,
+ SPR_SBMP,
+ SPR_SBS4,
+ SPR_SBMB,
+ SPR_SBS3,
+ SPR_SBMG,
+ SPR_SBS1,
+ SPR_SBS2,
+ SPR_SBFX,
+ SPR_RADE,
+ SPR_WATR,
+ SPR_KORX,
+ SPR_ABAT,
+ NUMSPRITES
+} spritenum_t;
+
+typedef enum
+{
+ S_NULL,
+ S_FREETARGMOBJ,
+ S_MAPSPOT,
+ S_FIREBALL1_1,
+ S_FIREBALL1_2,
+ S_FIREBALL1_X1,
+ S_FIREBALL1_X2,
+ S_FIREBALL1_X3,
+ S_FIREBALL1_X4,
+ S_FIREBALL1_X5,
+ S_FIREBALL1_X6,
+ S_ARROW_1,
+ S_ARROW_X1,
+ S_DART_1,
+ S_DART_X1,
+ S_POISONDART_1,
+ S_POISONDART_X1,
+ S_RIPPERBALL_1,
+ S_RIPPERBALL_2,
+ S_RIPPERBALL_3,
+ S_RIPPERBALL_X1,
+ S_RIPPERBALL_X2,
+ S_RIPPERBALL_X3,
+ S_RIPPERBALL_X4,
+ S_RIPPERBALL_X5,
+ S_RIPPERBALL_X6,
+ S_RIPPERBALL_X7,
+ S_RIPPERBALL_X8,
+ S_RIPPERBALL_X9,
+ S_RIPPERBALL_X10,
+ S_PRJ_BLADE1,
+ S_PRJ_BLADE_X1,
+ S_ICESHARD1,
+ S_ICESHARD2,
+ S_ICESHARD3,
+ S_FLAME_TSMALL1,
+ S_FLAME_TSMALL2,
+ S_FLAME_TSMALL3,
+ S_FLAME_TSMALL4,
+ S_FLAME_TSMALL5,
+ S_FLAME_TSMALL6,
+ S_FLAME_TLARGE1,
+ S_FLAME_TLARGE2,
+ S_FLAME_TLARGE3,
+ S_FLAME_TLARGE4,
+ S_FLAME_TLARGE5,
+ S_FLAME_TLARGE6,
+ S_FLAME_TLARGE7,
+ S_FLAME_TLARGE8,
+ S_FLAME_TLARGE9,
+ S_FLAME_TLARGE10,
+ S_FLAME_TLARGE11,
+ S_FLAME_TLARGE12,
+ S_FLAME_TLARGE13,
+ S_FLAME_TLARGE14,
+ S_FLAME_TLARGE15,
+ S_FLAME_TLARGE16,
+ S_FLAME_SDORM1,
+ S_FLAME_SDORM2,
+ S_FLAME_SDORM3,
+ S_FLAME_SMALL1,
+ S_FLAME_SMALL2,
+ S_FLAME_SMALL3,
+ S_FLAME_SMALL4,
+ S_FLAME_SMALL5,
+ S_FLAME_SMALL6,
+ S_FLAME_SMALL7,
+ S_FLAME_LDORM1,
+ S_FLAME_LDORM2,
+ S_FLAME_LDORM3,
+ S_FLAME_LDORM4,
+ S_FLAME_LDORM5,
+ S_FLAME_LARGE1,
+ S_FLAME_LARGE2,
+ S_FLAME_LARGE3,
+ S_FLAME_LARGE4,
+ S_FLAME_LARGE5,
+ S_FLAME_LARGE6,
+ S_FLAME_LARGE7,
+ S_FLAME_LARGE8,
+ S_FLAME_LARGE9,
+ S_FLAME_LARGE10,
+ S_FLAME_LARGE11,
+ S_FLAME_LARGE12,
+ S_FLAME_LARGE13,
+ S_FLAME_LARGE14,
+ S_FLAME_LARGE15,
+ S_FLAME_LARGE16,
+ S_FLAME_LARGE17,
+ S_FLAME_LARGE18,
+ S_ITEM_PTN1_1,
+ S_ITEM_PTN1_2,
+ S_ITEM_PTN1_3,
+ S_HIDESPECIAL1,
+ S_HIDESPECIAL2,
+ S_HIDESPECIAL3,
+ S_HIDESPECIAL4,
+ S_HIDESPECIAL5,
+ S_HIDESPECIAL6,
+ S_HIDESPECIAL7,
+ S_HIDESPECIAL8,
+ S_HIDESPECIAL9,
+ S_HIDESPECIAL10,
+ S_HIDESPECIAL11,
+ S_DORMANTARTI1_1,
+ S_DORMANTARTI1_2,
+ S_DORMANTARTI1_3,
+ S_DORMANTARTI1_4,
+ S_DORMANTARTI1_5,
+ S_DORMANTARTI1_6,
+ S_DORMANTARTI1_7,
+ S_DORMANTARTI1_8,
+ S_DORMANTARTI1_9,
+ S_DORMANTARTI1_10,
+ S_DORMANTARTI1_11,
+ S_DORMANTARTI1_12,
+ S_DORMANTARTI1_13,
+ S_DORMANTARTI1_14,
+ S_DORMANTARTI1_15,
+ S_DORMANTARTI1_16,
+ S_DORMANTARTI1_17,
+ S_DORMANTARTI1_18,
+ S_DORMANTARTI1_19,
+ S_DORMANTARTI1_20,
+ S_DORMANTARTI1_21,
+ S_DORMANTARTI2_1,
+ S_DORMANTARTI2_2,
+ S_DORMANTARTI2_3,
+ S_DORMANTARTI2_4,
+ S_DORMANTARTI2_5,
+ S_DORMANTARTI2_6,
+ S_DORMANTARTI2_7,
+ S_DORMANTARTI2_8,
+ S_DORMANTARTI2_9,
+ S_DORMANTARTI2_10,
+ S_DORMANTARTI2_11,
+ S_DORMANTARTI2_12,
+ S_DORMANTARTI2_13,
+ S_DORMANTARTI2_14,
+ S_DORMANTARTI2_15,
+ S_DORMANTARTI2_16,
+ S_DORMANTARTI2_17,
+ S_DORMANTARTI2_18,
+ S_DORMANTARTI2_19,
+ S_DORMANTARTI2_20,
+ S_DORMANTARTI2_21,
+ S_DORMANTARTI3_1,
+ S_DORMANTARTI3_2,
+ S_DORMANTARTI3_3,
+ S_DORMANTARTI3_4,
+ S_DORMANTARTI3_5,
+ S_DORMANTARTI3_6,
+ S_DORMANTARTI3_7,
+ S_DORMANTARTI3_8,
+ S_DORMANTARTI3_9,
+ S_DORMANTARTI3_10,
+ S_DORMANTARTI3_11,
+ S_DORMANTARTI3_12,
+ S_DORMANTARTI3_13,
+ S_DORMANTARTI3_14,
+ S_DORMANTARTI3_15,
+ S_DORMANTARTI3_16,
+ S_DORMANTARTI3_17,
+ S_DORMANTARTI3_18,
+ S_DORMANTARTI3_19,
+ S_DORMANTARTI3_20,
+ S_DORMANTARTI3_21,
+ S_DEADARTI1,
+ S_DEADARTI2,
+ S_DEADARTI3,
+ S_DEADARTI4,
+ S_DEADARTI5,
+ S_DEADARTI6,
+ S_DEADARTI7,
+ S_DEADARTI8,
+ S_DEADARTI9,
+ S_DEADARTI10,
+ S_ARTI_PTN2_1,
+ S_ARTI_PTN2_2,
+ S_ARTI_PTN2_3,
+ S_ARTI_SOAR1,
+ S_ARTI_SOAR2,
+ S_ARTI_SOAR3,
+ S_ARTI_SOAR4,
+ S_ARTI_INVU1,
+ S_ARTI_INVU2,
+ S_ARTI_INVU3,
+ S_ARTI_INVU4,
+ S_ARTI_SUMMON,
+ S_SUMMON_FX1_1,
+ S_SUMMON_FX2_1,
+ S_SUMMON_FX2_2,
+ S_SUMMON_FX2_3,
+ S_THRUSTINIT2_1,
+ S_THRUSTINIT2_2,
+ S_BTHRUSTINIT2_1,
+ S_BTHRUSTINIT2_2,
+ S_THRUSTINIT1_1,
+ S_THRUSTINIT1_2,
+ S_BTHRUSTINIT1_1,
+ S_BTHRUSTINIT1_2,
+ S_THRUSTRAISE1,
+ S_THRUSTRAISE2,
+ S_THRUSTRAISE3,
+ S_THRUSTRAISE4,
+ S_BTHRUSTRAISE1,
+ S_BTHRUSTRAISE2,
+ S_BTHRUSTRAISE3,
+ S_BTHRUSTRAISE4,
+ S_THRUSTIMPALE,
+ S_BTHRUSTIMPALE,
+ S_THRUSTRAISE,
+ S_BTHRUSTRAISE,
+ S_THRUSTBLOCK,
+ S_BTHRUSTBLOCK,
+ S_THRUSTLOWER,
+ S_BTHRUSTLOWER,
+ S_THRUSTSTAY,
+ S_BTHRUSTSTAY,
+ S_ARTI_TELOTHER1,
+ S_ARTI_TELOTHER2,
+ S_ARTI_TELOTHER3,
+ S_ARTI_TELOTHER4,
+ S_TELO_FX1,
+ S_TELO_FX2,
+ S_TELO_FX3,
+ S_TELO_FX4,
+ S_TELO_FX5,
+ S_TELO_FX6,
+ S_TELO_FX7,
+ S_TELO_FX8,
+ S_TELO_FX9,
+ S_TELO_FX2_1,
+ S_TELO_FX2_2,
+ S_TELO_FX2_3,
+ S_TELO_FX2_4,
+ S_TELO_FX2_5,
+ S_TELO_FX2_6,
+ S_TELO_FX3_1,
+ S_TELO_FX3_2,
+ S_TELO_FX3_3,
+ S_TELO_FX3_4,
+ S_TELO_FX3_5,
+ S_TELO_FX3_6,
+ S_TELO_FX4_1,
+ S_TELO_FX4_2,
+ S_TELO_FX4_3,
+ S_TELO_FX4_4,
+ S_TELO_FX4_5,
+ S_TELO_FX4_6,
+ S_TELO_FX5_1,
+ S_TELO_FX5_2,
+ S_TELO_FX5_3,
+ S_TELO_FX5_4,
+ S_TELO_FX5_5,
+ S_TELO_FX5_6,
+ S_DIRT1_1,
+ S_DIRT1_D,
+ S_DIRT2_1,
+ S_DIRT2_D,
+ S_DIRT3_1,
+ S_DIRT3_D,
+ S_DIRT4_1,
+ S_DIRT4_D,
+ S_DIRT5_1,
+ S_DIRT5_D,
+ S_DIRT6_1,
+ S_DIRT6_D,
+ S_DIRTCLUMP1,
+ S_ROCK1_1,
+ S_ROCK1_D,
+ S_ROCK2_1,
+ S_ROCK2_D,
+ S_ROCK3_1,
+ S_ROCK3_D,
+ S_SPAWNFOG1,
+ S_FOGPATCHS1,
+ S_FOGPATCHS2,
+ S_FOGPATCHS3,
+ S_FOGPATCHS4,
+ S_FOGPATCHS5,
+ S_FOGPATCHS0,
+ S_FOGPATCHM1,
+ S_FOGPATCHM2,
+ S_FOGPATCHM3,
+ S_FOGPATCHM4,
+ S_FOGPATCHM5,
+ S_FOGPATCHM0,
+ S_FOGPATCHMA,
+ S_FOGPATCHMB,
+ S_FOGPATCHMC,
+ S_FOGPATCHMD,
+ S_FOGPATCHL1,
+ S_FOGPATCHL2,
+ S_FOGPATCHL3,
+ S_FOGPATCHL4,
+ S_FOGPATCHL5,
+ S_FOGPATCHL0,
+ S_FOGPATCHLA,
+ S_FOGPATCHLB,
+ S_FOGPATCHLC,
+ S_FOGPATCHLD,
+ S_QUAKE_ACTIVE1,
+ S_QUAKE_ACTIVE2,
+ S_QUAKE_ACTIVE3,
+ S_QUAKE_ACTIVE4,
+ S_QUAKE_ACTIVE5,
+ S_QUAKE_ACTIVE6,
+ S_QUAKE_ACTIVE7,
+ S_QUAKE_ACTIVE8,
+ S_QUAKE_ACTIVE9,
+ S_QUAKE_ACTIVE0,
+ S_QUAKE_ACTIVEA,
+ S_QUAKE_ACTIVEB,
+ S_QUAKE_ACTIVEC,
+ S_QUAKE_ACTIVED,
+ S_QUAKE_ACTIVEE,
+ S_QUAKE_ACTIVEF,
+ S_QUAKE_ACTIVEG,
+ S_QUAKE_ACTIVEH,
+ S_QUAKE_ACTIVEI,
+ S_QUAKE_ACTIVEJ,
+ S_QUAKE_ACTIVEK,
+ S_QUAKE_ACTIVEL,
+ S_QUAKE_ACTIVEM,
+ S_QUAKE_ACTIVEN,
+ S_QUAKE_ACTIVEO,
+ S_QUAKE_ACTIVEP,
+ S_QUAKE_ACTIVEQ,
+ S_QUAKE_ACTIVER,
+ S_QUAKE_ACTIVES,
+ S_QUAKE_ACTIVET,
+ S_QUAKE_ACTIVEU,
+ S_QUAKE_ACTIVEV,
+ S_QUAKE_ACTIVEW,
+ S_QUAKE_ACTIVEX,
+ S_QUAKE_ACTIVEY,
+ S_QUAKE_ACTIVEZ,
+ S_QUAKE_ACT1,
+ S_QUAKE_ACT2,
+ S_QUAKE_ACT3,
+ S_QUAKE_ACT4,
+ S_QUAKE_ACT5,
+ S_QUAKE_ACT6,
+ S_QUAKE_ACT7,
+ S_QUAKE_ACT8,
+ S_QUAKE_ACT9,
+ S_QUAKE_ACT0,
+ S_SGSHARD1_1,
+ S_SGSHARD1_2,
+ S_SGSHARD1_3,
+ S_SGSHARD1_4,
+ S_SGSHARD1_5,
+ S_SGSHARD1_D,
+ S_SGSHARD2_1,
+ S_SGSHARD2_2,
+ S_SGSHARD2_3,
+ S_SGSHARD2_4,
+ S_SGSHARD2_5,
+ S_SGSHARD2_D,
+ S_SGSHARD3_1,
+ S_SGSHARD3_2,
+ S_SGSHARD3_3,
+ S_SGSHARD3_4,
+ S_SGSHARD3_5,
+ S_SGSHARD3_D,
+ S_SGSHARD4_1,
+ S_SGSHARD4_2,
+ S_SGSHARD4_3,
+ S_SGSHARD4_4,
+ S_SGSHARD4_5,
+ S_SGSHARD4_D,
+ S_SGSHARD5_1,
+ S_SGSHARD5_2,
+ S_SGSHARD5_3,
+ S_SGSHARD5_4,
+ S_SGSHARD5_5,
+ S_SGSHARD5_D,
+ S_SGSHARD6_1,
+ S_SGSHARD6_D,
+ S_SGSHARD7_1,
+ S_SGSHARD7_D,
+ S_SGSHARD8_1,
+ S_SGSHARD8_D,
+ S_SGSHARD9_1,
+ S_SGSHARD9_D,
+ S_SGSHARD0_1,
+ S_SGSHARD0_D,
+ S_ARTI_EGGC1,
+ S_ARTI_EGGC2,
+ S_ARTI_EGGC3,
+ S_ARTI_EGGC4,
+ S_ARTI_EGGC5,
+ S_ARTI_EGGC6,
+ S_ARTI_EGGC7,
+ S_ARTI_EGGC8,
+ S_EGGFX1,
+ S_EGGFX2,
+ S_EGGFX3,
+ S_EGGFX4,
+ S_EGGFX5,
+ S_EGGFXI1_1,
+ S_EGGFXI1_2,
+ S_EGGFXI1_3,
+ S_EGGFXI1_4,
+ S_ARTI_SPHL1,
+ S_ZWINGEDSTATUENOSKULL,
+ S_ZWINGEDSTATUENOSKULL2,
+ S_ZGEMPEDESTAL1,
+ S_ZGEMPEDESTAL2,
+ S_ARTIPUZZSKULL,
+ S_ARTIPUZZGEMBIG,
+ S_ARTIPUZZGEMRED,
+ S_ARTIPUZZGEMGREEN1,
+ S_ARTIPUZZGEMGREEN2,
+ S_ARTIPUZZGEMBLUE1,
+ S_ARTIPUZZGEMBLUE2,
+ S_ARTIPUZZBOOK1,
+ S_ARTIPUZZBOOK2,
+ S_ARTIPUZZSKULL2,
+ S_ARTIPUZZFWEAPON,
+ S_ARTIPUZZCWEAPON,
+ S_ARTIPUZZMWEAPON,
+ S_ARTIPUZZGEAR_1,
+ S_ARTIPUZZGEAR_2,
+ S_ARTIPUZZGEAR_3,
+ S_ARTIPUZZGEAR_4,
+ S_ARTIPUZZGEAR_5,
+ S_ARTIPUZZGEAR_6,
+ S_ARTIPUZZGEAR_7,
+ S_ARTIPUZZGEAR_8,
+ S_ARTIPUZZGEAR2_1,
+ S_ARTIPUZZGEAR2_2,
+ S_ARTIPUZZGEAR2_3,
+ S_ARTIPUZZGEAR2_4,
+ S_ARTIPUZZGEAR2_5,
+ S_ARTIPUZZGEAR2_6,
+ S_ARTIPUZZGEAR2_7,
+ S_ARTIPUZZGEAR2_8,
+ S_ARTIPUZZGEAR3_1,
+ S_ARTIPUZZGEAR3_2,
+ S_ARTIPUZZGEAR3_3,
+ S_ARTIPUZZGEAR3_4,
+ S_ARTIPUZZGEAR3_5,
+ S_ARTIPUZZGEAR3_6,
+ S_ARTIPUZZGEAR3_7,
+ S_ARTIPUZZGEAR3_8,
+ S_ARTIPUZZGEAR4_1,
+ S_ARTIPUZZGEAR4_2,
+ S_ARTIPUZZGEAR4_3,
+ S_ARTIPUZZGEAR4_4,
+ S_ARTIPUZZGEAR4_5,
+ S_ARTIPUZZGEAR4_6,
+ S_ARTIPUZZGEAR4_7,
+ S_ARTIPUZZGEAR4_8,
+ S_ARTI_TRCH1,
+ S_ARTI_TRCH2,
+ S_ARTI_TRCH3,
+ S_FIREBOMB1,
+ S_FIREBOMB2,
+ S_FIREBOMB3,
+ S_FIREBOMB4,
+ S_FIREBOMB5,
+ S_FIREBOMB6,
+ S_FIREBOMB7,
+ S_FIREBOMB8,
+ S_FIREBOMB9,
+ S_FIREBOMB10,
+ S_FIREBOMB11,
+ S_ARTI_ATLP1,
+ S_ARTI_ATLP2,
+ S_ARTI_ATLP3,
+ S_ARTI_ATLP4,
+ S_ARTI_PSBG1,
+ S_POISONBAG1,
+ S_POISONBAG2,
+ S_POISONBAG3,
+ S_POISONBAG4,
+ S_POISONCLOUD1,
+ S_POISONCLOUD2,
+ S_POISONCLOUD3,
+ S_POISONCLOUD4,
+ S_POISONCLOUD5,
+ S_POISONCLOUD6,
+ S_POISONCLOUD7,
+ S_POISONCLOUD8,
+ S_POISONCLOUD9,
+ S_POISONCLOUD10,
+ S_POISONCLOUD11,
+ S_POISONCLOUD12,
+ S_POISONCLOUD13,
+ S_POISONCLOUD14,
+ S_POISONCLOUD15,
+ S_POISONCLOUD16,
+ S_POISONCLOUD17,
+ S_POISONCLOUD18,
+ S_POISONCLOUD_X1,
+ S_POISONCLOUD_X2,
+ S_POISONCLOUD_X3,
+ S_POISONCLOUD_X4,
+ S_THROWINGBOMB1,
+ S_THROWINGBOMB2,
+ S_THROWINGBOMB3,
+ S_THROWINGBOMB4,
+ S_THROWINGBOMB5,
+ S_THROWINGBOMB6,
+ S_THROWINGBOMB7,
+ S_THROWINGBOMB8,
+ S_THROWINGBOMB9,
+ S_THROWINGBOMB10,
+ S_THROWINGBOMB11,
+ S_THROWINGBOMB12,
+ S_THROWINGBOMB_X1,
+ S_THROWINGBOMB_X2,
+ S_THROWINGBOMB_X3,
+ S_THROWINGBOMB_X4,
+ S_THROWINGBOMB_X5,
+ S_THROWINGBOMB_X6,
+ S_THROWINGBOMB_X7,
+ S_THROWINGBOMB_X8,
+ S_ARTI_BOOTS1,
+ S_ARTI_BOOTS2,
+ S_ARTI_BOOTS3,
+ S_ARTI_BOOTS4,
+ S_ARTI_BOOTS5,
+ S_ARTI_BOOTS6,
+ S_ARTI_BOOTS7,
+ S_ARTI_BOOTS8,
+ S_ARTI_MANA,
+ S_ARTI_ARMOR1,
+ S_ARTI_ARMOR2,
+ S_ARTI_ARMOR3,
+ S_ARTI_ARMOR4,
+ S_ARTI_ARMOR5,
+ S_ARTI_ARMOR6,
+ S_ARTI_ARMOR7,
+ S_ARTI_ARMOR8,
+ S_ARTI_BLAST1,
+ S_ARTI_BLAST2,
+ S_ARTI_BLAST3,
+ S_ARTI_BLAST4,
+ S_ARTI_BLAST5,
+ S_ARTI_BLAST6,
+ S_ARTI_BLAST7,
+ S_ARTI_BLAST8,
+ S_ARTI_HEALRAD1,
+ S_ARTI_HEALRAD2,
+ S_ARTI_HEALRAD3,
+ S_ARTI_HEALRAD4,
+ S_ARTI_HEALRAD5,
+ S_ARTI_HEALRAD6,
+ S_ARTI_HEALRAD7,
+ S_ARTI_HEALRAD8,
+ S_ARTI_HEALRAD9,
+ S_ARTI_HEALRAD0,
+ S_ARTI_HEALRADA,
+ S_ARTI_HEALRADB,
+ S_ARTI_HEALRADC,
+ S_ARTI_HEALRADD,
+ S_ARTI_HEALRADE,
+ S_ARTI_HEALRADF,
+ S_SPLASH1,
+ S_SPLASH2,
+ S_SPLASH3,
+ S_SPLASH4,
+ S_SPLASHX,
+ S_SPLASHBASE1,
+ S_SPLASHBASE2,
+ S_SPLASHBASE3,
+ S_SPLASHBASE4,
+ S_SPLASHBASE5,
+ S_SPLASHBASE6,
+ S_SPLASHBASE7,
+ S_LAVASPLASH1,
+ S_LAVASPLASH2,
+ S_LAVASPLASH3,
+ S_LAVASPLASH4,
+ S_LAVASPLASH5,
+ S_LAVASPLASH6,
+ S_LAVASMOKE1,
+ S_LAVASMOKE2,
+ S_LAVASMOKE3,
+ S_LAVASMOKE4,
+ S_LAVASMOKE5,
+ S_SLUDGECHUNK1,
+ S_SLUDGECHUNK2,
+ S_SLUDGECHUNK3,
+ S_SLUDGECHUNK4,
+ S_SLUDGECHUNKX,
+ S_SLUDGESPLASH1,
+ S_SLUDGESPLASH2,
+ S_SLUDGESPLASH3,
+ S_SLUDGESPLASH4,
+ S_ZWINGEDSTATUE1,
+ S_ZROCK1_1,
+ S_ZROCK2_1,
+ S_ZROCK3_1,
+ S_ZROCK4_1,
+ S_ZCHANDELIER1,
+ S_ZCHANDELIER2,
+ S_ZCHANDELIER3,
+ S_ZCHANDELIER_U,
+ S_ZTREEDEAD1,
+ S_ZTREE,
+ S_ZTREEDESTRUCTIBLE1,
+ S_ZTREEDES_D1,
+ S_ZTREEDES_D2,
+ S_ZTREEDES_D3,
+ S_ZTREEDES_D4,
+ S_ZTREEDES_D5,
+ S_ZTREEDES_D6,
+ S_ZTREEDES_X1,
+ S_ZTREEDES_X2,
+ S_ZTREEDES_X3,
+ S_ZTREEDES_X4,
+ S_ZTREEDES_X5,
+ S_ZTREEDES_X6,
+ S_ZTREEDES_X7,
+ S_ZTREEDES_X8,
+ S_ZTREEDES_X9,
+ S_ZTREEDES_X10,
+ S_ZTREESWAMP182_1,
+ S_ZTREESWAMP172_1,
+ S_ZSTUMPBURNED1,
+ S_ZSTUMPBARE1,
+ S_ZSTUMPSWAMP1_1,
+ S_ZSTUMPSWAMP2_1,
+ S_ZSHROOMLARGE1_1,
+ S_ZSHROOMLARGE2_1,
+ S_ZSHROOMLARGE3_1,
+ S_ZSHROOMSMALL1_1,
+ S_ZSHROOMSMALL2_1,
+ S_ZSHROOMSMALL3_1,
+ S_ZSHROOMSMALL4_1,
+ S_ZSHROOMSMALL5_1,
+ S_ZSTALAGMITEPILLAR1,
+ S_ZSTALAGMITELARGE1,
+ S_ZSTALAGMITEMEDIUM1,
+ S_ZSTALAGMITESMALL1,
+ S_ZSTALACTITELARGE1,
+ S_ZSTALACTITEMEDIUM1,
+ S_ZSTALACTITESMALL1,
+ S_ZMOSSCEILING1_1,
+ S_ZMOSSCEILING2_1,
+ S_ZSWAMPVINE1,
+ S_ZCORPSEKABOB1,
+ S_ZCORPSESLEEPING1,
+ S_ZTOMBSTONERIP1,
+ S_ZTOMBSTONESHANE1,
+ S_ZTOMBSTONEBIGCROSS1,
+ S_ZTOMBSTONEBRIANR1,
+ S_ZTOMBSTONECROSSCIRCLE1,
+ S_ZTOMBSTONESMALLCROSS1,
+ S_ZTOMBSTONEBRIANP1,
+ S_CORPSEHANGING_1,
+ S_ZSTATUEGARGOYLEGREENTALL_1,
+ S_ZSTATUEGARGOYLEBLUETALL_1,
+ S_ZSTATUEGARGOYLEGREENSHORT_1,
+ S_ZSTATUEGARGOYLEBLUESHORT_1,
+ S_ZSTATUEGARGOYLESTRIPETALL_1,
+ S_ZSTATUEGARGOYLEDARKREDTALL_1,
+ S_ZSTATUEGARGOYLEREDTALL_1,
+ S_ZSTATUEGARGOYLETANTALL_1,
+ S_ZSTATUEGARGOYLERUSTTALL_1,
+ S_ZSTATUEGARGOYLEDARKREDSHORT_1,
+ S_ZSTATUEGARGOYLEREDSHORT_1,
+ S_ZSTATUEGARGOYLETANSHORT_1,
+ S_ZSTATUEGARGOYLERUSTSHORT_1,
+ S_ZBANNERTATTERED_1,
+ S_ZTREELARGE1,
+ S_ZTREELARGE2,
+ S_ZTREEGNARLED1,
+ S_ZTREEGNARLED2,
+ S_ZLOG,
+ S_ZSTALACTITEICELARGE,
+ S_ZSTALACTITEICEMEDIUM,
+ S_ZSTALACTITEICESMALL,
+ S_ZSTALACTITEICETINY,
+ S_ZSTALAGMITEICELARGE,
+ S_ZSTALAGMITEICEMEDIUM,
+ S_ZSTALAGMITEICESMALL,
+ S_ZSTALAGMITEICETINY,
+ S_ZROCKBROWN1,
+ S_ZROCKBROWN2,
+ S_ZROCKBLACK,
+ S_ZRUBBLE1,
+ S_ZRUBBLE2,
+ S_ZRUBBLE3,
+ S_ZVASEPILLAR,
+ S_ZPOTTERY1,
+ S_ZPOTTERY2,
+ S_ZPOTTERY3,
+ S_ZPOTTERY_EXPLODE,
+ S_POTTERYBIT_1,
+ S_POTTERYBIT_2,
+ S_POTTERYBIT_3,
+ S_POTTERYBIT_4,
+ S_POTTERYBIT_5,
+ S_POTTERYBIT_EX0,
+ S_POTTERYBIT_EX1,
+ S_POTTERYBIT_EX1_2,
+ S_POTTERYBIT_EX2,
+ S_POTTERYBIT_EX2_2,
+ S_POTTERYBIT_EX3,
+ S_POTTERYBIT_EX3_2,
+ S_POTTERYBIT_EX4,
+ S_POTTERYBIT_EX4_2,
+ S_POTTERYBIT_EX5,
+ S_POTTERYBIT_EX5_2,
+ S_ZCORPSELYNCHED1,
+ S_ZCORPSELYNCHED2,
+ S_ZCORPSESITTING,
+ S_ZCORPSESITTING_X,
+ S_CORPSEBIT_1,
+ S_CORPSEBIT_2,
+ S_CORPSEBIT_3,
+ S_CORPSEBIT_4,
+ S_CORPSEBLOODDRIP,
+ S_CORPSEBLOODDRIP_X1,
+ S_CORPSEBLOODDRIP_X2,
+ S_CORPSEBLOODDRIP_X3,
+ S_CORPSEBLOODDRIP_X4,
+ S_BLOODPOOL,
+ S_ZCANDLE1,
+ S_ZCANDLE2,
+ S_ZCANDLE3,
+ S_ZLEAFSPAWNER,
+ S_LEAF1_1,
+ S_LEAF1_2,
+ S_LEAF1_3,
+ S_LEAF1_4,
+ S_LEAF1_5,
+ S_LEAF1_6,
+ S_LEAF1_7,
+ S_LEAF1_8,
+ S_LEAF1_9,
+ S_LEAF1_10,
+ S_LEAF1_11,
+ S_LEAF1_12,
+ S_LEAF1_13,
+ S_LEAF1_14,
+ S_LEAF1_15,
+ S_LEAF1_16,
+ S_LEAF1_17,
+ S_LEAF1_18,
+ S_LEAF_X1,
+ S_LEAF2_1,
+ S_LEAF2_2,
+ S_LEAF2_3,
+ S_LEAF2_4,
+ S_LEAF2_5,
+ S_LEAF2_6,
+ S_LEAF2_7,
+ S_LEAF2_8,
+ S_LEAF2_9,
+ S_LEAF2_10,
+ S_LEAF2_11,
+ S_LEAF2_12,
+ S_LEAF2_13,
+ S_LEAF2_14,
+ S_LEAF2_15,
+ S_LEAF2_16,
+ S_LEAF2_17,
+ S_LEAF2_18,
+ S_ZTWINEDTORCH_1,
+ S_ZTWINEDTORCH_2,
+ S_ZTWINEDTORCH_3,
+ S_ZTWINEDTORCH_4,
+ S_ZTWINEDTORCH_5,
+ S_ZTWINEDTORCH_6,
+ S_ZTWINEDTORCH_7,
+ S_ZTWINEDTORCH_8,
+ S_ZTWINEDTORCH_UNLIT,
+ S_BRIDGE1,
+ S_BRIDGE2,
+ S_BRIDGE3,
+ S_FREE_BRIDGE1,
+ S_FREE_BRIDGE2,
+ S_BBALL1,
+ S_BBALL2,
+ S_ZWALLTORCH1,
+ S_ZWALLTORCH2,
+ S_ZWALLTORCH3,
+ S_ZWALLTORCH4,
+ S_ZWALLTORCH5,
+ S_ZWALLTORCH6,
+ S_ZWALLTORCH7,
+ S_ZWALLTORCH8,
+ S_ZWALLTORCH_U,
+ S_ZBARREL1,
+ S_ZSHRUB1,
+ S_ZSHRUB1_DIE,
+ S_ZSHRUB1_X1,
+ S_ZSHRUB1_X2,
+ S_ZSHRUB1_X3,
+ S_ZSHRUB2,
+ S_ZSHRUB2_DIE,
+ S_ZSHRUB2_X1,
+ S_ZSHRUB2_X2,
+ S_ZSHRUB2_X3,
+ S_ZSHRUB2_X4,
+ S_ZBUCKET1,
+ S_ZPOISONSHROOM1,
+ S_ZPOISONSHROOM_P1,
+ S_ZPOISONSHROOM_P2,
+ S_ZPOISONSHROOM_X1,
+ S_ZPOISONSHROOM_X2,
+ S_ZPOISONSHROOM_X3,
+ S_ZPOISONSHROOM_X4,
+ S_ZFIREBULL1,
+ S_ZFIREBULL2,
+ S_ZFIREBULL3,
+ S_ZFIREBULL4,
+ S_ZFIREBULL5,
+ S_ZFIREBULL6,
+ S_ZFIREBULL7,
+ S_ZFIREBULL_DEATH,
+ S_ZFIREBULL_DEATH2,
+ S_ZFIREBULL_U,
+ S_ZFIREBULL_BIRTH,
+ S_ZFIREBULL_BIRTH2,
+ S_ZFIRETHING1,
+ S_ZFIRETHING2,
+ S_ZFIRETHING3,
+ S_ZFIRETHING4,
+ S_ZFIRETHING5,
+ S_ZFIRETHING6,
+ S_ZFIRETHING7,
+ S_ZFIRETHING8,
+ S_ZFIRETHING9,
+ S_ZBRASSTORCH1,
+ S_ZBRASSTORCH2,
+ S_ZBRASSTORCH3,
+ S_ZBRASSTORCH4,
+ S_ZBRASSTORCH5,
+ S_ZBRASSTORCH6,
+ S_ZBRASSTORCH7,
+ S_ZBRASSTORCH8,
+ S_ZBRASSTORCH9,
+ S_ZBRASSTORCH10,
+ S_ZBRASSTORCH11,
+ S_ZBRASSTORCH12,
+ S_ZBRASSTORCH13,
+ S_ZSUITOFARMOR,
+ S_ZSUITOFARMOR_X1,
+ S_ZARMORCHUNK1,
+ S_ZARMORCHUNK2,
+ S_ZARMORCHUNK3,
+ S_ZARMORCHUNK4,
+ S_ZARMORCHUNK5,
+ S_ZARMORCHUNK6,
+ S_ZARMORCHUNK7,
+ S_ZARMORCHUNK8,
+ S_ZARMORCHUNK9,
+ S_ZARMORCHUNK10,
+ S_ZBELL,
+ S_ZBELL_X1,
+ S_ZBELL_X2,
+ S_ZBELL_X3,
+ S_ZBELL_X4,
+ S_ZBELL_X5,
+ S_ZBELL_X6,
+ S_ZBELL_X7,
+ S_ZBELL_X8,
+ S_ZBELL_X9,
+ S_ZBELL_X10,
+ S_ZBELL_X11,
+ S_ZBELL_X12,
+ S_ZBELL_X13,
+ S_ZBELL_X14,
+ S_ZBELL_X15,
+ S_ZBELL_X16,
+ S_ZBELL_X17,
+ S_ZBELL_X18,
+ S_ZBELL_X19,
+ S_ZBELL_X20,
+ S_ZBELL_X21,
+ S_ZBELL_X22,
+ S_ZBELL_X23,
+ S_ZBELL_X24,
+ S_ZBELL_X25,
+ S_ZBELL_X26,
+ S_ZBELL_X27,
+ S_ZBELL_X28,
+ S_ZBELL_X29,
+ S_ZBELL_X30,
+ S_ZBELL_X31,
+ S_ZBELL_X32,
+ S_ZBELL_X33,
+ S_ZBELL_X34,
+ S_ZBELL_X35,
+ S_ZBELL_X36,
+ S_ZBELL_X37,
+ S_ZBELL_X38,
+ S_ZBELL_X39,
+ S_ZBELL_X40,
+ S_ZBELL_X41,
+ S_ZBELL_X42,
+ S_ZBELL_X43,
+ S_ZBELL_X44,
+ S_ZBELL_X45,
+ S_ZBELL_X46,
+ S_ZBELL_X47,
+ S_ZBLUE_CANDLE1,
+ S_ZBLUE_CANDLE2,
+ S_ZBLUE_CANDLE3,
+ S_ZBLUE_CANDLE4,
+ S_ZBLUE_CANDLE5,
+ S_ZIRON_MAIDEN,
+ S_ZXMAS_TREE,
+ S_ZXMAS_TREE_DIE,
+ S_ZXMAS_TREE_X1,
+ S_ZXMAS_TREE_X2,
+ S_ZXMAS_TREE_X3,
+ S_ZXMAS_TREE_X4,
+ S_ZXMAS_TREE_X5,
+ S_ZXMAS_TREE_X6,
+ S_ZXMAS_TREE_X7,
+ S_ZXMAS_TREE_X8,
+ S_ZXMAS_TREE_X9,
+ S_ZXMAS_TREE_X10,
+ S_ZCAULDRON1,
+ S_ZCAULDRON2,
+ S_ZCAULDRON3,
+ S_ZCAULDRON4,
+ S_ZCAULDRON5,
+ S_ZCAULDRON6,
+ S_ZCAULDRON7,
+ S_ZCAULDRON_U,
+ S_ZCHAINBIT32,
+ S_ZCHAINBIT64,
+ S_ZCHAINEND_HEART,
+ S_ZCHAINEND_HOOK1,
+ S_ZCHAINEND_HOOK2,
+ S_ZCHAINEND_SPIKE,
+ S_ZCHAINEND_SKULL,
+ S_TABLE_SHIT1,
+ S_TABLE_SHIT2,
+ S_TABLE_SHIT3,
+ S_TABLE_SHIT4,
+ S_TABLE_SHIT5,
+ S_TABLE_SHIT6,
+ S_TABLE_SHIT7,
+ S_TABLE_SHIT8,
+ S_TABLE_SHIT9,
+ S_TABLE_SHIT10,
+ S_TFOG1,
+ S_TFOG2,
+ S_TFOG3,
+ S_TFOG4,
+ S_TFOG5,
+ S_TFOG6,
+ S_TFOG7,
+ S_TFOG8,
+ S_TFOG9,
+ S_TFOG10,
+ S_TFOG11,
+ S_TFOG12,
+ S_TFOG13,
+ S_TELESMOKE1,
+ S_TELESMOKE2,
+ S_TELESMOKE3,
+ S_TELESMOKE4,
+ S_TELESMOKE5,
+ S_TELESMOKE6,
+ S_TELESMOKE7,
+ S_TELESMOKE8,
+ S_TELESMOKE9,
+ S_TELESMOKE10,
+ S_TELESMOKE11,
+ S_TELESMOKE12,
+ S_TELESMOKE13,
+ S_TELESMOKE14,
+ S_TELESMOKE15,
+ S_TELESMOKE16,
+ S_TELESMOKE17,
+ S_TELESMOKE18,
+ S_TELESMOKE19,
+ S_TELESMOKE20,
+ S_TELESMOKE21,
+ S_TELESMOKE22,
+ S_TELESMOKE23,
+ S_TELESMOKE24,
+ S_TELESMOKE25,
+ S_TELESMOKE26,
+ S_LIGHTDONE,
+ S_PUNCHREADY,
+ S_PUNCHDOWN,
+ S_PUNCHUP,
+ S_PUNCHATK1_1,
+ S_PUNCHATK1_2,
+ S_PUNCHATK1_3,
+ S_PUNCHATK1_4,
+ S_PUNCHATK1_5,
+ S_PUNCHATK2_1,
+ S_PUNCHATK2_2,
+ S_PUNCHATK2_3,
+ S_PUNCHATK2_4,
+ S_PUNCHATK2_5,
+ S_PUNCHATK2_6,
+ S_PUNCHATK2_7,
+ S_PUNCHATK2_8,
+ S_PUNCHATK2_9,
+ S_PUNCHPUFF1,
+ S_PUNCHPUFF2,
+ S_PUNCHPUFF3,
+ S_PUNCHPUFF4,
+ S_PUNCHPUFF5,
+ S_AXE,
+ S_FAXEREADY,
+ S_FAXEDOWN,
+ S_FAXEUP,
+ S_FAXEATK_1,
+ S_FAXEATK_2,
+ S_FAXEATK_3,
+ S_FAXEATK_4,
+ S_FAXEATK_5,
+ S_FAXEATK_6,
+ S_FAXEATK_7,
+ S_FAXEATK_8,
+ S_FAXEATK_9,
+ S_FAXEATK_10,
+ S_FAXEATK_11,
+ S_FAXEATK_12,
+ S_FAXEATK_13,
+ S_FAXEREADY_G,
+ S_FAXEREADY_G1,
+ S_FAXEREADY_G2,
+ S_FAXEREADY_G3,
+ S_FAXEREADY_G4,
+ S_FAXEREADY_G5,
+ S_FAXEDOWN_G,
+ S_FAXEUP_G,
+ S_FAXEATK_G1,
+ S_FAXEATK_G2,
+ S_FAXEATK_G3,
+ S_FAXEATK_G4,
+ S_FAXEATK_G5,
+ S_FAXEATK_G6,
+ S_FAXEATK_G7,
+ S_FAXEATK_G8,
+ S_FAXEATK_G9,
+ S_FAXEATK_G10,
+ S_FAXEATK_G11,
+ S_FAXEATK_G12,
+ S_FAXEATK_G13,
+ S_AXEPUFF_GLOW1,
+ S_AXEPUFF_GLOW2,
+ S_AXEPUFF_GLOW3,
+ S_AXEPUFF_GLOW4,
+ S_AXEPUFF_GLOW5,
+ S_AXEPUFF_GLOW6,
+ S_AXEPUFF_GLOW7,
+ S_AXEBLOOD1,
+ S_AXEBLOOD2,
+ S_AXEBLOOD3,
+ S_AXEBLOOD4,
+ S_AXEBLOOD5,
+ S_AXEBLOOD6,
+ S_HAMM,
+ S_FHAMMERREADY,
+ S_FHAMMERDOWN,
+ S_FHAMMERUP,
+ S_FHAMMERATK_1,
+ S_FHAMMERATK_2,
+ S_FHAMMERATK_3,
+ S_FHAMMERATK_4,
+ S_FHAMMERATK_5,
+ S_FHAMMERATK_6,
+ S_FHAMMERATK_7,
+ S_FHAMMERATK_8,
+ S_FHAMMERATK_9,
+ S_FHAMMERATK_10,
+ S_FHAMMERATK_11,
+ S_FHAMMERATK_12,
+ S_HAMMER_MISSILE_1,
+ S_HAMMER_MISSILE_2,
+ S_HAMMER_MISSILE_3,
+ S_HAMMER_MISSILE_4,
+ S_HAMMER_MISSILE_5,
+ S_HAMMER_MISSILE_6,
+ S_HAMMER_MISSILE_7,
+ S_HAMMER_MISSILE_8,
+ S_HAMMER_MISSILE_X1,
+ S_HAMMER_MISSILE_X2,
+ S_HAMMER_MISSILE_X3,
+ S_HAMMER_MISSILE_X4,
+ S_HAMMER_MISSILE_X5,
+ S_HAMMER_MISSILE_X6,
+ S_HAMMER_MISSILE_X7,
+ S_HAMMER_MISSILE_X8,
+ S_HAMMER_MISSILE_X9,
+ S_HAMMER_MISSILE_X10,
+ S_HAMMERPUFF1,
+ S_HAMMERPUFF2,
+ S_HAMMERPUFF3,
+ S_HAMMERPUFF4,
+ S_HAMMERPUFF5,
+ S_FSWORDREADY,
+ S_FSWORDREADY1,
+ S_FSWORDREADY2,
+ S_FSWORDREADY3,
+ S_FSWORDREADY4,
+ S_FSWORDREADY5,
+ S_FSWORDREADY6,
+ S_FSWORDREADY7,
+ S_FSWORDREADY8,
+ S_FSWORDREADY9,
+ S_FSWORDREADY10,
+ S_FSWORDREADY11,
+ S_FSWORDDOWN,
+ S_FSWORDUP,
+ S_FSWORDATK_1,
+ S_FSWORDATK_2,
+ S_FSWORDATK_3,
+ S_FSWORDATK_4,
+ S_FSWORDATK_5,
+ S_FSWORDATK_6,
+ S_FSWORDATK_7,
+ S_FSWORDATK_8,
+ S_FSWORDATK_9,
+ S_FSWORDATK_10,
+ S_FSWORDATK_11,
+ S_FSWORDATK_12,
+ S_FSWORD_MISSILE1,
+ S_FSWORD_MISSILE2,
+ S_FSWORD_MISSILE3,
+ S_FSWORD_MISSILE_X1,
+ S_FSWORD_MISSILE_X2,
+ S_FSWORD_MISSILE_X3,
+ S_FSWORD_MISSILE_X4,
+ S_FSWORD_MISSILE_X5,
+ S_FSWORD_MISSILE_X6,
+ S_FSWORD_MISSILE_X7,
+ S_FSWORD_MISSILE_X8,
+ S_FSWORD_MISSILE_X9,
+ S_FSWORD_MISSILE_X10,
+ S_FSWORD_FLAME1,
+ S_FSWORD_FLAME2,
+ S_FSWORD_FLAME3,
+ S_FSWORD_FLAME4,
+ S_FSWORD_FLAME5,
+ S_FSWORD_FLAME6,
+ S_FSWORD_FLAME7,
+ S_FSWORD_FLAME8,
+ S_FSWORD_FLAME9,
+ S_FSWORD_FLAME10,
+ S_CMACEREADY,
+ S_CMACEDOWN,
+ S_CMACEUP,
+ S_CMACEATK_1,
+ S_CMACEATK_2,
+ S_CMACEATK_3,
+ S_CMACEATK_4,
+ S_CMACEATK_5,
+ S_CMACEATK_6,
+ S_CMACEATK_7,
+ S_CMACEATK_8,
+ S_CMACEATK_9,
+ S_CMACEATK_10,
+ S_CMACEATK_11,
+ S_CMACEATK_12,
+ S_CMACEATK_13,
+ S_CMACEATK_14,
+ S_CMACEATK_15,
+ S_CMACEATK_16,
+ S_CMACEATK_17,
+ S_CSTAFF,
+ S_CSTAFFREADY,
+ S_CSTAFFREADY1,
+ S_CSTAFFREADY2,
+ S_CSTAFFREADY3,
+ S_CSTAFFREADY4,
+ S_CSTAFFREADY5,
+ S_CSTAFFREADY6,
+ S_CSTAFFREADY7,
+ S_CSTAFFREADY8,
+ S_CSTAFFREADY9,
+ S_CSTAFFBLINK1,
+ S_CSTAFFBLINK2,
+ S_CSTAFFBLINK3,
+ S_CSTAFFBLINK4,
+ S_CSTAFFBLINK5,
+ S_CSTAFFBLINK6,
+ S_CSTAFFBLINK7,
+ S_CSTAFFBLINK8,
+ S_CSTAFFBLINK9,
+ S_CSTAFFBLINK10,
+ S_CSTAFFBLINK11,
+ S_CSTAFFDOWN,
+ S_CSTAFFDOWN2,
+ S_CSTAFFDOWN3,
+ S_CSTAFFUP,
+ S_CSTAFFATK_1,
+ S_CSTAFFATK_2,
+ S_CSTAFFATK_3,
+ S_CSTAFFATK_4,
+ S_CSTAFFATK_5,
+ S_CSTAFFATK_6,
+ S_CSTAFFATK2_1,
+ S_CSTAFF_MISSILE1,
+ S_CSTAFF_MISSILE2,
+ S_CSTAFF_MISSILE3,
+ S_CSTAFF_MISSILE4,
+ S_CSTAFF_MISSILE_X1,
+ S_CSTAFF_MISSILE_X2,
+ S_CSTAFF_MISSILE_X3,
+ S_CSTAFF_MISSILE_X4,
+ S_CSTAFFPUFF1,
+ S_CSTAFFPUFF2,
+ S_CSTAFFPUFF3,
+ S_CSTAFFPUFF4,
+ S_CSTAFFPUFF5,
+ S_CFLAME1,
+ S_CFLAME2,
+ S_CFLAME3,
+ S_CFLAME4,
+ S_CFLAME5,
+ S_CFLAME6,
+ S_CFLAME7,
+ S_CFLAME8,
+ S_CFLAMEREADY1,
+ S_CFLAMEREADY2,
+ S_CFLAMEREADY3,
+ S_CFLAMEREADY4,
+ S_CFLAMEREADY5,
+ S_CFLAMEREADY6,
+ S_CFLAMEREADY7,
+ S_CFLAMEREADY8,
+ S_CFLAMEREADY9,
+ S_CFLAMEREADY10,
+ S_CFLAMEREADY11,
+ S_CFLAMEREADY12,
+ S_CFLAMEDOWN,
+ S_CFLAMEUP,
+ S_CFLAMEATK_1,
+ S_CFLAMEATK_2,
+ S_CFLAMEATK_3,
+ S_CFLAMEATK_4,
+ S_CFLAMEATK_5,
+ S_CFLAMEATK_6,
+ S_CFLAMEATK_7,
+ S_CFLAMEATK_8,
+ S_CFLAMEFLOOR1,
+ S_CFLAMEFLOOR2,
+ S_CFLAMEFLOOR3,
+ S_FLAMEPUFF1,
+ S_FLAMEPUFF2,
+ S_FLAMEPUFF3,
+ S_FLAMEPUFF4,
+ S_FLAMEPUFF5,
+ S_FLAMEPUFF6,
+ S_FLAMEPUFF7,
+ S_FLAMEPUFF8,
+ S_FLAMEPUFF9,
+ S_FLAMEPUFF10,
+ S_FLAMEPUFF11,
+ S_FLAMEPUFF12,
+ S_FLAMEPUFF13,
+ S_FLAMEPUFF2_1,
+ S_FLAMEPUFF2_2,
+ S_FLAMEPUFF2_3,
+ S_FLAMEPUFF2_4,
+ S_FLAMEPUFF2_5,
+ S_FLAMEPUFF2_6,
+ S_FLAMEPUFF2_7,
+ S_FLAMEPUFF2_8,
+ S_FLAMEPUFF2_9,
+ S_FLAMEPUFF2_10,
+ S_FLAMEPUFF2_11,
+ S_FLAMEPUFF2_12,
+ S_FLAMEPUFF2_13,
+ S_FLAMEPUFF2_14,
+ S_FLAMEPUFF2_15,
+ S_FLAMEPUFF2_16,
+ S_FLAMEPUFF2_17,
+ S_FLAMEPUFF2_18,
+ S_FLAMEPUFF2_19,
+ S_FLAMEPUFF2_20,
+ S_CIRCLE_FLAME1,
+ S_CIRCLE_FLAME2,
+ S_CIRCLE_FLAME3,
+ S_CIRCLE_FLAME4,
+ S_CIRCLE_FLAME5,
+ S_CIRCLE_FLAME6,
+ S_CIRCLE_FLAME7,
+ S_CIRCLE_FLAME8,
+ S_CIRCLE_FLAME9,
+ S_CIRCLE_FLAME10,
+ S_CIRCLE_FLAME11,
+ S_CIRCLE_FLAME12,
+ S_CIRCLE_FLAME13,
+ S_CIRCLE_FLAME14,
+ S_CIRCLE_FLAME15,
+ S_CIRCLE_FLAME16,
+ S_CIRCLE_FLAME_X1,
+ S_CIRCLE_FLAME_X2,
+ S_CIRCLE_FLAME_X3,
+ S_CIRCLE_FLAME_X4,
+ S_CIRCLE_FLAME_X5,
+ S_CIRCLE_FLAME_X6,
+ S_CIRCLE_FLAME_X7,
+ S_CIRCLE_FLAME_X8,
+ S_CIRCLE_FLAME_X9,
+ S_CIRCLE_FLAME_X10,
+ S_CFLAME_MISSILE1,
+ S_CFLAME_MISSILE2,
+ S_CFLAME_MISSILE_X,
+ S_CHOLYREADY,
+ S_CHOLYDOWN,
+ S_CHOLYUP,
+ S_CHOLYATK_1,
+ S_CHOLYATK_2,
+ S_CHOLYATK_3,
+ S_CHOLYATK_4,
+ S_CHOLYATK_5,
+ S_CHOLYATK_6,
+ S_CHOLYATK_7,
+ S_CHOLYATK_8,
+ S_CHOLYATK_9,
+ S_HOLY_FX1,
+ S_HOLY_FX2,
+ S_HOLY_FX3,
+ S_HOLY_FX4,
+ S_HOLY_FX_X1,
+ S_HOLY_FX_X2,
+ S_HOLY_FX_X3,
+ S_HOLY_FX_X4,
+ S_HOLY_FX_X5,
+ S_HOLY_FX_X6,
+ S_HOLY_TAIL1,
+ S_HOLY_TAIL2,
+ S_HOLY_PUFF1,
+ S_HOLY_PUFF2,
+ S_HOLY_PUFF3,
+ S_HOLY_PUFF4,
+ S_HOLY_PUFF5,
+ S_HOLY_MISSILE1,
+ S_HOLY_MISSILE2,
+ S_HOLY_MISSILE3,
+ S_HOLY_MISSILE4,
+ S_HOLY_MISSILE_X,
+ S_HOLY_MISSILE_P1,
+ S_HOLY_MISSILE_P2,
+ S_HOLY_MISSILE_P3,
+ S_HOLY_MISSILE_P4,
+ S_HOLY_MISSILE_P5,
+ S_MWANDREADY,
+ S_MWANDDOWN,
+ S_MWANDUP,
+ S_MWANDATK_1,
+ S_MWANDATK_2,
+ S_MWANDATK_3,
+ S_MWANDATK_4,
+ S_MWANDPUFF1,
+ S_MWANDPUFF2,
+ S_MWANDPUFF3,
+ S_MWANDPUFF4,
+ S_MWANDPUFF5,
+ S_MWANDSMOKE1,
+ S_MWANDSMOKE2,
+ S_MWANDSMOKE3,
+ S_MWANDSMOKE4,
+ S_MWAND_MISSILE1,
+ S_MWAND_MISSILE2,
+ S_MW_LIGHTNING1,
+ S_MW_LIGHTNING2,
+ S_MW_LIGHTNING3,
+ S_MW_LIGHTNING4,
+ S_MW_LIGHTNING5,
+ S_MW_LIGHTNING6,
+ S_MW_LIGHTNING7,
+ S_MW_LIGHTNING8,
+ S_MLIGHTNINGREADY,
+ S_MLIGHTNINGREADY2,
+ S_MLIGHTNINGREADY3,
+ S_MLIGHTNINGREADY4,
+ S_MLIGHTNINGREADY5,
+ S_MLIGHTNINGREADY6,
+ S_MLIGHTNINGREADY7,
+ S_MLIGHTNINGREADY8,
+ S_MLIGHTNINGREADY9,
+ S_MLIGHTNINGREADY10,
+ S_MLIGHTNINGREADY11,
+ S_MLIGHTNINGREADY12,
+ S_MLIGHTNINGREADY13,
+ S_MLIGHTNINGREADY14,
+ S_MLIGHTNINGREADY15,
+ S_MLIGHTNINGREADY16,
+ S_MLIGHTNINGREADY17,
+ S_MLIGHTNINGREADY18,
+ S_MLIGHTNINGREADY19,
+ S_MLIGHTNINGREADY20,
+ S_MLIGHTNINGREADY21,
+ S_MLIGHTNINGREADY22,
+ S_MLIGHTNINGREADY23,
+ S_MLIGHTNINGREADY24,
+ S_MLIGHTNINGDOWN,
+ S_MLIGHTNINGUP,
+ S_MLIGHTNINGATK_1,
+ S_MLIGHTNINGATK_2,
+ S_MLIGHTNINGATK_3,
+ S_MLIGHTNINGATK_4,
+ S_MLIGHTNINGATK_5,
+ S_MLIGHTNINGATK_6,
+ S_MLIGHTNINGATK_7,
+ S_MLIGHTNINGATK_8,
+ S_MLIGHTNINGATK_9,
+ S_MLIGHTNINGATK_10,
+ S_MLIGHTNINGATK_11,
+ S_LIGHTNING_CEILING1,
+ S_LIGHTNING_CEILING2,
+ S_LIGHTNING_CEILING3,
+ S_LIGHTNING_CEILING4,
+ S_LIGHTNING_C_X1,
+ S_LIGHTNING_C_X2,
+ S_LIGHTNING_C_X3,
+ S_LIGHTNING_C_X4,
+ S_LIGHTNING_C_X5,
+ S_LIGHTNING_C_X6,
+ S_LIGHTNING_C_X7,
+ S_LIGHTNING_C_X8,
+ S_LIGHTNING_C_X9,
+ S_LIGHTNING_C_X10,
+ S_LIGHTNING_C_X11,
+ S_LIGHTNING_C_X12,
+ S_LIGHTNING_C_X13,
+ S_LIGHTNING_C_X14,
+ S_LIGHTNING_C_X15,
+ S_LIGHTNING_C_X16,
+ S_LIGHTNING_C_X17,
+ S_LIGHTNING_C_X18,
+ S_LIGHTNING_C_X19,
+ S_LIGHTNING_FLOOR1,
+ S_LIGHTNING_FLOOR2,
+ S_LIGHTNING_FLOOR3,
+ S_LIGHTNING_FLOOR4,
+ S_LIGHTNING_F_X1,
+ S_LIGHTNING_F_X2,
+ S_LIGHTNING_F_X3,
+ S_LIGHTNING_F_X4,
+ S_LIGHTNING_F_X5,
+ S_LIGHTNING_F_X6,
+ S_LIGHTNING_F_X7,
+ S_LIGHTNING_F_X8,
+ S_LIGHTNING_F_X9,
+ S_LIGHTNING_F_X10,
+ S_LIGHTNING_F_X11,
+ S_LIGHTNING_F_X12,
+ S_LIGHTNING_F_X13,
+ S_LIGHTNING_F_X14,
+ S_LIGHTNING_F_X15,
+ S_LIGHTNING_F_X16,
+ S_LIGHTNING_F_X17,
+ S_LIGHTNING_F_X18,
+ S_LIGHTNING_F_X19,
+ S_LIGHTNING_ZAP1,
+ S_LIGHTNING_ZAP2,
+ S_LIGHTNING_ZAP3,
+ S_LIGHTNING_ZAP4,
+ S_LIGHTNING_ZAP5,
+ S_LIGHTNING_ZAP_X1,
+ S_LIGHTNING_ZAP_X2,
+ S_LIGHTNING_ZAP_X3,
+ S_LIGHTNING_ZAP_X4,
+ S_LIGHTNING_ZAP_X5,
+ S_LIGHTNING_ZAP_X6,
+ S_LIGHTNING_ZAP_X7,
+ S_LIGHTNING_ZAP_X8,
+ S_MSTAFFREADY,
+ S_MSTAFFREADY2,
+ S_MSTAFFREADY3,
+ S_MSTAFFREADY4,
+ S_MSTAFFREADY5,
+ S_MSTAFFREADY6,
+ S_MSTAFFREADY7,
+ S_MSTAFFREADY8,
+ S_MSTAFFREADY9,
+ S_MSTAFFREADY10,
+ S_MSTAFFREADY11,
+ S_MSTAFFREADY12,
+ S_MSTAFFREADY13,
+ S_MSTAFFREADY14,
+ S_MSTAFFREADY15,
+ S_MSTAFFREADY16,
+ S_MSTAFFREADY17,
+ S_MSTAFFREADY18,
+ S_MSTAFFREADY19,
+ S_MSTAFFREADY20,
+ S_MSTAFFREADY21,
+ S_MSTAFFREADY22,
+ S_MSTAFFREADY23,
+ S_MSTAFFREADY24,
+ S_MSTAFFREADY25,
+ S_MSTAFFREADY26,
+ S_MSTAFFREADY27,
+ S_MSTAFFREADY28,
+ S_MSTAFFREADY29,
+ S_MSTAFFREADY30,
+ S_MSTAFFREADY31,
+ S_MSTAFFREADY32,
+ S_MSTAFFREADY33,
+ S_MSTAFFREADY34,
+ S_MSTAFFREADY35,
+ S_MSTAFFDOWN,
+ S_MSTAFFUP,
+ S_MSTAFFATK_1,
+ S_MSTAFFATK_2,
+ S_MSTAFFATK_3,
+ S_MSTAFFATK_4,
+ S_MSTAFFATK_5,
+ S_MSTAFFATK_6,
+ S_MSTAFFATK_7,
+ S_MSTAFF_FX1_1,
+ S_MSTAFF_FX1_2,
+ S_MSTAFF_FX1_3,
+ S_MSTAFF_FX1_4,
+ S_MSTAFF_FX1_5,
+ S_MSTAFF_FX1_6,
+ S_MSTAFF_FX_X1,
+ S_MSTAFF_FX_X2,
+ S_MSTAFF_FX_X3,
+ S_MSTAFF_FX_X4,
+ S_MSTAFF_FX_X5,
+ S_MSTAFF_FX_X6,
+ S_MSTAFF_FX_X7,
+ S_MSTAFF_FX_X8,
+ S_MSTAFF_FX_X9,
+ S_MSTAFF_FX_X10,
+ S_MSTAFF_FX2_1,
+ S_MSTAFF_FX2_2,
+ S_MSTAFF_FX2_3,
+ S_MSTAFF_FX2_4,
+ S_MSTAFF_FX2_X1,
+ S_MSTAFF_FX2_X2,
+ S_MSTAFF_FX2_X3,
+ S_MSTAFF_FX2_X4,
+ S_MSTAFF_FX2_X5,
+ S_FSWORD1,
+ S_FSWORD2,
+ S_FSWORD3,
+ S_CHOLY1,
+ S_CHOLY2,
+ S_CHOLY3,
+ S_MSTAFF1,
+ S_MSTAFF2,
+ S_MSTAFF3,
+ S_SNOUTREADY,
+ S_SNOUTDOWN,
+ S_SNOUTUP,
+ S_SNOUTATK1,
+ S_SNOUTATK2,
+ S_COS1,
+ S_COS2,
+ S_COS3,
+ S_CONEREADY,
+ S_CONEDOWN,
+ S_CONEUP,
+ S_CONEATK1_1,
+ S_CONEATK1_2,
+ S_CONEATK1_3,
+ S_CONEATK1_4,
+ S_CONEATK1_5,
+ S_CONEATK1_6,
+ S_CONEATK1_7,
+ S_CONEATK1_8,
+ S_SHARDFX1_1,
+ S_SHARDFX1_2,
+ S_SHARDFX1_3,
+ S_SHARDFX1_4,
+ S_SHARDFXE1_1,
+ S_SHARDFXE1_2,
+ S_SHARDFXE1_3,
+ S_SHARDFXE1_4,
+ S_SHARDFXE1_5,
+ S_BLOOD1,
+ S_BLOOD2,
+ S_BLOOD3,
+ S_BLOODSPLATTER1,
+ S_BLOODSPLATTER2,
+ S_BLOODSPLATTER3,
+ S_BLOODSPLATTERX,
+ S_GIBS1,
+ S_FPLAY,
+ S_FPLAY_RUN1,
+ S_FPLAY_RUN2,
+ S_FPLAY_RUN3,
+ S_FPLAY_RUN4,
+ S_FPLAY_ATK1,
+ S_FPLAY_ATK2,
+ S_FPLAY_PAIN,
+ S_FPLAY_PAIN2,
+ S_FPLAY_DIE1,
+ S_FPLAY_DIE2,
+ S_FPLAY_DIE3,
+ S_FPLAY_DIE4,
+ S_FPLAY_DIE5,
+ S_FPLAY_DIE6,
+ S_FPLAY_DIE7,
+ S_FPLAY_XDIE1,
+ S_FPLAY_XDIE2,
+ S_FPLAY_XDIE3,
+ S_FPLAY_XDIE4,
+ S_FPLAY_XDIE5,
+ S_FPLAY_XDIE6,
+ S_FPLAY_XDIE7,
+ S_FPLAY_XDIE8,
+ S_FPLAY_ICE,
+ S_FPLAY_ICE2,
+ S_PLAY_F_FDTH1,
+ S_PLAY_F_FDTH2,
+ S_PLAY_C_FDTH1,
+ S_PLAY_C_FDTH2,
+ S_PLAY_M_FDTH1,
+ S_PLAY_M_FDTH2,
+ S_PLAY_FDTH3,
+ S_PLAY_FDTH4,
+ S_PLAY_FDTH5,
+ S_PLAY_FDTH6,
+ S_PLAY_FDTH7,
+ S_PLAY_FDTH8,
+ S_PLAY_FDTH9,
+ S_PLAY_FDTH10,
+ S_PLAY_FDTH11,
+ S_PLAY_FDTH12,
+ S_PLAY_FDTH13,
+ S_PLAY_FDTH14,
+ S_PLAY_FDTH15,
+ S_PLAY_FDTH16,
+ S_PLAY_FDTH17,
+ S_PLAY_FDTH18,
+ S_PLAY_FDTH19,
+ S_PLAY_FDTH20,
+ S_BLOODYSKULL1,
+ S_BLOODYSKULL2,
+ S_BLOODYSKULL3,
+ S_BLOODYSKULL4,
+ S_BLOODYSKULL5,
+ S_BLOODYSKULL6,
+ S_BLOODYSKULL7,
+ S_BLOODYSKULLX1,
+ S_BLOODYSKULLX2,
+ S_PLAYER_SPEED1,
+ S_PLAYER_SPEED2,
+ S_ICECHUNK1,
+ S_ICECHUNK2,
+ S_ICECHUNK3,
+ S_ICECHUNK4,
+ S_ICECHUNK_HEAD,
+ S_ICECHUNK_HEAD2,
+ S_CPLAY,
+ S_CPLAY_RUN1,
+ S_CPLAY_RUN2,
+ S_CPLAY_RUN3,
+ S_CPLAY_RUN4,
+ S_CPLAY_ATK1,
+ S_CPLAY_ATK2,
+ S_CPLAY_ATK3,
+ S_CPLAY_PAIN,
+ S_CPLAY_PAIN2,
+ S_CPLAY_DIE1,
+ S_CPLAY_DIE2,
+ S_CPLAY_DIE3,
+ S_CPLAY_DIE4,
+ S_CPLAY_DIE5,
+ S_CPLAY_DIE6,
+ S_CPLAY_DIE7,
+ S_CPLAY_DIE8,
+ S_CPLAY_DIE9,
+ S_CPLAY_XDIE1,
+ S_CPLAY_XDIE2,
+ S_CPLAY_XDIE3,
+ S_CPLAY_XDIE4,
+ S_CPLAY_XDIE5,
+ S_CPLAY_XDIE6,
+ S_CPLAY_XDIE7,
+ S_CPLAY_XDIE8,
+ S_CPLAY_XDIE9,
+ S_CPLAY_XDIE10,
+ S_CPLAY_ICE,
+ S_CPLAY_ICE2,
+ S_MPLAY,
+ S_MPLAY_RUN1,
+ S_MPLAY_RUN2,
+ S_MPLAY_RUN3,
+ S_MPLAY_RUN4,
+ S_MPLAY_ATK1,
+ S_MPLAY_ATK2,
+ S_MPLAY_PAIN,
+ S_MPLAY_PAIN2,
+ S_MPLAY_DIE1,
+ S_MPLAY_DIE2,
+ S_MPLAY_DIE3,
+ S_MPLAY_DIE4,
+ S_MPLAY_DIE5,
+ S_MPLAY_DIE6,
+ S_MPLAY_DIE7,
+ S_MPLAY_XDIE1,
+ S_MPLAY_XDIE2,
+ S_MPLAY_XDIE3,
+ S_MPLAY_XDIE4,
+ S_MPLAY_XDIE5,
+ S_MPLAY_XDIE6,
+ S_MPLAY_XDIE7,
+ S_MPLAY_XDIE8,
+ S_MPLAY_XDIE9,
+ S_MPLAY_ICE,
+ S_MPLAY_ICE2,
+ S_PIGPLAY,
+ S_PIGPLAY_RUN1,
+ S_PIGPLAY_RUN2,
+ S_PIGPLAY_RUN3,
+ S_PIGPLAY_RUN4,
+ S_PIGPLAY_ATK1,
+ S_PIGPLAY_PAIN,
+ S_PIG_LOOK1,
+ S_PIG_WALK1,
+ S_PIG_WALK2,
+ S_PIG_WALK3,
+ S_PIG_WALK4,
+ S_PIG_PAIN,
+ S_PIG_ATK1,
+ S_PIG_ATK2,
+ S_PIG_DIE1,
+ S_PIG_DIE2,
+ S_PIG_DIE3,
+ S_PIG_DIE4,
+ S_PIG_DIE5,
+ S_PIG_DIE6,
+ S_PIG_DIE7,
+ S_PIG_DIE8,
+ S_PIG_ICE,
+ S_PIG_ICE2,
+ S_CENTAUR_LOOK1,
+ S_CENTAUR_LOOK2,
+ S_CENTAUR_WALK1,
+ S_CENTAUR_WALK2,
+ S_CENTAUR_WALK3,
+ S_CENTAUR_WALK4,
+ S_CENTAUR_ATK1,
+ S_CENTAUR_ATK2,
+ S_CENTAUR_ATK3,
+ S_CENTAUR_MISSILE1,
+ S_CENTAUR_MISSILE2,
+ S_CENTAUR_MISSILE3,
+ S_CENTAUR_MISSILE4,
+ S_CENTAUR_PAIN1,
+ S_CENTAUR_PAIN2,
+ S_CENTAUR_PAIN3,
+ S_CENTAUR_PAIN4,
+ S_CENTAUR_PAIN5,
+ S_CENTAUR_PAIN6,
+ S_CENTAUR_DEATH1,
+ S_CENTAUR_DEATH2,
+ S_CENTAUR_DEATH3,
+ S_CENTAUR_DEATH4,
+ S_CENTAUR_DEATH5,
+ S_CENTAUR_DEATH6,
+ S_CENTAUR_DEATH7,
+ S_CENTAUR_DEATH8,
+ S_CENTAUR_DEATH9,
+ S_CENTAUR_DEATH0,
+ S_CENTAUR_DEATH_X1,
+ S_CENTAUR_DEATH_X2,
+ S_CENTAUR_DEATH_X3,
+ S_CENTAUR_DEATH_X4,
+ S_CENTAUR_DEATH_X5,
+ S_CENTAUR_DEATH_X6,
+ S_CENTAUR_DEATH_X7,
+ S_CENTAUR_DEATH_X8,
+ S_CENTAUR_DEATH_X9,
+ S_CENTAUR_DEATH_X10,
+ S_CENTAUR_DEATH_X11,
+ S_CENTAUR_ICE,
+ S_CENTAUR_ICE2,
+ S_CENTAUR_FX1,
+ S_CENTAUR_FX_X1,
+ S_CENTAUR_FX_X2,
+ S_CENTAUR_FX_X3,
+ S_CENTAUR_FX_X4,
+ S_CENTAUR_FX_X5,
+ S_CENTAUR_SHIELD1,
+ S_CENTAUR_SHIELD2,
+ S_CENTAUR_SHIELD3,
+ S_CENTAUR_SHIELD4,
+ S_CENTAUR_SHIELD5,
+ S_CENTAUR_SHIELD6,
+ S_CENTAUR_SHIELD_X1,
+ S_CENTAUR_SHIELD_X2,
+ S_CENTAUR_SHIELD_X3,
+ S_CENTAUR_SHIELD_X4,
+ S_CENTAUR_SWORD1,
+ S_CENTAUR_SWORD2,
+ S_CENTAUR_SWORD3,
+ S_CENTAUR_SWORD4,
+ S_CENTAUR_SWORD5,
+ S_CENTAUR_SWORD6,
+ S_CENTAUR_SWORD7,
+ S_CENTAUR_SWORD_X1,
+ S_CENTAUR_SWORD_X2,
+ S_CENTAUR_SWORD_X3,
+ S_DEMN_LOOK1,
+ S_DEMN_LOOK2,
+ S_DEMN_CHASE1,
+ S_DEMN_CHASE2,
+ S_DEMN_CHASE3,
+ S_DEMN_CHASE4,
+ S_DEMN_ATK1_1,
+ S_DEMN_ATK1_2,
+ S_DEMN_ATK1_3,
+ S_DEMN_ATK2_1,
+ S_DEMN_ATK2_2,
+ S_DEMN_ATK2_3,
+ S_DEMN_PAIN1,
+ S_DEMN_PAIN2,
+ S_DEMN_DEATH1,
+ S_DEMN_DEATH2,
+ S_DEMN_DEATH3,
+ S_DEMN_DEATH4,
+ S_DEMN_DEATH5,
+ S_DEMN_DEATH6,
+ S_DEMN_DEATH7,
+ S_DEMN_DEATH8,
+ S_DEMN_DEATH9,
+ S_DEMN_XDEATH1,
+ S_DEMN_XDEATH2,
+ S_DEMN_XDEATH3,
+ S_DEMN_XDEATH4,
+ S_DEMN_XDEATH5,
+ S_DEMN_XDEATH6,
+ S_DEMN_XDEATH7,
+ S_DEMN_XDEATH8,
+ S_DEMN_XDEATH9,
+ S_DEMON_ICE,
+ S_DEMON_ICE2,
+ S_DEMONCHUNK1_1,
+ S_DEMONCHUNK1_2,
+ S_DEMONCHUNK1_3,
+ S_DEMONCHUNK1_4,
+ S_DEMONCHUNK2_1,
+ S_DEMONCHUNK2_2,
+ S_DEMONCHUNK2_3,
+ S_DEMONCHUNK2_4,
+ S_DEMONCHUNK3_1,
+ S_DEMONCHUNK3_2,
+ S_DEMONCHUNK3_3,
+ S_DEMONCHUNK3_4,
+ S_DEMONCHUNK4_1,
+ S_DEMONCHUNK4_2,
+ S_DEMONCHUNK4_3,
+ S_DEMONCHUNK4_4,
+ S_DEMONCHUNK5_1,
+ S_DEMONCHUNK5_2,
+ S_DEMONCHUNK5_3,
+ S_DEMONCHUNK5_4,
+ S_DEMONFX_MOVE1,
+ S_DEMONFX_MOVE2,
+ S_DEMONFX_MOVE3,
+ S_DEMONFX_BOOM1,
+ S_DEMONFX_BOOM2,
+ S_DEMONFX_BOOM3,
+ S_DEMONFX_BOOM4,
+ S_DEMONFX_BOOM5,
+ S_DEMN2_LOOK1,
+ S_DEMN2_LOOK2,
+ S_DEMN2_CHASE1,
+ S_DEMN2_CHASE2,
+ S_DEMN2_CHASE3,
+ S_DEMN2_CHASE4,
+ S_DEMN2_ATK1_1,
+ S_DEMN2_ATK1_2,
+ S_DEMN2_ATK1_3,
+ S_DEMN2_ATK2_1,
+ S_DEMN2_ATK2_2,
+ S_DEMN2_ATK2_3,
+ S_DEMN2_PAIN1,
+ S_DEMN2_PAIN2,
+ S_DEMN2_DEATH1,
+ S_DEMN2_DEATH2,
+ S_DEMN2_DEATH3,
+ S_DEMN2_DEATH4,
+ S_DEMN2_DEATH5,
+ S_DEMN2_DEATH6,
+ S_DEMN2_DEATH7,
+ S_DEMN2_DEATH8,
+ S_DEMN2_DEATH9,
+ S_DEMN2_XDEATH1,
+ S_DEMN2_XDEATH2,
+ S_DEMN2_XDEATH3,
+ S_DEMN2_XDEATH4,
+ S_DEMN2_XDEATH5,
+ S_DEMN2_XDEATH6,
+ S_DEMN2_XDEATH7,
+ S_DEMN2_XDEATH8,
+ S_DEMN2_XDEATH9,
+ S_DEMON2CHUNK1_1,
+ S_DEMON2CHUNK1_2,
+ S_DEMON2CHUNK1_3,
+ S_DEMON2CHUNK1_4,
+ S_DEMON2CHUNK2_1,
+ S_DEMON2CHUNK2_2,
+ S_DEMON2CHUNK2_3,
+ S_DEMON2CHUNK2_4,
+ S_DEMON2CHUNK3_1,
+ S_DEMON2CHUNK3_2,
+ S_DEMON2CHUNK3_3,
+ S_DEMON2CHUNK3_4,
+ S_DEMON2CHUNK4_1,
+ S_DEMON2CHUNK4_2,
+ S_DEMON2CHUNK4_3,
+ S_DEMON2CHUNK4_4,
+ S_DEMON2CHUNK5_1,
+ S_DEMON2CHUNK5_2,
+ S_DEMON2CHUNK5_3,
+ S_DEMON2CHUNK5_4,
+ S_DEMON2FX_MOVE1,
+ S_DEMON2FX_MOVE2,
+ S_DEMON2FX_MOVE3,
+ S_DEMON2FX_MOVE4,
+ S_DEMON2FX_MOVE5,
+ S_DEMON2FX_MOVE6,
+ S_DEMON2FX_BOOM1,
+ S_DEMON2FX_BOOM2,
+ S_DEMON2FX_BOOM3,
+ S_DEMON2FX_BOOM4,
+ S_DEMON2FX_BOOM5,
+ S_DEMON2FX_BOOM6,
+ S_WRAITH_RAISE1,
+ S_WRAITH_RAISE2,
+ S_WRAITH_RAISE3,
+ S_WRAITH_RAISE4,
+ S_WRAITH_RAISE5,
+ S_WRAITH_INIT1,
+ S_WRAITH_INIT2,
+ S_WRAITH_LOOK1,
+ S_WRAITH_LOOK2,
+ S_WRAITH_CHASE1,
+ S_WRAITH_CHASE2,
+ S_WRAITH_CHASE3,
+ S_WRAITH_CHASE4,
+ S_WRAITH_ATK1_1,
+ S_WRAITH_ATK1_2,
+ S_WRAITH_ATK1_3,
+ S_WRAITH_ATK2_1,
+ S_WRAITH_ATK2_2,
+ S_WRAITH_ATK2_3,
+ S_WRAITH_PAIN1,
+ S_WRAITH_PAIN2,
+ S_WRAITH_DEATH1_1,
+ S_WRAITH_DEATH1_2,
+ S_WRAITH_DEATH1_3,
+ S_WRAITH_DEATH1_4,
+ S_WRAITH_DEATH1_5,
+ S_WRAITH_DEATH1_6,
+ S_WRAITH_DEATH1_7,
+ S_WRAITH_DEATH1_8,
+ S_WRAITH_DEATH1_9,
+ S_WRAITH_DEATH1_0,
+ S_WRAITH_DEATH2_1,
+ S_WRAITH_DEATH2_2,
+ S_WRAITH_DEATH2_3,
+ S_WRAITH_DEATH2_4,
+ S_WRAITH_DEATH2_5,
+ S_WRAITH_DEATH2_6,
+ S_WRAITH_DEATH2_7,
+ S_WRAITH_DEATH2_8,
+ S_WRAITH_ICE,
+ S_WRAITH_ICE2,
+ S_WRTHFX_MOVE1,
+ S_WRTHFX_MOVE2,
+ S_WRTHFX_MOVE3,
+ S_WRTHFX_BOOM1,
+ S_WRTHFX_BOOM2,
+ S_WRTHFX_BOOM3,
+ S_WRTHFX_BOOM4,
+ S_WRTHFX_BOOM5,
+ S_WRTHFX_BOOM6,
+ S_WRTHFX_SIZZLE1,
+ S_WRTHFX_SIZZLE2,
+ S_WRTHFX_SIZZLE3,
+ S_WRTHFX_SIZZLE4,
+ S_WRTHFX_SIZZLE5,
+ S_WRTHFX_SIZZLE6,
+ S_WRTHFX_SIZZLE7,
+ S_WRTHFX_DROP1,
+ S_WRTHFX_DROP2,
+ S_WRTHFX_DROP3,
+ S_WRTHFX_DEAD1,
+ S_WRTHFX_ADROP1,
+ S_WRTHFX_ADROP2,
+ S_WRTHFX_ADROP3,
+ S_WRTHFX_ADROP4,
+ S_WRTHFX_ADEAD1,
+ S_WRTHFX_BDROP1,
+ S_WRTHFX_BDROP2,
+ S_WRTHFX_BDROP3,
+ S_WRTHFX_BDEAD1,
+ S_MNTR_SPAWN1,
+ S_MNTR_SPAWN2,
+ S_MNTR_SPAWN3,
+ S_MNTR_LOOK1,
+ S_MNTR_LOOK2,
+ S_MNTR_WALK1,
+ S_MNTR_WALK2,
+ S_MNTR_WALK3,
+ S_MNTR_WALK4,
+ S_MNTR_ROAM1,
+ S_MNTR_ROAM2,
+ S_MNTR_ROAM3,
+ S_MNTR_ROAM4,
+ S_MNTR_ATK1_1,
+ S_MNTR_ATK1_2,
+ S_MNTR_ATK1_3,
+ S_MNTR_ATK2_1,
+ S_MNTR_ATK2_2,
+ S_MNTR_ATK2_3,
+ S_MNTR_ATK3_1,
+ S_MNTR_ATK3_2,
+ S_MNTR_ATK3_3,
+ S_MNTR_ATK3_4,
+ S_MNTR_ATK4_1,
+ S_MNTR_PAIN1,
+ S_MNTR_PAIN2,
+ S_MNTR_DIE1,
+ S_MNTR_DIE2,
+ S_MNTR_DIE3,
+ S_MNTR_DIE4,
+ S_MNTR_DIE5,
+ S_MNTR_DIE6,
+ S_MNTR_DIE7,
+ S_MNTR_DIE8,
+ S_MNTR_DIE9,
+ S_MNTRFX1_1,
+ S_MNTRFX1_2,
+ S_MNTRFXI1_1,
+ S_MNTRFXI1_2,
+ S_MNTRFXI1_3,
+ S_MNTRFXI1_4,
+ S_MNTRFXI1_5,
+ S_MNTRFXI1_6,
+ S_MNTRFX2_1,
+ S_MNTRFXI2_1,
+ S_MNTRFXI2_2,
+ S_MNTRFXI2_3,
+ S_MNTRFXI2_4,
+ S_MNTRFXI2_5,
+ S_MNTRFX3_1,
+ S_MNTRFX3_2,
+ S_MNTRFX3_3,
+ S_MNTRFX3_4,
+ S_MNTRFX3_5,
+ S_MNTRFX3_6,
+ S_MNTRFX3_7,
+ S_MNTRFX3_8,
+ S_MNTRFX3_9,
+ S_MINOSMOKE1,
+ S_MINOSMOKE2,
+ S_MINOSMOKE3,
+ S_MINOSMOKE4,
+ S_MINOSMOKE5,
+ S_MINOSMOKE6,
+ S_MINOSMOKE7,
+ S_MINOSMOKE8,
+ S_MINOSMOKE9,
+ S_MINOSMOKE0,
+ S_MINOSMOKEA,
+ S_MINOSMOKEB,
+ S_MINOSMOKEC,
+ S_MINOSMOKED,
+ S_MINOSMOKEE,
+ S_MINOSMOKEF,
+ S_MINOSMOKEG,
+ S_MINOSMOKEX1,
+ S_MINOSMOKEX2,
+ S_MINOSMOKEX3,
+ S_MINOSMOKEX4,
+ S_MINOSMOKEX5,
+ S_MINOSMOKEX6,
+ S_MINOSMOKEX7,
+ S_MINOSMOKEX8,
+ S_MINOSMOKEX9,
+ S_MINOSMOKEX0,
+ S_MINOSMOKEXA,
+ S_MINOSMOKEXB,
+ S_MINOSMOKEXC,
+ S_MINOSMOKEXD,
+ S_MINOSMOKEXE,
+ S_MINOSMOKEXF,
+ S_MINOSMOKEXG,
+ S_MINOSMOKEXH,
+ S_MINOSMOKEXI,
+ S_SERPENT_LOOK1,
+ S_SERPENT_SWIM1,
+ S_SERPENT_SWIM2,
+ S_SERPENT_SWIM3,
+ S_SERPENT_HUMP1,
+ S_SERPENT_HUMP2,
+ S_SERPENT_HUMP3,
+ S_SERPENT_HUMP4,
+ S_SERPENT_HUMP5,
+ S_SERPENT_HUMP6,
+ S_SERPENT_HUMP7,
+ S_SERPENT_HUMP8,
+ S_SERPENT_HUMP9,
+ S_SERPENT_HUMP10,
+ S_SERPENT_HUMP11,
+ S_SERPENT_HUMP12,
+ S_SERPENT_HUMP13,
+ S_SERPENT_HUMP14,
+ S_SERPENT_HUMP15,
+ S_SERPENT_SURFACE1,
+ S_SERPENT_SURFACE2,
+ S_SERPENT_SURFACE3,
+ S_SERPENT_SURFACE4,
+ S_SERPENT_SURFACE5,
+ S_SERPENT_DIVE1,
+ S_SERPENT_DIVE2,
+ S_SERPENT_DIVE3,
+ S_SERPENT_DIVE4,
+ S_SERPENT_DIVE5,
+ S_SERPENT_DIVE6,
+ S_SERPENT_DIVE7,
+ S_SERPENT_DIVE8,
+ S_SERPENT_DIVE9,
+ S_SERPENT_DIVE10,
+ S_SERPENT_WALK1,
+ S_SERPENT_WALK2,
+ S_SERPENT_WALK3,
+ S_SERPENT_WALK4,
+ S_SERPENT_PAIN1,
+ S_SERPENT_PAIN2,
+ S_SERPENT_ATK1,
+ S_SERPENT_ATK2,
+ S_SERPENT_MELEE1,
+ S_SERPENT_MISSILE1,
+ S_SERPENT_DIE1,
+ S_SERPENT_DIE2,
+ S_SERPENT_DIE3,
+ S_SERPENT_DIE4,
+ S_SERPENT_DIE5,
+ S_SERPENT_DIE6,
+ S_SERPENT_DIE7,
+ S_SERPENT_DIE8,
+ S_SERPENT_DIE9,
+ S_SERPENT_DIE10,
+ S_SERPENT_DIE11,
+ S_SERPENT_DIE12,
+ S_SERPENT_XDIE1,
+ S_SERPENT_XDIE2,
+ S_SERPENT_XDIE3,
+ S_SERPENT_XDIE4,
+ S_SERPENT_XDIE5,
+ S_SERPENT_XDIE6,
+ S_SERPENT_XDIE7,
+ S_SERPENT_XDIE8,
+ S_SERPENT_ICE,
+ S_SERPENT_ICE2,
+ S_SERPENT_FX1,
+ S_SERPENT_FX2,
+ S_SERPENT_FX3,
+ S_SERPENT_FX4,
+ S_SERPENT_FX_X1,
+ S_SERPENT_FX_X2,
+ S_SERPENT_FX_X3,
+ S_SERPENT_FX_X4,
+ S_SERPENT_FX_X5,
+ S_SERPENT_FX_X6,
+ S_SERPENT_HEAD1,
+ S_SERPENT_HEAD2,
+ S_SERPENT_HEAD3,
+ S_SERPENT_HEAD4,
+ S_SERPENT_HEAD5,
+ S_SERPENT_HEAD6,
+ S_SERPENT_HEAD7,
+ S_SERPENT_HEAD8,
+ S_SERPENT_HEAD_X1,
+ S_SERPENT_GIB1_1,
+ S_SERPENT_GIB1_2,
+ S_SERPENT_GIB1_3,
+ S_SERPENT_GIB1_4,
+ S_SERPENT_GIB1_5,
+ S_SERPENT_GIB1_6,
+ S_SERPENT_GIB1_7,
+ S_SERPENT_GIB1_8,
+ S_SERPENT_GIB1_9,
+ S_SERPENT_GIB1_10,
+ S_SERPENT_GIB1_11,
+ S_SERPENT_GIB1_12,
+ S_SERPENT_GIB2_1,
+ S_SERPENT_GIB2_2,
+ S_SERPENT_GIB2_3,
+ S_SERPENT_GIB2_4,
+ S_SERPENT_GIB2_5,
+ S_SERPENT_GIB2_6,
+ S_SERPENT_GIB2_7,
+ S_SERPENT_GIB2_8,
+ S_SERPENT_GIB2_9,
+ S_SERPENT_GIB2_10,
+ S_SERPENT_GIB2_11,
+ S_SERPENT_GIB2_12,
+ S_SERPENT_GIB3_1,
+ S_SERPENT_GIB3_2,
+ S_SERPENT_GIB3_3,
+ S_SERPENT_GIB3_4,
+ S_SERPENT_GIB3_5,
+ S_SERPENT_GIB3_6,
+ S_SERPENT_GIB3_7,
+ S_SERPENT_GIB3_8,
+ S_SERPENT_GIB3_9,
+ S_SERPENT_GIB3_10,
+ S_SERPENT_GIB3_11,
+ S_SERPENT_GIB3_12,
+ S_BISHOP_LOOK1,
+ S_BISHOP_DECIDE,
+ S_BISHOP_BLUR1,
+ S_BISHOP_BLUR2,
+ S_BISHOP_WALK1,
+ S_BISHOP_WALK2,
+ S_BISHOP_WALK3,
+ S_BISHOP_WALK4,
+ S_BISHOP_WALK5,
+ S_BISHOP_WALK6,
+ S_BISHOP_ATK1,
+ S_BISHOP_ATK2,
+ S_BISHOP_ATK3,
+ S_BISHOP_ATK4,
+ S_BISHOP_ATK5,
+ S_BISHOP_PAIN1,
+ S_BISHOP_PAIN2,
+ S_BISHOP_PAIN3,
+ S_BISHOP_PAIN4,
+ S_BISHOP_PAIN5,
+ S_BISHOP_DEATH1,
+ S_BISHOP_DEATH2,
+ S_BISHOP_DEATH3,
+ S_BISHOP_DEATH4,
+ S_BISHOP_DEATH5,
+ S_BISHOP_DEATH6,
+ S_BISHOP_DEATH7,
+ S_BISHOP_DEATH8,
+ S_BISHOP_DEATH9,
+ S_BISHOP_DEATH10,
+ S_BISHOP_ICE,
+ S_BISHOP_ICE2,
+ S_BISHOP_PUFF1,
+ S_BISHOP_PUFF2,
+ S_BISHOP_PUFF3,
+ S_BISHOP_PUFF4,
+ S_BISHOP_PUFF5,
+ S_BISHOP_PUFF6,
+ S_BISHOP_PUFF7,
+ S_BISHOPBLUR1,
+ S_BISHOPBLUR2,
+ S_BISHOPPAINBLUR1,
+ S_BISHFX1_1,
+ S_BISHFX1_2,
+ S_BISHFX1_3,
+ S_BISHFX1_4,
+ S_BISHFX1_5,
+ S_BISHFXI1_1,
+ S_BISHFXI1_2,
+ S_BISHFXI1_3,
+ S_BISHFXI1_4,
+ S_BISHFXI1_5,
+ S_BISHFXI1_6,
+ S_DRAGON_LOOK1,
+ S_DRAGON_INIT,
+ S_DRAGON_INIT2,
+ S_DRAGON_INIT3,
+ S_DRAGON_WALK1,
+ S_DRAGON_WALK2,
+ S_DRAGON_WALK3,
+ S_DRAGON_WALK4,
+ S_DRAGON_WALK5,
+ S_DRAGON_WALK6,
+ S_DRAGON_WALK7,
+ S_DRAGON_WALK8,
+ S_DRAGON_WALK9,
+ S_DRAGON_WALK10,
+ S_DRAGON_WALK11,
+ S_DRAGON_WALK12,
+ S_DRAGON_ATK1,
+ S_DRAGON_PAIN1,
+ S_DRAGON_DEATH1,
+ S_DRAGON_DEATH2,
+ S_DRAGON_DEATH3,
+ S_DRAGON_DEATH4,
+ S_DRAGON_CRASH1,
+ S_DRAGON_CRASH2,
+ S_DRAGON_CRASH3,
+ S_DRAGON_FX1_1,
+ S_DRAGON_FX1_2,
+ S_DRAGON_FX1_3,
+ S_DRAGON_FX1_4,
+ S_DRAGON_FX1_5,
+ S_DRAGON_FX1_6,
+ S_DRAGON_FX1_X1,
+ S_DRAGON_FX1_X2,
+ S_DRAGON_FX1_X3,
+ S_DRAGON_FX1_X4,
+ S_DRAGON_FX1_X5,
+ S_DRAGON_FX1_X6,
+ S_DRAGON_FX2_1,
+ S_DRAGON_FX2_2,
+ S_DRAGON_FX2_3,
+ S_DRAGON_FX2_4,
+ S_DRAGON_FX2_5,
+ S_DRAGON_FX2_6,
+ S_DRAGON_FX2_7,
+ S_DRAGON_FX2_8,
+ S_DRAGON_FX2_9,
+ S_DRAGON_FX2_10,
+ S_DRAGON_FX2_11,
+ S_ARMOR_1,
+ S_ARMOR_2,
+ S_ARMOR_3,
+ S_ARMOR_4,
+ S_MANA1_1,
+ S_MANA1_2,
+ S_MANA1_3,
+ S_MANA1_4,
+ S_MANA1_5,
+ S_MANA1_6,
+ S_MANA1_7,
+ S_MANA1_8,
+ S_MANA1_9,
+ S_MANA2_1,
+ S_MANA2_2,
+ S_MANA2_3,
+ S_MANA2_4,
+ S_MANA2_5,
+ S_MANA2_6,
+ S_MANA2_7,
+ S_MANA2_8,
+ S_MANA2_9,
+ S_MANA2_10,
+ S_MANA2_11,
+ S_MANA2_12,
+ S_MANA2_13,
+ S_MANA2_14,
+ S_MANA2_15,
+ S_MANA2_16,
+ S_MANA3_1,
+ S_MANA3_2,
+ S_MANA3_3,
+ S_MANA3_4,
+ S_MANA3_5,
+ S_MANA3_6,
+ S_MANA3_7,
+ S_MANA3_8,
+ S_MANA3_9,
+ S_MANA3_10,
+ S_MANA3_11,
+ S_MANA3_12,
+ S_MANA3_13,
+ S_MANA3_14,
+ S_MANA3_15,
+ S_MANA3_16,
+ S_KEY1,
+ S_KEY2,
+ S_KEY3,
+ S_KEY4,
+ S_KEY5,
+ S_KEY6,
+ S_KEY7,
+ S_KEY8,
+ S_KEY9,
+ S_KEYA,
+ S_KEYB,
+ S_SND_WIND1,
+ S_SND_WIND2,
+ S_SND_WATERFALL,
+ S_ETTIN_LOOK1,
+ S_ETTIN_LOOK2,
+ S_ETTIN_CHASE1,
+ S_ETTIN_CHASE2,
+ S_ETTIN_CHASE3,
+ S_ETTIN_CHASE4,
+ S_ETTIN_PAIN1,
+ S_ETTIN_ATK1_1,
+ S_ETTIN_ATK1_2,
+ S_ETTIN_ATK1_3,
+ S_ETTIN_DEATH1_1,
+ S_ETTIN_DEATH1_2,
+ S_ETTIN_DEATH1_3,
+ S_ETTIN_DEATH1_4,
+ S_ETTIN_DEATH1_5,
+ S_ETTIN_DEATH1_6,
+ S_ETTIN_DEATH1_7,
+ S_ETTIN_DEATH1_8,
+ S_ETTIN_DEATH1_9,
+ S_ETTIN_DEATH2_1,
+ S_ETTIN_DEATH2_2,
+ S_ETTIN_DEATH2_3,
+ S_ETTIN_DEATH2_4,
+ S_ETTIN_DEATH2_5,
+ S_ETTIN_DEATH2_6,
+ S_ETTIN_DEATH2_7,
+ S_ETTIN_DEATH2_8,
+ S_ETTIN_DEATH2_9,
+ S_ETTIN_DEATH2_0,
+ S_ETTIN_DEATH2_A,
+ S_ETTIN_DEATH2_B,
+ S_ETTIN_ICE1,
+ S_ETTIN_ICE2,
+ S_ETTIN_MACE1,
+ S_ETTIN_MACE2,
+ S_ETTIN_MACE3,
+ S_ETTIN_MACE4,
+ S_ETTIN_MACE5,
+ S_ETTIN_MACE6,
+ S_ETTIN_MACE7,
+ S_FIRED_SPAWN1,
+ S_FIRED_LOOK1,
+ S_FIRED_LOOK2,
+ S_FIRED_LOOK3,
+ S_FIRED_LOOK4,
+ S_FIRED_LOOK5,
+ S_FIRED_LOOK6,
+ S_FIRED_LOOK7,
+ S_FIRED_LOOK8,
+ S_FIRED_LOOK9,
+ S_FIRED_LOOK0,
+ S_FIRED_LOOKA,
+ S_FIRED_LOOKB,
+ S_FIRED_WALK1,
+ S_FIRED_WALK2,
+ S_FIRED_WALK3,
+ S_FIRED_PAIN1,
+ S_FIRED_ATTACK1,
+ S_FIRED_ATTACK2,
+ S_FIRED_ATTACK3,
+ S_FIRED_ATTACK4,
+ S_FIRED_DEATH1,
+ S_FIRED_DEATH2,
+ S_FIRED_DEATH3,
+ S_FIRED_DEATH4,
+ S_FIRED_XDEATH1,
+ S_FIRED_XDEATH2,
+ S_FIRED_XDEATH3,
+ S_FIRED_ICE1,
+ S_FIRED_ICE2,
+ S_FIRED_CORPSE1,
+ S_FIRED_CORPSE2,
+ S_FIRED_CORPSE3,
+ S_FIRED_CORPSE4,
+ S_FIRED_CORPSE5,
+ S_FIRED_CORPSE6,
+ S_FIRED_RDROP1,
+ S_FIRED_RDEAD1_1,
+ S_FIRED_RDEAD1_2,
+ S_FIRED_RDROP2,
+ S_FIRED_RDEAD2_1,
+ S_FIRED_RDEAD2_2,
+ S_FIRED_RDROP3,
+ S_FIRED_RDEAD3_1,
+ S_FIRED_RDEAD3_2,
+ S_FIRED_RDROP4,
+ S_FIRED_RDEAD4_1,
+ S_FIRED_RDEAD4_2,
+ S_FIRED_RDROP5,
+ S_FIRED_RDEAD5_1,
+ S_FIRED_RDEAD5_2,
+ S_FIRED_FX6_1,
+ S_FIRED_FX6_2,
+ S_FIRED_FX6_3,
+ S_FIRED_FX6_4,
+ S_FIRED_FX6_5,
+ S_ICEGUY_LOOK,
+ S_ICEGUY_DORMANT,
+ S_ICEGUY_WALK1,
+ S_ICEGUY_WALK2,
+ S_ICEGUY_WALK3,
+ S_ICEGUY_WALK4,
+ S_ICEGUY_ATK1,
+ S_ICEGUY_ATK2,
+ S_ICEGUY_ATK3,
+ S_ICEGUY_ATK4,
+ S_ICEGUY_PAIN1,
+ S_ICEGUY_DEATH,
+ S_ICEGUY_FX1,
+ S_ICEGUY_FX2,
+ S_ICEGUY_FX3,
+ S_ICEGUY_FX_X1,
+ S_ICEGUY_FX_X2,
+ S_ICEGUY_FX_X3,
+ S_ICEGUY_FX_X4,
+ S_ICEGUY_FX_X5,
+ S_ICEFX_PUFF1,
+ S_ICEFX_PUFF2,
+ S_ICEFX_PUFF3,
+ S_ICEFX_PUFF4,
+ S_ICEFX_PUFF5,
+ S_ICEGUY_FX2_1,
+ S_ICEGUY_FX2_2,
+ S_ICEGUY_FX2_3,
+ S_ICEGUY_BIT1,
+ S_ICEGUY_BIT2,
+ S_ICEGUY_WISP1_1,
+ S_ICEGUY_WISP1_2,
+ S_ICEGUY_WISP1_3,
+ S_ICEGUY_WISP1_4,
+ S_ICEGUY_WISP1_5,
+ S_ICEGUY_WISP1_6,
+ S_ICEGUY_WISP1_7,
+ S_ICEGUY_WISP1_8,
+ S_ICEGUY_WISP1_9,
+ S_ICEGUY_WISP2_1,
+ S_ICEGUY_WISP2_2,
+ S_ICEGUY_WISP2_3,
+ S_ICEGUY_WISP2_4,
+ S_ICEGUY_WISP2_5,
+ S_ICEGUY_WISP2_6,
+ S_ICEGUY_WISP2_7,
+ S_ICEGUY_WISP2_8,
+ S_ICEGUY_WISP2_9,
+ S_FIGHTER,
+ S_FIGHTER2,
+ S_FIGHTERLOOK,
+ S_FIGHTER_RUN1,
+ S_FIGHTER_RUN2,
+ S_FIGHTER_RUN3,
+ S_FIGHTER_RUN4,
+ S_FIGHTER_ATK1,
+ S_FIGHTER_ATK2,
+ S_FIGHTER_PAIN,
+ S_FIGHTER_PAIN2,
+ S_FIGHTER_DIE1,
+ S_FIGHTER_DIE2,
+ S_FIGHTER_DIE3,
+ S_FIGHTER_DIE4,
+ S_FIGHTER_DIE5,
+ S_FIGHTER_DIE6,
+ S_FIGHTER_DIE7,
+ S_FIGHTER_XDIE1,
+ S_FIGHTER_XDIE2,
+ S_FIGHTER_XDIE3,
+ S_FIGHTER_XDIE4,
+ S_FIGHTER_XDIE5,
+ S_FIGHTER_XDIE6,
+ S_FIGHTER_XDIE7,
+ S_FIGHTER_XDIE8,
+ S_FIGHTER_ICE,
+ S_FIGHTER_ICE2,
+ S_CLERIC,
+ S_CLERIC2,
+ S_CLERICLOOK,
+ S_CLERIC_RUN1,
+ S_CLERIC_RUN2,
+ S_CLERIC_RUN3,
+ S_CLERIC_RUN4,
+ S_CLERIC_ATK1,
+ S_CLERIC_ATK2,
+ S_CLERIC_ATK3,
+ S_CLERIC_PAIN,
+ S_CLERIC_PAIN2,
+ S_CLERIC_DIE1,
+ S_CLERIC_DIE2,
+ S_CLERIC_DIE3,
+ S_CLERIC_DIE4,
+ S_CLERIC_DIE5,
+ S_CLERIC_DIE6,
+ S_CLERIC_DIE7,
+ S_CLERIC_DIE8,
+ S_CLERIC_DIE9,
+ S_CLERIC_XDIE1,
+ S_CLERIC_XDIE2,
+ S_CLERIC_XDIE3,
+ S_CLERIC_XDIE4,
+ S_CLERIC_XDIE5,
+ S_CLERIC_XDIE6,
+ S_CLERIC_XDIE7,
+ S_CLERIC_XDIE8,
+ S_CLERIC_XDIE9,
+ S_CLERIC_XDIE10,
+ S_CLERIC_ICE,
+ S_CLERIC_ICE2,
+ S_MAGE,
+ S_MAGE2,
+ S_MAGELOOK,
+ S_MAGE_RUN1,
+ S_MAGE_RUN2,
+ S_MAGE_RUN3,
+ S_MAGE_RUN4,
+ S_MAGE_ATK1,
+ S_MAGE_ATK2,
+ S_MAGE_PAIN,
+ S_MAGE_PAIN2,
+ S_MAGE_DIE1,
+ S_MAGE_DIE2,
+ S_MAGE_DIE3,
+ S_MAGE_DIE4,
+ S_MAGE_DIE5,
+ S_MAGE_DIE6,
+ S_MAGE_DIE7,
+ S_MAGE_XDIE1,
+ S_MAGE_XDIE2,
+ S_MAGE_XDIE3,
+ S_MAGE_XDIE4,
+ S_MAGE_XDIE5,
+ S_MAGE_XDIE6,
+ S_MAGE_XDIE7,
+ S_MAGE_XDIE8,
+ S_MAGE_XDIE9,
+ S_MAGE_ICE,
+ S_MAGE_ICE2,
+ S_SORC_SPAWN1,
+ S_SORC_SPAWN2,
+ S_SORC_LOOK1,
+ S_SORC_WALK1,
+ S_SORC_WALK2,
+ S_SORC_WALK3,
+ S_SORC_WALK4,
+ S_SORC_PAIN1,
+ S_SORC_PAIN2,
+ S_SORC_ATK2_1,
+ S_SORC_ATK2_2,
+ S_SORC_ATK2_3,
+ S_SORC_ATTACK1,
+ S_SORC_ATTACK2,
+ S_SORC_ATTACK3,
+ S_SORC_ATTACK4,
+ S_SORC_ATTACK5,
+ S_SORC_DIE1,
+ S_SORC_DIE2,
+ S_SORC_DIE3,
+ S_SORC_DIE4,
+ S_SORC_DIE5,
+ S_SORC_DIE6,
+ S_SORC_DIE7,
+ S_SORC_DIE8,
+ S_SORC_DIE9,
+ S_SORC_DIE0,
+ S_SORC_DIEA,
+ S_SORC_DIEB,
+ S_SORC_DIEC,
+ S_SORC_DIED,
+ S_SORC_DIEE,
+ S_SORC_DIEF,
+ S_SORC_DIEG,
+ S_SORC_DIEH,
+ S_SORC_DIEI,
+ S_SORCBALL1_1,
+ S_SORCBALL1_2,
+ S_SORCBALL1_3,
+ S_SORCBALL1_4,
+ S_SORCBALL1_5,
+ S_SORCBALL1_6,
+ S_SORCBALL1_7,
+ S_SORCBALL1_8,
+ S_SORCBALL1_9,
+ S_SORCBALL1_0,
+ S_SORCBALL1_A,
+ S_SORCBALL1_B,
+ S_SORCBALL1_C,
+ S_SORCBALL1_D,
+ S_SORCBALL1_E,
+ S_SORCBALL1_F,
+ S_SORCBALL1_D1,
+ S_SORCBALL1_D2,
+ S_SORCBALL1_D5,
+ S_SORCBALL1_D6,
+ S_SORCBALL1_D7,
+ S_SORCBALL1_D8,
+ S_SORCBALL1_D9,
+ S_SORCBALL2_1,
+ S_SORCBALL2_2,
+ S_SORCBALL2_3,
+ S_SORCBALL2_4,
+ S_SORCBALL2_5,
+ S_SORCBALL2_6,
+ S_SORCBALL2_7,
+ S_SORCBALL2_8,
+ S_SORCBALL2_9,
+ S_SORCBALL2_0,
+ S_SORCBALL2_A,
+ S_SORCBALL2_B,
+ S_SORCBALL2_C,
+ S_SORCBALL2_D,
+ S_SORCBALL2_E,
+ S_SORCBALL2_F,
+ S_SORCBALL2_D1,
+ S_SORCBALL2_D2,
+ S_SORCBALL2_D5,
+ S_SORCBALL2_D6,
+ S_SORCBALL2_D7,
+ S_SORCBALL2_D8,
+ S_SORCBALL2_D9,
+ S_SORCBALL3_1,
+ S_SORCBALL3_2,
+ S_SORCBALL3_3,
+ S_SORCBALL3_4,
+ S_SORCBALL3_5,
+ S_SORCBALL3_6,
+ S_SORCBALL3_7,
+ S_SORCBALL3_8,
+ S_SORCBALL3_9,
+ S_SORCBALL3_0,
+ S_SORCBALL3_A,
+ S_SORCBALL3_B,
+ S_SORCBALL3_C,
+ S_SORCBALL3_D,
+ S_SORCBALL3_E,
+ S_SORCBALL3_F,
+ S_SORCBALL3_D1,
+ S_SORCBALL3_D2,
+ S_SORCBALL3_D5,
+ S_SORCBALL3_D6,
+ S_SORCBALL3_D7,
+ S_SORCBALL3_D8,
+ S_SORCBALL3_D9,
+ S_SORCFX1_1,
+ S_SORCFX1_2,
+ S_SORCFX1_3,
+ S_SORCFX1_4,
+ S_SORCFX1_D1,
+ S_SORCFX1_D2,
+ S_SORCFX1_D3,
+ S_SORCFX2_SPLIT1,
+ S_SORCFX2_ORBIT1,
+ S_SORCFX2_ORBIT2,
+ S_SORCFX2_ORBIT3,
+ S_SORCFX2_ORBIT4,
+ S_SORCFX2_ORBIT5,
+ S_SORCFX2_ORBIT6,
+ S_SORCFX2_ORBIT7,
+ S_SORCFX2_ORBIT8,
+ S_SORCFX2_ORBIT9,
+ S_SORCFX2_ORBIT0,
+ S_SORCFX2_ORBITA,
+ S_SORCFX2_ORBITB,
+ S_SORCFX2_ORBITC,
+ S_SORCFX2_ORBITD,
+ S_SORCFX2_ORBITE,
+ S_SORCFX2_ORBITF,
+ S_SORCFX2T1,
+ S_SORCFX3_1,
+ S_SORCFX3_2,
+ S_SORCFX3_3,
+ S_BISHMORPH1,
+ S_BISHMORPHA,
+ S_BISHMORPHB,
+ S_BISHMORPHC,
+ S_BISHMORPHD,
+ S_BISHMORPHE,
+ S_BISHMORPHF,
+ S_BISHMORPHG,
+ S_BISHMORPHH,
+ S_BISHMORPHI,
+ S_BISHMORPHJ,
+ S_SORCFX3_EXP1,
+ S_SORCFX3_EXP2,
+ S_SORCFX3_EXP3,
+ S_SORCFX3_EXP4,
+ S_SORCFX3_EXP5,
+ S_SORCFX4_1,
+ S_SORCFX4_2,
+ S_SORCFX4_3,
+ S_SORCFX4_D1,
+ S_SORCFX4_D2,
+ S_SORCFX4_D3,
+ S_SORCFX4_D4,
+ S_SORCFX4_D5,
+ S_SORCSPARK1,
+ S_SORCSPARK2,
+ S_SORCSPARK3,
+ S_SORCSPARK4,
+ S_SORCSPARK5,
+ S_SORCSPARK6,
+ S_SORCSPARK7,
+ S_BLASTEFFECT1,
+ S_BLASTEFFECT2,
+ S_BLASTEFFECT3,
+ S_BLASTEFFECT4,
+ S_BLASTEFFECT5,
+ S_BLASTEFFECT6,
+ S_BLASTEFFECT7,
+ S_BLASTEFFECT8,
+ S_BLASTEFFECT9,
+ S_WATERDRIP1,
+ S_KORAX_LOOK1,
+ S_KORAX_CHASE1,
+ S_KORAX_CHASE2,
+ S_KORAX_CHASE3,
+ S_KORAX_CHASE4,
+ S_KORAX_CHASE5,
+ S_KORAX_CHASE6,
+ S_KORAX_CHASE7,
+ S_KORAX_CHASE8,
+ S_KORAX_CHASE9,
+ S_KORAX_CHASE0,
+ S_KORAX_CHASEA,
+ S_KORAX_CHASEB,
+ S_KORAX_CHASEC,
+ S_KORAX_CHASED,
+ S_KORAX_CHASEE,
+ S_KORAX_CHASEF,
+ S_KORAX_PAIN1,
+ S_KORAX_PAIN2,
+ S_KORAX_ATTACK1,
+ S_KORAX_ATTACK2,
+ S_KORAX_MISSILE1,
+ S_KORAX_MISSILE2,
+ S_KORAX_MISSILE3,
+ S_KORAX_COMMAND1,
+ S_KORAX_COMMAND2,
+ S_KORAX_COMMAND3,
+ S_KORAX_COMMAND4,
+ S_KORAX_COMMAND5,
+ S_KORAX_DEATH1,
+ S_KORAX_DEATH2,
+ S_KORAX_DEATH3,
+ S_KORAX_DEATH4,
+ S_KORAX_DEATH5,
+ S_KORAX_DEATH6,
+ S_KORAX_DEATH7,
+ S_KORAX_DEATH8,
+ S_KORAX_DEATH9,
+ S_KORAX_DEATH0,
+ S_KORAX_DEATHA,
+ S_KORAX_DEATHB,
+ S_KORAX_DEATHC,
+ S_KORAX_DEATHD,
+ S_KSPIRIT_ROAM1,
+ S_KSPIRIT_ROAM2,
+ S_KSPIRIT_DEATH1,
+ S_KSPIRIT_DEATH2,
+ S_KSPIRIT_DEATH3,
+ S_KSPIRIT_DEATH4,
+ S_KSPIRIT_DEATH5,
+ S_KSPIRIT_DEATH6,
+ S_KBOLT1,
+ S_KBOLT2,
+ S_KBOLT3,
+ S_KBOLT4,
+ S_KBOLT5,
+ S_KBOLT6,
+ S_KBOLT7,
+ S_SPAWNBATS1,
+ S_SPAWNBATS2,
+ S_SPAWNBATS3,
+ S_SPAWNBATS_OFF,
+ S_BAT1,
+ S_BAT2,
+ S_BAT3,
+ S_BAT_DEATH,
+ NUMSTATES
+} statenum_t;
+
+typedef struct
+{
+ spritenum_t sprite;
+ int frame;
+ int tics;
+ void (*action) ();
+ statenum_t nextstate;
+ int misc1, misc2;
+} state_t;
+
+extern state_t states[NUMSTATES];
+extern char *sprnames[];
+
+
+
+typedef enum
+{
+ MT_MAPSPOT,
+ MT_MAPSPOTGRAVITY,
+ MT_FIREBALL1,
+ MT_ARROW,
+ MT_DART,
+ MT_POISONDART,
+ MT_RIPPERBALL,
+ MT_PROJECTILE_BLADE,
+ MT_ICESHARD,
+ MT_FLAME_SMALL_TEMP,
+ MT_FLAME_LARGE_TEMP,
+ MT_FLAME_SMALL,
+ MT_FLAME_LARGE,
+ MT_HEALINGBOTTLE,
+ MT_HEALTHFLASK,
+ MT_ARTIFLY,
+ MT_ARTIINVULNERABILITY,
+ MT_SUMMONMAULATOR,
+ MT_SUMMON_FX,
+ MT_THRUSTFLOOR_UP,
+ MT_THRUSTFLOOR_DOWN,
+ MT_TELEPORTOTHER,
+ MT_TELOTHER_FX1,
+ MT_TELOTHER_FX2,
+ MT_TELOTHER_FX3,
+ MT_TELOTHER_FX4,
+ MT_TELOTHER_FX5,
+ MT_DIRT1,
+ MT_DIRT2,
+ MT_DIRT3,
+ MT_DIRT4,
+ MT_DIRT5,
+ MT_DIRT6,
+ MT_DIRTCLUMP,
+ MT_ROCK1,
+ MT_ROCK2,
+ MT_ROCK3,
+ MT_FOGSPAWNER,
+ MT_FOGPATCHS,
+ MT_FOGPATCHM,
+ MT_FOGPATCHL,
+ MT_QUAKE_FOCUS,
+ MT_SGSHARD1,
+ MT_SGSHARD2,
+ MT_SGSHARD3,
+ MT_SGSHARD4,
+ MT_SGSHARD5,
+ MT_SGSHARD6,
+ MT_SGSHARD7,
+ MT_SGSHARD8,
+ MT_SGSHARD9,
+ MT_SGSHARD0,
+ MT_ARTIEGG,
+ MT_EGGFX,
+ MT_ARTISUPERHEAL,
+ MT_ZWINGEDSTATUENOSKULL,
+ MT_ZGEMPEDESTAL,
+ MT_ARTIPUZZSKULL,
+ MT_ARTIPUZZGEMBIG,
+ MT_ARTIPUZZGEMRED,
+ MT_ARTIPUZZGEMGREEN1,
+ MT_ARTIPUZZGEMGREEN2,
+ MT_ARTIPUZZGEMBLUE1,
+ MT_ARTIPUZZGEMBLUE2,
+ MT_ARTIPUZZBOOK1,
+ MT_ARTIPUZZBOOK2,
+ MT_ARTIPUZZSKULL2,
+ MT_ARTIPUZZFWEAPON,
+ MT_ARTIPUZZCWEAPON,
+ MT_ARTIPUZZMWEAPON,
+ MT_ARTIPUZZGEAR,
+ MT_ARTIPUZZGEAR2,
+ MT_ARTIPUZZGEAR3,
+ MT_ARTIPUZZGEAR4,
+ MT_ARTITORCH,
+ MT_FIREBOMB,
+ MT_ARTITELEPORT,
+ MT_ARTIPOISONBAG,
+ MT_POISONBAG,
+ MT_POISONCLOUD,
+ MT_THROWINGBOMB,
+ MT_SPEEDBOOTS,
+ MT_BOOSTMANA,
+ MT_BOOSTARMOR,
+ MT_BLASTRADIUS,
+ MT_HEALRADIUS,
+ MT_SPLASH,
+ MT_SPLASHBASE,
+ MT_LAVASPLASH,
+ MT_LAVASMOKE,
+ MT_SLUDGECHUNK,
+ MT_SLUDGESPLASH,
+ MT_MISC0,
+ MT_MISC1,
+ MT_MISC2,
+ MT_MISC3,
+ MT_MISC4,
+ MT_MISC5,
+ MT_MISC6,
+ MT_MISC7,
+ MT_MISC8,
+ MT_TREEDESTRUCTIBLE,
+ MT_MISC9,
+ MT_MISC10,
+ MT_MISC11,
+ MT_MISC12,
+ MT_MISC13,
+ MT_MISC14,
+ MT_MISC15,
+ MT_MISC16,
+ MT_MISC17,
+ MT_MISC18,
+ MT_MISC19,
+ MT_MISC20,
+ MT_MISC21,
+ MT_MISC22,
+ MT_MISC23,
+ MT_MISC24,
+ MT_MISC25,
+ MT_MISC26,
+ MT_MISC27,
+ MT_MISC28,
+ MT_MISC29,
+ MT_MISC30,
+ MT_MISC31,
+ MT_MISC32,
+ MT_MISC33,
+ MT_MISC34,
+ MT_MISC35,
+ MT_MISC36,
+ MT_MISC37,
+ MT_MISC38,
+ MT_MISC39,
+ MT_MISC40,
+ MT_MISC41,
+ MT_MISC42,
+ MT_MISC43,
+ MT_MISC44,
+ MT_MISC45,
+ MT_MISC46,
+ MT_MISC47,
+ MT_MISC48,
+ MT_MISC49,
+ MT_MISC50,
+ MT_MISC51,
+ MT_MISC52,
+ MT_MISC53,
+ MT_MISC54,
+ MT_MISC55,
+ MT_MISC56,
+ MT_MISC57,
+ MT_MISC58,
+ MT_MISC59,
+ MT_MISC60,
+ MT_MISC61,
+ MT_MISC62,
+ MT_MISC63,
+ MT_MISC64,
+ MT_MISC65,
+ MT_MISC66,
+ MT_MISC67,
+ MT_MISC68,
+ MT_MISC69,
+ MT_MISC70,
+ MT_MISC71,
+ MT_MISC72,
+ MT_MISC73,
+ MT_MISC74,
+ MT_MISC75,
+ MT_MISC76,
+ MT_POTTERY1,
+ MT_POTTERY2,
+ MT_POTTERY3,
+ MT_POTTERYBIT1,
+ MT_MISC77,
+ MT_ZLYNCHED_NOHEART,
+ MT_MISC78,
+ MT_CORPSEBIT,
+ MT_CORPSEBLOODDRIP,
+ MT_BLOODPOOL,
+ MT_MISC79,
+ MT_MISC80,
+ MT_LEAF1,
+ MT_LEAF2,
+ MT_ZTWINEDTORCH,
+ MT_ZTWINEDTORCH_UNLIT,
+ MT_BRIDGE,
+ MT_BRIDGEBALL,
+ MT_ZWALLTORCH,
+ MT_ZWALLTORCH_UNLIT,
+ MT_ZBARREL,
+ MT_ZSHRUB1,
+ MT_ZSHRUB2,
+ MT_ZBUCKET,
+ MT_ZPOISONSHROOM,
+ MT_ZFIREBULL,
+ MT_ZFIREBULL_UNLIT,
+ MT_FIRETHING,
+ MT_BRASSTORCH,
+ MT_ZSUITOFARMOR,
+ MT_ZARMORCHUNK,
+ MT_ZBELL,
+ MT_ZBLUE_CANDLE,
+ MT_ZIRON_MAIDEN,
+ MT_ZXMAS_TREE,
+ MT_ZCAULDRON,
+ MT_ZCAULDRON_UNLIT,
+ MT_ZCHAINBIT32,
+ MT_ZCHAINBIT64,
+ MT_ZCHAINEND_HEART,
+ MT_ZCHAINEND_HOOK1,
+ MT_ZCHAINEND_HOOK2,
+ MT_ZCHAINEND_SPIKE,
+ MT_ZCHAINEND_SKULL,
+ MT_TABLE_SHIT1,
+ MT_TABLE_SHIT2,
+ MT_TABLE_SHIT3,
+ MT_TABLE_SHIT4,
+ MT_TABLE_SHIT5,
+ MT_TABLE_SHIT6,
+ MT_TABLE_SHIT7,
+ MT_TABLE_SHIT8,
+ MT_TABLE_SHIT9,
+ MT_TABLE_SHIT10,
+ MT_TFOG,
+ MT_MISC81,
+ MT_TELEPORTMAN,
+ MT_PUNCHPUFF,
+ MT_FW_AXE,
+ MT_AXEPUFF,
+ MT_AXEPUFF_GLOW,
+ MT_AXEBLOOD,
+ MT_FW_HAMMER,
+ MT_HAMMER_MISSILE,
+ MT_HAMMERPUFF,
+ MT_FSWORD_MISSILE,
+ MT_FSWORD_FLAME,
+ MT_CW_SERPSTAFF,
+ MT_CSTAFF_MISSILE,
+ MT_CSTAFFPUFF,
+ MT_CW_FLAME,
+ MT_CFLAMEFLOOR,
+ MT_FLAMEPUFF,
+ MT_FLAMEPUFF2,
+ MT_CIRCLEFLAME,
+ MT_CFLAME_MISSILE,
+ MT_HOLY_FX,
+ MT_HOLY_TAIL,
+ MT_HOLY_PUFF,
+ MT_HOLY_MISSILE,
+ MT_HOLY_MISSILE_PUFF,
+ MT_MWANDPUFF,
+ MT_MWANDSMOKE,
+ MT_MWAND_MISSILE,
+ MT_MW_LIGHTNING,
+ MT_LIGHTNING_CEILING,
+ MT_LIGHTNING_FLOOR,
+ MT_LIGHTNING_ZAP,
+ MT_MSTAFF_FX,
+ MT_MSTAFF_FX2,
+ MT_FW_SWORD1,
+ MT_FW_SWORD2,
+ MT_FW_SWORD3,
+ MT_CW_HOLY1,
+ MT_CW_HOLY2,
+ MT_CW_HOLY3,
+ MT_MW_STAFF1,
+ MT_MW_STAFF2,
+ MT_MW_STAFF3,
+ MT_SNOUTPUFF,
+ MT_MW_CONE,
+ MT_SHARDFX1,
+ MT_BLOOD,
+ MT_BLOODSPLATTER,
+ MT_GIBS,
+ MT_PLAYER_FIGHTER,
+ MT_BLOODYSKULL,
+ MT_PLAYER_SPEED,
+ MT_ICECHUNK,
+ MT_PLAYER_CLERIC,
+ MT_PLAYER_MAGE,
+ MT_PIGPLAYER,
+ MT_PIG,
+ MT_CENTAUR,
+ MT_CENTAURLEADER,
+ MT_CENTAUR_FX,
+ MT_CENTAUR_SHIELD,
+ MT_CENTAUR_SWORD,
+ MT_DEMON,
+ MT_DEMONCHUNK1,
+ MT_DEMONCHUNK2,
+ MT_DEMONCHUNK3,
+ MT_DEMONCHUNK4,
+ MT_DEMONCHUNK5,
+ MT_DEMONFX1,
+ MT_DEMON2,
+ MT_DEMON2CHUNK1,
+ MT_DEMON2CHUNK2,
+ MT_DEMON2CHUNK3,
+ MT_DEMON2CHUNK4,
+ MT_DEMON2CHUNK5,
+ MT_DEMON2FX1,
+ MT_WRAITHB,
+ MT_WRAITH,
+ MT_WRAITHFX1,
+ MT_WRAITHFX2,
+ MT_WRAITHFX3,
+ MT_WRAITHFX4,
+ MT_WRAITHFX5,
+ MT_MINOTAUR,
+ MT_MNTRFX1,
+ MT_MNTRFX2,
+ MT_MNTRFX3,
+ MT_MNTRSMOKE,
+ MT_MNTRSMOKEEXIT,
+ MT_SERPENT,
+ MT_SERPENTLEADER,
+ MT_SERPENTFX,
+ MT_SERPENT_HEAD,
+ MT_SERPENT_GIB1,
+ MT_SERPENT_GIB2,
+ MT_SERPENT_GIB3,
+ MT_BISHOP,
+ MT_BISHOP_PUFF,
+ MT_BISHOPBLUR,
+ MT_BISHOPPAINBLUR,
+ MT_BISH_FX,
+ MT_DRAGON,
+ MT_DRAGON_FX,
+ MT_DRAGON_FX2,
+ MT_ARMOR_1,
+ MT_ARMOR_2,
+ MT_ARMOR_3,
+ MT_ARMOR_4,
+ MT_MANA1,
+ MT_MANA2,
+ MT_MANA3,
+ MT_KEY1,
+ MT_KEY2,
+ MT_KEY3,
+ MT_KEY4,
+ MT_KEY5,
+ MT_KEY6,
+ MT_KEY7,
+ MT_KEY8,
+ MT_KEY9,
+ MT_KEYA,
+ MT_KEYB,
+ MT_SOUNDWIND,
+ MT_SOUNDWATERFALL,
+ MT_ETTIN,
+ MT_ETTIN_MACE,
+ MT_FIREDEMON,
+ MT_FIREDEMON_SPLOTCH1,
+ MT_FIREDEMON_SPLOTCH2,
+ MT_FIREDEMON_FX1,
+ MT_FIREDEMON_FX2,
+ MT_FIREDEMON_FX3,
+ MT_FIREDEMON_FX4,
+ MT_FIREDEMON_FX5,
+ MT_FIREDEMON_FX6,
+ MT_ICEGUY,
+ MT_ICEGUY_FX,
+ MT_ICEFX_PUFF,
+ MT_ICEGUY_FX2,
+ MT_ICEGUY_BIT,
+ MT_ICEGUY_WISP1,
+ MT_ICEGUY_WISP2,
+ MT_FIGHTER_BOSS,
+ MT_CLERIC_BOSS,
+ MT_MAGE_BOSS,
+ MT_SORCBOSS,
+ MT_SORCBALL1,
+ MT_SORCBALL2,
+ MT_SORCBALL3,
+ MT_SORCFX1,
+ MT_SORCFX2,
+ MT_SORCFX2_T1,
+ MT_SORCFX3,
+ MT_SORCFX3_EXPLOSION,
+ MT_SORCFX4,
+ MT_SORCSPARK1,
+ MT_BLASTEFFECT,
+ MT_WATER_DRIP,
+ MT_KORAX,
+ MT_KORAX_SPIRIT1,
+ MT_KORAX_SPIRIT2,
+ MT_KORAX_SPIRIT3,
+ MT_KORAX_SPIRIT4,
+ MT_KORAX_SPIRIT5,
+ MT_KORAX_SPIRIT6,
+ MT_DEMON_MASH,
+ MT_DEMON2_MASH,
+ MT_ETTIN_MASH,
+ MT_CENTAUR_MASH,
+ MT_KORAX_BOLT,
+ MT_BAT_SPAWNER,
+ MT_BAT,
+ NUMMOBJTYPES
+} mobjtype_t;
+
+typedef struct
+{
+ int doomednum;
+ int spawnstate;
+ int spawnhealth;
+ int seestate;
+ int seesound;
+ int reactiontime;
+ int attacksound;
+ int painstate;
+ int painchance;
+ int painsound;
+ int meleestate;
+ int missilestate;
+ int crashstate;
+ int deathstate;
+ int xdeathstate;
+ int deathsound;
+ int speed;
+ int radius;
+ int height;
+ int mass;
+ int damage;
+ int activesound;
+ int flags;
+ int flags2;
+} mobjinfo_t;
+
+extern mobjinfo_t mobjinfo[NUMMOBJTYPES];
diff --git a/src/hexen/m_misc.c b/src/hexen/m_misc.c
new file mode 100644
index 00000000..dee6bd56
--- /dev/null
+++ b/src/hexen/m_misc.c
@@ -0,0 +1,29 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+
diff --git a/src/hexen/m_random.c b/src/hexen/m_random.c
new file mode 100644
index 00000000..1496490f
--- /dev/null
+++ b/src/hexen/m_random.c
@@ -0,0 +1,82 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "m_random.h"
+
+// This is the new flat distribution table
+
+static const unsigned char rndtable[256] = {
+ 201, 1, 243, 19, 18, 42, 183, 203, 101, 123, 154, 137, 34, 118, 10, 216,
+ 135, 246, 0, 107, 133, 229, 35, 113, 177, 211, 110, 17, 139, 84, 251, 235,
+ 182, 166, 161, 230, 143, 91, 24, 81, 22, 94, 7, 51, 232, 104, 122, 248,
+ 175, 138, 127, 171, 222, 213, 44, 16, 9, 33, 88, 102, 170, 150, 136, 114,
+ 62, 3, 142, 237, 6, 252, 249, 56, 74, 30, 13, 21, 180, 199, 32, 132,
+ 187, 234, 78, 210, 46, 131, 197, 8, 206, 244, 73, 4, 236, 178, 195, 70,
+ 121, 97, 167, 217, 103, 40, 247, 186, 105, 39, 95, 163, 99, 149, 253, 29,
+ 119, 83, 254, 26, 202, 65, 130, 155, 60, 64, 184, 106, 221, 93, 164, 196,
+ 112, 108, 179, 141, 54, 109, 11, 126, 75, 165, 191, 227, 87, 225, 156, 15,
+ 98, 162, 116, 79, 169, 140, 190, 205, 168, 194, 41, 250, 27, 20, 14, 241,
+ 50, 214, 72, 192, 220, 233, 67, 148, 96, 185, 176, 181, 215, 207, 172, 85,
+ 89, 90, 209, 128, 124, 2, 55, 173, 66, 152, 47, 129, 59, 43, 159, 240,
+ 239, 12, 189, 212, 144, 28, 200, 77, 219, 198, 134, 228, 45, 92, 125, 151,
+ 5, 53, 255, 52, 68, 245, 160, 158, 61, 86, 58, 82, 117, 37, 242, 145,
+ 69, 188, 115, 76, 63, 100, 49, 111, 153, 80, 38, 57, 174, 224, 71, 231,
+ 23, 25, 48, 218, 120, 147, 208, 36, 226, 223, 193, 238, 157, 204, 146, 31
+};
+
+
+int rndindex = 0;
+int prndindex = 0;
+
+/*
+===============
+=
+= M_Random
+=
+= Returns a 0-255 number
+=
+===============
+*/
+
+
+int P_Random(void)
+{
+ prndindex = (prndindex + 1) & 0xff;
+ return rndtable[prndindex];
+}
+
+int M_Random(void)
+{
+ rndindex = (rndindex + 1) & 0xff;
+ return rndtable[rndindex];
+}
+
+void M_ClearRandom(void)
+{
+ rndindex = prndindex = 0;
+}
+
diff --git a/src/hexen/m_random.h b/src/hexen/m_random.h
new file mode 100644
index 00000000..582bcfa7
--- /dev/null
+++ b/src/hexen/m_random.h
@@ -0,0 +1,42 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef HEXEN_M_RANDOM_H
+#define HEXEN_M_RANDOM_H
+
+// Most damage defined using HITDICE
+#define HITDICE(a) ((1+(P_Random()&7))*a)
+
+int M_Random(void);
+// returns a number from 0 to 255
+int P_Random(void);
+// as M_Random, but used only by the play simulation
+
+void M_ClearRandom(void);
+// fix randoms for demos
+
+extern int rndindex;
+
+#endif // HEXEN_M_RANDOM_H
+
diff --git a/src/hexen/mn_menu.c b/src/hexen/mn_menu.c
new file mode 100644
index 00000000..09a8f1ea
--- /dev/null
+++ b/src/hexen/mn_menu.c
@@ -0,0 +1,1752 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include <ctype.h>
+#include "h2def.h"
+#include "doomkeys.h"
+#include "i_system.h"
+#include "i_swap.h"
+#include "i_video.h"
+#include "m_controls.h"
+#include "p_local.h"
+#include "r_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define LEFT_DIR 0
+#define RIGHT_DIR 1
+#define ITEM_HEIGHT 20
+#define SELECTOR_XOFFSET (-28)
+#define SELECTOR_YOFFSET (-1)
+#define SLOTTEXTLEN 16
+#define ASCII_CURSOR '['
+
+// TYPES -------------------------------------------------------------------
+
+typedef enum
+{
+ ITT_EMPTY,
+ ITT_EFUNC,
+ ITT_LRFUNC,
+ ITT_SETMENU,
+ ITT_INERT
+} ItemType_t;
+
+typedef enum
+{
+ MENU_MAIN,
+ MENU_CLASS,
+ MENU_SKILL,
+ MENU_OPTIONS,
+ MENU_OPTIONS2,
+ MENU_FILES,
+ MENU_LOAD,
+ MENU_SAVE,
+ MENU_NONE
+} MenuType_t;
+
+typedef struct
+{
+ ItemType_t type;
+ char *text;
+ void (*func) (int option);
+ int option;
+ MenuType_t menu;
+} MenuItem_t;
+
+typedef struct
+{
+ int x;
+ int y;
+ void (*drawFunc) (void);
+ int itemCount;
+ MenuItem_t *items;
+ int oldItPos;
+ MenuType_t prevMenu;
+} Menu_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void InitFonts(void);
+static void SetMenu(MenuType_t menu);
+static void SCQuitGame(int option);
+static void SCClass(int option);
+static void SCSkill(int option);
+static void SCMouseSensi(int option);
+static void SCSfxVolume(int option);
+static void SCMusicVolume(int option);
+static void SCScreenSize(int option);
+static boolean SCNetCheck(int option);
+static void SCNetCheck2(int option);
+static void SCLoadGame(int option);
+static void SCSaveGame(int option);
+static void SCMessages(int option);
+static void SCEndGame(int option);
+static void SCInfo(int option);
+static void DrawMainMenu(void);
+static void DrawClassMenu(void);
+static void DrawSkillMenu(void);
+static void DrawOptionsMenu(void);
+static void DrawOptions2Menu(void);
+static void DrawFileSlots(Menu_t * menu);
+static void DrawFilesMenu(void);
+static void MN_DrawInfo(void);
+static void DrawLoadMenu(void);
+static void DrawSaveMenu(void);
+static void DrawSlider(Menu_t * menu, int item, int width, int slot);
+void MN_LoadSlotText(void);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern int detailLevel;
+extern char *SavePath;
+extern int key_speed, key_strafe;
+extern boolean gamekeydown[256]; // The NUMKEYS macro is local to g_game
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+boolean MenuActive;
+int InfoType;
+int messageson = true;
+boolean mn_SuicideConsole;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int FontABaseLump;
+static int FontAYellowBaseLump;
+static int FontBBaseLump;
+static int MauloBaseLump;
+static Menu_t *CurrentMenu;
+static int CurrentItPos;
+static int MenuPClass;
+static int MenuTime;
+static boolean soundchanged;
+
+boolean askforquit;
+boolean typeofask;
+static boolean FileMenuKeySteal;
+static boolean slottextloaded;
+static char SlotText[6][SLOTTEXTLEN + 2];
+static char oldSlotText[SLOTTEXTLEN + 2];
+static int SlotStatus[6];
+static int slotptr;
+static int currentSlot;
+static int quicksave;
+static int quickload;
+
+static MenuItem_t MainItems[] = {
+ {ITT_SETMENU, "NEW GAME", SCNetCheck2, 1, MENU_CLASS},
+ {ITT_SETMENU, "OPTIONS", NULL, 0, MENU_OPTIONS},
+ {ITT_SETMENU, "GAME FILES", NULL, 0, MENU_FILES},
+ {ITT_EFUNC, "INFO", SCInfo, 0, MENU_NONE},
+ {ITT_EFUNC, "QUIT GAME", SCQuitGame, 0, MENU_NONE}
+};
+
+static Menu_t MainMenu = {
+ 110, 56,
+ DrawMainMenu,
+ 5, MainItems,
+ 0,
+ MENU_NONE
+};
+
+static MenuItem_t ClassItems[] = {
+ {ITT_EFUNC, "FIGHTER", SCClass, 0, MENU_NONE},
+ {ITT_EFUNC, "CLERIC", SCClass, 1, MENU_NONE},
+ {ITT_EFUNC, "MAGE", SCClass, 2, MENU_NONE}
+};
+
+static Menu_t ClassMenu = {
+ 66, 66,
+ DrawClassMenu,
+ 3, ClassItems,
+ 0,
+ MENU_MAIN
+};
+
+static MenuItem_t FilesItems[] = {
+ {ITT_SETMENU, "LOAD GAME", SCNetCheck2, 2, MENU_LOAD},
+ {ITT_SETMENU, "SAVE GAME", NULL, 0, MENU_SAVE}
+};
+
+static Menu_t FilesMenu = {
+ 110, 60,
+ DrawFilesMenu,
+ 2, FilesItems,
+ 0,
+ MENU_MAIN
+};
+
+static MenuItem_t LoadItems[] = {
+ {ITT_EFUNC, NULL, SCLoadGame, 0, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 1, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 2, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 3, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 4, MENU_NONE},
+ {ITT_EFUNC, NULL, SCLoadGame, 5, MENU_NONE}
+};
+
+static Menu_t LoadMenu = {
+ 70, 30,
+ DrawLoadMenu,
+ 6, LoadItems,
+ 0,
+ MENU_FILES
+};
+
+static MenuItem_t SaveItems[] = {
+ {ITT_EFUNC, NULL, SCSaveGame, 0, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 1, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 2, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 3, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 4, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSaveGame, 5, MENU_NONE}
+};
+
+static Menu_t SaveMenu = {
+ 70, 30,
+ DrawSaveMenu,
+ 6, SaveItems,
+ 0,
+ MENU_FILES
+};
+
+static MenuItem_t SkillItems[] = {
+ {ITT_EFUNC, NULL, SCSkill, sk_baby, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSkill, sk_easy, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSkill, sk_medium, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSkill, sk_hard, MENU_NONE},
+ {ITT_EFUNC, NULL, SCSkill, sk_nightmare, MENU_NONE}
+};
+
+static Menu_t SkillMenu = {
+ 120, 44,
+ DrawSkillMenu,
+ 5, SkillItems,
+ 2,
+ MENU_CLASS
+};
+
+static MenuItem_t OptionsItems[] = {
+ {ITT_EFUNC, "END GAME", SCEndGame, 0, MENU_NONE},
+ {ITT_EFUNC, "MESSAGES : ", SCMessages, 0, MENU_NONE},
+ {ITT_LRFUNC, "MOUSE SENSITIVITY", SCMouseSensi, 0, MENU_NONE},
+ {ITT_EMPTY, NULL, NULL, 0, MENU_NONE},
+ {ITT_SETMENU, "MORE...", NULL, 0, MENU_OPTIONS2}
+};
+
+static Menu_t OptionsMenu = {
+ 88, 30,
+ DrawOptionsMenu,
+ 5, OptionsItems,
+ 0,
+ MENU_MAIN
+};
+
+static MenuItem_t Options2Items[] = {
+ {ITT_LRFUNC, "SCREEN SIZE", SCScreenSize, 0, MENU_NONE},
+ {ITT_EMPTY, NULL, NULL, 0, MENU_NONE},
+ {ITT_LRFUNC, "SFX VOLUME", SCSfxVolume, 0, MENU_NONE},
+ {ITT_EMPTY, NULL, NULL, 0, MENU_NONE},
+ {ITT_LRFUNC, "MUSIC VOLUME", SCMusicVolume, 0, MENU_NONE},
+ {ITT_EMPTY, NULL, NULL, 0, MENU_NONE}
+};
+
+static Menu_t Options2Menu = {
+ 90, 20,
+ DrawOptions2Menu,
+ 6, Options2Items,
+ 0,
+ MENU_OPTIONS
+};
+
+static Menu_t *Menus[] = {
+ &MainMenu,
+ &ClassMenu,
+ &SkillMenu,
+ &OptionsMenu,
+ &Options2Menu,
+ &FilesMenu,
+ &LoadMenu,
+ &SaveMenu
+};
+
+static char *GammaText[] = {
+ TXT_GAMMA_LEVEL_OFF,
+ TXT_GAMMA_LEVEL_1,
+ TXT_GAMMA_LEVEL_2,
+ TXT_GAMMA_LEVEL_3,
+ TXT_GAMMA_LEVEL_4
+};
+
+// CODE --------------------------------------------------------------------
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_Init
+//
+//---------------------------------------------------------------------------
+
+void MN_Init(void)
+{
+ InitFonts();
+ MenuActive = false;
+// messageson = true; // Set by defaults in .CFG
+ MauloBaseLump = W_GetNumForName("FBULA0"); // ("M_SKL00");
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC InitFonts
+//
+//---------------------------------------------------------------------------
+
+static void InitFonts(void)
+{
+ FontABaseLump = W_GetNumForName("FONTA_S") + 1;
+ FontAYellowBaseLump = W_GetNumForName("FONTAY_S") + 1;
+ FontBBaseLump = W_GetNumForName("FONTB_S") + 1;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DrTextA
+//
+// Draw text using font A.
+//
+//---------------------------------------------------------------------------
+
+void MN_DrTextA(char *text, int x, int y)
+{
+ char c;
+ patch_t *p;
+
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ x += 5;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ V_DrawPatch(x, y, p);
+ x += SHORT(p->width) - 1;
+ }
+ }
+}
+
+//==========================================================================
+//
+// MN_DrTextAYellow
+//
+//==========================================================================
+
+void MN_DrTextAYellow(char *text, int x, int y)
+{
+ char c;
+ patch_t *p;
+
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ x += 5;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontAYellowBaseLump + c - 33, PU_CACHE);
+ V_DrawPatch(x, y, p);
+ x += p->width - 1;
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC MN_TextAWidth
+//
+// Returns the pixel width of a string using font A.
+//
+//---------------------------------------------------------------------------
+
+int MN_TextAWidth(char *text)
+{
+ char c;
+ int width;
+ patch_t *p;
+
+ width = 0;
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ width += 5;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ width += SHORT(p->width) - 1;
+ }
+ }
+ return (width);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DrTextB
+//
+// Draw text using font B.
+//
+//---------------------------------------------------------------------------
+
+void MN_DrTextB(char *text, int x, int y)
+{
+ char c;
+ patch_t *p;
+
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ x += 8;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontBBaseLump + c - 33, PU_CACHE);
+ V_DrawPatch(x, y, p);
+ x += SHORT(p->width) - 1;
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC MN_TextBWidth
+//
+// Returns the pixel width of a string using font B.
+//
+//---------------------------------------------------------------------------
+
+int MN_TextBWidth(char *text)
+{
+ char c;
+ int width;
+ patch_t *p;
+
+ width = 0;
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ width += 5;
+ }
+ else
+ {
+ p = W_CacheLumpNum(FontBBaseLump + c - 33, PU_CACHE);
+ width += SHORT(p->width) - 1;
+ }
+ }
+ return (width);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_Ticker
+//
+//---------------------------------------------------------------------------
+
+void MN_Ticker(void)
+{
+ if (MenuActive == false)
+ {
+ return;
+ }
+ MenuTime++;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_Drawer
+//
+//---------------------------------------------------------------------------
+
+char *QuitEndMsg[] = {
+ "ARE YOU SURE YOU WANT TO QUIT?",
+ "ARE YOU SURE YOU WANT TO END THE GAME?",
+ "DO YOU WANT TO QUICKSAVE THE GAME NAMED",
+ "DO YOU WANT TO QUICKLOAD THE GAME NAMED",
+ "ARE YOU SURE YOU WANT TO SUICIDE?"
+};
+
+void MN_Drawer(void)
+{
+ int i;
+ int x;
+ int y;
+ MenuItem_t *item;
+ char *selName;
+
+ if (MenuActive == false)
+ {
+ if (askforquit)
+ {
+ MN_DrTextA(QuitEndMsg[typeofask - 1], 160 -
+ MN_TextAWidth(QuitEndMsg[typeofask - 1]) / 2, 80);
+ if (typeofask == 3)
+ {
+ MN_DrTextA(SlotText[quicksave - 1], 160 -
+ MN_TextAWidth(SlotText[quicksave - 1]) / 2, 90);
+ MN_DrTextA("?", 160 +
+ MN_TextAWidth(SlotText[quicksave - 1]) / 2, 90);
+ }
+ if (typeofask == 4)
+ {
+ MN_DrTextA(SlotText[quickload - 1], 160 -
+ MN_TextAWidth(SlotText[quickload - 1]) / 2, 90);
+ MN_DrTextA("?", 160 +
+ MN_TextAWidth(SlotText[quicksave - 1]) / 2, 90);
+ }
+ UpdateState |= I_FULLSCRN;
+ }
+ return;
+ }
+ else
+ {
+ UpdateState |= I_FULLSCRN;
+ if (InfoType)
+ {
+ MN_DrawInfo();
+ return;
+ }
+ if (screenblocks < 10)
+ {
+ BorderNeedRefresh = true;
+ }
+ if (CurrentMenu->drawFunc != NULL)
+ {
+ CurrentMenu->drawFunc();
+ }
+ x = CurrentMenu->x;
+ y = CurrentMenu->y;
+ item = CurrentMenu->items;
+ for (i = 0; i < CurrentMenu->itemCount; i++)
+ {
+ if (item->type != ITT_EMPTY && item->text)
+ {
+ MN_DrTextB(item->text, x, y);
+ }
+ y += ITEM_HEIGHT;
+ item++;
+ }
+ y = CurrentMenu->y + (CurrentItPos * ITEM_HEIGHT) + SELECTOR_YOFFSET;
+ selName = MenuTime & 16 ? "M_SLCTR1" : "M_SLCTR2";
+ V_DrawPatch(x + SELECTOR_XOFFSET, y,
+ W_CacheLumpName(selName, PU_CACHE));
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawMainMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawMainMenu(void)
+{
+ int frame;
+
+ frame = (MenuTime / 5) % 7;
+ V_DrawPatch(88, 0, W_CacheLumpName("M_HTIC", PU_CACHE));
+// Old Gold skull positions: (40, 10) and (232, 10)
+ V_DrawPatch(37, 80, W_CacheLumpNum(MauloBaseLump + (frame + 2) % 7,
+ PU_CACHE));
+ V_DrawPatch(278, 80, W_CacheLumpNum(MauloBaseLump + frame, PU_CACHE));
+}
+
+//==========================================================================
+//
+// DrawClassMenu
+//
+//==========================================================================
+
+static void DrawClassMenu(void)
+{
+ pclass_t class;
+ static char *boxLumpName[3] = {
+ "m_fbox",
+ "m_cbox",
+ "m_mbox"
+ };
+ static char *walkLumpName[3] = {
+ "m_fwalk1",
+ "m_cwalk1",
+ "m_mwalk1"
+ };
+
+ MN_DrTextB("CHOOSE CLASS:", 34, 24);
+ class = (pclass_t) CurrentMenu->items[CurrentItPos].option;
+ V_DrawPatch(174, 8, W_CacheLumpName(boxLumpName[class], PU_CACHE));
+ V_DrawPatch(174 + 24, 8 + 12,
+ W_CacheLumpNum(W_GetNumForName(walkLumpName[class])
+ + ((MenuTime >> 3) & 3), PU_CACHE));
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSkillMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawSkillMenu(void)
+{
+ MN_DrTextB("CHOOSE SKILL LEVEL:", 74, 16);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawFilesMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawFilesMenu(void)
+{
+// clear out the quicksave/quickload stuff
+ quicksave = 0;
+ quickload = 0;
+ P_ClearMessage(&players[consoleplayer]);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawLoadMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawLoadMenu(void)
+{
+ MN_DrTextB("LOAD GAME", 160 - MN_TextBWidth("LOAD GAME") / 2, 10);
+ if (!slottextloaded)
+ {
+ MN_LoadSlotText();
+ }
+ DrawFileSlots(&LoadMenu);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSaveMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawSaveMenu(void)
+{
+ MN_DrTextB("SAVE GAME", 160 - MN_TextBWidth("SAVE GAME") / 2, 10);
+ if (!slottextloaded)
+ {
+ MN_LoadSlotText();
+ }
+ DrawFileSlots(&SaveMenu);
+}
+
+//===========================================================================
+//
+// MN_LoadSlotText
+//
+// For each slot, looks for save games and reads the description field.
+//
+//===========================================================================
+
+void MN_LoadSlotText(void)
+{
+ int slot;
+ FILE *fp;
+ char name[100];
+ char versionText[HXS_VERSION_TEXT_LENGTH];
+ char description[HXS_DESCRIPTION_LENGTH];
+ boolean found;
+
+ for (slot = 0; slot < 6; slot++)
+ {
+ found = false;
+ sprintf(name, "%shex%d.hxs", SavePath, slot);
+ fp = fopen(name, "rb");
+ if (fp)
+ {
+ fread(description, HXS_DESCRIPTION_LENGTH, 1, fp);
+ fread(versionText, HXS_VERSION_TEXT_LENGTH, 1, fp);
+ fclose(fp);
+ if (!strcmp(versionText, HXS_VERSION_TEXT))
+ {
+ found = true;
+ }
+ }
+ if (found)
+ {
+ memcpy(SlotText[slot], description, SLOTTEXTLEN);
+ SlotStatus[slot] = 1;
+ }
+ else
+ {
+ memset(SlotText[slot], 0, SLOTTEXTLEN);
+ SlotStatus[slot] = 0;
+ }
+ }
+ slottextloaded = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawFileSlots
+//
+//---------------------------------------------------------------------------
+
+static void DrawFileSlots(Menu_t * menu)
+{
+ int i;
+ int x;
+ int y;
+
+ x = menu->x;
+ y = menu->y;
+ for (i = 0; i < 6; i++)
+ {
+ V_DrawPatch(x, y, W_CacheLumpName("M_FSLOT", PU_CACHE));
+ if (SlotStatus[i])
+ {
+ MN_DrTextA(SlotText[i], x + 5, y + 5);
+ }
+ y += ITEM_HEIGHT;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawOptionsMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawOptionsMenu(void)
+{
+ if (messageson)
+ {
+ MN_DrTextB("ON", 196, 50);
+ }
+ else
+ {
+ MN_DrTextB("OFF", 196, 50);
+ }
+ DrawSlider(&OptionsMenu, 3, 10, mouseSensitivity);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawOptions2Menu
+//
+//---------------------------------------------------------------------------
+
+static void DrawOptions2Menu(void)
+{
+ DrawSlider(&Options2Menu, 1, 9, screenblocks - 3);
+ DrawSlider(&Options2Menu, 3, 16, snd_MaxVolume);
+ DrawSlider(&Options2Menu, 5, 16, snd_MusicVolume);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCQuitGame
+//
+//---------------------------------------------------------------------------
+
+static void SCQuitGame(int option)
+{
+ MenuActive = false;
+ askforquit = true;
+ typeofask = 1; //quit game
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCEndGame
+//
+//---------------------------------------------------------------------------
+
+static void SCEndGame(int option)
+{
+ if (demoplayback)
+ {
+ return;
+ }
+ if (SCNetCheck(3))
+ {
+ MenuActive = false;
+ askforquit = true;
+ typeofask = 2; //endgame
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMessages
+//
+//---------------------------------------------------------------------------
+
+static void SCMessages(int option)
+{
+ messageson ^= 1;
+ if (messageson)
+ {
+ P_SetMessage(&players[consoleplayer], "MESSAGES ON", true);
+ }
+ else
+ {
+ P_SetMessage(&players[consoleplayer], "MESSAGES OFF", true);
+ }
+ S_StartSound(NULL, SFX_CHAT);
+}
+
+//===========================================================================
+//
+// SCNetCheck
+//
+//===========================================================================
+
+static boolean SCNetCheck(int option)
+{
+ if (!netgame)
+ {
+ return true;
+ }
+ switch (option)
+ {
+ case 1: // new game
+ P_SetMessage(&players[consoleplayer],
+ "YOU CAN'T START A NEW GAME IN NETPLAY!", true);
+ break;
+ case 2: // load game
+ P_SetMessage(&players[consoleplayer],
+ "YOU CAN'T LOAD A GAME IN NETPLAY!", true);
+ break;
+ case 3: // end game
+ P_SetMessage(&players[consoleplayer],
+ "YOU CAN'T END A GAME IN NETPLAY!", true);
+ break;
+ }
+ MenuActive = false;
+ S_StartSound(NULL, SFX_CHAT);
+ return false;
+}
+
+//===========================================================================
+//
+// SCNetCheck2
+//
+//===========================================================================
+
+static void SCNetCheck2(int option)
+{
+ SCNetCheck(option);
+ return;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCLoadGame
+//
+//---------------------------------------------------------------------------
+
+static void SCLoadGame(int option)
+{
+ if (!SlotStatus[option])
+ { // Don't try to load from an empty slot
+ return;
+ }
+ G_LoadGame(option);
+ MN_DeactivateMenu();
+ BorderNeedRefresh = true;
+ if (quickload == -1)
+ {
+ quickload = option + 1;
+ P_ClearMessage(&players[consoleplayer]);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSaveGame
+//
+//---------------------------------------------------------------------------
+
+static void SCSaveGame(int option)
+{
+ char *ptr;
+
+ if (!FileMenuKeySteal)
+ {
+ FileMenuKeySteal = true;
+ strcpy(oldSlotText, SlotText[option]);
+ ptr = SlotText[option];
+ while (*ptr)
+ {
+ ptr++;
+ }
+ *ptr = '[';
+ *(ptr + 1) = 0;
+ SlotStatus[option]++;
+ currentSlot = option;
+ slotptr = ptr - SlotText[option];
+ return;
+ }
+ else
+ {
+ G_SaveGame(option, SlotText[option]);
+ FileMenuKeySteal = false;
+ MN_DeactivateMenu();
+ }
+ BorderNeedRefresh = true;
+ if (quicksave == -1)
+ {
+ quicksave = option + 1;
+ P_ClearMessage(&players[consoleplayer]);
+ }
+}
+
+//==========================================================================
+//
+// SCClass
+//
+//==========================================================================
+
+static void SCClass(int option)
+{
+ if (netgame)
+ {
+ P_SetMessage(&players[consoleplayer],
+ "YOU CAN'T START A NEW GAME FROM WITHIN A NETGAME!",
+ true);
+ return;
+ }
+ MenuPClass = option;
+ switch (MenuPClass)
+ {
+ case PCLASS_FIGHTER:
+ SkillMenu.x = 120;
+ SkillItems[0].text = "SQUIRE";
+ SkillItems[1].text = "KNIGHT";
+ SkillItems[2].text = "WARRIOR";
+ SkillItems[3].text = "BERSERKER";
+ SkillItems[4].text = "TITAN";
+ break;
+ case PCLASS_CLERIC:
+ SkillMenu.x = 116;
+ SkillItems[0].text = "ALTAR BOY";
+ SkillItems[1].text = "ACOLYTE";
+ SkillItems[2].text = "PRIEST";
+ SkillItems[3].text = "CARDINAL";
+ SkillItems[4].text = "POPE";
+ break;
+ case PCLASS_MAGE:
+ SkillMenu.x = 112;
+ SkillItems[0].text = "APPRENTICE";
+ SkillItems[1].text = "ENCHANTER";
+ SkillItems[2].text = "SORCERER";
+ SkillItems[3].text = "WARLOCK";
+ SkillItems[4].text = "ARCHIMAGE";
+ break;
+ }
+ SetMenu(MENU_SKILL);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSkill
+//
+//---------------------------------------------------------------------------
+
+static void SCSkill(int option)
+{
+ extern int SB_state;
+
+ PlayerClass[consoleplayer] = MenuPClass;
+ G_DeferredNewGame(option);
+ SB_SetClassData();
+ SB_state = -1;
+ MN_DeactivateMenu();
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMouseSensi
+//
+//---------------------------------------------------------------------------
+
+static void SCMouseSensi(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (mouseSensitivity < 9)
+ {
+ mouseSensitivity++;
+ }
+ }
+ else if (mouseSensitivity)
+ {
+ mouseSensitivity--;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSfxVolume
+//
+//---------------------------------------------------------------------------
+
+static void SCSfxVolume(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (snd_MaxVolume < 15)
+ {
+ snd_MaxVolume++;
+ }
+ }
+ else if (snd_MaxVolume)
+ {
+ snd_MaxVolume--;
+ }
+ soundchanged = true; // we'll set it when we leave the menu
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMusicVolume
+//
+//---------------------------------------------------------------------------
+
+static void SCMusicVolume(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (snd_MusicVolume < 15)
+ {
+ snd_MusicVolume++;
+ }
+ }
+ else if (snd_MusicVolume)
+ {
+ snd_MusicVolume--;
+ }
+ S_SetMusicVolume();
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCScreenSize
+//
+//---------------------------------------------------------------------------
+
+static void SCScreenSize(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (screenblocks < 11)
+ {
+ screenblocks++;
+ }
+ }
+ else if (screenblocks > 3)
+ {
+ screenblocks--;
+ }
+ R_SetViewSize(screenblocks, detailLevel);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCInfo
+//
+//---------------------------------------------------------------------------
+
+static void SCInfo(int option)
+{
+ InfoType = 1;
+ S_StartSound(NULL, SFX_DOOR_LIGHT_CLOSE);
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC MN_Responder
+//
+//---------------------------------------------------------------------------
+
+boolean MN_Responder(event_t * event)
+{
+ int key;
+ int charTyped;
+ int i;
+ MenuItem_t *item;
+ extern boolean automapactive;
+ static boolean shiftdown;
+ extern void H2_StartTitle(void);
+ extern void G_CheckDemoStatus(void);
+ char *textBuffer;
+
+ // "close" button pressed on window?
+ if (event->type == ev_quit)
+ {
+ SCQuitGame(0);
+ S_StartSound(NULL, SFX_CHAT);
+ return true;
+ }
+
+ if (event->data1 == KEY_RSHIFT)
+ {
+ shiftdown = (event->type == ev_keydown);
+ }
+ if (event->type != ev_keydown)
+ {
+ return (false);
+ }
+
+ key = event->data1;
+ charTyped = event->data2;
+
+ if (InfoType)
+ {
+ if (gamemode == shareware)
+ {
+ InfoType = (InfoType + 1) % 5;
+ }
+ else
+ {
+ InfoType = (InfoType + 1) % 4;
+ }
+ if (key == KEY_ESCAPE)
+ {
+ InfoType = 0;
+ }
+ if (!InfoType)
+ {
+ if (!netgame && !demoplayback)
+ {
+ paused = false;
+ }
+ MN_DeactivateMenu();
+ SB_state = -1; //refresh the statbar
+ BorderNeedRefresh = true;
+ }
+ S_StartSound(NULL, SFX_DOOR_LIGHT_CLOSE);
+ return (true); //make the info screen eat the keypress
+ }
+
+ if (ravpic && key == KEY_F1)
+ {
+ G_ScreenShot();
+ return (true);
+ }
+
+ if (askforquit)
+ {
+ if (key == key_menu_confirm)
+ {
+ switch (typeofask)
+ {
+ case 1:
+ G_CheckDemoStatus();
+ I_Quit();
+ return false;
+ case 2:
+ P_ClearMessage(&players[consoleplayer]);
+ askforquit = false;
+ typeofask = 0;
+ paused = false;
+ I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
+ H2_StartTitle(); // go to intro/demo mode.
+ return false;
+ case 3:
+ P_SetMessage(&players[consoleplayer],
+ "QUICKSAVING....", false);
+ FileMenuKeySteal = true;
+ SCSaveGame(quicksave - 1);
+ BorderNeedRefresh = true;
+ break;
+ case 4:
+ P_SetMessage(&players[consoleplayer],
+ "QUICKLOADING....", false);
+ SCLoadGame(quickload - 1);
+ BorderNeedRefresh = true;
+ break;
+ case 5:
+ BorderNeedRefresh = true;
+ mn_SuicideConsole = true;
+ break;
+ default:
+ break;
+ }
+
+ askforquit = false;
+ typeofask = 0;
+
+ return true;
+ }
+ else if (key == key_menu_abort || key == KEY_ESCAPE)
+ {
+ players[consoleplayer].messageTics = 0;
+ askforquit = false;
+ typeofask = 0;
+ paused = false;
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+ return true;
+ }
+
+ return false; // don't let the keys filter thru
+ }
+ if (!MenuActive && !chatmodeon)
+ {
+ if (key == key_menu_decscreen)
+ {
+ if (automapactive)
+ { // Don't screen size in automap
+ return (false);
+ }
+ SCScreenSize(LEFT_DIR);
+ S_StartSound(NULL, SFX_PICKUP_KEY);
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ return (true);
+ }
+ else if (key == key_menu_incscreen)
+ {
+ if (automapactive)
+ { // Don't screen size in automap
+ return (false);
+ }
+ SCScreenSize(RIGHT_DIR);
+ S_StartSound(NULL, SFX_PICKUP_KEY);
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ return (true);
+ }
+ else if (key == key_menu_help) // F1 (help screen)
+ {
+ SCInfo(0); // start up info screens
+ MenuActive = true;
+ return (true);
+ }
+ else if (key == key_menu_save) // F2 (save game)
+ {
+ if (gamestate == GS_LEVEL && !demoplayback)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &SaveMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, SFX_DOOR_LIGHT_CLOSE);
+ slottextloaded = false; //reload the slot text, when needed
+ }
+ return true;
+ }
+ else if (key == key_menu_load) // F3 (load game)
+ {
+ if (SCNetCheck(2))
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &LoadMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, SFX_DOOR_LIGHT_CLOSE);
+ slottextloaded = false; //reload the slot text, when needed
+ }
+ return true;
+ }
+ else if (key == key_menu_volume) // F4 (volume)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &Options2Menu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, SFX_DOOR_LIGHT_CLOSE);
+ slottextloaded = false; //reload the slot text, when needed
+ return true;
+ }
+ else if (key == key_menu_detail) // F5 (suicide)
+ {
+ MenuActive = false;
+ askforquit = true;
+ typeofask = 5; // suicide
+ return true;
+ }
+ else if (key == key_menu_qsave) // F6 (quicksave)
+ {
+ if (gamestate == GS_LEVEL && !demoplayback)
+ {
+ if (!quicksave || quicksave == -1)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &SaveMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, SFX_DOOR_LIGHT_CLOSE);
+ slottextloaded = false; //reload the slot text
+ quicksave = -1;
+ P_SetMessage(&players[consoleplayer],
+ "CHOOSE A QUICKSAVE SLOT", true);
+ }
+ else
+ {
+ askforquit = true;
+ typeofask = 3;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, SFX_CHAT);
+ }
+ }
+ return true;
+ }
+ else if (key == key_menu_endgame) // F7 (end game)
+ {
+ if (SCNetCheck(3))
+ {
+ if (gamestate == GS_LEVEL && !demoplayback)
+ {
+ S_StartSound(NULL, SFX_CHAT);
+ SCEndGame(0);
+ }
+ }
+ return true;
+ }
+ else if (key == key_menu_messages) // F8 (toggle messages)
+ {
+ SCMessages(0);
+ return true;
+ }
+ else if (key == key_menu_qload) // F9 (quickload)
+ {
+ if (SCNetCheck(2))
+ {
+ if (!quickload || quickload == -1)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &LoadMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, SFX_DOOR_LIGHT_CLOSE);
+ slottextloaded = false; // reload the slot text
+ quickload = -1;
+ P_SetMessage(&players[consoleplayer],
+ "CHOOSE A QUICKLOAD SLOT", true);
+ }
+ else
+ {
+ askforquit = true;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ typeofask = 4;
+ S_StartSound(NULL, SFX_CHAT);
+ }
+ }
+ return true;
+ }
+ else if (key == key_menu_quit) // F10 (quit)
+ {
+ if (gamestate == GS_LEVEL || gamestate == GS_FINALE)
+ {
+ SCQuitGame(0);
+ S_StartSound(NULL, SFX_CHAT);
+ }
+ return true;
+ }
+ else if (key == key_menu_gamma) // F11 (gamma correction)
+ {
+ usegamma++;
+ if (usegamma > 4)
+ {
+ usegamma = 0;
+ }
+ SB_PaletteFlash(true); // force change
+ P_SetMessage(&players[consoleplayer], GammaText[usegamma],
+ false);
+ return true;
+ }
+ else if (key == KEY_F12) // F12 (???)
+ {
+ // F12 - reload current map (devmaps mode)
+
+ if (netgame)
+ {
+ return false;
+ }
+ if (gamekeydown[key_speed])
+ { // Monsters ON
+ nomonsters = false;
+ }
+ if (gamekeydown[key_strafe])
+ { // Monsters OFF
+ nomonsters = true;
+ }
+ G_DeferedInitNew(gameskill, gameepisode, gamemap);
+ P_SetMessage(&players[consoleplayer], TXT_CHEATWARP, false);
+ return true;
+ }
+ }
+
+ if (!MenuActive)
+ {
+ if (key == key_menu_activate || gamestate == GS_DEMOSCREEN || demoplayback)
+ {
+ MN_ActivateMenu();
+ return (true);
+ }
+ return (false);
+ }
+ if (!FileMenuKeySteal)
+ {
+ item = &CurrentMenu->items[CurrentItPos];
+
+ if (key == key_menu_down) // Next menu item
+ {
+ do
+ {
+ if (CurrentItPos + 1 > CurrentMenu->itemCount - 1)
+ {
+ CurrentItPos = 0;
+ }
+ else
+ {
+ CurrentItPos++;
+ }
+ }
+ while (CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
+ S_StartSound(NULL, SFX_FIGHTER_HAMMER_HITWALL);
+ return (true);
+ }
+ else if (key == key_menu_up) // Previous menu item
+ {
+ do
+ {
+ if (CurrentItPos == 0)
+ {
+ CurrentItPos = CurrentMenu->itemCount - 1;
+ }
+ else
+ {
+ CurrentItPos--;
+ }
+ }
+ while (CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
+ S_StartSound(NULL, SFX_FIGHTER_HAMMER_HITWALL);
+ return (true);
+ }
+ else if (key == key_menu_left) // Slider left
+ {
+ if (item->type == ITT_LRFUNC && item->func != NULL)
+ {
+ item->func(LEFT_DIR);
+ S_StartSound(NULL, SFX_PICKUP_KEY);
+ }
+ return (true);
+ }
+ else if (key == key_menu_right) // Slider right
+ {
+ if (item->type == ITT_LRFUNC && item->func != NULL)
+ {
+ item->func(RIGHT_DIR);
+ S_StartSound(NULL, SFX_PICKUP_KEY);
+ }
+ return (true);
+ }
+ else if (key == key_menu_forward) // Activate item (enter)
+ {
+ if (item->type == ITT_SETMENU)
+ {
+ if (item->func != NULL)
+ {
+ item->func(item->option);
+ }
+ SetMenu(item->menu);
+ }
+ else if (item->func != NULL)
+ {
+ CurrentMenu->oldItPos = CurrentItPos;
+ if (item->type == ITT_LRFUNC)
+ {
+ item->func(RIGHT_DIR);
+ }
+ else if (item->type == ITT_EFUNC)
+ {
+ item->func(item->option);
+ }
+ }
+ S_StartSound(NULL, SFX_DOOR_LIGHT_CLOSE);
+ return (true);
+ }
+ else if (key == key_menu_activate)
+ {
+ MN_DeactivateMenu();
+ return (true);
+ }
+ else if (key == key_menu_back)
+ {
+ S_StartSound(NULL, SFX_PICKUP_KEY);
+
+ if (CurrentMenu->prevMenu == MENU_NONE)
+ {
+ MN_DeactivateMenu();
+ }
+ else
+ {
+ SetMenu(CurrentMenu->prevMenu);
+ }
+ return (true);
+ }
+ else if (charTyped != 0)
+ {
+ for (i = 0; i < CurrentMenu->itemCount; i++)
+ {
+ if (CurrentMenu->items[i].text)
+ {
+ if (toupper(charTyped)
+ == toupper(CurrentMenu->items[i].text[0]))
+ {
+ CurrentItPos = i;
+ return (true);
+ }
+ }
+ }
+ }
+ return (false);
+ }
+ else
+ { // Editing file names
+ textBuffer = &SlotText[currentSlot][slotptr];
+ if (key == KEY_BACKSPACE)
+ {
+ if (slotptr)
+ {
+ *textBuffer-- = 0;
+ *textBuffer = ASCII_CURSOR;
+ slotptr--;
+ }
+ return (true);
+ }
+ if (key == KEY_ESCAPE)
+ {
+ memset(SlotText[currentSlot], 0, SLOTTEXTLEN + 2);
+ strcpy(SlotText[currentSlot], oldSlotText);
+ SlotStatus[currentSlot]--;
+ MN_DeactivateMenu();
+ return (true);
+ }
+ if (key == KEY_ENTER)
+ {
+ SlotText[currentSlot][slotptr] = 0; // clear the cursor
+ item = &CurrentMenu->items[CurrentItPos];
+ CurrentMenu->oldItPos = CurrentItPos;
+ if (item->type == ITT_EFUNC)
+ {
+ item->func(item->option);
+ if (item->menu != MENU_NONE)
+ {
+ SetMenu(item->menu);
+ }
+ }
+ return (true);
+ }
+ if (slotptr < SLOTTEXTLEN && key != KEY_BACKSPACE)
+ {
+ if (isalpha(charTyped))
+ {
+ *textBuffer++ = toupper(charTyped);
+ *textBuffer = ASCII_CURSOR;
+ slotptr++;
+ return (true);
+ }
+ if (isdigit(charTyped) || charTyped == ' '
+ || charTyped == ',' || charTyped == '.' || charTyped == '-'
+ || charTyped == '!')
+ {
+ *textBuffer++ = charTyped;
+ *textBuffer = ASCII_CURSOR;
+ slotptr++;
+ return (true);
+ }
+ }
+ return (true);
+ }
+ return (false);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_ActivateMenu
+//
+//---------------------------------------------------------------------------
+
+void MN_ActivateMenu(void)
+{
+ if (MenuActive)
+ {
+ return;
+ }
+ if (paused)
+ {
+ S_ResumeSound();
+ }
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &MainMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, SFX_PLATFORM_STOP);
+ slottextloaded = false; //reload the slot text, when needed
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DeactivateMenu
+//
+//---------------------------------------------------------------------------
+
+void MN_DeactivateMenu(void)
+{
+ CurrentMenu->oldItPos = CurrentItPos;
+ MenuActive = false;
+ if (!netgame)
+ {
+ paused = false;
+ }
+ S_StartSound(NULL, SFX_PLATFORM_STOP);
+ P_ClearMessage(&players[consoleplayer]);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DrawInfo
+//
+//---------------------------------------------------------------------------
+
+void MN_DrawInfo(void)
+{
+ I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
+ memcpy(I_VideoBuffer,
+ (byte *) W_CacheLumpNum(W_GetNumForName("TITLE") + InfoType,
+ PU_CACHE), SCREENWIDTH * SCREENHEIGHT);
+// V_DrawPatch(0, 0, W_CacheLumpNum(W_GetNumForName("TITLE")+InfoType,
+// PU_CACHE));
+}
+
+
+//---------------------------------------------------------------------------
+//
+// PROC SetMenu
+//
+//---------------------------------------------------------------------------
+
+static void SetMenu(MenuType_t menu)
+{
+ CurrentMenu->oldItPos = CurrentItPos;
+ CurrentMenu = Menus[menu];
+ CurrentItPos = CurrentMenu->oldItPos;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSlider
+//
+//---------------------------------------------------------------------------
+
+static void DrawSlider(Menu_t * menu, int item, int width, int slot)
+{
+ int x;
+ int y;
+ int x2;
+ int count;
+
+ x = menu->x + 24;
+ y = menu->y + 2 + (item * ITEM_HEIGHT);
+ V_DrawPatch(x - 32, y, W_CacheLumpName("M_SLDLT", PU_CACHE));
+ for (x2 = x, count = width; count--; x2 += 8)
+ {
+ V_DrawPatch(x2, y, W_CacheLumpName(count & 1 ? "M_SLDMD1"
+ : "M_SLDMD2", PU_CACHE));
+ }
+ V_DrawPatch(x2, y, W_CacheLumpName("M_SLDRT", PU_CACHE));
+ V_DrawPatch(x + 4 + slot * 8, y + 7,
+ W_CacheLumpName("M_SLDKB", PU_CACHE));
+}
diff --git a/src/hexen/p_acs.c b/src/hexen/p_acs.c
new file mode 100644
index 00000000..618bbd05
--- /dev/null
+++ b/src/hexen/p_acs.c
@@ -0,0 +1,1884 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "m_random.h"
+#include "s_sound.h"
+#include "i_swap.h"
+#include "i_system.h"
+#include "p_local.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define SCRIPT_CONTINUE 0
+#define SCRIPT_STOP 1
+#define SCRIPT_TERMINATE 2
+#define OPEN_SCRIPTS_BASE 1000
+#define PRINT_BUFFER_SIZE 256
+#define GAME_SINGLE_PLAYER 0
+#define GAME_NET_COOPERATIVE 1
+#define GAME_NET_DEATHMATCH 2
+#define TEXTURE_TOP 0
+#define TEXTURE_MIDDLE 1
+#define TEXTURE_BOTTOM 2
+#define S_DROP ACScript->stackPtr--
+#define S_POP ACScript->stack[--ACScript->stackPtr]
+#define S_PUSH(x) ACScript->stack[ACScript->stackPtr++] = x
+
+// TYPES -------------------------------------------------------------------
+
+typedef struct
+{
+ int marker;
+ int infoOffset;
+ int code;
+} PACKEDATTR acsHeader_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void StartOpenACS(int number, int infoIndex, int *address);
+static void ScriptFinished(int number);
+static boolean TagBusy(int tag);
+static boolean AddToACSStore(int map, int number, byte * args);
+static int GetACSIndex(int number);
+static void Push(int value);
+static int Pop(void);
+static int Top(void);
+static void Drop(void);
+
+static int CmdNOP(void);
+static int CmdTerminate(void);
+static int CmdSuspend(void);
+static int CmdPushNumber(void);
+static int CmdLSpec1(void);
+static int CmdLSpec2(void);
+static int CmdLSpec3(void);
+static int CmdLSpec4(void);
+static int CmdLSpec5(void);
+static int CmdLSpec1Direct(void);
+static int CmdLSpec2Direct(void);
+static int CmdLSpec3Direct(void);
+static int CmdLSpec4Direct(void);
+static int CmdLSpec5Direct(void);
+static int CmdAdd(void);
+static int CmdSubtract(void);
+static int CmdMultiply(void);
+static int CmdDivide(void);
+static int CmdModulus(void);
+static int CmdEQ(void);
+static int CmdNE(void);
+static int CmdLT(void);
+static int CmdGT(void);
+static int CmdLE(void);
+static int CmdGE(void);
+static int CmdAssignScriptVar(void);
+static int CmdAssignMapVar(void);
+static int CmdAssignWorldVar(void);
+static int CmdPushScriptVar(void);
+static int CmdPushMapVar(void);
+static int CmdPushWorldVar(void);
+static int CmdAddScriptVar(void);
+static int CmdAddMapVar(void);
+static int CmdAddWorldVar(void);
+static int CmdSubScriptVar(void);
+static int CmdSubMapVar(void);
+static int CmdSubWorldVar(void);
+static int CmdMulScriptVar(void);
+static int CmdMulMapVar(void);
+static int CmdMulWorldVar(void);
+static int CmdDivScriptVar(void);
+static int CmdDivMapVar(void);
+static int CmdDivWorldVar(void);
+static int CmdModScriptVar(void);
+static int CmdModMapVar(void);
+static int CmdModWorldVar(void);
+static int CmdIncScriptVar(void);
+static int CmdIncMapVar(void);
+static int CmdIncWorldVar(void);
+static int CmdDecScriptVar(void);
+static int CmdDecMapVar(void);
+static int CmdDecWorldVar(void);
+static int CmdGoto(void);
+static int CmdIfGoto(void);
+static int CmdDrop(void);
+static int CmdDelay(void);
+static int CmdDelayDirect(void);
+static int CmdRandom(void);
+static int CmdRandomDirect(void);
+static int CmdThingCount(void);
+static int CmdThingCountDirect(void);
+static int CmdTagWait(void);
+static int CmdTagWaitDirect(void);
+static int CmdPolyWait(void);
+static int CmdPolyWaitDirect(void);
+static int CmdChangeFloor(void);
+static int CmdChangeFloorDirect(void);
+static int CmdChangeCeiling(void);
+static int CmdChangeCeilingDirect(void);
+static int CmdRestart(void);
+static int CmdAndLogical(void);
+static int CmdOrLogical(void);
+static int CmdAndBitwise(void);
+static int CmdOrBitwise(void);
+static int CmdEorBitwise(void);
+static int CmdNegateLogical(void);
+static int CmdLShift(void);
+static int CmdRShift(void);
+static int CmdUnaryMinus(void);
+static int CmdIfNotGoto(void);
+static int CmdLineSide(void);
+static int CmdScriptWait(void);
+static int CmdScriptWaitDirect(void);
+static int CmdClearLineSpecial(void);
+static int CmdCaseGoto(void);
+static int CmdBeginPrint(void);
+static int CmdEndPrint(void);
+static int CmdPrintString(void);
+static int CmdPrintNumber(void);
+static int CmdPrintCharacter(void);
+static int CmdPlayerCount(void);
+static int CmdGameType(void);
+static int CmdGameSkill(void);
+static int CmdTimer(void);
+static int CmdSectorSound(void);
+static int CmdAmbientSound(void);
+static int CmdSoundSequence(void);
+static int CmdSetLineTexture(void);
+static int CmdSetLineBlocking(void);
+static int CmdSetLineSpecial(void);
+static int CmdThingSound(void);
+static int CmdEndPrintBold(void);
+
+static void ThingCount(int type, int tid);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+int ACScriptCount;
+byte *ActionCodeBase;
+acsInfo_t *ACSInfo;
+int MapVars[MAX_ACS_MAP_VARS];
+int WorldVars[MAX_ACS_WORLD_VARS];
+acsstore_t ACSStore[MAX_ACS_STORE + 1]; // +1 for termination marker
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static acs_t *ACScript;
+static int *PCodePtr;
+static byte SpecArgs[8];
+static int ACStringCount;
+static char **ACStrings;
+static char PrintBuffer[PRINT_BUFFER_SIZE];
+static acs_t *NewScript;
+
+static int (*PCodeCmds[]) (void) =
+{
+CmdNOP,
+ CmdTerminate,
+ CmdSuspend,
+ CmdPushNumber,
+ CmdLSpec1,
+ CmdLSpec2,
+ CmdLSpec3,
+ CmdLSpec4,
+ CmdLSpec5,
+ CmdLSpec1Direct,
+ CmdLSpec2Direct,
+ CmdLSpec3Direct,
+ CmdLSpec4Direct,
+ CmdLSpec5Direct,
+ CmdAdd,
+ CmdSubtract,
+ CmdMultiply,
+ CmdDivide,
+ CmdModulus,
+ CmdEQ,
+ CmdNE,
+ CmdLT,
+ CmdGT,
+ CmdLE,
+ CmdGE,
+ CmdAssignScriptVar,
+ CmdAssignMapVar,
+ CmdAssignWorldVar,
+ CmdPushScriptVar,
+ CmdPushMapVar,
+ CmdPushWorldVar,
+ CmdAddScriptVar,
+ CmdAddMapVar,
+ CmdAddWorldVar,
+ CmdSubScriptVar,
+ CmdSubMapVar,
+ CmdSubWorldVar,
+ CmdMulScriptVar,
+ CmdMulMapVar,
+ CmdMulWorldVar,
+ CmdDivScriptVar,
+ CmdDivMapVar,
+ CmdDivWorldVar,
+ CmdModScriptVar,
+ CmdModMapVar,
+ CmdModWorldVar,
+ CmdIncScriptVar,
+ CmdIncMapVar,
+ CmdIncWorldVar,
+ CmdDecScriptVar,
+ CmdDecMapVar,
+ CmdDecWorldVar,
+ CmdGoto,
+ CmdIfGoto,
+ CmdDrop,
+ CmdDelay,
+ CmdDelayDirect,
+ CmdRandom,
+ CmdRandomDirect,
+ CmdThingCount,
+ CmdThingCountDirect,
+ CmdTagWait,
+ CmdTagWaitDirect,
+ CmdPolyWait,
+ CmdPolyWaitDirect,
+ CmdChangeFloor,
+ CmdChangeFloorDirect,
+ CmdChangeCeiling,
+ CmdChangeCeilingDirect,
+ CmdRestart,
+ CmdAndLogical,
+ CmdOrLogical,
+ CmdAndBitwise,
+ CmdOrBitwise,
+ CmdEorBitwise,
+ CmdNegateLogical,
+ CmdLShift,
+ CmdRShift,
+ CmdUnaryMinus,
+ CmdIfNotGoto,
+ CmdLineSide,
+ CmdScriptWait,
+ CmdScriptWaitDirect,
+ CmdClearLineSpecial,
+ CmdCaseGoto,
+ CmdBeginPrint,
+ CmdEndPrint,
+ CmdPrintString,
+ CmdPrintNumber,
+ CmdPrintCharacter,
+ CmdPlayerCount,
+ CmdGameType,
+ CmdGameSkill,
+ CmdTimer,
+ CmdSectorSound,
+ CmdAmbientSound,
+ CmdSoundSequence,
+ CmdSetLineTexture,
+ CmdSetLineBlocking,
+ CmdSetLineSpecial, CmdThingSound, CmdEndPrintBold};
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// P_LoadACScripts
+//
+//==========================================================================
+
+void P_LoadACScripts(int lump)
+{
+ int i;
+ int *buffer;
+ acsHeader_t *header;
+ acsInfo_t *info;
+
+ header = W_CacheLumpNum(lump, PU_LEVEL);
+ ActionCodeBase = (byte *) header;
+ buffer = (int *) ((byte *) header + LONG(header->infoOffset));
+
+ ACScriptCount = LONG(*buffer);
+ ++buffer;
+
+ if (ACScriptCount == 0)
+ { // Empty behavior lump
+ return;
+ }
+
+ ACSInfo = Z_Malloc(ACScriptCount * sizeof(acsInfo_t), PU_LEVEL, 0);
+ memset(ACSInfo, 0, ACScriptCount * sizeof(acsInfo_t));
+ for (i = 0, info = ACSInfo; i < ACScriptCount; i++, info++)
+ {
+ info->number = LONG(*buffer);
+ ++buffer;
+
+ info->address = (int *) ((byte *) ActionCodeBase + LONG(*buffer));
+ ++buffer;
+
+ info->argCount = LONG(*buffer);
+ ++buffer;
+
+ if (info->number >= OPEN_SCRIPTS_BASE)
+ { // Auto-activate
+ info->number -= OPEN_SCRIPTS_BASE;
+ StartOpenACS(info->number, i, info->address);
+ info->state = ASTE_RUNNING;
+ }
+ else
+ {
+ info->state = ASTE_INACTIVE;
+ }
+ }
+ ACStringCount = LONG(*buffer);
+ ++buffer;
+
+ ACStrings = Z_Malloc(ACStringCount * sizeof(char *), PU_LEVEL, NULL);
+
+ for (i=0; i<ACStringCount; ++i)
+ {
+ ACStrings[i] = (char *) ActionCodeBase + LONG(buffer[i]);
+ }
+
+ memset(MapVars, 0, sizeof(MapVars));
+}
+
+//==========================================================================
+//
+// StartOpenACS
+//
+//==========================================================================
+
+static void StartOpenACS(int number, int infoIndex, int *address)
+{
+ acs_t *script;
+
+ script = Z_Malloc(sizeof(acs_t), PU_LEVSPEC, 0);
+ memset(script, 0, sizeof(acs_t));
+ script->number = number;
+
+ // World objects are allotted 1 second for initialization
+ script->delayCount = 35;
+
+ script->infoIndex = infoIndex;
+ script->ip = address;
+ script->thinker.function = T_InterpretACS;
+ P_AddThinker(&script->thinker);
+}
+
+//==========================================================================
+//
+// P_CheckACSStore
+//
+// Scans the ACS store and executes all scripts belonging to the current
+// map.
+//
+//==========================================================================
+
+void P_CheckACSStore(void)
+{
+ acsstore_t *store;
+
+ for (store = ACSStore; store->map != 0; store++)
+ {
+ if (store->map == gamemap)
+ {
+ P_StartACS(store->script, 0, store->args, NULL, NULL, 0);
+ if (NewScript)
+ {
+ NewScript->delayCount = 35;
+ }
+ store->map = -1;
+ }
+ }
+}
+
+//==========================================================================
+//
+// P_StartACS
+//
+//==========================================================================
+
+static char ErrorMsg[128];
+
+boolean P_StartACS(int number, int map, byte * args, mobj_t * activator,
+ line_t * line, int side)
+{
+ int i;
+ acs_t *script;
+ int infoIndex;
+ aste_t *statePtr;
+
+ NewScript = NULL;
+ if (map && map != gamemap)
+ { // Add to the script store
+ return AddToACSStore(map, number, args);
+ }
+ infoIndex = GetACSIndex(number);
+ if (infoIndex == -1)
+ { // Script not found
+ //I_Error("P_StartACS: Unknown script number %d", number);
+ sprintf(ErrorMsg, "P_STARTACS ERROR: UNKNOWN SCRIPT %d", number);
+ P_SetMessage(&players[consoleplayer], ErrorMsg, true);
+ }
+ statePtr = &ACSInfo[infoIndex].state;
+ if (*statePtr == ASTE_SUSPENDED)
+ { // Resume a suspended script
+ *statePtr = ASTE_RUNNING;
+ return true;
+ }
+ if (*statePtr != ASTE_INACTIVE)
+ { // Script is already executing
+ return false;
+ }
+ script = Z_Malloc(sizeof(acs_t), PU_LEVSPEC, 0);
+ memset(script, 0, sizeof(acs_t));
+ script->number = number;
+ script->infoIndex = infoIndex;
+ script->activator = activator;
+ script->line = line;
+ script->side = side;
+ script->ip = ACSInfo[infoIndex].address;
+ script->thinker.function = T_InterpretACS;
+ for (i = 0; i < ACSInfo[infoIndex].argCount; i++)
+ {
+ script->vars[i] = args[i];
+ }
+ *statePtr = ASTE_RUNNING;
+ P_AddThinker(&script->thinker);
+ NewScript = script;
+ return true;
+}
+
+//==========================================================================
+//
+// AddToACSStore
+//
+//==========================================================================
+
+static boolean AddToACSStore(int map, int number, byte * args)
+{
+ int i;
+ int index;
+
+ index = -1;
+ for (i = 0; ACSStore[i].map != 0; i++)
+ {
+ if (ACSStore[i].script == number && ACSStore[i].map == map)
+ { // Don't allow duplicates
+ return false;
+ }
+ if (index == -1 && ACSStore[i].map == -1)
+ { // Remember first empty slot
+ index = i;
+ }
+ }
+ if (index == -1)
+ { // Append required
+ if (i == MAX_ACS_STORE)
+ {
+ I_Error("AddToACSStore: MAX_ACS_STORE (%d) exceeded.",
+ MAX_ACS_STORE);
+ }
+ index = i;
+ ACSStore[index + 1].map = 0;
+ }
+ ACSStore[index].map = map;
+ ACSStore[index].script = number;
+ *((int *) ACSStore[index].args) = *((int *) args);
+ return true;
+}
+
+//==========================================================================
+//
+// P_StartLockedACS
+//
+//==========================================================================
+
+
+boolean P_StartLockedACS(line_t * line, byte * args, mobj_t * mo, int side)
+{
+ int i;
+ int lock;
+ byte newArgs[5];
+ char LockedBuffer[80];
+
+ extern char *TextKeyMessages[11];
+
+ lock = args[4];
+ if (!mo->player)
+ {
+ return false;
+ }
+ if (lock)
+ {
+ if (!(mo->player->keys & (1 << (lock - 1))))
+ {
+ sprintf(LockedBuffer, "YOU NEED THE %s\n",
+ TextKeyMessages[lock - 1]);
+ P_SetMessage(mo->player, LockedBuffer, true);
+ S_StartSound(mo, SFX_DOOR_LOCKED);
+ return false;
+ }
+ }
+ for (i = 0; i < 4; i++)
+ {
+ newArgs[i] = args[i];
+ }
+ newArgs[4] = 0;
+ return P_StartACS(newArgs[0], newArgs[1], &newArgs[2], mo, line, side);
+}
+
+//==========================================================================
+//
+// P_TerminateACS
+//
+//==========================================================================
+
+boolean P_TerminateACS(int number, int map)
+{
+ int infoIndex;
+
+ infoIndex = GetACSIndex(number);
+ if (infoIndex == -1)
+ { // Script not found
+ return false;
+ }
+ if (ACSInfo[infoIndex].state == ASTE_INACTIVE
+ || ACSInfo[infoIndex].state == ASTE_TERMINATING)
+ { // States that disallow termination
+ return false;
+ }
+ ACSInfo[infoIndex].state = ASTE_TERMINATING;
+ return true;
+}
+
+//==========================================================================
+//
+// P_SuspendACS
+//
+//==========================================================================
+
+boolean P_SuspendACS(int number, int map)
+{
+ int infoIndex;
+
+ infoIndex = GetACSIndex(number);
+ if (infoIndex == -1)
+ { // Script not found
+ return false;
+ }
+ if (ACSInfo[infoIndex].state == ASTE_INACTIVE
+ || ACSInfo[infoIndex].state == ASTE_SUSPENDED
+ || ACSInfo[infoIndex].state == ASTE_TERMINATING)
+ { // States that disallow suspension
+ return false;
+ }
+ ACSInfo[infoIndex].state = ASTE_SUSPENDED;
+ return true;
+}
+
+//==========================================================================
+//
+// P_Init
+//
+//==========================================================================
+
+void P_ACSInitNewGame(void)
+{
+ memset(WorldVars, 0, sizeof(WorldVars));
+ memset(ACSStore, 0, sizeof(ACSStore));
+}
+
+//==========================================================================
+//
+// T_InterpretACS
+//
+//==========================================================================
+
+void T_InterpretACS(acs_t * script)
+{
+ int cmd;
+ int action;
+
+ if (ACSInfo[script->infoIndex].state == ASTE_TERMINATING)
+ {
+ ACSInfo[script->infoIndex].state = ASTE_INACTIVE;
+ ScriptFinished(ACScript->number);
+ P_RemoveThinker(&ACScript->thinker);
+ return;
+ }
+ if (ACSInfo[script->infoIndex].state != ASTE_RUNNING)
+ {
+ return;
+ }
+ if (script->delayCount)
+ {
+ script->delayCount--;
+ return;
+ }
+ ACScript = script;
+ PCodePtr = ACScript->ip;
+
+ do
+ {
+ cmd = LONG(*PCodePtr);
+ ++PCodePtr;
+
+ action = PCodeCmds[cmd] ();
+ } while (action == SCRIPT_CONTINUE);
+
+ ACScript->ip = PCodePtr;
+
+ if (action == SCRIPT_TERMINATE)
+ {
+ ACSInfo[script->infoIndex].state = ASTE_INACTIVE;
+ ScriptFinished(ACScript->number);
+ P_RemoveThinker(&ACScript->thinker);
+ }
+}
+
+//==========================================================================
+//
+// P_TagFinished
+//
+//==========================================================================
+
+void P_TagFinished(int tag)
+{
+ int i;
+
+ if (TagBusy(tag) == true)
+ {
+ return;
+ }
+ for (i = 0; i < ACScriptCount; i++)
+ {
+ if (ACSInfo[i].state == ASTE_WAITINGFORTAG
+ && ACSInfo[i].waitValue == tag)
+ {
+ ACSInfo[i].state = ASTE_RUNNING;
+ }
+ }
+}
+
+//==========================================================================
+//
+// P_PolyobjFinished
+//
+//==========================================================================
+
+void P_PolyobjFinished(int po)
+{
+ int i;
+
+ if (PO_Busy(po) == true)
+ {
+ return;
+ }
+ for (i = 0; i < ACScriptCount; i++)
+ {
+ if (ACSInfo[i].state == ASTE_WAITINGFORPOLY
+ && ACSInfo[i].waitValue == po)
+ {
+ ACSInfo[i].state = ASTE_RUNNING;
+ }
+ }
+}
+
+//==========================================================================
+//
+// ScriptFinished
+//
+//==========================================================================
+
+static void ScriptFinished(int number)
+{
+ int i;
+
+ for (i = 0; i < ACScriptCount; i++)
+ {
+ if (ACSInfo[i].state == ASTE_WAITINGFORSCRIPT
+ && ACSInfo[i].waitValue == number)
+ {
+ ACSInfo[i].state = ASTE_RUNNING;
+ }
+ }
+}
+
+//==========================================================================
+//
+// TagBusy
+//
+//==========================================================================
+
+static boolean TagBusy(int tag)
+{
+ int sectorIndex;
+
+ sectorIndex = -1;
+ while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
+ {
+ if (sectors[sectorIndex].specialdata)
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+//==========================================================================
+//
+// GetACSIndex
+//
+// Returns the index of a script number. Returns -1 if the script number
+// is not found.
+//
+//==========================================================================
+
+static int GetACSIndex(int number)
+{
+ int i;
+
+ for (i = 0; i < ACScriptCount; i++)
+ {
+ if (ACSInfo[i].number == number)
+ {
+ return i;
+ }
+ }
+ return -1;
+}
+
+//==========================================================================
+//
+// Push
+//
+//==========================================================================
+
+static void Push(int value)
+{
+ ACScript->stack[ACScript->stackPtr++] = value;
+}
+
+//==========================================================================
+//
+// Pop
+//
+//==========================================================================
+
+static int Pop(void)
+{
+ return ACScript->stack[--ACScript->stackPtr];
+}
+
+//==========================================================================
+//
+// Top
+//
+//==========================================================================
+
+static int Top(void)
+{
+ return ACScript->stack[ACScript->stackPtr - 1];
+}
+
+//==========================================================================
+//
+// Drop
+//
+//==========================================================================
+
+static void Drop(void)
+{
+ ACScript->stackPtr--;
+}
+
+//==========================================================================
+//
+// P-Code Commands
+//
+//==========================================================================
+
+static int CmdNOP(void)
+{
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdTerminate(void)
+{
+ return SCRIPT_TERMINATE;
+}
+
+static int CmdSuspend(void)
+{
+ ACSInfo[ACScript->infoIndex].state = ASTE_SUSPENDED;
+ return SCRIPT_STOP;
+}
+
+static int CmdPushNumber(void)
+{
+ Push(LONG(*PCodePtr));
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec1(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[0] = Pop();
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec2(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[1] = Pop();
+ SpecArgs[0] = Pop();
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec3(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[2] = Pop();
+ SpecArgs[1] = Pop();
+ SpecArgs[0] = Pop();
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec4(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[3] = Pop();
+ SpecArgs[2] = Pop();
+ SpecArgs[1] = Pop();
+ SpecArgs[0] = Pop();
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec5(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[4] = Pop();
+ SpecArgs[3] = Pop();
+ SpecArgs[2] = Pop();
+ SpecArgs[1] = Pop();
+ SpecArgs[0] = Pop();
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec1Direct(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[0] = LONG(*PCodePtr);
+ ++PCodePtr;
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec2Direct(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[0] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[1] = LONG(*PCodePtr);
+ ++PCodePtr;
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec3Direct(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[0] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[1] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[2] = LONG(*PCodePtr);
+ ++PCodePtr;
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec4Direct(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[0] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[1] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[2] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[3] = LONG(*PCodePtr);
+ ++PCodePtr;
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLSpec5Direct(void)
+{
+ int special;
+
+ special = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[0] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[1] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[2] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[3] = LONG(*PCodePtr);
+ ++PCodePtr;
+ SpecArgs[4] = LONG(*PCodePtr);
+ ++PCodePtr;
+ P_ExecuteLineSpecial(special, SpecArgs, ACScript->line,
+ ACScript->side, ACScript->activator);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAdd(void)
+{
+ Push(Pop() + Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdSubtract(void)
+{
+ int operand2;
+
+ operand2 = Pop();
+ Push(Pop() - operand2);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdMultiply(void)
+{
+ Push(Pop() * Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdDivide(void)
+{
+ int operand2;
+
+ operand2 = Pop();
+ Push(Pop() / operand2);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdModulus(void)
+{
+ int operand2;
+
+ operand2 = Pop();
+ Push(Pop() % operand2);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdEQ(void)
+{
+ Push(Pop() == Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdNE(void)
+{
+ Push(Pop() != Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLT(void)
+{
+ int operand2;
+
+ operand2 = Pop();
+ Push(Pop() < operand2);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdGT(void)
+{
+ int operand2;
+
+ operand2 = Pop();
+ Push(Pop() > operand2);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLE(void)
+{
+ int operand2;
+
+ operand2 = Pop();
+ Push(Pop() <= operand2);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdGE(void)
+{
+ int operand2;
+
+ operand2 = Pop();
+ Push(Pop() >= operand2);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAssignScriptVar(void)
+{
+ ACScript->vars[LONG(*PCodePtr)] = Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAssignMapVar(void)
+{
+ MapVars[LONG(*PCodePtr)] = Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAssignWorldVar(void)
+{
+ WorldVars[LONG(*PCodePtr)] = Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdPushScriptVar(void)
+{
+ Push(ACScript->vars[LONG(*PCodePtr)]);
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdPushMapVar(void)
+{
+ Push(MapVars[LONG(*PCodePtr)]);
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdPushWorldVar(void)
+{
+ Push(WorldVars[LONG(*PCodePtr)]);
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAddScriptVar(void)
+{
+ ACScript->vars[LONG(*PCodePtr)] += Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAddMapVar(void)
+{
+ MapVars[LONG(*PCodePtr)] += Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAddWorldVar(void)
+{
+ WorldVars[LONG(*PCodePtr)] += Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdSubScriptVar(void)
+{
+ ACScript->vars[LONG(*PCodePtr)] -= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdSubMapVar(void)
+{
+ MapVars[LONG(*PCodePtr)] -= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdSubWorldVar(void)
+{
+ WorldVars[LONG(*PCodePtr)] -= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdMulScriptVar(void)
+{
+ ACScript->vars[LONG(*PCodePtr)] *= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdMulMapVar(void)
+{
+ MapVars[LONG(*PCodePtr)] *= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdMulWorldVar(void)
+{
+ WorldVars[LONG(*PCodePtr)] *= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdDivScriptVar(void)
+{
+ ACScript->vars[LONG(*PCodePtr)] /= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdDivMapVar(void)
+{
+ MapVars[LONG(*PCodePtr)] /= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdDivWorldVar(void)
+{
+ WorldVars[LONG(*PCodePtr)] /= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdModScriptVar(void)
+{
+ ACScript->vars[LONG(*PCodePtr)] %= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdModMapVar(void)
+{
+ MapVars[LONG(*PCodePtr)] %= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdModWorldVar(void)
+{
+ WorldVars[LONG(*PCodePtr)] %= Pop();
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdIncScriptVar(void)
+{
+ ++ACScript->vars[LONG(*PCodePtr)];
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdIncMapVar(void)
+{
+ ++MapVars[LONG(*PCodePtr)];
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdIncWorldVar(void)
+{
+ ++WorldVars[LONG(*PCodePtr)];
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdDecScriptVar(void)
+{
+ --ACScript->vars[LONG(*PCodePtr)];
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdDecMapVar(void)
+{
+ --MapVars[LONG(*PCodePtr)];
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdDecWorldVar(void)
+{
+ --WorldVars[LONG(*PCodePtr)];
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdGoto(void)
+{
+ PCodePtr = (int *) (ActionCodeBase + LONG(*PCodePtr));
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdIfGoto(void)
+{
+ if (Pop() != 0)
+ {
+ PCodePtr = (int *) (ActionCodeBase + LONG(*PCodePtr));
+ }
+ else
+ {
+ ++PCodePtr;
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdDrop(void)
+{
+ Drop();
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdDelay(void)
+{
+ ACScript->delayCount = Pop();
+ return SCRIPT_STOP;
+}
+
+static int CmdDelayDirect(void)
+{
+ ACScript->delayCount = LONG(*PCodePtr);
+ ++PCodePtr;
+ return SCRIPT_STOP;
+}
+
+static int CmdRandom(void)
+{
+ int low;
+ int high;
+
+ high = Pop();
+ low = Pop();
+ Push(low + (P_Random() % (high - low + 1)));
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdRandomDirect(void)
+{
+ int low;
+ int high;
+
+ low = LONG(*PCodePtr);
+ ++PCodePtr;
+ high = LONG(*PCodePtr);
+ ++PCodePtr;
+ Push(low + (P_Random() % (high - low + 1)));
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdThingCount(void)
+{
+ int tid;
+
+ tid = Pop();
+ ThingCount(Pop(), tid);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdThingCountDirect(void)
+{
+ int type;
+
+ type = LONG(*PCodePtr);
+ ++PCodePtr;
+ ThingCount(type, LONG(*PCodePtr));
+ ++PCodePtr;
+ return SCRIPT_CONTINUE;
+}
+
+static void ThingCount(int type, int tid)
+{
+ int count;
+ int searcher;
+ mobj_t *mobj;
+ mobjtype_t moType;
+ thinker_t *think;
+
+ if (!(type + tid))
+ { // Nothing to count
+ return;
+ }
+ moType = TranslateThingType[type];
+ count = 0;
+ searcher = -1;
+ if (tid)
+ { // Count TID things
+ while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
+ {
+ if (type == 0)
+ { // Just count TIDs
+ count++;
+ }
+ else if (moType == mobj->type)
+ {
+ if (mobj->flags & MF_COUNTKILL && mobj->health <= 0)
+ { // Don't count dead monsters
+ continue;
+ }
+ count++;
+ }
+ }
+ }
+ else
+ { // Count only types
+ for (think = thinkercap.next; think != &thinkercap;
+ think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mobj = (mobj_t *) think;
+ if (mobj->type != moType)
+ { // Doesn't match
+ continue;
+ }
+ if (mobj->flags & MF_COUNTKILL && mobj->health <= 0)
+ { // Don't count dead monsters
+ continue;
+ }
+ count++;
+ }
+ }
+ Push(count);
+}
+
+static int CmdTagWait(void)
+{
+ ACSInfo[ACScript->infoIndex].waitValue = Pop();
+ ACSInfo[ACScript->infoIndex].state = ASTE_WAITINGFORTAG;
+ return SCRIPT_STOP;
+}
+
+static int CmdTagWaitDirect(void)
+{
+ ACSInfo[ACScript->infoIndex].waitValue = LONG(*PCodePtr);
+ ++PCodePtr;
+ ACSInfo[ACScript->infoIndex].state = ASTE_WAITINGFORTAG;
+ return SCRIPT_STOP;
+}
+
+static int CmdPolyWait(void)
+{
+ ACSInfo[ACScript->infoIndex].waitValue = Pop();
+ ACSInfo[ACScript->infoIndex].state = ASTE_WAITINGFORPOLY;
+ return SCRIPT_STOP;
+}
+
+static int CmdPolyWaitDirect(void)
+{
+ ACSInfo[ACScript->infoIndex].waitValue = LONG(*PCodePtr);
+ ++PCodePtr;
+ ACSInfo[ACScript->infoIndex].state = ASTE_WAITINGFORPOLY;
+ return SCRIPT_STOP;
+}
+
+static int CmdChangeFloor(void)
+{
+ int tag;
+ int flat;
+ int sectorIndex;
+
+ flat = R_FlatNumForName(ACStrings[Pop()]);
+ tag = Pop();
+ sectorIndex = -1;
+ while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
+ {
+ sectors[sectorIndex].floorpic = flat;
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdChangeFloorDirect(void)
+{
+ int tag;
+ int flat;
+ int sectorIndex;
+
+ tag = LONG(*PCodePtr);
+ ++PCodePtr;
+ flat = R_FlatNumForName(ACStrings[LONG(*PCodePtr)]);
+ ++PCodePtr;
+ sectorIndex = -1;
+ while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
+ {
+ sectors[sectorIndex].floorpic = flat;
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdChangeCeiling(void)
+{
+ int tag;
+ int flat;
+ int sectorIndex;
+
+ flat = R_FlatNumForName(ACStrings[Pop()]);
+ tag = Pop();
+ sectorIndex = -1;
+ while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
+ {
+ sectors[sectorIndex].ceilingpic = flat;
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdChangeCeilingDirect(void)
+{
+ int tag;
+ int flat;
+ int sectorIndex;
+
+ tag = LONG(*PCodePtr);
+ ++PCodePtr;
+ flat = R_FlatNumForName(ACStrings[LONG(*PCodePtr)]);
+ ++PCodePtr;
+ sectorIndex = -1;
+ while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
+ {
+ sectors[sectorIndex].ceilingpic = flat;
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdRestart(void)
+{
+ PCodePtr = ACSInfo[ACScript->infoIndex].address;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAndLogical(void)
+{
+ Push(Pop() && Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdOrLogical(void)
+{
+ Push(Pop() || Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAndBitwise(void)
+{
+ Push(Pop() & Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdOrBitwise(void)
+{
+ Push(Pop() | Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdEorBitwise(void)
+{
+ Push(Pop() ^ Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdNegateLogical(void)
+{
+ Push(!Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLShift(void)
+{
+ int operand2;
+
+ operand2 = Pop();
+ Push(Pop() << operand2);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdRShift(void)
+{
+ int operand2;
+
+ operand2 = Pop();
+ Push(Pop() >> operand2);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdUnaryMinus(void)
+{
+ Push(-Pop());
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdIfNotGoto(void)
+{
+ if (Pop() != 0)
+ {
+ ++PCodePtr;
+ }
+ else
+ {
+ PCodePtr = (int *) (ActionCodeBase + LONG(*PCodePtr));
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdLineSide(void)
+{
+ Push(ACScript->side);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdScriptWait(void)
+{
+ ACSInfo[ACScript->infoIndex].waitValue = Pop();
+ ACSInfo[ACScript->infoIndex].state = ASTE_WAITINGFORSCRIPT;
+ return SCRIPT_STOP;
+}
+
+static int CmdScriptWaitDirect(void)
+{
+ ACSInfo[ACScript->infoIndex].waitValue = LONG(*PCodePtr);
+ ++PCodePtr;
+ ACSInfo[ACScript->infoIndex].state = ASTE_WAITINGFORSCRIPT;
+ return SCRIPT_STOP;
+}
+
+static int CmdClearLineSpecial(void)
+{
+ if (ACScript->line)
+ {
+ ACScript->line->special = 0;
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdCaseGoto(void)
+{
+ int value;
+
+ value = LONG(*PCodePtr);
+ ++PCodePtr;
+
+ if (Top() == value)
+ {
+ PCodePtr = (int *) (ActionCodeBase + LONG(*PCodePtr));
+ Drop();
+ }
+ else
+ {
+ ++PCodePtr;
+ }
+
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdBeginPrint(void)
+{
+ *PrintBuffer = 0;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdEndPrint(void)
+{
+ player_t *player;
+
+ if (ACScript->activator && ACScript->activator->player)
+ {
+ player = ACScript->activator->player;
+ }
+ else
+ {
+ player = &players[consoleplayer];
+ }
+ P_SetMessage(player, PrintBuffer, true);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdEndPrintBold(void)
+{
+ int i;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ P_SetYellowMessage(&players[i], PrintBuffer, true);
+ }
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdPrintString(void)
+{
+ strcat(PrintBuffer, ACStrings[Pop()]);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdPrintNumber(void)
+{
+ char tempStr[16];
+
+ sprintf(tempStr, "%d", Pop());
+ strcat(PrintBuffer, tempStr);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdPrintCharacter(void)
+{
+ char *bufferEnd;
+
+ bufferEnd = PrintBuffer + strlen(PrintBuffer);
+ *bufferEnd++ = Pop();
+ *bufferEnd = 0;
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdPlayerCount(void)
+{
+ int i;
+ int count;
+
+ count = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ count += playeringame[i];
+ }
+ Push(count);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdGameType(void)
+{
+ int gametype;
+
+ if (netgame == false)
+ {
+ gametype = GAME_SINGLE_PLAYER;
+ }
+ else if (deathmatch)
+ {
+ gametype = GAME_NET_DEATHMATCH;
+ }
+ else
+ {
+ gametype = GAME_NET_COOPERATIVE;
+ }
+ Push(gametype);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdGameSkill(void)
+{
+ Push(gameskill);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdTimer(void)
+{
+ Push(leveltime);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdSectorSound(void)
+{
+ int volume;
+ mobj_t *mobj;
+
+ mobj = NULL;
+ if (ACScript->line)
+ {
+ mobj = (mobj_t *) & ACScript->line->frontsector->soundorg;
+ }
+ volume = Pop();
+ S_StartSoundAtVolume(mobj, S_GetSoundID(ACStrings[Pop()]), volume);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdThingSound(void)
+{
+ int tid;
+ int sound;
+ int volume;
+ mobj_t *mobj;
+ int searcher;
+
+ volume = Pop();
+ sound = S_GetSoundID(ACStrings[Pop()]);
+ tid = Pop();
+ searcher = -1;
+ while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
+ {
+ S_StartSoundAtVolume(mobj, sound, volume);
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdAmbientSound(void)
+{
+ int volume;
+
+ volume = Pop();
+ S_StartSoundAtVolume(NULL, S_GetSoundID(ACStrings[Pop()]), volume);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdSoundSequence(void)
+{
+ mobj_t *mobj;
+
+ mobj = NULL;
+ if (ACScript->line)
+ {
+ mobj = (mobj_t *) & ACScript->line->frontsector->soundorg;
+ }
+ SN_StartSequenceName(mobj, ACStrings[Pop()]);
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdSetLineTexture(void)
+{
+ line_t *line;
+ int lineTag;
+ int side;
+ int position;
+ int texture;
+ int searcher;
+
+ texture = R_TextureNumForName(ACStrings[Pop()]);
+ position = Pop();
+ side = Pop();
+ lineTag = Pop();
+ searcher = -1;
+ while ((line = P_FindLine(lineTag, &searcher)) != NULL)
+ {
+ if (position == TEXTURE_MIDDLE)
+ {
+ sides[line->sidenum[side]].midtexture = texture;
+ }
+ else if (position == TEXTURE_BOTTOM)
+ {
+ sides[line->sidenum[side]].bottomtexture = texture;
+ }
+ else
+ { // TEXTURE_TOP
+ sides[line->sidenum[side]].toptexture = texture;
+ }
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdSetLineBlocking(void)
+{
+ line_t *line;
+ int lineTag;
+ boolean blocking;
+ int searcher;
+
+ blocking = Pop()? ML_BLOCKING : 0;
+ lineTag = Pop();
+ searcher = -1;
+ while ((line = P_FindLine(lineTag, &searcher)) != NULL)
+ {
+ line->flags = (line->flags & ~ML_BLOCKING) | blocking;
+ }
+ return SCRIPT_CONTINUE;
+}
+
+static int CmdSetLineSpecial(void)
+{
+ line_t *line;
+ int lineTag;
+ int special, arg1, arg2, arg3, arg4, arg5;
+ int searcher;
+
+ arg5 = Pop();
+ arg4 = Pop();
+ arg3 = Pop();
+ arg2 = Pop();
+ arg1 = Pop();
+ special = Pop();
+ lineTag = Pop();
+ searcher = -1;
+ while ((line = P_FindLine(lineTag, &searcher)) != NULL)
+ {
+ line->special = special;
+ line->arg1 = arg1;
+ line->arg2 = arg2;
+ line->arg3 = arg3;
+ line->arg4 = arg4;
+ line->arg5 = arg5;
+ }
+ return SCRIPT_CONTINUE;
+}
diff --git a/src/hexen/p_anim.c b/src/hexen/p_anim.c
new file mode 100644
index 00000000..c23c95fa
--- /dev/null
+++ b/src/hexen/p_anim.c
@@ -0,0 +1,489 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define ANIM_SCRIPT_NAME "ANIMDEFS"
+#define MAX_ANIM_DEFS 20
+#define MAX_FRAME_DEFS 96
+#define ANIM_FLAT 0
+#define ANIM_TEXTURE 1
+#define SCI_FLAT "flat"
+#define SCI_TEXTURE "texture"
+#define SCI_PIC "pic"
+#define SCI_TICS "tics"
+#define SCI_RAND "rand"
+
+#define LIGHTNING_SPECIAL 198
+#define LIGHTNING_SPECIAL2 199
+#define SKYCHANGE_SPECIAL 200
+
+// TYPES -------------------------------------------------------------------
+
+typedef struct
+{
+ int index;
+ int tics;
+} frameDef_t;
+
+typedef struct
+{
+ int type;
+ int index;
+ int tics;
+ int currentFrameDef;
+ int startFrameDef;
+ int endFrameDef;
+} animDef_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void P_LightningFlash(void);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern fixed_t Sky1ColumnOffset;
+extern fixed_t Sky2ColumnOffset;
+extern int Sky1Texture;
+extern boolean DoubleSky;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+fixed_t Sky1ScrollDelta;
+fixed_t Sky2ScrollDelta;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static animDef_t AnimDefs[MAX_ANIM_DEFS];
+static frameDef_t FrameDefs[MAX_FRAME_DEFS];
+static int AnimDefCount;
+static boolean LevelHasLightning;
+static int NextLightningFlash;
+static int LightningFlash;
+static int *LightningLightLevels;
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// P_AnimateSurfaces
+//
+//==========================================================================
+
+void P_AnimateSurfaces(void)
+{
+ int i;
+ animDef_t *ad;
+ line_t *line;
+
+ // Animate flats and textures
+ for (i = 0; i < AnimDefCount; i++)
+ {
+ ad = &AnimDefs[i];
+ ad->tics--;
+ if (ad->tics == 0)
+ {
+ if (ad->currentFrameDef == ad->endFrameDef)
+ {
+ ad->currentFrameDef = ad->startFrameDef;
+ }
+ else
+ {
+ ad->currentFrameDef++;
+ }
+ ad->tics = FrameDefs[ad->currentFrameDef].tics;
+ if (ad->tics > 255)
+ { // Random tics
+ ad->tics = (ad->tics >> 16)
+ + P_Random() % ((ad->tics & 0xff00) >> 8);
+ }
+ if (ad->type == ANIM_FLAT)
+ {
+ flattranslation[ad->index] =
+ FrameDefs[ad->currentFrameDef].index;
+ }
+ else
+ { // Texture
+ texturetranslation[ad->index] =
+ FrameDefs[ad->currentFrameDef].index;
+ }
+ }
+ }
+
+ // Update scrolling textures
+ for (i = 0; i < numlinespecials; i++)
+ {
+ line = linespeciallist[i];
+ switch (line->special)
+ {
+ case 100: // Scroll_Texture_Left
+ sides[line->sidenum[0]].textureoffset += line->arg1 << 10;
+ break;
+ case 101: // Scroll_Texture_Right
+ sides[line->sidenum[0]].textureoffset -= line->arg1 << 10;
+ break;
+ case 102: // Scroll_Texture_Up
+ sides[line->sidenum[0]].rowoffset += line->arg1 << 10;
+ break;
+ case 103: // Scroll_Texture_Down
+ sides[line->sidenum[0]].rowoffset -= line->arg1 << 10;
+ break;
+ }
+ }
+
+ // Update sky column offsets
+ Sky1ColumnOffset += Sky1ScrollDelta;
+ Sky2ColumnOffset += Sky2ScrollDelta;
+
+ if (LevelHasLightning)
+ {
+ if (!NextLightningFlash || LightningFlash)
+ {
+ P_LightningFlash();
+ }
+ else
+ {
+ NextLightningFlash--;
+ }
+ }
+}
+
+//==========================================================================
+//
+// P_LightningFlash
+//
+//==========================================================================
+
+static void P_LightningFlash(void)
+{
+ int i;
+ sector_t *tempSec;
+ int *tempLight;
+ boolean foundSec;
+ int flashLight;
+
+ if (LightningFlash)
+ {
+ LightningFlash--;
+ if (LightningFlash)
+ {
+ tempLight = LightningLightLevels;
+ tempSec = sectors;
+ for (i = 0; i < numsectors; i++, tempSec++)
+ {
+ if (tempSec->ceilingpic == skyflatnum
+ || tempSec->special == LIGHTNING_SPECIAL
+ || tempSec->special == LIGHTNING_SPECIAL2)
+ {
+ if (*tempLight < tempSec->lightlevel - 4)
+ {
+ tempSec->lightlevel -= 4;
+ }
+ tempLight++;
+ }
+ }
+ }
+ else
+ { // remove the alternate lightning flash special
+ tempLight = LightningLightLevels;
+ tempSec = sectors;
+ for (i = 0; i < numsectors; i++, tempSec++)
+ {
+ if (tempSec->ceilingpic == skyflatnum
+ || tempSec->special == LIGHTNING_SPECIAL
+ || tempSec->special == LIGHTNING_SPECIAL2)
+ {
+ tempSec->lightlevel = *tempLight;
+ tempLight++;
+ }
+ }
+ Sky1Texture = P_GetMapSky1Texture(gamemap);
+ }
+ return;
+ }
+ LightningFlash = (P_Random() & 7) + 8;
+ flashLight = 200 + (P_Random() & 31);
+ tempSec = sectors;
+ tempLight = LightningLightLevels;
+ foundSec = false;
+ for (i = 0; i < numsectors; i++, tempSec++)
+ {
+ if (tempSec->ceilingpic == skyflatnum
+ || tempSec->special == LIGHTNING_SPECIAL
+ || tempSec->special == LIGHTNING_SPECIAL2)
+ {
+ *tempLight = tempSec->lightlevel;
+ if (tempSec->special == LIGHTNING_SPECIAL)
+ {
+ tempSec->lightlevel += 64;
+ if (tempSec->lightlevel > flashLight)
+ {
+ tempSec->lightlevel = flashLight;
+ }
+ }
+ else if (tempSec->special == LIGHTNING_SPECIAL2)
+ {
+ tempSec->lightlevel += 32;
+ if (tempSec->lightlevel > flashLight)
+ {
+ tempSec->lightlevel = flashLight;
+ }
+ }
+ else
+ {
+ tempSec->lightlevel = flashLight;
+ }
+ if (tempSec->lightlevel < *tempLight)
+ {
+ tempSec->lightlevel = *tempLight;
+ }
+ tempLight++;
+ foundSec = true;
+ }
+ }
+ if (foundSec)
+ {
+ Sky1Texture = P_GetMapSky2Texture(gamemap); // set alternate sky
+ S_StartSound(NULL, SFX_THUNDER_CRASH);
+ }
+ // Calculate the next lighting flash
+ if (!NextLightningFlash)
+ {
+ if (P_Random() < 50)
+ { // Immediate Quick flash
+ NextLightningFlash = (P_Random() & 15) + 16;
+ }
+ else
+ {
+ if (P_Random() < 128 && !(leveltime & 32))
+ {
+ NextLightningFlash = ((P_Random() & 7) + 2) * 35;
+ }
+ else
+ {
+ NextLightningFlash = ((P_Random() & 15) + 5) * 35;
+ }
+ }
+ }
+}
+
+//==========================================================================
+//
+// P_ForceLightning
+//
+//==========================================================================
+
+void P_ForceLightning(void)
+{
+ NextLightningFlash = 0;
+}
+
+//==========================================================================
+//
+// P_InitLightning
+//
+//==========================================================================
+
+void P_InitLightning(void)
+{
+ int i;
+ int secCount;
+
+ if (!P_GetMapLightning(gamemap))
+ {
+ LevelHasLightning = false;
+ LightningFlash = 0;
+ return;
+ }
+ LightningFlash = 0;
+ secCount = 0;
+ for (i = 0; i < numsectors; i++)
+ {
+ if (sectors[i].ceilingpic == skyflatnum
+ || sectors[i].special == LIGHTNING_SPECIAL
+ || sectors[i].special == LIGHTNING_SPECIAL2)
+ {
+ secCount++;
+ }
+ }
+ if (secCount)
+ {
+ LevelHasLightning = true;
+ }
+ else
+ {
+ LevelHasLightning = false;
+ return;
+ }
+ LightningLightLevels = (int *) Z_Malloc(secCount * sizeof(int), PU_LEVEL,
+ NULL);
+ NextLightningFlash = ((P_Random() & 15) + 5) * 35; // don't flash at level start
+}
+
+//==========================================================================
+//
+// P_InitFTAnims
+//
+// Initialize flat and texture animation lists.
+//
+//==========================================================================
+
+void P_InitFTAnims(void)
+{
+ int base;
+ int mod;
+ int fd;
+ animDef_t *ad;
+ boolean ignore;
+ boolean done;
+
+ fd = 0;
+ ad = AnimDefs;
+ AnimDefCount = 0;
+ SC_Open(ANIM_SCRIPT_NAME);
+ while (SC_GetString())
+ {
+ if (AnimDefCount == MAX_ANIM_DEFS)
+ {
+ I_Error("P_InitFTAnims: too many AnimDefs.");
+ }
+ if (SC_Compare(SCI_FLAT))
+ {
+ ad->type = ANIM_FLAT;
+ }
+ else if (SC_Compare(SCI_TEXTURE))
+ {
+ ad->type = ANIM_TEXTURE;
+ }
+ else
+ {
+ SC_ScriptError(NULL);
+ }
+ SC_MustGetString(); // Name
+ ignore = false;
+ if (ad->type == ANIM_FLAT)
+ {
+ if (W_CheckNumForName(sc_String) == -1)
+ {
+ ignore = true;
+ }
+ else
+ {
+ ad->index = R_FlatNumForName(sc_String);
+ }
+ }
+ else
+ { // Texture
+ if (R_CheckTextureNumForName(sc_String) == -1)
+ {
+ ignore = true;
+ }
+ else
+ {
+ ad->index = R_TextureNumForName(sc_String);
+ }
+ }
+ ad->startFrameDef = fd;
+ done = false;
+ while (done == false)
+ {
+ if (SC_GetString())
+ {
+ if (SC_Compare(SCI_PIC))
+ {
+ if (fd == MAX_FRAME_DEFS)
+ {
+ I_Error("P_InitFTAnims: too many FrameDefs.");
+ }
+ SC_MustGetNumber();
+ if (ignore == false)
+ {
+ FrameDefs[fd].index = ad->index + sc_Number - 1;
+ }
+ SC_MustGetString();
+ if (SC_Compare(SCI_TICS))
+ {
+ SC_MustGetNumber();
+ if (ignore == false)
+ {
+ FrameDefs[fd].tics = sc_Number;
+ fd++;
+ }
+ }
+ else if (SC_Compare(SCI_RAND))
+ {
+ SC_MustGetNumber();
+ base = sc_Number;
+ SC_MustGetNumber();
+ if (ignore == false)
+ {
+ mod = sc_Number - base + 1;
+ FrameDefs[fd].tics = (base << 16) + (mod << 8);
+ fd++;
+ }
+ }
+ else
+ {
+ SC_ScriptError(NULL);
+ }
+ }
+ else
+ {
+ SC_UnGet();
+ done = true;
+ }
+ }
+ else
+ {
+ done = true;
+ }
+ }
+ if ((ignore == false) && (fd - ad->startFrameDef < 2))
+ {
+ I_Error("P_InitFTAnims: AnimDef has framecount < 2.");
+ }
+ if (ignore == false)
+ {
+ ad->endFrameDef = fd - 1;
+ ad->currentFrameDef = ad->endFrameDef;
+ ad->tics = 1; // Force 1st game tic to animate
+ AnimDefCount++;
+ ad++;
+ }
+ }
+ SC_Close();
+}
diff --git a/src/hexen/p_ceilng.c b/src/hexen/p_ceilng.c
new file mode 100644
index 00000000..ab13d3ac
--- /dev/null
+++ b/src/hexen/p_ceilng.c
@@ -0,0 +1,310 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "p_local.h"
+
+//==================================================================
+//==================================================================
+//
+// CEILINGS
+//
+//==================================================================
+//==================================================================
+
+ceiling_t *activeceilings[MAXCEILINGS];
+
+//==================================================================
+//
+// T_MoveCeiling
+//
+//==================================================================
+void T_MoveCeiling(ceiling_t * ceiling)
+{
+ result_e res;
+
+ switch (ceiling->direction)
+ {
+// case 0: // IN STASIS
+// break;
+ case 1: // UP
+ res = T_MovePlane(ceiling->sector, ceiling->speed,
+ ceiling->topheight, false, 1,
+ ceiling->direction);
+ if (res == RES_PASTDEST)
+ {
+ SN_StopSequence((mobj_t *) & ceiling->sector->soundorg);
+ switch (ceiling->type)
+ {
+ case CLEV_CRUSHANDRAISE:
+ ceiling->direction = -1;
+ ceiling->speed = ceiling->speed * 2;
+ break;
+ default:
+ P_RemoveActiveCeiling(ceiling);
+ break;
+ }
+ }
+ break;
+ case -1: // DOWN
+ res = T_MovePlane(ceiling->sector, ceiling->speed,
+ ceiling->bottomheight, ceiling->crush, 1,
+ ceiling->direction);
+ if (res == RES_PASTDEST)
+ {
+ SN_StopSequence((mobj_t *) & ceiling->sector->soundorg);
+ switch (ceiling->type)
+ {
+ case CLEV_CRUSHANDRAISE:
+ case CLEV_CRUSHRAISEANDSTAY:
+ ceiling->direction = 1;
+ ceiling->speed = ceiling->speed / 2;
+ break;
+ default:
+ P_RemoveActiveCeiling(ceiling);
+ break;
+ }
+ }
+ else if (res == RES_CRUSHED)
+ {
+ switch (ceiling->type)
+ {
+ case CLEV_CRUSHANDRAISE:
+ case CLEV_LOWERANDCRUSH:
+ case CLEV_CRUSHRAISEANDSTAY:
+ //ceiling->speed = ceiling->speed/4;
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ }
+}
+
+//==================================================================
+//
+// EV_DoCeiling
+// Move a ceiling up/down and all around!
+//
+//==================================================================
+int EV_DoCeiling(line_t * line, byte * arg, ceiling_e type)
+{
+ int secnum, rtn;
+ sector_t *sec;
+ ceiling_t *ceiling;
+
+ secnum = -1;
+ rtn = 0;
+
+/* Old Ceiling stasis code
+ //
+ // Reactivate in-stasis ceilings...for certain types.
+ //
+ switch(type)
+ {
+ case CLEV_CRUSHANDRAISE:
+ P_ActivateInStasisCeiling(line);
+ default:
+ break;
+ }
+*/
+ while ((secnum = P_FindSectorFromTag(arg[0], secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ //
+ // new door thinker
+ //
+ rtn = 1;
+ ceiling = Z_Malloc(sizeof(*ceiling), PU_LEVSPEC, 0);
+ P_AddThinker(&ceiling->thinker);
+ sec->specialdata = ceiling;
+ ceiling->thinker.function = T_MoveCeiling;
+ ceiling->sector = sec;
+ ceiling->crush = 0;
+ ceiling->speed = arg[1] * (FRACUNIT / 8);
+ switch (type)
+ {
+ case CLEV_CRUSHRAISEANDSTAY:
+ ceiling->crush = arg[2]; // arg[2] = crushing value
+ ceiling->topheight = sec->ceilingheight;
+ ceiling->bottomheight = sec->floorheight + (8 * FRACUNIT);
+ ceiling->direction = -1;
+ break;
+ case CLEV_CRUSHANDRAISE:
+ ceiling->topheight = sec->ceilingheight;
+ case CLEV_LOWERANDCRUSH:
+ ceiling->crush = arg[2]; // arg[2] = crushing value
+ case CLEV_LOWERTOFLOOR:
+ ceiling->bottomheight = sec->floorheight;
+ if (type != CLEV_LOWERTOFLOOR)
+ {
+ ceiling->bottomheight += 8 * FRACUNIT;
+ }
+ ceiling->direction = -1;
+ break;
+ case CLEV_RAISETOHIGHEST:
+ ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
+ ceiling->direction = 1;
+ break;
+ case CLEV_LOWERBYVALUE:
+ ceiling->bottomheight =
+ sec->ceilingheight - arg[2] * FRACUNIT;
+ ceiling->direction = -1;
+ break;
+ case CLEV_RAISEBYVALUE:
+ ceiling->topheight = sec->ceilingheight + arg[2] * FRACUNIT;
+ ceiling->direction = 1;
+ break;
+ case CLEV_MOVETOVALUETIMES8:
+ {
+ int destHeight = arg[2] * FRACUNIT * 8;
+
+ if (arg[3])
+ {
+ destHeight = -destHeight;
+ }
+ if (sec->ceilingheight <= destHeight)
+ {
+ ceiling->direction = 1;
+ ceiling->topheight = destHeight;
+ if (sec->ceilingheight == destHeight)
+ {
+ rtn = 0;
+ }
+ }
+ else if (sec->ceilingheight > destHeight)
+ {
+ ceiling->direction = -1;
+ ceiling->bottomheight = destHeight;
+ }
+ break;
+ }
+ default:
+ rtn = 0;
+ break;
+ }
+ ceiling->tag = sec->tag;
+ ceiling->type = type;
+ P_AddActiveCeiling(ceiling);
+ if (rtn)
+ {
+ SN_StartSequence((mobj_t *) & ceiling->sector->soundorg,
+ SEQ_PLATFORM + ceiling->sector->seqType);
+ }
+ }
+ return rtn;
+}
+
+//==================================================================
+//
+// Add an active ceiling
+//
+//==================================================================
+void P_AddActiveCeiling(ceiling_t * c)
+{
+ int i;
+ for (i = 0; i < MAXCEILINGS; i++)
+ if (activeceilings[i] == NULL)
+ {
+ activeceilings[i] = c;
+ return;
+ }
+}
+
+//==================================================================
+//
+// Remove a ceiling's thinker
+//
+//==================================================================
+void P_RemoveActiveCeiling(ceiling_t * c)
+{
+ int i;
+
+ for (i = 0; i < MAXCEILINGS; i++)
+ if (activeceilings[i] == c)
+ {
+ activeceilings[i]->sector->specialdata = NULL;
+ P_RemoveThinker(&activeceilings[i]->thinker);
+ P_TagFinished(activeceilings[i]->sector->tag);
+ activeceilings[i] = NULL;
+ break;
+ }
+}
+
+#if 0
+//==================================================================
+//
+// Restart a ceiling that's in-stasis
+//
+//==================================================================
+void P_ActivateInStasisCeiling(line_t * line)
+{
+ int i;
+
+ for (i = 0; i < MAXCEILINGS; i++)
+ if (activeceilings[i] && (activeceilings[i]->tag == line->arg1) &&
+ (activeceilings[i]->direction == 0))
+ {
+ activeceilings[i]->direction = activeceilings[i]->olddirection;
+ activeceilings[i]->thinker.function = T_MoveCeiling;
+ SN_StartSequence((mobj_t *) & activeceilings[i]->sector->soundorg,
+ SEQ_PLATFORM +
+ activeceilings[i]->sector->seqType);
+ }
+}
+#endif
+
+//==================================================================
+//
+// EV_CeilingCrushStop
+// Stop a ceiling from crushing!
+//
+//==================================================================
+
+int EV_CeilingCrushStop(line_t * line, byte * args)
+{
+ int i;
+ int rtn;
+
+ rtn = 0;
+ for (i = 0; i < MAXCEILINGS; i++)
+ {
+ if (activeceilings[i] && activeceilings[i]->tag == args[0])
+ {
+ rtn = 1;
+ SN_StopSequence((mobj_t *) & activeceilings[i]->sector->soundorg);
+ activeceilings[i]->sector->specialdata = NULL;
+ P_RemoveThinker(&activeceilings[i]->thinker);
+ P_TagFinished(activeceilings[i]->sector->tag);
+ activeceilings[i] = NULL;
+ break;
+ }
+ }
+ return rtn;
+}
diff --git a/src/hexen/p_doors.c b/src/hexen/p_doors.c
new file mode 100644
index 00000000..8193b4ab
--- /dev/null
+++ b/src/hexen/p_doors.c
@@ -0,0 +1,328 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "p_local.h"
+
+//==================================================================
+//==================================================================
+//
+// VERTICAL DOORS
+//
+//==================================================================
+//==================================================================
+
+//==================================================================
+//
+// T_VerticalDoor
+//
+//==================================================================
+void T_VerticalDoor(vldoor_t * door)
+{
+ result_e res;
+
+ switch (door->direction)
+ {
+ case 0: // WAITING
+ if (!--door->topcountdown)
+ switch (door->type)
+ {
+ case DREV_NORMAL:
+ door->direction = -1; // time to go back down
+ SN_StartSequence((mobj_t *) & door->sector->soundorg,
+ SEQ_DOOR_STONE +
+ door->sector->seqType);
+ break;
+ case DREV_CLOSE30THENOPEN:
+ door->direction = 1;
+ break;
+ default:
+ break;
+ }
+ break;
+ case 2: // INITIAL WAIT
+ if (!--door->topcountdown)
+ {
+ switch (door->type)
+ {
+ case DREV_RAISEIN5MINS:
+ door->direction = 1;
+ door->type = DREV_NORMAL;
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case -1: // DOWN
+ res = T_MovePlane(door->sector, door->speed,
+ door->sector->floorheight, false, 1,
+ door->direction);
+ if (res == RES_PASTDEST)
+ {
+ SN_StopSequence((mobj_t *) & door->sector->soundorg);
+ switch (door->type)
+ {
+ case DREV_NORMAL:
+ case DREV_CLOSE:
+ door->sector->specialdata = NULL;
+ P_TagFinished(door->sector->tag);
+ P_RemoveThinker(&door->thinker); // unlink and free
+ break;
+ case DREV_CLOSE30THENOPEN:
+ door->direction = 0;
+ door->topcountdown = 35 * 30;
+ break;
+ default:
+ break;
+ }
+ }
+ else if (res == RES_CRUSHED)
+ {
+ switch (door->type)
+ {
+ case DREV_CLOSE: // DON'T GO BACK UP!
+ break;
+ default:
+ door->direction = 1;
+ break;
+ }
+ }
+ break;
+ case 1: // UP
+ res = T_MovePlane(door->sector, door->speed,
+ door->topheight, false, 1, door->direction);
+ if (res == RES_PASTDEST)
+ {
+ SN_StopSequence((mobj_t *) & door->sector->soundorg);
+ switch (door->type)
+ {
+ case DREV_NORMAL:
+ door->direction = 0; // wait at top
+ door->topcountdown = door->topwait;
+ break;
+ case DREV_CLOSE30THENOPEN:
+ case DREV_OPEN:
+ door->sector->specialdata = NULL;
+ P_TagFinished(door->sector->tag);
+ P_RemoveThinker(&door->thinker); // unlink and free
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// EV_DoDoor
+//
+// Move a door up/down
+//
+//----------------------------------------------------------------------------
+
+int EV_DoDoor(line_t * line, byte * args, vldoor_e type)
+{
+ int secnum;
+ int retcode;
+ sector_t *sec;
+ vldoor_t *door;
+ fixed_t speed;
+
+ speed = args[1] * FRACUNIT / 8;
+ secnum = -1;
+ retcode = 0;
+ while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ {
+ continue;
+ }
+ // Add new door thinker
+ retcode = 1;
+ door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ switch (type)
+ {
+ case DREV_CLOSE:
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4 * FRACUNIT;
+ door->direction = -1;
+ break;
+ case DREV_CLOSE30THENOPEN:
+ door->topheight = sec->ceilingheight;
+ door->direction = -1;
+ break;
+ case DREV_NORMAL:
+ case DREV_OPEN:
+ door->direction = 1;
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4 * FRACUNIT;
+ break;
+ default:
+ break;
+ }
+ door->type = type;
+ door->speed = speed;
+ door->topwait = args[2]; // line->arg3
+ SN_StartSequence((mobj_t *) & door->sector->soundorg,
+ SEQ_DOOR_STONE + door->sector->seqType);
+ }
+ return (retcode);
+}
+
+//==================================================================
+//
+// EV_VerticalDoor : open a door manually, no tag value
+//
+//==================================================================
+boolean EV_VerticalDoor(line_t * line, mobj_t * thing)
+{
+ int secnum;
+ sector_t *sec;
+ vldoor_t *door;
+ int side;
+
+ side = 0; // only front sides can be used
+
+ // if the sector has an active thinker, use it
+ sec = sides[line->sidenum[side ^ 1]].sector;
+ secnum = sec - sectors;
+ if (sec->specialdata)
+ {
+ return false;
+/*
+ door = sec->specialdata;
+ switch(line->special)
+ { // only for raise doors
+ case 12:
+ if(door->direction == -1)
+ {
+ door->direction = 1; // go back up
+ }
+ else
+ {
+ if(!thing->player)
+ { // Monsters don't close doors
+ return;
+ }
+ door->direction = -1; // start going down immediately
+ }
+ return;
+ }
+*/
+ }
+ //
+ // new door thinker
+ //
+ door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 1;
+ switch (line->special)
+ {
+ case 11:
+ door->type = DREV_OPEN;
+ line->special = 0;
+ break;
+ case 12:
+ case 13:
+ door->type = DREV_NORMAL;
+ break;
+ default:
+ door->type = DREV_NORMAL;
+ break;
+ }
+ door->speed = line->arg2 * (FRACUNIT / 8);
+ door->topwait = line->arg3;
+
+ //
+ // find the top and bottom of the movement range
+ //
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4 * FRACUNIT;
+ SN_StartSequence((mobj_t *) & door->sector->soundorg,
+ SEQ_DOOR_STONE + door->sector->seqType);
+ return true;
+}
+
+//==================================================================
+//
+// Spawn a door that closes after 30 seconds
+//
+//==================================================================
+
+/*
+void P_SpawnDoorCloseIn30(sector_t *sec)
+{
+ vldoor_t *door;
+
+ door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ sec->special = 0;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 0;
+ door->type = DREV_NORMAL;
+ door->speed = VDOORSPEED;
+ door->topcountdown = 30*35;
+}
+*/
+
+//==================================================================
+//
+// Spawn a door that opens after 5 minutes
+//
+//==================================================================
+
+/*
+void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum)
+{
+ vldoor_t *door;
+
+ door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ sec->special = 0;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 2;
+ door->type = DREV_RAISEIN5MINS;
+ door->speed = VDOORSPEED;
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+ door->topwait = VDOORWAIT;
+ door->topcountdown = 5*60*35;
+}
+*/
diff --git a/src/hexen/p_enemy.c b/src/hexen/p_enemy.c
new file mode 100644
index 00000000..14bc4f49
--- /dev/null
+++ b/src/hexen/p_enemy.c
@@ -0,0 +1,5397 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "i_swap.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// Macros
+// Types
+// Private Data
+// External Data
+extern fixed_t FloatBobOffsets[64];
+
+
+//----------------------------------------------------------------------------
+//
+// PROC P_RecursiveSound
+//
+//----------------------------------------------------------------------------
+
+mobj_t *soundtarget;
+
+void P_RecursiveSound(sector_t * sec, int soundblocks)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+
+ // Wake up all monsters in this sector
+ if (sec->validcount == validcount
+ && sec->soundtraversed <= soundblocks + 1)
+ { // Already flooded
+ return;
+ }
+ sec->validcount = validcount;
+ sec->soundtraversed = soundblocks + 1;
+ sec->soundtarget = soundtarget;
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ if (!(check->flags & ML_TWOSIDED))
+ {
+ continue;
+ }
+ P_LineOpening(check);
+ if (openrange <= 0)
+ { // Closed door
+ continue;
+ }
+ if (sides[check->sidenum[0]].sector == sec)
+ {
+ other = sides[check->sidenum[1]].sector;
+ }
+ else
+ {
+ other = sides[check->sidenum[0]].sector;
+ }
+ if (check->flags & ML_SOUNDBLOCK)
+ {
+ if (!soundblocks)
+ {
+ P_RecursiveSound(other, 1);
+ }
+ }
+ else
+ {
+ P_RecursiveSound(other, soundblocks);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_NoiseAlert
+//
+// If a monster yells at a player, it will alert other monsters to the
+// player.
+//
+//----------------------------------------------------------------------------
+
+void P_NoiseAlert(mobj_t * target, mobj_t * emmiter)
+{
+ soundtarget = target;
+ validcount++;
+ P_RecursiveSound(emmiter->subsector->sector, 0);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_CheckMeleeRange
+//
+//----------------------------------------------------------------------------
+
+boolean P_CheckMeleeRange(mobj_t * actor)
+{
+ mobj_t *mo;
+ fixed_t dist;
+
+ if (!actor->target)
+ {
+ return (false);
+ }
+ mo = actor->target;
+ dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y);
+ if (dist >= MELEERANGE)
+ {
+ return (false);
+ }
+ if (!P_CheckSight(actor, mo))
+ {
+ return (false);
+ }
+ if (mo->z > actor->z + actor->height)
+ { // Target is higher than the attacker
+ return (false);
+ }
+ else if (actor->z > mo->z + mo->height)
+ { // Attacker is higher
+ return (false);
+ }
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_CheckMeleeRange2
+//
+//----------------------------------------------------------------------------
+
+boolean P_CheckMeleeRange2(mobj_t * actor)
+{
+ mobj_t *mo;
+ fixed_t dist;
+
+ if (!actor->target)
+ {
+ return (false);
+ }
+ mo = actor->target;
+ dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y);
+ if (dist >= MELEERANGE * 2 || dist < MELEERANGE)
+ {
+ return (false);
+ }
+ if (!P_CheckSight(actor, mo))
+ {
+ return (false);
+ }
+ if (mo->z > actor->z + actor->height)
+ { // Target is higher than the attacker
+ return (false);
+ }
+ else if (actor->z > mo->z + mo->height)
+ { // Attacker is higher
+ return (false);
+ }
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_CheckMissileRange
+//
+//----------------------------------------------------------------------------
+
+boolean P_CheckMissileRange(mobj_t * actor)
+{
+ fixed_t dist;
+
+ if (!P_CheckSight(actor, actor->target))
+ {
+ return (false);
+ }
+ if (actor->flags & MF_JUSTHIT)
+ { // The target just hit the enemy, so fight back!
+ actor->flags &= ~MF_JUSTHIT;
+ return (true);
+ }
+ if (actor->reactiontime)
+ { // Don't attack yet
+ return (false);
+ }
+ dist = (P_AproxDistance(actor->x - actor->target->x,
+ actor->y - actor->target->y) >> FRACBITS) - 64;
+ if (!actor->info->meleestate)
+ { // No melee attack, so fire more frequently
+ dist -= 128;
+ }
+ if (dist > 200)
+ {
+ dist = 200;
+ }
+ if (P_Random() < dist)
+ {
+ return (false);
+ }
+ return (true);
+}
+
+/*
+================
+=
+= P_Move
+=
+= Move in the current direction
+= returns false if the move is blocked
+================
+*/
+
+fixed_t xspeed[8] =
+ { FRACUNIT, 47000, 0, -47000, -FRACUNIT, -47000, 0, 47000 };
+fixed_t yspeed[8] =
+ { 0, 47000, FRACUNIT, 47000, 0, -47000, -FRACUNIT, -47000 };
+
+#define MAXSPECIALCROSS 8
+extern line_t *spechit[MAXSPECIALCROSS];
+extern int numspechit;
+
+boolean P_Move(mobj_t * actor)
+{
+ fixed_t tryx, tryy;
+ line_t *ld;
+ boolean good;
+
+ if (actor->flags2 & MF2_BLASTED)
+ return (true);
+ if (actor->movedir == DI_NODIR)
+ {
+ return (false);
+ }
+ tryx = actor->x + actor->info->speed * xspeed[actor->movedir];
+ tryy = actor->y + actor->info->speed * yspeed[actor->movedir];
+ if (!P_TryMove(actor, tryx, tryy))
+ { // open any specials
+ if (actor->flags & MF_FLOAT && floatok)
+ { // must adjust height
+ if (actor->z < tmfloorz)
+ {
+ actor->z += FLOATSPEED;
+ }
+ else
+ {
+ actor->z -= FLOATSPEED;
+ }
+ actor->flags |= MF_INFLOAT;
+ return (true);
+ }
+ if (!numspechit)
+ {
+ return false;
+ }
+ actor->movedir = DI_NODIR;
+ good = false;
+ while (numspechit--)
+ {
+ ld = spechit[numspechit];
+ // if the special isn't a door that can be opened, return false
+ if (P_ActivateLine(ld, actor, 0, SPAC_USE))
+ {
+ good = true;
+ }
+/* Old version before use/cross/impact specials were combined
+ if(P_UseSpecialLine(actor, ld))
+ {
+ good = true;
+ }
+*/
+ }
+ return (good);
+ }
+ else
+ {
+ actor->flags &= ~MF_INFLOAT;
+ }
+ if (!(actor->flags & MF_FLOAT))
+ {
+ if (actor->z > actor->floorz)
+ {
+ P_HitFloor(actor);
+ }
+ actor->z = actor->floorz;
+ }
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_TryWalk
+//
+// Attempts to move actor in its current (ob->moveangle) direction.
+// If blocked by either a wall or an actor returns FALSE.
+// If move is either clear of block only by a door, returns TRUE and sets.
+// If a door is in the way, an OpenDoor call is made to start it opening.
+//
+//----------------------------------------------------------------------------
+
+boolean P_TryWalk(mobj_t * actor)
+{
+ if (!P_Move(actor))
+ {
+ return (false);
+ }
+ actor->movecount = P_Random() & 15;
+ return (true);
+}
+
+/*
+================
+=
+= P_NewChaseDir
+=
+================
+*/
+
+dirtype_t opposite[] =
+ { DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_EAST, DI_NORTHEAST,
+ DI_NORTH, DI_NORTHWEST, DI_NODIR
+};
+
+dirtype_t diags[] =
+ { DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST };
+
+void P_NewChaseDir(mobj_t * actor)
+{
+ fixed_t deltax, deltay;
+ dirtype_t d[3];
+ dirtype_t tdir, olddir, turnaround;
+
+ if (!actor->target)
+ I_Error("P_NewChaseDir: called with no target");
+
+ olddir = actor->movedir;
+ turnaround = opposite[olddir];
+
+ deltax = actor->target->x - actor->x;
+ deltay = actor->target->y - actor->y;
+ if (deltax > 10 * FRACUNIT)
+ d[1] = DI_EAST;
+ else if (deltax < -10 * FRACUNIT)
+ d[1] = DI_WEST;
+ else
+ d[1] = DI_NODIR;
+ if (deltay < -10 * FRACUNIT)
+ d[2] = DI_SOUTH;
+ else if (deltay > 10 * FRACUNIT)
+ d[2] = DI_NORTH;
+ else
+ d[2] = DI_NODIR;
+
+// try direct route
+ if (d[1] != DI_NODIR && d[2] != DI_NODIR)
+ {
+ actor->movedir = diags[((deltay < 0) << 1) + (deltax > 0)];
+ if (actor->movedir != turnaround && P_TryWalk(actor))
+ return;
+ }
+
+// try other directions
+ if (P_Random() > 200 || abs(deltay) > abs(deltax))
+ {
+ tdir = d[1];
+ d[1] = d[2];
+ d[2] = tdir;
+ }
+
+ if (d[1] == turnaround)
+ d[1] = DI_NODIR;
+ if (d[2] == turnaround)
+ d[2] = DI_NODIR;
+
+ if (d[1] != DI_NODIR)
+ {
+ actor->movedir = d[1];
+ if (P_TryWalk(actor))
+ return; /*either moved forward or attacked */
+ }
+
+ if (d[2] != DI_NODIR)
+ {
+ actor->movedir = d[2];
+ if (P_TryWalk(actor))
+ return;
+ }
+
+/* there is no direct path to the player, so pick another direction */
+
+ if (olddir != DI_NODIR)
+ {
+ actor->movedir = olddir;
+ if (P_TryWalk(actor))
+ return;
+ }
+
+ if (P_Random() & 1) /*randomly determine direction of search */
+ {
+ for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
+ {
+ if (tdir != turnaround)
+ {
+ actor->movedir = tdir;
+ if (P_TryWalk(actor))
+ return;
+ }
+ }
+ }
+ else
+ {
+ for (tdir = DI_SOUTHEAST; tdir != DI_EAST-1; tdir--)
+ {
+ if (tdir != turnaround)
+ {
+ actor->movedir = tdir;
+ if (P_TryWalk(actor))
+ return;
+ }
+ }
+ }
+
+ if (turnaround != DI_NODIR)
+ {
+ actor->movedir = turnaround;
+ if (P_TryWalk(actor))
+ return;
+ }
+
+ actor->movedir = DI_NODIR; // can't move
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_LookForMonsters
+//
+//---------------------------------------------------------------------------
+
+#define MONS_LOOK_RANGE (16*64*FRACUNIT)
+#define MONS_LOOK_LIMIT 64
+
+boolean P_LookForMonsters(mobj_t * actor)
+{
+ int count;
+ mobj_t *mo;
+ thinker_t *think;
+
+ if (!P_CheckSight(players[0].mo, actor))
+ { // Player can't see monster
+ return (false);
+ }
+ count = 0;
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *) think;
+ if (!(mo->flags & MF_COUNTKILL) || (mo == actor) || (mo->health <= 0))
+ { // Not a valid monster
+ continue;
+ }
+ if (P_AproxDistance(actor->x - mo->x, actor->y - mo->y)
+ > MONS_LOOK_RANGE)
+ { // Out of range
+ continue;
+ }
+ if (P_Random() < 16)
+ { // Skip
+ continue;
+ }
+ if (count++ > MONS_LOOK_LIMIT)
+ { // Stop searching
+ return (false);
+ }
+ if (!P_CheckSight(actor, mo))
+ { // Out of sight
+ continue;
+ }
+ if (actor->type == MT_MINOTAUR)
+ {
+ if ((mo->type == MT_MINOTAUR) &&
+ (mo->target != ((player_t *) actor->special1)->mo))
+ {
+ continue;
+ }
+ }
+ // Found a target monster
+ actor->target = mo;
+ return (true);
+ }
+ return (false);
+}
+
+/*
+================
+=
+= P_LookForPlayers
+=
+= If allaround is false, only look 180 degrees in front
+= returns true if a player is targeted
+================
+*/
+
+boolean P_LookForPlayers(mobj_t * actor, boolean allaround)
+{
+ int c;
+ int stop;
+ player_t *player;
+ sector_t *sector;
+ angle_t an;
+ fixed_t dist;
+
+ if (!netgame && players[0].health <= 0)
+ { // Single player game and player is dead, look for monsters
+ return (P_LookForMonsters(actor));
+ }
+ sector = actor->subsector->sector;
+ c = 0;
+ stop = (actor->lastlook - 1) & 3;
+ for (;; actor->lastlook = (actor->lastlook + 1) & 3)
+ {
+ if (!playeringame[actor->lastlook])
+ continue;
+
+ if (c++ == 2 || actor->lastlook == stop)
+ return false; // done looking
+
+ player = &players[actor->lastlook];
+ if (player->health <= 0)
+ continue; // dead
+ if (!P_CheckSight(actor, player->mo))
+ continue; // out of sight
+
+ if (!allaround)
+ {
+ an = R_PointToAngle2(actor->x, actor->y,
+ player->mo->x, player->mo->y) - actor->angle;
+ if (an > ANG90 && an < ANG270)
+ {
+ dist = P_AproxDistance(player->mo->x - actor->x,
+ player->mo->y - actor->y);
+ // if real close, react anyway
+ if (dist > MELEERANGE)
+ continue; // behind back
+ }
+ }
+ if (player->mo->flags & MF_SHADOW)
+ { // Player is invisible
+ if ((P_AproxDistance(player->mo->x - actor->x,
+ player->mo->y - actor->y) > 2 * MELEERANGE)
+ && P_AproxDistance(player->mo->momx, player->mo->momy)
+ < 5 * FRACUNIT)
+ { // Player is sneaking - can't detect
+ return (false);
+ }
+ if (P_Random() < 225)
+ { // Player isn't sneaking, but still didn't detect
+ return (false);
+ }
+ }
+ if (actor->type == MT_MINOTAUR)
+ {
+ if (((player_t *) (actor->special1)) == player)
+ {
+ continue; // Don't target master
+ }
+ }
+
+ actor->target = player->mo;
+ return (true);
+ }
+ return (false);
+}
+
+/*
+===============================================================================
+
+ ACTION ROUTINES
+
+===============================================================================
+*/
+
+/*
+==============
+=
+= A_Look
+=
+= Stay in state until a player is sighted
+=
+==============
+*/
+
+void A_Look(mobj_t * actor)
+{
+ mobj_t *targ;
+
+ actor->threshold = 0; // any shot will wake up
+ targ = actor->subsector->sector->soundtarget;
+ if (targ && (targ->flags & MF_SHOOTABLE))
+ {
+ actor->target = targ;
+ if (actor->flags & MF_AMBUSH)
+ {
+ if (P_CheckSight(actor, actor->target))
+ goto seeyou;
+ }
+ else
+ goto seeyou;
+ }
+
+
+ if (!P_LookForPlayers(actor, false))
+ return;
+
+// go into chase state
+ seeyou:
+ if (actor->info->seesound)
+ {
+ int sound;
+
+ sound = actor->info->seesound;
+ if (actor->flags2 & MF2_BOSS)
+ { // Full volume
+ S_StartSound(NULL, sound);
+ }
+ else
+ {
+ S_StartSound(actor, sound);
+ }
+ }
+ P_SetMobjState(actor, actor->info->seestate);
+}
+
+
+/*
+==============
+=
+= A_Chase
+=
+= Actor has a melee attack, so it tries to close as fast as possible
+=
+==============
+*/
+
+void A_Chase(mobj_t * actor)
+{
+ int delta;
+
+ if (actor->reactiontime)
+ {
+ actor->reactiontime--;
+ }
+
+ // Modify target threshold
+ if (actor->threshold)
+ {
+ actor->threshold--;
+ }
+
+ if (gameskill == sk_nightmare)
+ { // Monsters move faster in nightmare mode
+ actor->tics -= actor->tics / 2;
+ if (actor->tics < 3)
+ {
+ actor->tics = 3;
+ }
+ }
+
+//
+// turn towards movement direction if not there yet
+//
+ if (actor->movedir < 8)
+ {
+ actor->angle &= (7 << 29);
+ delta = actor->angle - (actor->movedir << 29);
+ if (delta > 0)
+ {
+ actor->angle -= ANG90 / 2;
+ }
+ else if (delta < 0)
+ {
+ actor->angle += ANG90 / 2;
+ }
+ }
+
+ if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
+ { // look for a new target
+ if (P_LookForPlayers(actor, true))
+ { // got a new target
+ return;
+ }
+ P_SetMobjState(actor, actor->info->spawnstate);
+ return;
+ }
+
+//
+// don't attack twice in a row
+//
+ if (actor->flags & MF_JUSTATTACKED)
+ {
+ actor->flags &= ~MF_JUSTATTACKED;
+ if (gameskill != sk_nightmare)
+ P_NewChaseDir(actor);
+ return;
+ }
+
+//
+// check for melee attack
+//
+ if (actor->info->meleestate && P_CheckMeleeRange(actor))
+ {
+ if (actor->info->attacksound)
+ {
+ S_StartSound(actor, actor->info->attacksound);
+ }
+ P_SetMobjState(actor, actor->info->meleestate);
+ return;
+ }
+
+//
+// check for missile attack
+//
+ if (actor->info->missilestate)
+ {
+ if (gameskill < sk_nightmare && actor->movecount)
+ goto nomissile;
+ if (!P_CheckMissileRange(actor))
+ goto nomissile;
+ P_SetMobjState(actor, actor->info->missilestate);
+ actor->flags |= MF_JUSTATTACKED;
+ return;
+ }
+ nomissile:
+
+//
+// possibly choose another target
+//
+ if (netgame && !actor->threshold && !P_CheckSight(actor, actor->target))
+ {
+ if (P_LookForPlayers(actor, true))
+ return; // got a new target
+ }
+
+//
+// chase towards player
+//
+ if (--actor->movecount < 0 || !P_Move(actor))
+ {
+ P_NewChaseDir(actor);
+ }
+
+//
+// make active sound
+//
+ if (actor->info->activesound && P_Random() < 3)
+ {
+ if (actor->type == MT_BISHOP && P_Random() < 128)
+ {
+ S_StartSound(actor, actor->info->seesound);
+ }
+ else if (actor->type == MT_PIG)
+ {
+ S_StartSound(actor, SFX_PIG_ACTIVE1 + (P_Random() & 1));
+ }
+ else if (actor->flags2 & MF2_BOSS)
+ {
+ S_StartSound(NULL, actor->info->activesound);
+ }
+ else
+ {
+ S_StartSound(actor, actor->info->activesound);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FaceTarget
+//
+//----------------------------------------------------------------------------
+
+void A_FaceTarget(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ actor->flags &= ~MF_AMBUSH;
+ actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x,
+ actor->target->y);
+ if (actor->target->flags & MF_SHADOW)
+ { // Target is a ghost
+ actor->angle += (P_Random() - P_Random()) << 21;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Pain
+//
+//----------------------------------------------------------------------------
+
+void A_Pain(mobj_t * actor)
+{
+ if (actor->info->painsound)
+ {
+ S_StartSound(actor, actor->info->painsound);
+ }
+}
+
+//============================================================================
+//
+// A_SetInvulnerable
+//
+//============================================================================
+
+void A_SetInvulnerable(mobj_t * actor)
+{
+ actor->flags2 |= MF2_INVULNERABLE;
+}
+
+//============================================================================
+//
+// A_UnSetInvulnerable
+//
+//============================================================================
+
+void A_UnSetInvulnerable(mobj_t * actor)
+{
+ actor->flags2 &= ~MF2_INVULNERABLE;
+}
+
+//============================================================================
+//
+// A_SetReflective
+//
+//============================================================================
+
+void A_SetReflective(mobj_t * actor)
+{
+ actor->flags2 |= MF2_REFLECTIVE;
+
+ if ((actor->type == MT_CENTAUR) || (actor->type == MT_CENTAURLEADER))
+ {
+ A_SetInvulnerable(actor);
+ }
+}
+
+//============================================================================
+//
+// A_UnSetReflective
+//
+//============================================================================
+
+void A_UnSetReflective(mobj_t * actor)
+{
+ actor->flags2 &= ~MF2_REFLECTIVE;
+
+ if ((actor->type == MT_CENTAUR) || (actor->type == MT_CENTAURLEADER))
+ {
+ A_UnSetInvulnerable(actor);
+ }
+}
+
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_UpdateMorphedMonster
+//
+// Returns true if the pig morphs.
+//
+//----------------------------------------------------------------------------
+
+boolean P_UpdateMorphedMonster(mobj_t * actor, int tics)
+{
+ mobj_t *fog;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ mobjtype_t moType;
+ mobj_t *mo;
+ mobj_t oldMonster;
+
+ actor->special1 -= tics;
+ if (actor->special1 > 0)
+ {
+ return (false);
+ }
+ moType = actor->special2;
+ switch (moType)
+ {
+ case MT_WRAITHB: // These must remain morphed
+ case MT_SERPENT:
+ case MT_SERPENTLEADER:
+ case MT_MINOTAUR:
+ return (false);
+ default:
+ break;
+ }
+ x = actor->x;
+ y = actor->y;
+ z = actor->z;
+ oldMonster = *actor; // Save pig vars
+
+ P_RemoveMobjFromTIDList(actor);
+ P_SetMobjState(actor, S_FREETARGMOBJ);
+ mo = P_SpawnMobj(x, y, z, moType);
+
+ if (P_TestMobjLocation(mo) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ mo = P_SpawnMobj(x, y, z, oldMonster.type);
+ mo->angle = oldMonster.angle;
+ mo->flags = oldMonster.flags;
+ mo->health = oldMonster.health;
+ mo->target = oldMonster.target;
+ mo->special = oldMonster.special;
+ mo->special1 = 5 * 35; // Next try in 5 seconds
+ mo->special2 = moType;
+ mo->tid = oldMonster.tid;
+ memcpy(mo->args, oldMonster.args, 5);
+ P_InsertMobjIntoTIDList(mo, oldMonster.tid);
+ return (false);
+ }
+ mo->angle = oldMonster.angle;
+ mo->target = oldMonster.target;
+ mo->tid = oldMonster.tid;
+ mo->special = oldMonster.special;
+ memcpy(mo->args, oldMonster.args, 5);
+ P_InsertMobjIntoTIDList(mo, oldMonster.tid);
+ fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, SFX_TELEPORT);
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_PigLook
+//
+//----------------------------------------------------------------------------
+
+void A_PigLook(mobj_t * actor)
+{
+ if (P_UpdateMorphedMonster(actor, 10))
+ {
+ return;
+ }
+ A_Look(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_PigChase
+//
+//----------------------------------------------------------------------------
+
+void A_PigChase(mobj_t * actor)
+{
+ if (P_UpdateMorphedMonster(actor, 3))
+ {
+ return;
+ }
+ A_Chase(actor);
+}
+
+//============================================================================
+//
+// A_PigAttack
+//
+//============================================================================
+
+void A_PigAttack(mobj_t * actor)
+{
+ if (P_UpdateMorphedMonster(actor, 18))
+ {
+ return;
+ }
+ if (!actor->target)
+ {
+ return;
+ }
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, 2 + (P_Random() & 1));
+ S_StartSound(actor, SFX_PIG_ATTACK);
+ }
+}
+
+//============================================================================
+//
+// A_PigPain
+//
+//============================================================================
+
+void A_PigPain(mobj_t * actor)
+{
+ A_Pain(actor);
+ if (actor->z <= actor->floorz)
+ {
+ actor->momz = 3.5 * FRACUNIT;
+ }
+}
+
+
+
+void FaceMovementDirection(mobj_t * actor)
+{
+ switch (actor->movedir)
+ {
+ case DI_EAST:
+ actor->angle = 0 << 24;
+ break;
+ case DI_NORTHEAST:
+ actor->angle = 32 << 24;
+ break;
+ case DI_NORTH:
+ actor->angle = 64 << 24;
+ break;
+ case DI_NORTHWEST:
+ actor->angle = 96 << 24;
+ break;
+ case DI_WEST:
+ actor->angle = 128 << 24;
+ break;
+ case DI_SOUTHWEST:
+ actor->angle = 160 << 24;
+ break;
+ case DI_SOUTH:
+ actor->angle = 192 << 24;
+ break;
+ case DI_SOUTHEAST:
+ actor->angle = 224 << 24;
+ break;
+ }
+}
+
+
+//----------------------------------------------------------------------------
+//
+// Minotaur variables
+//
+// special1 pointer to player that spawned it (mobj_t)
+// special2 internal to minotaur AI
+// args[0] args[0]-args[3] together make up minotaur start time
+// args[1] |
+// args[2] |
+// args[3] V
+// args[4] charge duration countdown
+//----------------------------------------------------------------------------
+
+void A_MinotaurFade0(mobj_t * actor)
+{
+ actor->flags &= ~MF_ALTSHADOW;
+ actor->flags |= MF_SHADOW;
+}
+
+void A_MinotaurFade1(mobj_t * actor)
+{
+ // Second level of transparency
+ actor->flags &= ~MF_SHADOW;
+ actor->flags |= MF_ALTSHADOW;
+}
+
+void A_MinotaurFade2(mobj_t * actor)
+{
+ // Make fully visible
+ actor->flags &= ~MF_SHADOW;
+ actor->flags &= ~MF_ALTSHADOW;
+}
+
+
+//----------------------------------------------------------------------------
+//
+// A_MinotaurRoam -
+//
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurLook(mobj_t * actor);
+
+void A_MinotaurRoam(mobj_t * actor)
+{
+ unsigned int *starttime = (unsigned int *) actor->args;
+
+ actor->flags &= ~MF_SHADOW; // In case pain caused him to
+ actor->flags &= ~MF_ALTSHADOW; // skip his fade in.
+
+ if ((leveltime - *starttime) >= MAULATORTICS)
+ {
+ P_DamageMobj(actor, NULL, NULL, 10000);
+ return;
+ }
+
+ if (P_Random() < 30)
+ A_MinotaurLook(actor); // adjust to closest target
+
+ if (P_Random() < 6)
+ {
+ //Choose new direction
+ actor->movedir = P_Random() % 8;
+ FaceMovementDirection(actor);
+ }
+ if (!P_Move(actor))
+ {
+ // Turn
+ if (P_Random() & 1)
+ actor->movedir = (++actor->movedir) % 8;
+ else
+ actor->movedir = (actor->movedir + 7) % 8;
+ FaceMovementDirection(actor);
+ }
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurLook
+//
+// Look for enemy of player
+//----------------------------------------------------------------------------
+#define MINOTAUR_LOOK_DIST (16*54*FRACUNIT)
+
+void A_MinotaurLook(mobj_t * actor)
+{
+ mobj_t *mo = NULL;
+ player_t *player;
+ thinker_t *think;
+ fixed_t dist;
+ int i;
+ mobj_t *master = (mobj_t *) (actor->special1);
+
+ actor->target = NULL;
+ if (deathmatch) // Quick search for players
+ {
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ continue;
+ player = &players[i];
+ mo = player->mo;
+ if (mo == master)
+ continue;
+ if (mo->health <= 0)
+ continue;
+ dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y);
+ if (dist > MINOTAUR_LOOK_DIST)
+ continue;
+ actor->target = mo;
+ break;
+ }
+ }
+
+ if (!actor->target) // Near player monster search
+ {
+ if (master && (master->health > 0) && (master->player))
+ mo = P_RoughMonsterSearch(master, 20);
+ else
+ mo = P_RoughMonsterSearch(actor, 20);
+ actor->target = mo;
+ }
+
+ if (!actor->target) // Normal monster search
+ {
+ for (think = thinkercap.next; think != &thinkercap;
+ think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ continue;
+ mo = (mobj_t *) think;
+ if (!(mo->flags & MF_COUNTKILL))
+ continue;
+ if (mo->health <= 0)
+ continue;
+ if (!(mo->flags & MF_SHOOTABLE))
+ continue;
+ dist = P_AproxDistance(actor->x - mo->x, actor->y - mo->y);
+ if (dist > MINOTAUR_LOOK_DIST)
+ continue;
+ if ((mo == master) || (mo == actor))
+ continue;
+ if ((mo->type == MT_MINOTAUR) &&
+ (mo->special1 == actor->special1))
+ continue;
+ actor->target = mo;
+ break; // Found mobj to attack
+ }
+ }
+
+ if (actor->target)
+ {
+ P_SetMobjStateNF(actor, S_MNTR_WALK1);
+ }
+ else
+ {
+ P_SetMobjStateNF(actor, S_MNTR_ROAM1);
+ }
+}
+
+
+
+
+void A_MinotaurChase(mobj_t * actor)
+{
+ unsigned int *starttime = (unsigned int *) actor->args;
+
+ actor->flags &= ~MF_SHADOW; // In case pain caused him to
+ actor->flags &= ~MF_ALTSHADOW; // skip his fade in.
+
+ if ((leveltime - *starttime) >= MAULATORTICS)
+ {
+ P_DamageMobj(actor, NULL, NULL, 10000);
+ return;
+ }
+
+ if (P_Random() < 30)
+ A_MinotaurLook(actor); // adjust to closest target
+
+ if (!actor->target || (actor->target->health <= 0) ||
+ !(actor->target->flags & MF_SHOOTABLE))
+ { // look for a new target
+ P_SetMobjState(actor, S_MNTR_LOOK1);
+ return;
+ }
+
+ FaceMovementDirection(actor);
+ actor->reactiontime = 0;
+
+ // Melee attack
+ if (actor->info->meleestate && P_CheckMeleeRange(actor))
+ {
+ if (actor->info->attacksound)
+ {
+ S_StartSound(actor, actor->info->attacksound);
+ }
+ P_SetMobjState(actor, actor->info->meleestate);
+ return;
+ }
+
+ // Missile attack
+ if (actor->info->missilestate && P_CheckMissileRange(actor))
+ {
+ P_SetMobjState(actor, actor->info->missilestate);
+ return;
+ }
+
+ // chase towards target
+ if (!P_Move(actor))
+ {
+ P_NewChaseDir(actor);
+ }
+
+ // Active sound
+ if (actor->info->activesound && P_Random() < 6)
+ {
+ S_StartSound(actor, actor->info->activesound);
+ }
+
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurAtk1
+//
+// Melee attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurAtk1(mobj_t * actor)
+{
+ if (!actor->target)
+ return;
+
+ S_StartSound(actor, SFX_MAULATOR_HAMMER_SWING);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(4));
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurDecide
+//
+// Choose a missile attack.
+//
+//----------------------------------------------------------------------------
+
+#define MNTR_CHARGE_SPEED (23*FRACUNIT)
+
+void A_MinotaurDecide(mobj_t * actor)
+{
+ angle_t angle;
+ mobj_t *target = actor->target;
+ int dist;
+
+ if (!target)
+ return;
+ dist = P_AproxDistance(actor->x - target->x, actor->y - target->y);
+
+ if (target->z + target->height > actor->z
+ && target->z + target->height < actor->z + actor->height
+ && dist < 16 * 64 * FRACUNIT
+ && dist > 1 * 64 * FRACUNIT && P_Random() < 230)
+ { // Charge attack
+ // Don't call the state function right away
+ P_SetMobjStateNF(actor, S_MNTR_ATK4_1);
+ actor->flags |= MF_SKULLFLY;
+ A_FaceTarget(actor);
+ angle = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(MNTR_CHARGE_SPEED, finecosine[angle]);
+ actor->momy = FixedMul(MNTR_CHARGE_SPEED, finesine[angle]);
+ actor->args[4] = 35 / 2; // Charge duration
+ }
+ else if (target->z == target->floorz
+ && dist < 9 * 64 * FRACUNIT && P_Random() < 100)
+ { // Floor fire attack
+ P_SetMobjState(actor, S_MNTR_ATK3_1);
+ actor->special2 = 0;
+ }
+ else
+ { // Swing attack
+ A_FaceTarget(actor);
+ // Don't need to call P_SetMobjState because the current state
+ // falls through to the swing attack
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurCharge
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurCharge(mobj_t * actor)
+{
+ mobj_t *puff;
+
+ if (!actor->target)
+ return;
+
+ if (actor->args[4] > 0)
+ {
+ puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PUNCHPUFF);
+ puff->momz = 2 * FRACUNIT;
+ actor->args[4]--;
+ }
+ else
+ {
+ actor->flags &= ~MF_SKULLFLY;
+ P_SetMobjState(actor, actor->info->seestate);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurAtk2
+//
+// Swing attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurAtk2(mobj_t * actor)
+{
+ mobj_t *mo;
+ angle_t angle;
+ fixed_t momz;
+
+ if (!actor->target)
+ return;
+
+ S_StartSound(actor, SFX_MAULATOR_HAMMER_SWING);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(3));
+ return;
+ }
+ mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1);
+ if (mo)
+ {
+ //S_StartSound(mo, sfx_minat2);
+ momz = mo->momz;
+ angle = mo->angle;
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 8), momz);
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 8), momz);
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 16), momz);
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 16), momz);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurAtk3
+//
+// Floor fire attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurAtk3(mobj_t * actor)
+{
+ mobj_t *mo;
+ player_t *player;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(3));
+ if ((player = actor->target->player) != NULL)
+ { // Squish the player
+ player->deltaviewheight = -16 * FRACUNIT;
+ }
+ }
+ else
+ {
+ mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX2);
+ if (mo != NULL)
+ {
+ S_StartSound(mo, SFX_MAULATOR_HAMMER_HIT);
+ }
+ }
+ if (P_Random() < 192 && actor->special2 == 0)
+ {
+ P_SetMobjState(actor, S_MNTR_ATK3_4);
+ actor->special2 = 1;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MntrFloorFire
+//
+//----------------------------------------------------------------------------
+
+void A_MntrFloorFire(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ actor->z = actor->floorz;
+ mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
+ actor->y + ((P_Random() - P_Random()) << 10), ONFLOORZ,
+ MT_MNTRFX3);
+ mo->target = actor->target;
+ mo->momx = 1; // Force block checking
+ P_CheckMissileSpawn(mo);
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Scream
+//
+//----------------------------------------------------------------------------
+
+void A_Scream(mobj_t * actor)
+{
+ int sound;
+
+ S_StopSound(actor);
+ if (actor->player)
+ {
+ if (actor->player->morphTics)
+ {
+ S_StartSound(actor, actor->info->deathsound);
+ }
+ else
+ {
+ // Handle the different player death screams
+ if (actor->momz <= -39 * FRACUNIT)
+ { // Falling splat
+ sound = SFX_PLAYER_FALLING_SPLAT;
+ }
+ else if (actor->health > -50)
+ { // Normal death sound
+ switch (actor->player->class)
+ {
+ case PCLASS_FIGHTER:
+ sound = SFX_PLAYER_FIGHTER_NORMAL_DEATH;
+ break;
+ case PCLASS_CLERIC:
+ sound = SFX_PLAYER_CLERIC_NORMAL_DEATH;
+ break;
+ case PCLASS_MAGE:
+ sound = SFX_PLAYER_MAGE_NORMAL_DEATH;
+ break;
+ default:
+ sound = SFX_NONE;
+ break;
+ }
+ }
+ else if (actor->health > -100)
+ { // Crazy death sound
+ switch (actor->player->class)
+ {
+ case PCLASS_FIGHTER:
+ sound = SFX_PLAYER_FIGHTER_CRAZY_DEATH;
+ break;
+ case PCLASS_CLERIC:
+ sound = SFX_PLAYER_CLERIC_CRAZY_DEATH;
+ break;
+ case PCLASS_MAGE:
+ sound = SFX_PLAYER_MAGE_CRAZY_DEATH;
+ break;
+ default:
+ sound = SFX_NONE;
+ break;
+ }
+ }
+ else
+ { // Extreme death sound
+ switch (actor->player->class)
+ {
+ case PCLASS_FIGHTER:
+ sound = SFX_PLAYER_FIGHTER_EXTREME1_DEATH;
+ break;
+ case PCLASS_CLERIC:
+ sound = SFX_PLAYER_CLERIC_EXTREME1_DEATH;
+ break;
+ case PCLASS_MAGE:
+ sound = SFX_PLAYER_MAGE_EXTREME1_DEATH;
+ break;
+ default:
+ sound = SFX_NONE;
+ break;
+ }
+ sound += P_Random() % 3; // Three different extreme deaths
+ }
+ S_StartSound(actor, sound);
+ }
+ }
+ else
+ {
+ S_StartSound(actor, actor->info->deathsound);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_DropItem
+//
+//---------------------------------------------------------------------------
+
+/*
+void P_DropItem(mobj_t *source, mobjtype_t type, int special, int chance)
+{
+ mobj_t *mo;
+
+ if(P_Random() > chance)
+ {
+ return;
+ }
+ mo = P_SpawnMobj(source->x, source->y,
+ source->z+(source->height>>1), type);
+ mo->momx = (P_Random()-P_Random())<<8;
+ mo->momy = (P_Random()-P_Random())<<8;
+ mo->momz = FRACUNIT*5+(P_Random()<<10);
+ mo->flags2 |= MF2_DROPPED;
+ mo->health = special;
+}
+*/
+
+//----------------------------------------------------------------------------
+//
+// PROC A_NoBlocking
+//
+//----------------------------------------------------------------------------
+
+void A_NoBlocking(mobj_t * actor)
+{
+ actor->flags &= ~MF_SOLID;
+
+ // Check for monsters dropping things
+/* switch(actor->type)
+ {
+ // Add the monster dropped items here
+ case MT_MUMMYLEADERGHOST:
+ P_DropItem(actor, MT_AMGWNDWIMPY, 3, 84);
+ break;
+ default:
+ break;
+ }
+*/
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Explode
+//
+// Handles a bunch of exploding things.
+//
+//----------------------------------------------------------------------------
+
+void A_Explode(mobj_t * actor)
+{
+ int damage;
+ int distance;
+ boolean damageSelf;
+
+ damage = 128;
+ distance = 128;
+ damageSelf = true;
+ switch (actor->type)
+ {
+ case MT_FIREBOMB: // Time Bombs
+ actor->z += 32 * FRACUNIT;
+ actor->flags &= ~MF_SHADOW;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire
+ damage = 24;
+ break;
+ case MT_BISHOP: // Bishop radius death
+ damage = 25 + (P_Random() & 15);
+ break;
+ case MT_HAMMER_MISSILE: // Fighter Hammer
+ damage = 128;
+ damageSelf = false;
+ break;
+ case MT_FSWORD_MISSILE: // Fighter Runesword
+ damage = 64;
+ damageSelf = false;
+ break;
+ case MT_CIRCLEFLAME: // Cleric Flame secondary flames
+ damage = 20;
+ damageSelf = false;
+ break;
+ case MT_SORCBALL1: // Sorcerer balls
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ distance = 255;
+ damage = 255;
+ actor->args[0] = 1; // don't play bounce
+ break;
+ case MT_SORCFX1: // Sorcerer spell 1
+ damage = 30;
+ break;
+ case MT_SORCFX4: // Sorcerer spell 4
+ damage = 20;
+ break;
+ case MT_TREEDESTRUCTIBLE:
+ damage = 10;
+ break;
+ case MT_DRAGON_FX2:
+ damage = 80;
+ damageSelf = false;
+ break;
+ case MT_MSTAFF_FX:
+ damage = 64;
+ distance = 192;
+ damageSelf = false;
+ break;
+ case MT_MSTAFF_FX2:
+ damage = 80;
+ distance = 192;
+ damageSelf = false;
+ break;
+ case MT_POISONCLOUD:
+ damage = 4;
+ distance = 40;
+ break;
+ case MT_ZXMAS_TREE:
+ case MT_ZSHRUB2:
+ damage = 30;
+ distance = 64;
+ break;
+ default:
+ break;
+ }
+ P_RadiusAttack(actor, actor->target, damage, distance, damageSelf);
+ if (actor->z <= actor->floorz + (distance << FRACBITS)
+ && actor->type != MT_POISONCLOUD)
+ {
+ P_HitFloor(actor);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_Massacre
+//
+// Kills all monsters.
+//
+//----------------------------------------------------------------------------
+
+int P_Massacre(void)
+{
+ int count;
+ mobj_t *mo;
+ thinker_t *think;
+
+ count = 0;
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *) think;
+ if ((mo->flags & MF_COUNTKILL) && (mo->health > 0))
+ {
+ mo->flags2 &= ~(MF2_NONSHOOTABLE + MF2_INVULNERABLE);
+ mo->flags |= MF_SHOOTABLE;
+ P_DamageMobj(mo, NULL, NULL, 10000);
+ count++;
+ }
+ }
+ return count;
+}
+
+
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SkullPop
+//
+//----------------------------------------------------------------------------
+
+void A_SkullPop(mobj_t * actor)
+{
+ mobj_t *mo;
+ player_t *player;
+
+ if (!actor->player)
+ {
+ return;
+ }
+ actor->flags &= ~MF_SOLID;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 48 * FRACUNIT,
+ MT_BLOODYSKULL);
+ //mo->target = actor;
+ mo->momx = (P_Random() - P_Random()) << 9;
+ mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momz = FRACUNIT * 2 + (P_Random() << 6);
+ // Attach player mobj to bloody skull
+ player = actor->player;
+ actor->player = NULL;
+ actor->special1 = player->class;
+ mo->player = player;
+ mo->health = actor->health;
+ mo->angle = actor->angle;
+ player->mo = mo;
+ player->lookdir = 0;
+ player->damagecount = 32;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_CheckSkullFloor
+//
+//----------------------------------------------------------------------------
+
+void A_CheckSkullFloor(mobj_t * actor)
+{
+ if (actor->z <= actor->floorz)
+ {
+ P_SetMobjState(actor, S_BLOODYSKULLX1);
+ S_StartSound(actor, SFX_DRIP);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_CheckSkullDone
+//
+//----------------------------------------------------------------------------
+
+void A_CheckSkullDone(mobj_t * actor)
+{
+ if (actor->special2 == 666)
+ {
+ P_SetMobjState(actor, S_BLOODYSKULLX2);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_CheckBurnGone
+//
+//----------------------------------------------------------------------------
+
+void A_CheckBurnGone(mobj_t * actor)
+{
+ if (actor->special2 == 666)
+ {
+ P_SetMobjState(actor, S_PLAY_FDTH20);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FreeTargMobj
+//
+//----------------------------------------------------------------------------
+
+void A_FreeTargMobj(mobj_t * mo)
+{
+ mo->momx = mo->momy = mo->momz = 0;
+ mo->z = mo->ceilingz + 4 * FRACUNIT;
+ mo->flags &=
+ ~(MF_SHOOTABLE | MF_FLOAT | MF_SKULLFLY | MF_SOLID | MF_COUNTKILL);
+ mo->flags |= MF_CORPSE | MF_DROPOFF | MF_NOGRAVITY;
+ mo->flags2 &= ~(MF2_PASSMOBJ | MF2_LOGRAV);
+ mo->flags2 |= MF2_DONTDRAW;
+ mo->player = NULL;
+ mo->health = -1000; // Don't resurrect
+}
+
+
+//----------------------------------------------------------------------------
+//
+// CorpseQueue Routines
+//
+//----------------------------------------------------------------------------
+
+// Corpse queue for monsters - this should be saved out
+#define CORPSEQUEUESIZE 64
+mobj_t *corpseQueue[CORPSEQUEUESIZE];
+int corpseQueueSlot;
+
+// throw another corpse on the queue
+void A_QueueCorpse(mobj_t * actor)
+{
+ mobj_t *corpse;
+
+ if (corpseQueueSlot >= CORPSEQUEUESIZE)
+ { // Too many corpses - remove an old one
+ corpse = corpseQueue[corpseQueueSlot % CORPSEQUEUESIZE];
+ if (corpse)
+ P_RemoveMobj(corpse);
+ }
+ corpseQueue[corpseQueueSlot % CORPSEQUEUESIZE] = actor;
+ corpseQueueSlot++;
+}
+
+// Remove a mobj from the queue (for resurrection)
+void A_DeQueueCorpse(mobj_t * actor)
+{
+ int slot;
+
+ for (slot = 0; slot < CORPSEQUEUESIZE; slot++)
+ {
+ if (corpseQueue[slot] == actor)
+ {
+ corpseQueue[slot] = NULL;
+ break;
+ }
+ }
+}
+
+void P_InitCreatureCorpseQueue(boolean corpseScan)
+{
+ thinker_t *think;
+ mobj_t *mo;
+
+ // Initialize queue
+ corpseQueueSlot = 0;
+ memset(corpseQueue, 0, sizeof(mobj_t *) * CORPSEQUEUESIZE);
+
+ if (!corpseScan)
+ return;
+
+ // Search mobj list for corpses and place them in this queue
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ continue;
+ mo = (mobj_t *) think;
+ if (!(mo->flags & MF_CORPSE))
+ continue; // Must be a corpse
+ if (mo->flags & MF_ICECORPSE)
+ continue; // Not ice corpses
+ // Only corpses that call A_QueueCorpse from death routine
+ switch (mo->type)
+ {
+ case MT_CENTAUR:
+ case MT_CENTAURLEADER:
+ case MT_DEMON:
+ case MT_DEMON2:
+ case MT_WRAITH:
+ case MT_WRAITHB:
+ case MT_BISHOP:
+ case MT_ETTIN:
+ case MT_PIG:
+ case MT_CENTAUR_SHIELD:
+ case MT_CENTAUR_SWORD:
+ case MT_DEMONCHUNK1:
+ case MT_DEMONCHUNK2:
+ case MT_DEMONCHUNK3:
+ case MT_DEMONCHUNK4:
+ case MT_DEMONCHUNK5:
+ case MT_DEMON2CHUNK1:
+ case MT_DEMON2CHUNK2:
+ case MT_DEMON2CHUNK3:
+ case MT_DEMON2CHUNK4:
+ case MT_DEMON2CHUNK5:
+ case MT_FIREDEMON_SPLOTCH1:
+ case MT_FIREDEMON_SPLOTCH2:
+ A_QueueCorpse(mo); // Add corpse to queue
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC A_AddPlayerCorpse
+//
+//----------------------------------------------------------------------------
+
+#define BODYQUESIZE 32
+mobj_t *bodyque[BODYQUESIZE];
+int bodyqueslot;
+
+void A_AddPlayerCorpse(mobj_t * actor)
+{
+ if (bodyqueslot >= BODYQUESIZE)
+ { // Too many player corpses - remove an old one
+ P_RemoveMobj(bodyque[bodyqueslot % BODYQUESIZE]);
+ }
+ bodyque[bodyqueslot % BODYQUESIZE] = actor;
+ bodyqueslot++;
+}
+
+//============================================================================
+//
+// A_SerpentUnHide
+//
+//============================================================================
+
+void A_SerpentUnHide(mobj_t * actor)
+{
+ actor->flags2 &= ~MF2_DONTDRAW;
+ actor->floorclip = 24 * FRACUNIT;
+}
+
+//============================================================================
+//
+// A_SerpentHide
+//
+//============================================================================
+
+void A_SerpentHide(mobj_t * actor)
+{
+ actor->flags2 |= MF2_DONTDRAW;
+ actor->floorclip = 0;
+}
+
+//============================================================================
+//
+// A_SerpentChase
+//
+//============================================================================
+
+void A_SerpentChase(mobj_t * actor)
+{
+ int delta;
+ int oldX, oldY, oldFloor;
+
+ if (actor->reactiontime)
+ {
+ actor->reactiontime--;
+ }
+
+ // Modify target threshold
+ if (actor->threshold)
+ {
+ actor->threshold--;
+ }
+
+ if (gameskill == sk_nightmare)
+ { // Monsters move faster in nightmare mode
+ actor->tics -= actor->tics / 2;
+ if (actor->tics < 3)
+ {
+ actor->tics = 3;
+ }
+ }
+
+//
+// turn towards movement direction if not there yet
+//
+ if (actor->movedir < 8)
+ {
+ actor->angle &= (7 << 29);
+ delta = actor->angle - (actor->movedir << 29);
+ if (delta > 0)
+ {
+ actor->angle -= ANG90 / 2;
+ }
+ else if (delta < 0)
+ {
+ actor->angle += ANG90 / 2;
+ }
+ }
+
+ if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
+ { // look for a new target
+ if (P_LookForPlayers(actor, true))
+ { // got a new target
+ return;
+ }
+ P_SetMobjState(actor, actor->info->spawnstate);
+ return;
+ }
+
+//
+// don't attack twice in a row
+//
+ if (actor->flags & MF_JUSTATTACKED)
+ {
+ actor->flags &= ~MF_JUSTATTACKED;
+ if (gameskill != sk_nightmare)
+ P_NewChaseDir(actor);
+ return;
+ }
+
+//
+// check for melee attack
+//
+ if (actor->info->meleestate && P_CheckMeleeRange(actor))
+ {
+ if (actor->info->attacksound)
+ {
+ S_StartSound(actor, actor->info->attacksound);
+ }
+ P_SetMobjState(actor, actor->info->meleestate);
+ return;
+ }
+
+//
+// possibly choose another target
+//
+ if (netgame && !actor->threshold && !P_CheckSight(actor, actor->target))
+ {
+ if (P_LookForPlayers(actor, true))
+ return; // got a new target
+ }
+
+//
+// chase towards player
+//
+ oldX = actor->x;
+ oldY = actor->y;
+ oldFloor = actor->subsector->sector->floorpic;
+ if (--actor->movecount < 0 || !P_Move(actor))
+ {
+ P_NewChaseDir(actor);
+ }
+ if (actor->subsector->sector->floorpic != oldFloor)
+ {
+ P_TryMove(actor, oldX, oldY);
+ P_NewChaseDir(actor);
+ }
+
+//
+// make active sound
+//
+ if (actor->info->activesound && P_Random() < 3)
+ {
+ S_StartSound(actor, actor->info->activesound);
+ }
+}
+
+//============================================================================
+//
+// A_SerpentRaiseHump
+//
+// Raises the hump above the surface by raising the floorclip level
+//============================================================================
+
+void A_SerpentRaiseHump(mobj_t * actor)
+{
+ actor->floorclip -= 4 * FRACUNIT;
+}
+
+//============================================================================
+//
+// A_SerpentLowerHump
+//
+//============================================================================
+
+void A_SerpentLowerHump(mobj_t * actor)
+{
+ actor->floorclip += 4 * FRACUNIT;
+}
+
+//============================================================================
+//
+// A_SerpentHumpDecide
+//
+// Decided whether to hump up, or if the mobj is a serpent leader,
+// to missile attack
+//============================================================================
+
+void A_SerpentHumpDecide(mobj_t * actor)
+{
+ if (actor->type == MT_SERPENTLEADER)
+ {
+ if (P_Random() > 30)
+ {
+ return;
+ }
+ else if (P_Random() < 40)
+ { // Missile attack
+ P_SetMobjState(actor, S_SERPENT_SURFACE1);
+ return;
+ }
+ }
+ else if (P_Random() > 3)
+ {
+ return;
+ }
+ if (!P_CheckMeleeRange(actor))
+ { // The hump shouldn't occur when within melee range
+ if (actor->type == MT_SERPENTLEADER && P_Random() < 128)
+ {
+ P_SetMobjState(actor, S_SERPENT_SURFACE1);
+ }
+ else
+ {
+ P_SetMobjState(actor, S_SERPENT_HUMP1);
+ S_StartSound(actor, SFX_SERPENT_ACTIVE);
+ }
+ }
+}
+
+//============================================================================
+//
+// A_SerpentBirthScream
+//
+//============================================================================
+
+void A_SerpentBirthScream(mobj_t * actor)
+{
+ S_StartSound(actor, SFX_SERPENT_BIRTH);
+}
+
+//============================================================================
+//
+// A_SerpentDiveSound
+//
+//============================================================================
+
+void A_SerpentDiveSound(mobj_t * actor)
+{
+ S_StartSound(actor, SFX_SERPENT_ACTIVE);
+}
+
+//============================================================================
+//
+// A_SerpentWalk
+//
+// Similar to A_Chase, only has a hardcoded entering of meleestate
+//============================================================================
+
+void A_SerpentWalk(mobj_t * actor)
+{
+ int delta;
+
+ if (actor->reactiontime)
+ {
+ actor->reactiontime--;
+ }
+
+ // Modify target threshold
+ if (actor->threshold)
+ {
+ actor->threshold--;
+ }
+
+ if (gameskill == sk_nightmare)
+ { // Monsters move faster in nightmare mode
+ actor->tics -= actor->tics / 2;
+ if (actor->tics < 3)
+ {
+ actor->tics = 3;
+ }
+ }
+
+//
+// turn towards movement direction if not there yet
+//
+ if (actor->movedir < 8)
+ {
+ actor->angle &= (7 << 29);
+ delta = actor->angle - (actor->movedir << 29);
+ if (delta > 0)
+ {
+ actor->angle -= ANG90 / 2;
+ }
+ else if (delta < 0)
+ {
+ actor->angle += ANG90 / 2;
+ }
+ }
+
+ if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
+ { // look for a new target
+ if (P_LookForPlayers(actor, true))
+ { // got a new target
+ return;
+ }
+ P_SetMobjState(actor, actor->info->spawnstate);
+ return;
+ }
+
+//
+// don't attack twice in a row
+//
+ if (actor->flags & MF_JUSTATTACKED)
+ {
+ actor->flags &= ~MF_JUSTATTACKED;
+ if (gameskill != sk_nightmare)
+ P_NewChaseDir(actor);
+ return;
+ }
+
+//
+// check for melee attack
+//
+ if (actor->info->meleestate && P_CheckMeleeRange(actor))
+ {
+ if (actor->info->attacksound)
+ {
+ S_StartSound(actor, actor->info->attacksound);
+ }
+ P_SetMobjState(actor, S_SERPENT_ATK1);
+ return;
+ }
+//
+// possibly choose another target
+//
+ if (netgame && !actor->threshold && !P_CheckSight(actor, actor->target))
+ {
+ if (P_LookForPlayers(actor, true))
+ return; // got a new target
+ }
+
+//
+// chase towards player
+//
+ if (--actor->movecount < 0 || !P_Move(actor))
+ {
+ P_NewChaseDir(actor);
+ }
+}
+
+//============================================================================
+//
+// A_SerpentCheckForAttack
+//
+//============================================================================
+
+void A_SerpentCheckForAttack(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ if (actor->type == MT_SERPENTLEADER)
+ {
+ if (!P_CheckMeleeRange(actor))
+ {
+ P_SetMobjState(actor, S_SERPENT_ATK1);
+ return;
+ }
+ }
+ if (P_CheckMeleeRange2(actor))
+ {
+ P_SetMobjState(actor, S_SERPENT_WALK1);
+ }
+ else if (P_CheckMeleeRange(actor))
+ {
+ if (P_Random() < 32)
+ {
+ P_SetMobjState(actor, S_SERPENT_WALK1);
+ }
+ else
+ {
+ P_SetMobjState(actor, S_SERPENT_ATK1);
+ }
+ }
+}
+
+//============================================================================
+//
+// A_SerpentChooseAttack
+//
+//============================================================================
+
+void A_SerpentChooseAttack(mobj_t * actor)
+{
+ if (!actor->target || P_CheckMeleeRange(actor))
+ {
+ return;
+ }
+ if (actor->type == MT_SERPENTLEADER)
+ {
+ P_SetMobjState(actor, S_SERPENT_MISSILE1);
+ }
+}
+
+//============================================================================
+//
+// A_SerpentMeleeAttack
+//
+//============================================================================
+
+void A_SerpentMeleeAttack(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(5));
+ S_StartSound(actor, SFX_SERPENT_MELEEHIT);
+ }
+ if (P_Random() < 96)
+ {
+ A_SerpentCheckForAttack(actor);
+ }
+}
+
+//============================================================================
+//
+// A_SerpentMissileAttack
+//
+//============================================================================
+
+void A_SerpentMissileAttack(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ mo = P_SpawnMissile(actor, actor->target, MT_SERPENTFX);
+}
+
+//============================================================================
+//
+// A_SerpentHeadPop
+//
+//============================================================================
+
+void A_SerpentHeadPop(mobj_t * actor)
+{
+ P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_SERPENT_HEAD);
+}
+
+//============================================================================
+//
+// A_SerpentSpawnGibs
+//
+//============================================================================
+
+void A_SerpentSpawnGibs(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
+ actor->y + ((P_Random() - 128) << 12),
+ actor->floorz + FRACUNIT, MT_SERPENT_GIB1);
+ if (mo)
+ {
+ mo->momx = (P_Random() - 128) << 6;
+ mo->momy = (P_Random() - 128) << 6;
+ mo->floorclip = 6 * FRACUNIT;
+ }
+ mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
+ actor->y + ((P_Random() - 128) << 12),
+ actor->floorz + FRACUNIT, MT_SERPENT_GIB2);
+ if (mo)
+ {
+ mo->momx = (P_Random() - 128) << 6;
+ mo->momy = (P_Random() - 128) << 6;
+ mo->floorclip = 6 * FRACUNIT;
+ }
+ mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
+ actor->y + ((P_Random() - 128) << 12),
+ actor->floorz + FRACUNIT, MT_SERPENT_GIB3);
+ if (mo)
+ {
+ mo->momx = (P_Random() - 128) << 6;
+ mo->momy = (P_Random() - 128) << 6;
+ mo->floorclip = 6 * FRACUNIT;
+ }
+}
+
+//============================================================================
+//
+// A_FloatGib
+//
+//============================================================================
+
+void A_FloatGib(mobj_t * actor)
+{
+ actor->floorclip -= FRACUNIT;
+}
+
+//============================================================================
+//
+// A_SinkGib
+//
+//============================================================================
+
+void A_SinkGib(mobj_t * actor)
+{
+ actor->floorclip += FRACUNIT;
+}
+
+//============================================================================
+//
+// A_DelayGib
+//
+//============================================================================
+
+void A_DelayGib(mobj_t * actor)
+{
+ actor->tics -= P_Random() >> 2;
+}
+
+//============================================================================
+//
+// A_SerpentHeadCheck
+//
+//============================================================================
+
+void A_SerpentHeadCheck(mobj_t * actor)
+{
+ if (actor->z <= actor->floorz)
+ {
+ if (P_GetThingFloorType(actor) >= FLOOR_LIQUID)
+ {
+ P_HitFloor(actor);
+ P_SetMobjState(actor, S_NULL);
+ }
+ else
+ {
+ P_SetMobjState(actor, S_SERPENT_HEAD_X1);
+ }
+ }
+}
+
+//============================================================================
+//
+// A_CentaurAttack
+//
+//============================================================================
+
+void A_CentaurAttack(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, P_Random() % 7 + 3);
+ }
+}
+
+//============================================================================
+//
+// A_CentaurAttack2
+//
+//============================================================================
+
+void A_CentaurAttack2(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ P_SpawnMissile(actor, actor->target, MT_CENTAUR_FX);
+ S_StartSound(actor, SFX_CENTAURLEADER_ATTACK);
+}
+
+//============================================================================
+//
+// A_CentaurDropStuff
+//
+// Spawn shield/sword sprites when the centaur pulps //============================================================================
+
+void A_CentaurDropStuff(mobj_t * actor)
+{
+ mobj_t *mo;
+ angle_t angle;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_CENTAUR_SHIELD);
+ if (mo)
+ {
+ angle = actor->angle + ANG90;
+ mo->momz = FRACUNIT * 8 + (P_Random() << 10);
+ mo->momx = FixedMul(((P_Random() - 128) << 11) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul(((P_Random() - 128) << 11) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_CENTAUR_SWORD);
+ if (mo)
+ {
+ angle = actor->angle - ANG90;
+ mo->momz = FRACUNIT * 8 + (P_Random() << 10);
+ mo->momx = FixedMul(((P_Random() - 128) << 11) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul(((P_Random() - 128) << 11) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+}
+
+//============================================================================
+//
+// A_CentaurDefend
+//
+//============================================================================
+
+void A_CentaurDefend(mobj_t * actor)
+{
+ A_FaceTarget(actor);
+ if (P_CheckMeleeRange(actor) && P_Random() < 32)
+ {
+ A_UnSetInvulnerable(actor);
+ P_SetMobjState(actor, actor->info->meleestate);
+ }
+}
+
+//============================================================================
+//
+// A_BishopAttack
+//
+//============================================================================
+
+void A_BishopAttack(mobj_t * actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(4));
+ return;
+ }
+ actor->special1 = (P_Random() & 3) + 5;
+}
+
+//============================================================================
+//
+// A_BishopAttack2
+//
+// Spawns one of a string of bishop missiles
+//============================================================================
+
+void A_BishopAttack2(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ if (!actor->target || !actor->special1)
+ {
+ actor->special1 = 0;
+ P_SetMobjState(actor, S_BISHOP_WALK1);
+ return;
+ }
+ mo = P_SpawnMissile(actor, actor->target, MT_BISH_FX);
+ if (mo)
+ {
+ mo->special1 = (int) actor->target;
+ mo->special2 = 16; // High word == x/y, Low word == z
+ }
+ actor->special1--;
+}
+
+//============================================================================
+//
+// A_BishopMissileWeave
+//
+//============================================================================
+
+void A_BishopMissileWeave(mobj_t * actor)
+{
+ fixed_t newX, newY;
+ int weaveXY, weaveZ;
+ int angle;
+
+ weaveXY = actor->special2 >> 16;
+ weaveZ = actor->special2 & 0xFFFF;
+ angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
+ newX = actor->x - FixedMul(finecosine[angle],
+ FloatBobOffsets[weaveXY] << 1);
+ newY = actor->y - FixedMul(finesine[angle],
+ FloatBobOffsets[weaveXY] << 1);
+ weaveXY = (weaveXY + 2) & 63;
+ newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY] << 1);
+ newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY] << 1);
+ P_TryMove(actor, newX, newY);
+ actor->z -= FloatBobOffsets[weaveZ];
+ weaveZ = (weaveZ + 2) & 63;
+ actor->z += FloatBobOffsets[weaveZ];
+ actor->special2 = weaveZ + (weaveXY << 16);
+}
+
+//============================================================================
+//
+// A_BishopMissileSeek
+//
+//============================================================================
+
+void A_BishopMissileSeek(mobj_t * actor)
+{
+ P_SeekerMissile(actor, ANG1 * 2, ANG1 * 3);
+}
+
+//============================================================================
+//
+// A_BishopDecide
+//
+//============================================================================
+
+void A_BishopDecide(mobj_t * actor)
+{
+ if (P_Random() < 220)
+ {
+ return;
+ }
+ else
+ {
+ P_SetMobjState(actor, S_BISHOP_BLUR1);
+ }
+}
+
+//============================================================================
+//
+// A_BishopDoBlur
+//
+//============================================================================
+
+void A_BishopDoBlur(mobj_t * actor)
+{
+ actor->special1 = (P_Random() & 3) + 3; // Random number of blurs
+ if (P_Random() < 120)
+ {
+ P_ThrustMobj(actor, actor->angle + ANG90, 11 * FRACUNIT);
+ }
+ else if (P_Random() > 125)
+ {
+ P_ThrustMobj(actor, actor->angle - ANG90, 11 * FRACUNIT);
+ }
+ else
+ { // Thrust forward
+ P_ThrustMobj(actor, actor->angle, 11 * FRACUNIT);
+ }
+ S_StartSound(actor, SFX_BISHOP_BLUR);
+}
+
+//============================================================================
+//
+// A_BishopSpawnBlur
+//
+//============================================================================
+
+void A_BishopSpawnBlur(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ if (!--actor->special1)
+ {
+ actor->momx = 0;
+ actor->momy = 0;
+ if (P_Random() > 96)
+ {
+ P_SetMobjState(actor, S_BISHOP_WALK1);
+ }
+ else
+ {
+ P_SetMobjState(actor, S_BISHOP_ATK1);
+ }
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_BISHOPBLUR);
+ if (mo)
+ {
+ mo->angle = actor->angle;
+ }
+}
+
+//============================================================================
+//
+// A_BishopChase
+//
+//============================================================================
+
+void A_BishopChase(mobj_t * actor)
+{
+ actor->z -= FloatBobOffsets[actor->special2] >> 1;
+ actor->special2 = (actor->special2 + 4) & 63;
+ actor->z += FloatBobOffsets[actor->special2] >> 1;
+}
+
+//============================================================================
+//
+// A_BishopPuff
+//
+//============================================================================
+
+void A_BishopPuff(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 40 * FRACUNIT,
+ MT_BISHOP_PUFF);
+ if (mo)
+ {
+ mo->momz = FRACUNIT / 2;
+ }
+}
+
+//============================================================================
+//
+// A_BishopPainBlur
+//
+//============================================================================
+
+void A_BishopPainBlur(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ if (P_Random() < 64)
+ {
+ P_SetMobjState(actor, S_BISHOP_BLUR1);
+ return;
+ }
+ mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 12), actor->y
+ + ((P_Random() - P_Random()) << 12),
+ actor->z + ((P_Random() - P_Random()) << 11),
+ MT_BISHOPPAINBLUR);
+ if (mo)
+ {
+ mo->angle = actor->angle;
+ }
+}
+
+//============================================================================
+//
+// DragonSeek
+//
+//============================================================================
+
+static void DragonSeek(mobj_t * actor, angle_t thresh, angle_t turnMax)
+{
+ int dir;
+ int dist;
+ angle_t delta;
+ angle_t angle;
+ mobj_t *target;
+ int search;
+ int i;
+ int bestArg;
+ angle_t bestAngle;
+ angle_t angleToSpot, angleToTarget;
+ mobj_t *mo;
+
+ target = (mobj_t *) actor->special1;
+ if (target == NULL)
+ {
+ return;
+ }
+ dir = P_FaceMobj(actor, target, &delta);
+ if (delta > thresh)
+ {
+ delta >>= 1;
+ if (delta > turnMax)
+ {
+ delta = turnMax;
+ }
+ }
+ if (dir)
+ { // Turn clockwise
+ actor->angle += delta;
+ }
+ else
+ { // Turn counter clockwise
+ actor->angle -= delta;
+ }
+ angle = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(actor->info->speed, finecosine[angle]);
+ actor->momy = FixedMul(actor->info->speed, finesine[angle]);
+ if (actor->z + actor->height < target->z
+ || target->z + target->height < actor->z)
+ {
+ dist = P_AproxDistance(target->x - actor->x, target->y - actor->y);
+ dist = dist / actor->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ actor->momz = (target->z - actor->z) / dist;
+ }
+ else
+ {
+ dist = P_AproxDistance(target->x - actor->x, target->y - actor->y);
+ dist = dist / actor->info->speed;
+ }
+ if (target->flags & MF_SHOOTABLE && P_Random() < 64)
+ { // attack the destination mobj if it's attackable
+ mobj_t *oldTarget;
+
+ if (abs(actor->angle - R_PointToAngle2(actor->x, actor->y,
+ target->x,
+ target->y)) < ANG45 / 2)
+ {
+ oldTarget = actor->target;
+ actor->target = target;
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(10));
+ S_StartSound(actor, SFX_DRAGON_ATTACK);
+ }
+ else if (P_Random() < 128 && P_CheckMissileRange(actor))
+ {
+ P_SpawnMissile(actor, target, MT_DRAGON_FX);
+ S_StartSound(actor, SFX_DRAGON_ATTACK);
+ }
+ actor->target = oldTarget;
+ }
+ }
+ if (dist < 4)
+ { // Hit the target thing
+ if (actor->target && P_Random() < 200)
+ {
+ bestArg = -1;
+ bestAngle = ANG_MAX;
+ angleToTarget = R_PointToAngle2(actor->x, actor->y,
+ actor->target->x,
+ actor->target->y);
+ for (i = 0; i < 5; i++)
+ {
+ if (!target->args[i])
+ {
+ continue;
+ }
+ search = -1;
+ mo = P_FindMobjFromTID(target->args[i], &search);
+ angleToSpot = R_PointToAngle2(actor->x, actor->y,
+ mo->x, mo->y);
+ if (abs(angleToSpot - angleToTarget) < bestAngle)
+ {
+ bestAngle = abs(angleToSpot - angleToTarget);
+ bestArg = i;
+ }
+ }
+ if (bestArg != -1)
+ {
+ search = -1;
+ actor->special1 =
+ (int) P_FindMobjFromTID(target->args[bestArg], &search);
+ }
+ }
+ else
+ {
+ do
+ {
+ i = (P_Random() >> 2) % 5;
+ }
+ while (!target->args[i]);
+ search = -1;
+ actor->special1 =
+ (int) P_FindMobjFromTID(target->args[i], &search);
+ }
+ }
+}
+
+//============================================================================
+//
+// A_DragonInitFlight
+//
+//============================================================================
+
+void A_DragonInitFlight(mobj_t * actor)
+{
+ int search;
+
+ search = -1;
+ do
+ { // find the first tid identical to the dragon's tid
+ actor->special1 = (int) P_FindMobjFromTID(actor->tid, &search);
+ if (search == -1)
+ {
+ P_SetMobjState(actor, actor->info->spawnstate);
+ return;
+ }
+ }
+ while (actor->special1 == (int) actor);
+ P_RemoveMobjFromTIDList(actor);
+}
+
+//============================================================================
+//
+// A_DragonFlight
+//
+//============================================================================
+
+void A_DragonFlight(mobj_t * actor)
+{
+ angle_t angle;
+
+ DragonSeek(actor, 4 * ANG1, 8 * ANG1);
+ if (actor->target)
+ {
+ if (!(actor->target->flags & MF_SHOOTABLE))
+ { // target died
+ actor->target = NULL;
+ return;
+ }
+ angle = R_PointToAngle2(actor->x, actor->y, actor->target->x,
+ actor->target->y);
+ if (abs(actor->angle - angle) < ANG45 / 2
+ && P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(8));
+ S_StartSound(actor, SFX_DRAGON_ATTACK);
+ }
+ else if (abs(actor->angle - angle) <= ANG1 * 20)
+ {
+ P_SetMobjState(actor, actor->info->missilestate);
+ S_StartSound(actor, SFX_DRAGON_ATTACK);
+ }
+ }
+ else
+ {
+ P_LookForPlayers(actor, true);
+ }
+}
+
+//============================================================================
+//
+// A_DragonFlap
+//
+//============================================================================
+
+void A_DragonFlap(mobj_t * actor)
+{
+ A_DragonFlight(actor);
+ if (P_Random() < 240)
+ {
+ S_StartSound(actor, SFX_DRAGON_WINGFLAP);
+ }
+ else
+ {
+ S_StartSound(actor, actor->info->activesound);
+ }
+}
+
+//============================================================================
+//
+// A_DragonAttack
+//
+//============================================================================
+
+void A_DragonAttack(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMissile(actor, actor->target, MT_DRAGON_FX);
+}
+
+//============================================================================
+//
+// A_DragonFX2
+//
+//============================================================================
+
+void A_DragonFX2(mobj_t * actor)
+{
+ mobj_t *mo;
+ int i;
+ int delay;
+
+ delay = 16 + (P_Random() >> 3);
+ for (i = 1 + (P_Random() & 3); i; i--)
+ {
+ mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 14),
+ actor->y + ((P_Random() - 128) << 14),
+ actor->z + ((P_Random() - 128) << 12),
+ MT_DRAGON_FX2);
+ if (mo)
+ {
+ mo->tics = delay + (P_Random() & 3) * i * 2;
+ mo->target = actor->target;
+ }
+ }
+}
+
+//============================================================================
+//
+// A_DragonPain
+//
+//============================================================================
+
+void A_DragonPain(mobj_t * actor)
+{
+ A_Pain(actor);
+ if (!actor->special1)
+ { // no destination spot yet
+ P_SetMobjState(actor, S_DRAGON_INIT);
+ }
+}
+
+//============================================================================
+//
+// A_DragonCheckCrash
+//
+//============================================================================
+
+void A_DragonCheckCrash(mobj_t * actor)
+{
+ if (actor->z <= actor->floorz)
+ {
+ P_SetMobjState(actor, S_DRAGON_CRASH1);
+ }
+}
+
+//============================================================================
+// Demon AI
+//============================================================================
+
+//
+// A_DemonAttack1 (melee)
+//
+void A_DemonAttack1(mobj_t * actor)
+{
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(2));
+ }
+}
+
+
+//
+// A_DemonAttack2 (missile)
+//
+void A_DemonAttack2(mobj_t * actor)
+{
+ mobj_t *mo;
+ int fireBall;
+
+ if (actor->type == MT_DEMON)
+ {
+ fireBall = MT_DEMONFX1;
+ }
+ else
+ {
+ fireBall = MT_DEMON2FX1;
+ }
+ mo = P_SpawnMissile(actor, actor->target, fireBall);
+ if (mo)
+ {
+ mo->z += 30 * FRACUNIT;
+ S_StartSound(actor, SFX_DEMON_MISSILE_FIRE);
+ }
+}
+
+//
+// A_DemonDeath
+//
+
+void A_DemonDeath(mobj_t * actor)
+{
+ mobj_t *mo;
+ angle_t angle;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMONCHUNK1);
+ if (mo)
+ {
+ angle = actor->angle + ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMONCHUNK2);
+ if (mo)
+ {
+ angle = actor->angle - ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMONCHUNK3);
+ if (mo)
+ {
+ angle = actor->angle - ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMONCHUNK4);
+ if (mo)
+ {
+ angle = actor->angle - ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMONCHUNK5);
+ if (mo)
+ {
+ angle = actor->angle - ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+}
+
+//===========================================================================
+//
+// A_Demon2Death
+//
+//===========================================================================
+
+void A_Demon2Death(mobj_t * actor)
+{
+ mobj_t *mo;
+ angle_t angle;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMON2CHUNK1);
+ if (mo)
+ {
+ angle = actor->angle + ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMON2CHUNK2);
+ if (mo)
+ {
+ angle = actor->angle - ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMON2CHUNK3);
+ if (mo)
+ {
+ angle = actor->angle - ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMON2CHUNK4);
+ if (mo)
+ {
+ angle = actor->angle - ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 45 * FRACUNIT,
+ MT_DEMON2CHUNK5);
+ if (mo)
+ {
+ angle = actor->angle - ANG90;
+ mo->momz = 8 * FRACUNIT;
+ mo->momx = FixedMul((P_Random() << 10) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 10) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ }
+}
+
+
+
+//
+// A_SinkMobj
+// Sink a mobj incrementally into the floor
+//
+
+boolean A_SinkMobj(mobj_t * actor)
+{
+ if (actor->floorclip < actor->info->height)
+ {
+ switch (actor->type)
+ {
+ case MT_THRUSTFLOOR_DOWN:
+ case MT_THRUSTFLOOR_UP:
+ actor->floorclip += 6 * FRACUNIT;
+ break;
+ default:
+ actor->floorclip += FRACUNIT;
+ break;
+ }
+ return false;
+ }
+ return true;
+}
+
+//
+// A_RaiseMobj
+// Raise a mobj incrementally from the floor to
+//
+
+boolean A_RaiseMobj(mobj_t * actor)
+{
+ int done = true;
+
+ // Raise a mobj from the ground
+ if (actor->floorclip > 0)
+ {
+ switch (actor->type)
+ {
+ case MT_WRAITHB:
+ actor->floorclip -= 2 * FRACUNIT;
+ break;
+ case MT_THRUSTFLOOR_DOWN:
+ case MT_THRUSTFLOOR_UP:
+ actor->floorclip -= actor->special2 * FRACUNIT;
+ break;
+ default:
+ actor->floorclip -= 2 * FRACUNIT;
+ break;
+ }
+ if (actor->floorclip <= 0)
+ {
+ actor->floorclip = 0;
+ done = true;
+ }
+ else
+ {
+ done = false;
+ }
+ }
+ return done; // Reached target height
+}
+
+
+//============================================================================
+// Wraith Variables
+//
+// special1 Internal index into floatbob
+// special2
+//============================================================================
+
+//
+// A_WraithInit
+//
+
+void A_WraithInit(mobj_t * actor)
+{
+ actor->z += 48 << FRACBITS;
+ actor->special1 = 0; // index into floatbob
+}
+
+void A_WraithRaiseInit(mobj_t * actor)
+{
+ actor->flags2 &= ~MF2_DONTDRAW;
+ actor->flags2 &= ~MF2_NONSHOOTABLE;
+ actor->flags |= MF_SHOOTABLE | MF_SOLID;
+ actor->floorclip = actor->info->height;
+}
+
+void A_WraithRaise(mobj_t * actor)
+{
+ if (A_RaiseMobj(actor))
+ {
+ // Reached it's target height
+ P_SetMobjState(actor, S_WRAITH_CHASE1);
+ }
+
+ P_SpawnDirt(actor, actor->radius);
+}
+
+
+void A_WraithMelee(mobj_t * actor)
+{
+ int amount;
+
+ // Steal health from target and give to player
+ if (P_CheckMeleeRange(actor) && (P_Random() < 220))
+ {
+ amount = HITDICE(2);
+ P_DamageMobj(actor->target, actor, actor, amount);
+ actor->health += amount;
+ }
+}
+
+void A_WraithMissile(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMissile(actor, actor->target, MT_WRAITHFX1);
+ if (mo)
+ {
+ S_StartSound(actor, SFX_WRAITH_MISSILE_FIRE);
+ }
+}
+
+
+//
+// A_WraithFX2 - spawns sparkle tail of missile
+//
+
+void A_WraithFX2(mobj_t * actor)
+{
+ mobj_t *mo;
+ angle_t angle;
+ int i;
+
+ for (i = 0; i < 2; i++)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX2);
+ if (mo)
+ {
+ if (P_Random() < 128)
+ {
+ angle = actor->angle + (P_Random() << 22);
+ }
+ else
+ {
+ angle = actor->angle - (P_Random() << 22);
+ }
+ mo->momz = 0;
+ mo->momx = FixedMul((P_Random() << 7) + FRACUNIT,
+ finecosine[angle >> ANGLETOFINESHIFT]);
+ mo->momy = FixedMul((P_Random() << 7) + FRACUNIT,
+ finesine[angle >> ANGLETOFINESHIFT]);
+ mo->target = actor;
+ mo->floorclip = 10 * FRACUNIT;
+ }
+ }
+}
+
+
+// Spawn an FX3 around the actor during attacks
+void A_WraithFX3(mobj_t * actor)
+{
+ mobj_t *mo;
+ int numdropped = P_Random() % 15;
+ int i;
+
+ for (i = 0; i < numdropped; i++)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX3);
+ if (mo)
+ {
+ mo->x += (P_Random() - 128) << 11;
+ mo->y += (P_Random() - 128) << 11;
+ mo->z += (P_Random() << 10);
+ mo->target = actor;
+ }
+ }
+}
+
+// Spawn an FX4 during movement
+void A_WraithFX4(mobj_t * actor)
+{
+ mobj_t *mo;
+ int chance = P_Random();
+ int spawn4, spawn5;
+
+ if (chance < 10)
+ {
+ spawn4 = true;
+ spawn5 = false;
+ }
+ else if (chance < 20)
+ {
+ spawn4 = false;
+ spawn5 = true;
+ }
+ else if (chance < 25)
+ {
+ spawn4 = true;
+ spawn5 = true;
+ }
+ else
+ {
+ spawn4 = false;
+ spawn5 = false;
+ }
+
+ if (spawn4)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX4);
+ if (mo)
+ {
+ mo->x += (P_Random() - 128) << 12;
+ mo->y += (P_Random() - 128) << 12;
+ mo->z += (P_Random() << 10);
+ mo->target = actor;
+ }
+ }
+ if (spawn5)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX5);
+ if (mo)
+ {
+ mo->x += (P_Random() - 128) << 11;
+ mo->y += (P_Random() - 128) << 11;
+ mo->z += (P_Random() << 10);
+ mo->target = actor;
+ }
+ }
+}
+
+
+void A_WraithLook(mobj_t * actor)
+{
+// A_WraithFX4(actor); // too expensive
+ A_Look(actor);
+}
+
+
+void A_WraithChase(mobj_t * actor)
+{
+ int weaveindex = actor->special1;
+ actor->z += FloatBobOffsets[weaveindex];
+ actor->special1 = (weaveindex + 2) & 63;
+// if (actor->floorclip > 0)
+// {
+// P_SetMobjState(actor, S_WRAITH_RAISE2);
+// return;
+// }
+ A_Chase(actor);
+ A_WraithFX4(actor);
+}
+
+
+
+//============================================================================
+// Ettin AI
+//============================================================================
+
+void A_EttinAttack(mobj_t * actor)
+{
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(2));
+ }
+}
+
+
+void A_DropMace(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y,
+ actor->z + (actor->height >> 1), MT_ETTIN_MACE);
+ if (mo)
+ {
+ mo->momx = (P_Random() - 128) << 11;
+ mo->momy = (P_Random() - 128) << 11;
+ mo->momz = FRACUNIT * 10 + (P_Random() << 10);
+ mo->target = actor;
+ }
+}
+
+
+//============================================================================
+// Fire Demon AI
+//
+// special1 index into floatbob
+// special2 whether strafing or not
+//============================================================================
+
+void A_FiredSpawnRock(mobj_t * actor)
+{
+ mobj_t *mo;
+ int x, y, z;
+ int rtype = 0;
+
+ switch (P_Random() % 5)
+ {
+ case 0:
+ rtype = MT_FIREDEMON_FX1;
+ break;
+ case 1:
+ rtype = MT_FIREDEMON_FX2;
+ break;
+ case 2:
+ rtype = MT_FIREDEMON_FX3;
+ break;
+ case 3:
+ rtype = MT_FIREDEMON_FX4;
+ break;
+ case 4:
+ rtype = MT_FIREDEMON_FX5;
+ break;
+ }
+
+ x = actor->x + ((P_Random() - 128) << 12);
+ y = actor->y + ((P_Random() - 128) << 12);
+ z = actor->z + ((P_Random()) << 11);
+ mo = P_SpawnMobj(x, y, z, rtype);
+ if (mo)
+ {
+ mo->target = actor;
+ mo->momx = (P_Random() - 128) << 10;
+ mo->momy = (P_Random() - 128) << 10;
+ mo->momz = (P_Random() << 10);
+ mo->special1 = 2; // Number bounces
+ }
+
+ // Initialize fire demon
+ actor->special2 = 0;
+ actor->flags &= ~MF_JUSTATTACKED;
+}
+
+void A_FiredRocks(mobj_t * actor)
+{
+ A_FiredSpawnRock(actor);
+ A_FiredSpawnRock(actor);
+ A_FiredSpawnRock(actor);
+ A_FiredSpawnRock(actor);
+ A_FiredSpawnRock(actor);
+}
+
+void A_FiredAttack(mobj_t * actor)
+{
+ mobj_t *mo;
+ mo = P_SpawnMissile(actor, actor->target, MT_FIREDEMON_FX6);
+ if (mo)
+ S_StartSound(actor, SFX_FIRED_ATTACK);
+}
+
+void A_SmBounce(mobj_t * actor)
+{
+ // give some more momentum (x,y,&z)
+ actor->z = actor->floorz + FRACUNIT;
+ actor->momz = (2 * FRACUNIT) + (P_Random() << 10);
+ actor->momx = P_Random() % 3 << FRACBITS;
+ actor->momy = P_Random() % 3 << FRACBITS;
+}
+
+
+#define FIREDEMON_ATTACK_RANGE 64*8*FRACUNIT
+
+void A_FiredChase(mobj_t * actor)
+{
+ int weaveindex = actor->special1;
+ mobj_t *target = actor->target;
+ angle_t ang;
+ fixed_t dist;
+
+ if (actor->reactiontime)
+ actor->reactiontime--;
+ if (actor->threshold)
+ actor->threshold--;
+
+ // Float up and down
+ actor->z += FloatBobOffsets[weaveindex];
+ actor->special1 = (weaveindex + 2) & 63;
+
+ // Insure it stays above certain height
+ if (actor->z < actor->floorz + (64 * FRACUNIT))
+ {
+ actor->z += 2 * FRACUNIT;
+ }
+
+ if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
+ { // Invalid target
+ P_LookForPlayers(actor, true);
+ return;
+ }
+
+ // Strafe
+ if (actor->special2 > 0)
+ {
+ actor->special2--;
+ }
+ else
+ {
+ actor->special2 = 0;
+ actor->momx = actor->momy = 0;
+ dist = P_AproxDistance(actor->x - target->x, actor->y - target->y);
+ if (dist < FIREDEMON_ATTACK_RANGE)
+ {
+ if (P_Random() < 30)
+ {
+ ang =
+ R_PointToAngle2(actor->x, actor->y, target->x, target->y);
+ if (P_Random() < 128)
+ ang += ANG90;
+ else
+ ang -= ANG90;
+ ang >>= ANGLETOFINESHIFT;
+ actor->momx = FixedMul(8 * FRACUNIT, finecosine[ang]);
+ actor->momy = FixedMul(8 * FRACUNIT, finesine[ang]);
+ actor->special2 = 3; // strafe time
+ }
+ }
+ }
+
+ FaceMovementDirection(actor);
+
+ // Normal movement
+ if (!actor->special2)
+ {
+ if (--actor->movecount < 0 || !P_Move(actor))
+ {
+ P_NewChaseDir(actor);
+ }
+ }
+
+ // Do missile attack
+ if (!(actor->flags & MF_JUSTATTACKED))
+ {
+ if (P_CheckMissileRange(actor) && (P_Random() < 20))
+ {
+ P_SetMobjState(actor, actor->info->missilestate);
+ actor->flags |= MF_JUSTATTACKED;
+ return;
+ }
+ }
+ else
+ {
+ actor->flags &= ~MF_JUSTATTACKED;
+ }
+
+ // make active sound
+ if (actor->info->activesound && P_Random() < 3)
+ {
+ S_StartSound(actor, actor->info->activesound);
+ }
+}
+
+void A_FiredSplotch(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FIREDEMON_SPLOTCH1);
+ if (mo)
+ {
+ mo->momx = (P_Random() - 128) << 11;
+ mo->momy = (P_Random() - 128) << 11;
+ mo->momz = FRACUNIT * 3 + (P_Random() << 10);
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FIREDEMON_SPLOTCH2);
+ if (mo)
+ {
+ mo->momx = (P_Random() - 128) << 11;
+ mo->momy = (P_Random() - 128) << 11;
+ mo->momz = FRACUNIT * 3 + (P_Random() << 10);
+ }
+}
+
+
+//============================================================================
+//
+// A_IceGuyLook
+//
+//============================================================================
+
+void A_IceGuyLook(mobj_t * actor)
+{
+ fixed_t dist;
+ fixed_t an;
+
+ A_Look(actor);
+ if (P_Random() < 64)
+ {
+ dist = ((P_Random() - 128) * actor->radius) >> 7;
+ an = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
+
+ P_SpawnMobj(actor->x + FixedMul(dist, finecosine[an]),
+ actor->y + FixedMul(dist, finesine[an]),
+ actor->z + 60 * FRACUNIT,
+ MT_ICEGUY_WISP1 + (P_Random() & 1));
+ }
+}
+
+//============================================================================
+//
+// A_IceGuyChase
+//
+//============================================================================
+
+void A_IceGuyChase(mobj_t * actor)
+{
+ fixed_t dist;
+ fixed_t an;
+ mobj_t *mo;
+
+ A_Chase(actor);
+ if (P_Random() < 128)
+ {
+ dist = ((P_Random() - 128) * actor->radius) >> 7;
+ an = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
+
+ mo = P_SpawnMobj(actor->x + FixedMul(dist, finecosine[an]),
+ actor->y + FixedMul(dist, finesine[an]),
+ actor->z + 60 * FRACUNIT,
+ MT_ICEGUY_WISP1 + (P_Random() & 1));
+ if (mo)
+ {
+ mo->momx = actor->momx;
+ mo->momy = actor->momy;
+ mo->momz = actor->momz;
+ mo->target = actor;
+ }
+ }
+}
+
+//============================================================================
+//
+// A_IceGuyAttack
+//
+//============================================================================
+
+void A_IceGuyAttack(mobj_t * actor)
+{
+ fixed_t an;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ an = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
+ P_SpawnMissileXYZ(actor->x + FixedMul(actor->radius >> 1,
+ finecosine[an]),
+ actor->y + FixedMul(actor->radius >> 1, finesine[an]),
+ actor->z + 40 * FRACUNIT, actor, actor->target,
+ MT_ICEGUY_FX);
+ an = (actor->angle - ANG90) >> ANGLETOFINESHIFT;
+ P_SpawnMissileXYZ(actor->x + FixedMul(actor->radius >> 1,
+ finecosine[an]),
+ actor->y + FixedMul(actor->radius >> 1, finesine[an]),
+ actor->z + 40 * FRACUNIT, actor, actor->target,
+ MT_ICEGUY_FX);
+ S_StartSound(actor, actor->info->attacksound);
+}
+
+//============================================================================
+//
+// A_IceGuyMissilePuff
+//
+//============================================================================
+
+void A_IceGuyMissilePuff(mobj_t * actor)
+{
+ mobj_t *mo;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 2 * FRACUNIT,
+ MT_ICEFX_PUFF);
+}
+
+//============================================================================
+//
+// A_IceGuyDie
+//
+//============================================================================
+
+void A_IceGuyDie(mobj_t * actor)
+{
+ void A_FreezeDeathChunks(mobj_t * actor);
+
+ actor->momx = 0;
+ actor->momy = 0;
+ actor->momz = 0;
+ actor->height <<= 2;
+ A_FreezeDeathChunks(actor);
+}
+
+//============================================================================
+//
+// A_IceGuyMissileExplode
+//
+//============================================================================
+
+void A_IceGuyMissileExplode(mobj_t * actor)
+{
+ mobj_t *mo;
+ int i;
+
+ for (i = 0; i < 8; i++)
+ {
+ mo = P_SpawnMissileAngle(actor, MT_ICEGUY_FX2, i * ANG45,
+ -0.3 * FRACUNIT);
+ if (mo)
+ {
+ mo->target = actor->target;
+ }
+ }
+}
+
+
+
+
+
+
+
+
+
+//============================================================================
+//
+// Sorcerer stuff
+//
+// Sorcerer Variables
+// special1 Angle of ball 1 (all others relative to that)
+// special2 which ball to stop at in stop mode (MT_???)
+// args[0] Denfense time
+// args[1] Number of full rotations since stopping mode
+// args[2] Target orbit speed for acceleration/deceleration
+// args[3] Movement mode (see SORC_ macros)
+// args[4] Current ball orbit speed
+// Sorcerer Ball Variables
+// special1 Previous angle of ball (for woosh)
+// special2 Countdown of rapid fire (FX4)
+// args[0] If set, don't play the bounce sound when bouncing
+//============================================================================
+
+#define SORCBALL_INITIAL_SPEED 7
+#define SORCBALL_TERMINAL_SPEED 25
+#define SORCBALL_SPEED_ROTATIONS 5
+#define SORC_DEFENSE_TIME 255
+#define SORC_DEFENSE_HEIGHT 45
+#define BOUNCE_TIME_UNIT (35/2)
+#define SORCFX4_RAPIDFIRE_TIME (6*3) // 3 seconds
+#define SORCFX4_SPREAD_ANGLE 20
+
+#define SORC_DECELERATE 0
+#define SORC_ACCELERATE 1
+#define SORC_STOPPING 2
+#define SORC_FIRESPELL 3
+#define SORC_STOPPED 4
+#define SORC_NORMAL 5
+#define SORC_FIRING_SPELL 6
+
+#define BALL1_ANGLEOFFSET 0
+#define BALL2_ANGLEOFFSET (ANG_MAX/3)
+#define BALL3_ANGLEOFFSET ((ANG_MAX/3)*2)
+
+void A_SorcBallOrbit(mobj_t * actor);
+void A_SorcSpinBalls(mobj_t * actor);
+void A_SpeedBalls(mobj_t * actor);
+void A_SlowBalls(mobj_t * actor);
+void A_StopBalls(mobj_t * actor);
+void A_AccelBalls(mobj_t * actor);
+void A_DecelBalls(mobj_t * actor);
+void A_SorcBossAttack(mobj_t * actor);
+void A_SpawnFizzle(mobj_t * actor);
+void A_CastSorcererSpell(mobj_t * actor);
+void A_SorcUpdateBallAngle(mobj_t * actor);
+void A_BounceCheck(mobj_t * actor);
+void A_SorcFX1Seek(mobj_t * actor);
+void A_SorcOffense1(mobj_t * actor);
+void A_SorcOffense2(mobj_t * actor);
+
+
+// Spawn spinning balls above head - actor is sorcerer
+void A_SorcSpinBalls(mobj_t * actor)
+{
+ mobj_t *mo;
+ fixed_t z;
+
+ A_SlowBalls(actor);
+ actor->args[0] = 0; // Currently no defense
+ actor->args[3] = SORC_NORMAL;
+ actor->args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed
+ actor->special1 = ANG1;
+ z = actor->z - actor->floorclip + actor->info->height;
+
+ mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCBALL1);
+ if (mo)
+ {
+ mo->target = actor;
+ mo->special2 = SORCFX4_RAPIDFIRE_TIME;
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCBALL2);
+ if (mo)
+ mo->target = actor;
+ mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCBALL3);
+ if (mo)
+ mo->target = actor;
+}
+
+
+//
+// A_SorcBallOrbit() ==========================================
+//
+
+void A_SorcBallOrbit(mobj_t * actor)
+{
+ int x, y;
+ angle_t angle, baseangle;
+ int mode = actor->target->args[3];
+ mobj_t *parent = (mobj_t *) actor->target;
+ int dist = parent->radius - (actor->radius << 1);
+ angle_t prevangle = actor->special1;
+
+ if (actor->target->health <= 0)
+ P_SetMobjState(actor, actor->info->painstate);
+
+ baseangle = (angle_t) parent->special1;
+ switch (actor->type)
+ {
+ case MT_SORCBALL1:
+ angle = baseangle + BALL1_ANGLEOFFSET;
+ break;
+ case MT_SORCBALL2:
+ angle = baseangle + BALL2_ANGLEOFFSET;
+ break;
+ case MT_SORCBALL3:
+ angle = baseangle + BALL3_ANGLEOFFSET;
+ break;
+ default:
+ I_Error("corrupted sorcerer");
+ return;
+ }
+ actor->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+
+ switch (mode)
+ {
+ case SORC_NORMAL: // Balls rotating normally
+ A_SorcUpdateBallAngle(actor);
+ break;
+ case SORC_DECELERATE: // Balls decelerating
+ A_DecelBalls(actor);
+ A_SorcUpdateBallAngle(actor);
+ break;
+ case SORC_ACCELERATE: // Balls accelerating
+ A_AccelBalls(actor);
+ A_SorcUpdateBallAngle(actor);
+ break;
+ case SORC_STOPPING: // Balls stopping
+ if ((parent->special2 == actor->type) &&
+ (parent->args[1] > SORCBALL_SPEED_ROTATIONS) &&
+ (abs(angle - (parent->angle >> ANGLETOFINESHIFT)) <
+ (30 << 5)))
+ {
+ // Can stop now
+ actor->target->args[3] = SORC_FIRESPELL;
+ actor->target->args[4] = 0;
+ // Set angle so ball angle == sorcerer angle
+ switch (actor->type)
+ {
+ case MT_SORCBALL1:
+ parent->special1 = (int) (parent->angle -
+ BALL1_ANGLEOFFSET);
+ break;
+ case MT_SORCBALL2:
+ parent->special1 = (int) (parent->angle -
+ BALL2_ANGLEOFFSET);
+ break;
+ case MT_SORCBALL3:
+ parent->special1 = (int) (parent->angle -
+ BALL3_ANGLEOFFSET);
+ break;
+ default:
+ break;
+ }
+ }
+ else
+ {
+ A_SorcUpdateBallAngle(actor);
+ }
+ break;
+ case SORC_FIRESPELL: // Casting spell
+ if (parent->special2 == actor->type)
+ {
+ // Put sorcerer into special throw spell anim
+ if (parent->health > 0)
+ P_SetMobjStateNF(parent, S_SORC_ATTACK1);
+
+ if (actor->type == MT_SORCBALL1 && P_Random() < 200)
+ {
+ S_StartSound(NULL, SFX_SORCERER_SPELLCAST);
+ actor->special2 = SORCFX4_RAPIDFIRE_TIME;
+ actor->args[4] = 128;
+ parent->args[3] = SORC_FIRING_SPELL;
+ }
+ else
+ {
+ A_CastSorcererSpell(actor);
+ parent->args[3] = SORC_STOPPED;
+ }
+ }
+ break;
+ case SORC_FIRING_SPELL:
+ if (parent->special2 == actor->type)
+ {
+ if (actor->special2-- <= 0)
+ {
+ // Done rapid firing
+ parent->args[3] = SORC_STOPPED;
+ // Back to orbit balls
+ if (parent->health > 0)
+ P_SetMobjStateNF(parent, S_SORC_ATTACK4);
+ }
+ else
+ {
+ // Do rapid fire spell
+ A_SorcOffense2(actor);
+ }
+ }
+ break;
+ case SORC_STOPPED: // Balls stopped
+ default:
+ break;
+ }
+
+ if ((angle < prevangle) && (parent->args[4] == SORCBALL_TERMINAL_SPEED))
+ {
+ parent->args[1]++; // Bump rotation counter
+ // Completed full rotation - make woosh sound
+ S_StartSound(actor, SFX_SORCERER_BALLWOOSH);
+ }
+ actor->special1 = angle; // Set previous angle
+ x = parent->x + FixedMul(dist, finecosine[angle]);
+ y = parent->y + FixedMul(dist, finesine[angle]);
+ actor->x = x;
+ actor->y = y;
+ actor->z = parent->z - parent->floorclip + parent->info->height;
+}
+
+
+//
+// Set balls to speed mode - actor is sorcerer
+//
+void A_SpeedBalls(mobj_t * actor)
+{
+ actor->args[3] = SORC_ACCELERATE; // speed mode
+ actor->args[2] = SORCBALL_TERMINAL_SPEED; // target speed
+}
+
+
+//
+// Set balls to slow mode - actor is sorcerer
+//
+void A_SlowBalls(mobj_t * actor)
+{
+ actor->args[3] = SORC_DECELERATE; // slow mode
+ actor->args[2] = SORCBALL_INITIAL_SPEED; // target speed
+}
+
+
+//
+// Instant stop when rotation gets to ball in special2
+// actor is sorcerer
+//
+void A_StopBalls(mobj_t * actor)
+{
+ int chance = P_Random();
+ actor->args[3] = SORC_STOPPING; // stopping mode
+ actor->args[1] = 0; // Reset rotation counter
+
+ if ((actor->args[0] <= 0) && (chance < 200))
+ {
+ actor->special2 = MT_SORCBALL2; // Blue
+ }
+ else if ((actor->health < (actor->info->spawnhealth >> 1)) &&
+ (chance < 200))
+ {
+ actor->special2 = MT_SORCBALL3; // Green
+ }
+ else
+ {
+ actor->special2 = MT_SORCBALL1; // Yellow
+ }
+
+
+}
+
+
+//
+// Increase ball orbit speed - actor is ball
+//
+void A_AccelBalls(mobj_t * actor)
+{
+ mobj_t *sorc = actor->target;
+
+ if (sorc->args[4] < sorc->args[2])
+ {
+ sorc->args[4]++;
+ }
+ else
+ {
+ sorc->args[3] = SORC_NORMAL;
+ if (sorc->args[4] >= SORCBALL_TERMINAL_SPEED)
+ {
+ // Reached terminal velocity - stop balls
+ A_StopBalls(sorc);
+ }
+ }
+}
+
+
+// Decrease ball orbit speed - actor is ball
+void A_DecelBalls(mobj_t * actor)
+{
+ mobj_t *sorc = actor->target;
+
+ if (sorc->args[4] > sorc->args[2])
+ {
+ sorc->args[4]--;
+ }
+ else
+ {
+ sorc->args[3] = SORC_NORMAL;
+ }
+}
+
+
+// Update angle if first ball - actor is ball
+void A_SorcUpdateBallAngle(mobj_t * actor)
+{
+ if (actor->type == MT_SORCBALL1)
+ {
+ actor->target->special1 += ANG1 * actor->target->args[4];
+ }
+}
+
+
+// actor is ball
+void A_CastSorcererSpell(mobj_t * actor)
+{
+ mobj_t *mo;
+ int spell = actor->type;
+ angle_t ang1, ang2;
+ fixed_t z;
+ mobj_t *parent = actor->target;
+
+ S_StartSound(NULL, SFX_SORCERER_SPELLCAST);
+
+ // Put sorcerer into throw spell animation
+ if (parent->health > 0)
+ P_SetMobjStateNF(parent, S_SORC_ATTACK4);
+
+ switch (spell)
+ {
+ case MT_SORCBALL1: // Offensive
+ A_SorcOffense1(actor);
+ break;
+ case MT_SORCBALL2: // Defensive
+ z = parent->z - parent->floorclip +
+ SORC_DEFENSE_HEIGHT * FRACUNIT;
+ mo = P_SpawnMobj(actor->x, actor->y, z, MT_SORCFX2);
+ parent->flags2 |= MF2_REFLECTIVE | MF2_INVULNERABLE;
+ parent->args[0] = SORC_DEFENSE_TIME;
+ if (mo)
+ mo->target = parent;
+ break;
+ case MT_SORCBALL3: // Reinforcements
+ ang1 = actor->angle - ANG45;
+ ang2 = actor->angle + ANG45;
+ if (actor->health < (actor->info->spawnhealth / 3))
+ { // Spawn 2 at a time
+ mo = P_SpawnMissileAngle(parent, MT_SORCFX3, ang1,
+ 4 * FRACUNIT);
+ if (mo)
+ mo->target = parent;
+ mo = P_SpawnMissileAngle(parent, MT_SORCFX3, ang2,
+ 4 * FRACUNIT);
+ if (mo)
+ mo->target = parent;
+ }
+ else
+ {
+ if (P_Random() < 128)
+ ang1 = ang2;
+ mo = P_SpawnMissileAngle(parent, MT_SORCFX3, ang1,
+ 4 * FRACUNIT);
+ if (mo)
+ mo->target = parent;
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+void A_SpawnReinforcements(mobj_t *actor)
+{
+ mobj_t *parent = actor->target;
+ mobj_t *mo;
+ angle_t ang;
+
+ ang = ANG1 * P_Random();
+ mo = P_SpawnMissileAngle(actor, MT_SORCFX3, ang, 5*FRACUNIT);
+ if (mo) mo->target = parent;
+}
+*/
+
+// actor is ball
+void A_SorcOffense1(mobj_t * actor)
+{
+ mobj_t *mo;
+ angle_t ang1, ang2;
+ mobj_t *parent = (mobj_t *) actor->target;
+
+ ang1 = actor->angle + ANG1 * 70;
+ ang2 = actor->angle - ANG1 * 70;
+ mo = P_SpawnMissileAngle(parent, MT_SORCFX1, ang1, 0);
+ if (mo)
+ {
+ mo->target = parent;
+ mo->special1 = (int) parent->target;
+ mo->args[4] = BOUNCE_TIME_UNIT;
+ mo->args[3] = 15; // Bounce time in seconds
+ }
+ mo = P_SpawnMissileAngle(parent, MT_SORCFX1, ang2, 0);
+ if (mo)
+ {
+ mo->target = parent;
+ mo->special1 = (int) parent->target;
+ mo->args[4] = BOUNCE_TIME_UNIT;
+ mo->args[3] = 15; // Bounce time in seconds
+ }
+}
+
+
+// Actor is ball
+void A_SorcOffense2(mobj_t * actor)
+{
+ angle_t ang1;
+ mobj_t *mo;
+ int delta, index;
+ mobj_t *parent = actor->target;
+ mobj_t *dest = parent->target;
+ int dist;
+
+ index = actor->args[4] << 5;
+ actor->args[4] += 15;
+ delta = (finesine[index]) * SORCFX4_SPREAD_ANGLE;
+ delta = (delta >> FRACBITS) * ANG1;
+ ang1 = actor->angle + delta;
+ mo = P_SpawnMissileAngle(parent, MT_SORCFX4, ang1, 0);
+ if (mo)
+ {
+ mo->special2 = 35 * 5 / 2; // 5 seconds
+ dist = P_AproxDistance(dest->x - mo->x, dest->y - mo->y);
+ dist = dist / mo->info->speed;
+ if (dist < 1)
+ dist = 1;
+ mo->momz = (dest->z - mo->z) / dist;
+ }
+}
+
+
+// Resume ball spinning
+void A_SorcBossAttack(mobj_t * actor)
+{
+ actor->args[3] = SORC_ACCELERATE;
+ actor->args[2] = SORCBALL_INITIAL_SPEED;
+}
+
+
+// spell cast magic fizzle
+void A_SpawnFizzle(mobj_t * actor)
+{
+ fixed_t x, y, z;
+ fixed_t dist = 5 * FRACUNIT;
+ angle_t angle = actor->angle >> ANGLETOFINESHIFT;
+ fixed_t speed = actor->info->speed;
+ angle_t rangle;
+ mobj_t *mo;
+ int ix;
+
+ x = actor->x + FixedMul(dist, finecosine[angle]);
+ y = actor->y + FixedMul(dist, finesine[angle]);
+ z = actor->z - actor->floorclip + (actor->height >> 1);
+ for (ix = 0; ix < 5; ix++)
+ {
+ mo = P_SpawnMobj(x, y, z, MT_SORCSPARK1);
+ if (mo)
+ {
+ rangle = angle + ((P_Random() % 5) << 1);
+ mo->momx = FixedMul(P_Random() % speed, finecosine[rangle]);
+ mo->momy = FixedMul(P_Random() % speed, finesine[rangle]);
+ mo->momz = FRACUNIT * 2;
+ }
+ }
+}
+
+
+//============================================================================
+// Yellow spell - offense
+//============================================================================
+
+void A_SorcFX1Seek(mobj_t * actor)
+{
+ A_BounceCheck(actor);
+ P_SeekerMissile(actor, ANG1 * 2, ANG1 * 6);
+}
+
+
+//============================================================================
+// Blue spell - defense
+//============================================================================
+//
+// FX2 Variables
+// special1 current angle
+// special2
+// args[0] 0 = CW, 1 = CCW
+// args[1]
+//============================================================================
+
+// Split ball in two
+void A_SorcFX2Split(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCFX2);
+ if (mo)
+ {
+ mo->target = actor->target;
+ mo->args[0] = 0; // CW
+ mo->special1 = actor->angle; // Set angle
+ P_SetMobjStateNF(mo, S_SORCFX2_ORBIT1);
+ }
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCFX2);
+ if (mo)
+ {
+ mo->target = actor->target;
+ mo->args[0] = 1; // CCW
+ mo->special1 = actor->angle; // Set angle
+ P_SetMobjStateNF(mo, S_SORCFX2_ORBIT1);
+ }
+ P_SetMobjStateNF(actor, S_NULL);
+}
+
+
+// Orbit FX2 about sorcerer
+void A_SorcFX2Orbit(mobj_t * actor)
+{
+ angle_t angle;
+ fixed_t x, y, z;
+ mobj_t *parent = actor->target;
+ fixed_t dist = parent->info->radius;
+
+ if ((parent->health <= 0) || // Sorcerer is dead
+ (!parent->args[0])) // Time expired
+ {
+ P_SetMobjStateNF(actor, actor->info->deathstate);
+ parent->args[0] = 0;
+ parent->flags2 &= ~MF2_REFLECTIVE;
+ parent->flags2 &= ~MF2_INVULNERABLE;
+ }
+
+ if (actor->args[0] && (parent->args[0]-- <= 0)) // Time expired
+ {
+ P_SetMobjStateNF(actor, actor->info->deathstate);
+ parent->args[0] = 0;
+ parent->flags2 &= ~MF2_REFLECTIVE;
+ }
+
+ // Move to new position based on angle
+ if (actor->args[0]) // Counter clock-wise
+ {
+ actor->special1 += ANG1 * 10;
+ angle = ((angle_t) actor->special1) >> ANGLETOFINESHIFT;
+ x = parent->x + FixedMul(dist, finecosine[angle]);
+ y = parent->y + FixedMul(dist, finesine[angle]);
+ z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT * FRACUNIT;
+ z += FixedMul(15 * FRACUNIT, finecosine[angle]);
+ // Spawn trailer
+ P_SpawnMobj(x, y, z, MT_SORCFX2_T1);
+ }
+ else // Clock wise
+ {
+ actor->special1 -= ANG1 * 10;
+ angle = ((angle_t) actor->special1) >> ANGLETOFINESHIFT;
+ x = parent->x + FixedMul(dist, finecosine[angle]);
+ y = parent->y + FixedMul(dist, finesine[angle]);
+ z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT * FRACUNIT;
+ z += FixedMul(20 * FRACUNIT, finesine[angle]);
+ // Spawn trailer
+ P_SpawnMobj(x, y, z, MT_SORCFX2_T1);
+ }
+
+ actor->x = x;
+ actor->y = y;
+ actor->z = z;
+}
+
+
+
+//============================================================================
+// Green spell - spawn bishops
+//============================================================================
+
+void A_SpawnBishop(mobj_t * actor)
+{
+ mobj_t *mo;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_BISHOP);
+ if (mo)
+ {
+ if (!P_TestMobjLocation(mo))
+ {
+ P_SetMobjState(mo, S_NULL);
+ }
+ }
+ P_SetMobjState(actor, S_NULL);
+}
+
+/*
+void A_SmokePuffEntry(mobj_t *actor)
+{
+ P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKE);
+}
+*/
+
+void A_SmokePuffExit(mobj_t * actor)
+{
+ P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKEEXIT);
+}
+
+void A_SorcererBishopEntry(mobj_t * actor)
+{
+ P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCFX3_EXPLOSION);
+ S_StartSound(actor, actor->info->seesound);
+}
+
+
+//============================================================================
+// FX4 - rapid fire balls
+//============================================================================
+
+void A_SorcFX4Check(mobj_t * actor)
+{
+ if (actor->special2-- <= 0)
+ {
+ P_SetMobjStateNF(actor, actor->info->deathstate);
+ }
+}
+
+//============================================================================
+// Ball death - spawn stuff
+//============================================================================
+
+void A_SorcBallPop(mobj_t * actor)
+{
+ S_StartSound(NULL, SFX_SORCERER_BALLPOP);
+ actor->flags &= ~MF_NOGRAVITY;
+ actor->flags2 |= MF2_LOGRAV;
+ actor->momx = ((P_Random() % 10) - 5) << FRACBITS;
+ actor->momy = ((P_Random() % 10) - 5) << FRACBITS;
+ actor->momz = (2 + (P_Random() % 3)) << FRACBITS;
+ actor->special2 = 4 * FRACUNIT; // Initial bounce factor
+ actor->args[4] = BOUNCE_TIME_UNIT; // Bounce time unit
+ actor->args[3] = 5; // Bounce time in seconds
+}
+
+
+
+void A_BounceCheck(mobj_t * actor)
+{
+ if (actor->args[4]-- <= 0)
+ {
+ if (actor->args[3]-- <= 0)
+ {
+ P_SetMobjState(actor, actor->info->deathstate);
+ switch (actor->type)
+ {
+ case MT_SORCBALL1:
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ S_StartSound(NULL, SFX_SORCERER_BIGBALLEXPLODE);
+ break;
+ case MT_SORCFX1:
+ S_StartSound(NULL, SFX_SORCERER_HEADSCREAM);
+ break;
+ default:
+ break;
+ }
+ }
+ else
+ {
+ actor->args[4] = BOUNCE_TIME_UNIT;
+ }
+ }
+}
+
+
+
+
+//============================================================================
+// Class Bosses
+//============================================================================
+#define CLASS_BOSS_STRAFE_RANGE 64*10*FRACUNIT
+
+void A_FastChase(mobj_t * actor)
+{
+ int delta;
+ fixed_t dist;
+ angle_t ang;
+ mobj_t *target;
+
+ if (actor->reactiontime)
+ {
+ actor->reactiontime--;
+ }
+
+ // Modify target threshold
+ if (actor->threshold)
+ {
+ actor->threshold--;
+ }
+
+ if (gameskill == sk_nightmare)
+ { // Monsters move faster in nightmare mode
+ actor->tics -= actor->tics / 2;
+ if (actor->tics < 3)
+ {
+ actor->tics = 3;
+ }
+ }
+
+//
+// turn towards movement direction if not there yet
+//
+ if (actor->movedir < 8)
+ {
+ actor->angle &= (7 << 29);
+ delta = actor->angle - (actor->movedir << 29);
+ if (delta > 0)
+ {
+ actor->angle -= ANG90 / 2;
+ }
+ else if (delta < 0)
+ {
+ actor->angle += ANG90 / 2;
+ }
+ }
+
+ if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
+ { // look for a new target
+ if (P_LookForPlayers(actor, true))
+ { // got a new target
+ return;
+ }
+ P_SetMobjState(actor, actor->info->spawnstate);
+ return;
+ }
+
+//
+// don't attack twice in a row
+//
+ if (actor->flags & MF_JUSTATTACKED)
+ {
+ actor->flags &= ~MF_JUSTATTACKED;
+ if (gameskill != sk_nightmare)
+ P_NewChaseDir(actor);
+ return;
+ }
+
+ // Strafe
+ if (actor->special2 > 0)
+ {
+ actor->special2--;
+ }
+ else
+ {
+ target = actor->target;
+ actor->special2 = 0;
+ actor->momx = actor->momy = 0;
+ dist = P_AproxDistance(actor->x - target->x, actor->y - target->y);
+ if (dist < CLASS_BOSS_STRAFE_RANGE)
+ {
+ if (P_Random() < 100)
+ {
+ ang = R_PointToAngle2(actor->x, actor->y,
+ target->x, target->y);
+ if (P_Random() < 128)
+ ang += ANG90;
+ else
+ ang -= ANG90;
+ ang >>= ANGLETOFINESHIFT;
+ actor->momx = FixedMul(13 * FRACUNIT, finecosine[ang]);
+ actor->momy = FixedMul(13 * FRACUNIT, finesine[ang]);
+ actor->special2 = 3; // strafe time
+ }
+ }
+ }
+
+//
+// check for missile attack
+//
+ if (actor->info->missilestate)
+ {
+ if (gameskill < sk_nightmare && actor->movecount)
+ goto nomissile;
+ if (!P_CheckMissileRange(actor))
+ goto nomissile;
+ P_SetMobjState(actor, actor->info->missilestate);
+ actor->flags |= MF_JUSTATTACKED;
+ return;
+ }
+ nomissile:
+
+//
+// possibly choose another target
+//
+ if (netgame && !actor->threshold && !P_CheckSight(actor, actor->target))
+ {
+ if (P_LookForPlayers(actor, true))
+ return; // got a new target
+ }
+
+//
+// chase towards player
+//
+ if (!actor->special2)
+ {
+ if (--actor->movecount < 0 || !P_Move(actor))
+ {
+ P_NewChaseDir(actor);
+ }
+ }
+}
+
+
+void A_FighterAttack(mobj_t * actor)
+{
+ extern void A_FSwordAttack2(mobj_t * actor);
+
+ if (!actor->target)
+ return;
+ A_FSwordAttack2(actor);
+}
+
+
+void A_ClericAttack(mobj_t * actor)
+{
+ extern void A_CHolyAttack3(mobj_t * actor);
+
+ if (!actor->target)
+ return;
+ A_CHolyAttack3(actor);
+}
+
+
+
+void A_MageAttack(mobj_t * actor)
+{
+ extern void A_MStaffAttack2(mobj_t * actor);
+
+ if (!actor->target)
+ return;
+ A_MStaffAttack2(actor);
+}
+
+void A_ClassBossHealth(mobj_t * actor)
+{
+ if (netgame && !deathmatch) // co-op only
+ {
+ if (!actor->special1)
+ {
+ actor->health *= 5;
+ actor->special1 = true; // has been initialized
+ }
+ }
+}
+
+
+//===========================================================================
+//
+// A_CheckFloor - Checks if an object hit the floor
+//
+//===========================================================================
+
+void A_CheckFloor(mobj_t * actor)
+{
+ if (actor->z <= actor->floorz)
+ {
+ actor->z = actor->floorz;
+ actor->flags2 &= ~MF2_LOGRAV;
+ P_SetMobjState(actor, actor->info->deathstate);
+ }
+}
+
+//============================================================================
+//
+// A_FreezeDeath
+//
+//============================================================================
+
+void A_FreezeDeath(mobj_t * actor)
+{
+ actor->tics = 75 + P_Random() + P_Random();
+ actor->flags |= MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD;
+ actor->flags2 |= MF2_PUSHABLE | MF2_TELESTOMP | MF2_PASSMOBJ | MF2_SLIDE;
+ actor->height <<= 2;
+ S_StartSound(actor, SFX_FREEZE_DEATH);
+
+ if (actor->player)
+ {
+ actor->player->damagecount = 0;
+ actor->player->poisoncount = 0;
+ actor->player->bonuscount = 0;
+ if (actor->player == &players[consoleplayer])
+ {
+ SB_PaletteFlash(false);
+ }
+ }
+ else if (actor->flags & MF_COUNTKILL && actor->special)
+ { // Initiate monster death actions
+ P_ExecuteLineSpecial(actor->special, actor->args, NULL, 0, actor);
+ }
+}
+
+//============================================================================
+//
+// A_IceSetTics
+//
+//============================================================================
+
+void A_IceSetTics(mobj_t * actor)
+{
+ int floor;
+
+ actor->tics = 70 + (P_Random() & 63);
+ floor = P_GetThingFloorType(actor);
+ if (floor == FLOOR_LAVA)
+ {
+ actor->tics >>= 2;
+ }
+ else if (floor == FLOOR_ICE)
+ {
+ actor->tics <<= 1;
+ }
+}
+
+//============================================================================
+//
+// A_IceCheckHeadDone
+//
+//============================================================================
+
+void A_IceCheckHeadDone(mobj_t * actor)
+{
+ if (actor->special2 == 666)
+ {
+ P_SetMobjState(actor, S_ICECHUNK_HEAD2);
+ }
+}
+
+//============================================================================
+//
+// A_FreezeDeathChunks
+//
+//============================================================================
+
+void A_FreezeDeathChunks(mobj_t * actor)
+{
+ int i;
+ mobj_t *mo;
+
+ if (actor->momx || actor->momy || actor->momz)
+ {
+ actor->tics = 105;
+ return;
+ }
+ S_StartSound(actor, SFX_FREEZE_SHATTER);
+
+ for (i = 12 + (P_Random() & 15); i >= 0; i--)
+ {
+ mo = P_SpawnMobj(actor->x +
+ (((P_Random() - 128) * actor->radius) >> 7),
+ actor->y +
+ (((P_Random() - 128) * actor->radius) >> 7),
+ actor->z + (P_Random() * actor->height / 255),
+ MT_ICECHUNK);
+ P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 3));
+ if (mo)
+ {
+ mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
+ mo->momx = (P_Random() - P_Random()) << (FRACBITS - 7);
+ mo->momy = (P_Random() - P_Random()) << (FRACBITS - 7);
+ A_IceSetTics(mo); // set a random tic wait
+ }
+ }
+ for (i = 12 + (P_Random() & 15); i >= 0; i--)
+ {
+ mo = P_SpawnMobj(actor->x +
+ (((P_Random() - 128) * actor->radius) >> 7),
+ actor->y +
+ (((P_Random() - 128) * actor->radius) >> 7),
+ actor->z + (P_Random() * actor->height / 255),
+ MT_ICECHUNK);
+ P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 3));
+ if (mo)
+ {
+ mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
+ mo->momx = (P_Random() - P_Random()) << (FRACBITS - 7);
+ mo->momy = (P_Random() - P_Random()) << (FRACBITS - 7);
+ A_IceSetTics(mo); // set a random tic wait
+ }
+ }
+ if (actor->player)
+ { // attach the player's view to a chunk of ice
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + VIEWHEIGHT,
+ MT_ICECHUNK);
+ P_SetMobjState(mo, S_ICECHUNK_HEAD);
+ mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
+ mo->momx = (P_Random() - P_Random()) << (FRACBITS - 7);
+ mo->momy = (P_Random() - P_Random()) << (FRACBITS - 7);
+ mo->flags2 |= MF2_ICEDAMAGE; // used to force blue palette
+ mo->flags2 &= ~MF2_FLOORCLIP;
+ mo->player = actor->player;
+ actor->player = NULL;
+ mo->health = actor->health;
+ mo->angle = actor->angle;
+ mo->player->mo = mo;
+ mo->player->lookdir = 0;
+ }
+ P_RemoveMobjFromTIDList(actor);
+ P_SetMobjState(actor, S_FREETARGMOBJ);
+ actor->flags2 |= MF2_DONTDRAW;
+}
+
+//===========================================================================
+// Korax Variables
+// special1 last teleport destination
+// special2 set if "below half" script not yet run
+//
+// Korax Scripts (reserved)
+// 249 Tell scripts that we are below half health
+// 250-254 Control scripts
+// 255 Death script
+//
+// Korax TIDs (reserved)
+// 245 Reserved for Korax himself
+// 248 Initial teleport destination
+// 249 Teleport destination
+// 250-254 For use in respective control scripts
+// 255 For use in death script (spawn spots)
+//===========================================================================
+#define KORAX_SPIRIT_LIFETIME (5*(35/5)) // 5 seconds
+#define KORAX_COMMAND_HEIGHT (120*FRACUNIT)
+#define KORAX_COMMAND_OFFSET (27*FRACUNIT)
+
+void KoraxFire1(mobj_t * actor, int type);
+void KoraxFire2(mobj_t * actor, int type);
+void KoraxFire3(mobj_t * actor, int type);
+void KoraxFire4(mobj_t * actor, int type);
+void KoraxFire5(mobj_t * actor, int type);
+void KoraxFire6(mobj_t * actor, int type);
+void KSpiritInit(mobj_t * spirit, mobj_t * korax);
+
+#define KORAX_TID (245)
+#define KORAX_FIRST_TELEPORT_TID (248)
+#define KORAX_TELEPORT_TID (249)
+
+void A_KoraxChase(mobj_t * actor)
+{
+ mobj_t *spot;
+ int lastfound;
+ byte args[3] = { 0, 0, 0 };
+
+ if ((!actor->special2) &&
+ (actor->health <= (actor->info->spawnhealth / 2)))
+ {
+ lastfound = 0;
+ spot = P_FindMobjFromTID(KORAX_FIRST_TELEPORT_TID, &lastfound);
+ if (spot)
+ {
+ P_Teleport(actor, spot->x, spot->y, spot->angle, true);
+ }
+
+ P_StartACS(249, 0, args, actor, NULL, 0);
+ actor->special2 = 1; // Don't run again
+
+ return;
+ }
+
+ if (!actor->target)
+ return;
+ if (P_Random() < 30)
+ {
+ P_SetMobjState(actor, actor->info->missilestate);
+ }
+ else if (P_Random() < 30)
+ {
+ S_StartSound(NULL, SFX_KORAX_ACTIVE);
+ }
+
+ // Teleport away
+ if (actor->health < (actor->info->spawnhealth >> 1))
+ {
+ if (P_Random() < 10)
+ {
+ lastfound = actor->special1;
+ spot = P_FindMobjFromTID(KORAX_TELEPORT_TID, &lastfound);
+ actor->special1 = lastfound;
+ if (spot)
+ {
+ P_Teleport(actor, spot->x, spot->y, spot->angle, true);
+ }
+ }
+ }
+}
+
+void A_KoraxStep(mobj_t * actor)
+{
+ A_Chase(actor);
+}
+
+void A_KoraxStep2(mobj_t * actor)
+{
+ S_StartSound(NULL, SFX_KORAX_STEP);
+ A_Chase(actor);
+}
+
+void A_KoraxBonePop(mobj_t * actor)
+{
+ fixed_t x, y, z;
+ mobj_t *mo;
+ byte args[5];
+
+ args[0] = args[1] = args[2] = args[3] = args[4] = 0;
+ x = actor->x, y = actor->y, z = actor->z;
+
+ // Spawn 6 spirits equalangularly
+ mo = P_SpawnMissileAngle(actor, MT_KORAX_SPIRIT1, ANG60 * 0,
+ 5 * FRACUNIT);
+ if (mo)
+ KSpiritInit(mo, actor);
+ mo = P_SpawnMissileAngle(actor, MT_KORAX_SPIRIT2, ANG60 * 1,
+ 5 * FRACUNIT);
+ if (mo)
+ KSpiritInit(mo, actor);
+ mo = P_SpawnMissileAngle(actor, MT_KORAX_SPIRIT3, ANG60 * 2,
+ 5 * FRACUNIT);
+ if (mo)
+ KSpiritInit(mo, actor);
+ mo = P_SpawnMissileAngle(actor, MT_KORAX_SPIRIT4, ANG60 * 3,
+ 5 * FRACUNIT);
+ if (mo)
+ KSpiritInit(mo, actor);
+ mo = P_SpawnMissileAngle(actor, MT_KORAX_SPIRIT5, ANG60 * 4,
+ 5 * FRACUNIT);
+ if (mo)
+ KSpiritInit(mo, actor);
+ mo = P_SpawnMissileAngle(actor, MT_KORAX_SPIRIT6, ANG60 * 5,
+ 5 * FRACUNIT);
+ if (mo)
+ KSpiritInit(mo, actor);
+
+ P_StartACS(255, 0, args, actor, NULL, 0); // Death script
+}
+
+void KSpiritInit(mobj_t * spirit, mobj_t * korax)
+{
+ int i;
+ mobj_t *tail, *next;
+
+ spirit->health = KORAX_SPIRIT_LIFETIME;
+
+ spirit->special1 = (int) korax; // Swarm around korax
+ spirit->special2 = 32 + (P_Random() & 7); // Float bob index
+ spirit->args[0] = 10; // initial turn value
+ spirit->args[1] = 0; // initial look angle
+
+ // Spawn a tail for spirit
+ tail = P_SpawnMobj(spirit->x, spirit->y, spirit->z, MT_HOLY_TAIL);
+ tail->special2 = (int) spirit; // parent
+ for (i = 1; i < 3; i++)
+ {
+ next = P_SpawnMobj(spirit->x, spirit->y, spirit->z, MT_HOLY_TAIL);
+ P_SetMobjState(next, next->info->spawnstate + 1);
+ tail->special1 = (int) next;
+ tail = next;
+ }
+ tail->special1 = 0; // last tail bit
+}
+
+void A_KoraxDecide(mobj_t * actor)
+{
+ if (P_Random() < 220)
+ {
+ P_SetMobjState(actor, S_KORAX_MISSILE1);
+ }
+ else
+ {
+ P_SetMobjState(actor, S_KORAX_COMMAND1);
+ }
+}
+
+void A_KoraxMissile(mobj_t * actor)
+{
+ int type = P_Random() % 6;
+ int sound = 0;
+
+ S_StartSound(actor, SFX_KORAX_ATTACK);
+
+ switch (type)
+ {
+ case 0:
+ type = MT_WRAITHFX1;
+ sound = SFX_WRAITH_MISSILE_FIRE;
+ break;
+ case 1:
+ type = MT_DEMONFX1;
+ sound = SFX_DEMON_MISSILE_FIRE;
+ break;
+ case 2:
+ type = MT_DEMON2FX1;
+ sound = SFX_DEMON_MISSILE_FIRE;
+ break;
+ case 3:
+ type = MT_FIREDEMON_FX6;
+ sound = SFX_FIRED_ATTACK;
+ break;
+ case 4:
+ type = MT_CENTAUR_FX;
+ sound = SFX_CENTAURLEADER_ATTACK;
+ break;
+ case 5:
+ type = MT_SERPENTFX;
+ sound = SFX_CENTAURLEADER_ATTACK;
+ break;
+ }
+
+ // Fire all 6 missiles at once
+ S_StartSound(NULL, sound);
+ KoraxFire1(actor, type);
+ KoraxFire2(actor, type);
+ KoraxFire3(actor, type);
+ KoraxFire4(actor, type);
+ KoraxFire5(actor, type);
+ KoraxFire6(actor, type);
+}
+
+
+// Call action code scripts (250-254)
+void A_KoraxCommand(mobj_t * actor)
+{
+ byte args[5];
+ fixed_t x, y, z;
+ angle_t ang;
+ int numcommands;
+
+ S_StartSound(actor, SFX_KORAX_COMMAND);
+
+ // Shoot stream of lightning to ceiling
+ ang = (actor->angle - ANG90) >> ANGLETOFINESHIFT;
+ x = actor->x + FixedMul(KORAX_COMMAND_OFFSET, finecosine[ang]);
+ y = actor->y + FixedMul(KORAX_COMMAND_OFFSET, finesine[ang]);
+ z = actor->z + KORAX_COMMAND_HEIGHT;
+ P_SpawnMobj(x, y, z, MT_KORAX_BOLT);
+
+ args[0] = args[1] = args[2] = args[3] = args[4] = 0;
+
+ if (actor->health <= (actor->info->spawnhealth >> 1))
+ {
+ numcommands = 5;
+ }
+ else
+ {
+ numcommands = 4;
+ }
+
+ switch (P_Random() % numcommands)
+ {
+ case 0:
+ P_StartACS(250, 0, args, actor, NULL, 0);
+ break;
+ case 1:
+ P_StartACS(251, 0, args, actor, NULL, 0);
+ break;
+ case 2:
+ P_StartACS(252, 0, args, actor, NULL, 0);
+ break;
+ case 3:
+ P_StartACS(253, 0, args, actor, NULL, 0);
+ break;
+ case 4:
+ P_StartACS(254, 0, args, actor, NULL, 0);
+ break;
+ }
+}
+
+
+#define KORAX_DELTAANGLE (85*ANG1)
+#define KORAX_ARM_EXTENSION_SHORT (40*FRACUNIT)
+#define KORAX_ARM_EXTENSION_LONG (55*FRACUNIT)
+
+#define KORAX_ARM1_HEIGHT (108*FRACUNIT)
+#define KORAX_ARM2_HEIGHT (82*FRACUNIT)
+#define KORAX_ARM3_HEIGHT (54*FRACUNIT)
+#define KORAX_ARM4_HEIGHT (104*FRACUNIT)
+#define KORAX_ARM5_HEIGHT (86*FRACUNIT)
+#define KORAX_ARM6_HEIGHT (53*FRACUNIT)
+
+
+// Arm projectiles
+// arm positions numbered:
+// 1 top left
+// 2 middle left
+// 3 lower left
+// 4 top right
+// 5 middle right
+// 6 lower right
+
+
+// Arm 1 projectile
+void KoraxFire1(mobj_t * actor, int type)
+{
+ mobj_t *mo;
+ angle_t ang;
+ fixed_t x, y, z;
+
+ ang = (actor->angle - KORAX_DELTAANGLE) >> ANGLETOFINESHIFT;
+ x = actor->x + FixedMul(KORAX_ARM_EXTENSION_SHORT, finecosine[ang]);
+ y = actor->y + FixedMul(KORAX_ARM_EXTENSION_SHORT, finesine[ang]);
+ z = actor->z - actor->floorclip + KORAX_ARM1_HEIGHT;
+ mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type);
+}
+
+
+// Arm 2 projectile
+void KoraxFire2(mobj_t * actor, int type)
+{
+ mobj_t *mo;
+ angle_t ang;
+ fixed_t x, y, z;
+
+ ang = (actor->angle - KORAX_DELTAANGLE) >> ANGLETOFINESHIFT;
+ x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]);
+ y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]);
+ z = actor->z - actor->floorclip + KORAX_ARM2_HEIGHT;
+ mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type);
+}
+
+// Arm 3 projectile
+void KoraxFire3(mobj_t * actor, int type)
+{
+ mobj_t *mo;
+ angle_t ang;
+ fixed_t x, y, z;
+
+ ang = (actor->angle - KORAX_DELTAANGLE) >> ANGLETOFINESHIFT;
+ x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]);
+ y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]);
+ z = actor->z - actor->floorclip + KORAX_ARM3_HEIGHT;
+ mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type);
+}
+
+// Arm 4 projectile
+void KoraxFire4(mobj_t * actor, int type)
+{
+ mobj_t *mo;
+ angle_t ang;
+ fixed_t x, y, z;
+
+ ang = (actor->angle + KORAX_DELTAANGLE) >> ANGLETOFINESHIFT;
+ x = actor->x + FixedMul(KORAX_ARM_EXTENSION_SHORT, finecosine[ang]);
+ y = actor->y + FixedMul(KORAX_ARM_EXTENSION_SHORT, finesine[ang]);
+ z = actor->z - actor->floorclip + KORAX_ARM4_HEIGHT;
+ mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type);
+}
+
+// Arm 5 projectile
+void KoraxFire5(mobj_t * actor, int type)
+{
+ mobj_t *mo;
+ angle_t ang;
+ fixed_t x, y, z;
+
+ ang = (actor->angle + KORAX_DELTAANGLE) >> ANGLETOFINESHIFT;
+ x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]);
+ y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]);
+ z = actor->z - actor->floorclip + KORAX_ARM5_HEIGHT;
+ mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type);
+}
+
+// Arm 6 projectile
+void KoraxFire6(mobj_t * actor, int type)
+{
+ mobj_t *mo;
+ angle_t ang;
+ fixed_t x, y, z;
+
+ ang = (actor->angle + KORAX_DELTAANGLE) >> ANGLETOFINESHIFT;
+ x = actor->x + FixedMul(KORAX_ARM_EXTENSION_LONG, finecosine[ang]);
+ y = actor->y + FixedMul(KORAX_ARM_EXTENSION_LONG, finesine[ang]);
+ z = actor->z - actor->floorclip + KORAX_ARM6_HEIGHT;
+ mo = P_SpawnKoraxMissile(x, y, z, actor, actor->target, type);
+}
+
+
+void A_KSpiritWeave(mobj_t * actor)
+{
+ fixed_t newX, newY;
+ int weaveXY, weaveZ;
+ int angle;
+
+ weaveXY = actor->special2 >> 16;
+ weaveZ = actor->special2 & 0xFFFF;
+ angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
+ newX = actor->x - FixedMul(finecosine[angle],
+ FloatBobOffsets[weaveXY] << 2);
+ newY = actor->y - FixedMul(finesine[angle],
+ FloatBobOffsets[weaveXY] << 2);
+ weaveXY = (weaveXY + (P_Random() % 5)) & 63;
+ newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY] << 2);
+ newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY] << 2);
+ P_TryMove(actor, newX, newY);
+ actor->z -= FloatBobOffsets[weaveZ] << 1;
+ weaveZ = (weaveZ + (P_Random() % 5)) & 63;
+ actor->z += FloatBobOffsets[weaveZ] << 1;
+ actor->special2 = weaveZ + (weaveXY << 16);
+}
+
+void A_KSpiritSeeker(mobj_t * actor, angle_t thresh, angle_t turnMax)
+{
+ int dir;
+ int dist;
+ angle_t delta;
+ angle_t angle;
+ mobj_t *target;
+ fixed_t newZ;
+ fixed_t deltaZ;
+
+ target = (mobj_t *) actor->special1;
+ if (target == NULL)
+ {
+ return;
+ }
+ dir = P_FaceMobj(actor, target, &delta);
+ if (delta > thresh)
+ {
+ delta >>= 1;
+ if (delta > turnMax)
+ {
+ delta = turnMax;
+ }
+ }
+ if (dir)
+ { // Turn clockwise
+ actor->angle += delta;
+ }
+ else
+ { // Turn counter clockwise
+ actor->angle -= delta;
+ }
+ angle = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(actor->info->speed, finecosine[angle]);
+ actor->momy = FixedMul(actor->info->speed, finesine[angle]);
+
+ if (!(leveltime & 15)
+ || actor->z > target->z + (target->info->height)
+ || actor->z + actor->height < target->z)
+ {
+ newZ = target->z + ((P_Random() * target->info->height) >> 8);
+ deltaZ = newZ - actor->z;
+ if (abs(deltaZ) > 15 * FRACUNIT)
+ {
+ if (deltaZ > 0)
+ {
+ deltaZ = 15 * FRACUNIT;
+ }
+ else
+ {
+ deltaZ = -15 * FRACUNIT;
+ }
+ }
+ dist = P_AproxDistance(target->x - actor->x, target->y - actor->y);
+ dist = dist / actor->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ actor->momz = deltaZ / dist;
+ }
+ return;
+}
+
+
+void A_KSpiritRoam(mobj_t * actor)
+{
+ if (actor->health-- <= 0)
+ {
+ S_StartSound(actor, SFX_SPIRIT_DIE);
+ P_SetMobjState(actor, S_KSPIRIT_DEATH1);
+ }
+ else
+ {
+ if (actor->special1)
+ {
+ A_KSpiritSeeker(actor, actor->args[0] * ANG1,
+ actor->args[0] * ANG1 * 2);
+ }
+ A_KSpiritWeave(actor);
+ if (P_Random() < 50)
+ {
+ S_StartSound(NULL, SFX_SPIRIT_ACTIVE);
+ }
+ }
+}
+
+void A_KBolt(mobj_t * actor)
+{
+ // Countdown lifetime
+ if (actor->special1-- <= 0)
+ {
+ P_SetMobjState(actor, S_NULL);
+ }
+}
+
+
+#define KORAX_BOLT_HEIGHT 48*FRACUNIT
+#define KORAX_BOLT_LIFETIME 3
+
+void A_KBoltRaise(mobj_t * actor)
+{
+ mobj_t *mo;
+ fixed_t z;
+
+ // Spawn a child upward
+ z = actor->z + KORAX_BOLT_HEIGHT;
+
+ if ((z + KORAX_BOLT_HEIGHT) < actor->ceilingz)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, z, MT_KORAX_BOLT);
+ if (mo)
+ {
+ mo->special1 = KORAX_BOLT_LIFETIME;
+ }
+ }
+ else
+ {
+ // Maybe cap it off here
+ }
+}
diff --git a/src/hexen/p_floor.c b/src/hexen/p_floor.c
new file mode 100644
index 00000000..40f9b934
--- /dev/null
+++ b/src/hexen/p_floor.c
@@ -0,0 +1,952 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "i_system.h"
+#include "p_local.h"
+
+extern fixed_t FloatBobOffsets[64];
+
+//==================================================================
+//==================================================================
+//
+// FLOORS
+//
+//==================================================================
+//==================================================================
+
+//==================================================================
+//
+// Move a plane (floor or ceiling) and check for crushing
+//
+//==================================================================
+result_e T_MovePlane(sector_t * sector, fixed_t speed,
+ fixed_t dest, int crush, int floorOrCeiling,
+ int direction)
+{
+ boolean flag;
+ fixed_t lastpos;
+
+ switch (floorOrCeiling)
+ {
+ case 0: // FLOOR
+ switch (direction)
+ {
+ case -1: // DOWN
+ if (sector->floorheight - speed < dest)
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return RES_CRUSHED;
+ }
+ return RES_PASTDEST;
+ }
+ else
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight -= speed;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return RES_CRUSHED;
+ }
+ }
+ break;
+
+ case 1: // UP
+ if (sector->floorheight + speed > dest)
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return RES_CRUSHED;
+ }
+ return RES_PASTDEST;
+ }
+ else // COULD GET CRUSHED
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight += speed;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ //if (crush == true)
+ //{
+ // return RES_CRUSHED;
+ //}
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return RES_CRUSHED;
+ }
+ }
+ break;
+ }
+ break;
+
+ case 1: // CEILING
+ switch (direction)
+ {
+ case -1: // DOWN
+ if (sector->ceilingheight - speed < dest)
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return RES_CRUSHED;
+ }
+ return RES_PASTDEST;
+ }
+ else // COULD GET CRUSHED
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight -= speed;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ //if (crush == true)
+ //{
+ // return RES_CRUSHED;
+ //}
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return RES_CRUSHED;
+ }
+ }
+ break;
+
+ case 1: // UP
+ if (sector->ceilingheight + speed > dest)
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return RES_CRUSHED;
+ }
+ return RES_PASTDEST;
+ }
+ else
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight += speed;
+ flag = P_ChangeSector(sector, crush);
+#if 0
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return RES_CRUSHED;
+ }
+#endif
+ }
+ break;
+ }
+ break;
+
+ }
+ return RES_OK;
+}
+
+//==================================================================
+//
+// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
+//
+//==================================================================
+void T_MoveFloor(floormove_t * floor)
+{
+ result_e res;
+
+ if (floor->resetDelayCount)
+ {
+ floor->resetDelayCount--;
+ if (!floor->resetDelayCount)
+ {
+ floor->floordestheight = floor->resetHeight;
+ floor->direction = -floor->direction;
+ floor->resetDelay = 0;
+ floor->delayCount = 0;
+ floor->delayTotal = 0;
+ }
+ }
+ if (floor->delayCount)
+ {
+ floor->delayCount--;
+ if (!floor->delayCount && floor->textureChange)
+ {
+ floor->sector->floorpic += floor->textureChange;
+ }
+ return;
+ }
+
+ res = T_MovePlane(floor->sector, floor->speed,
+ floor->floordestheight, floor->crush, 0,
+ floor->direction);
+
+ if (floor->type == FLEV_RAISEBUILDSTEP)
+ {
+ if ((floor->direction == 1 && floor->sector->floorheight >=
+ floor->stairsDelayHeight) || (floor->direction == -1 &&
+ floor->sector->floorheight <=
+ floor->stairsDelayHeight))
+ {
+ floor->delayCount = floor->delayTotal;
+ floor->stairsDelayHeight += floor->stairsDelayHeightDelta;
+ }
+ }
+ if (res == RES_PASTDEST)
+ {
+ SN_StopSequence((mobj_t *) & floor->sector->soundorg);
+ if (floor->delayTotal)
+ {
+ floor->delayTotal = 0;
+ }
+ if (floor->resetDelay)
+ {
+// floor->resetDelayCount = floor->resetDelay;
+// floor->resetDelay = 0;
+ return;
+ }
+ floor->sector->specialdata = NULL;
+ /*
+ if (floor->direction == 1)
+ switch(floor->type)
+ {
+ case donutRaise:
+ floor->sector->special = floor->newspecial;
+ floor->sector->floorpic = floor->texture;
+ default:
+ break;
+ }
+ else if (floor->direction == -1)
+ switch(floor->type)
+ {
+ case lowerAndChange:
+ floor->sector->special = floor->newspecial;
+ floor->sector->floorpic = floor->texture;
+ default:
+ break;
+ }
+ */
+ if (floor->textureChange)
+ {
+ floor->sector->floorpic -= floor->textureChange;
+ }
+ P_TagFinished(floor->sector->tag);
+ P_RemoveThinker(&floor->thinker);
+ }
+}
+
+//==================================================================
+//
+// HANDLE FLOOR TYPES
+//
+//==================================================================
+int EV_DoFloor(line_t * line, byte * args, floor_e floortype)
+{
+ int secnum;
+ int rtn;
+ sector_t *sec;
+ floormove_t *floor = NULL;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (sec->specialdata)
+ continue;
+
+ //
+ // new floor thinker
+ //
+ rtn = 1;
+ floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0);
+ memset(floor, 0, sizeof(*floor));
+ P_AddThinker(&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = floortype;
+ floor->crush = 0;
+ floor->speed = args[1] * (FRACUNIT / 8);
+ if (floortype == FLEV_LOWERTIMES8INSTANT ||
+ floortype == FLEV_RAISETIMES8INSTANT)
+ {
+ floor->speed = 2000 << FRACBITS;
+ }
+ switch (floortype)
+ {
+ case FLEV_LOWERFLOOR:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->floordestheight = P_FindHighestFloorSurrounding(sec);
+ break;
+ case FLEV_LOWERFLOORTOLOWEST:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->floordestheight = P_FindLowestFloorSurrounding(sec);
+ break;
+ case FLEV_LOWERFLOORBYVALUE:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->floordestheight = floor->sector->floorheight -
+ args[2] * FRACUNIT;
+ break;
+ case FLEV_LOWERTIMES8INSTANT:
+ case FLEV_LOWERBYVALUETIMES8:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->floordestheight = floor->sector->floorheight -
+ args[2] * FRACUNIT * 8;
+ break;
+ case FLEV_RAISEFLOORCRUSH:
+ floor->crush = args[2]; // arg[2] = crushing value
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->floordestheight = sec->ceilingheight - 8 * FRACUNIT;
+ break;
+ case FLEV_RAISEFLOOR:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->floordestheight = P_FindLowestCeilingSurrounding(sec);
+ if (floor->floordestheight > sec->ceilingheight)
+ floor->floordestheight = sec->ceilingheight;
+ break;
+ case FLEV_RAISEFLOORTONEAREST:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->floordestheight =
+ P_FindNextHighestFloor(sec, sec->floorheight);
+ break;
+ case FLEV_RAISEFLOORBYVALUE:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->floordestheight = floor->sector->floorheight +
+ args[2] * FRACUNIT;
+ break;
+ case FLEV_RAISETIMES8INSTANT:
+ case FLEV_RAISEBYVALUETIMES8:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->floordestheight = floor->sector->floorheight +
+ args[2] * FRACUNIT * 8;
+ break;
+ case FLEV_MOVETOVALUETIMES8:
+ floor->sector = sec;
+ floor->floordestheight = args[2] * FRACUNIT * 8;
+ if (args[3])
+ {
+ floor->floordestheight = -floor->floordestheight;
+ }
+ if (floor->floordestheight > floor->sector->floorheight)
+ {
+ floor->direction = 1;
+ }
+ else if (floor->floordestheight < floor->sector->floorheight)
+ {
+ floor->direction = -1;
+ }
+ else
+ { // already at lowest position
+ rtn = 0;
+ }
+ break;
+ default:
+ rtn = 0;
+ break;
+ }
+ }
+ if (rtn)
+ {
+ SN_StartSequence((mobj_t *) & floor->sector->soundorg,
+ SEQ_PLATFORM + floor->sector->seqType);
+ }
+ return rtn;
+}
+
+//============================================================================
+//
+// EV_DoFloorAndCeiling
+//
+//============================================================================
+
+int EV_DoFloorAndCeiling(line_t * line, byte * args, boolean raise)
+{
+ boolean floor, ceiling;
+ int secnum;
+ sector_t *sec;
+
+ if (raise)
+ {
+ floor = EV_DoFloor(line, args, FLEV_RAISEFLOORBYVALUE);
+ secnum = -1;
+ while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ sec->specialdata = NULL;
+ }
+ ceiling = EV_DoCeiling(line, args, CLEV_RAISEBYVALUE);
+ }
+ else
+ {
+ floor = EV_DoFloor(line, args, FLEV_LOWERFLOORBYVALUE);
+ secnum = -1;
+ while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ sec->specialdata = NULL;
+ }
+ ceiling = EV_DoCeiling(line, args, CLEV_LOWERBYVALUE);
+ }
+ return (floor | ceiling);
+}
+
+// ===== Build Stairs Private Data =====
+
+#define STAIR_SECTOR_TYPE 26
+#define STAIR_QUEUE_SIZE 32
+
+struct
+{
+ sector_t *sector;
+ int type;
+ int height;
+} StairQueue[STAIR_QUEUE_SIZE];
+
+static int QueueHead;
+static int QueueTail;
+
+static int StepDelta;
+static int Direction;
+static int Speed;
+static int Texture;
+static int StartDelay;
+static int StartDelayDelta;
+static int TextureChange;
+static int StartHeight;
+
+//==========================================================================
+//
+// QueueStairSector
+//
+//==========================================================================
+
+static void QueueStairSector(sector_t * sec, int type, int height)
+{
+ if ((QueueTail + 1) % STAIR_QUEUE_SIZE == QueueHead)
+ {
+ I_Error("BuildStairs: Too many branches located.\n");
+ }
+ StairQueue[QueueTail].sector = sec;
+ StairQueue[QueueTail].type = type;
+ StairQueue[QueueTail].height = height;
+
+ QueueTail = (QueueTail + 1) % STAIR_QUEUE_SIZE;
+}
+
+//==========================================================================
+//
+// DequeueStairSector
+//
+//==========================================================================
+
+static sector_t *DequeueStairSector(int *type, int *height)
+{
+ sector_t *sec;
+
+ if (QueueHead == QueueTail)
+ { // queue is empty
+ return NULL;
+ }
+ *type = StairQueue[QueueHead].type;
+ *height = StairQueue[QueueHead].height;
+ sec = StairQueue[QueueHead].sector;
+ QueueHead = (QueueHead + 1) % STAIR_QUEUE_SIZE;
+
+ return sec;
+}
+
+//==========================================================================
+//
+// ProcessStairSector
+//
+//==========================================================================
+
+static void ProcessStairSector(sector_t * sec, int type, int height,
+ stairs_e stairsType, int delay, int resetDelay)
+{
+ int i;
+ sector_t *tsec;
+ floormove_t *floor;
+
+ //
+ // new floor thinker
+ //
+ height += StepDelta;
+ floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0);
+ memset(floor, 0, sizeof(*floor));
+ P_AddThinker(&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = FLEV_RAISEBUILDSTEP;
+ floor->direction = Direction;
+ floor->sector = sec;
+ floor->floordestheight = height;
+ switch (stairsType)
+ {
+ case STAIRS_NORMAL:
+ floor->speed = Speed;
+ if (delay)
+ {
+ floor->delayTotal = delay;
+ floor->stairsDelayHeight = sec->floorheight + StepDelta;
+ floor->stairsDelayHeightDelta = StepDelta;
+ }
+ floor->resetDelay = resetDelay;
+ floor->resetDelayCount = resetDelay;
+ floor->resetHeight = sec->floorheight;
+ break;
+ case STAIRS_SYNC:
+ floor->speed = FixedMul(Speed, FixedDiv(height - StartHeight,
+ StepDelta));
+ floor->resetDelay = delay; //arg4
+ floor->resetDelayCount = delay;
+ floor->resetHeight = sec->floorheight;
+ break;
+/*
+ case STAIRS_PHASED:
+ floor->floordestheight = sec->floorheight+StepDelta;
+ floor->speed = Speed;
+ floor->delayCount = StartDelay;
+ StartDelay += StartDelayDelta;
+ floor->textureChange = TextureChange;
+ floor->resetDelayCount = StartDelay;
+ break;
+*/
+ default:
+ break;
+ }
+ SN_StartSequence((mobj_t *) & sec->soundorg, SEQ_PLATFORM + sec->seqType);
+ //
+ // Find next sector to raise
+ // Find nearby sector with sector special equal to type
+ //
+ for (i = 0; i < sec->linecount; i++)
+ {
+ if (!((sec->lines[i])->flags & ML_TWOSIDED))
+ {
+ continue;
+ }
+ tsec = (sec->lines[i])->frontsector;
+ if (tsec->special == type + STAIR_SECTOR_TYPE && !tsec->specialdata
+ && tsec->floorpic == Texture && tsec->validcount != validcount)
+ {
+ QueueStairSector(tsec, type ^ 1, height);
+ tsec->validcount = validcount;
+ //tsec->special = 0;
+ }
+ tsec = (sec->lines[i])->backsector;
+ if (tsec->special == type + STAIR_SECTOR_TYPE && !tsec->specialdata
+ && tsec->floorpic == Texture && tsec->validcount != validcount)
+ {
+ QueueStairSector(tsec, type ^ 1, height);
+ tsec->validcount = validcount;
+ //tsec->special = 0;
+ }
+ }
+}
+
+//==================================================================
+//
+// BUILD A STAIRCASE!
+//
+// Direction is either positive or negative, denoting build stairs
+// up or down.
+//==================================================================
+
+int EV_BuildStairs(line_t * line, byte * args, int direction,
+ stairs_e stairsType)
+{
+ int secnum;
+ int height;
+ int delay;
+ int resetDelay;
+ sector_t *sec;
+ sector_t *qSec;
+ int type;
+
+ // Set global stairs variables
+ TextureChange = 0;
+ Direction = direction;
+ StepDelta = Direction * (args[2] * FRACUNIT);
+ Speed = args[1] * (FRACUNIT / 8);
+ resetDelay = args[4];
+ delay = args[3];
+ if (stairsType == STAIRS_PHASED)
+ {
+ StartDelayDelta = args[3];
+ StartDelay = StartDelayDelta;
+ resetDelay = StartDelayDelta;
+ delay = 0;
+ TextureChange = args[4];
+ }
+
+ secnum = -1;
+
+ validcount++;
+ while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+
+ Texture = sec->floorpic;
+ StartHeight = sec->floorheight;
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (sec->specialdata)
+ continue;
+
+ QueueStairSector(sec, 0, sec->floorheight);
+ sec->special = 0;
+ }
+ while ((qSec = DequeueStairSector(&type, &height)) != NULL)
+ {
+ ProcessStairSector(qSec, type, height, stairsType, delay, resetDelay);
+ }
+ return (1);
+}
+
+//=========================================================================
+//
+// T_BuildPillar
+//
+//=========================================================================
+
+void T_BuildPillar(pillar_t * pillar)
+{
+ result_e res1;
+ result_e res2;
+
+ // First, raise the floor
+ res1 = T_MovePlane(pillar->sector, pillar->floorSpeed, pillar->floordest, pillar->crush, 0, pillar->direction); // floorOrCeiling, direction
+ // Then, lower the ceiling
+ res2 = T_MovePlane(pillar->sector, pillar->ceilingSpeed,
+ pillar->ceilingdest, pillar->crush, 1,
+ -pillar->direction);
+ if (res1 == RES_PASTDEST && res2 == RES_PASTDEST)
+ {
+ pillar->sector->specialdata = NULL;
+ SN_StopSequence((mobj_t *) & pillar->sector->soundorg);
+ P_TagFinished(pillar->sector->tag);
+ P_RemoveThinker(&pillar->thinker);
+ }
+}
+
+//=========================================================================
+//
+// EV_BuildPillar
+//
+//=========================================================================
+
+int EV_BuildPillar(line_t * line, byte * args, boolean crush)
+{
+ int secnum;
+ sector_t *sec;
+ pillar_t *pillar;
+ int newHeight;
+ int rtn;
+
+ rtn = 0;
+ secnum = -1;
+ while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue; // already moving
+ if (sec->floorheight == sec->ceilingheight)
+ { // pillar is already closed
+ continue;
+ }
+ rtn = 1;
+ if (!args[2])
+ {
+ newHeight = sec->floorheight +
+ ((sec->ceilingheight - sec->floorheight) / 2);
+ }
+ else
+ {
+ newHeight = sec->floorheight + (args[2] << FRACBITS);
+ }
+
+ pillar = Z_Malloc(sizeof(*pillar), PU_LEVSPEC, 0);
+ sec->specialdata = pillar;
+ P_AddThinker(&pillar->thinker);
+ pillar->thinker.function = T_BuildPillar;
+ pillar->sector = sec;
+ if (!args[2])
+ {
+ pillar->ceilingSpeed = pillar->floorSpeed =
+ args[1] * (FRACUNIT / 8);
+ }
+ else if (newHeight - sec->floorheight >
+ sec->ceilingheight - newHeight)
+ {
+ pillar->floorSpeed = args[1] * (FRACUNIT / 8);
+ pillar->ceilingSpeed = FixedMul(sec->ceilingheight - newHeight,
+ FixedDiv(pillar->floorSpeed,
+ newHeight -
+ sec->floorheight));
+ }
+ else
+ {
+ pillar->ceilingSpeed = args[1] * (FRACUNIT / 8);
+ pillar->floorSpeed = FixedMul(newHeight - sec->floorheight,
+ FixedDiv(pillar->ceilingSpeed,
+ sec->ceilingheight -
+ newHeight));
+ }
+ pillar->floordest = newHeight;
+ pillar->ceilingdest = newHeight;
+ pillar->direction = 1;
+ pillar->crush = crush * args[3];
+ SN_StartSequence((mobj_t *) & pillar->sector->soundorg,
+ SEQ_PLATFORM + pillar->sector->seqType);
+ }
+ return rtn;
+}
+
+//=========================================================================
+//
+// EV_OpenPillar
+//
+//=========================================================================
+
+int EV_OpenPillar(line_t * line, byte * args)
+{
+ int secnum;
+ sector_t *sec;
+ pillar_t *pillar;
+ int rtn;
+
+ rtn = 0;
+ secnum = -1;
+ while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue; // already moving
+ if (sec->floorheight != sec->ceilingheight)
+ { // pillar isn't closed
+ continue;
+ }
+ rtn = 1;
+ pillar = Z_Malloc(sizeof(*pillar), PU_LEVSPEC, 0);
+ sec->specialdata = pillar;
+ P_AddThinker(&pillar->thinker);
+ pillar->thinker.function = T_BuildPillar;
+ pillar->sector = sec;
+ if (!args[2])
+ {
+ pillar->floordest = P_FindLowestFloorSurrounding(sec);
+ }
+ else
+ {
+ pillar->floordest = sec->floorheight - (args[2] << FRACBITS);
+ }
+ if (!args[3])
+ {
+ pillar->ceilingdest = P_FindHighestCeilingSurrounding(sec);
+ }
+ else
+ {
+ pillar->ceilingdest = sec->ceilingheight + (args[3] << FRACBITS);
+ }
+ if (sec->floorheight - pillar->floordest >= pillar->ceilingdest -
+ sec->ceilingheight)
+ {
+ pillar->floorSpeed = args[1] * (FRACUNIT / 8);
+ pillar->ceilingSpeed = FixedMul(sec->ceilingheight -
+ pillar->ceilingdest,
+ FixedDiv(pillar->floorSpeed,
+ pillar->floordest -
+ sec->floorheight));
+ }
+ else
+ {
+ pillar->ceilingSpeed = args[1] * (FRACUNIT / 8);
+ pillar->floorSpeed =
+ FixedMul(pillar->floordest - sec->floorheight,
+ FixedDiv(pillar->ceilingSpeed,
+ sec->ceilingheight - pillar->ceilingdest));
+ }
+ pillar->direction = -1; // open the pillar
+ SN_StartSequence((mobj_t *) & pillar->sector->soundorg,
+ SEQ_PLATFORM + pillar->sector->seqType);
+ }
+ return rtn;
+}
+
+//=========================================================================
+//
+// EV_FloorCrushStop
+//
+//=========================================================================
+
+int EV_FloorCrushStop(line_t * line, byte * args)
+{
+ thinker_t *think;
+ floormove_t *floor;
+ boolean rtn;
+
+ rtn = 0;
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != T_MoveFloor)
+ {
+ continue;
+ }
+ floor = (floormove_t *) think;
+ if (floor->type != FLEV_RAISEFLOORCRUSH)
+ {
+ continue;
+ }
+ // Completely remove the crushing floor
+ SN_StopSequence((mobj_t *) & floor->sector->soundorg);
+ floor->sector->specialdata = NULL;
+ P_TagFinished(floor->sector->tag);
+ P_RemoveThinker(&floor->thinker);
+ rtn = 1;
+ }
+ return rtn;
+}
+
+//==========================================================================
+//
+// T_FloorWaggle
+//
+//==========================================================================
+
+#define WGLSTATE_EXPAND 1
+#define WGLSTATE_STABLE 2
+#define WGLSTATE_REDUCE 3
+
+void T_FloorWaggle(floorWaggle_t * waggle)
+{
+ switch (waggle->state)
+ {
+ case WGLSTATE_EXPAND:
+ if ((waggle->scale += waggle->scaleDelta) >= waggle->targetScale)
+ {
+ waggle->scale = waggle->targetScale;
+ waggle->state = WGLSTATE_STABLE;
+ }
+ break;
+ case WGLSTATE_REDUCE:
+ if ((waggle->scale -= waggle->scaleDelta) <= 0)
+ { // Remove
+ waggle->sector->floorheight = waggle->originalHeight;
+ P_ChangeSector(waggle->sector, true);
+ waggle->sector->specialdata = NULL;
+ P_TagFinished(waggle->sector->tag);
+ P_RemoveThinker(&waggle->thinker);
+ return;
+ }
+ break;
+ case WGLSTATE_STABLE:
+ if (waggle->ticker != -1)
+ {
+ if (!--waggle->ticker)
+ {
+ waggle->state = WGLSTATE_REDUCE;
+ }
+ }
+ break;
+ }
+ waggle->accumulator += waggle->accDelta;
+ waggle->sector->floorheight = waggle->originalHeight
+ + FixedMul(FloatBobOffsets[(waggle->accumulator >> FRACBITS) & 63],
+ waggle->scale);
+ P_ChangeSector(waggle->sector, true);
+}
+
+//==========================================================================
+//
+// EV_StartFloorWaggle
+//
+//==========================================================================
+
+boolean EV_StartFloorWaggle(int tag, int height, int speed, int offset,
+ int timer)
+{
+ int sectorIndex;
+ sector_t *sector;
+ floorWaggle_t *waggle;
+ boolean retCode;
+
+ retCode = false;
+ sectorIndex = -1;
+ while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
+ {
+ sector = &sectors[sectorIndex];
+ if (sector->specialdata)
+ { // Already busy with another thinker
+ continue;
+ }
+ retCode = true;
+ waggle = Z_Malloc(sizeof(*waggle), PU_LEVSPEC, 0);
+ sector->specialdata = waggle;
+ waggle->thinker.function = T_FloorWaggle;
+ waggle->sector = sector;
+ waggle->originalHeight = sector->floorheight;
+ waggle->accumulator = offset * FRACUNIT;
+ waggle->accDelta = speed << 10;
+ waggle->scale = 0;
+ waggle->targetScale = height << 10;
+ waggle->scaleDelta = waggle->targetScale
+ / (35 + ((3 * 35) * height) / 255);
+ waggle->ticker = timer ? timer * 35 : -1;
+ waggle->state = WGLSTATE_EXPAND;
+ P_AddThinker(&waggle->thinker);
+ }
+ return retCode;
+}
diff --git a/src/hexen/p_inter.c b/src/hexen/p_inter.c
new file mode 100644
index 00000000..514d92a6
--- /dev/null
+++ b/src/hexen/p_inter.c
@@ -0,0 +1,2250 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+#define BONUSADD 6
+
+int ArmorIncrement[NUMCLASSES][NUMARMOR] = {
+ {25 * FRACUNIT, 20 * FRACUNIT, 15 * FRACUNIT, 5 * FRACUNIT},
+ {10 * FRACUNIT, 25 * FRACUNIT, 5 * FRACUNIT, 20 * FRACUNIT},
+ {5 * FRACUNIT, 15 * FRACUNIT, 10 * FRACUNIT, 25 * FRACUNIT},
+ {0, 0, 0, 0}
+};
+
+int AutoArmorSave[NUMCLASSES] =
+ { 15 * FRACUNIT, 10 * FRACUNIT, 5 * FRACUNIT, 0 };
+
+char *TextKeyMessages[] = {
+ TXT_KEY_STEEL,
+ TXT_KEY_CAVE,
+ TXT_KEY_AXE,
+ TXT_KEY_FIRE,
+ TXT_KEY_EMERALD,
+ TXT_KEY_DUNGEON,
+ TXT_KEY_SILVER,
+ TXT_KEY_RUSTED,
+ TXT_KEY_HORN,
+ TXT_KEY_SWAMP,
+ TXT_KEY_CASTLE
+};
+
+static void SetDormantArtifact(mobj_t * arti);
+static void TryPickupArtifact(player_t * player, artitype_t artifactType,
+ mobj_t * artifact);
+static void TryPickupWeapon(player_t * player, pclass_t weaponClass,
+ weapontype_t weaponType, mobj_t * weapon,
+ char *message);
+static void TryPickupWeaponPiece(player_t * player, pclass_t matchClass,
+ int pieceValue, mobj_t * pieceMobj);
+
+//--------------------------------------------------------------------------
+//
+// PROC P_SetMessage
+//
+//--------------------------------------------------------------------------
+
+void P_SetMessage(player_t * player, char *message, boolean ultmsg)
+{
+ if ((player->ultimateMessage || !messageson) && !ultmsg)
+ {
+ return;
+ }
+ if (strlen(message) > 79)
+ {
+ strncpy(player->message, message, 80);
+ player->message[79] = 0;
+ }
+ else
+ {
+ strcpy(player->message, message);
+ }
+// strupr(player->message);
+ player->messageTics = MESSAGETICS;
+ player->yellowMessage = false;
+ if (ultmsg)
+ {
+ player->ultimateMessage = true;
+ }
+ if (player == &players[consoleplayer])
+ {
+ BorderTopRefresh = true;
+ }
+}
+
+//==========================================================================
+//
+// P_SetYellowMessage
+//
+//==========================================================================
+
+void P_SetYellowMessage(player_t * player, char *message, boolean ultmsg)
+{
+ if ((player->ultimateMessage || !messageson) && !ultmsg)
+ {
+ return;
+ }
+ if (strlen(message) > 79)
+ {
+ strncpy(player->message, message, 80);
+ player->message[79] = 0;
+ }
+ else
+ {
+ strcpy(player->message, message);
+ }
+ player->messageTics = 5 * MESSAGETICS; // Bold messages last longer
+ player->yellowMessage = true;
+ if (ultmsg)
+ {
+ player->ultimateMessage = true;
+ }
+ if (player == &players[consoleplayer])
+ {
+ BorderTopRefresh = true;
+ }
+}
+
+//==========================================================================
+//
+// P_ClearMessage
+//
+//==========================================================================
+
+void P_ClearMessage(player_t * player)
+{
+ player->messageTics = 0;
+ if (player == &players[consoleplayer])
+ {
+ BorderTopRefresh = true;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_HideSpecialThing
+//
+//----------------------------------------------------------------------------
+
+void P_HideSpecialThing(mobj_t * thing)
+{
+ thing->flags &= ~MF_SPECIAL;
+ thing->flags2 |= MF2_DONTDRAW;
+ P_SetMobjState(thing, S_HIDESPECIAL1);
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC P_GiveMana
+//
+// Returns true if the player accepted the mana, false if it was
+// refused (player has MAX_MANA).
+//
+//--------------------------------------------------------------------------
+
+boolean P_GiveMana(player_t * player, manatype_t mana, int count)
+{
+ int prevMana;
+ //weapontype_t changeWeapon;
+
+ if (mana == MANA_NONE || mana == MANA_BOTH)
+ {
+ return (false);
+ }
+ if (mana < 0 || mana > NUMMANA)
+ {
+ I_Error("P_GiveMana: bad type %i", mana);
+ }
+ if (player->mana[mana] == MAX_MANA)
+ {
+ return (false);
+ }
+ if (gameskill == sk_baby || gameskill == sk_nightmare)
+ { // extra mana in baby mode and nightmare mode
+ count += count >> 1;
+ }
+ prevMana = player->mana[mana];
+
+ player->mana[mana] += count;
+ if (player->mana[mana] > MAX_MANA)
+ {
+ player->mana[mana] = MAX_MANA;
+ }
+ if (player->class == PCLASS_FIGHTER && player->readyweapon == WP_SECOND
+ && mana == MANA_1 && prevMana <= 0)
+ {
+ P_SetPsprite(player, ps_weapon, S_FAXEREADY_G);
+ }
+ return (true);
+}
+
+//==========================================================================
+//
+// TryPickupWeapon
+//
+//==========================================================================
+
+static void TryPickupWeapon(player_t * player, pclass_t weaponClass,
+ weapontype_t weaponType, mobj_t * weapon,
+ char *message)
+{
+ boolean remove;
+ boolean gaveMana;
+ boolean gaveWeapon;
+
+ remove = true;
+ if (player->class != weaponClass)
+ { // Wrong class, but try to pick up for mana
+ if (netgame && !deathmatch)
+ { // Can't pick up weapons for other classes in coop netplay
+ return;
+ }
+ if (weaponType == WP_SECOND)
+ {
+ if (!P_GiveMana(player, MANA_1, 25))
+ {
+ return;
+ }
+ }
+ else
+ {
+ if (!P_GiveMana(player, MANA_2, 25))
+ {
+ return;
+ }
+ }
+ }
+ else if (netgame && !deathmatch)
+ { // Cooperative net-game
+ if (player->weaponowned[weaponType])
+ {
+ return;
+ }
+ player->weaponowned[weaponType] = true;
+ if (weaponType == WP_SECOND)
+ {
+ P_GiveMana(player, MANA_1, 25);
+ }
+ else
+ {
+ P_GiveMana(player, MANA_2, 25);
+ }
+ player->pendingweapon = weaponType;
+ remove = false;
+ }
+ else
+ { // Deathmatch or single player game
+ if (weaponType == WP_SECOND)
+ {
+ gaveMana = P_GiveMana(player, MANA_1, 25);
+ }
+ else
+ {
+ gaveMana = P_GiveMana(player, MANA_2, 25);
+ }
+ if (player->weaponowned[weaponType])
+ {
+ gaveWeapon = false;
+ }
+ else
+ {
+ gaveWeapon = true;
+ player->weaponowned[weaponType] = true;
+ if (weaponType > player->readyweapon)
+ { // Only switch to more powerful weapons
+ player->pendingweapon = weaponType;
+ }
+ }
+ if (!(gaveWeapon || gaveMana))
+ { // Player didn't need the weapon or any mana
+ return;
+ }
+ }
+
+ P_SetMessage(player, message, false);
+ if (weapon->special)
+ {
+ P_ExecuteLineSpecial(weapon->special, weapon->args,
+ NULL, 0, player->mo);
+ weapon->special = 0;
+ }
+
+ if (remove)
+ {
+ if (deathmatch && !(weapon->flags2 & MF2_DROPPED))
+ {
+ P_HideSpecialThing(weapon);
+ }
+ else
+ {
+ P_RemoveMobj(weapon);
+ }
+ }
+
+ player->bonuscount += BONUSADD;
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, SFX_PICKUP_WEAPON);
+ SB_PaletteFlash(false);
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC P_GiveWeapon
+//
+// Returns true if the weapon or its mana was accepted.
+//
+//--------------------------------------------------------------------------
+
+/*
+boolean P_GiveWeapon(player_t *player, pclass_t class, weapontype_t weapon)
+{
+ boolean gaveMana;
+ boolean gaveWeapon;
+
+ if(player->class != class)
+ { // player cannot use this weapon, take it anyway, and get mana
+ if(netgame && !deathmatch)
+ { // Can't pick up weapons for other classes in coop netplay
+ return false;
+ }
+ if(weapon == WP_SECOND)
+ {
+ return P_GiveMana(player, MANA_1, 25);
+ }
+ else
+ {
+ return P_GiveMana(player, MANA_2, 25);
+ }
+ }
+ if(netgame && !deathmatch)
+ { // Cooperative net-game
+ if(player->weaponowned[weapon])
+ {
+ return(false);
+ }
+ player->bonuscount += BONUSADD;
+ player->weaponowned[weapon] = true;
+ if(weapon == WP_SECOND)
+ {
+ P_GiveMana(player, MANA_1, 25);
+ }
+ else
+ {
+ P_GiveMana(player, MANA_2, 25);
+ }
+ player->pendingweapon = weapon;
+ if(player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, SFX_PICKUP_WEAPON);
+ }
+ return(false);
+ }
+ if(weapon == WP_SECOND)
+ {
+ gaveMana = P_GiveMana(player, MANA_1, 25);
+ }
+ else
+ {
+ gaveMana = P_GiveMana(player, MANA_2, 25);
+ }
+ if(player->weaponowned[weapon])
+ {
+ gaveWeapon = false;
+ }
+ else
+ {
+ gaveWeapon = true;
+ player->weaponowned[weapon] = true;
+ if(weapon > player->readyweapon)
+ { // Only switch to more powerful weapons
+ player->pendingweapon = weapon;
+ }
+ }
+ return(gaveWeapon || gaveMana);
+}
+*/
+
+//===========================================================================
+//
+// P_GiveWeaponPiece
+//
+//===========================================================================
+
+/*
+boolean P_GiveWeaponPiece(player_t *player, pclass_t class, int piece)
+{
+ P_GiveMana(player, MANA_1, 20);
+ P_GiveMana(player, MANA_2, 20);
+ if(player->class != class)
+ {
+ return true;
+ }
+ else if(player->pieces&piece)
+ { // player already has that weapon piece
+ return true;
+ }
+ player->pieces |= piece;
+ if(player->pieces == 7)
+ { // player has built the fourth weapon!
+ P_GiveWeapon(player, class, WP_FOURTH);
+ S_StartSound(player->mo, SFX_WEAPON_BUILD);
+ }
+ return true;
+}
+*/
+
+//==========================================================================
+//
+// TryPickupWeaponPiece
+//
+//==========================================================================
+
+static void TryPickupWeaponPiece(player_t * player, pclass_t matchClass,
+ int pieceValue, mobj_t * pieceMobj)
+{
+ boolean remove;
+ boolean checkAssembled;
+ boolean gaveWeapon;
+ int gaveMana;
+ static char *fourthWeaponText[] = {
+ TXT_WEAPON_F4,
+ TXT_WEAPON_C4,
+ TXT_WEAPON_M4
+ };
+ static char *weaponPieceText[] = {
+ TXT_QUIETUS_PIECE,
+ TXT_WRAITHVERGE_PIECE,
+ TXT_BLOODSCOURGE_PIECE
+ };
+ static int pieceValueTrans[] = {
+ 0, // 0: never
+ WPIECE1 | WPIECE2 | WPIECE3, // WPIECE1 (1)
+ WPIECE2 | WPIECE3, // WPIECE2 (2)
+ 0, // 3: never
+ WPIECE3 // WPIECE3 (4)
+ };
+
+ remove = true;
+ checkAssembled = true;
+ gaveWeapon = false;
+ if (player->class != matchClass)
+ { // Wrong class, but try to pick up for mana
+ if (netgame && !deathmatch)
+ { // Can't pick up wrong-class weapons in coop netplay
+ return;
+ }
+ checkAssembled = false;
+ gaveMana = P_GiveMana(player, MANA_1, 20) +
+ P_GiveMana(player, MANA_2, 20);
+ if (!gaveMana)
+ { // Didn't need the mana, so don't pick it up
+ return;
+ }
+ }
+ else if (netgame && !deathmatch)
+ { // Cooperative net-game
+ if (player->pieces & pieceValue)
+ { // Already has the piece
+ return;
+ }
+ pieceValue = pieceValueTrans[pieceValue];
+ P_GiveMana(player, MANA_1, 20);
+ P_GiveMana(player, MANA_2, 20);
+ remove = false;
+ }
+ else
+ { // Deathmatch or single player game
+ gaveMana = P_GiveMana(player, MANA_1, 20) +
+ P_GiveMana(player, MANA_2, 20);
+ if (player->pieces & pieceValue)
+ { // Already has the piece, check if mana needed
+ if (!gaveMana)
+ { // Didn't need the mana, so don't pick it up
+ return;
+ }
+ checkAssembled = false;
+ }
+ }
+
+ // Pick up the weapon piece
+ if (pieceMobj->special)
+ {
+ P_ExecuteLineSpecial(pieceMobj->special, pieceMobj->args,
+ NULL, 0, player->mo);
+ pieceMobj->special = 0;
+ }
+ if (remove)
+ {
+ if (deathmatch && !(pieceMobj->flags2 & MF2_DROPPED))
+ {
+ P_HideSpecialThing(pieceMobj);
+ }
+ else
+ {
+ P_RemoveMobj(pieceMobj);
+ }
+ }
+ player->bonuscount += BONUSADD;
+ if (player == &players[consoleplayer])
+ {
+ SB_PaletteFlash(false);
+ }
+
+ // Check if fourth weapon assembled
+ if (checkAssembled)
+ {
+ player->pieces |= pieceValue;
+ if (player->pieces == (WPIECE1 | WPIECE2 | WPIECE3))
+ {
+ gaveWeapon = true;
+ player->weaponowned[WP_FOURTH] = true;
+ player->pendingweapon = WP_FOURTH;
+ }
+ }
+
+ if (gaveWeapon)
+ {
+ P_SetMessage(player, fourthWeaponText[matchClass], false);
+ // Play the build-sound full volume for all players
+ S_StartSound(NULL, SFX_WEAPON_BUILD);
+ }
+ else
+ {
+ P_SetMessage(player, weaponPieceText[matchClass], false);
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, SFX_PICKUP_WEAPON);
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveBody
+//
+// Returns false if the body isn't needed at all.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveBody(player_t * player, int num)
+{
+ int max;
+
+ max = MAXHEALTH;
+ if (player->morphTics)
+ {
+ max = MAXMORPHHEALTH;
+ }
+ if (player->health >= max)
+ {
+ return (false);
+ }
+ player->health += num;
+ if (player->health > max)
+ {
+ player->health = max;
+ }
+ player->mo->health = player->health;
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveArmor
+//
+// Returns false if the armor is worse than the current armor.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveArmor(player_t * player, armortype_t armortype, int amount)
+{
+ int hits;
+ int totalArmor;
+
+ extern int ArmorMax[NUMCLASSES];
+
+ if (amount == -1)
+ {
+ hits = ArmorIncrement[player->class][armortype];
+ if (player->armorpoints[armortype] >= hits)
+ {
+ return false;
+ }
+ else
+ {
+ player->armorpoints[armortype] = hits;
+ }
+ }
+ else
+ {
+ hits = amount * 5 * FRACUNIT;
+ totalArmor = player->armorpoints[ARMOR_ARMOR]
+ + player->armorpoints[ARMOR_SHIELD]
+ + player->armorpoints[ARMOR_HELMET]
+ + player->armorpoints[ARMOR_AMULET]
+ + AutoArmorSave[player->class];
+ if (totalArmor < ArmorMax[player->class] * 5 * FRACUNIT)
+ {
+ player->armorpoints[armortype] += hits;
+ }
+ else
+ {
+ return false;
+ }
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_GiveKey
+//
+//---------------------------------------------------------------------------
+
+int P_GiveKey(player_t * player, keytype_t key)
+{
+ if (player->keys & (1 << key))
+ {
+ return false;
+ }
+ player->bonuscount += BONUSADD;
+ player->keys |= 1 << key;
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GivePower
+//
+// Returns true if power accepted.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GivePower(player_t * player, powertype_t power)
+{
+ if (power == pw_invulnerability)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = INVULNTICS;
+ player->mo->flags2 |= MF2_INVULNERABLE;
+ if (player->class == PCLASS_MAGE)
+ {
+ player->mo->flags2 |= MF2_REFLECTIVE;
+ }
+ return (true);
+ }
+ if (power == pw_flight)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = FLIGHTTICS;
+ player->mo->flags2 |= MF2_FLY;
+ player->mo->flags |= MF_NOGRAVITY;
+ if (player->mo->z <= player->mo->floorz)
+ {
+ player->flyheight = 10; // thrust the player in the air a bit
+ }
+ return (true);
+ }
+ if (power == pw_infrared)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = INFRATICS;
+ return (true);
+ }
+ if (power == pw_speed)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = SPEEDTICS;
+ return (true);
+ }
+ if (power == pw_minotaur)
+ {
+ // Doesn't matter if already have power, renew ticker
+ player->powers[power] = MAULATORTICS;
+ return (true);
+ }
+/*
+ if(power == pw_ironfeet)
+ {
+ player->powers[power] = IRONTICS;
+ return(true);
+ }
+ if(power == pw_strength)
+ {
+ P_GiveBody(player, 100);
+ player->powers[power] = 1;
+ return(true);
+ }
+*/
+ if (player->powers[power])
+ {
+ return (false); // already got it
+ }
+ player->powers[power] = 1;
+ return (true);
+}
+
+//==========================================================================
+//
+// TryPickupArtifact
+//
+//==========================================================================
+
+static void TryPickupArtifact(player_t * player, artitype_t artifactType,
+ mobj_t * artifact)
+{
+ static char *artifactMessages[NUMARTIFACTS] = {
+ NULL,
+ TXT_ARTIINVULNERABILITY,
+ TXT_ARTIHEALTH,
+ TXT_ARTISUPERHEALTH,
+ TXT_ARTIHEALINGRADIUS,
+ TXT_ARTISUMMON,
+ TXT_ARTITORCH,
+ TXT_ARTIEGG,
+ TXT_ARTIFLY,
+ TXT_ARTIBLASTRADIUS,
+ TXT_ARTIPOISONBAG,
+ TXT_ARTITELEPORTOTHER,
+ TXT_ARTISPEED,
+ TXT_ARTIBOOSTMANA,
+ TXT_ARTIBOOSTARMOR,
+ TXT_ARTITELEPORT,
+ TXT_ARTIPUZZSKULL,
+ TXT_ARTIPUZZGEMBIG,
+ TXT_ARTIPUZZGEMRED,
+ TXT_ARTIPUZZGEMGREEN1,
+ TXT_ARTIPUZZGEMGREEN2,
+ TXT_ARTIPUZZGEMBLUE1,
+ TXT_ARTIPUZZGEMBLUE2,
+ TXT_ARTIPUZZBOOK1,
+ TXT_ARTIPUZZBOOK2,
+ TXT_ARTIPUZZSKULL2,
+ TXT_ARTIPUZZFWEAPON,
+ TXT_ARTIPUZZCWEAPON,
+ TXT_ARTIPUZZMWEAPON,
+ TXT_ARTIPUZZGEAR, // All gear pickups use the same text
+ TXT_ARTIPUZZGEAR,
+ TXT_ARTIPUZZGEAR,
+ TXT_ARTIPUZZGEAR
+ };
+
+ if (P_GiveArtifact(player, artifactType, artifact))
+ {
+ if (artifact->special)
+ {
+ P_ExecuteLineSpecial(artifact->special, artifact->args,
+ NULL, 0, NULL);
+ artifact->special = 0;
+ }
+ player->bonuscount += BONUSADD;
+ if (artifactType < arti_firstpuzzitem)
+ {
+ SetDormantArtifact(artifact);
+ S_StartSound(artifact, SFX_PICKUP_ARTIFACT);
+ P_SetMessage(player, artifactMessages[artifactType], false);
+ }
+ else
+ { // Puzzle item
+ S_StartSound(NULL, SFX_PICKUP_ITEM);
+ P_SetMessage(player, artifactMessages[artifactType], true);
+ if (!netgame || deathmatch)
+ { // Remove puzzle items if not cooperative netplay
+ P_RemoveMobj(artifact);
+ }
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveArtifact
+//
+// Returns true if artifact accepted.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveArtifact(player_t * player, artitype_t arti, mobj_t * mo)
+{
+ int i;
+ int j;
+ boolean slidePointer;
+
+ slidePointer = false;
+ i = 0;
+ while (player->inventory[i].type != arti && i < player->inventorySlotNum)
+ {
+ i++;
+ }
+ if (i == player->inventorySlotNum)
+ {
+ if (arti < arti_firstpuzzitem)
+ {
+ i = 0;
+ while (player->inventory[i].type < arti_firstpuzzitem
+ && i < player->inventorySlotNum)
+ {
+ i++;
+ }
+ if (i != player->inventorySlotNum)
+ {
+ for (j = player->inventorySlotNum; j > i; j--)
+ {
+ player->inventory[j].count =
+ player->inventory[j - 1].count;
+ player->inventory[j].type = player->inventory[j - 1].type;
+ slidePointer = true;
+ }
+ }
+ }
+ player->inventory[i].count = 1;
+ player->inventory[i].type = arti;
+ player->inventorySlotNum++;
+ }
+ else
+ {
+ if (arti >= arti_firstpuzzitem && netgame && !deathmatch)
+ { // Can't carry more than 1 puzzle item in coop netplay
+ return false;
+ }
+ if (player->inventory[i].count >= 25)
+ { // Player already has 25 of this item
+ return false;
+ }
+ player->inventory[i].count++;
+ }
+ if (!player->artifactCount)
+ {
+ player->readyArtifact = arti;
+ }
+ else if (player == &players[consoleplayer] && slidePointer
+ && i <= inv_ptr)
+ {
+ inv_ptr++;
+ curpos++;
+ if (curpos > 6)
+ {
+ curpos = 6;
+ }
+ }
+ player->artifactCount++;
+ return (true);
+}
+
+//==========================================================================
+//
+// SetDormantArtifact
+//
+// Removes the MF_SPECIAL flag and initiates the artifact pickup
+// animation.
+//
+//==========================================================================
+
+static void SetDormantArtifact(mobj_t * arti)
+{
+ arti->flags &= ~MF_SPECIAL;
+ if (deathmatch && !(arti->flags2 & MF2_DROPPED))
+ {
+ if (arti->type == MT_ARTIINVULNERABILITY)
+ {
+ P_SetMobjState(arti, S_DORMANTARTI3_1);
+ }
+ else if (arti->type == MT_SUMMONMAULATOR || arti->type == MT_ARTIFLY)
+ {
+ P_SetMobjState(arti, S_DORMANTARTI2_1);
+ }
+ else
+ {
+ P_SetMobjState(arti, S_DORMANTARTI1_1);
+ }
+ }
+ else
+ { // Don't respawn
+ P_SetMobjState(arti, S_DEADARTI1);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreArtifact
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreArtifact(mobj_t * arti)
+{
+ arti->flags |= MF_SPECIAL;
+ P_SetMobjState(arti, arti->info->spawnstate);
+ S_StartSound(arti, SFX_RESPAWN);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreSpecialThing1
+//
+// Make a special thing visible again.
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreSpecialThing1(mobj_t * thing)
+{
+ thing->flags2 &= ~MF2_DONTDRAW;
+ S_StartSound(thing, SFX_RESPAWN);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreSpecialThing2
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreSpecialThing2(mobj_t * thing)
+{
+ thing->flags |= MF_SPECIAL;
+ P_SetMobjState(thing, thing->info->spawnstate);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_TouchSpecialThing
+//
+//---------------------------------------------------------------------------
+
+void P_TouchSpecialThing(mobj_t * special, mobj_t * toucher)
+{
+ player_t *player;
+ fixed_t delta;
+ int sound;
+ boolean respawn;
+
+ delta = special->z - toucher->z;
+ if (delta > toucher->height || delta < -32 * FRACUNIT)
+ { // Out of reach
+ return;
+ }
+ if (toucher->health <= 0)
+ { // Toucher is dead
+ return;
+ }
+ sound = SFX_PICKUP_ITEM;
+ player = toucher->player;
+ respawn = true;
+ switch (special->sprite)
+ {
+ // Items
+ case SPR_PTN1: // Item_HealingPotion
+ if (!P_GiveBody(player, 10))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ITEMHEALTH, false);
+ break;
+ case SPR_ARM1:
+ if (!P_GiveArmor(player, ARMOR_ARMOR, -1))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ARMOR1, false);
+ break;
+ case SPR_ARM2:
+ if (!P_GiveArmor(player, ARMOR_SHIELD, -1))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ARMOR2, false);
+ break;
+ case SPR_ARM3:
+ if (!P_GiveArmor(player, ARMOR_HELMET, -1))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ARMOR3, false);
+ break;
+ case SPR_ARM4:
+ if (!P_GiveArmor(player, ARMOR_AMULET, -1))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ARMOR4, false);
+ break;
+
+ // Keys
+ case SPR_KEY1:
+ case SPR_KEY2:
+ case SPR_KEY3:
+ case SPR_KEY4:
+ case SPR_KEY5:
+ case SPR_KEY6:
+ case SPR_KEY7:
+ case SPR_KEY8:
+ case SPR_KEY9:
+ case SPR_KEYA:
+ case SPR_KEYB:
+ if (!P_GiveKey(player, special->sprite - SPR_KEY1))
+ {
+ return;
+ }
+ P_SetMessage(player, TextKeyMessages[special->sprite - SPR_KEY1],
+ true);
+ sound = SFX_PICKUP_KEY;
+
+ // Check and process the special now in case the key doesn't
+ // get removed for coop netplay
+ if (special->special)
+ {
+ P_ExecuteLineSpecial(special->special, special->args,
+ NULL, 0, toucher);
+ special->special = 0;
+ }
+
+ if (!netgame)
+ { // Only remove keys in single player game
+ break;
+ }
+ player->bonuscount += BONUSADD;
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sound);
+ SB_PaletteFlash(false);
+ }
+ return;
+
+ // Artifacts
+ case SPR_PTN2:
+ TryPickupArtifact(player, arti_health, special);
+ return;
+ case SPR_SOAR:
+ TryPickupArtifact(player, arti_fly, special);
+ return;
+ case SPR_INVU:
+ TryPickupArtifact(player, arti_invulnerability, special);
+ return;
+ case SPR_SUMN:
+ TryPickupArtifact(player, arti_summon, special);
+ return;
+ case SPR_PORK:
+ TryPickupArtifact(player, arti_egg, special);
+ return;
+ case SPR_SPHL:
+ TryPickupArtifact(player, arti_superhealth, special);
+ return;
+ case SPR_HRAD:
+ TryPickupArtifact(player, arti_healingradius, special);
+ return;
+ case SPR_TRCH:
+ TryPickupArtifact(player, arti_torch, special);
+ return;
+ case SPR_ATLP:
+ TryPickupArtifact(player, arti_teleport, special);
+ return;
+ case SPR_TELO:
+ TryPickupArtifact(player, arti_teleportother, special);
+ return;
+ case SPR_PSBG:
+ TryPickupArtifact(player, arti_poisonbag, special);
+ return;
+ case SPR_SPED:
+ TryPickupArtifact(player, arti_speed, special);
+ return;
+ case SPR_BMAN:
+ TryPickupArtifact(player, arti_boostmana, special);
+ return;
+ case SPR_BRAC:
+ TryPickupArtifact(player, arti_boostarmor, special);
+ return;
+ case SPR_BLST:
+ TryPickupArtifact(player, arti_blastradius, special);
+ return;
+
+ // Puzzle artifacts
+ case SPR_ASKU:
+ TryPickupArtifact(player, arti_puzzskull, special);
+ return;
+ case SPR_ABGM:
+ TryPickupArtifact(player, arti_puzzgembig, special);
+ return;
+ case SPR_AGMR:
+ TryPickupArtifact(player, arti_puzzgemred, special);
+ return;
+ case SPR_AGMG:
+ TryPickupArtifact(player, arti_puzzgemgreen1, special);
+ return;
+ case SPR_AGG2:
+ TryPickupArtifact(player, arti_puzzgemgreen2, special);
+ return;
+ case SPR_AGMB:
+ TryPickupArtifact(player, arti_puzzgemblue1, special);
+ return;
+ case SPR_AGB2:
+ TryPickupArtifact(player, arti_puzzgemblue2, special);
+ return;
+ case SPR_ABK1:
+ TryPickupArtifact(player, arti_puzzbook1, special);
+ return;
+ case SPR_ABK2:
+ TryPickupArtifact(player, arti_puzzbook2, special);
+ return;
+ case SPR_ASK2:
+ TryPickupArtifact(player, arti_puzzskull2, special);
+ return;
+ case SPR_AFWP:
+ TryPickupArtifact(player, arti_puzzfweapon, special);
+ return;
+ case SPR_ACWP:
+ TryPickupArtifact(player, arti_puzzcweapon, special);
+ return;
+ case SPR_AMWP:
+ TryPickupArtifact(player, arti_puzzmweapon, special);
+ return;
+ case SPR_AGER:
+ TryPickupArtifact(player, arti_puzzgear1, special);
+ return;
+ case SPR_AGR2:
+ TryPickupArtifact(player, arti_puzzgear2, special);
+ return;
+ case SPR_AGR3:
+ TryPickupArtifact(player, arti_puzzgear3, special);
+ return;
+ case SPR_AGR4:
+ TryPickupArtifact(player, arti_puzzgear4, special);
+ return;
+
+ // Mana
+ case SPR_MAN1:
+ if (!P_GiveMana(player, MANA_1, 15))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_MANA_1, false);
+ break;
+ case SPR_MAN2:
+ if (!P_GiveMana(player, MANA_2, 15))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_MANA_2, false);
+ break;
+ case SPR_MAN3: // Double Mana Dodecahedron
+ if (!P_GiveMana(player, MANA_1, 20))
+ {
+ if (!P_GiveMana(player, MANA_2, 20))
+ {
+ return;
+ }
+ }
+ else
+ {
+ P_GiveMana(player, MANA_2, 20);
+ }
+ P_SetMessage(player, TXT_MANA_BOTH, false);
+ break;
+
+ // 2nd and 3rd Mage Weapons
+ case SPR_WMCS: // Frost Shards
+ TryPickupWeapon(player, PCLASS_MAGE, WP_SECOND,
+ special, TXT_WEAPON_M2);
+ return;
+ case SPR_WMLG: // Arc of Death
+ TryPickupWeapon(player, PCLASS_MAGE, WP_THIRD,
+ special, TXT_WEAPON_M3);
+ return;
+
+ // 2nd and 3rd Fighter Weapons
+ case SPR_WFAX: // Timon's Axe
+ TryPickupWeapon(player, PCLASS_FIGHTER, WP_SECOND,
+ special, TXT_WEAPON_F2);
+ return;
+ case SPR_WFHM: // Hammer of Retribution
+ TryPickupWeapon(player, PCLASS_FIGHTER, WP_THIRD,
+ special, TXT_WEAPON_F3);
+ return;
+
+ // 2nd and 3rd Cleric Weapons
+ case SPR_WCSS: // Serpent Staff
+ TryPickupWeapon(player, PCLASS_CLERIC, WP_SECOND,
+ special, TXT_WEAPON_C2);
+ return;
+ case SPR_WCFM: // Firestorm
+ TryPickupWeapon(player, PCLASS_CLERIC, WP_THIRD,
+ special, TXT_WEAPON_C3);
+ return;
+
+ // Fourth Weapon Pieces
+ case SPR_WFR1:
+ TryPickupWeaponPiece(player, PCLASS_FIGHTER, WPIECE1, special);
+ return;
+ case SPR_WFR2:
+ TryPickupWeaponPiece(player, PCLASS_FIGHTER, WPIECE2, special);
+ return;
+ case SPR_WFR3:
+ TryPickupWeaponPiece(player, PCLASS_FIGHTER, WPIECE3, special);
+ return;
+ case SPR_WCH1:
+ TryPickupWeaponPiece(player, PCLASS_CLERIC, WPIECE1, special);
+ return;
+ case SPR_WCH2:
+ TryPickupWeaponPiece(player, PCLASS_CLERIC, WPIECE2, special);
+ return;
+ case SPR_WCH3:
+ TryPickupWeaponPiece(player, PCLASS_CLERIC, WPIECE3, special);
+ return;
+ case SPR_WMS1:
+ TryPickupWeaponPiece(player, PCLASS_MAGE, WPIECE1, special);
+ return;
+ case SPR_WMS2:
+ TryPickupWeaponPiece(player, PCLASS_MAGE, WPIECE2, special);
+ return;
+ case SPR_WMS3:
+ TryPickupWeaponPiece(player, PCLASS_MAGE, WPIECE3, special);
+ return;
+
+ default:
+ I_Error("P_SpecialThing: Unknown gettable thing");
+ }
+ if (special->special)
+ {
+ P_ExecuteLineSpecial(special->special, special->args, NULL,
+ 0, toucher);
+ special->special = 0;
+ }
+ if (deathmatch && respawn && !(special->flags2 & MF2_DROPPED))
+ {
+ P_HideSpecialThing(special);
+ }
+ else
+ {
+ P_RemoveMobj(special);
+ }
+ player->bonuscount += BONUSADD;
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sound);
+ SB_PaletteFlash(false);
+ }
+}
+
+// Search thinker list for minotaur
+mobj_t *ActiveMinotaur(player_t * master)
+{
+ mobj_t *mo;
+ player_t *plr;
+ thinker_t *think;
+ unsigned int *starttime;
+
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ continue;
+ mo = (mobj_t *) think;
+ if (mo->type != MT_MINOTAUR)
+ continue;
+ if (mo->health <= 0)
+ continue;
+ if (!(mo->flags & MF_COUNTKILL))
+ continue; // for morphed minotaurs
+ if (mo->flags & MF_CORPSE)
+ continue;
+ starttime = (unsigned int *) mo->args;
+ if ((leveltime - *starttime) >= MAULATORTICS)
+ continue;
+ plr = ((mobj_t *) mo->special1)->player;
+ if (plr == master)
+ return (mo);
+ }
+ return (NULL);
+}
+
+
+//---------------------------------------------------------------------------
+//
+// PROC P_KillMobj
+//
+//---------------------------------------------------------------------------
+
+void P_KillMobj(mobj_t * source, mobj_t * target)
+{
+ int dummy;
+ mobj_t *master;
+
+ target->flags &= ~(MF_SHOOTABLE | MF_FLOAT | MF_SKULLFLY | MF_NOGRAVITY);
+ target->flags |= MF_CORPSE | MF_DROPOFF;
+ target->flags2 &= ~MF2_PASSMOBJ;
+ target->height >>= 2;
+ if ((target->flags & MF_COUNTKILL || target->type == MT_ZBELL)
+ && target->special)
+ { // Initiate monster death actions
+ if (target->type == MT_SORCBOSS)
+ {
+ dummy = 0;
+ P_StartACS(target->special, 0, (byte *) & dummy, target, NULL, 0);
+ }
+ else
+ {
+ P_ExecuteLineSpecial(target->special, target->args,
+ NULL, 0, target);
+ }
+ }
+ if (source && source->player)
+ { // Check for frag changes
+ if (target->player)
+ {
+ if (target == source)
+ { // Self-frag
+ target->player->frags[target->player - players]--;
+ if (cmdfrag && netgame
+ && source->player == &players[consoleplayer])
+ { // Send out a frag count packet
+ NET_SendFrags(source->player);
+ }
+ }
+ else
+ {
+ source->player->frags[target->player - players]++;
+ if (cmdfrag && netgame
+ && source->player == &players[consoleplayer])
+ { // Send out a frag count packet
+ NET_SendFrags(source->player);
+ }
+ }
+ }
+ }
+ if (target->player)
+ { // Player death
+ if (!source)
+ { // Self-frag
+ target->player->frags[target->player - players]--;
+ if (cmdfrag && netgame
+ && target->player == &players[consoleplayer])
+ { // Send out a frag count packet
+ NET_SendFrags(target->player);
+ }
+ }
+ target->flags &= ~MF_SOLID;
+ target->flags2 &= ~MF2_FLY;
+ target->player->powers[pw_flight] = 0;
+ target->player->playerstate = PST_DEAD;
+ P_DropWeapon(target->player);
+ if (target->flags2 & MF2_FIREDAMAGE)
+ { // Player flame death
+ switch (target->player->class)
+ {
+ case PCLASS_FIGHTER:
+ S_StartSound(target, SFX_PLAYER_FIGHTER_BURN_DEATH);
+ P_SetMobjState(target, S_PLAY_F_FDTH1);
+ return;
+ case PCLASS_CLERIC:
+ S_StartSound(target, SFX_PLAYER_CLERIC_BURN_DEATH);
+ P_SetMobjState(target, S_PLAY_C_FDTH1);
+ return;
+ case PCLASS_MAGE:
+ S_StartSound(target, SFX_PLAYER_MAGE_BURN_DEATH);
+ P_SetMobjState(target, S_PLAY_M_FDTH1);
+ return;
+ default:
+ break;
+ }
+ }
+ if (target->flags2 & MF2_ICEDAMAGE)
+ { // Player ice death
+ target->flags &= ~(7 << MF_TRANSSHIFT); //no translation
+ target->flags |= MF_ICECORPSE;
+ switch (target->player->class)
+ {
+ case PCLASS_FIGHTER:
+ P_SetMobjState(target, S_FPLAY_ICE);
+ return;
+ case PCLASS_CLERIC:
+ P_SetMobjState(target, S_CPLAY_ICE);
+ return;
+ case PCLASS_MAGE:
+ P_SetMobjState(target, S_MPLAY_ICE);
+ return;
+ case PCLASS_PIG:
+ P_SetMobjState(target, S_PIG_ICE);
+ return;
+ default:
+ break;
+ }
+ }
+ }
+ if (target->flags2 & MF2_FIREDAMAGE)
+ {
+ if (target->type == MT_FIGHTER_BOSS
+ || target->type == MT_CLERIC_BOSS || target->type == MT_MAGE_BOSS)
+ {
+ switch (target->type)
+ {
+ case MT_FIGHTER_BOSS:
+ S_StartSound(target, SFX_PLAYER_FIGHTER_BURN_DEATH);
+ P_SetMobjState(target, S_PLAY_F_FDTH1);
+ return;
+ case MT_CLERIC_BOSS:
+ S_StartSound(target, SFX_PLAYER_CLERIC_BURN_DEATH);
+ P_SetMobjState(target, S_PLAY_C_FDTH1);
+ return;
+ case MT_MAGE_BOSS:
+ S_StartSound(target, SFX_PLAYER_MAGE_BURN_DEATH);
+ P_SetMobjState(target, S_PLAY_M_FDTH1);
+ return;
+ default:
+ break;
+ }
+ }
+ else if (target->type == MT_TREEDESTRUCTIBLE)
+ {
+ P_SetMobjState(target, S_ZTREEDES_X1);
+ target->height = 24 * FRACUNIT;
+ S_StartSound(target, SFX_TREE_EXPLODE);
+ return;
+ }
+ }
+ if (target->flags2 & MF2_ICEDAMAGE)
+ {
+ target->flags |= MF_ICECORPSE;
+ switch (target->type)
+ {
+ case MT_BISHOP:
+ P_SetMobjState(target, S_BISHOP_ICE);
+ return;
+ case MT_CENTAUR:
+ case MT_CENTAURLEADER:
+ P_SetMobjState(target, S_CENTAUR_ICE);
+ return;
+ case MT_DEMON:
+ case MT_DEMON2:
+ P_SetMobjState(target, S_DEMON_ICE);
+ return;
+ case MT_SERPENT:
+ case MT_SERPENTLEADER:
+ P_SetMobjState(target, S_SERPENT_ICE);
+ return;
+ case MT_WRAITH:
+ case MT_WRAITHB:
+ P_SetMobjState(target, S_WRAITH_ICE);
+ return;
+ case MT_ETTIN:
+ P_SetMobjState(target, S_ETTIN_ICE1);
+ return;
+ case MT_FIREDEMON:
+ P_SetMobjState(target, S_FIRED_ICE1);
+ return;
+ case MT_FIGHTER_BOSS:
+ P_SetMobjState(target, S_FIGHTER_ICE);
+ return;
+ case MT_CLERIC_BOSS:
+ P_SetMobjState(target, S_CLERIC_ICE);
+ return;
+ case MT_MAGE_BOSS:
+ P_SetMobjState(target, S_MAGE_ICE);
+ return;
+ case MT_PIG:
+ P_SetMobjState(target, S_PIG_ICE);
+ return;
+ default:
+ target->flags &= ~MF_ICECORPSE;
+ break;
+ }
+ }
+
+ if (target->type == MT_MINOTAUR)
+ {
+ master = (mobj_t *) target->special1;
+ if (master->health > 0)
+ {
+ if (!ActiveMinotaur(master->player))
+ {
+ master->player->powers[pw_minotaur] = 0;
+ }
+ }
+ }
+ else if (target->type == MT_TREEDESTRUCTIBLE)
+ {
+ target->height = 24 * FRACUNIT;
+ }
+ if (target->health < -(target->info->spawnhealth >> 1)
+ && target->info->xdeathstate)
+ { // Extreme death
+ P_SetMobjState(target, target->info->xdeathstate);
+ }
+ else
+ { // Normal death
+ if ((target->type == MT_FIREDEMON) &&
+ (target->z <= target->floorz + 2 * FRACUNIT) &&
+ (target->info->xdeathstate))
+ {
+ // This is to fix the imps' staying in fall state
+ P_SetMobjState(target, target->info->xdeathstate);
+ }
+ else
+ {
+ P_SetMobjState(target, target->info->deathstate);
+ }
+ }
+ target->tics -= P_Random() & 3;
+// I_StartSound(&actor->r, actor->info->deathsound);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_MinotaurSlam
+//
+//---------------------------------------------------------------------------
+
+void P_MinotaurSlam(mobj_t * source, mobj_t * target)
+{
+ angle_t angle;
+ fixed_t thrust;
+
+ angle = R_PointToAngle2(source->x, source->y, target->x, target->y);
+ angle >>= ANGLETOFINESHIFT;
+ thrust = 16 * FRACUNIT + (P_Random() << 10);
+ target->momx += FixedMul(thrust, finecosine[angle]);
+ target->momy += FixedMul(thrust, finesine[angle]);
+ P_DamageMobj(target, NULL, source, HITDICE(4));
+ if (target->player)
+ {
+ target->reactiontime = 14 + (P_Random() & 7);
+ }
+ source->args[0] = 0; // Stop charging
+}
+
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_MorphPlayer
+//
+// Returns true if the player gets turned into a pig
+//
+//---------------------------------------------------------------------------
+
+boolean P_MorphPlayer(player_t * player)
+{
+ mobj_t *pmo;
+ mobj_t *fog;
+ mobj_t *beastMo;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int oldFlags2;
+
+ if (player->powers[pw_invulnerability])
+ { // Immune when invulnerable
+ return (false);
+ }
+ if (player->morphTics)
+ { // Player is already a beast
+ return false;
+ }
+ pmo = player->mo;
+ x = pmo->x;
+ y = pmo->y;
+ z = pmo->z;
+ angle = pmo->angle;
+ oldFlags2 = pmo->flags2;
+ P_SetMobjState(pmo, S_FREETARGMOBJ);
+ fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, SFX_TELEPORT);
+ beastMo = P_SpawnMobj(x, y, z, MT_PIGPLAYER);
+ beastMo->special1 = player->readyweapon;
+ beastMo->angle = angle;
+ beastMo->player = player;
+ player->health = beastMo->health = MAXMORPHHEALTH;
+ player->mo = beastMo;
+ memset(&player->armorpoints[0], 0, NUMARMOR * sizeof(int));
+ player->class = PCLASS_PIG;
+ if (oldFlags2 & MF2_FLY)
+ {
+ beastMo->flags2 |= MF2_FLY;
+ }
+ player->morphTics = MORPHTICS;
+ P_ActivateMorphWeapon(player);
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_MorphMonster
+//
+//---------------------------------------------------------------------------
+
+boolean P_MorphMonster(mobj_t * actor)
+{
+ mobj_t *master, *monster, *fog;
+ mobjtype_t moType;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ mobj_t oldMonster;
+
+ if (actor->player)
+ return (false);
+ if (!(actor->flags & MF_COUNTKILL))
+ return false;
+ if (actor->flags2 & MF2_BOSS)
+ return false;
+ moType = actor->type;
+ switch (moType)
+ {
+ case MT_PIG:
+ return (false);
+ case MT_FIGHTER_BOSS:
+ case MT_CLERIC_BOSS:
+ case MT_MAGE_BOSS:
+ return (false);
+ default:
+ break;
+ }
+
+ oldMonster = *actor;
+ x = oldMonster.x;
+ y = oldMonster.y;
+ z = oldMonster.z;
+ P_RemoveMobjFromTIDList(actor);
+ P_SetMobjState(actor, S_FREETARGMOBJ);
+ fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, SFX_TELEPORT);
+ monster = P_SpawnMobj(x, y, z, MT_PIG);
+ monster->special2 = moType;
+ monster->special1 = MORPHTICS + P_Random();
+ monster->flags |= (oldMonster.flags & MF_SHADOW);
+ monster->target = oldMonster.target;
+ monster->angle = oldMonster.angle;
+ monster->tid = oldMonster.tid;
+ monster->special = oldMonster.special;
+ P_InsertMobjIntoTIDList(monster, oldMonster.tid);
+ memcpy(monster->args, oldMonster.args, 5);
+
+ // check for turning off minotaur power for active icon
+ if (moType == MT_MINOTAUR)
+ {
+ master = (mobj_t *) oldMonster.special1;
+ if (master->health > 0)
+ {
+ if (!ActiveMinotaur(master->player))
+ {
+ master->player->powers[pw_minotaur] = 0;
+ }
+ }
+ }
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_AutoUseHealth
+//
+//---------------------------------------------------------------------------
+
+void P_AutoUseHealth(player_t * player, int saveHealth)
+{
+ int i;
+ int count;
+ int normalCount;
+ int normalSlot = 0;
+ int superCount;
+ int superSlot = 0;
+
+ normalCount = superCount = 0;
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti_health)
+ {
+ normalSlot = i;
+ normalCount = player->inventory[i].count;
+ }
+ else if (player->inventory[i].type == arti_superhealth)
+ {
+ superSlot = i;
+ superCount = player->inventory[i].count;
+ }
+ }
+ if ((gameskill == sk_baby) && (normalCount * 25 >= saveHealth))
+ { // Use quartz flasks
+ count = (saveHealth + 24) / 25;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 25;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ }
+ else if (superCount * 100 >= saveHealth)
+ { // Use mystic urns
+ count = (saveHealth + 99) / 100;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 100;
+ P_PlayerRemoveArtifact(player, superSlot);
+ }
+ }
+ else if ((gameskill == sk_baby)
+ && (superCount * 100 + normalCount * 25 >= saveHealth))
+ { // Use mystic urns and quartz flasks
+ count = (saveHealth + 24) / 25;
+ saveHealth -= count * 25;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 25;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ count = (saveHealth + 99) / 100;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 100;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ }
+ player->mo->health = player->health;
+}
+
+/*
+=================
+=
+= P_DamageMobj
+=
+= Damages both enemies and players
+= inflictor is the thing that caused the damage
+= creature or missile, can be NULL (slime, etc)
+= source is the thing to target after taking damage
+= creature or NULL
+= Source and inflictor are the same for melee attacks
+= source can be null for barrel explosions and other environmental stuff
+==================
+*/
+
+void P_DamageMobj
+ (mobj_t * target, mobj_t * inflictor, mobj_t * source, int damage)
+{
+ unsigned ang;
+ int saved;
+ fixed_t savedPercent;
+ player_t *player;
+ mobj_t *master;
+ fixed_t thrust;
+ int temp;
+ int i;
+
+ if (!(target->flags & MF_SHOOTABLE))
+ {
+ // Shouldn't happen
+ return;
+ }
+ if (target->health <= 0)
+ {
+ if (inflictor && inflictor->flags2 & MF2_ICEDAMAGE)
+ {
+ return;
+ }
+ else if (target->flags & MF_ICECORPSE) // frozen
+ {
+ target->tics = 1;
+ target->momx = target->momy = 0;
+ }
+ return;
+ }
+ if ((target->flags2 & MF2_INVULNERABLE) && damage < 10000)
+ { // mobj is invulnerable
+ if (target->player)
+ return; // for player, no exceptions
+ if (inflictor)
+ {
+ switch (inflictor->type)
+ {
+ // These inflictors aren't foiled by invulnerability
+ case MT_HOLY_FX:
+ case MT_POISONCLOUD:
+ case MT_FIREBOMB:
+ break;
+ default:
+ return;
+ }
+ }
+ else
+ {
+ return;
+ }
+ }
+ if (target->player)
+ {
+ if (damage < 1000 && ((target->player->cheats & CF_GODMODE)
+ || target->player->powers[pw_invulnerability]))
+ {
+ return;
+ }
+ }
+ if (target->flags & MF_SKULLFLY)
+ {
+ target->momx = target->momy = target->momz = 0;
+ }
+ if (target->flags2 & MF2_DORMANT)
+ {
+ // Invulnerable, and won't wake up
+ return;
+ }
+ player = target->player;
+ if (player && gameskill == sk_baby)
+ {
+ // Take half damage in trainer mode
+ damage >>= 1;
+ }
+ // Special damage types
+ if (inflictor)
+ {
+ switch (inflictor->type)
+ {
+ case MT_EGGFX:
+ if (player)
+ {
+ P_MorphPlayer(player);
+ }
+ else
+ {
+ P_MorphMonster(target);
+ }
+ return; // Always return
+ case MT_TELOTHER_FX1:
+ case MT_TELOTHER_FX2:
+ case MT_TELOTHER_FX3:
+ case MT_TELOTHER_FX4:
+ case MT_TELOTHER_FX5:
+ if ((target->flags & MF_COUNTKILL) &&
+ (target->type != MT_SERPENT) &&
+ (target->type != MT_SERPENTLEADER) &&
+ (!(target->flags2 & MF2_BOSS)))
+ {
+ P_TeleportOther(target);
+ }
+ return;
+ case MT_MINOTAUR:
+ if (inflictor->flags & MF_SKULLFLY)
+ { // Slam only when in charge mode
+ P_MinotaurSlam(inflictor, target);
+ return;
+ }
+ break;
+ case MT_BISH_FX:
+ // Bishops are just too nasty
+ damage >>= 1;
+ break;
+ case MT_SHARDFX1:
+ switch (inflictor->special2)
+ {
+ case 3:
+ damage <<= 3;
+ break;
+ case 2:
+ damage <<= 2;
+ break;
+ case 1:
+ damage <<= 1;
+ break;
+ default:
+ break;
+ }
+ break;
+ case MT_CSTAFF_MISSILE:
+ // Cleric Serpent Staff does poison damage
+ if (target->player)
+ {
+ P_PoisonPlayer(target->player, source, 20);
+ damage >>= 1;
+ }
+ break;
+ case MT_ICEGUY_FX2:
+ damage >>= 1;
+ break;
+ case MT_POISONDART:
+ if (target->player)
+ {
+ P_PoisonPlayer(target->player, source, 20);
+ damage >>= 1;
+ }
+ break;
+ case MT_POISONCLOUD:
+ if (target->player)
+ {
+ if (target->player->poisoncount < 4)
+ {
+ P_PoisonDamage(target->player, source, 15 + (P_Random() & 15), false); // Don't play painsound
+ P_PoisonPlayer(target->player, source, 50);
+ S_StartSound(target, SFX_PLAYER_POISONCOUGH);
+ }
+ return;
+ }
+ else if (!(target->flags & MF_COUNTKILL))
+ { // only damage monsters/players with the poison cloud
+ return;
+ }
+ break;
+ case MT_FSWORD_MISSILE:
+ if (target->player)
+ {
+ damage -= damage >> 2;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ // Push the target unless source is using the gauntlets
+ if (inflictor && (!source || !source->player)
+ && !(inflictor->flags2 & MF2_NODMGTHRUST))
+ {
+ ang = R_PointToAngle2(inflictor->x, inflictor->y,
+ target->x, target->y);
+ //thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
+ thrust = damage * (FRACUNIT >> 3) * 150 / target->info->mass;
+ // make fall forwards sometimes
+ if ((damage < 40) && (damage > target->health)
+ && (target->z - inflictor->z > 64 * FRACUNIT) && (P_Random() & 1))
+ {
+ ang += ANG180;
+ thrust *= 4;
+ }
+ ang >>= ANGLETOFINESHIFT;
+ target->momx += FixedMul(thrust, finecosine[ang]);
+ target->momy += FixedMul(thrust, finesine[ang]);
+ }
+
+ //
+ // player specific
+ //
+ if (player)
+ {
+ savedPercent = AutoArmorSave[player->class]
+ + player->armorpoints[ARMOR_ARMOR] +
+ player->armorpoints[ARMOR_SHIELD] +
+ player->armorpoints[ARMOR_HELMET] +
+ player->armorpoints[ARMOR_AMULET];
+ if (savedPercent)
+ { // armor absorbed some damage
+ if (savedPercent > 100 * FRACUNIT)
+ {
+ savedPercent = 100 * FRACUNIT;
+ }
+ for (i = 0; i < NUMARMOR; i++)
+ {
+ if (player->armorpoints[i])
+ {
+ player->armorpoints[i] -=
+ FixedDiv(FixedMul(damage << FRACBITS,
+ ArmorIncrement[player->class][i]),
+ 300 * FRACUNIT);
+ if (player->armorpoints[i] < 2 * FRACUNIT)
+ {
+ player->armorpoints[i] = 0;
+ }
+ }
+ }
+ saved = FixedDiv(FixedMul(damage << FRACBITS, savedPercent),
+ 100 * FRACUNIT);
+ if (saved > savedPercent * 2)
+ {
+ saved = savedPercent * 2;
+ }
+ damage -= saved >> FRACBITS;
+ }
+ if (damage >= player->health
+ && ((gameskill == sk_baby) || deathmatch) && !player->morphTics)
+ { // Try to use some inventory health
+ P_AutoUseHealth(player, damage - player->health + 1);
+ }
+ player->health -= damage; // mirror mobj health here for Dave
+ if (player->health < 0)
+ {
+ player->health = 0;
+ }
+ player->attacker = source;
+ player->damagecount += damage; // add damage after armor / invuln
+ if (player->damagecount > 100)
+ {
+ player->damagecount = 100; // teleport stomp does 10k points...
+ }
+ temp = damage < 100 ? damage : 100;
+ if (player == &players[consoleplayer])
+ {
+ I_Tactile(40, 10, 40 + temp * 2);
+ SB_PaletteFlash(false);
+ }
+ }
+
+ //
+ // do the damage
+ //
+ target->health -= damage;
+ if (target->health <= 0)
+ { // Death
+ if (inflictor)
+ { // check for special fire damage or ice damage deaths
+ if (inflictor->flags2 & MF2_FIREDAMAGE)
+ {
+ if (player && !player->morphTics)
+ { // Check for flame death
+ if (target->health > -50 && damage > 25)
+ {
+ target->flags2 |= MF2_FIREDAMAGE;
+ }
+ }
+ else
+ {
+ target->flags2 |= MF2_FIREDAMAGE;
+ }
+ }
+ else if (inflictor->flags2 & MF2_ICEDAMAGE)
+ {
+ target->flags2 |= MF2_ICEDAMAGE;
+ }
+ }
+ if (source && (source->type == MT_MINOTAUR))
+ { // Minotaur's kills go to his master
+ master = (mobj_t *) (source->special1);
+ // Make sure still alive and not a pointer to fighter head
+ if (master->player && (master->player->mo == master))
+ {
+ source = master;
+ }
+ }
+ if (source && (source->player) &&
+ (source->player->readyweapon == WP_FOURTH))
+ {
+ // Always extreme death from fourth weapon
+ target->health = -5000;
+ }
+ P_KillMobj(source, target);
+ return;
+ }
+ if ((P_Random() < target->info->painchance)
+ && !(target->flags & MF_SKULLFLY))
+ {
+ if (inflictor && (inflictor->type >= MT_LIGHTNING_FLOOR
+ && inflictor->type <= MT_LIGHTNING_ZAP))
+ {
+ if (P_Random() < 96)
+ {
+ target->flags |= MF_JUSTHIT; // fight back!
+ P_SetMobjState(target, target->info->painstate);
+ }
+ else
+ { // "electrocute" the target
+ target->frame |= FF_FULLBRIGHT;
+ if (target->flags & MF_COUNTKILL && P_Random() < 128
+ && !S_GetSoundPlayingInfo(target, SFX_PUPPYBEAT))
+ {
+ if ((target->type == MT_CENTAUR) ||
+ (target->type == MT_CENTAURLEADER) ||
+ (target->type == MT_ETTIN))
+ {
+ S_StartSound(target, SFX_PUPPYBEAT);
+ }
+ }
+ }
+ }
+ else
+ {
+ target->flags |= MF_JUSTHIT; // fight back!
+ P_SetMobjState(target, target->info->painstate);
+ if (inflictor && inflictor->type == MT_POISONCLOUD)
+ {
+ if (target->flags & MF_COUNTKILL && P_Random() < 128
+ && !S_GetSoundPlayingInfo(target, SFX_PUPPYBEAT))
+ {
+ if ((target->type == MT_CENTAUR) ||
+ (target->type == MT_CENTAURLEADER) ||
+ (target->type == MT_ETTIN))
+ {
+ S_StartSound(target, SFX_PUPPYBEAT);
+ }
+ }
+ }
+ }
+ }
+ target->reactiontime = 0; // we're awake now...
+ if (!target->threshold && source && !(source->flags2 & MF2_BOSS)
+ && !(target->type == MT_BISHOP) && !(target->type == MT_MINOTAUR))
+ {
+ // Target actor is not intent on another actor,
+ // so make him chase after source
+ if ((target->type == MT_CENTAUR && source->type == MT_CENTAURLEADER)
+ || (target->type == MT_CENTAURLEADER
+ && source->type == MT_CENTAUR))
+ {
+ return;
+ }
+ target->target = source;
+ target->threshold = BASETHRESHOLD;
+ if (target->state == &states[target->info->spawnstate]
+ && target->info->seestate != S_NULL)
+ {
+ P_SetMobjState(target, target->info->seestate);
+ }
+ }
+}
+
+//==========================================================================
+//
+// P_FallingDamage
+//
+//==========================================================================
+
+void P_FallingDamage(player_t * player)
+{
+ int damage;
+ int mom;
+ int dist;
+
+ mom = abs(player->mo->momz);
+ dist = FixedMul(mom, 16 * FRACUNIT / 23);
+
+ if (mom >= 63 * FRACUNIT)
+ { // automatic death
+ P_DamageMobj(player->mo, NULL, NULL, 10000);
+ return;
+ }
+ damage = ((FixedMul(dist, dist) / 10) >> FRACBITS) - 24;
+ if (player->mo->momz > -39 * FRACUNIT && damage > player->mo->health
+ && player->mo->health != 1)
+ { // No-death threshold
+ damage = player->mo->health - 1;
+ }
+ S_StartSound(player->mo, SFX_PLAYER_LAND);
+ P_DamageMobj(player->mo, NULL, NULL, damage);
+}
+
+//==========================================================================
+//
+// P_PoisonPlayer - Sets up all data concerning poisoning
+//
+//==========================================================================
+
+void P_PoisonPlayer(player_t * player, mobj_t * poisoner, int poison)
+{
+ if ((player->cheats & CF_GODMODE) || player->powers[pw_invulnerability])
+ {
+ return;
+ }
+ player->poisoncount += poison;
+ player->poisoner = poisoner;
+ if (player->poisoncount > 100)
+ {
+ player->poisoncount = 100;
+ }
+}
+
+//==========================================================================
+//
+// P_PoisonDamage - Similar to P_DamageMobj
+//
+//==========================================================================
+
+void P_PoisonDamage(player_t * player, mobj_t * source, int damage,
+ boolean playPainSound)
+{
+ mobj_t *target;
+ mobj_t *inflictor;
+
+ target = player->mo;
+ inflictor = source;
+ if (target->health <= 0)
+ {
+ return;
+ }
+ if (target->flags2 & MF2_INVULNERABLE && damage < 10000)
+ { // mobj is invulnerable
+ return;
+ }
+ if (player && gameskill == sk_baby)
+ {
+ // Take half damage in trainer mode
+ damage >>= 1;
+ }
+ if (damage < 1000 && ((player->cheats & CF_GODMODE)
+ || player->powers[pw_invulnerability]))
+ {
+ return;
+ }
+ if (damage >= player->health
+ && ((gameskill == sk_baby) || deathmatch) && !player->morphTics)
+ { // Try to use some inventory health
+ P_AutoUseHealth(player, damage - player->health + 1);
+ }
+ player->health -= damage; // mirror mobj health here for Dave
+ if (player->health < 0)
+ {
+ player->health = 0;
+ }
+ player->attacker = source;
+
+ //
+ // do the damage
+ //
+ target->health -= damage;
+ if (target->health <= 0)
+ { // Death
+ target->special1 = damage;
+ if (player && inflictor && !player->morphTics)
+ { // Check for flame death
+ if ((inflictor->flags2 & MF2_FIREDAMAGE)
+ && (target->health > -50) && (damage > 25))
+ {
+ target->flags2 |= MF2_FIREDAMAGE;
+ }
+ if (inflictor->flags2 & MF2_ICEDAMAGE)
+ {
+ target->flags2 |= MF2_ICEDAMAGE;
+ }
+ }
+ P_KillMobj(source, target);
+ return;
+ }
+ if (!(leveltime & 63) && playPainSound)
+ {
+ P_SetMobjState(target, target->info->painstate);
+ }
+/*
+ if((P_Random() < target->info->painchance)
+ && !(target->flags&MF_SKULLFLY))
+ {
+ target->flags |= MF_JUSTHIT; // fight back!
+ P_SetMobjState(target, target->info->painstate);
+ }
+*/
+}
diff --git a/src/hexen/p_lights.c b/src/hexen/p_lights.c
new file mode 100644
index 00000000..c7e85f9b
--- /dev/null
+++ b/src/hexen/p_lights.c
@@ -0,0 +1,376 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "m_random.h"
+#include "p_local.h"
+
+//============================================================================
+//
+// T_Light
+//
+//============================================================================
+
+void T_Light(light_t * light)
+{
+ if (light->count)
+ {
+ light->count--;
+ return;
+ }
+ switch (light->type)
+ {
+ case LITE_FADE:
+ light->sector->lightlevel =
+ ((light->sector->lightlevel << FRACBITS) +
+ light->value2) >> FRACBITS;
+ if (light->tics2 == 1)
+ {
+ if (light->sector->lightlevel >= light->value1)
+ {
+ light->sector->lightlevel = light->value1;
+ P_RemoveThinker(&light->thinker);
+ }
+ }
+ else if (light->sector->lightlevel <= light->value1)
+ {
+ light->sector->lightlevel = light->value1;
+ P_RemoveThinker(&light->thinker);
+ }
+ break;
+ case LITE_GLOW:
+ light->sector->lightlevel =
+ ((light->sector->lightlevel << FRACBITS) +
+ light->tics1) >> FRACBITS;
+ if (light->tics2 == 1)
+ {
+ if (light->sector->lightlevel >= light->value1)
+ {
+ light->sector->lightlevel = light->value1;
+ light->tics1 = -light->tics1;
+ light->tics2 = -1; // reverse direction
+ }
+ }
+ else if (light->sector->lightlevel <= light->value2)
+ {
+ light->sector->lightlevel = light->value2;
+ light->tics1 = -light->tics1;
+ light->tics2 = 1; // reverse direction
+ }
+ break;
+ case LITE_FLICKER:
+ if (light->sector->lightlevel == light->value1)
+ {
+ light->sector->lightlevel = light->value2;
+ light->count = (P_Random() & 7) + 1;
+ }
+ else
+ {
+ light->sector->lightlevel = light->value1;
+ light->count = (P_Random() & 31) + 1;
+ }
+ break;
+ case LITE_STROBE:
+ if (light->sector->lightlevel == light->value1)
+ {
+ light->sector->lightlevel = light->value2;
+ light->count = light->tics2;
+ }
+ else
+ {
+ light->sector->lightlevel = light->value1;
+ light->count = light->tics1;
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+//============================================================================
+//
+// EV_SpawnLight
+//
+//============================================================================
+
+boolean EV_SpawnLight(line_t * line, byte * arg, lighttype_t type)
+{
+ light_t *light;
+ sector_t *sec;
+ int secNum;
+ int arg1, arg2, arg3, arg4;
+ boolean think;
+ boolean rtn;
+
+ /*
+ Original code; redundant considering that a byte value is always
+ in the range 0-255:
+
+ arg1 = arg[1] > 255 ? 255 : arg[1];
+ arg1 = arg1 < 0 ? 0 : arg1;
+ arg2 = arg[2] > 255 ? 255 : arg[2];
+ arg2 = arg2 < 0 ? 0 : arg2;
+ arg3 = arg[3] > 255 ? 255 : arg[3];
+ arg3 = arg3 < 0 ? 0 : arg3;
+ arg4 = arg[4] > 255 ? 255 : arg[4];
+ arg4 = arg4 < 0 ? 0 : arg4;
+ */
+
+ arg1 = arg[1];
+ arg2 = arg[2];
+ arg3 = arg[3];
+ arg4 = arg[4];
+
+ secNum = -1;
+ rtn = false;
+ think = false;
+ while ((secNum = P_FindSectorFromTag(arg[0], secNum)) >= 0)
+ {
+ think = false;
+ sec = &sectors[secNum];
+
+ light = (light_t *) Z_Malloc(sizeof(light_t), PU_LEVSPEC, 0);
+ light->type = type;
+ light->sector = sec;
+ light->count = 0;
+ rtn = true;
+ switch (type)
+ {
+ case LITE_RAISEBYVALUE:
+ sec->lightlevel += arg1;
+ if (sec->lightlevel > 255)
+ {
+ sec->lightlevel = 255;
+ }
+ break;
+ case LITE_LOWERBYVALUE:
+ sec->lightlevel -= arg1;
+ if (sec->lightlevel < 0)
+ {
+ sec->lightlevel = 0;
+ }
+ break;
+ case LITE_CHANGETOVALUE:
+ sec->lightlevel = arg1;
+ if (sec->lightlevel < 0)
+ {
+ sec->lightlevel = 0;
+ }
+ else if (sec->lightlevel > 255)
+ {
+ sec->lightlevel = 255;
+ }
+ break;
+ case LITE_FADE:
+ think = true;
+ light->value1 = arg1; // destination lightlevel
+ light->value2 = FixedDiv((arg1 - sec->lightlevel) << FRACBITS, arg2 << FRACBITS); // delta lightlevel
+ if (sec->lightlevel <= arg1)
+ {
+ light->tics2 = 1; // get brighter
+ }
+ else
+ {
+ light->tics2 = -1;
+ }
+ break;
+ case LITE_GLOW:
+ think = true;
+ light->value1 = arg1; // upper lightlevel
+ light->value2 = arg2; // lower lightlevel
+ light->tics1 = FixedDiv((arg1 - sec->lightlevel) << FRACBITS, arg3 << FRACBITS); // lightlevel delta
+ if (sec->lightlevel <= arg1)
+ {
+ light->tics2 = 1; // get brighter
+ }
+ else
+ {
+ light->tics2 = -1;
+ }
+ break;
+ case LITE_FLICKER:
+ think = true;
+ light->value1 = arg1; // upper lightlevel
+ light->value2 = arg2; // lower lightlevel
+ sec->lightlevel = light->value1;
+ light->count = (P_Random() & 64) + 1;
+ break;
+ case LITE_STROBE:
+ think = true;
+ light->value1 = arg1; // upper lightlevel
+ light->value2 = arg2; // lower lightlevel
+ light->tics1 = arg3; // upper tics
+ light->tics2 = arg4; // lower tics
+ light->count = arg3;
+ sec->lightlevel = light->value1;
+ break;
+ default:
+ rtn = false;
+ break;
+ }
+ if (think)
+ {
+ P_AddThinker(&light->thinker);
+ light->thinker.function = T_Light;
+ }
+ else
+ {
+ Z_Free(light);
+ }
+ }
+ return rtn;
+}
+
+//============================================================================
+//
+// T_Phase
+//
+//============================================================================
+
+int PhaseTable[64] = {
+ 128, 112, 96, 80, 64, 48, 32, 32,
+ 16, 16, 16, 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,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 16, 16, 16,
+ 32, 32, 48, 64, 80, 96, 112, 128
+};
+
+void T_Phase(phase_t * phase)
+{
+ phase->index = (phase->index + 1) & 63;
+ phase->sector->lightlevel = phase->base + PhaseTable[phase->index];
+}
+
+//==========================================================================
+//
+// P_SpawnPhasedLight
+//
+//==========================================================================
+
+void P_SpawnPhasedLight(sector_t * sector, int base, int index)
+{
+ phase_t *phase;
+
+ phase = Z_Malloc(sizeof(*phase), PU_LEVSPEC, 0);
+ P_AddThinker(&phase->thinker);
+ phase->sector = sector;
+ if (index == -1)
+ { // sector->lightlevel as the index
+ phase->index = sector->lightlevel & 63;
+ }
+ else
+ {
+ phase->index = index & 63;
+ }
+ phase->base = base & 255;
+ sector->lightlevel = phase->base + PhaseTable[phase->index];
+ phase->thinker.function = T_Phase;
+
+ sector->special = 0;
+}
+
+//==========================================================================
+//
+// P_SpawnLightSequence
+//
+//==========================================================================
+
+void P_SpawnLightSequence(sector_t * sector, int indexStep)
+{
+ sector_t *sec;
+ sector_t *nextSec;
+ sector_t *tempSec;
+ int seqSpecial;
+ int i;
+ int count;
+ fixed_t index;
+ fixed_t indexDelta;
+ int base;
+
+ seqSpecial = LIGHT_SEQUENCE; // look for Light_Sequence, first
+ sec = sector;
+ count = 1;
+ do
+ {
+ nextSec = NULL;
+ sec->special = LIGHT_SEQUENCE_START; // make sure that the search doesn't back up.
+ for (i = 0; i < sec->linecount; i++)
+ {
+ tempSec = getNextSector(sec->lines[i], sec);
+ if (!tempSec)
+ {
+ continue;
+ }
+ if (tempSec->special == seqSpecial)
+ {
+ if (seqSpecial == LIGHT_SEQUENCE)
+ {
+ seqSpecial = LIGHT_SEQUENCE_ALT;
+ }
+ else
+ {
+ seqSpecial = LIGHT_SEQUENCE;
+ }
+ nextSec = tempSec;
+ count++;
+ }
+ }
+ sec = nextSec;
+ }
+ while (sec);
+
+ sec = sector;
+ count *= indexStep;
+ index = 0;
+ indexDelta = FixedDiv(64 * FRACUNIT, count * FRACUNIT);
+ base = sector->lightlevel;
+ do
+ {
+ nextSec = NULL;
+ if (sec->lightlevel)
+ {
+ base = sec->lightlevel;
+ }
+ P_SpawnPhasedLight(sec, base, index >> FRACBITS);
+ index += indexDelta;
+ for (i = 0; i < sec->linecount; i++)
+ {
+ tempSec = getNextSector(sec->lines[i], sec);
+ if (!tempSec)
+ {
+ continue;
+ }
+ if (tempSec->special == LIGHT_SEQUENCE_START)
+ {
+ nextSec = tempSec;
+ }
+ }
+ sec = nextSec;
+ }
+ while (sec);
+}
diff --git a/src/hexen/p_local.h b/src/hexen/p_local.h
new file mode 100644
index 00000000..0e61142e
--- /dev/null
+++ b/src/hexen/p_local.h
@@ -0,0 +1,387 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_LOCAL__
+#define __P_LOCAL__
+
+#ifndef __R_LOCAL__
+#include "r_local.h"
+#endif
+
+#define STARTREDPALS 1
+#define STARTBONUSPALS 9
+#define STARTPOISONPALS 13
+#define STARTICEPAL 21
+#define STARTHOLYPAL 22
+#define STARTSCOURGEPAL 25
+#define NUMREDPALS 8
+#define NUMBONUSPALS 4
+#define NUMPOISONPALS 8
+
+#define TOCENTER -8
+#define FLOATSPEED (FRACUNIT*4)
+
+#define MAXHEALTH 100
+#define MAXMORPHHEALTH 30
+#define VIEWHEIGHT (48*FRACUNIT)
+
+// mapblocks are used to check movement against lines and things
+#define MAPBLOCKUNITS 128
+#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT)
+#define MAPBLOCKSHIFT (FRACBITS+7)
+#define MAPBMASK (MAPBLOCKSIZE-1)
+#define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS)
+
+// player radius for movement checking
+#define PLAYERRADIUS 16*FRACUNIT
+
+// MAXRADIUS is for precalculated sector block boxes
+// the spider demon is larger, but we don't have any moving sectors
+// nearby
+#define MAXRADIUS 32*FRACUNIT
+
+#define GRAVITY FRACUNIT
+#define MAXMOVE (30*FRACUNIT)
+
+#define USERANGE (64*FRACUNIT)
+#define MELEERANGE (64*FRACUNIT)
+#define MISSILERANGE (32*64*FRACUNIT)
+
+typedef enum
+{
+ DI_EAST,
+ DI_NORTHEAST,
+ DI_NORTH,
+ DI_NORTHWEST,
+ DI_WEST,
+ DI_SOUTHWEST,
+ DI_SOUTH,
+ DI_SOUTHEAST,
+ DI_NODIR,
+ NUMDIRS
+} dirtype_t;
+
+#define BASETHRESHOLD 100 // follow a player exlusively for 3 seconds
+
+// ***** P_TICK *****
+
+extern thinker_t thinkercap; // both the head and tail of the thinker list
+extern int TimerGame; // tic countdown for deathmatch
+
+void P_InitThinkers(void);
+void P_AddThinker(thinker_t * thinker);
+void P_RemoveThinker(thinker_t * thinker);
+
+// ***** P_PSPR *****
+
+#define USE_MANA1 1
+#define USE_MANA2 1
+
+void P_SetPsprite(player_t * player, int position, statenum_t stnum);
+void P_SetPspriteNF(player_t * player, int position, statenum_t stnum);
+void P_SetupPsprites(player_t * curplayer);
+void P_MovePsprites(player_t * curplayer);
+void P_DropWeapon(player_t * player);
+void P_ActivateMorphWeapon(player_t * player);
+void P_PostMorphWeapon(player_t * player, weapontype_t weapon);
+
+// ***** P_USER *****
+
+extern int PStateNormal[NUMCLASSES];
+extern int PStateRun[NUMCLASSES];
+extern int PStateAttack[NUMCLASSES];
+extern int PStateAttackEnd[NUMCLASSES];
+
+void P_PlayerThink(player_t * player);
+void P_Thrust(player_t * player, angle_t angle, fixed_t move);
+void P_PlayerRemoveArtifact(player_t * player, int slot);
+void P_PlayerUseArtifact(player_t * player, artitype_t arti);
+boolean P_UseArtifact(player_t * player, artitype_t arti);
+int P_GetPlayerNum(player_t * player);
+void P_TeleportOther(mobj_t * victim);
+void ResetBlasted(mobj_t * mo);
+
+// ***** P_MOBJ *****
+
+// Any floor type >= FLOOR_LIQUID will floorclip sprites
+enum
+{
+ FLOOR_SOLID,
+ FLOOR_ICE,
+ FLOOR_LIQUID,
+ FLOOR_WATER,
+ FLOOR_LAVA,
+ FLOOR_SLUDGE
+};
+
+#define ONFLOORZ INT_MIN
+#define ONCEILINGZ INT_MAX
+#define FLOATRANDZ (INT_MAX-1)
+#define FROMCEILINGZ128 (INT_MAX-2)
+
+extern mobjtype_t PuffType;
+extern mobj_t *MissileMobj;
+
+mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
+void P_RemoveMobj(mobj_t * th);
+boolean P_SetMobjState(mobj_t * mobj, statenum_t state);
+boolean P_SetMobjStateNF(mobj_t * mobj, statenum_t state);
+void P_ThrustMobj(mobj_t * mo, angle_t angle, fixed_t move);
+int P_FaceMobj(mobj_t * source, mobj_t * target, angle_t * delta);
+boolean P_SeekerMissile(mobj_t * actor, angle_t thresh, angle_t turnMax);
+void P_MobjThinker(mobj_t * mobj);
+void P_BlasterMobjThinker(mobj_t * mobj);
+void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z);
+void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage);
+void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator);
+void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator);
+void P_RipperBlood(mobj_t * mo);
+int P_GetThingFloorType(mobj_t * thing);
+int P_HitFloor(mobj_t * thing);
+boolean P_CheckMissileSpawn(mobj_t * missile);
+mobj_t *P_SpawnMissile(mobj_t * source, mobj_t * dest, mobjtype_t type);
+mobj_t *P_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z,
+ mobj_t * source, mobj_t * dest, mobjtype_t type);
+mobj_t *P_SpawnMissileAngle(mobj_t * source, mobjtype_t type,
+ angle_t angle, fixed_t momz);
+mobj_t *P_SpawnMissileAngleSpeed(mobj_t * source, mobjtype_t type,
+ angle_t angle, fixed_t momz, fixed_t speed);
+mobj_t *P_SpawnPlayerMissile(mobj_t * source, mobjtype_t type);
+mobj_t *P_SPMAngle(mobj_t * source, mobjtype_t type, angle_t angle);
+mobj_t *P_SPMAngleXYZ(mobj_t * source, fixed_t x, fixed_t y,
+ fixed_t z, mobjtype_t type, angle_t angle);
+void P_CreateTIDList(void);
+void P_RemoveMobjFromTIDList(mobj_t * mobj);
+void P_InsertMobjIntoTIDList(mobj_t * mobj, int tid);
+mobj_t *P_FindMobjFromTID(int tid, int *searchPosition);
+mobj_t *P_SpawnKoraxMissile(fixed_t x, fixed_t y, fixed_t z,
+ mobj_t * source, mobj_t * dest, mobjtype_t type);
+
+// ***** P_ENEMY *****
+
+void P_NoiseAlert(mobj_t * target, mobj_t * emmiter);
+int P_Massacre(void);
+boolean A_RaiseMobj(mobj_t * actor);
+boolean A_SinkMobj(mobj_t * actor);
+void A_NoBlocking(mobj_t * actor);
+boolean P_LookForMonsters(mobj_t * actor);
+void P_InitCreatureCorpseQueue(boolean corpseScan);
+void A_DeQueueCorpse(mobj_t * actor);
+
+
+// ***** P_MAPUTL *****
+
+typedef struct
+{
+ fixed_t x, y, dx, dy;
+} divline_t;
+
+typedef struct
+{
+ fixed_t frac; // along trace line
+ boolean isaline;
+ union
+ {
+ mobj_t *thing;
+ line_t *line;
+ } d;
+} intercept_t;
+
+#define MAXINTERCEPTS 128
+extern intercept_t intercepts[MAXINTERCEPTS], *intercept_p;
+typedef boolean(*traverser_t) (intercept_t * in);
+
+
+fixed_t P_AproxDistance(fixed_t dx, fixed_t dy);
+int P_PointOnLineSide(fixed_t x, fixed_t y, line_t * line);
+int P_PointOnDivlineSide(fixed_t x, fixed_t y, divline_t * line);
+void P_MakeDivline(line_t * li, divline_t * dl);
+fixed_t P_InterceptVector(divline_t * v2, divline_t * v1);
+int P_BoxOnLineSide(fixed_t * tmbox, line_t * ld);
+
+extern fixed_t opentop, openbottom, openrange;
+extern fixed_t lowfloor;
+void P_LineOpening(line_t * linedef);
+
+boolean P_BlockLinesIterator(int x, int y, boolean(*func) (line_t *));
+boolean P_BlockThingsIterator(int x, int y, boolean(*func) (mobj_t *));
+
+#define PT_ADDLINES 1
+#define PT_ADDTHINGS 2
+#define PT_EARLYOUT 4
+
+extern divline_t trace;
+boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
+ int flags, boolean(*trav) (intercept_t *));
+
+void P_UnsetThingPosition(mobj_t * thing);
+void P_SetThingPosition(mobj_t * thing);
+mobj_t *P_RoughMonsterSearch(mobj_t * mo, int distance);
+
+// ***** P_MAP *****
+
+extern boolean floatok; // if true, move would be ok if
+extern fixed_t tmfloorz, tmceilingz; // within tmfloorz - tmceilingz
+extern int tmfloorpic;
+extern mobj_t *BlockingMobj;
+
+extern line_t *ceilingline;
+boolean P_TestMobjLocation(mobj_t * mobj);
+boolean P_CheckPosition(mobj_t * thing, fixed_t x, fixed_t y);
+mobj_t *P_CheckOnmobj(mobj_t * thing);
+void P_FakeZMovement(mobj_t * mo);
+boolean P_TryMove(mobj_t * thing, fixed_t x, fixed_t y);
+boolean P_TeleportMove(mobj_t * thing, fixed_t x, fixed_t y);
+void P_SlideMove(mobj_t * mo);
+void P_BounceWall(mobj_t * mo);
+boolean P_CheckSight(mobj_t * t1, mobj_t * t2);
+void P_UseLines(player_t * player);
+boolean P_UsePuzzleItem(player_t * player, int itemType);
+void PIT_ThrustSpike(mobj_t * actor);
+
+boolean P_ChangeSector(sector_t * sector, int crunch);
+
+extern mobj_t *PuffSpawned; // true if a puff was spawned
+extern mobj_t *linetarget; // who got hit (or NULL)
+fixed_t P_AimLineAttack(mobj_t * t1, angle_t angle, fixed_t distance);
+
+void P_LineAttack(mobj_t * t1, angle_t angle, fixed_t distance, fixed_t slope,
+ int damage);
+
+void P_RadiusAttack(mobj_t * spot, mobj_t * source, int damage, int distance,
+ boolean damageSource);
+
+// ***** P_SETUP *****
+
+extern byte *rejectmatrix; // for fast sight rejection
+extern short *blockmaplump; // offsets in blockmap are from here
+extern short *blockmap;
+extern int bmapwidth, bmapheight; // in mapblocks
+extern fixed_t bmaporgx, bmaporgy; // origin of block map
+extern mobj_t **blocklinks; // for thing chains
+
+// ***** P_INTER *****
+
+extern int clipmana[NUMMANA];
+
+void P_SetMessage(player_t * player, char *message, boolean ultmsg);
+void P_SetYellowMessage(player_t * player, char *message, boolean ultmsg);
+void P_ClearMessage(player_t * player);
+void P_TouchSpecialThing(mobj_t * special, mobj_t * toucher);
+void P_DamageMobj(mobj_t * target, mobj_t * inflictor, mobj_t * source,
+ int damage);
+void P_FallingDamage(player_t * player);
+void P_PoisonPlayer(player_t * player, mobj_t * poisoner, int poison);
+void P_PoisonDamage(player_t * player, mobj_t * source, int damage,
+ boolean playPainSound);
+boolean P_GiveMana(player_t * player, manatype_t mana, int count);
+boolean P_GiveArtifact(player_t * player, artitype_t arti, mobj_t * mo);
+boolean P_GiveArmor(player_t * player, armortype_t armortype, int amount);
+boolean P_GiveBody(player_t * player, int num);
+boolean P_GivePower(player_t * player, powertype_t power);
+boolean P_MorphPlayer(player_t * player);
+
+// ***** AM_MAP *****
+
+boolean AM_Responder(event_t * ev);
+void AM_Ticker(void);
+void AM_Drawer(void);
+
+// ***** A_ACTION *****
+boolean A_LocalQuake(byte * args, mobj_t * victim);
+void P_SpawnDirt(mobj_t * actor, fixed_t radius);
+void A_BridgeRemove(mobj_t * actor);
+
+// ***** SB_BAR *****
+
+extern int SB_state;
+extern int ArtifactFlash;
+void SB_PaletteFlash(boolean forceChange);
+
+// ===== PO_MAN =====
+
+typedef enum
+{
+ PODOOR_NONE,
+ PODOOR_SLIDE,
+ PODOOR_SWING,
+} podoortype_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ int polyobj;
+ int speed;
+ unsigned int dist;
+ int angle;
+ fixed_t xSpeed; // for sliding walls
+ fixed_t ySpeed;
+} polyevent_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ int polyobj;
+ int speed;
+ int dist;
+ int totalDist;
+ int direction;
+ fixed_t xSpeed, ySpeed;
+ int tics;
+ int waitTics;
+ podoortype_t type;
+ boolean close;
+} polydoor_t;
+
+enum
+{
+ PO_ANCHOR_TYPE = 3000,
+ PO_SPAWN_TYPE,
+ PO_SPAWNCRUSH_TYPE
+};
+
+#define PO_LINE_START 1 // polyobj line start special
+#define PO_LINE_EXPLICIT 5
+
+extern polyobj_t *polyobjs; // list of all poly-objects on the level
+extern int po_NumPolyobjs;
+
+void T_PolyDoor(polydoor_t * pd);
+void T_RotatePoly(polyevent_t * pe);
+boolean EV_RotatePoly(line_t * line, byte * args, int direction, boolean
+ overRide);
+void T_MovePoly(polyevent_t * pe);
+boolean EV_MovePoly(line_t * line, byte * args, boolean timesEight, boolean
+ overRide);
+boolean EV_OpenPolyDoor(line_t * line, byte * args, podoortype_t type);
+
+boolean PO_MovePolyobj(int num, int x, int y);
+boolean PO_RotatePolyobj(int num, angle_t angle);
+void PO_Init(int lump);
+boolean PO_Busy(int polyobj);
+
+#include "p_spec.h"
+
+#endif // __P_LOCAL__
diff --git a/src/hexen/p_map.c b/src/hexen/p_map.c
new file mode 100644
index 00000000..da5c8824
--- /dev/null
+++ b/src/hexen/p_map.c
@@ -0,0 +1,2314 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "m_bbox.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+static void CheckForPushSpecial(line_t * line, int side, mobj_t * mobj);
+
+/*
+===============================================================================
+
+NOTES:
+
+
+===============================================================================
+*/
+
+/*
+===============================================================================
+
+mobj_t NOTES
+
+mobj_ts are used to tell the refresh where to draw an image, tell the world simulation when objects are contacted, and tell the sound driver how to position a sound.
+
+The refresh uses the next and prev links to follow lists of things in sectors as they are being drawn. The sprite, frame, and angle elements determine which patch_t is used to draw the sprite if it is visible. The sprite and frame values are allmost allways set from state_t structures. The statescr.exe utility generates the states.h and states.c files that contain the sprite/frame numbers from the statescr.txt source file. The xyz origin point represents a point at the bottom middle of the sprite (between the feet of a biped). This is the default origin position for patch_ts grabbed with lumpy.exe. A walking creature will have its z equal to the floor it is standing on.
+
+The sound code uses the x,y, and subsector fields to do stereo positioning of any sound effited by the mobj_t.
+
+The play simulation uses the blocklinks, x,y,z, radius, height to determine when mobj_ts are touching each other, touching lines in the map, or hit by trace lines (gunshots, lines of sight, etc). The mobj_t->flags element has various bit flags used by the simulation.
+
+
+Every mobj_t is linked into a single sector based on it's origin coordinates.
+The subsector_t is found with R_PointInSubsector(x,y), and the sector_t can be found with subsector->sector. The sector links are only used by the rendering code, the play simulation does not care about them at all.
+
+Any mobj_t that needs to be acted upon be something else in the play world (block movement, be shot, etc) will also need to be linked into the blockmap. If the thing has the MF_NOBLOCK flag set, it will not use the block links. It can still interact with other things, but only as the instigator (missiles will run into other things, but nothing can run into a missile). Each block in the grid is 128*128 units, and knows about every line_t that it contains a piece of, and every interactable mobj_t that has it's origin contained.
+
+A valid mobj_t is a mobj_t that has the proper subsector_t filled in for it's xy coordinates and is linked into the subsector's sector or has the MF_NOSECTOR flag set (the subsector_t needs to be valid even if MF_NOSECTOR is set), and is linked into a blockmap block or has the MF_NOBLOCKMAP flag set. Links should only be modified by the P_[Un]SetThingPosition () functions. Do not change the MF_NO? flags while a thing is valid.
+
+
+===============================================================================
+*/
+
+fixed_t tmbbox[4];
+mobj_t *tmthing;
+mobj_t *tsthing;
+int tmflags;
+fixed_t tmx, tmy;
+
+boolean floatok; // if true, move would be ok if
+ // within tmfloorz - tmceilingz
+
+fixed_t tmfloorz, tmceilingz, tmdropoffz;
+int tmfloorpic;
+
+// keep track of the line that lowers the ceiling, so missiles don't explode
+// against sky hack walls
+line_t *ceilingline;
+
+// keep track of special lines as they are hit, but don't process them
+// until the move is proven valid
+#define MAXSPECIALCROSS 8
+line_t *spechit[MAXSPECIALCROSS];
+int numspechit;
+
+mobj_t *onmobj; // generic global onmobj...used for landing on pods/players
+mobj_t *BlockingMobj;
+
+/*
+===============================================================================
+
+ TELEPORT MOVE
+
+===============================================================================
+*/
+
+/*
+==================
+=
+= PIT_StompThing
+=
+==================
+*/
+
+boolean PIT_StompThing(mobj_t * thing)
+{
+ fixed_t blockdist;
+
+ if (!(thing->flags & MF_SHOOTABLE))
+ return true;
+
+ blockdist = thing->radius + tmthing->radius;
+ if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
+ return true; // didn't hit it
+
+ if (thing == tmthing)
+ return true; // don't clip against self
+
+ if (!(tmthing->flags2 & MF2_TELESTOMP))
+ { // Not allowed to stomp things
+ return (false);
+ }
+
+ P_DamageMobj(thing, tmthing, tmthing, 10000);
+
+ return true;
+}
+
+
+/*
+===================
+=
+= P_TeleportMove
+=
+===================
+*/
+
+boolean P_TeleportMove(mobj_t * thing, fixed_t x, fixed_t y)
+{
+ int xl, xh, yl, yh, bx, by;
+ subsector_t *newsubsec;
+
+//
+// kill anything occupying the position
+//
+
+ tmthing = thing;
+ tmflags = thing->flags;
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector(x, y);
+ ceilingline = NULL;
+
+//
+// the base floor / ceiling is from the subsector that contains the
+// point. Any contacted lines the step closer together will adjust them
+//
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+ tmfloorpic = newsubsec->sector->floorpic;
+
+ validcount++;
+ numspechit = 0;
+
+//
+// stomp on any things contacted
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ for (by = yl; by <= yh; by++)
+ if (!P_BlockThingsIterator(bx, by, PIT_StompThing))
+ return false;
+
+//
+// the move is ok, so link the thing into its new position
+//
+ P_UnsetThingPosition(thing);
+
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+ thing->x = x;
+ thing->y = y;
+
+ P_SetThingPosition(thing);
+
+ return true;
+}
+
+
+boolean PIT_ThrustStompThing(mobj_t * thing)
+{
+ fixed_t blockdist;
+
+ if (!(thing->flags & MF_SHOOTABLE))
+ return true;
+
+ blockdist = thing->radius + tsthing->radius;
+ if (abs(thing->x - tsthing->x) >= blockdist ||
+ abs(thing->y - tsthing->y) >= blockdist ||
+ (thing->z > tsthing->z + tsthing->height))
+ return true; // didn't hit it
+
+ if (thing == tsthing)
+ return true; // don't clip against self
+
+ P_DamageMobj(thing, tsthing, tsthing, 10001);
+ tsthing->args[1] = 1; // Mark thrust thing as bloody
+
+ return true;
+}
+
+
+
+void PIT_ThrustSpike(mobj_t * actor)
+{
+ int xl, xh, yl, yh, bx, by;
+ int x0, x2, y0, y2;
+
+ tsthing = actor;
+
+ x0 = actor->x - actor->info->radius;
+ x2 = actor->x + actor->info->radius;
+ y0 = actor->y - actor->info->radius;
+ y2 = actor->y + actor->info->radius;
+
+ xl = (x0 - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ xh = (x2 - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ yl = (y0 - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ yh = (y2 - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+
+ // stomp on any things contacted
+ for (bx = xl; bx <= xh; bx++)
+ for (by = yl; by <= yh; by++)
+ P_BlockThingsIterator(bx, by, PIT_ThrustStompThing);
+}
+
+
+
+/*
+===============================================================================
+
+ MOVEMENT ITERATOR FUNCTIONS
+
+===============================================================================
+*/
+
+/*
+==================
+=
+= PIT_CheckLine
+=
+= Adjusts tmfloorz and tmceilingz as lines are contacted
+==================
+*/
+
+boolean PIT_CheckLine(line_t * ld)
+{
+ if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
+ || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
+ || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
+ || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
+ {
+ return (true);
+ }
+ if (P_BoxOnLineSide(tmbbox, ld) != -1)
+ {
+ return (true);
+ }
+
+// a line has been hit
+/*
+=
+= The moving thing's destination position will cross the given line.
+= If this should not be allowed, return false.
+= If the line is special, keep track of it to process later if the move
+= is proven ok. NOTE: specials are NOT sorted by order, so two special lines
+= that are only 8 pixels apart could be crossed in either order.
+*/
+
+ if (!ld->backsector)
+ { // One sided line
+ if (tmthing->flags2 & MF2_BLASTED)
+ {
+ P_DamageMobj(tmthing, NULL, NULL, tmthing->info->mass >> 5);
+ }
+ CheckForPushSpecial(ld, 0, tmthing);
+ return (false);
+ }
+ if (!(tmthing->flags & MF_MISSILE))
+ {
+ if (ld->flags & ML_BLOCKING)
+ { // Explicitly blocking everything
+ if (tmthing->flags2 & MF2_BLASTED)
+ {
+ P_DamageMobj(tmthing, NULL, NULL, tmthing->info->mass >> 5);
+ }
+ CheckForPushSpecial(ld, 0, tmthing);
+ return (false);
+ }
+ if (!tmthing->player && ld->flags & ML_BLOCKMONSTERS)
+ { // Block monsters only
+ if (tmthing->flags2 & MF2_BLASTED)
+ {
+ P_DamageMobj(tmthing, NULL, NULL, tmthing->info->mass >> 5);
+ }
+ return (false);
+ }
+ }
+ P_LineOpening(ld); // set openrange, opentop, openbottom
+ // adjust floor / ceiling heights
+ if (opentop < tmceilingz)
+ {
+ tmceilingz = opentop;
+ ceilingline = ld;
+ }
+ if (openbottom > tmfloorz)
+ {
+ tmfloorz = openbottom;
+ }
+ if (lowfloor < tmdropoffz)
+ {
+ tmdropoffz = lowfloor;
+ }
+ if (ld->special)
+ { // Contacted a special line, add it to the list
+ spechit[numspechit] = ld;
+ numspechit++;
+ }
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC PIT_CheckThing
+//
+//---------------------------------------------------------------------------
+
+boolean PIT_CheckThing(mobj_t * thing)
+{
+ fixed_t blockdist;
+ boolean solid;
+ int damage;
+
+ if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE)))
+ { // Can't hit thing
+ return (true);
+ }
+ blockdist = thing->radius + tmthing->radius;
+ if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
+ { // Didn't hit thing
+ return (true);
+ }
+ if (thing == tmthing)
+ { // Don't clip against self
+ return (true);
+ }
+ BlockingMobj = thing;
+ if (tmthing->flags2 & MF2_PASSMOBJ)
+ { // check if a mobj passed over/under another object
+ if (tmthing->type == MT_BISHOP && thing->type == MT_BISHOP)
+ { // don't let bishops fly over other bishops
+ return false;
+ }
+ if (tmthing->z >= thing->z + thing->height
+ && !(thing->flags & MF_SPECIAL))
+ {
+ return (true);
+ }
+ else if (tmthing->z + tmthing->height < thing->z
+ && !(thing->flags & MF_SPECIAL))
+ { // under thing
+ return (true);
+ }
+ }
+ // Check for skulls slamming into things
+ if (tmthing->flags & MF_SKULLFLY)
+ {
+ if (tmthing->type == MT_MINOTAUR)
+ {
+ // Slamming minotaurs shouldn't move non-creatures
+ if (!(thing->flags & MF_COUNTKILL))
+ {
+ return (false);
+ }
+ }
+ else if (tmthing->type == MT_HOLY_FX)
+ {
+ if (thing->flags & MF_SHOOTABLE && thing != tmthing->target)
+ {
+ if (netgame && !deathmatch && thing->player)
+ { // don't attack other co-op players
+ return true;
+ }
+ if (thing->flags2 & MF2_REFLECTIVE
+ && (thing->player || thing->flags2 & MF2_BOSS))
+ {
+ tmthing->special1 = (int) tmthing->target;
+ tmthing->target = thing;
+ return true;
+ }
+ if (thing->flags & MF_COUNTKILL || thing->player)
+ {
+ tmthing->special1 = (int) thing;
+ }
+ if (P_Random() < 96)
+ {
+ damage = 12;
+ if (thing->player || thing->flags2 & MF2_BOSS)
+ {
+ damage = 3;
+ // ghost burns out faster when attacking players/bosses
+ tmthing->health -= 6;
+ }
+ P_DamageMobj(thing, tmthing, tmthing->target, damage);
+ if (P_Random() < 128)
+ {
+ P_SpawnMobj(tmthing->x, tmthing->y, tmthing->z,
+ MT_HOLY_PUFF);
+ S_StartSound(tmthing, SFX_SPIRIT_ATTACK);
+ if (thing->flags & MF_COUNTKILL && P_Random() < 128
+ && !S_GetSoundPlayingInfo(thing, SFX_PUPPYBEAT))
+ {
+ if ((thing->type == MT_CENTAUR) ||
+ (thing->type == MT_CENTAURLEADER) ||
+ (thing->type == MT_ETTIN))
+ {
+ S_StartSound(thing, SFX_PUPPYBEAT);
+ }
+ }
+ }
+ }
+ if (thing->health <= 0)
+ {
+ tmthing->special1 = 0;
+ }
+ }
+ return true;
+ }
+ damage = ((P_Random() % 8) + 1) * tmthing->damage;
+ P_DamageMobj(thing, tmthing, tmthing, damage);
+ tmthing->flags &= ~MF_SKULLFLY;
+ tmthing->momx = tmthing->momy = tmthing->momz = 0;
+ P_SetMobjState(tmthing, tmthing->info->seestate);
+ return (false);
+ }
+ // Check for blasted thing running into another
+ if (tmthing->flags2 & MF2_BLASTED && thing->flags & MF_SHOOTABLE)
+ {
+ if (!(thing->flags2 & MF2_BOSS) && (thing->flags & MF_COUNTKILL))
+ {
+ thing->momx += tmthing->momx;
+ thing->momy += tmthing->momy;
+ if ((thing->momx + thing->momy) > 3 * FRACUNIT)
+ {
+ damage = (tmthing->info->mass / 100) + 1;
+ P_DamageMobj(thing, tmthing, tmthing, damage);
+ damage = (thing->info->mass / 100) + 1;
+ P_DamageMobj(tmthing, thing, thing, damage >> 2);
+ }
+ return (false);
+ }
+ }
+ // Check for missile
+ if (tmthing->flags & MF_MISSILE)
+ {
+ // Check for a non-shootable mobj
+ if (thing->flags2 & MF2_NONSHOOTABLE)
+ {
+ return true;
+ }
+ // Check if it went over / under
+ if (tmthing->z > thing->z + thing->height)
+ { // Over thing
+ return (true);
+ }
+ if (tmthing->z + tmthing->height < thing->z)
+ { // Under thing
+ return (true);
+ }
+ if (tmthing->flags2 & MF2_FLOORBOUNCE)
+ {
+ if (tmthing->target == thing || !(thing->flags & MF_SOLID))
+ {
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+ }
+ if (tmthing->type == MT_LIGHTNING_FLOOR
+ || tmthing->type == MT_LIGHTNING_CEILING)
+ {
+ if (thing->flags & MF_SHOOTABLE && thing != tmthing->target)
+ {
+ if (thing->info->mass != INT_MAX)
+ {
+ thing->momx += tmthing->momx >> 4;
+ thing->momy += tmthing->momy >> 4;
+ }
+ if ((!thing->player && !(thing->flags2 & MF2_BOSS))
+ || !(leveltime & 1))
+ {
+ if (thing->type == MT_CENTAUR
+ || thing->type == MT_CENTAURLEADER)
+ { // Lightning does more damage to centaurs
+ P_DamageMobj(thing, tmthing, tmthing->target, 9);
+ }
+ else
+ {
+ P_DamageMobj(thing, tmthing, tmthing->target, 3);
+ }
+ if (!(S_GetSoundPlayingInfo(tmthing,
+ SFX_MAGE_LIGHTNING_ZAP)))
+ {
+ S_StartSound(tmthing, SFX_MAGE_LIGHTNING_ZAP);
+ }
+ if (thing->flags & MF_COUNTKILL && P_Random() < 64
+ && !S_GetSoundPlayingInfo(thing, SFX_PUPPYBEAT))
+ {
+ if ((thing->type == MT_CENTAUR) ||
+ (thing->type == MT_CENTAURLEADER) ||
+ (thing->type == MT_ETTIN))
+ {
+ S_StartSound(thing, SFX_PUPPYBEAT);
+ }
+ }
+ }
+ tmthing->health--;
+ if (tmthing->health <= 0 || thing->health <= 0)
+ {
+ return false;
+ }
+ if (tmthing->type == MT_LIGHTNING_FLOOR)
+ {
+ if (tmthing->special2
+ && !((mobj_t *) tmthing->special2)->special1)
+ {
+ ((mobj_t *) tmthing->special2)->special1 =
+ (int) thing;
+ }
+ }
+ else if (!tmthing->special1)
+ {
+ tmthing->special1 = (int) thing;
+ }
+ }
+ return true; // lightning zaps through all sprites
+ }
+ else if (tmthing->type == MT_LIGHTNING_ZAP)
+ {
+ mobj_t *lmo;
+
+ if (thing->flags & MF_SHOOTABLE && thing != tmthing->target)
+ {
+ lmo = (mobj_t *) tmthing->special2;
+ if (lmo)
+ {
+ if (lmo->type == MT_LIGHTNING_FLOOR)
+ {
+ if (lmo->special2
+ && !((mobj_t *) lmo->special2)->special1)
+ {
+ ((mobj_t *) lmo->special2)->special1 =
+ (int) thing;
+ }
+ }
+ else if (!lmo->special1)
+ {
+ lmo->special1 = (int) thing;
+ }
+ if (!(leveltime & 3))
+ {
+ lmo->health--;
+ }
+ }
+ }
+ }
+ else if (tmthing->type == MT_MSTAFF_FX2 && thing != tmthing->target)
+ {
+ if (!thing->player && !(thing->flags2 & MF2_BOSS))
+ {
+ switch (thing->type)
+ {
+ case MT_FIGHTER_BOSS: // these not flagged boss
+ case MT_CLERIC_BOSS: // so they can be blasted
+ case MT_MAGE_BOSS:
+ break;
+ default:
+ P_DamageMobj(thing, tmthing, tmthing->target, 10);
+ return true;
+ break;
+ }
+ }
+ }
+ if (tmthing->target && tmthing->target->type == thing->type)
+ { // Don't hit same species as originator
+ if (thing == tmthing->target)
+ { // Don't missile self
+ return (true);
+ }
+ if (!thing->player)
+ { // Hit same species as originator, explode, no damage
+ return (false);
+ }
+ }
+ if (!(thing->flags & MF_SHOOTABLE))
+ { // Didn't do any damage
+ return !(thing->flags & MF_SOLID);
+ }
+ if (tmthing->flags2 & MF2_RIP)
+ {
+ if (!(thing->flags & MF_NOBLOOD) &&
+ !(thing->flags2 & MF2_REFLECTIVE) &&
+ !(thing->flags2 & MF2_INVULNERABLE))
+ { // Ok to spawn some blood
+ P_RipperBlood(tmthing);
+ }
+ //S_StartSound(tmthing, sfx_ripslop);
+ damage = ((P_Random() & 3) + 2) * tmthing->damage;
+ P_DamageMobj(thing, tmthing, tmthing->target, damage);
+ if (thing->flags2 & MF2_PUSHABLE
+ && !(tmthing->flags2 & MF2_CANNOTPUSH))
+ { // Push thing
+ thing->momx += tmthing->momx >> 2;
+ thing->momy += tmthing->momy >> 2;
+ }
+ numspechit = 0;
+ return (true);
+ }
+ // Do damage
+ damage = ((P_Random() % 8) + 1) * tmthing->damage;
+ if (damage)
+ {
+ if (!(thing->flags & MF_NOBLOOD) &&
+ !(thing->flags2 & MF2_REFLECTIVE) &&
+ !(thing->flags2 & MF2_INVULNERABLE) &&
+ !(tmthing->type == MT_TELOTHER_FX1) &&
+ !(tmthing->type == MT_TELOTHER_FX2) &&
+ !(tmthing->type == MT_TELOTHER_FX3) &&
+ !(tmthing->type == MT_TELOTHER_FX4) &&
+ !(tmthing->type == MT_TELOTHER_FX5) && (P_Random() < 192))
+ {
+ P_BloodSplatter(tmthing->x, tmthing->y, tmthing->z, thing);
+ }
+ P_DamageMobj(thing, tmthing, tmthing->target, damage);
+ }
+ return (false);
+ }
+ if (thing->flags2 & MF2_PUSHABLE && !(tmthing->flags2 & MF2_CANNOTPUSH))
+ { // Push thing
+ thing->momx += tmthing->momx >> 2;
+ thing->momy += tmthing->momy >> 2;
+ }
+ // Check for special thing
+ if (thing->flags & MF_SPECIAL)
+ {
+ solid = thing->flags & MF_SOLID;
+ if (tmflags & MF_PICKUP)
+ { // Can be picked up by tmthing
+ P_TouchSpecialThing(thing, tmthing); // Can remove thing
+ }
+ return (!solid);
+ }
+ return (!(thing->flags & MF_SOLID));
+}
+
+//---------------------------------------------------------------------------
+//
+// PIT_CheckOnmobjZ
+//
+//---------------------------------------------------------------------------
+
+boolean PIT_CheckOnmobjZ(mobj_t * thing)
+{
+ fixed_t blockdist;
+
+ if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE)))
+ { // Can't hit thing
+ return (true);
+ }
+ blockdist = thing->radius + tmthing->radius;
+ if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
+ { // Didn't hit thing
+ return (true);
+ }
+ if (thing == tmthing)
+ { // Don't clip against self
+ return (true);
+ }
+ if (tmthing->z > thing->z + thing->height)
+ {
+ return (true);
+ }
+ else if (tmthing->z + tmthing->height < thing->z)
+ { // under thing
+ return (true);
+ }
+ if (thing->flags & MF_SOLID)
+ {
+ onmobj = thing;
+ }
+ return (!(thing->flags & MF_SOLID));
+}
+
+/*
+===============================================================================
+
+ MOVEMENT CLIPPING
+
+===============================================================================
+*/
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_TestMobjLocation
+//
+// Returns true if the mobj is not blocked by anything at its current
+// location, otherwise returns false.
+//
+//----------------------------------------------------------------------------
+
+boolean P_TestMobjLocation(mobj_t * mobj)
+{
+ int flags;
+
+ flags = mobj->flags;
+ mobj->flags &= ~MF_PICKUP;
+ if (P_CheckPosition(mobj, mobj->x, mobj->y))
+ { // XY is ok, now check Z
+ mobj->flags = flags;
+ if ((mobj->z < mobj->floorz)
+ || (mobj->z + mobj->height > mobj->ceilingz))
+ { // Bad Z
+ return (false);
+ }
+ return (true);
+ }
+ mobj->flags = flags;
+ return (false);
+}
+
+/*
+==================
+=
+= P_CheckPosition
+=
+= This is purely informative, nothing is modified (except things picked up)
+
+in:
+a mobj_t (can be valid or invalid)
+a position to be checked (doesn't need to be related to the mobj_t->x,y)
+
+during:
+special things are touched if MF_PICKUP
+early out on solid lines?
+
+out:
+newsubsec
+floorz
+ceilingz
+tmdropoffz = the lowest point contacted (monsters won't move to a dropoff)
+speciallines[]
+numspeciallines
+mobj_t *BlockingMobj = pointer to thing that blocked position (NULL if not
+blocked, or blocked by a line).
+
+==================
+*/
+
+boolean P_CheckPosition(mobj_t * thing, fixed_t x, fixed_t y)
+{
+ int xl, xh, yl, yh, bx, by;
+ subsector_t *newsubsec;
+
+ tmthing = thing;
+ tmflags = thing->flags;
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector(x, y);
+ ceilingline = NULL;
+
+//
+// the base floor / ceiling is from the subsector that contains the
+// point. Any contacted lines the step closer together will adjust them
+//
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+ tmfloorpic = newsubsec->sector->floorpic;
+
+ validcount++;
+ numspechit = 0;
+
+ if (tmflags & MF_NOCLIP && !(tmflags & MF_SKULLFLY))
+ {
+ return true;
+ }
+
+//
+// check things first, possibly picking things up
+// the bounding box is extended by MAXRADIUS because mobj_ts are grouped
+// into mapblocks based on their origin point, and can overlap into adjacent
+// blocks by up to MAXRADIUS units
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+
+ BlockingMobj = NULL;
+ for (bx = xl; bx <= xh; bx++)
+ for (by = yl; by <= yh; by++)
+ if (!P_BlockThingsIterator(bx, by, PIT_CheckThing))
+ return false;
+//
+// check lines
+//
+ if (tmflags & MF_NOCLIP)
+ {
+ return true;
+ }
+
+ BlockingMobj = NULL;
+ xl = (tmbbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ for (by = yl; by <= yh; by++)
+ if (!P_BlockLinesIterator(bx, by, PIT_CheckLine))
+ return false;
+ return true;
+}
+
+//=============================================================================
+//
+// P_CheckOnmobj(mobj_t *thing)
+//
+// Checks if the new Z position is legal
+//=============================================================================
+
+mobj_t *P_CheckOnmobj(mobj_t * thing)
+{
+ int xl, xh, yl, yh, bx, by;
+ subsector_t *newsubsec;
+ fixed_t x;
+ fixed_t y;
+ mobj_t oldmo;
+
+ x = thing->x;
+ y = thing->y;
+ tmthing = thing;
+ tmflags = thing->flags;
+ oldmo = *thing; // save the old mobj before the fake zmovement
+ P_FakeZMovement(tmthing);
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector(x, y);
+ ceilingline = NULL;
+
+//
+// the base floor / ceiling is from the subsector that contains the
+// point. Any contacted lines the step closer together will adjust them
+//
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+ tmfloorpic = newsubsec->sector->floorpic;
+
+ validcount++;
+ numspechit = 0;
+
+ if (tmflags & MF_NOCLIP)
+ return NULL;
+
+//
+// check things first, possibly picking things up
+// the bounding box is extended by MAXRADIUS because mobj_ts are grouped
+// into mapblocks based on their origin point, and can overlap into adjacent
+// blocks by up to MAXRADIUS units
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ for (by = yl; by <= yh; by++)
+ if (!P_BlockThingsIterator(bx, by, PIT_CheckOnmobjZ))
+ {
+ *tmthing = oldmo;
+ return onmobj;
+ }
+ *tmthing = oldmo;
+ return NULL;
+}
+
+//=============================================================================
+//
+// P_FakeZMovement
+//
+// Fake the zmovement so that we can check if a move is legal
+//=============================================================================
+
+void P_FakeZMovement(mobj_t * mo)
+{
+ int dist;
+ int delta;
+//
+// adjust height
+//
+ mo->z += mo->momz;
+ if (mo->flags & MF_FLOAT && mo->target)
+ { // float down towards target if too close
+ if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
+ {
+ dist =
+ P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
+ delta = (mo->target->z + (mo->height >> 1)) - mo->z;
+ if (delta < 0 && dist < -(delta * 3))
+ mo->z -= FLOATSPEED;
+ else if (delta > 0 && dist < (delta * 3))
+ mo->z += FLOATSPEED;
+ }
+ }
+ if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && leveltime & 2)
+ {
+ mo->z += finesine[(FINEANGLES / 20 * leveltime >> 2) & FINEMASK];
+ }
+
+//
+// clip movement
+//
+ if (mo->z <= mo->floorz)
+ { // Hit the floor
+ mo->z = mo->floorz;
+ if (mo->momz < 0)
+ {
+ mo->momz = 0;
+ }
+ if (mo->flags & MF_SKULLFLY)
+ { // The skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->info->crashstate && (mo->flags & MF_CORPSE))
+ {
+ return;
+ }
+ }
+ else if (mo->flags2 & MF2_LOGRAV)
+ {
+ if (mo->momz == 0)
+ mo->momz = -(GRAVITY >> 3) * 2;
+ else
+ mo->momz -= GRAVITY >> 3;
+ }
+ else if (!(mo->flags & MF_NOGRAVITY))
+ {
+ if (mo->momz == 0)
+ mo->momz = -GRAVITY * 2;
+ else
+ mo->momz -= GRAVITY;
+ }
+
+ if (mo->z + mo->height > mo->ceilingz)
+ { // hit the ceiling
+ if (mo->momz > 0)
+ mo->momz = 0;
+ mo->z = mo->ceilingz - mo->height;
+ if (mo->flags & MF_SKULLFLY)
+ { // the skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ }
+}
+
+//===========================================================================
+//
+// CheckForPushSpecial
+//
+//===========================================================================
+
+static void CheckForPushSpecial(line_t * line, int side, mobj_t * mobj)
+{
+ if (line->special)
+ {
+ if (mobj->flags2 & MF2_PUSHWALL)
+ {
+ P_ActivateLine(line, mobj, side, SPAC_PUSH);
+ }
+ else if (mobj->flags2 & MF2_IMPACT)
+ {
+ P_ActivateLine(line, mobj, side, SPAC_IMPACT);
+ }
+ }
+}
+
+/*
+===================
+=
+= P_TryMove
+=
+= Attempt to move to a new position, crossing special lines unless MF_TELEPORT
+= is set
+=
+===================
+*/
+
+boolean P_TryMove(mobj_t * thing, fixed_t x, fixed_t y)
+{
+ fixed_t oldx, oldy;
+ int side, oldside;
+ line_t *ld;
+
+ floatok = false;
+ if (!P_CheckPosition(thing, x, y))
+ { // Solid wall or thing
+ if (!BlockingMobj || BlockingMobj->player || !thing->player)
+ {
+ goto pushline;
+ }
+ else if (BlockingMobj->z + BlockingMobj->height - thing->z
+ > 24 * FRACUNIT
+ || (BlockingMobj->subsector->sector->ceilingheight
+ - (BlockingMobj->z + BlockingMobj->height) <
+ thing->height)
+ || (tmceilingz - (BlockingMobj->z + BlockingMobj->height) <
+ thing->height))
+ {
+ goto pushline;
+ }
+ }
+ if (!(thing->flags & MF_NOCLIP))
+ {
+ if (tmceilingz - tmfloorz < thing->height)
+ { // Doesn't fit
+ goto pushline;
+ }
+ floatok = true;
+ if (!(thing->flags & MF_TELEPORT)
+ && tmceilingz - thing->z < thing->height
+ && thing->type != MT_LIGHTNING_CEILING
+ && !(thing->flags2 & MF2_FLY))
+ { // mobj must lower itself to fit
+ goto pushline;
+ }
+ if (thing->flags2 & MF2_FLY)
+ {
+ if (thing->z + thing->height > tmceilingz)
+ {
+ thing->momz = -8 * FRACUNIT;
+ goto pushline;
+ }
+ else if (thing->z < tmfloorz
+ && tmfloorz - tmdropoffz > 24 * FRACUNIT)
+ {
+ thing->momz = 8 * FRACUNIT;
+ goto pushline;
+ }
+ }
+ if (!(thing->flags & MF_TELEPORT)
+ // The Minotaur floor fire (MT_MNTRFX2) can step up any amount
+ && thing->type != MT_MNTRFX2 && thing->type != MT_LIGHTNING_FLOOR
+ && tmfloorz - thing->z > 24 * FRACUNIT)
+ {
+ goto pushline;
+ }
+ if (!(thing->flags & (MF_DROPOFF | MF_FLOAT)) &&
+ (tmfloorz - tmdropoffz > 24 * FRACUNIT) &&
+ !(thing->flags2 & MF2_BLASTED))
+ { // Can't move over a dropoff unless it's been blasted
+ return (false);
+ }
+ if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
+ && (tmfloorpic != thing->subsector->sector->floorpic
+ || tmfloorz - thing->z != 0))
+ { // must stay within a sector of a certain floor type
+ return false;
+ }
+ }
+
+//
+// the move is ok, so link the thing into its new position
+//
+ P_UnsetThingPosition(thing);
+
+ oldx = thing->x;
+ oldy = thing->y;
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+ thing->floorpic = tmfloorpic;
+ thing->x = x;
+ thing->y = y;
+
+ P_SetThingPosition(thing);
+
+ if (thing->flags2 & MF2_FLOORCLIP)
+ {
+ if (thing->z == thing->subsector->sector->floorheight
+ && P_GetThingFloorType(thing) >= FLOOR_LIQUID)
+ {
+ thing->floorclip = 10 * FRACUNIT;
+ }
+ else
+ {
+ thing->floorclip = 0;
+ }
+ }
+
+//
+// if any special lines were hit, do the effect
+//
+ if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP)))
+ {
+ while (numspechit > 0)
+ {
+ numspechit--;
+ // see if the line was crossed
+ ld = spechit[numspechit];
+ side = P_PointOnLineSide(thing->x, thing->y, ld);
+ oldside = P_PointOnLineSide(oldx, oldy, ld);
+ if (side != oldside)
+ {
+ if (ld->special)
+ {
+ if (thing->player)
+ {
+ P_ActivateLine(ld, thing, oldside, SPAC_CROSS);
+ }
+ else if (thing->flags2 & MF2_MCROSS)
+ {
+ P_ActivateLine(ld, thing, oldside, SPAC_MCROSS);
+ }
+ else if (thing->flags2 & MF2_PCROSS)
+ {
+ P_ActivateLine(ld, thing, oldside, SPAC_PCROSS);
+ }
+ }
+ }
+ }
+ }
+ return true;
+
+ pushline:
+ if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP)))
+ {
+ int numSpecHitTemp;
+
+ if (tmthing->flags2 & MF2_BLASTED)
+ {
+ P_DamageMobj(tmthing, NULL, NULL, tmthing->info->mass >> 5);
+ }
+ numSpecHitTemp = numspechit;
+ while (numSpecHitTemp > 0)
+ {
+ numSpecHitTemp--;
+ // see if the line was crossed
+ ld = spechit[numSpecHitTemp];
+ side = P_PointOnLineSide(thing->x, thing->y, ld);
+ CheckForPushSpecial(ld, side, thing);
+ }
+ }
+ return false;
+}
+
+/*
+==================
+=
+= P_ThingHeightClip
+=
+= Takes a valid thing and adjusts the thing->floorz, thing->ceilingz,
+= anf possibly thing->z
+=
+= This is called for all nearby monsters whenever a sector changes height
+=
+= If the thing doesn't fit, the z will be set to the lowest value and
+= false will be returned
+==================
+*/
+
+boolean P_ThingHeightClip(mobj_t * thing)
+{
+ boolean onfloor;
+
+ onfloor = (thing->z == thing->floorz);
+
+ P_CheckPosition(thing, thing->x, thing->y);
+ // what about stranding a monster partially off an edge?
+
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+ thing->floorpic = tmfloorpic;
+
+ if (onfloor)
+ { // walking monsters rise and fall with the floor
+ if ((thing->z - thing->floorz < 9 * FRACUNIT)
+ || (thing->flags & MF_NOGRAVITY))
+ {
+ thing->z = thing->floorz;
+ }
+ }
+ else
+ { // don't adjust a floating monster unless forced to
+ if (thing->z + thing->height > thing->ceilingz)
+ thing->z = thing->ceilingz - thing->height;
+ }
+
+ if (thing->ceilingz - thing->floorz < thing->height)
+ return false;
+
+ return true;
+}
+
+
+/*
+==============================================================================
+
+ SLIDE MOVE
+
+Allows the player to slide along any angled walls
+
+==============================================================================
+*/
+
+fixed_t bestslidefrac, secondslidefrac;
+line_t *bestslideline, *secondslideline;
+mobj_t *slidemo;
+
+fixed_t tmxmove, tmymove;
+
+/*
+==================
+=
+= P_HitSlideLine
+=
+= Adjusts the xmove / ymove so that the next move will slide along the wall
+==================
+*/
+
+void P_HitSlideLine(line_t * ld)
+{
+ int side;
+ angle_t lineangle, moveangle, deltaangle;
+ fixed_t movelen, newlen;
+
+
+ if (ld->slopetype == ST_HORIZONTAL)
+ {
+ tmymove = 0;
+ return;
+ }
+ if (ld->slopetype == ST_VERTICAL)
+ {
+ tmxmove = 0;
+ return;
+ }
+
+ side = P_PointOnLineSide(slidemo->x, slidemo->y, ld);
+
+ lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy);
+ if (side == 1)
+ lineangle += ANG180;
+ moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove);
+ deltaangle = moveangle - lineangle;
+ if (deltaangle > ANG180)
+ deltaangle += ANG180;
+// I_Error ("SlideLine: ang>ANG180");
+
+ lineangle >>= ANGLETOFINESHIFT;
+ deltaangle >>= ANGLETOFINESHIFT;
+
+ movelen = P_AproxDistance(tmxmove, tmymove);
+ newlen = FixedMul(movelen, finecosine[deltaangle]);
+ tmxmove = FixedMul(newlen, finecosine[lineangle]);
+ tmymove = FixedMul(newlen, finesine[lineangle]);
+}
+
+/*
+==============
+=
+= PTR_SlideTraverse
+=
+==============
+*/
+
+boolean PTR_SlideTraverse(intercept_t * in)
+{
+ line_t *li;
+
+ if (!in->isaline)
+ I_Error("PTR_SlideTraverse: not a line?");
+
+ li = in->d.line;
+ if (!(li->flags & ML_TWOSIDED))
+ {
+ if (P_PointOnLineSide(slidemo->x, slidemo->y, li))
+ return true; // don't hit the back side
+ goto isblocking;
+ }
+
+ P_LineOpening(li); // set openrange, opentop, openbottom
+ if (openrange < slidemo->height)
+ goto isblocking; // doesn't fit
+
+ if (opentop - slidemo->z < slidemo->height)
+ goto isblocking; // mobj is too high
+
+ if (openbottom - slidemo->z > 24 * FRACUNIT)
+ goto isblocking; // too big a step up
+
+ return true; // this line doesn't block movement
+
+// the line does block movement, see if it is closer than best so far
+ isblocking:
+ if (in->frac < bestslidefrac)
+ {
+ secondslidefrac = bestslidefrac;
+ secondslideline = bestslideline;
+ bestslidefrac = in->frac;
+ bestslideline = li;
+ }
+
+ return false; // stop
+}
+
+
+/*
+==================
+=
+= P_SlideMove
+=
+= The momx / momy move is bad, so try to slide along a wall
+=
+= Find the first line hit, move flush to it, and slide along it
+=
+= This is a kludgy mess.
+==================
+*/
+
+void P_SlideMove(mobj_t * mo)
+{
+ fixed_t leadx, leady;
+ fixed_t trailx, traily;
+ fixed_t newx, newy;
+ int hitcount;
+
+ slidemo = mo;
+ hitcount = 0;
+ retry:
+ if (++hitcount == 3)
+ goto stairstep; // don't loop forever
+
+//
+// trace along the three leading corners
+//
+ if (mo->momx > 0)
+ {
+ leadx = mo->x + mo->radius;
+ trailx = mo->x - mo->radius;
+ }
+ else
+ {
+ leadx = mo->x - mo->radius;
+ trailx = mo->x + mo->radius;
+ }
+
+ if (mo->momy > 0)
+ {
+ leady = mo->y + mo->radius;
+ traily = mo->y - mo->radius;
+ }
+ else
+ {
+ leady = mo->y - mo->radius;
+ traily = mo->y + mo->radius;
+ }
+
+ bestslidefrac = FRACUNIT + 1;
+
+ P_PathTraverse(leadx, leady, leadx + mo->momx, leady + mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse);
+ P_PathTraverse(trailx, leady, trailx + mo->momx, leady + mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse);
+ P_PathTraverse(leadx, traily, leadx + mo->momx, traily + mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse);
+
+//
+// move up to the wall
+//
+ if (bestslidefrac == FRACUNIT + 1)
+ { // the move must have hit the middle, so stairstep
+ stairstep:
+ if (!P_TryMove(mo, mo->x, mo->y + mo->momy))
+ {
+ P_TryMove(mo, mo->x + mo->momx, mo->y);
+ }
+ return;
+ }
+
+ bestslidefrac -= 0x800; // fudge a bit to make sure it doesn't hit
+ if (bestslidefrac > 0)
+ {
+ newx = FixedMul(mo->momx, bestslidefrac);
+ newy = FixedMul(mo->momy, bestslidefrac);
+ if (!P_TryMove(mo, mo->x + newx, mo->y + newy))
+ goto stairstep;
+ }
+
+//
+// now continue along the wall
+//
+ bestslidefrac = FRACUNIT - (bestslidefrac + 0x800); // remainder
+ if (bestslidefrac > FRACUNIT)
+ bestslidefrac = FRACUNIT;
+ if (bestslidefrac <= 0)
+ return;
+
+ tmxmove = FixedMul(mo->momx, bestslidefrac);
+ tmymove = FixedMul(mo->momy, bestslidefrac);
+
+ P_HitSlideLine(bestslideline); // clip the moves
+
+ mo->momx = tmxmove;
+ mo->momy = tmymove;
+
+ if (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove))
+ {
+ goto retry;
+ }
+}
+
+//============================================================================
+//
+// PTR_BounceTraverse
+//
+//============================================================================
+
+boolean PTR_BounceTraverse(intercept_t * in)
+{
+ line_t *li;
+
+ if (!in->isaline)
+ I_Error("PTR_BounceTraverse: not a line?");
+
+ li = in->d.line;
+ if (!(li->flags & ML_TWOSIDED))
+ {
+ if (P_PointOnLineSide(slidemo->x, slidemo->y, li))
+ return true; // don't hit the back side
+ goto bounceblocking;
+ }
+
+ P_LineOpening(li); // set openrange, opentop, openbottom
+ if (openrange < slidemo->height)
+ goto bounceblocking; // doesn't fit
+
+ if (opentop - slidemo->z < slidemo->height)
+ goto bounceblocking; // mobj is too high
+ return true; // this line doesn't block movement
+
+// the line does block movement, see if it is closer than best so far
+ bounceblocking:
+ if (in->frac < bestslidefrac)
+ {
+ secondslidefrac = bestslidefrac;
+ secondslideline = bestslideline;
+ bestslidefrac = in->frac;
+ bestslideline = li;
+ }
+ return false; // stop
+}
+
+//============================================================================
+//
+// P_BounceWall
+//
+//============================================================================
+
+void P_BounceWall(mobj_t * mo)
+{
+ fixed_t leadx, leady;
+ int side;
+ angle_t lineangle, moveangle, deltaangle;
+ fixed_t movelen;
+
+ slidemo = mo;
+
+//
+// trace along the three leading corners
+//
+ if (mo->momx > 0)
+ {
+ leadx = mo->x + mo->radius;
+ }
+ else
+ {
+ leadx = mo->x - mo->radius;
+ }
+ if (mo->momy > 0)
+ {
+ leady = mo->y + mo->radius;
+ }
+ else
+ {
+ leady = mo->y - mo->radius;
+ }
+ bestslidefrac = FRACUNIT + 1;
+ P_PathTraverse(leadx, leady, leadx + mo->momx, leady + mo->momy,
+ PT_ADDLINES, PTR_BounceTraverse);
+
+ side = P_PointOnLineSide(mo->x, mo->y, bestslideline);
+ lineangle = R_PointToAngle2(0, 0, bestslideline->dx, bestslideline->dy);
+ if (side == 1)
+ lineangle += ANG180;
+ moveangle = R_PointToAngle2(0, 0, mo->momx, mo->momy);
+ deltaangle = (2 * lineangle) - moveangle;
+// if (deltaangle > ANG180)
+// deltaangle += ANG180;
+// I_Error ("SlideLine: ang>ANG180");
+
+ lineangle >>= ANGLETOFINESHIFT;
+ deltaangle >>= ANGLETOFINESHIFT;
+
+ movelen = P_AproxDistance(mo->momx, mo->momy);
+ movelen = FixedMul(movelen, 0.75 * FRACUNIT); // friction
+ if (movelen < FRACUNIT)
+ movelen = 2 * FRACUNIT;
+ mo->momx = FixedMul(movelen, finecosine[deltaangle]);
+ mo->momy = FixedMul(movelen, finesine[deltaangle]);
+}
+
+
+/*
+==============================================================================
+
+ P_LineAttack
+
+==============================================================================
+*/
+
+
+mobj_t *PuffSpawned;
+mobj_t *linetarget; // who got hit (or NULL)
+mobj_t *shootthing;
+fixed_t shootz; // height if not aiming up or down
+ // ???: use slope for monsters?
+int la_damage;
+fixed_t attackrange;
+
+fixed_t aimslope;
+
+extern fixed_t topslope, bottomslope; // slopes to top and bottom of target
+
+/*
+===============================================================================
+=
+= PTR_AimTraverse
+=
+= Sets linetaget and aimslope when a target is aimed at
+===============================================================================
+*/
+
+boolean PTR_AimTraverse(intercept_t * in)
+{
+ line_t *li;
+ mobj_t *th;
+ fixed_t slope, thingtopslope, thingbottomslope;
+ fixed_t dist;
+
+ if (in->isaline)
+ {
+ li = in->d.line;
+ if (!(li->flags & ML_TWOSIDED))
+ return false; // stop
+//
+// crosses a two sided line
+// a two sided line will restrict the possible target ranges
+ P_LineOpening(li);
+
+ if (openbottom >= opentop)
+ return false; // stop
+
+ dist = FixedMul(attackrange, in->frac);
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv(openbottom - shootz, dist);
+ if (slope > bottomslope)
+ bottomslope = slope;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv(opentop - shootz, dist);
+ if (slope < topslope)
+ topslope = slope;
+ }
+
+ if (topslope <= bottomslope)
+ return false; // stop
+
+ return true; // shot continues
+ }
+
+//
+// shoot a thing
+//
+ th = in->d.thing;
+ if (th == shootthing)
+ return true; // can't shoot self
+ if (!(th->flags & MF_SHOOTABLE))
+ { // corpse or something
+ return true;
+ }
+ if (th->player && netgame && !deathmatch)
+ { // don't aim at fellow co-op players
+ return true;
+ }
+
+// check angles to see if the thing can be aimed at
+
+ dist = FixedMul(attackrange, in->frac);
+ thingtopslope = FixedDiv(th->z + th->height - shootz, dist);
+ if (thingtopslope < bottomslope)
+ return true; // shot over the thing
+ thingbottomslope = FixedDiv(th->z - shootz, dist);
+ if (thingbottomslope > topslope)
+ return true; // shot under the thing
+
+//
+// this thing can be hit!
+//
+ if (thingtopslope > topslope)
+ thingtopslope = topslope;
+ if (thingbottomslope < bottomslope)
+ thingbottomslope = bottomslope;
+
+ aimslope = (thingtopslope + thingbottomslope) / 2;
+ linetarget = th;
+
+ return false; // don't go any farther
+}
+
+
+/*
+==============================================================================
+=
+= PTR_ShootTraverse
+=
+==============================================================================
+*/
+
+boolean PTR_ShootTraverse(intercept_t * in)
+{
+ fixed_t x, y, z;
+ fixed_t frac;
+ line_t *li;
+ mobj_t *th;
+ fixed_t slope;
+ fixed_t dist;
+ fixed_t thingtopslope, thingbottomslope;
+
+ extern mobj_t LavaInflictor;
+
+ if (in->isaline)
+ {
+ li = in->d.line;
+ if (li->special)
+ {
+ P_ActivateLine(li, shootthing, 0, SPAC_IMPACT);
+// P_ShootSpecialLine (shootthing, li);
+ }
+ if (!(li->flags & ML_TWOSIDED))
+ goto hitline;
+
+//
+// crosses a two sided line
+//
+ P_LineOpening(li);
+
+ dist = FixedMul(attackrange, in->frac);
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv(openbottom - shootz, dist);
+ if (slope > aimslope)
+ goto hitline;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv(opentop - shootz, dist);
+ if (slope < aimslope)
+ goto hitline;
+ }
+
+ return true; // shot continues
+//
+// hit line
+//
+ hitline:
+ // position a bit closer
+ frac = in->frac - FixedDiv(4 * FRACUNIT, attackrange);
+ x = trace.x + FixedMul(trace.dx, frac);
+ y = trace.y + FixedMul(trace.dy, frac);
+ z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange));
+
+ if (li->frontsector->ceilingpic == skyflatnum)
+ {
+ if (z > li->frontsector->ceilingheight)
+ return false; // don't shoot the sky!
+ if (li->backsector && li->backsector->ceilingpic == skyflatnum)
+ return false; // it's a sky hack wall
+ }
+
+ P_SpawnPuff(x, y, z);
+ return false; // don't go any farther
+ }
+
+//
+// shoot a thing
+//
+ th = in->d.thing;
+ if (th == shootthing)
+ return true; // can't shoot self
+ if (!(th->flags & MF_SHOOTABLE))
+ return true; // corpse or something
+
+//
+// check for physical attacks on a ghost
+//
+/* FIX: Impliment Heretic 2 weapons here
+ if(th->flags&MF_SHADOW && shootthing->player->readyweapon == wp_staff)
+ {
+ return(true);
+ }
+*/
+
+// check angles to see if the thing can be aimed at
+ dist = FixedMul(attackrange, in->frac);
+ thingtopslope = FixedDiv(th->z + th->height - shootz, dist);
+ if (thingtopslope < aimslope)
+ return true; // shot over the thing
+ thingbottomslope = FixedDiv(th->z - shootz, dist);
+ if (thingbottomslope > aimslope)
+ return true; // shot under the thing
+
+//
+// hit thing
+//
+ // position a bit closer
+ frac = in->frac - FixedDiv(10 * FRACUNIT, attackrange);
+ x = trace.x + FixedMul(trace.dx, frac);
+ y = trace.y + FixedMul(trace.dy, frac);
+ z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange));
+ P_SpawnPuff(x, y, z);
+ if (la_damage)
+ {
+ if (!(in->d.thing->flags & MF_NOBLOOD) &&
+ !(in->d.thing->flags2 & MF2_INVULNERABLE))
+ {
+ if (PuffType == MT_AXEPUFF || PuffType == MT_AXEPUFF_GLOW)
+ {
+ P_BloodSplatter2(x, y, z, in->d.thing);
+ }
+ if (P_Random() < 192)
+ {
+ P_BloodSplatter(x, y, z, in->d.thing);
+ }
+ }
+ if (PuffType == MT_FLAMEPUFF2)
+ { // Cleric FlameStrike does fire damage
+ P_DamageMobj(th, &LavaInflictor, shootthing, la_damage);
+ }
+ else
+ {
+ P_DamageMobj(th, shootthing, shootthing, la_damage);
+ }
+ }
+ return (false); // don't go any farther
+}
+
+/*
+=================
+=
+= P_AimLineAttack
+=
+=================
+*/
+
+fixed_t P_AimLineAttack(mobj_t * t1, angle_t angle, fixed_t distance)
+{
+ fixed_t x2, y2;
+
+ angle >>= ANGLETOFINESHIFT;
+ shootthing = t1;
+ x2 = t1->x + (distance >> FRACBITS) * finecosine[angle];
+ y2 = t1->y + (distance >> FRACBITS) * finesine[angle];
+ shootz = t1->z + (t1->height >> 1) + 8 * FRACUNIT;
+ topslope = 100 * FRACUNIT / 160; // can't shoot outside view angles
+ bottomslope = -100 * FRACUNIT / 160;
+ attackrange = distance;
+ linetarget = NULL;
+
+ P_PathTraverse(t1->x, t1->y, x2, y2, PT_ADDLINES | PT_ADDTHINGS,
+ PTR_AimTraverse);
+
+ if (linetarget)
+ return aimslope;
+ return 0;
+}
+
+
+
+/*
+=================
+=
+= P_LineAttack
+=
+= if damage == 0, it is just a test trace that will leave linetarget set
+=
+=================
+*/
+
+void P_LineAttack(mobj_t * t1, angle_t angle, fixed_t distance, fixed_t slope,
+ int damage)
+{
+ fixed_t x2, y2;
+
+ angle >>= ANGLETOFINESHIFT;
+ shootthing = t1;
+ la_damage = damage;
+ x2 = t1->x + (distance >> FRACBITS) * finecosine[angle];
+ y2 = t1->y + (distance >> FRACBITS) * finesine[angle];
+ shootz = t1->z + (t1->height >> 1) + 8 * FRACUNIT;
+ shootz -= t1->floorclip;
+ attackrange = distance;
+ aimslope = slope;
+
+ if (P_PathTraverse(t1->x, t1->y, x2, y2, PT_ADDLINES | PT_ADDTHINGS,
+ PTR_ShootTraverse))
+ {
+ switch (PuffType)
+ {
+ case MT_PUNCHPUFF:
+ S_StartSound(t1, SFX_FIGHTER_PUNCH_MISS);
+ break;
+ case MT_HAMMERPUFF:
+ case MT_AXEPUFF:
+ case MT_AXEPUFF_GLOW:
+ S_StartSound(t1, SFX_FIGHTER_HAMMER_MISS);
+ break;
+ case MT_FLAMEPUFF:
+ P_SpawnPuff(x2, y2, shootz + FixedMul(slope, distance));
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+/*
+==============================================================================
+
+ USE LINES
+
+==============================================================================
+*/
+
+mobj_t *usething;
+
+boolean PTR_UseTraverse(intercept_t * in)
+{
+ int sound;
+ fixed_t pheight;
+
+ if (!in->d.line->special)
+ {
+ P_LineOpening(in->d.line);
+ if (openrange <= 0)
+ {
+ if (usething->player)
+ {
+ switch (usething->player->class)
+ {
+ case PCLASS_FIGHTER:
+ sound = SFX_PLAYER_FIGHTER_FAILED_USE;
+ break;
+ case PCLASS_CLERIC:
+ sound = SFX_PLAYER_CLERIC_FAILED_USE;
+ break;
+ case PCLASS_MAGE:
+ sound = SFX_PLAYER_MAGE_FAILED_USE;
+ break;
+ case PCLASS_PIG:
+ sound = SFX_PIG_ACTIVE1;
+ break;
+ default:
+ sound = SFX_NONE;
+ break;
+ }
+ S_StartSound(usething, sound);
+ }
+ return false; // can't use through a wall
+ }
+ if (usething->player)
+ {
+ pheight = usething->z + (usething->height / 2);
+ if ((opentop < pheight) || (openbottom > pheight))
+ {
+ switch (usething->player->class)
+ {
+ case PCLASS_FIGHTER:
+ sound = SFX_PLAYER_FIGHTER_FAILED_USE;
+ break;
+ case PCLASS_CLERIC:
+ sound = SFX_PLAYER_CLERIC_FAILED_USE;
+ break;
+ case PCLASS_MAGE:
+ sound = SFX_PLAYER_MAGE_FAILED_USE;
+ break;
+ case PCLASS_PIG:
+ sound = SFX_PIG_ACTIVE1;
+ break;
+ default:
+ sound = SFX_NONE;
+ break;
+ }
+ S_StartSound(usething, sound);
+ }
+ }
+ return true; // not a special line, but keep checking
+ }
+
+ if (P_PointOnLineSide(usething->x, usething->y, in->d.line) == 1)
+ return false; // don't use back sides
+
+// P_UseSpecialLine (usething, in->d.line);
+ P_ActivateLine(in->d.line, usething, 0, SPAC_USE);
+
+ return false; // can't use for than one special line in a row
+}
+
+
+/*
+================
+=
+= P_UseLines
+=
+= Looks for special lines in front of the player to activate
+================
+*/
+
+void P_UseLines(player_t * player)
+{
+ int angle;
+ fixed_t x1, y1, x2, y2;
+
+ usething = player->mo;
+
+ angle = player->mo->angle >> ANGLETOFINESHIFT;
+ x1 = player->mo->x;
+ y1 = player->mo->y;
+ x2 = x1 + (USERANGE >> FRACBITS) * finecosine[angle];
+ y2 = y1 + (USERANGE >> FRACBITS) * finesine[angle];
+
+ P_PathTraverse(x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse);
+}
+
+//==========================================================================
+//
+// PTR_PuzzleItemTraverse
+//
+//==========================================================================
+
+#define USE_PUZZLE_ITEM_SPECIAL 129
+
+static mobj_t *PuzzleItemUser;
+static int PuzzleItemType;
+static boolean PuzzleActivated;
+
+boolean PTR_PuzzleItemTraverse(intercept_t * in)
+{
+ mobj_t *mobj;
+ int sound;
+
+ if (in->isaline)
+ { // Check line
+ if (in->d.line->special != USE_PUZZLE_ITEM_SPECIAL)
+ {
+ P_LineOpening(in->d.line);
+ if (openrange <= 0)
+ {
+ sound = SFX_NONE;
+ if (PuzzleItemUser->player)
+ {
+ switch (PuzzleItemUser->player->class)
+ {
+ case PCLASS_FIGHTER:
+ sound = SFX_PUZZLE_FAIL_FIGHTER;
+ break;
+ case PCLASS_CLERIC:
+ sound = SFX_PUZZLE_FAIL_CLERIC;
+ break;
+ case PCLASS_MAGE:
+ sound = SFX_PUZZLE_FAIL_MAGE;
+ break;
+ default:
+ sound = SFX_NONE;
+ break;
+ }
+ }
+ S_StartSound(PuzzleItemUser, sound);
+ return false; // can't use through a wall
+ }
+ return true; // Continue searching
+ }
+ if (P_PointOnLineSide(PuzzleItemUser->x, PuzzleItemUser->y,
+ in->d.line) == 1)
+ { // Don't use back sides
+ return false;
+ }
+ if (PuzzleItemType != in->d.line->arg1)
+ { // Item type doesn't match
+ return false;
+ }
+ P_StartACS(in->d.line->arg2, 0, &in->d.line->arg3,
+ PuzzleItemUser, in->d.line, 0);
+ in->d.line->special = 0;
+ PuzzleActivated = true;
+ return false; // Stop searching
+ }
+ // Check thing
+ mobj = in->d.thing;
+ if (mobj->special != USE_PUZZLE_ITEM_SPECIAL)
+ { // Wrong special
+ return true;
+ }
+ if (PuzzleItemType != mobj->args[0])
+ { // Item type doesn't match
+ return true;
+ }
+ P_StartACS(mobj->args[1], 0, &mobj->args[2], PuzzleItemUser, NULL, 0);
+ mobj->special = 0;
+ PuzzleActivated = true;
+ return false; // Stop searching
+}
+
+//==========================================================================
+//
+// P_UsePuzzleItem
+//
+// Returns true if the puzzle item was used on a line or a thing.
+//
+//==========================================================================
+
+boolean P_UsePuzzleItem(player_t * player, int itemType)
+{
+ int angle;
+ fixed_t x1, y1, x2, y2;
+
+ PuzzleItemType = itemType;
+ PuzzleItemUser = player->mo;
+ PuzzleActivated = false;
+ angle = player->mo->angle >> ANGLETOFINESHIFT;
+ x1 = player->mo->x;
+ y1 = player->mo->y;
+ x2 = x1 + (USERANGE >> FRACBITS) * finecosine[angle];
+ y2 = y1 + (USERANGE >> FRACBITS) * finesine[angle];
+ P_PathTraverse(x1, y1, x2, y2, PT_ADDLINES | PT_ADDTHINGS,
+ PTR_PuzzleItemTraverse);
+ return PuzzleActivated;
+}
+
+/*
+==============================================================================
+
+ RADIUS ATTACK
+
+==============================================================================
+*/
+
+mobj_t *bombsource;
+mobj_t *bombspot;
+int bombdamage;
+int bombdistance;
+boolean DamageSource;
+
+/*
+=================
+=
+= PIT_RadiusAttack
+=
+= Source is the creature that casued the explosion at spot
+=================
+*/
+
+boolean PIT_RadiusAttack(mobj_t * thing)
+{
+ fixed_t dx, dy, dist;
+ int damage;
+
+ if (!(thing->flags & MF_SHOOTABLE))
+ {
+ return true;
+ }
+// if(thing->flags2&MF2_BOSS)
+// { // Bosses take no damage from PIT_RadiusAttack
+// return(true);
+// }
+ if (!DamageSource && thing == bombsource)
+ { // don't damage the source of the explosion
+ return true;
+ }
+ if (abs((thing->z - bombspot->z) >> FRACBITS) > 2 * bombdistance)
+ { // too high/low
+ return true;
+ }
+ dx = abs(thing->x - bombspot->x);
+ dy = abs(thing->y - bombspot->y);
+ dist = dx > dy ? dx : dy;
+ dist = (dist - thing->radius) >> FRACBITS;
+ if (dist < 0)
+ {
+ dist = 0;
+ }
+ if (dist >= bombdistance)
+ { // Out of range
+ return true;
+ }
+ if (P_CheckSight(thing, bombspot))
+ { // OK to damage, target is in direct path
+ damage = (bombdamage * (bombdistance - dist) / bombdistance) + 1;
+ if (thing->player)
+ {
+ damage >>= 2;
+ }
+ P_DamageMobj(thing, bombspot, bombsource, damage);
+ }
+ return (true);
+}
+
+/*
+=================
+=
+= P_RadiusAttack
+=
+= Source is the creature that caused the explosion at spot
+=================
+*/
+
+void P_RadiusAttack(mobj_t * spot, mobj_t * source, int damage, int distance,
+ boolean damageSource)
+{
+ int x, y, xl, xh, yl, yh;
+ fixed_t dist;
+
+ dist = (distance + MAXRADIUS) << FRACBITS;
+ yh = (spot->y + dist - bmaporgy) >> MAPBLOCKSHIFT;
+ yl = (spot->y - dist - bmaporgy) >> MAPBLOCKSHIFT;
+ xh = (spot->x + dist - bmaporgx) >> MAPBLOCKSHIFT;
+ xl = (spot->x - dist - bmaporgx) >> MAPBLOCKSHIFT;
+ bombspot = spot;
+ bombsource = source;
+ bombdamage = damage;
+ bombdistance = distance;
+ DamageSource = damageSource;
+ for (y = yl; y <= yh; y++)
+ {
+ for (x = xl; x <= xh; x++)
+ {
+ P_BlockThingsIterator(x, y, PIT_RadiusAttack);
+ }
+ }
+}
+
+/*
+==============================================================================
+
+ SECTOR HEIGHT CHANGING
+
+= After modifying a sectors floor or ceiling height, call this
+= routine to adjust the positions of all things that touch the
+= sector.
+=
+= If anything doesn't fit anymore, true will be returned.
+= If crunch is true, they will take damage as they are being crushed
+= If Crunch is false, you should set the sector height back the way it
+= was and call P_ChangeSector again to undo the changes
+==============================================================================
+*/
+
+int crushchange;
+boolean nofit;
+
+/*
+===============
+=
+= PIT_ChangeSector
+=
+===============
+*/
+
+boolean PIT_ChangeSector(mobj_t * thing)
+{
+ mobj_t *mo;
+
+ if (P_ThingHeightClip(thing))
+ return true; // keep checking
+
+ // crunch bodies to giblets
+ if ((thing->flags & MF_CORPSE) && (thing->health <= 0))
+ {
+ if (thing->flags & MF_NOBLOOD)
+ {
+ P_RemoveMobj(thing);
+ }
+ else
+ {
+ if (thing->state != &states[S_GIBS1])
+ {
+ P_SetMobjState(thing, S_GIBS1);
+ thing->height = 0;
+ thing->radius = 0;
+ S_StartSound(thing, SFX_PLAYER_FALLING_SPLAT);
+ }
+ }
+ return true; // keep checking
+ }
+
+ // crunch dropped items
+ if (thing->flags2 & MF2_DROPPED)
+ {
+ P_RemoveMobj(thing);
+ return true; // keep checking
+ }
+
+ if (!(thing->flags & MF_SHOOTABLE))
+ return true; // assume it is bloody gibs or something
+
+ nofit = true;
+ if (crushchange && !(leveltime & 3))
+ {
+ P_DamageMobj(thing, NULL, NULL, crushchange);
+ // spray blood in a random direction
+ if ((!(thing->flags & MF_NOBLOOD)) &&
+ (!(thing->flags2 & MF2_INVULNERABLE)))
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, thing->z + thing->height / 2,
+ MT_BLOOD);
+ mo->momx = (P_Random() - P_Random()) << 12;
+ mo->momy = (P_Random() - P_Random()) << 12;
+ }
+ }
+
+ return true; // keep checking (crush other things)
+}
+
+/*
+===============
+=
+= P_ChangeSector
+=
+===============
+*/
+
+boolean P_ChangeSector(sector_t * sector, int crunch)
+{
+ int x, y;
+
+ nofit = false;
+ crushchange = crunch;
+
+// recheck heights for all things near the moving sector
+
+ for (x = sector->blockbox[BOXLEFT]; x <= sector->blockbox[BOXRIGHT]; x++)
+ for (y = sector->blockbox[BOXBOTTOM]; y <= sector->blockbox[BOXTOP];
+ y++)
+ P_BlockThingsIterator(x, y, PIT_ChangeSector);
+
+
+ return nofit;
+}
diff --git a/src/hexen/p_maputl.c b/src/hexen/p_maputl.c
new file mode 100644
index 00000000..9e0ece1f
--- /dev/null
+++ b/src/hexen/p_maputl.c
@@ -0,0 +1,1078 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "i_system.h"
+#include "m_bbox.h"
+#include "p_local.h"
+
+static mobj_t *RoughBlockCheck(mobj_t * mo, int index);
+
+/*
+===================
+=
+= P_AproxDistance
+=
+= Gives an estimation of distance (not exact)
+=
+===================
+*/
+
+fixed_t P_AproxDistance(fixed_t dx, fixed_t dy)
+{
+ dx = abs(dx);
+ dy = abs(dy);
+ if (dx < dy)
+ return dx + dy - (dx >> 1);
+ return dx + dy - (dy >> 1);
+}
+
+
+/*
+==================
+=
+= P_PointOnLineSide
+=
+= Returns 0 or 1
+==================
+*/
+
+int P_PointOnLineSide(fixed_t x, fixed_t y, line_t * line)
+{
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ if (!line->dx)
+ {
+ if (x <= line->v1->x)
+ return line->dy > 0;
+ return line->dy < 0;
+ }
+ if (!line->dy)
+ {
+ if (y <= line->v1->y)
+ return line->dx < 0;
+ return line->dx > 0;
+ }
+
+ dx = (x - line->v1->x);
+ dy = (y - line->v1->y);
+
+ left = FixedMul(line->dy >> FRACBITS, dx);
+ right = FixedMul(dy, line->dx >> FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+/*
+=================
+=
+= P_BoxOnLineSide
+=
+= Considers the line to be infinite
+= Returns side 0 or 1, -1 if box crosses the line
+=================
+*/
+
+int P_BoxOnLineSide(fixed_t * tmbox, line_t * ld)
+{
+ int p1 = 0, p2 = 0;
+
+ switch (ld->slopetype)
+ {
+ case ST_HORIZONTAL:
+ p1 = tmbox[BOXTOP] > ld->v1->y;
+ p2 = tmbox[BOXBOTTOM] > ld->v1->y;
+ if (ld->dx < 0)
+ {
+ p1 ^= 1;
+ p2 ^= 1;
+ }
+ break;
+ case ST_VERTICAL:
+ p1 = tmbox[BOXRIGHT] < ld->v1->x;
+ p2 = tmbox[BOXLEFT] < ld->v1->x;
+ if (ld->dy < 0)
+ {
+ p1 ^= 1;
+ p2 ^= 1;
+ }
+ break;
+ case ST_POSITIVE:
+ p1 = P_PointOnLineSide(tmbox[BOXLEFT], tmbox[BOXTOP], ld);
+ p2 = P_PointOnLineSide(tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
+ break;
+ case ST_NEGATIVE:
+ p1 = P_PointOnLineSide(tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
+ p2 = P_PointOnLineSide(tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
+ break;
+ }
+
+ if (p1 == p2)
+ return p1;
+ return -1;
+}
+
+/*
+==================
+=
+= P_PointOnDivlineSide
+=
+= Returns 0 or 1
+==================
+*/
+
+int P_PointOnDivlineSide(fixed_t x, fixed_t y, divline_t * line)
+{
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ if (!line->dx)
+ {
+ if (x <= line->x)
+ return line->dy > 0;
+ return line->dy < 0;
+ }
+ if (!line->dy)
+ {
+ if (y <= line->y)
+ return line->dx < 0;
+ return line->dx > 0;
+ }
+
+ dx = (x - line->x);
+ dy = (y - line->y);
+
+// try to quickly decide by looking at sign bits
+ if ((line->dy ^ line->dx ^ dx ^ dy) & 0x80000000)
+ {
+ if ((line->dy ^ dx) & 0x80000000)
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul(line->dy >> 8, dx >> 8);
+ right = FixedMul(dy >> 8, line->dx >> 8);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+
+/*
+==============
+=
+= P_MakeDivline
+=
+==============
+*/
+
+void P_MakeDivline(line_t * li, divline_t * dl)
+{
+ dl->x = li->v1->x;
+ dl->y = li->v1->y;
+ dl->dx = li->dx;
+ dl->dy = li->dy;
+}
+
+
+/*
+===============
+=
+= P_InterceptVector
+=
+= Returns the fractional intercept point along the first divline
+=
+= This is only called by the addthings and addlines traversers
+===============
+*/
+
+fixed_t P_InterceptVector(divline_t * v2, divline_t * v1)
+{
+#if 1
+ fixed_t frac, num, den;
+
+ den = FixedMul(v1->dy >> 8, v2->dx) - FixedMul(v1->dx >> 8, v2->dy);
+ if (den == 0)
+ return 0;
+// I_Error ("P_InterceptVector: parallel");
+ num = FixedMul((v1->x - v2->x) >> 8, v1->dy) +
+ FixedMul((v2->y - v1->y) >> 8, v1->dx);
+ frac = FixedDiv(num, den);
+
+ return frac;
+#else
+ float frac, num, den, v1x, v1y, v1dx, v1dy, v2x, v2y, v2dx, v2dy;
+
+ v1x = (float) v1->x / FRACUNIT;
+ v1y = (float) v1->y / FRACUNIT;
+ v1dx = (float) v1->dx / FRACUNIT;
+ v1dy = (float) v1->dy / FRACUNIT;
+ v2x = (float) v2->x / FRACUNIT;
+ v2y = (float) v2->y / FRACUNIT;
+ v2dx = (float) v2->dx / FRACUNIT;
+ v2dy = (float) v2->dy / FRACUNIT;
+
+ den = v1dy * v2dx - v1dx * v2dy;
+ if (den == 0)
+ return 0; // parallel
+ num = (v1x - v2x) * v1dy + (v2y - v1y) * v1dx;
+ frac = num / den;
+
+ return frac * FRACUNIT;
+#endif
+}
+
+/*
+==================
+=
+= P_LineOpening
+=
+= Sets opentop and openbottom to the window through a two sided line
+= OPTIMIZE: keep this precalculated
+==================
+*/
+
+fixed_t opentop, openbottom, openrange;
+fixed_t lowfloor;
+
+void P_LineOpening(line_t * linedef)
+{
+ sector_t *front, *back;
+
+ if (linedef->sidenum[1] == -1)
+ { // single sided line
+ openrange = 0;
+ return;
+ }
+
+ front = linedef->frontsector;
+ back = linedef->backsector;
+
+ if (front->ceilingheight < back->ceilingheight)
+ opentop = front->ceilingheight;
+ else
+ opentop = back->ceilingheight;
+ if (front->floorheight > back->floorheight)
+ {
+ openbottom = front->floorheight;
+ lowfloor = back->floorheight;
+ tmfloorpic = front->floorpic;
+ }
+ else
+ {
+ openbottom = back->floorheight;
+ lowfloor = front->floorheight;
+ tmfloorpic = back->floorpic;
+ }
+
+ openrange = opentop - openbottom;
+}
+
+/*
+===============================================================================
+
+ THING POSITION SETTING
+
+===============================================================================
+*/
+
+/*
+===================
+=
+= P_UnsetThingPosition
+=
+= Unlinks a thing from block map and sectors
+=
+===================
+*/
+
+void P_UnsetThingPosition(mobj_t * thing)
+{
+ int blockx, blocky;
+
+ if (!(thing->flags & MF_NOSECTOR))
+ { // inert things don't need to be in blockmap
+// unlink from subsector
+ if (thing->snext)
+ thing->snext->sprev = thing->sprev;
+ if (thing->sprev)
+ thing->sprev->snext = thing->snext;
+ else
+ thing->subsector->sector->thinglist = thing->snext;
+ }
+
+ if (!(thing->flags & MF_NOBLOCKMAP))
+ { // inert things don't need to be in blockmap
+// unlink from block map
+ if (thing->bnext)
+ thing->bnext->bprev = thing->bprev;
+ if (thing->bprev)
+ thing->bprev->bnext = thing->bnext;
+ else
+ {
+ blockx = (thing->x - bmaporgx) >> MAPBLOCKSHIFT;
+ blocky = (thing->y - bmaporgy) >> MAPBLOCKSHIFT;
+ if (blockx >= 0 && blockx < bmapwidth
+ && blocky >= 0 && blocky < bmapheight)
+ blocklinks[blocky * bmapwidth + blockx] = thing->bnext;
+ }
+ }
+}
+
+
+/*
+===================
+=
+= P_SetThingPosition
+=
+= Links a thing into both a block and a subsector based on it's x y
+= Sets thing->subsector properly
+=
+===================
+*/
+
+void P_SetThingPosition(mobj_t * thing)
+{
+ subsector_t *ss;
+ sector_t *sec;
+ int blockx, blocky;
+ mobj_t **link;
+
+//
+// link into subsector
+//
+ ss = R_PointInSubsector(thing->x, thing->y);
+ thing->subsector = ss;
+ if (!(thing->flags & MF_NOSECTOR))
+ { // invisible things don't go into the sector links
+ sec = ss->sector;
+
+ thing->sprev = NULL;
+ thing->snext = sec->thinglist;
+ if (sec->thinglist)
+ sec->thinglist->sprev = thing;
+ sec->thinglist = thing;
+ }
+
+//
+// link into blockmap
+//
+ if (!(thing->flags & MF_NOBLOCKMAP))
+ { // inert things don't need to be in blockmap
+ blockx = (thing->x - bmaporgx) >> MAPBLOCKSHIFT;
+ blocky = (thing->y - bmaporgy) >> MAPBLOCKSHIFT;
+ if (blockx >= 0 && blockx < bmapwidth && blocky >= 0
+ && blocky < bmapheight)
+ {
+ link = &blocklinks[blocky * bmapwidth + blockx];
+ thing->bprev = NULL;
+ thing->bnext = *link;
+ if (*link)
+ (*link)->bprev = thing;
+ *link = thing;
+ }
+ else
+ { // thing is off the map
+ thing->bnext = thing->bprev = NULL;
+ }
+ }
+}
+
+
+
+/*
+===============================================================================
+
+ BLOCK MAP ITERATORS
+
+For each line/thing in the given mapblock, call the passed function.
+If the function returns false, exit with false without checking anything else.
+
+===============================================================================
+*/
+
+/*
+==================
+=
+= P_BlockLinesIterator
+=
+= The validcount flags are used to avoid checking lines
+= that are marked in multiple mapblocks, so increment validcount before
+= the first call to P_BlockLinesIterator, then make one or more calls to it
+===================
+*/
+
+boolean P_BlockLinesIterator(int x, int y, boolean(*func) (line_t *))
+{
+ int offset;
+ short *list;
+ line_t *ld;
+
+ int i;
+ polyblock_t *polyLink;
+ seg_t **tempSeg;
+ extern polyblock_t **PolyBlockMap;
+
+ if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
+ return true;
+ offset = y * bmapwidth + x;
+
+ polyLink = PolyBlockMap[offset];
+ while (polyLink)
+ {
+ if (polyLink->polyobj)
+ {
+ if (polyLink->polyobj->validcount != validcount)
+ {
+ polyLink->polyobj->validcount = validcount;
+ tempSeg = polyLink->polyobj->segs;
+ for (i = 0; i < polyLink->polyobj->numsegs; i++, tempSeg++)
+ {
+ if ((*tempSeg)->linedef->validcount == validcount)
+ {
+ continue;
+ }
+ (*tempSeg)->linedef->validcount = validcount;
+ if (!func((*tempSeg)->linedef))
+ {
+ return false;
+ }
+ }
+ }
+ }
+ polyLink = polyLink->next;
+ }
+
+ offset = *(blockmap + offset);
+
+ for (list = blockmaplump + offset; *list != -1; list++)
+ {
+ ld = &lines[*list];
+ if (ld->validcount == validcount)
+ continue; // line has already been checked
+ ld->validcount = validcount;
+
+ if (!func(ld))
+ return false;
+ }
+
+ return true; // everything was checked
+}
+
+
+/*
+==================
+=
+= P_BlockThingsIterator
+=
+==================
+*/
+
+boolean P_BlockThingsIterator(int x, int y, boolean(*func) (mobj_t *))
+{
+ mobj_t *mobj;
+
+ if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
+ return true;
+
+ for (mobj = blocklinks[y * bmapwidth + x]; mobj; mobj = mobj->bnext)
+ if (!func(mobj))
+ return false;
+
+ return true;
+}
+
+/*
+===============================================================================
+
+ INTERCEPT ROUTINES
+
+===============================================================================
+*/
+
+intercept_t intercepts[MAXINTERCEPTS], *intercept_p;
+
+divline_t trace;
+boolean earlyout;
+int ptflags;
+
+/*
+==================
+=
+= PIT_AddLineIntercepts
+=
+= Looks for lines in the given block that intercept the given trace
+= to add to the intercepts list
+= A line is crossed if its endpoints are on opposite sides of the trace
+= Returns true if earlyout and a solid line hit
+==================
+*/
+
+boolean PIT_AddLineIntercepts(line_t * ld)
+{
+ int s1, s2;
+ fixed_t frac;
+ divline_t dl;
+
+// avoid precision problems with two routines
+ if (trace.dx > FRACUNIT * 16 || trace.dy > FRACUNIT * 16
+ || trace.dx < -FRACUNIT * 16 || trace.dy < -FRACUNIT * 16)
+ {
+ s1 = P_PointOnDivlineSide(ld->v1->x, ld->v1->y, &trace);
+ s2 = P_PointOnDivlineSide(ld->v2->x, ld->v2->y, &trace);
+ }
+ else
+ {
+ s1 = P_PointOnLineSide(trace.x, trace.y, ld);
+ s2 = P_PointOnLineSide(trace.x + trace.dx, trace.y + trace.dy, ld);
+ }
+ if (s1 == s2)
+ return true; // line isn't crossed
+
+//
+// hit the line
+//
+ P_MakeDivline(ld, &dl);
+ frac = P_InterceptVector(&trace, &dl);
+ if (frac < 0)
+ return true; // behind source
+
+// try to early out the check
+ if (earlyout && frac < FRACUNIT && !ld->backsector)
+ return false; // stop checking
+
+ intercept_p->frac = frac;
+ intercept_p->isaline = true;
+ intercept_p->d.line = ld;
+ intercept_p++;
+
+ return true; // continue
+}
+
+
+
+/*
+==================
+=
+= PIT_AddThingIntercepts
+=
+==================
+*/
+
+boolean PIT_AddThingIntercepts(mobj_t * thing)
+{
+ fixed_t x1, y1, x2, y2;
+ int s1, s2;
+ boolean tracepositive;
+ divline_t dl;
+ fixed_t frac;
+
+ tracepositive = (trace.dx ^ trace.dy) > 0;
+
+ // check a corner to corner crossection for hit
+
+ if (tracepositive)
+ {
+ x1 = thing->x - thing->radius;
+ y1 = thing->y + thing->radius;
+
+ x2 = thing->x + thing->radius;
+ y2 = thing->y - thing->radius;
+ }
+ else
+ {
+ x1 = thing->x - thing->radius;
+ y1 = thing->y - thing->radius;
+
+ x2 = thing->x + thing->radius;
+ y2 = thing->y + thing->radius;
+ }
+ s1 = P_PointOnDivlineSide(x1, y1, &trace);
+ s2 = P_PointOnDivlineSide(x2, y2, &trace);
+ if (s1 == s2)
+ return true; // line isn't crossed
+
+ dl.x = x1;
+ dl.y = y1;
+ dl.dx = x2 - x1;
+ dl.dy = y2 - y1;
+ frac = P_InterceptVector(&trace, &dl);
+ if (frac < 0)
+ return true; // behind source
+ intercept_p->frac = frac;
+ intercept_p->isaline = false;
+ intercept_p->d.thing = thing;
+ intercept_p++;
+
+ return true; // keep going
+}
+
+
+/*
+====================
+=
+= P_TraverseIntercepts
+=
+= Returns true if the traverser function returns true for all lines
+====================
+*/
+
+boolean P_TraverseIntercepts(traverser_t func, fixed_t maxfrac)
+{
+ int count;
+ fixed_t dist;
+ intercept_t *scan, *in;
+
+ count = intercept_p - intercepts;
+ in = 0; // shut up compiler warning
+
+ while (count--)
+ {
+ dist = INT_MAX;
+ for (scan = intercepts; scan < intercept_p; scan++)
+ if (scan->frac < dist)
+ {
+ dist = scan->frac;
+ in = scan;
+ }
+
+ if (dist > maxfrac)
+ return true; // checked everything in range
+#if 0
+ { // don't check these yet, ther may be others inserted
+ in = scan = intercepts;
+ for (scan = intercepts; scan < intercept_p; scan++)
+ if (scan->frac > maxfrac)
+ *in++ = *scan;
+ intercept_p = in;
+ return false;
+ }
+#endif
+
+ if (!func(in))
+ return false; // don't bother going farther
+ in->frac = INT_MAX;
+ }
+
+ return true; // everything was traversed
+}
+
+
+
+/*
+==================
+=
+= P_PathTraverse
+=
+= Traces a line from x1,y1 to x2,y2, calling the traverser function for each
+= Returns true if the traverser function returns true for all lines
+==================
+*/
+
+boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
+ int flags, boolean(*trav) (intercept_t *))
+{
+ fixed_t xt1, yt1, xt2, yt2;
+ fixed_t xstep, ystep;
+ fixed_t partial;
+ fixed_t xintercept, yintercept;
+ int mapx, mapy, mapxstep, mapystep;
+ int count;
+
+ earlyout = flags & PT_EARLYOUT;
+
+ validcount++;
+ intercept_p = intercepts;
+
+ if (((x1 - bmaporgx) & (MAPBLOCKSIZE - 1)) == 0)
+ x1 += FRACUNIT; // don't side exactly on a line
+ if (((y1 - bmaporgy) & (MAPBLOCKSIZE - 1)) == 0)
+ y1 += FRACUNIT; // don't side exactly on a line
+ trace.x = x1;
+ trace.y = y1;
+ trace.dx = x2 - x1;
+ trace.dy = y2 - y1;
+
+ x1 -= bmaporgx;
+ y1 -= bmaporgy;
+ xt1 = x1 >> MAPBLOCKSHIFT;
+ yt1 = y1 >> MAPBLOCKSHIFT;
+
+ x2 -= bmaporgx;
+ y2 -= bmaporgy;
+ xt2 = x2 >> MAPBLOCKSHIFT;
+ yt2 = y2 >> MAPBLOCKSHIFT;
+
+ if (xt2 > xt1)
+ {
+ mapxstep = 1;
+ partial = FRACUNIT - ((x1 >> MAPBTOFRAC) & (FRACUNIT - 1));
+ ystep = FixedDiv(y2 - y1, abs(x2 - x1));
+ }
+ else if (xt2 < xt1)
+ {
+ mapxstep = -1;
+ partial = (x1 >> MAPBTOFRAC) & (FRACUNIT - 1);
+ ystep = FixedDiv(y2 - y1, abs(x2 - x1));
+ }
+ else
+ {
+ mapxstep = 0;
+ partial = FRACUNIT;
+ ystep = 256 * FRACUNIT;
+ }
+ yintercept = (y1 >> MAPBTOFRAC) + FixedMul(partial, ystep);
+
+
+ if (yt2 > yt1)
+ {
+ mapystep = 1;
+ partial = FRACUNIT - ((y1 >> MAPBTOFRAC) & (FRACUNIT - 1));
+ xstep = FixedDiv(x2 - x1, abs(y2 - y1));
+ }
+ else if (yt2 < yt1)
+ {
+ mapystep = -1;
+ partial = (y1 >> MAPBTOFRAC) & (FRACUNIT - 1);
+ xstep = FixedDiv(x2 - x1, abs(y2 - y1));
+ }
+ else
+ {
+ mapystep = 0;
+ partial = FRACUNIT;
+ xstep = 256 * FRACUNIT;
+ }
+ xintercept = (x1 >> MAPBTOFRAC) + FixedMul(partial, xstep);
+
+
+//
+// step through map blocks
+// Count is present to prevent a round off error from skipping the break
+ mapx = xt1;
+ mapy = yt1;
+
+ for (count = 0; count < 64; count++)
+ {
+ if (flags & PT_ADDLINES)
+ {
+ if (!P_BlockLinesIterator(mapx, mapy, PIT_AddLineIntercepts))
+ return false; // early out
+ }
+ if (flags & PT_ADDTHINGS)
+ {
+ if (!P_BlockThingsIterator(mapx, mapy, PIT_AddThingIntercepts))
+ return false; // early out
+ }
+
+ if (mapx == xt2 && mapy == yt2)
+ break;
+
+ if ((yintercept >> FRACBITS) == mapy)
+ {
+ yintercept += ystep;
+ mapx += mapxstep;
+ }
+ else if ((xintercept >> FRACBITS) == mapx)
+ {
+ xintercept += xstep;
+ mapy += mapystep;
+ }
+
+ }
+
+
+//
+// go through the sorted list
+//
+ return P_TraverseIntercepts(trav, FRACUNIT);
+}
+
+//===========================================================================
+//
+// P_RoughMonsterSearch
+//
+// Searches though the surrounding mapblocks for monsters/players
+// distance is in MAPBLOCKUNITS
+//===========================================================================
+
+mobj_t *P_RoughMonsterSearch(mobj_t * mo, int distance)
+{
+ int blockX;
+ int blockY;
+ int startX, startY;
+ int blockIndex;
+ int firstStop;
+ int secondStop;
+ int thirdStop;
+ int finalStop;
+ int count;
+ mobj_t *target;
+
+ startX = (mo->x - bmaporgx) >> MAPBLOCKSHIFT;
+ startY = (mo->y - bmaporgy) >> MAPBLOCKSHIFT;
+
+ if (startX >= 0 && startX < bmapwidth && startY >= 0
+ && startY < bmapheight)
+ {
+ target = RoughBlockCheck(mo, startY * bmapwidth + startX);
+ if (target != NULL)
+ { // found a target right away
+ return target;
+ }
+ }
+ for (count = 1; count <= distance; count++)
+ {
+ blockX = startX - count;
+ blockY = startY - count;
+
+ if (blockY < 0)
+ {
+ blockY = 0;
+ }
+ else if (blockY >= bmapheight)
+ {
+ blockY = bmapheight - 1;
+ }
+ if (blockX < 0)
+ {
+ blockX = 0;
+ }
+ else if (blockX >= bmapwidth)
+ {
+ blockX = bmapwidth - 1;
+ }
+ blockIndex = blockY * bmapwidth + blockX;
+ firstStop = startX + count;
+ if (firstStop < 0)
+ {
+ continue;
+ }
+ if (firstStop >= bmapwidth)
+ {
+ firstStop = bmapwidth - 1;
+ }
+ secondStop = startY + count;
+ if (secondStop < 0)
+ {
+ continue;
+ }
+ if (secondStop >= bmapheight)
+ {
+ secondStop = bmapheight - 1;
+ }
+ thirdStop = secondStop * bmapwidth + blockX;
+ secondStop = secondStop * bmapwidth + firstStop;
+ firstStop += blockY * bmapwidth;
+ finalStop = blockIndex;
+
+ // Trace the first block section (along the top)
+ for (; blockIndex <= firstStop; blockIndex++)
+ {
+ target = RoughBlockCheck(mo, blockIndex);
+ if (target != NULL)
+ {
+ return target;
+ }
+ }
+ // Trace the second block section (right edge)
+ for (blockIndex--; blockIndex <= secondStop; blockIndex += bmapwidth)
+ {
+ target = RoughBlockCheck(mo, blockIndex);
+ if (target != NULL)
+ {
+ return target;
+ }
+ }
+ // Trace the third block section (bottom edge)
+ for (blockIndex -= bmapwidth; blockIndex >= thirdStop; blockIndex--)
+ {
+ target = RoughBlockCheck(mo, blockIndex);
+ if (target != NULL)
+ {
+ return target;
+ }
+ }
+ // Trace the final block section (left edge)
+ for (blockIndex++; blockIndex > finalStop; blockIndex -= bmapwidth)
+ {
+ target = RoughBlockCheck(mo, blockIndex);
+ if (target != NULL)
+ {
+ return target;
+ }
+ }
+ }
+ return NULL;
+}
+
+//===========================================================================
+//
+// RoughBlockCheck
+//
+//===========================================================================
+
+static mobj_t *RoughBlockCheck(mobj_t * mo, int index)
+{
+ mobj_t *link;
+ mobj_t *master;
+ angle_t angle;
+
+ link = blocklinks[index];
+ while (link)
+ {
+ if (mo->player) // Minotaur looking around player
+ {
+ if ((link->flags & MF_COUNTKILL) ||
+ (link->player && (link != mo)))
+ {
+ if (!(link->flags & MF_SHOOTABLE))
+ {
+ link = link->bnext;
+ continue;
+ }
+ if (link->flags2 & MF2_DORMANT)
+ {
+ link = link->bnext;
+ continue;
+ }
+ if ((link->type == MT_MINOTAUR) &&
+ (((mobj_t *) link->special1) == mo))
+ {
+ link = link->bnext;
+ continue;
+ }
+ if (netgame && !deathmatch && link->player)
+ {
+ link = link->bnext;
+ continue;
+ }
+ if (P_CheckSight(mo, link))
+ {
+ return link;
+ }
+ }
+ link = link->bnext;
+ }
+ else if (mo->type == MT_MINOTAUR) // looking around minotaur
+ {
+ master = (mobj_t *) mo->special1;
+ if ((link->flags & MF_COUNTKILL) ||
+ (link->player && (link != master)))
+ {
+ if (!(link->flags & MF_SHOOTABLE))
+ {
+ link = link->bnext;
+ continue;
+ }
+ if (link->flags2 & MF2_DORMANT)
+ {
+ link = link->bnext;
+ continue;
+ }
+ if ((link->type == MT_MINOTAUR) &&
+ (link->special1 == mo->special1))
+ {
+ link = link->bnext;
+ continue;
+ }
+ if (netgame && !deathmatch && link->player)
+ {
+ link = link->bnext;
+ continue;
+ }
+ if (P_CheckSight(mo, link))
+ {
+ return link;
+ }
+ }
+ link = link->bnext;
+ }
+ else if (mo->type == MT_MSTAFF_FX2) // bloodscourge
+ {
+ if ((link->flags & MF_COUNTKILL ||
+ (link->player && link != mo->target))
+ && !(link->flags2 & MF2_DORMANT))
+ {
+ if (!(link->flags & MF_SHOOTABLE))
+ {
+ link = link->bnext;
+ continue;
+ }
+ if (netgame && !deathmatch && link->player)
+ {
+ link = link->bnext;
+ continue;
+ }
+ else if (P_CheckSight(mo, link))
+ {
+ master = mo->target;
+ angle = R_PointToAngle2(master->x, master->y,
+ link->x, link->y) - master->angle;
+ angle >>= 24;
+ if (angle > 226 || angle < 30)
+ {
+ return link;
+ }
+ }
+ }
+ link = link->bnext;
+ }
+ else // spirits
+ {
+ if ((link->flags & MF_COUNTKILL ||
+ (link->player && link != mo->target))
+ && !(link->flags2 & MF2_DORMANT))
+ {
+ if (!(link->flags & MF_SHOOTABLE))
+ {
+ link = link->bnext;
+ continue;
+ }
+ if (netgame && !deathmatch && link->player)
+ {
+ link = link->bnext;
+ continue;
+ }
+ if (link == mo->target)
+ {
+ link = link->bnext;
+ continue;
+ }
+ else if (P_CheckSight(mo, link))
+ {
+ return link;
+ }
+ }
+ link = link->bnext;
+ }
+ }
+ return NULL;
+}
diff --git a/src/hexen/p_mobj.c b/src/hexen/p_mobj.c
new file mode 100644
index 00000000..ee8f8fd4
--- /dev/null
+++ b/src/hexen/p_mobj.c
@@ -0,0 +1,2473 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "sounds.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAX_TID_COUNT 200
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+void G_PlayerReborn(int player);
+void P_MarkAsLeaving(mobj_t * corpse);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+void P_SpawnMapThing(mapthing_t * mthing);
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void PlayerLandedOnThing(mobj_t * mo, mobj_t * onmobj);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern mobj_t LavaInflictor;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+mobjtype_t PuffType;
+mobj_t *MissileMobj;
+
+fixed_t FloatBobOffsets[64] = {
+ 0, 51389, 102283, 152192,
+ 200636, 247147, 291278, 332604,
+ 370727, 405280, 435929, 462380,
+ 484378, 501712, 514213, 521763,
+ 524287, 521763, 514213, 501712,
+ 484378, 462380, 435929, 405280,
+ 370727, 332604, 291278, 247147,
+ 200636, 152192, 102283, 51389,
+ -1, -51390, -102284, -152193,
+ -200637, -247148, -291279, -332605,
+ -370728, -405281, -435930, -462381,
+ -484380, -501713, -514215, -521764,
+ -524288, -521764, -514214, -501713,
+ -484379, -462381, -435930, -405280,
+ -370728, -332605, -291279, -247148,
+ -200637, -152193, -102284, -51389
+};
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int TIDList[MAX_TID_COUNT + 1]; // +1 for termination marker
+static mobj_t *TIDMobj[MAX_TID_COUNT];
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// P_SetMobjState
+//
+// Returns true if the mobj is still present.
+//
+//==========================================================================
+
+boolean P_SetMobjState(mobj_t * mobj, statenum_t state)
+{
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = (state_t *) S_NULL;
+ P_RemoveMobj(mobj);
+ return (false);
+ }
+ st = &states[state];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+ if (st->action)
+ { // Call action function
+ st->action(mobj);
+ }
+ return (true);
+}
+
+//==========================================================================
+//
+// P_SetMobjStateNF
+//
+// Same as P_SetMobjState, but does not call the state function.
+//
+//==========================================================================
+
+boolean P_SetMobjStateNF(mobj_t * mobj, statenum_t state)
+{
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = (state_t *) S_NULL;
+ P_RemoveMobj(mobj);
+ return (false);
+ }
+ st = &states[state];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ExplodeMissile
+//
+//----------------------------------------------------------------------------
+
+void P_ExplodeMissile(mobj_t * mo)
+{
+ mo->momx = mo->momy = mo->momz = 0;
+ P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
+ //mo->tics -= P_Random()&3;
+ mo->flags &= ~MF_MISSILE;
+
+ switch (mo->type)
+ {
+ case MT_SORCBALL1:
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ S_StartSound(NULL, SFX_SORCERER_BIGBALLEXPLODE);
+ break;
+ case MT_SORCFX1:
+ S_StartSound(NULL, SFX_SORCERER_HEADSCREAM);
+ break;
+ default:
+ if (mo->info->deathsound)
+ {
+ S_StartSound(mo, mo->info->deathsound);
+ }
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_FloorBounceMissile
+//
+//----------------------------------------------------------------------------
+
+void P_FloorBounceMissile(mobj_t * mo)
+{
+ if (P_HitFloor(mo) >= FLOOR_LIQUID)
+ {
+ switch (mo->type)
+ {
+ case MT_SORCFX1:
+ case MT_SORCBALL1:
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ break;
+ default:
+ P_RemoveMobj(mo);
+ return;
+ }
+ }
+ switch (mo->type)
+ {
+ case MT_SORCFX1:
+ mo->momz = -mo->momz; // no energy absorbed
+ break;
+ case MT_SGSHARD1:
+ case MT_SGSHARD2:
+ case MT_SGSHARD3:
+ case MT_SGSHARD4:
+ case MT_SGSHARD5:
+ case MT_SGSHARD6:
+ case MT_SGSHARD7:
+ case MT_SGSHARD8:
+ case MT_SGSHARD9:
+ case MT_SGSHARD0:
+ mo->momz = FixedMul(mo->momz, -0.3 * FRACUNIT);
+ if (abs(mo->momz) < (FRACUNIT / 2))
+ {
+ P_SetMobjState(mo, S_NULL);
+ return;
+ }
+ break;
+ default:
+ mo->momz = FixedMul(mo->momz, -0.7 * FRACUNIT);
+ break;
+ }
+ mo->momx = 2 * mo->momx / 3;
+ mo->momy = 2 * mo->momy / 3;
+ if (mo->info->seesound)
+ {
+ switch (mo->type)
+ {
+ case MT_SORCBALL1:
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ if (!mo->args[0])
+ S_StartSound(mo, mo->info->seesound);
+ break;
+ default:
+ S_StartSound(mo, mo->info->seesound);
+ break;
+ }
+ S_StartSound(mo, mo->info->seesound);
+ }
+// P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ThrustMobj
+//
+//----------------------------------------------------------------------------
+
+void P_ThrustMobj(mobj_t * mo, angle_t angle, fixed_t move)
+{
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx += FixedMul(move, finecosine[angle]);
+ mo->momy += FixedMul(move, finesine[angle]);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_FaceMobj
+//
+// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
+// to turn counter clockwise. 'delta' is set to the amount 'source'
+// needs to turn.
+//
+//----------------------------------------------------------------------------
+
+int P_FaceMobj(mobj_t * source, mobj_t * target, angle_t * delta)
+{
+ angle_t diff;
+ angle_t angle1;
+ angle_t angle2;
+
+ angle1 = source->angle;
+ angle2 = R_PointToAngle2(source->x, source->y, target->x, target->y);
+ if (angle2 > angle1)
+ {
+ diff = angle2 - angle1;
+ if (diff > ANG180)
+ {
+ *delta = ANG_MAX - diff;
+ return (0);
+ }
+ else
+ {
+ *delta = diff;
+ return (1);
+ }
+ }
+ else
+ {
+ diff = angle1 - angle2;
+ if (diff > ANG180)
+ {
+ *delta = ANG_MAX - diff;
+ return (1);
+ }
+ else
+ {
+ *delta = diff;
+ return (0);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+//
+// The missile special1 field must be mobj_t *target. Returns true if
+// target was tracked, false if not.
+//
+//----------------------------------------------------------------------------
+
+boolean P_SeekerMissile(mobj_t * actor, angle_t thresh, angle_t turnMax)
+{
+ int dir;
+ int dist;
+ angle_t delta;
+ angle_t angle;
+ mobj_t *target;
+
+ target = (mobj_t *) actor->special1;
+ if (target == NULL)
+ {
+ return (false);
+ }
+ if (!(target->flags & MF_SHOOTABLE))
+ { // Target died
+ actor->special1 = 0;
+ return (false);
+ }
+ dir = P_FaceMobj(actor, target, &delta);
+ if (delta > thresh)
+ {
+ delta >>= 1;
+ if (delta > turnMax)
+ {
+ delta = turnMax;
+ }
+ }
+ if (dir)
+ { // Turn clockwise
+ actor->angle += delta;
+ }
+ else
+ { // Turn counter clockwise
+ actor->angle -= delta;
+ }
+ angle = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(actor->info->speed, finecosine[angle]);
+ actor->momy = FixedMul(actor->info->speed, finesine[angle]);
+ if (actor->z + actor->height < target->z
+ || target->z + target->height < actor->z)
+ { // Need to seek vertically
+ dist = P_AproxDistance(target->x - actor->x, target->y - actor->y);
+ dist = dist / actor->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ actor->momz = (target->z + (target->height >> 1)
+ - (actor->z + (actor->height >> 1))) / dist;
+ }
+ return (true);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_XYMovement
+//
+//----------------------------------------------------------------------------
+
+#define STOPSPEED 0x1000
+#define FRICTION_NORMAL 0xe800
+#define FRICTION_LOW 0xf900
+#define FRICTION_FLY 0xeb00
+
+void P_XYMovement(mobj_t * mo)
+{
+ fixed_t ptryx, ptryy;
+ player_t *player;
+ fixed_t xmove, ymove;
+ int special;
+ angle_t angle;
+ static int windTab[3] = { 2048 * 5, 2048 * 10, 2048 * 25 };
+
+ if (!mo->momx && !mo->momy)
+ {
+ if (mo->flags & MF_SKULLFLY)
+ { // A flying mobj slammed into something
+ mo->flags &= ~MF_SKULLFLY;
+ mo->momx = mo->momy = mo->momz = 0;
+ P_SetMobjState(mo, mo->info->seestate);
+ }
+ return;
+ }
+ special = mo->subsector->sector->special;
+ if (mo->flags2 & MF2_WINDTHRUST)
+ {
+ switch (special)
+ {
+ case 40:
+ case 41:
+ case 42: // Wind_East
+ P_ThrustMobj(mo, 0, windTab[special - 40]);
+ break;
+ case 43:
+ case 44:
+ case 45: // Wind_North
+ P_ThrustMobj(mo, ANG90, windTab[special - 43]);
+ break;
+ case 46:
+ case 47:
+ case 48: // Wind_South
+ P_ThrustMobj(mo, ANG270, windTab[special - 46]);
+ break;
+ case 49:
+ case 50:
+ case 51: // Wind_West
+ P_ThrustMobj(mo, ANG180, windTab[special - 49]);
+ break;
+ }
+ }
+ player = mo->player;
+ if (mo->momx > MAXMOVE)
+ {
+ mo->momx = MAXMOVE;
+ }
+ else if (mo->momx < -MAXMOVE)
+ {
+ mo->momx = -MAXMOVE;
+ }
+ if (mo->momy > MAXMOVE)
+ {
+ mo->momy = MAXMOVE;
+ }
+ else if (mo->momy < -MAXMOVE)
+ {
+ mo->momy = -MAXMOVE;
+ }
+ xmove = mo->momx;
+ ymove = mo->momy;
+ do
+ {
+ if (xmove > MAXMOVE / 2 || ymove > MAXMOVE / 2)
+ {
+ ptryx = mo->x + xmove / 2;
+ ptryy = mo->y + ymove / 2;
+ xmove >>= 1;
+ ymove >>= 1;
+ }
+ else
+ {
+ ptryx = mo->x + xmove;
+ ptryy = mo->y + ymove;
+ xmove = ymove = 0;
+ }
+ if (!P_TryMove(mo, ptryx, ptryy))
+ { // Blocked move
+ if (mo->flags2 & MF2_SLIDE)
+ { // Try to slide along it
+ if (BlockingMobj == NULL)
+ { // Slide against wall
+ P_SlideMove(mo);
+ }
+ else
+ { // Slide against mobj
+ //if(P_TryMove(mo, mo->x, mo->y+mo->momy))
+ if (P_TryMove(mo, mo->x, ptryy))
+ {
+ mo->momx = 0;
+ }
+ //else if(P_TryMove(mo, mo->x+mo->momx, mo->y))
+ else if (P_TryMove(mo, ptryx, mo->y))
+ {
+ mo->momy = 0;
+ }
+ else
+ {
+ mo->momx = mo->momy = 0;
+ }
+ }
+ }
+ else if (mo->flags & MF_MISSILE)
+ {
+ if (mo->flags2 & MF2_FLOORBOUNCE)
+ {
+ if (BlockingMobj)
+ {
+ if ((BlockingMobj->flags2 & MF2_REFLECTIVE) ||
+ ((!BlockingMobj->player) &&
+ (!(BlockingMobj->flags & MF_COUNTKILL))))
+ {
+ fixed_t speed;
+
+ angle = R_PointToAngle2(BlockingMobj->x,
+ BlockingMobj->y, mo->x,
+ mo->y) +
+ ANG1 * ((P_Random() % 16) - 8);
+ speed = P_AproxDistance(mo->momx, mo->momy);
+ speed = FixedMul(speed, 0.75 * FRACUNIT);
+ mo->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx = FixedMul(speed, finecosine[angle]);
+ mo->momy = FixedMul(speed, finesine[angle]);
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ return;
+ }
+ else
+ { // Struck a player/creature
+ P_ExplodeMissile(mo);
+ }
+ }
+ else
+ { // Struck a wall
+ P_BounceWall(mo);
+ switch (mo->type)
+ {
+ case MT_SORCBALL1:
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ case MT_SORCFX1:
+ break;
+ default:
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ break;
+ }
+ return;
+ }
+ }
+ if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE))
+ {
+ angle = R_PointToAngle2(BlockingMobj->x,
+ BlockingMobj->y, mo->x, mo->y);
+
+ // Change angle for delflection/reflection
+ switch (BlockingMobj->type)
+ {
+ case MT_CENTAUR:
+ case MT_CENTAURLEADER:
+ if (abs(angle - BlockingMobj->angle) >> 24 > 45)
+ goto explode;
+ if (mo->type == MT_HOLY_FX)
+ goto explode;
+ // Drop through to sorcerer full reflection
+ case MT_SORCBOSS:
+ // Deflection
+ if (P_Random() < 128)
+ angle += ANG45;
+ else
+ angle -= ANG45;
+ break;
+ default:
+ // Reflection
+ angle += ANG1 * ((P_Random() % 16) - 8);
+ break;
+ }
+
+ // Reflect the missile along angle
+ mo->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx =
+ FixedMul(mo->info->speed >> 1, finecosine[angle]);
+ mo->momy =
+ FixedMul(mo->info->speed >> 1, finesine[angle]);
+// mo->momz = -mo->momz;
+ if (mo->flags2 & MF2_SEEKERMISSILE)
+ {
+ mo->special1 = (int) (mo->target);
+ }
+ mo->target = BlockingMobj;
+ return;
+ }
+ explode:
+ // Explode a missile
+ if (ceilingline && ceilingline->backsector
+ && ceilingline->backsector->ceilingpic == skyflatnum)
+ { // Hack to prevent missiles exploding against the sky
+ if (mo->type == MT_BLOODYSKULL)
+ {
+ mo->momx = mo->momy = 0;
+ mo->momz = -FRACUNIT;
+ }
+ else if (mo->type == MT_HOLY_FX)
+ {
+ P_ExplodeMissile(mo);
+ }
+ else
+ {
+ P_RemoveMobj(mo);
+ }
+ return;
+ }
+ P_ExplodeMissile(mo);
+ }
+ //else if(mo->info->crashstate)
+ //{
+ // mo->momx = mo->momy = 0;
+ // P_SetMobjState(mo, mo->info->crashstate);
+ // return;
+ //}
+ else
+ {
+ mo->momx = mo->momy = 0;
+ }
+ }
+ }
+ while (xmove || ymove);
+
+ // Friction
+
+ if (player && player->cheats & CF_NOMOMENTUM)
+ { // Debug option for no sliding at all
+ mo->momx = mo->momy = 0;
+ return;
+ }
+ if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
+ { // No friction for missiles
+ return;
+ }
+ if (mo->z > mo->floorz && !(mo->flags2 & MF2_FLY)
+ && !(mo->flags2 & MF2_ONMOBJ))
+ { // No friction when falling
+ if (mo->type != MT_BLASTEFFECT)
+ return;
+ }
+ if (mo->flags & MF_CORPSE)
+ { // Don't stop sliding if halfway off a step with some momentum
+ if (mo->momx > FRACUNIT / 4 || mo->momx < -FRACUNIT / 4
+ || mo->momy > FRACUNIT / 4 || mo->momy < -FRACUNIT / 4)
+ {
+ if (mo->floorz != mo->subsector->sector->floorheight)
+ {
+ return;
+ }
+ }
+ }
+ if (mo->momx > -STOPSPEED && mo->momx < STOPSPEED
+ && mo->momy > -STOPSPEED && mo->momy < STOPSPEED
+ && (!player || (player->cmd.forwardmove == 0
+ && player->cmd.sidemove == 0)))
+ { // If in a walking frame, stop moving
+ if (player)
+ {
+ if ((unsigned) ((player->mo->state - states)
+ - PStateRun[player->class]) < 4)
+ {
+ P_SetMobjState(player->mo, PStateNormal[player->class]);
+ }
+ }
+ mo->momx = 0;
+ mo->momy = 0;
+ }
+ else
+ {
+ if (mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && !(mo->flags2 & MF2_ONMOBJ))
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_FLY);
+ mo->momy = FixedMul(mo->momy, FRICTION_FLY);
+ }
+ else if (P_GetThingFloorType(mo) == FLOOR_ICE)
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_LOW);
+ mo->momy = FixedMul(mo->momy, FRICTION_LOW);
+ }
+ else
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_NORMAL);
+ mo->momy = FixedMul(mo->momy, FRICTION_NORMAL);
+ }
+ }
+}
+
+
+// Move this to p_inter ***
+void P_MonsterFallingDamage(mobj_t * mo)
+{
+ int damage;
+ int mom;
+
+ mom = abs(mo->momz);
+ if (mom > 35 * FRACUNIT)
+ { // automatic death
+ damage = 10000;
+ }
+ else
+ {
+ damage = ((mom - (23 * FRACUNIT)) * 6) >> FRACBITS;
+ }
+ damage = 10000; // always kill 'em
+ P_DamageMobj(mo, NULL, NULL, damage);
+}
+
+
+
+/*
+===============
+=
+= P_ZMovement
+=
+===============
+*/
+
+void P_ZMovement(mobj_t * mo)
+{
+ int dist;
+ int delta;
+//
+// check for smooth step up
+//
+ if (mo->player && mo->z < mo->floorz)
+ {
+ mo->player->viewheight -= mo->floorz - mo->z;
+ mo->player->deltaviewheight =
+ (VIEWHEIGHT - mo->player->viewheight) >> 3;
+ }
+//
+// adjust height
+//
+ mo->z += mo->momz;
+ if (mo->flags & MF_FLOAT && mo->target)
+ { // float down towards target if too close
+ if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
+ {
+ dist =
+ P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
+ delta = (mo->target->z + (mo->height >> 1)) - mo->z;
+ if (delta < 0 && dist < -(delta * 3))
+ mo->z -= FLOATSPEED;
+ else if (delta > 0 && dist < (delta * 3))
+ mo->z += FLOATSPEED;
+ }
+ }
+ if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && leveltime & 2)
+ {
+ mo->z += finesine[(FINEANGLES / 20 * leveltime >> 2) & FINEMASK];
+ }
+
+//
+// clip movement
+//
+ if (mo->z <= mo->floorz)
+ { // Hit the floor
+ if (mo->flags & MF_MISSILE)
+ {
+ mo->z = mo->floorz;
+ if (mo->flags2 & MF2_FLOORBOUNCE)
+ {
+ P_FloorBounceMissile(mo);
+ return;
+ }
+ else if (mo->type == MT_HOLY_FX)
+ { // The spirit struck the ground
+ mo->momz = 0;
+ P_HitFloor(mo);
+ return;
+ }
+ else if (mo->type == MT_MNTRFX2 || mo->type == MT_LIGHTNING_FLOOR)
+ { // Minotaur floor fire can go up steps
+ return;
+ }
+ else
+ {
+ P_HitFloor(mo);
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
+ if (mo->flags & MF_COUNTKILL) // Blasted mobj falling
+ {
+ if (mo->momz < -(23 * FRACUNIT))
+ {
+ P_MonsterFallingDamage(mo);
+ }
+ }
+ if (mo->z - mo->momz > mo->floorz)
+ { // Spawn splashes, etc.
+ P_HitFloor(mo);
+ }
+ mo->z = mo->floorz;
+ if (mo->momz < 0)
+ {
+ if (mo->flags2 & MF2_ICEDAMAGE && mo->momz < -GRAVITY * 8)
+ {
+ mo->tics = 1;
+ mo->momx = 0;
+ mo->momy = 0;
+ mo->momz = 0;
+ return;
+ }
+ if (mo->player)
+ {
+ mo->player->jumpTics = 7; // delay any jumping for a short time
+ if (mo->momz < -GRAVITY * 8 && !(mo->flags2 & MF2_FLY))
+ { // squat down
+ mo->player->deltaviewheight = mo->momz >> 3;
+ if (mo->momz < -23 * FRACUNIT)
+ {
+ P_FallingDamage(mo->player);
+ P_NoiseAlert(mo, mo);
+ }
+ else if (mo->momz < -GRAVITY * 12
+ && !mo->player->morphTics)
+ {
+ S_StartSound(mo, SFX_PLAYER_LAND);
+ switch (mo->player->class)
+ {
+ case PCLASS_FIGHTER:
+ S_StartSound(mo, SFX_PLAYER_FIGHTER_GRUNT);
+ break;
+ case PCLASS_CLERIC:
+ S_StartSound(mo, SFX_PLAYER_CLERIC_GRUNT);
+ break;
+ case PCLASS_MAGE:
+ S_StartSound(mo, SFX_PLAYER_MAGE_GRUNT);
+ break;
+ default:
+ break;
+ }
+ }
+ else if ((P_GetThingFloorType(mo) < FLOOR_LIQUID) &&
+ (!mo->player->morphTics))
+ {
+ S_StartSound(mo, SFX_PLAYER_LAND);
+ }
+ // haleyjd: removed externdriver crap
+ mo->player->centering = true;
+ }
+ }
+ else if (mo->type >= MT_POTTERY1 && mo->type <= MT_POTTERY3)
+ {
+ P_DamageMobj(mo, NULL, NULL, 25);
+ }
+ else if (mo->flags & MF_COUNTKILL)
+ {
+ if (mo->momz < -23 * FRACUNIT)
+ {
+ // Doesn't get here
+ }
+ }
+ mo->momz = 0;
+ }
+ if (mo->flags & MF_SKULLFLY)
+ { // The skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->info->crashstate &&
+ (mo->flags & MF_CORPSE) && !(mo->flags2 & MF2_ICEDAMAGE))
+ {
+ P_SetMobjState(mo, mo->info->crashstate);
+ return;
+ }
+ }
+ else if (mo->flags2 & MF2_LOGRAV)
+ {
+ if (mo->momz == 0)
+ mo->momz = -(GRAVITY >> 3) * 2;
+ else
+ mo->momz -= GRAVITY >> 3;
+ }
+ else if (!(mo->flags & MF_NOGRAVITY))
+ {
+ if (mo->momz == 0)
+ mo->momz = -GRAVITY * 2;
+ else
+ mo->momz -= GRAVITY;
+ }
+
+ if (mo->z + mo->height > mo->ceilingz)
+ { // hit the ceiling
+ if (mo->momz > 0)
+ mo->momz = 0;
+ mo->z = mo->ceilingz - mo->height;
+ if (mo->flags2 & MF2_FLOORBOUNCE)
+ {
+ // Maybe reverse momentum here for ceiling bounce
+ // Currently won't happen
+
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ return;
+ }
+ if (mo->flags & MF_SKULLFLY)
+ { // the skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->flags & MF_MISSILE)
+ {
+ if (mo->type == MT_LIGHTNING_CEILING)
+ {
+ return;
+ }
+ if (mo->subsector->sector->ceilingpic == skyflatnum)
+ {
+ if (mo->type == MT_BLOODYSKULL)
+ {
+ mo->momx = mo->momy = 0;
+ mo->momz = -FRACUNIT;
+ }
+ else if (mo->type == MT_HOLY_FX)
+ {
+ P_ExplodeMissile(mo);
+ }
+ else
+ {
+ P_RemoveMobj(mo);
+ }
+ return;
+ }
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_BlasterMobjThinker
+//
+//
+//----------------------------------------------------------------------------
+
+void P_BlasterMobjThinker(mobj_t * mobj)
+{
+ int i;
+ fixed_t xfrac;
+ fixed_t yfrac;
+ fixed_t zfrac;
+ fixed_t z;
+ boolean changexy;
+ mobj_t *mo;
+
+ // Handle movement
+ if (mobj->momx || mobj->momy || (mobj->z != mobj->floorz) || mobj->momz)
+ {
+ xfrac = mobj->momx >> 3;
+ yfrac = mobj->momy >> 3;
+ zfrac = mobj->momz >> 3;
+ changexy = xfrac || yfrac;
+ for (i = 0; i < 8; i++)
+ {
+ if (changexy)
+ {
+ if (!P_TryMove(mobj, mobj->x + xfrac, mobj->y + yfrac))
+ { // Blocked move
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ }
+ mobj->z += zfrac;
+ if (mobj->z <= mobj->floorz)
+ { // Hit the floor
+ mobj->z = mobj->floorz;
+ P_HitFloor(mobj);
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ if (mobj->z + mobj->height > mobj->ceilingz)
+ { // Hit the ceiling
+ mobj->z = mobj->ceilingz - mobj->height;
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ if (changexy)
+ {
+ if (mobj->type == MT_MWAND_MISSILE && (P_Random() < 128))
+ {
+ z = mobj->z - 8 * FRACUNIT;
+ if (z < mobj->floorz)
+ {
+ z = mobj->floorz;
+ }
+ P_SpawnMobj(mobj->x, mobj->y, z, MT_MWANDSMOKE);
+ }
+ else if (!--mobj->special1)
+ {
+ mobj->special1 = 4;
+ z = mobj->z - 12 * FRACUNIT;
+ if (z < mobj->floorz)
+ {
+ z = mobj->floorz;
+ }
+ mo = P_SpawnMobj(mobj->x, mobj->y, z, MT_CFLAMEFLOOR);
+ if (mo)
+ {
+ mo->angle = mobj->angle;
+ }
+ }
+ }
+ }
+ }
+ // Advance the state
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+ while (!mobj->tics)
+ {
+ if (!P_SetMobjState(mobj, mobj->state->nextstate))
+ { // mobj was removed
+ return;
+ }
+ }
+ }
+}
+
+//===========================================================================
+//
+// PlayerLandedOnThing
+//
+//===========================================================================
+
+static void PlayerLandedOnThing(mobj_t * mo, mobj_t * onmobj)
+{
+ mo->player->deltaviewheight = mo->momz >> 3;
+ if (mo->momz < -23 * FRACUNIT)
+ {
+ P_FallingDamage(mo->player);
+ P_NoiseAlert(mo, mo);
+ }
+ else if (mo->momz < -GRAVITY * 12 && !mo->player->morphTics)
+ {
+ S_StartSound(mo, SFX_PLAYER_LAND);
+ switch (mo->player->class)
+ {
+ case PCLASS_FIGHTER:
+ S_StartSound(mo, SFX_PLAYER_FIGHTER_GRUNT);
+ break;
+ case PCLASS_CLERIC:
+ S_StartSound(mo, SFX_PLAYER_CLERIC_GRUNT);
+ break;
+ case PCLASS_MAGE:
+ S_StartSound(mo, SFX_PLAYER_MAGE_GRUNT);
+ break;
+ default:
+ break;
+ }
+ }
+ else if (!mo->player->morphTics)
+ {
+ S_StartSound(mo, SFX_PLAYER_LAND);
+ }
+ // haleyjd: removed externdriver crap
+ mo->player->centering = true;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_MobjThinker
+//
+//----------------------------------------------------------------------------
+
+void P_MobjThinker(mobj_t * mobj)
+{
+ mobj_t *onmo;
+/*
+ // Reset to not blasted when momentums are gone
+ if((mobj->flags2&MF2_BLASTED) && (!(mobj->momx)) && (!(mobj->momy)))
+ ResetBlasted(mobj);
+*/
+ // Handle X and Y momentums
+ BlockingMobj = NULL;
+ if (mobj->momx || mobj->momy || (mobj->flags & MF_SKULLFLY))
+ {
+ P_XYMovement(mobj);
+ if (mobj->thinker.function == (think_t) - 1)
+ { // mobj was removed
+ return;
+ }
+ }
+ else if (mobj->flags2 & MF2_BLASTED)
+ { // Reset to not blasted when momentums are gone
+ ResetBlasted(mobj);
+ }
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Floating item bobbing motion (special1 is height)
+ mobj->z = mobj->floorz +
+ mobj->special1 + FloatBobOffsets[(mobj->health++) & 63];
+ }
+ else if ((mobj->z != mobj->floorz) || mobj->momz || BlockingMobj)
+ { // Handle Z momentum and gravity
+ if (mobj->flags2 & MF2_PASSMOBJ)
+ {
+ if (!(onmo = P_CheckOnmobj(mobj)))
+ {
+ P_ZMovement(mobj);
+ if (mobj->player && mobj->flags & MF2_ONMOBJ)
+ {
+ mobj->flags2 &= ~MF2_ONMOBJ;
+ }
+ }
+ else
+ {
+ if (mobj->player)
+ {
+ if (mobj->momz < -GRAVITY * 8
+ && !(mobj->flags2 & MF2_FLY))
+ {
+ PlayerLandedOnThing(mobj, onmo);
+ }
+ if (onmo->z + onmo->height - mobj->z <= 24 * FRACUNIT)
+ {
+ mobj->player->viewheight -= onmo->z + onmo->height
+ - mobj->z;
+ mobj->player->deltaviewheight =
+ (VIEWHEIGHT - mobj->player->viewheight) >> 3;
+ mobj->z = onmo->z + onmo->height;
+ mobj->flags2 |= MF2_ONMOBJ;
+ mobj->momz = 0;
+ }
+ else
+ { // hit the bottom of the blocking mobj
+ mobj->momz = 0;
+ }
+ }
+/* Landing on another player, and mimicking his movements
+ if(mobj->player && onmo->player)
+ {
+ mobj->momx = onmo->momx;
+ mobj->momy = onmo->momy;
+ if(onmo->z < onmo->floorz)
+ {
+ mobj->z += onmo->floorz-onmo->z;
+ if(onmo->player)
+ {
+ onmo->player->viewheight -= onmo->floorz-onmo->z;
+ onmo->player->deltaviewheight = (VIEWHEIGHT-
+ onmo->player->viewheight)>>3;
+ }
+ onmo->z = onmo->floorz;
+ }
+ }
+*/
+ }
+ }
+ else
+ {
+ P_ZMovement(mobj);
+ }
+ if (mobj->thinker.function == (think_t) - 1)
+ { // mobj was removed
+ return;
+ }
+ }
+
+ // Cycle through states, calling action functions at transitions
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+ // you can cycle through multiple states in a tic
+ while (!mobj->tics)
+ {
+ if (!P_SetMobjState(mobj, mobj->state->nextstate))
+ { // mobj was removed
+ return;
+ }
+ }
+ }
+}
+
+//==========================================================================
+//
+// P_SpawnMobj
+//
+//==========================================================================
+
+mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
+{
+ mobj_t *mobj;
+ state_t *st;
+ mobjinfo_t *info;
+ fixed_t space;
+
+ mobj = Z_Malloc(sizeof(*mobj), PU_LEVEL, NULL);
+ memset(mobj, 0, sizeof(*mobj));
+ info = &mobjinfo[type];
+ mobj->type = type;
+ mobj->info = info;
+ mobj->x = x;
+ mobj->y = y;
+ mobj->radius = info->radius;
+ mobj->height = info->height;
+ mobj->flags = info->flags;
+ mobj->flags2 = info->flags2;
+ mobj->damage = info->damage;
+ mobj->health = info->spawnhealth;
+ if (gameskill != sk_nightmare)
+ {
+ mobj->reactiontime = info->reactiontime;
+ }
+ mobj->lastlook = P_Random() % MAXPLAYERS;
+
+ // Set the state, but do not use P_SetMobjState, because action
+ // routines can't be called yet. If the spawnstate has an action
+ // routine, it will not be called.
+ st = &states[info->spawnstate];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+
+ // Set subsector and/or block links.
+ P_SetThingPosition(mobj);
+ mobj->floorz = mobj->subsector->sector->floorheight;
+ mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+ if (z == ONFLOORZ)
+ {
+ mobj->z = mobj->floorz;
+ }
+ else if (z == ONCEILINGZ)
+ {
+ mobj->z = mobj->ceilingz - mobj->info->height;
+ }
+ else if (z == FLOATRANDZ)
+ {
+ space = ((mobj->ceilingz) - (mobj->info->height)) - mobj->floorz;
+ if (space > 48 * FRACUNIT)
+ {
+ space -= 40 * FRACUNIT;
+ mobj->z =
+ ((space * P_Random()) >> 8) + mobj->floorz + 40 * FRACUNIT;
+ }
+ else
+ {
+ mobj->z = mobj->floorz;
+ }
+ }
+ else if (mobj->flags2 & MF2_FLOATBOB)
+ {
+ mobj->z = mobj->floorz + z; // artifact z passed in as height
+ }
+ else
+ {
+ mobj->z = z;
+ }
+ if (mobj->flags2 & MF2_FLOORCLIP
+ && P_GetThingFloorType(mobj) >= FLOOR_LIQUID
+ && mobj->z == mobj->subsector->sector->floorheight)
+ {
+ mobj->floorclip = 10 * FRACUNIT;
+ }
+ else
+ {
+ mobj->floorclip = 0;
+ }
+
+ mobj->thinker.function = P_MobjThinker;
+ P_AddThinker(&mobj->thinker);
+ return (mobj);
+}
+
+//==========================================================================
+//
+// P_RemoveMobj
+//
+//==========================================================================
+
+void P_RemoveMobj(mobj_t * mobj)
+{
+ // Remove from creature queue
+ if (mobj->flags & MF_COUNTKILL && mobj->flags & MF_CORPSE)
+ {
+ A_DeQueueCorpse(mobj);
+ }
+
+ if (mobj->tid)
+ { // Remove from TID list
+ P_RemoveMobjFromTIDList(mobj);
+ }
+
+ // Unlink from sector and block lists
+ P_UnsetThingPosition(mobj);
+
+ // Stop any playing sound
+ S_StopSound(mobj);
+
+ // Free block
+ P_RemoveThinker((thinker_t *) mobj);
+}
+
+//==========================================================================
+//
+// P_SpawnPlayer
+//
+// Called when a player is spawned on the level. Most of the player
+// structure stays unchanged between levels.
+//
+//==========================================================================
+
+void P_SpawnPlayer(mapthing_t * mthing)
+{
+ player_t *p;
+ fixed_t x, y, z;
+ mobj_t *mobj;
+
+ if (!playeringame[mthing->type - 1])
+ { // Not playing
+ return;
+ }
+ p = &players[mthing->type - 1];
+ if (p->playerstate == PST_REBORN)
+ {
+ G_PlayerReborn(mthing->type - 1);
+ }
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+ z = ONFLOORZ;
+ if (randomclass && deathmatch)
+ {
+ p->class = P_Random() % 3;
+ if (p->class == PlayerClass[mthing->type - 1])
+ {
+ p->class = (p->class + 1) % 3;
+ }
+ PlayerClass[mthing->type - 1] = p->class;
+ SB_SetClassData();
+ }
+ else
+ {
+ p->class = PlayerClass[mthing->type - 1];
+ }
+ switch (p->class)
+ {
+ case PCLASS_FIGHTER:
+ mobj = P_SpawnMobj(x, y, z, MT_PLAYER_FIGHTER);
+ break;
+ case PCLASS_CLERIC:
+ mobj = P_SpawnMobj(x, y, z, MT_PLAYER_CLERIC);
+ break;
+ case PCLASS_MAGE:
+ mobj = P_SpawnMobj(x, y, z, MT_PLAYER_MAGE);
+ break;
+ default:
+ I_Error("P_SpawnPlayer: Unknown class type");
+ return;
+ }
+
+ // Set translation table data
+ if (p->class == PCLASS_FIGHTER
+ && (mthing->type == 1 || mthing->type == 3))
+ {
+ // The first type should be blue, and the third should be the
+ // Fighter's original gold color
+ if (mthing->type == 1)
+ {
+ mobj->flags |= 2 << MF_TRANSSHIFT;
+ }
+ }
+ else if (mthing->type > 1)
+ { // Set color translation bits for player sprites
+ mobj->flags |= (mthing->type - 1) << MF_TRANSSHIFT;
+ }
+
+ mobj->angle = ANG45 * (mthing->angle / 45);
+ mobj->player = p;
+ mobj->health = p->health;
+ p->mo = mobj;
+ p->playerstate = PST_LIVE;
+ p->refire = 0;
+ P_ClearMessage(p);
+ p->damagecount = 0;
+ p->bonuscount = 0;
+ p->poisoncount = 0;
+ p->morphTics = 0;
+ p->extralight = 0;
+ p->fixedcolormap = 0;
+ p->viewheight = VIEWHEIGHT;
+ P_SetupPsprites(p);
+ if (deathmatch)
+ { // Give all keys in death match mode
+ p->keys = 2047;
+ }
+}
+
+//==========================================================================
+//
+// P_SpawnMapThing
+//
+// The fields of the mapthing should already be in host byte order.
+//
+//==========================================================================
+
+void P_SpawnMapThing(mapthing_t * mthing)
+{
+ int i;
+ unsigned int spawnMask;
+ mobj_t *mobj;
+ fixed_t x, y, z;
+ static unsigned int classFlags[] = {
+ MTF_FIGHTER,
+ MTF_CLERIC,
+ MTF_MAGE
+ };
+
+ // Count deathmatch start positions
+ if (mthing->type == 11)
+ {
+ if (deathmatch_p < &deathmatchstarts[MAXDEATHMATCHSTARTS])
+ {
+ memcpy(deathmatch_p, mthing, sizeof(*mthing));
+ deathmatch_p++;
+ }
+ return;
+ }
+ if (mthing->type == PO_ANCHOR_TYPE)
+ { // Polyobj Anchor Pt.
+ return;
+ }
+ else if (mthing->type == PO_SPAWN_TYPE
+ || mthing->type == PO_SPAWNCRUSH_TYPE)
+ { // Polyobj Anchor Pt.
+ po_NumPolyobjs++;
+ return;
+ }
+
+ // Check for player starts 1 to 4
+ if (mthing->type <= 4)
+ {
+ playerstarts[mthing->arg1][mthing->type - 1] = *mthing;
+ if (!deathmatch && !mthing->arg1)
+ {
+ P_SpawnPlayer(mthing);
+ }
+ return;
+ }
+ // Check for player starts 5 to 8
+ if (mthing->type >= 9100 && mthing->type <= 9103)
+ {
+ mapthing_t *player_start;
+ int player;
+
+ player = 4 + mthing->type - 9100;
+
+ player_start = &playerstarts[mthing->arg1][player];
+ memcpy(player_start, mthing, sizeof(mapthing_t));
+ player_start->type = player + 1;
+
+ if (!deathmatch && !player_start->arg1)
+ {
+ P_SpawnPlayer(player_start);
+ }
+ return;
+ }
+
+ if (mthing->type >= 1400 && mthing->type < 1410)
+ {
+ R_PointInSubsector(mthing->x << FRACBITS,
+ mthing->y << FRACBITS)->sector->seqType =
+ mthing->type - 1400;
+ return;
+ }
+
+ // Check current game type with spawn flags
+ if (netgame == false)
+ {
+ spawnMask = MTF_GSINGLE;
+ }
+ else if (deathmatch)
+ {
+ spawnMask = MTF_GDEATHMATCH;
+ }
+ else
+ {
+ spawnMask = MTF_GCOOP;
+ }
+ if (!(mthing->options & spawnMask))
+ {
+ return;
+ }
+
+ // Check current skill with spawn flags
+ if (gameskill == sk_baby || gameskill == sk_easy)
+ {
+ spawnMask = MTF_EASY;
+ }
+ else if (gameskill == sk_hard || gameskill == sk_nightmare)
+ {
+ spawnMask = MTF_HARD;
+ }
+ else
+ {
+ spawnMask = MTF_NORMAL;
+ }
+ if (!(mthing->options & spawnMask))
+ {
+ return;
+ }
+
+ // Check current character classes with spawn flags
+ if (netgame == false)
+ { // Single player
+ if ((mthing->options & classFlags[PlayerClass[0]]) == 0)
+ { // Not for current class
+ return;
+ }
+ }
+ else if (deathmatch == false)
+ { // Cooperative
+ spawnMask = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ spawnMask |= classFlags[PlayerClass[i]];
+ }
+ }
+ if ((mthing->options & spawnMask) == 0)
+ {
+ return;
+ }
+ }
+
+ // Find which type to spawn
+ for (i = 0; i < NUMMOBJTYPES; i++)
+ {
+ if (mthing->type == mobjinfo[i].doomednum)
+ {
+ break;
+ }
+ }
+
+ if (i == NUMMOBJTYPES)
+ { // Can't find thing type
+ I_Error("P_SpawnMapThing: Unknown type %i at (%i, %i)",
+ mthing->type, mthing->x, mthing->y);
+ }
+
+ // Don't spawn keys and players in deathmatch
+ if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
+ {
+ return;
+ }
+
+ // Don't spawn monsters if -nomonsters
+ if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL))
+ {
+ return;
+ }
+
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+ if (mobjinfo[i].flags & MF_SPAWNCEILING)
+ {
+ z = ONCEILINGZ;
+ }
+ else if (mobjinfo[i].flags2 & MF2_SPAWNFLOAT)
+ {
+ z = FLOATRANDZ;
+ }
+ else if (mobjinfo[i].flags2 & MF2_FLOATBOB)
+ {
+ z = mthing->height << FRACBITS;
+ }
+ else
+ {
+ z = ONFLOORZ;
+ }
+ switch (i)
+ { // Special stuff
+ case MT_ZLYNCHED_NOHEART:
+ P_SpawnMobj(x, y, ONFLOORZ, MT_BLOODPOOL);
+ break;
+ default:
+ break;
+ }
+ mobj = P_SpawnMobj(x, y, z, i);
+ if (z == ONFLOORZ)
+ {
+ mobj->z += mthing->height << FRACBITS;
+ }
+ else if (z == ONCEILINGZ)
+ {
+ mobj->z -= mthing->height << FRACBITS;
+ }
+ mobj->tid = mthing->tid;
+ mobj->special = mthing->special;
+ mobj->args[0] = mthing->arg1;
+ mobj->args[1] = mthing->arg2;
+ mobj->args[2] = mthing->arg3;
+ mobj->args[3] = mthing->arg4;
+ mobj->args[4] = mthing->arg5;
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Seed random starting index for bobbing motion
+ mobj->health = P_Random();
+ mobj->special1 = mthing->height << FRACBITS;
+ }
+ if (mobj->tics > 0)
+ {
+ mobj->tics = 1 + (P_Random() % mobj->tics);
+ }
+// if(mobj->flags&MF_COUNTITEM)
+// {
+// totalitems++;
+// }
+ if (mobj->flags & MF_COUNTKILL)
+ {
+ // Quantize angle to 45 degree increments
+ mobj->angle = ANG45 * (mthing->angle / 45);
+ }
+ else
+ {
+ // Scale angle correctly (source is 0..359)
+ mobj->angle = ((mthing->angle << 8) / 360) << 24;
+ }
+ if (mthing->options & MTF_AMBUSH)
+ {
+ mobj->flags |= MF_AMBUSH;
+ }
+ if (mthing->options & MTF_DORMANT)
+ {
+ mobj->flags2 |= MF2_DORMANT;
+ if (mobj->type == MT_ICEGUY)
+ {
+ P_SetMobjState(mobj, S_ICEGUY_DORMANT);
+ }
+ mobj->tics = -1;
+ }
+}
+
+//==========================================================================
+//
+// P_CreateTIDList
+//
+//==========================================================================
+
+void P_CreateTIDList(void)
+{
+ int i;
+ mobj_t *mobj;
+ thinker_t *t;
+
+ i = 0;
+ for (t = thinkercap.next; t != &thinkercap; t = t->next)
+ { // Search all current thinkers
+ if (t->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mobj = (mobj_t *) t;
+ if (mobj->tid != 0)
+ { // Add to list
+ if (i == MAX_TID_COUNT)
+ {
+ I_Error("P_CreateTIDList: MAX_TID_COUNT (%d) exceeded.",
+ MAX_TID_COUNT);
+ }
+ TIDList[i] = mobj->tid;
+ TIDMobj[i++] = mobj;
+ }
+ }
+ // Add termination marker
+ TIDList[i] = 0;
+}
+
+//==========================================================================
+//
+// P_InsertMobjIntoTIDList
+//
+//==========================================================================
+
+void P_InsertMobjIntoTIDList(mobj_t * mobj, int tid)
+{
+ int i;
+ int index;
+
+ index = -1;
+ for (i = 0; TIDList[i] != 0; i++)
+ {
+ if (TIDList[i] == -1)
+ { // Found empty slot
+ index = i;
+ break;
+ }
+ }
+ if (index == -1)
+ { // Append required
+ if (i == MAX_TID_COUNT)
+ {
+ I_Error("P_InsertMobjIntoTIDList: MAX_TID_COUNT (%d)"
+ "exceeded.", MAX_TID_COUNT);
+ }
+ index = i;
+ TIDList[index + 1] = 0;
+ }
+ mobj->tid = tid;
+ TIDList[index] = tid;
+ TIDMobj[index] = mobj;
+}
+
+//==========================================================================
+//
+// P_RemoveMobjFromTIDList
+//
+//==========================================================================
+
+void P_RemoveMobjFromTIDList(mobj_t * mobj)
+{
+ int i;
+
+ for (i = 0; TIDList[i] != 0; i++)
+ {
+ if (TIDMobj[i] == mobj)
+ {
+ TIDList[i] = -1;
+ TIDMobj[i] = NULL;
+ mobj->tid = 0;
+ return;
+ }
+ }
+ mobj->tid = 0;
+}
+
+//==========================================================================
+//
+// P_FindMobjFromTID
+//
+//==========================================================================
+
+mobj_t *P_FindMobjFromTID(int tid, int *searchPosition)
+{
+ int i;
+
+ for (i = *searchPosition + 1; TIDList[i] != 0; i++)
+ {
+ if (TIDList[i] == tid)
+ {
+ *searchPosition = i;
+ return TIDMobj[i];
+ }
+ }
+ *searchPosition = -1;
+ return NULL;
+}
+
+/*
+===============================================================================
+
+ GAME SPAWN FUNCTIONS
+
+===============================================================================
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SpawnPuff
+//
+//---------------------------------------------------------------------------
+
+extern fixed_t attackrange;
+
+void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z)
+{
+ mobj_t *puff;
+
+ z += ((P_Random() - P_Random()) << 10);
+ puff = P_SpawnMobj(x, y, z, PuffType);
+ if (linetarget && puff->info->seesound)
+ { // Hit thing sound
+ S_StartSound(puff, puff->info->seesound);
+ }
+ else if (puff->info->attacksound)
+ {
+ S_StartSound(puff, puff->info->attacksound);
+ }
+ switch (PuffType)
+ {
+ case MT_PUNCHPUFF:
+ puff->momz = FRACUNIT;
+ break;
+ case MT_HAMMERPUFF:
+ puff->momz = .8 * FRACUNIT;
+ break;
+ default:
+ break;
+ }
+ PuffSpawned = puff;
+}
+
+/*
+================
+=
+= P_SpawnBlood
+=
+================
+*/
+
+/*
+void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage)
+{
+ mobj_t *th;
+
+ z += ((P_Random()-P_Random())<<10);
+ th = P_SpawnMobj (x,y,z, MT_BLOOD);
+ th->momz = FRACUNIT*2;
+ th->tics -= P_Random()&3;
+
+ if (damage <= 12 && damage >= 9)
+ P_SetMobjState (th,S_BLOOD2);
+ else if (damage < 9)
+ P_SetMobjState (th,S_BLOOD3);
+}
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_BloodSplatter
+//
+//---------------------------------------------------------------------------
+
+void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER);
+ mo->target = originator;
+ mo->momx = (P_Random() - P_Random()) << 10;
+ mo->momy = (P_Random() - P_Random()) << 10;
+ mo->momz = 3 * FRACUNIT;
+}
+
+//===========================================================================
+//
+// P_BloodSplatter2
+//
+//===========================================================================
+
+void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(x + ((P_Random() - 128) << 11),
+ y + ((P_Random() - 128) << 11), z, MT_AXEBLOOD);
+ mo->target = originator;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_RipperBlood
+//
+//---------------------------------------------------------------------------
+
+void P_RipperBlood(mobj_t * mo)
+{
+ mobj_t *th;
+ fixed_t x, y, z;
+
+ x = mo->x + ((P_Random() - P_Random()) << 12);
+ y = mo->y + ((P_Random() - P_Random()) << 12);
+ z = mo->z + ((P_Random() - P_Random()) << 12);
+ th = P_SpawnMobj(x, y, z, MT_BLOOD);
+// th->flags |= MF_NOGRAVITY;
+ th->momx = mo->momx >> 1;
+ th->momy = mo->momy >> 1;
+ th->tics += P_Random() & 3;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GetThingFloorType
+//
+//---------------------------------------------------------------------------
+
+int P_GetThingFloorType(mobj_t * thing)
+{
+ if (thing->floorpic)
+ {
+ return (TerrainTypes[thing->floorpic]);
+ }
+ else
+ {
+ return (TerrainTypes[thing->subsector->sector->floorpic]);
+ }
+/*
+ if(thing->subsector->sector->floorpic
+ == W_GetNumForName("FLTWAWA1")-firstflat)
+ {
+ return(FLOOR_WATER);
+ }
+ else
+ {
+ return(FLOOR_SOLID);
+ }
+*/
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_HitFloor
+//
+//---------------------------------------------------------------------------
+#define SMALLSPLASHCLIP 12<<FRACBITS;
+
+int P_HitFloor(mobj_t * thing)
+{
+ mobj_t *mo;
+ int smallsplash = false;
+
+ if (thing->floorz != thing->subsector->sector->floorheight)
+ { // don't splash if landing on the edge above water/lava/etc....
+ return (FLOOR_SOLID);
+ }
+
+ // Things that don't splash go here
+ switch (thing->type)
+ {
+ case MT_LEAF1:
+ case MT_LEAF2:
+// case MT_BLOOD: // I set these to low mass -- pm
+// case MT_BLOODSPLATTER:
+ case MT_SPLASH:
+ case MT_SLUDGECHUNK:
+ return (FLOOR_SOLID);
+ default:
+ break;
+ }
+
+ // Small splash for small masses
+ if (thing->info->mass < 10)
+ smallsplash = true;
+
+ switch (P_GetThingFloorType(thing))
+ {
+ case FLOOR_WATER:
+ if (smallsplash)
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
+ if (mo)
+ mo->floorclip += SMALLSPLASHCLIP;
+ S_StartSound(mo, SFX_AMBIENT10); // small drip
+ }
+ else
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH);
+ mo->target = thing;
+ mo->momx = (P_Random() - P_Random()) << 8;
+ mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momz = 2 * FRACUNIT + (P_Random() << 8);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
+ if (thing->player)
+ P_NoiseAlert(thing, thing);
+ S_StartSound(mo, SFX_WATER_SPLASH);
+ }
+ return (FLOOR_WATER);
+ case FLOOR_LAVA:
+ if (smallsplash)
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
+ if (mo)
+ mo->floorclip += SMALLSPLASHCLIP;
+ }
+ else
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE);
+ mo->momz = FRACUNIT + (P_Random() << 7);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
+ if (thing->player)
+ P_NoiseAlert(thing, thing);
+ }
+ S_StartSound(mo, SFX_LAVA_SIZZLE);
+ if (thing->player && leveltime & 31)
+ {
+ P_DamageMobj(thing, &LavaInflictor, NULL, 5);
+ }
+ return (FLOOR_LAVA);
+ case FLOOR_SLUDGE:
+ if (smallsplash)
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,
+ MT_SLUDGESPLASH);
+ if (mo)
+ mo->floorclip += SMALLSPLASHCLIP;
+ }
+ else
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,
+ MT_SLUDGECHUNK);
+ mo->target = thing;
+ mo->momx = (P_Random() - P_Random()) << 8;
+ mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momz = FRACUNIT + (P_Random() << 8);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,
+ MT_SLUDGESPLASH);
+ if (thing->player)
+ P_NoiseAlert(thing, thing);
+ }
+ S_StartSound(mo, SFX_SLUDGE_GLOOP);
+ return (FLOOR_SLUDGE);
+ }
+ return (FLOOR_SOLID);
+}
+
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_CheckMissileSpawn
+//
+// Returns true if the missile is at a valid spawn point, otherwise
+// explodes it and returns false.
+//
+//---------------------------------------------------------------------------
+
+boolean P_CheckMissileSpawn(mobj_t * missile)
+{
+ //missile->tics -= P_Random()&3;
+
+ // move a little forward so an angle can be computed if it
+ // immediately explodes
+ missile->x += (missile->momx >> 1);
+ missile->y += (missile->momy >> 1);
+ missile->z += (missile->momz >> 1);
+ if (!P_TryMove(missile, missile->x, missile->y))
+ {
+ P_ExplodeMissile(missile);
+ return (false);
+ }
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_SpawnMissile
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissile(mobj_t * source, mobj_t * dest, mobjtype_t type)
+{
+ fixed_t z;
+ mobj_t *th;
+ angle_t an;
+ int dist;
+
+ switch (type)
+ {
+ case MT_MNTRFX1: // Minotaur swing attack missile
+ z = source->z + 40 * FRACUNIT;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire missile
+ z = ONFLOORZ + source->floorclip;
+ break;
+ case MT_CENTAUR_FX:
+ z = source->z + 45 * FRACUNIT;
+ break;
+ case MT_ICEGUY_FX:
+ z = source->z + 40 * FRACUNIT;
+ break;
+ case MT_HOLY_MISSILE:
+ z = source->z + 40 * FRACUNIT;
+ break;
+ default:
+ z = source->z + 32 * FRACUNIT;
+ break;
+ }
+ z -= source->floorclip;
+ th = P_SpawnMobj(source->x, source->y, z, type);
+ if (th->info->seesound)
+ {
+ S_StartSound(th, th->info->seesound);
+ }
+ th->target = source; // Originator
+ an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
+ if (dest->flags & MF_SHADOW)
+ { // Invisible target
+ an += (P_Random() - P_Random()) << 21;
+ }
+ th->angle = an;
+ an >>= ANGLETOFINESHIFT;
+ th->momx = FixedMul(th->info->speed, finecosine[an]);
+ th->momy = FixedMul(th->info->speed, finesine[an]);
+ dist = P_AproxDistance(dest->x - source->x, dest->y - source->y);
+ dist = dist / th->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ th->momz = (dest->z - source->z) / dist;
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_SpawnMissileXYZ
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z,
+ mobj_t * source, mobj_t * dest, mobjtype_t type)
+{
+ mobj_t *th;
+ angle_t an;
+ int dist;
+
+ z -= source->floorclip;
+ th = P_SpawnMobj(x, y, z, type);
+ if (th->info->seesound)
+ {
+ S_StartSound(th, th->info->seesound);
+ }
+ th->target = source; // Originator
+ an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
+ if (dest->flags & MF_SHADOW)
+ { // Invisible target
+ an += (P_Random() - P_Random()) << 21;
+ }
+ th->angle = an;
+ an >>= ANGLETOFINESHIFT;
+ th->momx = FixedMul(th->info->speed, finecosine[an]);
+ th->momy = FixedMul(th->info->speed, finesine[an]);
+ dist = P_AproxDistance(dest->x - source->x, dest->y - source->y);
+ dist = dist / th->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ th->momz = (dest->z - source->z) / dist;
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_SpawnMissileAngle
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissileAngle(mobj_t * source, mobjtype_t type,
+ angle_t angle, fixed_t momz)
+{
+ fixed_t z;
+ mobj_t *mo;
+
+ switch (type)
+ {
+ case MT_MNTRFX1: // Minotaur swing attack missile
+ z = source->z + 40 * FRACUNIT;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire missile
+ z = ONFLOORZ + source->floorclip;
+ break;
+ case MT_ICEGUY_FX2: // Secondary Projectiles of the Ice Guy
+ z = source->z + 3 * FRACUNIT;
+ break;
+ case MT_MSTAFF_FX2:
+ z = source->z + 40 * FRACUNIT;
+ break;
+ default:
+ z = source->z + 32 * FRACUNIT;
+ break;
+ }
+ z -= source->floorclip;
+ mo = P_SpawnMobj(source->x, source->y, z, type);
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ mo->target = source; // Originator
+ mo->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx = FixedMul(mo->info->speed, finecosine[angle]);
+ mo->momy = FixedMul(mo->info->speed, finesine[angle]);
+ mo->momz = momz;
+ return (P_CheckMissileSpawn(mo) ? mo : NULL);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_SpawnMissileAngleSpeed
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissileAngleSpeed(mobj_t * source, mobjtype_t type,
+ angle_t angle, fixed_t momz, fixed_t speed)
+{
+ fixed_t z;
+ mobj_t *mo;
+
+ z = source->z;
+ z -= source->floorclip;
+ mo = P_SpawnMobj(source->x, source->y, z, type);
+ if (mo->info->seesound)
+ {
+ //S_StartSound(mo, mo->info->seesound);
+ }
+ mo->target = source; // Originator
+ mo->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx = FixedMul(speed, finecosine[angle]);
+ mo->momy = FixedMul(speed, finesine[angle]);
+ mo->momz = momz;
+ return (P_CheckMissileSpawn(mo) ? mo : NULL);
+}
+
+
+
+/*
+================
+=
+= P_SpawnPlayerMissile
+=
+= Tries to aim at a nearby monster
+================
+*/
+
+mobj_t *P_SpawnPlayerMissile(mobj_t * source, mobjtype_t type)
+{
+ angle_t an;
+ fixed_t x, y, z, slope;
+
+ // Try to find a target
+ an = source->angle;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an = source->angle;
+ slope = ((source->player->lookdir) << FRACBITS) / 173;
+ }
+ }
+ x = source->x;
+ y = source->y;
+ if (type == MT_LIGHTNING_FLOOR)
+ {
+ z = ONFLOORZ;
+ slope = 0;
+ }
+ else if (type == MT_LIGHTNING_CEILING)
+ {
+ z = ONCEILINGZ;
+ slope = 0;
+ }
+ else
+ {
+ z = source->z + 4 * 8 * FRACUNIT +
+ ((source->player->lookdir) << FRACBITS) / 173;
+ z -= source->floorclip;
+ }
+ MissileMobj = P_SpawnMobj(x, y, z, type);
+ if (MissileMobj->info->seesound)
+ {
+ //S_StartSound(MissileMobj, MissileMobj->info->seesound);
+ }
+ MissileMobj->target = source;
+ MissileMobj->angle = an;
+ MissileMobj->momx = FixedMul(MissileMobj->info->speed,
+ finecosine[an >> ANGLETOFINESHIFT]);
+ MissileMobj->momy = FixedMul(MissileMobj->info->speed,
+ finesine[an >> ANGLETOFINESHIFT]);
+ MissileMobj->momz = FixedMul(MissileMobj->info->speed, slope);
+ if (MissileMobj->type == MT_MWAND_MISSILE
+ || MissileMobj->type == MT_CFLAME_MISSILE)
+ { // Ultra-fast ripper spawning missile
+ MissileMobj->x += (MissileMobj->momx >> 3);
+ MissileMobj->y += (MissileMobj->momy >> 3);
+ MissileMobj->z += (MissileMobj->momz >> 3);
+ }
+ else
+ { // Normal missile
+ MissileMobj->x += (MissileMobj->momx >> 1);
+ MissileMobj->y += (MissileMobj->momy >> 1);
+ MissileMobj->z += (MissileMobj->momz >> 1);
+ }
+ if (!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))
+ { // Exploded immediately
+ P_ExplodeMissile(MissileMobj);
+ return (NULL);
+ }
+ return (MissileMobj);
+}
+
+
+//----------------------------------------------------------------------------
+//
+// P_SpawnPlayerMinotaur -
+//
+// Special missile that has larger blocking than player
+//----------------------------------------------------------------------------
+
+/*
+mobj_t *P_SpawnPlayerMinotaur(mobj_t *source, mobjtype_t type)
+{
+ angle_t an;
+ fixed_t x, y, z;
+ fixed_t dist=0 *FRACUNIT;
+
+ an = source->angle;
+ x = source->x + FixedMul(dist, finecosine[an>>ANGLETOFINESHIFT]);
+ y = source->y + FixedMul(dist, finesine[an>>ANGLETOFINESHIFT]);
+ z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;
+ z -= source->floorclip;
+ MissileMobj = P_SpawnMobj(x, y, z, type);
+ if(MissileMobj->info->seesound)
+ {
+ //S_StartSound(MissileMobj, MissileMobj->info->seesound);
+ }
+ MissileMobj->target = source;
+ MissileMobj->angle = an;
+ MissileMobj->momx = FixedMul(MissileMobj->info->speed,
+ finecosine[an>>ANGLETOFINESHIFT]);
+ MissileMobj->momy = FixedMul(MissileMobj->info->speed,
+ finesine[an>>ANGLETOFINESHIFT]);
+ MissileMobj->momz = 0;
+
+// MissileMobj->x += (MissileMobj->momx>>3);
+// MissileMobj->y += (MissileMobj->momy>>3);
+// MissileMobj->z += (MissileMobj->momz>>3);
+
+ if(!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))
+ { // Wouln't fit
+
+ return(NULL);
+ }
+ return(MissileMobj);
+}
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SPMAngle
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SPMAngle(mobj_t * source, mobjtype_t type, angle_t angle)
+{
+ mobj_t *th;
+ angle_t an;
+ fixed_t x, y, z, slope;
+
+//
+// see which target is to be aimed at
+//
+ an = angle;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an = angle;
+ slope = ((source->player->lookdir) << FRACBITS) / 173;
+ }
+ }
+ x = source->x;
+ y = source->y;
+ z = source->z + 4 * 8 * FRACUNIT +
+ ((source->player->lookdir) << FRACBITS) / 173;
+ z -= source->floorclip;
+ th = P_SpawnMobj(x, y, z, type);
+// if(th->info->seesound)
+// {
+// S_StartSound(th, th->info->seesound);
+// }
+ th->target = source;
+ th->angle = an;
+ th->momx = FixedMul(th->info->speed, finecosine[an >> ANGLETOFINESHIFT]);
+ th->momy = FixedMul(th->info->speed, finesine[an >> ANGLETOFINESHIFT]);
+ th->momz = FixedMul(th->info->speed, slope);
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}
+
+//===========================================================================
+//
+// P_SPMAngleXYZ
+//
+//===========================================================================
+
+mobj_t *P_SPMAngleXYZ(mobj_t * source, fixed_t x, fixed_t y,
+ fixed_t z, mobjtype_t type, angle_t angle)
+{
+ mobj_t *th;
+ angle_t an;
+ fixed_t slope;
+
+//
+// see which target is to be aimed at
+//
+ an = angle;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2 << 26;
+ slope = P_AimLineAttack(source, an, 16 * 64 * FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an = angle;
+ slope = ((source->player->lookdir) << FRACBITS) / 173;
+ }
+ }
+ z += 4 * 8 * FRACUNIT + ((source->player->lookdir) << FRACBITS) / 173;
+ z -= source->floorclip;
+ th = P_SpawnMobj(x, y, z, type);
+// if(th->info->seesound)
+// {
+// S_StartSound(th, th->info->seesound);
+// }
+ th->target = source;
+ th->angle = an;
+ th->momx = FixedMul(th->info->speed, finecosine[an >> ANGLETOFINESHIFT]);
+ th->momy = FixedMul(th->info->speed, finesine[an >> ANGLETOFINESHIFT]);
+ th->momz = FixedMul(th->info->speed, slope);
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}
+
+mobj_t *P_SpawnKoraxMissile(fixed_t x, fixed_t y, fixed_t z,
+ mobj_t * source, mobj_t * dest, mobjtype_t type)
+{
+ mobj_t *th;
+ angle_t an;
+ int dist;
+
+ z -= source->floorclip;
+ th = P_SpawnMobj(x, y, z, type);
+ if (th->info->seesound)
+ {
+ S_StartSound(th, th->info->seesound);
+ }
+ th->target = source; // Originator
+ an = R_PointToAngle2(x, y, dest->x, dest->y);
+ if (dest->flags & MF_SHADOW)
+ { // Invisible target
+ an += (P_Random() - P_Random()) << 21;
+ }
+ th->angle = an;
+ an >>= ANGLETOFINESHIFT;
+ th->momx = FixedMul(th->info->speed, finecosine[an]);
+ th->momy = FixedMul(th->info->speed, finesine[an]);
+ dist = P_AproxDistance(dest->x - x, dest->y - y);
+ dist = dist / th->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ th->momz = (dest->z - z + (30 * FRACUNIT)) / dist;
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}
diff --git a/src/hexen/p_plats.c b/src/hexen/p_plats.c
new file mode 100644
index 00000000..62f35055
--- /dev/null
+++ b/src/hexen/p_plats.c
@@ -0,0 +1,284 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "p_local.h"
+
+plat_t *activeplats[MAXPLATS];
+
+//==================================================================
+//
+// Move a plat up and down
+//
+//==================================================================
+void T_PlatRaise(plat_t * plat)
+{
+ result_e res;
+
+ switch (plat->status)
+ {
+ case PLAT_UP:
+ res = T_MovePlane(plat->sector, plat->speed,
+ plat->high, plat->crush, 0, 1);
+ if (res == RES_CRUSHED && (!plat->crush))
+ {
+ plat->count = plat->wait;
+ plat->status = PLAT_DOWN;
+ SN_StartSequence((mobj_t *) & plat->sector->soundorg,
+ SEQ_PLATFORM + plat->sector->seqType);
+ }
+ else if (res == RES_PASTDEST)
+ {
+ plat->count = plat->wait;
+ plat->status = PLAT_WAITING;
+ SN_StopSequence((mobj_t *) & plat->sector->soundorg);
+ switch (plat->type)
+ {
+ case PLAT_DOWNWAITUPSTAY:
+ case PLAT_DOWNBYVALUEWAITUPSTAY:
+ P_RemoveActivePlat(plat);
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case PLAT_DOWN:
+ res =
+ T_MovePlane(plat->sector, plat->speed, plat->low, false, 0,
+ -1);
+ if (res == RES_PASTDEST)
+ {
+ plat->count = plat->wait;
+ plat->status = PLAT_WAITING;
+ switch (plat->type)
+ {
+ case PLAT_UPWAITDOWNSTAY:
+ case PLAT_UPBYVALUEWAITDOWNSTAY:
+ P_RemoveActivePlat(plat);
+ break;
+ default:
+ break;
+ }
+ SN_StopSequence((mobj_t *) & plat->sector->soundorg);
+ }
+ break;
+ case PLAT_WAITING:
+ if (!--plat->count)
+ {
+ if (plat->sector->floorheight == plat->low)
+ plat->status = PLAT_UP;
+ else
+ plat->status = PLAT_DOWN;
+ SN_StartSequence((mobj_t *) & plat->sector->soundorg,
+ SEQ_PLATFORM + plat->sector->seqType);
+ }
+// case PLAT_IN_STASIS:
+// break;
+ }
+}
+
+//==================================================================
+//
+// Do Platforms
+// "amount" is only used for SOME platforms.
+//
+//==================================================================
+int EV_DoPlat(line_t * line, byte * args, plattype_e type, int amount)
+{
+ plat_t *plat;
+ int secnum;
+ int rtn;
+ sector_t *sec;
+
+ secnum = -1;
+ rtn = 0;
+
+/*
+ //
+ // Activate all <type> plats that are in_stasis
+ //
+ switch(type)
+ {
+ case PLAT_PERPETUALRAISE:
+ P_ActivateInStasis(args[0]);
+ break;
+ default:
+ break;
+ }
+*/
+
+ while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ //
+ // Find lowest & highest floors around sector
+ //
+ rtn = 1;
+ plat = Z_Malloc(sizeof(*plat), PU_LEVSPEC, 0);
+ P_AddThinker(&plat->thinker);
+
+ plat->type = type;
+ plat->sector = sec;
+ plat->sector->specialdata = plat;
+ plat->thinker.function = T_PlatRaise;
+ plat->crush = false;
+ plat->tag = args[0];
+ plat->speed = args[1] * (FRACUNIT / 8);
+ switch (type)
+ {
+ case PLAT_DOWNWAITUPSTAY:
+ plat->low = P_FindLowestFloorSurrounding(sec) + 8 * FRACUNIT;
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+ plat->high = sec->floorheight;
+ plat->wait = args[2];
+ plat->status = PLAT_DOWN;
+ break;
+ case PLAT_DOWNBYVALUEWAITUPSTAY:
+ plat->low = sec->floorheight - args[3] * 8 * FRACUNIT;
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+ plat->high = sec->floorheight;
+ plat->wait = args[2];
+ plat->status = PLAT_DOWN;
+ break;
+ case PLAT_UPWAITDOWNSTAY:
+ plat->high = P_FindHighestFloorSurrounding(sec);
+ if (plat->high < sec->floorheight)
+ plat->high = sec->floorheight;
+ plat->low = sec->floorheight;
+ plat->wait = args[2];
+ plat->status = PLAT_UP;
+ break;
+ case PLAT_UPBYVALUEWAITDOWNSTAY:
+ plat->high = sec->floorheight + args[3] * 8 * FRACUNIT;
+ if (plat->high < sec->floorheight)
+ plat->high = sec->floorheight;
+ plat->low = sec->floorheight;
+ plat->wait = args[2];
+ plat->status = PLAT_UP;
+ break;
+ case PLAT_PERPETUALRAISE:
+ plat->low = P_FindLowestFloorSurrounding(sec) + 8 * FRACUNIT;
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+ plat->high = P_FindHighestFloorSurrounding(sec);
+ if (plat->high < sec->floorheight)
+ plat->high = sec->floorheight;
+ plat->wait = args[2];
+ plat->status = P_Random() & 1;
+ break;
+ }
+ P_AddActivePlat(plat);
+ SN_StartSequence((mobj_t *) & sec->soundorg,
+ SEQ_PLATFORM + sec->seqType);
+ }
+ return rtn;
+}
+
+#if 0
+void P_ActivateInStasis(int tag)
+{
+ int i;
+
+ for (i = 0; i < MAXPLATS; i++)
+ if (activeplats[i] &&
+ (activeplats[i])->tag == tag &&
+ (activeplats[i])->status == PLAT_IN_STASIS)
+ {
+ (activeplats[i])->status = (activeplats[i])->oldstatus;
+ (activeplats[i])->thinker.function = T_PlatRaise;
+ }
+}
+#endif
+
+void EV_StopPlat(line_t * line, byte * args)
+{
+ int i;
+
+ for (i = 0; i < MAXPLATS; i++)
+ {
+ activeplats[i]->tag = args[0];
+
+ if (activeplats[i]->tag != 0)
+ {
+ activeplats[i]->sector->specialdata = NULL;
+ P_TagFinished(activeplats[i]->sector->tag);
+ P_RemoveThinker(&activeplats[i]->thinker);
+ activeplats[i] = NULL;
+
+ return;
+ }
+ }
+
+/*
+ int j;
+
+ for (j = 0;j < MAXPLATS;j++)
+ {
+ if (activeplats[j] && ((activeplats[j])->status != PLAT_IN_STASIS) &&
+ ((activeplats[j])->tag == args[0]))
+ {
+ (activeplats[j])->oldstatus = (activeplats[j])->status;
+ (activeplats[j])->status = PLAT_IN_STASIS;
+ (activeplats[j])->thinker.function = NULL;
+ SN_StopSequence((mobj_t *)&(activeplats[j])->sector->soundorg);
+ }
+ }
+*/
+}
+
+void P_AddActivePlat(plat_t * plat)
+{
+ int i;
+ for (i = 0; i < MAXPLATS; i++)
+ if (activeplats[i] == NULL)
+ {
+ activeplats[i] = plat;
+ return;
+ }
+ I_Error("P_AddActivePlat: no more plats!");
+}
+
+void P_RemoveActivePlat(plat_t * plat)
+{
+ int i;
+ for (i = 0; i < MAXPLATS; i++)
+ if (plat == activeplats[i])
+ {
+ (activeplats[i])->sector->specialdata = NULL;
+ P_TagFinished(plat->sector->tag);
+ P_RemoveThinker(&(activeplats[i])->thinker);
+ activeplats[i] = NULL;
+ return;
+ }
+ I_Error("P_RemoveActivePlat: can't find plat!");
+}
diff --git a/src/hexen/p_pspr.c b/src/hexen/p_pspr.c
new file mode 100644
index 00000000..42e8842c
--- /dev/null
+++ b/src/hexen/p_pspr.c
@@ -0,0 +1,2481 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define LOWERSPEED FRACUNIT*6
+#define RAISESPEED FRACUNIT*6
+#define WEAPONBOTTOM 128*FRACUNIT
+#define WEAPONTOP 32*FRACUNIT
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+extern void P_ExplodeMissile(mobj_t * mo);
+extern void A_UnHideThing(mobj_t * actor);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern fixed_t FloatBobOffsets[64];
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+fixed_t bulletslope;
+
+weaponinfo_t WeaponInfo[NUMWEAPONS][NUMCLASSES] = {
+ { // First Weapons
+ { // Fighter First Weapon - Punch
+ MANA_NONE, // mana
+ S_PUNCHUP, // upstate
+ S_PUNCHDOWN, // downstate
+ S_PUNCHREADY, // readystate
+ S_PUNCHATK1_1, // atkstate
+ S_PUNCHATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Cleric First Weapon - Mace
+ MANA_NONE, // mana
+ S_CMACEUP, // upstate
+ S_CMACEDOWN, // downstate
+ S_CMACEREADY, // readystate
+ S_CMACEATK_1, // atkstate
+ S_CMACEATK_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Mage First Weapon - Wand
+ MANA_NONE,
+ S_MWANDUP,
+ S_MWANDDOWN,
+ S_MWANDREADY,
+ S_MWANDATK_1,
+ S_MWANDATK_1,
+ S_NULL},
+ { // Pig - Snout
+ MANA_NONE, // mana
+ S_SNOUTUP, // upstate
+ S_SNOUTDOWN, // downstate
+ S_SNOUTREADY, // readystate
+ S_SNOUTATK1, // atkstate
+ S_SNOUTATK1, // holdatkstate
+ S_NULL // flashstate
+ }
+ },
+ { // Second Weapons
+ { // Fighter - Axe
+ MANA_NONE, // mana
+ S_FAXEUP, // upstate
+ S_FAXEDOWN, // downstate
+ S_FAXEREADY, // readystate
+ S_FAXEATK_1, // atkstate
+ S_FAXEATK_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Cleric - Serpent Staff
+ MANA_1, // mana
+ S_CSTAFFUP, // upstate
+ S_CSTAFFDOWN, // downstate
+ S_CSTAFFREADY, // readystate
+ S_CSTAFFATK_1, // atkstate
+ S_CSTAFFATK_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Mage - Cone of shards
+ MANA_1, // mana
+ S_CONEUP, // upstate
+ S_CONEDOWN, // downstate
+ S_CONEREADY, // readystate
+ S_CONEATK1_1, // atkstate
+ S_CONEATK1_3, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Pig - Snout
+ MANA_NONE, // mana
+ S_SNOUTUP, // upstate
+ S_SNOUTDOWN, // downstate
+ S_SNOUTREADY, // readystate
+ S_SNOUTATK1, // atkstate
+ S_SNOUTATK1, // holdatkstate
+ S_NULL // flashstate
+ }
+ },
+ { // Third Weapons
+ { // Fighter - Hammer
+ MANA_NONE, // mana
+ S_FHAMMERUP, // upstate
+ S_FHAMMERDOWN, // downstate
+ S_FHAMMERREADY, // readystate
+ S_FHAMMERATK_1, // atkstate
+ S_FHAMMERATK_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Cleric - Flame Strike
+ MANA_2, // mana
+ S_CFLAMEUP, // upstate
+ S_CFLAMEDOWN, // downstate
+ S_CFLAMEREADY1, // readystate
+ S_CFLAMEATK_1, // atkstate
+ S_CFLAMEATK_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Mage - Lightning
+ MANA_2, // mana
+ S_MLIGHTNINGUP, // upstate
+ S_MLIGHTNINGDOWN, // downstate
+ S_MLIGHTNINGREADY, // readystate
+ S_MLIGHTNINGATK_1, // atkstate
+ S_MLIGHTNINGATK_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Pig - Snout
+ MANA_NONE, // mana
+ S_SNOUTUP, // upstate
+ S_SNOUTDOWN, // downstate
+ S_SNOUTREADY, // readystate
+ S_SNOUTATK1, // atkstate
+ S_SNOUTATK1, // holdatkstate
+ S_NULL // flashstate
+ }
+ },
+ { // Fourth Weapons
+ { // Fighter - Rune Sword
+ MANA_BOTH, // mana
+ S_FSWORDUP, // upstate
+ S_FSWORDDOWN, // downstate
+ S_FSWORDREADY, // readystate
+ S_FSWORDATK_1, // atkstate
+ S_FSWORDATK_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Cleric - Holy Symbol
+ MANA_BOTH, // mana
+ S_CHOLYUP, // upstate
+ S_CHOLYDOWN, // downstate
+ S_CHOLYREADY, // readystate
+ S_CHOLYATK_1, // atkstate
+ S_CHOLYATK_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Mage - Staff
+ MANA_BOTH, // mana
+ S_MSTAFFUP, // upstate
+ S_MSTAFFDOWN, // downstate
+ S_MSTAFFREADY, // readystate
+ S_MSTAFFATK_1, // atkstate
+ S_MSTAFFATK_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Pig - Snout
+ MANA_NONE, // mana
+ S_SNOUTUP, // upstate
+ S_SNOUTDOWN, // downstate
+ S_SNOUTREADY, // readystate
+ S_SNOUTATK1, // atkstate
+ S_SNOUTATK1, // holdatkstate
+ S_NULL // flashstate
+ }
+ }
+};
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int WeaponManaUse[NUMCLASSES][NUMWEAPONS] = {
+ {0, 2, 3, 14},
+ {0, 1, 4, 18},
+ {0, 3, 5, 15},
+ {0, 0, 0, 0}
+};
+
+// CODE --------------------------------------------------------------------
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SetPsprite
+//
+//---------------------------------------------------------------------------
+
+void P_SetPsprite(player_t * player, int position, statenum_t stnum)
+{
+ pspdef_t *psp;
+ state_t *state;
+
+ psp = &player->psprites[position];
+ do
+ {
+ if (!stnum)
+ { // Object removed itself.
+ psp->state = NULL;
+ break;
+ }
+ state = &states[stnum];
+ psp->state = state;
+ psp->tics = state->tics; // could be 0
+ if (state->misc1)
+ { // Set coordinates.
+ psp->sx = state->misc1 << FRACBITS;
+ }
+ if (state->misc2)
+ {
+ psp->sy = state->misc2 << FRACBITS;
+ }
+ if (state->action)
+ { // Call action routine.
+ state->action(player, psp);
+ if (!psp->state)
+ {
+ break;
+ }
+ }
+ stnum = psp->state->nextstate;
+ }
+ while (!psp->tics); // An initial state of 0 could cycle through.
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SetPspriteNF
+//
+// Identical to P_SetPsprite, without calling the action function
+//---------------------------------------------------------------------------
+
+void P_SetPspriteNF(player_t * player, int position, statenum_t stnum)
+{
+ pspdef_t *psp;
+ state_t *state;
+
+ psp = &player->psprites[position];
+ do
+ {
+ if (!stnum)
+ { // Object removed itself.
+ psp->state = NULL;
+ break;
+ }
+ state = &states[stnum];
+ psp->state = state;
+ psp->tics = state->tics; // could be 0
+ if (state->misc1)
+ { // Set coordinates.
+ psp->sx = state->misc1 << FRACBITS;
+ }
+ if (state->misc2)
+ {
+ psp->sy = state->misc2 << FRACBITS;
+ }
+ stnum = psp->state->nextstate;
+ }
+ while (!psp->tics); // An initial state of 0 could cycle through.
+}
+
+/*
+=================
+=
+= P_CalcSwing
+=
+=================
+*/
+
+/*
+fixed_t swingx, swingy;
+void P_CalcSwing (player_t *player)
+{
+ fixed_t swing;
+ int angle;
+
+// OPTIMIZE: tablify this
+
+ swing = player->bob;
+
+ angle = (FINEANGLES/70*leveltime)&FINEMASK;
+ swingx = FixedMul ( swing, finesine[angle]);
+
+ angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK;
+ swingy = -FixedMul ( swingx, finesine[angle]);
+}
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_ActivateMorphWeapon
+//
+//---------------------------------------------------------------------------
+
+void P_ActivateMorphWeapon(player_t * player)
+{
+ player->pendingweapon = WP_NOCHANGE;
+ player->psprites[ps_weapon].sy = WEAPONTOP;
+ player->readyweapon = WP_FIRST; // Snout is the first weapon
+ P_SetPsprite(player, ps_weapon, S_SNOUTREADY);
+}
+
+
+//---------------------------------------------------------------------------
+//
+// PROC P_PostMorphWeapon
+//
+//---------------------------------------------------------------------------
+
+void P_PostMorphWeapon(player_t * player, weapontype_t weapon)
+{
+ player->pendingweapon = WP_NOCHANGE;
+ player->readyweapon = weapon;
+ player->psprites[ps_weapon].sy = WEAPONBOTTOM;
+ P_SetPsprite(player, ps_weapon,
+ WeaponInfo[weapon][player->class].upstate);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_BringUpWeapon
+//
+// Starts bringing the pending weapon up from the bottom of the screen.
+//
+//---------------------------------------------------------------------------
+
+void P_BringUpWeapon(player_t * player)
+{
+ statenum_t new;
+
+ if (player->pendingweapon == WP_NOCHANGE)
+ {
+ player->pendingweapon = player->readyweapon;
+ }
+ if (player->class == PCLASS_FIGHTER && player->pendingweapon == WP_SECOND
+ && player->mana[MANA_1])
+ {
+ new = S_FAXEUP_G;
+ }
+ else
+ {
+ new = WeaponInfo[player->pendingweapon][player->class].upstate;
+ }
+ player->pendingweapon = WP_NOCHANGE;
+ player->psprites[ps_weapon].sy = WEAPONBOTTOM;
+ P_SetPsprite(player, ps_weapon, new);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_CheckMana
+//
+// Returns true if there is enough mana to shoot. If not, selects the
+// next weapon to use.
+//
+//---------------------------------------------------------------------------
+
+boolean P_CheckMana(player_t * player)
+{
+ manatype_t mana;
+ int count;
+
+ mana = WeaponInfo[player->readyweapon][player->class].mana;
+ count = WeaponManaUse[player->class][player->readyweapon];
+ if (mana == MANA_BOTH)
+ {
+ if (player->mana[MANA_1] >= count && player->mana[MANA_2] >= count)
+ {
+ return true;
+ }
+ }
+ else if (mana == MANA_NONE || player->mana[mana] >= count)
+ {
+ return (true);
+ }
+ // out of mana, pick a weapon to change to
+ do
+ {
+ if (player->weaponowned[WP_THIRD]
+ && player->mana[MANA_2] >= WeaponManaUse[player->class][WP_THIRD])
+ {
+ player->pendingweapon = WP_THIRD;
+ }
+ else if (player->weaponowned[WP_SECOND]
+ && player->mana[MANA_1] >=
+ WeaponManaUse[player->class][WP_SECOND])
+ {
+ player->pendingweapon = WP_SECOND;
+ }
+ else if (player->weaponowned[WP_FOURTH]
+ && player->mana[MANA_1] >=
+ WeaponManaUse[player->class][WP_FOURTH]
+ && player->mana[MANA_2] >=
+ WeaponManaUse[player->class][WP_FOURTH])
+ {
+ player->pendingweapon = WP_FOURTH;
+ }
+ else
+ {
+ player->pendingweapon = WP_FIRST;
+ }
+ }
+ while (player->pendingweapon == WP_NOCHANGE);
+ P_SetPsprite(player, ps_weapon,
+ WeaponInfo[player->readyweapon][player->class].downstate);
+ return (false);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_FireWeapon
+//
+//---------------------------------------------------------------------------
+
+void P_FireWeapon(player_t * player)
+{
+ statenum_t attackState;
+
+ if (!P_CheckMana(player))
+ {
+ return;
+ }
+ P_SetMobjState(player->mo, PStateAttack[player->class]); // S_PLAY_ATK1);
+ if (player->class == PCLASS_FIGHTER && player->readyweapon == WP_SECOND
+ && player->mana[MANA_1] > 0)
+ { // Glowing axe
+ attackState = S_FAXEATK_G1;
+ }
+ else
+ {
+ attackState = player->refire ?
+ WeaponInfo[player->readyweapon][player->class].holdatkstate
+ : WeaponInfo[player->readyweapon][player->class].atkstate;
+ }
+ P_SetPsprite(player, ps_weapon, attackState);
+ P_NoiseAlert(player->mo, player->mo);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_DropWeapon
+//
+// The player died, so put the weapon away.
+//
+//---------------------------------------------------------------------------
+
+void P_DropWeapon(player_t * player)
+{
+ P_SetPsprite(player, ps_weapon,
+ WeaponInfo[player->readyweapon][player->class].downstate);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_WeaponReady
+//
+// The player can fire the weapon or change to another weapon at this time.
+//
+//---------------------------------------------------------------------------
+
+void A_WeaponReady(player_t * player, pspdef_t * psp)
+{
+ int angle;
+
+ // Change player from attack state
+ if (player->mo->state >= &states[PStateAttack[player->class]]
+ && player->mo->state <= &states[PStateAttackEnd[player->class]])
+ {
+ P_SetMobjState(player->mo, PStateNormal[player->class]);
+ }
+ // Put the weapon away if the player has a pending weapon or has
+ // died.
+ if (player->pendingweapon != WP_NOCHANGE || !player->health)
+ {
+ P_SetPsprite(player, ps_weapon,
+ WeaponInfo[player->readyweapon][player->class].
+ downstate);
+ return;
+ }
+
+ // Check for fire.
+ if (player->cmd.buttons & BT_ATTACK)
+ {
+ player->attackdown = true;
+ P_FireWeapon(player);
+ return;
+ }
+ else
+ {
+ player->attackdown = false;
+ }
+
+ if (!player->morphTics)
+ {
+ // Bob the weapon based on movement speed.
+ angle = (128 * leveltime) & FINEMASK;
+ psp->sx = FRACUNIT + FixedMul(player->bob, finecosine[angle]);
+ angle &= FINEANGLES / 2 - 1;
+ psp->sy = WEAPONTOP + FixedMul(player->bob, finesine[angle]);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_ReFire
+//
+// The player can re fire the weapon without lowering it entirely.
+//
+//---------------------------------------------------------------------------
+
+void A_ReFire(player_t * player, pspdef_t * psp)
+{
+ if ((player->cmd.buttons & BT_ATTACK)
+ && player->pendingweapon == WP_NOCHANGE && player->health)
+ {
+ player->refire++;
+ P_FireWeapon(player);
+ }
+ else
+ {
+ player->refire = 0;
+ P_CheckMana(player);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_Lower
+//
+//---------------------------------------------------------------------------
+
+void A_Lower(player_t * player, pspdef_t * psp)
+{
+ if (player->morphTics)
+ {
+ psp->sy = WEAPONBOTTOM;
+ }
+ else
+ {
+ psp->sy += LOWERSPEED;
+ }
+ if (psp->sy < WEAPONBOTTOM)
+ { // Not lowered all the way yet
+ return;
+ }
+ if (player->playerstate == PST_DEAD)
+ { // Player is dead, so don't bring up a pending weapon
+ psp->sy = WEAPONBOTTOM;
+ return;
+ }
+ if (!player->health)
+ { // Player is dead, so keep the weapon off screen
+ P_SetPsprite(player, ps_weapon, S_NULL);
+ return;
+ }
+ player->readyweapon = player->pendingweapon;
+ P_BringUpWeapon(player);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_Raise
+//
+//---------------------------------------------------------------------------
+
+void A_Raise(player_t * player, pspdef_t * psp)
+{
+ psp->sy -= RAISESPEED;
+ if (psp->sy > WEAPONTOP)
+ { // Not raised all the way yet
+ return;
+ }
+ psp->sy = WEAPONTOP;
+ if (player->class == PCLASS_FIGHTER && player->readyweapon == WP_SECOND
+ && player->mana[MANA_1])
+ {
+ P_SetPsprite(player, ps_weapon, S_FAXEREADY_G);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon,
+ WeaponInfo[player->readyweapon][player->class].
+ readystate);
+ }
+}
+
+/*
+===============
+=
+= P_BulletSlope
+=
+= Sets a slope so a near miss is at aproximately the height of the
+= intended target
+=
+===============
+*/
+
+/*
+void P_BulletSlope (mobj_t *mo)
+{
+ angle_t an;
+
+//
+// see which target is to be aimed at
+//
+ an = mo->angle;
+ bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1<<26;
+ bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2<<26;
+ bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an += 1<<26;
+ bulletslope = (mo->player->lookdir<<FRACBITS)/173;
+ }
+ }
+}
+*/
+
+//
+// WEAPON ATTACKS
+//
+
+//============================================================================
+//
+// AdjustPlayerAngle
+//
+//============================================================================
+
+#define MAX_ANGADJUST (5*ANG1)
+
+void AdjustPlayerAngle(mobj_t * pmo)
+{
+ angle_t angle;
+ int difference;
+
+ angle = R_PointToAngle2(pmo->x, pmo->y, linetarget->x, linetarget->y);
+ difference = (int) angle - (int) pmo->angle;
+ if (abs(difference) > MAX_ANGADJUST)
+ {
+ pmo->angle += difference > 0 ? MAX_ANGADJUST : -MAX_ANGADJUST;
+ }
+ else
+ {
+ pmo->angle = angle;
+ }
+}
+
+//============================================================================
+//
+// A_SnoutAttack
+//
+//============================================================================
+
+void A_SnoutAttack(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ damage = 3 + (P_Random() & 3);
+ angle = player->mo->angle;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ PuffType = MT_SNOUTPUFF;
+ PuffSpawned = NULL;
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ S_StartSound(player->mo, SFX_PIG_ACTIVE1 + (P_Random() & 1));
+ if (linetarget)
+ {
+ AdjustPlayerAngle(player->mo);
+// player->mo->angle = R_PointToAngle2(player->mo->x,
+// player->mo->y, linetarget->x, linetarget->y);
+ if (PuffSpawned)
+ { // Bit something
+ S_StartSound(player->mo, SFX_PIG_ATTACK);
+ }
+ }
+}
+
+//============================================================================
+//
+// A_FHammerAttack
+//
+//============================================================================
+
+#define HAMMER_RANGE (MELEERANGE+MELEERANGE/2)
+
+void A_FHammerAttack(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ mobj_t *pmo = player->mo;
+ int damage;
+ fixed_t power;
+ int slope;
+ int i;
+
+ damage = 60 + (P_Random() & 63);
+ power = 10 * FRACUNIT;
+ PuffType = MT_HAMMERPUFF;
+ for (i = 0; i < 16; i++)
+ {
+ angle = pmo->angle + i * (ANG45 / 32);
+ slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE);
+ if (linetarget)
+ {
+ P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage);
+ AdjustPlayerAngle(pmo);
+ if (linetarget->flags & MF_COUNTKILL || linetarget->player)
+ {
+ P_ThrustMobj(linetarget, angle, power);
+ }
+ pmo->special1 = false; // Don't throw a hammer
+ goto hammerdone;
+ }
+ angle = pmo->angle - i * (ANG45 / 32);
+ slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE);
+ if (linetarget)
+ {
+ P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage);
+ AdjustPlayerAngle(pmo);
+ if (linetarget->flags & MF_COUNTKILL || linetarget->player)
+ {
+ P_ThrustMobj(linetarget, angle, power);
+ }
+ pmo->special1 = false; // Don't throw a hammer
+ goto hammerdone;
+ }
+ }
+ // didn't find any targets in meleerange, so set to throw out a hammer
+ PuffSpawned = NULL;
+ angle = pmo->angle;
+ slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE);
+ P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage);
+ if (PuffSpawned)
+ {
+ pmo->special1 = false;
+ }
+ else
+ {
+ pmo->special1 = true;
+ }
+ hammerdone:
+ if (player->mana[MANA_2] <
+ WeaponManaUse[player->class][player->readyweapon])
+ { // Don't spawn a hammer if the player doesn't have enough mana
+ pmo->special1 = false;
+ }
+ return;
+}
+
+//============================================================================
+//
+// A_FHammerThrow
+//
+//============================================================================
+
+void A_FHammerThrow(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+
+ if (!player->mo->special1)
+ {
+ return;
+ }
+ player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon];
+ mo = P_SpawnPlayerMissile(player->mo, MT_HAMMER_MISSILE);
+ if (mo)
+ {
+ mo->special1 = 0;
+ }
+}
+
+//============================================================================
+//
+// A_FSwordAttack
+//
+//============================================================================
+
+void A_FSwordAttack(player_t * player, pspdef_t * psp)
+{
+ mobj_t *pmo;
+
+ player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon];
+ player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon];
+ pmo = player->mo;
+ P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z - 10 * FRACUNIT,
+ MT_FSWORD_MISSILE, pmo->angle + ANG45 / 4);
+ P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z - 5 * FRACUNIT,
+ MT_FSWORD_MISSILE, pmo->angle + ANG45 / 8);
+ P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z, MT_FSWORD_MISSILE, pmo->angle);
+ P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z + 5 * FRACUNIT,
+ MT_FSWORD_MISSILE, pmo->angle - ANG45 / 8);
+ P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z + 10 * FRACUNIT,
+ MT_FSWORD_MISSILE, pmo->angle - ANG45 / 4);
+ S_StartSound(pmo, SFX_FIGHTER_SWORD_FIRE);
+}
+
+//============================================================================
+//
+// A_FSwordAttack2
+//
+//============================================================================
+
+void A_FSwordAttack2(mobj_t * actor)
+{
+ angle_t angle = actor->angle;
+
+ P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle + ANG45 / 4, 0);
+ P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle + ANG45 / 8, 0);
+ P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle, 0);
+ P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle - ANG45 / 8, 0);
+ P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle - ANG45 / 4, 0);
+ S_StartSound(actor, SFX_FIGHTER_SWORD_FIRE);
+}
+
+//============================================================================
+//
+// A_FSwordFlames
+//
+//============================================================================
+
+void A_FSwordFlames(mobj_t * actor)
+{
+ int i;
+
+ for (i = 1 + (P_Random() & 3); i; i--)
+ {
+ P_SpawnMobj(actor->x + ((P_Random() - 128) << 12), actor->y
+ + ((P_Random() - 128) << 12),
+ actor->z + ((P_Random() - 128) << 11), MT_FSWORD_FLAME);
+ }
+}
+
+//============================================================================
+//
+// A_MWandAttack
+//
+//============================================================================
+
+void A_MWandAttack(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnPlayerMissile(player->mo, MT_MWAND_MISSILE);
+ if (mo)
+ {
+ mo->thinker.function = P_BlasterMobjThinker;
+ }
+ S_StartSound(player->mo, SFX_MAGE_WAND_FIRE);
+}
+
+// ===== Mage Lightning Weapon =====
+
+//============================================================================
+//
+// A_LightningReady
+//
+//============================================================================
+
+void A_LightningReady(player_t * player, pspdef_t * psp)
+{
+ A_WeaponReady(player, psp);
+ if (P_Random() < 160)
+ {
+ S_StartSound(player->mo, SFX_MAGE_LIGHTNING_READY);
+ }
+}
+
+//============================================================================
+//
+// A_LightningClip
+//
+//============================================================================
+
+#define ZAGSPEED FRACUNIT
+
+void A_LightningClip(mobj_t * actor)
+{
+ mobj_t *cMo;
+ mobj_t *target = NULL;
+ int zigZag;
+
+ if (actor->type == MT_LIGHTNING_FLOOR)
+ {
+ actor->z = actor->floorz;
+ target = (mobj_t *) ((mobj_t *) actor->special2)->special1;
+ }
+ else if (actor->type == MT_LIGHTNING_CEILING)
+ {
+ actor->z = actor->ceilingz - actor->height;
+ target = (mobj_t *) actor->special1;
+ }
+ if (actor->type == MT_LIGHTNING_FLOOR)
+ { // floor lightning zig-zags, and forces the ceiling lightning to mimic
+ cMo = (mobj_t *) actor->special2;
+ zigZag = P_Random();
+ if ((zigZag > 128 && actor->special1 < 2) || actor->special1 < -2)
+ {
+ P_ThrustMobj(actor, actor->angle + ANG90, ZAGSPEED);
+ if (cMo)
+ {
+ P_ThrustMobj(cMo, actor->angle + ANG90, ZAGSPEED);
+ }
+ actor->special1++;
+ }
+ else
+ {
+ P_ThrustMobj(actor, actor->angle - ANG90, ZAGSPEED);
+ if (cMo)
+ {
+ P_ThrustMobj(cMo, cMo->angle - ANG90, ZAGSPEED);
+ }
+ actor->special1--;
+ }
+ }
+ if (target)
+ {
+ if (target->health <= 0)
+ {
+ P_ExplodeMissile(actor);
+ }
+ else
+ {
+ actor->angle = R_PointToAngle2(actor->x, actor->y, target->x,
+ target->y);
+ actor->momx = 0;
+ actor->momy = 0;
+ P_ThrustMobj(actor, actor->angle, actor->info->speed >> 1);
+ }
+ }
+}
+
+//============================================================================
+//
+// A_LightningZap
+//
+//============================================================================
+
+void A_LightningZap(mobj_t * actor)
+{
+ mobj_t *mo;
+ fixed_t deltaZ;
+
+ A_LightningClip(actor);
+
+ actor->health -= 8;
+ if (actor->health <= 0)
+ {
+ P_SetMobjState(actor, actor->info->deathstate);
+ return;
+ }
+ if (actor->type == MT_LIGHTNING_FLOOR)
+ {
+ deltaZ = 10 * FRACUNIT;
+ }
+ else
+ {
+ deltaZ = -10 * FRACUNIT;
+ }
+ mo = P_SpawnMobj(actor->x + ((P_Random() - 128) * actor->radius / 256),
+ actor->y + ((P_Random() - 128) * actor->radius / 256),
+ actor->z + deltaZ, MT_LIGHTNING_ZAP);
+ if (mo)
+ {
+ mo->special2 = (int) actor;
+ mo->momx = actor->momx;
+ mo->momy = actor->momy;
+ mo->target = actor->target;
+ if (actor->type == MT_LIGHTNING_FLOOR)
+ {
+ mo->momz = 20 * FRACUNIT;
+ }
+ else
+ {
+ mo->momz = -20 * FRACUNIT;
+ }
+ }
+/*
+ mo = P_SpawnMobj(actor->x+((P_Random()-128)*actor->radius/256),
+ actor->y+((P_Random()-128)*actor->radius/256),
+ actor->z+deltaZ, MT_LIGHTNING_ZAP);
+ if(mo)
+ {
+ mo->special2 = (int)actor;
+ mo->momx = actor->momx;
+ mo->momy = actor->momy;
+ mo->target = actor->target;
+ if(actor->type == MT_LIGHTNING_FLOOR)
+ {
+ mo->momz = 16*FRACUNIT;
+ }
+ else
+ {
+ mo->momz = -16*FRACUNIT;
+ }
+ }
+*/
+ if (actor->type == MT_LIGHTNING_FLOOR && P_Random() < 160)
+ {
+ S_StartSound(actor, SFX_MAGE_LIGHTNING_CONTINUOUS);
+ }
+}
+
+//============================================================================
+//
+// A_MLightningAttack2
+//
+//============================================================================
+
+void A_MLightningAttack2(mobj_t * actor)
+{
+ mobj_t *fmo, *cmo;
+
+ fmo = P_SpawnPlayerMissile(actor, MT_LIGHTNING_FLOOR);
+ cmo = P_SpawnPlayerMissile(actor, MT_LIGHTNING_CEILING);
+ if (fmo)
+ {
+ fmo->special1 = 0;
+ fmo->special2 = (int) cmo;
+ A_LightningZap(fmo);
+ }
+ if (cmo)
+ {
+ cmo->special1 = 0; // mobj that it will track
+ cmo->special2 = (int) fmo;
+ A_LightningZap(cmo);
+ }
+ S_StartSound(actor, SFX_MAGE_LIGHTNING_FIRE);
+}
+
+//============================================================================
+//
+// A_MLightningAttack
+//
+//============================================================================
+
+void A_MLightningAttack(player_t * player, pspdef_t * psp)
+{
+ A_MLightningAttack2(player->mo);
+ player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon];
+}
+
+//============================================================================
+//
+// A_ZapMimic
+//
+//============================================================================
+
+void A_ZapMimic(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = (mobj_t *) actor->special2;
+ if (mo)
+ {
+ if (mo->state >= &states[mo->info->deathstate]
+ || mo->state == &states[S_FREETARGMOBJ])
+ {
+ P_ExplodeMissile(actor);
+ }
+ else
+ {
+ actor->momx = mo->momx;
+ actor->momy = mo->momy;
+ }
+ }
+}
+
+//============================================================================
+//
+// A_LastZap
+//
+//============================================================================
+
+void A_LastZap(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_LIGHTNING_ZAP);
+ if (mo)
+ {
+ P_SetMobjState(mo, S_LIGHTNING_ZAP_X1);
+ mo->momz = 40 * FRACUNIT;
+ }
+}
+
+//============================================================================
+//
+// A_LightningRemove
+//
+//============================================================================
+
+void A_LightningRemove(mobj_t * actor)
+{
+ mobj_t *mo;
+
+ mo = (mobj_t *) actor->special2;
+ if (mo)
+ {
+ mo->special2 = 0;
+ P_ExplodeMissile(mo);
+ }
+}
+
+
+//============================================================================
+//
+// MStaffSpawn
+//
+//============================================================================
+void MStaffSpawn(mobj_t * pmo, angle_t angle)
+{
+ mobj_t *mo;
+
+ mo = P_SPMAngle(pmo, MT_MSTAFF_FX2, angle);
+ if (mo)
+ {
+ mo->target = pmo;
+ mo->special1 = (int) P_RoughMonsterSearch(mo, 10);
+ }
+}
+
+//============================================================================
+//
+// A_MStaffAttack
+//
+//============================================================================
+
+void A_MStaffAttack(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ mobj_t *pmo;
+
+ player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon];
+ player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon];
+ pmo = player->mo;
+ angle = pmo->angle;
+
+ MStaffSpawn(pmo, angle);
+ MStaffSpawn(pmo, angle - ANG1 * 5);
+ MStaffSpawn(pmo, angle + ANG1 * 5);
+ S_StartSound(player->mo, SFX_MAGE_STAFF_FIRE);
+ if (player == &players[consoleplayer])
+ {
+ player->damagecount = 0;
+ player->bonuscount = 0;
+ I_SetPalette((byte *) W_CacheLumpNum(W_GetNumForName("playpal"),
+ PU_CACHE) +
+ STARTSCOURGEPAL * 768);
+ }
+}
+
+//============================================================================
+//
+// A_MStaffPalette
+//
+//============================================================================
+
+void A_MStaffPalette(player_t * player, pspdef_t * psp)
+{
+ int pal;
+
+ if (player == &players[consoleplayer])
+ {
+ pal = STARTSCOURGEPAL + psp->state - (&states[S_MSTAFFATK_2]);
+ if (pal == STARTSCOURGEPAL + 3)
+ { // reset back to original playpal
+ pal = 0;
+ }
+ I_SetPalette((byte *) W_CacheLumpNum(W_GetNumForName("playpal"),
+ PU_CACHE) + pal * 768);
+ }
+}
+
+//============================================================================
+//
+// A_MStaffWeave
+//
+//============================================================================
+
+void A_MStaffWeave(mobj_t * actor)
+{
+ fixed_t newX, newY;
+ int weaveXY, weaveZ;
+ int angle;
+
+ weaveXY = actor->special2 >> 16;
+ weaveZ = actor->special2 & 0xFFFF;
+ angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
+ newX = actor->x - FixedMul(finecosine[angle],
+ FloatBobOffsets[weaveXY] << 2);
+ newY = actor->y - FixedMul(finesine[angle],
+ FloatBobOffsets[weaveXY] << 2);
+ weaveXY = (weaveXY + 6) & 63;
+ newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY] << 2);
+ newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY] << 2);
+ P_TryMove(actor, newX, newY);
+ actor->z -= FloatBobOffsets[weaveZ] << 1;
+ weaveZ = (weaveZ + 3) & 63;
+ actor->z += FloatBobOffsets[weaveZ] << 1;
+ if (actor->z <= actor->floorz)
+ {
+ actor->z = actor->floorz + FRACUNIT;
+ }
+ actor->special2 = weaveZ + (weaveXY << 16);
+}
+
+
+//============================================================================
+//
+// A_MStaffTrack
+//
+//============================================================================
+
+void A_MStaffTrack(mobj_t * actor)
+{
+ if ((actor->special1 == 0) && (P_Random() < 50))
+ {
+ actor->special1 = (int) P_RoughMonsterSearch(actor, 10);
+ }
+ P_SeekerMissile(actor, ANG1 * 2, ANG1 * 10);
+}
+
+
+//============================================================================
+//
+// MStaffSpawn2 - for use by mage class boss
+//
+//============================================================================
+
+void MStaffSpawn2(mobj_t * actor, angle_t angle)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMissileAngle(actor, MT_MSTAFF_FX2, angle, 0);
+ if (mo)
+ {
+ mo->target = actor;
+ mo->special1 = (int) P_RoughMonsterSearch(mo, 10);
+ }
+}
+
+//============================================================================
+//
+// A_MStaffAttack2 - for use by mage class boss
+//
+//============================================================================
+
+void A_MStaffAttack2(mobj_t * actor)
+{
+ angle_t angle;
+ angle = actor->angle;
+ MStaffSpawn2(actor, angle);
+ MStaffSpawn2(actor, angle - ANG1 * 5);
+ MStaffSpawn2(actor, angle + ANG1 * 5);
+ S_StartSound(actor, SFX_MAGE_STAFF_FIRE);
+}
+
+//============================================================================
+//
+// A_FPunchAttack
+//
+//============================================================================
+
+void A_FPunchAttack(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+ mobj_t *pmo = player->mo;
+ fixed_t power;
+ int i;
+
+ damage = 40 + (P_Random() & 15);
+ power = 2 * FRACUNIT;
+ PuffType = MT_PUNCHPUFF;
+ for (i = 0; i < 16; i++)
+ {
+ angle = pmo->angle + i * (ANG45 / 16);
+ slope = P_AimLineAttack(pmo, angle, 2 * MELEERANGE);
+ if (linetarget)
+ {
+ player->mo->special1++;
+ if (pmo->special1 == 3)
+ {
+ damage <<= 1;
+ power = 6 * FRACUNIT;
+ PuffType = MT_HAMMERPUFF;
+ }
+ P_LineAttack(pmo, angle, 2 * MELEERANGE, slope, damage);
+ if (linetarget->flags & MF_COUNTKILL || linetarget->player)
+ {
+ P_ThrustMobj(linetarget, angle, power);
+ }
+ AdjustPlayerAngle(pmo);
+ goto punchdone;
+ }
+ angle = pmo->angle - i * (ANG45 / 16);
+ slope = P_AimLineAttack(pmo, angle, 2 * MELEERANGE);
+ if (linetarget)
+ {
+ pmo->special1++;
+ if (pmo->special1 == 3)
+ {
+ damage <<= 1;
+ power = 6 * FRACUNIT;
+ PuffType = MT_HAMMERPUFF;
+ }
+ P_LineAttack(pmo, angle, 2 * MELEERANGE, slope, damage);
+ if (linetarget->flags & MF_COUNTKILL || linetarget->player)
+ {
+ P_ThrustMobj(linetarget, angle, power);
+ }
+ AdjustPlayerAngle(pmo);
+ goto punchdone;
+ }
+ }
+ // didn't find any creatures, so try to strike any walls
+ pmo->special1 = 0;
+
+ angle = pmo->angle;
+ slope = P_AimLineAttack(pmo, angle, MELEERANGE);
+ P_LineAttack(pmo, angle, MELEERANGE, slope, damage);
+
+ punchdone:
+ if (pmo->special1 == 3)
+ {
+ pmo->special1 = 0;
+ P_SetPsprite(player, ps_weapon, S_PUNCHATK2_1);
+ S_StartSound(pmo, SFX_FIGHTER_GRUNT);
+ }
+ return;
+}
+
+//============================================================================
+//
+// A_FAxeAttack
+//
+//============================================================================
+
+#define AXERANGE 2.25*MELEERANGE
+
+void A_FAxeAttack(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ mobj_t *pmo = player->mo;
+ fixed_t power;
+ int damage;
+ int slope;
+ int i;
+ int useMana;
+
+ damage = 40 + (P_Random() & 15) + (P_Random() & 7);
+ power = 0;
+ if (player->mana[MANA_1] > 0)
+ {
+ damage <<= 1;
+ power = 6 * FRACUNIT;
+ PuffType = MT_AXEPUFF_GLOW;
+ useMana = 1;
+ }
+ else
+ {
+ PuffType = MT_AXEPUFF;
+ useMana = 0;
+ }
+ for (i = 0; i < 16; i++)
+ {
+ angle = pmo->angle + i * (ANG45 / 16);
+ slope = P_AimLineAttack(pmo, angle, AXERANGE);
+ if (linetarget)
+ {
+ P_LineAttack(pmo, angle, AXERANGE, slope, damage);
+ if (linetarget->flags & MF_COUNTKILL || linetarget->player)
+ {
+ P_ThrustMobj(linetarget, angle, power);
+ }
+ AdjustPlayerAngle(pmo);
+ useMana++;
+ goto axedone;
+ }
+ angle = pmo->angle - i * (ANG45 / 16);
+ slope = P_AimLineAttack(pmo, angle, AXERANGE);
+ if (linetarget)
+ {
+ P_LineAttack(pmo, angle, AXERANGE, slope, damage);
+ if (linetarget->flags & MF_COUNTKILL)
+ {
+ P_ThrustMobj(linetarget, angle, power);
+ }
+ AdjustPlayerAngle(pmo);
+ useMana++;
+ goto axedone;
+ }
+ }
+ // didn't find any creatures, so try to strike any walls
+ pmo->special1 = 0;
+
+ angle = pmo->angle;
+ slope = P_AimLineAttack(pmo, angle, MELEERANGE);
+ P_LineAttack(pmo, angle, MELEERANGE, slope, damage);
+
+ axedone:
+ if (useMana == 2)
+ {
+ player->mana[MANA_1] -=
+ WeaponManaUse[player->class][player->readyweapon];
+ if (player->mana[MANA_1] <= 0)
+ {
+ P_SetPsprite(player, ps_weapon, S_FAXEATK_5);
+ }
+ }
+ return;
+}
+
+//===========================================================================
+//
+// A_CMaceAttack
+//
+//===========================================================================
+
+void A_CMaceAttack(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+ int i;
+
+ damage = 25 + (P_Random() & 15);
+ PuffType = MT_HAMMERPUFF;
+ for (i = 0; i < 16; i++)
+ {
+ angle = player->mo->angle + i * (ANG45 / 16);
+ slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE);
+ if (linetarget)
+ {
+ P_LineAttack(player->mo, angle, 2 * MELEERANGE, slope, damage);
+ AdjustPlayerAngle(player->mo);
+// player->mo->angle = R_PointToAngle2(player->mo->x,
+// player->mo->y, linetarget->x, linetarget->y);
+ goto macedone;
+ }
+ angle = player->mo->angle - i * (ANG45 / 16);
+ slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE);
+ if (linetarget)
+ {
+ P_LineAttack(player->mo, angle, 2 * MELEERANGE, slope, damage);
+ AdjustPlayerAngle(player->mo);
+// player->mo->angle = R_PointToAngle2(player->mo->x,
+// player->mo->y, linetarget->x, linetarget->y);
+ goto macedone;
+ }
+ }
+ // didn't find any creatures, so try to strike any walls
+ player->mo->special1 = 0;
+
+ angle = player->mo->angle;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ macedone:
+ return;
+}
+
+//============================================================================
+//
+// A_CStaffCheck
+//
+//============================================================================
+
+void A_CStaffCheck(player_t * player, pspdef_t * psp)
+{
+ mobj_t *pmo;
+ int damage;
+ int newLife;
+ angle_t angle;
+ int slope;
+ int i;
+
+ pmo = player->mo;
+ damage = 20 + (P_Random() & 15);
+ PuffType = MT_CSTAFFPUFF;
+ for (i = 0; i < 3; i++)
+ {
+ angle = pmo->angle + i * (ANG45 / 16);
+ slope = P_AimLineAttack(pmo, angle, 1.5 * MELEERANGE);
+ if (linetarget)
+ {
+ P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage);
+ pmo->angle = R_PointToAngle2(pmo->x, pmo->y,
+ linetarget->x, linetarget->y);
+ if ((linetarget->player || linetarget->flags & MF_COUNTKILL)
+ && (!(linetarget->flags2 & (MF2_DORMANT + MF2_INVULNERABLE))))
+ {
+ newLife = player->health + (damage >> 3);
+ newLife = newLife > 100 ? 100 : newLife;
+ pmo->health = player->health = newLife;
+ P_SetPsprite(player, ps_weapon, S_CSTAFFATK2_1);
+ }
+ player->mana[MANA_1] -=
+ WeaponManaUse[player->class][player->readyweapon];
+ break;
+ }
+ angle = pmo->angle - i * (ANG45 / 16);
+ slope = P_AimLineAttack(player->mo, angle, 1.5 * MELEERANGE);
+ if (linetarget)
+ {
+ P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage);
+ pmo->angle = R_PointToAngle2(pmo->x, pmo->y,
+ linetarget->x, linetarget->y);
+ if (linetarget->player || linetarget->flags & MF_COUNTKILL)
+ {
+ newLife = player->health + (damage >> 4);
+ newLife = newLife > 100 ? 100 : newLife;
+ pmo->health = player->health = newLife;
+ P_SetPsprite(player, ps_weapon, S_CSTAFFATK2_1);
+ }
+ player->mana[MANA_1] -=
+ WeaponManaUse[player->class][player->readyweapon];
+ break;
+ }
+ }
+}
+
+//============================================================================
+//
+// A_CStaffAttack
+//
+//============================================================================
+
+void A_CStaffAttack(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+ mobj_t *pmo;
+
+ player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon];
+ pmo = player->mo;
+ mo = P_SPMAngle(pmo, MT_CSTAFF_MISSILE, pmo->angle - (ANG45 / 15));
+ if (mo)
+ {
+ mo->special2 = 32;
+ }
+ mo = P_SPMAngle(pmo, MT_CSTAFF_MISSILE, pmo->angle + (ANG45 / 15));
+ if (mo)
+ {
+ mo->special2 = 0;
+ }
+ S_StartSound(player->mo, SFX_CLERIC_CSTAFF_FIRE);
+}
+
+//============================================================================
+//
+// A_CStaffMissileSlither
+//
+//============================================================================
+
+void A_CStaffMissileSlither(mobj_t * actor)
+{
+ fixed_t newX, newY;
+ int weaveXY;
+ int angle;
+
+ weaveXY = actor->special2;
+ angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
+ newX = actor->x - FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
+ newY = actor->y - FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
+ weaveXY = (weaveXY + 3) & 63;
+ newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
+ newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
+ P_TryMove(actor, newX, newY);
+ actor->special2 = weaveXY;
+}
+
+//============================================================================
+//
+// A_CStaffInitBlink
+//
+//============================================================================
+
+void A_CStaffInitBlink(player_t * player, pspdef_t * psp)
+{
+ player->mo->special1 = (P_Random() >> 1) + 20;
+}
+
+//============================================================================
+//
+// A_CStaffCheckBlink
+//
+//============================================================================
+
+void A_CStaffCheckBlink(player_t * player, pspdef_t * psp)
+{
+ if (!--player->mo->special1)
+ {
+ P_SetPsprite(player, ps_weapon, S_CSTAFFBLINK1);
+ player->mo->special1 = (P_Random() + 50) >> 2;
+ }
+}
+
+//============================================================================
+//
+// A_CFlameAttack
+//
+//============================================================================
+
+#define FLAMESPEED (0.45*FRACUNIT)
+#define CFLAMERANGE (12*64*FRACUNIT)
+
+void A_CFlameAttack(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnPlayerMissile(player->mo, MT_CFLAME_MISSILE);
+ if (mo)
+ {
+ mo->thinker.function = P_BlasterMobjThinker;
+ mo->special1 = 2;
+ }
+
+ player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon];
+ S_StartSound(player->mo, SFX_CLERIC_FLAME_FIRE);
+}
+
+//============================================================================
+//
+// A_CFlamePuff
+//
+//============================================================================
+
+void A_CFlamePuff(mobj_t * actor)
+{
+ A_UnHideThing(actor);
+ actor->momx = 0;
+ actor->momy = 0;
+ actor->momz = 0;
+ S_StartSound(actor, SFX_CLERIC_FLAME_EXPLODE);
+}
+
+//============================================================================
+//
+// A_CFlameMissile
+//
+//============================================================================
+
+void A_CFlameMissile(mobj_t * actor)
+{
+ int i;
+ int an, an90;
+ fixed_t dist;
+ mobj_t *mo;
+
+ A_UnHideThing(actor);
+ S_StartSound(actor, SFX_CLERIC_FLAME_EXPLODE);
+ if (BlockingMobj && BlockingMobj->flags & MF_SHOOTABLE)
+ { // Hit something, so spawn the flame circle around the thing
+ dist = BlockingMobj->radius + 18 * FRACUNIT;
+ for (i = 0; i < 4; i++)
+ {
+ an = (i * ANG45) >> ANGLETOFINESHIFT;
+ an90 = (i * ANG45 + ANG90) >> ANGLETOFINESHIFT;
+ mo = P_SpawnMobj(BlockingMobj->x + FixedMul(dist, finecosine[an]),
+ BlockingMobj->y + FixedMul(dist, finesine[an]),
+ BlockingMobj->z + 5 * FRACUNIT, MT_CIRCLEFLAME);
+ if (mo)
+ {
+ mo->angle = an << ANGLETOFINESHIFT;
+ mo->target = actor->target;
+ mo->momx = mo->special1 =
+ FixedMul(FLAMESPEED, finecosine[an]);
+ mo->momy = mo->special2 = FixedMul(FLAMESPEED, finesine[an]);
+ mo->tics -= P_Random() & 3;
+ }
+ mo = P_SpawnMobj(BlockingMobj->x - FixedMul(dist, finecosine[an]),
+ BlockingMobj->y - FixedMul(dist, finesine[an]),
+ BlockingMobj->z + 5 * FRACUNIT, MT_CIRCLEFLAME);
+ if (mo)
+ {
+ mo->angle = ANG180 + (an << ANGLETOFINESHIFT);
+ mo->target = actor->target;
+ mo->momx = mo->special1 = FixedMul(-FLAMESPEED,
+ finecosine[an]);
+ mo->momy = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]);
+ mo->tics -= P_Random() & 3;
+ }
+ }
+ P_SetMobjState(actor, S_FLAMEPUFF2_1);
+ }
+}
+
+/*
+void A_CFlameAttack(player_t *player, pspdef_t *psp)
+{
+ mobj_t *pmo;
+ angle_t angle;
+ int damage;
+ int i;
+ int an, an90;
+ fixed_t dist;
+ mobj_t *mo;
+
+ pmo = player->mo;
+ P_BulletSlope(pmo);
+ damage = 25+HITDICE(3);
+ angle = pmo->angle;
+ if(player->refire)
+ {
+ angle += (P_Random()-P_Random())<<17;
+ }
+ P_AimLineAttack(pmo, angle, CFLAMERANGE); // Correctly set linetarget
+ if(!linetarget)
+ {
+ angle += ANG1*2;
+ P_AimLineAttack(pmo, angle, CFLAMERANGE);
+ if(!linetarget)
+ {
+ angle -= ANG1*4;
+ P_AimLineAttack(pmo, angle, CFLAMERANGE);
+ if(!linetarget)
+ {
+ angle += ANG1*2;
+ }
+ }
+ }
+ if(linetarget)
+ {
+ PuffType = MT_FLAMEPUFF2;
+ }
+ else
+ {
+ PuffType = MT_FLAMEPUFF;
+ }
+ P_LineAttack(pmo, angle, CFLAMERANGE, bulletslope, damage);
+ if(linetarget)
+ { // Hit something, so spawn the flame circle around the thing
+ dist = linetarget->radius+18*FRACUNIT;
+ for(i = 0; i < 4; i++)
+ {
+ an = (i*ANG45)>>ANGLETOFINESHIFT;
+ an90 = (i*ANG45+ANG90)>>ANGLETOFINESHIFT;
+ mo = P_SpawnMobj(linetarget->x+FixedMul(dist, finecosine[an]),
+ linetarget->y+FixedMul(dist, finesine[an]),
+ linetarget->z+5*FRACUNIT, MT_CIRCLEFLAME);
+ if(mo)
+ {
+ mo->angle = an<<ANGLETOFINESHIFT;
+ mo->target = pmo;
+ mo->momx = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]);
+ mo->momy = mo->special2 = FixedMul(FLAMESPEED, finesine[an]);
+ mo->tics -= P_Random()&3;
+ }
+ mo = P_SpawnMobj(linetarget->x-FixedMul(dist, finecosine[an]),
+ linetarget->y-FixedMul(dist, finesine[an]),
+ linetarget->z+5*FRACUNIT, MT_CIRCLEFLAME);
+ if(mo)
+ {
+ mo->angle = ANG180+(an<<ANGLETOFINESHIFT);
+ mo->target = pmo;
+ mo->momx = mo->special1 = FixedMul(-FLAMESPEED,
+ finecosine[an]);
+ mo->momy = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]);
+ mo->tics -= P_Random()&3;
+ }
+ }
+ }
+// Create a line of flames from the player to the flame puff
+ CFlameCreateFlames(player->mo);
+
+ player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon];
+ S_StartSound(player->mo, SFX_CLERIC_FLAME_FIRE);
+}
+*/
+
+//============================================================================
+//
+// A_CFlameRotate
+//
+//============================================================================
+
+#define FLAMEROTSPEED 2*FRACUNIT
+
+void A_CFlameRotate(mobj_t * actor)
+{
+ int an;
+
+ an = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
+ actor->momx = actor->special1 + FixedMul(FLAMEROTSPEED, finecosine[an]);
+ actor->momy = actor->special2 + FixedMul(FLAMEROTSPEED, finesine[an]);
+ actor->angle += ANG90 / 15;
+}
+
+
+//============================================================================
+//
+// A_CHolyAttack3
+//
+// Spawns the spirits
+//============================================================================
+
+void A_CHolyAttack3(mobj_t * actor)
+{
+ P_SpawnMissile(actor, actor->target, MT_HOLY_MISSILE);
+ S_StartSound(actor, SFX_CHOLY_FIRE);
+}
+
+
+//============================================================================
+//
+// A_CHolyAttack2
+//
+// Spawns the spirits
+//============================================================================
+
+void A_CHolyAttack2(mobj_t * actor)
+{
+ int j;
+ int i;
+ mobj_t *mo;
+ mobj_t *tail, *next;
+
+ for (j = 0; j < 4; j++)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_HOLY_FX);
+ if (!mo)
+ {
+ continue;
+ }
+ switch (j)
+ { // float bob index
+ case 0:
+ mo->special2 = P_Random() & 7; // upper-left
+ break;
+ case 1:
+ mo->special2 = 32 + (P_Random() & 7); // upper-right
+ break;
+ case 2:
+ mo->special2 = (32 + (P_Random() & 7)) << 16; // lower-left
+ break;
+ case 3:
+ mo->special2 =
+ ((32 + (P_Random() & 7)) << 16) + 32 + (P_Random() & 7);
+ break;
+ }
+ mo->z = actor->z;
+ mo->angle = actor->angle + (ANG45 + ANG45 / 2) - ANG45 * j;
+ P_ThrustMobj(mo, mo->angle, mo->info->speed);
+ mo->target = actor->target;
+ mo->args[0] = 10; // initial turn value
+ mo->args[1] = 0; // initial look angle
+ if (deathmatch)
+ { // Ghosts last slightly less longer in DeathMatch
+ mo->health = 85;
+ }
+ if (linetarget)
+ {
+ mo->special1 = (int) linetarget;
+ mo->flags |= MF_NOCLIP | MF_SKULLFLY;
+ mo->flags &= ~MF_MISSILE;
+ }
+ tail = P_SpawnMobj(mo->x, mo->y, mo->z, MT_HOLY_TAIL);
+ tail->special2 = (int) mo; // parent
+ for (i = 1; i < 3; i++)
+ {
+ next = P_SpawnMobj(mo->x, mo->y, mo->z, MT_HOLY_TAIL);
+ P_SetMobjState(next, next->info->spawnstate + 1);
+ tail->special1 = (int) next;
+ tail = next;
+ }
+ tail->special1 = 0; // last tail bit
+ }
+}
+
+//============================================================================
+//
+// A_CHolyAttack
+//
+//============================================================================
+
+void A_CHolyAttack(player_t * player, pspdef_t * psp)
+{
+ mobj_t *mo;
+
+ player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon];
+ player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon];
+ mo = P_SpawnPlayerMissile(player->mo, MT_HOLY_MISSILE);
+ if (player == &players[consoleplayer])
+ {
+ player->damagecount = 0;
+ player->bonuscount = 0;
+ I_SetPalette((byte *) W_CacheLumpNum(W_GetNumForName("playpal"),
+ PU_CACHE) + STARTHOLYPAL * 768);
+ }
+ S_StartSound(player->mo, SFX_CHOLY_FIRE);
+}
+
+//============================================================================
+//
+// A_CHolyPalette
+//
+//============================================================================
+
+void A_CHolyPalette(player_t * player, pspdef_t * psp)
+{
+ int pal;
+
+ if (player == &players[consoleplayer])
+ {
+ pal = STARTHOLYPAL + psp->state - (&states[S_CHOLYATK_6]);
+ if (pal == STARTHOLYPAL + 3)
+ { // reset back to original playpal
+ pal = 0;
+ }
+ I_SetPalette((byte *) W_CacheLumpNum(W_GetNumForName("playpal"),
+ PU_CACHE) + pal * 768);
+ }
+}
+
+//============================================================================
+//
+// CHolyFindTarget
+//
+//============================================================================
+
+static void CHolyFindTarget(mobj_t * actor)
+{
+ mobj_t *target;
+
+ target = P_RoughMonsterSearch(actor, 6);
+ if (target != NULL)
+ {
+ actor->special1 = (int) target;
+ actor->flags |= MF_NOCLIP | MF_SKULLFLY;
+ actor->flags &= ~MF_MISSILE;
+ }
+}
+
+//============================================================================
+//
+// CHolySeekerMissile
+//
+// Similar to P_SeekerMissile, but seeks to a random Z on the target
+//============================================================================
+
+static void CHolySeekerMissile(mobj_t * actor, angle_t thresh,
+ angle_t turnMax)
+{
+ int dir;
+ int dist;
+ angle_t delta;
+ angle_t angle;
+ mobj_t *target;
+ fixed_t newZ;
+ fixed_t deltaZ;
+
+ target = (mobj_t *) actor->special1;
+ if (target == NULL)
+ {
+ return;
+ }
+ if (!(target->flags & MF_SHOOTABLE)
+ || (!(target->flags & MF_COUNTKILL) && !target->player))
+ { // Target died/target isn't a player or creature
+ actor->special1 = 0;
+ actor->flags &= ~(MF_NOCLIP | MF_SKULLFLY);
+ actor->flags |= MF_MISSILE;
+ CHolyFindTarget(actor);
+ return;
+ }
+ dir = P_FaceMobj(actor, target, &delta);
+ if (delta > thresh)
+ {
+ delta >>= 1;
+ if (delta > turnMax)
+ {
+ delta = turnMax;
+ }
+ }
+ if (dir)
+ { // Turn clockwise
+ actor->angle += delta;
+ }
+ else
+ { // Turn counter clockwise
+ actor->angle -= delta;
+ }
+ angle = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(actor->info->speed, finecosine[angle]);
+ actor->momy = FixedMul(actor->info->speed, finesine[angle]);
+ if (!(leveltime & 15)
+ || actor->z > target->z + (target->height)
+ || actor->z + actor->height < target->z)
+ {
+ newZ = target->z + ((P_Random() * target->height) >> 8);
+ deltaZ = newZ - actor->z;
+ if (abs(deltaZ) > 15 * FRACUNIT)
+ {
+ if (deltaZ > 0)
+ {
+ deltaZ = 15 * FRACUNIT;
+ }
+ else
+ {
+ deltaZ = -15 * FRACUNIT;
+ }
+ }
+ dist = P_AproxDistance(target->x - actor->x, target->y - actor->y);
+ dist = dist / actor->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ actor->momz = deltaZ / dist;
+ }
+ return;
+}
+
+//============================================================================
+//
+// A_CHolyWeave
+//
+//============================================================================
+
+static void CHolyWeave(mobj_t * actor)
+{
+ fixed_t newX, newY;
+ int weaveXY, weaveZ;
+ int angle;
+
+ weaveXY = actor->special2 >> 16;
+ weaveZ = actor->special2 & 0xFFFF;
+ angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
+ newX = actor->x - FixedMul(finecosine[angle],
+ FloatBobOffsets[weaveXY] << 2);
+ newY = actor->y - FixedMul(finesine[angle],
+ FloatBobOffsets[weaveXY] << 2);
+ weaveXY = (weaveXY + (P_Random() % 5)) & 63;
+ newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY] << 2);
+ newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY] << 2);
+ P_TryMove(actor, newX, newY);
+ actor->z -= FloatBobOffsets[weaveZ] << 1;
+ weaveZ = (weaveZ + (P_Random() % 5)) & 63;
+ actor->z += FloatBobOffsets[weaveZ] << 1;
+ actor->special2 = weaveZ + (weaveXY << 16);
+}
+
+//============================================================================
+//
+// A_CHolySeek
+//
+//============================================================================
+
+void A_CHolySeek(mobj_t * actor)
+{
+ actor->health--;
+ if (actor->health <= 0)
+ {
+ actor->momx >>= 2;
+ actor->momy >>= 2;
+ actor->momz = 0;
+ P_SetMobjState(actor, actor->info->deathstate);
+ actor->tics -= P_Random() & 3;
+ return;
+ }
+ if (actor->special1)
+ {
+ CHolySeekerMissile(actor, actor->args[0] * ANG1,
+ actor->args[0] * ANG1 * 2);
+ if (!((leveltime + 7) & 15))
+ {
+ actor->args[0] = 5 + (P_Random() / 20);
+ }
+ }
+ CHolyWeave(actor);
+}
+
+//============================================================================
+//
+// CHolyTailFollow
+//
+//============================================================================
+
+static void CHolyTailFollow(mobj_t * actor, fixed_t dist)
+{
+ mobj_t *child;
+ int an;
+ fixed_t oldDistance, newDistance;
+
+ child = (mobj_t *) actor->special1;
+ if (child)
+ {
+ an = R_PointToAngle2(actor->x, actor->y, child->x,
+ child->y) >> ANGLETOFINESHIFT;
+ oldDistance =
+ P_AproxDistance(child->x - actor->x, child->y - actor->y);
+ if (P_TryMove
+ (child, actor->x + FixedMul(dist, finecosine[an]),
+ actor->y + FixedMul(dist, finesine[an])))
+ {
+ newDistance = P_AproxDistance(child->x - actor->x,
+ child->y - actor->y) - FRACUNIT;
+ if (oldDistance < FRACUNIT)
+ {
+ if (child->z < actor->z)
+ {
+ child->z = actor->z - dist;
+ }
+ else
+ {
+ child->z = actor->z + dist;
+ }
+ }
+ else
+ {
+ child->z = actor->z + FixedMul(FixedDiv(newDistance,
+ oldDistance),
+ child->z - actor->z);
+ }
+ }
+ CHolyTailFollow(child, dist - FRACUNIT);
+ }
+}
+
+//============================================================================
+//
+// CHolyTailRemove
+//
+//============================================================================
+
+static void CHolyTailRemove(mobj_t * actor)
+{
+ mobj_t *child;
+
+ child = (mobj_t *) actor->special1;
+ if (child)
+ {
+ CHolyTailRemove(child);
+ }
+ P_RemoveMobj(actor);
+}
+
+//============================================================================
+//
+// A_CHolyTail
+//
+//============================================================================
+
+void A_CHolyTail(mobj_t * actor)
+{
+ mobj_t *parent;
+
+ parent = (mobj_t *) actor->special2;
+
+ if (parent)
+ {
+ if (parent->state >= &states[parent->info->deathstate])
+ { // Ghost removed, so remove all tail parts
+ CHolyTailRemove(actor);
+ return;
+ }
+ else if (P_TryMove(actor, parent->x - FixedMul(14 * FRACUNIT,
+ finecosine[parent->
+ angle >>
+ ANGLETOFINESHIFT]),
+ parent->y - FixedMul(14 * FRACUNIT,
+ finesine[parent->
+ angle >>
+ ANGLETOFINESHIFT])))
+ {
+ actor->z = parent->z - 5 * FRACUNIT;
+ }
+ CHolyTailFollow(actor, 10 * FRACUNIT);
+ }
+}
+
+//============================================================================
+//
+// A_CHolyCheckScream
+//
+//============================================================================
+
+void A_CHolyCheckScream(mobj_t * actor)
+{
+ A_CHolySeek(actor);
+ if (P_Random() < 20)
+ {
+ S_StartSound(actor, SFX_SPIRIT_ACTIVE);
+ }
+ if (!actor->special1)
+ {
+ CHolyFindTarget(actor);
+ }
+}
+
+//============================================================================
+//
+// A_CHolySpawnPuff
+//
+//============================================================================
+
+void A_CHolySpawnPuff(mobj_t * actor)
+{
+ P_SpawnMobj(actor->x, actor->y, actor->z, MT_HOLY_MISSILE_PUFF);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireConePL1
+//
+//----------------------------------------------------------------------------
+
+#define SHARDSPAWN_LEFT 1
+#define SHARDSPAWN_RIGHT 2
+#define SHARDSPAWN_UP 4
+#define SHARDSPAWN_DOWN 8
+
+void A_FireConePL1(player_t * player, pspdef_t * psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+ int i;
+ mobj_t *pmo, *mo;
+ int conedone = false;
+
+ pmo = player->mo;
+ player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon];
+ S_StartSound(pmo, SFX_MAGE_SHARDS_FIRE);
+
+ damage = 90 + (P_Random() & 15);
+ for (i = 0; i < 16; i++)
+ {
+ angle = pmo->angle + i * (ANG45 / 16);
+ slope = P_AimLineAttack(pmo, angle, MELEERANGE);
+ if (linetarget)
+ {
+ pmo->flags2 |= MF2_ICEDAMAGE;
+ P_DamageMobj(linetarget, pmo, pmo, damage);
+ pmo->flags2 &= ~MF2_ICEDAMAGE;
+ conedone = true;
+ break;
+ }
+ }
+
+ // didn't find any creatures, so fire projectiles
+ if (!conedone)
+ {
+ mo = P_SpawnPlayerMissile(pmo, MT_SHARDFX1);
+ if (mo)
+ {
+ mo->special1 = SHARDSPAWN_LEFT | SHARDSPAWN_DOWN | SHARDSPAWN_UP
+ | SHARDSPAWN_RIGHT;
+ mo->special2 = 3; // Set sperm count (levels of reproductivity)
+ mo->target = pmo;
+ mo->args[0] = 3; // Mark Initial shard as super damage
+ }
+ }
+}
+
+void A_ShedShard(mobj_t * actor)
+{
+ mobj_t *mo;
+ int spawndir = actor->special1;
+ int spermcount = actor->special2;
+
+ if (spermcount <= 0)
+ return; // No sperm left
+ actor->special2 = 0;
+ spermcount--;
+
+ // every so many calls, spawn a new missile in it's set directions
+ if (spawndir & SHARDSPAWN_LEFT)
+ {
+ mo = P_SpawnMissileAngleSpeed(actor, MT_SHARDFX1,
+ actor->angle + (ANG45 / 9), 0,
+ (20 + 2 * spermcount) << FRACBITS);
+ if (mo)
+ {
+ mo->special1 = SHARDSPAWN_LEFT;
+ mo->special2 = spermcount;
+ mo->momz = actor->momz;
+ mo->target = actor->target;
+ mo->args[0] = (spermcount == 3) ? 2 : 0;
+ }
+ }
+ if (spawndir & SHARDSPAWN_RIGHT)
+ {
+ mo = P_SpawnMissileAngleSpeed(actor, MT_SHARDFX1,
+ actor->angle - (ANG45 / 9), 0,
+ (20 + 2 * spermcount) << FRACBITS);
+ if (mo)
+ {
+ mo->special1 = SHARDSPAWN_RIGHT;
+ mo->special2 = spermcount;
+ mo->momz = actor->momz;
+ mo->target = actor->target;
+ mo->args[0] = (spermcount == 3) ? 2 : 0;
+ }
+ }
+ if (spawndir & SHARDSPAWN_UP)
+ {
+ mo = P_SpawnMissileAngleSpeed(actor, MT_SHARDFX1, actor->angle,
+ 0, (15 + 2 * spermcount) << FRACBITS);
+ if (mo)
+ {
+ mo->momz = actor->momz;
+ mo->z += 8 * FRACUNIT;
+ if (spermcount & 1) // Every other reproduction
+ mo->special1 =
+ SHARDSPAWN_UP | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT;
+ else
+ mo->special1 = SHARDSPAWN_UP;
+ mo->special2 = spermcount;
+ mo->target = actor->target;
+ mo->args[0] = (spermcount == 3) ? 2 : 0;
+ }
+ }
+ if (spawndir & SHARDSPAWN_DOWN)
+ {
+ mo = P_SpawnMissileAngleSpeed(actor, MT_SHARDFX1, actor->angle,
+ 0, (15 + 2 * spermcount) << FRACBITS);
+ if (mo)
+ {
+ mo->momz = actor->momz;
+ mo->z -= 4 * FRACUNIT;
+ if (spermcount & 1) // Every other reproduction
+ mo->special1 =
+ SHARDSPAWN_DOWN | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT;
+ else
+ mo->special1 = SHARDSPAWN_DOWN;
+ mo->special2 = spermcount;
+ mo->target = actor->target;
+ mo->args[0] = (spermcount == 3) ? 2 : 0;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HideInCeiling
+//
+//----------------------------------------------------------------------------
+
+/*
+void A_HideInCeiling(mobj_t *actor)
+{
+ actor->z = actor->ceilingz+4*FRACUNIT;
+}
+*/
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FloatPuff
+//
+//----------------------------------------------------------------------------
+
+/*
+void A_FloatPuff(mobj_t *puff)
+{
+ puff->momz += 1.8*FRACUNIT;
+}
+*/
+
+void A_Light0(player_t * player, pspdef_t * psp)
+{
+ player->extralight = 0;
+}
+
+/*
+void A_Light1(player_t *player, pspdef_t *psp)
+{
+ player->extralight = 1;
+}
+*/
+
+/*
+void A_Light2(player_t *player, pspdef_t *psp)
+{
+ player->extralight = 2;
+}
+*/
+
+//------------------------------------------------------------------------
+//
+// PROC P_SetupPsprites
+//
+// Called at start of level for each player
+//
+//------------------------------------------------------------------------
+
+void P_SetupPsprites(player_t * player)
+{
+ int i;
+
+ // Remove all psprites
+ for (i = 0; i < NUMPSPRITES; i++)
+ {
+ player->psprites[i].state = NULL;
+ }
+ // Spawn the ready weapon
+ player->pendingweapon = player->readyweapon;
+ P_BringUpWeapon(player);
+}
+
+//------------------------------------------------------------------------
+//
+// PROC P_MovePsprites
+//
+// Called every tic by player thinking routine
+//
+//------------------------------------------------------------------------
+
+void P_MovePsprites(player_t * player)
+{
+ int i;
+ pspdef_t *psp;
+ state_t *state;
+
+ psp = &player->psprites[0];
+ for (i = 0; i < NUMPSPRITES; i++, psp++)
+ {
+ if ((state = psp->state) != 0) // a null state means not active
+ {
+ // drop tic count and possibly change state
+ if (psp->tics != -1) // a -1 tic count never changes
+ {
+ psp->tics--;
+ if (!psp->tics)
+ {
+ P_SetPsprite(player, i, psp->state->nextstate);
+ }
+ }
+ }
+ }
+ player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
+ player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
+}
diff --git a/src/hexen/p_setup.c b/src/hexen/p_setup.c
new file mode 100644
index 00000000..1d7c943a
--- /dev/null
+++ b/src/hexen/p_setup.c
@@ -0,0 +1,1227 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include <math.h>
+#include <stdlib.h>
+#include "h2def.h"
+#include "i_system.h"
+#include "m_argv.h"
+#include "m_bbox.h"
+#include "i_swap.h"
+#include "s_sound.h"
+#include "p_local.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAPINFO_SCRIPT_NAME "MAPINFO"
+#define MCMD_SKY1 1
+#define MCMD_SKY2 2
+#define MCMD_LIGHTNING 3
+#define MCMD_FADETABLE 4
+#define MCMD_DOUBLESKY 5
+#define MCMD_CLUSTER 6
+#define MCMD_WARPTRANS 7
+#define MCMD_NEXT 8
+#define MCMD_CDTRACK 9
+#define MCMD_CD_STARTTRACK 10
+#define MCMD_CD_END1TRACK 11
+#define MCMD_CD_END2TRACK 12
+#define MCMD_CD_END3TRACK 13
+#define MCMD_CD_INTERTRACK 14
+#define MCMD_CD_TITLETRACK 15
+
+#define UNKNOWN_MAP_NAME "DEVELOPMENT MAP"
+#define DEFAULT_SKY_NAME "SKY1"
+#define DEFAULT_SONG_LUMP "DEFSONG"
+#define DEFAULT_FADE_TABLE "COLORMAP"
+
+// TYPES -------------------------------------------------------------------
+
+typedef struct mapInfo_s mapInfo_t;
+struct mapInfo_s
+{
+ short cluster;
+ short warpTrans;
+ short nextMap;
+ short cdTrack;
+ char name[32];
+ short sky1Texture;
+ short sky2Texture;
+ fixed_t sky1ScrollDelta;
+ fixed_t sky2ScrollDelta;
+ boolean doubleSky;
+ boolean lightning;
+ int fadetable;
+ char songLump[10];
+};
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+void P_SpawnMapThing(mapthing_t * mthing);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static int QualifyMap(int map);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+int MapCount;
+mapthing_t deathmatchstarts[MAXDEATHMATCHSTARTS], *deathmatch_p;
+mapthing_t playerstarts[MAX_PLAYER_STARTS][MAXPLAYERS];
+int numvertexes;
+vertex_t *vertexes;
+int numsegs;
+seg_t *segs;
+int numsectors;
+sector_t *sectors;
+int numsubsectors;
+subsector_t *subsectors;
+int numnodes;
+node_t *nodes;
+int numlines;
+line_t *lines;
+int numsides;
+side_t *sides;
+short *blockmaplump; // offsets in blockmap are from here
+short *blockmap;
+int bmapwidth, bmapheight; // in mapblocks
+fixed_t bmaporgx, bmaporgy; // origin of block map
+mobj_t **blocklinks; // for thing chains
+byte *rejectmatrix; // for fast sight rejection
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static mapInfo_t MapInfo[99];
+static char *MapCmdNames[] = {
+ "SKY1",
+ "SKY2",
+ "DOUBLESKY",
+ "LIGHTNING",
+ "FADETABLE",
+ "CLUSTER",
+ "WARPTRANS",
+ "NEXT",
+ "CDTRACK",
+ "CD_START_TRACK",
+ "CD_END1_TRACK",
+ "CD_END2_TRACK",
+ "CD_END3_TRACK",
+ "CD_INTERMISSION_TRACK",
+ "CD_TITLE_TRACK",
+ NULL
+};
+static int MapCmdIDs[] = {
+ MCMD_SKY1,
+ MCMD_SKY2,
+ MCMD_DOUBLESKY,
+ MCMD_LIGHTNING,
+ MCMD_FADETABLE,
+ MCMD_CLUSTER,
+ MCMD_WARPTRANS,
+ MCMD_NEXT,
+ MCMD_CDTRACK,
+ MCMD_CD_STARTTRACK,
+ MCMD_CD_END1TRACK,
+ MCMD_CD_END2TRACK,
+ MCMD_CD_END3TRACK,
+ MCMD_CD_INTERTRACK,
+ MCMD_CD_TITLETRACK
+};
+
+static int cd_NonLevelTracks[6]; // Non-level specific song cd track numbers
+
+// CODE --------------------------------------------------------------------
+
+/*
+=================
+=
+= P_LoadVertexes
+=
+=================
+*/
+
+void P_LoadVertexes(int lump)
+{
+ byte *data;
+ int i;
+ mapvertex_t *ml;
+ vertex_t *li;
+
+ numvertexes = W_LumpLength(lump) / sizeof(mapvertex_t);
+ vertexes = Z_Malloc(numvertexes * sizeof(vertex_t), PU_LEVEL, 0);
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ ml = (mapvertex_t *) data;
+ li = vertexes;
+ for (i = 0; i < numvertexes; i++, li++, ml++)
+ {
+ li->x = SHORT(ml->x) << FRACBITS;
+ li->y = SHORT(ml->y) << FRACBITS;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadSegs
+=
+=================
+*/
+
+void P_LoadSegs(int lump)
+{
+ byte *data;
+ int i;
+ mapseg_t *ml;
+ seg_t *li;
+ line_t *ldef;
+ int linedef, side;
+
+ numsegs = W_LumpLength(lump) / sizeof(mapseg_t);
+ segs = Z_Malloc(numsegs * sizeof(seg_t), PU_LEVEL, 0);
+ memset(segs, 0, numsegs * sizeof(seg_t));
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ ml = (mapseg_t *) data;
+ li = segs;
+ for (i = 0; i < numsegs; i++, li++, ml++)
+ {
+ li->v1 = &vertexes[SHORT(ml->v1)];
+ li->v2 = &vertexes[SHORT(ml->v2)];
+
+ li->angle = (SHORT(ml->angle)) << 16;
+ li->offset = (SHORT(ml->offset)) << 16;
+ linedef = SHORT(ml->linedef);
+ ldef = &lines[linedef];
+ li->linedef = ldef;
+ side = SHORT(ml->side);
+ li->sidedef = &sides[ldef->sidenum[side]];
+ li->frontsector = sides[ldef->sidenum[side]].sector;
+ if (ldef->flags & ML_TWOSIDED)
+ li->backsector = sides[ldef->sidenum[side ^ 1]].sector;
+ else
+ li->backsector = 0;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadSubsectors
+=
+=================
+*/
+
+void P_LoadSubsectors(int lump)
+{
+ byte *data;
+ int i;
+ mapsubsector_t *ms;
+ subsector_t *ss;
+
+ numsubsectors = W_LumpLength(lump) / sizeof(mapsubsector_t);
+ subsectors = Z_Malloc(numsubsectors * sizeof(subsector_t), PU_LEVEL, 0);
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ ms = (mapsubsector_t *) data;
+ memset(subsectors, 0, numsubsectors * sizeof(subsector_t));
+ ss = subsectors;
+ for (i = 0; i < numsubsectors; i++, ss++, ms++)
+ {
+ ss->numlines = SHORT(ms->numsegs);
+ ss->firstline = SHORT(ms->firstseg);
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadSectors
+=
+=================
+*/
+
+void P_LoadSectors(int lump)
+{
+ byte *data;
+ int i;
+ mapsector_t *ms;
+ sector_t *ss;
+
+ numsectors = W_LumpLength(lump) / sizeof(mapsector_t);
+ sectors = Z_Malloc(numsectors * sizeof(sector_t), PU_LEVEL, 0);
+ memset(sectors, 0, numsectors * sizeof(sector_t));
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ ms = (mapsector_t *) data;
+ ss = sectors;
+
+ for (i = 0; i < numsectors; i++, ss++, ms++)
+ {
+ ss->floorheight = SHORT(ms->floorheight) << FRACBITS;
+ ss->ceilingheight = SHORT(ms->ceilingheight) << FRACBITS;
+ ss->floorpic = R_FlatNumForName(ms->floorpic);
+ ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
+ ss->lightlevel = SHORT(ms->lightlevel);
+ ss->special = SHORT(ms->special);
+ ss->tag = SHORT(ms->tag);
+ ss->thinglist = NULL;
+ ss->seqType = SEQTYPE_STONE; // default seqType
+ }
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadNodes
+=
+=================
+*/
+
+void P_LoadNodes(int lump)
+{
+ byte *data;
+ int i, j, k;
+ mapnode_t *mn;
+ node_t *no;
+
+ numnodes = W_LumpLength(lump) / sizeof(mapnode_t);
+ nodes = Z_Malloc(numnodes * sizeof(node_t), PU_LEVEL, 0);
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ mn = (mapnode_t *) data;
+ no = nodes;
+ for (i = 0; i < numnodes; i++, no++, mn++)
+ {
+ no->x = SHORT(mn->x) << FRACBITS;
+ no->y = SHORT(mn->y) << FRACBITS;
+ no->dx = SHORT(mn->dx) << FRACBITS;
+ no->dy = SHORT(mn->dy) << FRACBITS;
+ for (j = 0; j < 2; j++)
+ {
+ no->children[j] = SHORT(mn->children[j]);
+ for (k = 0; k < 4; k++)
+ no->bbox[j][k] = SHORT(mn->bbox[j][k]) << FRACBITS;
+ }
+ }
+ W_ReleaseLumpNum(lump);
+}
+
+//==========================================================================
+//
+// P_LoadThings
+//
+//==========================================================================
+
+void P_LoadThings(int lump)
+{
+ byte *data;
+ int i;
+ mapthing_t spawnthing;
+ mapthing_t *mt;
+ int numthings;
+ int playerCount;
+ int deathSpotsCount;
+
+ data = W_CacheLumpNum(lump, PU_STATIC);
+ numthings = W_LumpLength(lump) / sizeof(mapthing_t);
+
+ mt = (mapthing_t *) data;
+ for (i = 0; i < numthings; i++, mt++)
+ {
+ spawnthing.tid = SHORT(mt->tid);
+ spawnthing.x = SHORT(mt->x);
+ spawnthing.y = SHORT(mt->y);
+ spawnthing.height = SHORT(mt->height);
+ spawnthing.angle = SHORT(mt->angle);
+ spawnthing.type = SHORT(mt->type);
+ spawnthing.options = SHORT(mt->options);
+
+ spawnthing.special = mt->special;
+ spawnthing.arg1 = mt->arg1;
+ spawnthing.arg2 = mt->arg2;
+ spawnthing.arg3 = mt->arg3;
+ spawnthing.arg4 = mt->arg4;
+ spawnthing.arg5 = mt->arg5;
+
+ P_SpawnMapThing(&spawnthing);
+ }
+ P_CreateTIDList();
+ P_InitCreatureCorpseQueue(false); // false = do NOT scan for corpses
+ W_ReleaseLumpNum(lump);
+
+ if (!deathmatch)
+ { // Don't need to check deathmatch spots
+ return;
+ }
+ playerCount = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ playerCount += playeringame[i];
+ }
+ deathSpotsCount = deathmatch_p - deathmatchstarts;
+ if (deathSpotsCount < playerCount)
+ {
+ I_Error("P_LoadThings: Player count (%d) exceeds deathmatch "
+ "spots (%d)", playerCount, deathSpotsCount);
+ }
+}
+
+/*
+=================
+=
+= P_LoadLineDefs
+=
+=================
+*/
+
+void P_LoadLineDefs(int lump)
+{
+ byte *data;
+ int i;
+ maplinedef_t *mld;
+ line_t *ld;
+ vertex_t *v1, *v2;
+
+ numlines = W_LumpLength(lump) / sizeof(maplinedef_t);
+ lines = Z_Malloc(numlines * sizeof(line_t), PU_LEVEL, 0);
+ memset(lines, 0, numlines * sizeof(line_t));
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ mld = (maplinedef_t *) data;
+ ld = lines;
+ for (i = 0; i < numlines; i++, mld++, ld++)
+ {
+ ld->flags = SHORT(mld->flags);
+
+ // Old line special info ...
+ //ld->special = SHORT(mld->special);
+ //ld->tag = SHORT(mld->tag);
+
+ // New line special info ...
+ ld->special = mld->special;
+ ld->arg1 = mld->arg1;
+ ld->arg2 = mld->arg2;
+ ld->arg3 = mld->arg3;
+ ld->arg4 = mld->arg4;
+ ld->arg5 = mld->arg5;
+
+ v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
+ v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
+ ld->dx = v2->x - v1->x;
+ ld->dy = v2->y - v1->y;
+ if (!ld->dx)
+ ld->slopetype = ST_VERTICAL;
+ else if (!ld->dy)
+ ld->slopetype = ST_HORIZONTAL;
+ else
+ {
+ if (FixedDiv(ld->dy, ld->dx) > 0)
+ ld->slopetype = ST_POSITIVE;
+ else
+ ld->slopetype = ST_NEGATIVE;
+ }
+
+ if (v1->x < v2->x)
+ {
+ ld->bbox[BOXLEFT] = v1->x;
+ ld->bbox[BOXRIGHT] = v2->x;
+ }
+ else
+ {
+ ld->bbox[BOXLEFT] = v2->x;
+ ld->bbox[BOXRIGHT] = v1->x;
+ }
+ if (v1->y < v2->y)
+ {
+ ld->bbox[BOXBOTTOM] = v1->y;
+ ld->bbox[BOXTOP] = v2->y;
+ }
+ else
+ {
+ ld->bbox[BOXBOTTOM] = v2->y;
+ ld->bbox[BOXTOP] = v1->y;
+ }
+ ld->sidenum[0] = SHORT(mld->sidenum[0]);
+ ld->sidenum[1] = SHORT(mld->sidenum[1]);
+ if (ld->sidenum[0] != -1)
+ ld->frontsector = sides[ld->sidenum[0]].sector;
+ else
+ ld->frontsector = 0;
+ if (ld->sidenum[1] != -1)
+ ld->backsector = sides[ld->sidenum[1]].sector;
+ else
+ ld->backsector = 0;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+/*
+=================
+=
+= P_LoadSideDefs
+=
+=================
+*/
+
+void P_LoadSideDefs(int lump)
+{
+ byte *data;
+ int i;
+ mapsidedef_t *msd;
+ side_t *sd;
+
+ numsides = W_LumpLength(lump) / sizeof(mapsidedef_t);
+ sides = Z_Malloc(numsides * sizeof(side_t), PU_LEVEL, 0);
+ memset(sides, 0, numsides * sizeof(side_t));
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ msd = (mapsidedef_t *) data;
+ sd = sides;
+
+ for (i = 0; i < numsides; i++, msd++, sd++)
+ {
+ sd->textureoffset = SHORT(msd->textureoffset) << FRACBITS;
+ sd->rowoffset = SHORT(msd->rowoffset) << FRACBITS;
+ sd->toptexture = R_TextureNumForName(msd->toptexture);
+ sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
+ sd->midtexture = R_TextureNumForName(msd->midtexture);
+ sd->sector = &sectors[SHORT(msd->sector)];
+ }
+ W_ReleaseLumpNum(lump);
+}
+
+/*
+=================
+=
+= P_LoadBlockMap
+=
+=================
+*/
+
+void P_LoadBlockMap(int lump)
+{
+ int i, count;
+ int lumplen;
+
+ lumplen = W_LumpLength(lump);
+
+ blockmaplump = Z_Malloc(lumplen, PU_LEVEL, NULL);
+ W_ReadLump(lump, blockmaplump);
+ blockmap = blockmaplump + 4;
+
+ // Swap all short integers to native byte ordering:
+
+ count = lumplen / 2;
+
+ for (i = 0; i < count; i++)
+ blockmaplump[i] = SHORT(blockmaplump[i]);
+
+ bmaporgx = blockmaplump[0] << FRACBITS;
+ bmaporgy = blockmaplump[1] << FRACBITS;
+ bmapwidth = blockmaplump[2];
+ bmapheight = blockmaplump[3];
+
+ // clear out mobj chains
+
+ count = sizeof(*blocklinks) * bmapwidth * bmapheight;
+ blocklinks = Z_Malloc(count, PU_LEVEL, 0);
+ memset(blocklinks, 0, count);
+}
+
+
+
+
+/*
+=================
+=
+= P_GroupLines
+=
+= Builds sector line lists and subsector sector numbers
+= Finds block bounding boxes for sectors
+=================
+*/
+
+void P_GroupLines(void)
+{
+ line_t **linebuffer;
+ int i, j, total;
+ line_t *li;
+ sector_t *sector;
+ subsector_t *ss;
+ seg_t *seg;
+ fixed_t bbox[4];
+ int block;
+
+// look up sector number for each subsector
+ ss = subsectors;
+ for (i = 0; i < numsubsectors; i++, ss++)
+ {
+ seg = &segs[ss->firstline];
+ ss->sector = seg->sidedef->sector;
+ }
+
+// count number of lines in each sector
+ li = lines;
+ total = 0;
+ for (i = 0; i < numlines; i++, li++)
+ {
+ total++;
+ li->frontsector->linecount++;
+ if (li->backsector && li->backsector != li->frontsector)
+ {
+ li->backsector->linecount++;
+ total++;
+ }
+ }
+
+// build line tables for each sector
+ linebuffer = Z_Malloc(total * sizeof(line_t *), PU_LEVEL, 0);
+ sector = sectors;
+ for (i = 0; i < numsectors; i++, sector++)
+ {
+ M_ClearBox(bbox);
+ sector->lines = linebuffer;
+ li = lines;
+ for (j = 0; j < numlines; j++, li++)
+ {
+ if (li->frontsector == sector || li->backsector == sector)
+ {
+ *linebuffer++ = li;
+ M_AddToBox(bbox, li->v1->x, li->v1->y);
+ M_AddToBox(bbox, li->v2->x, li->v2->y);
+ }
+ }
+ if (linebuffer - sector->lines != sector->linecount)
+ I_Error("P_GroupLines: miscounted");
+
+ // set the degenmobj_t to the middle of the bounding box
+ sector->soundorg.x = (bbox[BOXRIGHT] + bbox[BOXLEFT]) / 2;
+ sector->soundorg.y = (bbox[BOXTOP] + bbox[BOXBOTTOM]) / 2;
+
+ // adjust bounding box to map blocks
+ block = (bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block >= bmapheight ? bmapheight - 1 : block;
+ sector->blockbox[BOXTOP] = block;
+
+ block = (bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block < 0 ? 0 : block;
+ sector->blockbox[BOXBOTTOM] = block;
+
+ block = (bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block >= bmapwidth ? bmapwidth - 1 : block;
+ sector->blockbox[BOXRIGHT] = block;
+
+ block = (bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block < 0 ? 0 : block;
+ sector->blockbox[BOXLEFT] = block;
+ }
+
+}
+
+//=============================================================================
+
+
+/*
+=================
+=
+= P_SetupLevel
+=
+=================
+*/
+
+// haleyjd FIXME: CDMUSIC
+#ifdef __WATCOMC__
+extern boolean i_CDMusic;
+#endif
+
+void P_SetupLevel(int episode, int map, int playermask, skill_t skill)
+{
+ int i;
+ int parm;
+ char lumpname[9];
+ int lumpnum;
+ mobj_t *mobj;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ players[i].killcount = players[i].secretcount
+ = players[i].itemcount = 0;
+ }
+ players[consoleplayer].viewz = 1; // will be set by player think
+
+
+ // haleyjd FIXME: CDMUSIC
+#ifdef __WATCOMC__
+ if (i_CDMusic == false)
+ {
+ S_StartSongName("chess", true); // Waiting-for-level-load song
+ }
+#endif
+
+ Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1);
+
+ P_InitThinkers();
+ leveltime = 0;
+
+ sprintf(lumpname, "MAP%02d", map);
+ lumpnum = W_GetNumForName(lumpname);
+ //
+ // Begin processing map lumps
+ // Note: most of this ordering is important
+ //
+ P_LoadBlockMap(lumpnum + ML_BLOCKMAP);
+ P_LoadVertexes(lumpnum + ML_VERTEXES);
+ P_LoadSectors(lumpnum + ML_SECTORS);
+ P_LoadSideDefs(lumpnum + ML_SIDEDEFS);
+ P_LoadLineDefs(lumpnum + ML_LINEDEFS);
+ P_LoadSubsectors(lumpnum + ML_SSECTORS);
+ P_LoadNodes(lumpnum + ML_NODES);
+ P_LoadSegs(lumpnum + ML_SEGS);
+ rejectmatrix = W_CacheLumpNum(lumpnum + ML_REJECT, PU_LEVEL);
+ P_GroupLines();
+ bodyqueslot = 0;
+ po_NumPolyobjs = 0;
+ deathmatch_p = deathmatchstarts;
+ P_LoadThings(lumpnum + ML_THINGS);
+ PO_Init(lumpnum + ML_THINGS); // Initialize the polyobjs
+ P_LoadACScripts(lumpnum + ML_BEHAVIOR); // ACS object code
+ //
+ // End of map lump processing
+ //
+
+ // If deathmatch, randomly spawn the active players
+ TimerGame = 0;
+ if (deathmatch)
+ {
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ { // must give a player spot before deathmatchspawn
+ mobj = P_SpawnMobj(playerstarts[0][i].x << 16,
+ playerstarts[0][i].y << 16, 0,
+ MT_PLAYER_FIGHTER);
+ players[i].mo = mobj;
+ G_DeathMatchSpawnPlayer(i);
+ P_RemoveMobj(mobj);
+ }
+ }
+ parm = M_CheckParm("-timer");
+ if (parm && parm < myargc - 1)
+ {
+ TimerGame = atoi(myargv[parm + 1]) * 35 * 60;
+ }
+ }
+
+// set up world state
+ P_SpawnSpecials();
+
+// build subsector connect matrix
+// P_ConnectSubsectors ();
+
+// Load colormap and set the fullbright flag
+ i = P_GetMapFadeTable(gamemap);
+ W_ReadLump(i, colormaps);
+ if (i == W_GetNumForName("COLORMAP"))
+ {
+ LevelUseFullBright = true;
+ }
+ else
+ { // Probably fog ... don't use fullbright sprites
+ LevelUseFullBright = false;
+ }
+
+// preload graphics
+ if (precache)
+ R_PrecacheLevel();
+
+ // Check if the level is a lightning level
+ P_InitLightning();
+
+ S_StopAllSound();
+ SN_StopAllSequences();
+ S_StartSong(gamemap, true);
+
+//printf ("free memory: 0x%x\n", Z_FreeMemory());
+
+}
+
+//==========================================================================
+//
+// InitMapInfo
+//
+//==========================================================================
+
+static void InitMapInfo(void)
+{
+ int map;
+ int mapMax;
+ int mcmdValue;
+ mapInfo_t *info;
+ char songMulch[10];
+
+ mapMax = 1;
+
+ // Put defaults into MapInfo[0]
+ info = MapInfo;
+ info->cluster = 0;
+ info->warpTrans = 0;
+ info->nextMap = 1; // Always go to map 1 if not specified
+ info->cdTrack = 1;
+ info->sky1Texture = R_TextureNumForName(DEFAULT_SKY_NAME);
+ info->sky2Texture = info->sky1Texture;
+ info->sky1ScrollDelta = 0;
+ info->sky2ScrollDelta = 0;
+ info->doubleSky = false;
+ info->lightning = false;
+ info->fadetable = W_GetNumForName(DEFAULT_FADE_TABLE);
+ strcpy(info->name, UNKNOWN_MAP_NAME);
+
+// strcpy(info->songLump, DEFAULT_SONG_LUMP);
+ SC_Open(MAPINFO_SCRIPT_NAME);
+ while (SC_GetString())
+ {
+ if (SC_Compare("MAP") == false)
+ {
+ SC_ScriptError(NULL);
+ }
+ SC_MustGetNumber();
+ if (sc_Number < 1 || sc_Number > 99)
+ { //
+ SC_ScriptError(NULL);
+ }
+ map = sc_Number;
+
+ info = &MapInfo[map];
+
+ // Save song lump name
+ strcpy(songMulch, info->songLump);
+
+ // Copy defaults to current map definition
+ memcpy(info, &MapInfo[0], sizeof(*info));
+
+ // Restore song lump name
+ strcpy(info->songLump, songMulch);
+
+ // The warp translation defaults to the map number
+ info->warpTrans = map;
+
+ // Map name must follow the number
+ SC_MustGetString();
+ strcpy(info->name, sc_String);
+
+ // Process optional tokens
+ while (SC_GetString())
+ {
+ if (SC_Compare("MAP"))
+ { // Start next map definition
+ SC_UnGet();
+ break;
+ }
+ mcmdValue = MapCmdIDs[SC_MustMatchString(MapCmdNames)];
+ switch (mcmdValue)
+ {
+ case MCMD_CLUSTER:
+ SC_MustGetNumber();
+ info->cluster = sc_Number;
+ break;
+ case MCMD_WARPTRANS:
+ SC_MustGetNumber();
+ info->warpTrans = sc_Number;
+ break;
+ case MCMD_NEXT:
+ SC_MustGetNumber();
+ info->nextMap = sc_Number;
+ break;
+ case MCMD_CDTRACK:
+ SC_MustGetNumber();
+ info->cdTrack = sc_Number;
+ break;
+ case MCMD_SKY1:
+ SC_MustGetString();
+ info->sky1Texture = R_TextureNumForName(sc_String);
+ SC_MustGetNumber();
+ info->sky1ScrollDelta = sc_Number << 8;
+ break;
+ case MCMD_SKY2:
+ SC_MustGetString();
+ info->sky2Texture = R_TextureNumForName(sc_String);
+ SC_MustGetNumber();
+ info->sky2ScrollDelta = sc_Number << 8;
+ break;
+ case MCMD_DOUBLESKY:
+ info->doubleSky = true;
+ break;
+ case MCMD_LIGHTNING:
+ info->lightning = true;
+ break;
+ case MCMD_FADETABLE:
+ SC_MustGetString();
+ info->fadetable = W_GetNumForName(sc_String);
+ break;
+ case MCMD_CD_STARTTRACK:
+ case MCMD_CD_END1TRACK:
+ case MCMD_CD_END2TRACK:
+ case MCMD_CD_END3TRACK:
+ case MCMD_CD_INTERTRACK:
+ case MCMD_CD_TITLETRACK:
+ SC_MustGetNumber();
+ cd_NonLevelTracks[mcmdValue - MCMD_CD_STARTTRACK] =
+ sc_Number;
+ break;
+ }
+ }
+ mapMax = map > mapMax ? map : mapMax;
+ }
+ SC_Close();
+ MapCount = mapMax;
+}
+
+//==========================================================================
+//
+// P_GetMapCluster
+//
+//==========================================================================
+
+int P_GetMapCluster(int map)
+{
+ return MapInfo[QualifyMap(map)].cluster;
+}
+
+//==========================================================================
+//
+// P_GetMapCDTrack
+//
+//==========================================================================
+
+int P_GetMapCDTrack(int map)
+{
+ return MapInfo[QualifyMap(map)].cdTrack;
+}
+
+//==========================================================================
+//
+// P_GetMapWarpTrans
+//
+//==========================================================================
+
+int P_GetMapWarpTrans(int map)
+{
+ return MapInfo[QualifyMap(map)].warpTrans;
+}
+
+//==========================================================================
+//
+// P_GetMapNextMap
+//
+//==========================================================================
+
+int P_GetMapNextMap(int map)
+{
+ return MapInfo[QualifyMap(map)].nextMap;
+}
+
+//==========================================================================
+//
+// P_TranslateMap
+//
+// Returns the actual map number given a warp map number.
+//
+//==========================================================================
+
+int P_TranslateMap(int map)
+{
+ int i;
+
+ for (i = 1; i < 99; i++) // Make this a macro
+ {
+ if (MapInfo[i].warpTrans == map)
+ {
+ return i;
+ }
+ }
+ // Not found
+ return -1;
+}
+
+//==========================================================================
+//
+// P_GetMapSky1Texture
+//
+//==========================================================================
+
+int P_GetMapSky1Texture(int map)
+{
+ return MapInfo[QualifyMap(map)].sky1Texture;
+}
+
+//==========================================================================
+//
+// P_GetMapSky2Texture
+//
+//==========================================================================
+
+int P_GetMapSky2Texture(int map)
+{
+ return MapInfo[QualifyMap(map)].sky2Texture;
+}
+
+//==========================================================================
+//
+// P_GetMapName
+//
+//==========================================================================
+
+char *P_GetMapName(int map)
+{
+ return MapInfo[QualifyMap(map)].name;
+}
+
+//==========================================================================
+//
+// P_GetMapSky1ScrollDelta
+//
+//==========================================================================
+
+fixed_t P_GetMapSky1ScrollDelta(int map)
+{
+ return MapInfo[QualifyMap(map)].sky1ScrollDelta;
+}
+
+//==========================================================================
+//
+// P_GetMapSky2ScrollDelta
+//
+//==========================================================================
+
+fixed_t P_GetMapSky2ScrollDelta(int map)
+{
+ return MapInfo[QualifyMap(map)].sky2ScrollDelta;
+}
+
+//==========================================================================
+//
+// P_GetMapDoubleSky
+//
+//==========================================================================
+
+boolean P_GetMapDoubleSky(int map)
+{
+ return MapInfo[QualifyMap(map)].doubleSky;
+}
+
+//==========================================================================
+//
+// P_GetMapLightning
+//
+//==========================================================================
+
+boolean P_GetMapLightning(int map)
+{
+ return MapInfo[QualifyMap(map)].lightning;
+}
+
+//==========================================================================
+//
+// P_GetMapFadeTable
+//
+//==========================================================================
+
+boolean P_GetMapFadeTable(int map)
+{
+ return MapInfo[QualifyMap(map)].fadetable;
+}
+
+//==========================================================================
+//
+// P_GetMapSongLump
+//
+//==========================================================================
+
+char *P_GetMapSongLump(int map)
+{
+ if (!strcasecmp(MapInfo[QualifyMap(map)].songLump, DEFAULT_SONG_LUMP))
+ {
+ return NULL;
+ }
+ else
+ {
+ return MapInfo[QualifyMap(map)].songLump;
+ }
+}
+
+//==========================================================================
+//
+// P_PutMapSongLump
+//
+//==========================================================================
+
+void P_PutMapSongLump(int map, char *lumpName)
+{
+ if (map < 1 || map > MapCount)
+ {
+ return;
+ }
+ strcpy(MapInfo[map].songLump, lumpName);
+}
+
+//==========================================================================
+//
+// P_GetCDStartTrack
+//
+//==========================================================================
+
+int P_GetCDStartTrack(void)
+{
+ return cd_NonLevelTracks[MCMD_CD_STARTTRACK - MCMD_CD_STARTTRACK];
+}
+
+//==========================================================================
+//
+// P_GetCDEnd1Track
+//
+//==========================================================================
+
+int P_GetCDEnd1Track(void)
+{
+ return cd_NonLevelTracks[MCMD_CD_END1TRACK - MCMD_CD_STARTTRACK];
+}
+
+//==========================================================================
+//
+// P_GetCDEnd2Track
+//
+//==========================================================================
+
+int P_GetCDEnd2Track(void)
+{
+ return cd_NonLevelTracks[MCMD_CD_END2TRACK - MCMD_CD_STARTTRACK];
+}
+
+//==========================================================================
+//
+// P_GetCDEnd3Track
+//
+//==========================================================================
+
+int P_GetCDEnd3Track(void)
+{
+ return cd_NonLevelTracks[MCMD_CD_END3TRACK - MCMD_CD_STARTTRACK];
+}
+
+//==========================================================================
+//
+// P_GetCDIntermissionTrack
+//
+//==========================================================================
+
+int P_GetCDIntermissionTrack(void)
+{
+ return cd_NonLevelTracks[MCMD_CD_INTERTRACK - MCMD_CD_STARTTRACK];
+}
+
+//==========================================================================
+//
+// P_GetCDTitleTrack
+//
+//==========================================================================
+
+int P_GetCDTitleTrack(void)
+{
+ return cd_NonLevelTracks[MCMD_CD_TITLETRACK - MCMD_CD_STARTTRACK];
+}
+
+//==========================================================================
+//
+// QualifyMap
+//
+//==========================================================================
+
+static int QualifyMap(int map)
+{
+ return (map < 1 || map > MapCount) ? 0 : map;
+}
+
+//==========================================================================
+//
+// P_Init
+//
+//==========================================================================
+
+void P_Init(void)
+{
+ InitMapInfo();
+ P_InitSwitchList();
+ P_InitFTAnims(); // Init flat and texture animations
+ P_InitTerrainTypes();
+ P_InitLava();
+ R_InitSprites(sprnames);
+}
+
+
+// Special early initializer needed to start sound before R_Init()
+void InitMapMusicInfo(void)
+{
+ int i;
+
+ for (i = 0; i < 99; i++)
+ {
+ strcpy(MapInfo[i].songLump, DEFAULT_SONG_LUMP);
+ }
+ MapCount = 98;
+}
+
+/*
+void My_Debug(void)
+{
+ int i;
+
+ printf("My debug stuff ----------------------\n");
+ printf("gamemap=%d\n",gamemap);
+ for (i=0; i<10; i++)
+ {
+ printf("i=%d songlump=%s\n",i,MapInfo[i].songLump);
+ }
+}
+*/
diff --git a/src/hexen/p_sight.c b/src/hexen/p_sight.c
new file mode 100644
index 00000000..273ca3e0
--- /dev/null
+++ b/src/hexen/p_sight.c
@@ -0,0 +1,407 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "p_local.h"
+
+/*
+==============================================================================
+
+ P_CheckSight
+
+This uses specialized forms of the maputils routines for optimized performance
+
+==============================================================================
+*/
+
+fixed_t sightzstart; // eye z of looker
+fixed_t topslope, bottomslope; // slopes to top and bottom of target
+
+int sightcounts[3];
+
+/*
+==============
+=
+= PTR_SightTraverse
+=
+==============
+*/
+
+boolean PTR_SightTraverse(intercept_t * in)
+{
+ line_t *li;
+ fixed_t slope;
+
+ li = in->d.line;
+
+//
+// crosses a two sided line
+//
+ P_LineOpening(li);
+
+ if (openbottom >= opentop) // quick test for totally closed doors
+ return false; // stop
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv(openbottom - sightzstart, in->frac);
+ if (slope > bottomslope)
+ bottomslope = slope;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv(opentop - sightzstart, in->frac);
+ if (slope < topslope)
+ topslope = slope;
+ }
+
+ if (topslope <= bottomslope)
+ return false; // stop
+
+ return true; // keep going
+}
+
+
+
+/*
+==================
+=
+= P_SightBlockLinesIterator
+=
+===================
+*/
+
+boolean P_SightBlockLinesIterator(int x, int y)
+{
+ int offset;
+ short *list;
+ line_t *ld;
+ int s1, s2;
+ divline_t dl;
+
+ polyblock_t *polyLink;
+ seg_t **segList;
+ int i;
+ extern polyblock_t **PolyBlockMap;
+
+ offset = y * bmapwidth + x;
+
+ polyLink = PolyBlockMap[offset];
+ while (polyLink)
+ {
+ if (polyLink->polyobj)
+ { // only check non-empty links
+ if (polyLink->polyobj->validcount != validcount)
+ {
+ segList = polyLink->polyobj->segs;
+ for (i = 0; i < polyLink->polyobj->numsegs; i++, segList++)
+ {
+ ld = (*segList)->linedef;
+ if (ld->validcount == validcount)
+ {
+ continue;
+ }
+ ld->validcount = validcount;
+ s1 = P_PointOnDivlineSide(ld->v1->x, ld->v1->y, &trace);
+ s2 = P_PointOnDivlineSide(ld->v2->x, ld->v2->y, &trace);
+ if (s1 == s2)
+ continue; // line isn't crossed
+ P_MakeDivline(ld, &dl);
+ s1 = P_PointOnDivlineSide(trace.x, trace.y, &dl);
+ s2 = P_PointOnDivlineSide(trace.x + trace.dx,
+ trace.y + trace.dy, &dl);
+ if (s1 == s2)
+ continue; // line isn't crossed
+
+ // try to early out the check
+ if (!ld->backsector)
+ return false; // stop checking
+
+ // store the line for later intersection testing
+ intercept_p->d.line = ld;
+ intercept_p++;
+ }
+ polyLink->polyobj->validcount = validcount;
+ }
+ }
+ polyLink = polyLink->next;
+ }
+
+ offset = *(blockmap + offset);
+
+ for (list = blockmaplump + offset; *list != -1; list++)
+ {
+ ld = &lines[*list];
+ if (ld->validcount == validcount)
+ continue; // line has already been checked
+ ld->validcount = validcount;
+
+ s1 = P_PointOnDivlineSide(ld->v1->x, ld->v1->y, &trace);
+ s2 = P_PointOnDivlineSide(ld->v2->x, ld->v2->y, &trace);
+ if (s1 == s2)
+ continue; // line isn't crossed
+ P_MakeDivline(ld, &dl);
+ s1 = P_PointOnDivlineSide(trace.x, trace.y, &dl);
+ s2 = P_PointOnDivlineSide(trace.x + trace.dx, trace.y + trace.dy,
+ &dl);
+ if (s1 == s2)
+ continue; // line isn't crossed
+
+ // try to early out the check
+ if (!ld->backsector)
+ return false; // stop checking
+
+ // store the line for later intersection testing
+ intercept_p->d.line = ld;
+ intercept_p++;
+
+ }
+
+ return true; // everything was checked
+}
+
+/*
+====================
+=
+= P_SightTraverseIntercepts
+=
+= Returns true if the traverser function returns true for all lines
+====================
+*/
+
+boolean P_SightTraverseIntercepts(void)
+{
+ int count;
+ fixed_t dist;
+ intercept_t *scan, *in;
+ divline_t dl;
+
+ count = intercept_p - intercepts;
+//
+// calculate intercept distance
+//
+ for (scan = intercepts; scan < intercept_p; scan++)
+ {
+ P_MakeDivline(scan->d.line, &dl);
+ scan->frac = P_InterceptVector(&trace, &dl);
+ }
+
+//
+// go through in order
+//
+ in = 0; // shut up compiler warning
+
+ while (count--)
+ {
+ dist = INT_MAX;
+ for (scan = intercepts; scan < intercept_p; scan++)
+ if (scan->frac < dist)
+ {
+ dist = scan->frac;
+ in = scan;
+ }
+
+ if (!PTR_SightTraverse(in))
+ return false; // don't bother going farther
+ in->frac = INT_MAX;
+ }
+
+ return true; // everything was traversed
+}
+
+
+
+/*
+==================
+=
+= P_SightPathTraverse
+=
+= Traces a line from x1,y1 to x2,y2, calling the traverser function for each
+= Returns true if the traverser function returns true for all lines
+==================
+*/
+
+boolean P_SightPathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
+{
+ fixed_t xt1, yt1, xt2, yt2;
+ fixed_t xstep, ystep;
+ fixed_t partial;
+ fixed_t xintercept, yintercept;
+ int mapx, mapy, mapxstep, mapystep;
+ int count;
+
+ validcount++;
+ intercept_p = intercepts;
+
+ if (((x1 - bmaporgx) & (MAPBLOCKSIZE - 1)) == 0)
+ x1 += FRACUNIT; // don't side exactly on a line
+ if (((y1 - bmaporgy) & (MAPBLOCKSIZE - 1)) == 0)
+ y1 += FRACUNIT; // don't side exactly on a line
+ trace.x = x1;
+ trace.y = y1;
+ trace.dx = x2 - x1;
+ trace.dy = y2 - y1;
+
+ x1 -= bmaporgx;
+ y1 -= bmaporgy;
+ xt1 = x1 >> MAPBLOCKSHIFT;
+ yt1 = y1 >> MAPBLOCKSHIFT;
+
+ x2 -= bmaporgx;
+ y2 -= bmaporgy;
+ xt2 = x2 >> MAPBLOCKSHIFT;
+ yt2 = y2 >> MAPBLOCKSHIFT;
+
+// points should never be out of bounds, but check once instead of
+// each block
+ if (xt1 < 0 || yt1 < 0 || xt1 >= bmapwidth || yt1 >= bmapheight
+ || xt2 < 0 || yt2 < 0 || xt2 >= bmapwidth || yt2 >= bmapheight)
+ return false;
+
+ if (xt2 > xt1)
+ {
+ mapxstep = 1;
+ partial = FRACUNIT - ((x1 >> MAPBTOFRAC) & (FRACUNIT - 1));
+ ystep = FixedDiv(y2 - y1, abs(x2 - x1));
+ }
+ else if (xt2 < xt1)
+ {
+ mapxstep = -1;
+ partial = (x1 >> MAPBTOFRAC) & (FRACUNIT - 1);
+ ystep = FixedDiv(y2 - y1, abs(x2 - x1));
+ }
+ else
+ {
+ mapxstep = 0;
+ partial = FRACUNIT;
+ ystep = 256 * FRACUNIT;
+ }
+ yintercept = (y1 >> MAPBTOFRAC) + FixedMul(partial, ystep);
+
+
+ if (yt2 > yt1)
+ {
+ mapystep = 1;
+ partial = FRACUNIT - ((y1 >> MAPBTOFRAC) & (FRACUNIT - 1));
+ xstep = FixedDiv(x2 - x1, abs(y2 - y1));
+ }
+ else if (yt2 < yt1)
+ {
+ mapystep = -1;
+ partial = (y1 >> MAPBTOFRAC) & (FRACUNIT - 1);
+ xstep = FixedDiv(x2 - x1, abs(y2 - y1));
+ }
+ else
+ {
+ mapystep = 0;
+ partial = FRACUNIT;
+ xstep = 256 * FRACUNIT;
+ }
+ xintercept = (x1 >> MAPBTOFRAC) + FixedMul(partial, xstep);
+
+
+//
+// step through map blocks
+// Count is present to prevent a round off error from skipping the break
+ mapx = xt1;
+ mapy = yt1;
+
+
+ for (count = 0; count < 64; count++)
+ {
+ if (!P_SightBlockLinesIterator(mapx, mapy))
+ {
+ sightcounts[1]++;
+ return false; // early out
+ }
+
+ if (mapx == xt2 && mapy == yt2)
+ break;
+
+ if ((yintercept >> FRACBITS) == mapy)
+ {
+ yintercept += ystep;
+ mapx += mapxstep;
+ }
+ else if ((xintercept >> FRACBITS) == mapx)
+ {
+ xintercept += xstep;
+ mapy += mapystep;
+ }
+
+ }
+
+
+//
+// couldn't early out, so go through the sorted list
+//
+ sightcounts[2]++;
+
+ return P_SightTraverseIntercepts();
+}
+
+
+
+/*
+=====================
+=
+= P_CheckSight
+=
+= Returns true if a straight line between t1 and t2 is unobstructed
+= look from eyes of t1 to any part of t2
+=
+=====================
+*/
+
+boolean P_CheckSight(mobj_t * t1, mobj_t * t2)
+{
+ int s1, s2;
+ int pnum, bytenum, bitnum;
+
+//
+// check for trivial rejection
+//
+ s1 = (t1->subsector->sector - sectors);
+ s2 = (t2->subsector->sector - sectors);
+ pnum = s1 * numsectors + s2;
+ bytenum = pnum >> 3;
+ bitnum = 1 << (pnum & 7);
+
+ if (rejectmatrix[bytenum] & bitnum)
+ {
+ sightcounts[0]++;
+ return false; // can't possibly be connected
+ }
+
+//
+// check precisely
+//
+ sightzstart = t1->z + t1->height - (t1->height >> 2);
+ topslope = (t2->z + t2->height) - sightzstart;
+ bottomslope = (t2->z) - sightzstart;
+
+ return P_SightPathTraverse(t1->x, t1->y, t2->x, t2->y);
+}
diff --git a/src/hexen/p_spec.c b/src/hexen/p_spec.c
new file mode 100644
index 00000000..ca0bbfb8
--- /dev/null
+++ b/src/hexen/p_spec.c
@@ -0,0 +1,1197 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAX_TAGGED_LINES 64
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static boolean CheckedLockedDoor(mobj_t * mo, byte lock);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+int *TerrainTypes;
+struct
+{
+ char *name;
+ int type;
+} TerrainTypeDefs[] =
+{
+ {
+ "X_005", FLOOR_WATER},
+ {
+ "X_001", FLOOR_LAVA},
+ {
+ "X_009", FLOOR_SLUDGE},
+ {
+ "F_033", FLOOR_ICE},
+ {
+ "END", -1}
+};
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static struct
+{
+ line_t *line;
+ int lineTag;
+} TaggedLines[MAX_TAGGED_LINES];
+static int TaggedLineCount;
+
+mobj_t LavaInflictor;
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// P_InitLava
+//
+//==========================================================================
+
+void P_InitLava(void)
+{
+ memset(&LavaInflictor, 0, sizeof(mobj_t));
+ LavaInflictor.type = MT_CIRCLEFLAME;
+ LavaInflictor.flags2 = MF2_FIREDAMAGE | MF2_NODMGTHRUST;
+}
+
+//==========================================================================
+//
+// P_InitTerrainTypes
+//
+//==========================================================================
+
+void P_InitTerrainTypes(void)
+{
+ int i;
+ int lump;
+ int size;
+
+ size = (numflats + 1) * sizeof(int);
+ TerrainTypes = Z_Malloc(size, PU_STATIC, 0);
+ memset(TerrainTypes, 0, size);
+ for (i = 0; TerrainTypeDefs[i].type != -1; i++)
+ {
+ lump = W_CheckNumForName(TerrainTypeDefs[i].name);
+ if (lump != -1)
+ {
+ TerrainTypes[lump - firstflat] = TerrainTypeDefs[i].type;
+ }
+ }
+}
+
+//==========================================================================
+//
+// getSide
+//
+// Will return a side_t* given the number of the current sector, the
+// line number, and the side (0/1) that you want.
+//
+//==========================================================================
+
+/*
+side_t *getSide(int currentSector, int line, int side)
+{
+ return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
+}
+*/
+
+//==========================================================================
+//
+// getSector
+//
+// Will return a sector_t* given the number of the current sector, the
+// line number, and the side (0/1) that you want.
+//
+//==========================================================================
+
+/*
+sector_t *getSector(int currentSector, int line, int side)
+{
+ return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
+}
+*/
+
+//==========================================================================
+//
+// twoSided
+//
+// Given the sector number and the line number, will tell you whether
+// the line is two-sided or not.
+//
+//==========================================================================
+
+/*
+int twoSided(int sector, int line)
+{
+ return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
+}
+*/
+
+//==================================================================
+//
+// Return sector_t * of sector next to current. NULL if not two-sided line
+//
+//==================================================================
+sector_t *getNextSector(line_t * line, sector_t * sec)
+{
+ if (!(line->flags & ML_TWOSIDED))
+ return NULL;
+
+ if (line->frontsector == sec)
+ return line->backsector;
+
+ return line->frontsector;
+}
+
+//==================================================================
+//
+// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindLowestFloorSurrounding(sector_t * sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t floor = sec->floorheight;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+ if (!other)
+ continue;
+ if (other->floorheight < floor)
+ floor = other->floorheight;
+ }
+ return floor;
+}
+
+//==================================================================
+//
+// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindHighestFloorSurrounding(sector_t * sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t floor = -500 * FRACUNIT;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+ if (!other)
+ continue;
+ if (other->floorheight > floor)
+ floor = other->floorheight;
+ }
+ return floor;
+}
+
+//==================================================================
+//
+// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindNextHighestFloor(sector_t * sec, int currentheight)
+{
+ int i;
+ int h;
+ int min;
+ line_t *check;
+ sector_t *other;
+ fixed_t height = currentheight;
+ fixed_t heightlist[20]; // 20 adjoining sectors max!
+
+ for (i = 0, h = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+ if (!other)
+ continue;
+ if (other->floorheight > height)
+ heightlist[h++] = other->floorheight;
+ }
+
+ //
+ // Find lowest height in list
+ //
+ min = heightlist[0];
+ for (i = 1; i < h; i++)
+ if (heightlist[i] < min)
+ min = heightlist[i];
+
+ return min;
+}
+
+//==================================================================
+//
+// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindLowestCeilingSurrounding(sector_t * sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t height = INT_MAX;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+ if (!other)
+ continue;
+ if (other->ceilingheight < height)
+ height = other->ceilingheight;
+ }
+ return height;
+}
+
+//==================================================================
+//
+// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindHighestCeilingSurrounding(sector_t * sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t height = 0;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check, sec);
+ if (!other)
+ continue;
+ if (other->ceilingheight > height)
+ height = other->ceilingheight;
+ }
+ return height;
+}
+
+//==================================================================
+//
+// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
+//
+//==================================================================
+
+/*
+int P_FindSectorFromLineTag(line_t *line,int start)
+{
+ int i;
+
+ for (i=start+1;i<numsectors;i++)
+ if (sectors[i].tag == line->arg1)
+ return i;
+ return -1;
+}
+*/
+
+//=========================================================================
+//
+// P_FindSectorFromTag
+//
+//=========================================================================
+
+int P_FindSectorFromTag(int tag, int start)
+{
+ int i;
+
+ for (i = start + 1; i < numsectors; i++)
+ {
+ if (sectors[i].tag == tag)
+ {
+ return i;
+ }
+ }
+ return -1;
+}
+
+//==================================================================
+//
+// Find minimum light from an adjacent sector
+//
+//==================================================================
+
+/*
+int P_FindMinSurroundingLight(sector_t *sector,int max)
+{
+ int i;
+ int min;
+ line_t *line;
+ sector_t *check;
+
+ min = max;
+ for (i=0 ; i < sector->linecount ; i++)
+ {
+ line = sector->lines[i];
+ check = getNextSector(line,sector);
+ if (!check)
+ continue;
+ if (check->lightlevel < min)
+ min = check->lightlevel;
+ }
+ return min;
+}
+*/
+
+//=========================================================================
+//
+// EV_SectorSoundChange
+//
+//=========================================================================
+
+boolean EV_SectorSoundChange(byte * args)
+{
+ int secNum;
+ boolean rtn;
+
+ if (!args[0])
+ {
+ return false;
+ }
+ secNum = -1;
+ rtn = false;
+ while ((secNum = P_FindSectorFromTag(args[0], secNum)) >= 0)
+ {
+ sectors[secNum].seqType = args[1];
+ rtn = true;
+ }
+ return rtn;
+}
+
+//============================================================================
+//
+// CheckedLockedDoor
+//
+//============================================================================
+
+static boolean CheckedLockedDoor(mobj_t * mo, byte lock)
+{
+ extern char *TextKeyMessages[11];
+ char LockedBuffer[80];
+
+ if (!mo->player)
+ {
+ return false;
+ }
+ if (!lock)
+ {
+ return true;
+ }
+ if (!(mo->player->keys & (1 << (lock - 1))))
+ {
+ sprintf(LockedBuffer, "YOU NEED THE %s\n", TextKeyMessages[lock - 1]);
+ P_SetMessage(mo->player, LockedBuffer, true);
+ S_StartSound(mo, SFX_DOOR_LOCKED);
+ return false;
+ }
+ return true;
+}
+
+
+//==========================================================================
+//
+// EV_LineSearchForPuzzleItem
+//
+//==========================================================================
+
+boolean EV_LineSearchForPuzzleItem(line_t * line, byte * args, mobj_t * mo)
+{
+ player_t *player;
+ int i;
+ artitype_t type, arti;
+
+ if (!mo)
+ return false;
+ player = mo->player;
+ if (!player)
+ return false;
+
+ // Search player's inventory for puzzle items
+ for (i = 0; i < player->artifactCount; i++)
+ {
+ arti = player->inventory[i].type;
+ type = arti - arti_firstpuzzitem;
+ if (type < 0)
+ continue;
+ if (type == line->arg1)
+ {
+ // A puzzle item was found for the line
+ if (P_UseArtifact(player, arti))
+ {
+ // A puzzle item was found for the line
+ P_PlayerRemoveArtifact(player, i);
+ if (player == &players[consoleplayer])
+ {
+ if (arti < arti_firstpuzzitem)
+ {
+ S_StartSound(NULL, SFX_ARTIFACT_USE);
+ }
+ else
+ {
+ S_StartSound(NULL, SFX_PUZZLE_SUCCESS);
+ }
+ ArtifactFlash = 4;
+ }
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+
+
+/*
+==============================================================================
+
+ EVENTS
+
+Events are operations triggered by using, crossing, or shooting special lines, or by timed thinkers
+
+==============================================================================
+*/
+//============================================================================
+//
+// P_ExecuteLineSpecial
+//
+//============================================================================
+
+boolean P_ExecuteLineSpecial(int special, byte * args, line_t * line,
+ int side, mobj_t * mo)
+{
+ boolean buttonSuccess;
+
+ buttonSuccess = false;
+ switch (special)
+ {
+ case 1: // Poly Start Line
+ break;
+ case 2: // Poly Rotate Left
+ buttonSuccess = EV_RotatePoly(line, args, 1, false);
+ break;
+ case 3: // Poly Rotate Right
+ buttonSuccess = EV_RotatePoly(line, args, -1, false);
+ break;
+ case 4: // Poly Move
+ buttonSuccess = EV_MovePoly(line, args, false, false);
+ break;
+ case 5: // Poly Explicit Line: Only used in initialization
+ break;
+ case 6: // Poly Move Times 8
+ buttonSuccess = EV_MovePoly(line, args, true, false);
+ break;
+ case 7: // Poly Door Swing
+ buttonSuccess = EV_OpenPolyDoor(line, args, PODOOR_SWING);
+ break;
+ case 8: // Poly Door Slide
+ buttonSuccess = EV_OpenPolyDoor(line, args, PODOOR_SLIDE);
+ break;
+ case 10: // Door Close
+ buttonSuccess = EV_DoDoor(line, args, DREV_CLOSE);
+ break;
+ case 11: // Door Open
+ if (!args[0])
+ {
+ buttonSuccess = EV_VerticalDoor(line, mo);
+ }
+ else
+ {
+ buttonSuccess = EV_DoDoor(line, args, DREV_OPEN);
+ }
+ break;
+ case 12: // Door Raise
+ if (!args[0])
+ {
+ buttonSuccess = EV_VerticalDoor(line, mo);
+ }
+ else
+ {
+ buttonSuccess = EV_DoDoor(line, args, DREV_NORMAL);
+ }
+ break;
+ case 13: // Door Locked_Raise
+ if (CheckedLockedDoor(mo, args[3]))
+ {
+ if (!args[0])
+ {
+ buttonSuccess = EV_VerticalDoor(line, mo);
+ }
+ else
+ {
+ buttonSuccess = EV_DoDoor(line, args, DREV_NORMAL);
+ }
+ }
+ break;
+ case 20: // Floor Lower by Value
+ buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERFLOORBYVALUE);
+ break;
+ case 21: // Floor Lower to Lowest
+ buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERFLOORTOLOWEST);
+ break;
+ case 22: // Floor Lower to Nearest
+ buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERFLOOR);
+ break;
+ case 23: // Floor Raise by Value
+ buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEFLOORBYVALUE);
+ break;
+ case 24: // Floor Raise to Highest
+ buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEFLOOR);
+ break;
+ case 25: // Floor Raise to Nearest
+ buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEFLOORTONEAREST);
+ break;
+ case 26: // Stairs Build Down Normal
+ buttonSuccess = EV_BuildStairs(line, args, -1, STAIRS_NORMAL);
+ break;
+ case 27: // Build Stairs Up Normal
+ buttonSuccess = EV_BuildStairs(line, args, 1, STAIRS_NORMAL);
+ break;
+ case 28: // Floor Raise and Crush
+ buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEFLOORCRUSH);
+ break;
+ case 29: // Build Pillar (no crushing)
+ buttonSuccess = EV_BuildPillar(line, args, false);
+ break;
+ case 30: // Open Pillar
+ buttonSuccess = EV_OpenPillar(line, args);
+ break;
+ case 31: // Stairs Build Down Sync
+ buttonSuccess = EV_BuildStairs(line, args, -1, STAIRS_SYNC);
+ break;
+ case 32: // Build Stairs Up Sync
+ buttonSuccess = EV_BuildStairs(line, args, 1, STAIRS_SYNC);
+ break;
+ case 35: // Raise Floor by Value Times 8
+ buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEBYVALUETIMES8);
+ break;
+ case 36: // Lower Floor by Value Times 8
+ buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERBYVALUETIMES8);
+ break;
+ case 40: // Ceiling Lower by Value
+ buttonSuccess = EV_DoCeiling(line, args, CLEV_LOWERBYVALUE);
+ break;
+ case 41: // Ceiling Raise by Value
+ buttonSuccess = EV_DoCeiling(line, args, CLEV_RAISEBYVALUE);
+ break;
+ case 42: // Ceiling Crush and Raise
+ buttonSuccess = EV_DoCeiling(line, args, CLEV_CRUSHANDRAISE);
+ break;
+ case 43: // Ceiling Lower and Crush
+ buttonSuccess = EV_DoCeiling(line, args, CLEV_LOWERANDCRUSH);
+ break;
+ case 44: // Ceiling Crush Stop
+ buttonSuccess = EV_CeilingCrushStop(line, args);
+ break;
+ case 45: // Ceiling Crush Raise and Stay
+ buttonSuccess = EV_DoCeiling(line, args, CLEV_CRUSHRAISEANDSTAY);
+ break;
+ case 46: // Floor Crush Stop
+ buttonSuccess = EV_FloorCrushStop(line, args);
+ break;
+ case 60: // Plat Perpetual Raise
+ buttonSuccess = EV_DoPlat(line, args, PLAT_PERPETUALRAISE, 0);
+ break;
+ case 61: // Plat Stop
+ EV_StopPlat(line, args);
+ break;
+ case 62: // Plat Down-Wait-Up-Stay
+ buttonSuccess = EV_DoPlat(line, args, PLAT_DOWNWAITUPSTAY, 0);
+ break;
+ case 63: // Plat Down-by-Value*8-Wait-Up-Stay
+ buttonSuccess = EV_DoPlat(line, args, PLAT_DOWNBYVALUEWAITUPSTAY,
+ 0);
+ break;
+ case 64: // Plat Up-Wait-Down-Stay
+ buttonSuccess = EV_DoPlat(line, args, PLAT_UPWAITDOWNSTAY, 0);
+ break;
+ case 65: // Plat Up-by-Value*8-Wait-Down-Stay
+ buttonSuccess = EV_DoPlat(line, args, PLAT_UPBYVALUEWAITDOWNSTAY,
+ 0);
+ break;
+ case 66: // Floor Lower Instant * 8
+ buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERTIMES8INSTANT);
+ break;
+ case 67: // Floor Raise Instant * 8
+ buttonSuccess = EV_DoFloor(line, args, FLEV_RAISETIMES8INSTANT);
+ break;
+ case 68: // Floor Move to Value * 8
+ buttonSuccess = EV_DoFloor(line, args, FLEV_MOVETOVALUETIMES8);
+ break;
+ case 69: // Ceiling Move to Value * 8
+ buttonSuccess = EV_DoCeiling(line, args, CLEV_MOVETOVALUETIMES8);
+ break;
+ case 70: // Teleport
+ if (side == 0)
+ { // Only teleport when crossing the front side of a line
+ buttonSuccess = EV_Teleport(args[0], mo, true);
+ }
+ break;
+ case 71: // Teleport, no fog
+ if (side == 0)
+ { // Only teleport when crossing the front side of a line
+ buttonSuccess = EV_Teleport(args[0], mo, false);
+ }
+ break;
+ case 72: // Thrust Mobj
+ if (!side) // Only thrust on side 0
+ {
+ P_ThrustMobj(mo, args[0] * (ANG90 / 64),
+ args[1] << FRACBITS);
+ buttonSuccess = 1;
+ }
+ break;
+ case 73: // Damage Mobj
+ if (args[0])
+ {
+ P_DamageMobj(mo, NULL, NULL, args[0]);
+ }
+ else
+ { // If arg1 is zero, then guarantee a kill
+ P_DamageMobj(mo, NULL, NULL, 10000);
+ }
+ buttonSuccess = 1;
+ break;
+ case 74: // Teleport_NewMap
+ if (side == 0)
+ { // Only teleport when crossing the front side of a line
+ if (!(mo && mo->player && mo->player->playerstate == PST_DEAD)) // Players must be alive to teleport
+ {
+ G_Completed(args[0], args[1]);
+ buttonSuccess = true;
+ }
+ }
+ break;
+ case 75: // Teleport_EndGame
+ if (side == 0)
+ { // Only teleport when crossing the front side of a line
+ if (!(mo && mo->player && mo->player->playerstate == PST_DEAD)) // Players must be alive to teleport
+ {
+ buttonSuccess = true;
+ if (deathmatch)
+ { // Winning in deathmatch just goes back to map 1
+ G_Completed(1, 0);
+ }
+ else
+ { // Passing -1, -1 to G_Completed() starts the Finale
+ G_Completed(-1, -1);
+ }
+ }
+ }
+ break;
+ case 80: // ACS_Execute
+ buttonSuccess =
+ P_StartACS(args[0], args[1], &args[2], mo, line, side);
+ break;
+ case 81: // ACS_Suspend
+ buttonSuccess = P_SuspendACS(args[0], args[1]);
+ break;
+ case 82: // ACS_Terminate
+ buttonSuccess = P_TerminateACS(args[0], args[1]);
+ break;
+ case 83: // ACS_LockedExecute
+ buttonSuccess = P_StartLockedACS(line, args, mo, side);
+ break;
+ case 90: // Poly Rotate Left Override
+ buttonSuccess = EV_RotatePoly(line, args, 1, true);
+ break;
+ case 91: // Poly Rotate Right Override
+ buttonSuccess = EV_RotatePoly(line, args, -1, true);
+ break;
+ case 92: // Poly Move Override
+ buttonSuccess = EV_MovePoly(line, args, false, true);
+ break;
+ case 93: // Poly Move Times 8 Override
+ buttonSuccess = EV_MovePoly(line, args, true, true);
+ break;
+ case 94: // Build Pillar Crush
+ buttonSuccess = EV_BuildPillar(line, args, true);
+ break;
+ case 95: // Lower Floor and Ceiling
+ buttonSuccess = EV_DoFloorAndCeiling(line, args, false);
+ break;
+ case 96: // Raise Floor and Ceiling
+ buttonSuccess = EV_DoFloorAndCeiling(line, args, true);
+ break;
+ case 109: // Force Lightning
+ buttonSuccess = true;
+ P_ForceLightning();
+ break;
+ case 110: // Light Raise by Value
+ buttonSuccess = EV_SpawnLight(line, args, LITE_RAISEBYVALUE);
+ break;
+ case 111: // Light Lower by Value
+ buttonSuccess = EV_SpawnLight(line, args, LITE_LOWERBYVALUE);
+ break;
+ case 112: // Light Change to Value
+ buttonSuccess = EV_SpawnLight(line, args, LITE_CHANGETOVALUE);
+ break;
+ case 113: // Light Fade
+ buttonSuccess = EV_SpawnLight(line, args, LITE_FADE);
+ break;
+ case 114: // Light Glow
+ buttonSuccess = EV_SpawnLight(line, args, LITE_GLOW);
+ break;
+ case 115: // Light Flicker
+ buttonSuccess = EV_SpawnLight(line, args, LITE_FLICKER);
+ break;
+ case 116: // Light Strobe
+ buttonSuccess = EV_SpawnLight(line, args, LITE_STROBE);
+ break;
+ case 120: // Quake Tremor
+ buttonSuccess = A_LocalQuake(args, mo);
+ break;
+ case 129: // UsePuzzleItem
+ buttonSuccess = EV_LineSearchForPuzzleItem(line, args, mo);
+ break;
+ case 130: // Thing_Activate
+ buttonSuccess = EV_ThingActivate(args[0]);
+ break;
+ case 131: // Thing_Deactivate
+ buttonSuccess = EV_ThingDeactivate(args[0]);
+ break;
+ case 132: // Thing_Remove
+ buttonSuccess = EV_ThingRemove(args[0]);
+ break;
+ case 133: // Thing_Destroy
+ buttonSuccess = EV_ThingDestroy(args[0]);
+ break;
+ case 134: // Thing_Projectile
+ buttonSuccess = EV_ThingProjectile(args, 0);
+ break;
+ case 135: // Thing_Spawn
+ buttonSuccess = EV_ThingSpawn(args, 1);
+ break;
+ case 136: // Thing_ProjectileGravity
+ buttonSuccess = EV_ThingProjectile(args, 1);
+ break;
+ case 137: // Thing_SpawnNoFog
+ buttonSuccess = EV_ThingSpawn(args, 0);
+ break;
+ case 138: // Floor_Waggle
+ buttonSuccess = EV_StartFloorWaggle(args[0], args[1],
+ args[2], args[3], args[4]);
+ break;
+ case 140: // Sector_SoundChange
+ buttonSuccess = EV_SectorSoundChange(args);
+ break;
+
+ // Line specials only processed during level initialization
+ // 100: Scroll_Texture_Left
+ // 101: Scroll_Texture_Right
+ // 102: Scroll_Texture_Up
+ // 103: Scroll_Texture_Down
+ // 121: Line_SetIdentification
+
+ // Inert Line specials
+ default:
+ break;
+ }
+ return buttonSuccess;
+}
+
+//============================================================================
+//
+// P_ActivateLine
+//
+//============================================================================
+
+boolean P_ActivateLine(line_t * line, mobj_t * mo, int side,
+ int activationType)
+{
+ int lineActivation;
+ boolean repeat;
+ boolean buttonSuccess;
+
+ lineActivation = GET_SPAC(line->flags);
+ if (lineActivation != activationType)
+ {
+ return false;
+ }
+ if (!mo->player && !(mo->flags & MF_MISSILE))
+ {
+ if (lineActivation != SPAC_MCROSS)
+ { // currently, monsters can only activate the MCROSS activation type
+ return false;
+ }
+ if (line->flags & ML_SECRET)
+ return false; // never open secret doors
+ }
+ repeat = line->flags & ML_REPEAT_SPECIAL;
+ buttonSuccess = false;
+
+ buttonSuccess = P_ExecuteLineSpecial(line->special, &line->arg1, line,
+ side, mo);
+ if (!repeat && buttonSuccess)
+ { // clear the special on non-retriggerable lines
+ line->special = 0;
+ }
+ if ((lineActivation == SPAC_USE || lineActivation == SPAC_IMPACT)
+ && buttonSuccess)
+ {
+ P_ChangeSwitchTexture(line, repeat);
+ }
+ return true;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerInSpecialSector
+//
+// Called every tic frame that the player origin is in a special sector.
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerInSpecialSector(player_t * player)
+{
+ sector_t *sector;
+ static int pushTab[3] = {
+ 2048 * 5,
+ 2048 * 10,
+ 2048 * 25
+ };
+
+ sector = player->mo->subsector->sector;
+ if (player->mo->z != sector->floorheight)
+ { // Player is not touching the floor
+ return;
+ }
+ switch (sector->special)
+ {
+ case 9: // SecretArea
+ player->secretcount++;
+ sector->special = 0;
+ break;
+
+ case 201:
+ case 202:
+ case 203: // Scroll_North_xxx
+ P_Thrust(player, ANG90, pushTab[sector->special - 201]);
+ break;
+ case 204:
+ case 205:
+ case 206: // Scroll_East_xxx
+ P_Thrust(player, 0, pushTab[sector->special - 204]);
+ break;
+ case 207:
+ case 208:
+ case 209: // Scroll_South_xxx
+ P_Thrust(player, ANG270, pushTab[sector->special - 207]);
+ break;
+ case 210:
+ case 211:
+ case 212: // Scroll_West_xxx
+ P_Thrust(player, ANG180, pushTab[sector->special - 210]);
+ break;
+ case 213:
+ case 214:
+ case 215: // Scroll_NorthWest_xxx
+ P_Thrust(player, ANG90 + ANG45, pushTab[sector->special - 213]);
+ break;
+ case 216:
+ case 217:
+ case 218: // Scroll_NorthEast_xxx
+ P_Thrust(player, ANG45, pushTab[sector->special - 216]);
+ break;
+ case 219:
+ case 220:
+ case 221: // Scroll_SouthEast_xxx
+ P_Thrust(player, ANG270 + ANG45, pushTab[sector->special - 219]);
+ break;
+ case 222:
+ case 223:
+ case 224: // Scroll_SouthWest_xxx
+ P_Thrust(player, ANG180 + ANG45, pushTab[sector->special - 222]);
+ break;
+
+ case 40:
+ case 41:
+ case 42:
+ case 43:
+ case 44:
+ case 45:
+ case 46:
+ case 47:
+ case 48:
+ case 49:
+ case 50:
+ case 51:
+ // Wind specials are handled in (P_mobj):P_XYMovement
+ break;
+
+ case 26: // Stairs_Special1
+ case 27: // Stairs_Special2
+ // Used in (P_floor):ProcessStairSector
+ break;
+
+ case 198: // Lightning Special
+ case 199: // Lightning Flash special
+ case 200: // Sky2
+ // Used in (R_plane):R_Drawplanes
+ break;
+ default:
+ I_Error("P_PlayerInSpecialSector: "
+ "unknown special %i", sector->special);
+ }
+}
+
+//============================================================================
+//
+// P_PlayerOnSpecialFlat
+//
+//============================================================================
+
+void P_PlayerOnSpecialFlat(player_t * player, int floorType)
+{
+ if (player->mo->z != player->mo->floorz)
+ { // Player is not touching the floor
+ return;
+ }
+ switch (floorType)
+ {
+ case FLOOR_LAVA:
+ if (!(leveltime & 31))
+ {
+ P_DamageMobj(player->mo, &LavaInflictor, NULL, 10);
+ S_StartSound(player->mo, SFX_LAVA_SIZZLE);
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_UpdateSpecials
+//
+//----------------------------------------------------------------------------
+
+void P_UpdateSpecials(void)
+{
+ int i;
+
+ // Handle buttons
+ for (i = 0; i < MAXBUTTONS; i++)
+ {
+ if (buttonlist[i].btimer)
+ {
+ buttonlist[i].btimer--;
+ if (!buttonlist[i].btimer)
+ {
+ switch (buttonlist[i].where)
+ {
+ case SWTCH_TOP:
+ sides[buttonlist[i].line->sidenum[0]].toptexture =
+ buttonlist[i].btexture;
+ break;
+ case SWTCH_MIDDLE:
+ sides[buttonlist[i].line->sidenum[0]].midtexture =
+ buttonlist[i].btexture;
+ break;
+ case SWTCH_BOTTOM:
+ sides[buttonlist[i].line->sidenum[0]].bottomtexture =
+ buttonlist[i].btexture;
+ break;
+ }
+ //S_StartSound((mobj_t *)&buttonlist[i].soundorg, sfx_switch);
+ memset(&buttonlist[i], 0, sizeof(button_t));
+ }
+ }
+ }
+}
+
+/*
+==============================================================================
+
+ SPECIAL SPAWNING
+
+==============================================================================
+*/
+/*
+================================================================================
+= P_SpawnSpecials
+=
+= After the map has been loaded, scan for specials that
+= spawn thinkers
+=
+===============================================================================
+*/
+
+short numlinespecials;
+line_t *linespeciallist[MAXLINEANIMS];
+
+void P_SpawnSpecials(void)
+{
+ sector_t *sector;
+ int i;
+
+ //
+ // Init special SECTORs
+ //
+ sector = sectors;
+ for (i = 0; i < numsectors; i++, sector++)
+ {
+ if (!sector->special)
+ continue;
+ switch (sector->special)
+ {
+ case 1: // Phased light
+ // Hardcoded base, use sector->lightlevel as the index
+ P_SpawnPhasedLight(sector, 80, -1);
+ break;
+ case 2: // Phased light sequence start
+ P_SpawnLightSequence(sector, 1);
+ break;
+ // Specials 3 & 4 are used by the phased light sequences
+
+ /*
+ case 1: // FLICKERING LIGHTS
+ P_SpawnLightFlash (sector);
+ break;
+ case 2: // STROBE FAST
+ P_SpawnStrobeFlash(sector,FASTDARK,0);
+ break;
+ case 3: // STROBE SLOW
+ P_SpawnStrobeFlash(sector,SLOWDARK,0);
+ break;
+ case 4: // STROBE FAST/DEATH SLIME
+ P_SpawnStrobeFlash(sector,FASTDARK,0);
+ sector->special = 4;
+ break;
+ case 8: // GLOWING LIGHT
+ P_SpawnGlowingLight(sector);
+ break;
+ case 9: // SECRET SECTOR
+ totalsecret++;
+ break;
+ case 10: // DOOR CLOSE IN 30 SECONDS
+ P_SpawnDoorCloseIn30 (sector);
+ break;
+ case 12: // SYNC STROBE SLOW
+ P_SpawnStrobeFlash (sector, SLOWDARK, 1);
+ break;
+ case 13: // SYNC STROBE FAST
+ P_SpawnStrobeFlash (sector, FASTDARK, 1);
+ break;
+ case 14: // DOOR RAISE IN 5 MINUTES
+ P_SpawnDoorRaiseIn5Mins (sector, i);
+ break;
+ */
+ }
+ }
+
+
+ //
+ // Init line EFFECTs
+ //
+ numlinespecials = 0;
+ TaggedLineCount = 0;
+ for (i = 0; i < numlines; i++)
+ {
+ switch (lines[i].special)
+ {
+ case 100: // Scroll_Texture_Left
+ case 101: // Scroll_Texture_Right
+ case 102: // Scroll_Texture_Up
+ case 103: // Scroll_Texture_Down
+ linespeciallist[numlinespecials] = &lines[i];
+ numlinespecials++;
+ break;
+ case 121: // Line_SetIdentification
+ if (lines[i].arg1)
+ {
+ if (TaggedLineCount == MAX_TAGGED_LINES)
+ {
+ I_Error("P_SpawnSpecials: MAX_TAGGED_LINES "
+ "(%d) exceeded.", MAX_TAGGED_LINES);
+ }
+ TaggedLines[TaggedLineCount].line = &lines[i];
+ TaggedLines[TaggedLineCount++].lineTag = lines[i].arg1;
+ }
+ lines[i].special = 0;
+ break;
+ }
+ }
+
+ //
+ // Init other misc stuff
+ //
+ for (i = 0; i < MAXCEILINGS; i++)
+ activeceilings[i] = NULL;
+ for (i = 0; i < MAXPLATS; i++)
+ activeplats[i] = NULL;
+ for (i = 0; i < MAXBUTTONS; i++)
+ memset(&buttonlist[i], 0, sizeof(button_t));
+
+ // Initialize flat and texture animations
+ P_InitFTAnims();
+}
+
+//==========================================================================
+//
+// P_FindLine
+//
+//==========================================================================
+
+line_t *P_FindLine(int lineTag, int *searchPosition)
+{
+ int i;
+
+ for (i = *searchPosition + 1; i < TaggedLineCount; i++)
+ {
+ if (TaggedLines[i].lineTag == lineTag)
+ {
+ *searchPosition = i;
+ return TaggedLines[i].line;
+ }
+ }
+ *searchPosition = -1;
+ return NULL;
+}
diff --git a/src/hexen/p_spec.h b/src/hexen/p_spec.h
new file mode 100644
index 00000000..f2c4691c
--- /dev/null
+++ b/src/hexen/p_spec.h
@@ -0,0 +1,578 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+extern int *TerrainTypes;
+
+//
+// scrolling line specials
+//
+
+#define MAXLINEANIMS 64
+extern short numlinespecials;
+extern line_t *linespeciallist[MAXLINEANIMS];
+
+// Define values for map objects
+#define MO_TELEPORTMAN 14
+
+// at game start
+void P_InitTerrainTypes(void);
+void P_InitLava(void);
+
+// at map load
+void P_SpawnSpecials(void);
+
+// every tic
+void P_UpdateSpecials(void);
+
+// when needed
+boolean P_ExecuteLineSpecial(int special, byte * args, line_t * line,
+ int side, mobj_t * mo);
+boolean P_ActivateLine(line_t * ld, mobj_t * mo, int side,
+ int activationType);
+//boolean P_UseSpecialLine ( mobj_t *thing, line_t *line);
+//void P_ShootSpecialLine ( mobj_t *thing, line_t *line);
+//void P_CrossSpecialLine (int linenum, int side, mobj_t *thing);
+
+void P_PlayerInSpecialSector(player_t * player);
+void P_PlayerOnSpecialFlat(player_t * player, int floorType);
+
+//int twoSided(int sector,int line);
+//sector_t *getSector(int currentSector,int line,int side);
+//side_t *getSide(int currentSector,int line, int side);
+fixed_t P_FindLowestFloorSurrounding(sector_t * sec);
+fixed_t P_FindHighestFloorSurrounding(sector_t * sec);
+fixed_t P_FindNextHighestFloor(sector_t * sec, int currentheight);
+fixed_t P_FindLowestCeilingSurrounding(sector_t * sec);
+fixed_t P_FindHighestCeilingSurrounding(sector_t * sec);
+//int P_FindSectorFromLineTag(line_t *line,int start);
+int P_FindSectorFromTag(int tag, int start);
+//int P_FindMinSurroundingLight(sector_t *sector,int max);
+sector_t *getNextSector(line_t * line, sector_t * sec);
+line_t *P_FindLine(int lineTag, int *searchPosition);
+
+//
+// SPECIAL
+//
+//int EV_DoDonut(line_t *line);
+
+//-------------------------------
+// P_anim.c
+//-------------------------------
+
+void P_AnimateSurfaces(void);
+void P_InitFTAnims(void);
+void P_InitLightning(void);
+void P_ForceLightning(void);
+
+/*
+===============================================================================
+
+ P_LIGHTS
+
+===============================================================================
+*/
+
+typedef enum
+{
+ LITE_RAISEBYVALUE,
+ LITE_LOWERBYVALUE,
+ LITE_CHANGETOVALUE,
+ LITE_FADE,
+ LITE_GLOW,
+ LITE_FLICKER,
+ LITE_STROBE
+} lighttype_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ lighttype_t type;
+ int value1;
+ int value2;
+ int tics1;
+ int tics2;
+ int count;
+} light_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int index;
+ int base;
+} phase_t;
+
+#define LIGHT_SEQUENCE_START 2
+#define LIGHT_SEQUENCE 3
+#define LIGHT_SEQUENCE_ALT 4
+
+void T_Phase(phase_t * phase);
+void T_Light(light_t * light);
+void P_SpawnPhasedLight(sector_t * sector, int base, int index);
+void P_SpawnLightSequence(sector_t * sector, int indexStep);
+boolean EV_SpawnLight(line_t * line, byte * arg, lighttype_t type);
+
+#if 0
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int count;
+ int maxlight;
+ int minlight;
+ int maxtime;
+ int mintime;
+} lightflash_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int count;
+ int minlight;
+ int maxlight;
+ int darktime;
+ int brighttime;
+} strobe_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int minlight;
+ int maxlight;
+ int direction;
+} glow_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int index;
+ int base;
+} phase_t;
+
+#define GLOWSPEED 8
+#define STROBEBRIGHT 5
+#define FASTDARK 15
+#define SLOWDARK 35
+
+#define LIGHT_SEQUENCE_START 2
+#define LIGHT_SEQUENCE 3
+#define LIGHT_SEQUENCE_ALT 4
+
+void T_LightFlash(lightflash_t * flash);
+void P_SpawnLightFlash(sector_t * sector);
+void T_StrobeFlash(strobe_t * flash);
+void P_SpawnStrobeFlash(sector_t * sector, int fastOrSlow, int inSync);
+void EV_StartLightStrobing(line_t * line);
+void EV_TurnTagLightsOff(line_t * line);
+void EV_LightTurnOn(line_t * line, int bright);
+void T_Glow(glow_t * g);
+void P_SpawnGlowingLight(sector_t * sector);
+void T_Phase(phase_t * phase);
+void P_SpawnPhasedLight(sector_t * sector, int base, int index);
+void P_SpawnLightSequence(sector_t * sector, int indexStep);
+#endif
+
+/*
+===============================================================================
+
+ P_SWITCH
+
+===============================================================================
+*/
+typedef struct
+{
+ char name1[9];
+ char name2[9];
+ int soundID;
+} switchlist_t;
+
+typedef enum
+{
+ SWTCH_TOP,
+ SWTCH_MIDDLE,
+ SWTCH_BOTTOM
+} bwhere_e;
+
+typedef struct
+{
+ line_t *line;
+ bwhere_e where;
+ int btexture;
+ int btimer;
+ mobj_t *soundorg;
+} button_t;
+
+#define MAXSWITCHES 50 // max # of wall switches in a level
+#define MAXBUTTONS 16 // 4 players, 4 buttons each at once, max.
+#define BUTTONTIME 35 // 1 second
+
+extern button_t buttonlist[MAXBUTTONS];
+
+void P_ChangeSwitchTexture(line_t * line, int useAgain);
+void P_InitSwitchList(void);
+
+/*
+===============================================================================
+
+ P_PLATS
+
+===============================================================================
+*/
+
+typedef enum
+{
+ PLAT_UP,
+ PLAT_DOWN,
+ PLAT_WAITING,
+// PLAT_IN_STASIS
+} plat_e;
+
+typedef enum
+{
+ PLAT_PERPETUALRAISE,
+ PLAT_DOWNWAITUPSTAY,
+ PLAT_DOWNBYVALUEWAITUPSTAY,
+ PLAT_UPWAITDOWNSTAY,
+ PLAT_UPBYVALUEWAITDOWNSTAY,
+ //PLAT_RAISEANDCHANGE,
+ //PLAT_RAISETONEARESTANDCHANGE
+} plattype_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ fixed_t speed;
+ fixed_t low;
+ fixed_t high;
+ int wait;
+ int count;
+ plat_e status;
+ plat_e oldstatus;
+ int crush;
+ int tag;
+ plattype_e type;
+} plat_t;
+
+#define PLATWAIT 3
+#define PLATSPEED FRACUNIT
+#define MAXPLATS 30
+
+extern plat_t *activeplats[MAXPLATS];
+
+void T_PlatRaise(plat_t * plat);
+int EV_DoPlat(line_t * line, byte * args, plattype_e type, int amount);
+void P_AddActivePlat(plat_t * plat);
+void P_RemoveActivePlat(plat_t * plat);
+void EV_StopPlat(line_t * line, byte * args);
+
+/*
+===============================================================================
+
+ P_DOORS
+
+===============================================================================
+*/
+typedef enum
+{
+ DREV_NORMAL,
+ DREV_CLOSE30THENOPEN,
+ DREV_CLOSE,
+ DREV_OPEN,
+ DREV_RAISEIN5MINS,
+} vldoor_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ vldoor_e type;
+ fixed_t topheight;
+ fixed_t speed;
+ int direction; // 1 = up, 0 = waiting at top, -1 = down
+ int topwait; // tics to wait at the top (keep in case a door going down is reset)
+ int topcountdown; // when it reaches 0, start going down
+} vldoor_t;
+
+#define VDOORSPEED FRACUNIT*2
+#define VDOORWAIT 150
+
+boolean EV_VerticalDoor(line_t * line, mobj_t * thing);
+int EV_DoDoor(line_t * line, byte * args, vldoor_e type);
+void T_VerticalDoor(vldoor_t * door);
+//void P_SpawnDoorCloseIn30(sector_t *sec);
+//void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum);
+
+/*
+===============================================================================
+
+ P_CEILNG
+
+===============================================================================
+*/
+typedef enum
+{
+ CLEV_LOWERTOFLOOR,
+ CLEV_RAISETOHIGHEST,
+ CLEV_LOWERANDCRUSH,
+ CLEV_CRUSHANDRAISE,
+ CLEV_LOWERBYVALUE,
+ CLEV_RAISEBYVALUE,
+ CLEV_CRUSHRAISEANDSTAY,
+ CLEV_MOVETOVALUETIMES8
+} ceiling_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ ceiling_e type;
+ fixed_t bottomheight, topheight;
+ fixed_t speed;
+ int crush;
+ int direction; // 1 = up, 0 = waiting, -1 = down
+ int tag; // ID
+ int olddirection;
+} ceiling_t;
+
+#define CEILSPEED FRACUNIT
+#define CEILWAIT 150
+#define MAXCEILINGS 30
+
+extern ceiling_t *activeceilings[MAXCEILINGS];
+
+int EV_DoCeiling(line_t * line, byte * args, ceiling_e type);
+void T_MoveCeiling(ceiling_t * ceiling);
+void P_AddActiveCeiling(ceiling_t * c);
+void P_RemoveActiveCeiling(ceiling_t * c);
+int EV_CeilingCrushStop(line_t * line, byte * args);
+
+/*
+===============================================================================
+
+ P_FLOOR
+
+===============================================================================
+*/
+typedef enum
+{
+ FLEV_LOWERFLOOR, // lower floor to highest surrounding floor
+ FLEV_LOWERFLOORTOLOWEST, // lower floor to lowest surrounding floor
+ FLEV_LOWERFLOORBYVALUE,
+ FLEV_RAISEFLOOR, // raise floor to lowest surrounding CEILING
+ FLEV_RAISEFLOORTONEAREST, // raise floor to next highest surrounding floor
+ FLEV_RAISEFLOORBYVALUE,
+ FLEV_RAISEFLOORCRUSH,
+ FLEV_RAISEBUILDSTEP, // One step of a staircase
+ FLEV_RAISEBYVALUETIMES8,
+ FLEV_LOWERBYVALUETIMES8,
+ FLEV_LOWERTIMES8INSTANT,
+ FLEV_RAISETIMES8INSTANT,
+ FLEV_MOVETOVALUETIMES8
+} floor_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ floor_e type;
+ int crush;
+ int direction;
+ int newspecial;
+ short texture;
+ fixed_t floordestheight;
+ fixed_t speed;
+ int delayCount;
+ int delayTotal;
+ fixed_t stairsDelayHeight;
+ fixed_t stairsDelayHeightDelta;
+ fixed_t resetHeight;
+ short resetDelay;
+ short resetDelayCount;
+ byte textureChange;
+} floormove_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int ceilingSpeed;
+ int floorSpeed;
+ int floordest;
+ int ceilingdest;
+ int direction;
+ int crush;
+} pillar_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ fixed_t originalHeight;
+ fixed_t accumulator;
+ fixed_t accDelta;
+ fixed_t targetScale;
+ fixed_t scale;
+ fixed_t scaleDelta;
+ int ticker;
+ int state;
+} floorWaggle_t;
+
+#define FLOORSPEED FRACUNIT
+
+typedef enum
+{
+ RES_OK,
+ RES_CRUSHED,
+ RES_PASTDEST
+} result_e;
+
+typedef enum
+{
+ STAIRS_NORMAL,
+ STAIRS_SYNC,
+ STAIRS_PHASED
+} stairs_e;
+
+result_e T_MovePlane(sector_t * sector, fixed_t speed,
+ fixed_t dest, int crush, int floorOrCeiling,
+ int direction);
+
+int EV_BuildStairs(line_t * line, byte * args, int direction, stairs_e type);
+int EV_DoFloor(line_t * line, byte * args, floor_e floortype);
+void T_MoveFloor(floormove_t * floor);
+void T_BuildPillar(pillar_t * pillar);
+void T_FloorWaggle(floorWaggle_t * waggle);
+int EV_BuildPillar(line_t * line, byte * args, boolean crush);
+int EV_OpenPillar(line_t * line, byte * args);
+int EV_DoFloorAndCeiling(line_t * line, byte * args, boolean raise);
+int EV_FloorCrushStop(line_t * line, byte * args);
+boolean EV_StartFloorWaggle(int tag, int height, int speed, int offset,
+ int timer);
+
+//--------------------------------------------------------------------------
+//
+// p_telept
+//
+//--------------------------------------------------------------------------
+
+boolean P_Teleport(mobj_t * thing, fixed_t x, fixed_t y, angle_t angle,
+ boolean useFog);
+boolean EV_Teleport(int tid, mobj_t * thing, boolean fog);
+
+//--------------------------------------------------------------------------
+//
+// p_acs
+//
+//--------------------------------------------------------------------------
+
+#define MAX_ACS_SCRIPT_VARS 10
+#define MAX_ACS_MAP_VARS 32
+#define MAX_ACS_WORLD_VARS 64
+#define ACS_STACK_DEPTH 32
+#define MAX_ACS_STORE 20
+
+typedef enum
+{
+ ASTE_INACTIVE,
+ ASTE_RUNNING,
+ ASTE_SUSPENDED,
+ ASTE_WAITINGFORTAG,
+ ASTE_WAITINGFORPOLY,
+ ASTE_WAITINGFORSCRIPT,
+ ASTE_TERMINATING
+} aste_t;
+
+typedef struct acs_s acs_t;
+typedef struct acsInfo_s acsInfo_t;
+
+struct acsInfo_s
+{
+ int number;
+ int *address;
+ int argCount;
+ aste_t state;
+ int waitValue;
+};
+
+struct acs_s
+{
+ thinker_t thinker;
+ mobj_t *activator;
+ line_t *line;
+ int side;
+ int number;
+ int infoIndex;
+ int delayCount;
+ int stack[ACS_STACK_DEPTH];
+ int stackPtr;
+ int vars[MAX_ACS_SCRIPT_VARS];
+ int *ip;
+};
+
+typedef struct
+{
+ int map; // Target map
+ int script; // Script number on target map
+ byte args[4]; // Padded to 4 for alignment
+} acsstore_t;
+
+void P_LoadACScripts(int lump);
+boolean P_StartACS(int number, int map, byte * args, mobj_t * activator,
+ line_t * line, int side);
+boolean P_StartLockedACS(line_t * line, byte * args, mobj_t * mo, int side);
+boolean P_TerminateACS(int number, int map);
+boolean P_SuspendACS(int number, int map);
+void T_InterpretACS(acs_t * script);
+void P_TagFinished(int tag);
+void P_PolyobjFinished(int po);
+void P_ACSInitNewGame(void);
+void P_CheckACSStore(void);
+
+extern int ACScriptCount;
+extern byte *ActionCodeBase;
+extern acsInfo_t *ACSInfo;
+extern int MapVars[MAX_ACS_MAP_VARS];
+extern int WorldVars[MAX_ACS_WORLD_VARS];
+extern acsstore_t ACSStore[MAX_ACS_STORE + 1]; // +1 for termination marker
+
+//--------------------------------------------------------------------------
+//
+// p_things
+//
+//--------------------------------------------------------------------------
+
+extern mobjtype_t TranslateThingType[];
+
+boolean EV_ThingProjectile(byte * args, boolean gravity);
+boolean EV_ThingSpawn(byte * args, boolean fog);
+boolean EV_ThingActivate(int tid);
+boolean EV_ThingDeactivate(int tid);
+boolean EV_ThingRemove(int tid);
+boolean EV_ThingDestroy(int tid);
diff --git a/src/hexen/p_switch.c b/src/hexen/p_switch.c
new file mode 100644
index 00000000..bed0a252
--- /dev/null
+++ b/src/hexen/p_switch.c
@@ -0,0 +1,159 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+//==================================================================
+//
+// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
+//
+//==================================================================
+switchlist_t alphSwitchList[] = {
+ {"SW_1_UP", "SW_1_DN", SFX_SWITCH1},
+ {"SW_2_UP", "SW_2_DN", SFX_SWITCH1},
+ {"VALVE1", "VALVE2", SFX_VALVE_TURN},
+ {"SW51_OFF", "SW51_ON", SFX_SWITCH2},
+ {"SW52_OFF", "SW52_ON", SFX_SWITCH2},
+ {"SW53_UP", "SW53_DN", SFX_ROPE_PULL},
+ {"PUZZLE5", "PUZZLE9", SFX_SWITCH1},
+ {"PUZZLE6", "PUZZLE10", SFX_SWITCH1},
+ {"PUZZLE7", "PUZZLE11", SFX_SWITCH1},
+ {"PUZZLE8", "PUZZLE12", SFX_SWITCH1},
+ {"\0", "\0", 0}
+};
+
+int switchlist[MAXSWITCHES * 2];
+int numswitches;
+button_t buttonlist[MAXBUTTONS];
+
+/*
+===============
+=
+= P_InitSwitchList
+=
+= Only called at game initialization
+=
+===============
+*/
+
+void P_InitSwitchList(void)
+{
+ int i;
+ int index;
+
+ for (index = 0, i = 0; i < MAXSWITCHES; i++)
+ {
+ if (!alphSwitchList[i].soundID)
+ {
+ numswitches = index / 2;
+ switchlist[index] = -1;
+ break;
+ }
+ switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name1);
+ switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name2);
+ }
+}
+
+//==================================================================
+//
+// Start a button counting down till it turns off.
+//
+//==================================================================
+void P_StartButton(line_t * line, bwhere_e w, int texture, int time)
+{
+ int i;
+
+ for (i = 0; i < MAXBUTTONS; i++)
+ {
+ if (!buttonlist[i].btimer)
+ {
+ buttonlist[i].line = line;
+ buttonlist[i].where = w;
+ buttonlist[i].btexture = texture;
+ buttonlist[i].btimer = time;
+ buttonlist[i].soundorg = (mobj_t *) & line->frontsector->soundorg;
+ return;
+ }
+ }
+ I_Error("P_StartButton: no button slots left!");
+}
+
+//==================================================================
+//
+// Function that changes wall texture.
+// Tell it if switch is ok to use again (1=yes, it's a button).
+//
+//==================================================================
+void P_ChangeSwitchTexture(line_t * line, int useAgain)
+{
+ int texTop;
+ int texMid;
+ int texBot;
+ int i;
+
+ texTop = sides[line->sidenum[0]].toptexture;
+ texMid = sides[line->sidenum[0]].midtexture;
+ texBot = sides[line->sidenum[0]].bottomtexture;
+
+ for (i = 0; i < numswitches * 2; i++)
+ {
+ if (switchlist[i] == texTop)
+ {
+ S_StartSound((mobj_t *) & line->frontsector->soundorg,
+ alphSwitchList[i / 2].soundID);
+ sides[line->sidenum[0]].toptexture = switchlist[i ^ 1];
+ if (useAgain)
+ {
+ P_StartButton(line, SWTCH_TOP, switchlist[i], BUTTONTIME);
+ }
+ return;
+ }
+ else if (switchlist[i] == texMid)
+ {
+ S_StartSound((mobj_t *) & line->frontsector->soundorg,
+ alphSwitchList[i / 2].soundID);
+ sides[line->sidenum[0]].midtexture = switchlist[i ^ 1];
+ if (useAgain)
+ {
+ P_StartButton(line, SWTCH_MIDDLE, switchlist[i], BUTTONTIME);
+ }
+ return;
+ }
+ else if (switchlist[i] == texBot)
+ {
+ S_StartSound((mobj_t *) & line->frontsector->soundorg,
+ alphSwitchList[i / 2].soundID);
+ sides[line->sidenum[0]].bottomtexture = switchlist[i ^ 1];
+ if (useAgain)
+ {
+ P_StartButton(line, SWTCH_BOTTOM, switchlist[i], BUTTONTIME);
+ }
+ return;
+ }
+ }
+}
diff --git a/src/hexen/p_telept.c b/src/hexen/p_telept.c
new file mode 100644
index 00000000..1e29b469
--- /dev/null
+++ b/src/hexen/p_telept.c
@@ -0,0 +1,198 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// P_Teleport
+//
+//==========================================================================
+
+boolean P_Teleport(mobj_t * thing, fixed_t x, fixed_t y, angle_t angle,
+ boolean useFog)
+{
+ fixed_t oldx;
+ fixed_t oldy;
+ fixed_t oldz;
+ fixed_t aboveFloor;
+ fixed_t fogDelta;
+ player_t *player;
+ unsigned an;
+ mobj_t *fog;
+
+ oldx = thing->x;
+ oldy = thing->y;
+ oldz = thing->z;
+ aboveFloor = thing->z - thing->floorz;
+ if (!P_TeleportMove(thing, x, y))
+ {
+ return false;
+ }
+ if (thing->player)
+ {
+ player = thing->player;
+ if (player->powers[pw_flight] && aboveFloor)
+ {
+ thing->z = thing->floorz + aboveFloor;
+ if (thing->z + thing->height > thing->ceilingz)
+ {
+ thing->z = thing->ceilingz - thing->height;
+ }
+ player->viewz = thing->z + player->viewheight;
+ }
+ else
+ {
+ thing->z = thing->floorz;
+ player->viewz = thing->z + player->viewheight;
+ if (useFog)
+ {
+ player->lookdir = 0;
+ }
+ }
+ }
+ else if (thing->flags & MF_MISSILE)
+ {
+ thing->z = thing->floorz + aboveFloor;
+ if (thing->z + thing->height > thing->ceilingz)
+ {
+ thing->z = thing->ceilingz - thing->height;
+ }
+ }
+ else
+ {
+ thing->z = thing->floorz;
+ }
+ // Spawn teleport fog at source and destination
+ if (useFog)
+ {
+ fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
+ fog = P_SpawnMobj(oldx, oldy, oldz + fogDelta, MT_TFOG);
+ S_StartSound(fog, SFX_TELEPORT);
+ an = angle >> ANGLETOFINESHIFT;
+ fog = P_SpawnMobj(x + 20 * finecosine[an],
+ y + 20 * finesine[an], thing->z + fogDelta,
+ MT_TFOG);
+ S_StartSound(fog, SFX_TELEPORT);
+ if (thing->player && !thing->player->powers[pw_speed])
+ { // Freeze player for about .5 sec
+ thing->reactiontime = 18;
+ }
+ thing->angle = angle;
+ }
+ if (thing->flags2 & MF2_FLOORCLIP)
+ {
+ if (thing->z == thing->subsector->sector->floorheight
+ && P_GetThingFloorType(thing) > FLOOR_SOLID)
+ {
+ thing->floorclip = 10 * FRACUNIT;
+ }
+ else
+ {
+ thing->floorclip = 0;
+ }
+ }
+ if (thing->flags & MF_MISSILE)
+ {
+ angle >>= ANGLETOFINESHIFT;
+ thing->momx = FixedMul(thing->info->speed, finecosine[angle]);
+ thing->momy = FixedMul(thing->info->speed, finesine[angle]);
+ }
+ else if (useFog) // no fog doesn't alter the player's momentums
+ {
+ thing->momx = thing->momy = thing->momz = 0;
+ }
+ return true;
+}
+
+//==========================================================================
+//
+// EV_Teleport
+//
+//==========================================================================
+
+boolean EV_Teleport(int tid, mobj_t * thing, boolean fog)
+{
+ int i;
+ int count;
+ mobj_t *mo;
+ int searcher;
+
+ if (!thing)
+ { // Teleport function called with an invalid mobj
+ return false;
+ }
+ if (thing->flags2 & MF2_NOTELEPORT)
+ {
+ return false;
+ }
+ count = 0;
+ searcher = -1;
+ while (P_FindMobjFromTID(tid, &searcher) != NULL)
+ {
+ count++;
+ }
+ if (count == 0)
+ {
+ return false;
+ }
+ count = 1 + (P_Random() % count);
+ searcher = -1;
+ mo = NULL;
+
+ for (i = 0; i < count; i++)
+ {
+ mo = P_FindMobjFromTID(tid, &searcher);
+ }
+ if (mo == NULL)
+ {
+ I_Error("Can't find teleport mapspot\n");
+ }
+ return P_Teleport(thing, mo->x, mo->y, mo->angle, fog);
+}
diff --git a/src/hexen/p_things.c b/src/hexen/p_things.c
new file mode 100644
index 00000000..db0d89cc
--- /dev/null
+++ b/src/hexen/p_things.c
@@ -0,0 +1,545 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static boolean ActivateThing(mobj_t * mobj);
+static boolean DeactivateThing(mobj_t * mobj);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+mobjtype_t TranslateThingType[] = {
+ MT_MAPSPOT, // T_NONE
+ MT_CENTAUR, // T_CENTAUR
+ MT_CENTAURLEADER, // T_CENTAURLEADER
+ MT_DEMON, // T_DEMON
+ MT_ETTIN, // T_ETTIN
+ MT_FIREDEMON, // T_FIREGARGOYLE
+ MT_SERPENT, // T_WATERLURKER
+ MT_SERPENTLEADER, // T_WATERLURKERLEADER
+ MT_WRAITH, // T_WRAITH
+ MT_WRAITHB, // T_WRAITHBURIED
+ MT_FIREBALL1, // T_FIREBALL1
+ MT_MANA1, // T_MANA1
+ MT_MANA2, // T_MANA2
+ MT_SPEEDBOOTS, // T_ITEMBOOTS
+ MT_ARTIEGG, // T_ITEMEGG
+ MT_ARTIFLY, // T_ITEMFLIGHT
+ MT_SUMMONMAULATOR, // T_ITEMSUMMON
+ MT_TELEPORTOTHER, // T_ITEMTPORTOTHER
+ MT_ARTITELEPORT, // T_ITEMTELEPORT
+ MT_BISHOP, // T_BISHOP
+ MT_ICEGUY, // T_ICEGOLEM
+ MT_BRIDGE, // T_BRIDGE
+ MT_BOOSTARMOR, // T_DRAGONSKINBRACERS
+ MT_HEALINGBOTTLE, // T_ITEMHEALTHPOTION
+ MT_HEALTHFLASK, // T_ITEMHEALTHFLASK
+ MT_ARTISUPERHEAL, // T_ITEMHEALTHFULL
+ MT_BOOSTMANA, // T_ITEMBOOSTMANA
+ MT_FW_AXE, // T_FIGHTERAXE
+ MT_FW_HAMMER, // T_FIGHTERHAMMER
+ MT_FW_SWORD1, // T_FIGHTERSWORD1
+ MT_FW_SWORD2, // T_FIGHTERSWORD2
+ MT_FW_SWORD3, // T_FIGHTERSWORD3
+ MT_CW_SERPSTAFF, // T_CLERICSTAFF
+ MT_CW_HOLY1, // T_CLERICHOLY1
+ MT_CW_HOLY2, // T_CLERICHOLY2
+ MT_CW_HOLY3, // T_CLERICHOLY3
+ MT_MW_CONE, // T_MAGESHARDS
+ MT_MW_STAFF1, // T_MAGESTAFF1
+ MT_MW_STAFF2, // T_MAGESTAFF2
+ MT_MW_STAFF3, // T_MAGESTAFF3
+ MT_EGGFX, // T_MORPHBLAST
+ MT_ROCK1, // T_ROCK1
+ MT_ROCK2, // T_ROCK2
+ MT_ROCK3, // T_ROCK3
+ MT_DIRT1, // T_DIRT1
+ MT_DIRT2, // T_DIRT2
+ MT_DIRT3, // T_DIRT3
+ MT_DIRT4, // T_DIRT4
+ MT_DIRT5, // T_DIRT5
+ MT_DIRT6, // T_DIRT6
+ MT_ARROW, // T_ARROW
+ MT_DART, // T_DART
+ MT_POISONDART, // T_POISONDART
+ MT_RIPPERBALL, // T_RIPPERBALL
+ MT_SGSHARD1, // T_STAINEDGLASS1
+ MT_SGSHARD2, // T_STAINEDGLASS2
+ MT_SGSHARD3, // T_STAINEDGLASS3
+ MT_SGSHARD4, // T_STAINEDGLASS4
+ MT_SGSHARD5, // T_STAINEDGLASS5
+ MT_SGSHARD6, // T_STAINEDGLASS6
+ MT_SGSHARD7, // T_STAINEDGLASS7
+ MT_SGSHARD8, // T_STAINEDGLASS8
+ MT_SGSHARD9, // T_STAINEDGLASS9
+ MT_SGSHARD0, // T_STAINEDGLASS0
+ MT_PROJECTILE_BLADE, // T_BLADE
+ MT_ICESHARD, // T_ICESHARD
+ MT_FLAME_SMALL, // T_FLAME_SMALL
+ MT_FLAME_LARGE, // T_FLAME_LARGE
+ MT_ARMOR_1, // T_MESHARMOR
+ MT_ARMOR_2, // T_FALCONSHIELD
+ MT_ARMOR_3, // T_PLATINUMHELM
+ MT_ARMOR_4, // T_AMULETOFWARDING
+ MT_ARTIPOISONBAG, // T_ITEMFLECHETTE
+ MT_ARTITORCH, // T_ITEMTORCH
+ MT_BLASTRADIUS, // T_ITEMREPULSION
+ MT_MANA3, // T_MANA3
+ MT_ARTIPUZZSKULL, // T_PUZZSKULL
+ MT_ARTIPUZZGEMBIG, // T_PUZZGEMBIG
+ MT_ARTIPUZZGEMRED, // T_PUZZGEMRED
+ MT_ARTIPUZZGEMGREEN1, // T_PUZZGEMGREEN1
+ MT_ARTIPUZZGEMGREEN2, // T_PUZZGEMGREEN2
+ MT_ARTIPUZZGEMBLUE1, // T_PUZZGEMBLUE1
+ MT_ARTIPUZZGEMBLUE2, // T_PUZZGEMBLUE2
+ MT_ARTIPUZZBOOK1, // T_PUZZBOOK1
+ MT_ARTIPUZZBOOK2, // T_PUZZBOOK2
+ MT_KEY1, // T_METALKEY
+ MT_KEY2, // T_SMALLMETALKEY
+ MT_KEY3, // T_AXEKEY
+ MT_KEY4, // T_FIREKEY
+ MT_KEY5, // T_GREENKEY
+ MT_KEY6, // T_MACEKEY
+ MT_KEY7, // T_SILVERKEY
+ MT_KEY8, // T_RUSTYKEY
+ MT_KEY9, // T_HORNKEY
+ MT_KEYA, // T_SERPENTKEY
+ MT_WATER_DRIP, // T_WATERDRIP
+ MT_FLAME_SMALL_TEMP, // T_TEMPSMALLFLAME
+ MT_FLAME_SMALL, // T_PERMSMALLFLAME
+ MT_FLAME_LARGE_TEMP, // T_TEMPLARGEFLAME
+ MT_FLAME_LARGE, // T_PERMLARGEFLAME
+ MT_DEMON_MASH, // T_DEMON_MASH
+ MT_DEMON2_MASH, // T_DEMON2_MASH
+ MT_ETTIN_MASH, // T_ETTIN_MASH
+ MT_CENTAUR_MASH, // T_CENTAUR_MASH
+ MT_THRUSTFLOOR_UP, // T_THRUSTSPIKEUP
+ MT_THRUSTFLOOR_DOWN, // T_THRUSTSPIKEDOWN
+ MT_WRAITHFX4, // T_FLESH_DRIP1
+ MT_WRAITHFX5, // T_FLESH_DRIP2
+ MT_WRAITHFX2 // T_SPARK_DRIP
+};
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// EV_ThingProjectile
+//
+//==========================================================================
+
+boolean EV_ThingProjectile(byte * args, boolean gravity)
+{
+ int tid;
+ angle_t angle;
+ int fineAngle;
+ fixed_t speed;
+ fixed_t vspeed;
+ mobjtype_t moType;
+ mobj_t *mobj;
+ mobj_t *newMobj;
+ int searcher;
+ boolean success;
+
+ success = false;
+ searcher = -1;
+ tid = args[0];
+ moType = TranslateThingType[args[1]];
+ if (nomonsters && (mobjinfo[moType].flags & MF_COUNTKILL))
+ { // Don't spawn monsters if -nomonsters
+ return false;
+ }
+ angle = (int) args[2] << 24;
+ fineAngle = angle >> ANGLETOFINESHIFT;
+ speed = (int) args[3] << 13;
+ vspeed = (int) args[4] << 13;
+ while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
+ {
+ newMobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, moType);
+ if (newMobj->info->seesound)
+ {
+ S_StartSound(newMobj, newMobj->info->seesound);
+ }
+ newMobj->target = mobj; // Originator
+ newMobj->angle = angle;
+ newMobj->momx = FixedMul(speed, finecosine[fineAngle]);
+ newMobj->momy = FixedMul(speed, finesine[fineAngle]);
+ newMobj->momz = vspeed;
+ newMobj->flags2 |= MF2_DROPPED; // Don't respawn
+ if (gravity == true)
+ {
+ newMobj->flags &= ~MF_NOGRAVITY;
+ newMobj->flags2 |= MF2_LOGRAV;
+ }
+ if (P_CheckMissileSpawn(newMobj) == true)
+ {
+ success = true;
+ }
+ }
+ return success;
+}
+
+//==========================================================================
+//
+// EV_ThingSpawn
+//
+//==========================================================================
+
+boolean EV_ThingSpawn(byte * args, boolean fog)
+{
+ int tid;
+ angle_t angle;
+ mobj_t *mobj;
+ mobj_t *newMobj;
+ mobj_t *fogMobj;
+ mobjtype_t moType;
+ int searcher;
+ boolean success;
+ fixed_t z;
+
+ success = false;
+ searcher = -1;
+ tid = args[0];
+ moType = TranslateThingType[args[1]];
+ if (nomonsters && (mobjinfo[moType].flags & MF_COUNTKILL))
+ { // Don't spawn monsters if -nomonsters
+ return false;
+ }
+ angle = (int) args[2] << 24;
+ while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
+ {
+ if (mobjinfo[moType].flags2 & MF2_FLOATBOB)
+ {
+ z = mobj->z - mobj->floorz;
+ }
+ else
+ {
+ z = mobj->z;
+ }
+ newMobj = P_SpawnMobj(mobj->x, mobj->y, z, moType);
+ if (P_TestMobjLocation(newMobj) == false)
+ { // Didn't fit
+ P_RemoveMobj(newMobj);
+ }
+ else
+ {
+ newMobj->angle = angle;
+ if (fog == true)
+ {
+ fogMobj = P_SpawnMobj(mobj->x, mobj->y,
+ mobj->z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fogMobj, SFX_TELEPORT);
+ }
+ newMobj->flags2 |= MF2_DROPPED; // Don't respawn
+ if (newMobj->flags2 & MF2_FLOATBOB)
+ {
+ newMobj->special1 = newMobj->z - newMobj->floorz;
+ }
+ success = true;
+ }
+ }
+ return success;
+}
+
+//==========================================================================
+//
+// EV_ThingActivate
+//
+//==========================================================================
+
+boolean EV_ThingActivate(int tid)
+{
+ mobj_t *mobj;
+ int searcher;
+ boolean success;
+
+ success = false;
+ searcher = -1;
+ while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
+ {
+ if (ActivateThing(mobj) == true)
+ {
+ success = true;
+ }
+ }
+ return success;
+}
+
+//==========================================================================
+//
+// EV_ThingDeactivate
+//
+//==========================================================================
+
+boolean EV_ThingDeactivate(int tid)
+{
+ mobj_t *mobj;
+ int searcher;
+ boolean success;
+
+ success = false;
+ searcher = -1;
+ while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
+ {
+ if (DeactivateThing(mobj) == true)
+ {
+ success = true;
+ }
+ }
+ return success;
+}
+
+//==========================================================================
+//
+// EV_ThingRemove
+//
+//==========================================================================
+
+boolean EV_ThingRemove(int tid)
+{
+ mobj_t *mobj;
+ int searcher;
+ boolean success;
+
+ success = false;
+ searcher = -1;
+ while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
+ {
+ if (mobj->type == MT_BRIDGE)
+ {
+ A_BridgeRemove(mobj);
+ return true;
+ }
+ P_RemoveMobj(mobj);
+ success = true;
+ }
+ return success;
+}
+
+//==========================================================================
+//
+// EV_ThingDestroy
+//
+//==========================================================================
+
+boolean EV_ThingDestroy(int tid)
+{
+ mobj_t *mobj;
+ int searcher;
+ boolean success;
+
+ success = false;
+ searcher = -1;
+ while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
+ {
+ if (mobj->flags & MF_SHOOTABLE)
+ {
+ P_DamageMobj(mobj, NULL, NULL, 10000);
+ success = true;
+ }
+ }
+ return success;
+}
+
+//==========================================================================
+//
+// EV_ThingMove
+//
+// arg[0] = tid
+// arg[1] = speed
+// arg[2] = angle (255 = use mobj angle)
+// arg[3] = distance (pixels>>2)
+//
+//==========================================================================
+
+/*
+boolean EV_ThingMove(byte *args)
+{
+ return false;
+}
+*/
+
+//==========================================================================
+//
+// ActivateThing
+//
+//==========================================================================
+
+static boolean ActivateThing(mobj_t * mobj)
+{
+ if (mobj->flags & MF_COUNTKILL)
+ { // Monster
+ if (mobj->flags2 & MF2_DORMANT)
+ {
+ mobj->flags2 &= ~MF2_DORMANT;
+ mobj->tics = 1;
+ return true;
+ }
+ return false;
+ }
+ switch (mobj->type)
+ {
+ case MT_ZTWINEDTORCH:
+ case MT_ZTWINEDTORCH_UNLIT:
+ P_SetMobjState(mobj, S_ZTWINEDTORCH_1);
+ S_StartSound(mobj, SFX_IGNITE);
+ break;
+ case MT_ZWALLTORCH:
+ case MT_ZWALLTORCH_UNLIT:
+ P_SetMobjState(mobj, S_ZWALLTORCH1);
+ S_StartSound(mobj, SFX_IGNITE);
+ break;
+ case MT_ZGEMPEDESTAL:
+ P_SetMobjState(mobj, S_ZGEMPEDESTAL2);
+ break;
+ case MT_ZWINGEDSTATUENOSKULL:
+ P_SetMobjState(mobj, S_ZWINGEDSTATUENOSKULL2);
+ break;
+ case MT_THRUSTFLOOR_UP:
+ case MT_THRUSTFLOOR_DOWN:
+ if (mobj->args[0] == 0)
+ {
+ S_StartSound(mobj, SFX_THRUSTSPIKE_LOWER);
+ mobj->flags2 &= ~MF2_DONTDRAW;
+ if (mobj->args[1])
+ P_SetMobjState(mobj, S_BTHRUSTRAISE1);
+ else
+ P_SetMobjState(mobj, S_THRUSTRAISE1);
+ }
+ break;
+ case MT_ZFIREBULL:
+ case MT_ZFIREBULL_UNLIT:
+ P_SetMobjState(mobj, S_ZFIREBULL_BIRTH);
+ S_StartSound(mobj, SFX_IGNITE);
+ break;
+ case MT_ZBELL:
+ if (mobj->health > 0)
+ {
+ P_DamageMobj(mobj, NULL, NULL, 10); // 'ring' the bell
+ }
+ break;
+ case MT_ZCAULDRON:
+ case MT_ZCAULDRON_UNLIT:
+ P_SetMobjState(mobj, S_ZCAULDRON1);
+ S_StartSound(mobj, SFX_IGNITE);
+ break;
+ case MT_FLAME_SMALL:
+ S_StartSound(mobj, SFX_IGNITE);
+ P_SetMobjState(mobj, S_FLAME_SMALL1);
+ break;
+ case MT_FLAME_LARGE:
+ S_StartSound(mobj, SFX_IGNITE);
+ P_SetMobjState(mobj, S_FLAME_LARGE1);
+ break;
+ case MT_BAT_SPAWNER:
+ P_SetMobjState(mobj, S_SPAWNBATS1);
+ break;
+ default:
+ return false;
+ break;
+ }
+ return true;
+}
+
+//==========================================================================
+//
+// DeactivateThing
+//
+//==========================================================================
+
+static boolean DeactivateThing(mobj_t * mobj)
+{
+ if (mobj->flags & MF_COUNTKILL)
+ { // Monster
+ if (!(mobj->flags2 & MF2_DORMANT))
+ {
+ mobj->flags2 |= MF2_DORMANT;
+ mobj->tics = -1;
+ return true;
+ }
+ return false;
+ }
+ switch (mobj->type)
+ {
+ case MT_ZTWINEDTORCH:
+ case MT_ZTWINEDTORCH_UNLIT:
+ P_SetMobjState(mobj, S_ZTWINEDTORCH_UNLIT);
+ break;
+ case MT_ZWALLTORCH:
+ case MT_ZWALLTORCH_UNLIT:
+ P_SetMobjState(mobj, S_ZWALLTORCH_U);
+ break;
+ case MT_THRUSTFLOOR_UP:
+ case MT_THRUSTFLOOR_DOWN:
+ if (mobj->args[0] == 1)
+ {
+ S_StartSound(mobj, SFX_THRUSTSPIKE_RAISE);
+ if (mobj->args[1])
+ P_SetMobjState(mobj, S_BTHRUSTLOWER);
+ else
+ P_SetMobjState(mobj, S_THRUSTLOWER);
+ }
+ break;
+ case MT_ZFIREBULL:
+ case MT_ZFIREBULL_UNLIT:
+ P_SetMobjState(mobj, S_ZFIREBULL_DEATH);
+ break;
+ case MT_ZCAULDRON:
+ case MT_ZCAULDRON_UNLIT:
+ P_SetMobjState(mobj, S_ZCAULDRON_U);
+ break;
+ case MT_FLAME_SMALL:
+ P_SetMobjState(mobj, S_FLAME_SDORM1);
+ break;
+ case MT_FLAME_LARGE:
+ P_SetMobjState(mobj, S_FLAME_LDORM1);
+ break;
+ case MT_BAT_SPAWNER:
+ P_SetMobjState(mobj, S_SPAWNBATS_OFF);
+ break;
+ default:
+ return false;
+ break;
+ }
+ return true;
+}
diff --git a/src/hexen/p_tick.c b/src/hexen/p_tick.c
new file mode 100644
index 00000000..ad261981
--- /dev/null
+++ b/src/hexen/p_tick.c
@@ -0,0 +1,155 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "p_local.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void RunThinkers(void);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+int leveltime;
+int TimerGame;
+thinker_t thinkercap; // The head and tail of the thinker list
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// P_Ticker
+//
+//==========================================================================
+
+void P_Ticker(void)
+{
+ int i;
+
+ if (paused)
+ {
+ return;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ P_PlayerThink(&players[i]);
+ }
+ }
+ if (TimerGame)
+ {
+ if (!--TimerGame)
+ {
+ G_Completed(P_TranslateMap(P_GetMapNextMap(gamemap)), 0);
+ }
+ }
+ RunThinkers();
+ P_UpdateSpecials();
+ P_AnimateSurfaces();
+ leveltime++;
+}
+
+//==========================================================================
+//
+// RunThinkers
+//
+//==========================================================================
+
+static void RunThinkers(void)
+{
+ thinker_t *currentthinker;
+
+ currentthinker = thinkercap.next;
+ while (currentthinker != &thinkercap)
+ {
+ if (currentthinker->function == (think_t) - 1)
+ { // Time to remove it
+ currentthinker->next->prev = currentthinker->prev;
+ currentthinker->prev->next = currentthinker->next;
+ Z_Free(currentthinker);
+ }
+ else if (currentthinker->function)
+ {
+ currentthinker->function(currentthinker);
+ }
+ currentthinker = currentthinker->next;
+ }
+}
+
+//==========================================================================
+//
+// P_InitThinkers
+//
+//==========================================================================
+
+void P_InitThinkers(void)
+{
+ thinkercap.prev = thinkercap.next = &thinkercap;
+}
+
+//==========================================================================
+//
+// P_AddThinker
+//
+// Adds a new thinker at the end of the list.
+//
+//==========================================================================
+
+void P_AddThinker(thinker_t * thinker)
+{
+ thinkercap.prev->next = thinker;
+ thinker->next = &thinkercap;
+ thinker->prev = thinkercap.prev;
+ thinkercap.prev = thinker;
+}
+
+//==========================================================================
+//
+// P_RemoveThinker
+//
+// Deallocation is lazy -- it will not actually be freed until its
+// thinking turn comes up.
+//
+//==========================================================================
+
+void P_RemoveThinker(thinker_t * thinker)
+{
+ thinker->function = (think_t) - 1;
+}
diff --git a/src/hexen/p_user.c b/src/hexen/p_user.c
new file mode 100644
index 00000000..9f4e285c
--- /dev/null
+++ b/src/hexen/p_user.c
@@ -0,0 +1,1659 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+void P_PlayerNextArtifact(player_t * player);
+
+// Macros
+
+#define MAXBOB 0x100000 // 16 pixels of bob
+
+// Data
+
+boolean onground;
+int newtorch; // used in the torch flicker effect.
+int newtorchdelta;
+
+int PStateNormal[NUMCLASSES] = {
+ S_FPLAY,
+ S_CPLAY,
+ S_MPLAY,
+ S_PIGPLAY
+};
+
+int PStateRun[NUMCLASSES] = {
+ S_FPLAY_RUN1,
+ S_CPLAY_RUN1,
+ S_MPLAY_RUN1,
+ S_PIGPLAY_RUN1
+};
+
+int PStateAttack[NUMCLASSES] = {
+ S_FPLAY_ATK1,
+ S_CPLAY_ATK1,
+ S_MPLAY_ATK1,
+ S_PIGPLAY_ATK1
+};
+
+int PStateAttackEnd[NUMCLASSES] = {
+ S_FPLAY_ATK2,
+ S_CPLAY_ATK3,
+ S_MPLAY_ATK2,
+ S_PIGPLAY_ATK1
+};
+
+int ArmorMax[NUMCLASSES] = { 20, 18, 16, 1 };
+
+/*
+==================
+=
+= P_Thrust
+=
+= moves the given origin along a given angle
+=
+==================
+*/
+
+void P_Thrust(player_t * player, angle_t angle, fixed_t move)
+{
+ angle >>= ANGLETOFINESHIFT;
+ if (player->powers[pw_flight] && !(player->mo->z <= player->mo->floorz))
+ {
+ player->mo->momx += FixedMul(move, finecosine[angle]);
+ player->mo->momy += FixedMul(move, finesine[angle]);
+ }
+ else if (P_GetThingFloorType(player->mo) == FLOOR_ICE) // Friction_Low
+ {
+ player->mo->momx += FixedMul(move >> 1, finecosine[angle]);
+ player->mo->momy += FixedMul(move >> 1, finesine[angle]);
+ }
+ else
+ {
+ player->mo->momx += FixedMul(move, finecosine[angle]);
+ player->mo->momy += FixedMul(move, finesine[angle]);
+ }
+}
+
+
+/*
+==================
+=
+= P_CalcHeight
+=
+=Calculate the walking / running height adjustment
+=
+==================
+*/
+
+void P_CalcHeight(player_t * player)
+{
+ int angle;
+ fixed_t bob;
+
+//
+// regular movement bobbing (needs to be calculated for gun swing even
+// if not on ground)
+// OPTIMIZE: tablify angle
+
+ player->bob = FixedMul(player->mo->momx, player->mo->momx) +
+ FixedMul(player->mo->momy, player->mo->momy);
+ player->bob >>= 2;
+ if (player->bob > MAXBOB)
+ player->bob = MAXBOB;
+ if (player->mo->flags2 & MF2_FLY && !onground)
+ {
+ player->bob = FRACUNIT / 2;
+ }
+
+ if ((player->cheats & CF_NOMOMENTUM))
+ {
+ player->viewz = player->mo->z + VIEWHEIGHT;
+ if (player->viewz > player->mo->ceilingz - 4 * FRACUNIT)
+ player->viewz = player->mo->ceilingz - 4 * FRACUNIT;
+ player->viewz = player->mo->z + player->viewheight;
+ return;
+ }
+
+ angle = (FINEANGLES / 20 * leveltime) & FINEMASK;
+ bob = FixedMul(player->bob / 2, finesine[angle]);
+
+//
+// move viewheight
+//
+ if (player->playerstate == PST_LIVE)
+ {
+ player->viewheight += player->deltaviewheight;
+ if (player->viewheight > VIEWHEIGHT)
+ {
+ player->viewheight = VIEWHEIGHT;
+ player->deltaviewheight = 0;
+ }
+ if (player->viewheight < VIEWHEIGHT / 2)
+ {
+ player->viewheight = VIEWHEIGHT / 2;
+ if (player->deltaviewheight <= 0)
+ player->deltaviewheight = 1;
+ }
+
+ if (player->deltaviewheight)
+ {
+ player->deltaviewheight += FRACUNIT / 4;
+ if (!player->deltaviewheight)
+ player->deltaviewheight = 1;
+ }
+ }
+
+ if (player->morphTics)
+ {
+ player->viewz = player->mo->z + player->viewheight - (20 * FRACUNIT);
+ }
+ else
+ {
+ player->viewz = player->mo->z + player->viewheight + bob;
+ }
+ if (player->mo->floorclip && player->playerstate != PST_DEAD
+ && player->mo->z <= player->mo->floorz)
+ {
+ player->viewz -= player->mo->floorclip;
+ }
+ if (player->viewz > player->mo->ceilingz - 4 * FRACUNIT)
+ {
+ player->viewz = player->mo->ceilingz - 4 * FRACUNIT;
+ }
+ if (player->viewz < player->mo->floorz + 4 * FRACUNIT)
+ {
+ player->viewz = player->mo->floorz + 4 * FRACUNIT;
+ }
+}
+
+/*
+=================
+=
+= P_MovePlayer
+=
+=================
+*/
+
+void P_MovePlayer(player_t * player)
+{
+ int look;
+ int fly;
+ ticcmd_t *cmd;
+
+ cmd = &player->cmd;
+ player->mo->angle += (cmd->angleturn << 16);
+
+ onground = (player->mo->z <= player->mo->floorz
+ || (player->mo->flags2 & MF2_ONMOBJ));
+
+ if (cmd->forwardmove)
+ {
+ if (onground || player->mo->flags2 & MF2_FLY)
+ {
+ P_Thrust(player, player->mo->angle, cmd->forwardmove * 2048);
+ }
+ else
+ {
+ P_Thrust(player, player->mo->angle, FRACUNIT >> 8);
+ }
+ }
+ if (cmd->sidemove)
+ {
+ if (onground || player->mo->flags2 & MF2_FLY)
+ {
+ P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove * 2048);
+ }
+ else
+ {
+ P_Thrust(player, player->mo->angle, FRACUNIT >> 8);
+ }
+ }
+ if (cmd->forwardmove || cmd->sidemove)
+ {
+ if (player->mo->state == &states[PStateNormal[player->class]])
+ {
+ P_SetMobjState(player->mo, PStateRun[player->class]);
+ }
+ }
+
+ look = cmd->lookfly & 15;
+ if (look > 7)
+ {
+ look -= 16;
+ }
+ if (look)
+ {
+ if (look == TOCENTER)
+ {
+ player->centering = true;
+ }
+ else
+ {
+ player->lookdir += 5 * look;
+ if (player->lookdir > 90 || player->lookdir < -110)
+ {
+ player->lookdir -= 5 * look;
+ }
+ }
+ }
+ if (player->centering)
+ {
+ if (player->lookdir > 0)
+ {
+ player->lookdir -= 8;
+ }
+ else if (player->lookdir < 0)
+ {
+ player->lookdir += 8;
+ }
+ if (abs(player->lookdir) < 8)
+ {
+ player->lookdir = 0;
+ player->centering = false;
+ }
+ }
+ fly = cmd->lookfly >> 4;
+ if (fly > 7)
+ {
+ fly -= 16;
+ }
+ if (fly && player->powers[pw_flight])
+ {
+ if (fly != TOCENTER)
+ {
+ player->flyheight = fly * 2;
+ if (!(player->mo->flags2 & MF2_FLY))
+ {
+ player->mo->flags2 |= MF2_FLY;
+ player->mo->flags |= MF_NOGRAVITY;
+ if (player->mo->momz <= -39 * FRACUNIT)
+ { // stop falling scream
+ S_StopSound(player->mo);
+ }
+ }
+ }
+ else
+ {
+ player->mo->flags2 &= ~MF2_FLY;
+ player->mo->flags &= ~MF_NOGRAVITY;
+ }
+ }
+ else if (fly > 0)
+ {
+ P_PlayerUseArtifact(player, arti_fly);
+ }
+ if (player->mo->flags2 & MF2_FLY)
+ {
+ player->mo->momz = player->flyheight * FRACUNIT;
+ if (player->flyheight)
+ {
+ player->flyheight /= 2;
+ }
+ }
+}
+
+//==========================================================================
+//
+// P_DeathThink
+//
+//==========================================================================
+
+void P_DeathThink(player_t * player)
+{
+ int dir;
+ angle_t delta;
+ int lookDelta;
+ extern int inv_ptr;
+ extern int curpos;
+
+ P_MovePsprites(player);
+
+ onground = (player->mo->z <= player->mo->floorz);
+ if (player->mo->type == MT_BLOODYSKULL || player->mo->type == MT_ICECHUNK)
+ { // Flying bloody skull or flying ice chunk
+ player->viewheight = 6 * FRACUNIT;
+ player->deltaviewheight = 0;
+ //player->damagecount = 20;
+ if (onground)
+ {
+ if (player->lookdir < 60)
+ {
+ lookDelta = (60 - player->lookdir) / 8;
+ if (lookDelta < 1 && (leveltime & 1))
+ {
+ lookDelta = 1;
+ }
+ else if (lookDelta > 6)
+ {
+ lookDelta = 6;
+ }
+ player->lookdir += lookDelta;
+ }
+ }
+ }
+ else if (!(player->mo->flags2 & MF2_ICEDAMAGE))
+ { // Fall to ground (if not frozen)
+ player->deltaviewheight = 0;
+ if (player->viewheight > 6 * FRACUNIT)
+ {
+ player->viewheight -= FRACUNIT;
+ }
+ if (player->viewheight < 6 * FRACUNIT)
+ {
+ player->viewheight = 6 * FRACUNIT;
+ }
+ if (player->lookdir > 0)
+ {
+ player->lookdir -= 6;
+ }
+ else if (player->lookdir < 0)
+ {
+ player->lookdir += 6;
+ }
+ if (abs(player->lookdir) < 6)
+ {
+ player->lookdir = 0;
+ }
+ }
+ P_CalcHeight(player);
+
+ if (player->attacker && player->attacker != player->mo)
+ { // Watch killer
+ dir = P_FaceMobj(player->mo, player->attacker, &delta);
+ if (delta < ANG1 * 10)
+ { // Looking at killer, so fade damage and poison counters
+ if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+ if (player->poisoncount)
+ {
+ player->poisoncount--;
+ }
+ }
+ delta = delta / 8;
+ if (delta > ANG1 * 5)
+ {
+ delta = ANG1 * 5;
+ }
+ if (dir)
+ { // Turn clockwise
+ player->mo->angle += delta;
+ }
+ else
+ { // Turn counter clockwise
+ player->mo->angle -= delta;
+ }
+ }
+ else if (player->damagecount || player->poisoncount)
+ {
+ if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+ else
+ {
+ player->poisoncount--;
+ }
+ }
+
+ if (player->cmd.buttons & BT_USE)
+ {
+ if (player == &players[consoleplayer])
+ {
+ I_SetPalette((byte *) W_CacheLumpName("PLAYPAL", PU_CACHE));
+ inv_ptr = 0;
+ curpos = 0;
+ newtorch = 0;
+ newtorchdelta = 0;
+ }
+ player->playerstate = PST_REBORN;
+ player->mo->special1 = player->class;
+ if (player->mo->special1 > 2)
+ {
+ player->mo->special1 = 0;
+ }
+ // Let the mobj know the player has entered the reborn state. Some
+ // mobjs need to know when it's ok to remove themselves.
+ player->mo->special2 = 666;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_MorphPlayerThink
+//
+//----------------------------------------------------------------------------
+
+void P_MorphPlayerThink(player_t * player)
+{
+ mobj_t *pmo;
+
+ if (player->morphTics & 15)
+ {
+ return;
+ }
+ pmo = player->mo;
+ if (!(pmo->momx + pmo->momy) && P_Random() < 64)
+ { // Snout sniff
+ P_SetPspriteNF(player, ps_weapon, S_SNOUTATK2);
+ S_StartSound(pmo, SFX_PIG_ACTIVE1); // snort
+ return;
+ }
+ if (P_Random() < 48)
+ {
+ if (P_Random() < 128)
+ {
+ S_StartSound(pmo, SFX_PIG_ACTIVE1);
+ }
+ else
+ {
+ S_StartSound(pmo, SFX_PIG_ACTIVE2);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_GetPlayerNum
+//
+//----------------------------------------------------------------------------
+
+int P_GetPlayerNum(player_t * player)
+{
+ int i;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (player == &players[i])
+ {
+ return (i);
+ }
+ }
+ return (0);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_UndoPlayerMorph
+//
+//----------------------------------------------------------------------------
+
+boolean P_UndoPlayerMorph(player_t * player)
+{
+ mobj_t *fog;
+ mobj_t *mo;
+ mobj_t *pmo;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int playerNum;
+ weapontype_t weapon;
+ int oldFlags;
+ int oldFlags2;
+ int oldBeast;
+
+ pmo = player->mo;
+ x = pmo->x;
+ y = pmo->y;
+ z = pmo->z;
+ angle = pmo->angle;
+ weapon = pmo->special1;
+ oldFlags = pmo->flags;
+ oldFlags2 = pmo->flags2;
+ oldBeast = pmo->type;
+ P_SetMobjState(pmo, S_FREETARGMOBJ);
+ playerNum = P_GetPlayerNum(player);
+ switch (PlayerClass[playerNum])
+ {
+ case PCLASS_FIGHTER:
+ mo = P_SpawnMobj(x, y, z, MT_PLAYER_FIGHTER);
+ break;
+ case PCLASS_CLERIC:
+ mo = P_SpawnMobj(x, y, z, MT_PLAYER_CLERIC);
+ break;
+ case PCLASS_MAGE:
+ mo = P_SpawnMobj(x, y, z, MT_PLAYER_MAGE);
+ break;
+ default:
+ I_Error("P_UndoPlayerMorph: Unknown player class %d\n",
+ player->class);
+ return false;
+ }
+ if (P_TestMobjLocation(mo) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ mo = P_SpawnMobj(x, y, z, oldBeast);
+ mo->angle = angle;
+ mo->health = player->health;
+ mo->special1 = weapon;
+ mo->player = player;
+ mo->flags = oldFlags;
+ mo->flags2 = oldFlags2;
+ player->mo = mo;
+ player->morphTics = 2 * 35;
+ return (false);
+ }
+ if (player->class == PCLASS_FIGHTER)
+ {
+ // The first type should be blue, and the third should be the
+ // Fighter's original gold color
+ if (playerNum == 0)
+ {
+ mo->flags |= 2 << MF_TRANSSHIFT;
+ }
+ else if (playerNum != 2)
+ {
+ mo->flags |= playerNum << MF_TRANSSHIFT;
+ }
+ }
+ else if (playerNum)
+ { // Set color translation bits for player sprites
+ mo->flags |= playerNum << MF_TRANSSHIFT;
+ }
+ mo->angle = angle;
+ mo->player = player;
+ mo->reactiontime = 18;
+ if (oldFlags2 & MF2_FLY)
+ {
+ mo->flags2 |= MF2_FLY;
+ mo->flags |= MF_NOGRAVITY;
+ }
+ player->morphTics = 0;
+ player->health = mo->health = MAXHEALTH;
+ player->mo = mo;
+ player->class = PlayerClass[playerNum];
+ angle >>= ANGLETOFINESHIFT;
+ fog = P_SpawnMobj(x + 20 * finecosine[angle],
+ y + 20 * finesine[angle], z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, SFX_TELEPORT);
+ P_PostMorphWeapon(player, weapon);
+ return (true);
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerThink
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerThink(player_t * player)
+{
+ ticcmd_t *cmd;
+ weapontype_t newweapon;
+ int floorType;
+ mobj_t *pmo;
+
+ // No-clip cheat
+ if (player->cheats & CF_NOCLIP)
+ {
+ player->mo->flags |= MF_NOCLIP;
+ }
+ else
+ {
+ player->mo->flags &= ~MF_NOCLIP;
+ }
+ cmd = &player->cmd;
+ if (player->mo->flags & MF_JUSTATTACKED)
+ { // Gauntlets attack auto forward motion
+ cmd->angleturn = 0;
+ cmd->forwardmove = 0xc800 / 512;
+ cmd->sidemove = 0;
+ player->mo->flags &= ~MF_JUSTATTACKED;
+ }
+// messageTics is above the rest of the counters so that messages will
+// go away, even in death.
+ player->messageTics--; // Can go negative
+ if (!player->messageTics || player->messageTics == -1)
+ { // Refresh the screen when a message goes away
+ player->ultimateMessage = false; // clear out any chat messages.
+ player->yellowMessage = false;
+ if (player == &players[consoleplayer])
+ {
+ BorderTopRefresh = true;
+ }
+ }
+ player->worldTimer++;
+ if (player->playerstate == PST_DEAD)
+ {
+ P_DeathThink(player);
+ return;
+ }
+ if (player->jumpTics)
+ {
+ player->jumpTics--;
+ }
+ if (player->morphTics)
+ {
+ P_MorphPlayerThink(player);
+ }
+ // Handle movement
+ if (player->mo->reactiontime)
+ { // Player is frozen
+ player->mo->reactiontime--;
+ }
+ else
+ {
+ P_MovePlayer(player);
+ pmo = player->mo;
+ if (player->powers[pw_speed] && !(leveltime & 1)
+ && P_AproxDistance(pmo->momx, pmo->momy) > 12 * FRACUNIT)
+ {
+ mobj_t *speedMo;
+ int playerNum;
+
+ speedMo = P_SpawnMobj(pmo->x, pmo->y, pmo->z, MT_PLAYER_SPEED);
+ if (speedMo)
+ {
+ speedMo->angle = pmo->angle;
+ playerNum = P_GetPlayerNum(player);
+ if (player->class == PCLASS_FIGHTER)
+ {
+ // The first type should be blue, and the
+ // third should be the Fighter's original gold color
+ if (playerNum == 0)
+ {
+ speedMo->flags |= 2 << MF_TRANSSHIFT;
+ }
+ else if (playerNum != 2)
+ {
+ speedMo->flags |= playerNum << MF_TRANSSHIFT;
+ }
+ }
+ else if (playerNum)
+ { // Set color translation bits for player sprites
+ speedMo->flags |= playerNum << MF_TRANSSHIFT;
+ }
+ speedMo->target = pmo;
+ speedMo->special1 = player->class;
+ if (speedMo->special1 > 2)
+ {
+ speedMo->special1 = 0;
+ }
+ speedMo->sprite = pmo->sprite;
+ speedMo->floorclip = pmo->floorclip;
+ if (player == &players[consoleplayer])
+ {
+ speedMo->flags2 |= MF2_DONTDRAW;
+ }
+ }
+ }
+ }
+ P_CalcHeight(player);
+ if (player->mo->subsector->sector->special)
+ {
+ P_PlayerInSpecialSector(player);
+ }
+ if ((floorType = P_GetThingFloorType(player->mo)) != FLOOR_SOLID)
+ {
+ P_PlayerOnSpecialFlat(player, floorType);
+ }
+ switch (player->class)
+ {
+ case PCLASS_FIGHTER:
+ if (player->mo->momz <= -35 * FRACUNIT
+ && player->mo->momz >= -40 * FRACUNIT && !player->morphTics
+ && !S_GetSoundPlayingInfo(player->mo,
+ SFX_PLAYER_FIGHTER_FALLING_SCREAM))
+ {
+ S_StartSound(player->mo, SFX_PLAYER_FIGHTER_FALLING_SCREAM);
+ }
+ break;
+ case PCLASS_CLERIC:
+ if (player->mo->momz <= -35 * FRACUNIT
+ && player->mo->momz >= -40 * FRACUNIT && !player->morphTics
+ && !S_GetSoundPlayingInfo(player->mo,
+ SFX_PLAYER_CLERIC_FALLING_SCREAM))
+ {
+ S_StartSound(player->mo, SFX_PLAYER_CLERIC_FALLING_SCREAM);
+ }
+ break;
+ case PCLASS_MAGE:
+ if (player->mo->momz <= -35 * FRACUNIT
+ && player->mo->momz >= -40 * FRACUNIT && !player->morphTics
+ && !S_GetSoundPlayingInfo(player->mo,
+ SFX_PLAYER_MAGE_FALLING_SCREAM))
+ {
+ S_StartSound(player->mo, SFX_PLAYER_MAGE_FALLING_SCREAM);
+ }
+ break;
+ default:
+ break;
+ }
+ if (cmd->arti)
+ { // Use an artifact
+ if ((cmd->arti & AFLAG_JUMP) && onground && !player->jumpTics)
+ {
+ if (player->morphTics)
+ {
+ player->mo->momz = 6 * FRACUNIT;
+ }
+ else
+ {
+ player->mo->momz = 9 * FRACUNIT;
+ }
+ player->mo->flags2 &= ~MF2_ONMOBJ;
+ player->jumpTics = 18;
+ }
+ else if (cmd->arti & AFLAG_SUICIDE)
+ {
+ P_DamageMobj(player->mo, NULL, NULL, 10000);
+ }
+ if (cmd->arti == NUMARTIFACTS)
+ { // use one of each artifact (except puzzle artifacts)
+ int i;
+
+ for (i = 1; i < arti_firstpuzzitem; i++)
+ {
+ P_PlayerUseArtifact(player, i);
+ }
+ }
+ else
+ {
+ P_PlayerUseArtifact(player, cmd->arti & AFLAG_MASK);
+ }
+ }
+ // Check for weapon change
+ if (cmd->buttons & BT_SPECIAL)
+ { // A special event has no other buttons
+ cmd->buttons = 0;
+ }
+ if (cmd->buttons & BT_CHANGE && !player->morphTics)
+ {
+ // The actual changing of the weapon is done when the weapon
+ // psprite can do it (A_WeaponReady), so it doesn't happen in
+ // the middle of an attack.
+ newweapon = (cmd->buttons & BT_WEAPONMASK) >> BT_WEAPONSHIFT;
+ if (player->weaponowned[newweapon]
+ && newweapon != player->readyweapon)
+ {
+ player->pendingweapon = newweapon;
+ }
+ }
+ // Check for use
+ if (cmd->buttons & BT_USE)
+ {
+ if (!player->usedown)
+ {
+ P_UseLines(player);
+ player->usedown = true;
+ }
+ }
+ else
+ {
+ player->usedown = false;
+ }
+ // Morph counter
+ if (player->morphTics)
+ {
+ if (!--player->morphTics)
+ { // Attempt to undo the pig
+ P_UndoPlayerMorph(player);
+ }
+ }
+ // Cycle psprites
+ P_MovePsprites(player);
+ // Other Counters
+ if (player->powers[pw_invulnerability])
+ {
+ if (player->class == PCLASS_CLERIC)
+ {
+ if (!(leveltime & 7) && player->mo->flags & MF_SHADOW
+ && !(player->mo->flags2 & MF2_DONTDRAW))
+ {
+ player->mo->flags &= ~MF_SHADOW;
+ if (!(player->mo->flags & MF_ALTSHADOW))
+ {
+ player->mo->flags2 |= MF2_DONTDRAW | MF2_NONSHOOTABLE;
+ }
+ }
+ if (!(leveltime & 31))
+ {
+ if (player->mo->flags2 & MF2_DONTDRAW)
+ {
+ if (!(player->mo->flags & MF_SHADOW))
+ {
+ player->mo->flags |= MF_SHADOW | MF_ALTSHADOW;
+ }
+ else
+ {
+ player->mo->flags2 &=
+ ~(MF2_DONTDRAW | MF2_NONSHOOTABLE);
+ }
+ }
+ else
+ {
+ player->mo->flags |= MF_SHADOW;
+ player->mo->flags &= ~MF_ALTSHADOW;
+ }
+ }
+ }
+ if (!(--player->powers[pw_invulnerability]))
+ {
+ player->mo->flags2 &= ~(MF2_INVULNERABLE | MF2_REFLECTIVE);
+ if (player->class == PCLASS_CLERIC)
+ {
+ player->mo->flags2 &= ~(MF2_DONTDRAW | MF2_NONSHOOTABLE);
+ player->mo->flags &= ~(MF_SHADOW | MF_ALTSHADOW);
+ }
+ }
+ }
+ if (player->powers[pw_minotaur])
+ {
+ player->powers[pw_minotaur]--;
+ }
+ if (player->powers[pw_infrared])
+ {
+ player->powers[pw_infrared]--;
+ }
+ if (player->powers[pw_flight] && netgame)
+ {
+ if (!--player->powers[pw_flight])
+ {
+ if (player->mo->z != player->mo->floorz)
+ {
+ // haleyjd: removed externdriver crap
+ player->centering = true;
+ }
+ player->mo->flags2 &= ~MF2_FLY;
+ player->mo->flags &= ~MF_NOGRAVITY;
+ BorderTopRefresh = true; //make sure the sprite's cleared out
+ }
+ }
+ if (player->powers[pw_speed])
+ {
+ player->powers[pw_speed]--;
+ }
+ if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+ if (player->bonuscount)
+ {
+ player->bonuscount--;
+ }
+ if (player->poisoncount && !(leveltime & 15))
+ {
+ player->poisoncount -= 5;
+ if (player->poisoncount < 0)
+ {
+ player->poisoncount = 0;
+ }
+ P_PoisonDamage(player, player->poisoner, 1, true);
+ }
+ // Colormaps
+// if(player->powers[pw_invulnerability])
+// {
+// if(player->powers[pw_invulnerability] > BLINKTHRESHOLD
+// || (player->powers[pw_invulnerability]&8))
+// {
+// player->fixedcolormap = INVERSECOLORMAP;
+// }
+// else
+// {
+// player->fixedcolormap = 0;
+// }
+// }
+// else
+ if (player->powers[pw_infrared])
+ {
+ if (player->powers[pw_infrared] <= BLINKTHRESHOLD)
+ {
+ if (player->powers[pw_infrared] & 8)
+ {
+ player->fixedcolormap = 0;
+ }
+ else
+ {
+ player->fixedcolormap = 1;
+ }
+ }
+ else if (!(leveltime & 16) && player == &players[consoleplayer])
+ {
+ if (newtorch)
+ {
+ if (player->fixedcolormap + newtorchdelta > 7
+ || player->fixedcolormap + newtorchdelta < 1
+ || newtorch == player->fixedcolormap)
+ {
+ newtorch = 0;
+ }
+ else
+ {
+ player->fixedcolormap += newtorchdelta;
+ }
+ }
+ else
+ {
+ newtorch = (M_Random() & 7) + 1;
+ newtorchdelta = (newtorch == player->fixedcolormap) ?
+ 0 : ((newtorch > player->fixedcolormap) ? 1 : -1);
+ }
+ }
+ }
+ else
+ {
+ player->fixedcolormap = 0;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ArtiTele
+//
+//----------------------------------------------------------------------------
+
+void P_ArtiTele(player_t * player)
+{
+ int i;
+ int selections;
+ fixed_t destX;
+ fixed_t destY;
+ angle_t destAngle;
+
+ if (deathmatch)
+ {
+ selections = deathmatch_p - deathmatchstarts;
+ i = P_Random() % selections;
+ destX = deathmatchstarts[i].x << FRACBITS;
+ destY = deathmatchstarts[i].y << FRACBITS;
+ destAngle = ANG45 * (deathmatchstarts[i].angle / 45);
+ }
+ else
+ {
+ destX = playerstarts[0][0].x << FRACBITS;
+ destY = playerstarts[0][0].y << FRACBITS;
+ destAngle = ANG45 * (playerstarts[0][0].angle / 45);
+ }
+ P_Teleport(player->mo, destX, destY, destAngle, true);
+ if (player->morphTics)
+ { // Teleporting away will undo any morph effects (pig)
+ P_UndoPlayerMorph(player);
+ }
+ //S_StartSound(NULL, sfx_wpnup); // Full volume laugh
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ArtiTeleportOther
+//
+//----------------------------------------------------------------------------
+
+void P_ArtiTeleportOther(player_t * player)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnPlayerMissile(player->mo, MT_TELOTHER_FX1);
+ if (mo)
+ {
+ mo->target = player->mo;
+ }
+}
+
+
+void P_TeleportToPlayerStarts(mobj_t * victim)
+{
+ int i, selections = 0;
+ fixed_t destX, destY;
+ angle_t destAngle;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ continue;
+ selections++;
+ }
+ i = P_Random() % selections;
+ destX = playerstarts[0][i].x << FRACBITS;
+ destY = playerstarts[0][i].y << FRACBITS;
+ destAngle = ANG45 * (playerstarts[0][i].angle / 45);
+ P_Teleport(victim, destX, destY, destAngle, true);
+ //S_StartSound(NULL, sfx_wpnup); // Full volume laugh
+}
+
+void P_TeleportToDeathmatchStarts(mobj_t * victim)
+{
+ int i, selections;
+ fixed_t destX, destY;
+ angle_t destAngle;
+
+ selections = deathmatch_p - deathmatchstarts;
+ if (selections)
+ {
+ i = P_Random() % selections;
+ destX = deathmatchstarts[i].x << FRACBITS;
+ destY = deathmatchstarts[i].y << FRACBITS;
+ destAngle = ANG45 * (deathmatchstarts[i].angle / 45);
+ P_Teleport(victim, destX, destY, destAngle, true);
+ //S_StartSound(NULL, sfx_wpnup); // Full volume laugh
+ }
+ else
+ {
+ P_TeleportToPlayerStarts(victim);
+ }
+}
+
+
+
+//----------------------------------------------------------------------------
+//
+// PROC P_TeleportOther
+//
+//----------------------------------------------------------------------------
+void P_TeleportOther(mobj_t * victim)
+{
+ if (victim->player)
+ {
+ if (deathmatch)
+ P_TeleportToDeathmatchStarts(victim);
+ else
+ P_TeleportToPlayerStarts(victim);
+ }
+ else
+ {
+ // If death action, run it upon teleport
+ if (victim->flags & MF_COUNTKILL && victim->special)
+ {
+ P_RemoveMobjFromTIDList(victim);
+ P_ExecuteLineSpecial(victim->special, victim->args,
+ NULL, 0, victim);
+ victim->special = 0;
+ }
+
+ // Send all monsters to deathmatch spots
+ P_TeleportToDeathmatchStarts(victim);
+ }
+}
+
+
+
+#define BLAST_RADIUS_DIST 255*FRACUNIT
+#define BLAST_SPEED 20*FRACUNIT
+#define BLAST_FULLSTRENGTH 255
+
+void ResetBlasted(mobj_t * mo)
+{
+ mo->flags2 &= ~MF2_BLASTED;
+ if (!(mo->flags & MF_ICECORPSE))
+ {
+ mo->flags2 &= ~MF2_SLIDE;
+ }
+}
+
+void P_BlastMobj(mobj_t * source, mobj_t * victim, fixed_t strength)
+{
+ angle_t angle, ang;
+ mobj_t *mo;
+ fixed_t x, y, z;
+
+ angle = R_PointToAngle2(source->x, source->y, victim->x, victim->y);
+ angle >>= ANGLETOFINESHIFT;
+ if (strength < BLAST_FULLSTRENGTH)
+ {
+ victim->momx = FixedMul(strength, finecosine[angle]);
+ victim->momy = FixedMul(strength, finesine[angle]);
+ if (victim->player)
+ {
+ // Players handled automatically
+ }
+ else
+ {
+ victim->flags2 |= MF2_SLIDE;
+ victim->flags2 |= MF2_BLASTED;
+ }
+ }
+ else // full strength blast from artifact
+ {
+ if (victim->flags & MF_MISSILE)
+ {
+ switch (victim->type)
+ {
+ case MT_SORCBALL1: // don't blast sorcerer balls
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ return;
+ break;
+ case MT_MSTAFF_FX2: // Reflect to originator
+ victim->special1 = (int) victim->target;
+ victim->target = source;
+ break;
+ default:
+ break;
+ }
+ }
+ if (victim->type == MT_HOLY_FX)
+ {
+ if ((mobj_t *) (victim->special1) == source)
+ {
+ victim->special1 = (int) victim->target;
+ victim->target = source;
+ }
+ }
+ victim->momx = FixedMul(BLAST_SPEED, finecosine[angle]);
+ victim->momy = FixedMul(BLAST_SPEED, finesine[angle]);
+
+ // Spawn blast puff
+ ang = R_PointToAngle2(victim->x, victim->y, source->x, source->y);
+ ang >>= ANGLETOFINESHIFT;
+ x = victim->x + FixedMul(victim->radius + FRACUNIT, finecosine[ang]);
+ y = victim->y + FixedMul(victim->radius + FRACUNIT, finesine[ang]);
+ z = victim->z - victim->floorclip + (victim->height >> 1);
+ mo = P_SpawnMobj(x, y, z, MT_BLASTEFFECT);
+ if (mo)
+ {
+ mo->momx = victim->momx;
+ mo->momy = victim->momy;
+ }
+
+ if (victim->flags & MF_MISSILE)
+ {
+ victim->momz = 8 * FRACUNIT;
+ mo->momz = victim->momz;
+ }
+ else
+ {
+ victim->momz = (1000 / victim->info->mass) << FRACBITS;
+ }
+ if (victim->player)
+ {
+ // Players handled automatically
+ }
+ else
+ {
+ victim->flags2 |= MF2_SLIDE;
+ victim->flags2 |= MF2_BLASTED;
+ }
+ }
+}
+
+
+// Blast all mobj things away
+void P_BlastRadius(player_t * player)
+{
+ mobj_t *mo;
+ mobj_t *pmo = player->mo;
+ thinker_t *think;
+ fixed_t dist;
+
+ S_StartSound(pmo, SFX_ARTIFACT_BLAST);
+ P_NoiseAlert(player->mo, player->mo);
+
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *) think;
+ if ((mo == pmo) || (mo->flags2 & MF2_BOSS))
+ { // Not a valid monster
+ continue;
+ }
+ if ((mo->type == MT_POISONCLOUD) || // poison cloud
+ (mo->type == MT_HOLY_FX) || // holy fx
+ (mo->flags & MF_ICECORPSE)) // frozen corpse
+ {
+ // Let these special cases go
+ }
+ else if ((mo->flags & MF_COUNTKILL) && (mo->health <= 0))
+ {
+ continue;
+ }
+ else if (!(mo->flags & MF_COUNTKILL) &&
+ !(mo->player) && !(mo->flags & MF_MISSILE))
+ { // Must be monster, player, or missile
+ continue;
+ }
+ if (mo->flags2 & MF2_DORMANT)
+ {
+ continue; // no dormant creatures
+ }
+ if ((mo->type == MT_WRAITHB) && (mo->flags2 & MF2_DONTDRAW))
+ {
+ continue; // no underground wraiths
+ }
+ if ((mo->type == MT_SPLASHBASE) || (mo->type == MT_SPLASH))
+ {
+ continue;
+ }
+ if (mo->type == MT_SERPENT || mo->type == MT_SERPENTLEADER)
+ {
+ continue;
+ }
+ dist = P_AproxDistance(pmo->x - mo->x, pmo->y - mo->y);
+ if (dist > BLAST_RADIUS_DIST)
+ { // Out of range
+ continue;
+ }
+ P_BlastMobj(pmo, mo, BLAST_FULLSTRENGTH);
+ }
+}
+
+
+#define HEAL_RADIUS_DIST 255*FRACUNIT
+
+// Do class specific effect for everyone in radius
+boolean P_HealRadius(player_t * player)
+{
+ mobj_t *mo;
+ mobj_t *pmo = player->mo;
+ thinker_t *think;
+ fixed_t dist;
+ int effective = false;
+ int amount;
+
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *) think;
+
+ if (!mo->player)
+ continue;
+ if (mo->health <= 0)
+ continue;
+ dist = P_AproxDistance(pmo->x - mo->x, pmo->y - mo->y);
+ if (dist > HEAL_RADIUS_DIST)
+ { // Out of range
+ continue;
+ }
+
+ switch (player->class)
+ {
+ case PCLASS_FIGHTER: // Radius armor boost
+ if ((P_GiveArmor(mo->player, ARMOR_ARMOR, 1)) ||
+ (P_GiveArmor(mo->player, ARMOR_SHIELD, 1)) ||
+ (P_GiveArmor(mo->player, ARMOR_HELMET, 1)) ||
+ (P_GiveArmor(mo->player, ARMOR_AMULET, 1)))
+ {
+ effective = true;
+ S_StartSound(mo, SFX_MYSTICINCANT);
+ }
+ break;
+ case PCLASS_CLERIC: // Radius heal
+ amount = 50 + (P_Random() % 50);
+ if (P_GiveBody(mo->player, amount))
+ {
+ effective = true;
+ S_StartSound(mo, SFX_MYSTICINCANT);
+ }
+ break;
+ case PCLASS_MAGE: // Radius mana boost
+ amount = 50 + (P_Random() % 50);
+ if ((P_GiveMana(mo->player, MANA_1, amount)) ||
+ (P_GiveMana(mo->player, MANA_2, amount)))
+ {
+ effective = true;
+ S_StartSound(mo, SFX_MYSTICINCANT);
+ }
+ break;
+ case PCLASS_PIG:
+ default:
+ break;
+ }
+ }
+ return (effective);
+}
+
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerNextArtifact
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerNextArtifact(player_t * player)
+{
+ extern int inv_ptr;
+ extern int curpos;
+
+ if (player == &players[consoleplayer])
+ {
+ inv_ptr--;
+ if (inv_ptr < 6)
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ if (inv_ptr < 0)
+ {
+ inv_ptr = player->inventorySlotNum - 1;
+ if (inv_ptr < 6)
+ {
+ curpos = inv_ptr;
+ }
+ else
+ {
+ curpos = 6;
+ }
+ }
+ player->readyArtifact = player->inventory[inv_ptr].type;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerRemoveArtifact
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerRemoveArtifact(player_t * player, int slot)
+{
+ int i;
+ extern int inv_ptr;
+ extern int curpos;
+
+ player->artifactCount--;
+ if (!(--player->inventory[slot].count))
+ { // Used last of a type - compact the artifact list
+ player->readyArtifact = arti_none;
+ player->inventory[slot].type = arti_none;
+ for (i = slot + 1; i < player->inventorySlotNum; i++)
+ {
+ player->inventory[i - 1] = player->inventory[i];
+ }
+ player->inventorySlotNum--;
+ if (player == &players[consoleplayer])
+ { // Set position markers and get next readyArtifact
+ inv_ptr--;
+ if (inv_ptr < 6)
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ if (inv_ptr >= player->inventorySlotNum)
+ {
+ inv_ptr = player->inventorySlotNum - 1;
+ }
+ if (inv_ptr < 0)
+ {
+ inv_ptr = 0;
+ }
+ player->readyArtifact = player->inventory[inv_ptr].type;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerUseArtifact
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerUseArtifact(player_t * player, artitype_t arti)
+{
+ int i;
+
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti)
+ { // Found match - try to use
+ if (P_UseArtifact(player, arti))
+ { // Artifact was used - remove it from inventory
+ P_PlayerRemoveArtifact(player, i);
+ if (player == &players[consoleplayer])
+ {
+ if (arti < arti_firstpuzzitem)
+ {
+ S_StartSound(NULL, SFX_ARTIFACT_USE);
+ }
+ else
+ {
+ S_StartSound(NULL, SFX_PUZZLE_SUCCESS);
+ }
+ ArtifactFlash = 4;
+ }
+ }
+ else if (arti < arti_firstpuzzitem)
+ { // Unable to use artifact, advance pointer
+ P_PlayerNextArtifact(player);
+ }
+ break;
+ }
+ }
+}
+
+//==========================================================================
+//
+// P_UseArtifact
+//
+// Returns true if the artifact was used.
+//
+//==========================================================================
+
+boolean P_UseArtifact(player_t * player, artitype_t arti)
+{
+ mobj_t *mo;
+ angle_t angle;
+ int i;
+ int count;
+
+ switch (arti)
+ {
+ case arti_invulnerability:
+ if (!P_GivePower(player, pw_invulnerability))
+ {
+ return (false);
+ }
+ break;
+ case arti_health:
+ if (!P_GiveBody(player, 25))
+ {
+ return (false);
+ }
+ break;
+ case arti_superhealth:
+ if (!P_GiveBody(player, 100))
+ {
+ return (false);
+ }
+ break;
+ case arti_healingradius:
+ if (!P_HealRadius(player))
+ {
+ return (false);
+ }
+ break;
+ case arti_torch:
+ if (!P_GivePower(player, pw_infrared))
+ {
+ return (false);
+ }
+ break;
+ case arti_egg:
+ mo = player->mo;
+ P_SpawnPlayerMissile(mo, MT_EGGFX);
+ P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45 / 6));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45 / 6));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45 / 3));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45 / 3));
+ break;
+ case arti_fly:
+ if (!P_GivePower(player, pw_flight))
+ {
+ return (false);
+ }
+ if (player->mo->momz <= -35 * FRACUNIT)
+ { // stop falling scream
+ S_StopSound(player->mo);
+ }
+ break;
+ case arti_summon:
+ mo = P_SpawnPlayerMissile(player->mo, MT_SUMMON_FX);
+ if (mo)
+ {
+ mo->target = player->mo;
+ mo->special1 = (int) (player->mo);
+ mo->momz = 5 * FRACUNIT;
+ }
+ break;
+ case arti_teleport:
+ P_ArtiTele(player);
+ break;
+ case arti_teleportother:
+ P_ArtiTeleportOther(player);
+ break;
+ case arti_poisonbag:
+ angle = player->mo->angle >> ANGLETOFINESHIFT;
+ if (player->class == PCLASS_CLERIC)
+ {
+ mo = P_SpawnMobj(player->mo->x + 16 * finecosine[angle],
+ player->mo->y + 24 * finesine[angle],
+ player->mo->z - player->mo->floorclip +
+ 8 * FRACUNIT, MT_POISONBAG);
+ if (mo)
+ {
+ mo->target = player->mo;
+ }
+ }
+ else if (player->class == PCLASS_MAGE)
+ {
+ mo = P_SpawnMobj(player->mo->x + 16 * finecosine[angle],
+ player->mo->y + 24 * finesine[angle],
+ player->mo->z - player->mo->floorclip +
+ 8 * FRACUNIT, MT_FIREBOMB);
+ if (mo)
+ {
+ mo->target = player->mo;
+ }
+ }
+ else // PCLASS_FIGHTER, obviously (also pig, not so obviously)
+ {
+ mo = P_SpawnMobj(player->mo->x, player->mo->y,
+ player->mo->z - player->mo->floorclip +
+ 35 * FRACUNIT, MT_THROWINGBOMB);
+ if (mo)
+ {
+ mo->angle =
+ player->mo->angle + (((P_Random() & 7) - 4) << 24);
+ mo->momz =
+ 4 * FRACUNIT + ((player->lookdir) << (FRACBITS - 4));
+ mo->z += player->lookdir << (FRACBITS - 4);
+ P_ThrustMobj(mo, mo->angle, mo->info->speed);
+ mo->momx += player->mo->momx >> 1;
+ mo->momy += player->mo->momy >> 1;
+ mo->target = player->mo;
+ mo->tics -= P_Random() & 3;
+ P_CheckMissileSpawn(mo);
+ }
+ }
+ break;
+ case arti_speed:
+ if (!P_GivePower(player, pw_speed))
+ {
+ return (false);
+ }
+ break;
+ case arti_boostmana:
+ if (!P_GiveMana(player, MANA_1, MAX_MANA))
+ {
+ if (!P_GiveMana(player, MANA_2, MAX_MANA))
+ {
+ return false;
+ }
+
+ }
+ else
+ {
+ P_GiveMana(player, MANA_2, MAX_MANA);
+ }
+ break;
+ case arti_boostarmor:
+ count = 0;
+
+ for (i = 0; i < NUMARMOR; i++)
+ {
+ count += P_GiveArmor(player, i, 1); // 1 point per armor type
+ }
+ if (!count)
+ {
+ return false;
+ }
+ break;
+ case arti_blastradius:
+ P_BlastRadius(player);
+ break;
+
+ case arti_puzzskull:
+ case arti_puzzgembig:
+ case arti_puzzgemred:
+ case arti_puzzgemgreen1:
+ case arti_puzzgemgreen2:
+ case arti_puzzgemblue1:
+ case arti_puzzgemblue2:
+ case arti_puzzbook1:
+ case arti_puzzbook2:
+ case arti_puzzskull2:
+ case arti_puzzfweapon:
+ case arti_puzzcweapon:
+ case arti_puzzmweapon:
+ case arti_puzzgear1:
+ case arti_puzzgear2:
+ case arti_puzzgear3:
+ case arti_puzzgear4:
+ if (P_UsePuzzleItem(player, arti - arti_firstpuzzitem))
+ {
+ return true;
+ }
+ else
+ {
+ P_SetYellowMessage(player, TXT_USEPUZZLEFAILED, false);
+ return false;
+ }
+ break;
+ default:
+ return false;
+ }
+ return true;
+}
+
+//============================================================================
+//
+// A_SpeedFade
+//
+//============================================================================
+
+void A_SpeedFade(mobj_t * actor)
+{
+ actor->flags |= MF_SHADOW;
+ actor->flags &= ~MF_ALTSHADOW;
+ actor->sprite = actor->target->sprite;
+}
diff --git a/src/hexen/po_man.c b/src/hexen/po_man.c
new file mode 100644
index 00000000..50b79518
--- /dev/null
+++ b/src/hexen/po_man.c
@@ -0,0 +1,1517 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "i_system.h"
+#include "m_bbox.h"
+#include "i_swap.h"
+#include "p_local.h"
+#include "r_local.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define PO_MAXPOLYSEGS 64
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+boolean PO_MovePolyobj(int num, int x, int y);
+boolean PO_RotatePolyobj(int num, angle_t angle);
+void PO_Init(int lump);
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static polyobj_t *GetPolyobj(int polyNum);
+static int GetPolyobjMirror(int poly);
+static void ThrustMobj(mobj_t * mobj, seg_t * seg, polyobj_t * po);
+static void UpdateSegBBox(seg_t * seg);
+static void RotatePt(int an, fixed_t * x, fixed_t * y, fixed_t startSpotX,
+ fixed_t startSpotY);
+static void UnLinkPolyobj(polyobj_t * po);
+static void LinkPolyobj(polyobj_t * po);
+static boolean CheckMobjBlocking(seg_t * seg, polyobj_t * po);
+static void InitBlockMap(void);
+static void IterFindPolySegs(int x, int y, seg_t ** segList);
+static void SpawnPolyobj(int index, int tag, boolean crush);
+static void TranslateToStartSpot(int tag, int originX, int originY);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern seg_t *segs;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+polyblock_t **PolyBlockMap;
+polyobj_t *polyobjs; // list of all poly-objects on the level
+int po_NumPolyobjs;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int PolySegCount;
+static fixed_t PolyStartX;
+static fixed_t PolyStartY;
+
+// CODE --------------------------------------------------------------------
+
+// ===== Polyobj Event Code =====
+
+//==========================================================================
+//
+// T_RotatePoly
+//
+//==========================================================================
+
+void T_RotatePoly(polyevent_t * pe)
+{
+ int absSpeed;
+ polyobj_t *poly;
+
+ if (PO_RotatePolyobj(pe->polyobj, pe->speed))
+ {
+ absSpeed = abs(pe->speed);
+
+ if (pe->dist == -1)
+ { // perpetual polyobj
+ return;
+ }
+ pe->dist -= absSpeed;
+ if (pe->dist <= 0)
+ {
+ poly = GetPolyobj(pe->polyobj);
+ if (poly->specialdata == pe)
+ {
+ poly->specialdata = NULL;
+ }
+ SN_StopSequence((mobj_t *) & poly->startSpot);
+ P_PolyobjFinished(poly->tag);
+ P_RemoveThinker(&pe->thinker);
+ }
+ if (pe->dist < absSpeed)
+ {
+ pe->speed = pe->dist * (pe->speed < 0 ? -1 : 1);
+ }
+ }
+}
+
+//==========================================================================
+//
+// EV_RotatePoly
+//
+//==========================================================================
+
+boolean EV_RotatePoly(line_t * line, byte * args, int direction, boolean
+ overRide)
+{
+ int mirror;
+ int polyNum;
+ polyevent_t *pe;
+ polyobj_t *poly;
+
+ polyNum = args[0];
+ poly = GetPolyobj(polyNum);
+ if (poly != NULL)
+ {
+ if (poly->specialdata && !overRide)
+ { // poly is already moving
+ return false;
+ }
+ }
+ else
+ {
+ I_Error("EV_RotatePoly: Invalid polyobj num: %d\n", polyNum);
+ }
+ pe = Z_Malloc(sizeof(polyevent_t), PU_LEVSPEC, 0);
+ P_AddThinker(&pe->thinker);
+ pe->thinker.function = T_RotatePoly;
+ pe->polyobj = polyNum;
+ if (args[2])
+ {
+ if (args[2] == 255)
+ {
+ pe->dist = -1;
+ }
+ else
+ {
+ pe->dist = args[2] * (ANG90 / 64); // Angle
+ }
+ }
+ else
+ {
+ pe->dist = ANG_MAX - 1;
+ }
+ pe->speed = (args[1] * direction * (ANG90 / 64)) >> 3;
+ poly->specialdata = pe;
+ SN_StartSequence((mobj_t *) & poly->startSpot, SEQ_DOOR_STONE +
+ poly->seqType);
+
+ while ((mirror = GetPolyobjMirror(polyNum)) != 0)
+ {
+ poly = GetPolyobj(mirror);
+ if (poly && poly->specialdata && !overRide)
+ { // mirroring poly is already in motion
+ break;
+ }
+ pe = Z_Malloc(sizeof(polyevent_t), PU_LEVSPEC, 0);
+ P_AddThinker(&pe->thinker);
+ pe->thinker.function = T_RotatePoly;
+ poly->specialdata = pe;
+ pe->polyobj = mirror;
+ if (args[2])
+ {
+ if (args[2] == 255)
+ {
+ pe->dist = -1;
+ }
+ else
+ {
+ pe->dist = args[2] * (ANG90 / 64); // Angle
+ }
+ }
+ else
+ {
+ pe->dist = ANG_MAX - 1;
+ }
+ poly = GetPolyobj(polyNum);
+ if (poly != NULL)
+ {
+ poly->specialdata = pe;
+ }
+ else
+ {
+ I_Error("EV_RotatePoly: Invalid polyobj num: %d\n", polyNum);
+ }
+ direction = -direction;
+ pe->speed = (args[1] * direction * (ANG90 / 64)) >> 3;
+ polyNum = mirror;
+ SN_StartSequence((mobj_t *) & poly->startSpot, SEQ_DOOR_STONE +
+ poly->seqType);
+ }
+ return true;
+}
+
+//==========================================================================
+//
+// T_MovePoly
+//
+//==========================================================================
+
+void T_MovePoly(polyevent_t * pe)
+{
+ int absSpeed;
+ polyobj_t *poly;
+
+ if (PO_MovePolyobj(pe->polyobj, pe->xSpeed, pe->ySpeed))
+ {
+ absSpeed = abs(pe->speed);
+ pe->dist -= absSpeed;
+ if (pe->dist <= 0)
+ {
+ poly = GetPolyobj(pe->polyobj);
+ if (poly->specialdata == pe)
+ {
+ poly->specialdata = NULL;
+ }
+ SN_StopSequence((mobj_t *) & poly->startSpot);
+ P_PolyobjFinished(poly->tag);
+ P_RemoveThinker(&pe->thinker);
+ }
+ if (pe->dist < absSpeed)
+ {
+ pe->speed = pe->dist * (pe->speed < 0 ? -1 : 1);
+ pe->xSpeed = FixedMul(pe->speed, finecosine[pe->angle]);
+ pe->ySpeed = FixedMul(pe->speed, finesine[pe->angle]);
+ }
+ }
+}
+
+//==========================================================================
+//
+// EV_MovePoly
+//
+//==========================================================================
+
+boolean EV_MovePoly(line_t * line, byte * args, boolean timesEight, boolean
+ overRide)
+{
+ int mirror;
+ int polyNum;
+ polyevent_t *pe;
+ polyobj_t *poly;
+ angle_t an;
+
+ polyNum = args[0];
+ poly = GetPolyobj(polyNum);
+ if (poly != NULL)
+ {
+ if (poly->specialdata && !overRide)
+ { // poly is already moving
+ return false;
+ }
+ }
+ else
+ {
+ I_Error("EV_MovePoly: Invalid polyobj num: %d\n", polyNum);
+ }
+ pe = Z_Malloc(sizeof(polyevent_t), PU_LEVSPEC, 0);
+ P_AddThinker(&pe->thinker);
+ pe->thinker.function = T_MovePoly;
+ pe->polyobj = polyNum;
+ if (timesEight)
+ {
+ pe->dist = args[3] * 8 * FRACUNIT;
+ }
+ else
+ {
+ pe->dist = args[3] * FRACUNIT; // Distance
+ }
+ pe->speed = args[1] * (FRACUNIT / 8);
+ poly->specialdata = pe;
+
+ an = args[2] * (ANG90 / 64);
+
+ pe->angle = an >> ANGLETOFINESHIFT;
+ pe->xSpeed = FixedMul(pe->speed, finecosine[pe->angle]);
+ pe->ySpeed = FixedMul(pe->speed, finesine[pe->angle]);
+ SN_StartSequence((mobj_t *) & poly->startSpot, SEQ_DOOR_STONE +
+ poly->seqType);
+
+ while ((mirror = GetPolyobjMirror(polyNum)) != 0)
+ {
+ poly = GetPolyobj(mirror);
+ if (poly && poly->specialdata && !overRide)
+ { // mirroring poly is already in motion
+ break;
+ }
+ pe = Z_Malloc(sizeof(polyevent_t), PU_LEVSPEC, 0);
+ P_AddThinker(&pe->thinker);
+ pe->thinker.function = T_MovePoly;
+ pe->polyobj = mirror;
+ poly->specialdata = pe;
+ if (timesEight)
+ {
+ pe->dist = args[3] * 8 * FRACUNIT;
+ }
+ else
+ {
+ pe->dist = args[3] * FRACUNIT; // Distance
+ }
+ pe->speed = args[1] * (FRACUNIT / 8);
+ an = an + ANG180; // reverse the angle
+ pe->angle = an >> ANGLETOFINESHIFT;
+ pe->xSpeed = FixedMul(pe->speed, finecosine[pe->angle]);
+ pe->ySpeed = FixedMul(pe->speed, finesine[pe->angle]);
+ polyNum = mirror;
+ SN_StartSequence((mobj_t *) & poly->startSpot, SEQ_DOOR_STONE +
+ poly->seqType);
+ }
+ return true;
+}
+
+//==========================================================================
+//
+// T_PolyDoor
+//
+//==========================================================================
+
+void T_PolyDoor(polydoor_t * pd)
+{
+ int absSpeed;
+ polyobj_t *poly;
+
+ if (pd->tics)
+ {
+ if (!--pd->tics)
+ {
+ poly = GetPolyobj(pd->polyobj);
+ SN_StartSequence((mobj_t *) & poly->startSpot, SEQ_DOOR_STONE +
+ poly->seqType);
+ }
+ return;
+ }
+ switch (pd->type)
+ {
+ case PODOOR_SLIDE:
+ if (PO_MovePolyobj(pd->polyobj, pd->xSpeed, pd->ySpeed))
+ {
+ absSpeed = abs(pd->speed);
+ pd->dist -= absSpeed;
+ if (pd->dist <= 0)
+ {
+ poly = GetPolyobj(pd->polyobj);
+ SN_StopSequence((mobj_t *) & poly->startSpot);
+ if (!pd->close)
+ {
+ pd->dist = pd->totalDist;
+ pd->close = true;
+ pd->tics = pd->waitTics;
+ pd->direction = (ANG_MAX >> ANGLETOFINESHIFT) -
+ pd->direction;
+ pd->xSpeed = -pd->xSpeed;
+ pd->ySpeed = -pd->ySpeed;
+ }
+ else
+ {
+ if (poly->specialdata == pd)
+ {
+ poly->specialdata = NULL;
+ }
+ P_PolyobjFinished(poly->tag);
+ P_RemoveThinker(&pd->thinker);
+ }
+ }
+ }
+ else
+ {
+ poly = GetPolyobj(pd->polyobj);
+ if (poly->crush || !pd->close)
+ { // continue moving if the poly is a crusher, or is opening
+ return;
+ }
+ else
+ { // open back up
+ pd->dist = pd->totalDist - pd->dist;
+ pd->direction = (ANG_MAX >> ANGLETOFINESHIFT) -
+ pd->direction;
+ pd->xSpeed = -pd->xSpeed;
+ pd->ySpeed = -pd->ySpeed;
+ pd->close = false;
+ SN_StartSequence((mobj_t *) & poly->startSpot,
+ SEQ_DOOR_STONE + poly->seqType);
+ }
+ }
+ break;
+ case PODOOR_SWING:
+ if (PO_RotatePolyobj(pd->polyobj, pd->speed))
+ {
+ absSpeed = abs(pd->speed);
+ if (pd->dist == -1)
+ { // perpetual polyobj
+ return;
+ }
+ pd->dist -= absSpeed;
+ if (pd->dist <= 0)
+ {
+ poly = GetPolyobj(pd->polyobj);
+ SN_StopSequence((mobj_t *) & poly->startSpot);
+ if (!pd->close)
+ {
+ pd->dist = pd->totalDist;
+ pd->close = true;
+ pd->tics = pd->waitTics;
+ pd->speed = -pd->speed;
+ }
+ else
+ {
+ if (poly->specialdata == pd)
+ {
+ poly->specialdata = NULL;
+ }
+ P_PolyobjFinished(poly->tag);
+ P_RemoveThinker(&pd->thinker);
+ }
+ }
+ }
+ else
+ {
+ poly = GetPolyobj(pd->polyobj);
+ if (poly->crush || !pd->close)
+ { // continue moving if the poly is a crusher, or is opening
+ return;
+ }
+ else
+ { // open back up and rewait
+ pd->dist = pd->totalDist - pd->dist;
+ pd->speed = -pd->speed;
+ pd->close = false;
+ SN_StartSequence((mobj_t *) & poly->startSpot,
+ SEQ_DOOR_STONE + poly->seqType);
+ }
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+//==========================================================================
+//
+// EV_OpenPolyDoor
+//
+//==========================================================================
+
+boolean EV_OpenPolyDoor(line_t * line, byte * args, podoortype_t type)
+{
+ int mirror;
+ int polyNum;
+ polydoor_t *pd;
+ polyobj_t *poly;
+ angle_t an = 0;
+
+ polyNum = args[0];
+ poly = GetPolyobj(polyNum);
+ if (poly != NULL)
+ {
+ if (poly->specialdata)
+ { // poly is already moving
+ return false;
+ }
+ }
+ else
+ {
+ I_Error("EV_OpenPolyDoor: Invalid polyobj num: %d\n", polyNum);
+ }
+ pd = Z_Malloc(sizeof(polydoor_t), PU_LEVSPEC, 0);
+ memset(pd, 0, sizeof(polydoor_t));
+ P_AddThinker(&pd->thinker);
+ pd->thinker.function = T_PolyDoor;
+ pd->type = type;
+ pd->polyobj = polyNum;
+ if (type == PODOOR_SLIDE)
+ {
+ pd->waitTics = args[4];
+ pd->speed = args[1] * (FRACUNIT / 8);
+ pd->totalDist = args[3] * FRACUNIT; // Distance
+ pd->dist = pd->totalDist;
+ an = args[2] * (ANG90 / 64);
+ pd->direction = an >> ANGLETOFINESHIFT;
+ pd->xSpeed = FixedMul(pd->speed, finecosine[pd->direction]);
+ pd->ySpeed = FixedMul(pd->speed, finesine[pd->direction]);
+ SN_StartSequence((mobj_t *) & poly->startSpot, SEQ_DOOR_STONE +
+ poly->seqType);
+ }
+ else if (type == PODOOR_SWING)
+ {
+ pd->waitTics = args[3];
+ pd->direction = 1; // ADD: PODOOR_SWINGL, PODOOR_SWINGR
+ pd->speed = (args[1] * pd->direction * (ANG90 / 64)) >> 3;
+ pd->totalDist = args[2] * (ANG90 / 64);
+ pd->dist = pd->totalDist;
+ SN_StartSequence((mobj_t *) & poly->startSpot, SEQ_DOOR_STONE +
+ poly->seqType);
+ }
+
+ poly->specialdata = pd;
+
+ while ((mirror = GetPolyobjMirror(polyNum)) != 0)
+ {
+ poly = GetPolyobj(mirror);
+ if (poly && poly->specialdata)
+ { // mirroring poly is already in motion
+ break;
+ }
+ pd = Z_Malloc(sizeof(polydoor_t), PU_LEVSPEC, 0);
+ memset(pd, 0, sizeof(polydoor_t));
+ P_AddThinker(&pd->thinker);
+ pd->thinker.function = T_PolyDoor;
+ pd->polyobj = mirror;
+ pd->type = type;
+ poly->specialdata = pd;
+ if (type == PODOOR_SLIDE)
+ {
+ pd->waitTics = args[4];
+ pd->speed = args[1] * (FRACUNIT / 8);
+ pd->totalDist = args[3] * FRACUNIT; // Distance
+ pd->dist = pd->totalDist;
+ an = an + ANG180; // reverse the angle
+ pd->direction = an >> ANGLETOFINESHIFT;
+ pd->xSpeed = FixedMul(pd->speed, finecosine[pd->direction]);
+ pd->ySpeed = FixedMul(pd->speed, finesine[pd->direction]);
+ SN_StartSequence((mobj_t *) & poly->startSpot, SEQ_DOOR_STONE +
+ poly->seqType);
+ }
+ else if (type == PODOOR_SWING)
+ {
+ pd->waitTics = args[3];
+ pd->direction = -1; // ADD: same as above
+ pd->speed = (args[1] * pd->direction * (ANG90 / 64)) >> 3;
+ pd->totalDist = args[2] * (ANG90 / 64);
+ pd->dist = pd->totalDist;
+ SN_StartSequence((mobj_t *) & poly->startSpot, SEQ_DOOR_STONE +
+ poly->seqType);
+ }
+ polyNum = mirror;
+ }
+ return true;
+}
+
+// ===== Higher Level Poly Interface code =====
+
+//==========================================================================
+//
+// GetPolyobj
+//
+//==========================================================================
+
+static polyobj_t *GetPolyobj(int polyNum)
+{
+ int i;
+
+ for (i = 0; i < po_NumPolyobjs; i++)
+ {
+ if (polyobjs[i].tag == polyNum)
+ {
+ return &polyobjs[i];
+ }
+ }
+ return NULL;
+}
+
+//==========================================================================
+//
+// GetPolyobjMirror
+//
+//==========================================================================
+
+static int GetPolyobjMirror(int poly)
+{
+ int i;
+
+ for (i = 0; i < po_NumPolyobjs; i++)
+ {
+ if (polyobjs[i].tag == poly)
+ {
+ return ((*polyobjs[i].segs)->linedef->arg2);
+ }
+ }
+ return 0;
+}
+
+//==========================================================================
+//
+// ThrustMobj
+//
+//==========================================================================
+
+static void ThrustMobj(mobj_t * mobj, seg_t * seg, polyobj_t * po)
+{
+ int thrustAngle;
+ int thrustX;
+ int thrustY;
+ polyevent_t *pe;
+
+ int force;
+
+ if (!(mobj->flags & MF_SHOOTABLE) && !mobj->player)
+ {
+ return;
+ }
+ thrustAngle = (seg->angle - ANG90) >> ANGLETOFINESHIFT;
+
+ pe = po->specialdata;
+ if (pe)
+ {
+ if (pe->thinker.function == T_RotatePoly)
+ {
+ force = pe->speed >> 8;
+ }
+ else
+ {
+ force = pe->speed >> 3;
+ }
+ if (force < FRACUNIT)
+ {
+ force = FRACUNIT;
+ }
+ else if (force > 4 * FRACUNIT)
+ {
+ force = 4 * FRACUNIT;
+ }
+ }
+ else
+ {
+ force = FRACUNIT;
+ }
+
+ thrustX = FixedMul(force, finecosine[thrustAngle]);
+ thrustY = FixedMul(force, finesine[thrustAngle]);
+ mobj->momx += thrustX;
+ mobj->momy += thrustY;
+ if (po->crush)
+ {
+ if (!P_CheckPosition(mobj, mobj->x + thrustX, mobj->y + thrustY))
+ {
+ P_DamageMobj(mobj, NULL, NULL, 3);
+ }
+ }
+}
+
+//==========================================================================
+//
+// UpdateSegBBox
+//
+//==========================================================================
+
+static void UpdateSegBBox(seg_t * seg)
+{
+ line_t *line;
+
+ line = seg->linedef;
+
+ if (seg->v1->x < seg->v2->x)
+ {
+ line->bbox[BOXLEFT] = seg->v1->x;
+ line->bbox[BOXRIGHT] = seg->v2->x;
+ }
+ else
+ {
+ line->bbox[BOXLEFT] = seg->v2->x;
+ line->bbox[BOXRIGHT] = seg->v1->x;
+ }
+ if (seg->v1->y < seg->v2->y)
+ {
+ line->bbox[BOXBOTTOM] = seg->v1->y;
+ line->bbox[BOXTOP] = seg->v2->y;
+ }
+ else
+ {
+ line->bbox[BOXBOTTOM] = seg->v2->y;
+ line->bbox[BOXTOP] = seg->v1->y;
+ }
+
+ // Update the line's slopetype
+ line->dx = line->v2->x - line->v1->x;
+ line->dy = line->v2->y - line->v1->y;
+ if (!line->dx)
+ {
+ line->slopetype = ST_VERTICAL;
+ }
+ else if (!line->dy)
+ {
+ line->slopetype = ST_HORIZONTAL;
+ }
+ else
+ {
+ if (FixedDiv(line->dy, line->dx) > 0)
+ {
+ line->slopetype = ST_POSITIVE;
+ }
+ else
+ {
+ line->slopetype = ST_NEGATIVE;
+ }
+ }
+}
+
+//==========================================================================
+//
+// PO_MovePolyobj
+//
+//==========================================================================
+
+boolean PO_MovePolyobj(int num, int x, int y)
+{
+ int count;
+ seg_t **segList;
+ seg_t **veryTempSeg;
+ polyobj_t *po;
+ vertex_t *prevPts;
+ boolean blocked;
+
+ if (!(po = GetPolyobj(num)))
+ {
+ I_Error("PO_MovePolyobj: Invalid polyobj number: %d\n", num);
+ }
+
+ UnLinkPolyobj(po);
+
+ segList = po->segs;
+ prevPts = po->prevPts;
+ blocked = false;
+
+ validcount++;
+ for (count = po->numsegs; count; count--, segList++, prevPts++)
+ {
+ if ((*segList)->linedef->validcount != validcount)
+ {
+ (*segList)->linedef->bbox[BOXTOP] += y;
+ (*segList)->linedef->bbox[BOXBOTTOM] += y;
+ (*segList)->linedef->bbox[BOXLEFT] += x;
+ (*segList)->linedef->bbox[BOXRIGHT] += x;
+ (*segList)->linedef->validcount = validcount;
+ }
+ for (veryTempSeg = po->segs; veryTempSeg != segList; veryTempSeg++)
+ {
+ if ((*veryTempSeg)->v1 == (*segList)->v1)
+ {
+ break;
+ }
+ }
+ if (veryTempSeg == segList)
+ {
+ (*segList)->v1->x += x;
+ (*segList)->v1->y += y;
+ }
+ (*prevPts).x += x; // previous points are unique for each seg
+ (*prevPts).y += y;
+ }
+ segList = po->segs;
+ for (count = po->numsegs; count; count--, segList++)
+ {
+ if (CheckMobjBlocking(*segList, po))
+ {
+ blocked = true;
+ }
+ }
+ if (blocked)
+ {
+ count = po->numsegs;
+ segList = po->segs;
+ prevPts = po->prevPts;
+ validcount++;
+ while (count--)
+ {
+ if ((*segList)->linedef->validcount != validcount)
+ {
+ (*segList)->linedef->bbox[BOXTOP] -= y;
+ (*segList)->linedef->bbox[BOXBOTTOM] -= y;
+ (*segList)->linedef->bbox[BOXLEFT] -= x;
+ (*segList)->linedef->bbox[BOXRIGHT] -= x;
+ (*segList)->linedef->validcount = validcount;
+ }
+ for (veryTempSeg = po->segs; veryTempSeg != segList;
+ veryTempSeg++)
+ {
+ if ((*veryTempSeg)->v1 == (*segList)->v1)
+ {
+ break;
+ }
+ }
+ if (veryTempSeg == segList)
+ {
+ (*segList)->v1->x -= x;
+ (*segList)->v1->y -= y;
+ }
+ (*prevPts).x -= x;
+ (*prevPts).y -= y;
+ segList++;
+ prevPts++;
+ }
+ LinkPolyobj(po);
+ return false;
+ }
+ po->startSpot.x += x;
+ po->startSpot.y += y;
+ LinkPolyobj(po);
+ return true;
+}
+
+//==========================================================================
+//
+// RotatePt
+//
+//==========================================================================
+
+static void RotatePt(int an, fixed_t * x, fixed_t * y, fixed_t startSpotX,
+ fixed_t startSpotY)
+{
+ fixed_t trx, try;
+ fixed_t gxt, gyt;
+
+ trx = *x;
+ try = *y;
+
+ gxt = FixedMul(trx, finecosine[an]);
+ gyt = FixedMul(try, finesine[an]);
+ *x = (gxt - gyt) + startSpotX;
+
+ gxt = FixedMul(trx, finesine[an]);
+ gyt = FixedMul(try, finecosine[an]);
+ *y = (gyt + gxt) + startSpotY;
+}
+
+//==========================================================================
+//
+// PO_RotatePolyobj
+//
+//==========================================================================
+
+boolean PO_RotatePolyobj(int num, angle_t angle)
+{
+ int count;
+ seg_t **segList;
+ vertex_t *originalPts;
+ vertex_t *prevPts;
+ int an;
+ polyobj_t *po;
+ boolean blocked;
+
+ if (!(po = GetPolyobj(num)))
+ {
+ I_Error("PO_RotatePolyobj: Invalid polyobj number: %d\n", num);
+ }
+ an = (po->angle + angle) >> ANGLETOFINESHIFT;
+
+ UnLinkPolyobj(po);
+
+ segList = po->segs;
+ originalPts = po->originalPts;
+ prevPts = po->prevPts;
+
+ for (count = po->numsegs; count; count--, segList++, originalPts++,
+ prevPts++)
+ {
+ prevPts->x = (*segList)->v1->x;
+ prevPts->y = (*segList)->v1->y;
+ (*segList)->v1->x = originalPts->x;
+ (*segList)->v1->y = originalPts->y;
+ RotatePt(an, &(*segList)->v1->x, &(*segList)->v1->y, po->startSpot.x,
+ po->startSpot.y);
+ }
+ segList = po->segs;
+ blocked = false;
+ validcount++;
+ for (count = po->numsegs; count; count--, segList++)
+ {
+ if (CheckMobjBlocking(*segList, po))
+ {
+ blocked = true;
+ }
+ if ((*segList)->linedef->validcount != validcount)
+ {
+ UpdateSegBBox(*segList);
+ (*segList)->linedef->validcount = validcount;
+ }
+ (*segList)->angle += angle;
+ }
+ if (blocked)
+ {
+ segList = po->segs;
+ prevPts = po->prevPts;
+ for (count = po->numsegs; count; count--, segList++, prevPts++)
+ {
+ (*segList)->v1->x = prevPts->x;
+ (*segList)->v1->y = prevPts->y;
+ }
+ segList = po->segs;
+ validcount++;
+ for (count = po->numsegs; count; count--, segList++, prevPts++)
+ {
+ if ((*segList)->linedef->validcount != validcount)
+ {
+ UpdateSegBBox(*segList);
+ (*segList)->linedef->validcount = validcount;
+ }
+ (*segList)->angle -= angle;
+ }
+ LinkPolyobj(po);
+ return false;
+ }
+ po->angle += angle;
+ LinkPolyobj(po);
+ return true;
+}
+
+//==========================================================================
+//
+// UnLinkPolyobj
+//
+//==========================================================================
+
+static void UnLinkPolyobj(polyobj_t * po)
+{
+ polyblock_t *link;
+ int i, j;
+ int index;
+
+ // remove the polyobj from each blockmap section
+ for (j = po->bbox[BOXBOTTOM]; j <= po->bbox[BOXTOP]; j++)
+ {
+ index = j * bmapwidth;
+ for (i = po->bbox[BOXLEFT]; i <= po->bbox[BOXRIGHT]; i++)
+ {
+ if (i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight)
+ {
+ link = PolyBlockMap[index + i];
+ while (link != NULL && link->polyobj != po)
+ {
+ link = link->next;
+ }
+ if (link == NULL)
+ { // polyobj not located in the link cell
+ continue;
+ }
+ link->polyobj = NULL;
+ }
+ }
+ }
+}
+
+//==========================================================================
+//
+// LinkPolyobj
+//
+//==========================================================================
+
+static void LinkPolyobj(polyobj_t * po)
+{
+ int leftX, rightX;
+ int topY, bottomY;
+ seg_t **tempSeg;
+ polyblock_t **link;
+ polyblock_t *tempLink;
+ int i, j;
+
+ // calculate the polyobj bbox
+ tempSeg = po->segs;
+ rightX = leftX = (*tempSeg)->v1->x;
+ topY = bottomY = (*tempSeg)->v1->y;
+
+ for (i = 0; i < po->numsegs; i++, tempSeg++)
+ {
+ if ((*tempSeg)->v1->x > rightX)
+ {
+ rightX = (*tempSeg)->v1->x;
+ }
+ if ((*tempSeg)->v1->x < leftX)
+ {
+ leftX = (*tempSeg)->v1->x;
+ }
+ if ((*tempSeg)->v1->y > topY)
+ {
+ topY = (*tempSeg)->v1->y;
+ }
+ if ((*tempSeg)->v1->y < bottomY)
+ {
+ bottomY = (*tempSeg)->v1->y;
+ }
+ }
+ po->bbox[BOXRIGHT] = (rightX - bmaporgx) >> MAPBLOCKSHIFT;
+ po->bbox[BOXLEFT] = (leftX - bmaporgx) >> MAPBLOCKSHIFT;
+ po->bbox[BOXTOP] = (topY - bmaporgy) >> MAPBLOCKSHIFT;
+ po->bbox[BOXBOTTOM] = (bottomY - bmaporgy) >> MAPBLOCKSHIFT;
+ // add the polyobj to each blockmap section
+ for (j = po->bbox[BOXBOTTOM] * bmapwidth;
+ j <= po->bbox[BOXTOP] * bmapwidth; j += bmapwidth)
+ {
+ for (i = po->bbox[BOXLEFT]; i <= po->bbox[BOXRIGHT]; i++)
+ {
+ if (i >= 0 && i < bmapwidth && j >= 0
+ && j < bmapheight * bmapwidth)
+ {
+ link = &PolyBlockMap[j + i];
+ if (!(*link))
+ { // Create a new link at the current block cell
+ *link = Z_Malloc(sizeof(polyblock_t), PU_LEVEL, 0);
+ (*link)->next = NULL;
+ (*link)->prev = NULL;
+ (*link)->polyobj = po;
+ continue;
+ }
+ else
+ {
+ tempLink = *link;
+ while (tempLink->next != NULL
+ && tempLink->polyobj != NULL)
+ {
+ tempLink = tempLink->next;
+ }
+ }
+ if (tempLink->polyobj == NULL)
+ {
+ tempLink->polyobj = po;
+ continue;
+ }
+ else
+ {
+ tempLink->next = Z_Malloc(sizeof(polyblock_t),
+ PU_LEVEL, 0);
+ tempLink->next->next = NULL;
+ tempLink->next->prev = tempLink;
+ tempLink->next->polyobj = po;
+ }
+ }
+ // else, don't link the polyobj, since it's off the map
+ }
+ }
+}
+
+//==========================================================================
+//
+// CheckMobjBlocking
+//
+//==========================================================================
+
+static boolean CheckMobjBlocking(seg_t * seg, polyobj_t * po)
+{
+ mobj_t *mobj;
+ int i, j;
+ int left, right, top, bottom;
+ int tmbbox[4];
+ line_t *ld;
+ boolean blocked;
+
+ ld = seg->linedef;
+
+ top = (ld->bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+ bottom = (ld->bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ left = (ld->bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ right = (ld->bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+
+ blocked = false;
+
+ bottom = bottom < 0 ? 0 : bottom;
+ bottom = bottom >= bmapheight ? bmapheight - 1 : bottom;
+ top = top < 0 ? 0 : top;
+ top = top >= bmapheight ? bmapheight - 1 : top;
+ left = left < 0 ? 0 : left;
+ left = left >= bmapwidth ? bmapwidth - 1 : left;
+ right = right < 0 ? 0 : right;
+ right = right >= bmapwidth ? bmapwidth - 1 : right;
+
+ for (j = bottom * bmapwidth; j <= top * bmapwidth; j += bmapwidth)
+ {
+ for (i = left; i <= right; i++)
+ {
+ for (mobj = blocklinks[j + i]; mobj; mobj = mobj->bnext)
+ {
+ if (mobj->flags & MF_SOLID || mobj->player)
+ {
+ tmbbox[BOXTOP] = mobj->y + mobj->radius;
+ tmbbox[BOXBOTTOM] = mobj->y - mobj->radius;
+ tmbbox[BOXLEFT] = mobj->x - mobj->radius;
+ tmbbox[BOXRIGHT] = mobj->x + mobj->radius;
+
+ if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
+ || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
+ || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
+ || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
+ {
+ continue;
+ }
+ if (P_BoxOnLineSide(tmbbox, ld) != -1)
+ {
+ continue;
+ }
+ ThrustMobj(mobj, seg, po);
+ blocked = true;
+ }
+ }
+ }
+ }
+ return blocked;
+}
+
+//==========================================================================
+//
+// InitBlockMap
+//
+//==========================================================================
+
+static void InitBlockMap(void)
+{
+ int i;
+
+ int j;
+ seg_t **segList;
+ int area;
+ int leftX, rightX;
+ int topY, bottomY;
+
+ PolyBlockMap = Z_Malloc(bmapwidth * bmapheight * sizeof(polyblock_t *),
+ PU_LEVEL, 0);
+ memset(PolyBlockMap, 0, bmapwidth * bmapheight * sizeof(polyblock_t *));
+
+ for (i = 0; i < po_NumPolyobjs; i++)
+ {
+ LinkPolyobj(&polyobjs[i]);
+
+ // calculate a rough area
+ // right now, working like shit...gotta fix this...
+ segList = polyobjs[i].segs;
+ leftX = rightX = (*segList)->v1->x;
+ topY = bottomY = (*segList)->v1->y;
+ for (j = 0; j < polyobjs[i].numsegs; j++, segList++)
+ {
+ if ((*segList)->v1->x < leftX)
+ {
+ leftX = (*segList)->v1->x;
+ }
+ if ((*segList)->v1->x > rightX)
+ {
+ rightX = (*segList)->v1->x;
+ }
+ if ((*segList)->v1->y < bottomY)
+ {
+ bottomY = (*segList)->v1->y;
+ }
+ if ((*segList)->v1->y > topY)
+ {
+ topY = (*segList)->v1->y;
+ }
+ }
+ area = ((rightX >> FRACBITS) - (leftX >> FRACBITS)) *
+ ((topY >> FRACBITS) - (bottomY >> FRACBITS));
+
+// fprintf(stdaux, "Area of Polyobj[%d]: %d\n", polyobjs[i].tag, area);
+// fprintf(stdaux, "\t[%d]\n[%d]\t\t[%d]\n\t[%d]\n", topY>>FRACBITS,
+// leftX>>FRACBITS,
+// rightX>>FRACBITS, bottomY>>FRACBITS);
+ }
+}
+
+//==========================================================================
+//
+// IterFindPolySegs
+//
+// Passing NULL for segList will cause IterFindPolySegs to
+// count the number of segs in the polyobj
+//==========================================================================
+
+static void IterFindPolySegs(int x, int y, seg_t ** segList)
+{
+ int i;
+
+ if (x == PolyStartX && y == PolyStartY)
+ {
+ return;
+ }
+ for (i = 0; i < numsegs; i++)
+ {
+ if (segs[i].v1->x == x && segs[i].v1->y == y)
+ {
+ if (!segList)
+ {
+ PolySegCount++;
+ }
+ else
+ {
+ *segList++ = &segs[i];
+ }
+ IterFindPolySegs(segs[i].v2->x, segs[i].v2->y, segList);
+ return;
+ }
+ }
+ I_Error("IterFindPolySegs: Non-closed Polyobj located.\n");
+}
+
+
+//==========================================================================
+//
+// SpawnPolyobj
+//
+//==========================================================================
+
+static void SpawnPolyobj(int index, int tag, boolean crush)
+{
+ int i;
+ int j;
+ int psIndex;
+ int psIndexOld;
+ seg_t *polySegList[PO_MAXPOLYSEGS];
+
+ for (i = 0; i < numsegs; i++)
+ {
+ if (segs[i].linedef->special == PO_LINE_START &&
+ segs[i].linedef->arg1 == tag)
+ {
+ if (polyobjs[index].segs)
+ {
+ I_Error("SpawnPolyobj: Polyobj %d already spawned.\n", tag);
+ }
+ segs[i].linedef->special = 0;
+ segs[i].linedef->arg1 = 0;
+ PolySegCount = 1;
+ PolyStartX = segs[i].v1->x;
+ PolyStartY = segs[i].v1->y;
+ IterFindPolySegs(segs[i].v2->x, segs[i].v2->y, NULL);
+
+ polyobjs[index].numsegs = PolySegCount;
+ polyobjs[index].segs = Z_Malloc(PolySegCount * sizeof(seg_t *),
+ PU_LEVEL, 0);
+ *(polyobjs[index].segs) = &segs[i]; // insert the first seg
+ IterFindPolySegs(segs[i].v2->x, segs[i].v2->y,
+ polyobjs[index].segs + 1);
+ polyobjs[index].crush = crush;
+ polyobjs[index].tag = tag;
+ polyobjs[index].seqType = segs[i].linedef->arg3;
+ if (polyobjs[index].seqType < 0
+ || polyobjs[index].seqType >= SEQTYPE_NUMSEQ)
+ {
+ polyobjs[index].seqType = 0;
+ }
+ break;
+ }
+ }
+ if (!polyobjs[index].segs)
+ { // didn't find a polyobj through PO_LINE_START
+ psIndex = 0;
+ polyobjs[index].numsegs = 0;
+ for (j = 1; j < PO_MAXPOLYSEGS; j++)
+ {
+ psIndexOld = psIndex;
+ for (i = 0; i < numsegs; i++)
+ {
+ if (segs[i].linedef->special == PO_LINE_EXPLICIT &&
+ segs[i].linedef->arg1 == tag)
+ {
+ if (!segs[i].linedef->arg2)
+ {
+ I_Error
+ ("SpawnPolyobj: Explicit line missing order number (probably %d) in poly %d.\n",
+ j + 1, tag);
+ }
+ if (segs[i].linedef->arg2 == j)
+ {
+ polySegList[psIndex] = &segs[i];
+ polyobjs[index].numsegs++;
+ psIndex++;
+ if (psIndex > PO_MAXPOLYSEGS)
+ {
+ I_Error
+ ("SpawnPolyobj: psIndex > PO_MAXPOLYSEGS\n");
+ }
+ }
+ }
+ }
+ // Clear out any specials for these segs...we cannot clear them out
+ // in the above loop, since we aren't guaranteed one seg per
+ // linedef.
+ for (i = 0; i < numsegs; i++)
+ {
+ if (segs[i].linedef->special == PO_LINE_EXPLICIT &&
+ segs[i].linedef->arg1 == tag
+ && segs[i].linedef->arg2 == j)
+ {
+ segs[i].linedef->special = 0;
+ segs[i].linedef->arg1 = 0;
+ }
+ }
+ if (psIndex == psIndexOld)
+ { // Check if an explicit line order has been skipped
+ // A line has been skipped if there are any more explicit
+ // lines with the current tag value
+ for (i = 0; i < numsegs; i++)
+ {
+ if (segs[i].linedef->special == PO_LINE_EXPLICIT &&
+ segs[i].linedef->arg1 == tag)
+ {
+ I_Error
+ ("SpawnPolyobj: Missing explicit line %d for poly %d\n",
+ j, tag);
+ }
+ }
+ }
+ }
+ if (polyobjs[index].numsegs)
+ {
+ PolySegCount = polyobjs[index].numsegs; // PolySegCount used globally
+ polyobjs[index].crush = crush;
+ polyobjs[index].tag = tag;
+ polyobjs[index].segs = Z_Malloc(polyobjs[index].numsegs
+ * sizeof(seg_t *), PU_LEVEL, 0);
+ for (i = 0; i < polyobjs[index].numsegs; i++)
+ {
+ polyobjs[index].segs[i] = polySegList[i];
+ }
+ polyobjs[index].seqType = (*polyobjs[index].segs)->linedef->arg4;
+ }
+ // Next, change the polyobjs first line to point to a mirror
+ // if it exists
+ (*polyobjs[index].segs)->linedef->arg2 =
+ (*polyobjs[index].segs)->linedef->arg3;
+ }
+}
+
+//==========================================================================
+//
+// TranslateToStartSpot
+//
+//==========================================================================
+
+static void TranslateToStartSpot(int tag, int originX, int originY)
+{
+ seg_t **tempSeg;
+ seg_t **veryTempSeg;
+ vertex_t *tempPt;
+ subsector_t *sub;
+ polyobj_t *po;
+ int deltaX;
+ int deltaY;
+ vertex_t avg; // used to find a polyobj's center, and hence subsector
+ int i;
+
+ po = NULL;
+ for (i = 0; i < po_NumPolyobjs; i++)
+ {
+ if (polyobjs[i].tag == tag)
+ {
+ po = &polyobjs[i];
+ break;
+ }
+ }
+ if (!po)
+ { // didn't match the tag with a polyobj tag
+ I_Error("TranslateToStartSpot: Unable to match polyobj tag: %d\n",
+ tag);
+ }
+ if (po->segs == NULL)
+ {
+ I_Error
+ ("TranslateToStartSpot: Anchor point located without a StartSpot point: %d\n",
+ tag);
+ }
+ po->originalPts = Z_Malloc(po->numsegs * sizeof(vertex_t), PU_LEVEL, 0);
+ po->prevPts = Z_Malloc(po->numsegs * sizeof(vertex_t), PU_LEVEL, 0);
+ deltaX = originX - po->startSpot.x;
+ deltaY = originY - po->startSpot.y;
+
+ tempSeg = po->segs;
+ tempPt = po->originalPts;
+ avg.x = 0;
+ avg.y = 0;
+
+ validcount++;
+ for (i = 0; i < po->numsegs; i++, tempSeg++, tempPt++)
+ {
+ if ((*tempSeg)->linedef->validcount != validcount)
+ {
+ (*tempSeg)->linedef->bbox[BOXTOP] -= deltaY;
+ (*tempSeg)->linedef->bbox[BOXBOTTOM] -= deltaY;
+ (*tempSeg)->linedef->bbox[BOXLEFT] -= deltaX;
+ (*tempSeg)->linedef->bbox[BOXRIGHT] -= deltaX;
+ (*tempSeg)->linedef->validcount = validcount;
+ }
+ for (veryTempSeg = po->segs; veryTempSeg != tempSeg; veryTempSeg++)
+ {
+ if ((*veryTempSeg)->v1 == (*tempSeg)->v1)
+ {
+ break;
+ }
+ }
+ if (veryTempSeg == tempSeg)
+ { // the point hasn't been translated, yet
+ (*tempSeg)->v1->x -= deltaX;
+ (*tempSeg)->v1->y -= deltaY;
+ }
+ avg.x += (*tempSeg)->v1->x >> FRACBITS;
+ avg.y += (*tempSeg)->v1->y >> FRACBITS;
+ // the original Pts are based off the startSpot Pt, and are
+ // unique to each seg, not each linedef
+ tempPt->x = (*tempSeg)->v1->x - po->startSpot.x;
+ tempPt->y = (*tempSeg)->v1->y - po->startSpot.y;
+ }
+ avg.x /= po->numsegs;
+ avg.y /= po->numsegs;
+ sub = R_PointInSubsector(avg.x << FRACBITS, avg.y << FRACBITS);
+ if (sub->poly != NULL)
+ {
+ I_Error
+ ("PO_TranslateToStartSpot: Multiple polyobjs in a single subsector.\n");
+ }
+ sub->poly = po;
+}
+
+//==========================================================================
+//
+// PO_Init
+//
+//==========================================================================
+
+void PO_Init(int lump)
+{
+ byte *data;
+ int i;
+ mapthing_t spawnthing;
+ mapthing_t *mt;
+ int numthings;
+ int polyIndex;
+
+ polyobjs = Z_Malloc(po_NumPolyobjs * sizeof(polyobj_t), PU_LEVEL, 0);
+ memset(polyobjs, 0, po_NumPolyobjs * sizeof(polyobj_t));
+
+ data = W_CacheLumpNum(lump, PU_STATIC);
+ numthings = W_LumpLength(lump) / sizeof(mapthing_t);
+ mt = (mapthing_t *) data;
+ polyIndex = 0; // index polyobj number
+ // Find the startSpot points, and spawn each polyobj
+ for (i = 0; i < numthings; i++, mt++)
+ {
+ spawnthing.x = SHORT(mt->x);
+ spawnthing.y = SHORT(mt->y);
+ spawnthing.angle = SHORT(mt->angle);
+ spawnthing.type = SHORT(mt->type);
+
+ // 3001 = no crush, 3002 = crushing
+ if (spawnthing.type == PO_SPAWN_TYPE
+ || spawnthing.type == PO_SPAWNCRUSH_TYPE)
+ { // Polyobj StartSpot Pt.
+ polyobjs[polyIndex].startSpot.x = spawnthing.x << FRACBITS;
+ polyobjs[polyIndex].startSpot.y = spawnthing.y << FRACBITS;
+ SpawnPolyobj(polyIndex, spawnthing.angle,
+ (spawnthing.type == PO_SPAWNCRUSH_TYPE));
+ polyIndex++;
+ }
+ }
+ mt = (mapthing_t *) data;
+ for (i = 0; i < numthings; i++, mt++)
+ {
+ spawnthing.x = SHORT(mt->x);
+ spawnthing.y = SHORT(mt->y);
+ spawnthing.angle = SHORT(mt->angle);
+ spawnthing.type = SHORT(mt->type);
+ if (spawnthing.type == PO_ANCHOR_TYPE)
+ { // Polyobj Anchor Pt.
+ TranslateToStartSpot(spawnthing.angle,
+ spawnthing.x << FRACBITS,
+ spawnthing.y << FRACBITS);
+ }
+ }
+ W_ReleaseLumpNum(lump);
+ // check for a startspot without an anchor point
+ for (i = 0; i < po_NumPolyobjs; i++)
+ {
+ if (!polyobjs[i].originalPts)
+ {
+ I_Error
+ ("PO_Init: StartSpot located without an Anchor point: %d\n",
+ polyobjs[i].tag);
+ }
+ }
+ InitBlockMap();
+}
+
+//==========================================================================
+//
+// PO_Busy
+//
+//==========================================================================
+
+boolean PO_Busy(int polyobj)
+{
+ polyobj_t *poly;
+
+ poly = GetPolyobj(polyobj);
+ if (!poly->specialdata)
+ {
+ return false;
+ }
+ else
+ {
+ return true;
+ }
+}
diff --git a/src/hexen/r_bsp.c b/src/hexen/r_bsp.c
new file mode 100644
index 00000000..6f65e1a4
--- /dev/null
+++ b/src/hexen/r_bsp.c
@@ -0,0 +1,505 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "i_system.h"
+#include "m_bbox.h"
+#include "r_local.h"
+
+seg_t *curline;
+side_t *sidedef;
+line_t *linedef;
+sector_t *frontsector, *backsector;
+
+drawseg_t drawsegs[MAXDRAWSEGS], *ds_p;
+
+void R_StoreWallRange(int start, int stop);
+
+/*
+====================
+=
+= R_ClearDrawSegs
+=
+====================
+*/
+
+void R_ClearDrawSegs(void)
+{
+ ds_p = drawsegs;
+}
+
+//=============================================================================
+
+
+/*
+===============================================================================
+=
+= ClipWallSegment
+=
+= Clips the given range of columns and includes it in the new clip list
+===============================================================================
+*/
+
+typedef struct
+{
+ int first, last;
+} cliprange_t;
+
+#define MAXSEGS 32
+
+cliprange_t solidsegs[MAXSEGS], *newend; // newend is one past the last valid seg
+
+
+void R_ClipSolidWallSegment(int first, int last)
+{
+ cliprange_t *next, *start;
+
+// find the first range that touches the range (adjacent pixels are touching)
+ start = solidsegs;
+ while (start->last < first - 1)
+ start++;
+
+ if (first < start->first)
+ {
+ if (last < start->first - 1)
+ { // post is entirely visible (above start), so insert a new clippost
+ R_StoreWallRange(first, last);
+ next = newend;
+ newend++;
+ while (next != start)
+ {
+ *next = *(next - 1);
+ next--;
+ }
+ next->first = first;
+ next->last = last;
+ return;
+ }
+
+ // there is a fragment above *start
+ R_StoreWallRange(first, start->first - 1);
+ start->first = first; // adjust the clip size
+ }
+
+ if (last <= start->last)
+ return; // bottom contained in start
+
+ next = start;
+ while (last >= (next + 1)->first - 1)
+ {
+ // there is a fragment between two posts
+ R_StoreWallRange(next->last + 1, (next + 1)->first - 1);
+ next++;
+ if (last <= next->last)
+ { // bottom is contained in next
+ start->last = next->last; // adjust the clip size
+ goto crunch;
+ }
+ }
+
+ // there is a fragment after *next
+ R_StoreWallRange(next->last + 1, last);
+ start->last = last; // adjust the clip size
+
+
+// remove start+1 to next from the clip list,
+// because start now covers their area
+ crunch:
+ if (next == start)
+ return; // post just extended past the bottom of one post
+
+ while (next++ != newend) // remove a post
+ *++start = *next;
+ newend = start + 1;
+}
+
+/*
+===============================================================================
+=
+= R_ClipPassWallSegment
+=
+= Clips the given range of columns, but does not includes it in the clip list
+===============================================================================
+*/
+
+void R_ClipPassWallSegment(int first, int last)
+{
+ cliprange_t *start;
+
+// find the first range that touches the range (adjacent pixels are touching)
+ start = solidsegs;
+ while (start->last < first - 1)
+ start++;
+
+ if (first < start->first)
+ {
+ if (last < start->first - 1)
+ { // post is entirely visible (above start)
+ R_StoreWallRange(first, last);
+ return;
+ }
+
+ // there is a fragment above *start
+ R_StoreWallRange(first, start->first - 1);
+ }
+
+ if (last <= start->last)
+ return; // bottom contained in start
+
+ while (last >= (start + 1)->first - 1)
+ {
+ // there is a fragment between two posts
+ R_StoreWallRange(start->last + 1, (start + 1)->first - 1);
+ start++;
+ if (last <= start->last)
+ return;
+ }
+
+ // there is a fragment after *next
+ R_StoreWallRange(start->last + 1, last);
+}
+
+
+
+/*
+====================
+=
+= R_ClearClipSegs
+=
+====================
+*/
+
+void R_ClearClipSegs(void)
+{
+ solidsegs[0].first = -0x7fffffff;
+ solidsegs[0].last = -1;
+ solidsegs[1].first = viewwidth;
+ solidsegs[1].last = 0x7fffffff;
+ newend = solidsegs + 2;
+}
+
+
+//=============================================================================
+
+/*
+======================
+=
+= R_AddLine
+=
+= Clips the given segment and adds any visible pieces to the line list
+=
+======================
+*/
+
+void R_AddLine(seg_t * line)
+{
+ int x1, x2;
+ angle_t angle1, angle2, span, tspan;
+
+ curline = line;
+
+// OPTIMIZE: quickly reject orthogonal back sides
+
+ angle1 = R_PointToAngle(line->v1->x, line->v1->y);
+ angle2 = R_PointToAngle(line->v2->x, line->v2->y);
+
+//
+// clip to view edges
+// OPTIMIZE: make constant out of 2*clipangle (FIELDOFVIEW)
+ span = angle1 - angle2;
+ if (span >= ANG180)
+ return; // back side
+
+ rw_angle1 = angle1; // global angle needed by segcalc
+ angle1 -= viewangle;
+ angle2 -= viewangle;
+
+ tspan = angle1 + clipangle;
+ if (tspan > 2 * clipangle)
+ {
+ tspan -= 2 * clipangle;
+ if (tspan >= span)
+ return; // totally off the left edge
+ angle1 = clipangle;
+ }
+ tspan = clipangle - angle2;
+ if (tspan > 2 * clipangle)
+ {
+ tspan -= 2 * clipangle;
+ if (tspan >= span)
+ return; // totally off the left edge
+ angle2 = -clipangle;
+ }
+
+//
+// the seg is in the view range, but not necessarily visible
+//
+ angle1 = (angle1 + ANG90) >> ANGLETOFINESHIFT;
+ angle2 = (angle2 + ANG90) >> ANGLETOFINESHIFT;
+ x1 = viewangletox[angle1];
+ x2 = viewangletox[angle2];
+ if (x1 == x2)
+ return; // does not cross a pixel
+
+ backsector = line->backsector;
+
+ if (!backsector)
+ goto clipsolid; // single sided line
+
+ if (backsector->ceilingheight <= frontsector->floorheight
+ || backsector->floorheight >= frontsector->ceilingheight)
+ goto clipsolid; // closed door
+
+ if (backsector->ceilingheight != frontsector->ceilingheight
+ || backsector->floorheight != frontsector->floorheight)
+ goto clippass; // window
+
+// reject empty lines used for triggers and special events
+ if (backsector->ceilingpic == frontsector->ceilingpic
+ && backsector->floorpic == frontsector->floorpic
+ && backsector->lightlevel == frontsector->lightlevel
+ && backsector->special == frontsector->special
+ && curline->sidedef->midtexture == 0)
+ return;
+
+ clippass:
+ R_ClipPassWallSegment(x1, x2 - 1);
+ return;
+
+ clipsolid:
+ R_ClipSolidWallSegment(x1, x2 - 1);
+}
+
+//============================================================================
+
+
+/*
+===============================================================================
+=
+= R_CheckBBox
+=
+= Returns true if some part of the bbox might be visible
+=
+===============================================================================
+*/
+
+int checkcoord[12][4] = {
+ {3, 0, 2, 1},
+ {3, 0, 2, 0},
+ {3, 1, 2, 0},
+ {0},
+ {2, 0, 2, 1},
+ {0, 0, 0, 0},
+ {3, 1, 3, 0},
+ {0},
+ {2, 0, 3, 1},
+ {2, 1, 3, 1},
+ {2, 1, 3, 0}
+};
+
+
+boolean R_CheckBBox(fixed_t * bspcoord)
+{
+ int boxx, boxy, boxpos;
+ fixed_t x1, y1, x2, y2;
+ angle_t angle1, angle2, span, tspan;
+ cliprange_t *start;
+ int sx1, sx2;
+
+// find the corners of the box that define the edges from current viewpoint
+ if (viewx <= bspcoord[BOXLEFT])
+ boxx = 0;
+ else if (viewx < bspcoord[BOXRIGHT])
+ boxx = 1;
+ else
+ boxx = 2;
+
+ if (viewy >= bspcoord[BOXTOP])
+ boxy = 0;
+ else if (viewy > bspcoord[BOXBOTTOM])
+ boxy = 1;
+ else
+ boxy = 2;
+
+ boxpos = (boxy << 2) + boxx;
+ if (boxpos == 5)
+ return true;
+
+ x1 = bspcoord[checkcoord[boxpos][0]];
+ y1 = bspcoord[checkcoord[boxpos][1]];
+ x2 = bspcoord[checkcoord[boxpos][2]];
+ y2 = bspcoord[checkcoord[boxpos][3]];
+
+
+//
+// check clip list for an open space
+//
+ angle1 = R_PointToAngle(x1, y1) - viewangle;
+ angle2 = R_PointToAngle(x2, y2) - viewangle;
+
+ span = angle1 - angle2;
+ if (span >= ANG180)
+ return true; // sitting on a line
+ tspan = angle1 + clipangle;
+ if (tspan > 2 * clipangle)
+ {
+ tspan -= 2 * clipangle;
+ if (tspan >= span)
+ return false; // totally off the left edge
+ angle1 = clipangle;
+ }
+ tspan = clipangle - angle2;
+ if (tspan > 2 * clipangle)
+ {
+ tspan -= 2 * clipangle;
+ if (tspan >= span)
+ return false; // totally off the left edge
+ angle2 = -clipangle;
+ }
+
+
+// find the first clippost that touches the source post (adjacent pixels are touching)
+ angle1 = (angle1 + ANG90) >> ANGLETOFINESHIFT;
+ angle2 = (angle2 + ANG90) >> ANGLETOFINESHIFT;
+ sx1 = viewangletox[angle1];
+ sx2 = viewangletox[angle2];
+ if (sx1 == sx2)
+ return false; // does not cross a pixel
+ sx2--;
+
+ start = solidsegs;
+ while (start->last < sx2)
+ start++;
+ if (sx1 >= start->first && sx2 <= start->last)
+ return false; // the clippost contains the new span
+
+ return true;
+}
+
+
+/*
+================
+=
+= R_Subsector
+=
+= Draw one or more segments
+================
+*/
+
+void R_Subsector(int num)
+{
+ int count;
+ seg_t *line;
+ subsector_t *sub;
+ int polyCount;
+ seg_t **polySeg;
+
+#ifdef RANGECHECK
+ if (num >= numsubsectors)
+ I_Error("R_Subsector: ss %i with numss = %i", num, numsubsectors);
+#endif
+
+ sscount++;
+ sub = &subsectors[num];
+ frontsector = sub->sector;
+ count = sub->numlines;
+ line = &segs[sub->firstline];
+
+ if (frontsector->floorheight < viewz)
+ {
+ floorplane = R_FindPlane(frontsector->floorheight,
+ frontsector->floorpic,
+ frontsector->lightlevel,
+ frontsector->special);
+ }
+ else
+ {
+ floorplane = NULL;
+ }
+
+ if (frontsector->ceilingheight > viewz
+ || frontsector->ceilingpic == skyflatnum)
+ {
+ ceilingplane = R_FindPlane(frontsector->ceilingheight,
+ frontsector->ceilingpic,
+ frontsector->lightlevel, 0);
+ }
+ else
+ {
+ ceilingplane = NULL;
+ }
+
+ R_AddSprites(frontsector);
+ if (sub->poly)
+ { // Render the polyobj in the subsector first
+ polyCount = sub->poly->numsegs;
+ polySeg = sub->poly->segs;
+ while (polyCount--)
+ {
+ R_AddLine(*polySeg++);
+ }
+ }
+ while (count--)
+ {
+ R_AddLine(line);
+ line++;
+ }
+}
+
+
+/*
+===============================================================================
+=
+= RenderBSPNode
+=
+===============================================================================
+*/
+
+void R_RenderBSPNode(int bspnum)
+{
+ node_t *bsp;
+ int side;
+
+ if (bspnum & NF_SUBSECTOR)
+ {
+ if (bspnum == -1)
+ R_Subsector(0);
+ else
+ R_Subsector(bspnum & (~NF_SUBSECTOR));
+ return;
+ }
+
+ bsp = &nodes[bspnum];
+
+//
+// decide which side the view point is on
+//
+ side = R_PointOnSide(viewx, viewy, bsp);
+
+ R_RenderBSPNode(bsp->children[side]); // recursively divide front space
+
+ if (R_CheckBBox(bsp->bbox[side ^ 1])) // possibly divide back space
+ R_RenderBSPNode(bsp->children[side ^ 1]);
+}
diff --git a/src/hexen/r_data.c b/src/hexen/r_data.c
new file mode 100644
index 00000000..b82c0ff6
--- /dev/null
+++ b/src/hexen/r_data.c
@@ -0,0 +1,708 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "i_system.h"
+#include "i_swap.h"
+#include "r_local.h"
+#include "p_local.h"
+
+typedef struct
+{
+ int originx; // block origin (allways UL), which has allready
+ int originy; // accounted for the patch's internal origin
+ int patch;
+} texpatch_t;
+
+// a maptexturedef_t describes a rectangular texture, which is composed of one
+// or more mappatch_t structures that arrange graphic patches
+typedef struct
+{
+ char name[8]; // for switch changing, etc
+ short width;
+ short height;
+ short patchcount;
+ texpatch_t patches[1]; // [patchcount] drawn back to front
+ // into the cached texture
+} texture_t;
+
+
+
+int firstflat, lastflat, numflats;
+int firstpatch, lastpatch, numpatches;
+int firstspritelump, lastspritelump, numspritelumps;
+
+int numtextures;
+texture_t **textures;
+int *texturewidthmask;
+fixed_t *textureheight; // needed for texture pegging
+int *texturecompositesize;
+short **texturecolumnlump;
+unsigned short **texturecolumnofs;
+byte **texturecomposite;
+
+int *flattranslation; // for global animation
+int *texturetranslation; // for global animation
+
+fixed_t *spritewidth; // needed for pre rendering
+fixed_t *spriteoffset;
+fixed_t *spritetopoffset;
+
+lighttable_t *colormaps;
+
+
+/*
+==============================================================================
+
+ MAPTEXTURE_T CACHING
+
+when a texture is first needed, it counts the number of composite columns
+required in the texture and allocates space for a column directory and any
+new columns. The directory will simply point inside other patches if there
+is only one patch in a given column, but any columns with multiple patches
+will have new column_ts generated.
+
+==============================================================================
+*/
+
+/*
+===================
+=
+= R_DrawColumnInCache
+=
+= Clip and draw a column from a patch into a cached post
+=
+===================
+*/
+
+void R_DrawColumnInCache(column_t * patch, byte * cache, int originy,
+ int cacheheight)
+{
+ int count, position;
+ byte *source, *dest;
+
+ dest = (byte *) cache + 3;
+
+ while (patch->topdelta != 0xff)
+ {
+ source = (byte *) patch + 3;
+ count = patch->length;
+ position = originy + patch->topdelta;
+ if (position < 0)
+ {
+ count += position;
+ position = 0;
+ }
+ if (position + count > cacheheight)
+ count = cacheheight - position;
+ if (count > 0)
+ memcpy(cache + position, source, count);
+
+ patch = (column_t *) ((byte *) patch + patch->length + 4);
+ }
+}
+
+
+/*
+===================
+=
+= R_GenerateComposite
+=
+===================
+*/
+
+void R_GenerateComposite(int texnum)
+{
+ byte *block;
+ texture_t *texture;
+ texpatch_t *patch;
+ patch_t *realpatch;
+ int x, x1, x2;
+ int i;
+ column_t *patchcol;
+ short *collump;
+ unsigned short *colofs;
+
+ texture = textures[texnum];
+ block = Z_Malloc(texturecompositesize[texnum], PU_STATIC,
+ &texturecomposite[texnum]);
+ collump = texturecolumnlump[texnum];
+ colofs = texturecolumnofs[texnum];
+
+//
+// composite the columns together
+//
+ patch = texture->patches;
+
+ for (i = 0, patch = texture->patches; i < texture->patchcount;
+ i++, patch++)
+ {
+ realpatch = W_CacheLumpNum(patch->patch, PU_CACHE);
+ x1 = patch->originx;
+ x2 = x1 + SHORT(realpatch->width);
+
+ if (x1 < 0)
+ x = 0;
+ else
+ x = x1;
+ if (x2 > texture->width)
+ x2 = texture->width;
+
+ for (; x < x2; x++)
+ {
+ if (collump[x] >= 0)
+ continue; // column does not have multiple patches
+ patchcol = (column_t *) ((byte *) realpatch +
+ LONG(realpatch->columnofs[x - x1]));
+ R_DrawColumnInCache(patchcol, block + colofs[x], patch->originy,
+ texture->height);
+ }
+
+ }
+
+// now that the texture has been built, it is purgable
+ Z_ChangeTag(block, PU_CACHE);
+}
+
+
+/*
+===================
+=
+= R_GenerateLookup
+=
+===================
+*/
+
+void R_GenerateLookup(int texnum)
+{
+ texture_t *texture;
+ byte *patchcount; // [texture->width]
+ texpatch_t *patch;
+ patch_t *realpatch;
+ int x, x1, x2;
+ int i;
+ short *collump;
+ unsigned short *colofs;
+
+ texture = textures[texnum];
+
+ texturecomposite[texnum] = 0; // composited not created yet
+ texturecompositesize[texnum] = 0;
+ collump = texturecolumnlump[texnum];
+ colofs = texturecolumnofs[texnum];
+
+//
+// count the number of columns that are covered by more than one patch
+// fill in the lump / offset, so columns with only a single patch are
+// all done
+//
+ patchcount = (byte *) Z_Malloc(texture->width, PU_STATIC, &patchcount);
+ memset(patchcount, 0, texture->width);
+ patch = texture->patches;
+
+ for (i = 0, patch = texture->patches; i < texture->patchcount;
+ i++, patch++)
+ {
+ realpatch = W_CacheLumpNum(patch->patch, PU_CACHE);
+ x1 = patch->originx;
+ x2 = x1 + SHORT(realpatch->width);
+ if (x1 < 0)
+ x = 0;
+ else
+ x = x1;
+ if (x2 > texture->width)
+ x2 = texture->width;
+ for (; x < x2; x++)
+ {
+ patchcount[x]++;
+ collump[x] = patch->patch;
+ colofs[x] = LONG(realpatch->columnofs[x - x1]) + 3;
+ }
+ }
+
+ for (x = 0; x < texture->width; x++)
+ {
+ if (!patchcount[x])
+ {
+ ST_Message("R_GenerateLookup: column without a patch (%s)\n",
+ texture->name);
+ return;
+ }
+// I_Error ("R_GenerateLookup: column without a patch");
+ if (patchcount[x] > 1)
+ {
+ collump[x] = -1; // use the cached block
+ colofs[x] = texturecompositesize[texnum];
+ if (texturecompositesize[texnum] > 0x10000 - texture->height)
+ I_Error("R_GenerateLookup: texture %i is >64k", texnum);
+ texturecompositesize[texnum] += texture->height;
+ }
+ }
+
+ Z_Free(patchcount);
+}
+
+
+/*
+================
+=
+= R_GetColumn
+=
+================
+*/
+
+byte *R_GetColumn(int tex, int col)
+{
+ int lump, ofs;
+
+ col &= texturewidthmask[tex];
+ lump = texturecolumnlump[tex][col];
+ ofs = texturecolumnofs[tex][col];
+ if (lump > 0)
+ return (byte *) W_CacheLumpNum(lump, PU_CACHE) + ofs;
+ if (!texturecomposite[tex])
+ R_GenerateComposite(tex);
+ return texturecomposite[tex] + ofs;
+}
+
+
+/*
+==================
+=
+= R_InitTextures
+=
+= Initializes the texture list with the textures from the world map
+=
+==================
+*/
+
+void R_InitTextures(void)
+{
+ maptexture_t *mtexture;
+ texture_t *texture;
+ mappatch_t *mpatch;
+ texpatch_t *patch;
+ int i, j;
+ int *maptex, *maptex2, *maptex1;
+ char name[9], *names, *name_p;
+ int *patchlookup;
+ int totalwidth;
+ int nummappatches;
+ int offset, maxoff, maxoff2;
+ int numtextures1, numtextures2;
+ int *directory;
+
+//
+// load the patch names from pnames.lmp
+//
+ name[8] = 0;
+ names = W_CacheLumpName("PNAMES", PU_STATIC);
+ nummappatches = LONG(*((int *) names));
+ name_p = names + 4;
+ patchlookup = Z_Malloc(nummappatches * sizeof(*patchlookup), PU_STATIC, NULL);
+ for (i = 0; i < nummappatches; i++)
+ {
+ strncpy(name, name_p + i * 8, 8);
+ patchlookup[i] = W_CheckNumForName(name);
+ }
+ W_ReleaseLumpName("PNAMES");
+
+//
+// load the map texture definitions from textures.lmp
+//
+ maptex = maptex1 = W_CacheLumpName("TEXTURE1", PU_STATIC);
+ numtextures1 = LONG(*maptex);
+ maxoff = W_LumpLength(W_GetNumForName("TEXTURE1"));
+ directory = maptex + 1;
+
+ if (W_CheckNumForName("TEXTURE2") != -1)
+ {
+ maptex2 = W_CacheLumpName("TEXTURE2", PU_STATIC);
+ numtextures2 = LONG(*maptex2);
+ maxoff2 = W_LumpLength(W_GetNumForName("TEXTURE2"));
+ }
+ else
+ {
+ maptex2 = NULL;
+ numtextures2 = 0;
+ maxoff2 = 0;
+ }
+ numtextures = numtextures1 + numtextures2;
+
+ textures = Z_Malloc(numtextures * sizeof(texture_t *), PU_STATIC, 0);
+ texturecolumnlump = Z_Malloc(numtextures * sizeof(short *), PU_STATIC, 0);
+ texturecolumnofs = Z_Malloc(numtextures * sizeof(short *), PU_STATIC, 0);
+ texturecomposite = Z_Malloc(numtextures * sizeof(byte *), PU_STATIC, 0);
+ texturecompositesize = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0);
+ texturewidthmask = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0);
+ textureheight = Z_Malloc(numtextures * sizeof(fixed_t), PU_STATIC, 0);
+
+ totalwidth = 0;
+
+ for (i = 0; i < numtextures; i++, directory++)
+ {
+ if (i == numtextures1)
+ { // start looking in second texture file
+ maptex = maptex2;
+ maxoff = maxoff2;
+ directory = maptex + 1;
+ }
+
+ offset = LONG(*directory);
+ if (offset > maxoff)
+ I_Error("R_InitTextures: bad texture directory");
+ mtexture = (maptexture_t *) ((byte *) maptex + offset);
+ texture = textures[i] = Z_Malloc(sizeof(texture_t)
+ +
+ sizeof(texpatch_t) *
+ (SHORT(mtexture->patchcount) - 1),
+ PU_STATIC, 0);
+ texture->width = SHORT(mtexture->width);
+ texture->height = SHORT(mtexture->height);
+ texture->patchcount = SHORT(mtexture->patchcount);
+ memcpy(texture->name, mtexture->name, sizeof(texture->name));
+ mpatch = &mtexture->patches[0];
+ patch = &texture->patches[0];
+ for (j = 0; j < texture->patchcount; j++, mpatch++, patch++)
+ {
+ patch->originx = SHORT(mpatch->originx);
+ patch->originy = SHORT(mpatch->originy);
+ patch->patch = patchlookup[SHORT(mpatch->patch)];
+ if (patch->patch == -1)
+ I_Error("R_InitTextures: Missing patch in texture %s",
+ texture->name);
+ }
+ texturecolumnlump[i] = Z_Malloc(texture->width * sizeof(short), PU_STATIC, 0);
+ texturecolumnofs[i] = Z_Malloc(texture->width * sizeof(short), PU_STATIC, 0);
+ j = 1;
+ while (j * 2 <= texture->width)
+ j <<= 1;
+ texturewidthmask[i] = j - 1;
+ textureheight[i] = texture->height << FRACBITS;
+
+ totalwidth += texture->width;
+ }
+
+ Z_Free(patchlookup);
+
+ W_ReleaseLumpName("TEXTURE1");
+ if (maptex2)
+ W_ReleaseLumpName("TEXTURE2");
+
+//
+// precalculate whatever possible
+//
+ for (i = 0; i < numtextures; i++)
+ {
+ R_GenerateLookup(i);
+ if (!(i & 31))
+ ST_Progress();
+ }
+
+//
+// translation table for global animation
+//
+ texturetranslation = Z_Malloc((numtextures + 1) * sizeof(int), PU_STATIC, 0);
+ for (i = 0; i < numtextures; i++)
+ texturetranslation[i] = i;
+}
+
+
+/*
+================
+=
+= R_InitFlats
+=
+=================
+*/
+
+void R_InitFlats(void)
+{
+ int i;
+
+ firstflat = W_GetNumForName("F_START") + 1;
+ lastflat = W_GetNumForName("F_END") - 1;
+ numflats = lastflat - firstflat + 1;
+
+// translation table for global animation
+ flattranslation = Z_Malloc((numflats + 1) * sizeof(int), PU_STATIC, 0);
+ for (i = 0; i < numflats; i++)
+ flattranslation[i] = i;
+}
+
+
+/*
+================
+=
+= R_InitSpriteLumps
+=
+= Finds the width and hoffset of all sprites in the wad, so the sprite doesn't
+= need to be cached just for the header during rendering
+=================
+*/
+
+void R_InitSpriteLumps(void)
+{
+ int i;
+ patch_t *patch;
+
+ firstspritelump = W_GetNumForName("S_START") + 1;
+ lastspritelump = W_GetNumForName("S_END") - 1;
+ numspritelumps = lastspritelump - firstspritelump + 1;
+ spritewidth = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0);
+ spriteoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0);
+ spritetopoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0);
+
+ for (i = 0; i < numspritelumps; i++)
+ {
+ if (!(i & 127))
+ ST_Progress();
+ patch = W_CacheLumpNum(firstspritelump + i, PU_CACHE);
+ spritewidth[i] = SHORT(patch->width) << FRACBITS;
+ spriteoffset[i] = SHORT(patch->leftoffset) << FRACBITS;
+ spritetopoffset[i] = SHORT(patch->topoffset) << FRACBITS;
+ }
+}
+
+
+/*
+================
+=
+= R_InitColormaps
+=
+=================
+*/
+
+void R_InitColormaps(void)
+{
+ int lump, length;
+//
+// load in the light tables
+// 256 byte align tables
+//
+ lump = W_GetNumForName("COLORMAP");
+ length = W_LumpLength(lump);
+ colormaps = Z_Malloc(length, PU_STATIC, 0);
+ W_ReadLump(lump, colormaps);
+}
+
+
+/*
+================
+=
+= R_InitData
+=
+= Locates all the lumps that will be used by all views
+= Must be called after W_Init
+=================
+*/
+
+void R_InitData(void)
+{
+ R_InitTextures();
+ R_InitFlats();
+ R_InitSpriteLumps();
+ R_InitColormaps();
+}
+
+//=============================================================================
+
+/*
+================
+=
+= R_FlatNumForName
+=
+================
+*/
+
+int R_FlatNumForName(char *name)
+{
+ int i;
+ char namet[9];
+
+ i = W_CheckNumForName(name);
+ if (i == -1)
+ {
+ namet[8] = 0;
+ memcpy(namet, name, 8);
+ I_Error("R_FlatNumForName: %s not found", namet);
+ }
+ return i - firstflat;
+}
+
+
+/*
+================
+=
+= R_CheckTextureNumForName
+=
+================
+*/
+
+int R_CheckTextureNumForName(char *name)
+{
+ int i;
+
+ if (name[0] == '-') // no texture marker
+ return 0;
+
+ for (i = 0; i < numtextures; i++)
+ if (!strncasecmp(textures[i]->name, name, 8))
+ return i;
+
+ return -1;
+}
+
+
+/*
+================
+=
+= R_TextureNumForName
+=
+================
+*/
+
+int R_TextureNumForName(char *name)
+{
+ int i;
+ //char namet[9];
+
+ i = R_CheckTextureNumForName(name);
+ if (i == -1)
+ I_Error("R_TextureNumForName: %s not found", name);
+
+ return i;
+}
+
+
+/*
+=================
+=
+= R_PrecacheLevel
+=
+= Preloads all relevent graphics for the level
+=================
+*/
+
+int flatmemory, texturememory, spritememory;
+
+void R_PrecacheLevel(void)
+{
+ char *flatpresent;
+ char *texturepresent;
+ char *spritepresent;
+ int i, j, k, lump;
+ texture_t *texture;
+ thinker_t *th;
+ spriteframe_t *sf;
+
+ if (demoplayback)
+ return;
+
+//
+// precache flats
+//
+ flatpresent = Z_Malloc(numflats, PU_STATIC, NULL);
+ memset(flatpresent, 0, numflats);
+ for (i = 0; i < numsectors; i++)
+ {
+ flatpresent[sectors[i].floorpic] = 1;
+ flatpresent[sectors[i].ceilingpic] = 1;
+ }
+
+ flatmemory = 0;
+ for (i = 0; i < numflats; i++)
+ if (flatpresent[i])
+ {
+ lump = firstflat + i;
+ flatmemory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+
+ Z_Free(flatpresent);
+
+//
+// precache textures
+//
+ texturepresent = Z_Malloc(numtextures, PU_STATIC, NULL);
+ memset(texturepresent, 0, numtextures);
+
+ for (i = 0; i < numsides; i++)
+ {
+ texturepresent[sides[i].toptexture] = 1;
+ texturepresent[sides[i].midtexture] = 1;
+ texturepresent[sides[i].bottomtexture] = 1;
+ }
+
+ texturepresent[Sky1Texture] = 1;
+ texturepresent[Sky2Texture] = 1;
+
+ texturememory = 0;
+ for (i = 0; i < numtextures; i++)
+ {
+ if (!texturepresent[i])
+ continue;
+ texture = textures[i];
+ for (j = 0; j < texture->patchcount; j++)
+ {
+ lump = texture->patches[j].patch;
+ texturememory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+ }
+
+ Z_Free(texturepresent);
+
+//
+// precache sprites
+//
+ spritepresent = Z_Malloc(numsprites, PU_STATIC, NULL);
+ memset(spritepresent, 0, numsprites);
+
+ for (th = thinkercap.next; th != &thinkercap; th = th->next)
+ {
+ if (th->function == P_MobjThinker)
+ spritepresent[((mobj_t *) th)->sprite] = 1;
+ }
+
+ spritememory = 0;
+ for (i = 0; i < numsprites; i++)
+ {
+ if (!spritepresent[i])
+ continue;
+ for (j = 0; j < sprites[i].numframes; j++)
+ {
+ sf = &sprites[i].spriteframes[j];
+ for (k = 0; k < 8; k++)
+ {
+ lump = firstspritelump + sf->lump[k];
+ spritememory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+ }
+ }
+
+ Z_Free(spritepresent);
+}
diff --git a/src/hexen/r_draw.c b/src/hexen/r_draw.c
new file mode 100644
index 00000000..a4bb2403
--- /dev/null
+++ b/src/hexen/r_draw.c
@@ -0,0 +1,566 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "i_system.h"
+#include "i_video.h"
+#include "r_local.h"
+#include "v_video.h"
+
+/*
+
+All drawing to the view buffer is accomplished in this file. The other refresh
+files only know about ccordinates, not the architecture of the frame buffer.
+
+*/
+
+byte *viewimage;
+int viewwidth, scaledviewwidth, viewheight, viewwindowx, viewwindowy;
+byte *ylookup[MAXHEIGHT];
+int columnofs[MAXWIDTH];
+//byte translations[3][256]; // color tables for different players
+
+/*
+==================
+=
+= R_DrawColumn
+=
+= Source is the top of the column to scale
+=
+==================
+*/
+
+lighttable_t *dc_colormap;
+int dc_x;
+int dc_yl;
+int dc_yh;
+fixed_t dc_iscale;
+fixed_t dc_texturemid;
+byte *dc_source; // first pixel in a column (possibly virtual)
+
+int dccount; // just for profiling
+
+void R_DrawColumn(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = dc_colormap[dc_source[(frac >> FRACBITS) & 127]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+void R_DrawColumnLow(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+// dccount++;
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = dc_colormap[dc_source[(frac >> FRACBITS) & 127]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+void R_DrawTLColumn(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ if (!dc_yl)
+ dc_yl = 1;
+ if (dc_yh == viewheight - 1)
+ dc_yh = viewheight - 2;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawTLColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = tinttable[*dest +
+ (dc_colormap[dc_source[(frac >> FRACBITS) & 127]] <<
+ 8)];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+//============================================================================
+//
+// R_DrawAltTLColumn
+//
+//============================================================================
+
+void R_DrawAltTLColumn(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ if (!dc_yl)
+ dc_yl = 1;
+ if (dc_yh == viewheight - 1)
+ dc_yh = viewheight - 2;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawAltTLColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = tinttable[((*dest) << 8)
+ + dc_colormap[dc_source[(frac >> FRACBITS) & 127]]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+/*
+========================
+=
+= R_DrawTranslatedColumn
+=
+========================
+*/
+
+byte *dc_translation;
+byte *translationtables;
+
+void R_DrawTranslatedColumn(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = dc_colormap[dc_translation[dc_source[frac >> FRACBITS]]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+//============================================================================
+//
+// R_DrawTranslatedTLColumn
+//
+//============================================================================
+
+void R_DrawTranslatedTLColumn(void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned) dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery) * fracstep;
+
+ do
+ {
+ *dest = tinttable[((*dest) << 8)
+ +
+ dc_colormap[dc_translation
+ [dc_source[frac >> FRACBITS]]]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ }
+ while (count--);
+}
+
+//============================================================================
+//
+// R_DrawTranslatedAltTLColumn
+//
+//============================================================================
+
+/*
+void R_DrawTranslatedAltTLColumn (void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl-centery)*fracstep;
+
+ do
+ {
+ *dest = tinttable[*dest
+ +(dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]<<8)];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ } while (count--);
+}
+*/
+
+//--------------------------------------------------------------------------
+//
+// PROC R_InitTranslationTables
+//
+//--------------------------------------------------------------------------
+
+void R_InitTranslationTables(void)
+{
+ int i;
+ byte *transLump;
+ int lumpnum;
+
+ V_LoadTintTable();
+
+ // Allocate translation tables
+ translationtables = Z_Malloc(256 * 3 * (MAXPLAYERS - 1), PU_STATIC, 0);
+
+ for (i = 0; i < 3 * (MAXPLAYERS - 1); i++)
+ {
+ lumpnum = W_GetNumForName("trantbl0") + i;
+ transLump = W_CacheLumpNum(lumpnum, PU_STATIC);
+ memcpy(translationtables + i * 256, transLump, 256);
+ W_ReleaseLumpNum(lumpnum);
+ }
+}
+
+/*
+================
+=
+= R_DrawSpan
+=
+================
+*/
+
+int ds_y;
+int ds_x1;
+int ds_x2;
+lighttable_t *ds_colormap;
+fixed_t ds_xfrac;
+fixed_t ds_yfrac;
+fixed_t ds_xstep;
+fixed_t ds_ystep;
+byte *ds_source; // start of a 64*64 tile image
+
+int dscount; // just for profiling
+
+void R_DrawSpan(void)
+{
+ fixed_t xfrac, yfrac;
+ byte *dest;
+ int count, spot;
+
+#ifdef RANGECHECK
+ if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= SCREENWIDTH
+ || (unsigned) ds_y > SCREENHEIGHT)
+ I_Error("R_DrawSpan: %i to %i at %i", ds_x1, ds_x2, ds_y);
+// dscount++;
+#endif
+
+ xfrac = ds_xfrac;
+ yfrac = ds_yfrac;
+
+ dest = ylookup[ds_y] + columnofs[ds_x1];
+ count = ds_x2 - ds_x1;
+ do
+ {
+ spot = ((yfrac >> (16 - 6)) & (63 * 64)) + ((xfrac >> 16) & 63);
+ *dest++ = ds_colormap[ds_source[spot]];
+ xfrac += ds_xstep;
+ yfrac += ds_ystep;
+ }
+ while (count--);
+}
+
+void R_DrawSpanLow(void)
+{
+ fixed_t xfrac, yfrac;
+ byte *dest;
+ int count, spot;
+
+#ifdef RANGECHECK
+ if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= SCREENWIDTH
+ || (unsigned) ds_y > SCREENHEIGHT)
+ I_Error("R_DrawSpan: %i to %i at %i", ds_x1, ds_x2, ds_y);
+// dscount++;
+#endif
+
+ xfrac = ds_xfrac;
+ yfrac = ds_yfrac;
+
+ dest = ylookup[ds_y] + columnofs[ds_x1];
+ count = ds_x2 - ds_x1;
+ do
+ {
+ spot = ((yfrac >> (16 - 6)) & (63 * 64)) + ((xfrac >> 16) & 63);
+ *dest++ = ds_colormap[ds_source[spot]];
+ xfrac += ds_xstep;
+ yfrac += ds_ystep;
+ }
+ while (count--);
+}
+
+
+
+/*
+================
+=
+= R_InitBuffer
+=
+=================
+*/
+
+void R_InitBuffer(int width, int height)
+{
+ int i;
+
+ viewwindowx = (SCREENWIDTH - width) >> 1;
+ for (i = 0; i < width; i++)
+ columnofs[i] = viewwindowx + i;
+ if (width == SCREENWIDTH)
+ viewwindowy = 0;
+ else
+ viewwindowy = (SCREENHEIGHT - SBARHEIGHT - height) >> 1;
+ for (i = 0; i < height; i++)
+ ylookup[i] = I_VideoBuffer + (i + viewwindowy) * SCREENWIDTH;
+}
+
+
+/*
+==================
+=
+= R_DrawViewBorder
+=
+= Draws the border around the view for different size windows
+==================
+*/
+
+boolean BorderNeedRefresh;
+
+void R_DrawViewBorder(void)
+{
+ byte *src, *dest;
+ int x, y;
+
+ if (scaledviewwidth == SCREENWIDTH)
+ return;
+
+ src = W_CacheLumpName("F_022", PU_CACHE);
+ dest = I_VideoBuffer;
+
+ for (y = 0; y < SCREENHEIGHT - SBARHEIGHT; y++)
+ {
+ for (x = 0; x < SCREENWIDTH / 64; x++)
+ {
+ memcpy(dest, src + ((y & 63) << 6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+ for (x = viewwindowx; x < viewwindowx + viewwidth; x += 16)
+ {
+ V_DrawPatch(x, viewwindowy - 4, W_CacheLumpName("bordt", PU_CACHE));
+ V_DrawPatch(x, viewwindowy + viewheight, W_CacheLumpName("bordb",
+ PU_CACHE));
+ }
+ for (y = viewwindowy; y < viewwindowy + viewheight; y += 16)
+ {
+ V_DrawPatch(viewwindowx - 4, y, W_CacheLumpName("bordl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, y, W_CacheLumpName("bordr",
+ PU_CACHE));
+ }
+ V_DrawPatch(viewwindowx - 4, viewwindowy - 4, W_CacheLumpName("bordtl",
+ PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy - 4,
+ W_CacheLumpName("bordtr", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy + viewheight,
+ W_CacheLumpName("bordbr", PU_CACHE));
+ V_DrawPatch(viewwindowx - 4, viewwindowy + viewheight,
+ W_CacheLumpName("bordbl", PU_CACHE));
+}
+
+/*
+==================
+=
+= R_DrawTopBorder
+=
+= Draws the top border around the view for different size windows
+==================
+*/
+
+boolean BorderTopRefresh;
+
+void R_DrawTopBorder(void)
+{
+ byte *src, *dest;
+ int x, y;
+
+ if (scaledviewwidth == SCREENWIDTH)
+ return;
+
+/* if(gamemode == shareware)
+ {
+ src = W_CacheLumpName ("FLOOR04", PU_CACHE);
+ }
+ else
+ {
+ src = W_CacheLumpName ("FLAT513", PU_CACHE);
+ }
+*/
+ src = W_CacheLumpName("F_022", PU_CACHE);
+ dest = I_VideoBuffer;
+
+ for (y = 0; y < 34; y++)
+ {
+ for (x = 0; x < SCREENWIDTH / 64; x++)
+ {
+ memcpy(dest, src + ((y & 63) << 6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+ if (viewwindowy < 35)
+ {
+ for (x = viewwindowx; x < viewwindowx + viewwidth; x += 16)
+ {
+ V_DrawPatch(x, viewwindowy - 4,
+ W_CacheLumpName("bordt", PU_CACHE));
+ }
+ V_DrawPatch(viewwindowx - 4, viewwindowy, W_CacheLumpName("bordl",
+ PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy,
+ W_CacheLumpName("bordr", PU_CACHE));
+ V_DrawPatch(viewwindowx - 4, viewwindowy + 16,
+ W_CacheLumpName("bordl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy + 16,
+ W_CacheLumpName("bordr", PU_CACHE));
+
+ V_DrawPatch(viewwindowx - 4, viewwindowy - 4,
+ W_CacheLumpName("bordtl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy - 4,
+ W_CacheLumpName("bordtr", PU_CACHE));
+ }
+}
diff --git a/src/hexen/r_local.h b/src/hexen/r_local.h
new file mode 100644
index 00000000..e030bcef
--- /dev/null
+++ b/src/hexen/r_local.h
@@ -0,0 +1,552 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_LOCAL__
+#define __R_LOCAL__
+
+#include "i_video.h"
+
+#define ANGLETOSKYSHIFT 22 // sky map is 256*128*4 maps
+
+#define BASEYCENTER 100
+
+#define MAXWIDTH 1120
+#define MAXHEIGHT 832
+
+#define PI 3.141592657
+
+#define CENTERY (SCREENHEIGHT/2)
+
+#define MINZ (FRACUNIT*4)
+
+#define FIELDOFVIEW 2048 // fineangles in the SCREENWIDTH wide window
+
+//
+// lighting constants
+//
+#define LIGHTLEVELS 16
+#define LIGHTSEGSHIFT 4
+#define MAXLIGHTSCALE 48
+#define LIGHTSCALESHIFT 12
+#define MAXLIGHTZ 128
+#define LIGHTZSHIFT 20
+#define NUMCOLORMAPS 32 // number of diminishing
+#define INVERSECOLORMAP 32
+
+/*
+==============================================================================
+
+ INTERNAL MAP TYPES
+
+==============================================================================
+*/
+
+//================ used by play and refresh
+
+typedef struct
+{
+ fixed_t x, y;
+} vertex_t;
+
+struct line_s;
+
+typedef struct
+{
+ fixed_t floorheight, ceilingheight;
+ short floorpic, ceilingpic;
+ short lightlevel;
+ short special, tag;
+
+ int soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
+ mobj_t *soundtarget; // thing that made a sound (or null)
+ seqtype_t seqType; // stone, metal, heavy, etc...
+
+ int blockbox[4]; // mapblock bounding box for height changes
+ degenmobj_t soundorg; // for any sounds played by the sector
+ int validcount; // if == validcount, already checked
+ mobj_t *thinglist; // list of mobjs in sector
+ void *specialdata; // thinker_t for reversable actions
+ int linecount;
+ struct line_s **lines; // [linecount] size
+} sector_t;
+
+typedef struct
+{
+ fixed_t textureoffset; // add this to the calculated texture col
+ fixed_t rowoffset; // add this to the calculated texture top
+ short toptexture, bottomtexture, midtexture;
+ sector_t *sector;
+} side_t;
+
+typedef enum
+{
+ ST_HORIZONTAL,
+ ST_VERTICAL,
+ ST_POSITIVE,
+ ST_NEGATIVE
+} slopetype_t;
+
+/*
+typedef struct line_s
+{
+ vertex_t *v1, *v2;
+ fixed_t dx,dy; // v2 - v1 for side checking
+ short flags;
+ short special, tag;
+ short sidenum[2]; // sidenum[1] will be -1 if one sided
+ fixed_t bbox[4];
+ slopetype_t slopetype; // to aid move clipping
+ sector_t *frontsector, *backsector;
+ int validcount; // if == validcount, already checked
+ void *specialdata; // thinker_t for reversable actions
+} line_t;
+*/
+
+typedef struct line_s
+{
+ vertex_t *v1;
+ vertex_t *v2;
+ fixed_t dx;
+ fixed_t dy;
+ short flags;
+ byte special;
+ byte arg1;
+ byte arg2;
+ byte arg3;
+ byte arg4;
+ byte arg5;
+ short sidenum[2];
+ fixed_t bbox[4];
+ slopetype_t slopetype;
+ sector_t *frontsector;
+ sector_t *backsector;
+ int validcount;
+ void *specialdata;
+} line_t;
+
+typedef struct
+{
+ vertex_t *v1, *v2;
+ fixed_t offset;
+ angle_t angle;
+ side_t *sidedef;
+ line_t *linedef;
+ sector_t *frontsector;
+ sector_t *backsector; // NULL for one sided lines
+} seg_t;
+
+// ===== Polyobj data =====
+typedef struct
+{
+ int numsegs;
+ seg_t **segs;
+ degenmobj_t startSpot;
+ vertex_t *originalPts; // used as the base for the rotations
+ vertex_t *prevPts; // use to restore the old point values
+ angle_t angle;
+ int tag; // reference tag assigned in HereticEd
+ int bbox[4];
+ int validcount;
+ boolean crush; // should the polyobj attempt to crush mobjs?
+ int seqType;
+ fixed_t size; // polyobj size (area of POLY_AREAUNIT == size of FRACUNIT)
+ void *specialdata; // pointer a thinker, if the poly is moving
+} polyobj_t;
+
+typedef struct polyblock_s
+{
+ polyobj_t *polyobj;
+ struct polyblock_s *prev;
+ struct polyblock_s *next;
+} polyblock_t;
+
+typedef struct subsector_s
+{
+ sector_t *sector;
+ short numlines;
+ short firstline;
+ polyobj_t *poly;
+} subsector_t;
+
+typedef struct
+{
+ fixed_t x, y, dx, dy; // partition line
+ fixed_t bbox[2][4]; // bounding box for each child
+ unsigned short children[2]; // if NF_SUBSECTOR its a subsector
+} node_t;
+
+
+/*
+==============================================================================
+
+ OTHER TYPES
+
+==============================================================================
+*/
+
+typedef byte lighttable_t; // this could be wider for >8 bit display
+
+#define MAXVISPLANES 160
+#define MAXOPENINGS SCREENWIDTH*64
+
+typedef struct
+{
+ fixed_t height;
+ int picnum;
+ int lightlevel;
+ int special;
+ int minx, maxx;
+ byte pad1; // leave pads for [minx-1]/[maxx+1]
+ byte top[SCREENWIDTH];
+ byte pad2;
+ byte pad3;
+ byte bottom[SCREENWIDTH];
+ byte pad4;
+} visplane_t;
+
+typedef struct drawseg_s
+{
+ seg_t *curline;
+ int x1, x2;
+ fixed_t scale1, scale2, scalestep;
+ int silhouette; // 0=none, 1=bottom, 2=top, 3=both
+ fixed_t bsilheight; // don't clip sprites above this
+ fixed_t tsilheight; // don't clip sprites below this
+// pointers to lists for sprite clipping
+ short *sprtopclip; // adjusted so [x1] is first value
+ short *sprbottomclip; // adjusted so [x1] is first value
+ short *maskedtexturecol; // adjusted so [x1] is first value
+} drawseg_t;
+
+#define SIL_NONE 0
+#define SIL_BOTTOM 1
+#define SIL_TOP 2
+#define SIL_BOTH 3
+
+#define MAXDRAWSEGS 256
+
+// A vissprite_t is a thing that will be drawn during a refresh
+typedef struct vissprite_s
+{
+ struct vissprite_s *prev, *next;
+ int x1, x2;
+ fixed_t gx, gy; // for line side calculation
+ fixed_t gz, gzt; // global bottom / top for silhouette clipping
+ fixed_t startfrac; // horizontal position of x1
+ fixed_t scale;
+ fixed_t xiscale; // negative if flipped
+ fixed_t texturemid;
+ int patch;
+ lighttable_t *colormap;
+ int mobjflags; // for color translation and shadow draw
+ boolean psprite; // true if psprite
+ int class; // player class (used in translation)
+ fixed_t floorclip;
+} vissprite_t;
+
+
+extern visplane_t *floorplane, *ceilingplane;
+
+// Sprites are patches with a special naming convention so they can be
+// recognized by R_InitSprites. The sprite and frame specified by a
+// thing_t is range checked at run time.
+// a sprite is a patch_t that is assumed to represent a three dimensional
+// object and may have multiple rotations pre drawn. Horizontal flipping
+// is used to save space. Some sprites will only have one picture used
+// for all views.
+
+typedef struct
+{
+ boolean rotate; // if false use 0 for any position
+ short lump[8]; // lump to use for view angles 0-7
+ byte flip[8]; // flip (1 = flip) to use for view angles 0-7
+} spriteframe_t;
+
+typedef struct
+{
+ int numframes;
+ spriteframe_t *spriteframes;
+} spritedef_t;
+
+extern spritedef_t *sprites;
+extern int numsprites;
+
+//=============================================================================
+
+extern int numvertexes;
+extern vertex_t *vertexes;
+
+extern int numsegs;
+extern seg_t *segs;
+
+extern int numsectors;
+extern sector_t *sectors;
+
+extern int numsubsectors;
+extern subsector_t *subsectors;
+
+extern int numnodes;
+extern node_t *nodes;
+
+extern int numlines;
+extern line_t *lines;
+
+extern int numsides;
+extern side_t *sides;
+
+
+
+extern fixed_t viewx, viewy, viewz;
+extern angle_t viewangle;
+extern player_t *viewplayer;
+
+
+extern angle_t clipangle;
+
+extern int viewangletox[FINEANGLES / 2];
+extern angle_t xtoviewangle[SCREENWIDTH + 1];
+
+extern fixed_t rw_distance;
+extern angle_t rw_normalangle;
+
+//
+// R_main.c
+//
+extern int screenblocks;
+extern int viewwidth, viewheight, viewwindowx, viewwindowy;
+extern int centerx, centery;
+extern int flyheight;
+extern fixed_t centerxfrac;
+extern fixed_t centeryfrac;
+extern fixed_t projection;
+
+extern int validcount;
+
+extern int sscount, linecount, loopcount;
+extern lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+extern lighttable_t *scalelightfixed[MAXLIGHTSCALE];
+extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+extern int extralight;
+extern lighttable_t *fixedcolormap;
+
+extern fixed_t viewcos, viewsin;
+
+extern int detailshift; // 0 = high, 1 = low
+
+extern void (*colfunc) (void);
+extern void (*basecolfunc) (void);
+extern void (*tlcolfunc) (void);
+extern void (*spanfunc) (void);
+
+int R_PointOnSide(fixed_t x, fixed_t y, node_t * node);
+int R_PointOnSegSide(fixed_t x, fixed_t y, seg_t * line);
+angle_t R_PointToAngle(fixed_t x, fixed_t y);
+angle_t R_PointToAngle2(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
+fixed_t R_PointToDist(fixed_t x, fixed_t y);
+fixed_t R_ScaleFromGlobalAngle(angle_t visangle);
+subsector_t *R_PointInSubsector(fixed_t x, fixed_t y);
+//void R_AddPointToBox (int x, int y, fixed_t *box);
+
+
+//
+// R_bsp.c
+//
+extern seg_t *curline;
+extern side_t *sidedef;
+extern line_t *linedef;
+extern sector_t *frontsector, *backsector;
+
+extern int rw_x;
+extern int rw_stopx;
+
+extern boolean segtextured;
+extern boolean markfloor; // false if the back side is the same plane
+extern boolean markceiling;
+extern boolean skymap;
+
+extern drawseg_t drawsegs[MAXDRAWSEGS], *ds_p;
+
+extern lighttable_t **hscalelight, **vscalelight, **dscalelight;
+
+typedef void (*drawfunc_t) (int start, int stop);
+void R_ClearClipSegs(void);
+
+void R_ClearDrawSegs(void);
+void R_InitSkyMap(void);
+void R_RenderBSPNode(int bspnum);
+
+//
+// R_segs.c
+//
+extern int rw_angle1; // angle to line origin
+extern int TransTextureStart;
+extern int TransTextureEnd;
+
+void R_RenderMaskedSegRange(drawseg_t * ds, int x1, int x2);
+
+//
+// R_plane.c
+//
+typedef void (*planefunction_t) (int top, int bottom);
+extern planefunction_t floorfunc, ceilingfunc;
+
+extern int skyflatnum;
+
+extern short openings[MAXOPENINGS], *lastopening;
+
+extern short floorclip[SCREENWIDTH];
+extern short ceilingclip[SCREENWIDTH];
+
+extern fixed_t yslope[SCREENHEIGHT];
+extern fixed_t distscale[SCREENWIDTH];
+
+void R_InitPlanes(void);
+void R_ClearPlanes(void);
+void R_MapPlane(int y, int x1, int x2);
+void R_MakeSpans(int x, int t1, int b1, int t2, int b2);
+void R_DrawPlanes(void);
+
+visplane_t *R_FindPlane(fixed_t height, int picnum, int lightlevel,
+ int special);
+visplane_t *R_CheckPlane(visplane_t * pl, int start, int stop);
+
+
+//
+// R_debug.m
+//
+extern int drawbsp;
+
+void RD_OpenMapWindow(void);
+void RD_ClearMapWindow(void);
+void RD_DisplayLine(int x1, int y1, int x2, int y2, float gray);
+void RD_DrawNodeLine(node_t * node);
+void RD_DrawLineCheck(seg_t * line);
+void RD_DrawLine(seg_t * line);
+void RD_DrawBBox(fixed_t * bbox);
+
+
+//
+// R_data.c
+//
+extern fixed_t *textureheight; // needed for texture pegging
+extern fixed_t *spritewidth; // needed for pre rendering (fracs)
+extern fixed_t *spriteoffset;
+extern fixed_t *spritetopoffset;
+extern lighttable_t *colormaps;
+extern int viewwidth, scaledviewwidth, viewheight;
+extern int firstflat;
+extern int numflats;
+
+extern int *flattranslation; // for global animation
+extern int *texturetranslation; // for global animation
+
+extern int firstspritelump, lastspritelump, numspritelumps;
+extern boolean LevelUseFullBright;
+
+byte *R_GetColumn(int tex, int col);
+void R_InitData(void);
+void R_PrecacheLevel(void);
+
+
+//
+// R_things.c
+//
+#define MAXVISSPRITES 192
+
+extern vissprite_t vissprites[MAXVISSPRITES], *vissprite_p;
+extern vissprite_t vsprsortedhead;
+
+// constant arrays used for psprite clipping and initializing clipping
+extern short negonearray[SCREENWIDTH];
+extern short screenheightarray[SCREENWIDTH];
+
+// vars for R_DrawMaskedColumn
+extern short *mfloorclip;
+extern short *mceilingclip;
+extern fixed_t spryscale;
+extern fixed_t sprtopscreen;
+extern fixed_t sprbotscreen;
+
+extern fixed_t pspritescale, pspriteiscale;
+
+
+void R_DrawMaskedColumn(column_t * column, signed int baseclip);
+
+
+void R_SortVisSprites(void);
+
+void R_AddSprites(sector_t * sec);
+void R_AddPSprites(void);
+void R_DrawSprites(void);
+void R_InitSprites(char **namelist);
+void R_ClearSprites(void);
+void R_DrawMasked(void);
+void R_ClipVisSprite(vissprite_t * vis, int xl, int xh);
+
+//=============================================================================
+//
+// R_draw.c
+//
+//=============================================================================
+
+extern lighttable_t *dc_colormap;
+extern int dc_x;
+extern int dc_yl;
+extern int dc_yh;
+extern fixed_t dc_iscale;
+extern fixed_t dc_texturemid;
+extern byte *dc_source; // first pixel in a column
+
+void R_DrawColumn(void);
+void R_DrawColumnLow(void);
+void R_DrawTLColumn(void);
+void R_DrawTLColumnLow(void);
+void R_DrawTranslatedColumn(void);
+void R_DrawTranslatedTLColumn(void);
+void R_DrawTranslatedColumnLow(void);
+void R_DrawAltTLColumn(void);
+//void R_DrawTranslatedAltTLColumn(void);
+
+extern int ds_y;
+extern int ds_x1;
+extern int ds_x2;
+extern lighttable_t *ds_colormap;
+extern fixed_t ds_xfrac;
+extern fixed_t ds_yfrac;
+extern fixed_t ds_xstep;
+extern fixed_t ds_ystep;
+extern byte *ds_source; // start of a 64*64 tile image
+
+extern byte *translationtables;
+extern byte *dc_translation;
+
+void R_DrawSpan(void);
+void R_DrawSpanLow(void);
+
+void R_InitBuffer(int width, int height);
+void R_InitTranslationTables(void);
+
+#endif // __R_LOCAL__
diff --git a/src/hexen/r_main.c b/src/hexen/r_main.c
new file mode 100644
index 00000000..48e21ab2
--- /dev/null
+++ b/src/hexen/r_main.c
@@ -0,0 +1,839 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <math.h>
+#include "m_random.h"
+#include "h2def.h"
+#include "m_bbox.h"
+#include "r_local.h"
+
+int viewangleoffset;
+
+// haleyjd: removed WATCOMC
+
+int validcount = 1; // increment every time a check is made
+
+lighttable_t *fixedcolormap;
+extern lighttable_t **walllights;
+
+int centerx, centery;
+fixed_t centerxfrac, centeryfrac;
+fixed_t projection;
+
+int framecount; // just for profiling purposes
+
+int sscount, linecount, loopcount;
+
+fixed_t viewx, viewy, viewz;
+angle_t viewangle;
+fixed_t viewcos, viewsin;
+player_t *viewplayer;
+
+int detailshift; // 0 = high, 1 = low
+
+//
+// precalculated math tables
+//
+angle_t clipangle;
+
+// The viewangletox[viewangle + FINEANGLES/4] lookup maps the visible view
+// angles to screen X coordinates, flattening the arc to a flat projection
+// plane. There will be many angles mapped to the same X.
+int viewangletox[FINEANGLES / 2];
+
+// The xtoviewangleangle[] table maps a screen pixel to the lowest viewangle
+// that maps back to x ranges from clipangle to -clipangle
+angle_t xtoviewangle[SCREENWIDTH + 1];
+
+lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+lighttable_t *scalelightfixed[MAXLIGHTSCALE];
+lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+int extralight; // bumped light from gun blasts
+
+void (*colfunc) (void);
+void (*basecolfunc) (void);
+void (*tlcolfunc) (void);
+void (*transcolfunc) (void);
+void (*spanfunc) (void);
+
+/*
+===================
+=
+= R_AddPointToBox
+=
+===================
+*/
+
+/*
+void R_AddPointToBox (int x, int y, fixed_t *box)
+{
+ if (x< box[BOXLEFT])
+ box[BOXLEFT] = x;
+ if (x> box[BOXRIGHT])
+ box[BOXRIGHT] = x;
+ if (y< box[BOXBOTTOM])
+ box[BOXBOTTOM] = y;
+ if (y> box[BOXTOP])
+ box[BOXTOP] = y;
+}
+*/
+
+
+/*
+===============================================================================
+=
+= R_PointOnSide
+=
+= Returns side 0 (front) or 1 (back)
+===============================================================================
+*/
+
+int R_PointOnSide(fixed_t x, fixed_t y, node_t * node)
+{
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ if (!node->dx)
+ {
+ if (x <= node->x)
+ return node->dy > 0;
+ return node->dy < 0;
+ }
+ if (!node->dy)
+ {
+ if (y <= node->y)
+ return node->dx < 0;
+ return node->dx > 0;
+ }
+
+ dx = (x - node->x);
+ dy = (y - node->y);
+
+// try to quickly decide by looking at sign bits
+ if ((node->dy ^ node->dx ^ dx ^ dy) & 0x80000000)
+ {
+ if ((node->dy ^ dx) & 0x80000000)
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul(node->dy >> FRACBITS, dx);
+ right = FixedMul(dy, node->dx >> FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+int R_PointOnSegSide(fixed_t x, fixed_t y, seg_t * line)
+{
+ fixed_t lx, ly;
+ fixed_t ldx, ldy;
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ lx = line->v1->x;
+ ly = line->v1->y;
+
+ ldx = line->v2->x - lx;
+ ldy = line->v2->y - ly;
+
+ if (!ldx)
+ {
+ if (x <= lx)
+ return ldy > 0;
+ return ldy < 0;
+ }
+ if (!ldy)
+ {
+ if (y <= ly)
+ return ldx < 0;
+ return ldx > 0;
+ }
+
+ dx = (x - lx);
+ dy = (y - ly);
+
+// try to quickly decide by looking at sign bits
+ if ((ldy ^ ldx ^ dx ^ dy) & 0x80000000)
+ {
+ if ((ldy ^ dx) & 0x80000000)
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul(ldy >> FRACBITS, dx);
+ right = FixedMul(dy, ldx >> FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+/*
+===============================================================================
+=
+= R_PointToAngle
+=
+===============================================================================
+*/
+
+#define DBITS (FRACBITS-SLOPEBITS)
+
+angle_t R_PointToAngle(fixed_t x, fixed_t y)
+{
+ x -= viewx;
+ y -= viewy;
+ if ((!x) && (!y))
+ return 0;
+ if (x >= 0)
+ { // x >=0
+ if (y >= 0)
+ { // y>= 0
+ if (x > y)
+ return tantoangle[SlopeDiv(y, x)]; // octant 0
+ else
+ return ANG90 - 1 - tantoangle[SlopeDiv(x, y)]; // octant 1
+ }
+ else
+ { // y<0
+ y = -y;
+ if (x > y)
+ return -tantoangle[SlopeDiv(y, x)]; // octant 8
+ else
+ return ANG270 + tantoangle[SlopeDiv(x, y)]; // octant 7
+ }
+ }
+ else
+ { // x<0
+ x = -x;
+ if (y >= 0)
+ { // y>= 0
+ if (x > y)
+ return ANG180 - 1 - tantoangle[SlopeDiv(y, x)]; // octant 3
+ else
+ return ANG90 + tantoangle[SlopeDiv(x, y)]; // octant 2
+ }
+ else
+ { // y<0
+ y = -y;
+ if (x > y)
+ return ANG180 + tantoangle[SlopeDiv(y, x)]; // octant 4
+ else
+ return ANG270 - 1 - tantoangle[SlopeDiv(x, y)]; // octant 5
+ }
+ }
+
+ return 0;
+}
+
+
+angle_t R_PointToAngle2(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
+{
+ viewx = x1;
+ viewy = y1;
+ return R_PointToAngle(x2, y2);
+}
+
+
+fixed_t R_PointToDist(fixed_t x, fixed_t y)
+{
+ int angle;
+ fixed_t dx, dy, temp;
+ fixed_t dist;
+
+ dx = abs(x - viewx);
+ dy = abs(y - viewy);
+
+ if (dy > dx)
+ {
+ temp = dx;
+ dx = dy;
+ dy = temp;
+ }
+
+ angle =
+ (tantoangle[FixedDiv(dy, dx) >> DBITS] + ANG90) >> ANGLETOFINESHIFT;
+
+ dist = FixedDiv(dx, finesine[angle]); // use as cosine
+
+ return dist;
+}
+
+
+
+/*
+=================
+=
+= R_InitPointToAngle
+=
+=================
+*/
+
+void R_InitPointToAngle(void)
+{
+// now getting from tables.c
+#if 0
+ int i;
+ long t;
+ float f;
+//
+// slope (tangent) to angle lookup
+//
+ for (i = 0; i <= SLOPERANGE; i++)
+ {
+ f = atan((float) i / SLOPERANGE) / (3.141592657 * 2);
+ t = 0xffffffff * f;
+ tantoangle[i] = t;
+ }
+#endif
+}
+
+//=============================================================================
+
+/*
+================
+=
+= R_ScaleFromGlobalAngle
+=
+= Returns the texture mapping scale for the current line at the given angle
+= rw_distance must be calculated first
+================
+*/
+
+fixed_t R_ScaleFromGlobalAngle(angle_t visangle)
+{
+ fixed_t scale;
+ int anglea, angleb;
+ int sinea, sineb;
+ fixed_t num, den;
+
+#if 0
+ {
+ fixed_t dist, z;
+ fixed_t sinv, cosv;
+
+ sinv = finesine[(visangle - rw_normalangle) >> ANGLETOFINESHIFT];
+ dist = FixedDiv(rw_distance, sinv);
+ cosv = finecosine[(viewangle - visangle) >> ANGLETOFINESHIFT];
+ z = abs(FixedMul(dist, cosv));
+ scale = FixedDiv(projection, z);
+ return scale;
+ }
+#endif
+
+ anglea = ANG90 + (visangle - viewangle);
+ angleb = ANG90 + (visangle - rw_normalangle);
+// bothe sines are allways positive
+ sinea = finesine[anglea >> ANGLETOFINESHIFT];
+ sineb = finesine[angleb >> ANGLETOFINESHIFT];
+ num = FixedMul(projection, sineb) << detailshift;
+ den = FixedMul(rw_distance, sinea);
+ if (den > num >> 16)
+ {
+ scale = FixedDiv(num, den);
+ if (scale > 64 * FRACUNIT)
+ scale = 64 * FRACUNIT;
+ else if (scale < 256)
+ scale = 256;
+ }
+ else
+ scale = 64 * FRACUNIT;
+
+ return scale;
+}
+
+
+
+/*
+=================
+=
+= R_InitTables
+=
+=================
+*/
+
+void R_InitTables(void)
+{
+// now getting from tables.c
+#if 0
+ int i;
+ float a, fv;
+ int t;
+
+//
+// viewangle tangent table
+//
+ for (i = 0; i < FINEANGLES / 2; i++)
+ {
+ a = (i - FINEANGLES / 4 + 0.5) * PI * 2 / FINEANGLES;
+ fv = FRACUNIT * tan(a);
+ t = fv;
+ finetangent[i] = t;
+ }
+
+//
+// finesine table
+//
+ for (i = 0; i < 5 * FINEANGLES / 4; i++)
+ {
+// OPTIMIZE: mirror...
+ a = (i + 0.5) * PI * 2 / FINEANGLES;
+ t = FRACUNIT * sin(a);
+ finesine[i] = t;
+ }
+#endif
+
+}
+
+
+/*
+=================
+=
+= R_InitTextureMapping
+=
+=================
+*/
+
+void R_InitTextureMapping(void)
+{
+ int i;
+ int x;
+ int t;
+ fixed_t focallength;
+
+
+//
+// use tangent table to generate viewangletox
+// viewangletox will give the next greatest x after the view angle
+//
+ // calc focallength so FIELDOFVIEW angles covers SCREENWIDTH
+ focallength =
+ FixedDiv(centerxfrac, finetangent[FINEANGLES / 4 + FIELDOFVIEW / 2]);
+
+ for (i = 0; i < FINEANGLES / 2; i++)
+ {
+ if (finetangent[i] > FRACUNIT * 2)
+ t = -1;
+ else if (finetangent[i] < -FRACUNIT * 2)
+ t = viewwidth + 1;
+ else
+ {
+ t = FixedMul(finetangent[i], focallength);
+ t = (centerxfrac - t + FRACUNIT - 1) >> FRACBITS;
+ if (t < -1)
+ t = -1;
+ else if (t > viewwidth + 1)
+ t = viewwidth + 1;
+ }
+ viewangletox[i] = t;
+ }
+
+//
+// scan viewangletox[] to generate xtoviewangleangle[]
+//
+// xtoviewangle will give the smallest view angle that maps to x
+ for (x = 0; x <= viewwidth; x++)
+ {
+ i = 0;
+ while (viewangletox[i] > x)
+ i++;
+ xtoviewangle[x] = (i << ANGLETOFINESHIFT) - ANG90;
+ }
+
+//
+// take out the fencepost cases from viewangletox
+//
+ for (i = 0; i < FINEANGLES / 2; i++)
+ {
+ t = FixedMul(finetangent[i], focallength);
+ t = centerx - t;
+ if (viewangletox[i] == -1)
+ viewangletox[i] = 0;
+ else if (viewangletox[i] == viewwidth + 1)
+ viewangletox[i] = viewwidth;
+ }
+
+ clipangle = xtoviewangle[0];
+}
+
+//=============================================================================
+
+/*
+====================
+=
+= R_InitLightTables
+=
+= Only inits the zlight table, because the scalelight table changes
+= with view size
+=
+====================
+*/
+
+#define DISTMAP 2
+
+void R_InitLightTables(void)
+{
+ int i, j, level, startmap;
+ int scale;
+
+//
+// Calculate the light levels to use for each level / distance combination
+//
+ for (i = 0; i < LIGHTLEVELS; i++)
+ {
+ startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS;
+ for (j = 0; j < MAXLIGHTZ; j++)
+ {
+ scale =
+ FixedDiv((SCREENWIDTH / 2 * FRACUNIT),
+ (j + 1) << LIGHTZSHIFT);
+ scale >>= LIGHTSCALESHIFT;
+ level = startmap - scale / DISTMAP;
+ if (level < 0)
+ level = 0;
+ if (level >= NUMCOLORMAPS)
+ level = NUMCOLORMAPS - 1;
+ zlight[i][j] = colormaps + level * 256;
+ }
+ }
+}
+
+
+/*
+==============
+=
+= R_SetViewSize
+=
+= Don't really change anything here, because i might be in the middle of
+= a refresh. The change will take effect next refresh.
+=
+==============
+*/
+
+boolean setsizeneeded;
+int setblocks, setdetail;
+
+void R_SetViewSize(int blocks, int detail)
+{
+ setsizeneeded = true;
+ setblocks = blocks;
+ setdetail = detail;
+}
+
+/*
+==============
+=
+= R_ExecuteSetViewSize
+=
+==============
+*/
+
+void R_ExecuteSetViewSize(void)
+{
+ fixed_t cosadj, dy;
+ int i, j, level, startmap;
+
+ setsizeneeded = false;
+
+ if (setblocks == 11)
+ {
+ scaledviewwidth = SCREENWIDTH;
+ viewheight = SCREENHEIGHT;
+ }
+ else
+ {
+ scaledviewwidth = setblocks * 32;
+ viewheight = (setblocks * 161 / 10);
+ }
+
+ detailshift = setdetail;
+ viewwidth = scaledviewwidth >> detailshift;
+
+ centery = viewheight / 2;
+ centerx = viewwidth / 2;
+ centerxfrac = centerx << FRACBITS;
+ centeryfrac = centery << FRACBITS;
+ projection = centerxfrac;
+
+ if (!detailshift)
+ {
+ colfunc = basecolfunc = R_DrawColumn;
+ tlcolfunc = R_DrawTLColumn;
+ transcolfunc = R_DrawTranslatedColumn;
+ spanfunc = R_DrawSpan;
+ }
+ else
+ {
+ colfunc = basecolfunc = R_DrawColumnLow;
+ tlcolfunc = R_DrawTLColumn;
+ transcolfunc = R_DrawTranslatedColumn;
+ spanfunc = R_DrawSpanLow;
+ }
+
+ R_InitBuffer(scaledviewwidth, viewheight);
+
+ R_InitTextureMapping();
+
+//
+// psprite scales
+//
+ pspritescale = FRACUNIT * viewwidth / SCREENWIDTH;
+ pspriteiscale = FRACUNIT * SCREENWIDTH / viewwidth;
+
+//
+// thing clipping
+//
+ for (i = 0; i < viewwidth; i++)
+ screenheightarray[i] = viewheight;
+
+//
+// planes
+//
+ for (i = 0; i < viewheight; i++)
+ {
+ dy = ((i - viewheight / 2) << FRACBITS) + FRACUNIT / 2;
+ dy = abs(dy);
+ yslope[i] = FixedDiv((viewwidth << detailshift) / 2 * FRACUNIT, dy);
+ }
+
+ for (i = 0; i < viewwidth; i++)
+ {
+ cosadj = abs(finecosine[xtoviewangle[i] >> ANGLETOFINESHIFT]);
+ distscale[i] = FixedDiv(FRACUNIT, cosadj);
+ }
+
+//
+// Calculate the light levels to use for each level / scale combination
+//
+ for (i = 0; i < LIGHTLEVELS; i++)
+ {
+ startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS;
+ for (j = 0; j < MAXLIGHTSCALE; j++)
+ {
+ level =
+ startmap -
+ j * SCREENWIDTH / (viewwidth << detailshift) / DISTMAP;
+ if (level < 0)
+ level = 0;
+ if (level >= NUMCOLORMAPS)
+ level = NUMCOLORMAPS - 1;
+ scalelight[i][j] = colormaps + level * 256;
+ }
+ }
+
+//
+// draw the border
+//
+ R_DrawViewBorder(); // erase old menu stuff
+}
+
+
+/*
+==============
+=
+= R_Init
+=
+==============
+*/
+
+int detailLevel;
+int screenblocks = 10;
+
+void R_Init(void)
+{
+ R_InitData();
+ R_InitPointToAngle();
+ R_InitTables();
+ // viewwidth / viewheight / detailLevel are set by the defaults
+ R_SetViewSize(screenblocks, detailLevel);
+ R_InitPlanes();
+ R_InitLightTables();
+ R_InitSkyMap();
+ R_InitTranslationTables();
+ framecount = 0;
+}
+
+/*
+==============
+=
+= R_PointInSubsector
+=
+==============
+*/
+
+subsector_t *R_PointInSubsector(fixed_t x, fixed_t y)
+{
+ node_t *node;
+ int side, nodenum;
+
+ if (!numnodes) // single subsector is a special case
+ return subsectors;
+
+ nodenum = numnodes - 1;
+
+ while (!(nodenum & NF_SUBSECTOR))
+ {
+ node = &nodes[nodenum];
+ side = R_PointOnSide(x, y, node);
+ nodenum = node->children[side];
+ }
+
+ return &subsectors[nodenum & ~NF_SUBSECTOR];
+
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC R_SetupFrame
+//
+//----------------------------------------------------------------------------
+
+void R_SetupFrame(player_t * player)
+{
+ int i;
+ int tableAngle;
+ int tempCentery;
+ int intensity;
+
+ //drawbsp = 1;
+ viewplayer = player;
+ // haleyjd: removed WATCOMC
+ // haleyjd FIXME: viewangleoffset handling?
+ viewangle = player->mo->angle + viewangleoffset;
+ tableAngle = viewangle >> ANGLETOFINESHIFT;
+ viewx = player->mo->x;
+ viewy = player->mo->y;
+
+ if (localQuakeHappening[displayplayer] && !paused)
+ {
+ intensity = localQuakeHappening[displayplayer];
+ viewx += ((M_Random() % (intensity << 2))
+ - (intensity << 1)) << FRACBITS;
+ viewy += ((M_Random() % (intensity << 2))
+ - (intensity << 1)) << FRACBITS;
+ }
+
+ extralight = player->extralight;
+ viewz = player->viewz;
+
+ tempCentery = viewheight / 2 + (player->lookdir) * screenblocks / 10;
+ if (centery != tempCentery)
+ {
+ centery = tempCentery;
+ centeryfrac = centery << FRACBITS;
+ for (i = 0; i < viewheight; i++)
+ {
+ yslope[i] = FixedDiv((viewwidth << detailshift) / 2 * FRACUNIT,
+ abs(((i - centery) << FRACBITS) +
+ FRACUNIT / 2));
+ }
+ }
+ viewsin = finesine[tableAngle];
+ viewcos = finecosine[tableAngle];
+ sscount = 0;
+ if (player->fixedcolormap)
+ {
+ fixedcolormap = colormaps + player->fixedcolormap
+ * 256 * sizeof(lighttable_t);
+ walllights = scalelightfixed;
+ for (i = 0; i < MAXLIGHTSCALE; i++)
+ {
+ scalelightfixed[i] = fixedcolormap;
+ }
+ }
+ else
+ {
+ fixedcolormap = 0;
+ }
+ framecount++;
+ validcount++;
+ if (BorderNeedRefresh)
+ {
+ if (setblocks < 10)
+ {
+ R_DrawViewBorder();
+ }
+ BorderNeedRefresh = false;
+ BorderTopRefresh = false;
+ UpdateState |= I_FULLSCRN;
+ }
+ if (BorderTopRefresh)
+ {
+ if (setblocks < 10)
+ {
+ R_DrawTopBorder();
+ }
+ BorderTopRefresh = false;
+ UpdateState |= I_MESSAGES;
+ }
+
+#if 0
+ {
+ static int frame;
+ memset(screen, frame, SCREENWIDTH * SCREENHEIGHT);
+ frame++;
+ }
+#endif
+}
+
+/*
+==============
+=
+= R_RenderView
+=
+==============
+*/
+
+void R_RenderPlayerView(player_t * player)
+{
+ R_SetupFrame(player);
+ R_ClearClipSegs();
+ R_ClearDrawSegs();
+ R_ClearPlanes();
+ R_ClearSprites();
+ NetUpdate(); // check for new console commands
+
+ // Make displayed player invisible locally
+ if (localQuakeHappening[displayplayer] && gamestate == GS_LEVEL)
+ {
+ players[displayplayer].mo->flags2 |= MF2_DONTDRAW;
+ R_RenderBSPNode(numnodes - 1); // head node is the last node output
+ players[displayplayer].mo->flags2 &= ~MF2_DONTDRAW;
+ }
+ else
+ {
+ R_RenderBSPNode(numnodes - 1); // head node is the last node output
+ }
+
+ NetUpdate(); // check for new console commands
+ R_DrawPlanes();
+ NetUpdate(); // check for new console commands
+ R_DrawMasked();
+ NetUpdate(); // check for new console commands
+}
diff --git a/src/hexen/r_plane.c b/src/hexen/r_plane.c
new file mode 100644
index 00000000..5c140ad5
--- /dev/null
+++ b/src/hexen/r_plane.c
@@ -0,0 +1,590 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "i_system.h"
+#include "r_local.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern fixed_t Sky1ScrollDelta;
+extern fixed_t Sky2ScrollDelta;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+int Sky1Texture;
+int Sky2Texture;
+fixed_t Sky1ColumnOffset;
+fixed_t Sky2ColumnOffset;
+int skyflatnum;
+int skytexturemid;
+fixed_t skyiscale;
+boolean DoubleSky;
+planefunction_t floorfunc, ceilingfunc;
+
+// Opening
+visplane_t visplanes[MAXVISPLANES], *lastvisplane;
+visplane_t *floorplane, *ceilingplane;
+short openings[MAXOPENINGS], *lastopening;
+
+// Clip values are the solid pixel bounding the range.
+// floorclip start out SCREENHEIGHT
+// ceilingclip starts out -1
+short floorclip[SCREENWIDTH];
+short ceilingclip[SCREENWIDTH];
+
+// spanstart holds the start of a plane span, initialized to 0
+int spanstart[SCREENHEIGHT];
+int spanstop[SCREENHEIGHT];
+
+// Texture mapping
+lighttable_t **planezlight;
+fixed_t planeheight;
+fixed_t yslope[SCREENHEIGHT];
+fixed_t distscale[SCREENWIDTH];
+fixed_t basexscale, baseyscale;
+fixed_t cachedheight[SCREENHEIGHT];
+fixed_t cacheddistance[SCREENHEIGHT];
+fixed_t cachedxstep[SCREENHEIGHT];
+fixed_t cachedystep[SCREENHEIGHT];
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// R_InitSky
+//
+// Called at level load.
+//
+//==========================================================================
+
+void R_InitSky(int map)
+{
+ Sky1Texture = P_GetMapSky1Texture(map);
+ Sky2Texture = P_GetMapSky2Texture(map);
+ Sky1ScrollDelta = P_GetMapSky1ScrollDelta(map);
+ Sky2ScrollDelta = P_GetMapSky2ScrollDelta(map);
+ Sky1ColumnOffset = 0;
+ Sky2ColumnOffset = 0;
+ DoubleSky = P_GetMapDoubleSky(map);
+}
+
+//==========================================================================
+//
+// R_InitSkyMap
+//
+// Called whenever the view size changes.
+//
+//==========================================================================
+
+void R_InitSkyMap(void)
+{
+ skyflatnum = R_FlatNumForName("F_SKY");
+ skytexturemid = 200 * FRACUNIT;
+ skyiscale = FRACUNIT;
+}
+
+//==========================================================================
+//
+// R_InitPlanes
+//
+// Called at game startup.
+//
+//==========================================================================
+
+void R_InitPlanes(void)
+{
+}
+
+//==========================================================================
+//
+// R_MapPlane
+//
+// Globals used: planeheight, ds_source, basexscale, baseyscale,
+// viewx, viewy.
+//
+//==========================================================================
+
+void R_MapPlane(int y, int x1, int x2)
+{
+ angle_t angle;
+ fixed_t distance, length;
+ unsigned index;
+
+#ifdef RANGECHECK
+ if (x2 < x1 || x1 < 0 || x2 >= viewwidth || (unsigned) y > viewheight)
+ {
+ I_Error("R_MapPlane: %i, %i at %i", x1, x2, y);
+ }
+#endif
+
+ if (planeheight != cachedheight[y])
+ {
+ cachedheight[y] = planeheight;
+ distance = cacheddistance[y] = FixedMul(planeheight, yslope[y]);
+ ds_xstep = cachedxstep[y] = FixedMul(distance, basexscale);
+ ds_ystep = cachedystep[y] = FixedMul(distance, baseyscale);
+ }
+ else
+ {
+ distance = cacheddistance[y];
+ ds_xstep = cachedxstep[y];
+ ds_ystep = cachedystep[y];
+ }
+
+ length = FixedMul(distance, distscale[x1]);
+ angle = (viewangle + xtoviewangle[x1]) >> ANGLETOFINESHIFT;
+ ds_xfrac = viewx + FixedMul(finecosine[angle], length);
+ ds_yfrac = -viewy - FixedMul(finesine[angle], length);
+
+ if (fixedcolormap)
+ {
+ ds_colormap = fixedcolormap;
+ }
+ else
+ {
+ index = distance >> LIGHTZSHIFT;
+ if (index >= MAXLIGHTZ)
+ {
+ index = MAXLIGHTZ - 1;
+ }
+ ds_colormap = planezlight[index];
+ }
+
+ ds_y = y;
+ ds_x1 = x1;
+ ds_x2 = x2;
+
+ spanfunc(); // High or low detail
+}
+
+//==========================================================================
+//
+// R_ClearPlanes
+//
+// Called at the beginning of each frame.
+//
+//==========================================================================
+
+void R_ClearPlanes(void)
+{
+ int i;
+ angle_t angle;
+
+ // Opening / clipping determination
+ for (i = 0; i < viewwidth; i++)
+ {
+ floorclip[i] = viewheight;
+ ceilingclip[i] = -1;
+ }
+
+ lastvisplane = visplanes;
+ lastopening = openings;
+
+ // Texture calculation
+ memset(cachedheight, 0, sizeof(cachedheight));
+ angle = (viewangle - ANG90) >> ANGLETOFINESHIFT; // left to right mapping
+ // Scale will be unit scale at SCREENWIDTH/2 distance
+ basexscale = FixedDiv(finecosine[angle], centerxfrac);
+ baseyscale = -FixedDiv(finesine[angle], centerxfrac);
+}
+
+//==========================================================================
+//
+// R_FindPlane
+//
+//==========================================================================
+
+visplane_t *R_FindPlane(fixed_t height, int picnum,
+ int lightlevel, int special)
+{
+ visplane_t *check;
+
+ if (special < 150)
+ { // Don't let low specials affect search
+ special = 0;
+ }
+
+ if (picnum == skyflatnum)
+ { // All skies map together
+ height = 0;
+ lightlevel = 0;
+ }
+
+ for (check = visplanes; check < lastvisplane; check++)
+ {
+ if (height == check->height
+ && picnum == check->picnum
+ && lightlevel == check->lightlevel && special == check->special)
+ break;
+ }
+
+ if (check < lastvisplane)
+ {
+ return (check);
+ }
+
+ if (lastvisplane - visplanes == MAXVISPLANES)
+ {
+ I_Error("R_FindPlane: no more visplanes");
+ }
+
+ lastvisplane++;
+ check->height = height;
+ check->picnum = picnum;
+ check->lightlevel = lightlevel;
+ check->special = special;
+ check->minx = SCREENWIDTH;
+ check->maxx = -1;
+ memset(check->top, 0xff, sizeof(check->top));
+ return (check);
+}
+
+//==========================================================================
+//
+// R_CheckPlane
+//
+//==========================================================================
+
+visplane_t *R_CheckPlane(visplane_t * pl, int start, int stop)
+{
+ int intrl, intrh;
+ int unionl, unionh;
+ int x;
+
+ if (start < pl->minx)
+ {
+ intrl = pl->minx;
+ unionl = start;
+ }
+ else
+ {
+ unionl = pl->minx;
+ intrl = start;
+ }
+ if (stop > pl->maxx)
+ {
+ intrh = pl->maxx;
+ unionh = stop;
+ }
+ else
+ {
+ unionh = pl->maxx;
+ intrh = stop;
+ }
+
+ for (x = intrl; x <= intrh; x++)
+ {
+ if (pl->top[x] != 0xff)
+ {
+ break;
+ }
+ }
+
+ if (x > intrh)
+ {
+ pl->minx = unionl;
+ pl->maxx = unionh;
+ return pl; // use the same visplane
+ }
+
+ // Make a new visplane
+ lastvisplane->height = pl->height;
+ lastvisplane->picnum = pl->picnum;
+ lastvisplane->lightlevel = pl->lightlevel;
+ lastvisplane->special = pl->special;
+ pl = lastvisplane++;
+ pl->minx = start;
+ pl->maxx = stop;
+ memset(pl->top, 0xff, sizeof(pl->top));
+
+ return pl;
+}
+
+//==========================================================================
+//
+// R_MakeSpans
+//
+//==========================================================================
+
+void R_MakeSpans(int x, int t1, int b1, int t2, int b2)
+{
+ while (t1 < t2 && t1 <= b1)
+ {
+ R_MapPlane(t1, spanstart[t1], x - 1);
+ t1++;
+ }
+ while (b1 > b2 && b1 >= t1)
+ {
+ R_MapPlane(b1, spanstart[b1], x - 1);
+ b1--;
+ }
+ while (t2 < t1 && t2 <= b2)
+ {
+ spanstart[t2] = x;
+ t2++;
+ }
+ while (b2 > b1 && b2 >= t2)
+ {
+ spanstart[b2] = x;
+ b2--;
+ }
+}
+
+//==========================================================================
+//
+// R_DrawPlanes
+//
+//==========================================================================
+
+#define SKYTEXTUREMIDSHIFTED 200
+
+void R_DrawPlanes(void)
+{
+ visplane_t *pl;
+ int light;
+ int x, stop;
+ int angle;
+ byte *tempSource;
+ byte *source;
+ byte *source2;
+ byte *dest;
+ int count;
+ int offset;
+ int skyTexture;
+ int offset2;
+ int skyTexture2;
+ int scrollOffset;
+
+ extern byte *ylookup[MAXHEIGHT];
+ extern int columnofs[MAXWIDTH];
+
+#ifdef RANGECHECK
+ if (ds_p - drawsegs > MAXDRAWSEGS)
+ {
+ I_Error("R_DrawPlanes: drawsegs overflow (%i)", ds_p - drawsegs);
+ }
+ if (lastvisplane - visplanes > MAXVISPLANES)
+ {
+ I_Error("R_DrawPlanes: visplane overflow (%i)",
+ lastvisplane - visplanes);
+ }
+ if (lastopening - openings > MAXOPENINGS)
+ {
+ I_Error("R_DrawPlanes: opening overflow (%i)",
+ lastopening - openings);
+ }
+#endif
+
+ for (pl = visplanes; pl < lastvisplane; pl++)
+ {
+ if (pl->minx > pl->maxx)
+ {
+ continue;
+ }
+ if (pl->picnum == skyflatnum)
+ { // Sky flat
+ if (DoubleSky)
+ { // Render 2 layers, sky 1 in front
+ offset = Sky1ColumnOffset >> 16;
+ skyTexture = texturetranslation[Sky1Texture];
+ offset2 = Sky2ColumnOffset >> 16;
+ skyTexture2 = texturetranslation[Sky2Texture];
+ for (x = pl->minx; x <= pl->maxx; x++)
+ {
+ dc_yl = pl->top[x];
+ dc_yh = pl->bottom[x];
+ if (dc_yl <= dc_yh)
+ {
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ {
+ return;
+ }
+ angle = (viewangle + xtoviewangle[x])
+ >> ANGLETOSKYSHIFT;
+ source = R_GetColumn(skyTexture, angle + offset)
+ + SKYTEXTUREMIDSHIFTED + (dc_yl - centery);
+ source2 = R_GetColumn(skyTexture2, angle + offset2)
+ + SKYTEXTUREMIDSHIFTED + (dc_yl - centery);
+ dest = ylookup[dc_yl] + columnofs[x];
+ do
+ {
+ if (*source)
+ {
+ *dest = *source++;
+ source2++;
+ }
+ else
+ {
+ *dest = *source2++;
+ source++;
+ }
+ dest += SCREENWIDTH;
+ }
+ while (count--);
+ }
+ }
+ continue; // Next visplane
+ }
+ else
+ { // Render single layer
+ if (pl->special == 200)
+ { // Use sky 2
+ offset = Sky2ColumnOffset >> 16;
+ skyTexture = texturetranslation[Sky2Texture];
+ }
+ else
+ { // Use sky 1
+ offset = Sky1ColumnOffset >> 16;
+ skyTexture = texturetranslation[Sky1Texture];
+ }
+ for (x = pl->minx; x <= pl->maxx; x++)
+ {
+ dc_yl = pl->top[x];
+ dc_yh = pl->bottom[x];
+ if (dc_yl <= dc_yh)
+ {
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ {
+ return;
+ }
+ angle = (viewangle + xtoviewangle[x])
+ >> ANGLETOSKYSHIFT;
+ source = R_GetColumn(skyTexture, angle + offset)
+ + SKYTEXTUREMIDSHIFTED + (dc_yl - centery);
+ dest = ylookup[dc_yl] + columnofs[x];
+ do
+ {
+ *dest = *source++;
+ dest += SCREENWIDTH;
+ }
+ while (count--);
+ }
+ }
+ continue; // Next visplane
+ }
+ }
+ // Regular flat
+ tempSource = W_CacheLumpNum(firstflat +
+ flattranslation[pl->picnum], PU_STATIC);
+ scrollOffset = leveltime >> 1 & 63;
+ switch (pl->special)
+ { // Handle scrolling flats
+ case 201:
+ case 202:
+ case 203: // Scroll_North_xxx
+ ds_source = tempSource + ((scrollOffset
+ << (pl->special - 201) & 63) << 6);
+ break;
+ case 204:
+ case 205:
+ case 206: // Scroll_East_xxx
+ ds_source = tempSource + ((63 - scrollOffset)
+ << (pl->special - 204) & 63);
+ break;
+ case 207:
+ case 208:
+ case 209: // Scroll_South_xxx
+ ds_source = tempSource + (((63 - scrollOffset)
+ << (pl->special - 207) & 63) << 6);
+ break;
+ case 210:
+ case 211:
+ case 212: // Scroll_West_xxx
+ ds_source = tempSource + (scrollOffset
+ << (pl->special - 210) & 63);
+ break;
+ case 213:
+ case 214:
+ case 215: // Scroll_NorthWest_xxx
+ ds_source = tempSource + (scrollOffset
+ << (pl->special - 213) & 63) +
+ ((scrollOffset << (pl->special - 213) & 63) << 6);
+ break;
+ case 216:
+ case 217:
+ case 218: // Scroll_NorthEast_xxx
+ ds_source = tempSource + ((63 - scrollOffset)
+ << (pl->special - 216) & 63) +
+ ((scrollOffset << (pl->special - 216) & 63) << 6);
+ break;
+ case 219:
+ case 220:
+ case 221: // Scroll_SouthEast_xxx
+ ds_source = tempSource + ((63 - scrollOffset)
+ << (pl->special - 219) & 63) +
+ (((63 - scrollOffset) << (pl->special - 219) & 63) << 6);
+ break;
+ case 222:
+ case 223:
+ case 224: // Scroll_SouthWest_xxx
+ ds_source = tempSource + (scrollOffset
+ << (pl->special - 222) & 63) +
+ (((63 - scrollOffset) << (pl->special - 222) & 63) << 6);
+ break;
+ default:
+ ds_source = tempSource;
+ break;
+ }
+ planeheight = abs(pl->height - viewz);
+ light = (pl->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (light >= LIGHTLEVELS)
+ {
+ light = LIGHTLEVELS - 1;
+ }
+ if (light < 0)
+ {
+ light = 0;
+ }
+ planezlight = zlight[light];
+
+ pl->top[pl->maxx + 1] = 0xff;
+ pl->top[pl->minx - 1] = 0xff;
+
+ stop = pl->maxx + 1;
+ for (x = pl->minx; x <= stop; x++)
+ {
+ R_MakeSpans(x, pl->top[x - 1], pl->bottom[x - 1],
+ pl->top[x], pl->bottom[x]);
+ }
+ W_ReleaseLumpNum(firstflat + flattranslation[pl->picnum]);
+ }
+}
diff --git a/src/hexen/r_segs.c b/src/hexen/r_segs.c
new file mode 100644
index 00000000..5d179bd7
--- /dev/null
+++ b/src/hexen/r_segs.c
@@ -0,0 +1,662 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "i_system.h"
+#include "r_local.h"
+
+// OPTIMIZE: closed two sided lines as single sided
+
+boolean segtextured; // true if any of the segs textures might be vis
+boolean markfloor; // false if the back side is the same plane
+boolean markceiling;
+boolean maskedtexture;
+int toptexture, bottomtexture, midtexture;
+
+
+angle_t rw_normalangle;
+int rw_angle1; // angle to line origin
+
+//
+// wall
+//
+int rw_x;
+int rw_stopx;
+angle_t rw_centerangle;
+fixed_t rw_offset;
+fixed_t rw_distance;
+fixed_t rw_scale;
+fixed_t rw_scalestep;
+fixed_t rw_midtexturemid;
+fixed_t rw_toptexturemid;
+fixed_t rw_bottomtexturemid;
+
+int worldtop, worldbottom, worldhigh, worldlow;
+
+fixed_t pixhigh, pixlow;
+fixed_t pixhighstep, pixlowstep;
+fixed_t topfrac, topstep;
+fixed_t bottomfrac, bottomstep;
+
+
+lighttable_t **walllights;
+
+short *maskedtexturecol;
+
+/*
+================
+=
+= R_RenderMaskedSegRange
+=
+================
+*/
+
+void R_RenderMaskedSegRange(drawseg_t * ds, int x1, int x2)
+{
+ unsigned index;
+ column_t *col;
+ int lightnum;
+ int texnum;
+
+//
+// calculate light table
+// use different light tables for horizontal / vertical / diagonal
+// OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+ curline = ds->curline;
+ frontsector = curline->frontsector;
+ backsector = curline->backsector;
+ texnum = texturetranslation[curline->sidedef->midtexture];
+
+ lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ //if (curline->v1->y == curline->v2->y)
+ // lightnum--;
+ //else if (curline->v1->x == curline->v2->x)
+ // lightnum++;
+ //if (lightnum < 0)
+ // walllights = scalelight[0];
+ if (lightnum >= LIGHTLEVELS)
+ walllights = scalelight[LIGHTLEVELS - 1];
+ else
+ walllights = scalelight[lightnum];
+
+ maskedtexturecol = ds->maskedtexturecol;
+
+ rw_scalestep = ds->scalestep;
+ spryscale = ds->scale1 + (x1 - ds->x1) * rw_scalestep;
+ mfloorclip = ds->sprbottomclip;
+ mceilingclip = ds->sprtopclip;
+
+//
+// find positioning
+//
+ if (curline->linedef->flags & ML_DONTPEGBOTTOM)
+ {
+ dc_texturemid = frontsector->floorheight > backsector->floorheight
+ ? frontsector->floorheight : backsector->floorheight;
+ dc_texturemid = dc_texturemid + textureheight[texnum] - viewz;
+ }
+ else
+ {
+ dc_texturemid = frontsector->ceilingheight < backsector->ceilingheight
+ ? frontsector->ceilingheight : backsector->ceilingheight;
+ dc_texturemid = dc_texturemid - viewz;
+ }
+ dc_texturemid += curline->sidedef->rowoffset;
+
+ if (fixedcolormap)
+ dc_colormap = fixedcolormap;
+//
+// draw the columns
+//
+ for (dc_x = x1; dc_x <= x2; dc_x++)
+ {
+ // calculate lighting
+ if (maskedtexturecol[dc_x] != SHRT_MAX)
+ {
+ if (!fixedcolormap)
+ {
+ index = spryscale >> LIGHTSCALESHIFT;
+ if (index >= MAXLIGHTSCALE)
+ index = MAXLIGHTSCALE - 1;
+ dc_colormap = walllights[index];
+ }
+
+ sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
+ dc_iscale = 0xffffffffu / (unsigned) spryscale;
+
+ //
+ // draw the texture
+ //
+ col = (column_t *) ((byte *)
+ R_GetColumn(texnum,
+ maskedtexturecol[dc_x]) - 3);
+
+ R_DrawMaskedColumn(col, -1);
+ maskedtexturecol[dc_x] = SHRT_MAX;
+ }
+ spryscale += rw_scalestep;
+ }
+
+}
+
+/*
+================
+=
+= R_RenderSegLoop
+=
+= Draws zero, one, or two textures (and possibly a masked texture) for walls
+= Can draw or mark the starting pixel of floor and ceiling textures
+=
+= CALLED: CORE LOOPING ROUTINE
+================
+*/
+
+#define HEIGHTBITS 12
+#define HEIGHTUNIT (1<<HEIGHTBITS)
+
+void R_RenderSegLoop(void)
+{
+ angle_t angle;
+ unsigned index;
+ int yl, yh, mid;
+ fixed_t texturecolumn;
+ int top, bottom;
+
+ texturecolumn = 0; // shut up compiler warning
+
+ for (; rw_x < rw_stopx; rw_x++)
+ {
+//
+// mark floor / ceiling areas
+//
+ yl = (topfrac + HEIGHTUNIT - 1) >> HEIGHTBITS;
+ if (yl < ceilingclip[rw_x] + 1)
+ yl = ceilingclip[rw_x] + 1; // no space above wall
+ if (markceiling)
+ {
+ top = ceilingclip[rw_x] + 1;
+ bottom = yl - 1;
+ if (bottom >= floorclip[rw_x])
+ bottom = floorclip[rw_x] - 1;
+ if (top <= bottom)
+ {
+ ceilingplane->top[rw_x] = top;
+ ceilingplane->bottom[rw_x] = bottom;
+ }
+ }
+
+ yh = bottomfrac >> HEIGHTBITS;
+ if (yh >= floorclip[rw_x])
+ yh = floorclip[rw_x] - 1;
+ if (markfloor)
+ {
+ top = yh + 1;
+ bottom = floorclip[rw_x] - 1;
+ if (top <= ceilingclip[rw_x])
+ top = ceilingclip[rw_x] + 1;
+ if (top <= bottom)
+ {
+ floorplane->top[rw_x] = top;
+ floorplane->bottom[rw_x] = bottom;
+ }
+ }
+
+//
+// texturecolumn and lighting are independent of wall tiers
+//
+ if (segtextured)
+ {
+ // calculate texture offset
+ angle = (rw_centerangle + xtoviewangle[rw_x]) >> ANGLETOFINESHIFT;
+ texturecolumn =
+ rw_offset - FixedMul(finetangent[angle], rw_distance);
+ texturecolumn >>= FRACBITS;
+ // calculate lighting
+ index = rw_scale >> LIGHTSCALESHIFT;
+ if (index >= MAXLIGHTSCALE)
+ index = MAXLIGHTSCALE - 1;
+ dc_colormap = walllights[index];
+ dc_x = rw_x;
+ dc_iscale = 0xffffffffu / (unsigned) rw_scale;
+ }
+
+//
+// draw the wall tiers
+//
+ if (midtexture)
+ { // single sided line
+ dc_yl = yl;
+ dc_yh = yh;
+ dc_texturemid = rw_midtexturemid;
+ dc_source = R_GetColumn(midtexture, texturecolumn);
+ colfunc();
+ ceilingclip[rw_x] = viewheight;
+ floorclip[rw_x] = -1;
+ }
+ else
+ { // two sided line
+ if (toptexture)
+ { // top wall
+ mid = pixhigh >> HEIGHTBITS;
+ pixhigh += pixhighstep;
+ if (mid >= floorclip[rw_x])
+ mid = floorclip[rw_x] - 1;
+ if (mid >= yl)
+ {
+ dc_yl = yl;
+ dc_yh = mid;
+ dc_texturemid = rw_toptexturemid;
+ dc_source = R_GetColumn(toptexture, texturecolumn);
+ colfunc();
+ ceilingclip[rw_x] = mid;
+ }
+ else
+ ceilingclip[rw_x] = yl - 1;
+ }
+ else
+ { // no top wall
+ if (markceiling)
+ ceilingclip[rw_x] = yl - 1;
+ }
+
+ if (bottomtexture)
+ { // bottom wall
+ mid = (pixlow + HEIGHTUNIT - 1) >> HEIGHTBITS;
+ pixlow += pixlowstep;
+ if (mid <= ceilingclip[rw_x])
+ mid = ceilingclip[rw_x] + 1; // no space above wall
+ if (mid <= yh)
+ {
+ dc_yl = mid;
+ dc_yh = yh;
+ dc_texturemid = rw_bottomtexturemid;
+ dc_source = R_GetColumn(bottomtexture, texturecolumn);
+ colfunc();
+ floorclip[rw_x] = mid;
+ }
+ else
+ floorclip[rw_x] = yh + 1;
+ }
+ else
+ { // no bottom wall
+ if (markfloor)
+ floorclip[rw_x] = yh + 1;
+ }
+
+ if (maskedtexture)
+ { // save texturecol for backdrawing of masked mid texture
+ maskedtexturecol[rw_x] = texturecolumn;
+ }
+ }
+
+ rw_scale += rw_scalestep;
+ topfrac += topstep;
+ bottomfrac += bottomstep;
+ }
+
+}
+
+
+
+/*
+=====================
+=
+= R_StoreWallRange
+=
+= A wall segment will be drawn between start and stop pixels (inclusive)
+=
+======================
+*/
+
+void R_StoreWallRange(int start, int stop)
+{
+ fixed_t hyp;
+ fixed_t sineval;
+ angle_t distangle, offsetangle;
+ fixed_t vtop;
+ int lightnum;
+
+ if (ds_p == &drawsegs[MAXDRAWSEGS])
+ return; // don't overflow and crash
+
+#ifdef RANGECHECK
+ if (start >= viewwidth || start > stop)
+ I_Error("Bad R_RenderWallRange: %i to %i", start, stop);
+#endif
+
+ sidedef = curline->sidedef;
+ linedef = curline->linedef;
+
+// mark the segment as visible for auto map
+ linedef->flags |= ML_MAPPED;
+
+//
+// calculate rw_distance for scale calculation
+//
+ rw_normalangle = curline->angle + ANG90;
+ offsetangle = abs(rw_normalangle - rw_angle1);
+ if (offsetangle > ANG90)
+ offsetangle = ANG90;
+ distangle = ANG90 - offsetangle;
+ hyp = R_PointToDist(curline->v1->x, curline->v1->y);
+ sineval = finesine[distangle >> ANGLETOFINESHIFT];
+ rw_distance = FixedMul(hyp, sineval);
+
+
+ ds_p->x1 = rw_x = start;
+ ds_p->x2 = stop;
+ ds_p->curline = curline;
+ rw_stopx = stop + 1;
+
+//
+// calculate scale at both ends and step
+//
+ ds_p->scale1 = rw_scale =
+ R_ScaleFromGlobalAngle(viewangle + xtoviewangle[start]);
+ if (stop > start)
+ {
+ ds_p->scale2 = R_ScaleFromGlobalAngle(viewangle + xtoviewangle[stop]);
+ ds_p->scalestep = rw_scalestep =
+ (ds_p->scale2 - rw_scale) / (stop - start);
+ }
+ else
+ {
+ //
+ // try to fix the stretched line bug
+ //
+#if 0
+ if (rw_distance < FRACUNIT / 2)
+ {
+ fixed_t trx, try;
+ fixed_t gxt, gyt;
+
+ trx = curline->v1->x - viewx;
+ try = curline->v1->y - viewy;
+
+ gxt = FixedMul(trx, viewcos);
+ gyt = -FixedMul(try, viewsin);
+ ds_p->scale1 = FixedDiv(projection, gxt - gyt);
+ }
+#endif
+ ds_p->scale2 = ds_p->scale1;
+ }
+
+
+//
+// calculate texture boundaries and decide if floor / ceiling marks
+// are needed
+//
+ worldtop = frontsector->ceilingheight - viewz;
+ worldbottom = frontsector->floorheight - viewz;
+
+ midtexture = toptexture = bottomtexture = maskedtexture = 0;
+ ds_p->maskedtexturecol = NULL;
+
+ if (!backsector)
+ {
+//
+// single sided line
+//
+ midtexture = texturetranslation[sidedef->midtexture];
+ // a single sided line is terminal, so it must mark ends
+ markfloor = markceiling = true;
+ if (linedef->flags & ML_DONTPEGBOTTOM)
+ {
+ vtop = frontsector->floorheight +
+ textureheight[sidedef->midtexture];
+ rw_midtexturemid = vtop - viewz; // bottom of texture at bottom
+ }
+ else
+ rw_midtexturemid = worldtop; // top of texture at top
+ rw_midtexturemid += sidedef->rowoffset;
+ ds_p->silhouette = SIL_BOTH;
+ ds_p->sprtopclip = screenheightarray;
+ ds_p->sprbottomclip = negonearray;
+ ds_p->bsilheight = INT_MAX;
+ ds_p->tsilheight = INT_MIN;
+ }
+ else
+ {
+//
+// two sided line
+//
+ ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
+ ds_p->silhouette = 0;
+ if (frontsector->floorheight > backsector->floorheight)
+ {
+ ds_p->silhouette = SIL_BOTTOM;
+ ds_p->bsilheight = frontsector->floorheight;
+ }
+ else if (backsector->floorheight > viewz)
+ {
+ ds_p->silhouette = SIL_BOTTOM;
+ ds_p->bsilheight = INT_MAX;
+// ds_p->sprbottomclip = negonearray;
+ }
+ if (frontsector->ceilingheight < backsector->ceilingheight)
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = frontsector->ceilingheight;
+ }
+ else if (backsector->ceilingheight < viewz)
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = INT_MIN;
+// ds_p->sprtopclip = screenheightarray;
+ }
+
+ if (backsector->ceilingheight <= frontsector->floorheight)
+ {
+ ds_p->sprbottomclip = negonearray;
+ ds_p->bsilheight = INT_MAX;
+ ds_p->silhouette |= SIL_BOTTOM;
+ }
+ if (backsector->floorheight >= frontsector->ceilingheight)
+ {
+ ds_p->sprtopclip = screenheightarray;
+ ds_p->tsilheight = INT_MIN;
+ ds_p->silhouette |= SIL_TOP;
+ }
+ worldhigh = backsector->ceilingheight - viewz;
+ worldlow = backsector->floorheight - viewz;
+
+ // hack to allow height changes in outdoor areas
+ if (frontsector->ceilingpic == skyflatnum
+ && backsector->ceilingpic == skyflatnum)
+ worldtop = worldhigh;
+
+ if (worldlow != worldbottom
+ || backsector->floorpic != frontsector->floorpic
+ || backsector->lightlevel != frontsector->lightlevel
+ || backsector->special != frontsector->special)
+ markfloor = true;
+ else
+ markfloor = false; // same plane on both sides
+
+ if (worldhigh != worldtop
+ || backsector->ceilingpic != frontsector->ceilingpic
+ || backsector->lightlevel != frontsector->lightlevel)
+ markceiling = true;
+ else
+ markceiling = false; // same plane on both sides
+
+ if (backsector->ceilingheight <= frontsector->floorheight
+ || backsector->floorheight >= frontsector->ceilingheight)
+ markceiling = markfloor = true; // closed door
+
+ if (worldhigh < worldtop)
+ { // top texture
+ toptexture = texturetranslation[sidedef->toptexture];
+ if (linedef->flags & ML_DONTPEGTOP)
+ rw_toptexturemid = worldtop; // top of texture at top
+ else
+ {
+ vtop = backsector->ceilingheight +
+ textureheight[sidedef->toptexture];
+ rw_toptexturemid = vtop - viewz; // bottom of texture
+ }
+ }
+ if (worldlow > worldbottom)
+ { // bottom texture
+ bottomtexture = texturetranslation[sidedef->bottomtexture];
+ if (linedef->flags & ML_DONTPEGBOTTOM)
+ { // bottom of texture at bottom
+ rw_bottomtexturemid = worldtop; // top of texture at top
+ }
+ else // top of texture at top
+ rw_bottomtexturemid = worldlow;
+ }
+ rw_toptexturemid += sidedef->rowoffset;
+ rw_bottomtexturemid += sidedef->rowoffset;
+
+ //
+ // allocate space for masked texture tables
+ //
+ if (sidedef->midtexture)
+ { // masked midtexture
+ maskedtexture = true;
+ ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x;
+ lastopening += rw_stopx - rw_x;
+ }
+ }
+
+//
+// calculate rw_offset (only needed for textured lines)
+//
+ segtextured = midtexture | toptexture | bottomtexture | maskedtexture;
+
+ if (segtextured)
+ {
+ offsetangle = rw_normalangle - rw_angle1;
+ if (offsetangle > ANG180)
+ offsetangle = -offsetangle;
+ if (offsetangle > ANG90)
+ offsetangle = ANG90;
+ sineval = finesine[offsetangle >> ANGLETOFINESHIFT];
+ rw_offset = FixedMul(hyp, sineval);
+ if (rw_normalangle - rw_angle1 < ANG180)
+ rw_offset = -rw_offset;
+ rw_offset += sidedef->textureoffset + curline->offset;
+ rw_centerangle = ANG90 + viewangle - rw_normalangle;
+
+ //
+ // calculate light table
+ // use different light tables for horizontal / vertical / diagonal
+ // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+ if (!fixedcolormap)
+ {
+ lightnum =
+ (frontsector->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ //if (curline->v1->y == curline->v2->y)
+ // lightnum--;
+ //else if (curline->v1->x == curline->v2->x)
+ // lightnum++;
+ //if (lightnum < 0)
+ // walllights = scalelight[0];
+ if (lightnum >= LIGHTLEVELS)
+ walllights = scalelight[LIGHTLEVELS - 1];
+ else
+ walllights = scalelight[lightnum];
+ }
+ }
+
+
+//
+// if a floor / ceiling plane is on the wrong side of the view plane
+// it is definately invisible and doesn't need to be marked
+//
+ if (frontsector->floorheight >= viewz)
+ markfloor = false; // above view plane
+ if (frontsector->ceilingheight <= viewz
+ && frontsector->ceilingpic != skyflatnum)
+ markceiling = false; // below view plane
+
+//
+// calculate incremental stepping values for texture edges
+//
+ worldtop >>= 4;
+ worldbottom >>= 4;
+
+ topstep = -FixedMul(rw_scalestep, worldtop);
+ topfrac = (centeryfrac >> 4) - FixedMul(worldtop, rw_scale);
+
+ bottomstep = -FixedMul(rw_scalestep, worldbottom);
+ bottomfrac = (centeryfrac >> 4) - FixedMul(worldbottom, rw_scale);
+
+ if (backsector)
+ {
+ worldhigh >>= 4;
+ worldlow >>= 4;
+
+ if (worldhigh < worldtop)
+ {
+ pixhigh = (centeryfrac >> 4) - FixedMul(worldhigh, rw_scale);
+ pixhighstep = -FixedMul(rw_scalestep, worldhigh);
+ }
+ if (worldlow > worldbottom)
+ {
+ pixlow = (centeryfrac >> 4) - FixedMul(worldlow, rw_scale);
+ pixlowstep = -FixedMul(rw_scalestep, worldlow);
+ }
+ }
+
+//
+// render it
+//
+ if (markceiling)
+ ceilingplane = R_CheckPlane(ceilingplane, rw_x, rw_stopx - 1);
+ if (markfloor)
+ floorplane = R_CheckPlane(floorplane, rw_x, rw_stopx - 1);
+
+ R_RenderSegLoop();
+
+//
+// save sprite clipping info
+//
+ if (((ds_p->silhouette & SIL_TOP) || maskedtexture) && !ds_p->sprtopclip)
+ {
+ memcpy(lastopening, ceilingclip + start, 2 * (rw_stopx - start));
+ ds_p->sprtopclip = lastopening - start;
+ lastopening += rw_stopx - start;
+ }
+ if (((ds_p->silhouette & SIL_BOTTOM) || maskedtexture)
+ && !ds_p->sprbottomclip)
+ {
+ memcpy(lastopening, floorclip + start, 2 * (rw_stopx - start));
+ ds_p->sprbottomclip = lastopening - start;
+ lastopening += rw_stopx - start;
+ }
+ if (maskedtexture && !(ds_p->silhouette & SIL_TOP))
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = INT_MIN;
+ }
+ if (maskedtexture && !(ds_p->silhouette & SIL_BOTTOM))
+ {
+ ds_p->silhouette |= SIL_BOTTOM;
+ ds_p->bsilheight = INT_MAX;
+ }
+ ds_p++;
+}
diff --git a/src/hexen/r_things.c b/src/hexen/r_things.c
new file mode 100644
index 00000000..0517fd49
--- /dev/null
+++ b/src/hexen/r_things.c
@@ -0,0 +1,1055 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include "h2def.h"
+#include "i_system.h"
+#include "i_swap.h"
+#include "r_local.h"
+
+void R_DrawColumn(void);
+void R_DrawTLColumn(void);
+void R_DrawAltTLColumn(void);
+//void R_DrawTranslatedAltTLColumn(void);
+
+typedef struct
+{
+ int x1, x2;
+
+ int column;
+ int topclip;
+ int bottomclip;
+} maskdraw_t;
+
+/*
+
+Sprite rotation 0 is facing the viewer, rotation 1 is one angle turn CLOCKWISE around the axis.
+This is not the same as the angle, which increases counter clockwise
+(protractor). There was a lot of stuff grabbed wrong, so I changed it...
+
+*/
+
+
+fixed_t pspritescale, pspriteiscale;
+
+lighttable_t **spritelights;
+
+// constant arrays used for psprite clipping and initializing clipping
+short negonearray[SCREENWIDTH];
+short screenheightarray[SCREENWIDTH];
+
+boolean LevelUseFullBright;
+/*
+===============================================================================
+
+ INITIALIZATION FUNCTIONS
+
+===============================================================================
+*/
+
+// variables used to look up and range check thing_t sprites patches
+spritedef_t *sprites;
+int numsprites;
+
+spriteframe_t sprtemp[30];
+int maxframe;
+char *spritename;
+
+
+
+/*
+=================
+=
+= R_InstallSpriteLump
+=
+= Local function for R_InitSprites
+=================
+*/
+
+void R_InstallSpriteLump(int lump, unsigned frame, unsigned rotation,
+ boolean flipped)
+{
+ int r;
+
+ if (frame >= 30 || rotation > 8)
+ I_Error("R_InstallSpriteLump: Bad frame characters in lump %i", lump);
+
+ if ((int) frame > maxframe)
+ maxframe = frame;
+
+ if (rotation == 0)
+ {
+// the lump should be used for all rotations
+ if (sprtemp[frame].rotate == false)
+ I_Error("R_InitSprites: Sprite %s frame %c has multip rot=0 lump",
+ spritename, 'A' + frame);
+ if (sprtemp[frame].rotate == true)
+ I_Error
+ ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump",
+ spritename, 'A' + frame);
+
+ sprtemp[frame].rotate = false;
+ for (r = 0; r < 8; r++)
+ {
+ sprtemp[frame].lump[r] = lump - firstspritelump;
+ sprtemp[frame].flip[r] = (byte) flipped;
+ }
+ return;
+ }
+
+// the lump is only used for one rotation
+ if (sprtemp[frame].rotate == false)
+ I_Error
+ ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump",
+ spritename, 'A' + frame);
+
+ sprtemp[frame].rotate = true;
+
+ rotation--; // make 0 based
+ if (sprtemp[frame].lump[rotation] != -1)
+ I_Error
+ ("R_InitSprites: Sprite %s : %c : %c has two lumps mapped to it",
+ spritename, 'A' + frame, '1' + rotation);
+
+ sprtemp[frame].lump[rotation] = lump - firstspritelump;
+ sprtemp[frame].flip[rotation] = (byte) flipped;
+}
+
+/*
+=================
+=
+= R_InitSpriteDefs
+=
+= Pass a null terminated list of sprite names (4 chars exactly) to be used
+= Builds the sprite rotation matrixes to account for horizontally flipped
+= sprites. Will report an error if the lumps are inconsistant
+=Only called at startup
+=
+= Sprite lump names are 4 characters for the actor, a letter for the frame,
+= and a number for the rotation, A sprite that is flippable will have an
+= additional letter/number appended. The rotation character can be 0 to
+= signify no rotations
+=================
+*/
+
+void R_InitSpriteDefs(char **namelist)
+{
+ char **check;
+ int i, l, intname, frame, rotation;
+ int start, end;
+
+// count the number of sprite names
+ check = namelist;
+ while (*check != NULL)
+ check++;
+ numsprites = check - namelist;
+
+ if (!numsprites)
+ return;
+
+ sprites = Z_Malloc(numsprites * sizeof(*sprites), PU_STATIC, NULL);
+
+ start = firstspritelump - 1;
+ end = lastspritelump + 1;
+
+// scan all the lump names for each of the names, noting the highest
+// frame letter
+// Just compare 4 characters as ints
+ for (i = 0; i < numsprites; i++)
+ {
+ spritename = namelist[i];
+ memset(sprtemp, -1, sizeof(sprtemp));
+
+ maxframe = -1;
+ intname = *(int *) namelist[i];
+
+ //
+ // scan the lumps, filling in the frames for whatever is found
+ //
+ for (l = start + 1; l < end; l++)
+ if (*(int *) lumpinfo[l].name == intname)
+ {
+ frame = lumpinfo[l].name[4] - 'A';
+ rotation = lumpinfo[l].name[5] - '0';
+ R_InstallSpriteLump(l, frame, rotation, false);
+ if (lumpinfo[l].name[6])
+ {
+ frame = lumpinfo[l].name[6] - 'A';
+ rotation = lumpinfo[l].name[7] - '0';
+ R_InstallSpriteLump(l, frame, rotation, true);
+ }
+ }
+
+ //
+ // check the frames that were found for completeness
+ //
+ if (maxframe == -1)
+ {
+ //continue;
+ sprites[i].numframes = 0;
+ if (gamemode == shareware)
+ continue;
+ I_Error("R_InitSprites: No lumps found for sprite %s",
+ namelist[i]);
+ }
+
+ maxframe++;
+ for (frame = 0; frame < maxframe; frame++)
+ {
+ switch ((int) sprtemp[frame].rotate)
+ {
+ case -1: // no rotations were found for that frame at all
+ I_Error("R_InitSprites: No patches found for %s frame %c",
+ namelist[i], frame + 'A');
+ case 0: // only the first rotation is needed
+ break;
+
+ case 1: // must have all 8 frames
+ for (rotation = 0; rotation < 8; rotation++)
+ if (sprtemp[frame].lump[rotation] == -1)
+ I_Error
+ ("R_InitSprites: Sprite %s frame %c is missing rotations",
+ namelist[i], frame + 'A');
+ }
+ }
+
+ //
+ // allocate space for the frames present and copy sprtemp to it
+ //
+ sprites[i].numframes = maxframe;
+ sprites[i].spriteframes =
+ Z_Malloc(maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
+ memcpy(sprites[i].spriteframes, sprtemp,
+ maxframe * sizeof(spriteframe_t));
+ }
+
+}
+
+
+/*
+===============================================================================
+
+ GAME FUNCTIONS
+
+===============================================================================
+*/
+
+vissprite_t vissprites[MAXVISSPRITES], *vissprite_p;
+int newvissprite;
+
+
+/*
+===================
+=
+= R_InitSprites
+=
+= Called at program start
+===================
+*/
+
+void R_InitSprites(char **namelist)
+{
+ int i;
+
+ for (i = 0; i < SCREENWIDTH; i++)
+ {
+ negonearray[i] = -1;
+ }
+
+ R_InitSpriteDefs(namelist);
+}
+
+
+/*
+===================
+=
+= R_ClearSprites
+=
+= Called at frame start
+===================
+*/
+
+void R_ClearSprites(void)
+{
+ vissprite_p = vissprites;
+}
+
+
+/*
+===================
+=
+= R_NewVisSprite
+=
+===================
+*/
+
+vissprite_t overflowsprite;
+
+vissprite_t *R_NewVisSprite(void)
+{
+ if (vissprite_p == &vissprites[MAXVISSPRITES])
+ return &overflowsprite;
+ vissprite_p++;
+ return vissprite_p - 1;
+}
+
+
+/*
+================
+=
+= R_DrawMaskedColumn
+=
+= Used for sprites and masked mid textures
+================
+*/
+
+short *mfloorclip;
+short *mceilingclip;
+fixed_t spryscale;
+fixed_t sprtopscreen;
+fixed_t sprbotscreen;
+
+void R_DrawMaskedColumn(column_t * column, signed int baseclip)
+{
+ int topscreen, bottomscreen;
+ fixed_t basetexturemid;
+
+ basetexturemid = dc_texturemid;
+
+ for (; column->topdelta != 0xff;)
+ {
+// calculate unclipped screen coordinates for post
+ topscreen = sprtopscreen + spryscale * column->topdelta;
+ bottomscreen = topscreen + spryscale * column->length;
+ dc_yl = (topscreen + FRACUNIT - 1) >> FRACBITS;
+ dc_yh = (bottomscreen - 1) >> FRACBITS;
+
+ if (dc_yh >= mfloorclip[dc_x])
+ dc_yh = mfloorclip[dc_x] - 1;
+ if (dc_yl <= mceilingclip[dc_x])
+ dc_yl = mceilingclip[dc_x] + 1;
+
+ if (dc_yh >= baseclip && baseclip != -1)
+ dc_yh = baseclip;
+
+ if (dc_yl <= dc_yh)
+ {
+ dc_source = (byte *) column + 3;
+ dc_texturemid = basetexturemid - (column->topdelta << FRACBITS);
+// dc_source = (byte *)column + 3 - column->topdelta;
+ colfunc(); // either R_DrawColumn or R_DrawTLColumn
+ }
+ column = (column_t *) ((byte *) column + column->length + 4);
+ }
+
+ dc_texturemid = basetexturemid;
+}
+
+
+/*
+================
+=
+= R_DrawVisSprite
+=
+= mfloorclip and mceilingclip should also be set
+================
+*/
+
+void R_DrawVisSprite(vissprite_t * vis, int x1, int x2)
+{
+ column_t *column;
+ int texturecolumn;
+ fixed_t frac;
+ patch_t *patch;
+ fixed_t baseclip;
+
+
+ patch = W_CacheLumpNum(vis->patch + firstspritelump, PU_CACHE);
+
+ dc_colormap = vis->colormap;
+
+// if(!dc_colormap)
+// colfunc = tlcolfunc; // NULL colormap = shadow draw
+
+ if (vis->mobjflags & (MF_SHADOW | MF_ALTSHADOW))
+ {
+ if (vis->mobjflags & MF_TRANSLATION)
+ {
+ colfunc = R_DrawTranslatedTLColumn;
+ dc_translation = translationtables - 256
+ + vis->class * ((MAXPLAYERS - 1) * 256) +
+ ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT - 8));
+ }
+ else if (vis->mobjflags & MF_SHADOW)
+ { // Draw using shadow column function
+ colfunc = tlcolfunc;
+ }
+ else
+ {
+ colfunc = R_DrawAltTLColumn;
+ }
+ }
+ else if (vis->mobjflags & MF_TRANSLATION)
+ {
+ // Draw using translated column function
+ colfunc = R_DrawTranslatedColumn;
+ dc_translation = translationtables - 256
+ + vis->class * ((MAXPLAYERS - 1) * 256) +
+ ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT - 8));
+ }
+
+ dc_iscale = abs(vis->xiscale) >> detailshift;
+ dc_texturemid = vis->texturemid;
+ frac = vis->startfrac;
+ spryscale = vis->scale;
+
+ sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
+
+ // check to see if vissprite is a weapon
+ if (vis->psprite)
+ {
+ dc_texturemid += FixedMul(((centery - viewheight / 2) << FRACBITS),
+ vis->xiscale);
+ sprtopscreen += (viewheight / 2 - centery) << FRACBITS;
+ }
+
+ if (vis->floorclip && !vis->psprite)
+ {
+ sprbotscreen = sprtopscreen + FixedMul(patch->height << FRACBITS,
+ spryscale);
+ baseclip = (sprbotscreen - FixedMul(vis->floorclip,
+ spryscale)) >> FRACBITS;
+ }
+ else
+ {
+ baseclip = -1;
+ }
+
+ for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
+ {
+ texturecolumn = frac >> FRACBITS;
+#ifdef RANGECHECK
+ if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
+ I_Error("R_DrawSpriteRange: bad texturecolumn");
+#endif
+ column = (column_t *) ((byte *) patch +
+ LONG(patch->columnofs[texturecolumn]));
+ R_DrawMaskedColumn(column, baseclip);
+ }
+
+ colfunc = basecolfunc;
+}
+
+
+
+/*
+===================
+=
+= R_ProjectSprite
+=
+= Generates a vissprite for a thing if it might be visible
+=
+===================
+*/
+
+void R_ProjectSprite(mobj_t * thing)
+{
+ fixed_t trx, try;
+ fixed_t gxt, gyt;
+ fixed_t tx, tz;
+ fixed_t xscale;
+ int x1, x2;
+ spritedef_t *sprdef;
+ spriteframe_t *sprframe;
+ int lump;
+ unsigned rot;
+ boolean flip;
+ int index;
+ vissprite_t *vis;
+ angle_t ang;
+ fixed_t iscale;
+
+ if (thing->flags2 & MF2_DONTDRAW)
+ { // Never make a vissprite when MF2_DONTDRAW is flagged.
+ return;
+ }
+
+//
+// transform the origin point
+//
+ trx = thing->x - viewx;
+ try = thing->y - viewy;
+
+ gxt = FixedMul(trx, viewcos);
+ gyt = -FixedMul(try, viewsin);
+ tz = gxt - gyt;
+
+ if (tz < MINZ)
+ return; // thing is behind view plane
+ xscale = FixedDiv(projection, tz);
+
+ gxt = -FixedMul(trx, viewsin);
+ gyt = FixedMul(try, viewcos);
+ tx = -(gyt + gxt);
+
+ if (abs(tx) > (tz << 2))
+ return; // too far off the side
+
+//
+// decide which patch to use for sprite reletive to player
+//
+#ifdef RANGECHECK
+ if ((unsigned) thing->sprite >= numsprites)
+ I_Error("R_ProjectSprite: invalid sprite number %i ", thing->sprite);
+#endif
+ sprdef = &sprites[thing->sprite];
+#ifdef RANGECHECK
+ if ((thing->frame & FF_FRAMEMASK) >= sprdef->numframes)
+ I_Error("R_ProjectSprite: invalid sprite frame %i : %i ",
+ thing->sprite, thing->frame);
+#endif
+ sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
+
+ if (sprframe->rotate)
+ { // choose a different rotation based on player view
+ ang = R_PointToAngle(thing->x, thing->y);
+ rot = (ang - thing->angle + (unsigned) (ANG45 / 2) * 9) >> 29;
+ lump = sprframe->lump[rot];
+ flip = (boolean) sprframe->flip[rot];
+ }
+ else
+ { // use single rotation for all views
+ lump = sprframe->lump[0];
+ flip = (boolean) sprframe->flip[0];
+ }
+
+//
+// calculate edges of the shape
+//
+ tx -= spriteoffset[lump];
+ x1 = (centerxfrac + FixedMul(tx, xscale)) >> FRACBITS;
+ if (x1 > viewwidth)
+ return; // off the right side
+ tx += spritewidth[lump];
+ x2 = ((centerxfrac + FixedMul(tx, xscale)) >> FRACBITS) - 1;
+ if (x2 < 0)
+ return; // off the left side
+
+
+//
+// store information in a vissprite
+//
+ vis = R_NewVisSprite();
+ vis->mobjflags = thing->flags;
+ vis->psprite = false;
+ vis->scale = xscale << detailshift;
+ vis->gx = thing->x;
+ vis->gy = thing->y;
+ vis->gz = thing->z;
+ vis->gzt = thing->z + spritetopoffset[lump];
+ if (thing->flags & MF_TRANSLATION)
+ {
+ if (thing->player)
+ {
+ vis->class = thing->player->class;
+ }
+ else
+ {
+ vis->class = thing->special1;
+ }
+ if (vis->class > 2)
+ {
+ vis->class = 0;
+ }
+ }
+ // foot clipping
+ vis->floorclip = thing->floorclip;
+ vis->texturemid = vis->gzt - viewz - vis->floorclip;
+
+ vis->x1 = x1 < 0 ? 0 : x1;
+ vis->x2 = x2 >= viewwidth ? viewwidth - 1 : x2;
+ iscale = FixedDiv(FRACUNIT, xscale);
+ if (flip)
+ {
+ vis->startfrac = spritewidth[lump] - 1;
+ vis->xiscale = -iscale;
+ }
+ else
+ {
+ vis->startfrac = 0;
+ vis->xiscale = iscale;
+ }
+ if (vis->x1 > x1)
+ vis->startfrac += vis->xiscale * (vis->x1 - x1);
+ vis->patch = lump;
+//
+// get light level
+//
+
+// if (thing->flags & MF_SHADOW)
+// vis->colormap = NULL; // shadow draw
+// else ...
+
+ if (fixedcolormap)
+ vis->colormap = fixedcolormap; // fixed map
+ else if (LevelUseFullBright && thing->frame & FF_FULLBRIGHT)
+ vis->colormap = colormaps; // full bright
+ else
+ { // diminished light
+ index = xscale >> (LIGHTSCALESHIFT - detailshift);
+ if (index >= MAXLIGHTSCALE)
+ index = MAXLIGHTSCALE - 1;
+ vis->colormap = spritelights[index];
+ }
+}
+
+
+
+
+/*
+========================
+=
+= R_AddSprites
+=
+========================
+*/
+
+void R_AddSprites(sector_t * sec)
+{
+ mobj_t *thing;
+ int lightnum;
+
+ if (sec->validcount == validcount)
+ return; // already added
+
+ sec->validcount = validcount;
+
+ lightnum = (sec->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (lightnum < 0)
+ spritelights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ spritelights = scalelight[LIGHTLEVELS - 1];
+ else
+ spritelights = scalelight[lightnum];
+
+
+ for (thing = sec->thinglist; thing; thing = thing->snext)
+ R_ProjectSprite(thing);
+}
+
+
+/*
+========================
+=
+= R_DrawPSprite
+=
+========================
+*/
+
+// Y-adjustment values for full screen (4 weapons)
+int PSpriteSY[NUMCLASSES][NUMWEAPONS] = {
+ {0, -12 * FRACUNIT, -10 * FRACUNIT, 10 * FRACUNIT}, // Fighter
+ {-8 * FRACUNIT, 10 * FRACUNIT, 10 * FRACUNIT, 0}, // Cleric
+ {9 * FRACUNIT, 20 * FRACUNIT, 20 * FRACUNIT, 20 * FRACUNIT}, // Mage
+ {10 * FRACUNIT, 10 * FRACUNIT, 10 * FRACUNIT, 10 * FRACUNIT} // Pig
+};
+
+void R_DrawPSprite(pspdef_t * psp)
+{
+ fixed_t tx;
+ int x1, x2;
+ spritedef_t *sprdef;
+ spriteframe_t *sprframe;
+ int lump;
+ boolean flip;
+ vissprite_t *vis, avis;
+
+ int tempangle;
+
+//
+// decide which patch to use
+//
+#ifdef RANGECHECK
+ if ((unsigned) psp->state->sprite >= numsprites)
+ I_Error("R_ProjectSprite: invalid sprite number %i ",
+ psp->state->sprite);
+#endif
+ sprdef = &sprites[psp->state->sprite];
+#ifdef RANGECHECK
+ if ((psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes)
+ I_Error("R_ProjectSprite: invalid sprite frame %i : %i ",
+ psp->state->sprite, psp->state->frame);
+#endif
+ sprframe = &sprdef->spriteframes[psp->state->frame & FF_FRAMEMASK];
+
+ lump = sprframe->lump[0];
+ flip = (boolean) sprframe->flip[0];
+
+//
+// calculate edges of the shape
+//
+ tx = psp->sx - 160 * FRACUNIT;
+
+ tx -= spriteoffset[lump];
+ if (viewangleoffset)
+ {
+ tempangle =
+ ((centerxfrac / 1024) * (viewangleoffset >> ANGLETOFINESHIFT));
+ }
+ else
+ {
+ tempangle = 0;
+ }
+ x1 = (centerxfrac + FixedMul(tx, pspritescale) + tempangle) >> FRACBITS;
+ if (x1 > viewwidth)
+ return; // off the right side
+ tx += spritewidth[lump];
+ x2 = ((centerxfrac + FixedMul(tx, pspritescale) +
+ tempangle) >> FRACBITS) - 1;
+ if (x2 < 0)
+ return; // off the left side
+
+//
+// store information in a vissprite
+//
+ vis = &avis;
+ vis->mobjflags = 0;
+ vis->class = 0;
+ vis->psprite = true;
+ vis->texturemid = (BASEYCENTER << FRACBITS) + FRACUNIT / 2
+ - (psp->sy - spritetopoffset[lump]);
+ if (viewheight == SCREENHEIGHT)
+ {
+ vis->texturemid -= PSpriteSY[viewplayer->class]
+ [players[consoleplayer].readyweapon];
+ }
+ vis->x1 = x1 < 0 ? 0 : x1;
+ vis->x2 = x2 >= viewwidth ? viewwidth - 1 : x2;
+ vis->scale = pspritescale << detailshift;
+ if (flip)
+ {
+ vis->xiscale = -pspriteiscale;
+ vis->startfrac = spritewidth[lump] - 1;
+ }
+ else
+ {
+ vis->xiscale = pspriteiscale;
+ vis->startfrac = 0;
+ }
+ if (vis->x1 > x1)
+ vis->startfrac += vis->xiscale * (vis->x1 - x1);
+ vis->patch = lump;
+
+ if (viewplayer->powers[pw_invulnerability] && viewplayer->class
+ == PCLASS_CLERIC)
+ {
+ vis->colormap = spritelights[MAXLIGHTSCALE - 1];
+ if (viewplayer->powers[pw_invulnerability] > 4 * 32)
+ {
+ if (viewplayer->mo->flags2 & MF2_DONTDRAW)
+ { // don't draw the psprite
+ vis->mobjflags |= MF_SHADOW;
+ }
+ else if (viewplayer->mo->flags & MF_SHADOW)
+ {
+ vis->mobjflags |= MF_ALTSHADOW;
+ }
+ }
+ else if (viewplayer->powers[pw_invulnerability] & 8)
+ {
+ vis->mobjflags |= MF_SHADOW;
+ }
+ }
+ else if (fixedcolormap)
+ {
+ // Fixed color
+ vis->colormap = fixedcolormap;
+ }
+ else if (psp->state->frame & FF_FULLBRIGHT)
+ {
+ // Full bright
+ vis->colormap = colormaps;
+ }
+ else
+ {
+ // local light
+ vis->colormap = spritelights[MAXLIGHTSCALE - 1];
+ }
+ R_DrawVisSprite(vis, vis->x1, vis->x2);
+}
+
+/*
+========================
+=
+= R_DrawPlayerSprites
+=
+========================
+*/
+
+void R_DrawPlayerSprites(void)
+{
+ int i, lightnum;
+ pspdef_t *psp;
+
+//
+// get light level
+//
+ lightnum =
+ (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT) +
+ extralight;
+ if (lightnum < 0)
+ spritelights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ spritelights = scalelight[LIGHTLEVELS - 1];
+ else
+ spritelights = scalelight[lightnum];
+//
+// clip to screen bounds
+//
+ mfloorclip = screenheightarray;
+ mceilingclip = negonearray;
+
+//
+// add all active psprites
+//
+ for (i = 0, psp = viewplayer->psprites; i < NUMPSPRITES; i++, psp++)
+ if (psp->state)
+ R_DrawPSprite(psp);
+
+}
+
+
+/*
+========================
+=
+= R_SortVisSprites
+=
+========================
+*/
+
+vissprite_t vsprsortedhead;
+
+void R_SortVisSprites(void)
+{
+ int i, count;
+ vissprite_t *ds, *best;
+ vissprite_t unsorted;
+ fixed_t bestscale;
+
+ count = vissprite_p - vissprites;
+
+ unsorted.next = unsorted.prev = &unsorted;
+ if (!count)
+ return;
+
+ for (ds = vissprites; ds < vissprite_p; ds++)
+ {
+ ds->next = ds + 1;
+ ds->prev = ds - 1;
+ }
+ vissprites[0].prev = &unsorted;
+ unsorted.next = &vissprites[0];
+ (vissprite_p - 1)->next = &unsorted;
+ unsorted.prev = vissprite_p - 1;
+
+//
+// pull the vissprites out by scale
+//
+ best = 0; // shut up the compiler warning
+ vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
+ for (i = 0; i < count; i++)
+ {
+ bestscale = INT_MAX;
+ for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
+ {
+ if (ds->scale < bestscale)
+ {
+ bestscale = ds->scale;
+ best = ds;
+ }
+ }
+ best->next->prev = best->prev;
+ best->prev->next = best->next;
+ best->next = &vsprsortedhead;
+ best->prev = vsprsortedhead.prev;
+ vsprsortedhead.prev->next = best;
+ vsprsortedhead.prev = best;
+ }
+}
+
+
+
+/*
+========================
+=
+= R_DrawSprite
+=
+========================
+*/
+
+void R_DrawSprite(vissprite_t * spr)
+{
+ drawseg_t *ds;
+ short clipbot[SCREENWIDTH], cliptop[SCREENWIDTH];
+ int x, r1, r2;
+ fixed_t scale, lowscale;
+ int silhouette;
+
+ for (x = spr->x1; x <= spr->x2; x++)
+ clipbot[x] = cliptop[x] = -2;
+
+//
+// scan drawsegs from end to start for obscuring segs
+// the first drawseg that has a greater scale is the clip seg
+//
+ for (ds = ds_p - 1; ds >= drawsegs; ds--)
+ {
+ //
+ // determine if the drawseg obscures the sprite
+ //
+ if (ds->x1 > spr->x2 || ds->x2 < spr->x1 ||
+ (!ds->silhouette && !ds->maskedtexturecol))
+ continue; // doesn't cover sprite
+
+ r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
+ r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
+ if (ds->scale1 > ds->scale2)
+ {
+ lowscale = ds->scale2;
+ scale = ds->scale1;
+ }
+ else
+ {
+ lowscale = ds->scale1;
+ scale = ds->scale2;
+ }
+
+ if (scale < spr->scale || (lowscale < spr->scale
+ && !R_PointOnSegSide(spr->gx, spr->gy,
+ ds->curline)))
+ {
+ if (ds->maskedtexturecol) // masked mid texture
+ R_RenderMaskedSegRange(ds, r1, r2);
+ continue; // seg is behind sprite
+ }
+
+//
+// clip this piece of the sprite
+//
+ silhouette = ds->silhouette;
+ if (spr->gz >= ds->bsilheight)
+ silhouette &= ~SIL_BOTTOM;
+ if (spr->gzt <= ds->tsilheight)
+ silhouette &= ~SIL_TOP;
+
+ if (silhouette == 1)
+ { // bottom sil
+ for (x = r1; x <= r2; x++)
+ if (clipbot[x] == -2)
+ clipbot[x] = ds->sprbottomclip[x];
+ }
+ else if (silhouette == 2)
+ { // top sil
+ for (x = r1; x <= r2; x++)
+ if (cliptop[x] == -2)
+ cliptop[x] = ds->sprtopclip[x];
+ }
+ else if (silhouette == 3)
+ { // both
+ for (x = r1; x <= r2; x++)
+ {
+ if (clipbot[x] == -2)
+ clipbot[x] = ds->sprbottomclip[x];
+ if (cliptop[x] == -2)
+ cliptop[x] = ds->sprtopclip[x];
+ }
+ }
+
+ }
+
+//
+// all clipping has been performed, so draw the sprite
+//
+
+// check for unclipped columns
+ for (x = spr->x1; x <= spr->x2; x++)
+ {
+ if (clipbot[x] == -2)
+ clipbot[x] = viewheight;
+ if (cliptop[x] == -2)
+ cliptop[x] = -1;
+ }
+
+ mfloorclip = clipbot;
+ mceilingclip = cliptop;
+ R_DrawVisSprite(spr, spr->x1, spr->x2);
+}
+
+
+/*
+========================
+=
+= R_DrawMasked
+=
+========================
+*/
+
+void R_DrawMasked(void)
+{
+ vissprite_t *spr;
+ drawseg_t *ds;
+
+ R_SortVisSprites();
+
+ if (vissprite_p > vissprites)
+ {
+ // draw all vissprites back to front
+
+ for (spr = vsprsortedhead.next; spr != &vsprsortedhead;
+ spr = spr->next)
+ R_DrawSprite(spr);
+ }
+
+//
+// render any remaining masked mid textures
+//
+ for (ds = ds_p - 1; ds >= drawsegs; ds--)
+ if (ds->maskedtexturecol)
+ R_RenderMaskedSegRange(ds, ds->x1, ds->x2);
+
+//
+// draw the psprites on top of everything
+//
+// Added for the sideviewing with an external device
+ if (viewangleoffset <= 1024 << ANGLETOFINESHIFT || viewangleoffset >=
+ -1024 << ANGLETOFINESHIFT)
+ { // don't draw on side views
+ R_DrawPlayerSprites();
+ }
+
+// if (!viewangleoffset) // don't draw on side views
+// R_DrawPlayerSprites ();
+}
diff --git a/src/hexen/s_sound.c b/src/hexen/s_sound.c
new file mode 100644
index 00000000..fdd01ba5
--- /dev/null
+++ b/src/hexen/s_sound.c
@@ -0,0 +1,934 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_cdmus.h"
+#include "i_sound.h"
+#include "i_system.h"
+#include "m_argv.h"
+#include "m_misc.h"
+#include "r_local.h"
+#include "p_local.h" // for P_AproxDistance
+#include "sounds.h"
+#include "s_sound.h"
+
+#define PRIORITY_MAX_ADJUST 10
+#define DIST_ADJUST (MAX_SND_DIST/PRIORITY_MAX_ADJUST)
+
+#define DEFAULT_ARCHIVEPATH "o:\\sound\\archive\\"
+
+void S_ShutDown(void);
+
+boolean i_CDMusic;
+int i_CDTrack;
+int i_CDCurrentTrack;
+int i_CDMusicLength;
+int oldTic;
+
+/*
+===============================================================================
+
+ MUSIC & SFX API
+
+===============================================================================
+*/
+
+//static channel_t channel[MAX_CHANNELS];
+
+//static int rs; //the current registered song.
+//int mus_song = -1;
+//int mus_lumpnum;
+//void *mus_sndptr;
+//byte *soundCurve;
+
+extern sfxinfo_t S_sfx[];
+extern musicinfo_t S_music[];
+
+static channel_t Channel[MAX_CHANNELS];
+static void *RegisteredSong; //the current registered song.
+static boolean MusicPaused;
+static int Mus_Song = -1;
+static byte *Mus_SndPtr;
+static byte *SoundCurve;
+
+int snd_MaxVolume = 10; // maximum volume for sound
+int snd_MusicVolume = 10; // maximum volume for music
+int snd_Channels = 16;
+
+extern int startepisode;
+extern int startmap;
+
+// int AmbChan;
+
+//==========================================================================
+//
+// S_Start
+//
+//==========================================================================
+
+void S_Start(void)
+{
+ S_StopAllSound();
+ S_StartSong(gamemap, true);
+}
+
+//==========================================================================
+//
+// S_StartSong
+//
+//==========================================================================
+
+void S_StartSong(int song, boolean loop)
+{
+ char *songLump;
+ int lumpnum;
+ int length;
+ int track;
+
+ if (i_CDMusic)
+ { // Play a CD track, instead
+ if (i_CDTrack)
+ { // Default to the player-chosen track
+ track = i_CDTrack;
+ }
+ else
+ {
+ track = P_GetMapCDTrack(gamemap);
+ }
+ if (track == i_CDCurrentTrack && i_CDMusicLength > 0)
+ {
+ return;
+ }
+ if (!I_CDMusPlay(track))
+ {
+ if (loop)
+ {
+ i_CDMusicLength = 35 * I_CDMusTrackLength(track);
+ oldTic = gametic;
+ }
+ else
+ {
+ i_CDMusicLength = -1;
+ }
+ i_CDCurrentTrack = track;
+ }
+ }
+ else
+ {
+ if (song == Mus_Song)
+ { // don't replay an old song
+ return;
+ }
+ if (RegisteredSong)
+ {
+ I_StopSong();
+ I_UnRegisterSong(RegisteredSong);
+ RegisteredSong = 0;
+ }
+ songLump = P_GetMapSongLump(song);
+ if (!songLump)
+ {
+ return;
+ }
+
+ lumpnum = W_GetNumForName(songLump);
+ Mus_SndPtr = W_CacheLumpNum(lumpnum, PU_STATIC);
+ length = W_LumpLength(lumpnum);
+
+ RegisteredSong = I_RegisterSong(Mus_SndPtr, length);
+ I_PlaySong(RegisteredSong, loop);
+ Mus_Song = song;
+
+ W_ReleaseLumpNum(lumpnum);
+ }
+}
+
+//==========================================================================
+//
+// S_StartSongName
+//
+//==========================================================================
+
+void S_StartSongName(char *songLump, boolean loop)
+{
+ int lumpnum;
+ int cdTrack;
+ int length;
+
+ if (!songLump)
+ {
+ return;
+ }
+ if (i_CDMusic)
+ {
+ cdTrack = 0;
+
+ if (!strcmp(songLump, "hexen"))
+ {
+ cdTrack = P_GetCDTitleTrack();
+ }
+ else if (!strcmp(songLump, "hub"))
+ {
+ cdTrack = P_GetCDIntermissionTrack();
+ }
+ else if (!strcmp(songLump, "hall"))
+ {
+ cdTrack = P_GetCDEnd1Track();
+ }
+ else if (!strcmp(songLump, "orb"))
+ {
+ cdTrack = P_GetCDEnd2Track();
+ }
+ else if (!strcmp(songLump, "chess") && !i_CDTrack)
+ {
+ cdTrack = P_GetCDEnd3Track();
+ }
+/* Uncomment this, if Kevin writes a specific song for startup
+ else if(!strcmp(songLump, "start"))
+ {
+ cdTrack = P_GetCDStartTrack();
+ }
+*/
+ if (!cdTrack || (cdTrack == i_CDCurrentTrack && i_CDMusicLength > 0))
+ {
+ return;
+ }
+ if (!I_CDMusPlay(cdTrack))
+ {
+ if (loop)
+ {
+ i_CDMusicLength = 35 * I_CDMusTrackLength(cdTrack);
+ oldTic = gametic;
+ }
+ else
+ {
+ i_CDMusicLength = -1;
+ }
+ i_CDCurrentTrack = cdTrack;
+ i_CDTrack = false;
+ }
+ }
+ else
+ {
+ if (RegisteredSong)
+ {
+ I_StopSong();
+ I_UnRegisterSong(RegisteredSong);
+ RegisteredSong = NULL;
+ }
+
+ lumpnum = W_GetNumForName(songLump);
+ Mus_SndPtr = W_CacheLumpNum(lumpnum, PU_MUSIC);
+ length = W_LumpLength(lumpnum);
+
+ RegisteredSong = I_RegisterSong(Mus_SndPtr, length);
+ I_PlaySong(RegisteredSong, loop);
+ W_ReleaseLumpNum(lumpnum);
+ Mus_Song = -1;
+ }
+}
+
+//==========================================================================
+//
+// S_GetSoundID
+//
+//==========================================================================
+
+int S_GetSoundID(char *name)
+{
+ int i;
+
+ for (i = 0; i < NUMSFX; i++)
+ {
+ if (!strcmp(S_sfx[i].tagname, name))
+ {
+ return i;
+ }
+ }
+ return 0;
+}
+
+//==========================================================================
+//
+// S_StartSound
+//
+//==========================================================================
+
+void S_StartSound(mobj_t * origin, int sound_id)
+{
+ S_StartSoundAtVolume(origin, sound_id, 127);
+}
+
+static mobj_t *GetSoundListener(void)
+{
+ static degenmobj_t dummy_listener;
+
+ // If we are at the title screen, the console player doesn't have an
+ // object yet, so return a pointer to a static dummy listener instead.
+
+ if (players[displayplayer].mo != NULL)
+ {
+ return players[displayplayer].mo;
+ }
+ else
+ {
+ dummy_listener.x = 0;
+ dummy_listener.y = 0;
+ dummy_listener.z = 0;
+
+ return (mobj_t *) &dummy_listener;
+ }
+}
+
+//==========================================================================
+//
+// S_StartSoundAtVolume
+//
+//==========================================================================
+
+void S_StartSoundAtVolume(mobj_t * origin, int sound_id, int volume)
+{
+ mobj_t *listener;
+ int dist, vol;
+ int i;
+ int priority;
+ int sep;
+ int angle;
+ int absx;
+ int absy;
+
+ static int sndcount = 0;
+ int chan;
+
+ if (sound_id == 0 || snd_MaxVolume == 0)
+ return;
+
+ listener = GetSoundListener();
+
+ if (origin == NULL)
+ {
+ origin = listener;
+ }
+ if (volume == 0)
+ {
+ return;
+ }
+
+ // calculate the distance before other stuff so that we can throw out
+ // sounds that are beyond the hearing range.
+ absx = abs(origin->x - listener->x);
+ absy = abs(origin->y - listener->y);
+ dist = absx + absy - (absx > absy ? absy >> 1 : absx >> 1);
+ dist >>= FRACBITS;
+ if (dist >= MAX_SND_DIST)
+ {
+ return; // sound is beyond the hearing range...
+ }
+ if (dist < 0)
+ {
+ dist = 0;
+ }
+ priority = S_sfx[sound_id].priority;
+ priority *= (PRIORITY_MAX_ADJUST - (dist / DIST_ADJUST));
+ #if 0
+ // TODO
+ if (!S_StopSoundID(sound_id, priority))
+ {
+ return; // other sounds have greater priority
+ }
+ #endif
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (origin->player)
+ {
+ i = snd_Channels;
+ break; // let the player have more than one sound.
+ }
+ if (origin == Channel[i].mo)
+ { // only allow other mobjs one sound
+ S_StopSound(Channel[i].mo);
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].mo == NULL)
+ {
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ // look for a lower priority sound to replace.
+ sndcount++;
+ if (sndcount >= snd_Channels)
+ {
+ sndcount = 0;
+ }
+ for (chan = 0; chan < snd_Channels; chan++)
+ {
+ i = (sndcount + chan) % snd_Channels;
+ if (priority >= Channel[i].priority)
+ {
+ chan = -1; //denote that sound should be replaced.
+ break;
+ }
+ }
+ if (chan != -1)
+ {
+ return; //no free channels.
+ }
+ else //replace the lower priority sound.
+ {
+ if (Channel[i].handle)
+ {
+ if (I_SoundIsPlaying(Channel[i].handle))
+ {
+ I_StopSound(Channel[i].handle);
+ }
+ if (S_sfx[Channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[Channel[i].sound_id].usefulness--;
+ }
+ }
+ }
+ }
+ }
+
+ Channel[i].mo = origin;
+
+ vol = (SoundCurve[dist] * (snd_MaxVolume * 8) * volume) >> 14;
+ if (origin == listener)
+ {
+ sep = 128;
+// vol = (volume*(snd_MaxVolume+1)*8)>>7;
+ }
+ else
+ {
+ angle = R_PointToAngle2(listener->x,
+ listener->y,
+ Channel[i].mo->x, Channel[i].mo->y);
+ angle = (angle - viewangle) >> 24;
+ sep = angle * 2 - 128;
+ if (sep < 64)
+ sep = -sep;
+ if (sep > 192)
+ sep = 512 - sep;
+// vol = SoundCurve[dist];
+ }
+
+#if 0
+// TODO
+ if (S_sfx[sound_id].changePitch)
+ {
+ Channel[i].pitch = (byte) (127 + (M_Random() & 7) - (M_Random() & 7));
+ }
+ else
+ {
+ Channel[i].pitch = 127;
+ }
+#endif
+ if (S_sfx[sound_id].lumpnum == 0)
+ {
+ S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]);
+ }
+
+ Channel[i].handle = I_StartSound(&S_sfx[sound_id],
+ i,
+ vol,
+ sep /* , Channel[i].pitch] */);
+ Channel[i].sound_id = sound_id;
+ Channel[i].priority = priority;
+ Channel[i].volume = volume;
+ if (S_sfx[sound_id].usefulness < 0)
+ {
+ S_sfx[sound_id].usefulness = 1;
+ }
+ else
+ {
+ S_sfx[sound_id].usefulness++;
+ }
+}
+
+//==========================================================================
+//
+// S_StopSoundID
+//
+//==========================================================================
+
+boolean S_StopSoundID(int sound_id, int priority)
+{
+ int i;
+ int lp; //least priority
+ int found;
+
+ if (S_sfx[sound_id].numchannels == -1)
+ {
+ return (true);
+ }
+ lp = -1; //denote the argument sound_id
+ found = 0;
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].sound_id == sound_id && Channel[i].mo)
+ {
+ found++; //found one. Now, should we replace it??
+ if (priority >= Channel[i].priority)
+ { // if we're gonna kill one, then this'll be it
+ lp = i;
+ priority = Channel[i].priority;
+ }
+ }
+ }
+ if (found < S_sfx[sound_id].numchannels)
+ {
+ return (true);
+ }
+ else if (lp == -1)
+ {
+ return (false); // don't replace any sounds
+ }
+ if (Channel[lp].handle)
+ {
+ if (I_SoundIsPlaying(Channel[lp].handle))
+ {
+ I_StopSound(Channel[lp].handle);
+ }
+ if (S_sfx[Channel[lp].sound_id].usefulness > 0)
+ {
+ S_sfx[Channel[lp].sound_id].usefulness--;
+ }
+ Channel[lp].mo = NULL;
+ }
+ return (true);
+}
+
+//==========================================================================
+//
+// S_StopSound
+//
+//==========================================================================
+
+void S_StopSound(mobj_t * origin)
+{
+ int i;
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].mo == origin)
+ {
+ I_StopSound(Channel[i].handle);
+ if (S_sfx[Channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[Channel[i].sound_id].usefulness--;
+ }
+ Channel[i].handle = 0;
+ Channel[i].mo = NULL;
+ }
+ }
+}
+
+//==========================================================================
+//
+// S_StopAllSound
+//
+//==========================================================================
+
+void S_StopAllSound(void)
+{
+ int i;
+
+ //stop all sounds
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].handle)
+ {
+ S_StopSound(Channel[i].mo);
+ }
+ }
+ memset(Channel, 0, 8 * sizeof(channel_t));
+}
+
+//==========================================================================
+//
+// S_SoundLink
+//
+//==========================================================================
+
+void S_SoundLink(mobj_t * oldactor, mobj_t * newactor)
+{
+ int i;
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].mo == oldactor)
+ Channel[i].mo = newactor;
+ }
+}
+
+//==========================================================================
+//
+// S_PauseSound
+//
+//==========================================================================
+
+void S_PauseSound(void)
+{
+ if (i_CDMusic)
+ {
+ I_CDMusStop();
+ }
+ else
+ {
+ I_PauseSong();
+ }
+}
+
+//==========================================================================
+//
+// S_ResumeSound
+//
+//==========================================================================
+
+void S_ResumeSound(void)
+{
+ if (i_CDMusic)
+ {
+ I_CDMusResume();
+ }
+ else
+ {
+ I_ResumeSong();
+ }
+}
+
+//==========================================================================
+//
+// S_UpdateSounds
+//
+//==========================================================================
+
+void S_UpdateSounds(mobj_t * listener)
+{
+ int i, dist, vol;
+ int angle;
+ int sep;
+ int priority;
+ int absx;
+ int absy;
+
+#ifdef CDMUSIC
+ if (i_CDMusic)
+ {
+ I_UpdateCDMusic();
+ }
+#endif
+ if (snd_MaxVolume == 0)
+ {
+ return;
+ }
+
+ // Update any Sequences
+ SN_UpdateActiveSequences();
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (!Channel[i].handle || S_sfx[Channel[i].sound_id].usefulness == -1)
+ {
+ continue;
+ }
+ if (!I_SoundIsPlaying(Channel[i].handle))
+ {
+ if (S_sfx[Channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[Channel[i].sound_id].usefulness--;
+ }
+ Channel[i].handle = 0;
+ Channel[i].mo = NULL;
+ Channel[i].sound_id = 0;
+ }
+ if (Channel[i].mo == NULL || Channel[i].sound_id == 0
+ || Channel[i].mo == listener)
+ {
+ continue;
+ }
+ else
+ {
+ absx = abs(Channel[i].mo->x - listener->x);
+ absy = abs(Channel[i].mo->y - listener->y);
+ dist = absx + absy - (absx > absy ? absy >> 1 : absx >> 1);
+ dist >>= FRACBITS;
+
+ if (dist >= MAX_SND_DIST)
+ {
+ S_StopSound(Channel[i].mo);
+ continue;
+ }
+ if (dist < 0)
+ {
+ dist = 0;
+ }
+ //vol = SoundCurve[dist];
+ vol =
+ (SoundCurve[dist] * (snd_MaxVolume * 8) *
+ Channel[i].volume) >> 14;
+ if (Channel[i].mo == listener)
+ {
+ sep = 128;
+ }
+ else
+ {
+ angle = R_PointToAngle2(listener->x, listener->y,
+ Channel[i].mo->x, Channel[i].mo->y);
+ angle = (angle - viewangle) >> 24;
+ sep = angle * 2 - 128;
+ if (sep < 64)
+ sep = -sep;
+ if (sep > 192)
+ sep = 512 - sep;
+ }
+ I_UpdateSoundParams(i, vol, sep /*, Channel[i].pitch */);
+ priority = S_sfx[Channel[i].sound_id].priority;
+ priority *= PRIORITY_MAX_ADJUST - (dist / DIST_ADJUST);
+ Channel[i].priority = priority;
+ }
+ }
+}
+
+//==========================================================================
+//
+// S_Init
+//
+//==========================================================================
+
+void S_Init(void)
+{
+ SoundCurve = W_CacheLumpName("SNDCURVE", PU_STATIC);
+// SoundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL);
+
+ I_InitSound(false);
+
+ if (snd_Channels > 8)
+ {
+ snd_Channels = 8;
+ }
+ I_SetMusicVolume(snd_MusicVolume);
+
+ I_AtExit(S_ShutDown, true);
+
+#ifdef CDMUSIC
+//TODO
+ // Attempt to setup CD music
+ if (snd_MusicDevice == snd_CDMUSIC)
+ {
+ ST_Message(" Attempting to initialize CD Music: ");
+ if (!cdrom)
+ {
+ i_CDMusic = (I_CDMusInit() != -1);
+ }
+ else
+ { // The user is trying to use the cdrom for both game and music
+ i_CDMusic = false;
+ }
+ if (i_CDMusic)
+ {
+ ST_Message("initialized.\n");
+ }
+ else
+ {
+ ST_Message("failed.\n");
+ }
+ }
+#endif
+}
+
+//==========================================================================
+//
+// S_GetChannelInfo
+//
+//==========================================================================
+
+void S_GetChannelInfo(SoundInfo_t * s)
+{
+ int i;
+ ChanInfo_t *c;
+
+ s->channelCount = snd_Channels;
+ s->musicVolume = snd_MusicVolume;
+ s->soundVolume = snd_MaxVolume;
+ for (i = 0; i < snd_Channels; i++)
+ {
+ c = &s->chan[i];
+ c->id = Channel[i].sound_id;
+ c->priority = Channel[i].priority;
+ c->name = S_sfx[c->id].name;
+ c->mo = Channel[i].mo;
+ c->distance = P_AproxDistance(c->mo->x - viewx, c->mo->y - viewy)
+ >> FRACBITS;
+ }
+}
+
+//==========================================================================
+//
+// S_GetSoundPlayingInfo
+//
+//==========================================================================
+
+boolean S_GetSoundPlayingInfo(mobj_t * mobj, int sound_id)
+{
+ int i;
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].sound_id == sound_id && Channel[i].mo == mobj)
+ {
+ if (I_SoundIsPlaying(Channel[i].handle))
+ {
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+//==========================================================================
+//
+// S_SetMusicVolume
+//
+//==========================================================================
+
+void S_SetMusicVolume(void)
+{
+ if (i_CDMusic)
+ {
+ I_CDMusSetVolume(snd_MusicVolume * 16); // 0-255
+ }
+ else
+ {
+ I_SetMusicVolume(snd_MusicVolume);
+ }
+ if (snd_MusicVolume == 0)
+ {
+ if (!i_CDMusic)
+ {
+ I_PauseSong();
+ }
+ MusicPaused = true;
+ }
+ else if (MusicPaused)
+ {
+ if (!i_CDMusic)
+ {
+ I_ResumeSong();
+ }
+ MusicPaused = false;
+ }
+}
+
+//==========================================================================
+//
+// S_ShutDown
+//
+//==========================================================================
+
+void S_ShutDown(void)
+{
+ I_StopSong();
+ I_UnRegisterSong(RegisteredSong);
+ I_ShutdownSound();
+ if (i_CDMusic)
+ {
+ I_CDMusStop();
+ }
+}
+
+//==========================================================================
+//
+// S_InitScript
+//
+//==========================================================================
+
+void S_InitScript(void)
+{
+ int i;
+
+ SC_OpenLump("sndinfo");
+
+ while (SC_GetString())
+ {
+ if (*sc_String == '$')
+ {
+ if (!strcasecmp(sc_String, "$ARCHIVEPATH"))
+ {
+ SC_MustGetString();
+ }
+ else if (!strcasecmp(sc_String, "$MAP"))
+ {
+ SC_MustGetNumber();
+ SC_MustGetString();
+ if (sc_Number)
+ {
+ P_PutMapSongLump(sc_Number, sc_String);
+ }
+ }
+ continue;
+ }
+ else
+ {
+ for (i = 0; i < NUMSFX; i++)
+ {
+ if (!strcmp(S_sfx[i].tagname, sc_String))
+ {
+ SC_MustGetString();
+ if (*sc_String != '?')
+ {
+ strcpy(S_sfx[i].name, sc_String);
+ }
+ else
+ {
+ strcpy(S_sfx[i].name, "default");
+ }
+ break;
+ }
+ }
+ if (i == NUMSFX)
+ {
+ SC_MustGetString();
+ }
+ }
+ }
+ SC_Close();
+
+ for (i = 0; i < NUMSFX; i++)
+ {
+ if (!strcmp(S_sfx[i].name, ""))
+ {
+ strcpy(S_sfx[i].name, "default");
+ }
+ }
+}
+
diff --git a/src/hexen/s_sound.h b/src/hexen/s_sound.h
new file mode 100644
index 00000000..b66a513e
--- /dev/null
+++ b/src/hexen/s_sound.h
@@ -0,0 +1,99 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __S_SOUND__
+#define __S_SOUND__
+
+/*
+typedef struct
+{
+ char name[8];
+ int p1;
+} musicinfo_t;
+*/
+
+/*
+typedef struct sfxinfo_s
+{
+ char tagName[32];
+ char lumpname[12]; // Only need 9 bytes, but padded out to be dword aligned
+ //struct sfxinfo_s *link; // Make alias for another sound
+ int priority; // Higher priority takes precendence
+ int usefulness; // Determines when a sound should be cached out
+ void *snd_ptr;
+ int lumpnum;
+ int numchannels; // total number of channels a sound type may occupy
+ boolean changePitch;
+} sfxinfo_t;
+*/
+
+typedef struct
+{
+ mobj_t *mo;
+ int sound_id;
+ int handle;
+ int volume;
+ int pitch;
+ int priority;
+} channel_t;
+
+typedef struct
+{
+ int id;
+ unsigned short priority;
+ char *name;
+ mobj_t *mo;
+ int distance;
+} ChanInfo_t;
+
+typedef struct
+{
+ int channelCount;
+ int musicVolume;
+ int soundVolume;
+ ChanInfo_t chan[8];
+} SoundInfo_t;
+
+extern int snd_MaxVolume;
+extern int snd_MusicVolume;
+extern int snd_Channels;
+
+void S_Start(void);
+void S_StartSound(mobj_t * origin, int sound_id);
+int S_GetSoundID(char *name);
+void S_StartSoundAtVolume(mobj_t * origin, int sound_id, int volume);
+void S_StopSound(mobj_t * origin);
+void S_StopAllSound(void);
+void S_PauseSound(void);
+void S_ResumeSound(void);
+void S_UpdateSounds(mobj_t * listener);
+void S_StartSong(int song, boolean loop);
+void S_StartSongName(char *songLump, boolean loop);
+void S_Init(void);
+void S_GetChannelInfo(SoundInfo_t * s);
+void S_SetMusicVolume(void);
+boolean S_GetSoundPlayingInfo(mobj_t * mobj, int sound_id);
+
+#endif
diff --git a/src/hexen/sb_bar.c b/src/hexen/sb_bar.c
new file mode 100644
index 00000000..13b41ae3
--- /dev/null
+++ b/src/hexen/sb_bar.c
@@ -0,0 +1,1990 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "i_video.h"
+#include "m_bbox.h"
+#include "m_cheat.h"
+#include "m_misc.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+#include "i_sound.h" // For CD stuff
+
+// TYPES -------------------------------------------------------------------
+
+typedef struct Cheat_s
+{
+ void (*func) (player_t * player, struct Cheat_s * cheat);
+ cheatseq_t *seq;
+} Cheat_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+void SB_PaletteFlash(boolean forceChange);
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void DrawSoundInfo(void);
+static void DrINumber(signed int val, int x, int y);
+static void DrRedINumber(signed int val, int x, int y);
+static void DrBNumber(signed int val, int x, int y);
+static void DrawCommonBar(void);
+static void DrawMainBar(void);
+static void DrawInventoryBar(void);
+static void DrawKeyBar(void);
+static void DrawWeaponPieces(void);
+static void DrawFullScreenStuff(void);
+static void DrawAnimatedIcons(void);
+static boolean HandleCheats(byte key);
+static boolean CheatAddKey(Cheat_t * cheat, byte key, boolean * eat);
+static void CheatGodFunc(player_t * player, Cheat_t * cheat);
+static void CheatNoClipFunc(player_t * player, Cheat_t * cheat);
+static void CheatWeaponsFunc(player_t * player, Cheat_t * cheat);
+static void CheatHealthFunc(player_t * player, Cheat_t * cheat);
+static void CheatKeysFunc(player_t * player, Cheat_t * cheat);
+static void CheatSoundFunc(player_t * player, Cheat_t * cheat);
+static void CheatTickerFunc(player_t * player, Cheat_t * cheat);
+static void CheatArtifactAllFunc(player_t * player, Cheat_t * cheat);
+static void CheatPuzzleFunc(player_t * player, Cheat_t * cheat);
+static void CheatWarpFunc(player_t * player, Cheat_t * cheat);
+static void CheatPigFunc(player_t * player, Cheat_t * cheat);
+static void CheatMassacreFunc(player_t * player, Cheat_t * cheat);
+static void CheatIDKFAFunc(player_t * player, Cheat_t * cheat);
+static void CheatQuickenFunc1(player_t * player, Cheat_t * cheat);
+static void CheatQuickenFunc2(player_t * player, Cheat_t * cheat);
+static void CheatQuickenFunc3(player_t * player, Cheat_t * cheat);
+static void CheatClassFunc1(player_t * player, Cheat_t * cheat);
+static void CheatClassFunc2(player_t * player, Cheat_t * cheat);
+static void CheatInitFunc(player_t * player, Cheat_t * cheat);
+static void CheatInitFunc(player_t * player, Cheat_t * cheat);
+static void CheatVersionFunc(player_t * player, Cheat_t * cheat);
+static void CheatDebugFunc(player_t * player, Cheat_t * cheat);
+static void CheatScriptFunc1(player_t * player, Cheat_t * cheat);
+static void CheatScriptFunc2(player_t * player, Cheat_t * cheat);
+static void CheatScriptFunc3(player_t * player, Cheat_t * cheat);
+static void CheatRevealFunc(player_t * player, Cheat_t * cheat);
+static void CheatTrackFunc1(player_t * player, Cheat_t * cheat);
+static void CheatTrackFunc2(player_t * player, Cheat_t * cheat);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern int ArmorIncrement[NUMCLASSES][NUMARMOR];
+extern int AutoArmorSave[NUMCLASSES];
+
+// haleyjd FIXME: CDMUSIC
+#ifdef __WATCOMC__
+extern boolean i_CDMusic;
+extern int i_CDMusicLength;
+extern int i_CDTrack;
+extern int i_CDCurrentTrack;
+extern int oldTic;
+#endif
+
+// PUBLIC DATA DECLARATIONS ------------------------------------------------
+
+boolean DebugSound; // Debug flag for displaying sound info
+boolean inventory;
+int curpos;
+int inv_ptr;
+int ArtifactFlash;
+
+// haleyjd FIXME: CDMUSIC
+#ifndef __WATCOMC__
+boolean i_CDMusic; // in Watcom, defined in i_ibm
+#endif
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int DisplayTicker = 0;
+static int HealthMarker;
+//static int ChainWiggle;
+static player_t *CPlayer;
+static int SpinFlylump;
+static int SpinMinotaurLump;
+static int SpinSpeedLump;
+static int SpinDefenseLump;
+
+static int FontBNumBase;
+static int PlayPalette;
+
+static patch_t *PatchH2BAR;
+static patch_t *PatchH2TOP;
+static patch_t *PatchLFEDGE;
+static patch_t *PatchRTEDGE;
+static patch_t *PatchARMCLEAR;
+static patch_t *PatchARTICLEAR;
+static patch_t *PatchMANACLEAR;
+static patch_t *PatchKILLS;
+static patch_t *PatchMANAVIAL1;
+static patch_t *PatchMANAVIAL2;
+static patch_t *PatchMANAVIALDIM1;
+static patch_t *PatchMANAVIALDIM2;
+static patch_t *PatchMANADIM1;
+static patch_t *PatchMANADIM2;
+static patch_t *PatchMANABRIGHT1;
+static patch_t *PatchMANABRIGHT2;
+static patch_t *PatchCHAIN;
+static patch_t *PatchSTATBAR;
+static patch_t *PatchKEYBAR;
+static patch_t *PatchLIFEGEM;
+static patch_t *PatchSELECTBOX;
+static patch_t *PatchINumbers[10];
+static patch_t *PatchNEGATIVE;
+static patch_t *PatchSmNumbers[10];
+static patch_t *PatchINVBAR;
+static patch_t *PatchWEAPONSLOT;
+static patch_t *PatchWEAPONFULL;
+static patch_t *PatchPIECE1;
+static patch_t *PatchPIECE2;
+static patch_t *PatchPIECE3;
+static patch_t *PatchINVLFGEM1;
+static patch_t *PatchINVLFGEM2;
+static patch_t *PatchINVRTGEM1;
+static patch_t *PatchINVRTGEM2;
+
+// Toggle god mode
+cheatseq_t CheatGodSeq = CHEAT("satan", 0);
+
+// Toggle no clipping mode
+cheatseq_t CheatNoClipSeq = CHEAT("casper", 0);
+
+// Get all weapons and mana
+cheatseq_t CheatWeaponsSeq = CHEAT("nra", 0);
+
+// Get full health
+cheatseq_t CheatHealthSeq = CHEAT("clubmed", 0);
+
+// Get all keys
+cheatseq_t CheatKeysSeq = CHEAT("locksmith", 0);
+
+// Toggle sound debug info
+cheatseq_t CheatSoundSeq = CHEAT("noise", 0);
+
+// Toggle ticker
+cheatseq_t CheatTickerSeq = CHEAT("ticker", 0);
+
+// Get all artifacts
+cheatseq_t CheatArtifactAllSeq = CHEAT("indiana", 0);
+
+// Get all puzzle pieces
+cheatseq_t CheatPuzzleSeq = CHEAT("sherlock", 0);
+
+// Warp to new level
+cheatseq_t CheatWarpSeq = CHEAT("visit", 2);
+
+// Become a pig
+cheatseq_t CheatPigSeq = CHEAT("deliverance", 0);
+
+// Kill all monsters
+cheatseq_t CheatMassacreSeq = CHEAT("butcher", 0);
+
+cheatseq_t CheatIDKFASeq = CHEAT("conan", 0);
+
+cheatseq_t CheatQuickenSeq1 = CHEAT("martek", 0);
+
+cheatseq_t CheatQuickenSeq2 = CHEAT("martekmartek", 0);
+
+cheatseq_t CheatQuickenSeq3 = CHEAT("martekmartekmartek", 0);
+
+// New class
+cheatseq_t CheatClass1Seq = CHEAT("shadowcaster", 0);
+
+cheatseq_t CheatClass2Seq = CHEAT("shadowcaster", 1);
+
+cheatseq_t CheatInitSeq = CHEAT("init", 0);
+
+cheatseq_t CheatVersionSeq = CHEAT("mrjones", 0);
+
+cheatseq_t CheatDebugSeq = CHEAT("where", 0);
+
+cheatseq_t CheatScriptSeq1 = CHEAT("puke", 0);
+
+cheatseq_t CheatScriptSeq2 = CHEAT("puke", 1);
+
+cheatseq_t CheatScriptSeq3 = CHEAT("puke", 2);
+
+cheatseq_t CheatRevealSeq = CHEAT("mapsco", 0);
+
+cheatseq_t CheatTrackSeq1 = CHEAT("`", 0);
+
+cheatseq_t CheatTrackSeq2 = CHEAT("`", 2);
+
+static Cheat_t Cheats[] = {
+ {CheatTrackFunc1, &CheatTrackSeq1},
+ {CheatTrackFunc2, &CheatTrackSeq2},
+ {CheatGodFunc, &CheatGodSeq},
+ {CheatNoClipFunc, &CheatNoClipSeq},
+ {CheatWeaponsFunc, &CheatWeaponsSeq},
+ {CheatHealthFunc, &CheatHealthSeq},
+ {CheatKeysFunc, &CheatKeysSeq},
+ {CheatSoundFunc, &CheatSoundSeq},
+ {CheatTickerFunc, &CheatTickerSeq},
+ {CheatArtifactAllFunc, &CheatArtifactAllSeq},
+ {CheatPuzzleFunc, &CheatPuzzleSeq},
+ {CheatWarpFunc, &CheatWarpSeq},
+ {CheatPigFunc, &CheatPigSeq},
+ {CheatMassacreFunc, &CheatMassacreSeq},
+ {CheatIDKFAFunc, &CheatIDKFASeq},
+ {CheatQuickenFunc1, &CheatQuickenSeq1},
+ {CheatQuickenFunc2, &CheatQuickenSeq2},
+ {CheatQuickenFunc3, &CheatQuickenSeq3},
+ {CheatClassFunc1, &CheatClass1Seq},
+ {CheatClassFunc2, &CheatClass2Seq},
+ {CheatInitFunc, &CheatInitSeq},
+ {CheatVersionFunc, &CheatVersionSeq},
+ {CheatDebugFunc, &CheatDebugSeq},
+ {CheatScriptFunc1, &CheatScriptSeq1},
+ {CheatScriptFunc2, &CheatScriptSeq2},
+ {CheatScriptFunc3, &CheatScriptSeq3},
+ {CheatRevealFunc, &CheatRevealSeq},
+};
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// SB_Init
+//
+//==========================================================================
+
+void SB_Init(void)
+{
+ int i;
+ int startLump;
+
+ PatchH2BAR = W_CacheLumpName("H2BAR", PU_STATIC);
+ PatchH2TOP = W_CacheLumpName("H2TOP", PU_STATIC);
+ PatchINVBAR = W_CacheLumpName("INVBAR", PU_STATIC);
+ PatchLFEDGE = W_CacheLumpName("LFEDGE", PU_STATIC);
+ PatchRTEDGE = W_CacheLumpName("RTEDGE", PU_STATIC);
+ PatchSTATBAR = W_CacheLumpName("STATBAR", PU_STATIC);
+ PatchKEYBAR = W_CacheLumpName("KEYBAR", PU_STATIC);
+ PatchSELECTBOX = W_CacheLumpName("SELECTBOX", PU_STATIC);
+ PatchARTICLEAR = W_CacheLumpName("ARTICLS", PU_STATIC);
+ PatchARMCLEAR = W_CacheLumpName("ARMCLS", PU_STATIC);
+ PatchMANACLEAR = W_CacheLumpName("MANACLS", PU_STATIC);
+ PatchMANAVIAL1 = W_CacheLumpName("MANAVL1", PU_STATIC);
+ PatchMANAVIAL2 = W_CacheLumpName("MANAVL2", PU_STATIC);
+ PatchMANAVIALDIM1 = W_CacheLumpName("MANAVL1D", PU_STATIC);
+ PatchMANAVIALDIM2 = W_CacheLumpName("MANAVL2D", PU_STATIC);
+ PatchMANADIM1 = W_CacheLumpName("MANADIM1", PU_STATIC);
+ PatchMANADIM2 = W_CacheLumpName("MANADIM2", PU_STATIC);
+ PatchMANABRIGHT1 = W_CacheLumpName("MANABRT1", PU_STATIC);
+ PatchMANABRIGHT2 = W_CacheLumpName("MANABRT2", PU_STATIC);
+ PatchINVLFGEM1 = W_CacheLumpName("invgeml1", PU_STATIC);
+ PatchINVLFGEM2 = W_CacheLumpName("invgeml2", PU_STATIC);
+ PatchINVRTGEM1 = W_CacheLumpName("invgemr1", PU_STATIC);
+ PatchINVRTGEM2 = W_CacheLumpName("invgemr2", PU_STATIC);
+
+// PatchCHAINBACK = W_CacheLumpName("CHAINBACK", PU_STATIC);
+ startLump = W_GetNumForName("IN0");
+ for (i = 0; i < 10; i++)
+ {
+ PatchINumbers[i] = W_CacheLumpNum(startLump + i, PU_STATIC);
+ }
+ PatchNEGATIVE = W_CacheLumpName("NEGNUM", PU_STATIC);
+ FontBNumBase = W_GetNumForName("FONTB16");
+ startLump = W_GetNumForName("SMALLIN0");
+ for (i = 0; i < 10; i++)
+ {
+ PatchSmNumbers[i] = W_CacheLumpNum(startLump + i, PU_STATIC);
+ }
+ PlayPalette = W_GetNumForName("PLAYPAL");
+ SpinFlylump = W_GetNumForName("SPFLY0");
+ SpinMinotaurLump = W_GetNumForName("SPMINO0");
+ SpinSpeedLump = W_GetNumForName("SPBOOT0");
+ SpinDefenseLump = W_GetNumForName("SPSHLD0");
+
+ if (deathmatch)
+ {
+ PatchKILLS = W_CacheLumpName("KILLS", PU_STATIC);
+ }
+ SB_SetClassData();
+}
+
+//==========================================================================
+//
+// SB_SetClassData
+//
+//==========================================================================
+
+void SB_SetClassData(void)
+{
+ int class;
+
+ class = PlayerClass[consoleplayer]; // original player class (not pig)
+ PatchWEAPONSLOT = W_CacheLumpNum(W_GetNumForName("wpslot0")
+ + class, PU_STATIC);
+ PatchWEAPONFULL = W_CacheLumpNum(W_GetNumForName("wpfull0")
+ + class, PU_STATIC);
+ PatchPIECE1 = W_CacheLumpNum(W_GetNumForName("wpiecef1")
+ + class, PU_STATIC);
+ PatchPIECE2 = W_CacheLumpNum(W_GetNumForName("wpiecef2")
+ + class, PU_STATIC);
+ PatchPIECE3 = W_CacheLumpNum(W_GetNumForName("wpiecef3")
+ + class, PU_STATIC);
+ PatchCHAIN = W_CacheLumpNum(W_GetNumForName("chain") + class, PU_STATIC);
+ if (!netgame)
+ { // single player game uses red life gem (the second gem)
+ PatchLIFEGEM = W_CacheLumpNum(W_GetNumForName("lifegem")
+ + MAXPLAYERS * class + 1, PU_STATIC);
+ }
+ else
+ {
+ PatchLIFEGEM = W_CacheLumpNum(W_GetNumForName("lifegem")
+ + MAXPLAYERS * class + consoleplayer,
+ PU_STATIC);
+ }
+ SB_state = -1;
+ UpdateState |= I_FULLSCRN;
+}
+
+//==========================================================================
+//
+// SB_Ticker
+//
+//==========================================================================
+
+void SB_Ticker(void)
+{
+ int delta;
+ int curHealth;
+
+ curHealth = players[consoleplayer].mo->health;
+ if (curHealth < 0)
+ {
+ curHealth = 0;
+ }
+ if (curHealth < HealthMarker)
+ {
+ delta = (HealthMarker - curHealth) >> 2;
+ if (delta < 1)
+ {
+ delta = 1;
+ }
+ else if (delta > 6)
+ {
+ delta = 6;
+ }
+ HealthMarker -= delta;
+ }
+ else if (curHealth > HealthMarker)
+ {
+ delta = (curHealth - HealthMarker) >> 2;
+ if (delta < 1)
+ {
+ delta = 1;
+ }
+ else if (delta > 6)
+ {
+ delta = 6;
+ }
+ HealthMarker += delta;
+ }
+}
+
+//==========================================================================
+//
+// DrINumber
+//
+// Draws a three digit number.
+//
+//==========================================================================
+
+static void DrINumber(signed int val, int x, int y)
+{
+ patch_t *patch;
+ int oldval;
+
+ oldval = val;
+ if (val < 0)
+ {
+ val = -val;
+ if (val > 99)
+ {
+ val = 99;
+ }
+ if (val > 9)
+ {
+ patch = PatchINumbers[val / 10];
+ V_DrawPatch(x + 8, y, patch);
+ V_DrawPatch(x, y, PatchNEGATIVE);
+ }
+ else
+ {
+ V_DrawPatch(x + 8, y, PatchNEGATIVE);
+ }
+ val = val % 10;
+ patch = PatchINumbers[val];
+ V_DrawPatch(x + 16, y, patch);
+ return;
+ }
+ if (val > 99)
+ {
+ patch = PatchINumbers[val / 100];
+ V_DrawPatch(x, y, patch);
+ }
+ val = val % 100;
+ if (val > 9 || oldval > 99)
+ {
+ patch = PatchINumbers[val / 10];
+ V_DrawPatch(x + 8, y, patch);
+ }
+ val = val % 10;
+ patch = PatchINumbers[val];
+ V_DrawPatch(x + 16, y, patch);
+}
+
+//==========================================================================
+//
+// DrRedINumber
+//
+// Draws a three digit number using the red font
+//
+//==========================================================================
+
+static void DrRedINumber(signed int val, int x, int y)
+{
+ patch_t *patch;
+ int oldval;
+
+ oldval = val;
+ if (val < 0)
+ {
+ val = 0;
+ }
+ if (val > 99)
+ {
+ patch =
+ W_CacheLumpNum(W_GetNumForName("inred0") + val / 100, PU_CACHE);
+ V_DrawPatch(x, y, patch);
+ }
+ val = val % 100;
+ if (val > 9 || oldval > 99)
+ {
+ patch =
+ W_CacheLumpNum(W_GetNumForName("inred0") + val / 10, PU_CACHE);
+ V_DrawPatch(x + 8, y, patch);
+ }
+ val = val % 10;
+ patch = W_CacheLumpNum(W_GetNumForName("inred0") + val, PU_CACHE);
+ V_DrawPatch(x + 16, y, patch);
+}
+
+//==========================================================================
+//
+// DrBNumber
+//
+// Draws a three digit number using FontB
+//
+//==========================================================================
+
+static void DrBNumber(signed int val, int x, int y)
+{
+ patch_t *patch;
+ int xpos;
+ int oldval;
+
+ oldval = val;
+ xpos = x;
+ if (val < 0)
+ {
+ val = 0;
+ }
+ if (val > 99)
+ {
+ patch = W_CacheLumpNum(FontBNumBase + val / 100, PU_CACHE);
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2, y, patch);
+ }
+ val = val % 100;
+ xpos += 12;
+ if (val > 9 || oldval > 99)
+ {
+ patch = W_CacheLumpNum(FontBNumBase + val / 10, PU_CACHE);
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2, y, patch);
+ }
+ val = val % 10;
+ xpos += 12;
+ patch = W_CacheLumpNum(FontBNumBase + val, PU_CACHE);
+ V_DrawShadowedPatch(xpos + 6 - patch->width / 2, y, patch);
+}
+
+//==========================================================================
+//
+// DrSmallNumber
+//
+// Draws a small two digit number.
+//
+//==========================================================================
+
+static void DrSmallNumber(int val, int x, int y)
+{
+ patch_t *patch;
+
+ if (val <= 0)
+ {
+ return;
+ }
+ if (val > 999)
+ {
+ val %= 1000;
+ }
+ if (val > 99)
+ {
+ patch = PatchSmNumbers[val / 100];
+ V_DrawPatch(x, y, patch);
+ patch = PatchSmNumbers[(val % 100) / 10];
+ V_DrawPatch(x + 4, y, patch);
+ }
+ else if (val > 9)
+ {
+ patch = PatchSmNumbers[val / 10];
+ V_DrawPatch(x + 4, y, patch);
+ }
+ val %= 10;
+ patch = PatchSmNumbers[val];
+ V_DrawPatch(x + 8, y, patch);
+}
+
+/*
+//==========================================================================
+//
+// ShadeLine
+//
+//==========================================================================
+
+static void ShadeLine(int x, int y, int height, int shade)
+{
+ byte *dest;
+ byte *shades;
+
+ shades = colormaps+9*256+shade*2*256;
+ dest = I_VideoBuffer+y*SCREENWIDTH+x;
+ while(height--)
+ {
+ *(dest) = *(shades+*dest);
+ dest += SCREENWIDTH;
+ }
+}
+
+//==========================================================================
+//
+// ShadeChain
+//
+//==========================================================================
+
+static void ShadeChain(void)
+{
+ int i;
+
+ for(i = 0; i < 16; i++)
+ {
+ ShadeLine(277+i, 190, 10, i/2);
+ ShadeLine(19+i, 190, 10, 7-(i/2));
+ }
+}
+*/
+
+//==========================================================================
+//
+// DrawSoundInfo
+//
+// Displays sound debugging information.
+//
+//==========================================================================
+
+static void DrawSoundInfo(void)
+{
+ int i;
+ SoundInfo_t s;
+ ChanInfo_t *c;
+ char text[32];
+ int x;
+ int y;
+ int xPos[7] = { 1, 75, 112, 156, 200, 230, 260 };
+
+ if (leveltime & 16)
+ {
+ MN_DrTextA("*** SOUND DEBUG INFO ***", xPos[0], 20);
+ }
+ S_GetChannelInfo(&s);
+ if (s.channelCount == 0)
+ {
+ return;
+ }
+ x = 0;
+ MN_DrTextA("NAME", xPos[x++], 30);
+ MN_DrTextA("MO.T", xPos[x++], 30);
+ MN_DrTextA("MO.X", xPos[x++], 30);
+ MN_DrTextA("MO.Y", xPos[x++], 30);
+ MN_DrTextA("ID", xPos[x++], 30);
+ MN_DrTextA("PRI", xPos[x++], 30);
+ MN_DrTextA("DIST", xPos[x++], 30);
+ for (i = 0; i < s.channelCount; i++)
+ {
+ c = &s.chan[i];
+ x = 0;
+ y = 40 + i * 10;
+ if (c->mo == NULL)
+ { // Channel is unused
+ MN_DrTextA("------", xPos[0], y);
+ continue;
+ }
+ sprintf(text, "%s", c->name);
+ M_ForceUppercase(text);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->mo->type);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->mo->x >> FRACBITS);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->mo->y >> FRACBITS);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", (int) c->id);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->priority);
+ MN_DrTextA(text, xPos[x++], y);
+ sprintf(text, "%d", c->distance);
+ MN_DrTextA(text, xPos[x++], y);
+ }
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+}
+
+//==========================================================================
+//
+// SB_Drawer
+//
+//==========================================================================
+
+char patcharti[][10] = {
+ {"ARTIBOX"}, // none
+ {"ARTIINVU"}, // invulnerability
+ {"ARTIPTN2"}, // health
+ {"ARTISPHL"}, // superhealth
+ {"ARTIHRAD"}, // healing radius
+ {"ARTISUMN"}, // summon maulator
+ {"ARTITRCH"}, // torch
+ {"ARTIPORK"}, // egg
+ {"ARTISOAR"}, // fly
+ {"ARTIBLST"}, // blast radius
+ {"ARTIPSBG"}, // poison bag
+ {"ARTITELO"}, // teleport other
+ {"ARTISPED"}, // speed
+ {"ARTIBMAN"}, // boost mana
+ {"ARTIBRAC"}, // boost armor
+ {"ARTIATLP"}, // teleport
+ {"ARTISKLL"}, // arti_puzzskull
+ {"ARTIBGEM"}, // arti_puzzgembig
+ {"ARTIGEMR"}, // arti_puzzgemred
+ {"ARTIGEMG"}, // arti_puzzgemgreen1
+ {"ARTIGMG2"}, // arti_puzzgemgreen2
+ {"ARTIGEMB"}, // arti_puzzgemblue1
+ {"ARTIGMB2"}, // arti_puzzgemblue2
+ {"ARTIBOK1"}, // arti_puzzbook1
+ {"ARTIBOK2"}, // arti_puzzbook2
+ {"ARTISKL2"}, // arti_puzzskull2
+ {"ARTIFWEP"}, // arti_puzzfweapon
+ {"ARTICWEP"}, // arti_puzzcweapon
+ {"ARTIMWEP"}, // arti_puzzmweapon
+ {"ARTIGEAR"}, // arti_puzzgear1
+ {"ARTIGER2"}, // arti_puzzgear2
+ {"ARTIGER3"}, // arti_puzzgear3
+ {"ARTIGER4"}, // arti_puzzgear4
+};
+
+int SB_state = -1;
+static int oldarti = 0;
+static int oldartiCount = 0;
+static int oldfrags = -9999;
+static int oldmana1 = -1;
+static int oldmana2 = -1;
+static int oldarmor = -1;
+static int oldhealth = -1;
+static int oldlife = -1;
+static int oldpieces = -1;
+static int oldweapon = -1;
+static int oldkeys = -1;
+
+extern boolean automapactive;
+
+void SB_Drawer(void)
+{
+ // Sound info debug stuff
+ if (DebugSound == true)
+ {
+ DrawSoundInfo();
+ }
+ CPlayer = &players[consoleplayer];
+ if (viewheight == SCREENHEIGHT && !automapactive)
+ {
+ DrawFullScreenStuff();
+ SB_state = -1;
+ }
+ else
+ {
+ if (SB_state == -1)
+ {
+ V_DrawPatch(0, 134, PatchH2BAR);
+ oldhealth = -1;
+ }
+ DrawCommonBar();
+ if (!inventory)
+ {
+ if (SB_state != 0)
+ {
+ // Main interface
+ if (!automapactive)
+ {
+ V_DrawPatch(38, 162, PatchSTATBAR);
+ }
+ else
+ {
+ V_DrawPatch(38, 162, PatchKEYBAR);
+ }
+ oldarti = 0;
+ oldmana1 = -1;
+ oldmana2 = -1;
+ oldarmor = -1;
+ oldpieces = -1;
+ oldfrags = -9999; //can't use -1, 'cuz of negative frags
+ oldlife = -1;
+ oldweapon = -1;
+ oldkeys = -1;
+ }
+ if (!automapactive)
+ {
+ DrawMainBar();
+ }
+ else
+ {
+ DrawKeyBar();
+ }
+ SB_state = 0;
+ }
+ else
+ {
+ DrawInventoryBar();
+ SB_state = 1;
+ }
+ }
+ SB_PaletteFlash(false);
+ DrawAnimatedIcons();
+}
+
+//==========================================================================
+//
+// DrawAnimatedIcons
+//
+//==========================================================================
+
+static void DrawAnimatedIcons(void)
+{
+ int frame;
+ static boolean hitCenterFrame;
+
+ // Wings of wrath
+ if (CPlayer->powers[pw_flight])
+ {
+ if (CPlayer->powers[pw_flight] > BLINKTHRESHOLD
+ || !(CPlayer->powers[pw_flight] & 16))
+ {
+ frame = (leveltime / 3) & 15;
+ if (CPlayer->mo->flags2 & MF2_FLY)
+ {
+ if (hitCenterFrame && (frame != 15 && frame != 0))
+ {
+ V_DrawPatch(20, 19, W_CacheLumpNum(SpinFlylump + 15,
+ PU_CACHE));
+ }
+ else
+ {
+ V_DrawPatch(20, 19, W_CacheLumpNum(SpinFlylump + frame,
+ PU_CACHE));
+ hitCenterFrame = false;
+ }
+ }
+ else
+ {
+ if (!hitCenterFrame && (frame != 15 && frame != 0))
+ {
+ V_DrawPatch(20, 19, W_CacheLumpNum(SpinFlylump + frame,
+ PU_CACHE));
+ hitCenterFrame = false;
+ }
+ else
+ {
+ V_DrawPatch(20, 19, W_CacheLumpNum(SpinFlylump + 15,
+ PU_CACHE));
+ hitCenterFrame = true;
+ }
+ }
+ }
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+
+ // Speed Boots
+ if (CPlayer->powers[pw_speed])
+ {
+ if (CPlayer->powers[pw_speed] > BLINKTHRESHOLD
+ || !(CPlayer->powers[pw_speed] & 16))
+ {
+ frame = (leveltime / 3) & 15;
+ V_DrawPatch(60, 19, W_CacheLumpNum(SpinSpeedLump + frame,
+ PU_CACHE));
+ }
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+
+ // Defensive power
+ if (CPlayer->powers[pw_invulnerability])
+ {
+ if (CPlayer->powers[pw_invulnerability] > BLINKTHRESHOLD
+ || !(CPlayer->powers[pw_invulnerability] & 16))
+ {
+ frame = (leveltime / 3) & 15;
+ V_DrawPatch(260, 19, W_CacheLumpNum(SpinDefenseLump + frame,
+ PU_CACHE));
+ }
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+
+ // Minotaur Active
+ if (CPlayer->powers[pw_minotaur])
+ {
+ if (CPlayer->powers[pw_minotaur] > BLINKTHRESHOLD
+ || !(CPlayer->powers[pw_minotaur] & 16))
+ {
+ frame = (leveltime / 3) & 15;
+ V_DrawPatch(300, 19, W_CacheLumpNum(SpinMinotaurLump + frame,
+ PU_CACHE));
+ }
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+}
+
+//==========================================================================
+//
+// SB_PaletteFlash
+//
+// Sets the new palette based upon the current values of
+// consoleplayer->damagecount and consoleplayer->bonuscount.
+//
+//==========================================================================
+
+void SB_PaletteFlash(boolean forceChange)
+{
+ static int sb_palette = 0;
+ int palette;
+ byte *pal;
+
+ if (forceChange)
+ {
+ sb_palette = -1;
+ }
+ if (gamestate == GS_LEVEL)
+ {
+ CPlayer = &players[consoleplayer];
+ if (CPlayer->poisoncount)
+ {
+ palette = 0;
+ palette = (CPlayer->poisoncount + 7) >> 3;
+ if (palette >= NUMPOISONPALS)
+ {
+ palette = NUMPOISONPALS - 1;
+ }
+ palette += STARTPOISONPALS;
+ }
+ else if (CPlayer->damagecount)
+ {
+ palette = (CPlayer->damagecount + 7) >> 3;
+ if (palette >= NUMREDPALS)
+ {
+ palette = NUMREDPALS - 1;
+ }
+ palette += STARTREDPALS;
+ }
+ else if (CPlayer->bonuscount)
+ {
+ palette = (CPlayer->bonuscount + 7) >> 3;
+ if (palette >= NUMBONUSPALS)
+ {
+ palette = NUMBONUSPALS - 1;
+ }
+ palette += STARTBONUSPALS;
+ }
+ else if (CPlayer->mo->flags2 & MF2_ICEDAMAGE)
+ { // Frozen player
+ palette = STARTICEPAL;
+ }
+ else
+ {
+ palette = 0;
+ }
+ }
+ else
+ {
+ palette = 0;
+ }
+ if (palette != sb_palette)
+ {
+ sb_palette = palette;
+ pal = (byte *) W_CacheLumpNum(PlayPalette, PU_CACHE) + palette * 768;
+ I_SetPalette(pal);
+ }
+}
+
+//==========================================================================
+//
+// DrawCommonBar
+//
+//==========================================================================
+
+void DrawCommonBar(void)
+{
+ int healthPos;
+
+ V_DrawPatch(0, 134, PatchH2TOP);
+
+ if (oldhealth != HealthMarker)
+ {
+ oldhealth = HealthMarker;
+ healthPos = HealthMarker;
+ if (healthPos < 0)
+ {
+ healthPos = 0;
+ }
+ if (healthPos > 100)
+ {
+ healthPos = 100;
+ }
+ V_DrawPatch(28 + (((healthPos * 196) / 100) % 9), 193, PatchCHAIN);
+ V_DrawPatch(7 + ((healthPos * 11) / 5), 193, PatchLIFEGEM);
+ V_DrawPatch(0, 193, PatchLFEDGE);
+ V_DrawPatch(277, 193, PatchRTEDGE);
+// ShadeChain();
+ UpdateState |= I_STATBAR;
+ }
+}
+
+//==========================================================================
+//
+// DrawMainBar
+//
+//==========================================================================
+
+void DrawMainBar(void)
+{
+ int i;
+ int temp;
+ patch_t *manaPatch1, *manaPatch2;
+ patch_t *manaVialPatch1, *manaVialPatch2;
+
+ manaPatch1 = NULL;
+ manaPatch2 = NULL;
+ manaVialPatch1 = NULL;
+ manaVialPatch2 = NULL;
+
+ // Ready artifact
+ if (ArtifactFlash)
+ {
+ V_DrawPatch(144, 160, PatchARTICLEAR);
+ V_DrawPatch(148, 164, W_CacheLumpNum(W_GetNumForName("useartia")
+ + ArtifactFlash - 1, PU_CACHE));
+ ArtifactFlash--;
+ oldarti = -1; // so that the correct artifact fills in after the flash
+ UpdateState |= I_STATBAR;
+ }
+ else if (oldarti != CPlayer->readyArtifact
+ || oldartiCount != CPlayer->inventory[inv_ptr].count)
+ {
+ V_DrawPatch(144, 160, PatchARTICLEAR);
+ if (CPlayer->readyArtifact > 0)
+ {
+ V_DrawPatch(143, 163,
+ W_CacheLumpName(patcharti[CPlayer->readyArtifact],
+ PU_CACHE));
+ if (CPlayer->inventory[inv_ptr].count > 1)
+ {
+ DrSmallNumber(CPlayer->inventory[inv_ptr].count, 162, 184);
+ }
+ }
+ oldarti = CPlayer->readyArtifact;
+ oldartiCount = CPlayer->inventory[inv_ptr].count;
+ UpdateState |= I_STATBAR;
+ }
+
+ // Frags
+ if (deathmatch)
+ {
+ temp = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ temp += CPlayer->frags[i];
+ }
+ if (temp != oldfrags)
+ {
+ V_DrawPatch(38, 162, PatchKILLS);
+ DrINumber(temp, 40, 176);
+ oldfrags = temp;
+ UpdateState |= I_STATBAR;
+ }
+ }
+ else
+ {
+ temp = HealthMarker;
+ if (temp < 0)
+ {
+ temp = 0;
+ }
+ else if (temp > 100)
+ {
+ temp = 100;
+ }
+ if (oldlife != temp)
+ {
+ oldlife = temp;
+ V_DrawPatch(41, 178, PatchARMCLEAR);
+ if (temp >= 25)
+ {
+ DrINumber(temp, 40, 176);
+ }
+ else
+ {
+ DrRedINumber(temp, 40, 176);
+ }
+ UpdateState |= I_STATBAR;
+ }
+ }
+ // Mana
+ temp = CPlayer->mana[0];
+ if (oldmana1 != temp)
+ {
+ V_DrawPatch(77, 178, PatchMANACLEAR);
+ DrSmallNumber(temp, 79, 181);
+ manaVialPatch1 = (patch_t *) 1; // force a vial update
+ if (temp == 0)
+ { // Draw Dim Mana icon
+ manaPatch1 = PatchMANADIM1;
+ }
+ else if (oldmana1 == 0)
+ {
+ manaPatch1 = PatchMANABRIGHT1;
+ }
+ oldmana1 = temp;
+ UpdateState |= I_STATBAR;
+ }
+ temp = CPlayer->mana[1];
+ if (oldmana2 != temp)
+ {
+ V_DrawPatch(109, 178, PatchMANACLEAR);
+ DrSmallNumber(temp, 111, 181);
+ manaVialPatch1 = (patch_t *) 1; // force a vial update
+ if (temp == 0)
+ { // Draw Dim Mana icon
+ manaPatch2 = PatchMANADIM2;
+ }
+ else if (oldmana2 == 0)
+ {
+ manaPatch2 = PatchMANABRIGHT2;
+ }
+ oldmana2 = temp;
+ UpdateState |= I_STATBAR;
+ }
+ if (oldweapon != CPlayer->readyweapon || manaPatch1 || manaPatch2
+ || manaVialPatch1)
+ { // Update mana graphics based upon mana count/weapon type
+ if (CPlayer->readyweapon == WP_FIRST)
+ {
+ manaPatch1 = PatchMANADIM1;
+ manaPatch2 = PatchMANADIM2;
+ manaVialPatch1 = PatchMANAVIALDIM1;
+ manaVialPatch2 = PatchMANAVIALDIM2;
+ }
+ else if (CPlayer->readyweapon == WP_SECOND)
+ {
+ if (!manaPatch1)
+ {
+ manaPatch1 = PatchMANABRIGHT1;
+ }
+ manaVialPatch1 = PatchMANAVIAL1;
+ manaPatch2 = PatchMANADIM2;
+ manaVialPatch2 = PatchMANAVIALDIM2;
+ }
+ else if (CPlayer->readyweapon == WP_THIRD)
+ {
+ manaPatch1 = PatchMANADIM1;
+ manaVialPatch1 = PatchMANAVIALDIM1;
+ if (!manaPatch2)
+ {
+ manaPatch2 = PatchMANABRIGHT2;
+ }
+ manaVialPatch2 = PatchMANAVIAL2;
+ }
+ else
+ {
+ manaVialPatch1 = PatchMANAVIAL1;
+ manaVialPatch2 = PatchMANAVIAL2;
+ if (!manaPatch1)
+ {
+ manaPatch1 = PatchMANABRIGHT1;
+ }
+ if (!manaPatch2)
+ {
+ manaPatch2 = PatchMANABRIGHT2;
+ }
+ }
+ V_DrawPatch(77, 164, manaPatch1);
+ V_DrawPatch(110, 164, manaPatch2);
+ V_DrawPatch(94, 164, manaVialPatch1);
+ for (i = 165; i < 187 - (22 * CPlayer->mana[0]) / MAX_MANA; i++)
+ {
+ I_VideoBuffer[i * SCREENWIDTH + 95] = 0;
+ I_VideoBuffer[i * SCREENWIDTH + 96] = 0;
+ I_VideoBuffer[i * SCREENWIDTH + 97] = 0;
+ }
+ V_DrawPatch(102, 164, manaVialPatch2);
+ for (i = 165; i < 187 - (22 * CPlayer->mana[1]) / MAX_MANA; i++)
+ {
+ I_VideoBuffer[i * SCREENWIDTH + 103] = 0;
+ I_VideoBuffer[i * SCREENWIDTH + 104] = 0;
+ I_VideoBuffer[i * SCREENWIDTH + 105] = 0;
+ }
+ oldweapon = CPlayer->readyweapon;
+ UpdateState |= I_STATBAR;
+ }
+ // Armor
+ temp = AutoArmorSave[CPlayer->class]
+ + CPlayer->armorpoints[ARMOR_ARMOR] +
+ CPlayer->armorpoints[ARMOR_SHIELD] +
+ CPlayer->armorpoints[ARMOR_HELMET] +
+ CPlayer->armorpoints[ARMOR_AMULET];
+ if (oldarmor != temp)
+ {
+ oldarmor = temp;
+ V_DrawPatch(255, 178, PatchARMCLEAR);
+ DrINumber(FixedDiv(temp, 5 * FRACUNIT) >> FRACBITS, 250, 176);
+ UpdateState |= I_STATBAR;
+ }
+ // Weapon Pieces
+ if (oldpieces != CPlayer->pieces)
+ {
+ DrawWeaponPieces();
+ oldpieces = CPlayer->pieces;
+ UpdateState |= I_STATBAR;
+ }
+}
+
+//==========================================================================
+//
+// DrawInventoryBar
+//
+//==========================================================================
+
+void DrawInventoryBar(void)
+{
+ int i;
+ int x;
+
+ x = inv_ptr - curpos;
+ UpdateState |= I_STATBAR;
+ V_DrawPatch(38, 162, PatchINVBAR);
+ for (i = 0; i < 7; i++)
+ {
+ //V_DrawPatch(50+i*31, 160, W_CacheLumpName("ARTIBOX", PU_CACHE));
+ if (CPlayer->inventorySlotNum > x + i
+ && CPlayer->inventory[x + i].type != arti_none)
+ {
+ V_DrawPatch(50 + i * 31, 163,
+ W_CacheLumpName(patcharti
+ [CPlayer->inventory[x + i].type],
+ PU_CACHE));
+ if (CPlayer->inventory[x + i].count > 1)
+ {
+ DrSmallNumber(CPlayer->inventory[x + i].count, 68 + i * 31,
+ 185);
+ }
+ }
+ }
+ V_DrawPatch(50 + curpos * 31, 163, PatchSELECTBOX);
+ if (x != 0)
+ {
+ V_DrawPatch(42, 163, !(leveltime & 4) ? PatchINVLFGEM1 :
+ PatchINVLFGEM2);
+ }
+ if (CPlayer->inventorySlotNum - x > 7)
+ {
+ V_DrawPatch(269, 163, !(leveltime & 4) ? PatchINVRTGEM1 :
+ PatchINVRTGEM2);
+ }
+}
+
+//==========================================================================
+//
+// DrawKeyBar
+//
+//==========================================================================
+
+void DrawKeyBar(void)
+{
+ int i;
+ int xPosition;
+ int temp;
+
+ if (oldkeys != CPlayer->keys)
+ {
+ xPosition = 46;
+ for (i = 0; i < NUMKEYS && xPosition <= 126; i++)
+ {
+ if (CPlayer->keys & (1 << i))
+ {
+ V_DrawPatch(xPosition, 164,
+ W_CacheLumpNum(W_GetNumForName("keyslot1") + i,
+ PU_CACHE));
+ xPosition += 20;
+ }
+ }
+ oldkeys = CPlayer->keys;
+ UpdateState |= I_STATBAR;
+ }
+ temp = AutoArmorSave[CPlayer->class]
+ + CPlayer->armorpoints[ARMOR_ARMOR] +
+ CPlayer->armorpoints[ARMOR_SHIELD] +
+ CPlayer->armorpoints[ARMOR_HELMET] +
+ CPlayer->armorpoints[ARMOR_AMULET];
+ if (oldarmor != temp)
+ {
+ for (i = 0; i < NUMARMOR; i++)
+ {
+ if (!CPlayer->armorpoints[i])
+ {
+ continue;
+ }
+ if (CPlayer->armorpoints[i] <=
+ (ArmorIncrement[CPlayer->class][i] >> 2))
+ {
+ V_DrawTLPatch(150 + 31 * i, 164,
+ W_CacheLumpNum(W_GetNumForName("armslot1") +
+ i, PU_CACHE));
+ }
+ else if (CPlayer->armorpoints[i] <=
+ (ArmorIncrement[CPlayer->class][i] >> 1))
+ {
+ V_DrawAltTLPatch(150 + 31 * i, 164,
+ W_CacheLumpNum(W_GetNumForName("armslot1")
+ + i, PU_CACHE));
+ }
+ else
+ {
+ V_DrawPatch(150 + 31 * i, 164,
+ W_CacheLumpNum(W_GetNumForName("armslot1") + i,
+ PU_CACHE));
+ }
+ }
+ oldarmor = temp;
+ UpdateState |= I_STATBAR;
+ }
+}
+
+//==========================================================================
+//
+// DrawWeaponPieces
+//
+//==========================================================================
+
+static int PieceX[NUMCLASSES][3] = {
+ {190, 225, 234},
+ {190, 212, 225},
+ {190, 205, 224},
+ {0, 0, 0} // Pig is never used
+};
+
+static void DrawWeaponPieces(void)
+{
+ if (CPlayer->pieces == 7)
+ {
+ V_DrawPatch(190, 162, PatchWEAPONFULL);
+ return;
+ }
+ V_DrawPatch(190, 162, PatchWEAPONSLOT);
+ if (CPlayer->pieces & WPIECE1)
+ {
+ V_DrawPatch(PieceX[PlayerClass[consoleplayer]][0], 162, PatchPIECE1);
+ }
+ if (CPlayer->pieces & WPIECE2)
+ {
+ V_DrawPatch(PieceX[PlayerClass[consoleplayer]][1], 162, PatchPIECE2);
+ }
+ if (CPlayer->pieces & WPIECE3)
+ {
+ V_DrawPatch(PieceX[PlayerClass[consoleplayer]][2], 162, PatchPIECE3);
+ }
+}
+
+//==========================================================================
+//
+// DrawFullScreenStuff
+//
+//==========================================================================
+
+void DrawFullScreenStuff(void)
+{
+ int i;
+ int x;
+ int temp;
+
+ UpdateState |= I_FULLSCRN;
+ if (CPlayer->mo->health > 0)
+ {
+ DrBNumber(CPlayer->mo->health, 5, 180);
+ }
+ else
+ {
+ DrBNumber(0, 5, 180);
+ }
+ if (deathmatch)
+ {
+ temp = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ temp += CPlayer->frags[i];
+ }
+ }
+ DrINumber(temp, 45, 185);
+ }
+ if (!inventory)
+ {
+ if (CPlayer->readyArtifact > 0)
+ {
+ V_DrawTLPatch(286, 170, W_CacheLumpName("ARTIBOX", PU_CACHE));
+ V_DrawPatch(284, 169,
+ W_CacheLumpName(patcharti[CPlayer->readyArtifact],
+ PU_CACHE));
+ if (CPlayer->inventory[inv_ptr].count > 1)
+ {
+ DrSmallNumber(CPlayer->inventory[inv_ptr].count, 302, 192);
+ }
+ }
+ }
+ else
+ {
+ x = inv_ptr - curpos;
+ for (i = 0; i < 7; i++)
+ {
+ V_DrawTLPatch(50 + i * 31, 168, W_CacheLumpName("ARTIBOX",
+ PU_CACHE));
+ if (CPlayer->inventorySlotNum > x + i
+ && CPlayer->inventory[x + i].type != arti_none)
+ {
+ V_DrawPatch(49 + i * 31, 167,
+ W_CacheLumpName(patcharti
+ [CPlayer->inventory[x + i].type],
+ PU_CACHE));
+ if (CPlayer->inventory[x + i].count > 1)
+ {
+ DrSmallNumber(CPlayer->inventory[x + i].count,
+ 66 + i * 31, 188);
+ }
+ }
+ }
+ V_DrawPatch(50 + curpos * 31, 167, PatchSELECTBOX);
+ if (x != 0)
+ {
+ V_DrawPatch(40, 167, !(leveltime & 4) ? PatchINVLFGEM1 :
+ PatchINVLFGEM2);
+ }
+ if (CPlayer->inventorySlotNum - x > 7)
+ {
+ V_DrawPatch(268, 167, !(leveltime & 4) ?
+ PatchINVRTGEM1 : PatchINVRTGEM2);
+ }
+ }
+}
+
+
+//==========================================================================
+//
+// Draw_TeleportIcon
+//
+//==========================================================================
+void Draw_TeleportIcon(void)
+{
+ patch_t *patch;
+ patch = W_CacheLumpNum(W_GetNumForName("teleicon"), PU_CACHE);
+ V_DrawPatch(100, 68, patch);
+ UpdateState |= I_FULLSCRN;
+ I_FinishUpdate();
+ UpdateState |= I_FULLSCRN;
+}
+
+//==========================================================================
+//
+// Draw_SaveIcon
+//
+//==========================================================================
+void Draw_SaveIcon(void)
+{
+ patch_t *patch;
+ patch = W_CacheLumpNum(W_GetNumForName("saveicon"), PU_CACHE);
+ V_DrawPatch(100, 68, patch);
+ UpdateState |= I_FULLSCRN;
+ I_FinishUpdate();
+ UpdateState |= I_FULLSCRN;
+}
+
+//==========================================================================
+//
+// Draw_LoadIcon
+//
+//==========================================================================
+void Draw_LoadIcon(void)
+{
+ patch_t *patch;
+ patch = W_CacheLumpNum(W_GetNumForName("loadicon"), PU_CACHE);
+ V_DrawPatch(100, 68, patch);
+ UpdateState |= I_FULLSCRN;
+ I_FinishUpdate();
+ UpdateState |= I_FULLSCRN;
+}
+
+
+
+//==========================================================================
+//
+// SB_Responder
+//
+//==========================================================================
+
+boolean SB_Responder(event_t * event)
+{
+ if (event->type == ev_keydown)
+ {
+ if (HandleCheats(event->data1))
+ { // Need to eat the key
+ return (true);
+ }
+ }
+ return (false);
+}
+
+//==========================================================================
+//
+// HandleCheats
+//
+// Returns true if the caller should eat the key.
+//
+//==========================================================================
+
+static boolean HandleCheats(byte key)
+{
+ int i;
+ boolean eat;
+
+ if (gameskill == sk_nightmare)
+ { // Can't cheat in nightmare mode
+ return (false);
+ }
+ else if (netgame)
+ { // change CD track is the only cheat available in deathmatch
+ eat = false;
+ if (i_CDMusic)
+ {
+ if (CheatAddKey(&Cheats[0], key, &eat))
+ {
+ Cheats[0].func(&players[consoleplayer], &Cheats[0]);
+ S_StartSound(NULL, SFX_PLATFORM_STOP);
+ }
+ if (CheatAddKey(&Cheats[1], key, &eat))
+ {
+ Cheats[1].func(&players[consoleplayer], &Cheats[1]);
+ S_StartSound(NULL, SFX_PLATFORM_STOP);
+ }
+ }
+ return eat;
+ }
+ if (players[consoleplayer].health <= 0)
+ { // Dead players can't cheat
+ return (false);
+ }
+ eat = false;
+ for (i = 0; i<arrlen(Cheats); ++i)
+ {
+ if (CheatAddKey(&Cheats[i], key, &eat))
+ {
+ Cheats[i].func(&players[consoleplayer], &Cheats[i]);
+ S_StartSound(NULL, SFX_PLATFORM_STOP);
+ }
+ }
+ return (eat);
+}
+
+//==========================================================================
+//
+// CheatAddkey
+//
+// Returns true if the added key completed the cheat, false otherwise.
+//
+//==========================================================================
+
+static boolean CheatAddKey(Cheat_t * cheat, byte key, boolean * eat)
+{
+/*
+ if (!cheat->pos)
+ {
+ cheat->pos = cheat->sequence;
+ cheat->currentArg = 0;
+ }
+ if (*cheat->pos == 0)
+ {
+ *eat = true;
+ cheat->args[cheat->currentArg++] = key;
+ cheat->pos++;
+ }
+ else if (CheatLookup[key] == *cheat->pos)
+ {
+ cheat->pos++;
+ }
+ else
+ {
+ cheat->pos = cheat->sequence;
+ cheat->currentArg = 0;
+ }
+ if (*cheat->pos == 0xff)
+ {
+ cheat->pos = cheat->sequence;
+ cheat->currentArg = 0;
+ return (true);
+ }
+ return (false);
+ */
+
+ *eat = cht_CheckCheat(cheat->seq, key);
+
+ return *eat;
+}
+
+//==========================================================================
+//
+// CHEAT FUNCTIONS
+//
+//==========================================================================
+
+static void CheatGodFunc(player_t * player, Cheat_t * cheat)
+{
+ player->cheats ^= CF_GODMODE;
+ if (player->cheats & CF_GODMODE)
+ {
+ P_SetMessage(player, TXT_CHEATGODON, true);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATGODOFF, true);
+ }
+ SB_state = -1;
+}
+
+static void CheatNoClipFunc(player_t * player, Cheat_t * cheat)
+{
+ player->cheats ^= CF_NOCLIP;
+ if (player->cheats & CF_NOCLIP)
+ {
+ P_SetMessage(player, TXT_CHEATNOCLIPON, true);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATNOCLIPOFF, true);
+ }
+}
+
+static void CheatWeaponsFunc(player_t * player, Cheat_t * cheat)
+{
+ int i;
+ //extern boolean *WeaponInShareware;
+
+ for (i = 0; i < NUMARMOR; i++)
+ {
+ player->armorpoints[i] = ArmorIncrement[player->class][i];
+ }
+ for (i = 0; i < NUMWEAPONS; i++)
+ {
+ player->weaponowned[i] = true;
+ }
+ for (i = 0; i < NUMMANA; i++)
+ {
+ player->mana[i] = MAX_MANA;
+ }
+ P_SetMessage(player, TXT_CHEATWEAPONS, true);
+}
+
+static void CheatHealthFunc(player_t * player, Cheat_t * cheat)
+{
+ if (player->morphTics)
+ {
+ player->health = player->mo->health = MAXMORPHHEALTH;
+ }
+ else
+ {
+ player->health = player->mo->health = MAXHEALTH;
+ }
+ P_SetMessage(player, TXT_CHEATHEALTH, true);
+}
+
+static void CheatKeysFunc(player_t * player, Cheat_t * cheat)
+{
+ player->keys = 2047;
+ P_SetMessage(player, TXT_CHEATKEYS, true);
+}
+
+static void CheatSoundFunc(player_t * player, Cheat_t * cheat)
+{
+ DebugSound = !DebugSound;
+ if (DebugSound)
+ {
+ P_SetMessage(player, TXT_CHEATSOUNDON, true);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATSOUNDOFF, true);
+ }
+}
+
+static void CheatTickerFunc(player_t * player, Cheat_t * cheat)
+{
+ DisplayTicker = !DisplayTicker;
+ if (DisplayTicker)
+ {
+ P_SetMessage(player, TXT_CHEATTICKERON, true);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATTICKEROFF, true);
+ }
+
+ I_DisplayFPSDots(DisplayTicker);
+}
+
+static void CheatArtifactAllFunc(player_t * player, Cheat_t * cheat)
+{
+ int i;
+ int j;
+
+ for (i = arti_none + 1; i < arti_firstpuzzitem; i++)
+ {
+ for (j = 0; j < 25; j++)
+ {
+ P_GiveArtifact(player, i, NULL);
+ }
+ }
+ P_SetMessage(player, TXT_CHEATARTIFACTS3, true);
+}
+
+static void CheatPuzzleFunc(player_t * player, Cheat_t * cheat)
+{
+ int i;
+
+ for (i = arti_firstpuzzitem; i < NUMARTIFACTS; i++)
+ {
+ P_GiveArtifact(player, i, NULL);
+ }
+ P_SetMessage(player, TXT_CHEATARTIFACTS3, true);
+}
+
+static void CheatInitFunc(player_t * player, Cheat_t * cheat)
+{
+ G_DeferedInitNew(gameskill, gameepisode, gamemap);
+ P_SetMessage(player, TXT_CHEATWARP, true);
+}
+
+static void CheatWarpFunc(player_t * player, Cheat_t * cheat)
+{
+ int tens;
+ int ones;
+ int map;
+ char mapName[9];
+ char args[2];
+
+ cht_GetParam(cheat->seq, args);
+
+ tens = args[0] - '0';
+ ones = args[1] - '0';
+ if (tens < 0 || tens > 9 || ones < 0 || ones > 9)
+ { // Bad map
+ P_SetMessage(player, TXT_CHEATBADINPUT, true);
+ return;
+ }
+ map = P_TranslateMap((args[0] - '0') * 10 + args[1] - '0');
+ if (map == -1)
+ { // Not found
+ P_SetMessage(player, TXT_CHEATNOMAP, true);
+ return;
+ }
+ if (map == gamemap)
+ { // Don't try to teleport to current map
+ P_SetMessage(player, TXT_CHEATBADINPUT, true);
+ return;
+ }
+ sprintf(mapName, "MAP%02d", map);
+ if (W_CheckNumForName(mapName) == -1)
+ { // Can't find
+ P_SetMessage(player, TXT_CHEATNOMAP, true);
+ return;
+ }
+ P_SetMessage(player, TXT_CHEATWARP, true);
+ G_TeleportNewMap(map, 0);
+}
+
+static void CheatPigFunc(player_t * player, Cheat_t * cheat)
+{
+ extern boolean P_UndoPlayerMorph(player_t * player);
+
+ if (player->morphTics)
+ {
+ P_UndoPlayerMorph(player);
+ }
+ else
+ {
+ P_MorphPlayer(player);
+ }
+ P_SetMessage(player, "SQUEAL!!", true);
+}
+
+static void CheatMassacreFunc(player_t * player, Cheat_t * cheat)
+{
+ int count;
+ char buffer[80];
+
+ count = P_Massacre();
+ sprintf(buffer, "%d MONSTERS KILLED\n", count);
+ P_SetMessage(player, buffer, true);
+}
+
+static void CheatIDKFAFunc(player_t * player, Cheat_t * cheat)
+{
+ int i;
+ if (player->morphTics)
+ {
+ return;
+ }
+ for (i = 1; i < 8; i++)
+ {
+ player->weaponowned[i] = false;
+ }
+ player->pendingweapon = WP_FIRST;
+ P_SetMessage(player, TXT_CHEATIDKFA, true);
+}
+
+static void CheatQuickenFunc1(player_t * player, Cheat_t * cheat)
+{
+ P_SetMessage(player, "TRYING TO CHEAT? THAT'S ONE....", true);
+}
+
+static void CheatQuickenFunc2(player_t * player, Cheat_t * cheat)
+{
+ P_SetMessage(player, "THAT'S TWO....", true);
+}
+
+static void CheatQuickenFunc3(player_t * player, Cheat_t * cheat)
+{
+ P_DamageMobj(player->mo, NULL, player->mo, 10000);
+ P_SetMessage(player, "THAT'S THREE! TIME TO DIE.", true);
+}
+
+static void CheatClassFunc1(player_t * player, Cheat_t * cheat)
+{
+ P_SetMessage(player, "ENTER NEW PLAYER CLASS (0 - 2)", true);
+}
+
+static void CheatClassFunc2(player_t * player, Cheat_t * cheat)
+{
+ int i;
+ int class;
+ char args[2];
+
+ cht_GetParam(cheat->seq, args);
+
+ if (player->morphTics)
+ { // don't change class if the player is morphed
+ return;
+ }
+ class = args[0] - '0';
+ if (class > 2 || class < 0)
+ {
+ P_SetMessage(player, "INVALID PLAYER CLASS", true);
+ return;
+ }
+ player->class = class;
+ for (i = 0; i < NUMARMOR; i++)
+ {
+ player->armorpoints[i] = 0;
+ }
+ PlayerClass[consoleplayer] = class;
+ P_PostMorphWeapon(player, WP_FIRST);
+ SB_SetClassData();
+ SB_state = -1;
+ UpdateState |= I_FULLSCRN;
+}
+
+static void CheatVersionFunc(player_t * player, Cheat_t * cheat)
+{
+ P_SetMessage(player, HEXEN_VERSIONTEXT, true);
+}
+
+static void CheatDebugFunc(player_t * player, Cheat_t * cheat)
+{
+ char textBuffer[50];
+ sprintf(textBuffer, "MAP %d (%d) X:%5d Y:%5d Z:%5d",
+ P_GetMapWarpTrans(gamemap),
+ gamemap,
+ player->mo->x >> FRACBITS,
+ player->mo->y >> FRACBITS, player->mo->z >> FRACBITS);
+ P_SetMessage(player, textBuffer, true);
+}
+
+static void CheatScriptFunc1(player_t * player, Cheat_t * cheat)
+{
+ P_SetMessage(player, "RUN WHICH SCRIPT(01-99)?", true);
+}
+
+static void CheatScriptFunc2(player_t * player, Cheat_t * cheat)
+{
+ P_SetMessage(player, "RUN WHICH SCRIPT(01-99)?", true);
+}
+
+static void CheatScriptFunc3(player_t * player, Cheat_t * cheat)
+{
+ int script;
+ byte script_args[3];
+ int tens, ones;
+ char textBuffer[40];
+ char args[2];
+
+ cht_GetParam(cheat->seq, args);
+
+ tens = args[0] - '0';
+ ones = args[1] - '0';
+ script = tens * 10 + ones;
+ if (script < 1)
+ return;
+ if (script > 99)
+ return;
+ script_args[0] = script_args[1] = script_args[2] = 0;
+
+ if (P_StartACS(script, 0, script_args, player->mo, NULL, 0))
+ {
+ sprintf(textBuffer, "RUNNING SCRIPT %.2d", script);
+ P_SetMessage(player, textBuffer, true);
+ }
+}
+
+extern int cheating;
+
+static void CheatRevealFunc(player_t * player, Cheat_t * cheat)
+{
+ cheating = (cheating + 1) % 3;
+}
+
+//===========================================================================
+//
+// CheatTrackFunc1
+//
+//===========================================================================
+
+static void CheatTrackFunc1(player_t * player, Cheat_t * cheat)
+{
+ // haleyjd FIXME: CDMUSIC
+#ifdef __WATCOMC__
+ char buffer[80];
+
+ if (!i_CDMusic)
+ {
+ return;
+ }
+ if (I_CDMusInit() == -1)
+ {
+ P_SetMessage(player, "ERROR INITIALIZING CD", true);
+ }
+ sprintf(buffer, "ENTER DESIRED CD TRACK (%.2d - %.2d):\n",
+ I_CDMusFirstTrack(), I_CDMusLastTrack());
+ P_SetMessage(player, buffer, true);
+#endif
+}
+
+//===========================================================================
+//
+// CheatTrackFunc2
+//
+//===========================================================================
+
+static void CheatTrackFunc2(player_t * player, Cheat_t * cheat)
+{
+ // haleyjd FIXME: CDMUSIC
+#ifdef __WATCOMC__
+ char buffer[80];
+ int track;
+ char args[2];
+
+ cht_GetParam(cheat->seq, args);
+
+ if (!i_CDMusic)
+ {
+ return;
+ }
+ track = (args[0] - '0') * 10 + (args[1] - '0');
+ if (track < I_CDMusFirstTrack() || track > I_CDMusLastTrack())
+ {
+ P_SetMessage(player, "INVALID TRACK NUMBER\n", true);
+ return;
+ }
+ if (track == i_CDCurrentTrack)
+ {
+ return;
+ }
+ if (I_CDMusPlay(track))
+ {
+ sprintf(buffer, "ERROR WHILE TRYING TO PLAY CD TRACK: %.2d\n", track);
+ P_SetMessage(player, buffer, true);
+ }
+ else
+ { // No error encountered while attempting to play the track
+ sprintf(buffer, "PLAYING TRACK: %.2d\n", track);
+ P_SetMessage(player, buffer, true);
+ i_CDMusicLength = 35 * I_CDMusTrackLength(track);
+ oldTic = gametic;
+ i_CDTrack = track;
+ i_CDCurrentTrack = track;
+ }
+#endif
+}
diff --git a/src/hexen/sc_man.c b/src/hexen/sc_man.c
new file mode 100644
index 00000000..833d7e1e
--- /dev/null
+++ b/src/hexen/sc_man.c
@@ -0,0 +1,478 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include <string.h>
+#include <stdlib.h>
+#include "h2def.h"
+#include "i_system.h"
+#include "m_misc.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAX_STRING_SIZE 64
+#define ASCII_COMMENT (';')
+#define ASCII_QUOTE (34)
+#define LUMP_SCRIPT 1
+#define FILE_ZONE_SCRIPT 2
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void CheckOpen(void);
+static void OpenScript(char *name, int type);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+char *sc_String;
+int sc_Number;
+int sc_Line;
+boolean sc_End;
+boolean sc_Crossed;
+boolean sc_FileScripts = false;
+char *sc_ScriptsDir = "";
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static char ScriptName[16];
+static char *ScriptBuffer;
+static char *ScriptPtr;
+static char *ScriptEndPtr;
+static char StringBuffer[MAX_STRING_SIZE];
+static int ScriptLumpNum;
+static boolean ScriptOpen = false;
+static int ScriptSize;
+static boolean AlreadyGot = false;
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// SC_Open
+//
+//==========================================================================
+
+void SC_Open(char *name)
+{
+ char fileName[128];
+
+ if (sc_FileScripts == true)
+ {
+ sprintf(fileName, "%s%s.txt", sc_ScriptsDir, name);
+ SC_OpenFile(fileName);
+ }
+ else
+ {
+ SC_OpenLump(name);
+ }
+}
+
+//==========================================================================
+//
+// SC_OpenLump
+//
+// Loads a script (from the WAD files) and prepares it for parsing.
+//
+//==========================================================================
+
+void SC_OpenLump(char *name)
+{
+ OpenScript(name, LUMP_SCRIPT);
+}
+
+//==========================================================================
+//
+// SC_OpenFile
+//
+// Loads a script (from a file) and prepares it for parsing. Uses the
+// zone memory allocator for memory allocation and de-allocation.
+//
+//==========================================================================
+
+void SC_OpenFile(char *name)
+{
+ OpenScript(name, FILE_ZONE_SCRIPT);
+}
+
+//==========================================================================
+//
+// OpenScript
+//
+//==========================================================================
+
+static void OpenScript(char *name, int type)
+{
+ SC_Close();
+ if (type == LUMP_SCRIPT)
+ { // Lump script
+ ScriptLumpNum = W_GetNumForName(name);
+ ScriptBuffer = (char *) W_CacheLumpNum(ScriptLumpNum, PU_STATIC);
+ ScriptSize = W_LumpLength(ScriptLumpNum);
+ strcpy(ScriptName, name);
+ }
+ else if (type == FILE_ZONE_SCRIPT)
+ { // File script - zone
+ ScriptLumpNum = -1;
+ ScriptSize = M_ReadFile(name, (byte **) & ScriptBuffer);
+ M_ExtractFileBase(name, ScriptName);
+ }
+ ScriptPtr = ScriptBuffer;
+ ScriptEndPtr = ScriptPtr + ScriptSize;
+ sc_Line = 1;
+ sc_End = false;
+ ScriptOpen = true;
+ sc_String = StringBuffer;
+ AlreadyGot = false;
+}
+
+//==========================================================================
+//
+// SC_Close
+//
+//==========================================================================
+
+void SC_Close(void)
+{
+ if (ScriptOpen)
+ {
+ if (ScriptLumpNum >= 0)
+ {
+ W_ReleaseLumpNum(ScriptLumpNum);
+ }
+ else
+ {
+ Z_Free(ScriptBuffer);
+ }
+ ScriptOpen = false;
+ }
+}
+
+//==========================================================================
+//
+// SC_GetString
+//
+//==========================================================================
+
+boolean SC_GetString(void)
+{
+ char *text;
+ boolean foundToken;
+
+ CheckOpen();
+ if (AlreadyGot)
+ {
+ AlreadyGot = false;
+ return true;
+ }
+ foundToken = false;
+ sc_Crossed = false;
+ if (ScriptPtr >= ScriptEndPtr)
+ {
+ sc_End = true;
+ return false;
+ }
+ while (foundToken == false)
+ {
+ while (*ScriptPtr <= 32)
+ {
+ if (ScriptPtr >= ScriptEndPtr)
+ {
+ sc_End = true;
+ return false;
+ }
+ if (*ScriptPtr++ == '\n')
+ {
+ sc_Line++;
+ sc_Crossed = true;
+ }
+ }
+ if (ScriptPtr >= ScriptEndPtr)
+ {
+ sc_End = true;
+ return false;
+ }
+ if (*ScriptPtr != ASCII_COMMENT)
+ { // Found a token
+ foundToken = true;
+ }
+ else
+ { // Skip comment
+ while (*ScriptPtr++ != '\n')
+ {
+ if (ScriptPtr >= ScriptEndPtr)
+ {
+ sc_End = true;
+ return false;
+ }
+ }
+ sc_Line++;
+ sc_Crossed = true;
+ }
+ }
+ text = sc_String;
+ if (*ScriptPtr == ASCII_QUOTE)
+ { // Quoted string
+ ScriptPtr++;
+ while (*ScriptPtr != ASCII_QUOTE)
+ {
+ *text++ = *ScriptPtr++;
+ if (ScriptPtr == ScriptEndPtr
+ || text == &sc_String[MAX_STRING_SIZE - 1])
+ {
+ break;
+ }
+ }
+ ScriptPtr++;
+ }
+ else
+ { // Normal string
+ while ((*ScriptPtr > 32) && (*ScriptPtr != ASCII_COMMENT))
+ {
+ *text++ = *ScriptPtr++;
+ if (ScriptPtr == ScriptEndPtr
+ || text == &sc_String[MAX_STRING_SIZE - 1])
+ {
+ break;
+ }
+ }
+ }
+ *text = 0;
+ return true;
+}
+
+//==========================================================================
+//
+// SC_MustGetString
+//
+//==========================================================================
+
+void SC_MustGetString(void)
+{
+ if (SC_GetString() == false)
+ {
+ SC_ScriptError("Missing string.");
+ }
+}
+
+//==========================================================================
+//
+// SC_MustGetStringName
+//
+//==========================================================================
+
+void SC_MustGetStringName(char *name)
+{
+ SC_MustGetString();
+ if (SC_Compare(name) == false)
+ {
+ SC_ScriptError(NULL);
+ }
+}
+
+//==========================================================================
+//
+// SC_GetNumber
+//
+//==========================================================================
+
+boolean SC_GetNumber(void)
+{
+ char *stopper;
+
+ CheckOpen();
+ if (SC_GetString())
+ {
+ sc_Number = strtol(sc_String, &stopper, 0);
+ if (*stopper != 0)
+ {
+ I_Error("SC_GetNumber: Bad numeric constant \"%s\".\n"
+ "Script %s, Line %d", sc_String, ScriptName, sc_Line);
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+//==========================================================================
+//
+// SC_MustGetNumber
+//
+//==========================================================================
+
+void SC_MustGetNumber(void)
+{
+ if (SC_GetNumber() == false)
+ {
+ SC_ScriptError("Missing integer.");
+ }
+}
+
+//==========================================================================
+//
+// SC_UnGet
+//
+// Assumes there is a valid string in sc_String.
+//
+//==========================================================================
+
+void SC_UnGet(void)
+{
+ AlreadyGot = true;
+}
+
+//==========================================================================
+//
+// SC_Check
+//
+// Returns true if another token is on the current line.
+//
+//==========================================================================
+
+/*
+boolean SC_Check(void)
+{
+ char *text;
+
+ CheckOpen();
+ text = ScriptPtr;
+ if(text >= ScriptEndPtr)
+ {
+ return false;
+ }
+ while(*text <= 32)
+ {
+ if(*text == '\n')
+ {
+ return false;
+ }
+ text++;
+ if(text == ScriptEndPtr)
+ {
+ return false;
+ }
+ }
+ if(*text == ASCII_COMMENT)
+ {
+ return false;
+ }
+ return true;
+}
+*/
+
+//==========================================================================
+//
+// SC_MatchString
+//
+// Returns the index of the first match to sc_String from the passed
+// array of strings, or -1 if not found.
+//
+//==========================================================================
+
+int SC_MatchString(char **strings)
+{
+ int i;
+
+ for (i = 0; *strings != NULL; i++)
+ {
+ if (SC_Compare(*strings++))
+ {
+ return i;
+ }
+ }
+ return -1;
+}
+
+//==========================================================================
+//
+// SC_MustMatchString
+//
+//==========================================================================
+
+int SC_MustMatchString(char **strings)
+{
+ int i;
+
+ i = SC_MatchString(strings);
+ if (i == -1)
+ {
+ SC_ScriptError(NULL);
+ }
+ return i;
+}
+
+//==========================================================================
+//
+// SC_Compare
+//
+//==========================================================================
+
+boolean SC_Compare(char *text)
+{
+ if (strcasecmp(text, sc_String) == 0)
+ {
+ return true;
+ }
+ return false;
+}
+
+//==========================================================================
+//
+// SC_ScriptError
+//
+//==========================================================================
+
+void SC_ScriptError(char *message)
+{
+ if (message == NULL)
+ {
+ message = "Bad syntax.";
+ }
+ I_Error("Script error, \"%s\" line %d: %s", ScriptName, sc_Line, message);
+}
+
+//==========================================================================
+//
+// CheckOpen
+//
+//==========================================================================
+
+static void CheckOpen(void)
+{
+ if (ScriptOpen == false)
+ {
+ I_Error("SC_ call before SC_Open().");
+ }
+}
diff --git a/src/hexen/sn_sonix.c b/src/hexen/sn_sonix.c
new file mode 100644
index 00000000..8ec3a2d7
--- /dev/null
+++ b/src/hexen/sn_sonix.c
@@ -0,0 +1,544 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include <string.h>
+#include "m_random.h"
+#include "h2def.h"
+#include "i_system.h"
+#include "i_sound.h"
+#include "s_sound.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define SS_MAX_SCRIPTS 64
+#define SS_TEMPBUFFER_SIZE 1024
+#define SS_SEQUENCE_NAME_LENGTH 32
+
+#define SS_SCRIPT_NAME "SNDSEQ"
+#define SS_STRING_PLAY "play"
+#define SS_STRING_PLAYUNTILDONE "playuntildone"
+#define SS_STRING_PLAYTIME "playtime"
+#define SS_STRING_PLAYREPEAT "playrepeat"
+#define SS_STRING_DELAY "delay"
+#define SS_STRING_DELAYRAND "delayrand"
+#define SS_STRING_VOLUME "volume"
+#define SS_STRING_END "end"
+#define SS_STRING_STOPSOUND "stopsound"
+
+// TYPES -------------------------------------------------------------------
+
+typedef enum
+{
+ SS_CMD_NONE,
+ SS_CMD_PLAY,
+ SS_CMD_WAITUNTILDONE, // used by PLAYUNTILDONE
+ SS_CMD_PLAYTIME,
+ SS_CMD_PLAYREPEAT,
+ SS_CMD_DELAY,
+ SS_CMD_DELAYRAND,
+ SS_CMD_VOLUME,
+ SS_CMD_STOPSOUND,
+ SS_CMD_END
+} sscmds_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void VerifySequencePtr(int *base, int *ptr);
+static int GetSoundOffset(char *name);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern sfxinfo_t S_sfx[];
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static struct
+{
+ char name[SS_SEQUENCE_NAME_LENGTH];
+ int scriptNum;
+ int stopSound;
+} SequenceTranslate[SEQ_NUMSEQ] =
+{
+ {
+ "Platform", 0, 0},
+ {
+ "Platform", 0, 0}, // a 'heavy' platform is just a platform
+ {
+ "PlatformMetal", 0, 0},
+ {
+ "Platform", 0, 0}, // same with a 'creak' platform
+ {
+ "Silence", 0, 0},
+ {
+ "Lava", 0, 0},
+ {
+ "Water", 0, 0},
+ {
+ "Ice", 0, 0},
+ {
+ "Earth", 0, 0},
+ {
+ "PlatformMetal2", 0, 0},
+ {
+ "DoorNormal", 0, 0},
+ {
+ "DoorHeavy", 0, 0},
+ {
+ "DoorMetal", 0, 0},
+ {
+ "DoorCreak", 0, 0},
+ {
+ "Silence", 0, 0},
+ {
+ "Lava", 0, 0},
+ {
+ "Water", 0, 0},
+ {
+ "Ice", 0, 0},
+ {
+ "Earth", 0, 0},
+ {
+ "DoorMetal2", 0, 0},
+ {
+ "Wind", 0, 0}
+};
+
+static int *SequenceData[SS_MAX_SCRIPTS];
+
+int ActiveSequences;
+seqnode_t *SequenceListHead;
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// VerifySequencePtr
+//
+// Verifies the integrity of the temporary ptr, and ensures that the ptr
+// isn't exceeding the size of the temporary buffer
+//==========================================================================
+
+static void VerifySequencePtr(int *base, int *ptr)
+{
+ if (ptr - base > SS_TEMPBUFFER_SIZE)
+ {
+ I_Error("VerifySequencePtr: tempPtr >= %d\n", SS_TEMPBUFFER_SIZE);
+ }
+}
+
+//==========================================================================
+//
+// GetSoundOffset
+//
+//==========================================================================
+
+static int GetSoundOffset(char *name)
+{
+ int i;
+
+ for (i = 0; i < NUMSFX; i++)
+ {
+ if (!strcasecmp(name, S_sfx[i].tagname))
+ {
+ return i;
+ }
+ }
+ SC_ScriptError("GetSoundOffset: Unknown sound name\n");
+ return 0;
+}
+
+//==========================================================================
+//
+// SN_InitSequenceScript
+//
+//==========================================================================
+
+void SN_InitSequenceScript(void)
+{
+ int i, j;
+ int inSequence;
+ int *tempDataStart = NULL;
+ int *tempDataPtr = NULL;
+
+ inSequence = -1;
+ ActiveSequences = 0;
+ for (i = 0; i < SS_MAX_SCRIPTS; i++)
+ {
+ SequenceData[i] = NULL;
+ }
+ SC_Open(SS_SCRIPT_NAME);
+ while (SC_GetString())
+ {
+ if (*sc_String == ':')
+ {
+ if (inSequence != -1)
+ {
+ SC_ScriptError("SN_InitSequenceScript: Nested Script Error");
+ }
+ tempDataStart = (int *) Z_Malloc(SS_TEMPBUFFER_SIZE,
+ PU_STATIC, NULL);
+ memset(tempDataStart, 0, SS_TEMPBUFFER_SIZE);
+ tempDataPtr = tempDataStart;
+ for (i = 0; i < SS_MAX_SCRIPTS; i++)
+ {
+ if (SequenceData[i] == NULL)
+ {
+ break;
+ }
+ }
+ if (i == SS_MAX_SCRIPTS)
+ {
+ I_Error("Number of SS Scripts >= SS_MAX_SCRIPTS");
+ }
+ for (j = 0; j < SEQ_NUMSEQ; j++)
+ {
+ if (!strcasecmp(SequenceTranslate[j].name, sc_String + 1))
+ {
+ SequenceTranslate[j].scriptNum = i;
+ inSequence = j;
+ break;
+ }
+ }
+ continue; // parse the next command
+ }
+ if (inSequence == -1)
+ {
+ continue;
+ }
+ if (SC_Compare(SS_STRING_PLAYUNTILDONE))
+ {
+ VerifySequencePtr(tempDataStart, tempDataPtr);
+ SC_MustGetString();
+ *tempDataPtr++ = SS_CMD_PLAY;
+ *tempDataPtr++ = GetSoundOffset(sc_String);
+ *tempDataPtr++ = SS_CMD_WAITUNTILDONE;
+ }
+ else if (SC_Compare(SS_STRING_PLAY))
+ {
+ VerifySequencePtr(tempDataStart, tempDataPtr);
+ SC_MustGetString();
+ *tempDataPtr++ = SS_CMD_PLAY;
+ *tempDataPtr++ = GetSoundOffset(sc_String);
+ }
+ else if (SC_Compare(SS_STRING_PLAYTIME))
+ {
+ VerifySequencePtr(tempDataStart, tempDataPtr);
+ SC_MustGetString();
+ *tempDataPtr++ = SS_CMD_PLAY;
+ *tempDataPtr++ = GetSoundOffset(sc_String);
+ SC_MustGetNumber();
+ *tempDataPtr++ = SS_CMD_DELAY;
+ *tempDataPtr++ = sc_Number;
+ }
+ else if (SC_Compare(SS_STRING_PLAYREPEAT))
+ {
+ VerifySequencePtr(tempDataStart, tempDataPtr);
+ SC_MustGetString();
+ *tempDataPtr++ = SS_CMD_PLAYREPEAT;
+ *tempDataPtr++ = GetSoundOffset(sc_String);
+ }
+ else if (SC_Compare(SS_STRING_DELAY))
+ {
+ VerifySequencePtr(tempDataStart, tempDataPtr);
+ *tempDataPtr++ = SS_CMD_DELAY;
+ SC_MustGetNumber();
+ *tempDataPtr++ = sc_Number;
+ }
+ else if (SC_Compare(SS_STRING_DELAYRAND))
+ {
+ VerifySequencePtr(tempDataStart, tempDataPtr);
+ *tempDataPtr++ = SS_CMD_DELAYRAND;
+ SC_MustGetNumber();
+ *tempDataPtr++ = sc_Number;
+ SC_MustGetNumber();
+ *tempDataPtr++ = sc_Number;
+ }
+ else if (SC_Compare(SS_STRING_VOLUME))
+ {
+ VerifySequencePtr(tempDataStart, tempDataPtr);
+ *tempDataPtr++ = SS_CMD_VOLUME;
+ SC_MustGetNumber();
+ *tempDataPtr++ = sc_Number;
+ }
+ else if (SC_Compare(SS_STRING_END))
+ {
+ int dataSize;
+
+ *tempDataPtr++ = SS_CMD_END;
+ dataSize = (tempDataPtr - tempDataStart) * sizeof(int);
+ SequenceData[i] = (int *) Z_Malloc(dataSize, PU_STATIC, NULL);
+ memcpy(SequenceData[i], tempDataStart, dataSize);
+ Z_Free(tempDataStart);
+ inSequence = -1;
+ }
+ else if (SC_Compare(SS_STRING_STOPSOUND))
+ {
+ SC_MustGetString();
+ SequenceTranslate[inSequence].stopSound =
+ GetSoundOffset(sc_String);
+ *tempDataPtr++ = SS_CMD_STOPSOUND;
+ }
+ else
+ {
+ SC_ScriptError("SN_InitSequenceScript: Unknown commmand.\n");
+ }
+ }
+}
+
+//==========================================================================
+//
+// SN_StartSequence
+//
+//==========================================================================
+
+void SN_StartSequence(mobj_t * mobj, int sequence)
+{
+ seqnode_t *node;
+
+ SN_StopSequence(mobj); // Stop any previous sequence
+ node = (seqnode_t *) Z_Malloc(sizeof(seqnode_t), PU_STATIC, NULL);
+ node->sequencePtr = SequenceData[SequenceTranslate[sequence].scriptNum];
+ node->sequence = sequence;
+ node->mobj = mobj;
+ node->delayTics = 0;
+ node->stopSound = SequenceTranslate[sequence].stopSound;
+ node->volume = 127; // Start at max volume
+
+ if (!SequenceListHead)
+ {
+ SequenceListHead = node;
+ node->next = node->prev = NULL;
+ }
+ else
+ {
+ SequenceListHead->prev = node;
+ node->next = SequenceListHead;
+ node->prev = NULL;
+ SequenceListHead = node;
+ }
+ ActiveSequences++;
+ return;
+}
+
+//==========================================================================
+//
+// SN_StartSequenceName
+//
+//==========================================================================
+
+void SN_StartSequenceName(mobj_t * mobj, char *name)
+{
+ int i;
+
+ for (i = 0; i < SEQ_NUMSEQ; i++)
+ {
+ if (!strcmp(name, SequenceTranslate[i].name))
+ {
+ SN_StartSequence(mobj, i);
+ return;
+ }
+ }
+}
+
+//==========================================================================
+//
+// SN_StopSequence
+//
+//==========================================================================
+
+void SN_StopSequence(mobj_t * mobj)
+{
+ seqnode_t *node;
+
+ for (node = SequenceListHead; node; node = node->next)
+ {
+ if (node->mobj == mobj)
+ {
+ S_StopSound(mobj);
+ if (node->stopSound)
+ {
+ S_StartSoundAtVolume(mobj, node->stopSound, node->volume);
+ }
+ if (SequenceListHead == node)
+ {
+ SequenceListHead = node->next;
+ }
+ if (node->prev)
+ {
+ node->prev->next = node->next;
+ }
+ if (node->next)
+ {
+ node->next->prev = node->prev;
+ }
+ Z_Free(node);
+ ActiveSequences--;
+ }
+ }
+}
+
+//==========================================================================
+//
+// SN_UpdateActiveSequences
+//
+//==========================================================================
+
+void SN_UpdateActiveSequences(void)
+{
+ seqnode_t *node;
+ boolean sndPlaying;
+
+ if (!ActiveSequences || paused)
+ { // No sequences currently playing/game is paused
+ return;
+ }
+ for (node = SequenceListHead; node; node = node->next)
+ {
+ if (node->delayTics)
+ {
+ node->delayTics--;
+ continue;
+ }
+ sndPlaying = S_GetSoundPlayingInfo(node->mobj, node->currentSoundID);
+ switch (*node->sequencePtr)
+ {
+ case SS_CMD_PLAY:
+ if (!sndPlaying)
+ {
+ node->currentSoundID = *(node->sequencePtr + 1);
+ S_StartSoundAtVolume(node->mobj, node->currentSoundID,
+ node->volume);
+ }
+ node->sequencePtr += 2;
+ break;
+ case SS_CMD_WAITUNTILDONE:
+ if (!sndPlaying)
+ {
+ node->sequencePtr++;
+ node->currentSoundID = 0;
+ }
+ break;
+ case SS_CMD_PLAYREPEAT:
+ if (!sndPlaying)
+ {
+ node->currentSoundID = *(node->sequencePtr + 1);
+ S_StartSoundAtVolume(node->mobj, node->currentSoundID,
+ node->volume);
+ }
+ break;
+ case SS_CMD_DELAY:
+ node->delayTics = *(node->sequencePtr + 1);
+ node->sequencePtr += 2;
+ node->currentSoundID = 0;
+ break;
+ case SS_CMD_DELAYRAND:
+ node->delayTics = *(node->sequencePtr + 1) +
+ M_Random() % (*(node->sequencePtr + 2) -
+ *(node->sequencePtr + 1));
+ node->sequencePtr += 2;
+ node->currentSoundID = 0;
+ break;
+ case SS_CMD_VOLUME:
+ node->volume = (127 * (*(node->sequencePtr + 1))) / 100;
+ node->sequencePtr += 2;
+ break;
+ case SS_CMD_STOPSOUND:
+ // Wait until something else stops the sequence
+ break;
+ case SS_CMD_END:
+ SN_StopSequence(node->mobj);
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+//==========================================================================
+//
+// SN_StopAllSequences
+//
+//==========================================================================
+
+void SN_StopAllSequences(void)
+{
+ seqnode_t *node;
+
+ for (node = SequenceListHead; node; node = node->next)
+ {
+ node->stopSound = 0; // don't play any stop sounds
+ SN_StopSequence(node->mobj);
+ }
+}
+
+//==========================================================================
+//
+// SN_GetSequenceOffset
+//
+//==========================================================================
+
+int SN_GetSequenceOffset(int sequence, int *sequencePtr)
+{
+ return (sequencePtr -
+ SequenceData[SequenceTranslate[sequence].scriptNum]);
+}
+
+//==========================================================================
+//
+// SN_ChangeNodeData
+//
+// nodeNum zero is the first node
+//==========================================================================
+
+void SN_ChangeNodeData(int nodeNum, int seqOffset, int delayTics, int volume,
+ int currentSoundID)
+{
+ int i;
+ seqnode_t *node;
+
+ i = 0;
+ node = SequenceListHead;
+ while (node && i < nodeNum)
+ {
+ node = node->next;
+ i++;
+ }
+ if (!node)
+ { // reach the end of the list before finding the nodeNum-th node
+ return;
+ }
+ node->delayTics = delayTics;
+ node->volume = volume;
+ node->sequencePtr += seqOffset;
+ node->currentSoundID = currentSoundID;
+}
diff --git a/src/hexen/sounds.c b/src/hexen/sounds.c
new file mode 100644
index 00000000..144fdeaa
--- /dev/null
+++ b/src/hexen/sounds.c
@@ -0,0 +1,321 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "h2def.h"
+#include "sounds.h"
+
+// Music info
+
+/*
+musicinfo_t S_music[] =
+{
+ { "MUS_E1M1", 0 }, // 1-1
+ { "MUS_E1M2", 0 },
+ { "MUS_E1M3", 0 },
+ { "MUS_E1M4", 0 },
+ { "MUS_E1M5", 0 },
+ { "MUS_E1M6", 0 },
+ { "MUS_E1M7", 0 },
+ { "MUS_E1M8", 0 },
+ { "MUS_E1M9", 0 },
+ { "MUS_E2M1", 0 }, // 2-1
+ { "MUS_E2M2", 0 },
+ { "MUS_E2M3", 0 },
+ { "MUS_E2M4", 0 },
+ { "MUS_E1M4", 0 },
+ { "MUS_E2M6", 0 },
+ { "MUS_E2M7", 0 },
+ { "MUS_E2M8", 0 },
+ { "MUS_E2M9", 0 },
+ { "MUS_E1M1", 0 }, // 3-1
+ { "MUS_E3M2", 0 },
+ { "MUS_E3M3", 0 },
+ { "MUS_E1M6", 0 },
+ { "MUS_E1M3", 0 },
+ { "MUS_E1M2", 0 },
+ { "MUS_E1M5", 0 },
+ { "MUS_E1M9", 0 },
+ { "MUS_E2M6", 0 },
+ { "MUS_E1M6", 0 }, // 4-1
+ { "MUS_TITL", 0 },
+ { "MUS_INTR", 0 },
+ { "MUS_CPTD", 0 }
+};
+*/
+
+// Sound info
+
+#define SOUND(name, priority, numchannels, pitchshift) \
+ { name, "", priority, NULL, pitchshift, 0, -1, 0, numchannels, NULL }
+
+sfxinfo_t S_sfx[] = {
+ // tagname, lumpname, priority, usefulness, snd_ptr, lumpnum, numchannels,
+ // pitchshift
+ SOUND("", 0, 0, 0),
+ SOUND("PlayerFighterNormalDeath", 256, 2, 1),
+ SOUND("PlayerFighterCrazyDeath", 256, 2, 1),
+ SOUND("PlayerFighterExtreme1Death", 256, 2, 1),
+ SOUND("PlayerFighterExtreme2Death", 256, 2, 1),
+ SOUND("PlayerFighterExtreme3Death", 256, 2, 1),
+ SOUND("PlayerFighterBurnDeath", 256, 2, 1),
+ SOUND("PlayerClericNormalDeath", 256, 2, 1),
+ SOUND("PlayerClericCrazyDeath", 256, 2, 1),
+ SOUND("PlayerClericExtreme1Death", 256, 2, 1),
+ SOUND("PlayerClericExtreme2Death", 256, 2, 1),
+ SOUND("PlayerClericExtreme3Death", 256, 2, 1),
+ SOUND("PlayerClericBurnDeath", 256, 2, 1),
+ SOUND("PlayerMageNormalDeath", 256, 2, 0),
+ SOUND("PlayerMageCrazyDeath", 256, 2, 0),
+ SOUND("PlayerMageExtreme1Death", 256, 2, 0),
+ SOUND("PlayerMageExtreme2Death", 256, 2, 0),
+ SOUND("PlayerMageExtreme3Death", 256, 2, 0),
+ SOUND("PlayerMageBurnDeath", 256, 2, 0),
+ SOUND("PlayerFighterPain", 256, 2, 1),
+ SOUND("PlayerClericPain", 256, 2, 1),
+ SOUND("PlayerMagePain", 256, 2, 0),
+ SOUND("PlayerFighterGrunt", 256, 2, 1),
+ SOUND("PlayerClericGrunt", 256, 2, 1),
+ SOUND("PlayerMageGrunt", 256, 2, 0),
+ SOUND("PlayerLand", 32, 2, 1),
+ SOUND("PlayerPoisonCough", 256, 2, 1),
+ SOUND("PlayerFighterFallingScream", 256, 2, 1),
+ SOUND("PlayerClericFallingScream", 256, 2, 1),
+ SOUND("PlayerMageFallingScream", 256, 2, 0),
+ SOUND("PlayerFallingSplat", 256, 2, 1),
+ SOUND("PlayerFighterFailedUse", 256, 1, 1),
+ SOUND("PlayerClericFailedUse", 256, 1, 1),
+ SOUND("PlayerMageFailedUse", 256, 1, 0),
+ SOUND("PlatformStart", 36, 2, 1),
+ SOUND("PlatformStartMetal", 36, 2, 1),
+ SOUND("PlatformStop", 40, 2, 1),
+ SOUND("StoneMove", 32, 2, 1),
+ SOUND("MetalMove", 32, 2, 1),
+ SOUND("DoorOpen", 36, 2, 1),
+ SOUND("DoorLocked", 36, 2, 1),
+ SOUND("DoorOpenMetal", 36, 2, 1),
+ SOUND("DoorCloseMetal", 36, 2, 1),
+ SOUND("DoorCloseLight", 36, 2, 1),
+ SOUND("DoorCloseHeavy", 36, 2, 1),
+ SOUND("DoorCreak", 36, 2, 1),
+ SOUND("PickupWeapon", 36, 2, 0),
+ SOUND("PickupArtifact", 36, 2, 1),
+ SOUND("PickupKey", 36, 2, 1),
+ SOUND("PickupItem", 36, 2, 1),
+ SOUND("PickupPiece", 36, 2, 0),
+ SOUND("WeaponBuild", 36, 2, 0),
+ SOUND("UseArtifact", 36, 2, 1),
+ SOUND("BlastRadius", 36, 2, 1),
+ SOUND("Teleport", 256, 2, 1),
+ SOUND("ThunderCrash", 30, 2, 1),
+ SOUND("FighterPunchMiss", 80, 2, 1),
+ SOUND("FighterPunchHitThing", 80, 2, 1),
+ SOUND("FighterPunchHitWall", 80, 2, 1),
+ SOUND("FighterGrunt", 80, 2, 1),
+ SOUND("FighterAxeHitThing", 80, 2, 1),
+ SOUND("FighterHammerMiss", 80, 2, 1),
+ SOUND("FighterHammerHitThing", 80, 2, 1),
+ SOUND("FighterHammerHitWall", 80, 2, 1),
+ SOUND("FighterHammerContinuous", 32, 2, 1),
+ SOUND("FighterHammerExplode", 80, 2, 1),
+ SOUND("FighterSwordFire", 80, 2, 1),
+ SOUND("FighterSwordExplode", 80, 2, 1),
+ SOUND("ClericCStaffFire", 80, 2, 1),
+ SOUND("ClericCStaffExplode", 40, 2, 1),
+ SOUND("ClericCStaffHitThing", 80, 2, 1),
+ SOUND("ClericFlameFire", 80, 2, 1),
+ SOUND("ClericFlameExplode", 80, 2, 1),
+ SOUND("ClericFlameCircle", 80, 2, 1),
+ SOUND("MageWandFire", 80, 2, 1),
+ SOUND("MageLightningFire", 80, 2, 1),
+ SOUND("MageLightningZap", 32, 2, 1),
+ SOUND("MageLightningContinuous", 32, 2, 1),
+ SOUND("MageLightningReady", 30, 2, 1),
+ SOUND("MageShardsFire", 80, 2, 1),
+ SOUND("MageShardsExplode", 36, 2, 1),
+ SOUND("MageStaffFire", 80, 2, 1),
+ SOUND("MageStaffExplode", 40, 2, 1),
+ SOUND("Switch1", 32, 2, 1),
+ SOUND("Switch2", 32, 2, 1),
+ SOUND("SerpentSight", 32, 2, 1),
+ SOUND("SerpentActive", 32, 2, 1),
+ SOUND("SerpentPain", 32, 2, 1),
+ SOUND("SerpentAttack", 32, 2, 1),
+ SOUND("SerpentMeleeHit", 32, 2, 1),
+ SOUND("SerpentDeath", 40, 2, 1),
+ SOUND("SerpentBirth", 32, 2, 1),
+ SOUND("SerpentFXContinuous", 32, 2, 1),
+ SOUND("SerpentFXHit", 32, 2, 1),
+ SOUND("PotteryExplode", 32, 2, 1),
+ SOUND("Drip", 32, 2, 1),
+ SOUND("CentaurSight", 32, 2, 1),
+ SOUND("CentaurActive", 32, 2, 1),
+ SOUND("CentaurPain", 32, 2, 1),
+ SOUND("CentaurAttack", 32, 2, 1),
+ SOUND("CentaurDeath", 40, 2, 1),
+ SOUND("CentaurLeaderAttack", 32, 2, 1),
+ SOUND("CentaurMissileExplode", 32, 2, 1),
+ SOUND("Wind", 1, 2, 1),
+ SOUND("BishopSight", 32, 2, 1),
+ SOUND("BishopActive", 32, 2, 1),
+ SOUND("BishopPain", 32, 2, 1),
+ SOUND("BishopAttack", 32, 2, 1),
+ SOUND("BishopDeath", 40, 2, 1),
+ SOUND("BishopMissileExplode", 32, 2, 1),
+ SOUND("BishopBlur", 32, 2, 1),
+ SOUND("DemonSight", 32, 2, 1),
+ SOUND("DemonActive", 32, 2, 1),
+ SOUND("DemonPain", 32, 2, 1),
+ SOUND("DemonAttack", 32, 2, 1),
+ SOUND("DemonMissileFire", 32, 2, 1),
+ SOUND("DemonMissileExplode", 32, 2, 1),
+ SOUND("DemonDeath", 40, 2, 1),
+ SOUND("WraithSight", 32, 2, 1),
+ SOUND("WraithActive", 32, 2, 1),
+ SOUND("WraithPain", 32, 2, 1),
+ SOUND("WraithAttack", 32, 2, 1),
+ SOUND("WraithMissileFire", 32, 2, 1),
+ SOUND("WraithMissileExplode", 32, 2, 1),
+ SOUND("WraithDeath", 40, 2, 1),
+ SOUND("PigActive1", 32, 2, 1),
+ SOUND("PigActive2", 32, 2, 1),
+ SOUND("PigPain", 32, 2, 1),
+ SOUND("PigAttack", 32, 2, 1),
+ SOUND("PigDeath", 40, 2, 1),
+ SOUND("MaulatorSight", 32, 2, 1),
+ SOUND("MaulatorActive", 32, 2, 1),
+ SOUND("MaulatorPain", 32, 2, 1),
+ SOUND("MaulatorHamSwing", 32, 2, 1),
+ SOUND("MaulatorHamHit", 32, 2, 1),
+ SOUND("MaulatorMissileHit", 32, 2, 1),
+ SOUND("MaulatorDeath", 40, 2, 1),
+ SOUND("FreezeDeath", 40, 2, 1),
+ SOUND("FreezeShatter", 40, 2, 1),
+ SOUND("EttinSight", 32, 2, 1),
+ SOUND("EttinActive", 32, 2, 1),
+ SOUND("EttinPain", 32, 2, 1),
+ SOUND("EttinAttack", 32, 2, 1),
+ SOUND("EttinDeath", 40, 2, 1),
+ SOUND("FireDemonSpawn", 32, 2, 1),
+ SOUND("FireDemonActive", 32, 2, 1),
+ SOUND("FireDemonPain", 32, 2, 1),
+ SOUND("FireDemonAttack", 32, 2, 1),
+ SOUND("FireDemonMissileHit", 32, 2, 1),
+ SOUND("FireDemonDeath", 40, 2, 1),
+ SOUND("IceGuySight", 32, 2, 1),
+ SOUND("IceGuyActive", 32, 2, 1),
+ SOUND("IceGuyAttack", 32, 2, 1),
+ SOUND("IceGuyMissileExplode", 32, 2, 1),
+ SOUND("SorcererSight", 256, 2, 1),
+ SOUND("SorcererActive", 256, 2, 1),
+ SOUND("SorcererPain", 256, 2, 1),
+ SOUND("SorcererSpellCast", 256, 2, 1),
+ SOUND("SorcererBallWoosh", 256, 4, 1),
+ SOUND("SorcererDeathScream", 256, 2, 1),
+ SOUND("SorcererBishopSpawn", 80, 2, 1),
+ SOUND("SorcererBallPop", 80, 2, 1),
+ SOUND("SorcererBallBounce", 80, 3, 1),
+ SOUND("SorcererBallExplode", 80, 3, 1),
+ SOUND("SorcererBigBallExplode", 80, 3, 1),
+ SOUND("SorcererHeadScream", 256, 2, 1),
+ SOUND("DragonSight", 64, 2, 1),
+ SOUND("DragonActive", 64, 2, 1),
+ SOUND("DragonWingflap", 64, 2, 1),
+ SOUND("DragonAttack", 64, 2, 1),
+ SOUND("DragonPain", 64, 2, 1),
+ SOUND("DragonDeath", 64, 2, 1),
+ SOUND("DragonFireballExplode", 32, 2, 1),
+ SOUND("KoraxSight", 256, 2, 1),
+ SOUND("KoraxActive", 256, 2, 1),
+ SOUND("KoraxPain", 256, 2, 1),
+ SOUND("KoraxAttack", 256, 2, 1),
+ SOUND("KoraxCommand", 256, 2, 1),
+ SOUND("KoraxDeath", 256, 2, 1),
+ SOUND("KoraxStep", 128, 2, 1),
+ SOUND("ThrustSpikeRaise", 32, 2, 1),
+ SOUND("ThrustSpikeLower", 32, 2, 1),
+ SOUND("GlassShatter", 32, 2, 1),
+ SOUND("FlechetteBounce", 32, 2, 1),
+ SOUND("FlechetteExplode", 32, 2, 1),
+ SOUND("LavaMove", 36, 2, 1),
+ SOUND("WaterMove", 36, 2, 1),
+ SOUND("IceStartMove", 36, 2, 1),
+ SOUND("EarthStartMove", 36, 2, 1),
+ SOUND("WaterSplash", 32, 2, 1),
+ SOUND("LavaSizzle", 32, 2, 1),
+ SOUND("SludgeGloop", 32, 2, 1),
+ SOUND("HolySymbolFire", 64, 2, 1),
+ SOUND("SpiritActive", 32, 2, 1),
+ SOUND("SpiritAttack", 32, 2, 1),
+ SOUND("SpiritDie", 32, 2, 1),
+ SOUND("ValveTurn", 36, 2, 1),
+ SOUND("RopePull", 36, 2, 1),
+ SOUND("FlyBuzz", 20, 2, 1),
+ SOUND("Ignite", 32, 2, 1),
+ SOUND("PuzzleSuccess", 256, 2, 1),
+ SOUND("PuzzleFailFighter", 256, 2, 1),
+ SOUND("PuzzleFailCleric", 256, 2, 1),
+ SOUND("PuzzleFailMage", 256, 2, 1),
+ SOUND("Earthquake", 32, 2, 1),
+ SOUND("BellRing", 32, 2, 0),
+ SOUND("TreeBreak", 32, 2, 1),
+ SOUND("TreeExplode", 32, 2, 1),
+ SOUND("SuitofArmorBreak", 32, 2, 1),
+ SOUND("PoisonShroomPain", 20, 2, 1),
+ SOUND("PoisonShroomDeath", 32, 2, 1),
+ SOUND("Ambient1", 1, 1, 1),
+ SOUND("Ambient2", 1, 1, 1),
+ SOUND("Ambient3", 1, 1, 1),
+ SOUND("Ambient4", 1, 1, 1),
+ SOUND("Ambient5", 1, 1, 1),
+ SOUND("Ambient6", 1, 1, 1),
+ SOUND("Ambient7", 1, 1, 1),
+ SOUND("Ambient8", 1, 1, 1),
+ SOUND("Ambient9", 1, 1, 1),
+ SOUND("Ambient10", 1, 1, 1),
+ SOUND("Ambient11", 1, 1, 1),
+ SOUND("Ambient12", 1, 1, 1),
+ SOUND("Ambient13", 1, 1, 1),
+ SOUND("Ambient14", 1, 1, 1),
+ SOUND("Ambient15", 1, 1, 1),
+ SOUND("StartupTick", 32, 2, 1),
+ SOUND("SwitchOtherLevel", 32, 2, 1),
+ SOUND("Respawn", 32, 2, 1),
+ SOUND("KoraxVoiceGreetings", 512, 2, 1),
+ SOUND("KoraxVoiceReady", 512, 2, 1),
+ SOUND("KoraxVoiceBlood", 512, 2, 1),
+ SOUND("KoraxVoiceGame", 512, 2, 1),
+ SOUND("KoraxVoiceBoard", 512, 2, 1),
+ SOUND("KoraxVoiceWorship", 512, 2, 1),
+ SOUND("KoraxVoiceMaybe", 512, 2, 1),
+ SOUND("KoraxVoiceStrong", 512, 2, 1),
+ SOUND("KoraxVoiceFace", 512, 2, 1),
+ SOUND("BatScream", 32, 2, 1),
+ SOUND("Chat", 512, 2, 1),
+ SOUND("MenuMove", 32, 2, 1),
+ SOUND("ClockTick", 32, 2, 1),
+ SOUND("Fireball", 32, 2, 1),
+ SOUND("PuppyBeat", 30, 2, 1),
+ SOUND("MysticIncant", 32, 4, 1),
+};
diff --git a/src/hexen/sounds.h b/src/hexen/sounds.h
new file mode 100644
index 00000000..fd154aaa
--- /dev/null
+++ b/src/hexen/sounds.h
@@ -0,0 +1,324 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __SOUNDSH__
+#define __SOUNDSH__
+
+#include "i_sound.h"
+
+#define MAX_SND_DIST 2025
+#define MAX_CHANNELS 16
+
+// Music identifiers
+
+typedef enum
+{
+ mus_e1m1,
+ mus_e1m2,
+ mus_e1m3,
+ mus_e1m4,
+ mus_e1m5,
+ mus_e1m6,
+ mus_e1m7,
+ mus_e1m8,
+ mus_e1m9,
+ mus_e2m1,
+ mus_e2m2,
+ mus_e2m3,
+ mus_e2m4,
+ mus_e2m5,
+ mus_e2m6,
+ mus_e2m7,
+ mus_e2m8,
+ mus_e2m9,
+ mus_e3m1,
+ mus_e3m2,
+ mus_e3m3,
+ mus_e3m4,
+ mus_e3m5,
+ mus_e3m6,
+ mus_e3m7,
+ mus_e3m8,
+ mus_e3m9,
+ mus_e4m1,
+ mus_titl,
+ mus_intr,
+ mus_cptd,
+ NUMMUSIC
+} musicenum_t;
+
+// Sound identifiers
+
+typedef enum
+{
+ SFX_NONE,
+ SFX_PLAYER_FIGHTER_NORMAL_DEATH, // class specific death screams
+ SFX_PLAYER_FIGHTER_CRAZY_DEATH,
+ SFX_PLAYER_FIGHTER_EXTREME1_DEATH,
+ SFX_PLAYER_FIGHTER_EXTREME2_DEATH,
+ SFX_PLAYER_FIGHTER_EXTREME3_DEATH,
+ SFX_PLAYER_FIGHTER_BURN_DEATH,
+ SFX_PLAYER_CLERIC_NORMAL_DEATH,
+ SFX_PLAYER_CLERIC_CRAZY_DEATH,
+ SFX_PLAYER_CLERIC_EXTREME1_DEATH,
+ SFX_PLAYER_CLERIC_EXTREME2_DEATH,
+ SFX_PLAYER_CLERIC_EXTREME3_DEATH,
+ SFX_PLAYER_CLERIC_BURN_DEATH,
+ SFX_PLAYER_MAGE_NORMAL_DEATH,
+ SFX_PLAYER_MAGE_CRAZY_DEATH,
+ SFX_PLAYER_MAGE_EXTREME1_DEATH,
+ SFX_PLAYER_MAGE_EXTREME2_DEATH,
+ SFX_PLAYER_MAGE_EXTREME3_DEATH,
+ SFX_PLAYER_MAGE_BURN_DEATH,
+ SFX_PLAYER_FIGHTER_PAIN,
+ SFX_PLAYER_CLERIC_PAIN,
+ SFX_PLAYER_MAGE_PAIN,
+ SFX_PLAYER_FIGHTER_GRUNT,
+ SFX_PLAYER_CLERIC_GRUNT,
+ SFX_PLAYER_MAGE_GRUNT,
+ SFX_PLAYER_LAND,
+ SFX_PLAYER_POISONCOUGH,
+ SFX_PLAYER_FIGHTER_FALLING_SCREAM, // class specific falling screams
+ SFX_PLAYER_CLERIC_FALLING_SCREAM,
+ SFX_PLAYER_MAGE_FALLING_SCREAM,
+ SFX_PLAYER_FALLING_SPLAT,
+ SFX_PLAYER_FIGHTER_FAILED_USE,
+ SFX_PLAYER_CLERIC_FAILED_USE,
+ SFX_PLAYER_MAGE_FAILED_USE,
+ SFX_PLATFORM_START,
+ SFX_PLATFORM_STARTMETAL,
+ SFX_PLATFORM_STOP,
+ SFX_STONE_MOVE,
+ SFX_METAL_MOVE,
+ SFX_DOOR_OPEN,
+ SFX_DOOR_LOCKED,
+ SFX_DOOR_METAL_OPEN,
+ SFX_DOOR_METAL_CLOSE,
+ SFX_DOOR_LIGHT_CLOSE,
+ SFX_DOOR_HEAVY_CLOSE,
+ SFX_DOOR_CREAK,
+ SFX_PICKUP_WEAPON,
+ SFX_PICKUP_ARTIFACT,
+ SFX_PICKUP_KEY,
+ SFX_PICKUP_ITEM,
+ SFX_PICKUP_PIECE,
+ SFX_WEAPON_BUILD,
+ SFX_ARTIFACT_USE,
+ SFX_ARTIFACT_BLAST,
+ SFX_TELEPORT,
+ SFX_THUNDER_CRASH,
+ SFX_FIGHTER_PUNCH_MISS,
+ SFX_FIGHTER_PUNCH_HITTHING,
+ SFX_FIGHTER_PUNCH_HITWALL,
+ SFX_FIGHTER_GRUNT,
+ SFX_FIGHTER_AXE_HITTHING,
+ SFX_FIGHTER_HAMMER_MISS,
+ SFX_FIGHTER_HAMMER_HITTHING,
+ SFX_FIGHTER_HAMMER_HITWALL,
+ SFX_FIGHTER_HAMMER_CONTINUOUS,
+ SFX_FIGHTER_HAMMER_EXPLODE,
+ SFX_FIGHTER_SWORD_FIRE,
+ SFX_FIGHTER_SWORD_EXPLODE,
+ SFX_CLERIC_CSTAFF_FIRE,
+ SFX_CLERIC_CSTAFF_EXPLODE,
+ SFX_CLERIC_CSTAFF_HITTHING,
+ SFX_CLERIC_FLAME_FIRE,
+ SFX_CLERIC_FLAME_EXPLODE,
+ SFX_CLERIC_FLAME_CIRCLE,
+ SFX_MAGE_WAND_FIRE,
+ SFX_MAGE_LIGHTNING_FIRE,
+ SFX_MAGE_LIGHTNING_ZAP,
+ SFX_MAGE_LIGHTNING_CONTINUOUS,
+ SFX_MAGE_LIGHTNING_READY,
+ SFX_MAGE_SHARDS_FIRE,
+ SFX_MAGE_SHARDS_EXPLODE,
+ SFX_MAGE_STAFF_FIRE,
+ SFX_MAGE_STAFF_EXPLODE,
+ SFX_SWITCH1,
+ SFX_SWITCH2,
+ SFX_SERPENT_SIGHT,
+ SFX_SERPENT_ACTIVE,
+ SFX_SERPENT_PAIN,
+ SFX_SERPENT_ATTACK,
+ SFX_SERPENT_MELEEHIT,
+ SFX_SERPENT_DEATH,
+ SFX_SERPENT_BIRTH,
+ SFX_SERPENTFX_CONTINUOUS,
+ SFX_SERPENTFX_HIT,
+ SFX_POTTERY_EXPLODE,
+ SFX_DRIP,
+ SFX_CENTAUR_SIGHT,
+ SFX_CENTAUR_ACTIVE,
+ SFX_CENTAUR_PAIN,
+ SFX_CENTAUR_ATTACK,
+ SFX_CENTAUR_DEATH,
+ SFX_CENTAURLEADER_ATTACK,
+ SFX_CENTAUR_MISSILE_EXPLODE,
+ SFX_WIND,
+ SFX_BISHOP_SIGHT,
+ SFX_BISHOP_ACTIVE,
+ SFX_BISHOP_PAIN,
+ SFX_BISHOP_ATTACK,
+ SFX_BISHOP_DEATH,
+ SFX_BISHOP_MISSILE_EXPLODE,
+ SFX_BISHOP_BLUR,
+ SFX_DEMON_SIGHT,
+ SFX_DEMON_ACTIVE,
+ SFX_DEMON_PAIN,
+ SFX_DEMON_ATTACK,
+ SFX_DEMON_MISSILE_FIRE,
+ SFX_DEMON_MISSILE_EXPLODE,
+ SFX_DEMON_DEATH,
+ SFX_WRAITH_SIGHT,
+ SFX_WRAITH_ACTIVE,
+ SFX_WRAITH_PAIN,
+ SFX_WRAITH_ATTACK,
+ SFX_WRAITH_MISSILE_FIRE,
+ SFX_WRAITH_MISSILE_EXPLODE,
+ SFX_WRAITH_DEATH,
+ SFX_PIG_ACTIVE1,
+ SFX_PIG_ACTIVE2,
+ SFX_PIG_PAIN,
+ SFX_PIG_ATTACK,
+ SFX_PIG_DEATH,
+ SFX_MAULATOR_SIGHT,
+ SFX_MAULATOR_ACTIVE,
+ SFX_MAULATOR_PAIN,
+ SFX_MAULATOR_HAMMER_SWING,
+ SFX_MAULATOR_HAMMER_HIT,
+ SFX_MAULATOR_MISSILE_HIT,
+ SFX_MAULATOR_DEATH,
+ SFX_FREEZE_DEATH,
+ SFX_FREEZE_SHATTER,
+ SFX_ETTIN_SIGHT,
+ SFX_ETTIN_ACTIVE,
+ SFX_ETTIN_PAIN,
+ SFX_ETTIN_ATTACK,
+ SFX_ETTIN_DEATH,
+ SFX_FIRED_SPAWN,
+ SFX_FIRED_ACTIVE,
+ SFX_FIRED_PAIN,
+ SFX_FIRED_ATTACK,
+ SFX_FIRED_MISSILE_HIT,
+ SFX_FIRED_DEATH,
+ SFX_ICEGUY_SIGHT,
+ SFX_ICEGUY_ACTIVE,
+ SFX_ICEGUY_ATTACK,
+ SFX_ICEGUY_FX_EXPLODE,
+ SFX_SORCERER_SIGHT,
+ SFX_SORCERER_ACTIVE,
+ SFX_SORCERER_PAIN,
+ SFX_SORCERER_SPELLCAST,
+ SFX_SORCERER_BALLWOOSH,
+ SFX_SORCERER_DEATHSCREAM,
+ SFX_SORCERER_BISHOPSPAWN,
+ SFX_SORCERER_BALLPOP,
+ SFX_SORCERER_BALLBOUNCE,
+ SFX_SORCERER_BALLEXPLODE,
+ SFX_SORCERER_BIGBALLEXPLODE,
+ SFX_SORCERER_HEADSCREAM,
+ SFX_DRAGON_SIGHT,
+ SFX_DRAGON_ACTIVE,
+ SFX_DRAGON_WINGFLAP,
+ SFX_DRAGON_ATTACK,
+ SFX_DRAGON_PAIN,
+ SFX_DRAGON_DEATH,
+ SFX_DRAGON_FIREBALL_EXPLODE,
+ SFX_KORAX_SIGHT,
+ SFX_KORAX_ACTIVE,
+ SFX_KORAX_PAIN,
+ SFX_KORAX_ATTACK,
+ SFX_KORAX_COMMAND,
+ SFX_KORAX_DEATH,
+ SFX_KORAX_STEP,
+ SFX_THRUSTSPIKE_RAISE,
+ SFX_THRUSTSPIKE_LOWER,
+ SFX_STAINEDGLASS_SHATTER,
+ SFX_FLECHETTE_BOUNCE,
+ SFX_FLECHETTE_EXPLODE,
+ SFX_LAVA_MOVE,
+ SFX_WATER_MOVE,
+ SFX_ICE_STARTMOVE,
+ SFX_EARTH_STARTMOVE,
+ SFX_WATER_SPLASH,
+ SFX_LAVA_SIZZLE,
+ SFX_SLUDGE_GLOOP,
+ SFX_CHOLY_FIRE,
+ SFX_SPIRIT_ACTIVE,
+ SFX_SPIRIT_ATTACK,
+ SFX_SPIRIT_DIE,
+ SFX_VALVE_TURN,
+ SFX_ROPE_PULL,
+ SFX_FLY_BUZZ,
+ SFX_IGNITE,
+ SFX_PUZZLE_SUCCESS,
+ SFX_PUZZLE_FAIL_FIGHTER,
+ SFX_PUZZLE_FAIL_CLERIC,
+ SFX_PUZZLE_FAIL_MAGE,
+ SFX_EARTHQUAKE,
+ SFX_BELLRING,
+ SFX_TREE_BREAK,
+ SFX_TREE_EXPLODE,
+ SFX_SUITOFARMOR_BREAK,
+ SFX_POISONSHROOM_PAIN,
+ SFX_POISONSHROOM_DEATH,
+ SFX_AMBIENT1,
+ SFX_AMBIENT2,
+ SFX_AMBIENT3,
+ SFX_AMBIENT4,
+ SFX_AMBIENT5,
+ SFX_AMBIENT6,
+ SFX_AMBIENT7,
+ SFX_AMBIENT8,
+ SFX_AMBIENT9,
+ SFX_AMBIENT10,
+ SFX_AMBIENT11,
+ SFX_AMBIENT12,
+ SFX_AMBIENT13,
+ SFX_AMBIENT14,
+ SFX_AMBIENT15,
+ SFX_STARTUP_TICK,
+ SFX_SWITCH_OTHERLEVEL,
+ SFX_RESPAWN,
+ SFX_KORAX_VOICE_1,
+ SFX_KORAX_VOICE_2,
+ SFX_KORAX_VOICE_3,
+ SFX_KORAX_VOICE_4,
+ SFX_KORAX_VOICE_5,
+ SFX_KORAX_VOICE_6,
+ SFX_KORAX_VOICE_7,
+ SFX_KORAX_VOICE_8,
+ SFX_KORAX_VOICE_9,
+ SFX_BAT_SCREAM,
+ SFX_CHAT,
+ SFX_MENU_MOVE,
+ SFX_CLOCK_TICK,
+ SFX_FIREBALL,
+ SFX_PUPPYBEAT,
+ SFX_MYSTICINCANT,
+ NUMSFX
+} sfxenum_t;
+
+#endif
diff --git a/src/hexen/st_start.c b/src/hexen/st_start.c
new file mode 100644
index 00000000..897c1810
--- /dev/null
+++ b/src/hexen/st_start.c
@@ -0,0 +1,316 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include <stdarg.h>
+
+#include "config.h"
+
+#include "h2def.h"
+#include "i_system.h"
+#include "i_videohr.h"
+#include "s_sound.h"
+#include "st_start.h"
+
+
+// MACROS ------------------------------------------------------------------
+#define ST_MAX_NOTCHES 32
+#define ST_NOTCH_WIDTH 16
+#define ST_NOTCH_HEIGHT 23
+#define ST_PROGRESS_X 64 // Start of notches x screen pos.
+#define ST_PROGRESS_Y 441 // Start of notches y screen pos.
+
+#define ST_NETPROGRESS_X 288
+#define ST_NETPROGRESS_Y 32
+#define ST_NETNOTCH_WIDTH 8
+#define ST_NETNOTCH_HEIGHT 16
+#define ST_MAX_NETNOTCHES 8
+
+byte *ST_LoadScreen(void);
+void ST_UpdateNotches(int notchPosition);
+void ST_UpdateNetNotches(int notchPosition);
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+static const byte *bitmap = NULL;
+int graphical_startup = 1;
+static boolean using_graphical_startup;
+
+static const byte notchTable[] = {
+ // plane 0
+ 0x00, 0x80, 0x01, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x40,
+ 0x02, 0x40, 0x02, 0x40, 0x02, 0x40, 0x02, 0x40, 0x02, 0x40, 0x03, 0xC0,
+ 0x0F, 0x90, 0x1B, 0x68, 0x3D, 0xBC, 0x3F, 0xFC, 0x20, 0x08, 0x20, 0x08,
+ 0x2F, 0xD8, 0x37, 0xD8, 0x37, 0xF8, 0x1F, 0xF8, 0x1C, 0x50,
+
+ // plane 1
+ 0x00, 0x80, 0x01, 0x80, 0x00, 0x00, 0x00, 0x00, 0x02, 0x40, 0x02, 0x40,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x01, 0xA0,
+ 0x30, 0x6C, 0x24, 0x94, 0x42, 0x4A, 0x60, 0x0E, 0x60, 0x06, 0x7F, 0xF6,
+ 0x7F, 0xF6, 0x7F, 0xF6, 0x5E, 0xF6, 0x38, 0x16, 0x23, 0xAC,
+
+ // plane 2
+ 0x00, 0x80, 0x01, 0x80, 0x01, 0x80, 0x00, 0x00, 0x02, 0x40, 0x02, 0x40,
+ 0x02, 0x40, 0x02, 0x40, 0x02, 0x40, 0x02, 0x40, 0x02, 0x40, 0x03, 0xE0,
+ 0x30, 0x6C, 0x24, 0x94, 0x52, 0x6A, 0x7F, 0xFE, 0x60, 0x0E, 0x60, 0x0E,
+ 0x6F, 0xD6, 0x77, 0xD6, 0x56, 0xF6, 0x38, 0x36, 0x23, 0xAC,
+
+ // plane 3
+ 0x00, 0x00, 0x00, 0x00, 0x01, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x80,
+ 0x03, 0xC0, 0x03, 0xC0, 0x03, 0xC0, 0x03, 0xC0, 0x03, 0x80, 0x02, 0x40,
+ 0x0F, 0x90, 0x1B, 0x68, 0x3D, 0xB4, 0x1F, 0xF0, 0x1F, 0xF8, 0x1F, 0xF8,
+ 0x10, 0x28, 0x08, 0x28, 0x29, 0x08, 0x07, 0xE8, 0x1C, 0x50
+};
+
+
+// Red Network Progress notches
+static const byte netnotchTable[] = {
+ // plane 0
+ 0x80, 0x50, 0xD0, 0xf0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xD0, 0xF0, 0xC0,
+ 0x70, 0x50, 0x80, 0x60,
+
+ // plane 1
+ 0x60, 0xE0, 0xE0, 0xA0, 0xA0, 0xA0, 0xE0, 0xA0, 0xA0, 0xA0, 0xE0, 0xA0,
+ 0xA0, 0xE0, 0x60, 0x00,
+
+ // plane 2
+ 0x80, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x00,
+ 0x10, 0x10, 0x80, 0x60,
+
+ // plane 3
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00
+};
+
+// CODE --------------------------------------------------------------------
+
+
+
+//--------------------------------------------------------------------------
+//
+// Startup Screen Functions
+//
+//--------------------------------------------------------------------------
+
+
+//==========================================================================
+//
+// ST_Init - Do the startup screen
+//
+//==========================================================================
+
+void ST_Init(void)
+{
+ byte *pal;
+ byte *buffer;
+
+ using_graphical_startup = false;
+
+ if (graphical_startup && !debugmode)
+ {
+ I_SetWindowTitleHR("Hexen startup - " PACKAGE_STRING);
+
+ // Set 640x480x16 mode
+ if (I_SetVideoModeHR())
+ {
+ using_graphical_startup = true;
+
+ S_StartSongName("orb", true);
+
+ I_ClearScreenHR();
+ I_InitPaletteHR();
+ I_BlackPaletteHR();
+
+ // Load graphic
+ buffer = ST_LoadScreen();
+ pal = buffer;
+ bitmap = buffer + 16 * 3;
+
+ I_SlamHR(bitmap);
+ I_FadeToPaletteHR(pal);
+ Z_Free(buffer);
+ }
+ }
+}
+
+void ST_Done(void)
+{
+ if (using_graphical_startup)
+ {
+ I_ClearScreenHR();
+ I_UnsetVideoModeHR();
+ }
+}
+
+
+//==========================================================================
+//
+// ST_UpdateNotches
+//
+//==========================================================================
+
+void ST_UpdateNotches(int notchPosition)
+{
+ int x = ST_PROGRESS_X + notchPosition * ST_NOTCH_WIDTH;
+ int y = ST_PROGRESS_Y;
+ I_SlamBlockHR(x, y, ST_NOTCH_WIDTH, ST_NOTCH_HEIGHT, notchTable);
+}
+
+
+//==========================================================================
+//
+// ST_UpdateNetNotches - indicates network progress
+//
+//==========================================================================
+
+void ST_UpdateNetNotches(int notchPosition)
+{
+ int x = ST_NETPROGRESS_X + notchPosition * ST_NETNOTCH_WIDTH;
+ int y = ST_NETPROGRESS_Y;
+ I_SlamBlockHR(x, y, ST_NETNOTCH_WIDTH, ST_NETNOTCH_HEIGHT, netnotchTable);
+}
+
+
+//==========================================================================
+//
+// ST_Progress - increments progress indicator
+//
+//==========================================================================
+
+void ST_Progress(void)
+{
+ // haleyjd FIXME: any way to get input here? SDL event loop?
+#ifdef __WATCOMC__
+ // Check for ESC press -- during startup all events eaten here
+ I_StartupReadKeys();
+#endif
+
+ if (using_graphical_startup)
+ {
+ static int notchPosition = 0;
+
+ if (notchPosition < ST_MAX_NOTCHES)
+ {
+ ST_UpdateNotches(notchPosition);
+ S_StartSound(NULL, SFX_STARTUP_TICK);
+ //I_Sleep(1000);
+ notchPosition++;
+ }
+ }
+
+ printf(".");
+}
+
+
+//==========================================================================
+//
+// ST_NetProgress - indicates network progress
+//
+//==========================================================================
+
+void ST_NetProgress(void)
+{
+ printf("*");
+
+ if (using_graphical_startup)
+ {
+ static int netnotchPosition = 0;
+
+ if (netnotchPosition < ST_MAX_NETNOTCHES)
+ {
+ ST_UpdateNetNotches(netnotchPosition);
+ S_StartSound(NULL, SFX_DRIP);
+ netnotchPosition++;
+ }
+ }
+}
+
+
+//==========================================================================
+//
+// ST_NetDone - net progress complete
+//
+//==========================================================================
+void ST_NetDone(void)
+{
+ if (using_graphical_startup)
+ {
+ S_StartSound(NULL, SFX_PICKUP_WEAPON);
+ }
+}
+
+
+//==========================================================================
+//
+// ST_Message - gives debug message
+//
+//==========================================================================
+
+void ST_Message(char *message, ...)
+{
+ va_list argptr;
+
+ va_start(argptr, message);
+ vprintf(message, argptr);
+ va_end(argptr);
+}
+
+//==========================================================================
+//
+// ST_RealMessage - gives user message
+//
+//==========================================================================
+
+void ST_RealMessage(char *message, ...)
+{
+ va_list argptr;
+
+ va_start(argptr, message);
+ vprintf(message, argptr);
+ va_end(argptr);
+}
+
+
+
+//==========================================================================
+//
+// ST_LoadScreen - loads startup graphic
+//
+//==========================================================================
+
+
+byte *ST_LoadScreen(void)
+{
+ int length, lump;
+ byte *buffer;
+
+ lump = W_GetNumForName("STARTUP");
+ length = W_LumpLength(lump);
+ buffer = (byte *) Z_Malloc(length, PU_STATIC, NULL);
+ W_ReadLump(lump, buffer);
+ return (buffer);
+}
+
diff --git a/src/hexen/st_start.h b/src/hexen/st_start.h
new file mode 100644
index 00000000..53cd85c9
--- /dev/null
+++ b/src/hexen/st_start.h
@@ -0,0 +1,44 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+extern void ST_Init(void);
+extern void ST_Done(void);
+extern void ST_Message(char *message, ...);
+extern void ST_RealMessage(char *message, ...);
+extern void ST_Progress(void);
+extern void ST_NetProgress(void);
+extern void ST_NetDone(void);
+
+// PUBLIC DATA DECLARATIONS ------------------------------------------------
+
+extern int graphical_startup;
+
diff --git a/src/hexen/sv_save.c b/src/hexen/sv_save.c
new file mode 100644
index 00000000..63b0190b
--- /dev/null
+++ b/src/hexen/sv_save.c
@@ -0,0 +1,1772 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "i_system.h"
+#include "m_misc.h"
+#include "i_swap.h"
+#include "p_local.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAX_TARGET_PLAYERS 512
+#define MOBJ_NULL -1
+#define MOBJ_XX_PLAYER -2
+#define GET_BYTE (*SavePtr.b++)
+#define GET_WORD (*SavePtr.w++)
+#define GET_LONG (*SavePtr.l++)
+#define MAX_MAPS 99
+#define BASE_SLOT 6
+#define REBORN_SLOT 7
+#define REBORN_DESCRIPTION "TEMP GAME"
+#define MAX_THINKER_SIZE 256
+
+// TYPES -------------------------------------------------------------------
+
+typedef enum
+{
+ ASEG_GAME_HEADER = 101,
+ ASEG_MAP_HEADER,
+ ASEG_WORLD,
+ ASEG_POLYOBJS,
+ ASEG_MOBJS,
+ ASEG_THINKERS,
+ ASEG_SCRIPTS,
+ ASEG_PLAYERS,
+ ASEG_SOUNDS,
+ ASEG_MISC,
+ ASEG_END
+} gameArchiveSegment_t;
+
+typedef enum
+{
+ TC_NULL,
+ TC_MOVE_CEILING,
+ TC_VERTICAL_DOOR,
+ TC_MOVE_FLOOR,
+ TC_PLAT_RAISE,
+ TC_INTERPRET_ACS,
+ TC_FLOOR_WAGGLE,
+ TC_LIGHT,
+ TC_PHASE,
+ TC_BUILD_PILLAR,
+ TC_ROTATE_POLY,
+ TC_MOVE_POLY,
+ TC_POLY_DOOR
+} thinkClass_t;
+
+typedef struct
+{
+ thinkClass_t tClass;
+ think_t thinkerFunc;
+ void (*mangleFunc) ();
+ void (*restoreFunc) ();
+ size_t size;
+} thinkInfo_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+} ssthinker_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+void P_SpawnPlayer(mapthing_t * mthing);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void ArchiveWorld(void);
+static void UnarchiveWorld(void);
+static void ArchivePolyobjs(void);
+static void UnarchivePolyobjs(void);
+static void ArchiveMobjs(void);
+static void UnarchiveMobjs(void);
+static void ArchiveThinkers(void);
+static void UnarchiveThinkers(void);
+static void ArchiveScripts(void);
+static void UnarchiveScripts(void);
+static void ArchivePlayers(void);
+static void UnarchivePlayers(void);
+static void ArchiveSounds(void);
+static void UnarchiveSounds(void);
+static void ArchiveMisc(void);
+static void UnarchiveMisc(void);
+static void SetMobjArchiveNums(void);
+static void RemoveAllThinkers(void);
+static void MangleMobj(mobj_t * mobj);
+static void RestoreMobj(mobj_t * mobj);
+static int GetMobjNum(mobj_t * mobj);
+static void SetMobjPtr(int *archiveNum);
+static void MangleSSThinker(ssthinker_t * sst);
+static void RestoreSSThinker(ssthinker_t * sst);
+static void RestoreSSThinkerNoSD(ssthinker_t * sst);
+static void MangleScript(acs_t * script);
+static void RestoreScript(acs_t * script);
+static void RestorePlatRaise(plat_t * plat);
+static void RestoreMoveCeiling(ceiling_t * ceiling);
+static void AssertSegment(gameArchiveSegment_t segType);
+static void ClearSaveSlot(int slot);
+static void CopySaveSlot(int sourceSlot, int destSlot);
+static void CopyFile(char *sourceName, char *destName);
+static boolean ExistingFile(char *name);
+static void OpenStreamOut(char *fileName);
+static void CloseStreamOut(void);
+static void StreamOutBuffer(void *buffer, int size);
+static void StreamOutByte(byte val);
+static void StreamOutWord(unsigned short val);
+static void StreamOutLong(unsigned int val);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern int ACScriptCount;
+extern byte *ActionCodeBase;
+extern acsInfo_t *ACSInfo;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+#define DEFAULT_SAVEPATH "hexndata/"
+
+char *SavePath = DEFAULT_SAVEPATH;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int MobjCount;
+static mobj_t **MobjList;
+static int **TargetPlayerAddrs;
+static int TargetPlayerCount;
+static byte *SaveBuffer;
+static boolean SavingPlayers;
+static union
+{
+ byte *b;
+ short *w;
+ int *l;
+} SavePtr;
+static FILE *SavingFP;
+
+// This list has been prioritized using frequency estimates
+static thinkInfo_t ThinkerInfo[] = {
+ {
+ TC_MOVE_FLOOR,
+ T_MoveFloor,
+ MangleSSThinker,
+ RestoreSSThinker,
+ sizeof(floormove_t)}
+ ,
+ {
+ TC_PLAT_RAISE,
+ T_PlatRaise,
+ MangleSSThinker,
+ RestorePlatRaise,
+ sizeof(plat_t)}
+ ,
+ {
+ TC_MOVE_CEILING,
+ T_MoveCeiling,
+ MangleSSThinker,
+ RestoreMoveCeiling,
+ sizeof(ceiling_t)}
+ ,
+ {
+ TC_LIGHT,
+ T_Light,
+ MangleSSThinker,
+ RestoreSSThinkerNoSD,
+ sizeof(light_t)}
+ ,
+ {
+ TC_VERTICAL_DOOR,
+ T_VerticalDoor,
+ MangleSSThinker,
+ RestoreSSThinker,
+ sizeof(vldoor_t)}
+ ,
+ {
+ TC_PHASE,
+ T_Phase,
+ MangleSSThinker,
+ RestoreSSThinkerNoSD,
+ sizeof(phase_t)}
+ ,
+ {
+ TC_INTERPRET_ACS,
+ T_InterpretACS,
+ MangleScript,
+ RestoreScript,
+ sizeof(acs_t)}
+ ,
+ {
+ TC_ROTATE_POLY,
+ T_RotatePoly,
+ NULL,
+ NULL,
+ sizeof(polyevent_t)}
+ ,
+ {
+ TC_BUILD_PILLAR,
+ T_BuildPillar,
+ MangleSSThinker,
+ RestoreSSThinker,
+ sizeof(pillar_t)}
+ ,
+ {
+ TC_MOVE_POLY,
+ T_MovePoly,
+ NULL,
+ NULL,
+ sizeof(polyevent_t)}
+ ,
+ {
+ TC_POLY_DOOR,
+ T_PolyDoor,
+ NULL,
+ NULL,
+ sizeof(polydoor_t)}
+ ,
+ {
+ TC_FLOOR_WAGGLE,
+ T_FloorWaggle,
+ MangleSSThinker,
+ RestoreSSThinker,
+ sizeof(floorWaggle_t)}
+ ,
+ { // Terminator
+ TC_NULL, NULL, NULL, NULL, 0}
+};
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// SV_SaveGame
+//
+//==========================================================================
+
+void SV_SaveGame(int slot, char *description)
+{
+ char fileName[100];
+ char versionText[HXS_VERSION_TEXT_LENGTH];
+
+ // Open the output file
+ sprintf(fileName, "%shex6.hxs", SavePath);
+ OpenStreamOut(fileName);
+
+ // Write game save description
+ StreamOutBuffer(description, HXS_DESCRIPTION_LENGTH);
+
+ // Write version info
+ memset(versionText, 0, HXS_VERSION_TEXT_LENGTH);
+ strcpy(versionText, HXS_VERSION_TEXT);
+ StreamOutBuffer(versionText, HXS_VERSION_TEXT_LENGTH);
+
+ // Place a header marker
+ StreamOutLong(ASEG_GAME_HEADER);
+
+ // Write current map and difficulty
+ StreamOutByte(gamemap);
+ StreamOutByte(gameskill);
+
+ // Write global script info
+ StreamOutBuffer(WorldVars, sizeof(WorldVars));
+ StreamOutBuffer(ACSStore, sizeof(ACSStore));
+
+ ArchivePlayers();
+
+ // Place a termination marker
+ StreamOutLong(ASEG_END);
+
+ // Close the output file
+ CloseStreamOut();
+
+ // Save out the current map
+ SV_SaveMap(true); // true = save player info
+
+ // Clear all save files at destination slot
+ ClearSaveSlot(slot);
+
+ // Copy base slot to destination slot
+ CopySaveSlot(BASE_SLOT, slot);
+}
+
+//==========================================================================
+//
+// SV_SaveMap
+//
+//==========================================================================
+
+void SV_SaveMap(boolean savePlayers)
+{
+ char fileName[100];
+
+ SavingPlayers = savePlayers;
+
+ // Open the output file
+ sprintf(fileName, "%shex6%02d.hxs", SavePath, gamemap);
+ OpenStreamOut(fileName);
+
+ // Place a header marker
+ StreamOutLong(ASEG_MAP_HEADER);
+
+ // Write the level timer
+ StreamOutLong(leveltime);
+
+ // Set the mobj archive numbers
+ SetMobjArchiveNums();
+
+ ArchiveWorld();
+ ArchivePolyobjs();
+ ArchiveMobjs();
+ ArchiveThinkers();
+ ArchiveScripts();
+ ArchiveSounds();
+ ArchiveMisc();
+
+ // Place a termination marker
+ StreamOutLong(ASEG_END);
+
+ // Close the output file
+ CloseStreamOut();
+}
+
+//==========================================================================
+//
+// SV_LoadGame
+//
+//==========================================================================
+
+void SV_LoadGame(int slot)
+{
+ int i;
+ char fileName[100];
+ player_t playerBackup[MAXPLAYERS];
+ mobj_t *mobj;
+
+ // Copy all needed save files to the base slot
+ if (slot != BASE_SLOT)
+ {
+ ClearSaveSlot(BASE_SLOT);
+ CopySaveSlot(slot, BASE_SLOT);
+ }
+
+ // Create the name
+ sprintf(fileName, "%shex6.hxs", SavePath);
+
+ // Load the file
+ M_ReadFile(fileName, &SaveBuffer);
+
+ // Set the save pointer and skip the description field
+ SavePtr.b = SaveBuffer + HXS_DESCRIPTION_LENGTH;
+
+ // Check the version text
+ if (strcmp((char *) SavePtr.b, HXS_VERSION_TEXT))
+ { // Bad version
+ return;
+ }
+ SavePtr.b += HXS_VERSION_TEXT_LENGTH;
+
+ AssertSegment(ASEG_GAME_HEADER);
+
+ gameepisode = 1;
+ gamemap = GET_BYTE;
+ gameskill = GET_BYTE;
+
+ // Read global script info
+ memcpy(WorldVars, SavePtr.b, sizeof(WorldVars));
+ SavePtr.b += sizeof(WorldVars);
+ memcpy(ACSStore, SavePtr.b, sizeof(ACSStore));
+ SavePtr.b += sizeof(ACSStore);
+
+ // Read the player structures
+ UnarchivePlayers();
+
+ AssertSegment(ASEG_END);
+
+ Z_Free(SaveBuffer);
+
+ // Save player structs
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ playerBackup[i] = players[i];
+ }
+
+ // Load the current map
+ SV_LoadMap();
+
+ // Don't need the player mobj relocation info for load game
+ Z_Free(TargetPlayerAddrs);
+
+ // Restore player structs
+ inv_ptr = 0;
+ curpos = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ mobj = players[i].mo;
+ players[i] = playerBackup[i];
+ players[i].mo = mobj;
+ if (i == consoleplayer)
+ {
+ players[i].readyArtifact = players[i].inventory[inv_ptr].type;
+ }
+ }
+}
+
+//==========================================================================
+//
+// SV_UpdateRebornSlot
+//
+// Copies the base slot to the reborn slot.
+//
+//==========================================================================
+
+void SV_UpdateRebornSlot(void)
+{
+ ClearSaveSlot(REBORN_SLOT);
+ CopySaveSlot(BASE_SLOT, REBORN_SLOT);
+}
+
+//==========================================================================
+//
+// SV_ClearRebornSlot
+//
+//==========================================================================
+
+void SV_ClearRebornSlot(void)
+{
+ ClearSaveSlot(REBORN_SLOT);
+}
+
+//==========================================================================
+//
+// SV_MapTeleport
+//
+//==========================================================================
+
+void SV_MapTeleport(int map, int position)
+{
+ int i;
+ int j;
+ char fileName[100];
+ player_t playerBackup[MAXPLAYERS];
+ mobj_t *targetPlayerMobj;
+ mobj_t *mobj;
+ int inventoryPtr;
+ int currentInvPos;
+ boolean rClass;
+ boolean playerWasReborn;
+ boolean oldWeaponowned[NUMWEAPONS];
+ int oldKeys = 0;
+ int oldPieces = 0;
+ int bestWeapon;
+
+ if (!deathmatch)
+ {
+ if (P_GetMapCluster(gamemap) == P_GetMapCluster(map))
+ { // Same cluster - save map without saving player mobjs
+ SV_SaveMap(false);
+ }
+ else
+ { // Entering new cluster - clear base slot
+ ClearSaveSlot(BASE_SLOT);
+ }
+ }
+
+ // Store player structs for later
+ rClass = randomclass;
+ randomclass = false;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ playerBackup[i] = players[i];
+ }
+
+ // Save some globals that get trashed during the load
+ inventoryPtr = inv_ptr;
+ currentInvPos = curpos;
+
+ // Only SV_LoadMap() uses TargetPlayerAddrs, so it's NULLed here
+ // for the following check (player mobj redirection)
+ TargetPlayerAddrs = NULL;
+
+ gamemap = map;
+ sprintf(fileName, "%shex6%02d.hxs", SavePath, gamemap);
+ if (!deathmatch && ExistingFile(fileName))
+ { // Unarchive map
+ SV_LoadMap();
+ }
+ else
+ { // New map
+ G_InitNew(gameskill, gameepisode, gamemap);
+
+ // Destroy all freshly spawned players
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ P_RemoveMobj(players[i].mo);
+ }
+ }
+ }
+
+ // Restore player structs
+ targetPlayerMobj = NULL;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ players[i] = playerBackup[i];
+ P_ClearMessage(&players[i]);
+ players[i].attacker = NULL;
+ players[i].poisoner = NULL;
+
+ if (netgame)
+ {
+ if (players[i].playerstate == PST_DEAD)
+ { // In a network game, force all players to be alive
+ players[i].playerstate = PST_REBORN;
+ }
+ if (!deathmatch)
+ { // Cooperative net-play, retain keys and weapons
+ oldKeys = players[i].keys;
+ oldPieces = players[i].pieces;
+ for (j = 0; j < NUMWEAPONS; j++)
+ {
+ oldWeaponowned[j] = players[i].weaponowned[j];
+ }
+ }
+ }
+ playerWasReborn = (players[i].playerstate == PST_REBORN);
+ if (deathmatch)
+ {
+ memset(players[i].frags, 0, sizeof(players[i].frags));
+ mobj = P_SpawnMobj(playerstarts[0][i].x << 16,
+ playerstarts[0][i].y << 16, 0,
+ MT_PLAYER_FIGHTER);
+ players[i].mo = mobj;
+ G_DeathMatchSpawnPlayer(i);
+ P_RemoveMobj(mobj);
+ }
+ else
+ {
+ P_SpawnPlayer(&playerstarts[position][i]);
+ }
+
+ if (playerWasReborn && netgame && !deathmatch)
+ { // Restore keys and weapons when reborn in co-op
+ players[i].keys = oldKeys;
+ players[i].pieces = oldPieces;
+ for (bestWeapon = 0, j = 0; j < NUMWEAPONS; j++)
+ {
+ if (oldWeaponowned[j])
+ {
+ bestWeapon = j;
+ players[i].weaponowned[j] = true;
+ }
+ }
+ players[i].mana[MANA_1] = 25;
+ players[i].mana[MANA_2] = 25;
+ if (bestWeapon)
+ { // Bring up the best weapon
+ players[i].pendingweapon = bestWeapon;
+ }
+ }
+
+ if (targetPlayerMobj == NULL)
+ { // The poor sap
+ targetPlayerMobj = players[i].mo;
+ }
+ }
+ randomclass = rClass;
+
+ // Redirect anything targeting a player mobj
+ if (TargetPlayerAddrs)
+ {
+ for (i = 0; i < TargetPlayerCount; i++)
+ {
+ *TargetPlayerAddrs[i] = (int) targetPlayerMobj;
+ }
+ Z_Free(TargetPlayerAddrs);
+ }
+
+ // Destroy all things touching players
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ P_TeleportMove(players[i].mo, players[i].mo->x, players[i].mo->y);
+ }
+ }
+
+ // Restore trashed globals
+ inv_ptr = inventoryPtr;
+ curpos = currentInvPos;
+
+ // Launch waiting scripts
+ if (!deathmatch)
+ {
+ P_CheckACSStore();
+ }
+
+ // For single play, save immediately into the reborn slot
+ if (!netgame)
+ {
+ SV_SaveGame(REBORN_SLOT, REBORN_DESCRIPTION);
+ }
+}
+
+//==========================================================================
+//
+// SV_GetRebornSlot
+//
+//==========================================================================
+
+int SV_GetRebornSlot(void)
+{
+ return (REBORN_SLOT);
+}
+
+//==========================================================================
+//
+// SV_RebornSlotAvailable
+//
+// Returns true if the reborn slot is available.
+//
+//==========================================================================
+
+boolean SV_RebornSlotAvailable(void)
+{
+ char fileName[100];
+
+ sprintf(fileName, "%shex%d.hxs", SavePath, REBORN_SLOT);
+ return ExistingFile(fileName);
+}
+
+//==========================================================================
+//
+// SV_LoadMap
+//
+//==========================================================================
+
+void SV_LoadMap(void)
+{
+ char fileName[100];
+
+ // Load a base level
+ G_InitNew(gameskill, gameepisode, gamemap);
+
+ // Remove all thinkers
+ RemoveAllThinkers();
+
+ // Create the name
+ sprintf(fileName, "%shex6%02d.hxs", SavePath, gamemap);
+
+ // Load the file
+ M_ReadFile(fileName, &SaveBuffer);
+ SavePtr.b = SaveBuffer;
+
+ AssertSegment(ASEG_MAP_HEADER);
+
+ // Read the level timer
+ leveltime = GET_LONG;
+
+ UnarchiveWorld();
+ UnarchivePolyobjs();
+ UnarchiveMobjs();
+ UnarchiveThinkers();
+ UnarchiveScripts();
+ UnarchiveSounds();
+ UnarchiveMisc();
+
+ AssertSegment(ASEG_END);
+
+ // Free mobj list and save buffer
+ Z_Free(MobjList);
+ Z_Free(SaveBuffer);
+}
+
+//==========================================================================
+//
+// SV_InitBaseSlot
+//
+//==========================================================================
+
+void SV_InitBaseSlot(void)
+{
+ ClearSaveSlot(BASE_SLOT);
+}
+
+//==========================================================================
+//
+// ArchivePlayers
+//
+//==========================================================================
+
+static void ArchivePlayers(void)
+{
+ int i;
+ int j;
+ player_t tempPlayer;
+
+ StreamOutLong(ASEG_PLAYERS);
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ StreamOutByte(playeringame[i]);
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ StreamOutByte(PlayerClass[i]);
+ tempPlayer = players[i];
+ for (j = 0; j < NUMPSPRITES; j++)
+ {
+ if (tempPlayer.psprites[j].state)
+ {
+ tempPlayer.psprites[j].state =
+ (state_t *) (tempPlayer.psprites[j].state - states);
+ }
+ }
+ StreamOutBuffer(&tempPlayer, sizeof(player_t));
+ }
+}
+
+//==========================================================================
+//
+// UnarchivePlayers
+//
+//==========================================================================
+
+static void UnarchivePlayers(void)
+{
+ int i, j;
+
+ AssertSegment(ASEG_PLAYERS);
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ playeringame[i] = GET_BYTE;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ PlayerClass[i] = GET_BYTE;
+ memcpy(&players[i], SavePtr.b, sizeof(player_t));
+ SavePtr.b += sizeof(player_t);
+ players[i].mo = NULL; // Will be set when unarc thinker
+ P_ClearMessage(&players[i]);
+ players[i].attacker = NULL;
+ players[i].poisoner = NULL;
+ for (j = 0; j < NUMPSPRITES; j++)
+ {
+ if (players[i].psprites[j].state)
+ {
+ players[i].psprites[j].state =
+ &states[(int) players[i].psprites[j].state];
+ }
+ }
+ }
+}
+
+//==========================================================================
+//
+// ArchiveWorld
+//
+//==========================================================================
+
+static void ArchiveWorld(void)
+{
+ int i;
+ int j;
+ sector_t *sec;
+ line_t *li;
+ side_t *si;
+
+ StreamOutLong(ASEG_WORLD);
+ for (i = 0, sec = sectors; i < numsectors; i++, sec++)
+ {
+ StreamOutWord(sec->floorheight >> FRACBITS);
+ StreamOutWord(sec->ceilingheight >> FRACBITS);
+ StreamOutWord(sec->floorpic);
+ StreamOutWord(sec->ceilingpic);
+ StreamOutWord(sec->lightlevel);
+ StreamOutWord(sec->special);
+ StreamOutWord(sec->tag);
+ StreamOutWord(sec->seqType);
+ }
+ for (i = 0, li = lines; i < numlines; i++, li++)
+ {
+ StreamOutWord(li->flags);
+ StreamOutByte(li->special);
+ StreamOutByte(li->arg1);
+ StreamOutByte(li->arg2);
+ StreamOutByte(li->arg3);
+ StreamOutByte(li->arg4);
+ StreamOutByte(li->arg5);
+ for (j = 0; j < 2; j++)
+ {
+ if (li->sidenum[j] == -1)
+ {
+ continue;
+ }
+ si = &sides[li->sidenum[j]];
+ StreamOutWord(si->textureoffset >> FRACBITS);
+ StreamOutWord(si->rowoffset >> FRACBITS);
+ StreamOutWord(si->toptexture);
+ StreamOutWord(si->bottomtexture);
+ StreamOutWord(si->midtexture);
+ }
+ }
+}
+
+//==========================================================================
+//
+// UnarchiveWorld
+//
+//==========================================================================
+
+static void UnarchiveWorld(void)
+{
+ int i;
+ int j;
+ sector_t *sec;
+ line_t *li;
+ side_t *si;
+
+ AssertSegment(ASEG_WORLD);
+ for (i = 0, sec = sectors; i < numsectors; i++, sec++)
+ {
+ sec->floorheight = GET_WORD << FRACBITS;
+ sec->ceilingheight = GET_WORD << FRACBITS;
+ sec->floorpic = GET_WORD;
+ sec->ceilingpic = GET_WORD;
+ sec->lightlevel = GET_WORD;
+ sec->special = GET_WORD;
+ sec->tag = GET_WORD;
+ sec->seqType = GET_WORD;
+ sec->specialdata = 0;
+ sec->soundtarget = 0;
+ }
+ for (i = 0, li = lines; i < numlines; i++, li++)
+ {
+ li->flags = GET_WORD;
+ li->special = GET_BYTE;
+ li->arg1 = GET_BYTE;
+ li->arg2 = GET_BYTE;
+ li->arg3 = GET_BYTE;
+ li->arg4 = GET_BYTE;
+ li->arg5 = GET_BYTE;
+ for (j = 0; j < 2; j++)
+ {
+ if (li->sidenum[j] == -1)
+ {
+ continue;
+ }
+ si = &sides[li->sidenum[j]];
+ si->textureoffset = GET_WORD << FRACBITS;
+ si->rowoffset = GET_WORD << FRACBITS;
+ si->toptexture = GET_WORD;
+ si->bottomtexture = GET_WORD;
+ si->midtexture = GET_WORD;
+ }
+ }
+}
+
+//==========================================================================
+//
+// SetMobjArchiveNums
+//
+// Sets the archive numbers in all mobj structs. Also sets the MobjCount
+// global. Ignores player mobjs if SavingPlayers is false.
+//
+//==========================================================================
+
+static void SetMobjArchiveNums(void)
+{
+ mobj_t *mobj;
+ thinker_t *thinker;
+
+ MobjCount = 0;
+ for (thinker = thinkercap.next; thinker != &thinkercap;
+ thinker = thinker->next)
+ {
+ if (thinker->function == P_MobjThinker)
+ {
+ mobj = (mobj_t *) thinker;
+ if (mobj->player && !SavingPlayers)
+ { // Skipping player mobjs
+ continue;
+ }
+ mobj->archiveNum = MobjCount++;
+ }
+ }
+}
+
+//==========================================================================
+//
+// ArchiveMobjs
+//
+//==========================================================================
+
+static void ArchiveMobjs(void)
+{
+ int count;
+ thinker_t *thinker;
+ mobj_t tempMobj;
+
+ StreamOutLong(ASEG_MOBJS);
+ StreamOutLong(MobjCount);
+ count = 0;
+ for (thinker = thinkercap.next; thinker != &thinkercap;
+ thinker = thinker->next)
+ {
+ if (thinker->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ if (((mobj_t *) thinker)->player && !SavingPlayers)
+ { // Skipping player mobjs
+ continue;
+ }
+ count++;
+ memcpy(&tempMobj, thinker, sizeof(mobj_t));
+ MangleMobj(&tempMobj);
+ StreamOutBuffer(&tempMobj, sizeof(mobj_t));
+ }
+ if (count != MobjCount)
+ {
+ I_Error("ArchiveMobjs: bad mobj count");
+ }
+}
+
+//==========================================================================
+//
+// UnarchiveMobjs
+//
+//==========================================================================
+
+static void UnarchiveMobjs(void)
+{
+ int i;
+ mobj_t *mobj;
+
+ AssertSegment(ASEG_MOBJS);
+ TargetPlayerAddrs = Z_Malloc(MAX_TARGET_PLAYERS * sizeof(int *),
+ PU_STATIC, NULL);
+ TargetPlayerCount = 0;
+ MobjCount = GET_LONG;
+ MobjList = Z_Malloc(MobjCount * sizeof(mobj_t *), PU_STATIC, NULL);
+ for (i = 0; i < MobjCount; i++)
+ {
+ MobjList[i] = Z_Malloc(sizeof(mobj_t), PU_LEVEL, NULL);
+ }
+ for (i = 0; i < MobjCount; i++)
+ {
+ mobj = MobjList[i];
+ memcpy(mobj, SavePtr.b, sizeof(mobj_t));
+ SavePtr.b += sizeof(mobj_t);
+ mobj->thinker.function = P_MobjThinker;
+ RestoreMobj(mobj);
+ P_AddThinker(&mobj->thinker);
+ }
+ P_CreateTIDList();
+ P_InitCreatureCorpseQueue(true); // true = scan for corpses
+}
+
+//==========================================================================
+//
+// MangleMobj
+//
+//==========================================================================
+
+static void MangleMobj(mobj_t * mobj)
+{
+ boolean corpse;
+
+ corpse = mobj->flags & MF_CORPSE;
+ mobj->state = (state_t *) (mobj->state - states);
+ if (mobj->player)
+ {
+ mobj->player = (player_t *) ((mobj->player - players) + 1);
+ }
+ if (corpse)
+ {
+ mobj->target = (mobj_t *) MOBJ_NULL;
+ }
+ else
+ {
+ mobj->target = (mobj_t *) GetMobjNum(mobj->target);
+ }
+ switch (mobj->type)
+ {
+ // Just special1
+ case MT_BISH_FX:
+ case MT_HOLY_FX:
+ case MT_DRAGON:
+ case MT_THRUSTFLOOR_UP:
+ case MT_THRUSTFLOOR_DOWN:
+ case MT_MINOTAUR:
+ case MT_SORCFX1:
+ case MT_MSTAFF_FX2:
+ if (corpse)
+ {
+ mobj->special1 = MOBJ_NULL;
+ }
+ else
+ {
+ mobj->special1 = GetMobjNum((mobj_t *) mobj->special1);
+ }
+ break;
+
+ // Just special2
+ case MT_LIGHTNING_FLOOR:
+ case MT_LIGHTNING_ZAP:
+ if (corpse)
+ {
+ mobj->special2 = MOBJ_NULL;
+ }
+ else
+ {
+ mobj->special2 = GetMobjNum((mobj_t *) mobj->special2);
+ }
+ break;
+
+ // Both special1 and special2
+ case MT_HOLY_TAIL:
+ case MT_LIGHTNING_CEILING:
+ if (corpse)
+ {
+ mobj->special1 = MOBJ_NULL;
+ mobj->special2 = MOBJ_NULL;
+ }
+ else
+ {
+ mobj->special1 = GetMobjNum((mobj_t *) mobj->special1);
+ mobj->special2 = GetMobjNum((mobj_t *) mobj->special2);
+ }
+ break;
+
+ // Miscellaneous
+ case MT_KORAX:
+ mobj->special1 = 0; // Searching index
+ break;
+
+ default:
+ break;
+ }
+}
+
+//==========================================================================
+//
+// GetMobjNum
+//
+//==========================================================================
+
+static int GetMobjNum(mobj_t * mobj)
+{
+ if (mobj == NULL)
+ {
+ return MOBJ_NULL;
+ }
+ if (mobj->player && !SavingPlayers)
+ {
+ return MOBJ_XX_PLAYER;
+ }
+ return mobj->archiveNum;
+}
+
+//==========================================================================
+//
+// RestoreMobj
+//
+//==========================================================================
+
+static void RestoreMobj(mobj_t * mobj)
+{
+ mobj->state = &states[(int) mobj->state];
+ if (mobj->player)
+ {
+ mobj->player = &players[(int) mobj->player - 1];
+ mobj->player->mo = mobj;
+ }
+ P_SetThingPosition(mobj);
+ mobj->info = &mobjinfo[mobj->type];
+ mobj->floorz = mobj->subsector->sector->floorheight;
+ mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+ SetMobjPtr((int *) &mobj->target);
+ switch (mobj->type)
+ {
+ // Just special1
+ case MT_BISH_FX:
+ case MT_HOLY_FX:
+ case MT_DRAGON:
+ case MT_THRUSTFLOOR_UP:
+ case MT_THRUSTFLOOR_DOWN:
+ case MT_MINOTAUR:
+ case MT_SORCFX1:
+ SetMobjPtr(&mobj->special1);
+ break;
+
+ // Just special2
+ case MT_LIGHTNING_FLOOR:
+ case MT_LIGHTNING_ZAP:
+ SetMobjPtr(&mobj->special2);
+ break;
+
+ // Both special1 and special2
+ case MT_HOLY_TAIL:
+ case MT_LIGHTNING_CEILING:
+ SetMobjPtr(&mobj->special1);
+ SetMobjPtr(&mobj->special2);
+ break;
+
+ default:
+ break;
+ }
+}
+
+//==========================================================================
+//
+// SetMobjPtr
+//
+//==========================================================================
+
+static void SetMobjPtr(int *archiveNum)
+{
+ if (*archiveNum == MOBJ_NULL)
+ {
+ *archiveNum = 0;
+ return;
+ }
+ if (*archiveNum == MOBJ_XX_PLAYER)
+ {
+ if (TargetPlayerCount == MAX_TARGET_PLAYERS)
+ {
+ I_Error("RestoreMobj: exceeded MAX_TARGET_PLAYERS");
+ }
+ TargetPlayerAddrs[TargetPlayerCount++] = archiveNum;
+ *archiveNum = 0;
+ return;
+ }
+ *archiveNum = (int) MobjList[*archiveNum];
+}
+
+//==========================================================================
+//
+// ArchiveThinkers
+//
+//==========================================================================
+
+static void ArchiveThinkers(void)
+{
+ thinker_t *thinker;
+ thinkInfo_t *info;
+ byte buffer[MAX_THINKER_SIZE];
+
+ StreamOutLong(ASEG_THINKERS);
+ for (thinker = thinkercap.next; thinker != &thinkercap;
+ thinker = thinker->next)
+ {
+ for (info = ThinkerInfo; info->tClass != TC_NULL; info++)
+ {
+ if (thinker->function == info->thinkerFunc)
+ {
+ StreamOutByte(info->tClass);
+ memcpy(buffer, thinker, info->size);
+ if (info->mangleFunc)
+ {
+ info->mangleFunc(buffer);
+ }
+ StreamOutBuffer(buffer, info->size);
+ break;
+ }
+ }
+ }
+ // Add a termination marker
+ StreamOutByte(TC_NULL);
+}
+
+//==========================================================================
+//
+// UnarchiveThinkers
+//
+//==========================================================================
+
+static void UnarchiveThinkers(void)
+{
+ int tClass;
+ thinker_t *thinker;
+ thinkInfo_t *info;
+
+ AssertSegment(ASEG_THINKERS);
+ while ((tClass = GET_BYTE) != TC_NULL)
+ {
+ for (info = ThinkerInfo; info->tClass != TC_NULL; info++)
+ {
+ if (tClass == info->tClass)
+ {
+ thinker = Z_Malloc(info->size, PU_LEVEL, NULL);
+ memcpy(thinker, SavePtr.b, info->size);
+ SavePtr.b += info->size;
+ thinker->function = info->thinkerFunc;
+ if (info->restoreFunc)
+ {
+ info->restoreFunc(thinker);
+ }
+ P_AddThinker(thinker);
+ break;
+ }
+ }
+ if (info->tClass == TC_NULL)
+ {
+ I_Error("UnarchiveThinkers: Unknown tClass %d in "
+ "savegame", tClass);
+ }
+ }
+}
+
+//==========================================================================
+//
+// MangleSSThinker
+//
+//==========================================================================
+
+static void MangleSSThinker(ssthinker_t * sst)
+{
+ sst->sector = (sector_t *) (sst->sector - sectors);
+}
+
+//==========================================================================
+//
+// RestoreSSThinker
+//
+//==========================================================================
+
+static void RestoreSSThinker(ssthinker_t * sst)
+{
+ sst->sector = &sectors[(int) sst->sector];
+ sst->sector->specialdata = sst->thinker.function;
+}
+
+//==========================================================================
+//
+// RestoreSSThinkerNoSD
+//
+//==========================================================================
+
+static void RestoreSSThinkerNoSD(ssthinker_t * sst)
+{
+ sst->sector = &sectors[(int) sst->sector];
+}
+
+//==========================================================================
+//
+// MangleScript
+//
+//==========================================================================
+
+static void MangleScript(acs_t * script)
+{
+ script->ip = (int *) ((int) (script->ip) - (int) ActionCodeBase);
+ script->line = script->line ?
+ (line_t *) (script->line - lines) : (line_t *) - 1;
+ script->activator = (mobj_t *) GetMobjNum(script->activator);
+}
+
+//==========================================================================
+//
+// RestoreScript
+//
+//==========================================================================
+
+static void RestoreScript(acs_t * script)
+{
+ script->ip = (int *) (ActionCodeBase + (int) script->ip);
+ if ((int) script->line == -1)
+ {
+ script->line = NULL;
+ }
+ else
+ {
+ script->line = &lines[(int) script->line];
+ }
+ SetMobjPtr((int *) &script->activator);
+}
+
+//==========================================================================
+//
+// RestorePlatRaise
+//
+//==========================================================================
+
+static void RestorePlatRaise(plat_t * plat)
+{
+ plat->sector = &sectors[(int) plat->sector];
+ plat->sector->specialdata = T_PlatRaise;
+ P_AddActivePlat(plat);
+}
+
+//==========================================================================
+//
+// RestoreMoveCeiling
+//
+//==========================================================================
+
+static void RestoreMoveCeiling(ceiling_t * ceiling)
+{
+ ceiling->sector = &sectors[(int) ceiling->sector];
+ ceiling->sector->specialdata = T_MoveCeiling;
+ P_AddActiveCeiling(ceiling);
+}
+
+//==========================================================================
+//
+// ArchiveScripts
+//
+//==========================================================================
+
+static void ArchiveScripts(void)
+{
+ int i;
+
+ StreamOutLong(ASEG_SCRIPTS);
+ for (i = 0; i < ACScriptCount; i++)
+ {
+ StreamOutWord(ACSInfo[i].state);
+ StreamOutWord(ACSInfo[i].waitValue);
+ }
+ StreamOutBuffer(MapVars, sizeof(MapVars));
+}
+
+//==========================================================================
+//
+// UnarchiveScripts
+//
+//==========================================================================
+
+static void UnarchiveScripts(void)
+{
+ int i;
+
+ AssertSegment(ASEG_SCRIPTS);
+ for (i = 0; i < ACScriptCount; i++)
+ {
+ ACSInfo[i].state = GET_WORD;
+ ACSInfo[i].waitValue = GET_WORD;
+ }
+ memcpy(MapVars, SavePtr.b, sizeof(MapVars));
+ SavePtr.b += sizeof(MapVars);
+}
+
+//==========================================================================
+//
+// ArchiveMisc
+//
+//==========================================================================
+
+static void ArchiveMisc(void)
+{
+ int ix;
+
+ StreamOutLong(ASEG_MISC);
+ for (ix = 0; ix < MAXPLAYERS; ix++)
+ {
+ StreamOutLong(localQuakeHappening[ix]);
+ }
+}
+
+//==========================================================================
+//
+// UnarchiveMisc
+//
+//==========================================================================
+
+static void UnarchiveMisc(void)
+{
+ int ix;
+
+ AssertSegment(ASEG_MISC);
+ for (ix = 0; ix < MAXPLAYERS; ix++)
+ {
+ localQuakeHappening[ix] = GET_LONG;
+ }
+}
+
+//==========================================================================
+//
+// RemoveAllThinkers
+//
+//==========================================================================
+
+static void RemoveAllThinkers(void)
+{
+ thinker_t *thinker;
+ thinker_t *nextThinker;
+
+ thinker = thinkercap.next;
+ while (thinker != &thinkercap)
+ {
+ nextThinker = thinker->next;
+ if (thinker->function == P_MobjThinker)
+ {
+ P_RemoveMobj((mobj_t *) thinker);
+ }
+ else
+ {
+ Z_Free(thinker);
+ }
+ thinker = nextThinker;
+ }
+ P_InitThinkers();
+}
+
+//==========================================================================
+//
+// ArchiveSounds
+//
+//==========================================================================
+
+static void ArchiveSounds(void)
+{
+ seqnode_t *node;
+ sector_t *sec;
+ int difference;
+ int i;
+
+ StreamOutLong(ASEG_SOUNDS);
+
+ // Save the sound sequences
+ StreamOutLong(ActiveSequences);
+ for (node = SequenceListHead; node; node = node->next)
+ {
+ StreamOutLong(node->sequence);
+ StreamOutLong(node->delayTics);
+ StreamOutLong(node->volume);
+ StreamOutLong(SN_GetSequenceOffset(node->sequence,
+ node->sequencePtr));
+ StreamOutLong(node->currentSoundID);
+ for (i = 0; i < po_NumPolyobjs; i++)
+ {
+ if (node->mobj == (mobj_t *) & polyobjs[i].startSpot)
+ {
+ break;
+ }
+ }
+ if (i == po_NumPolyobjs)
+ { // Sound is attached to a sector, not a polyobj
+ sec = R_PointInSubsector(node->mobj->x, node->mobj->y)->sector;
+ difference = (int) ((byte *) sec
+ - (byte *) & sectors[0]) / sizeof(sector_t);
+ StreamOutLong(0); // 0 -- sector sound origin
+ }
+ else
+ {
+ StreamOutLong(1); // 1 -- polyobj sound origin
+ difference = i;
+ }
+ StreamOutLong(difference);
+ }
+}
+
+//==========================================================================
+//
+// UnarchiveSounds
+//
+//==========================================================================
+
+static void UnarchiveSounds(void)
+{
+ int i;
+ int numSequences;
+ int sequence;
+ int delayTics;
+ int volume;
+ int seqOffset;
+ int soundID;
+ int polySnd;
+ int secNum;
+ mobj_t *sndMobj;
+
+ AssertSegment(ASEG_SOUNDS);
+
+ // Reload and restart all sound sequences
+ numSequences = GET_LONG;
+ i = 0;
+ while (i < numSequences)
+ {
+ sequence = GET_LONG;
+ delayTics = GET_LONG;
+ volume = GET_LONG;
+ seqOffset = GET_LONG;
+
+ soundID = GET_LONG;
+ polySnd = GET_LONG;
+ secNum = GET_LONG;
+ if (!polySnd)
+ {
+ sndMobj = (mobj_t *) & sectors[secNum].soundorg;
+ }
+ else
+ {
+ sndMobj = (mobj_t *) & polyobjs[secNum].startSpot;
+ }
+ SN_StartSequence(sndMobj, sequence);
+ SN_ChangeNodeData(i, seqOffset, delayTics, volume, soundID);
+ i++;
+ }
+}
+
+//==========================================================================
+//
+// ArchivePolyobjs
+//
+//==========================================================================
+
+static void ArchivePolyobjs(void)
+{
+ int i;
+
+ StreamOutLong(ASEG_POLYOBJS);
+ StreamOutLong(po_NumPolyobjs);
+ for (i = 0; i < po_NumPolyobjs; i++)
+ {
+ StreamOutLong(polyobjs[i].tag);
+ StreamOutLong(polyobjs[i].angle);
+ StreamOutLong(polyobjs[i].startSpot.x);
+ StreamOutLong(polyobjs[i].startSpot.y);
+ }
+}
+
+//==========================================================================
+//
+// UnarchivePolyobjs
+//
+//==========================================================================
+
+static void UnarchivePolyobjs(void)
+{
+ int i;
+ fixed_t deltaX;
+ fixed_t deltaY;
+
+ AssertSegment(ASEG_POLYOBJS);
+ if (GET_LONG != po_NumPolyobjs)
+ {
+ I_Error("UnarchivePolyobjs: Bad polyobj count");
+ }
+ for (i = 0; i < po_NumPolyobjs; i++)
+ {
+ if (GET_LONG != polyobjs[i].tag)
+ {
+ I_Error("UnarchivePolyobjs: Invalid polyobj tag");
+ }
+ PO_RotatePolyobj(polyobjs[i].tag, (angle_t) GET_LONG);
+ deltaX = GET_LONG - polyobjs[i].startSpot.x;
+ deltaY = GET_LONG - polyobjs[i].startSpot.y;
+ PO_MovePolyobj(polyobjs[i].tag, deltaX, deltaY);
+ }
+}
+
+//==========================================================================
+//
+// AssertSegment
+//
+//==========================================================================
+
+static void AssertSegment(gameArchiveSegment_t segType)
+{
+ if (GET_LONG != segType)
+ {
+ I_Error("Corrupt save game: Segment [%d] failed alignment check",
+ segType);
+ }
+}
+
+//==========================================================================
+//
+// ClearSaveSlot
+//
+// Deletes all save game files associated with a slot number.
+//
+//==========================================================================
+
+static void ClearSaveSlot(int slot)
+{
+ int i;
+ char fileName[100];
+
+ for (i = 0; i < MAX_MAPS; i++)
+ {
+ sprintf(fileName, "%shex%d%02d.hxs", SavePath, slot, i);
+ remove(fileName);
+ }
+ sprintf(fileName, "%shex%d.hxs", SavePath, slot);
+ remove(fileName);
+}
+
+//==========================================================================
+//
+// CopySaveSlot
+//
+// Copies all the save game files from one slot to another.
+//
+//==========================================================================
+
+static void CopySaveSlot(int sourceSlot, int destSlot)
+{
+ int i;
+ char sourceName[100];
+ char destName[100];
+
+ for (i = 0; i < MAX_MAPS; i++)
+ {
+ sprintf(sourceName, "%shex%d%02d.hxs", SavePath, sourceSlot, i);
+ if (ExistingFile(sourceName))
+ {
+ sprintf(destName, "%shex%d%02d.hxs", SavePath, destSlot, i);
+ CopyFile(sourceName, destName);
+ }
+ }
+ sprintf(sourceName, "%shex%d.hxs", SavePath, sourceSlot);
+ if (ExistingFile(sourceName))
+ {
+ sprintf(destName, "%shex%d.hxs", SavePath, destSlot);
+ CopyFile(sourceName, destName);
+ }
+}
+
+//==========================================================================
+//
+// CopyFile
+//
+//==========================================================================
+
+static void CopyFile(char *sourceName, char *destName)
+{
+ int length;
+ byte *buffer;
+
+ length = M_ReadFile(sourceName, &buffer);
+ M_WriteFile(destName, buffer, length);
+ Z_Free(buffer);
+}
+
+//==========================================================================
+//
+// ExistingFile
+//
+//==========================================================================
+
+static boolean ExistingFile(char *name)
+{
+ FILE *fp;
+
+ if ((fp = fopen(name, "rb")) != NULL)
+ {
+ fclose(fp);
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+//==========================================================================
+//
+// OpenStreamOut
+//
+//==========================================================================
+
+static void OpenStreamOut(char *fileName)
+{
+ SavingFP = fopen(fileName, "wb");
+}
+
+//==========================================================================
+//
+// CloseStreamOut
+//
+//==========================================================================
+
+static void CloseStreamOut(void)
+{
+ if (SavingFP)
+ {
+ fclose(SavingFP);
+ }
+}
+
+//==========================================================================
+//
+// StreamOutBuffer
+//
+//==========================================================================
+
+static void StreamOutBuffer(void *buffer, int size)
+{
+ fwrite(buffer, size, 1, SavingFP);
+}
+
+//==========================================================================
+//
+// StreamOutByte
+//
+//==========================================================================
+
+static void StreamOutByte(byte val)
+{
+ fwrite(&val, sizeof(byte), 1, SavingFP);
+}
+
+//==========================================================================
+//
+// StreamOutWord
+//
+//==========================================================================
+
+static void StreamOutWord(unsigned short val)
+{
+ fwrite(&val, sizeof(unsigned short), 1, SavingFP);
+}
+
+//==========================================================================
+//
+// StreamOutLong
+//
+//==========================================================================
+
+static void StreamOutLong(unsigned int val)
+{
+ fwrite(&val, sizeof(int), 1, SavingFP);
+}
diff --git a/src/hexen/textdefs.h b/src/hexen/textdefs.h
new file mode 100644
index 00000000..76f15c06
--- /dev/null
+++ b/src/hexen/textdefs.h
@@ -0,0 +1,180 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+// MN_menu.c ---------------------------------------------------------------
+
+#define PRESSKEY "press a key."
+#define PRESSYN "press y or n."
+#define TXT_PAUSED "PAUSED"
+#define QUITMSG "are you sure you want to\nquit this great game?"
+#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
+#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
+#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
+#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
+#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
+#define QLPROMPT "do you want to quickload the game named"\
+ "\n\n'%s'?\n\n"PRESSYN
+#define NEWGAME "you can't start a new game\n"\
+ "while in a network game.\n\n"PRESSKEY
+#define MSGOFF "Messages OFF"
+#define MSGON "Messages ON"
+#define NETEND "you can't end a netgame!\n\n"PRESSKEY
+#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
+#define DOSY "(press y to quit to dos.)"
+#define TXT_GAMMA_LEVEL_OFF "GAMMA CORRECTION OFF"
+#define TXT_GAMMA_LEVEL_1 "GAMMA CORRECTION LEVEL 1"
+#define TXT_GAMMA_LEVEL_2 "GAMMA CORRECTION LEVEL 2"
+#define TXT_GAMMA_LEVEL_3 "GAMMA CORRECTION LEVEL 3"
+#define TXT_GAMMA_LEVEL_4 "GAMMA CORRECTION LEVEL 4"
+#define EMPTYSTRING "empty slot"
+
+// P_inter.c ---------------------------------------------------------------
+
+// Mana
+
+#define TXT_MANA_1 "BLUE MANA"
+#define TXT_MANA_2 "GREEN MANA"
+#define TXT_MANA_BOTH "COMBINED MANA"
+
+// Keys
+
+#define TXT_KEY_STEEL "STEEL KEY"
+#define TXT_KEY_CAVE "CAVE KEY"
+#define TXT_KEY_AXE "AXE KEY"
+#define TXT_KEY_FIRE "FIRE KEY"
+#define TXT_KEY_EMERALD "EMERALD KEY"
+#define TXT_KEY_DUNGEON "DUNGEON KEY"
+#define TXT_KEY_SILVER "SILVER KEY"
+#define TXT_KEY_RUSTED "RUSTED KEY"
+#define TXT_KEY_HORN "HORN KEY"
+#define TXT_KEY_SWAMP "SWAMP KEY"
+#define TXT_KEY_CASTLE "CASTLE KEY"
+
+// Artifacts
+
+#define TXT_ARTIINVULNERABILITY "ICON OF THE DEFENDER"
+#define TXT_ARTIHEALTH "QUARTZ FLASK"
+#define TXT_ARTISUPERHEALTH "MYSTIC URN"
+#define TXT_ARTISUMMON "DARK SERVANT"
+#define TXT_ARTITORCH "TORCH"
+#define TXT_ARTIEGG "PORKALATOR"
+#define TXT_ARTIFLY "WINGS OF WRATH"
+#define TXT_ARTITELEPORT "CHAOS DEVICE"
+#define TXT_ARTIPOISONBAG "FLECHETTE"
+#define TXT_ARTITELEPORTOTHER "BANISHMENT DEVICE"
+#define TXT_ARTISPEED "BOOTS OF SPEED"
+#define TXT_ARTIBOOSTMANA "KRATER OF MIGHT"
+#define TXT_ARTIBOOSTARMOR "DRAGONSKIN BRACERS"
+#define TXT_ARTIBLASTRADIUS "DISC OF REPULSION"
+#define TXT_ARTIHEALINGRADIUS "MYSTIC AMBIT INCANT"
+
+// Puzzle artifacts
+
+#define TXT_ARTIPUZZSKULL "YORICK'S SKULL"
+#define TXT_ARTIPUZZGEMBIG "HEART OF D'SPARIL"
+#define TXT_ARTIPUZZGEMRED "RUBY PLANET"
+#define TXT_ARTIPUZZGEMGREEN1 "EMERALD PLANET"
+#define TXT_ARTIPUZZGEMGREEN2 "EMERALD PLANET"
+#define TXT_ARTIPUZZGEMBLUE1 "SAPPHIRE PLANET"
+#define TXT_ARTIPUZZGEMBLUE2 "SAPPHIRE PLANET"
+#define TXT_ARTIPUZZBOOK1 "DAEMON CODEX"
+#define TXT_ARTIPUZZBOOK2 "LIBER OSCURA"
+#define TXT_ARTIPUZZSKULL2 "FLAME MASK"
+#define TXT_ARTIPUZZFWEAPON "GLAIVE SEAL"
+#define TXT_ARTIPUZZCWEAPON "HOLY RELIC"
+#define TXT_ARTIPUZZMWEAPON "SIGIL OF THE MAGUS"
+#define TXT_ARTIPUZZGEAR "CLOCK GEAR"
+#define TXT_USEPUZZLEFAILED "YOU CANNOT USE THIS HERE"
+
+// Items
+
+#define TXT_ITEMHEALTH "CRYSTAL VIAL"
+#define TXT_ITEMBAGOFHOLDING "BAG OF HOLDING"
+#define TXT_ITEMSHIELD1 "SILVER SHIELD"
+#define TXT_ITEMSHIELD2 "ENCHANTED SHIELD"
+#define TXT_ITEMSUPERMAP "MAP SCROLL"
+#define TXT_ARMOR1 "MESH ARMOR"
+#define TXT_ARMOR2 "FALCON SHIELD"
+#define TXT_ARMOR3 "PLATINUM HELMET"
+#define TXT_ARMOR4 "AMULET OF WARDING"
+
+// Weapons
+
+#define TXT_WEAPON_F2 "TIMON'S AXE"
+#define TXT_WEAPON_F3 "HAMMER OF RETRIBUTION"
+#define TXT_WEAPON_F4 "QUIETUS ASSEMBLED"
+#define TXT_WEAPON_C2 "SERPENT STAFF"
+#define TXT_WEAPON_C3 "FIRESTORM"
+#define TXT_WEAPON_C4 "WRAITHVERGE ASSEMBLED"
+#define TXT_WEAPON_M2 "FROST SHARDS"
+#define TXT_WEAPON_M3 "ARC OF DEATH"
+#define TXT_WEAPON_M4 "BLOODSCOURGE ASSEMBLED"
+#define TXT_QUIETUS_PIECE "SEGMENT OF QUIETUS"
+#define TXT_WRAITHVERGE_PIECE "SEGMENT OF WRAITHVERGE"
+#define TXT_BLOODSCOURGE_PIECE "SEGMENT OF BLOODSCOURGE"
+
+// SB_bar.c ----------------------------------------------------------------
+
+#define TXT_CHEATGODON "GOD MODE ON"
+#define TXT_CHEATGODOFF "GOD MODE OFF"
+#define TXT_CHEATNOCLIPON "NO CLIPPING ON"
+#define TXT_CHEATNOCLIPOFF "NO CLIPPING OFF"
+#define TXT_CHEATWEAPONS "ALL WEAPONS"
+#define TXT_CHEATHEALTH "FULL HEALTH"
+#define TXT_CHEATKEYS "ALL KEYS"
+#define TXT_CHEATSOUNDON "SOUND DEBUG ON"
+#define TXT_CHEATSOUNDOFF "SOUND DEBUG OFF"
+#define TXT_CHEATTICKERON "TICKER ON"
+#define TXT_CHEATTICKEROFF "TICKER OFF"
+#define TXT_CHEATARTIFACTS3 "ALL ARTIFACTS"
+#define TXT_CHEATARTIFACTSFAIL "BAD INPUT"
+#define TXT_CHEATWARP "LEVEL WARP"
+#define TXT_CHEATSCREENSHOT "SCREENSHOT"
+#define TXT_CHEATIDDQD "TRYING TO CHEAT, EH? NOW YOU DIE!"
+#define TXT_CHEATIDKFA "CHEATER - YOU DON'T DESERVE WEAPONS"
+#define TXT_CHEATBADINPUT "BAD INPUT"
+#define TXT_CHEATNOMAP "CAN'T FIND MAP"
+
+// G_game.c ----------------------------------------------------------------
+
+#define TXT_GAMESAVED "GAME SAVED"
+
+// M_misc.c ----------------------------------------------------------------
+
+#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
+#define HUSTR_CHATMACRO2 "I'm OK."
+#define HUSTR_CHATMACRO3 "I'm not looking too good!"
+#define HUSTR_CHATMACRO4 "Help!"
+#define HUSTR_CHATMACRO5 "You suck!"
+#define HUSTR_CHATMACRO6 "Next time, scumbag..."
+#define HUSTR_CHATMACRO7 "Come here!"
+#define HUSTR_CHATMACRO8 "I'll take care of it."
+#define HUSTR_CHATMACRO9 "Yes"
+#define HUSTR_CHATMACRO0 "No"
+
+// AM_map.c ----------------------------------------------------------------
+
+#define AMSTR_FOLLOWON "FOLLOW MODE ON"
+#define AMSTR_FOLLOWOFF "FOLLOW MODE OFF"
diff --git a/src/hexen/xddefs.h b/src/hexen/xddefs.h
new file mode 100644
index 00000000..ff7f2a93
--- /dev/null
+++ b/src/hexen/xddefs.h
@@ -0,0 +1,197 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __XDDEFS__
+#define __XDDEFS__
+
+#include "doomtype.h"
+#include "v_patch.h"
+
+//--------------------------------------------------------------------------
+//
+// Map level types
+//
+//--------------------------------------------------------------------------
+
+// lump order in a map wad
+enum
+{
+ ML_LABEL,
+ ML_THINGS,
+ ML_LINEDEFS,
+ ML_SIDEDEFS,
+ ML_VERTEXES,
+ ML_SEGS,
+ ML_SSECTORS,
+ ML_NODES,
+ ML_SECTORS,
+ ML_REJECT,
+ ML_BLOCKMAP,
+ ML_BEHAVIOR
+};
+
+typedef struct
+{
+ short x;
+ short y;
+} PACKEDATTR mapvertex_t;
+
+typedef struct
+{
+ short textureoffset;
+ short rowoffset;
+ char toptexture[8];
+ char bottomtexture[8];
+ char midtexture[8];
+ short sector; // on viewer's side
+} PACKEDATTR mapsidedef_t;
+
+typedef struct
+{
+ short v1;
+ short v2;
+ short flags;
+ byte special;
+ byte arg1;
+ byte arg2;
+ byte arg3;
+ byte arg4;
+ byte arg5;
+ short sidenum[2]; // sidenum[1] will be -1 if one sided
+} PACKEDATTR maplinedef_t;
+
+#define ML_BLOCKING 0x0001
+#define ML_BLOCKMONSTERS 0x0002
+#define ML_TWOSIDED 0x0004
+#define ML_DONTPEGTOP 0x0008
+#define ML_DONTPEGBOTTOM 0x0010
+#define ML_SECRET 0x0020 // don't map as two sided: IT'S A SECRET!
+#define ML_SOUNDBLOCK 0x0040 // don't let sound cross two of these
+#define ML_DONTDRAW 0x0080 // don't draw on the automap
+#define ML_MAPPED 0x0100 // set if already drawn in automap
+#define ML_REPEAT_SPECIAL 0x0200 // special is repeatable
+#define ML_SPAC_SHIFT 10
+#define ML_SPAC_MASK 0x1c00
+#define GET_SPAC(flags) ((flags&ML_SPAC_MASK)>>ML_SPAC_SHIFT)
+
+// Special activation types
+#define SPAC_CROSS 0 // when player crosses line
+#define SPAC_USE 1 // when player uses line
+#define SPAC_MCROSS 2 // when monster crosses line
+#define SPAC_IMPACT 3 // when projectile hits line
+#define SPAC_PUSH 4 // when player/monster pushes line
+#define SPAC_PCROSS 5 // when projectile crosses line
+
+typedef struct
+{
+ short floorheight;
+ short ceilingheight;
+ char floorpic[8];
+ char ceilingpic[8];
+ short lightlevel;
+ short special;
+ short tag;
+} PACKEDATTR mapsector_t;
+
+typedef struct
+{
+ short numsegs;
+ short firstseg; // segs are stored sequentially
+} PACKEDATTR mapsubsector_t;
+
+typedef struct
+{
+ short v1;
+ short v2;
+ short angle;
+ short linedef;
+ short side;
+ short offset;
+} PACKEDATTR mapseg_t;
+
+#define NF_SUBSECTOR 0x8000
+typedef struct
+{
+ short x, y, dx, dy; // partition line
+ short bbox[2][4]; // bounding box for each child
+ unsigned short children[2]; // if NF_SUBSECTOR its a subsector
+} PACKEDATTR mapnode_t;
+
+typedef struct
+{
+ short tid;
+ short x;
+ short y;
+ short height;
+ short angle;
+ short type;
+ short options;
+ byte special;
+ byte arg1;
+ byte arg2;
+ byte arg3;
+ byte arg4;
+ byte arg5;
+} PACKEDATTR mapthing_t;
+
+#define MTF_EASY 1
+#define MTF_NORMAL 2
+#define MTF_HARD 4
+#define MTF_AMBUSH 8
+#define MTF_DORMANT 16
+#define MTF_FIGHTER 32
+#define MTF_CLERIC 64
+#define MTF_MAGE 128
+#define MTF_GSINGLE 256
+#define MTF_GCOOP 512
+#define MTF_GDEATHMATCH 1024
+
+//--------------------------------------------------------------------------
+//
+// Texture definition
+//
+//--------------------------------------------------------------------------
+
+typedef struct
+{
+ short originx;
+ short originy;
+ short patch;
+ short stepdir;
+ short colormap;
+} PACKEDATTR mappatch_t;
+
+typedef struct
+{
+ char name[8];
+ boolean masked;
+ short width;
+ short height;
+ int obsolete;
+ short patchcount;
+ mappatch_t patches[1];
+} PACKEDATTR maptexture_t;
+
+#endif // __XDDEFS__
diff --git a/src/i_cdmus.c b/src/i_cdmus.c
new file mode 100644
index 00000000..94ac47c6
--- /dev/null
+++ b/src/i_cdmus.c
@@ -0,0 +1,182 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// SDL implementation of the Hexen CD interface.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+
+#include "SDL.h"
+#include "SDL_cdrom.h"
+
+#include "doomtype.h"
+
+#include "i_cdmus.h"
+
+static SDL_CD *cd_handle = NULL;
+
+int cd_Error;
+
+int I_CDMusInit(void)
+{
+ int drive_num = 0;
+
+ // TODO: config variable to control CDROM to use.
+
+ cd_handle = SDL_CDOpen(drive_num);
+
+ if (cd_handle == NULL)
+ {
+ fprintf(stderr, "I_CDMusInit: Failed to open CD-ROM drive.\n");
+ cd_Error = 1;
+ return -1;
+ }
+
+ if (!CD_INDRIVE(cd_handle->status))
+ {
+ fprintf(stderr, "I_CDMusInit: '%s': no CD in drive.\n",
+ SDL_CDName(drive_num));
+ cd_Error = 1;
+ return -1;
+ }
+
+ cd_Error = 0;
+
+ return 0;
+}
+
+int I_CDMusPlay(int track)
+{
+ int result;
+
+ if (cd_handle == NULL)
+ {
+ cd_Error = 1;
+ return -1;
+ }
+
+ // Play one track
+ // Track is indexed from 1.
+
+ result = SDL_CDPlayTracks(cd_handle, track - 1, 0, 1, 0);
+
+ cd_Error = 0;
+ return result;
+}
+
+int I_CDMusStop(void)
+{
+ int result;
+
+ result = SDL_CDStop(cd_handle);
+
+ cd_Error = 0;
+
+ return result;
+}
+
+int I_CDMusResume(void)
+{
+ int result;
+
+ result = SDL_CDResume(cd_handle);
+
+ cd_Error = 0;
+
+ return result;
+}
+
+int I_CDMusSetVolume(int volume)
+{
+ /* Not supported yet */
+
+ cd_Error = 0;
+
+ return 0;
+}
+
+int I_CDMusFirstTrack(void)
+{
+ int i;
+
+ if (cd_handle == NULL)
+ {
+ cd_Error = 1;
+ return -1;
+ }
+
+ // Find the first audio track.
+
+ for (i=0; i<cd_handle->numtracks; ++i)
+ {
+ if (cd_handle->track[i].type == SDL_AUDIO_TRACK)
+ {
+ cd_Error = 0;
+
+ // Tracks are indexed from 1.
+ return i + 1;
+ }
+ }
+
+ /* Don't know? */
+
+ cd_Error = 1;
+
+ return -1;
+}
+
+int I_CDMusLastTrack(void)
+{
+ if (cd_handle == NULL)
+ {
+ cd_Error = 1;
+ return -1;
+ }
+
+ cd_Error = 0;
+
+ return cd_handle->numtracks;
+}
+
+int I_CDMusTrackLength(int track_num)
+{
+ SDL_CDtrack *track;
+
+ if (cd_handle == NULL || track_num < 1 || track_num > cd_handle->numtracks)
+ {
+ cd_Error = 1;
+ return -1;
+ }
+
+ // Track number is indexed from 1.
+
+ track = &cd_handle->track[track_num - 1];
+
+ // Round up to the next second
+
+ cd_Error = 0;
+
+ return (track->length + CD_FPS - 1) / CD_FPS;
+}
+
diff --git a/src/i_cdmus.h b/src/i_cdmus.h
new file mode 100644
index 00000000..3915a986
--- /dev/null
+++ b/src/i_cdmus.h
@@ -0,0 +1,48 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+// i_cdmus.h
+
+#ifndef __ICDMUS__
+#define __ICDMUS__
+
+#define CDERR_NOTINSTALLED 10 // MSCDEX not installed
+#define CDERR_NOAUDIOSUPPORT 11 // CD-ROM Doesn't support audio
+#define CDERR_NOAUDIOTRACKS 12 // Current CD has no audio tracks
+#define CDERR_BADDRIVE 20 // Bad drive number
+#define CDERR_BADTRACK 21 // Bad track number
+#define CDERR_IOCTLBUFFMEM 22 // Not enough low memory for IOCTL
+#define CDERR_DEVREQBASE 100 // DevReq errors
+
+extern int cd_Error;
+
+int I_CDMusInit(void);
+int I_CDMusPlay(int track);
+int I_CDMusStop(void);
+int I_CDMusResume(void);
+int I_CDMusSetVolume(int volume);
+int I_CDMusFirstTrack(void);
+int I_CDMusLastTrack(void);
+int I_CDMusTrackLength(int track);
+
+#endif
diff --git a/src/i_endoom.c b/src/i_endoom.c
new file mode 100644
index 00000000..021a3604
--- /dev/null
+++ b/src/i_endoom.c
@@ -0,0 +1,82 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005-8 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Exit text-mode ENDOOM screen.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <string.h>
+
+#include "doomtype.h"
+#include "i_video.h"
+
+#include "txt_main.h"
+
+#define ENDOOM_W 80
+#define ENDOOM_H 25
+
+//
+// Displays the text mode ending screen after the game quits
+//
+
+void I_Endoom(byte *endoom_data)
+{
+ unsigned char *screendata;
+ int y;
+ int indent;
+
+ // Set up text mode screen
+
+ TXT_Init();
+
+ // Write the data to the screen memory
+
+ screendata = TXT_GetScreenData();
+
+ indent = (ENDOOM_W - TXT_SCREEN_W) / 2;
+
+ for (y=0; y<TXT_SCREEN_H; ++y)
+ {
+ memcpy(screendata + (y * TXT_SCREEN_W * 2),
+ endoom_data + (y * ENDOOM_W + indent) * 2,
+ TXT_SCREEN_W * 2);
+ }
+
+ // Wait for a keypress
+
+ while (true)
+ {
+ TXT_UpdateScreen();
+
+ if (TXT_GetChar() >= 0)
+ {
+ break;
+ }
+
+ TXT_Sleep(0);
+ }
+
+ // Shut down text mode screen
+
+ TXT_Shutdown();
+}
+
diff --git a/src/i_endoom.h b/src/i_endoom.h
new file mode 100644
index 00000000..b4fa34dd
--- /dev/null
+++ b/src/i_endoom.h
@@ -0,0 +1,37 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Exit text-mode ENDOOM screen.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __I_ENDOOM__
+#define __I_ENDOOM__
+
+// Display the Endoom screen on shutdown. Pass a pointer to the
+// ENDOOM lump.
+
+void I_Endoom(byte *data);
+
+#endif
+
diff --git a/src/i_joystick.c b/src/i_joystick.c
index d48e8409..7767c19d 100644
--- a/src/i_joystick.c
+++ b/src/i_joystick.c
@@ -31,12 +31,12 @@
#include <stdio.h>
#include <string.h>
-#include "doomdef.h"
#include "doomtype.h"
#include "d_event.h"
-#include "d_main.h"
#include "i_joystick.h"
+#include "m_config.h"
+
// When an axis is within the dead zone, it is set to zero.
// This is 5% of the full range:
@@ -48,23 +48,23 @@ static SDL_Joystick *joystick = NULL;
// Standard default.cfg Joystick enable/disable
-extern int usejoystick;
+static int usejoystick = 0;
// Joystick to use, as an SDL joystick index:
-int joystick_index = -1;
+static int joystick_index = -1;
// Which joystick axis to use for horizontal movement, and whether to
// invert the direction:
-int joystick_x_axis = 0;
-int joystick_x_invert = 0;
+static int joystick_x_axis = 0;
+static int joystick_x_invert = 0;
// Which joystick axis to use for vertical movement, and whether to
// invert the direction:
-int joystick_y_axis = 1;
-int joystick_y_invert = 0;
+static int joystick_y_axis = 1;
+static int joystick_y_invert = 0;
void I_InitJoystick(void)
{
@@ -186,3 +186,13 @@ void I_UpdateJoystick(void)
}
}
+void I_BindJoystickVariables(void)
+{
+ M_BindVariable("use_joystick", &usejoystick);
+ M_BindVariable("joystick_index", &joystick_index);
+ M_BindVariable("joystick_x_axis", &joystick_x_axis);
+ M_BindVariable("joystick_y_axis", &joystick_y_axis);
+ M_BindVariable("joystick_x_invert", &joystick_x_invert);
+ M_BindVariable("joystick_y_invert", &joystick_y_invert);
+}
+
diff --git a/src/i_joystick.h b/src/i_joystick.h
index bedf5437..98cd218b 100644
--- a/src/i_joystick.h
+++ b/src/i_joystick.h
@@ -27,15 +27,11 @@
#ifndef __I_JOYSTICK__
#define __I_JOYSTICK__
-extern int joystick_index;
-extern int joystick_x_axis;
-extern int joystick_x_invert;
-extern int joystick_y_axis;
-extern int joystick_y_invert;
-
void I_InitJoystick(void);
void I_ShutdownJoystick(void);
void I_UpdateJoystick(void);
+void I_BindJoystickVariables(void);
+
#endif /* #ifndef __I_JOYSTICK__ */
diff --git a/src/i_main.c b/src/i_main.c
index cdfb531a..1ccc52c0 100644
--- a/src/i_main.c
+++ b/src/i_main.c
@@ -24,15 +24,23 @@
//
//-----------------------------------------------------------------------------
-
#include "config.h"
+#include <stdio.h>
+
#include "SDL.h"
-#include "doomdef.h"
+#include "doomtype.h"
#include "i_system.h"
#include "m_argv.h"
-#include "d_main.h"
+
+//
+// D_DoomMain()
+// Not a globally visible function, just included for source reference,
+// calls all startup code, parses command line options.
+//
+
+void D_DoomMain (void);
#if defined(_WIN32_WCE)
@@ -71,7 +79,6 @@ static void LockCPUAffinity(void)
fprintf(stderr, "Failed to load kernel32.dll\n");
return;
}
-
// Find the SetProcessAffinityMask function.
SetAffinity = (SetAffinityFunc)GetProcAddress(kernel32_dll, "SetProcessAffinityMask");
diff --git a/src/i_pcsound.c b/src/i_pcsound.c
index dce7f2b6..907aeb54 100644
--- a/src/i_pcsound.c
+++ b/src/i_pcsound.c
@@ -24,13 +24,12 @@
//-----------------------------------------------------------------------------
#include "SDL.h"
+#include <string.h>
-#include "doomdef.h"
#include "doomtype.h"
-#include "deh_main.h"
-#include "s_sound.h"
-#include "sounds.h"
+#include "deh_str.h"
+#include "i_sound.h"
#include "w_wad.h"
#include "z_zone.h"
@@ -40,6 +39,7 @@
static boolean pcs_initialized = false;
static SDL_mutex *sound_lock;
+static boolean use_sfx_prefix;
static uint8_t *current_sound_lump = NULL;
static uint8_t *current_sound_pos = NULL;
@@ -103,7 +103,7 @@ static void PCSCallbackFunc(int *duration, int *freq)
SDL_UnlockMutex(sound_lock);
}
-static boolean CachePCSLump(int sound_id)
+static boolean CachePCSLump(sfxinfo_t *sfxinfo)
{
int lumplen;
int headerlen;
@@ -118,8 +118,8 @@ static boolean CachePCSLump(int sound_id)
// Load from WAD
- current_sound_lump = W_CacheLumpNum(S_sfx[sound_id].lumpnum, PU_STATIC);
- lumplen = W_LumpLength(S_sfx[sound_id].lumpnum);
+ current_sound_lump = W_CacheLumpNum(sfxinfo->lumpnum, PU_STATIC);
+ lumplen = W_LumpLength(sfxinfo->lumpnum);
// Read header
@@ -139,12 +139,39 @@ static boolean CachePCSLump(int sound_id)
current_sound_remaining = headerlen;
current_sound_pos = current_sound_lump + 4;
- current_sound_lump_num = S_sfx[sound_id].lumpnum;
+ current_sound_lump_num = sfxinfo->lumpnum;
return true;
}
-static int I_PCS_StartSound(int id,
+// These Doom PC speaker sounds are not played - this can be seen in the
+// Heretic source code, where there are remnants of this left over
+// from Doom.
+
+static boolean IsDisabledSound(sfxinfo_t *sfxinfo)
+{
+ int i;
+ const char *disabled_sounds[] = {
+ "posact",
+ "bgact",
+ "dmact",
+ "dmpain",
+ "popain",
+ "sawidl",
+ };
+
+ for (i=0; i<arrlen(disabled_sounds); ++i)
+ {
+ if (!strcmp(sfxinfo->name, disabled_sounds[i]))
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+static int I_PCS_StartSound(sfxinfo_t *sfxinfo,
int channel,
int vol,
int sep)
@@ -156,12 +183,7 @@ static int I_PCS_StartSound(int id,
return -1;
}
- // These PC speaker sounds are not played - this can be seen in the
- // Heretic source code, where there are remnants of this left over
- // from Doom.
-
- if (id == sfx_posact || id == sfx_bgact || id == sfx_dmact
- || id == sfx_dmpain || id == sfx_popain || id == sfx_sawidl)
+ if (IsDisabledSound(sfxinfo))
{
return -1;
}
@@ -171,7 +193,7 @@ static int I_PCS_StartSound(int id,
return -1;
}
- result = CachePCSLump(id);
+ result = CachePCSLump(sfxinfo);
if (result)
{
@@ -221,8 +243,15 @@ static int I_PCS_GetSfxLumpNum(sfxinfo_t* sfx)
{
char namebuf[9];
- sprintf(namebuf, "dp%s", DEH_String(sfx->name));
-
+ if (use_sfx_prefix)
+ {
+ sprintf(namebuf, "dp%s", DEH_String(sfx->name));
+ }
+ else
+ {
+ strcpy(namebuf, DEH_String(sfx->name));
+ }
+
return W_GetNumForName(namebuf);
}
@@ -242,8 +271,10 @@ static boolean I_PCS_SoundIsPlaying(int handle)
return current_sound_lump != NULL && current_sound_remaining > 0;
}
-static boolean I_PCS_InitSound(void)
+static boolean I_PCS_InitSound(boolean _use_sfx_prefix)
{
+ use_sfx_prefix = _use_sfx_prefix;
+
// Use the sample rate from the configuration file
PCSound_SetSampleRate(snd_samplerate);
diff --git a/src/i_scale.c b/src/i_scale.c
index a022ab15..4f08f5d6 100644
--- a/src/i_scale.c
+++ b/src/i_scale.c
@@ -26,7 +26,10 @@
//
//-----------------------------------------------------------------------------
-#include "doomdef.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
#include "doomtype.h"
#include "i_video.h"
@@ -36,7 +39,7 @@
#define inline __inline
#endif
-// Should be screens[0]
+// Should be I_VideoBuffer
static byte *src_buffer;
diff --git a/src/i_sdlmusic.c b/src/i_sdlmusic.c
index 7f9bd8ec..1e907739 100644
--- a/src/i_sdlmusic.c
+++ b/src/i_sdlmusic.c
@@ -27,16 +27,17 @@
#include <stdio.h>
#include <stdlib.h>
+#include <string.h>
#include "SDL.h"
#include "SDL_mixer.h"
-#include "doomdef.h"
+#include "doomtype.h"
#include "memio.h"
#include "mus2mid.h"
-#include "deh_main.h"
+#include "deh_str.h"
+#include "i_sound.h"
#include "m_misc.h"
-#include "s_sound.h"
#include "w_wad.h"
#include "z_zone.h"
@@ -164,7 +165,7 @@ static void I_SDL_SetMusicVolume(int volume)
// Start playing a mid
-static void I_SDL_PlaySong(void *handle, int looping)
+static void I_SDL_PlaySong(void *handle, boolean looping)
{
Mix_Music *music = (Mix_Music *) handle;
int loops;
diff --git a/src/i_sdlsound.c b/src/i_sdlsound.c
index d51345c7..0b3f8aa3 100644
--- a/src/i_sdlsound.c
+++ b/src/i_sdlsound.c
@@ -2,7 +2,7 @@
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
+// Copyright(C) 2005-8 Simon Howard
// Copyright(C) 2008 David Flater
//
// This program is free software; you can redistribute it and/or
@@ -30,8 +30,8 @@
#include <stdio.h>
#include <stdlib.h>
+#include <string.h>
#include <assert.h>
-#include <math.h>
#include "SDL.h"
#include "SDL_mixer.h"
@@ -39,14 +39,14 @@
#include <samplerate.h>
#endif
-#include "deh_main.h"
+#include "deh_str.h"
+#include "i_sound.h"
#include "i_system.h"
-#include "s_sound.h"
#include "m_argv.h"
#include "w_wad.h"
#include "z_zone.h"
-#include "doomdef.h"
+#include "doomtype.h"
#define LOW_PASS_FILTER
#define MAX_SOUND_SLICE_TIME 70 /* ms */
@@ -54,12 +54,16 @@
static boolean sound_initialized = false;
-static Mix_Chunk sound_chunks[NUMSFX];
-static int channels_playing[NUM_CHANNELS];
+static sfxinfo_t *channels_playing[NUM_CHANNELS];
static int mixer_freq;
static Uint16 mixer_format;
static int mixer_channels;
+static boolean use_sfx_prefix;
+static void (*ExpandSoundData)(sfxinfo_t *sfxinfo,
+ byte *data,
+ int samplerate,
+ int length) = NULL;
int use_libsamplerate = 0;
@@ -70,34 +74,51 @@ int use_libsamplerate = 0;
static void ReleaseSoundOnChannel(int channel)
{
int i;
- int id = channels_playing[channel];
+ sfxinfo_t *sfxinfo = channels_playing[channel];
- if (!id)
+ if (sfxinfo == NULL)
{
return;
}
- channels_playing[channel] = sfx_None;
+ channels_playing[channel] = NULL;
-#ifdef HAVE_LIBSAMPLERATE
- // Don't allow precached sounds to be swapped out.
- if (use_libsamplerate)
- return;
-#endif
-
for (i=0; i<NUM_CHANNELS; ++i)
{
// Playing on this channel? if so, don't release.
- if (channels_playing[i] == id)
+ if (channels_playing[i] == sfxinfo)
return;
}
// Not used on any channel, and can be safely released
-
- Z_ChangeTag(sound_chunks[id].abuf, PU_CACHE);
+
+ Z_ChangeTag(sfxinfo->driver_data, PU_CACHE);
}
+// Allocate a new Mix_Chunk along with its data, storing
+// the result in the variable pointed to by variable
+
+static Mix_Chunk *AllocateChunk(sfxinfo_t *sfxinfo, uint32_t len)
+{
+ Mix_Chunk *chunk;
+
+ // Allocate the chunk and the audio buffer together
+
+ chunk = Z_Malloc(len + sizeof(Mix_Chunk),
+ PU_STATIC,
+ &sfxinfo->driver_data);
+ sfxinfo->driver_data = chunk;
+
+ // Skip past the chunk structure for the audio buffer
+
+ chunk->abuf = (byte *) (chunk + 1);
+ chunk->alen = len;
+ chunk->allocated = 1;
+ chunk->volume = MIX_MAX_VOLUME;
+
+ return chunk;
+}
#ifdef HAVE_LIBSAMPLERATE
@@ -128,6 +149,114 @@ static int SRC_ConversionMode(void)
}
}
+// libsamplerate-based generic sound expansion function for any sample rate
+// unsigned 8 bits --> signed 16 bits
+// mono --> stereo
+// samplerate --> mixer_freq
+// Returns number of clipped samples.
+// DWF 2008-02-10 with cleanups by Simon Howard.
+
+static void ExpandSoundData_SRC(sfxinfo_t *sfxinfo,
+ byte *data,
+ int samplerate,
+ int length)
+{
+ SRC_DATA src_data;
+ uint32_t i, abuf_index=0, clipped=0;
+ uint32_t alen;
+ int retn;
+ int16_t *expanded;
+ Mix_Chunk *chunk;
+
+ src_data.input_frames = length;
+ src_data.data_in = malloc(length * sizeof(float));
+ src_data.src_ratio = (double)mixer_freq / samplerate;
+
+ // We include some extra space here in case of rounding-up.
+ src_data.output_frames = src_data.src_ratio * length + (mixer_freq / 4);
+ src_data.data_out = malloc(src_data.output_frames * sizeof(float));
+
+ assert(src_data.data_in != NULL && src_data.data_out != NULL);
+
+ // Convert input data to floats
+
+ for (i=0; i<length; ++i)
+ {
+ // Unclear whether 128 should be interpreted as "zero" or whether a
+ // symmetrical range should be assumed. The following assumes a
+ // symmetrical range.
+ src_data.data_in[i] = data[i] / 127.5 - 1;
+ }
+
+ // Do the sound conversion
+
+ retn = src_simple(&src_data, SRC_ConversionMode(), 1);
+ assert(retn == 0);
+
+ // Allocate the new chunk.
+
+ alen = src_data.output_frames_gen * 4;
+
+ chunk = AllocateChunk(sfxinfo, src_data.output_frames_gen * 4);
+ expanded = (int16_t *) chunk->abuf;
+
+ // Convert the result back into 16-bit integers.
+
+ for (i=0; i<src_data.output_frames_gen; ++i)
+ {
+ // libsamplerate does not limit itself to the -1.0 .. 1.0 range on
+ // output, so a multiplier less than INT16_MAX (32767) is required
+ // to avoid overflows or clipping. However, the smaller the
+ // multiplier, the quieter the sound effects get, and the more you
+ // have to turn down the music to keep it in balance.
+
+ // 22265 is the largest multiplier that can be used to resample all
+ // of the Vanilla DOOM sound effects to 48 kHz without clipping
+ // using SRC_SINC_BEST_QUALITY. It is close enough (only slightly
+ // too conservative) for SRC_SINC_MEDIUM_QUALITY and
+ // SRC_SINC_FASTEST. PWADs with interestingly different sound
+ // effects or target rates other than 48 kHz might still result in
+ // clipping--I don't know if there's a limit to it.
+
+ // As the number of clipped samples increases, the signal is
+ // gradually overtaken by noise, with the loudest parts going first.
+ // However, a moderate amount of clipping is often tolerated in the
+ // quest for the loudest possible sound overall. The results of
+ // using INT16_MAX as the multiplier are not all that bad, but
+ // artifacts are noticeable during the loudest parts.
+
+ float cvtval_f = src_data.data_out[i] * 22265;
+ int32_t cvtval_i = cvtval_f + (cvtval_f < 0 ? -0.5 : 0.5);
+
+ // Asymmetrical sound worries me, so we won't use -32768.
+ if (cvtval_i < -INT16_MAX)
+ {
+ cvtval_i = -INT16_MAX;
+ ++clipped;
+ }
+ else if (cvtval_i > INT16_MAX)
+ {
+ cvtval_i = INT16_MAX;
+ ++clipped;
+ }
+
+ // Left and right channels
+
+ expanded[abuf_index++] = cvtval_i;
+ expanded[abuf_index++] = cvtval_i;
+ }
+
+ free(src_data.data_in);
+ free(src_data.data_out);
+
+ if (clipped > 0)
+ {
+ fprintf(stderr, "Sound '%s': clipped %u samples (%0.2f %%)\n",
+ sfxinfo->name, clipped,
+ 400.0 * clipped / chunk->alen);
+ }
+}
+
#endif
static boolean ConvertibleRatio(int freq1, int freq2)
@@ -160,13 +289,15 @@ static boolean ConvertibleRatio(int freq1, int freq2)
}
// Generic sound expansion function for any sample rate.
+// Returns number of clipped samples (always 0).
-static void ExpandSoundData_SDL(byte *data,
- int samplerate,
- uint32_t length,
- Mix_Chunk *destination)
+static void ExpandSoundData_SDL(sfxinfo_t *sfxinfo,
+ byte *data,
+ int samplerate,
+ int length)
{
SDL_AudioCVT convertor;
+ Mix_Chunk *chunk;
uint32_t expanded_length;
// Calculate the length of the expanded version of the sample.
@@ -176,9 +307,10 @@ static void ExpandSoundData_SDL(byte *data,
// Double up twice: 8 -> 16 bit and mono -> stereo
expanded_length *= 4;
- destination->alen = expanded_length;
- destination->abuf
- = Z_Malloc(expanded_length, PU_STATIC, &destination->abuf);
+
+ // Allocate a chunk in which to expand the sound
+
+ chunk = AllocateChunk(sfxinfo, expanded_length);
// If we can, use the standard / optimized SDL conversion routines.
@@ -188,7 +320,7 @@ static void ExpandSoundData_SDL(byte *data,
AUDIO_U8, 1, samplerate,
mixer_format, mixer_channels, mixer_freq))
{
- convertor.buf = destination->abuf;
+ convertor.buf = chunk->abuf;
convertor.len = length;
memcpy(convertor.buf, data, length);
@@ -196,7 +328,7 @@ static void ExpandSoundData_SDL(byte *data,
}
else
{
- Sint16 *expanded = (Sint16 *) destination->abuf;
+ Sint16 *expanded = (Sint16 *) chunk->abuf;
int expanded_length;
int expand_ratio;
int i;
@@ -256,93 +388,49 @@ static void ExpandSoundData_SDL(byte *data,
}
}
+// Load and convert a sound effect
+// Returns true if successful
-// Load and validate a sound effect lump.
-// Preconditions:
-// S_sfx[sound].lumpnum has been set
-// Postconditions if sound is valid:
-// returns true
-// starred parameters are set, with data_ref pointing to start of sound
-// caller is responsible for releasing the identified lump
-// Postconditions if sound is invalid:
-// returns false
-// starred parameters are garbage
-// lump already released
-
-static boolean LoadSoundLump(int sound,
- int *lumpnum,
- int *samplerate,
- uint32_t *length,
- byte **data_ref)
+static boolean CacheSFX(sfxinfo_t *sfxinfo)
{
- int lumplen;
+ int lumpnum;
+ unsigned int lumplen;
+ int samplerate;
+ unsigned int length;
byte *data;
- // Load the sound
+ // need to load the sound
- *lumpnum = S_sfx[sound].lumpnum;
- *data_ref = W_CacheLumpNum(*lumpnum, PU_STATIC);
- lumplen = W_LumpLength(*lumpnum);
- data = *data_ref;
+ lumpnum = sfxinfo->lumpnum;
+ data = W_CacheLumpNum(lumpnum, PU_STATIC);
+ lumplen = W_LumpLength(lumpnum);
- // Ensure this is a valid sound
+ // Check the header, and ensure this is a valid sound
- if (lumplen < 8 || data[0] != 0x03 || data[1] != 0x00)
+ if (lumplen < 8
+ || data[0] != 0x03 || data[1] != 0x00)
{
- // Invalid sound
- W_ReleaseLumpNum(*lumpnum);
- return false;
+ // Invalid sound
+
+ return false;
}
// 16 bit sample rate field, 32 bit length field
- *samplerate = (data[3] << 8) | data[2];
- *length = (data[7] << 24) | (data[6] << 16) | (data[5] << 8) | data[4];
+ samplerate = (data[3] << 8) | data[2];
+ length = (data[7] << 24) | (data[6] << 16) | (data[5] << 8) | data[4];
- // If the header specifies that the length of the sound is
- // greater than the length of the lump itself, this is an invalid
- // sound lump.
+ // If the header specifies that the length of the sound is greater than
+ // the length of the lump itself, this is an invalid sound lump
- if (*length > lumplen - 8)
+ if (length > lumplen - 8)
{
- W_ReleaseLumpNum(*lumpnum);
- return false;
- }
-
- // Prune header
- *data_ref += 8;
-
- return true;
-}
-
-
-// Load and convert a sound effect
-// Returns true if successful
-
-static boolean CacheSFX_SDL(int sound)
-{
- int lumpnum;
- int samplerate;
- uint32_t length;
- byte *data;
-
-#ifdef HAVE_LIBSAMPLERATE
- assert(!use_libsamplerate); // Should be using I_PrecacheSounds_SRC instead
-#endif
-
- if (!LoadSoundLump(sound, &lumpnum, &samplerate, &length, &data))
return false;
+ }
// Sample rate conversion
- // sound_chunks[sound].alen and abuf are determined by ExpandSoundData.
- sound_chunks[sound].allocated = 1;
- sound_chunks[sound].volume = MIX_MAX_VOLUME;
-
- ExpandSoundData_SDL(data,
- samplerate,
- length,
- &sound_chunks[sound]);
+ ExpandSoundData(sfxinfo, data + 8, samplerate, length);
// don't need the original lump any more
@@ -351,196 +439,115 @@ static boolean CacheSFX_SDL(int sound)
return true;
}
+static void GetSfxLumpName(sfxinfo_t *sfx, char *buf)
+{
+ // Linked sfx lumps? Get the lump number for the sound linked to.
+
+ if (sfx->link != NULL)
+ {
+ sfx = sfx->link;
+ }
+
+ // Doom adds a DS* prefix to sound lumps; Heretic and Hexen don't
+ // do this.
+
+ if (use_sfx_prefix)
+ {
+ sprintf(buf, "ds%s", DEH_String(sfx->name));
+ }
+ else
+ {
+ strcpy(buf, DEH_String(sfx->name));
+ }
+}
#ifdef HAVE_LIBSAMPLERATE
-// Preload and resample all sound effects with libsamplerate.
+// Preload all the sound effects - stops nasty ingame freezes
-static void I_PrecacheSounds_SRC(void)
+static void I_SDL_PrecacheSounds(sfxinfo_t *sounds, int num_sounds)
{
char namebuf[9];
- uint32_t sound_i, sample_i;
- boolean good_sound[NUMSFX];
- float *resampled_sound[NUMSFX];
- uint32_t resampled_sound_length[NUMSFX];
- float norm_factor;
- float max_amp = 0;
- unsigned int zone_size;
-
- assert(use_libsamplerate);
+ int i;
- zone_size = Z_ZoneSize();
+ // Don't need to precache the sounds unless we are using libsamplerate.
- if (zone_size < 32 * 1024 * 1024)
+ if (use_libsamplerate == 0)
{
- fprintf(stderr,
- "WARNING: low memory. Heap size is only %d MiB.\n"
- "WARNING: use_libsamplerate needs more heap!\n"
- "WARNING: put -mb 64 on the command line to avoid "
- "\"Error: Z_Malloc: failed on allocation of X bytes\" !\n",
- zone_size / (1024 * 1024));
+ return;
}
- printf("I_PrecacheSounds_SRC: Precaching all sound effects..");
-
- // Pass 1: resample all sounds and determine maximum amplitude.
+ printf("I_SDL_PrecacheSounds: Precaching all sound effects..");
- for (sound_i=sfx_pistol; sound_i<NUMSFX; ++sound_i)
+ for (i=0; i<num_sounds; ++i)
{
- good_sound[sound_i] = false;
-
- if ((sound_i % 6) == 0)
+ if ((i % 6) == 0)
{
printf(".");
fflush(stdout);
}
- sprintf(namebuf, "ds%s", DEH_String(S_sfx[sound_i].name));
- S_sfx[sound_i].lumpnum = W_CheckNumForName(namebuf);
- if (S_sfx[sound_i].lumpnum != -1)
- {
- int lumpnum;
- int samplerate;
- uint32_t length;
- byte *data;
- double of_temp;
- int retn;
- float *rsound;
- uint32_t rlen;
- SRC_DATA src_data;
-
- if (!LoadSoundLump(sound_i, &lumpnum, &samplerate, &length, &data))
- continue;
-
- assert(length <= LONG_MAX);
- src_data.input_frames = length;
- src_data.data_in = malloc(length * sizeof(float));
- src_data.src_ratio = (double)mixer_freq / samplerate;
-
- // mixer_freq / 4 adds a quarter-second safety margin.
-
- of_temp = src_data.src_ratio * length + (mixer_freq / 4);
- assert(of_temp <= LONG_MAX);
- src_data.output_frames = of_temp;
- src_data.data_out = malloc(src_data.output_frames * sizeof(float));
- assert(src_data.data_in != NULL && src_data.data_out != NULL);
-
- // Convert input data to floats
-
- for (sample_i=0; sample_i<length; ++sample_i)
- {
- // Unclear whether 128 should be interpreted as "zero" or
- // whether a symmetrical range should be assumed. The
- // following assumes a symmetrical range.
-
- src_data.data_in[sample_i] = data[sample_i] / 127.5 - 1;
- }
-
- // don't need the original lump any more
-
- W_ReleaseLumpNum(lumpnum);
-
- // Resample
-
- retn = src_simple(&src_data, SRC_ConversionMode(), 1);
- assert(retn == 0);
- assert(src_data.output_frames_gen > 0);
- resampled_sound[sound_i] = src_data.data_out;
- resampled_sound_length[sound_i] = src_data.output_frames_gen;
- free(src_data.data_in);
- good_sound[sound_i] = true;
-
- // Track maximum amplitude for later normalization
-
- rsound = resampled_sound[sound_i];
- rlen = resampled_sound_length[sound_i];
- for (sample_i=0; sample_i<rlen; ++sample_i)
- {
- float fabs_amp = fabsf(rsound[sample_i]);
- if (fabs_amp > max_amp)
- max_amp = fabs_amp;
- }
- }
- }
-
- // Pass 2: normalize and convert to signed 16-bit stereo.
+ GetSfxLumpName(&sounds[i], namebuf);
- if (max_amp <= 0)
- max_amp = 1;
- norm_factor = INT16_MAX / max_amp;
+ sounds[i].lumpnum = W_CheckNumForName(namebuf);
- for (sound_i=sfx_pistol; sound_i<NUMSFX; ++sound_i)
- {
- if (good_sound[sound_i])
+ if (sounds[i].lumpnum != -1)
{
- uint32_t rlen = resampled_sound_length[sound_i];
- int16_t *expanded;
- uint32_t abuf_index;
- float *rsound;
-
- sound_chunks[sound_i].allocated = 1;
- sound_chunks[sound_i].volume = MIX_MAX_VOLUME;
- sound_chunks[sound_i].alen = rlen * 4;
- sound_chunks[sound_i].abuf = Z_Malloc(sound_chunks[sound_i].alen,
- PU_STATIC,
- &sound_chunks[sound_i].abuf);
- expanded = (int16_t *) sound_chunks[sound_i].abuf;
- abuf_index=0;
-
- rsound = resampled_sound[sound_i];
- for (sample_i=0; sample_i<rlen; ++sample_i)
- {
- float cvtval_f = norm_factor * rsound[sample_i];
- int16_t cvtval_i = cvtval_f + (cvtval_f < 0 ? -0.5 : 0.5);
-
- // Left and right channels
+ // Try to cache the sound and then release it as cache
- expanded[abuf_index++] = cvtval_i;
- expanded[abuf_index++] = cvtval_i;
+ if (CacheSFX(&sounds[i]))
+ {
+ Z_ChangeTag(sounds[i].driver_data, PU_CACHE);
}
- free(rsound);
}
}
- printf(" norm factor = %f\n", norm_factor);
+ printf("\n");
+}
+
+#else
+
+static void I_SDL_PrecacheSounds(sfxinfo_t *sounds, int num_sounds)
+{
+ // no-op
}
#endif
+// Load a SFX chunk into memory and ensure that it is locked.
-static Mix_Chunk *GetSFXChunk(int sound_id)
+static boolean LockSound(sfxinfo_t *sfxinfo)
{
- if (sound_chunks[sound_id].abuf == NULL)
+ // If the sound isn't loaded, load it now
+
+ if (sfxinfo->driver_data == NULL)
{
-#ifdef HAVE_LIBSAMPLERATE
- if (use_libsamplerate != 0)
- return NULL; /* If valid, it should have been precached */
-#endif
- if (!CacheSFX_SDL(sound_id))
- return NULL;
+ if (!CacheSFX(sfxinfo))
+ {
+ return false;
+ }
}
else
{
- // don't free the sound while it is playing!
+ // Lock the sound effect into memory
- Z_ChangeTag(sound_chunks[sound_id].abuf, PU_STATIC);
+ Z_ChangeTag(sfxinfo->driver_data, PU_STATIC);
}
- return &sound_chunks[sound_id];
+ return true;
}
-
//
// Retrieve the raw data lump index
// for a given SFX name.
//
-static int I_SDL_GetSfxLumpNum(sfxinfo_t* sfx)
+static int I_SDL_GetSfxLumpNum(sfxinfo_t *sfx)
{
char namebuf[9];
- sprintf(namebuf, "ds%s", DEH_String(sfx->name));
-
+ GetSfxLumpName(sfx, namebuf);
+
return W_GetNumForName(namebuf);
}
@@ -556,6 +563,11 @@ static void I_SDL_UpdateSoundParams(int handle, int vol, int sep)
left = ((254 - sep) * vol) / 127;
right = ((sep) * vol) / 127;
+ if (left < 0) left = 0;
+ else if ( left > 255) left = 255;
+ if (right < 0) right = 0;
+ else if (right > 255) right = 255;
+
Mix_SetPanning(handle, left, right);
}
@@ -573,7 +585,7 @@ static void I_SDL_UpdateSoundParams(int handle, int vol, int sep)
// is set, but currently not used by mixing.
//
-static int I_SDL_StartSound(int id, int channel, int vol, int sep)
+static int I_SDL_StartSound(sfxinfo_t *sfxinfo, int channel, int vol, int sep)
{
Mix_Chunk *chunk;
@@ -589,18 +601,18 @@ static int I_SDL_StartSound(int id, int channel, int vol, int sep)
// Get the sound data
- chunk = GetSFXChunk(id);
-
- if (chunk == NULL)
+ if (!LockSound(sfxinfo))
{
- return -1;
+ return -1;
}
+ chunk = (Mix_Chunk *) sfxinfo->driver_data;
+
// play sound
Mix_PlayChannelTimed(channel, chunk, 0, -1);
- channels_playing[channel] = id;
+ channels_playing[channel] = sfxinfo;
// set separation, etc.
@@ -697,20 +709,17 @@ static int GetSliceSize(void)
return 1024;
}
-static boolean I_SDL_InitSound(void)
-{
+static boolean I_SDL_InitSound(boolean _use_sfx_prefix)
+{
int i;
-
- // No sounds yet
- for (i=0; i<NUMSFX; ++i)
- {
- sound_chunks[i].abuf = NULL;
- }
+ use_sfx_prefix = _use_sfx_prefix;
+
+ // No sounds yet
for (i=0; i<NUM_CHANNELS; ++i)
{
- channels_playing[i] = sfx_None;
+ channels_playing[i] = NULL;
}
if (SDL_Init(SDL_INIT_AUDIO) < 0)
@@ -721,10 +730,12 @@ static boolean I_SDL_InitSound(void)
if (Mix_OpenAudio(snd_samplerate, AUDIO_S16SYS, 2, GetSliceSize()) < 0)
{
- fprintf(stderr, "Error initializing SDL_mixer: %s\n", Mix_GetError());
+ fprintf(stderr, "Error initialising SDL_mixer: %s\n", Mix_GetError());
return false;
}
+ ExpandSoundData = ExpandSoundData_SDL;
+
Mix_QuerySpec(&mixer_freq, &mixer_format, &mixer_channels);
#ifdef HAVE_LIBSAMPLERATE
@@ -736,7 +747,7 @@ static boolean I_SDL_InitSound(void)
use_libsamplerate);
}
- I_PrecacheSounds_SRC();
+ ExpandSoundData = ExpandSoundData_SRC;
}
#else
if (use_libsamplerate != 0)
@@ -778,5 +789,6 @@ sound_module_t sound_sdl_module =
I_SDL_StartSound,
I_SDL_StopSound,
I_SDL_SoundIsPlaying,
+ I_SDL_PrecacheSounds,
};
diff --git a/src/i_sound.c b/src/i_sound.c
new file mode 100644
index 00000000..a9e953ce
--- /dev/null
+++ b/src/i_sound.c
@@ -0,0 +1,430 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: none
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "SDL_mixer.h"
+
+#include "config.h"
+#include "doomfeatures.h"
+#include "doomtype.h"
+
+#include "i_sound.h"
+#include "i_video.h"
+#include "m_argv.h"
+#include "m_config.h"
+
+// Sound sample rate to use for digital output (Hz)
+
+int snd_samplerate = 44100;
+
+// Low-level sound and music modules we are using
+
+static sound_module_t *sound_module;
+static music_module_t *music_module;
+
+int snd_musicdevice = SNDDEVICE_SB;
+int snd_sfxdevice = SNDDEVICE_SB;
+
+// Sound modules
+
+extern sound_module_t sound_sdl_module;
+extern sound_module_t sound_pcsound_module;
+extern music_module_t music_sdl_module;
+
+// DOS-specific options: These are unused but should be maintained
+// so that the config file can be shared between chocolate
+// doom and doom.exe
+
+static int snd_sbport = 0;
+static int snd_sbirq = 0;
+static int snd_sbdma = 0;
+static int snd_mport = 0;
+
+// Compiled-in sound modules:
+
+static sound_module_t *sound_modules[] =
+{
+#ifdef FEATURE_SOUND
+ &sound_sdl_module,
+ &sound_pcsound_module,
+#endif
+ NULL,
+};
+
+// Compiled-in music modules:
+
+static music_module_t *music_modules[] =
+{
+#ifdef FEATURE_SOUND
+ &music_sdl_module,
+#endif
+ NULL,
+};
+
+// Check if a sound device is in the given list of devices
+
+static boolean SndDeviceInList(snddevice_t device, snddevice_t *list,
+ int len)
+{
+ int i;
+
+ for (i=0; i<len; ++i)
+ {
+ if (device == list[i])
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// Find and initialize a sound_module_t appropriate for the setting
+// in snd_sfxdevice.
+
+static void InitSfxModule(boolean use_sfx_prefix)
+{
+ int i;
+
+ sound_module = NULL;
+
+ for (i=0; sound_modules[i] != NULL; ++i)
+ {
+ // Is the sfx device in the list of devices supported by
+ // this module?
+
+ if (SndDeviceInList(snd_sfxdevice,
+ sound_modules[i]->sound_devices,
+ sound_modules[i]->num_sound_devices))
+ {
+ // Initialize the module
+
+ if (sound_modules[i]->Init(use_sfx_prefix))
+ {
+ sound_module = sound_modules[i];
+ return;
+ }
+ }
+ }
+}
+
+// Initialize music according to snd_musicdevice.
+
+static void InitMusicModule(void)
+{
+ int i;
+
+ music_module = NULL;
+
+ for (i=0; music_modules[i] != NULL; ++i)
+ {
+ // Is the music device in the list of devices supported
+ // by this module?
+
+ if (SndDeviceInList(snd_musicdevice,
+ music_modules[i]->sound_devices,
+ music_modules[i]->num_sound_devices))
+ {
+ // Initialize the module
+
+ if (music_modules[i]->Init())
+ {
+ music_module = music_modules[i];
+ return;
+ }
+ }
+ }
+}
+
+//
+// Initializes sound stuff, including volume
+// Sets channels, SFX and music volume,
+// allocates channel buffer, sets S_sfx lookup.
+//
+
+void I_InitSound(boolean use_sfx_prefix)
+{
+ boolean nosound, nosfx, nomusic;
+
+ //!
+ // @vanilla
+ //
+ // Disable all sound output.
+ //
+
+ nosound = M_CheckParm("-nosound") > 0;
+
+ //!
+ // @vanilla
+ //
+ // Disable sound effects.
+ //
+
+ nosfx = M_CheckParm("-nosfx") > 0;
+
+ //!
+ // @vanilla
+ //
+ // Disable music.
+ //
+
+ nomusic = M_CheckParm("-nomusic") > 0;
+
+ // Initialize the sound and music subsystems.
+
+ if (!nosound && !screensaver_mode)
+ {
+ if (!nosfx)
+ {
+ InitSfxModule(use_sfx_prefix);
+ }
+
+ if (!nomusic)
+ {
+ InitMusicModule();
+ }
+ }
+}
+
+void I_ShutdownSound(void)
+{
+ if (sound_module != NULL)
+ {
+ sound_module->Shutdown();
+ }
+
+ if (music_module != NULL)
+ {
+ music_module->Shutdown();
+ }
+}
+
+int I_GetSfxLumpNum(sfxinfo_t *sfxinfo)
+{
+ if (sound_module != NULL)
+ {
+ return sound_module->GetSfxLumpNum(sfxinfo);
+ }
+ else
+ {
+ return 0;
+ }
+}
+
+void I_UpdateSound(void)
+{
+ if (sound_module != NULL)
+ {
+ sound_module->Update();
+ }
+}
+
+static void CheckVolumeSeparation(int *sep, int *vol)
+{
+return;
+ if (*sep < 0)
+ {
+ *sep = 0;
+ }
+ else if (*sep > 254)
+ {
+ *sep = 254;
+ }
+
+ if (*vol < 0)
+ {
+ *vol = 0;
+ }
+ else if (*vol > 127)
+ {
+ *vol = 127;
+ }
+}
+
+void I_UpdateSoundParams(int channel, int vol, int sep)
+{
+ if (sound_module != NULL)
+ {
+ CheckVolumeSeparation(&vol, &sep);
+ sound_module->UpdateSoundParams(channel, vol, sep);
+ }
+}
+
+int I_StartSound(sfxinfo_t *sfxinfo, int channel, int vol, int sep)
+{
+ if (sound_module != NULL)
+ {
+ CheckVolumeSeparation(&vol, &sep);
+ return sound_module->StartSound(sfxinfo, channel, vol, sep);
+ }
+ else
+ {
+ return 0;
+ }
+}
+
+void I_StopSound(int channel)
+{
+ if (sound_module != NULL)
+ {
+ sound_module->StopSound(channel);
+ }
+}
+
+boolean I_SoundIsPlaying(int channel)
+{
+ if (sound_module != NULL)
+ {
+ return sound_module->SoundIsPlaying(channel);
+ }
+ else
+ {
+ return false;
+ }
+}
+
+void I_PrecacheSounds(sfxinfo_t *sounds, int num_sounds)
+{
+ if (sound_module != NULL && sound_module->CacheSounds != NULL)
+ {
+ sound_module->CacheSounds(sounds, num_sounds);
+ }
+}
+
+void I_InitMusic(void)
+{
+}
+
+void I_ShutdownMusic(void)
+{
+
+}
+
+void I_SetMusicVolume(int volume)
+{
+ if (music_module != NULL)
+ {
+ music_module->SetMusicVolume(volume);
+ }
+}
+
+void I_PauseSong(void)
+{
+ if (music_module != NULL)
+ {
+ music_module->PauseMusic();
+ }
+}
+
+void I_ResumeSong(void)
+{
+ if (music_module != NULL)
+ {
+ music_module->ResumeMusic();
+ }
+}
+
+void *I_RegisterSong(void *data, int len)
+{
+ if (music_module != NULL)
+ {
+ return music_module->RegisterSong(data, len);
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+void I_UnRegisterSong(void *handle)
+{
+ if (music_module != NULL)
+ {
+ music_module->UnRegisterSong(handle);
+ }
+}
+
+void I_PlaySong(void *handle, boolean looping)
+{
+ if (music_module != NULL)
+ {
+ music_module->PlaySong(handle, looping);
+ }
+}
+
+void I_StopSong(void)
+{
+ if (music_module != NULL)
+ {
+ music_module->StopSong();
+ }
+}
+
+boolean I_MusicIsPlaying(void)
+{
+ if (music_module != NULL)
+ {
+ return music_module->MusicIsPlaying();
+ }
+ else
+ {
+ return false;
+ }
+}
+
+void I_BindSoundVariables(void)
+{
+ extern int use_libsamplerate;
+
+ M_BindVariable("snd_musicdevice", &snd_musicdevice);
+ M_BindVariable("snd_sfxdevice", &snd_sfxdevice);
+ M_BindVariable("snd_sbport", &snd_sbport);
+ M_BindVariable("snd_sbirq", &snd_sbirq);
+ M_BindVariable("snd_sbdma", &snd_sbdma);
+ M_BindVariable("snd_mport", &snd_mport);
+ M_BindVariable("snd_samplerate", &snd_samplerate);
+#ifdef FEATURE_SOUND
+ M_BindVariable("use_libsamplerate", &use_libsamplerate);
+#endif
+
+ // Before SDL_mixer version 1.2.11, MIDI music caused the game
+ // to crash when it looped. If this is an old SDL_mixer version,
+ // disable MIDI.
+
+#ifdef __MACOSX__
+ {
+ const SDL_version *v = Mix_Linked_Version();
+
+ if (SDL_VERSIONNUM(v->major, v->minor, v->patch)
+ < SDL_VERSIONNUM(1, 2, 11))
+ {
+ snd_musicdevice = SNDDEVICE_NONE;
+ }
+ }
+#endif
+}
+
diff --git a/src/s_sound.h b/src/i_sound.h
index b8d0e766..d8c4f38a 100644
--- a/src/s_sound.h
+++ b/src/i_sound.h
@@ -25,11 +25,73 @@
//-----------------------------------------------------------------------------
-#ifndef __S_SOUND__
-#define __S_SOUND__
+#ifndef __I_SOUND__
+#define __I_SOUND__
-#include "p_mobj.h"
-#include "sounds.h"
+#include "doomtype.h"
+
+
+//
+// SoundFX struct.
+//
+typedef struct sfxinfo_struct sfxinfo_t;
+
+struct sfxinfo_struct
+{
+ // tag name, used for hexen.
+ char *tagname;
+
+ // lump name. If we are running with use_sfx_prefix=true, a
+ // 'DS' (or 'DP' for PC speaker sounds) is prepended to this.
+
+ char name[9];
+
+ // Sfx priority
+ int priority;
+
+ // referenced sound if a link
+ sfxinfo_t *link;
+
+ // pitch if a link
+ int pitch;
+
+ // volume if a link
+ int volume;
+
+ // this is checked every second to see if sound
+ // can be thrown out (if 0, then decrement, if -1,
+ // then throw out, if > 0, then it is in use)
+ int usefulness;
+
+ // lump number of sfx
+ int lumpnum;
+
+ // Maximum number of channels that the sound can be played on
+ // (Heretic)
+ int numchannels;
+
+ // data used by the low level code
+ void *driver_data;
+};
+
+//
+// MusicInfo struct.
+//
+typedef struct
+{
+ // up to 6-character name
+ char *name;
+
+ // lump number of music
+ int lumpnum;
+
+ // music data
+ void *data;
+
+ // music handle once registered
+ void *handle;
+
+} musicinfo_t;
typedef enum
{
@@ -43,6 +105,7 @@ typedef enum
SNDDEVICE_SOUNDCANVAS = 7,
SNDDEVICE_GENMIDI = 8,
SNDDEVICE_AWE32 = 9,
+ SNDDEVICE_CD = 10,
} snddevice_t;
// Interface for sound modules
@@ -54,10 +117,10 @@ typedef struct
snddevice_t *sound_devices;
int num_sound_devices;
- // Initialize sound module
- // Returns true if successfully initialized
+ // Initialise sound module
+ // Returns true if successfully initialised
- boolean (*Init)(void);
+ boolean (*Init)(boolean use_sfx_prefix);
// Shutdown sound module
@@ -78,7 +141,7 @@ typedef struct
// Start a sound on a given channel. Returns the channel id
// or -1 on failure.
- int (*StartSound)(int id, int channel, int vol, int sep);
+ int (*StartSound)(sfxinfo_t *sfxinfo, int channel, int vol, int sep);
// Stop the sound playing on the given channel.
@@ -88,8 +151,22 @@ typedef struct
boolean (*SoundIsPlaying)(int channel);
+ // Called on startup to precache sound effects (if necessary)
+
+ void (*CacheSounds)(sfxinfo_t *sounds, int num_sounds);
+
} sound_module_t;
+void I_InitSound(boolean use_sfx_prefix);
+void I_ShutdownSound(void);
+int I_GetSfxLumpNum(sfxinfo_t *sfxinfo);
+void I_UpdateSound(void);
+void I_UpdateSoundParams(int channel, int vol, int sep);
+int I_StartSound(sfxinfo_t *sfxinfo, int channel, int vol, int sep);
+void I_StopSound(int channel);
+boolean I_SoundIsPlaying(int channel);
+void I_PrecacheSounds(sfxinfo_t *sounds, int num_sounds);
+
// Interface for music modules
typedef struct
@@ -99,7 +176,7 @@ typedef struct
snddevice_t *sound_devices;
int num_sound_devices;
- // Initialize the music subsystem
+ // Initialise the music subsystem
boolean (*Init)(void);
@@ -130,7 +207,7 @@ typedef struct
// Play the song
- void (*PlaySong)(void *handle, int looping);
+ void (*PlaySong)(void *handle, boolean looping);
// Stop playing the current song.
@@ -141,70 +218,22 @@ typedef struct
boolean (*MusicIsPlaying)(void);
} music_module_t;
+void I_InitMusic(void);
+void I_ShutdownMusic(void);
+void I_SetMusicVolume(int volume);
+void I_PauseSong(void);
+void I_ResumeSong(void);
+void *I_RegisterSong(void *data, int len);
+void I_UnRegisterSong(void *handle);
+void I_PlaySong(void *handle, boolean looping);
+void I_StopSong(void);
+boolean I_MusicIsPlaying(void);
+
extern int snd_sfxdevice;
extern int snd_musicdevice;
extern int snd_samplerate;
-//
-// Initializes sound stuff, including volume
-// Sets channels, SFX and music volume,
-// allocates channel buffer, sets S_sfx lookup.
-//
-
-void S_Init(int sfxVolume, int musicVolume);
-
-
-// Shut down sound
-
-void S_Shutdown(void);
-
-
-
-//
-// Per level startup code.
-// Kills playing sounds at start of level,
-// determines music if any, changes music.
-//
-
-void S_Start(void);
-
-//
-// Start sound for thing at <origin>
-// using <sound_id> from sounds.h
-//
-
-void S_StartSound(void *origin, int sound_id);
-
-// Stop sound for thing at <origin>
-void S_StopSound(mobj_t *origin);
-
-
-// Start music using <music_id> from sounds.h
-void S_StartMusic(int music_id);
-
-// Start music using <music_id> from sounds.h,
-// and set whether looping
-void S_ChangeMusic(int music_id, int looping);
-
-// query if music is playing
-boolean S_MusicPlaying(void);
-
-// Stops the music fer sure.
-void S_StopMusic(void);
-
-// Stop and resume music, during game PAUSE.
-void S_PauseSound(void);
-void S_ResumeSound(void);
-
-
-//
-// Updates music & sounds
-//
-void S_UpdateSounds(mobj_t *listener);
-
-void S_SetMusicVolume(int volume);
-void S_SetSfxVolume(int volume);
-
+void I_BindSoundVariables(void);
#endif
diff --git a/src/i_system.c b/src/i_system.c
index f37b5bec..cd8ddcee 100644
--- a/src/i_system.c
+++ b/src/i_system.c
@@ -38,23 +38,19 @@
#include <unistd.h>
#endif
-#include "deh_main.h"
-#include "doomdef.h"
-#include "doomstat.h"
+#include "config.h"
+
+#include "deh_str.h"
+#include "doomtype.h"
#include "m_argv.h"
#include "m_config.h"
#include "m_misc.h"
#include "i_joystick.h"
+#include "i_sound.h"
#include "i_timer.h"
#include "i_video.h"
-#include "s_sound.h"
-
-#include "d_net.h"
-#include "g_game.h"
#include "i_system.h"
-#include "txt_main.h"
-
#include "w_wad.h"
#include "z_zone.h"
@@ -62,7 +58,29 @@
#define DEFAULT_RAM 16 /* MiB */
#define MIN_RAM 4 /* MiB */
-int show_endoom = 1;
+
+typedef struct atexit_listentry_s atexit_listentry_t;
+
+struct atexit_listentry_s
+{
+ atexit_func_t func;
+ boolean run_on_error;
+ atexit_listentry_t *next;
+};
+
+static atexit_listentry_t *exit_funcs = NULL;
+
+void I_AtExit(atexit_func_t func, boolean run_on_error)
+{
+ atexit_listentry_t *entry;
+
+ entry = malloc(sizeof(*entry));
+
+ entry->func = func;
+ entry->run_on_error = run_on_error;
+ entry->next = exit_funcs;
+ exit_funcs = entry;
+}
// Tactile feedback function, probably used for the Logitech Cyberman
@@ -192,7 +210,45 @@ byte *I_ZoneBase (int *size)
return zonemem;
}
-//
+void I_PrintBanner(char *msg)
+{
+ int i;
+ int spaces = 35 - (strlen(msg) / 2);
+
+ for (i=0; i<spaces; ++i)
+ putchar(' ');
+
+ puts(msg);
+}
+
+void I_PrintDivider(void)
+{
+ int i;
+
+ for (i=0; i<75; ++i)
+ {
+ putchar('=');
+ }
+
+ putchar('\n');
+}
+
+void I_PrintStartupBanner(char *gamedescription)
+{
+ I_PrintDivider();
+ I_PrintBanner(gamedescription);
+ I_PrintDivider();
+
+ printf(
+ " " PACKAGE_NAME " is free software, covered by the GNU General Public\n"
+ " License. There is NO warranty; not even for MERCHANTABILITY or FITNESS\n"
+ " FOR A PARTICULAR PURPOSE. You are welcome to change and distribute\n"
+ " copies under certain conditions. See the source for more information.\n");
+
+ I_PrintDivider();
+}
+
+//
// I_ConsoleStdout
//
// Returns true if stdout is a real console, false if it is a file
@@ -211,69 +267,21 @@ boolean I_ConsoleStdout(void)
//
// I_Init
//
+/*
void I_Init (void)
{
I_CheckIsScreensaver();
I_InitTimer();
I_InitJoystick();
}
-
-#define ENDOOM_W 80
-#define ENDOOM_H 25
-
-//
-// Displays the text mode ending screen after the game quits
-//
-
-void I_Endoom(void)
+void I_BindVariables(void)
{
- unsigned char *endoom_data;
- unsigned char *screendata;
- int y;
- int indent;
-
- endoom_data = W_CacheLumpName(DEH_String("ENDOOM"), PU_STATIC);
-
- // Set up text mode screen
-
- TXT_Init();
-
- // Make sure the new window has the right title and icon
-
- I_SetWindowCaption();
- I_SetWindowIcon();
-
- // Write the data to the screen memory
-
- screendata = TXT_GetScreenData();
-
- indent = (ENDOOM_W - TXT_SCREEN_W) / 2;
-
- for (y=0; y<TXT_SCREEN_H; ++y)
- {
- memcpy(screendata + (y * TXT_SCREEN_W * 2),
- endoom_data + (y * ENDOOM_W + indent) * 2,
- TXT_SCREEN_W * 2);
- }
-
- // Wait for a keypress
-
- while (true)
- {
- TXT_UpdateScreen();
-
- if (TXT_GetChar() >= 0)
- {
- break;
- }
-
- TXT_Sleep(0);
- }
-
- // Shut down text mode screen
-
- TXT_Shutdown();
+ I_BindVideoVariables();
+ I_BindJoystickVariables();
+ I_BindSoundVariables();
}
+*/
+
//
// I_Quit
@@ -281,40 +289,31 @@ void I_Endoom(void)
void I_Quit (void)
{
- D_QuitNetGame ();
- G_CheckDemoStatus();
- S_Shutdown();
+ atexit_listentry_t *entry;
- if (!screensaver_mode)
- {
- M_SaveDefaults ();
- }
-
- I_ShutdownGraphics();
+ // Run through all exit functions
+
+ entry = exit_funcs;
- if (show_endoom && !testcontrols && !screensaver_mode)
+ while (entry != NULL)
{
- I_Endoom();
+ entry->func();
+ entry = entry->next;
}
exit(0);
}
-void I_WaitVBL(int count)
-{
- I_Sleep((count * 1000) / 70);
-}
-
//
// I_Error
//
-extern boolean demorecording;
static boolean already_quitting = false;
void I_Error (char *error, ...)
{
- va_list argptr;
+ va_list argptr;
+ atexit_listentry_t *entry;
if (already_quitting)
{
@@ -336,15 +335,18 @@ void I_Error (char *error, ...)
// Shutdown. Here might be other errors.
- if (demorecording)
+ entry = exit_funcs;
+
+ while (entry != NULL)
{
- G_CheckDemoStatus();
- }
+ if (entry->run_on_error)
+ {
+ entry->func();
+ }
- D_QuitNetGame ();
- I_ShutdownGraphics();
- S_Shutdown();
-
+ entry = entry->next;
+ }
+
#ifdef _WIN32
// On Windows, pop up a dialog box with the error message.
{
diff --git a/src/i_system.h b/src/i_system.h
index a5e06a50..0697f7db 100644
--- a/src/i_system.h
+++ b/src/i_system.h
@@ -32,6 +32,7 @@
#include "d_event.h"
+typedef void (*atexit_func_t)(void);
// Called by DoomMain.
void I_Init (void);
@@ -44,23 +45,6 @@ byte* I_ZoneBase (int *size);
boolean I_ConsoleStdout(void);
-// Called by D_DoomLoop,
-// called before processing any tics in a frame
-// (just after displaying a frame).
-// Time consuming syncronous operations
-// are performed here (joystick reading).
-// Can call D_PostEvent.
-//
-void I_StartFrame (void);
-
-
-//
-// Called by D_DoomLoop,
-// called before processing each tic in a frame.
-// Quick syncronous operations are performed here.
-// Can call D_PostEvent.
-void I_StartTic (void);
-
// Asynchronous interrupt functions should maintain private queues
// that are read by the synchronous functions
// to be converted into events.
@@ -76,6 +60,7 @@ ticcmd_t* I_BaseTiccmd (void);
// Clean exit, displays sell blurb.
void I_Quit (void);
+void I_Error (char *error, ...);
// Allocates from low memory under dos,
// just mallocs under unix
@@ -86,6 +71,27 @@ void I_Tactile (int on, int off, int total);
void I_Error (char *error, ...);
+// Schedule a function to be called when the program exits.
+// If run_if_error is true, the function is called if the exit
+// is due to an error (I_Error)
+
+void I_AtExit(atexit_func_t func, boolean run_if_error);
+
+// Add all system-specific config file variable bindings.
+
+void I_BindVariables(void);
+
+// Print startup banner copyright message.
+
+void I_PrintStartupBanner(char *gamedescription);
+
+// Print a centered text banner displaying the given string.
+
+void I_PrintBanner(char *text);
+
+// Print a dividing line for startup banners.
+
+void I_PrintDivider(void);
#endif
diff --git a/src/i_timer.c b/src/i_timer.c
index 48be83be..d2c455e9 100644
--- a/src/i_timer.c
+++ b/src/i_timer.c
@@ -27,7 +27,7 @@
#include "SDL.h"
#include "i_timer.h"
-#include "doomdef.h"
+#include "doomtype.h"
//
// I_GetTime
@@ -73,6 +73,11 @@ void I_Sleep(int ms)
SDL_Delay(ms);
}
+void I_WaitVBL(int count)
+{
+ I_Sleep((count * 1000) / 70);
+}
+
void I_InitTimer(void)
{
diff --git a/src/i_timer.h b/src/i_timer.h
index d90094c8..56810468 100644
--- a/src/i_timer.h
+++ b/src/i_timer.h
@@ -28,6 +28,8 @@
#ifndef __I_TIMER__
#define __I_TIMER__
+#define TICRATE 35
+
// Called by D_DoomLoop,
// returns current time in tics.
int I_GetTime (void);
@@ -41,5 +43,8 @@ void I_Sleep(int ms);
// Initialize timer
void I_InitTimer(void);
+// Wait for vertical retrace or pause a bit.
+void I_WaitVBL(int count);
+
#endif
diff --git a/src/i_video.c b/src/i_video.c
index 6936532d..64a2e8eb 100644
--- a/src/i_video.c
+++ b/src/i_video.c
@@ -29,14 +29,14 @@
#include <stdlib.h>
#include <ctype.h>
#include <math.h>
+#include <string.h>
#include "icon.c"
#include "config.h"
-#include "deh_main.h"
-#include "doomdef.h"
-#include "doomstat.h"
-#include "d_main.h"
+#include "deh_str.h"
+#include "doomtype.h"
+#include "doomkeys.h"
#include "i_joystick.h"
#include "i_system.h"
#include "i_swap.h"
@@ -44,12 +44,55 @@
#include "i_video.h"
#include "i_scale.h"
#include "m_argv.h"
-#include "s_sound.h"
-#include "sounds.h"
+#include "m_config.h"
+#include "tables.h"
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
+// Lookup table for mapping ASCII characters to their equivalent when
+// shift is pressed on an American layout keyboard:
+
+static const char shiftxform[] =
+{
+ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
+ 11, 12, 13, 14, 15, 16, 17, 18, 19, 20,
+ 21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
+ 31, ' ', '!', '"', '#', '$', '%', '&',
+ '"', // shift-'
+ '(', ')', '*', '+',
+ '<', // shift-,
+ '_', // shift--
+ '>', // shift-.
+ '?', // shift-/
+ ')', // shift-0
+ '!', // shift-1
+ '@', // shift-2
+ '#', // shift-3
+ '$', // shift-4
+ '%', // shift-5
+ '^', // shift-6
+ '&', // shift-7
+ '*', // shift-8
+ '(', // shift-9
+ ':',
+ ':', // shift-;
+ '<',
+ '+', // shift-=
+ '>', '?', '@',
+ 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
+ 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
+ '[', // shift-[
+ '!', // shift-backslash - OH MY GOD DOES WATCOM SUCK
+ ']', // shift-]
+ '"', '_',
+ '\'', // shift-`
+ 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
+ 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
+ '{', '|', '}', '~', 127
+};
+
+
#define LOADING_DISK_W 16
#define LOADING_DISK_H 16
@@ -84,14 +127,18 @@ static screen_mode_t *screen_modes_corrected[] = {
&mode_squash_5x,
};
-extern void M_QuitDOOM();
-
// SDL video driver name
char *video_driver = "";
+// SDL surface for the screen.
+
static SDL_Surface *screen;
+// Window title
+
+static char *window_title = "";
+
// palette
static SDL_Color palette[256];
@@ -106,44 +153,73 @@ static boolean initialized = false;
// disable mouse?
static boolean nomouse = false;
-extern int usemouse;
+int usemouse = 1;
-// if true, screens[0] is screen->pixel
+// Disallow mouse and joystick movement to cause forward/backward
+// motion. Specified with the '-novert' command line parameter.
+// This is an int to allow saving to config file
+
+int novert = 0;
+
+// if true, I_VideoBuffer is screen->pixels
static boolean native_surface;
// Screen width and height, from configuration file.
-int screen_width = SCREENWIDTH;
-int screen_height = SCREENHEIGHT;
+static int screen_width = SCREENWIDTH;
+static int screen_height = SCREENHEIGHT;
// Automatically adjust video settings if the selected mode is
// not a valid video mode.
-int autoadjust_video_settings = 1;
+static int autoadjust_video_settings = 1;
// Run in full screen mode? (int type for config code)
-int fullscreen = true;
+static int fullscreen = true;
// Aspect ratio correction mode
-int aspect_ratio_correct = true;
+static int aspect_ratio_correct = true;
// Time to wait for the screen to settle on startup before starting the
// game (ms)
-int startup_delay = 1000;
+static int startup_delay = 1000;
// Grab the mouse? (int type for config code)
-int grabmouse = true;
+static int grabmouse = true;
+
+// The screen buffer; this is modified to draw things to the screen
+
+byte *I_VideoBuffer = NULL;
+
+// If true, game is running as a screensaver
+
+boolean screensaver_mode = false;
// Flag indicating whether the screen is currently visible:
// when the screen isnt visible, don't render the screen
boolean screenvisible;
+// If true, we display dots at the bottom of the screen to
+// indicate FPS.
+
+static boolean display_fps_dots;
+
+// If this is true, the screen is rendered but not blitted to the
+// video buffer.
+
+static boolean noblit;
+
+// Callback function to invoke to determine whether to grab the
+// mouse pointer.
+
+static grabmouse_callback_t grabmouse_callback = NULL;
+
// disk image data and background overwritten by the disk to be
// restored by EndRead
@@ -165,6 +241,10 @@ static screen_mode_t *screen_mode;
int vanilla_keyboard_mapping = true;
+// Is the shift key currently down?
+
+static int shiftdown = 0;
+
// Mouse acceleration
//
// This emulates some of the behavior of DOS mouse drivers by increasing
@@ -177,6 +257,10 @@ int vanilla_keyboard_mapping = true;
float mouse_acceleration = 2.0;
int mouse_threshold = 10;
+// Gamma correction level to use
+
+int usegamma = 0;
+
static boolean MouseShouldBeGrabbed()
{
// never grab the mouse when in screensaver mode
@@ -211,26 +295,36 @@ static boolean MouseShouldBeGrabbed()
if (!usemouse || nomouse)
return false;
- // Drone players don't need mouse focus
-
- if (drone)
- return false;
-
// if we specify not to grab the mouse, never grab
if (!grabmouse)
return false;
- // when menu is active or game is paused, release the mouse
+ // Invoke the grabmouse callback function to determine whether
+ // the mouse should be grabbed
- if (menuactive || paused)
- return false;
+ if (grabmouse_callback != NULL)
+ {
+ return grabmouse_callback();
+ }
+ else
+ {
+ return true;
+ }
- // only grab mouse when playing levels (but not demos)
+#endif /* #ifndef _WIN32_WCE */
+}
- return (gamestate == GS_LEVEL) && !demoplayback;
+void I_SetGrabMouseCallback(grabmouse_callback_t func)
+{
+ grabmouse_callback = func;
+}
-#endif /* #ifndef _WIN32_WCE */
+// Set the variable controlling FPS dots.
+
+void I_DisplayFPSDots(boolean dots_on)
+{
+ display_fps_dots = dots_on;
}
// Update the value of window_focused when we get a focus event
@@ -255,13 +349,12 @@ static void UpdateFocus(void)
screenvisible = (state & SDL_APPACTIVE) != 0;
}
-static void LoadDiskImage(void)
+void I_EnableLoadingDisk(void)
{
patch_t *disk;
+ byte *tmpbuf;
char *disk_name;
int y;
- int xoffset = SCREENWIDTH - LOADING_DISK_W;
- int yoffset = SCREENHEIGHT - LOADING_DISK_H;
char buf[20];
SDL_VideoDriverName(buf, 15);
@@ -282,11 +375,14 @@ static void LoadDiskImage(void)
disk = W_CacheLumpName(disk_name, PU_STATIC);
+ // Draw the patch into a temporary buffer
+
+ tmpbuf = Z_Malloc(SCREENWIDTH * (disk->height + 1), PU_STATIC, NULL);
+ V_UseBuffer(tmpbuf);
+
// Draw the disk to the screen:
- V_DrawPatch(SCREENWIDTH - LOADING_DISK_W,
- SCREENHEIGHT - LOADING_DISK_H,
- 0, disk);
+ V_DrawPatch(0, 0, disk);
disk_image = Z_Malloc(LOADING_DISK_W * LOADING_DISK_H, PU_STATIC, NULL);
saved_background = Z_Malloc(LOADING_DISK_W * LOADING_DISK_H, PU_STATIC, NULL);
@@ -294,11 +390,16 @@ static void LoadDiskImage(void)
for (y=0; y<LOADING_DISK_H; ++y)
{
memcpy(disk_image + LOADING_DISK_W * y,
- screens[0] + SCREENWIDTH * (y + yoffset) + xoffset,
+ tmpbuf + SCREENWIDTH * y,
LOADING_DISK_W);
}
+ // All done - free the screen buffer and restore the normal
+ // video buffer.
+
W_ReleaseLumpName(disk_name);
+ V_RestoreBuffer();
+ Z_Free(tmpbuf);
}
//
@@ -402,7 +503,6 @@ void I_ShutdownGraphics(void)
{
if (initialized)
{
- SDL_SetCursor(cursors[1]);
SDL_ShowCursor(1);
SDL_WM_GrabInput(SDL_GRAB_OFF);
@@ -463,6 +563,74 @@ static int AccelerateMouse(int val)
}
}
+// Get the equivalent ASCII (Unicode?) character for a keypress.
+
+static int GetTypedChar(SDL_Event *event)
+{
+ int key;
+
+ // If Vanilla keyboard mapping enabled, the keyboard
+ // scan code is used to give the character typed.
+ // This does not change depending on keyboard layout.
+ // If you have a German keyboard, pressing 'z' will
+ // give 'y', for example. It is desirable to be able
+ // to fix this so that people with non-standard
+ // keyboard mappings can type properly. If vanilla
+ // mode is disabled, use the properly translated
+ // version.
+
+ if (vanilla_keyboard_mapping)
+ {
+ key = TranslateKey(&event->key.keysym);
+
+ // Is shift held down? If so, perform a translation.
+
+ if (shiftdown > 0)
+ {
+ if (key >= 0 && key < arrlen(shiftxform))
+ {
+ key = shiftxform[key];
+ }
+ else
+ {
+ key = 0;
+ }
+ }
+
+ return key;
+ }
+ else
+ {
+ // Unicode value, from key layout.
+
+ return event->key.keysym.unicode;
+ }
+}
+
+static void UpdateShiftStatus(SDL_Event *event)
+{
+ int change;
+
+ if (event->type == SDL_KEYDOWN)
+ {
+ change = 1;
+ }
+ else if (event->type == SDL_KEYUP)
+ {
+ change = -1;
+ }
+ else
+ {
+ return;
+ }
+
+ if (event->key.keysym.sym == SDLK_LSHIFT
+ || event->key.keysym.sym == SDLK_RSHIFT)
+ {
+ shiftdown += change;
+ }
+}
+
void I_GetEvent(void)
{
SDL_Event sdlevent;
@@ -491,32 +659,18 @@ void I_GetEvent(void)
I_Quit();
}
+ UpdateShiftStatus(&sdlevent);
+
// process event
switch (sdlevent.type)
{
case SDL_KEYDOWN:
+ // data1 has the key pressed, data2 has the character
+ // (shift-translated, etc)
event.type = ev_keydown;
event.data1 = TranslateKey(&sdlevent.key.keysym);
-
- // If Vanilla keyboard mapping enabled, the keyboard
- // scan code is used to give the character typed.
- // This does not change depending on keyboard layout.
- // If you have a German keyboard, pressing 'z' will
- // give 'y', for example. It is desirable to be able
- // to fix this so that people with non-standard
- // keyboard mappings can type properly. If vanilla
- // mode is disabled, use the properly translated
- // version.
-
- if (vanilla_keyboard_mapping)
- {
- event.data2 = event.data1;
- }
- else
- {
- event.data2 = sdlevent.key.keysym.unicode;
- }
+ event.data2 = GetTypedChar(&sdlevent);
if (event.data1 != 0)
{
@@ -565,9 +719,8 @@ void I_GetEvent(void)
break;
case SDL_QUIT:
- // bring up the "quit doom?" prompt
- S_StartSound(NULL,sfx_swtchn);
- M_QuitDOOM(0);
+ event.type = ev_quit;
+ D_PostEvent(&event);
break;
case SDL_ACTIVEEVENT:
@@ -625,7 +778,15 @@ static void I_ReadMouse(void)
ev.type = ev_mouse;
ev.data1 = MouseButtonState();
ev.data2 = AccelerateMouse(x);
- ev.data3 = -AccelerateMouse(y);
+
+ if (!novert)
+ {
+ ev.data3 = -AccelerateMouse(y);
+ }
+ else
+ {
+ ev.data3 = 0;
+ }
D_PostEvent(&ev);
}
@@ -716,7 +877,7 @@ static boolean BlitArea(int x1, int y1, int x2, int y2)
if (SDL_LockSurface(screen) >= 0)
{
- I_InitScale(screens[0],
+ I_InitScale(I_VideoBuffer,
(byte *) screen->pixels + (y_offset * screen->pitch)
+ x_offset,
screen->pitch);
@@ -755,7 +916,7 @@ static void UpdateRect(int x1, int y1, int x2, int y2)
void I_BeginRead(void)
{
- byte *screenloc = screens[0]
+ byte *screenloc = I_VideoBuffer
+ (SCREENHEIGHT - LOADING_DISK_H) * SCREENWIDTH
+ (SCREENWIDTH - LOADING_DISK_W);
int y;
@@ -783,7 +944,7 @@ void I_BeginRead(void)
void I_EndRead(void)
{
- byte *screenloc = screens[0]
+ byte *screenloc = I_VideoBuffer
+ (SCREENHEIGHT - LOADING_DISK_H) * SCREENWIDTH
+ (SCREENWIDTH - LOADING_DISK_W);
int y;
@@ -832,19 +993,18 @@ void I_FinishUpdate (void)
return;
// draws little dots on the bottom of the screen
- if (devparm)
- {
+ if (display_fps_dots)
+ {
i = I_GetTime();
tics = i - lasttic;
lasttic = i;
if (tics > 20) tics = 20;
for (i=0 ; i<tics*2 ; i+=4)
- screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff;
+ I_VideoBuffer[ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff;
for ( ; i<20*4 ; i+=4)
- screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0;
-
+ I_VideoBuffer[ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0;
}
// draw to screen
@@ -871,7 +1031,7 @@ void I_FinishUpdate (void)
//
void I_ReadScreen (byte* scr)
{
- memcpy (scr, screens[0], SCREENWIDTH*SCREENHEIGHT);
+ memcpy(scr, I_VideoBuffer, SCREENWIDTH*SCREENHEIGHT);
}
@@ -893,16 +1053,26 @@ void I_SetPalette (byte *doompalette)
}
//
-// Set the window caption
+// Set the window title
//
-void I_SetWindowCaption(void)
+void I_SetWindowTitle(char *title)
+{
+ window_title = title;
+}
+
+//
+// Call the SDL function to set the window title, based on
+// the title set with I_SetWindowTitle.
+//
+
+static void I_InitWindowTitle(void)
{
char *buf;
- buf = Z_Malloc(strlen(gamedescription) + strlen(PACKAGE_STRING) + 10,
+ buf = Z_Malloc(strlen(window_title) + strlen(PACKAGE_STRING) + 5,
PU_STATIC, NULL);
- sprintf(buf, "%s - %s", gamedescription, PACKAGE_STRING);
+ sprintf(buf, "%s - %s", window_title, PACKAGE_STRING);
SDL_WM_SetCaption(buf, NULL);
@@ -911,7 +1081,7 @@ void I_SetWindowCaption(void)
// Set the application icon
-void I_SetWindowIcon(void)
+static void I_InitWindowIcon(void)
{
SDL_Surface *surface;
Uint8 *mask;
@@ -1260,6 +1430,14 @@ static void CheckCommandLine(void)
int i;
//!
+ // @vanilla
+ //
+ // Disable blitting the screen.
+ //
+
+ noblit = M_CheckParm ("-noblit");
+
+ //!
// @category video
//
// Grab the mouse when running in windowed mode.
@@ -1394,6 +1572,28 @@ static void CheckCommandLine(void)
{
SetScaleFactor(3);
}
+
+ //!
+ // @category video
+ //
+ // Disable vertical mouse movement.
+ //
+
+ if (M_CheckParm("-novert"))
+ {
+ novert = true;
+ }
+
+ //!
+ // @category video
+ //
+ // Enable vertical mouse movement.
+ //
+
+ if (M_CheckParm("-nonovert"))
+ {
+ novert = false;
+ }
}
// Check if we have been invoked as a screensaver by xscreensaver.
@@ -1571,9 +1771,9 @@ void I_InitGraphics(void)
// Set up title and icon. Windows cares about the ordering; this
// has to be done before the call to SDL_SetVideoMode.
- I_SetWindowCaption();
+ I_InitWindowTitle();
#if !SDL_VERSION_ATLEAST(1, 3, 0)
- I_SetWindowIcon();
+ I_InitWindowIcon();
#endif
// Set the video mode.
@@ -1663,23 +1863,21 @@ void I_InitGraphics(void)
if (native_surface)
{
- screens[0] = (unsigned char *) screen->pixels;
+ I_VideoBuffer = (unsigned char *) screen->pixels;
- screens[0] += (screen->h - SCREENHEIGHT) / 2;
+ I_VideoBuffer += (screen->h - SCREENHEIGHT) / 2;
}
else
{
- screens[0] = (unsigned char *) Z_Malloc (SCREENWIDTH * SCREENHEIGHT,
- PU_STATIC, NULL);
+ I_VideoBuffer = (unsigned char *) Z_Malloc (SCREENWIDTH * SCREENHEIGHT,
+ PU_STATIC, NULL);
}
- // "Loading from disk" icon
-
- LoadDiskImage();
+ V_RestoreBuffer();
// Clear the screen to black.
- memset(screens[0], 0, SCREENWIDTH * SCREENHEIGHT);
+ memset(I_VideoBuffer, 0, SCREENWIDTH * SCREENHEIGHT);
// We need SDL to give us translated versions of keys as well
@@ -1701,5 +1899,30 @@ void I_InitGraphics(void)
}
initialized = true;
+
+ // Call I_ShutdownGraphics on quit
+
+ I_AtExit(I_ShutdownGraphics, true);
+}
+
+// Bind all variables controlling video options into the configuration
+// file system.
+
+void I_BindVideoVariables(void)
+{
+ M_BindVariable("use_mouse", &usemouse);
+ M_BindVariable("autoadjust_video_settings", &autoadjust_video_settings);
+ M_BindVariable("fullscreen", &fullscreen);
+ M_BindVariable("aspect_ratio_correct", &aspect_ratio_correct);
+ M_BindVariable("startup_delay", &startup_delay);
+ M_BindVariable("screen_width", &screen_width);
+ M_BindVariable("screen_height", &screen_height);
+ M_BindVariable("grabmouse", &grabmouse);
+ M_BindVariable("mouse_acceleration", &mouse_acceleration);
+ M_BindVariable("mouse_threshold", &mouse_threshold);
+ M_BindVariable("video_driver", &video_driver);
+ M_BindVariable("usegamma", &usegamma);
+ M_BindVariable("vanilla_keyboard_mapping", &vanilla_keyboard_mapping);
+ M_BindVariable("novert", &novert);
}
diff --git a/src/i_video.h b/src/i_video.h
index bd5de24a..af865287 100644
--- a/src/i_video.h
+++ b/src/i_video.h
@@ -28,35 +28,49 @@
#ifndef __I_VIDEO__
#define __I_VIDEO__
-
#include "doomtype.h"
+// Screen width and height.
+
+#define SCREENWIDTH 320
+#define SCREENHEIGHT 200
+
+// Screen width used for "squash" scale functions
+
+#define SCREENWIDTH_4_3 256
+
+// Screen height used for "stretch" scale functions.
+
+#define SCREENHEIGHT_4_3 240
+
typedef struct
{
- // Screen width and height
+ // Screen width and height
- int width;
- int height;
+ int width;
+ int height;
- // Initialisation function to call when using this mode.
- // Called with a pointer to the Doom palette.
- //
- // If NULL, no init function is called.
+ // Initialisation function to call when using this mode.
+ // Called with a pointer to the Doom palette.
+ //
+ // If NULL, no init function is called.
- void (*InitMode)(byte *palette);
-
- // Function to call to draw the screen from the source buffer.
- // Return true if draw was successful.
+ void (*InitMode)(byte *palette);
+
+ // Function to call to draw the screen from the source buffer.
+ // Return true if draw was successful.
- boolean (*DrawScreen)(int x1, int y1, int x2, int y2);
+ boolean (*DrawScreen)(int x1, int y1, int x2, int y2);
- // If true, this is a "poor quality" mode. The autoadjust
- // code should always attempt to use a different mode to this
- // mode in fullscreen.
+ // If true, this is a "poor quality" mode. The autoadjust
+ // code should always attempt to use a different mode to this
+ // mode in fullscreen.
- boolean poor_quality;
+ boolean poor_quality;
} screen_mode_t;
+typedef boolean (*grabmouse_callback_t)(void);
+
// Called by D_DoomMain,
// determines the hardware configuration
// and sets up the video mode
@@ -71,30 +85,41 @@ void I_SetPalette (byte* palette);
void I_UpdateNoBlit (void);
void I_FinishUpdate (void);
-// Wait for vertical retrace or pause a bit.
-void I_WaitVBL(int count);
-
void I_ReadScreen (byte* scr);
void I_BeginRead (void);
void I_EndRead (void);
-void I_SetWindowCaption(void);
-void I_SetWindowIcon(void);
+void I_SetWindowTitle(char *title);
void I_CheckIsScreensaver(void);
+void I_SetGrabMouseCallback(grabmouse_callback_t func);
+
+void I_DisplayFPSDots(boolean dots_on);
+void I_BindVideoVariables(void);
+
+// Called before processing any tics in a frame (just after displaying a frame).
+// Time consuming syncronous operations are performed here (joystick reading).
+
+void I_StartFrame (void);
+
+// Called before processing each tic in a frame.
+// Quick syncronous operations are performed here.
+
+void I_StartTic (void);
+
+// Enable the loading disk image displayed when reading from disk.
+
+void I_EnableLoadingDisk(void);
extern char *video_driver;
-extern int autoadjust_video_settings;
extern boolean screenvisible;
-extern int screen_width, screen_height;
-extern int fullscreen;
-extern int aspect_ratio_correct;
-extern int grabmouse;
extern float mouse_acceleration;
extern int mouse_threshold;
-extern int startup_delay;
extern int vanilla_keyboard_mapping;
+extern boolean screensaver_mode;
+extern int usegamma;
+extern byte *I_VideoBuffer;
#endif
diff --git a/src/i_videohr.c b/src/i_videohr.c
new file mode 100644
index 00000000..94fc5309
--- /dev/null
+++ b/src/i_videohr.c
@@ -0,0 +1,222 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// SDL emulation of VGA 640x480x4 planar video mode,
+// for Hexen startup loading screen.
+//
+//-----------------------------------------------------------------------------
+
+#include "SDL.h"
+#include "string.h"
+
+#include "doomtype.h"
+#include "i_timer.h"
+
+// Palette fade-in takes two seconds
+
+#define FADE_TIME 2000
+
+#define HR_SCREENWIDTH 640
+#define HR_SCREENHEIGHT 480
+
+static SDL_Surface *hr_surface = NULL;
+static char *window_title = "";
+
+boolean I_SetVideoModeHR(void)
+{
+ Uint32 flags;
+
+ if (SDL_Init(SDL_INIT_VIDEO) < 0)
+ {
+ return false;
+ }
+
+ SDL_WM_SetCaption(window_title, NULL);
+
+ flags = SDL_SWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF;
+
+ hr_surface = SDL_SetVideoMode(HR_SCREENWIDTH, HR_SCREENHEIGHT, 8, flags);
+
+ if (hr_surface == NULL)
+ {
+ SDL_QuitSubSystem(SDL_INIT_VIDEO);
+ return false;
+ }
+
+ return true;
+}
+
+void I_SetWindowTitleHR(char *title)
+{
+ window_title = title;
+}
+
+void I_UnsetVideoModeHR(void)
+{
+ if (hr_surface != NULL)
+ {
+ SDL_QuitSubSystem(SDL_INIT_VIDEO);
+ hr_surface = NULL;
+ }
+}
+
+void I_ClearScreenHR(void)
+{
+ SDL_Rect area = { 0, 0, HR_SCREENWIDTH, HR_SCREENHEIGHT };
+
+ SDL_FillRect(hr_surface, &area, 0);
+}
+
+void I_SlamBlockHR(int x, int y, int w, int h, const byte *src)
+{
+ const byte *srcptrs[4];
+ byte srcbits[4];
+ byte *dest;
+ int x1, y1;
+ int i;
+ int bit;
+
+ // Set up source pointers to read from source buffer - each 4-bit
+ // pixel has its bits split into four sub-buffers
+
+ for (i=0; i<4; ++i)
+ {
+ srcptrs[i] = src + (i * w * h / 8);
+ }
+
+ if (SDL_LockSurface(hr_surface) < 0)
+ {
+ return;
+ }
+
+ // Draw each pixel
+
+ bit = 0;
+
+ for (y1=y; y1<y+h; ++y1)
+ {
+ dest = ((byte *) hr_surface->pixels) + y1 * hr_surface->pitch + x;
+
+ for (x1=x; x1<x+w; ++x1)
+ {
+ // Get the bits for this pixel
+ // For each bit, find the byte containing it, shift down
+ // and mask out the specific bit wanted.
+
+ for (i=0; i<4; ++i)
+ {
+ srcbits[i] = (srcptrs[i][bit / 8] >> (7 - (bit % 8))) & 0x1;
+ }
+
+ // Reassemble the pixel value
+
+ *dest = (srcbits[0] << 0)
+ | (srcbits[1] << 1)
+ | (srcbits[2] << 2)
+ | (srcbits[3] << 3);
+
+ // Next pixel!
+
+ ++dest;
+ ++bit;
+ }
+ }
+
+ SDL_UnlockSurface(hr_surface);
+
+ // Update the region we drew.
+
+ //SDL_UpdateRect(hr_surface, x, y, w, h);
+ SDL_Flip(hr_surface);
+}
+
+void I_SlamHR(const byte *buffer)
+{
+ I_SlamBlockHR(0, 0, HR_SCREENWIDTH, HR_SCREENHEIGHT, buffer);
+}
+
+void I_InitPaletteHR(void)
+{
+ // ...
+}
+
+void I_SetPaletteHR(const byte *palette)
+{
+ SDL_Color sdlpal[16];
+ int i;
+
+ for (i=0; i<16; ++i)
+ {
+ sdlpal[i].r = palette[i * 3 + 0] * 4;
+ sdlpal[i].g = palette[i * 3 + 1] * 4;
+ sdlpal[i].b = palette[i * 3 + 2] * 4;
+ }
+
+ SDL_SetColors(hr_surface, sdlpal, 0, 16);
+}
+
+void I_FadeToPaletteHR(const byte *palette)
+{
+ byte tmppal[16 * 3];
+ int starttime;
+ int elapsed;
+ int i;
+
+ starttime = I_GetTimeMS();
+
+ for (;;)
+ {
+ elapsed = I_GetTimeMS() - starttime;
+
+ if (elapsed >= FADE_TIME)
+ {
+ break;
+ }
+
+ // Generate the fake palette
+
+ for (i=0; i<16 * 3; ++i)
+ {
+ tmppal[i] = (palette[i] * elapsed) / FADE_TIME;
+ }
+
+ I_SetPaletteHR(tmppal);
+ SDL_Flip(hr_surface);
+
+ // Sleep a bit
+
+ I_Sleep(10);
+ }
+
+ // Set the final palette
+
+ I_SetPaletteHR(palette);
+}
+
+void I_BlackPaletteHR(void)
+{
+ byte blackpal[16 * 3];
+
+ memset(blackpal, 0, sizeof(blackpal));
+
+ I_SetPaletteHR(blackpal);
+}
+
diff --git a/src/i_videohr.h b/src/i_videohr.h
new file mode 100644
index 00000000..5de5158f
--- /dev/null
+++ b/src/i_videohr.h
@@ -0,0 +1,42 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// SDL emulation of VGA 640x480x4 planar video mode,
+// for Hexen startup loading screen.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef I_VIDEOHR_H
+#define I_VIDEOHR_H
+
+boolean I_SetVideoModeHR(void);
+void I_UnsetVideoModeHR(void);
+void I_SetWindowTitleHR(char *title);
+void I_ClearScreenHR(void);
+void I_SlamBlockHR(int x, int y, int w, int h, const byte *src);
+void I_SlamHR(const byte *buffer);
+void I_InitPaletteHR(void);
+void I_SetPaletteHR(const byte *palette);
+void I_FadeToPaletteHR(const byte *palette);
+void I_BlackPaletteHR(void);
+
+#endif /* #ifndef I_VIDEOHR_H */
+
diff --git a/src/m_argv.c b/src/m_argv.c
index 78404d35..e2b551f1 100644
--- a/src/m_argv.c
+++ b/src/m_argv.c
@@ -29,7 +29,7 @@
#include <stdlib.h>
#include <string.h>
-#include "doomdef.h"
+#include "doomtype.h"
#include "i_system.h"
#include "m_misc.h"
@@ -60,8 +60,20 @@ int M_CheckParm (char *check)
return 0;
}
+//
+// M_ParmExists
+//
+// Returns true if the given parameter exists in the program's command
+// line arguments, false if not.
+//
+
+boolean M_ParmExists(char *check)
+{
+ return M_CheckParm(check) != 0;
+}
+
#define MAXARGVS 100
-
+
static void LoadResponseFile(int argv_index)
{
FILE *handle;
@@ -74,7 +86,7 @@ static void LoadResponseFile(int argv_index)
int i, k;
response_filename = myargv[argv_index] + 1;
-
+
// Read the response file into memory
handle = fopen(response_filename, "r");
@@ -90,11 +102,25 @@ static void LoadResponseFile(int argv_index)
// Read in the entire file
// Allocate one byte extra - this is incase there is an argument
- // at the end of the response file, in which case a '\0' will be
+ // at the end of the response file, in which case a '\0' will be
// needed.
file = malloc(size + 1);
- fread(file, size, 1, handle);
+
+ i = 0;
+
+ while (i < size)
+ {
+ k = fread(file + i, 1, size - i, handle);
+
+ if (k < 0)
+ {
+ I_Error("Failed to read full contents of '%s'", response_filename);
+ }
+
+ i += k;
+ }
+
fclose(handle);
// Create new arguments list array
@@ -110,7 +136,7 @@ static void LoadResponseFile(int argv_index)
newargv[i] = myargv[i];
++newargc;
}
-
+
infile = file;
k = 0;
@@ -121,7 +147,7 @@ static void LoadResponseFile(int argv_index)
while(k < size && isspace(infile[k]))
{
++k;
- }
+ }
if (k >= size)
{
@@ -132,7 +158,7 @@ static void LoadResponseFile(int argv_index)
// the contents as a single argument. This allows long filenames
// to be specified.
- if (infile[k] == '\"')
+ if (infile[k] == '\"')
{
// Skip the first character(")
++k;
@@ -146,9 +172,9 @@ static void LoadResponseFile(int argv_index)
++k;
}
- if (k >= size || infile[k] == '\n')
+ if (k >= size || infile[k] == '\n')
{
- I_Error("Quotes unclosed in response file '%s'",
+ I_Error("Quotes unclosed in response file '%s'",
response_filename);
}
@@ -174,7 +200,7 @@ static void LoadResponseFile(int argv_index)
++k;
}
- }
+ }
// Add arguments following the response file argument
@@ -217,3 +243,21 @@ void M_FindResponseFile(void)
}
}
+// Return the name of the executable used to start the program:
+
+char *M_GetExecutableName(void)
+{
+ char *sep;
+
+ sep = strrchr(myargv[0], DIR_SEPARATOR);
+
+ if (sep == NULL)
+ {
+ return myargv[0];
+ }
+ else
+ {
+ return sep + 1;
+ }
+}
+
diff --git a/src/m_argv.h b/src/m_argv.h
index 315bb97b..859f93e4 100644
--- a/src/m_argv.h
+++ b/src/m_argv.h
@@ -28,6 +28,8 @@
#ifndef __M_ARGV__
#define __M_ARGV__
+#include "doomtype.h"
+
//
// MISC
//
@@ -40,4 +42,12 @@ int M_CheckParm (char* check);
void M_FindResponseFile(void);
+// Parameter has been specified?
+
+boolean M_ParmExists(char *check);
+
+// Get name of executable used to run this program:
+
+char *M_GetExecutableName(void);
+
#endif
diff --git a/src/m_config.c b/src/m_config.c
index a2f3ac58..056861cc 100644
--- a/src/m_config.c
+++ b/src/m_config.c
@@ -2,6 +2,7 @@
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
@@ -19,7 +20,6 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-//
// DESCRIPTION:
// Configuration file interface.
//
@@ -28,46 +28,20 @@
#include <stdio.h>
#include <stdlib.h>
+#include <string.h>
#include <ctype.h>
#include <errno.h>
-#ifdef _WIN32
-#define WIN32_LEAN_AND_MEAN
-#include <windows.h>
-#endif
-
-#include "SDL_mixer.h"
-
#include "config.h"
-#include "deh_main.h"
-#include "doomdef.h"
-#include "doomfeatures.h"
-
-#include "z_zone.h"
-#include "m_menu.h"
-#include "m_argv.h"
-#include "net_client.h"
-
-#include "w_wad.h"
-
-#include "i_joystick.h"
-#include "i_swap.h"
+#include "doomtype.h"
+#include "doomkeys.h"
+#include "doomfeatures.h"
#include "i_system.h"
-#include "i_video.h"
-#include "s_sound.h"
-#include "v_video.h"
-
-#include "hu_stuff.h"
-
-// State.
-#include "doomstat.h"
-
-// Data.
-#include "dstrings.h"
-
+#include "m_argv.h"
#include "m_misc.h"
+#include "z_zone.h"
//
// DEFAULTS
@@ -76,130 +50,12 @@
// Location where all configuration data is stored -
// default.cfg, savegames, etc.
-char * configdir;
-
-
-int usemouse = 1;
-int usejoystick = 0;
-
-extern int key_right;
-extern int key_left;
-extern int key_up;
-extern int key_down;
-
-extern int key_strafeleft;
-extern int key_straferight;
-
-extern int key_fire;
-extern int key_use;
-extern int key_strafe;
-extern int key_speed;
-
-extern int key_pause;
-
-// Menu control keys:
-
-extern int key_menu_activate;
-extern int key_menu_up;
-extern int key_menu_down;
-extern int key_menu_left;
-extern int key_menu_right;
-extern int key_menu_back;
-extern int key_menu_forward;
-extern int key_menu_confirm;
-extern int key_menu_abort;
-
-// Keyboard shortcuts:
-
-extern int key_menu_help;
-extern int key_menu_save;
-extern int key_menu_load;
-extern int key_menu_volume;
-extern int key_menu_detail;
-extern int key_menu_qsave;
-extern int key_menu_endgame;
-extern int key_menu_messages;
-extern int key_menu_qload;
-extern int key_menu_quit;
-extern int key_menu_gamma;
-
-extern int key_menu_incscreen;
-extern int key_menu_decscreen;
-
-extern int key_map_north;
-extern int key_map_south;
-extern int key_map_east;
-extern int key_map_west;
-extern int key_map_zoomin;
-extern int key_map_zoomout;
-extern int key_map_toggle;
-extern int key_map_maxzoom;
-extern int key_map_follow;
-extern int key_map_grid;
-extern int key_map_mark;
-extern int key_map_clearmark;
-
-extern int key_weapon1;
-extern int key_weapon2;
-extern int key_weapon3;
-extern int key_weapon4;
-extern int key_weapon5;
-extern int key_weapon6;
-extern int key_weapon7;
-extern int key_weapon8;
-
-extern int key_message_refresh;
-
-extern int mousebfire;
-extern int mousebstrafe;
-extern int mousebforward;
-
-extern int mousebstrafeleft;
-extern int mousebstraferight;
-extern int mousebbackward;
-extern int mousebuse;
-
-extern int dclick_use;
-
-extern int joybfire;
-extern int joybstrafe;
-extern int joybuse;
-extern int joybspeed;
-extern int joybstrafeleft;
-extern int joybstraferight;
-
-extern int viewwidth;
-extern int viewheight;
-
-extern int mouseSensitivity;
-extern int showMessages;
-
-// machine-independent sound params
-extern int numChannels;
-
-
-extern char* chat_macros[];
-
-extern int show_endoom;
-extern int vanilla_savegame_limit;
-extern int vanilla_demo_limit;
-
-extern int snd_musicdevice;
-extern int snd_sfxdevice;
-extern int snd_samplerate;
+char *configdir;
-// controls whether to use libsamplerate for sample rate conversions
+// Default filenames for configuration files.
-extern int use_libsamplerate;
-
-// dos specific options: these are unused but should be maintained
-// so that the config file can be shared between chocolate
-// doom and doom.exe
-
-static int snd_sbport = 0;
-static int snd_sbirq = 0;
-static int snd_sbdma = 0;
-static int snd_mport = 0;
+static char *default_main_config;
+static char *default_extra_config;
typedef enum
{
@@ -212,10 +68,10 @@ typedef enum
typedef struct
{
// Name of the variable
- char * name;
+ char *name;
// Pointer to the location in memory of the variable
- void * location;
+ void *location;
// Type of the variable
default_type_t type;
@@ -223,30 +79,34 @@ typedef struct
// If this is a key value, the original integer scancode we read from
// the config file before translating it to the internal key value.
// If zero, we didn't read this value from a config file.
- int untranslated;
+ int untranslated;
// The value we translated the scancode into when we read the
// config file on startup. If the variable value is different from
// this, it has been changed and needs to be converted; otherwise,
// use the 'untranslated' value.
- int original_translated;
+ int original_translated;
+
+ // If true, this config variable has been bound to a variable
+ // and is being used.
+ boolean bound;
} default_t;
typedef struct
{
default_t *defaults;
- int numdefaults;
- char *filename;
+ int numdefaults;
+ char *filename;
} default_collection_t;
-#define CONFIG_VARIABLE_KEY(name, variable) \
- { #name, &variable, DEFAULT_KEY, 0, 0 }
-#define CONFIG_VARIABLE_INT(name, variable) \
- { #name, &variable, DEFAULT_INT, 0, 0 }
-#define CONFIG_VARIABLE_FLOAT(name, variable) \
- { #name, &variable, DEFAULT_FLOAT, 0, 0 }
-#define CONFIG_VARIABLE_STRING(name, variable) \
- { #name, &variable, DEFAULT_STRING, 0, 0 }
+#define CONFIG_VARIABLE_KEY(name) \
+ { #name, NULL, DEFAULT_KEY, 0, 0, false }
+#define CONFIG_VARIABLE_INT(name) \
+ { #name, NULL, DEFAULT_INT, 0, 0, false }
+#define CONFIG_VARIABLE_FLOAT(name) \
+ { #name, NULL, DEFAULT_FLOAT, 0, 0, false }
+#define CONFIG_VARIABLE_STRING(name) \
+ { #name, NULL, DEFAULT_STRING, 0, 0, false }
//! @begin_config_file default.cfg
@@ -261,19 +121,19 @@ static default_t doom_defaults_list[] =
// the game to crash when entering the options menu.
//
- CONFIG_VARIABLE_INT(mouse_sensitivity, mouseSensitivity),
+ CONFIG_VARIABLE_INT(mouse_sensitivity),
//!
// Volume of sound effects, range 0-15.
//
- CONFIG_VARIABLE_INT(sfx_volume, sfxVolume),
+ CONFIG_VARIABLE_INT(sfx_volume),
//!
// Volume of in-game music, range 0-15.
//
- CONFIG_VARIABLE_INT(music_volume, musicVolume),
+ CONFIG_VARIABLE_INT(music_volume),
//!
// If non-zero, messages are displayed on the heads-up display
@@ -281,55 +141,115 @@ static default_t doom_defaults_list[] =
// are not displayed.
//
- CONFIG_VARIABLE_INT(show_messages, showMessages),
+ CONFIG_VARIABLE_INT(show_messages),
//!
// Keyboard key to turn right.
//
- CONFIG_VARIABLE_KEY(key_right, key_right),
+ CONFIG_VARIABLE_KEY(key_right),
//!
// Keyboard key to turn left.
//
- CONFIG_VARIABLE_KEY(key_left, key_left),
+ CONFIG_VARIABLE_KEY(key_left),
//!
// Keyboard key to move forward.
//
- CONFIG_VARIABLE_KEY(key_up, key_up),
+ CONFIG_VARIABLE_KEY(key_up),
//!
// Keyboard key to move backward.
//
- CONFIG_VARIABLE_KEY(key_down, key_down),
+ CONFIG_VARIABLE_KEY(key_down),
//!
// Keyboard key to strafe left.
//
- CONFIG_VARIABLE_KEY(key_strafeleft, key_strafeleft),
+ CONFIG_VARIABLE_KEY(key_strafeleft),
//!
// Keyboard key to strafe right.
//
- CONFIG_VARIABLE_KEY(key_straferight, key_straferight),
+ CONFIG_VARIABLE_KEY(key_straferight),
+
+ //!
+ // Keyboard key to jump.
+ //
+
+ CONFIG_VARIABLE_KEY(key_jump),
+
+ //!
+ // Keyboard key to fly upward.
+ //
+
+ CONFIG_VARIABLE_KEY(key_flyup),
+
+ //!
+ // Keyboard key to fly downwards.
+ //
+
+ CONFIG_VARIABLE_KEY(key_flydown),
+
+ //!
+ // Keyboard key to center flying.
+ //
+
+ CONFIG_VARIABLE_KEY(key_flycenter),
+
+ //!
+ // Keyboard key to look up.
+ //
+
+ CONFIG_VARIABLE_KEY(key_lookup),
+
+ //!
+ // Keyboard key to look down.
+ //
+
+ CONFIG_VARIABLE_KEY(key_lookdown),
+
+ //!
+ // Keyboard key to center the view.
+ //
+
+ CONFIG_VARIABLE_KEY(key_lookcenter),
+
+ //!
+ // Keyboard key to scroll left in the inventory.
+ //
+
+ CONFIG_VARIABLE_KEY(key_invleft),
+
+ //!
+ // Keyboard key to scroll right in the inventory.
+ //
+
+ CONFIG_VARIABLE_KEY(key_invright),
+
+ //!
+ // Keyboard key to use the current item in the inventory.
+ //
+
+ CONFIG_VARIABLE_KEY(key_useartifact),
//!
// Keyboard key to fire the currently selected weapon.
//
- CONFIG_VARIABLE_KEY(key_fire, key_fire),
+ CONFIG_VARIABLE_KEY(key_fire),
//!
// Keyboard key to "use" an object, eg. a door or switch.
//
- CONFIG_VARIABLE_KEY(key_use, key_use),
+ CONFIG_VARIABLE_KEY(key_use),
//!
// Keyboard key to turn on strafing. When held down, pressing the
@@ -337,63 +257,69 @@ static default_t doom_defaults_list[] =
// right instead.
//
- CONFIG_VARIABLE_KEY(key_strafe, key_strafe),
+ CONFIG_VARIABLE_KEY(key_strafe),
//!
// Keyboard key to make the player run.
//
- CONFIG_VARIABLE_KEY(key_speed, key_speed),
+ CONFIG_VARIABLE_KEY(key_speed),
//!
// If non-zero, mouse input is enabled. If zero, mouse input is
// disabled.
//
- CONFIG_VARIABLE_INT(use_mouse, usemouse),
+ CONFIG_VARIABLE_INT(use_mouse),
//!
// Mouse button to fire the currently selected weapon.
//
- CONFIG_VARIABLE_INT(mouseb_fire, mousebfire),
+ CONFIG_VARIABLE_INT(mouseb_fire),
//!
// Mouse button to turn on strafing. When held down, the player
// will strafe left and right instead of turning left and right.
//
- CONFIG_VARIABLE_INT(mouseb_strafe, mousebstrafe),
+ CONFIG_VARIABLE_INT(mouseb_strafe),
//!
// Mouse button to move forward.
//
- CONFIG_VARIABLE_INT(mouseb_forward, mousebforward),
+ CONFIG_VARIABLE_INT(mouseb_forward),
+
+ //!
+ // Mouse button to jump.
+ //
+
+ CONFIG_VARIABLE_INT(mouseb_jump),
//!
// If non-zero, joystick input is enabled.
//
- CONFIG_VARIABLE_INT(use_joystick, usejoystick),
+ CONFIG_VARIABLE_INT(use_joystick),
//!
// Joystick button to fire the current weapon.
//
- CONFIG_VARIABLE_INT(joyb_fire, joybfire),
+ CONFIG_VARIABLE_INT(joyb_fire),
//!
// Joystick button to fire the current weapon.
//
- CONFIG_VARIABLE_INT(joyb_strafe, joybstrafe),
+ CONFIG_VARIABLE_INT(joyb_strafe),
//!
// Joystick button to "use" an object, eg. a door or switch.
//
- CONFIG_VARIABLE_INT(joyb_use, joybuse),
+ CONFIG_VARIABLE_INT(joyb_use),
//!
// Joystick button to make the player run.
@@ -401,7 +327,13 @@ static default_t doom_defaults_list[] =
// If this has a value of 20 or greater, the player will always run.
//
- CONFIG_VARIABLE_INT(joyb_speed, joybspeed),
+ CONFIG_VARIABLE_INT(joyb_speed),
+
+ //!
+ // Joystick button to jump.
+ //
+
+ CONFIG_VARIABLE_INT(joyb_jump),
//!
// Screen size, range 3-11.
@@ -411,27 +343,27 @@ static default_t doom_defaults_list[] =
// status bar displayed.
//
- CONFIG_VARIABLE_INT(screenblocks, screenblocks),
+ CONFIG_VARIABLE_INT(screenblocks),
//!
// Screen detail. Zero gives normal "high detail" mode, while
// a non-zero value gives "low detail" mode.
//
- CONFIG_VARIABLE_INT(detaillevel, detailLevel),
+ CONFIG_VARIABLE_INT(detaillevel),
//!
// Number of sounds that will be played simultaneously.
//
- CONFIG_VARIABLE_INT(snd_channels, numChannels),
+ CONFIG_VARIABLE_INT(snd_channels),
//!
// Music output device. A non-zero value gives MIDI sound output,
// while a value of zero disables music.
//
- CONFIG_VARIABLE_INT(snd_musicdevice, snd_musicdevice),
+ CONFIG_VARIABLE_INT(snd_musicdevice),
//!
// Sound effects device. A value of zero disables in-game sound
@@ -440,31 +372,31 @@ static default_t doom_defaults_list[] =
// effects.
//
- CONFIG_VARIABLE_INT(snd_sfxdevice, snd_sfxdevice),
+ CONFIG_VARIABLE_INT(snd_sfxdevice),
//!
// SoundBlaster I/O port. Unused.
//
- CONFIG_VARIABLE_INT(snd_sbport, snd_sbport),
+ CONFIG_VARIABLE_INT(snd_sbport),
//!
// SoundBlaster IRQ. Unused.
//
- CONFIG_VARIABLE_INT(snd_sbirq, snd_sbirq),
+ CONFIG_VARIABLE_INT(snd_sbirq),
//!
// SoundBlaster DMA channel. Unused.
//
- CONFIG_VARIABLE_INT(snd_sbdma, snd_sbdma),
+ CONFIG_VARIABLE_INT(snd_sbdma),
//!
// Output port to use for OPL MIDI playback. Unused.
//
- CONFIG_VARIABLE_INT(snd_mport, snd_mport),
+ CONFIG_VARIABLE_INT(snd_mport),
//!
// Gamma correction level. A value of zero disables gamma
@@ -472,67 +404,81 @@ static default_t doom_defaults_list[] =
// levels of gamma correction.
//
- CONFIG_VARIABLE_INT(usegamma, usegamma),
+ CONFIG_VARIABLE_INT(usegamma),
+
+ //!
+ // Directory in which to store savegames.
+ //
+
+ CONFIG_VARIABLE_STRING(savedir),
+
+ //!
+ // Controls whether messages are displayed in the heads-up display.
+ // If this has a non-zero value, messages are displayed.
+ //
+
+ CONFIG_VARIABLE_INT(messageson),
+
//!
// Multiplayer chat macro: message to send when alt+0 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro0, chat_macros[0]),
+ CONFIG_VARIABLE_STRING(chatmacro0),
//!
// Multiplayer chat macro: message to send when alt+1 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro1, chat_macros[1]),
+ CONFIG_VARIABLE_STRING(chatmacro1),
//!
// Multiplayer chat macro: message to send when alt+2 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro2, chat_macros[2]),
+ CONFIG_VARIABLE_STRING(chatmacro2),
//!
// Multiplayer chat macro: message to send when alt+3 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro3, chat_macros[3]),
+ CONFIG_VARIABLE_STRING(chatmacro3),
//!
// Multiplayer chat macro: message to send when alt+4 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro4, chat_macros[4]),
+ CONFIG_VARIABLE_STRING(chatmacro4),
//!
// Multiplayer chat macro: message to send when alt+5 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro5, chat_macros[5]),
+ CONFIG_VARIABLE_STRING(chatmacro5),
//!
// Multiplayer chat macro: message to send when alt+6 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro6, chat_macros[6]),
+ CONFIG_VARIABLE_STRING(chatmacro6),
//!
// Multiplayer chat macro: message to send when alt+7 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro7, chat_macros[7]),
+ CONFIG_VARIABLE_STRING(chatmacro7),
//!
// Multiplayer chat macro: message to send when alt+8 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro8, chat_macros[8]),
+ CONFIG_VARIABLE_STRING(chatmacro8),
//!
// Multiplayer chat macro: message to send when alt+9 is pressed.
//
- CONFIG_VARIABLE_STRING(chatmacro9, chat_macros[9]),
+ CONFIG_VARIABLE_STRING(chatmacro9),
};
static default_collection_t doom_defaults =
@@ -547,26 +493,33 @@ static default_collection_t doom_defaults =
static default_t extra_defaults_list[] =
{
//!
+ // If non-zero, use the graphical startup mode for Heretic and
+ // Hexen.
+ //
+
+ CONFIG_VARIABLE_INT(graphical_startup),
+
+ //!
// If non-zero, video settings will be autoadjusted to a valid
// configuration when the screen_width and screen_height variables
// do not match any valid configuration.
//
- CONFIG_VARIABLE_INT(autoadjust_video_settings, autoadjust_video_settings),
+ CONFIG_VARIABLE_INT(autoadjust_video_settings),
//!
// If non-zero, the game will run in full screen mode. If zero,
// the game will run in a window.
//
- CONFIG_VARIABLE_INT(fullscreen, fullscreen),
+ CONFIG_VARIABLE_INT(fullscreen),
//!
// If non-zero, the screen will be stretched vertically to display
// correctly on a square pixel video mode.
//
- CONFIG_VARIABLE_INT(aspect_ratio_correct, aspect_ratio_correct),
+ CONFIG_VARIABLE_INT(aspect_ratio_correct),
//!
// Number of milliseconds to wait on startup after the video mode
@@ -575,7 +528,7 @@ static default_t extra_defaults_list[] =
// for a brief interval after changing video modes.
//
- CONFIG_VARIABLE_INT(startup_delay, startup_delay),
+ CONFIG_VARIABLE_INT(startup_delay),
//!
// Screen width in pixels. If running in full screen mode, this is
@@ -584,7 +537,7 @@ static default_t extra_defaults_list[] =
// will run.
//
- CONFIG_VARIABLE_INT(screen_width, screen_width),
+ CONFIG_VARIABLE_INT(screen_width),
//!
// Screen height in pixels. If running in full screen mode, this is
@@ -593,7 +546,7 @@ static default_t extra_defaults_list[] =
// will run.
//
- CONFIG_VARIABLE_INT(screen_height, screen_height),
+ CONFIG_VARIABLE_INT(screen_height),
//!
// If this is non-zero, the mouse will be "grabbed" when running
@@ -601,7 +554,7 @@ static default_t extra_defaults_list[] =
// When running full screen, this has no effect.
//
- CONFIG_VARIABLE_INT(grabmouse, grabmouse),
+ CONFIG_VARIABLE_INT(grabmouse),
//!
// If non-zero, all vertical mouse movement is ignored. This
@@ -609,7 +562,7 @@ static default_t extra_defaults_list[] =
// that performs the same function.
//
- CONFIG_VARIABLE_INT(novert, novert),
+ CONFIG_VARIABLE_INT(novert),
//!
// Mouse acceleration factor. When the speed of mouse movement
@@ -617,7 +570,7 @@ static default_t extra_defaults_list[] =
// multiplied by this value.
//
- CONFIG_VARIABLE_FLOAT(mouse_acceleration, mouse_acceleration),
+ CONFIG_VARIABLE_FLOAT(mouse_acceleration),
//!
// Mouse acceleration threshold. When the speed of mouse movement
@@ -625,21 +578,21 @@ static default_t extra_defaults_list[] =
// acceleration factor (mouse_acceleration).
//
- CONFIG_VARIABLE_INT(mouse_threshold, mouse_threshold),
+ CONFIG_VARIABLE_INT(mouse_threshold),
//!
// Sound output sample rate, in Hz. Typical values to use are
// 11025, 22050, 44100 and 48000.
//
- CONFIG_VARIABLE_INT(snd_samplerate, snd_samplerate),
+ CONFIG_VARIABLE_INT(snd_samplerate),
//!
// If non-zero, the ENDOOM screen is displayed when exiting the
// game. If zero, the ENDOOM screen is not displayed.
//
- CONFIG_VARIABLE_INT(show_endoom, show_endoom),
+ CONFIG_VARIABLE_INT(show_endoom),
//!
// If non-zero, the Vanilla savegame limit is enforced; if the
@@ -648,7 +601,7 @@ static default_t extra_defaults_list[] =
// the size of savegames.
//
- CONFIG_VARIABLE_INT(vanilla_savegame_limit, vanilla_savegame_limit),
+ CONFIG_VARIABLE_INT(vanilla_savegame_limit),
//!
// If non-zero, the Vanilla demo size limit is enforced; the game
@@ -657,7 +610,7 @@ static default_t extra_defaults_list[] =
// limit to the size of demos.
//
- CONFIG_VARIABLE_INT(vanilla_demo_limit, vanilla_demo_limit),
+ CONFIG_VARIABLE_INT(vanilla_demo_limit),
//!
// If non-zero, the game behaves like Vanilla Doom, always assuming
@@ -665,14 +618,14 @@ static default_t extra_defaults_list[] =
// native keyboard mapping of the keyboard is used.
//
- CONFIG_VARIABLE_INT(vanilla_keyboard_mapping, vanilla_keyboard_mapping),
+ CONFIG_VARIABLE_INT(vanilla_keyboard_mapping),
//!
// Name of the SDL video driver to use. If this is an empty string,
// the default video driver is used.
//
- CONFIG_VARIABLE_STRING(video_driver, video_driver),
+ CONFIG_VARIABLE_STRING(video_driver),
#ifdef FEATURE_MULTIPLAYER
@@ -681,7 +634,7 @@ static default_t extra_defaults_list[] =
// used on the "waiting" screen while waiting for the game to start.
//
- CONFIG_VARIABLE_STRING(player_name, net_player_name),
+ CONFIG_VARIABLE_STRING(player_name),
#endif
@@ -690,74 +643,74 @@ static default_t extra_defaults_list[] =
// value ('-1') indicates that no joystick is configured.
//
- CONFIG_VARIABLE_INT(joystick_index, joystick_index),
+ CONFIG_VARIABLE_INT(joystick_index),
//!
// Joystick axis to use to for horizontal (X) movement.
//
- CONFIG_VARIABLE_INT(joystick_x_axis, joystick_x_axis),
+ CONFIG_VARIABLE_INT(joystick_x_axis),
//!
// If non-zero, movement on the horizontal joystick axis is inverted.
//
- CONFIG_VARIABLE_INT(joystick_x_invert, joystick_x_invert),
+ CONFIG_VARIABLE_INT(joystick_x_invert),
//!
// Joystick axis to use to for vertical (Y) movement.
//
- CONFIG_VARIABLE_INT(joystick_y_axis, joystick_y_axis),
+ CONFIG_VARIABLE_INT(joystick_y_axis),
//!
// If non-zero, movement on the vertical joystick axis is inverted.
//
- CONFIG_VARIABLE_INT(joystick_y_invert, joystick_y_invert),
+ CONFIG_VARIABLE_INT(joystick_y_invert),
//!
// Joystick button to strafe left.
//
- CONFIG_VARIABLE_INT(joyb_strafeleft, joybstrafeleft),
+ CONFIG_VARIABLE_INT(joyb_strafeleft),
//!
// Joystick button to strafe right.
//
- CONFIG_VARIABLE_INT(joyb_straferight, joybstraferight),
+ CONFIG_VARIABLE_INT(joyb_straferight),
//!
// Mouse button to strafe left.
//
- CONFIG_VARIABLE_INT(mouseb_strafeleft, mousebstrafeleft),
+ CONFIG_VARIABLE_INT(mouseb_strafeleft),
//!
// Mouse button to strafe right.
//
- CONFIG_VARIABLE_INT(mouseb_straferight, mousebstraferight),
+ CONFIG_VARIABLE_INT(mouseb_straferight),
//!
// Mouse button to "use" an object, eg. a door or switch.
//
- CONFIG_VARIABLE_INT(mouseb_use, mousebuse),
+ CONFIG_VARIABLE_INT(mouseb_use),
//!
// Mouse button to move backwards.
//
- CONFIG_VARIABLE_INT(mouseb_backward, mousebbackward),
+ CONFIG_VARIABLE_INT(mouseb_backward),
//!
// If non-zero, double-clicking a mouse button acts like pressing
// the "use" key to use an object in-game, eg. a door or switch.
//
- CONFIG_VARIABLE_INT(dclick_use, dclick_use),
+ CONFIG_VARIABLE_INT(dclick_use),
#ifdef FEATURE_SOUND
@@ -774,7 +727,7 @@ static default_t extra_defaults_list[] =
// Sinc filter = 4; High quality Sinc filter = 5.
//
- CONFIG_VARIABLE_INT(use_libsamplerate, use_libsamplerate),
+ CONFIG_VARIABLE_INT(use_libsamplerate),
#endif
@@ -782,265 +735,265 @@ static default_t extra_defaults_list[] =
// Key to pause or unpause the game.
//
- CONFIG_VARIABLE_KEY(key_pause, key_pause),
+ CONFIG_VARIABLE_KEY(key_pause),
//!
// Key that activates the menu when pressed.
//
- CONFIG_VARIABLE_KEY(key_menu_activate, key_menu_activate),
+ CONFIG_VARIABLE_KEY(key_menu_activate),
//!
// Key that moves the cursor up on the menu.
//
- CONFIG_VARIABLE_KEY(key_menu_up, key_menu_up),
+ CONFIG_VARIABLE_KEY(key_menu_up),
//!
// Key that moves the cursor down on the menu.
//
- CONFIG_VARIABLE_KEY(key_menu_down, key_menu_down),
+ CONFIG_VARIABLE_KEY(key_menu_down),
//!
// Key that moves the currently selected slider on the menu left.
//
- CONFIG_VARIABLE_KEY(key_menu_left, key_menu_left),
+ CONFIG_VARIABLE_KEY(key_menu_left),
//!
// Key that moves the currently selected slider on the menu right.
//
- CONFIG_VARIABLE_KEY(key_menu_right, key_menu_right),
+ CONFIG_VARIABLE_KEY(key_menu_right),
//!
// Key to go back to the previous menu.
//
- CONFIG_VARIABLE_KEY(key_menu_back, key_menu_back),
+ CONFIG_VARIABLE_KEY(key_menu_back),
//!
// Key to activate the currently selected menu item.
//
- CONFIG_VARIABLE_KEY(key_menu_forward, key_menu_forward),
+ CONFIG_VARIABLE_KEY(key_menu_forward),
//!
// Key to answer 'yes' to a question in the menu.
//
- CONFIG_VARIABLE_KEY(key_menu_confirm, key_menu_confirm),
+ CONFIG_VARIABLE_KEY(key_menu_confirm),
//!
// Key to answer 'no' to a question in the menu.
//
- CONFIG_VARIABLE_KEY(key_menu_abort, key_menu_abort),
+ CONFIG_VARIABLE_KEY(key_menu_abort),
//!
// Keyboard shortcut to bring up the help screen.
//
- CONFIG_VARIABLE_KEY(key_menu_help, key_menu_help),
+ CONFIG_VARIABLE_KEY(key_menu_help),
//!
// Keyboard shortcut to bring up the save game menu.
//
- CONFIG_VARIABLE_KEY(key_menu_save, key_menu_save),
+ CONFIG_VARIABLE_KEY(key_menu_save),
//!
// Keyboard shortcut to bring up the load game menu.
//
- CONFIG_VARIABLE_KEY(key_menu_load, key_menu_load),
+ CONFIG_VARIABLE_KEY(key_menu_load),
//!
// Keyboard shortcut to bring up the sound volume menu.
//
- CONFIG_VARIABLE_KEY(key_menu_volume, key_menu_volume),
+ CONFIG_VARIABLE_KEY(key_menu_volume),
//!
// Keyboard shortcut to toggle the detail level.
//
- CONFIG_VARIABLE_KEY(key_menu_detail, key_menu_detail),
+ CONFIG_VARIABLE_KEY(key_menu_detail),
//!
// Keyboard shortcut to quicksave the current game.
//
- CONFIG_VARIABLE_KEY(key_menu_qsave, key_menu_qsave),
+ CONFIG_VARIABLE_KEY(key_menu_qsave),
//!
// Keyboard shortcut to end the game.
//
- CONFIG_VARIABLE_KEY(key_menu_endgame, key_menu_endgame),
+ CONFIG_VARIABLE_KEY(key_menu_endgame),
//!
// Keyboard shortcut to toggle heads-up messages.
//
- CONFIG_VARIABLE_KEY(key_menu_messages, key_menu_messages),
+ CONFIG_VARIABLE_KEY(key_menu_messages),
//!
// Keyboard shortcut to load the last quicksave.
//
- CONFIG_VARIABLE_KEY(key_menu_qload, key_menu_qload),
+ CONFIG_VARIABLE_KEY(key_menu_qload),
//!
// Keyboard shortcut to quit the game.
//
- CONFIG_VARIABLE_KEY(key_menu_quit, key_menu_quit),
+ CONFIG_VARIABLE_KEY(key_menu_quit),
//!
// Keyboard shortcut to toggle the gamma correction level.
//
- CONFIG_VARIABLE_KEY(key_menu_gamma, key_menu_gamma),
+ CONFIG_VARIABLE_KEY(key_menu_gamma),
//!
// Keyboard shortcut to increase the screen size.
//
- CONFIG_VARIABLE_KEY(key_menu_incscreen, key_menu_incscreen),
+ CONFIG_VARIABLE_KEY(key_menu_incscreen),
//!
// Keyboard shortcut to decrease the screen size.
//
- CONFIG_VARIABLE_KEY(key_menu_decscreen, key_menu_decscreen),
+ CONFIG_VARIABLE_KEY(key_menu_decscreen),
//!
// Key to toggle the map view.
//
- CONFIG_VARIABLE_KEY(key_map_toggle, key_map_toggle),
+ CONFIG_VARIABLE_KEY(key_map_toggle),
//!
// Key to pan north when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_north, key_map_north),
+ CONFIG_VARIABLE_KEY(key_map_north),
//!
// Key to pan south when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_south, key_map_south),
+ CONFIG_VARIABLE_KEY(key_map_south),
//!
// Key to pan east when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_east, key_map_east),
+ CONFIG_VARIABLE_KEY(key_map_east),
//!
// Key to pan west when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_west, key_map_west),
+ CONFIG_VARIABLE_KEY(key_map_west),
//!
// Key to zoom in when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_zoomin, key_map_zoomin),
+ CONFIG_VARIABLE_KEY(key_map_zoomin),
//!
// Key to zoom out when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_zoomout, key_map_zoomout),
+ CONFIG_VARIABLE_KEY(key_map_zoomout),
//!
// Key to zoom out the maximum amount when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_maxzoom, key_map_maxzoom),
+ CONFIG_VARIABLE_KEY(key_map_maxzoom),
//!
// Key to toggle follow mode when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_follow, key_map_follow),
+ CONFIG_VARIABLE_KEY(key_map_follow),
//!
// Key to toggle the grid display when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_grid, key_map_grid),
+ CONFIG_VARIABLE_KEY(key_map_grid),
//!
// Key to set a mark when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_mark, key_map_mark),
+ CONFIG_VARIABLE_KEY(key_map_mark),
//!
// Key to clear all marks when in the map view.
//
- CONFIG_VARIABLE_KEY(key_map_clearmark, key_map_clearmark),
+ CONFIG_VARIABLE_KEY(key_map_clearmark),
//!
// Key to select weapon 1.
//
- CONFIG_VARIABLE_KEY(key_weapon1, key_weapon1),
+ CONFIG_VARIABLE_KEY(key_weapon1),
//!
// Key to select weapon 2.
//
- CONFIG_VARIABLE_KEY(key_weapon2, key_weapon2),
+ CONFIG_VARIABLE_KEY(key_weapon2),
//!
// Key to select weapon 3.
//
- CONFIG_VARIABLE_KEY(key_weapon3, key_weapon3),
+ CONFIG_VARIABLE_KEY(key_weapon3),
//!
// Key to select weapon 4.
//
- CONFIG_VARIABLE_KEY(key_weapon4, key_weapon4),
+ CONFIG_VARIABLE_KEY(key_weapon4),
//!
// Key to select weapon 5.
//
- CONFIG_VARIABLE_KEY(key_weapon5, key_weapon5),
+ CONFIG_VARIABLE_KEY(key_weapon5),
//!
// Key to select weapon 6.
//
- CONFIG_VARIABLE_KEY(key_weapon6, key_weapon6),
+ CONFIG_VARIABLE_KEY(key_weapon6),
//!
// Key to select weapon 7.
//
- CONFIG_VARIABLE_KEY(key_weapon7, key_weapon7),
+ CONFIG_VARIABLE_KEY(key_weapon7),
//!
// Key to select weapon 8.
//
- CONFIG_VARIABLE_KEY(key_weapon8, key_weapon8),
+ CONFIG_VARIABLE_KEY(key_weapon8),
//!
// Key to re-display last message.
//
- CONFIG_VARIABLE_KEY(key_message_refresh, key_message_refresh),
+ CONFIG_VARIABLE_KEY(key_message_refresh),
};
static default_collection_t extra_defaults =
@@ -1050,6 +1003,23 @@ static default_collection_t extra_defaults =
NULL,
};
+// Search a collection for a variable
+
+static default_t *SearchCollection(default_collection_t *collection, char *name)
+{
+ int i;
+
+ for (i=0; i<collection->numdefaults; ++i)
+ {
+ if (!strcmp(name, collection->defaults[i].name))
+ {
+ return &collection->defaults[i];
+ }
+ }
+
+ return NULL;
+}
+
static const int scantokey[128] =
{
0 , 27, '1', '2', '3', '4', '5', '6',
@@ -1087,6 +1057,13 @@ static void SaveDefaultCollection(default_collection_t *collection)
{
int chars_written;
+ // Ignore unbound variables
+
+ if (!defaults[i].bound)
+ {
+ continue;
+ }
+
// Print the name and line up all values at 30 characters
chars_written = fprintf(f, "%s ", defaults[i].name);
@@ -1169,18 +1146,20 @@ static int ParseIntParameter(char *strparm)
static void LoadDefaultCollection(default_collection_t *collection)
{
- default_t *defaults = collection->defaults;
- int i;
- FILE* f;
- char defname[80];
- char strparm[100];
+ default_t *def;
+ FILE *f;
+ char defname[80];
+ char strparm[100];
+ char *s;
+ int intparm;
// read the file in, overriding any set defaults
f = fopen(collection->filename, "r");
- if (!f)
+ if (f == NULL)
{
- // File not opened, but don't complain
+ // File not opened, but don't complain.
+ // It's probably just the first time they ran the game.
return;
}
@@ -1204,66 +1183,67 @@ static void LoadDefaultCollection(default_collection_t *collection)
// Find the setting in the list
- for (i=0; i<collection->numdefaults; ++i)
+ def = SearchCollection(collection, defname);
+
+ if (def == NULL || !def->bound)
{
- default_t *def = &collection->defaults[i];
- char *s;
- int intparm;
-
- if (strcmp(defname, def->name) != 0)
- {
- // not this one
- continue;
- }
-
- // parameter found
-
- switch (def->type)
- {
- case DEFAULT_STRING:
- s = strdup(strparm + 1);
- s[strlen(s) - 1] = '\0';
- * (char **) def->location = s;
- break;
-
- case DEFAULT_INT:
- * (int *) def->location = ParseIntParameter(strparm);
- break;
-
- case DEFAULT_KEY:
-
- // translate scancodes read from config
- // file (save the old value in untranslated)
-
- intparm = ParseIntParameter(strparm);
- defaults[i].untranslated = intparm;
- if (intparm >= 0 && intparm < 128)
- {
- intparm = scantokey[intparm];
- }
- else
- {
- intparm = 0;
- }
+ // Unknown variable? Unbound variables are also treated
+ // as unknown.
+
+ continue;
+ }
+
+ // parameter found
+
+ switch (def->type)
+ {
+ case DEFAULT_STRING:
+ s = strdup(strparm + 1);
+ s[strlen(s) - 1] = '\0';
+ * (char **) def->location = s;
+ break;
- defaults[i].original_translated = intparm;
- * (int *) def->location = intparm;
- break;
+ case DEFAULT_INT:
+ * (int *) def->location = ParseIntParameter(strparm);
+ break;
+
+ case DEFAULT_KEY:
- case DEFAULT_FLOAT:
- * (float *) def->location = (float) atof(strparm);
- break;
- }
+ // translate scancodes read from config
+ // file (save the old value in untranslated)
+
+ intparm = ParseIntParameter(strparm);
+ def->untranslated = intparm;
+ if (intparm >= 0 && intparm < 128)
+ {
+ intparm = scantokey[intparm];
+ }
+ else
+ {
+ intparm = 0;
+ }
- // finish
+ def->original_translated = intparm;
+ * (int *) def->location = intparm;
+ break;
- break;
+ case DEFAULT_FLOAT:
+ * (float *) def->location = (float) atof(strparm);
+ break;
}
}
fclose (f);
}
+// Set the default filenames to use for configuration files.
+
+void M_SetConfigFilenames(char *main_config, char *extra_config)
+{
+ default_main_config = main_config;
+ default_extra_config = extra_config;
+}
+
//
// M_SaveDefaults
//
@@ -1274,6 +1254,30 @@ void M_SaveDefaults (void)
SaveDefaultCollection(&extra_defaults);
}
+//
+// Save defaults to alternate filenames
+//
+
+void M_SaveDefaultsAlternate(char *main, char *extra)
+{
+ char *orig_main;
+ char *orig_extra;
+
+ // Temporarily change the filenames
+
+ orig_main = doom_defaults.filename;
+ orig_extra = extra_defaults.filename;
+
+ doom_defaults.filename = main;
+ extra_defaults.filename = extra;
+
+ M_SaveDefaults();
+
+ // Restore normal filenames
+
+ doom_defaults.filename = orig_main;
+ extra_defaults.filename = orig_extra;
+}
//
// M_LoadDefaults
@@ -1289,8 +1293,8 @@ void M_LoadDefaults (void)
// @arg <file>
// @vanilla
//
- // Load configuration from the specified file, instead of
- // default.cfg.
+ // Load configuration from the specified file. The default
+ // configuration file (for Doom) is named default.cfg.
//
i = M_CheckParm ("-config");
@@ -1302,8 +1306,9 @@ void M_LoadDefaults (void)
}
else
{
- doom_defaults.filename = malloc(strlen(configdir) + 20);
- sprintf(doom_defaults.filename, "%sdefault.cfg", configdir);
+ doom_defaults.filename
+ = malloc(strlen(configdir) + strlen(default_main_config) + 1);
+ sprintf(doom_defaults.filename, "%s%s", configdir, default_main_config);
}
printf("saving config in %s\n", doom_defaults.filename);
@@ -1311,8 +1316,8 @@ void M_LoadDefaults (void)
//!
// @arg <file>
//
- // Load extra configuration from the specified file, instead
- // of chocolate-doom.cfg.
+ // Load extra configuration from the specified file. The default
+ // configuration file for Doom is named chocolate-doom.cfg.
//
i = M_CheckParm("-extraconfig");
@@ -1326,23 +1331,58 @@ void M_LoadDefaults (void)
else
{
extra_defaults.filename
- = malloc(strlen(configdir) + strlen(PACKAGE_TARNAME) + 10);
- sprintf(extra_defaults.filename, "%s%s.cfg",
- configdir, PACKAGE_TARNAME);
+ = malloc(strlen(configdir) + strlen(default_extra_config) + 1);
+ sprintf(extra_defaults.filename, "%s%s",
+ configdir, default_extra_config);
}
LoadDefaultCollection(&doom_defaults);
LoadDefaultCollection(&extra_defaults);
}
-//
-// SetConfigDir:
+// Get a configuration file variable by its name
+
+static default_t *GetDefaultForName(char *name)
+{
+ default_t *result;
+
+ // Try the main list and the extras
+
+ result = SearchCollection(&doom_defaults, name);
+
+ if (result == NULL)
+ {
+ result = SearchCollection(&extra_defaults, name);
+ }
+
+ // Not found? Internal error.
+
+ if (result == NULL)
+ {
+ I_Error("Unknown configuration variable: '%s'", name);
+ }
+
+ return result;
+}
+
//
-// Sets the location of the configuration directory, where configuration
-// files are stored - default.cfg, chocolate-doom.cfg, savegames, etc.
+// Bind a variable to a given configuration file variable, by name.
//
-void M_SetConfigDir(void)
+void M_BindVariable(char *name, void *location)
+{
+ default_t *variable;
+
+ variable = GetDefaultForName(name);
+
+ variable->location = location;
+ variable->bound = true;
+}
+
+// Get the path to the default configuration dir to use, if NULL
+// is passed to M_SetConfigDir.
+
+static char *GetDefaultConfigDir(void)
{
#if !defined(_WIN32) || defined(_WIN32_WCE)
@@ -1351,6 +1391,7 @@ void M_SetConfigDir(void)
// save in the current directory.
char *homedir;
+ char *result;
homedir = getenv("HOME");
@@ -1359,128 +1400,44 @@ void M_SetConfigDir(void)
// put all configuration in a config directory off the
// homedir
- configdir = malloc(strlen(homedir) + strlen(PACKAGE_TARNAME) + 5);
-
- sprintf(configdir, "%s%c.%s%c", homedir, DIR_SEPARATOR,
- PACKAGE_TARNAME, DIR_SEPARATOR);
+ result = malloc(strlen(homedir) + strlen(PACKAGE_TARNAME) + 5);
- // make the directory if it doesnt already exist
+ sprintf(result, "%s%c.%s%c", homedir, DIR_SEPARATOR,
+ PACKAGE_TARNAME, DIR_SEPARATOR);
- M_MakeDirectory(configdir);
+ return result;
}
else
#endif /* #ifndef _WIN32 */
{
-#if defined(_WIN32) && !defined(_WIN32_WCE)
- //!
- // @platform windows
- // @vanilla
- //
- // Save configuration data and savegames in c:\doomdata,
- // allowing play from CD.
- //
-
- if (M_CheckParm("-cdrom") > 0)
- {
- printf(D_CDROM);
- configdir = strdup("c:\\doomdata\\");
-
- M_MakeDirectory(configdir);
- }
- else
-#endif
- {
- configdir = strdup("");
- }
- }
-}
-
-#ifdef _WIN32_WCE
-
-static int SystemHasKeyboard(void)
-{
- HKEY key;
- DWORD valtype;
- DWORD valsize;
- DWORD result;
-
- if (RegOpenKeyExW(HKEY_CURRENT_USER,
- L"\\Software\\Microsoft\\Shell", 0,
- KEY_READ, &key) != ERROR_SUCCESS)
- {
- return 0;
- }
-
- valtype = REG_SZ;
- valsize = sizeof(DWORD);
-
- if (RegQueryValueExW(key, L"HasKeyboard", NULL, &valtype,
- (LPBYTE) &result, &valsize) != ERROR_SUCCESS)
- {
- result = 0;
+ return strdup("");
}
-
- // Close the key
-
- RegCloseKey(key);
-
- return result;
}
+//
+// SetConfigDir:
//
-// Apply custom defaults for Windows CE.
+// Sets the location of the configuration directory, where configuration
+// files are stored - default.cfg, chocolate-doom.cfg, savegames, etc.
//
-static void M_ApplyWindowsCEDefaults(void)
+void M_SetConfigDir(char *dir)
{
- // If the system doesn't have a keyboard, patch the default
- // configuration to use the hardware keys.
+ // Use the directory that was passed, or find the default.
- if (!SystemHasKeyboard())
+ if (dir != NULL)
{
- key_use = KEY_F1;
- key_fire = KEY_F2;
- key_menu_activate = KEY_F3;
- key_map_toggle = KEY_F4;
-
- key_menu_help = 0;
- key_menu_save = 0;
- key_menu_load = 0;
- key_menu_volume = 0;
-
- key_menu_confirm = KEY_ENTER;
- key_menu_back = KEY_F2;
- key_menu_abort = KEY_F2;
+ configdir = dir;
+ }
+ else
+ {
+ configdir = GetDefaultConfigDir();
}
-}
-
-#endif
-
-//
-// Apply custom patches to the default values depending on the
-// platform we are running on.
-//
-
-void M_ApplyPlatformDefaults(void)
-{
-#ifdef _WIN32_WCE
- M_ApplyWindowsCEDefaults();
-#endif
- // Before SDL_mixer version 1.2.11, MIDI music caused the game
- // to crash when it looped. If this is an old SDL_mixer version,
- // disable MIDI.
+ printf("Using %s for configuration and saves\n", configdir);
-#ifdef __MACOSX__
- {
- const SDL_version *v = Mix_Linked_Version();
+ // Make the directory if it doesn't already exist:
- if (SDL_VERSIONNUM(v->major, v->minor, v->patch)
- < SDL_VERSIONNUM(1, 2, 11))
- {
- snd_musicdevice = SNDDEVICE_NONE;
- }
- }
-#endif
+ M_MakeDirectory(configdir);
}
diff --git a/src/m_config.h b/src/m_config.h
index ff11e6d6..ff772bea 100644
--- a/src/m_config.h
+++ b/src/m_config.h
@@ -30,8 +30,10 @@
void M_LoadDefaults(void);
void M_SaveDefaults(void);
-void M_SetConfigDir(void);
-void M_ApplyPlatformDefaults(void);
+void M_SaveDefaultsAlternate(char *main, char *extra);
+void M_SetConfigDir(char *dir);
+void M_BindVariable(char *name, void *variable);
+void M_SetConfigFilenames(char *main_config, char *extra_config);
extern char *configdir;
diff --git a/src/m_controls.c b/src/m_controls.c
new file mode 100644
index 00000000..98b1e51b
--- /dev/null
+++ b/src/m_controls.c
@@ -0,0 +1,350 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2005-8 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#include "doomtype.h"
+#include "doomkeys.h"
+
+#include "m_config.h"
+
+//
+// Keyboard controls
+//
+
+int key_right = KEY_RIGHTARROW;
+int key_left = KEY_LEFTARROW;
+
+int key_up = KEY_UPARROW;
+int key_down = KEY_DOWNARROW;
+int key_strafeleft = ',';
+int key_straferight = '.';
+int key_fire = KEY_RCTRL;
+int key_use = ' ';
+int key_strafe = KEY_RALT;
+int key_speed = KEY_RSHIFT;
+
+//
+// Heretic keyboard controls
+//
+
+int key_flyup = KEY_PGUP;
+int key_flydown = KEY_INS;
+int key_flycenter = KEY_HOME;
+
+int key_lookup = KEY_PGDN;
+int key_lookdown = KEY_DEL;
+int key_lookcenter = KEY_END;
+
+int key_invleft = '[';
+int key_invright = ']';
+int key_useartifact = KEY_ENTER;
+
+//
+// Hexen key controls
+//
+
+int key_jump = '/';
+
+//
+// Mouse controls
+//
+
+int mousebfire = 0;
+int mousebstrafe = 1;
+int mousebforward = 2;
+
+int mousebjump = -1;
+
+int mousebstrafeleft = -1;
+int mousebstraferight = -1;
+int mousebbackward = -1;
+int mousebuse = -1;
+
+int key_message_refresh = KEY_ENTER;
+int key_pause = KEY_PAUSE;
+
+// Weapon selection keys:
+
+int key_weapon1 = '1';
+int key_weapon2 = '2';
+int key_weapon3 = '3';
+int key_weapon4 = '4';
+int key_weapon5 = '5';
+int key_weapon6 = '6';
+int key_weapon7 = '7';
+int key_weapon8 = '8';
+
+// Map cotnrols keys:
+
+int key_map_north = KEY_UPARROW;
+int key_map_south = KEY_DOWNARROW;
+int key_map_east = KEY_RIGHTARROW;
+int key_map_west = KEY_LEFTARROW;
+int key_map_zoomin = '=';
+int key_map_zoomout = '-';
+int key_map_toggle = KEY_TAB;
+int key_map_maxzoom = '0';
+int key_map_follow = 'f';
+int key_map_grid = 'g';
+int key_map_mark = 'm';
+int key_map_clearmark = 'c';
+
+// menu keys:
+
+int key_menu_activate = KEY_ESCAPE;
+int key_menu_up = KEY_UPARROW;
+int key_menu_down = KEY_DOWNARROW;
+int key_menu_left = KEY_LEFTARROW;
+int key_menu_right = KEY_RIGHTARROW;
+int key_menu_back = KEY_BACKSPACE;
+int key_menu_forward = KEY_ENTER;
+int key_menu_confirm = 'y';
+int key_menu_abort = 'n';
+
+int key_menu_help = KEY_F1;
+int key_menu_save = KEY_F2;
+int key_menu_load = KEY_F3;
+int key_menu_volume = KEY_F4;
+int key_menu_detail = KEY_F5;
+int key_menu_qsave = KEY_F6;
+int key_menu_endgame = KEY_F7;
+int key_menu_messages = KEY_F8;
+int key_menu_qload = KEY_F9;
+int key_menu_quit = KEY_F10;
+int key_menu_gamma = KEY_F11;
+
+int key_menu_incscreen = KEY_EQUALS;
+int key_menu_decscreen = KEY_MINUS;
+
+//
+// Joystick controls
+//
+
+int joybfire = 0;
+int joybstrafe = 1;
+int joybuse = 3;
+int joybspeed = 2;
+
+int joybstrafeleft = -1;
+int joybstraferight = -1;
+
+int joybjump = -1;
+
+// Control whether if a mouse button is double clicked, it acts like
+// "use" has been pressed
+
+int dclick_use = 1;
+
+//
+// Bind all of the common controls used by Doom and all other games.
+//
+
+void M_BindBaseControls(void)
+{
+ M_BindVariable("key_right", &key_right),
+ M_BindVariable("key_left", &key_left),
+ M_BindVariable("key_up", &key_up),
+ M_BindVariable("key_down", &key_down),
+ M_BindVariable("key_strafeleft", &key_strafeleft),
+ M_BindVariable("key_straferight", &key_straferight),
+ M_BindVariable("key_fire", &key_fire),
+ M_BindVariable("key_use", &key_use),
+ M_BindVariable("key_strafe", &key_strafe),
+ M_BindVariable("key_speed", &key_speed),
+
+ M_BindVariable("mouseb_fire", &mousebfire),
+ M_BindVariable("mouseb_strafe", &mousebstrafe),
+ M_BindVariable("mouseb_forward", &mousebforward),
+
+ M_BindVariable("joyb_fire", &joybfire),
+ M_BindVariable("joyb_strafe", &joybstrafe),
+ M_BindVariable("joyb_use", &joybuse),
+ M_BindVariable("joyb_speed", &joybspeed),
+
+ // Extra controls that are not in the Vanilla versions:
+
+ M_BindVariable("joyb_strafeleft", &joybstrafeleft);
+ M_BindVariable("joyb_straferight", &joybstraferight);
+ M_BindVariable("mouseb_strafeleft", &mousebstrafeleft);
+ M_BindVariable("mouseb_straferight", &mousebstraferight);
+ M_BindVariable("mouseb_use", &mousebuse);
+ M_BindVariable("mouseb_backward", &mousebbackward);
+ M_BindVariable("dclick_use", &dclick_use);
+ M_BindVariable("key_pause", &key_pause);
+ M_BindVariable("key_message_refresh", &key_message_refresh);
+}
+
+void M_BindHereticControls(void)
+{
+ M_BindVariable("key_flyup", &key_flyup);
+ M_BindVariable("key_flydown", &key_flydown);
+ M_BindVariable("key_flycenter", &key_flycenter);
+
+ M_BindVariable("key_lookup", &key_lookup);
+ M_BindVariable("key_lookdown", &key_lookdown);
+ M_BindVariable("key_lookcenter", &key_lookcenter);
+
+ M_BindVariable("key_invleft", &key_invleft);
+ M_BindVariable("key_invright", &key_invright);
+ M_BindVariable("key_useartifact", &key_useartifact);
+}
+
+void M_BindHexenControls(void)
+{
+ M_BindVariable("key_jump", &key_jump);
+ M_BindVariable("mouseb_jump", &mousebjump);
+ M_BindVariable("joyb_jump", &joybjump);
+}
+
+void M_BindWeaponControls(void)
+{
+ M_BindVariable("key_weapon1", &key_weapon1);
+ M_BindVariable("key_weapon2", &key_weapon2);
+ M_BindVariable("key_weapon3", &key_weapon3);
+ M_BindVariable("key_weapon4", &key_weapon4);
+ M_BindVariable("key_weapon5", &key_weapon5);
+ M_BindVariable("key_weapon6", &key_weapon6);
+ M_BindVariable("key_weapon7", &key_weapon7);
+ M_BindVariable("key_weapon8", &key_weapon8);
+}
+
+void M_BindMapControls(void)
+{
+ M_BindVariable("key_map_north", &key_map_north);
+ M_BindVariable("key_map_south", &key_map_south);
+ M_BindVariable("key_map_east", &key_map_east);
+ M_BindVariable("key_map_west", &key_map_west);
+ M_BindVariable("key_map_zoomin", &key_map_zoomin);
+ M_BindVariable("key_map_zoomout", &key_map_zoomout);
+ M_BindVariable("key_map_toggle", &key_map_toggle);
+ M_BindVariable("key_map_maxzoom", &key_map_maxzoom);
+ M_BindVariable("key_map_follow", &key_map_follow);
+ M_BindVariable("key_map_grid", &key_map_grid);
+ M_BindVariable("key_map_mark", &key_map_mark);
+ M_BindVariable("key_map_clearmark", &key_map_clearmark);
+}
+
+void M_BindMenuControls(void)
+{
+ M_BindVariable("key_menu_activate", &key_menu_activate);
+ M_BindVariable("key_menu_up", &key_menu_up);
+ M_BindVariable("key_menu_down", &key_menu_down);
+ M_BindVariable("key_menu_left", &key_menu_left);
+ M_BindVariable("key_menu_right", &key_menu_right);
+ M_BindVariable("key_menu_back", &key_menu_back);
+ M_BindVariable("key_menu_forward", &key_menu_forward);
+ M_BindVariable("key_menu_confirm", &key_menu_confirm);
+ M_BindVariable("key_menu_abort", &key_menu_abort);
+
+ M_BindVariable("key_menu_help", &key_menu_help);
+ M_BindVariable("key_menu_save", &key_menu_save);
+ M_BindVariable("key_menu_load", &key_menu_load);
+ M_BindVariable("key_menu_volume", &key_menu_volume);
+ M_BindVariable("key_menu_detail", &key_menu_detail);
+ M_BindVariable("key_menu_qsave", &key_menu_qsave);
+ M_BindVariable("key_menu_endgame", &key_menu_endgame);
+ M_BindVariable("key_menu_messages", &key_menu_messages);
+ M_BindVariable("key_menu_qload", &key_menu_qload);
+ M_BindVariable("key_menu_quit", &key_menu_quit);
+ M_BindVariable("key_menu_gamma", &key_menu_gamma);
+
+ M_BindVariable("key_menu_incscreen", &key_menu_incscreen);
+ M_BindVariable("key_menu_decscreen", &key_menu_decscreen);
+}
+
+#ifdef _WIN32_WCE
+
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+
+static int SystemHasKeyboard(void)
+{
+ HKEY key;
+ DWORD valtype;
+ DWORD valsize;
+ DWORD result;
+
+ if (RegOpenKeyExW(HKEY_CURRENT_USER,
+ L"\\Software\\Microsoft\\Shell", 0,
+ KEY_READ, &key) != ERROR_SUCCESS)
+ {
+ return 0;
+ }
+
+ valtype = REG_SZ;
+ valsize = sizeof(DWORD);
+
+ if (RegQueryValueExW(key, L"HasKeyboard", NULL, &valtype,
+ (LPBYTE) &result, &valsize) != ERROR_SUCCESS)
+ {
+ result = 0;
+ }
+
+ // Close the key
+
+ RegCloseKey(key);
+
+ return result;
+}
+
+//
+// Apply custom defaults for Windows CE.
+//
+
+static void M_ApplyWindowsCEDefaults(void)
+{
+ // If the system doesn't have a keyboard, patch the default
+ // configuration to use the hardware keys.
+
+ if (!SystemHasKeyboard())
+ {
+ key_use = KEY_F1;
+ key_fire = KEY_F2;
+ key_menu_activate = KEY_F3;
+ key_map_toggle = KEY_F4;
+
+ key_menu_help = 0;
+ key_menu_save = 0;
+ key_menu_load = 0;
+ key_menu_volume = 0;
+
+ key_menu_confirm = KEY_ENTER;
+ key_menu_back = KEY_F2;
+ key_menu_abort = KEY_F2;
+ }
+}
+
+#endif
+
+//
+// Apply custom patches to the default values depending on the
+// platform we are running on.
+//
+
+void M_ApplyPlatformDefaults(void)
+{
+#ifdef _WIN32_WCE
+ M_ApplyWindowsCEDefaults();
+#endif
+}
+
diff --git a/src/m_controls.h b/src/m_controls.h
new file mode 100644
index 00000000..2a4aa3df
--- /dev/null
+++ b/src/m_controls.h
@@ -0,0 +1,150 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2005-8 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __M_CONTROLS_H__
+#define __M_CONTROLS_H__
+
+extern int key_right;
+extern int key_left;
+
+extern int key_up;
+extern int key_down;
+extern int key_strafeleft;
+extern int key_straferight;
+extern int key_fire;
+extern int key_use;
+extern int key_strafe;
+extern int key_speed;
+
+extern int key_jump;
+
+extern int key_flyup;
+extern int key_flydown;
+extern int key_flycenter;
+extern int key_lookup;
+extern int key_lookdown;
+extern int key_lookcenter;
+extern int key_invleft;
+extern int key_invright;
+extern int key_useartifact;
+
+extern int key_message_refresh;
+extern int key_pause;
+
+extern int key_weapon1;
+extern int key_weapon2;
+extern int key_weapon3;
+extern int key_weapon4;
+extern int key_weapon5;
+extern int key_weapon6;
+extern int key_weapon7;
+extern int key_weapon8;
+
+extern int key_map_north;
+extern int key_map_south;
+extern int key_map_east;
+extern int key_map_west;
+extern int key_map_zoomin;
+extern int key_map_zoomout;
+extern int key_map_toggle;
+extern int key_map_maxzoom;
+extern int key_map_follow;
+extern int key_map_grid;
+extern int key_map_mark;
+extern int key_map_clearmark;
+
+extern int key_map_north;
+extern int key_map_south;
+extern int key_map_east;
+extern int key_map_west;
+extern int key_map_zoomin;
+extern int key_map_zoomout;
+extern int key_map_toggle;
+extern int key_map_maxzoom;
+extern int key_map_follow;
+extern int key_map_grid;
+extern int key_map_mark;
+extern int key_map_clearmark;
+
+// menu keys:
+
+extern int key_menu_activate;
+extern int key_menu_up;
+extern int key_menu_down;
+extern int key_menu_left;
+extern int key_menu_right;
+extern int key_menu_back;
+extern int key_menu_forward;
+extern int key_menu_confirm;
+extern int key_menu_abort;
+
+extern int key_menu_help;
+extern int key_menu_save;
+extern int key_menu_load;
+extern int key_menu_volume;
+extern int key_menu_detail;
+extern int key_menu_qsave;
+extern int key_menu_endgame;
+extern int key_menu_messages;
+extern int key_menu_qload;
+extern int key_menu_quit;
+extern int key_menu_gamma;
+
+extern int key_menu_incscreen;
+extern int key_menu_decscreen;
+
+extern int mousebfire;
+extern int mousebstrafe;
+extern int mousebforward;
+
+extern int mousebjump;
+
+extern int mousebstrafeleft;
+extern int mousebstraferight;
+extern int mousebbackward;
+extern int mousebuse;
+
+extern int joybfire;
+extern int joybstrafe;
+extern int joybuse;
+extern int joybspeed;
+
+extern int joybjump;
+
+extern int joybstrafeleft;
+extern int joybstraferight;
+
+extern int dclick_use;
+
+void M_BindBaseControls(void);
+void M_BindHereticControls(void);
+void M_BindHexenControls(void);
+void M_BindWeaponControls(void);
+void M_BindMapControls(void);
+void M_BindMenuControls(void);
+
+void M_ApplyPlatformDefaults(void);
+
+#endif /* #ifndef __M_CONTROLS_H__ */
+
diff --git a/src/m_misc.c b/src/m_misc.c
index 9a5fb84a..5847f1a2 100644
--- a/src/m_misc.c
+++ b/src/m_misc.c
@@ -2,6 +2,7 @@
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
@@ -27,6 +28,7 @@
#include <stdio.h>
#include <stdlib.h>
+#include <string.h>
#include <ctype.h>
#include <errno.h>
@@ -42,10 +44,9 @@
#include <sys/types.h>
#endif
-#include "doomdef.h"
-#include "doomstat.h"
+#include "doomtype.h"
-#include "deh_main.h"
+#include "deh_str.h"
#include "i_swap.h"
#include "i_system.h"
@@ -206,3 +207,51 @@ boolean M_StrToInt(const char *str, int *result)
|| sscanf(str, " %d", result) == 1;
}
+void M_ExtractFileBase(char *path, char *dest)
+{
+ char* src;
+ int length;
+
+ src = path + strlen(path) - 1;
+
+ // back up until a \ or the start
+ while (src != path && *(src - 1) != DIR_SEPARATOR)
+ {
+ src--;
+ }
+
+ // copy up to eight characters
+ memset(dest, 0, 8);
+ length = 0;
+
+ while (*src != '\0' && *src != '.')
+ {
+ ++length;
+
+ if (length > 8)
+ {
+ I_Error ("Filename base of %s >8 chars", path);
+ }
+
+ *dest++ = toupper((int)*src++);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC M_ForceUppercase
+//
+// Change string to uppercase.
+//
+//---------------------------------------------------------------------------
+
+void M_ForceUppercase(char *text)
+{
+ char *p;
+
+ for (p = text; *p != '\0'; ++p)
+ {
+ *p = toupper(*p);
+ }
+}
+
diff --git a/src/m_misc.h b/src/m_misc.h
index 0fe8e62e..c92ddde8 100644
--- a/src/m_misc.h
+++ b/src/m_misc.h
@@ -40,6 +40,9 @@ char *M_TempFile(char *s);
boolean M_FileExists(char *file);
long M_FileLength(FILE *handle);
boolean M_StrToInt(const char *str, int *result);
+void M_ExtractFileBase(char *path, char *dest);
+void M_ForceUppercase(char *text);
+
#endif
diff --git a/src/md5.c b/src/md5.c
index fb99e2f7..2b184f98 100644
--- a/src/md5.c
+++ b/src/md5.c
@@ -20,7 +20,6 @@
* Still in the public domain.
*/
-#include "doomdef.h"
#include "i_swap.h"
#include <string.h> /* for memcpy() */
diff --git a/src/mus2mid.c b/src/mus2mid.c
index 66051bae..8ba1a5ff 100644
--- a/src/mus2mid.c
+++ b/src/mus2mid.c
@@ -25,7 +25,6 @@
#include <stdio.h>
-#include "doomdef.h"
#include "doomtype.h"
#include "i_swap.h"
diff --git a/src/net_client.c b/src/net_client.c
index 0d6dd2fc..131397e9 100644
--- a/src/net_client.c
+++ b/src/net_client.c
@@ -22,17 +22,20 @@
//
#include <ctype.h>
+#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "config.h"
-#include "doomdef.h"
+#include "doomtype.h"
#include "doomstat.h"
#include "deh_main.h"
+#include "deh_str.h"
#include "g_game.h"
#include "i_system.h"
#include "i_timer.h"
#include "m_argv.h"
+#include "m_config.h"
#include "net_client.h"
#include "net_common.h"
#include "net_defs.h"
@@ -1281,3 +1284,8 @@ void NET_Init(void)
NET_CL_Init();
}
+void NET_BindVariables(void)
+{
+ M_BindVariable("player_name", &net_player_name);
+}
+
diff --git a/src/net_client.h b/src/net_client.h
index 7c124e3f..078a19a2 100644
--- a/src/net_client.h
+++ b/src/net_client.h
@@ -24,7 +24,6 @@
#ifndef NET_CLIENT_H
#define NET_CLIENT_H
-#include "doomdef.h"
#include "doomtype.h"
#include "d_ticcmd.h"
#include "md5.h"
@@ -40,6 +39,8 @@ void NET_CL_StartGame();
void NET_CL_SendTiccmd(ticcmd_t *ticcmd, int maketic);
void NET_Init(void);
+void NET_BindVariables(void);
+
extern boolean net_client_connected;
extern boolean net_client_received_wait_data;
extern boolean net_client_controller;
diff --git a/src/net_common.c b/src/net_common.c
index da3d7fd5..57699fd9 100644
--- a/src/net_common.c
+++ b/src/net_common.c
@@ -21,10 +21,12 @@
// Common code shared between the client and server
//
+#include <stdio.h>
#include <ctype.h>
#include <stdlib.h>
-#include "doomdef.h"
+#include "doomtype.h"
+#include "d_mode.h"
#include "i_timer.h"
#include "net_common.h"
@@ -531,24 +533,6 @@ void NET_SafePuts(char *s)
putchar('\n');
}
-// Check that a gamemode+gamemission received over the network is valid.
-
-boolean NET_ValidGameMode(GameMode_t mode, GameMission_t mission)
-{
- if (mode == shareware || mode == registered || mode == retail)
- {
- return true;
- }
- else if (mode == commercial)
- {
- return mission == doom2 || mission == pack_tnt || mission == pack_plut;
- }
- else
- {
- return false;
- }
-}
-
// Check that game settings are valid
boolean NET_ValidGameSettings(GameMode_t mode, GameMission_t mission,
@@ -566,7 +550,7 @@ boolean NET_ValidGameSettings(GameMode_t mode, GameMission_t mission,
if (settings->skill < sk_noitems || settings->skill > sk_nightmare)
return false;
- if (settings->gameversion < exe_doom_1_9 || settings->gameversion > exe_chex)
+ if (!D_ValidGameVersion(mission, settings->gameversion))
return false;
if (mode == shareware || mode == retail || mode == registered)
diff --git a/src/net_common.h b/src/net_common.h
index 885ee44d..49a06024 100644
--- a/src/net_common.h
+++ b/src/net_common.h
@@ -24,6 +24,7 @@
#ifndef NET_COMMON_H
#define NET_COMMON_H
+#include "d_mode.h"
#include "net_defs.h"
#include "net_packet.h"
@@ -111,8 +112,6 @@ net_packet_t *NET_Conn_NewReliable(net_connection_t *conn, int packet_type);
void NET_SafePuts(char *msg);
unsigned int NET_ExpandTicNum(unsigned int relative, unsigned int b);
-
-boolean NET_ValidGameMode(GameMode_t mode, GameMission_t mission);
boolean NET_ValidGameSettings(GameMode_t mode, GameMission_t mission,
net_gamesettings_t *settings);
diff --git a/src/net_dedicated.c b/src/net_dedicated.c
index 6a153300..b47a7924 100644
--- a/src/net_dedicated.c
+++ b/src/net_dedicated.c
@@ -23,6 +23,9 @@
// Dedicated server code.
//
+#include <stdio.h>
+#include <stdlib.h>
+
#include "doomtype.h"
#include "i_system.h"
diff --git a/src/net_defs.h b/src/net_defs.h
index 66b17c77..a5fddc4d 100644
--- a/src/net_defs.h
+++ b/src/net_defs.h
@@ -26,10 +26,25 @@
#ifndef NET_DEFS_H
#define NET_DEFS_H
-#include "doomdef.h"
+#include <stdio.h>
+
#include "doomtype.h"
#include "d_ticcmd.h"
+// Absolute maximum number of "nodes" in the game. This is different to
+// MAXPLAYERS, as there may be observers that are not participating
+// (eg. left/right monitors)
+
+#define MAXNETNODES 16
+
+// The maximum number of players, multiplayer/networking.
+
+#define MAXPLAYERS 4
+
+// Networking and tick handling related.
+
+#define BACKUPTICS 128
+
typedef struct _net_module_s net_module_t;
typedef struct _net_packet_s net_packet_t;
typedef struct _net_addr_s net_addr_t;
@@ -137,6 +152,8 @@ typedef struct
#define NET_TICDIFF_BUTTONS (1 << 3)
#define NET_TICDIFF_CONSISTANCY (1 << 4)
#define NET_TICDIFF_CHATCHAR (1 << 5)
+#define NET_TICDIFF_LOOKFLY (1 << 6)
+#define NET_TICDIFF_ARTIFACT (1 << 7)
typedef struct
{
diff --git a/src/net_gui.c b/src/net_gui.c
index ed9a58e9..8c848d1c 100644
--- a/src/net_gui.c
+++ b/src/net_gui.c
@@ -24,11 +24,12 @@
// start the game.
//
+#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
#include "config.h"
-#include "doomstat.h"
+#include "doomkeys.h"
#include "i_system.h"
#include "i_timer.h"
@@ -266,7 +267,7 @@ void NET_WaitForStart(void)
exit(-1);
}
- I_SetWindowCaption();
+ I_SetWindowTitle("Waiting for game start");
I_SetWindowIcon();
BuildGUI();
diff --git a/src/net_io.c b/src/net_io.c
index 1d576618..19c21a12 100644
--- a/src/net_io.c
+++ b/src/net_io.c
@@ -24,6 +24,8 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
+
#include "i_system.h"
#include "net_defs.h"
#include "net_io.h"
diff --git a/src/net_loop.c b/src/net_loop.c
index abba96e0..9f371bcb 100644
--- a/src/net_loop.c
+++ b/src/net_loop.c
@@ -26,7 +26,7 @@
#include <stdio.h>
#include <stdlib.h>
-#include "doomdef.h"
+#include "doomtype.h"
#include "i_system.h"
#include "net_defs.h"
#include "net_loop.h"
diff --git a/src/net_query.c b/src/net_query.c
index 72650ac2..b50b4292 100644
--- a/src/net_query.c
+++ b/src/net_query.c
@@ -22,6 +22,7 @@
// Querying servers to find their current status.
//
+#include <stdio.h>
#include <stdarg.h>
#include <stdlib.h>
diff --git a/src/net_sdl.c b/src/net_sdl.c
index 9c647cc9..aa7fbd6e 100644
--- a/src/net_sdl.c
+++ b/src/net_sdl.c
@@ -27,7 +27,7 @@
#include <string.h>
#include <stdio.h>
-#include "doomdef.h"
+#include "doomtype.h"
#include "i_system.h"
#include "m_argv.h"
#include "net_defs.h"
diff --git a/src/net_server.c b/src/net_server.c
index 383608be..904d932e 100644
--- a/src/net_server.c
+++ b/src/net_server.c
@@ -21,14 +21,15 @@
// Network server code
//
+#include <stdio.h>
#include <stdarg.h>
#include <stdlib.h>
#include <string.h>
#include "config.h"
-#include "doomdef.h"
-#include "doomstat.h"
+#include "doomtype.h"
+#include "d_mode.h"
#include "i_system.h"
#include "i_timer.h"
@@ -511,7 +512,7 @@ static void NET_SV_ParseSYN(net_packet_t *packet,
return;
}
- if (!NET_ValidGameMode(cl_gamemode, cl_gamemission))
+ if (!D_ValidGameMode(cl_gamemission, cl_gamemode))
{
return;
}
diff --git a/src/net_structrw.c b/src/net_structrw.c
index c2e878fa..01933ebb 100644
--- a/src/net_structrw.c
+++ b/src/net_structrw.c
@@ -21,10 +21,11 @@
// Reading and writing various structures into packets
//
+#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include "doomdef.h"
+#include "doomtype.h"
#include "net_packet.h"
#include "net_structrw.h"
@@ -131,6 +132,10 @@ void NET_WriteTiccmdDiff(net_packet_t *packet, net_ticdiff_t *diff,
NET_WriteInt8(packet, diff->cmd.consistancy);
if (diff->diff & NET_TICDIFF_CHATCHAR)
NET_WriteInt8(packet, diff->cmd.chatchar);
+ if (diff->diff & NET_TICDIFF_LOOKFLY)
+ NET_WriteInt8(packet, diff->cmd.lookfly);
+ if (diff->diff & NET_TICDIFF_ARTIFACT)
+ NET_WriteInt8(packet, diff->cmd.arti);
}
boolean NET_ReadTiccmdDiff(net_packet_t *packet, net_ticdiff_t *diff,
@@ -197,6 +202,20 @@ boolean NET_ReadTiccmdDiff(net_packet_t *packet, net_ticdiff_t *diff,
diff->cmd.chatchar = val;
}
+ if (diff->diff & NET_TICDIFF_LOOKFLY)
+ {
+ if (!NET_ReadInt8(packet, &val))
+ return false;
+ diff->cmd.lookfly = val;
+ }
+
+ if (diff->diff & NET_TICDIFF_ARTIFACT)
+ {
+ if (!NET_ReadInt8(packet, &val))
+ return false;
+ diff->cmd.arti = val;
+ }
+
return true;
}
@@ -217,6 +236,13 @@ void NET_TiccmdDiff(ticcmd_t *tic1, ticcmd_t *tic2, net_ticdiff_t *diff)
diff->diff |= NET_TICDIFF_CONSISTANCY;
if (tic2->chatchar != 0)
diff->diff |= NET_TICDIFF_CHATCHAR;
+
+ // Hexen-specific:
+
+ if (tic1->lookfly != tic2->lookfly)
+ diff->diff |= NET_TICDIFF_LOOKFLY;
+ if (tic2->arti != 0)
+ diff->diff |= NET_TICDIFF_ARTIFACT;
}
void NET_TiccmdPatch(ticcmd_t *src, net_ticdiff_t *diff, ticcmd_t *dest)
@@ -240,6 +266,17 @@ void NET_TiccmdPatch(ticcmd_t *src, net_ticdiff_t *diff, ticcmd_t *dest)
dest->chatchar = diff->cmd.chatchar;
else
dest->chatchar = 0;
+
+ // Heretic/Hexen specific:
+
+ if (diff->diff & NET_TICDIFF_LOOKFLY)
+ dest->lookfly = diff->cmd.lookfly;
+
+ if (diff->diff & NET_TICDIFF_ARTIFACT)
+ dest->arti = diff->cmd.arti;
+ else
+ dest->arti = 0;
+
}
//
diff --git a/src/resource.rc.in b/src/resource.rc.in
index 318a3fc6..7eb5d00f 100644
--- a/src/resource.rc.in
+++ b/src/resource.rc.in
@@ -9,7 +9,7 @@ FILETYPE 1
{
BLOCK "040904E4"
{
- VALUE "FileVersion", "@PACKAGE_VERSION@"
+ VALUE "FileVersion", "@PACKAGE_VERSION@.0"
VALUE "FileDescription", "@PACKAGE_STRING@"
VALUE "InternalName", "@PACKAGE_TARNAME@"
VALUE "CompanyName", "@PACKAGE_BUGREPORT@"
diff --git a/src/setup-res.rc.in b/src/setup-res.rc.in
new file mode 100644
index 00000000..6a351354
--- /dev/null
+++ b/src/setup-res.rc.in
@@ -0,0 +1,24 @@
+1 ICON "../data/setup.ico"
+
+CREATEPROCESS_MANIFEST_RESOURCE_ID RT_MANIFEST "setup/setup-manifest.xml"
+
+1 VERSIONINFO
+PRODUCTVERSION @WINDOWS_RC_VERSION@
+FILEVERSION @WINDOWS_RC_VERSION@
+FILETYPE 1
+{
+ BLOCK "StringFileInfo"
+ {
+ BLOCK "040904E4"
+ {
+ VALUE "FileVersion", "@PACKAGE_VERSION@.0"
+ VALUE "FileDescription", "@PACKAGE_STRING@ Setup"
+ VALUE "InternalName", "@PACKAGE_TARNAME@"
+ VALUE "CompanyName", "@PACKAGE_BUGREPORT@"
+ VALUE "LegalCopyright", "GNU General Public License"
+ VALUE "ProductName", "@PACKAGE_NAME@ Setup"
+ VALUE "ProductVersion", "@PACKAGE_VERSION@"
+ }
+ }
+}
+
diff --git a/src/setup/.gitignore b/src/setup/.gitignore
new file mode 100644
index 00000000..d7e732ad
--- /dev/null
+++ b/src/setup/.gitignore
@@ -0,0 +1,7 @@
+Makefile
+Makefile.in
+.deps
+*.rc
+chocolate-doom
+chocolate-server
+*.exe
diff --git a/src/setup/Makefile.am b/src/setup/Makefile.am
new file mode 100644
index 00000000..07d7c936
--- /dev/null
+++ b/src/setup/Makefile.am
@@ -0,0 +1,29 @@
+
+gamesdir = $(prefix)/games
+
+AM_CFLAGS = @SDL_CFLAGS@ \
+ @SDLMIXER_CFLAGS@ \
+ -I$(top_builddir)/textscreen -I..
+
+noinst_LIBRARIES = libsetup.a
+
+SOURCE_FILES = \
+ compatibility.c compatibility.h \
+ display.c display.h \
+ joystick.c joystick.h \
+ keyboard.c keyboard.h \
+ mainmenu.c \
+ mode.c mode.h \
+ mouse.c mouse.h \
+ multiplayer.c multiplayer.h \
+ sound.c sound.h \
+ execute.c execute.h \
+ txt_joybinput.c txt_joybinput.h \
+ txt_keyinput.c txt_keyinput.h \
+ txt_mouseinput.c txt_mouseinput.h
+
+libsetup_a_SOURCES = $(SOURCE_FILES)
+
+EXTRA_DIST= \
+ setup_icon.c
+
diff --git a/src/setup/compatibility.c b/src/setup/compatibility.c
new file mode 100644
index 00000000..722088e8
--- /dev/null
+++ b/src/setup/compatibility.c
@@ -0,0 +1,57 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+// Sound control menu
+
+#include <stdlib.h>
+
+#include "m_config.h"
+#include "textscreen.h"
+#include "mode.h"
+
+#include "compatibility.h"
+
+int vanilla_savegame_limit = 1;
+int vanilla_demo_limit = 1;
+
+void CompatibilitySettings(void)
+{
+ txt_window_t *window;
+
+ window = TXT_NewWindow("Compatibility");
+
+ TXT_AddWidgets(window,
+ TXT_NewCheckBox("Vanilla savegame limit",
+ &vanilla_savegame_limit),
+ TXT_NewCheckBox("Vanilla demo limit",
+ &vanilla_demo_limit),
+ NULL);
+}
+
+void BindCompatibilityVariables(void)
+{
+ if (gamemission == doom)
+ {
+ M_BindVariable("vanilla_savegame_limit", &vanilla_savegame_limit);
+ M_BindVariable("vanilla_demo_limit", &vanilla_demo_limit);
+ }
+}
+
diff --git a/src/setup/compatibility.h b/src/setup/compatibility.h
new file mode 100644
index 00000000..386a4798
--- /dev/null
+++ b/src/setup/compatibility.h
@@ -0,0 +1,29 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef SETUP_COMPATIBILITY_H
+#define SETUP_COMPATIBILITY_H
+
+void CompatibilitySettings(void);
+void BindCompatibilityVariables(void);
+
+#endif /* #ifndef SETUP_COMPATIBILITY_H */
+
diff --git a/src/setup/display.c b/src/setup/display.c
new file mode 100644
index 00000000..9fd0963b
--- /dev/null
+++ b/src/setup/display.c
@@ -0,0 +1,490 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include <stdlib.h>
+#include <string.h>
+
+#ifdef _WIN32_WCE
+#include "libc_wince.h"
+#endif
+
+#include "textscreen.h"
+#include "m_config.h"
+#include "mode.h"
+
+#include "display.h"
+
+typedef struct
+{
+ int w, h;
+} screen_mode_t;
+
+// List of aspect ratio-uncorrected modes
+
+static screen_mode_t screen_modes_unscaled[] =
+{
+ { 320, 200 },
+ { 640, 400 },
+ { 960, 600 },
+ { 1280, 800 },
+ { 1600, 1000 },
+ { 0, 0},
+};
+
+// List of aspect ratio-corrected modes
+
+static screen_mode_t screen_modes_scaled[] =
+{
+ { 256, 200 },
+ { 320, 240 },
+ { 512, 400 },
+ { 640, 480 },
+ { 800, 600 },
+ { 960, 720 },
+ { 1024, 800 },
+ { 1280, 960 },
+ { 1280, 1000 },
+ { 1600, 1200 },
+ { 0, 0},
+};
+
+// List of fullscreen modes generated at runtime
+
+static screen_mode_t *screen_modes_fullscreen = NULL;
+
+static int vidmode = 0;
+
+static char *video_driver = "";
+static int autoadjust_video_settings = 1;
+static int aspect_ratio_correct = 1;
+static int fullscreen = 1;
+static int screen_width = 320;
+static int screen_height = 200;
+static int startup_delay = 1000;
+static int graphical_startup = 1;
+static int show_endoom = 1;
+static int usegamma = 0;
+
+// These are the last screen width/height values that were chosen by the
+// user. These are used when finding the "nearest" mode, so when
+// changing the fullscreen / aspect ratio options, the setting does not
+// jump around.
+
+static int selected_screen_width = 0, selected_screen_height;
+
+static int system_video_env_set;
+
+// Set the SDL_VIDEODRIVER environment variable
+
+void SetDisplayDriver(void)
+{
+ static int first_time = 1;
+
+ if (first_time)
+ {
+ system_video_env_set = getenv("SDL_VIDEODRIVER") != NULL;
+
+ first_time = 0;
+ }
+
+ // Don't override the command line environment, if it has been set.
+
+ if (system_video_env_set)
+ {
+ return;
+ }
+
+ // Use the value from the configuration file, if it has been set.
+
+ if (strcmp(video_driver, "") != 0)
+ {
+ char *env_string;
+
+ env_string = malloc(strlen(video_driver) + 30);
+ sprintf(env_string, "SDL_VIDEODRIVER=%s", video_driver);
+ putenv(env_string);
+ free(env_string);
+ }
+ else
+ {
+#if defined(_WIN32) && !defined(_WIN32_WCE)
+ // On Windows, use DirectX over windib by default.
+
+ putenv("SDL_VIDEODRIVER=directx");
+#endif
+ }
+}
+
+static void ModeSelected(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(mode))
+{
+ TXT_CAST_ARG(screen_mode_t, mode);
+
+ screen_width = mode->w;
+ screen_height = mode->h;
+
+ // This is now the most recently selected screen width
+
+ selected_screen_width = screen_width;
+ selected_screen_height = screen_height;
+}
+
+static int GoodFullscreenMode(screen_mode_t *mode)
+{
+ int w, h;
+
+ w = mode->w;
+ h = mode->h;
+
+ // 320x200 and 640x400 are always good (special case)
+
+ if ((w == 320 && h == 200) || (w == 640 && h == 400))
+ {
+ return 1;
+ }
+
+ // Special case: 320x240 letterboxed mode is okay (but not aspect
+ // ratio corrected 320x240)
+
+ if (w == 320 && h == 240 && !aspect_ratio_correct)
+ {
+ return 1;
+ }
+
+ // Ignore all modes less than 640x480
+
+ return w >= 640 && h >= 480;
+}
+
+// Build screen_modes_fullscreen
+
+static void BuildFullscreenModesList(void)
+{
+ SDL_Rect **modes;
+ screen_mode_t *m1;
+ screen_mode_t *m2;
+ screen_mode_t m;
+ int num_modes;
+ int i;
+
+ // Free the existing modes list, if one exists
+
+ if (screen_modes_fullscreen != NULL)
+ {
+ free(screen_modes_fullscreen);
+ }
+
+ // Get a list of fullscreen modes and find out how many
+ // modes are in the list.
+
+ modes = SDL_ListModes(NULL, SDL_FULLSCREEN);
+
+ if (modes == NULL || modes == (SDL_Rect **) -1)
+ {
+ num_modes = 0;
+ }
+ else
+ {
+ for (num_modes=0; modes[num_modes] != NULL; ++num_modes);
+ }
+
+ // Build the screen_modes_fullscreen array
+
+ screen_modes_fullscreen = malloc(sizeof(screen_mode_t) * (num_modes + 1));
+
+ for (i=0; i<num_modes; ++i)
+ {
+ screen_modes_fullscreen[i].w = modes[i]->w;
+ screen_modes_fullscreen[i].h = modes[i]->h;
+ }
+
+ screen_modes_fullscreen[i].w = 0;
+ screen_modes_fullscreen[i].h = 0;
+
+ // Reverse the order of the modes list (smallest modes first)
+
+ for (i=0; i<num_modes / 2; ++i)
+ {
+ m1 = &screen_modes_fullscreen[i];
+ m2 = &screen_modes_fullscreen[num_modes - 1 - i];
+
+ memcpy(&m, m1, sizeof(screen_mode_t));
+ memcpy(m1, m2, sizeof(screen_mode_t));
+ memcpy(m2, &m, sizeof(screen_mode_t));
+ }
+}
+
+static int FindBestMode(screen_mode_t *modes)
+{
+ int i;
+ int best_mode;
+ int best_mode_diff;
+ int diff;
+
+ best_mode = -1;
+ best_mode_diff = 0;
+
+ for (i=0; modes[i].w != 0; ++i)
+ {
+ if (fullscreen && !GoodFullscreenMode(&modes[i]))
+ {
+ continue;
+ }
+
+ diff = (selected_screen_width - modes[i].w)
+ * (selected_screen_width - modes[i].w)
+ + (selected_screen_height - modes[i].h)
+ * (selected_screen_height - modes[i].h);
+
+ if (best_mode == -1 || diff < best_mode_diff)
+ {
+ best_mode_diff = diff;
+ best_mode = i;
+ }
+ }
+
+ return best_mode;
+}
+
+static void GenerateModesTable(TXT_UNCAST_ARG(widget),
+ TXT_UNCAST_ARG(modes_table))
+{
+ TXT_CAST_ARG(txt_table_t, modes_table);
+ char buf[15];
+ screen_mode_t *modes;
+ txt_radiobutton_t *rbutton;
+ int i;
+
+ // Pick which modes list to use
+
+ if (fullscreen)
+ {
+ if (screen_modes_fullscreen == NULL)
+ {
+ BuildFullscreenModesList();
+ }
+
+ modes = screen_modes_fullscreen;
+ }
+ else if (aspect_ratio_correct)
+ {
+ modes = screen_modes_scaled;
+ }
+ else
+ {
+ modes = screen_modes_unscaled;
+ }
+
+ // Build the table
+
+ TXT_ClearTable(modes_table);
+ TXT_SetColumnWidths(modes_table, 15, 15, 15);
+
+ for (i=0; modes[i].w != 0; ++i)
+ {
+ // Skip bad fullscreen modes
+
+ if (fullscreen && !GoodFullscreenMode(&modes[i]))
+ {
+ continue;
+ }
+
+ sprintf(buf, "%ix%i", modes[i].w, modes[i].h);
+ rbutton = TXT_NewRadioButton(buf, &vidmode, i);
+ TXT_AddWidget(modes_table, rbutton);
+ TXT_SignalConnect(rbutton, "selected", ModeSelected, &modes[i]);
+ }
+
+ // Find the nearest mode in the list that matches the current
+ // settings
+
+ vidmode = FindBestMode(modes);
+
+ screen_width = modes[vidmode].w;
+ screen_height = modes[vidmode].h;
+}
+
+#if defined(_WIN32) && !defined(_WIN32_WCE)
+
+static int win32_video_driver = 0;
+
+static char *win32_video_drivers[] =
+{
+ "DirectX",
+ "Windows GDI",
+};
+
+// Restart the textscreen library. Used when the video_driver variable
+// is changed.
+
+static void RestartTextscreen(void)
+{
+ TXT_Shutdown();
+
+ SetDisplayDriver();
+
+ TXT_Init();
+}
+
+static void SetWin32VideoDriver(void)
+{
+ if (!strcmp(video_driver, "windib"))
+ {
+ win32_video_driver = 1;
+ }
+ else
+ {
+ win32_video_driver = 0;
+ }
+}
+
+static void UpdateVideoDriver(TXT_UNCAST_ARG(widget),
+ TXT_UNCAST_ARG(modes_table))
+{
+ TXT_CAST_ARG(txt_table_t, modes_table);
+ char *drivers[] =
+ {
+ "",
+ "windib",
+ };
+
+ video_driver = drivers[win32_video_driver != 0];
+
+ // When the video driver is changed, we need to restart the textscreen
+ // library.
+
+ RestartTextscreen();
+
+ // Rebuild the video modes list
+
+ BuildFullscreenModesList();
+ GenerateModesTable(NULL, modes_table);
+}
+
+#endif
+
+
+void ConfigDisplay(void)
+{
+ txt_window_t *window;
+ txt_table_t *modes_table;
+ txt_checkbox_t *fs_checkbox;
+ txt_checkbox_t *ar_checkbox;
+
+ // First time in? Initialise selected_screen_{width,height}
+
+ if (selected_screen_width == 0)
+ {
+ selected_screen_width = screen_width;
+ selected_screen_height = screen_height;
+ }
+
+ // Open the window
+
+ window = TXT_NewWindow("Display Configuration");
+
+ TXT_SetWindowPosition(window, TXT_HORIZ_CENTER, TXT_VERT_TOP,
+ TXT_SCREEN_W / 2, 5);
+
+ TXT_AddWidgets(window,
+ fs_checkbox = TXT_NewCheckBox("Fullscreen", &fullscreen),
+ ar_checkbox = TXT_NewCheckBox("Correct aspect ratio",
+ &aspect_ratio_correct),
+ NULL);
+
+ modes_table = TXT_NewTable(3);
+
+ // On Windows, there is an extra control to change between
+ // the Windows GDI and DirectX video drivers.
+
+#if defined(_WIN32) && !defined(_WIN32_WCE)
+ {
+ txt_table_t *driver_table;
+ txt_dropdown_list_t *driver_list;
+
+ driver_table = TXT_NewTable(2);
+
+ TXT_SetColumnWidths(driver_table, 20, 0);
+
+ TXT_AddWidgets(driver_table,
+ TXT_NewLabel("Video driver"),
+ driver_list = TXT_NewDropdownList(&win32_video_driver,
+ win32_video_drivers,
+ 2),
+ NULL);
+
+ TXT_SignalConnect(driver_list, "changed",
+ UpdateVideoDriver, modes_table);
+ SetWin32VideoDriver();
+
+ TXT_AddWidget(window, driver_table);
+ }
+#endif
+
+ // Screen modes list
+
+ TXT_AddWidgets(window,
+ TXT_NewSeparator("Screen mode"),
+ modes_table,
+ TXT_NewSeparator("Misc."),
+ NULL);
+
+ if (gamemission == heretic || gamemission == hexen)
+ {
+ TXT_AddWidget(window,
+ TXT_NewCheckBox("Graphical startup", &graphical_startup));
+ }
+
+ if (gamemission == doom || gamemission == heretic)
+ {
+ TXT_AddWidget(window,
+ TXT_NewCheckBox("Show ENDOOM screen", &show_endoom));
+ }
+
+ TXT_SignalConnect(fs_checkbox, "changed", GenerateModesTable, modes_table);
+ TXT_SignalConnect(ar_checkbox, "changed", GenerateModesTable, modes_table);
+
+ GenerateModesTable(NULL, modes_table);
+}
+
+void BindDisplayVariables(void)
+{
+ M_BindVariable("autoadjust_video_settings", &autoadjust_video_settings);
+ M_BindVariable("aspect_ratio_correct", &aspect_ratio_correct);
+ M_BindVariable("fullscreen", &fullscreen);
+ M_BindVariable("screen_width", &screen_width);
+ M_BindVariable("screen_height", &screen_height);
+ M_BindVariable("startup_delay", &startup_delay);
+ M_BindVariable("video_driver", &video_driver);
+ M_BindVariable("usegamma", &usegamma);
+
+
+ if (gamemission == doom || gamemission == heretic)
+ {
+ M_BindVariable("show_endoom", &show_endoom);
+ }
+
+ if (gamemission == heretic || gamemission == hexen)
+ {
+ M_BindVariable("graphical_startup", &graphical_startup);
+ }
+
+}
+
diff --git a/src/setup/display.h b/src/setup/display.h
new file mode 100644
index 00000000..2c17d8c4
--- /dev/null
+++ b/src/setup/display.h
@@ -0,0 +1,30 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef SETUP_DISPLAY_H
+#define SETUP_DISPLAY_H
+
+void ConfigDisplay(void);
+void SetDisplayDriver(void);
+void BindDisplayVariables(void);
+
+#endif /* #ifndef SETUP_DISPLAY_H */
+
diff --git a/src/setup/execute.c b/src/setup/execute.c
new file mode 100644
index 00000000..be7214f5
--- /dev/null
+++ b/src/setup/execute.c
@@ -0,0 +1,391 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+// Code for invoking Doom
+
+#include <stdarg.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include <sys/types.h>
+
+#if defined(_WIN32_WCE)
+#include "libc_wince.h"
+#endif
+
+#ifdef _WIN32
+
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#include <process.h>
+
+#else
+
+#include <sys/wait.h>
+#include <unistd.h>
+
+#endif
+
+#include "textscreen.h"
+
+#include "config.h"
+#include "execute.h"
+#include "mode.h"
+#include "m_argv.h"
+#include "m_config.h"
+
+struct execute_context_s
+{
+ char *response_file;
+ FILE *stream;
+};
+
+// Returns the path to a temporary file of the given name, stored
+// inside the system temporary directory.
+
+static char *TempFile(char *s)
+{
+ char *result;
+ char *tempdir;
+
+#ifdef _WIN32
+ // Check the TEMP environment variable to find the location.
+
+ tempdir = getenv("TEMP");
+
+ if (tempdir == NULL)
+ {
+ tempdir = ".";
+ }
+#else
+ // In Unix, just use /tmp.
+
+ tempdir = "/tmp";
+#endif
+
+ result = malloc(strlen(tempdir) + strlen(s) + 2);
+ sprintf(result, "%s%c%s", tempdir, DIR_SEPARATOR, s);
+
+ return result;
+}
+
+execute_context_t *NewExecuteContext(void)
+{
+ execute_context_t *result;
+
+ result = malloc(sizeof(execute_context_t));
+
+ result->response_file = TempFile("chocolat.rsp");
+ result->stream = fopen(result->response_file, "w");
+
+ if (result->stream == NULL)
+ {
+ fprintf(stderr, "Error opening response file\n");
+ exit(-1);
+ }
+
+ return result;
+}
+
+void AddConfigParameters(execute_context_t *context)
+{
+ int p;
+
+ p = M_CheckParm("-config");
+
+ if (p > 0)
+ {
+ AddCmdLineParameter(context, "-config \"%s\"", myargv[p + 1]);
+ }
+
+ p = M_CheckParm("-extraconfig");
+
+ if (p > 0)
+ {
+ AddCmdLineParameter(context, "-extraconfig \"%s\"", myargv[p + 1]);
+ }
+}
+
+void AddCmdLineParameter(execute_context_t *context, char *s, ...)
+{
+ va_list args;
+
+ va_start(args, s);
+
+ vfprintf(context->stream, s, args);
+ fprintf(context->stream, "\n");
+}
+
+#if defined(_WIN32)
+
+// Wait for the specified process to exit. Returns the exit code.
+
+static unsigned int WaitForProcessExit(HANDLE subprocess)
+{
+ DWORD exit_code;
+
+ for (;;)
+ {
+ WaitForSingleObject(subprocess, INFINITE);
+
+ if (!GetExitCodeProcess(subprocess, &exit_code))
+ {
+ return -1;
+ }
+
+ if (exit_code != STILL_ACTIVE)
+ {
+ return exit_code;
+ }
+ }
+}
+
+static void ConcatWCString(wchar_t *buf, const char *value)
+{
+ MultiByteToWideChar(CP_OEMCP, 0,
+ value, strlen(value) + 1,
+ buf + wcslen(buf), strlen(value) + 1);
+}
+
+// Build the command line string, a wide character string of the form:
+//
+// "program" "arg"
+
+static wchar_t *BuildCommandLine(const char *program, const char *arg)
+{
+ wchar_t *result;
+ char *sep;
+
+ result = calloc(strlen(myargv[0]) + strlen(program) + strlen(arg) + 6,
+ sizeof(wchar_t));
+
+ wcscpy(result, L"\"");
+
+ sep = strrchr(myargv[0], DIR_SEPARATOR);
+
+ if (sep != NULL)
+ {
+ ConcatWCString(result, myargv[0]);
+
+ // Cut off the string after the last directory separator,
+ // before appending the actual program.
+
+ result[sep - myargv[0] + 2] = '\0';
+
+ }
+
+ ConcatWCString(result, program);
+
+ wcscat(result, L"\" \"");
+
+ ConcatWCString(result, arg);
+
+ wcscat(result, L"\"");
+
+ return result;
+}
+
+static int ExecuteCommand(const char *program, const char *arg)
+{
+ STARTUPINFOW startup_info;
+ PROCESS_INFORMATION proc_info;
+ wchar_t *command;
+ int result = 0;
+
+ command = BuildCommandLine(program, arg);
+
+ // Invoke the program:
+
+ memset(&proc_info, 0, sizeof(proc_info));
+ memset(&startup_info, 0, sizeof(startup_info));
+ startup_info.cb = sizeof(startup_info);
+
+ if (!CreateProcessW(NULL, command,
+ NULL, NULL, FALSE, 0, NULL, NULL,
+ &startup_info, &proc_info))
+ {
+ result = -1;
+ }
+ else
+ {
+ // Wait for the process to finish, and save the exit code.
+
+ result = WaitForProcessExit(proc_info.hProcess);
+
+ CloseHandle(proc_info.hProcess);
+ CloseHandle(proc_info.hThread);
+ }
+
+ free(command);
+
+ return result;
+}
+
+#else
+
+// Given the specified program name, get the full path to the program,
+// assuming that it is in the same directory as this program is.
+
+static char *GetFullExePath(const char *program)
+{
+ char *result;
+ char *sep;
+ unsigned int path_len;
+
+ sep = strrchr(myargv[0], DIR_SEPARATOR);
+
+ if (sep == NULL)
+ {
+ result = strdup(program);
+ }
+ else
+ {
+ path_len = sep - myargv[0] + 1;
+
+ result = malloc(strlen(program) + path_len + 1);
+
+ strncpy(result, myargv[0], path_len);
+ result[path_len] = '\0';
+
+ strcat(result, program);
+ }
+
+ return result;
+}
+
+static int ExecuteCommand(const char *program, const char *arg)
+{
+ pid_t childpid;
+ int result;
+ const char *argv[3];
+
+ childpid = fork();
+
+ if (childpid == 0)
+ {
+ // This is the child. Execute the command.
+
+ argv[0] = GetFullExePath(program);
+ argv[1] = arg;
+ argv[2] = NULL;
+
+ execvp(argv[0], (char **) argv);
+
+ exit(-1);
+ }
+ else
+ {
+ // This is the parent. Wait for the child to finish, and return
+ // the status code.
+
+ waitpid(childpid, &result, 0);
+
+ if (WIFEXITED(result))
+ {
+ return WEXITSTATUS(result);
+ }
+ else
+ {
+ return -1;
+ }
+ }
+}
+
+#endif
+
+int ExecuteDoom(execute_context_t *context)
+{
+ char *response_file_arg;
+ int result;
+
+ fclose(context->stream);
+
+ // Build the command line
+
+ response_file_arg = malloc(strlen(context->response_file) + 2);
+ sprintf(response_file_arg, "@%s", context->response_file);
+
+ // Run Doom
+
+ result = ExecuteCommand(GetExecutableName(), response_file_arg);
+
+ free(response_file_arg);
+
+ // Destroy context
+ remove(context->response_file);
+ free(context->response_file);
+ free(context);
+
+ return result;
+}
+
+static void TestCallback(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(data))
+{
+ execute_context_t *exec;
+ char *main_cfg;
+ char *extra_cfg;
+ txt_window_t *testwindow;
+ txt_label_t *label;
+
+ testwindow = TXT_NewWindow("Starting Doom");
+
+ label = TXT_NewLabel("Starting Doom to test the\n"
+ "settings. Please wait.");
+ TXT_SetWidgetAlign(label, TXT_HORIZ_CENTER);
+ TXT_AddWidget(testwindow, label);
+ TXT_DrawDesktop();
+
+ // Save temporary configuration files with the current configuration
+
+ main_cfg = TempFile("tmp.cfg");
+ extra_cfg = TempFile("extratmp.cfg");
+
+ M_SaveDefaultsAlternate(main_cfg, extra_cfg);
+
+ // Run with the -testcontrols parameter
+
+ exec = NewExecuteContext();
+ AddCmdLineParameter(exec, "-testcontrols");
+ AddCmdLineParameter(exec, "-config \"%s\"", main_cfg);
+ AddCmdLineParameter(exec, "-extraconfig \"%s\"", extra_cfg);
+ ExecuteDoom(exec);
+
+ TXT_CloseWindow(testwindow);
+
+ // Delete the temporary config files
+
+ remove(main_cfg);
+ remove(extra_cfg);
+ free(main_cfg);
+ free(extra_cfg);
+}
+
+txt_window_action_t *TestConfigAction(void)
+{
+ txt_window_action_t *test_action;
+
+ test_action = TXT_NewWindowAction('t', "Test");
+ TXT_SignalConnect(test_action, "pressed", TestCallback, NULL);
+
+ return test_action;
+}
+
diff --git a/src/setup/execute.h b/src/setup/execute.h
new file mode 100644
index 00000000..24711a16
--- /dev/null
+++ b/src/setup/execute.h
@@ -0,0 +1,45 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef TESTCONFIG_H
+#define TESTCONFIG_H
+
+#include "textscreen.h"
+
+typedef struct execute_context_s execute_context_t;
+
+#define IWAD_DOOM2 (1 << 0) /* doom2.wad */
+#define IWAD_PLUTONIA (1 << 1) /* plutonia.wad */
+#define IWAD_TNT (1 << 2) /* tnt.wad */
+#define IWAD_DOOM (1 << 3) /* doom.wad */
+#define IWAD_DOOM1 (1 << 4) /* doom1.wad */
+#define IWAD_CHEX (1 << 5) /* chex.wad */
+
+execute_context_t *NewExecuteContext(void);
+void AddCmdLineParameter(execute_context_t *context, char *s, ...);
+void AddConfigParameters(execute_context_t *context);
+int ExecuteDoom(execute_context_t *context);
+int FindInstalledIWADs(void);
+
+txt_window_action_t *TestConfigAction(void);
+
+#endif /* #ifndef TESTCONFIG_H */
+
diff --git a/src/setup/joystick.c b/src/setup/joystick.c
new file mode 100644
index 00000000..0094dd81
--- /dev/null
+++ b/src/setup/joystick.c
@@ -0,0 +1,449 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2007 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "doomtype.h"
+#include "m_config.h"
+#include "m_controls.h"
+#include "textscreen.h"
+
+#include "joystick.h"
+#include "mode.h"
+#include "txt_joybinput.h"
+
+typedef enum
+{
+ CALIBRATE_CENTER,
+ CALIBRATE_LEFT,
+ CALIBRATE_UP,
+} calibration_stage_t;
+
+// SDL joystick successfully initialized?
+
+static int joystick_initted = 0;
+
+// Joystick enable/disable
+
+static int usejoystick = 0;
+
+// Joystick to use, as an SDL joystick index:
+
+int joystick_index = -1;
+
+// Which joystick axis to use for horizontal movement, and whether to
+// invert the direction:
+
+static int joystick_x_axis = 0;
+static int joystick_x_invert = 0;
+
+// Which joystick axis to use for vertical movement, and whether to
+// invert the direction:
+
+static int joystick_y_axis = 1;
+static int joystick_y_invert = 0;
+
+static txt_button_t *joystick_button;
+
+static int *all_joystick_buttons[] = {
+ &joybstraferight, &joybstrafeleft, &joybfire, &joybspeed,
+ &joybuse, &joybstrafe, &joybjump
+};
+
+//
+// Calibration
+//
+
+static txt_window_t *calibration_window;
+static txt_label_t *calibration_label;
+static calibration_stage_t calibrate_stage;
+static SDL_Joystick **all_joysticks = NULL;
+
+// Set the label showing the name of the currently selected joystick
+
+static void SetJoystickButtonLabel(void)
+{
+ char *name;
+
+ name = "None set";
+
+ if (joystick_initted
+ && joystick_index >= 0 && joystick_index < SDL_NumJoysticks())
+ {
+ name = (char *) SDL_JoystickName(joystick_index);
+ }
+
+ TXT_SetButtonLabel(joystick_button, name);
+}
+
+// Try to open all joysticks visible to SDL.
+
+static int OpenAllJoysticks(void)
+{
+ int i;
+ int num_joysticks;
+ int result;
+
+ if (!joystick_initted)
+ {
+ return 0;
+ }
+
+ // SDL_JoystickOpen() all joysticks.
+
+ num_joysticks = SDL_NumJoysticks();
+
+ all_joysticks = malloc(sizeof(SDL_Joystick *) * num_joysticks);
+
+ result = 0;
+
+ for (i=0; i<num_joysticks; ++i)
+ {
+ all_joysticks[i] = SDL_JoystickOpen(i);
+
+ // If any joystick is successfully opened, return true.
+
+ if (all_joysticks[i] != NULL)
+ {
+ result = 1;
+ }
+ }
+
+ // Success? Turn on joystick events.
+
+ if (result)
+ {
+ SDL_JoystickEventState(SDL_ENABLE);
+ }
+ else
+ {
+ free(all_joysticks);
+ all_joysticks = NULL;
+ }
+
+ return result;
+}
+
+// Close all the joysticks opened with OpenAllJoysticks()
+
+static void CloseAllJoysticks(void)
+{
+ int i;
+ int num_joysticks;
+
+ num_joysticks = SDL_NumJoysticks();
+
+ for (i=0; i<num_joysticks; ++i)
+ {
+ if (all_joysticks[i] != NULL)
+ {
+ SDL_JoystickClose(all_joysticks[i]);
+ }
+ }
+
+ SDL_JoystickEventState(SDL_DISABLE);
+
+ free(all_joysticks);
+ all_joysticks = NULL;
+}
+
+static void SetCalibrationLabel(void)
+{
+ char *message = "???";
+
+ switch (calibrate_stage)
+ {
+ case CALIBRATE_CENTER:
+ message = "Move the joystick to the\n"
+ "center, and press a button.";
+ break;
+ case CALIBRATE_UP:
+ message = "Move the joystick up,\n"
+ "and press a button.";
+ break;
+ case CALIBRATE_LEFT:
+ message = "Move the joystick to the\n"
+ "left, and press a button.";
+ break;
+ }
+
+ TXT_SetLabel(calibration_label, message);
+}
+
+static void CalibrateAxis(int *axis_index, int *axis_invert)
+{
+ SDL_Joystick *joystick;
+ int best_axis;
+ int best_value;
+ int best_invert;
+ Sint16 axis_value;
+ int i;
+
+ joystick = all_joysticks[joystick_index];
+
+ // Check all axes to find which axis has the largest value. We test
+ // for one axis at a time, so eg. when we prompt to push the joystick
+ // left, whichever axis has the largest value is the left axis.
+
+ best_axis = 0;
+ best_value = 0;
+ best_invert = 0;
+
+ for (i=0; i<SDL_JoystickNumAxes(joystick); ++i)
+ {
+ axis_value = SDL_JoystickGetAxis(joystick, i);
+
+ if (abs(axis_value) > best_value)
+ {
+ best_value = abs(axis_value);
+ best_invert = axis_value > 0;
+ best_axis = i;
+ }
+ }
+
+ // Save the best values we have found
+
+ *axis_index = best_axis;
+ *axis_invert = best_invert;
+}
+
+static int CalibrationEventCallback(SDL_Event *event, void *user_data)
+{
+ if (event->type == SDL_JOYBUTTONDOWN
+ && (joystick_index == -1 || event->jbutton.which == joystick_index))
+ {
+ switch (calibrate_stage)
+ {
+ case CALIBRATE_CENTER:
+ // Centering stage selects which joystick to use.
+ joystick_index = event->jbutton.which;
+ break;
+
+ case CALIBRATE_LEFT:
+ CalibrateAxis(&joystick_x_axis, &joystick_x_invert);
+ break;
+
+ case CALIBRATE_UP:
+ CalibrateAxis(&joystick_y_axis, &joystick_y_invert);
+ break;
+ }
+
+ if (calibrate_stage == CALIBRATE_UP)
+ {
+ // Final stage; close the window
+
+ TXT_CloseWindow(calibration_window);
+ }
+ else
+ {
+ // Advance to the next calibration stage
+
+ ++calibrate_stage;
+ SetCalibrationLabel();
+ }
+
+ return 1;
+ }
+
+ return 0;
+}
+
+static void NoJoystick(void)
+{
+ txt_window_t *window;
+
+ window = TXT_NewWindow(NULL);
+
+ TXT_AddWidget(window,
+ TXT_NewLabel("No joysticks could be opened.\n\n"
+ "Try configuring your joystick from within\n"
+ "your OS first."));
+
+ TXT_SetWindowAction(window, TXT_HORIZ_LEFT, NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER,
+ TXT_NewWindowEscapeAction(window));
+ TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, NULL);
+
+ joystick_index = -1;
+ SetJoystickButtonLabel();
+}
+
+static void CalibrateWindowClosed(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
+{
+ CloseAllJoysticks();
+ TXT_SDL_SetEventCallback(NULL, NULL);
+ SetJoystickButtonLabel();
+}
+
+static void CalibrateJoystick(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
+{
+ calibrate_stage = CALIBRATE_CENTER;
+
+ // Try to open all available joysticks. If none are opened successfully,
+ // bomb out with an error.
+
+ if (!OpenAllJoysticks())
+ {
+ NoJoystick();
+ return;
+ }
+
+ calibration_window = TXT_NewWindow("Joystick calibration");
+
+ TXT_AddWidgets(calibration_window,
+ TXT_NewLabel("Please follow the following instructions\n"
+ "in order to calibrate your joystick."),
+ TXT_NewStrut(0, 1),
+ calibration_label = TXT_NewLabel("zzz"),
+ TXT_NewStrut(0, 1),
+ NULL);
+
+ TXT_SetWindowAction(calibration_window, TXT_HORIZ_LEFT, NULL);
+ TXT_SetWindowAction(calibration_window, TXT_HORIZ_CENTER,
+ TXT_NewWindowAbortAction(calibration_window));
+ TXT_SetWindowAction(calibration_window, TXT_HORIZ_RIGHT, NULL);
+
+ TXT_SetWidgetAlign(calibration_label, TXT_HORIZ_CENTER);
+ TXT_SDL_SetEventCallback(CalibrationEventCallback, NULL);
+
+ TXT_SignalConnect(calibration_window, "closed", CalibrateWindowClosed, NULL);
+
+ // Start calibration
+
+ joystick_index = -1;
+ calibrate_stage = CALIBRATE_CENTER;
+
+ SetCalibrationLabel();
+}
+
+void JoyButtonSetCallback(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(variable))
+{
+ TXT_CAST_ARG(int, variable);
+ unsigned int i;
+
+ // Only allow a button to be bound to one action at a time. If
+ // we assign a key that another action is using, set that other action
+ // to -1.
+
+ for (i=0; i<arrlen(all_joystick_buttons); ++i)
+ {
+ if (variable != all_joystick_buttons[i]
+ && *variable == *all_joystick_buttons[i])
+ {
+ *all_joystick_buttons[i] = -1;
+ }
+ }
+}
+
+
+//
+// GUI
+//
+
+static void JoystickWindowClosed(TXT_UNCAST_ARG(window), TXT_UNCAST_ARG(unused))
+{
+ if (joystick_initted)
+ {
+ SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
+ joystick_initted = 0;
+ }
+}
+
+static void AddJoystickControl(txt_table_t *table, char *label, int *var)
+{
+ txt_joystick_input_t *joy_input;
+
+ joy_input = TXT_NewJoystickInput(var);
+
+ TXT_AddWidget(table, TXT_NewLabel(label));
+ TXT_AddWidget(table, joy_input);
+
+ TXT_SignalConnect(joy_input, "set", JoyButtonSetCallback, var);
+}
+
+void ConfigJoystick(void)
+{
+ txt_window_t *window;
+ txt_table_t *button_table;
+ txt_table_t *joystick_table;
+
+ if (!joystick_initted)
+ {
+ joystick_initted = SDL_Init(SDL_INIT_JOYSTICK) >= 0;
+ }
+
+ window = TXT_NewWindow("Joystick configuration");
+
+ TXT_AddWidgets(window,
+ TXT_NewCheckBox("Enable joystick", &usejoystick),
+ joystick_table = TXT_NewTable(2),
+ TXT_NewSeparator("Joystick buttons"),
+ button_table = TXT_NewTable(2),
+ NULL);
+
+ TXT_SetColumnWidths(joystick_table, 20, 15);
+
+ TXT_AddWidgets(joystick_table,
+ TXT_NewLabel("Current joystick"),
+ joystick_button = TXT_NewButton("zzzz"),
+ NULL);
+
+ TXT_SetColumnWidths(button_table, 20, 15);
+
+ AddJoystickControl(button_table, "Fire/Attack", &joybfire);
+ AddJoystickControl(button_table, "Use", &joybuse);
+
+ // High values of joybspeed are used to activate the "always run mode"
+ // trick in Vanilla Doom. If this has been enabled, not only is the
+ // joybspeed value meaningless, but the control itself is useless.
+
+ if (joybspeed < 20)
+ {
+ AddJoystickControl(button_table, "Speed", &joybspeed);
+ }
+
+ AddJoystickControl(button_table, "Strafe", &joybstrafe);
+
+ AddJoystickControl(button_table, "Strafe Left", &joybstrafeleft);
+ AddJoystickControl(button_table, "Strafe Right", &joybstraferight);
+
+ if (gamemission == hexen)
+ {
+ AddJoystickControl(button_table, "Jump", &joybjump);
+ }
+
+ TXT_SignalConnect(joystick_button, "pressed", CalibrateJoystick, NULL);
+ TXT_SignalConnect(window, "closed", JoystickWindowClosed, NULL);
+
+ SetJoystickButtonLabel();
+}
+
+void BindJoystickVariables(void)
+{
+ M_BindVariable("use_joystick", &usejoystick);
+ M_BindVariable("joystick_index", &joystick_index);
+ M_BindVariable("joystick_x_axis", &joystick_x_axis);
+ M_BindVariable("joystick_y_axis", &joystick_y_axis);
+ M_BindVariable("joystick_x_invert", &joystick_x_invert);
+ M_BindVariable("joystick_y_invert", &joystick_y_invert);
+}
+
diff --git a/src/setup/joystick.h b/src/setup/joystick.h
new file mode 100644
index 00000000..b6dd09b9
--- /dev/null
+++ b/src/setup/joystick.h
@@ -0,0 +1,31 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef SETUP_JOYSTICK_H
+#define SETUP_JOYSTICK_H
+
+extern int joystick_index;
+
+void ConfigJoystick(void);
+void BindJoystickVariables(void);
+
+#endif /* #ifndef SETUP_JOYSTICK_H */
+
diff --git a/src/setup/keyboard.c b/src/setup/keyboard.c
new file mode 100644
index 00000000..6e746ee9
--- /dev/null
+++ b/src/setup/keyboard.c
@@ -0,0 +1,355 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include "textscreen.h"
+#include "doomtype.h"
+#include "m_config.h"
+#include "m_controls.h"
+
+#include "execute.h"
+#include "txt_keyinput.h"
+
+#include "mode.h"
+#include "joystick.h"
+#include "keyboard.h"
+
+static int vanilla_keyboard_mapping = 1;
+
+static int always_run = 0;
+
+// Keys within these groups cannot have the same value.
+
+static int *controls[] = { &key_left, &key_right, &key_up, &key_down,
+ &key_strafeleft, &key_straferight, &key_fire,
+ &key_use, &key_strafe, &key_speed, &key_jump,
+ &key_flyup, &key_flydown, &key_flycenter,
+ &key_lookup, &key_lookdown, &key_lookcenter,
+ &key_invleft, &key_invright, &key_useartifact,
+ &key_pause,
+ &key_weapon1, &key_weapon2, &key_weapon3,
+ &key_weapon4, &key_weapon5, &key_weapon6,
+ &key_weapon7, &key_weapon8,
+ NULL };
+
+static int *menu_nav[] = { &key_menu_activate, &key_menu_up, &key_menu_down,
+ &key_menu_left, &key_menu_right, &key_menu_back,
+ &key_menu_forward, NULL };
+
+static int *shortcuts[] = { &key_menu_help, &key_menu_save, &key_menu_load,
+ &key_menu_volume, &key_menu_detail, &key_menu_qsave,
+ &key_menu_endgame, &key_menu_messages,
+ &key_menu_qload, &key_menu_quit, &key_menu_gamma,
+ &key_menu_incscreen, &key_menu_decscreen,
+ &key_message_refresh, NULL };
+
+static int *map_keys[] = { &key_map_north, &key_map_south, &key_map_east,
+ &key_map_west, &key_map_zoomin, &key_map_zoomout,
+ &key_map_toggle, &key_map_maxzoom, &key_map_follow,
+ &key_map_grid, &key_map_mark, &key_map_clearmark,
+ NULL };
+
+static void UpdateJoybSpeed(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(var))
+{
+ if (always_run)
+ {
+ /*
+ <Janizdreg> if you want to pick one for chocolate doom to use,
+ pick 29, since that is the most universal one that
+ also works with heretic, hexen and strife =P
+
+ NB. This choice also works with original, ultimate and final exes.
+ */
+
+ joybspeed = 29;
+ }
+ else
+ {
+ joybspeed = 0;
+ }
+}
+
+static int VarInGroup(int *variable, int **group)
+{
+ unsigned int i;
+
+ for (i=0; group[i] != NULL; ++i)
+ {
+ if (group[i] == variable)
+ {
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+static void CheckKeyGroup(int *variable, int **group)
+{
+ unsigned int i;
+
+ // Don't check unless the variable is in this group.
+
+ if (!VarInGroup(variable, group))
+ {
+ return;
+ }
+
+ // If another variable has the same value as the new value, reset it.
+
+ for (i=0; group[i] != NULL; ++i)
+ {
+ if (*variable == *group[i] && group[i] != variable)
+ {
+ // A different key has the same value. Clear the existing
+ // value. This ensures that no two keys can have the same
+ // value.
+
+ *group[i] = 0;
+ }
+ }
+}
+
+// Callback invoked when a key control is set
+
+static void KeySetCallback(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(variable))
+{
+ TXT_CAST_ARG(int, variable);
+
+ CheckKeyGroup(variable, controls);
+ CheckKeyGroup(variable, menu_nav);
+ CheckKeyGroup(variable, shortcuts);
+ CheckKeyGroup(variable, map_keys);
+}
+
+// Add a label and keyboard input to the specified table.
+
+static void AddKeyControl(txt_table_t *table, char *name, int *var)
+{
+ txt_key_input_t *key_input;
+
+ TXT_AddWidget(table, TXT_NewLabel(name));
+ key_input = TXT_NewKeyInput(var);
+ TXT_AddWidget(table, key_input);
+
+ TXT_SignalConnect(key_input, "set", KeySetCallback, var);
+}
+
+static void AddSectionLabel(txt_table_t *table, char *title, boolean add_space)
+{
+ char buf[64];
+
+ if (add_space)
+ {
+ TXT_AddWidgets(table, TXT_NewStrut(0, 1), TXT_NewStrut(0, 1),
+ NULL);
+ }
+
+ sprintf(buf, " - %s - ", title);
+
+ TXT_AddWidgets(table, TXT_NewLabel(buf), TXT_NewStrut(0, 0),
+ NULL);
+}
+static void ConfigExtraKeys(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
+{
+ txt_window_t *window;
+ txt_scrollpane_t *scrollpane;
+ txt_table_t *table;
+ boolean extra_keys = gamemission == heretic || gamemission == hexen;
+
+ window = TXT_NewWindow("Extra keyboard controls");
+
+ table = TXT_NewTable(2);
+
+ TXT_SetColumnWidths(table, 20, 9);
+
+ if (extra_keys)
+ {
+ // When we have extra controls, a scrollable pane must be used.
+
+ scrollpane = TXT_NewScrollPane(0, 13, table);
+ TXT_AddWidget(window, scrollpane);
+
+ AddSectionLabel(table, "View", false);
+
+ AddKeyControl(table, "Look up", &key_lookup);
+ AddKeyControl(table, "Look down", &key_lookdown);
+ AddKeyControl(table, "Center view", &key_lookcenter);
+
+ AddSectionLabel(table, "Flying", true);
+
+ AddKeyControl(table, "Fly up", &key_flyup);
+ AddKeyControl(table, "Fly down", &key_flydown);
+ AddKeyControl(table, "Fly center", &key_flycenter);
+
+ AddSectionLabel(table, "Inventory", true);
+
+ AddKeyControl(table, "Inventory left", &key_invleft);
+ AddKeyControl(table, "Inventory right", &key_invright);
+ AddKeyControl(table, "Use artifact", &key_useartifact);
+ }
+ else
+ {
+ TXT_AddWidget(window, table);
+ }
+
+ AddSectionLabel(table, "Weapons", extra_keys);
+
+ AddKeyControl(table, "Weapon 1", &key_weapon1);
+ AddKeyControl(table, "Weapon 2", &key_weapon2);
+ AddKeyControl(table, "Weapon 3", &key_weapon3);
+ AddKeyControl(table, "Weapon 4", &key_weapon4);
+ AddKeyControl(table, "Weapon 5", &key_weapon5);
+ AddKeyControl(table, "Weapon 6", &key_weapon6);
+ AddKeyControl(table, "Weapon 7", &key_weapon7);
+ AddKeyControl(table, "Weapon 8", &key_weapon8);
+}
+
+static void OtherKeysDialog(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
+{
+ txt_window_t *window;
+ txt_table_t *table;
+ txt_scrollpane_t *scrollpane;
+
+ window = TXT_NewWindow("Other keys");
+
+ table = TXT_NewTable(2);
+
+ TXT_SetColumnWidths(table, 25, 9);
+
+ AddSectionLabel(table, "Menu navigation", false);
+
+ AddKeyControl(table, "Activate menu", &key_menu_activate);
+ AddKeyControl(table, "Move cursor up", &key_menu_up);
+ AddKeyControl(table, "Move cursor down", &key_menu_down);
+ AddKeyControl(table, "Move slider left", &key_menu_left);
+ AddKeyControl(table, "Move slider right", &key_menu_right);
+ AddKeyControl(table, "Go to previous menu", &key_menu_back);
+ AddKeyControl(table, "Activate menu item", &key_menu_forward);
+ AddKeyControl(table, "Confirm action", &key_menu_confirm);
+ AddKeyControl(table, "Cancel action", &key_menu_abort);
+
+ AddSectionLabel(table, "Shortcut keys", true);
+
+ AddKeyControl(table, "Pause game", &key_pause);
+ AddKeyControl(table, "Help screen", &key_menu_help);
+ AddKeyControl(table, "Save game", &key_menu_save);
+ AddKeyControl(table, "Load game", &key_menu_load);
+ AddKeyControl(table, "Sound volume", &key_menu_volume);
+ AddKeyControl(table, "Toggle detail", &key_menu_detail);
+ AddKeyControl(table, "Quick save", &key_menu_qsave);
+ AddKeyControl(table, "End game", &key_menu_endgame);
+ AddKeyControl(table, "Toggle messages", &key_menu_messages);
+ AddKeyControl(table, "Quick load", &key_menu_qload);
+ AddKeyControl(table, "Quit game", &key_menu_quit);
+ AddKeyControl(table, "Toggle gamma", &key_menu_gamma);
+
+ AddKeyControl(table, "Increase screen size", &key_menu_incscreen);
+ AddKeyControl(table, "Decrease screen size", &key_menu_decscreen);
+
+ AddKeyControl(table, "Display last message", &key_message_refresh);
+
+ AddSectionLabel(table, "Map", true);
+
+ AddKeyControl(table, "Toggle map", &key_map_toggle);
+ AddKeyControl(table, "Zoom in", &key_map_zoomin);
+ AddKeyControl(table, "Zoom out", &key_map_zoomout);
+ AddKeyControl(table, "Maximum zoom out", &key_map_maxzoom);
+ AddKeyControl(table, "Follow mode", &key_map_follow);
+ AddKeyControl(table, "Pan north", &key_map_north);
+ AddKeyControl(table, "Pan south", &key_map_south);
+ AddKeyControl(table, "Pan east", &key_map_east);
+ AddKeyControl(table, "Pan west", &key_map_west);
+ AddKeyControl(table, "Toggle grid", &key_map_grid);
+ AddKeyControl(table, "Mark location", &key_map_mark);
+ AddKeyControl(table, "Clear all marks", &key_map_clearmark);
+
+ scrollpane = TXT_NewScrollPane(0, 13, table);
+
+ TXT_AddWidget(window, scrollpane);
+}
+
+void ConfigKeyboard(void)
+{
+ txt_window_t *window;
+ txt_table_t *movement_table;
+ txt_table_t *action_table;
+ txt_table_t *dialogs_table;
+ txt_checkbox_t *run_control;
+
+ always_run = joybspeed >= 20;
+
+ window = TXT_NewWindow("Keyboard configuration");
+
+ TXT_AddWidgets(window,
+ TXT_NewSeparator("Movement"),
+ movement_table = TXT_NewTable(4),
+
+ TXT_NewSeparator("Action"),
+ action_table = TXT_NewTable(4),
+ dialogs_table = TXT_NewTable(2),
+
+ TXT_NewSeparator("Misc."),
+ run_control = TXT_NewCheckBox("Always run", &always_run),
+ TXT_NewInvertedCheckBox("Use native keyboard mapping",
+ &vanilla_keyboard_mapping),
+ NULL);
+
+ TXT_SetColumnWidths(movement_table, 15, 8, 15, 8);
+
+ TXT_SignalConnect(run_control, "changed", UpdateJoybSpeed, NULL);
+
+ AddKeyControl(movement_table, "Move Forward", &key_up);
+ AddKeyControl(movement_table, " Strafe Left", &key_strafeleft);
+ AddKeyControl(movement_table, "Move Backward", &key_down);
+ AddKeyControl(movement_table, " Strafe Right", &key_straferight);
+ AddKeyControl(movement_table, "Turn Left", &key_left);
+ AddKeyControl(movement_table, " Speed On", &key_speed);
+ AddKeyControl(movement_table, "Turn Right", &key_right);
+ AddKeyControl(movement_table, " Strafe On", &key_strafe);
+
+ if (gamemission == hexen)
+ {
+ AddKeyControl(movement_table, "Jump", &key_jump);
+ }
+
+ TXT_SetColumnWidths(action_table, 15, 8, 15, 8);
+
+ AddKeyControl(action_table, "Fire/Attack", &key_fire);
+ AddKeyControl(action_table, " Use", &key_use);
+
+ // Other key bindings are stored in separate sub-dialogs:
+
+ TXT_SetColumnWidths(dialogs_table, 24, 24);
+
+ TXT_AddWidgets(dialogs_table,
+ TXT_NewButton2("More controls...", ConfigExtraKeys, NULL),
+ TXT_NewButton2("Other keys...", OtherKeysDialog, NULL),
+ NULL);
+
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER, TestConfigAction());
+
+}
+
+void BindKeyboardVariables(void)
+{
+ M_BindVariable("vanilla_keyboard_mapping", &vanilla_keyboard_mapping);
+}
+
diff --git a/src/setup/keyboard.h b/src/setup/keyboard.h
new file mode 100644
index 00000000..2797ba8f
--- /dev/null
+++ b/src/setup/keyboard.h
@@ -0,0 +1,82 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef SETUP_KEYBOARD_H
+#define SETUP_KEYBOARD_H
+
+// Menu keys:
+
+extern int key_menu_activate;
+extern int key_menu_up;
+extern int key_menu_down;
+extern int key_menu_left;
+extern int key_menu_right;
+extern int key_menu_back;
+extern int key_menu_forward;
+extern int key_menu_confirm;
+extern int key_menu_abort;
+
+extern int key_menu_help;
+extern int key_menu_save;
+extern int key_menu_load;
+extern int key_menu_volume;
+extern int key_menu_detail;
+extern int key_menu_qsave;
+extern int key_menu_endgame;
+extern int key_menu_messages;
+extern int key_menu_qload;
+extern int key_menu_quit;
+extern int key_menu_gamma;
+
+extern int key_menu_incscreen;
+extern int key_menu_decscreen;
+
+// Automap keys:
+
+extern int key_map_north;
+extern int key_map_south;
+extern int key_map_east;
+extern int key_map_west;
+extern int key_map_zoomin;
+extern int key_map_zoomout;
+extern int key_map_toggle;
+extern int key_map_maxzoom;
+extern int key_map_follow;
+extern int key_map_grid;
+extern int key_map_mark;
+extern int key_map_clearmark;
+
+// Weapon keys:
+
+extern int key_weapon1;
+extern int key_weapon2;
+extern int key_weapon3;
+extern int key_weapon4;
+extern int key_weapon5;
+extern int key_weapon6;
+extern int key_weapon7;
+extern int key_weapon8;
+
+void ConfigKeyboard(void);
+void BindKeyboardVariables(void);
+
+#endif /* #ifndef SETUP_KEYBOARD_H */
+
diff --git a/src/setup/mainmenu.c b/src/setup/mainmenu.c
new file mode 100644
index 00000000..46e4b4e6
--- /dev/null
+++ b/src/setup/mainmenu.c
@@ -0,0 +1,267 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#ifdef _WIN32_WCE
+#include "libc_wince.h"
+#endif
+
+#include "config.h"
+#include "textscreen.h"
+
+#include "execute.h"
+
+#include "m_argv.h"
+#include "m_config.h"
+
+#include "setup_icon.c"
+#include "mode.h"
+
+#include "compatibility.h"
+#include "display.h"
+#include "joystick.h"
+#include "keyboard.h"
+#include "mouse.h"
+#include "multiplayer.h"
+#include "sound.h"
+
+static void DoQuit(void *widget, void *dosave)
+{
+ if (dosave != NULL)
+ {
+ M_SaveDefaults();
+ }
+
+ exit(0);
+}
+
+static void QuitConfirm(void *unused1, void *unused2)
+{
+ txt_window_t *window;
+ txt_label_t *label;
+ txt_button_t *yes_button;
+ txt_button_t *no_button;
+
+ window = TXT_NewWindow(NULL);
+
+ TXT_AddWidgets(window,
+ label = TXT_NewLabel("Exiting setup.\nSave settings?"),
+ TXT_NewStrut(24, 0),
+ yes_button = TXT_NewButton2(" Yes ", DoQuit, DoQuit),
+ no_button = TXT_NewButton2(" No ", DoQuit, NULL),
+ NULL);
+
+ TXT_SetWidgetAlign(label, TXT_HORIZ_CENTER);
+ TXT_SetWidgetAlign(yes_button, TXT_HORIZ_CENTER);
+ TXT_SetWidgetAlign(no_button, TXT_HORIZ_CENTER);
+
+ // Only an "abort" button in the middle.
+ TXT_SetWindowAction(window, TXT_HORIZ_LEFT, NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER,
+ TXT_NewWindowAbortAction(window));
+ TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, NULL);
+}
+
+static void LaunchDoom(void *unused1, void *unused2)
+{
+ execute_context_t *exec;
+
+ // Save configuration first
+
+ M_SaveDefaults();
+
+ // Shut down textscreen GUI
+
+ TXT_Shutdown();
+
+ // Launch Doom
+
+ exec = NewExecuteContext();
+ AddConfigParameters(exec);
+ ExecuteDoom(exec);
+
+ exit(0);
+}
+
+static txt_button_t *GetLaunchButton(void)
+{
+ char *label;
+
+ switch (gamemission)
+ {
+ case doom:
+ label = "Save parameters and launch DOOM";
+ break;
+ case heretic:
+ label = "Save parameters and launch Heretic";
+ break;
+ case hexen:
+ label = "Save parameters and launch Hexen";
+ break;
+ default:
+ label = "Save parameters and launch game";
+ break;
+ }
+
+ return TXT_NewButton2(label, LaunchDoom, NULL);
+}
+
+void MainMenu(void)
+{
+ txt_window_t *window;
+ txt_window_action_t *quit_action;
+
+ window = TXT_NewWindow("Main Menu");
+
+ TXT_AddWidgets(window,
+ TXT_NewButton2("Configure Display",
+ (TxtWidgetSignalFunc) ConfigDisplay, NULL),
+ TXT_NewButton2("Configure Sound",
+ (TxtWidgetSignalFunc) ConfigSound, NULL),
+ TXT_NewButton2("Configure Keyboard",
+ (TxtWidgetSignalFunc) ConfigKeyboard, NULL),
+ TXT_NewButton2("Configure Mouse",
+ (TxtWidgetSignalFunc) ConfigMouse, NULL),
+ TXT_NewButton2("Configure Joystick",
+ (TxtWidgetSignalFunc) ConfigJoystick, NULL),
+ NULL);
+
+ // The compatibility window is only appropriate for Doom.
+
+ if (gamemission == doom)
+ {
+ txt_button_t *button;
+
+ button = TXT_NewButton2("Compatibility",
+ (TxtWidgetSignalFunc) CompatibilitySettings,
+ NULL);
+
+ TXT_AddWidget(window, button);
+ }
+
+ TXT_AddWidgets(window,
+ GetLaunchButton(),
+ TXT_NewStrut(0, 1),
+ TXT_NewButton2("Start a Network Game",
+ (TxtWidgetSignalFunc) StartMultiGame, NULL),
+ TXT_NewButton2("Join a Network Game",
+ (TxtWidgetSignalFunc) JoinMultiGame, NULL),
+ TXT_NewButton2("Multiplayer Configuration",
+ (TxtWidgetSignalFunc) MultiplayerConfig, NULL),
+ NULL);
+
+ quit_action = TXT_NewWindowAction(KEY_ESCAPE, "Quit");
+ TXT_SignalConnect(quit_action, "pressed", QuitConfirm, NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_LEFT, quit_action);
+}
+
+//
+// Initialize all configuration variables, load config file, etc
+//
+
+static void InitConfig(void)
+{
+ InitBindings();
+
+ SetChatMacroDefaults();
+ SetPlayerNameDefault();
+
+ M_SetConfigDir(NULL);
+ M_LoadDefaults();
+}
+
+//
+// Application icon
+//
+
+static void SetIcon(void)
+{
+ SDL_Surface *surface;
+ Uint8 *mask;
+ int i;
+
+ // Generate the mask
+
+ mask = malloc(setup_icon_w * setup_icon_h / 8);
+ memset(mask, 0, setup_icon_w * setup_icon_h / 8);
+
+ for (i=0; i<setup_icon_w * setup_icon_h; ++i)
+ {
+ if (setup_icon_data[i * 3] != 0x00
+ || setup_icon_data[i * 3 + 1] != 0x00
+ || setup_icon_data[i * 3 + 2] != 0x00)
+ {
+ mask[i / 8] |= 1 << (7 - i % 8);
+ }
+ }
+
+
+ surface = SDL_CreateRGBSurfaceFrom(setup_icon_data,
+ setup_icon_w,
+ setup_icon_h,
+ 24,
+ setup_icon_w * 3,
+ 0xff << 0,
+ 0xff << 8,
+ 0xff << 16,
+ 0);
+
+ SDL_WM_SetIcon(surface, mask);
+ SDL_FreeSurface(surface);
+ free(mask);
+}
+
+//
+// Initialize and run the textscreen GUI.
+//
+
+static void RunGUI(void)
+{
+ SetDisplayDriver();
+
+ if (!TXT_Init())
+ {
+ fprintf(stderr, "Failed to initialize GUI\n");
+ exit(-1);
+ }
+
+ TXT_SetDesktopTitle(PACKAGE_NAME " Setup ver " PACKAGE_VERSION);
+ SetIcon();
+
+ TXT_GUIMainLoop();
+}
+
+static void MissionSet(void)
+{
+ InitConfig();
+ MainMenu();
+}
+
+void D_DoomMain(void)
+{
+ SetupMission(MissionSet);
+
+ RunGUI();
+}
+
diff --git a/src/setup/mode.c b/src/setup/mode.c
new file mode 100644
index 00000000..702db67d
--- /dev/null
+++ b/src/setup/mode.c
@@ -0,0 +1,339 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomtype.h"
+
+#include "config.h"
+#include "textscreen.h"
+
+#include "doomtype.h"
+#include "d_mode.h"
+#include "d_iwad.h"
+#include "i_system.h"
+#include "m_argv.h"
+#include "m_config.h"
+#include "m_controls.h"
+
+#include "compatibility.h"
+#include "display.h"
+#include "joystick.h"
+#include "keyboard.h"
+#include "mouse.h"
+#include "multiplayer.h"
+#include "sound.h"
+
+#include "mode.h"
+
+GameMission_t gamemission;
+static iwad_t **iwads;
+
+typedef struct
+{
+ char *label;
+ GameMission_t mission;
+ int mask;
+ char *name;
+ char *config_file;
+ char *extra_config_file;
+ char *executable;
+} mission_config_t;
+
+// Default mission to fall back on, if no IWADs are found at all:
+
+#define DEFAULT_MISSION (&mission_configs[0])
+
+static mission_config_t mission_configs[] =
+{
+ {
+ "Doom",
+ doom,
+ IWAD_MASK_DOOM,
+ "doom",
+ "default.cfg",
+ PROGRAM_PREFIX "doom.cfg",
+ PROGRAM_PREFIX "doom"
+ },
+ {
+ "Heretic",
+ heretic,
+ IWAD_MASK_HERETIC,
+ "heretic",
+ "heretic.cfg",
+ PROGRAM_PREFIX "heretic.cfg",
+ PROGRAM_PREFIX "heretic"
+ },
+ {
+ "Hexen",
+ hexen,
+ IWAD_MASK_HEXEN,
+ "hexen",
+ "hexen.cfg",
+ PROGRAM_PREFIX "hexen.cfg",
+ PROGRAM_PREFIX "hexen"
+ }
+};
+
+static GameSelectCallback game_selected_callback;
+
+// Miscellaneous variables that aren't used in setup.
+
+static int showMessages = 1;
+static int screenblocks = 9;
+static int detailLevel = 0;
+static char *savedir = NULL;
+static char *executable = NULL;
+
+static void BindMiscVariables(void)
+{
+ M_BindVariable("screenblocks", &screenblocks);
+
+ if (gamemission == doom)
+ {
+ M_BindVariable("detaillevel", &detailLevel);
+ M_BindVariable("show_messages", &showMessages);
+ }
+
+ if (gamemission == hexen)
+ {
+ M_BindVariable("savedir", &savedir);
+ M_BindVariable("messageson", &showMessages);
+ }
+}
+
+//
+// Initialise all configuration file bindings.
+//
+
+void InitBindings(void)
+{
+ M_ApplyPlatformDefaults();
+
+ // Keyboard, mouse, joystick controls
+
+ M_BindBaseControls();
+ M_BindWeaponControls();
+ M_BindMapControls();
+ M_BindMenuControls();
+
+ if (gamemission == heretic || gamemission == hexen)
+ {
+ M_BindHereticControls();
+ }
+
+ if (gamemission == hexen)
+ {
+ M_BindHexenControls();
+ }
+
+ // All other variables
+
+ BindCompatibilityVariables();
+ BindDisplayVariables();
+ BindJoystickVariables();
+ BindKeyboardVariables();
+ BindMouseVariables();
+ BindSoundVariables();
+ BindMiscVariables();
+ BindMultiplayerVariables();
+}
+
+// Set the name of the executable program to run the game:
+
+static void SetExecutable(mission_config_t *config)
+{
+ char *extension;
+
+ free(executable);
+
+#ifdef _WIN32
+ extension = ".exe";
+#else
+ extension = "";
+#endif
+
+ executable = malloc(strlen(config->executable) + 5);
+ sprintf(executable, "%s%s", config->executable, extension);
+}
+
+static void SetMission(mission_config_t *config)
+{
+ iwads = D_FindAllIWADs(config->mask);
+ gamemission = config->mission;
+ SetExecutable(config);
+ M_SetConfigFilenames(config->config_file, config->extra_config_file);
+}
+
+static mission_config_t *GetMissionForName(char *name)
+{
+ int i;
+
+ for (i=0; i<arrlen(mission_configs); ++i)
+ {
+ if (!strcmp(mission_configs[i].name, name))
+ {
+ return &mission_configs[i];
+ }
+ }
+
+ return NULL;
+}
+
+// Check the name of the executable. If it contains one of the game
+// names (eg. chocolate-hexen-setup.exe) then use that game.
+
+static boolean CheckExecutableName(GameSelectCallback callback)
+{
+ mission_config_t *config;
+ char *exe_name;
+ int i;
+
+ exe_name = M_GetExecutableName();
+
+ for (i=0; i<arrlen(mission_configs); ++i)
+ {
+ config = &mission_configs[i];
+
+ if (strstr(exe_name, config->name) != NULL)
+ {
+ SetMission(config);
+ callback();
+ return true;
+ }
+ }
+
+ return false;
+}
+
+static void GameSelected(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(config))
+{
+ TXT_CAST_ARG(mission_config_t, config);
+
+ SetMission(config);
+ game_selected_callback();
+}
+
+static void OpenGameSelectDialog(GameSelectCallback callback)
+{
+ mission_config_t *mission = NULL;
+ txt_window_t *window;
+ iwad_t **iwads;
+ int num_games;
+ int i;
+
+ window = TXT_NewWindow("Select game");
+
+ TXT_AddWidget(window, TXT_NewLabel("Select a game to configure:\n"));
+ num_games = 0;
+
+ // Add a button for each game.
+
+ for (i=0; i<arrlen(mission_configs); ++i)
+ {
+ // Do we have any IWADs for this game installed?
+ // If so, add a button.
+
+ iwads = D_FindAllIWADs(mission_configs[i].mask);
+
+ if (iwads[0] != NULL)
+ {
+ mission = &mission_configs[i];
+ TXT_AddWidget(window, TXT_NewButton2(mission_configs[i].label,
+ GameSelected,
+ &mission_configs[i]));
+ ++num_games;
+ }
+
+ free(iwads);
+ }
+
+ TXT_AddWidget(window, TXT_NewStrut(0, 1));
+
+ // No IWADs found at all? Fall back to doom, then.
+
+ if (num_games == 0)
+ {
+ TXT_CloseWindow(window);
+ SetMission(DEFAULT_MISSION);
+ callback();
+ return;
+ }
+
+ // Only one game? Use that game, and don't bother with a dialog.
+
+ if (num_games == 1)
+ {
+ TXT_CloseWindow(window);
+ SetMission(mission);
+ callback();
+ return;
+ }
+
+ game_selected_callback = callback;
+}
+
+void SetupMission(GameSelectCallback callback)
+{
+ mission_config_t *config;
+ char *mission_name;
+ int p;
+
+ //!
+ // @arg <game>
+ //
+ // Specify the game to configure the settings for. Valid
+ // values are 'doom', 'heretic' and 'hexen'.
+ //
+
+ p = M_CheckParm("-game");
+
+ if (p > 0)
+ {
+ mission_name = myargv[p + 1];
+
+ config = GetMissionForName(mission_name);
+
+ if (config == NULL)
+ {
+ I_Error("Invalid parameter - '%s'", mission_name);
+ }
+
+ SetMission(config);
+ callback();
+ }
+ else if (!CheckExecutableName(callback))
+ {
+ OpenGameSelectDialog(callback);
+ }
+}
+
+char *GetExecutableName(void)
+{
+ return executable;
+}
+
+iwad_t **GetIwads(void)
+{
+ return iwads;
+}
+
diff --git a/src/setup/mode.h b/src/setup/mode.h
new file mode 100644
index 00000000..44046c38
--- /dev/null
+++ b/src/setup/mode.h
@@ -0,0 +1,37 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2008 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef SETUP_MODE_H
+#define SETUP_MODE_H
+
+#include "d_mode.h"
+#include "d_iwad.h"
+
+typedef void (*GameSelectCallback)(void);
+extern GameMission_t gamemission;
+
+void SetupMission(GameSelectCallback callback);
+void InitBindings(void);
+char *GetExecutableName(void);
+iwad_t **GetIwads(void);
+
+#endif /* #ifndef SETUP_MODE_H */
+
diff --git a/src/setup/mouse.c b/src/setup/mouse.c
new file mode 100644
index 00000000..d464261f
--- /dev/null
+++ b/src/setup/mouse.c
@@ -0,0 +1,164 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include <stdlib.h>
+
+#include "textscreen.h"
+#include "doomtype.h"
+#include "m_config.h"
+#include "m_controls.h"
+
+#include "execute.h"
+#include "txt_mouseinput.h"
+
+#include "mode.h"
+#include "mouse.h"
+
+static int usemouse = 1;
+
+static int novert = 0;
+static int mouseSensitivity = 5;
+static float mouse_acceleration = 1.0;
+static int mouse_threshold = 10;
+static int grabmouse = 1;
+
+static int *all_mouse_buttons[] = {
+ &mousebfire,
+ &mousebstrafe,
+ &mousebforward,
+ &mousebstrafeleft,
+ &mousebstraferight,
+ &mousebbackward,
+ &mousebuse,
+ &mousebjump
+};
+
+static void MouseSetCallback(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(variable))
+{
+ TXT_CAST_ARG(int, variable);
+ unsigned int i;
+
+ // Check if the same mouse button is used for a different action
+ // If so, set the other action(s) to -1 (unset)
+
+ for (i=0; i<arrlen(all_mouse_buttons); ++i)
+ {
+ if (*all_mouse_buttons[i] == *variable
+ && all_mouse_buttons[i] != variable)
+ {
+ *all_mouse_buttons[i] = -1;
+ }
+ }
+}
+
+static void AddMouseControl(txt_table_t *table, char *label, int *var)
+{
+ txt_mouse_input_t *mouse_input;
+
+ TXT_AddWidget(table, TXT_NewLabel(label));
+
+ mouse_input = TXT_NewMouseInput(var);
+ TXT_AddWidget(table, mouse_input);
+
+ TXT_SignalConnect(mouse_input, "set", MouseSetCallback, var);
+}
+
+static void ConfigExtraButtons(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
+{
+ txt_window_t *window;
+ txt_table_t *buttons_table;
+
+ window = TXT_NewWindow("Additional mouse buttons");
+
+ TXT_AddWidgets(window,
+ buttons_table = TXT_NewTable(2),
+ NULL);
+
+ TXT_SetColumnWidths(buttons_table, 29, 5);
+
+ AddMouseControl(buttons_table, "Move backward", &mousebbackward);
+ AddMouseControl(buttons_table, "Use", &mousebuse);
+ AddMouseControl(buttons_table, "Strafe left", &mousebstrafeleft);
+ AddMouseControl(buttons_table, "Strafe right", &mousebstraferight);
+
+ if (gamemission == hexen)
+ {
+ AddMouseControl(buttons_table, "Jump", &mousebjump);
+ }
+}
+
+void ConfigMouse(void)
+{
+ txt_window_t *window;
+ txt_table_t *motion_table;
+ txt_table_t *buttons_table;
+
+ window = TXT_NewWindow("Mouse configuration");
+
+ TXT_AddWidgets(window,
+ TXT_NewCheckBox("Enable mouse", &usemouse),
+ TXT_NewInvertedCheckBox("Allow vertical mouse movement",
+ &novert),
+ TXT_NewCheckBox("Grab mouse in windowed mode",
+ &grabmouse),
+ TXT_NewCheckBox("Double click acts as \"use\"",
+ &dclick_use),
+
+ TXT_NewSeparator("Mouse motion"),
+ motion_table = TXT_NewTable(2),
+
+ TXT_NewSeparator("Buttons"),
+ buttons_table = TXT_NewTable(2),
+ TXT_NewButton2("More controls...",
+ ConfigExtraButtons,
+ NULL),
+ NULL);
+
+ TXT_SetColumnWidths(motion_table, 27, 5);
+
+ TXT_AddWidgets(motion_table,
+ TXT_NewLabel("Speed"),
+ TXT_NewSpinControl(&mouseSensitivity, 1, 256),
+ TXT_NewLabel("Acceleration"),
+ TXT_NewFloatSpinControl(&mouse_acceleration, 1.0, 5.0),
+ TXT_NewLabel("Acceleration threshold"),
+ TXT_NewSpinControl(&mouse_threshold, 0, 32),
+ NULL);
+
+ TXT_SetColumnWidths(buttons_table, 27, 5);
+
+ AddMouseControl(buttons_table, "Fire/Attack", &mousebfire);
+ AddMouseControl(buttons_table, "Move forward", &mousebforward);
+ AddMouseControl(buttons_table, "Strafe on", &mousebstrafe);
+
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER, TestConfigAction());
+}
+
+void BindMouseVariables(void)
+{
+ M_BindVariable("use_mouse", &usemouse);
+ M_BindVariable("novert", &novert);
+ M_BindVariable("mouse_sensitivity", &mouseSensitivity);
+ M_BindVariable("mouse_acceleration", &mouse_acceleration);
+ M_BindVariable("mouse_threshold", &mouse_threshold);
+ M_BindVariable("grabmouse", &grabmouse);
+}
+
diff --git a/src/setup/mouse.h b/src/setup/mouse.h
new file mode 100644
index 00000000..cdaa541a
--- /dev/null
+++ b/src/setup/mouse.h
@@ -0,0 +1,29 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef SETUP_MOUSE_H
+#define SETUP_MOUSE_H
+
+void ConfigMouse(void);
+void BindMouseVariables(void);
+
+#endif /* #ifndef SETUP_MOUSE_H */
+
diff --git a/src/setup/multiplayer.c b/src/setup/multiplayer.c
new file mode 100644
index 00000000..f3b3221d
--- /dev/null
+++ b/src/setup/multiplayer.c
@@ -0,0 +1,867 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomtype.h"
+#include "textscreen.h"
+
+#include "d_iwad.h"
+#include "m_config.h"
+#include "doom/d_englsh.h"
+
+#include "multiplayer.h"
+#include "mode.h"
+#include "execute.h"
+
+#define NUM_WADS 10
+#define NUM_EXTRA_PARAMS 10
+
+typedef enum
+{
+ WARP_ExMy,
+ WARP_MAPxy,
+} warptype_t;
+
+typedef enum
+{
+ JOIN_AUTO_LAN,
+ JOIN_ADDRESS,
+} jointype_t;
+
+// Fallback IWAD if none are found to be installed
+
+static iwad_t fallback_iwad = { "doom2.wad", doom2, commercial, "Doom II" };
+static iwad_t *fallback_iwad_list[2] = { &fallback_iwad, NULL };
+
+// Array of IWADs found to be installed
+
+static iwad_t **found_iwads;
+static char *iwad_labels[8];
+
+// Index of the currently selected IWAD
+
+static int found_iwad_selected;
+
+// Filename to pass to '-iwad'.
+
+static char *iwadfile;
+
+static char *doom_skills[] =
+{
+ "I'm too young to die!",
+ "Hey, not too rough.",
+ "Hurt me plenty.",
+ "Ultra-violence",
+ "NIGHTMARE!",
+};
+
+static char *chex_skills[] =
+{
+ "Easy does it",
+ "Not so sticky",
+ "Gobs of goo",
+ "Extreme ooze",
+ "SUPER SLIMEY!"
+};
+
+static char *heretic_skills[] =
+{
+ "Thou needeth a wet-nurse",
+ "Yellowbellies-R-us",
+ "Bringest them oneth",
+ "Thou art a smite-meister",
+ "Black plague possesses thee"
+};
+
+static char *hexen_skills[] =
+{
+ "Squire/Altar boy/Apprentice",
+ "Knight/Acolyte/Enchanter",
+ "Warrior/Priest/Sorceror",
+ "Berserker/Cardinal/Warlock",
+ "Titan/Pope/Archimage"
+};
+
+static char *character_classes[] =
+{
+ "Fighter",
+ "Cleric",
+ "Mage"
+};
+
+static struct
+{
+ GameMission_t mission;
+ char **strings;
+} skills[] =
+{
+ { doom, doom_skills },
+ { heretic, heretic_skills },
+ { hexen, hexen_skills }
+};
+
+static char *gamemodes[] =
+{
+ "Co-operative",
+ "Deathmatch",
+ "Deathmatch 2.0",
+};
+
+static char *net_player_name;
+static char *chat_macros[10];
+
+static int jointype = JOIN_ADDRESS;
+
+static char *wads[NUM_WADS];
+static char *extra_params[NUM_EXTRA_PARAMS];
+static int character_class = 0;
+static int skill = 2;
+static int nomonsters = 0;
+static int deathmatch = 0;
+static int fast = 0;
+static int respawn = 0;
+static int udpport = 2342;
+static int timer = 0;
+
+static txt_dropdown_list_t *skillbutton;
+static txt_button_t *warpbutton;
+static warptype_t warptype = WARP_MAPxy;
+static int warpepisode = 1;
+static int warpmap = 1;
+
+// Address to connect to when joining a game
+
+static char *connect_address = NULL;
+
+// Find an IWAD from its description
+
+static iwad_t *GetCurrentIWAD(void)
+{
+ return found_iwads[found_iwad_selected];
+}
+
+// Is the currently selected IWAD the Chex Quest chex.wad?
+
+static boolean IsChexQuest(iwad_t *iwad)
+{
+ return !strcmp(iwad->name, "chex.wad");
+}
+
+static void AddWADs(execute_context_t *exec)
+{
+ int have_wads = 0;
+ int i;
+
+ for (i=0; i<NUM_WADS; ++i)
+ {
+ if (wads[i] != NULL && strlen(wads[i]) > 0)
+ {
+ if (!have_wads)
+ {
+ AddCmdLineParameter(exec, "-file");
+ }
+
+ AddCmdLineParameter(exec, "\"%s\"", wads[i]);
+ }
+ }
+}
+
+static void AddExtraParameters(execute_context_t *exec)
+{
+ int i;
+
+ for (i=0; i<NUM_EXTRA_PARAMS; ++i)
+ {
+ if (extra_params[i] != NULL && strlen(extra_params[i]) > 0)
+ {
+ AddCmdLineParameter(exec, extra_params[i]);
+ }
+ }
+}
+
+static void AddIWADParameter(execute_context_t *exec)
+{
+ if (iwadfile != NULL)
+ {
+ AddCmdLineParameter(exec, "-iwad %s", iwadfile);
+ }
+}
+
+static void StartGame(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(user_data))
+{
+ execute_context_t *exec;
+
+ exec = NewExecuteContext();
+
+ // Extra parameters come first, before all others; this way,
+ // they can override any of the options set in the dialog.
+
+ AddExtraParameters(exec);
+
+ AddIWADParameter(exec);
+ AddCmdLineParameter(exec, "-server");
+ AddCmdLineParameter(exec, "-skill %i", skill + 1);
+
+ if (gamemission == hexen)
+ {
+ AddCmdLineParameter(exec, "-class %i", character_class);
+ }
+
+ if (nomonsters)
+ {
+ AddCmdLineParameter(exec, "-nomonsters");
+ }
+
+ if (fast)
+ {
+ AddCmdLineParameter(exec, "-fast");
+ }
+
+ if (respawn)
+ {
+ AddCmdLineParameter(exec, "-respawn");
+ }
+
+ if (deathmatch == 1)
+ {
+ AddCmdLineParameter(exec, "-deathmatch");
+ }
+ else if (deathmatch == 2)
+ {
+ AddCmdLineParameter(exec, "-altdeath");
+ }
+
+ if (timer > 0)
+ {
+ AddCmdLineParameter(exec, "-timer %i", timer);
+ }
+
+ if (warptype == WARP_ExMy)
+ {
+ // TODO: select IWAD based on warp type
+ AddCmdLineParameter(exec, "-warp %i %i", warpepisode, warpmap);
+ }
+ else if (warptype == WARP_MAPxy)
+ {
+ AddCmdLineParameter(exec, "-warp %i", warpmap);
+ }
+
+ AddCmdLineParameter(exec, "-port %i", udpport);
+
+ AddWADs(exec);
+
+ TXT_Shutdown();
+
+ M_SaveDefaults();
+ AddConfigParameters(exec);
+
+ ExecuteDoom(exec);
+
+ exit(0);
+}
+
+static void UpdateWarpButton(void)
+{
+ char buf[10];
+
+ if (warptype == WARP_ExMy)
+ {
+ sprintf(buf, "E%iM%i", warpepisode, warpmap);
+ }
+ else if (warptype == WARP_MAPxy)
+ {
+ sprintf(buf, "MAP%02i", warpmap);
+ }
+
+ TXT_SetButtonLabel(warpbutton, buf);
+}
+
+static void UpdateSkillButton(void)
+{
+ iwad_t *iwad = GetCurrentIWAD();
+ int i;
+
+ if (IsChexQuest(iwad))
+ {
+ skillbutton->values = chex_skills;
+ }
+ else
+ {
+ for (i=0; i<arrlen(skills); ++i)
+ {
+ if (gamemission == skills[i].mission)
+ {
+ skillbutton->values = skills[i].strings;
+ break;
+ }
+ }
+ }
+}
+
+static void SetExMyWarp(TXT_UNCAST_ARG(widget), void *val)
+{
+ int l;
+
+ l = (int) val;
+
+ warpepisode = l / 10;
+ warpmap = l % 10;
+
+ UpdateWarpButton();
+}
+
+static void SetMAPxyWarp(TXT_UNCAST_ARG(widget), void *val)
+{
+ int l;
+
+ l = (int) val;
+
+ warpmap = l;
+
+ UpdateWarpButton();
+}
+
+static void CloseLevelSelectDialog(TXT_UNCAST_ARG(button), TXT_UNCAST_ARG(window))
+{
+ TXT_CAST_ARG(txt_window_t, window);
+
+ TXT_CloseWindow(window);
+}
+
+static void LevelSelectDialog(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(user_data))
+{
+ txt_window_t *window;
+ txt_table_t *table;
+ txt_button_t *button;
+ iwad_t *iwad;
+ char buf[10];
+ int episodes;
+ int x, y;
+ int l;
+ int i;
+
+ window = TXT_NewWindow("Select level");
+ iwad = GetCurrentIWAD();
+
+ if (warptype == WARP_ExMy)
+ {
+ episodes = D_GetNumEpisodes(iwad->mission, iwad->mode);
+ table = TXT_NewTable(episodes);
+
+ // ExMy levels
+
+ for (y=1; y<10; ++y)
+ {
+ for (x=1; x<=episodes; ++x)
+ {
+ if (IsChexQuest(iwad) && (x > 1 || y > 5))
+ {
+ continue;
+ }
+
+ if (!D_ValidEpisodeMap(iwad->mission, iwad->mode, x, y))
+ {
+ TXT_AddWidget(table, NULL);
+ continue;
+ }
+
+ sprintf(buf, " E%iM%i ", x, y);
+ button = TXT_NewButton(buf);
+ TXT_SignalConnect(button, "pressed",
+ SetExMyWarp, (void *) (x * 10 + y));
+ TXT_SignalConnect(button, "pressed",
+ CloseLevelSelectDialog, window);
+ TXT_AddWidget(table, button);
+
+ if (warpepisode == x && warpmap == y)
+ {
+ TXT_SelectWidget(table, button);
+ }
+ }
+ }
+ }
+ else
+ {
+ table = TXT_NewTable(4);
+
+ for (i=0; i<40; ++i)
+ {
+ x = i % 4;
+ y = i / 4;
+
+ l = x * 10 + y + 1;
+
+ if (!D_ValidEpisodeMap(iwad->mission, iwad->mode, 1, l))
+ {
+ TXT_AddWidget(table, NULL);
+ continue;
+ }
+
+ sprintf(buf, " MAP%02i ", l);
+ button = TXT_NewButton(buf);
+ TXT_SignalConnect(button, "pressed",
+ SetMAPxyWarp, (void *) l);
+ TXT_SignalConnect(button, "pressed",
+ CloseLevelSelectDialog, window);
+ TXT_AddWidget(table, button);
+
+ if (warpmap == l)
+ {
+ TXT_SelectWidget(table, button);
+ }
+ }
+ }
+
+ TXT_AddWidget(window, table);
+}
+
+static void IWADSelected(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
+{
+ iwad_t *iwad;
+
+ // Find the iwad_t selected
+
+ iwad = GetCurrentIWAD();
+
+ // Update iwadfile
+
+ iwadfile = iwad->name;
+}
+
+// Called when the IWAD button is changed, to update warptype.
+
+static void UpdateWarpType(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
+{
+ warptype_t new_warptype;
+ iwad_t *iwad;
+
+ // Get the selected IWAD
+
+ iwad = GetCurrentIWAD();
+
+ // Find the new warp type
+
+ if (D_IsEpisodeMap(iwad->mission))
+ {
+ new_warptype = WARP_ExMy;
+ }
+ else
+ {
+ new_warptype = WARP_MAPxy;
+ }
+
+ // Reset to E1M1 / MAP01 when the warp type is changed.
+
+ if (new_warptype != warptype)
+ {
+ warpepisode = 1;
+ warpmap = 1;
+ }
+
+ warptype = new_warptype;
+
+ UpdateWarpButton();
+ UpdateSkillButton();
+}
+
+static txt_widget_t *IWADSelector(void)
+{
+ txt_dropdown_list_t *dropdown;
+ txt_widget_t *result;
+ int num_iwads;
+ unsigned int i;
+
+ // Find out what WADs are installed
+
+ found_iwads = GetIwads();
+
+ // Build a list of the descriptions for all installed IWADs
+
+ num_iwads = 0;
+
+ for (i=0; found_iwads[i] != NULL; ++i)
+ {
+ iwad_labels[i] = found_iwads[i]->description;
+ ++num_iwads;
+ }
+
+ // If no IWADs are found, provide Doom 2 as an option, but
+ // we're probably screwed.
+
+ if (num_iwads == 0)
+ {
+ found_iwads = fallback_iwad_list;
+ num_iwads = 1;
+ }
+
+ // Build a dropdown list of IWADs
+
+ if (num_iwads < 2)
+ {
+ // We have only one IWAD. Show as a label.
+
+ result = (txt_widget_t *) TXT_NewLabel(found_iwads[0]->description);
+ }
+ else
+ {
+ // Dropdown list allowing IWAD to be selected.
+
+ dropdown = TXT_NewDropdownList(&found_iwad_selected,
+ iwad_labels, num_iwads);
+
+ TXT_SignalConnect(dropdown, "changed", IWADSelected, NULL);
+
+ result = (txt_widget_t *) dropdown;
+ }
+
+ // Select first in the list.
+
+ found_iwad_selected = 0;
+ IWADSelected(NULL, NULL);
+
+ return result;
+}
+
+static txt_window_action_t *StartGameAction(void)
+{
+ txt_window_action_t *action;
+
+ action = TXT_NewWindowAction(KEY_F10, "Start");
+ TXT_SignalConnect(action, "pressed", StartGame, NULL);
+
+ return action;
+}
+
+static void OpenWadsWindow(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(user_data))
+{
+ txt_window_t *window;
+ int i;
+
+ window = TXT_NewWindow("Add WADs");
+
+ for (i=0; i<NUM_WADS; ++i)
+ {
+ TXT_AddWidget(window, TXT_NewInputBox(&wads[i], 60));
+ }
+}
+
+static void OpenExtraParamsWindow(TXT_UNCAST_ARG(widget),
+ TXT_UNCAST_ARG(user_data))
+{
+ txt_window_t *window;
+ int i;
+
+ window = TXT_NewWindow("Extra command line parameters");
+
+ for (i=0; i<NUM_EXTRA_PARAMS; ++i)
+ {
+ TXT_AddWidget(window, TXT_NewInputBox(&extra_params[i], 70));
+ }
+}
+
+static txt_window_action_t *WadWindowAction(void)
+{
+ txt_window_action_t *action;
+
+ action = TXT_NewWindowAction('w', "Add WADs");
+ TXT_SignalConnect(action, "pressed", OpenWadsWindow, NULL);
+
+ return action;
+}
+
+void StartMultiGame(void)
+{
+ txt_window_t *window;
+ txt_table_t *gameopt_table;
+ txt_table_t *advanced_table;
+ txt_widget_t *iwad_selector;
+ int num_mult_types = 2;
+
+ window = TXT_NewWindow("Start multiplayer game");
+
+ TXT_AddWidgets(window,
+ gameopt_table = TXT_NewTable(2),
+ TXT_NewSeparator("Monster options"),
+ TXT_NewInvertedCheckBox("Monsters enabled", &nomonsters),
+ TXT_NewCheckBox("Fast monsters", &fast),
+ TXT_NewCheckBox("Respawning monsters", &respawn),
+ TXT_NewSeparator("Advanced"),
+ advanced_table = TXT_NewTable(2),
+ TXT_NewButton2("Add extra parameters...",
+ OpenExtraParamsWindow, NULL),
+ NULL);
+
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER, WadWindowAction());
+ TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, StartGameAction());
+
+ TXT_SetColumnWidths(gameopt_table, 12, 12);
+
+ if (gamemission == doom)
+ {
+ num_mult_types = 3;
+ }
+ else
+ {
+ num_mult_types = 2;
+ }
+
+ TXT_AddWidgets(gameopt_table,
+ TXT_NewLabel("Game"),
+ iwad_selector = IWADSelector(),
+ TXT_NewLabel("Skill"),
+ skillbutton = TXT_NewDropdownList(&skill, doom_skills, 5),
+ TXT_NewLabel("Game type"),
+ TXT_NewDropdownList(&deathmatch, gamemodes, num_mult_types),
+ TXT_NewLabel("Level warp"),
+ warpbutton = TXT_NewButton2("????", LevelSelectDialog, NULL),
+ TXT_NewLabel("Time limit"),
+ TXT_NewHorizBox(TXT_NewIntInputBox(&timer, 2),
+ TXT_NewLabel("minutes"),
+ NULL),
+ NULL);
+
+ if (gamemission == hexen)
+ {
+ TXT_AddWidgets(gameopt_table,
+ TXT_NewLabel("Character class "),
+ TXT_NewDropdownList(&character_class,
+ character_classes, 3),
+ NULL);
+ }
+
+ TXT_SetColumnWidths(advanced_table, 12, 12);
+
+ TXT_SignalConnect(iwad_selector, "changed", UpdateWarpType, NULL);
+
+ TXT_AddWidgets(advanced_table,
+ TXT_NewLabel("UDP port"),
+ TXT_NewIntInputBox(&udpport, 5),
+ NULL);
+
+ UpdateWarpType(NULL, NULL);
+ UpdateWarpButton();
+}
+
+static void DoJoinGame(void *unused1, void *unused2)
+{
+ execute_context_t *exec;
+
+ exec = NewExecuteContext();
+
+ if (jointype == JOIN_ADDRESS)
+ {
+ AddCmdLineParameter(exec, "-connect %s", connect_address);
+ }
+ else if (jointype == JOIN_AUTO_LAN)
+ {
+ AddCmdLineParameter(exec, "-autojoin");
+ }
+
+ if (gamemission == hexen)
+ {
+ AddCmdLineParameter(exec, "-class %i", character_class);
+ }
+
+ // Extra parameters come first, so that they can be used to override
+ // the other parameters.
+
+ AddExtraParameters(exec);
+ AddIWADParameter(exec);
+ AddWADs(exec);
+
+ TXT_Shutdown();
+
+ M_SaveDefaults();
+
+ AddConfigParameters(exec);
+
+ ExecuteDoom(exec);
+
+ exit(0);
+}
+
+static txt_window_action_t *JoinGameAction(void)
+{
+ txt_window_action_t *action;
+
+ action = TXT_NewWindowAction(KEY_F10, "Connect");
+ TXT_SignalConnect(action, "pressed", DoJoinGame, NULL);
+
+ return action;
+}
+
+// When an address is entered, select "address" mode.
+
+static void SelectAddressJoin(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
+{
+ jointype = JOIN_ADDRESS;
+}
+
+void JoinMultiGame(void)
+{
+ txt_window_t *window;
+ txt_table_t *gameopt_table;
+ txt_table_t *serveropt_table;
+ txt_inputbox_t *address_box;
+
+ window = TXT_NewWindow("Join multiplayer game");
+
+ TXT_AddWidgets(window,
+ gameopt_table = TXT_NewTable(2),
+ TXT_NewSeparator("Server"),
+ serveropt_table = TXT_NewTable(2),
+ TXT_NewStrut(0, 1),
+ TXT_NewButton2("Add extra parameters...", OpenExtraParamsWindow, NULL),
+ NULL);
+
+ TXT_SetColumnWidths(gameopt_table, 12, 12);
+
+ TXT_AddWidgets(gameopt_table,
+ TXT_NewLabel("Game"),
+ IWADSelector(),
+ NULL);
+
+ if (gamemission == hexen)
+ {
+ TXT_AddWidgets(gameopt_table,
+ TXT_NewLabel("Character class "),
+ TXT_NewDropdownList(&character_class,
+ character_classes, 3),
+ NULL);
+ }
+
+ TXT_AddWidgets(serveropt_table,
+ TXT_NewRadioButton("Connect to address:",
+ &jointype, JOIN_ADDRESS),
+ address_box = TXT_NewInputBox(&connect_address, 30),
+ TXT_NewRadioButton("Auto-join LAN game",
+ &jointype, JOIN_AUTO_LAN),
+ NULL);
+
+ TXT_SignalConnect(address_box, "changed", SelectAddressJoin, NULL);
+ TXT_SelectWidget(window, address_box);
+
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER, WadWindowAction());
+ TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, JoinGameAction());
+}
+
+void SetChatMacroDefaults(void)
+{
+ int i;
+ char *defaults[] =
+ {
+ HUSTR_CHATMACRO1,
+ HUSTR_CHATMACRO2,
+ HUSTR_CHATMACRO3,
+ HUSTR_CHATMACRO4,
+ HUSTR_CHATMACRO5,
+ HUSTR_CHATMACRO6,
+ HUSTR_CHATMACRO7,
+ HUSTR_CHATMACRO8,
+ HUSTR_CHATMACRO9,
+ HUSTR_CHATMACRO0,
+ };
+
+ // If the chat macros have not been set, initialize with defaults.
+
+ for (i=0; i<10; ++i)
+ {
+ if (chat_macros[i] == NULL)
+ {
+ chat_macros[i] = strdup(defaults[i]);
+ }
+ }
+}
+
+void SetPlayerNameDefault(void)
+{
+ if (net_player_name == NULL)
+ {
+ net_player_name = getenv("USER");
+ }
+
+ if (net_player_name == NULL)
+ {
+ net_player_name = getenv("USERNAME");
+ }
+
+ if (net_player_name == NULL)
+ {
+ net_player_name = "player";
+ }
+}
+
+void MultiplayerConfig(void)
+{
+ txt_window_t *window;
+ txt_label_t *label;
+ txt_table_t *table;
+ char buf[10];
+ int i;
+
+ window = TXT_NewWindow("Multiplayer Configuration");
+
+ TXT_AddWidgets(window,
+ TXT_NewStrut(0, 1),
+ TXT_NewHorizBox(TXT_NewLabel("Player name: "),
+ TXT_NewInputBox(&net_player_name, 25),
+ NULL),
+ TXT_NewStrut(0, 1),
+ TXT_NewSeparator("Chat macros"),
+ NULL);
+
+ table = TXT_NewTable(2);
+
+ for (i=0; i<10; ++i)
+ {
+ sprintf(buf, "#%i ", i + 1);
+
+ label = TXT_NewLabel(buf);
+ TXT_SetFGColor(label, TXT_COLOR_BRIGHT_CYAN);
+
+ TXT_AddWidgets(table,
+ label,
+ TXT_NewInputBox(&chat_macros[(i + 1) % 10], 40),
+ NULL);
+ }
+
+ TXT_AddWidget(window, table);
+}
+
+void BindMultiplayerVariables(void)
+{
+ char buf[15];
+ int i;
+
+#ifdef FEATURE_MULTIPLAYER
+ M_BindVariable("player_name", &net_player_name);
+#endif
+
+ for (i=0; i<10; ++i)
+ {
+ sprintf(buf, "chatmacro%i", i);
+ M_BindVariable(buf, &chat_macros[i]);
+ }
+}
+
diff --git a/src/setup/multiplayer.h b/src/setup/multiplayer.h
new file mode 100644
index 00000000..7490bc3c
--- /dev/null
+++ b/src/setup/multiplayer.h
@@ -0,0 +1,35 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef SETUP_MULTIPLAYER_H
+#define SETUP_MULTIPLAYER_H
+
+void StartMultiGame(void);
+void JoinMultiGame(void);
+void MultiplayerConfig(void);
+
+void SetChatMacroDefaults(void);
+void SetPlayerNameDefault(void);
+
+void BindMultiplayerVariables(void);
+
+#endif /* #ifndef SETUP_MULTIPLAYER_H */
+
diff --git a/src/setup/setup-manifest.xml.in b/src/setup/setup-manifest.xml.in
new file mode 100644
index 00000000..bac9a05e
--- /dev/null
+++ b/src/setup/setup-manifest.xml.in
@@ -0,0 +1,16 @@
+<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
+<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
+ <!-- The "name" field in this tag should be the same as the executable's
+ name -->
+ <assemblyIdentity version="@PACKAGE_VERSION@.0" processorArchitecture="*"
+ name="@PROGRAM_PREFIX@setup" type="win32"/>
+ <trustInfo xmlns="urn:schemas-microsoft-com:asm.v3">
+ <security>
+ <requestedPrivileges>
+ <!-- Hi Vista! We don't require elevated privileges. Thanks! -->
+ <requestedExecutionLevel level="asInvoker"/>
+ </requestedPrivileges>
+ </security>
+ </trustInfo>
+</assembly>
+
diff --git a/src/setup/setup_icon.c b/src/setup/setup_icon.c
new file mode 100644
index 00000000..1c18c56f
--- /dev/null
+++ b/src/setup/setup_icon.c
@@ -0,0 +1,262 @@
+static int setup_icon_w = 32;
+static int setup_icon_h = 32;
+
+static unsigned char setup_icon_data[] = {
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0xa2,0x86,0x73,
+ 0xa9,0x8d,0x7a, 0xbc,0x9f,0x8c, 0xda,0xba,0xa0, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0xbe,0x8e,0x68, 0xd7,0xb9,0xa5, 0xeb,0xd8,0xcd, 0xd3,0xbf,0xae,
+ 0xbe,0xa1,0x8d, 0xeb,0xd8,0xcd, 0xc2,0x9d,0x86, 0x95,0x5d,0x38,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x78,0x7a,0x77, 0x78,0x7a,0x77,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x78,0x7a,0x77, 0x78,0x7a,0x77, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x9f,0x82,0x6a,
+ 0xc5,0x9e,0x81, 0xd1,0xb2,0x98, 0xd4,0xac,0x8e, 0xeb,0xd8,0xcd,
+ 0xc4,0x9b,0x79, 0xad,0x71,0x45, 0xd4,0xac,0x8e, 0xb9,0x93,0x76,
+ 0xa1,0x75,0x56, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x78,0x7a,0x77, 0x6d,0x6f,0x6c, 0xcb,0xce,0xca,
+ 0x51,0x52,0x50, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x5b,0x5d,0x5a,
+ 0xca,0xcc,0xc9, 0x77,0x79,0x76, 0x78,0x7a,0x77, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0xda,0xb4,0x9c, 0xd3,0xa3,0x83,
+ 0xaf,0x91,0x78, 0xa7,0x83,0x6d, 0xc4,0xa7,0x93, 0xee,0xe2,0xd5,
+ 0xeb,0xd8,0xcd, 0x8c,0x60,0x3d, 0x92,0x6f,0x59, 0xd0,0xa7,0x84,
+ 0x84,0x54,0x33, 0xba,0x83,0x5b, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x78,0x7a,0x77, 0xa0,0xa2,0x9f, 0xdf,0xe1,0xde,
+ 0x58,0x5a,0x58, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x64,0x65,0x63,
+ 0xdd,0xdf,0xdc, 0xa8,0xaa,0xa7, 0x78,0x7a,0x77, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0xd4,0xb5,0x9b, 0xc3,0x8c,0x63, 0xc4,0x94,0x6e,
+ 0x98,0x66,0x45, 0x78,0x50,0x2d, 0xd7,0xb9,0xa5, 0xee,0xdc,0xd1,
+ 0xc4,0x9b,0x79, 0xb6,0x80,0x58, 0x65,0x45,0x26, 0xb6,0x79,0x4d,
+ 0xcf,0xa5,0x83, 0x9a,0x6e,0x50, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x82,0x83,0x81, 0xbb,0xbd,0xba, 0xde,0xe0,0xdd,
+ 0x58,0x5a,0x58, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x64,0x65,0x63,
+ 0xdc,0xde,0xdb, 0xc4,0xc6,0xc3, 0x78,0x7a,0x77, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x9e,0x7b,0x65, 0xbc,0x8c,0x67, 0xaa,0x7d,0x5e, 0xa1,0x75,0x56,
+ 0x89,0x5f,0x41, 0xc4,0xa7,0x93, 0xb7,0x88,0x63, 0x90,0x6c,0x51,
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+ 0x97,0x82,0x36, 0xa2,0x8a,0x30, 0xbd,0xa3,0x48, 0x8a,0x71,0x27,
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+ 0x7e,0x66,0x23, 0x9f,0x88,0x35, 0x9f,0x88,0x35, 0x7e,0x66,0x23,
+ 0x8a,0x71,0x27, 0xaf,0x96,0x3c, 0xbd,0xa2,0x41, 0x8a,0x76,0x2a,
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+ 0xc2,0xc4,0xc1, 0xe0,0xe2,0xdf, 0xdf,0xe1,0xde, 0xbe,0xc1,0xbd,
+ 0x5f,0x61,0x5e, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
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+ 0x87,0x73,0x27, 0xb2,0x99,0x3f, 0x6f,0x5f,0x21, 0xa8,0x90,0x36,
+ 0x97,0x82,0x36, 0x9f,0x88,0x35, 0xb7,0x9c,0x3b, 0x8c,0x77,0x24,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0xa3,0xa5,0xa1, 0xeb,0xd8,0xcd,
+ 0xe0,0xe2,0xdf, 0xee,0xdc,0xd1, 0xdf,0xe1,0xde, 0xe1,0xe4,0xe0,
+ 0xda,0xdc,0xd9, 0x9a,0x9b,0x98, 0x00,0x00,0x00, 0x00,0x00,0x00,
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+ 0xaf,0x96,0x3c, 0x96,0x80,0x2d, 0xbd,0xa3,0x48, 0x97,0x82,0x36,
+ 0xb6,0x9d,0x4a, 0xb8,0xa0,0x4c, 0xc1,0xa7,0x4c, 0x00,0x00,0x00,
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+ 0xd2,0xd4,0xd1, 0x8c,0x8d,0x8a, 0x82,0x83,0x81, 0xc7,0xc9,0xc6,
+ 0xe1,0xe4,0xe0, 0xe1,0xe4,0xe0, 0x78,0x7a,0x77, 0x00,0x00,0x00,
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+ 0x96,0x80,0x2d, 0xb5,0x9c,0x49, 0xb2,0x99,0x3f, 0xb2,0x9a,0x47,
+ 0xb0,0x97,0x3d, 0xc1,0xa7,0x4c, 0x96,0x80,0x2d, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x78,0x7a,0x77, 0xd9,0xdb,0xd7, 0xda,0xdc,0xd9,
+ 0x68,0x69,0x67, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x64,0x65,0x63,
+ 0xdd,0xdf,0xdc, 0xd2,0xd4,0xd1, 0x78,0x7a,0x77, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x9c,0x85,0x2b, 0xaa,0x91,0x2f, 0xb1,0x97,0x36, 0xa2,0x8a,0x30,
+ 0x7e,0x66,0x23, 0xb1,0x97,0x36, 0xb4,0x99,0x30, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x79,0x7b,0x78, 0xc4,0xc6,0xc3, 0xd9,0xdb,0xd7,
+ 0x64,0x65,0x63, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x55,0x56,0x54,
+ 0xdf,0xe1,0xde, 0xbb,0xbd,0xba, 0x78,0x7a,0x77, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x9f,0x88,0x35, 0xb8,0x9e,0x44, 0x8a,0x71,0x27, 0xa6,0x8f,0x3c,
+ 0xbd,0xa3,0x48, 0x96,0x80,0x2d, 0x9f,0x88,0x35, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x82,0x83,0x81, 0xa8,0xaa,0xa7, 0xdf,0xe1,0xde,
+ 0x64,0x65,0x63, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x58,0x5a,0x58,
+ 0xee,0xdc,0xd1, 0xa0,0xa2,0x9f, 0x78,0x7a,0x77, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0xb0,0x97,0x3d, 0xb7,0x9c,0x3b, 0xac,0x94,0x41, 0xb2,0x99,0x3f,
+ 0xb6,0x9b,0x32, 0xb7,0x9c,0x3b, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x77,0x79,0x76, 0x77,0x79,0x76, 0xca,0xcc,0xc9,
+ 0x5b,0x5d,0x5a, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x51,0x52,0x50,
+ 0xcb,0xce,0xca, 0x68,0x69,0x67, 0x79,0x7b,0x78, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0xbd,0xa2,0x41, 0xa6,0x8f,0x3c, 0xb0,0x97,0x3d, 0xb2,0x9a,0x47,
+ 0xac,0x93,0x39, 0x9f,0x88,0x35, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x77,0x79,0x76, 0x78,0x7a,0x77,
+ 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00, 0x00,0x00,0x00,
+ 0x82,0x83,0x81, 0x79,0x7b,0x78, 0x00,0x00,0x00, 0x00,0x00,0x00,
+
+};
diff --git a/src/setup/sound.c b/src/setup/sound.c
new file mode 100644
index 00000000..97037ee9
--- /dev/null
+++ b/src/setup/sound.c
@@ -0,0 +1,250 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+// Sound control menu
+
+#include <stdlib.h>
+
+#include "SDL_mixer.h"
+
+#include "textscreen.h"
+#include "m_config.h"
+
+#include "i_sound.h"
+#include "mode.h"
+#include "sound.h"
+
+typedef enum
+{
+ SFXMODE_DISABLED,
+ SFXMODE_DIGITAL,
+ SFXMODE_PCSPEAKER,
+ NUM_SFXMODES
+} sfxmode_t;
+
+static char *sfxmode_strings[] =
+{
+ "Disabled",
+ "Digital",
+ "PC speaker"
+};
+
+typedef enum
+{
+ MUSICMODE_DISABLED,
+ MUSICMODE_MIDI,
+ MUSICMODE_CD,
+ NUM_MUSICMODES
+} musicmode_t;
+
+static char *musicmode_strings[] =
+{
+ "Disabled",
+ "MIDI",
+ "CD audio"
+};
+
+// Config file variables:
+
+int snd_sfxdevice = SNDDEVICE_SB;
+int snd_musicdevice = SNDDEVICE_SB;
+int snd_samplerate = 22050;
+
+static int numChannels = 8;
+static int sfxVolume = 15;
+static int musicVolume = 15;
+static int use_libsamplerate = 0;
+
+// DOS specific variables: these are unused but should be maintained
+// so that the config file can be shared between chocolate
+// doom and doom.exe
+
+static int snd_sbport = 0;
+static int snd_sbirq = 0;
+static int snd_sbdma = 0;
+static int snd_mport = 0;
+
+// GUI variables:
+
+static int snd_sfxmode;
+static int snd_musicmode;
+
+static void UpdateSndDevices(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(data))
+{
+ switch (snd_sfxmode)
+ {
+ case SFXMODE_DISABLED:
+ snd_sfxdevice = SNDDEVICE_NONE;
+ break;
+ case SFXMODE_PCSPEAKER:
+ snd_sfxdevice = SNDDEVICE_PCSPEAKER;
+ break;
+ case SFXMODE_DIGITAL:
+ snd_sfxdevice = SNDDEVICE_SB;
+ break;
+ }
+
+ switch (snd_musicmode)
+ {
+ case MUSICMODE_DISABLED:
+ snd_musicdevice = SNDDEVICE_NONE;
+ break;
+ case MUSICMODE_MIDI:
+ snd_musicdevice = SNDDEVICE_SB;
+ break;
+ case MUSICMODE_CD:
+ break;
+ }
+}
+
+void ConfigSound(void)
+{
+ txt_window_t *window;
+ txt_table_t *sfx_table;
+ txt_table_t *music_table;
+ txt_dropdown_list_t *sfx_mode_control;
+ txt_dropdown_list_t *music_mode_control;
+ int num_sfx_modes, num_music_modes;
+
+ // Work out what sfx mode we are currently using:
+
+ if (snd_sfxdevice == SNDDEVICE_PCSPEAKER)
+ {
+ snd_sfxmode = SFXMODE_PCSPEAKER;
+ }
+ else if (snd_sfxdevice >= SNDDEVICE_SB)
+ {
+ snd_sfxmode = SFXMODE_DIGITAL;
+ }
+ else
+ {
+ snd_sfxmode = SFXMODE_DISABLED;
+ }
+
+ // Is music enabled?
+
+ if (snd_musicdevice == SNDDEVICE_NONE)
+ {
+ snd_musicmode = MUSICMODE_DISABLED;
+ }
+ else if (snd_musicmode == SNDDEVICE_CD)
+ {
+ snd_musicmode = MUSICMODE_CD;
+ }
+ else
+ {
+ snd_musicmode = MUSICMODE_MIDI;
+ }
+
+ // Doom has PC speaker sound effects, but others do not:
+
+ if (gamemission == doom)
+ {
+ num_sfx_modes = NUM_SFXMODES;
+ }
+ else
+ {
+ num_sfx_modes = NUM_SFXMODES - 1;
+ }
+
+ // Hexen has CD audio; others do not.
+
+ if (gamemission == hexen)
+ {
+ num_music_modes = NUM_MUSICMODES;
+ }
+ else
+ {
+ num_music_modes = NUM_MUSICMODES - 1;
+ }
+
+ // Build the window
+
+ window = TXT_NewWindow("Sound configuration");
+
+ TXT_AddWidgets(window,
+ TXT_NewSeparator("Sound effects"),
+ sfx_table = TXT_NewTable(2),
+ TXT_NewSeparator("Music"),
+ music_table = TXT_NewTable(2),
+ NULL);
+
+ TXT_SetColumnWidths(sfx_table, 20, 5);
+
+ TXT_AddWidgets(sfx_table,
+ TXT_NewLabel("Sound effects"),
+ sfx_mode_control = TXT_NewDropdownList(&snd_sfxmode,
+ sfxmode_strings,
+ num_sfx_modes),
+ TXT_NewLabel("Sound channels"),
+ TXT_NewSpinControl(&numChannels, 1, 8),
+ TXT_NewLabel("SFX volume"),
+ TXT_NewSpinControl(&sfxVolume, 0, 15),
+ NULL);
+
+ TXT_SetColumnWidths(music_table, 20, 5);
+
+ TXT_AddWidgets(music_table,
+ TXT_NewLabel("Music"),
+ music_mode_control = TXT_NewDropdownList(&snd_musicmode,
+ musicmode_strings,
+ num_music_modes),
+ TXT_NewLabel("Music volume"),
+ TXT_NewSpinControl(&musicVolume, 0, 15),
+ NULL);
+
+ TXT_SignalConnect(sfx_mode_control, "changed", UpdateSndDevices, NULL);
+ TXT_SignalConnect(music_mode_control, "changed", UpdateSndDevices, NULL);
+
+}
+
+void BindSoundVariables(void)
+{
+ M_BindVariable("snd_sfxdevice", &snd_sfxdevice);
+ M_BindVariable("snd_musicdevice", &snd_musicdevice);
+ M_BindVariable("snd_channels", &numChannels);
+ M_BindVariable("sfx_volume", &sfxVolume);
+ M_BindVariable("music_volume", &musicVolume);
+ M_BindVariable("snd_samplerate", &snd_samplerate);
+ M_BindVariable("use_libsamplerate", &use_libsamplerate);
+
+ M_BindVariable("snd_sbport", &snd_sbport);
+ M_BindVariable("snd_sbirq", &snd_sbirq);
+ M_BindVariable("snd_sbdma", &snd_sbdma);
+ M_BindVariable("snd_mport", &snd_mport);
+
+ // Before SDL_mixer version 1.2.11, MIDI music caused the game
+ // to crash when it looped. If this is an old SDL_mixer version,
+ // disable MIDI.
+
+#ifdef __MACOSX__
+ {
+ const SDL_version *v = Mix_Linked_Version();
+
+ if (SDL_VERSIONNUM(v->major, v->minor, v->patch)
+ < SDL_VERSIONNUM(1, 2, 11))
+ {
+ snd_musicdevice = SNDDEVICE_NONE;
+ }
+ }
+#endif
+}
+
diff --git a/src/setup/sound.h b/src/setup/sound.h
new file mode 100644
index 00000000..0b183502
--- /dev/null
+++ b/src/setup/sound.h
@@ -0,0 +1,29 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef SETUP_SOUND_H
+#define SETUP_SOUND_H
+
+void ConfigSound(void);
+void BindSoundVariables(void);
+
+#endif /* #ifndef SETUP_SOUND_H */
+
diff --git a/src/setup/txt_joybinput.c b/src/setup/txt_joybinput.c
new file mode 100644
index 00000000..1e132962
--- /dev/null
+++ b/src/setup/txt_joybinput.c
@@ -0,0 +1,228 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "SDL_joystick.h"
+
+#include "doomkeys.h"
+#include "joystick.h"
+
+#include "txt_joybinput.h"
+#include "txt_gui.h"
+#include "txt_io.h"
+#include "txt_label.h"
+#include "txt_sdl.h"
+#include "txt_window.h"
+
+#define JOYSTICK_INPUT_WIDTH 10
+
+// Called in response to SDL events when the prompt window is open:
+
+static int EventCallback(SDL_Event *event, TXT_UNCAST_ARG(joystick_input))
+{
+ TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
+
+ // Got the joystick button press?
+
+ if (event->type == SDL_JOYBUTTONDOWN)
+ {
+ *joystick_input->variable = event->jbutton.button;
+ TXT_EmitSignal(joystick_input, "set");
+ TXT_CloseWindow(joystick_input->prompt_window);
+ return 1;
+ }
+
+ return 0;
+}
+
+// When the prompt window is closed, disable the event callback function;
+// we are no longer interested in receiving notification of events.
+
+static void PromptWindowClosed(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(joystick))
+{
+ TXT_CAST_ARG(SDL_Joystick, joystick);
+
+ SDL_JoystickClose(joystick);
+ TXT_SDL_SetEventCallback(NULL, NULL);
+ SDL_JoystickEventState(SDL_DISABLE);
+ SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
+}
+
+static void OpenErrorWindow(void)
+{
+ txt_window_t *window;
+
+ window = TXT_NewWindow(NULL);
+
+ TXT_AddWidget(window, TXT_NewLabel("Please configure a joystick first!"));
+
+ TXT_SetWindowAction(window, TXT_HORIZ_LEFT, NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER,
+ TXT_NewWindowEscapeAction(window));
+ TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, NULL);
+}
+
+static void OpenPromptWindow(txt_joystick_input_t *joystick_input)
+{
+ txt_window_t *window;
+ txt_label_t *label;
+ SDL_Joystick *joystick;
+
+ if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
+ {
+ return;
+ }
+
+ // Check the current joystick is valid
+
+ joystick = SDL_JoystickOpen(joystick_index);
+
+ if (joystick == NULL)
+ {
+ OpenErrorWindow();
+ return;
+ }
+
+ // Open the prompt window
+
+ window = TXT_NewWindow(NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_LEFT, NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER,
+ TXT_NewWindowAbortAction(window));
+ TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, NULL);
+
+ label = TXT_NewLabel("Press the new joystick button...");
+
+ TXT_AddWidget(window, label);
+ TXT_SetWidgetAlign(label, TXT_HORIZ_CENTER);
+ TXT_SDL_SetEventCallback(EventCallback, joystick_input);
+ TXT_SignalConnect(window, "closed", PromptWindowClosed, joystick);
+ joystick_input->prompt_window = window;
+
+ SDL_JoystickEventState(SDL_ENABLE);
+}
+
+static void TXT_JoystickInputSizeCalc(TXT_UNCAST_ARG(joystick_input))
+{
+ TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
+
+ // All joystickinputs are the same size.
+
+ joystick_input->widget.w = JOYSTICK_INPUT_WIDTH;
+ joystick_input->widget.h = 1;
+}
+
+static void GetJoystickButtonDescription(int button, char *buf)
+{
+ sprintf(buf, "BUTTON #%i", button + 1);
+}
+
+static void TXT_JoystickInputDrawer(TXT_UNCAST_ARG(joystick_input), int selected)
+{
+ TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
+ char buf[20];
+ int i;
+
+ if (*joystick_input->variable < 0)
+ {
+ strcpy(buf, "(none)");
+ }
+ else
+ {
+ GetJoystickButtonDescription(*joystick_input->variable, buf);
+ }
+
+ if (selected)
+ {
+ TXT_BGColor(TXT_COLOR_GREY, 0);
+ }
+ else
+ {
+ TXT_BGColor(TXT_COLOR_BLUE, 0);
+ }
+
+ TXT_FGColor(TXT_COLOR_BRIGHT_WHITE);
+
+ TXT_DrawString(buf);
+
+ for (i=strlen(buf); i<JOYSTICK_INPUT_WIDTH; ++i)
+ {
+ TXT_DrawString(" ");
+ }
+}
+
+static void TXT_JoystickInputDestructor(TXT_UNCAST_ARG(joystick_input))
+{
+}
+
+static int TXT_JoystickInputKeyPress(TXT_UNCAST_ARG(joystick_input), int joystick)
+{
+ TXT_CAST_ARG(txt_joystick_input_t, joystick_input);
+
+ if (joystick == KEY_ENTER)
+ {
+ // Open a window to prompt for the new joystick press
+
+ OpenPromptWindow(joystick_input);
+
+ return 1;
+ }
+
+ return 0;
+}
+
+static void TXT_JoystickInputMousePress(TXT_UNCAST_ARG(widget), int x, int y, int b)
+{
+ TXT_CAST_ARG(txt_joystick_input_t, widget);
+
+ // Clicking is like pressing enter
+
+ if (b == TXT_MOUSE_LEFT)
+ {
+ TXT_JoystickInputKeyPress(widget, KEY_ENTER);
+ }
+}
+
+txt_widget_class_t txt_joystick_input_class =
+{
+ TXT_JoystickInputSizeCalc,
+ TXT_JoystickInputDrawer,
+ TXT_JoystickInputKeyPress,
+ TXT_JoystickInputDestructor,
+ TXT_JoystickInputMousePress,
+ NULL,
+};
+
+txt_joystick_input_t *TXT_NewJoystickInput(int *variable)
+{
+ txt_joystick_input_t *joystick_input;
+
+ joystick_input = malloc(sizeof(txt_joystick_input_t));
+
+ TXT_InitWidget(joystick_input, &txt_joystick_input_class);
+ joystick_input->variable = variable;
+
+ return joystick_input;
+}
+
diff --git a/src/setup/txt_joybinput.h b/src/setup/txt_joybinput.h
new file mode 100644
index 00000000..b2920b88
--- /dev/null
+++ b/src/setup/txt_joybinput.h
@@ -0,0 +1,46 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2007 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef TXT_JOYB_INPUT_H
+#define TXT_JOYB_INPUT_H
+
+typedef struct txt_joystick_input_s txt_joystick_input_t;
+
+#include "txt_widget.h"
+#include "txt_window.h"
+
+//
+// A joystick input is like an input box. When selected, a box pops up
+// allowing a joystick button to be pressed to select it.
+//
+
+struct txt_joystick_input_s
+{
+ txt_widget_t widget;
+ int *variable;
+ txt_window_t *prompt_window;
+};
+
+txt_joystick_input_t *TXT_NewJoystickInput(int *variable);
+
+#endif /* #ifndef TXT_JOYB_INPUT_H */
+
+
diff --git a/src/setup/txt_keyinput.c b/src/setup/txt_keyinput.c
new file mode 100644
index 00000000..e385cc59
--- /dev/null
+++ b/src/setup/txt_keyinput.c
@@ -0,0 +1,193 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomkeys.h"
+
+#include "txt_keyinput.h"
+#include "txt_gui.h"
+#include "txt_io.h"
+#include "txt_label.h"
+#include "txt_window.h"
+
+#define KEY_INPUT_WIDTH 8
+
+static int KeyPressCallback(txt_window_t *window, int key,
+ TXT_UNCAST_ARG(key_input))
+{
+ TXT_CAST_ARG(txt_key_input_t, key_input);
+
+ if (key != KEY_ESCAPE)
+ {
+ // Got the key press. Save to the variable and close the window.
+
+ *key_input->variable = key;
+ TXT_EmitSignal(key_input, "set");
+ TXT_CloseWindow(window);
+
+ // Re-enable key mappings now that we have the key
+
+ TXT_EnableKeyMapping(1);
+
+ return 1;
+ }
+ else
+ {
+ return 0;
+ }
+}
+
+static void ReleaseGrab(TXT_UNCAST_ARG(window), TXT_UNCAST_ARG(unused))
+{
+ SDL_WM_GrabInput(SDL_GRAB_OFF);
+}
+
+static void OpenPromptWindow(txt_key_input_t *key_input)
+{
+ txt_window_t *window;
+ txt_label_t *label;
+
+ window = TXT_NewWindow(NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_LEFT, NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER,
+ TXT_NewWindowAbortAction(window));
+ TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, NULL);
+
+ label = TXT_NewLabel("Press the new key...");
+
+ TXT_AddWidget(window, label);
+ TXT_SetWidgetAlign(label, TXT_HORIZ_CENTER);
+
+ TXT_SetKeyListener(window, KeyPressCallback, key_input);
+
+ // Disable key mappings while we prompt for the key press
+
+ TXT_EnableKeyMapping(0);
+
+ // Grab input while reading the key. On Windows Mobile
+ // handheld devices, the hardware keypresses are only
+ // detected when input is grabbed.
+
+ SDL_WM_GrabInput(SDL_GRAB_ON);
+ TXT_SignalConnect(window, "closed", ReleaseGrab, NULL);
+}
+
+static void TXT_KeyInputSizeCalc(TXT_UNCAST_ARG(key_input))
+{
+ TXT_CAST_ARG(txt_key_input_t, key_input);
+
+ // All keyinputs are the same size.
+
+ key_input->widget.w = KEY_INPUT_WIDTH;
+ key_input->widget.h = 1;
+}
+
+
+static void TXT_KeyInputDrawer(TXT_UNCAST_ARG(key_input), int selected)
+{
+ TXT_CAST_ARG(txt_key_input_t, key_input);
+ char buf[20];
+ int i;
+
+ if (*key_input->variable == 0)
+ {
+ strcpy(buf, "");
+ }
+ else
+ {
+ TXT_GetKeyDescription(*key_input->variable, buf);
+ }
+
+ if (selected)
+ {
+ TXT_BGColor(TXT_COLOR_GREY, 0);
+ }
+ else
+ {
+ TXT_BGColor(TXT_COLOR_BLUE, 0);
+ }
+
+ TXT_FGColor(TXT_COLOR_BRIGHT_WHITE);
+
+ TXT_DrawString(buf);
+
+ for (i=strlen(buf); i<KEY_INPUT_WIDTH; ++i)
+ {
+ TXT_DrawString(" ");
+ }
+}
+
+static void TXT_KeyInputDestructor(TXT_UNCAST_ARG(key_input))
+{
+}
+
+static int TXT_KeyInputKeyPress(TXT_UNCAST_ARG(key_input), int key)
+{
+ TXT_CAST_ARG(txt_key_input_t, key_input);
+
+ if (key == KEY_ENTER)
+ {
+ // Open a window to prompt for the new key press
+
+ OpenPromptWindow(key_input);
+
+ return 1;
+ }
+
+ return 0;
+}
+
+static void TXT_KeyInputMousePress(TXT_UNCAST_ARG(widget), int x, int y, int b)
+{
+ TXT_CAST_ARG(txt_key_input_t, widget);
+
+ // Clicking is like pressing enter
+
+ if (b == TXT_MOUSE_LEFT)
+ {
+ TXT_KeyInputKeyPress(widget, KEY_ENTER);
+ }
+}
+
+txt_widget_class_t txt_key_input_class =
+{
+ TXT_KeyInputSizeCalc,
+ TXT_KeyInputDrawer,
+ TXT_KeyInputKeyPress,
+ TXT_KeyInputDestructor,
+ TXT_KeyInputMousePress,
+ NULL,
+};
+
+txt_key_input_t *TXT_NewKeyInput(int *variable)
+{
+ txt_key_input_t *key_input;
+
+ key_input = malloc(sizeof(txt_key_input_t));
+
+ TXT_InitWidget(key_input, &txt_key_input_class);
+ key_input->variable = variable;
+
+ return key_input;
+}
+
diff --git a/src/setup/txt_keyinput.h b/src/setup/txt_keyinput.h
new file mode 100644
index 00000000..4952a970
--- /dev/null
+++ b/src/setup/txt_keyinput.h
@@ -0,0 +1,44 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef TXT_KEY_INPUT_H
+#define TXT_KEY_INPUT_H
+
+typedef struct txt_key_input_s txt_key_input_t;
+
+#include "txt_widget.h"
+
+//
+// A key input is like an input box. When selected, a box pops up
+// allowing a key to be selected.
+//
+
+struct txt_key_input_s
+{
+ txt_widget_t widget;
+ int *variable;
+};
+
+txt_key_input_t *TXT_NewKeyInput(int *variable);
+
+#endif /* #ifndef TXT_KEY_INPUT_H */
+
+
diff --git a/src/setup/txt_mouseinput.c b/src/setup/txt_mouseinput.c
new file mode 100644
index 00000000..05c89b39
--- /dev/null
+++ b/src/setup/txt_mouseinput.c
@@ -0,0 +1,186 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomkeys.h"
+
+#include "txt_mouseinput.h"
+#include "txt_gui.h"
+#include "txt_io.h"
+#include "txt_label.h"
+#include "txt_window.h"
+
+#define MOUSE_INPUT_WIDTH 8
+
+static int MousePressCallback(txt_window_t *window,
+ int x, int y, int b,
+ TXT_UNCAST_ARG(mouse_input))
+{
+ TXT_CAST_ARG(txt_mouse_input_t, mouse_input);
+
+ // Got the mouse press. Save to the variable and close the window.
+
+ *mouse_input->variable = b - TXT_MOUSE_BASE;
+ TXT_EmitSignal(mouse_input, "set");
+ TXT_CloseWindow(window);
+
+ return 1;
+}
+
+static void OpenPromptWindow(txt_mouse_input_t *mouse_input)
+{
+ txt_window_t *window;
+ txt_label_t *label;
+
+ window = TXT_NewWindow(NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_LEFT, NULL);
+ TXT_SetWindowAction(window, TXT_HORIZ_CENTER,
+ TXT_NewWindowAbortAction(window));
+ TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, NULL);
+
+ label = TXT_NewLabel("Press the new mouse button...");
+
+ TXT_AddWidget(window, label);
+ TXT_SetWidgetAlign(label, TXT_HORIZ_CENTER);
+
+ TXT_SetMouseListener(window, MousePressCallback, mouse_input);
+}
+
+static void TXT_MouseInputSizeCalc(TXT_UNCAST_ARG(mouse_input))
+{
+ TXT_CAST_ARG(txt_mouse_input_t, mouse_input);
+
+ // All mouseinputs are the same size.
+
+ mouse_input->widget.w = MOUSE_INPUT_WIDTH;
+ mouse_input->widget.h = 1;
+}
+
+static void GetMouseButtonDescription(int button, char *buf)
+{
+ switch (button)
+ {
+ case 0:
+ strcpy(buf, "LEFT");
+ break;
+ case 1:
+ strcpy(buf, "RIGHT");
+ break;
+ case 2:
+ strcpy(buf, "MID");
+ break;
+ default:
+ sprintf(buf, "BUTTON #%i", button);
+ break;
+ }
+}
+
+static void TXT_MouseInputDrawer(TXT_UNCAST_ARG(mouse_input), int selected)
+{
+ TXT_CAST_ARG(txt_mouse_input_t, mouse_input);
+ char buf[20];
+ int i;
+
+ if (*mouse_input->variable < 0)
+ {
+ strcpy(buf, "(none)");
+ }
+ else
+ {
+ GetMouseButtonDescription(*mouse_input->variable, buf);
+ }
+
+ if (selected)
+ {
+ TXT_BGColor(TXT_COLOR_GREY, 0);
+ }
+ else
+ {
+ TXT_BGColor(TXT_COLOR_BLUE, 0);
+ }
+
+ TXT_FGColor(TXT_COLOR_BRIGHT_WHITE);
+
+ TXT_DrawString(buf);
+
+ for (i=strlen(buf); i<MOUSE_INPUT_WIDTH; ++i)
+ {
+ TXT_DrawString(" ");
+ }
+}
+
+static void TXT_MouseInputDestructor(TXT_UNCAST_ARG(mouse_input))
+{
+}
+
+static int TXT_MouseInputKeyPress(TXT_UNCAST_ARG(mouse_input), int mouse)
+{
+ TXT_CAST_ARG(txt_mouse_input_t, mouse_input);
+
+ if (mouse == KEY_ENTER)
+ {
+ // Open a window to prompt for the new mouse press
+
+ OpenPromptWindow(mouse_input);
+
+ return 1;
+ }
+
+ return 0;
+}
+
+static void TXT_MouseInputMousePress(TXT_UNCAST_ARG(widget), int x, int y, int b)
+{
+ TXT_CAST_ARG(txt_mouse_input_t, widget);
+
+ // Clicking is like pressing enter
+
+ if (b == TXT_MOUSE_LEFT)
+ {
+ TXT_MouseInputKeyPress(widget, KEY_ENTER);
+ }
+}
+
+txt_widget_class_t txt_mouse_input_class =
+{
+ TXT_MouseInputSizeCalc,
+ TXT_MouseInputDrawer,
+ TXT_MouseInputKeyPress,
+ TXT_MouseInputDestructor,
+ TXT_MouseInputMousePress,
+ NULL,
+};
+
+txt_mouse_input_t *TXT_NewMouseInput(int *variable)
+{
+ txt_mouse_input_t *mouse_input;
+
+ mouse_input = malloc(sizeof(txt_mouse_input_t));
+
+ TXT_InitWidget(mouse_input, &txt_mouse_input_class);
+ mouse_input->variable = variable;
+
+ return mouse_input;
+}
+
diff --git a/src/setup/txt_mouseinput.h b/src/setup/txt_mouseinput.h
new file mode 100644
index 00000000..57c258eb
--- /dev/null
+++ b/src/setup/txt_mouseinput.h
@@ -0,0 +1,44 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2006 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+
+#ifndef TXT_MOUSE_INPUT_H
+#define TXT_MOUSE_INPUT_H
+
+typedef struct txt_mouse_input_s txt_mouse_input_t;
+
+#include "txt_widget.h"
+
+//
+// A mouse input is like an input box. When selected, a box pops up
+// allowing a mouse to be selected.
+//
+
+struct txt_mouse_input_s
+{
+ txt_widget_t widget;
+ int *variable;
+};
+
+txt_mouse_input_t *TXT_NewMouseInput(int *variable);
+
+#endif /* #ifndef TXT_MOUSE_INPUT_H */
+
+
diff --git a/src/sounds.c b/src/sounds.c
deleted file mode 100644
index 6f315023..00000000
--- a/src/sounds.c
+++ /dev/null
@@ -1,230 +0,0 @@
-// Emacs style mode select -*- C++ -*-
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-// Created by a sound utility.
-// Kept as a sample, DOOM2 sounds.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdlib.h>
-
-
-#include "doomtype.h"
-#include "sounds.h"
-
-//
-// Information about all the music
-//
-
-musicinfo_t S_music[] =
-{
- { NULL, 0, 0, 0 },
- { "e1m1", 0, 0, 0 },
- { "e1m2", 0, 0, 0 },
- { "e1m3", 0, 0, 0 },
- { "e1m4", 0, 0, 0 },
- { "e1m5", 0, 0, 0 },
- { "e1m6", 0, 0, 0 },
- { "e1m7", 0, 0, 0 },
- { "e1m8", 0, 0, 0 },
- { "e1m9", 0, 0, 0 },
- { "e2m1", 0, 0, 0 },
- { "e2m2", 0, 0, 0 },
- { "e2m3", 0, 0, 0 },
- { "e2m4", 0, 0, 0 },
- { "e2m5", 0, 0, 0 },
- { "e2m6", 0, 0, 0 },
- { "e2m7", 0, 0, 0 },
- { "e2m8", 0, 0, 0 },
- { "e2m9", 0, 0, 0 },
- { "e3m1", 0, 0, 0 },
- { "e3m2", 0, 0, 0 },
- { "e3m3", 0, 0, 0 },
- { "e3m4", 0, 0, 0 },
- { "e3m5", 0, 0, 0 },
- { "e3m6", 0, 0, 0 },
- { "e3m7", 0, 0, 0 },
- { "e3m8", 0, 0, 0 },
- { "e3m9", 0, 0, 0 },
- { "inter", 0, 0, 0 },
- { "intro", 0, 0, 0 },
- { "bunny", 0, 0, 0 },
- { "victor", 0, 0, 0 },
- { "introa", 0, 0, 0 },
- { "runnin", 0, 0, 0 },
- { "stalks", 0, 0, 0 },
- { "countd", 0, 0, 0 },
- { "betwee", 0, 0, 0 },
- { "doom", 0, 0, 0 },
- { "the_da", 0, 0, 0 },
- { "shawn", 0, 0, 0 },
- { "ddtblu", 0, 0, 0 },
- { "in_cit", 0, 0, 0 },
- { "dead", 0, 0, 0 },
- { "stlks2", 0, 0, 0 },
- { "theda2", 0, 0, 0 },
- { "doom2", 0, 0, 0 },
- { "ddtbl2", 0, 0, 0 },
- { "runni2", 0, 0, 0 },
- { "dead2", 0, 0, 0 },
- { "stlks3", 0, 0, 0 },
- { "romero", 0, 0, 0 },
- { "shawn2", 0, 0, 0 },
- { "messag", 0, 0, 0 },
- { "count2", 0, 0, 0 },
- { "ddtbl3", 0, 0, 0 },
- { "ampie", 0, 0, 0 },
- { "theda3", 0, 0, 0 },
- { "adrian", 0, 0, 0 },
- { "messg2", 0, 0, 0 },
- { "romer2", 0, 0, 0 },
- { "tense", 0, 0, 0 },
- { "shawn3", 0, 0, 0 },
- { "openin", 0, 0, 0 },
- { "evil", 0, 0, 0 },
- { "ultima", 0, 0, 0 },
- { "read_m", 0, 0, 0 },
- { "dm2ttl", 0, 0, 0 },
- { "dm2int", 0, 0, 0 }
-};
-
-
-//
-// Information about all the sfx
-//
-
-sfxinfo_t S_sfx[] =
-{
- // S_sfx[0] needs to be a dummy for odd reasons.
- { "none", false, 0, 0, -1, -1, 0, 0, 0 },
-
- { "pistol", false, 64, 0, -1, -1, 0, 0, 0 },
- { "shotgn", false, 64, 0, -1, -1, 0, 0, 0 },
- { "sgcock", false, 64, 0, -1, -1, 0, 0, 0 },
- { "dshtgn", false, 64, 0, -1, -1, 0, 0, 0 },
- { "dbopn", false, 64, 0, -1, -1, 0, 0, 0 },
- { "dbcls", false, 64, 0, -1, -1, 0, 0, 0 },
- { "dbload", false, 64, 0, -1, -1, 0, 0, 0 },
- { "plasma", false, 64, 0, -1, -1, 0, 0, 0 },
- { "bfg", false, 64, 0, -1, -1, 0, 0, 0 },
- { "sawup", false, 64, 0, -1, -1, 0, 0, 0 },
- { "sawidl", false, 118, 0, -1, -1, 0, 0, 0 },
- { "sawful", false, 64, 0, -1, -1, 0, 0, 0 },
- { "sawhit", false, 64, 0, -1, -1, 0, 0, 0 },
- { "rlaunc", false, 64, 0, -1, -1, 0, 0, 0 },
- { "rxplod", false, 70, 0, -1, -1, 0, 0, 0 },
- { "firsht", false, 70, 0, -1, -1, 0, 0, 0 },
- { "firxpl", false, 70, 0, -1, -1, 0, 0, 0 },
- { "pstart", false, 100, 0, -1, -1, 0, 0, 0 },
- { "pstop", false, 100, 0, -1, -1, 0, 0, 0 },
- { "doropn", false, 100, 0, -1, -1, 0, 0, 0 },
- { "dorcls", false, 100, 0, -1, -1, 0, 0, 0 },
- { "stnmov", false, 119, 0, -1, -1, 0, 0, 0 },
- { "swtchn", false, 78, 0, -1, -1, 0, 0, 0 },
- { "swtchx", false, 78, 0, -1, -1, 0, 0, 0 },
- { "plpain", false, 96, 0, -1, -1, 0, 0, 0 },
- { "dmpain", false, 96, 0, -1, -1, 0, 0, 0 },
- { "popain", false, 96, 0, -1, -1, 0, 0, 0 },
- { "vipain", false, 96, 0, -1, -1, 0, 0, 0 },
- { "mnpain", false, 96, 0, -1, -1, 0, 0, 0 },
- { "pepain", false, 96, 0, -1, -1, 0, 0, 0 },
- { "slop", false, 78, 0, -1, -1, 0, 0, 0 },
- { "itemup", true, 78, 0, -1, -1, 0, 0, 0 },
- { "wpnup", true, 78, 0, -1, -1, 0, 0, 0 },
- { "oof", false, 96, 0, -1, -1, 0, 0, 0 },
- { "telept", false, 32, 0, -1, -1, 0, 0, 0 },
- { "posit1", true, 98, 0, -1, -1, 0, 0, 0 },
- { "posit2", true, 98, 0, -1, -1, 0, 0, 0 },
- { "posit3", true, 98, 0, -1, -1, 0, 0, 0 },
- { "bgsit1", true, 98, 0, -1, -1, 0, 0, 0 },
- { "bgsit2", true, 98, 0, -1, -1, 0, 0, 0 },
- { "sgtsit", true, 98, 0, -1, -1, 0, 0, 0 },
- { "cacsit", true, 98, 0, -1, -1, 0, 0, 0 },
- { "brssit", true, 94, 0, -1, -1, 0, 0, 0 },
- { "cybsit", true, 92, 0, -1, -1, 0, 0, 0 },
- { "spisit", true, 90, 0, -1, -1, 0, 0, 0 },
- { "bspsit", true, 90, 0, -1, -1, 0, 0, 0 },
- { "kntsit", true, 90, 0, -1, -1, 0, 0, 0 },
- { "vilsit", true, 90, 0, -1, -1, 0, 0, 0 },
- { "mansit", true, 90, 0, -1, -1, 0, 0, 0 },
- { "pesit", true, 90, 0, -1, -1, 0, 0, 0 },
- { "sklatk", false, 70, 0, -1, -1, 0, 0, 0 },
- { "sgtatk", false, 70, 0, -1, -1, 0, 0, 0 },
- { "skepch", false, 70, 0, -1, -1, 0, 0, 0 },
- { "vilatk", false, 70, 0, -1, -1, 0, 0, 0 },
- { "claw", false, 70, 0, -1, -1, 0, 0, 0 },
- { "skeswg", false, 70, 0, -1, -1, 0, 0, 0 },
- { "pldeth", false, 32, 0, -1, -1, 0, 0, 0 },
- { "pdiehi", false, 32, 0, -1, -1, 0, 0, 0 },
- { "podth1", false, 70, 0, -1, -1, 0, 0, 0 },
- { "podth2", false, 70, 0, -1, -1, 0, 0, 0 },
- { "podth3", false, 70, 0, -1, -1, 0, 0, 0 },
- { "bgdth1", false, 70, 0, -1, -1, 0, 0, 0 },
- { "bgdth2", false, 70, 0, -1, -1, 0, 0, 0 },
- { "sgtdth", false, 70, 0, -1, -1, 0, 0, 0 },
- { "cacdth", false, 70, 0, -1, -1, 0, 0, 0 },
- { "skldth", false, 70, 0, -1, -1, 0, 0, 0 },
- { "brsdth", false, 32, 0, -1, -1, 0, 0, 0 },
- { "cybdth", false, 32, 0, -1, -1, 0, 0, 0 },
- { "spidth", false, 32, 0, -1, -1, 0, 0, 0 },
- { "bspdth", false, 32, 0, -1, -1, 0, 0, 0 },
- { "vildth", false, 32, 0, -1, -1, 0, 0, 0 },
- { "kntdth", false, 32, 0, -1, -1, 0, 0, 0 },
- { "pedth", false, 32, 0, -1, -1, 0, 0, 0 },
- { "skedth", false, 32, 0, -1, -1, 0, 0, 0 },
- { "posact", true, 120, 0, -1, -1, 0, 0, 0 },
- { "bgact", true, 120, 0, -1, -1, 0, 0, 0 },
- { "dmact", true, 120, 0, -1, -1, 0, 0, 0 },
- { "bspact", true, 100, 0, -1, -1, 0, 0, 0 },
- { "bspwlk", true, 100, 0, -1, -1, 0, 0, 0 },
- { "vilact", true, 100, 0, -1, -1, 0, 0, 0 },
- { "noway", false, 78, 0, -1, -1, 0, 0, 0 },
- { "barexp", false, 60, 0, -1, -1, 0, 0, 0 },
- { "punch", false, 64, 0, -1, -1, 0, 0, 0 },
- { "hoof", false, 70, 0, -1, -1, 0, 0, 0 },
- { "metal", false, 70, 0, -1, -1, 0, 0, 0 },
- { "chgun", false, 64, &S_sfx[sfx_pistol], 150, 0, 0, 0, 0 },
- { "tink", false, 60, 0, -1, -1, 0, 0, 0 },
- { "bdopn", false, 100, 0, -1, -1, 0, 0, 0 },
- { "bdcls", false, 100, 0, -1, -1, 0, 0, 0 },
- { "itmbk", false, 100, 0, -1, -1, 0, 0, 0 },
- { "flame", false, 32, 0, -1, -1, 0, 0, 0 },
- { "flamst", false, 32, 0, -1, -1, 0, 0, 0 },
- { "getpow", false, 60, 0, -1, -1, 0, 0, 0 },
- { "bospit", false, 70, 0, -1, -1, 0, 0, 0 },
- { "boscub", false, 70, 0, -1, -1, 0, 0, 0 },
- { "bossit", false, 70, 0, -1, -1, 0, 0, 0 },
- { "bospn", false, 70, 0, -1, -1, 0, 0, 0 },
- { "bosdth", false, 70, 0, -1, -1, 0, 0, 0 },
- { "manatk", false, 70, 0, -1, -1, 0, 0, 0 },
- { "mandth", false, 70, 0, -1, -1, 0, 0, 0 },
- { "sssit", false, 70, 0, -1, -1, 0, 0, 0 },
- { "ssdth", false, 70, 0, -1, -1, 0, 0, 0 },
- { "keenpn", false, 70, 0, -1, -1, 0, 0, 0 },
- { "keendt", false, 70, 0, -1, -1, 0, 0, 0 },
- { "skeact", false, 70, 0, -1, -1, 0, 0, 0 },
- { "skesit", false, 70, 0, -1, -1, 0, 0, 0 },
- { "skeatk", false, 70, 0, -1, -1, 0, 0, 0 },
- { "radio", false, 60, 0, -1, -1, 0, 0, 0 }
-};
-
diff --git a/src/strife/.gitignore b/src/strife/.gitignore
new file mode 100644
index 00000000..d7e732ad
--- /dev/null
+++ b/src/strife/.gitignore
@@ -0,0 +1,7 @@
+Makefile
+Makefile.in
+.deps
+*.rc
+chocolate-doom
+chocolate-server
+*.exe
diff --git a/src/strife/Makefile.am b/src/strife/Makefile.am
new file mode 100644
index 00000000..85f8b764
--- /dev/null
+++ b/src/strife/Makefile.am
@@ -0,0 +1,80 @@
+AM_CFLAGS = -I.. @SDL_CFLAGS@ @SDLMIXER_CFLAGS@ @SDLNET_CFLAGS@
+
+noinst_LIBRARIES=libstrife.a
+
+SOURCE_FILES= \
+am_map.c am_map.h \
+ d_englsh.h \
+d_items.c d_items.h \
+d_main.c d_main.h \
+d_net.c d_net.h \
+ doomdata.h \
+doomdef.c doomdef.h \
+doomstat.c doomstat.h \
+ d_player.h \
+dstrings.c dstrings.h \
+ d_textur.h \
+ d_think.h \
+f_finale.c f_finale.h \
+f_wipe.c f_wipe.h \
+g_game.c g_game.h \
+hu_lib.c hu_lib.h \
+hu_stuff.c hu_stuff.h \
+info.c info.h \
+m_menu.c m_menu.h \
+m_random.c m_random.h \
+p_ceilng.c \
+p_doors.c \
+p_enemy.c \
+p_floor.c \
+p_inter.c p_inter.h \
+p_lights.c \
+ p_local.h \
+p_map.c \
+p_maputl.c \
+p_mobj.c p_mobj.h \
+p_plats.c \
+p_pspr.c p_pspr.h \
+p_saveg.c p_saveg.h \
+p_setup.c p_setup.h \
+p_sight.c \
+p_spec.c p_spec.h \
+p_switch.c \
+p_telept.c \
+p_tick.c p_tick.h \
+p_user.c \
+r_bsp.c r_bsp.h \
+r_data.c r_data.h \
+ r_defs.h \
+r_draw.c r_draw.h \
+ r_local.h \
+r_main.c r_main.h \
+r_plane.c r_plane.h \
+r_segs.c r_segs.h \
+r_sky.c r_sky.h \
+ r_state.h \
+r_things.c r_things.h \
+s_sound.c s_sound.h \
+sounds.c sounds.h \
+st_lib.c st_lib.h \
+st_stuff.c st_stuff.h \
+wi_stuff.c wi_stuff.h
+
+FEATURE_DEHACKED_SOURCE_FILES = \
+deh_ammo.c \
+deh_cheat.c \
+deh_defs.h \
+deh_frame.c \
+deh_io.c deh_io.h \
+deh_main.c deh_main.h \
+deh_mapping.c deh_mapping.h \
+deh_misc.c deh_misc.h \
+deh_ptr.c \
+deh_sound.c \
+deh_text.c \
+deh_thing.c \
+deh_weapon.c
+
+libstrife_a_SOURCES = $(SOURCE_FILES) \
+ $(FEATURE_DEHACKED_SOURCE_FILES)
+
diff --git a/src/strife/am_map.c b/src/strife/am_map.c
new file mode 100644
index 00000000..89a5dffc
--- /dev/null
+++ b/src/strife/am_map.c
@@ -0,0 +1,1372 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//
+// DESCRIPTION: the automap code
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdio.h>
+
+#include "deh_main.h"
+
+#include "z_zone.h"
+#include "doomkeys.h"
+#include "doomdef.h"
+#include "st_stuff.h"
+#include "p_local.h"
+#include "w_wad.h"
+
+#include "m_cheat.h"
+#include "m_controls.h"
+#include "i_system.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "dstrings.h"
+
+#include "am_map.h"
+
+
+// For use if I do walls with outsides/insides
+#define REDS (256-5*16)
+#define REDRANGE 16
+#define BLUES (256-4*16+8)
+#define BLUERANGE 8
+#define GREENS (7*16)
+#define GREENRANGE 16
+#define GRAYS (6*16)
+#define GRAYSRANGE 16
+#define BROWNS (4*16)
+#define BROWNRANGE 16
+#define YELLOWS (256-32+7)
+#define YELLOWRANGE 1
+#define BLACK 0
+#define WHITE (256-47)
+
+// Automap colors
+#define BACKGROUND BLACK
+#define YOURCOLORS WHITE
+#define YOURRANGE 0
+#define WALLCOLORS REDS
+#define WALLRANGE REDRANGE
+#define TSWALLCOLORS GRAYS
+#define TSWALLRANGE GRAYSRANGE
+#define FDWALLCOLORS BROWNS
+#define FDWALLRANGE BROWNRANGE
+#define CDWALLCOLORS YELLOWS
+#define CDWALLRANGE YELLOWRANGE
+#define THINGCOLORS GREENS
+#define THINGRANGE GREENRANGE
+#define SECRETWALLCOLORS WALLCOLORS
+#define SECRETWALLRANGE WALLRANGE
+#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
+#define GRIDRANGE 0
+#define XHAIRCOLORS GRAYS
+
+// drawing stuff
+
+#define AM_NUMMARKPOINTS 10
+
+// scale on entry
+#define INITSCALEMTOF (.2*FRACUNIT)
+// how much the automap moves window per tic in frame-buffer coordinates
+// moves 140 pixels in 1 second
+#define F_PANINC 4
+// how much zoom-in per tic
+// goes to 2x in 1 second
+#define M_ZOOMIN ((int) (1.02*FRACUNIT))
+// how much zoom-out per tic
+// pulls out to 0.5x in 1 second
+#define M_ZOOMOUT ((int) (FRACUNIT/1.02))
+
+// translates between frame-buffer and map distances
+#define FTOM(x) FixedMul(((x)<<16),scale_ftom)
+#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
+// translates between frame-buffer and map coordinates
+#define CXMTOF(x) (f_x + MTOF((x)-m_x))
+#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))
+
+// the following is crap
+#define LINE_NEVERSEE ML_DONTDRAW
+
+typedef struct
+{
+ int x, y;
+} fpoint_t;
+
+typedef struct
+{
+ fpoint_t a, b;
+} fline_t;
+
+typedef struct
+{
+ fixed_t x,y;
+} mpoint_t;
+
+typedef struct
+{
+ mpoint_t a, b;
+} mline_t;
+
+typedef struct
+{
+ fixed_t slp, islp;
+} islope_t;
+
+
+
+//
+// The vector graphics for the automap.
+// A line drawing of the player pointing right,
+// starting from the middle.
+//
+#define R ((8*PLAYERRADIUS)/7)
+mline_t player_arrow[] = {
+ { { -R+R/8, 0 }, { R, 0 } }, // -----
+ { { R, 0 }, { R-R/2, R/4 } }, // ----->
+ { { R, 0 }, { R-R/2, -R/4 } },
+ { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
+ { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
+ { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
+ { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
+};
+#undef R
+
+#define R ((8*PLAYERRADIUS)/7)
+mline_t cheat_player_arrow[] = {
+ { { -R+R/8, 0 }, { R, 0 } }, // -----
+ { { R, 0 }, { R-R/2, R/6 } }, // ----->
+ { { R, 0 }, { R-R/2, -R/6 } },
+ { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
+ { { -R+R/8, 0 }, { -R-R/8, -R/6 } },
+ { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
+ { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
+ { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
+ { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
+ { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
+ { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
+ { { -R/6, -R/6 }, { 0, -R/6 } },
+ { { 0, -R/6 }, { 0, R/4 } },
+ { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
+ { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
+ { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
+};
+#undef R
+
+#define R (FRACUNIT)
+mline_t triangle_guy[] = {
+ { { (fixed_t)(-.867*R), (fixed_t)(-.5*R) }, { (fixed_t)(.867*R ), (fixed_t)(-.5*R) } },
+ { { (fixed_t)(.867*R ), (fixed_t)(-.5*R) }, { (fixed_t)(0 ), (fixed_t)(R ) } },
+ { { (fixed_t)(0 ), (fixed_t)(R ) }, { (fixed_t)(-.867*R), (fixed_t)(-.5*R) } }
+};
+#undef R
+
+#define R (FRACUNIT)
+mline_t thintriangle_guy[] = {
+ { { (fixed_t)(-.5*R), (fixed_t)(-.7*R) }, { (fixed_t)(R ), (fixed_t)(0 ) } },
+ { { (fixed_t)(R ), (fixed_t)(0 ) }, { (fixed_t)(-.5*R), (fixed_t)(.7*R ) } },
+ { { (fixed_t)(-.5*R), (fixed_t)(.7*R ) }, { (fixed_t)(-.5*R), (fixed_t)(-.7*R) } }
+};
+#undef R
+
+
+
+
+static int cheating = 0;
+static int grid = 0;
+
+static int leveljuststarted = 1; // kluge until AM_LevelInit() is called
+
+boolean automapactive = false;
+static int finit_width = SCREENWIDTH;
+static int finit_height = SCREENHEIGHT - 32;
+
+// location of window on screen
+static int f_x;
+static int f_y;
+
+// size of window on screen
+static int f_w;
+static int f_h;
+
+static int lightlev; // used for funky strobing effect
+static byte* fb; // pseudo-frame buffer
+static int amclock;
+
+static mpoint_t m_paninc; // how far the window pans each tic (map coords)
+static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
+static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
+
+static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
+static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
+
+//
+// width/height of window on map (map coords)
+//
+static fixed_t m_w;
+static fixed_t m_h;
+
+// based on level size
+static fixed_t min_x;
+static fixed_t min_y;
+static fixed_t max_x;
+static fixed_t max_y;
+
+static fixed_t max_w; // max_x-min_x,
+static fixed_t max_h; // max_y-min_y
+
+// based on player size
+static fixed_t min_w;
+static fixed_t min_h;
+
+
+static fixed_t min_scale_mtof; // used to tell when to stop zooming out
+static fixed_t max_scale_mtof; // used to tell when to stop zooming in
+
+// old stuff for recovery later
+static fixed_t old_m_w, old_m_h;
+static fixed_t old_m_x, old_m_y;
+
+// old location used by the Follower routine
+static mpoint_t f_oldloc;
+
+// used by MTOF to scale from map-to-frame-buffer coords
+static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
+// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
+static fixed_t scale_ftom;
+
+static player_t *plr; // the player represented by an arrow
+
+static patch_t *marknums[10]; // numbers used for marking by the automap
+static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
+static int markpointnum = 0; // next point to be assigned
+
+static int followplayer = 1; // specifies whether to follow the player around
+
+cheatseq_t cheat_amap = CHEAT("iddt", 0);
+
+static boolean stopped = true;
+
+extern boolean viewactive;
+
+void
+V_MarkRect
+( int x,
+ int y,
+ int width,
+ int height );
+
+// Calculates the slope and slope according to the x-axis of a line
+// segment in map coordinates (with the upright y-axis n' all) so
+// that it can be used with the brain-dead drawing stuff.
+
+void
+AM_getIslope
+( mline_t* ml,
+ islope_t* is )
+{
+ int dx, dy;
+
+ dy = ml->a.y - ml->b.y;
+ dx = ml->b.x - ml->a.x;
+ if (!dy) is->islp = (dx<0?-INT_MAX:INT_MAX);
+ else is->islp = FixedDiv(dx, dy);
+ if (!dx) is->slp = (dy<0?-INT_MAX:INT_MAX);
+ else is->slp = FixedDiv(dy, dx);
+
+}
+
+//
+//
+//
+void AM_activateNewScale(void)
+{
+ m_x += m_w/2;
+ m_y += m_h/2;
+ m_w = FTOM(f_w);
+ m_h = FTOM(f_h);
+ m_x -= m_w/2;
+ m_y -= m_h/2;
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+}
+
+//
+//
+//
+void AM_saveScaleAndLoc(void)
+{
+ old_m_x = m_x;
+ old_m_y = m_y;
+ old_m_w = m_w;
+ old_m_h = m_h;
+}
+
+//
+//
+//
+void AM_restoreScaleAndLoc(void)
+{
+
+ m_w = old_m_w;
+ m_h = old_m_h;
+ if (!followplayer)
+ {
+ m_x = old_m_x;
+ m_y = old_m_y;
+ } else {
+ m_x = plr->mo->x - m_w/2;
+ m_y = plr->mo->y - m_h/2;
+ }
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+
+ // Change the scaling multipliers
+ scale_mtof = FixedDiv(f_w<<FRACBITS, m_w);
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+//
+// adds a marker at the current location
+//
+void AM_addMark(void)
+{
+ markpoints[markpointnum].x = m_x + m_w/2;
+ markpoints[markpointnum].y = m_y + m_h/2;
+ markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;
+
+}
+
+//
+// Determines bounding box of all vertices,
+// sets global variables controlling zoom range.
+//
+void AM_findMinMaxBoundaries(void)
+{
+ int i;
+ fixed_t a;
+ fixed_t b;
+
+ min_x = min_y = INT_MAX;
+ max_x = max_y = -INT_MAX;
+
+ for (i=0;i<numvertexes;i++)
+ {
+ if (vertexes[i].x < min_x)
+ min_x = vertexes[i].x;
+ else if (vertexes[i].x > max_x)
+ max_x = vertexes[i].x;
+
+ if (vertexes[i].y < min_y)
+ min_y = vertexes[i].y;
+ else if (vertexes[i].y > max_y)
+ max_y = vertexes[i].y;
+ }
+
+ max_w = max_x - min_x;
+ max_h = max_y - min_y;
+
+ min_w = 2*PLAYERRADIUS; // const? never changed?
+ min_h = 2*PLAYERRADIUS;
+
+ a = FixedDiv(f_w<<FRACBITS, max_w);
+ b = FixedDiv(f_h<<FRACBITS, max_h);
+
+ min_scale_mtof = a < b ? a : b;
+ max_scale_mtof = FixedDiv(f_h<<FRACBITS, 2*PLAYERRADIUS);
+
+}
+
+
+//
+//
+//
+void AM_changeWindowLoc(void)
+{
+ if (m_paninc.x || m_paninc.y)
+ {
+ followplayer = 0;
+ f_oldloc.x = INT_MAX;
+ }
+
+ m_x += m_paninc.x;
+ m_y += m_paninc.y;
+
+ if (m_x + m_w/2 > max_x)
+ m_x = max_x - m_w/2;
+ else if (m_x + m_w/2 < min_x)
+ m_x = min_x - m_w/2;
+
+ if (m_y + m_h/2 > max_y)
+ m_y = max_y - m_h/2;
+ else if (m_y + m_h/2 < min_y)
+ m_y = min_y - m_h/2;
+
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+}
+
+
+//
+//
+//
+void AM_initVariables(void)
+{
+ int pnum;
+ static event_t st_notify = { ev_keyup, AM_MSGENTERED, 0, 0 };
+
+ automapactive = true;
+ fb = I_VideoBuffer;
+
+ f_oldloc.x = INT_MAX;
+ amclock = 0;
+ lightlev = 0;
+
+ m_paninc.x = m_paninc.y = 0;
+ ftom_zoommul = FRACUNIT;
+ mtof_zoommul = FRACUNIT;
+
+ m_w = FTOM(f_w);
+ m_h = FTOM(f_h);
+
+ // find player to center on initially
+ if (playeringame[consoleplayer])
+ {
+ plr = &players[consoleplayer];
+ }
+ else
+ {
+ plr = &players[0];
+
+ for (pnum=0;pnum<MAXPLAYERS;pnum++)
+ {
+ if (playeringame[pnum])
+ {
+ plr = &players[pnum];
+ break;
+ }
+ }
+ }
+
+ m_x = plr->mo->x - m_w/2;
+ m_y = plr->mo->y - m_h/2;
+ AM_changeWindowLoc();
+
+ // for saving & restoring
+ old_m_x = m_x;
+ old_m_y = m_y;
+ old_m_w = m_w;
+ old_m_h = m_h;
+
+ // inform the status bar of the change
+ ST_Responder(&st_notify);
+
+}
+
+//
+//
+//
+void AM_loadPics(void)
+{
+ int i;
+ char namebuf[9];
+
+ for (i=0;i<10;i++)
+ {
+ sprintf(namebuf, DEH_String("AMMNUM%d"), i);
+ marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
+ }
+
+}
+
+void AM_unloadPics(void)
+{
+ int i;
+ char namebuf[9];
+
+ for (i=0;i<10;i++)
+ {
+ sprintf(namebuf, DEH_String("AMMNUM%d"), i);
+ W_ReleaseLumpName(namebuf);
+ }
+}
+
+void AM_clearMarks(void)
+{
+ int i;
+
+ for (i=0;i<AM_NUMMARKPOINTS;i++)
+ markpoints[i].x = -1; // means empty
+ markpointnum = 0;
+}
+
+//
+// should be called at the start of every level
+// right now, i figure it out myself
+//
+void AM_LevelInit(void)
+{
+ leveljuststarted = 0;
+
+ f_x = f_y = 0;
+ f_w = finit_width;
+ f_h = finit_height;
+
+ AM_clearMarks();
+
+ AM_findMinMaxBoundaries();
+ scale_mtof = FixedDiv(min_scale_mtof, (int) (0.7*FRACUNIT));
+ if (scale_mtof > max_scale_mtof)
+ scale_mtof = min_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+
+
+
+//
+//
+//
+void AM_Stop (void)
+{
+ static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED, 0 };
+
+ AM_unloadPics();
+ automapactive = false;
+ ST_Responder(&st_notify);
+ stopped = true;
+}
+
+//
+//
+//
+void AM_Start (void)
+{
+ static int lastlevel = -1, lastepisode = -1;
+
+ if (!stopped) AM_Stop();
+ stopped = false;
+ if (lastlevel != gamemap || lastepisode != gameepisode)
+ {
+ AM_LevelInit();
+ lastlevel = gamemap;
+ lastepisode = gameepisode;
+ }
+ AM_initVariables();
+ AM_loadPics();
+}
+
+//
+// set the window scale to the maximum size
+//
+void AM_minOutWindowScale(void)
+{
+ scale_mtof = min_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+ AM_activateNewScale();
+}
+
+//
+// set the window scale to the minimum size
+//
+void AM_maxOutWindowScale(void)
+{
+ scale_mtof = max_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+ AM_activateNewScale();
+}
+
+
+//
+// Handle events (user inputs) in automap mode
+//
+boolean
+AM_Responder
+( event_t* ev )
+{
+
+ int rc;
+ static int cheatstate=0;
+ static int bigstate=0;
+ static char buffer[20];
+ int key;
+
+ rc = false;
+
+ if (!automapactive)
+ {
+ if (ev->type == ev_keydown && ev->data1 == key_map_toggle)
+ {
+ AM_Start ();
+ viewactive = false;
+ rc = true;
+ }
+ }
+ else if (ev->type == ev_keydown)
+ {
+ rc = true;
+ key = ev->data1;
+
+ if (key == key_map_east) // pan right
+ {
+ if (!followplayer) m_paninc.x = FTOM(F_PANINC);
+ else rc = false;
+ }
+ else if (key == key_map_west) // pan left
+ {
+ if (!followplayer) m_paninc.x = -FTOM(F_PANINC);
+ else rc = false;
+ }
+ else if (key == key_map_north) // pan up
+ {
+ if (!followplayer) m_paninc.y = FTOM(F_PANINC);
+ else rc = false;
+ }
+ else if (key == key_map_south) // pan down
+ {
+ if (!followplayer) m_paninc.y = -FTOM(F_PANINC);
+ else rc = false;
+ }
+ else if (key == key_map_zoomout) // zoom out
+ {
+ mtof_zoommul = M_ZOOMOUT;
+ ftom_zoommul = M_ZOOMIN;
+ }
+ else if (key == key_map_zoomin) // zoom in
+ {
+ mtof_zoommul = M_ZOOMIN;
+ ftom_zoommul = M_ZOOMOUT;
+ }
+ else if (key == key_map_toggle)
+ {
+ bigstate = 0;
+ viewactive = true;
+ AM_Stop ();
+ }
+ else if (key == key_map_maxzoom)
+ {
+ bigstate = !bigstate;
+ if (bigstate)
+ {
+ AM_saveScaleAndLoc();
+ AM_minOutWindowScale();
+ }
+ else AM_restoreScaleAndLoc();
+ }
+ else if (key == key_map_follow)
+ {
+ followplayer = !followplayer;
+ f_oldloc.x = INT_MAX;
+ if (followplayer)
+ plr->message = DEH_String(AMSTR_FOLLOWON);
+ else
+ plr->message = DEH_String(AMSTR_FOLLOWOFF);
+ }
+ else if (key == key_map_grid)
+ {
+ grid = !grid;
+ if (grid)
+ plr->message = DEH_String(AMSTR_GRIDON);
+ else
+ plr->message = DEH_String(AMSTR_GRIDOFF);
+ }
+ else if (key == key_map_mark)
+ {
+ sprintf(buffer, "%s %d", DEH_String(AMSTR_MARKEDSPOT), markpointnum);
+ plr->message = buffer;
+ AM_addMark();
+ }
+ else if (key == key_map_clearmark)
+ {
+ AM_clearMarks();
+ plr->message = DEH_String(AMSTR_MARKSCLEARED);
+ }
+ else
+ {
+ cheatstate=0;
+ rc = false;
+ }
+
+ if (!deathmatch && cht_CheckCheat(&cheat_amap, ev->data2))
+ {
+ rc = false;
+ cheating = (cheating+1) % 3;
+ }
+ }
+ else if (ev->type == ev_keyup)
+ {
+ rc = false;
+ key = ev->data1;
+
+ if (key == key_map_east)
+ {
+ if (!followplayer) m_paninc.x = 0;
+ }
+ else if (key == key_map_west)
+ {
+ if (!followplayer) m_paninc.x = 0;
+ }
+ else if (key == key_map_north)
+ {
+ if (!followplayer) m_paninc.y = 0;
+ }
+ else if (key == key_map_south)
+ {
+ if (!followplayer) m_paninc.y = 0;
+ }
+ else if (key == key_map_zoomout || key == key_map_zoomin)
+ {
+ mtof_zoommul = FRACUNIT;
+ ftom_zoommul = FRACUNIT;
+ }
+ }
+
+ return rc;
+
+}
+
+
+//
+// Zooming
+//
+void AM_changeWindowScale(void)
+{
+
+ // Change the scaling multipliers
+ scale_mtof = FixedMul(scale_mtof, mtof_zoommul);
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+
+ if (scale_mtof < min_scale_mtof)
+ AM_minOutWindowScale();
+ else if (scale_mtof > max_scale_mtof)
+ AM_maxOutWindowScale();
+ else
+ AM_activateNewScale();
+}
+
+
+//
+//
+//
+void AM_doFollowPlayer(void)
+{
+
+ if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y)
+ {
+ m_x = FTOM(MTOF(plr->mo->x)) - m_w/2;
+ m_y = FTOM(MTOF(plr->mo->y)) - m_h/2;
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+ f_oldloc.x = plr->mo->x;
+ f_oldloc.y = plr->mo->y;
+
+ // m_x = FTOM(MTOF(plr->mo->x - m_w/2));
+ // m_y = FTOM(MTOF(plr->mo->y - m_h/2));
+ // m_x = plr->mo->x - m_w/2;
+ // m_y = plr->mo->y - m_h/2;
+
+ }
+
+}
+
+//
+//
+//
+void AM_updateLightLev(void)
+{
+ static int nexttic = 0;
+ //static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 };
+ static int litelevels[] = { 0, 4, 7, 10, 12, 14, 15, 15 };
+ static int litelevelscnt = 0;
+
+ // Change light level
+ if (amclock>nexttic)
+ {
+ lightlev = litelevels[litelevelscnt++];
+ if (litelevelscnt == arrlen(litelevels)) litelevelscnt = 0;
+ nexttic = amclock + 6 - (amclock % 6);
+ }
+
+}
+
+
+//
+// Updates on Game Tick
+//
+void AM_Ticker (void)
+{
+
+ if (!automapactive)
+ return;
+
+ amclock++;
+
+ if (followplayer)
+ AM_doFollowPlayer();
+
+ // Change the zoom if necessary
+ if (ftom_zoommul != FRACUNIT)
+ AM_changeWindowScale();
+
+ // Change x,y location
+ if (m_paninc.x || m_paninc.y)
+ AM_changeWindowLoc();
+
+ // Update light level
+ // AM_updateLightLev();
+
+}
+
+
+//
+// Clear automap frame buffer.
+//
+void AM_clearFB(int color)
+{
+ memset(fb, color, f_w*f_h);
+}
+
+
+//
+// Automap clipping of lines.
+//
+// Based on Cohen-Sutherland clipping algorithm but with a slightly
+// faster reject and precalculated slopes. If the speed is needed,
+// use a hash algorithm to handle the common cases.
+//
+boolean
+AM_clipMline
+( mline_t* ml,
+ fline_t* fl )
+{
+ enum
+ {
+ LEFT =1,
+ RIGHT =2,
+ BOTTOM =4,
+ TOP =8
+ };
+
+ register int outcode1 = 0;
+ register int outcode2 = 0;
+ register int outside;
+
+ fpoint_t tmp;
+ int dx;
+ int dy;
+
+
+#define DOOUTCODE(oc, mx, my) \
+ (oc) = 0; \
+ if ((my) < 0) (oc) |= TOP; \
+ else if ((my) >= f_h) (oc) |= BOTTOM; \
+ if ((mx) < 0) (oc) |= LEFT; \
+ else if ((mx) >= f_w) (oc) |= RIGHT;
+
+
+ // do trivial rejects and outcodes
+ if (ml->a.y > m_y2)
+ outcode1 = TOP;
+ else if (ml->a.y < m_y)
+ outcode1 = BOTTOM;
+
+ if (ml->b.y > m_y2)
+ outcode2 = TOP;
+ else if (ml->b.y < m_y)
+ outcode2 = BOTTOM;
+
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+
+ if (ml->a.x < m_x)
+ outcode1 |= LEFT;
+ else if (ml->a.x > m_x2)
+ outcode1 |= RIGHT;
+
+ if (ml->b.x < m_x)
+ outcode2 |= LEFT;
+ else if (ml->b.x > m_x2)
+ outcode2 |= RIGHT;
+
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+
+ // transform to frame-buffer coordinates.
+ fl->a.x = CXMTOF(ml->a.x);
+ fl->a.y = CYMTOF(ml->a.y);
+ fl->b.x = CXMTOF(ml->b.x);
+ fl->b.y = CYMTOF(ml->b.y);
+
+ DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+ DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+
+ if (outcode1 & outcode2)
+ return false;
+
+ while (outcode1 | outcode2)
+ {
+ // may be partially inside box
+ // find an outside point
+ if (outcode1)
+ outside = outcode1;
+ else
+ outside = outcode2;
+
+ // clip to each side
+ if (outside & TOP)
+ {
+ dy = fl->a.y - fl->b.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.x = fl->a.x + (dx*(fl->a.y))/dy;
+ tmp.y = 0;
+ }
+ else if (outside & BOTTOM)
+ {
+ dy = fl->a.y - fl->b.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.x = fl->a.x + (dx*(fl->a.y-f_h))/dy;
+ tmp.y = f_h-1;
+ }
+ else if (outside & RIGHT)
+ {
+ dy = fl->b.y - fl->a.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.y = fl->a.y + (dy*(f_w-1 - fl->a.x))/dx;
+ tmp.x = f_w-1;
+ }
+ else if (outside & LEFT)
+ {
+ dy = fl->b.y - fl->a.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.y = fl->a.y + (dy*(-fl->a.x))/dx;
+ tmp.x = 0;
+ }
+ else
+ {
+ tmp.x = 0;
+ tmp.y = 0;
+ }
+
+ if (outside == outcode1)
+ {
+ fl->a = tmp;
+ DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+ }
+ else
+ {
+ fl->b = tmp;
+ DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+ }
+
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+ }
+
+ return true;
+}
+#undef DOOUTCODE
+
+
+//
+// Classic Bresenham w/ whatever optimizations needed for speed
+//
+void
+AM_drawFline
+( fline_t* fl,
+ int color )
+{
+ register int x;
+ register int y;
+ register int dx;
+ register int dy;
+ register int sx;
+ register int sy;
+ register int ax;
+ register int ay;
+ register int d;
+
+ static int fuck = 0;
+
+ // For debugging only
+ if ( fl->a.x < 0 || fl->a.x >= f_w
+ || fl->a.y < 0 || fl->a.y >= f_h
+ || fl->b.x < 0 || fl->b.x >= f_w
+ || fl->b.y < 0 || fl->b.y >= f_h)
+ {
+ fprintf(stderr, DEH_String("fuck %d \r"), fuck++);
+ return;
+ }
+
+#define PUTDOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc)
+
+ dx = fl->b.x - fl->a.x;
+ ax = 2 * (dx<0 ? -dx : dx);
+ sx = dx<0 ? -1 : 1;
+
+ dy = fl->b.y - fl->a.y;
+ ay = 2 * (dy<0 ? -dy : dy);
+ sy = dy<0 ? -1 : 1;
+
+ x = fl->a.x;
+ y = fl->a.y;
+
+ if (ax > ay)
+ {
+ d = ay - ax/2;
+ while (1)
+ {
+ PUTDOT(x,y,color);
+ if (x == fl->b.x) return;
+ if (d>=0)
+ {
+ y += sy;
+ d -= ax;
+ }
+ x += sx;
+ d += ay;
+ }
+ }
+ else
+ {
+ d = ax - ay/2;
+ while (1)
+ {
+ PUTDOT(x, y, color);
+ if (y == fl->b.y) return;
+ if (d >= 0)
+ {
+ x += sx;
+ d -= ay;
+ }
+ y += sy;
+ d += ax;
+ }
+ }
+}
+
+
+//
+// Clip lines, draw visible part sof lines.
+//
+void
+AM_drawMline
+( mline_t* ml,
+ int color )
+{
+ static fline_t fl;
+
+ if (AM_clipMline(ml, &fl))
+ AM_drawFline(&fl, color); // draws it on frame buffer using fb coords
+}
+
+
+
+//
+// Draws flat (floor/ceiling tile) aligned grid lines.
+//
+void AM_drawGrid(int color)
+{
+ fixed_t x, y;
+ fixed_t start, end;
+ mline_t ml;
+
+ // Figure out start of vertical gridlines
+ start = m_x;
+ if ((start-bmaporgx)%(MAPBLOCKUNITS<<FRACBITS))
+ start += (MAPBLOCKUNITS<<FRACBITS)
+ - ((start-bmaporgx)%(MAPBLOCKUNITS<<FRACBITS));
+ end = m_x + m_w;
+
+ // draw vertical gridlines
+ ml.a.y = m_y;
+ ml.b.y = m_y+m_h;
+ for (x=start; x<end; x+=(MAPBLOCKUNITS<<FRACBITS))
+ {
+ ml.a.x = x;
+ ml.b.x = x;
+ AM_drawMline(&ml, color);
+ }
+
+ // Figure out start of horizontal gridlines
+ start = m_y;
+ if ((start-bmaporgy)%(MAPBLOCKUNITS<<FRACBITS))
+ start += (MAPBLOCKUNITS<<FRACBITS)
+ - ((start-bmaporgy)%(MAPBLOCKUNITS<<FRACBITS));
+ end = m_y + m_h;
+
+ // draw horizontal gridlines
+ ml.a.x = m_x;
+ ml.b.x = m_x + m_w;
+ for (y=start; y<end; y+=(MAPBLOCKUNITS<<FRACBITS))
+ {
+ ml.a.y = y;
+ ml.b.y = y;
+ AM_drawMline(&ml, color);
+ }
+
+}
+
+//
+// Determines visible lines, draws them.
+// This is LineDef based, not LineSeg based.
+//
+void AM_drawWalls(void)
+{
+ int i;
+ static mline_t l;
+
+ for (i=0;i<numlines;i++)
+ {
+ l.a.x = lines[i].v1->x;
+ l.a.y = lines[i].v1->y;
+ l.b.x = lines[i].v2->x;
+ l.b.y = lines[i].v2->y;
+ if (cheating || (lines[i].flags & ML_MAPPED))
+ {
+ if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
+ continue;
+ if (!lines[i].backsector)
+ {
+ AM_drawMline(&l, WALLCOLORS+lightlev);
+ }
+ else
+ {
+ if (lines[i].special == 39)
+ { // teleporters
+ AM_drawMline(&l, WALLCOLORS+WALLRANGE/2);
+ }
+ else if (lines[i].flags & ML_SECRET) // secret door
+ {
+ if (cheating) AM_drawMline(&l, SECRETWALLCOLORS + lightlev);
+ else AM_drawMline(&l, WALLCOLORS+lightlev);
+ }
+ else if (lines[i].backsector->floorheight
+ != lines[i].frontsector->floorheight) {
+ AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change
+ }
+ else if (lines[i].backsector->ceilingheight
+ != lines[i].frontsector->ceilingheight) {
+ AM_drawMline(&l, CDWALLCOLORS+lightlev); // ceiling level change
+ }
+ else if (cheating) {
+ AM_drawMline(&l, TSWALLCOLORS+lightlev);
+ }
+ }
+ }
+ else if (plr->powers[pw_allmap])
+ {
+ if (!(lines[i].flags & LINE_NEVERSEE)) AM_drawMline(&l, GRAYS+3);
+ }
+ }
+}
+
+
+//
+// Rotation in 2D.
+// Used to rotate player arrow line character.
+//
+void
+AM_rotate
+( fixed_t* x,
+ fixed_t* y,
+ angle_t a )
+{
+ fixed_t tmpx;
+
+ tmpx =
+ FixedMul(*x,finecosine[a>>ANGLETOFINESHIFT])
+ - FixedMul(*y,finesine[a>>ANGLETOFINESHIFT]);
+
+ *y =
+ FixedMul(*x,finesine[a>>ANGLETOFINESHIFT])
+ + FixedMul(*y,finecosine[a>>ANGLETOFINESHIFT]);
+
+ *x = tmpx;
+}
+
+void
+AM_drawLineCharacter
+( mline_t* lineguy,
+ int lineguylines,
+ fixed_t scale,
+ angle_t angle,
+ int color,
+ fixed_t x,
+ fixed_t y )
+{
+ int i;
+ mline_t l;
+
+ for (i=0;i<lineguylines;i++)
+ {
+ l.a.x = lineguy[i].a.x;
+ l.a.y = lineguy[i].a.y;
+
+ if (scale)
+ {
+ l.a.x = FixedMul(scale, l.a.x);
+ l.a.y = FixedMul(scale, l.a.y);
+ }
+
+ if (angle)
+ AM_rotate(&l.a.x, &l.a.y, angle);
+
+ l.a.x += x;
+ l.a.y += y;
+
+ l.b.x = lineguy[i].b.x;
+ l.b.y = lineguy[i].b.y;
+
+ if (scale)
+ {
+ l.b.x = FixedMul(scale, l.b.x);
+ l.b.y = FixedMul(scale, l.b.y);
+ }
+
+ if (angle)
+ AM_rotate(&l.b.x, &l.b.y, angle);
+
+ l.b.x += x;
+ l.b.y += y;
+
+ AM_drawMline(&l, color);
+ }
+}
+
+void AM_drawPlayers(void)
+{
+ int i;
+ player_t* p;
+ static int their_colors[] = { GREENS, GRAYS, BROWNS, REDS };
+ int their_color = -1;
+ int color;
+
+ if (!netgame)
+ {
+ if (cheating)
+ AM_drawLineCharacter
+ (cheat_player_arrow, arrlen(cheat_player_arrow), 0,
+ plr->mo->angle, WHITE, plr->mo->x, plr->mo->y);
+ else
+ AM_drawLineCharacter
+ (player_arrow, arrlen(player_arrow), 0, plr->mo->angle,
+ WHITE, plr->mo->x, plr->mo->y);
+ return;
+ }
+
+ for (i=0;i<MAXPLAYERS;i++)
+ {
+ their_color++;
+ p = &players[i];
+
+ if ( (deathmatch && !singledemo) && p != plr)
+ continue;
+
+ if (!playeringame[i])
+ continue;
+
+ if (p->powers[pw_invisibility])
+ color = 246; // *close* to black
+ else
+ color = their_colors[their_color];
+
+ AM_drawLineCharacter
+ (player_arrow, arrlen(player_arrow), 0, p->mo->angle,
+ color, p->mo->x, p->mo->y);
+ }
+
+}
+
+void
+AM_drawThings
+( int colors,
+ int colorrange)
+{
+ int i;
+ mobj_t* t;
+
+ for (i=0;i<numsectors;i++)
+ {
+ t = sectors[i].thinglist;
+ while (t)
+ {
+ AM_drawLineCharacter
+ (thintriangle_guy, arrlen(thintriangle_guy),
+ 16<<FRACBITS, t->angle, colors+lightlev, t->x, t->y);
+ t = t->snext;
+ }
+ }
+}
+
+void AM_drawMarks(void)
+{
+ int i, fx, fy, w, h;
+
+ for (i=0;i<AM_NUMMARKPOINTS;i++)
+ {
+ if (markpoints[i].x != -1)
+ {
+ // w = SHORT(marknums[i]->width);
+ // h = SHORT(marknums[i]->height);
+ w = 5; // because something's wrong with the wad, i guess
+ h = 6; // because something's wrong with the wad, i guess
+ fx = CXMTOF(markpoints[i].x);
+ fy = CYMTOF(markpoints[i].y);
+ if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h)
+ V_DrawPatch(fx, fy, marknums[i]);
+ }
+ }
+
+}
+
+void AM_drawCrosshair(int color)
+{
+ fb[(f_w*(f_h+1))/2] = color; // single point for now
+
+}
+
+void AM_Drawer (void)
+{
+ if (!automapactive) return;
+
+ AM_clearFB(BACKGROUND);
+ if (grid)
+ AM_drawGrid(GRIDCOLORS);
+ AM_drawWalls();
+ AM_drawPlayers();
+ if (cheating==2)
+ AM_drawThings(THINGCOLORS, THINGRANGE);
+ AM_drawCrosshair(XHAIRCOLORS);
+
+ AM_drawMarks();
+
+ V_MarkRect(f_x, f_y, f_w, f_h);
+
+}
diff --git a/src/strife/am_map.h b/src/strife/am_map.h
new file mode 100644
index 00000000..af390d1b
--- /dev/null
+++ b/src/strife/am_map.h
@@ -0,0 +1,57 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// AutoMap module.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __AMMAP_H__
+#define __AMMAP_H__
+
+#include "d_event.h"
+#include "m_cheat.h"
+
+// Used by ST StatusBar stuff.
+#define AM_MSGHEADER (('a'<<24)+('m'<<16))
+#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
+#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
+
+
+// Called by main loop.
+boolean AM_Responder (event_t* ev);
+
+// Called by main loop.
+void AM_Ticker (void);
+
+// Called by main loop,
+// called instead of view drawer if automap active.
+void AM_Drawer (void);
+
+// Called to force the automap to quit
+// if the level is completed while it is up.
+void AM_Stop (void);
+
+
+extern cheatseq_t cheat_amap;
+
+
+#endif
diff --git a/src/strife/d_englsh.h b/src/strife/d_englsh.h
new file mode 100644
index 00000000..de8ff7f0
--- /dev/null
+++ b/src/strife/d_englsh.h
@@ -0,0 +1,701 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Printed strings for translation.
+// English language support (default).
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __D_ENGLSH__
+#define __D_ENGLSH__
+
+//
+// Printed strings for translation
+//
+
+//
+// D_Main.C
+//
+#define D_DEVSTR "Development mode ON.\n"
+#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n"
+
+//
+// M_Menu.C
+//
+#define PRESSKEY "press a key."
+#define PRESSYN "press y or n."
+#define QUITMSG "are you sure you want to\nquit this great game?"
+#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
+#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
+#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
+#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
+#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
+#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
+
+#define NEWGAME \
+"you can't start a new game\n"\
+"while in a network game.\n\n"PRESSKEY
+
+#define NIGHTMARE \
+"are you sure? this skill level\n"\
+"isn't even remotely fair.\n\n"PRESSYN
+
+#define SWSTRING \
+"this is the shareware version of doom.\n\n"\
+"you need to order the entire trilogy.\n\n"PRESSKEY
+
+#define MSGOFF "Messages OFF"
+#define MSGON "Messages ON"
+#define NETEND "you can't end a netgame!\n\n"PRESSKEY
+#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
+
+#define DOSY "(press y to quit to dos.)"
+
+#define DETAILHI "High detail"
+#define DETAILLO "Low detail"
+#define GAMMALVL0 "Gamma correction OFF"
+#define GAMMALVL1 "Gamma correction level 1"
+#define GAMMALVL2 "Gamma correction level 2"
+#define GAMMALVL3 "Gamma correction level 3"
+#define GAMMALVL4 "Gamma correction level 4"
+#define EMPTYSTRING "empty slot"
+
+//
+// P_inter.C
+//
+#define GOTARMOR "Picked up the armor."
+#define GOTMEGA "Picked up the MegaArmor!"
+#define GOTHTHBONUS "Picked up a health bonus."
+#define GOTARMBONUS "Picked up an armor bonus."
+#define GOTSTIM "Picked up a stimpack."
+#define GOTMEDINEED "Picked up a medikit that you REALLY need!"
+#define GOTMEDIKIT "Picked up a medikit."
+#define GOTSUPER "Supercharge!"
+
+#define GOTBLUECARD "Picked up a blue keycard."
+#define GOTYELWCARD "Picked up a yellow keycard."
+#define GOTREDCARD "Picked up a red keycard."
+#define GOTBLUESKUL "Picked up a blue skull key."
+#define GOTYELWSKUL "Picked up a yellow skull key."
+#define GOTREDSKULL "Picked up a red skull key."
+
+#define GOTINVUL "Invulnerability!"
+#define GOTBERSERK "Berserk!"
+#define GOTINVIS "Partial Invisibility"
+#define GOTSUIT "Radiation Shielding Suit"
+#define GOTMAP "Computer Area Map"
+#define GOTVISOR "Light Amplification Visor"
+#define GOTMSPHERE "MegaSphere!"
+
+#define GOTCLIP "Picked up a clip."
+#define GOTCLIPBOX "Picked up a box of bullets."
+#define GOTROCKET "Picked up a rocket."
+#define GOTROCKBOX "Picked up a box of rockets."
+#define GOTCELL "Picked up an energy cell."
+#define GOTCELLBOX "Picked up an energy cell pack."
+#define GOTSHELLS "Picked up 4 shotgun shells."
+#define GOTSHELLBOX "Picked up a box of shotgun shells."
+#define GOTBACKPACK "Picked up a backpack full of ammo!"
+
+#define GOTBFG9000 "You got the BFG9000! Oh, yes."
+#define GOTCHAINGUN "You got the chaingun!"
+#define GOTCHAINSAW "A chainsaw! Find some meat!"
+#define GOTLAUNCHER "You got the rocket launcher!"
+#define GOTPLASMA "You got the plasma gun!"
+#define GOTSHOTGUN "You got the shotgun!"
+#define GOTSHOTGUN2 "You got the super shotgun!"
+
+//
+// P_Doors.C
+//
+#define PD_BLUEO "You need a blue key to activate this object"
+#define PD_REDO "You need a red key to activate this object"
+#define PD_YELLOWO "You need a yellow key to activate this object"
+#define PD_BLUEK "You need a blue key to open this door"
+#define PD_REDK "You need a red key to open this door"
+#define PD_YELLOWK "You need a yellow key to open this door"
+
+//
+// G_game.C
+//
+#define GGSAVED "game saved."
+
+//
+// HU_stuff.C
+//
+#define HUSTR_MSGU "[Message unsent]"
+
+#define HUSTR_E1M1 "E1M1: Hangar"
+#define HUSTR_E1M2 "E1M2: Nuclear Plant"
+#define HUSTR_E1M3 "E1M3: Toxin Refinery"
+#define HUSTR_E1M4 "E1M4: Command Control"
+#define HUSTR_E1M5 "E1M5: Phobos Lab"
+#define HUSTR_E1M6 "E1M6: Central Processing"
+#define HUSTR_E1M7 "E1M7: Computer Station"
+#define HUSTR_E1M8 "E1M8: Phobos Anomaly"
+#define HUSTR_E1M9 "E1M9: Military Base"
+
+#define HUSTR_E2M1 "E2M1: Deimos Anomaly"
+#define HUSTR_E2M2 "E2M2: Containment Area"
+#define HUSTR_E2M3 "E2M3: Refinery"
+#define HUSTR_E2M4 "E2M4: Deimos Lab"
+#define HUSTR_E2M5 "E2M5: Command Center"
+#define HUSTR_E2M6 "E2M6: Halls of the Damned"
+#define HUSTR_E2M7 "E2M7: Spawning Vats"
+#define HUSTR_E2M8 "E2M8: Tower of Babel"
+#define HUSTR_E2M9 "E2M9: Fortress of Mystery"
+
+#define HUSTR_E3M1 "E3M1: Hell Keep"
+#define HUSTR_E3M2 "E3M2: Slough of Despair"
+#define HUSTR_E3M3 "E3M3: Pandemonium"
+#define HUSTR_E3M4 "E3M4: House of Pain"
+#define HUSTR_E3M5 "E3M5: Unholy Cathedral"
+#define HUSTR_E3M6 "E3M6: Mt. Erebus"
+#define HUSTR_E3M7 "E3M7: Limbo"
+#define HUSTR_E3M8 "E3M8: Dis"
+#define HUSTR_E3M9 "E3M9: Warrens"
+
+#define HUSTR_E4M1 "E4M1: Hell Beneath"
+#define HUSTR_E4M2 "E4M2: Perfect Hatred"
+#define HUSTR_E4M3 "E4M3: Sever The Wicked"
+#define HUSTR_E4M4 "E4M4: Unruly Evil"
+#define HUSTR_E4M5 "E4M5: They Will Repent"
+#define HUSTR_E4M6 "E4M6: Against Thee Wickedly"
+#define HUSTR_E4M7 "E4M7: And Hell Followed"
+#define HUSTR_E4M8 "E4M8: Unto The Cruel"
+#define HUSTR_E4M9 "E4M9: Fear"
+
+#define HUSTR_1 "level 1: entryway"
+#define HUSTR_2 "level 2: underhalls"
+#define HUSTR_3 "level 3: the gantlet"
+#define HUSTR_4 "level 4: the focus"
+#define HUSTR_5 "level 5: the waste tunnels"
+#define HUSTR_6 "level 6: the crusher"
+#define HUSTR_7 "level 7: dead simple"
+#define HUSTR_8 "level 8: tricks and traps"
+#define HUSTR_9 "level 9: the pit"
+#define HUSTR_10 "level 10: refueling base"
+#define HUSTR_11 "level 11: 'o' of destruction!"
+
+#define HUSTR_12 "level 12: the factory"
+#define HUSTR_13 "level 13: downtown"
+#define HUSTR_14 "level 14: the inmost dens"
+#define HUSTR_15 "level 15: industrial zone"
+#define HUSTR_16 "level 16: suburbs"
+#define HUSTR_17 "level 17: tenements"
+#define HUSTR_18 "level 18: the courtyard"
+#define HUSTR_19 "level 19: the citadel"
+#define HUSTR_20 "level 20: gotcha!"
+
+#define HUSTR_21 "level 21: nirvana"
+#define HUSTR_22 "level 22: the catacombs"
+#define HUSTR_23 "level 23: barrels o' fun"
+#define HUSTR_24 "level 24: the chasm"
+#define HUSTR_25 "level 25: bloodfalls"
+#define HUSTR_26 "level 26: the abandoned mines"
+#define HUSTR_27 "level 27: monster condo"
+#define HUSTR_28 "level 28: the spirit world"
+#define HUSTR_29 "level 29: the living end"
+#define HUSTR_30 "level 30: icon of sin"
+
+#define HUSTR_31 "level 31: wolfenstein"
+#define HUSTR_32 "level 32: grosse"
+
+#define PHUSTR_1 "level 1: congo"
+#define PHUSTR_2 "level 2: well of souls"
+#define PHUSTR_3 "level 3: aztec"
+#define PHUSTR_4 "level 4: caged"
+#define PHUSTR_5 "level 5: ghost town"
+#define PHUSTR_6 "level 6: baron's lair"
+#define PHUSTR_7 "level 7: caughtyard"
+#define PHUSTR_8 "level 8: realm"
+#define PHUSTR_9 "level 9: abattoire"
+#define PHUSTR_10 "level 10: onslaught"
+#define PHUSTR_11 "level 11: hunted"
+
+#define PHUSTR_12 "level 12: speed"
+#define PHUSTR_13 "level 13: the crypt"
+#define PHUSTR_14 "level 14: genesis"
+#define PHUSTR_15 "level 15: the twilight"
+#define PHUSTR_16 "level 16: the omen"
+#define PHUSTR_17 "level 17: compound"
+#define PHUSTR_18 "level 18: neurosphere"
+#define PHUSTR_19 "level 19: nme"
+#define PHUSTR_20 "level 20: the death domain"
+
+#define PHUSTR_21 "level 21: slayer"
+#define PHUSTR_22 "level 22: impossible mission"
+#define PHUSTR_23 "level 23: tombstone"
+#define PHUSTR_24 "level 24: the final frontier"
+#define PHUSTR_25 "level 25: the temple of darkness"
+#define PHUSTR_26 "level 26: bunker"
+#define PHUSTR_27 "level 27: anti-christ"
+#define PHUSTR_28 "level 28: the sewers"
+#define PHUSTR_29 "level 29: odyssey of noises"
+#define PHUSTR_30 "level 30: the gateway of hell"
+
+#define PHUSTR_31 "level 31: cyberden"
+#define PHUSTR_32 "level 32: go 2 it"
+
+#define THUSTR_1 "level 1: system control"
+#define THUSTR_2 "level 2: human bbq"
+#define THUSTR_3 "level 3: power control"
+#define THUSTR_4 "level 4: wormhole"
+#define THUSTR_5 "level 5: hanger"
+#define THUSTR_6 "level 6: open season"
+#define THUSTR_7 "level 7: prison"
+#define THUSTR_8 "level 8: metal"
+#define THUSTR_9 "level 9: stronghold"
+#define THUSTR_10 "level 10: redemption"
+#define THUSTR_11 "level 11: storage facility"
+
+#define THUSTR_12 "level 12: crater"
+#define THUSTR_13 "level 13: nukage processing"
+#define THUSTR_14 "level 14: steel works"
+#define THUSTR_15 "level 15: dead zone"
+#define THUSTR_16 "level 16: deepest reaches"
+#define THUSTR_17 "level 17: processing area"
+#define THUSTR_18 "level 18: mill"
+#define THUSTR_19 "level 19: shipping/respawning"
+#define THUSTR_20 "level 20: central processing"
+
+#define THUSTR_21 "level 21: administration center"
+#define THUSTR_22 "level 22: habitat"
+#define THUSTR_23 "level 23: lunar mining project"
+#define THUSTR_24 "level 24: quarry"
+#define THUSTR_25 "level 25: baron's den"
+#define THUSTR_26 "level 26: ballistyx"
+#define THUSTR_27 "level 27: mount pain"
+#define THUSTR_28 "level 28: heck"
+#define THUSTR_29 "level 29: river styx"
+#define THUSTR_30 "level 30: last call"
+
+#define THUSTR_31 "level 31: pharaoh"
+#define THUSTR_32 "level 32: caribbean"
+
+#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
+#define HUSTR_CHATMACRO2 "I'm OK."
+#define HUSTR_CHATMACRO3 "I'm not looking too good!"
+#define HUSTR_CHATMACRO4 "Help!"
+#define HUSTR_CHATMACRO5 "You suck!"
+#define HUSTR_CHATMACRO6 "Next time, scumbag..."
+#define HUSTR_CHATMACRO7 "Come here!"
+#define HUSTR_CHATMACRO8 "I'll take care of it."
+#define HUSTR_CHATMACRO9 "Yes"
+#define HUSTR_CHATMACRO0 "No"
+
+#define HUSTR_TALKTOSELF1 "You mumble to yourself"
+#define HUSTR_TALKTOSELF2 "Who's there?"
+#define HUSTR_TALKTOSELF3 "You scare yourself"
+#define HUSTR_TALKTOSELF4 "You start to rave"
+#define HUSTR_TALKTOSELF5 "You've lost it..."
+
+#define HUSTR_MESSAGESENT "[Message Sent]"
+
+// The following should NOT be changed unless it seems
+// just AWFULLY necessary
+
+#define HUSTR_PLRGREEN "Green: "
+#define HUSTR_PLRINDIGO "Indigo: "
+#define HUSTR_PLRBROWN "Brown: "
+#define HUSTR_PLRRED "Red: "
+
+#define HUSTR_KEYGREEN 'g'
+#define HUSTR_KEYINDIGO 'i'
+#define HUSTR_KEYBROWN 'b'
+#define HUSTR_KEYRED 'r'
+
+//
+// AM_map.C
+//
+
+#define AMSTR_FOLLOWON "Follow Mode ON"
+#define AMSTR_FOLLOWOFF "Follow Mode OFF"
+
+#define AMSTR_GRIDON "Grid ON"
+#define AMSTR_GRIDOFF "Grid OFF"
+
+#define AMSTR_MARKEDSPOT "Marked Spot"
+#define AMSTR_MARKSCLEARED "All Marks Cleared"
+
+//
+// ST_stuff.C
+//
+
+#define STSTR_MUS "Music Change"
+#define STSTR_NOMUS "IMPOSSIBLE SELECTION"
+#define STSTR_DQDON "Degreelessness Mode On"
+#define STSTR_DQDOFF "Degreelessness Mode Off"
+
+#define STSTR_KFAADDED "Very Happy Ammo Added"
+#define STSTR_FAADDED "Ammo (no keys) Added"
+
+#define STSTR_NCON "No Clipping Mode ON"
+#define STSTR_NCOFF "No Clipping Mode OFF"
+
+#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
+#define STSTR_BEHOLDX "Power-up Toggled"
+
+#define STSTR_CHOPPERS "... doesn't suck - GM"
+#define STSTR_CLEV "Changing Level..."
+
+//
+// F_Finale.C
+//
+#define E1TEXT \
+"Once you beat the big badasses and\n"\
+"clean out the moon base you're supposed\n"\
+"to win, aren't you? Aren't you? Where's\n"\
+"your fat reward and ticket home? What\n"\
+"the hell is this? It's not supposed to\n"\
+"end this way!\n"\
+"\n" \
+"It stinks like rotten meat, but looks\n"\
+"like the lost Deimos base. Looks like\n"\
+"you're stuck on The Shores of Hell.\n"\
+"The only way out is through.\n"\
+"\n"\
+"To continue the DOOM experience, play\n"\
+"The Shores of Hell and its amazing\n"\
+"sequel, Inferno!\n"
+
+
+#define E2TEXT \
+"You've done it! The hideous cyber-\n"\
+"demon lord that ruled the lost Deimos\n"\
+"moon base has been slain and you\n"\
+"are triumphant! But ... where are\n"\
+"you? You clamber to the edge of the\n"\
+"moon and look down to see the awful\n"\
+"truth.\n" \
+"\n"\
+"Deimos floats above Hell itself!\n"\
+"You've never heard of anyone escaping\n"\
+"from Hell, but you'll make the bastards\n"\
+"sorry they ever heard of you! Quickly,\n"\
+"you rappel down to the surface of\n"\
+"Hell.\n"\
+"\n" \
+"Now, it's on to the final chapter of\n"\
+"DOOM! -- Inferno."
+
+
+#define E3TEXT \
+"The loathsome spiderdemon that\n"\
+"masterminded the invasion of the moon\n"\
+"bases and caused so much death has had\n"\
+"its ass kicked for all time.\n"\
+"\n"\
+"A hidden doorway opens and you enter.\n"\
+"You've proven too tough for Hell to\n"\
+"contain, and now Hell at last plays\n"\
+"fair -- for you emerge from the door\n"\
+"to see the green fields of Earth!\n"\
+"Home at last.\n" \
+"\n"\
+"You wonder what's been happening on\n"\
+"Earth while you were battling evil\n"\
+"unleashed. It's good that no Hell-\n"\
+"spawn could have come through that\n"\
+"door with you ..."
+
+
+#define E4TEXT \
+"the spider mastermind must have sent forth\n"\
+"its legions of hellspawn before your\n"\
+"final confrontation with that terrible\n"\
+"beast from hell. but you stepped forward\n"\
+"and brought forth eternal damnation and\n"\
+"suffering upon the horde as a true hero\n"\
+"would in the face of something so evil.\n"\
+"\n"\
+"besides, someone was gonna pay for what\n"\
+"happened to daisy, your pet rabbit.\n"\
+"\n"\
+"but now, you see spread before you more\n"\
+"potential pain and gibbitude as a nation\n"\
+"of demons run amok among our cities.\n"\
+"\n"\
+"next stop, hell on earth!"
+
+
+// after level 6, put this:
+
+#define C1TEXT \
+"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \
+"STARPORT. BUT SOMETHING IS WRONG. THE\n" \
+"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \
+"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \
+"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \
+"\n"\
+"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \
+"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \
+"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \
+"OF THE STARBASE AND FIND THE CONTROLLING\n" \
+"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \
+"HOSTAGE."
+
+// After level 11, put this:
+
+#define C2TEXT \
+"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \
+"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\
+"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\
+"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\
+"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\
+"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\
+"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\
+"THAT YOU HAVE SAVED YOUR SPECIES.\n"\
+"\n"\
+"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\
+"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\
+"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\
+"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\
+"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\
+"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\
+"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\
+"UP AND RETURN TO THE FRAY."
+
+
+// After level 20, put this:
+
+#define C3TEXT \
+"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\
+"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\
+"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\
+"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\
+"TEETH AND PLUNGE THROUGH IT.\n"\
+"\n"\
+"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\
+"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\
+"GOT TO GO THROUGH HELL TO GET TO IT?"
+
+
+// After level 29, put this:
+
+#define C4TEXT \
+"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\
+"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\
+"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\
+"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\
+"UP AND DIES, ITS THRASHING LIMBS\n"\
+"DEVASTATING UNTOLD MILES OF HELL'S\n"\
+"SURFACE.\n"\
+"\n"\
+"YOU'VE DONE IT. THE INVASION IS OVER.\n"\
+"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\
+"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\
+"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\
+"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\
+"HOME. REBUILDING EARTH OUGHT TO BE A\n"\
+"LOT MORE FUN THAN RUINING IT WAS.\n"
+
+
+
+// Before level 31, put this:
+
+#define C5TEXT \
+"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\
+"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\
+"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\
+"WHO THE INMATES OF THIS CORNER OF HELL\n"\
+"WILL BE."
+
+
+// Before level 32, put this:
+
+#define C6TEXT \
+"CONGRATULATIONS, YOU'VE FOUND THE\n"\
+"SUPER SECRET LEVEL! YOU'D BETTER\n"\
+"BLAZE THROUGH THIS ONE!\n"
+
+
+// after map 06
+
+#define P1TEXT \
+"You gloat over the steaming carcass of the\n"\
+"Guardian. With its death, you've wrested\n"\
+"the Accelerator from the stinking claws\n"\
+"of Hell. You relax and glance around the\n"\
+"room. Damn! There was supposed to be at\n"\
+"least one working prototype, but you can't\n"\
+"see it. The demons must have taken it.\n"\
+"\n"\
+"You must find the prototype, or all your\n"\
+"struggles will have been wasted. Keep\n"\
+"moving, keep fighting, keep killing.\n"\
+"Oh yes, keep living, too."
+
+
+// after map 11
+
+#define P2TEXT \
+"Even the deadly Arch-Vile labyrinth could\n"\
+"not stop you, and you've gotten to the\n"\
+"prototype Accelerator which is soon\n"\
+"efficiently and permanently deactivated.\n"\
+"\n"\
+"You're good at that kind of thing."
+
+
+// after map 20
+
+#define P3TEXT \
+"You've bashed and battered your way into\n"\
+"the heart of the devil-hive. Time for a\n"\
+"Search-and-Destroy mission, aimed at the\n"\
+"Gatekeeper, whose foul offspring is\n"\
+"cascading to Earth. Yeah, he's bad. But\n"\
+"you know who's worse!\n"\
+"\n"\
+"Grinning evilly, you check your gear, and\n"\
+"get ready to give the bastard a little Hell\n"\
+"of your own making!"
+
+// after map 30
+
+#define P4TEXT \
+"The Gatekeeper's evil face is splattered\n"\
+"all over the place. As its tattered corpse\n"\
+"collapses, an inverted Gate forms and\n"\
+"sucks down the shards of the last\n"\
+"prototype Accelerator, not to mention the\n"\
+"few remaining demons. You're done. Hell\n"\
+"has gone back to pounding bad dead folks \n"\
+"instead of good live ones. Remember to\n"\
+"tell your grandkids to put a rocket\n"\
+"launcher in your coffin. If you go to Hell\n"\
+"when you die, you'll need it for some\n"\
+"final cleaning-up ..."
+
+// before map 31
+
+#define P5TEXT \
+"You've found the second-hardest level we\n"\
+"got. Hope you have a saved game a level or\n"\
+"two previous. If not, be prepared to die\n"\
+"aplenty. For master marines only."
+
+// before map 32
+
+#define P6TEXT \
+"Betcha wondered just what WAS the hardest\n"\
+"level we had ready for ya? Now you know.\n"\
+"No one gets out alive."
+
+
+#define T1TEXT \
+"You've fought your way out of the infested\n"\
+"experimental labs. It seems that UAC has\n"\
+"once again gulped it down. With their\n"\
+"high turnover, it must be hard for poor\n"\
+"old UAC to buy corporate health insurance\n"\
+"nowadays..\n"\
+"\n"\
+"Ahead lies the military complex, now\n"\
+"swarming with diseased horrors hot to get\n"\
+"their teeth into you. With luck, the\n"\
+"complex still has some warlike ordnance\n"\
+"laying around."
+
+
+#define T2TEXT \
+"You hear the grinding of heavy machinery\n"\
+"ahead. You sure hope they're not stamping\n"\
+"out new hellspawn, but you're ready to\n"\
+"ream out a whole herd if you have to.\n"\
+"They might be planning a blood feast, but\n"\
+"you feel about as mean as two thousand\n"\
+"maniacs packed into one mad killer.\n"\
+"\n"\
+"You don't plan to go down easy."
+
+
+#define T3TEXT \
+"The vista opening ahead looks real damn\n"\
+"familiar. Smells familiar, too -- like\n"\
+"fried excrement. You didn't like this\n"\
+"place before, and you sure as hell ain't\n"\
+"planning to like it now. The more you\n"\
+"brood on it, the madder you get.\n"\
+"Hefting your gun, an evil grin trickles\n"\
+"onto your face. Time to take some names."
+
+#define T4TEXT \
+"Suddenly, all is silent, from one horizon\n"\
+"to the other. The agonizing echo of Hell\n"\
+"fades away, the nightmare sky turns to\n"\
+"blue, the heaps of monster corpses start \n"\
+"to evaporate along with the evil stench \n"\
+"that filled the air. Jeeze, maybe you've\n"\
+"done it. Have you really won?\n"\
+"\n"\
+"Something rumbles in the distance.\n"\
+"A blue light begins to glow inside the\n"\
+"ruined skull of the demon-spitter."
+
+
+#define T5TEXT \
+"What now? Looks totally different. Kind\n"\
+"of like King Tut's condo. Well,\n"\
+"whatever's here can't be any worse\n"\
+"than usual. Can it? Or maybe it's best\n"\
+"to let sleeping gods lie.."
+
+
+#define T6TEXT \
+"Time for a vacation. You've burst the\n"\
+"bowels of hell and by golly you're ready\n"\
+"for a break. You mutter to yourself,\n"\
+"Maybe someone else can kick Hell's ass\n"\
+"next time around. Ahead lies a quiet town,\n"\
+"with peaceful flowing water, quaint\n"\
+"buildings, and presumably no Hellspawn.\n"\
+"\n"\
+"As you step off the transport, you hear\n"\
+"the stomp of a cyberdemon's iron shoe."
+
+
+
+//
+// Character cast strings F_FINALE.C
+//
+#define CC_ZOMBIE "ZOMBIEMAN"
+#define CC_SHOTGUN "SHOTGUN GUY"
+#define CC_HEAVY "HEAVY WEAPON DUDE"
+#define CC_IMP "IMP"
+#define CC_DEMON "DEMON"
+#define CC_LOST "LOST SOUL"
+#define CC_CACO "CACODEMON"
+#define CC_HELL "HELL KNIGHT"
+#define CC_BARON "BARON OF HELL"
+#define CC_ARACH "ARACHNOTRON"
+#define CC_PAIN "PAIN ELEMENTAL"
+#define CC_REVEN "REVENANT"
+#define CC_MANCU "MANCUBUS"
+#define CC_ARCH "ARCH-VILE"
+#define CC_SPIDER "THE SPIDER MASTERMIND"
+#define CC_CYBER "THE CYBERDEMON"
+#define CC_HERO "OUR HERO"
+
+
+#endif
diff --git a/src/strife/d_items.c b/src/strife/d_items.c
new file mode 100644
index 00000000..8f12be9f
--- /dev/null
+++ b/src/strife/d_items.c
@@ -0,0 +1,136 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+//
+//-----------------------------------------------------------------------------
+
+
+// We are referring to sprite numbers.
+#include "info.h"
+
+#include "d_items.h"
+
+
+//
+// PSPRITE ACTIONS for waepons.
+// This struct controls the weapon animations.
+//
+// Each entry is:
+// ammo/amunition type
+// upstate
+// downstate
+// readystate
+// atkstate, i.e. attack/fire/hit frame
+// flashstate, muzzle flash
+//
+weaponinfo_t weaponinfo[NUMWEAPONS] =
+{
+ {
+ // fist
+ am_noammo,
+ S_PUNCHUP,
+ S_PUNCHDOWN,
+ S_PUNCH,
+ S_PUNCH1,
+ S_NULL
+ },
+ {
+ // pistol
+ am_clip,
+ S_PISTOLUP,
+ S_PISTOLDOWN,
+ S_PISTOL,
+ S_PISTOL1,
+ S_PISTOLFLASH
+ },
+ {
+ // shotgun
+ am_shell,
+ S_SGUNUP,
+ S_SGUNDOWN,
+ S_SGUN,
+ S_SGUN1,
+ S_SGUNFLASH1
+ },
+ {
+ // chaingun
+ am_clip,
+ S_CHAINUP,
+ S_CHAINDOWN,
+ S_CHAIN,
+ S_CHAIN1,
+ S_CHAINFLASH1
+ },
+ {
+ // missile launcher
+ am_misl,
+ S_MISSILEUP,
+ S_MISSILEDOWN,
+ S_MISSILE,
+ S_MISSILE1,
+ S_MISSILEFLASH1
+ },
+ {
+ // plasma rifle
+ am_cell,
+ S_PLASMAUP,
+ S_PLASMADOWN,
+ S_PLASMA,
+ S_PLASMA1,
+ S_PLASMAFLASH1
+ },
+ {
+ // bfg 9000
+ am_cell,
+ S_BFGUP,
+ S_BFGDOWN,
+ S_BFG,
+ S_BFG1,
+ S_BFGFLASH1
+ },
+ {
+ // chainsaw
+ am_noammo,
+ S_SAWUP,
+ S_SAWDOWN,
+ S_SAW,
+ S_SAW1,
+ S_NULL
+ },
+ {
+ // super shotgun
+ am_shell,
+ S_DSGUNUP,
+ S_DSGUNDOWN,
+ S_DSGUN,
+ S_DSGUN1,
+ S_DSGUNFLASH1
+ },
+};
+
+
+
+
+
+
+
+
diff --git a/src/strife/d_items.h b/src/strife/d_items.h
new file mode 100644
index 00000000..ffc34582
--- /dev/null
+++ b/src/strife/d_items.h
@@ -0,0 +1,49 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Items: key cards, artifacts, weapon, ammunition.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_ITEMS__
+#define __D_ITEMS__
+
+#include "doomdef.h"
+
+
+
+// Weapon info: sprite frames, ammunition use.
+typedef struct
+{
+ ammotype_t ammo;
+ int upstate;
+ int downstate;
+ int readystate;
+ int atkstate;
+ int flashstate;
+
+} weaponinfo_t;
+
+extern weaponinfo_t weaponinfo[NUMWEAPONS];
+
+#endif
diff --git a/src/strife/d_main.c b/src/strife/d_main.c
new file mode 100644
index 00000000..4e7812cc
--- /dev/null
+++ b/src/strife/d_main.c
@@ -0,0 +1,1776 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
+// plus functions to determine game mode (shareware, registered),
+// parse command line parameters, configure game parameters (turbo),
+// and call the startup functions.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <ctype.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "config.h"
+#include "deh_main.h"
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "dstrings.h"
+#include "doomfeatures.h"
+#include "sounds.h"
+
+#include "d_iwad.h"
+
+#include "z_zone.h"
+#include "w_wad.h"
+#include "w_merge.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+#include "f_finale.h"
+#include "f_wipe.h"
+
+#include "m_argv.h"
+#include "m_config.h"
+#include "m_controls.h"
+#include "m_misc.h"
+#include "m_menu.h"
+#include "p_saveg.h"
+
+#include "i_endoom.h"
+#include "i_joystick.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "i_video.h"
+
+#include "g_game.h"
+
+#include "hu_stuff.h"
+#include "wi_stuff.h"
+#include "st_stuff.h"
+#include "am_map.h"
+#include "net_client.h"
+#include "net_dedicated.h"
+#include "net_query.h"
+
+#include "p_setup.h"
+#include "r_local.h"
+
+
+#include "d_main.h"
+
+//
+// D-DoomLoop()
+// Not a globally visible function,
+// just included for source reference,
+// called by D_DoomMain, never exits.
+// Manages timing and IO,
+// calls all ?_Responder, ?_Ticker, and ?_Drawer,
+// calls I_GetTime, I_StartFrame, and I_StartTic
+//
+void D_DoomLoop (void);
+
+// Location where savegames are stored
+
+char * savegamedir;
+
+// location of IWAD and WAD files
+
+char * iwadfile;
+
+
+boolean devparm; // started game with -devparm
+boolean nomonsters; // checkparm of -nomonsters
+boolean respawnparm; // checkparm of -respawn
+boolean fastparm; // checkparm of -fast
+
+boolean singletics = false; // debug flag to cancel adaptiveness
+
+
+//extern int soundVolume;
+//extern int sfxVolume;
+//extern int musicVolume;
+
+extern boolean inhelpscreens;
+
+skill_t startskill;
+int startepisode;
+int startmap;
+boolean autostart;
+int startloadgame;
+
+FILE* debugfile;
+
+boolean advancedemo;
+
+// Store demo, do not accept any inputs
+
+boolean storedemo;
+
+
+char wadfile[1024]; // primary wad file
+char mapdir[1024]; // directory of development maps
+
+int show_endoom = 1;
+
+
+void D_CheckNetGame (void);
+void D_ProcessEvents (void);
+void G_BuildTiccmd (ticcmd_t* cmd);
+void D_DoAdvanceDemo (void);
+
+
+//
+// D_ProcessEvents
+// Send all the events of the given timestamp down the responder chain
+//
+void D_ProcessEvents (void)
+{
+ event_t* ev;
+
+ // IF STORE DEMO, DO NOT ACCEPT INPUT
+ if (storedemo)
+ return;
+
+ while ((ev = D_PopEvent()) != NULL)
+ {
+ if (M_Responder (ev))
+ continue; // menu ate the event
+ G_Responder (ev);
+ }
+}
+
+
+
+
+//
+// D_Display
+// draw current display, possibly wiping it from the previous
+//
+
+// wipegamestate can be set to -1 to force a wipe on the next draw
+gamestate_t wipegamestate = GS_DEMOSCREEN;
+extern boolean setsizeneeded;
+extern int showMessages;
+void R_ExecuteSetViewSize (void);
+
+void D_Display (void)
+{
+ static boolean viewactivestate = false;
+ static boolean menuactivestate = false;
+ static boolean inhelpscreensstate = false;
+ static boolean fullscreen = false;
+ static gamestate_t oldgamestate = -1;
+ static int borderdrawcount;
+ int nowtime;
+ int tics;
+ int wipestart;
+ int y;
+ boolean done;
+ boolean wipe;
+ boolean redrawsbar;
+
+ if (nodrawers)
+ return; // for comparative timing / profiling
+
+ redrawsbar = false;
+
+ // change the view size if needed
+ if (setsizeneeded)
+ {
+ R_ExecuteSetViewSize ();
+ oldgamestate = -1; // force background redraw
+ borderdrawcount = 3;
+ }
+
+ // save the current screen if about to wipe
+ if (gamestate != wipegamestate)
+ {
+ wipe = true;
+ wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
+ }
+ else
+ wipe = false;
+
+ if (gamestate == GS_LEVEL && gametic)
+ HU_Erase();
+
+ // do buffered drawing
+ switch (gamestate)
+ {
+ case GS_LEVEL:
+ if (!gametic)
+ break;
+ if (automapactive)
+ AM_Drawer ();
+ if (wipe || (viewheight != 200 && fullscreen) )
+ redrawsbar = true;
+ if (inhelpscreensstate && !inhelpscreens)
+ redrawsbar = true; // just put away the help screen
+ ST_Drawer (viewheight == 200, redrawsbar );
+ fullscreen = viewheight == 200;
+ break;
+
+ case GS_INTERMISSION:
+ WI_Drawer ();
+ break;
+
+ case GS_FINALE:
+ F_Drawer ();
+ break;
+
+ case GS_DEMOSCREEN:
+ D_PageDrawer ();
+ break;
+ }
+
+ // draw buffered stuff to screen
+ I_UpdateNoBlit ();
+
+ // draw the view directly
+ if (gamestate == GS_LEVEL && !automapactive && gametic)
+ R_RenderPlayerView (&players[displayplayer]);
+
+ if (gamestate == GS_LEVEL && gametic)
+ HU_Drawer ();
+
+ // clean up border stuff
+ if (gamestate != oldgamestate && gamestate != GS_LEVEL)
+ I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE));
+
+ // see if the border needs to be initially drawn
+ if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL)
+ {
+ viewactivestate = false; // view was not active
+ R_FillBackScreen (); // draw the pattern into the back screen
+ }
+
+ // see if the border needs to be updated to the screen
+ if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320)
+ {
+ if (menuactive || menuactivestate || !viewactivestate)
+ borderdrawcount = 3;
+ if (borderdrawcount)
+ {
+ R_DrawViewBorder (); // erase old menu stuff
+ borderdrawcount--;
+ }
+
+ }
+
+ if (testcontrols)
+ {
+ // Box showing current mouse speed
+
+ G_DrawMouseSpeedBox();
+ }
+
+ menuactivestate = menuactive;
+ viewactivestate = viewactive;
+ inhelpscreensstate = inhelpscreens;
+ oldgamestate = wipegamestate = gamestate;
+
+ // draw pause pic
+ if (paused)
+ {
+ if (automapactive)
+ y = 4;
+ else
+ y = viewwindowy+4;
+ V_DrawPatchDirect(viewwindowx + (scaledviewwidth - 68) / 2, y,
+ W_CacheLumpName (DEH_String("M_PAUSE"), PU_CACHE));
+ }
+
+
+ // menus go directly to the screen
+ M_Drawer (); // menu is drawn even on top of everything
+ NetUpdate (); // send out any new accumulation
+
+
+ // normal update
+ if (!wipe)
+ {
+ I_FinishUpdate (); // page flip or blit buffer
+ return;
+ }
+
+ // wipe update
+ wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
+
+ wipestart = I_GetTime () - 1;
+
+ do
+ {
+ do
+ {
+ nowtime = I_GetTime ();
+ tics = nowtime - wipestart;
+ I_Sleep(1);
+ } while (tics <= 0);
+
+ wipestart = nowtime;
+ done = wipe_ScreenWipe(wipe_Melt
+ , 0, 0, SCREENWIDTH, SCREENHEIGHT, tics);
+ I_UpdateNoBlit ();
+ M_Drawer (); // menu is drawn even on top of wipes
+ I_FinishUpdate (); // page flip or blit buffer
+ } while (!done);
+}
+
+//
+// Add configuration file variable bindings.
+//
+
+void D_BindVariables(void)
+{
+ int i;
+
+ M_ApplyPlatformDefaults();
+
+ I_BindVideoVariables();
+ I_BindJoystickVariables();
+ I_BindSoundVariables();
+
+ M_BindBaseControls();
+ M_BindWeaponControls();
+ M_BindMapControls();
+ M_BindMenuControls();
+
+#ifdef FEATURE_MULTIPLAYER
+ NET_BindVariables();
+#endif
+
+ M_BindVariable("mouse_sensitivity", &mouseSensitivity);
+ M_BindVariable("sfx_volume", &sfxVolume);
+ M_BindVariable("music_volume", &musicVolume);
+ M_BindVariable("show_messages", &showMessages);
+ M_BindVariable("screenblocks", &screenblocks);
+ M_BindVariable("detaillevel", &detailLevel);
+ M_BindVariable("snd_channels", &snd_channels);
+ M_BindVariable("vanilla_savegame_limit", &vanilla_savegame_limit);
+ M_BindVariable("vanilla_demo_limit", &vanilla_demo_limit);
+ M_BindVariable("show_endoom", &show_endoom);
+
+ // Multiplayer chat macros
+
+ for (i=0; i<10; ++i)
+ {
+ char buf[12];
+
+ sprintf(buf, "chatmacro%i", i);
+ M_BindVariable(buf, &chat_macros[i]);
+ }
+}
+
+//
+// D_GrabMouseCallback
+//
+// Called to determine whether to grab the mouse pointer
+//
+
+boolean D_GrabMouseCallback(void)
+{
+ // Drone players don't need mouse focus
+
+ if (drone)
+ return false;
+
+ // when menu is active or game is paused, release the mouse
+
+ if (menuactive || paused)
+ return false;
+
+ // only grab mouse when playing levels (but not demos)
+
+ return (gamestate == GS_LEVEL) && !demoplayback;
+}
+
+//
+// D_DoomLoop
+//
+extern boolean demorecording;
+
+void D_DoomLoop (void)
+{
+ if (demorecording)
+ G_BeginRecording ();
+
+ if (M_CheckParm ("-debugfile"))
+ {
+ char filename[20];
+ sprintf (filename,"debug%i.txt",consoleplayer);
+ printf ("debug output to: %s\n",filename);
+ debugfile = fopen (filename,"w");
+ }
+
+ TryRunTics();
+
+ I_SetWindowTitle(gamedescription);
+ I_InitGraphics();
+ I_EnableLoadingDisk();
+ I_SetGrabMouseCallback(D_GrabMouseCallback);
+
+ V_RestoreBuffer();
+ R_ExecuteSetViewSize();
+
+ D_StartGameLoop();
+
+ if (testcontrols)
+ {
+ wipegamestate = gamestate;
+ }
+
+ while (1)
+ {
+ // frame syncronous IO operations
+ I_StartFrame ();
+
+ // process one or more tics
+ if (singletics)
+ {
+ I_StartTic ();
+ D_ProcessEvents ();
+ G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
+ if (advancedemo)
+ D_DoAdvanceDemo ();
+ M_Ticker ();
+ G_Ticker ();
+ gametic++;
+ maketic++;
+ }
+ else
+ {
+ TryRunTics (); // will run at least one tic
+ }
+
+ S_UpdateSounds (players[consoleplayer].mo);// move positional sounds
+
+ // Update display, next frame, with current state.
+ if (screenvisible)
+ D_Display ();
+ }
+}
+
+
+
+//
+// DEMO LOOP
+//
+int demosequence;
+int pagetic;
+char *pagename;
+
+
+//
+// D_PageTicker
+// Handles timing for warped projection
+//
+void D_PageTicker (void)
+{
+ if (--pagetic < 0)
+ D_AdvanceDemo ();
+}
+
+
+
+//
+// D_PageDrawer
+//
+void D_PageDrawer (void)
+{
+ V_DrawPatch (0, 0, W_CacheLumpName(pagename, PU_CACHE));
+}
+
+
+//
+// D_AdvanceDemo
+// Called after each demo or intro demosequence finishes
+//
+void D_AdvanceDemo (void)
+{
+ advancedemo = true;
+}
+
+
+//
+// This cycles through the demo sequences.
+// FIXME - version dependend demo numbers?
+//
+void D_DoAdvanceDemo (void)
+{
+ players[consoleplayer].playerstate = PST_LIVE; // not reborn
+ advancedemo = false;
+ usergame = false; // no save / end game here
+ paused = false;
+ gameaction = ga_nothing;
+
+ if (gamemode == retail && gameversion != exe_chex)
+ demosequence = (demosequence+1)%7;
+ else
+ demosequence = (demosequence+1)%6;
+
+ switch (demosequence)
+ {
+ case 0:
+ if ( gamemode == commercial )
+ pagetic = TICRATE * 11;
+ else
+ pagetic = 170;
+ gamestate = GS_DEMOSCREEN;
+ pagename = DEH_String("TITLEPIC");
+ if ( gamemode == commercial )
+ S_StartMusic(mus_dm2ttl);
+ else
+ S_StartMusic (mus_intro);
+ break;
+ case 1:
+ G_DeferedPlayDemo(DEH_String("demo1"));
+ break;
+ case 2:
+ pagetic = 200;
+ gamestate = GS_DEMOSCREEN;
+ pagename = DEH_String("CREDIT");
+ break;
+ case 3:
+ G_DeferedPlayDemo(DEH_String("demo2"));
+ break;
+ case 4:
+ gamestate = GS_DEMOSCREEN;
+ if ( gamemode == commercial)
+ {
+ pagetic = TICRATE * 11;
+ pagename = DEH_String("TITLEPIC");
+ S_StartMusic(mus_dm2ttl);
+ }
+ else
+ {
+ pagetic = 200;
+
+ if ( gamemode == retail )
+ pagename = DEH_String("CREDIT");
+ else
+ pagename = DEH_String("HELP2");
+ }
+ break;
+ case 5:
+ G_DeferedPlayDemo(DEH_String("demo3"));
+ break;
+ // THE DEFINITIVE DOOM Special Edition demo
+ case 6:
+ G_DeferedPlayDemo(DEH_String("demo4"));
+ break;
+ }
+}
+
+
+
+//
+// D_StartTitle
+//
+void D_StartTitle (void)
+{
+ gameaction = ga_nothing;
+ demosequence = -1;
+ D_AdvanceDemo ();
+}
+
+// Strings for dehacked replacements of the startup banner
+//
+// These are from the original source: some of them are perhaps
+// not used in any dehacked patches
+
+static char *banners[] =
+{
+ // doom1.wad
+ " "
+ "DOOM Shareware Startup v%i.%i"
+ " ",
+ // doom.wad
+ " "
+ "DOOM Registered Startup v%i.%i"
+ " ",
+ // Registered DOOM uses this
+ " "
+ "DOOM System Startup v%i.%i"
+ " ",
+ // doom.wad (Ultimate DOOM)
+ " "
+ "The Ultimate DOOM Startup v%i.%i"
+ " ",
+ // doom2.wad
+ " "
+ "DOOM 2: Hell on Earth v%i.%i"
+ " ",
+ // tnt.wad
+ " "
+ "DOOM 2: TNT - Evilution v%i.%i"
+ " ",
+ // plutonia.wad
+ " "
+ "DOOM 2: Plutonia Experiment v%i.%i"
+ " ",
+};
+
+//
+// Get game name: if the startup banner has been replaced, use that.
+// Otherwise, use the name given
+//
+
+static char *GetGameName(char *gamename)
+{
+ size_t i;
+ char *deh_sub;
+
+ for (i=0; i<arrlen(banners); ++i)
+ {
+ // Has the banner been replaced?
+
+ deh_sub = DEH_String(banners[i]);
+
+ if (deh_sub != banners[i])
+ {
+ // Has been replaced
+ // We need to expand via printf to include the Doom version
+ // number
+ // We also need to cut off spaces to get the basic name
+
+ gamename = Z_Malloc(strlen(deh_sub) + 10, PU_STATIC, 0);
+ sprintf(gamename, deh_sub, DOOM_VERSION / 100, DOOM_VERSION % 100);
+
+ while (gamename[0] != '\0' && isspace(gamename[0]))
+ strcpy(gamename, gamename+1);
+
+ while (gamename[0] != '\0' && isspace(gamename[strlen(gamename)-1]))
+ gamename[strlen(gamename) - 1] = '\0';
+
+ return gamename;
+ }
+ }
+
+ return gamename;
+}
+
+//
+// Find out what version of Doom is playing.
+//
+
+void D_IdentifyVersion(void)
+{
+ // gamemission is set up by the D_FindIWAD function. But if
+ // we specify '-iwad', we have to identify using
+ // IdentifyIWADByName. However, if the iwad does not match
+ // any known IWAD name, we may have a dilemma. Try to
+ // identify by its contents.
+
+ if (gamemission == none)
+ {
+ unsigned int i;
+
+ for (i=0; i<numlumps; ++i)
+ {
+ if (!strncasecmp(lumpinfo[i].name, "MAP01", 8))
+ {
+ gamemission = doom2;
+ break;
+ }
+ else if (!strncasecmp(lumpinfo[i].name, "E1M1", 8))
+ {
+ gamemission = doom;
+ break;
+ }
+ }
+
+ if (gamemission == none)
+ {
+ // Still no idea. I don't think this is going to work.
+
+ I_Error("Unknown or invalid IWAD file.");
+ }
+ }
+
+ // Make sure gamemode is set up correctly
+
+ if (gamemission == doom)
+ {
+ // Doom 1. But which version?
+
+ if (W_CheckNumForName("E4M1") > 0)
+ {
+ // Ultimate Doom
+
+ gamemode = retail;
+ }
+ else if (W_CheckNumForName("E3M1") > 0)
+ {
+ gamemode = registered;
+ }
+ else
+ {
+ gamemode = shareware;
+ }
+ }
+ else
+ {
+ // Doom 2 of some kind.
+
+ gamemode = commercial;
+ }
+}
+
+// Set the gamedescription string
+
+void D_SetGameDescription(void)
+{
+ gamedescription = "Unknown";
+
+ if (gamemission == doom)
+ {
+ // Doom 1. But which version?
+
+ if (gamemode == retail)
+ {
+ // Ultimate Doom
+
+ gamedescription = GetGameName("The Ultimate DOOM");
+ }
+ else if (gamemode == registered)
+ {
+ gamedescription = GetGameName("DOOM Registered");
+ }
+ else if (gamemode == shareware)
+ {
+ gamedescription = GetGameName("DOOM Shareware");
+ }
+ }
+ else
+ {
+ // Doom 2 of some kind. But which mission?
+
+ if (gamemission == doom2)
+ gamedescription = GetGameName("DOOM 2: Hell on Earth");
+ else if (gamemission == pack_plut)
+ gamedescription = GetGameName("DOOM 2: Plutonia Experiment");
+ else if (gamemission == pack_tnt)
+ gamedescription = GetGameName("DOOM 2: TNT - Evilution");
+ }
+}
+
+static void SetSaveGameDir(char *iwad_filename)
+{
+ char *sep;
+ char *basefile;
+
+ // Extract the base filename
+
+ sep = strrchr(iwad_filename, DIR_SEPARATOR);
+
+ if (sep == NULL)
+ {
+ basefile = iwad_filename;
+ }
+ else
+ {
+ basefile = sep + 1;
+ }
+
+ // ~/.chocolate-doom/savegames/
+
+ savegamedir = Z_Malloc(strlen(configdir) + 30, PU_STATIC, 0);
+ sprintf(savegamedir, "%ssavegames%c", configdir,
+ DIR_SEPARATOR);
+
+ M_MakeDirectory(savegamedir);
+
+ // eg. ~/.chocolate-doom/savegames/doom2.wad/
+
+ sprintf(savegamedir + strlen(savegamedir), "%s%c",
+ basefile, DIR_SEPARATOR);
+
+ M_MakeDirectory(savegamedir);
+}
+
+// Check if the IWAD file is the Chex Quest IWAD.
+// Returns true if this is chex.wad.
+
+static boolean CheckChex(char *iwadname)
+{
+ char *chex_iwadname = "chex.wad";
+
+ return (strlen(iwadname) > strlen(chex_iwadname)
+ && !strcasecmp(iwadname + strlen(iwadname) - strlen(chex_iwadname),
+ chex_iwadname));
+}
+
+// print title for every printed line
+char title[128];
+
+
+static boolean D_AddFile(char *filename)
+{
+ wad_file_t *handle;
+
+ printf(" adding %s\n", filename);
+ handle = W_AddFile(filename);
+
+ return handle != NULL;
+}
+
+// Copyright message banners
+// Some dehacked mods replace these. These are only displayed if they are
+// replaced by dehacked.
+
+static char *copyright_banners[] =
+{
+ "===========================================================================\n"
+ "ATTENTION: This version of DOOM has been modified. If you would like to\n"
+ "get a copy of the original game, call 1-800-IDGAMES or see the readme file.\n"
+ " You will not receive technical support for modified games.\n"
+ " press enter to continue\n"
+ "===========================================================================\n",
+
+ "===========================================================================\n"
+ " Commercial product - do not distribute!\n"
+ " Please report software piracy to the SPA: 1-800-388-PIR8\n"
+ "===========================================================================\n",
+
+ "===========================================================================\n"
+ " Shareware!\n"
+ "===========================================================================\n"
+};
+
+// Prints a message only if it has been modified by dehacked.
+
+void PrintDehackedBanners(void)
+{
+ size_t i;
+
+ for (i=0; i<arrlen(copyright_banners); ++i)
+ {
+ char *deh_s;
+
+ deh_s = DEH_String(copyright_banners[i]);
+
+ if (deh_s != copyright_banners[i])
+ {
+ printf("%s", deh_s);
+
+ // Make sure the modified banner always ends in a newline character.
+ // If it doesn't, add a newline. This fixes av.wad.
+
+ if (deh_s[strlen(deh_s) - 1] != '\n')
+ {
+ printf("\n");
+ }
+ }
+ }
+}
+
+static struct
+{
+ char *description;
+ char *cmdline;
+ GameVersion_t version;
+} gameversions[] = {
+ {"Doom 1.9", "1.9", exe_doom_1_9},
+ {"Ultimate Doom", "ultimate", exe_ultimate},
+ {"Final Doom", "final", exe_final},
+ {"Chex Quest", "chex", exe_chex},
+ { NULL, NULL, 0},
+};
+
+// Initialize the game version
+
+static void InitGameVersion(void)
+{
+ int p;
+ int i;
+
+ //!
+ // @arg <version>
+ // @category compat
+ //
+ // Emulate a specific version of Doom. Valid values are "1.9",
+ // "ultimate" and "final".
+ //
+
+ p = M_CheckParm("-gameversion");
+
+ if (p > 0)
+ {
+ for (i=0; gameversions[i].description != NULL; ++i)
+ {
+ if (!strcmp(myargv[p+1], gameversions[i].cmdline))
+ {
+ gameversion = gameversions[i].version;
+ break;
+ }
+ }
+
+ if (gameversions[i].description == NULL)
+ {
+ printf("Supported game versions:\n");
+
+ for (i=0; gameversions[i].description != NULL; ++i)
+ {
+ printf("\t%s (%s)\n", gameversions[i].cmdline,
+ gameversions[i].description);
+ }
+
+ I_Error("Unknown game version '%s'", myargv[p+1]);
+ }
+ }
+ else
+ {
+ // Determine automatically
+
+ if (CheckChex(iwadfile))
+ {
+ // chex.exe - identified by iwad filename
+
+ gameversion = exe_chex;
+ }
+ else if (gamemode == shareware || gamemode == registered)
+ {
+ // original
+
+ gameversion = exe_doom_1_9;
+ }
+ else if (gamemode == retail)
+ {
+ gameversion = exe_ultimate;
+ }
+ else if (gamemode == commercial)
+ {
+ if (gamemission == doom2)
+ {
+ gameversion = exe_doom_1_9;
+ }
+ else
+ {
+ // Final Doom: tnt or plutonia
+
+ gameversion = exe_final;
+ }
+ }
+ }
+
+ // The original exe does not support retail - 4th episode not supported
+
+ if (gameversion < exe_ultimate && gamemode == retail)
+ {
+ gamemode = registered;
+ }
+
+ // EXEs prior to the Final Doom exes do not support Final Doom.
+
+ if (gameversion < exe_final && gamemode == commercial)
+ {
+ gamemission = doom2;
+ }
+}
+
+void PrintGameVersion(void)
+{
+ int i;
+
+ for (i=0; gameversions[i].description != NULL; ++i)
+ {
+ if (gameversions[i].version == gameversion)
+ {
+ printf("Emulating the behavior of the "
+ "'%s' executable.\n", gameversions[i].description);
+ break;
+ }
+ }
+}
+
+// Load the Chex Quest dehacked file, if we are in Chex mode.
+
+static void LoadChexDeh(void)
+{
+ char *chex_deh;
+
+ if (gameversion == exe_chex)
+ {
+ chex_deh = D_FindWADByName("chex.deh");
+
+ if (chex_deh == NULL)
+ {
+ I_Error("Unable to find Chex Quest dehacked file (chex.deh).\n"
+ "The dehacked file is required in order to emulate\n"
+ "chex.exe correctly. It can be found in your nearest\n"
+ "/idgames repository mirror at:\n\n"
+ " utils/exe_edit/patches/chexdeh.zip");
+ }
+
+ if (!DEH_LoadFile(chex_deh))
+ {
+ I_Error("Failed to load chex.deh needed for emulating chex.exe.");
+ }
+ }
+}
+
+// Function called at exit to display the ENDOOM screen
+
+static void D_Endoom(void)
+{
+ byte *endoom;
+
+ // Don't show ENDOOM if we have it disabled, or we're running
+ // in screensaver or control test mode.
+
+ if (!show_endoom || screensaver_mode || M_CheckParm("-testcontrols") > 0)
+ {
+ return;
+ }
+
+ endoom = W_CacheLumpName(DEH_String("ENDOOM"), PU_STATIC);
+
+ I_Endoom(endoom);
+}
+
+//
+// D_DoomMain
+//
+void D_DoomMain (void)
+{
+ int p;
+ char file[256];
+ char demolumpname[9];
+
+ I_AtExit(D_Endoom, false);
+
+ M_FindResponseFile ();
+
+ // print banner
+
+ I_PrintBanner(PACKAGE_STRING);
+
+ printf (DEH_String("Z_Init: Init zone memory allocation daemon. \n"));
+ Z_Init ();
+
+#ifdef FEATURE_MULTIPLAYER
+ //!
+ // @category net
+ //
+ // Start a dedicated server, routing packets but not participating
+ // in the game itself.
+ //
+
+ if (M_CheckParm("-dedicated") > 0)
+ {
+ printf("Dedicated server mode.\n");
+ NET_DedicatedServer();
+
+ // Never returns
+ }
+
+ //!
+ // @arg <address>
+ // @category net
+ //
+ // Query the status of the server running on the given IP
+ // address.
+ //
+
+ p = M_CheckParm("-query");
+
+ if (p > 0)
+ {
+ NET_QueryAddress(myargv[p+1]);
+ }
+
+ //!
+ // @category net
+ //
+ // Search the local LAN for running servers.
+ //
+
+ if (M_CheckParm("-search"))
+ NET_LANQuery();
+
+#endif
+
+#ifdef FEATURE_DEHACKED
+ printf("DEH_Init: Init Dehacked support.\n");
+ DEH_Init();
+#endif
+
+ iwadfile = D_FindIWAD(IWAD_MASK_DOOM, &gamemission);
+
+ // None found?
+
+ if (iwadfile == NULL)
+ {
+ I_Error("Game mode indeterminate. No IWAD file was found. Try\n"
+ "specifying one with the '-iwad' command line parameter.\n");
+ }
+
+ modifiedgame = false;
+
+ //!
+ // @vanilla
+ //
+ // Disable monsters.
+ //
+
+ nomonsters = M_CheckParm ("-nomonsters");
+
+ //!
+ // @vanilla
+ //
+ // Monsters respawn after being killed.
+ //
+
+ respawnparm = M_CheckParm ("-respawn");
+
+ //!
+ // @vanilla
+ //
+ // Monsters move faster.
+ //
+
+ fastparm = M_CheckParm ("-fast");
+
+ //!
+ // @vanilla
+ //
+ // Developer mode. F1 saves a screenshot in the current working
+ // directory.
+ //
+
+ devparm = M_CheckParm ("-devparm");
+
+ I_DisplayFPSDots(devparm);
+
+ //!
+ // @category net
+ // @vanilla
+ //
+ // Start a deathmatch game.
+ //
+
+ if (M_CheckParm ("-deathmatch"))
+ deathmatch = 1;
+
+ //!
+ // @category net
+ // @vanilla
+ //
+ // Start a deathmatch 2.0 game. Weapons do not stay in place and
+ // all items respawn after 30 seconds.
+ //
+
+ if (M_CheckParm ("-altdeath"))
+ deathmatch = 2;
+
+ if (devparm)
+ printf(DEH_String(D_DEVSTR));
+
+ // find which dir to use for config files
+
+#ifdef _WIN32
+
+ //!
+ // @platform windows
+ // @vanilla
+ //
+ // Save configuration data and savegames in c:\doomdata,
+ // allowing play from CD.
+ //
+
+ if (M_CheckParm("-cdrom") > 0)
+ {
+ printf(D_CDROM);
+
+ M_SetConfigDir("c:\\doomdata\\");
+ }
+ else
+#endif
+ {
+ // Auto-detect the configuration dir.
+
+ M_SetConfigDir(NULL);
+ }
+
+ //!
+ // @arg <x>
+ // @vanilla
+ //
+ // Turbo mode. The player's speed is multiplied by x%. If unspecified,
+ // x defaults to 200. Values are rounded up to 10 and down to 400.
+ //
+
+ if ( (p=M_CheckParm ("-turbo")) )
+ {
+ int scale = 200;
+ extern int forwardmove[2];
+ extern int sidemove[2];
+
+ if (p<myargc-1)
+ scale = atoi (myargv[p+1]);
+ if (scale < 10)
+ scale = 10;
+ if (scale > 400)
+ scale = 400;
+ printf (DEH_String("turbo scale: %i%%\n"),scale);
+ forwardmove[0] = forwardmove[0]*scale/100;
+ forwardmove[1] = forwardmove[1]*scale/100;
+ sidemove[0] = sidemove[0]*scale/100;
+ sidemove[1] = sidemove[1]*scale/100;
+ }
+
+ // init subsystems
+ printf(DEH_String("V_Init: allocate screens.\n"));
+ V_Init();
+
+ // Load configuration files before initialising other subsystems.
+ printf(DEH_String("M_LoadDefaults: Load system defaults.\n"));
+ M_SetConfigFilenames("default.cfg", PROGRAM_PREFIX "doom.cfg");
+ D_BindVariables();
+ M_LoadDefaults();
+
+ // Save configuration at exit.
+ I_AtExit(M_SaveDefaults, false);
+
+ printf (DEH_String("W_Init: Init WADfiles.\n"));
+ D_AddFile(iwadfile);
+
+#ifdef FEATURE_WAD_MERGE
+
+ // Merged PWADs are loaded first, because they are supposed to be
+ // modified IWADs.
+
+ //!
+ // @arg <files>
+ // @category mod
+ //
+ // Simulates the behavior of deutex's -merge option, merging a PWAD
+ // into the main IWAD. Multiple files may be specified.
+ //
+
+ p = M_CheckParm("-merge");
+
+ if (p > 0)
+ {
+ for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
+ {
+ char *filename;
+
+ filename = D_TryFindWADByName(myargv[p]);
+
+ printf(" merging %s\n", filename);
+ W_MergeFile(filename);
+ }
+ }
+
+ // NWT-style merging:
+
+ // NWT's -merge option:
+
+ //!
+ // @arg <files>
+ // @category mod
+ //
+ // Simulates the behavior of NWT's -merge option. Multiple files
+ // may be specified.
+
+ p = M_CheckParm("-nwtmerge");
+
+ if (p > 0)
+ {
+ for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
+ {
+ char *filename;
+
+ filename = D_TryFindWADByName(myargv[p]);
+
+ printf(" performing NWT-style merge of %s\n", filename);
+ W_NWTDashMerge(filename);
+ }
+ }
+
+ // Add flats
+
+ //!
+ // @arg <files>
+ // @category mod
+ //
+ // Simulates the behavior of NWT's -af option, merging flats into
+ // the main IWAD directory. Multiple files may be specified.
+ //
+
+ p = M_CheckParm("-af");
+
+ if (p > 0)
+ {
+ for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
+ {
+ char *filename;
+
+ filename = D_TryFindWADByName(myargv[p]);
+
+ printf(" merging flats from %s\n", filename);
+ W_NWTMergeFile(filename, W_NWT_MERGE_FLATS);
+ }
+ }
+
+ //!
+ // @arg <files>
+ // @category mod
+ //
+ // Simulates the behavior of NWT's -as option, merging sprites
+ // into the main IWAD directory. Multiple files may be specified.
+ //
+
+ p = M_CheckParm("-as");
+
+ if (p > 0)
+ {
+ for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
+ {
+ char *filename;
+
+ filename = D_TryFindWADByName(myargv[p]);
+
+ printf(" merging sprites from %s\n", filename);
+ W_NWTMergeFile(filename, W_NWT_MERGE_SPRITES);
+ }
+ }
+
+ //!
+ // @arg <files>
+ // @category mod
+ //
+ // Equivalent to "-af <files> -as <files>".
+ //
+
+ p = M_CheckParm("-aa");
+
+ if (p > 0)
+ {
+ for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
+ {
+ char *filename;
+
+ filename = D_TryFindWADByName(myargv[p]);
+
+ printf(" merging sprites and flats from %s\n", filename);
+ W_NWTMergeFile(filename, W_NWT_MERGE_SPRITES | W_NWT_MERGE_FLATS);
+ }
+ }
+
+#endif
+
+ //!
+ // @arg <files>
+ // @vanilla
+ //
+ // Load the specified PWAD files.
+ //
+
+ p = M_CheckParm ("-file");
+ if (p)
+ {
+ // the parms after p are wadfile/lump names,
+ // until end of parms or another - preceded parm
+ modifiedgame = true; // homebrew levels
+ while (++p != myargc && myargv[p][0] != '-')
+ {
+ char *filename;
+
+ filename = D_TryFindWADByName(myargv[p]);
+
+ D_AddFile(filename);
+ }
+ }
+
+ // Debug:
+// W_PrintDirectory();
+
+ // add any files specified on the command line with -file wadfile
+ // to the wad list
+ //
+ // convenience hack to allow -wart e m to add a wad file
+ // prepend a tilde to the filename so wadfile will be reloadable
+ p = M_CheckParm ("-wart");
+ if (p)
+ {
+ myargv[p][4] = 'p'; // big hack, change to -warp
+
+ // Map name handling.
+ switch (gamemode )
+ {
+ case shareware:
+ case retail:
+ case registered:
+ sprintf (file,"~"DEVMAPS"E%cM%c.wad",
+ myargv[p+1][0], myargv[p+2][0]);
+ printf("Warping to Episode %s, Map %s.\n",
+ myargv[p+1],myargv[p+2]);
+ break;
+
+ case commercial:
+ default:
+ p = atoi (myargv[p+1]);
+ if (p<10)
+ sprintf (file,"~"DEVMAPS"cdata/map0%i.wad", p);
+ else
+ sprintf (file,"~"DEVMAPS"cdata/map%i.wad", p);
+ break;
+ }
+ D_AddFile (file);
+ }
+
+ //!
+ // @arg <demo>
+ // @category demo
+ // @vanilla
+ //
+ // Play back the demo named demo.lmp.
+ //
+
+ p = M_CheckParm ("-playdemo");
+
+ if (!p)
+ {
+ //!
+ // @arg <demo>
+ // @category demo
+ // @vanilla
+ //
+ // Play back the demo named demo.lmp, determining the framerate
+ // of the screen.
+ //
+ p = M_CheckParm ("-timedemo");
+
+ }
+
+ if (p && p < myargc-1)
+ {
+ if (!strcasecmp(myargv[p+1] + strlen(myargv[p+1]) - 4, ".lmp"))
+ {
+ strcpy(file, myargv[p + 1]);
+ }
+ else
+ {
+ sprintf (file,"%s.lmp", myargv[p+1]);
+ }
+
+ if (D_AddFile (file))
+ {
+ strncpy(demolumpname, lumpinfo[numlumps - 1].name, 8);
+ demolumpname[8] = '\0';
+
+ printf("Playing demo %s.\n", file);
+ }
+ else
+ {
+ // If file failed to load, still continue trying to play
+ // the demo in the same way as Vanilla Doom. This makes
+ // tricks like "-playdemo demo1" possible.
+
+ strncpy(demolumpname, myargv[p + 1], 8);
+ demolumpname[8] = '\0';
+ }
+
+ }
+
+ I_AtExit((atexit_func_t) G_CheckDemoStatus, true);
+
+ // Generate the WAD hash table. Speed things up a bit.
+
+ W_GenerateHashTable();
+
+ D_IdentifyVersion();
+ InitGameVersion();
+ LoadChexDeh();
+ D_SetGameDescription();
+ SetSaveGameDir(iwadfile);
+
+ // Check for -file in shareware
+ if (modifiedgame)
+ {
+ // These are the lumps that will be checked in IWAD,
+ // if any one is not present, execution will be aborted.
+ char name[23][8]=
+ {
+ "e2m1","e2m2","e2m3","e2m4","e2m5","e2m6","e2m7","e2m8","e2m9",
+ "e3m1","e3m3","e3m3","e3m4","e3m5","e3m6","e3m7","e3m8","e3m9",
+ "dphoof","bfgga0","heada1","cybra1","spida1d1"
+ };
+ int i;
+
+ if ( gamemode == shareware)
+ I_Error(DEH_String("\nYou cannot -file with the shareware "
+ "version. Register!"));
+
+ // Check for fake IWAD with right name,
+ // but w/o all the lumps of the registered version.
+ if (gamemode == registered)
+ for (i = 0;i < 23; i++)
+ if (W_CheckNumForName(name[i])<0)
+ I_Error(DEH_String("\nThis is not the registered version."));
+ }
+
+ // get skill / episode / map from parms
+ startskill = sk_medium;
+ startepisode = 1;
+ startmap = 1;
+ autostart = false;
+
+ //!
+ // @arg <skill>
+ // @vanilla
+ //
+ // Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of
+ // 0 disables all monsters.
+ //
+
+ p = M_CheckParm ("-skill");
+
+ if (p && p < myargc-1)
+ {
+ startskill = myargv[p+1][0]-'1';
+ autostart = true;
+ }
+
+ //!
+ // @arg <n>
+ // @vanilla
+ //
+ // Start playing on episode n (1-4)
+ //
+
+ p = M_CheckParm ("-episode");
+
+ if (p && p < myargc-1)
+ {
+ startepisode = myargv[p+1][0]-'0';
+ startmap = 1;
+ autostart = true;
+ }
+
+ timelimit = 0;
+
+ //!
+ // @arg <n>
+ // @category net
+ // @vanilla
+ //
+ // For multiplayer games: exit each level after n minutes.
+ //
+
+ p = M_CheckParm ("-timer");
+
+ if (p && p < myargc-1 && deathmatch)
+ {
+ timelimit = atoi(myargv[p+1]);
+ printf("timer: %i\n", timelimit);
+ }
+
+ //!
+ // @category net
+ // @vanilla
+ //
+ // Austin Virtual Gaming: end levels after 20 minutes.
+ //
+
+ p = M_CheckParm ("-avg");
+
+ if (p && p < myargc-1 && deathmatch)
+ {
+ printf(DEH_String("Austin Virtual Gaming: Levels will end "
+ "after 20 minutes\n"));
+ timelimit = 20;
+ }
+
+ //!
+ // @arg [<x> <y> | <xy>]
+ // @vanilla
+ //
+ // Start a game immediately, warping to ExMy (Doom 1) or MAPxy
+ // (Doom 2)
+ //
+
+ p = M_CheckParm ("-warp");
+
+ if (p && p < myargc-1)
+ {
+ if (gamemode == commercial)
+ startmap = atoi (myargv[p+1]);
+ else
+ {
+ startepisode = myargv[p+1][0]-'0';
+
+ if (p + 2 < myargc)
+ {
+ startmap = myargv[p+2][0]-'0';
+ }
+ else
+ {
+ startmap = 1;
+ }
+ }
+ autostart = true;
+ }
+
+ // Undocumented:
+ // Invoked by setup to test the controls.
+
+ p = M_CheckParm("-testcontrols");
+
+ if (p > 0)
+ {
+ startepisode = 1;
+ startmap = 1;
+ autostart = true;
+ testcontrols = true;
+ }
+
+ // Check for load game parameter
+ // We do this here and save the slot number, so that the network code
+ // can override it or send the load slot to other players.
+
+ //!
+ // @arg <s>
+ // @vanilla
+ //
+ // Load the game in slot s.
+ //
+
+ p = M_CheckParm ("-loadgame");
+
+ if (p && p < myargc-1)
+ {
+ startloadgame = atoi(myargv[p+1]);
+ }
+ else
+ {
+ // Not loading a game
+ startloadgame = -1;
+ }
+
+ if (W_CheckNumForName("SS_START") >= 0
+ || W_CheckNumForName("FF_END") >= 0)
+ {
+ I_PrintDivider();
+ printf(" WARNING: The loaded WAD file contains modified sprites or\n"
+ " floor textures. You may want to use the '-merge' command\n"
+ " line option instead of '-file'.\n");
+ }
+
+ I_PrintStartupBanner(gamedescription);
+ PrintDehackedBanners();
+
+ printf (DEH_String("M_Init: Init miscellaneous info.\n"));
+ M_Init ();
+
+ printf (DEH_String("R_Init: Init DOOM refresh daemon - "));
+ R_Init ();
+
+ printf (DEH_String("\nP_Init: Init Playloop state.\n"));
+ P_Init ();
+
+ printf (DEH_String("I_Init: Setting up machine state.\n"));
+ I_CheckIsScreensaver();
+ I_InitTimer();
+ I_InitJoystick();
+
+#ifdef FEATURE_MULTIPLAYER
+ printf ("NET_Init: Init network subsystem.\n");
+ NET_Init ();
+#endif
+
+ printf (DEH_String("S_Init: Setting up sound.\n"));
+ S_Init (sfxVolume * 8, musicVolume * 8);
+
+ printf (DEH_String("D_CheckNetGame: Checking network game status.\n"));
+ D_CheckNetGame ();
+
+ PrintGameVersion();
+
+ printf (DEH_String("HU_Init: Setting up heads up display.\n"));
+ HU_Init ();
+
+ printf (DEH_String("ST_Init: Init status bar.\n"));
+ ST_Init ();
+
+ // If Doom II without a MAP01 lump, this is a store demo.
+ // Moved this here so that MAP01 isn't constantly looked up
+ // in the main loop.
+
+ if (gamemode == commercial && W_CheckNumForName("map01") < 0)
+ storedemo = true;
+
+ //!
+ // @arg <x>
+ // @category demo
+ // @vanilla
+ //
+ // Record a demo named x.lmp.
+ //
+
+ p = M_CheckParm ("-record");
+
+ if (p && p < myargc-1)
+ {
+ G_RecordDemo (myargv[p+1]);
+ autostart = true;
+ }
+
+ p = M_CheckParm ("-playdemo");
+ if (p && p < myargc-1)
+ {
+ singledemo = true; // quit after one demo
+ G_DeferedPlayDemo (demolumpname);
+ D_DoomLoop (); // never returns
+ }
+
+ p = M_CheckParm ("-timedemo");
+ if (p && p < myargc-1)
+ {
+ G_TimeDemo (demolumpname);
+ D_DoomLoop (); // never returns
+ }
+
+ if (startloadgame >= 0)
+ {
+ strcpy(file, P_SaveGameFile(startloadgame));
+ G_LoadGame (file);
+ }
+
+ if (gameaction != ga_loadgame )
+ {
+ if (autostart || netgame)
+ G_InitNew (startskill, startepisode, startmap);
+ else
+ D_StartTitle (); // start up intro loop
+ }
+
+ D_DoomLoop (); // never returns
+}
+
diff --git a/src/strife/d_main.h b/src/strife/d_main.h
new file mode 100644
index 00000000..a1770536
--- /dev/null
+++ b/src/strife/d_main.h
@@ -0,0 +1,58 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_MAIN__
+#define __D_MAIN__
+
+#include "doomdef.h"
+
+
+
+
+// Read events from all input devices
+
+void D_ProcessEvents (void);
+
+
+//
+// BASE LEVEL
+//
+void D_PageTicker (void);
+void D_PageDrawer (void);
+void D_AdvanceDemo (void);
+void D_DoAdvanceDemo (void);
+void D_StartTitle (void);
+
+//
+// GLOBAL VARIABLES
+//
+
+extern gameaction_t gameaction;
+
+
+#endif
+
diff --git a/src/strife/d_net.c b/src/strife/d_net.c
new file mode 100644
index 00000000..e30ead83
--- /dev/null
+++ b/src/strife/d_net.c
@@ -0,0 +1,627 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// DOOM Network game communication and protocol,
+// all OS independend parts.
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include "doomfeatures.h"
+
+#include "d_main.h"
+#include "m_argv.h"
+#include "m_menu.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "i_video.h"
+#include "g_game.h"
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "deh_main.h"
+
+#include "net_client.h"
+#include "net_gui.h"
+#include "net_io.h"
+#include "net_query.h"
+#include "net_server.h"
+#include "net_sdl.h"
+#include "net_loop.h"
+
+
+//
+// NETWORKING
+//
+// gametic is the tic about to (or currently being) run
+// maketic is the tick that hasn't had control made for it yet
+// nettics[] has the maketics for all players
+//
+// a gametic cannot be run until nettics[] > gametic for all players
+//
+
+ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
+int nettics[MAXPLAYERS];
+
+int maketic;
+
+// Used for original sync code.
+
+int lastnettic;
+int skiptics = 0;
+
+// Reduce the bandwidth needed by sampling game input less and transmitting
+// less. If ticdup is 2, sample half normal, 3 = one third normal, etc.
+
+int ticdup;
+
+// Send this many extra (backup) tics in each packet.
+
+int extratics;
+
+// Amount to offset the timer for game sync.
+
+fixed_t offsetms;
+
+// Use new client syncronisation code
+
+boolean net_cl_new_sync = true;
+
+// Connected but not participating in the game (observer)
+
+boolean drone = false;
+
+// 35 fps clock adjusted by offsetms milliseconds
+
+static int GetAdjustedTime(void)
+{
+ int time_ms;
+
+ time_ms = I_GetTimeMS();
+
+ if (net_cl_new_sync)
+ {
+ // Use the adjustments from net_client.c only if we are
+ // using the new sync mode.
+
+ time_ms += (offsetms / FRACUNIT);
+ }
+
+ return (time_ms * TICRATE) / 1000;
+}
+
+//
+// NetUpdate
+// Builds ticcmds for console player,
+// sends out a packet
+//
+int lasttime;
+
+void NetUpdate (void)
+{
+ int nowtime;
+ int newtics;
+ int i;
+ int gameticdiv;
+
+ // If we are running with singletics (timing a demo), this
+ // is all done separately.
+
+ if (singletics)
+ return;
+
+#ifdef FEATURE_MULTIPLAYER
+
+ // Run network subsystems
+
+ NET_CL_Run();
+ NET_SV_Run();
+
+#endif
+
+ // check time
+ nowtime = GetAdjustedTime() / ticdup;
+ newtics = nowtime - lasttime;
+
+ lasttime = nowtime;
+
+ if (skiptics <= newtics)
+ {
+ newtics -= skiptics;
+ skiptics = 0;
+ }
+ else
+ {
+ skiptics -= newtics;
+ newtics = 0;
+ }
+
+ // build new ticcmds for console player
+ gameticdiv = gametic/ticdup;
+
+ for (i=0 ; i<newtics ; i++)
+ {
+ ticcmd_t cmd;
+
+ I_StartTic ();
+ D_ProcessEvents ();
+
+ // Always run the menu
+
+ M_Ticker ();
+
+ if (drone)
+ {
+ // In drone mode, do not generate any ticcmds.
+
+ continue;
+ }
+
+ if (net_cl_new_sync)
+ {
+ // If playing single player, do not allow tics to buffer
+ // up very far
+
+ if ((!netgame || demoplayback) && maketic - gameticdiv > 2)
+ break;
+
+ // Never go more than ~200ms ahead
+
+ if (maketic - gameticdiv > 8)
+ break;
+ }
+ else
+ {
+ if (maketic - gameticdiv >= 5)
+ break;
+ }
+
+ //printf ("mk:%i ",maketic);
+ G_BuildTiccmd(&cmd);
+
+#ifdef FEATURE_MULTIPLAYER
+
+ if (netgame && !demoplayback)
+ {
+ NET_CL_SendTiccmd(&cmd, maketic);
+ }
+
+#endif
+ netcmds[consoleplayer][maketic % BACKUPTICS] = cmd;
+
+ ++maketic;
+ nettics[consoleplayer] = maketic;
+ }
+}
+
+//
+// Start game loop
+//
+// Called after the screen is set but before the game starts running.
+//
+
+void D_StartGameLoop(void)
+{
+ lasttime = GetAdjustedTime() / ticdup;
+}
+
+
+//
+// D_CheckNetGame
+// Works out player numbers among the net participants
+//
+extern int viewangleoffset;
+
+void D_CheckNetGame (void)
+{
+ int i;
+ int num_players;
+
+ // Call D_QuitNetGame on exit
+
+ I_AtExit(D_QuitNetGame, true);
+
+ // default values for single player
+
+ consoleplayer = 0;
+ netgame = false;
+ ticdup = 1;
+ extratics = 1;
+ lowres_turn = false;
+ offsetms = 0;
+
+ for (i=0; i<MAXPLAYERS; i++)
+ {
+ playeringame[i] = false;
+ nettics[i] = 0;
+ }
+
+ playeringame[0] = true;
+
+#ifdef FEATURE_MULTIPLAYER
+
+ {
+ net_addr_t *addr = NULL;
+
+ //!
+ // @category net
+ //
+ // Start a multiplayer server, listening for connections.
+ //
+
+ if (M_CheckParm("-server") > 0)
+ {
+ NET_SV_Init();
+ NET_SV_AddModule(&net_loop_server_module);
+ NET_SV_AddModule(&net_sdl_module);
+
+ net_loop_client_module.InitClient();
+ addr = net_loop_client_module.ResolveAddress(NULL);
+ }
+ else
+ {
+ //!
+ // @category net
+ //
+ // Automatically search the local LAN for a multiplayer
+ // server and join it.
+ //
+
+ i = M_CheckParm("-autojoin");
+
+ if (i > 0)
+ {
+ addr = NET_FindLANServer();
+
+ if (addr == NULL)
+ {
+ I_Error("No server found on local LAN");
+ }
+ }
+
+ //!
+ // @arg <address>
+ // @category net
+ //
+ // Connect to a multiplayer server running on the given
+ // address.
+ //
+
+ i = M_CheckParm("-connect");
+
+ if (i > 0)
+ {
+ net_sdl_module.InitClient();
+ addr = net_sdl_module.ResolveAddress(myargv[i+1]);
+
+ if (addr == NULL)
+ {
+ I_Error("Unable to resolve '%s'\n", myargv[i+1]);
+ }
+ }
+ }
+
+ if (addr != NULL)
+ {
+ if (M_CheckParm("-drone") > 0)
+ {
+ drone = true;
+ }
+
+ //!
+ // @category net
+ //
+ // Run as the left screen in three screen mode.
+ //
+
+ if (M_CheckParm("-left") > 0)
+ {
+ viewangleoffset = ANG90;
+ drone = true;
+ }
+
+ //!
+ // @category net
+ //
+ // Run as the right screen in three screen mode.
+ //
+
+ if (M_CheckParm("-right") > 0)
+ {
+ viewangleoffset = ANG270;
+ drone = true;
+ }
+
+ if (!NET_CL_Connect(addr))
+ {
+ I_Error("D_CheckNetGame: Failed to connect to %s\n",
+ NET_AddrToString(addr));
+ }
+
+ printf("D_CheckNetGame: Connected to %s\n", NET_AddrToString(addr));
+
+ NET_WaitForStart();
+ }
+ }
+
+#endif
+
+ num_players = 0;
+
+ for (i=0; i<MAXPLAYERS; ++i)
+ {
+ if (playeringame[i])
+ ++num_players;
+ }
+
+ printf (DEH_String("startskill %i deathmatch: %i startmap: %i startepisode: %i\n"),
+ startskill, deathmatch, startmap, startepisode);
+
+ printf(DEH_String("player %i of %i (%i nodes)\n"),
+ consoleplayer+1, num_players, num_players);
+
+ // Show players here; the server might have specified a time limit
+
+ if (timelimit > 0)
+ {
+ printf(DEH_String("Levels will end after %d minute"),timelimit);
+ if (timelimit > 1)
+ printf("s");
+ printf(".\n");
+ }
+}
+
+
+//
+// D_QuitNetGame
+// Called before quitting to leave a net game
+// without hanging the other players
+//
+void D_QuitNetGame (void)
+{
+ if (debugfile)
+ fclose (debugfile);
+
+#ifdef FEATURE_MULTIPLAYER
+
+ NET_SV_Shutdown();
+ NET_CL_Disconnect();
+
+#endif
+
+}
+
+// Returns true if there are currently any players in the game.
+
+static boolean PlayersInGame(void)
+{
+ int i;
+
+ for (i=0; i<MAXPLAYERS; ++i)
+ {
+ if (playeringame[i])
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+static int GetLowTic(void)
+{
+ int lowtic;
+
+#ifdef FEATURE_MULTIPLAYER
+ if (net_client_connected)
+ {
+ int i;
+
+ lowtic = INT_MAX;
+
+ for (i=0; i<MAXPLAYERS; ++i)
+ {
+ if (playeringame[i])
+ {
+ if (nettics[i] < lowtic)
+ lowtic = nettics[i];
+ }
+ }
+ }
+ else
+#endif
+ {
+ lowtic = maketic;
+ }
+
+ return lowtic;
+}
+
+//
+// TryRunTics
+//
+int oldnettics;
+int frametics[4];
+int frameon;
+int frameskip[4];
+int oldnettics;
+
+extern boolean advancedemo;
+
+void TryRunTics (void)
+{
+ int i;
+ int lowtic;
+ int entertic;
+ static int oldentertics;
+ int realtics;
+ int availabletics;
+ int counts;
+
+ // get real tics
+ entertic = I_GetTime() / ticdup;
+ realtics = entertic - oldentertics;
+ oldentertics = entertic;
+
+ // get available tics
+ NetUpdate ();
+
+ lowtic = GetLowTic();
+
+ availabletics = lowtic - gametic/ticdup;
+
+ // decide how many tics to run
+
+ if (net_cl_new_sync)
+ {
+ counts = availabletics;
+ }
+ else
+ {
+ // decide how many tics to run
+ if (realtics < availabletics-1)
+ counts = realtics+1;
+ else if (realtics < availabletics)
+ counts = realtics;
+ else
+ counts = availabletics;
+
+ if (counts < 1)
+ counts = 1;
+
+ frameon++;
+
+ if (!demoplayback)
+ {
+ int keyplayer = -1;
+
+ // ideally maketic should be 1 - 3 tics above lowtic
+ // if we are consistantly slower, speed up time
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i])
+ {
+ keyplayer = i;
+ break;
+ }
+ }
+
+ if (keyplayer < 0)
+ {
+ // If there are no players, we can never advance anyway
+
+ return;
+ }
+
+ if (consoleplayer == keyplayer)
+ {
+ // the key player does not adapt
+ }
+ else
+ {
+ if (maketic <= nettics[keyplayer])
+ {
+ lasttime--;
+ // printf ("-");
+ }
+
+ frameskip[frameon & 3] = (oldnettics > nettics[keyplayer]);
+ oldnettics = maketic;
+
+ if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
+ {
+ skiptics = 1;
+ // printf ("+");
+ }
+ }
+ }
+ }
+
+ if (counts < 1)
+ counts = 1;
+
+ // wait for new tics if needed
+
+ while (!PlayersInGame() || lowtic < gametic/ticdup + counts)
+ {
+ NetUpdate ();
+
+ lowtic = GetLowTic();
+
+ if (lowtic < gametic/ticdup)
+ I_Error ("TryRunTics: lowtic < gametic");
+
+ // Don't stay in this loop forever. The menu is still running,
+ // so return to update the screen
+
+ if (I_GetTime() / ticdup - entertic > 0)
+ {
+ return;
+ }
+
+ I_Sleep(1);
+ }
+
+ // run the count * ticdup dics
+ while (counts--)
+ {
+ for (i=0 ; i<ticdup ; i++)
+ {
+ // check that there are players in the game. if not, we cannot
+ // run a tic.
+
+ if (!PlayersInGame())
+ {
+ return;
+ }
+
+ if (gametic/ticdup > lowtic)
+ I_Error ("gametic>lowtic");
+ if (advancedemo)
+ D_DoAdvanceDemo ();
+
+ G_Ticker ();
+ gametic++;
+
+ // modify command for duplicated tics
+ if (i != ticdup-1)
+ {
+ ticcmd_t *cmd;
+ int buf;
+ int j;
+
+ buf = (gametic/ticdup)%BACKUPTICS;
+ for (j=0 ; j<MAXPLAYERS ; j++)
+ {
+ cmd = &netcmds[j][buf];
+ cmd->chatchar = 0;
+ if (cmd->buttons & BT_SPECIAL)
+ cmd->buttons = 0;
+ }
+ }
+ }
+ NetUpdate (); // check for new console commands
+ }
+}
+
diff --git a/src/strife/d_net.h b/src/strife/d_net.h
new file mode 100644
index 00000000..f801d216
--- /dev/null
+++ b/src/strife/d_net.h
@@ -0,0 +1,52 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Networking stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_NET__
+#define __D_NET__
+
+#include "d_player.h"
+
+extern int extratics;
+
+// Create any new ticcmds and broadcast to other players.
+void NetUpdate (void);
+
+// Broadcasts special packets to other players
+// to notify of game exit
+void D_QuitNetGame (void);
+
+//? how many ticks to run?
+void TryRunTics (void);
+
+// Called at start of game loop to initialize timers
+void D_StartGameLoop(void);
+
+extern boolean drone;
+extern boolean net_cl_new_sync;
+
+#endif
+
diff --git a/src/strife/d_player.h b/src/strife/d_player.h
new file mode 100644
index 00000000..8bdccf46
--- /dev/null
+++ b/src/strife/d_player.h
@@ -0,0 +1,217 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+//
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_PLAYER__
+#define __D_PLAYER__
+
+
+// The player data structure depends on a number
+// of other structs: items (internal inventory),
+// animation states (closely tied to the sprites
+// used to represent them, unfortunately).
+#include "d_items.h"
+#include "p_pspr.h"
+
+// In addition, the player is just a special
+// case of the generic moving object/actor.
+#include "p_mobj.h"
+
+// Finally, for odd reasons, the player input
+// is buffered within the player data struct,
+// as commands per game tick.
+#include "d_ticcmd.h"
+
+#include "net_defs.h"
+
+
+
+
+//
+// Player states.
+//
+typedef enum
+{
+ // Playing or camping.
+ PST_LIVE,
+ // Dead on the ground, view follows killer.
+ PST_DEAD,
+ // Ready to restart/respawn???
+ PST_REBORN
+
+} playerstate_t;
+
+
+//
+// Player internal flags, for cheats and debug.
+//
+typedef enum
+{
+ // No clipping, walk through barriers.
+ CF_NOCLIP = 1,
+ // No damage, no health loss.
+ CF_GODMODE = 2,
+ // Not really a cheat, just a debug aid.
+ CF_NOMOMENTUM = 4
+
+} cheat_t;
+
+
+//
+// Extended player object info: player_t
+//
+typedef struct player_s
+{
+ mobj_t* mo;
+ playerstate_t playerstate;
+ ticcmd_t cmd;
+
+ // Determine POV,
+ // including viewpoint bobbing during movement.
+ // Focal origin above r.z
+ fixed_t viewz;
+ // Base height above floor for viewz.
+ fixed_t viewheight;
+ // Bob/squat speed.
+ fixed_t deltaviewheight;
+ // bounded/scaled total momentum.
+ fixed_t bob;
+
+ // This is only used between levels,
+ // mo->health is used during levels.
+ int health;
+ int armorpoints;
+ // Armor type is 0-2.
+ int armortype;
+
+ // Power ups. invinc and invis are tic counters.
+ int powers[NUMPOWERS];
+ boolean cards[NUMCARDS];
+ boolean backpack;
+
+ // Frags, kills of other players.
+ int frags[MAXPLAYERS];
+ weapontype_t readyweapon;
+
+ // Is wp_nochange if not changing.
+ weapontype_t pendingweapon;
+
+ boolean weaponowned[NUMWEAPONS];
+ int ammo[NUMAMMO];
+ int maxammo[NUMAMMO];
+
+ // True if button down last tic.
+ int attackdown;
+ int usedown;
+
+ // Bit flags, for cheats and debug.
+ // See cheat_t, above.
+ int cheats;
+
+ // Refired shots are less accurate.
+ int refire;
+
+ // For intermission stats.
+ int killcount;
+ int itemcount;
+ int secretcount;
+
+ // Hint messages.
+ char* message;
+
+ // For screen flashing (red or bright).
+ int damagecount;
+ int bonuscount;
+
+ // Who did damage (NULL for floors/ceilings).
+ mobj_t* attacker;
+
+ // So gun flashes light up areas.
+ int extralight;
+
+ // Current PLAYPAL, ???
+ // can be set to REDCOLORMAP for pain, etc.
+ int fixedcolormap;
+
+ // Player skin colorshift,
+ // 0-3 for which color to draw player.
+ int colormap;
+
+ // Overlay view sprites (gun, etc).
+ pspdef_t psprites[NUMPSPRITES];
+
+ // True if secret level has been done.
+ boolean didsecret;
+
+} player_t;
+
+
+//
+// INTERMISSION
+// Structure passed e.g. to WI_Start(wb)
+//
+typedef struct
+{
+ boolean in; // whether the player is in game
+
+ // Player stats, kills, collected items etc.
+ int skills;
+ int sitems;
+ int ssecret;
+ int stime;
+ int frags[4];
+ int score; // current score on entry, modified on return
+
+} wbplayerstruct_t;
+
+typedef struct
+{
+ int epsd; // episode # (0-2)
+
+ // if true, splash the secret level
+ boolean didsecret;
+
+ // previous and next levels, origin 0
+ int last;
+ int next;
+
+ int maxkills;
+ int maxitems;
+ int maxsecret;
+ int maxfrags;
+
+ // the par time
+ int partime;
+
+ // index of this player in game
+ int pnum;
+
+ wbplayerstruct_t plyr[MAXPLAYERS];
+
+} wbstartstruct_t;
+
+
+#endif
diff --git a/src/strife/d_textur.h b/src/strife/d_textur.h
new file mode 100644
index 00000000..084a5b1b
--- /dev/null
+++ b/src/strife/d_textur.h
@@ -0,0 +1,51 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Typedefs related to to textures etc.,
+// isolated here to make it easier separating modules.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_TEXTUR__
+#define __D_TEXTUR__
+
+#include "doomtype.h"
+
+
+
+
+//
+// Flats?
+//
+// a pic is an unmasked block of pixels
+typedef struct
+{
+ byte width;
+ byte height;
+ byte data;
+} pic_t;
+
+
+
+
+#endif
diff --git a/src/strife/d_think.h b/src/strife/d_think.h
new file mode 100644
index 00000000..1405230d
--- /dev/null
+++ b/src/strife/d_think.h
@@ -0,0 +1,76 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// MapObj data. Map Objects or mobjs are actors, entities,
+// thinker, take-your-pick... anything that moves, acts, or
+// suffers state changes of more or less violent nature.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_THINK__
+#define __D_THINK__
+
+
+
+
+
+//
+// Experimental stuff.
+// To compile this as "ANSI C with classes"
+// we will need to handle the various
+// action functions cleanly.
+//
+typedef void (*actionf_v)();
+typedef void (*actionf_p1)( void* );
+typedef void (*actionf_p2)( void*, void* );
+
+typedef union
+{
+ actionf_v acv;
+ actionf_p1 acp1;
+ actionf_p2 acp2;
+
+} actionf_t;
+
+
+
+
+
+// Historically, "think_t" is yet another
+// function pointer to a routine to handle
+// an actor.
+typedef actionf_t think_t;
+
+
+// Doubly linked list of actors.
+typedef struct thinker_s
+{
+ struct thinker_s* prev;
+ struct thinker_s* next;
+ think_t function;
+
+} thinker_t;
+
+
+
+#endif
diff --git a/src/strife/deh_ammo.c b/src/strife/deh_ammo.c
new file mode 100644
index 00000000..2c6a9022
--- /dev/null
+++ b/src/strife/deh_ammo.c
@@ -0,0 +1,112 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses "Ammo" sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomdef.h"
+#include "doomtype.h"
+#include "deh_defs.h"
+#include "deh_io.h"
+#include "deh_main.h"
+#include "p_local.h"
+
+static void *DEH_AmmoStart(deh_context_t *context, char *line)
+{
+ int ammo_number = 0;
+
+ if (sscanf(line, "Ammo %i", &ammo_number) != 1)
+ {
+ DEH_Warning(context, "Parse error on section start");
+ return NULL;
+ }
+
+ if (ammo_number < 0 || ammo_number >= NUMAMMO)
+ {
+ DEH_Warning(context, "Invalid ammo number: %i", ammo_number);
+ return NULL;
+ }
+
+ return &maxammo[ammo_number];
+}
+
+static void DEH_AmmoParseLine(deh_context_t *context, char *line, void *tag)
+{
+ char *variable_name, *value;
+ int ivalue;
+ int ammo_number;
+
+ if (tag == NULL)
+ return;
+
+ ammo_number = ((int *) tag) - maxammo;
+
+ // Parse the assignment
+
+ if (!DEH_ParseAssignment(line, &variable_name, &value))
+ {
+ // Failed to parse
+
+ DEH_Warning(context, "Failed to parse assignment");
+ return;
+ }
+
+ ivalue = atoi(value);
+
+ // maxammo
+
+ if (!strcasecmp(variable_name, "Per ammo"))
+ clipammo[ammo_number] = ivalue;
+ else if (!strcasecmp(variable_name, "Max ammo"))
+ maxammo[ammo_number] = ivalue;
+ else
+ {
+ DEH_Warning(context, "Field named '%s' not found", variable_name);
+ }
+}
+
+static void DEH_AmmoMD5Hash(md5_context_t *context)
+{
+ int i;
+
+ for (i=0; i<NUMAMMO; ++i)
+ {
+ MD5_UpdateInt32(context, clipammo[i]);
+ MD5_UpdateInt32(context, maxammo[i]);
+ }
+}
+
+deh_section_t deh_section_ammo =
+{
+ "Ammo",
+ NULL,
+ DEH_AmmoStart,
+ DEH_AmmoParseLine,
+ NULL,
+ DEH_AmmoMD5Hash,
+};
+
diff --git a/src/strife/deh_cheat.c b/src/strife/deh_cheat.c
new file mode 100644
index 00000000..8817c56e
--- /dev/null
+++ b/src/strife/deh_cheat.c
@@ -0,0 +1,155 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses "Cheat" sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomtype.h"
+
+#include "deh_defs.h"
+#include "deh_io.h"
+#include "deh_main.h"
+#include "am_map.h"
+#include "st_stuff.h"
+
+typedef struct
+{
+ char *name;
+ cheatseq_t *seq;
+} deh_cheat_t;
+
+static deh_cheat_t allcheats[] =
+{
+ {"Change music", &cheat_mus },
+ {"Chainsaw", &cheat_choppers },
+ {"God mode", &cheat_god },
+ {"Ammo & Keys", &cheat_ammo },
+ {"Ammo", &cheat_ammonokey },
+ {"No Clipping 1", &cheat_noclip },
+ {"No Clipping 2", &cheat_commercial_noclip },
+ {"Invincibility", &cheat_powerup[0] },
+ {"Berserk", &cheat_powerup[1] },
+ {"Invisibility", &cheat_powerup[2] },
+ {"Radiation Suit", &cheat_powerup[3] },
+ {"Auto-map", &cheat_powerup[4] },
+ {"Lite-Amp Goggles", &cheat_powerup[5] },
+ {"BEHOLD menu", &cheat_powerup[6] },
+ {"Level Warp", &cheat_clev },
+ {"Player Position", &cheat_mypos },
+ {"Map cheat", &cheat_amap },
+};
+
+static deh_cheat_t *FindCheatByName(char *name)
+{
+ size_t i;
+
+ for (i=0; i<arrlen(allcheats); ++i)
+ {
+ if (!strcasecmp(allcheats[i].name, name))
+ return &allcheats[i];
+ }
+
+ return NULL;
+}
+
+static void *DEH_CheatStart(deh_context_t *context, char *line)
+{
+ return NULL;
+}
+
+static void DEH_CheatParseLine(deh_context_t *context, char *line, void *tag)
+{
+ deh_cheat_t *cheat;
+ char *variable_name;
+ char *value;
+ unsigned char *unsvalue;
+ unsigned int i;
+
+ if (!DEH_ParseAssignment(line, &variable_name, &value))
+ {
+ // Failed to parse
+
+ DEH_Warning(context, "Failed to parse assignment");
+ return;
+ }
+
+ unsvalue = (unsigned char *) value;
+
+ cheat = FindCheatByName(variable_name);
+
+ if (cheat == NULL)
+ {
+ DEH_Warning(context, "Unknown cheat '%s'", variable_name);
+ return;
+ }
+
+ // write the value into the cheat sequence
+
+ i = 0;
+
+ while (unsvalue[i] != 0 && unsvalue[i] != 0xff)
+ {
+ // If the cheat length exceeds the Vanilla limit, stop. This
+ // does not apply if we have the limit turned off.
+
+ if (!deh_allow_long_cheats && i >= cheat->seq->sequence_len)
+ {
+ DEH_Warning(context, "Cheat sequence longer than supported by "
+ "Vanilla dehacked");
+ break;
+ }
+
+ if (deh_apply_cheats)
+ {
+ cheat->seq->sequence[i] = unsvalue[i];
+ }
+ ++i;
+
+ // Absolute limit - don't exceed
+
+ if (i >= MAX_CHEAT_LEN - cheat->seq->parameter_chars)
+ {
+ DEH_Error(context, "Cheat sequence too long!");
+ return;
+ }
+ }
+
+ if (deh_apply_cheats)
+ {
+ cheat->seq->sequence[i] = '\0';
+ }
+}
+
+deh_section_t deh_section_cheat =
+{
+ "Cheat",
+ NULL,
+ DEH_CheatStart,
+ DEH_CheatParseLine,
+ NULL,
+ NULL,
+};
+
diff --git a/src/strife/deh_defs.h b/src/strife/deh_defs.h
new file mode 100644
index 00000000..e7b76182
--- /dev/null
+++ b/src/strife/deh_defs.h
@@ -0,0 +1,68 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Definitions for use in the dehacked code
+//
+//-----------------------------------------------------------------------------
+
+#ifndef DEH_DEFS_H
+#define DEH_DEFS_H
+
+#include "md5.h"
+
+typedef struct deh_context_s deh_context_t;
+typedef struct deh_section_s deh_section_t;
+typedef void (*deh_section_init_t)(void);
+typedef void *(*deh_section_start_t)(deh_context_t *context, char *line);
+typedef void (*deh_section_end_t)(deh_context_t *context, void *tag);
+typedef void (*deh_line_parser_t)(deh_context_t *context, char *line, void *tag);
+typedef void (*deh_md5_hash_t)(md5_context_t *context);
+
+struct deh_section_s
+{
+ char *name;
+
+ // Called on startup to initialize code
+
+ deh_section_init_t init;
+
+ // This is called when a new section is started. The pointer
+ // returned is used as a tag for the following calls.
+
+ deh_section_start_t start;
+
+ // This is called for each line in the section
+
+ deh_line_parser_t line_parser;
+
+ // This is called at the end of the section for any cleanup
+
+ deh_section_end_t end;
+
+ // Called when generating an MD5 sum of the dehacked state
+
+ deh_md5_hash_t md5_hash;
+};
+
+#endif /* #ifndef DEH_DEFS_H */
+
+
diff --git a/src/strife/deh_frame.c b/src/strife/deh_frame.c
new file mode 100644
index 00000000..e59f09f4
--- /dev/null
+++ b/src/strife/deh_frame.c
@@ -0,0 +1,170 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses "Frame" sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "doomtype.h"
+#include "d_items.h"
+#include "info.h"
+
+#include "deh_defs.h"
+#include "deh_io.h"
+#include "deh_main.h"
+#include "deh_mapping.h"
+
+DEH_BEGIN_MAPPING(state_mapping, state_t)
+ DEH_MAPPING("Sprite number", sprite)
+ DEH_MAPPING("Sprite subnumber", frame)
+ DEH_MAPPING("Duration", tics)
+ DEH_MAPPING("Next frame", nextstate)
+ DEH_MAPPING("Unknown 1", misc1)
+ DEH_MAPPING("Unknown 2", misc2)
+ DEH_UNSUPPORTED_MAPPING("Codep frame")
+DEH_END_MAPPING
+
+static void *DEH_FrameStart(deh_context_t *context, char *line)
+{
+ int frame_number = 0;
+ state_t *state;
+
+ if (sscanf(line, "Frame %i", &frame_number) != 1)
+ {
+ DEH_Warning(context, "Parse error on section start");
+ return NULL;
+ }
+
+ if (frame_number < 0 || frame_number >= NUMSTATES)
+ {
+ DEH_Warning(context, "Invalid frame number: %i", frame_number);
+ return NULL;
+ }
+
+ if (frame_number >= DEH_VANILLA_NUMSTATES)
+ {
+ DEH_Warning(context, "Attempt to modify frame %i: this will cause "
+ "problems in Vanilla dehacked.", frame_number);
+ }
+
+ state = &states[frame_number];
+
+ return state;
+}
+
+// Simulate a frame overflow: Doom has 967 frames in the states[] array, but
+// DOS dehacked internally only allocates memory for 966. As a result,
+// attempts to set frame 966 (the last frame) will overflow the dehacked
+// array and overwrite the weaponinfo[] array instead.
+//
+// This is noticable in Batman Doom where it is impossible to switch weapons
+// away from the fist once selected.
+
+static void DEH_FrameOverflow(deh_context_t *context, char *varname, int value)
+{
+ if (!strcasecmp(varname, "Duration"))
+ {
+ weaponinfo[0].ammo = value;
+ }
+ else if (!strcasecmp(varname, "Codep frame"))
+ {
+ weaponinfo[0].upstate = value;
+ }
+ else if (!strcasecmp(varname, "Next frame"))
+ {
+ weaponinfo[0].downstate = value;
+ }
+ else if (!strcasecmp(varname, "Unknown 1"))
+ {
+ weaponinfo[0].readystate = value;
+ }
+ else if (!strcasecmp(varname, "Unknown 2"))
+ {
+ weaponinfo[0].atkstate = value;
+ }
+ else
+ {
+ DEH_Error(context, "Unable to simulate frame overflow: field '%s'",
+ varname);
+ }
+}
+
+static void DEH_FrameParseLine(deh_context_t *context, char *line, void *tag)
+{
+ state_t *state;
+ char *variable_name, *value;
+ int ivalue;
+
+ if (tag == NULL)
+ return;
+
+ state = (state_t *) tag;
+
+ // Parse the assignment
+
+ if (!DEH_ParseAssignment(line, &variable_name, &value))
+ {
+ // Failed to parse
+
+ DEH_Warning(context, "Failed to parse assignment");
+ return;
+ }
+
+ // all values are integers
+
+ ivalue = atoi(value);
+
+ if (state == &states[NUMSTATES - 1])
+ {
+ DEH_FrameOverflow(context, variable_name, ivalue);
+ }
+ else
+ {
+ // set the appropriate field
+
+ DEH_SetMapping(context, &state_mapping, state, variable_name, ivalue);
+ }
+}
+
+static void DEH_FrameMD5Sum(md5_context_t *context)
+{
+ int i;
+
+ for (i=0; i<NUMSTATES; ++i)
+ {
+ DEH_StructMD5Sum(context, &state_mapping, &states[i]);
+ }
+}
+
+deh_section_t deh_section_frame =
+{
+ "Frame",
+ NULL,
+ DEH_FrameStart,
+ DEH_FrameParseLine,
+ NULL,
+ DEH_FrameMD5Sum,
+};
+
diff --git a/src/strife/deh_io.c b/src/strife/deh_io.c
new file mode 100644
index 00000000..3386a6fa
--- /dev/null
+++ b/src/strife/deh_io.c
@@ -0,0 +1,211 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Dehacked I/O code (does all reads from dehacked files)
+//
+//-----------------------------------------------------------------------------
+
+#include <stdarg.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "i_system.h"
+#include "z_zone.h"
+
+#include "deh_defs.h"
+#include "deh_io.h"
+
+struct deh_context_s
+{
+ FILE *stream;
+ char *filename;
+ int linenum;
+ boolean last_was_newline;
+ char *readbuffer;
+ int readbuffer_size;
+};
+
+// Open a dehacked file for reading
+// Returns NULL if open failed
+
+deh_context_t *DEH_OpenFile(char *filename)
+{
+ FILE *fstream;
+ deh_context_t *context;
+
+ fstream = fopen(filename, "r");
+
+ if (fstream == NULL)
+ return NULL;
+
+ context = Z_Malloc(sizeof(*context), PU_STATIC, NULL);
+ context->stream = fstream;
+
+ // Initial read buffer size of 128 bytes
+
+ context->readbuffer_size = 128;
+ context->readbuffer = Z_Malloc(context->readbuffer_size, PU_STATIC, NULL);
+ context->filename = filename;
+ context->linenum = 0;
+ context->last_was_newline = true;
+
+ return context;
+}
+
+// Close dehacked file
+
+void DEH_CloseFile(deh_context_t *context)
+{
+ fclose(context->stream);
+ Z_Free(context->readbuffer);
+ Z_Free(context);
+}
+
+// Reads a single character from a dehacked file
+
+int DEH_GetChar(deh_context_t *context)
+{
+ int result;
+
+ // Read characters, but ignore carriage returns
+ // Essentially this is a DOS->Unix conversion
+
+ do
+ {
+ if (feof(context->stream))
+ {
+ // end of file
+
+ result = -1;
+ }
+ else
+ {
+ result = fgetc(context->stream);
+ }
+
+ } while (result == '\r');
+
+ // Track the current line number
+
+ if (context->last_was_newline)
+ {
+ ++context->linenum;
+ }
+
+ context->last_was_newline = result == '\n';
+
+ return result;
+}
+
+// Increase the read buffer size
+
+static void IncreaseReadBuffer(deh_context_t *context)
+{
+ char *newbuffer;
+ int newbuffer_size;
+
+ newbuffer_size = context->readbuffer_size * 2;
+ newbuffer = Z_Malloc(newbuffer_size, PU_STATIC, NULL);
+
+ memcpy(newbuffer, context->readbuffer, context->readbuffer_size);
+
+ Z_Free(context->readbuffer);
+
+ context->readbuffer = newbuffer;
+ context->readbuffer_size = newbuffer_size;
+}
+
+// Read a whole line
+
+char *DEH_ReadLine(deh_context_t *context)
+{
+ int c;
+ int pos;
+
+ for (pos = 0;;)
+ {
+ c = DEH_GetChar(context);
+
+ if (c < 0)
+ {
+ // end of file
+
+ return NULL;
+ }
+
+ // cope with lines of any length: increase the buffer size
+
+ if (pos >= context->readbuffer_size)
+ {
+ IncreaseReadBuffer(context);
+ }
+
+ if (c == '\n')
+ {
+ // end of line: a full line has been read
+
+ context->readbuffer[pos] = '\0';
+ break;
+ }
+ else if (c != '\0')
+ {
+ // normal character; don't allow NUL characters to be
+ // added.
+
+ context->readbuffer[pos] = (char) c;
+ ++pos;
+ }
+ }
+
+ return context->readbuffer;
+}
+
+void DEH_Warning(deh_context_t *context, char *msg, ...)
+{
+ va_list args;
+
+ va_start(args, msg);
+
+ fprintf(stderr, "%s:%i: warning: ", context->filename, context->linenum);
+ vfprintf(stderr, msg, args);
+ fprintf(stderr, "\n");
+
+ va_end(args);
+}
+
+void DEH_Error(deh_context_t *context, char *msg, ...)
+{
+ va_list args;
+
+ va_start(args, msg);
+
+ fprintf(stderr, "%s:%i: ", context->filename, context->linenum);
+ vfprintf(stderr, msg, args);
+ fprintf(stderr, "\n");
+
+ va_end(args);
+
+ I_Error("Error parsing dehacked file");
+}
+
+
diff --git a/src/strife/deh_io.h b/src/strife/deh_io.h
new file mode 100644
index 00000000..061a5a0e
--- /dev/null
+++ b/src/strife/deh_io.h
@@ -0,0 +1,40 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Dehacked I/O code (does all reads from dehacked files)
+//
+//-----------------------------------------------------------------------------
+
+#ifndef DEH_IO_H
+#define DEH_IO_H
+
+#include "deh_defs.h"
+
+deh_context_t *DEH_OpenFile(char *filename);
+void DEH_CloseFile(deh_context_t *context);
+int DEH_GetChar(deh_context_t *context);
+char *DEH_ReadLine(deh_context_t *context);
+void DEH_Error(deh_context_t *context, char *msg, ...);
+void DEH_Warning(deh_context_t *context, char *msg, ...);
+
+#endif /* #ifndef DEH_IO_H */
+
diff --git a/src/strife/deh_main.c b/src/strife/deh_main.c
new file mode 100644
index 00000000..63cae460
--- /dev/null
+++ b/src/strife/deh_main.c
@@ -0,0 +1,423 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Main dehacked code
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <ctype.h>
+
+#include "doomtype.h"
+#include "d_iwad.h"
+#include "m_argv.h"
+
+#include "deh_defs.h"
+#include "deh_io.h"
+
+static char *deh_signatures[] =
+{
+ "Patch File for DeHackEd v2.3",
+ "Patch File for DeHackEd v3.0",
+};
+
+// deh_ammo.c:
+extern deh_section_t deh_section_ammo;
+// deh_cheat.c:
+extern deh_section_t deh_section_cheat;
+// deh_frame.c:
+extern deh_section_t deh_section_frame;
+// deh_misc.c:
+extern deh_section_t deh_section_misc;
+// deh_ptr.c:
+extern deh_section_t deh_section_pointer;
+// deh_sound.c
+extern deh_section_t deh_section_sound;
+// deh_text.c:
+extern deh_section_t deh_section_text;
+// deh_thing.c:
+extern deh_section_t deh_section_thing;
+// deh_weapon.c:
+extern deh_section_t deh_section_weapon;
+
+// If true, we can do long string replacements.
+
+boolean deh_allow_long_strings = false;
+
+// If true, we can do cheat replacements longer than the originals.
+
+boolean deh_allow_long_cheats = false;
+
+// If false, dehacked cheat replacements are ignored.
+
+boolean deh_apply_cheats = true;
+
+//
+// List of section types:
+//
+
+static deh_section_t *section_types[] =
+{
+ &deh_section_ammo,
+ &deh_section_cheat,
+ &deh_section_frame,
+ &deh_section_misc,
+ &deh_section_pointer,
+ &deh_section_sound,
+ &deh_section_text,
+ &deh_section_thing,
+ &deh_section_weapon,
+};
+
+void DEH_Checksum(md5_digest_t digest)
+{
+ md5_context_t md5_context;
+ unsigned int i;
+
+ MD5_Init(&md5_context);
+
+ for (i=0; i<arrlen(section_types); ++i)
+ {
+ if (section_types[i]->md5_hash != NULL)
+ {
+ section_types[i]->md5_hash(&md5_context);
+ }
+ }
+
+ MD5_Final(digest, &md5_context);
+}
+
+// Called on startup to call the Init functions
+
+static void InitializeSections(void)
+{
+ unsigned int i;
+
+ for (i=0; i<arrlen(section_types); ++i)
+ {
+ if (section_types[i]->init != NULL)
+ {
+ section_types[i]->init();
+ }
+ }
+}
+
+// Given a section name, get the section structure which corresponds
+
+static deh_section_t *GetSectionByName(char *name)
+{
+ unsigned int i;
+
+ for (i=0; i<arrlen(section_types); ++i)
+ {
+ if (!strcasecmp(section_types[i]->name, name))
+ {
+ return section_types[i];
+ }
+ }
+
+ return NULL;
+}
+
+// Is the string passed just whitespace?
+
+static boolean IsWhitespace(char *s)
+{
+ for (; *s; ++s)
+ {
+ if (!isspace(*s))
+ return false;
+ }
+
+ return true;
+}
+
+// Strip whitespace from the start and end of a string
+
+static char *CleanString(char *s)
+{
+ char *strending;
+
+ // Leading whitespace
+
+ while (*s && isspace(*s))
+ ++s;
+
+ // Trailing whitespace
+
+ strending = s + strlen(s) - 1;
+
+ while (strlen(s) > 0 && isspace(*strending))
+ {
+ *strending = '\0';
+ --strending;
+ }
+
+ return s;
+}
+
+// This pattern is used a lot of times in different sections,
+// an assignment is essentially just a statement of the form:
+//
+// Variable Name = Value
+//
+// The variable name can include spaces or any other characters.
+// The string is split on the '=', essentially.
+//
+// Returns true if read correctly
+
+boolean DEH_ParseAssignment(char *line, char **variable_name, char **value)
+{
+ char *p;
+
+ // find the equals
+
+ p = strchr(line, '=');
+
+ if (p == NULL && p-line > 2)
+ {
+ return false;
+ }
+
+ // variable name at the start
+ // turn the '=' into a \0 to terminate the string here
+
+ *p = '\0';
+ *variable_name = CleanString(line);
+
+ // value immediately follows the '='
+
+ *value = CleanString(p+1);
+
+ return true;
+}
+
+static boolean CheckSignatures(deh_context_t *context)
+{
+ size_t i;
+ char *line;
+
+ // Read the first line
+
+ line = DEH_ReadLine(context);
+
+ if (line == NULL)
+ {
+ return false;
+ }
+
+ // Check all signatures to see if one matches
+
+ for (i=0; i<arrlen(deh_signatures); ++i)
+ {
+ if (!strcmp(deh_signatures[i], line))
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// Parses a comment string in a dehacked file.
+
+static void DEH_ParseComment(char *comment)
+{
+ // Allow comments containing this special value to allow string
+ // replacements longer than those permitted by DOS dehacked.
+ // This allows us to use a dehacked patch for doing string
+ // replacements for emulating Chex Quest.
+ //
+ // If you use this, your dehacked patch may not work in Vanilla
+ // Doom.
+
+ if (strstr(comment, "*allow-long-strings*") != NULL)
+ {
+ deh_allow_long_strings = true;
+ }
+
+ // Allow magic comments to allow longer cheat replacements than
+ // those permitted by DOS dehacked. This is also for Chex
+ // Quest.
+
+ if (strstr(comment, "*allow-long-cheats*") != NULL)
+ {
+ deh_allow_long_cheats = true;
+ }
+}
+
+// Parses a dehacked file by reading from the context
+
+static void DEH_ParseContext(deh_context_t *context)
+{
+ deh_section_t *current_section = NULL;
+ char section_name[20];
+ void *tag = NULL;
+ char *line;
+
+ // Read the header and check it matches the signature
+
+ if (!CheckSignatures(context))
+ {
+ DEH_Error(context, "This is not a valid dehacked patch file!");
+ }
+
+ deh_allow_long_strings = false;
+ deh_allow_long_cheats = false;
+
+ // Read the file
+
+ for (;;)
+ {
+ // read a new line
+
+ line = DEH_ReadLine(context);
+
+ // end of file?
+
+ if (line == NULL)
+ return;
+
+ while (line[0] != '\0' && isspace(line[0]))
+ ++line;
+
+ if (line[0] == '#')
+ {
+ // comment
+
+ DEH_ParseComment(line);
+ continue;
+ }
+
+ if (IsWhitespace(line))
+ {
+ if (current_section != NULL)
+ {
+ // end of section
+
+ if (current_section->end != NULL)
+ {
+ current_section->end(context, tag);
+ }
+
+ //printf("end %s tag\n", current_section->name);
+ current_section = NULL;
+ }
+ }
+ else
+ {
+ if (current_section != NULL)
+ {
+ // parse this line
+
+ current_section->line_parser(context, line, tag);
+ }
+ else
+ {
+ // possibly the start of a new section
+
+ sscanf(line, "%19s", section_name);
+
+ current_section = GetSectionByName(section_name);
+
+ if (current_section != NULL)
+ {
+ tag = current_section->start(context, line);
+ //printf("started %s tag\n", section_name);
+ }
+ else
+ {
+ //printf("unknown section name %s\n", section_name);
+ }
+ }
+ }
+ }
+}
+
+// Parses a dehacked file
+
+int DEH_LoadFile(char *filename)
+{
+ deh_context_t *context;
+
+ printf(" loading %s\n", filename);
+
+ context = DEH_OpenFile(filename);
+
+ if (context == NULL)
+ {
+ fprintf(stderr, "DEH_LoadFile: Unable to open %s\n", filename);
+ return 0;
+ }
+
+ DEH_ParseContext(context);
+
+ DEH_CloseFile(context);
+
+ return 1;
+}
+
+// Checks the command line for -deh argument
+
+void DEH_Init(void)
+{
+ char *filename;
+ int p;
+
+ InitializeSections();
+
+ //!
+ // @category mod
+ //
+ // Ignore cheats in dehacked files.
+ //
+
+ if (M_CheckParm("-nocheats") > 0)
+ {
+ deh_apply_cheats = false;
+ }
+
+ //!
+ // @arg <files>
+ // @category mod
+ //
+ // Load the given dehacked patch(es)
+ //
+
+ p = M_CheckParm("-deh");
+
+ if (p > 0)
+ {
+ ++p;
+
+ while (p < myargc && myargv[p][0] != '-')
+ {
+ filename = D_TryFindWADByName(myargv[p]);
+ DEH_LoadFile(filename);
+ ++p;
+ }
+ }
+}
+
+
diff --git a/src/strife/deh_main.h b/src/strife/deh_main.h
new file mode 100644
index 00000000..f9cb44ca
--- /dev/null
+++ b/src/strife/deh_main.h
@@ -0,0 +1,54 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Dehacked entrypoint and common code
+//
+//-----------------------------------------------------------------------------
+
+#ifndef DEH_MAIN_H
+#define DEH_MAIN_H
+
+#include "doomtype.h"
+#include "doomfeatures.h"
+#include "md5.h"
+#include "deh_str.h"
+
+// These are the limits that dehacked uses (from dheinit.h in the dehacked
+// source). If these limits are exceeded, it does not generate an error, but
+// a warning is displayed.
+
+#define DEH_VANILLA_NUMSTATES 966
+#define DEH_VANILLA_NUMSFX 107
+
+void DEH_Init(void);
+int DEH_LoadFile(char *filename);
+
+boolean DEH_ParseAssignment(char *line, char **variable_name, char **value);
+
+void DEH_Checksum(md5_digest_t digest);
+
+extern boolean deh_allow_long_strings;
+extern boolean deh_allow_long_cheats;
+extern boolean deh_apply_cheats;
+
+#endif /* #ifndef DEH_MAIN_H */
+
diff --git a/src/strife/deh_mapping.c b/src/strife/deh_mapping.c
new file mode 100644
index 00000000..b215b128
--- /dev/null
+++ b/src/strife/deh_mapping.c
@@ -0,0 +1,133 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Dehacked "mapping" code
+// Allows the fields in structures to be mapped out and accessed by
+// name
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomtype.h"
+#include "i_system.h"
+#include "deh_mapping.h"
+
+//
+// Set the value of a particular field in a structure by name
+//
+
+boolean DEH_SetMapping(deh_context_t *context, deh_mapping_t *mapping,
+ void *structptr, char *name, int value)
+{
+ int i;
+
+ for (i=0; mapping->entries[i].name != NULL; ++i)
+ {
+ deh_mapping_entry_t *entry = &mapping->entries[i];
+
+ if (!strcasecmp(entry->name, name))
+ {
+ void *location;
+
+ if (entry->location == NULL)
+ {
+ DEH_Warning(context, "Field '%s' is unsupported", name);
+ return false;
+ }
+
+ location = (uint8_t *)structptr + ((uint8_t *)entry->location - (uint8_t *)mapping->base);
+
+ // printf("Setting %p::%s to %i (%i bytes)\n",
+ // structptr, name, value, entry->size);
+
+ switch (entry->size)
+ {
+ case 1:
+ * ((uint8_t *) location) = value;
+ break;
+ case 2:
+ * ((uint16_t *) location) = value;
+ break;
+ case 4:
+ * ((uint32_t *) location) = value;
+ break;
+ default:
+ DEH_Error(context, "Unknown field type for '%s' (BUG)", name);
+ return false;
+ }
+
+ return true;
+ }
+ }
+
+ // field with this name not found
+
+ DEH_Warning(context, "Field named '%s' not found", name);
+
+ return false;
+}
+
+void DEH_StructMD5Sum(md5_context_t *context, deh_mapping_t *mapping,
+ void *structptr)
+{
+ int i;
+
+ // Go through each mapping
+
+ for (i=0; mapping->entries[i].name != NULL; ++i)
+ {
+ deh_mapping_entry_t *entry = &mapping->entries[i];
+ void *location;
+
+ if (entry->location == NULL)
+ {
+ // Unsupported field
+
+ continue;
+ }
+
+ // Add in data for this field
+
+ location = (uint8_t *)structptr + ((uint8_t *)entry->location - (uint8_t *)mapping->base);
+
+ switch (entry->size)
+ {
+ case 1:
+ MD5_UpdateInt32(context, *((uint8_t *) location));
+ break;
+ case 2:
+ MD5_UpdateInt32(context, *((uint16_t *) location));
+ break;
+ case 4:
+ MD5_UpdateInt32(context, *((uint32_t *) location));
+ break;
+ default:
+ I_Error("Unknown dehacked mapping field type for '%s' (BUG)",
+ entry->name);
+ break;
+ }
+ }
+}
+
diff --git a/src/strife/deh_mapping.h b/src/strife/deh_mapping.h
new file mode 100644
index 00000000..4862dec9
--- /dev/null
+++ b/src/strife/deh_mapping.h
@@ -0,0 +1,90 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Dehacked "mapping" code
+// Allows the fields in structures to be mapped out and accessed by
+// name
+//
+//-----------------------------------------------------------------------------
+
+#ifndef DEH_MAPPING_H
+#define DEH_MAPPING_H
+
+#include "doomtype.h"
+#include "deh_io.h"
+#include "md5.h"
+
+#define DEH_BEGIN_MAPPING(mapping_name, structname) \
+ static structname deh_mapping_base; \
+ static deh_mapping_t mapping_name = \
+ { \
+ &deh_mapping_base, \
+ {
+
+#define DEH_MAPPING(deh_name, fieldname) \
+ {deh_name, &deh_mapping_base.fieldname, \
+ sizeof(deh_mapping_base.fieldname)},
+
+#define DEH_UNSUPPORTED_MAPPING(deh_name) \
+ {deh_name, NULL, -1},
+
+#define DEH_END_MAPPING \
+ {NULL, NULL, -1} \
+ } \
+ };
+
+
+
+#define MAX_MAPPING_ENTRIES 32
+
+typedef struct deh_mapping_s deh_mapping_t;
+typedef struct deh_mapping_entry_s deh_mapping_entry_t;
+
+struct deh_mapping_entry_s
+{
+ // field name
+
+ char *name;
+
+ // location relative to the base in the deh_mapping_t struct
+ // If this is NULL, it is an unsupported mapping
+
+ void *location;
+
+ // field size
+
+ int size;
+};
+
+struct deh_mapping_s
+{
+ void *base;
+ deh_mapping_entry_t entries[MAX_MAPPING_ENTRIES];
+};
+
+boolean DEH_SetMapping(deh_context_t *context, deh_mapping_t *mapping,
+ void *structptr, char *name, int value);
+void DEH_StructMD5Sum(md5_context_t *context, deh_mapping_t *mapping,
+ void *structptr);
+
+#endif /* #ifndef DEH_MAPPING_H */
+
diff --git a/src/strife/deh_misc.c b/src/strife/deh_misc.c
new file mode 100644
index 00000000..b57d0ef0
--- /dev/null
+++ b/src/strife/deh_misc.c
@@ -0,0 +1,237 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses "Misc" sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomtype.h"
+#include "deh_defs.h"
+#include "deh_io.h"
+#include "deh_main.h"
+#include "deh_misc.h"
+
+// Dehacked: "Initial Health"
+// This is the initial health a player has when starting anew.
+// See G_PlayerReborn in g_game.c
+
+int deh_initial_health = DEH_DEFAULT_INITIAL_HEALTH;
+
+// Dehacked: "Initial bullets"
+// This is the number of bullets the player has when starting anew.
+// See G_PlayerReborn in g_game.c
+
+int deh_initial_bullets = DEH_DEFAULT_INITIAL_BULLETS;
+
+// Dehacked: "Max Health"
+// This is the maximum health that can be reached using medikits
+// alone. See P_TouchSpecialThing in p_inter.c
+
+int deh_max_health = DEH_DEFAULT_MAX_HEALTH;
+
+// Dehacked: "Max Armor"
+// This is the maximum armor which can be reached by picking up
+// armor helmets. See P_TouchSpecialThing in p_inter.c
+
+int deh_max_armor = DEH_DEFAULT_MAX_ARMOR;
+
+// Dehacked: "Green Armor Class"
+// This is the armor class that is given when picking up the green
+// armor or an armor helmet. See P_TouchSpecialThing in p_inter.c
+//
+// DOS dehacked only modifies the behavior of the green armor shirt,
+// the armor class set by armor helmets is not affected.
+
+int deh_green_armor_class = DEH_DEFAULT_GREEN_ARMOR_CLASS;
+
+// Dehacked: "Blue Armor Class"
+// This is the armor class that is given when picking up the blue
+// armor or a megasphere. See P_TouchSpecialThing in p_inter.c
+//
+// DOS dehacked only modifies the MegaArmor behavior and not
+// the MegaSphere, which always gives armor type 2.
+
+int deh_blue_armor_class = DEH_DEFAULT_BLUE_ARMOR_CLASS;
+
+// Dehacked: "Max soulsphere"
+// The maximum health which can be reached by picking up the
+// soulsphere. See P_TouchSpecialThing in p_inter.c
+
+int deh_max_soulsphere = DEH_DEFAULT_MAX_SOULSPHERE;
+
+// Dehacked: "Soulsphere health"
+// The amount of health bonus that picking up a soulsphere
+// gives. See P_TouchSpecialThing in p_inter.c
+
+int deh_soulsphere_health = DEH_DEFAULT_SOULSPHERE_HEALTH;
+
+// Dehacked: "Megasphere health"
+// This is what the health is set to after picking up a
+// megasphere. See P_TouchSpecialThing in p_inter.c
+
+int deh_megasphere_health = DEH_DEFAULT_MEGASPHERE_HEALTH;
+
+// Dehacked: "God mode health"
+// This is what the health value is set to when cheating using
+// the IDDQD god mode cheat. See ST_Responder in st_stuff.c
+
+int deh_god_mode_health = DEH_DEFAULT_GOD_MODE_HEALTH;
+
+// Dehacked: "IDFA Armor"
+// This is what the armor is set to when using the IDFA cheat.
+// See ST_Responder in st_stuff.c
+
+int deh_idfa_armor = DEH_DEFAULT_IDFA_ARMOR;
+
+// Dehacked: "IDFA Armor Class"
+// This is what the armor class is set to when using the IDFA cheat.
+// See ST_Responder in st_stuff.c
+
+int deh_idfa_armor_class = DEH_DEFAULT_IDFA_ARMOR_CLASS;
+
+// Dehacked: "IDKFA Armor"
+// This is what the armor is set to when using the IDKFA cheat.
+// See ST_Responder in st_stuff.c
+
+int deh_idkfa_armor = DEH_DEFAULT_IDKFA_ARMOR;
+
+// Dehacked: "IDKFA Armor Class"
+// This is what the armor class is set to when using the IDKFA cheat.
+// See ST_Responder in st_stuff.c
+
+int deh_idkfa_armor_class = DEH_DEFAULT_IDKFA_ARMOR_CLASS;
+
+// Dehacked: "BFG Cells/Shot"
+// This is the number of CELLs firing the BFG uses up.
+// See P_CheckAmmo and A_FireBFG in p_pspr.c
+
+int deh_bfg_cells_per_shot = DEH_DEFAULT_BFG_CELLS_PER_SHOT;
+
+// Dehacked: "Monsters infight"
+// This controls whether monsters can harm other monsters of the same
+// species. For example, whether an imp fireball will damage other
+// imps. The value of this in dehacked patches is weird - '202' means
+// off, while '221' means on.
+//
+// See PIT_CheckThing in p_map.c
+
+int deh_species_infighting = DEH_DEFAULT_SPECIES_INFIGHTING;
+
+static struct
+{
+ char *deh_name;
+ int *value;
+} misc_settings[] = {
+ {"Initial Health", &deh_initial_health},
+ {"Initial Bullets", &deh_initial_bullets},
+ {"Max Health", &deh_max_health},
+ {"Max Armor", &deh_max_armor},
+ {"Green Armor Class", &deh_green_armor_class},
+ {"Blue Armor Class", &deh_blue_armor_class},
+ {"Max Soulsphere", &deh_max_soulsphere},
+ {"Soulsphere Health", &deh_soulsphere_health},
+ {"Megasphere Health", &deh_megasphere_health},
+ {"God Mode Health", &deh_god_mode_health},
+ {"IDFA Armor", &deh_idfa_armor},
+ {"IDFA Armor Class", &deh_idfa_armor_class},
+ {"IDKFA Armor", &deh_idkfa_armor},
+ {"IDKFA Armor Class", &deh_idkfa_armor_class},
+ {"BFG Cells/Shot", &deh_bfg_cells_per_shot},
+};
+
+static void *DEH_MiscStart(deh_context_t *context, char *line)
+{
+ return NULL;
+}
+
+static void DEH_MiscParseLine(deh_context_t *context, char *line, void *tag)
+{
+ char *variable_name, *value;
+ int ivalue;
+ size_t i;
+
+ if (!DEH_ParseAssignment(line, &variable_name, &value))
+ {
+ // Failed to parse
+
+ DEH_Warning(context, "Failed to parse assignment");
+ return;
+ }
+
+ ivalue = atoi(value);
+
+ if (!strcasecmp(variable_name, "Monsters Infight"))
+ {
+ // See notes above.
+
+ if (ivalue == 202)
+ {
+ deh_species_infighting = 0;
+ }
+ else if (ivalue == 221)
+ {
+ deh_species_infighting = 1;
+ }
+ else
+ {
+ DEH_Warning(context,
+ "Invalid value for 'Monsters Infight': %i", ivalue);
+ }
+
+ return;
+ }
+
+ for (i=0; i<arrlen(misc_settings); ++i)
+ {
+ if (!strcasecmp(variable_name, misc_settings[i].deh_name))
+ {
+ *misc_settings[i].value = ivalue;
+ return;
+ }
+ }
+
+ DEH_Warning(context, "Unknown Misc variable '%s'", variable_name);
+}
+
+static void DEH_MiscMD5Sum(md5_context_t *context)
+{
+ unsigned int i;
+
+ for (i=0; i<arrlen(misc_settings); ++i)
+ {
+ MD5_UpdateInt32(context, *misc_settings[i].value);
+ }
+}
+
+deh_section_t deh_section_misc =
+{
+ "Misc",
+ NULL,
+ DEH_MiscStart,
+ DEH_MiscParseLine,
+ NULL,
+ DEH_MiscMD5Sum,
+};
+
diff --git a/src/strife/deh_misc.h b/src/strife/deh_misc.h
new file mode 100644
index 00000000..a589b104
--- /dev/null
+++ b/src/strife/deh_misc.h
@@ -0,0 +1,92 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses "Misc" sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#ifndef DEH_MISC_H
+#define DEH_MISC_H
+
+#include "doomfeatures.h"
+
+#define DEH_DEFAULT_INITIAL_HEALTH 100
+#define DEH_DEFAULT_INITIAL_BULLETS 50
+#define DEH_DEFAULT_MAX_HEALTH 200
+#define DEH_DEFAULT_MAX_ARMOR 200
+#define DEH_DEFAULT_GREEN_ARMOR_CLASS 1
+#define DEH_DEFAULT_BLUE_ARMOR_CLASS 2
+#define DEH_DEFAULT_MAX_SOULSPHERE 200
+#define DEH_DEFAULT_SOULSPHERE_HEALTH 100
+#define DEH_DEFAULT_MEGASPHERE_HEALTH 200
+#define DEH_DEFAULT_GOD_MODE_HEALTH 100
+#define DEH_DEFAULT_IDFA_ARMOR 200
+#define DEH_DEFAULT_IDFA_ARMOR_CLASS 2
+#define DEH_DEFAULT_IDKFA_ARMOR 200
+#define DEH_DEFAULT_IDKFA_ARMOR_CLASS 2
+#define DEH_DEFAULT_BFG_CELLS_PER_SHOT 40
+#define DEH_DEFAULT_SPECIES_INFIGHTING 0
+
+#ifdef FEATURE_DEHACKED
+
+extern int deh_initial_health;
+extern int deh_initial_bullets;
+extern int deh_max_health;
+extern int deh_max_armor;
+extern int deh_green_armor_class;
+extern int deh_blue_armor_class;
+extern int deh_max_soulsphere;
+extern int deh_soulsphere_health;
+extern int deh_megasphere_health;
+extern int deh_god_mode_health;
+extern int deh_idfa_armor;
+extern int deh_idfa_armor_class;
+extern int deh_idkfa_armor;
+extern int deh_idkfa_armor_class;
+extern int deh_bfg_cells_per_shot;
+extern int deh_species_infighting;
+
+#else
+
+// If dehacked is disabled, hard coded values
+
+#define deh_initial_health DEH_DEFAULT_INITIAL_HEALTH
+#define deh_initial_bullets DEH_DEFAULT_INITIAL_BULLETS
+#define deh_max_health DEH_DEFAULT_MAX_HEALTH
+#define deh_max_armor DEH_DEFAULT_MAX_ARMOR
+#define deh_green_armor_class DEH_DEFAULT_GREEN_ARMOR_CLASS
+#define deh_blue_armor_class DEH_DEFAULT_BLUE_ARMOR_CLASS
+#define deh_max_soulsphere DEH_DEFAULT_MAX_SOULSPHERE
+#define deh_soulsphere_health DEH_DEFAULT_SOULSPHERE_HEALTH
+#define deh_megasphere_health DEH_DEFAULT_MEGASPHERE_HEALTH
+#define deh_god_mode_health DEH_DEFAULT_GOD_MODE_HEALTH
+#define deh_idfa_armor DEH_DEFAULT_IDFA_ARMOR
+#define deh_idfa_armor_class DEH_DEFAULT_IDFA_ARMOR_CLASS
+#define deh_idkfa_armor DEH_DEFAULT_IDKFA_ARMOR
+#define deh_idkfa_armor_class DEH_DEFAULT_IDKFA_ARMOR_CLASS
+#define deh_bfg_cells_per_shot DEH_DEFAULT_BFG_CELLS_PER_SHOT
+#define deh_species_infighting DEH_DEFAULT_SPECIES_INFIGHTING
+
+#endif
+
+#endif /* #ifndef DEH_MISC_H */
+
diff --git a/src/strife/deh_ptr.c b/src/strife/deh_ptr.c
new file mode 100644
index 00000000..d757a178
--- /dev/null
+++ b/src/strife/deh_ptr.c
@@ -0,0 +1,151 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses Action Pointer entries in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomtype.h"
+#include "info.h"
+
+#include "deh_defs.h"
+#include "deh_io.h"
+#include "deh_main.h"
+
+static actionf_t codeptrs[NUMSTATES];
+
+static int CodePointerIndex(actionf_t *ptr)
+{
+ int i;
+
+ for (i=0; i<NUMSTATES; ++i)
+ {
+ if (!memcmp(&codeptrs[i], ptr, sizeof(actionf_t)))
+ {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+static void DEH_PointerInit(void)
+{
+ int i;
+
+ // Initialize list of dehacked pointers
+
+ for (i=0; i<NUMSTATES; ++i)
+ codeptrs[i] = states[i].action;
+}
+
+static void *DEH_PointerStart(deh_context_t *context, char *line)
+{
+ int frame_number = 0;
+
+ // FIXME: can the third argument here be something other than "Frame"
+ // or are we ok?
+
+ if (sscanf(line, "Pointer %*i (%*s %i)", &frame_number) != 1)
+ {
+ DEH_Warning(context, "Parse error on section start");
+ return NULL;
+ }
+
+ if (frame_number < 0 || frame_number >= NUMSTATES)
+ {
+ DEH_Warning(context, "Invalid frame number: %i", frame_number);
+ return NULL;
+ }
+
+ return &states[frame_number];
+}
+
+static void DEH_PointerParseLine(deh_context_t *context, char *line, void *tag)
+{
+ state_t *state;
+ char *variable_name, *value;
+ int ivalue;
+
+ if (tag == NULL)
+ return;
+
+ state = (state_t *) tag;
+
+ // Parse the assignment
+
+ if (!DEH_ParseAssignment(line, &variable_name, &value))
+ {
+ // Failed to parse
+ DEH_Warning(context, "Failed to parse assignment");
+ return;
+ }
+
+// printf("Set %s to %s for state\n", variable_name, value);
+
+ // all values are integers
+
+ ivalue = atoi(value);
+
+ // set the appropriate field
+
+ if (!strcasecmp(variable_name, "Codep frame"))
+ {
+ if (ivalue < 0 || ivalue >= NUMSTATES)
+ {
+ DEH_Warning(context, "Invalid state '%i'", ivalue);
+ }
+ else
+ {
+ state->action = codeptrs[ivalue];
+ }
+ }
+ else
+ {
+ DEH_Warning(context, "Unknown variable name '%s'", variable_name);
+ }
+}
+
+static void DEH_PointerMD5Sum(md5_context_t *context)
+{
+ int i;
+
+ for (i=0; i<NUMSTATES; ++i)
+ {
+ MD5_UpdateInt32(context, CodePointerIndex(&states[i].action));
+ }
+}
+
+deh_section_t deh_section_pointer =
+{
+ "Pointer",
+ DEH_PointerInit,
+ DEH_PointerStart,
+ DEH_PointerParseLine,
+ NULL,
+ DEH_PointerMD5Sum,
+};
+
diff --git a/src/strife/deh_sound.c b/src/strife/deh_sound.c
new file mode 100644
index 00000000..251cdccb
--- /dev/null
+++ b/src/strife/deh_sound.c
@@ -0,0 +1,112 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses "Sound" sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "doomfeatures.h"
+#include "doomtype.h"
+#include "deh_defs.h"
+#include "deh_main.h"
+#include "deh_mapping.h"
+#include "sounds.h"
+
+DEH_BEGIN_MAPPING(sound_mapping, sfxinfo_t)
+ DEH_UNSUPPORTED_MAPPING("Offset")
+ DEH_UNSUPPORTED_MAPPING("Zero/One")
+ DEH_MAPPING("Value", priority)
+ DEH_MAPPING("Zero 1", link)
+ DEH_MAPPING("Zero 2", pitch)
+ DEH_MAPPING("Zero 3", volume)
+ DEH_UNSUPPORTED_MAPPING("Zero 4")
+ DEH_MAPPING("Neg. One 1", usefulness)
+ DEH_MAPPING("Neg. One 2", lumpnum)
+DEH_END_MAPPING
+
+static void *DEH_SoundStart(deh_context_t *context, char *line)
+{
+ int sound_number = 0;
+
+ if (sscanf(line, "Sound %i", &sound_number) != 1)
+ {
+ DEH_Warning(context, "Parse error on section start");
+ return NULL;
+ }
+
+ if (sound_number < 0 || sound_number >= NUMSFX)
+ {
+ DEH_Warning(context, "Invalid sound number: %i", sound_number);
+ return NULL;
+ }
+
+ if (sound_number >= DEH_VANILLA_NUMSFX)
+ {
+ DEH_Warning(context, "Attempt to modify SFX %i. This will cause "
+ "problems in Vanilla dehacked.", sound_number);
+ }
+
+ return &S_sfx[sound_number];
+}
+
+static void DEH_SoundParseLine(deh_context_t *context, char *line, void *tag)
+{
+ sfxinfo_t *sfx;
+ char *variable_name, *value;
+ int ivalue;
+
+ if (tag == NULL)
+ return;
+
+ sfx = (sfxinfo_t *) tag;
+
+ // Parse the assignment
+
+ if (!DEH_ParseAssignment(line, &variable_name, &value))
+ {
+ // Failed to parse
+ DEH_Warning(context, "Failed to parse assignment");
+ return;
+ }
+
+ // all values are integers
+
+ ivalue = atoi(value);
+
+ // Set the field value
+
+ DEH_SetMapping(context, &sound_mapping, sfx, variable_name, ivalue);
+}
+
+deh_section_t deh_section_sound =
+{
+ "Sound",
+ NULL,
+ DEH_SoundStart,
+ DEH_SoundParseLine,
+ NULL,
+ NULL,
+};
+
diff --git a/src/strife/deh_text.c b/src/strife/deh_text.c
new file mode 100644
index 00000000..31e23db2
--- /dev/null
+++ b/src/strife/deh_text.c
@@ -0,0 +1,127 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses Text substitution sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <string.h>
+
+#include "doomtype.h"
+
+#include "z_zone.h"
+
+#include "deh_defs.h"
+#include "deh_io.h"
+#include "deh_main.h"
+
+// Given a string length, find the maximum length of a
+// string that can replace it.
+
+static int TXT_MaxStringLength(int len)
+{
+ // Enough bytes for the string and the NUL terminator
+
+ len += 1;
+
+ // All strings in doom.exe are on 4-byte boundaries, so we may be able
+ // to support a slightly longer string.
+ // Extend up to the next 4-byte boundary
+
+ len += (4 - (len % 4)) % 4;
+
+ // Less one for the NUL terminator.
+
+ return len - 1;
+}
+
+static void *DEH_TextStart(deh_context_t *context, char *line)
+{
+ char *from_text, *to_text;
+ int fromlen, tolen;
+ int i;
+
+ if (sscanf(line, "Text %i %i", &fromlen, &tolen) != 2)
+ {
+ DEH_Warning(context, "Parse error on section start");
+ return NULL;
+ }
+
+ // Only allow string replacements that are possible in Vanilla Doom.
+ // Chocolate Doom is unforgiving!
+
+ if (!deh_allow_long_strings && tolen > TXT_MaxStringLength(fromlen))
+ {
+ DEH_Error(context, "Replacement string is longer than the maximum "
+ "possible in doom.exe");
+ return NULL;
+ }
+
+ from_text = Z_Malloc(fromlen + 1, PU_STATIC, NULL);
+ to_text = Z_Malloc(tolen + 1, PU_STATIC, NULL);
+
+ // read in the "from" text
+
+ for (i=0; i<fromlen; ++i)
+ {
+ int c;
+
+ c = DEH_GetChar(context);
+
+ from_text[i] = c;
+ }
+
+ from_text[fromlen] = '\0';
+
+ // read in the "to" text
+
+ for (i=0; i<tolen; ++i)
+ {
+ int c;
+
+ c = DEH_GetChar(context);
+
+ to_text[i] = c;
+ }
+ to_text[tolen] = '\0';
+
+ DEH_AddStringReplacement(from_text, to_text);
+
+ return NULL;
+}
+
+static void DEH_TextParseLine(deh_context_t *context, char *line, void *tag)
+{
+ // not used
+}
+
+deh_section_t deh_section_text =
+{
+ "Text",
+ NULL,
+ DEH_TextStart,
+ DEH_TextParseLine,
+ NULL,
+ NULL,
+};
+
diff --git a/src/strife/deh_thing.c b/src/strife/deh_thing.c
new file mode 100644
index 00000000..5400ae60
--- /dev/null
+++ b/src/strife/deh_thing.c
@@ -0,0 +1,140 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses "Thing" sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "doomtype.h"
+
+#include "deh_defs.h"
+#include "deh_main.h"
+#include "deh_mapping.h"
+
+#include "info.h"
+
+DEH_BEGIN_MAPPING(thing_mapping, mobjinfo_t)
+ DEH_MAPPING("ID #", doomednum)
+ DEH_MAPPING("Initial frame", spawnstate)
+ DEH_MAPPING("Hit points", spawnhealth)
+ DEH_MAPPING("First moving frame", seestate)
+ DEH_MAPPING("Alert sound", seesound)
+ DEH_MAPPING("Reaction time", reactiontime)
+ DEH_MAPPING("Attack sound", attacksound)
+ DEH_MAPPING("Injury frame", painstate)
+ DEH_MAPPING("Pain chance", painchance)
+ DEH_MAPPING("Pain sound", painsound)
+ DEH_MAPPING("Close attack frame", meleestate)
+ DEH_MAPPING("Far attack frame", missilestate)
+ DEH_MAPPING("Death frame", deathstate)
+ DEH_MAPPING("Exploding frame", xdeathstate)
+ DEH_MAPPING("Death sound", deathsound)
+ DEH_MAPPING("Speed", speed)
+ DEH_MAPPING("Width", radius)
+ DEH_MAPPING("Height", height)
+ DEH_MAPPING("Mass", mass)
+ DEH_MAPPING("Missile damage", damage)
+ DEH_MAPPING("Action sound", activesound)
+ DEH_MAPPING("Bits", flags)
+ DEH_MAPPING("Respawn frame", raisestate)
+DEH_END_MAPPING
+
+static void *DEH_ThingStart(deh_context_t *context, char *line)
+{
+ int thing_number = 0;
+ mobjinfo_t *mobj;
+
+ if (sscanf(line, "Thing %i", &thing_number) != 1)
+ {
+ DEH_Warning(context, "Parse error on section start");
+ return NULL;
+ }
+
+ // dehacked files are indexed from 1
+ --thing_number;
+
+ if (thing_number < 0 || thing_number >= NUMMOBJTYPES)
+ {
+ DEH_Warning(context, "Invalid thing number: %i", thing_number);
+ return NULL;
+ }
+
+ mobj = &mobjinfo[thing_number];
+
+ return mobj;
+}
+
+static void DEH_ThingParseLine(deh_context_t *context, char *line, void *tag)
+{
+ mobjinfo_t *mobj;
+ char *variable_name, *value;
+ int ivalue;
+
+ if (tag == NULL)
+ return;
+
+ mobj = (mobjinfo_t *) tag;
+
+ // Parse the assignment
+
+ if (!DEH_ParseAssignment(line, &variable_name, &value))
+ {
+ // Failed to parse
+
+ DEH_Warning(context, "Failed to parse assignment");
+ return;
+ }
+
+// printf("Set %s to %s for mobj\n", variable_name, value);
+
+ // all values are integers
+
+ ivalue = atoi(value);
+
+ // Set the field value
+
+ DEH_SetMapping(context, &thing_mapping, mobj, variable_name, ivalue);
+}
+
+static void DEH_ThingMD5Sum(md5_context_t *context)
+{
+ int i;
+
+ for (i=0; i<NUMMOBJTYPES; ++i)
+ {
+ DEH_StructMD5Sum(context, &thing_mapping, &mobjinfo[i]);
+ }
+}
+
+deh_section_t deh_section_thing =
+{
+ "Thing",
+ NULL,
+ DEH_ThingStart,
+ DEH_ThingParseLine,
+ NULL,
+ DEH_ThingMD5Sum,
+};
+
diff --git a/src/strife/deh_weapon.c b/src/strife/deh_weapon.c
new file mode 100644
index 00000000..b0c2400c
--- /dev/null
+++ b/src/strife/deh_weapon.c
@@ -0,0 +1,110 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
+//
+// Parses "Weapon" sections in dehacked files
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "doomtype.h"
+
+#include "d_items.h"
+
+#include "deh_defs.h"
+#include "deh_main.h"
+#include "deh_mapping.h"
+
+DEH_BEGIN_MAPPING(weapon_mapping, weaponinfo_t)
+ DEH_MAPPING("Ammo type", ammo)
+ DEH_MAPPING("Deselect frame", upstate)
+ DEH_MAPPING("Select frame", downstate)
+ DEH_MAPPING("Bobbing frame", readystate)
+ DEH_MAPPING("Shooting frame", atkstate)
+ DEH_MAPPING("Firing frame", flashstate)
+DEH_END_MAPPING
+
+static void *DEH_WeaponStart(deh_context_t *context, char *line)
+{
+ int weapon_number = 0;
+
+ if (sscanf(line, "Weapon %i", &weapon_number) != 1)
+ {
+ DEH_Warning(context, "Parse error on section start");
+ return NULL;
+ }
+
+ if (weapon_number < 0 || weapon_number >= NUMWEAPONS)
+ {
+ DEH_Warning(context, "Invalid weapon number: %i", weapon_number);
+ return NULL;
+ }
+
+ return &weaponinfo[weapon_number];
+}
+
+static void DEH_WeaponParseLine(deh_context_t *context, char *line, void *tag)
+{
+ char *variable_name, *value;
+ weaponinfo_t *weapon;
+ int ivalue;
+
+ if (tag == NULL)
+ return;
+
+ weapon = (weaponinfo_t *) tag;
+
+ if (!DEH_ParseAssignment(line, &variable_name, &value))
+ {
+ // Failed to parse
+
+ DEH_Warning(context, "Failed to parse assignment");
+ return;
+ }
+
+ ivalue = atoi(value);
+
+ DEH_SetMapping(context, &weapon_mapping, weapon, variable_name, ivalue);
+}
+
+static void DEH_WeaponMD5Sum(md5_context_t *context)
+{
+ int i;
+
+ for (i=0; i<NUMWEAPONS ;++i)
+ {
+ DEH_StructMD5Sum(context, &weapon_mapping, &weaponinfo[i]);
+ }
+}
+
+deh_section_t deh_section_weapon =
+{
+ "Weapon",
+ NULL,
+ DEH_WeaponStart,
+ DEH_WeaponParseLine,
+ NULL,
+ DEH_WeaponMD5Sum,
+};
+
diff --git a/src/strife/doomdata.h b/src/strife/doomdata.h
new file mode 100644
index 00000000..66733aea
--- /dev/null
+++ b/src/strife/doomdata.h
@@ -0,0 +1,221 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// all external data is defined here
+// most of the data is loaded into different structures at run time
+// some internal structures shared by many modules are here
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __DOOMDATA__
+#define __DOOMDATA__
+
+// The most basic types we use, portability.
+#include "doomtype.h"
+
+// Some global defines, that configure the game.
+#include "doomdef.h"
+
+
+
+//
+// Map level types.
+// The following data structures define the persistent format
+// used in the lumps of the WAD files.
+//
+
+// Lump order in a map WAD: each map needs a couple of lumps
+// to provide a complete scene geometry description.
+enum
+{
+ ML_LABEL, // A separator, name, ExMx or MAPxx
+ ML_THINGS, // Monsters, items..
+ ML_LINEDEFS, // LineDefs, from editing
+ ML_SIDEDEFS, // SideDefs, from editing
+ ML_VERTEXES, // Vertices, edited and BSP splits generated
+ ML_SEGS, // LineSegs, from LineDefs split by BSP
+ ML_SSECTORS, // SubSectors, list of LineSegs
+ ML_NODES, // BSP nodes
+ ML_SECTORS, // Sectors, from editing
+ ML_REJECT, // LUT, sector-sector visibility
+ ML_BLOCKMAP // LUT, motion clipping, walls/grid element
+};
+
+
+// A single Vertex.
+typedef struct
+{
+ short x;
+ short y;
+} PACKEDATTR mapvertex_t;
+
+
+// A SideDef, defining the visual appearance of a wall,
+// by setting textures and offsets.
+typedef struct
+{
+ short textureoffset;
+ short rowoffset;
+ char toptexture[8];
+ char bottomtexture[8];
+ char midtexture[8];
+ // Front sector, towards viewer.
+ short sector;
+} PACKEDATTR mapsidedef_t;
+
+
+
+// A LineDef, as used for editing, and as input
+// to the BSP builder.
+typedef struct
+{
+ short v1;
+ short v2;
+ short flags;
+ short special;
+ short tag;
+ // sidenum[1] will be -1 if one sided
+ short sidenum[2];
+} PACKEDATTR maplinedef_t;
+
+
+//
+// LineDef attributes.
+//
+
+// Solid, is an obstacle.
+#define ML_BLOCKING 1
+
+// Blocks monsters only.
+#define ML_BLOCKMONSTERS 2
+
+// Backside will not be present at all
+// if not two sided.
+#define ML_TWOSIDED 4
+
+// If a texture is pegged, the texture will have
+// the end exposed to air held constant at the
+// top or bottom of the texture (stairs or pulled
+// down things) and will move with a height change
+// of one of the neighbor sectors.
+// Unpegged textures allways have the first row of
+// the texture at the top pixel of the line for both
+// top and bottom textures (use next to windows).
+
+// upper texture unpegged
+#define ML_DONTPEGTOP 8
+
+// lower texture unpegged
+#define ML_DONTPEGBOTTOM 16
+
+// In AutoMap: don't map as two sided: IT'S A SECRET!
+#define ML_SECRET 32
+
+// Sound rendering: don't let sound cross two of these.
+#define ML_SOUNDBLOCK 64
+
+// Don't draw on the automap at all.
+#define ML_DONTDRAW 128
+
+// Set if already seen, thus drawn in automap.
+#define ML_MAPPED 256
+
+
+
+
+// Sector definition, from editing.
+typedef struct
+{
+ short floorheight;
+ short ceilingheight;
+ char floorpic[8];
+ char ceilingpic[8];
+ short lightlevel;
+ short special;
+ short tag;
+} PACKEDATTR mapsector_t;
+
+// SubSector, as generated by BSP.
+typedef struct
+{
+ short numsegs;
+ // Index of first one, segs are stored sequentially.
+ short firstseg;
+} PACKEDATTR mapsubsector_t;
+
+
+// LineSeg, generated by splitting LineDefs
+// using partition lines selected by BSP builder.
+typedef struct
+{
+ short v1;
+ short v2;
+ short angle;
+ short linedef;
+ short side;
+ short offset;
+} PACKEDATTR mapseg_t;
+
+
+
+// BSP node structure.
+
+// Indicate a leaf.
+#define NF_SUBSECTOR 0x8000
+
+typedef struct
+{
+ // Partition line from (x,y) to x+dx,y+dy)
+ short x;
+ short y;
+ short dx;
+ short dy;
+
+ // Bounding box for each child,
+ // clip against view frustum.
+ short bbox[2][4];
+
+ // If NF_SUBSECTOR its a subsector,
+ // else it's a node of another subtree.
+ unsigned short children[2];
+
+} PACKEDATTR mapnode_t;
+
+
+
+
+// Thing definition, position, orientation and type,
+// plus skill/visibility flags and attributes.
+typedef struct
+{
+ short x;
+ short y;
+ short angle;
+ short type;
+ short options;
+} PACKEDATTR mapthing_t;
+
+
+
+
+
+#endif // __DOOMDATA__
diff --git a/src/strife/doomdef.c b/src/strife/doomdef.c
new file mode 100644
index 00000000..1ad48525
--- /dev/null
+++ b/src/strife/doomdef.c
@@ -0,0 +1,36 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// DoomDef - basic defines for DOOM, e.g. Version, game mode
+// and skill level, and display parameters.
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include "doomdef.h"
+
+// Location for any defines turned variables.
+
+// None.
+
+
diff --git a/src/strife/doomdef.h b/src/strife/doomdef.h
new file mode 100644
index 00000000..e911f886
--- /dev/null
+++ b/src/strife/doomdef.h
@@ -0,0 +1,174 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Internally used data structures for virtually everything,
+// lots of other stuff.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __DOOMDEF__
+#define __DOOMDEF__
+
+#include <stdio.h>
+#include <string.h>
+
+#include "doomtype.h"
+#include "i_timer.h"
+#include "d_mode.h"
+
+//
+// Global parameters/defines.
+//
+// DOOM version
+#define DOOM_VERSION 109
+
+// Version code for cph's longtics hack ("v1.91")
+#define DOOM_191_VERSION 111
+
+
+// If rangecheck is undefined,
+// most parameter validation debugging code will not be compiled
+#define RANGECHECK
+
+// The current state of the game: whether we are
+// playing, gazing at the intermission screen,
+// the game final animation, or a demo.
+typedef enum
+{
+ GS_LEVEL,
+ GS_INTERMISSION,
+ GS_FINALE,
+ GS_DEMOSCREEN,
+} gamestate_t;
+
+typedef enum
+{
+ ga_nothing,
+ ga_loadlevel,
+ ga_newgame,
+ ga_loadgame,
+ ga_savegame,
+ ga_playdemo,
+ ga_completed,
+ ga_victory,
+ ga_worlddone,
+ ga_screenshot
+} gameaction_t;
+
+//
+// Difficulty/skill settings/filters.
+//
+
+// Skill flags.
+#define MTF_EASY 1
+#define MTF_NORMAL 2
+#define MTF_HARD 4
+
+// Deaf monsters/do not react to sound.
+#define MTF_AMBUSH 8
+
+
+//
+// Key cards.
+//
+typedef enum
+{
+ it_bluecard,
+ it_yellowcard,
+ it_redcard,
+ it_blueskull,
+ it_yellowskull,
+ it_redskull,
+
+ NUMCARDS
+
+} card_t;
+
+
+
+// The defined weapons,
+// including a marker indicating
+// user has not changed weapon.
+typedef enum
+{
+ wp_fist,
+ wp_pistol,
+ wp_shotgun,
+ wp_chaingun,
+ wp_missile,
+ wp_plasma,
+ wp_bfg,
+ wp_chainsaw,
+ wp_supershotgun,
+
+ NUMWEAPONS,
+
+ // No pending weapon change.
+ wp_nochange
+
+} weapontype_t;
+
+
+// Ammunition types defined.
+typedef enum
+{
+ am_clip, // Pistol / chaingun ammo.
+ am_shell, // Shotgun / double barreled shotgun.
+ am_cell, // Plasma rifle, BFG.
+ am_misl, // Missile launcher.
+ NUMAMMO,
+ am_noammo // Unlimited for chainsaw / fist.
+
+} ammotype_t;
+
+
+// Power up artifacts.
+typedef enum
+{
+ pw_invulnerability,
+ pw_strength,
+ pw_invisibility,
+ pw_ironfeet,
+ pw_allmap,
+ pw_infrared,
+ NUMPOWERS
+
+} powertype_t;
+
+
+
+//
+// Power up durations,
+// how many seconds till expiration,
+// assuming TICRATE is 35 ticks/second.
+//
+typedef enum
+{
+ INVULNTICS = (30*TICRATE),
+ INVISTICS = (60*TICRATE),
+ INFRATICS = (120*TICRATE),
+ IRONTICS = (60*TICRATE)
+
+} powerduration_t;
+
+#endif // __DOOMDEF__
+
diff --git a/src/strife/doomstat.c b/src/strife/doomstat.c
new file mode 100644
index 00000000..b591358f
--- /dev/null
+++ b/src/strife/doomstat.c
@@ -0,0 +1,43 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Put all global tate variables here.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+
+#include "doomstat.h"
+
+
+// Game Mode - identify IWAD as shareware, retail etc.
+GameMode_t gamemode = indetermined;
+GameMission_t gamemission = doom;
+GameVersion_t gameversion = exe_final;
+char *gamedescription;
+
+// Set if homebrew PWAD stuff has been added.
+boolean modifiedgame;
+
+
+
+
diff --git a/src/strife/doomstat.h b/src/strife/doomstat.h
new file mode 100644
index 00000000..40147833
--- /dev/null
+++ b/src/strife/doomstat.h
@@ -0,0 +1,297 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// All the global variables that store the internal state.
+// Theoretically speaking, the internal state of the engine
+// should be found by looking at the variables collected
+// here, and every relevant module will have to include
+// this header file.
+// In practice, things are a bit messy.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_STATE__
+#define __D_STATE__
+
+// We need globally shared data structures,
+// for defining the global state variables.
+#include "doomdata.h"
+#include "d_net.h"
+
+// We need the playr data structure as well.
+#include "d_player.h"
+
+// Game mode/mission
+#include "d_mode.h"
+
+#include "net_defs.h"
+
+
+
+// ------------------------
+// Command line parameters.
+//
+extern boolean nomonsters; // checkparm of -nomonsters
+extern boolean respawnparm; // checkparm of -respawn
+extern boolean fastparm; // checkparm of -fast
+
+extern boolean devparm; // DEBUG: launched with -devparm
+
+
+// -----------------------------------------------------
+// Game Mode - identify IWAD as shareware, retail etc.
+//
+extern GameMode_t gamemode;
+extern GameMission_t gamemission;
+extern GameVersion_t gameversion;
+extern char *gamedescription;
+
+// Set if homebrew PWAD stuff has been added.
+extern boolean modifiedgame;
+
+
+// -------------------------------------------
+// Selected skill type, map etc.
+//
+
+// Defaults for menu, methinks.
+extern skill_t startskill;
+extern int startepisode;
+extern int startmap;
+
+// Savegame slot to load on startup. This is the value provided to
+// the -loadgame option. If this has not been provided, this is -1.
+
+extern int startloadgame;
+
+extern boolean autostart;
+
+// Selected by user.
+extern skill_t gameskill;
+extern int gameepisode;
+extern int gamemap;
+
+// If non-zero, exit the level after this number of minutes
+extern int timelimit;
+
+// Nightmare mode flag, single player.
+extern boolean respawnmonsters;
+
+// Netgame? Only true if >1 player.
+extern boolean netgame;
+
+// Flag: true only if started as net deathmatch.
+// An enum might handle altdeath/cooperative better.
+extern boolean deathmatch;
+
+// -------------------------
+// Internal parameters for sound rendering.
+// These have been taken from the DOS version,
+// but are not (yet) supported with Linux
+// (e.g. no sound volume adjustment with menu.
+
+// From m_menu.c:
+// Sound FX volume has default, 0 - 15
+// Music volume has default, 0 - 15
+// These are multiplied by 8.
+extern int sfxVolume;
+extern int musicVolume;
+
+// Current music/sfx card - index useless
+// w/o a reference LUT in a sound module.
+// Ideally, this would use indices found
+// in: /usr/include/linux/soundcard.h
+extern int snd_MusicDevice;
+extern int snd_SfxDevice;
+// Config file? Same disclaimer as above.
+extern int snd_DesiredMusicDevice;
+extern int snd_DesiredSfxDevice;
+
+
+// -------------------------
+// Status flags for refresh.
+//
+
+// Depending on view size - no status bar?
+// Note that there is no way to disable the
+// status bar explicitely.
+extern boolean statusbaractive;
+
+extern boolean automapactive; // In AutoMap mode?
+extern boolean menuactive; // Menu overlayed?
+extern boolean paused; // Game Pause?
+
+
+extern boolean viewactive;
+
+extern boolean nodrawers;
+
+extern int viewwindowx;
+extern int viewwindowy;
+extern int viewheight;
+extern int viewwidth;
+extern int scaledviewwidth;
+
+extern boolean testcontrols;
+
+
+
+
+// This one is related to the 3-screen display mode.
+// ANG90 = left side, ANG270 = right
+extern int viewangleoffset;
+
+// Player taking events, and displaying.
+extern int consoleplayer;
+extern int displayplayer;
+
+
+// -------------------------------------
+// Scores, rating.
+// Statistics on a given map, for intermission.
+//
+extern int totalkills;
+extern int totalitems;
+extern int totalsecret;
+
+// Timer, for scores.
+extern int levelstarttic; // gametic at level start
+extern int leveltime; // tics in game play for par
+
+
+
+// --------------------------------------
+// DEMO playback/recording related stuff.
+// No demo, there is a human player in charge?
+// Disable save/end game?
+extern boolean usergame;
+
+//?
+extern boolean demoplayback;
+extern boolean demorecording;
+
+// Round angleturn in ticcmds to the nearest 256. This is used when
+// recording Vanilla demos in netgames.
+
+extern boolean lowres_turn;
+
+// Quit after playing a demo from cmdline.
+extern boolean singledemo;
+
+
+
+
+//?
+extern gamestate_t gamestate;
+
+
+
+
+
+
+//-----------------------------
+// Internal parameters, fixed.
+// These are set by the engine, and not changed
+// according to user inputs. Partly load from
+// WAD, partly set at startup time.
+
+
+
+extern int gametic;
+
+
+// Bookkeeping on players - state.
+extern player_t players[MAXPLAYERS];
+
+// Alive? Disconnected?
+extern boolean playeringame[MAXPLAYERS];
+
+
+// Player spawn spots for deathmatch.
+#define MAX_DM_STARTS 10
+extern mapthing_t deathmatchstarts[MAX_DM_STARTS];
+extern mapthing_t* deathmatch_p;
+
+// Player spawn spots.
+extern mapthing_t playerstarts[MAXPLAYERS];
+
+// Intermission stats.
+// Parameters for world map / intermission.
+extern wbstartstruct_t wminfo;
+
+
+// LUT of ammunition limits for each kind.
+// This doubles with BackPack powerup item.
+extern int maxammo[NUMAMMO];
+
+
+
+
+
+//-----------------------------------------
+// Internal parameters, used for engine.
+//
+
+// File handling stuff.
+extern char * savegamedir;
+extern char basedefault[1024];
+extern FILE* debugfile;
+
+// if true, load all graphics at level load
+extern boolean precache;
+
+
+// wipegamestate can be set to -1
+// to force a wipe on the next draw
+extern gamestate_t wipegamestate;
+
+extern int mouseSensitivity;
+//?
+// debug flag to cancel adaptiveness
+extern boolean singletics;
+
+extern int bodyqueslot;
+
+
+
+// Needed to store the number of the dummy sky flat.
+// Used for rendering,
+// as well as tracking projectiles etc.
+extern int skyflatnum;
+
+
+
+// Netgame stuff (buffers and pointers, i.e. indices).
+
+
+extern int rndindex;
+
+extern int maketic;
+extern int nettics[MAXPLAYERS];
+
+extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
+extern int ticdup;
+
+
+
+#endif
diff --git a/src/strife/dstrings.c b/src/strife/dstrings.c
new file mode 100644
index 00000000..01a438ae
--- /dev/null
+++ b/src/strife/dstrings.c
@@ -0,0 +1,81 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Globally defined strings.
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include "dstrings.h"
+
+char *doom1_endmsg[] =
+{
+ "are you sure you want to\nquit this great game?",
+ "please don't leave, there's more\ndemons to toast!",
+ "let's beat it -- this is turning\ninto a bloodbath!",
+ "i wouldn't leave if i were you.\ndos is much worse.",
+ "you're trying to say you like dos\nbetter than me, right?",
+ "don't leave yet -- there's a\ndemon around that corner!",
+ "ya know, next time you come in here\ni'm gonna toast ya.",
+ "go ahead and leave. see if i care.",
+};
+
+char *doom2_endmsg[] =
+{
+ // QuitDOOM II messages
+ "are you sure you want to\nquit this great game?",
+ "you want to quit?\nthen, thou hast lost an eighth!",
+ "don't go now, there's a \ndimensional shambler waiting\nat the dos prompt!",
+ "get outta here and go back\nto your boring programs.",
+ "if i were your boss, i'd \n deathmatch ya in a minute!",
+ "look, bud. you leave now\nand you forfeit your body count!",
+ "just leave. when you come\nback, i'll be waiting with a bat.",
+ "you're lucky i don't smack\nyou for thinking about leaving.",
+};
+
+#if 0
+
+// UNUSED messages included in the source release
+
+char* endmsg[] =
+{
+ // DOOM1
+ QUITMSG,
+ // FinalDOOM?
+ "fuck you, pussy!\nget the fuck out!",
+ "you quit and i'll jizz\nin your cystholes!",
+ "if you leave, i'll make\nthe lord drink my jizz.",
+ "hey, ron! can we say\n'fuck' in the game?",
+ "i'd leave: this is just\nmore monsters and levels.\nwhat a load.",
+ "suck it down, asshole!\nyou're a fucking wimp!",
+ "don't quit now! we're \nstill spending your money!",
+
+ // Internal debug. Different style, too.
+ "THIS IS NO MESSAGE!\nPage intentionally left blank."
+};
+
+#endif
+
+
+
+
diff --git a/src/strife/dstrings.h b/src/strife/dstrings.h
new file mode 100644
index 00000000..bdc6b2ce
--- /dev/null
+++ b/src/strife/dstrings.h
@@ -0,0 +1,58 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//
+// DESCRIPTION:
+// DOOM strings, by language.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __DSTRINGS__
+#define __DSTRINGS__
+
+
+// All important printed strings.
+
+#include "d_englsh.h"
+
+// Misc. other strings.
+#define SAVEGAMENAME "doomsav"
+
+
+//
+// File locations,
+// relative to current position.
+// Path names are OS-sensitive.
+//
+#define DEVMAPS "devmaps"
+#define DEVDATA "devdata"
+
+
+// QuitDOOM messages
+// 8 per each game type
+#define NUM_QUITMESSAGES 8
+
+extern char *doom1_endmsg[];
+extern char *doom2_endmsg[];
+
+
+#endif
diff --git a/src/strife/f_finale.c b/src/strife/f_finale.c
new file mode 100644
index 00000000..ece82b43
--- /dev/null
+++ b/src/strife/f_finale.c
@@ -0,0 +1,729 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Game completion, final screen animation.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdio.h>
+#include <ctype.h>
+
+// Functions.
+#include "deh_main.h"
+#include "i_system.h"
+#include "i_swap.h"
+#include "z_zone.h"
+#include "v_video.h"
+#include "w_wad.h"
+#include "s_sound.h"
+
+// Data.
+#include "d_main.h"
+#include "dstrings.h"
+#include "sounds.h"
+
+#include "doomstat.h"
+#include "r_state.h"
+
+typedef enum
+{
+ F_STAGE_TEXT,
+ F_STAGE_ARTSCREEN,
+ F_STAGE_CAST,
+} finalestage_t;
+
+// ?
+//#include "doomstat.h"
+//#include "r_local.h"
+//#include "f_finale.h"
+
+// Stage of animation:
+finalestage_t finalestage;
+
+unsigned int finalecount;
+
+#define TEXTSPEED 3
+#define TEXTWAIT 250
+
+typedef struct
+{
+ GameMission_t mission;
+ int episode, level;
+ char *background;
+ char *text;
+} textscreen_t;
+
+static textscreen_t textscreens[] =
+{
+ { doom, 1, 8, "FLOOR4_8", E1TEXT},
+ { doom, 2, 8, "SFLR6_1", E2TEXT},
+ { doom, 3, 8, "MFLR8_4", E3TEXT},
+ { doom, 4, 8, "MFLR8_3", E4TEXT},
+
+ { doom2, 1, 6, "SLIME16", C1TEXT},
+ { doom2, 1, 11, "RROCK14", C2TEXT},
+ { doom2, 1, 20, "RROCK07", C3TEXT},
+ { doom2, 1, 30, "RROCK17", C4TEXT},
+ { doom2, 1, 15, "RROCK13", C5TEXT},
+ { doom2, 1, 31, "RROCK19", C6TEXT},
+
+ { pack_tnt, 1, 6, "SLIME16", T1TEXT},
+ { pack_tnt, 1, 11, "RROCK14", T2TEXT},
+ { pack_tnt, 1, 20, "RROCK07", T3TEXT},
+ { pack_tnt, 1, 30, "RROCK17", T4TEXT},
+ { pack_tnt, 1, 15, "RROCK13", T5TEXT},
+ { pack_tnt, 1, 31, "RROCK19", T6TEXT},
+
+ { pack_plut, 1, 6, "SLIME16", P1TEXT},
+ { pack_plut, 1, 11, "RROCK14", P2TEXT},
+ { pack_plut, 1, 20, "RROCK07", P3TEXT},
+ { pack_plut, 1, 30, "RROCK17", P4TEXT},
+ { pack_plut, 1, 15, "RROCK13", P5TEXT},
+ { pack_plut, 1, 31, "RROCK19", P6TEXT},
+};
+
+char* finaletext;
+char* finaleflat;
+
+void F_StartCast (void);
+void F_CastTicker (void);
+boolean F_CastResponder (event_t *ev);
+void F_CastDrawer (void);
+
+//
+// F_StartFinale
+//
+void F_StartFinale (void)
+{
+ size_t i;
+
+ gameaction = ga_nothing;
+ gamestate = GS_FINALE;
+ viewactive = false;
+ automapactive = false;
+
+ if (gamemission == doom)
+ {
+ S_ChangeMusic(mus_victor, true);
+ }
+ else
+ {
+ S_ChangeMusic(mus_read_m, true);
+ }
+
+ // Find the right screen and set the text and background
+
+ for (i=0; i<arrlen(textscreens); ++i)
+ {
+ textscreen_t *screen = &textscreens[i];
+
+ // Hack for Chex Quest
+
+ if (gameversion == exe_chex && screen->mission == doom)
+ {
+ screen->level = 5;
+ }
+
+ if (gamemission == screen->mission
+ && (gamemission != doom || gameepisode == screen->episode)
+ && gamemap == screen->level)
+ {
+ finaletext = screen->text;
+ finaleflat = screen->background;
+ }
+ }
+
+ // Do dehacked substitutions of strings
+
+ finaletext = DEH_String(finaletext);
+ finaleflat = DEH_String(finaleflat);
+
+ finalestage = F_STAGE_TEXT;
+ finalecount = 0;
+
+}
+
+
+
+boolean F_Responder (event_t *event)
+{
+ if (finalestage == F_STAGE_CAST)
+ return F_CastResponder (event);
+
+ return false;
+}
+
+
+//
+// F_Ticker
+//
+void F_Ticker (void)
+{
+ size_t i;
+
+ // check for skipping
+ if ( (gamemode == commercial)
+ && ( finalecount > 50) )
+ {
+ // go on to the next level
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ if (players[i].cmd.buttons)
+ break;
+
+ if (i < MAXPLAYERS)
+ {
+ if (gamemap == 30)
+ F_StartCast ();
+ else
+ gameaction = ga_worlddone;
+ }
+ }
+
+ // advance animation
+ finalecount++;
+
+ if (finalestage == F_STAGE_CAST)
+ {
+ F_CastTicker ();
+ return;
+ }
+
+ if ( gamemode == commercial)
+ return;
+
+ if (finalestage == F_STAGE_TEXT
+ && finalecount>strlen (finaletext)*TEXTSPEED + TEXTWAIT)
+ {
+ finalecount = 0;
+ finalestage = F_STAGE_ARTSCREEN;
+ wipegamestate = -1; // force a wipe
+ if (gameepisode == 3)
+ S_StartMusic (mus_bunny);
+ }
+}
+
+
+
+//
+// F_TextWrite
+//
+
+#include "hu_stuff.h"
+extern patch_t *hu_font[HU_FONTSIZE];
+
+
+void F_TextWrite (void)
+{
+ byte* src;
+ byte* dest;
+
+ int x,y,w;
+ signed int count;
+ char* ch;
+ int c;
+ int cx;
+ int cy;
+
+ // erase the entire screen to a tiled background
+ src = W_CacheLumpName ( finaleflat , PU_CACHE);
+ dest = I_VideoBuffer;
+
+ for (y=0 ; y<SCREENHEIGHT ; y++)
+ {
+ for (x=0 ; x<SCREENWIDTH/64 ; x++)
+ {
+ memcpy (dest, src+((y&63)<<6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH&63)
+ {
+ memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
+ dest += (SCREENWIDTH&63);
+ }
+ }
+
+ V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
+
+ // draw some of the text onto the screen
+ cx = 10;
+ cy = 10;
+ ch = finaletext;
+
+ count = ((signed int) finalecount - 10) / TEXTSPEED;
+ if (count < 0)
+ count = 0;
+ for ( ; count ; count-- )
+ {
+ c = *ch++;
+ if (!c)
+ break;
+ if (c == '\n')
+ {
+ cx = 10;
+ cy += 11;
+ continue;
+ }
+
+ c = toupper(c) - HU_FONTSTART;
+ if (c < 0 || c> HU_FONTSIZE)
+ {
+ cx += 4;
+ continue;
+ }
+
+ w = SHORT (hu_font[c]->width);
+ if (cx+w > SCREENWIDTH)
+ break;
+ V_DrawPatch(cx, cy, hu_font[c]);
+ cx+=w;
+ }
+
+}
+
+//
+// Final DOOM 2 animation
+// Casting by id Software.
+// in order of appearance
+//
+typedef struct
+{
+ char *name;
+ mobjtype_t type;
+} castinfo_t;
+
+castinfo_t castorder[] = {
+ {CC_ZOMBIE, MT_POSSESSED},
+ {CC_SHOTGUN, MT_SHOTGUY},
+ {CC_HEAVY, MT_CHAINGUY},
+ {CC_IMP, MT_TROOP},
+ {CC_DEMON, MT_SERGEANT},
+ {CC_LOST, MT_SKULL},
+ {CC_CACO, MT_HEAD},
+ {CC_HELL, MT_KNIGHT},
+ {CC_BARON, MT_BRUISER},
+ {CC_ARACH, MT_BABY},
+ {CC_PAIN, MT_PAIN},
+ {CC_REVEN, MT_UNDEAD},
+ {CC_MANCU, MT_FATSO},
+ {CC_ARCH, MT_VILE},
+ {CC_SPIDER, MT_SPIDER},
+ {CC_CYBER, MT_CYBORG},
+ {CC_HERO, MT_PLAYER},
+
+ {NULL,0}
+};
+
+int castnum;
+int casttics;
+state_t* caststate;
+boolean castdeath;
+int castframes;
+int castonmelee;
+boolean castattacking;
+
+
+//
+// F_StartCast
+//
+extern gamestate_t wipegamestate;
+
+
+void F_StartCast (void)
+{
+ wipegamestate = -1; // force a screen wipe
+ castnum = 0;
+ caststate = &states[mobjinfo[castorder[castnum].type].seestate];
+ casttics = caststate->tics;
+ castdeath = false;
+ finalestage = F_STAGE_CAST;
+ castframes = 0;
+ castonmelee = 0;
+ castattacking = false;
+ S_ChangeMusic(mus_evil, true);
+}
+
+
+//
+// F_CastTicker
+//
+void F_CastTicker (void)
+{
+ int st;
+ int sfx;
+
+ if (--casttics > 0)
+ return; // not time to change state yet
+
+ if (caststate->tics == -1 || caststate->nextstate == S_NULL)
+ {
+ // switch from deathstate to next monster
+ castnum++;
+ castdeath = false;
+ if (castorder[castnum].name == NULL)
+ castnum = 0;
+ if (mobjinfo[castorder[castnum].type].seesound)
+ S_StartSound (NULL, mobjinfo[castorder[castnum].type].seesound);
+ caststate = &states[mobjinfo[castorder[castnum].type].seestate];
+ castframes = 0;
+ }
+ else
+ {
+ // just advance to next state in animation
+ if (caststate == &states[S_PLAY_ATK1])
+ goto stopattack; // Oh, gross hack!
+ st = caststate->nextstate;
+ caststate = &states[st];
+ castframes++;
+
+ // sound hacks....
+ switch (st)
+ {
+ case S_PLAY_ATK1: sfx = sfx_dshtgn; break;
+ case S_POSS_ATK2: sfx = sfx_pistol; break;
+ case S_SPOS_ATK2: sfx = sfx_shotgn; break;
+ case S_VILE_ATK2: sfx = sfx_vilatk; break;
+ case S_SKEL_FIST2: sfx = sfx_skeswg; break;
+ case S_SKEL_FIST4: sfx = sfx_skepch; break;
+ case S_SKEL_MISS2: sfx = sfx_skeatk; break;
+ case S_FATT_ATK8:
+ case S_FATT_ATK5:
+ case S_FATT_ATK2: sfx = sfx_firsht; break;
+ case S_CPOS_ATK2:
+ case S_CPOS_ATK3:
+ case S_CPOS_ATK4: sfx = sfx_shotgn; break;
+ case S_TROO_ATK3: sfx = sfx_claw; break;
+ case S_SARG_ATK2: sfx = sfx_sgtatk; break;
+ case S_BOSS_ATK2:
+ case S_BOS2_ATK2:
+ case S_HEAD_ATK2: sfx = sfx_firsht; break;
+ case S_SKULL_ATK2: sfx = sfx_sklatk; break;
+ case S_SPID_ATK2:
+ case S_SPID_ATK3: sfx = sfx_shotgn; break;
+ case S_BSPI_ATK2: sfx = sfx_plasma; break;
+ case S_CYBER_ATK2:
+ case S_CYBER_ATK4:
+ case S_CYBER_ATK6: sfx = sfx_rlaunc; break;
+ case S_PAIN_ATK3: sfx = sfx_sklatk; break;
+ default: sfx = 0; break;
+ }
+
+ if (sfx)
+ S_StartSound (NULL, sfx);
+ }
+
+ if (castframes == 12)
+ {
+ // go into attack frame
+ castattacking = true;
+ if (castonmelee)
+ caststate=&states[mobjinfo[castorder[castnum].type].meleestate];
+ else
+ caststate=&states[mobjinfo[castorder[castnum].type].missilestate];
+ castonmelee ^= 1;
+ if (caststate == &states[S_NULL])
+ {
+ if (castonmelee)
+ caststate=
+ &states[mobjinfo[castorder[castnum].type].meleestate];
+ else
+ caststate=
+ &states[mobjinfo[castorder[castnum].type].missilestate];
+ }
+ }
+
+ if (castattacking)
+ {
+ if (castframes == 24
+ || caststate == &states[mobjinfo[castorder[castnum].type].seestate] )
+ {
+ stopattack:
+ castattacking = false;
+ castframes = 0;
+ caststate = &states[mobjinfo[castorder[castnum].type].seestate];
+ }
+ }
+
+ casttics = caststate->tics;
+ if (casttics == -1)
+ casttics = 15;
+}
+
+
+//
+// F_CastResponder
+//
+
+boolean F_CastResponder (event_t* ev)
+{
+ if (ev->type != ev_keydown)
+ return false;
+
+ if (castdeath)
+ return true; // already in dying frames
+
+ // go into death frame
+ castdeath = true;
+ caststate = &states[mobjinfo[castorder[castnum].type].deathstate];
+ casttics = caststate->tics;
+ castframes = 0;
+ castattacking = false;
+ if (mobjinfo[castorder[castnum].type].deathsound)
+ S_StartSound (NULL, mobjinfo[castorder[castnum].type].deathsound);
+
+ return true;
+}
+
+
+void F_CastPrint (char* text)
+{
+ char* ch;
+ int c;
+ int cx;
+ int w;
+ int width;
+
+ // find width
+ ch = text;
+ width = 0;
+
+ while (ch)
+ {
+ c = *ch++;
+ if (!c)
+ break;
+ c = toupper(c) - HU_FONTSTART;
+ if (c < 0 || c> HU_FONTSIZE)
+ {
+ width += 4;
+ continue;
+ }
+
+ w = SHORT (hu_font[c]->width);
+ width += w;
+ }
+
+ // draw it
+ cx = 160-width/2;
+ ch = text;
+ while (ch)
+ {
+ c = *ch++;
+ if (!c)
+ break;
+ c = toupper(c) - HU_FONTSTART;
+ if (c < 0 || c> HU_FONTSIZE)
+ {
+ cx += 4;
+ continue;
+ }
+
+ w = SHORT (hu_font[c]->width);
+ V_DrawPatch(cx, 180, hu_font[c]);
+ cx+=w;
+ }
+
+}
+
+
+//
+// F_CastDrawer
+//
+
+void F_CastDrawer (void)
+{
+ spritedef_t* sprdef;
+ spriteframe_t* sprframe;
+ int lump;
+ boolean flip;
+ patch_t* patch;
+
+ // erase the entire screen to a background
+ V_DrawPatch (0, 0, W_CacheLumpName (DEH_String("BOSSBACK"), PU_CACHE));
+
+ F_CastPrint (DEH_String(castorder[castnum].name));
+
+ // draw the current frame in the middle of the screen
+ sprdef = &sprites[caststate->sprite];
+ sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
+ lump = sprframe->lump[0];
+ flip = (boolean)sprframe->flip[0];
+
+ patch = W_CacheLumpNum (lump+firstspritelump, PU_CACHE);
+ if (flip)
+ V_DrawPatchFlipped(160, 170, patch);
+ else
+ V_DrawPatch(160, 170, patch);
+}
+
+
+//
+// F_DrawPatchCol
+//
+void
+F_DrawPatchCol
+( int x,
+ patch_t* patch,
+ int col )
+{
+ column_t* column;
+ byte* source;
+ byte* dest;
+ byte* desttop;
+ int count;
+
+ column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
+ desttop = I_VideoBuffer + x;
+
+ // step through the posts in a column
+ while (column->topdelta != 0xff )
+ {
+ source = (byte *)column + 3;
+ dest = desttop + column->topdelta*SCREENWIDTH;
+ count = column->length;
+
+ while (count--)
+ {
+ *dest = *source++;
+ dest += SCREENWIDTH;
+ }
+ column = (column_t *)( (byte *)column + column->length + 4 );
+ }
+}
+
+
+//
+// F_BunnyScroll
+//
+void F_BunnyScroll (void)
+{
+ signed int scrolled;
+ int x;
+ patch_t* p1;
+ patch_t* p2;
+ char name[10];
+ int stage;
+ static int laststage;
+
+ p1 = W_CacheLumpName (DEH_String("PFUB2"), PU_LEVEL);
+ p2 = W_CacheLumpName (DEH_String("PFUB1"), PU_LEVEL);
+
+ V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
+
+ scrolled = (320 - ((signed int) finalecount-230)/2);
+ if (scrolled > 320)
+ scrolled = 320;
+ if (scrolled < 0)
+ scrolled = 0;
+
+ for ( x=0 ; x<SCREENWIDTH ; x++)
+ {
+ if (x+scrolled < 320)
+ F_DrawPatchCol (x, p1, x+scrolled);
+ else
+ F_DrawPatchCol (x, p2, x+scrolled - 320);
+ }
+
+ if (finalecount < 1130)
+ return;
+ if (finalecount < 1180)
+ {
+ V_DrawPatch((SCREENWIDTH - 13 * 8) / 2,
+ (SCREENHEIGHT - 8 * 8) / 2,
+ W_CacheLumpName(DEH_String("END0"), PU_CACHE));
+ laststage = 0;
+ return;
+ }
+
+ stage = (finalecount-1180) / 5;
+ if (stage > 6)
+ stage = 6;
+ if (stage > laststage)
+ {
+ S_StartSound (NULL, sfx_pistol);
+ laststage = stage;
+ }
+
+ sprintf (name, DEH_String("END%i"), stage);
+ V_DrawPatch((SCREENWIDTH - 13 * 8) / 2,
+ (SCREENHEIGHT - 8 * 8) / 2,
+ W_CacheLumpName (name,PU_CACHE));
+}
+
+static void F_ArtScreenDrawer(void)
+{
+ char *lumpname;
+
+ if (gameepisode == 3)
+ {
+ F_BunnyScroll();
+ }
+ else
+ {
+ switch (gameepisode)
+ {
+ case 1:
+ if (gamemode == retail)
+ {
+ lumpname = "CREDIT";
+ }
+ else
+ {
+ lumpname = "HELP2";
+ }
+ break;
+ case 2:
+ lumpname = "VICTORY2";
+ break;
+ case 4:
+ lumpname = "ENDPIC";
+ break;
+ default:
+ return;
+ }
+
+ lumpname = DEH_String(lumpname);
+
+ V_DrawPatch (0, 0, W_CacheLumpName(lumpname, PU_CACHE));
+ }
+}
+
+//
+// F_Drawer
+//
+void F_Drawer (void)
+{
+ switch (finalestage)
+ {
+ case F_STAGE_CAST:
+ F_CastDrawer();
+ break;
+ case F_STAGE_TEXT:
+ F_TextWrite();
+ break;
+ case F_STAGE_ARTSCREEN:
+ F_ArtScreenDrawer();
+ break;
+ }
+}
+
+
diff --git a/src/strife/f_finale.h b/src/strife/f_finale.h
new file mode 100644
index 00000000..69e1732f
--- /dev/null
+++ b/src/strife/f_finale.h
@@ -0,0 +1,53 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+//
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __F_FINALE__
+#define __F_FINALE__
+
+
+#include "doomtype.h"
+#include "d_event.h"
+//
+// FINALE
+//
+
+// Called by main loop.
+boolean F_Responder (event_t* ev);
+
+// Called by main loop.
+void F_Ticker (void);
+
+// Called by main loop.
+void F_Drawer (void);
+
+
+void F_StartFinale (void);
+
+
+
+
+#endif
diff --git a/src/strife/f_wipe.c b/src/strife/f_wipe.c
new file mode 100644
index 00000000..efc678ca
--- /dev/null
+++ b/src/strife/f_wipe.c
@@ -0,0 +1,304 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Mission begin melt/wipe screen special effect.
+//
+//-----------------------------------------------------------------------------
+
+#include <string.h>
+
+#include "z_zone.h"
+#include "i_video.h"
+#include "v_video.h"
+#include "m_random.h"
+
+#include "doomtype.h"
+
+#include "f_wipe.h"
+
+//
+// SCREEN WIPE PACKAGE
+//
+
+// when zero, stop the wipe
+static boolean go = 0;
+
+static byte* wipe_scr_start;
+static byte* wipe_scr_end;
+static byte* wipe_scr;
+
+
+void
+wipe_shittyColMajorXform
+( short* array,
+ int width,
+ int height )
+{
+ int x;
+ int y;
+ short* dest;
+
+ dest = (short*) Z_Malloc(width*height*2, PU_STATIC, 0);
+
+ for(y=0;y<height;y++)
+ for(x=0;x<width;x++)
+ dest[x*height+y] = array[y*width+x];
+
+ memcpy(array, dest, width*height*2);
+
+ Z_Free(dest);
+
+}
+
+int
+wipe_initColorXForm
+( int width,
+ int height,
+ int ticks )
+{
+ memcpy(wipe_scr, wipe_scr_start, width*height);
+ return 0;
+}
+
+int
+wipe_doColorXForm
+( int width,
+ int height,
+ int ticks )
+{
+ boolean changed;
+ byte* w;
+ byte* e;
+ int newval;
+
+ changed = false;
+ w = wipe_scr;
+ e = wipe_scr_end;
+
+ while (w!=wipe_scr+width*height)
+ {
+ if (*w != *e)
+ {
+ if (*w > *e)
+ {
+ newval = *w - ticks;
+ if (newval < *e)
+ *w = *e;
+ else
+ *w = newval;
+ changed = true;
+ }
+ else if (*w < *e)
+ {
+ newval = *w + ticks;
+ if (newval > *e)
+ *w = *e;
+ else
+ *w = newval;
+ changed = true;
+ }
+ }
+ w++;
+ e++;
+ }
+
+ return !changed;
+
+}
+
+int
+wipe_exitColorXForm
+( int width,
+ int height,
+ int ticks )
+{
+ return 0;
+}
+
+
+static int* y;
+
+int
+wipe_initMelt
+( int width,
+ int height,
+ int ticks )
+{
+ int i, r;
+
+ // copy start screen to main screen
+ memcpy(wipe_scr, wipe_scr_start, width*height);
+
+ // makes this wipe faster (in theory)
+ // to have stuff in column-major format
+ wipe_shittyColMajorXform((short*)wipe_scr_start, width/2, height);
+ wipe_shittyColMajorXform((short*)wipe_scr_end, width/2, height);
+
+ // setup initial column positions
+ // (y<0 => not ready to scroll yet)
+ y = (int *) Z_Malloc(width*sizeof(int), PU_STATIC, 0);
+ y[0] = -(M_Random()%16);
+ for (i=1;i<width;i++)
+ {
+ r = (M_Random()%3) - 1;
+ y[i] = y[i-1] + r;
+ if (y[i] > 0) y[i] = 0;
+ else if (y[i] == -16) y[i] = -15;
+ }
+
+ return 0;
+}
+
+int
+wipe_doMelt
+( int width,
+ int height,
+ int ticks )
+{
+ int i;
+ int j;
+ int dy;
+ int idx;
+
+ short* s;
+ short* d;
+ boolean done = true;
+
+ width/=2;
+
+ while (ticks--)
+ {
+ for (i=0;i<width;i++)
+ {
+ if (y[i]<0)
+ {
+ y[i]++; done = false;
+ }
+ else if (y[i] < height)
+ {
+ dy = (y[i] < 16) ? y[i]+1 : 8;
+ if (y[i]+dy >= height) dy = height - y[i];
+ s = &((short *)wipe_scr_end)[i*height+y[i]];
+ d = &((short *)wipe_scr)[y[i]*width+i];
+ idx = 0;
+ for (j=dy;j;j--)
+ {
+ d[idx] = *(s++);
+ idx += width;
+ }
+ y[i] += dy;
+ s = &((short *)wipe_scr_start)[i*height];
+ d = &((short *)wipe_scr)[y[i]*width+i];
+ idx = 0;
+ for (j=height-y[i];j;j--)
+ {
+ d[idx] = *(s++);
+ idx += width;
+ }
+ done = false;
+ }
+ }
+ }
+
+ return done;
+
+}
+
+int
+wipe_exitMelt
+( int width,
+ int height,
+ int ticks )
+{
+ Z_Free(y);
+ Z_Free(wipe_scr_start);
+ Z_Free(wipe_scr_end);
+ return 0;
+}
+
+int
+wipe_StartScreen
+( int x,
+ int y,
+ int width,
+ int height )
+{
+ wipe_scr_start = Z_Malloc(SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL);
+ I_ReadScreen(wipe_scr_start);
+ return 0;
+}
+
+int
+wipe_EndScreen
+( int x,
+ int y,
+ int width,
+ int height )
+{
+ wipe_scr_end = Z_Malloc(SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL);
+ I_ReadScreen(wipe_scr_end);
+ V_DrawBlock(x, y, width, height, wipe_scr_start); // restore start scr.
+ return 0;
+}
+
+int
+wipe_ScreenWipe
+( int wipeno,
+ int x,
+ int y,
+ int width,
+ int height,
+ int ticks )
+{
+ int rc;
+ static int (*wipes[])(int, int, int) =
+ {
+ wipe_initColorXForm, wipe_doColorXForm, wipe_exitColorXForm,
+ wipe_initMelt, wipe_doMelt, wipe_exitMelt
+ };
+
+ void V_MarkRect(int, int, int, int);
+
+ // initial stuff
+ if (!go)
+ {
+ go = 1;
+ // wipe_scr = (byte *) Z_Malloc(width*height, PU_STATIC, 0); // DEBUG
+ wipe_scr = I_VideoBuffer;
+ (*wipes[wipeno*3])(width, height, ticks);
+ }
+
+ // do a piece of wipe-in
+ V_MarkRect(0, 0, width, height);
+ rc = (*wipes[wipeno*3+1])(width, height, ticks);
+ // V_DrawBlock(x, y, 0, width, height, wipe_scr); // DEBUG
+
+ // final stuff
+ if (rc)
+ {
+ go = 0;
+ (*wipes[wipeno*3+2])(width, height, ticks);
+ }
+
+ return !go;
+}
+
diff --git a/src/strife/f_wipe.h b/src/strife/f_wipe.h
new file mode 100644
index 00000000..9045be3f
--- /dev/null
+++ b/src/strife/f_wipe.h
@@ -0,0 +1,71 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Mission start screen wipe/melt, special effects.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __F_WIPE_H__
+#define __F_WIPE_H__
+
+//
+// SCREEN WIPE PACKAGE
+//
+
+enum
+{
+ // simple gradual pixel change for 8-bit only
+ wipe_ColorXForm,
+
+ // weird screen melt
+ wipe_Melt,
+
+ wipe_NUMWIPES
+};
+
+int
+wipe_StartScreen
+( int x,
+ int y,
+ int width,
+ int height );
+
+
+int
+wipe_EndScreen
+( int x,
+ int y,
+ int width,
+ int height );
+
+
+int
+wipe_ScreenWipe
+( int wipeno,
+ int x,
+ int y,
+ int width,
+ int height,
+ int ticks );
+
+#endif
diff --git a/src/strife/g_game.c b/src/strife/g_game.c
new file mode 100644
index 00000000..35bf4d74
--- /dev/null
+++ b/src/strife/g_game.c
@@ -0,0 +1,2098 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: none
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include <string.h>
+#include <stdlib.h>
+#include <math.h>
+
+#include "doomdef.h"
+#include "doomkeys.h"
+#include "doomstat.h"
+
+#include "deh_main.h"
+#include "deh_misc.h"
+
+#include "z_zone.h"
+#include "f_finale.h"
+#include "m_argv.h"
+#include "m_controls.h"
+#include "m_misc.h"
+#include "m_menu.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "i_video.h"
+
+#include "p_setup.h"
+#include "p_saveg.h"
+#include "p_tick.h"
+
+#include "d_main.h"
+
+#include "wi_stuff.h"
+#include "hu_stuff.h"
+#include "st_stuff.h"
+#include "am_map.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+#include "w_wad.h"
+
+#include "p_local.h"
+
+#include "s_sound.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+// SKY handling - still the wrong place.
+#include "r_data.h"
+#include "r_sky.h"
+
+
+
+#include "g_game.h"
+
+
+#define SAVEGAMESIZE 0x2c000
+
+boolean G_CheckDemoStatus (void);
+void G_ReadDemoTiccmd (ticcmd_t* cmd);
+void G_WriteDemoTiccmd (ticcmd_t* cmd);
+void G_PlayerReborn (int player);
+void G_InitNew (skill_t skill, int episode, int map);
+
+void G_DoReborn (int playernum);
+
+void G_DoLoadLevel (void);
+void G_DoNewGame (void);
+void G_DoLoadGame (void);
+void G_DoPlayDemo (void);
+void G_DoCompleted (void);
+void G_DoVictory (void);
+void G_DoWorldDone (void);
+void G_DoSaveGame (void);
+
+// Gamestate the last time G_Ticker was called.
+
+gamestate_t oldgamestate;
+
+gameaction_t gameaction;
+gamestate_t gamestate;
+skill_t gameskill;
+boolean respawnmonsters;
+int gameepisode;
+int gamemap;
+
+// If non-zero, exit the level after this number of minutes.
+
+int timelimit;
+
+boolean paused;
+boolean sendpause; // send a pause event next tic
+boolean sendsave; // send a save event next tic
+boolean usergame; // ok to save / end game
+
+boolean timingdemo; // if true, exit with report on completion
+boolean nodrawers; // for comparative timing purposes
+int starttime; // for comparative timing purposes
+
+boolean viewactive;
+
+boolean deathmatch; // only if started as net death
+boolean netgame; // only true if packets are broadcast
+boolean playeringame[MAXPLAYERS];
+player_t players[MAXPLAYERS];
+
+boolean turbodetected[MAXPLAYERS];
+
+int consoleplayer; // player taking events and displaying
+int displayplayer; // view being displayed
+int gametic;
+int levelstarttic; // gametic at level start
+int totalkills, totalitems, totalsecret; // for intermission
+
+char demoname[32];
+boolean demorecording;
+boolean longtics; // cph's doom 1.91 longtics hack
+boolean lowres_turn; // low resolution turning for longtics
+boolean demoplayback;
+boolean netdemo;
+byte* demobuffer;
+byte* demo_p;
+byte* demoend;
+boolean singledemo; // quit after playing a demo from cmdline
+
+boolean precache = true; // if true, load all graphics at start
+
+boolean testcontrols = false; // Invoked by setup to test controls
+
+wbstartstruct_t wminfo; // parms for world map / intermission
+
+byte consistancy[MAXPLAYERS][BACKUPTICS];
+
+#define MAXPLMOVE (forwardmove[1])
+
+#define TURBOTHRESHOLD 0x32
+
+fixed_t forwardmove[2] = {0x19, 0x32};
+fixed_t sidemove[2] = {0x18, 0x28};
+fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
+
+static int *weapon_keys[] = {
+ &key_weapon1,
+ &key_weapon2,
+ &key_weapon3,
+ &key_weapon4,
+ &key_weapon5,
+ &key_weapon6,
+ &key_weapon7,
+ &key_weapon8
+};
+
+#define SLOWTURNTICS 6
+
+#define NUMKEYS 256
+
+static boolean gamekeydown[NUMKEYS];
+static int turnheld; // for accelerative turning
+
+static boolean mousearray[4];
+static boolean *mousebuttons = &mousearray[1]; // allow [-1]
+
+// mouse values are used once
+int mousex;
+int mousey;
+
+static int dclicktime;
+static boolean dclickstate;
+static int dclicks;
+static int dclicktime2;
+static boolean dclickstate2;
+static int dclicks2;
+
+#define MAX_JOY_BUTTONS 20
+
+// joystick values are repeated
+static int joyxmove;
+static int joyymove;
+static boolean joyarray[MAX_JOY_BUTTONS + 1];
+static boolean *joybuttons = &joyarray[1]; // allow [-1]
+
+static int savegameslot;
+static char savedescription[32];
+
+static int testcontrols_mousespeed;
+
+#define BODYQUESIZE 32
+
+mobj_t* bodyque[BODYQUESIZE];
+int bodyqueslot;
+
+int vanilla_savegame_limit = 1;
+int vanilla_demo_limit = 1;
+
+
+#define MOUSE_SPEED_BOX_WIDTH 16
+#define COLOR_RED 0xb0
+#define COLOR_BLACK 0x00
+#define COLOR_WHITE 0x04
+#define COLOR_YELLOW 0xe7
+
+void G_DrawMouseSpeedBox(void)
+{
+ extern int usemouse;
+ int i;
+ int box_x, box_y;
+ int original_speed;
+ int x, y;
+ int redline_x;
+ int linelen;
+ char *lumpname;
+ int color;
+
+ // If the mouse is turned off or acceleration is turned off, don't
+ // draw the box at all.
+
+ if (!usemouse || fabs(mouse_acceleration - 1) < 0.01)
+ {
+ return;
+ }
+
+ // Calculate box position
+
+ box_x = SCREENWIDTH - MOUSE_SPEED_BOX_WIDTH * 8;
+ box_y = SCREENHEIGHT - 9;
+
+ // Draw the box.
+
+ x = box_x;
+
+ for (i=0; i<MOUSE_SPEED_BOX_WIDTH; ++i)
+ {
+ if (i == 0)
+ {
+ lumpname = "M_LSLEFT";
+ }
+ else if (i == MOUSE_SPEED_BOX_WIDTH - 1)
+ {
+ lumpname = "M_LSRGHT";
+ }
+ else
+ {
+ lumpname = "M_LSCNTR";
+ }
+
+ V_DrawPatchDirect(x, box_y,
+ W_CacheLumpName(DEH_String(lumpname), PU_CACHE));
+ x += 8;
+ }
+
+ // Calculate the position of the red line. This is 1/3 of the way
+ // along the box.
+
+ redline_x = (MOUSE_SPEED_BOX_WIDTH / 3) * 8;
+
+ // Undo acceleration and get back the original mouse speed
+
+ if (testcontrols_mousespeed < mouse_threshold)
+ {
+ original_speed = testcontrols_mousespeed;
+ }
+ else
+ {
+ original_speed = testcontrols_mousespeed - mouse_threshold;
+ original_speed = (int) (original_speed / mouse_acceleration);
+ original_speed += mouse_threshold;
+ }
+
+ // Calculate line length
+
+ linelen = (original_speed * redline_x) / mouse_threshold;
+
+ // Draw horizontal "thermometer"
+
+ for (x=0; x<(MOUSE_SPEED_BOX_WIDTH - 1) * 8; ++x)
+ {
+ if (x < linelen)
+ {
+ if (x < redline_x)
+ {
+ color = COLOR_WHITE;
+ }
+ else
+ {
+ color = COLOR_YELLOW;
+ }
+ }
+ else
+ {
+ color = COLOR_BLACK;
+ }
+
+ I_VideoBuffer[(box_y - 4) * SCREENWIDTH + box_x + x + 1] = color;
+ }
+
+ // Draw red line
+
+ for (y=box_y - 8; y<box_y; ++y)
+ {
+ I_VideoBuffer[y * SCREENWIDTH + box_x + redline_x] = COLOR_RED;
+ }
+}
+
+int G_CmdChecksum (ticcmd_t* cmd)
+{
+ size_t i;
+ int sum = 0;
+
+ for (i=0 ; i< sizeof(*cmd)/4 - 1 ; i++)
+ sum += ((int *)cmd)[i];
+
+ return sum;
+}
+
+
+//
+// G_BuildTiccmd
+// Builds a ticcmd from all of the available inputs
+// or reads it from the demo buffer.
+// If recording a demo, write it out
+//
+void G_BuildTiccmd (ticcmd_t* cmd)
+{
+ int i;
+ boolean strafe;
+ boolean bstrafe;
+ int speed;
+ int tspeed;
+ int forward;
+ int side;
+
+ memset(cmd, 0, sizeof(ticcmd_t));
+
+ cmd->consistancy =
+ consistancy[consoleplayer][maketic%BACKUPTICS];
+
+ strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
+ || joybuttons[joybstrafe];
+
+ // fraggle: support the old "joyb_speed = 31" hack which
+ // allowed an autorun effect
+
+ speed = key_speed >= NUMKEYS
+ || joybspeed >= MAX_JOY_BUTTONS
+ || gamekeydown[key_speed]
+ || joybuttons[joybspeed];
+
+ forward = side = 0;
+
+ // use two stage accelerative turning
+ // on the keyboard and joystick
+ if (joyxmove < 0
+ || joyxmove > 0
+ || gamekeydown[key_right]
+ || gamekeydown[key_left])
+ turnheld += ticdup;
+ else
+ turnheld = 0;
+
+ if (turnheld < SLOWTURNTICS)
+ tspeed = 2; // slow turn
+ else
+ tspeed = speed;
+
+ // let movement keys cancel each other out
+ if (strafe)
+ {
+ if (gamekeydown[key_right])
+ {
+ // fprintf(stderr, "strafe right\n");
+ side += sidemove[speed];
+ }
+ if (gamekeydown[key_left])
+ {
+ // fprintf(stderr, "strafe left\n");
+ side -= sidemove[speed];
+ }
+ if (joyxmove > 0)
+ side += sidemove[speed];
+ if (joyxmove < 0)
+ side -= sidemove[speed];
+
+ }
+ else
+ {
+ if (gamekeydown[key_right])
+ cmd->angleturn -= angleturn[tspeed];
+ if (gamekeydown[key_left])
+ cmd->angleturn += angleturn[tspeed];
+ if (joyxmove > 0)
+ cmd->angleturn -= angleturn[tspeed];
+ if (joyxmove < 0)
+ cmd->angleturn += angleturn[tspeed];
+ }
+
+ if (gamekeydown[key_up])
+ {
+ // fprintf(stderr, "up\n");
+ forward += forwardmove[speed];
+ }
+ if (gamekeydown[key_down])
+ {
+ // fprintf(stderr, "down\n");
+ forward -= forwardmove[speed];
+ }
+
+ if (joyymove < 0)
+ forward += forwardmove[speed];
+ if (joyymove > 0)
+ forward -= forwardmove[speed];
+
+ if (gamekeydown[key_strafeleft]
+ || joybuttons[joybstrafeleft]
+ || mousebuttons[mousebstrafeleft])
+ {
+ side -= sidemove[speed];
+ }
+
+ if (gamekeydown[key_straferight]
+ || joybuttons[joybstraferight]
+ || mousebuttons[mousebstraferight])
+ {
+ side += sidemove[speed];
+ }
+
+ // buttons
+ cmd->chatchar = HU_dequeueChatChar();
+
+ if (gamekeydown[key_fire] || mousebuttons[mousebfire]
+ || joybuttons[joybfire])
+ cmd->buttons |= BT_ATTACK;
+
+ if (gamekeydown[key_use]
+ || joybuttons[joybuse]
+ || mousebuttons[mousebuse])
+ {
+ cmd->buttons |= BT_USE;
+ // clear double clicks if hit use button
+ dclicks = 0;
+ }
+
+ // chainsaw overrides
+
+ for (i=0; i<arrlen(weapon_keys); ++i)
+ {
+ int key = *weapon_keys[i];
+
+ if (gamekeydown[key])
+ {
+ cmd->buttons |= BT_CHANGE;
+ cmd->buttons |= i<<BT_WEAPONSHIFT;
+ break;
+ }
+ }
+
+ // mouse
+ if (mousebuttons[mousebforward])
+ {
+ forward += forwardmove[speed];
+ }
+ if (mousebuttons[mousebbackward])
+ {
+ forward -= forwardmove[speed];
+ }
+
+ if (dclick_use)
+ {
+ // forward double click
+ if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1 )
+ {
+ dclickstate = mousebuttons[mousebforward];
+ if (dclickstate)
+ dclicks++;
+ if (dclicks == 2)
+ {
+ cmd->buttons |= BT_USE;
+ dclicks = 0;
+ }
+ else
+ dclicktime = 0;
+ }
+ else
+ {
+ dclicktime += ticdup;
+ if (dclicktime > 20)
+ {
+ dclicks = 0;
+ dclickstate = 0;
+ }
+ }
+
+ // strafe double click
+ bstrafe =
+ mousebuttons[mousebstrafe]
+ || joybuttons[joybstrafe];
+ if (bstrafe != dclickstate2 && dclicktime2 > 1 )
+ {
+ dclickstate2 = bstrafe;
+ if (dclickstate2)
+ dclicks2++;
+ if (dclicks2 == 2)
+ {
+ cmd->buttons |= BT_USE;
+ dclicks2 = 0;
+ }
+ else
+ dclicktime2 = 0;
+ }
+ else
+ {
+ dclicktime2 += ticdup;
+ if (dclicktime2 > 20)
+ {
+ dclicks2 = 0;
+ dclickstate2 = 0;
+ }
+ }
+ }
+
+ forward += mousey;
+
+ if (strafe)
+ side += mousex*2;
+ else
+ cmd->angleturn -= mousex*0x8;
+
+ if (mousex == 0)
+ {
+ // No movement in the previous frame
+
+ testcontrols_mousespeed = 0;
+ }
+
+ mousex = mousey = 0;
+
+ if (forward > MAXPLMOVE)
+ forward = MAXPLMOVE;
+ else if (forward < -MAXPLMOVE)
+ forward = -MAXPLMOVE;
+ if (side > MAXPLMOVE)
+ side = MAXPLMOVE;
+ else if (side < -MAXPLMOVE)
+ side = -MAXPLMOVE;
+
+ cmd->forwardmove += forward;
+ cmd->sidemove += side;
+
+ // special buttons
+ if (sendpause)
+ {
+ sendpause = false;
+ cmd->buttons = BT_SPECIAL | BTS_PAUSE;
+ }
+
+ if (sendsave)
+ {
+ sendsave = false;
+ cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT);
+ }
+
+ // low-res turning
+
+ if (lowres_turn)
+ {
+ // round angleturn to the nearest 256 boundary
+ // for recording demos with single byte values for turn
+
+ cmd->angleturn = (cmd->angleturn + 128) & 0xff00;
+ }
+}
+
+
+//
+// G_DoLoadLevel
+//
+extern gamestate_t wipegamestate;
+
+void G_DoLoadLevel (void)
+{
+ int i;
+
+ // Set the sky map.
+ // First thing, we have a dummy sky texture name,
+ // a flat. The data is in the WAD only because
+ // we look for an actual index, instead of simply
+ // setting one.
+
+ skyflatnum = R_FlatNumForName(DEH_String(SKYFLATNAME));
+
+ levelstarttic = gametic; // for time calculation
+
+ if (wipegamestate == GS_LEVEL)
+ wipegamestate = -1; // force a wipe
+
+ gamestate = GS_LEVEL;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ turbodetected[i] = false;
+ if (playeringame[i] && players[i].playerstate == PST_DEAD)
+ players[i].playerstate = PST_REBORN;
+ memset (players[i].frags,0,sizeof(players[i].frags));
+ }
+
+ P_SetupLevel (gameepisode, gamemap, 0, gameskill);
+ displayplayer = consoleplayer; // view the guy you are playing
+ gameaction = ga_nothing;
+ Z_CheckHeap ();
+
+ // clear cmd building stuff
+
+ memset (gamekeydown, 0, sizeof(gamekeydown));
+ joyxmove = joyymove = 0;
+ mousex = mousey = 0;
+ sendpause = sendsave = paused = false;
+ memset (mousebuttons, 0, sizeof(mousebuttons));
+ memset (joybuttons, 0, sizeof(joybuttons));
+
+ if (testcontrols)
+ {
+ players[consoleplayer].message = "Press escape to quit.";
+ }
+}
+
+
+static void SetJoyButtons(unsigned int buttons_mask)
+{
+ int i;
+
+ for (i=0; i<MAX_JOY_BUTTONS; ++i)
+ {
+ joybuttons[i] = (buttons_mask & (1 << i)) != 0;
+ }
+}
+
+//
+// G_Responder
+// Get info needed to make ticcmd_ts for the players.
+//
+boolean G_Responder (event_t* ev)
+{
+ // allow spy mode changes even during the demo
+ if (gamestate == GS_LEVEL && ev->type == ev_keydown
+ && ev->data1 == KEY_F12 && (singledemo || !deathmatch) )
+ {
+ // spy mode
+ do
+ {
+ displayplayer++;
+ if (displayplayer == MAXPLAYERS)
+ displayplayer = 0;
+ } while (!playeringame[displayplayer] && displayplayer != consoleplayer);
+ return true;
+ }
+
+ // any other key pops up menu if in demos
+ if (gameaction == ga_nothing && !singledemo &&
+ (demoplayback || gamestate == GS_DEMOSCREEN)
+ )
+ {
+ if (ev->type == ev_keydown ||
+ (ev->type == ev_mouse && ev->data1) ||
+ (ev->type == ev_joystick && ev->data1) )
+ {
+ M_StartControlPanel ();
+ return true;
+ }
+ return false;
+ }
+
+ if (gamestate == GS_LEVEL)
+ {
+#if 0
+ if (devparm && ev->type == ev_keydown && ev->data1 == ';')
+ {
+ G_DeathMatchSpawnPlayer (0);
+ return true;
+ }
+#endif
+ if (HU_Responder (ev))
+ return true; // chat ate the event
+ if (ST_Responder (ev))
+ return true; // status window ate it
+ if (AM_Responder (ev))
+ return true; // automap ate it
+ }
+
+ if (gamestate == GS_FINALE)
+ {
+ if (F_Responder (ev))
+ return true; // finale ate the event
+ }
+
+ if (testcontrols && ev->type == ev_mouse)
+ {
+ // If we are invoked by setup to test the controls, save the
+ // mouse speed so that we can display it on-screen.
+ // Perform a low pass filter on this so that the thermometer
+ // appears to move smoothly.
+
+ testcontrols_mousespeed = abs(ev->data2);
+ }
+
+ switch (ev->type)
+ {
+ case ev_keydown:
+ if (ev->data1 == key_pause)
+ {
+ sendpause = true;
+ }
+ else if (ev->data1 <NUMKEYS)
+ {
+ gamekeydown[ev->data1] = true;
+ }
+
+ return true; // eat key down events
+
+ case ev_keyup:
+ if (ev->data1 <NUMKEYS)
+ gamekeydown[ev->data1] = false;
+ return false; // always let key up events filter down
+
+ case ev_mouse:
+ mousebuttons[0] = ev->data1 & 1;
+ mousebuttons[1] = ev->data1 & 2;
+ mousebuttons[2] = ev->data1 & 4;
+ mousex = ev->data2*(mouseSensitivity+5)/10;
+ mousey = ev->data3*(mouseSensitivity+5)/10;
+ return true; // eat events
+
+ case ev_joystick:
+ SetJoyButtons(ev->data1);
+ joyxmove = ev->data2;
+ joyymove = ev->data3;
+ return true; // eat events
+
+ default:
+ break;
+ }
+
+ return false;
+}
+
+
+
+//
+// G_Ticker
+// Make ticcmd_ts for the players.
+//
+void G_Ticker (void)
+{
+ int i;
+ int buf;
+ ticcmd_t* cmd;
+
+ // do player reborns if needed
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ if (playeringame[i] && players[i].playerstate == PST_REBORN)
+ G_DoReborn (i);
+
+ // do things to change the game state
+ while (gameaction != ga_nothing)
+ {
+ switch (gameaction)
+ {
+ case ga_loadlevel:
+ G_DoLoadLevel ();
+ break;
+ case ga_newgame:
+ G_DoNewGame ();
+ break;
+ case ga_loadgame:
+ G_DoLoadGame ();
+ break;
+ case ga_savegame:
+ G_DoSaveGame ();
+ break;
+ case ga_playdemo:
+ G_DoPlayDemo ();
+ break;
+ case ga_completed:
+ G_DoCompleted ();
+ break;
+ case ga_victory:
+ F_StartFinale ();
+ break;
+ case ga_worlddone:
+ G_DoWorldDone ();
+ break;
+ case ga_screenshot:
+ V_ScreenShot("DOOM%02i.pcx");
+ players[consoleplayer].message = DEH_String("screen shot");
+ gameaction = ga_nothing;
+ break;
+ case ga_nothing:
+ break;
+ }
+ }
+
+ // get commands, check consistancy,
+ // and build new consistancy check
+ buf = (gametic/ticdup)%BACKUPTICS;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i])
+ {
+ cmd = &players[i].cmd;
+
+ memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t));
+
+ if (demoplayback)
+ G_ReadDemoTiccmd (cmd);
+ if (demorecording)
+ G_WriteDemoTiccmd (cmd);
+
+ // check for turbo cheats
+
+ // check ~ 4 seconds whether to display the turbo message.
+ // store if the turbo threshold was exceeded in any tics
+ // over the past 4 seconds. offset the checking period
+ // for each player so messages are not displayed at the
+ // same time.
+
+ if (cmd->forwardmove > TURBOTHRESHOLD)
+ {
+ turbodetected[i] = true;
+ }
+
+ if ((gametic & 31) == 0
+ && ((gametic >> 5) % MAXPLAYERS) == i
+ && turbodetected[i])
+ {
+ static char turbomessage[80];
+ extern char *player_names[4];
+ sprintf (turbomessage, "%s is turbo!",player_names[i]);
+ players[consoleplayer].message = turbomessage;
+ turbodetected[i] = false;
+ }
+
+ if (netgame && !netdemo && !(gametic%ticdup) )
+ {
+ if (gametic > BACKUPTICS
+ && consistancy[i][buf] != cmd->consistancy)
+ {
+ I_Error ("consistency failure (%i should be %i)",
+ cmd->consistancy, consistancy[i][buf]);
+ }
+ if (players[i].mo)
+ consistancy[i][buf] = players[i].mo->x;
+ else
+ consistancy[i][buf] = rndindex;
+ }
+ }
+ }
+
+ // check for special buttons
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i])
+ {
+ if (players[i].cmd.buttons & BT_SPECIAL)
+ {
+ switch (players[i].cmd.buttons & BT_SPECIALMASK)
+ {
+ case BTS_PAUSE:
+ paused ^= 1;
+ if (paused)
+ S_PauseSound ();
+ else
+ S_ResumeSound ();
+ break;
+
+ case BTS_SAVEGAME:
+ if (!savedescription[0])
+ strcpy (savedescription, "NET GAME");
+ savegameslot =
+ (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
+ gameaction = ga_savegame;
+ break;
+ }
+ }
+ }
+ }
+
+ // Have we just finished displaying an intermission screen?
+
+ if (oldgamestate == GS_INTERMISSION && gamestate != GS_INTERMISSION)
+ {
+ WI_End();
+ }
+
+ oldgamestate = gamestate;
+
+ // do main actions
+ switch (gamestate)
+ {
+ case GS_LEVEL:
+ P_Ticker ();
+ ST_Ticker ();
+ AM_Ticker ();
+ HU_Ticker ();
+ break;
+
+ case GS_INTERMISSION:
+ WI_Ticker ();
+ break;
+
+ case GS_FINALE:
+ F_Ticker ();
+ break;
+
+ case GS_DEMOSCREEN:
+ D_PageTicker ();
+ break;
+ }
+}
+
+
+//
+// PLAYER STRUCTURE FUNCTIONS
+// also see P_SpawnPlayer in P_Things
+//
+
+//
+// G_InitPlayer
+// Called at the start.
+// Called by the game initialization functions.
+//
+void G_InitPlayer (int player)
+{
+ player_t* p;
+
+ // set up the saved info
+ p = &players[player];
+
+ // clear everything else to defaults
+ G_PlayerReborn (player);
+
+}
+
+
+
+//
+// G_PlayerFinishLevel
+// Can when a player completes a level.
+//
+void G_PlayerFinishLevel (int player)
+{
+ player_t* p;
+
+ p = &players[player];
+
+ memset (p->powers, 0, sizeof (p->powers));
+ memset (p->cards, 0, sizeof (p->cards));
+ p->mo->flags &= ~MF_SHADOW; // cancel invisibility
+ p->extralight = 0; // cancel gun flashes
+ p->fixedcolormap = 0; // cancel ir gogles
+ p->damagecount = 0; // no palette changes
+ p->bonuscount = 0;
+}
+
+
+//
+// G_PlayerReborn
+// Called after a player dies
+// almost everything is cleared and initialized
+//
+void G_PlayerReborn (int player)
+{
+ player_t* p;
+ int i;
+ int frags[MAXPLAYERS];
+ int killcount;
+ int itemcount;
+ int secretcount;
+
+ memcpy (frags,players[player].frags,sizeof(frags));
+ killcount = players[player].killcount;
+ itemcount = players[player].itemcount;
+ secretcount = players[player].secretcount;
+
+ p = &players[player];
+ memset (p, 0, sizeof(*p));
+
+ memcpy (players[player].frags, frags, sizeof(players[player].frags));
+ players[player].killcount = killcount;
+ players[player].itemcount = itemcount;
+ players[player].secretcount = secretcount;
+
+ p->usedown = p->attackdown = true; // don't do anything immediately
+ p->playerstate = PST_LIVE;
+ p->health = deh_initial_health; // Use dehacked value
+ p->readyweapon = p->pendingweapon = wp_pistol;
+ p->weaponowned[wp_fist] = true;
+ p->weaponowned[wp_pistol] = true;
+ p->ammo[am_clip] = deh_initial_bullets;
+
+ for (i=0 ; i<NUMAMMO ; i++)
+ p->maxammo[i] = maxammo[i];
+
+}
+
+//
+// G_CheckSpot
+// Returns false if the player cannot be respawned
+// at the given mapthing_t spot
+// because something is occupying it
+//
+void P_SpawnPlayer (mapthing_t* mthing);
+
+boolean
+G_CheckSpot
+( int playernum,
+ mapthing_t* mthing )
+{
+ fixed_t x;
+ fixed_t y;
+ subsector_t* ss;
+ unsigned an;
+ mobj_t* mo;
+ int i;
+
+ if (!players[playernum].mo)
+ {
+ // first spawn of level, before corpses
+ for (i=0 ; i<playernum ; i++)
+ if (players[i].mo->x == mthing->x << FRACBITS
+ && players[i].mo->y == mthing->y << FRACBITS)
+ return false;
+ return true;
+ }
+
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+
+ if (!P_CheckPosition (players[playernum].mo, x, y) )
+ return false;
+
+ // flush an old corpse if needed
+ if (bodyqueslot >= BODYQUESIZE)
+ P_RemoveMobj (bodyque[bodyqueslot%BODYQUESIZE]);
+ bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo;
+ bodyqueslot++;
+
+ // spawn a teleport fog
+ ss = R_PointInSubsector (x,y);
+ an = ( ANG45 * (((unsigned int) mthing->angle)/45) ) >> ANGLETOFINESHIFT;
+
+ mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an]
+ , ss->sector->floorheight
+ , MT_TFOG);
+
+ if (players[consoleplayer].viewz != 1)
+ S_StartSound (mo, sfx_telept); // don't start sound on first frame
+
+ return true;
+}
+
+
+//
+// G_DeathMatchSpawnPlayer
+// Spawns a player at one of the random death match spots
+// called at level load and each death
+//
+void G_DeathMatchSpawnPlayer (int playernum)
+{
+ int i,j;
+ int selections;
+
+ selections = deathmatch_p - deathmatchstarts;
+ if (selections < 4)
+ I_Error ("Only %i deathmatch spots, 4 required", selections);
+
+ for (j=0 ; j<20 ; j++)
+ {
+ i = P_Random() % selections;
+ if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
+ {
+ deathmatchstarts[i].type = playernum+1;
+ P_SpawnPlayer (&deathmatchstarts[i]);
+ return;
+ }
+ }
+
+ // no good spot, so the player will probably get stuck
+ P_SpawnPlayer (&playerstarts[playernum]);
+}
+
+//
+// G_DoReborn
+//
+void G_DoReborn (int playernum)
+{
+ int i;
+
+ if (!netgame)
+ {
+ // reload the level from scratch
+ gameaction = ga_loadlevel;
+ }
+ else
+ {
+ // respawn at the start
+
+ // first dissasociate the corpse
+ players[playernum].mo->player = NULL;
+
+ // spawn at random spot if in death match
+ if (deathmatch)
+ {
+ G_DeathMatchSpawnPlayer (playernum);
+ return;
+ }
+
+ if (G_CheckSpot (playernum, &playerstarts[playernum]) )
+ {
+ P_SpawnPlayer (&playerstarts[playernum]);
+ return;
+ }
+
+ // try to spawn at one of the other players spots
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (G_CheckSpot (playernum, &playerstarts[i]) )
+ {
+ playerstarts[i].type = playernum+1; // fake as other player
+ P_SpawnPlayer (&playerstarts[i]);
+ playerstarts[i].type = i+1; // restore
+ return;
+ }
+ // he's going to be inside something. Too bad.
+ }
+ P_SpawnPlayer (&playerstarts[playernum]);
+ }
+}
+
+
+void G_ScreenShot (void)
+{
+ gameaction = ga_screenshot;
+}
+
+
+
+// DOOM Par Times
+int pars[4][10] =
+{
+ {0},
+ {0,30,75,120,90,165,180,180,30,165},
+ {0,90,90,90,120,90,360,240,30,170},
+ {0,90,45,90,150,90,90,165,30,135}
+};
+
+// DOOM II Par Times
+int cpars[32] =
+{
+ 30,90,120,120,90,150,120,120,270,90, // 1-10
+ 210,150,150,150,210,150,420,150,210,150, // 11-20
+ 240,150,180,150,150,300,330,420,300,180, // 21-30
+ 120,30 // 31-32
+};
+
+
+//
+// G_DoCompleted
+//
+boolean secretexit;
+extern char* pagename;
+
+void G_ExitLevel (void)
+{
+ secretexit = false;
+ gameaction = ga_completed;
+}
+
+// Here's for the german edition.
+void G_SecretExitLevel (void)
+{
+ // IF NO WOLF3D LEVELS, NO SECRET EXIT!
+ if ( (gamemode == commercial)
+ && (W_CheckNumForName("map31")<0))
+ secretexit = false;
+ else
+ secretexit = true;
+ gameaction = ga_completed;
+}
+
+void G_DoCompleted (void)
+{
+ int i;
+
+ gameaction = ga_nothing;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ if (playeringame[i])
+ G_PlayerFinishLevel (i); // take away cards and stuff
+
+ if (automapactive)
+ AM_Stop ();
+
+ if (gamemode != commercial)
+ {
+ // Chex Quest ends after 5 levels, rather than 8.
+
+ if (gameversion == exe_chex)
+ {
+ if (gamemap == 5)
+ {
+ gameaction = ga_victory;
+ return;
+ }
+ }
+ else
+ {
+ switch(gamemap)
+ {
+ case 8:
+ gameaction = ga_victory;
+ return;
+ case 9:
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ players[i].didsecret = true;
+ break;
+ }
+ }
+ }
+
+//#if 0 Hmmm - why?
+ if ( (gamemap == 8)
+ && (gamemode != commercial) )
+ {
+ // victory
+ gameaction = ga_victory;
+ return;
+ }
+
+ if ( (gamemap == 9)
+ && (gamemode != commercial) )
+ {
+ // exit secret level
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ players[i].didsecret = true;
+ }
+//#endif
+
+
+ wminfo.didsecret = players[consoleplayer].didsecret;
+ wminfo.epsd = gameepisode -1;
+ wminfo.last = gamemap -1;
+
+ // wminfo.next is 0 biased, unlike gamemap
+ if ( gamemode == commercial)
+ {
+ if (secretexit)
+ switch(gamemap)
+ {
+ case 15: wminfo.next = 30; break;
+ case 31: wminfo.next = 31; break;
+ }
+ else
+ switch(gamemap)
+ {
+ case 31:
+ case 32: wminfo.next = 15; break;
+ default: wminfo.next = gamemap;
+ }
+ }
+ else
+ {
+ if (secretexit)
+ wminfo.next = 8; // go to secret level
+ else if (gamemap == 9)
+ {
+ // returning from secret level
+ switch (gameepisode)
+ {
+ case 1:
+ wminfo.next = 3;
+ break;
+ case 2:
+ wminfo.next = 5;
+ break;
+ case 3:
+ wminfo.next = 6;
+ break;
+ case 4:
+ wminfo.next = 2;
+ break;
+ }
+ }
+ else
+ wminfo.next = gamemap; // go to next level
+ }
+
+ wminfo.maxkills = totalkills;
+ wminfo.maxitems = totalitems;
+ wminfo.maxsecret = totalsecret;
+ wminfo.maxfrags = 0;
+ if ( gamemode == commercial )
+ wminfo.partime = TICRATE*cpars[gamemap-1];
+ else
+ wminfo.partime = TICRATE*pars[gameepisode][gamemap];
+ wminfo.pnum = consoleplayer;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ wminfo.plyr[i].in = playeringame[i];
+ wminfo.plyr[i].skills = players[i].killcount;
+ wminfo.plyr[i].sitems = players[i].itemcount;
+ wminfo.plyr[i].ssecret = players[i].secretcount;
+ wminfo.plyr[i].stime = leveltime;
+ memcpy (wminfo.plyr[i].frags, players[i].frags
+ , sizeof(wminfo.plyr[i].frags));
+ }
+
+ gamestate = GS_INTERMISSION;
+ viewactive = false;
+ automapactive = false;
+
+ WI_Start (&wminfo);
+}
+
+
+//
+// G_WorldDone
+//
+void G_WorldDone (void)
+{
+ gameaction = ga_worlddone;
+
+ if (secretexit)
+ players[consoleplayer].didsecret = true;
+
+ if ( gamemode == commercial )
+ {
+ switch (gamemap)
+ {
+ case 15:
+ case 31:
+ if (!secretexit)
+ break;
+ case 6:
+ case 11:
+ case 20:
+ case 30:
+ F_StartFinale ();
+ break;
+ }
+ }
+}
+
+void G_DoWorldDone (void)
+{
+ gamestate = GS_LEVEL;
+ gamemap = wminfo.next+1;
+ G_DoLoadLevel ();
+ gameaction = ga_nothing;
+ viewactive = true;
+}
+
+
+
+//
+// G_InitFromSavegame
+// Can be called by the startup code or the menu task.
+//
+extern boolean setsizeneeded;
+void R_ExecuteSetViewSize (void);
+
+char savename[256];
+
+void G_LoadGame (char* name)
+{
+ strcpy (savename, name);
+ gameaction = ga_loadgame;
+}
+
+#define VERSIONSIZE 16
+
+
+void G_DoLoadGame (void)
+{
+ int savedleveltime;
+
+ gameaction = ga_nothing;
+
+ save_stream = fopen(savename, "rb");
+
+ if (save_stream == NULL)
+ {
+ return;
+ }
+
+ if (!P_ReadSaveGameHeader())
+ {
+ fclose(save_stream);
+ return;
+ }
+
+ savedleveltime = leveltime;
+
+ // load a base level
+ G_InitNew (gameskill, gameepisode, gamemap);
+
+ leveltime = savedleveltime;
+
+ // dearchive all the modifications
+ P_UnArchivePlayers ();
+ P_UnArchiveWorld ();
+ P_UnArchiveThinkers ();
+ P_UnArchiveSpecials ();
+
+ if (!P_ReadSaveGameEOF())
+ I_Error ("Bad savegame");
+
+ fclose(save_stream);
+
+ if (setsizeneeded)
+ R_ExecuteSetViewSize ();
+
+ // draw the pattern into the back screen
+ R_FillBackScreen ();
+}
+
+
+//
+// G_SaveGame
+// Called by the menu task.
+// Description is a 24 byte text string
+//
+void
+G_SaveGame
+( int slot,
+ char* description )
+{
+ savegameslot = slot;
+ strcpy (savedescription, description);
+ sendsave = true;
+}
+
+void G_DoSaveGame (void)
+{
+ char *savegame_file;
+ char *temp_savegame_file;
+
+ temp_savegame_file = P_TempSaveGameFile();
+ savegame_file = P_SaveGameFile(savegameslot);
+
+ // Open the savegame file for writing. We write to a temporary file
+ // and then rename it at the end if it was successfully written.
+ // This prevents an existing savegame from being overwritten by
+ // a corrupted one, or if a savegame buffer overrun occurs.
+
+ save_stream = fopen(temp_savegame_file, "wb");
+
+ if (save_stream == NULL)
+ {
+ return;
+ }
+
+ P_WriteSaveGameHeader(savedescription);
+
+ P_ArchivePlayers ();
+ P_ArchiveWorld ();
+ P_ArchiveThinkers ();
+ P_ArchiveSpecials ();
+
+ P_WriteSaveGameEOF();
+
+ // Enforce the same savegame size limit as in Vanilla Doom,
+ // except if the vanilla_savegame_limit setting is turned off.
+
+ if (vanilla_savegame_limit && ftell(save_stream) > SAVEGAMESIZE)
+ {
+ I_Error ("Savegame buffer overrun");
+ }
+
+ // Finish up, close the savegame file.
+
+ fclose(save_stream);
+
+ // Now rename the temporary savegame file to the actual savegame
+ // file, overwriting the old savegame if there was one there.
+
+ remove(savegame_file);
+ rename(temp_savegame_file, savegame_file);
+
+ gameaction = ga_nothing;
+ strcpy(savedescription, "");
+
+ players[consoleplayer].message = DEH_String(GGSAVED);
+
+ // draw the pattern into the back screen
+ R_FillBackScreen ();
+}
+
+
+//
+// G_InitNew
+// Can be called by the startup code or the menu task,
+// consoleplayer, displayplayer, playeringame[] should be set.
+//
+skill_t d_skill;
+int d_episode;
+int d_map;
+
+void
+G_DeferedInitNew
+( skill_t skill,
+ int episode,
+ int map)
+{
+ d_skill = skill;
+ d_episode = episode;
+ d_map = map;
+ gameaction = ga_newgame;
+}
+
+
+void G_DoNewGame (void)
+{
+ demoplayback = false;
+ netdemo = false;
+ netgame = false;
+ deathmatch = false;
+ playeringame[1] = playeringame[2] = playeringame[3] = 0;
+ respawnparm = false;
+ fastparm = false;
+ nomonsters = false;
+ consoleplayer = 0;
+ G_InitNew (d_skill, d_episode, d_map);
+ gameaction = ga_nothing;
+}
+
+// The sky texture to be used instead of the F_SKY1 dummy.
+extern int skytexture;
+
+
+void
+G_InitNew
+( skill_t skill,
+ int episode,
+ int map )
+{
+ char *skytexturename;
+ int i;
+
+ if (paused)
+ {
+ paused = false;
+ S_ResumeSound ();
+ }
+
+
+ if (skill > sk_nightmare)
+ skill = sk_nightmare;
+
+
+ // This was quite messy with SPECIAL and commented parts.
+ // Supposedly hacks to make the latest edition work.
+ // It might not work properly.
+ if (episode < 1)
+ episode = 1;
+
+ if ( gamemode == retail )
+ {
+ if (episode > 4)
+ episode = 4;
+ }
+ else if ( gamemode == shareware )
+ {
+ if (episode > 1)
+ episode = 1; // only start episode 1 on shareware
+ }
+ else
+ {
+ if (episode > 3)
+ episode = 3;
+ }
+
+
+
+ if (map < 1)
+ map = 1;
+
+ if ( (map > 9)
+ && ( gamemode != commercial) )
+ map = 9;
+
+ M_ClearRandom ();
+
+ if (skill == sk_nightmare || respawnparm )
+ respawnmonsters = true;
+ else
+ respawnmonsters = false;
+
+ if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
+ {
+ for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
+ states[i].tics >>= 1;
+ mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
+ mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
+ mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
+ }
+ else if (skill != sk_nightmare && gameskill == sk_nightmare)
+ {
+ for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
+ states[i].tics <<= 1;
+ mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
+ mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
+ mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
+ }
+
+
+ // force players to be initialized upon first level load
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ players[i].playerstate = PST_REBORN;
+
+ usergame = true; // will be set false if a demo
+ paused = false;
+ demoplayback = false;
+ automapactive = false;
+ viewactive = true;
+ gameepisode = episode;
+ gamemap = map;
+ gameskill = skill;
+
+ viewactive = true;
+
+ // Set the sky to use.
+ //
+ // Note: This IS broken, but it is how Vanilla Doom behaves.
+ // See http://doom.wikia.com/wiki/Sky_never_changes_in_Doom_II.
+ //
+ // Because we set the sky here at the start of a game, not at the
+ // start of a level, the sky texture never changes unless we
+ // restore from a saved game. This was fixed before the Doom
+ // source release, but this IS the way Vanilla DOS Doom behaves.
+
+ if (gamemode == commercial)
+ {
+ if (gamemap < 12)
+ skytexturename = "SKY1";
+ else if (gamemap < 21)
+ skytexturename = "SKY2";
+ else
+ skytexturename = "SKY3";
+ }
+ else
+ {
+ switch (gameepisode)
+ {
+ default:
+ case 1:
+ skytexturename = "SKY1";
+ break;
+ case 2:
+ skytexturename = "SKY2";
+ break;
+ case 3:
+ skytexturename = "SKY3";
+ break;
+ case 4: // Special Edition sky
+ skytexturename = "SKY4";
+ break;
+ }
+ }
+
+ skytexturename = DEH_String(skytexturename);
+
+ skytexture = R_TextureNumForName(skytexturename);
+
+
+ G_DoLoadLevel ();
+}
+
+
+//
+// DEMO RECORDING
+//
+#define DEMOMARKER 0x80
+
+
+void G_ReadDemoTiccmd (ticcmd_t* cmd)
+{
+ if (*demo_p == DEMOMARKER)
+ {
+ // end of demo data stream
+ G_CheckDemoStatus ();
+ return;
+ }
+ cmd->forwardmove = ((signed char)*demo_p++);
+ cmd->sidemove = ((signed char)*demo_p++);
+
+ // If this is a longtics demo, read back in higher resolution
+
+ if (longtics)
+ {
+ cmd->angleturn = *demo_p++;
+ cmd->angleturn |= (*demo_p++) << 8;
+ }
+ else
+ {
+ cmd->angleturn = ((unsigned char) *demo_p++)<<8;
+ }
+
+ cmd->buttons = (unsigned char)*demo_p++;
+}
+
+// Increase the size of the demo buffer to allow unlimited demos
+
+static void IncreaseDemoBuffer(void)
+{
+ int current_length;
+ byte *new_demobuffer;
+ byte *new_demop;
+ int new_length;
+
+ // Find the current size
+
+ current_length = demoend - demobuffer;
+
+ // Generate a new buffer twice the size
+ new_length = current_length * 2;
+
+ new_demobuffer = Z_Malloc(new_length, PU_STATIC, 0);
+ new_demop = new_demobuffer + (demo_p - demobuffer);
+
+ // Copy over the old data
+
+ memcpy(new_demobuffer, demobuffer, current_length);
+
+ // Free the old buffer and point the demo pointers at the new buffer.
+
+ Z_Free(demobuffer);
+
+ demobuffer = new_demobuffer;
+ demo_p = new_demop;
+ demoend = demobuffer + new_length;
+}
+
+void G_WriteDemoTiccmd (ticcmd_t* cmd)
+{
+ byte *demo_start;
+
+ if (gamekeydown['q']) // press q to end demo recording
+ G_CheckDemoStatus ();
+
+ demo_start = demo_p;
+
+ *demo_p++ = cmd->forwardmove;
+ *demo_p++ = cmd->sidemove;
+
+ // If this is a longtics demo, record in higher resolution
+
+ if (longtics)
+ {
+ *demo_p++ = (cmd->angleturn & 0xff);
+ *demo_p++ = (cmd->angleturn >> 8) & 0xff;
+ }
+ else
+ {
+ *demo_p++ = cmd->angleturn >> 8;
+ }
+
+ *demo_p++ = cmd->buttons;
+
+ // reset demo pointer back
+ demo_p = demo_start;
+
+ if (demo_p > demoend - 16)
+ {
+ if (vanilla_demo_limit)
+ {
+ // no more space
+ G_CheckDemoStatus ();
+ return;
+ }
+ else
+ {
+ // Vanilla demo limit disabled: unlimited
+ // demo lengths!
+
+ IncreaseDemoBuffer();
+ }
+ }
+
+ G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same
+}
+
+
+
+//
+// G_RecordDemo
+//
+void G_RecordDemo (char* name)
+{
+ int i;
+ int maxsize;
+
+ usergame = false;
+ strcpy (demoname, name);
+ strcat (demoname, ".lmp");
+ maxsize = 0x20000;
+
+ //!
+ // @arg <size>
+ // @category demo
+ // @vanilla
+ //
+ // Specify the demo buffer size (KiB)
+ //
+
+ i = M_CheckParm ("-maxdemo");
+ if (i && i<myargc-1)
+ maxsize = atoi(myargv[i+1])*1024;
+ demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL);
+ demoend = demobuffer + maxsize;
+
+ demorecording = true;
+}
+
+
+void G_BeginRecording (void)
+{
+ int i;
+
+ //!
+ // @category demo
+ //
+ // Record a high resolution "Doom 1.91" demo.
+ //
+
+ longtics = M_CheckParm("-longtics") != 0;
+
+ // If not recording a longtics demo, record in low res
+
+ lowres_turn = !longtics;
+
+ demo_p = demobuffer;
+
+ // Save the right version code for this demo
+
+ if (longtics)
+ {
+ *demo_p++ = DOOM_191_VERSION;
+ }
+ else
+ {
+ *demo_p++ = DOOM_VERSION;
+ }
+
+ *demo_p++ = gameskill;
+ *demo_p++ = gameepisode;
+ *demo_p++ = gamemap;
+ *demo_p++ = deathmatch;
+ *demo_p++ = respawnparm;
+ *demo_p++ = fastparm;
+ *demo_p++ = nomonsters;
+ *demo_p++ = consoleplayer;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ *demo_p++ = playeringame[i];
+}
+
+
+//
+// G_PlayDemo
+//
+
+char* defdemoname;
+
+void G_DeferedPlayDemo (char* name)
+{
+ defdemoname = name;
+ gameaction = ga_playdemo;
+}
+
+// Generate a string describing a demo version
+
+static char *DemoVersionDescription(int version)
+{
+ static char resultbuf[16];
+
+ switch (version)
+ {
+ case 104:
+ return "v1.4";
+ case 105:
+ return "v1.5";
+ case 106:
+ return "v1.6/v1.666";
+ case 107:
+ return "v1.7/v1.7a";
+ case 108:
+ return "v1.8";
+ case 109:
+ return "v1.9";
+ default:
+ break;
+ }
+
+ // Unknown version. Perhaps this is a pre-v1.4 IWAD? If the version
+ // byte is in the range 0-4 then it can be a v1.0-v1.2 demo.
+
+ if (version >= 0 && version <= 4)
+ {
+ return "v1.0/v1.1/v1.2";
+ }
+ else
+ {
+ sprintf(resultbuf, "%i.%i (unknown)", version / 100, version % 100);
+ return resultbuf;
+ }
+}
+
+void G_DoPlayDemo (void)
+{
+ skill_t skill;
+ int i, episode, map;
+ int demoversion;
+
+ gameaction = ga_nothing;
+ demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC);
+
+ demoversion = *demo_p++;
+
+ if (demoversion == DOOM_VERSION)
+ {
+ longtics = false;
+ }
+ else if (demoversion == DOOM_191_VERSION)
+ {
+ // demo recorded with cph's modified "v1.91" doom exe
+ longtics = true;
+ }
+ else
+ {
+ char *message = "Demo is from a different game version!\n"
+ "(read %i, should be %i)\n"
+ "\n"
+ "*** You may need to upgrade your version "
+ "of Doom to v1.9. ***\n"
+ " See: http://doomworld.com/files/patches.shtml\n"
+ " This appears to be %s.";
+
+ I_Error(message, demoversion, DOOM_VERSION,
+ DemoVersionDescription(demoversion));
+ }
+
+ skill = *demo_p++;
+ episode = *demo_p++;
+ map = *demo_p++;
+ deathmatch = *demo_p++;
+ respawnparm = *demo_p++;
+ fastparm = *demo_p++;
+ nomonsters = *demo_p++;
+ consoleplayer = *demo_p++;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ playeringame[i] = *demo_p++;
+
+ //!
+ // @category demo
+ //
+ // Play back a demo recorded in a netgame with a single player.
+ //
+
+ if (playeringame[1] || M_CheckParm("-netdemo") > 0)
+ {
+ netgame = true;
+ netdemo = true;
+ }
+
+ // don't spend a lot of time in loadlevel
+ precache = false;
+ G_InitNew (skill, episode, map);
+ precache = true;
+ starttime = I_GetTime ();
+
+ usergame = false;
+ demoplayback = true;
+}
+
+//
+// G_TimeDemo
+//
+void G_TimeDemo (char* name)
+{
+ //!
+ // @vanilla
+ //
+ // Disable rendering the screen entirely.
+ //
+
+ nodrawers = M_CheckParm ("-nodraw");
+
+ timingdemo = true;
+ singletics = true;
+
+ defdemoname = name;
+ gameaction = ga_playdemo;
+}
+
+
+/*
+===================
+=
+= G_CheckDemoStatus
+=
+= Called after a death or level completion to allow demos to be cleaned up
+= Returns true if a new demo loop action will take place
+===================
+*/
+
+boolean G_CheckDemoStatus (void)
+{
+ int endtime;
+
+ if (timingdemo)
+ {
+ float fps;
+ int realtics;
+
+ endtime = I_GetTime ();
+ realtics = endtime - starttime;
+ fps = ((float) gametic * TICRATE) / realtics;
+
+ // Prevent recursive calls
+ timingdemo = false;
+ demoplayback = false;
+
+ I_Error ("timed %i gametics in %i realtics (%f fps)",
+ gametic, realtics, fps);
+ }
+
+ if (demoplayback)
+ {
+ W_ReleaseLumpName(defdemoname);
+ demoplayback = false;
+ netdemo = false;
+ netgame = false;
+ deathmatch = false;
+ playeringame[1] = playeringame[2] = playeringame[3] = 0;
+ respawnparm = false;
+ fastparm = false;
+ nomonsters = false;
+ consoleplayer = 0;
+
+ if (singledemo)
+ I_Quit ();
+ else
+ D_AdvanceDemo ();
+
+ return true;
+ }
+
+ if (demorecording)
+ {
+ *demo_p++ = DEMOMARKER;
+ M_WriteFile (demoname, demobuffer, demo_p - demobuffer);
+ Z_Free (demobuffer);
+ demorecording = false;
+ I_Error ("Demo %s recorded",demoname);
+ }
+
+ return false;
+}
+
+
+
diff --git a/src/strife/g_game.h b/src/strife/g_game.h
new file mode 100644
index 00000000..8cf5b068
--- /dev/null
+++ b/src/strife/g_game.h
@@ -0,0 +1,87 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Duh.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __G_GAME__
+#define __G_GAME__
+
+#include "doomdef.h"
+#include "d_event.h"
+#include "d_ticcmd.h"
+
+
+//
+// GAME
+//
+void G_DeathMatchSpawnPlayer (int playernum);
+
+void G_InitNew (skill_t skill, int episode, int map);
+
+// Can be called by the startup code or M_Responder.
+// A normal game starts at map 1,
+// but a warp test can start elsewhere
+void G_DeferedInitNew (skill_t skill, int episode, int map);
+
+void G_DeferedPlayDemo (char* demo);
+
+// Can be called by the startup code or M_Responder,
+// calls P_SetupLevel or W_EnterWorld.
+void G_LoadGame (char* name);
+
+void G_DoLoadGame (void);
+
+// Called by M_Responder.
+void G_SaveGame (int slot, char* description);
+
+// Only called by startup code.
+void G_RecordDemo (char* name);
+
+void G_BeginRecording (void);
+
+void G_PlayDemo (char* name);
+void G_TimeDemo (char* name);
+boolean G_CheckDemoStatus (void);
+
+void G_ExitLevel (void);
+void G_SecretExitLevel (void);
+
+void G_WorldDone (void);
+
+// Read current data from inputs and build a player movement command.
+
+void G_BuildTiccmd (ticcmd_t *cmd);
+
+void G_Ticker (void);
+boolean G_Responder (event_t* ev);
+
+void G_ScreenShot (void);
+
+void G_DrawMouseSpeedBox(void);
+
+extern int vanilla_savegame_limit;
+extern int vanilla_demo_limit;
+#endif
+
diff --git a/src/strife/hu_lib.c b/src/strife/hu_lib.c
new file mode 100644
index 00000000..c7c62d06
--- /dev/null
+++ b/src/strife/hu_lib.c
@@ -0,0 +1,357 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: heads-up text and input code
+//
+//-----------------------------------------------------------------------------
+
+
+#include <ctype.h>
+
+#include "doomdef.h"
+#include "doomkeys.h"
+
+#include "v_video.h"
+#include "i_swap.h"
+
+#include "hu_lib.h"
+#include "r_local.h"
+#include "r_draw.h"
+
+// boolean : whether the screen is always erased
+#define noterased viewwindowx
+
+extern boolean automapactive; // in AM_map.c
+
+void HUlib_init(void)
+{
+}
+
+void HUlib_clearTextLine(hu_textline_t* t)
+{
+ t->len = 0;
+ t->l[0] = 0;
+ t->needsupdate = true;
+}
+
+void
+HUlib_initTextLine
+( hu_textline_t* t,
+ int x,
+ int y,
+ patch_t** f,
+ int sc )
+{
+ t->x = x;
+ t->y = y;
+ t->f = f;
+ t->sc = sc;
+ HUlib_clearTextLine(t);
+}
+
+boolean
+HUlib_addCharToTextLine
+( hu_textline_t* t,
+ char ch )
+{
+
+ if (t->len == HU_MAXLINELENGTH)
+ return false;
+ else
+ {
+ t->l[t->len++] = ch;
+ t->l[t->len] = 0;
+ t->needsupdate = 4;
+ return true;
+ }
+
+}
+
+boolean HUlib_delCharFromTextLine(hu_textline_t* t)
+{
+
+ if (!t->len) return false;
+ else
+ {
+ t->l[--t->len] = 0;
+ t->needsupdate = 4;
+ return true;
+ }
+
+}
+
+void
+HUlib_drawTextLine
+( hu_textline_t* l,
+ boolean drawcursor )
+{
+
+ int i;
+ int w;
+ int x;
+ unsigned char c;
+
+ // draw the new stuff
+ x = l->x;
+ for (i=0;i<l->len;i++)
+ {
+ c = toupper(l->l[i]);
+ if (c != ' '
+ && c >= l->sc
+ && c <= '_')
+ {
+ w = SHORT(l->f[c - l->sc]->width);
+ if (x+w > SCREENWIDTH)
+ break;
+ V_DrawPatchDirect(x, l->y, l->f[c - l->sc]);
+ x += w;
+ }
+ else
+ {
+ x += 4;
+ if (x >= SCREENWIDTH)
+ break;
+ }
+ }
+
+ // draw the cursor if requested
+ if (drawcursor
+ && x + SHORT(l->f['_' - l->sc]->width) <= SCREENWIDTH)
+ {
+ V_DrawPatchDirect(x, l->y, l->f['_' - l->sc]);
+ }
+}
+
+
+// sorta called by HU_Erase and just better darn get things straight
+void HUlib_eraseTextLine(hu_textline_t* l)
+{
+ int lh;
+ int y;
+ int yoffset;
+ static boolean lastautomapactive = true;
+
+ // Only erases when NOT in automap and the screen is reduced,
+ // and the text must either need updating or refreshing
+ // (because of a recent change back from the automap)
+
+ if (!automapactive &&
+ viewwindowx && l->needsupdate)
+ {
+ lh = SHORT(l->f[0]->height) + 1;
+ for (y=l->y,yoffset=y*SCREENWIDTH ; y<l->y+lh ; y++,yoffset+=SCREENWIDTH)
+ {
+ if (y < viewwindowy || y >= viewwindowy + viewheight)
+ R_VideoErase(yoffset, SCREENWIDTH); // erase entire line
+ else
+ {
+ R_VideoErase(yoffset, viewwindowx); // erase left border
+ R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx);
+ // erase right border
+ }
+ }
+ }
+
+ lastautomapactive = automapactive;
+ if (l->needsupdate) l->needsupdate--;
+
+}
+
+void
+HUlib_initSText
+( hu_stext_t* s,
+ int x,
+ int y,
+ int h,
+ patch_t** font,
+ int startchar,
+ boolean* on )
+{
+
+ int i;
+
+ s->h = h;
+ s->on = on;
+ s->laston = true;
+ s->cl = 0;
+ for (i=0;i<h;i++)
+ HUlib_initTextLine(&s->l[i],
+ x, y - i*(SHORT(font[0]->height)+1),
+ font, startchar);
+
+}
+
+void HUlib_addLineToSText(hu_stext_t* s)
+{
+
+ int i;
+
+ // add a clear line
+ if (++s->cl == s->h)
+ s->cl = 0;
+ HUlib_clearTextLine(&s->l[s->cl]);
+
+ // everything needs updating
+ for (i=0 ; i<s->h ; i++)
+ s->l[i].needsupdate = 4;
+
+}
+
+void
+HUlib_addMessageToSText
+( hu_stext_t* s,
+ char* prefix,
+ char* msg )
+{
+ HUlib_addLineToSText(s);
+ if (prefix)
+ while (*prefix)
+ HUlib_addCharToTextLine(&s->l[s->cl], *(prefix++));
+
+ while (*msg)
+ HUlib_addCharToTextLine(&s->l[s->cl], *(msg++));
+}
+
+void HUlib_drawSText(hu_stext_t* s)
+{
+ int i, idx;
+ hu_textline_t *l;
+
+ if (!*s->on)
+ return; // if not on, don't draw
+
+ // draw everything
+ for (i=0 ; i<s->h ; i++)
+ {
+ idx = s->cl - i;
+ if (idx < 0)
+ idx += s->h; // handle queue of lines
+
+ l = &s->l[idx];
+
+ // need a decision made here on whether to skip the draw
+ HUlib_drawTextLine(l, false); // no cursor, please
+ }
+
+}
+
+void HUlib_eraseSText(hu_stext_t* s)
+{
+
+ int i;
+
+ for (i=0 ; i<s->h ; i++)
+ {
+ if (s->laston && !*s->on)
+ s->l[i].needsupdate = 4;
+ HUlib_eraseTextLine(&s->l[i]);
+ }
+ s->laston = *s->on;
+
+}
+
+void
+HUlib_initIText
+( hu_itext_t* it,
+ int x,
+ int y,
+ patch_t** font,
+ int startchar,
+ boolean* on )
+{
+ it->lm = 0; // default left margin is start of text
+ it->on = on;
+ it->laston = true;
+ HUlib_initTextLine(&it->l, x, y, font, startchar);
+}
+
+
+// The following deletion routines adhere to the left margin restriction
+void HUlib_delCharFromIText(hu_itext_t* it)
+{
+ if (it->l.len != it->lm)
+ HUlib_delCharFromTextLine(&it->l);
+}
+
+void HUlib_eraseLineFromIText(hu_itext_t* it)
+{
+ while (it->lm != it->l.len)
+ HUlib_delCharFromTextLine(&it->l);
+}
+
+// Resets left margin as well
+void HUlib_resetIText(hu_itext_t* it)
+{
+ it->lm = 0;
+ HUlib_clearTextLine(&it->l);
+}
+
+void
+HUlib_addPrefixToIText
+( hu_itext_t* it,
+ char* str )
+{
+ while (*str)
+ HUlib_addCharToTextLine(&it->l, *(str++));
+ it->lm = it->l.len;
+}
+
+// wrapper function for handling general keyed input.
+// returns true if it ate the key
+boolean
+HUlib_keyInIText
+( hu_itext_t* it,
+ unsigned char ch )
+{
+ ch = toupper(ch);
+
+ if (ch >= ' ' && ch <= '_')
+ HUlib_addCharToTextLine(&it->l, (char) ch);
+ else
+ if (ch == KEY_BACKSPACE)
+ HUlib_delCharFromIText(it);
+ else
+ if (ch != KEY_ENTER)
+ return false; // did not eat key
+
+ return true; // ate the key
+
+}
+
+void HUlib_drawIText(hu_itext_t* it)
+{
+
+ hu_textline_t *l = &it->l;
+
+ if (!*it->on)
+ return;
+ HUlib_drawTextLine(l, true); // draw the line w/ cursor
+
+}
+
+void HUlib_eraseIText(hu_itext_t* it)
+{
+ if (it->laston && !*it->on)
+ it->l.needsupdate = 4;
+ HUlib_eraseTextLine(&it->l);
+ it->laston = *it->on;
+}
+
diff --git a/src/strife/hu_lib.h b/src/strife/hu_lib.h
new file mode 100644
index 00000000..a4649b48
--- /dev/null
+++ b/src/strife/hu_lib.h
@@ -0,0 +1,190 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: none
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __HULIB__
+#define __HULIB__
+
+// We are referring to patches.
+#include "r_defs.h"
+
+// font stuff
+#define HU_CHARERASE KEY_BACKSPACE
+
+#define HU_MAXLINES 4
+#define HU_MAXLINELENGTH 80
+
+//
+// Typedefs of widgets
+//
+
+// Text Line widget
+// (parent of Scrolling Text and Input Text widgets)
+typedef struct
+{
+ // left-justified position of scrolling text window
+ int x;
+ int y;
+
+ patch_t** f; // font
+ int sc; // start character
+ char l[HU_MAXLINELENGTH+1]; // line of text
+ int len; // current line length
+
+ // whether this line needs to be udpated
+ int needsupdate;
+
+} hu_textline_t;
+
+
+
+// Scrolling Text window widget
+// (child of Text Line widget)
+typedef struct
+{
+ hu_textline_t l[HU_MAXLINES]; // text lines to draw
+ int h; // height in lines
+ int cl; // current line number
+
+ // pointer to boolean stating whether to update window
+ boolean* on;
+ boolean laston; // last value of *->on.
+
+} hu_stext_t;
+
+
+
+// Input Text Line widget
+// (child of Text Line widget)
+typedef struct
+{
+ hu_textline_t l; // text line to input on
+
+ // left margin past which I am not to delete characters
+ int lm;
+
+ // pointer to boolean stating whether to update window
+ boolean* on;
+ boolean laston; // last value of *->on;
+
+} hu_itext_t;
+
+
+//
+// Widget creation, access, and update routines
+//
+
+// initializes heads-up widget library
+void HUlib_init(void);
+
+//
+// textline code
+//
+
+// clear a line of text
+void HUlib_clearTextLine(hu_textline_t *t);
+
+void HUlib_initTextLine(hu_textline_t *t, int x, int y, patch_t **f, int sc);
+
+// returns success
+boolean HUlib_addCharToTextLine(hu_textline_t *t, char ch);
+
+// returns success
+boolean HUlib_delCharFromTextLine(hu_textline_t *t);
+
+// draws tline
+void HUlib_drawTextLine(hu_textline_t *l, boolean drawcursor);
+
+// erases text line
+void HUlib_eraseTextLine(hu_textline_t *l);
+
+
+//
+// Scrolling Text window widget routines
+//
+
+// ?
+void
+HUlib_initSText
+( hu_stext_t* s,
+ int x,
+ int y,
+ int h,
+ patch_t** font,
+ int startchar,
+ boolean* on );
+
+// add a new line
+void HUlib_addLineToSText(hu_stext_t* s);
+
+// ?
+void
+HUlib_addMessageToSText
+( hu_stext_t* s,
+ char* prefix,
+ char* msg );
+
+// draws stext
+void HUlib_drawSText(hu_stext_t* s);
+
+// erases all stext lines
+void HUlib_eraseSText(hu_stext_t* s);
+
+// Input Text Line widget routines
+void
+HUlib_initIText
+( hu_itext_t* it,
+ int x,
+ int y,
+ patch_t** font,
+ int startchar,
+ boolean* on );
+
+// enforces left margin
+void HUlib_delCharFromIText(hu_itext_t* it);
+
+// enforces left margin
+void HUlib_eraseLineFromIText(hu_itext_t* it);
+
+// resets line and left margin
+void HUlib_resetIText(hu_itext_t* it);
+
+// left of left-margin
+void
+HUlib_addPrefixToIText
+( hu_itext_t* it,
+ char* str );
+
+// whether eaten
+boolean
+HUlib_keyInIText
+( hu_itext_t* it,
+ unsigned char ch );
+
+void HUlib_drawIText(hu_itext_t* it);
+
+// erases all itext lines
+void HUlib_eraseIText(hu_itext_t* it);
+
+#endif
diff --git a/src/strife/hu_stuff.c b/src/strife/hu_stuff.c
new file mode 100644
index 00000000..a106978e
--- /dev/null
+++ b/src/strife/hu_stuff.c
@@ -0,0 +1,654 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: Heads-up displays
+//
+//-----------------------------------------------------------------------------
+
+
+#include <ctype.h>
+
+#include "doomdef.h"
+#include "doomkeys.h"
+
+#include "z_zone.h"
+
+#include "deh_main.h"
+#include "i_swap.h"
+#include "i_video.h"
+
+#include "hu_stuff.h"
+#include "hu_lib.h"
+#include "m_controls.h"
+#include "w_wad.h"
+
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+//
+// Locally used constants, shortcuts.
+//
+#define HU_TITLE (mapnames[(gameepisode-1)*9+gamemap-1])
+#define HU_TITLE2 (mapnames2[gamemap-1])
+#define HU_TITLEP (mapnamesp[gamemap-1])
+#define HU_TITLET (mapnamest[gamemap-1])
+#define HU_TITLE_CHEX (mapnames[gamemap - 1])
+#define HU_TITLEHEIGHT 1
+#define HU_TITLEX 0
+#define HU_TITLEY (167 - SHORT(hu_font[0]->height))
+
+#define HU_INPUTTOGGLE 't'
+#define HU_INPUTX HU_MSGX
+#define HU_INPUTY (HU_MSGY + HU_MSGHEIGHT*(SHORT(hu_font[0]->height) +1))
+#define HU_INPUTWIDTH 64
+#define HU_INPUTHEIGHT 1
+
+
+
+char *chat_macros[10] =
+{
+ HUSTR_CHATMACRO0,
+ HUSTR_CHATMACRO1,
+ HUSTR_CHATMACRO2,
+ HUSTR_CHATMACRO3,
+ HUSTR_CHATMACRO4,
+ HUSTR_CHATMACRO5,
+ HUSTR_CHATMACRO6,
+ HUSTR_CHATMACRO7,
+ HUSTR_CHATMACRO8,
+ HUSTR_CHATMACRO9
+};
+
+char* player_names[] =
+{
+ HUSTR_PLRGREEN,
+ HUSTR_PLRINDIGO,
+ HUSTR_PLRBROWN,
+ HUSTR_PLRRED
+};
+
+char chat_char; // remove later.
+static player_t* plr;
+patch_t* hu_font[HU_FONTSIZE];
+static hu_textline_t w_title;
+boolean chat_on;
+static hu_itext_t w_chat;
+static boolean always_off = false;
+static char chat_dest[MAXPLAYERS];
+static hu_itext_t w_inputbuffer[MAXPLAYERS];
+
+static boolean message_on;
+boolean message_dontfuckwithme;
+static boolean message_nottobefuckedwith;
+
+static hu_stext_t w_message;
+static int message_counter;
+
+extern int showMessages;
+extern boolean automapactive;
+
+static boolean headsupactive = false;
+
+//
+// Builtin map names.
+// The actual names can be found in DStrings.h.
+//
+
+char* mapnames[] = // DOOM shareware/registered/retail (Ultimate) names.
+{
+
+ HUSTR_E1M1,
+ HUSTR_E1M2,
+ HUSTR_E1M3,
+ HUSTR_E1M4,
+ HUSTR_E1M5,
+ HUSTR_E1M6,
+ HUSTR_E1M7,
+ HUSTR_E1M8,
+ HUSTR_E1M9,
+
+ HUSTR_E2M1,
+ HUSTR_E2M2,
+ HUSTR_E2M3,
+ HUSTR_E2M4,
+ HUSTR_E2M5,
+ HUSTR_E2M6,
+ HUSTR_E2M7,
+ HUSTR_E2M8,
+ HUSTR_E2M9,
+
+ HUSTR_E3M1,
+ HUSTR_E3M2,
+ HUSTR_E3M3,
+ HUSTR_E3M4,
+ HUSTR_E3M5,
+ HUSTR_E3M6,
+ HUSTR_E3M7,
+ HUSTR_E3M8,
+ HUSTR_E3M9,
+
+ HUSTR_E4M1,
+ HUSTR_E4M2,
+ HUSTR_E4M3,
+ HUSTR_E4M4,
+ HUSTR_E4M5,
+ HUSTR_E4M6,
+ HUSTR_E4M7,
+ HUSTR_E4M8,
+ HUSTR_E4M9,
+
+ "NEWLEVEL",
+ "NEWLEVEL",
+ "NEWLEVEL",
+ "NEWLEVEL",
+ "NEWLEVEL",
+ "NEWLEVEL",
+ "NEWLEVEL",
+ "NEWLEVEL",
+ "NEWLEVEL"
+};
+
+char* mapnames2[] = // DOOM 2 map names.
+{
+ HUSTR_1,
+ HUSTR_2,
+ HUSTR_3,
+ HUSTR_4,
+ HUSTR_5,
+ HUSTR_6,
+ HUSTR_7,
+ HUSTR_8,
+ HUSTR_9,
+ HUSTR_10,
+ HUSTR_11,
+
+ HUSTR_12,
+ HUSTR_13,
+ HUSTR_14,
+ HUSTR_15,
+ HUSTR_16,
+ HUSTR_17,
+ HUSTR_18,
+ HUSTR_19,
+ HUSTR_20,
+
+ HUSTR_21,
+ HUSTR_22,
+ HUSTR_23,
+ HUSTR_24,
+ HUSTR_25,
+ HUSTR_26,
+ HUSTR_27,
+ HUSTR_28,
+ HUSTR_29,
+ HUSTR_30,
+ HUSTR_31,
+ HUSTR_32
+};
+
+
+char* mapnamesp[] = // Plutonia WAD map names.
+{
+ PHUSTR_1,
+ PHUSTR_2,
+ PHUSTR_3,
+ PHUSTR_4,
+ PHUSTR_5,
+ PHUSTR_6,
+ PHUSTR_7,
+ PHUSTR_8,
+ PHUSTR_9,
+ PHUSTR_10,
+ PHUSTR_11,
+
+ PHUSTR_12,
+ PHUSTR_13,
+ PHUSTR_14,
+ PHUSTR_15,
+ PHUSTR_16,
+ PHUSTR_17,
+ PHUSTR_18,
+ PHUSTR_19,
+ PHUSTR_20,
+
+ PHUSTR_21,
+ PHUSTR_22,
+ PHUSTR_23,
+ PHUSTR_24,
+ PHUSTR_25,
+ PHUSTR_26,
+ PHUSTR_27,
+ PHUSTR_28,
+ PHUSTR_29,
+ PHUSTR_30,
+ PHUSTR_31,
+ PHUSTR_32
+};
+
+
+char *mapnamest[] = // TNT WAD map names.
+{
+ THUSTR_1,
+ THUSTR_2,
+ THUSTR_3,
+ THUSTR_4,
+ THUSTR_5,
+ THUSTR_6,
+ THUSTR_7,
+ THUSTR_8,
+ THUSTR_9,
+ THUSTR_10,
+ THUSTR_11,
+
+ THUSTR_12,
+ THUSTR_13,
+ THUSTR_14,
+ THUSTR_15,
+ THUSTR_16,
+ THUSTR_17,
+ THUSTR_18,
+ THUSTR_19,
+ THUSTR_20,
+
+ THUSTR_21,
+ THUSTR_22,
+ THUSTR_23,
+ THUSTR_24,
+ THUSTR_25,
+ THUSTR_26,
+ THUSTR_27,
+ THUSTR_28,
+ THUSTR_29,
+ THUSTR_30,
+ THUSTR_31,
+ THUSTR_32
+};
+
+void HU_Init(void)
+{
+
+ int i;
+ int j;
+ char buffer[9];
+
+ // load the heads-up font
+ j = HU_FONTSTART;
+ for (i=0;i<HU_FONTSIZE;i++)
+ {
+ sprintf(buffer, DEH_String("STCFN%.3d"), j++);
+ hu_font[i] = (patch_t *) W_CacheLumpName(buffer, PU_STATIC);
+ }
+
+}
+
+void HU_Stop(void)
+{
+ headsupactive = false;
+}
+
+void HU_Start(void)
+{
+
+ int i;
+ char* s;
+
+ if (headsupactive)
+ HU_Stop();
+
+ plr = &players[consoleplayer];
+ message_on = false;
+ message_dontfuckwithme = false;
+ message_nottobefuckedwith = false;
+ chat_on = false;
+
+ // create the message widget
+ HUlib_initSText(&w_message,
+ HU_MSGX, HU_MSGY, HU_MSGHEIGHT,
+ hu_font,
+ HU_FONTSTART, &message_on);
+
+ // create the map title widget
+ HUlib_initTextLine(&w_title,
+ HU_TITLEX, HU_TITLEY,
+ hu_font,
+ HU_FONTSTART);
+
+ switch ( gamemission )
+ {
+ case doom:
+ s = HU_TITLE;
+ break;
+ case doom2:
+ s = HU_TITLE2;
+ break;
+ case pack_plut:
+ s = HU_TITLEP;
+ break;
+ case pack_tnt:
+ s = HU_TITLET;
+ break;
+ default:
+ s = "Unknown level";
+ break;
+ }
+
+ // Chex.exe always uses the episode 1 level title
+ // eg. E2M1 gives the title for E1M1
+
+ if (gameversion == exe_chex)
+ {
+ s = HU_TITLE_CHEX;
+ }
+
+ // dehacked substitution to get modified level name
+
+ s = DEH_String(s);
+
+ while (*s)
+ HUlib_addCharToTextLine(&w_title, *(s++));
+
+ // create the chat widget
+ HUlib_initIText(&w_chat,
+ HU_INPUTX, HU_INPUTY,
+ hu_font,
+ HU_FONTSTART, &chat_on);
+
+ // create the inputbuffer widgets
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ HUlib_initIText(&w_inputbuffer[i], 0, 0, 0, 0, &always_off);
+
+ headsupactive = true;
+
+}
+
+void HU_Drawer(void)
+{
+
+ HUlib_drawSText(&w_message);
+ HUlib_drawIText(&w_chat);
+ if (automapactive)
+ HUlib_drawTextLine(&w_title, false);
+
+}
+
+void HU_Erase(void)
+{
+
+ HUlib_eraseSText(&w_message);
+ HUlib_eraseIText(&w_chat);
+ HUlib_eraseTextLine(&w_title);
+
+}
+
+void HU_Ticker(void)
+{
+
+ int i, rc;
+ char c;
+
+ // tick down message counter if message is up
+ if (message_counter && !--message_counter)
+ {
+ message_on = false;
+ message_nottobefuckedwith = false;
+ }
+
+ if (showMessages || message_dontfuckwithme)
+ {
+
+ // display message if necessary
+ if ((plr->message && !message_nottobefuckedwith)
+ || (plr->message && message_dontfuckwithme))
+ {
+ HUlib_addMessageToSText(&w_message, 0, plr->message);
+ plr->message = 0;
+ message_on = true;
+ message_counter = HU_MSGTIMEOUT;
+ message_nottobefuckedwith = message_dontfuckwithme;
+ message_dontfuckwithme = 0;
+ }
+
+ } // else message_on = false;
+
+ // check for incoming chat characters
+ if (netgame)
+ {
+ for (i=0 ; i<MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ continue;
+ if (i != consoleplayer
+ && (c = players[i].cmd.chatchar))
+ {
+ if (c <= HU_BROADCAST)
+ chat_dest[i] = c;
+ else
+ {
+ rc = HUlib_keyInIText(&w_inputbuffer[i], c);
+ if (rc && c == KEY_ENTER)
+ {
+ if (w_inputbuffer[i].l.len
+ && (chat_dest[i] == consoleplayer+1
+ || chat_dest[i] == HU_BROADCAST))
+ {
+ HUlib_addMessageToSText(&w_message,
+ DEH_String(player_names[i]),
+ w_inputbuffer[i].l.l);
+
+ message_nottobefuckedwith = true;
+ message_on = true;
+ message_counter = HU_MSGTIMEOUT;
+ if ( gamemode == commercial )
+ S_StartSound(0, sfx_radio);
+ else
+ S_StartSound(0, sfx_tink);
+ }
+ HUlib_resetIText(&w_inputbuffer[i]);
+ }
+ }
+ players[i].cmd.chatchar = 0;
+ }
+ }
+ }
+
+}
+
+#define QUEUESIZE 128
+
+static char chatchars[QUEUESIZE];
+static int head = 0;
+static int tail = 0;
+
+
+void HU_queueChatChar(char c)
+{
+ if (((head + 1) & (QUEUESIZE-1)) == tail)
+ {
+ plr->message = DEH_String(HUSTR_MSGU);
+ }
+ else
+ {
+ chatchars[head] = c;
+ head = (head + 1) & (QUEUESIZE-1);
+ }
+}
+
+char HU_dequeueChatChar(void)
+{
+ char c;
+
+ if (head != tail)
+ {
+ c = chatchars[tail];
+ tail = (tail + 1) & (QUEUESIZE-1);
+ }
+ else
+ {
+ c = 0;
+ }
+
+ return c;
+}
+
+boolean HU_Responder(event_t *ev)
+{
+
+ static char lastmessage[HU_MAXLINELENGTH+1];
+ char* macromessage;
+ boolean eatkey = false;
+ static boolean shiftdown = false;
+ static boolean altdown = false;
+ unsigned char c;
+ int i;
+ int numplayers;
+
+ static char destination_keys[MAXPLAYERS] =
+ {
+ HUSTR_KEYGREEN,
+ HUSTR_KEYINDIGO,
+ HUSTR_KEYBROWN,
+ HUSTR_KEYRED
+ };
+
+ static int num_nobrainers = 0;
+
+ numplayers = 0;
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ numplayers += playeringame[i];
+
+ if (ev->data1 == KEY_RSHIFT)
+ {
+ shiftdown = ev->type == ev_keydown;
+ return false;
+ }
+ else if (ev->data1 == KEY_RALT || ev->data1 == KEY_LALT)
+ {
+ altdown = ev->type == ev_keydown;
+ return false;
+ }
+
+ if (ev->type != ev_keydown)
+ return false;
+
+ if (!chat_on)
+ {
+ if (ev->data1 == key_message_refresh)
+ {
+ message_on = true;
+ message_counter = HU_MSGTIMEOUT;
+ eatkey = true;
+ }
+ else if (netgame && ev->data2 == HU_INPUTTOGGLE)
+ {
+ eatkey = chat_on = true;
+ HUlib_resetIText(&w_chat);
+ HU_queueChatChar(HU_BROADCAST);
+ }
+ else if (netgame && numplayers > 2)
+ {
+ for (i=0; i<MAXPLAYERS ; i++)
+ {
+ if (ev->data2 == destination_keys[i])
+ {
+ if (playeringame[i] && i!=consoleplayer)
+ {
+ eatkey = chat_on = true;
+ HUlib_resetIText(&w_chat);
+ HU_queueChatChar(i+1);
+ break;
+ }
+ else if (i == consoleplayer)
+ {
+ num_nobrainers++;
+ if (num_nobrainers < 3)
+ plr->message = DEH_String(HUSTR_TALKTOSELF1);
+ else if (num_nobrainers < 6)
+ plr->message = DEH_String(HUSTR_TALKTOSELF2);
+ else if (num_nobrainers < 9)
+ plr->message = DEH_String(HUSTR_TALKTOSELF3);
+ else if (num_nobrainers < 32)
+ plr->message = DEH_String(HUSTR_TALKTOSELF4);
+ else
+ plr->message = DEH_String(HUSTR_TALKTOSELF5);
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ c = ev->data2;
+ // send a macro
+ if (altdown)
+ {
+ c = c - '0';
+ if (c > 9)
+ return false;
+ // fprintf(stderr, "got here\n");
+ macromessage = chat_macros[c];
+
+ // kill last message with a '\n'
+ HU_queueChatChar(KEY_ENTER); // DEBUG!!!
+
+ // send the macro message
+ while (*macromessage)
+ HU_queueChatChar(*macromessage++);
+ HU_queueChatChar(KEY_ENTER);
+
+ // leave chat mode and notify that it was sent
+ chat_on = false;
+ strcpy(lastmessage, chat_macros[c]);
+ plr->message = lastmessage;
+ eatkey = true;
+ }
+ else
+ {
+ eatkey = HUlib_keyInIText(&w_chat, c);
+ if (eatkey)
+ {
+ // static unsigned char buf[20]; // DEBUG
+ HU_queueChatChar(c);
+
+ // sprintf(buf, "KEY: %d => %d", ev->data1, c);
+ // plr->message = buf;
+ }
+ if (c == KEY_ENTER)
+ {
+ chat_on = false;
+ if (w_chat.l.len)
+ {
+ strcpy(lastmessage, w_chat.l.l);
+ plr->message = lastmessage;
+ }
+ }
+ else if (c == KEY_ESCAPE)
+ chat_on = false;
+ }
+ }
+
+ return eatkey;
+
+}
diff --git a/src/strife/hu_stuff.h b/src/strife/hu_stuff.h
new file mode 100644
index 00000000..2e56f763
--- /dev/null
+++ b/src/strife/hu_stuff.h
@@ -0,0 +1,67 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: Head up display
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __HU_STUFF_H__
+#define __HU_STUFF_H__
+
+#include "d_event.h"
+
+
+//
+// Globally visible constants.
+//
+#define HU_FONTSTART '!' // the first font characters
+#define HU_FONTEND '_' // the last font characters
+
+// Calculate # of glyphs in font.
+#define HU_FONTSIZE (HU_FONTEND - HU_FONTSTART + 1)
+
+#define HU_BROADCAST 5
+
+#define HU_MSGX 0
+#define HU_MSGY 0
+#define HU_MSGWIDTH 64 // in characters
+#define HU_MSGHEIGHT 1 // in lines
+
+#define HU_MSGTIMEOUT (4*TICRATE)
+
+//
+// HEADS UP TEXT
+//
+
+void HU_Init(void);
+void HU_Start(void);
+
+boolean HU_Responder(event_t* ev);
+
+void HU_Ticker(void);
+void HU_Drawer(void);
+char HU_dequeueChatChar(void);
+void HU_Erase(void);
+
+extern char *chat_macros[10];
+
+#endif
+
diff --git a/src/strife/info.c b/src/strife/info.c
new file mode 100644
index 00000000..30d9f51d
--- /dev/null
+++ b/src/strife/info.c
@@ -0,0 +1,4670 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Thing frame/state LUT,
+// generated by multigen utilitiy.
+// This one is the original DOOM version, preserved.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+
+// Data.
+#include "sounds.h"
+#include "m_fixed.h"
+
+#include "info.h"
+
+#include "p_mobj.h"
+
+char *sprnames[] = {
+ "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG",
+ "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2",
+ "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS",
+ "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG",
+ "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR",
+ "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN",
+ "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI",
+ "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO",
+ "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW",
+ "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4",
+ "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2",
+ "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU",
+ "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3",
+ "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2", NULL
+};
+
+
+// Doesn't work with g++, needs actionf_p1
+void A_Light0();
+void A_WeaponReady();
+void A_Lower();
+void A_Raise();
+void A_Punch();
+void A_ReFire();
+void A_FirePistol();
+void A_Light1();
+void A_FireShotgun();
+void A_Light2();
+void A_FireShotgun2();
+void A_CheckReload();
+void A_OpenShotgun2();
+void A_LoadShotgun2();
+void A_CloseShotgun2();
+void A_FireCGun();
+void A_GunFlash();
+void A_FireMissile();
+void A_Saw();
+void A_FirePlasma();
+void A_BFGsound();
+void A_FireBFG();
+void A_BFGSpray();
+void A_Explode();
+void A_Pain();
+void A_PlayerScream();
+void A_Fall();
+void A_XScream();
+void A_Look();
+void A_Chase();
+void A_FaceTarget();
+void A_PosAttack();
+void A_Scream();
+void A_SPosAttack();
+void A_VileChase();
+void A_VileStart();
+void A_VileTarget();
+void A_VileAttack();
+void A_StartFire();
+void A_Fire();
+void A_FireCrackle();
+void A_Tracer();
+void A_SkelWhoosh();
+void A_SkelFist();
+void A_SkelMissile();
+void A_FatRaise();
+void A_FatAttack1();
+void A_FatAttack2();
+void A_FatAttack3();
+void A_BossDeath();
+void A_CPosAttack();
+void A_CPosRefire();
+void A_TroopAttack();
+void A_SargAttack();
+void A_HeadAttack();
+void A_BruisAttack();
+void A_SkullAttack();
+void A_Metal();
+void A_SpidRefire();
+void A_BabyMetal();
+void A_BspiAttack();
+void A_Hoof();
+void A_CyberAttack();
+void A_PainAttack();
+void A_PainDie();
+void A_KeenDie();
+void A_BrainPain();
+void A_BrainScream();
+void A_BrainDie();
+void A_BrainAwake();
+void A_BrainSpit();
+void A_SpawnSound();
+void A_SpawnFly();
+void A_BrainExplode();
+
+
+state_t states[NUMSTATES] = {
+ {SPR_TROO,0,-1,{NULL},S_NULL,0,0}, // S_NULL
+ {SPR_SHTG,4,0,{A_Light0},S_NULL,0,0}, // S_LIGHTDONE
+ {SPR_PUNG,0,1,{A_WeaponReady},S_PUNCH,0,0}, // S_PUNCH
+ {SPR_PUNG,0,1,{A_Lower},S_PUNCHDOWN,0,0}, // S_PUNCHDOWN
+ {SPR_PUNG,0,1,{A_Raise},S_PUNCHUP,0,0}, // S_PUNCHUP
+ {SPR_PUNG,1,4,{NULL},S_PUNCH2,0,0}, // S_PUNCH1
+ {SPR_PUNG,2,4,{A_Punch},S_PUNCH3,0,0}, // S_PUNCH2
+ {SPR_PUNG,3,5,{NULL},S_PUNCH4,0,0}, // S_PUNCH3
+ {SPR_PUNG,2,4,{NULL},S_PUNCH5,0,0}, // S_PUNCH4
+ {SPR_PUNG,1,5,{A_ReFire},S_PUNCH,0,0}, // S_PUNCH5
+ {SPR_PISG,0,1,{A_WeaponReady},S_PISTOL,0,0},// S_PISTOL
+ {SPR_PISG,0,1,{A_Lower},S_PISTOLDOWN,0,0}, // S_PISTOLDOWN
+ {SPR_PISG,0,1,{A_Raise},S_PISTOLUP,0,0}, // S_PISTOLUP
+ {SPR_PISG,0,4,{NULL},S_PISTOL2,0,0}, // S_PISTOL1
+ {SPR_PISG,1,6,{A_FirePistol},S_PISTOL3,0,0},// S_PISTOL2
+ {SPR_PISG,2,4,{NULL},S_PISTOL4,0,0}, // S_PISTOL3
+ {SPR_PISG,1,5,{A_ReFire},S_PISTOL,0,0}, // S_PISTOL4
+ {SPR_PISF,32768,7,{A_Light1},S_LIGHTDONE,0,0}, // S_PISTOLFLASH
+ {SPR_SHTG,0,1,{A_WeaponReady},S_SGUN,0,0}, // S_SGUN
+ {SPR_SHTG,0,1,{A_Lower},S_SGUNDOWN,0,0}, // S_SGUNDOWN
+ {SPR_SHTG,0,1,{A_Raise},S_SGUNUP,0,0}, // S_SGUNUP
+ {SPR_SHTG,0,3,{NULL},S_SGUN2,0,0}, // S_SGUN1
+ {SPR_SHTG,0,7,{A_FireShotgun},S_SGUN3,0,0}, // S_SGUN2
+ {SPR_SHTG,1,5,{NULL},S_SGUN4,0,0}, // S_SGUN3
+ {SPR_SHTG,2,5,{NULL},S_SGUN5,0,0}, // S_SGUN4
+ {SPR_SHTG,3,4,{NULL},S_SGUN6,0,0}, // S_SGUN5
+ {SPR_SHTG,2,5,{NULL},S_SGUN7,0,0}, // S_SGUN6
+ {SPR_SHTG,1,5,{NULL},S_SGUN8,0,0}, // S_SGUN7
+ {SPR_SHTG,0,3,{NULL},S_SGUN9,0,0}, // S_SGUN8
+ {SPR_SHTG,0,7,{A_ReFire},S_SGUN,0,0}, // S_SGUN9
+ {SPR_SHTF,32768,4,{A_Light1},S_SGUNFLASH2,0,0}, // S_SGUNFLASH1
+ {SPR_SHTF,32769,3,{A_Light2},S_LIGHTDONE,0,0}, // S_SGUNFLASH2
+ {SPR_SHT2,0,1,{A_WeaponReady},S_DSGUN,0,0}, // S_DSGUN
+ {SPR_SHT2,0,1,{A_Lower},S_DSGUNDOWN,0,0}, // S_DSGUNDOWN
+ {SPR_SHT2,0,1,{A_Raise},S_DSGUNUP,0,0}, // S_DSGUNUP
+ {SPR_SHT2,0,3,{NULL},S_DSGUN2,0,0}, // S_DSGUN1
+ {SPR_SHT2,0,7,{A_FireShotgun2},S_DSGUN3,0,0}, // S_DSGUN2
+ {SPR_SHT2,1,7,{NULL},S_DSGUN4,0,0}, // S_DSGUN3
+ {SPR_SHT2,2,7,{A_CheckReload},S_DSGUN5,0,0}, // S_DSGUN4
+ {SPR_SHT2,3,7,{A_OpenShotgun2},S_DSGUN6,0,0}, // S_DSGUN5
+ {SPR_SHT2,4,7,{NULL},S_DSGUN7,0,0}, // S_DSGUN6
+ {SPR_SHT2,5,7,{A_LoadShotgun2},S_DSGUN8,0,0}, // S_DSGUN7
+ {SPR_SHT2,6,6,{NULL},S_DSGUN9,0,0}, // S_DSGUN8
+ {SPR_SHT2,7,6,{A_CloseShotgun2},S_DSGUN10,0,0}, // S_DSGUN9
+ {SPR_SHT2,0,5,{A_ReFire},S_DSGUN,0,0}, // S_DSGUN10
+ {SPR_SHT2,1,7,{NULL},S_DSNR2,0,0}, // S_DSNR1
+ {SPR_SHT2,0,3,{NULL},S_DSGUNDOWN,0,0}, // S_DSNR2
+ {SPR_SHT2,32776,5,{A_Light1},S_DSGUNFLASH2,0,0}, // S_DSGUNFLASH1
+ {SPR_SHT2,32777,4,{A_Light2},S_LIGHTDONE,0,0}, // S_DSGUNFLASH2
+ {SPR_CHGG,0,1,{A_WeaponReady},S_CHAIN,0,0}, // S_CHAIN
+ {SPR_CHGG,0,1,{A_Lower},S_CHAINDOWN,0,0}, // S_CHAINDOWN
+ {SPR_CHGG,0,1,{A_Raise},S_CHAINUP,0,0}, // S_CHAINUP
+ {SPR_CHGG,0,4,{A_FireCGun},S_CHAIN2,0,0}, // S_CHAIN1
+ {SPR_CHGG,1,4,{A_FireCGun},S_CHAIN3,0,0}, // S_CHAIN2
+ {SPR_CHGG,1,0,{A_ReFire},S_CHAIN,0,0}, // S_CHAIN3
+ {SPR_CHGF,32768,5,{A_Light1},S_LIGHTDONE,0,0}, // S_CHAINFLASH1
+ {SPR_CHGF,32769,5,{A_Light2},S_LIGHTDONE,0,0}, // S_CHAINFLASH2
+ {SPR_MISG,0,1,{A_WeaponReady},S_MISSILE,0,0}, // S_MISSILE
+ {SPR_MISG,0,1,{A_Lower},S_MISSILEDOWN,0,0}, // S_MISSILEDOWN
+ {SPR_MISG,0,1,{A_Raise},S_MISSILEUP,0,0}, // S_MISSILEUP
+ {SPR_MISG,1,8,{A_GunFlash},S_MISSILE2,0,0}, // S_MISSILE1
+ {SPR_MISG,1,12,{A_FireMissile},S_MISSILE3,0,0}, // S_MISSILE2
+ {SPR_MISG,1,0,{A_ReFire},S_MISSILE,0,0}, // S_MISSILE3
+ {SPR_MISF,32768,3,{A_Light1},S_MISSILEFLASH2,0,0}, // S_MISSILEFLASH1
+ {SPR_MISF,32769,4,{NULL},S_MISSILEFLASH3,0,0}, // S_MISSILEFLASH2
+ {SPR_MISF,32770,4,{A_Light2},S_MISSILEFLASH4,0,0}, // S_MISSILEFLASH3
+ {SPR_MISF,32771,4,{A_Light2},S_LIGHTDONE,0,0}, // S_MISSILEFLASH4
+ {SPR_SAWG,2,4,{A_WeaponReady},S_SAWB,0,0}, // S_SAW
+ {SPR_SAWG,3,4,{A_WeaponReady},S_SAW,0,0}, // S_SAWB
+ {SPR_SAWG,2,1,{A_Lower},S_SAWDOWN,0,0}, // S_SAWDOWN
+ {SPR_SAWG,2,1,{A_Raise},S_SAWUP,0,0}, // S_SAWUP
+ {SPR_SAWG,0,4,{A_Saw},S_SAW2,0,0}, // S_SAW1
+ {SPR_SAWG,1,4,{A_Saw},S_SAW3,0,0}, // S_SAW2
+ {SPR_SAWG,1,0,{A_ReFire},S_SAW,0,0}, // S_SAW3
+ {SPR_PLSG,0,1,{A_WeaponReady},S_PLASMA,0,0}, // S_PLASMA
+ {SPR_PLSG,0,1,{A_Lower},S_PLASMADOWN,0,0}, // S_PLASMADOWN
+ {SPR_PLSG,0,1,{A_Raise},S_PLASMAUP,0,0}, // S_PLASMAUP
+ {SPR_PLSG,0,3,{A_FirePlasma},S_PLASMA2,0,0}, // S_PLASMA1
+ {SPR_PLSG,1,20,{A_ReFire},S_PLASMA,0,0}, // S_PLASMA2
+ {SPR_PLSF,32768,4,{A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH1
+ {SPR_PLSF,32769,4,{A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH2
+ {SPR_BFGG,0,1,{A_WeaponReady},S_BFG,0,0}, // S_BFG
+ {SPR_BFGG,0,1,{A_Lower},S_BFGDOWN,0,0}, // S_BFGDOWN
+ {SPR_BFGG,0,1,{A_Raise},S_BFGUP,0,0}, // S_BFGUP
+ {SPR_BFGG,0,20,{A_BFGsound},S_BFG2,0,0}, // S_BFG1
+ {SPR_BFGG,1,10,{A_GunFlash},S_BFG3,0,0}, // S_BFG2
+ {SPR_BFGG,1,10,{A_FireBFG},S_BFG4,0,0}, // S_BFG3
+ {SPR_BFGG,1,20,{A_ReFire},S_BFG,0,0}, // S_BFG4
+ {SPR_BFGF,32768,11,{A_Light1},S_BFGFLASH2,0,0}, // S_BFGFLASH1
+ {SPR_BFGF,32769,6,{A_Light2},S_LIGHTDONE,0,0}, // S_BFGFLASH2
+ {SPR_BLUD,2,8,{NULL},S_BLOOD2,0,0}, // S_BLOOD1
+ {SPR_BLUD,1,8,{NULL},S_BLOOD3,0,0}, // S_BLOOD2
+ {SPR_BLUD,0,8,{NULL},S_NULL,0,0}, // S_BLOOD3
+ {SPR_PUFF,32768,4,{NULL},S_PUFF2,0,0}, // S_PUFF1
+ {SPR_PUFF,1,4,{NULL},S_PUFF3,0,0}, // S_PUFF2
+ {SPR_PUFF,2,4,{NULL},S_PUFF4,0,0}, // S_PUFF3
+ {SPR_PUFF,3,4,{NULL},S_NULL,0,0}, // S_PUFF4
+ {SPR_BAL1,32768,4,{NULL},S_TBALL2,0,0}, // S_TBALL1
+ {SPR_BAL1,32769,4,{NULL},S_TBALL1,0,0}, // S_TBALL2
+ {SPR_BAL1,32770,6,{NULL},S_TBALLX2,0,0}, // S_TBALLX1
+ {SPR_BAL1,32771,6,{NULL},S_TBALLX3,0,0}, // S_TBALLX2
+ {SPR_BAL1,32772,6,{NULL},S_NULL,0,0}, // S_TBALLX3
+ {SPR_BAL2,32768,4,{NULL},S_RBALL2,0,0}, // S_RBALL1
+ {SPR_BAL2,32769,4,{NULL},S_RBALL1,0,0}, // S_RBALL2
+ {SPR_BAL2,32770,6,{NULL},S_RBALLX2,0,0}, // S_RBALLX1
+ {SPR_BAL2,32771,6,{NULL},S_RBALLX3,0,0}, // S_RBALLX2
+ {SPR_BAL2,32772,6,{NULL},S_NULL,0,0}, // S_RBALLX3
+ {SPR_PLSS,32768,6,{NULL},S_PLASBALL2,0,0}, // S_PLASBALL
+ {SPR_PLSS,32769,6,{NULL},S_PLASBALL,0,0}, // S_PLASBALL2
+ {SPR_PLSE,32768,4,{NULL},S_PLASEXP2,0,0}, // S_PLASEXP
+ {SPR_PLSE,32769,4,{NULL},S_PLASEXP3,0,0}, // S_PLASEXP2
+ {SPR_PLSE,32770,4,{NULL},S_PLASEXP4,0,0}, // S_PLASEXP3
+ {SPR_PLSE,32771,4,{NULL},S_PLASEXP5,0,0}, // S_PLASEXP4
+ {SPR_PLSE,32772,4,{NULL},S_NULL,0,0}, // S_PLASEXP5
+ {SPR_MISL,32768,1,{NULL},S_ROCKET,0,0}, // S_ROCKET
+ {SPR_BFS1,32768,4,{NULL},S_BFGSHOT2,0,0}, // S_BFGSHOT
+ {SPR_BFS1,32769,4,{NULL},S_BFGSHOT,0,0}, // S_BFGSHOT2
+ {SPR_BFE1,32768,8,{NULL},S_BFGLAND2,0,0}, // S_BFGLAND
+ {SPR_BFE1,32769,8,{NULL},S_BFGLAND3,0,0}, // S_BFGLAND2
+ {SPR_BFE1,32770,8,{A_BFGSpray},S_BFGLAND4,0,0}, // S_BFGLAND3
+ {SPR_BFE1,32771,8,{NULL},S_BFGLAND5,0,0}, // S_BFGLAND4
+ {SPR_BFE1,32772,8,{NULL},S_BFGLAND6,0,0}, // S_BFGLAND5
+ {SPR_BFE1,32773,8,{NULL},S_NULL,0,0}, // S_BFGLAND6
+ {SPR_BFE2,32768,8,{NULL},S_BFGEXP2,0,0}, // S_BFGEXP
+ {SPR_BFE2,32769,8,{NULL},S_BFGEXP3,0,0}, // S_BFGEXP2
+ {SPR_BFE2,32770,8,{NULL},S_BFGEXP4,0,0}, // S_BFGEXP3
+ {SPR_BFE2,32771,8,{NULL},S_NULL,0,0}, // S_BFGEXP4
+ {SPR_MISL,32769,8,{A_Explode},S_EXPLODE2,0,0}, // S_EXPLODE1
+ {SPR_MISL,32770,6,{NULL},S_EXPLODE3,0,0}, // S_EXPLODE2
+ {SPR_MISL,32771,4,{NULL},S_NULL,0,0}, // S_EXPLODE3
+ {SPR_TFOG,32768,6,{NULL},S_TFOG01,0,0}, // S_TFOG
+ {SPR_TFOG,32769,6,{NULL},S_TFOG02,0,0}, // S_TFOG01
+ {SPR_TFOG,32768,6,{NULL},S_TFOG2,0,0}, // S_TFOG02
+ {SPR_TFOG,32769,6,{NULL},S_TFOG3,0,0}, // S_TFOG2
+ {SPR_TFOG,32770,6,{NULL},S_TFOG4,0,0}, // S_TFOG3
+ {SPR_TFOG,32771,6,{NULL},S_TFOG5,0,0}, // S_TFOG4
+ {SPR_TFOG,32772,6,{NULL},S_TFOG6,0,0}, // S_TFOG5
+ {SPR_TFOG,32773,6,{NULL},S_TFOG7,0,0}, // S_TFOG6
+ {SPR_TFOG,32774,6,{NULL},S_TFOG8,0,0}, // S_TFOG7
+ {SPR_TFOG,32775,6,{NULL},S_TFOG9,0,0}, // S_TFOG8
+ {SPR_TFOG,32776,6,{NULL},S_TFOG10,0,0}, // S_TFOG9
+ {SPR_TFOG,32777,6,{NULL},S_NULL,0,0}, // S_TFOG10
+ {SPR_IFOG,32768,6,{NULL},S_IFOG01,0,0}, // S_IFOG
+ {SPR_IFOG,32769,6,{NULL},S_IFOG02,0,0}, // S_IFOG01
+ {SPR_IFOG,32768,6,{NULL},S_IFOG2,0,0}, // S_IFOG02
+ {SPR_IFOG,32769,6,{NULL},S_IFOG3,0,0}, // S_IFOG2
+ {SPR_IFOG,32770,6,{NULL},S_IFOG4,0,0}, // S_IFOG3
+ {SPR_IFOG,32771,6,{NULL},S_IFOG5,0,0}, // S_IFOG4
+ {SPR_IFOG,32772,6,{NULL},S_NULL,0,0}, // S_IFOG5
+ {SPR_PLAY,0,-1,{NULL},S_NULL,0,0}, // S_PLAY
+ {SPR_PLAY,0,4,{NULL},S_PLAY_RUN2,0,0}, // S_PLAY_RUN1
+ {SPR_PLAY,1,4,{NULL},S_PLAY_RUN3,0,0}, // S_PLAY_RUN2
+ {SPR_PLAY,2,4,{NULL},S_PLAY_RUN4,0,0}, // S_PLAY_RUN3
+ {SPR_PLAY,3,4,{NULL},S_PLAY_RUN1,0,0}, // S_PLAY_RUN4
+ {SPR_PLAY,4,12,{NULL},S_PLAY,0,0}, // S_PLAY_ATK1
+ {SPR_PLAY,32773,6,{NULL},S_PLAY_ATK1,0,0}, // S_PLAY_ATK2
+ {SPR_PLAY,6,4,{NULL},S_PLAY_PAIN2,0,0}, // S_PLAY_PAIN
+ {SPR_PLAY,6,4,{A_Pain},S_PLAY,0,0}, // S_PLAY_PAIN2
+ {SPR_PLAY,7,10,{NULL},S_PLAY_DIE2,0,0}, // S_PLAY_DIE1
+ {SPR_PLAY,8,10,{A_PlayerScream},S_PLAY_DIE3,0,0}, // S_PLAY_DIE2
+ {SPR_PLAY,9,10,{A_Fall},S_PLAY_DIE4,0,0}, // S_PLAY_DIE3
+ {SPR_PLAY,10,10,{NULL},S_PLAY_DIE5,0,0}, // S_PLAY_DIE4
+ {SPR_PLAY,11,10,{NULL},S_PLAY_DIE6,0,0}, // S_PLAY_DIE5
+ {SPR_PLAY,12,10,{NULL},S_PLAY_DIE7,0,0}, // S_PLAY_DIE6
+ {SPR_PLAY,13,-1,{NULL},S_NULL,0,0}, // S_PLAY_DIE7
+ {SPR_PLAY,14,5,{NULL},S_PLAY_XDIE2,0,0}, // S_PLAY_XDIE1
+ {SPR_PLAY,15,5,{A_XScream},S_PLAY_XDIE3,0,0}, // S_PLAY_XDIE2
+ {SPR_PLAY,16,5,{A_Fall},S_PLAY_XDIE4,0,0}, // S_PLAY_XDIE3
+ {SPR_PLAY,17,5,{NULL},S_PLAY_XDIE5,0,0}, // S_PLAY_XDIE4
+ {SPR_PLAY,18,5,{NULL},S_PLAY_XDIE6,0,0}, // S_PLAY_XDIE5
+ {SPR_PLAY,19,5,{NULL},S_PLAY_XDIE7,0,0}, // S_PLAY_XDIE6
+ {SPR_PLAY,20,5,{NULL},S_PLAY_XDIE8,0,0}, // S_PLAY_XDIE7
+ {SPR_PLAY,21,5,{NULL},S_PLAY_XDIE9,0,0}, // S_PLAY_XDIE8
+ {SPR_PLAY,22,-1,{NULL},S_NULL,0,0}, // S_PLAY_XDIE9
+ {SPR_POSS,0,10,{A_Look},S_POSS_STND2,0,0}, // S_POSS_STND
+ {SPR_POSS,1,10,{A_Look},S_POSS_STND,0,0}, // S_POSS_STND2
+ {SPR_POSS,0,4,{A_Chase},S_POSS_RUN2,0,0}, // S_POSS_RUN1
+ {SPR_POSS,0,4,{A_Chase},S_POSS_RUN3,0,0}, // S_POSS_RUN2
+ {SPR_POSS,1,4,{A_Chase},S_POSS_RUN4,0,0}, // S_POSS_RUN3
+ {SPR_POSS,1,4,{A_Chase},S_POSS_RUN5,0,0}, // S_POSS_RUN4
+ {SPR_POSS,2,4,{A_Chase},S_POSS_RUN6,0,0}, // S_POSS_RUN5
+ {SPR_POSS,2,4,{A_Chase},S_POSS_RUN7,0,0}, // S_POSS_RUN6
+ {SPR_POSS,3,4,{A_Chase},S_POSS_RUN8,0,0}, // S_POSS_RUN7
+ {SPR_POSS,3,4,{A_Chase},S_POSS_RUN1,0,0}, // S_POSS_RUN8
+ {SPR_POSS,4,10,{A_FaceTarget},S_POSS_ATK2,0,0}, // S_POSS_ATK1
+ {SPR_POSS,5,8,{A_PosAttack},S_POSS_ATK3,0,0}, // S_POSS_ATK2
+ {SPR_POSS,4,8,{NULL},S_POSS_RUN1,0,0}, // S_POSS_ATK3
+ {SPR_POSS,6,3,{NULL},S_POSS_PAIN2,0,0}, // S_POSS_PAIN
+ {SPR_POSS,6,3,{A_Pain},S_POSS_RUN1,0,0}, // S_POSS_PAIN2
+ {SPR_POSS,7,5,{NULL},S_POSS_DIE2,0,0}, // S_POSS_DIE1
+ {SPR_POSS,8,5,{A_Scream},S_POSS_DIE3,0,0}, // S_POSS_DIE2
+ {SPR_POSS,9,5,{A_Fall},S_POSS_DIE4,0,0}, // S_POSS_DIE3
+ {SPR_POSS,10,5,{NULL},S_POSS_DIE5,0,0}, // S_POSS_DIE4
+ {SPR_POSS,11,-1,{NULL},S_NULL,0,0}, // S_POSS_DIE5
+ {SPR_POSS,12,5,{NULL},S_POSS_XDIE2,0,0}, // S_POSS_XDIE1
+ {SPR_POSS,13,5,{A_XScream},S_POSS_XDIE3,0,0}, // S_POSS_XDIE2
+ {SPR_POSS,14,5,{A_Fall},S_POSS_XDIE4,0,0}, // S_POSS_XDIE3
+ {SPR_POSS,15,5,{NULL},S_POSS_XDIE5,0,0}, // S_POSS_XDIE4
+ {SPR_POSS,16,5,{NULL},S_POSS_XDIE6,0,0}, // S_POSS_XDIE5
+ {SPR_POSS,17,5,{NULL},S_POSS_XDIE7,0,0}, // S_POSS_XDIE6
+ {SPR_POSS,18,5,{NULL},S_POSS_XDIE8,0,0}, // S_POSS_XDIE7
+ {SPR_POSS,19,5,{NULL},S_POSS_XDIE9,0,0}, // S_POSS_XDIE8
+ {SPR_POSS,20,-1,{NULL},S_NULL,0,0}, // S_POSS_XDIE9
+ {SPR_POSS,10,5,{NULL},S_POSS_RAISE2,0,0}, // S_POSS_RAISE1
+ {SPR_POSS,9,5,{NULL},S_POSS_RAISE3,0,0}, // S_POSS_RAISE2
+ {SPR_POSS,8,5,{NULL},S_POSS_RAISE4,0,0}, // S_POSS_RAISE3
+ {SPR_POSS,7,5,{NULL},S_POSS_RUN1,0,0}, // S_POSS_RAISE4
+ {SPR_SPOS,0,10,{A_Look},S_SPOS_STND2,0,0}, // S_SPOS_STND
+ {SPR_SPOS,1,10,{A_Look},S_SPOS_STND,0,0}, // S_SPOS_STND2
+ {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN2,0,0}, // S_SPOS_RUN1
+ {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN3,0,0}, // S_SPOS_RUN2
+ {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN4,0,0}, // S_SPOS_RUN3
+ {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN5,0,0}, // S_SPOS_RUN4
+ {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN6,0,0}, // S_SPOS_RUN5
+ {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN7,0,0}, // S_SPOS_RUN6
+ {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN8,0,0}, // S_SPOS_RUN7
+ {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN1,0,0}, // S_SPOS_RUN8
+ {SPR_SPOS,4,10,{A_FaceTarget},S_SPOS_ATK2,0,0}, // S_SPOS_ATK1
+ {SPR_SPOS,32773,10,{A_SPosAttack},S_SPOS_ATK3,0,0}, // S_SPOS_ATK2
+ {SPR_SPOS,4,10,{NULL},S_SPOS_RUN1,0,0}, // S_SPOS_ATK3
+ {SPR_SPOS,6,3,{NULL},S_SPOS_PAIN2,0,0}, // S_SPOS_PAIN
+ {SPR_SPOS,6,3,{A_Pain},S_SPOS_RUN1,0,0}, // S_SPOS_PAIN2
+ {SPR_SPOS,7,5,{NULL},S_SPOS_DIE2,0,0}, // S_SPOS_DIE1
+ {SPR_SPOS,8,5,{A_Scream},S_SPOS_DIE3,0,0}, // S_SPOS_DIE2
+ {SPR_SPOS,9,5,{A_Fall},S_SPOS_DIE4,0,0}, // S_SPOS_DIE3
+ {SPR_SPOS,10,5,{NULL},S_SPOS_DIE5,0,0}, // S_SPOS_DIE4
+ {SPR_SPOS,11,-1,{NULL},S_NULL,0,0}, // S_SPOS_DIE5
+ {SPR_SPOS,12,5,{NULL},S_SPOS_XDIE2,0,0}, // S_SPOS_XDIE1
+ {SPR_SPOS,13,5,{A_XScream},S_SPOS_XDIE3,0,0}, // S_SPOS_XDIE2
+ {SPR_SPOS,14,5,{A_Fall},S_SPOS_XDIE4,0,0}, // S_SPOS_XDIE3
+ {SPR_SPOS,15,5,{NULL},S_SPOS_XDIE5,0,0}, // S_SPOS_XDIE4
+ {SPR_SPOS,16,5,{NULL},S_SPOS_XDIE6,0,0}, // S_SPOS_XDIE5
+ {SPR_SPOS,17,5,{NULL},S_SPOS_XDIE7,0,0}, // S_SPOS_XDIE6
+ {SPR_SPOS,18,5,{NULL},S_SPOS_XDIE8,0,0}, // S_SPOS_XDIE7
+ {SPR_SPOS,19,5,{NULL},S_SPOS_XDIE9,0,0}, // S_SPOS_XDIE8
+ {SPR_SPOS,20,-1,{NULL},S_NULL,0,0}, // S_SPOS_XDIE9
+ {SPR_SPOS,11,5,{NULL},S_SPOS_RAISE2,0,0}, // S_SPOS_RAISE1
+ {SPR_SPOS,10,5,{NULL},S_SPOS_RAISE3,0,0}, // S_SPOS_RAISE2
+ {SPR_SPOS,9,5,{NULL},S_SPOS_RAISE4,0,0}, // S_SPOS_RAISE3
+ {SPR_SPOS,8,5,{NULL},S_SPOS_RAISE5,0,0}, // S_SPOS_RAISE4
+ {SPR_SPOS,7,5,{NULL},S_SPOS_RUN1,0,0}, // S_SPOS_RAISE5
+ {SPR_VILE,0,10,{A_Look},S_VILE_STND2,0,0}, // S_VILE_STND
+ {SPR_VILE,1,10,{A_Look},S_VILE_STND,0,0}, // S_VILE_STND2
+ {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN2,0,0}, // S_VILE_RUN1
+ {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN3,0,0}, // S_VILE_RUN2
+ {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN4,0,0}, // S_VILE_RUN3
+ {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN5,0,0}, // S_VILE_RUN4
+ {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN6,0,0}, // S_VILE_RUN5
+ {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN7,0,0}, // S_VILE_RUN6
+ {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN8,0,0}, // S_VILE_RUN7
+ {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN9,0,0}, // S_VILE_RUN8
+ {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN10,0,0}, // S_VILE_RUN9
+ {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN11,0,0}, // S_VILE_RUN10
+ {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN12,0,0}, // S_VILE_RUN11
+ {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN1,0,0}, // S_VILE_RUN12
+ {SPR_VILE,32774,0,{A_VileStart},S_VILE_ATK2,0,0}, // S_VILE_ATK1
+ {SPR_VILE,32774,10,{A_FaceTarget},S_VILE_ATK3,0,0}, // S_VILE_ATK2
+ {SPR_VILE,32775,8,{A_VileTarget},S_VILE_ATK4,0,0}, // S_VILE_ATK3
+ {SPR_VILE,32776,8,{A_FaceTarget},S_VILE_ATK5,0,0}, // S_VILE_ATK4
+ {SPR_VILE,32777,8,{A_FaceTarget},S_VILE_ATK6,0,0}, // S_VILE_ATK5
+ {SPR_VILE,32778,8,{A_FaceTarget},S_VILE_ATK7,0,0}, // S_VILE_ATK6
+ {SPR_VILE,32779,8,{A_FaceTarget},S_VILE_ATK8,0,0}, // S_VILE_ATK7
+ {SPR_VILE,32780,8,{A_FaceTarget},S_VILE_ATK9,0,0}, // S_VILE_ATK8
+ {SPR_VILE,32781,8,{A_FaceTarget},S_VILE_ATK10,0,0}, // S_VILE_ATK9
+ {SPR_VILE,32782,8,{A_VileAttack},S_VILE_ATK11,0,0}, // S_VILE_ATK10
+ {SPR_VILE,32783,20,{NULL},S_VILE_RUN1,0,0}, // S_VILE_ATK11
+ {SPR_VILE,32794,10,{NULL},S_VILE_HEAL2,0,0}, // S_VILE_HEAL1
+ {SPR_VILE,32795,10,{NULL},S_VILE_HEAL3,0,0}, // S_VILE_HEAL2
+ {SPR_VILE,32796,10,{NULL},S_VILE_RUN1,0,0}, // S_VILE_HEAL3
+ {SPR_VILE,16,5,{NULL},S_VILE_PAIN2,0,0}, // S_VILE_PAIN
+ {SPR_VILE,16,5,{A_Pain},S_VILE_RUN1,0,0}, // S_VILE_PAIN2
+ {SPR_VILE,16,7,{NULL},S_VILE_DIE2,0,0}, // S_VILE_DIE1
+ {SPR_VILE,17,7,{A_Scream},S_VILE_DIE3,0,0}, // S_VILE_DIE2
+ {SPR_VILE,18,7,{A_Fall},S_VILE_DIE4,0,0}, // S_VILE_DIE3
+ {SPR_VILE,19,7,{NULL},S_VILE_DIE5,0,0}, // S_VILE_DIE4
+ {SPR_VILE,20,7,{NULL},S_VILE_DIE6,0,0}, // S_VILE_DIE5
+ {SPR_VILE,21,7,{NULL},S_VILE_DIE7,0,0}, // S_VILE_DIE6
+ {SPR_VILE,22,7,{NULL},S_VILE_DIE8,0,0}, // S_VILE_DIE7
+ {SPR_VILE,23,5,{NULL},S_VILE_DIE9,0,0}, // S_VILE_DIE8
+ {SPR_VILE,24,5,{NULL},S_VILE_DIE10,0,0}, // S_VILE_DIE9
+ {SPR_VILE,25,-1,{NULL},S_NULL,0,0}, // S_VILE_DIE10
+ {SPR_FIRE,32768,2,{A_StartFire},S_FIRE2,0,0}, // S_FIRE1
+ {SPR_FIRE,32769,2,{A_Fire},S_FIRE3,0,0}, // S_FIRE2
+ {SPR_FIRE,32768,2,{A_Fire},S_FIRE4,0,0}, // S_FIRE3
+ {SPR_FIRE,32769,2,{A_Fire},S_FIRE5,0,0}, // S_FIRE4
+ {SPR_FIRE,32770,2,{A_FireCrackle},S_FIRE6,0,0}, // S_FIRE5
+ {SPR_FIRE,32769,2,{A_Fire},S_FIRE7,0,0}, // S_FIRE6
+ {SPR_FIRE,32770,2,{A_Fire},S_FIRE8,0,0}, // S_FIRE7
+ {SPR_FIRE,32769,2,{A_Fire},S_FIRE9,0,0}, // S_FIRE8
+ {SPR_FIRE,32770,2,{A_Fire},S_FIRE10,0,0}, // S_FIRE9
+ {SPR_FIRE,32771,2,{A_Fire},S_FIRE11,0,0}, // S_FIRE10
+ {SPR_FIRE,32770,2,{A_Fire},S_FIRE12,0,0}, // S_FIRE11
+ {SPR_FIRE,32771,2,{A_Fire},S_FIRE13,0,0}, // S_FIRE12
+ {SPR_FIRE,32770,2,{A_Fire},S_FIRE14,0,0}, // S_FIRE13
+ {SPR_FIRE,32771,2,{A_Fire},S_FIRE15,0,0}, // S_FIRE14
+ {SPR_FIRE,32772,2,{A_Fire},S_FIRE16,0,0}, // S_FIRE15
+ {SPR_FIRE,32771,2,{A_Fire},S_FIRE17,0,0}, // S_FIRE16
+ {SPR_FIRE,32772,2,{A_Fire},S_FIRE18,0,0}, // S_FIRE17
+ {SPR_FIRE,32771,2,{A_Fire},S_FIRE19,0,0}, // S_FIRE18
+ {SPR_FIRE,32772,2,{A_FireCrackle},S_FIRE20,0,0}, // S_FIRE19
+ {SPR_FIRE,32773,2,{A_Fire},S_FIRE21,0,0}, // S_FIRE20
+ {SPR_FIRE,32772,2,{A_Fire},S_FIRE22,0,0}, // S_FIRE21
+ {SPR_FIRE,32773,2,{A_Fire},S_FIRE23,0,0}, // S_FIRE22
+ {SPR_FIRE,32772,2,{A_Fire},S_FIRE24,0,0}, // S_FIRE23
+ {SPR_FIRE,32773,2,{A_Fire},S_FIRE25,0,0}, // S_FIRE24
+ {SPR_FIRE,32774,2,{A_Fire},S_FIRE26,0,0}, // S_FIRE25
+ {SPR_FIRE,32775,2,{A_Fire},S_FIRE27,0,0}, // S_FIRE26
+ {SPR_FIRE,32774,2,{A_Fire},S_FIRE28,0,0}, // S_FIRE27
+ {SPR_FIRE,32775,2,{A_Fire},S_FIRE29,0,0}, // S_FIRE28
+ {SPR_FIRE,32774,2,{A_Fire},S_FIRE30,0,0}, // S_FIRE29
+ {SPR_FIRE,32775,2,{A_Fire},S_NULL,0,0}, // S_FIRE30
+ {SPR_PUFF,1,4,{NULL},S_SMOKE2,0,0}, // S_SMOKE1
+ {SPR_PUFF,2,4,{NULL},S_SMOKE3,0,0}, // S_SMOKE2
+ {SPR_PUFF,1,4,{NULL},S_SMOKE4,0,0}, // S_SMOKE3
+ {SPR_PUFF,2,4,{NULL},S_SMOKE5,0,0}, // S_SMOKE4
+ {SPR_PUFF,3,4,{NULL},S_NULL,0,0}, // S_SMOKE5
+ {SPR_FATB,32768,2,{A_Tracer},S_TRACER2,0,0}, // S_TRACER
+ {SPR_FATB,32769,2,{A_Tracer},S_TRACER,0,0}, // S_TRACER2
+ {SPR_FBXP,32768,8,{NULL},S_TRACEEXP2,0,0}, // S_TRACEEXP1
+ {SPR_FBXP,32769,6,{NULL},S_TRACEEXP3,0,0}, // S_TRACEEXP2
+ {SPR_FBXP,32770,4,{NULL},S_NULL,0,0}, // S_TRACEEXP3
+ {SPR_SKEL,0,10,{A_Look},S_SKEL_STND2,0,0}, // S_SKEL_STND
+ {SPR_SKEL,1,10,{A_Look},S_SKEL_STND,0,0}, // S_SKEL_STND2
+ {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN2,0,0}, // S_SKEL_RUN1
+ {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN3,0,0}, // S_SKEL_RUN2
+ {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN4,0,0}, // S_SKEL_RUN3
+ {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN5,0,0}, // S_SKEL_RUN4
+ {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN6,0,0}, // S_SKEL_RUN5
+ {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN7,0,0}, // S_SKEL_RUN6
+ {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN8,0,0}, // S_SKEL_RUN7
+ {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN9,0,0}, // S_SKEL_RUN8
+ {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN10,0,0}, // S_SKEL_RUN9
+ {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN11,0,0}, // S_SKEL_RUN10
+ {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN12,0,0}, // S_SKEL_RUN11
+ {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN1,0,0}, // S_SKEL_RUN12
+ {SPR_SKEL,6,0,{A_FaceTarget},S_SKEL_FIST2,0,0}, // S_SKEL_FIST1
+ {SPR_SKEL,6,6,{A_SkelWhoosh},S_SKEL_FIST3,0,0}, // S_SKEL_FIST2
+ {SPR_SKEL,7,6,{A_FaceTarget},S_SKEL_FIST4,0,0}, // S_SKEL_FIST3
+ {SPR_SKEL,8,6,{A_SkelFist},S_SKEL_RUN1,0,0}, // S_SKEL_FIST4
+ {SPR_SKEL,32777,0,{A_FaceTarget},S_SKEL_MISS2,0,0}, // S_SKEL_MISS1
+ {SPR_SKEL,32777,10,{A_FaceTarget},S_SKEL_MISS3,0,0}, // S_SKEL_MISS2
+ {SPR_SKEL,10,10,{A_SkelMissile},S_SKEL_MISS4,0,0}, // S_SKEL_MISS3
+ {SPR_SKEL,10,10,{A_FaceTarget},S_SKEL_RUN1,0,0}, // S_SKEL_MISS4
+ {SPR_SKEL,11,5,{NULL},S_SKEL_PAIN2,0,0}, // S_SKEL_PAIN
+ {SPR_SKEL,11,5,{A_Pain},S_SKEL_RUN1,0,0}, // S_SKEL_PAIN2
+ {SPR_SKEL,11,7,{NULL},S_SKEL_DIE2,0,0}, // S_SKEL_DIE1
+ {SPR_SKEL,12,7,{NULL},S_SKEL_DIE3,0,0}, // S_SKEL_DIE2
+ {SPR_SKEL,13,7,{A_Scream},S_SKEL_DIE4,0,0}, // S_SKEL_DIE3
+ {SPR_SKEL,14,7,{A_Fall},S_SKEL_DIE5,0,0}, // S_SKEL_DIE4
+ {SPR_SKEL,15,7,{NULL},S_SKEL_DIE6,0,0}, // S_SKEL_DIE5
+ {SPR_SKEL,16,-1,{NULL},S_NULL,0,0}, // S_SKEL_DIE6
+ {SPR_SKEL,16,5,{NULL},S_SKEL_RAISE2,0,0}, // S_SKEL_RAISE1
+ {SPR_SKEL,15,5,{NULL},S_SKEL_RAISE3,0,0}, // S_SKEL_RAISE2
+ {SPR_SKEL,14,5,{NULL},S_SKEL_RAISE4,0,0}, // S_SKEL_RAISE3
+ {SPR_SKEL,13,5,{NULL},S_SKEL_RAISE5,0,0}, // S_SKEL_RAISE4
+ {SPR_SKEL,12,5,{NULL},S_SKEL_RAISE6,0,0}, // S_SKEL_RAISE5
+ {SPR_SKEL,11,5,{NULL},S_SKEL_RUN1,0,0}, // S_SKEL_RAISE6
+ {SPR_MANF,32768,4,{NULL},S_FATSHOT2,0,0}, // S_FATSHOT1
+ {SPR_MANF,32769,4,{NULL},S_FATSHOT1,0,0}, // S_FATSHOT2
+ {SPR_MISL,32769,8,{NULL},S_FATSHOTX2,0,0}, // S_FATSHOTX1
+ {SPR_MISL,32770,6,{NULL},S_FATSHOTX3,0,0}, // S_FATSHOTX2
+ {SPR_MISL,32771,4,{NULL},S_NULL,0,0}, // S_FATSHOTX3
+ {SPR_FATT,0,15,{A_Look},S_FATT_STND2,0,0}, // S_FATT_STND
+ {SPR_FATT,1,15,{A_Look},S_FATT_STND,0,0}, // S_FATT_STND2
+ {SPR_FATT,0,4,{A_Chase},S_FATT_RUN2,0,0}, // S_FATT_RUN1
+ {SPR_FATT,0,4,{A_Chase},S_FATT_RUN3,0,0}, // S_FATT_RUN2
+ {SPR_FATT,1,4,{A_Chase},S_FATT_RUN4,0,0}, // S_FATT_RUN3
+ {SPR_FATT,1,4,{A_Chase},S_FATT_RUN5,0,0}, // S_FATT_RUN4
+ {SPR_FATT,2,4,{A_Chase},S_FATT_RUN6,0,0}, // S_FATT_RUN5
+ {SPR_FATT,2,4,{A_Chase},S_FATT_RUN7,0,0}, // S_FATT_RUN6
+ {SPR_FATT,3,4,{A_Chase},S_FATT_RUN8,0,0}, // S_FATT_RUN7
+ {SPR_FATT,3,4,{A_Chase},S_FATT_RUN9,0,0}, // S_FATT_RUN8
+ {SPR_FATT,4,4,{A_Chase},S_FATT_RUN10,0,0}, // S_FATT_RUN9
+ {SPR_FATT,4,4,{A_Chase},S_FATT_RUN11,0,0}, // S_FATT_RUN10
+ {SPR_FATT,5,4,{A_Chase},S_FATT_RUN12,0,0}, // S_FATT_RUN11
+ {SPR_FATT,5,4,{A_Chase},S_FATT_RUN1,0,0}, // S_FATT_RUN12
+ {SPR_FATT,6,20,{A_FatRaise},S_FATT_ATK2,0,0}, // S_FATT_ATK1
+ {SPR_FATT,32775,10,{A_FatAttack1},S_FATT_ATK3,0,0}, // S_FATT_ATK2
+ {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK4,0,0}, // S_FATT_ATK3
+ {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK5,0,0}, // S_FATT_ATK4
+ {SPR_FATT,32775,10,{A_FatAttack2},S_FATT_ATK6,0,0}, // S_FATT_ATK5
+ {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK7,0,0}, // S_FATT_ATK6
+ {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK8,0,0}, // S_FATT_ATK7
+ {SPR_FATT,32775,10,{A_FatAttack3},S_FATT_ATK9,0,0}, // S_FATT_ATK8
+ {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK10,0,0}, // S_FATT_ATK9
+ {SPR_FATT,6,5,{A_FaceTarget},S_FATT_RUN1,0,0}, // S_FATT_ATK10
+ {SPR_FATT,9,3,{NULL},S_FATT_PAIN2,0,0}, // S_FATT_PAIN
+ {SPR_FATT,9,3,{A_Pain},S_FATT_RUN1,0,0}, // S_FATT_PAIN2
+ {SPR_FATT,10,6,{NULL},S_FATT_DIE2,0,0}, // S_FATT_DIE1
+ {SPR_FATT,11,6,{A_Scream},S_FATT_DIE3,0,0}, // S_FATT_DIE2
+ {SPR_FATT,12,6,{A_Fall},S_FATT_DIE4,0,0}, // S_FATT_DIE3
+ {SPR_FATT,13,6,{NULL},S_FATT_DIE5,0,0}, // S_FATT_DIE4
+ {SPR_FATT,14,6,{NULL},S_FATT_DIE6,0,0}, // S_FATT_DIE5
+ {SPR_FATT,15,6,{NULL},S_FATT_DIE7,0,0}, // S_FATT_DIE6
+ {SPR_FATT,16,6,{NULL},S_FATT_DIE8,0,0}, // S_FATT_DIE7
+ {SPR_FATT,17,6,{NULL},S_FATT_DIE9,0,0}, // S_FATT_DIE8
+ {SPR_FATT,18,6,{NULL},S_FATT_DIE10,0,0}, // S_FATT_DIE9
+ {SPR_FATT,19,-1,{A_BossDeath},S_NULL,0,0}, // S_FATT_DIE10
+ {SPR_FATT,17,5,{NULL},S_FATT_RAISE2,0,0}, // S_FATT_RAISE1
+ {SPR_FATT,16,5,{NULL},S_FATT_RAISE3,0,0}, // S_FATT_RAISE2
+ {SPR_FATT,15,5,{NULL},S_FATT_RAISE4,0,0}, // S_FATT_RAISE3
+ {SPR_FATT,14,5,{NULL},S_FATT_RAISE5,0,0}, // S_FATT_RAISE4
+ {SPR_FATT,13,5,{NULL},S_FATT_RAISE6,0,0}, // S_FATT_RAISE5
+ {SPR_FATT,12,5,{NULL},S_FATT_RAISE7,0,0}, // S_FATT_RAISE6
+ {SPR_FATT,11,5,{NULL},S_FATT_RAISE8,0,0}, // S_FATT_RAISE7
+ {SPR_FATT,10,5,{NULL},S_FATT_RUN1,0,0}, // S_FATT_RAISE8
+ {SPR_CPOS,0,10,{A_Look},S_CPOS_STND2,0,0}, // S_CPOS_STND
+ {SPR_CPOS,1,10,{A_Look},S_CPOS_STND,0,0}, // S_CPOS_STND2
+ {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN2,0,0}, // S_CPOS_RUN1
+ {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN3,0,0}, // S_CPOS_RUN2
+ {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN4,0,0}, // S_CPOS_RUN3
+ {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN5,0,0}, // S_CPOS_RUN4
+ {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN6,0,0}, // S_CPOS_RUN5
+ {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN7,0,0}, // S_CPOS_RUN6
+ {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN8,0,0}, // S_CPOS_RUN7
+ {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN1,0,0}, // S_CPOS_RUN8
+ {SPR_CPOS,4,10,{A_FaceTarget},S_CPOS_ATK2,0,0}, // S_CPOS_ATK1
+ {SPR_CPOS,32773,4,{A_CPosAttack},S_CPOS_ATK3,0,0}, // S_CPOS_ATK2
+ {SPR_CPOS,32772,4,{A_CPosAttack},S_CPOS_ATK4,0,0}, // S_CPOS_ATK3
+ {SPR_CPOS,5,1,{A_CPosRefire},S_CPOS_ATK2,0,0}, // S_CPOS_ATK4
+ {SPR_CPOS,6,3,{NULL},S_CPOS_PAIN2,0,0}, // S_CPOS_PAIN
+ {SPR_CPOS,6,3,{A_Pain},S_CPOS_RUN1,0,0}, // S_CPOS_PAIN2
+ {SPR_CPOS,7,5,{NULL},S_CPOS_DIE2,0,0}, // S_CPOS_DIE1
+ {SPR_CPOS,8,5,{A_Scream},S_CPOS_DIE3,0,0}, // S_CPOS_DIE2
+ {SPR_CPOS,9,5,{A_Fall},S_CPOS_DIE4,0,0}, // S_CPOS_DIE3
+ {SPR_CPOS,10,5,{NULL},S_CPOS_DIE5,0,0}, // S_CPOS_DIE4
+ {SPR_CPOS,11,5,{NULL},S_CPOS_DIE6,0,0}, // S_CPOS_DIE5
+ {SPR_CPOS,12,5,{NULL},S_CPOS_DIE7,0,0}, // S_CPOS_DIE6
+ {SPR_CPOS,13,-1,{NULL},S_NULL,0,0}, // S_CPOS_DIE7
+ {SPR_CPOS,14,5,{NULL},S_CPOS_XDIE2,0,0}, // S_CPOS_XDIE1
+ {SPR_CPOS,15,5,{A_XScream},S_CPOS_XDIE3,0,0}, // S_CPOS_XDIE2
+ {SPR_CPOS,16,5,{A_Fall},S_CPOS_XDIE4,0,0}, // S_CPOS_XDIE3
+ {SPR_CPOS,17,5,{NULL},S_CPOS_XDIE5,0,0}, // S_CPOS_XDIE4
+ {SPR_CPOS,18,5,{NULL},S_CPOS_XDIE6,0,0}, // S_CPOS_XDIE5
+ {SPR_CPOS,19,-1,{NULL},S_NULL,0,0}, // S_CPOS_XDIE6
+ {SPR_CPOS,13,5,{NULL},S_CPOS_RAISE2,0,0}, // S_CPOS_RAISE1
+ {SPR_CPOS,12,5,{NULL},S_CPOS_RAISE3,0,0}, // S_CPOS_RAISE2
+ {SPR_CPOS,11,5,{NULL},S_CPOS_RAISE4,0,0}, // S_CPOS_RAISE3
+ {SPR_CPOS,10,5,{NULL},S_CPOS_RAISE5,0,0}, // S_CPOS_RAISE4
+ {SPR_CPOS,9,5,{NULL},S_CPOS_RAISE6,0,0}, // S_CPOS_RAISE5
+ {SPR_CPOS,8,5,{NULL},S_CPOS_RAISE7,0,0}, // S_CPOS_RAISE6
+ {SPR_CPOS,7,5,{NULL},S_CPOS_RUN1,0,0}, // S_CPOS_RAISE7
+ {SPR_TROO,0,10,{A_Look},S_TROO_STND2,0,0}, // S_TROO_STND
+ {SPR_TROO,1,10,{A_Look},S_TROO_STND,0,0}, // S_TROO_STND2
+ {SPR_TROO,0,3,{A_Chase},S_TROO_RUN2,0,0}, // S_TROO_RUN1
+ {SPR_TROO,0,3,{A_Chase},S_TROO_RUN3,0,0}, // S_TROO_RUN2
+ {SPR_TROO,1,3,{A_Chase},S_TROO_RUN4,0,0}, // S_TROO_RUN3
+ {SPR_TROO,1,3,{A_Chase},S_TROO_RUN5,0,0}, // S_TROO_RUN4
+ {SPR_TROO,2,3,{A_Chase},S_TROO_RUN6,0,0}, // S_TROO_RUN5
+ {SPR_TROO,2,3,{A_Chase},S_TROO_RUN7,0,0}, // S_TROO_RUN6
+ {SPR_TROO,3,3,{A_Chase},S_TROO_RUN8,0,0}, // S_TROO_RUN7
+ {SPR_TROO,3,3,{A_Chase},S_TROO_RUN1,0,0}, // S_TROO_RUN8
+ {SPR_TROO,4,8,{A_FaceTarget},S_TROO_ATK2,0,0}, // S_TROO_ATK1
+ {SPR_TROO,5,8,{A_FaceTarget},S_TROO_ATK3,0,0}, // S_TROO_ATK2
+ {SPR_TROO,6,6,{A_TroopAttack},S_TROO_RUN1,0,0}, // S_TROO_ATK3
+ {SPR_TROO,7,2,{NULL},S_TROO_PAIN2,0,0}, // S_TROO_PAIN
+ {SPR_TROO,7,2,{A_Pain},S_TROO_RUN1,0,0}, // S_TROO_PAIN2
+ {SPR_TROO,8,8,{NULL},S_TROO_DIE2,0,0}, // S_TROO_DIE1
+ {SPR_TROO,9,8,{A_Scream},S_TROO_DIE3,0,0}, // S_TROO_DIE2
+ {SPR_TROO,10,6,{NULL},S_TROO_DIE4,0,0}, // S_TROO_DIE3
+ {SPR_TROO,11,6,{A_Fall},S_TROO_DIE5,0,0}, // S_TROO_DIE4
+ {SPR_TROO,12,-1,{NULL},S_NULL,0,0}, // S_TROO_DIE5
+ {SPR_TROO,13,5,{NULL},S_TROO_XDIE2,0,0}, // S_TROO_XDIE1
+ {SPR_TROO,14,5,{A_XScream},S_TROO_XDIE3,0,0}, // S_TROO_XDIE2
+ {SPR_TROO,15,5,{NULL},S_TROO_XDIE4,0,0}, // S_TROO_XDIE3
+ {SPR_TROO,16,5,{A_Fall},S_TROO_XDIE5,0,0}, // S_TROO_XDIE4
+ {SPR_TROO,17,5,{NULL},S_TROO_XDIE6,0,0}, // S_TROO_XDIE5
+ {SPR_TROO,18,5,{NULL},S_TROO_XDIE7,0,0}, // S_TROO_XDIE6
+ {SPR_TROO,19,5,{NULL},S_TROO_XDIE8,0,0}, // S_TROO_XDIE7
+ {SPR_TROO,20,-1,{NULL},S_NULL,0,0}, // S_TROO_XDIE8
+ {SPR_TROO,12,8,{NULL},S_TROO_RAISE2,0,0}, // S_TROO_RAISE1
+ {SPR_TROO,11,8,{NULL},S_TROO_RAISE3,0,0}, // S_TROO_RAISE2
+ {SPR_TROO,10,6,{NULL},S_TROO_RAISE4,0,0}, // S_TROO_RAISE3
+ {SPR_TROO,9,6,{NULL},S_TROO_RAISE5,0,0}, // S_TROO_RAISE4
+ {SPR_TROO,8,6,{NULL},S_TROO_RUN1,0,0}, // S_TROO_RAISE5
+ {SPR_SARG,0,10,{A_Look},S_SARG_STND2,0,0}, // S_SARG_STND
+ {SPR_SARG,1,10,{A_Look},S_SARG_STND,0,0}, // S_SARG_STND2
+ {SPR_SARG,0,2,{A_Chase},S_SARG_RUN2,0,0}, // S_SARG_RUN1
+ {SPR_SARG,0,2,{A_Chase},S_SARG_RUN3,0,0}, // S_SARG_RUN2
+ {SPR_SARG,1,2,{A_Chase},S_SARG_RUN4,0,0}, // S_SARG_RUN3
+ {SPR_SARG,1,2,{A_Chase},S_SARG_RUN5,0,0}, // S_SARG_RUN4
+ {SPR_SARG,2,2,{A_Chase},S_SARG_RUN6,0,0}, // S_SARG_RUN5
+ {SPR_SARG,2,2,{A_Chase},S_SARG_RUN7,0,0}, // S_SARG_RUN6
+ {SPR_SARG,3,2,{A_Chase},S_SARG_RUN8,0,0}, // S_SARG_RUN7
+ {SPR_SARG,3,2,{A_Chase},S_SARG_RUN1,0,0}, // S_SARG_RUN8
+ {SPR_SARG,4,8,{A_FaceTarget},S_SARG_ATK2,0,0}, // S_SARG_ATK1
+ {SPR_SARG,5,8,{A_FaceTarget},S_SARG_ATK3,0,0}, // S_SARG_ATK2
+ {SPR_SARG,6,8,{A_SargAttack},S_SARG_RUN1,0,0}, // S_SARG_ATK3
+ {SPR_SARG,7,2,{NULL},S_SARG_PAIN2,0,0}, // S_SARG_PAIN
+ {SPR_SARG,7,2,{A_Pain},S_SARG_RUN1,0,0}, // S_SARG_PAIN2
+ {SPR_SARG,8,8,{NULL},S_SARG_DIE2,0,0}, // S_SARG_DIE1
+ {SPR_SARG,9,8,{A_Scream},S_SARG_DIE3,0,0}, // S_SARG_DIE2
+ {SPR_SARG,10,4,{NULL},S_SARG_DIE4,0,0}, // S_SARG_DIE3
+ {SPR_SARG,11,4,{A_Fall},S_SARG_DIE5,0,0}, // S_SARG_DIE4
+ {SPR_SARG,12,4,{NULL},S_SARG_DIE6,0,0}, // S_SARG_DIE5
+ {SPR_SARG,13,-1,{NULL},S_NULL,0,0}, // S_SARG_DIE6
+ {SPR_SARG,13,5,{NULL},S_SARG_RAISE2,0,0}, // S_SARG_RAISE1
+ {SPR_SARG,12,5,{NULL},S_SARG_RAISE3,0,0}, // S_SARG_RAISE2
+ {SPR_SARG,11,5,{NULL},S_SARG_RAISE4,0,0}, // S_SARG_RAISE3
+ {SPR_SARG,10,5,{NULL},S_SARG_RAISE5,0,0}, // S_SARG_RAISE4
+ {SPR_SARG,9,5,{NULL},S_SARG_RAISE6,0,0}, // S_SARG_RAISE5
+ {SPR_SARG,8,5,{NULL},S_SARG_RUN1,0,0}, // S_SARG_RAISE6
+ {SPR_HEAD,0,10,{A_Look},S_HEAD_STND,0,0}, // S_HEAD_STND
+ {SPR_HEAD,0,3,{A_Chase},S_HEAD_RUN1,0,0}, // S_HEAD_RUN1
+ {SPR_HEAD,1,5,{A_FaceTarget},S_HEAD_ATK2,0,0}, // S_HEAD_ATK1
+ {SPR_HEAD,2,5,{A_FaceTarget},S_HEAD_ATK3,0,0}, // S_HEAD_ATK2
+ {SPR_HEAD,32771,5,{A_HeadAttack},S_HEAD_RUN1,0,0}, // S_HEAD_ATK3
+ {SPR_HEAD,4,3,{NULL},S_HEAD_PAIN2,0,0}, // S_HEAD_PAIN
+ {SPR_HEAD,4,3,{A_Pain},S_HEAD_PAIN3,0,0}, // S_HEAD_PAIN2
+ {SPR_HEAD,5,6,{NULL},S_HEAD_RUN1,0,0}, // S_HEAD_PAIN3
+ {SPR_HEAD,6,8,{NULL},S_HEAD_DIE2,0,0}, // S_HEAD_DIE1
+ {SPR_HEAD,7,8,{A_Scream},S_HEAD_DIE3,0,0}, // S_HEAD_DIE2
+ {SPR_HEAD,8,8,{NULL},S_HEAD_DIE4,0,0}, // S_HEAD_DIE3
+ {SPR_HEAD,9,8,{NULL},S_HEAD_DIE5,0,0}, // S_HEAD_DIE4
+ {SPR_HEAD,10,8,{A_Fall},S_HEAD_DIE6,0,0}, // S_HEAD_DIE5
+ {SPR_HEAD,11,-1,{NULL},S_NULL,0,0}, // S_HEAD_DIE6
+ {SPR_HEAD,11,8,{NULL},S_HEAD_RAISE2,0,0}, // S_HEAD_RAISE1
+ {SPR_HEAD,10,8,{NULL},S_HEAD_RAISE3,0,0}, // S_HEAD_RAISE2
+ {SPR_HEAD,9,8,{NULL},S_HEAD_RAISE4,0,0}, // S_HEAD_RAISE3
+ {SPR_HEAD,8,8,{NULL},S_HEAD_RAISE5,0,0}, // S_HEAD_RAISE4
+ {SPR_HEAD,7,8,{NULL},S_HEAD_RAISE6,0,0}, // S_HEAD_RAISE5
+ {SPR_HEAD,6,8,{NULL},S_HEAD_RUN1,0,0}, // S_HEAD_RAISE6
+ {SPR_BAL7,32768,4,{NULL},S_BRBALL2,0,0}, // S_BRBALL1
+ {SPR_BAL7,32769,4,{NULL},S_BRBALL1,0,0}, // S_BRBALL2
+ {SPR_BAL7,32770,6,{NULL},S_BRBALLX2,0,0}, // S_BRBALLX1
+ {SPR_BAL7,32771,6,{NULL},S_BRBALLX3,0,0}, // S_BRBALLX2
+ {SPR_BAL7,32772,6,{NULL},S_NULL,0,0}, // S_BRBALLX3
+ {SPR_BOSS,0,10,{A_Look},S_BOSS_STND2,0,0}, // S_BOSS_STND
+ {SPR_BOSS,1,10,{A_Look},S_BOSS_STND,0,0}, // S_BOSS_STND2
+ {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN2,0,0}, // S_BOSS_RUN1
+ {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN3,0,0}, // S_BOSS_RUN2
+ {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN4,0,0}, // S_BOSS_RUN3
+ {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN5,0,0}, // S_BOSS_RUN4
+ {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN6,0,0}, // S_BOSS_RUN5
+ {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN7,0,0}, // S_BOSS_RUN6
+ {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN8,0,0}, // S_BOSS_RUN7
+ {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN1,0,0}, // S_BOSS_RUN8
+ {SPR_BOSS,4,8,{A_FaceTarget},S_BOSS_ATK2,0,0}, // S_BOSS_ATK1
+ {SPR_BOSS,5,8,{A_FaceTarget},S_BOSS_ATK3,0,0}, // S_BOSS_ATK2
+ {SPR_BOSS,6,8,{A_BruisAttack},S_BOSS_RUN1,0,0}, // S_BOSS_ATK3
+ {SPR_BOSS,7,2,{NULL},S_BOSS_PAIN2,0,0}, // S_BOSS_PAIN
+ {SPR_BOSS,7,2,{A_Pain},S_BOSS_RUN1,0,0}, // S_BOSS_PAIN2
+ {SPR_BOSS,8,8,{NULL},S_BOSS_DIE2,0,0}, // S_BOSS_DIE1
+ {SPR_BOSS,9,8,{A_Scream},S_BOSS_DIE3,0,0}, // S_BOSS_DIE2
+ {SPR_BOSS,10,8,{NULL},S_BOSS_DIE4,0,0}, // S_BOSS_DIE3
+ {SPR_BOSS,11,8,{A_Fall},S_BOSS_DIE5,0,0}, // S_BOSS_DIE4
+ {SPR_BOSS,12,8,{NULL},S_BOSS_DIE6,0,0}, // S_BOSS_DIE5
+ {SPR_BOSS,13,8,{NULL},S_BOSS_DIE7,0,0}, // S_BOSS_DIE6
+ {SPR_BOSS,14,-1,{A_BossDeath},S_NULL,0,0}, // S_BOSS_DIE7
+ {SPR_BOSS,14,8,{NULL},S_BOSS_RAISE2,0,0}, // S_BOSS_RAISE1
+ {SPR_BOSS,13,8,{NULL},S_BOSS_RAISE3,0,0}, // S_BOSS_RAISE2
+ {SPR_BOSS,12,8,{NULL},S_BOSS_RAISE4,0,0}, // S_BOSS_RAISE3
+ {SPR_BOSS,11,8,{NULL},S_BOSS_RAISE5,0,0}, // S_BOSS_RAISE4
+ {SPR_BOSS,10,8,{NULL},S_BOSS_RAISE6,0,0}, // S_BOSS_RAISE5
+ {SPR_BOSS,9,8,{NULL},S_BOSS_RAISE7,0,0}, // S_BOSS_RAISE6
+ {SPR_BOSS,8,8,{NULL},S_BOSS_RUN1,0,0}, // S_BOSS_RAISE7
+ {SPR_BOS2,0,10,{A_Look},S_BOS2_STND2,0,0}, // S_BOS2_STND
+ {SPR_BOS2,1,10,{A_Look},S_BOS2_STND,0,0}, // S_BOS2_STND2
+ {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN2,0,0}, // S_BOS2_RUN1
+ {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN3,0,0}, // S_BOS2_RUN2
+ {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN4,0,0}, // S_BOS2_RUN3
+ {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN5,0,0}, // S_BOS2_RUN4
+ {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN6,0,0}, // S_BOS2_RUN5
+ {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN7,0,0}, // S_BOS2_RUN6
+ {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN8,0,0}, // S_BOS2_RUN7
+ {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN1,0,0}, // S_BOS2_RUN8
+ {SPR_BOS2,4,8,{A_FaceTarget},S_BOS2_ATK2,0,0}, // S_BOS2_ATK1
+ {SPR_BOS2,5,8,{A_FaceTarget},S_BOS2_ATK3,0,0}, // S_BOS2_ATK2
+ {SPR_BOS2,6,8,{A_BruisAttack},S_BOS2_RUN1,0,0}, // S_BOS2_ATK3
+ {SPR_BOS2,7,2,{NULL},S_BOS2_PAIN2,0,0}, // S_BOS2_PAIN
+ {SPR_BOS2,7,2,{A_Pain},S_BOS2_RUN1,0,0}, // S_BOS2_PAIN2
+ {SPR_BOS2,8,8,{NULL},S_BOS2_DIE2,0,0}, // S_BOS2_DIE1
+ {SPR_BOS2,9,8,{A_Scream},S_BOS2_DIE3,0,0}, // S_BOS2_DIE2
+ {SPR_BOS2,10,8,{NULL},S_BOS2_DIE4,0,0}, // S_BOS2_DIE3
+ {SPR_BOS2,11,8,{A_Fall},S_BOS2_DIE5,0,0}, // S_BOS2_DIE4
+ {SPR_BOS2,12,8,{NULL},S_BOS2_DIE6,0,0}, // S_BOS2_DIE5
+ {SPR_BOS2,13,8,{NULL},S_BOS2_DIE7,0,0}, // S_BOS2_DIE6
+ {SPR_BOS2,14,-1,{NULL},S_NULL,0,0}, // S_BOS2_DIE7
+ {SPR_BOS2,14,8,{NULL},S_BOS2_RAISE2,0,0}, // S_BOS2_RAISE1
+ {SPR_BOS2,13,8,{NULL},S_BOS2_RAISE3,0,0}, // S_BOS2_RAISE2
+ {SPR_BOS2,12,8,{NULL},S_BOS2_RAISE4,0,0}, // S_BOS2_RAISE3
+ {SPR_BOS2,11,8,{NULL},S_BOS2_RAISE5,0,0}, // S_BOS2_RAISE4
+ {SPR_BOS2,10,8,{NULL},S_BOS2_RAISE6,0,0}, // S_BOS2_RAISE5
+ {SPR_BOS2,9,8,{NULL},S_BOS2_RAISE7,0,0}, // S_BOS2_RAISE6
+ {SPR_BOS2,8,8,{NULL},S_BOS2_RUN1,0,0}, // S_BOS2_RAISE7
+ {SPR_SKUL,32768,10,{A_Look},S_SKULL_STND2,0,0}, // S_SKULL_STND
+ {SPR_SKUL,32769,10,{A_Look},S_SKULL_STND,0,0}, // S_SKULL_STND2
+ {SPR_SKUL,32768,6,{A_Chase},S_SKULL_RUN2,0,0}, // S_SKULL_RUN1
+ {SPR_SKUL,32769,6,{A_Chase},S_SKULL_RUN1,0,0}, // S_SKULL_RUN2
+ {SPR_SKUL,32770,10,{A_FaceTarget},S_SKULL_ATK2,0,0}, // S_SKULL_ATK1
+ {SPR_SKUL,32771,4,{A_SkullAttack},S_SKULL_ATK3,0,0}, // S_SKULL_ATK2
+ {SPR_SKUL,32770,4,{NULL},S_SKULL_ATK4,0,0}, // S_SKULL_ATK3
+ {SPR_SKUL,32771,4,{NULL},S_SKULL_ATK3,0,0}, // S_SKULL_ATK4
+ {SPR_SKUL,32772,3,{NULL},S_SKULL_PAIN2,0,0}, // S_SKULL_PAIN
+ {SPR_SKUL,32772,3,{A_Pain},S_SKULL_RUN1,0,0}, // S_SKULL_PAIN2
+ {SPR_SKUL,32773,6,{NULL},S_SKULL_DIE2,0,0}, // S_SKULL_DIE1
+ {SPR_SKUL,32774,6,{A_Scream},S_SKULL_DIE3,0,0}, // S_SKULL_DIE2
+ {SPR_SKUL,32775,6,{NULL},S_SKULL_DIE4,0,0}, // S_SKULL_DIE3
+ {SPR_SKUL,32776,6,{A_Fall},S_SKULL_DIE5,0,0}, // S_SKULL_DIE4
+ {SPR_SKUL,9,6,{NULL},S_SKULL_DIE6,0,0}, // S_SKULL_DIE5
+ {SPR_SKUL,10,6,{NULL},S_NULL,0,0}, // S_SKULL_DIE6
+ {SPR_SPID,0,10,{A_Look},S_SPID_STND2,0,0}, // S_SPID_STND
+ {SPR_SPID,1,10,{A_Look},S_SPID_STND,0,0}, // S_SPID_STND2
+ {SPR_SPID,0,3,{A_Metal},S_SPID_RUN2,0,0}, // S_SPID_RUN1
+ {SPR_SPID,0,3,{A_Chase},S_SPID_RUN3,0,0}, // S_SPID_RUN2
+ {SPR_SPID,1,3,{A_Chase},S_SPID_RUN4,0,0}, // S_SPID_RUN3
+ {SPR_SPID,1,3,{A_Chase},S_SPID_RUN5,0,0}, // S_SPID_RUN4
+ {SPR_SPID,2,3,{A_Metal},S_SPID_RUN6,0,0}, // S_SPID_RUN5
+ {SPR_SPID,2,3,{A_Chase},S_SPID_RUN7,0,0}, // S_SPID_RUN6
+ {SPR_SPID,3,3,{A_Chase},S_SPID_RUN8,0,0}, // S_SPID_RUN7
+ {SPR_SPID,3,3,{A_Chase},S_SPID_RUN9,0,0}, // S_SPID_RUN8
+ {SPR_SPID,4,3,{A_Metal},S_SPID_RUN10,0,0}, // S_SPID_RUN9
+ {SPR_SPID,4,3,{A_Chase},S_SPID_RUN11,0,0}, // S_SPID_RUN10
+ {SPR_SPID,5,3,{A_Chase},S_SPID_RUN12,0,0}, // S_SPID_RUN11
+ {SPR_SPID,5,3,{A_Chase},S_SPID_RUN1,0,0}, // S_SPID_RUN12
+ {SPR_SPID,32768,20,{A_FaceTarget},S_SPID_ATK2,0,0}, // S_SPID_ATK1
+ {SPR_SPID,32774,4,{A_SPosAttack},S_SPID_ATK3,0,0}, // S_SPID_ATK2
+ {SPR_SPID,32775,4,{A_SPosAttack},S_SPID_ATK4,0,0}, // S_SPID_ATK3
+ {SPR_SPID,32775,1,{A_SpidRefire},S_SPID_ATK2,0,0}, // S_SPID_ATK4
+ {SPR_SPID,8,3,{NULL},S_SPID_PAIN2,0,0}, // S_SPID_PAIN
+ {SPR_SPID,8,3,{A_Pain},S_SPID_RUN1,0,0}, // S_SPID_PAIN2
+ {SPR_SPID,9,20,{A_Scream},S_SPID_DIE2,0,0}, // S_SPID_DIE1
+ {SPR_SPID,10,10,{A_Fall},S_SPID_DIE3,0,0}, // S_SPID_DIE2
+ {SPR_SPID,11,10,{NULL},S_SPID_DIE4,0,0}, // S_SPID_DIE3
+ {SPR_SPID,12,10,{NULL},S_SPID_DIE5,0,0}, // S_SPID_DIE4
+ {SPR_SPID,13,10,{NULL},S_SPID_DIE6,0,0}, // S_SPID_DIE5
+ {SPR_SPID,14,10,{NULL},S_SPID_DIE7,0,0}, // S_SPID_DIE6
+ {SPR_SPID,15,10,{NULL},S_SPID_DIE8,0,0}, // S_SPID_DIE7
+ {SPR_SPID,16,10,{NULL},S_SPID_DIE9,0,0}, // S_SPID_DIE8
+ {SPR_SPID,17,10,{NULL},S_SPID_DIE10,0,0}, // S_SPID_DIE9
+ {SPR_SPID,18,30,{NULL},S_SPID_DIE11,0,0}, // S_SPID_DIE10
+ {SPR_SPID,18,-1,{A_BossDeath},S_NULL,0,0}, // S_SPID_DIE11
+ {SPR_BSPI,0,10,{A_Look},S_BSPI_STND2,0,0}, // S_BSPI_STND
+ {SPR_BSPI,1,10,{A_Look},S_BSPI_STND,0,0}, // S_BSPI_STND2
+ {SPR_BSPI,0,20,{NULL},S_BSPI_RUN1,0,0}, // S_BSPI_SIGHT
+ {SPR_BSPI,0,3,{A_BabyMetal},S_BSPI_RUN2,0,0}, // S_BSPI_RUN1
+ {SPR_BSPI,0,3,{A_Chase},S_BSPI_RUN3,0,0}, // S_BSPI_RUN2
+ {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN4,0,0}, // S_BSPI_RUN3
+ {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN5,0,0}, // S_BSPI_RUN4
+ {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN6,0,0}, // S_BSPI_RUN5
+ {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN7,0,0}, // S_BSPI_RUN6
+ {SPR_BSPI,3,3,{A_BabyMetal},S_BSPI_RUN8,0,0}, // S_BSPI_RUN7
+ {SPR_BSPI,3,3,{A_Chase},S_BSPI_RUN9,0,0}, // S_BSPI_RUN8
+ {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN10,0,0}, // S_BSPI_RUN9
+ {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN11,0,0}, // S_BSPI_RUN10
+ {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN12,0,0}, // S_BSPI_RUN11
+ {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN1,0,0}, // S_BSPI_RUN12
+ {SPR_BSPI,32768,20,{A_FaceTarget},S_BSPI_ATK2,0,0}, // S_BSPI_ATK1
+ {SPR_BSPI,32774,4,{A_BspiAttack},S_BSPI_ATK3,0,0}, // S_BSPI_ATK2
+ {SPR_BSPI,32775,4,{NULL},S_BSPI_ATK4,0,0}, // S_BSPI_ATK3
+ {SPR_BSPI,32775,1,{A_SpidRefire},S_BSPI_ATK2,0,0}, // S_BSPI_ATK4
+ {SPR_BSPI,8,3,{NULL},S_BSPI_PAIN2,0,0}, // S_BSPI_PAIN
+ {SPR_BSPI,8,3,{A_Pain},S_BSPI_RUN1,0,0}, // S_BSPI_PAIN2
+ {SPR_BSPI,9,20,{A_Scream},S_BSPI_DIE2,0,0}, // S_BSPI_DIE1
+ {SPR_BSPI,10,7,{A_Fall},S_BSPI_DIE3,0,0}, // S_BSPI_DIE2
+ {SPR_BSPI,11,7,{NULL},S_BSPI_DIE4,0,0}, // S_BSPI_DIE3
+ {SPR_BSPI,12,7,{NULL},S_BSPI_DIE5,0,0}, // S_BSPI_DIE4
+ {SPR_BSPI,13,7,{NULL},S_BSPI_DIE6,0,0}, // S_BSPI_DIE5
+ {SPR_BSPI,14,7,{NULL},S_BSPI_DIE7,0,0}, // S_BSPI_DIE6
+ {SPR_BSPI,15,-1,{A_BossDeath},S_NULL,0,0}, // S_BSPI_DIE7
+ {SPR_BSPI,15,5,{NULL},S_BSPI_RAISE2,0,0}, // S_BSPI_RAISE1
+ {SPR_BSPI,14,5,{NULL},S_BSPI_RAISE3,0,0}, // S_BSPI_RAISE2
+ {SPR_BSPI,13,5,{NULL},S_BSPI_RAISE4,0,0}, // S_BSPI_RAISE3
+ {SPR_BSPI,12,5,{NULL},S_BSPI_RAISE5,0,0}, // S_BSPI_RAISE4
+ {SPR_BSPI,11,5,{NULL},S_BSPI_RAISE6,0,0}, // S_BSPI_RAISE5
+ {SPR_BSPI,10,5,{NULL},S_BSPI_RAISE7,0,0}, // S_BSPI_RAISE6
+ {SPR_BSPI,9,5,{NULL},S_BSPI_RUN1,0,0}, // S_BSPI_RAISE7
+ {SPR_APLS,32768,5,{NULL},S_ARACH_PLAZ2,0,0}, // S_ARACH_PLAZ
+ {SPR_APLS,32769,5,{NULL},S_ARACH_PLAZ,0,0}, // S_ARACH_PLAZ2
+ {SPR_APBX,32768,5,{NULL},S_ARACH_PLEX2,0,0}, // S_ARACH_PLEX
+ {SPR_APBX,32769,5,{NULL},S_ARACH_PLEX3,0,0}, // S_ARACH_PLEX2
+ {SPR_APBX,32770,5,{NULL},S_ARACH_PLEX4,0,0}, // S_ARACH_PLEX3
+ {SPR_APBX,32771,5,{NULL},S_ARACH_PLEX5,0,0}, // S_ARACH_PLEX4
+ {SPR_APBX,32772,5,{NULL},S_NULL,0,0}, // S_ARACH_PLEX5
+ {SPR_CYBR,0,10,{A_Look},S_CYBER_STND2,0,0}, // S_CYBER_STND
+ {SPR_CYBR,1,10,{A_Look},S_CYBER_STND,0,0}, // S_CYBER_STND2
+ {SPR_CYBR,0,3,{A_Hoof},S_CYBER_RUN2,0,0}, // S_CYBER_RUN1
+ {SPR_CYBR,0,3,{A_Chase},S_CYBER_RUN3,0,0}, // S_CYBER_RUN2
+ {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN4,0,0}, // S_CYBER_RUN3
+ {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN5,0,0}, // S_CYBER_RUN4
+ {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN6,0,0}, // S_CYBER_RUN5
+ {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN7,0,0}, // S_CYBER_RUN6
+ {SPR_CYBR,3,3,{A_Metal},S_CYBER_RUN8,0,0}, // S_CYBER_RUN7
+ {SPR_CYBR,3,3,{A_Chase},S_CYBER_RUN1,0,0}, // S_CYBER_RUN8
+ {SPR_CYBR,4,6,{A_FaceTarget},S_CYBER_ATK2,0,0}, // S_CYBER_ATK1
+ {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK3,0,0}, // S_CYBER_ATK2
+ {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK4,0,0}, // S_CYBER_ATK3
+ {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK5,0,0}, // S_CYBER_ATK4
+ {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK6,0,0}, // S_CYBER_ATK5
+ {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_RUN1,0,0}, // S_CYBER_ATK6
+ {SPR_CYBR,6,10,{A_Pain},S_CYBER_RUN1,0,0}, // S_CYBER_PAIN
+ {SPR_CYBR,7,10,{NULL},S_CYBER_DIE2,0,0}, // S_CYBER_DIE1
+ {SPR_CYBR,8,10,{A_Scream},S_CYBER_DIE3,0,0}, // S_CYBER_DIE2
+ {SPR_CYBR,9,10,{NULL},S_CYBER_DIE4,0,0}, // S_CYBER_DIE3
+ {SPR_CYBR,10,10,{NULL},S_CYBER_DIE5,0,0}, // S_CYBER_DIE4
+ {SPR_CYBR,11,10,{NULL},S_CYBER_DIE6,0,0}, // S_CYBER_DIE5
+ {SPR_CYBR,12,10,{A_Fall},S_CYBER_DIE7,0,0}, // S_CYBER_DIE6
+ {SPR_CYBR,13,10,{NULL},S_CYBER_DIE8,0,0}, // S_CYBER_DIE7
+ {SPR_CYBR,14,10,{NULL},S_CYBER_DIE9,0,0}, // S_CYBER_DIE8
+ {SPR_CYBR,15,30,{NULL},S_CYBER_DIE10,0,0}, // S_CYBER_DIE9
+ {SPR_CYBR,15,-1,{A_BossDeath},S_NULL,0,0}, // S_CYBER_DIE10
+ {SPR_PAIN,0,10,{A_Look},S_PAIN_STND,0,0}, // S_PAIN_STND
+ {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN2,0,0}, // S_PAIN_RUN1
+ {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN3,0,0}, // S_PAIN_RUN2
+ {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN4,0,0}, // S_PAIN_RUN3
+ {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN5,0,0}, // S_PAIN_RUN4
+ {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN6,0,0}, // S_PAIN_RUN5
+ {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN1,0,0}, // S_PAIN_RUN6
+ {SPR_PAIN,3,5,{A_FaceTarget},S_PAIN_ATK2,0,0}, // S_PAIN_ATK1
+ {SPR_PAIN,4,5,{A_FaceTarget},S_PAIN_ATK3,0,0}, // S_PAIN_ATK2
+ {SPR_PAIN,32773,5,{A_FaceTarget},S_PAIN_ATK4,0,0}, // S_PAIN_ATK3
+ {SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0}, // S_PAIN_ATK4
+ {SPR_PAIN,6,6,{NULL},S_PAIN_PAIN2,0,0}, // S_PAIN_PAIN
+ {SPR_PAIN,6,6,{A_Pain},S_PAIN_RUN1,0,0}, // S_PAIN_PAIN2
+ {SPR_PAIN,32775,8,{NULL},S_PAIN_DIE2,0,0}, // S_PAIN_DIE1
+ {SPR_PAIN,32776,8,{A_Scream},S_PAIN_DIE3,0,0}, // S_PAIN_DIE2
+ {SPR_PAIN,32777,8,{NULL},S_PAIN_DIE4,0,0}, // S_PAIN_DIE3
+ {SPR_PAIN,32778,8,{NULL},S_PAIN_DIE5,0,0}, // S_PAIN_DIE4
+ {SPR_PAIN,32779,8,{A_PainDie},S_PAIN_DIE6,0,0}, // S_PAIN_DIE5
+ {SPR_PAIN,32780,8,{NULL},S_NULL,0,0}, // S_PAIN_DIE6
+ {SPR_PAIN,12,8,{NULL},S_PAIN_RAISE2,0,0}, // S_PAIN_RAISE1
+ {SPR_PAIN,11,8,{NULL},S_PAIN_RAISE3,0,0}, // S_PAIN_RAISE2
+ {SPR_PAIN,10,8,{NULL},S_PAIN_RAISE4,0,0}, // S_PAIN_RAISE3
+ {SPR_PAIN,9,8,{NULL},S_PAIN_RAISE5,0,0}, // S_PAIN_RAISE4
+ {SPR_PAIN,8,8,{NULL},S_PAIN_RAISE6,0,0}, // S_PAIN_RAISE5
+ {SPR_PAIN,7,8,{NULL},S_PAIN_RUN1,0,0}, // S_PAIN_RAISE6
+ {SPR_SSWV,0,10,{A_Look},S_SSWV_STND2,0,0}, // S_SSWV_STND
+ {SPR_SSWV,1,10,{A_Look},S_SSWV_STND,0,0}, // S_SSWV_STND2
+ {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN2,0,0}, // S_SSWV_RUN1
+ {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN3,0,0}, // S_SSWV_RUN2
+ {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN4,0,0}, // S_SSWV_RUN3
+ {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN5,0,0}, // S_SSWV_RUN4
+ {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN6,0,0}, // S_SSWV_RUN5
+ {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN7,0,0}, // S_SSWV_RUN6
+ {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN8,0,0}, // S_SSWV_RUN7
+ {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN1,0,0}, // S_SSWV_RUN8
+ {SPR_SSWV,4,10,{A_FaceTarget},S_SSWV_ATK2,0,0}, // S_SSWV_ATK1
+ {SPR_SSWV,5,10,{A_FaceTarget},S_SSWV_ATK3,0,0}, // S_SSWV_ATK2
+ {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK4,0,0}, // S_SSWV_ATK3
+ {SPR_SSWV,5,6,{A_FaceTarget},S_SSWV_ATK5,0,0}, // S_SSWV_ATK4
+ {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK6,0,0}, // S_SSWV_ATK5
+ {SPR_SSWV,5,1,{A_CPosRefire},S_SSWV_ATK2,0,0}, // S_SSWV_ATK6
+ {SPR_SSWV,7,3,{NULL},S_SSWV_PAIN2,0,0}, // S_SSWV_PAIN
+ {SPR_SSWV,7,3,{A_Pain},S_SSWV_RUN1,0,0}, // S_SSWV_PAIN2
+ {SPR_SSWV,8,5,{NULL},S_SSWV_DIE2,0,0}, // S_SSWV_DIE1
+ {SPR_SSWV,9,5,{A_Scream},S_SSWV_DIE3,0,0}, // S_SSWV_DIE2
+ {SPR_SSWV,10,5,{A_Fall},S_SSWV_DIE4,0,0}, // S_SSWV_DIE3
+ {SPR_SSWV,11,5,{NULL},S_SSWV_DIE5,0,0}, // S_SSWV_DIE4
+ {SPR_SSWV,12,-1,{NULL},S_NULL,0,0}, // S_SSWV_DIE5
+ {SPR_SSWV,13,5,{NULL},S_SSWV_XDIE2,0,0}, // S_SSWV_XDIE1
+ {SPR_SSWV,14,5,{A_XScream},S_SSWV_XDIE3,0,0}, // S_SSWV_XDIE2
+ {SPR_SSWV,15,5,{A_Fall},S_SSWV_XDIE4,0,0}, // S_SSWV_XDIE3
+ {SPR_SSWV,16,5,{NULL},S_SSWV_XDIE5,0,0}, // S_SSWV_XDIE4
+ {SPR_SSWV,17,5,{NULL},S_SSWV_XDIE6,0,0}, // S_SSWV_XDIE5
+ {SPR_SSWV,18,5,{NULL},S_SSWV_XDIE7,0,0}, // S_SSWV_XDIE6
+ {SPR_SSWV,19,5,{NULL},S_SSWV_XDIE8,0,0}, // S_SSWV_XDIE7
+ {SPR_SSWV,20,5,{NULL},S_SSWV_XDIE9,0,0}, // S_SSWV_XDIE8
+ {SPR_SSWV,21,-1,{NULL},S_NULL,0,0}, // S_SSWV_XDIE9
+ {SPR_SSWV,12,5,{NULL},S_SSWV_RAISE2,0,0}, // S_SSWV_RAISE1
+ {SPR_SSWV,11,5,{NULL},S_SSWV_RAISE3,0,0}, // S_SSWV_RAISE2
+ {SPR_SSWV,10,5,{NULL},S_SSWV_RAISE4,0,0}, // S_SSWV_RAISE3
+ {SPR_SSWV,9,5,{NULL},S_SSWV_RAISE5,0,0}, // S_SSWV_RAISE4
+ {SPR_SSWV,8,5,{NULL},S_SSWV_RUN1,0,0}, // S_SSWV_RAISE5
+ {SPR_KEEN,0,-1,{NULL},S_KEENSTND,0,0}, // S_KEENSTND
+ {SPR_KEEN,0,6,{NULL},S_COMMKEEN2,0,0}, // S_COMMKEEN
+ {SPR_KEEN,1,6,{NULL},S_COMMKEEN3,0,0}, // S_COMMKEEN2
+ {SPR_KEEN,2,6,{A_Scream},S_COMMKEEN4,0,0}, // S_COMMKEEN3
+ {SPR_KEEN,3,6,{NULL},S_COMMKEEN5,0,0}, // S_COMMKEEN4
+ {SPR_KEEN,4,6,{NULL},S_COMMKEEN6,0,0}, // S_COMMKEEN5
+ {SPR_KEEN,5,6,{NULL},S_COMMKEEN7,0,0}, // S_COMMKEEN6
+ {SPR_KEEN,6,6,{NULL},S_COMMKEEN8,0,0}, // S_COMMKEEN7
+ {SPR_KEEN,7,6,{NULL},S_COMMKEEN9,0,0}, // S_COMMKEEN8
+ {SPR_KEEN,8,6,{NULL},S_COMMKEEN10,0,0}, // S_COMMKEEN9
+ {SPR_KEEN,9,6,{NULL},S_COMMKEEN11,0,0}, // S_COMMKEEN10
+ {SPR_KEEN,10,6,{A_KeenDie},S_COMMKEEN12,0,0},// S_COMMKEEN11
+ {SPR_KEEN,11,-1,{NULL},S_NULL,0,0}, // S_COMMKEEN12
+ {SPR_KEEN,12,4,{NULL},S_KEENPAIN2,0,0}, // S_KEENPAIN
+ {SPR_KEEN,12,8,{A_Pain},S_KEENSTND,0,0}, // S_KEENPAIN2
+ {SPR_BBRN,0,-1,{NULL},S_NULL,0,0}, // S_BRAIN
+ {SPR_BBRN,1,36,{A_BrainPain},S_BRAIN,0,0}, // S_BRAIN_PAIN
+ {SPR_BBRN,0,100,{A_BrainScream},S_BRAIN_DIE2,0,0}, // S_BRAIN_DIE1
+ {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE3,0,0}, // S_BRAIN_DIE2
+ {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE4,0,0}, // S_BRAIN_DIE3
+ {SPR_BBRN,0,-1,{A_BrainDie},S_NULL,0,0}, // S_BRAIN_DIE4
+ {SPR_SSWV,0,10,{A_Look},S_BRAINEYE,0,0}, // S_BRAINEYE
+ {SPR_SSWV,0,181,{A_BrainAwake},S_BRAINEYE1,0,0}, // S_BRAINEYESEE
+ {SPR_SSWV,0,150,{A_BrainSpit},S_BRAINEYE1,0,0}, // S_BRAINEYE1
+ {SPR_BOSF,32768,3,{A_SpawnSound},S_SPAWN2,0,0}, // S_SPAWN1
+ {SPR_BOSF,32769,3,{A_SpawnFly},S_SPAWN3,0,0}, // S_SPAWN2
+ {SPR_BOSF,32770,3,{A_SpawnFly},S_SPAWN4,0,0}, // S_SPAWN3
+ {SPR_BOSF,32771,3,{A_SpawnFly},S_SPAWN1,0,0}, // S_SPAWN4
+ {SPR_FIRE,32768,4,{A_Fire},S_SPAWNFIRE2,0,0}, // S_SPAWNFIRE1
+ {SPR_FIRE,32769,4,{A_Fire},S_SPAWNFIRE3,0,0}, // S_SPAWNFIRE2
+ {SPR_FIRE,32770,4,{A_Fire},S_SPAWNFIRE4,0,0}, // S_SPAWNFIRE3
+ {SPR_FIRE,32771,4,{A_Fire},S_SPAWNFIRE5,0,0}, // S_SPAWNFIRE4
+ {SPR_FIRE,32772,4,{A_Fire},S_SPAWNFIRE6,0,0}, // S_SPAWNFIRE5
+ {SPR_FIRE,32773,4,{A_Fire},S_SPAWNFIRE7,0,0}, // S_SPAWNFIRE6
+ {SPR_FIRE,32774,4,{A_Fire},S_SPAWNFIRE8,0,0}, // S_SPAWNFIRE7
+ {SPR_FIRE,32775,4,{A_Fire},S_NULL,0,0}, // S_SPAWNFIRE8
+ {SPR_MISL,32769,10,{NULL},S_BRAINEXPLODE2,0,0}, // S_BRAINEXPLODE1
+ {SPR_MISL,32770,10,{NULL},S_BRAINEXPLODE3,0,0}, // S_BRAINEXPLODE2
+ {SPR_MISL,32771,10,{A_BrainExplode},S_NULL,0,0}, // S_BRAINEXPLODE3
+ {SPR_ARM1,0,6,{NULL},S_ARM1A,0,0}, // S_ARM1
+ {SPR_ARM1,32769,7,{NULL},S_ARM1,0,0}, // S_ARM1A
+ {SPR_ARM2,0,6,{NULL},S_ARM2A,0,0}, // S_ARM2
+ {SPR_ARM2,32769,6,{NULL},S_ARM2,0,0}, // S_ARM2A
+ {SPR_BAR1,0,6,{NULL},S_BAR2,0,0}, // S_BAR1
+ {SPR_BAR1,1,6,{NULL},S_BAR1,0,0}, // S_BAR2
+ {SPR_BEXP,32768,5,{NULL},S_BEXP2,0,0}, // S_BEXP
+ {SPR_BEXP,32769,5,{A_Scream},S_BEXP3,0,0}, // S_BEXP2
+ {SPR_BEXP,32770,5,{NULL},S_BEXP4,0,0}, // S_BEXP3
+ {SPR_BEXP,32771,10,{A_Explode},S_BEXP5,0,0}, // S_BEXP4
+ {SPR_BEXP,32772,10,{NULL},S_NULL,0,0}, // S_BEXP5
+ {SPR_FCAN,32768,4,{NULL},S_BBAR2,0,0}, // S_BBAR1
+ {SPR_FCAN,32769,4,{NULL},S_BBAR3,0,0}, // S_BBAR2
+ {SPR_FCAN,32770,4,{NULL},S_BBAR1,0,0}, // S_BBAR3
+ {SPR_BON1,0,6,{NULL},S_BON1A,0,0}, // S_BON1
+ {SPR_BON1,1,6,{NULL},S_BON1B,0,0}, // S_BON1A
+ {SPR_BON1,2,6,{NULL},S_BON1C,0,0}, // S_BON1B
+ {SPR_BON1,3,6,{NULL},S_BON1D,0,0}, // S_BON1C
+ {SPR_BON1,2,6,{NULL},S_BON1E,0,0}, // S_BON1D
+ {SPR_BON1,1,6,{NULL},S_BON1,0,0}, // S_BON1E
+ {SPR_BON2,0,6,{NULL},S_BON2A,0,0}, // S_BON2
+ {SPR_BON2,1,6,{NULL},S_BON2B,0,0}, // S_BON2A
+ {SPR_BON2,2,6,{NULL},S_BON2C,0,0}, // S_BON2B
+ {SPR_BON2,3,6,{NULL},S_BON2D,0,0}, // S_BON2C
+ {SPR_BON2,2,6,{NULL},S_BON2E,0,0}, // S_BON2D
+ {SPR_BON2,1,6,{NULL},S_BON2,0,0}, // S_BON2E
+ {SPR_BKEY,0,10,{NULL},S_BKEY2,0,0}, // S_BKEY
+ {SPR_BKEY,32769,10,{NULL},S_BKEY,0,0}, // S_BKEY2
+ {SPR_RKEY,0,10,{NULL},S_RKEY2,0,0}, // S_RKEY
+ {SPR_RKEY,32769,10,{NULL},S_RKEY,0,0}, // S_RKEY2
+ {SPR_YKEY,0,10,{NULL},S_YKEY2,0,0}, // S_YKEY
+ {SPR_YKEY,32769,10,{NULL},S_YKEY,0,0}, // S_YKEY2
+ {SPR_BSKU,0,10,{NULL},S_BSKULL2,0,0}, // S_BSKULL
+ {SPR_BSKU,32769,10,{NULL},S_BSKULL,0,0}, // S_BSKULL2
+ {SPR_RSKU,0,10,{NULL},S_RSKULL2,0,0}, // S_RSKULL
+ {SPR_RSKU,32769,10,{NULL},S_RSKULL,0,0}, // S_RSKULL2
+ {SPR_YSKU,0,10,{NULL},S_YSKULL2,0,0}, // S_YSKULL
+ {SPR_YSKU,32769,10,{NULL},S_YSKULL,0,0}, // S_YSKULL2
+ {SPR_STIM,0,-1,{NULL},S_NULL,0,0}, // S_STIM
+ {SPR_MEDI,0,-1,{NULL},S_NULL,0,0}, // S_MEDI
+ {SPR_SOUL,32768,6,{NULL},S_SOUL2,0,0}, // S_SOUL
+ {SPR_SOUL,32769,6,{NULL},S_SOUL3,0,0}, // S_SOUL2
+ {SPR_SOUL,32770,6,{NULL},S_SOUL4,0,0}, // S_SOUL3
+ {SPR_SOUL,32771,6,{NULL},S_SOUL5,0,0}, // S_SOUL4
+ {SPR_SOUL,32770,6,{NULL},S_SOUL6,0,0}, // S_SOUL5
+ {SPR_SOUL,32769,6,{NULL},S_SOUL,0,0}, // S_SOUL6
+ {SPR_PINV,32768,6,{NULL},S_PINV2,0,0}, // S_PINV
+ {SPR_PINV,32769,6,{NULL},S_PINV3,0,0}, // S_PINV2
+ {SPR_PINV,32770,6,{NULL},S_PINV4,0,0}, // S_PINV3
+ {SPR_PINV,32771,6,{NULL},S_PINV,0,0}, // S_PINV4
+ {SPR_PSTR,32768,-1,{NULL},S_NULL,0,0}, // S_PSTR
+ {SPR_PINS,32768,6,{NULL},S_PINS2,0,0}, // S_PINS
+ {SPR_PINS,32769,6,{NULL},S_PINS3,0,0}, // S_PINS2
+ {SPR_PINS,32770,6,{NULL},S_PINS4,0,0}, // S_PINS3
+ {SPR_PINS,32771,6,{NULL},S_PINS,0,0}, // S_PINS4
+ {SPR_MEGA,32768,6,{NULL},S_MEGA2,0,0}, // S_MEGA
+ {SPR_MEGA,32769,6,{NULL},S_MEGA3,0,0}, // S_MEGA2
+ {SPR_MEGA,32770,6,{NULL},S_MEGA4,0,0}, // S_MEGA3
+ {SPR_MEGA,32771,6,{NULL},S_MEGA,0,0}, // S_MEGA4
+ {SPR_SUIT,32768,-1,{NULL},S_NULL,0,0}, // S_SUIT
+ {SPR_PMAP,32768,6,{NULL},S_PMAP2,0,0}, // S_PMAP
+ {SPR_PMAP,32769,6,{NULL},S_PMAP3,0,0}, // S_PMAP2
+ {SPR_PMAP,32770,6,{NULL},S_PMAP4,0,0}, // S_PMAP3
+ {SPR_PMAP,32771,6,{NULL},S_PMAP5,0,0}, // S_PMAP4
+ {SPR_PMAP,32770,6,{NULL},S_PMAP6,0,0}, // S_PMAP5
+ {SPR_PMAP,32769,6,{NULL},S_PMAP,0,0}, // S_PMAP6
+ {SPR_PVIS,32768,6,{NULL},S_PVIS2,0,0}, // S_PVIS
+ {SPR_PVIS,1,6,{NULL},S_PVIS,0,0}, // S_PVIS2
+ {SPR_CLIP,0,-1,{NULL},S_NULL,0,0}, // S_CLIP
+ {SPR_AMMO,0,-1,{NULL},S_NULL,0,0}, // S_AMMO
+ {SPR_ROCK,0,-1,{NULL},S_NULL,0,0}, // S_ROCK
+ {SPR_BROK,0,-1,{NULL},S_NULL,0,0}, // S_BROK
+ {SPR_CELL,0,-1,{NULL},S_NULL,0,0}, // S_CELL
+ {SPR_CELP,0,-1,{NULL},S_NULL,0,0}, // S_CELP
+ {SPR_SHEL,0,-1,{NULL},S_NULL,0,0}, // S_SHEL
+ {SPR_SBOX,0,-1,{NULL},S_NULL,0,0}, // S_SBOX
+ {SPR_BPAK,0,-1,{NULL},S_NULL,0,0}, // S_BPAK
+ {SPR_BFUG,0,-1,{NULL},S_NULL,0,0}, // S_BFUG
+ {SPR_MGUN,0,-1,{NULL},S_NULL,0,0}, // S_MGUN
+ {SPR_CSAW,0,-1,{NULL},S_NULL,0,0}, // S_CSAW
+ {SPR_LAUN,0,-1,{NULL},S_NULL,0,0}, // S_LAUN
+ {SPR_PLAS,0,-1,{NULL},S_NULL,0,0}, // S_PLAS
+ {SPR_SHOT,0,-1,{NULL},S_NULL,0,0}, // S_SHOT
+ {SPR_SGN2,0,-1,{NULL},S_NULL,0,0}, // S_SHOT2
+ {SPR_COLU,32768,-1,{NULL},S_NULL,0,0}, // S_COLU
+ {SPR_SMT2,0,-1,{NULL},S_NULL,0,0}, // S_STALAG
+ {SPR_GOR1,0,10,{NULL},S_BLOODYTWITCH2,0,0}, // S_BLOODYTWITCH
+ {SPR_GOR1,1,15,{NULL},S_BLOODYTWITCH3,0,0}, // S_BLOODYTWITCH2
+ {SPR_GOR1,2,8,{NULL},S_BLOODYTWITCH4,0,0}, // S_BLOODYTWITCH3
+ {SPR_GOR1,1,6,{NULL},S_BLOODYTWITCH,0,0}, // S_BLOODYTWITCH4
+ {SPR_PLAY,13,-1,{NULL},S_NULL,0,0}, // S_DEADTORSO
+ {SPR_PLAY,18,-1,{NULL},S_NULL,0,0}, // S_DEADBOTTOM
+ {SPR_POL2,0,-1,{NULL},S_NULL,0,0}, // S_HEADSONSTICK
+ {SPR_POL5,0,-1,{NULL},S_NULL,0,0}, // S_GIBS
+ {SPR_POL4,0,-1,{NULL},S_NULL,0,0}, // S_HEADONASTICK
+ {SPR_POL3,32768,6,{NULL},S_HEADCANDLES2,0,0}, // S_HEADCANDLES
+ {SPR_POL3,32769,6,{NULL},S_HEADCANDLES,0,0}, // S_HEADCANDLES2
+ {SPR_POL1,0,-1,{NULL},S_NULL,0,0}, // S_DEADSTICK
+ {SPR_POL6,0,6,{NULL},S_LIVESTICK2,0,0}, // S_LIVESTICK
+ {SPR_POL6,1,8,{NULL},S_LIVESTICK,0,0}, // S_LIVESTICK2
+ {SPR_GOR2,0,-1,{NULL},S_NULL,0,0}, // S_MEAT2
+ {SPR_GOR3,0,-1,{NULL},S_NULL,0,0}, // S_MEAT3
+ {SPR_GOR4,0,-1,{NULL},S_NULL,0,0}, // S_MEAT4
+ {SPR_GOR5,0,-1,{NULL},S_NULL,0,0}, // S_MEAT5
+ {SPR_SMIT,0,-1,{NULL},S_NULL,0,0}, // S_STALAGTITE
+ {SPR_COL1,0,-1,{NULL},S_NULL,0,0}, // S_TALLGRNCOL
+ {SPR_COL2,0,-1,{NULL},S_NULL,0,0}, // S_SHRTGRNCOL
+ {SPR_COL3,0,-1,{NULL},S_NULL,0,0}, // S_TALLREDCOL
+ {SPR_COL4,0,-1,{NULL},S_NULL,0,0}, // S_SHRTREDCOL
+ {SPR_CAND,32768,-1,{NULL},S_NULL,0,0}, // S_CANDLESTIK
+ {SPR_CBRA,32768,-1,{NULL},S_NULL,0,0}, // S_CANDELABRA
+ {SPR_COL6,0,-1,{NULL},S_NULL,0,0}, // S_SKULLCOL
+ {SPR_TRE1,0,-1,{NULL},S_NULL,0,0}, // S_TORCHTREE
+ {SPR_TRE2,0,-1,{NULL},S_NULL,0,0}, // S_BIGTREE
+ {SPR_ELEC,0,-1,{NULL},S_NULL,0,0}, // S_TECHPILLAR
+ {SPR_CEYE,32768,6,{NULL},S_EVILEYE2,0,0}, // S_EVILEYE
+ {SPR_CEYE,32769,6,{NULL},S_EVILEYE3,0,0}, // S_EVILEYE2
+ {SPR_CEYE,32770,6,{NULL},S_EVILEYE4,0,0}, // S_EVILEYE3
+ {SPR_CEYE,32769,6,{NULL},S_EVILEYE,0,0}, // S_EVILEYE4
+ {SPR_FSKU,32768,6,{NULL},S_FLOATSKULL2,0,0}, // S_FLOATSKULL
+ {SPR_FSKU,32769,6,{NULL},S_FLOATSKULL3,0,0}, // S_FLOATSKULL2
+ {SPR_FSKU,32770,6,{NULL},S_FLOATSKULL,0,0}, // S_FLOATSKULL3
+ {SPR_COL5,0,14,{NULL},S_HEARTCOL2,0,0}, // S_HEARTCOL
+ {SPR_COL5,1,14,{NULL},S_HEARTCOL,0,0}, // S_HEARTCOL2
+ {SPR_TBLU,32768,4,{NULL},S_BLUETORCH2,0,0}, // S_BLUETORCH
+ {SPR_TBLU,32769,4,{NULL},S_BLUETORCH3,0,0}, // S_BLUETORCH2
+ {SPR_TBLU,32770,4,{NULL},S_BLUETORCH4,0,0}, // S_BLUETORCH3
+ {SPR_TBLU,32771,4,{NULL},S_BLUETORCH,0,0}, // S_BLUETORCH4
+ {SPR_TGRN,32768,4,{NULL},S_GREENTORCH2,0,0}, // S_GREENTORCH
+ {SPR_TGRN,32769,4,{NULL},S_GREENTORCH3,0,0}, // S_GREENTORCH2
+ {SPR_TGRN,32770,4,{NULL},S_GREENTORCH4,0,0}, // S_GREENTORCH3
+ {SPR_TGRN,32771,4,{NULL},S_GREENTORCH,0,0}, // S_GREENTORCH4
+ {SPR_TRED,32768,4,{NULL},S_REDTORCH2,0,0}, // S_REDTORCH
+ {SPR_TRED,32769,4,{NULL},S_REDTORCH3,0,0}, // S_REDTORCH2
+ {SPR_TRED,32770,4,{NULL},S_REDTORCH4,0,0}, // S_REDTORCH3
+ {SPR_TRED,32771,4,{NULL},S_REDTORCH,0,0}, // S_REDTORCH4
+ {SPR_SMBT,32768,4,{NULL},S_BTORCHSHRT2,0,0}, // S_BTORCHSHRT
+ {SPR_SMBT,32769,4,{NULL},S_BTORCHSHRT3,0,0}, // S_BTORCHSHRT2
+ {SPR_SMBT,32770,4,{NULL},S_BTORCHSHRT4,0,0}, // S_BTORCHSHRT3
+ {SPR_SMBT,32771,4,{NULL},S_BTORCHSHRT,0,0}, // S_BTORCHSHRT4
+ {SPR_SMGT,32768,4,{NULL},S_GTORCHSHRT2,0,0}, // S_GTORCHSHRT
+ {SPR_SMGT,32769,4,{NULL},S_GTORCHSHRT3,0,0}, // S_GTORCHSHRT2
+ {SPR_SMGT,32770,4,{NULL},S_GTORCHSHRT4,0,0}, // S_GTORCHSHRT3
+ {SPR_SMGT,32771,4,{NULL},S_GTORCHSHRT,0,0}, // S_GTORCHSHRT4
+ {SPR_SMRT,32768,4,{NULL},S_RTORCHSHRT2,0,0}, // S_RTORCHSHRT
+ {SPR_SMRT,32769,4,{NULL},S_RTORCHSHRT3,0,0}, // S_RTORCHSHRT2
+ {SPR_SMRT,32770,4,{NULL},S_RTORCHSHRT4,0,0}, // S_RTORCHSHRT3
+ {SPR_SMRT,32771,4,{NULL},S_RTORCHSHRT,0,0}, // S_RTORCHSHRT4
+ {SPR_HDB1,0,-1,{NULL},S_NULL,0,0}, // S_HANGNOGUTS
+ {SPR_HDB2,0,-1,{NULL},S_NULL,0,0}, // S_HANGBNOBRAIN
+ {SPR_HDB3,0,-1,{NULL},S_NULL,0,0}, // S_HANGTLOOKDN
+ {SPR_HDB4,0,-1,{NULL},S_NULL,0,0}, // S_HANGTSKULL
+ {SPR_HDB5,0,-1,{NULL},S_NULL,0,0}, // S_HANGTLOOKUP
+ {SPR_HDB6,0,-1,{NULL},S_NULL,0,0}, // S_HANGTNOBRAIN
+ {SPR_POB1,0,-1,{NULL},S_NULL,0,0}, // S_COLONGIBS
+ {SPR_POB2,0,-1,{NULL},S_NULL,0,0}, // S_SMALLPOOL
+ {SPR_BRS1,0,-1,{NULL},S_NULL,0,0}, // S_BRAINSTEM
+ {SPR_TLMP,32768,4,{NULL},S_TECHLAMP2,0,0}, // S_TECHLAMP
+ {SPR_TLMP,32769,4,{NULL},S_TECHLAMP3,0,0}, // S_TECHLAMP2
+ {SPR_TLMP,32770,4,{NULL},S_TECHLAMP4,0,0}, // S_TECHLAMP3
+ {SPR_TLMP,32771,4,{NULL},S_TECHLAMP,0,0}, // S_TECHLAMP4
+ {SPR_TLP2,32768,4,{NULL},S_TECH2LAMP2,0,0}, // S_TECH2LAMP
+ {SPR_TLP2,32769,4,{NULL},S_TECH2LAMP3,0,0}, // S_TECH2LAMP2
+ {SPR_TLP2,32770,4,{NULL},S_TECH2LAMP4,0,0}, // S_TECH2LAMP3
+ {SPR_TLP2,32771,4,{NULL},S_TECH2LAMP,0,0} // S_TECH2LAMP4
+};
+
+
+mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
+
+ { // MT_PLAYER
+ -1, // doomednum
+ S_PLAY, // spawnstate
+ 100, // spawnhealth
+ S_PLAY_RUN1, // seestate
+ sfx_None, // seesound
+ 0, // reactiontime
+ sfx_None, // attacksound
+ S_PLAY_PAIN, // painstate
+ 255, // painchance
+ sfx_plpain, // painsound
+ S_NULL, // meleestate
+ S_PLAY_ATK1, // missilestate
+ S_PLAY_DIE1, // deathstate
+ S_PLAY_XDIE1, // xdeathstate
+ sfx_pldeth, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_POSSESSED
+ 3004, // doomednum
+ S_POSS_STND, // spawnstate
+ 20, // spawnhealth
+ S_POSS_RUN1, // seestate
+ sfx_posit1, // seesound
+ 8, // reactiontime
+ sfx_pistol, // attacksound
+ S_POSS_PAIN, // painstate
+ 200, // painchance
+ sfx_popain, // painsound
+ 0, // meleestate
+ S_POSS_ATK1, // missilestate
+ S_POSS_DIE1, // deathstate
+ S_POSS_XDIE1, // xdeathstate
+ sfx_podth1, // deathsound
+ 8, // speed
+ 20*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_posact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_POSS_RAISE1 // raisestate
+ },
+
+ { // MT_SHOTGUY
+ 9, // doomednum
+ S_SPOS_STND, // spawnstate
+ 30, // spawnhealth
+ S_SPOS_RUN1, // seestate
+ sfx_posit2, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_SPOS_PAIN, // painstate
+ 170, // painchance
+ sfx_popain, // painsound
+ 0, // meleestate
+ S_SPOS_ATK1, // missilestate
+ S_SPOS_DIE1, // deathstate
+ S_SPOS_XDIE1, // xdeathstate
+ sfx_podth2, // deathsound
+ 8, // speed
+ 20*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_posact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_SPOS_RAISE1 // raisestate
+ },
+
+ { // MT_VILE
+ 64, // doomednum
+ S_VILE_STND, // spawnstate
+ 700, // spawnhealth
+ S_VILE_RUN1, // seestate
+ sfx_vilsit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_VILE_PAIN, // painstate
+ 10, // painchance
+ sfx_vipain, // painsound
+ 0, // meleestate
+ S_VILE_ATK1, // missilestate
+ S_VILE_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_vildth, // deathsound
+ 15, // speed
+ 20*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 500, // mass
+ 0, // damage
+ sfx_vilact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_FIRE
+ -1, // doomednum
+ S_FIRE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_UNDEAD
+ 66, // doomednum
+ S_SKEL_STND, // spawnstate
+ 300, // spawnhealth
+ S_SKEL_RUN1, // seestate
+ sfx_skesit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_SKEL_PAIN, // painstate
+ 100, // painchance
+ sfx_popain, // painsound
+ S_SKEL_FIST1, // meleestate
+ S_SKEL_MISS1, // missilestate
+ S_SKEL_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_skedth, // deathsound
+ 10, // speed
+ 20*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 500, // mass
+ 0, // damage
+ sfx_skeact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_SKEL_RAISE1 // raisestate
+ },
+
+ { // MT_TRACER
+ -1, // doomednum
+ S_TRACER, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_skeatk, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_TRACEEXP1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_barexp, // deathsound
+ 10*FRACUNIT, // speed
+ 11*FRACUNIT, // radius
+ 8*FRACUNIT, // height
+ 100, // mass
+ 10, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_SMOKE
+ -1, // doomednum
+ S_SMOKE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_FATSO
+ 67, // doomednum
+ S_FATT_STND, // spawnstate
+ 600, // spawnhealth
+ S_FATT_RUN1, // seestate
+ sfx_mansit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_FATT_PAIN, // painstate
+ 80, // painchance
+ sfx_mnpain, // painsound
+ 0, // meleestate
+ S_FATT_ATK1, // missilestate
+ S_FATT_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_mandth, // deathsound
+ 8, // speed
+ 48*FRACUNIT, // radius
+ 64*FRACUNIT, // height
+ 1000, // mass
+ 0, // damage
+ sfx_posact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_FATT_RAISE1 // raisestate
+ },
+
+ { // MT_FATSHOT
+ -1, // doomednum
+ S_FATSHOT1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_firsht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_FATSHOTX1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_firxpl, // deathsound
+ 20*FRACUNIT, // speed
+ 6*FRACUNIT, // radius
+ 8*FRACUNIT, // height
+ 100, // mass
+ 8, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_CHAINGUY
+ 65, // doomednum
+ S_CPOS_STND, // spawnstate
+ 70, // spawnhealth
+ S_CPOS_RUN1, // seestate
+ sfx_posit2, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_CPOS_PAIN, // painstate
+ 170, // painchance
+ sfx_popain, // painsound
+ 0, // meleestate
+ S_CPOS_ATK1, // missilestate
+ S_CPOS_DIE1, // deathstate
+ S_CPOS_XDIE1, // xdeathstate
+ sfx_podth2, // deathsound
+ 8, // speed
+ 20*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_posact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_CPOS_RAISE1 // raisestate
+ },
+
+ { // MT_TROOP
+ 3001, // doomednum
+ S_TROO_STND, // spawnstate
+ 60, // spawnhealth
+ S_TROO_RUN1, // seestate
+ sfx_bgsit1, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_TROO_PAIN, // painstate
+ 200, // painchance
+ sfx_popain, // painsound
+ S_TROO_ATK1, // meleestate
+ S_TROO_ATK1, // missilestate
+ S_TROO_DIE1, // deathstate
+ S_TROO_XDIE1, // xdeathstate
+ sfx_bgdth1, // deathsound
+ 8, // speed
+ 20*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_bgact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_TROO_RAISE1 // raisestate
+ },
+
+ { // MT_SERGEANT
+ 3002, // doomednum
+ S_SARG_STND, // spawnstate
+ 150, // spawnhealth
+ S_SARG_RUN1, // seestate
+ sfx_sgtsit, // seesound
+ 8, // reactiontime
+ sfx_sgtatk, // attacksound
+ S_SARG_PAIN, // painstate
+ 180, // painchance
+ sfx_dmpain, // painsound
+ S_SARG_ATK1, // meleestate
+ 0, // missilestate
+ S_SARG_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_sgtdth, // deathsound
+ 10, // speed
+ 30*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 400, // mass
+ 0, // damage
+ sfx_dmact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_SARG_RAISE1 // raisestate
+ },
+
+ { // MT_SHADOWS
+ 58, // doomednum
+ S_SARG_STND, // spawnstate
+ 150, // spawnhealth
+ S_SARG_RUN1, // seestate
+ sfx_sgtsit, // seesound
+ 8, // reactiontime
+ sfx_sgtatk, // attacksound
+ S_SARG_PAIN, // painstate
+ 180, // painchance
+ sfx_dmpain, // painsound
+ S_SARG_ATK1, // meleestate
+ 0, // missilestate
+ S_SARG_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_sgtdth, // deathsound
+ 10, // speed
+ 30*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 400, // mass
+ 0, // damage
+ sfx_dmact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_SHADOW|MF_COUNTKILL, // flags
+ S_SARG_RAISE1 // raisestate
+ },
+
+ { // MT_HEAD
+ 3005, // doomednum
+ S_HEAD_STND, // spawnstate
+ 400, // spawnhealth
+ S_HEAD_RUN1, // seestate
+ sfx_cacsit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_HEAD_PAIN, // painstate
+ 128, // painchance
+ sfx_dmpain, // painsound
+ 0, // meleestate
+ S_HEAD_ATK1, // missilestate
+ S_HEAD_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_cacdth, // deathsound
+ 8, // speed
+ 31*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 400, // mass
+ 0, // damage
+ sfx_dmact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags
+ S_HEAD_RAISE1 // raisestate
+ },
+
+ { // MT_BRUISER
+ 3003, // doomednum
+ S_BOSS_STND, // spawnstate
+ 1000, // spawnhealth
+ S_BOSS_RUN1, // seestate
+ sfx_brssit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_BOSS_PAIN, // painstate
+ 50, // painchance
+ sfx_dmpain, // painsound
+ S_BOSS_ATK1, // meleestate
+ S_BOSS_ATK1, // missilestate
+ S_BOSS_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_brsdth, // deathsound
+ 8, // speed
+ 24*FRACUNIT, // radius
+ 64*FRACUNIT, // height
+ 1000, // mass
+ 0, // damage
+ sfx_dmact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_BOSS_RAISE1 // raisestate
+ },
+
+ { // MT_BRUISERSHOT
+ -1, // doomednum
+ S_BRBALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_firsht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_BRBALLX1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_firxpl, // deathsound
+ 15*FRACUNIT, // speed
+ 6*FRACUNIT, // radius
+ 8*FRACUNIT, // height
+ 100, // mass
+ 8, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_KNIGHT
+ 69, // doomednum
+ S_BOS2_STND, // spawnstate
+ 500, // spawnhealth
+ S_BOS2_RUN1, // seestate
+ sfx_kntsit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_BOS2_PAIN, // painstate
+ 50, // painchance
+ sfx_dmpain, // painsound
+ S_BOS2_ATK1, // meleestate
+ S_BOS2_ATK1, // missilestate
+ S_BOS2_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_kntdth, // deathsound
+ 8, // speed
+ 24*FRACUNIT, // radius
+ 64*FRACUNIT, // height
+ 1000, // mass
+ 0, // damage
+ sfx_dmact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_BOS2_RAISE1 // raisestate
+ },
+
+ { // MT_SKULL
+ 3006, // doomednum
+ S_SKULL_STND, // spawnstate
+ 100, // spawnhealth
+ S_SKULL_RUN1, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_sklatk, // attacksound
+ S_SKULL_PAIN, // painstate
+ 256, // painchance
+ sfx_dmpain, // painsound
+ 0, // meleestate
+ S_SKULL_ATK1, // missilestate
+ S_SKULL_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_firxpl, // deathsound
+ 8, // speed
+ 16*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 50, // mass
+ 3, // damage
+ sfx_dmact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_SPIDER
+ 7, // doomednum
+ S_SPID_STND, // spawnstate
+ 3000, // spawnhealth
+ S_SPID_RUN1, // seestate
+ sfx_spisit, // seesound
+ 8, // reactiontime
+ sfx_shotgn, // attacksound
+ S_SPID_PAIN, // painstate
+ 40, // painchance
+ sfx_dmpain, // painsound
+ 0, // meleestate
+ S_SPID_ATK1, // missilestate
+ S_SPID_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_spidth, // deathsound
+ 12, // speed
+ 128*FRACUNIT, // radius
+ 100*FRACUNIT, // height
+ 1000, // mass
+ 0, // damage
+ sfx_dmact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_BABY
+ 68, // doomednum
+ S_BSPI_STND, // spawnstate
+ 500, // spawnhealth
+ S_BSPI_SIGHT, // seestate
+ sfx_bspsit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_BSPI_PAIN, // painstate
+ 128, // painchance
+ sfx_dmpain, // painsound
+ 0, // meleestate
+ S_BSPI_ATK1, // missilestate
+ S_BSPI_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_bspdth, // deathsound
+ 12, // speed
+ 64*FRACUNIT, // radius
+ 64*FRACUNIT, // height
+ 600, // mass
+ 0, // damage
+ sfx_bspact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_BSPI_RAISE1 // raisestate
+ },
+
+ { // MT_CYBORG
+ 16, // doomednum
+ S_CYBER_STND, // spawnstate
+ 4000, // spawnhealth
+ S_CYBER_RUN1, // seestate
+ sfx_cybsit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_CYBER_PAIN, // painstate
+ 20, // painchance
+ sfx_dmpain, // painsound
+ 0, // meleestate
+ S_CYBER_ATK1, // missilestate
+ S_CYBER_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_cybdth, // deathsound
+ 16, // speed
+ 40*FRACUNIT, // radius
+ 110*FRACUNIT, // height
+ 1000, // mass
+ 0, // damage
+ sfx_dmact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_PAIN
+ 71, // doomednum
+ S_PAIN_STND, // spawnstate
+ 400, // spawnhealth
+ S_PAIN_RUN1, // seestate
+ sfx_pesit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_PAIN_PAIN, // painstate
+ 128, // painchance
+ sfx_pepain, // painsound
+ 0, // meleestate
+ S_PAIN_ATK1, // missilestate
+ S_PAIN_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_pedth, // deathsound
+ 8, // speed
+ 31*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 400, // mass
+ 0, // damage
+ sfx_dmact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags
+ S_PAIN_RAISE1 // raisestate
+ },
+
+ { // MT_WOLFSS
+ 84, // doomednum
+ S_SSWV_STND, // spawnstate
+ 50, // spawnhealth
+ S_SSWV_RUN1, // seestate
+ sfx_sssit, // seesound
+ 8, // reactiontime
+ 0, // attacksound
+ S_SSWV_PAIN, // painstate
+ 170, // painchance
+ sfx_popain, // painsound
+ 0, // meleestate
+ S_SSWV_ATK1, // missilestate
+ S_SSWV_DIE1, // deathstate
+ S_SSWV_XDIE1, // xdeathstate
+ sfx_ssdth, // deathsound
+ 8, // speed
+ 20*FRACUNIT, // radius
+ 56*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_posact, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_SSWV_RAISE1 // raisestate
+ },
+
+ { // MT_KEEN
+ 72, // doomednum
+ S_KEENSTND, // spawnstate
+ 100, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_KEENPAIN, // painstate
+ 256, // painchance
+ sfx_keenpn, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_COMMKEEN, // deathstate
+ S_NULL, // xdeathstate
+ sfx_keendt, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 72*FRACUNIT, // height
+ 10000000, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_BOSSBRAIN
+ 88, // doomednum
+ S_BRAIN, // spawnstate
+ 250, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_BRAIN_PAIN, // painstate
+ 255, // painchance
+ sfx_bospn, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_BRAIN_DIE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_bosdth, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 10000000, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SHOOTABLE, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_BOSSSPIT
+ 89, // doomednum
+ S_BRAINEYE, // spawnstate
+ 1000, // spawnhealth
+ S_BRAINEYESEE, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 32*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOSECTOR, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_BOSSTARGET
+ 87, // doomednum
+ S_NULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 32*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOSECTOR, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_SPAWNSHOT
+ -1, // doomednum
+ S_SPAWN1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_bospit, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_firxpl, // deathsound
+ 10*FRACUNIT, // speed
+ 6*FRACUNIT, // radius
+ 32*FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_SPAWNFIRE
+ -1, // doomednum
+ S_SPAWNFIRE1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_BARREL
+ 2035, // doomednum
+ S_BAR1, // spawnstate
+ 20, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_BEXP, // deathstate
+ S_NULL, // xdeathstate
+ sfx_barexp, // deathsound
+ 0, // speed
+ 10*FRACUNIT, // radius
+ 42*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_TROOPSHOT
+ -1, // doomednum
+ S_TBALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_firsht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_TBALLX1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_firxpl, // deathsound
+ 10*FRACUNIT, // speed
+ 6*FRACUNIT, // radius
+ 8*FRACUNIT, // height
+ 100, // mass
+ 3, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_HEADSHOT
+ -1, // doomednum
+ S_RBALL1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_firsht, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_RBALLX1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_firxpl, // deathsound
+ 10*FRACUNIT, // speed
+ 6*FRACUNIT, // radius
+ 8*FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_ROCKET
+ -1, // doomednum
+ S_ROCKET, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_rlaunc, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_EXPLODE1, // deathstate
+ S_NULL, // xdeathstate
+ sfx_barexp, // deathsound
+ 20*FRACUNIT, // speed
+ 11*FRACUNIT, // radius
+ 8*FRACUNIT, // height
+ 100, // mass
+ 20, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_PLASMA
+ -1, // doomednum
+ S_PLASBALL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_plasma, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_PLASEXP, // deathstate
+ S_NULL, // xdeathstate
+ sfx_firxpl, // deathsound
+ 25*FRACUNIT, // speed
+ 13*FRACUNIT, // radius
+ 8*FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_BFG
+ -1, // doomednum
+ S_BFGSHOT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ 0, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_BFGLAND, // deathstate
+ S_NULL, // xdeathstate
+ sfx_rxplod, // deathsound
+ 25*FRACUNIT, // speed
+ 13*FRACUNIT, // radius
+ 8*FRACUNIT, // height
+ 100, // mass
+ 100, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_ARACHPLAZ
+ -1, // doomednum
+ S_ARACH_PLAZ, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_plasma, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_ARACH_PLEX, // deathstate
+ S_NULL, // xdeathstate
+ sfx_firxpl, // deathsound
+ 25*FRACUNIT, // speed
+ 13*FRACUNIT, // radius
+ 8*FRACUNIT, // height
+ 100, // mass
+ 5, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_PUFF
+ -1, // doomednum
+ S_PUFF1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_BLOOD
+ -1, // doomednum
+ S_BLOOD1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_TFOG
+ -1, // doomednum
+ S_TFOG, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_IFOG
+ -1, // doomednum
+ S_IFOG, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_TELEPORTMAN
+ 14, // doomednum
+ S_NULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOSECTOR, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_EXTRABFG
+ -1, // doomednum
+ S_BFGEXP, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC0
+ 2018, // doomednum
+ S_ARM1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC1
+ 2019, // doomednum
+ S_ARM2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC2
+ 2014, // doomednum
+ S_BON1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_COUNTITEM, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC3
+ 2015, // doomednum
+ S_BON2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_COUNTITEM, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC4
+ 5, // doomednum
+ S_BKEY, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_NOTDMATCH, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC5
+ 13, // doomednum
+ S_RKEY, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_NOTDMATCH, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC6
+ 6, // doomednum
+ S_YKEY, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_NOTDMATCH, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC7
+ 39, // doomednum
+ S_YSKULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_NOTDMATCH, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC8
+ 38, // doomednum
+ S_RSKULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_NOTDMATCH, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC9
+ 40, // doomednum
+ S_BSKULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_NOTDMATCH, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC10
+ 2011, // doomednum
+ S_STIM, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC11
+ 2012, // doomednum
+ S_MEDI, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC12
+ 2013, // doomednum
+ S_SOUL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_COUNTITEM, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_INV
+ 2022, // doomednum
+ S_PINV, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_COUNTITEM, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC13
+ 2023, // doomednum
+ S_PSTR, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_COUNTITEM, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_INS
+ 2024, // doomednum
+ S_PINS, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_COUNTITEM, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC14
+ 2025, // doomednum
+ S_SUIT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC15
+ 2026, // doomednum
+ S_PMAP, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_COUNTITEM, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC16
+ 2045, // doomednum
+ S_PVIS, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_COUNTITEM, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MEGA
+ 83, // doomednum
+ S_MEGA, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL|MF_COUNTITEM, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_CLIP
+ 2007, // doomednum
+ S_CLIP, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC17
+ 2048, // doomednum
+ S_AMMO, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC18
+ 2010, // doomednum
+ S_ROCK, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC19
+ 2046, // doomednum
+ S_BROK, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC20
+ 2047, // doomednum
+ S_CELL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC21
+ 17, // doomednum
+ S_CELP, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC22
+ 2008, // doomednum
+ S_SHEL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC23
+ 2049, // doomednum
+ S_SBOX, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC24
+ 8, // doomednum
+ S_BPAK, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC25
+ 2006, // doomednum
+ S_BFUG, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_CHAINGUN
+ 2002, // doomednum
+ S_MGUN, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC26
+ 2005, // doomednum
+ S_CSAW, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC27
+ 2003, // doomednum
+ S_LAUN, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC28
+ 2004, // doomednum
+ S_PLAS, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_SHOTGUN
+ 2001, // doomednum
+ S_SHOT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_SUPERSHOTGUN
+ 82, // doomednum
+ S_SHOT2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPECIAL, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC29
+ 85, // doomednum
+ S_TECHLAMP, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC30
+ 86, // doomednum
+ S_TECH2LAMP, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC31
+ 2028, // doomednum
+ S_COLU, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC32
+ 30, // doomednum
+ S_TALLGRNCOL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC33
+ 31, // doomednum
+ S_SHRTGRNCOL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC34
+ 32, // doomednum
+ S_TALLREDCOL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC35
+ 33, // doomednum
+ S_SHRTREDCOL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC36
+ 37, // doomednum
+ S_SKULLCOL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC37
+ 36, // doomednum
+ S_HEARTCOL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC38
+ 41, // doomednum
+ S_EVILEYE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC39
+ 42, // doomednum
+ S_FLOATSKULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC40
+ 43, // doomednum
+ S_TORCHTREE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC41
+ 44, // doomednum
+ S_BLUETORCH, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC42
+ 45, // doomednum
+ S_GREENTORCH, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC43
+ 46, // doomednum
+ S_REDTORCH, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC44
+ 55, // doomednum
+ S_BTORCHSHRT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC45
+ 56, // doomednum
+ S_GTORCHSHRT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC46
+ 57, // doomednum
+ S_RTORCHSHRT, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC47
+ 47, // doomednum
+ S_STALAGTITE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC48
+ 48, // doomednum
+ S_TECHPILLAR, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC49
+ 34, // doomednum
+ S_CANDLESTIK, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC50
+ 35, // doomednum
+ S_CANDELABRA, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC51
+ 49, // doomednum
+ S_BLOODYTWITCH, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 68*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC52
+ 50, // doomednum
+ S_MEAT2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 84*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC53
+ 51, // doomednum
+ S_MEAT3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 84*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC54
+ 52, // doomednum
+ S_MEAT4, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 68*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC55
+ 53, // doomednum
+ S_MEAT5, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 52*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC56
+ 59, // doomednum
+ S_MEAT2, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 84*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC57
+ 60, // doomednum
+ S_MEAT4, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 68*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC58
+ 61, // doomednum
+ S_MEAT3, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 52*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC59
+ 62, // doomednum
+ S_MEAT5, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 52*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC60
+ 63, // doomednum
+ S_BLOODYTWITCH, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 68*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC61
+ 22, // doomednum
+ S_HEAD_DIE6, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC62
+ 15, // doomednum
+ S_PLAY_DIE7, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC63
+ 18, // doomednum
+ S_POSS_DIE5, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC64
+ 21, // doomednum
+ S_SARG_DIE6, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC65
+ 23, // doomednum
+ S_SKULL_DIE6, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC66
+ 20, // doomednum
+ S_TROO_DIE5, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC67
+ 19, // doomednum
+ S_SPOS_DIE5, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC68
+ 10, // doomednum
+ S_PLAY_XDIE9, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC69
+ 12, // doomednum
+ S_PLAY_XDIE9, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC70
+ 28, // doomednum
+ S_HEADSONSTICK, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC71
+ 24, // doomednum
+ S_GIBS, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ 0, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC72
+ 27, // doomednum
+ S_HEADONASTICK, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC73
+ 29, // doomednum
+ S_HEADCANDLES, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC74
+ 25, // doomednum
+ S_DEADSTICK, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC75
+ 26, // doomednum
+ S_LIVESTICK, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC76
+ 54, // doomednum
+ S_BIGTREE, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 32*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC77
+ 70, // doomednum
+ S_BBAR1, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC78
+ 73, // doomednum
+ S_HANGNOGUTS, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 88*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC79
+ 74, // doomednum
+ S_HANGBNOBRAIN, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 88*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC80
+ 75, // doomednum
+ S_HANGTLOOKDN, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 64*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC81
+ 76, // doomednum
+ S_HANGTSKULL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 64*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC82
+ 77, // doomednum
+ S_HANGTLOOKUP, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 64*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC83
+ 78, // doomednum
+ S_HANGTNOBRAIN, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 16*FRACUNIT, // radius
+ 64*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC84
+ 79, // doomednum
+ S_COLONGIBS, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC85
+ 80, // doomednum
+ S_SMALLPOOL, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ S_NULL // raisestate
+ },
+
+ { // MT_MISC86
+ 81, // doomednum
+ S_BRAINSTEM, // spawnstate
+ 1000, // spawnhealth
+ S_NULL, // seestate
+ sfx_None, // seesound
+ 8, // reactiontime
+ sfx_None, // attacksound
+ S_NULL, // painstate
+ 0, // painchance
+ sfx_None, // painsound
+ S_NULL, // meleestate
+ S_NULL, // missilestate
+ S_NULL, // deathstate
+ S_NULL, // xdeathstate
+ sfx_None, // deathsound
+ 0, // speed
+ 20*FRACUNIT, // radius
+ 16*FRACUNIT, // height
+ 100, // mass
+ 0, // damage
+ sfx_None, // activesound
+ MF_NOBLOCKMAP, // flags
+ S_NULL // raisestate
+ }
+};
+
diff --git a/src/strife/info.h b/src/strife/info.h
new file mode 100644
index 00000000..f94af13f
--- /dev/null
+++ b/src/strife/info.h
@@ -0,0 +1,1339 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Thing frame/state LUT,
+// generated by multigen utilitiy.
+// This one is the original DOOM version, preserved.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __INFO__
+#define __INFO__
+
+// Needed for action function pointer handling.
+#include "d_think.h"
+
+typedef enum
+{
+ SPR_TROO,
+ SPR_SHTG,
+ SPR_PUNG,
+ SPR_PISG,
+ SPR_PISF,
+ SPR_SHTF,
+ SPR_SHT2,
+ SPR_CHGG,
+ SPR_CHGF,
+ SPR_MISG,
+ SPR_MISF,
+ SPR_SAWG,
+ SPR_PLSG,
+ SPR_PLSF,
+ SPR_BFGG,
+ SPR_BFGF,
+ SPR_BLUD,
+ SPR_PUFF,
+ SPR_BAL1,
+ SPR_BAL2,
+ SPR_PLSS,
+ SPR_PLSE,
+ SPR_MISL,
+ SPR_BFS1,
+ SPR_BFE1,
+ SPR_BFE2,
+ SPR_TFOG,
+ SPR_IFOG,
+ SPR_PLAY,
+ SPR_POSS,
+ SPR_SPOS,
+ SPR_VILE,
+ SPR_FIRE,
+ SPR_FATB,
+ SPR_FBXP,
+ SPR_SKEL,
+ SPR_MANF,
+ SPR_FATT,
+ SPR_CPOS,
+ SPR_SARG,
+ SPR_HEAD,
+ SPR_BAL7,
+ SPR_BOSS,
+ SPR_BOS2,
+ SPR_SKUL,
+ SPR_SPID,
+ SPR_BSPI,
+ SPR_APLS,
+ SPR_APBX,
+ SPR_CYBR,
+ SPR_PAIN,
+ SPR_SSWV,
+ SPR_KEEN,
+ SPR_BBRN,
+ SPR_BOSF,
+ SPR_ARM1,
+ SPR_ARM2,
+ SPR_BAR1,
+ SPR_BEXP,
+ SPR_FCAN,
+ SPR_BON1,
+ SPR_BON2,
+ SPR_BKEY,
+ SPR_RKEY,
+ SPR_YKEY,
+ SPR_BSKU,
+ SPR_RSKU,
+ SPR_YSKU,
+ SPR_STIM,
+ SPR_MEDI,
+ SPR_SOUL,
+ SPR_PINV,
+ SPR_PSTR,
+ SPR_PINS,
+ SPR_MEGA,
+ SPR_SUIT,
+ SPR_PMAP,
+ SPR_PVIS,
+ SPR_CLIP,
+ SPR_AMMO,
+ SPR_ROCK,
+ SPR_BROK,
+ SPR_CELL,
+ SPR_CELP,
+ SPR_SHEL,
+ SPR_SBOX,
+ SPR_BPAK,
+ SPR_BFUG,
+ SPR_MGUN,
+ SPR_CSAW,
+ SPR_LAUN,
+ SPR_PLAS,
+ SPR_SHOT,
+ SPR_SGN2,
+ SPR_COLU,
+ SPR_SMT2,
+ SPR_GOR1,
+ SPR_POL2,
+ SPR_POL5,
+ SPR_POL4,
+ SPR_POL3,
+ SPR_POL1,
+ SPR_POL6,
+ SPR_GOR2,
+ SPR_GOR3,
+ SPR_GOR4,
+ SPR_GOR5,
+ SPR_SMIT,
+ SPR_COL1,
+ SPR_COL2,
+ SPR_COL3,
+ SPR_COL4,
+ SPR_CAND,
+ SPR_CBRA,
+ SPR_COL6,
+ SPR_TRE1,
+ SPR_TRE2,
+ SPR_ELEC,
+ SPR_CEYE,
+ SPR_FSKU,
+ SPR_COL5,
+ SPR_TBLU,
+ SPR_TGRN,
+ SPR_TRED,
+ SPR_SMBT,
+ SPR_SMGT,
+ SPR_SMRT,
+ SPR_HDB1,
+ SPR_HDB2,
+ SPR_HDB3,
+ SPR_HDB4,
+ SPR_HDB5,
+ SPR_HDB6,
+ SPR_POB1,
+ SPR_POB2,
+ SPR_BRS1,
+ SPR_TLMP,
+ SPR_TLP2,
+ NUMSPRITES
+
+} spritenum_t;
+
+typedef enum
+{
+ S_NULL,
+ S_LIGHTDONE,
+ S_PUNCH,
+ S_PUNCHDOWN,
+ S_PUNCHUP,
+ S_PUNCH1,
+ S_PUNCH2,
+ S_PUNCH3,
+ S_PUNCH4,
+ S_PUNCH5,
+ S_PISTOL,
+ S_PISTOLDOWN,
+ S_PISTOLUP,
+ S_PISTOL1,
+ S_PISTOL2,
+ S_PISTOL3,
+ S_PISTOL4,
+ S_PISTOLFLASH,
+ S_SGUN,
+ S_SGUNDOWN,
+ S_SGUNUP,
+ S_SGUN1,
+ S_SGUN2,
+ S_SGUN3,
+ S_SGUN4,
+ S_SGUN5,
+ S_SGUN6,
+ S_SGUN7,
+ S_SGUN8,
+ S_SGUN9,
+ S_SGUNFLASH1,
+ S_SGUNFLASH2,
+ S_DSGUN,
+ S_DSGUNDOWN,
+ S_DSGUNUP,
+ S_DSGUN1,
+ S_DSGUN2,
+ S_DSGUN3,
+ S_DSGUN4,
+ S_DSGUN5,
+ S_DSGUN6,
+ S_DSGUN7,
+ S_DSGUN8,
+ S_DSGUN9,
+ S_DSGUN10,
+ S_DSNR1,
+ S_DSNR2,
+ S_DSGUNFLASH1,
+ S_DSGUNFLASH2,
+ S_CHAIN,
+ S_CHAINDOWN,
+ S_CHAINUP,
+ S_CHAIN1,
+ S_CHAIN2,
+ S_CHAIN3,
+ S_CHAINFLASH1,
+ S_CHAINFLASH2,
+ S_MISSILE,
+ S_MISSILEDOWN,
+ S_MISSILEUP,
+ S_MISSILE1,
+ S_MISSILE2,
+ S_MISSILE3,
+ S_MISSILEFLASH1,
+ S_MISSILEFLASH2,
+ S_MISSILEFLASH3,
+ S_MISSILEFLASH4,
+ S_SAW,
+ S_SAWB,
+ S_SAWDOWN,
+ S_SAWUP,
+ S_SAW1,
+ S_SAW2,
+ S_SAW3,
+ S_PLASMA,
+ S_PLASMADOWN,
+ S_PLASMAUP,
+ S_PLASMA1,
+ S_PLASMA2,
+ S_PLASMAFLASH1,
+ S_PLASMAFLASH2,
+ S_BFG,
+ S_BFGDOWN,
+ S_BFGUP,
+ S_BFG1,
+ S_BFG2,
+ S_BFG3,
+ S_BFG4,
+ S_BFGFLASH1,
+ S_BFGFLASH2,
+ S_BLOOD1,
+ S_BLOOD2,
+ S_BLOOD3,
+ S_PUFF1,
+ S_PUFF2,
+ S_PUFF3,
+ S_PUFF4,
+ S_TBALL1,
+ S_TBALL2,
+ S_TBALLX1,
+ S_TBALLX2,
+ S_TBALLX3,
+ S_RBALL1,
+ S_RBALL2,
+ S_RBALLX1,
+ S_RBALLX2,
+ S_RBALLX3,
+ S_PLASBALL,
+ S_PLASBALL2,
+ S_PLASEXP,
+ S_PLASEXP2,
+ S_PLASEXP3,
+ S_PLASEXP4,
+ S_PLASEXP5,
+ S_ROCKET,
+ S_BFGSHOT,
+ S_BFGSHOT2,
+ S_BFGLAND,
+ S_BFGLAND2,
+ S_BFGLAND3,
+ S_BFGLAND4,
+ S_BFGLAND5,
+ S_BFGLAND6,
+ S_BFGEXP,
+ S_BFGEXP2,
+ S_BFGEXP3,
+ S_BFGEXP4,
+ S_EXPLODE1,
+ S_EXPLODE2,
+ S_EXPLODE3,
+ S_TFOG,
+ S_TFOG01,
+ S_TFOG02,
+ S_TFOG2,
+ S_TFOG3,
+ S_TFOG4,
+ S_TFOG5,
+ S_TFOG6,
+ S_TFOG7,
+ S_TFOG8,
+ S_TFOG9,
+ S_TFOG10,
+ S_IFOG,
+ S_IFOG01,
+ S_IFOG02,
+ S_IFOG2,
+ S_IFOG3,
+ S_IFOG4,
+ S_IFOG5,
+ S_PLAY,
+ S_PLAY_RUN1,
+ S_PLAY_RUN2,
+ S_PLAY_RUN3,
+ S_PLAY_RUN4,
+ S_PLAY_ATK1,
+ S_PLAY_ATK2,
+ S_PLAY_PAIN,
+ S_PLAY_PAIN2,
+ S_PLAY_DIE1,
+ S_PLAY_DIE2,
+ S_PLAY_DIE3,
+ S_PLAY_DIE4,
+ S_PLAY_DIE5,
+ S_PLAY_DIE6,
+ S_PLAY_DIE7,
+ S_PLAY_XDIE1,
+ S_PLAY_XDIE2,
+ S_PLAY_XDIE3,
+ S_PLAY_XDIE4,
+ S_PLAY_XDIE5,
+ S_PLAY_XDIE6,
+ S_PLAY_XDIE7,
+ S_PLAY_XDIE8,
+ S_PLAY_XDIE9,
+ S_POSS_STND,
+ S_POSS_STND2,
+ S_POSS_RUN1,
+ S_POSS_RUN2,
+ S_POSS_RUN3,
+ S_POSS_RUN4,
+ S_POSS_RUN5,
+ S_POSS_RUN6,
+ S_POSS_RUN7,
+ S_POSS_RUN8,
+ S_POSS_ATK1,
+ S_POSS_ATK2,
+ S_POSS_ATK3,
+ S_POSS_PAIN,
+ S_POSS_PAIN2,
+ S_POSS_DIE1,
+ S_POSS_DIE2,
+ S_POSS_DIE3,
+ S_POSS_DIE4,
+ S_POSS_DIE5,
+ S_POSS_XDIE1,
+ S_POSS_XDIE2,
+ S_POSS_XDIE3,
+ S_POSS_XDIE4,
+ S_POSS_XDIE5,
+ S_POSS_XDIE6,
+ S_POSS_XDIE7,
+ S_POSS_XDIE8,
+ S_POSS_XDIE9,
+ S_POSS_RAISE1,
+ S_POSS_RAISE2,
+ S_POSS_RAISE3,
+ S_POSS_RAISE4,
+ S_SPOS_STND,
+ S_SPOS_STND2,
+ S_SPOS_RUN1,
+ S_SPOS_RUN2,
+ S_SPOS_RUN3,
+ S_SPOS_RUN4,
+ S_SPOS_RUN5,
+ S_SPOS_RUN6,
+ S_SPOS_RUN7,
+ S_SPOS_RUN8,
+ S_SPOS_ATK1,
+ S_SPOS_ATK2,
+ S_SPOS_ATK3,
+ S_SPOS_PAIN,
+ S_SPOS_PAIN2,
+ S_SPOS_DIE1,
+ S_SPOS_DIE2,
+ S_SPOS_DIE3,
+ S_SPOS_DIE4,
+ S_SPOS_DIE5,
+ S_SPOS_XDIE1,
+ S_SPOS_XDIE2,
+ S_SPOS_XDIE3,
+ S_SPOS_XDIE4,
+ S_SPOS_XDIE5,
+ S_SPOS_XDIE6,
+ S_SPOS_XDIE7,
+ S_SPOS_XDIE8,
+ S_SPOS_XDIE9,
+ S_SPOS_RAISE1,
+ S_SPOS_RAISE2,
+ S_SPOS_RAISE3,
+ S_SPOS_RAISE4,
+ S_SPOS_RAISE5,
+ S_VILE_STND,
+ S_VILE_STND2,
+ S_VILE_RUN1,
+ S_VILE_RUN2,
+ S_VILE_RUN3,
+ S_VILE_RUN4,
+ S_VILE_RUN5,
+ S_VILE_RUN6,
+ S_VILE_RUN7,
+ S_VILE_RUN8,
+ S_VILE_RUN9,
+ S_VILE_RUN10,
+ S_VILE_RUN11,
+ S_VILE_RUN12,
+ S_VILE_ATK1,
+ S_VILE_ATK2,
+ S_VILE_ATK3,
+ S_VILE_ATK4,
+ S_VILE_ATK5,
+ S_VILE_ATK6,
+ S_VILE_ATK7,
+ S_VILE_ATK8,
+ S_VILE_ATK9,
+ S_VILE_ATK10,
+ S_VILE_ATK11,
+ S_VILE_HEAL1,
+ S_VILE_HEAL2,
+ S_VILE_HEAL3,
+ S_VILE_PAIN,
+ S_VILE_PAIN2,
+ S_VILE_DIE1,
+ S_VILE_DIE2,
+ S_VILE_DIE3,
+ S_VILE_DIE4,
+ S_VILE_DIE5,
+ S_VILE_DIE6,
+ S_VILE_DIE7,
+ S_VILE_DIE8,
+ S_VILE_DIE9,
+ S_VILE_DIE10,
+ S_FIRE1,
+ S_FIRE2,
+ S_FIRE3,
+ S_FIRE4,
+ S_FIRE5,
+ S_FIRE6,
+ S_FIRE7,
+ S_FIRE8,
+ S_FIRE9,
+ S_FIRE10,
+ S_FIRE11,
+ S_FIRE12,
+ S_FIRE13,
+ S_FIRE14,
+ S_FIRE15,
+ S_FIRE16,
+ S_FIRE17,
+ S_FIRE18,
+ S_FIRE19,
+ S_FIRE20,
+ S_FIRE21,
+ S_FIRE22,
+ S_FIRE23,
+ S_FIRE24,
+ S_FIRE25,
+ S_FIRE26,
+ S_FIRE27,
+ S_FIRE28,
+ S_FIRE29,
+ S_FIRE30,
+ S_SMOKE1,
+ S_SMOKE2,
+ S_SMOKE3,
+ S_SMOKE4,
+ S_SMOKE5,
+ S_TRACER,
+ S_TRACER2,
+ S_TRACEEXP1,
+ S_TRACEEXP2,
+ S_TRACEEXP3,
+ S_SKEL_STND,
+ S_SKEL_STND2,
+ S_SKEL_RUN1,
+ S_SKEL_RUN2,
+ S_SKEL_RUN3,
+ S_SKEL_RUN4,
+ S_SKEL_RUN5,
+ S_SKEL_RUN6,
+ S_SKEL_RUN7,
+ S_SKEL_RUN8,
+ S_SKEL_RUN9,
+ S_SKEL_RUN10,
+ S_SKEL_RUN11,
+ S_SKEL_RUN12,
+ S_SKEL_FIST1,
+ S_SKEL_FIST2,
+ S_SKEL_FIST3,
+ S_SKEL_FIST4,
+ S_SKEL_MISS1,
+ S_SKEL_MISS2,
+ S_SKEL_MISS3,
+ S_SKEL_MISS4,
+ S_SKEL_PAIN,
+ S_SKEL_PAIN2,
+ S_SKEL_DIE1,
+ S_SKEL_DIE2,
+ S_SKEL_DIE3,
+ S_SKEL_DIE4,
+ S_SKEL_DIE5,
+ S_SKEL_DIE6,
+ S_SKEL_RAISE1,
+ S_SKEL_RAISE2,
+ S_SKEL_RAISE3,
+ S_SKEL_RAISE4,
+ S_SKEL_RAISE5,
+ S_SKEL_RAISE6,
+ S_FATSHOT1,
+ S_FATSHOT2,
+ S_FATSHOTX1,
+ S_FATSHOTX2,
+ S_FATSHOTX3,
+ S_FATT_STND,
+ S_FATT_STND2,
+ S_FATT_RUN1,
+ S_FATT_RUN2,
+ S_FATT_RUN3,
+ S_FATT_RUN4,
+ S_FATT_RUN5,
+ S_FATT_RUN6,
+ S_FATT_RUN7,
+ S_FATT_RUN8,
+ S_FATT_RUN9,
+ S_FATT_RUN10,
+ S_FATT_RUN11,
+ S_FATT_RUN12,
+ S_FATT_ATK1,
+ S_FATT_ATK2,
+ S_FATT_ATK3,
+ S_FATT_ATK4,
+ S_FATT_ATK5,
+ S_FATT_ATK6,
+ S_FATT_ATK7,
+ S_FATT_ATK8,
+ S_FATT_ATK9,
+ S_FATT_ATK10,
+ S_FATT_PAIN,
+ S_FATT_PAIN2,
+ S_FATT_DIE1,
+ S_FATT_DIE2,
+ S_FATT_DIE3,
+ S_FATT_DIE4,
+ S_FATT_DIE5,
+ S_FATT_DIE6,
+ S_FATT_DIE7,
+ S_FATT_DIE8,
+ S_FATT_DIE9,
+ S_FATT_DIE10,
+ S_FATT_RAISE1,
+ S_FATT_RAISE2,
+ S_FATT_RAISE3,
+ S_FATT_RAISE4,
+ S_FATT_RAISE5,
+ S_FATT_RAISE6,
+ S_FATT_RAISE7,
+ S_FATT_RAISE8,
+ S_CPOS_STND,
+ S_CPOS_STND2,
+ S_CPOS_RUN1,
+ S_CPOS_RUN2,
+ S_CPOS_RUN3,
+ S_CPOS_RUN4,
+ S_CPOS_RUN5,
+ S_CPOS_RUN6,
+ S_CPOS_RUN7,
+ S_CPOS_RUN8,
+ S_CPOS_ATK1,
+ S_CPOS_ATK2,
+ S_CPOS_ATK3,
+ S_CPOS_ATK4,
+ S_CPOS_PAIN,
+ S_CPOS_PAIN2,
+ S_CPOS_DIE1,
+ S_CPOS_DIE2,
+ S_CPOS_DIE3,
+ S_CPOS_DIE4,
+ S_CPOS_DIE5,
+ S_CPOS_DIE6,
+ S_CPOS_DIE7,
+ S_CPOS_XDIE1,
+ S_CPOS_XDIE2,
+ S_CPOS_XDIE3,
+ S_CPOS_XDIE4,
+ S_CPOS_XDIE5,
+ S_CPOS_XDIE6,
+ S_CPOS_RAISE1,
+ S_CPOS_RAISE2,
+ S_CPOS_RAISE3,
+ S_CPOS_RAISE4,
+ S_CPOS_RAISE5,
+ S_CPOS_RAISE6,
+ S_CPOS_RAISE7,
+ S_TROO_STND,
+ S_TROO_STND2,
+ S_TROO_RUN1,
+ S_TROO_RUN2,
+ S_TROO_RUN3,
+ S_TROO_RUN4,
+ S_TROO_RUN5,
+ S_TROO_RUN6,
+ S_TROO_RUN7,
+ S_TROO_RUN8,
+ S_TROO_ATK1,
+ S_TROO_ATK2,
+ S_TROO_ATK3,
+ S_TROO_PAIN,
+ S_TROO_PAIN2,
+ S_TROO_DIE1,
+ S_TROO_DIE2,
+ S_TROO_DIE3,
+ S_TROO_DIE4,
+ S_TROO_DIE5,
+ S_TROO_XDIE1,
+ S_TROO_XDIE2,
+ S_TROO_XDIE3,
+ S_TROO_XDIE4,
+ S_TROO_XDIE5,
+ S_TROO_XDIE6,
+ S_TROO_XDIE7,
+ S_TROO_XDIE8,
+ S_TROO_RAISE1,
+ S_TROO_RAISE2,
+ S_TROO_RAISE3,
+ S_TROO_RAISE4,
+ S_TROO_RAISE5,
+ S_SARG_STND,
+ S_SARG_STND2,
+ S_SARG_RUN1,
+ S_SARG_RUN2,
+ S_SARG_RUN3,
+ S_SARG_RUN4,
+ S_SARG_RUN5,
+ S_SARG_RUN6,
+ S_SARG_RUN7,
+ S_SARG_RUN8,
+ S_SARG_ATK1,
+ S_SARG_ATK2,
+ S_SARG_ATK3,
+ S_SARG_PAIN,
+ S_SARG_PAIN2,
+ S_SARG_DIE1,
+ S_SARG_DIE2,
+ S_SARG_DIE3,
+ S_SARG_DIE4,
+ S_SARG_DIE5,
+ S_SARG_DIE6,
+ S_SARG_RAISE1,
+ S_SARG_RAISE2,
+ S_SARG_RAISE3,
+ S_SARG_RAISE4,
+ S_SARG_RAISE5,
+ S_SARG_RAISE6,
+ S_HEAD_STND,
+ S_HEAD_RUN1,
+ S_HEAD_ATK1,
+ S_HEAD_ATK2,
+ S_HEAD_ATK3,
+ S_HEAD_PAIN,
+ S_HEAD_PAIN2,
+ S_HEAD_PAIN3,
+ S_HEAD_DIE1,
+ S_HEAD_DIE2,
+ S_HEAD_DIE3,
+ S_HEAD_DIE4,
+ S_HEAD_DIE5,
+ S_HEAD_DIE6,
+ S_HEAD_RAISE1,
+ S_HEAD_RAISE2,
+ S_HEAD_RAISE3,
+ S_HEAD_RAISE4,
+ S_HEAD_RAISE5,
+ S_HEAD_RAISE6,
+ S_BRBALL1,
+ S_BRBALL2,
+ S_BRBALLX1,
+ S_BRBALLX2,
+ S_BRBALLX3,
+ S_BOSS_STND,
+ S_BOSS_STND2,
+ S_BOSS_RUN1,
+ S_BOSS_RUN2,
+ S_BOSS_RUN3,
+ S_BOSS_RUN4,
+ S_BOSS_RUN5,
+ S_BOSS_RUN6,
+ S_BOSS_RUN7,
+ S_BOSS_RUN8,
+ S_BOSS_ATK1,
+ S_BOSS_ATK2,
+ S_BOSS_ATK3,
+ S_BOSS_PAIN,
+ S_BOSS_PAIN2,
+ S_BOSS_DIE1,
+ S_BOSS_DIE2,
+ S_BOSS_DIE3,
+ S_BOSS_DIE4,
+ S_BOSS_DIE5,
+ S_BOSS_DIE6,
+ S_BOSS_DIE7,
+ S_BOSS_RAISE1,
+ S_BOSS_RAISE2,
+ S_BOSS_RAISE3,
+ S_BOSS_RAISE4,
+ S_BOSS_RAISE5,
+ S_BOSS_RAISE6,
+ S_BOSS_RAISE7,
+ S_BOS2_STND,
+ S_BOS2_STND2,
+ S_BOS2_RUN1,
+ S_BOS2_RUN2,
+ S_BOS2_RUN3,
+ S_BOS2_RUN4,
+ S_BOS2_RUN5,
+ S_BOS2_RUN6,
+ S_BOS2_RUN7,
+ S_BOS2_RUN8,
+ S_BOS2_ATK1,
+ S_BOS2_ATK2,
+ S_BOS2_ATK3,
+ S_BOS2_PAIN,
+ S_BOS2_PAIN2,
+ S_BOS2_DIE1,
+ S_BOS2_DIE2,
+ S_BOS2_DIE3,
+ S_BOS2_DIE4,
+ S_BOS2_DIE5,
+ S_BOS2_DIE6,
+ S_BOS2_DIE7,
+ S_BOS2_RAISE1,
+ S_BOS2_RAISE2,
+ S_BOS2_RAISE3,
+ S_BOS2_RAISE4,
+ S_BOS2_RAISE5,
+ S_BOS2_RAISE6,
+ S_BOS2_RAISE7,
+ S_SKULL_STND,
+ S_SKULL_STND2,
+ S_SKULL_RUN1,
+ S_SKULL_RUN2,
+ S_SKULL_ATK1,
+ S_SKULL_ATK2,
+ S_SKULL_ATK3,
+ S_SKULL_ATK4,
+ S_SKULL_PAIN,
+ S_SKULL_PAIN2,
+ S_SKULL_DIE1,
+ S_SKULL_DIE2,
+ S_SKULL_DIE3,
+ S_SKULL_DIE4,
+ S_SKULL_DIE5,
+ S_SKULL_DIE6,
+ S_SPID_STND,
+ S_SPID_STND2,
+ S_SPID_RUN1,
+ S_SPID_RUN2,
+ S_SPID_RUN3,
+ S_SPID_RUN4,
+ S_SPID_RUN5,
+ S_SPID_RUN6,
+ S_SPID_RUN7,
+ S_SPID_RUN8,
+ S_SPID_RUN9,
+ S_SPID_RUN10,
+ S_SPID_RUN11,
+ S_SPID_RUN12,
+ S_SPID_ATK1,
+ S_SPID_ATK2,
+ S_SPID_ATK3,
+ S_SPID_ATK4,
+ S_SPID_PAIN,
+ S_SPID_PAIN2,
+ S_SPID_DIE1,
+ S_SPID_DIE2,
+ S_SPID_DIE3,
+ S_SPID_DIE4,
+ S_SPID_DIE5,
+ S_SPID_DIE6,
+ S_SPID_DIE7,
+ S_SPID_DIE8,
+ S_SPID_DIE9,
+ S_SPID_DIE10,
+ S_SPID_DIE11,
+ S_BSPI_STND,
+ S_BSPI_STND2,
+ S_BSPI_SIGHT,
+ S_BSPI_RUN1,
+ S_BSPI_RUN2,
+ S_BSPI_RUN3,
+ S_BSPI_RUN4,
+ S_BSPI_RUN5,
+ S_BSPI_RUN6,
+ S_BSPI_RUN7,
+ S_BSPI_RUN8,
+ S_BSPI_RUN9,
+ S_BSPI_RUN10,
+ S_BSPI_RUN11,
+ S_BSPI_RUN12,
+ S_BSPI_ATK1,
+ S_BSPI_ATK2,
+ S_BSPI_ATK3,
+ S_BSPI_ATK4,
+ S_BSPI_PAIN,
+ S_BSPI_PAIN2,
+ S_BSPI_DIE1,
+ S_BSPI_DIE2,
+ S_BSPI_DIE3,
+ S_BSPI_DIE4,
+ S_BSPI_DIE5,
+ S_BSPI_DIE6,
+ S_BSPI_DIE7,
+ S_BSPI_RAISE1,
+ S_BSPI_RAISE2,
+ S_BSPI_RAISE3,
+ S_BSPI_RAISE4,
+ S_BSPI_RAISE5,
+ S_BSPI_RAISE6,
+ S_BSPI_RAISE7,
+ S_ARACH_PLAZ,
+ S_ARACH_PLAZ2,
+ S_ARACH_PLEX,
+ S_ARACH_PLEX2,
+ S_ARACH_PLEX3,
+ S_ARACH_PLEX4,
+ S_ARACH_PLEX5,
+ S_CYBER_STND,
+ S_CYBER_STND2,
+ S_CYBER_RUN1,
+ S_CYBER_RUN2,
+ S_CYBER_RUN3,
+ S_CYBER_RUN4,
+ S_CYBER_RUN5,
+ S_CYBER_RUN6,
+ S_CYBER_RUN7,
+ S_CYBER_RUN8,
+ S_CYBER_ATK1,
+ S_CYBER_ATK2,
+ S_CYBER_ATK3,
+ S_CYBER_ATK4,
+ S_CYBER_ATK5,
+ S_CYBER_ATK6,
+ S_CYBER_PAIN,
+ S_CYBER_DIE1,
+ S_CYBER_DIE2,
+ S_CYBER_DIE3,
+ S_CYBER_DIE4,
+ S_CYBER_DIE5,
+ S_CYBER_DIE6,
+ S_CYBER_DIE7,
+ S_CYBER_DIE8,
+ S_CYBER_DIE9,
+ S_CYBER_DIE10,
+ S_PAIN_STND,
+ S_PAIN_RUN1,
+ S_PAIN_RUN2,
+ S_PAIN_RUN3,
+ S_PAIN_RUN4,
+ S_PAIN_RUN5,
+ S_PAIN_RUN6,
+ S_PAIN_ATK1,
+ S_PAIN_ATK2,
+ S_PAIN_ATK3,
+ S_PAIN_ATK4,
+ S_PAIN_PAIN,
+ S_PAIN_PAIN2,
+ S_PAIN_DIE1,
+ S_PAIN_DIE2,
+ S_PAIN_DIE3,
+ S_PAIN_DIE4,
+ S_PAIN_DIE5,
+ S_PAIN_DIE6,
+ S_PAIN_RAISE1,
+ S_PAIN_RAISE2,
+ S_PAIN_RAISE3,
+ S_PAIN_RAISE4,
+ S_PAIN_RAISE5,
+ S_PAIN_RAISE6,
+ S_SSWV_STND,
+ S_SSWV_STND2,
+ S_SSWV_RUN1,
+ S_SSWV_RUN2,
+ S_SSWV_RUN3,
+ S_SSWV_RUN4,
+ S_SSWV_RUN5,
+ S_SSWV_RUN6,
+ S_SSWV_RUN7,
+ S_SSWV_RUN8,
+ S_SSWV_ATK1,
+ S_SSWV_ATK2,
+ S_SSWV_ATK3,
+ S_SSWV_ATK4,
+ S_SSWV_ATK5,
+ S_SSWV_ATK6,
+ S_SSWV_PAIN,
+ S_SSWV_PAIN2,
+ S_SSWV_DIE1,
+ S_SSWV_DIE2,
+ S_SSWV_DIE3,
+ S_SSWV_DIE4,
+ S_SSWV_DIE5,
+ S_SSWV_XDIE1,
+ S_SSWV_XDIE2,
+ S_SSWV_XDIE3,
+ S_SSWV_XDIE4,
+ S_SSWV_XDIE5,
+ S_SSWV_XDIE6,
+ S_SSWV_XDIE7,
+ S_SSWV_XDIE8,
+ S_SSWV_XDIE9,
+ S_SSWV_RAISE1,
+ S_SSWV_RAISE2,
+ S_SSWV_RAISE3,
+ S_SSWV_RAISE4,
+ S_SSWV_RAISE5,
+ S_KEENSTND,
+ S_COMMKEEN,
+ S_COMMKEEN2,
+ S_COMMKEEN3,
+ S_COMMKEEN4,
+ S_COMMKEEN5,
+ S_COMMKEEN6,
+ S_COMMKEEN7,
+ S_COMMKEEN8,
+ S_COMMKEEN9,
+ S_COMMKEEN10,
+ S_COMMKEEN11,
+ S_COMMKEEN12,
+ S_KEENPAIN,
+ S_KEENPAIN2,
+ S_BRAIN,
+ S_BRAIN_PAIN,
+ S_BRAIN_DIE1,
+ S_BRAIN_DIE2,
+ S_BRAIN_DIE3,
+ S_BRAIN_DIE4,
+ S_BRAINEYE,
+ S_BRAINEYESEE,
+ S_BRAINEYE1,
+ S_SPAWN1,
+ S_SPAWN2,
+ S_SPAWN3,
+ S_SPAWN4,
+ S_SPAWNFIRE1,
+ S_SPAWNFIRE2,
+ S_SPAWNFIRE3,
+ S_SPAWNFIRE4,
+ S_SPAWNFIRE5,
+ S_SPAWNFIRE6,
+ S_SPAWNFIRE7,
+ S_SPAWNFIRE8,
+ S_BRAINEXPLODE1,
+ S_BRAINEXPLODE2,
+ S_BRAINEXPLODE3,
+ S_ARM1,
+ S_ARM1A,
+ S_ARM2,
+ S_ARM2A,
+ S_BAR1,
+ S_BAR2,
+ S_BEXP,
+ S_BEXP2,
+ S_BEXP3,
+ S_BEXP4,
+ S_BEXP5,
+ S_BBAR1,
+ S_BBAR2,
+ S_BBAR3,
+ S_BON1,
+ S_BON1A,
+ S_BON1B,
+ S_BON1C,
+ S_BON1D,
+ S_BON1E,
+ S_BON2,
+ S_BON2A,
+ S_BON2B,
+ S_BON2C,
+ S_BON2D,
+ S_BON2E,
+ S_BKEY,
+ S_BKEY2,
+ S_RKEY,
+ S_RKEY2,
+ S_YKEY,
+ S_YKEY2,
+ S_BSKULL,
+ S_BSKULL2,
+ S_RSKULL,
+ S_RSKULL2,
+ S_YSKULL,
+ S_YSKULL2,
+ S_STIM,
+ S_MEDI,
+ S_SOUL,
+ S_SOUL2,
+ S_SOUL3,
+ S_SOUL4,
+ S_SOUL5,
+ S_SOUL6,
+ S_PINV,
+ S_PINV2,
+ S_PINV3,
+ S_PINV4,
+ S_PSTR,
+ S_PINS,
+ S_PINS2,
+ S_PINS3,
+ S_PINS4,
+ S_MEGA,
+ S_MEGA2,
+ S_MEGA3,
+ S_MEGA4,
+ S_SUIT,
+ S_PMAP,
+ S_PMAP2,
+ S_PMAP3,
+ S_PMAP4,
+ S_PMAP5,
+ S_PMAP6,
+ S_PVIS,
+ S_PVIS2,
+ S_CLIP,
+ S_AMMO,
+ S_ROCK,
+ S_BROK,
+ S_CELL,
+ S_CELP,
+ S_SHEL,
+ S_SBOX,
+ S_BPAK,
+ S_BFUG,
+ S_MGUN,
+ S_CSAW,
+ S_LAUN,
+ S_PLAS,
+ S_SHOT,
+ S_SHOT2,
+ S_COLU,
+ S_STALAG,
+ S_BLOODYTWITCH,
+ S_BLOODYTWITCH2,
+ S_BLOODYTWITCH3,
+ S_BLOODYTWITCH4,
+ S_DEADTORSO,
+ S_DEADBOTTOM,
+ S_HEADSONSTICK,
+ S_GIBS,
+ S_HEADONASTICK,
+ S_HEADCANDLES,
+ S_HEADCANDLES2,
+ S_DEADSTICK,
+ S_LIVESTICK,
+ S_LIVESTICK2,
+ S_MEAT2,
+ S_MEAT3,
+ S_MEAT4,
+ S_MEAT5,
+ S_STALAGTITE,
+ S_TALLGRNCOL,
+ S_SHRTGRNCOL,
+ S_TALLREDCOL,
+ S_SHRTREDCOL,
+ S_CANDLESTIK,
+ S_CANDELABRA,
+ S_SKULLCOL,
+ S_TORCHTREE,
+ S_BIGTREE,
+ S_TECHPILLAR,
+ S_EVILEYE,
+ S_EVILEYE2,
+ S_EVILEYE3,
+ S_EVILEYE4,
+ S_FLOATSKULL,
+ S_FLOATSKULL2,
+ S_FLOATSKULL3,
+ S_HEARTCOL,
+ S_HEARTCOL2,
+ S_BLUETORCH,
+ S_BLUETORCH2,
+ S_BLUETORCH3,
+ S_BLUETORCH4,
+ S_GREENTORCH,
+ S_GREENTORCH2,
+ S_GREENTORCH3,
+ S_GREENTORCH4,
+ S_REDTORCH,
+ S_REDTORCH2,
+ S_REDTORCH3,
+ S_REDTORCH4,
+ S_BTORCHSHRT,
+ S_BTORCHSHRT2,
+ S_BTORCHSHRT3,
+ S_BTORCHSHRT4,
+ S_GTORCHSHRT,
+ S_GTORCHSHRT2,
+ S_GTORCHSHRT3,
+ S_GTORCHSHRT4,
+ S_RTORCHSHRT,
+ S_RTORCHSHRT2,
+ S_RTORCHSHRT3,
+ S_RTORCHSHRT4,
+ S_HANGNOGUTS,
+ S_HANGBNOBRAIN,
+ S_HANGTLOOKDN,
+ S_HANGTSKULL,
+ S_HANGTLOOKUP,
+ S_HANGTNOBRAIN,
+ S_COLONGIBS,
+ S_SMALLPOOL,
+ S_BRAINSTEM,
+ S_TECHLAMP,
+ S_TECHLAMP2,
+ S_TECHLAMP3,
+ S_TECHLAMP4,
+ S_TECH2LAMP,
+ S_TECH2LAMP2,
+ S_TECH2LAMP3,
+ S_TECH2LAMP4,
+ NUMSTATES
+} statenum_t;
+
+
+typedef struct
+{
+ spritenum_t sprite;
+ int frame;
+ int tics;
+ // void (*action) ();
+ actionf_t action;
+ statenum_t nextstate;
+ int misc1;
+ int misc2;
+} state_t;
+
+extern state_t states[NUMSTATES];
+extern char *sprnames[];
+
+typedef enum {
+ MT_PLAYER,
+ MT_POSSESSED,
+ MT_SHOTGUY,
+ MT_VILE,
+ MT_FIRE,
+ MT_UNDEAD,
+ MT_TRACER,
+ MT_SMOKE,
+ MT_FATSO,
+ MT_FATSHOT,
+ MT_CHAINGUY,
+ MT_TROOP,
+ MT_SERGEANT,
+ MT_SHADOWS,
+ MT_HEAD,
+ MT_BRUISER,
+ MT_BRUISERSHOT,
+ MT_KNIGHT,
+ MT_SKULL,
+ MT_SPIDER,
+ MT_BABY,
+ MT_CYBORG,
+ MT_PAIN,
+ MT_WOLFSS,
+ MT_KEEN,
+ MT_BOSSBRAIN,
+ MT_BOSSSPIT,
+ MT_BOSSTARGET,
+ MT_SPAWNSHOT,
+ MT_SPAWNFIRE,
+ MT_BARREL,
+ MT_TROOPSHOT,
+ MT_HEADSHOT,
+ MT_ROCKET,
+ MT_PLASMA,
+ MT_BFG,
+ MT_ARACHPLAZ,
+ MT_PUFF,
+ MT_BLOOD,
+ MT_TFOG,
+ MT_IFOG,
+ MT_TELEPORTMAN,
+ MT_EXTRABFG,
+ MT_MISC0,
+ MT_MISC1,
+ MT_MISC2,
+ MT_MISC3,
+ MT_MISC4,
+ MT_MISC5,
+ MT_MISC6,
+ MT_MISC7,
+ MT_MISC8,
+ MT_MISC9,
+ MT_MISC10,
+ MT_MISC11,
+ MT_MISC12,
+ MT_INV,
+ MT_MISC13,
+ MT_INS,
+ MT_MISC14,
+ MT_MISC15,
+ MT_MISC16,
+ MT_MEGA,
+ MT_CLIP,
+ MT_MISC17,
+ MT_MISC18,
+ MT_MISC19,
+ MT_MISC20,
+ MT_MISC21,
+ MT_MISC22,
+ MT_MISC23,
+ MT_MISC24,
+ MT_MISC25,
+ MT_CHAINGUN,
+ MT_MISC26,
+ MT_MISC27,
+ MT_MISC28,
+ MT_SHOTGUN,
+ MT_SUPERSHOTGUN,
+ MT_MISC29,
+ MT_MISC30,
+ MT_MISC31,
+ MT_MISC32,
+ MT_MISC33,
+ MT_MISC34,
+ MT_MISC35,
+ MT_MISC36,
+ MT_MISC37,
+ MT_MISC38,
+ MT_MISC39,
+ MT_MISC40,
+ MT_MISC41,
+ MT_MISC42,
+ MT_MISC43,
+ MT_MISC44,
+ MT_MISC45,
+ MT_MISC46,
+ MT_MISC47,
+ MT_MISC48,
+ MT_MISC49,
+ MT_MISC50,
+ MT_MISC51,
+ MT_MISC52,
+ MT_MISC53,
+ MT_MISC54,
+ MT_MISC55,
+ MT_MISC56,
+ MT_MISC57,
+ MT_MISC58,
+ MT_MISC59,
+ MT_MISC60,
+ MT_MISC61,
+ MT_MISC62,
+ MT_MISC63,
+ MT_MISC64,
+ MT_MISC65,
+ MT_MISC66,
+ MT_MISC67,
+ MT_MISC68,
+ MT_MISC69,
+ MT_MISC70,
+ MT_MISC71,
+ MT_MISC72,
+ MT_MISC73,
+ MT_MISC74,
+ MT_MISC75,
+ MT_MISC76,
+ MT_MISC77,
+ MT_MISC78,
+ MT_MISC79,
+ MT_MISC80,
+ MT_MISC81,
+ MT_MISC82,
+ MT_MISC83,
+ MT_MISC84,
+ MT_MISC85,
+ MT_MISC86,
+ NUMMOBJTYPES
+
+} mobjtype_t;
+
+typedef struct
+{
+ int doomednum;
+ int spawnstate;
+ int spawnhealth;
+ int seestate;
+ int seesound;
+ int reactiontime;
+ int attacksound;
+ int painstate;
+ int painchance;
+ int painsound;
+ int meleestate;
+ int missilestate;
+ int deathstate;
+ int xdeathstate;
+ int deathsound;
+ int speed;
+ int radius;
+ int height;
+ int mass;
+ int damage;
+ int activesound;
+ int flags;
+ int raisestate;
+
+} mobjinfo_t;
+
+extern mobjinfo_t mobjinfo[NUMMOBJTYPES];
+
+#endif
diff --git a/src/strife/m_menu.c b/src/strife/m_menu.c
new file mode 100644
index 00000000..a0d66dd4
--- /dev/null
+++ b/src/strife/m_menu.c
@@ -0,0 +1,2039 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// DOOM selection menu, options, episode etc.
+// Sliders and icons. Kinda widget stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdlib.h>
+#include <ctype.h>
+
+
+#include "doomdef.h"
+#include "doomkeys.h"
+#include "dstrings.h"
+
+#include "d_main.h"
+#include "deh_main.h"
+
+#include "i_swap.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "i_video.h"
+#include "z_zone.h"
+#include "v_video.h"
+#include "w_wad.h"
+
+#include "r_local.h"
+
+
+#include "hu_stuff.h"
+
+#include "g_game.h"
+
+#include "m_argv.h"
+#include "m_controls.h"
+#include "p_saveg.h"
+
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+// Data.
+#include "sounds.h"
+
+#include "m_menu.h"
+
+
+extern void M_QuitDOOM(int);
+
+extern patch_t* hu_font[HU_FONTSIZE];
+extern boolean message_dontfuckwithme;
+
+extern boolean chat_on; // in heads-up code
+
+//
+// defaulted values
+//
+int mouseSensitivity = 5;
+
+// Show messages has default, 0 = off, 1 = on
+int showMessages = 1;
+
+
+// Blocky mode, has default, 0 = high, 1 = normal
+int detailLevel = 0;
+int screenblocks = 9;
+
+// temp for screenblocks (0-9)
+int screenSize;
+
+// -1 = no quicksave slot picked!
+int quickSaveSlot;
+
+ // 1 = message to be printed
+int messageToPrint;
+// ...and here is the message string!
+char* messageString;
+
+// message x & y
+int messx;
+int messy;
+int messageLastMenuActive;
+
+// timed message = no input from user
+boolean messageNeedsInput;
+
+void (*messageRoutine)(int response);
+
+char gammamsg[5][26] =
+{
+ GAMMALVL0,
+ GAMMALVL1,
+ GAMMALVL2,
+ GAMMALVL3,
+ GAMMALVL4
+};
+
+// we are going to be entering a savegame string
+int saveStringEnter;
+int saveSlot; // which slot to save in
+int saveCharIndex; // which char we're editing
+// old save description before edit
+char saveOldString[SAVESTRINGSIZE];
+
+boolean inhelpscreens;
+boolean menuactive;
+
+#define SKULLXOFF -32
+#define LINEHEIGHT 16
+
+extern boolean sendpause;
+char savegamestrings[10][SAVESTRINGSIZE];
+
+char endstring[160];
+
+
+//
+// MENU TYPEDEFS
+//
+typedef struct
+{
+ // 0 = no cursor here, 1 = ok, 2 = arrows ok
+ short status;
+
+ char name[10];
+
+ // choice = menu item #.
+ // if status = 2,
+ // choice=0:leftarrow,1:rightarrow
+ void (*routine)(int choice);
+
+ // hotkey in menu
+ char alphaKey;
+} menuitem_t;
+
+
+
+typedef struct menu_s
+{
+ short numitems; // # of menu items
+ struct menu_s* prevMenu; // previous menu
+ menuitem_t* menuitems; // menu items
+ void (*routine)(); // draw routine
+ short x;
+ short y; // x,y of menu
+ short lastOn; // last item user was on in menu
+} menu_t;
+
+short itemOn; // menu item skull is on
+short skullAnimCounter; // skull animation counter
+short whichSkull; // which skull to draw
+
+// graphic name of skulls
+// warning: initializer-string for array of chars is too long
+char *skullName[2] = {"M_SKULL1","M_SKULL2"};
+
+// current menudef
+menu_t* currentMenu;
+
+//
+// PROTOTYPES
+//
+void M_NewGame(int choice);
+void M_Episode(int choice);
+void M_ChooseSkill(int choice);
+void M_LoadGame(int choice);
+void M_SaveGame(int choice);
+void M_Options(int choice);
+void M_EndGame(int choice);
+void M_ReadThis(int choice);
+void M_ReadThis2(int choice);
+void M_QuitDOOM(int choice);
+
+void M_ChangeMessages(int choice);
+void M_ChangeSensitivity(int choice);
+void M_SfxVol(int choice);
+void M_MusicVol(int choice);
+void M_ChangeDetail(int choice);
+void M_SizeDisplay(int choice);
+void M_StartGame(int choice);
+void M_Sound(int choice);
+
+void M_FinishReadThis(int choice);
+void M_LoadSelect(int choice);
+void M_SaveSelect(int choice);
+void M_ReadSaveStrings(void);
+void M_QuickSave(void);
+void M_QuickLoad(void);
+
+void M_DrawMainMenu(void);
+void M_DrawReadThis1(void);
+void M_DrawReadThis2(void);
+void M_DrawNewGame(void);
+void M_DrawEpisode(void);
+void M_DrawOptions(void);
+void M_DrawSound(void);
+void M_DrawLoad(void);
+void M_DrawSave(void);
+
+void M_DrawSaveLoadBorder(int x,int y);
+void M_SetupNextMenu(menu_t *menudef);
+void M_DrawThermo(int x,int y,int thermWidth,int thermDot);
+void M_DrawEmptyCell(menu_t *menu,int item);
+void M_DrawSelCell(menu_t *menu,int item);
+void M_WriteText(int x, int y, char *string);
+int M_StringWidth(char *string);
+int M_StringHeight(char *string);
+void M_StartControlPanel(void);
+void M_StartMessage(char *string,void *routine,boolean input);
+void M_StopMessage(void);
+void M_ClearMenus (void);
+
+
+
+
+//
+// DOOM MENU
+//
+enum
+{
+ newgame = 0,
+ options,
+ loadgame,
+ savegame,
+ readthis,
+ quitdoom,
+ main_end
+} main_e;
+
+menuitem_t MainMenu[]=
+{
+ {1,"M_NGAME",M_NewGame,'n'},
+ {1,"M_OPTION",M_Options,'o'},
+ {1,"M_LOADG",M_LoadGame,'l'},
+ {1,"M_SAVEG",M_SaveGame,'s'},
+ // Another hickup with Special edition.
+ {1,"M_RDTHIS",M_ReadThis,'r'},
+ {1,"M_QUITG",M_QuitDOOM,'q'}
+};
+
+menu_t MainDef =
+{
+ main_end,
+ NULL,
+ MainMenu,
+ M_DrawMainMenu,
+ 97,64,
+ 0
+};
+
+
+//
+// EPISODE SELECT
+//
+enum
+{
+ ep1,
+ ep2,
+ ep3,
+ ep4,
+ ep_end
+} episodes_e;
+
+menuitem_t EpisodeMenu[]=
+{
+ {1,"M_EPI1", M_Episode,'k'},
+ {1,"M_EPI2", M_Episode,'t'},
+ {1,"M_EPI3", M_Episode,'i'},
+ {1,"M_EPI4", M_Episode,'t'}
+};
+
+menu_t EpiDef =
+{
+ ep_end, // # of menu items
+ &MainDef, // previous menu
+ EpisodeMenu, // menuitem_t ->
+ M_DrawEpisode, // drawing routine ->
+ 48,63, // x,y
+ ep1 // lastOn
+};
+
+//
+// NEW GAME
+//
+enum
+{
+ killthings,
+ toorough,
+ hurtme,
+ violence,
+ nightmare,
+ newg_end
+} newgame_e;
+
+menuitem_t NewGameMenu[]=
+{
+ {1,"M_JKILL", M_ChooseSkill, 'i'},
+ {1,"M_ROUGH", M_ChooseSkill, 'h'},
+ {1,"M_HURT", M_ChooseSkill, 'h'},
+ {1,"M_ULTRA", M_ChooseSkill, 'u'},
+ {1,"M_NMARE", M_ChooseSkill, 'n'}
+};
+
+menu_t NewDef =
+{
+ newg_end, // # of menu items
+ &EpiDef, // previous menu
+ NewGameMenu, // menuitem_t ->
+ M_DrawNewGame, // drawing routine ->
+ 48,63, // x,y
+ hurtme // lastOn
+};
+
+
+
+//
+// OPTIONS MENU
+//
+enum
+{
+ endgame,
+ messages,
+ detail,
+ scrnsize,
+ option_empty1,
+ mousesens,
+ option_empty2,
+ soundvol,
+ opt_end
+} options_e;
+
+menuitem_t OptionsMenu[]=
+{
+ {1,"M_ENDGAM", M_EndGame,'e'},
+ {1,"M_MESSG", M_ChangeMessages,'m'},
+ {1,"M_DETAIL", M_ChangeDetail,'g'},
+ {2,"M_SCRNSZ", M_SizeDisplay,'s'},
+ {-1,"",0,'\0'},
+ {2,"M_MSENS", M_ChangeSensitivity,'m'},
+ {-1,"",0,'\0'},
+ {1,"M_SVOL", M_Sound,'s'}
+};
+
+menu_t OptionsDef =
+{
+ opt_end,
+ &MainDef,
+ OptionsMenu,
+ M_DrawOptions,
+ 60,37,
+ 0
+};
+
+//
+// Read This! MENU 1 & 2
+//
+enum
+{
+ rdthsempty1,
+ read1_end
+} read_e;
+
+menuitem_t ReadMenu1[] =
+{
+ {1,"",M_ReadThis2,0}
+};
+
+menu_t ReadDef1 =
+{
+ read1_end,
+ &MainDef,
+ ReadMenu1,
+ M_DrawReadThis1,
+ 280,185,
+ 0
+};
+
+enum
+{
+ rdthsempty2,
+ read2_end
+} read_e2;
+
+menuitem_t ReadMenu2[]=
+{
+ {1,"",M_FinishReadThis,0}
+};
+
+menu_t ReadDef2 =
+{
+ read2_end,
+ &ReadDef1,
+ ReadMenu2,
+ M_DrawReadThis2,
+ 330,175,
+ 0
+};
+
+//
+// SOUND VOLUME MENU
+//
+enum
+{
+ sfx_vol,
+ sfx_empty1,
+ music_vol,
+ sfx_empty2,
+ sound_end
+} sound_e;
+
+menuitem_t SoundMenu[]=
+{
+ {2,"M_SFXVOL",M_SfxVol,'s'},
+ {-1,"",0,'\0'},
+ {2,"M_MUSVOL",M_MusicVol,'m'},
+ {-1,"",0,'\0'}
+};
+
+menu_t SoundDef =
+{
+ sound_end,
+ &OptionsDef,
+ SoundMenu,
+ M_DrawSound,
+ 80,64,
+ 0
+};
+
+//
+// LOAD GAME MENU
+//
+enum
+{
+ load1,
+ load2,
+ load3,
+ load4,
+ load5,
+ load6,
+ load_end
+} load_e;
+
+menuitem_t LoadMenu[]=
+{
+ {1,"", M_LoadSelect,'1'},
+ {1,"", M_LoadSelect,'2'},
+ {1,"", M_LoadSelect,'3'},
+ {1,"", M_LoadSelect,'4'},
+ {1,"", M_LoadSelect,'5'},
+ {1,"", M_LoadSelect,'6'}
+};
+
+menu_t LoadDef =
+{
+ load_end,
+ &MainDef,
+ LoadMenu,
+ M_DrawLoad,
+ 80,54,
+ 0
+};
+
+//
+// SAVE GAME MENU
+//
+menuitem_t SaveMenu[]=
+{
+ {1,"", M_SaveSelect,'1'},
+ {1,"", M_SaveSelect,'2'},
+ {1,"", M_SaveSelect,'3'},
+ {1,"", M_SaveSelect,'4'},
+ {1,"", M_SaveSelect,'5'},
+ {1,"", M_SaveSelect,'6'}
+};
+
+menu_t SaveDef =
+{
+ load_end,
+ &MainDef,
+ SaveMenu,
+ M_DrawSave,
+ 80,54,
+ 0
+};
+
+
+//
+// M_ReadSaveStrings
+// read the strings from the savegame files
+//
+void M_ReadSaveStrings(void)
+{
+ FILE *handle;
+ int count;
+ int i;
+ char name[256];
+
+ for (i = 0;i < load_end;i++)
+ {
+ strcpy(name, P_SaveGameFile(i));
+
+ handle = fopen(name, "rb");
+ if (handle == NULL)
+ {
+ strcpy(&savegamestrings[i][0], EMPTYSTRING);
+ LoadMenu[i].status = 0;
+ continue;
+ }
+ count = fread(&savegamestrings[i], 1, SAVESTRINGSIZE, handle);
+ fclose(handle);
+ LoadMenu[i].status = 1;
+ }
+}
+
+
+//
+// M_LoadGame & Cie.
+//
+void M_DrawLoad(void)
+{
+ int i;
+
+ V_DrawPatchDirect(72, 28,
+ W_CacheLumpName(DEH_String("M_LOADG"), PU_CACHE));
+
+ for (i = 0;i < load_end; i++)
+ {
+ M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*i);
+ M_WriteText(LoadDef.x,LoadDef.y+LINEHEIGHT*i,savegamestrings[i]);
+ }
+}
+
+
+
+//
+// Draw border for the savegame description
+//
+void M_DrawSaveLoadBorder(int x,int y)
+{
+ int i;
+
+ V_DrawPatchDirect(x - 8, y + 7,
+ W_CacheLumpName(DEH_String("M_LSLEFT"), PU_CACHE));
+
+ for (i = 0;i < 24;i++)
+ {
+ V_DrawPatchDirect(x, y + 7,
+ W_CacheLumpName(DEH_String("M_LSCNTR"), PU_CACHE));
+ x += 8;
+ }
+
+ V_DrawPatchDirect(x, y + 7,
+ W_CacheLumpName(DEH_String("M_LSRGHT"), PU_CACHE));
+}
+
+
+
+//
+// User wants to load this game
+//
+void M_LoadSelect(int choice)
+{
+ char name[256];
+
+ strcpy(name, P_SaveGameFile(choice));
+
+ G_LoadGame (name);
+ M_ClearMenus ();
+}
+
+//
+// Selected from DOOM menu
+//
+void M_LoadGame (int choice)
+{
+ if (netgame)
+ {
+ M_StartMessage(DEH_String(LOADNET),NULL,false);
+ return;
+ }
+
+ M_SetupNextMenu(&LoadDef);
+ M_ReadSaveStrings();
+}
+
+
+//
+// M_SaveGame & Cie.
+//
+void M_DrawSave(void)
+{
+ int i;
+
+ V_DrawPatchDirect(72, 28, W_CacheLumpName(DEH_String("M_SAVEG"), PU_CACHE));
+ for (i = 0;i < load_end; i++)
+ {
+ M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*i);
+ M_WriteText(LoadDef.x,LoadDef.y+LINEHEIGHT*i,savegamestrings[i]);
+ }
+
+ if (saveStringEnter)
+ {
+ i = M_StringWidth(savegamestrings[saveSlot]);
+ M_WriteText(LoadDef.x + i,LoadDef.y+LINEHEIGHT*saveSlot,"_");
+ }
+}
+
+//
+// M_Responder calls this when user is finished
+//
+void M_DoSave(int slot)
+{
+ G_SaveGame (slot,savegamestrings[slot]);
+ M_ClearMenus ();
+
+ // PICK QUICKSAVE SLOT YET?
+ if (quickSaveSlot == -2)
+ quickSaveSlot = slot;
+}
+
+//
+// User wants to save. Start string input for M_Responder
+//
+void M_SaveSelect(int choice)
+{
+ // we are going to be intercepting all chars
+ saveStringEnter = 1;
+
+ saveSlot = choice;
+ strcpy(saveOldString,savegamestrings[choice]);
+ if (!strcmp(savegamestrings[choice],EMPTYSTRING))
+ savegamestrings[choice][0] = 0;
+ saveCharIndex = strlen(savegamestrings[choice]);
+}
+
+//
+// Selected from DOOM menu
+//
+void M_SaveGame (int choice)
+{
+ if (!usergame)
+ {
+ M_StartMessage(DEH_String(SAVEDEAD),NULL,false);
+ return;
+ }
+
+ if (gamestate != GS_LEVEL)
+ return;
+
+ M_SetupNextMenu(&SaveDef);
+ M_ReadSaveStrings();
+}
+
+
+
+//
+// M_QuickSave
+//
+char tempstring[80];
+
+void M_QuickSaveResponse(int key)
+{
+ if (key == key_menu_confirm)
+ {
+ M_DoSave(quickSaveSlot);
+ S_StartSound(NULL,sfx_swtchx);
+ }
+}
+
+void M_QuickSave(void)
+{
+ if (!usergame)
+ {
+ S_StartSound(NULL,sfx_oof);
+ return;
+ }
+
+ if (gamestate != GS_LEVEL)
+ return;
+
+ if (quickSaveSlot < 0)
+ {
+ M_StartControlPanel();
+ M_ReadSaveStrings();
+ M_SetupNextMenu(&SaveDef);
+ quickSaveSlot = -2; // means to pick a slot now
+ return;
+ }
+ sprintf(tempstring,DEH_String(QSPROMPT),savegamestrings[quickSaveSlot]);
+ M_StartMessage(tempstring,M_QuickSaveResponse,true);
+}
+
+
+
+//
+// M_QuickLoad
+//
+void M_QuickLoadResponse(int key)
+{
+ if (key == key_menu_confirm)
+ {
+ M_LoadSelect(quickSaveSlot);
+ S_StartSound(NULL,sfx_swtchx);
+ }
+}
+
+
+void M_QuickLoad(void)
+{
+ if (netgame)
+ {
+ M_StartMessage(DEH_String(QLOADNET),NULL,false);
+ return;
+ }
+
+ if (quickSaveSlot < 0)
+ {
+ M_StartMessage(DEH_String(QSAVESPOT),NULL,false);
+ return;
+ }
+ sprintf(tempstring,DEH_String(QLPROMPT),savegamestrings[quickSaveSlot]);
+ M_StartMessage(tempstring,M_QuickLoadResponse,true);
+}
+
+
+
+
+//
+// Read This Menus
+// Had a "quick hack to fix romero bug"
+//
+void M_DrawReadThis1(void)
+{
+ char *lumpname = "CREDIT";
+ int skullx = 330, skully = 175;
+
+ inhelpscreens = true;
+
+ // Different versions of Doom 1.9 work differently
+
+ switch (gameversion)
+ {
+ case exe_doom_1_9:
+ if (gamemode == commercial)
+ {
+ // Doom 2
+
+ lumpname = "HELP";
+
+ skullx = 330;
+ skully = 165;
+ }
+ else
+ {
+ // Doom 1
+ // HELP2 is the first screen shown in Doom 1
+
+ lumpname = "HELP2";
+
+ skullx = 280;
+ skully = 185;
+ }
+ break;
+
+ case exe_ultimate:
+ case exe_chex:
+
+ // Ultimate Doom always displays "HELP1".
+
+ // Chex Quest version also uses "HELP1", even though it is based
+ // on Final Doom.
+
+ lumpname = "HELP1";
+
+ break;
+
+ case exe_final:
+
+ // Final Doom always displays "HELP".
+
+ lumpname = "HELP";
+
+ break;
+
+ default:
+ I_Error("Unhandled game version");
+ break;
+ }
+
+ lumpname = DEH_String(lumpname);
+
+ V_DrawPatchDirect (0, 0, W_CacheLumpName(lumpname, PU_CACHE));
+
+ ReadDef1.x = skullx;
+ ReadDef1.y = skully;
+}
+
+
+
+//
+// Read This Menus - optional second page.
+//
+void M_DrawReadThis2(void)
+{
+ inhelpscreens = true;
+
+ // We only ever draw the second page if this is
+ // gameversion == exe_doom_1_9 and gamemode == registered
+
+ V_DrawPatchDirect(0, 0, W_CacheLumpName(DEH_String("HELP1"), PU_CACHE));
+}
+
+
+//
+// Change Sfx & Music volumes
+//
+void M_DrawSound(void)
+{
+ V_DrawPatchDirect (60, 38, W_CacheLumpName(DEH_String("M_SVOL"), PU_CACHE));
+
+ M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(sfx_vol+1),
+ 16,sfxVolume);
+
+ M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(music_vol+1),
+ 16,musicVolume);
+}
+
+void M_Sound(int choice)
+{
+ M_SetupNextMenu(&SoundDef);
+}
+
+void M_SfxVol(int choice)
+{
+ switch(choice)
+ {
+ case 0:
+ if (sfxVolume)
+ sfxVolume--;
+ break;
+ case 1:
+ if (sfxVolume < 15)
+ sfxVolume++;
+ break;
+ }
+
+ S_SetSfxVolume(sfxVolume * 8);
+}
+
+void M_MusicVol(int choice)
+{
+ switch(choice)
+ {
+ case 0:
+ if (musicVolume)
+ musicVolume--;
+ break;
+ case 1:
+ if (musicVolume < 15)
+ musicVolume++;
+ break;
+ }
+
+ S_SetMusicVolume(musicVolume * 8);
+}
+
+
+
+
+//
+// M_DrawMainMenu
+//
+void M_DrawMainMenu(void)
+{
+ V_DrawPatchDirect(94, 2,
+ W_CacheLumpName(DEH_String("M_DOOM"), PU_CACHE));
+}
+
+
+
+
+//
+// M_NewGame
+//
+void M_DrawNewGame(void)
+{
+ V_DrawPatchDirect(96, 14, W_CacheLumpName(DEH_String("M_NEWG"), PU_CACHE));
+ V_DrawPatchDirect(54, 38, W_CacheLumpName(DEH_String("M_SKILL"), PU_CACHE));
+}
+
+void M_NewGame(int choice)
+{
+ if (netgame && !demoplayback)
+ {
+ M_StartMessage(DEH_String(NEWGAME),NULL,false);
+ return;
+ }
+
+ // Chex Quest disabled the episode select screen, as did Doom II.
+
+ if (gamemode == commercial || gameversion == exe_chex)
+ M_SetupNextMenu(&NewDef);
+ else
+ M_SetupNextMenu(&EpiDef);
+}
+
+
+//
+// M_Episode
+//
+int epi;
+
+void M_DrawEpisode(void)
+{
+ V_DrawPatchDirect(54, 38, W_CacheLumpName(DEH_String("M_EPISOD"), PU_CACHE));
+}
+
+void M_VerifyNightmare(int key)
+{
+ if (key != key_menu_confirm)
+ return;
+
+ G_DeferedInitNew(nightmare,epi+1,1);
+ M_ClearMenus ();
+}
+
+void M_ChooseSkill(int choice)
+{
+ if (choice == nightmare)
+ {
+ M_StartMessage(DEH_String(NIGHTMARE),M_VerifyNightmare,true);
+ return;
+ }
+
+ G_DeferedInitNew(choice,epi+1,1);
+ M_ClearMenus ();
+}
+
+void M_Episode(int choice)
+{
+ if ( (gamemode == shareware)
+ && choice)
+ {
+ M_StartMessage(DEH_String(SWSTRING),NULL,false);
+ M_SetupNextMenu(&ReadDef1);
+ return;
+ }
+
+ // Yet another hack...
+ if ( (gamemode == registered)
+ && (choice > 2))
+ {
+ fprintf( stderr,
+ "M_Episode: 4th episode requires UltimateDOOM\n");
+ choice = 0;
+ }
+
+ epi = choice;
+ M_SetupNextMenu(&NewDef);
+}
+
+
+
+//
+// M_Options
+//
+char detailNames[2][9] = {"M_GDHIGH","M_GDLOW"};
+char msgNames[2][9] = {"M_MSGOFF","M_MSGON"};
+
+
+void M_DrawOptions(void)
+{
+ V_DrawPatchDirect(108, 15, W_CacheLumpName(DEH_String("M_OPTTTL"),
+ PU_CACHE));
+
+ V_DrawPatchDirect(OptionsDef.x + 175, OptionsDef.y + LINEHEIGHT * detail,
+ W_CacheLumpName(DEH_String(detailNames[detailLevel]),
+ PU_CACHE));
+
+ V_DrawPatchDirect(OptionsDef.x + 120, OptionsDef.y + LINEHEIGHT * messages,
+ W_CacheLumpName(DEH_String(msgNames[showMessages]),
+ PU_CACHE));
+
+ M_DrawThermo(OptionsDef.x, OptionsDef.y + LINEHEIGHT * (mousesens + 1),
+ 10, mouseSensitivity);
+
+ M_DrawThermo(OptionsDef.x,OptionsDef.y+LINEHEIGHT*(scrnsize+1),
+ 9,screenSize);
+}
+
+void M_Options(int choice)
+{
+ M_SetupNextMenu(&OptionsDef);
+}
+
+
+
+//
+// Toggle messages on/off
+//
+void M_ChangeMessages(int choice)
+{
+ // warning: unused parameter `int choice'
+ choice = 0;
+ showMessages = 1 - showMessages;
+
+ if (!showMessages)
+ players[consoleplayer].message = DEH_String(MSGOFF);
+ else
+ players[consoleplayer].message = DEH_String(MSGON);
+
+ message_dontfuckwithme = true;
+}
+
+
+//
+// M_EndGame
+//
+void M_EndGameResponse(int key)
+{
+ if (key != key_menu_confirm)
+ return;
+
+ currentMenu->lastOn = itemOn;
+ M_ClearMenus ();
+ D_StartTitle ();
+}
+
+void M_EndGame(int choice)
+{
+ choice = 0;
+ if (!usergame)
+ {
+ S_StartSound(NULL,sfx_oof);
+ return;
+ }
+
+ if (netgame)
+ {
+ M_StartMessage(DEH_String(NETEND),NULL,false);
+ return;
+ }
+
+ M_StartMessage(DEH_String(ENDGAME),M_EndGameResponse,true);
+}
+
+
+
+
+//
+// M_ReadThis
+//
+void M_ReadThis(int choice)
+{
+ choice = 0;
+ M_SetupNextMenu(&ReadDef1);
+}
+
+void M_ReadThis2(int choice)
+{
+ // Doom 1.9 had two menus when playing Doom 1
+ // All others had only one
+
+ if (gameversion == exe_doom_1_9 && gamemode != commercial)
+ {
+ choice = 0;
+ M_SetupNextMenu(&ReadDef2);
+ }
+ else
+ {
+ // Close the menu
+
+ M_FinishReadThis(0);
+ }
+}
+
+void M_FinishReadThis(int choice)
+{
+ choice = 0;
+ M_SetupNextMenu(&MainDef);
+}
+
+
+
+
+//
+// M_QuitDOOM
+//
+int quitsounds[8] =
+{
+ sfx_pldeth,
+ sfx_dmpain,
+ sfx_popain,
+ sfx_slop,
+ sfx_telept,
+ sfx_posit1,
+ sfx_posit3,
+ sfx_sgtatk
+};
+
+int quitsounds2[8] =
+{
+ sfx_vilact,
+ sfx_getpow,
+ sfx_boscub,
+ sfx_slop,
+ sfx_skeswg,
+ sfx_kntdth,
+ sfx_bspact,
+ sfx_sgtatk
+};
+
+
+
+void M_QuitResponse(int key)
+{
+ if (key != key_menu_confirm)
+ return;
+ if (!netgame)
+ {
+ if (gamemode == commercial)
+ S_StartSound(NULL,quitsounds2[(gametic>>2)&7]);
+ else
+ S_StartSound(NULL,quitsounds[(gametic>>2)&7]);
+ I_WaitVBL(105);
+ }
+ I_Quit ();
+}
+
+
+static char *M_SelectEndMessage(void)
+{
+ char **endmsg;
+
+ if (gamemission == doom)
+ {
+ // Doom 1
+
+ endmsg = doom1_endmsg;
+ }
+ else
+ {
+ // Doom 2
+
+ endmsg = doom2_endmsg;
+ }
+
+ return endmsg[gametic % NUM_QUITMESSAGES];
+}
+
+
+void M_QuitDOOM(int choice)
+{
+ sprintf(endstring,
+ DEH_String("%s\n\n" DOSY),
+ DEH_String(M_SelectEndMessage()));
+
+ M_StartMessage(endstring,M_QuitResponse,true);
+}
+
+
+
+
+void M_ChangeSensitivity(int choice)
+{
+ switch(choice)
+ {
+ case 0:
+ if (mouseSensitivity)
+ mouseSensitivity--;
+ break;
+ case 1:
+ if (mouseSensitivity < 9)
+ mouseSensitivity++;
+ break;
+ }
+}
+
+
+
+
+void M_ChangeDetail(int choice)
+{
+ choice = 0;
+ detailLevel = 1 - detailLevel;
+
+ R_SetViewSize (screenblocks, detailLevel);
+
+ if (!detailLevel)
+ players[consoleplayer].message = DEH_String(DETAILHI);
+ else
+ players[consoleplayer].message = DEH_String(DETAILLO);
+}
+
+
+
+
+void M_SizeDisplay(int choice)
+{
+ switch(choice)
+ {
+ case 0:
+ if (screenSize > 0)
+ {
+ screenblocks--;
+ screenSize--;
+ }
+ break;
+ case 1:
+ if (screenSize < 8)
+ {
+ screenblocks++;
+ screenSize++;
+ }
+ break;
+ }
+
+
+ R_SetViewSize (screenblocks, detailLevel);
+}
+
+
+
+
+//
+// Menu Functions
+//
+void
+M_DrawThermo
+( int x,
+ int y,
+ int thermWidth,
+ int thermDot )
+{
+ int xx;
+ int i;
+
+ xx = x;
+ V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERML"), PU_CACHE));
+ xx += 8;
+ for (i=0;i<thermWidth;i++)
+ {
+ V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERMM"), PU_CACHE));
+ xx += 8;
+ }
+ V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERMR"), PU_CACHE));
+
+ V_DrawPatchDirect((x + 8) + thermDot * 8, y,
+ W_CacheLumpName(DEH_String("M_THERMO"), PU_CACHE));
+}
+
+
+
+void
+M_DrawEmptyCell
+( menu_t* menu,
+ int item )
+{
+ V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1,
+ W_CacheLumpName(DEH_String("M_CELL1"), PU_CACHE));
+}
+
+void
+M_DrawSelCell
+( menu_t* menu,
+ int item )
+{
+ V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1,
+ W_CacheLumpName(DEH_String("M_CELL2"), PU_CACHE));
+}
+
+
+void
+M_StartMessage
+( char* string,
+ void* routine,
+ boolean input )
+{
+ messageLastMenuActive = menuactive;
+ messageToPrint = 1;
+ messageString = string;
+ messageRoutine = routine;
+ messageNeedsInput = input;
+ menuactive = true;
+ return;
+}
+
+
+
+void M_StopMessage(void)
+{
+ menuactive = messageLastMenuActive;
+ messageToPrint = 0;
+}
+
+
+
+//
+// Find string width from hu_font chars
+//
+int M_StringWidth(char* string)
+{
+ size_t i;
+ int w = 0;
+ int c;
+
+ for (i = 0;i < strlen(string);i++)
+ {
+ c = toupper(string[i]) - HU_FONTSTART;
+ if (c < 0 || c >= HU_FONTSIZE)
+ w += 4;
+ else
+ w += SHORT (hu_font[c]->width);
+ }
+
+ return w;
+}
+
+
+
+//
+// Find string height from hu_font chars
+//
+int M_StringHeight(char* string)
+{
+ size_t i;
+ int h;
+ int height = SHORT(hu_font[0]->height);
+
+ h = height;
+ for (i = 0;i < strlen(string);i++)
+ if (string[i] == '\n')
+ h += height;
+
+ return h;
+}
+
+
+//
+// Write a string using the hu_font
+//
+void
+M_WriteText
+( int x,
+ int y,
+ char* string)
+{
+ int w;
+ char* ch;
+ int c;
+ int cx;
+ int cy;
+
+
+ ch = string;
+ cx = x;
+ cy = y;
+
+ while(1)
+ {
+ c = *ch++;
+ if (!c)
+ break;
+ if (c == '\n')
+ {
+ cx = x;
+ cy += 12;
+ continue;
+ }
+
+ c = toupper(c) - HU_FONTSTART;
+ if (c < 0 || c>= HU_FONTSIZE)
+ {
+ cx += 4;
+ continue;
+ }
+
+ w = SHORT (hu_font[c]->width);
+ if (cx+w > SCREENWIDTH)
+ break;
+ V_DrawPatchDirect(cx, cy, hu_font[c]);
+ cx+=w;
+ }
+}
+
+
+
+//
+// CONTROL PANEL
+//
+
+//
+// M_Responder
+//
+boolean M_Responder (event_t* ev)
+{
+ int ch;
+ int key;
+ int i;
+ static int joywait = 0;
+ static int mousewait = 0;
+ static int mousey = 0;
+ static int lasty = 0;
+ static int mousex = 0;
+ static int lastx = 0;
+
+ // "close" button pressed on window?
+ if (ev->type == ev_quit)
+ {
+ S_StartSound(NULL,sfx_swtchn);
+ M_QuitDOOM(0);
+ return true;
+ }
+
+ // key is the key pressed, ch is the actual character typed
+
+ ch = 0;
+ key = -1;
+
+ if (ev->type == ev_joystick && joywait < I_GetTime())
+ {
+ if (ev->data3 == -1)
+ {
+ key = key_menu_up;
+ joywait = I_GetTime() + 5;
+ }
+ else if (ev->data3 == 1)
+ {
+ key = key_menu_down;
+ joywait = I_GetTime() + 5;
+ }
+
+ if (ev->data2 == -1)
+ {
+ key = key_menu_left;
+ joywait = I_GetTime() + 2;
+ }
+ else if (ev->data2 == 1)
+ {
+ key = key_menu_right;
+ joywait = I_GetTime() + 2;
+ }
+
+ if (ev->data1&1)
+ {
+ key = key_menu_forward;
+ joywait = I_GetTime() + 5;
+ }
+ if (ev->data1&2)
+ {
+ key = key_menu_back;
+ joywait = I_GetTime() + 5;
+ }
+ }
+ else
+ {
+ if (ev->type == ev_mouse && mousewait < I_GetTime())
+ {
+ mousey += ev->data3;
+ if (mousey < lasty-30)
+ {
+ key = key_menu_down;
+ mousewait = I_GetTime() + 5;
+ mousey = lasty -= 30;
+ }
+ else if (mousey > lasty+30)
+ {
+ key = key_menu_up;
+ mousewait = I_GetTime() + 5;
+ mousey = lasty += 30;
+ }
+
+ mousex += ev->data2;
+ if (mousex < lastx-30)
+ {
+ key = key_menu_left;
+ mousewait = I_GetTime() + 5;
+ mousex = lastx -= 30;
+ }
+ else if (mousex > lastx+30)
+ {
+ key = key_menu_right;
+ mousewait = I_GetTime() + 5;
+ mousex = lastx += 30;
+ }
+
+ if (ev->data1&1)
+ {
+ key = key_menu_forward;
+ mousewait = I_GetTime() + 15;
+ }
+
+ if (ev->data1&2)
+ {
+ key = key_menu_back;
+ mousewait = I_GetTime() + 15;
+ }
+ }
+ else
+ {
+ if (ev->type == ev_keydown)
+ {
+ key = ev->data1;
+ ch = ev->data2;
+ }
+ }
+ }
+
+ if (key == -1)
+ return false;
+
+ // In testcontrols mode, none of the function keys should do anything
+ // - the only key is escape to quit.
+
+ if (testcontrols)
+ {
+ if (key == key_menu_activate || key == key_menu_quit)
+ {
+ I_Quit();
+ return true;
+ }
+
+ return false;
+ }
+
+ // Save Game string input
+ if (saveStringEnter)
+ {
+ switch(key)
+ {
+ case KEY_BACKSPACE:
+ if (saveCharIndex > 0)
+ {
+ saveCharIndex--;
+ savegamestrings[saveSlot][saveCharIndex] = 0;
+ }
+ break;
+
+ case KEY_ESCAPE:
+ saveStringEnter = 0;
+ strcpy(&savegamestrings[saveSlot][0],saveOldString);
+ break;
+
+ case KEY_ENTER:
+ saveStringEnter = 0;
+ if (savegamestrings[saveSlot][0])
+ M_DoSave(saveSlot);
+ break;
+
+ default:
+ // Entering a character - use the 'ch' value, not the key
+
+ ch = toupper(ch);
+
+ if (ch != ' '
+ && (ch - HU_FONTSTART < 0 || ch - HU_FONTSTART >= HU_FONTSIZE))
+ {
+ break;
+ }
+
+ if (ch >= 32 && ch <= 127 &&
+ saveCharIndex < SAVESTRINGSIZE-1 &&
+ M_StringWidth(savegamestrings[saveSlot]) <
+ (SAVESTRINGSIZE-2)*8)
+ {
+ savegamestrings[saveSlot][saveCharIndex++] = ch;
+ savegamestrings[saveSlot][saveCharIndex] = 0;
+ }
+ break;
+ }
+ return true;
+ }
+
+ // Take care of any messages that need input
+ if (messageToPrint)
+ {
+ if (messageNeedsInput)
+ {
+ if (key != ' ' && key != KEY_ESCAPE
+ && key != key_menu_confirm && key != key_menu_abort)
+ {
+ return false;
+ }
+ }
+
+ menuactive = messageLastMenuActive;
+ messageToPrint = 0;
+ if (messageRoutine)
+ messageRoutine(key);
+
+ menuactive = false;
+ S_StartSound(NULL,sfx_swtchx);
+ return true;
+ }
+
+ if (devparm && key == key_menu_help)
+ {
+ G_ScreenShot ();
+ return true;
+ }
+
+ // F-Keys
+ if (!menuactive)
+ {
+ if (key == key_menu_decscreen) // Screen size down
+ {
+ if (automapactive || chat_on)
+ return false;
+ M_SizeDisplay(0);
+ S_StartSound(NULL,sfx_stnmov);
+ return true;
+ }
+ else if (key == key_menu_incscreen) // Screen size up
+ {
+ if (automapactive || chat_on)
+ return false;
+ M_SizeDisplay(1);
+ S_StartSound(NULL,sfx_stnmov);
+ return true;
+ }
+ else if (key == key_menu_help) // Help key
+ {
+ M_StartControlPanel ();
+
+ if ( gamemode == retail )
+ currentMenu = &ReadDef2;
+ else
+ currentMenu = &ReadDef1;
+
+ itemOn = 0;
+ S_StartSound(NULL,sfx_swtchn);
+ return true;
+ }
+ else if (key == key_menu_save) // Save
+ {
+ M_StartControlPanel();
+ S_StartSound(NULL,sfx_swtchn);
+ M_SaveGame(0);
+ return true;
+ }
+ else if (key == key_menu_load) // Load
+ {
+ M_StartControlPanel();
+ S_StartSound(NULL,sfx_swtchn);
+ M_LoadGame(0);
+ return true;
+ }
+ else if (key == key_menu_volume) // Sound Volume
+ {
+ M_StartControlPanel ();
+ currentMenu = &SoundDef;
+ itemOn = sfx_vol;
+ S_StartSound(NULL,sfx_swtchn);
+ return true;
+ }
+ else if (key == key_menu_detail) // Detail toggle
+ {
+ M_ChangeDetail(0);
+ S_StartSound(NULL,sfx_swtchn);
+ return true;
+ }
+ else if (key == key_menu_qsave) // Quicksave
+ {
+ S_StartSound(NULL,sfx_swtchn);
+ M_QuickSave();
+ return true;
+ }
+ else if (key == key_menu_endgame) // End game
+ {
+ S_StartSound(NULL,sfx_swtchn);
+ M_EndGame(0);
+ return true;
+ }
+ else if (key == key_menu_messages) // Toggle messages
+ {
+ M_ChangeMessages(0);
+ S_StartSound(NULL,sfx_swtchn);
+ return true;
+ }
+ else if (key == key_menu_qload) // Quickload
+ {
+ S_StartSound(NULL,sfx_swtchn);
+ M_QuickLoad();
+ return true;
+ }
+ else if (key == key_menu_quit) // Quit DOOM
+ {
+ S_StartSound(NULL,sfx_swtchn);
+ M_QuitDOOM(0);
+ return true;
+ }
+ else if (key == key_menu_gamma) // gamma toggle
+ {
+ usegamma++;
+ if (usegamma > 4)
+ usegamma = 0;
+ players[consoleplayer].message = DEH_String(gammamsg[usegamma]);
+ I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE));
+ return true;
+ }
+ }
+
+ // Pop-up menu?
+ if (!menuactive)
+ {
+ if (key == key_menu_activate)
+ {
+ M_StartControlPanel ();
+ S_StartSound(NULL,sfx_swtchn);
+ return true;
+ }
+ return false;
+ }
+
+
+ // Keys usable within menu
+
+ if (key == key_menu_down)
+ {
+ // Move down to next item
+
+ do
+ {
+ if (itemOn+1 > currentMenu->numitems-1)
+ itemOn = 0;
+ else itemOn++;
+ S_StartSound(NULL,sfx_pstop);
+ } while(currentMenu->menuitems[itemOn].status==-1);
+
+ return true;
+ }
+ else if (key == key_menu_up)
+ {
+ // Move back up to previous item
+
+ do
+ {
+ if (!itemOn)
+ itemOn = currentMenu->numitems-1;
+ else itemOn--;
+ S_StartSound(NULL,sfx_pstop);
+ } while(currentMenu->menuitems[itemOn].status==-1);
+
+ return true;
+ }
+ else if (key == key_menu_left)
+ {
+ // Slide slider left
+
+ if (currentMenu->menuitems[itemOn].routine &&
+ currentMenu->menuitems[itemOn].status == 2)
+ {
+ S_StartSound(NULL,sfx_stnmov);
+ currentMenu->menuitems[itemOn].routine(0);
+ }
+ return true;
+ }
+ else if (key == key_menu_right)
+ {
+ // Slide slider right
+
+ if (currentMenu->menuitems[itemOn].routine &&
+ currentMenu->menuitems[itemOn].status == 2)
+ {
+ S_StartSound(NULL,sfx_stnmov);
+ currentMenu->menuitems[itemOn].routine(1);
+ }
+ return true;
+ }
+ else if (key == key_menu_forward)
+ {
+ // Activate menu item
+
+ if (currentMenu->menuitems[itemOn].routine &&
+ currentMenu->menuitems[itemOn].status)
+ {
+ currentMenu->lastOn = itemOn;
+ if (currentMenu->menuitems[itemOn].status == 2)
+ {
+ currentMenu->menuitems[itemOn].routine(1); // right arrow
+ S_StartSound(NULL,sfx_stnmov);
+ }
+ else
+ {
+ currentMenu->menuitems[itemOn].routine(itemOn);
+ S_StartSound(NULL,sfx_pistol);
+ }
+ }
+ return true;
+ }
+ else if (key == key_menu_activate)
+ {
+ // Deactivate menu
+
+ currentMenu->lastOn = itemOn;
+ M_ClearMenus ();
+ S_StartSound(NULL,sfx_swtchx);
+ return true;
+ }
+ else if (key == key_menu_back)
+ {
+ // Go back to previous menu
+
+ currentMenu->lastOn = itemOn;
+ if (currentMenu->prevMenu)
+ {
+ currentMenu = currentMenu->prevMenu;
+ itemOn = currentMenu->lastOn;
+ S_StartSound(NULL,sfx_swtchn);
+ }
+ return true;
+ }
+ else if (ch != 0)
+ {
+ // Keyboard shortcut?
+
+ for (i = itemOn+1;i < currentMenu->numitems;i++)
+ {
+ if (currentMenu->menuitems[i].alphaKey == ch)
+ {
+ itemOn = i;
+ S_StartSound(NULL,sfx_pstop);
+ return true;
+ }
+ }
+
+ for (i = 0;i <= itemOn;i++)
+ {
+ if (currentMenu->menuitems[i].alphaKey == ch)
+ {
+ itemOn = i;
+ S_StartSound(NULL,sfx_pstop);
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+
+
+//
+// M_StartControlPanel
+//
+void M_StartControlPanel (void)
+{
+ // intro might call this repeatedly
+ if (menuactive)
+ return;
+
+ menuactive = 1;
+ currentMenu = &MainDef; // JDC
+ itemOn = currentMenu->lastOn; // JDC
+}
+
+
+//
+// M_Drawer
+// Called after the view has been rendered,
+// but before it has been blitted.
+//
+void M_Drawer (void)
+{
+ static short x;
+ static short y;
+ unsigned int i;
+ unsigned int max;
+ char string[80];
+ char *name;
+ int start;
+
+ inhelpscreens = false;
+
+ // Horiz. & Vertically center string and print it.
+ if (messageToPrint)
+ {
+ start = 0;
+ y = 100 - M_StringHeight(messageString) / 2;
+ while (messageString[start] != '\0')
+ {
+ int foundnewline = 0;
+
+ for (i = 0; i < strlen(messageString + start); i++)
+ if (messageString[start + i] == '\n')
+ {
+ memset(string, 0, sizeof(string));
+ strncpy(string, messageString + start, i);
+ foundnewline = 1;
+ start += i + 1;
+ break;
+ }
+
+ if (!foundnewline)
+ {
+ strcpy(string, messageString + start);
+ start += strlen(string);
+ }
+
+ x = 160 - M_StringWidth(string) / 2;
+ M_WriteText(x, y, string);
+ y += SHORT(hu_font[0]->height);
+ }
+
+ return;
+ }
+
+ if (!menuactive)
+ return;
+
+ if (currentMenu->routine)
+ currentMenu->routine(); // call Draw routine
+
+ // DRAW MENU
+ x = currentMenu->x;
+ y = currentMenu->y;
+ max = currentMenu->numitems;
+
+ for (i=0;i<max;i++)
+ {
+ name = DEH_String(currentMenu->menuitems[i].name);
+
+ if (name[0])
+ {
+ V_DrawPatchDirect (x, y, W_CacheLumpName(name, PU_CACHE));
+ }
+ y += LINEHEIGHT;
+ }
+
+
+ // DRAW SKULL
+ V_DrawPatchDirect(x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
+ W_CacheLumpName(DEH_String(skullName[whichSkull]),
+ PU_CACHE));
+
+}
+
+
+//
+// M_ClearMenus
+//
+void M_ClearMenus (void)
+{
+ menuactive = 0;
+ // if (!netgame && usergame && paused)
+ // sendpause = true;
+}
+
+
+
+
+//
+// M_SetupNextMenu
+//
+void M_SetupNextMenu(menu_t *menudef)
+{
+ currentMenu = menudef;
+ itemOn = currentMenu->lastOn;
+}
+
+
+//
+// M_Ticker
+//
+void M_Ticker (void)
+{
+ if (--skullAnimCounter <= 0)
+ {
+ whichSkull ^= 1;
+ skullAnimCounter = 8;
+ }
+}
+
+
+//
+// M_Init
+//
+void M_Init (void)
+{
+ currentMenu = &MainDef;
+ menuactive = 0;
+ itemOn = currentMenu->lastOn;
+ whichSkull = 0;
+ skullAnimCounter = 10;
+ screenSize = screenblocks - 3;
+ messageToPrint = 0;
+ messageString = NULL;
+ messageLastMenuActive = menuactive;
+ quickSaveSlot = -1;
+
+ // Here we could catch other version dependencies,
+ // like HELP1/2, and four episodes.
+
+
+ switch ( gamemode )
+ {
+ case commercial:
+ // Commercial has no "read this" entry.
+ MainMenu[readthis] = MainMenu[quitdoom];
+ MainDef.numitems--;
+ MainDef.y += 8;
+ NewDef.prevMenu = &MainDef;
+ break;
+ case shareware:
+ // Episode 2 and 3 are handled,
+ // branching to an ad screen.
+ case registered:
+ // We need to remove the fourth episode.
+ EpiDef.numitems--;
+ break;
+ case retail:
+ // We are fine.
+ default:
+ break;
+ }
+
+}
+
diff --git a/src/strife/m_menu.h b/src/strife/m_menu.h
new file mode 100644
index 00000000..c06fe981
--- /dev/null
+++ b/src/strife/m_menu.h
@@ -0,0 +1,69 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Menu widget stuff, episode selection and such.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_MENU__
+#define __M_MENU__
+
+
+
+#include "d_event.h"
+
+//
+// MENUS
+//
+// Called by main loop,
+// saves config file and calls I_Quit when user exits.
+// Even when the menu is not displayed,
+// this can resize the view and change game parameters.
+// Does all the real work of the menu interaction.
+boolean M_Responder (event_t *ev);
+
+
+// Called by main loop,
+// only used for menu (skull cursor) animation.
+void M_Ticker (void);
+
+// Called by main loop,
+// draws the menus directly into the screen buffer.
+void M_Drawer (void);
+
+// Called by D_DoomMain,
+// loads the config file.
+void M_Init (void);
+
+// Called by intro code to force menu up upon a keypress,
+// does nothing if menu is already up.
+void M_StartControlPanel (void);
+
+
+
+extern int detailLevel;
+extern int screenblocks;
+
+
+
+#endif
diff --git a/src/strife/m_random.c b/src/strife/m_random.c
new file mode 100644
index 00000000..31cdf1b2
--- /dev/null
+++ b/src/strife/m_random.c
@@ -0,0 +1,86 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Random number LUT.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <time.h>
+
+#include "m_random.h"
+
+//
+// M_Random
+// Returns a 0-255 number
+//
+
+static const unsigned char rndtable[256] = {
+ 0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66 ,
+ 74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36 ,
+ 95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188 ,
+ 52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224 ,
+ 149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242 ,
+ 145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0 ,
+ 175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235 ,
+ 25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113 ,
+ 94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75 ,
+ 136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196 ,
+ 135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113 ,
+ 80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241 ,
+ 24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224 ,
+ 145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95 ,
+ 28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226 ,
+ 71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36 ,
+ 17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106 ,
+ 197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136 ,
+ 120, 163, 236, 249
+};
+
+int rndindex = 0;
+int prndindex = 0;
+
+// Which one is deterministic?
+int P_Random (void)
+{
+ prndindex = (prndindex+1)&0xff;
+ return rndtable[prndindex];
+}
+
+int M_Random (void)
+{
+ rndindex = (rndindex+1)&0xff;
+ return rndtable[rndindex];
+}
+
+void M_ClearRandom (void)
+{
+ prndindex = 0;
+
+ // Seed the M_Random counter from the system time
+
+ rndindex = time(NULL) & 0xff;
+}
+
+
+
+
diff --git a/src/strife/m_random.h b/src/strife/m_random.h
new file mode 100644
index 00000000..be778362
--- /dev/null
+++ b/src/strife/m_random.h
@@ -0,0 +1,47 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+//
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_RANDOM__
+#define __M_RANDOM__
+
+
+#include "doomtype.h"
+
+
+
+// Returns a number from 0 to 255,
+// from a lookup table.
+int M_Random (void);
+
+// As M_Random, but used only by the play simulation.
+int P_Random (void);
+
+// Fix randoms for demos.
+void M_ClearRandom (void);
+
+
+#endif
diff --git a/src/strife/p_ceilng.c b/src/strife/p_ceilng.c
new file mode 100644
index 00000000..58b9eb06
--- /dev/null
+++ b/src/strife/p_ceilng.c
@@ -0,0 +1,332 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: Ceiling aninmation (lowering, crushing, raising)
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include "z_zone.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "sounds.h"
+
+//
+// CEILINGS
+//
+
+
+ceiling_t* activeceilings[MAXCEILINGS];
+
+
+//
+// T_MoveCeiling
+//
+
+void T_MoveCeiling (ceiling_t* ceiling)
+{
+ result_e res;
+
+ switch(ceiling->direction)
+ {
+ case 0:
+ // IN STASIS
+ break;
+ case 1:
+ // UP
+ res = T_MovePlane(ceiling->sector,
+ ceiling->speed,
+ ceiling->topheight,
+ false,1,ceiling->direction);
+
+ if (!(leveltime&7))
+ {
+ switch(ceiling->type)
+ {
+ case silentCrushAndRaise:
+ break;
+ default:
+ S_StartSound(&ceiling->sector->soundorg, sfx_stnmov);
+ // ?
+ break;
+ }
+ }
+
+ if (res == pastdest)
+ {
+ switch(ceiling->type)
+ {
+ case raiseToHighest:
+ P_RemoveActiveCeiling(ceiling);
+ break;
+
+ case silentCrushAndRaise:
+ S_StartSound(&ceiling->sector->soundorg, sfx_pstop);
+ case fastCrushAndRaise:
+ case crushAndRaise:
+ ceiling->direction = -1;
+ break;
+
+ default:
+ break;
+ }
+
+ }
+ break;
+
+ case -1:
+ // DOWN
+ res = T_MovePlane(ceiling->sector,
+ ceiling->speed,
+ ceiling->bottomheight,
+ ceiling->crush,1,ceiling->direction);
+
+ if (!(leveltime&7))
+ {
+ switch(ceiling->type)
+ {
+ case silentCrushAndRaise: break;
+ default:
+ S_StartSound(&ceiling->sector->soundorg, sfx_stnmov);
+ }
+ }
+
+ if (res == pastdest)
+ {
+ switch(ceiling->type)
+ {
+ case silentCrushAndRaise:
+ S_StartSound(&ceiling->sector->soundorg, sfx_pstop);
+ case crushAndRaise:
+ ceiling->speed = CEILSPEED;
+ case fastCrushAndRaise:
+ ceiling->direction = 1;
+ break;
+
+ case lowerAndCrush:
+ case lowerToFloor:
+ P_RemoveActiveCeiling(ceiling);
+ break;
+
+ default:
+ break;
+ }
+ }
+ else // ( res != pastdest )
+ {
+ if (res == crushed)
+ {
+ switch(ceiling->type)
+ {
+ case silentCrushAndRaise:
+ case crushAndRaise:
+ case lowerAndCrush:
+ ceiling->speed = CEILSPEED / 8;
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+ break;
+ }
+}
+
+
+//
+// EV_DoCeiling
+// Move a ceiling up/down and all around!
+//
+int
+EV_DoCeiling
+( line_t* line,
+ ceiling_e type )
+{
+ int secnum;
+ int rtn;
+ sector_t* sec;
+ ceiling_t* ceiling;
+
+ secnum = -1;
+ rtn = 0;
+
+ // Reactivate in-stasis ceilings...for certain types.
+ switch(type)
+ {
+ case fastCrushAndRaise:
+ case silentCrushAndRaise:
+ case crushAndRaise:
+ P_ActivateInStasisCeiling(line);
+ default:
+ break;
+ }
+
+ while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ // new door thinker
+ rtn = 1;
+ ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVSPEC, 0);
+ P_AddThinker (&ceiling->thinker);
+ sec->specialdata = ceiling;
+ ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
+ ceiling->sector = sec;
+ ceiling->crush = false;
+
+ switch(type)
+ {
+ case fastCrushAndRaise:
+ ceiling->crush = true;
+ ceiling->topheight = sec->ceilingheight;
+ ceiling->bottomheight = sec->floorheight + (8*FRACUNIT);
+ ceiling->direction = -1;
+ ceiling->speed = CEILSPEED * 2;
+ break;
+
+ case silentCrushAndRaise:
+ case crushAndRaise:
+ ceiling->crush = true;
+ ceiling->topheight = sec->ceilingheight;
+ case lowerAndCrush:
+ case lowerToFloor:
+ ceiling->bottomheight = sec->floorheight;
+ if (type != lowerToFloor)
+ ceiling->bottomheight += 8*FRACUNIT;
+ ceiling->direction = -1;
+ ceiling->speed = CEILSPEED;
+ break;
+
+ case raiseToHighest:
+ ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
+ ceiling->direction = 1;
+ ceiling->speed = CEILSPEED;
+ break;
+ }
+
+ ceiling->tag = sec->tag;
+ ceiling->type = type;
+ P_AddActiveCeiling(ceiling);
+ }
+ return rtn;
+}
+
+
+//
+// Add an active ceiling
+//
+void P_AddActiveCeiling(ceiling_t* c)
+{
+ int i;
+
+ for (i = 0; i < MAXCEILINGS;i++)
+ {
+ if (activeceilings[i] == NULL)
+ {
+ activeceilings[i] = c;
+ return;
+ }
+ }
+}
+
+
+
+//
+// Remove a ceiling's thinker
+//
+void P_RemoveActiveCeiling(ceiling_t* c)
+{
+ int i;
+
+ for (i = 0;i < MAXCEILINGS;i++)
+ {
+ if (activeceilings[i] == c)
+ {
+ activeceilings[i]->sector->specialdata = NULL;
+ P_RemoveThinker (&activeceilings[i]->thinker);
+ activeceilings[i] = NULL;
+ break;
+ }
+ }
+}
+
+
+
+//
+// Restart a ceiling that's in-stasis
+//
+void P_ActivateInStasisCeiling(line_t* line)
+{
+ int i;
+
+ for (i = 0;i < MAXCEILINGS;i++)
+ {
+ if (activeceilings[i]
+ && (activeceilings[i]->tag == line->tag)
+ && (activeceilings[i]->direction == 0))
+ {
+ activeceilings[i]->direction = activeceilings[i]->olddirection;
+ activeceilings[i]->thinker.function.acp1
+ = (actionf_p1)T_MoveCeiling;
+ }
+ }
+}
+
+
+
+//
+// EV_CeilingCrushStop
+// Stop a ceiling from crushing!
+//
+int EV_CeilingCrushStop(line_t *line)
+{
+ int i;
+ int rtn;
+
+ rtn = 0;
+ for (i = 0;i < MAXCEILINGS;i++)
+ {
+ if (activeceilings[i]
+ && (activeceilings[i]->tag == line->tag)
+ && (activeceilings[i]->direction != 0))
+ {
+ activeceilings[i]->olddirection = activeceilings[i]->direction;
+ activeceilings[i]->thinker.function.acv = (actionf_v)NULL;
+ activeceilings[i]->direction = 0; // in-stasis
+ rtn = 1;
+ }
+ }
+
+
+ return rtn;
+}
diff --git a/src/strife/p_doors.c b/src/strife/p_doors.c
new file mode 100644
index 00000000..89b65328
--- /dev/null
+++ b/src/strife/p_doors.c
@@ -0,0 +1,788 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: Door animation code (opening/closing)
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include "z_zone.h"
+#include "doomdef.h"
+#include "deh_main.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+#if 0
+//
+// Sliding door frame information
+//
+slidename_t slideFrameNames[MAXSLIDEDOORS] =
+{
+ {"GDOORF1","GDOORF2","GDOORF3","GDOORF4", // front
+ "GDOORB1","GDOORB2","GDOORB3","GDOORB4"}, // back
+
+ {"\0","\0","\0","\0"}
+};
+#endif
+
+
+//
+// VERTICAL DOORS
+//
+
+//
+// T_VerticalDoor
+//
+void T_VerticalDoor (vldoor_t* door)
+{
+ result_e res;
+
+ switch(door->direction)
+ {
+ case 0:
+ // WAITING
+ if (!--door->topcountdown)
+ {
+ switch(door->type)
+ {
+ case blazeRaise:
+ door->direction = -1; // time to go back down
+ S_StartSound(&door->sector->soundorg, sfx_bdcls);
+ break;
+
+ case normal:
+ door->direction = -1; // time to go back down
+ S_StartSound(&door->sector->soundorg, sfx_dorcls);
+ break;
+
+ case close30ThenOpen:
+ door->direction = 1;
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+
+ default:
+ break;
+ }
+ }
+ break;
+
+ case 2:
+ // INITIAL WAIT
+ if (!--door->topcountdown)
+ {
+ switch(door->type)
+ {
+ case raiseIn5Mins:
+ door->direction = 1;
+ door->type = normal;
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+
+ default:
+ break;
+ }
+ }
+ break;
+
+ case -1:
+ // DOWN
+ res = T_MovePlane(door->sector,
+ door->speed,
+ door->sector->floorheight,
+ false,1,door->direction);
+ if (res == pastdest)
+ {
+ switch(door->type)
+ {
+ case blazeRaise:
+ case blazeClose:
+ door->sector->specialdata = NULL;
+ P_RemoveThinker (&door->thinker); // unlink and free
+ S_StartSound(&door->sector->soundorg, sfx_bdcls);
+ break;
+
+ case normal:
+ case close:
+ door->sector->specialdata = NULL;
+ P_RemoveThinker (&door->thinker); // unlink and free
+ break;
+
+ case close30ThenOpen:
+ door->direction = 0;
+ door->topcountdown = TICRATE*30;
+ break;
+
+ default:
+ break;
+ }
+ }
+ else if (res == crushed)
+ {
+ switch(door->type)
+ {
+ case blazeClose:
+ case close: // DO NOT GO BACK UP!
+ break;
+
+ default:
+ door->direction = 1;
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+ }
+ }
+ break;
+
+ case 1:
+ // UP
+ res = T_MovePlane(door->sector,
+ door->speed,
+ door->topheight,
+ false,1,door->direction);
+
+ if (res == pastdest)
+ {
+ switch(door->type)
+ {
+ case blazeRaise:
+ case normal:
+ door->direction = 0; // wait at top
+ door->topcountdown = door->topwait;
+ break;
+
+ case close30ThenOpen:
+ case blazeOpen:
+ case open:
+ door->sector->specialdata = NULL;
+ P_RemoveThinker (&door->thinker); // unlink and free
+ break;
+
+ default:
+ break;
+ }
+ }
+ break;
+ }
+}
+
+
+//
+// EV_DoLockedDoor
+// Move a locked door up/down
+//
+
+int
+EV_DoLockedDoor
+( line_t* line,
+ vldoor_e type,
+ mobj_t* thing )
+{
+ player_t* p;
+
+ p = thing->player;
+
+ if (!p)
+ return 0;
+
+ switch(line->special)
+ {
+ case 99: // Blue Lock
+ case 133:
+ if ( !p )
+ return 0;
+ if (!p->cards[it_bluecard] && !p->cards[it_blueskull])
+ {
+ p->message = DEH_String(PD_BLUEO);
+ S_StartSound(NULL,sfx_oof);
+ return 0;
+ }
+ break;
+
+ case 134: // Red Lock
+ case 135:
+ if ( !p )
+ return 0;
+ if (!p->cards[it_redcard] && !p->cards[it_redskull])
+ {
+ p->message = DEH_String(PD_REDO);
+ S_StartSound(NULL,sfx_oof);
+ return 0;
+ }
+ break;
+
+ case 136: // Yellow Lock
+ case 137:
+ if ( !p )
+ return 0;
+ if (!p->cards[it_yellowcard] &&
+ !p->cards[it_yellowskull])
+ {
+ p->message = DEH_String(PD_YELLOWO);
+ S_StartSound(NULL,sfx_oof);
+ return 0;
+ }
+ break;
+ }
+
+ return EV_DoDoor(line,type);
+}
+
+
+int
+EV_DoDoor
+( line_t* line,
+ vldoor_e type )
+{
+ int secnum,rtn;
+ sector_t* sec;
+ vldoor_t* door;
+
+ secnum = -1;
+ rtn = 0;
+
+ while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue;
+
+
+ // new door thinker
+ rtn = 1;
+ door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker (&door->thinker);
+ sec->specialdata = door;
+
+ door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
+ door->sector = sec;
+ door->type = type;
+ door->topwait = VDOORWAIT;
+ door->speed = VDOORSPEED;
+
+ switch(type)
+ {
+ case blazeClose:
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+ door->direction = -1;
+ door->speed = VDOORSPEED * 4;
+ S_StartSound(&door->sector->soundorg, sfx_bdcls);
+ break;
+
+ case close:
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+ door->direction = -1;
+ S_StartSound(&door->sector->soundorg, sfx_dorcls);
+ break;
+
+ case close30ThenOpen:
+ door->topheight = sec->ceilingheight;
+ door->direction = -1;
+ S_StartSound(&door->sector->soundorg, sfx_dorcls);
+ break;
+
+ case blazeRaise:
+ case blazeOpen:
+ door->direction = 1;
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+ door->speed = VDOORSPEED * 4;
+ if (door->topheight != sec->ceilingheight)
+ S_StartSound(&door->sector->soundorg, sfx_bdopn);
+ break;
+
+ case normal:
+ case open:
+ door->direction = 1;
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+ if (door->topheight != sec->ceilingheight)
+ S_StartSound(&door->sector->soundorg, sfx_doropn);
+ break;
+
+ default:
+ break;
+ }
+
+ }
+ return rtn;
+}
+
+
+//
+// EV_VerticalDoor : open a door manually, no tag value
+//
+void
+EV_VerticalDoor
+( line_t* line,
+ mobj_t* thing )
+{
+ player_t* player;
+ int secnum;
+ sector_t* sec;
+ vldoor_t* door;
+ int side;
+
+ side = 0; // only front sides can be used
+
+ // Check for locks
+ player = thing->player;
+
+ switch(line->special)
+ {
+ case 26: // Blue Lock
+ case 32:
+ if ( !player )
+ return;
+
+ if (!player->cards[it_bluecard] && !player->cards[it_blueskull])
+ {
+ player->message = DEH_String(PD_BLUEK);
+ S_StartSound(NULL,sfx_oof);
+ return;
+ }
+ break;
+
+ case 27: // Yellow Lock
+ case 34:
+ if ( !player )
+ return;
+
+ if (!player->cards[it_yellowcard] &&
+ !player->cards[it_yellowskull])
+ {
+ player->message = DEH_String(PD_YELLOWK);
+ S_StartSound(NULL,sfx_oof);
+ return;
+ }
+ break;
+
+ case 28: // Red Lock
+ case 33:
+ if ( !player )
+ return;
+
+ if (!player->cards[it_redcard] && !player->cards[it_redskull])
+ {
+ player->message = DEH_String(PD_REDK);
+ S_StartSound(NULL,sfx_oof);
+ return;
+ }
+ break;
+ }
+
+ // if the sector has an active thinker, use it
+ sec = sides[ line->sidenum[side^1]] .sector;
+ secnum = sec-sectors;
+
+ if (sec->specialdata)
+ {
+ door = sec->specialdata;
+ switch(line->special)
+ {
+ case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
+ case 26:
+ case 27:
+ case 28:
+ case 117:
+ if (door->direction == -1)
+ door->direction = 1; // go back up
+ else
+ {
+ if (!thing->player)
+ return; // JDC: bad guys never close doors
+
+ // When is a door not a door?
+ // In Vanilla, door->direction is set, even though
+ // "specialdata" might not actually point at a door.
+
+ if (door->thinker.function.acp1 == (actionf_p1) T_VerticalDoor)
+ {
+ door->direction = -1; // start going down immediately
+ }
+ else if (door->thinker.function.acp1 == (actionf_p1) T_PlatRaise)
+ {
+ // Erm, this is a plat, not a door.
+ // This notably causes a problem in ep1-0500.lmp where
+ // a plat and a door are cross-referenced; the door
+ // doesn't open on 64-bit.
+ // The direction field in vldoor_t corresponds to the wait
+ // field in plat_t. Let's set that to -1 instead.
+
+ plat_t *plat;
+
+ plat = (plat_t *) door;
+ plat->wait = -1;
+ }
+ else
+ {
+ // This isn't a door OR a plat. Now we're in trouble.
+
+ fprintf(stderr, "EV_VerticalDoor: Tried to close "
+ "something that wasn't a door.\n");
+
+ // Try closing it anyway. At least it will work on 32-bit
+ // machines.
+
+ door->direction = -1;
+ }
+ }
+ return;
+ }
+ }
+
+ // for proper sound
+ switch(line->special)
+ {
+ case 117: // BLAZING DOOR RAISE
+ case 118: // BLAZING DOOR OPEN
+ S_StartSound(&sec->soundorg,sfx_bdopn);
+ break;
+
+ case 1: // NORMAL DOOR SOUND
+ case 31:
+ S_StartSound(&sec->soundorg,sfx_doropn);
+ break;
+
+ default: // LOCKED DOOR SOUND
+ S_StartSound(&sec->soundorg,sfx_doropn);
+ break;
+ }
+
+
+ // new door thinker
+ door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker (&door->thinker);
+ sec->specialdata = door;
+ door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 1;
+ door->speed = VDOORSPEED;
+ door->topwait = VDOORWAIT;
+
+ switch(line->special)
+ {
+ case 1:
+ case 26:
+ case 27:
+ case 28:
+ door->type = normal;
+ break;
+
+ case 31:
+ case 32:
+ case 33:
+ case 34:
+ door->type = open;
+ line->special = 0;
+ break;
+
+ case 117: // blazing door raise
+ door->type = blazeRaise;
+ door->speed = VDOORSPEED*4;
+ break;
+ case 118: // blazing door open
+ door->type = blazeOpen;
+ line->special = 0;
+ door->speed = VDOORSPEED*4;
+ break;
+ }
+
+ // find the top and bottom of the movement range
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+}
+
+
+//
+// Spawn a door that closes after 30 seconds
+//
+void P_SpawnDoorCloseIn30 (sector_t* sec)
+{
+ vldoor_t* door;
+
+ door = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0);
+
+ P_AddThinker (&door->thinker);
+
+ sec->specialdata = door;
+ sec->special = 0;
+
+ door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 0;
+ door->type = normal;
+ door->speed = VDOORSPEED;
+ door->topcountdown = 30 * TICRATE;
+}
+
+//
+// Spawn a door that opens after 5 minutes
+//
+void
+P_SpawnDoorRaiseIn5Mins
+( sector_t* sec,
+ int secnum )
+{
+ vldoor_t* door;
+
+ door = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0);
+
+ P_AddThinker (&door->thinker);
+
+ sec->specialdata = door;
+ sec->special = 0;
+
+ door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 2;
+ door->type = raiseIn5Mins;
+ door->speed = VDOORSPEED;
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+ door->topwait = VDOORWAIT;
+ door->topcountdown = 5 * 60 * TICRATE;
+}
+
+
+
+// UNUSED
+// Separate into p_slidoor.c?
+
+#if 0 // ABANDONED TO THE MISTS OF TIME!!!
+//
+// EV_SlidingDoor : slide a door horizontally
+// (animate midtexture, then set noblocking line)
+//
+
+
+slideframe_t slideFrames[MAXSLIDEDOORS];
+
+void P_InitSlidingDoorFrames(void)
+{
+ int i;
+ int f1;
+ int f2;
+ int f3;
+ int f4;
+
+ // DOOM II ONLY...
+ if ( gamemode != commercial)
+ return;
+
+ for (i = 0;i < MAXSLIDEDOORS; i++)
+ {
+ if (!slideFrameNames[i].frontFrame1[0])
+ break;
+
+ f1 = R_TextureNumForName(slideFrameNames[i].frontFrame1);
+ f2 = R_TextureNumForName(slideFrameNames[i].frontFrame2);
+ f3 = R_TextureNumForName(slideFrameNames[i].frontFrame3);
+ f4 = R_TextureNumForName(slideFrameNames[i].frontFrame4);
+
+ slideFrames[i].frontFrames[0] = f1;
+ slideFrames[i].frontFrames[1] = f2;
+ slideFrames[i].frontFrames[2] = f3;
+ slideFrames[i].frontFrames[3] = f4;
+
+ f1 = R_TextureNumForName(slideFrameNames[i].backFrame1);
+ f2 = R_TextureNumForName(slideFrameNames[i].backFrame2);
+ f3 = R_TextureNumForName(slideFrameNames[i].backFrame3);
+ f4 = R_TextureNumForName(slideFrameNames[i].backFrame4);
+
+ slideFrames[i].backFrames[0] = f1;
+ slideFrames[i].backFrames[1] = f2;
+ slideFrames[i].backFrames[2] = f3;
+ slideFrames[i].backFrames[3] = f4;
+ }
+}
+
+
+//
+// Return index into "slideFrames" array
+// for which door type to use
+//
+int P_FindSlidingDoorType(line_t* line)
+{
+ int i;
+ int val;
+
+ for (i = 0;i < MAXSLIDEDOORS;i++)
+ {
+ val = sides[line->sidenum[0]].midtexture;
+ if (val == slideFrames[i].frontFrames[0])
+ return i;
+ }
+
+ return -1;
+}
+
+void T_SlidingDoor (slidedoor_t* door)
+{
+ switch(door->status)
+ {
+ case sd_opening:
+ if (!door->timer--)
+ {
+ if (++door->frame == SNUMFRAMES)
+ {
+ // IF DOOR IS DONE OPENING...
+ sides[door->line->sidenum[0]].midtexture = 0;
+ sides[door->line->sidenum[1]].midtexture = 0;
+ door->line->flags &= ML_BLOCKING^0xff;
+
+ if (door->type == sdt_openOnly)
+ {
+ door->frontsector->specialdata = NULL;
+ P_RemoveThinker (&door->thinker);
+ break;
+ }
+
+ door->timer = SDOORWAIT;
+ door->status = sd_waiting;
+ }
+ else
+ {
+ // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
+ door->timer = SWAITTICS;
+
+ sides[door->line->sidenum[0]].midtexture =
+ slideFrames[door->whichDoorIndex].
+ frontFrames[door->frame];
+ sides[door->line->sidenum[1]].midtexture =
+ slideFrames[door->whichDoorIndex].
+ backFrames[door->frame];
+ }
+ }
+ break;
+
+ case sd_waiting:
+ // IF DOOR IS DONE WAITING...
+ if (!door->timer--)
+ {
+ // CAN DOOR CLOSE?
+ if (door->frontsector->thinglist != NULL ||
+ door->backsector->thinglist != NULL)
+ {
+ door->timer = SDOORWAIT;
+ break;
+ }
+
+ //door->frame = SNUMFRAMES-1;
+ door->status = sd_closing;
+ door->timer = SWAITTICS;
+ }
+ break;
+
+ case sd_closing:
+ if (!door->timer--)
+ {
+ if (--door->frame < 0)
+ {
+ // IF DOOR IS DONE CLOSING...
+ door->line->flags |= ML_BLOCKING;
+ door->frontsector->specialdata = NULL;
+ P_RemoveThinker (&door->thinker);
+ break;
+ }
+ else
+ {
+ // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
+ door->timer = SWAITTICS;
+
+ sides[door->line->sidenum[0]].midtexture =
+ slideFrames[door->whichDoorIndex].
+ frontFrames[door->frame];
+ sides[door->line->sidenum[1]].midtexture =
+ slideFrames[door->whichDoorIndex].
+ backFrames[door->frame];
+ }
+ }
+ break;
+ }
+}
+
+
+
+void
+EV_SlidingDoor
+( line_t* line,
+ mobj_t* thing )
+{
+ sector_t* sec;
+ slidedoor_t* door;
+
+ // DOOM II ONLY...
+ if (gamemode != commercial)
+ return;
+
+ // Make sure door isn't already being animated
+ sec = line->frontsector;
+ door = NULL;
+ if (sec->specialdata)
+ {
+ if (!thing->player)
+ return;
+
+ door = sec->specialdata;
+ if (door->type == sdt_openAndClose)
+ {
+ if (door->status == sd_waiting)
+ door->status = sd_closing;
+ }
+ else
+ return;
+ }
+
+ // Init sliding door vars
+ if (!door)
+ {
+ door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
+ P_AddThinker (&door->thinker);
+ sec->specialdata = door;
+
+ door->type = sdt_openAndClose;
+ door->status = sd_opening;
+ door->whichDoorIndex = P_FindSlidingDoorType(line);
+
+ if (door->whichDoorIndex < 0)
+ I_Error("EV_SlidingDoor: Can't use texture for sliding door!");
+
+ door->frontsector = sec;
+ door->backsector = line->backsector;
+ door->thinker.function = T_SlidingDoor;
+ door->timer = SWAITTICS;
+ door->frame = 0;
+ door->line = line;
+ }
+}
+#endif
diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c
new file mode 100644
index 00000000..10846d20
--- /dev/null
+++ b/src/strife/p_enemy.c
@@ -0,0 +1,2022 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Enemy thinking, AI.
+// Action Pointer Functions
+// that are associated with states/frames.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "m_random.h"
+#include "i_system.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+#include "g_game.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "sounds.h"
+
+
+
+
+typedef enum
+{
+ DI_EAST,
+ DI_NORTHEAST,
+ DI_NORTH,
+ DI_NORTHWEST,
+ DI_WEST,
+ DI_SOUTHWEST,
+ DI_SOUTH,
+ DI_SOUTHEAST,
+ DI_NODIR,
+ NUMDIRS
+
+} dirtype_t;
+
+
+//
+// P_NewChaseDir related LUT.
+//
+dirtype_t opposite[] =
+{
+ DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
+ DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
+};
+
+dirtype_t diags[] =
+{
+ DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
+};
+
+
+
+
+
+void A_Fall (mobj_t *actor);
+
+
+//
+// ENEMY THINKING
+// Enemies are allways spawned
+// with targetplayer = -1, threshold = 0
+// Most monsters are spawned unaware of all players,
+// but some can be made preaware
+//
+
+
+//
+// Called by P_NoiseAlert.
+// Recursively traverse adjacent sectors,
+// sound blocking lines cut off traversal.
+//
+
+mobj_t* soundtarget;
+
+void
+P_RecursiveSound
+( sector_t* sec,
+ int soundblocks )
+{
+ int i;
+ line_t* check;
+ sector_t* other;
+
+ // wake up all monsters in this sector
+ if (sec->validcount == validcount
+ && sec->soundtraversed <= soundblocks+1)
+ {
+ return; // already flooded
+ }
+
+ sec->validcount = validcount;
+ sec->soundtraversed = soundblocks+1;
+ sec->soundtarget = soundtarget;
+
+ for (i=0 ;i<sec->linecount ; i++)
+ {
+ check = sec->lines[i];
+ if (! (check->flags & ML_TWOSIDED) )
+ continue;
+
+ P_LineOpening (check);
+
+ if (openrange <= 0)
+ continue; // closed door
+
+ if ( sides[ check->sidenum[0] ].sector == sec)
+ other = sides[ check->sidenum[1] ] .sector;
+ else
+ other = sides[ check->sidenum[0] ].sector;
+
+ if (check->flags & ML_SOUNDBLOCK)
+ {
+ if (!soundblocks)
+ P_RecursiveSound (other, 1);
+ }
+ else
+ P_RecursiveSound (other, soundblocks);
+ }
+}
+
+
+
+//
+// P_NoiseAlert
+// If a monster yells at a player,
+// it will alert other monsters to the player.
+//
+void
+P_NoiseAlert
+( mobj_t* target,
+ mobj_t* emmiter )
+{
+ soundtarget = target;
+ validcount++;
+ P_RecursiveSound (emmiter->subsector->sector, 0);
+}
+
+
+
+
+//
+// P_CheckMeleeRange
+//
+boolean P_CheckMeleeRange (mobj_t* actor)
+{
+ mobj_t* pl;
+ fixed_t dist;
+
+ if (!actor->target)
+ return false;
+
+ pl = actor->target;
+ dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y);
+
+ if (dist >= MELEERANGE-20*FRACUNIT+pl->info->radius)
+ return false;
+
+ if (! P_CheckSight (actor, actor->target) )
+ return false;
+
+ return true;
+}
+
+//
+// P_CheckMissileRange
+//
+boolean P_CheckMissileRange (mobj_t* actor)
+{
+ fixed_t dist;
+
+ if (! P_CheckSight (actor, actor->target) )
+ return false;
+
+ if ( actor->flags & MF_JUSTHIT )
+ {
+ // the target just hit the enemy,
+ // so fight back!
+ actor->flags &= ~MF_JUSTHIT;
+ return true;
+ }
+
+ if (actor->reactiontime)
+ return false; // do not attack yet
+
+ // OPTIMIZE: get this from a global checksight
+ dist = P_AproxDistance ( actor->x-actor->target->x,
+ actor->y-actor->target->y) - 64*FRACUNIT;
+
+ if (!actor->info->meleestate)
+ dist -= 128*FRACUNIT; // no melee attack, so fire more
+
+ dist >>= 16;
+
+ if (actor->type == MT_VILE)
+ {
+ if (dist > 14*64)
+ return false; // too far away
+ }
+
+
+ if (actor->type == MT_UNDEAD)
+ {
+ if (dist < 196)
+ return false; // close for fist attack
+ dist >>= 1;
+ }
+
+
+ if (actor->type == MT_CYBORG
+ || actor->type == MT_SPIDER
+ || actor->type == MT_SKULL)
+ {
+ dist >>= 1;
+ }
+
+ if (dist > 200)
+ dist = 200;
+
+ if (actor->type == MT_CYBORG && dist > 160)
+ dist = 160;
+
+ if (P_Random () < dist)
+ return false;
+
+ return true;
+}
+
+
+//
+// P_Move
+// Move in the current direction,
+// returns false if the move is blocked.
+//
+fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000};
+fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000};
+
+#define MAXSPECIALCROSS 8
+
+extern line_t* spechit[MAXSPECIALCROSS];
+extern int numspechit;
+
+boolean P_Move (mobj_t* actor)
+{
+ fixed_t tryx;
+ fixed_t tryy;
+
+ line_t* ld;
+
+ // warning: 'catch', 'throw', and 'try'
+ // are all C++ reserved words
+ boolean try_ok;
+ boolean good;
+
+ if (actor->movedir == DI_NODIR)
+ return false;
+
+ if ((unsigned)actor->movedir >= 8)
+ I_Error ("Weird actor->movedir!");
+
+ tryx = actor->x + actor->info->speed*xspeed[actor->movedir];
+ tryy = actor->y + actor->info->speed*yspeed[actor->movedir];
+
+ try_ok = P_TryMove (actor, tryx, tryy);
+
+ if (!try_ok)
+ {
+ // open any specials
+ if (actor->flags & MF_FLOAT && floatok)
+ {
+ // must adjust height
+ if (actor->z < tmfloorz)
+ actor->z += FLOATSPEED;
+ else
+ actor->z -= FLOATSPEED;
+
+ actor->flags |= MF_INFLOAT;
+ return true;
+ }
+
+ if (!numspechit)
+ return false;
+
+ actor->movedir = DI_NODIR;
+ good = false;
+ while (numspechit--)
+ {
+ ld = spechit[numspechit];
+ // if the special is not a door
+ // that can be opened,
+ // return false
+ if (P_UseSpecialLine (actor, ld,0))
+ good = true;
+ }
+ return good;
+ }
+ else
+ {
+ actor->flags &= ~MF_INFLOAT;
+ }
+
+
+ if (! (actor->flags & MF_FLOAT) )
+ actor->z = actor->floorz;
+ return true;
+}
+
+
+//
+// TryWalk
+// Attempts to move actor on
+// in its current (ob->moveangle) 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...
+// If a door is in the way,
+// an OpenDoor call is made to start it opening.
+//
+boolean P_TryWalk (mobj_t* actor)
+{
+ if (!P_Move (actor))
+ {
+ return false;
+ }
+
+ actor->movecount = P_Random()&15;
+ return true;
+}
+
+
+
+
+void P_NewChaseDir (mobj_t* actor)
+{
+ fixed_t deltax;
+ fixed_t deltay;
+
+ dirtype_t d[3];
+
+ int tdir;
+ dirtype_t olddir;
+
+ dirtype_t turnaround;
+
+ if (!actor->target)
+ I_Error ("P_NewChaseDir: called with no target");
+
+ olddir = actor->movedir;
+ turnaround=opposite[olddir];
+
+ deltax = actor->target->x - actor->x;
+ deltay = actor->target->y - actor->y;
+
+ if (deltax>10*FRACUNIT)
+ d[1]= DI_EAST;
+ else if (deltax<-10*FRACUNIT)
+ d[1]= DI_WEST;
+ else
+ d[1]=DI_NODIR;
+
+ if (deltay<-10*FRACUNIT)
+ d[2]= DI_SOUTH;
+ else if (deltay>10*FRACUNIT)
+ d[2]= DI_NORTH;
+ else
+ d[2]=DI_NODIR;
+
+ // try direct route
+ if (d[1] != DI_NODIR
+ && d[2] != DI_NODIR)
+ {
+ actor->movedir = diags[((deltay<0)<<1)+(deltax>0)];
+ if (actor->movedir != (int) turnaround && P_TryWalk(actor))
+ return;
+ }
+
+ // try other directions
+ if (P_Random() > 200
+ || abs(deltay)>abs(deltax))
+ {
+ tdir=d[1];
+ d[1]=d[2];
+ d[2]=tdir;
+ }
+
+ if (d[1]==turnaround)
+ d[1]=DI_NODIR;
+ if (d[2]==turnaround)
+ d[2]=DI_NODIR;
+
+ if (d[1]!=DI_NODIR)
+ {
+ actor->movedir = d[1];
+ if (P_TryWalk(actor))
+ {
+ // either moved forward or attacked
+ return;
+ }
+ }
+
+ if (d[2]!=DI_NODIR)
+ {
+ actor->movedir =d[2];
+
+ if (P_TryWalk(actor))
+ return;
+ }
+
+ // there is no direct path to the player,
+ // so pick another direction.
+ if (olddir!=DI_NODIR)
+ {
+ actor->movedir =olddir;
+
+ if (P_TryWalk(actor))
+ return;
+ }
+
+ // randomly determine direction of search
+ if (P_Random()&1)
+ {
+ for ( tdir=DI_EAST;
+ tdir<=DI_SOUTHEAST;
+ tdir++ )
+ {
+ if (tdir != (int) turnaround)
+ {
+ actor->movedir =tdir;
+
+ if ( P_TryWalk(actor) )
+ return;
+ }
+ }
+ }
+ else
+ {
+ for ( tdir=DI_SOUTHEAST;
+ tdir != (DI_EAST-1);
+ tdir-- )
+ {
+ if (tdir != (int) turnaround)
+ {
+ actor->movedir = tdir;
+
+ if ( P_TryWalk(actor) )
+ return;
+ }
+ }
+ }
+
+ if (turnaround != DI_NODIR)
+ {
+ actor->movedir =turnaround;
+ if ( P_TryWalk(actor) )
+ return;
+ }
+
+ actor->movedir = DI_NODIR; // can not move
+}
+
+
+
+//
+// P_LookForPlayers
+// If allaround is false, only look 180 degrees in front.
+// Returns true if a player is targeted.
+//
+boolean
+P_LookForPlayers
+( mobj_t* actor,
+ boolean allaround )
+{
+ int c;
+ int stop;
+ player_t* player;
+ sector_t* sector;
+ angle_t an;
+ fixed_t dist;
+
+ sector = actor->subsector->sector;
+
+ c = 0;
+ stop = (actor->lastlook-1)&3;
+
+ for ( ; ; actor->lastlook = (actor->lastlook+1)&3 )
+ {
+ if (!playeringame[actor->lastlook])
+ continue;
+
+ if (c++ == 2
+ || actor->lastlook == stop)
+ {
+ // done looking
+ return false;
+ }
+
+ player = &players[actor->lastlook];
+
+ if (player->health <= 0)
+ continue; // dead
+
+ if (!P_CheckSight (actor, player->mo))
+ continue; // out of sight
+
+ if (!allaround)
+ {
+ an = R_PointToAngle2 (actor->x,
+ actor->y,
+ player->mo->x,
+ player->mo->y)
+ - actor->angle;
+
+ if (an > ANG90 && an < ANG270)
+ {
+ dist = P_AproxDistance (player->mo->x - actor->x,
+ player->mo->y - actor->y);
+ // if real close, react anyway
+ if (dist > MELEERANGE)
+ continue; // behind back
+ }
+ }
+
+ actor->target = player->mo;
+ return true;
+ }
+
+ return false;
+}
+
+
+//
+// A_KeenDie
+// DOOM II special, map 32.
+// Uses special tag 666.
+//
+void A_KeenDie (mobj_t* mo)
+{
+ thinker_t* th;
+ mobj_t* mo2;
+ line_t junk;
+
+ A_Fall (mo);
+
+ // scan the remaining thinkers
+ // to see if all Keens are dead
+ for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+ {
+ if (th->function.acp1 != (actionf_p1)P_MobjThinker)
+ continue;
+
+ mo2 = (mobj_t *)th;
+ if (mo2 != mo
+ && mo2->type == mo->type
+ && mo2->health > 0)
+ {
+ // other Keen not dead
+ return;
+ }
+ }
+
+ junk.tag = 666;
+ EV_DoDoor(&junk,open);
+}
+
+
+//
+// ACTION ROUTINES
+//
+
+//
+// A_Look
+// Stay in state until a player is sighted.
+//
+void A_Look (mobj_t* actor)
+{
+ mobj_t* targ;
+
+ actor->threshold = 0; // any shot will wake up
+ targ = actor->subsector->sector->soundtarget;
+
+ if (targ
+ && (targ->flags & MF_SHOOTABLE) )
+ {
+ actor->target = targ;
+
+ if ( actor->flags & MF_AMBUSH )
+ {
+ if (P_CheckSight (actor, actor->target))
+ goto seeyou;
+ }
+ else
+ goto seeyou;
+ }
+
+
+ if (!P_LookForPlayers (actor, false) )
+ return;
+
+ // go into chase state
+ seeyou:
+ if (actor->info->seesound)
+ {
+ int sound;
+
+ switch (actor->info->seesound)
+ {
+ case sfx_posit1:
+ case sfx_posit2:
+ case sfx_posit3:
+ sound = sfx_posit1+P_Random()%3;
+ break;
+
+ case sfx_bgsit1:
+ case sfx_bgsit2:
+ sound = sfx_bgsit1+P_Random()%2;
+ break;
+
+ default:
+ sound = actor->info->seesound;
+ break;
+ }
+
+ if (actor->type==MT_SPIDER
+ || actor->type == MT_CYBORG)
+ {
+ // full volume
+ S_StartSound (NULL, sound);
+ }
+ else
+ S_StartSound (actor, sound);
+ }
+
+ P_SetMobjState (actor, actor->info->seestate);
+}
+
+
+//
+// A_Chase
+// Actor has a melee attack,
+// so it tries to close as fast as possible
+//
+void A_Chase (mobj_t* actor)
+{
+ int delta;
+
+ if (actor->reactiontime)
+ actor->reactiontime--;
+
+
+ // modify target threshold
+ if (actor->threshold)
+ {
+ if (!actor->target
+ || actor->target->health <= 0)
+ {
+ actor->threshold = 0;
+ }
+ else
+ actor->threshold--;
+ }
+
+ // turn towards movement direction if not there yet
+ if (actor->movedir < 8)
+ {
+ actor->angle &= (7<<29);
+ delta = actor->angle - (actor->movedir << 29);
+
+ if (delta > 0)
+ actor->angle -= ANG90/2;
+ else if (delta < 0)
+ actor->angle += ANG90/2;
+ }
+
+ if (!actor->target
+ || !(actor->target->flags&MF_SHOOTABLE))
+ {
+ // look for a new target
+ if (P_LookForPlayers(actor,true))
+ return; // got a new target
+
+ P_SetMobjState (actor, actor->info->spawnstate);
+ return;
+ }
+
+ // do not attack twice in a row
+ if (actor->flags & MF_JUSTATTACKED)
+ {
+ actor->flags &= ~MF_JUSTATTACKED;
+ if (gameskill != sk_nightmare && !fastparm)
+ P_NewChaseDir (actor);
+ return;
+ }
+
+ // check for melee attack
+ if (actor->info->meleestate
+ && P_CheckMeleeRange (actor))
+ {
+ if (actor->info->attacksound)
+ S_StartSound (actor, actor->info->attacksound);
+
+ P_SetMobjState (actor, actor->info->meleestate);
+ return;
+ }
+
+ // check for missile attack
+ if (actor->info->missilestate)
+ {
+ if (gameskill < sk_nightmare
+ && !fastparm && actor->movecount)
+ {
+ goto nomissile;
+ }
+
+ if (!P_CheckMissileRange (actor))
+ goto nomissile;
+
+ P_SetMobjState (actor, actor->info->missilestate);
+ actor->flags |= MF_JUSTATTACKED;
+ return;
+ }
+
+ // ?
+ nomissile:
+ // possibly choose another target
+ if (netgame
+ && !actor->threshold
+ && !P_CheckSight (actor, actor->target) )
+ {
+ if (P_LookForPlayers(actor,true))
+ return; // got a new target
+ }
+
+ // chase towards player
+ if (--actor->movecount<0
+ || !P_Move (actor))
+ {
+ P_NewChaseDir (actor);
+ }
+
+ // make active sound
+ if (actor->info->activesound
+ && P_Random () < 3)
+ {
+ S_StartSound (actor, actor->info->activesound);
+ }
+}
+
+
+//
+// A_FaceTarget
+//
+void A_FaceTarget (mobj_t* actor)
+{
+ if (!actor->target)
+ return;
+
+ actor->flags &= ~MF_AMBUSH;
+
+ actor->angle = R_PointToAngle2 (actor->x,
+ actor->y,
+ actor->target->x,
+ actor->target->y);
+
+ if (actor->target->flags & MF_SHADOW)
+ actor->angle += (P_Random()-P_Random())<<21;
+}
+
+
+//
+// A_PosAttack
+//
+void A_PosAttack (mobj_t* actor)
+{
+ int angle;
+ int damage;
+ int slope;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+ angle = actor->angle;
+ slope = P_AimLineAttack (actor, angle, MISSILERANGE);
+
+ S_StartSound (actor, sfx_pistol);
+ angle += (P_Random()-P_Random())<<20;
+ damage = ((P_Random()%5)+1)*3;
+ P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
+}
+
+void A_SPosAttack (mobj_t* actor)
+{
+ int i;
+ int angle;
+ int bangle;
+ int damage;
+ int slope;
+
+ if (!actor->target)
+ return;
+
+ S_StartSound (actor, sfx_shotgn);
+ A_FaceTarget (actor);
+ bangle = actor->angle;
+ slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
+
+ for (i=0 ; i<3 ; i++)
+ {
+ angle = bangle + ((P_Random()-P_Random())<<20);
+ damage = ((P_Random()%5)+1)*3;
+ P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
+ }
+}
+
+void A_CPosAttack (mobj_t* actor)
+{
+ int angle;
+ int bangle;
+ int damage;
+ int slope;
+
+ if (!actor->target)
+ return;
+
+ S_StartSound (actor, sfx_shotgn);
+ A_FaceTarget (actor);
+ bangle = actor->angle;
+ slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
+
+ angle = bangle + ((P_Random()-P_Random())<<20);
+ damage = ((P_Random()%5)+1)*3;
+ P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
+}
+
+void A_CPosRefire (mobj_t* actor)
+{
+ // keep firing unless target got out of sight
+ A_FaceTarget (actor);
+
+ if (P_Random () < 40)
+ return;
+
+ if (!actor->target
+ || actor->target->health <= 0
+ || !P_CheckSight (actor, actor->target) )
+ {
+ P_SetMobjState (actor, actor->info->seestate);
+ }
+}
+
+
+void A_SpidRefire (mobj_t* actor)
+{
+ // keep firing unless target got out of sight
+ A_FaceTarget (actor);
+
+ if (P_Random () < 10)
+ return;
+
+ if (!actor->target
+ || actor->target->health <= 0
+ || !P_CheckSight (actor, actor->target) )
+ {
+ P_SetMobjState (actor, actor->info->seestate);
+ }
+}
+
+void A_BspiAttack (mobj_t *actor)
+{
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+
+ // launch a missile
+ P_SpawnMissile (actor, actor->target, MT_ARACHPLAZ);
+}
+
+
+//
+// A_TroopAttack
+//
+void A_TroopAttack (mobj_t* actor)
+{
+ int damage;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+ if (P_CheckMeleeRange (actor))
+ {
+ S_StartSound (actor, sfx_claw);
+ damage = (P_Random()%8+1)*3;
+ P_DamageMobj (actor->target, actor, actor, damage);
+ return;
+ }
+
+
+ // launch a missile
+ P_SpawnMissile (actor, actor->target, MT_TROOPSHOT);
+}
+
+
+void A_SargAttack (mobj_t* actor)
+{
+ int damage;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+ if (P_CheckMeleeRange (actor))
+ {
+ damage = ((P_Random()%10)+1)*4;
+ P_DamageMobj (actor->target, actor, actor, damage);
+ }
+}
+
+void A_HeadAttack (mobj_t* actor)
+{
+ int damage;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+ if (P_CheckMeleeRange (actor))
+ {
+ damage = (P_Random()%6+1)*10;
+ P_DamageMobj (actor->target, actor, actor, damage);
+ return;
+ }
+
+ // launch a missile
+ P_SpawnMissile (actor, actor->target, MT_HEADSHOT);
+}
+
+void A_CyberAttack (mobj_t* actor)
+{
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+ P_SpawnMissile (actor, actor->target, MT_ROCKET);
+}
+
+
+void A_BruisAttack (mobj_t* actor)
+{
+ int damage;
+
+ if (!actor->target)
+ return;
+
+ if (P_CheckMeleeRange (actor))
+ {
+ S_StartSound (actor, sfx_claw);
+ damage = (P_Random()%8+1)*10;
+ P_DamageMobj (actor->target, actor, actor, damage);
+ return;
+ }
+
+ // launch a missile
+ P_SpawnMissile (actor, actor->target, MT_BRUISERSHOT);
+}
+
+
+//
+// A_SkelMissile
+//
+void A_SkelMissile (mobj_t* actor)
+{
+ mobj_t* mo;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+ actor->z += 16*FRACUNIT; // so missile spawns higher
+ mo = P_SpawnMissile (actor, actor->target, MT_TRACER);
+ actor->z -= 16*FRACUNIT; // back to normal
+
+ mo->x += mo->momx;
+ mo->y += mo->momy;
+ mo->tracer = actor->target;
+}
+
+int TRACEANGLE = 0xc000000;
+
+void A_Tracer (mobj_t* actor)
+{
+ angle_t exact;
+ fixed_t dist;
+ fixed_t slope;
+ mobj_t* dest;
+ mobj_t* th;
+
+ if (gametic & 3)
+ return;
+
+ // spawn a puff of smoke behind the rocket
+ P_SpawnPuff (actor->x, actor->y, actor->z);
+
+ th = P_SpawnMobj (actor->x-actor->momx,
+ actor->y-actor->momy,
+ actor->z, MT_SMOKE);
+
+ th->momz = FRACUNIT;
+ th->tics -= P_Random()&3;
+ if (th->tics < 1)
+ th->tics = 1;
+
+ // adjust direction
+ dest = actor->tracer;
+
+ if (!dest || dest->health <= 0)
+ return;
+
+ // change angle
+ exact = R_PointToAngle2 (actor->x,
+ actor->y,
+ dest->x,
+ dest->y);
+
+ if (exact != actor->angle)
+ {
+ if (exact - actor->angle > 0x80000000)
+ {
+ actor->angle -= TRACEANGLE;
+ if (exact - actor->angle < 0x80000000)
+ actor->angle = exact;
+ }
+ else
+ {
+ actor->angle += TRACEANGLE;
+ if (exact - actor->angle > 0x80000000)
+ actor->angle = exact;
+ }
+ }
+
+ exact = actor->angle>>ANGLETOFINESHIFT;
+ actor->momx = FixedMul (actor->info->speed, finecosine[exact]);
+ actor->momy = FixedMul (actor->info->speed, finesine[exact]);
+
+ // change slope
+ dist = P_AproxDistance (dest->x - actor->x,
+ dest->y - actor->y);
+
+ dist = dist / actor->info->speed;
+
+ if (dist < 1)
+ dist = 1;
+ slope = (dest->z+40*FRACUNIT - actor->z) / dist;
+
+ if (slope < actor->momz)
+ actor->momz -= FRACUNIT/8;
+ else
+ actor->momz += FRACUNIT/8;
+}
+
+
+void A_SkelWhoosh (mobj_t* actor)
+{
+ if (!actor->target)
+ return;
+ A_FaceTarget (actor);
+ S_StartSound (actor,sfx_skeswg);
+}
+
+void A_SkelFist (mobj_t* actor)
+{
+ int damage;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+
+ if (P_CheckMeleeRange (actor))
+ {
+ damage = ((P_Random()%10)+1)*6;
+ S_StartSound (actor, sfx_skepch);
+ P_DamageMobj (actor->target, actor, actor, damage);
+ }
+}
+
+
+
+//
+// PIT_VileCheck
+// Detect a corpse that could be raised.
+//
+mobj_t* corpsehit;
+mobj_t* vileobj;
+fixed_t viletryx;
+fixed_t viletryy;
+
+boolean PIT_VileCheck (mobj_t* thing)
+{
+ int maxdist;
+ boolean check;
+
+ if (!(thing->flags & MF_CORPSE) )
+ return true; // not a monster
+
+ if (thing->tics != -1)
+ return true; // not lying still yet
+
+ if (thing->info->raisestate == S_NULL)
+ return true; // monster doesn't have a raise state
+
+ maxdist = thing->info->radius + mobjinfo[MT_VILE].radius;
+
+ if ( abs(thing->x - viletryx) > maxdist
+ || abs(thing->y - viletryy) > maxdist )
+ return true; // not actually touching
+
+ corpsehit = thing;
+ corpsehit->momx = corpsehit->momy = 0;
+ corpsehit->height <<= 2;
+ check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
+ corpsehit->height >>= 2;
+
+ if (!check)
+ return true; // doesn't fit here
+
+ return false; // got one, so stop checking
+}
+
+
+
+//
+// A_VileChase
+// Check for ressurecting a body
+//
+void A_VileChase (mobj_t* actor)
+{
+ int xl;
+ int xh;
+ int yl;
+ int yh;
+
+ int bx;
+ int by;
+
+ mobjinfo_t* info;
+ mobj_t* temp;
+
+ if (actor->movedir != DI_NODIR)
+ {
+ // check for corpses to raise
+ viletryx =
+ actor->x + actor->info->speed*xspeed[actor->movedir];
+ viletryy =
+ actor->y + actor->info->speed*yspeed[actor->movedir];
+
+ xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
+ xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
+ yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
+ yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
+
+ vileobj = actor;
+ for (bx=xl ; bx<=xh ; bx++)
+ {
+ for (by=yl ; by<=yh ; by++)
+ {
+ // Call PIT_VileCheck to check
+ // whether object is a corpse
+ // that canbe raised.
+ if (!P_BlockThingsIterator(bx,by,PIT_VileCheck))
+ {
+ // got one!
+ temp = actor->target;
+ actor->target = corpsehit;
+ A_FaceTarget (actor);
+ actor->target = temp;
+
+ P_SetMobjState (actor, S_VILE_HEAL1);
+ S_StartSound (corpsehit, sfx_slop);
+ info = corpsehit->info;
+
+ P_SetMobjState (corpsehit,info->raisestate);
+ corpsehit->height <<= 2;
+ corpsehit->flags = info->flags;
+ corpsehit->health = info->spawnhealth;
+ corpsehit->target = NULL;
+
+ return;
+ }
+ }
+ }
+ }
+
+ // Return to normal attack.
+ A_Chase (actor);
+}
+
+
+//
+// A_VileStart
+//
+void A_VileStart (mobj_t* actor)
+{
+ S_StartSound (actor, sfx_vilatk);
+}
+
+
+//
+// A_Fire
+// Keep fire in front of player unless out of sight
+//
+void A_Fire (mobj_t* actor);
+
+void A_StartFire (mobj_t* actor)
+{
+ S_StartSound(actor,sfx_flamst);
+ A_Fire(actor);
+}
+
+void A_FireCrackle (mobj_t* actor)
+{
+ S_StartSound(actor,sfx_flame);
+ A_Fire(actor);
+}
+
+void A_Fire (mobj_t* actor)
+{
+ mobj_t* dest;
+ mobj_t* target;
+ unsigned an;
+
+ dest = actor->tracer;
+ if (!dest)
+ return;
+
+ target = P_SubstNullMobj(actor->target);
+
+ // don't move it if the vile lost sight
+ if (!P_CheckSight (target, dest) )
+ return;
+
+ an = dest->angle >> ANGLETOFINESHIFT;
+
+ P_UnsetThingPosition (actor);
+ actor->x = dest->x + FixedMul (24*FRACUNIT, finecosine[an]);
+ actor->y = dest->y + FixedMul (24*FRACUNIT, finesine[an]);
+ actor->z = dest->z;
+ P_SetThingPosition (actor);
+}
+
+
+
+//
+// A_VileTarget
+// Spawn the hellfire
+//
+void A_VileTarget (mobj_t* actor)
+{
+ mobj_t* fog;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+
+ fog = P_SpawnMobj (actor->target->x,
+ actor->target->x,
+ actor->target->z, MT_FIRE);
+
+ actor->tracer = fog;
+ fog->target = actor;
+ fog->tracer = actor->target;
+ A_Fire (fog);
+}
+
+
+
+
+//
+// A_VileAttack
+//
+void A_VileAttack (mobj_t* actor)
+{
+ mobj_t* fire;
+ int an;
+
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+
+ if (!P_CheckSight (actor, actor->target) )
+ return;
+
+ S_StartSound (actor, sfx_barexp);
+ P_DamageMobj (actor->target, actor, actor, 20);
+ actor->target->momz = 1000*FRACUNIT/actor->target->info->mass;
+
+ an = actor->angle >> ANGLETOFINESHIFT;
+
+ fire = actor->tracer;
+
+ if (!fire)
+ return;
+
+ // move the fire between the vile and the player
+ fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]);
+ fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]);
+ P_RadiusAttack (fire, actor, 70 );
+}
+
+
+
+
+//
+// Mancubus attack,
+// firing three missiles (bruisers)
+// in three different directions?
+// Doesn't look like it.
+//
+#define FATSPREAD (ANG90/8)
+
+void A_FatRaise (mobj_t *actor)
+{
+ A_FaceTarget (actor);
+ S_StartSound (actor, sfx_manatk);
+}
+
+
+void A_FatAttack1 (mobj_t* actor)
+{
+ mobj_t* mo;
+ mobj_t* target;
+ int an;
+
+ A_FaceTarget (actor);
+
+ // Change direction to ...
+ actor->angle += FATSPREAD;
+ target = P_SubstNullMobj(actor->target);
+ P_SpawnMissile (actor, target, MT_FATSHOT);
+
+ mo = P_SpawnMissile (actor, target, MT_FATSHOT);
+ mo->angle += FATSPREAD;
+ an = mo->angle >> ANGLETOFINESHIFT;
+ mo->momx = FixedMul (mo->info->speed, finecosine[an]);
+ mo->momy = FixedMul (mo->info->speed, finesine[an]);
+}
+
+void A_FatAttack2 (mobj_t* actor)
+{
+ mobj_t* mo;
+ mobj_t* target;
+ int an;
+
+ A_FaceTarget (actor);
+ // Now here choose opposite deviation.
+ actor->angle -= FATSPREAD;
+ target = P_SubstNullMobj(actor->target);
+ P_SpawnMissile (actor, target, MT_FATSHOT);
+
+ mo = P_SpawnMissile (actor, target, MT_FATSHOT);
+ mo->angle -= FATSPREAD*2;
+ an = mo->angle >> ANGLETOFINESHIFT;
+ mo->momx = FixedMul (mo->info->speed, finecosine[an]);
+ mo->momy = FixedMul (mo->info->speed, finesine[an]);
+}
+
+void A_FatAttack3 (mobj_t* actor)
+{
+ mobj_t* mo;
+ mobj_t* target;
+ int an;
+
+ A_FaceTarget (actor);
+
+ target = P_SubstNullMobj(actor->target);
+
+ mo = P_SpawnMissile (actor, target, MT_FATSHOT);
+ mo->angle -= FATSPREAD/2;
+ an = mo->angle >> ANGLETOFINESHIFT;
+ mo->momx = FixedMul (mo->info->speed, finecosine[an]);
+ mo->momy = FixedMul (mo->info->speed, finesine[an]);
+
+ mo = P_SpawnMissile (actor, target, MT_FATSHOT);
+ mo->angle += FATSPREAD/2;
+ an = mo->angle >> ANGLETOFINESHIFT;
+ mo->momx = FixedMul (mo->info->speed, finecosine[an]);
+ mo->momy = FixedMul (mo->info->speed, finesine[an]);
+}
+
+
+//
+// SkullAttack
+// Fly at the player like a missile.
+//
+#define SKULLSPEED (20*FRACUNIT)
+
+void A_SkullAttack (mobj_t* actor)
+{
+ mobj_t* dest;
+ angle_t an;
+ int dist;
+
+ if (!actor->target)
+ return;
+
+ dest = actor->target;
+ actor->flags |= MF_SKULLFLY;
+
+ S_StartSound (actor, actor->info->attacksound);
+ A_FaceTarget (actor);
+ an = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul (SKULLSPEED, finecosine[an]);
+ actor->momy = FixedMul (SKULLSPEED, finesine[an]);
+ dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y);
+ dist = dist / SKULLSPEED;
+
+ if (dist < 1)
+ dist = 1;
+ actor->momz = (dest->z+(dest->height>>1) - actor->z) / dist;
+}
+
+
+//
+// A_PainShootSkull
+// Spawn a lost soul and launch it at the target
+//
+void
+A_PainShootSkull
+( mobj_t* actor,
+ angle_t angle )
+{
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+
+ mobj_t* newmobj;
+ angle_t an;
+ int prestep;
+ int count;
+ thinker_t* currentthinker;
+
+ // count total number of skull currently on the level
+ count = 0;
+
+ currentthinker = thinkercap.next;
+ while (currentthinker != &thinkercap)
+ {
+ if ( (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
+ && ((mobj_t *)currentthinker)->type == MT_SKULL)
+ count++;
+ currentthinker = currentthinker->next;
+ }
+
+ // if there are allready 20 skulls on the level,
+ // don't spit another one
+ if (count > 20)
+ return;
+
+
+ // okay, there's playe for another one
+ an = angle >> ANGLETOFINESHIFT;
+
+ prestep =
+ 4*FRACUNIT
+ + 3*(actor->info->radius + mobjinfo[MT_SKULL].radius)/2;
+
+ x = actor->x + FixedMul (prestep, finecosine[an]);
+ y = actor->y + FixedMul (prestep, finesine[an]);
+ z = actor->z + 8*FRACUNIT;
+
+ newmobj = P_SpawnMobj (x , y, z, MT_SKULL);
+
+ // Check for movements.
+ if (!P_TryMove (newmobj, newmobj->x, newmobj->y))
+ {
+ // kill it immediately
+ P_DamageMobj (newmobj,actor,actor,10000);
+ return;
+ }
+
+ newmobj->target = actor->target;
+ A_SkullAttack (newmobj);
+}
+
+
+//
+// A_PainAttack
+// Spawn a lost soul and launch it at the target
+//
+void A_PainAttack (mobj_t* actor)
+{
+ if (!actor->target)
+ return;
+
+ A_FaceTarget (actor);
+ A_PainShootSkull (actor, actor->angle);
+}
+
+
+void A_PainDie (mobj_t* actor)
+{
+ A_Fall (actor);
+ A_PainShootSkull (actor, actor->angle+ANG90);
+ A_PainShootSkull (actor, actor->angle+ANG180);
+ A_PainShootSkull (actor, actor->angle+ANG270);
+}
+
+
+
+
+
+
+void A_Scream (mobj_t* actor)
+{
+ int sound;
+
+ switch (actor->info->deathsound)
+ {
+ case 0:
+ return;
+
+ case sfx_podth1:
+ case sfx_podth2:
+ case sfx_podth3:
+ sound = sfx_podth1 + P_Random ()%3;
+ break;
+
+ case sfx_bgdth1:
+ case sfx_bgdth2:
+ sound = sfx_bgdth1 + P_Random ()%2;
+ break;
+
+ default:
+ sound = actor->info->deathsound;
+ break;
+ }
+
+ // Check for bosses.
+ if (actor->type==MT_SPIDER
+ || actor->type == MT_CYBORG)
+ {
+ // full volume
+ S_StartSound (NULL, sound);
+ }
+ else
+ S_StartSound (actor, sound);
+}
+
+
+void A_XScream (mobj_t* actor)
+{
+ S_StartSound (actor, sfx_slop);
+}
+
+void A_Pain (mobj_t* actor)
+{
+ if (actor->info->painsound)
+ S_StartSound (actor, actor->info->painsound);
+}
+
+
+
+void A_Fall (mobj_t *actor)
+{
+ // actor is on ground, it can be walked over
+ actor->flags &= ~MF_SOLID;
+
+ // So change this if corpse objects
+ // are meant to be obstacles.
+}
+
+
+//
+// A_Explode
+//
+void A_Explode (mobj_t* thingy)
+{
+ P_RadiusAttack(thingy, thingy->target, 128);
+}
+
+// Check whether the death of the specified monster type is allowed
+// to trigger the end of episode special action.
+//
+// This behavior changed in v1.9, the most notable effect of which
+// was to break uac_dead.wad
+
+static boolean CheckBossEnd(mobjtype_t motype)
+{
+ if (gameversion < exe_ultimate)
+ {
+ if (gamemap != 8)
+ {
+ return false;
+ }
+
+ // Baron death on later episodes is nothing special.
+
+ if (motype == MT_BRUISER && gameepisode != 1)
+ {
+ return false;
+ }
+
+ return true;
+ }
+ else
+ {
+ // New logic that appeared in Ultimate Doom.
+ // Looks like the logic was overhauled while adding in the
+ // episode 4 support. Now bosses only trigger on their
+ // specific episode.
+
+ switch(gameepisode)
+ {
+ case 1:
+ return gamemap == 8 && motype == MT_BRUISER;
+
+ case 2:
+ return gamemap == 8 && motype == MT_CYBORG;
+
+ case 3:
+ return gamemap == 8 && motype == MT_SPIDER;
+
+ case 4:
+ return (gamemap == 6 && motype == MT_CYBORG)
+ || (gamemap == 8 && motype == MT_SPIDER);
+
+ default:
+ return gamemap == 8;
+ }
+ }
+}
+
+//
+// A_BossDeath
+// Possibly trigger special effects
+// if on first boss level
+//
+void A_BossDeath (mobj_t* mo)
+{
+ thinker_t* th;
+ mobj_t* mo2;
+ line_t junk;
+ int i;
+
+ if ( gamemode == commercial)
+ {
+ if (gamemap != 7)
+ return;
+
+ if ((mo->type != MT_FATSO)
+ && (mo->type != MT_BABY))
+ return;
+ }
+ else
+ {
+ if (!CheckBossEnd(mo->type))
+ {
+ return;
+ }
+ }
+
+ // make sure there is a player alive for victory
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ if (playeringame[i] && players[i].health > 0)
+ break;
+
+ if (i==MAXPLAYERS)
+ return; // no one left alive, so do not end game
+
+ // scan the remaining thinkers to see
+ // if all bosses are dead
+ for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+ {
+ if (th->function.acp1 != (actionf_p1)P_MobjThinker)
+ continue;
+
+ mo2 = (mobj_t *)th;
+ if (mo2 != mo
+ && mo2->type == mo->type
+ && mo2->health > 0)
+ {
+ // other boss not dead
+ return;
+ }
+ }
+
+ // victory!
+ if ( gamemode == commercial)
+ {
+ if (gamemap == 7)
+ {
+ if (mo->type == MT_FATSO)
+ {
+ junk.tag = 666;
+ EV_DoFloor(&junk,lowerFloorToLowest);
+ return;
+ }
+
+ if (mo->type == MT_BABY)
+ {
+ junk.tag = 667;
+ EV_DoFloor(&junk,raiseToTexture);
+ return;
+ }
+ }
+ }
+ else
+ {
+ switch(gameepisode)
+ {
+ case 1:
+ junk.tag = 666;
+ EV_DoFloor (&junk, lowerFloorToLowest);
+ return;
+ break;
+
+ case 4:
+ switch(gamemap)
+ {
+ case 6:
+ junk.tag = 666;
+ EV_DoDoor (&junk, blazeOpen);
+ return;
+ break;
+
+ case 8:
+ junk.tag = 666;
+ EV_DoFloor (&junk, lowerFloorToLowest);
+ return;
+ break;
+ }
+ }
+ }
+
+ G_ExitLevel ();
+}
+
+
+void A_Hoof (mobj_t* mo)
+{
+ S_StartSound (mo, sfx_hoof);
+ A_Chase (mo);
+}
+
+void A_Metal (mobj_t* mo)
+{
+ S_StartSound (mo, sfx_metal);
+ A_Chase (mo);
+}
+
+void A_BabyMetal (mobj_t* mo)
+{
+ S_StartSound (mo, sfx_bspwlk);
+ A_Chase (mo);
+}
+
+void
+A_OpenShotgun2
+( player_t* player,
+ pspdef_t* psp )
+{
+ S_StartSound (player->mo, sfx_dbopn);
+}
+
+void
+A_LoadShotgun2
+( player_t* player,
+ pspdef_t* psp )
+{
+ S_StartSound (player->mo, sfx_dbload);
+}
+
+void
+A_ReFire
+( player_t* player,
+ pspdef_t* psp );
+
+void
+A_CloseShotgun2
+( player_t* player,
+ pspdef_t* psp )
+{
+ S_StartSound (player->mo, sfx_dbcls);
+ A_ReFire(player,psp);
+}
+
+
+
+mobj_t* braintargets[32];
+int numbraintargets;
+int braintargeton = 0;
+
+void A_BrainAwake (mobj_t* mo)
+{
+ thinker_t* thinker;
+ mobj_t* m;
+
+ // find all the target spots
+ numbraintargets = 0;
+ braintargeton = 0;
+
+ thinker = thinkercap.next;
+ for (thinker = thinkercap.next ;
+ thinker != &thinkercap ;
+ thinker = thinker->next)
+ {
+ if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
+ continue; // not a mobj
+
+ m = (mobj_t *)thinker;
+
+ if (m->type == MT_BOSSTARGET )
+ {
+ braintargets[numbraintargets] = m;
+ numbraintargets++;
+ }
+ }
+
+ S_StartSound (NULL,sfx_bossit);
+}
+
+
+void A_BrainPain (mobj_t* mo)
+{
+ S_StartSound (NULL,sfx_bospn);
+}
+
+
+void A_BrainScream (mobj_t* mo)
+{
+ int x;
+ int y;
+ int z;
+ mobj_t* th;
+
+ for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8)
+ {
+ y = mo->y - 320*FRACUNIT;
+ z = 128 + P_Random()*2*FRACUNIT;
+ th = P_SpawnMobj (x,y,z, MT_ROCKET);
+ th->momz = P_Random()*512;
+
+ P_SetMobjState (th, S_BRAINEXPLODE1);
+
+ th->tics -= P_Random()&7;
+ if (th->tics < 1)
+ th->tics = 1;
+ }
+
+ S_StartSound (NULL,sfx_bosdth);
+}
+
+
+
+void A_BrainExplode (mobj_t* mo)
+{
+ int x;
+ int y;
+ int z;
+ mobj_t* th;
+
+ x = mo->x + (P_Random () - P_Random ())*2048;
+ y = mo->y;
+ z = 128 + P_Random()*2*FRACUNIT;
+ th = P_SpawnMobj (x,y,z, MT_ROCKET);
+ th->momz = P_Random()*512;
+
+ P_SetMobjState (th, S_BRAINEXPLODE1);
+
+ th->tics -= P_Random()&7;
+ if (th->tics < 1)
+ th->tics = 1;
+}
+
+
+void A_BrainDie (mobj_t* mo)
+{
+ G_ExitLevel ();
+}
+
+void A_BrainSpit (mobj_t* mo)
+{
+ mobj_t* targ;
+ mobj_t* newmobj;
+
+ static int easy = 0;
+
+ easy ^= 1;
+ if (gameskill <= sk_easy && (!easy))
+ return;
+
+ // shoot a cube at current target
+ targ = braintargets[braintargeton];
+ braintargeton = (braintargeton+1)%numbraintargets;
+
+ // spawn brain missile
+ newmobj = P_SpawnMissile (mo, targ, MT_SPAWNSHOT);
+ newmobj->target = targ;
+ newmobj->reactiontime =
+ ((targ->y - mo->y)/newmobj->momy) / newmobj->state->tics;
+
+ S_StartSound(NULL, sfx_bospit);
+}
+
+
+
+void A_SpawnFly (mobj_t* mo);
+
+// travelling cube sound
+void A_SpawnSound (mobj_t* mo)
+{
+ S_StartSound (mo,sfx_boscub);
+ A_SpawnFly(mo);
+}
+
+void A_SpawnFly (mobj_t* mo)
+{
+ mobj_t* newmobj;
+ mobj_t* fog;
+ mobj_t* targ;
+ int r;
+ mobjtype_t type;
+
+ if (--mo->reactiontime)
+ return; // still flying
+
+ targ = P_SubstNullMobj(mo->target);
+
+ // First spawn teleport fog.
+ fog = P_SpawnMobj (targ->x, targ->y, targ->z, MT_SPAWNFIRE);
+ S_StartSound (fog, sfx_telept);
+
+ // Randomly select monster to spawn.
+ r = P_Random ();
+
+ // Probability distribution (kind of :),
+ // decreasing likelihood.
+ if ( r<50 )
+ type = MT_TROOP;
+ else if (r<90)
+ type = MT_SERGEANT;
+ else if (r<120)
+ type = MT_SHADOWS;
+ else if (r<130)
+ type = MT_PAIN;
+ else if (r<160)
+ type = MT_HEAD;
+ else if (r<162)
+ type = MT_VILE;
+ else if (r<172)
+ type = MT_UNDEAD;
+ else if (r<192)
+ type = MT_BABY;
+ else if (r<222)
+ type = MT_FATSO;
+ else if (r<246)
+ type = MT_KNIGHT;
+ else
+ type = MT_BRUISER;
+
+ newmobj = P_SpawnMobj (targ->x, targ->y, targ->z, type);
+ if (P_LookForPlayers (newmobj, true) )
+ P_SetMobjState (newmobj, newmobj->info->seestate);
+
+ // telefrag anything in this spot
+ P_TeleportMove (newmobj, newmobj->x, newmobj->y);
+
+ // remove self (i.e., cube).
+ P_RemoveMobj (mo);
+}
+
+
+
+void A_PlayerScream (mobj_t* mo)
+{
+ // Default death sound.
+ int sound = sfx_pldeth;
+
+ if ( (gamemode == commercial)
+ && (mo->health < -50))
+ {
+ // IF THE PLAYER DIES
+ // LESS THAN -50% WITHOUT GIBBING
+ sound = sfx_pdiehi;
+ }
+
+ S_StartSound (mo, sound);
+}
diff --git a/src/strife/p_floor.c b/src/strife/p_floor.c
new file mode 100644
index 00000000..edeb44a1
--- /dev/null
+++ b/src/strife/p_floor.c
@@ -0,0 +1,554 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Floor animation: raising stairs.
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include "z_zone.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+// Data.
+#include "sounds.h"
+
+
+//
+// FLOORS
+//
+
+//
+// Move a plane (floor or ceiling) and check for crushing
+//
+result_e
+T_MovePlane
+( sector_t* sector,
+ fixed_t speed,
+ fixed_t dest,
+ boolean crush,
+ int floorOrCeiling,
+ int direction )
+{
+ boolean flag;
+ fixed_t lastpos;
+
+ switch(floorOrCeiling)
+ {
+ case 0:
+ // FLOOR
+ switch(direction)
+ {
+ case -1:
+ // DOWN
+ if (sector->floorheight - speed < dest)
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight = dest;
+ flag = P_ChangeSector(sector,crush);
+ if (flag == true)
+ {
+ sector->floorheight =lastpos;
+ P_ChangeSector(sector,crush);
+ //return crushed;
+ }
+ return pastdest;
+ }
+ else
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight -= speed;
+ flag = P_ChangeSector(sector,crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector,crush);
+ return crushed;
+ }
+ }
+ break;
+
+ case 1:
+ // UP
+ if (sector->floorheight + speed > dest)
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight = dest;
+ flag = P_ChangeSector(sector,crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector,crush);
+ //return crushed;
+ }
+ return pastdest;
+ }
+ else
+ {
+ // COULD GET CRUSHED
+ lastpos = sector->floorheight;
+ sector->floorheight += speed;
+ flag = P_ChangeSector(sector,crush);
+ if (flag == true)
+ {
+ if (crush == true)
+ return crushed;
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector,crush);
+ return crushed;
+ }
+ }
+ break;
+ }
+ break;
+
+ case 1:
+ // CEILING
+ switch(direction)
+ {
+ case -1:
+ // DOWN
+ if (sector->ceilingheight - speed < dest)
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight = dest;
+ flag = P_ChangeSector(sector,crush);
+
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector,crush);
+ //return crushed;
+ }
+ return pastdest;
+ }
+ else
+ {
+ // COULD GET CRUSHED
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight -= speed;
+ flag = P_ChangeSector(sector,crush);
+
+ if (flag == true)
+ {
+ if (crush == true)
+ return crushed;
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector,crush);
+ return crushed;
+ }
+ }
+ break;
+
+ case 1:
+ // UP
+ if (sector->ceilingheight + speed > dest)
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight = dest;
+ flag = P_ChangeSector(sector,crush);
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector,crush);
+ //return crushed;
+ }
+ return pastdest;
+ }
+ else
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight += speed;
+ flag = P_ChangeSector(sector,crush);
+// UNUSED
+#if 0
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector,crush);
+ return crushed;
+ }
+#endif
+ }
+ break;
+ }
+ break;
+
+ }
+ return ok;
+}
+
+
+//
+// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
+//
+void T_MoveFloor(floormove_t* floor)
+{
+ result_e res;
+
+ res = T_MovePlane(floor->sector,
+ floor->speed,
+ floor->floordestheight,
+ floor->crush,0,floor->direction);
+
+ if (!(leveltime&7))
+ S_StartSound(&floor->sector->soundorg, sfx_stnmov);
+
+ if (res == pastdest)
+ {
+ floor->sector->specialdata = NULL;
+
+ if (floor->direction == 1)
+ {
+ switch(floor->type)
+ {
+ case donutRaise:
+ floor->sector->special = floor->newspecial;
+ floor->sector->floorpic = floor->texture;
+ default:
+ break;
+ }
+ }
+ else if (floor->direction == -1)
+ {
+ switch(floor->type)
+ {
+ case lowerAndChange:
+ floor->sector->special = floor->newspecial;
+ floor->sector->floorpic = floor->texture;
+ default:
+ break;
+ }
+ }
+ P_RemoveThinker(&floor->thinker);
+
+ S_StartSound(&floor->sector->soundorg, sfx_pstop);
+ }
+
+}
+
+//
+// HANDLE FLOOR TYPES
+//
+int
+EV_DoFloor
+( line_t* line,
+ floor_e floortype )
+{
+ int secnum;
+ int rtn;
+ int i;
+ sector_t* sec;
+ floormove_t* floor;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (sec->specialdata)
+ continue;
+
+ // new floor thinker
+ rtn = 1;
+ floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+ P_AddThinker (&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+ floor->type = floortype;
+ floor->crush = false;
+
+ switch(floortype)
+ {
+ case lowerFloor:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight =
+ P_FindHighestFloorSurrounding(sec);
+ break;
+
+ case lowerFloorToLowest:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight =
+ P_FindLowestFloorSurrounding(sec);
+ break;
+
+ case turboLower:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED * 4;
+ floor->floordestheight =
+ P_FindHighestFloorSurrounding(sec);
+ if (floor->floordestheight != sec->floorheight)
+ floor->floordestheight += 8*FRACUNIT;
+ break;
+
+ case raiseFloorCrush:
+ floor->crush = true;
+ case raiseFloor:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight =
+ P_FindLowestCeilingSurrounding(sec);
+ if (floor->floordestheight > sec->ceilingheight)
+ floor->floordestheight = sec->ceilingheight;
+ floor->floordestheight -= (8*FRACUNIT)*
+ (floortype == raiseFloorCrush);
+ break;
+
+ case raiseFloorTurbo:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED*4;
+ floor->floordestheight =
+ P_FindNextHighestFloor(sec,sec->floorheight);
+ break;
+
+ case raiseFloorToNearest:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight =
+ P_FindNextHighestFloor(sec,sec->floorheight);
+ break;
+
+ case raiseFloor24:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = floor->sector->floorheight +
+ 24 * FRACUNIT;
+ break;
+ case raiseFloor512:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = floor->sector->floorheight +
+ 512 * FRACUNIT;
+ break;
+
+ case raiseFloor24AndChange:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = floor->sector->floorheight +
+ 24 * FRACUNIT;
+ sec->floorpic = line->frontsector->floorpic;
+ sec->special = line->frontsector->special;
+ break;
+
+ case raiseToTexture:
+ {
+ int minsize = INT_MAX;
+ side_t* side;
+
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ for (i = 0; i < sec->linecount; i++)
+ {
+ if (twoSided (secnum, i) )
+ {
+ side = getSide(secnum,i,0);
+ if (side->bottomtexture >= 0)
+ if (textureheight[side->bottomtexture] <
+ minsize)
+ minsize =
+ textureheight[side->bottomtexture];
+ side = getSide(secnum,i,1);
+ if (side->bottomtexture >= 0)
+ if (textureheight[side->bottomtexture] <
+ minsize)
+ minsize =
+ textureheight[side->bottomtexture];
+ }
+ }
+ floor->floordestheight =
+ floor->sector->floorheight + minsize;
+ }
+ break;
+
+ case lowerAndChange:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight =
+ P_FindLowestFloorSurrounding(sec);
+ floor->texture = sec->floorpic;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ if ( twoSided(secnum, i) )
+ {
+ if (getSide(secnum,i,0)->sector-sectors == secnum)
+ {
+ sec = getSector(secnum,i,1);
+
+ if (sec->floorheight == floor->floordestheight)
+ {
+ floor->texture = sec->floorpic;
+ floor->newspecial = sec->special;
+ break;
+ }
+ }
+ else
+ {
+ sec = getSector(secnum,i,0);
+
+ if (sec->floorheight == floor->floordestheight)
+ {
+ floor->texture = sec->floorpic;
+ floor->newspecial = sec->special;
+ break;
+ }
+ }
+ }
+ }
+ default:
+ break;
+ }
+ }
+ return rtn;
+}
+
+
+
+
+//
+// BUILD A STAIRCASE!
+//
+int
+EV_BuildStairs
+( line_t* line,
+ stair_e type )
+{
+ int secnum;
+ int height;
+ int i;
+ int newsecnum;
+ int texture;
+ int ok;
+ int rtn;
+
+ sector_t* sec;
+ sector_t* tsec;
+
+ floormove_t* floor;
+
+ fixed_t stairsize = 0;
+ fixed_t speed = 0;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (sec->specialdata)
+ continue;
+
+ // new floor thinker
+ rtn = 1;
+ floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+ P_AddThinker (&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+ floor->direction = 1;
+ floor->sector = sec;
+ switch(type)
+ {
+ case build8:
+ speed = FLOORSPEED/4;
+ stairsize = 8*FRACUNIT;
+ break;
+ case turbo16:
+ speed = FLOORSPEED*4;
+ stairsize = 16*FRACUNIT;
+ break;
+ }
+ floor->speed = speed;
+ height = sec->floorheight + stairsize;
+ floor->floordestheight = height;
+
+ texture = sec->floorpic;
+
+ // Find next sector to raise
+ // 1. Find 2-sided line with same sector side[0]
+ // 2. Other side is the next sector to raise
+ do
+ {
+ ok = 0;
+ for (i = 0;i < sec->linecount;i++)
+ {
+ if ( !((sec->lines[i])->flags & ML_TWOSIDED) )
+ continue;
+
+ tsec = (sec->lines[i])->frontsector;
+ newsecnum = tsec-sectors;
+
+ if (secnum != newsecnum)
+ continue;
+
+ tsec = (sec->lines[i])->backsector;
+ newsecnum = tsec - sectors;
+
+ if (tsec->floorpic != texture)
+ continue;
+
+ height += stairsize;
+
+ if (tsec->specialdata)
+ continue;
+
+ sec = tsec;
+ secnum = newsecnum;
+ floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+
+ P_AddThinker (&floor->thinker);
+
+ sec->specialdata = floor;
+ floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = speed;
+ floor->floordestheight = height;
+ ok = 1;
+ break;
+ }
+ } while(ok);
+ }
+ return rtn;
+}
+
diff --git a/src/strife/p_inter.c b/src/strife/p_inter.c
new file mode 100644
index 00000000..dda55c37
--- /dev/null
+++ b/src/strife/p_inter.c
@@ -0,0 +1,928 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Handling interactions (i.e., collisions).
+//
+//-----------------------------------------------------------------------------
+
+
+
+
+// Data.
+#include "doomdef.h"
+#include "dstrings.h"
+#include "sounds.h"
+
+#include "deh_main.h"
+#include "deh_misc.h"
+#include "doomstat.h"
+
+#include "m_random.h"
+#include "i_system.h"
+
+#include "am_map.h"
+
+#include "p_local.h"
+
+#include "s_sound.h"
+
+#include "p_inter.h"
+
+
+#define BONUSADD 6
+
+
+
+
+// a weapon is found with two clip loads,
+// a big item has five clip loads
+int maxammo[NUMAMMO] = {200, 50, 300, 50};
+int clipammo[NUMAMMO] = {10, 4, 20, 1};
+
+
+//
+// GET STUFF
+//
+
+//
+// P_GiveAmmo
+// Num is the number of clip loads,
+// not the individual count (0= 1/2 clip).
+// Returns false if the ammo can't be picked up at all
+//
+
+boolean
+P_GiveAmmo
+( player_t* player,
+ ammotype_t ammo,
+ int num )
+{
+ int oldammo;
+
+ if (ammo == am_noammo)
+ return false;
+
+ if (ammo > NUMAMMO)
+ I_Error ("P_GiveAmmo: bad type %i", ammo);
+
+ if ( player->ammo[ammo] == player->maxammo[ammo] )
+ return false;
+
+ if (num)
+ num *= clipammo[ammo];
+ else
+ num = clipammo[ammo]/2;
+
+ if (gameskill == sk_baby
+ || gameskill == sk_nightmare)
+ {
+ // give double ammo in trainer mode,
+ // you'll need in nightmare
+ num <<= 1;
+ }
+
+
+ oldammo = player->ammo[ammo];
+ player->ammo[ammo] += num;
+
+ if (player->ammo[ammo] > player->maxammo[ammo])
+ player->ammo[ammo] = player->maxammo[ammo];
+
+ // If non zero ammo,
+ // don't change up weapons,
+ // player was lower on purpose.
+ if (oldammo)
+ return true;
+
+ // We were down to zero,
+ // so select a new weapon.
+ // Preferences are not user selectable.
+ switch (ammo)
+ {
+ case am_clip:
+ if (player->readyweapon == wp_fist)
+ {
+ if (player->weaponowned[wp_chaingun])
+ player->pendingweapon = wp_chaingun;
+ else
+ player->pendingweapon = wp_pistol;
+ }
+ break;
+
+ case am_shell:
+ if (player->readyweapon == wp_fist
+ || player->readyweapon == wp_pistol)
+ {
+ if (player->weaponowned[wp_shotgun])
+ player->pendingweapon = wp_shotgun;
+ }
+ break;
+
+ case am_cell:
+ if (player->readyweapon == wp_fist
+ || player->readyweapon == wp_pistol)
+ {
+ if (player->weaponowned[wp_plasma])
+ player->pendingweapon = wp_plasma;
+ }
+ break;
+
+ case am_misl:
+ if (player->readyweapon == wp_fist)
+ {
+ if (player->weaponowned[wp_missile])
+ player->pendingweapon = wp_missile;
+ }
+ default:
+ break;
+ }
+
+ return true;
+}
+
+
+//
+// P_GiveWeapon
+// The weapon name may have a MF_DROPPED flag ored in.
+//
+boolean
+P_GiveWeapon
+( player_t* player,
+ weapontype_t weapon,
+ boolean dropped )
+{
+ boolean gaveammo;
+ boolean gaveweapon;
+
+ if (netgame
+ && (deathmatch!=2)
+ && !dropped )
+ {
+ // leave placed weapons forever on net games
+ if (player->weaponowned[weapon])
+ return false;
+
+ player->bonuscount += BONUSADD;
+ player->weaponowned[weapon] = true;
+
+ if (deathmatch)
+ P_GiveAmmo (player, weaponinfo[weapon].ammo, 5);
+ else
+ P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
+ player->pendingweapon = weapon;
+
+ if (player == &players[consoleplayer])
+ S_StartSound (NULL, sfx_wpnup);
+ return false;
+ }
+
+ if (weaponinfo[weapon].ammo != am_noammo)
+ {
+ // give one clip with a dropped weapon,
+ // two clips with a found weapon
+ if (dropped)
+ gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 1);
+ else
+ gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
+ }
+ else
+ gaveammo = false;
+
+ if (player->weaponowned[weapon])
+ gaveweapon = false;
+ else
+ {
+ gaveweapon = true;
+ player->weaponowned[weapon] = true;
+ player->pendingweapon = weapon;
+ }
+
+ return (gaveweapon || gaveammo);
+}
+
+
+
+//
+// P_GiveBody
+// Returns false if the body isn't needed at all
+//
+boolean
+P_GiveBody
+( player_t* player,
+ int num )
+{
+ if (player->health >= MAXHEALTH)
+ return false;
+
+ player->health += num;
+ if (player->health > MAXHEALTH)
+ player->health = MAXHEALTH;
+ player->mo->health = player->health;
+
+ return true;
+}
+
+
+
+//
+// P_GiveArmor
+// Returns false if the armor is worse
+// than the current armor.
+//
+boolean
+P_GiveArmor
+( player_t* player,
+ int armortype )
+{
+ int hits;
+
+ hits = armortype*100;
+ if (player->armorpoints >= hits)
+ return false; // don't pick up
+
+ player->armortype = armortype;
+ player->armorpoints = hits;
+
+ return true;
+}
+
+
+
+//
+// P_GiveCard
+//
+void
+P_GiveCard
+( player_t* player,
+ card_t card )
+{
+ if (player->cards[card])
+ return;
+
+ player->bonuscount = BONUSADD;
+ player->cards[card] = 1;
+}
+
+
+//
+// P_GivePower
+//
+boolean
+P_GivePower
+( player_t* player,
+ int /*powertype_t*/ power )
+{
+ if (power == pw_invulnerability)
+ {
+ player->powers[power] = INVULNTICS;
+ return true;
+ }
+
+ if (power == pw_invisibility)
+ {
+ player->powers[power] = INVISTICS;
+ player->mo->flags |= MF_SHADOW;
+ return true;
+ }
+
+ if (power == pw_infrared)
+ {
+ player->powers[power] = INFRATICS;
+ return true;
+ }
+
+ if (power == pw_ironfeet)
+ {
+ player->powers[power] = IRONTICS;
+ return true;
+ }
+
+ if (power == pw_strength)
+ {
+ P_GiveBody (player, 100);
+ player->powers[power] = 1;
+ return true;
+ }
+
+ if (player->powers[power])
+ return false; // already got it
+
+ player->powers[power] = 1;
+ return true;
+}
+
+
+
+//
+// P_TouchSpecialThing
+//
+void
+P_TouchSpecialThing
+( mobj_t* special,
+ mobj_t* toucher )
+{
+ player_t* player;
+ int i;
+ fixed_t delta;
+ int sound;
+
+ delta = special->z - toucher->z;
+
+ if (delta > toucher->height
+ || delta < -8*FRACUNIT)
+ {
+ // out of reach
+ return;
+ }
+
+
+ sound = sfx_itemup;
+ player = toucher->player;
+
+ // Dead thing touching.
+ // Can happen with a sliding player corpse.
+ if (toucher->health <= 0)
+ return;
+
+ // Identify by sprite.
+ switch (special->sprite)
+ {
+ // armor
+ case SPR_ARM1:
+ if (!P_GiveArmor (player, deh_green_armor_class))
+ return;
+ player->message = DEH_String(GOTARMOR);
+ break;
+
+ case SPR_ARM2:
+ if (!P_GiveArmor (player, deh_blue_armor_class))
+ return;
+ player->message = DEH_String(GOTMEGA);
+ break;
+
+ // bonus items
+ case SPR_BON1:
+ player->health++; // can go over 100%
+ if (player->health > deh_max_health)
+ player->health = deh_max_health;
+ player->mo->health = player->health;
+ player->message = DEH_String(GOTHTHBONUS);
+ break;
+
+ case SPR_BON2:
+ player->armorpoints++; // can go over 100%
+ if (player->armorpoints > deh_max_armor)
+ player->armorpoints = deh_max_armor;
+ // deh_green_armor_class only applies to the green armor shirt;
+ // for the armor helmets, armortype 1 is always used.
+ if (!player->armortype)
+ player->armortype = 1;
+ player->message = DEH_String(GOTARMBONUS);
+ break;
+
+ case SPR_SOUL:
+ player->health += deh_soulsphere_health;
+ if (player->health > deh_max_soulsphere)
+ player->health = deh_max_soulsphere;
+ player->mo->health = player->health;
+ player->message = DEH_String(GOTSUPER);
+ sound = sfx_getpow;
+ break;
+
+ case SPR_MEGA:
+ if (gamemode != commercial)
+ return;
+ player->health = deh_megasphere_health;
+ player->mo->health = player->health;
+ // We always give armor type 2 for the megasphere; dehacked only
+ // affects the MegaArmor.
+ P_GiveArmor (player, 2);
+ player->message = DEH_String(GOTMSPHERE);
+ sound = sfx_getpow;
+ break;
+
+ // cards
+ // leave cards for everyone
+ case SPR_BKEY:
+ if (!player->cards[it_bluecard])
+ player->message = DEH_String(GOTBLUECARD);
+ P_GiveCard (player, it_bluecard);
+ if (!netgame)
+ break;
+ return;
+
+ case SPR_YKEY:
+ if (!player->cards[it_yellowcard])
+ player->message = DEH_String(GOTYELWCARD);
+ P_GiveCard (player, it_yellowcard);
+ if (!netgame)
+ break;
+ return;
+
+ case SPR_RKEY:
+ if (!player->cards[it_redcard])
+ player->message = DEH_String(GOTREDCARD);
+ P_GiveCard (player, it_redcard);
+ if (!netgame)
+ break;
+ return;
+
+ case SPR_BSKU:
+ if (!player->cards[it_blueskull])
+ player->message = DEH_String(GOTBLUESKUL);
+ P_GiveCard (player, it_blueskull);
+ if (!netgame)
+ break;
+ return;
+
+ case SPR_YSKU:
+ if (!player->cards[it_yellowskull])
+ player->message = DEH_String(GOTYELWSKUL);
+ P_GiveCard (player, it_yellowskull);
+ if (!netgame)
+ break;
+ return;
+
+ case SPR_RSKU:
+ if (!player->cards[it_redskull])
+ player->message = DEH_String(GOTREDSKULL);
+ P_GiveCard (player, it_redskull);
+ if (!netgame)
+ break;
+ return;
+
+ // medikits, heals
+ case SPR_STIM:
+ if (!P_GiveBody (player, 10))
+ return;
+ player->message = DEH_String(GOTSTIM);
+ break;
+
+ case SPR_MEDI:
+ if (!P_GiveBody (player, 25))
+ return;
+
+ if (player->health < 25)
+ player->message = DEH_String(GOTMEDINEED);
+ else
+ player->message = DEH_String(GOTMEDIKIT);
+ break;
+
+
+ // power ups
+ case SPR_PINV:
+ if (!P_GivePower (player, pw_invulnerability))
+ return;
+ player->message = DEH_String(GOTINVUL);
+ sound = sfx_getpow;
+ break;
+
+ case SPR_PSTR:
+ if (!P_GivePower (player, pw_strength))
+ return;
+ player->message = DEH_String(GOTBERSERK);
+ if (player->readyweapon != wp_fist)
+ player->pendingweapon = wp_fist;
+ sound = sfx_getpow;
+ break;
+
+ case SPR_PINS:
+ if (!P_GivePower (player, pw_invisibility))
+ return;
+ player->message = DEH_String(GOTINVIS);
+ sound = sfx_getpow;
+ break;
+
+ case SPR_SUIT:
+ if (!P_GivePower (player, pw_ironfeet))
+ return;
+ player->message = DEH_String(GOTSUIT);
+ sound = sfx_getpow;
+ break;
+
+ case SPR_PMAP:
+ if (!P_GivePower (player, pw_allmap))
+ return;
+ player->message = DEH_String(GOTMAP);
+ sound = sfx_getpow;
+ break;
+
+ case SPR_PVIS:
+ if (!P_GivePower (player, pw_infrared))
+ return;
+ player->message = DEH_String(GOTVISOR);
+ sound = sfx_getpow;
+ break;
+
+ // ammo
+ case SPR_CLIP:
+ if (special->flags & MF_DROPPED)
+ {
+ if (!P_GiveAmmo (player,am_clip,0))
+ return;
+ }
+ else
+ {
+ if (!P_GiveAmmo (player,am_clip,1))
+ return;
+ }
+ player->message = DEH_String(GOTCLIP);
+ break;
+
+ case SPR_AMMO:
+ if (!P_GiveAmmo (player, am_clip,5))
+ return;
+ player->message = DEH_String(GOTCLIPBOX);
+ break;
+
+ case SPR_ROCK:
+ if (!P_GiveAmmo (player, am_misl,1))
+ return;
+ player->message = DEH_String(GOTROCKET);
+ break;
+
+ case SPR_BROK:
+ if (!P_GiveAmmo (player, am_misl,5))
+ return;
+ player->message = DEH_String(GOTROCKBOX);
+ break;
+
+ case SPR_CELL:
+ if (!P_GiveAmmo (player, am_cell,1))
+ return;
+ player->message = DEH_String(GOTCELL);
+ break;
+
+ case SPR_CELP:
+ if (!P_GiveAmmo (player, am_cell,5))
+ return;
+ player->message = DEH_String(GOTCELLBOX);
+ break;
+
+ case SPR_SHEL:
+ if (!P_GiveAmmo (player, am_shell,1))
+ return;
+ player->message = DEH_String(GOTSHELLS);
+ break;
+
+ case SPR_SBOX:
+ if (!P_GiveAmmo (player, am_shell,5))
+ return;
+ player->message = DEH_String(GOTSHELLBOX);
+ break;
+
+ case SPR_BPAK:
+ if (!player->backpack)
+ {
+ for (i=0 ; i<NUMAMMO ; i++)
+ player->maxammo[i] *= 2;
+ player->backpack = true;
+ }
+ for (i=0 ; i<NUMAMMO ; i++)
+ P_GiveAmmo (player, i, 1);
+ player->message = DEH_String(GOTBACKPACK);
+ break;
+
+ // weapons
+ case SPR_BFUG:
+ if (!P_GiveWeapon (player, wp_bfg, false) )
+ return;
+ player->message = DEH_String(GOTBFG9000);
+ sound = sfx_wpnup;
+ break;
+
+ case SPR_MGUN:
+ if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) )
+ return;
+ player->message = DEH_String(GOTCHAINGUN);
+ sound = sfx_wpnup;
+ break;
+
+ case SPR_CSAW:
+ if (!P_GiveWeapon (player, wp_chainsaw, false) )
+ return;
+ player->message = DEH_String(GOTCHAINSAW);
+ sound = sfx_wpnup;
+ break;
+
+ case SPR_LAUN:
+ if (!P_GiveWeapon (player, wp_missile, false) )
+ return;
+ player->message = DEH_String(GOTLAUNCHER);
+ sound = sfx_wpnup;
+ break;
+
+ case SPR_PLAS:
+ if (!P_GiveWeapon (player, wp_plasma, false) )
+ return;
+ player->message = DEH_String(GOTPLASMA);
+ sound = sfx_wpnup;
+ break;
+
+ case SPR_SHOT:
+ if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) )
+ return;
+ player->message = DEH_String(GOTSHOTGUN);
+ sound = sfx_wpnup;
+ break;
+
+ case SPR_SGN2:
+ if (!P_GiveWeapon (player, wp_supershotgun, special->flags&MF_DROPPED ) )
+ return;
+ player->message = DEH_String(GOTSHOTGUN2);
+ sound = sfx_wpnup;
+ break;
+
+ default:
+ I_Error ("P_SpecialThing: Unknown gettable thing");
+ }
+
+ if (special->flags & MF_COUNTITEM)
+ player->itemcount++;
+ P_RemoveMobj (special);
+ player->bonuscount += BONUSADD;
+ if (player == &players[consoleplayer])
+ S_StartSound (NULL, sound);
+}
+
+
+//
+// KillMobj
+//
+void
+P_KillMobj
+( mobj_t* source,
+ mobj_t* target )
+{
+ mobjtype_t item;
+ mobj_t* mo;
+
+ target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
+
+ if (target->type != MT_SKULL)
+ target->flags &= ~MF_NOGRAVITY;
+
+ target->flags |= MF_CORPSE|MF_DROPOFF;
+ target->height >>= 2;
+
+ if (source && source->player)
+ {
+ // count for intermission
+ if (target->flags & MF_COUNTKILL)
+ source->player->killcount++;
+
+ if (target->player)
+ source->player->frags[target->player-players]++;
+ }
+ else if (!netgame && (target->flags & MF_COUNTKILL) )
+ {
+ // count all monster deaths,
+ // even those caused by other monsters
+ players[0].killcount++;
+ }
+
+ if (target->player)
+ {
+ // count environment kills against you
+ if (!source)
+ target->player->frags[target->player-players]++;
+
+ target->flags &= ~MF_SOLID;
+ target->player->playerstate = PST_DEAD;
+ P_DropWeapon (target->player);
+
+ if (target->player == &players[consoleplayer]
+ && automapactive)
+ {
+ // don't die in auto map,
+ // switch view prior to dying
+ AM_Stop ();
+ }
+
+ }
+
+ if (target->health < -target->info->spawnhealth
+ && target->info->xdeathstate)
+ {
+ P_SetMobjState (target, target->info->xdeathstate);
+ }
+ else
+ P_SetMobjState (target, target->info->deathstate);
+ target->tics -= P_Random()&3;
+
+ if (target->tics < 1)
+ target->tics = 1;
+
+ // I_StartSound (&actor->r, actor->info->deathsound);
+
+ // In Chex Quest, monsters don't drop items.
+
+ if (gameversion == exe_chex)
+ {
+ return;
+ }
+
+ // Drop stuff.
+ // This determines the kind of object spawned
+ // during the death frame of a thing.
+ switch (target->type)
+ {
+ case MT_WOLFSS:
+ case MT_POSSESSED:
+ item = MT_CLIP;
+ break;
+
+ case MT_SHOTGUY:
+ item = MT_SHOTGUN;
+ break;
+
+ case MT_CHAINGUY:
+ item = MT_CHAINGUN;
+ break;
+
+ default:
+ return;
+ }
+
+ mo = P_SpawnMobj (target->x,target->y,ONFLOORZ, item);
+ mo->flags |= MF_DROPPED; // special versions of items
+}
+
+
+
+
+//
+// P_DamageMobj
+// Damages both enemies and players
+// "inflictor" is the thing that caused the damage
+// creature or missile, can be NULL (slime, etc)
+// "source" is the thing to target after taking damage
+// creature or NULL
+// Source and inflictor are the same for melee attacks.
+// Source can be NULL for slime, barrel explosions
+// and other environmental stuff.
+//
+void
+P_DamageMobj
+( mobj_t* target,
+ mobj_t* inflictor,
+ mobj_t* source,
+ int damage )
+{
+ unsigned ang;
+ int saved;
+ player_t* player;
+ fixed_t thrust;
+ int temp;
+
+ if ( !(target->flags & MF_SHOOTABLE) )
+ return; // shouldn't happen...
+
+ if (target->health <= 0)
+ return;
+
+ if ( target->flags & MF_SKULLFLY )
+ {
+ target->momx = target->momy = target->momz = 0;
+ }
+
+ player = target->player;
+ if (player && gameskill == sk_baby)
+ damage >>= 1; // take half damage in trainer mode
+
+
+ // Some close combat weapons should not
+ // inflict thrust and push the victim out of reach,
+ // thus kick away unless using the chainsaw.
+ if (inflictor
+ && !(target->flags & MF_NOCLIP)
+ && (!source
+ || !source->player
+ || source->player->readyweapon != wp_chainsaw))
+ {
+ ang = R_PointToAngle2 ( inflictor->x,
+ inflictor->y,
+ target->x,
+ target->y);
+
+ thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
+
+ // make fall forwards sometimes
+ if ( damage < 40
+ && damage > target->health
+ && target->z - inflictor->z > 64*FRACUNIT
+ && (P_Random ()&1) )
+ {
+ ang += ANG180;
+ thrust *= 4;
+ }
+
+ ang >>= ANGLETOFINESHIFT;
+ target->momx += FixedMul (thrust, finecosine[ang]);
+ target->momy += FixedMul (thrust, finesine[ang]);
+ }
+
+ // player specific
+ if (player)
+ {
+ // end of game hell hack
+ if (target->subsector->sector->special == 11
+ && damage >= target->health)
+ {
+ damage = target->health - 1;
+ }
+
+
+ // Below certain threshold,
+ // ignore damage in GOD mode, or with INVUL power.
+ if ( damage < 1000
+ && ( (player->cheats&CF_GODMODE)
+ || player->powers[pw_invulnerability] ) )
+ {
+ return;
+ }
+
+ if (player->armortype)
+ {
+ if (player->armortype == 1)
+ saved = damage/3;
+ else
+ saved = damage/2;
+
+ if (player->armorpoints <= saved)
+ {
+ // armor is used up
+ saved = player->armorpoints;
+ player->armortype = 0;
+ }
+ player->armorpoints -= saved;
+ damage -= saved;
+ }
+ player->health -= damage; // mirror mobj health here for Dave
+ if (player->health < 0)
+ player->health = 0;
+
+ player->attacker = source;
+ player->damagecount += damage; // add damage after armor / invuln
+
+ if (player->damagecount > 100)
+ player->damagecount = 100; // teleport stomp does 10k points...
+
+ temp = damage < 100 ? damage : 100;
+
+ if (player == &players[consoleplayer])
+ I_Tactile (40,10,40+temp*2);
+ }
+
+ // do the damage
+ target->health -= damage;
+ if (target->health <= 0)
+ {
+ P_KillMobj (source, target);
+ return;
+ }
+
+ if ( (P_Random () < target->info->painchance)
+ && !(target->flags&MF_SKULLFLY) )
+ {
+ target->flags |= MF_JUSTHIT; // fight back!
+
+ P_SetMobjState (target, target->info->painstate);
+ }
+
+ target->reactiontime = 0; // we're awake now...
+
+ if ( (!target->threshold || target->type == MT_VILE)
+ && source && source != target
+ && source->type != MT_VILE)
+ {
+ // if not intent on another player,
+ // chase after this one
+ target->target = source;
+ target->threshold = BASETHRESHOLD;
+ if (target->state == &states[target->info->spawnstate]
+ && target->info->seestate != S_NULL)
+ P_SetMobjState (target, target->info->seestate);
+ }
+
+}
+
diff --git a/src/strife/p_inter.h b/src/strife/p_inter.h
new file mode 100644
index 00000000..066e8573
--- /dev/null
+++ b/src/strife/p_inter.h
@@ -0,0 +1,38 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+//
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_INTER__
+#define __P_INTER__
+
+
+
+
+boolean P_GivePower(player_t*, int);
+
+
+
+#endif
diff --git a/src/strife/p_lights.c b/src/strife/p_lights.c
new file mode 100644
index 00000000..5ea03903
--- /dev/null
+++ b/src/strife/p_lights.c
@@ -0,0 +1,358 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Handle Sector base lighting effects.
+// Muzzle flash?
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include "z_zone.h"
+#include "m_random.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+
+// State.
+#include "r_state.h"
+
+//
+// FIRELIGHT FLICKER
+//
+
+//
+// T_FireFlicker
+//
+void T_FireFlicker (fireflicker_t* flick)
+{
+ int amount;
+
+ if (--flick->count)
+ return;
+
+ amount = (P_Random()&3)*16;
+
+ if (flick->sector->lightlevel - amount < flick->minlight)
+ flick->sector->lightlevel = flick->minlight;
+ else
+ flick->sector->lightlevel = flick->maxlight - amount;
+
+ flick->count = 4;
+}
+
+
+
+//
+// P_SpawnFireFlicker
+//
+void P_SpawnFireFlicker (sector_t* sector)
+{
+ fireflicker_t* flick;
+
+ // Note that we are resetting sector attributes.
+ // Nothing special about it during gameplay.
+ sector->special = 0;
+
+ flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
+
+ P_AddThinker (&flick->thinker);
+
+ flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker;
+ flick->sector = sector;
+ flick->maxlight = sector->lightlevel;
+ flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
+ flick->count = 4;
+}
+
+
+
+//
+// BROKEN LIGHT FLASHING
+//
+
+
+//
+// T_LightFlash
+// Do flashing lights.
+//
+void T_LightFlash (lightflash_t* flash)
+{
+ if (--flash->count)
+ return;
+
+ if (flash->sector->lightlevel == flash->maxlight)
+ {
+ flash-> sector->lightlevel = flash->minlight;
+ flash->count = (P_Random()&flash->mintime)+1;
+ }
+ else
+ {
+ flash-> sector->lightlevel = flash->maxlight;
+ flash->count = (P_Random()&flash->maxtime)+1;
+ }
+
+}
+
+
+
+
+//
+// P_SpawnLightFlash
+// After the map has been loaded, scan each sector
+// for specials that spawn thinkers
+//
+void P_SpawnLightFlash (sector_t* sector)
+{
+ lightflash_t* flash;
+
+ // nothing special about it during gameplay
+ sector->special = 0;
+
+ flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
+
+ P_AddThinker (&flash->thinker);
+
+ flash->thinker.function.acp1 = (actionf_p1) T_LightFlash;
+ flash->sector = sector;
+ flash->maxlight = sector->lightlevel;
+
+ flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
+ flash->maxtime = 64;
+ flash->mintime = 7;
+ flash->count = (P_Random()&flash->maxtime)+1;
+}
+
+
+
+//
+// STROBE LIGHT FLASHING
+//
+
+
+//
+// T_StrobeFlash
+//
+void T_StrobeFlash (strobe_t* flash)
+{
+ if (--flash->count)
+ return;
+
+ if (flash->sector->lightlevel == flash->minlight)
+ {
+ flash-> sector->lightlevel = flash->maxlight;
+ flash->count = flash->brighttime;
+ }
+ else
+ {
+ flash-> sector->lightlevel = flash->minlight;
+ flash->count =flash->darktime;
+ }
+
+}
+
+
+
+//
+// P_SpawnStrobeFlash
+// After the map has been loaded, scan each sector
+// for specials that spawn thinkers
+//
+void
+P_SpawnStrobeFlash
+( sector_t* sector,
+ int fastOrSlow,
+ int inSync )
+{
+ strobe_t* flash;
+
+ flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
+
+ P_AddThinker (&flash->thinker);
+
+ flash->sector = sector;
+ flash->darktime = fastOrSlow;
+ flash->brighttime = STROBEBRIGHT;
+ flash->thinker.function.acp1 = (actionf_p1) T_StrobeFlash;
+ flash->maxlight = sector->lightlevel;
+ flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
+
+ if (flash->minlight == flash->maxlight)
+ flash->minlight = 0;
+
+ // nothing special about it during gameplay
+ sector->special = 0;
+
+ if (!inSync)
+ flash->count = (P_Random()&7)+1;
+ else
+ flash->count = 1;
+}
+
+
+//
+// Start strobing lights (usually from a trigger)
+//
+void EV_StartLightStrobing(line_t* line)
+{
+ int secnum;
+ sector_t* sec;
+
+ secnum = -1;
+ while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ P_SpawnStrobeFlash (sec,SLOWDARK, 0);
+ }
+}
+
+
+
+//
+// TURN LINE'S TAG LIGHTS OFF
+//
+void EV_TurnTagLightsOff(line_t* line)
+{
+ int i;
+ int j;
+ int min;
+ sector_t* sector;
+ sector_t* tsec;
+ line_t* templine;
+
+ sector = sectors;
+
+ for (j = 0;j < numsectors; j++, sector++)
+ {
+ if (sector->tag == line->tag)
+ {
+ min = sector->lightlevel;
+ for (i = 0;i < sector->linecount; i++)
+ {
+ templine = sector->lines[i];
+ tsec = getNextSector(templine,sector);
+ if (!tsec)
+ continue;
+ if (tsec->lightlevel < min)
+ min = tsec->lightlevel;
+ }
+ sector->lightlevel = min;
+ }
+ }
+}
+
+
+//
+// TURN LINE'S TAG LIGHTS ON
+//
+void
+EV_LightTurnOn
+( line_t* line,
+ int bright )
+{
+ int i;
+ int j;
+ sector_t* sector;
+ sector_t* temp;
+ line_t* templine;
+
+ sector = sectors;
+
+ for (i=0;i<numsectors;i++, sector++)
+ {
+ if (sector->tag == line->tag)
+ {
+ // bright = 0 means to search
+ // for highest light level
+ // surrounding sector
+ if (!bright)
+ {
+ for (j = 0;j < sector->linecount; j++)
+ {
+ templine = sector->lines[j];
+ temp = getNextSector(templine,sector);
+
+ if (!temp)
+ continue;
+
+ if (temp->lightlevel > bright)
+ bright = temp->lightlevel;
+ }
+ }
+ sector-> lightlevel = bright;
+ }
+ }
+}
+
+
+//
+// Spawn glowing light
+//
+
+void T_Glow(glow_t* g)
+{
+ switch(g->direction)
+ {
+ case -1:
+ // DOWN
+ g->sector->lightlevel -= GLOWSPEED;
+ if (g->sector->lightlevel <= g->minlight)
+ {
+ g->sector->lightlevel += GLOWSPEED;
+ g->direction = 1;
+ }
+ break;
+
+ case 1:
+ // UP
+ g->sector->lightlevel += GLOWSPEED;
+ if (g->sector->lightlevel >= g->maxlight)
+ {
+ g->sector->lightlevel -= GLOWSPEED;
+ g->direction = -1;
+ }
+ break;
+ }
+}
+
+
+void P_SpawnGlowingLight(sector_t* sector)
+{
+ glow_t* g;
+
+ g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
+
+ P_AddThinker(&g->thinker);
+
+ g->sector = sector;
+ g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
+ g->maxlight = sector->lightlevel;
+ g->thinker.function.acp1 = (actionf_p1) T_Glow;
+ g->direction = -1;
+
+ sector->special = 0;
+}
+
diff --git a/src/strife/p_local.h b/src/strife/p_local.h
new file mode 100644
index 00000000..5ffefa3a
--- /dev/null
+++ b/src/strife/p_local.h
@@ -0,0 +1,291 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Play functions, animation, global header.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_LOCAL__
+#define __P_LOCAL__
+
+#ifndef __R_LOCAL__
+#include "r_local.h"
+#endif
+
+#define FLOATSPEED (FRACUNIT*4)
+
+
+#define MAXHEALTH 100
+#define VIEWHEIGHT (41*FRACUNIT)
+
+// mapblocks are used to check movement
+// against lines and things
+#define MAPBLOCKUNITS 128
+#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT)
+#define MAPBLOCKSHIFT (FRACBITS+7)
+#define MAPBMASK (MAPBLOCKSIZE-1)
+#define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS)
+
+
+// player radius for movement checking
+#define PLAYERRADIUS 16*FRACUNIT
+
+// MAXRADIUS is for precalculated sector block boxes
+// the spider demon is larger,
+// but we do not have any moving sectors nearby
+#define MAXRADIUS 32*FRACUNIT
+
+#define GRAVITY FRACUNIT
+#define MAXMOVE (30*FRACUNIT)
+
+#define USERANGE (64*FRACUNIT)
+#define MELEERANGE (64*FRACUNIT)
+#define MISSILERANGE (32*64*FRACUNIT)
+
+// follow a player exlusively for 3 seconds
+#define BASETHRESHOLD 100
+
+
+
+//
+// P_TICK
+//
+
+// both the head and tail of the thinker list
+extern thinker_t thinkercap;
+
+
+void P_InitThinkers (void);
+void P_AddThinker (thinker_t* thinker);
+void P_RemoveThinker (thinker_t* thinker);
+
+
+//
+// P_PSPR
+//
+void P_SetupPsprites (player_t* curplayer);
+void P_MovePsprites (player_t* curplayer);
+void P_DropWeapon (player_t* player);
+
+
+//
+// P_USER
+//
+void P_PlayerThink (player_t* player);
+
+
+//
+// P_MOBJ
+//
+#define ONFLOORZ INT_MIN
+#define ONCEILINGZ INT_MAX
+
+// Time interval for item respawning.
+#define ITEMQUESIZE 128
+
+extern mapthing_t itemrespawnque[ITEMQUESIZE];
+extern int itemrespawntime[ITEMQUESIZE];
+extern int iquehead;
+extern int iquetail;
+
+
+void P_RespawnSpecials (void);
+
+mobj_t*
+P_SpawnMobj
+( fixed_t x,
+ fixed_t y,
+ fixed_t z,
+ mobjtype_t type );
+
+void P_RemoveMobj (mobj_t* th);
+mobj_t* P_SubstNullMobj (mobj_t* th);
+boolean P_SetMobjState (mobj_t* mobj, statenum_t state);
+void P_MobjThinker (mobj_t* mobj);
+
+void P_SpawnPuff (fixed_t x, fixed_t y, fixed_t z);
+void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage);
+mobj_t* P_SpawnMissile (mobj_t* source, mobj_t* dest, mobjtype_t type);
+void P_SpawnPlayerMissile (mobj_t* source, mobjtype_t type);
+
+
+//
+// P_ENEMY
+//
+void P_NoiseAlert (mobj_t* target, mobj_t* emmiter);
+
+
+//
+// P_MAPUTL
+//
+typedef struct
+{
+ fixed_t x;
+ fixed_t y;
+ fixed_t dx;
+ fixed_t dy;
+
+} divline_t;
+
+typedef struct
+{
+ fixed_t frac; // along trace line
+ boolean isaline;
+ union {
+ mobj_t* thing;
+ line_t* line;
+ } d;
+} intercept_t;
+
+// Extended MAXINTERCEPTS, to allow for intercepts overrun emulation.
+
+#define MAXINTERCEPTS_ORIGINAL 128
+#define MAXINTERCEPTS (MAXINTERCEPTS_ORIGINAL + 61)
+
+extern intercept_t intercepts[MAXINTERCEPTS];
+extern intercept_t* intercept_p;
+
+typedef boolean (*traverser_t) (intercept_t *in);
+
+fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
+int P_PointOnLineSide (fixed_t x, fixed_t y, line_t* line);
+int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t* line);
+void P_MakeDivline (line_t* li, divline_t* dl);
+fixed_t P_InterceptVector (divline_t* v2, divline_t* v1);
+int P_BoxOnLineSide (fixed_t* tmbox, line_t* ld);
+
+extern fixed_t opentop;
+extern fixed_t openbottom;
+extern fixed_t openrange;
+extern fixed_t lowfloor;
+
+void P_LineOpening (line_t* linedef);
+
+boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) );
+boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) );
+
+#define PT_ADDLINES 1
+#define PT_ADDTHINGS 2
+#define PT_EARLYOUT 4
+
+extern divline_t trace;
+
+boolean
+P_PathTraverse
+( fixed_t x1,
+ fixed_t y1,
+ fixed_t x2,
+ fixed_t y2,
+ int flags,
+ boolean (*trav) (intercept_t *));
+
+void P_UnsetThingPosition (mobj_t* thing);
+void P_SetThingPosition (mobj_t* thing);
+
+
+//
+// P_MAP
+//
+
+// If "floatok" true, move would be ok
+// if within "tmfloorz - tmceilingz".
+extern boolean floatok;
+extern fixed_t tmfloorz;
+extern fixed_t tmceilingz;
+
+
+extern line_t* ceilingline;
+
+boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y);
+boolean P_TryMove (mobj_t* thing, fixed_t x, fixed_t y);
+boolean P_TeleportMove (mobj_t* thing, fixed_t x, fixed_t y);
+void P_SlideMove (mobj_t* mo);
+boolean P_CheckSight (mobj_t* t1, mobj_t* t2);
+void P_UseLines (player_t* player);
+
+boolean P_ChangeSector (sector_t* sector, boolean crunch);
+
+extern mobj_t* linetarget; // who got hit (or NULL)
+
+fixed_t
+P_AimLineAttack
+( mobj_t* t1,
+ angle_t angle,
+ fixed_t distance );
+
+void
+P_LineAttack
+( mobj_t* t1,
+ angle_t angle,
+ fixed_t distance,
+ fixed_t slope,
+ int damage );
+
+void
+P_RadiusAttack
+( mobj_t* spot,
+ mobj_t* source,
+ int damage );
+
+
+
+//
+// P_SETUP
+//
+extern byte* rejectmatrix; // for fast sight rejection
+extern short* blockmaplump; // offsets in blockmap are from here
+extern short* blockmap;
+extern int bmapwidth;
+extern int bmapheight; // in mapblocks
+extern fixed_t bmaporgx;
+extern fixed_t bmaporgy; // origin of block map
+extern mobj_t** blocklinks; // for thing chains
+
+
+
+//
+// P_INTER
+//
+extern int maxammo[NUMAMMO];
+extern int clipammo[NUMAMMO];
+
+void
+P_TouchSpecialThing
+( mobj_t* special,
+ mobj_t* toucher );
+
+void
+P_DamageMobj
+( mobj_t* target,
+ mobj_t* inflictor,
+ mobj_t* source,
+ int damage );
+
+
+//
+// P_SPEC
+//
+#include "p_spec.h"
+
+
+#endif // __P_LOCAL__
diff --git a/src/strife/p_map.c b/src/strife/p_map.c
new file mode 100644
index 00000000..3f88aabc
--- /dev/null
+++ b/src/strife/p_map.c
@@ -0,0 +1,1449 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard, Andrey Budko
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Movement, collision handling.
+// Shooting and aiming.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "deh_misc.h"
+
+#include "m_bbox.h"
+#include "m_random.h"
+#include "i_system.h"
+
+#include "doomdef.h"
+#include "m_argv.h"
+#include "m_misc.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+// Data.
+#include "sounds.h"
+
+// Spechit overrun magic value.
+//
+// This is the value used by PrBoom-plus. I think the value below is
+// actually better and works with more demos. However, I think
+// it's better for the spechits emulation to be compatible with
+// PrBoom-plus, at least so that the big spechits emulation list
+// on Doomworld can also be used with Chocolate Doom.
+
+#define DEFAULT_SPECHIT_MAGIC 0x01C09C98
+
+// This is from a post by myk on the Doomworld forums,
+// outputted from entryway's spechit_magic generator for
+// s205n546.lmp. The _exact_ value of this isn't too
+// important; as long as it is in the right general
+// range, it will usually work. Otherwise, we can use
+// the generator (hacked doom2.exe) and provide it
+// with -spechit.
+
+//#define DEFAULT_SPECHIT_MAGIC 0x84f968e8
+
+
+fixed_t tmbbox[4];
+mobj_t* tmthing;
+int tmflags;
+fixed_t tmx;
+fixed_t tmy;
+
+
+// If "floatok" true, move would be ok
+// if within "tmfloorz - tmceilingz".
+boolean floatok;
+
+fixed_t tmfloorz;
+fixed_t tmceilingz;
+fixed_t tmdropoffz;
+
+// keep track of the line that lowers the ceiling,
+// so missiles don't explode against sky hack walls
+line_t* ceilingline;
+
+// keep track of special lines as they are hit,
+// but don't process them until the move is proven valid
+
+// fraggle: I have increased the size of this buffer. In the original Doom,
+// overrunning past this limit caused other bits of memory to be overwritten,
+// affecting demo playback. However, in doing so, the limit was still
+// exceeded. So we have to support more than 8 specials.
+//
+// We keep the original limit, to detect what variables in memory were
+// overwritten (see SpechitOverrun())
+
+#define MAXSPECIALCROSS 20
+#define MAXSPECIALCROSS_ORIGINAL 8
+
+line_t* spechit[MAXSPECIALCROSS];
+int numspechit;
+
+
+
+//
+// TELEPORT MOVE
+//
+
+//
+// PIT_StompThing
+//
+boolean PIT_StompThing (mobj_t* thing)
+{
+ fixed_t blockdist;
+
+ if (!(thing->flags & MF_SHOOTABLE) )
+ return true;
+
+ blockdist = thing->radius + tmthing->radius;
+
+ if ( abs(thing->x - tmx) >= blockdist
+ || abs(thing->y - tmy) >= blockdist )
+ {
+ // didn't hit it
+ return true;
+ }
+
+ // don't clip against self
+ if (thing == tmthing)
+ return true;
+
+ // monsters don't stomp things except on boss level
+ if ( !tmthing->player && gamemap != 30)
+ return false;
+
+ P_DamageMobj (thing, tmthing, tmthing, 10000);
+
+ return true;
+}
+
+
+//
+// P_TeleportMove
+//
+boolean
+P_TeleportMove
+( mobj_t* thing,
+ fixed_t x,
+ fixed_t y )
+{
+ int xl;
+ int xh;
+ int yl;
+ int yh;
+ int bx;
+ int by;
+
+ subsector_t* newsubsec;
+
+ // kill anything occupying the position
+ tmthing = thing;
+ tmflags = thing->flags;
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector (x,y);
+ ceilingline = NULL;
+
+ // The base floor/ceiling is from the subsector
+ // that contains the point.
+ // Any contacted lines the step closer together
+ // will adjust them.
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+
+ validcount++;
+ numspechit = 0;
+
+ // stomp on any things contacted
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
+
+ for (bx=xl ; bx<=xh ; bx++)
+ for (by=yl ; by<=yh ; by++)
+ if (!P_BlockThingsIterator(bx,by,PIT_StompThing))
+ return false;
+
+ // the move is ok,
+ // so link the thing into its new position
+ P_UnsetThingPosition (thing);
+
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+ thing->x = x;
+ thing->y = y;
+
+ P_SetThingPosition (thing);
+
+ return true;
+}
+
+
+//
+// MOVEMENT ITERATOR FUNCTIONS
+//
+
+static void SpechitOverrun(line_t *ld);
+
+//
+// PIT_CheckLine
+// Adjusts tmfloorz and tmceilingz as lines are contacted
+//
+boolean PIT_CheckLine (line_t* ld)
+{
+ if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
+ || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
+ || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
+ || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
+ return true;
+
+ if (P_BoxOnLineSide (tmbbox, ld) != -1)
+ return true;
+
+ // A line has been hit
+
+ // The moving thing's destination position will cross
+ // the given line.
+ // If this should not be allowed, return false.
+ // If the line is special, keep track of it
+ // to process later if the move is proven ok.
+ // NOTE: specials are NOT sorted by order,
+ // so two special lines that are only 8 pixels apart
+ // could be crossed in either order.
+
+ if (!ld->backsector)
+ return false; // one sided line
+
+ if (!(tmthing->flags & MF_MISSILE) )
+ {
+ if ( ld->flags & ML_BLOCKING )
+ return false; // explicitly blocking everything
+
+ if ( !tmthing->player && ld->flags & ML_BLOCKMONSTERS )
+ return false; // block monsters only
+ }
+
+ // set openrange, opentop, openbottom
+ P_LineOpening (ld);
+
+ // adjust floor / ceiling heights
+ if (opentop < tmceilingz)
+ {
+ tmceilingz = opentop;
+ ceilingline = ld;
+ }
+
+ if (openbottom > tmfloorz)
+ tmfloorz = openbottom;
+
+ if (lowfloor < tmdropoffz)
+ tmdropoffz = lowfloor;
+
+ // if contacted a special line, add it to the list
+ if (ld->special)
+ {
+ spechit[numspechit] = ld;
+ numspechit++;
+
+ // fraggle: spechits overrun emulation code from prboom-plus
+ if (numspechit > MAXSPECIALCROSS_ORIGINAL)
+ {
+ SpechitOverrun(ld);
+ }
+ }
+
+ return true;
+}
+
+//
+// PIT_CheckThing
+//
+boolean PIT_CheckThing (mobj_t* thing)
+{
+ fixed_t blockdist;
+ boolean solid;
+ int damage;
+
+ if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE) ))
+ return true;
+
+ blockdist = thing->radius + tmthing->radius;
+
+ if ( abs(thing->x - tmx) >= blockdist
+ || abs(thing->y - tmy) >= blockdist )
+ {
+ // didn't hit it
+ return true;
+ }
+
+ // don't clip against self
+ if (thing == tmthing)
+ return true;
+
+ // check for skulls slamming into things
+ if (tmthing->flags & MF_SKULLFLY)
+ {
+ damage = ((P_Random()%8)+1)*tmthing->info->damage;
+
+ P_DamageMobj (thing, tmthing, tmthing, damage);
+
+ tmthing->flags &= ~MF_SKULLFLY;
+ tmthing->momx = tmthing->momy = tmthing->momz = 0;
+
+ P_SetMobjState (tmthing, tmthing->info->spawnstate);
+
+ return false; // stop moving
+ }
+
+
+ // missiles can hit other things
+ if (tmthing->flags & MF_MISSILE)
+ {
+ // see if it went over / under
+ if (tmthing->z > thing->z + thing->height)
+ return true; // overhead
+ if (tmthing->z+tmthing->height < thing->z)
+ return true; // underneath
+
+ if (tmthing->target
+ && (tmthing->target->type == thing->type ||
+ (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)||
+ (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT) ) )
+ {
+ // Don't hit same species as originator.
+ if (thing == tmthing->target)
+ return true;
+
+ // sdh: Add deh_species_infighting here. We can override the
+ // "monsters of the same species cant hurt each other" behavior
+ // through dehacked patches
+
+ if (thing->type != MT_PLAYER && !deh_species_infighting)
+ {
+ // Explode, but do no damage.
+ // Let players missile other players.
+ return false;
+ }
+ }
+
+ if (! (thing->flags & MF_SHOOTABLE) )
+ {
+ // didn't do any damage
+ return !(thing->flags & MF_SOLID);
+ }
+
+ // damage / explode
+ damage = ((P_Random()%8)+1)*tmthing->info->damage;
+ P_DamageMobj (thing, tmthing, tmthing->target, damage);
+
+ // don't traverse any more
+ return false;
+ }
+
+ // check for special pickup
+ if (thing->flags & MF_SPECIAL)
+ {
+ solid = thing->flags&MF_SOLID;
+ if (tmflags&MF_PICKUP)
+ {
+ // can remove thing
+ P_TouchSpecialThing (thing, tmthing);
+ }
+ return !solid;
+ }
+
+ return !(thing->flags & MF_SOLID);
+}
+
+
+//
+// MOVEMENT CLIPPING
+//
+
+//
+// P_CheckPosition
+// This is purely informative, nothing is modified
+// (except things picked up).
+//
+// in:
+// a mobj_t (can be valid or invalid)
+// a position to be checked
+// (doesn't need to be related to the mobj_t->x,y)
+//
+// during:
+// special things are touched if MF_PICKUP
+// early out on solid lines?
+//
+// out:
+// newsubsec
+// floorz
+// ceilingz
+// tmdropoffz
+// the lowest point contacted
+// (monsters won't move to a dropoff)
+// speciallines[]
+// numspeciallines
+//
+boolean
+P_CheckPosition
+( mobj_t* thing,
+ fixed_t x,
+ fixed_t y )
+{
+ int xl;
+ int xh;
+ int yl;
+ int yh;
+ int bx;
+ int by;
+ subsector_t* newsubsec;
+
+ tmthing = thing;
+ tmflags = thing->flags;
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector (x,y);
+ ceilingline = NULL;
+
+ // The base floor / ceiling is from the subsector
+ // that contains the point.
+ // Any contacted lines the step closer together
+ // will adjust them.
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+
+ validcount++;
+ numspechit = 0;
+
+ if ( tmflags & MF_NOCLIP )
+ return true;
+
+ // Check things first, possibly picking things up.
+ // The bounding box is extended by MAXRADIUS
+ // because mobj_ts are grouped into mapblocks
+ // based on their origin point, and can overlap
+ // into adjacent blocks by up to MAXRADIUS units.
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
+
+ for (bx=xl ; bx<=xh ; bx++)
+ for (by=yl ; by<=yh ; by++)
+ if (!P_BlockThingsIterator(bx,by,PIT_CheckThing))
+ return false;
+
+ // check lines
+ xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
+
+ for (bx=xl ; bx<=xh ; bx++)
+ for (by=yl ; by<=yh ; by++)
+ if (!P_BlockLinesIterator (bx,by,PIT_CheckLine))
+ return false;
+
+ return true;
+}
+
+
+//
+// P_TryMove
+// Attempt to move to a new position,
+// crossing special lines unless MF_TELEPORT is set.
+//
+boolean
+P_TryMove
+( mobj_t* thing,
+ fixed_t x,
+ fixed_t y )
+{
+ fixed_t oldx;
+ fixed_t oldy;
+ int side;
+ int oldside;
+ line_t* ld;
+
+ floatok = false;
+ if (!P_CheckPosition (thing, x, y))
+ return false; // solid wall or thing
+
+ if ( !(thing->flags & MF_NOCLIP) )
+ {
+ if (tmceilingz - tmfloorz < thing->height)
+ return false; // doesn't fit
+
+ floatok = true;
+
+ if ( !(thing->flags&MF_TELEPORT)
+ &&tmceilingz - thing->z < thing->height)
+ return false; // mobj must lower itself to fit
+
+ if ( !(thing->flags&MF_TELEPORT)
+ && tmfloorz - thing->z > 24*FRACUNIT )
+ return false; // too big a step up
+
+ if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
+ && tmfloorz - tmdropoffz > 24*FRACUNIT )
+ return false; // don't stand over a dropoff
+ }
+
+ // the move is ok,
+ // so link the thing into its new position
+ P_UnsetThingPosition (thing);
+
+ oldx = thing->x;
+ oldy = thing->y;
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+ thing->x = x;
+ thing->y = y;
+
+ P_SetThingPosition (thing);
+
+ // if any special lines were hit, do the effect
+ if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) )
+ {
+ while (numspechit--)
+ {
+ // see if the line was crossed
+ ld = spechit[numspechit];
+ side = P_PointOnLineSide (thing->x, thing->y, ld);
+ oldside = P_PointOnLineSide (oldx, oldy, ld);
+ if (side != oldside)
+ {
+ if (ld->special)
+ P_CrossSpecialLine (ld-lines, oldside, thing);
+ }
+ }
+ }
+
+ return true;
+}
+
+
+//
+// P_ThingHeightClip
+// Takes a valid thing and adjusts the thing->floorz,
+// thing->ceilingz, and possibly thing->z.
+// This is called for all nearby monsters
+// whenever a sector changes height.
+// If the thing doesn't fit,
+// the z will be set to the lowest value
+// and false will be returned.
+//
+boolean P_ThingHeightClip (mobj_t* thing)
+{
+ boolean onfloor;
+
+ onfloor = (thing->z == thing->floorz);
+
+ P_CheckPosition (thing, thing->x, thing->y);
+ // what about stranding a monster partially off an edge?
+
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+
+ if (onfloor)
+ {
+ // walking monsters rise and fall with the floor
+ thing->z = thing->floorz;
+ }
+ else
+ {
+ // don't adjust a floating monster unless forced to
+ if (thing->z+thing->height > thing->ceilingz)
+ thing->z = thing->ceilingz - thing->height;
+ }
+
+ if (thing->ceilingz - thing->floorz < thing->height)
+ return false;
+
+ return true;
+}
+
+
+
+//
+// SLIDE MOVE
+// Allows the player to slide along any angled walls.
+//
+fixed_t bestslidefrac;
+fixed_t secondslidefrac;
+
+line_t* bestslideline;
+line_t* secondslideline;
+
+mobj_t* slidemo;
+
+fixed_t tmxmove;
+fixed_t tmymove;
+
+
+
+//
+// P_HitSlideLine
+// Adjusts the xmove / ymove
+// so that the next move will slide along the wall.
+//
+void P_HitSlideLine (line_t* ld)
+{
+ int side;
+
+ angle_t lineangle;
+ angle_t moveangle;
+ angle_t deltaangle;
+
+ fixed_t movelen;
+ fixed_t newlen;
+
+
+ if (ld->slopetype == ST_HORIZONTAL)
+ {
+ tmymove = 0;
+ return;
+ }
+
+ if (ld->slopetype == ST_VERTICAL)
+ {
+ tmxmove = 0;
+ return;
+ }
+
+ side = P_PointOnLineSide (slidemo->x, slidemo->y, ld);
+
+ lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy);
+
+ if (side == 1)
+ lineangle += ANG180;
+
+ moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove);
+ deltaangle = moveangle-lineangle;
+
+ if (deltaangle > ANG180)
+ deltaangle += ANG180;
+ // I_Error ("SlideLine: ang>ANG180");
+
+ lineangle >>= ANGLETOFINESHIFT;
+ deltaangle >>= ANGLETOFINESHIFT;
+
+ movelen = P_AproxDistance (tmxmove, tmymove);
+ newlen = FixedMul (movelen, finecosine[deltaangle]);
+
+ tmxmove = FixedMul (newlen, finecosine[lineangle]);
+ tmymove = FixedMul (newlen, finesine[lineangle]);
+}
+
+
+//
+// PTR_SlideTraverse
+//
+boolean PTR_SlideTraverse (intercept_t* in)
+{
+ line_t* li;
+
+ if (!in->isaline)
+ I_Error ("PTR_SlideTraverse: not a line?");
+
+ li = in->d.line;
+
+ if ( ! (li->flags & ML_TWOSIDED) )
+ {
+ if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
+ {
+ // don't hit the back side
+ return true;
+ }
+ goto isblocking;
+ }
+
+ // set openrange, opentop, openbottom
+ P_LineOpening (li);
+
+ if (openrange < slidemo->height)
+ goto isblocking; // doesn't fit
+
+ if (opentop - slidemo->z < slidemo->height)
+ goto isblocking; // mobj is too high
+
+ if (openbottom - slidemo->z > 24*FRACUNIT )
+ goto isblocking; // too big a step up
+
+ // this line doesn't block movement
+ return true;
+
+ // the line does block movement,
+ // see if it is closer than best so far
+ isblocking:
+ if (in->frac < bestslidefrac)
+ {
+ secondslidefrac = bestslidefrac;
+ secondslideline = bestslideline;
+ bestslidefrac = in->frac;
+ bestslideline = li;
+ }
+
+ return false; // stop
+}
+
+
+
+//
+// P_SlideMove
+// The momx / momy move is bad, so try to slide
+// along a wall.
+// Find the first line hit, move flush to it,
+// and slide along it
+//
+// This is a kludgy mess.
+//
+void P_SlideMove (mobj_t* mo)
+{
+ fixed_t leadx;
+ fixed_t leady;
+ fixed_t trailx;
+ fixed_t traily;
+ fixed_t newx;
+ fixed_t newy;
+ int hitcount;
+
+ slidemo = mo;
+ hitcount = 0;
+
+ retry:
+ if (++hitcount == 3)
+ goto stairstep; // don't loop forever
+
+
+ // trace along the three leading corners
+ if (mo->momx > 0)
+ {
+ leadx = mo->x + mo->radius;
+ trailx = mo->x - mo->radius;
+ }
+ else
+ {
+ leadx = mo->x - mo->radius;
+ trailx = mo->x + mo->radius;
+ }
+
+ if (mo->momy > 0)
+ {
+ leady = mo->y + mo->radius;
+ traily = mo->y - mo->radius;
+ }
+ else
+ {
+ leady = mo->y - mo->radius;
+ traily = mo->y + mo->radius;
+ }
+
+ bestslidefrac = FRACUNIT+1;
+
+ P_PathTraverse ( leadx, leady, leadx+mo->momx, leady+mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse );
+ P_PathTraverse ( trailx, leady, trailx+mo->momx, leady+mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse );
+ P_PathTraverse ( leadx, traily, leadx+mo->momx, traily+mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse );
+
+ // move up to the wall
+ if (bestslidefrac == FRACUNIT+1)
+ {
+ // the move most have hit the middle, so stairstep
+ stairstep:
+ if (!P_TryMove (mo, mo->x, mo->y + mo->momy))
+ P_TryMove (mo, mo->x + mo->momx, mo->y);
+ return;
+ }
+
+ // fudge a bit to make sure it doesn't hit
+ bestslidefrac -= 0x800;
+ if (bestslidefrac > 0)
+ {
+ newx = FixedMul (mo->momx, bestslidefrac);
+ newy = FixedMul (mo->momy, bestslidefrac);
+
+ if (!P_TryMove (mo, mo->x+newx, mo->y+newy))
+ goto stairstep;
+ }
+
+ // Now continue along the wall.
+ // First calculate remainder.
+ bestslidefrac = FRACUNIT-(bestslidefrac+0x800);
+
+ if (bestslidefrac > FRACUNIT)
+ bestslidefrac = FRACUNIT;
+
+ if (bestslidefrac <= 0)
+ return;
+
+ tmxmove = FixedMul (mo->momx, bestslidefrac);
+ tmymove = FixedMul (mo->momy, bestslidefrac);
+
+ P_HitSlideLine (bestslideline); // clip the moves
+
+ mo->momx = tmxmove;
+ mo->momy = tmymove;
+
+ if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove))
+ {
+ goto retry;
+ }
+}
+
+
+//
+// P_LineAttack
+//
+mobj_t* linetarget; // who got hit (or NULL)
+mobj_t* shootthing;
+
+// Height if not aiming up or down
+// ???: use slope for monsters?
+fixed_t shootz;
+
+int la_damage;
+fixed_t attackrange;
+
+fixed_t aimslope;
+
+// slopes to top and bottom of target
+extern fixed_t topslope;
+extern fixed_t bottomslope;
+
+
+//
+// PTR_AimTraverse
+// Sets linetaget and aimslope when a target is aimed at.
+//
+boolean
+PTR_AimTraverse (intercept_t* in)
+{
+ line_t* li;
+ mobj_t* th;
+ fixed_t slope;
+ fixed_t thingtopslope;
+ fixed_t thingbottomslope;
+ fixed_t dist;
+
+ if (in->isaline)
+ {
+ li = in->d.line;
+
+ if ( !(li->flags & ML_TWOSIDED) )
+ return false; // stop
+
+ // Crosses a two sided line.
+ // A two sided line will restrict
+ // the possible target ranges.
+ P_LineOpening (li);
+
+ if (openbottom >= opentop)
+ return false; // stop
+
+ dist = FixedMul (attackrange, in->frac);
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv (openbottom - shootz , dist);
+ if (slope > bottomslope)
+ bottomslope = slope;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv (opentop - shootz , dist);
+ if (slope < topslope)
+ topslope = slope;
+ }
+
+ if (topslope <= bottomslope)
+ return false; // stop
+
+ return true; // shot continues
+ }
+
+ // shoot a thing
+ th = in->d.thing;
+ if (th == shootthing)
+ return true; // can't shoot self
+
+ if (!(th->flags&MF_SHOOTABLE))
+ return true; // corpse or something
+
+ // check angles to see if the thing can be aimed at
+ dist = FixedMul (attackrange, in->frac);
+ thingtopslope = FixedDiv (th->z+th->height - shootz , dist);
+
+ if (thingtopslope < bottomslope)
+ return true; // shot over the thing
+
+ thingbottomslope = FixedDiv (th->z - shootz, dist);
+
+ if (thingbottomslope > topslope)
+ return true; // shot under the thing
+
+ // this thing can be hit!
+ if (thingtopslope > topslope)
+ thingtopslope = topslope;
+
+ if (thingbottomslope < bottomslope)
+ thingbottomslope = bottomslope;
+
+ aimslope = (thingtopslope+thingbottomslope)/2;
+ linetarget = th;
+
+ return false; // don't go any farther
+}
+
+
+//
+// PTR_ShootTraverse
+//
+boolean PTR_ShootTraverse (intercept_t* in)
+{
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ fixed_t frac;
+
+ line_t* li;
+
+ mobj_t* th;
+
+ fixed_t slope;
+ fixed_t dist;
+ fixed_t thingtopslope;
+ fixed_t thingbottomslope;
+
+ if (in->isaline)
+ {
+ li = in->d.line;
+
+ if (li->special)
+ P_ShootSpecialLine (shootthing, li);
+
+ if ( !(li->flags & ML_TWOSIDED) )
+ goto hitline;
+
+ // crosses a two sided line
+ P_LineOpening (li);
+
+ dist = FixedMul (attackrange, in->frac);
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv (openbottom - shootz , dist);
+ if (slope > aimslope)
+ goto hitline;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv (opentop - shootz , dist);
+ if (slope < aimslope)
+ goto hitline;
+ }
+
+ // shot continues
+ return true;
+
+
+ // hit line
+ hitline:
+ // position a bit closer
+ frac = in->frac - FixedDiv (4*FRACUNIT,attackrange);
+ x = trace.x + FixedMul (trace.dx, frac);
+ y = trace.y + FixedMul (trace.dy, frac);
+ z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange));
+
+ if (li->frontsector->ceilingpic == skyflatnum)
+ {
+ // don't shoot the sky!
+ if (z > li->frontsector->ceilingheight)
+ return false;
+
+ // it's a sky hack wall
+ if (li->backsector && li->backsector->ceilingpic == skyflatnum)
+ return false;
+ }
+
+ // Spawn bullet puffs.
+ P_SpawnPuff (x,y,z);
+
+ // don't go any farther
+ return false;
+ }
+
+ // shoot a thing
+ th = in->d.thing;
+ if (th == shootthing)
+ return true; // can't shoot self
+
+ if (!(th->flags&MF_SHOOTABLE))
+ return true; // corpse or something
+
+ // check angles to see if the thing can be aimed at
+ dist = FixedMul (attackrange, in->frac);
+ thingtopslope = FixedDiv (th->z+th->height - shootz , dist);
+
+ if (thingtopslope < aimslope)
+ return true; // shot over the thing
+
+ thingbottomslope = FixedDiv (th->z - shootz, dist);
+
+ if (thingbottomslope > aimslope)
+ return true; // shot under the thing
+
+
+ // hit thing
+ // position a bit closer
+ frac = in->frac - FixedDiv (10*FRACUNIT,attackrange);
+
+ x = trace.x + FixedMul (trace.dx, frac);
+ y = trace.y + FixedMul (trace.dy, frac);
+ z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange));
+
+ // Spawn bullet puffs or blod spots,
+ // depending on target type.
+ if (in->d.thing->flags & MF_NOBLOOD)
+ P_SpawnPuff (x,y,z);
+ else
+ P_SpawnBlood (x,y,z, la_damage);
+
+ if (la_damage)
+ P_DamageMobj (th, shootthing, shootthing, la_damage);
+
+ // don't go any farther
+ return false;
+
+}
+
+
+//
+// P_AimLineAttack
+//
+fixed_t
+P_AimLineAttack
+( mobj_t* t1,
+ angle_t angle,
+ fixed_t distance )
+{
+ fixed_t x2;
+ fixed_t y2;
+
+ t1 = P_SubstNullMobj(t1);
+
+ angle >>= ANGLETOFINESHIFT;
+ shootthing = t1;
+
+ x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
+ y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
+ shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
+
+ // can't shoot outside view angles
+ topslope = 100*FRACUNIT/160;
+ bottomslope = -100*FRACUNIT/160;
+
+ attackrange = distance;
+ linetarget = NULL;
+
+ P_PathTraverse ( t1->x, t1->y,
+ x2, y2,
+ PT_ADDLINES|PT_ADDTHINGS,
+ PTR_AimTraverse );
+
+ if (linetarget)
+ return aimslope;
+
+ return 0;
+}
+
+
+//
+// P_LineAttack
+// If damage == 0, it is just a test trace
+// that will leave linetarget set.
+//
+void
+P_LineAttack
+( mobj_t* t1,
+ angle_t angle,
+ fixed_t distance,
+ fixed_t slope,
+ int damage )
+{
+ fixed_t x2;
+ fixed_t y2;
+
+ angle >>= ANGLETOFINESHIFT;
+ shootthing = t1;
+ la_damage = damage;
+ x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
+ y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
+ shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
+ attackrange = distance;
+ aimslope = slope;
+
+ P_PathTraverse ( t1->x, t1->y,
+ x2, y2,
+ PT_ADDLINES|PT_ADDTHINGS,
+ PTR_ShootTraverse );
+}
+
+
+
+//
+// USE LINES
+//
+mobj_t* usething;
+
+boolean PTR_UseTraverse (intercept_t* in)
+{
+ int side;
+
+ if (!in->d.line->special)
+ {
+ P_LineOpening (in->d.line);
+ if (openrange <= 0)
+ {
+ S_StartSound (usething, sfx_noway);
+
+ // can't use through a wall
+ return false;
+ }
+ // not a special line, but keep checking
+ return true ;
+ }
+
+ side = 0;
+ if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
+ side = 1;
+
+ // return false; // don't use back side
+
+ P_UseSpecialLine (usething, in->d.line, side);
+
+ // can't use for than one special line in a row
+ return false;
+}
+
+
+//
+// P_UseLines
+// Looks for special lines in front of the player to activate.
+//
+void P_UseLines (player_t* player)
+{
+ int angle;
+ fixed_t x1;
+ fixed_t y1;
+ fixed_t x2;
+ fixed_t y2;
+
+ usething = player->mo;
+
+ angle = player->mo->angle >> ANGLETOFINESHIFT;
+
+ x1 = player->mo->x;
+ y1 = player->mo->y;
+ x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle];
+ y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle];
+
+ P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
+}
+
+
+//
+// RADIUS ATTACK
+//
+mobj_t* bombsource;
+mobj_t* bombspot;
+int bombdamage;
+
+
+//
+// PIT_RadiusAttack
+// "bombsource" is the creature
+// that caused the explosion at "bombspot".
+//
+boolean PIT_RadiusAttack (mobj_t* thing)
+{
+ fixed_t dx;
+ fixed_t dy;
+ fixed_t dist;
+
+ if (!(thing->flags & MF_SHOOTABLE) )
+ return true;
+
+ // Boss spider and cyborg
+ // take no damage from concussion.
+ if (thing->type == MT_CYBORG
+ || thing->type == MT_SPIDER)
+ return true;
+
+ dx = abs(thing->x - bombspot->x);
+ dy = abs(thing->y - bombspot->y);
+
+ dist = dx>dy ? dx : dy;
+ dist = (dist - thing->radius) >> FRACBITS;
+
+ if (dist < 0)
+ dist = 0;
+
+ if (dist >= bombdamage)
+ return true; // out of range
+
+ if ( P_CheckSight (thing, bombspot) )
+ {
+ // must be in direct path
+ P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist);
+ }
+
+ return true;
+}
+
+
+//
+// P_RadiusAttack
+// Source is the creature that caused the explosion at spot.
+//
+void
+P_RadiusAttack
+( mobj_t* spot,
+ mobj_t* source,
+ int damage )
+{
+ int x;
+ int y;
+
+ int xl;
+ int xh;
+ int yl;
+ int yh;
+
+ fixed_t dist;
+
+ dist = (damage+MAXRADIUS)<<FRACBITS;
+ yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
+ yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
+ xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
+ xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
+ bombspot = spot;
+ bombsource = source;
+ bombdamage = damage;
+
+ for (y=yl ; y<=yh ; y++)
+ for (x=xl ; x<=xh ; x++)
+ P_BlockThingsIterator (x, y, PIT_RadiusAttack );
+}
+
+
+
+//
+// SECTOR HEIGHT CHANGING
+// After modifying a sectors floor or ceiling height,
+// call this routine to adjust the positions
+// of all things that touch the sector.
+//
+// If anything doesn't fit anymore, true will be returned.
+// If crunch is true, they will take damage
+// as they are being crushed.
+// If Crunch is false, you should set the sector height back
+// the way it was and call P_ChangeSector again
+// to undo the changes.
+//
+boolean crushchange;
+boolean nofit;
+
+
+//
+// PIT_ChangeSector
+//
+boolean PIT_ChangeSector (mobj_t* thing)
+{
+ mobj_t* mo;
+
+ if (P_ThingHeightClip (thing))
+ {
+ // keep checking
+ return true;
+ }
+
+
+ // crunch bodies to giblets
+ if (thing->health <= 0)
+ {
+ P_SetMobjState (thing, S_GIBS);
+
+ thing->flags &= ~MF_SOLID;
+ thing->height = 0;
+ thing->radius = 0;
+
+ // keep checking
+ return true;
+ }
+
+ // crunch dropped items
+ if (thing->flags & MF_DROPPED)
+ {
+ P_RemoveMobj (thing);
+
+ // keep checking
+ return true;
+ }
+
+ if (! (thing->flags & MF_SHOOTABLE) )
+ {
+ // assume it is bloody gibs or something
+ return true;
+ }
+
+ nofit = true;
+
+ if (crushchange && !(leveltime&3) )
+ {
+ P_DamageMobj(thing,NULL,NULL,10);
+
+ // spray blood in a random direction
+ mo = P_SpawnMobj (thing->x,
+ thing->y,
+ thing->z + thing->height/2, MT_BLOOD);
+
+ mo->momx = (P_Random() - P_Random ())<<12;
+ mo->momy = (P_Random() - P_Random ())<<12;
+ }
+
+ // keep checking (crush other things)
+ return true;
+}
+
+
+
+//
+// P_ChangeSector
+//
+boolean
+P_ChangeSector
+( sector_t* sector,
+ boolean crunch )
+{
+ int x;
+ int y;
+
+ nofit = false;
+ crushchange = crunch;
+
+ // re-check heights for all things near the moving sector
+ for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++)
+ for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++)
+ P_BlockThingsIterator (x, y, PIT_ChangeSector);
+
+
+ return nofit;
+}
+
+// Code to emulate the behavior of Vanilla Doom when encountering an overrun
+// of the spechit array. This is by Andrey Budko (e6y) and comes from his
+// PrBoom plus port. A big thanks to Andrey for this.
+
+static void SpechitOverrun(line_t *ld)
+{
+ static unsigned int baseaddr = 0;
+ unsigned int addr;
+
+ if (baseaddr == 0)
+ {
+ int p;
+
+ // This is the first time we have had an overrun. Work out
+ // what base address we are going to use.
+ // Allow a spechit value to be specified on the command line.
+
+ //!
+ // @category compat
+ // @arg <n>
+ //
+ // Use the specified magic value when emulating spechit overruns.
+ //
+
+ p = M_CheckParm("-spechit");
+
+ if (p > 0)
+ {
+ M_StrToInt(myargv[p+1], (int *) &baseaddr);
+ }
+ else
+ {
+ baseaddr = DEFAULT_SPECHIT_MAGIC;
+ }
+ }
+
+ // Calculate address used in doom2.exe
+
+ addr = baseaddr + (ld - lines) * 0x3E;
+
+ switch(numspechit)
+ {
+ case 9:
+ case 10:
+ case 11:
+ case 12:
+ tmbbox[numspechit-9] = addr;
+ break;
+ case 13:
+ crushchange = addr;
+ break;
+ case 14:
+ nofit = addr;
+ break;
+ default:
+ fprintf(stderr, "SpechitOverrun: Warning: unable to emulate"
+ "an overrun where numspechit=%i\n",
+ numspechit);
+ break;
+ }
+}
+
diff --git a/src/strife/p_maputl.c b/src/strife/p_maputl.c
new file mode 100644
index 00000000..4ab5d1d5
--- /dev/null
+++ b/src/strife/p_maputl.c
@@ -0,0 +1,1009 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+// Copyright(C) 2005, 2006 Andrey Budko
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Movement/collision utility functions,
+// as used by function in p_map.c.
+// BLOCKMAP Iterator functions,
+// and some PIT_* functions to use for iteration.
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include <stdlib.h>
+
+
+#include "m_bbox.h"
+
+#include "doomdef.h"
+#include "doomstat.h"
+#include "p_local.h"
+
+
+// State.
+#include "r_state.h"
+
+//
+// P_AproxDistance
+// Gives an estimation of distance (not exact)
+//
+
+fixed_t
+P_AproxDistance
+( fixed_t dx,
+ fixed_t dy )
+{
+ dx = abs(dx);
+ dy = abs(dy);
+ if (dx < dy)
+ return dx+dy-(dx>>1);
+ return dx+dy-(dy>>1);
+}
+
+
+//
+// P_PointOnLineSide
+// Returns 0 or 1
+//
+int
+P_PointOnLineSide
+( fixed_t x,
+ fixed_t y,
+ line_t* line )
+{
+ fixed_t dx;
+ fixed_t dy;
+ fixed_t left;
+ fixed_t right;
+
+ if (!line->dx)
+ {
+ if (x <= line->v1->x)
+ return line->dy > 0;
+
+ return line->dy < 0;
+ }
+ if (!line->dy)
+ {
+ if (y <= line->v1->y)
+ return line->dx < 0;
+
+ return line->dx > 0;
+ }
+
+ dx = (x - line->v1->x);
+ dy = (y - line->v1->y);
+
+ left = FixedMul ( line->dy>>FRACBITS , dx );
+ right = FixedMul ( dy , line->dx>>FRACBITS );
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+
+//
+// P_BoxOnLineSide
+// Considers the line to be infinite
+// Returns side 0 or 1, -1 if box crosses the line.
+//
+int
+P_BoxOnLineSide
+( fixed_t* tmbox,
+ line_t* ld )
+{
+ int p1 = 0;
+ int p2 = 0;
+
+ switch (ld->slopetype)
+ {
+ case ST_HORIZONTAL:
+ p1 = tmbox[BOXTOP] > ld->v1->y;
+ p2 = tmbox[BOXBOTTOM] > ld->v1->y;
+ if (ld->dx < 0)
+ {
+ p1 ^= 1;
+ p2 ^= 1;
+ }
+ break;
+
+ case ST_VERTICAL:
+ p1 = tmbox[BOXRIGHT] < ld->v1->x;
+ p2 = tmbox[BOXLEFT] < ld->v1->x;
+ if (ld->dy < 0)
+ {
+ p1 ^= 1;
+ p2 ^= 1;
+ }
+ break;
+
+ case ST_POSITIVE:
+ p1 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXTOP], ld);
+ p2 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
+ break;
+
+ case ST_NEGATIVE:
+ p1 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
+ p2 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
+ break;
+ }
+
+ if (p1 == p2)
+ return p1;
+ return -1;
+}
+
+
+//
+// P_PointOnDivlineSide
+// Returns 0 or 1.
+//
+int
+P_PointOnDivlineSide
+( fixed_t x,
+ fixed_t y,
+ divline_t* line )
+{
+ fixed_t dx;
+ fixed_t dy;
+ fixed_t left;
+ fixed_t right;
+
+ if (!line->dx)
+ {
+ if (x <= line->x)
+ return line->dy > 0;
+
+ return line->dy < 0;
+ }
+ if (!line->dy)
+ {
+ if (y <= line->y)
+ return line->dx < 0;
+
+ return line->dx > 0;
+ }
+
+ dx = (x - line->x);
+ dy = (y - line->y);
+
+ // try to quickly decide by looking at sign bits
+ if ( (line->dy ^ line->dx ^ dx ^ dy)&0x80000000 )
+ {
+ if ( (line->dy ^ dx) & 0x80000000 )
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul ( line->dy>>8, dx>>8 );
+ right = FixedMul ( dy>>8 , line->dx>>8 );
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+
+//
+// P_MakeDivline
+//
+void
+P_MakeDivline
+( line_t* li,
+ divline_t* dl )
+{
+ dl->x = li->v1->x;
+ dl->y = li->v1->y;
+ dl->dx = li->dx;
+ dl->dy = li->dy;
+}
+
+
+
+//
+// P_InterceptVector
+// Returns the fractional intercept point
+// along the first divline.
+// This is only called by the addthings
+// and addlines traversers.
+//
+fixed_t
+P_InterceptVector
+( divline_t* v2,
+ divline_t* v1 )
+{
+#if 1
+ fixed_t frac;
+ fixed_t num;
+ fixed_t den;
+
+ den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy);
+
+ if (den == 0)
+ return 0;
+ // I_Error ("P_InterceptVector: parallel");
+
+ num =
+ FixedMul ( (v1->x - v2->x)>>8 ,v1->dy )
+ +FixedMul ( (v2->y - v1->y)>>8, v1->dx );
+
+ frac = FixedDiv (num , den);
+
+ return frac;
+#else // UNUSED, float debug.
+ float frac;
+ float num;
+ float den;
+ float v1x;
+ float v1y;
+ float v1dx;
+ float v1dy;
+ float v2x;
+ float v2y;
+ float v2dx;
+ float v2dy;
+
+ v1x = (float)v1->x/FRACUNIT;
+ v1y = (float)v1->y/FRACUNIT;
+ v1dx = (float)v1->dx/FRACUNIT;
+ v1dy = (float)v1->dy/FRACUNIT;
+ v2x = (float)v2->x/FRACUNIT;
+ v2y = (float)v2->y/FRACUNIT;
+ v2dx = (float)v2->dx/FRACUNIT;
+ v2dy = (float)v2->dy/FRACUNIT;
+
+ den = v1dy*v2dx - v1dx*v2dy;
+
+ if (den == 0)
+ return 0; // parallel
+
+ num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
+ frac = num / den;
+
+ return frac*FRACUNIT;
+#endif
+}
+
+
+//
+// P_LineOpening
+// Sets opentop and openbottom to the window
+// through a two sided line.
+// OPTIMIZE: keep this precalculated
+//
+fixed_t opentop;
+fixed_t openbottom;
+fixed_t openrange;
+fixed_t lowfloor;
+
+
+void P_LineOpening (line_t* linedef)
+{
+ sector_t* front;
+ sector_t* back;
+
+ if (linedef->sidenum[1] == -1)
+ {
+ // single sided line
+ openrange = 0;
+ return;
+ }
+
+ front = linedef->frontsector;
+ back = linedef->backsector;
+
+ if (front->ceilingheight < back->ceilingheight)
+ opentop = front->ceilingheight;
+ else
+ opentop = back->ceilingheight;
+
+ if (front->floorheight > back->floorheight)
+ {
+ openbottom = front->floorheight;
+ lowfloor = back->floorheight;
+ }
+ else
+ {
+ openbottom = back->floorheight;
+ lowfloor = front->floorheight;
+ }
+
+ openrange = opentop - openbottom;
+}
+
+
+//
+// THING POSITION SETTING
+//
+
+
+//
+// P_UnsetThingPosition
+// Unlinks a thing from block map and sectors.
+// On each position change, BLOCKMAP and other
+// lookups maintaining lists ot things inside
+// these structures need to be updated.
+//
+void P_UnsetThingPosition (mobj_t* thing)
+{
+ int blockx;
+ int blocky;
+
+ if ( ! (thing->flags & MF_NOSECTOR) )
+ {
+ // inert things don't need to be in blockmap?
+ // unlink from subsector
+ if (thing->snext)
+ thing->snext->sprev = thing->sprev;
+
+ if (thing->sprev)
+ thing->sprev->snext = thing->snext;
+ else
+ thing->subsector->sector->thinglist = thing->snext;
+ }
+
+ if ( ! (thing->flags & MF_NOBLOCKMAP) )
+ {
+ // inert things don't need to be in blockmap
+ // unlink from block map
+ if (thing->bnext)
+ thing->bnext->bprev = thing->bprev;
+
+ if (thing->bprev)
+ thing->bprev->bnext = thing->bnext;
+ else
+ {
+ blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
+ blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
+
+ if (blockx>=0 && blockx < bmapwidth
+ && blocky>=0 && blocky <bmapheight)
+ {
+ blocklinks[blocky*bmapwidth+blockx] = thing->bnext;
+ }
+ }
+ }
+}
+
+
+//
+// P_SetThingPosition
+// Links a thing into both a block and a subsector
+// based on it's x y.
+// Sets thing->subsector properly
+//
+void
+P_SetThingPosition (mobj_t* thing)
+{
+ subsector_t* ss;
+ sector_t* sec;
+ int blockx;
+ int blocky;
+ mobj_t** link;
+
+
+ // link into subsector
+ ss = R_PointInSubsector (thing->x,thing->y);
+ thing->subsector = ss;
+
+ if ( ! (thing->flags & MF_NOSECTOR) )
+ {
+ // invisible things don't go into the sector links
+ sec = ss->sector;
+
+ thing->sprev = NULL;
+ thing->snext = sec->thinglist;
+
+ if (sec->thinglist)
+ sec->thinglist->sprev = thing;
+
+ sec->thinglist = thing;
+ }
+
+
+ // link into blockmap
+ if ( ! (thing->flags & MF_NOBLOCKMAP) )
+ {
+ // inert things don't need to be in blockmap
+ blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
+ blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
+
+ if (blockx>=0
+ && blockx < bmapwidth
+ && blocky>=0
+ && blocky < bmapheight)
+ {
+ link = &blocklinks[blocky*bmapwidth+blockx];
+ thing->bprev = NULL;
+ thing->bnext = *link;
+ if (*link)
+ (*link)->bprev = thing;
+
+ *link = thing;
+ }
+ else
+ {
+ // thing is off the map
+ thing->bnext = thing->bprev = NULL;
+ }
+ }
+}
+
+
+
+//
+// BLOCK MAP ITERATORS
+// For each line/thing in the given mapblock,
+// call the passed PIT_* function.
+// If the function returns false,
+// exit with false without checking anything else.
+//
+
+
+//
+// P_BlockLinesIterator
+// The validcount flags are used to avoid checking lines
+// that are marked in multiple mapblocks,
+// so increment validcount before the first call
+// to P_BlockLinesIterator, then make one or more calls
+// to it.
+//
+boolean
+P_BlockLinesIterator
+( int x,
+ int y,
+ boolean(*func)(line_t*) )
+{
+ int offset;
+ short* list;
+ line_t* ld;
+
+ if (x<0
+ || y<0
+ || x>=bmapwidth
+ || y>=bmapheight)
+ {
+ return true;
+ }
+
+ offset = y*bmapwidth+x;
+
+ offset = *(blockmap+offset);
+
+ for ( list = blockmaplump+offset ; *list != -1 ; list++)
+ {
+ ld = &lines[*list];
+
+ if (ld->validcount == validcount)
+ continue; // line has already been checked
+
+ ld->validcount = validcount;
+
+ if ( !func(ld) )
+ return false;
+ }
+ return true; // everything was checked
+}
+
+
+//
+// P_BlockThingsIterator
+//
+boolean
+P_BlockThingsIterator
+( int x,
+ int y,
+ boolean(*func)(mobj_t*) )
+{
+ mobj_t* mobj;
+
+ if ( x<0
+ || y<0
+ || x>=bmapwidth
+ || y>=bmapheight)
+ {
+ return true;
+ }
+
+
+ for (mobj = blocklinks[y*bmapwidth+x] ;
+ mobj ;
+ mobj = mobj->bnext)
+ {
+ if (!func( mobj ) )
+ return false;
+ }
+ return true;
+}
+
+
+
+//
+// INTERCEPT ROUTINES
+//
+intercept_t intercepts[MAXINTERCEPTS];
+intercept_t* intercept_p;
+
+divline_t trace;
+boolean earlyout;
+int ptflags;
+
+static void InterceptsOverrun(int num_intercepts, intercept_t *intercept);
+
+//
+// PIT_AddLineIntercepts.
+// Looks for lines in the given block
+// that intercept the given trace
+// to add to the intercepts list.
+//
+// A line is crossed if its endpoints
+// are on opposite sides of the trace.
+// Returns true if earlyout and a solid line hit.
+//
+boolean
+PIT_AddLineIntercepts (line_t* ld)
+{
+ int s1;
+ int s2;
+ fixed_t frac;
+ divline_t dl;
+
+ // avoid precision problems with two routines
+ if ( trace.dx > FRACUNIT*16
+ || trace.dy > FRACUNIT*16
+ || trace.dx < -FRACUNIT*16
+ || trace.dy < -FRACUNIT*16)
+ {
+ s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace);
+ s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace);
+ }
+ else
+ {
+ s1 = P_PointOnLineSide (trace.x, trace.y, ld);
+ s2 = P_PointOnLineSide (trace.x+trace.dx, trace.y+trace.dy, ld);
+ }
+
+ if (s1 == s2)
+ return true; // line isn't crossed
+
+ // hit the line
+ P_MakeDivline (ld, &dl);
+ frac = P_InterceptVector (&trace, &dl);
+
+ if (frac < 0)
+ return true; // behind source
+
+ // try to early out the check
+ if (earlyout
+ && frac < FRACUNIT
+ && !ld->backsector)
+ {
+ return false; // stop checking
+ }
+
+
+ intercept_p->frac = frac;
+ intercept_p->isaline = true;
+ intercept_p->d.line = ld;
+ InterceptsOverrun(intercept_p - intercepts, intercept_p);
+ intercept_p++;
+
+ return true; // continue
+}
+
+
+
+//
+// PIT_AddThingIntercepts
+//
+boolean PIT_AddThingIntercepts (mobj_t* thing)
+{
+ fixed_t x1;
+ fixed_t y1;
+ fixed_t x2;
+ fixed_t y2;
+
+ int s1;
+ int s2;
+
+ boolean tracepositive;
+
+ divline_t dl;
+
+ fixed_t frac;
+
+ tracepositive = (trace.dx ^ trace.dy)>0;
+
+ // check a corner to corner crossection for hit
+ if (tracepositive)
+ {
+ x1 = thing->x - thing->radius;
+ y1 = thing->y + thing->radius;
+
+ x2 = thing->x + thing->radius;
+ y2 = thing->y - thing->radius;
+ }
+ else
+ {
+ x1 = thing->x - thing->radius;
+ y1 = thing->y - thing->radius;
+
+ x2 = thing->x + thing->radius;
+ y2 = thing->y + thing->radius;
+ }
+
+ s1 = P_PointOnDivlineSide (x1, y1, &trace);
+ s2 = P_PointOnDivlineSide (x2, y2, &trace);
+
+ if (s1 == s2)
+ return true; // line isn't crossed
+
+ dl.x = x1;
+ dl.y = y1;
+ dl.dx = x2-x1;
+ dl.dy = y2-y1;
+
+ frac = P_InterceptVector (&trace, &dl);
+
+ if (frac < 0)
+ return true; // behind source
+
+ intercept_p->frac = frac;
+ intercept_p->isaline = false;
+ intercept_p->d.thing = thing;
+ InterceptsOverrun(intercept_p - intercepts, intercept_p);
+ intercept_p++;
+
+ return true; // keep going
+}
+
+
+//
+// P_TraverseIntercepts
+// Returns true if the traverser function returns true
+// for all lines.
+//
+boolean
+P_TraverseIntercepts
+( traverser_t func,
+ fixed_t maxfrac )
+{
+ int count;
+ fixed_t dist;
+ intercept_t* scan;
+ intercept_t* in;
+
+ count = intercept_p - intercepts;
+
+ in = 0; // shut up compiler warning
+
+ while (count--)
+ {
+ dist = INT_MAX;
+ for (scan = intercepts ; scan<intercept_p ; scan++)
+ {
+ if (scan->frac < dist)
+ {
+ dist = scan->frac;
+ in = scan;
+ }
+ }
+
+ if (dist > maxfrac)
+ return true; // checked everything in range
+
+#if 0 // UNUSED
+ {
+ // don't check these yet, there may be others inserted
+ in = scan = intercepts;
+ for ( scan = intercepts ; scan<intercept_p ; scan++)
+ if (scan->frac > maxfrac)
+ *in++ = *scan;
+ intercept_p = in;
+ return false;
+ }
+#endif
+
+ if ( !func (in) )
+ return false; // don't bother going farther
+
+ in->frac = INT_MAX;
+ }
+
+ return true; // everything was traversed
+}
+
+extern fixed_t bulletslope;
+
+// Intercepts Overrun emulation, from PrBoom-plus.
+// Thanks to Andrey Budko (entryway) for researching this and his
+// implementation of Intercepts Overrun emulation in PrBoom-plus
+// which this is based on.
+
+typedef struct
+{
+ int len;
+ void *addr;
+ boolean int16_array;
+} intercepts_overrun_t;
+
+// Intercepts memory table. This is where various variables are located
+// in memory in Vanilla Doom. When the intercepts table overflows, we
+// need to write to them.
+//
+// Almost all of the values to overwrite are 32-bit integers, except for
+// playerstarts, which is effectively an array of 16-bit integers and
+// must be treated differently.
+
+static intercepts_overrun_t intercepts_overrun[] =
+{
+ {4, NULL, false},
+ {4, NULL, /* &earlyout, */ false},
+ {4, NULL, /* &intercept_p, */ false},
+ {4, &lowfloor, false},
+ {4, &openbottom, false},
+ {4, &opentop, false},
+ {4, &openrange, false},
+ {4, NULL, false},
+ {120, NULL, /* &activeplats, */ false},
+ {8, NULL, false},
+ {4, &bulletslope, false},
+ {4, NULL, /* &swingx, */ false},
+ {4, NULL, /* &swingy, */ false},
+ {4, NULL, false},
+ {40, &playerstarts, true},
+ {4, NULL, /* &blocklinks, */ false},
+ {4, &bmapwidth, false},
+ {4, NULL, /* &blockmap, */ false},
+ {4, &bmaporgx, false},
+ {4, &bmaporgy, false},
+ {4, NULL, /* &blockmaplump, */ false},
+ {4, &bmapheight, false},
+ {0, NULL, false},
+};
+
+// Overwrite a specific memory location with a value.
+
+static void InterceptsMemoryOverrun(int location, int value)
+{
+ int i, offset;
+ int index;
+ void *addr;
+
+ i = 0;
+ offset = 0;
+
+ // Search down the array until we find the right entry
+
+ while (intercepts_overrun[i].len != 0)
+ {
+ if (offset + intercepts_overrun[i].len > location)
+ {
+ addr = intercepts_overrun[i].addr;
+
+ // Write the value to the memory location.
+ // 16-bit and 32-bit values are written differently.
+
+ if (addr != NULL)
+ {
+ if (intercepts_overrun[i].int16_array)
+ {
+ index = (location - offset) / 2;
+ ((short *) addr)[index] = value & 0xffff;
+ ((short *) addr)[index + 1] = (value >> 16) & 0xffff;
+ }
+ else
+ {
+ index = (location - offset) / 4;
+ ((int *) addr)[index] = value;
+ }
+ }
+
+ break;
+ }
+
+ offset += intercepts_overrun[i].len;
+ ++i;
+ }
+}
+
+// Emulate overruns of the intercepts[] array.
+
+static void InterceptsOverrun(int num_intercepts, intercept_t *intercept)
+{
+ int location;
+
+ if (num_intercepts <= MAXINTERCEPTS_ORIGINAL)
+ {
+ // No overrun
+
+ return;
+ }
+
+ location = (num_intercepts - MAXINTERCEPTS_ORIGINAL - 1) * 12;
+
+ // Overwrite memory that is overwritten in Vanilla Doom, using
+ // the values from the intercept structure.
+ //
+ // Note: the ->d.{thing,line} member should really have its
+ // address translated into the correct address value for
+ // Vanilla Doom.
+
+ InterceptsMemoryOverrun(location, intercept->frac);
+ InterceptsMemoryOverrun(location + 4, intercept->isaline);
+ InterceptsMemoryOverrun(location + 8, (int) intercept->d.thing);
+}
+
+
+//
+// P_PathTraverse
+// Traces a line from x1,y1 to x2,y2,
+// calling the traverser function for each.
+// Returns true if the traverser function returns true
+// for all lines.
+//
+boolean
+P_PathTraverse
+( fixed_t x1,
+ fixed_t y1,
+ fixed_t x2,
+ fixed_t y2,
+ int flags,
+ boolean (*trav) (intercept_t *))
+{
+ fixed_t xt1;
+ fixed_t yt1;
+ fixed_t xt2;
+ fixed_t yt2;
+
+ fixed_t xstep;
+ fixed_t ystep;
+
+ fixed_t partial;
+
+ fixed_t xintercept;
+ fixed_t yintercept;
+
+ int mapx;
+ int mapy;
+
+ int mapxstep;
+ int mapystep;
+
+ int count;
+
+ earlyout = flags & PT_EARLYOUT;
+
+ validcount++;
+ intercept_p = intercepts;
+
+ if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
+ x1 += FRACUNIT; // don't side exactly on a line
+
+ if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0)
+ y1 += FRACUNIT; // don't side exactly on a line
+
+ trace.x = x1;
+ trace.y = y1;
+ trace.dx = x2 - x1;
+ trace.dy = y2 - y1;
+
+ x1 -= bmaporgx;
+ y1 -= bmaporgy;
+ xt1 = x1>>MAPBLOCKSHIFT;
+ yt1 = y1>>MAPBLOCKSHIFT;
+
+ x2 -= bmaporgx;
+ y2 -= bmaporgy;
+ xt2 = x2>>MAPBLOCKSHIFT;
+ yt2 = y2>>MAPBLOCKSHIFT;
+
+ if (xt2 > xt1)
+ {
+ mapxstep = 1;
+ partial = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1));
+ ystep = FixedDiv (y2-y1,abs(x2-x1));
+ }
+ else if (xt2 < xt1)
+ {
+ mapxstep = -1;
+ partial = (x1>>MAPBTOFRAC)&(FRACUNIT-1);
+ ystep = FixedDiv (y2-y1,abs(x2-x1));
+ }
+ else
+ {
+ mapxstep = 0;
+ partial = FRACUNIT;
+ ystep = 256*FRACUNIT;
+ }
+
+ yintercept = (y1>>MAPBTOFRAC) + FixedMul (partial, ystep);
+
+
+ if (yt2 > yt1)
+ {
+ mapystep = 1;
+ partial = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1));
+ xstep = FixedDiv (x2-x1,abs(y2-y1));
+ }
+ else if (yt2 < yt1)
+ {
+ mapystep = -1;
+ partial = (y1>>MAPBTOFRAC)&(FRACUNIT-1);
+ xstep = FixedDiv (x2-x1,abs(y2-y1));
+ }
+ else
+ {
+ mapystep = 0;
+ partial = FRACUNIT;
+ xstep = 256*FRACUNIT;
+ }
+ xintercept = (x1>>MAPBTOFRAC) + FixedMul (partial, xstep);
+
+ // Step through map blocks.
+ // Count is present to prevent a round off error
+ // from skipping the break.
+ mapx = xt1;
+ mapy = yt1;
+
+ for (count = 0 ; count < 64 ; count++)
+ {
+ if (flags & PT_ADDLINES)
+ {
+ if (!P_BlockLinesIterator (mapx, mapy,PIT_AddLineIntercepts))
+ return false; // early out
+ }
+
+ if (flags & PT_ADDTHINGS)
+ {
+ if (!P_BlockThingsIterator (mapx, mapy,PIT_AddThingIntercepts))
+ return false; // early out
+ }
+
+ if (mapx == xt2
+ && mapy == yt2)
+ {
+ break;
+ }
+
+ if ( (yintercept >> FRACBITS) == mapy)
+ {
+ yintercept += ystep;
+ mapx += mapxstep;
+ }
+ else if ( (xintercept >> FRACBITS) == mapx)
+ {
+ xintercept += xstep;
+ mapy += mapystep;
+ }
+
+ }
+ // go through the sorted list
+ return P_TraverseIntercepts ( trav, FRACUNIT );
+}
+
+
+
diff --git a/src/strife/p_mobj.c b/src/strife/p_mobj.c
new file mode 100644
index 00000000..a2cc227a
--- /dev/null
+++ b/src/strife/p_mobj.c
@@ -0,0 +1,1057 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Moving object handling. Spawn functions.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "m_random.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+#include "sounds.h"
+
+#include "st_stuff.h"
+#include "hu_stuff.h"
+
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+
+void G_PlayerReborn (int player);
+void P_SpawnMapThing (mapthing_t* mthing);
+
+
+//
+// P_SetMobjState
+// Returns true if the mobj is still present.
+//
+int test;
+
+boolean
+P_SetMobjState
+( mobj_t* mobj,
+ statenum_t state )
+{
+ state_t* st;
+
+ do
+ {
+ if (state == S_NULL)
+ {
+ mobj->state = (state_t *) S_NULL;
+ P_RemoveMobj (mobj);
+ return false;
+ }
+
+ st = &states[state];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+
+ // Modified handling.
+ // Call action functions when the state is set
+ if (st->action.acp1)
+ st->action.acp1(mobj);
+
+ state = st->nextstate;
+ } while (!mobj->tics);
+
+ return true;
+}
+
+
+//
+// P_ExplodeMissile
+//
+void P_ExplodeMissile (mobj_t* mo)
+{
+ mo->momx = mo->momy = mo->momz = 0;
+
+ P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
+
+ mo->tics -= P_Random()&3;
+
+ if (mo->tics < 1)
+ mo->tics = 1;
+
+ mo->flags &= ~MF_MISSILE;
+
+ if (mo->info->deathsound)
+ S_StartSound (mo, mo->info->deathsound);
+}
+
+
+//
+// P_XYMovement
+//
+#define STOPSPEED 0x1000
+#define FRICTION 0xe800
+
+void P_XYMovement (mobj_t* mo)
+{
+ fixed_t ptryx;
+ fixed_t ptryy;
+ player_t* player;
+ fixed_t xmove;
+ fixed_t ymove;
+
+ if (!mo->momx && !mo->momy)
+ {
+ if (mo->flags & MF_SKULLFLY)
+ {
+ // the skull slammed into something
+ mo->flags &= ~MF_SKULLFLY;
+ mo->momx = mo->momy = mo->momz = 0;
+
+ P_SetMobjState (mo, mo->info->spawnstate);
+ }
+ return;
+ }
+
+ player = mo->player;
+
+ if (mo->momx > MAXMOVE)
+ mo->momx = MAXMOVE;
+ else if (mo->momx < -MAXMOVE)
+ mo->momx = -MAXMOVE;
+
+ if (mo->momy > MAXMOVE)
+ mo->momy = MAXMOVE;
+ else if (mo->momy < -MAXMOVE)
+ mo->momy = -MAXMOVE;
+
+ xmove = mo->momx;
+ ymove = mo->momy;
+
+ do
+ {
+ if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
+ {
+ ptryx = mo->x + xmove/2;
+ ptryy = mo->y + ymove/2;
+ xmove >>= 1;
+ ymove >>= 1;
+ }
+ else
+ {
+ ptryx = mo->x + xmove;
+ ptryy = mo->y + ymove;
+ xmove = ymove = 0;
+ }
+
+ if (!P_TryMove (mo, ptryx, ptryy))
+ {
+ // blocked move
+ if (mo->player)
+ { // try to slide along it
+ P_SlideMove (mo);
+ }
+ else if (mo->flags & MF_MISSILE)
+ {
+ // explode a missile
+ if (ceilingline &&
+ ceilingline->backsector &&
+ ceilingline->backsector->ceilingpic == skyflatnum)
+ {
+ // Hack to prevent missiles exploding
+ // against the sky.
+ // Does not handle sky floors.
+ P_RemoveMobj (mo);
+ return;
+ }
+ P_ExplodeMissile (mo);
+ }
+ else
+ mo->momx = mo->momy = 0;
+ }
+ } while (xmove || ymove);
+
+ // slow down
+ if (player && player->cheats & CF_NOMOMENTUM)
+ {
+ // debug option for no sliding at all
+ mo->momx = mo->momy = 0;
+ return;
+ }
+
+ if (mo->flags & (MF_MISSILE | MF_SKULLFLY) )
+ return; // no friction for missiles ever
+
+ if (mo->z > mo->floorz)
+ return; // no friction when airborne
+
+ if (mo->flags & MF_CORPSE)
+ {
+ // do not stop sliding
+ // if halfway off a step with some momentum
+ if (mo->momx > FRACUNIT/4
+ || mo->momx < -FRACUNIT/4
+ || mo->momy > FRACUNIT/4
+ || mo->momy < -FRACUNIT/4)
+ {
+ if (mo->floorz != mo->subsector->sector->floorheight)
+ return;
+ }
+ }
+
+ if (mo->momx > -STOPSPEED
+ && mo->momx < STOPSPEED
+ && mo->momy > -STOPSPEED
+ && mo->momy < STOPSPEED
+ && (!player
+ || (player->cmd.forwardmove== 0
+ && player->cmd.sidemove == 0 ) ) )
+ {
+ // if in a walking frame, stop moving
+ if ( player&&(unsigned)((player->mo->state - states)- S_PLAY_RUN1) < 4)
+ P_SetMobjState (player->mo, S_PLAY);
+
+ mo->momx = 0;
+ mo->momy = 0;
+ }
+ else
+ {
+ mo->momx = FixedMul (mo->momx, FRICTION);
+ mo->momy = FixedMul (mo->momy, FRICTION);
+ }
+}
+
+//
+// P_ZMovement
+//
+void P_ZMovement (mobj_t* mo)
+{
+ fixed_t dist;
+ fixed_t delta;
+
+ // check for smooth step up
+ if (mo->player && mo->z < mo->floorz)
+ {
+ mo->player->viewheight -= mo->floorz-mo->z;
+
+ mo->player->deltaviewheight
+ = (VIEWHEIGHT - mo->player->viewheight)>>3;
+ }
+
+ // adjust height
+ mo->z += mo->momz;
+
+ if ( mo->flags & MF_FLOAT
+ && mo->target)
+ {
+ // float down towards target if too close
+ if ( !(mo->flags & MF_SKULLFLY)
+ && !(mo->flags & MF_INFLOAT) )
+ {
+ dist = P_AproxDistance (mo->x - mo->target->x,
+ mo->y - mo->target->y);
+
+ delta =(mo->target->z + (mo->height>>1)) - mo->z;
+
+ if (delta<0 && dist < -(delta*3) )
+ mo->z -= FLOATSPEED;
+ else if (delta>0 && dist < (delta*3) )
+ mo->z += FLOATSPEED;
+ }
+
+ }
+
+ // clip movement
+ if (mo->z <= mo->floorz)
+ {
+ // hit the floor
+
+ // Note (id):
+ // somebody left this after the setting momz to 0,
+ // kinda useless there.
+ //
+ // cph - This was the a bug in the linuxdoom-1.10 source which
+ // caused it not to sync Doom 2 v1.9 demos. Someone
+ // added the above comment and moved up the following code. So
+ // demos would desync in close lost soul fights.
+ // Note that this only applies to original Doom 1 or Doom2 demos - not
+ // Final Doom and Ultimate Doom. So we test demo_compatibility *and*
+ // gamemission. (Note we assume that Doom1 is always Ult Doom, which
+ // seems to hold for most published demos.)
+ //
+ // fraggle - cph got the logic here slightly wrong. There are three
+ // versions of Doom 1.9:
+ //
+ // * The version used in registered doom 1.9 + doom2 - no bounce
+ // * The version used in ultimate doom - has bounce
+ // * The version used in final doom - has bounce
+ //
+ // So we need to check that this is either retail or commercial
+ // (but not doom2)
+
+ int correct_lost_soul_bounce = gameversion >= exe_ultimate;
+
+ if (correct_lost_soul_bounce && mo->flags & MF_SKULLFLY)
+ {
+ // the skull slammed into something
+ mo->momz = -mo->momz;
+ }
+
+ if (mo->momz < 0)
+ {
+ if (mo->player
+ && mo->momz < -GRAVITY*8)
+ {
+ // Squat down.
+ // Decrease viewheight for a moment
+ // after hitting the ground (hard),
+ // and utter appropriate sound.
+ mo->player->deltaviewheight = mo->momz>>3;
+ S_StartSound (mo, sfx_oof);
+ }
+ mo->momz = 0;
+ }
+ mo->z = mo->floorz;
+
+
+ // cph 2001/05/26 -
+ // See lost soul bouncing comment above. We need this here for bug
+ // compatibility with original Doom2 v1.9 - if a soul is charging and
+ // hit by a raising floor this incorrectly reverses its Y momentum.
+ //
+
+ if (!correct_lost_soul_bounce && mo->flags & MF_SKULLFLY)
+ mo->momz = -mo->momz;
+
+ if ( (mo->flags & MF_MISSILE)
+ && !(mo->flags & MF_NOCLIP) )
+ {
+ P_ExplodeMissile (mo);
+ return;
+ }
+ }
+ else if (! (mo->flags & MF_NOGRAVITY) )
+ {
+ if (mo->momz == 0)
+ mo->momz = -GRAVITY*2;
+ else
+ mo->momz -= GRAVITY;
+ }
+
+ if (mo->z + mo->height > mo->ceilingz)
+ {
+ // hit the ceiling
+ if (mo->momz > 0)
+ mo->momz = 0;
+ {
+ mo->z = mo->ceilingz - mo->height;
+ }
+
+ if (mo->flags & MF_SKULLFLY)
+ { // the skull slammed into something
+ mo->momz = -mo->momz;
+ }
+
+ if ( (mo->flags & MF_MISSILE)
+ && !(mo->flags & MF_NOCLIP) )
+ {
+ P_ExplodeMissile (mo);
+ return;
+ }
+ }
+}
+
+
+
+//
+// P_NightmareRespawn
+//
+void
+P_NightmareRespawn (mobj_t* mobj)
+{
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ subsector_t* ss;
+ mobj_t* mo;
+ mapthing_t* mthing;
+
+ x = mobj->spawnpoint.x << FRACBITS;
+ y = mobj->spawnpoint.y << FRACBITS;
+
+ // somthing is occupying it's position?
+ if (!P_CheckPosition (mobj, x, y) )
+ return; // no respwan
+
+ // spawn a teleport fog at old spot
+ // because of removal of the body?
+ mo = P_SpawnMobj (mobj->x,
+ mobj->y,
+ mobj->subsector->sector->floorheight , MT_TFOG);
+ // initiate teleport sound
+ S_StartSound (mo, sfx_telept);
+
+ // spawn a teleport fog at the new spot
+ ss = R_PointInSubsector (x,y);
+
+ mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_TFOG);
+
+ S_StartSound (mo, sfx_telept);
+
+ // spawn the new monster
+ mthing = &mobj->spawnpoint;
+
+ // spawn it
+ if (mobj->info->flags & MF_SPAWNCEILING)
+ z = ONCEILINGZ;
+ else
+ z = ONFLOORZ;
+
+ // inherit attributes from deceased one
+ mo = P_SpawnMobj (x,y,z, mobj->type);
+ mo->spawnpoint = mobj->spawnpoint;
+ mo->angle = ANG45 * (mthing->angle/45);
+
+ if (mthing->options & MTF_AMBUSH)
+ mo->flags |= MF_AMBUSH;
+
+ mo->reactiontime = 18;
+
+ // remove the old monster,
+ P_RemoveMobj (mobj);
+}
+
+
+//
+// P_MobjThinker
+//
+void P_MobjThinker (mobj_t* mobj)
+{
+ // momentum movement
+ if (mobj->momx
+ || mobj->momy
+ || (mobj->flags&MF_SKULLFLY) )
+ {
+ P_XYMovement (mobj);
+
+ // FIXME: decent NOP/NULL/Nil function pointer please.
+ if (mobj->thinker.function.acv == (actionf_v) (-1))
+ return; // mobj was removed
+ }
+ if ( (mobj->z != mobj->floorz)
+ || mobj->momz )
+ {
+ P_ZMovement (mobj);
+
+ // FIXME: decent NOP/NULL/Nil function pointer please.
+ if (mobj->thinker.function.acv == (actionf_v) (-1))
+ return; // mobj was removed
+ }
+
+
+ // cycle through states,
+ // calling action functions at transitions
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+
+ // you can cycle through multiple states in a tic
+ if (!mobj->tics)
+ if (!P_SetMobjState (mobj, mobj->state->nextstate) )
+ return; // freed itself
+ }
+ else
+ {
+ // check for nightmare respawn
+ if (! (mobj->flags & MF_COUNTKILL) )
+ return;
+
+ if (!respawnmonsters)
+ return;
+
+ mobj->movecount++;
+
+ if (mobj->movecount < 12*TICRATE)
+ return;
+
+ if ( leveltime&31 )
+ return;
+
+ if (P_Random () > 4)
+ return;
+
+ P_NightmareRespawn (mobj);
+ }
+
+}
+
+
+//
+// P_SpawnMobj
+//
+mobj_t*
+P_SpawnMobj
+( fixed_t x,
+ fixed_t y,
+ fixed_t z,
+ mobjtype_t type )
+{
+ mobj_t* mobj;
+ state_t* st;
+ mobjinfo_t* info;
+
+ mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
+ memset (mobj, 0, sizeof (*mobj));
+ info = &mobjinfo[type];
+
+ mobj->type = type;
+ mobj->info = info;
+ mobj->x = x;
+ mobj->y = y;
+ mobj->radius = info->radius;
+ mobj->height = info->height;
+ mobj->flags = info->flags;
+ mobj->health = info->spawnhealth;
+
+ if (gameskill != sk_nightmare)
+ mobj->reactiontime = info->reactiontime;
+
+ mobj->lastlook = P_Random () % MAXPLAYERS;
+ // do not set the state with P_SetMobjState,
+ // because action routines can not be called yet
+ st = &states[info->spawnstate];
+
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+
+ // set subsector and/or block links
+ P_SetThingPosition (mobj);
+
+ mobj->floorz = mobj->subsector->sector->floorheight;
+ mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+
+ if (z == ONFLOORZ)
+ mobj->z = mobj->floorz;
+ else if (z == ONCEILINGZ)
+ mobj->z = mobj->ceilingz - mobj->info->height;
+ else
+ mobj->z = z;
+
+ mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
+
+ P_AddThinker (&mobj->thinker);
+
+ return mobj;
+}
+
+
+//
+// P_RemoveMobj
+//
+mapthing_t itemrespawnque[ITEMQUESIZE];
+int itemrespawntime[ITEMQUESIZE];
+int iquehead;
+int iquetail;
+
+
+void P_RemoveMobj (mobj_t* mobj)
+{
+ if ((mobj->flags & MF_SPECIAL)
+ && !(mobj->flags & MF_DROPPED)
+ && (mobj->type != MT_INV)
+ && (mobj->type != MT_INS))
+ {
+ itemrespawnque[iquehead] = mobj->spawnpoint;
+ itemrespawntime[iquehead] = leveltime;
+ iquehead = (iquehead+1)&(ITEMQUESIZE-1);
+
+ // lose one off the end?
+ if (iquehead == iquetail)
+ iquetail = (iquetail+1)&(ITEMQUESIZE-1);
+ }
+
+ // unlink from sector and block lists
+ P_UnsetThingPosition (mobj);
+
+ // stop any playing sound
+ S_StopSound (mobj);
+
+ // free block
+ P_RemoveThinker ((thinker_t*)mobj);
+}
+
+
+
+
+//
+// P_RespawnSpecials
+//
+void P_RespawnSpecials (void)
+{
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+
+ subsector_t* ss;
+ mobj_t* mo;
+ mapthing_t* mthing;
+
+ int i;
+
+ // only respawn items in deathmatch
+ if (deathmatch != 2)
+ return; //
+
+ // nothing left to respawn?
+ if (iquehead == iquetail)
+ return;
+
+ // wait at least 30 seconds
+ if (leveltime - itemrespawntime[iquetail] < 30*TICRATE)
+ return;
+
+ mthing = &itemrespawnque[iquetail];
+
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+
+ // spawn a teleport fog at the new spot
+ ss = R_PointInSubsector (x,y);
+ mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_IFOG);
+ S_StartSound (mo, sfx_itmbk);
+
+ // find which type to spawn
+ for (i=0 ; i< NUMMOBJTYPES ; i++)
+ {
+ if (mthing->type == mobjinfo[i].doomednum)
+ break;
+ }
+
+ // spawn it
+ if (mobjinfo[i].flags & MF_SPAWNCEILING)
+ z = ONCEILINGZ;
+ else
+ z = ONFLOORZ;
+
+ mo = P_SpawnMobj (x,y,z, i);
+ mo->spawnpoint = *mthing;
+ mo->angle = ANG45 * (mthing->angle/45);
+
+ // pull it from the que
+ iquetail = (iquetail+1)&(ITEMQUESIZE-1);
+}
+
+
+
+
+//
+// P_SpawnPlayer
+// Called when a player is spawned on the level.
+// Most of the player structure stays unchanged
+// between levels.
+//
+void P_SpawnPlayer (mapthing_t* mthing)
+{
+ player_t* p;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+
+ mobj_t* mobj;
+
+ int i;
+
+ if (mthing->type == 0)
+ {
+ return;
+ }
+
+ // not playing?
+ if (!playeringame[mthing->type-1])
+ return;
+
+ p = &players[mthing->type-1];
+
+ if (p->playerstate == PST_REBORN)
+ G_PlayerReborn (mthing->type-1);
+
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+ z = ONFLOORZ;
+ mobj = P_SpawnMobj (x,y,z, MT_PLAYER);
+
+ // set color translations for player sprites
+ if (mthing->type > 1)
+ mobj->flags |= (mthing->type-1)<<MF_TRANSSHIFT;
+
+ mobj->angle = ANG45 * (mthing->angle/45);
+ mobj->player = p;
+ mobj->health = p->health;
+
+ p->mo = mobj;
+ p->playerstate = PST_LIVE;
+ p->refire = 0;
+ p->message = NULL;
+ p->damagecount = 0;
+ p->bonuscount = 0;
+ p->extralight = 0;
+ p->fixedcolormap = 0;
+ p->viewheight = VIEWHEIGHT;
+
+ // setup gun psprite
+ P_SetupPsprites (p);
+
+ // give all cards in death match mode
+ if (deathmatch)
+ for (i=0 ; i<NUMCARDS ; i++)
+ p->cards[i] = true;
+
+ if (mthing->type-1 == consoleplayer)
+ {
+ // wake up the status bar
+ ST_Start ();
+ // wake up the heads up text
+ HU_Start ();
+ }
+}
+
+
+//
+// P_SpawnMapThing
+// The fields of the mapthing should
+// already be in host byte order.
+//
+void P_SpawnMapThing (mapthing_t* mthing)
+{
+ int i;
+ int bit;
+ mobj_t* mobj;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+
+ // count deathmatch start positions
+ if (mthing->type == 11)
+ {
+ if (deathmatch_p < &deathmatchstarts[10])
+ {
+ memcpy (deathmatch_p, mthing, sizeof(*mthing));
+ deathmatch_p++;
+ }
+ return;
+ }
+
+ if (mthing->type <= 0)
+ {
+ // Thing type 0 is actually "player -1 start".
+ // For some reason, Vanilla Doom accepts/ignores this.
+
+ return;
+ }
+
+ // check for players specially
+ if (mthing->type <= 4)
+ {
+ // save spots for respawning in network games
+ playerstarts[mthing->type-1] = *mthing;
+ if (!deathmatch)
+ P_SpawnPlayer (mthing);
+
+ return;
+ }
+
+ // check for apropriate skill level
+ if (!netgame && (mthing->options & 16) )
+ return;
+
+ if (gameskill == sk_baby)
+ bit = 1;
+ else if (gameskill == sk_nightmare)
+ bit = 4;
+ else
+ bit = 1<<(gameskill-1);
+
+ if (!(mthing->options & bit) )
+ return;
+
+ // find which type to spawn
+ for (i=0 ; i< NUMMOBJTYPES ; i++)
+ if (mthing->type == mobjinfo[i].doomednum)
+ break;
+
+ if (i==NUMMOBJTYPES)
+ I_Error ("P_SpawnMapThing: Unknown type %i at (%i, %i)",
+ mthing->type,
+ mthing->x, mthing->y);
+
+ // don't spawn keycards and players in deathmatch
+ if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
+ return;
+
+ // don't spawn any monsters if -nomonsters
+ if (nomonsters
+ && ( i == MT_SKULL
+ || (mobjinfo[i].flags & MF_COUNTKILL)) )
+ {
+ return;
+ }
+
+ // spawn it
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+
+ if (mobjinfo[i].flags & MF_SPAWNCEILING)
+ z = ONCEILINGZ;
+ else
+ z = ONFLOORZ;
+
+ mobj = P_SpawnMobj (x,y,z, i);
+ mobj->spawnpoint = *mthing;
+
+ if (mobj->tics > 0)
+ mobj->tics = 1 + (P_Random () % mobj->tics);
+ if (mobj->flags & MF_COUNTKILL)
+ totalkills++;
+ if (mobj->flags & MF_COUNTITEM)
+ totalitems++;
+
+ mobj->angle = ANG45 * (mthing->angle/45);
+ if (mthing->options & MTF_AMBUSH)
+ mobj->flags |= MF_AMBUSH;
+}
+
+
+
+//
+// GAME SPAWN FUNCTIONS
+//
+
+
+//
+// P_SpawnPuff
+//
+extern fixed_t attackrange;
+
+void
+P_SpawnPuff
+( fixed_t x,
+ fixed_t y,
+ fixed_t z )
+{
+ mobj_t* th;
+
+ z += ((P_Random()-P_Random())<<10);
+
+ th = P_SpawnMobj (x,y,z, MT_PUFF);
+ th->momz = FRACUNIT;
+ th->tics -= P_Random()&3;
+
+ if (th->tics < 1)
+ th->tics = 1;
+
+ // don't make punches spark on the wall
+ if (attackrange == MELEERANGE)
+ P_SetMobjState (th, S_PUFF3);
+}
+
+
+
+//
+// P_SpawnBlood
+//
+void
+P_SpawnBlood
+( fixed_t x,
+ fixed_t y,
+ fixed_t z,
+ int damage )
+{
+ mobj_t* th;
+
+ z += ((P_Random()-P_Random())<<10);
+ th = P_SpawnMobj (x,y,z, MT_BLOOD);
+ th->momz = FRACUNIT*2;
+ th->tics -= P_Random()&3;
+
+ if (th->tics < 1)
+ th->tics = 1;
+
+ if (damage <= 12 && damage >= 9)
+ P_SetMobjState (th,S_BLOOD2);
+ else if (damage < 9)
+ P_SetMobjState (th,S_BLOOD3);
+}
+
+
+
+//
+// P_CheckMissileSpawn
+// Moves the missile forward a bit
+// and possibly explodes it right there.
+//
+void P_CheckMissileSpawn (mobj_t* th)
+{
+ th->tics -= P_Random()&3;
+ if (th->tics < 1)
+ th->tics = 1;
+
+ // move a little forward so an angle can
+ // be computed if it immediately explodes
+ th->x += (th->momx>>1);
+ th->y += (th->momy>>1);
+ th->z += (th->momz>>1);
+
+ if (!P_TryMove (th, th->x, th->y))
+ P_ExplodeMissile (th);
+}
+
+// Certain functions assume that a mobj_t pointer is non-NULL,
+// causing a crash in some situations where it is NULL. Vanilla
+// Doom did not crash because of the lack of proper memory
+// protection. This function substitutes NULL pointers for
+// pointers to a dummy mobj, to avoid a crash.
+
+mobj_t *P_SubstNullMobj(mobj_t *mobj)
+{
+ if (mobj == NULL)
+ {
+ static mobj_t dummy_mobj;
+
+ dummy_mobj.x = 0;
+ dummy_mobj.y = 0;
+ dummy_mobj.z = 0;
+ dummy_mobj.flags = 0;
+
+ mobj = &dummy_mobj;
+ }
+
+ return mobj;
+}
+
+//
+// P_SpawnMissile
+//
+mobj_t*
+P_SpawnMissile
+( mobj_t* source,
+ mobj_t* dest,
+ mobjtype_t type )
+{
+ mobj_t* th;
+ angle_t an;
+ int dist;
+
+ th = P_SpawnMobj (source->x,
+ source->y,
+ source->z + 4*8*FRACUNIT, type);
+
+ if (th->info->seesound)
+ S_StartSound (th, th->info->seesound);
+
+ th->target = source; // where it came from
+ an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
+
+ // fuzzy player
+ if (dest->flags & MF_SHADOW)
+ an += (P_Random()-P_Random())<<20;
+
+ th->angle = an;
+ an >>= ANGLETOFINESHIFT;
+ th->momx = FixedMul (th->info->speed, finecosine[an]);
+ th->momy = FixedMul (th->info->speed, finesine[an]);
+
+ dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
+ dist = dist / th->info->speed;
+
+ if (dist < 1)
+ dist = 1;
+
+ th->momz = (dest->z - source->z) / dist;
+ P_CheckMissileSpawn (th);
+
+ return th;
+}
+
+
+//
+// P_SpawnPlayerMissile
+// Tries to aim at a nearby monster
+//
+void
+P_SpawnPlayerMissile
+( mobj_t* source,
+ mobjtype_t type )
+{
+ mobj_t* th;
+ angle_t an;
+
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ fixed_t slope;
+
+ // see which target is to be aimed at
+ an = source->angle;
+ slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
+
+ if (!linetarget)
+ {
+ an += 1<<26;
+ slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
+
+ if (!linetarget)
+ {
+ an -= 2<<26;
+ slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
+ }
+
+ if (!linetarget)
+ {
+ an = source->angle;
+ slope = 0;
+ }
+ }
+
+ x = source->x;
+ y = source->y;
+ z = source->z + 4*8*FRACUNIT;
+
+ th = P_SpawnMobj (x,y,z, type);
+
+ if (th->info->seesound)
+ S_StartSound (th, th->info->seesound);
+
+ th->target = source;
+ th->angle = an;
+ th->momx = FixedMul( th->info->speed,
+ finecosine[an>>ANGLETOFINESHIFT]);
+ th->momy = FixedMul( th->info->speed,
+ finesine[an>>ANGLETOFINESHIFT]);
+ th->momz = FixedMul( th->info->speed, slope);
+
+ P_CheckMissileSpawn (th);
+}
+
diff --git a/src/strife/p_mobj.h b/src/strife/p_mobj.h
new file mode 100644
index 00000000..145b009b
--- /dev/null
+++ b/src/strife/p_mobj.h
@@ -0,0 +1,292 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Map Objects, MObj, definition and handling.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_MOBJ__
+#define __P_MOBJ__
+
+// Basics.
+#include "tables.h"
+#include "m_fixed.h"
+
+// We need the thinker_t stuff.
+#include "d_think.h"
+
+// We need the WAD data structure for Map things,
+// from the THINGS lump.
+#include "doomdata.h"
+
+// States are tied to finite states are
+// tied to animation frames.
+// Needs precompiled tables/data structures.
+#include "info.h"
+
+
+
+
+
+
+//
+// NOTES: mobj_t
+//
+// mobj_ts are used to tell the refresh where to draw an image,
+// tell the world simulation when objects are contacted,
+// and tell the sound driver how to position a sound.
+//
+// The refresh uses the next and prev links to follow
+// lists of things in sectors as they are being drawn.
+// The sprite, frame, and angle elements determine which patch_t
+// is used to draw the sprite if it is visible.
+// The sprite and frame values are allmost allways set
+// from state_t structures.
+// The statescr.exe utility generates the states.h and states.c
+// files that contain the sprite/frame numbers from the
+// statescr.txt source file.
+// The xyz origin point represents a point at the bottom middle
+// of the sprite (between the feet of a biped).
+// This is the default origin position for patch_ts grabbed
+// with lumpy.exe.
+// A walking creature will have its z equal to the floor
+// it is standing on.
+//
+// The sound code uses the x,y, and subsector fields
+// to do stereo positioning of any sound effited by the mobj_t.
+//
+// The play simulation uses the blocklinks, x,y,z, radius, height
+// to determine when mobj_ts are touching each other,
+// touching lines in the map, or hit by trace lines (gunshots,
+// lines of sight, etc).
+// The mobj_t->flags element has various bit flags
+// used by the simulation.
+//
+// Every mobj_t is linked into a single sector
+// based on its origin coordinates.
+// The subsector_t is found with R_PointInSubsector(x,y),
+// and the sector_t can be found with subsector->sector.
+// The sector links are only used by the rendering code,
+// the play simulation does not care about them at all.
+//
+// Any mobj_t that needs to be acted upon by something else
+// in the play world (block movement, be shot, etc) will also
+// need to be linked into the blockmap.
+// If the thing has the MF_NOBLOCK flag set, it will not use
+// the block links. It can still interact with other things,
+// but only as the instigator (missiles will run into other
+// things, but nothing can run into a missile).
+// Each block in the grid is 128*128 units, and knows about
+// every line_t that it contains a piece of, and every
+// interactable mobj_t that has its origin contained.
+//
+// A valid mobj_t is a mobj_t that has the proper subsector_t
+// filled in for its xy coordinates and is linked into the
+// sector from which the subsector was made, or has the
+// MF_NOSECTOR flag set (the subsector_t needs to be valid
+// even if MF_NOSECTOR is set), and is linked into a blockmap
+// block or has the MF_NOBLOCKMAP flag set.
+// Links should only be modified by the P_[Un]SetThingPosition()
+// functions.
+// Do not change the MF_NO? flags while a thing is valid.
+//
+// Any questions?
+//
+
+//
+// Misc. mobj flags
+//
+typedef enum
+{
+ // Call P_SpecialThing when touched.
+ MF_SPECIAL = 1,
+ // Blocks.
+ MF_SOLID = 2,
+ // Can be hit.
+ MF_SHOOTABLE = 4,
+ // Don't use the sector links (invisible but touchable).
+ MF_NOSECTOR = 8,
+ // Don't use the blocklinks (inert but displayable)
+ MF_NOBLOCKMAP = 16,
+
+ // Not to be activated by sound, deaf monster.
+ MF_AMBUSH = 32,
+ // Will try to attack right back.
+ MF_JUSTHIT = 64,
+ // Will take at least one step before attacking.
+ MF_JUSTATTACKED = 128,
+ // On level spawning (initial position),
+ // hang from ceiling instead of stand on floor.
+ MF_SPAWNCEILING = 256,
+ // Don't apply gravity (every tic),
+ // that is, object will float, keeping current height
+ // or changing it actively.
+ MF_NOGRAVITY = 512,
+
+ // Movement flags.
+ // This allows jumps from high places.
+ MF_DROPOFF = 0x400,
+ // For players, will pick up items.
+ MF_PICKUP = 0x800,
+ // Player cheat. ???
+ MF_NOCLIP = 0x1000,
+ // Player: keep info about sliding along walls.
+ MF_SLIDE = 0x2000,
+ // Allow moves to any height, no gravity.
+ // For active floaters, e.g. cacodemons, pain elementals.
+ MF_FLOAT = 0x4000,
+ // Don't cross lines
+ // ??? or look at heights on teleport.
+ MF_TELEPORT = 0x8000,
+ // Don't hit same species, explode on block.
+ // Player missiles as well as fireballs of various kinds.
+ MF_MISSILE = 0x10000,
+ // Dropped by a demon, not level spawned.
+ // E.g. ammo clips dropped by dying former humans.
+ MF_DROPPED = 0x20000,
+ // Use fuzzy draw (shadow demons or spectres),
+ // temporary player invisibility powerup.
+ MF_SHADOW = 0x40000,
+ // Flag: don't bleed when shot (use puff),
+ // barrels and shootable furniture shall not bleed.
+ MF_NOBLOOD = 0x80000,
+ // Don't stop moving halfway off a step,
+ // that is, have dead bodies slide down all the way.
+ MF_CORPSE = 0x100000,
+ // Floating to a height for a move, ???
+ // don't auto float to target's height.
+ MF_INFLOAT = 0x200000,
+
+ // On kill, count this enemy object
+ // towards intermission kill total.
+ // Happy gathering.
+ MF_COUNTKILL = 0x400000,
+
+ // On picking up, count this item object
+ // towards intermission item total.
+ MF_COUNTITEM = 0x800000,
+
+ // Special handling: skull in flight.
+ // Neither a cacodemon nor a missile.
+ MF_SKULLFLY = 0x1000000,
+
+ // Don't spawn this object
+ // in death match mode (e.g. key cards).
+ MF_NOTDMATCH = 0x2000000,
+
+ // Player sprites in multiplayer modes are modified
+ // using an internal color lookup table for re-indexing.
+ // If 0x4 0x8 or 0xc,
+ // use a translation table for player colormaps
+ MF_TRANSLATION = 0xc000000,
+ // Hmm ???.
+ MF_TRANSSHIFT = 26
+
+} mobjflag_t;
+
+
+// Map Object definition.
+typedef struct mobj_s
+{
+ // List: thinker links.
+ thinker_t thinker;
+
+ // Info for drawing: position.
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+
+ // More list: links in sector (if needed)
+ struct mobj_s* snext;
+ struct mobj_s* sprev;
+
+ //More drawing info: to determine current sprite.
+ angle_t angle; // orientation
+ spritenum_t sprite; // used to find patch_t and flip value
+ int frame; // might be ORed with FF_FULLBRIGHT
+
+ // Interaction info, by BLOCKMAP.
+ // Links in blocks (if needed).
+ struct mobj_s* bnext;
+ struct mobj_s* bprev;
+
+ struct subsector_s* subsector;
+
+ // The closest interval over all contacted Sectors.
+ fixed_t floorz;
+ fixed_t ceilingz;
+
+ // For movement checking.
+ fixed_t radius;
+ fixed_t height;
+
+ // Momentums, used to update position.
+ fixed_t momx;
+ fixed_t momy;
+ fixed_t momz;
+
+ // If == validcount, already checked.
+ int validcount;
+
+ mobjtype_t type;
+ mobjinfo_t* info; // &mobjinfo[mobj->type]
+
+ int tics; // state tic counter
+ state_t* state;
+ int flags;
+ int health;
+
+ // Movement direction, movement generation (zig-zagging).
+ int movedir; // 0-7
+ int movecount; // when 0, select a new dir
+
+ // Thing being chased/attacked (or NULL),
+ // also the originator for missiles.
+ struct mobj_s* target;
+
+ // Reaction time: if non 0, don't attack yet.
+ // Used by player to freeze a bit after teleporting.
+ int reactiontime;
+
+ // If >0, the target will be chased
+ // no matter what (even if shot)
+ int threshold;
+
+ // Additional info record for player avatars only.
+ // Only valid if type == MT_PLAYER
+ struct player_s* player;
+
+ // Player number last looked for.
+ int lastlook;
+
+ // For nightmare respawn.
+ mapthing_t spawnpoint;
+
+ // Thing being chased/attacked for tracers.
+ struct mobj_s* tracer;
+
+} mobj_t;
+
+
+
+#endif
diff --git a/src/strife/p_plats.c b/src/strife/p_plats.c
new file mode 100644
index 00000000..dbd45161
--- /dev/null
+++ b/src/strife/p_plats.c
@@ -0,0 +1,312 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Plats (i.e. elevator platforms) code, raising/lowering.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "m_random.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "sounds.h"
+
+
+plat_t* activeplats[MAXPLATS];
+
+
+
+//
+// Move a plat up and down
+//
+void T_PlatRaise(plat_t* plat)
+{
+ result_e res;
+
+ switch(plat->status)
+ {
+ case up:
+ res = T_MovePlane(plat->sector,
+ plat->speed,
+ plat->high,
+ plat->crush,0,1);
+
+ if (plat->type == raiseAndChange
+ || plat->type == raiseToNearestAndChange)
+ {
+ if (!(leveltime&7))
+ S_StartSound(&plat->sector->soundorg, sfx_stnmov);
+ }
+
+
+ if (res == crushed && (!plat->crush))
+ {
+ plat->count = plat->wait;
+ plat->status = down;
+ S_StartSound(&plat->sector->soundorg, sfx_pstart);
+ }
+ else
+ {
+ if (res == pastdest)
+ {
+ plat->count = plat->wait;
+ plat->status = waiting;
+ S_StartSound(&plat->sector->soundorg, sfx_pstop);
+
+ switch(plat->type)
+ {
+ case blazeDWUS:
+ case downWaitUpStay:
+ P_RemoveActivePlat(plat);
+ break;
+
+ case raiseAndChange:
+ case raiseToNearestAndChange:
+ P_RemoveActivePlat(plat);
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+ break;
+
+ case down:
+ res = T_MovePlane(plat->sector,plat->speed,plat->low,false,0,-1);
+
+ if (res == pastdest)
+ {
+ plat->count = plat->wait;
+ plat->status = waiting;
+ S_StartSound(&plat->sector->soundorg,sfx_pstop);
+ }
+ break;
+
+ case waiting:
+ if (!--plat->count)
+ {
+ if (plat->sector->floorheight == plat->low)
+ plat->status = up;
+ else
+ plat->status = down;
+ S_StartSound(&plat->sector->soundorg,sfx_pstart);
+ }
+ case in_stasis:
+ break;
+ }
+}
+
+
+//
+// Do Platforms
+// "amount" is only used for SOME platforms.
+//
+int
+EV_DoPlat
+( line_t* line,
+ plattype_e type,
+ int amount )
+{
+ plat_t* plat;
+ int secnum;
+ int rtn;
+ sector_t* sec;
+
+ secnum = -1;
+ rtn = 0;
+
+
+ // Activate all <type> plats that are in_stasis
+ switch(type)
+ {
+ case perpetualRaise:
+ P_ActivateInStasis(line->tag);
+ break;
+
+ default:
+ break;
+ }
+
+ while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+ {
+ sec = &sectors[secnum];
+
+ if (sec->specialdata)
+ continue;
+
+ // Find lowest & highest floors around sector
+ rtn = 1;
+ plat = Z_Malloc( sizeof(*plat), PU_LEVSPEC, 0);
+ P_AddThinker(&plat->thinker);
+
+ plat->type = type;
+ plat->sector = sec;
+ plat->sector->specialdata = plat;
+ plat->thinker.function.acp1 = (actionf_p1) T_PlatRaise;
+ plat->crush = false;
+ plat->tag = line->tag;
+
+ switch(type)
+ {
+ case raiseToNearestAndChange:
+ plat->speed = PLATSPEED/2;
+ sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
+ plat->high = P_FindNextHighestFloor(sec,sec->floorheight);
+ plat->wait = 0;
+ plat->status = up;
+ // NO MORE DAMAGE, IF APPLICABLE
+ sec->special = 0;
+
+ S_StartSound(&sec->soundorg,sfx_stnmov);
+ break;
+
+ case raiseAndChange:
+ plat->speed = PLATSPEED/2;
+ sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
+ plat->high = sec->floorheight + amount*FRACUNIT;
+ plat->wait = 0;
+ plat->status = up;
+
+ S_StartSound(&sec->soundorg,sfx_stnmov);
+ break;
+
+ case downWaitUpStay:
+ plat->speed = PLATSPEED * 4;
+ plat->low = P_FindLowestFloorSurrounding(sec);
+
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+
+ plat->high = sec->floorheight;
+ plat->wait = TICRATE*PLATWAIT;
+ plat->status = down;
+ S_StartSound(&sec->soundorg,sfx_pstart);
+ break;
+
+ case blazeDWUS:
+ plat->speed = PLATSPEED * 8;
+ plat->low = P_FindLowestFloorSurrounding(sec);
+
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+
+ plat->high = sec->floorheight;
+ plat->wait = TICRATE*PLATWAIT;
+ plat->status = down;
+ S_StartSound(&sec->soundorg,sfx_pstart);
+ break;
+
+ case perpetualRaise:
+ plat->speed = PLATSPEED;
+ plat->low = P_FindLowestFloorSurrounding(sec);
+
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+
+ plat->high = P_FindHighestFloorSurrounding(sec);
+
+ if (plat->high < sec->floorheight)
+ plat->high = sec->floorheight;
+
+ plat->wait = TICRATE*PLATWAIT;
+ plat->status = P_Random()&1;
+
+ S_StartSound(&sec->soundorg,sfx_pstart);
+ break;
+ }
+ P_AddActivePlat(plat);
+ }
+ return rtn;
+}
+
+
+
+void P_ActivateInStasis(int tag)
+{
+ int i;
+
+ for (i = 0;i < MAXPLATS;i++)
+ if (activeplats[i]
+ && (activeplats[i])->tag == tag
+ && (activeplats[i])->status == in_stasis)
+ {
+ (activeplats[i])->status = (activeplats[i])->oldstatus;
+ (activeplats[i])->thinker.function.acp1
+ = (actionf_p1) T_PlatRaise;
+ }
+}
+
+void EV_StopPlat(line_t* line)
+{
+ int j;
+
+ for (j = 0;j < MAXPLATS;j++)
+ if (activeplats[j]
+ && ((activeplats[j])->status != in_stasis)
+ && ((activeplats[j])->tag == line->tag))
+ {
+ (activeplats[j])->oldstatus = (activeplats[j])->status;
+ (activeplats[j])->status = in_stasis;
+ (activeplats[j])->thinker.function.acv = (actionf_v)NULL;
+ }
+}
+
+void P_AddActivePlat(plat_t* plat)
+{
+ int i;
+
+ for (i = 0;i < MAXPLATS;i++)
+ if (activeplats[i] == NULL)
+ {
+ activeplats[i] = plat;
+ return;
+ }
+ I_Error ("P_AddActivePlat: no more plats!");
+}
+
+void P_RemoveActivePlat(plat_t* plat)
+{
+ int i;
+ for (i = 0;i < MAXPLATS;i++)
+ if (plat == activeplats[i])
+ {
+ (activeplats[i])->sector->specialdata = NULL;
+ P_RemoveThinker(&(activeplats[i])->thinker);
+ activeplats[i] = NULL;
+
+ return;
+ }
+ I_Error ("P_RemoveActivePlat: can't find plat!");
+}
diff --git a/src/strife/p_pspr.c b/src/strife/p_pspr.c
new file mode 100644
index 00000000..fe32c53f
--- /dev/null
+++ b/src/strife/p_pspr.c
@@ -0,0 +1,896 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Weapon sprite animation, weapon objects.
+// Action functions for weapons.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "doomdef.h"
+#include "d_event.h"
+
+#include "deh_misc.h"
+
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+
+// Data.
+#include "sounds.h"
+
+#include "p_pspr.h"
+
+#define LOWERSPEED FRACUNIT*6
+#define RAISESPEED FRACUNIT*6
+
+#define WEAPONBOTTOM 128*FRACUNIT
+#define WEAPONTOP 32*FRACUNIT
+
+
+
+//
+// P_SetPsprite
+//
+void
+P_SetPsprite
+( player_t* player,
+ int position,
+ statenum_t stnum )
+{
+ pspdef_t* psp;
+ state_t* state;
+
+ psp = &player->psprites[position];
+
+ do
+ {
+ if (!stnum)
+ {
+ // object removed itself
+ psp->state = NULL;
+ break;
+ }
+
+ state = &states[stnum];
+ psp->state = state;
+ psp->tics = state->tics; // could be 0
+
+ if (state->misc1)
+ {
+ // coordinate set
+ psp->sx = state->misc1 << FRACBITS;
+ psp->sy = state->misc2 << FRACBITS;
+ }
+
+ // Call action routine.
+ // Modified handling.
+ if (state->action.acp2)
+ {
+ state->action.acp2(player, psp);
+ if (!psp->state)
+ break;
+ }
+
+ stnum = psp->state->nextstate;
+
+ } while (!psp->tics);
+ // an initial state of 0 could cycle through
+}
+
+
+
+//
+// P_CalcSwing
+//
+fixed_t swingx;
+fixed_t swingy;
+
+void P_CalcSwing (player_t* player)
+{
+ fixed_t swing;
+ int angle;
+
+ // OPTIMIZE: tablify this.
+ // A LUT would allow for different modes,
+ // and add flexibility.
+
+ swing = player->bob;
+
+ angle = (FINEANGLES/70*leveltime)&FINEMASK;
+ swingx = FixedMul ( swing, finesine[angle]);
+
+ angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK;
+ swingy = -FixedMul ( swingx, finesine[angle]);
+}
+
+
+
+//
+// P_BringUpWeapon
+// Starts bringing the pending weapon up
+// from the bottom of the screen.
+// Uses player
+//
+void P_BringUpWeapon (player_t* player)
+{
+ statenum_t newstate;
+
+ if (player->pendingweapon == wp_nochange)
+ player->pendingweapon = player->readyweapon;
+
+ if (player->pendingweapon == wp_chainsaw)
+ S_StartSound (player->mo, sfx_sawup);
+
+ newstate = weaponinfo[player->pendingweapon].upstate;
+
+ player->pendingweapon = wp_nochange;
+ player->psprites[ps_weapon].sy = WEAPONBOTTOM;
+
+ P_SetPsprite (player, ps_weapon, newstate);
+}
+
+//
+// P_CheckAmmo
+// Returns true if there is enough ammo to shoot.
+// If not, selects the next weapon to use.
+//
+boolean P_CheckAmmo (player_t* player)
+{
+ ammotype_t ammo;
+ int count;
+
+ ammo = weaponinfo[player->readyweapon].ammo;
+
+ // Minimal amount for one shot varies.
+ if (player->readyweapon == wp_bfg)
+ count = deh_bfg_cells_per_shot;
+ else if (player->readyweapon == wp_supershotgun)
+ count = 2; // Double barrel.
+ else
+ count = 1; // Regular.
+
+ // Some do not need ammunition anyway.
+ // Return if current ammunition sufficient.
+ if (ammo == am_noammo || player->ammo[ammo] >= count)
+ return true;
+
+ // Out of ammo, pick a weapon to change to.
+ // Preferences are set here.
+ do
+ {
+ if (player->weaponowned[wp_plasma]
+ && player->ammo[am_cell]
+ && (gamemode != shareware) )
+ {
+ player->pendingweapon = wp_plasma;
+ }
+ else if (player->weaponowned[wp_supershotgun]
+ && player->ammo[am_shell]>2
+ && (gamemode == commercial) )
+ {
+ player->pendingweapon = wp_supershotgun;
+ }
+ else if (player->weaponowned[wp_chaingun]
+ && player->ammo[am_clip])
+ {
+ player->pendingweapon = wp_chaingun;
+ }
+ else if (player->weaponowned[wp_shotgun]
+ && player->ammo[am_shell])
+ {
+ player->pendingweapon = wp_shotgun;
+ }
+ else if (player->ammo[am_clip])
+ {
+ player->pendingweapon = wp_pistol;
+ }
+ else if (player->weaponowned[wp_chainsaw])
+ {
+ player->pendingweapon = wp_chainsaw;
+ }
+ else if (player->weaponowned[wp_missile]
+ && player->ammo[am_misl])
+ {
+ player->pendingweapon = wp_missile;
+ }
+ else if (player->weaponowned[wp_bfg]
+ && player->ammo[am_cell]>40
+ && (gamemode != shareware) )
+ {
+ player->pendingweapon = wp_bfg;
+ }
+ else
+ {
+ // If everything fails.
+ player->pendingweapon = wp_fist;
+ }
+
+ } while (player->pendingweapon == wp_nochange);
+
+ // Now set appropriate weapon overlay.
+ P_SetPsprite (player,
+ ps_weapon,
+ weaponinfo[player->readyweapon].downstate);
+
+ return false;
+}
+
+
+//
+// P_FireWeapon.
+//
+void P_FireWeapon (player_t* player)
+{
+ statenum_t newstate;
+
+ if (!P_CheckAmmo (player))
+ return;
+
+ P_SetMobjState (player->mo, S_PLAY_ATK1);
+ newstate = weaponinfo[player->readyweapon].atkstate;
+ P_SetPsprite (player, ps_weapon, newstate);
+ P_NoiseAlert (player->mo, player->mo);
+}
+
+
+
+//
+// P_DropWeapon
+// Player died, so put the weapon away.
+//
+void P_DropWeapon (player_t* player)
+{
+ P_SetPsprite (player,
+ ps_weapon,
+ weaponinfo[player->readyweapon].downstate);
+}
+
+
+
+//
+// A_WeaponReady
+// The player can fire the weapon
+// or change to another weapon at this time.
+// Follows after getting weapon up,
+// or after previous attack/fire sequence.
+//
+void
+A_WeaponReady
+( player_t* player,
+ pspdef_t* psp )
+{
+ statenum_t newstate;
+ int angle;
+
+ // get out of attack state
+ if (player->mo->state == &states[S_PLAY_ATK1]
+ || player->mo->state == &states[S_PLAY_ATK2] )
+ {
+ P_SetMobjState (player->mo, S_PLAY);
+ }
+
+ if (player->readyweapon == wp_chainsaw
+ && psp->state == &states[S_SAW])
+ {
+ S_StartSound (player->mo, sfx_sawidl);
+ }
+
+ // check for change
+ // if player is dead, put the weapon away
+ if (player->pendingweapon != wp_nochange || !player->health)
+ {
+ // change weapon
+ // (pending weapon should allready be validated)
+ newstate = weaponinfo[player->readyweapon].downstate;
+ P_SetPsprite (player, ps_weapon, newstate);
+ return;
+ }
+
+ // check for fire
+ // the missile launcher and bfg do not auto fire
+ if (player->cmd.buttons & BT_ATTACK)
+ {
+ if ( !player->attackdown
+ || (player->readyweapon != wp_missile
+ && player->readyweapon != wp_bfg) )
+ {
+ player->attackdown = true;
+ P_FireWeapon (player);
+ return;
+ }
+ }
+ else
+ player->attackdown = false;
+
+ // bob the weapon based on movement speed
+ angle = (128*leveltime)&FINEMASK;
+ psp->sx = FRACUNIT + FixedMul (player->bob, finecosine[angle]);
+ angle &= FINEANGLES/2-1;
+ psp->sy = WEAPONTOP + FixedMul (player->bob, finesine[angle]);
+}
+
+
+
+//
+// A_ReFire
+// The player can re-fire the weapon
+// without lowering it entirely.
+//
+void A_ReFire
+( player_t* player,
+ pspdef_t* psp )
+{
+
+ // check for fire
+ // (if a weaponchange is pending, let it go through instead)
+ if ( (player->cmd.buttons & BT_ATTACK)
+ && player->pendingweapon == wp_nochange
+ && player->health)
+ {
+ player->refire++;
+ P_FireWeapon (player);
+ }
+ else
+ {
+ player->refire = 0;
+ P_CheckAmmo (player);
+ }
+}
+
+
+void
+A_CheckReload
+( player_t* player,
+ pspdef_t* psp )
+{
+ P_CheckAmmo (player);
+#if 0
+ if (player->ammo[am_shell]<2)
+ P_SetPsprite (player, ps_weapon, S_DSNR1);
+#endif
+}
+
+
+
+//
+// A_Lower
+// Lowers current weapon,
+// and changes weapon at bottom.
+//
+void
+A_Lower
+( player_t* player,
+ pspdef_t* psp )
+{
+ psp->sy += LOWERSPEED;
+
+ // Is already down.
+ if (psp->sy < WEAPONBOTTOM )
+ return;
+
+ // Player is dead.
+ if (player->playerstate == PST_DEAD)
+ {
+ psp->sy = WEAPONBOTTOM;
+
+ // don't bring weapon back up
+ return;
+ }
+
+ // The old weapon has been lowered off the screen,
+ // so change the weapon and start raising it
+ if (!player->health)
+ {
+ // Player is dead, so keep the weapon off screen.
+ P_SetPsprite (player, ps_weapon, S_NULL);
+ return;
+ }
+
+ player->readyweapon = player->pendingweapon;
+
+ P_BringUpWeapon (player);
+}
+
+
+//
+// A_Raise
+//
+void
+A_Raise
+( player_t* player,
+ pspdef_t* psp )
+{
+ statenum_t newstate;
+
+ psp->sy -= RAISESPEED;
+
+ if (psp->sy > WEAPONTOP )
+ return;
+
+ psp->sy = WEAPONTOP;
+
+ // The weapon has been raised all the way,
+ // so change to the ready state.
+ newstate = weaponinfo[player->readyweapon].readystate;
+
+ P_SetPsprite (player, ps_weapon, newstate);
+}
+
+
+
+//
+// A_GunFlash
+//
+void
+A_GunFlash
+( player_t* player,
+ pspdef_t* psp )
+{
+ P_SetMobjState (player->mo, S_PLAY_ATK2);
+ P_SetPsprite (player,ps_flash,weaponinfo[player->readyweapon].flashstate);
+}
+
+
+
+//
+// WEAPON ATTACKS
+//
+
+
+//
+// A_Punch
+//
+void
+A_Punch
+( player_t* player,
+ pspdef_t* psp )
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ damage = (P_Random ()%10+1)<<1;
+
+ if (player->powers[pw_strength])
+ damage *= 10;
+
+ angle = player->mo->angle;
+ angle += (P_Random()-P_Random())<<18;
+ slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
+ P_LineAttack (player->mo, angle, MELEERANGE, slope, damage);
+
+ // turn to face target
+ if (linetarget)
+ {
+ S_StartSound (player->mo, sfx_punch);
+ player->mo->angle = R_PointToAngle2 (player->mo->x,
+ player->mo->y,
+ linetarget->x,
+ linetarget->y);
+ }
+}
+
+
+//
+// A_Saw
+//
+void
+A_Saw
+( player_t* player,
+ pspdef_t* psp )
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ damage = 2*(P_Random ()%10+1);
+ angle = player->mo->angle;
+ angle += (P_Random()-P_Random())<<18;
+
+ // use meleerange + 1 se the puff doesn't skip the flash
+ slope = P_AimLineAttack (player->mo, angle, MELEERANGE+1);
+ P_LineAttack (player->mo, angle, MELEERANGE+1, slope, damage);
+
+ if (!linetarget)
+ {
+ S_StartSound (player->mo, sfx_sawful);
+ return;
+ }
+ S_StartSound (player->mo, sfx_sawhit);
+
+ // turn to face target
+ angle = R_PointToAngle2 (player->mo->x, player->mo->y,
+ linetarget->x, linetarget->y);
+ if (angle - player->mo->angle > ANG180)
+ {
+ if ((signed int) (angle - player->mo->angle) < -ANG90/20)
+ player->mo->angle = angle + ANG90/21;
+ else
+ player->mo->angle -= ANG90/20;
+ }
+ else
+ {
+ if (angle - player->mo->angle > ANG90/20)
+ player->mo->angle = angle - ANG90/21;
+ else
+ player->mo->angle += ANG90/20;
+ }
+ player->mo->flags |= MF_JUSTATTACKED;
+}
+
+// Doom does not check the bounds of the ammo array. As a result,
+// it is possible to use an ammo type > 4 that overflows into the
+// maxammo array and affects that instead. Through dehacked, for
+// example, it is possible to make a weapon that decreases the max
+// number of ammo for another weapon. Emulate this.
+
+static void DecreaseAmmo(player_t *player, int ammonum, int amount)
+{
+ if (ammonum < NUMAMMO)
+ {
+ player->ammo[ammonum] -= amount;
+ }
+ else
+ {
+ player->maxammo[ammonum - NUMAMMO] -= amount;
+ }
+}
+
+
+//
+// A_FireMissile
+//
+void
+A_FireMissile
+( player_t* player,
+ pspdef_t* psp )
+{
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
+ P_SpawnPlayerMissile (player->mo, MT_ROCKET);
+}
+
+
+//
+// A_FireBFG
+//
+void
+A_FireBFG
+( player_t* player,
+ pspdef_t* psp )
+{
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo,
+ deh_bfg_cells_per_shot);
+ P_SpawnPlayerMissile (player->mo, MT_BFG);
+}
+
+
+
+//
+// A_FirePlasma
+//
+void
+A_FirePlasma
+( player_t* player,
+ pspdef_t* psp )
+{
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
+
+ P_SetPsprite (player,
+ ps_flash,
+ weaponinfo[player->readyweapon].flashstate+(P_Random ()&1) );
+
+ P_SpawnPlayerMissile (player->mo, MT_PLASMA);
+}
+
+
+
+//
+// P_BulletSlope
+// Sets a slope so a near miss is at aproximately
+// the height of the intended target
+//
+fixed_t bulletslope;
+
+
+void P_BulletSlope (mobj_t* mo)
+{
+ angle_t an;
+
+ // see which target is to be aimed at
+ an = mo->angle;
+ bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+
+ if (!linetarget)
+ {
+ an += 1<<26;
+ bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2<<26;
+ bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+ }
+ }
+}
+
+
+//
+// P_GunShot
+//
+void
+P_GunShot
+( mobj_t* mo,
+ boolean accurate )
+{
+ angle_t angle;
+ int damage;
+
+ damage = 5*(P_Random ()%3+1);
+ angle = mo->angle;
+
+ if (!accurate)
+ angle += (P_Random()-P_Random())<<18;
+
+ P_LineAttack (mo, angle, MISSILERANGE, bulletslope, damage);
+}
+
+
+//
+// A_FirePistol
+//
+void
+A_FirePistol
+( player_t* player,
+ pspdef_t* psp )
+{
+ S_StartSound (player->mo, sfx_pistol);
+
+ P_SetMobjState (player->mo, S_PLAY_ATK2);
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
+
+ P_SetPsprite (player,
+ ps_flash,
+ weaponinfo[player->readyweapon].flashstate);
+
+ P_BulletSlope (player->mo);
+ P_GunShot (player->mo, !player->refire);
+}
+
+
+//
+// A_FireShotgun
+//
+void
+A_FireShotgun
+( player_t* player,
+ pspdef_t* psp )
+{
+ int i;
+
+ S_StartSound (player->mo, sfx_shotgn);
+ P_SetMobjState (player->mo, S_PLAY_ATK2);
+
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
+
+ P_SetPsprite (player,
+ ps_flash,
+ weaponinfo[player->readyweapon].flashstate);
+
+ P_BulletSlope (player->mo);
+
+ for (i=0 ; i<7 ; i++)
+ P_GunShot (player->mo, false);
+}
+
+
+
+//
+// A_FireShotgun2
+//
+void
+A_FireShotgun2
+( player_t* player,
+ pspdef_t* psp )
+{
+ int i;
+ angle_t angle;
+ int damage;
+
+
+ S_StartSound (player->mo, sfx_dshtgn);
+ P_SetMobjState (player->mo, S_PLAY_ATK2);
+
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 2);
+
+ P_SetPsprite (player,
+ ps_flash,
+ weaponinfo[player->readyweapon].flashstate);
+
+ P_BulletSlope (player->mo);
+
+ for (i=0 ; i<20 ; i++)
+ {
+ damage = 5*(P_Random ()%3+1);
+ angle = player->mo->angle;
+ angle += (P_Random()-P_Random())<<19;
+ P_LineAttack (player->mo,
+ angle,
+ MISSILERANGE,
+ bulletslope + ((P_Random()-P_Random())<<5), damage);
+ }
+}
+
+
+//
+// A_FireCGun
+//
+void
+A_FireCGun
+( player_t* player,
+ pspdef_t* psp )
+{
+ S_StartSound (player->mo, sfx_pistol);
+
+ if (!player->ammo[weaponinfo[player->readyweapon].ammo])
+ return;
+
+ P_SetMobjState (player->mo, S_PLAY_ATK2);
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
+
+ P_SetPsprite (player,
+ ps_flash,
+ weaponinfo[player->readyweapon].flashstate
+ + psp->state
+ - &states[S_CHAIN1] );
+
+ P_BulletSlope (player->mo);
+
+ P_GunShot (player->mo, !player->refire);
+}
+
+
+
+//
+// ?
+//
+void A_Light0 (player_t *player, pspdef_t *psp)
+{
+ player->extralight = 0;
+}
+
+void A_Light1 (player_t *player, pspdef_t *psp)
+{
+ player->extralight = 1;
+}
+
+void A_Light2 (player_t *player, pspdef_t *psp)
+{
+ player->extralight = 2;
+}
+
+
+//
+// A_BFGSpray
+// Spawn a BFG explosion on every monster in view
+//
+void A_BFGSpray (mobj_t* mo)
+{
+ int i;
+ int j;
+ int damage;
+ angle_t an;
+
+ // offset angles from its attack angle
+ for (i=0 ; i<40 ; i++)
+ {
+ an = mo->angle - ANG90/2 + ANG90/40*i;
+
+ // mo->target is the originator (player)
+ // of the missile
+ P_AimLineAttack (mo->target, an, 16*64*FRACUNIT);
+
+ if (!linetarget)
+ continue;
+
+ P_SpawnMobj (linetarget->x,
+ linetarget->y,
+ linetarget->z + (linetarget->height>>2),
+ MT_EXTRABFG);
+
+ damage = 0;
+ for (j=0;j<15;j++)
+ damage += (P_Random()&7) + 1;
+
+ P_DamageMobj (linetarget, mo->target,mo->target, damage);
+ }
+}
+
+
+//
+// A_BFGsound
+//
+void
+A_BFGsound
+( player_t* player,
+ pspdef_t* psp )
+{
+ S_StartSound (player->mo, sfx_bfg);
+}
+
+
+
+//
+// P_SetupPsprites
+// Called at start of level for each player.
+//
+void P_SetupPsprites (player_t* player)
+{
+ int i;
+
+ // remove all psprites
+ for (i=0 ; i<NUMPSPRITES ; i++)
+ player->psprites[i].state = NULL;
+
+ // spawn the gun
+ player->pendingweapon = player->readyweapon;
+ P_BringUpWeapon (player);
+}
+
+
+
+
+//
+// P_MovePsprites
+// Called every tic by player thinking routine.
+//
+void P_MovePsprites (player_t* player)
+{
+ int i;
+ pspdef_t* psp;
+ state_t* state;
+
+ psp = &player->psprites[0];
+ for (i=0 ; i<NUMPSPRITES ; i++, psp++)
+ {
+ // a null state means not active
+ if ( (state = psp->state) )
+ {
+ // drop tic count and possibly change state
+
+ // a -1 tic count never changes
+ if (psp->tics != -1)
+ {
+ psp->tics--;
+ if (!psp->tics)
+ P_SetPsprite (player, i, psp->state->nextstate);
+ }
+ }
+ }
+
+ player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
+ player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
+}
+
+
diff --git a/src/strife/p_pspr.h b/src/strife/p_pspr.h
new file mode 100644
index 00000000..1ae7433b
--- /dev/null
+++ b/src/strife/p_pspr.h
@@ -0,0 +1,79 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Sprite animation.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_PSPR__
+#define __P_PSPR__
+
+// Basic data types.
+// Needs fixed point, and BAM angles.
+#include "m_fixed.h"
+#include "tables.h"
+
+
+//
+// Needs to include the precompiled
+// sprite animation tables.
+// Header generated by multigen utility.
+// This includes all the data for thing animation,
+// i.e. the Thing Atrributes table
+// and the Frame Sequence table.
+#include "info.h"
+
+
+
+//
+// Frame flags:
+// handles maximum brightness (torches, muzzle flare, light sources)
+//
+#define FF_FULLBRIGHT 0x8000 // flag in thing->frame
+#define FF_FRAMEMASK 0x7fff
+
+
+
+//
+// Overlay psprites are scaled shapes
+// drawn directly on the view screen,
+// coordinates are given for a 320*200 view screen.
+//
+typedef enum
+{
+ ps_weapon,
+ ps_flash,
+ NUMPSPRITES
+
+} psprnum_t;
+
+typedef struct
+{
+ state_t* state; // a NULL state means not active
+ int tics;
+ fixed_t sx;
+ fixed_t sy;
+
+} pspdef_t;
+
+#endif
diff --git a/src/strife/p_saveg.c b/src/strife/p_saveg.c
new file mode 100644
index 00000000..e557e494
--- /dev/null
+++ b/src/strife/p_saveg.c
@@ -0,0 +1,1880 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Archiving: SaveGame I/O.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "dstrings.h"
+#include "deh_main.h"
+#include "i_system.h"
+#include "z_zone.h"
+#include "p_local.h"
+#include "p_saveg.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+#define SAVEGAME_EOF 0x1d
+#define VERSIONSIZE 16
+
+FILE *save_stream;
+int savegamelength;
+
+// Get the filename of a temporary file to write the savegame to. After
+// the file has been successfully saved, it will be renamed to the
+// real file.
+
+char *P_TempSaveGameFile(void)
+{
+ static char *filename = NULL;
+
+ if (filename == NULL)
+ {
+ filename = malloc(strlen(savegamedir) + 32);
+ }
+
+ sprintf(filename, "%stemp.dsg", savegamedir);
+
+ return filename;
+}
+
+// Get the filename of the save game file to use for the specified slot.
+
+char *P_SaveGameFile(int slot)
+{
+ static char *filename = NULL;
+ char basename[32];
+
+ if (filename == NULL)
+ {
+ filename = malloc(strlen(savegamedir) + 32);
+ }
+
+ sprintf(basename, DEH_String(SAVEGAMENAME "%d.dsg"), slot);
+
+ sprintf(filename, "%s%s", savegamedir, basename);
+
+ return filename;
+}
+
+// Endian-safe integer read/write functions
+
+static byte saveg_read8(void)
+{
+ byte result;
+
+ fread(&result, 1, 1, save_stream);
+
+ return result;
+}
+
+static void saveg_write8(byte value)
+{
+ fwrite(&value, 1, 1, save_stream);
+}
+
+static short saveg_read16(void)
+{
+ int result;
+
+ result = saveg_read8();
+ result |= saveg_read8() << 8;
+
+ return result;
+}
+
+static void saveg_write16(short value)
+{
+ saveg_write8(value & 0xff);
+ saveg_write8((value >> 8) & 0xff);
+}
+
+static int saveg_read32(void)
+{
+ int result;
+
+ result = saveg_read8();
+ result |= saveg_read8() << 8;
+ result |= saveg_read8() << 16;
+ result |= saveg_read8() << 24;
+
+ return result;
+}
+
+static void saveg_write32(int value)
+{
+ saveg_write8(value & 0xff);
+ saveg_write8((value >> 8) & 0xff);
+ saveg_write8((value >> 16) & 0xff);
+ saveg_write8((value >> 24) & 0xff);
+}
+
+// Pad to 4-byte boundaries
+
+static void saveg_read_pad(void)
+{
+ unsigned long pos;
+ int padding;
+ int i;
+
+ pos = ftell(save_stream);
+
+ padding = (4 - (pos & 3)) & 3;
+
+ for (i=0; i<padding; ++i)
+ {
+ saveg_read8();
+ }
+}
+
+static void saveg_write_pad(void)
+{
+ unsigned long pos;
+ int padding;
+ int i;
+
+ pos = ftell(save_stream);
+
+ padding = (4 - (pos & 3)) & 3;
+
+ for (i=0; i<padding; ++i)
+ {
+ saveg_write8(0);
+ }
+}
+
+
+// Pointers
+
+static void *saveg_readp(void)
+{
+ return (void *) saveg_read32();
+}
+
+static void saveg_writep(void *p)
+{
+ saveg_write32((int) p);
+}
+
+// Enum values are 32-bit integers.
+
+#define saveg_read_enum saveg_read32
+#define saveg_write_enum saveg_write32
+
+//
+// Structure read/write functions
+//
+
+//
+// mapthing_t
+//
+
+static void saveg_read_mapthing_t(mapthing_t *str)
+{
+ // short x;
+ str->x = saveg_read16();
+
+ // short y;
+ str->y = saveg_read16();
+
+ // short angle;
+ str->angle = saveg_read16();
+
+ // short type;
+ str->type = saveg_read16();
+
+ // short options;
+ str->options = saveg_read16();
+}
+
+static void saveg_write_mapthing_t(mapthing_t *str)
+{
+ // short x;
+ saveg_write16(str->x);
+
+ // short y;
+ saveg_write16(str->y);
+
+ // short angle;
+ saveg_write16(str->angle);
+
+ // short type;
+ saveg_write16(str->type);
+
+ // short options;
+ saveg_write16(str->options);
+}
+
+//
+// actionf_t
+//
+
+static void saveg_read_actionf_t(actionf_t *str)
+{
+ // actionf_p1 acp1;
+ str->acp1 = saveg_readp();
+}
+
+static void saveg_write_actionf_t(actionf_t *str)
+{
+ // actionf_p1 acp1;
+ saveg_writep(str->acp1);
+}
+
+//
+// think_t
+//
+// This is just an actionf_t.
+//
+
+#define saveg_read_think_t saveg_read_actionf_t
+#define saveg_write_think_t saveg_write_actionf_t
+
+//
+// thinker_t
+//
+
+static void saveg_read_thinker_t(thinker_t *str)
+{
+ // struct thinker_s* prev;
+ str->prev = saveg_readp();
+
+ // struct thinker_s* next;
+ str->next = saveg_readp();
+
+ // think_t function;
+ saveg_read_think_t(&str->function);
+}
+
+static void saveg_write_thinker_t(thinker_t *str)
+{
+ // struct thinker_s* prev;
+ saveg_writep(str->prev);
+
+ // struct thinker_s* next;
+ saveg_writep(str->next);
+
+ // think_t function;
+ saveg_write_think_t(&str->function);
+}
+
+//
+// mobj_t
+//
+
+static void saveg_read_mobj_t(mobj_t *str)
+{
+ int pl;
+
+ // thinker_t thinker;
+ saveg_read_thinker_t(&str->thinker);
+
+ // fixed_t x;
+ str->x = saveg_read32();
+
+ // fixed_t y;
+ str->y = saveg_read32();
+
+ // fixed_t z;
+ str->z = saveg_read32();
+
+ // struct mobj_s* snext;
+ str->snext = saveg_readp();
+
+ // struct mobj_s* sprev;
+ str->sprev = saveg_readp();
+
+ // angle_t angle;
+ str->angle = saveg_read32();
+
+ // spritenum_t sprite;
+ str->sprite = saveg_read_enum();
+
+ // int frame;
+ str->frame = saveg_read32();
+
+ // struct mobj_s* bnext;
+ str->bnext = saveg_readp();
+
+ // struct mobj_s* bprev;
+ str->bprev = saveg_readp();
+
+ // struct subsector_s* subsector;
+ str->subsector = saveg_readp();
+
+ // fixed_t floorz;
+ str->floorz = saveg_read32();
+
+ // fixed_t ceilingz;
+ str->ceilingz = saveg_read32();
+
+ // fixed_t radius;
+ str->radius = saveg_read32();
+
+ // fixed_t height;
+ str->height = saveg_read32();
+
+ // fixed_t momx;
+ str->momx = saveg_read32();
+
+ // fixed_t momy;
+ str->momy = saveg_read32();
+
+ // fixed_t momz;
+ str->momz = saveg_read32();
+
+ // int validcount;
+ str->validcount = saveg_read32();
+
+ // mobjtype_t type;
+ str->type = saveg_read_enum();
+
+ // mobjinfo_t* info;
+ str->info = saveg_readp();
+
+ // int tics;
+ str->tics = saveg_read32();
+
+ // state_t* state;
+ str->state = &states[saveg_read32()];
+
+ // int flags;
+ str->flags = saveg_read32();
+
+ // int health;
+ str->health = saveg_read32();
+
+ // int movedir;
+ str->movedir = saveg_read32();
+
+ // int movecount;
+ str->movecount = saveg_read32();
+
+ // struct mobj_s* target;
+ str->target = saveg_readp();
+
+ // int reactiontime;
+ str->reactiontime = saveg_read32();
+
+ // int threshold;
+ str->threshold = saveg_read32();
+
+ // struct player_s* player;
+ pl = saveg_read32();
+
+ if (pl > 0)
+ {
+ str->player = &players[pl - 1];
+ str->player->mo = str;
+ }
+ else
+ {
+ str->player = NULL;
+ }
+
+ // int lastlook;
+ str->lastlook = saveg_read32();
+
+ // mapthing_t spawnpoint;
+ saveg_read_mapthing_t(&str->spawnpoint);
+
+ // struct mobj_s* tracer;
+ str->tracer = saveg_readp();
+}
+
+static void saveg_write_mobj_t(mobj_t *str)
+{
+ // thinker_t thinker;
+ saveg_write_thinker_t(&str->thinker);
+
+ // fixed_t x;
+ saveg_write32(str->x);
+
+ // fixed_t y;
+ saveg_write32(str->y);
+
+ // fixed_t z;
+ saveg_write32(str->z);
+
+ // struct mobj_s* snext;
+ saveg_writep(str->snext);
+
+ // struct mobj_s* sprev;
+ saveg_writep(str->sprev);
+
+ // angle_t angle;
+ saveg_write32(str->angle);
+
+ // spritenum_t sprite;
+ saveg_write_enum(str->sprite);
+
+ // int frame;
+ saveg_write32(str->frame);
+
+ // struct mobj_s* bnext;
+ saveg_writep(str->bnext);
+
+ // struct mobj_s* bprev;
+ saveg_writep(str->bprev);
+
+ // struct subsector_s* subsector;
+ saveg_writep(str->subsector);
+
+ // fixed_t floorz;
+ saveg_write32(str->floorz);
+
+ // fixed_t ceilingz;
+ saveg_write32(str->ceilingz);
+
+ // fixed_t radius;
+ saveg_write32(str->radius);
+
+ // fixed_t height;
+ saveg_write32(str->height);
+
+ // fixed_t momx;
+ saveg_write32(str->momx);
+
+ // fixed_t momy;
+ saveg_write32(str->momy);
+
+ // fixed_t momz;
+ saveg_write32(str->momz);
+
+ // int validcount;
+ saveg_write32(str->validcount);
+
+ // mobjtype_t type;
+ saveg_write_enum(str->type);
+
+ // mobjinfo_t* info;
+ saveg_writep(str->info);
+
+ // int tics;
+ saveg_write32(str->tics);
+
+ // state_t* state;
+ saveg_write32(str->state - states);
+
+ // int flags;
+ saveg_write32(str->flags);
+
+ // int health;
+ saveg_write32(str->health);
+
+ // int movedir;
+ saveg_write32(str->movedir);
+
+ // int movecount;
+ saveg_write32(str->movecount);
+
+ // struct mobj_s* target;
+ saveg_writep(str->target);
+
+ // int reactiontime;
+ saveg_write32(str->reactiontime);
+
+ // int threshold;
+ saveg_write32(str->threshold);
+
+ // struct player_s* player;
+ if (str->player)
+ {
+ saveg_write32(str->player - players + 1);
+ }
+ else
+ {
+ saveg_write32(0);
+ }
+
+ // int lastlook;
+ saveg_write32(str->lastlook);
+
+ // mapthing_t spawnpoint;
+ saveg_write_mapthing_t(&str->spawnpoint);
+
+ // struct mobj_s* tracer;
+ saveg_writep(str->tracer);
+}
+
+
+//
+// ticcmd_t
+//
+
+static void saveg_read_ticcmd_t(ticcmd_t *str)
+{
+
+ // signed char forwardmove;
+ str->forwardmove = saveg_read8();
+
+ // signed char sidemove;
+ str->sidemove = saveg_read8();
+
+ // short angleturn;
+ str->angleturn = saveg_read16();
+
+ // short consistancy;
+ str->consistancy = saveg_read16();
+
+ // byte chatchar;
+ str->chatchar = saveg_read8();
+
+ // byte buttons;
+ str->buttons = saveg_read8();
+}
+
+static void saveg_write_ticcmd_t(ticcmd_t *str)
+{
+
+ // signed char forwardmove;
+ saveg_write8(str->forwardmove);
+
+ // signed char sidemove;
+ saveg_write8(str->sidemove);
+
+ // short angleturn;
+ saveg_write16(str->angleturn);
+
+ // short consistancy;
+ saveg_write16(str->consistancy);
+
+ // byte chatchar;
+ saveg_write8(str->chatchar);
+
+ // byte buttons;
+ saveg_write8(str->buttons);
+}
+
+//
+// pspdef_t
+//
+
+static void saveg_read_pspdef_t(pspdef_t *str)
+{
+ int state;
+
+ // state_t* state;
+ state = saveg_read32();
+
+ if (state > 0)
+ {
+ str->state = &states[state];
+ }
+ else
+ {
+ str->state = NULL;
+ }
+
+ // int tics;
+ str->tics = saveg_read32();
+
+ // fixed_t sx;
+ str->sx = saveg_read32();
+
+ // fixed_t sy;
+ str->sy = saveg_read32();
+}
+
+static void saveg_write_pspdef_t(pspdef_t *str)
+{
+ // state_t* state;
+ if (str->state)
+ {
+ saveg_write32(str->state - states);
+ }
+ else
+ {
+ saveg_write32(0);
+ }
+
+ // int tics;
+ saveg_write32(str->tics);
+
+ // fixed_t sx;
+ saveg_write32(str->sx);
+
+ // fixed_t sy;
+ saveg_write32(str->sy);
+}
+
+//
+// player_t
+//
+
+static void saveg_read_player_t(player_t *str)
+{
+ int i;
+
+ // mobj_t* mo;
+ str->mo = saveg_readp();
+
+ // playerstate_t playerstate;
+ str->playerstate = saveg_read_enum();
+
+ // ticcmd_t cmd;
+ saveg_read_ticcmd_t(&str->cmd);
+
+ // fixed_t viewz;
+ str->viewz = saveg_read32();
+
+ // fixed_t viewheight;
+ str->viewheight = saveg_read32();
+
+ // fixed_t deltaviewheight;
+ str->deltaviewheight = saveg_read32();
+
+ // fixed_t bob;
+ str->bob = saveg_read32();
+
+ // int health;
+ str->health = saveg_read32();
+
+ // int armorpoints;
+ str->armorpoints = saveg_read32();
+
+ // int armortype;
+ str->armortype = saveg_read32();
+
+ // int powers[NUMPOWERS];
+ for (i=0; i<NUMPOWERS; ++i)
+ {
+ str->powers[i] = saveg_read32();
+ }
+
+ // boolean cards[NUMCARDS];
+ for (i=0; i<NUMCARDS; ++i)
+ {
+ str->cards[i] = saveg_read32();
+ }
+
+ // boolean backpack;
+ str->backpack = saveg_read32();
+
+ // int frags[MAXPLAYERS];
+ for (i=0; i<MAXPLAYERS; ++i)
+ {
+ str->frags[i] = saveg_read32();
+ }
+
+ // weapontype_t readyweapon;
+ str->readyweapon = saveg_read_enum();
+
+ // weapontype_t pendingweapon;
+ str->pendingweapon = saveg_read_enum();
+
+ // boolean weaponowned[NUMWEAPONS];
+ for (i=0; i<NUMWEAPONS; ++i)
+ {
+ str->weaponowned[i] = saveg_read32();
+ }
+
+ // int ammo[NUMAMMO];
+ for (i=0; i<NUMAMMO; ++i)
+ {
+ str->ammo[i] = saveg_read32();
+ }
+
+ // int maxammo[NUMAMMO];
+ for (i=0; i<NUMAMMO; ++i)
+ {
+ str->maxammo[i] = saveg_read32();
+ }
+
+ // int attackdown;
+ str->attackdown = saveg_read32();
+
+ // int usedown;
+ str->usedown = saveg_read32();
+
+ // int cheats;
+ str->cheats = saveg_read32();
+
+ // int refire;
+ str->refire = saveg_read32();
+
+ // int killcount;
+ str->killcount = saveg_read32();
+
+ // int itemcount;
+ str->itemcount = saveg_read32();
+
+ // int secretcount;
+ str->secretcount = saveg_read32();
+
+ // char* message;
+ str->message = saveg_readp();
+
+ // int damagecount;
+ str->damagecount = saveg_read32();
+
+ // int bonuscount;
+ str->bonuscount = saveg_read32();
+
+ // mobj_t* attacker;
+ str->attacker = saveg_readp();
+
+ // int extralight;
+ str->extralight = saveg_read32();
+
+ // int fixedcolormap;
+ str->fixedcolormap = saveg_read32();
+
+ // int colormap;
+ str->colormap = saveg_read32();
+
+ // pspdef_t psprites[NUMPSPRITES];
+ for (i=0; i<NUMPSPRITES; ++i)
+ {
+ saveg_read_pspdef_t(&str->psprites[i]);
+ }
+
+ // boolean didsecret;
+ str->didsecret = saveg_read32();
+}
+
+static void saveg_write_player_t(player_t *str)
+{
+ int i;
+
+ // mobj_t* mo;
+ saveg_writep(str->mo);
+
+ // playerstate_t playerstate;
+ saveg_write_enum(str->playerstate);
+
+ // ticcmd_t cmd;
+ saveg_write_ticcmd_t(&str->cmd);
+
+ // fixed_t viewz;
+ saveg_write32(str->viewz);
+
+ // fixed_t viewheight;
+ saveg_write32(str->viewheight);
+
+ // fixed_t deltaviewheight;
+ saveg_write32(str->deltaviewheight);
+
+ // fixed_t bob;
+ saveg_write32(str->bob);
+
+ // int health;
+ saveg_write32(str->health);
+
+ // int armorpoints;
+ saveg_write32(str->armorpoints);
+
+ // int armortype;
+ saveg_write32(str->armortype);
+
+ // int powers[NUMPOWERS];
+ for (i=0; i<NUMPOWERS; ++i)
+ {
+ saveg_write32(str->powers[i]);
+ }
+
+ // boolean cards[NUMCARDS];
+ for (i=0; i<NUMCARDS; ++i)
+ {
+ saveg_write32(str->cards[i]);
+ }
+
+ // boolean backpack;
+ saveg_write32(str->backpack);
+
+ // int frags[MAXPLAYERS];
+ for (i=0; i<MAXPLAYERS; ++i)
+ {
+ saveg_write32(str->frags[i]);
+ }
+
+ // weapontype_t readyweapon;
+ saveg_write_enum(str->readyweapon);
+
+ // weapontype_t pendingweapon;
+ saveg_write_enum(str->pendingweapon);
+
+ // boolean weaponowned[NUMWEAPONS];
+ for (i=0; i<NUMWEAPONS; ++i)
+ {
+ saveg_write32(str->weaponowned[i]);
+ }
+
+ // int ammo[NUMAMMO];
+ for (i=0; i<NUMAMMO; ++i)
+ {
+ saveg_write32(str->ammo[i]);
+ }
+
+ // int maxammo[NUMAMMO];
+ for (i=0; i<NUMAMMO; ++i)
+ {
+ saveg_write32(str->maxammo[i]);
+ }
+
+ // int attackdown;
+ saveg_write32(str->attackdown);
+
+ // int usedown;
+ saveg_write32(str->usedown);
+
+ // int cheats;
+ saveg_write32(str->cheats);
+
+ // int refire;
+ saveg_write32(str->refire);
+
+ // int killcount;
+ saveg_write32(str->killcount);
+
+ // int itemcount;
+ saveg_write32(str->itemcount);
+
+ // int secretcount;
+ saveg_write32(str->secretcount);
+
+ // char* message;
+ saveg_writep(str->message);
+
+ // int damagecount;
+ saveg_write32(str->damagecount);
+
+ // int bonuscount;
+ saveg_write32(str->bonuscount);
+
+ // mobj_t* attacker;
+ saveg_writep(str->attacker);
+
+ // int extralight;
+ saveg_write32(str->extralight);
+
+ // int fixedcolormap;
+ saveg_write32(str->fixedcolormap);
+
+ // int colormap;
+ saveg_write32(str->colormap);
+
+ // pspdef_t psprites[NUMPSPRITES];
+ for (i=0; i<NUMPSPRITES; ++i)
+ {
+ saveg_write_pspdef_t(&str->psprites[i]);
+ }
+
+ // boolean didsecret;
+ saveg_write32(str->didsecret);
+}
+
+
+//
+// ceiling_t
+//
+
+static void saveg_read_ceiling_t(ceiling_t *str)
+{
+ int sector;
+
+ // thinker_t thinker;
+ saveg_read_thinker_t(&str->thinker);
+
+ // ceiling_e type;
+ str->type = saveg_read_enum();
+
+ // sector_t* sector;
+ sector = saveg_read32();
+ str->sector = &sectors[sector];
+
+ // fixed_t bottomheight;
+ str->bottomheight = saveg_read32();
+
+ // fixed_t topheight;
+ str->topheight = saveg_read32();
+
+ // fixed_t speed;
+ str->speed = saveg_read32();
+
+ // boolean crush;
+ str->crush = saveg_read32();
+
+ // int direction;
+ str->direction = saveg_read32();
+
+ // int tag;
+ str->tag = saveg_read32();
+
+ // int olddirection;
+ str->olddirection = saveg_read32();
+}
+
+static void saveg_write_ceiling_t(ceiling_t *str)
+{
+ // thinker_t thinker;
+ saveg_write_thinker_t(&str->thinker);
+
+ // ceiling_e type;
+ saveg_write_enum(str->type);
+
+ // sector_t* sector;
+ saveg_write32(str->sector - sectors);
+
+ // fixed_t bottomheight;
+ saveg_write32(str->bottomheight);
+
+ // fixed_t topheight;
+ saveg_write32(str->topheight);
+
+ // fixed_t speed;
+ saveg_write32(str->speed);
+
+ // boolean crush;
+ saveg_write32(str->crush);
+
+ // int direction;
+ saveg_write32(str->direction);
+
+ // int tag;
+ saveg_write32(str->tag);
+
+ // int olddirection;
+ saveg_write32(str->olddirection);
+}
+
+//
+// vldoor_t
+//
+
+static void saveg_read_vldoor_t(vldoor_t *str)
+{
+ int sector;
+
+ // thinker_t thinker;
+ saveg_read_thinker_t(&str->thinker);
+
+ // vldoor_e type;
+ str->type = saveg_read_enum();
+
+ // sector_t* sector;
+ sector = saveg_read32();
+ str->sector = &sectors[sector];
+
+ // fixed_t topheight;
+ str->topheight = saveg_read32();
+
+ // fixed_t speed;
+ str->speed = saveg_read32();
+
+ // int direction;
+ str->direction = saveg_read32();
+
+ // int topwait;
+ str->topwait = saveg_read32();
+
+ // int topcountdown;
+ str->topcountdown = saveg_read32();
+}
+
+static void saveg_write_vldoor_t(vldoor_t *str)
+{
+ // thinker_t thinker;
+ saveg_write_thinker_t(&str->thinker);
+
+ // vldoor_e type;
+ saveg_write_enum(str->type);
+
+ // sector_t* sector;
+ saveg_write32(str->sector - sectors);
+
+ // fixed_t topheight;
+ saveg_write32(str->topheight);
+
+ // fixed_t speed;
+ saveg_write32(str->speed);
+
+ // int direction;
+ saveg_write32(str->direction);
+
+ // int topwait;
+ saveg_write32(str->topwait);
+
+ // int topcountdown;
+ saveg_write32(str->topcountdown);
+}
+
+//
+// floormove_t
+//
+
+static void saveg_read_floormove_t(floormove_t *str)
+{
+ int sector;
+
+ // thinker_t thinker;
+ saveg_read_thinker_t(&str->thinker);
+
+ // floor_e type;
+ str->type = saveg_read_enum();
+
+ // boolean crush;
+ str->crush = saveg_read32();
+
+ // sector_t* sector;
+ sector = saveg_read32();
+ str->sector = &sectors[sector];
+
+ // int direction;
+ str->direction = saveg_read32();
+
+ // int newspecial;
+ str->newspecial = saveg_read32();
+
+ // short texture;
+ str->texture = saveg_read16();
+
+ // fixed_t floordestheight;
+ str->floordestheight = saveg_read32();
+
+ // fixed_t speed;
+ str->speed = saveg_read32();
+}
+
+static void saveg_write_floormove_t(floormove_t *str)
+{
+ // thinker_t thinker;
+ saveg_write_thinker_t(&str->thinker);
+
+ // floor_e type;
+ saveg_write_enum(str->type);
+
+ // boolean crush;
+ saveg_write32(str->crush);
+
+ // sector_t* sector;
+ saveg_write32(str->sector - sectors);
+
+ // int direction;
+ saveg_write32(str->direction);
+
+ // int newspecial;
+ saveg_write32(str->newspecial);
+
+ // short texture;
+ saveg_write16(str->texture);
+
+ // fixed_t floordestheight;
+ saveg_write32(str->floordestheight);
+
+ // fixed_t speed;
+ saveg_write32(str->speed);
+}
+
+//
+// plat_t
+//
+
+static void saveg_read_plat_t(plat_t *str)
+{
+ int sector;
+
+ // thinker_t thinker;
+ saveg_read_thinker_t(&str->thinker);
+
+ // sector_t* sector;
+ sector = saveg_read32();
+ str->sector = &sectors[sector];
+
+ // fixed_t speed;
+ str->speed = saveg_read32();
+
+ // fixed_t low;
+ str->low = saveg_read32();
+
+ // fixed_t high;
+ str->high = saveg_read32();
+
+ // int wait;
+ str->wait = saveg_read32();
+
+ // int count;
+ str->count = saveg_read32();
+
+ // plat_e status;
+ str->status = saveg_read_enum();
+
+ // plat_e oldstatus;
+ str->oldstatus = saveg_read_enum();
+
+ // boolean crush;
+ str->crush = saveg_read32();
+
+ // int tag;
+ str->tag = saveg_read32();
+
+ // plattype_e type;
+ str->type = saveg_read_enum();
+}
+
+static void saveg_write_plat_t(plat_t *str)
+{
+ // thinker_t thinker;
+ saveg_write_thinker_t(&str->thinker);
+
+ // sector_t* sector;
+ saveg_write32(str->sector - sectors);
+
+ // fixed_t speed;
+ saveg_write32(str->speed);
+
+ // fixed_t low;
+ saveg_write32(str->low);
+
+ // fixed_t high;
+ saveg_write32(str->high);
+
+ // int wait;
+ saveg_write32(str->wait);
+
+ // int count;
+ saveg_write32(str->count);
+
+ // plat_e status;
+ saveg_write_enum(str->status);
+
+ // plat_e oldstatus;
+ saveg_write_enum(str->oldstatus);
+
+ // boolean crush;
+ saveg_write32(str->crush);
+
+ // int tag;
+ saveg_write32(str->tag);
+
+ // plattype_e type;
+ saveg_write_enum(str->type);
+}
+
+//
+// lightflash_t
+//
+
+static void saveg_read_lightflash_t(lightflash_t *str)
+{
+ int sector;
+
+ // thinker_t thinker;
+ saveg_read_thinker_t(&str->thinker);
+
+ // sector_t* sector;
+ sector = saveg_read32();
+ str->sector = &sectors[sector];
+
+ // int count;
+ str->count = saveg_read32();
+
+ // int maxlight;
+ str->maxlight = saveg_read32();
+
+ // int minlight;
+ str->minlight = saveg_read32();
+
+ // int maxtime;
+ str->maxtime = saveg_read32();
+
+ // int mintime;
+ str->mintime = saveg_read32();
+}
+
+static void saveg_write_lightflash_t(lightflash_t *str)
+{
+ // thinker_t thinker;
+ saveg_write_thinker_t(&str->thinker);
+
+ // sector_t* sector;
+ saveg_write32(str->sector - sectors);
+
+ // int count;
+ saveg_write32(str->count);
+
+ // int maxlight;
+ saveg_write32(str->maxlight);
+
+ // int minlight;
+ saveg_write32(str->minlight);
+
+ // int maxtime;
+ saveg_write32(str->maxtime);
+
+ // int mintime;
+ saveg_write32(str->mintime);
+}
+
+//
+// strobe_t
+//
+
+static void saveg_read_strobe_t(strobe_t *str)
+{
+ int sector;
+
+ // thinker_t thinker;
+ saveg_read_thinker_t(&str->thinker);
+
+ // sector_t* sector;
+ sector = saveg_read32();
+ str->sector = &sectors[sector];
+
+ // int count;
+ str->count = saveg_read32();
+
+ // int minlight;
+ str->minlight = saveg_read32();
+
+ // int maxlight;
+ str->maxlight = saveg_read32();
+
+ // int darktime;
+ str->darktime = saveg_read32();
+
+ // int brighttime;
+ str->brighttime = saveg_read32();
+}
+
+static void saveg_write_strobe_t(strobe_t *str)
+{
+ // thinker_t thinker;
+ saveg_write_thinker_t(&str->thinker);
+
+ // sector_t* sector;
+ saveg_write32(str->sector - sectors);
+
+ // int count;
+ saveg_write32(str->count);
+
+ // int minlight;
+ saveg_write32(str->minlight);
+
+ // int maxlight;
+ saveg_write32(str->maxlight);
+
+ // int darktime;
+ saveg_write32(str->darktime);
+
+ // int brighttime;
+ saveg_write32(str->brighttime);
+}
+
+//
+// glow_t
+//
+
+static void saveg_read_glow_t(glow_t *str)
+{
+ int sector;
+
+ // thinker_t thinker;
+ saveg_read_thinker_t(&str->thinker);
+
+ // sector_t* sector;
+ sector = saveg_read32();
+ str->sector = &sectors[sector];
+
+ // int minlight;
+ str->minlight = saveg_read32();
+
+ // int maxlight;
+ str->maxlight = saveg_read32();
+
+ // int direction;
+ str->direction = saveg_read32();
+}
+
+static void saveg_write_glow_t(glow_t *str)
+{
+ // thinker_t thinker;
+ saveg_write_thinker_t(&str->thinker);
+
+ // sector_t* sector;
+ saveg_write32(str->sector - sectors);
+
+ // int minlight;
+ saveg_write32(str->minlight);
+
+ // int maxlight;
+ saveg_write32(str->maxlight);
+
+ // int direction;
+ saveg_write32(str->direction);
+}
+
+//
+// Write the header for a savegame
+//
+
+void P_WriteSaveGameHeader(char *description)
+{
+ char name[VERSIONSIZE];
+ int i;
+
+ for (i=0; description[i] != '\0'; ++i)
+ saveg_write8(description[i]);
+ for (; i<SAVESTRINGSIZE; ++i)
+ saveg_write8(0);
+
+ memset (name,0,sizeof(name));
+ sprintf (name,"version %i",DOOM_VERSION);
+
+ for (i=0; i<VERSIONSIZE; ++i)
+ saveg_write8(name[i]);
+
+ saveg_write8(gameskill);
+ saveg_write8(gameepisode);
+ saveg_write8(gamemap);
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ saveg_write8(playeringame[i]);
+
+ saveg_write8((leveltime >> 16) & 0xff);
+ saveg_write8((leveltime >> 8) & 0xff);
+ saveg_write8(leveltime & 0xff);
+}
+
+//
+// Read the header for a savegame
+//
+
+boolean P_ReadSaveGameHeader(void)
+{
+ int i;
+ byte a, b, c;
+ char vcheck[VERSIONSIZE];
+ char read_vcheck[VERSIONSIZE];
+
+ // skip the description field
+
+ for (i=0; i<SAVESTRINGSIZE; ++i)
+ saveg_read8();
+
+ for (i=0; i<VERSIONSIZE; ++i)
+ read_vcheck[i] = saveg_read8();
+
+ memset (vcheck,0,sizeof(vcheck));
+ sprintf (vcheck,"version %i",DOOM_VERSION);
+ if (strcmp(read_vcheck, vcheck) != 0)
+ return false; // bad version
+
+ gameskill = saveg_read8();
+ gameepisode = saveg_read8();
+ gamemap = saveg_read8();
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ playeringame[i] = saveg_read8();
+
+ // get the times
+ a = saveg_read8();
+ b = saveg_read8();
+ c = saveg_read8();
+ leveltime = (a<<16) + (b<<8) + c;
+
+ return true;
+}
+
+//
+// Read the end of file marker. Returns true if read successfully.
+//
+
+boolean P_ReadSaveGameEOF(void)
+{
+ int value;
+
+ value = saveg_read8();
+
+ return value == SAVEGAME_EOF;
+}
+
+//
+// Write the end of file marker
+//
+
+void P_WriteSaveGameEOF(void)
+{
+ saveg_write8(SAVEGAME_EOF);
+}
+
+//
+// P_ArchivePlayers
+//
+void P_ArchivePlayers (void)
+{
+ int i;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (!playeringame[i])
+ continue;
+
+ saveg_write_pad();
+
+ saveg_write_player_t(&players[i]);
+ }
+}
+
+
+
+//
+// P_UnArchivePlayers
+//
+void P_UnArchivePlayers (void)
+{
+ int i;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (!playeringame[i])
+ continue;
+
+ saveg_read_pad();
+
+ saveg_read_player_t(&players[i]);
+
+ // will be set when unarc thinker
+ players[i].mo = NULL;
+ players[i].message = NULL;
+ players[i].attacker = NULL;
+ }
+}
+
+
+//
+// P_ArchiveWorld
+//
+void P_ArchiveWorld (void)
+{
+ int i;
+ int j;
+ sector_t* sec;
+ line_t* li;
+ side_t* si;
+
+ // do sectors
+ for (i=0, sec = sectors ; i<numsectors ; i++,sec++)
+ {
+ saveg_write16(sec->floorheight >> FRACBITS);
+ saveg_write16(sec->ceilingheight >> FRACBITS);
+ saveg_write16(sec->floorpic);
+ saveg_write16(sec->ceilingpic);
+ saveg_write16(sec->lightlevel);
+ saveg_write16(sec->special); // needed?
+ saveg_write16(sec->tag); // needed?
+ }
+
+
+ // do lines
+ for (i=0, li = lines ; i<numlines ; i++,li++)
+ {
+ saveg_write16(li->flags);
+ saveg_write16(li->special);
+ saveg_write16(li->tag);
+ for (j=0 ; j<2 ; j++)
+ {
+ if (li->sidenum[j] == -1)
+ continue;
+
+ si = &sides[li->sidenum[j]];
+
+ saveg_write16(si->textureoffset >> FRACBITS);
+ saveg_write16(si->rowoffset >> FRACBITS);
+ saveg_write16(si->toptexture);
+ saveg_write16(si->bottomtexture);
+ saveg_write16(si->midtexture);
+ }
+ }
+}
+
+
+
+//
+// P_UnArchiveWorld
+//
+void P_UnArchiveWorld (void)
+{
+ int i;
+ int j;
+ sector_t* sec;
+ line_t* li;
+ side_t* si;
+
+ // do sectors
+ for (i=0, sec = sectors ; i<numsectors ; i++,sec++)
+ {
+ sec->floorheight = saveg_read16() << FRACBITS;
+ sec->ceilingheight = saveg_read16() << FRACBITS;
+ sec->floorpic = saveg_read16();
+ sec->ceilingpic = saveg_read16();
+ sec->lightlevel = saveg_read16();
+ sec->special = saveg_read16(); // needed?
+ sec->tag = saveg_read16(); // needed?
+ sec->specialdata = 0;
+ sec->soundtarget = 0;
+ }
+
+ // do lines
+ for (i=0, li = lines ; i<numlines ; i++,li++)
+ {
+ li->flags = saveg_read16();
+ li->special = saveg_read16();
+ li->tag = saveg_read16();
+ for (j=0 ; j<2 ; j++)
+ {
+ if (li->sidenum[j] == -1)
+ continue;
+ si = &sides[li->sidenum[j]];
+ si->textureoffset = saveg_read16() << FRACBITS;
+ si->rowoffset = saveg_read16() << FRACBITS;
+ si->toptexture = saveg_read16();
+ si->bottomtexture = saveg_read16();
+ si->midtexture = saveg_read16();
+ }
+ }
+}
+
+
+
+
+
+//
+// Thinkers
+//
+typedef enum
+{
+ tc_end,
+ tc_mobj
+
+} thinkerclass_t;
+
+
+//
+// P_ArchiveThinkers
+//
+void P_ArchiveThinkers (void)
+{
+ thinker_t* th;
+
+ // save off the current thinkers
+ for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+ {
+ if (th->function.acp1 == (actionf_p1)P_MobjThinker)
+ {
+ saveg_write8(tc_mobj);
+ saveg_write_pad();
+ saveg_write_mobj_t((mobj_t *) th);
+
+ continue;
+ }
+
+ // I_Error ("P_ArchiveThinkers: Unknown thinker function");
+ }
+
+ // add a terminating marker
+ saveg_write8(tc_end);
+}
+
+
+
+//
+// P_UnArchiveThinkers
+//
+void P_UnArchiveThinkers (void)
+{
+ byte tclass;
+ thinker_t* currentthinker;
+ thinker_t* next;
+ mobj_t* mobj;
+
+ // remove all the current thinkers
+ currentthinker = thinkercap.next;
+ while (currentthinker != &thinkercap)
+ {
+ next = currentthinker->next;
+
+ if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
+ P_RemoveMobj ((mobj_t *)currentthinker);
+ else
+ Z_Free (currentthinker);
+
+ currentthinker = next;
+ }
+ P_InitThinkers ();
+
+ // read in saved thinkers
+ while (1)
+ {
+ tclass = saveg_read8();
+ switch (tclass)
+ {
+ case tc_end:
+ return; // end of list
+
+ case tc_mobj:
+ saveg_read_pad();
+ mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
+ saveg_read_mobj_t(mobj);
+
+ mobj->target = NULL;
+ mobj->tracer = NULL;
+ P_SetThingPosition (mobj);
+ mobj->info = &mobjinfo[mobj->type];
+ mobj->floorz = mobj->subsector->sector->floorheight;
+ mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+ mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
+ P_AddThinker (&mobj->thinker);
+ break;
+
+ default:
+ I_Error ("Unknown tclass %i in savegame",tclass);
+ }
+
+ }
+
+}
+
+
+//
+// P_ArchiveSpecials
+//
+enum
+{
+ tc_ceiling,
+ tc_door,
+ tc_floor,
+ tc_plat,
+ tc_flash,
+ tc_strobe,
+ tc_glow,
+ tc_endspecials
+
+} specials_e;
+
+
+
+//
+// Things to handle:
+//
+// T_MoveCeiling, (ceiling_t: sector_t * swizzle), - active list
+// T_VerticalDoor, (vldoor_t: sector_t * swizzle),
+// T_MoveFloor, (floormove_t: sector_t * swizzle),
+// T_LightFlash, (lightflash_t: sector_t * swizzle),
+// T_StrobeFlash, (strobe_t: sector_t *),
+// T_Glow, (glow_t: sector_t *),
+// T_PlatRaise, (plat_t: sector_t *), - active list
+//
+void P_ArchiveSpecials (void)
+{
+ thinker_t* th;
+ int i;
+
+ // save off the current thinkers
+ for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+ {
+ if (th->function.acv == (actionf_v)NULL)
+ {
+ for (i = 0; i < MAXCEILINGS;i++)
+ if (activeceilings[i] == (ceiling_t *)th)
+ break;
+
+ if (i<MAXCEILINGS)
+ {
+ saveg_write8(tc_ceiling);
+ saveg_write_pad();
+ saveg_write_ceiling_t((ceiling_t *) th);
+ }
+ continue;
+ }
+
+ if (th->function.acp1 == (actionf_p1)T_MoveCeiling)
+ {
+ saveg_write8(tc_ceiling);
+ saveg_write_pad();
+ saveg_write_ceiling_t((ceiling_t *) th);
+ continue;
+ }
+
+ if (th->function.acp1 == (actionf_p1)T_VerticalDoor)
+ {
+ saveg_write8(tc_door);
+ saveg_write_pad();
+ saveg_write_vldoor_t((vldoor_t *) th);
+ continue;
+ }
+
+ if (th->function.acp1 == (actionf_p1)T_MoveFloor)
+ {
+ saveg_write8(tc_floor);
+ saveg_write_pad();
+ saveg_write_floormove_t((floormove_t *) th);
+ continue;
+ }
+
+ if (th->function.acp1 == (actionf_p1)T_PlatRaise)
+ {
+ saveg_write8(tc_plat);
+ saveg_write_pad();
+ saveg_write_plat_t((plat_t *) th);
+ continue;
+ }
+
+ if (th->function.acp1 == (actionf_p1)T_LightFlash)
+ {
+ saveg_write8(tc_flash);
+ saveg_write_pad();
+ saveg_write_lightflash_t((lightflash_t *) th);
+ continue;
+ }
+
+ if (th->function.acp1 == (actionf_p1)T_StrobeFlash)
+ {
+ saveg_write8(tc_strobe);
+ saveg_write_pad();
+ saveg_write_strobe_t((strobe_t *) th);
+ continue;
+ }
+
+ if (th->function.acp1 == (actionf_p1)T_Glow)
+ {
+ saveg_write8(tc_glow);
+ saveg_write_pad();
+ saveg_write_glow_t((glow_t *) th);
+ continue;
+ }
+ }
+
+ // add a terminating marker
+ saveg_write8(tc_endspecials);
+
+}
+
+
+//
+// P_UnArchiveSpecials
+//
+void P_UnArchiveSpecials (void)
+{
+ byte tclass;
+ ceiling_t* ceiling;
+ vldoor_t* door;
+ floormove_t* floor;
+ plat_t* plat;
+ lightflash_t* flash;
+ strobe_t* strobe;
+ glow_t* glow;
+
+
+ // read in saved thinkers
+ while (1)
+ {
+ tclass = saveg_read8();
+
+ switch (tclass)
+ {
+ case tc_endspecials:
+ return; // end of list
+
+ case tc_ceiling:
+ saveg_read_pad();
+ ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVEL, NULL);
+ saveg_read_ceiling_t(ceiling);
+ ceiling->sector->specialdata = ceiling;
+
+ if (ceiling->thinker.function.acp1)
+ ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
+
+ P_AddThinker (&ceiling->thinker);
+ P_AddActiveCeiling(ceiling);
+ break;
+
+ case tc_door:
+ saveg_read_pad();
+ door = Z_Malloc (sizeof(*door), PU_LEVEL, NULL);
+ saveg_read_vldoor_t(door);
+ door->sector->specialdata = door;
+ door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
+ P_AddThinker (&door->thinker);
+ break;
+
+ case tc_floor:
+ saveg_read_pad();
+ floor = Z_Malloc (sizeof(*floor), PU_LEVEL, NULL);
+ saveg_read_floormove_t(floor);
+ floor->sector->specialdata = floor;
+ floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor;
+ P_AddThinker (&floor->thinker);
+ break;
+
+ case tc_plat:
+ saveg_read_pad();
+ plat = Z_Malloc (sizeof(*plat), PU_LEVEL, NULL);
+ saveg_read_plat_t(plat);
+ plat->sector->specialdata = plat;
+
+ if (plat->thinker.function.acp1)
+ plat->thinker.function.acp1 = (actionf_p1)T_PlatRaise;
+
+ P_AddThinker (&plat->thinker);
+ P_AddActivePlat(plat);
+ break;
+
+ case tc_flash:
+ saveg_read_pad();
+ flash = Z_Malloc (sizeof(*flash), PU_LEVEL, NULL);
+ saveg_read_lightflash_t(flash);
+ flash->thinker.function.acp1 = (actionf_p1)T_LightFlash;
+ P_AddThinker (&flash->thinker);
+ break;
+
+ case tc_strobe:
+ saveg_read_pad();
+ strobe = Z_Malloc (sizeof(*strobe), PU_LEVEL, NULL);
+ saveg_read_strobe_t(strobe);
+ strobe->thinker.function.acp1 = (actionf_p1)T_StrobeFlash;
+ P_AddThinker (&strobe->thinker);
+ break;
+
+ case tc_glow:
+ saveg_read_pad();
+ glow = Z_Malloc (sizeof(*glow), PU_LEVEL, NULL);
+ saveg_read_glow_t(glow);
+ glow->thinker.function.acp1 = (actionf_p1)T_Glow;
+ P_AddThinker (&glow->thinker);
+ break;
+
+ default:
+ I_Error ("P_UnarchiveSpecials:Unknown tclass %i "
+ "in savegame",tclass);
+ }
+
+ }
+
+}
+
diff --git a/src/strife/p_saveg.h b/src/strife/p_saveg.h
new file mode 100644
index 00000000..3a96cc3e
--- /dev/null
+++ b/src/strife/p_saveg.h
@@ -0,0 +1,69 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Savegame I/O, archiving, persistence.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_SAVEG__
+#define __P_SAVEG__
+
+#include <stdio.h>
+
+// maximum size of a savegame description
+
+#define SAVESTRINGSIZE 24
+
+// temporary filename to use while saving.
+
+char *P_TempSaveGameFile(void);
+
+// filename to use for a savegame slot
+
+char *P_SaveGameFile(int slot);
+
+// Savegame file header read/write functions
+
+boolean P_ReadSaveGameHeader(void);
+void P_WriteSaveGameHeader(char *description);
+
+// Savegame end-of-file read/write functions
+
+boolean P_ReadSaveGameEOF(void);
+void P_WriteSaveGameEOF(void);
+
+// Persistent storage/archiving.
+// These are the load / save game routines.
+void P_ArchivePlayers (void);
+void P_UnArchivePlayers (void);
+void P_ArchiveWorld (void);
+void P_UnArchiveWorld (void);
+void P_ArchiveThinkers (void);
+void P_UnArchiveThinkers (void);
+void P_ArchiveSpecials (void);
+void P_UnArchiveSpecials (void);
+
+extern FILE *save_stream;
+
+
+#endif
diff --git a/src/strife/p_setup.c b/src/strife/p_setup.c
new file mode 100644
index 00000000..5cf7a628
--- /dev/null
+++ b/src/strife/p_setup.c
@@ -0,0 +1,753 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Do all the WAD I/O, get map description,
+// set up initial state and misc. LUTs.
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include <math.h>
+
+#include "z_zone.h"
+
+#include "deh_main.h"
+#include "i_swap.h"
+#include "m_bbox.h"
+
+#include "g_game.h"
+
+#include "i_system.h"
+#include "w_wad.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+
+void P_SpawnMapThing (mapthing_t* mthing);
+
+
+//
+// MAP related Lookup tables.
+// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
+//
+int numvertexes;
+vertex_t* vertexes;
+
+int numsegs;
+seg_t* segs;
+
+int numsectors;
+sector_t* sectors;
+
+int numsubsectors;
+subsector_t* subsectors;
+
+int numnodes;
+node_t* nodes;
+
+int numlines;
+line_t* lines;
+
+int numsides;
+side_t* sides;
+
+
+// BLOCKMAP
+// Created from axis aligned bounding box
+// of the map, a rectangular array of
+// blocks of size ...
+// Used to speed up collision detection
+// by spatial subdivision in 2D.
+//
+// Blockmap size.
+int bmapwidth;
+int bmapheight; // size in mapblocks
+short* blockmap; // int for larger maps
+// offsets in blockmap are from here
+short* blockmaplump;
+// origin of block map
+fixed_t bmaporgx;
+fixed_t bmaporgy;
+// for thing chains
+mobj_t** blocklinks;
+
+
+// REJECT
+// For fast sight rejection.
+// Speeds up enemy AI by skipping detailed
+// LineOf Sight calculation.
+// Without special effect, this could be
+// used as a PVS lookup as well.
+//
+byte* rejectmatrix;
+
+
+// Maintain single and multi player starting spots.
+#define MAX_DEATHMATCH_STARTS 10
+
+mapthing_t deathmatchstarts[MAX_DEATHMATCH_STARTS];
+mapthing_t* deathmatch_p;
+mapthing_t playerstarts[MAXPLAYERS];
+
+
+
+
+
+//
+// P_LoadVertexes
+//
+void P_LoadVertexes (int lump)
+{
+ byte* data;
+ int i;
+ mapvertex_t* ml;
+ vertex_t* li;
+
+ // Determine number of lumps:
+ // total lump length / vertex record length.
+ numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
+
+ // Allocate zone memory for buffer.
+ vertexes = Z_Malloc (numvertexes*sizeof(vertex_t),PU_LEVEL,0);
+
+ // Load data into cache.
+ data = W_CacheLumpNum (lump, PU_STATIC);
+
+ ml = (mapvertex_t *)data;
+ li = vertexes;
+
+ // Copy and convert vertex coordinates,
+ // internal representation as fixed.
+ for (i=0 ; i<numvertexes ; i++, li++, ml++)
+ {
+ li->x = SHORT(ml->x)<<FRACBITS;
+ li->y = SHORT(ml->y)<<FRACBITS;
+ }
+
+ // Free buffer memory.
+ W_ReleaseLumpNum(lump);
+}
+
+
+
+//
+// P_LoadSegs
+//
+void P_LoadSegs (int lump)
+{
+ byte* data;
+ int i;
+ mapseg_t* ml;
+ seg_t* li;
+ line_t* ldef;
+ int linedef;
+ int side;
+
+ numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
+ segs = Z_Malloc (numsegs*sizeof(seg_t),PU_LEVEL,0);
+ memset (segs, 0, numsegs*sizeof(seg_t));
+ data = W_CacheLumpNum (lump,PU_STATIC);
+
+ ml = (mapseg_t *)data;
+ li = segs;
+ for (i=0 ; i<numsegs ; i++, li++, ml++)
+ {
+ li->v1 = &vertexes[SHORT(ml->v1)];
+ li->v2 = &vertexes[SHORT(ml->v2)];
+
+ li->angle = (SHORT(ml->angle))<<16;
+ li->offset = (SHORT(ml->offset))<<16;
+ linedef = SHORT(ml->linedef);
+ ldef = &lines[linedef];
+ li->linedef = ldef;
+ side = SHORT(ml->side);
+ li->sidedef = &sides[ldef->sidenum[side]];
+ li->frontsector = sides[ldef->sidenum[side]].sector;
+ if (ldef-> flags & ML_TWOSIDED)
+ li->backsector = sides[ldef->sidenum[side^1]].sector;
+ else
+ li->backsector = 0;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+//
+// P_LoadSubsectors
+//
+void P_LoadSubsectors (int lump)
+{
+ byte* data;
+ int i;
+ mapsubsector_t* ms;
+ subsector_t* ss;
+
+ numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
+ subsectors = Z_Malloc (numsubsectors*sizeof(subsector_t),PU_LEVEL,0);
+ data = W_CacheLumpNum (lump,PU_STATIC);
+
+ ms = (mapsubsector_t *)data;
+ memset (subsectors,0, numsubsectors*sizeof(subsector_t));
+ ss = subsectors;
+
+ for (i=0 ; i<numsubsectors ; i++, ss++, ms++)
+ {
+ ss->numlines = SHORT(ms->numsegs);
+ ss->firstline = SHORT(ms->firstseg);
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+
+//
+// P_LoadSectors
+//
+void P_LoadSectors (int lump)
+{
+ byte* data;
+ int i;
+ mapsector_t* ms;
+ sector_t* ss;
+
+ numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
+ sectors = Z_Malloc (numsectors*sizeof(sector_t),PU_LEVEL,0);
+ memset (sectors, 0, numsectors*sizeof(sector_t));
+ data = W_CacheLumpNum (lump,PU_STATIC);
+
+ ms = (mapsector_t *)data;
+ ss = sectors;
+ for (i=0 ; i<numsectors ; i++, ss++, ms++)
+ {
+ ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
+ ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
+ ss->floorpic = R_FlatNumForName(ms->floorpic);
+ ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
+ ss->lightlevel = SHORT(ms->lightlevel);
+ ss->special = SHORT(ms->special);
+ ss->tag = SHORT(ms->tag);
+ ss->thinglist = NULL;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+//
+// P_LoadNodes
+//
+void P_LoadNodes (int lump)
+{
+ byte* data;
+ int i;
+ int j;
+ int k;
+ mapnode_t* mn;
+ node_t* no;
+
+ numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
+ nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0);
+ data = W_CacheLumpNum (lump,PU_STATIC);
+
+ mn = (mapnode_t *)data;
+ no = nodes;
+
+ for (i=0 ; i<numnodes ; i++, no++, mn++)
+ {
+ no->x = SHORT(mn->x)<<FRACBITS;
+ no->y = SHORT(mn->y)<<FRACBITS;
+ no->dx = SHORT(mn->dx)<<FRACBITS;
+ no->dy = SHORT(mn->dy)<<FRACBITS;
+ for (j=0 ; j<2 ; j++)
+ {
+ no->children[j] = SHORT(mn->children[j]);
+ for (k=0 ; k<4 ; k++)
+ no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
+ }
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+//
+// P_LoadThings
+//
+void P_LoadThings (int lump)
+{
+ byte *data;
+ int i;
+ mapthing_t *mt;
+ mapthing_t spawnthing;
+ int numthings;
+ boolean spawn;
+
+ data = W_CacheLumpNum (lump,PU_STATIC);
+ numthings = W_LumpLength (lump) / sizeof(mapthing_t);
+
+ mt = (mapthing_t *)data;
+ for (i=0 ; i<numthings ; i++, mt++)
+ {
+ spawn = true;
+
+ // Do not spawn cool, new monsters if !commercial
+ if (gamemode != commercial)
+ {
+ switch (SHORT(mt->type))
+ {
+ case 68: // Arachnotron
+ case 64: // Archvile
+ case 88: // Boss Brain
+ case 89: // Boss Shooter
+ case 69: // Hell Knight
+ case 67: // Mancubus
+ case 71: // Pain Elemental
+ case 65: // Former Human Commando
+ case 66: // Revenant
+ case 84: // Wolf SS
+ spawn = false;
+ break;
+ }
+ }
+ if (spawn == false)
+ break;
+
+ // Do spawn all other stuff.
+ spawnthing.x = SHORT(mt->x);
+ spawnthing.y = SHORT(mt->y);
+ spawnthing.angle = SHORT(mt->angle);
+ spawnthing.type = SHORT(mt->type);
+ spawnthing.options = SHORT(mt->options);
+
+ P_SpawnMapThing(&spawnthing);
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+//
+// P_LoadLineDefs
+// Also counts secret lines for intermissions.
+//
+void P_LoadLineDefs (int lump)
+{
+ byte* data;
+ int i;
+ maplinedef_t* mld;
+ line_t* ld;
+ vertex_t* v1;
+ vertex_t* v2;
+
+ numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
+ lines = Z_Malloc (numlines*sizeof(line_t),PU_LEVEL,0);
+ memset (lines, 0, numlines*sizeof(line_t));
+ data = W_CacheLumpNum (lump,PU_STATIC);
+
+ mld = (maplinedef_t *)data;
+ ld = lines;
+ for (i=0 ; i<numlines ; i++, mld++, ld++)
+ {
+ ld->flags = SHORT(mld->flags);
+ ld->special = SHORT(mld->special);
+ ld->tag = SHORT(mld->tag);
+ v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
+ v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
+ ld->dx = v2->x - v1->x;
+ ld->dy = v2->y - v1->y;
+
+ if (!ld->dx)
+ ld->slopetype = ST_VERTICAL;
+ else if (!ld->dy)
+ ld->slopetype = ST_HORIZONTAL;
+ else
+ {
+ if (FixedDiv (ld->dy , ld->dx) > 0)
+ ld->slopetype = ST_POSITIVE;
+ else
+ ld->slopetype = ST_NEGATIVE;
+ }
+
+ if (v1->x < v2->x)
+ {
+ ld->bbox[BOXLEFT] = v1->x;
+ ld->bbox[BOXRIGHT] = v2->x;
+ }
+ else
+ {
+ ld->bbox[BOXLEFT] = v2->x;
+ ld->bbox[BOXRIGHT] = v1->x;
+ }
+
+ if (v1->y < v2->y)
+ {
+ ld->bbox[BOXBOTTOM] = v1->y;
+ ld->bbox[BOXTOP] = v2->y;
+ }
+ else
+ {
+ ld->bbox[BOXBOTTOM] = v2->y;
+ ld->bbox[BOXTOP] = v1->y;
+ }
+
+ ld->sidenum[0] = SHORT(mld->sidenum[0]);
+ ld->sidenum[1] = SHORT(mld->sidenum[1]);
+
+ if (ld->sidenum[0] != -1)
+ ld->frontsector = sides[ld->sidenum[0]].sector;
+ else
+ ld->frontsector = 0;
+
+ if (ld->sidenum[1] != -1)
+ ld->backsector = sides[ld->sidenum[1]].sector;
+ else
+ ld->backsector = 0;
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+//
+// P_LoadSideDefs
+//
+void P_LoadSideDefs (int lump)
+{
+ byte* data;
+ int i;
+ mapsidedef_t* msd;
+ side_t* sd;
+
+ numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
+ sides = Z_Malloc (numsides*sizeof(side_t),PU_LEVEL,0);
+ memset (sides, 0, numsides*sizeof(side_t));
+ data = W_CacheLumpNum (lump,PU_STATIC);
+
+ msd = (mapsidedef_t *)data;
+ sd = sides;
+ for (i=0 ; i<numsides ; i++, msd++, sd++)
+ {
+ sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
+ sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
+ sd->toptexture = R_TextureNumForName(msd->toptexture);
+ sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
+ sd->midtexture = R_TextureNumForName(msd->midtexture);
+ sd->sector = &sectors[SHORT(msd->sector)];
+ }
+
+ W_ReleaseLumpNum(lump);
+}
+
+
+//
+// P_LoadBlockMap
+//
+void P_LoadBlockMap (int lump)
+{
+ int i;
+ int count;
+ int lumplen;
+
+ lumplen = W_LumpLength(lump);
+ count = lumplen / 2;
+
+ blockmaplump = Z_Malloc(lumplen, PU_LEVEL, NULL);
+ W_ReadLump(lump, blockmaplump);
+ blockmap = blockmaplump + 4;
+
+ // Swap all short integers to native byte ordering.
+
+ for (i=0; i<count; i++)
+ {
+ blockmaplump[i] = SHORT(blockmaplump[i]);
+ }
+
+ // Read the header
+
+ bmaporgx = blockmaplump[0]<<FRACBITS;
+ bmaporgy = blockmaplump[1]<<FRACBITS;
+ bmapwidth = blockmaplump[2];
+ bmapheight = blockmaplump[3];
+
+ // Clear out mobj chains
+
+ count = sizeof(*blocklinks) * bmapwidth * bmapheight;
+ blocklinks = Z_Malloc(count, PU_LEVEL, 0);
+ memset(blocklinks, 0, count);
+}
+
+
+
+//
+// P_GroupLines
+// Builds sector line lists and subsector sector numbers.
+// Finds block bounding boxes for sectors.
+//
+void P_GroupLines (void)
+{
+ line_t** linebuffer;
+ int i;
+ int j;
+ int total;
+ line_t* li;
+ sector_t* sector;
+ subsector_t* ss;
+ seg_t* seg;
+ fixed_t bbox[4];
+ int block;
+
+ // look up sector number for each subsector
+ ss = subsectors;
+ for (i=0 ; i<numsubsectors ; i++, ss++)
+ {
+ seg = &segs[ss->firstline];
+ ss->sector = seg->sidedef->sector;
+ }
+
+ // count number of lines in each sector
+ li = lines;
+ total = 0;
+ for (i=0 ; i<numlines ; i++, li++)
+ {
+ total++;
+ li->frontsector->linecount++;
+
+ if (li->backsector && li->backsector != li->frontsector)
+ {
+ li->backsector->linecount++;
+ total++;
+ }
+ }
+
+ // build line tables for each sector
+ linebuffer = Z_Malloc (total*sizeof(line_t *), PU_LEVEL, 0);
+
+ for (i=0; i<numsectors; ++i)
+ {
+ // Assign the line buffer for this sector
+
+ sectors[i].lines = linebuffer;
+ linebuffer += sectors[i].linecount;
+
+ // Reset linecount to zero so in the next stage we can count
+ // lines into the list.
+
+ sectors[i].linecount = 0;
+ }
+
+ // Assign lines to sectors
+
+ for (i=0; i<numlines; ++i)
+ {
+ li = &lines[i];
+
+ if (li->frontsector != NULL)
+ {
+ sector = li->frontsector;
+
+ sector->lines[sector->linecount] = li;
+ ++sector->linecount;
+ }
+
+ if (li->backsector != NULL && li->frontsector != li->backsector)
+ {
+ sector = li->backsector;
+
+ sector->lines[sector->linecount] = li;
+ ++sector->linecount;
+ }
+ }
+
+ // Generate bounding boxes for sectors
+
+ sector = sectors;
+ for (i=0 ; i<numsectors ; i++, sector++)
+ {
+ M_ClearBox (bbox);
+
+ for (j=0 ; j<sector->linecount; j++)
+ {
+ li = sector->lines[j];
+
+ M_AddToBox (bbox, li->v1->x, li->v1->y);
+ M_AddToBox (bbox, li->v2->x, li->v2->y);
+ }
+
+ // set the degenmobj_t to the middle of the bounding box
+ sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2;
+ sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2;
+
+ // adjust bounding box to map blocks
+ block = (bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
+ block = block >= bmapheight ? bmapheight-1 : block;
+ sector->blockbox[BOXTOP]=block;
+
+ block = (bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
+ block = block < 0 ? 0 : block;
+ sector->blockbox[BOXBOTTOM]=block;
+
+ block = (bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
+ block = block >= bmapwidth ? bmapwidth-1 : block;
+ sector->blockbox[BOXRIGHT]=block;
+
+ block = (bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
+ block = block < 0 ? 0 : block;
+ sector->blockbox[BOXLEFT]=block;
+ }
+
+}
+
+
+//
+// P_SetupLevel
+//
+void
+P_SetupLevel
+( int episode,
+ int map,
+ int playermask,
+ skill_t skill)
+{
+ int i;
+ char lumpname[9];
+ int lumpnum;
+
+ totalkills = totalitems = totalsecret = wminfo.maxfrags = 0;
+ wminfo.partime = 180;
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ players[i].killcount = players[i].secretcount
+ = players[i].itemcount = 0;
+ }
+
+ // Initial height of PointOfView
+ // will be set by player think.
+ players[consoleplayer].viewz = 1;
+
+ // Make sure all sounds are stopped before Z_FreeTags.
+ S_Start ();
+
+
+#if 0 // UNUSED
+ if (debugfile)
+ {
+ Z_FreeTags (PU_LEVEL, INT_MAX);
+ Z_FileDumpHeap (debugfile);
+ }
+ else
+#endif
+ Z_FreeTags (PU_LEVEL, PU_PURGELEVEL-1);
+
+
+ // UNUSED W_Profile ();
+ P_InitThinkers ();
+
+ // find map name
+ if ( gamemode == commercial)
+ {
+ if (map<10)
+ sprintf (lumpname, DEH_String("map0%i"), map);
+ else
+ sprintf (lumpname, DEH_String("map%i"), map);
+ }
+ else
+ {
+ lumpname[0] = 'E';
+ lumpname[1] = '0' + episode;
+ lumpname[2] = 'M';
+ lumpname[3] = '0' + map;
+ lumpname[4] = 0;
+ }
+
+ lumpnum = W_GetNumForName (lumpname);
+
+ leveltime = 0;
+
+ // note: most of this ordering is important
+ P_LoadBlockMap (lumpnum+ML_BLOCKMAP);
+ P_LoadVertexes (lumpnum+ML_VERTEXES);
+ P_LoadSectors (lumpnum+ML_SECTORS);
+ P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
+
+ P_LoadLineDefs (lumpnum+ML_LINEDEFS);
+ P_LoadSubsectors (lumpnum+ML_SSECTORS);
+ P_LoadNodes (lumpnum+ML_NODES);
+ P_LoadSegs (lumpnum+ML_SEGS);
+
+ rejectmatrix = W_CacheLumpNum (lumpnum+ML_REJECT,PU_LEVEL);
+ P_GroupLines ();
+
+ bodyqueslot = 0;
+ deathmatch_p = deathmatchstarts;
+ P_LoadThings (lumpnum+ML_THINGS);
+
+ // if deathmatch, randomly spawn the active players
+ if (deathmatch)
+ {
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ if (playeringame[i])
+ {
+ players[i].mo = NULL;
+ G_DeathMatchSpawnPlayer (i);
+ }
+
+ }
+
+ // clear special respawning que
+ iquehead = iquetail = 0;
+
+ // set up world state
+ P_SpawnSpecials ();
+
+ // build subsector connect matrix
+ // UNUSED P_ConnectSubsectors ();
+
+ // preload graphics
+ if (precache)
+ R_PrecacheLevel ();
+
+ //printf ("free memory: 0x%x\n", Z_FreeMemory());
+
+}
+
+
+
+//
+// P_Init
+//
+void P_Init (void)
+{
+ P_InitSwitchList ();
+ P_InitPicAnims ();
+ R_InitSprites (sprnames);
+}
+
+
+
diff --git a/src/strife/p_setup.h b/src/strife/p_setup.h
new file mode 100644
index 00000000..2241c1c3
--- /dev/null
+++ b/src/strife/p_setup.h
@@ -0,0 +1,45 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Setup a game, startup stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_SETUP__
+#define __P_SETUP__
+
+
+
+
+// NOT called by W_Ticker. Fixme.
+void
+P_SetupLevel
+( int episode,
+ int map,
+ int playermask,
+ skill_t skill);
+
+// Called by startup code.
+void P_Init (void);
+
+#endif
diff --git a/src/strife/p_sight.c b/src/strife/p_sight.c
new file mode 100644
index 00000000..e192567b
--- /dev/null
+++ b/src/strife/p_sight.c
@@ -0,0 +1,350 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// LineOfSight/Visibility checks, uses REJECT Lookup Table.
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include "doomdef.h"
+
+#include "i_system.h"
+#include "p_local.h"
+
+// State.
+#include "r_state.h"
+
+//
+// P_CheckSight
+//
+fixed_t sightzstart; // eye z of looker
+fixed_t topslope;
+fixed_t bottomslope; // slopes to top and bottom of target
+
+divline_t strace; // from t1 to t2
+fixed_t t2x;
+fixed_t t2y;
+
+int sightcounts[2];
+
+
+//
+// P_DivlineSide
+// Returns side 0 (front), 1 (back), or 2 (on).
+//
+int
+P_DivlineSide
+( fixed_t x,
+ fixed_t y,
+ divline_t* node )
+{
+ fixed_t dx;
+ fixed_t dy;
+ fixed_t left;
+ fixed_t right;
+
+ if (!node->dx)
+ {
+ if (x==node->x)
+ return 2;
+
+ if (x <= node->x)
+ return node->dy > 0;
+
+ return node->dy < 0;
+ }
+
+ if (!node->dy)
+ {
+ if (x==node->y)
+ return 2;
+
+ if (y <= node->y)
+ return node->dx < 0;
+
+ return node->dx > 0;
+ }
+
+ dx = (x - node->x);
+ dy = (y - node->y);
+
+ left = (node->dy>>FRACBITS) * (dx>>FRACBITS);
+ right = (dy>>FRACBITS) * (node->dx>>FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+
+ if (left == right)
+ return 2;
+ return 1; // back side
+}
+
+
+//
+// P_InterceptVector2
+// Returns the fractional intercept point
+// along the first divline.
+// This is only called by the addthings and addlines traversers.
+//
+fixed_t
+P_InterceptVector2
+( divline_t* v2,
+ divline_t* v1 )
+{
+ fixed_t frac;
+ fixed_t num;
+ fixed_t den;
+
+ den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy);
+
+ if (den == 0)
+ return 0;
+ // I_Error ("P_InterceptVector: parallel");
+
+ num = FixedMul ( (v1->x - v2->x)>>8 ,v1->dy) +
+ FixedMul ( (v2->y - v1->y)>>8 , v1->dx);
+ frac = FixedDiv (num , den);
+
+ return frac;
+}
+
+//
+// P_CrossSubsector
+// Returns true
+// if strace crosses the given subsector successfully.
+//
+boolean P_CrossSubsector (int num)
+{
+ seg_t* seg;
+ line_t* line;
+ int s1;
+ int s2;
+ int count;
+ subsector_t* sub;
+ sector_t* front;
+ sector_t* back;
+ fixed_t opentop;
+ fixed_t openbottom;
+ divline_t divl;
+ vertex_t* v1;
+ vertex_t* v2;
+ fixed_t frac;
+ fixed_t slope;
+
+#ifdef RANGECHECK
+ if (num>=numsubsectors)
+ I_Error ("P_CrossSubsector: ss %i with numss = %i",
+ num,
+ numsubsectors);
+#endif
+
+ sub = &subsectors[num];
+
+ // check lines
+ count = sub->numlines;
+ seg = &segs[sub->firstline];
+
+ for ( ; count ; seg++, count--)
+ {
+ line = seg->linedef;
+
+ // allready checked other side?
+ if (line->validcount == validcount)
+ continue;
+
+ line->validcount = validcount;
+
+ v1 = line->v1;
+ v2 = line->v2;
+ s1 = P_DivlineSide (v1->x,v1->y, &strace);
+ s2 = P_DivlineSide (v2->x, v2->y, &strace);
+
+ // line isn't crossed?
+ if (s1 == s2)
+ continue;
+
+ divl.x = v1->x;
+ divl.y = v1->y;
+ divl.dx = v2->x - v1->x;
+ divl.dy = v2->y - v1->y;
+ s1 = P_DivlineSide (strace.x, strace.y, &divl);
+ s2 = P_DivlineSide (t2x, t2y, &divl);
+
+ // line isn't crossed?
+ if (s1 == s2)
+ continue;
+
+ // stop because it is not two sided anyway
+ // might do this after updating validcount?
+ if ( !(line->flags & ML_TWOSIDED) )
+ return false;
+
+ // crosses a two sided line
+ front = seg->frontsector;
+ back = seg->backsector;
+
+ // no wall to block sight with?
+ if (front->floorheight == back->floorheight
+ && front->ceilingheight == back->ceilingheight)
+ continue;
+
+ // possible occluder
+ // because of ceiling height differences
+ if (front->ceilingheight < back->ceilingheight)
+ opentop = front->ceilingheight;
+ else
+ opentop = back->ceilingheight;
+
+ // because of ceiling height differences
+ if (front->floorheight > back->floorheight)
+ openbottom = front->floorheight;
+ else
+ openbottom = back->floorheight;
+
+ // quick test for totally closed doors
+ if (openbottom >= opentop)
+ return false; // stop
+
+ frac = P_InterceptVector2 (&strace, &divl);
+
+ if (front->floorheight != back->floorheight)
+ {
+ slope = FixedDiv (openbottom - sightzstart , frac);
+ if (slope > bottomslope)
+ bottomslope = slope;
+ }
+
+ if (front->ceilingheight != back->ceilingheight)
+ {
+ slope = FixedDiv (opentop - sightzstart , frac);
+ if (slope < topslope)
+ topslope = slope;
+ }
+
+ if (topslope <= bottomslope)
+ return false; // stop
+ }
+ // passed the subsector ok
+ return true;
+}
+
+
+
+//
+// P_CrossBSPNode
+// Returns true
+// if strace crosses the given node successfully.
+//
+boolean P_CrossBSPNode (int bspnum)
+{
+ node_t* bsp;
+ int side;
+
+ if (bspnum & NF_SUBSECTOR)
+ {
+ if (bspnum == -1)
+ return P_CrossSubsector (0);
+ else
+ return P_CrossSubsector (bspnum&(~NF_SUBSECTOR));
+ }
+
+ bsp = &nodes[bspnum];
+
+ // decide which side the start point is on
+ side = P_DivlineSide (strace.x, strace.y, (divline_t *)bsp);
+ if (side == 2)
+ side = 0; // an "on" should cross both sides
+
+ // cross the starting side
+ if (!P_CrossBSPNode (bsp->children[side]) )
+ return false;
+
+ // the partition plane is crossed here
+ if (side == P_DivlineSide (t2x, t2y,(divline_t *)bsp))
+ {
+ // the line doesn't touch the other side
+ return true;
+ }
+
+ // cross the ending side
+ return P_CrossBSPNode (bsp->children[side^1]);
+}
+
+
+//
+// P_CheckSight
+// Returns true
+// if a straight line between t1 and t2 is unobstructed.
+// Uses REJECT.
+//
+boolean
+P_CheckSight
+( mobj_t* t1,
+ mobj_t* t2 )
+{
+ int s1;
+ int s2;
+ int pnum;
+ int bytenum;
+ int bitnum;
+
+ // First check for trivial rejection.
+
+ // Determine subsector entries in REJECT table.
+ s1 = (t1->subsector->sector - sectors);
+ s2 = (t2->subsector->sector - sectors);
+ pnum = s1*numsectors + s2;
+ bytenum = pnum>>3;
+ bitnum = 1 << (pnum&7);
+
+ // Check in REJECT table.
+ if (rejectmatrix[bytenum]&bitnum)
+ {
+ sightcounts[0]++;
+
+ // can't possibly be connected
+ return false;
+ }
+
+ // An unobstructed LOS is possible.
+ // Now look from eyes of t1 to any part of t2.
+ sightcounts[1]++;
+
+ validcount++;
+
+ sightzstart = t1->z + t1->height - (t1->height>>2);
+ topslope = (t2->z+t2->height) - sightzstart;
+ bottomslope = (t2->z) - sightzstart;
+
+ strace.x = t1->x;
+ strace.y = t1->y;
+ t2x = t2->x;
+ t2y = t2->y;
+ strace.dx = t2->x - t1->x;
+ strace.dy = t2->y - t1->y;
+
+ // the head node is the last node output
+ return P_CrossBSPNode (numnodes-1);
+}
+
+
diff --git a/src/strife/p_spec.c b/src/strife/p_spec.c
new file mode 100644
index 00000000..37beb850
--- /dev/null
+++ b/src/strife/p_spec.c
@@ -0,0 +1,1498 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Implements special effects:
+// Texture animation, height or lighting changes
+// according to adjacent sectors, respective
+// utility functions, etc.
+// Line Tag handling. Line and Sector triggers.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "deh_main.h"
+#include "i_system.h"
+#include "z_zone.h"
+#include "m_argv.h"
+#include "m_misc.h"
+#include "m_random.h"
+#include "w_wad.h"
+
+#include "r_local.h"
+#include "p_local.h"
+
+#include "g_game.h"
+
+#include "s_sound.h"
+
+// State.
+#include "r_state.h"
+
+// Data.
+#include "sounds.h"
+
+
+//
+// Animating textures and planes
+// There is another anim_t used in wi_stuff, unrelated.
+//
+typedef struct
+{
+ boolean istexture;
+ int picnum;
+ int basepic;
+ int numpics;
+ int speed;
+
+} anim_t;
+
+//
+// source animation definition
+//
+typedef struct
+{
+ int istexture; // if false, it is a flat
+ char endname[9];
+ char startname[9];
+ int speed;
+} animdef_t;
+
+
+
+#define MAXANIMS 32
+
+extern anim_t anims[MAXANIMS];
+extern anim_t* lastanim;
+
+//
+// P_InitPicAnims
+//
+
+// Floor/ceiling animation sequences,
+// defined by first and last frame,
+// i.e. the flat (64x64 tile) name to
+// be used.
+// The full animation sequence is given
+// using all the flats between the start
+// and end entry, in the order found in
+// the WAD file.
+//
+animdef_t animdefs[] =
+{
+ {false, "NUKAGE3", "NUKAGE1", 8},
+ {false, "FWATER4", "FWATER1", 8},
+ {false, "SWATER4", "SWATER1", 8},
+ {false, "LAVA4", "LAVA1", 8},
+ {false, "BLOOD3", "BLOOD1", 8},
+
+ // DOOM II flat animations.
+ {false, "RROCK08", "RROCK05", 8},
+ {false, "SLIME04", "SLIME01", 8},
+ {false, "SLIME08", "SLIME05", 8},
+ {false, "SLIME12", "SLIME09", 8},
+
+ {true, "BLODGR4", "BLODGR1", 8},
+ {true, "SLADRIP3", "SLADRIP1", 8},
+
+ {true, "BLODRIP4", "BLODRIP1", 8},
+ {true, "FIREWALL", "FIREWALA", 8},
+ {true, "GSTFONT3", "GSTFONT1", 8},
+ {true, "FIRELAVA", "FIRELAV3", 8},
+ {true, "FIREMAG3", "FIREMAG1", 8},
+ {true, "FIREBLU2", "FIREBLU1", 8},
+ {true, "ROCKRED3", "ROCKRED1", 8},
+
+ {true, "BFALL4", "BFALL1", 8},
+ {true, "SFALL4", "SFALL1", 8},
+ {true, "WFALL4", "WFALL1", 8},
+ {true, "DBRAIN4", "DBRAIN1", 8},
+
+ {-1, "", "", 0},
+};
+
+anim_t anims[MAXANIMS];
+anim_t* lastanim;
+
+
+//
+// Animating line specials
+//
+#define MAXLINEANIMS 64
+
+extern short numlinespecials;
+extern line_t* linespeciallist[MAXLINEANIMS];
+
+
+
+void P_InitPicAnims (void)
+{
+ int i;
+
+
+ // Init animation
+ lastanim = anims;
+ for (i=0 ; animdefs[i].istexture != -1 ; i++)
+ {
+ char *startname, *endname;
+
+ startname = DEH_String(animdefs[i].startname);
+ endname = DEH_String(animdefs[i].endname);
+
+ if (animdefs[i].istexture)
+ {
+ // different episode ?
+ if (R_CheckTextureNumForName(startname) == -1)
+ continue;
+
+ lastanim->picnum = R_TextureNumForName(endname);
+ lastanim->basepic = R_TextureNumForName(startname);
+ }
+ else
+ {
+ if (W_CheckNumForName(startname) == -1)
+ continue;
+
+ lastanim->picnum = R_FlatNumForName(endname);
+ lastanim->basepic = R_FlatNumForName(startname);
+ }
+
+ lastanim->istexture = animdefs[i].istexture;
+ lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
+
+ if (lastanim->numpics < 2)
+ I_Error ("P_InitPicAnims: bad cycle from %s to %s",
+ startname, endname);
+
+ lastanim->speed = animdefs[i].speed;
+ lastanim++;
+ }
+
+}
+
+
+
+//
+// UTILITIES
+//
+
+
+
+//
+// getSide()
+// Will return a side_t*
+// given the number of the current sector,
+// the line number, and the side (0/1) that you want.
+//
+side_t*
+getSide
+( int currentSector,
+ int line,
+ int side )
+{
+ return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
+}
+
+
+//
+// getSector()
+// Will return a sector_t*
+// given the number of the current sector,
+// the line number and the side (0/1) that you want.
+//
+sector_t*
+getSector
+( int currentSector,
+ int line,
+ int side )
+{
+ return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
+}
+
+
+//
+// twoSided()
+// Given the sector number and the line number,
+// it will tell you whether the line is two-sided or not.
+//
+int
+twoSided
+( int sector,
+ int line )
+{
+ return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
+}
+
+
+
+
+//
+// getNextSector()
+// Return sector_t * of sector next to current.
+// NULL if not two-sided line
+//
+sector_t*
+getNextSector
+( line_t* line,
+ sector_t* sec )
+{
+ if (!(line->flags & ML_TWOSIDED))
+ return NULL;
+
+ if (line->frontsector == sec)
+ return line->backsector;
+
+ return line->frontsector;
+}
+
+
+
+//
+// P_FindLowestFloorSurrounding()
+// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+fixed_t P_FindLowestFloorSurrounding(sector_t* sec)
+{
+ int i;
+ line_t* check;
+ sector_t* other;
+ fixed_t floor = sec->floorheight;
+
+ for (i=0 ;i < sec->linecount ; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+
+ if (!other)
+ continue;
+
+ if (other->floorheight < floor)
+ floor = other->floorheight;
+ }
+ return floor;
+}
+
+
+
+//
+// P_FindHighestFloorSurrounding()
+// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
+{
+ int i;
+ line_t* check;
+ sector_t* other;
+ fixed_t floor = -500*FRACUNIT;
+
+ for (i=0 ;i < sec->linecount ; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+
+ if (!other)
+ continue;
+
+ if (other->floorheight > floor)
+ floor = other->floorheight;
+ }
+ return floor;
+}
+
+
+
+//
+// P_FindNextHighestFloor
+// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
+// Note: this should be doable w/o a fixed array.
+
+// Thanks to entryway for the Vanilla overflow emulation.
+
+// 20 adjoining sectors max!
+#define MAX_ADJOINING_SECTORS 20
+
+fixed_t
+P_FindNextHighestFloor
+( sector_t* sec,
+ int currentheight )
+{
+ int i;
+ int h;
+ int min;
+ line_t* check;
+ sector_t* other;
+ fixed_t height = currentheight;
+ fixed_t heightlist[MAX_ADJOINING_SECTORS + 2];
+
+ for (i=0, h=0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+
+ if (!other)
+ continue;
+
+ if (other->floorheight > height)
+ {
+ // Emulation of memory (stack) overflow
+ if (h == MAX_ADJOINING_SECTORS + 1)
+ {
+ height = other->floorheight;
+ }
+ else if (h == MAX_ADJOINING_SECTORS + 2)
+ {
+ // Fatal overflow: game crashes at 22 textures
+ I_Error("Sector with more than 22 adjoining sectors. "
+ "Vanilla will crash here");
+ }
+
+ heightlist[h++] = other->floorheight;
+ }
+ }
+
+ // Find lowest height in list
+ if (!h)
+ {
+ return currentheight;
+ }
+
+ min = heightlist[0];
+
+ // Range checking?
+ for (i = 1; i < h; i++)
+ {
+ if (heightlist[i] < min)
+ {
+ min = heightlist[i];
+ }
+ }
+
+ return min;
+}
+
+//
+// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
+//
+fixed_t
+P_FindLowestCeilingSurrounding(sector_t* sec)
+{
+ int i;
+ line_t* check;
+ sector_t* other;
+ fixed_t height = INT_MAX;
+
+ for (i=0 ;i < sec->linecount ; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+
+ if (!other)
+ continue;
+
+ if (other->ceilingheight < height)
+ height = other->ceilingheight;
+ }
+ return height;
+}
+
+
+//
+// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
+//
+fixed_t P_FindHighestCeilingSurrounding(sector_t* sec)
+{
+ int i;
+ line_t* check;
+ sector_t* other;
+ fixed_t height = 0;
+
+ for (i=0 ;i < sec->linecount ; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+
+ if (!other)
+ continue;
+
+ if (other->ceilingheight > height)
+ height = other->ceilingheight;
+ }
+ return height;
+}
+
+
+
+//
+// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
+//
+int
+P_FindSectorFromLineTag
+( line_t* line,
+ int start )
+{
+ int i;
+
+ for (i=start+1;i<numsectors;i++)
+ if (sectors[i].tag == line->tag)
+ return i;
+
+ return -1;
+}
+
+
+
+
+//
+// Find minimum light from an adjacent sector
+//
+int
+P_FindMinSurroundingLight
+( sector_t* sector,
+ int max )
+{
+ int i;
+ int min;
+ line_t* line;
+ sector_t* check;
+
+ min = max;
+ for (i=0 ; i < sector->linecount ; i++)
+ {
+ line = sector->lines[i];
+ check = getNextSector(line,sector);
+
+ if (!check)
+ continue;
+
+ if (check->lightlevel < min)
+ min = check->lightlevel;
+ }
+ return min;
+}
+
+
+
+//
+// EVENTS
+// Events are operations triggered by using, crossing,
+// or shooting special lines, or by timed thinkers.
+//
+
+//
+// P_CrossSpecialLine - TRIGGER
+// Called every time a thing origin is about
+// to cross a line with a non 0 special.
+//
+void
+P_CrossSpecialLine
+( int linenum,
+ int side,
+ mobj_t* thing )
+{
+ line_t* line;
+ int ok;
+
+ line = &lines[linenum];
+
+ // Triggers that other things can activate
+ if (!thing->player)
+ {
+ // Things that should NOT trigger specials...
+ switch(thing->type)
+ {
+ case MT_ROCKET:
+ case MT_PLASMA:
+ case MT_BFG:
+ case MT_TROOPSHOT:
+ case MT_HEADSHOT:
+ case MT_BRUISERSHOT:
+ return;
+ break;
+
+ default: break;
+ }
+
+ ok = 0;
+ switch(line->special)
+ {
+ case 39: // TELEPORT TRIGGER
+ case 97: // TELEPORT RETRIGGER
+ case 125: // TELEPORT MONSTERONLY TRIGGER
+ case 126: // TELEPORT MONSTERONLY RETRIGGER
+ case 4: // RAISE DOOR
+ case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
+ case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
+ ok = 1;
+ break;
+ }
+ if (!ok)
+ return;
+ }
+
+
+ // Note: could use some const's here.
+ switch (line->special)
+ {
+ // TRIGGERS.
+ // All from here to RETRIGGERS.
+ case 2:
+ // Open Door
+ EV_DoDoor(line,open);
+ line->special = 0;
+ break;
+
+ case 3:
+ // Close Door
+ EV_DoDoor(line,close);
+ line->special = 0;
+ break;
+
+ case 4:
+ // Raise Door
+ EV_DoDoor(line,normal);
+ line->special = 0;
+ break;
+
+ case 5:
+ // Raise Floor
+ EV_DoFloor(line,raiseFloor);
+ line->special = 0;
+ break;
+
+ case 6:
+ // Fast Ceiling Crush & Raise
+ EV_DoCeiling(line,fastCrushAndRaise);
+ line->special = 0;
+ break;
+
+ case 8:
+ // Build Stairs
+ EV_BuildStairs(line,build8);
+ line->special = 0;
+ break;
+
+ case 10:
+ // PlatDownWaitUp
+ EV_DoPlat(line,downWaitUpStay,0);
+ line->special = 0;
+ break;
+
+ case 12:
+ // Light Turn On - brightest near
+ EV_LightTurnOn(line,0);
+ line->special = 0;
+ break;
+
+ case 13:
+ // Light Turn On 255
+ EV_LightTurnOn(line,255);
+ line->special = 0;
+ break;
+
+ case 16:
+ // Close Door 30
+ EV_DoDoor(line,close30ThenOpen);
+ line->special = 0;
+ break;
+
+ case 17:
+ // Start Light Strobing
+ EV_StartLightStrobing(line);
+ line->special = 0;
+ break;
+
+ case 19:
+ // Lower Floor
+ EV_DoFloor(line,lowerFloor);
+ line->special = 0;
+ break;
+
+ case 22:
+ // Raise floor to nearest height and change texture
+ EV_DoPlat(line,raiseToNearestAndChange,0);
+ line->special = 0;
+ break;
+
+ case 25:
+ // Ceiling Crush and Raise
+ EV_DoCeiling(line,crushAndRaise);
+ line->special = 0;
+ break;
+
+ case 30:
+ // Raise floor to shortest texture height
+ // on either side of lines.
+ EV_DoFloor(line,raiseToTexture);
+ line->special = 0;
+ break;
+
+ case 35:
+ // Lights Very Dark
+ EV_LightTurnOn(line,35);
+ line->special = 0;
+ break;
+
+ case 36:
+ // Lower Floor (TURBO)
+ EV_DoFloor(line,turboLower);
+ line->special = 0;
+ break;
+
+ case 37:
+ // LowerAndChange
+ EV_DoFloor(line,lowerAndChange);
+ line->special = 0;
+ break;
+
+ case 38:
+ // Lower Floor To Lowest
+ EV_DoFloor( line, lowerFloorToLowest );
+ line->special = 0;
+ break;
+
+ case 39:
+ // TELEPORT!
+ EV_Teleport( line, side, thing );
+ line->special = 0;
+ break;
+
+ case 40:
+ // RaiseCeilingLowerFloor
+ EV_DoCeiling( line, raiseToHighest );
+ EV_DoFloor( line, lowerFloorToLowest );
+ line->special = 0;
+ break;
+
+ case 44:
+ // Ceiling Crush
+ EV_DoCeiling( line, lowerAndCrush );
+ line->special = 0;
+ break;
+
+ case 52:
+ // EXIT!
+ G_ExitLevel ();
+ break;
+
+ case 53:
+ // Perpetual Platform Raise
+ EV_DoPlat(line,perpetualRaise,0);
+ line->special = 0;
+ break;
+
+ case 54:
+ // Platform Stop
+ EV_StopPlat(line);
+ line->special = 0;
+ break;
+
+ case 56:
+ // Raise Floor Crush
+ EV_DoFloor(line,raiseFloorCrush);
+ line->special = 0;
+ break;
+
+ case 57:
+ // Ceiling Crush Stop
+ EV_CeilingCrushStop(line);
+ line->special = 0;
+ break;
+
+ case 58:
+ // Raise Floor 24
+ EV_DoFloor(line,raiseFloor24);
+ line->special = 0;
+ break;
+
+ case 59:
+ // Raise Floor 24 And Change
+ EV_DoFloor(line,raiseFloor24AndChange);
+ line->special = 0;
+ break;
+
+ case 104:
+ // Turn lights off in sector(tag)
+ EV_TurnTagLightsOff(line);
+ line->special = 0;
+ break;
+
+ case 108:
+ // Blazing Door Raise (faster than TURBO!)
+ EV_DoDoor (line,blazeRaise);
+ line->special = 0;
+ break;
+
+ case 109:
+ // Blazing Door Open (faster than TURBO!)
+ EV_DoDoor (line,blazeOpen);
+ line->special = 0;
+ break;
+
+ case 100:
+ // Build Stairs Turbo 16
+ EV_BuildStairs(line,turbo16);
+ line->special = 0;
+ break;
+
+ case 110:
+ // Blazing Door Close (faster than TURBO!)
+ EV_DoDoor (line,blazeClose);
+ line->special = 0;
+ break;
+
+ case 119:
+ // Raise floor to nearest surr. floor
+ EV_DoFloor(line,raiseFloorToNearest);
+ line->special = 0;
+ break;
+
+ case 121:
+ // Blazing PlatDownWaitUpStay
+ EV_DoPlat(line,blazeDWUS,0);
+ line->special = 0;
+ break;
+
+ case 124:
+ // Secret EXIT
+ G_SecretExitLevel ();
+ break;
+
+ case 125:
+ // TELEPORT MonsterONLY
+ if (!thing->player)
+ {
+ EV_Teleport( line, side, thing );
+ line->special = 0;
+ }
+ break;
+
+ case 130:
+ // Raise Floor Turbo
+ EV_DoFloor(line,raiseFloorTurbo);
+ line->special = 0;
+ break;
+
+ case 141:
+ // Silent Ceiling Crush & Raise
+ EV_DoCeiling(line,silentCrushAndRaise);
+ line->special = 0;
+ break;
+
+ // RETRIGGERS. All from here till end.
+ case 72:
+ // Ceiling Crush
+ EV_DoCeiling( line, lowerAndCrush );
+ break;
+
+ case 73:
+ // Ceiling Crush and Raise
+ EV_DoCeiling(line,crushAndRaise);
+ break;
+
+ case 74:
+ // Ceiling Crush Stop
+ EV_CeilingCrushStop(line);
+ break;
+
+ case 75:
+ // Close Door
+ EV_DoDoor(line,close);
+ break;
+
+ case 76:
+ // Close Door 30
+ EV_DoDoor(line,close30ThenOpen);
+ break;
+
+ case 77:
+ // Fast Ceiling Crush & Raise
+ EV_DoCeiling(line,fastCrushAndRaise);
+ break;
+
+ case 79:
+ // Lights Very Dark
+ EV_LightTurnOn(line,35);
+ break;
+
+ case 80:
+ // Light Turn On - brightest near
+ EV_LightTurnOn(line,0);
+ break;
+
+ case 81:
+ // Light Turn On 255
+ EV_LightTurnOn(line,255);
+ break;
+
+ case 82:
+ // Lower Floor To Lowest
+ EV_DoFloor( line, lowerFloorToLowest );
+ break;
+
+ case 83:
+ // Lower Floor
+ EV_DoFloor(line,lowerFloor);
+ break;
+
+ case 84:
+ // LowerAndChange
+ EV_DoFloor(line,lowerAndChange);
+ break;
+
+ case 86:
+ // Open Door
+ EV_DoDoor(line,open);
+ break;
+
+ case 87:
+ // Perpetual Platform Raise
+ EV_DoPlat(line,perpetualRaise,0);
+ break;
+
+ case 88:
+ // PlatDownWaitUp
+ EV_DoPlat(line,downWaitUpStay,0);
+ break;
+
+ case 89:
+ // Platform Stop
+ EV_StopPlat(line);
+ break;
+
+ case 90:
+ // Raise Door
+ EV_DoDoor(line,normal);
+ break;
+
+ case 91:
+ // Raise Floor
+ EV_DoFloor(line,raiseFloor);
+ break;
+
+ case 92:
+ // Raise Floor 24
+ EV_DoFloor(line,raiseFloor24);
+ break;
+
+ case 93:
+ // Raise Floor 24 And Change
+ EV_DoFloor(line,raiseFloor24AndChange);
+ break;
+
+ case 94:
+ // Raise Floor Crush
+ EV_DoFloor(line,raiseFloorCrush);
+ break;
+
+ case 95:
+ // Raise floor to nearest height
+ // and change texture.
+ EV_DoPlat(line,raiseToNearestAndChange,0);
+ break;
+
+ case 96:
+ // Raise floor to shortest texture height
+ // on either side of lines.
+ EV_DoFloor(line,raiseToTexture);
+ break;
+
+ case 97:
+ // TELEPORT!
+ EV_Teleport( line, side, thing );
+ break;
+
+ case 98:
+ // Lower Floor (TURBO)
+ EV_DoFloor(line,turboLower);
+ break;
+
+ case 105:
+ // Blazing Door Raise (faster than TURBO!)
+ EV_DoDoor (line,blazeRaise);
+ break;
+
+ case 106:
+ // Blazing Door Open (faster than TURBO!)
+ EV_DoDoor (line,blazeOpen);
+ break;
+
+ case 107:
+ // Blazing Door Close (faster than TURBO!)
+ EV_DoDoor (line,blazeClose);
+ break;
+
+ case 120:
+ // Blazing PlatDownWaitUpStay.
+ EV_DoPlat(line,blazeDWUS,0);
+ break;
+
+ case 126:
+ // TELEPORT MonsterONLY.
+ if (!thing->player)
+ EV_Teleport( line, side, thing );
+ break;
+
+ case 128:
+ // Raise To Nearest Floor
+ EV_DoFloor(line,raiseFloorToNearest);
+ break;
+
+ case 129:
+ // Raise Floor Turbo
+ EV_DoFloor(line,raiseFloorTurbo);
+ break;
+ }
+}
+
+
+
+//
+// P_ShootSpecialLine - IMPACT SPECIALS
+// Called when a thing shoots a special line.
+//
+void
+P_ShootSpecialLine
+( mobj_t* thing,
+ line_t* line )
+{
+ int ok;
+
+ // Impacts that other things can activate.
+ if (!thing->player)
+ {
+ ok = 0;
+ switch(line->special)
+ {
+ case 46:
+ // OPEN DOOR IMPACT
+ ok = 1;
+ break;
+ }
+ if (!ok)
+ return;
+ }
+
+ switch(line->special)
+ {
+ case 24:
+ // RAISE FLOOR
+ EV_DoFloor(line,raiseFloor);
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 46:
+ // OPEN DOOR
+ EV_DoDoor(line,open);
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 47:
+ // RAISE FLOOR NEAR AND CHANGE
+ EV_DoPlat(line,raiseToNearestAndChange,0);
+ P_ChangeSwitchTexture(line,0);
+ break;
+ }
+}
+
+
+
+//
+// P_PlayerInSpecialSector
+// Called every tic frame
+// that the player origin is in a special sector
+//
+void P_PlayerInSpecialSector (player_t* player)
+{
+ sector_t* sector;
+
+ sector = player->mo->subsector->sector;
+
+ // Falling, not all the way down yet?
+ if (player->mo->z != sector->floorheight)
+ return;
+
+ // Has hitten ground.
+ switch (sector->special)
+ {
+ case 5:
+ // HELLSLIME DAMAGE
+ if (!player->powers[pw_ironfeet])
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 10);
+ break;
+
+ case 7:
+ // NUKAGE DAMAGE
+ if (!player->powers[pw_ironfeet])
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 5);
+ break;
+
+ case 16:
+ // SUPER HELLSLIME DAMAGE
+ case 4:
+ // STROBE HURT
+ if (!player->powers[pw_ironfeet]
+ || (P_Random()<5) )
+ {
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 20);
+ }
+ break;
+
+ case 9:
+ // SECRET SECTOR
+ player->secretcount++;
+ sector->special = 0;
+ break;
+
+ case 11:
+ // EXIT SUPER DAMAGE! (for E1M8 finale)
+ player->cheats &= ~CF_GODMODE;
+
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 20);
+
+ if (player->health <= 10)
+ G_ExitLevel();
+ break;
+
+ default:
+ I_Error ("P_PlayerInSpecialSector: "
+ "unknown special %i",
+ sector->special);
+ break;
+ };
+}
+
+
+
+
+//
+// P_UpdateSpecials
+// Animate planes, scroll walls, etc.
+//
+boolean levelTimer;
+int levelTimeCount;
+
+void P_UpdateSpecials (void)
+{
+ anim_t* anim;
+ int pic;
+ int i;
+ line_t* line;
+
+
+ // LEVEL TIMER
+ if (levelTimer == true)
+ {
+ levelTimeCount--;
+ if (!levelTimeCount)
+ G_ExitLevel();
+ }
+
+ // ANIMATE FLATS AND TEXTURES GLOBALLY
+ for (anim = anims ; anim < lastanim ; anim++)
+ {
+ for (i=anim->basepic ; i<anim->basepic+anim->numpics ; i++)
+ {
+ pic = anim->basepic + ( (leveltime/anim->speed + i)%anim->numpics );
+ if (anim->istexture)
+ texturetranslation[i] = pic;
+ else
+ flattranslation[i] = pic;
+ }
+ }
+
+
+ // ANIMATE LINE SPECIALS
+ for (i = 0; i < numlinespecials; i++)
+ {
+ line = linespeciallist[i];
+ switch(line->special)
+ {
+ case 48:
+ // EFFECT FIRSTCOL SCROLL +
+ sides[line->sidenum[0]].textureoffset += FRACUNIT;
+ break;
+ }
+ }
+
+
+ // DO BUTTONS
+ for (i = 0; i < MAXBUTTONS; i++)
+ if (buttonlist[i].btimer)
+ {
+ buttonlist[i].btimer--;
+ if (!buttonlist[i].btimer)
+ {
+ switch(buttonlist[i].where)
+ {
+ case top:
+ sides[buttonlist[i].line->sidenum[0]].toptexture =
+ buttonlist[i].btexture;
+ break;
+
+ case middle:
+ sides[buttonlist[i].line->sidenum[0]].midtexture =
+ buttonlist[i].btexture;
+ break;
+
+ case bottom:
+ sides[buttonlist[i].line->sidenum[0]].bottomtexture =
+ buttonlist[i].btexture;
+ break;
+ }
+ S_StartSound(&buttonlist[i].soundorg,sfx_swtchn);
+ memset(&buttonlist[i],0,sizeof(button_t));
+ }
+ }
+}
+
+
+//
+// Donut overrun emulation
+//
+// Derived from the code from PrBoom+. Thanks go to Andrey Budko (entryway)
+// as usual :-)
+//
+
+#define DONUT_FLOORHEIGHT_DEFAULT 0x00000000
+#define DONUT_FLOORPIC_DEFAULT 0x16
+
+static void DonutOverrun(fixed_t *s3_floorheight, short *s3_floorpic,
+ line_t *line, sector_t *pillar_sector)
+{
+ static int first = 1;
+ static int tmp_s3_floorheight;
+ static int tmp_s3_floorpic;
+
+ extern int numflats;
+
+ if (first)
+ {
+ int p;
+
+ // This is the first time we have had an overrun.
+ first = 0;
+
+ // Default values
+ tmp_s3_floorheight = DONUT_FLOORHEIGHT_DEFAULT;
+ tmp_s3_floorpic = DONUT_FLOORPIC_DEFAULT;
+
+ //!
+ // @category compat
+ // @arg <x> <y>
+ //
+ // Use the specified magic values when emulating behavior caused
+ // by memory overruns from improperly constructed donuts.
+ // In Vanilla Doom this can differ depending on the operating
+ // system. The default (if this option is not specified) is to
+ // emulate the behavior when running under Windows 98.
+
+ p = M_CheckParm("-donut");
+
+ if (p > 0 && p < myargc - 2)
+ {
+ // Dump of needed memory: (fixed_t)0000:0000 and (short)0000:0008
+ //
+ // C:\>debug
+ // -d 0:0
+ //
+ // DOS 6.22:
+ // 0000:0000 (57 92 19 00) F4 06 70 00-(16 00)
+ // DOS 7.1:
+ // 0000:0000 (9E 0F C9 00) 65 04 70 00-(16 00)
+ // Win98:
+ // 0000:0000 (00 00 00 00) 65 04 70 00-(16 00)
+ // DOSBox under XP:
+ // 0000:0000 (00 00 00 F1) ?? ?? ?? 00-(07 00)
+
+ M_StrToInt(myargv[p + 1], &tmp_s3_floorheight);
+ M_StrToInt(myargv[p + 2], &tmp_s3_floorpic);
+
+ if (tmp_s3_floorpic >= numflats)
+ {
+ fprintf(stderr,
+ "DonutOverrun: The second parameter for \"-donut\" "
+ "switch should be greater than 0 and less than number "
+ "of flats (%d). Using default value (%d) instead. \n",
+ numflats, DONUT_FLOORPIC_DEFAULT);
+ tmp_s3_floorpic = DONUT_FLOORPIC_DEFAULT;
+ }
+ }
+ }
+
+ /*
+ fprintf(stderr,
+ "Linedef: %d; Sector: %d; "
+ "New floor height: %d; New floor pic: %d\n",
+ line->iLineID, pillar_sector->iSectorID,
+ tmp_s3_floorheight >> 16, tmp_s3_floorpic);
+ */
+
+ *s3_floorheight = (fixed_t) tmp_s3_floorheight;
+ *s3_floorpic = (short) tmp_s3_floorpic;
+}
+
+
+//
+// Special Stuff that can not be categorized
+//
+int EV_DoDonut(line_t* line)
+{
+ sector_t* s1;
+ sector_t* s2;
+ sector_t* s3;
+ int secnum;
+ int rtn;
+ int i;
+ floormove_t* floor;
+ fixed_t s3_floorheight;
+ short s3_floorpic;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+ {
+ s1 = &sectors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (s1->specialdata)
+ continue;
+
+ rtn = 1;
+ s2 = getNextSector(s1->lines[0],s1);
+
+ // Vanilla Doom does not check if the linedef is one sided. The
+ // game does not crash, but reads invalid memory and causes the
+ // sector floor to move "down" to some unknown height.
+ // DOSbox prints a warning about an invalid memory access.
+ //
+ // I'm not sure exactly what invalid memory is being read. This
+ // isn't something that should be done, anyway.
+ // Just print a warning and return.
+
+ if (s2 == NULL)
+ {
+ fprintf(stderr,
+ "EV_DoDonut: linedef had no second sidedef! "
+ "Unexpected behavior may occur in Vanilla Doom. \n");
+ break;
+ }
+
+ for (i = 0; i < s2->linecount; i++)
+ {
+ s3 = s2->lines[i]->backsector;
+
+ if (s3 == s1)
+ continue;
+
+ if (s3 == NULL)
+ {
+ // e6y
+ // s3 is NULL, so
+ // s3->floorheight is an int at 0000:0000
+ // s3->floorpic is a short at 0000:0008
+ // Trying to emulate
+
+ fprintf(stderr,
+ "EV_DoDonut: WARNING: emulating buffer overrun due to "
+ "NULL back sector. "
+ "Unexpected behavior may occur in Vanilla Doom.\n");
+
+ DonutOverrun(&s3_floorheight, &s3_floorpic, line, s1);
+ }
+ else
+ {
+ s3_floorheight = s3->floorheight;
+ s3_floorpic = s3->floorpic;
+ }
+
+ // Spawn rising slime
+ floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+ P_AddThinker (&floor->thinker);
+ s2->specialdata = floor;
+ floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+ floor->type = donutRaise;
+ floor->crush = false;
+ floor->direction = 1;
+ floor->sector = s2;
+ floor->speed = FLOORSPEED / 2;
+ floor->texture = s3_floorpic;
+ floor->newspecial = 0;
+ floor->floordestheight = s3_floorheight;
+
+ // Spawn lowering donut-hole
+ floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+ P_AddThinker (&floor->thinker);
+ s1->specialdata = floor;
+ floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+ floor->type = lowerFloor;
+ floor->crush = false;
+ floor->direction = -1;
+ floor->sector = s1;
+ floor->speed = FLOORSPEED / 2;
+ floor->floordestheight = s3_floorheight;
+ break;
+ }
+ }
+ return rtn;
+}
+
+
+
+//
+// SPECIAL SPAWNING
+//
+
+//
+// P_SpawnSpecials
+// After the map has been loaded, scan for specials
+// that spawn thinkers
+//
+short numlinespecials;
+line_t* linespeciallist[MAXLINEANIMS];
+
+
+// Parses command line parameters.
+void P_SpawnSpecials (void)
+{
+ sector_t* sector;
+ int i;
+ int episode;
+
+ episode = 1;
+ if (W_CheckNumForName(DEH_String("texture2")) >= 0)
+ episode = 2;
+
+
+ // See if -TIMER was specified.
+
+ if (timelimit > 0)
+ {
+ levelTimer = true;
+ levelTimeCount = timelimit * 60 * TICRATE;
+ }
+ else
+ {
+ levelTimer = false;
+ }
+
+ // Init special SECTORs.
+ sector = sectors;
+ for (i=0 ; i<numsectors ; i++, sector++)
+ {
+ if (!sector->special)
+ continue;
+
+ switch (sector->special)
+ {
+ case 1:
+ // FLICKERING LIGHTS
+ P_SpawnLightFlash (sector);
+ break;
+
+ case 2:
+ // STROBE FAST
+ P_SpawnStrobeFlash(sector,FASTDARK,0);
+ break;
+
+ case 3:
+ // STROBE SLOW
+ P_SpawnStrobeFlash(sector,SLOWDARK,0);
+ break;
+
+ case 4:
+ // STROBE FAST/DEATH SLIME
+ P_SpawnStrobeFlash(sector,FASTDARK,0);
+ sector->special = 4;
+ break;
+
+ case 8:
+ // GLOWING LIGHT
+ P_SpawnGlowingLight(sector);
+ break;
+ case 9:
+ // SECRET SECTOR
+ totalsecret++;
+ break;
+
+ case 10:
+ // DOOR CLOSE IN 30 SECONDS
+ P_SpawnDoorCloseIn30 (sector);
+ break;
+
+ case 12:
+ // SYNC STROBE SLOW
+ P_SpawnStrobeFlash (sector, SLOWDARK, 1);
+ break;
+
+ case 13:
+ // SYNC STROBE FAST
+ P_SpawnStrobeFlash (sector, FASTDARK, 1);
+ break;
+
+ case 14:
+ // DOOR RAISE IN 5 MINUTES
+ P_SpawnDoorRaiseIn5Mins (sector, i);
+ break;
+
+ case 17:
+ P_SpawnFireFlicker(sector);
+ break;
+ }
+ }
+
+
+ // Init line EFFECTs
+ numlinespecials = 0;
+ for (i = 0;i < numlines; i++)
+ {
+ switch(lines[i].special)
+ {
+ case 48:
+ // EFFECT FIRSTCOL SCROLL+
+ linespeciallist[numlinespecials] = &lines[i];
+ numlinespecials++;
+ break;
+ }
+ }
+
+
+ // Init other misc stuff
+ for (i = 0;i < MAXCEILINGS;i++)
+ activeceilings[i] = NULL;
+
+ for (i = 0;i < MAXPLATS;i++)
+ activeplats[i] = NULL;
+
+ for (i = 0;i < MAXBUTTONS;i++)
+ memset(&buttonlist[i],0,sizeof(button_t));
+
+ // UNUSED: no horizonal sliders.
+ // P_InitSlidingDoorFrames();
+}
diff --git a/src/strife/p_spec.h b/src/strife/p_spec.h
new file mode 100644
index 00000000..f5b57032
--- /dev/null
+++ b/src/strife/p_spec.h
@@ -0,0 +1,645 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: none
+// Implements special effects:
+// Texture animation, height or lighting changes
+// according to adjacent sectors, respective
+// utility functions, etc.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_SPEC__
+#define __P_SPEC__
+
+
+//
+// End-level timer (-TIMER option)
+//
+extern boolean levelTimer;
+extern int levelTimeCount;
+
+
+// Define values for map objects
+#define MO_TELEPORTMAN 14
+
+
+// at game start
+void P_InitPicAnims (void);
+
+// at map load
+void P_SpawnSpecials (void);
+
+// every tic
+void P_UpdateSpecials (void);
+
+// when needed
+boolean
+P_UseSpecialLine
+( mobj_t* thing,
+ line_t* line,
+ int side );
+
+void
+P_ShootSpecialLine
+( mobj_t* thing,
+ line_t* line );
+
+void
+P_CrossSpecialLine
+( int linenum,
+ int side,
+ mobj_t* thing );
+
+void P_PlayerInSpecialSector (player_t* player);
+
+int
+twoSided
+( int sector,
+ int line );
+
+sector_t*
+getSector
+( int currentSector,
+ int line,
+ int side );
+
+side_t*
+getSide
+( int currentSector,
+ int line,
+ int side );
+
+fixed_t P_FindLowestFloorSurrounding(sector_t* sec);
+fixed_t P_FindHighestFloorSurrounding(sector_t* sec);
+
+fixed_t
+P_FindNextHighestFloor
+( sector_t* sec,
+ int currentheight );
+
+fixed_t P_FindLowestCeilingSurrounding(sector_t* sec);
+fixed_t P_FindHighestCeilingSurrounding(sector_t* sec);
+
+int
+P_FindSectorFromLineTag
+( line_t* line,
+ int start );
+
+int
+P_FindMinSurroundingLight
+( sector_t* sector,
+ int max );
+
+sector_t*
+getNextSector
+( line_t* line,
+ sector_t* sec );
+
+
+//
+// SPECIAL
+//
+int EV_DoDonut(line_t* line);
+
+
+
+//
+// P_LIGHTS
+//
+typedef struct
+{
+ thinker_t thinker;
+ sector_t* sector;
+ int count;
+ int maxlight;
+ int minlight;
+
+} fireflicker_t;
+
+
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t* sector;
+ int count;
+ int maxlight;
+ int minlight;
+ int maxtime;
+ int mintime;
+
+} lightflash_t;
+
+
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t* sector;
+ int count;
+ int minlight;
+ int maxlight;
+ int darktime;
+ int brighttime;
+
+} strobe_t;
+
+
+
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t* sector;
+ int minlight;
+ int maxlight;
+ int direction;
+
+} glow_t;
+
+
+#define GLOWSPEED 8
+#define STROBEBRIGHT 5
+#define FASTDARK 15
+#define SLOWDARK 35
+
+void P_SpawnFireFlicker (sector_t* sector);
+void T_LightFlash (lightflash_t* flash);
+void P_SpawnLightFlash (sector_t* sector);
+void T_StrobeFlash (strobe_t* flash);
+
+void
+P_SpawnStrobeFlash
+( sector_t* sector,
+ int fastOrSlow,
+ int inSync );
+
+void EV_StartLightStrobing(line_t* line);
+void EV_TurnTagLightsOff(line_t* line);
+
+void
+EV_LightTurnOn
+( line_t* line,
+ int bright );
+
+void T_Glow(glow_t* g);
+void P_SpawnGlowingLight(sector_t* sector);
+
+
+
+
+//
+// P_SWITCH
+//
+typedef struct
+{
+ char name1[9];
+ char name2[9];
+ short episode;
+
+} switchlist_t;
+
+
+typedef enum
+{
+ top,
+ middle,
+ bottom
+
+} bwhere_e;
+
+
+typedef struct
+{
+ line_t* line;
+ bwhere_e where;
+ int btexture;
+ int btimer;
+ degenmobj_t *soundorg;
+
+} button_t;
+
+
+
+
+ // max # of wall switches in a level
+#define MAXSWITCHES 50
+
+ // 4 players, 4 buttons each at once, max.
+#define MAXBUTTONS 16
+
+ // 1 second, in ticks.
+#define BUTTONTIME 35
+
+extern button_t buttonlist[MAXBUTTONS];
+
+void
+P_ChangeSwitchTexture
+( line_t* line,
+ int useAgain );
+
+void P_InitSwitchList(void);
+
+
+//
+// P_PLATS
+//
+typedef enum
+{
+ up,
+ down,
+ waiting,
+ in_stasis
+
+} plat_e;
+
+
+
+typedef enum
+{
+ perpetualRaise,
+ downWaitUpStay,
+ raiseAndChange,
+ raiseToNearestAndChange,
+ blazeDWUS
+
+} plattype_e;
+
+
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t* sector;
+ fixed_t speed;
+ fixed_t low;
+ fixed_t high;
+ int wait;
+ int count;
+ plat_e status;
+ plat_e oldstatus;
+ boolean crush;
+ int tag;
+ plattype_e type;
+
+} plat_t;
+
+
+
+#define PLATWAIT 3
+#define PLATSPEED FRACUNIT
+#define MAXPLATS 30
+
+
+extern plat_t* activeplats[MAXPLATS];
+
+void T_PlatRaise(plat_t* plat);
+
+int
+EV_DoPlat
+( line_t* line,
+ plattype_e type,
+ int amount );
+
+void P_AddActivePlat(plat_t* plat);
+void P_RemoveActivePlat(plat_t* plat);
+void EV_StopPlat(line_t* line);
+void P_ActivateInStasis(int tag);
+
+
+//
+// P_DOORS
+//
+typedef enum
+{
+ normal,
+ close30ThenOpen,
+ close,
+ open,
+ raiseIn5Mins,
+ blazeRaise,
+ blazeOpen,
+ blazeClose
+
+} vldoor_e;
+
+
+
+typedef struct
+{
+ thinker_t thinker;
+ vldoor_e type;
+ sector_t* sector;
+ fixed_t topheight;
+ fixed_t speed;
+
+ // 1 = up, 0 = waiting at top, -1 = down
+ int direction;
+
+ // tics to wait at the top
+ int topwait;
+ // (keep in case a door going down is reset)
+ // when it reaches 0, start going down
+ int topcountdown;
+
+} vldoor_t;
+
+
+
+#define VDOORSPEED FRACUNIT*2
+#define VDOORWAIT 150
+
+void
+EV_VerticalDoor
+( line_t* line,
+ mobj_t* thing );
+
+int
+EV_DoDoor
+( line_t* line,
+ vldoor_e type );
+
+int
+EV_DoLockedDoor
+( line_t* line,
+ vldoor_e type,
+ mobj_t* thing );
+
+void T_VerticalDoor (vldoor_t* door);
+void P_SpawnDoorCloseIn30 (sector_t* sec);
+
+void
+P_SpawnDoorRaiseIn5Mins
+( sector_t* sec,
+ int secnum );
+
+
+
+#if 0 // UNUSED
+//
+// Sliding doors...
+//
+typedef enum
+{
+ sd_opening,
+ sd_waiting,
+ sd_closing
+
+} sd_e;
+
+
+
+typedef enum
+{
+ sdt_openOnly,
+ sdt_closeOnly,
+ sdt_openAndClose
+
+} sdt_e;
+
+
+
+
+typedef struct
+{
+ thinker_t thinker;
+ sdt_e type;
+ line_t* line;
+ int frame;
+ int whichDoorIndex;
+ int timer;
+ sector_t* frontsector;
+ sector_t* backsector;
+ sd_e status;
+
+} slidedoor_t;
+
+
+
+typedef struct
+{
+ char frontFrame1[9];
+ char frontFrame2[9];
+ char frontFrame3[9];
+ char frontFrame4[9];
+ char backFrame1[9];
+ char backFrame2[9];
+ char backFrame3[9];
+ char backFrame4[9];
+
+} slidename_t;
+
+
+
+typedef struct
+{
+ int frontFrames[4];
+ int backFrames[4];
+
+} slideframe_t;
+
+
+
+// how many frames of animation
+#define SNUMFRAMES 4
+
+#define SDOORWAIT 35*3
+#define SWAITTICS 4
+
+// how many diff. types of anims
+#define MAXSLIDEDOORS 5
+
+void P_InitSlidingDoorFrames(void);
+
+void
+EV_SlidingDoor
+( line_t* line,
+ mobj_t* thing );
+#endif
+
+
+
+//
+// P_CEILNG
+//
+typedef enum
+{
+ lowerToFloor,
+ raiseToHighest,
+ lowerAndCrush,
+ crushAndRaise,
+ fastCrushAndRaise,
+ silentCrushAndRaise
+
+} ceiling_e;
+
+
+
+typedef struct
+{
+ thinker_t thinker;
+ ceiling_e type;
+ sector_t* sector;
+ fixed_t bottomheight;
+ fixed_t topheight;
+ fixed_t speed;
+ boolean crush;
+
+ // 1 = up, 0 = waiting, -1 = down
+ int direction;
+
+ // ID
+ int tag;
+ int olddirection;
+
+} ceiling_t;
+
+
+
+
+
+#define CEILSPEED FRACUNIT
+#define CEILWAIT 150
+#define MAXCEILINGS 30
+
+extern ceiling_t* activeceilings[MAXCEILINGS];
+
+int
+EV_DoCeiling
+( line_t* line,
+ ceiling_e type );
+
+void T_MoveCeiling (ceiling_t* ceiling);
+void P_AddActiveCeiling(ceiling_t* c);
+void P_RemoveActiveCeiling(ceiling_t* c);
+int EV_CeilingCrushStop(line_t* line);
+void P_ActivateInStasisCeiling(line_t* line);
+
+
+//
+// P_FLOOR
+//
+typedef enum
+{
+ // lower floor to highest surrounding floor
+ lowerFloor,
+
+ // lower floor to lowest surrounding floor
+ lowerFloorToLowest,
+
+ // lower floor to highest surrounding floor VERY FAST
+ turboLower,
+
+ // raise floor to lowest surrounding CEILING
+ raiseFloor,
+
+ // raise floor to next highest surrounding floor
+ raiseFloorToNearest,
+
+ // raise floor to shortest height texture around it
+ raiseToTexture,
+
+ // lower floor to lowest surrounding floor
+ // and change floorpic
+ lowerAndChange,
+
+ raiseFloor24,
+ raiseFloor24AndChange,
+ raiseFloorCrush,
+
+ // raise to next highest floor, turbo-speed
+ raiseFloorTurbo,
+ donutRaise,
+ raiseFloor512
+
+} floor_e;
+
+
+
+
+typedef enum
+{
+ build8, // slowly build by 8
+ turbo16 // quickly build by 16
+
+} stair_e;
+
+
+
+typedef struct
+{
+ thinker_t thinker;
+ floor_e type;
+ boolean crush;
+ sector_t* sector;
+ int direction;
+ int newspecial;
+ short texture;
+ fixed_t floordestheight;
+ fixed_t speed;
+
+} floormove_t;
+
+
+
+#define FLOORSPEED FRACUNIT
+
+typedef enum
+{
+ ok,
+ crushed,
+ pastdest
+
+} result_e;
+
+result_e
+T_MovePlane
+( sector_t* sector,
+ fixed_t speed,
+ fixed_t dest,
+ boolean crush,
+ int floorOrCeiling,
+ int direction );
+
+int
+EV_BuildStairs
+( line_t* line,
+ stair_e type );
+
+int
+EV_DoFloor
+( line_t* line,
+ floor_e floortype );
+
+void T_MoveFloor( floormove_t* floor);
+
+//
+// P_TELEPT
+//
+int
+EV_Teleport
+( line_t* line,
+ int side,
+ mobj_t* thing );
+
+#endif
diff --git a/src/strife/p_switch.c b/src/strife/p_switch.c
new file mode 100644
index 00000000..362ecccf
--- /dev/null
+++ b/src/strife/p_switch.c
@@ -0,0 +1,656 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//
+// DESCRIPTION:
+// Switches, buttons. Two-state animation. Exits.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+
+#include "i_system.h"
+#include "deh_main.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "g_game.h"
+
+#include "s_sound.h"
+
+// Data.
+#include "sounds.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+
+//
+// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
+//
+switchlist_t alphSwitchList[] =
+{
+ // Doom shareware episode 1 switches
+ {"SW1BRCOM", "SW2BRCOM", 1},
+ {"SW1BRN1", "SW2BRN1", 1},
+ {"SW1BRN2", "SW2BRN2", 1},
+ {"SW1BRNGN", "SW2BRNGN", 1},
+ {"SW1BROWN", "SW2BROWN", 1},
+ {"SW1COMM", "SW2COMM", 1},
+ {"SW1COMP", "SW2COMP", 1},
+ {"SW1DIRT", "SW2DIRT", 1},
+ {"SW1EXIT", "SW2EXIT", 1},
+ {"SW1GRAY", "SW2GRAY", 1},
+ {"SW1GRAY1", "SW2GRAY1", 1},
+ {"SW1METAL", "SW2METAL", 1},
+ {"SW1PIPE", "SW2PIPE", 1},
+ {"SW1SLAD", "SW2SLAD", 1},
+ {"SW1STARG", "SW2STARG", 1},
+ {"SW1STON1", "SW2STON1", 1},
+ {"SW1STON2", "SW2STON2", 1},
+ {"SW1STONE", "SW2STONE", 1},
+ {"SW1STRTN", "SW2STRTN", 1},
+
+ // Doom registered episodes 2&3 switches
+ {"SW1BLUE", "SW2BLUE", 2},
+ {"SW1CMT", "SW2CMT", 2},
+ {"SW1GARG", "SW2GARG", 2},
+ {"SW1GSTON", "SW2GSTON", 2},
+ {"SW1HOT", "SW2HOT", 2},
+ {"SW1LION", "SW2LION", 2},
+ {"SW1SATYR", "SW2SATYR", 2},
+ {"SW1SKIN", "SW2SKIN", 2},
+ {"SW1VINE", "SW2VINE", 2},
+ {"SW1WOOD", "SW2WOOD", 2},
+
+ // Doom II switches
+ {"SW1PANEL", "SW2PANEL", 3},
+ {"SW1ROCK", "SW2ROCK", 3},
+ {"SW1MET2", "SW2MET2", 3},
+ {"SW1WDMET", "SW2WDMET", 3},
+ {"SW1BRIK", "SW2BRIK", 3},
+ {"SW1MOD1", "SW2MOD1", 3},
+ {"SW1ZIM", "SW2ZIM", 3},
+ {"SW1STON6", "SW2STON6", 3},
+ {"SW1TEK", "SW2TEK", 3},
+ {"SW1MARB", "SW2MARB", 3},
+ {"SW1SKULL", "SW2SKULL", 3},
+
+ {"\0", "\0", 0}
+};
+
+int switchlist[MAXSWITCHES * 2];
+int numswitches;
+button_t buttonlist[MAXBUTTONS];
+
+//
+// P_InitSwitchList
+// Only called at game initialization.
+//
+void P_InitSwitchList(void)
+{
+ int i;
+ int index;
+ int episode;
+
+ episode = 1;
+
+ if (gamemode == registered || gamemode == retail)
+ episode = 2;
+ else
+ if ( gamemode == commercial )
+ episode = 3;
+
+ for (index = 0,i = 0;i < MAXSWITCHES;i++)
+ {
+ if (!alphSwitchList[i].episode)
+ {
+ numswitches = index/2;
+ switchlist[index] = -1;
+ break;
+ }
+
+ if (alphSwitchList[i].episode <= episode)
+ {
+#if 0 // UNUSED - debug?
+ int value;
+
+ if (R_CheckTextureNumForName(alphSwitchList[i].name1) < 0)
+ {
+ I_Error("Can't find switch texture '%s'!",
+ alphSwitchList[i].name1);
+ continue;
+ }
+
+ value = R_TextureNumForName(alphSwitchList[i].name1);
+#endif
+ switchlist[index++] = R_TextureNumForName(DEH_String(alphSwitchList[i].name1));
+ switchlist[index++] = R_TextureNumForName(DEH_String(alphSwitchList[i].name2));
+ }
+ }
+}
+
+
+//
+// Start a button counting down till it turns off.
+//
+void
+P_StartButton
+( line_t* line,
+ bwhere_e w,
+ int texture,
+ int time )
+{
+ int i;
+
+ // See if button is already pressed
+ for (i = 0;i < MAXBUTTONS;i++)
+ {
+ if (buttonlist[i].btimer
+ && buttonlist[i].line == line)
+ {
+
+ return;
+ }
+ }
+
+
+
+ for (i = 0;i < MAXBUTTONS;i++)
+ {
+ if (!buttonlist[i].btimer)
+ {
+ buttonlist[i].line = line;
+ buttonlist[i].where = w;
+ buttonlist[i].btexture = texture;
+ buttonlist[i].btimer = time;
+ buttonlist[i].soundorg = &line->frontsector->soundorg;
+ return;
+ }
+ }
+
+ I_Error("P_StartButton: no button slots left!");
+}
+
+
+
+
+
+//
+// Function that changes wall texture.
+// Tell it if switch is ok to use again (1=yes, it's a button).
+//
+void
+P_ChangeSwitchTexture
+( line_t* line,
+ int useAgain )
+{
+ int texTop;
+ int texMid;
+ int texBot;
+ int i;
+ int sound;
+
+ if (!useAgain)
+ line->special = 0;
+
+ texTop = sides[line->sidenum[0]].toptexture;
+ texMid = sides[line->sidenum[0]].midtexture;
+ texBot = sides[line->sidenum[0]].bottomtexture;
+
+ sound = sfx_swtchn;
+
+ // EXIT SWITCH?
+ if (line->special == 11)
+ sound = sfx_swtchx;
+
+ for (i = 0;i < numswitches*2;i++)
+ {
+ if (switchlist[i] == texTop)
+ {
+ S_StartSound(buttonlist->soundorg,sound);
+ sides[line->sidenum[0]].toptexture = switchlist[i^1];
+
+ if (useAgain)
+ P_StartButton(line,top,switchlist[i],BUTTONTIME);
+
+ return;
+ }
+ else
+ {
+ if (switchlist[i] == texMid)
+ {
+ S_StartSound(buttonlist->soundorg,sound);
+ sides[line->sidenum[0]].midtexture = switchlist[i^1];
+
+ if (useAgain)
+ P_StartButton(line, middle,switchlist[i],BUTTONTIME);
+
+ return;
+ }
+ else
+ {
+ if (switchlist[i] == texBot)
+ {
+ S_StartSound(buttonlist->soundorg,sound);
+ sides[line->sidenum[0]].bottomtexture = switchlist[i^1];
+
+ if (useAgain)
+ P_StartButton(line, bottom,switchlist[i],BUTTONTIME);
+
+ return;
+ }
+ }
+ }
+ }
+}
+
+
+
+
+
+
+//
+// P_UseSpecialLine
+// Called when a thing uses a special line.
+// Only the front sides of lines are usable.
+//
+boolean
+P_UseSpecialLine
+( mobj_t* thing,
+ line_t* line,
+ int side )
+{
+
+ // Err...
+ // Use the back sides of VERY SPECIAL lines...
+ if (side)
+ {
+ switch(line->special)
+ {
+ case 124:
+ // Sliding door open&close
+ // UNUSED?
+ break;
+
+ default:
+ return false;
+ break;
+ }
+ }
+
+
+ // Switches that other things can activate.
+ if (!thing->player)
+ {
+ // never open secret doors
+ if (line->flags & ML_SECRET)
+ return false;
+
+ switch(line->special)
+ {
+ case 1: // MANUAL DOOR RAISE
+ case 32: // MANUAL BLUE
+ case 33: // MANUAL RED
+ case 34: // MANUAL YELLOW
+ break;
+
+ default:
+ return false;
+ break;
+ }
+ }
+
+
+ // do something
+ switch (line->special)
+ {
+ // MANUALS
+ case 1: // Vertical Door
+ case 26: // Blue Door/Locked
+ case 27: // Yellow Door /Locked
+ case 28: // Red Door /Locked
+
+ case 31: // Manual door open
+ case 32: // Blue locked door open
+ case 33: // Red locked door open
+ case 34: // Yellow locked door open
+
+ case 117: // Blazing door raise
+ case 118: // Blazing door open
+ EV_VerticalDoor (line, thing);
+ break;
+
+ //UNUSED - Door Slide Open&Close
+ // case 124:
+ // EV_SlidingDoor (line, thing);
+ // break;
+
+ // SWITCHES
+ case 7:
+ // Build Stairs
+ if (EV_BuildStairs(line,build8))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 9:
+ // Change Donut
+ if (EV_DoDonut(line))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 11:
+ // Exit level
+ P_ChangeSwitchTexture(line,0);
+ G_ExitLevel ();
+ break;
+
+ case 14:
+ // Raise Floor 32 and change texture
+ if (EV_DoPlat(line,raiseAndChange,32))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 15:
+ // Raise Floor 24 and change texture
+ if (EV_DoPlat(line,raiseAndChange,24))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 18:
+ // Raise Floor to next highest floor
+ if (EV_DoFloor(line, raiseFloorToNearest))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 20:
+ // Raise Plat next highest floor and change texture
+ if (EV_DoPlat(line,raiseToNearestAndChange,0))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 21:
+ // PlatDownWaitUpStay
+ if (EV_DoPlat(line,downWaitUpStay,0))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 23:
+ // Lower Floor to Lowest
+ if (EV_DoFloor(line,lowerFloorToLowest))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 29:
+ // Raise Door
+ if (EV_DoDoor(line,normal))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 41:
+ // Lower Ceiling to Floor
+ if (EV_DoCeiling(line,lowerToFloor))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 71:
+ // Turbo Lower Floor
+ if (EV_DoFloor(line,turboLower))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 49:
+ // Ceiling Crush And Raise
+ if (EV_DoCeiling(line,crushAndRaise))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 50:
+ // Close Door
+ if (EV_DoDoor(line,close))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 51:
+ // Secret EXIT
+ P_ChangeSwitchTexture(line,0);
+ G_SecretExitLevel ();
+ break;
+
+ case 55:
+ // Raise Floor Crush
+ if (EV_DoFloor(line,raiseFloorCrush))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 101:
+ // Raise Floor
+ if (EV_DoFloor(line,raiseFloor))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 102:
+ // Lower Floor to Surrounding floor height
+ if (EV_DoFloor(line,lowerFloor))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 103:
+ // Open Door
+ if (EV_DoDoor(line,open))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 111:
+ // Blazing Door Raise (faster than TURBO!)
+ if (EV_DoDoor (line,blazeRaise))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 112:
+ // Blazing Door Open (faster than TURBO!)
+ if (EV_DoDoor (line,blazeOpen))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 113:
+ // Blazing Door Close (faster than TURBO!)
+ if (EV_DoDoor (line,blazeClose))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 122:
+ // Blazing PlatDownWaitUpStay
+ if (EV_DoPlat(line,blazeDWUS,0))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 127:
+ // Build Stairs Turbo 16
+ if (EV_BuildStairs(line,turbo16))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 131:
+ // Raise Floor Turbo
+ if (EV_DoFloor(line,raiseFloorTurbo))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 133:
+ // BlzOpenDoor BLUE
+ case 135:
+ // BlzOpenDoor RED
+ case 137:
+ // BlzOpenDoor YELLOW
+ if (EV_DoLockedDoor (line,blazeOpen,thing))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 140:
+ // Raise Floor 512
+ if (EV_DoFloor(line,raiseFloor512))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ // BUTTONS
+ case 42:
+ // Close Door
+ if (EV_DoDoor(line,close))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 43:
+ // Lower Ceiling to Floor
+ if (EV_DoCeiling(line,lowerToFloor))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 45:
+ // Lower Floor to Surrounding floor height
+ if (EV_DoFloor(line,lowerFloor))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 60:
+ // Lower Floor to Lowest
+ if (EV_DoFloor(line,lowerFloorToLowest))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 61:
+ // Open Door
+ if (EV_DoDoor(line,open))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 62:
+ // PlatDownWaitUpStay
+ if (EV_DoPlat(line,downWaitUpStay,1))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 63:
+ // Raise Door
+ if (EV_DoDoor(line,normal))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 64:
+ // Raise Floor to ceiling
+ if (EV_DoFloor(line,raiseFloor))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 66:
+ // Raise Floor 24 and change texture
+ if (EV_DoPlat(line,raiseAndChange,24))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 67:
+ // Raise Floor 32 and change texture
+ if (EV_DoPlat(line,raiseAndChange,32))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 65:
+ // Raise Floor Crush
+ if (EV_DoFloor(line,raiseFloorCrush))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 68:
+ // Raise Plat to next highest floor and change texture
+ if (EV_DoPlat(line,raiseToNearestAndChange,0))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 69:
+ // Raise Floor to next highest floor
+ if (EV_DoFloor(line, raiseFloorToNearest))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 70:
+ // Turbo Lower Floor
+ if (EV_DoFloor(line,turboLower))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 114:
+ // Blazing Door Raise (faster than TURBO!)
+ if (EV_DoDoor (line,blazeRaise))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 115:
+ // Blazing Door Open (faster than TURBO!)
+ if (EV_DoDoor (line,blazeOpen))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 116:
+ // Blazing Door Close (faster than TURBO!)
+ if (EV_DoDoor (line,blazeClose))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 123:
+ // Blazing PlatDownWaitUpStay
+ if (EV_DoPlat(line,blazeDWUS,0))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 132:
+ // Raise Floor Turbo
+ if (EV_DoFloor(line,raiseFloorTurbo))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 99:
+ // BlzOpenDoor BLUE
+ case 134:
+ // BlzOpenDoor RED
+ case 136:
+ // BlzOpenDoor YELLOW
+ if (EV_DoLockedDoor (line,blazeOpen,thing))
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 138:
+ // Light Turn On
+ EV_LightTurnOn(line,255);
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 139:
+ // Light Turn Off
+ EV_LightTurnOn(line,35);
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ }
+
+ return true;
+}
+
diff --git a/src/strife/p_telept.c b/src/strife/p_telept.c
new file mode 100644
index 00000000..abd307c5
--- /dev/null
+++ b/src/strife/p_telept.c
@@ -0,0 +1,142 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Teleportation.
+//
+//-----------------------------------------------------------------------------
+
+
+
+
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "s_sound.h"
+
+#include "p_local.h"
+
+
+// Data.
+#include "sounds.h"
+
+// State.
+#include "r_state.h"
+
+
+
+//
+// TELEPORTATION
+//
+int
+EV_Teleport
+( line_t* line,
+ int side,
+ mobj_t* thing )
+{
+ int i;
+ int tag;
+ mobj_t* m;
+ mobj_t* fog;
+ unsigned an;
+ thinker_t* thinker;
+ sector_t* sector;
+ fixed_t oldx;
+ fixed_t oldy;
+ fixed_t oldz;
+
+ // don't teleport missiles
+ if (thing->flags & MF_MISSILE)
+ return 0;
+
+ // Don't teleport if hit back of line,
+ // so you can get out of teleporter.
+ if (side == 1)
+ return 0;
+
+
+ tag = line->tag;
+ for (i = 0; i < numsectors; i++)
+ {
+ if (sectors[ i ].tag == tag )
+ {
+ thinker = thinkercap.next;
+ for (thinker = thinkercap.next;
+ thinker != &thinkercap;
+ thinker = thinker->next)
+ {
+ // not a mobj
+ if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
+ continue;
+
+ m = (mobj_t *)thinker;
+
+ // not a teleportman
+ if (m->type != MT_TELEPORTMAN )
+ continue;
+
+ sector = m->subsector->sector;
+ // wrong sector
+ if (sector-sectors != i )
+ continue;
+
+ oldx = thing->x;
+ oldy = thing->y;
+ oldz = thing->z;
+
+ if (!P_TeleportMove (thing, m->x, m->y))
+ return 0;
+
+ // fraggle: this was changed in final doom,
+ // problem between normal doom2 1.9 and final doom
+ //
+ // Note that although chex.exe is based on Final Doom,
+ // it does not have this quirk.
+
+ if (gameversion < exe_final || gameversion == exe_chex)
+ thing->z = thing->floorz;
+
+ if (thing->player)
+ thing->player->viewz = thing->z+thing->player->viewheight;
+
+ // spawn teleport fog at source and destination
+ fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
+ S_StartSound (fog, sfx_telept);
+ an = m->angle >> ANGLETOFINESHIFT;
+ fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an]
+ , thing->z, MT_TFOG);
+
+ // emit sound, where?
+ S_StartSound (fog, sfx_telept);
+
+ // don't move for a bit
+ if (thing->player)
+ thing->reactiontime = 18;
+
+ thing->angle = m->angle;
+ thing->momx = thing->momy = thing->momz = 0;
+ return 1;
+ }
+ }
+ }
+ return 0;
+}
+
diff --git a/src/strife/p_tick.c b/src/strife/p_tick.c
new file mode 100644
index 00000000..9429cf20
--- /dev/null
+++ b/src/strife/p_tick.c
@@ -0,0 +1,159 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Archiving: SaveGame I/O.
+// Thinker, Ticker.
+//
+//-----------------------------------------------------------------------------
+
+
+#include "z_zone.h"
+#include "p_local.h"
+
+#include "doomstat.h"
+
+
+int leveltime;
+
+//
+// THINKERS
+// All thinkers should be allocated by Z_Malloc
+// so they can be operated on uniformly.
+// The actual structures will vary in size,
+// but the first element must be thinker_t.
+//
+
+
+
+// Both the head and tail of the thinker list.
+thinker_t thinkercap;
+
+
+//
+// P_InitThinkers
+//
+void P_InitThinkers (void)
+{
+ thinkercap.prev = thinkercap.next = &thinkercap;
+}
+
+
+
+
+//
+// P_AddThinker
+// Adds a new thinker at the end of the list.
+//
+void P_AddThinker (thinker_t* thinker)
+{
+ thinkercap.prev->next = thinker;
+ thinker->next = &thinkercap;
+ thinker->prev = thinkercap.prev;
+ thinkercap.prev = thinker;
+}
+
+
+
+//
+// P_RemoveThinker
+// Deallocation is lazy -- it will not actually be freed
+// until its thinking turn comes up.
+//
+void P_RemoveThinker (thinker_t* thinker)
+{
+ // FIXME: NOP.
+ thinker->function.acv = (actionf_v)(-1);
+}
+
+
+
+//
+// P_AllocateThinker
+// Allocates memory and adds a new thinker at the end of the list.
+//
+void P_AllocateThinker (thinker_t* thinker)
+{
+}
+
+
+
+//
+// P_RunThinkers
+//
+void P_RunThinkers (void)
+{
+ thinker_t* currentthinker;
+
+ currentthinker = thinkercap.next;
+ while (currentthinker != &thinkercap)
+ {
+ if ( currentthinker->function.acv == (actionf_v)(-1) )
+ {
+ // time to remove it
+ currentthinker->next->prev = currentthinker->prev;
+ currentthinker->prev->next = currentthinker->next;
+ Z_Free (currentthinker);
+ }
+ else
+ {
+ if (currentthinker->function.acp1)
+ currentthinker->function.acp1 (currentthinker);
+ }
+ currentthinker = currentthinker->next;
+ }
+}
+
+
+
+//
+// P_Ticker
+//
+
+void P_Ticker (void)
+{
+ int i;
+
+ // run the tic
+ if (paused)
+ return;
+
+ // pause if in menu and at least one tic has been run
+ if ( !netgame
+ && menuactive
+ && !demoplayback
+ && players[consoleplayer].viewz != 1)
+ {
+ return;
+ }
+
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ if (playeringame[i])
+ P_PlayerThink (&players[i]);
+
+ P_RunThinkers ();
+ P_UpdateSpecials ();
+ P_RespawnSpecials ();
+
+ // for par times
+ leveltime++;
+}
diff --git a/src/strife/p_tick.h b/src/strife/p_tick.h
new file mode 100644
index 00000000..06934bb8
--- /dev/null
+++ b/src/strife/p_tick.h
@@ -0,0 +1,41 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// ?
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_TICK__
+#define __P_TICK__
+
+
+
+
+// Called by C_Ticker,
+// can call G_PlayerExited.
+// Carries out all thinking of monsters and players.
+void P_Ticker (void);
+
+
+
+#endif
diff --git a/src/strife/p_user.c b/src/strife/p_user.c
new file mode 100644
index 00000000..2ff7f818
--- /dev/null
+++ b/src/strife/p_user.c
@@ -0,0 +1,387 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Player related stuff.
+// Bobbing POV/weapon, movement.
+// Pending weapon.
+//
+//-----------------------------------------------------------------------------
+
+
+
+
+#include "doomdef.h"
+#include "d_event.h"
+
+#include "p_local.h"
+
+#include "doomstat.h"
+
+
+
+// Index of the special effects (INVUL inverse) map.
+#define INVERSECOLORMAP 32
+
+
+//
+// Movement.
+//
+
+// 16 pixels of bob
+#define MAXBOB 0x100000
+
+boolean onground;
+
+
+//
+// P_Thrust
+// Moves the given origin along a given angle.
+//
+void
+P_Thrust
+( player_t* player,
+ angle_t angle,
+ fixed_t move )
+{
+ angle >>= ANGLETOFINESHIFT;
+
+ player->mo->momx += FixedMul(move,finecosine[angle]);
+ player->mo->momy += FixedMul(move,finesine[angle]);
+}
+
+
+
+
+//
+// P_CalcHeight
+// Calculate the walking / running height adjustment
+//
+void P_CalcHeight (player_t* player)
+{
+ int angle;
+ fixed_t bob;
+
+ // Regular movement bobbing
+ // (needs to be calculated for gun swing
+ // even if not on ground)
+ // OPTIMIZE: tablify angle
+ // Note: a LUT allows for effects
+ // like a ramp with low health.
+ player->bob =
+ FixedMul (player->mo->momx, player->mo->momx)
+ + FixedMul (player->mo->momy,player->mo->momy);
+
+ player->bob >>= 2;
+
+ if (player->bob>MAXBOB)
+ player->bob = MAXBOB;
+
+ if ((player->cheats & CF_NOMOMENTUM) || !onground)
+ {
+ player->viewz = player->mo->z + VIEWHEIGHT;
+
+ if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
+ player->viewz = player->mo->ceilingz-4*FRACUNIT;
+
+ player->viewz = player->mo->z + player->viewheight;
+ return;
+ }
+
+ angle = (FINEANGLES/20*leveltime)&FINEMASK;
+ bob = FixedMul ( player->bob/2, finesine[angle]);
+
+
+ // move viewheight
+ if (player->playerstate == PST_LIVE)
+ {
+ player->viewheight += player->deltaviewheight;
+
+ if (player->viewheight > VIEWHEIGHT)
+ {
+ player->viewheight = VIEWHEIGHT;
+ player->deltaviewheight = 0;
+ }
+
+ if (player->viewheight < VIEWHEIGHT/2)
+ {
+ player->viewheight = VIEWHEIGHT/2;
+ if (player->deltaviewheight <= 0)
+ player->deltaviewheight = 1;
+ }
+
+ if (player->deltaviewheight)
+ {
+ player->deltaviewheight += FRACUNIT/4;
+ if (!player->deltaviewheight)
+ player->deltaviewheight = 1;
+ }
+ }
+ player->viewz = player->mo->z + player->viewheight + bob;
+
+ if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
+ player->viewz = player->mo->ceilingz-4*FRACUNIT;
+}
+
+
+
+//
+// P_MovePlayer
+//
+void P_MovePlayer (player_t* player)
+{
+ ticcmd_t* cmd;
+
+ cmd = &player->cmd;
+
+ player->mo->angle += (cmd->angleturn<<16);
+
+ // Do not let the player control movement
+ // if not onground.
+ onground = (player->mo->z <= player->mo->floorz);
+
+ if (cmd->forwardmove && onground)
+ P_Thrust (player, player->mo->angle, cmd->forwardmove*2048);
+
+ if (cmd->sidemove && onground)
+ P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048);
+
+ if ( (cmd->forwardmove || cmd->sidemove)
+ && player->mo->state == &states[S_PLAY] )
+ {
+ P_SetMobjState (player->mo, S_PLAY_RUN1);
+ }
+}
+
+
+
+//
+// P_DeathThink
+// Fall on your face when dying.
+// Decrease POV height to floor height.
+//
+#define ANG5 (ANG90/18)
+
+void P_DeathThink (player_t* player)
+{
+ angle_t angle;
+ angle_t delta;
+
+ P_MovePsprites (player);
+
+ // fall to the ground
+ if (player->viewheight > 6*FRACUNIT)
+ player->viewheight -= FRACUNIT;
+
+ if (player->viewheight < 6*FRACUNIT)
+ player->viewheight = 6*FRACUNIT;
+
+ player->deltaviewheight = 0;
+ onground = (player->mo->z <= player->mo->floorz);
+ P_CalcHeight (player);
+
+ if (player->attacker && player->attacker != player->mo)
+ {
+ angle = R_PointToAngle2 (player->mo->x,
+ player->mo->y,
+ player->attacker->x,
+ player->attacker->y);
+
+ delta = angle - player->mo->angle;
+
+ if (delta < ANG5 || delta > (unsigned)-ANG5)
+ {
+ // Looking at killer,
+ // so fade damage flash down.
+ player->mo->angle = angle;
+
+ if (player->damagecount)
+ player->damagecount--;
+ }
+ else if (delta < ANG180)
+ player->mo->angle += ANG5;
+ else
+ player->mo->angle -= ANG5;
+ }
+ else if (player->damagecount)
+ player->damagecount--;
+
+
+ if (player->cmd.buttons & BT_USE)
+ player->playerstate = PST_REBORN;
+}
+
+
+
+//
+// P_PlayerThink
+//
+void P_PlayerThink (player_t* player)
+{
+ ticcmd_t* cmd;
+ weapontype_t newweapon;
+
+ // fixme: do this in the cheat code
+ if (player->cheats & CF_NOCLIP)
+ player->mo->flags |= MF_NOCLIP;
+ else
+ player->mo->flags &= ~MF_NOCLIP;
+
+ // chain saw run forward
+ cmd = &player->cmd;
+ if (player->mo->flags & MF_JUSTATTACKED)
+ {
+ cmd->angleturn = 0;
+ cmd->forwardmove = 0xc800/512;
+ cmd->sidemove = 0;
+ player->mo->flags &= ~MF_JUSTATTACKED;
+ }
+
+
+ if (player->playerstate == PST_DEAD)
+ {
+ P_DeathThink (player);
+ return;
+ }
+
+ // Move around.
+ // Reactiontime is used to prevent movement
+ // for a bit after a teleport.
+ if (player->mo->reactiontime)
+ player->mo->reactiontime--;
+ else
+ P_MovePlayer (player);
+
+ P_CalcHeight (player);
+
+ if (player->mo->subsector->sector->special)
+ P_PlayerInSpecialSector (player);
+
+ // Check for weapon change.
+
+ // A special event has no other buttons.
+ if (cmd->buttons & BT_SPECIAL)
+ cmd->buttons = 0;
+
+ if (cmd->buttons & BT_CHANGE)
+ {
+ // The actual changing of the weapon is done
+ // when the weapon psprite can do it
+ // (read: not in the middle of an attack).
+ newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
+
+ if (newweapon == wp_fist
+ && player->weaponowned[wp_chainsaw]
+ && !(player->readyweapon == wp_chainsaw
+ && player->powers[pw_strength]))
+ {
+ newweapon = wp_chainsaw;
+ }
+
+ if ( (gamemode == commercial)
+ && newweapon == wp_shotgun
+ && player->weaponowned[wp_supershotgun]
+ && player->readyweapon != wp_supershotgun)
+ {
+ newweapon = wp_supershotgun;
+ }
+
+
+ if (player->weaponowned[newweapon]
+ && newweapon != player->readyweapon)
+ {
+ // Do not go to plasma or BFG in shareware,
+ // even if cheated.
+ if ((newweapon != wp_plasma
+ && newweapon != wp_bfg)
+ || (gamemode != shareware) )
+ {
+ player->pendingweapon = newweapon;
+ }
+ }
+ }
+
+ // check for use
+ if (cmd->buttons & BT_USE)
+ {
+ if (!player->usedown)
+ {
+ P_UseLines (player);
+ player->usedown = true;
+ }
+ }
+ else
+ player->usedown = false;
+
+ // cycle psprites
+ P_MovePsprites (player);
+
+ // Counters, time dependend power ups.
+
+ // Strength counts up to diminish fade.
+ if (player->powers[pw_strength])
+ player->powers[pw_strength]++;
+
+ if (player->powers[pw_invulnerability])
+ player->powers[pw_invulnerability]--;
+
+ if (player->powers[pw_invisibility])
+ if (! --player->powers[pw_invisibility] )
+ player->mo->flags &= ~MF_SHADOW;
+
+ if (player->powers[pw_infrared])
+ player->powers[pw_infrared]--;
+
+ if (player->powers[pw_ironfeet])
+ player->powers[pw_ironfeet]--;
+
+ if (player->damagecount)
+ player->damagecount--;
+
+ if (player->bonuscount)
+ player->bonuscount--;
+
+
+ // Handling colormaps.
+ if (player->powers[pw_invulnerability])
+ {
+ if (player->powers[pw_invulnerability] > 4*32
+ || (player->powers[pw_invulnerability]&8) )
+ player->fixedcolormap = INVERSECOLORMAP;
+ else
+ player->fixedcolormap = 0;
+ }
+ else if (player->powers[pw_infrared])
+ {
+ if (player->powers[pw_infrared] > 4*32
+ || (player->powers[pw_infrared]&8) )
+ {
+ // almost full bright
+ player->fixedcolormap = 1;
+ }
+ else
+ player->fixedcolormap = 0;
+ }
+ else
+ player->fixedcolormap = 0;
+}
+
+
diff --git a/src/strife/r_bsp.c b/src/strife/r_bsp.c
new file mode 100644
index 00000000..47194d96
--- /dev/null
+++ b/src/strife/r_bsp.c
@@ -0,0 +1,581 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// BSP traversal, handling of LineSegs for rendering.
+//
+//-----------------------------------------------------------------------------
+
+
+
+
+#include "doomdef.h"
+
+#include "m_bbox.h"
+
+#include "i_system.h"
+
+#include "r_main.h"
+#include "r_plane.h"
+#include "r_things.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+//#include "r_local.h"
+
+
+
+seg_t* curline;
+side_t* sidedef;
+line_t* linedef;
+sector_t* frontsector;
+sector_t* backsector;
+
+drawseg_t drawsegs[MAXDRAWSEGS];
+drawseg_t* ds_p;
+
+
+void
+R_StoreWallRange
+( int start,
+ int stop );
+
+
+
+
+//
+// R_ClearDrawSegs
+//
+void R_ClearDrawSegs (void)
+{
+ ds_p = drawsegs;
+}
+
+
+
+//
+// ClipWallSegment
+// Clips the given range of columns
+// and includes it in the new clip list.
+//
+typedef struct
+{
+ int first;
+ int last;
+
+} cliprange_t;
+
+
+#define MAXSEGS 32
+
+// newend is one past the last valid seg
+cliprange_t* newend;
+cliprange_t solidsegs[MAXSEGS];
+
+
+
+
+//
+// R_ClipSolidWallSegment
+// Does handle solid walls,
+// e.g. single sided LineDefs (middle texture)
+// that entirely block the view.
+//
+void
+R_ClipSolidWallSegment
+( int first,
+ int last )
+{
+ cliprange_t* next;
+ cliprange_t* start;
+
+ // Find the first range that touches the range
+ // (adjacent pixels are touching).
+ start = solidsegs;
+ while (start->last < first-1)
+ start++;
+
+ if (first < start->first)
+ {
+ if (last < start->first-1)
+ {
+ // Post is entirely visible (above start),
+ // so insert a new clippost.
+ R_StoreWallRange (first, last);
+ next = newend;
+ newend++;
+
+ while (next != start)
+ {
+ *next = *(next-1);
+ next--;
+ }
+ next->first = first;
+ next->last = last;
+ return;
+ }
+
+ // There is a fragment above *start.
+ R_StoreWallRange (first, start->first - 1);
+ // Now adjust the clip size.
+ start->first = first;
+ }
+
+ // Bottom contained in start?
+ if (last <= start->last)
+ return;
+
+ next = start;
+ while (last >= (next+1)->first-1)
+ {
+ // There is a fragment between two posts.
+ R_StoreWallRange (next->last + 1, (next+1)->first - 1);
+ next++;
+
+ if (last <= next->last)
+ {
+ // Bottom is contained in next.
+ // Adjust the clip size.
+ start->last = next->last;
+ goto crunch;
+ }
+ }
+
+ // There is a fragment after *next.
+ R_StoreWallRange (next->last + 1, last);
+ // Adjust the clip size.
+ start->last = last;
+
+ // Remove start+1 to next from the clip list,
+ // because start now covers their area.
+ crunch:
+ if (next == start)
+ {
+ // Post just extended past the bottom of one post.
+ return;
+ }
+
+
+ while (next++ != newend)
+ {
+ // Remove a post.
+ *++start = *next;
+ }
+
+ newend = start+1;
+}
+
+
+
+//
+// R_ClipPassWallSegment
+// Clips the given range of columns,
+// but does not includes it in the clip list.
+// Does handle windows,
+// e.g. LineDefs with upper and lower texture.
+//
+void
+R_ClipPassWallSegment
+( int first,
+ int last )
+{
+ cliprange_t* start;
+
+ // Find the first range that touches the range
+ // (adjacent pixels are touching).
+ start = solidsegs;
+ while (start->last < first-1)
+ start++;
+
+ if (first < start->first)
+ {
+ if (last < start->first-1)
+ {
+ // Post is entirely visible (above start).
+ R_StoreWallRange (first, last);
+ return;
+ }
+
+ // There is a fragment above *start.
+ R_StoreWallRange (first, start->first - 1);
+ }
+
+ // Bottom contained in start?
+ if (last <= start->last)
+ return;
+
+ while (last >= (start+1)->first-1)
+ {
+ // There is a fragment between two posts.
+ R_StoreWallRange (start->last + 1, (start+1)->first - 1);
+ start++;
+
+ if (last <= start->last)
+ return;
+ }
+
+ // There is a fragment after *next.
+ R_StoreWallRange (start->last + 1, last);
+}
+
+
+
+//
+// R_ClearClipSegs
+//
+void R_ClearClipSegs (void)
+{
+ solidsegs[0].first = -0x7fffffff;
+ solidsegs[0].last = -1;
+ solidsegs[1].first = viewwidth;
+ solidsegs[1].last = 0x7fffffff;
+ newend = solidsegs+2;
+}
+
+//
+// R_AddLine
+// Clips the given segment
+// and adds any visible pieces to the line list.
+//
+void R_AddLine (seg_t* line)
+{
+ int x1;
+ int x2;
+ angle_t angle1;
+ angle_t angle2;
+ angle_t span;
+ angle_t tspan;
+
+ curline = line;
+
+ // OPTIMIZE: quickly reject orthogonal back sides.
+ angle1 = R_PointToAngle (line->v1->x, line->v1->y);
+ angle2 = R_PointToAngle (line->v2->x, line->v2->y);
+
+ // Clip to view edges.
+ // OPTIMIZE: make constant out of 2*clipangle (FIELDOFVIEW).
+ span = angle1 - angle2;
+
+ // Back side? I.e. backface culling?
+ if (span >= ANG180)
+ return;
+
+ // Global angle needed by segcalc.
+ rw_angle1 = angle1;
+ angle1 -= viewangle;
+ angle2 -= viewangle;
+
+ tspan = angle1 + clipangle;
+ if (tspan > 2*clipangle)
+ {
+ tspan -= 2*clipangle;
+
+ // Totally off the left edge?
+ if (tspan >= span)
+ return;
+
+ angle1 = clipangle;
+ }
+ tspan = clipangle - angle2;
+ if (tspan > 2*clipangle)
+ {
+ tspan -= 2*clipangle;
+
+ // Totally off the left edge?
+ if (tspan >= span)
+ return;
+ angle2 = -clipangle;
+ }
+
+ // The seg is in the view range,
+ // but not necessarily visible.
+ angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
+ angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
+ x1 = viewangletox[angle1];
+ x2 = viewangletox[angle2];
+
+ // Does not cross a pixel?
+ if (x1 == x2)
+ return;
+
+ backsector = line->backsector;
+
+ // Single sided line?
+ if (!backsector)
+ goto clipsolid;
+
+ // Closed door.
+ if (backsector->ceilingheight <= frontsector->floorheight
+ || backsector->floorheight >= frontsector->ceilingheight)
+ goto clipsolid;
+
+ // Window.
+ if (backsector->ceilingheight != frontsector->ceilingheight
+ || backsector->floorheight != frontsector->floorheight)
+ goto clippass;
+
+ // Reject empty lines used for triggers
+ // and special events.
+ // Identical floor and ceiling on both sides,
+ // identical light levels on both sides,
+ // and no middle texture.
+ if (backsector->ceilingpic == frontsector->ceilingpic
+ && backsector->floorpic == frontsector->floorpic
+ && backsector->lightlevel == frontsector->lightlevel
+ && curline->sidedef->midtexture == 0)
+ {
+ return;
+ }
+
+
+ clippass:
+ R_ClipPassWallSegment (x1, x2-1);
+ return;
+
+ clipsolid:
+ R_ClipSolidWallSegment (x1, x2-1);
+}
+
+
+//
+// R_CheckBBox
+// Checks BSP node/subtree bounding box.
+// Returns true
+// if some part of the bbox might be visible.
+//
+int checkcoord[12][4] =
+{
+ {3,0,2,1},
+ {3,0,2,0},
+ {3,1,2,0},
+ {0},
+ {2,0,2,1},
+ {0,0,0,0},
+ {3,1,3,0},
+ {0},
+ {2,0,3,1},
+ {2,1,3,1},
+ {2,1,3,0}
+};
+
+
+boolean R_CheckBBox (fixed_t* bspcoord)
+{
+ int boxx;
+ int boxy;
+ int boxpos;
+
+ fixed_t x1;
+ fixed_t y1;
+ fixed_t x2;
+ fixed_t y2;
+
+ angle_t angle1;
+ angle_t angle2;
+ angle_t span;
+ angle_t tspan;
+
+ cliprange_t* start;
+
+ int sx1;
+ int sx2;
+
+ // Find the corners of the box
+ // that define the edges from current viewpoint.
+ if (viewx <= bspcoord[BOXLEFT])
+ boxx = 0;
+ else if (viewx < bspcoord[BOXRIGHT])
+ boxx = 1;
+ else
+ boxx = 2;
+
+ if (viewy >= bspcoord[BOXTOP])
+ boxy = 0;
+ else if (viewy > bspcoord[BOXBOTTOM])
+ boxy = 1;
+ else
+ boxy = 2;
+
+ boxpos = (boxy<<2)+boxx;
+ if (boxpos == 5)
+ return true;
+
+ x1 = bspcoord[checkcoord[boxpos][0]];
+ y1 = bspcoord[checkcoord[boxpos][1]];
+ x2 = bspcoord[checkcoord[boxpos][2]];
+ y2 = bspcoord[checkcoord[boxpos][3]];
+
+ // check clip list for an open space
+ angle1 = R_PointToAngle (x1, y1) - viewangle;
+ angle2 = R_PointToAngle (x2, y2) - viewangle;
+
+ span = angle1 - angle2;
+
+ // Sitting on a line?
+ if (span >= ANG180)
+ return true;
+
+ tspan = angle1 + clipangle;
+
+ if (tspan > 2*clipangle)
+ {
+ tspan -= 2*clipangle;
+
+ // Totally off the left edge?
+ if (tspan >= span)
+ return false;
+
+ angle1 = clipangle;
+ }
+ tspan = clipangle - angle2;
+ if (tspan > 2*clipangle)
+ {
+ tspan -= 2*clipangle;
+
+ // Totally off the left edge?
+ if (tspan >= span)
+ return false;
+
+ angle2 = -clipangle;
+ }
+
+
+ // Find the first clippost
+ // that touches the source post
+ // (adjacent pixels are touching).
+ angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
+ angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
+ sx1 = viewangletox[angle1];
+ sx2 = viewangletox[angle2];
+
+ // Does not cross a pixel.
+ if (sx1 == sx2)
+ return false;
+ sx2--;
+
+ start = solidsegs;
+ while (start->last < sx2)
+ start++;
+
+ if (sx1 >= start->first
+ && sx2 <= start->last)
+ {
+ // The clippost contains the new span.
+ return false;
+ }
+
+ return true;
+}
+
+
+
+//
+// R_Subsector
+// Determine floor/ceiling planes.
+// Add sprites of things in sector.
+// Draw one or more line segments.
+//
+void R_Subsector (int num)
+{
+ int count;
+ seg_t* line;
+ subsector_t* sub;
+
+#ifdef RANGECHECK
+ if (num>=numsubsectors)
+ I_Error ("R_Subsector: ss %i with numss = %i",
+ num,
+ numsubsectors);
+#endif
+
+ sscount++;
+ sub = &subsectors[num];
+ frontsector = sub->sector;
+ count = sub->numlines;
+ line = &segs[sub->firstline];
+
+ if (frontsector->floorheight < viewz)
+ {
+ floorplane = R_FindPlane (frontsector->floorheight,
+ frontsector->floorpic,
+ frontsector->lightlevel);
+ }
+ else
+ floorplane = NULL;
+
+ if (frontsector->ceilingheight > viewz
+ || frontsector->ceilingpic == skyflatnum)
+ {
+ ceilingplane = R_FindPlane (frontsector->ceilingheight,
+ frontsector->ceilingpic,
+ frontsector->lightlevel);
+ }
+ else
+ ceilingplane = NULL;
+
+ R_AddSprites (frontsector);
+
+ while (count--)
+ {
+ R_AddLine (line);
+ line++;
+ }
+}
+
+
+
+
+//
+// RenderBSPNode
+// Renders all subsectors below a given node,
+// traversing subtree recursively.
+// Just call with BSP root.
+void R_RenderBSPNode (int bspnum)
+{
+ node_t* bsp;
+ int side;
+
+ // Found a subsector?
+ if (bspnum & NF_SUBSECTOR)
+ {
+ if (bspnum == -1)
+ R_Subsector (0);
+ else
+ R_Subsector (bspnum&(~NF_SUBSECTOR));
+ return;
+ }
+
+ bsp = &nodes[bspnum];
+
+ // Decide which side the view point is on.
+ side = R_PointOnSide (viewx, viewy, bsp);
+
+ // Recursively divide front space.
+ R_RenderBSPNode (bsp->children[side]);
+
+ // Possibly divide back space.
+ if (R_CheckBBox (bsp->bbox[side^1]))
+ R_RenderBSPNode (bsp->children[side^1]);
+}
+
+
diff --git a/src/strife/r_bsp.h b/src/strife/r_bsp.h
new file mode 100644
index 00000000..284f9cf6
--- /dev/null
+++ b/src/strife/r_bsp.h
@@ -0,0 +1,69 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Refresh module, BSP traversal and handling.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_BSP__
+#define __R_BSP__
+
+
+
+extern seg_t* curline;
+extern side_t* sidedef;
+extern line_t* linedef;
+extern sector_t* frontsector;
+extern sector_t* backsector;
+
+extern int rw_x;
+extern int rw_stopx;
+
+extern boolean segtextured;
+
+// false if the back side is the same plane
+extern boolean markfloor;
+extern boolean markceiling;
+
+extern boolean skymap;
+
+extern drawseg_t drawsegs[MAXDRAWSEGS];
+extern drawseg_t* ds_p;
+
+extern lighttable_t** hscalelight;
+extern lighttable_t** vscalelight;
+extern lighttable_t** dscalelight;
+
+
+typedef void (*drawfunc_t) (int start, int stop);
+
+
+// BSP?
+void R_ClearClipSegs (void);
+void R_ClearDrawSegs (void);
+
+
+void R_RenderBSPNode (int bspnum);
+
+
+#endif
diff --git a/src/strife/r_data.c b/src/strife/r_data.c
new file mode 100644
index 00000000..b999e916
--- /dev/null
+++ b/src/strife/r_data.c
@@ -0,0 +1,909 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Preparation of data for rendering,
+// generation of lookups, caching, retrieval by name.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+
+#include "deh_main.h"
+#include "i_swap.h"
+#include "i_system.h"
+#include "z_zone.h"
+
+
+#include "w_wad.h"
+
+#include "doomdef.h"
+#include "r_local.h"
+#include "p_local.h"
+
+#include "doomstat.h"
+#include "r_sky.h"
+
+
+#include "r_data.h"
+
+//
+// Graphics.
+// DOOM graphics for walls and sprites
+// is stored in vertical runs of opaque pixels (posts).
+// A column is composed of zero or more posts,
+// a patch or sprite is composed of zero or more columns.
+//
+
+
+
+//
+// Texture definition.
+// Each texture is composed of one or more patches,
+// with patches being lumps stored in the WAD.
+// The lumps are referenced by number, and patched
+// into the rectangular texture space using origin
+// and possibly other attributes.
+//
+typedef struct
+{
+ short originx;
+ short originy;
+ short patch;
+ short stepdir;
+ short colormap;
+} PACKEDATTR mappatch_t;
+
+
+//
+// Texture definition.
+// A DOOM wall texture is a list of patches
+// which are to be combined in a predefined order.
+//
+typedef struct
+{
+ char name[8];
+ int masked;
+ short width;
+ short height;
+ int obsolete;
+ short patchcount;
+ mappatch_t patches[1];
+} PACKEDATTR maptexture_t;
+
+
+// A single patch from a texture definition,
+// basically a rectangular area within
+// the texture rectangle.
+typedef struct
+{
+ // Block origin (allways UL),
+ // which has allready accounted
+ // for the internal origin of the patch.
+ short originx;
+ short originy;
+ int patch;
+} texpatch_t;
+
+
+// A maptexturedef_t describes a rectangular texture,
+// which is composed of one or more mappatch_t structures
+// that arrange graphic patches.
+
+typedef struct texture_s texture_t;
+
+struct texture_s
+{
+ // Keep name for switch changing, etc.
+ char name[8];
+ short width;
+ short height;
+
+ // Index in textures list
+
+ int index;
+
+ // Next in hash table chain
+
+ texture_t *next;
+
+ // All the patches[patchcount]
+ // are drawn back to front into the cached texture.
+ short patchcount;
+ texpatch_t patches[1];
+};
+
+
+
+int firstflat;
+int lastflat;
+int numflats;
+
+int firstpatch;
+int lastpatch;
+int numpatches;
+
+int firstspritelump;
+int lastspritelump;
+int numspritelumps;
+
+int numtextures;
+texture_t** textures;
+texture_t** textures_hashtable;
+
+
+int* texturewidthmask;
+// needed for texture pegging
+fixed_t* textureheight;
+int* texturecompositesize;
+short** texturecolumnlump;
+unsigned short** texturecolumnofs;
+byte** texturecomposite;
+
+// for global animation
+int* flattranslation;
+int* texturetranslation;
+
+// needed for pre rendering
+fixed_t* spritewidth;
+fixed_t* spriteoffset;
+fixed_t* spritetopoffset;
+
+lighttable_t *colormaps;
+
+
+//
+// MAPTEXTURE_T CACHING
+// When a texture is first needed,
+// it counts the number of composite columns
+// required in the texture and allocates space
+// for a column directory and any new columns.
+// The directory will simply point inside other patches
+// if there is only one patch in a given column,
+// but any columns with multiple patches
+// will have new column_ts generated.
+//
+
+
+
+//
+// R_DrawColumnInCache
+// Clip and draw a column
+// from a patch into a cached post.
+//
+void
+R_DrawColumnInCache
+( column_t* patch,
+ byte* cache,
+ int originy,
+ int cacheheight )
+{
+ int count;
+ int position;
+ byte* source;
+ byte* dest;
+
+ dest = (byte *)cache + 3;
+
+ while (patch->topdelta != 0xff)
+ {
+ source = (byte *)patch + 3;
+ count = patch->length;
+ position = originy + patch->topdelta;
+
+ if (position < 0)
+ {
+ count += position;
+ position = 0;
+ }
+
+ if (position + count > cacheheight)
+ count = cacheheight - position;
+
+ if (count > 0)
+ memcpy (cache + position, source, count);
+
+ patch = (column_t *)( (byte *)patch + patch->length + 4);
+ }
+}
+
+
+
+//
+// R_GenerateComposite
+// Using the texture definition,
+// the composite texture is created from the patches,
+// and each column is cached.
+//
+void R_GenerateComposite (int texnum)
+{
+ byte* block;
+ texture_t* texture;
+ texpatch_t* patch;
+ patch_t* realpatch;
+ int x;
+ int x1;
+ int x2;
+ int i;
+ column_t* patchcol;
+ short* collump;
+ unsigned short* colofs;
+
+ texture = textures[texnum];
+
+ block = Z_Malloc (texturecompositesize[texnum],
+ PU_STATIC,
+ &texturecomposite[texnum]);
+
+ collump = texturecolumnlump[texnum];
+ colofs = texturecolumnofs[texnum];
+
+ // Composite the columns together.
+ patch = texture->patches;
+
+ for (i=0 , patch = texture->patches;
+ i<texture->patchcount;
+ i++, patch++)
+ {
+ realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
+ x1 = patch->originx;
+ x2 = x1 + SHORT(realpatch->width);
+
+ if (x1<0)
+ x = 0;
+ else
+ x = x1;
+
+ if (x2 > texture->width)
+ x2 = texture->width;
+
+ for ( ; x<x2 ; x++)
+ {
+ // Column does not have multiple patches?
+ if (collump[x] >= 0)
+ continue;
+
+ patchcol = (column_t *)((byte *)realpatch
+ + LONG(realpatch->columnofs[x-x1]));
+ R_DrawColumnInCache (patchcol,
+ block + colofs[x],
+ patch->originy,
+ texture->height);
+ }
+
+ }
+
+ // Now that the texture has been built in column cache,
+ // it is purgable from zone memory.
+ Z_ChangeTag (block, PU_CACHE);
+}
+
+
+
+//
+// R_GenerateLookup
+//
+void R_GenerateLookup (int texnum)
+{
+ texture_t* texture;
+ byte* patchcount; // patchcount[texture->width]
+ texpatch_t* patch;
+ patch_t* realpatch;
+ int x;
+ int x1;
+ int x2;
+ int i;
+ short* collump;
+ unsigned short* colofs;
+
+ texture = textures[texnum];
+
+ // Composited texture not created yet.
+ texturecomposite[texnum] = 0;
+
+ texturecompositesize[texnum] = 0;
+ collump = texturecolumnlump[texnum];
+ colofs = texturecolumnofs[texnum];
+
+ // Now count the number of columns
+ // that are covered by more than one patch.
+ // Fill in the lump / offset, so columns
+ // with only a single patch are all done.
+ patchcount = (byte *) Z_Malloc(texture->width, PU_STATIC, &patchcount);
+ memset (patchcount, 0, texture->width);
+ patch = texture->patches;
+
+ for (i=0 , patch = texture->patches;
+ i<texture->patchcount;
+ i++, patch++)
+ {
+ realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
+ x1 = patch->originx;
+ x2 = x1 + SHORT(realpatch->width);
+
+ if (x1 < 0)
+ x = 0;
+ else
+ x = x1;
+
+ if (x2 > texture->width)
+ x2 = texture->width;
+ for ( ; x<x2 ; x++)
+ {
+ patchcount[x]++;
+ collump[x] = patch->patch;
+ colofs[x] = LONG(realpatch->columnofs[x-x1])+3;
+ }
+ }
+
+ for (x=0 ; x<texture->width ; x++)
+ {
+ if (!patchcount[x])
+ {
+ printf ("R_GenerateLookup: column without a patch (%s)\n",
+ texture->name);
+ return;
+ }
+ // I_Error ("R_GenerateLookup: column without a patch");
+
+ if (patchcount[x] > 1)
+ {
+ // Use the cached block.
+ collump[x] = -1;
+ colofs[x] = texturecompositesize[texnum];
+
+ if (texturecompositesize[texnum] > 0x10000-texture->height)
+ {
+ I_Error ("R_GenerateLookup: texture %i is >64k",
+ texnum);
+ }
+
+ texturecompositesize[texnum] += texture->height;
+ }
+ }
+
+ Z_Free(patchcount);
+}
+
+
+
+
+//
+// R_GetColumn
+//
+byte*
+R_GetColumn
+( int tex,
+ int col )
+{
+ int lump;
+ int ofs;
+
+ col &= texturewidthmask[tex];
+ lump = texturecolumnlump[tex][col];
+ ofs = texturecolumnofs[tex][col];
+
+ if (lump > 0)
+ return (byte *)W_CacheLumpNum(lump,PU_CACHE)+ofs;
+
+ if (!texturecomposite[tex])
+ R_GenerateComposite (tex);
+
+ return texturecomposite[tex] + ofs;
+}
+
+
+static void GenerateTextureHashTable(void)
+{
+ int i;
+ int key;
+
+ textures_hashtable
+ = Z_Malloc(sizeof(texture_t *) * numtextures, PU_STATIC, 0);
+
+ memset(textures_hashtable, 0, sizeof(texture_t *) * numtextures);
+
+ // Add all textures to hash table
+
+ for (i=0; i<numtextures; ++i)
+ {
+ // Store index
+
+ textures[i]->index = i;
+
+ // Hook into hash table
+
+ key = W_LumpNameHash(textures[i]->name) % numtextures;
+
+ textures[i]->next = textures_hashtable[key];
+ textures_hashtable[key] = textures[i];
+ }
+}
+
+
+//
+// R_InitTextures
+// Initializes the texture list
+// with the textures from the world map.
+//
+void R_InitTextures (void)
+{
+ maptexture_t* mtexture;
+ texture_t* texture;
+ mappatch_t* mpatch;
+ texpatch_t* patch;
+
+ int i;
+ int j;
+
+ int* maptex;
+ int* maptex2;
+ int* maptex1;
+
+ char name[9];
+ char* names;
+ char* name_p;
+
+ int* patchlookup;
+
+ int totalwidth;
+ int nummappatches;
+ int offset;
+ int maxoff;
+ int maxoff2;
+ int numtextures1;
+ int numtextures2;
+
+ int* directory;
+
+ int temp1;
+ int temp2;
+ int temp3;
+
+
+ // Load the patch names from pnames.lmp.
+ name[8] = 0;
+ names = W_CacheLumpName (DEH_String("PNAMES"), PU_STATIC);
+ nummappatches = LONG ( *((int *)names) );
+ name_p = names+4;
+ patchlookup = Z_Malloc(nummappatches*sizeof(*patchlookup), PU_STATIC, NULL);
+
+ for (i=0 ; i<nummappatches ; i++)
+ {
+ strncpy (name,name_p+i*8, 8);
+ patchlookup[i] = W_CheckNumForName (name);
+ }
+ W_ReleaseLumpName(DEH_String("PNAMES"));
+
+ // Load the map texture definitions from textures.lmp.
+ // The data is contained in one or two lumps,
+ // TEXTURE1 for shareware, plus TEXTURE2 for commercial.
+ maptex = maptex1 = W_CacheLumpName (DEH_String("TEXTURE1"), PU_STATIC);
+ numtextures1 = LONG(*maptex);
+ maxoff = W_LumpLength (W_GetNumForName (DEH_String("TEXTURE1")));
+ directory = maptex+1;
+
+ if (W_CheckNumForName (DEH_String("TEXTURE2")) != -1)
+ {
+ maptex2 = W_CacheLumpName (DEH_String("TEXTURE2"), PU_STATIC);
+ numtextures2 = LONG(*maptex2);
+ maxoff2 = W_LumpLength (W_GetNumForName (DEH_String("TEXTURE2")));
+ }
+ else
+ {
+ maptex2 = NULL;
+ numtextures2 = 0;
+ maxoff2 = 0;
+ }
+ numtextures = numtextures1 + numtextures2;
+
+ textures = Z_Malloc (numtextures * sizeof(*textures), PU_STATIC, 0);
+ texturecolumnlump = Z_Malloc (numtextures * sizeof(*texturecolumnlump), PU_STATIC, 0);
+ texturecolumnofs = Z_Malloc (numtextures * sizeof(*texturecolumnofs), PU_STATIC, 0);
+ texturecomposite = Z_Malloc (numtextures * sizeof(*texturecomposite), PU_STATIC, 0);
+ texturecompositesize = Z_Malloc (numtextures * sizeof(*texturecompositesize), PU_STATIC, 0);
+ texturewidthmask = Z_Malloc (numtextures * sizeof(*texturewidthmask), PU_STATIC, 0);
+ textureheight = Z_Malloc (numtextures * sizeof(*textureheight), PU_STATIC, 0);
+
+ totalwidth = 0;
+
+ // Really complex printing shit...
+ temp1 = W_GetNumForName (DEH_String("S_START")); // P_???????
+ temp2 = W_GetNumForName (DEH_String("S_END")) - 1;
+ temp3 = ((temp2-temp1+63)/64) + ((numtextures+63)/64);
+
+ // If stdout is a real console, use the classic vanilla "filling
+ // up the box" effect, which uses backspace to "step back" inside
+ // the box. If stdout is a file, don't draw the box.
+
+ if (I_ConsoleStdout())
+ {
+ printf("[");
+ for (i = 0; i < temp3 + 9; i++)
+ printf(" ");
+ printf("]");
+ for (i = 0; i < temp3 + 10; i++)
+ printf("\b");
+ }
+
+ for (i=0 ; i<numtextures ; i++, directory++)
+ {
+ if (!(i&63))
+ printf (".");
+
+ if (i == numtextures1)
+ {
+ // Start looking in second texture file.
+ maptex = maptex2;
+ maxoff = maxoff2;
+ directory = maptex+1;
+ }
+
+ offset = LONG(*directory);
+
+ if (offset > maxoff)
+ I_Error ("R_InitTextures: bad texture directory");
+
+ mtexture = (maptexture_t *) ( (byte *)maptex + offset);
+
+ texture = textures[i] =
+ Z_Malloc (sizeof(texture_t)
+ + sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1),
+ PU_STATIC, 0);
+
+ texture->width = SHORT(mtexture->width);
+ texture->height = SHORT(mtexture->height);
+ texture->patchcount = SHORT(mtexture->patchcount);
+
+ memcpy (texture->name, mtexture->name, sizeof(texture->name));
+ mpatch = &mtexture->patches[0];
+ patch = &texture->patches[0];
+
+ for (j=0 ; j<texture->patchcount ; j++, mpatch++, patch++)
+ {
+ patch->originx = SHORT(mpatch->originx);
+ patch->originy = SHORT(mpatch->originy);
+ patch->patch = patchlookup[SHORT(mpatch->patch)];
+ if (patch->patch == -1)
+ {
+ I_Error ("R_InitTextures: Missing patch in texture %s",
+ texture->name);
+ }
+ }
+ texturecolumnlump[i] = Z_Malloc (texture->width*sizeof(**texturecolumnlump), PU_STATIC,0);
+ texturecolumnofs[i] = Z_Malloc (texture->width*sizeof(**texturecolumnofs), PU_STATIC,0);
+
+ j = 1;
+ while (j*2 <= texture->width)
+ j<<=1;
+
+ texturewidthmask[i] = j-1;
+ textureheight[i] = texture->height<<FRACBITS;
+
+ totalwidth += texture->width;
+ }
+
+ Z_Free(patchlookup);
+
+ W_ReleaseLumpName(DEH_String("TEXTURE1"));
+ if (maptex2)
+ W_ReleaseLumpName(DEH_String("TEXTURE2"));
+
+ // Precalculate whatever possible.
+
+ for (i=0 ; i<numtextures ; i++)
+ R_GenerateLookup (i);
+
+ // Create translation table for global animation.
+ texturetranslation = Z_Malloc ((numtextures+1)*sizeof(*texturetranslation), PU_STATIC, 0);
+
+ for (i=0 ; i<numtextures ; i++)
+ texturetranslation[i] = i;
+
+ GenerateTextureHashTable();
+}
+
+
+
+//
+// R_InitFlats
+//
+void R_InitFlats (void)
+{
+ int i;
+
+ firstflat = W_GetNumForName (DEH_String("F_START")) + 1;
+ lastflat = W_GetNumForName (DEH_String("F_END")) - 1;
+ numflats = lastflat - firstflat + 1;
+
+ // Create translation table for global animation.
+ flattranslation = Z_Malloc ((numflats+1)*sizeof(*flattranslation), PU_STATIC, 0);
+
+ for (i=0 ; i<numflats ; i++)
+ flattranslation[i] = i;
+}
+
+
+//
+// R_InitSpriteLumps
+// Finds the width and hoffset of all sprites in the wad,
+// so the sprite does not need to be cached completely
+// just for having the header info ready during rendering.
+//
+void R_InitSpriteLumps (void)
+{
+ int i;
+ patch_t *patch;
+
+ firstspritelump = W_GetNumForName (DEH_String("S_START")) + 1;
+ lastspritelump = W_GetNumForName (DEH_String("S_END")) - 1;
+
+ numspritelumps = lastspritelump - firstspritelump + 1;
+ spritewidth = Z_Malloc (numspritelumps*sizeof(*spritewidth), PU_STATIC, 0);
+ spriteoffset = Z_Malloc (numspritelumps*sizeof(*spriteoffset), PU_STATIC, 0);
+ spritetopoffset = Z_Malloc (numspritelumps*sizeof(*spritetopoffset), PU_STATIC, 0);
+
+ for (i=0 ; i< numspritelumps ; i++)
+ {
+ if (!(i&63))
+ printf (".");
+
+ patch = W_CacheLumpNum (firstspritelump+i, PU_CACHE);
+ spritewidth[i] = SHORT(patch->width)<<FRACBITS;
+ spriteoffset[i] = SHORT(patch->leftoffset)<<FRACBITS;
+ spritetopoffset[i] = SHORT(patch->topoffset)<<FRACBITS;
+ }
+}
+
+
+
+//
+// R_InitColormaps
+//
+void R_InitColormaps (void)
+{
+ int lump, length;
+
+ // Load in the light tables,
+ // 256 byte align tables.
+ lump = W_GetNumForName(DEH_String("COLORMAP"));
+ length = W_LumpLength (lump);
+ colormaps = W_CacheLumpNum(lump, PU_STATIC);
+}
+
+
+
+//
+// R_InitData
+// Locates all the lumps
+// that will be used by all views
+// Must be called after W_Init.
+//
+void R_InitData (void)
+{
+ R_InitTextures ();
+ printf (".");
+ R_InitFlats ();
+ printf (".");
+ R_InitSpriteLumps ();
+ printf (".");
+ R_InitColormaps ();
+}
+
+
+
+//
+// R_FlatNumForName
+// Retrieval, get a flat number for a flat name.
+//
+int R_FlatNumForName (char* name)
+{
+ int i;
+ char namet[9];
+
+ i = W_CheckNumForName (name);
+
+ if (i == -1)
+ {
+ namet[8] = 0;
+ memcpy (namet, name,8);
+ I_Error ("R_FlatNumForName: %s not found",namet);
+ }
+ return i - firstflat;
+}
+
+
+
+
+//
+// R_CheckTextureNumForName
+// Check whether texture is available.
+// Filter out NoTexture indicator.
+//
+int R_CheckTextureNumForName (char *name)
+{
+ texture_t *texture;
+ int key;
+
+ // "NoTexture" marker.
+ if (name[0] == '-')
+ return 0;
+
+ key = W_LumpNameHash(name) % numtextures;
+
+ texture=textures_hashtable[key];
+
+ while (texture != NULL)
+ {
+ if (!strncasecmp (texture->name, name, 8) )
+ return texture->index;
+
+ texture = texture->next;
+ }
+
+ return -1;
+}
+
+
+
+//
+// R_TextureNumForName
+// Calls R_CheckTextureNumForName,
+// aborts with error message.
+//
+int R_TextureNumForName (char* name)
+{
+ int i;
+
+ i = R_CheckTextureNumForName (name);
+
+ if (i==-1)
+ {
+ I_Error ("R_TextureNumForName: %s not found",
+ name);
+ }
+ return i;
+}
+
+
+
+
+//
+// R_PrecacheLevel
+// Preloads all relevant graphics for the level.
+//
+int flatmemory;
+int texturememory;
+int spritememory;
+
+void R_PrecacheLevel (void)
+{
+ char* flatpresent;
+ char* texturepresent;
+ char* spritepresent;
+
+ int i;
+ int j;
+ int k;
+ int lump;
+
+ texture_t* texture;
+ thinker_t* th;
+ spriteframe_t* sf;
+
+ if (demoplayback)
+ return;
+
+ // Precache flats.
+ flatpresent = Z_Malloc(numflats, PU_STATIC, NULL);
+ memset (flatpresent,0,numflats);
+
+ for (i=0 ; i<numsectors ; i++)
+ {
+ flatpresent[sectors[i].floorpic] = 1;
+ flatpresent[sectors[i].ceilingpic] = 1;
+ }
+
+ flatmemory = 0;
+
+ for (i=0 ; i<numflats ; i++)
+ {
+ if (flatpresent[i])
+ {
+ lump = firstflat + i;
+ flatmemory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+ }
+
+ Z_Free(flatpresent);
+
+ // Precache textures.
+ texturepresent = Z_Malloc(numtextures, PU_STATIC, NULL);
+ memset (texturepresent,0, numtextures);
+
+ for (i=0 ; i<numsides ; i++)
+ {
+ texturepresent[sides[i].toptexture] = 1;
+ texturepresent[sides[i].midtexture] = 1;
+ texturepresent[sides[i].bottomtexture] = 1;
+ }
+
+ // Sky texture is always present.
+ // Note that F_SKY1 is the name used to
+ // indicate a sky floor/ceiling as a flat,
+ // while the sky texture is stored like
+ // a wall texture, with an episode dependend
+ // name.
+ texturepresent[skytexture] = 1;
+
+ texturememory = 0;
+ for (i=0 ; i<numtextures ; i++)
+ {
+ if (!texturepresent[i])
+ continue;
+
+ texture = textures[i];
+
+ for (j=0 ; j<texture->patchcount ; j++)
+ {
+ lump = texture->patches[j].patch;
+ texturememory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump , PU_CACHE);
+ }
+ }
+
+ Z_Free(texturepresent);
+
+ // Precache sprites.
+ spritepresent = Z_Malloc(numsprites, PU_STATIC, NULL);
+ memset (spritepresent,0, numsprites);
+
+ for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+ {
+ if (th->function.acp1 == (actionf_p1)P_MobjThinker)
+ spritepresent[((mobj_t *)th)->sprite] = 1;
+ }
+
+ spritememory = 0;
+ for (i=0 ; i<numsprites ; i++)
+ {
+ if (!spritepresent[i])
+ continue;
+
+ for (j=0 ; j<sprites[i].numframes ; j++)
+ {
+ sf = &sprites[i].spriteframes[j];
+ for (k=0 ; k<8 ; k++)
+ {
+ lump = firstspritelump + sf->lump[k];
+ spritememory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump , PU_CACHE);
+ }
+ }
+ }
+
+ Z_Free(spritepresent);
+}
+
+
+
+
diff --git a/src/strife/r_data.h b/src/strife/r_data.h
new file mode 100644
index 00000000..c987284c
--- /dev/null
+++ b/src/strife/r_data.h
@@ -0,0 +1,59 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Refresh module, data I/O, caching, retrieval of graphics
+// by name.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_DATA__
+#define __R_DATA__
+
+#include "r_defs.h"
+#include "r_state.h"
+
+
+// Retrieve column data for span blitting.
+byte*
+R_GetColumn
+( int tex,
+ int col );
+
+
+// I/O, setting up the stuff.
+void R_InitData (void);
+void R_PrecacheLevel (void);
+
+
+// Retrieval.
+// Floor/ceiling opaque texture tiles,
+// lookup by name. For animation?
+int R_FlatNumForName (char* name);
+
+
+// Called by P_Ticker for switches and animations,
+// returns the texture number for the texture name.
+int R_TextureNumForName (char *name);
+int R_CheckTextureNumForName (char *name);
+
+#endif
diff --git a/src/strife/r_defs.h b/src/strife/r_defs.h
new file mode 100644
index 00000000..bbd4b211
--- /dev/null
+++ b/src/strife/r_defs.h
@@ -0,0 +1,456 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Refresh/rendering module, shared data struct definitions.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_DEFS__
+#define __R_DEFS__
+
+
+// Screenwidth.
+#include "doomdef.h"
+
+// Some more or less basic data types
+// we depend on.
+#include "m_fixed.h"
+
+// We rely on the thinker data struct
+// to handle sound origins in sectors.
+#include "d_think.h"
+// SECTORS do store MObjs anyway.
+#include "p_mobj.h"
+
+#include "i_video.h"
+
+#include "v_patch.h"
+
+
+
+
+// Silhouette, needed for clipping Segs (mainly)
+// and sprites representing things.
+#define SIL_NONE 0
+#define SIL_BOTTOM 1
+#define SIL_TOP 2
+#define SIL_BOTH 3
+
+#define MAXDRAWSEGS 256
+
+
+
+
+
+//
+// INTERNAL MAP TYPES
+// used by play and refresh
+//
+
+//
+// Your plain vanilla vertex.
+// Note: transformed values not buffered locally,
+// like some DOOM-alikes ("wt", "WebView") did.
+//
+typedef struct
+{
+ fixed_t x;
+ fixed_t y;
+
+} vertex_t;
+
+
+// Forward of LineDefs, for Sectors.
+struct line_s;
+
+// Each sector has a degenmobj_t in its center
+// for sound origin purposes.
+// I suppose this does not handle sound from
+// moving objects (doppler), because
+// position is prolly just buffered, not
+// updated.
+typedef struct
+{
+ thinker_t thinker; // not used for anything
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+
+} degenmobj_t;
+
+//
+// The SECTORS record, at runtime.
+// Stores things/mobjs.
+//
+typedef struct
+{
+ fixed_t floorheight;
+ fixed_t ceilingheight;
+ short floorpic;
+ short ceilingpic;
+ short lightlevel;
+ short special;
+ short tag;
+
+ // 0 = untraversed, 1,2 = sndlines -1
+ int soundtraversed;
+
+ // thing that made a sound (or null)
+ mobj_t* soundtarget;
+
+ // mapblock bounding box for height changes
+ int blockbox[4];
+
+ // origin for any sounds played by the sector
+ degenmobj_t soundorg;
+
+ // if == validcount, already checked
+ int validcount;
+
+ // list of mobjs in sector
+ mobj_t* thinglist;
+
+ // thinker_t for reversable actions
+ void* specialdata;
+
+ int linecount;
+ struct line_s** lines; // [linecount] size
+
+} sector_t;
+
+
+
+
+//
+// The SideDef.
+//
+
+typedef struct
+{
+ // add this to the calculated texture column
+ fixed_t textureoffset;
+
+ // add this to the calculated texture top
+ fixed_t rowoffset;
+
+ // Texture indices.
+ // We do not maintain names here.
+ short toptexture;
+ short bottomtexture;
+ short midtexture;
+
+ // Sector the SideDef is facing.
+ sector_t* sector;
+
+} side_t;
+
+
+
+//
+// Move clipping aid for LineDefs.
+//
+typedef enum
+{
+ ST_HORIZONTAL,
+ ST_VERTICAL,
+ ST_POSITIVE,
+ ST_NEGATIVE
+
+} slopetype_t;
+
+
+
+typedef struct line_s
+{
+ // Vertices, from v1 to v2.
+ vertex_t* v1;
+ vertex_t* v2;
+
+ // Precalculated v2 - v1 for side checking.
+ fixed_t dx;
+ fixed_t dy;
+
+ // Animation related.
+ short flags;
+ short special;
+ short tag;
+
+ // Visual appearance: SideDefs.
+ // sidenum[1] will be -1 if one sided
+ short sidenum[2];
+
+ // Neat. Another bounding box, for the extent
+ // of the LineDef.
+ fixed_t bbox[4];
+
+ // To aid move clipping.
+ slopetype_t slopetype;
+
+ // Front and back sector.
+ // Note: redundant? Can be retrieved from SideDefs.
+ sector_t* frontsector;
+ sector_t* backsector;
+
+ // if == validcount, already checked
+ int validcount;
+
+ // thinker_t for reversable actions
+ void* specialdata;
+} line_t;
+
+
+
+
+//
+// A SubSector.
+// References a Sector.
+// Basically, this is a list of LineSegs,
+// indicating the visible walls that define
+// (all or some) sides of a convex BSP leaf.
+//
+typedef struct subsector_s
+{
+ sector_t* sector;
+ short numlines;
+ short firstline;
+
+} subsector_t;
+
+
+
+//
+// The LineSeg.
+//
+typedef struct
+{
+ vertex_t* v1;
+ vertex_t* v2;
+
+ fixed_t offset;
+
+ angle_t angle;
+
+ side_t* sidedef;
+ line_t* linedef;
+
+ // Sector references.
+ // Could be retrieved from linedef, too.
+ // backsector is NULL for one sided lines
+ sector_t* frontsector;
+ sector_t* backsector;
+
+} seg_t;
+
+
+
+//
+// BSP node.
+//
+typedef struct
+{
+ // Partition line.
+ fixed_t x;
+ fixed_t y;
+ fixed_t dx;
+ fixed_t dy;
+
+ // Bounding box for each child.
+ fixed_t bbox[2][4];
+
+ // If NF_SUBSECTOR its a subsector.
+ unsigned short children[2];
+
+} node_t;
+
+
+
+
+// PC direct to screen pointers
+//B UNUSED - keep till detailshift in r_draw.c resolved
+//extern byte* destview;
+//extern byte* destscreen;
+
+
+
+
+
+//
+// OTHER TYPES
+//
+
+// This could be wider for >8 bit display.
+// Indeed, true color support is posibble
+// precalculating 24bpp lightmap/colormap LUT.
+// from darkening PLAYPAL to all black.
+// Could even us emore than 32 levels.
+typedef byte lighttable_t;
+
+
+
+
+//
+// ?
+//
+typedef struct drawseg_s
+{
+ seg_t* curline;
+ int x1;
+ int x2;
+
+ fixed_t scale1;
+ fixed_t scale2;
+ fixed_t scalestep;
+
+ // 0=none, 1=bottom, 2=top, 3=both
+ int silhouette;
+
+ // do not clip sprites above this
+ fixed_t bsilheight;
+
+ // do not clip sprites below this
+ fixed_t tsilheight;
+
+ // Pointers to lists for sprite clipping,
+ // all three adjusted so [x1] is first value.
+ short* sprtopclip;
+ short* sprbottomclip;
+ short* maskedtexturecol;
+
+} drawseg_t;
+
+
+
+// A vissprite_t is a thing
+// that will be drawn during a refresh.
+// I.e. a sprite object that is partly visible.
+typedef struct vissprite_s
+{
+ // Doubly linked list.
+ struct vissprite_s* prev;
+ struct vissprite_s* next;
+
+ int x1;
+ int x2;
+
+ // for line side calculation
+ fixed_t gx;
+ fixed_t gy;
+
+ // global bottom / top for silhouette clipping
+ fixed_t gz;
+ fixed_t gzt;
+
+ // horizontal position of x1
+ fixed_t startfrac;
+
+ fixed_t scale;
+
+ // negative if flipped
+ fixed_t xiscale;
+
+ fixed_t texturemid;
+ int patch;
+
+ // for color translation and shadow draw,
+ // maxbright frames as well
+ lighttable_t* colormap;
+
+ int mobjflags;
+
+} vissprite_t;
+
+
+//
+// Sprites are patches with a special naming convention
+// so they can be recognized by R_InitSprites.
+// The base name is NNNNFx or NNNNFxFx, with
+// x indicating the rotation, x = 0, 1-7.
+// The sprite and frame specified by a thing_t
+// is range checked at run time.
+// A sprite is a patch_t that is assumed to represent
+// a three dimensional object and may have multiple
+// rotations pre drawn.
+// Horizontal flipping is used to save space,
+// thus NNNNF2F5 defines a mirrored patch.
+// Some sprites will only have one picture used
+// for all views: NNNNF0
+//
+typedef struct
+{
+ // If false use 0 for any position.
+ // Note: as eight entries are available,
+ // we might as well insert the same name eight times.
+ boolean rotate;
+
+ // Lump to use for view angles 0-7.
+ short lump[8];
+
+ // Flip bit (1 = flip) to use for view angles 0-7.
+ byte flip[8];
+
+} spriteframe_t;
+
+
+
+//
+// A sprite definition:
+// a number of animation frames.
+//
+typedef struct
+{
+ int numframes;
+ spriteframe_t* spriteframes;
+
+} spritedef_t;
+
+
+
+//
+// Now what is a visplane, anyway?
+//
+typedef struct
+{
+ fixed_t height;
+ int picnum;
+ int lightlevel;
+ int minx;
+ int maxx;
+
+ // leave pads for [minx-1]/[maxx+1]
+
+ byte pad1;
+ // Here lies the rub for all
+ // dynamic resize/change of resolution.
+ byte top[SCREENWIDTH];
+ byte pad2;
+ byte pad3;
+ // See above.
+ byte bottom[SCREENWIDTH];
+ byte pad4;
+
+} visplane_t;
+
+
+
+
+#endif
diff --git a/src/strife/r_draw.c b/src/strife/r_draw.c
new file mode 100644
index 00000000..1b6420d9
--- /dev/null
+++ b/src/strife/r_draw.c
@@ -0,0 +1,979 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// The actual span/column drawing functions.
+// Here find the main potential for optimization,
+// e.g. inline assembly, different algorithms.
+//
+//-----------------------------------------------------------------------------
+
+
+
+
+#include "doomdef.h"
+#include "deh_main.h"
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "w_wad.h"
+
+#include "r_local.h"
+
+// Needs access to LFB (guess what).
+#include "v_video.h"
+
+// State.
+#include "doomstat.h"
+
+
+// ?
+#define MAXWIDTH 1120
+#define MAXHEIGHT 832
+
+// status bar height at bottom of screen
+#define SBARHEIGHT 32
+
+//
+// All drawing to the view buffer is accomplished in this file.
+// The other refresh files only know about ccordinates,
+// not the architecture of the frame buffer.
+// Conveniently, the frame buffer is a linear one,
+// and we need only the base address,
+// and the total size == width*height*depth/8.,
+//
+
+
+byte* viewimage;
+int viewwidth;
+int scaledviewwidth;
+int viewheight;
+int viewwindowx;
+int viewwindowy;
+byte* ylookup[MAXHEIGHT];
+int columnofs[MAXWIDTH];
+
+// Color tables for different players,
+// translate a limited part to another
+// (color ramps used for suit colors).
+//
+byte translations[3][256];
+
+// Backing buffer containing the bezel drawn around the screen and
+// surrounding background.
+
+static byte *background_buffer = NULL;
+
+
+//
+// R_DrawColumn
+// Source is the top of the column to scale.
+//
+lighttable_t* dc_colormap;
+int dc_x;
+int dc_yl;
+int dc_yh;
+fixed_t dc_iscale;
+fixed_t dc_texturemid;
+
+// first pixel in a column (possibly virtual)
+byte* dc_source;
+
+// just for profiling
+int dccount;
+
+//
+// A column is a vertical slice/span from a wall texture that,
+// given the DOOM style restrictions on the view orientation,
+// will always have constant z depth.
+// Thus a special case loop for very fast rendering can
+// be used. It has also been used with Wolfenstein 3D.
+//
+void R_DrawColumn (void)
+{
+ int count;
+ byte* dest;
+ fixed_t frac;
+ fixed_t fracstep;
+
+ count = dc_yh - dc_yl;
+
+ // Zero length, column does not exceed a pixel.
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH
+ || dc_yl < 0
+ || dc_yh >= SCREENHEIGHT)
+ I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ // Framebuffer destination address.
+ // Use ylookup LUT to avoid multiply with ScreenWidth.
+ // Use columnofs LUT for subwindows?
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ // Determine scaling,
+ // which is the only mapping to be done.
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl-centery)*fracstep;
+
+ // Inner loop that does the actual texture mapping,
+ // e.g. a DDA-lile scaling.
+ // This is as fast as it gets.
+ do
+ {
+ // Re-map color indices from wall texture column
+ // using a lighting/special effects LUT.
+ *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
+
+ dest += SCREENWIDTH;
+ frac += fracstep;
+
+ } while (count--);
+}
+
+
+
+// UNUSED.
+// Loop unrolled.
+#if 0
+void R_DrawColumn (void)
+{
+ int count;
+ byte* source;
+ byte* dest;
+ byte* colormap;
+
+ unsigned frac;
+ unsigned fracstep;
+ unsigned fracstep2;
+ unsigned fracstep3;
+ unsigned fracstep4;
+
+ count = dc_yh - dc_yl + 1;
+
+ source = dc_source;
+ colormap = dc_colormap;
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale<<9;
+ frac = (dc_texturemid + (dc_yl-centery)*dc_iscale)<<9;
+
+ fracstep2 = fracstep+fracstep;
+ fracstep3 = fracstep2+fracstep;
+ fracstep4 = fracstep3+fracstep;
+
+ while (count >= 8)
+ {
+ dest[0] = colormap[source[frac>>25]];
+ dest[SCREENWIDTH] = colormap[source[(frac+fracstep)>>25]];
+ dest[SCREENWIDTH*2] = colormap[source[(frac+fracstep2)>>25]];
+ dest[SCREENWIDTH*3] = colormap[source[(frac+fracstep3)>>25]];
+
+ frac += fracstep4;
+
+ dest[SCREENWIDTH*4] = colormap[source[frac>>25]];
+ dest[SCREENWIDTH*5] = colormap[source[(frac+fracstep)>>25]];
+ dest[SCREENWIDTH*6] = colormap[source[(frac+fracstep2)>>25]];
+ dest[SCREENWIDTH*7] = colormap[source[(frac+fracstep3)>>25]];
+
+ frac += fracstep4;
+ dest += SCREENWIDTH*8;
+ count -= 8;
+ }
+
+ while (count > 0)
+ {
+ *dest = colormap[source[frac>>25]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ count--;
+ }
+}
+#endif
+
+
+void R_DrawColumnLow (void)
+{
+ int count;
+ byte* dest;
+ byte* dest2;
+ fixed_t frac;
+ fixed_t fracstep;
+ int x;
+
+ count = dc_yh - dc_yl;
+
+ // Zero length.
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH
+ || dc_yl < 0
+ || dc_yh >= SCREENHEIGHT)
+ {
+
+ I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+ }
+ // dccount++;
+#endif
+ // Blocky mode, need to multiply by 2.
+ x = dc_x << 1;
+
+ dest = ylookup[dc_yl] + columnofs[x];
+ dest2 = ylookup[dc_yl] + columnofs[x+1];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl-centery)*fracstep;
+
+ do
+ {
+ // Hack. Does not work corretly.
+ *dest2 = *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
+ dest += SCREENWIDTH;
+ dest2 += SCREENWIDTH;
+ frac += fracstep;
+
+ } while (count--);
+}
+
+
+//
+// Spectre/Invisibility.
+//
+#define FUZZTABLE 50
+#define FUZZOFF (SCREENWIDTH)
+
+
+int fuzzoffset[FUZZTABLE] =
+{
+ FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
+ FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
+ FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
+ FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
+ FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
+ FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
+ FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
+};
+
+int fuzzpos = 0;
+
+
+//
+// Framebuffer postprocessing.
+// Creates a fuzzy image by copying pixels
+// from adjacent ones to left and right.
+// Used with an all black colormap, this
+// could create the SHADOW effect,
+// i.e. spectres and invisible players.
+//
+void R_DrawFuzzColumn (void)
+{
+ int count;
+ byte* dest;
+ fixed_t frac;
+ fixed_t fracstep;
+
+ // Adjust borders. Low...
+ if (!dc_yl)
+ dc_yl = 1;
+
+ // .. and high.
+ if (dc_yh == viewheight-1)
+ dc_yh = viewheight - 2;
+
+ count = dc_yh - dc_yl;
+
+ // Zero length.
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH
+ || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ {
+ I_Error ("R_DrawFuzzColumn: %i to %i at %i",
+ dc_yl, dc_yh, dc_x);
+ }
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ // Looks familiar.
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl-centery)*fracstep;
+
+ // Looks like an attempt at dithering,
+ // using the colormap #6 (of 0-31, a bit
+ // brighter than average).
+ do
+ {
+ // Lookup framebuffer, and retrieve
+ // a pixel that is either one column
+ // left or right of the current one.
+ // Add index from colormap to index.
+ *dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]];
+
+ // Clamp table lookup index.
+ if (++fuzzpos == FUZZTABLE)
+ fuzzpos = 0;
+
+ dest += SCREENWIDTH;
+
+ frac += fracstep;
+ } while (count--);
+}
+
+// low detail mode version
+
+void R_DrawFuzzColumnLow (void)
+{
+ int count;
+ byte* dest;
+ byte* dest2;
+ fixed_t frac;
+ fixed_t fracstep;
+ int x;
+
+ // Adjust borders. Low...
+ if (!dc_yl)
+ dc_yl = 1;
+
+ // .. and high.
+ if (dc_yh == viewheight-1)
+ dc_yh = viewheight - 2;
+
+ count = dc_yh - dc_yl;
+
+ // Zero length.
+ if (count < 0)
+ return;
+
+ // low detail mode, need to multiply by 2
+
+ x = dc_x << 1;
+
+#ifdef RANGECHECK
+ if ((unsigned)x >= SCREENWIDTH
+ || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ {
+ I_Error ("R_DrawFuzzColumn: %i to %i at %i",
+ dc_yl, dc_yh, dc_x);
+ }
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[x];
+ dest2 = ylookup[dc_yl] + columnofs[x+1];
+
+ // Looks familiar.
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl-centery)*fracstep;
+
+ // Looks like an attempt at dithering,
+ // using the colormap #6 (of 0-31, a bit
+ // brighter than average).
+ do
+ {
+ // Lookup framebuffer, and retrieve
+ // a pixel that is either one column
+ // left or right of the current one.
+ // Add index from colormap to index.
+ *dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]];
+ *dest2 = colormaps[6*256+dest2[fuzzoffset[fuzzpos]]];
+
+ // Clamp table lookup index.
+ if (++fuzzpos == FUZZTABLE)
+ fuzzpos = 0;
+
+ dest += SCREENWIDTH;
+ dest2 += SCREENWIDTH;
+
+ frac += fracstep;
+ } while (count--);
+}
+
+
+
+
+
+//
+// R_DrawTranslatedColumn
+// Used to draw player sprites
+// with the green colorramp mapped to others.
+// Could be used with different translation
+// tables, e.g. the lighter colored version
+// of the BaronOfHell, the HellKnight, uses
+// identical sprites, kinda brightened up.
+//
+byte* dc_translation;
+byte* translationtables;
+
+void R_DrawTranslatedColumn (void)
+{
+ int count;
+ byte* dest;
+ fixed_t frac;
+ fixed_t fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH
+ || dc_yl < 0
+ || dc_yh >= SCREENHEIGHT)
+ {
+ I_Error ( "R_DrawColumn: %i to %i at %i",
+ dc_yl, dc_yh, dc_x);
+ }
+
+#endif
+
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ // Looks familiar.
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl-centery)*fracstep;
+
+ // Here we do an additional index re-mapping.
+ do
+ {
+ // Translation tables are used
+ // to map certain colorramps to other ones,
+ // used with PLAY sprites.
+ // Thus the "green" ramp of the player 0 sprite
+ // is mapped to gray, red, black/indigo.
+ *dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
+ dest += SCREENWIDTH;
+
+ frac += fracstep;
+ } while (count--);
+}
+
+void R_DrawTranslatedColumnLow (void)
+{
+ int count;
+ byte* dest;
+ byte* dest2;
+ fixed_t frac;
+ fixed_t fracstep;
+ int x;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+ // low detail, need to scale by 2
+ x = dc_x << 1;
+
+#ifdef RANGECHECK
+ if ((unsigned)x >= SCREENWIDTH
+ || dc_yl < 0
+ || dc_yh >= SCREENHEIGHT)
+ {
+ I_Error ( "R_DrawColumn: %i to %i at %i",
+ dc_yl, dc_yh, x);
+ }
+
+#endif
+
+
+ dest = ylookup[dc_yl] + columnofs[x];
+ dest2 = ylookup[dc_yl] + columnofs[x+1];
+
+ // Looks familiar.
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl-centery)*fracstep;
+
+ // Here we do an additional index re-mapping.
+ do
+ {
+ // Translation tables are used
+ // to map certain colorramps to other ones,
+ // used with PLAY sprites.
+ // Thus the "green" ramp of the player 0 sprite
+ // is mapped to gray, red, black/indigo.
+ *dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
+ *dest2 = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
+ dest += SCREENWIDTH;
+ dest2 += SCREENWIDTH;
+
+ frac += fracstep;
+ } while (count--);
+}
+
+
+
+
+//
+// R_InitTranslationTables
+// Creates the translation tables to map
+// the green color ramp to gray, brown, red.
+// Assumes a given structure of the PLAYPAL.
+// Could be read from a lump instead.
+//
+void R_InitTranslationTables (void)
+{
+ int i;
+
+ translationtables = Z_Malloc (256*3, PU_STATIC, 0);
+
+ // translate just the 16 green colors
+ for (i=0 ; i<256 ; i++)
+ {
+ if (i >= 0x70 && i<= 0x7f)
+ {
+ // map green ramp to gray, brown, red
+ translationtables[i] = 0x60 + (i&0xf);
+ translationtables [i+256] = 0x40 + (i&0xf);
+ translationtables [i+512] = 0x20 + (i&0xf);
+ }
+ else
+ {
+ // Keep all other colors as is.
+ translationtables[i] = translationtables[i+256]
+ = translationtables[i+512] = i;
+ }
+ }
+}
+
+
+
+
+//
+// R_DrawSpan
+// With DOOM style restrictions on view orientation,
+// the floors and ceilings consist of horizontal slices
+// or spans with constant z depth.
+// However, rotation around the world z axis is possible,
+// thus this mapping, while simpler and faster than
+// perspective correct texture mapping, has to traverse
+// the texture at an angle in all but a few cases.
+// In consequence, flats are not stored by column (like walls),
+// and the inner loop has to step in texture space u and v.
+//
+int ds_y;
+int ds_x1;
+int ds_x2;
+
+lighttable_t* ds_colormap;
+
+fixed_t ds_xfrac;
+fixed_t ds_yfrac;
+fixed_t ds_xstep;
+fixed_t ds_ystep;
+
+// start of a 64*64 tile image
+byte* ds_source;
+
+// just for profiling
+int dscount;
+
+
+//
+// Draws the actual span.
+void R_DrawSpan (void)
+{
+ fixed_t xfrac;
+ fixed_t yfrac;
+ byte* dest;
+ int count;
+ int spot;
+
+#ifdef RANGECHECK
+ if (ds_x2 < ds_x1
+ || ds_x1<0
+ || ds_x2>=SCREENWIDTH
+ || (unsigned)ds_y>SCREENHEIGHT)
+ {
+ I_Error( "R_DrawSpan: %i to %i at %i",
+ ds_x1,ds_x2,ds_y);
+ }
+// dscount++;
+#endif
+
+
+ xfrac = ds_xfrac;
+ yfrac = ds_yfrac;
+
+ dest = ylookup[ds_y] + columnofs[ds_x1];
+
+ // We do not check for zero spans here?
+ count = ds_x2 - ds_x1;
+
+ do
+ {
+ // Current texture index in u,v.
+ spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
+
+ // Lookup pixel from flat texture tile,
+ // re-index using light/colormap.
+ *dest++ = ds_colormap[ds_source[spot]];
+
+ // Next step in u,v.
+ xfrac += ds_xstep;
+ yfrac += ds_ystep;
+
+ } while (count--);
+}
+
+
+
+// UNUSED.
+// Loop unrolled by 4.
+#if 0
+void R_DrawSpan (void)
+{
+ unsigned position, step;
+
+ byte* source;
+ byte* colormap;
+ byte* dest;
+
+ unsigned count;
+ usingned spot;
+ unsigned value;
+ unsigned temp;
+ unsigned xtemp;
+ unsigned ytemp;
+
+ position = ((ds_xfrac<<10)&0xffff0000) | ((ds_yfrac>>6)&0xffff);
+ step = ((ds_xstep<<10)&0xffff0000) | ((ds_ystep>>6)&0xffff);
+
+ source = ds_source;
+ colormap = ds_colormap;
+ dest = ylookup[ds_y] + columnofs[ds_x1];
+ count = ds_x2 - ds_x1 + 1;
+
+ while (count >= 4)
+ {
+ ytemp = position>>4;
+ ytemp = ytemp & 4032;
+ xtemp = position>>26;
+ spot = xtemp | ytemp;
+ position += step;
+ dest[0] = colormap[source[spot]];
+
+ ytemp = position>>4;
+ ytemp = ytemp & 4032;
+ xtemp = position>>26;
+ spot = xtemp | ytemp;
+ position += step;
+ dest[1] = colormap[source[spot]];
+
+ ytemp = position>>4;
+ ytemp = ytemp & 4032;
+ xtemp = position>>26;
+ spot = xtemp | ytemp;
+ position += step;
+ dest[2] = colormap[source[spot]];
+
+ ytemp = position>>4;
+ ytemp = ytemp & 4032;
+ xtemp = position>>26;
+ spot = xtemp | ytemp;
+ position += step;
+ dest[3] = colormap[source[spot]];
+
+ count -= 4;
+ dest += 4;
+ }
+ while (count > 0)
+ {
+ ytemp = position>>4;
+ ytemp = ytemp & 4032;
+ xtemp = position>>26;
+ spot = xtemp | ytemp;
+ position += step;
+ *dest++ = colormap[source[spot]];
+ count--;
+ }
+}
+#endif
+
+
+//
+// Again..
+//
+void R_DrawSpanLow (void)
+{
+ fixed_t xfrac;
+ fixed_t yfrac;
+ byte* dest;
+ int count;
+ int spot;
+
+#ifdef RANGECHECK
+ if (ds_x2 < ds_x1
+ || ds_x1<0
+ || ds_x2>=SCREENWIDTH
+ || (unsigned)ds_y>SCREENHEIGHT)
+ {
+ I_Error( "R_DrawSpan: %i to %i at %i",
+ ds_x1,ds_x2,ds_y);
+ }
+// dscount++;
+#endif
+
+ xfrac = ds_xfrac;
+ yfrac = ds_yfrac;
+
+ count = (ds_x2 - ds_x1);
+
+ // Blocky mode, need to multiply by 2.
+ ds_x1 <<= 1;
+ ds_x2 <<= 1;
+
+ dest = ylookup[ds_y] + columnofs[ds_x1];
+
+ do
+ {
+ spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
+ // Lowres/blocky mode does it twice,
+ // while scale is adjusted appropriately.
+ *dest++ = ds_colormap[ds_source[spot]];
+ *dest++ = ds_colormap[ds_source[spot]];
+
+ xfrac += ds_xstep;
+ yfrac += ds_ystep;
+
+ } while (count--);
+}
+
+//
+// R_InitBuffer
+// Creats lookup tables that avoid
+// multiplies and other hazzles
+// for getting the framebuffer address
+// of a pixel to draw.
+//
+void
+R_InitBuffer
+( int width,
+ int height )
+{
+ int i;
+
+ // Handle resize,
+ // e.g. smaller view windows
+ // with border and/or status bar.
+ viewwindowx = (SCREENWIDTH-width) >> 1;
+
+ // Column offset. For windows.
+ for (i=0 ; i<width ; i++)
+ columnofs[i] = viewwindowx + i;
+
+ // Samw with base row offset.
+ if (width == SCREENWIDTH)
+ viewwindowy = 0;
+ else
+ viewwindowy = (SCREENHEIGHT-SBARHEIGHT-height) >> 1;
+
+ // Preclaculate all row offsets.
+ for (i=0 ; i<height ; i++)
+ ylookup[i] = I_VideoBuffer + (i+viewwindowy)*SCREENWIDTH;
+}
+
+
+
+
+//
+// R_FillBackScreen
+// Fills the back screen with a pattern
+// for variable screen sizes
+// Also draws a beveled edge.
+//
+void R_FillBackScreen (void)
+{
+ byte* src;
+ byte* dest;
+ int x;
+ int y;
+ patch_t* patch;
+
+ // DOOM border patch.
+ char *name1 = DEH_String("FLOOR7_2");
+
+ // DOOM II border patch.
+ char *name2 = DEH_String("GRNROCK");
+
+ char *name;
+
+ // If we are running full screen, there is no need to do any of this,
+ // and the background buffer can be freed if it was previously in use.
+
+ if (scaledviewwidth == SCREENWIDTH)
+ {
+ if (background_buffer != NULL)
+ {
+ Z_Free(background_buffer);
+ background_buffer = NULL;
+ }
+
+ return;
+ }
+
+ // Allocate the background buffer if necessary
+
+ if (background_buffer == NULL)
+ {
+ background_buffer = Z_Malloc(SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT),
+ PU_STATIC, NULL);
+ }
+
+ if (gamemode == commercial)
+ name = name2;
+ else
+ name = name1;
+
+ src = W_CacheLumpName(name, PU_CACHE);
+ dest = background_buffer;
+
+ for (y=0 ; y<SCREENHEIGHT-SBARHEIGHT ; y++)
+ {
+ for (x=0 ; x<SCREENWIDTH/64 ; x++)
+ {
+ memcpy (dest, src+((y&63)<<6), 64);
+ dest += 64;
+ }
+
+ if (SCREENWIDTH&63)
+ {
+ memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
+ dest += (SCREENWIDTH&63);
+ }
+ }
+
+ // Draw screen and bezel; this is done to a separate screen buffer.
+
+ V_UseBuffer(background_buffer);
+
+ patch = W_CacheLumpName(DEH_String("brdr_t"),PU_CACHE);
+
+ for (x=0 ; x<scaledviewwidth ; x+=8)
+ V_DrawPatch(viewwindowx+x, viewwindowy-8, patch);
+ patch = W_CacheLumpName(DEH_String("brdr_b"),PU_CACHE);
+
+ for (x=0 ; x<scaledviewwidth ; x+=8)
+ V_DrawPatch(viewwindowx+x, viewwindowy+viewheight, patch);
+ patch = W_CacheLumpName(DEH_String("brdr_l"),PU_CACHE);
+
+ for (y=0 ; y<viewheight ; y+=8)
+ V_DrawPatch(viewwindowx-8, viewwindowy+y, patch);
+ patch = W_CacheLumpName(DEH_String("brdr_r"),PU_CACHE);
+
+ for (y=0 ; y<viewheight ; y+=8)
+ V_DrawPatch(viewwindowx+scaledviewwidth, viewwindowy+y, patch);
+
+ // Draw beveled edge.
+ V_DrawPatch(viewwindowx-8,
+ viewwindowy-8,
+ W_CacheLumpName(DEH_String("brdr_tl"),PU_CACHE));
+
+ V_DrawPatch(viewwindowx+scaledviewwidth,
+ viewwindowy-8,
+ W_CacheLumpName(DEH_String("brdr_tr"),PU_CACHE));
+
+ V_DrawPatch(viewwindowx-8,
+ viewwindowy+viewheight,
+ W_CacheLumpName(DEH_String("brdr_bl"),PU_CACHE));
+
+ V_DrawPatch(viewwindowx+scaledviewwidth,
+ viewwindowy+viewheight,
+ W_CacheLumpName(DEH_String("brdr_br"),PU_CACHE));
+
+ V_RestoreBuffer();
+}
+
+
+//
+// Copy a screen buffer.
+//
+void
+R_VideoErase
+( unsigned ofs,
+ int count )
+{
+ // LFB copy.
+ // This might not be a good idea if memcpy
+ // is not optiomal, e.g. byte by byte on
+ // a 32bit CPU, as GNU GCC/Linux libc did
+ // at one point.
+
+ if (background_buffer != NULL)
+ {
+ memcpy(I_VideoBuffer + ofs, background_buffer + ofs, count);
+ }
+}
+
+
+//
+// R_DrawViewBorder
+// Draws the border around the view
+// for different size windows?
+//
+void
+V_MarkRect
+( int x,
+ int y,
+ int width,
+ int height );
+
+void R_DrawViewBorder (void)
+{
+ int top;
+ int side;
+ int ofs;
+ int i;
+
+ if (scaledviewwidth == SCREENWIDTH)
+ return;
+
+ top = ((SCREENHEIGHT-SBARHEIGHT)-viewheight)/2;
+ side = (SCREENWIDTH-scaledviewwidth)/2;
+
+ // copy top and one line of left side
+ R_VideoErase (0, top*SCREENWIDTH+side);
+
+ // copy one line of right side and bottom
+ ofs = (viewheight+top)*SCREENWIDTH-side;
+ R_VideoErase (ofs, top*SCREENWIDTH+side);
+
+ // copy sides using wraparound
+ ofs = top*SCREENWIDTH + SCREENWIDTH-side;
+ side <<= 1;
+
+ for (i=1 ; i<viewheight ; i++)
+ {
+ R_VideoErase (ofs, side);
+ ofs += SCREENWIDTH;
+ }
+
+ // ?
+ V_MarkRect (0,0,SCREENWIDTH, SCREENHEIGHT-SBARHEIGHT);
+}
+
+
diff --git a/src/strife/r_draw.h b/src/strife/r_draw.h
new file mode 100644
index 00000000..adaacd60
--- /dev/null
+++ b/src/strife/r_draw.h
@@ -0,0 +1,112 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_DRAW__
+#define __R_DRAW__
+
+
+
+
+extern lighttable_t* dc_colormap;
+extern int dc_x;
+extern int dc_yl;
+extern int dc_yh;
+extern fixed_t dc_iscale;
+extern fixed_t dc_texturemid;
+
+// first pixel in a column
+extern byte* dc_source;
+
+
+// The span blitting interface.
+// Hook in assembler or system specific BLT
+// here.
+void R_DrawColumn (void);
+void R_DrawColumnLow (void);
+
+// The Spectre/Invisibility effect.
+void R_DrawFuzzColumn (void);
+void R_DrawFuzzColumnLow (void);
+
+// Draw with color translation tables,
+// for player sprite rendering,
+// Green/Red/Blue/Indigo shirts.
+void R_DrawTranslatedColumn (void);
+void R_DrawTranslatedColumnLow (void);
+
+void
+R_VideoErase
+( unsigned ofs,
+ int count );
+
+extern int ds_y;
+extern int ds_x1;
+extern int ds_x2;
+
+extern lighttable_t* ds_colormap;
+
+extern fixed_t ds_xfrac;
+extern fixed_t ds_yfrac;
+extern fixed_t ds_xstep;
+extern fixed_t ds_ystep;
+
+// start of a 64*64 tile image
+extern byte* ds_source;
+
+extern byte* translationtables;
+extern byte* dc_translation;
+
+
+// Span blitting for rows, floor/ceiling.
+// No Sepctre effect needed.
+void R_DrawSpan (void);
+
+// Low resolution mode, 160x200?
+void R_DrawSpanLow (void);
+
+
+void
+R_InitBuffer
+( int width,
+ int height );
+
+
+// Initialize color translation tables,
+// for player rendering etc.
+void R_InitTranslationTables (void);
+
+
+
+// Rendering function.
+void R_FillBackScreen (void);
+
+// If the view size is not full screen, draws a border around it.
+void R_DrawViewBorder (void);
+
+
+
+#endif
diff --git a/src/strife/r_local.h b/src/strife/r_local.h
new file mode 100644
index 00000000..8b97bdb0
--- /dev/null
+++ b/src/strife/r_local.h
@@ -0,0 +1,53 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Refresh (R_*) module, global header.
+// All the rendering/drawing stuff is here.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __R_LOCAL__
+#define __R_LOCAL__
+
+// Binary Angles, sine/cosine/atan lookups.
+#include "tables.h"
+
+// Screen size related parameters.
+#include "doomdef.h"
+
+// Include the refresh/render data structs.
+#include "r_data.h"
+
+
+
+//
+// Separate header file for each module.
+//
+#include "r_main.h"
+#include "r_bsp.h"
+#include "r_segs.h"
+#include "r_plane.h"
+#include "r_data.h"
+#include "r_things.h"
+#include "r_draw.h"
+
+#endif // __R_LOCAL__
diff --git a/src/strife/r_main.c b/src/strife/r_main.c
new file mode 100644
index 00000000..7ea2a329
--- /dev/null
+++ b/src/strife/r_main.c
@@ -0,0 +1,899 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Rendering main loop and setup functions,
+// utility functions (BSP, geometry, trigonometry).
+// See tables.c, too.
+//
+//-----------------------------------------------------------------------------
+
+
+
+
+
+#include <stdlib.h>
+#include <math.h>
+
+
+#include "doomdef.h"
+#include "d_net.h"
+
+#include "m_bbox.h"
+#include "m_menu.h"
+
+#include "r_local.h"
+#include "r_sky.h"
+
+
+
+
+
+// Fineangles in the SCREENWIDTH wide window.
+#define FIELDOFVIEW 2048
+
+
+
+int viewangleoffset;
+
+// increment every time a check is made
+int validcount = 1;
+
+
+lighttable_t* fixedcolormap;
+extern lighttable_t** walllights;
+
+int centerx;
+int centery;
+
+fixed_t centerxfrac;
+fixed_t centeryfrac;
+fixed_t projection;
+
+// just for profiling purposes
+int framecount;
+
+int sscount;
+int linecount;
+int loopcount;
+
+fixed_t viewx;
+fixed_t viewy;
+fixed_t viewz;
+
+angle_t viewangle;
+
+fixed_t viewcos;
+fixed_t viewsin;
+
+player_t* viewplayer;
+
+// 0 = high, 1 = low
+int detailshift;
+
+//
+// precalculated math tables
+//
+angle_t clipangle;
+
+// The viewangletox[viewangle + FINEANGLES/4] lookup
+// maps the visible view angles to screen X coordinates,
+// flattening the arc to a flat projection plane.
+// There will be many angles mapped to the same X.
+int viewangletox[FINEANGLES/2];
+
+// The xtoviewangleangle[] table maps a screen pixel
+// to the lowest viewangle that maps back to x ranges
+// from clipangle to -clipangle.
+angle_t xtoviewangle[SCREENWIDTH+1];
+
+lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+lighttable_t* scalelightfixed[MAXLIGHTSCALE];
+lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+// bumped light from gun blasts
+int extralight;
+
+
+
+void (*colfunc) (void);
+void (*basecolfunc) (void);
+void (*fuzzcolfunc) (void);
+void (*transcolfunc) (void);
+void (*spanfunc) (void);
+
+
+
+//
+// R_AddPointToBox
+// Expand a given bbox
+// so that it encloses a given point.
+//
+void
+R_AddPointToBox
+( int x,
+ int y,
+ fixed_t* box )
+{
+ if (x< box[BOXLEFT])
+ box[BOXLEFT] = x;
+ if (x> box[BOXRIGHT])
+ box[BOXRIGHT] = x;
+ if (y< box[BOXBOTTOM])
+ box[BOXBOTTOM] = y;
+ if (y> box[BOXTOP])
+ box[BOXTOP] = y;
+}
+
+
+//
+// R_PointOnSide
+// Traverse BSP (sub) tree,
+// check point against partition plane.
+// Returns side 0 (front) or 1 (back).
+//
+int
+R_PointOnSide
+( fixed_t x,
+ fixed_t y,
+ node_t* node )
+{
+ fixed_t dx;
+ fixed_t dy;
+ fixed_t left;
+ fixed_t right;
+
+ if (!node->dx)
+ {
+ if (x <= node->x)
+ return node->dy > 0;
+
+ return node->dy < 0;
+ }
+ if (!node->dy)
+ {
+ if (y <= node->y)
+ return node->dx < 0;
+
+ return node->dx > 0;
+ }
+
+ dx = (x - node->x);
+ dy = (y - node->y);
+
+ // Try to quickly decide by looking at sign bits.
+ if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 )
+ {
+ if ( (node->dy ^ dx) & 0x80000000 )
+ {
+ // (left is negative)
+ return 1;
+ }
+ return 0;
+ }
+
+ left = FixedMul ( node->dy>>FRACBITS , dx );
+ right = FixedMul ( dy , node->dx>>FRACBITS );
+
+ if (right < left)
+ {
+ // front side
+ return 0;
+ }
+ // back side
+ return 1;
+}
+
+
+int
+R_PointOnSegSide
+( fixed_t x,
+ fixed_t y,
+ seg_t* line )
+{
+ fixed_t lx;
+ fixed_t ly;
+ fixed_t ldx;
+ fixed_t ldy;
+ fixed_t dx;
+ fixed_t dy;
+ fixed_t left;
+ fixed_t right;
+
+ lx = line->v1->x;
+ ly = line->v1->y;
+
+ ldx = line->v2->x - lx;
+ ldy = line->v2->y - ly;
+
+ if (!ldx)
+ {
+ if (x <= lx)
+ return ldy > 0;
+
+ return ldy < 0;
+ }
+ if (!ldy)
+ {
+ if (y <= ly)
+ return ldx < 0;
+
+ return ldx > 0;
+ }
+
+ dx = (x - lx);
+ dy = (y - ly);
+
+ // Try to quickly decide by looking at sign bits.
+ if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
+ {
+ if ( (ldy ^ dx) & 0x80000000 )
+ {
+ // (left is negative)
+ return 1;
+ }
+ return 0;
+ }
+
+ left = FixedMul ( ldy>>FRACBITS , dx );
+ right = FixedMul ( dy , ldx>>FRACBITS );
+
+ if (right < left)
+ {
+ // front side
+ return 0;
+ }
+ // back side
+ return 1;
+}
+
+
+//
+// R_PointToAngle
+// To get a global angle from cartesian coordinates,
+// the coordinates are flipped until they are in
+// the first octant of the coordinate system, then
+// the y (<=x) is scaled and divided by x to get a
+// tangent (slope) value which is looked up in the
+// tantoangle[] table.
+
+//
+
+
+
+
+angle_t
+R_PointToAngle
+( fixed_t x,
+ fixed_t y )
+{
+ x -= viewx;
+ y -= viewy;
+
+ if ( (!x) && (!y) )
+ return 0;
+
+ if (x>= 0)
+ {
+ // x >=0
+ if (y>= 0)
+ {
+ // y>= 0
+
+ if (x>y)
+ {
+ // octant 0
+ return tantoangle[ SlopeDiv(y,x)];
+ }
+ else
+ {
+ // octant 1
+ return ANG90-1-tantoangle[ SlopeDiv(x,y)];
+ }
+ }
+ else
+ {
+ // y<0
+ y = -y;
+
+ if (x>y)
+ {
+ // octant 8
+ return -tantoangle[SlopeDiv(y,x)];
+ }
+ else
+ {
+ // octant 7
+ return ANG270+tantoangle[ SlopeDiv(x,y)];
+ }
+ }
+ }
+ else
+ {
+ // x<0
+ x = -x;
+
+ if (y>= 0)
+ {
+ // y>= 0
+ if (x>y)
+ {
+ // octant 3
+ return ANG180-1-tantoangle[ SlopeDiv(y,x)];
+ }
+ else
+ {
+ // octant 2
+ return ANG90+ tantoangle[ SlopeDiv(x,y)];
+ }
+ }
+ else
+ {
+ // y<0
+ y = -y;
+
+ if (x>y)
+ {
+ // octant 4
+ return ANG180+tantoangle[ SlopeDiv(y,x)];
+ }
+ else
+ {
+ // octant 5
+ return ANG270-1-tantoangle[ SlopeDiv(x,y)];
+ }
+ }
+ }
+ return 0;
+}
+
+
+angle_t
+R_PointToAngle2
+( fixed_t x1,
+ fixed_t y1,
+ fixed_t x2,
+ fixed_t y2 )
+{
+ viewx = x1;
+ viewy = y1;
+
+ return R_PointToAngle (x2, y2);
+}
+
+
+fixed_t
+R_PointToDist
+( fixed_t x,
+ fixed_t y )
+{
+ int angle;
+ fixed_t dx;
+ fixed_t dy;
+ fixed_t temp;
+ fixed_t dist;
+ fixed_t frac;
+
+ dx = abs(x - viewx);
+ dy = abs(y - viewy);
+
+ if (dy>dx)
+ {
+ temp = dx;
+ dx = dy;
+ dy = temp;
+ }
+
+ // Fix crashes in udm1.wad
+
+ if (dx != 0)
+ {
+ frac = FixedDiv(dy, dx);
+ }
+ else
+ {
+ frac = 0;
+ }
+
+ angle = (tantoangle[frac>>DBITS]+ANG90) >> ANGLETOFINESHIFT;
+
+ // use as cosine
+ dist = FixedDiv (dx, finesine[angle] );
+
+ return dist;
+}
+
+
+
+
+//
+// R_InitPointToAngle
+//
+void R_InitPointToAngle (void)
+{
+ // UNUSED - now getting from tables.c
+#if 0
+ int i;
+ long t;
+ float f;
+//
+// slope (tangent) to angle lookup
+//
+ for (i=0 ; i<=SLOPERANGE ; i++)
+ {
+ f = atan( (float)i/SLOPERANGE )/(3.141592657*2);
+ t = 0xffffffff*f;
+ tantoangle[i] = t;
+ }
+#endif
+}
+
+
+//
+// R_ScaleFromGlobalAngle
+// Returns the texture mapping scale
+// for the current line (horizontal span)
+// at the given angle.
+// rw_distance must be calculated first.
+//
+fixed_t R_ScaleFromGlobalAngle (angle_t visangle)
+{
+ fixed_t scale;
+ angle_t anglea;
+ angle_t angleb;
+ int sinea;
+ int sineb;
+ fixed_t num;
+ int den;
+
+ // UNUSED
+#if 0
+{
+ fixed_t dist;
+ fixed_t z;
+ fixed_t sinv;
+ fixed_t cosv;
+
+ sinv = finesine[(visangle-rw_normalangle)>>ANGLETOFINESHIFT];
+ dist = FixedDiv (rw_distance, sinv);
+ cosv = finecosine[(viewangle-visangle)>>ANGLETOFINESHIFT];
+ z = abs(FixedMul (dist, cosv));
+ scale = FixedDiv(projection, z);
+ return scale;
+}
+#endif
+
+ anglea = ANG90 + (visangle-viewangle);
+ angleb = ANG90 + (visangle-rw_normalangle);
+
+ // both sines are allways positive
+ sinea = finesine[anglea>>ANGLETOFINESHIFT];
+ sineb = finesine[angleb>>ANGLETOFINESHIFT];
+ num = FixedMul(projection,sineb)<<detailshift;
+ den = FixedMul(rw_distance,sinea);
+
+ if (den > num>>16)
+ {
+ scale = FixedDiv (num, den);
+
+ if (scale > 64*FRACUNIT)
+ scale = 64*FRACUNIT;
+ else if (scale < 256)
+ scale = 256;
+ }
+ else
+ scale = 64*FRACUNIT;
+
+ return scale;
+}
+
+
+
+//
+// R_InitTables
+//
+void R_InitTables (void)
+{
+ // UNUSED: now getting from tables.c
+#if 0
+ int i;
+ float a;
+ float fv;
+ int t;
+
+ // viewangle tangent table
+ for (i=0 ; i<FINEANGLES/2 ; i++)
+ {
+ a = (i-FINEANGLES/4+0.5)*PI*2/FINEANGLES;
+ fv = FRACUNIT*tan (a);
+ t = fv;
+ finetangent[i] = t;
+ }
+
+ // finesine table
+ for (i=0 ; i<5*FINEANGLES/4 ; i++)
+ {
+ // OPTIMIZE: mirror...
+ a = (i+0.5)*PI*2/FINEANGLES;
+ t = FRACUNIT*sin (a);
+ finesine[i] = t;
+ }
+#endif
+
+}
+
+
+
+//
+// R_InitTextureMapping
+//
+void R_InitTextureMapping (void)
+{
+ int i;
+ int x;
+ int t;
+ fixed_t focallength;
+
+ // Use tangent table to generate viewangletox:
+ // viewangletox will give the next greatest x
+ // after the view angle.
+ //
+ // Calc focallength
+ // so FIELDOFVIEW angles covers SCREENWIDTH.
+ focallength = FixedDiv (centerxfrac,
+ finetangent[FINEANGLES/4+FIELDOFVIEW/2] );
+
+ for (i=0 ; i<FINEANGLES/2 ; i++)
+ {
+ if (finetangent[i] > FRACUNIT*2)
+ t = -1;
+ else if (finetangent[i] < -FRACUNIT*2)
+ t = viewwidth+1;
+ else
+ {
+ t = FixedMul (finetangent[i], focallength);
+ t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS;
+
+ if (t < -1)
+ t = -1;
+ else if (t>viewwidth+1)
+ t = viewwidth+1;
+ }
+ viewangletox[i] = t;
+ }
+
+ // Scan viewangletox[] to generate xtoviewangle[]:
+ // xtoviewangle will give the smallest view angle
+ // that maps to x.
+ for (x=0;x<=viewwidth;x++)
+ {
+ i = 0;
+ while (viewangletox[i]>x)
+ i++;
+ xtoviewangle[x] = (i<<ANGLETOFINESHIFT)-ANG90;
+ }
+
+ // Take out the fencepost cases from viewangletox.
+ for (i=0 ; i<FINEANGLES/2 ; i++)
+ {
+ t = FixedMul (finetangent[i], focallength);
+ t = centerx - t;
+
+ if (viewangletox[i] == -1)
+ viewangletox[i] = 0;
+ else if (viewangletox[i] == viewwidth+1)
+ viewangletox[i] = viewwidth;
+ }
+
+ clipangle = xtoviewangle[0];
+}
+
+
+
+//
+// R_InitLightTables
+// Only inits the zlight table,
+// because the scalelight table changes with view size.
+//
+#define DISTMAP 2
+
+void R_InitLightTables (void)
+{
+ int i;
+ int j;
+ int level;
+ int startmap;
+ int scale;
+
+ // Calculate the light levels to use
+ // for each level / distance combination.
+ for (i=0 ; i< LIGHTLEVELS ; i++)
+ {
+ startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
+ for (j=0 ; j<MAXLIGHTZ ; j++)
+ {
+ scale = FixedDiv ((SCREENWIDTH/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
+ scale >>= LIGHTSCALESHIFT;
+ level = startmap - scale/DISTMAP;
+
+ if (level < 0)
+ level = 0;
+
+ if (level >= NUMCOLORMAPS)
+ level = NUMCOLORMAPS-1;
+
+ zlight[i][j] = colormaps + level*256;
+ }
+ }
+}
+
+
+
+//
+// R_SetViewSize
+// Do not really change anything here,
+// because it might be in the middle of a refresh.
+// The change will take effect next refresh.
+//
+boolean setsizeneeded;
+int setblocks;
+int setdetail;
+
+
+void
+R_SetViewSize
+( int blocks,
+ int detail )
+{
+ setsizeneeded = true;
+ setblocks = blocks;
+ setdetail = detail;
+}
+
+
+//
+// R_ExecuteSetViewSize
+//
+void R_ExecuteSetViewSize (void)
+{
+ fixed_t cosadj;
+ fixed_t dy;
+ int i;
+ int j;
+ int level;
+ int startmap;
+
+ setsizeneeded = false;
+
+ if (setblocks == 11)
+ {
+ scaledviewwidth = SCREENWIDTH;
+ viewheight = SCREENHEIGHT;
+ }
+ else
+ {
+ scaledviewwidth = setblocks*32;
+ viewheight = (setblocks*168/10)&~7;
+ }
+
+ detailshift = setdetail;
+ viewwidth = scaledviewwidth>>detailshift;
+
+ centery = viewheight/2;
+ centerx = viewwidth/2;
+ centerxfrac = centerx<<FRACBITS;
+ centeryfrac = centery<<FRACBITS;
+ projection = centerxfrac;
+
+ if (!detailshift)
+ {
+ colfunc = basecolfunc = R_DrawColumn;
+ fuzzcolfunc = R_DrawFuzzColumn;
+ transcolfunc = R_DrawTranslatedColumn;
+ spanfunc = R_DrawSpan;
+ }
+ else
+ {
+ colfunc = basecolfunc = R_DrawColumnLow;
+ fuzzcolfunc = R_DrawFuzzColumnLow;
+ transcolfunc = R_DrawTranslatedColumnLow;
+ spanfunc = R_DrawSpanLow;
+ }
+
+ R_InitBuffer (scaledviewwidth, viewheight);
+
+ R_InitTextureMapping ();
+
+ // psprite scales
+ pspritescale = FRACUNIT*viewwidth/SCREENWIDTH;
+ pspriteiscale = FRACUNIT*SCREENWIDTH/viewwidth;
+
+ // thing clipping
+ for (i=0 ; i<viewwidth ; i++)
+ screenheightarray[i] = viewheight;
+
+ // planes
+ for (i=0 ; i<viewheight ; i++)
+ {
+ dy = ((i-viewheight/2)<<FRACBITS)+FRACUNIT/2;
+ dy = abs(dy);
+ yslope[i] = FixedDiv ( (viewwidth<<detailshift)/2*FRACUNIT, dy);
+ }
+
+ for (i=0 ; i<viewwidth ; i++)
+ {
+ cosadj = abs(finecosine[xtoviewangle[i]>>ANGLETOFINESHIFT]);
+ distscale[i] = FixedDiv (FRACUNIT,cosadj);
+ }
+
+ // Calculate the light levels to use
+ // for each level / scale combination.
+ for (i=0 ; i< LIGHTLEVELS ; i++)
+ {
+ startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
+ for (j=0 ; j<MAXLIGHTSCALE ; j++)
+ {
+ level = startmap - j*SCREENWIDTH/(viewwidth<<detailshift)/DISTMAP;
+
+ if (level < 0)
+ level = 0;
+
+ if (level >= NUMCOLORMAPS)
+ level = NUMCOLORMAPS-1;
+
+ scalelight[i][j] = colormaps + level*256;
+ }
+ }
+}
+
+
+
+//
+// R_Init
+//
+
+
+
+void R_Init (void)
+{
+ R_InitData ();
+ printf (".");
+ R_InitPointToAngle ();
+ printf (".");
+ R_InitTables ();
+ // viewwidth / viewheight / detailLevel are set by the defaults
+ printf (".");
+
+ R_SetViewSize (screenblocks, detailLevel);
+ R_InitPlanes ();
+ printf (".");
+ R_InitLightTables ();
+ printf (".");
+ R_InitSkyMap ();
+ R_InitTranslationTables ();
+ printf (".");
+
+ framecount = 0;
+}
+
+
+//
+// R_PointInSubsector
+//
+subsector_t*
+R_PointInSubsector
+( fixed_t x,
+ fixed_t y )
+{
+ node_t* node;
+ int side;
+ int nodenum;
+
+ // single subsector is a special case
+ if (!numnodes)
+ return subsectors;
+
+ nodenum = numnodes-1;
+
+ while (! (nodenum & NF_SUBSECTOR) )
+ {
+ node = &nodes[nodenum];
+ side = R_PointOnSide (x, y, node);
+ nodenum = node->children[side];
+ }
+
+ return &subsectors[nodenum & ~NF_SUBSECTOR];
+}
+
+
+
+//
+// R_SetupFrame
+//
+void R_SetupFrame (player_t* player)
+{
+ int i;
+
+ viewplayer = player;
+ viewx = player->mo->x;
+ viewy = player->mo->y;
+ viewangle = player->mo->angle + viewangleoffset;
+ extralight = player->extralight;
+
+ viewz = player->viewz;
+
+ viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
+ viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
+
+ sscount = 0;
+
+ if (player->fixedcolormap)
+ {
+ fixedcolormap =
+ colormaps
+ + player->fixedcolormap*256*sizeof(lighttable_t);
+
+ walllights = scalelightfixed;
+
+ for (i=0 ; i<MAXLIGHTSCALE ; i++)
+ scalelightfixed[i] = fixedcolormap;
+ }
+ else
+ fixedcolormap = 0;
+
+ framecount++;
+ validcount++;
+}
+
+
+
+//
+// R_RenderView
+//
+void R_RenderPlayerView (player_t* player)
+{
+ R_SetupFrame (player);
+
+ // Clear buffers.
+ R_ClearClipSegs ();
+ R_ClearDrawSegs ();
+ R_ClearPlanes ();
+ R_ClearSprites ();
+
+ // check for new console commands.
+ NetUpdate ();
+
+ // The head node is the last node output.
+ R_RenderBSPNode (numnodes-1);
+
+ // Check for new console commands.
+ NetUpdate ();
+
+ R_DrawPlanes ();
+
+ // Check for new console commands.
+ NetUpdate ();
+
+ R_DrawMasked ();
+
+ // Check for new console commands.
+ NetUpdate ();
+}
diff --git a/src/strife/r_main.h b/src/strife/r_main.h
new file mode 100644
index 00000000..edc5dbbb
--- /dev/null
+++ b/src/strife/r_main.h
@@ -0,0 +1,170 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_MAIN__
+#define __R_MAIN__
+
+#include "d_player.h"
+#include "r_data.h"
+
+
+
+
+//
+// POV related.
+//
+extern fixed_t viewcos;
+extern fixed_t viewsin;
+
+extern int viewwidth;
+extern int viewheight;
+extern int viewwindowx;
+extern int viewwindowy;
+
+
+
+extern int centerx;
+extern int centery;
+
+extern fixed_t centerxfrac;
+extern fixed_t centeryfrac;
+extern fixed_t projection;
+
+extern int validcount;
+
+extern int linecount;
+extern int loopcount;
+
+
+//
+// Lighting LUT.
+// Used for z-depth cuing per column/row,
+// and other lighting effects (sector ambient, flash).
+//
+
+// Lighting constants.
+// Now why not 32 levels here?
+#define LIGHTLEVELS 16
+#define LIGHTSEGSHIFT 4
+
+#define MAXLIGHTSCALE 48
+#define LIGHTSCALESHIFT 12
+#define MAXLIGHTZ 128
+#define LIGHTZSHIFT 20
+
+extern lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+extern lighttable_t* scalelightfixed[MAXLIGHTSCALE];
+extern lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+extern int extralight;
+extern lighttable_t* fixedcolormap;
+
+
+// Number of diminishing brightness levels.
+// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
+#define NUMCOLORMAPS 32
+
+
+// Blocky/low detail mode.
+//B remove this?
+// 0 = high, 1 = low
+extern int detailshift;
+
+
+//
+// Function pointers to switch refresh/drawing functions.
+// Used to select shadow mode etc.
+//
+extern void (*colfunc) (void);
+extern void (*transcolfunc) (void);
+extern void (*basecolfunc) (void);
+extern void (*fuzzcolfunc) (void);
+// No shadow effects on floors.
+extern void (*spanfunc) (void);
+
+
+//
+// Utility functions.
+int
+R_PointOnSide
+( fixed_t x,
+ fixed_t y,
+ node_t* node );
+
+int
+R_PointOnSegSide
+( fixed_t x,
+ fixed_t y,
+ seg_t* line );
+
+angle_t
+R_PointToAngle
+( fixed_t x,
+ fixed_t y );
+
+angle_t
+R_PointToAngle2
+( fixed_t x1,
+ fixed_t y1,
+ fixed_t x2,
+ fixed_t y2 );
+
+fixed_t
+R_PointToDist
+( fixed_t x,
+ fixed_t y );
+
+
+fixed_t R_ScaleFromGlobalAngle (angle_t visangle);
+
+subsector_t*
+R_PointInSubsector
+( fixed_t x,
+ fixed_t y );
+
+void
+R_AddPointToBox
+( int x,
+ int y,
+ fixed_t* box );
+
+
+
+//
+// REFRESH - the actual rendering functions.
+//
+
+// Called by G_Drawer.
+void R_RenderPlayerView (player_t *player);
+
+// Called by startup code.
+void R_Init (void);
+
+// Called by M_Responder.
+void R_SetViewSize (int blocks, int detail);
+
+#endif
diff --git a/src/strife/r_plane.c b/src/strife/r_plane.c
new file mode 100644
index 00000000..752f5d14
--- /dev/null
+++ b/src/strife/r_plane.c
@@ -0,0 +1,454 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Here is a core component: drawing the floors and ceilings,
+// while maintaining a per column clipping list only.
+// Moreover, the sky areas have to be determined.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "w_wad.h"
+
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "r_local.h"
+#include "r_sky.h"
+
+
+
+planefunction_t floorfunc;
+planefunction_t ceilingfunc;
+
+//
+// opening
+//
+
+// Here comes the obnoxious "visplane".
+#define MAXVISPLANES 128
+visplane_t visplanes[MAXVISPLANES];
+visplane_t* lastvisplane;
+visplane_t* floorplane;
+visplane_t* ceilingplane;
+
+// ?
+#define MAXOPENINGS SCREENWIDTH*64
+short openings[MAXOPENINGS];
+short* lastopening;
+
+
+//
+// Clip values are the solid pixel bounding the range.
+// floorclip starts out SCREENHEIGHT
+// ceilingclip starts out -1
+//
+short floorclip[SCREENWIDTH];
+short ceilingclip[SCREENWIDTH];
+
+//
+// spanstart holds the start of a plane span
+// initialized to 0 at start
+//
+int spanstart[SCREENHEIGHT];
+int spanstop[SCREENHEIGHT];
+
+//
+// texture mapping
+//
+lighttable_t** planezlight;
+fixed_t planeheight;
+
+fixed_t yslope[SCREENHEIGHT];
+fixed_t distscale[SCREENWIDTH];
+fixed_t basexscale;
+fixed_t baseyscale;
+
+fixed_t cachedheight[SCREENHEIGHT];
+fixed_t cacheddistance[SCREENHEIGHT];
+fixed_t cachedxstep[SCREENHEIGHT];
+fixed_t cachedystep[SCREENHEIGHT];
+
+
+
+//
+// R_InitPlanes
+// Only at game startup.
+//
+void R_InitPlanes (void)
+{
+ // Doh!
+}
+
+
+//
+// R_MapPlane
+//
+// Uses global vars:
+// planeheight
+// ds_source
+// basexscale
+// baseyscale
+// viewx
+// viewy
+//
+// BASIC PRIMITIVE
+//
+void
+R_MapPlane
+( int y,
+ int x1,
+ int x2 )
+{
+ angle_t angle;
+ fixed_t distance;
+ fixed_t length;
+ unsigned index;
+
+#ifdef RANGECHECK
+ if (x2 < x1
+ || x1 < 0
+ || x2 >= viewwidth
+ || y > viewheight)
+ {
+ I_Error ("R_MapPlane: %i, %i at %i",x1,x2,y);
+ }
+#endif
+
+ if (planeheight != cachedheight[y])
+ {
+ cachedheight[y] = planeheight;
+ distance = cacheddistance[y] = FixedMul (planeheight, yslope[y]);
+ ds_xstep = cachedxstep[y] = FixedMul (distance,basexscale);
+ ds_ystep = cachedystep[y] = FixedMul (distance,baseyscale);
+ }
+ else
+ {
+ distance = cacheddistance[y];
+ ds_xstep = cachedxstep[y];
+ ds_ystep = cachedystep[y];
+ }
+
+ length = FixedMul (distance,distscale[x1]);
+ angle = (viewangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
+ ds_xfrac = viewx + FixedMul(finecosine[angle], length);
+ ds_yfrac = -viewy - FixedMul(finesine[angle], length);
+
+ if (fixedcolormap)
+ ds_colormap = fixedcolormap;
+ else
+ {
+ index = distance >> LIGHTZSHIFT;
+
+ if (index >= MAXLIGHTZ )
+ index = MAXLIGHTZ-1;
+
+ ds_colormap = planezlight[index];
+ }
+
+ ds_y = y;
+ ds_x1 = x1;
+ ds_x2 = x2;
+
+ // high or low detail
+ spanfunc ();
+}
+
+
+//
+// R_ClearPlanes
+// At begining of frame.
+//
+void R_ClearPlanes (void)
+{
+ int i;
+ angle_t angle;
+
+ // opening / clipping determination
+ for (i=0 ; i<viewwidth ; i++)
+ {
+ floorclip[i] = viewheight;
+ ceilingclip[i] = -1;
+ }
+
+ lastvisplane = visplanes;
+ lastopening = openings;
+
+ // texture calculation
+ memset (cachedheight, 0, sizeof(cachedheight));
+
+ // left to right mapping
+ angle = (viewangle-ANG90)>>ANGLETOFINESHIFT;
+
+ // scale will be unit scale at SCREENWIDTH/2 distance
+ basexscale = FixedDiv (finecosine[angle],centerxfrac);
+ baseyscale = -FixedDiv (finesine[angle],centerxfrac);
+}
+
+
+
+
+//
+// R_FindPlane
+//
+visplane_t*
+R_FindPlane
+( fixed_t height,
+ int picnum,
+ int lightlevel )
+{
+ visplane_t* check;
+
+ if (picnum == skyflatnum)
+ {
+ height = 0; // all skys map together
+ lightlevel = 0;
+ }
+
+ for (check=visplanes; check<lastvisplane; check++)
+ {
+ if (height == check->height
+ && picnum == check->picnum
+ && lightlevel == check->lightlevel)
+ {
+ break;
+ }
+ }
+
+
+ if (check < lastvisplane)
+ return check;
+
+ if (lastvisplane - visplanes == MAXVISPLANES)
+ I_Error ("R_FindPlane: no more visplanes");
+
+ lastvisplane++;
+
+ check->height = height;
+ check->picnum = picnum;
+ check->lightlevel = lightlevel;
+ check->minx = SCREENWIDTH;
+ check->maxx = -1;
+
+ memset (check->top,0xff,sizeof(check->top));
+
+ return check;
+}
+
+
+//
+// R_CheckPlane
+//
+visplane_t*
+R_CheckPlane
+( visplane_t* pl,
+ int start,
+ int stop )
+{
+ int intrl;
+ int intrh;
+ int unionl;
+ int unionh;
+ int x;
+
+ if (start < pl->minx)
+ {
+ intrl = pl->minx;
+ unionl = start;
+ }
+ else
+ {
+ unionl = pl->minx;
+ intrl = start;
+ }
+
+ if (stop > pl->maxx)
+ {
+ intrh = pl->maxx;
+ unionh = stop;
+ }
+ else
+ {
+ unionh = pl->maxx;
+ intrh = stop;
+ }
+
+ for (x=intrl ; x<= intrh ; x++)
+ if (pl->top[x] != 0xff)
+ break;
+
+ if (x > intrh)
+ {
+ pl->minx = unionl;
+ pl->maxx = unionh;
+
+ // use the same one
+ return pl;
+ }
+
+ // make a new visplane
+ lastvisplane->height = pl->height;
+ lastvisplane->picnum = pl->picnum;
+ lastvisplane->lightlevel = pl->lightlevel;
+
+ pl = lastvisplane++;
+ pl->minx = start;
+ pl->maxx = stop;
+
+ memset (pl->top,0xff,sizeof(pl->top));
+
+ return pl;
+}
+
+
+//
+// R_MakeSpans
+//
+void
+R_MakeSpans
+( int x,
+ int t1,
+ int b1,
+ int t2,
+ int b2 )
+{
+ while (t1 < t2 && t1<=b1)
+ {
+ R_MapPlane (t1,spanstart[t1],x-1);
+ t1++;
+ }
+ while (b1 > b2 && b1>=t1)
+ {
+ R_MapPlane (b1,spanstart[b1],x-1);
+ b1--;
+ }
+
+ while (t2 < t1 && t2<=b2)
+ {
+ spanstart[t2] = x;
+ t2++;
+ }
+ while (b2 > b1 && b2>=t2)
+ {
+ spanstart[b2] = x;
+ b2--;
+ }
+}
+
+
+
+//
+// R_DrawPlanes
+// At the end of each frame.
+//
+void R_DrawPlanes (void)
+{
+ visplane_t* pl;
+ int light;
+ int x;
+ int stop;
+ int angle;
+ int lumpnum;
+
+#ifdef RANGECHECK
+ if (ds_p - drawsegs > MAXDRAWSEGS)
+ I_Error ("R_DrawPlanes: drawsegs overflow (%i)",
+ ds_p - drawsegs);
+
+ if (lastvisplane - visplanes > MAXVISPLANES)
+ I_Error ("R_DrawPlanes: visplane overflow (%i)",
+ lastvisplane - visplanes);
+
+ if (lastopening - openings > MAXOPENINGS)
+ I_Error ("R_DrawPlanes: opening overflow (%i)",
+ lastopening - openings);
+#endif
+
+ for (pl = visplanes ; pl < lastvisplane ; pl++)
+ {
+ if (pl->minx > pl->maxx)
+ continue;
+
+
+ // sky flat
+ if (pl->picnum == skyflatnum)
+ {
+ dc_iscale = pspriteiscale>>detailshift;
+
+ // Sky is allways drawn full bright,
+ // i.e. colormaps[0] is used.
+ // Because of this hack, sky is not affected
+ // by INVUL inverse mapping.
+ dc_colormap = colormaps;
+ dc_texturemid = skytexturemid;
+ for (x=pl->minx ; x <= pl->maxx ; x++)
+ {
+ dc_yl = pl->top[x];
+ dc_yh = pl->bottom[x];
+
+ if (dc_yl <= dc_yh)
+ {
+ angle = (viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
+ dc_x = x;
+ dc_source = R_GetColumn(skytexture, angle);
+ colfunc ();
+ }
+ }
+ continue;
+ }
+
+ // regular flat
+ lumpnum = firstflat + flattranslation[pl->picnum];
+ ds_source = W_CacheLumpNum(lumpnum, PU_STATIC);
+
+ planeheight = abs(pl->height-viewz);
+ light = (pl->lightlevel >> LIGHTSEGSHIFT)+extralight;
+
+ if (light >= LIGHTLEVELS)
+ light = LIGHTLEVELS-1;
+
+ if (light < 0)
+ light = 0;
+
+ planezlight = zlight[light];
+
+ pl->top[pl->maxx+1] = 0xff;
+ pl->top[pl->minx-1] = 0xff;
+
+ stop = pl->maxx + 1;
+
+ for (x=pl->minx ; x<= stop ; x++)
+ {
+ R_MakeSpans(x,pl->top[x-1],
+ pl->bottom[x-1],
+ pl->top[x],
+ pl->bottom[x]);
+ }
+
+ W_ReleaseLumpNum(lumpnum);
+ }
+}
diff --git a/src/strife/r_plane.h b/src/strife/r_plane.h
new file mode 100644
index 00000000..2783443d
--- /dev/null
+++ b/src/strife/r_plane.h
@@ -0,0 +1,84 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Refresh, visplane stuff (floor, ceilings).
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_PLANE__
+#define __R_PLANE__
+
+
+#include "r_data.h"
+
+
+
+// Visplane related.
+extern short* lastopening;
+
+
+typedef void (*planefunction_t) (int top, int bottom);
+
+extern planefunction_t floorfunc;
+extern planefunction_t ceilingfunc_t;
+
+extern short floorclip[SCREENWIDTH];
+extern short ceilingclip[SCREENWIDTH];
+
+extern fixed_t yslope[SCREENHEIGHT];
+extern fixed_t distscale[SCREENWIDTH];
+
+void R_InitPlanes (void);
+void R_ClearPlanes (void);
+
+void
+R_MapPlane
+( int y,
+ int x1,
+ int x2 );
+
+void
+R_MakeSpans
+( int x,
+ int t1,
+ int b1,
+ int t2,
+ int b2 );
+
+void R_DrawPlanes (void);
+
+visplane_t*
+R_FindPlane
+( fixed_t height,
+ int picnum,
+ int lightlevel );
+
+visplane_t*
+R_CheckPlane
+( visplane_t* pl,
+ int start,
+ int stop );
+
+
+
+#endif
diff --git a/src/strife/r_segs.c b/src/strife/r_segs.c
new file mode 100644
index 00000000..29ed32a5
--- /dev/null
+++ b/src/strife/r_segs.c
@@ -0,0 +1,751 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// All the clipping: columns, horizontal spans, sky columns.
+//
+//-----------------------------------------------------------------------------
+
+
+
+
+
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "i_system.h"
+
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "r_local.h"
+#include "r_sky.h"
+
+
+// OPTIMIZE: closed two sided lines as single sided
+
+// True if any of the segs textures might be visible.
+boolean segtextured;
+
+// False if the back side is the same plane.
+boolean markfloor;
+boolean markceiling;
+
+boolean maskedtexture;
+int toptexture;
+int bottomtexture;
+int midtexture;
+
+
+angle_t rw_normalangle;
+// angle to line origin
+int rw_angle1;
+
+//
+// regular wall
+//
+int rw_x;
+int rw_stopx;
+angle_t rw_centerangle;
+fixed_t rw_offset;
+fixed_t rw_distance;
+fixed_t rw_scale;
+fixed_t rw_scalestep;
+fixed_t rw_midtexturemid;
+fixed_t rw_toptexturemid;
+fixed_t rw_bottomtexturemid;
+
+int worldtop;
+int worldbottom;
+int worldhigh;
+int worldlow;
+
+fixed_t pixhigh;
+fixed_t pixlow;
+fixed_t pixhighstep;
+fixed_t pixlowstep;
+
+fixed_t topfrac;
+fixed_t topstep;
+
+fixed_t bottomfrac;
+fixed_t bottomstep;
+
+
+lighttable_t** walllights;
+
+short* maskedtexturecol;
+
+
+
+//
+// R_RenderMaskedSegRange
+//
+void
+R_RenderMaskedSegRange
+( drawseg_t* ds,
+ int x1,
+ int x2 )
+{
+ unsigned index;
+ column_t* col;
+ int lightnum;
+ int texnum;
+
+ // Calculate light table.
+ // Use different light tables
+ // for horizontal / vertical / diagonal. Diagonal?
+ // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+ curline = ds->curline;
+ frontsector = curline->frontsector;
+ backsector = curline->backsector;
+ texnum = texturetranslation[curline->sidedef->midtexture];
+
+ lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight;
+
+ if (curline->v1->y == curline->v2->y)
+ lightnum--;
+ else if (curline->v1->x == curline->v2->x)
+ lightnum++;
+
+ if (lightnum < 0)
+ walllights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ walllights = scalelight[LIGHTLEVELS-1];
+ else
+ walllights = scalelight[lightnum];
+
+ maskedtexturecol = ds->maskedtexturecol;
+
+ rw_scalestep = ds->scalestep;
+ spryscale = ds->scale1 + (x1 - ds->x1)*rw_scalestep;
+ mfloorclip = ds->sprbottomclip;
+ mceilingclip = ds->sprtopclip;
+
+ // find positioning
+ if (curline->linedef->flags & ML_DONTPEGBOTTOM)
+ {
+ dc_texturemid = frontsector->floorheight > backsector->floorheight
+ ? frontsector->floorheight : backsector->floorheight;
+ dc_texturemid = dc_texturemid + textureheight[texnum] - viewz;
+ }
+ else
+ {
+ dc_texturemid =frontsector->ceilingheight<backsector->ceilingheight
+ ? frontsector->ceilingheight : backsector->ceilingheight;
+ dc_texturemid = dc_texturemid - viewz;
+ }
+ dc_texturemid += curline->sidedef->rowoffset;
+
+ if (fixedcolormap)
+ dc_colormap = fixedcolormap;
+
+ // draw the columns
+ for (dc_x = x1 ; dc_x <= x2 ; dc_x++)
+ {
+ // calculate lighting
+ if (maskedtexturecol[dc_x] != SHRT_MAX)
+ {
+ if (!fixedcolormap)
+ {
+ index = spryscale>>LIGHTSCALESHIFT;
+
+ if (index >= MAXLIGHTSCALE )
+ index = MAXLIGHTSCALE-1;
+
+ dc_colormap = walllights[index];
+ }
+
+ sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
+ dc_iscale = 0xffffffffu / (unsigned)spryscale;
+
+ // draw the texture
+ col = (column_t *)(
+ (byte *)R_GetColumn(texnum,maskedtexturecol[dc_x]) -3);
+
+ R_DrawMaskedColumn (col);
+ maskedtexturecol[dc_x] = SHRT_MAX;
+ }
+ spryscale += rw_scalestep;
+ }
+
+}
+
+
+
+
+//
+// R_RenderSegLoop
+// Draws zero, one, or two textures (and possibly a masked
+// texture) for walls.
+// Can draw or mark the starting pixel of floor and ceiling
+// textures.
+// CALLED: CORE LOOPING ROUTINE.
+//
+#define HEIGHTBITS 12
+#define HEIGHTUNIT (1<<HEIGHTBITS)
+
+void R_RenderSegLoop (void)
+{
+ angle_t angle;
+ unsigned index;
+ int yl;
+ int yh;
+ int mid;
+ fixed_t texturecolumn;
+ int top;
+ int bottom;
+
+ for ( ; rw_x < rw_stopx ; rw_x++)
+ {
+ // mark floor / ceiling areas
+ yl = (topfrac+HEIGHTUNIT-1)>>HEIGHTBITS;
+
+ // no space above wall?
+ if (yl < ceilingclip[rw_x]+1)
+ yl = ceilingclip[rw_x]+1;
+
+ if (markceiling)
+ {
+ top = ceilingclip[rw_x]+1;
+ bottom = yl-1;
+
+ if (bottom >= floorclip[rw_x])
+ bottom = floorclip[rw_x]-1;
+
+ if (top <= bottom)
+ {
+ ceilingplane->top[rw_x] = top;
+ ceilingplane->bottom[rw_x] = bottom;
+ }
+ }
+
+ yh = bottomfrac>>HEIGHTBITS;
+
+ if (yh >= floorclip[rw_x])
+ yh = floorclip[rw_x]-1;
+
+ if (markfloor)
+ {
+ top = yh+1;
+ bottom = floorclip[rw_x]-1;
+ if (top <= ceilingclip[rw_x])
+ top = ceilingclip[rw_x]+1;
+ if (top <= bottom)
+ {
+ floorplane->top[rw_x] = top;
+ floorplane->bottom[rw_x] = bottom;
+ }
+ }
+
+ // texturecolumn and lighting are independent of wall tiers
+ if (segtextured)
+ {
+ // calculate texture offset
+ angle = (rw_centerangle + xtoviewangle[rw_x])>>ANGLETOFINESHIFT;
+ texturecolumn = rw_offset-FixedMul(finetangent[angle],rw_distance);
+ texturecolumn >>= FRACBITS;
+ // calculate lighting
+ index = rw_scale>>LIGHTSCALESHIFT;
+
+ if (index >= MAXLIGHTSCALE )
+ index = MAXLIGHTSCALE-1;
+
+ dc_colormap = walllights[index];
+ dc_x = rw_x;
+ dc_iscale = 0xffffffffu / (unsigned)rw_scale;
+ }
+ else
+ {
+ // purely to shut up the compiler
+
+ texturecolumn = 0;
+ }
+
+ // draw the wall tiers
+ if (midtexture)
+ {
+ // single sided line
+ dc_yl = yl;
+ dc_yh = yh;
+ dc_texturemid = rw_midtexturemid;
+ dc_source = R_GetColumn(midtexture,texturecolumn);
+ colfunc ();
+ ceilingclip[rw_x] = viewheight;
+ floorclip[rw_x] = -1;
+ }
+ else
+ {
+ // two sided line
+ if (toptexture)
+ {
+ // top wall
+ mid = pixhigh>>HEIGHTBITS;
+ pixhigh += pixhighstep;
+
+ if (mid >= floorclip[rw_x])
+ mid = floorclip[rw_x]-1;
+
+ if (mid >= yl)
+ {
+ dc_yl = yl;
+ dc_yh = mid;
+ dc_texturemid = rw_toptexturemid;
+ dc_source = R_GetColumn(toptexture,texturecolumn);
+ colfunc ();
+ ceilingclip[rw_x] = mid;
+ }
+ else
+ ceilingclip[rw_x] = yl-1;
+ }
+ else
+ {
+ // no top wall
+ if (markceiling)
+ ceilingclip[rw_x] = yl-1;
+ }
+
+ if (bottomtexture)
+ {
+ // bottom wall
+ mid = (pixlow+HEIGHTUNIT-1)>>HEIGHTBITS;
+ pixlow += pixlowstep;
+
+ // no space above wall?
+ if (mid <= ceilingclip[rw_x])
+ mid = ceilingclip[rw_x]+1;
+
+ if (mid <= yh)
+ {
+ dc_yl = mid;
+ dc_yh = yh;
+ dc_texturemid = rw_bottomtexturemid;
+ dc_source = R_GetColumn(bottomtexture,
+ texturecolumn);
+ colfunc ();
+ floorclip[rw_x] = mid;
+ }
+ else
+ floorclip[rw_x] = yh+1;
+ }
+ else
+ {
+ // no bottom wall
+ if (markfloor)
+ floorclip[rw_x] = yh+1;
+ }
+
+ if (maskedtexture)
+ {
+ // save texturecol
+ // for backdrawing of masked mid texture
+ maskedtexturecol[rw_x] = texturecolumn;
+ }
+ }
+
+ rw_scale += rw_scalestep;
+ topfrac += topstep;
+ bottomfrac += bottomstep;
+ }
+}
+
+
+
+
+//
+// R_StoreWallRange
+// A wall segment will be drawn
+// between start and stop pixels (inclusive).
+//
+void
+R_StoreWallRange
+( int start,
+ int stop )
+{
+ fixed_t hyp;
+ fixed_t sineval;
+ angle_t distangle, offsetangle;
+ fixed_t vtop;
+ int lightnum;
+
+ // don't overflow and crash
+ if (ds_p == &drawsegs[MAXDRAWSEGS])
+ return;
+
+#ifdef RANGECHECK
+ if (start >=viewwidth || start > stop)
+ I_Error ("Bad R_RenderWallRange: %i to %i", start , stop);
+#endif
+
+ sidedef = curline->sidedef;
+ linedef = curline->linedef;
+
+ // mark the segment as visible for auto map
+ linedef->flags |= ML_MAPPED;
+
+ // calculate rw_distance for scale calculation
+ rw_normalangle = curline->angle + ANG90;
+ offsetangle = abs(rw_normalangle-rw_angle1);
+
+ if (offsetangle > ANG90)
+ offsetangle = ANG90;
+
+ distangle = ANG90 - offsetangle;
+ hyp = R_PointToDist (curline->v1->x, curline->v1->y);
+ sineval = finesine[distangle>>ANGLETOFINESHIFT];
+ rw_distance = FixedMul (hyp, sineval);
+
+
+ ds_p->x1 = rw_x = start;
+ ds_p->x2 = stop;
+ ds_p->curline = curline;
+ rw_stopx = stop+1;
+
+ // calculate scale at both ends and step
+ ds_p->scale1 = rw_scale =
+ R_ScaleFromGlobalAngle (viewangle + xtoviewangle[start]);
+
+ if (stop > start )
+ {
+ ds_p->scale2 = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[stop]);
+ ds_p->scalestep = rw_scalestep =
+ (ds_p->scale2 - rw_scale) / (stop-start);
+ }
+ else
+ {
+ // UNUSED: try to fix the stretched line bug
+#if 0
+ if (rw_distance < FRACUNIT/2)
+ {
+ fixed_t trx,try;
+ fixed_t gxt,gyt;
+
+ trx = curline->v1->x - viewx;
+ try = curline->v1->y - viewy;
+
+ gxt = FixedMul(trx,viewcos);
+ gyt = -FixedMul(try,viewsin);
+ ds_p->scale1 = FixedDiv(projection, gxt-gyt)<<detailshift;
+ }
+#endif
+ ds_p->scale2 = ds_p->scale1;
+ }
+
+ // calculate texture boundaries
+ // and decide if floor / ceiling marks are needed
+ worldtop = frontsector->ceilingheight - viewz;
+ worldbottom = frontsector->floorheight - viewz;
+
+ midtexture = toptexture = bottomtexture = maskedtexture = 0;
+ ds_p->maskedtexturecol = NULL;
+
+ if (!backsector)
+ {
+ // single sided line
+ midtexture = texturetranslation[sidedef->midtexture];
+ // a single sided line is terminal, so it must mark ends
+ markfloor = markceiling = true;
+ if (linedef->flags & ML_DONTPEGBOTTOM)
+ {
+ vtop = frontsector->floorheight +
+ textureheight[sidedef->midtexture];
+ // bottom of texture at bottom
+ rw_midtexturemid = vtop - viewz;
+ }
+ else
+ {
+ // top of texture at top
+ rw_midtexturemid = worldtop;
+ }
+ rw_midtexturemid += sidedef->rowoffset;
+
+ ds_p->silhouette = SIL_BOTH;
+ ds_p->sprtopclip = screenheightarray;
+ ds_p->sprbottomclip = negonearray;
+ ds_p->bsilheight = INT_MAX;
+ ds_p->tsilheight = INT_MIN;
+ }
+ else
+ {
+ // two sided line
+ ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
+ ds_p->silhouette = 0;
+
+ if (frontsector->floorheight > backsector->floorheight)
+ {
+ ds_p->silhouette = SIL_BOTTOM;
+ ds_p->bsilheight = frontsector->floorheight;
+ }
+ else if (backsector->floorheight > viewz)
+ {
+ ds_p->silhouette = SIL_BOTTOM;
+ ds_p->bsilheight = INT_MAX;
+ // ds_p->sprbottomclip = negonearray;
+ }
+
+ if (frontsector->ceilingheight < backsector->ceilingheight)
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = frontsector->ceilingheight;
+ }
+ else if (backsector->ceilingheight < viewz)
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = INT_MIN;
+ // ds_p->sprtopclip = screenheightarray;
+ }
+
+ if (backsector->ceilingheight <= frontsector->floorheight)
+ {
+ ds_p->sprbottomclip = negonearray;
+ ds_p->bsilheight = INT_MAX;
+ ds_p->silhouette |= SIL_BOTTOM;
+ }
+
+ if (backsector->floorheight >= frontsector->ceilingheight)
+ {
+ ds_p->sprtopclip = screenheightarray;
+ ds_p->tsilheight = INT_MIN;
+ ds_p->silhouette |= SIL_TOP;
+ }
+
+ worldhigh = backsector->ceilingheight - viewz;
+ worldlow = backsector->floorheight - viewz;
+
+ // hack to allow height changes in outdoor areas
+ if (frontsector->ceilingpic == skyflatnum
+ && backsector->ceilingpic == skyflatnum)
+ {
+ worldtop = worldhigh;
+ }
+
+
+ if (worldlow != worldbottom
+ || backsector->floorpic != frontsector->floorpic
+ || backsector->lightlevel != frontsector->lightlevel)
+ {
+ markfloor = true;
+ }
+ else
+ {
+ // same plane on both sides
+ markfloor = false;
+ }
+
+
+ if (worldhigh != worldtop
+ || backsector->ceilingpic != frontsector->ceilingpic
+ || backsector->lightlevel != frontsector->lightlevel)
+ {
+ markceiling = true;
+ }
+ else
+ {
+ // same plane on both sides
+ markceiling = false;
+ }
+
+ if (backsector->ceilingheight <= frontsector->floorheight
+ || backsector->floorheight >= frontsector->ceilingheight)
+ {
+ // closed door
+ markceiling = markfloor = true;
+ }
+
+
+ if (worldhigh < worldtop)
+ {
+ // top texture
+ toptexture = texturetranslation[sidedef->toptexture];
+ if (linedef->flags & ML_DONTPEGTOP)
+ {
+ // top of texture at top
+ rw_toptexturemid = worldtop;
+ }
+ else
+ {
+ vtop =
+ backsector->ceilingheight
+ + textureheight[sidedef->toptexture];
+
+ // bottom of texture
+ rw_toptexturemid = vtop - viewz;
+ }
+ }
+ if (worldlow > worldbottom)
+ {
+ // bottom texture
+ bottomtexture = texturetranslation[sidedef->bottomtexture];
+
+ if (linedef->flags & ML_DONTPEGBOTTOM )
+ {
+ // bottom of texture at bottom
+ // top of texture at top
+ rw_bottomtexturemid = worldtop;
+ }
+ else // top of texture at top
+ rw_bottomtexturemid = worldlow;
+ }
+ rw_toptexturemid += sidedef->rowoffset;
+ rw_bottomtexturemid += sidedef->rowoffset;
+
+ // allocate space for masked texture tables
+ if (sidedef->midtexture)
+ {
+ // masked midtexture
+ maskedtexture = true;
+ ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x;
+ lastopening += rw_stopx - rw_x;
+ }
+ }
+
+ // calculate rw_offset (only needed for textured lines)
+ segtextured = midtexture | toptexture | bottomtexture | maskedtexture;
+
+ if (segtextured)
+ {
+ offsetangle = rw_normalangle-rw_angle1;
+
+ if (offsetangle > ANG180)
+ offsetangle = -offsetangle;
+
+ if (offsetangle > ANG90)
+ offsetangle = ANG90;
+
+ sineval = finesine[offsetangle >>ANGLETOFINESHIFT];
+ rw_offset = FixedMul (hyp, sineval);
+
+ if (rw_normalangle-rw_angle1 < ANG180)
+ rw_offset = -rw_offset;
+
+ rw_offset += sidedef->textureoffset + curline->offset;
+ rw_centerangle = ANG90 + viewangle - rw_normalangle;
+
+ // calculate light table
+ // use different light tables
+ // for horizontal / vertical / diagonal
+ // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+ if (!fixedcolormap)
+ {
+ lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight;
+
+ if (curline->v1->y == curline->v2->y)
+ lightnum--;
+ else if (curline->v1->x == curline->v2->x)
+ lightnum++;
+
+ if (lightnum < 0)
+ walllights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ walllights = scalelight[LIGHTLEVELS-1];
+ else
+ walllights = scalelight[lightnum];
+ }
+ }
+
+ // if a floor / ceiling plane is on the wrong side
+ // of the view plane, it is definitely invisible
+ // and doesn't need to be marked.
+
+
+ if (frontsector->floorheight >= viewz)
+ {
+ // above view plane
+ markfloor = false;
+ }
+
+ if (frontsector->ceilingheight <= viewz
+ && frontsector->ceilingpic != skyflatnum)
+ {
+ // below view plane
+ markceiling = false;
+ }
+
+
+ // calculate incremental stepping values for texture edges
+ worldtop >>= 4;
+ worldbottom >>= 4;
+
+ topstep = -FixedMul (rw_scalestep, worldtop);
+ topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale);
+
+ bottomstep = -FixedMul (rw_scalestep,worldbottom);
+ bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale);
+
+ if (backsector)
+ {
+ worldhigh >>= 4;
+ worldlow >>= 4;
+
+ if (worldhigh < worldtop)
+ {
+ pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale);
+ pixhighstep = -FixedMul (rw_scalestep,worldhigh);
+ }
+
+ if (worldlow > worldbottom)
+ {
+ pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale);
+ pixlowstep = -FixedMul (rw_scalestep,worldlow);
+ }
+ }
+
+ // render it
+ if (markceiling)
+ ceilingplane = R_CheckPlane (ceilingplane, rw_x, rw_stopx-1);
+
+ if (markfloor)
+ floorplane = R_CheckPlane (floorplane, rw_x, rw_stopx-1);
+
+ R_RenderSegLoop ();
+
+
+ // save sprite clipping info
+ if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture)
+ && !ds_p->sprtopclip)
+ {
+ memcpy (lastopening, ceilingclip+start, 2*(rw_stopx-start));
+ ds_p->sprtopclip = lastopening - start;
+ lastopening += rw_stopx - start;
+ }
+
+ if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture)
+ && !ds_p->sprbottomclip)
+ {
+ memcpy (lastopening, floorclip+start, 2*(rw_stopx-start));
+ ds_p->sprbottomclip = lastopening - start;
+ lastopening += rw_stopx - start;
+ }
+
+ if (maskedtexture && !(ds_p->silhouette&SIL_TOP))
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = INT_MIN;
+ }
+ if (maskedtexture && !(ds_p->silhouette&SIL_BOTTOM))
+ {
+ ds_p->silhouette |= SIL_BOTTOM;
+ ds_p->bsilheight = INT_MAX;
+ }
+ ds_p++;
+}
+
diff --git a/src/strife/r_segs.h b/src/strife/r_segs.h
new file mode 100644
index 00000000..197859ed
--- /dev/null
+++ b/src/strife/r_segs.h
@@ -0,0 +1,41 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Refresh module, drawing LineSegs from BSP.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_SEGS__
+#define __R_SEGS__
+
+
+
+
+void
+R_RenderMaskedSegRange
+( drawseg_t* ds,
+ int x1,
+ int x2 );
+
+
+#endif
diff --git a/src/strife/r_sky.c b/src/strife/r_sky.c
new file mode 100644
index 00000000..689dc113
--- /dev/null
+++ b/src/strife/r_sky.c
@@ -0,0 +1,60 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Sky rendering. The DOOM sky is a texture map like any
+// wall, wrapping around. A 1024 columns equal 360 degrees.
+// The default sky map is 256 columns and repeats 4 times
+// on a 320 screen?
+//
+//
+//-----------------------------------------------------------------------------
+
+
+
+// Needed for FRACUNIT.
+#include "m_fixed.h"
+
+// Needed for Flat retrieval.
+#include "r_data.h"
+
+
+#include "r_sky.h"
+
+//
+// sky mapping
+//
+int skyflatnum;
+int skytexture;
+int skytexturemid;
+
+
+
+//
+// R_InitSkyMap
+// Called whenever the view size changes.
+//
+void R_InitSkyMap (void)
+{
+ // skyflatnum = R_FlatNumForName ( SKYFLATNAME );
+ skytexturemid = 100*FRACUNIT;
+}
+
diff --git a/src/strife/r_sky.h b/src/strife/r_sky.h
new file mode 100644
index 00000000..d436ce66
--- /dev/null
+++ b/src/strife/r_sky.h
@@ -0,0 +1,45 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Sky rendering.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_SKY__
+#define __R_SKY__
+
+
+
+// SKY, store the number for name.
+#define SKYFLATNAME "F_SKY1"
+
+// The sky map is 256*128*4 maps.
+#define ANGLETOSKYSHIFT 22
+
+extern int skytexture;
+extern int skytexturemid;
+
+// Called whenever the view size changes.
+void R_InitSkyMap (void);
+
+#endif
diff --git a/src/strife/r_state.h b/src/strife/r_state.h
new file mode 100644
index 00000000..535753c1
--- /dev/null
+++ b/src/strife/r_state.h
@@ -0,0 +1,135 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Refresh/render internal state variables (global).
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_STATE__
+#define __R_STATE__
+
+// Need data structure definitions.
+#include "d_player.h"
+#include "r_data.h"
+
+
+
+
+
+
+//
+// Refresh internal data structures,
+// for rendering.
+//
+
+// needed for texture pegging
+extern fixed_t* textureheight;
+
+// needed for pre rendering (fracs)
+extern fixed_t* spritewidth;
+
+extern fixed_t* spriteoffset;
+extern fixed_t* spritetopoffset;
+
+extern lighttable_t* colormaps;
+
+extern int viewwidth;
+extern int scaledviewwidth;
+extern int viewheight;
+
+extern int firstflat;
+
+// for global animation
+extern int* flattranslation;
+extern int* texturetranslation;
+
+
+// Sprite....
+extern int firstspritelump;
+extern int lastspritelump;
+extern int numspritelumps;
+
+
+
+//
+// Lookup tables for map data.
+//
+extern int numsprites;
+extern spritedef_t* sprites;
+
+extern int numvertexes;
+extern vertex_t* vertexes;
+
+extern int numsegs;
+extern seg_t* segs;
+
+extern int numsectors;
+extern sector_t* sectors;
+
+extern int numsubsectors;
+extern subsector_t* subsectors;
+
+extern int numnodes;
+extern node_t* nodes;
+
+extern int numlines;
+extern line_t* lines;
+
+extern int numsides;
+extern side_t* sides;
+
+
+//
+// POV data.
+//
+extern fixed_t viewx;
+extern fixed_t viewy;
+extern fixed_t viewz;
+
+extern angle_t viewangle;
+extern player_t* viewplayer;
+
+
+// ?
+extern angle_t clipangle;
+
+extern int viewangletox[FINEANGLES/2];
+extern angle_t xtoviewangle[SCREENWIDTH+1];
+//extern fixed_t finetangent[FINEANGLES/2];
+
+extern fixed_t rw_distance;
+extern angle_t rw_normalangle;
+
+
+
+// angle to line origin
+extern int rw_angle1;
+
+// Segs count?
+extern int sscount;
+
+extern visplane_t* floorplane;
+extern visplane_t* ceilingplane;
+
+
+#endif
diff --git a/src/strife/r_things.c b/src/strife/r_things.c
new file mode 100644
index 00000000..68f4b2fe
--- /dev/null
+++ b/src/strife/r_things.c
@@ -0,0 +1,990 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Refresh of things, i.e. objects represented by sprites.
+//
+//-----------------------------------------------------------------------------
+
+
+
+
+#include <stdio.h>
+#include <stdlib.h>
+
+
+#include "deh_main.h"
+#include "doomdef.h"
+
+#include "i_swap.h"
+#include "i_system.h"
+#include "z_zone.h"
+#include "w_wad.h"
+
+#include "r_local.h"
+
+#include "doomstat.h"
+
+
+
+#define MINZ (FRACUNIT*4)
+#define BASEYCENTER 100
+
+//void R_DrawColumn (void);
+//void R_DrawFuzzColumn (void);
+
+
+
+typedef struct
+{
+ int x1;
+ int x2;
+
+ int column;
+ int topclip;
+ int bottomclip;
+
+} maskdraw_t;
+
+
+
+//
+// Sprite rotation 0 is facing the viewer,
+// rotation 1 is one angle turn CLOCKWISE around the axis.
+// This is not the same as the angle,
+// which increases counter clockwise (protractor).
+// There was a lot of stuff grabbed wrong, so I changed it...
+//
+fixed_t pspritescale;
+fixed_t pspriteiscale;
+
+lighttable_t** spritelights;
+
+// constant arrays
+// used for psprite clipping and initializing clipping
+short negonearray[SCREENWIDTH];
+short screenheightarray[SCREENWIDTH];
+
+
+//
+// INITIALIZATION FUNCTIONS
+//
+
+// variables used to look up
+// and range check thing_t sprites patches
+spritedef_t* sprites;
+int numsprites;
+
+spriteframe_t sprtemp[29];
+int maxframe;
+char* spritename;
+
+
+
+
+//
+// R_InstallSpriteLump
+// Local function for R_InitSprites.
+//
+void
+R_InstallSpriteLump
+( int lump,
+ unsigned frame,
+ unsigned rotation,
+ boolean flipped )
+{
+ int r;
+
+ if (frame >= 29 || rotation > 8)
+ I_Error("R_InstallSpriteLump: "
+ "Bad frame characters in lump %i", lump);
+
+ if ((int)frame > maxframe)
+ maxframe = frame;
+
+ if (rotation == 0)
+ {
+ // the lump should be used for all rotations
+ if (sprtemp[frame].rotate == false)
+ I_Error ("R_InitSprites: Sprite %s frame %c has "
+ "multip rot=0 lump", spritename, 'A'+frame);
+
+ if (sprtemp[frame].rotate == true)
+ I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
+ "and a rot=0 lump", spritename, 'A'+frame);
+
+ sprtemp[frame].rotate = false;
+ for (r=0 ; r<8 ; r++)
+ {
+ sprtemp[frame].lump[r] = lump - firstspritelump;
+ sprtemp[frame].flip[r] = (byte)flipped;
+ }
+ return;
+ }
+
+ // the lump is only used for one rotation
+ if (sprtemp[frame].rotate == false)
+ I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
+ "and a rot=0 lump", spritename, 'A'+frame);
+
+ sprtemp[frame].rotate = true;
+
+ // make 0 based
+ rotation--;
+ if (sprtemp[frame].lump[rotation] != -1)
+ I_Error ("R_InitSprites: Sprite %s : %c : %c "
+ "has two lumps mapped to it",
+ spritename, 'A'+frame, '1'+rotation);
+
+ sprtemp[frame].lump[rotation] = lump - firstspritelump;
+ sprtemp[frame].flip[rotation] = (byte)flipped;
+}
+
+
+
+
+//
+// R_InitSpriteDefs
+// Pass a null terminated list of sprite names
+// (4 chars exactly) to be used.
+// Builds the sprite rotation matrixes to account
+// for horizontally flipped sprites.
+// Will report an error if the lumps are inconsistant.
+// Only called at startup.
+//
+// Sprite lump names are 4 characters for the actor,
+// a letter for the frame, and a number for the rotation.
+// A sprite that is flippable will have an additional
+// letter/number appended.
+// The rotation character can be 0 to signify no rotations.
+//
+void R_InitSpriteDefs (char** namelist)
+{
+ char** check;
+ int i;
+ int l;
+ int frame;
+ int rotation;
+ int start;
+ int end;
+ int patched;
+
+ // count the number of sprite names
+ check = namelist;
+ while (*check != NULL)
+ check++;
+
+ numsprites = check-namelist;
+
+ if (!numsprites)
+ return;
+
+ sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);
+
+ start = firstspritelump-1;
+ end = lastspritelump+1;
+
+ // scan all the lump names for each of the names,
+ // noting the highest frame letter.
+ // Just compare 4 characters as ints
+ for (i=0 ; i<numsprites ; i++)
+ {
+ spritename = DEH_String(namelist[i]);
+ memset (sprtemp,-1, sizeof(sprtemp));
+
+ maxframe = -1;
+
+ // scan the lumps,
+ // filling in the frames for whatever is found
+ for (l=start+1 ; l<end ; l++)
+ {
+ if (!strncasecmp(lumpinfo[l].name, spritename, 4))
+ {
+ frame = lumpinfo[l].name[4] - 'A';
+ rotation = lumpinfo[l].name[5] - '0';
+
+ if (modifiedgame)
+ patched = W_GetNumForName (lumpinfo[l].name);
+ else
+ patched = l;
+
+ R_InstallSpriteLump (patched, frame, rotation, false);
+
+ if (lumpinfo[l].name[6])
+ {
+ frame = lumpinfo[l].name[6] - 'A';
+ rotation = lumpinfo[l].name[7] - '0';
+ R_InstallSpriteLump (l, frame, rotation, true);
+ }
+ }
+ }
+
+ // check the frames that were found for completeness
+ if (maxframe == -1)
+ {
+ sprites[i].numframes = 0;
+ continue;
+ }
+
+ maxframe++;
+
+ for (frame = 0 ; frame < maxframe ; frame++)
+ {
+ switch ((int)sprtemp[frame].rotate)
+ {
+ case -1:
+ // no rotations were found for that frame at all
+ I_Error ("R_InitSprites: No patches found "
+ "for %s frame %c", spritename, frame+'A');
+ break;
+
+ case 0:
+ // only the first rotation is needed
+ break;
+
+ case 1:
+ // must have all 8 frames
+ for (rotation=0 ; rotation<8 ; rotation++)
+ if (sprtemp[frame].lump[rotation] == -1)
+ I_Error ("R_InitSprites: Sprite %s frame %c "
+ "is missing rotations",
+ spritename, frame+'A');
+ break;
+ }
+ }
+
+ // allocate space for the frames present and copy sprtemp to it
+ sprites[i].numframes = maxframe;
+ sprites[i].spriteframes =
+ Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
+ memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t));
+ }
+
+}
+
+
+
+
+//
+// GAME FUNCTIONS
+//
+vissprite_t vissprites[MAXVISSPRITES];
+vissprite_t* vissprite_p;
+int newvissprite;
+
+
+
+//
+// R_InitSprites
+// Called at program start.
+//
+void R_InitSprites (char** namelist)
+{
+ int i;
+
+ for (i=0 ; i<SCREENWIDTH ; i++)
+ {
+ negonearray[i] = -1;
+ }
+
+ R_InitSpriteDefs (namelist);
+}
+
+
+
+//
+// R_ClearSprites
+// Called at frame start.
+//
+void R_ClearSprites (void)
+{
+ vissprite_p = vissprites;
+}
+
+
+//
+// R_NewVisSprite
+//
+vissprite_t overflowsprite;
+
+vissprite_t* R_NewVisSprite (void)
+{
+ if (vissprite_p == &vissprites[MAXVISSPRITES])
+ return &overflowsprite;
+
+ vissprite_p++;
+ return vissprite_p-1;
+}
+
+
+
+//
+// R_DrawMaskedColumn
+// Used for sprites and masked mid textures.
+// Masked means: partly transparent, i.e. stored
+// in posts/runs of opaque pixels.
+//
+short* mfloorclip;
+short* mceilingclip;
+
+fixed_t spryscale;
+fixed_t sprtopscreen;
+
+void R_DrawMaskedColumn (column_t* column)
+{
+ int topscreen;
+ int bottomscreen;
+ fixed_t basetexturemid;
+
+ basetexturemid = dc_texturemid;
+
+ for ( ; column->topdelta != 0xff ; )
+ {
+ // calculate unclipped screen coordinates
+ // for post
+ topscreen = sprtopscreen + spryscale*column->topdelta;
+ bottomscreen = topscreen + spryscale*column->length;
+
+ dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
+ dc_yh = (bottomscreen-1)>>FRACBITS;
+
+ if (dc_yh >= mfloorclip[dc_x])
+ dc_yh = mfloorclip[dc_x]-1;
+ if (dc_yl <= mceilingclip[dc_x])
+ dc_yl = mceilingclip[dc_x]+1;
+
+ if (dc_yl <= dc_yh)
+ {
+ dc_source = (byte *)column + 3;
+ dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
+ // dc_source = (byte *)column + 3 - column->topdelta;
+
+ // Drawn by either R_DrawColumn
+ // or (SHADOW) R_DrawFuzzColumn.
+ colfunc ();
+ }
+ column = (column_t *)( (byte *)column + column->length + 4);
+ }
+
+ dc_texturemid = basetexturemid;
+}
+
+
+
+//
+// R_DrawVisSprite
+// mfloorclip and mceilingclip should also be set.
+//
+void
+R_DrawVisSprite
+( vissprite_t* vis,
+ int x1,
+ int x2 )
+{
+ column_t* column;
+ int texturecolumn;
+ fixed_t frac;
+ patch_t* patch;
+
+
+ patch = W_CacheLumpNum (vis->patch+firstspritelump, PU_CACHE);
+
+ dc_colormap = vis->colormap;
+
+ if (!dc_colormap)
+ {
+ // NULL colormap = shadow draw
+ colfunc = fuzzcolfunc;
+ }
+ else if (vis->mobjflags & MF_TRANSLATION)
+ {
+ colfunc = transcolfunc;
+ dc_translation = translationtables - 256 +
+ ( (vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );
+ }
+
+ dc_iscale = abs(vis->xiscale)>>detailshift;
+ dc_texturemid = vis->texturemid;
+ frac = vis->startfrac;
+ spryscale = vis->scale;
+ sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
+
+ for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale)
+ {
+ texturecolumn = frac>>FRACBITS;
+#ifdef RANGECHECK
+ if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
+ I_Error ("R_DrawSpriteRange: bad texturecolumn");
+#endif
+ column = (column_t *) ((byte *)patch +
+ LONG(patch->columnofs[texturecolumn]));
+ R_DrawMaskedColumn (column);
+ }
+
+ colfunc = basecolfunc;
+}
+
+
+
+//
+// R_ProjectSprite
+// Generates a vissprite for a thing
+// if it might be visible.
+//
+void R_ProjectSprite (mobj_t* thing)
+{
+ fixed_t tr_x;
+ fixed_t tr_y;
+
+ fixed_t gxt;
+ fixed_t gyt;
+
+ fixed_t tx;
+ fixed_t tz;
+
+ fixed_t xscale;
+
+ int x1;
+ int x2;
+
+ spritedef_t* sprdef;
+ spriteframe_t* sprframe;
+ int lump;
+
+ unsigned rot;
+ boolean flip;
+
+ int index;
+
+ vissprite_t* vis;
+
+ angle_t ang;
+ fixed_t iscale;
+
+ // transform the origin point
+ tr_x = thing->x - viewx;
+ tr_y = thing->y - viewy;
+
+ gxt = FixedMul(tr_x,viewcos);
+ gyt = -FixedMul(tr_y,viewsin);
+
+ tz = gxt-gyt;
+
+ // thing is behind view plane?
+ if (tz < MINZ)
+ return;
+
+ xscale = FixedDiv(projection, tz);
+
+ gxt = -FixedMul(tr_x,viewsin);
+ gyt = FixedMul(tr_y,viewcos);
+ tx = -(gyt+gxt);
+
+ // too far off the side?
+ if (abs(tx)>(tz<<2))
+ return;
+
+ // decide which patch to use for sprite relative to player
+#ifdef RANGECHECK
+ if ((unsigned int) thing->sprite >= (unsigned int) numsprites)
+ I_Error ("R_ProjectSprite: invalid sprite number %i ",
+ thing->sprite);
+#endif
+ sprdef = &sprites[thing->sprite];
+#ifdef RANGECHECK
+ if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes )
+ I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
+ thing->sprite, thing->frame);
+#endif
+ sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
+
+ if (sprframe->rotate)
+ {
+ // choose a different rotation based on player view
+ ang = R_PointToAngle (thing->x, thing->y);
+ rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
+ lump = sprframe->lump[rot];
+ flip = (boolean)sprframe->flip[rot];
+ }
+ else
+ {
+ // use single rotation for all views
+ lump = sprframe->lump[0];
+ flip = (boolean)sprframe->flip[0];
+ }
+
+ // calculate edges of the shape
+ tx -= spriteoffset[lump];
+ x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
+
+ // off the right side?
+ if (x1 > viewwidth)
+ return;
+
+ tx += spritewidth[lump];
+ x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
+
+ // off the left side
+ if (x2 < 0)
+ return;
+
+ // store information in a vissprite
+ vis = R_NewVisSprite ();
+ vis->mobjflags = thing->flags;
+ vis->scale = xscale<<detailshift;
+ vis->gx = thing->x;
+ vis->gy = thing->y;
+ vis->gz = thing->z;
+ vis->gzt = thing->z + spritetopoffset[lump];
+ vis->texturemid = vis->gzt - viewz;
+ vis->x1 = x1 < 0 ? 0 : x1;
+ vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
+ iscale = FixedDiv (FRACUNIT, xscale);
+
+ if (flip)
+ {
+ vis->startfrac = spritewidth[lump]-1;
+ vis->xiscale = -iscale;
+ }
+ else
+ {
+ vis->startfrac = 0;
+ vis->xiscale = iscale;
+ }
+
+ if (vis->x1 > x1)
+ vis->startfrac += vis->xiscale*(vis->x1-x1);
+ vis->patch = lump;
+
+ // get light level
+ if (thing->flags & MF_SHADOW)
+ {
+ // shadow draw
+ vis->colormap = NULL;
+ }
+ else if (fixedcolormap)
+ {
+ // fixed map
+ vis->colormap = fixedcolormap;
+ }
+ else if (thing->frame & FF_FULLBRIGHT)
+ {
+ // full bright
+ vis->colormap = colormaps;
+ }
+
+ else
+ {
+ // diminished light
+ index = xscale>>(LIGHTSCALESHIFT-detailshift);
+
+ if (index >= MAXLIGHTSCALE)
+ index = MAXLIGHTSCALE-1;
+
+ vis->colormap = spritelights[index];
+ }
+}
+
+
+
+
+//
+// R_AddSprites
+// During BSP traversal, this adds sprites by sector.
+//
+void R_AddSprites (sector_t* sec)
+{
+ mobj_t* thing;
+ int lightnum;
+
+ // BSP is traversed by subsector.
+ // A sector might have been split into several
+ // subsectors during BSP building.
+ // Thus we check whether its already added.
+ if (sec->validcount == validcount)
+ return;
+
+ // Well, now it will be done.
+ sec->validcount = validcount;
+
+ lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight;
+
+ if (lightnum < 0)
+ spritelights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ spritelights = scalelight[LIGHTLEVELS-1];
+ else
+ spritelights = scalelight[lightnum];
+
+ // Handle all things in sector.
+ for (thing = sec->thinglist ; thing ; thing = thing->snext)
+ R_ProjectSprite (thing);
+}
+
+
+//
+// R_DrawPSprite
+//
+void R_DrawPSprite (pspdef_t* psp)
+{
+ fixed_t tx;
+ int x1;
+ int x2;
+ spritedef_t* sprdef;
+ spriteframe_t* sprframe;
+ int lump;
+ boolean flip;
+ vissprite_t* vis;
+ vissprite_t avis;
+
+ // decide which patch to use
+#ifdef RANGECHECK
+ if ( (unsigned)psp->state->sprite >= (unsigned int) numsprites)
+ I_Error ("R_ProjectSprite: invalid sprite number %i ",
+ psp->state->sprite);
+#endif
+ sprdef = &sprites[psp->state->sprite];
+#ifdef RANGECHECK
+ if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes)
+ I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
+ psp->state->sprite, psp->state->frame);
+#endif
+ sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ];
+
+ lump = sprframe->lump[0];
+ flip = (boolean)sprframe->flip[0];
+
+ // calculate edges of the shape
+ tx = psp->sx-160*FRACUNIT;
+
+ tx -= spriteoffset[lump];
+ x1 = (centerxfrac + FixedMul (tx,pspritescale) ) >>FRACBITS;
+
+ // off the right side
+ if (x1 > viewwidth)
+ return;
+
+ tx += spritewidth[lump];
+ x2 = ((centerxfrac + FixedMul (tx, pspritescale) ) >>FRACBITS) - 1;
+
+ // off the left side
+ if (x2 < 0)
+ return;
+
+ // store information in a vissprite
+ vis = &avis;
+ vis->mobjflags = 0;
+ vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2-(psp->sy-spritetopoffset[lump]);
+ vis->x1 = x1 < 0 ? 0 : x1;
+ vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
+ vis->scale = pspritescale<<detailshift;
+
+ if (flip)
+ {
+ vis->xiscale = -pspriteiscale;
+ vis->startfrac = spritewidth[lump]-1;
+ }
+ else
+ {
+ vis->xiscale = pspriteiscale;
+ vis->startfrac = 0;
+ }
+
+ if (vis->x1 > x1)
+ vis->startfrac += vis->xiscale*(vis->x1-x1);
+
+ vis->patch = lump;
+
+ if (viewplayer->powers[pw_invisibility] > 4*32
+ || viewplayer->powers[pw_invisibility] & 8)
+ {
+ // shadow draw
+ vis->colormap = NULL;
+ }
+ else if (fixedcolormap)
+ {
+ // fixed color
+ vis->colormap = fixedcolormap;
+ }
+ else if (psp->state->frame & FF_FULLBRIGHT)
+ {
+ // full bright
+ vis->colormap = colormaps;
+ }
+ else
+ {
+ // local light
+ vis->colormap = spritelights[MAXLIGHTSCALE-1];
+ }
+
+ R_DrawVisSprite (vis, vis->x1, vis->x2);
+}
+
+
+
+//
+// R_DrawPlayerSprites
+//
+void R_DrawPlayerSprites (void)
+{
+ int i;
+ int lightnum;
+ pspdef_t* psp;
+
+ // get light level
+ lightnum =
+ (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT)
+ +extralight;
+
+ if (lightnum < 0)
+ spritelights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ spritelights = scalelight[LIGHTLEVELS-1];
+ else
+ spritelights = scalelight[lightnum];
+
+ // clip to screen bounds
+ mfloorclip = screenheightarray;
+ mceilingclip = negonearray;
+
+ // add all active psprites
+ for (i=0, psp=viewplayer->psprites;
+ i<NUMPSPRITES;
+ i++,psp++)
+ {
+ if (psp->state)
+ R_DrawPSprite (psp);
+ }
+}
+
+
+
+
+//
+// R_SortVisSprites
+//
+vissprite_t vsprsortedhead;
+
+
+void R_SortVisSprites (void)
+{
+ int i;
+ int count;
+ vissprite_t* ds;
+ vissprite_t* best;
+ vissprite_t unsorted;
+ fixed_t bestscale;
+
+ count = vissprite_p - vissprites;
+
+ unsorted.next = unsorted.prev = &unsorted;
+
+ if (!count)
+ return;
+
+ for (ds=vissprites ; ds<vissprite_p ; ds++)
+ {
+ ds->next = ds+1;
+ ds->prev = ds-1;
+ }
+
+ vissprites[0].prev = &unsorted;
+ unsorted.next = &vissprites[0];
+ (vissprite_p-1)->next = &unsorted;
+ unsorted.prev = vissprite_p-1;
+
+ // pull the vissprites out by scale
+
+ vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
+ for (i=0 ; i<count ; i++)
+ {
+ bestscale = INT_MAX;
+ best = unsorted.next;
+ for (ds=unsorted.next ; ds!= &unsorted ; ds=ds->next)
+ {
+ if (ds->scale < bestscale)
+ {
+ bestscale = ds->scale;
+ best = ds;
+ }
+ }
+ best->next->prev = best->prev;
+ best->prev->next = best->next;
+ best->next = &vsprsortedhead;
+ best->prev = vsprsortedhead.prev;
+ vsprsortedhead.prev->next = best;
+ vsprsortedhead.prev = best;
+ }
+}
+
+
+
+//
+// R_DrawSprite
+//
+void R_DrawSprite (vissprite_t* spr)
+{
+ drawseg_t* ds;
+ short clipbot[SCREENWIDTH];
+ short cliptop[SCREENWIDTH];
+ int x;
+ int r1;
+ int r2;
+ fixed_t scale;
+ fixed_t lowscale;
+ int silhouette;
+
+ for (x = spr->x1 ; x<=spr->x2 ; x++)
+ clipbot[x] = cliptop[x] = -2;
+
+ // Scan drawsegs from end to start for obscuring segs.
+ // The first drawseg that has a greater scale
+ // is the clip seg.
+ for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
+ {
+ // determine if the drawseg obscures the sprite
+ if (ds->x1 > spr->x2
+ || ds->x2 < spr->x1
+ || (!ds->silhouette
+ && !ds->maskedtexturecol) )
+ {
+ // does not cover sprite
+ continue;
+ }
+
+ r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
+ r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
+
+ if (ds->scale1 > ds->scale2)
+ {
+ lowscale = ds->scale2;
+ scale = ds->scale1;
+ }
+ else
+ {
+ lowscale = ds->scale1;
+ scale = ds->scale2;
+ }
+
+ if (scale < spr->scale
+ || ( lowscale < spr->scale
+ && !R_PointOnSegSide (spr->gx, spr->gy, ds->curline) ) )
+ {
+ // masked mid texture?
+ if (ds->maskedtexturecol)
+ R_RenderMaskedSegRange (ds, r1, r2);
+ // seg is behind sprite
+ continue;
+ }
+
+
+ // clip this piece of the sprite
+ silhouette = ds->silhouette;
+
+ if (spr->gz >= ds->bsilheight)
+ silhouette &= ~SIL_BOTTOM;
+
+ if (spr->gzt <= ds->tsilheight)
+ silhouette &= ~SIL_TOP;
+
+ if (silhouette == 1)
+ {
+ // bottom sil
+ for (x=r1 ; x<=r2 ; x++)
+ if (clipbot[x] == -2)
+ clipbot[x] = ds->sprbottomclip[x];
+ }
+ else if (silhouette == 2)
+ {
+ // top sil
+ for (x=r1 ; x<=r2 ; x++)
+ if (cliptop[x] == -2)
+ cliptop[x] = ds->sprtopclip[x];
+ }
+ else if (silhouette == 3)
+ {
+ // both
+ for (x=r1 ; x<=r2 ; x++)
+ {
+ if (clipbot[x] == -2)
+ clipbot[x] = ds->sprbottomclip[x];
+ if (cliptop[x] == -2)
+ cliptop[x] = ds->sprtopclip[x];
+ }
+ }
+
+ }
+
+ // all clipping has been performed, so draw the sprite
+
+ // check for unclipped columns
+ for (x = spr->x1 ; x<=spr->x2 ; x++)
+ {
+ if (clipbot[x] == -2)
+ clipbot[x] = viewheight;
+
+ if (cliptop[x] == -2)
+ cliptop[x] = -1;
+ }
+
+ mfloorclip = clipbot;
+ mceilingclip = cliptop;
+ R_DrawVisSprite (spr, spr->x1, spr->x2);
+}
+
+
+
+
+//
+// R_DrawMasked
+//
+void R_DrawMasked (void)
+{
+ vissprite_t* spr;
+ drawseg_t* ds;
+
+ R_SortVisSprites ();
+
+ if (vissprite_p > vissprites)
+ {
+ // draw all vissprites back to front
+ for (spr = vsprsortedhead.next ;
+ spr != &vsprsortedhead ;
+ spr=spr->next)
+ {
+
+ R_DrawSprite (spr);
+ }
+ }
+
+ // render any remaining masked mid textures
+ for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
+ if (ds->maskedtexturecol)
+ R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
+
+ // draw the psprites on top of everything
+ // but does not draw on side views
+ if (!viewangleoffset)
+ R_DrawPlayerSprites ();
+}
+
+
+
diff --git a/src/strife/r_things.h b/src/strife/r_things.h
new file mode 100644
index 00000000..d0fce4e4
--- /dev/null
+++ b/src/strife/r_things.h
@@ -0,0 +1,73 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Rendering of moving objects, sprites.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_THINGS__
+#define __R_THINGS__
+
+
+
+#define MAXVISSPRITES 128
+
+extern vissprite_t vissprites[MAXVISSPRITES];
+extern vissprite_t* vissprite_p;
+extern vissprite_t vsprsortedhead;
+
+// Constant arrays used for psprite clipping
+// and initializing clipping.
+extern short negonearray[SCREENWIDTH];
+extern short screenheightarray[SCREENWIDTH];
+
+// vars for R_DrawMaskedColumn
+extern short* mfloorclip;
+extern short* mceilingclip;
+extern fixed_t spryscale;
+extern fixed_t sprtopscreen;
+
+extern fixed_t pspritescale;
+extern fixed_t pspriteiscale;
+
+
+void R_DrawMaskedColumn (column_t* column);
+
+
+void R_SortVisSprites (void);
+
+void R_AddSprites (sector_t* sec);
+void R_AddPSprites (void);
+void R_DrawSprites (void);
+void R_InitSprites (char** namelist);
+void R_ClearSprites (void);
+void R_DrawMasked (void);
+
+void
+R_ClipVisSprite
+( vissprite_t* vis,
+ int xl,
+ int xh );
+
+
+#endif
diff --git a/src/strife/s_sound.c b/src/strife/s_sound.c
new file mode 100644
index 00000000..f829956c
--- /dev/null
+++ b/src/strife/s_sound.c
@@ -0,0 +1,675 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION: none
+//
+//-----------------------------------------------------------------------------
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "i_sound.h"
+#include "i_system.h"
+
+#include "doomfeatures.h"
+#include "deh_str.h"
+
+#include "doomstat.h"
+#include "doomtype.h"
+
+#include "sounds.h"
+#include "s_sound.h"
+
+#include "m_random.h"
+#include "m_argv.h"
+
+#include "p_local.h"
+#include "w_wad.h"
+#include "z_zone.h"
+
+// when to clip out sounds
+// Does not fit the large outdoor areas.
+
+#define S_CLIPPING_DIST (1200 * FRACUNIT)
+
+// Distance tp origin when sounds should be maxed out.
+// This should relate to movement clipping resolution
+// (see BLOCKMAP handling).
+// In the source code release: (160*FRACUNIT). Changed back to the
+// Vanilla value of 200 (why was this changed?)
+
+#define S_CLOSE_DIST (200 * FRACUNIT)
+
+// The range over which sound attenuates
+
+#define S_ATTENUATOR ((S_CLIPPING_DIST - S_CLOSE_DIST) >> FRACBITS)
+
+// Stereo separation
+
+#define S_STEREO_SWING (96 * FRACUNIT)
+
+#define NORM_PITCH 128
+#define NORM_PRIORITY 64
+#define NORM_SEP 128
+
+typedef struct
+{
+ // sound information (if null, channel avail.)
+ sfxinfo_t *sfxinfo;
+
+ // origin of sound
+ mobj_t *origin;
+
+ // handle of the sound being played
+ int handle;
+
+} channel_t;
+
+// The set of channels available
+
+static channel_t *channels;
+
+// Maximum volume of a sound effect.
+// Internal default is max out of 0-15.
+
+int sfxVolume = 8;
+
+// Maximum volume of music.
+
+int musicVolume = 8;
+
+// Internal volume level, ranging from 0-127
+
+static int snd_SfxVolume;
+
+// Whether songs are mus_paused
+
+static boolean mus_paused;
+
+// Music currently being played
+
+static musicinfo_t *mus_playing = NULL;
+
+// Number of channels to use
+
+int snd_channels = 8;
+
+//
+// Initializes sound stuff, including volume
+// Sets channels, SFX and music volume,
+// allocates channel buffer, sets S_sfx lookup.
+//
+
+void S_Init(int sfxVolume, int musicVolume)
+{
+ int i;
+
+ I_InitSound(true);
+ I_InitMusic();
+
+ I_PrecacheSounds(S_sfx, NUMSFX);
+
+ S_SetSfxVolume(sfxVolume);
+ S_SetMusicVolume(musicVolume);
+
+ // Allocating the internal channels for mixing
+ // (the maximum numer of sounds rendered
+ // simultaneously) within zone memory.
+ channels = Z_Malloc(snd_channels*sizeof(channel_t), PU_STATIC, 0);
+
+ // Free all channels for use
+ for (i=0 ; i<snd_channels ; i++)
+ {
+ channels[i].sfxinfo = 0;
+ }
+
+ // no sounds are playing, and they are not mus_paused
+ mus_paused = 0;
+
+ // Note that sounds have not been cached (yet).
+ for (i=1 ; i<NUMSFX ; i++)
+ {
+ S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
+ }
+
+ I_AtExit(S_Shutdown, true);
+}
+
+void S_Shutdown(void)
+{
+ I_ShutdownSound();
+ I_ShutdownMusic();
+}
+
+static void S_StopChannel(int cnum)
+{
+ int i;
+ channel_t *c;
+
+ c = &channels[cnum];
+
+ if (c->sfxinfo)
+ {
+ // stop the sound playing
+
+ if (I_SoundIsPlaying(c->handle))
+ {
+ I_StopSound(c->handle);
+ }
+
+ // check to see if other channels are playing the sound
+
+ for (i=0; i<snd_channels; i++)
+ {
+ if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
+ {
+ break;
+ }
+ }
+
+ // degrade usefulness of sound data
+
+ c->sfxinfo->usefulness--;
+ c->sfxinfo = NULL;
+ }
+}
+
+//
+// Per level startup code.
+// Kills playing sounds at start of level,
+// determines music if any, changes music.
+//
+
+void S_Start(void)
+{
+ int cnum;
+ int mnum;
+
+ // kill all playing sounds at start of level
+ // (trust me - a good idea)
+ for (cnum=0 ; cnum<snd_channels ; cnum++)
+ {
+ if (channels[cnum].sfxinfo)
+ {
+ S_StopChannel(cnum);
+ }
+ }
+
+ // start new music for the level
+ mus_paused = 0;
+
+ if (gamemode == commercial)
+ {
+ mnum = mus_runnin + gamemap - 1;
+ }
+ else
+ {
+ int spmus[]=
+ {
+ // Song - Who? - Where?
+
+ mus_e3m4, // American e4m1
+ mus_e3m2, // Romero e4m2
+ mus_e3m3, // Shawn e4m3
+ mus_e1m5, // American e4m4
+ mus_e2m7, // Tim e4m5
+ mus_e2m4, // Romero e4m6
+ mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
+ mus_e2m5, // Shawn e4m8
+ mus_e1m9, // Tim e4m9
+ };
+
+ if (gameepisode < 4)
+ {
+ mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
+ }
+ else
+ {
+ mnum = spmus[gamemap-1];
+ }
+ }
+
+ S_ChangeMusic(mnum, true);
+}
+
+void S_StopSound(mobj_t *origin)
+{
+ int cnum;
+
+ for (cnum=0 ; cnum<snd_channels ; cnum++)
+ {
+ if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
+ {
+ S_StopChannel(cnum);
+ break;
+ }
+ }
+}
+
+//
+// S_GetChannel :
+// If none available, return -1. Otherwise channel #.
+//
+
+static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo)
+{
+ // channel number to use
+ int cnum;
+
+ channel_t* c;
+
+ // Find an open channel
+ for (cnum=0 ; cnum<snd_channels ; cnum++)
+ {
+ if (!channels[cnum].sfxinfo)
+ {
+ break;
+ }
+ else if (origin && channels[cnum].origin == origin)
+ {
+ S_StopChannel(cnum);
+ break;
+ }
+ }
+
+ // None available
+ if (cnum == snd_channels)
+ {
+ // Look for lower priority
+ for (cnum=0 ; cnum<snd_channels ; cnum++)
+ {
+ if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
+ {
+ break;
+ }
+ }
+
+ if (cnum == snd_channels)
+ {
+ // FUCK! No lower priority. Sorry, Charlie.
+ return -1;
+ }
+ else
+ {
+ // Otherwise, kick out lower priority.
+ S_StopChannel(cnum);
+ }
+ }
+
+ c = &channels[cnum];
+
+ // channel is decided to be cnum.
+ c->sfxinfo = sfxinfo;
+ c->origin = origin;
+
+ return cnum;
+}
+
+//
+// Changes volume and stereo-separation variables
+// from the norm of a sound effect to be played.
+// If the sound is not audible, returns a 0.
+// Otherwise, modifies parameters and returns 1.
+//
+
+static int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
+ int *vol, int *sep)
+{
+ fixed_t approx_dist;
+ fixed_t adx;
+ fixed_t ady;
+ angle_t angle;
+
+ // calculate the distance to sound origin
+ // and clip it if necessary
+ adx = abs(listener->x - source->x);
+ ady = abs(listener->y - source->y);
+
+ // From _GG1_ p.428. Appox. eucledian distance fast.
+ approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
+
+ if (gamemap != 8 && approx_dist > S_CLIPPING_DIST)
+ {
+ return 0;
+ }
+
+ // angle of source to listener
+ angle = R_PointToAngle2(listener->x,
+ listener->y,
+ source->x,
+ source->y);
+
+ if (angle > listener->angle)
+ {
+ angle = angle - listener->angle;
+ }
+ else
+ {
+ angle = angle + (0xffffffff - listener->angle);
+ }
+
+ angle >>= ANGLETOFINESHIFT;
+
+ // stereo separation
+ *sep = 128 - (FixedMul(S_STEREO_SWING, finesine[angle]) >> FRACBITS);
+
+ // volume calculation
+ if (approx_dist < S_CLOSE_DIST)
+ {
+ *vol = snd_SfxVolume;
+ }
+ else if (gamemap == 8)
+ {
+ if (approx_dist > S_CLIPPING_DIST)
+ {
+ approx_dist = S_CLIPPING_DIST;
+ }
+
+ *vol = 15+ ((snd_SfxVolume-15)
+ *((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
+ / S_ATTENUATOR;
+ }
+ else
+ {
+ // distance effect
+ *vol = (snd_SfxVolume
+ * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
+ / S_ATTENUATOR;
+ }
+
+ return (*vol > 0);
+}
+
+void S_StartSound(void *origin_p, int sfx_id)
+{
+ sfxinfo_t *sfx;
+ mobj_t *origin;
+ int rc;
+ int sep;
+ int priority;
+ int cnum;
+ int volume;
+
+ origin = (mobj_t *) origin_p;
+ volume = snd_SfxVolume;
+
+ // check for bogus sound #
+ if (sfx_id < 1 || sfx_id > NUMSFX)
+ {
+ I_Error("Bad sfx #: %d", sfx_id);
+ }
+
+ sfx = &S_sfx[sfx_id];
+
+ // Initialize sound parameters
+ if (sfx->link)
+ {
+ priority = sfx->priority;
+ volume += sfx->volume;
+
+ if (volume < 1)
+ {
+ return;
+ }
+
+ if (volume > snd_SfxVolume)
+ {
+ volume = snd_SfxVolume;
+ }
+ }
+ else
+ {
+ priority = NORM_PRIORITY;
+ }
+
+
+ // Check to see if it is audible,
+ // and if not, modify the params
+ if (origin && origin != players[consoleplayer].mo)
+ {
+ rc = S_AdjustSoundParams(players[consoleplayer].mo,
+ origin,
+ &volume,
+ &sep);
+
+ if (origin->x == players[consoleplayer].mo->x
+ && origin->y == players[consoleplayer].mo->y)
+ {
+ sep = NORM_SEP;
+ }
+
+ if (!rc)
+ {
+ return;
+ }
+ }
+ else
+ {
+ sep = NORM_SEP;
+ }
+
+ // kill old sound
+ S_StopSound(origin);
+
+ // try to find a channel
+ cnum = S_GetChannel(origin, sfx);
+
+ if (cnum < 0)
+ {
+ return;
+ }
+
+ // increase the usefulness
+ if (sfx->usefulness++ < 0)
+ {
+ sfx->usefulness = 1;
+ }
+
+ if (sfx->lumpnum < 0)
+ {
+ sfx->lumpnum = I_GetSfxLumpNum(sfx);
+ }
+
+ channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep);
+}
+
+//
+// Stop and resume music, during game PAUSE.
+//
+
+void S_PauseSound(void)
+{
+ if (mus_playing && !mus_paused)
+ {
+ I_PauseSong();
+ mus_paused = true;
+ }
+}
+
+void S_ResumeSound(void)
+{
+ if (mus_playing && mus_paused)
+ {
+ I_ResumeSong();
+ mus_paused = false;
+ }
+}
+
+//
+// Updates music & sounds
+//
+
+void S_UpdateSounds(mobj_t *listener)
+{
+ int audible;
+ int cnum;
+ int volume;
+ int sep;
+ sfxinfo_t* sfx;
+ channel_t* c;
+
+ for (cnum=0; cnum<snd_channels; cnum++)
+ {
+ c = &channels[cnum];
+ sfx = c->sfxinfo;
+
+ if (c->sfxinfo)
+ {
+ if (I_SoundIsPlaying(c->handle))
+ {
+ // initialize parameters
+ volume = snd_SfxVolume;
+ sep = NORM_SEP;
+
+ if (sfx->link)
+ {
+ volume += sfx->volume;
+ if (volume < 1)
+ {
+ S_StopChannel(cnum);
+ continue;
+ }
+ else if (volume > snd_SfxVolume)
+ {
+ volume = snd_SfxVolume;
+ }
+ }
+
+ // check non-local sounds for distance clipping
+ // or modify their params
+ if (c->origin && listener != c->origin)
+ {
+ audible = S_AdjustSoundParams(listener,
+ c->origin,
+ &volume,
+ &sep);
+
+ if (!audible)
+ {
+ S_StopChannel(cnum);
+ }
+ else
+ {
+ I_UpdateSoundParams(c->handle, volume, sep);
+ }
+ }
+ }
+ else
+ {
+ // if channel is allocated but sound has stopped,
+ // free it
+ S_StopChannel(cnum);
+ }
+ }
+ }
+}
+
+void S_SetMusicVolume(int volume)
+{
+ if (volume < 0 || volume > 127)
+ {
+ I_Error("Attempt to set music volume at %d",
+ volume);
+ }
+
+ I_SetMusicVolume(volume);
+}
+
+void S_SetSfxVolume(int volume)
+{
+ if (volume < 0 || volume > 127)
+ {
+ I_Error("Attempt to set sfx volume at %d", volume);
+ }
+
+ snd_SfxVolume = volume;
+}
+
+//
+// Starts some music with the music id found in sounds.h.
+//
+
+void S_StartMusic(int m_id)
+{
+ S_ChangeMusic(m_id, false);
+}
+
+void S_ChangeMusic(int musicnum, int looping)
+{
+ musicinfo_t *music = NULL;
+ char namebuf[9];
+ void *handle;
+
+ if (musicnum <= mus_None || musicnum >= NUMMUSIC)
+ {
+ I_Error("Bad music number %d", musicnum);
+ }
+ else
+ {
+ music = &S_music[musicnum];
+ }
+
+ if (mus_playing == music)
+ {
+ return;
+ }
+
+ // shutdown old music
+ S_StopMusic();
+
+ // get lumpnum if neccessary
+ if (!music->lumpnum)
+ {
+ sprintf(namebuf, "d_%s", DEH_String(music->name));
+ music->lumpnum = W_GetNumForName(namebuf);
+ }
+
+ music->data = W_CacheLumpNum(music->lumpnum, PU_STATIC);
+
+ handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
+ music->handle = handle;
+ I_PlaySong(handle, looping);
+
+ mus_playing = music;
+}
+
+boolean S_MusicPlaying(void)
+{
+ return I_MusicIsPlaying();
+}
+
+void S_StopMusic(void)
+{
+ if (mus_playing)
+ {
+ if (mus_paused)
+ {
+ I_ResumeSong();
+ }
+
+ I_StopSong();
+ I_UnRegisterSong(mus_playing->handle);
+ W_ReleaseLumpNum(mus_playing->lumpnum);
+ mus_playing->data = NULL;
+ mus_playing = NULL;
+ }
+}
+
diff --git a/src/strife/s_sound.h b/src/strife/s_sound.h
new file mode 100644
index 00000000..7bb0a605
--- /dev/null
+++ b/src/strife/s_sound.h
@@ -0,0 +1,97 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// The not so system specific sound interface.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __S_SOUND__
+#define __S_SOUND__
+
+#include "p_mobj.h"
+#include "sounds.h"
+
+//
+// Initializes sound stuff, including volume
+// Sets channels, SFX and music volume,
+// allocates channel buffer, sets S_sfx lookup.
+//
+
+void S_Init(int sfxVolume, int musicVolume);
+
+
+// Shut down sound
+
+void S_Shutdown(void);
+
+
+
+//
+// Per level startup code.
+// Kills playing sounds at start of level,
+// determines music if any, changes music.
+//
+
+void S_Start(void);
+
+//
+// Start sound for thing at <origin>
+// using <sound_id> from sounds.h
+//
+
+void S_StartSound(void *origin, int sound_id);
+
+// Stop sound for thing at <origin>
+void S_StopSound(mobj_t *origin);
+
+
+// Start music using <music_id> from sounds.h
+void S_StartMusic(int music_id);
+
+// Start music using <music_id> from sounds.h,
+// and set whether looping
+void S_ChangeMusic(int music_id, int looping);
+
+// query if music is playing
+boolean S_MusicPlaying(void);
+
+// Stops the music fer sure.
+void S_StopMusic(void);
+
+// Stop and resume music, during game PAUSE.
+void S_PauseSound(void);
+void S_ResumeSound(void);
+
+
+//
+// Updates music & sounds
+//
+void S_UpdateSounds(mobj_t *listener);
+
+void S_SetMusicVolume(int volume);
+void S_SetSfxVolume(int volume);
+
+extern int snd_channels;
+
+#endif
+
diff --git a/src/strife/sounds.c b/src/strife/sounds.c
new file mode 100644
index 00000000..adfb2189
--- /dev/null
+++ b/src/strife/sounds.c
@@ -0,0 +1,237 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Created by a sound utility.
+// Kept as a sample, DOOM2 sounds.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdlib.h>
+
+
+#include "doomtype.h"
+#include "sounds.h"
+
+//
+// Information about all the music
+//
+
+#define MUSIC(name) \
+ { name, 0, NULL, NULL }
+
+musicinfo_t S_music[] =
+{
+ MUSIC(NULL),
+ MUSIC("e1m1"),
+ MUSIC("e1m2"),
+ MUSIC("e1m3"),
+ MUSIC("e1m4"),
+ MUSIC("e1m5"),
+ MUSIC("e1m6"),
+ MUSIC("e1m7"),
+ MUSIC("e1m8"),
+ MUSIC("e1m9"),
+ MUSIC("e2m1"),
+ MUSIC("e2m2"),
+ MUSIC("e2m3"),
+ MUSIC("e2m4"),
+ MUSIC("e2m5"),
+ MUSIC("e2m6"),
+ MUSIC("e2m7"),
+ MUSIC("e2m8"),
+ MUSIC("e2m9"),
+ MUSIC("e3m1"),
+ MUSIC("e3m2"),
+ MUSIC("e3m3"),
+ MUSIC("e3m4"),
+ MUSIC("e3m5"),
+ MUSIC("e3m6"),
+ MUSIC("e3m7"),
+ MUSIC("e3m8"),
+ MUSIC("e3m9"),
+ MUSIC("inter"),
+ MUSIC("intro"),
+ MUSIC("bunny"),
+ MUSIC("victor"),
+ MUSIC("introa"),
+ MUSIC("runnin"),
+ MUSIC("stalks"),
+ MUSIC("countd"),
+ MUSIC("betwee"),
+ MUSIC("doom"),
+ MUSIC("the_da"),
+ MUSIC("shawn"),
+ MUSIC("ddtblu"),
+ MUSIC("in_cit"),
+ MUSIC("dead"),
+ MUSIC("stlks2"),
+ MUSIC("theda2"),
+ MUSIC("doom2"),
+ MUSIC("ddtbl2"),
+ MUSIC("runni2"),
+ MUSIC("dead2"),
+ MUSIC("stlks3"),
+ MUSIC("romero"),
+ MUSIC("shawn2"),
+ MUSIC("messag"),
+ MUSIC("count2"),
+ MUSIC("ddtbl3"),
+ MUSIC("ampie"),
+ MUSIC("theda3"),
+ MUSIC("adrian"),
+ MUSIC("messg2"),
+ MUSIC("romer2"),
+ MUSIC("tense"),
+ MUSIC("shawn3"),
+ MUSIC("openin"),
+ MUSIC("evil"),
+ MUSIC("ultima"),
+ MUSIC("read_m"),
+ MUSIC("dm2ttl"),
+ MUSIC("dm2int")
+};
+
+
+//
+// Information about all the sfx
+//
+
+#define SOUND(name, priority) \
+ { NULL, name, priority, NULL, -1, -1, 0, 0, -1, NULL }
+#define SOUND_LINK(name, priority, link_id, pitch, volume) \
+ { NULL, name, priority, &S_sfx[link_id], pitch, volume, 0, 0, -1, NULL }
+
+sfxinfo_t S_sfx[] =
+{
+ // S_sfx[0] needs to be a dummy for odd reasons.
+ SOUND("none", 0),
+ SOUND("pistol", 64),
+ SOUND("shotgn", 64),
+ SOUND("sgcock", 64),
+ SOUND("dshtgn", 64),
+ SOUND("dbopn", 64),
+ SOUND("dbcls", 64),
+ SOUND("dbload", 64),
+ SOUND("plasma", 64),
+ SOUND("bfg", 64),
+ SOUND("sawup", 64),
+ SOUND("sawidl", 118),
+ SOUND("sawful", 64),
+ SOUND("sawhit", 64),
+ SOUND("rlaunc", 64),
+ SOUND("rxplod", 70),
+ SOUND("firsht", 70),
+ SOUND("firxpl", 70),
+ SOUND("pstart", 100),
+ SOUND("pstop", 100),
+ SOUND("doropn", 100),
+ SOUND("dorcls", 100),
+ SOUND("stnmov", 119),
+ SOUND("swtchn", 78),
+ SOUND("swtchx", 78),
+ SOUND("plpain", 96),
+ SOUND("dmpain", 96),
+ SOUND("popain", 96),
+ SOUND("vipain", 96),
+ SOUND("mnpain", 96),
+ SOUND("pepain", 96),
+ SOUND("slop", 78),
+ SOUND("itemup", 78),
+ SOUND("wpnup", 78),
+ SOUND("oof", 96),
+ SOUND("telept", 32),
+ SOUND("posit1", 98),
+ SOUND("posit2", 98),
+ SOUND("posit3", 98),
+ SOUND("bgsit1", 98),
+ SOUND("bgsit2", 98),
+ SOUND("sgtsit", 98),
+ SOUND("cacsit", 98),
+ SOUND("brssit", 94),
+ SOUND("cybsit", 92),
+ SOUND("spisit", 90),
+ SOUND("bspsit", 90),
+ SOUND("kntsit", 90),
+ SOUND("vilsit", 90),
+ SOUND("mansit", 90),
+ SOUND("pesit", 90),
+ SOUND("sklatk", 70),
+ SOUND("sgtatk", 70),
+ SOUND("skepch", 70),
+ SOUND("vilatk", 70),
+ SOUND("claw", 70),
+ SOUND("skeswg", 70),
+ SOUND("pldeth", 32),
+ SOUND("pdiehi", 32),
+ SOUND("podth1", 70),
+ SOUND("podth2", 70),
+ SOUND("podth3", 70),
+ SOUND("bgdth1", 70),
+ SOUND("bgdth2", 70),
+ SOUND("sgtdth", 70),
+ SOUND("cacdth", 70),
+ SOUND("skldth", 70),
+ SOUND("brsdth", 32),
+ SOUND("cybdth", 32),
+ SOUND("spidth", 32),
+ SOUND("bspdth", 32),
+ SOUND("vildth", 32),
+ SOUND("kntdth", 32),
+ SOUND("pedth", 32),
+ SOUND("skedth", 32),
+ SOUND("posact", 120),
+ SOUND("bgact", 120),
+ SOUND("dmact", 120),
+ SOUND("bspact", 100),
+ SOUND("bspwlk", 100),
+ SOUND("vilact", 100),
+ SOUND("noway", 78),
+ SOUND("barexp", 60),
+ SOUND("punch", 64),
+ SOUND("hoof", 70),
+ SOUND("metal", 70),
+ SOUND_LINK("chgun", 64, sfx_pistol, 150, 0),
+ SOUND("tink", 60),
+ SOUND("bdopn", 100),
+ SOUND("bdcls", 100),
+ SOUND("itmbk", 100),
+ SOUND("flame", 32),
+ SOUND("flamst", 32),
+ SOUND("getpow", 60),
+ SOUND("bospit", 70),
+ SOUND("boscub", 70),
+ SOUND("bossit", 70),
+ SOUND("bospn", 70),
+ SOUND("bosdth", 70),
+ SOUND("manatk", 70),
+ SOUND("mandth", 70),
+ SOUND("sssit", 70),
+ SOUND("ssdth", 70),
+ SOUND("keenpn", 70),
+ SOUND("keendt", 70),
+ SOUND("skeact", 70),
+ SOUND("skesit", 70),
+ SOUND("skeatk", 70),
+ SOUND("radio", 60),
+};
+
diff --git a/src/strife/sounds.h b/src/strife/sounds.h
new file mode 100644
index 00000000..3d190910
--- /dev/null
+++ b/src/strife/sounds.h
@@ -0,0 +1,235 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Created by the sound utility written by Dave Taylor.
+// Kept as a sample, DOOM2 sounds. Frozen.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __SOUNDS__
+#define __SOUNDS__
+
+#include "i_sound.h"
+
+// the complete set of sound effects
+extern sfxinfo_t S_sfx[];
+
+// the complete set of music
+extern musicinfo_t S_music[];
+
+//
+// Identifiers for all music in game.
+//
+
+typedef enum
+{
+ mus_None,
+ mus_e1m1,
+ mus_e1m2,
+ mus_e1m3,
+ mus_e1m4,
+ mus_e1m5,
+ mus_e1m6,
+ mus_e1m7,
+ mus_e1m8,
+ mus_e1m9,
+ mus_e2m1,
+ mus_e2m2,
+ mus_e2m3,
+ mus_e2m4,
+ mus_e2m5,
+ mus_e2m6,
+ mus_e2m7,
+ mus_e2m8,
+ mus_e2m9,
+ mus_e3m1,
+ mus_e3m2,
+ mus_e3m3,
+ mus_e3m4,
+ mus_e3m5,
+ mus_e3m6,
+ mus_e3m7,
+ mus_e3m8,
+ mus_e3m9,
+ mus_inter,
+ mus_intro,
+ mus_bunny,
+ mus_victor,
+ mus_introa,
+ mus_runnin,
+ mus_stalks,
+ mus_countd,
+ mus_betwee,
+ mus_doom,
+ mus_the_da,
+ mus_shawn,
+ mus_ddtblu,
+ mus_in_cit,
+ mus_dead,
+ mus_stlks2,
+ mus_theda2,
+ mus_doom2,
+ mus_ddtbl2,
+ mus_runni2,
+ mus_dead2,
+ mus_stlks3,
+ mus_romero,
+ mus_shawn2,
+ mus_messag,
+ mus_count2,
+ mus_ddtbl3,
+ mus_ampie,
+ mus_theda3,
+ mus_adrian,
+ mus_messg2,
+ mus_romer2,
+ mus_tense,
+ mus_shawn3,
+ mus_openin,
+ mus_evil,
+ mus_ultima,
+ mus_read_m,
+ mus_dm2ttl,
+ mus_dm2int,
+ NUMMUSIC
+} musicenum_t;
+
+
+//
+// Identifiers for all sfx in game.
+//
+
+typedef enum
+{
+ sfx_None,
+ sfx_pistol,
+ sfx_shotgn,
+ sfx_sgcock,
+ sfx_dshtgn,
+ sfx_dbopn,
+ sfx_dbcls,
+ sfx_dbload,
+ sfx_plasma,
+ sfx_bfg,
+ sfx_sawup,
+ sfx_sawidl,
+ sfx_sawful,
+ sfx_sawhit,
+ sfx_rlaunc,
+ sfx_rxplod,
+ sfx_firsht,
+ sfx_firxpl,
+ sfx_pstart,
+ sfx_pstop,
+ sfx_doropn,
+ sfx_dorcls,
+ sfx_stnmov,
+ sfx_swtchn,
+ sfx_swtchx,
+ sfx_plpain,
+ sfx_dmpain,
+ sfx_popain,
+ sfx_vipain,
+ sfx_mnpain,
+ sfx_pepain,
+ sfx_slop,
+ sfx_itemup,
+ sfx_wpnup,
+ sfx_oof,
+ sfx_telept,
+ sfx_posit1,
+ sfx_posit2,
+ sfx_posit3,
+ sfx_bgsit1,
+ sfx_bgsit2,
+ sfx_sgtsit,
+ sfx_cacsit,
+ sfx_brssit,
+ sfx_cybsit,
+ sfx_spisit,
+ sfx_bspsit,
+ sfx_kntsit,
+ sfx_vilsit,
+ sfx_mansit,
+ sfx_pesit,
+ sfx_sklatk,
+ sfx_sgtatk,
+ sfx_skepch,
+ sfx_vilatk,
+ sfx_claw,
+ sfx_skeswg,
+ sfx_pldeth,
+ sfx_pdiehi,
+ sfx_podth1,
+ sfx_podth2,
+ sfx_podth3,
+ sfx_bgdth1,
+ sfx_bgdth2,
+ sfx_sgtdth,
+ sfx_cacdth,
+ sfx_skldth,
+ sfx_brsdth,
+ sfx_cybdth,
+ sfx_spidth,
+ sfx_bspdth,
+ sfx_vildth,
+ sfx_kntdth,
+ sfx_pedth,
+ sfx_skedth,
+ sfx_posact,
+ sfx_bgact,
+ sfx_dmact,
+ sfx_bspact,
+ sfx_bspwlk,
+ sfx_vilact,
+ sfx_noway,
+ sfx_barexp,
+ sfx_punch,
+ sfx_hoof,
+ sfx_metal,
+ sfx_chgun,
+ sfx_tink,
+ sfx_bdopn,
+ sfx_bdcls,
+ sfx_itmbk,
+ sfx_flame,
+ sfx_flamst,
+ sfx_getpow,
+ sfx_bospit,
+ sfx_boscub,
+ sfx_bossit,
+ sfx_bospn,
+ sfx_bosdth,
+ sfx_manatk,
+ sfx_mandth,
+ sfx_sssit,
+ sfx_ssdth,
+ sfx_keenpn,
+ sfx_keendt,
+ sfx_skeact,
+ sfx_skesit,
+ sfx_skeatk,
+ sfx_radio,
+ NUMSFX
+} sfxenum_t;
+
+#endif
diff --git a/src/strife/st_lib.c b/src/strife/st_lib.c
new file mode 100644
index 00000000..c90540cb
--- /dev/null
+++ b/src/strife/st_lib.c
@@ -0,0 +1,294 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// The status bar widget code.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdio.h>
+#include <ctype.h>
+
+#include "deh_main.h"
+#include "doomdef.h"
+
+#include "z_zone.h"
+#include "v_video.h"
+
+#include "i_swap.h"
+#include "i_system.h"
+
+#include "w_wad.h"
+
+#include "st_stuff.h"
+#include "st_lib.h"
+#include "r_local.h"
+
+
+// in AM_map.c
+extern boolean automapactive;
+
+
+
+
+//
+// Hack display negative frags.
+// Loads and store the stminus lump.
+//
+patch_t* sttminus;
+
+void STlib_init(void)
+{
+ sttminus = (patch_t *) W_CacheLumpName(DEH_String("STTMINUS"), PU_STATIC);
+}
+
+
+// ?
+void
+STlib_initNum
+( st_number_t* n,
+ int x,
+ int y,
+ patch_t** pl,
+ int* num,
+ boolean* on,
+ int width )
+{
+ n->x = x;
+ n->y = y;
+ n->oldnum = 0;
+ n->width = width;
+ n->num = num;
+ n->on = on;
+ n->p = pl;
+}
+
+
+//
+// A fairly efficient way to draw a number
+// based on differences from the old number.
+// Note: worth the trouble?
+//
+void
+STlib_drawNum
+( st_number_t* n,
+ boolean refresh )
+{
+
+ int numdigits = n->width;
+ int num = *n->num;
+
+ int w = SHORT(n->p[0]->width);
+ int h = SHORT(n->p[0]->height);
+ int x = n->x;
+
+ int neg;
+
+ n->oldnum = *n->num;
+
+ neg = num < 0;
+
+ if (neg)
+ {
+ if (numdigits == 2 && num < -9)
+ num = -9;
+ else if (numdigits == 3 && num < -99)
+ num = -99;
+
+ num = -num;
+ }
+
+ // clear the area
+ x = n->x - numdigits*w;
+
+ if (n->y - ST_Y < 0)
+ I_Error("drawNum: n->y - ST_Y < 0");
+
+ V_CopyRect(x, n->y - ST_Y, st_backing_screen, w*numdigits, h, x, n->y);
+
+ // if non-number, do not draw it
+ if (num == 1994)
+ return;
+
+ x = n->x;
+
+ // in the special case of 0, you draw 0
+ if (!num)
+ V_DrawPatch(x - w, n->y, n->p[ 0 ]);
+
+ // draw the new number
+ while (num && numdigits--)
+ {
+ x -= w;
+ V_DrawPatch(x, n->y, n->p[ num % 10 ]);
+ num /= 10;
+ }
+
+ // draw a minus sign if necessary
+ if (neg)
+ V_DrawPatch(x - 8, n->y, sttminus);
+}
+
+
+//
+void
+STlib_updateNum
+( st_number_t* n,
+ boolean refresh )
+{
+ if (*n->on) STlib_drawNum(n, refresh);
+}
+
+
+//
+void
+STlib_initPercent
+( st_percent_t* p,
+ int x,
+ int y,
+ patch_t** pl,
+ int* num,
+ boolean* on,
+ patch_t* percent )
+{
+ STlib_initNum(&p->n, x, y, pl, num, on, 3);
+ p->p = percent;
+}
+
+
+
+
+void
+STlib_updatePercent
+( st_percent_t* per,
+ int refresh )
+{
+ if (refresh && *per->n.on)
+ V_DrawPatch(per->n.x, per->n.y, per->p);
+
+ STlib_updateNum(&per->n, refresh);
+}
+
+
+
+void
+STlib_initMultIcon
+( st_multicon_t* i,
+ int x,
+ int y,
+ patch_t** il,
+ int* inum,
+ boolean* on )
+{
+ i->x = x;
+ i->y = y;
+ i->oldinum = -1;
+ i->inum = inum;
+ i->on = on;
+ i->p = il;
+}
+
+
+
+void
+STlib_updateMultIcon
+( st_multicon_t* mi,
+ boolean refresh )
+{
+ int w;
+ int h;
+ int x;
+ int y;
+
+ if (*mi->on
+ && (mi->oldinum != *mi->inum || refresh)
+ && (*mi->inum!=-1))
+ {
+ if (mi->oldinum != -1)
+ {
+ x = mi->x - SHORT(mi->p[mi->oldinum]->leftoffset);
+ y = mi->y - SHORT(mi->p[mi->oldinum]->topoffset);
+ w = SHORT(mi->p[mi->oldinum]->width);
+ h = SHORT(mi->p[mi->oldinum]->height);
+
+ if (y - ST_Y < 0)
+ I_Error("updateMultIcon: y - ST_Y < 0");
+
+ V_CopyRect(x, y-ST_Y, st_backing_screen, w, h, x, y);
+ }
+ V_DrawPatch(mi->x, mi->y, mi->p[*mi->inum]);
+ mi->oldinum = *mi->inum;
+ }
+}
+
+
+
+void
+STlib_initBinIcon
+( st_binicon_t* b,
+ int x,
+ int y,
+ patch_t* i,
+ boolean* val,
+ boolean* on )
+{
+ b->x = x;
+ b->y = y;
+ b->oldval = false;
+ b->val = val;
+ b->on = on;
+ b->p = i;
+}
+
+
+
+void
+STlib_updateBinIcon
+( st_binicon_t* bi,
+ boolean refresh )
+{
+ int x;
+ int y;
+ int w;
+ int h;
+
+ if (*bi->on
+ && (bi->oldval != *bi->val || refresh))
+ {
+ x = bi->x - SHORT(bi->p->leftoffset);
+ y = bi->y - SHORT(bi->p->topoffset);
+ w = SHORT(bi->p->width);
+ h = SHORT(bi->p->height);
+
+ if (y - ST_Y < 0)
+ I_Error("updateBinIcon: y - ST_Y < 0");
+
+ if (*bi->val)
+ V_DrawPatch(bi->x, bi->y, bi->p);
+ else
+ V_CopyRect(x, y-ST_Y, st_backing_screen, w, h, x, y);
+
+ bi->oldval = *bi->val;
+ }
+
+}
+
diff --git a/src/strife/st_lib.h b/src/strife/st_lib.h
new file mode 100644
index 00000000..344fd952
--- /dev/null
+++ b/src/strife/st_lib.h
@@ -0,0 +1,217 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// The status bar widget code.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __STLIB__
+#define __STLIB__
+
+
+// We are referring to patches.
+#include "r_defs.h"
+
+//
+// Typedefs of widgets
+//
+
+// Number widget
+
+typedef struct
+{
+ // upper right-hand corner
+ // of the number (right-justified)
+ int x;
+ int y;
+
+ // max # of digits in number
+ int width;
+
+ // last number value
+ int oldnum;
+
+ // pointer to current value
+ int* num;
+
+ // pointer to boolean stating
+ // whether to update number
+ boolean* on;
+
+ // list of patches for 0-9
+ patch_t** p;
+
+ // user data
+ int data;
+
+} st_number_t;
+
+
+
+// Percent widget ("child" of number widget,
+// or, more precisely, contains a number widget.)
+typedef struct
+{
+ // number information
+ st_number_t n;
+
+ // percent sign graphic
+ patch_t* p;
+
+} st_percent_t;
+
+
+
+// Multiple Icon widget
+typedef struct
+{
+ // center-justified location of icons
+ int x;
+ int y;
+
+ // last icon number
+ int oldinum;
+
+ // pointer to current icon
+ int* inum;
+
+ // pointer to boolean stating
+ // whether to update icon
+ boolean* on;
+
+ // list of icons
+ patch_t** p;
+
+ // user data
+ int data;
+
+} st_multicon_t;
+
+
+
+
+// Binary Icon widget
+
+typedef struct
+{
+ // center-justified location of icon
+ int x;
+ int y;
+
+ // last icon value
+ boolean oldval;
+
+ // pointer to current icon status
+ boolean* val;
+
+ // pointer to boolean
+ // stating whether to update icon
+ boolean* on;
+
+
+ patch_t* p; // icon
+ int data; // user data
+
+} st_binicon_t;
+
+
+
+//
+// Widget creation, access, and update routines
+//
+
+// Initializes widget library.
+// More precisely, initialize STMINUS,
+// everything else is done somewhere else.
+//
+void STlib_init(void);
+
+
+
+// Number widget routines
+void
+STlib_initNum
+( st_number_t* n,
+ int x,
+ int y,
+ patch_t** pl,
+ int* num,
+ boolean* on,
+ int width );
+
+void
+STlib_updateNum
+( st_number_t* n,
+ boolean refresh );
+
+
+// Percent widget routines
+void
+STlib_initPercent
+( st_percent_t* p,
+ int x,
+ int y,
+ patch_t** pl,
+ int* num,
+ boolean* on,
+ patch_t* percent );
+
+
+void
+STlib_updatePercent
+( st_percent_t* per,
+ int refresh );
+
+
+// Multiple Icon widget routines
+void
+STlib_initMultIcon
+( st_multicon_t* mi,
+ int x,
+ int y,
+ patch_t** il,
+ int* inum,
+ boolean* on );
+
+
+void
+STlib_updateMultIcon
+( st_multicon_t* mi,
+ boolean refresh );
+
+// Binary Icon widget routines
+
+void
+STlib_initBinIcon
+( st_binicon_t* b,
+ int x,
+ int y,
+ patch_t* i,
+ boolean* val,
+ boolean* on );
+
+void
+STlib_updateBinIcon
+( st_binicon_t* bi,
+ boolean refresh );
+
+#endif
diff --git a/src/strife/st_stuff.c b/src/strife/st_stuff.c
new file mode 100644
index 00000000..e6ef0828
--- /dev/null
+++ b/src/strife/st_stuff.c
@@ -0,0 +1,1412 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Status bar code.
+// Does the face/direction indicator animatin.
+// Does palette indicators as well (red pain/berserk, bright pickup)
+//
+//-----------------------------------------------------------------------------
+
+
+
+#include <stdio.h>
+
+#include "i_system.h"
+#include "i_video.h"
+#include "z_zone.h"
+#include "m_random.h"
+#include "w_wad.h"
+
+#include "deh_main.h"
+#include "deh_misc.h"
+#include "doomdef.h"
+#include "doomkeys.h"
+
+#include "g_game.h"
+
+#include "st_stuff.h"
+#include "st_lib.h"
+#include "r_local.h"
+
+#include "p_local.h"
+#include "p_inter.h"
+
+#include "am_map.h"
+#include "m_cheat.h"
+
+#include "s_sound.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+// State.
+#include "doomstat.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+//
+// STATUS BAR DATA
+//
+
+
+// Palette indices.
+// For damage/bonus red-/gold-shifts
+#define STARTREDPALS 1
+#define STARTBONUSPALS 9
+#define NUMREDPALS 8
+#define NUMBONUSPALS 4
+// Radiation suit, green shift.
+#define RADIATIONPAL 13
+
+// N/256*100% probability
+// that the normal face state will change
+#define ST_FACEPROBABILITY 96
+
+// For Responder
+#define ST_TOGGLECHAT KEY_ENTER
+
+// Location of status bar
+#define ST_X 0
+#define ST_X2 104
+
+#define ST_FX 143
+#define ST_FY 169
+
+// Should be set to patch width
+// for tall numbers later on
+#define ST_TALLNUMWIDTH (tallnum[0]->width)
+
+// Number of status faces.
+#define ST_NUMPAINFACES 5
+#define ST_NUMSTRAIGHTFACES 3
+#define ST_NUMTURNFACES 2
+#define ST_NUMSPECIALFACES 3
+
+#define ST_FACESTRIDE \
+ (ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)
+
+#define ST_NUMEXTRAFACES 2
+
+#define ST_NUMFACES \
+ (ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)
+
+#define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES)
+#define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES)
+#define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1)
+#define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1)
+#define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE)
+#define ST_DEADFACE (ST_GODFACE+1)
+
+#define ST_FACESX 143
+#define ST_FACESY 168
+
+#define ST_EVILGRINCOUNT (2*TICRATE)
+#define ST_STRAIGHTFACECOUNT (TICRATE/2)
+#define ST_TURNCOUNT (1*TICRATE)
+#define ST_OUCHCOUNT (1*TICRATE)
+#define ST_RAMPAGEDELAY (2*TICRATE)
+
+#define ST_MUCHPAIN 20
+
+
+// Location and size of statistics,
+// justified according to widget type.
+// Problem is, within which space? STbar? Screen?
+// Note: this could be read in by a lump.
+// Problem is, is the stuff rendered
+// into a buffer,
+// or into the frame buffer?
+
+// AMMO number pos.
+#define ST_AMMOWIDTH 3
+#define ST_AMMOX 44
+#define ST_AMMOY 171
+
+// HEALTH number pos.
+#define ST_HEALTHWIDTH 3
+#define ST_HEALTHX 90
+#define ST_HEALTHY 171
+
+// Weapon pos.
+#define ST_ARMSX 111
+#define ST_ARMSY 172
+#define ST_ARMSBGX 104
+#define ST_ARMSBGY 168
+#define ST_ARMSXSPACE 12
+#define ST_ARMSYSPACE 10
+
+// Frags pos.
+#define ST_FRAGSX 138
+#define ST_FRAGSY 171
+#define ST_FRAGSWIDTH 2
+
+// ARMOR number pos.
+#define ST_ARMORWIDTH 3
+#define ST_ARMORX 221
+#define ST_ARMORY 171
+
+// Key icon positions.
+#define ST_KEY0WIDTH 8
+#define ST_KEY0HEIGHT 5
+#define ST_KEY0X 239
+#define ST_KEY0Y 171
+#define ST_KEY1WIDTH ST_KEY0WIDTH
+#define ST_KEY1X 239
+#define ST_KEY1Y 181
+#define ST_KEY2WIDTH ST_KEY0WIDTH
+#define ST_KEY2X 239
+#define ST_KEY2Y 191
+
+// Ammunition counter.
+#define ST_AMMO0WIDTH 3
+#define ST_AMMO0HEIGHT 6
+#define ST_AMMO0X 288
+#define ST_AMMO0Y 173
+#define ST_AMMO1WIDTH ST_AMMO0WIDTH
+#define ST_AMMO1X 288
+#define ST_AMMO1Y 179
+#define ST_AMMO2WIDTH ST_AMMO0WIDTH
+#define ST_AMMO2X 288
+#define ST_AMMO2Y 191
+#define ST_AMMO3WIDTH ST_AMMO0WIDTH
+#define ST_AMMO3X 288
+#define ST_AMMO3Y 185
+
+// Indicate maximum ammunition.
+// Only needed because backpack exists.
+#define ST_MAXAMMO0WIDTH 3
+#define ST_MAXAMMO0HEIGHT 5
+#define ST_MAXAMMO0X 314
+#define ST_MAXAMMO0Y 173
+#define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
+#define ST_MAXAMMO1X 314
+#define ST_MAXAMMO1Y 179
+#define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
+#define ST_MAXAMMO2X 314
+#define ST_MAXAMMO2Y 191
+#define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
+#define ST_MAXAMMO3X 314
+#define ST_MAXAMMO3Y 185
+
+// pistol
+#define ST_WEAPON0X 110
+#define ST_WEAPON0Y 172
+
+// shotgun
+#define ST_WEAPON1X 122
+#define ST_WEAPON1Y 172
+
+// chain gun
+#define ST_WEAPON2X 134
+#define ST_WEAPON2Y 172
+
+// missile launcher
+#define ST_WEAPON3X 110
+#define ST_WEAPON3Y 181
+
+// plasma gun
+#define ST_WEAPON4X 122
+#define ST_WEAPON4Y 181
+
+ // bfg
+#define ST_WEAPON5X 134
+#define ST_WEAPON5Y 181
+
+// WPNS title
+#define ST_WPNSX 109
+#define ST_WPNSY 191
+
+ // DETH title
+#define ST_DETHX 109
+#define ST_DETHY 191
+
+//Incoming messages window location
+//UNUSED
+// #define ST_MSGTEXTX (viewwindowx)
+// #define ST_MSGTEXTY (viewwindowy+viewheight-18)
+#define ST_MSGTEXTX 0
+#define ST_MSGTEXTY 0
+// Dimensions given in characters.
+#define ST_MSGWIDTH 52
+// Or shall I say, in lines?
+#define ST_MSGHEIGHT 1
+
+#define ST_OUTTEXTX 0
+#define ST_OUTTEXTY 6
+
+// Width, in characters again.
+#define ST_OUTWIDTH 52
+ // Height, in lines.
+#define ST_OUTHEIGHT 1
+
+#define ST_MAPWIDTH \
+ (strlen(mapnames[(gameepisode-1)*9+(gamemap-1)]))
+
+#define ST_MAPTITLEX \
+ (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH)
+
+#define ST_MAPTITLEY 0
+#define ST_MAPHEIGHT 1
+
+// graphics are drawn to a backing screen and blitted to the real screen
+byte *st_backing_screen;
+
+// main player in game
+static player_t* plyr;
+
+// ST_Start() has just been called
+static boolean st_firsttime;
+
+// lump number for PLAYPAL
+static int lu_palette;
+
+// used for timing
+static unsigned int st_clock;
+
+// used for making messages go away
+static int st_msgcounter=0;
+
+// used when in chat
+static st_chatstateenum_t st_chatstate;
+
+// whether in automap or first-person
+static st_stateenum_t st_gamestate;
+
+// whether left-side main status bar is active
+static boolean st_statusbaron;
+
+// whether status bar chat is active
+static boolean st_chat;
+
+// value of st_chat before message popped up
+static boolean st_oldchat;
+
+// whether chat window has the cursor on
+static boolean st_cursoron;
+
+// !deathmatch
+static boolean st_notdeathmatch;
+
+// !deathmatch && st_statusbaron
+static boolean st_armson;
+
+// !deathmatch
+static boolean st_fragson;
+
+// main bar left
+static patch_t* sbar;
+
+// 0-9, tall numbers
+static patch_t* tallnum[10];
+
+// tall % sign
+static patch_t* tallpercent;
+
+// 0-9, short, yellow (,different!) numbers
+static patch_t* shortnum[10];
+
+// 3 key-cards, 3 skulls
+static patch_t* keys[NUMCARDS];
+
+// face status patches
+static patch_t* faces[ST_NUMFACES];
+
+// face background
+static patch_t* faceback;
+
+ // main bar right
+static patch_t* armsbg;
+
+// weapon ownership patches
+static patch_t* arms[6][2];
+
+// ready-weapon widget
+static st_number_t w_ready;
+
+ // in deathmatch only, summary of frags stats
+static st_number_t w_frags;
+
+// health widget
+static st_percent_t w_health;
+
+// arms background
+static st_binicon_t w_armsbg;
+
+
+// weapon ownership widgets
+static st_multicon_t w_arms[6];
+
+// face status widget
+static st_multicon_t w_faces;
+
+// keycard widgets
+static st_multicon_t w_keyboxes[3];
+
+// armor widget
+static st_percent_t w_armor;
+
+// ammo widgets
+static st_number_t w_ammo[4];
+
+// max ammo widgets
+static st_number_t w_maxammo[4];
+
+
+
+ // number of frags so far in deathmatch
+static int st_fragscount;
+
+// used to use appopriately pained face
+static int st_oldhealth = -1;
+
+// used for evil grin
+static boolean oldweaponsowned[NUMWEAPONS];
+
+ // count until face changes
+static int st_facecount = 0;
+
+// current face index, used by w_faces
+static int st_faceindex = 0;
+
+// holds key-type for each key box on bar
+static int keyboxes[3];
+
+// a random number per tick
+static int st_randomnumber;
+
+cheatseq_t cheat_mus = CHEAT("idmus", 2);
+cheatseq_t cheat_god = CHEAT("iddqd", 0);
+cheatseq_t cheat_ammo = CHEAT("idkfa", 0);
+cheatseq_t cheat_ammonokey = CHEAT("idfa", 0);
+cheatseq_t cheat_noclip = CHEAT("idspispopd", 0);
+cheatseq_t cheat_commercial_noclip = CHEAT("idclip", 0);
+
+cheatseq_t cheat_powerup[7] =
+{
+ CHEAT("idbeholdv", 0),
+ CHEAT("idbeholds", 0),
+ CHEAT("idbeholdi", 0),
+ CHEAT("idbeholdr", 0),
+ CHEAT("idbeholda", 0),
+ CHEAT("idbeholdl", 0),
+ CHEAT("idbehold", 0),
+};
+
+cheatseq_t cheat_choppers = CHEAT("idchoppers", 0);
+cheatseq_t cheat_clev = CHEAT("idclev", 2);
+cheatseq_t cheat_mypos = CHEAT("idmypos", 0);
+
+
+//
+extern char* mapnames[];
+
+
+//
+// STATUS BAR CODE
+//
+void ST_Stop(void);
+
+void ST_refreshBackground(void)
+{
+
+ if (st_statusbaron)
+ {
+ V_UseBuffer(st_backing_screen);
+
+ V_DrawPatch(ST_X, 0, sbar);
+
+ if (netgame)
+ V_DrawPatch(ST_FX, 0, faceback);
+
+ V_RestoreBuffer();
+
+ V_CopyRect(ST_X, 0, st_backing_screen, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y);
+ }
+
+}
+
+
+// Respond to keyboard input events,
+// intercept cheats.
+boolean
+ST_Responder (event_t* ev)
+{
+ int i;
+
+ // Filter automap on/off.
+ if (ev->type == ev_keyup
+ && ((ev->data1 & 0xffff0000) == AM_MSGHEADER))
+ {
+ switch(ev->data1)
+ {
+ case AM_MSGENTERED:
+ st_gamestate = AutomapState;
+ st_firsttime = true;
+ break;
+
+ case AM_MSGEXITED:
+ // fprintf(stderr, "AM exited\n");
+ st_gamestate = FirstPersonState;
+ break;
+ }
+ }
+
+ // if a user keypress...
+ else if (ev->type == ev_keydown)
+ {
+ if (!netgame && gameskill != sk_nightmare)
+ {
+ // 'dqd' cheat for toggleable god mode
+ if (cht_CheckCheat(&cheat_god, ev->data2))
+ {
+ plyr->cheats ^= CF_GODMODE;
+ if (plyr->cheats & CF_GODMODE)
+ {
+ if (plyr->mo)
+ plyr->mo->health = 100;
+
+ plyr->health = deh_god_mode_health;
+ plyr->message = DEH_String(STSTR_DQDON);
+ }
+ else
+ plyr->message = DEH_String(STSTR_DQDOFF);
+ }
+ // 'fa' cheat for killer fucking arsenal
+ else if (cht_CheckCheat(&cheat_ammonokey, ev->data2))
+ {
+ plyr->armorpoints = deh_idfa_armor;
+ plyr->armortype = deh_idfa_armor_class;
+
+ for (i=0;i<NUMWEAPONS;i++)
+ plyr->weaponowned[i] = true;
+
+ for (i=0;i<NUMAMMO;i++)
+ plyr->ammo[i] = plyr->maxammo[i];
+
+ plyr->message = DEH_String(STSTR_FAADDED);
+ }
+ // 'kfa' cheat for key full ammo
+ else if (cht_CheckCheat(&cheat_ammo, ev->data2))
+ {
+ plyr->armorpoints = deh_idkfa_armor;
+ plyr->armortype = deh_idkfa_armor_class;
+
+ for (i=0;i<NUMWEAPONS;i++)
+ plyr->weaponowned[i] = true;
+
+ for (i=0;i<NUMAMMO;i++)
+ plyr->ammo[i] = plyr->maxammo[i];
+
+ for (i=0;i<NUMCARDS;i++)
+ plyr->cards[i] = true;
+
+ plyr->message = DEH_String(STSTR_KFAADDED);
+ }
+ // 'mus' cheat for changing music
+ else if (cht_CheckCheat(&cheat_mus, ev->data2))
+ {
+
+ char buf[3];
+ int musnum;
+
+ plyr->message = DEH_String(STSTR_MUS);
+ cht_GetParam(&cheat_mus, buf);
+
+ if (gamemode == commercial)
+ {
+ musnum = mus_runnin + (buf[0]-'0')*10 + buf[1]-'0' - 1;
+
+ if (((buf[0]-'0')*10 + buf[1]-'0') > 35)
+ plyr->message = DEH_String(STSTR_NOMUS);
+ else
+ S_ChangeMusic(musnum, 1);
+ }
+ else
+ {
+ musnum = mus_e1m1 + (buf[0]-'1')*9 + (buf[1]-'1');
+
+ if (((buf[0]-'1')*9 + buf[1]-'1') > 31)
+ plyr->message = DEH_String(STSTR_NOMUS);
+ else
+ S_ChangeMusic(musnum, 1);
+ }
+ }
+ else if ( (gamemission == doom
+ && cht_CheckCheat(&cheat_noclip, ev->data2))
+ || (gamemission != doom
+ && cht_CheckCheat(&cheat_commercial_noclip,ev->data2)))
+ {
+ // Noclip cheat.
+ // For Doom 1, use the idspipsopd cheat; for all others, use
+ // idclip
+
+ plyr->cheats ^= CF_NOCLIP;
+
+ if (plyr->cheats & CF_NOCLIP)
+ plyr->message = DEH_String(STSTR_NCON);
+ else
+ plyr->message = DEH_String(STSTR_NCOFF);
+ }
+ // 'behold?' power-up cheats
+ for (i=0;i<6;i++)
+ {
+ if (cht_CheckCheat(&cheat_powerup[i], ev->data2))
+ {
+ if (!plyr->powers[i])
+ P_GivePower( plyr, i);
+ else if (i!=pw_strength)
+ plyr->powers[i] = 1;
+ else
+ plyr->powers[i] = 0;
+
+ plyr->message = DEH_String(STSTR_BEHOLDX);
+ }
+ }
+
+ // 'behold' power-up menu
+ if (cht_CheckCheat(&cheat_powerup[6], ev->data2))
+ {
+ plyr->message = DEH_String(STSTR_BEHOLD);
+ }
+ // 'choppers' invulnerability & chainsaw
+ else if (cht_CheckCheat(&cheat_choppers, ev->data2))
+ {
+ plyr->weaponowned[wp_chainsaw] = true;
+ plyr->powers[pw_invulnerability] = true;
+ plyr->message = DEH_String(STSTR_CHOPPERS);
+ }
+ // 'mypos' for player position
+ else if (cht_CheckCheat(&cheat_mypos, ev->data2))
+ {
+ static char buf[ST_MSGWIDTH];
+ sprintf(buf, "ang=0x%x;x,y=(0x%x,0x%x)",
+ players[consoleplayer].mo->angle,
+ players[consoleplayer].mo->x,
+ players[consoleplayer].mo->y);
+ plyr->message = buf;
+ }
+ }
+
+ // 'clev' change-level cheat
+ if (!netgame && cht_CheckCheat(&cheat_clev, ev->data2))
+ {
+ char buf[3];
+ int epsd;
+ int map;
+
+ cht_GetParam(&cheat_clev, buf);
+
+ if (gamemode == commercial)
+ {
+ epsd = 1;
+ map = (buf[0] - '0')*10 + buf[1] - '0';
+ }
+ else
+ {
+ epsd = buf[0] - '0';
+ map = buf[1] - '0';
+ }
+
+ // Chex.exe always warps to episode 1.
+
+ if (gameversion == exe_chex)
+ {
+ epsd = 1;
+ }
+
+ // Catch invalid maps.
+ if (epsd < 1)
+ return false;
+
+ if (map < 1)
+ return false;
+
+ // Ohmygod - this is not going to work.
+ if ((gamemode == retail)
+ && ((epsd > 4) || (map > 9)))
+ return false;
+
+ if ((gamemode == registered)
+ && ((epsd > 3) || (map > 9)))
+ return false;
+
+ if ((gamemode == shareware)
+ && ((epsd > 1) || (map > 9)))
+ return false;
+
+ if ((gamemode == commercial)
+ && (( epsd > 1) || (map > 34)))
+ return false;
+
+ // So be it.
+ plyr->message = DEH_String(STSTR_CLEV);
+ G_DeferedInitNew(gameskill, epsd, map);
+ }
+ }
+ return false;
+}
+
+
+
+int ST_calcPainOffset(void)
+{
+ int health;
+ static int lastcalc;
+ static int oldhealth = -1;
+
+ health = plyr->health > 100 ? 100 : plyr->health;
+
+ if (health != oldhealth)
+ {
+ lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
+ oldhealth = health;
+ }
+ return lastcalc;
+}
+
+
+//
+// This is a not-very-pretty routine which handles
+// the face states and their timing.
+// the precedence of expressions is:
+// dead > evil grin > turned head > straight ahead
+//
+void ST_updateFaceWidget(void)
+{
+ int i;
+ angle_t badguyangle;
+ angle_t diffang;
+ static int lastattackdown = -1;
+ static int priority = 0;
+ boolean doevilgrin;
+
+ if (priority < 10)
+ {
+ // dead
+ if (!plyr->health)
+ {
+ priority = 9;
+ st_faceindex = ST_DEADFACE;
+ st_facecount = 1;
+ }
+ }
+
+ if (priority < 9)
+ {
+ if (plyr->bonuscount)
+ {
+ // picking up bonus
+ doevilgrin = false;
+
+ for (i=0;i<NUMWEAPONS;i++)
+ {
+ if (oldweaponsowned[i] != plyr->weaponowned[i])
+ {
+ doevilgrin = true;
+ oldweaponsowned[i] = plyr->weaponowned[i];
+ }
+ }
+ if (doevilgrin)
+ {
+ // evil grin if just picked up weapon
+ priority = 8;
+ st_facecount = ST_EVILGRINCOUNT;
+ st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET;
+ }
+ }
+
+ }
+
+ if (priority < 8)
+ {
+ if (plyr->damagecount
+ && plyr->attacker
+ && plyr->attacker != plyr->mo)
+ {
+ // being attacked
+ priority = 7;
+
+ if (plyr->health - st_oldhealth > ST_MUCHPAIN)
+ {
+ st_facecount = ST_TURNCOUNT;
+ st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
+ }
+ else
+ {
+ badguyangle = R_PointToAngle2(plyr->mo->x,
+ plyr->mo->y,
+ plyr->attacker->x,
+ plyr->attacker->y);
+
+ if (badguyangle > plyr->mo->angle)
+ {
+ // whether right or left
+ diffang = badguyangle - plyr->mo->angle;
+ i = diffang > ANG180;
+ }
+ else
+ {
+ // whether left or right
+ diffang = plyr->mo->angle - badguyangle;
+ i = diffang <= ANG180;
+ } // confusing, aint it?
+
+
+ st_facecount = ST_TURNCOUNT;
+ st_faceindex = ST_calcPainOffset();
+
+ if (diffang < ANG45)
+ {
+ // head-on
+ st_faceindex += ST_RAMPAGEOFFSET;
+ }
+ else if (i)
+ {
+ // turn face right
+ st_faceindex += ST_TURNOFFSET;
+ }
+ else
+ {
+ // turn face left
+ st_faceindex += ST_TURNOFFSET+1;
+ }
+ }
+ }
+ }
+
+ if (priority < 7)
+ {
+ // getting hurt because of your own damn stupidity
+ if (plyr->damagecount)
+ {
+ if (plyr->health - st_oldhealth > ST_MUCHPAIN)
+ {
+ priority = 7;
+ st_facecount = ST_TURNCOUNT;
+ st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
+ }
+ else
+ {
+ priority = 6;
+ st_facecount = ST_TURNCOUNT;
+ st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
+ }
+
+ }
+
+ }
+
+ if (priority < 6)
+ {
+ // rapid firing
+ if (plyr->attackdown)
+ {
+ if (lastattackdown==-1)
+ lastattackdown = ST_RAMPAGEDELAY;
+ else if (!--lastattackdown)
+ {
+ priority = 5;
+ st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
+ st_facecount = 1;
+ lastattackdown = 1;
+ }
+ }
+ else
+ lastattackdown = -1;
+
+ }
+
+ if (priority < 5)
+ {
+ // invulnerability
+ if ((plyr->cheats & CF_GODMODE)
+ || plyr->powers[pw_invulnerability])
+ {
+ priority = 4;
+
+ st_faceindex = ST_GODFACE;
+ st_facecount = 1;
+
+ }
+
+ }
+
+ // look left or look right if the facecount has timed out
+ if (!st_facecount)
+ {
+ st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3);
+ st_facecount = ST_STRAIGHTFACECOUNT;
+ priority = 0;
+ }
+
+ st_facecount--;
+
+}
+
+void ST_updateWidgets(void)
+{
+ static int largeammo = 1994; // means "n/a"
+ int i;
+
+ // must redirect the pointer if the ready weapon has changed.
+ // if (w_ready.data != plyr->readyweapon)
+ // {
+ if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
+ w_ready.num = &largeammo;
+ else
+ w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];
+ //{
+ // static int tic=0;
+ // static int dir=-1;
+ // if (!(tic&15))
+ // plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir;
+ // if (plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100)
+ // dir = 1;
+ // tic++;
+ // }
+ w_ready.data = plyr->readyweapon;
+
+ // if (*w_ready.on)
+ // STlib_updateNum(&w_ready, true);
+ // refresh weapon change
+ // }
+
+ // update keycard multiple widgets
+ for (i=0;i<3;i++)
+ {
+ keyboxes[i] = plyr->cards[i] ? i : -1;
+
+ if (plyr->cards[i+3])
+ keyboxes[i] = i+3;
+ }
+
+ // refresh everything if this is him coming back to life
+ ST_updateFaceWidget();
+
+ // used by the w_armsbg widget
+ st_notdeathmatch = !deathmatch;
+
+ // used by w_arms[] widgets
+ st_armson = st_statusbaron && !deathmatch;
+
+ // used by w_frags widget
+ st_fragson = deathmatch && st_statusbaron;
+ st_fragscount = 0;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (i != consoleplayer)
+ st_fragscount += plyr->frags[i];
+ else
+ st_fragscount -= plyr->frags[i];
+ }
+
+ // get rid of chat window if up because of message
+ if (!--st_msgcounter)
+ st_chat = st_oldchat;
+
+}
+
+void ST_Ticker (void)
+{
+
+ st_clock++;
+ st_randomnumber = M_Random();
+ ST_updateWidgets();
+ st_oldhealth = plyr->health;
+
+}
+
+static int st_palette = 0;
+
+void ST_doPaletteStuff(void)
+{
+
+ int palette;
+ byte* pal;
+ int cnt;
+ int bzc;
+
+ cnt = plyr->damagecount;
+
+ if (plyr->powers[pw_strength])
+ {
+ // slowly fade the berzerk out
+ bzc = 12 - (plyr->powers[pw_strength]>>6);
+
+ if (bzc > cnt)
+ cnt = bzc;
+ }
+
+ if (cnt)
+ {
+ palette = (cnt+7)>>3;
+
+ if (palette >= NUMREDPALS)
+ palette = NUMREDPALS-1;
+
+ palette += STARTREDPALS;
+ }
+
+ else if (plyr->bonuscount)
+ {
+ palette = (plyr->bonuscount+7)>>3;
+
+ if (palette >= NUMBONUSPALS)
+ palette = NUMBONUSPALS-1;
+
+ palette += STARTBONUSPALS;
+ }
+
+ else if ( plyr->powers[pw_ironfeet] > 4*32
+ || plyr->powers[pw_ironfeet]&8)
+ palette = RADIATIONPAL;
+ else
+ palette = 0;
+
+ if (palette != st_palette)
+ {
+ st_palette = palette;
+ pal = (byte *) W_CacheLumpNum (lu_palette, PU_CACHE)+palette*768;
+ I_SetPalette (pal);
+ }
+
+}
+
+void ST_drawWidgets(boolean refresh)
+{
+ int i;
+
+ // used by w_arms[] widgets
+ st_armson = st_statusbaron && !deathmatch;
+
+ // used by w_frags widget
+ st_fragson = deathmatch && st_statusbaron;
+
+ STlib_updateNum(&w_ready, refresh);
+
+ for (i=0;i<4;i++)
+ {
+ STlib_updateNum(&w_ammo[i], refresh);
+ STlib_updateNum(&w_maxammo[i], refresh);
+ }
+
+ STlib_updatePercent(&w_health, refresh);
+ STlib_updatePercent(&w_armor, refresh);
+
+ STlib_updateBinIcon(&w_armsbg, refresh);
+
+ for (i=0;i<6;i++)
+ STlib_updateMultIcon(&w_arms[i], refresh);
+
+ STlib_updateMultIcon(&w_faces, refresh);
+
+ for (i=0;i<3;i++)
+ STlib_updateMultIcon(&w_keyboxes[i], refresh);
+
+ STlib_updateNum(&w_frags, refresh);
+
+}
+
+void ST_doRefresh(void)
+{
+
+ st_firsttime = false;
+
+ // draw status bar background to off-screen buff
+ ST_refreshBackground();
+
+ // and refresh all widgets
+ ST_drawWidgets(true);
+
+}
+
+void ST_diffDraw(void)
+{
+ // update all widgets
+ ST_drawWidgets(false);
+}
+
+void ST_Drawer (boolean fullscreen, boolean refresh)
+{
+
+ st_statusbaron = (!fullscreen) || automapactive;
+ st_firsttime = st_firsttime || refresh;
+
+ // Do red-/gold-shifts from damage/items
+ ST_doPaletteStuff();
+
+ // If just after ST_Start(), refresh all
+ if (st_firsttime) ST_doRefresh();
+ // Otherwise, update as little as possible
+ else ST_diffDraw();
+
+}
+
+typedef void (*load_callback_t)(char *lumpname, patch_t **variable);
+
+// Iterates through all graphics to be loaded or unloaded, along with
+// the variable they use, invoking the specified callback function.
+
+static void ST_loadUnloadGraphics(load_callback_t callback)
+{
+
+ int i;
+ int j;
+ int facenum;
+
+ char namebuf[9];
+
+ // Load the numbers, tall and short
+ for (i=0;i<10;i++)
+ {
+ sprintf(namebuf, DEH_String("STTNUM%d"), i);
+ callback(namebuf, &tallnum[i]);
+
+ sprintf(namebuf, DEH_String("STYSNUM%d"), i);
+ callback(namebuf, &shortnum[i]);
+ }
+
+ // Load percent key.
+ //Note: why not load STMINUS here, too?
+
+ callback(DEH_String("STTPRCNT"), &tallpercent);
+
+ // key cards
+ for (i=0;i<NUMCARDS;i++)
+ {
+ sprintf(namebuf, DEH_String("STKEYS%d"), i);
+ callback(namebuf, &keys[i]);
+ }
+
+ // arms background
+ callback(DEH_String("STARMS"), &armsbg);
+
+ // arms ownership widgets
+ for (i=0; i<6; i++)
+ {
+ sprintf(namebuf, DEH_String("STGNUM%d"), i+2);
+
+ // gray #
+ callback(namebuf, &arms[i][0]);
+
+ // yellow #
+ arms[i][1] = shortnum[i+2];
+ }
+
+ // face backgrounds for different color players
+ sprintf(namebuf, DEH_String("STFB%d"), consoleplayer);
+ callback(namebuf, &faceback);
+
+ // status bar background bits
+ callback(DEH_String("STBAR"), &sbar);
+
+ // face states
+ facenum = 0;
+ for (i=0; i<ST_NUMPAINFACES; i++)
+ {
+ for (j=0; j<ST_NUMSTRAIGHTFACES; j++)
+ {
+ sprintf(namebuf, DEH_String("STFST%d%d"), i, j);
+ callback(namebuf, &faces[facenum]);
+ ++facenum;
+ }
+ sprintf(namebuf, DEH_String("STFTR%d0"), i); // turn right
+ callback(namebuf, &faces[facenum]);
+ ++facenum;
+ sprintf(namebuf, DEH_String("STFTL%d0"), i); // turn left
+ callback(namebuf, &faces[facenum]);
+ ++facenum;
+ sprintf(namebuf, DEH_String("STFOUCH%d"), i); // ouch!
+ callback(namebuf, &faces[facenum]);
+ ++facenum;
+ sprintf(namebuf, DEH_String("STFEVL%d"), i); // evil grin ;)
+ callback(namebuf, &faces[facenum]);
+ ++facenum;
+ sprintf(namebuf, DEH_String("STFKILL%d"), i); // pissed off
+ callback(namebuf, &faces[facenum]);
+ ++facenum;
+ }
+
+ callback(DEH_String("STFGOD0"), &faces[facenum]);
+ ++facenum;
+ callback(DEH_String("STFDEAD0"), &faces[facenum]);
+ ++facenum;
+}
+
+static void ST_loadCallback(char *lumpname, patch_t **variable)
+{
+ *variable = W_CacheLumpName(lumpname, PU_STATIC);
+}
+
+void ST_loadGraphics(void)
+{
+ ST_loadUnloadGraphics(ST_loadCallback);
+}
+
+void ST_loadData(void)
+{
+ lu_palette = W_GetNumForName (DEH_String("PLAYPAL"));
+ ST_loadGraphics();
+}
+
+static void ST_unloadCallback(char *lumpname, patch_t **variable)
+{
+ W_ReleaseLumpName(lumpname);
+ *variable = NULL;
+}
+
+void ST_unloadGraphics(void)
+{
+ ST_loadUnloadGraphics(ST_unloadCallback);
+}
+
+void ST_unloadData(void)
+{
+ ST_unloadGraphics();
+}
+
+void ST_initData(void)
+{
+
+ int i;
+
+ st_firsttime = true;
+ plyr = &players[consoleplayer];
+
+ st_clock = 0;
+ st_chatstate = StartChatState;
+ st_gamestate = FirstPersonState;
+
+ st_statusbaron = true;
+ st_oldchat = st_chat = false;
+ st_cursoron = false;
+
+ st_faceindex = 0;
+ st_palette = -1;
+
+ st_oldhealth = -1;
+
+ for (i=0;i<NUMWEAPONS;i++)
+ oldweaponsowned[i] = plyr->weaponowned[i];
+
+ for (i=0;i<3;i++)
+ keyboxes[i] = -1;
+
+ STlib_init();
+
+}
+
+
+
+void ST_createWidgets(void)
+{
+
+ int i;
+
+ // ready weapon ammo
+ STlib_initNum(&w_ready,
+ ST_AMMOX,
+ ST_AMMOY,
+ tallnum,
+ &plyr->ammo[weaponinfo[plyr->readyweapon].ammo],
+ &st_statusbaron,
+ ST_AMMOWIDTH );
+
+ // the last weapon type
+ w_ready.data = plyr->readyweapon;
+
+ // health percentage
+ STlib_initPercent(&w_health,
+ ST_HEALTHX,
+ ST_HEALTHY,
+ tallnum,
+ &plyr->health,
+ &st_statusbaron,
+ tallpercent);
+
+ // arms background
+ STlib_initBinIcon(&w_armsbg,
+ ST_ARMSBGX,
+ ST_ARMSBGY,
+ armsbg,
+ &st_notdeathmatch,
+ &st_statusbaron);
+
+ // weapons owned
+ for(i=0;i<6;i++)
+ {
+ STlib_initMultIcon(&w_arms[i],
+ ST_ARMSX+(i%3)*ST_ARMSXSPACE,
+ ST_ARMSY+(i/3)*ST_ARMSYSPACE,
+ arms[i], (int *) &plyr->weaponowned[i+1],
+ &st_armson);
+ }
+
+ // frags sum
+ STlib_initNum(&w_frags,
+ ST_FRAGSX,
+ ST_FRAGSY,
+ tallnum,
+ &st_fragscount,
+ &st_fragson,
+ ST_FRAGSWIDTH);
+
+ // faces
+ STlib_initMultIcon(&w_faces,
+ ST_FACESX,
+ ST_FACESY,
+ faces,
+ &st_faceindex,
+ &st_statusbaron);
+
+ // armor percentage - should be colored later
+ STlib_initPercent(&w_armor,
+ ST_ARMORX,
+ ST_ARMORY,
+ tallnum,
+ &plyr->armorpoints,
+ &st_statusbaron, tallpercent);
+
+ // keyboxes 0-2
+ STlib_initMultIcon(&w_keyboxes[0],
+ ST_KEY0X,
+ ST_KEY0Y,
+ keys,
+ &keyboxes[0],
+ &st_statusbaron);
+
+ STlib_initMultIcon(&w_keyboxes[1],
+ ST_KEY1X,
+ ST_KEY1Y,
+ keys,
+ &keyboxes[1],
+ &st_statusbaron);
+
+ STlib_initMultIcon(&w_keyboxes[2],
+ ST_KEY2X,
+ ST_KEY2Y,
+ keys,
+ &keyboxes[2],
+ &st_statusbaron);
+
+ // ammo count (all four kinds)
+ STlib_initNum(&w_ammo[0],
+ ST_AMMO0X,
+ ST_AMMO0Y,
+ shortnum,
+ &plyr->ammo[0],
+ &st_statusbaron,
+ ST_AMMO0WIDTH);
+
+ STlib_initNum(&w_ammo[1],
+ ST_AMMO1X,
+ ST_AMMO1Y,
+ shortnum,
+ &plyr->ammo[1],
+ &st_statusbaron,
+ ST_AMMO1WIDTH);
+
+ STlib_initNum(&w_ammo[2],
+ ST_AMMO2X,
+ ST_AMMO2Y,
+ shortnum,
+ &plyr->ammo[2],
+ &st_statusbaron,
+ ST_AMMO2WIDTH);
+
+ STlib_initNum(&w_ammo[3],
+ ST_AMMO3X,
+ ST_AMMO3Y,
+ shortnum,
+ &plyr->ammo[3],
+ &st_statusbaron,
+ ST_AMMO3WIDTH);
+
+ // max ammo count (all four kinds)
+ STlib_initNum(&w_maxammo[0],
+ ST_MAXAMMO0X,
+ ST_MAXAMMO0Y,
+ shortnum,
+ &plyr->maxammo[0],
+ &st_statusbaron,
+ ST_MAXAMMO0WIDTH);
+
+ STlib_initNum(&w_maxammo[1],
+ ST_MAXAMMO1X,
+ ST_MAXAMMO1Y,
+ shortnum,
+ &plyr->maxammo[1],
+ &st_statusbaron,
+ ST_MAXAMMO1WIDTH);
+
+ STlib_initNum(&w_maxammo[2],
+ ST_MAXAMMO2X,
+ ST_MAXAMMO2Y,
+ shortnum,
+ &plyr->maxammo[2],
+ &st_statusbaron,
+ ST_MAXAMMO2WIDTH);
+
+ STlib_initNum(&w_maxammo[3],
+ ST_MAXAMMO3X,
+ ST_MAXAMMO3Y,
+ shortnum,
+ &plyr->maxammo[3],
+ &st_statusbaron,
+ ST_MAXAMMO3WIDTH);
+
+}
+
+static boolean st_stopped = true;
+
+
+void ST_Start (void)
+{
+
+ if (!st_stopped)
+ ST_Stop();
+
+ ST_initData();
+ ST_createWidgets();
+ st_stopped = false;
+
+}
+
+void ST_Stop (void)
+{
+ if (st_stopped)
+ return;
+
+ I_SetPalette (W_CacheLumpNum (lu_palette, PU_CACHE));
+
+ st_stopped = true;
+}
+
+void ST_Init (void)
+{
+ ST_loadData();
+ st_backing_screen = (byte *) Z_Malloc(ST_WIDTH * ST_HEIGHT, PU_STATIC, 0);
+}
+
diff --git a/src/strife/st_stuff.h b/src/strife/st_stuff.h
new file mode 100644
index 00000000..31bd9764
--- /dev/null
+++ b/src/strife/st_stuff.h
@@ -0,0 +1,98 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Status bar code.
+// Does the face/direction indicator animatin.
+// Does palette indicators as well (red pain/berserk, bright pickup)
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __STSTUFF_H__
+#define __STSTUFF_H__
+
+#include "doomtype.h"
+#include "d_event.h"
+#include "m_cheat.h"
+
+// Size of statusbar.
+// Now sensitive for scaling.
+#define ST_HEIGHT 32
+#define ST_WIDTH SCREENWIDTH
+#define ST_Y (SCREENHEIGHT - ST_HEIGHT)
+
+
+//
+// STATUS BAR
+//
+
+// Called by main loop.
+boolean ST_Responder (event_t* ev);
+
+// Called by main loop.
+void ST_Ticker (void);
+
+// Called by main loop.
+void ST_Drawer (boolean fullscreen, boolean refresh);
+
+// Called when the console player is spawned on each level.
+void ST_Start (void);
+
+// Called by startup code.
+void ST_Init (void);
+
+
+
+// States for status bar code.
+typedef enum
+{
+ AutomapState,
+ FirstPersonState
+
+} st_stateenum_t;
+
+
+// States for the chat code.
+typedef enum
+{
+ StartChatState,
+ WaitDestState,
+ GetChatState
+
+} st_chatstateenum_t;
+
+
+boolean ST_Responder(event_t* ev);
+
+extern byte *st_backing_screen;
+extern cheatseq_t cheat_mus;
+extern cheatseq_t cheat_god;
+extern cheatseq_t cheat_ammo;
+extern cheatseq_t cheat_ammonokey;
+extern cheatseq_t cheat_noclip;
+extern cheatseq_t cheat_commercial_noclip;
+extern cheatseq_t cheat_powerup[7];
+extern cheatseq_t cheat_choppers;
+extern cheatseq_t cheat_clev;
+extern cheatseq_t cheat_mypos;
+
+
+#endif
diff --git a/src/strife/wi_stuff.c b/src/strife/wi_stuff.c
new file mode 100644
index 00000000..83f5052f
--- /dev/null
+++ b/src/strife/wi_stuff.c
@@ -0,0 +1,1841 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Intermission screens.
+//
+//-----------------------------------------------------------------------------
+
+
+#include <stdio.h>
+
+#include "z_zone.h"
+
+#include "m_random.h"
+
+#include "deh_main.h"
+#include "i_swap.h"
+#include "i_system.h"
+
+#include "w_wad.h"
+
+#include "g_game.h"
+
+#include "r_local.h"
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+// Data.
+#include "sounds.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+#include "wi_stuff.h"
+
+//
+// Data needed to add patches to full screen intermission pics.
+// Patches are statistics messages, and animations.
+// Loads of by-pixel layout and placement, offsets etc.
+//
+
+
+//
+// Different vetween registered DOOM (1994) and
+// Ultimate DOOM - Final edition (retail, 1995?).
+// This is supposedly ignored for commercial
+// release (aka DOOM II), which had 34 maps
+// in one episode. So there.
+#define NUMEPISODES 4
+#define NUMMAPS 9
+
+
+// in tics
+//U #define PAUSELEN (TICRATE*2)
+//U #define SCORESTEP 100
+//U #define ANIMPERIOD 32
+// pixel distance from "(YOU)" to "PLAYER N"
+//U #define STARDIST 10
+//U #define WK 1
+
+
+// GLOBAL LOCATIONS
+#define WI_TITLEY 2
+#define WI_SPACINGY 33
+
+// SINGPLE-PLAYER STUFF
+#define SP_STATSX 50
+#define SP_STATSY 50
+
+#define SP_TIMEX 16
+#define SP_TIMEY (SCREENHEIGHT-32)
+
+
+// NET GAME STUFF
+#define NG_STATSY 50
+#define NG_STATSX (32 + SHORT(star->width)/2 + 32*!dofrags)
+
+#define NG_SPACINGX 64
+
+
+// DEATHMATCH STUFF
+#define DM_MATRIXX 42
+#define DM_MATRIXY 68
+
+#define DM_SPACINGX 40
+
+#define DM_TOTALSX 269
+
+#define DM_KILLERSX 10
+#define DM_KILLERSY 100
+#define DM_VICTIMSX 5
+#define DM_VICTIMSY 50
+
+
+
+
+typedef enum
+{
+ ANIM_ALWAYS,
+ ANIM_RANDOM,
+ ANIM_LEVEL
+
+} animenum_t;
+
+typedef struct
+{
+ int x;
+ int y;
+
+} point_t;
+
+
+//
+// Animation.
+// There is another anim_t used in p_spec.
+//
+typedef struct
+{
+ animenum_t type;
+
+ // period in tics between animations
+ int period;
+
+ // number of animation frames
+ int nanims;
+
+ // location of animation
+ point_t loc;
+
+ // ALWAYS: n/a,
+ // RANDOM: period deviation (<256),
+ // LEVEL: level
+ int data1;
+
+ // ALWAYS: n/a,
+ // RANDOM: random base period,
+ // LEVEL: n/a
+ int data2;
+
+ // actual graphics for frames of animations
+ patch_t* p[3];
+
+ // following must be initialized to zero before use!
+
+ // next value of bcnt (used in conjunction with period)
+ int nexttic;
+
+ // last drawn animation frame
+ int lastdrawn;
+
+ // next frame number to animate
+ int ctr;
+
+ // used by RANDOM and LEVEL when animating
+ int state;
+
+} anim_t;
+
+
+static point_t lnodes[NUMEPISODES][NUMMAPS] =
+{
+ // Episode 0 World Map
+ {
+ { 185, 164 }, // location of level 0 (CJ)
+ { 148, 143 }, // location of level 1 (CJ)
+ { 69, 122 }, // location of level 2 (CJ)
+ { 209, 102 }, // location of level 3 (CJ)
+ { 116, 89 }, // location of level 4 (CJ)
+ { 166, 55 }, // location of level 5 (CJ)
+ { 71, 56 }, // location of level 6 (CJ)
+ { 135, 29 }, // location of level 7 (CJ)
+ { 71, 24 } // location of level 8 (CJ)
+ },
+
+ // Episode 1 World Map should go here
+ {
+ { 254, 25 }, // location of level 0 (CJ)
+ { 97, 50 }, // location of level 1 (CJ)
+ { 188, 64 }, // location of level 2 (CJ)
+ { 128, 78 }, // location of level 3 (CJ)
+ { 214, 92 }, // location of level 4 (CJ)
+ { 133, 130 }, // location of level 5 (CJ)
+ { 208, 136 }, // location of level 6 (CJ)
+ { 148, 140 }, // location of level 7 (CJ)
+ { 235, 158 } // location of level 8 (CJ)
+ },
+
+ // Episode 2 World Map should go here
+ {
+ { 156, 168 }, // location of level 0 (CJ)
+ { 48, 154 }, // location of level 1 (CJ)
+ { 174, 95 }, // location of level 2 (CJ)
+ { 265, 75 }, // location of level 3 (CJ)
+ { 130, 48 }, // location of level 4 (CJ)
+ { 279, 23 }, // location of level 5 (CJ)
+ { 198, 48 }, // location of level 6 (CJ)
+ { 140, 25 }, // location of level 7 (CJ)
+ { 281, 136 } // location of level 8 (CJ)
+ }
+
+};
+
+
+//
+// Animation locations for episode 0 (1).
+// Using patches saves a lot of space,
+// as they replace 320x200 full screen frames.
+//
+
+#define ANIM(type, period, nanims, x, y, nexttic) \
+ { (type), (period), (nanims), { (x), (y) }, (nexttic), \
+ 0, { NULL, NULL, NULL }, 0, 0, 0, 0 }
+
+
+static anim_t epsd0animinfo[] =
+{
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 224, 104, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 184, 160, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 112, 136, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 72, 112, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 88, 96, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 64, 48, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 192, 40, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 136, 16, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 80, 16, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 64, 24, 0),
+};
+
+static anim_t epsd1animinfo[] =
+{
+ ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 1),
+ ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 2),
+ ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 3),
+ ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 4),
+ ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 5),
+ ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 6),
+ ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 7),
+ ANIM(ANIM_LEVEL, TICRATE/3, 3, 192, 144, 8),
+ ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 8),
+};
+
+static anim_t epsd2animinfo[] =
+{
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 104, 168, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 40, 136, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 160, 96, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 104, 80, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/3, 3, 120, 32, 0),
+ ANIM(ANIM_ALWAYS, TICRATE/4, 3, 40, 0, 0),
+};
+
+static int NUMANIMS[NUMEPISODES] =
+{
+ arrlen(epsd0animinfo),
+ arrlen(epsd1animinfo),
+ arrlen(epsd2animinfo),
+};
+
+static anim_t *anims[NUMEPISODES] =
+{
+ epsd0animinfo,
+ epsd1animinfo,
+ epsd2animinfo
+};
+
+
+//
+// GENERAL DATA
+//
+
+//
+// Locally used stuff.
+//
+
+// States for single-player
+#define SP_KILLS 0
+#define SP_ITEMS 2
+#define SP_SECRET 4
+#define SP_FRAGS 6
+#define SP_TIME 8
+#define SP_PAR ST_TIME
+
+#define SP_PAUSE 1
+
+// in seconds
+#define SHOWNEXTLOCDELAY 4
+//#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
+
+
+// used to accelerate or skip a stage
+static int acceleratestage;
+
+// wbs->pnum
+static int me;
+
+ // specifies current state
+static stateenum_t state;
+
+// contains information passed into intermission
+static wbstartstruct_t* wbs;
+
+static wbplayerstruct_t* plrs; // wbs->plyr[]
+
+// used for general timing
+static int cnt;
+
+// used for timing of background animation
+static int bcnt;
+
+// signals to refresh everything for one frame
+static int firstrefresh;
+
+static int cnt_kills[MAXPLAYERS];
+static int cnt_items[MAXPLAYERS];
+static int cnt_secret[MAXPLAYERS];
+static int cnt_time;
+static int cnt_par;
+static int cnt_pause;
+
+// # of commercial levels
+static int NUMCMAPS;
+
+
+//
+// GRAPHICS
+//
+
+// You Are Here graphic
+static patch_t* yah[3] = { NULL, NULL, NULL };
+
+// splat
+static patch_t* splat[2] = { NULL, NULL };
+
+// %, : graphics
+static patch_t* percent;
+static patch_t* colon;
+
+// 0-9 graphic
+static patch_t* num[10];
+
+// minus sign
+static patch_t* wiminus;
+
+// "Finished!" graphics
+static patch_t* finished;
+
+// "Entering" graphic
+static patch_t* entering;
+
+// "secret"
+static patch_t* sp_secret;
+
+ // "Kills", "Scrt", "Items", "Frags"
+static patch_t* kills;
+static patch_t* secret;
+static patch_t* items;
+static patch_t* frags;
+
+// Time sucks.
+static patch_t* timepatch;
+static patch_t* par;
+static patch_t* sucks;
+
+// "killers", "victims"
+static patch_t* killers;
+static patch_t* victims;
+
+// "Total", your face, your dead face
+static patch_t* total;
+static patch_t* star;
+static patch_t* bstar;
+
+// "red P[1..MAXPLAYERS]"
+static patch_t* p[MAXPLAYERS];
+
+// "gray P[1..MAXPLAYERS]"
+static patch_t* bp[MAXPLAYERS];
+
+ // Name graphics of each level (centered)
+static patch_t** lnames;
+
+// Buffer storing the backdrop
+static patch_t *background;
+
+//
+// CODE
+//
+
+// slam background
+void WI_slamBackground(void)
+{
+ V_DrawPatch(0, 0, background);
+}
+
+// The ticker is used to detect keys
+// because of timing issues in netgames.
+boolean WI_Responder(event_t* ev)
+{
+ return false;
+}
+
+
+// Draws "<Levelname> Finished!"
+void WI_drawLF(void)
+{
+ int y = WI_TITLEY;
+
+ if (gamemode != commercial || wbs->last < NUMCMAPS)
+ {
+ // draw <LevelName>
+ V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2,
+ y, lnames[wbs->last]);
+
+ // draw "Finished!"
+ y += (5*SHORT(lnames[wbs->last]->height))/4;
+
+ V_DrawPatch((SCREENWIDTH - SHORT(finished->width)) / 2, y, finished);
+ }
+ else if (wbs->last == NUMCMAPS)
+ {
+ // MAP33 - nothing is displayed!
+ }
+ else if (wbs->last > NUMCMAPS)
+ {
+ // > MAP33. Doom bombs out here with a Bad V_DrawPatch error.
+ // I'm pretty sure that doom2.exe is just reading into random
+ // bits of memory at this point, but let's try to be accurate
+ // anyway. This deliberately triggers a V_DrawPatch error.
+
+ patch_t tmp = { SCREENWIDTH, SCREENHEIGHT, 1, 1,
+ { 0, 0, 0, 0, 0, 0, 0, 0 } };
+
+ V_DrawPatch(0, y, &tmp);
+ }
+}
+
+
+
+// Draws "Entering <LevelName>"
+void WI_drawEL(void)
+{
+ int y = WI_TITLEY;
+
+ // draw "Entering"
+ V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2,
+ y,
+ entering);
+
+ // draw level
+ y += (5*SHORT(lnames[wbs->next]->height))/4;
+
+ V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2,
+ y,
+ lnames[wbs->next]);
+
+}
+
+void
+WI_drawOnLnode
+( int n,
+ patch_t* c[] )
+{
+
+ int i;
+ int left;
+ int top;
+ int right;
+ int bottom;
+ boolean fits = false;
+
+ i = 0;
+ do
+ {
+ left = lnodes[wbs->epsd][n].x - SHORT(c[i]->leftoffset);
+ top = lnodes[wbs->epsd][n].y - SHORT(c[i]->topoffset);
+ right = left + SHORT(c[i]->width);
+ bottom = top + SHORT(c[i]->height);
+
+ if (left >= 0
+ && right < SCREENWIDTH
+ && top >= 0
+ && bottom < SCREENHEIGHT)
+ {
+ fits = true;
+ }
+ else
+ {
+ i++;
+ }
+ } while (!fits && i!=2 && c[i] != NULL);
+
+ if (fits && i<2)
+ {
+ V_DrawPatch(lnodes[wbs->epsd][n].x,
+ lnodes[wbs->epsd][n].y,
+ c[i]);
+ }
+ else
+ {
+ // DEBUG
+ printf("Could not place patch on level %d", n+1);
+ }
+}
+
+
+
+void WI_initAnimatedBack(void)
+{
+ int i;
+ anim_t* a;
+
+ if (gamemode == commercial)
+ return;
+
+ if (wbs->epsd > 2)
+ return;
+
+ for (i=0;i<NUMANIMS[wbs->epsd];i++)
+ {
+ a = &anims[wbs->epsd][i];
+
+ // init variables
+ a->ctr = -1;
+
+ // specify the next time to draw it
+ if (a->type == ANIM_ALWAYS)
+ a->nexttic = bcnt + 1 + (M_Random()%a->period);
+ else if (a->type == ANIM_RANDOM)
+ a->nexttic = bcnt + 1 + a->data2+(M_Random()%a->data1);
+ else if (a->type == ANIM_LEVEL)
+ a->nexttic = bcnt + 1;
+ }
+
+}
+
+void WI_updateAnimatedBack(void)
+{
+ int i;
+ anim_t* a;
+
+ if (gamemode == commercial)
+ return;
+
+ if (wbs->epsd > 2)
+ return;
+
+ for (i=0;i<NUMANIMS[wbs->epsd];i++)
+ {
+ a = &anims[wbs->epsd][i];
+
+ if (bcnt == a->nexttic)
+ {
+ switch (a->type)
+ {
+ case ANIM_ALWAYS:
+ if (++a->ctr >= a->nanims) a->ctr = 0;
+ a->nexttic = bcnt + a->period;
+ break;
+
+ case ANIM_RANDOM:
+ a->ctr++;
+ if (a->ctr == a->nanims)
+ {
+ a->ctr = -1;
+ a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
+ }
+ else a->nexttic = bcnt + a->period;
+ break;
+
+ case ANIM_LEVEL:
+ // gawd-awful hack for level anims
+ if (!(state == StatCount && i == 7)
+ && wbs->next == a->data1)
+ {
+ a->ctr++;
+ if (a->ctr == a->nanims) a->ctr--;
+ a->nexttic = bcnt + a->period;
+ }
+ break;
+ }
+ }
+
+ }
+
+}
+
+void WI_drawAnimatedBack(void)
+{
+ int i;
+ anim_t* a;
+
+ if (gamemode == commercial)
+ return;
+
+ if (wbs->epsd > 2)
+ return;
+
+ for (i=0 ; i<NUMANIMS[wbs->epsd] ; i++)
+ {
+ a = &anims[wbs->epsd][i];
+
+ if (a->ctr >= 0)
+ V_DrawPatch(a->loc.x, a->loc.y, a->p[a->ctr]);
+ }
+
+}
+
+//
+// Draws a number.
+// If digits > 0, then use that many digits minimum,
+// otherwise only use as many as necessary.
+// Returns new x position.
+//
+
+int
+WI_drawNum
+( int x,
+ int y,
+ int n,
+ int digits )
+{
+
+ int fontwidth = SHORT(num[0]->width);
+ int neg;
+ int temp;
+
+ if (digits < 0)
+ {
+ if (!n)
+ {
+ // make variable-length zeros 1 digit long
+ digits = 1;
+ }
+ else
+ {
+ // figure out # of digits in #
+ digits = 0;
+ temp = n;
+
+ while (temp)
+ {
+ temp /= 10;
+ digits++;
+ }
+ }
+ }
+
+ neg = n < 0;
+ if (neg)
+ n = -n;
+
+ // if non-number, do not draw it
+ if (n == 1994)
+ return 0;
+
+ // draw the new number
+ while (digits--)
+ {
+ x -= fontwidth;
+ V_DrawPatch(x, y, num[ n % 10 ]);
+ n /= 10;
+ }
+
+ // draw a minus sign if necessary
+ if (neg)
+ V_DrawPatch(x-=8, y, wiminus);
+
+ return x;
+
+}
+
+void
+WI_drawPercent
+( int x,
+ int y,
+ int p )
+{
+ if (p < 0)
+ return;
+
+ V_DrawPatch(x, y, percent);
+ WI_drawNum(x, y, p, -1);
+}
+
+
+
+//
+// Display level completion time and par,
+// or "sucks" message if overflow.
+//
+void
+WI_drawTime
+( int x,
+ int y,
+ int t )
+{
+
+ int div;
+ int n;
+
+ if (t<0)
+ return;
+
+ if (t <= 61*59)
+ {
+ div = 1;
+
+ do
+ {
+ n = (t / div) % 60;
+ x = WI_drawNum(x, y, n, 2) - SHORT(colon->width);
+ div *= 60;
+
+ // draw
+ if (div==60 || t / div)
+ V_DrawPatch(x, y, colon);
+
+ } while (t / div);
+ }
+ else
+ {
+ // "sucks"
+ V_DrawPatch(x - SHORT(sucks->width), y, sucks);
+ }
+}
+
+
+void WI_End(void)
+{
+ void WI_unloadData(void);
+ WI_unloadData();
+}
+
+void WI_initNoState(void)
+{
+ state = NoState;
+ acceleratestage = 0;
+ cnt = 10;
+}
+
+void WI_updateNoState(void) {
+
+ WI_updateAnimatedBack();
+
+ if (!--cnt)
+ {
+ // Don't call WI_End yet. G_WorldDone doesnt immediately
+ // change gamestate, so WI_Drawer is still going to get
+ // run until that happens. If we do that after WI_End
+ // (which unloads all the graphics), we're in trouble.
+ //WI_End();
+ G_WorldDone();
+ }
+
+}
+
+static boolean snl_pointeron = false;
+
+
+void WI_initShowNextLoc(void)
+{
+ state = ShowNextLoc;
+ acceleratestage = 0;
+ cnt = SHOWNEXTLOCDELAY * TICRATE;
+
+ WI_initAnimatedBack();
+}
+
+void WI_updateShowNextLoc(void)
+{
+ WI_updateAnimatedBack();
+
+ if (!--cnt || acceleratestage)
+ WI_initNoState();
+ else
+ snl_pointeron = (cnt & 31) < 20;
+}
+
+void WI_drawShowNextLoc(void)
+{
+
+ int i;
+ int last;
+
+ WI_slamBackground();
+
+ // draw animated background
+ WI_drawAnimatedBack();
+
+ if ( gamemode != commercial)
+ {
+ if (wbs->epsd > 2)
+ {
+ WI_drawEL();
+ return;
+ }
+
+ last = (wbs->last == 8) ? wbs->next - 1 : wbs->last;
+
+ // draw a splat on taken cities.
+ for (i=0 ; i<=last ; i++)
+ WI_drawOnLnode(i, splat);
+
+ // splat the secret level?
+ if (wbs->didsecret)
+ WI_drawOnLnode(8, splat);
+
+ // draw flashing ptr
+ if (snl_pointeron)
+ WI_drawOnLnode(wbs->next, yah);
+ }
+
+ // draws which level you are entering..
+ if ( (gamemode != commercial)
+ || wbs->next != 30)
+ WI_drawEL();
+
+}
+
+void WI_drawNoState(void)
+{
+ snl_pointeron = true;
+ WI_drawShowNextLoc();
+}
+
+int WI_fragSum(int playernum)
+{
+ int i;
+ int frags = 0;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i]
+ && i!=playernum)
+ {
+ frags += plrs[playernum].frags[i];
+ }
+ }
+
+
+ // JDC hack - negative frags.
+ frags -= plrs[playernum].frags[playernum];
+ // UNUSED if (frags < 0)
+ // frags = 0;
+
+ return frags;
+}
+
+
+
+static int dm_state;
+static int dm_frags[MAXPLAYERS][MAXPLAYERS];
+static int dm_totals[MAXPLAYERS];
+
+
+
+void WI_initDeathmatchStats(void)
+{
+
+ int i;
+ int j;
+
+ state = StatCount;
+ acceleratestage = 0;
+ dm_state = 1;
+
+ cnt_pause = TICRATE;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i])
+ {
+ for (j=0 ; j<MAXPLAYERS ; j++)
+ if (playeringame[j])
+ dm_frags[i][j] = 0;
+
+ dm_totals[i] = 0;
+ }
+ }
+
+ WI_initAnimatedBack();
+}
+
+
+
+void WI_updateDeathmatchStats(void)
+{
+
+ int i;
+ int j;
+
+ boolean stillticking;
+
+ WI_updateAnimatedBack();
+
+ if (acceleratestage && dm_state != 4)
+ {
+ acceleratestage = 0;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i])
+ {
+ for (j=0 ; j<MAXPLAYERS ; j++)
+ if (playeringame[j])
+ dm_frags[i][j] = plrs[i].frags[j];
+
+ dm_totals[i] = WI_fragSum(i);
+ }
+ }
+
+
+ S_StartSound(0, sfx_barexp);
+ dm_state = 4;
+ }
+
+
+ if (dm_state == 2)
+ {
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol);
+
+ stillticking = false;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i])
+ {
+ for (j=0 ; j<MAXPLAYERS ; j++)
+ {
+ if (playeringame[j]
+ && dm_frags[i][j] != plrs[i].frags[j])
+ {
+ if (plrs[i].frags[j] < 0)
+ dm_frags[i][j]--;
+ else
+ dm_frags[i][j]++;
+
+ if (dm_frags[i][j] > 99)
+ dm_frags[i][j] = 99;
+
+ if (dm_frags[i][j] < -99)
+ dm_frags[i][j] = -99;
+
+ stillticking = true;
+ }
+ }
+ dm_totals[i] = WI_fragSum(i);
+
+ if (dm_totals[i] > 99)
+ dm_totals[i] = 99;
+
+ if (dm_totals[i] < -99)
+ dm_totals[i] = -99;
+ }
+
+ }
+ if (!stillticking)
+ {
+ S_StartSound(0, sfx_barexp);
+ dm_state++;
+ }
+
+ }
+ else if (dm_state == 4)
+ {
+ if (acceleratestage)
+ {
+ S_StartSound(0, sfx_slop);
+
+ if ( gamemode == commercial)
+ WI_initNoState();
+ else
+ WI_initShowNextLoc();
+ }
+ }
+ else if (dm_state & 1)
+ {
+ if (!--cnt_pause)
+ {
+ dm_state++;
+ cnt_pause = TICRATE;
+ }
+ }
+}
+
+
+
+void WI_drawDeathmatchStats(void)
+{
+
+ int i;
+ int j;
+ int x;
+ int y;
+ int w;
+
+ int lh; // line height
+
+ lh = WI_SPACINGY;
+
+ WI_slamBackground();
+
+ // draw animated background
+ WI_drawAnimatedBack();
+ WI_drawLF();
+
+ // draw stat titles (top line)
+ V_DrawPatch(DM_TOTALSX-SHORT(total->width)/2,
+ DM_MATRIXY-WI_SPACINGY+10,
+ total);
+
+ V_DrawPatch(DM_KILLERSX, DM_KILLERSY, killers);
+ V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, victims);
+
+ // draw P?
+ x = DM_MATRIXX + DM_SPACINGX;
+ y = DM_MATRIXY;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i])
+ {
+ V_DrawPatch(x-SHORT(p[i]->width)/2,
+ DM_MATRIXY - WI_SPACINGY,
+ p[i]);
+
+ V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
+ y,
+ p[i]);
+
+ if (i == me)
+ {
+ V_DrawPatch(x-SHORT(p[i]->width)/2,
+ DM_MATRIXY - WI_SPACINGY,
+ bstar);
+
+ V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
+ y,
+ star);
+ }
+ }
+ else
+ {
+ // V_DrawPatch(x-SHORT(bp[i]->width)/2,
+ // DM_MATRIXY - WI_SPACINGY, bp[i]);
+ // V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2,
+ // y, bp[i]);
+ }
+ x += DM_SPACINGX;
+ y += WI_SPACINGY;
+ }
+
+ // draw stats
+ y = DM_MATRIXY+10;
+ w = SHORT(num[0]->width);
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ x = DM_MATRIXX + DM_SPACINGX;
+
+ if (playeringame[i])
+ {
+ for (j=0 ; j<MAXPLAYERS ; j++)
+ {
+ if (playeringame[j])
+ WI_drawNum(x+w, y, dm_frags[i][j], 2);
+
+ x += DM_SPACINGX;
+ }
+ WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
+ }
+ y += WI_SPACINGY;
+ }
+}
+
+static int cnt_frags[MAXPLAYERS];
+static int dofrags;
+static int ng_state;
+
+void WI_initNetgameStats(void)
+{
+
+ int i;
+
+ state = StatCount;
+ acceleratestage = 0;
+ ng_state = 1;
+
+ cnt_pause = TICRATE;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (!playeringame[i])
+ continue;
+
+ cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0;
+
+ dofrags += WI_fragSum(i);
+ }
+
+ dofrags = !!dofrags;
+
+ WI_initAnimatedBack();
+}
+
+
+
+void WI_updateNetgameStats(void)
+{
+
+ int i;
+ int fsum;
+
+ boolean stillticking;
+
+ WI_updateAnimatedBack();
+
+ if (acceleratestage && ng_state != 10)
+ {
+ acceleratestage = 0;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (!playeringame[i])
+ continue;
+
+ cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
+ cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
+ cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
+
+ if (dofrags)
+ cnt_frags[i] = WI_fragSum(i);
+ }
+ S_StartSound(0, sfx_barexp);
+ ng_state = 10;
+ }
+
+ if (ng_state == 2)
+ {
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol);
+
+ stillticking = false;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (!playeringame[i])
+ continue;
+
+ cnt_kills[i] += 2;
+
+ if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills)
+ cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
+ else
+ stillticking = true;
+ }
+
+ if (!stillticking)
+ {
+ S_StartSound(0, sfx_barexp);
+ ng_state++;
+ }
+ }
+ else if (ng_state == 4)
+ {
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol);
+
+ stillticking = false;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (!playeringame[i])
+ continue;
+
+ cnt_items[i] += 2;
+ if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems)
+ cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
+ else
+ stillticking = true;
+ }
+ if (!stillticking)
+ {
+ S_StartSound(0, sfx_barexp);
+ ng_state++;
+ }
+ }
+ else if (ng_state == 6)
+ {
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol);
+
+ stillticking = false;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (!playeringame[i])
+ continue;
+
+ cnt_secret[i] += 2;
+
+ if (cnt_secret[i] >= (plrs[i].ssecret * 100) / wbs->maxsecret)
+ cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
+ else
+ stillticking = true;
+ }
+
+ if (!stillticking)
+ {
+ S_StartSound(0, sfx_barexp);
+ ng_state += 1 + 2*!dofrags;
+ }
+ }
+ else if (ng_state == 8)
+ {
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol);
+
+ stillticking = false;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (!playeringame[i])
+ continue;
+
+ cnt_frags[i] += 1;
+
+ if (cnt_frags[i] >= (fsum = WI_fragSum(i)))
+ cnt_frags[i] = fsum;
+ else
+ stillticking = true;
+ }
+
+ if (!stillticking)
+ {
+ S_StartSound(0, sfx_pldeth);
+ ng_state++;
+ }
+ }
+ else if (ng_state == 10)
+ {
+ if (acceleratestage)
+ {
+ S_StartSound(0, sfx_sgcock);
+ if ( gamemode == commercial )
+ WI_initNoState();
+ else
+ WI_initShowNextLoc();
+ }
+ }
+ else if (ng_state & 1)
+ {
+ if (!--cnt_pause)
+ {
+ ng_state++;
+ cnt_pause = TICRATE;
+ }
+ }
+}
+
+
+
+void WI_drawNetgameStats(void)
+{
+ int i;
+ int x;
+ int y;
+ int pwidth = SHORT(percent->width);
+
+ WI_slamBackground();
+
+ // draw animated background
+ WI_drawAnimatedBack();
+
+ WI_drawLF();
+
+ // draw stat titles (top line)
+ V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(kills->width),
+ NG_STATSY, kills);
+
+ V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width),
+ NG_STATSY, items);
+
+ V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width),
+ NG_STATSY, secret);
+
+ if (dofrags)
+ V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width),
+ NG_STATSY, frags);
+
+ // draw stats
+ y = NG_STATSY + SHORT(kills->height);
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (!playeringame[i])
+ continue;
+
+ x = NG_STATSX;
+ V_DrawPatch(x-SHORT(p[i]->width), y, p[i]);
+
+ if (i == me)
+ V_DrawPatch(x-SHORT(p[i]->width), y, star);
+
+ x += NG_SPACINGX;
+ WI_drawPercent(x-pwidth, y+10, cnt_kills[i]); x += NG_SPACINGX;
+ WI_drawPercent(x-pwidth, y+10, cnt_items[i]); x += NG_SPACINGX;
+ WI_drawPercent(x-pwidth, y+10, cnt_secret[i]); x += NG_SPACINGX;
+
+ if (dofrags)
+ WI_drawNum(x, y+10, cnt_frags[i], -1);
+
+ y += WI_SPACINGY;
+ }
+
+}
+
+static int sp_state;
+
+void WI_initStats(void)
+{
+ state = StatCount;
+ acceleratestage = 0;
+ sp_state = 1;
+ cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1;
+ cnt_time = cnt_par = -1;
+ cnt_pause = TICRATE;
+
+ WI_initAnimatedBack();
+}
+
+void WI_updateStats(void)
+{
+
+ WI_updateAnimatedBack();
+
+ if (acceleratestage && sp_state != 10)
+ {
+ acceleratestage = 0;
+ cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
+ cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
+ cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
+ cnt_time = plrs[me].stime / TICRATE;
+ cnt_par = wbs->partime / TICRATE;
+ S_StartSound(0, sfx_barexp);
+ sp_state = 10;
+ }
+
+ if (sp_state == 2)
+ {
+ cnt_kills[0] += 2;
+
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol);
+
+ if (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills)
+ {
+ cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
+ S_StartSound(0, sfx_barexp);
+ sp_state++;
+ }
+ }
+ else if (sp_state == 4)
+ {
+ cnt_items[0] += 2;
+
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol);
+
+ if (cnt_items[0] >= (plrs[me].sitems * 100) / wbs->maxitems)
+ {
+ cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
+ S_StartSound(0, sfx_barexp);
+ sp_state++;
+ }
+ }
+ else if (sp_state == 6)
+ {
+ cnt_secret[0] += 2;
+
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol);
+
+ if (cnt_secret[0] >= (plrs[me].ssecret * 100) / wbs->maxsecret)
+ {
+ cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
+ S_StartSound(0, sfx_barexp);
+ sp_state++;
+ }
+ }
+
+ else if (sp_state == 8)
+ {
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol);
+
+ cnt_time += 3;
+
+ if (cnt_time >= plrs[me].stime / TICRATE)
+ cnt_time = plrs[me].stime / TICRATE;
+
+ cnt_par += 3;
+
+ if (cnt_par >= wbs->partime / TICRATE)
+ {
+ cnt_par = wbs->partime / TICRATE;
+
+ if (cnt_time >= plrs[me].stime / TICRATE)
+ {
+ S_StartSound(0, sfx_barexp);
+ sp_state++;
+ }
+ }
+ }
+ else if (sp_state == 10)
+ {
+ if (acceleratestage)
+ {
+ S_StartSound(0, sfx_sgcock);
+
+ if (gamemode == commercial)
+ WI_initNoState();
+ else
+ WI_initShowNextLoc();
+ }
+ }
+ else if (sp_state & 1)
+ {
+ if (!--cnt_pause)
+ {
+ sp_state++;
+ cnt_pause = TICRATE;
+ }
+ }
+
+}
+
+void WI_drawStats(void)
+{
+ // line height
+ int lh;
+
+ lh = (3*SHORT(num[0]->height))/2;
+
+ WI_slamBackground();
+
+ // draw animated background
+ WI_drawAnimatedBack();
+
+ WI_drawLF();
+
+ V_DrawPatch(SP_STATSX, SP_STATSY, kills);
+ WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]);
+
+ V_DrawPatch(SP_STATSX, SP_STATSY+lh, items);
+ WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
+
+ V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, sp_secret);
+ WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
+
+ V_DrawPatch(SP_TIMEX, SP_TIMEY, timepatch);
+ WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time);
+
+ if (wbs->epsd < 3)
+ {
+ V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, par);
+ WI_drawTime(SCREENWIDTH - SP_TIMEX, SP_TIMEY, cnt_par);
+ }
+
+}
+
+void WI_checkForAccelerate(void)
+{
+ int i;
+ player_t *player;
+
+ // check for button presses to skip delays
+ for (i=0, player = players ; i<MAXPLAYERS ; i++, player++)
+ {
+ if (playeringame[i])
+ {
+ if (player->cmd.buttons & BT_ATTACK)
+ {
+ if (!player->attackdown)
+ acceleratestage = 1;
+ player->attackdown = true;
+ }
+ else
+ player->attackdown = false;
+ if (player->cmd.buttons & BT_USE)
+ {
+ if (!player->usedown)
+ acceleratestage = 1;
+ player->usedown = true;
+ }
+ else
+ player->usedown = false;
+ }
+ }
+}
+
+
+
+// Updates stuff each tick
+void WI_Ticker(void)
+{
+ // counter for general background animation
+ bcnt++;
+
+ if (bcnt == 1)
+ {
+ // intermission music
+ if ( gamemode == commercial )
+ S_ChangeMusic(mus_dm2int, true);
+ else
+ S_ChangeMusic(mus_inter, true);
+ }
+
+ WI_checkForAccelerate();
+
+ switch (state)
+ {
+ case StatCount:
+ if (deathmatch) WI_updateDeathmatchStats();
+ else if (netgame) WI_updateNetgameStats();
+ else WI_updateStats();
+ break;
+
+ case ShowNextLoc:
+ WI_updateShowNextLoc();
+ break;
+
+ case NoState:
+ WI_updateNoState();
+ break;
+ }
+
+}
+
+typedef void (*load_callback_t)(char *lumpname, patch_t **variable);
+
+// Common load/unload function. Iterates over all the graphics
+// lumps to be loaded/unloaded into memory.
+
+static void WI_loadUnloadData(load_callback_t callback)
+{
+ int i, j;
+ char name[9];
+ anim_t *a;
+
+ if (gamemode == commercial)
+ {
+ for (i=0 ; i<NUMCMAPS ; i++)
+ {
+ sprintf(name, DEH_String("CWILV%2.2d"), i);
+ callback(name, &lnames[i]);
+ }
+ }
+ else
+ {
+ for (i=0 ; i<NUMMAPS ; i++)
+ {
+ sprintf(name, DEH_String("WILV%d%d"), wbs->epsd, i);
+ callback(name, &lnames[i]);
+ }
+
+ // you are here
+ callback(DEH_String("WIURH0"), &yah[0]);
+
+ // you are here (alt.)
+ callback(DEH_String("WIURH1"), &yah[1]);
+
+ // splat
+ callback(DEH_String("WISPLAT"), &splat[0]);
+
+ if (wbs->epsd < 3)
+ {
+ for (j=0;j<NUMANIMS[wbs->epsd];j++)
+ {
+ a = &anims[wbs->epsd][j];
+ for (i=0;i<a->nanims;i++)
+ {
+ // MONDO HACK!
+ if (wbs->epsd != 1 || j != 8)
+ {
+ // animations
+ sprintf(name, DEH_String("WIA%d%.2d%.2d"),
+ wbs->epsd, j, i);
+ callback(name, &a->p[i]);
+ }
+ else
+ {
+ // HACK ALERT!
+ a->p[i] = anims[1][4].p[i];
+ }
+ }
+ }
+ }
+ }
+
+ // More hacks on minus sign.
+ callback(DEH_String("WIMINUS"), &wiminus);
+
+ for (i=0;i<10;i++)
+ {
+ // numbers 0-9
+ sprintf(name, DEH_String("WINUM%d"), i);
+ callback(name, &num[i]);
+ }
+
+ // percent sign
+ callback(DEH_String("WIPCNT"), &percent);
+
+ // "finished"
+ callback(DEH_String("WIF"), &finished);
+
+ // "entering"
+ callback(DEH_String("WIENTER"), &entering);
+
+ // "kills"
+ callback(DEH_String("WIOSTK"), &kills);
+
+ // "scrt"
+ callback(DEH_String("WIOSTS"), &secret);
+
+ // "secret"
+ callback(DEH_String("WISCRT2"), &sp_secret);
+
+ // french wad uses WIOBJ (?)
+ if (W_CheckNumForName(DEH_String("WIOBJ")) >= 0)
+ {
+ // "items"
+ if (netgame && !deathmatch)
+ callback(DEH_String("WIOBJ"), &items);
+ else
+ callback(DEH_String("WIOSTI"), &items);
+ } else {
+ callback(DEH_String("WIOSTI"), &items);
+ }
+
+ // "frgs"
+ callback(DEH_String("WIFRGS"), &frags);
+
+ // ":"
+ callback(DEH_String("WICOLON"), &colon);
+
+ // "time"
+ callback(DEH_String("WITIME"), &timepatch);
+
+ // "sucks"
+ callback(DEH_String("WISUCKS"), &sucks);
+
+ // "par"
+ callback(DEH_String("WIPAR"), &par);
+
+ // "killers" (vertical)
+ callback(DEH_String("WIKILRS"), &killers);
+
+ // "victims" (horiz)
+ callback(DEH_String("WIVCTMS"), &victims);
+
+ // "total"
+ callback(DEH_String("WIMSTT"), &total);
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ // "1,2,3,4"
+ sprintf(name, DEH_String("STPB%d"), i);
+ callback(name, &p[i]);
+
+ // "1,2,3,4"
+ sprintf(name, DEH_String("WIBP%d"), i+1);
+ callback(name, &bp[i]);
+ }
+
+ // Background image
+
+ if (gamemode == commercial)
+ {
+ strcpy(name, DEH_String("INTERPIC"));
+ }
+ else if (gamemode == retail && wbs->epsd == 3)
+ {
+ strcpy(name, DEH_String("INTERPIC"));
+ }
+ else
+ {
+ sprintf(name, DEH_String("WIMAP%d"), wbs->epsd);
+ }
+
+ // Draw backdrop and save to a temporary buffer
+
+ callback(name, &background);
+}
+
+static void WI_loadCallback(char *name, patch_t **variable)
+{
+ *variable = W_CacheLumpName(name, PU_STATIC);
+}
+
+void WI_loadData(void)
+{
+ if (gamemode == commercial)
+ {
+ NUMCMAPS = 32;
+ lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMCMAPS,
+ PU_STATIC, NULL);
+ }
+ else
+ {
+ lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMMAPS,
+ PU_STATIC, NULL);
+ }
+
+ WI_loadUnloadData(WI_loadCallback);
+
+ // These two graphics are special cased because we're sharing
+ // them with the status bar code
+
+ // your face
+ star = W_CacheLumpName(DEH_String("STFST01"), PU_STATIC);
+
+ // dead face
+ bstar = W_CacheLumpName(DEH_String("STFDEAD0"), PU_STATIC);
+}
+
+static void WI_unloadCallback(char *name, patch_t **variable)
+{
+ W_ReleaseLumpName(name);
+ *variable = NULL;
+}
+
+void WI_unloadData(void)
+{
+ WI_loadUnloadData(WI_unloadCallback);
+
+ // We do not free these lumps as they are shared with the status
+ // bar code.
+
+ // W_ReleaseLumpName("STFST01");
+ // W_ReleaseLumpName("STFDEAD0");
+}
+
+void WI_Drawer (void)
+{
+ switch (state)
+ {
+ case StatCount:
+ if (deathmatch)
+ WI_drawDeathmatchStats();
+ else if (netgame)
+ WI_drawNetgameStats();
+ else
+ WI_drawStats();
+ break;
+
+ case ShowNextLoc:
+ WI_drawShowNextLoc();
+ break;
+
+ case NoState:
+ WI_drawNoState();
+ break;
+ }
+}
+
+
+void WI_initVariables(wbstartstruct_t* wbstartstruct)
+{
+
+ wbs = wbstartstruct;
+
+#ifdef RANGECHECKING
+ if (gamemode != commercial)
+ {
+ if ( gamemode == retail )
+ RNGCHECK(wbs->epsd, 0, 3);
+ else
+ RNGCHECK(wbs->epsd, 0, 2);
+ }
+ else
+ {
+ RNGCHECK(wbs->last, 0, 8);
+ RNGCHECK(wbs->next, 0, 8);
+ }
+ RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
+ RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
+#endif
+
+ acceleratestage = 0;
+ cnt = bcnt = 0;
+ firstrefresh = 1;
+ me = wbs->pnum;
+ plrs = wbs->plyr;
+
+ if (!wbs->maxkills)
+ wbs->maxkills = 1;
+
+ if (!wbs->maxitems)
+ wbs->maxitems = 1;
+
+ if (!wbs->maxsecret)
+ wbs->maxsecret = 1;
+
+ if ( gamemode != retail )
+ if (wbs->epsd > 2)
+ wbs->epsd -= 3;
+}
+
+void WI_Start(wbstartstruct_t* wbstartstruct)
+{
+ WI_initVariables(wbstartstruct);
+ WI_loadData();
+
+ if (deathmatch)
+ WI_initDeathmatchStats();
+ else if (netgame)
+ WI_initNetgameStats();
+ else
+ WI_initStats();
+}
diff --git a/src/strife/wi_stuff.h b/src/strife/wi_stuff.h
new file mode 100644
index 00000000..7d3a84b9
--- /dev/null
+++ b/src/strife/wi_stuff.h
@@ -0,0 +1,56 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Intermission.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __WI_STUFF__
+#define __WI_STUFF__
+
+//#include "v_video.h"
+
+#include "doomdef.h"
+
+// States for the intermission
+
+typedef enum
+{
+ NoState = -1,
+ StatCount,
+ ShowNextLoc,
+} stateenum_t;
+
+// Called by main loop, animate the intermission.
+void WI_Ticker (void);
+
+// Called by main loop,
+// draws the intermission directly into the screen buffer.
+void WI_Drawer (void);
+
+// Setup for an intermission screen.
+void WI_Start(wbstartstruct_t* wbstartstruct);
+
+// Shut down the intermission screen
+void WI_End(void);
+
+#endif
diff --git a/src/tables.c b/src/tables.c
index ffafeb7e..480d1a6d 100644
--- a/src/tables.c
+++ b/src/tables.c
@@ -38,33 +38,37 @@
//
//-----------------------------------------------------------------------------
-
-
-
-
#include "tables.h"
+// to get a global angle from cartesian coordinates, the coordinates are
+// flipped until they are in the first octant of the coordinate system, then
+// the y (<=x) is scaled and divided by x to get a tangent (slope) value
+// which is looked up in the tantoangle[] table. The +1 size is to handle
+// the case when x==y without additional checking.
-
-
-int
-SlopeDiv
-( unsigned num,
- unsigned den)
+int SlopeDiv(unsigned int num, unsigned int den)
{
- unsigned ans;
+ unsigned ans;
if (den < 512)
- return SLOPERANGE;
-
- ans = (num<<3)/(den>>8);
+ {
+ return SLOPERANGE;
+ }
+ else
+ {
+ ans = (num << 3) / (den >> 8);
- return ans <= SLOPERANGE ? ans : SLOPERANGE;
+ if (ans <= SLOPERANGE)
+ {
+ return ans;
+ }
+ else
+ {
+ return SLOPERANGE;
+ }
+ }
}
-
-
-
const int finetangent[4096] =
{
-170910304,-56965752,-34178904,-24413316,-18988036,-15535599,-13145455,-11392683,
@@ -1866,7 +1870,7 @@ const int finesine[10240] =
65534,65535,65535,65535,65535,65535,65535,65535
};
-
+const fixed_t *finecosine = &finesine[FINEANGLES/4];
const angle_t tantoangle[2049] =
{
@@ -2129,3 +2133,103 @@ const angle_t tantoangle[2049] =
536870912
};
+// Now where did these came from?
+const byte gammatable[5][256] =
+{
+ {
+ 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,
+ 17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,
+ 33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,
+ 49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,
+ 65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,
+ 81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,
+ 97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,
+ 113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,
+ 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
+ 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
+ 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
+ 176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
+ 192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,
+ 208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,
+ 224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,
+ 240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255
+ },
+
+ {
+ 2,4,5,7,8,10,11,12,14,15,16,18,19,20,21,23,
+ 24,25,26,27,29,30,31,32,33,34,36,37,38,39,40,41,
+ 42,44,45,46,47,48,49,50,51,52,54,55,56,57,58,59,
+ 60,61,62,63,64,65,66,67,69,70,71,72,73,74,75,76,
+ 77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,
+ 93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,
+ 109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,
+ 125,126,127,128,129,129,130,131,132,133,134,135,136,137,138,139,
+ 140,141,142,143,144,145,146,147,148,148,149,150,151,152,153,154,
+ 155,156,157,158,159,160,161,162,163,163,164,165,166,167,168,169,
+ 170,171,172,173,174,175,175,176,177,178,179,180,181,182,183,184,
+ 185,186,186,187,188,189,190,191,192,193,194,195,196,196,197,198,
+ 199,200,201,202,203,204,205,205,206,207,208,209,210,211,212,213,
+ 214,214,215,216,217,218,219,220,221,222,222,223,224,225,226,227,
+ 228,229,230,230,231,232,233,234,235,236,237,237,238,239,240,241,
+ 242,243,244,245,245,246,247,248,249,250,251,252,252,253,254,255
+ },
+
+ {
+ 4,7,9,11,13,15,17,19,21,22,24,26,27,29,30,32,
+ 33,35,36,38,39,40,42,43,45,46,47,48,50,51,52,54,
+ 55,56,57,59,60,61,62,63,65,66,67,68,69,70,72,73,
+ 74,75,76,77,78,79,80,82,83,84,85,86,87,88,89,90,
+ 91,92,93,94,95,96,97,98,100,101,102,103,104,105,106,107,
+ 108,109,110,111,112,113,114,114,115,116,117,118,119,120,121,122,
+ 123,124,125,126,127,128,129,130,131,132,133,133,134,135,136,137,
+ 138,139,140,141,142,143,144,144,145,146,147,148,149,150,151,152,
+ 153,153,154,155,156,157,158,159,160,160,161,162,163,164,165,166,
+ 166,167,168,169,170,171,172,172,173,174,175,176,177,178,178,179,
+ 180,181,182,183,183,184,185,186,187,188,188,189,190,191,192,193,
+ 193,194,195,196,197,197,198,199,200,201,201,202,203,204,205,206,
+ 206,207,208,209,210,210,211,212,213,213,214,215,216,217,217,218,
+ 219,220,221,221,222,223,224,224,225,226,227,228,228,229,230,231,
+ 231,232,233,234,235,235,236,237,238,238,239,240,241,241,242,243,
+ 244,244,245,246,247,247,248,249,250,251,251,252,253,254,254,255
+ },
+
+ {
+ 8,12,16,19,22,24,27,29,31,34,36,38,40,41,43,45,
+ 47,49,50,52,53,55,57,58,60,61,63,64,65,67,68,70,
+ 71,72,74,75,76,77,79,80,81,82,84,85,86,87,88,90,
+ 91,92,93,94,95,96,98,99,100,101,102,103,104,105,106,107,
+ 108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,
+ 124,125,126,127,128,129,130,131,132,133,134,135,135,136,137,138,
+ 139,140,141,142,143,143,144,145,146,147,148,149,150,150,151,152,
+ 153,154,155,155,156,157,158,159,160,160,161,162,163,164,165,165,
+ 166,167,168,169,169,170,171,172,173,173,174,175,176,176,177,178,
+ 179,180,180,181,182,183,183,184,185,186,186,187,188,189,189,190,
+ 191,192,192,193,194,195,195,196,197,197,198,199,200,200,201,202,
+ 202,203,204,205,205,206,207,207,208,209,210,210,211,212,212,213,
+ 214,214,215,216,216,217,218,219,219,220,221,221,222,223,223,224,
+ 225,225,226,227,227,228,229,229,230,231,231,232,233,233,234,235,
+ 235,236,237,237,238,238,239,240,240,241,242,242,243,244,244,245,
+ 246,246,247,247,248,249,249,250,251,251,252,253,253,254,254,255
+ },
+
+
+ {
+ 16,23,28,32,36,39,42,45,48,50,53,55,57,60,62,64,
+ 66,68,69,71,73,75,76,78,80,81,83,84,86,87,89,90,
+ 92,93,94,96,97,98,100,101,102,103,105,106,107,108,109,110,
+ 112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,128,
+ 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
+ 143,144,145,146,147,148,149,150,150,151,152,153,154,155,155,156,
+ 157,158,159,159,160,161,162,163,163,164,165,166,166,167,168,169,
+ 169,170,171,172,172,173,174,175,175,176,177,177,178,179,180,180,
+ 181,182,182,183,184,184,185,186,187,187,188,189,189,190,191,191,
+ 192,193,193,194,195,195,196,196,197,198,198,199,200,200,201,202,
+ 202,203,203,204,205,205,206,207,207,208,208,209,210,210,211,211,
+ 212,213,213,214,214,215,216,216,217,217,218,219,219,220,220,221,
+ 221,222,223,223,224,224,225,225,226,227,227,228,228,229,229,230,
+ 230,231,232,232,233,233,234,234,235,235,236,236,237,237,238,239,
+ 239,240,240,241,241,242,242,243,243,244,244,245,245,246,246,247,
+ 247,248,248,249,249,250,250,251,251,252,252,253,254,254,255,255
+ }
+};
+
diff --git a/src/tables.h b/src/tables.h
index baf785ca..f4fd1f55 100644
--- a/src/tables.h
+++ b/src/tables.h
@@ -2,6 +2,7 @@
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
@@ -41,7 +42,7 @@
#ifndef __TABLES__
#define __TABLES__
-
+#include "doomtype.h"
#include "m_fixed.h"
@@ -62,12 +63,24 @@ extern const fixed_t *finecosine;
// Effective size is 4096.
extern const fixed_t finetangent[FINEANGLES/2];
+// Gamma correction tables.
+extern const byte gammatable[5][256];
+
// Binary Angle Measument, BAM.
-#define ANG45 0x20000000
-#define ANG90 0x40000000
-#define ANG180 0x80000000
-#define ANG270 0xc0000000
+#define ANG45 0x20000000
+#define ANG90 0x40000000
+#define ANG180 0x80000000
+#define ANG270 0xc0000000
+#define ANG_MAX 0xffffffff
+
+#define ANG1 (ANG45 / 45)
+#define ANG60 (ANG180 / 3)
+
+// Heretic code uses this definition as though it represents one
+// degree, but it is not! This is actually ~1.40 degrees.
+
+#define ANG1_X 0x01000000
#define SLOPERANGE 2048
#define SLOPEBITS 11
@@ -84,10 +97,7 @@ extern const angle_t tantoangle[SLOPERANGE+1];
// Utility function,
// called by R_PointToAngle.
-int
-SlopeDiv
-( unsigned num,
- unsigned den);
+int SlopeDiv(unsigned int num, unsigned int den);
#endif
diff --git a/src/v_patch.h b/src/v_patch.h
new file mode 100644
index 00000000..257603f6
--- /dev/null
+++ b/src/v_patch.h
@@ -0,0 +1,58 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// Refresh/rendering module, shared data struct definitions.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef V_PATCH_H
+#define V_PATCH_H
+
+// Patches.
+// A patch holds one or more columns.
+// Patches are used for sprites and all masked pictures,
+// and we compose textures from the TEXTURE1/2 lists
+// of patches.
+
+typedef struct
+{
+ short width; // bounding box size
+ short height;
+ short leftoffset; // pixels to the left of origin
+ short topoffset; // pixels below the origin
+ int columnofs[8]; // only [width] used
+ // the [0] is &columnofs[width]
+} PACKEDATTR patch_t;
+
+// posts are runs of non masked source pixels
+typedef struct
+{
+ byte topdelta; // -1 is the last post in a column
+ byte length; // length data bytes follows
+} PACKEDATTR post_t;
+
+// column_t is a list of 0 or more post_t, (byte)-1 terminated
+typedef post_t column_t;
+
+#endif
+
diff --git a/src/v_video.c b/src/v_video.c
index 82d9f357..6549a81b 100644
--- a/src/v_video.c
+++ b/src/v_video.c
@@ -2,6 +2,7 @@
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
@@ -26,177 +27,84 @@
//
//-----------------------------------------------------------------------------
-
-
+#include <stdio.h>
+#include <string.h>
#include "i_system.h"
-#include "r_local.h"
-#include "doomdef.h"
-#include "doomdata.h"
+#include "doomtype.h"
-#include "deh_main.h"
-#include "m_bbox.h"
+#include "deh_str.h"
#include "i_swap.h"
#include "i_video.h"
+#include "m_bbox.h"
#include "m_misc.h"
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
-// Each screen is [SCREENWIDTH*SCREENHEIGHT];
-byte* screens[5];
-
-int dirtybox[4];
+// Blending table used for fuzzpatch, etc.
+// Only used in Heretic/Hexen
+byte *tinttable = NULL;
+
+// The screen buffer that the v_video.c code draws to.
+
+static byte *dest_screen = NULL;
+
+int dirtybox[4];
-// Now where did these came from?
-const byte gammatable[5][256] =
-{
- {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,
- 17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,
- 33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,
- 49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,
- 65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,
- 81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,
- 97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,
- 113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,
- 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
- 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
- 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
- 176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
- 192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,
- 208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,
- 224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,
- 240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255},
-
- {2,4,5,7,8,10,11,12,14,15,16,18,19,20,21,23,24,25,26,27,29,30,31,
- 32,33,34,36,37,38,39,40,41,42,44,45,46,47,48,49,50,51,52,54,55,
- 56,57,58,59,60,61,62,63,64,65,66,67,69,70,71,72,73,74,75,76,77,
- 78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,
- 99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,
- 115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,129,
- 130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,
- 146,147,148,148,149,150,151,152,153,154,155,156,157,158,159,160,
- 161,162,163,163,164,165,166,167,168,169,170,171,172,173,174,175,
- 175,176,177,178,179,180,181,182,183,184,185,186,186,187,188,189,
- 190,191,192,193,194,195,196,196,197,198,199,200,201,202,203,204,
- 205,205,206,207,208,209,210,211,212,213,214,214,215,216,217,218,
- 219,220,221,222,222,223,224,225,226,227,228,229,230,230,231,232,
- 233,234,235,236,237,237,238,239,240,241,242,243,244,245,245,246,
- 247,248,249,250,251,252,252,253,254,255},
-
- {4,7,9,11,13,15,17,19,21,22,24,26,27,29,30,32,33,35,36,38,39,40,42,
- 43,45,46,47,48,50,51,52,54,55,56,57,59,60,61,62,63,65,66,67,68,69,
- 70,72,73,74,75,76,77,78,79,80,82,83,84,85,86,87,88,89,90,91,92,93,
- 94,95,96,97,98,100,101,102,103,104,105,106,107,108,109,110,111,112,
- 113,114,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,
- 129,130,131,132,133,133,134,135,136,137,138,139,140,141,142,143,144,
- 144,145,146,147,148,149,150,151,152,153,153,154,155,156,157,158,159,
- 160,160,161,162,163,164,165,166,166,167,168,169,170,171,172,172,173,
- 174,175,176,177,178,178,179,180,181,182,183,183,184,185,186,187,188,
- 188,189,190,191,192,193,193,194,195,196,197,197,198,199,200,201,201,
- 202,203,204,205,206,206,207,208,209,210,210,211,212,213,213,214,215,
- 216,217,217,218,219,220,221,221,222,223,224,224,225,226,227,228,228,
- 229,230,231,231,232,233,234,235,235,236,237,238,238,239,240,241,241,
- 242,243,244,244,245,246,247,247,248,249,250,251,251,252,253,254,254,
- 255},
-
- {8,12,16,19,22,24,27,29,31,34,36,38,40,41,43,45,47,49,50,52,53,55,
- 57,58,60,61,63,64,65,67,68,70,71,72,74,75,76,77,79,80,81,82,84,85,
- 86,87,88,90,91,92,93,94,95,96,98,99,100,101,102,103,104,105,106,107,
- 108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,
- 125,126,127,128,129,130,131,132,133,134,135,135,136,137,138,139,140,
- 141,142,143,143,144,145,146,147,148,149,150,150,151,152,153,154,155,
- 155,156,157,158,159,160,160,161,162,163,164,165,165,166,167,168,169,
- 169,170,171,172,173,173,174,175,176,176,177,178,179,180,180,181,182,
- 183,183,184,185,186,186,187,188,189,189,190,191,192,192,193,194,195,
- 195,196,197,197,198,199,200,200,201,202,202,203,204,205,205,206,207,
- 207,208,209,210,210,211,212,212,213,214,214,215,216,216,217,218,219,
- 219,220,221,221,222,223,223,224,225,225,226,227,227,228,229,229,230,
- 231,231,232,233,233,234,235,235,236,237,237,238,238,239,240,240,241,
- 242,242,243,244,244,245,246,246,247,247,248,249,249,250,251,251,252,
- 253,253,254,254,255},
-
- {16,23,28,32,36,39,42,45,48,50,53,55,57,60,62,64,66,68,69,71,73,75,76,
- 78,80,81,83,84,86,87,89,90,92,93,94,96,97,98,100,101,102,103,105,106,
- 107,108,109,110,112,113,114,115,116,117,118,119,120,121,122,123,124,
- 125,126,128,128,129,130,131,132,133,134,135,136,137,138,139,140,141,
- 142,143,143,144,145,146,147,148,149,150,150,151,152,153,154,155,155,
- 156,157,158,159,159,160,161,162,163,163,164,165,166,166,167,168,169,
- 169,170,171,172,172,173,174,175,175,176,177,177,178,179,180,180,181,
- 182,182,183,184,184,185,186,187,187,188,189,189,190,191,191,192,193,
- 193,194,195,195,196,196,197,198,198,199,200,200,201,202,202,203,203,
- 204,205,205,206,207,207,208,208,209,210,210,211,211,212,213,213,214,
- 214,215,216,216,217,217,218,219,219,220,220,221,221,222,223,223,224,
- 224,225,225,226,227,227,228,228,229,229,230,230,231,232,232,233,233,
- 234,234,235,235,236,236,237,237,238,239,239,240,240,241,241,242,242,
- 243,243,244,244,245,245,246,246,247,247,248,248,249,249,250,250,251,
- 251,252,252,253,254,254,255,255}
-};
-
-
-// Gamma correction level to use
-
-int usegamma = 0;
-
//
// V_MarkRect
//
-void
-V_MarkRect
-( int x,
- int y,
- int width,
- int height )
+void V_MarkRect(int x, int y, int width, int height)
{
- M_AddToBox (dirtybox, x, y);
- M_AddToBox (dirtybox, x+width-1, y+height-1);
+ // If we are temporarily using an alternate screen, do not
+ // affect the update box.
+
+ if (dest_screen == I_VideoBuffer)
+ {
+ M_AddToBox (dirtybox, x, y);
+ M_AddToBox (dirtybox, x + width-1, y + height-1);
+ }
}
//
// V_CopyRect
//
-void
-V_CopyRect
-( int srcx,
- int srcy,
- int srcscrn,
- int width,
- int height,
- int destx,
- int desty,
- int destscrn )
+void V_CopyRect(int srcx, int srcy, byte *source,
+ int width, int height,
+ int destx, int desty)
{
- byte* src;
- byte* dest;
-
+ byte *src;
+ byte *dest;
+
#ifdef RANGECHECK
- if (srcx<0
- ||srcx+width >SCREENWIDTH
- || srcy<0
- || srcy+height>SCREENHEIGHT
- ||destx<0||destx+width >SCREENWIDTH
- || desty<0
- || desty+height>SCREENHEIGHT
- || (unsigned)srcscrn>4
- || (unsigned)destscrn>4)
+ if (srcx < 0
+ || srcx + width > SCREENWIDTH
+ || srcy < 0
+ || srcy + height > SCREENHEIGHT
+ || destx < 0
+ || destx + width > SCREENWIDTH
+ || desty < 0
+ || desty + height > SCREENHEIGHT)
{
- I_Error ("Bad V_CopyRect");
+ I_Error ("Bad V_CopyRect");
}
#endif
- V_MarkRect (destx, desty, width, height);
-
- src = screens[srcscrn]+SCREENWIDTH*srcy+srcx;
- dest = screens[destscrn]+SCREENWIDTH*desty+destx;
+
+ V_MarkRect(destx, desty, width, height);
+
+ src = source + SCREENWIDTH * srcy + srcx;
+ dest = dest_screen + SCREENWIDTH * desty + destx;
for ( ; height>0 ; height--)
{
- memcpy (dest, src, width);
- src += SCREENWIDTH;
- dest += SCREENWIDTH;
+ memcpy(dest, src, width);
+ src += SCREENWIDTH;
+ dest += SCREENWIDTH;
}
}
@@ -205,220 +113,306 @@ V_CopyRect
// V_DrawPatch
// Masks a column based masked pic to the screen.
//
-void
-V_DrawPatch
-( int x,
- int y,
- int scrn,
- patch_t* patch )
-{
- int count;
- int col;
- column_t* column;
- byte* desttop;
- byte* dest;
- byte* source;
- int w;
-
- y -= SHORT(patch->topoffset);
- x -= SHORT(patch->leftoffset);
-#ifdef RANGECHECK
- if (x<0
- ||x+SHORT(patch->width) >SCREENWIDTH
- || y<0
- || y+SHORT(patch->height)>SCREENHEIGHT
- || (unsigned)scrn>4)
+void V_DrawPatch(int x, int y, patch_t *patch)
+{
+ int count;
+ int col;
+ column_t *column;
+ byte *desttop;
+ byte *dest;
+ byte *source;
+ int w;
+
+ y -= SHORT(patch->topoffset);
+ x -= SHORT(patch->leftoffset);
+
+#ifdef RANGECHECK
+ if (x < 0
+ || x + SHORT(patch->width) > SCREENWIDTH
+ || y < 0
+ || y + SHORT(patch->height) > SCREENHEIGHT)
{
I_Error("Bad V_DrawPatch");
}
-#endif
-
- if (!scrn)
- V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height));
+#endif
+
+ V_MarkRect(x, y, SHORT(patch->width), SHORT(patch->height));
- col = 0;
- desttop = screens[scrn]+y*SCREENWIDTH+x;
-
- w = SHORT(patch->width);
+ col = 0;
+ desttop = dest_screen + y * SCREENWIDTH + x;
+
+ w = SHORT(patch->width);
for ( ; col<w ; x++, col++, desttop++)
- {
- column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
-
- // step through the posts in a column
- while (column->topdelta != 0xff )
- {
- source = (byte *)column + 3;
- dest = desttop + column->topdelta*SCREENWIDTH;
- count = column->length;
-
- while (count--)
- {
- *dest = *source++;
- dest += SCREENWIDTH;
- }
- column = (column_t *)( (byte *)column + column->length
- + 4 );
- }
- }
-}
-
+ {
+ column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
+
+ // step through the posts in a column
+ while (column->topdelta != 0xff)
+ {
+ source = (byte *)column + 3;
+ dest = desttop + column->topdelta*SCREENWIDTH;
+ count = column->length;
+
+ while (count--)
+ {
+ *dest = *source++;
+ dest += SCREENWIDTH;
+ }
+ column = (column_t *)((byte *)column + column->length + 4);
+ }
+ }
+}
+
//
-// V_DrawPatchFlipped
+// V_DrawPatchFlipped
// Masks a column based masked pic to the screen.
// Flips horizontally, e.g. to mirror face.
//
-void
-V_DrawPatchFlipped
-( int x,
- int y,
- int scrn,
- patch_t* patch )
-{
- int count;
- int col;
- column_t* column;
- byte* desttop;
- byte* dest;
- byte* source;
- int w;
-
+void V_DrawPatchFlipped(int x, int y, patch_t *patch)
+{
+ int count;
+ int col;
+ column_t *column;
+ byte *desttop;
+ byte *dest;
+ byte *source;
+ int w;
+
y -= SHORT(patch->topoffset);
x -= SHORT(patch->leftoffset);
+
#ifdef RANGECHECK
- if (x<0
- ||x+SHORT(patch->width) >SCREENWIDTH
- || y<0
- || y+SHORT(patch->height)>SCREENHEIGHT
- || (unsigned)scrn>4)
+ if (x < 0
+ || x + SHORT(patch->width) > SCREENWIDTH
+ || y < 0
+ || y + SHORT(patch->height) > SCREENHEIGHT)
{
I_Error("Bad V_DrawPatchFlipped");
}
-#endif
-
- if (!scrn)
- V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height));
+#endif
- col = 0;
- desttop = screens[scrn]+y*SCREENWIDTH+x;
-
- w = SHORT(patch->width);
+ V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height));
+
+ col = 0;
+ desttop = dest_screen + y * SCREENWIDTH + x;
+
+ w = SHORT(patch->width);
+
+ for ( ; col<w ; x++, col++, desttop++)
+ {
+ column = (column_t *)((byte *)patch + LONG(patch->columnofs[w-1-col]));
+
+ // step through the posts in a column
+ while (column->topdelta != 0xff )
+ {
+ source = (byte *)column + 3;
+ dest = desttop + column->topdelta*SCREENWIDTH;
+ count = column->length;
+
+ while (count--)
+ {
+ *dest = *source++;
+ dest += SCREENWIDTH;
+ }
+ column = (column_t *)((byte *)column + column->length + 4);
+ }
+ }
+}
- for ( ; col<w ; x++, col++, desttop++)
- {
- column = (column_t *)((byte *)patch + LONG(patch->columnofs[w-1-col]));
-
- // step through the posts in a column
- while (column->topdelta != 0xff )
- {
- source = (byte *)column + 3;
- dest = desttop + column->topdelta*SCREENWIDTH;
- count = column->length;
-
- while (count--)
- {
- *dest = *source++;
- dest += SCREENWIDTH;
- }
- column = (column_t *)( (byte *)column + column->length
- + 4 );
- }
- }
-}
-
//
// V_DrawPatchDirect
// Draws directly to the screen on the pc.
//
-void
-V_DrawPatchDirect
-( int x,
- int y,
- int scrn,
- patch_t* patch )
+
+void V_DrawPatchDirect(int x, int y, patch_t *patch)
{
- V_DrawPatch (x,y,scrn, patch);
-
- /*
- int count;
- int col;
- column_t* column;
- byte* desttop;
- byte* dest;
- byte* source;
- int w;
-
- y -= SHORT(patch->topoffset);
- x -= SHORT(patch->leftoffset);
+ V_DrawPatch(x, y, patch);
+}
-#ifdef RANGECHECK
- if (x<0
- ||x+SHORT(patch->width) >SCREENWIDTH
- || y<0
- || y+SHORT(patch->height)>SCREENHEIGHT
- || (unsigned)scrn>4)
+//
+// V_DrawTLPatch
+//
+// Masks a column based translucent masked pic to the screen.
+//
+
+void V_DrawTLPatch(int x, int y, patch_t * patch)
+{
+ int count, col;
+ column_t *column;
+ byte *desttop, *dest, *source;
+ int w;
+
+ y -= SHORT(patch->topoffset);
+ x -= SHORT(patch->leftoffset);
+
+ if (x < 0
+ || x + SHORT(patch->width) > SCREENWIDTH
+ || y < 0
+ || y + SHORT(patch->height) > SCREENHEIGHT)
{
- I_Error ("Bad V_DrawPatchDirect");
+ I_Error("Bad V_DrawTLPatch");
}
-#endif
-
- // V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height));
- desttop = destscreen + y*SCREENWIDTH/4 + (x>>2);
-
- w = SHORT(patch->width);
- for ( col = 0 ; col<w ; col++)
- {
- outp (SC_INDEX+1,1<<(x&3));
- column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
-
- // step through the posts in a column
-
- while (column->topdelta != 0xff )
- {
- source = (byte *)column + 3;
- dest = desttop + column->topdelta*SCREENWIDTH/4;
- count = column->length;
-
- while (count--)
- {
- *dest = *source++;
- dest += SCREENWIDTH/4;
- }
- column = (column_t *)( (byte *)column + column->length
- + 4 );
- }
- if ( ((++x)&3) == 0 )
- desttop++; // go to next byte, not next plane
- }*/
-}
-
+ col = 0;
+ desttop = dest_screen + y * SCREENWIDTH + x;
+
+ w = SHORT(patch->width);
+ for (; col < w; x++, col++, desttop++)
+ {
+ column = (column_t *) ((byte *) patch + LONG(patch->columnofs[col]));
+
+ // step through the posts in a column
+
+ while (column->topdelta != 0xff)
+ {
+ source = (byte *) column + 3;
+ dest = desttop + column->topdelta * SCREENWIDTH;
+ count = column->length;
+
+ while (count--)
+ {
+ *dest = tinttable[((*dest) << 8) + *source++];
+ dest += SCREENWIDTH;
+ }
+ column = (column_t *) ((byte *) column + column->length + 4);
+ }
+ }
+}
+
+//
+// V_DrawAltTLPatch
+//
+// Masks a column based translucent masked pic to the screen.
+//
+
+void V_DrawAltTLPatch(int x, int y, patch_t * patch)
+{
+ int count, col;
+ column_t *column;
+ byte *desttop, *dest, *source;
+ int w;
+
+ y -= SHORT(patch->topoffset);
+ x -= SHORT(patch->leftoffset);
+
+ if (x < 0
+ || x + SHORT(patch->width) > SCREENWIDTH
+ || y < 0
+ || y + SHORT(patch->height) > SCREENHEIGHT)
+ {
+ I_Error("Bad V_DrawAltTLPatch");
+ }
+
+ col = 0;
+ desttop = dest_screen + y * SCREENWIDTH + x;
+
+ w = SHORT(patch->width);
+ for (; col < w; x++, col++, desttop++)
+ {
+ column = (column_t *) ((byte *) patch + LONG(patch->columnofs[col]));
+
+ // step through the posts in a column
+
+ while (column->topdelta != 0xff)
+ {
+ source = (byte *) column + 3;
+ dest = desttop + column->topdelta * SCREENWIDTH;
+ count = column->length;
+
+ while (count--)
+ {
+ *dest = tinttable[((*dest) << 8) + *source++];
+ dest += SCREENWIDTH;
+ }
+ column = (column_t *) ((byte *) column + column->length + 4);
+ }
+ }
+}
+
+//
+// V_DrawShadowedPatch
+//
+// Masks a column based masked pic to the screen.
+//
+
+void V_DrawShadowedPatch(int x, int y, patch_t *patch)
+{
+ int count, col;
+ column_t *column;
+ byte *desttop, *dest, *source;
+ byte *desttop2, *dest2;
+ int w;
+
+ y -= SHORT(patch->topoffset);
+ x -= SHORT(patch->leftoffset);
+
+ if (x < 0
+ || x + SHORT(patch->width) > SCREENWIDTH
+ || y < 0
+ || y + SHORT(patch->height) > SCREENHEIGHT)
+ {
+ I_Error("Bad V_DrawShadowedPatch");
+ }
+
+ col = 0;
+ desttop = dest_screen + y * SCREENWIDTH + x;
+ desttop2 = dest_screen + (y + 2) * SCREENWIDTH + x + 2;
+
+ w = SHORT(patch->width);
+ for (; col < w; x++, col++, desttop++, desttop2++)
+ {
+ column = (column_t *) ((byte *) patch + LONG(patch->columnofs[col]));
+
+ // step through the posts in a column
+
+ while (column->topdelta != 0xff)
+ {
+ source = (byte *) column + 3;
+ dest = desttop + column->topdelta * SCREENWIDTH;
+ dest2 = desttop2 + column->topdelta * SCREENWIDTH;
+ count = column->length;
+
+ while (count--)
+ {
+ *dest2 = tinttable[((*dest2) << 8)];
+ dest2 += SCREENWIDTH;
+ *dest = *source++;
+ dest += SCREENWIDTH;
+
+ }
+ column = (column_t *) ((byte *) column + column->length + 4);
+ }
+ }
+}
+
+//
+// Load tint table from TINTTAB lump.
+//
+
+void V_LoadTintTable(void)
+{
+ tinttable = W_CacheLumpName("TINTTAB", PU_STATIC);
+}
//
// V_DrawBlock
// Draw a linear block of pixels into the view buffer.
//
-void
-V_DrawBlock
-( int x,
- int y,
- int scrn,
- int width,
- int height,
- byte* src )
+
+void V_DrawBlock(int x, int y, int width, int height, byte *src)
{
- byte* dest;
-
+ byte *dest;
+
#ifdef RANGECHECK
- if (x<0
- ||x+width >SCREENWIDTH
- || y<0
- || y+height>SCREENHEIGHT
- || (unsigned)scrn>4 )
+ if (x < 0
+ || x + width >SCREENWIDTH
+ || y < 0
+ || y + height > SCREENHEIGHT)
{
I_Error ("Bad V_DrawBlock");
}
@@ -426,7 +420,7 @@ V_DrawBlock
V_MarkRect (x, y, width, height);
- dest = screens[scrn] + y*SCREENWIDTH+x;
+ dest = dest_screen + y * SCREENWIDTH + x;
while (height--)
{
@@ -435,64 +429,39 @@ V_DrawBlock
dest += SCREENWIDTH;
}
}
-
-
//
-// V_GetBlock
-// Gets a linear block of pixels from the view buffer.
+// Draw a "raw" screen (lump containing raw data to blit directly
+// to the screen)
//
-void
-V_GetBlock
-( int x,
- int y,
- int scrn,
- int width,
- int height,
- byte* dest )
-{
- byte* src;
-
-#ifdef RANGECHECK
- if (x<0
- ||x+width >SCREENWIDTH
- || y<0
- || y+height>SCREENHEIGHT
- || (unsigned)scrn>4 )
- {
- I_Error ("Bad V_DrawBlock");
- }
-#endif
- src = screens[scrn] + y*SCREENWIDTH+x;
-
- while (height--)
- {
- memcpy (dest, src, width);
- src += SCREENWIDTH;
- dest += width;
- }
-}
-
-
-
+void V_DrawRawScreen(byte *raw)
+{
+ memcpy(dest_screen, raw, SCREENWIDTH * SCREENHEIGHT);
+}
//
// V_Init
//
void V_Init (void)
{
- int i;
- byte* base;
-
- // stick these in low dos memory on PCs
+ // no-op!
+ // There used to be separate screens that could be drawn to; these are
+ // now handled in the upper layers.
+}
- base = Z_Malloc(SCREENWIDTH * SCREENHEIGHT * 4, PU_STATIC, NULL);
+// Set the buffer that the code draws to.
- for (i=0 ; i<4 ; i++)
- {
- screens[i] = base + i*SCREENWIDTH*SCREENHEIGHT;
- }
+void V_UseBuffer(byte *buffer)
+{
+ dest_screen = buffer;
+}
+
+// Restore screen buffer to the i_video screen buffer.
+
+void V_RestoreBuffer(void)
+{
+ dest_screen = I_VideoBuffer;
}
//
@@ -587,32 +556,31 @@ void WritePCXfile(char *filename, byte *data,
// V_ScreenShot
//
-void V_ScreenShot (void)
+void V_ScreenShot(char *format)
{
- int i;
- byte* linear;
- char lbmname[12];
-
- // munge planar buffer to linear
- linear = screens[2];
- I_ReadScreen (linear);
+ int i;
+ char lbmname[12];
// find a file name to save it to
- strcpy(lbmname,"DOOM00.pcx");
-
- for (i=0 ; i<=99 ; i++)
+
+ for (i=0; i<=99; i++)
{
- lbmname[4] = i/10 + '0';
- lbmname[5] = i%10 + '0';
- if (!M_FileExists(lbmname))
- break; // file doesn't exist
+ sprintf(lbmname, format, i);
+
+ if (!M_FileExists(lbmname))
+ {
+ break; // file doesn't exist
+ }
}
- if (i==100)
- I_Error ("V_ScreenShot: Couldn't create a PCX");
-
+
+ if (i == 100)
+ {
+ I_Error ("V_ScreenShot: Couldn't create a PCX");
+ }
+
// save the pcx file
- WritePCXfile (lbmname, linear,
- SCREENWIDTH, SCREENHEIGHT,
- W_CacheLumpName (DEH_String("PLAYPAL"), PU_CACHE));
+ WritePCXfile(lbmname, I_VideoBuffer,
+ SCREENWIDTH, SCREENHEIGHT,
+ W_CacheLumpName (DEH_String("PLAYPAL"), PU_CACHE));
}
diff --git a/src/v_video.h b/src/v_video.h
index 3782b4eb..0c722478 100644
--- a/src/v_video.h
+++ b/src/v_video.h
@@ -32,10 +32,8 @@
#include "doomtype.h"
-#include "doomdef.h"
-
// Needed because we are refering to patches.
-#include "r_data.h"
+#include "v_patch.h"
//
// VIDEO
@@ -44,78 +42,55 @@
#define CENTERY (SCREENHEIGHT/2)
-// Screen 0 is the screen updated by I_Update screen.
-// Screen 1 is an extra buffer.
+extern int dirtybox[4];
+extern byte *tinttable;
+// Allocates buffer screens, call before R_Init.
+void V_Init (void);
-extern byte *screens[5];
+// Draw a block from the specified source screen to the screen.
-extern int dirtybox[4];
+void V_CopyRect(int srcx, int srcy, byte *source,
+ int width, int height,
+ int destx, int desty);
-extern const byte gammatable[5][256];
-extern int usegamma;
+void V_DrawPatch(int x, int y, patch_t *patch);
+void V_DrawPatchFlipped(int x, int y, patch_t *patch);
+void V_DrawTLPatch(int x, int y, patch_t *patch);
+void V_DrawAltTLPatch(int x, int y, patch_t * patch);
+void V_DrawShadowedPatch(int x, int y, patch_t *patch);
+void V_DrawPatchDirect(int x, int y, patch_t *patch);
+// Draw a linear block of pixels into the view buffer.
-// Allocates buffer screens, call before R_Init.
-void V_Init (void);
+void V_DrawBlock(int x, int y, int width, int height, byte *src);
+void V_MarkRect(int x, int y, int width, int height);
-void
-V_CopyRect
-( int srcx,
- int srcy,
- int srcscrn,
- int width,
- int height,
- int destx,
- int desty,
- int destscrn );
-
-void
-V_DrawPatch
-( int x,
- int y,
- int scrn,
- patch_t* patch);
-
-void
-V_DrawPatchDirect
-( int x,
- int y,
- int scrn,
- patch_t* patch );
+// Draw a raw screen lump
+void V_DrawRawScreen(byte *raw);
-// Draw a linear block of pixels into the view buffer.
-void
-V_DrawBlock
-( int x,
- int y,
- int scrn,
- int width,
- int height,
- byte* src );
-
-// Reads a linear block of pixels into the view buffer.
-void
-V_GetBlock
-( int x,
- int y,
- int scrn,
- int width,
- int height,
- byte* dest );
-
-
-void
-V_MarkRect
-( int x,
- int y,
- int width,
- int height );
-
-void V_ScreenShot(void);
+// Temporarily switch to using a different buffer to draw graphics, etc.
+
+void V_UseBuffer(byte *buffer);
+
+// Return to using the normal screen buffer to draw graphics.
+
+void V_RestoreBuffer(void);
+
+// Save a screenshot of the current screen to a file, named in the
+// format described in the string passed to the function, eg.
+// "DOOM%02i.pcx"
+
+void V_ScreenShot(char *format);
+
+// Load the lookup table for translucency calculations from the TINTTAB
+// lump.
+
+void V_LoadTintTable(void);
#endif
+
diff --git a/src/w_file.c b/src/w_file.c
index c8682cbf..7525f203 100644
--- a/src/w_file.c
+++ b/src/w_file.c
@@ -24,9 +24,10 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
+
#include "config.h"
-#include "doomdef.h"
#include "doomtype.h"
#include "m_argv.h"
diff --git a/src/w_merge.c b/src/w_merge.c
index 6b6ae659..150f075c 100644
--- a/src/w_merge.c
+++ b/src/w_merge.c
@@ -26,10 +26,11 @@
//
//-----------------------------------------------------------------------------
+#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include "doomdef.h"
+#include "doomtype.h"
#include "i_system.h"
#include "w_merge.h"
#include "w_wad.h"
diff --git a/src/w_wad.c b/src/w_wad.c
index 9425705c..4f944fee 100644
--- a/src/w_wad.c
+++ b/src/w_wad.c
@@ -32,7 +32,6 @@
#include <stdlib.h>
#include <string.h>
-#include "doomdef.h"
#include "doomtype.h"
#include "i_swap.h"
@@ -72,32 +71,6 @@ unsigned int numlumps = 0;
static lumpinfo_t **lumphash;
-static void ExtractFileBase(char *path, char *dest)
-{
- char* src;
- int length;
-
- src = path + strlen(path) - 1;
-
- // back up until a \ or the start
- while (src != path && *(src - 1) != DIR_SEPARATOR)
- {
- src--;
- }
-
- // copy up to eight characters
- memset (dest,0,8);
- length = 0;
-
- while (*src && *src != '.')
- {
- if (++length == 9)
- I_Error ("Filename base of %s >8 chars",path);
-
- *dest++ = toupper((int)*src++);
- }
-}
-
// Hash function used for lump names.
unsigned int W_LumpNameHash(const char *s)
@@ -168,7 +141,7 @@ wad_file_t *W_AddFile (char *filename)
// Name the lump after the base of the filename (without the
// extension).
- ExtractFileBase (filename, fileinfo->name);
+ M_ExtractFileBase (filename, fileinfo->name);
numlumps++;
}
else
diff --git a/src/z_native.c b/src/z_native.c
index 37bdc02a..ac618222 100644
--- a/src/z_native.c
+++ b/src/z_native.c
@@ -29,10 +29,11 @@
#include <stdlib.h>
+#include <string.h>
#include "z_zone.h"
#include "i_system.h"
-#include "doomdef.h"
+#include "doomtype.h"
#define ZONEID 0x1d4a11
diff --git a/src/z_zone.c b/src/z_zone.c
index 975f41e5..a3900f5b 100644
--- a/src/z_zone.c
+++ b/src/z_zone.c
@@ -27,7 +27,7 @@
#include "z_zone.h"
#include "i_system.h"
-#include "doomdef.h"
+#include "doomtype.h"
//