From de6f6af80635f0f20d7cb75722dc04b00dd2d746 Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Mon, 1 Feb 2010 19:11:06 +0000 Subject: Remove improperly-created strife directory. Subversion-branch: /branches/strife-branch Subversion-revision: 1839 --- src/strife/am_map.c | 1372 -------------- src/strife/am_map.h | 57 - src/strife/d_englsh.h | 701 ------- src/strife/d_items.c | 136 -- src/strife/d_items.h | 49 - src/strife/d_main.c | 1776 ------------------ src/strife/d_main.h | 58 - src/strife/d_net.c | 627 ------- src/strife/d_net.h | 52 - src/strife/d_player.h | 217 --- src/strife/d_textur.h | 51 - src/strife/d_think.h | 76 - src/strife/deh_ammo.c | 112 -- src/strife/deh_cheat.c | 155 -- src/strife/deh_defs.h | 68 - src/strife/deh_frame.c | 170 -- src/strife/deh_io.c | 211 --- src/strife/deh_io.h | 40 - src/strife/deh_main.c | 423 ----- src/strife/deh_main.h | 54 - src/strife/deh_mapping.c | 133 -- src/strife/deh_mapping.h | 90 - src/strife/deh_misc.c | 237 --- src/strife/deh_misc.h | 92 - src/strife/deh_ptr.c | 151 -- src/strife/deh_sound.c | 112 -- src/strife/deh_text.c | 127 -- src/strife/deh_thing.c | 140 -- src/strife/deh_weapon.c | 110 -- src/strife/doomdata.h | 221 --- src/strife/doomdef.c | 36 - src/strife/doomdef.h | 174 -- src/strife/doomstat.c | 43 - src/strife/doomstat.h | 297 --- src/strife/dstrings.c | 81 - src/strife/dstrings.h | 58 - src/strife/f_finale.c | 729 -------- src/strife/f_finale.h | 53 - src/strife/f_wipe.c | 304 --- src/strife/f_wipe.h | 71 - src/strife/g_game.c | 2098 --------------------- src/strife/g_game.h | 87 - src/strife/hu_lib.c | 357 ---- src/strife/hu_lib.h | 190 -- src/strife/hu_stuff.c | 654 ------- src/strife/hu_stuff.h | 67 - src/strife/info.c | 4670 ---------------------------------------------- src/strife/info.h | 1339 ------------- src/strife/m_menu.c | 2039 -------------------- src/strife/m_menu.h | 69 - src/strife/m_random.c | 86 - src/strife/m_random.h | 47 - src/strife/p_ceilng.c | 332 ---- src/strife/p_doors.c | 788 -------- src/strife/p_enemy.c | 2022 -------------------- src/strife/p_floor.c | 554 ------ src/strife/p_inter.c | 928 --------- src/strife/p_inter.h | 38 - src/strife/p_lights.c | 358 ---- src/strife/p_local.h | 291 --- src/strife/p_map.c | 1449 -------------- src/strife/p_maputl.c | 1009 ---------- src/strife/p_mobj.c | 1057 ----------- src/strife/p_mobj.h | 292 --- src/strife/p_plats.c | 312 ---- src/strife/p_pspr.c | 896 --------- src/strife/p_pspr.h | 79 - src/strife/p_saveg.c | 1880 ------------------- src/strife/p_saveg.h | 69 - src/strife/p_setup.c | 753 -------- src/strife/p_setup.h | 45 - src/strife/p_sight.c | 350 ---- src/strife/p_spec.c | 1498 --------------- src/strife/p_spec.h | 645 ------- src/strife/p_switch.c | 656 ------- src/strife/p_telept.c | 142 -- src/strife/p_tick.c | 159 -- src/strife/p_tick.h | 41 - src/strife/p_user.c | 387 ---- src/strife/r_bsp.c | 581 ------ src/strife/r_bsp.h | 69 - src/strife/r_data.c | 909 --------- src/strife/r_data.h | 59 - src/strife/r_defs.h | 456 ----- src/strife/r_draw.c | 979 ---------- src/strife/r_draw.h | 112 -- src/strife/r_local.h | 53 - src/strife/r_main.c | 899 --------- src/strife/r_main.h | 170 -- src/strife/r_plane.c | 454 ----- src/strife/r_plane.h | 84 - src/strife/r_segs.c | 751 -------- src/strife/r_segs.h | 41 - src/strife/r_sky.c | 60 - src/strife/r_sky.h | 45 - src/strife/r_state.h | 135 -- src/strife/r_things.c | 990 ---------- src/strife/r_things.h | 73 - src/strife/s_sound.c | 675 ------- src/strife/s_sound.h | 97 - src/strife/sounds.c | 237 --- src/strife/sounds.h | 235 --- src/strife/st_lib.c | 294 --- src/strife/st_lib.h | 217 --- src/strife/st_stuff.c | 1412 -------------- src/strife/st_stuff.h | 98 - src/strife/wi_stuff.c | 1841 ------------------ src/strife/wi_stuff.h | 56 - 108 files changed, 50479 deletions(-) delete mode 100644 src/strife/am_map.c delete mode 100644 src/strife/am_map.h delete mode 100644 src/strife/d_englsh.h delete mode 100644 src/strife/d_items.c delete mode 100644 src/strife/d_items.h delete mode 100644 src/strife/d_main.c delete mode 100644 src/strife/d_main.h delete mode 100644 src/strife/d_net.c delete mode 100644 src/strife/d_net.h delete mode 100644 src/strife/d_player.h delete mode 100644 src/strife/d_textur.h delete mode 100644 src/strife/d_think.h delete mode 100644 src/strife/deh_ammo.c delete mode 100644 src/strife/deh_cheat.c delete mode 100644 src/strife/deh_defs.h delete mode 100644 src/strife/deh_frame.c delete mode 100644 src/strife/deh_io.c delete mode 100644 src/strife/deh_io.h delete mode 100644 src/strife/deh_main.c delete mode 100644 src/strife/deh_main.h delete mode 100644 src/strife/deh_mapping.c delete mode 100644 src/strife/deh_mapping.h delete mode 100644 src/strife/deh_misc.c delete mode 100644 src/strife/deh_misc.h delete mode 100644 src/strife/deh_ptr.c delete mode 100644 src/strife/deh_sound.c delete mode 100644 src/strife/deh_text.c delete mode 100644 src/strife/deh_thing.c delete mode 100644 src/strife/deh_weapon.c delete mode 100644 src/strife/doomdata.h delete mode 100644 src/strife/doomdef.c delete mode 100644 src/strife/doomdef.h delete mode 100644 src/strife/doomstat.c delete mode 100644 src/strife/doomstat.h delete mode 100644 src/strife/dstrings.c delete mode 100644 src/strife/dstrings.h delete mode 100644 src/strife/f_finale.c delete mode 100644 src/strife/f_finale.h delete mode 100644 src/strife/f_wipe.c delete mode 100644 src/strife/f_wipe.h delete mode 100644 src/strife/g_game.c delete mode 100644 src/strife/g_game.h delete mode 100644 src/strife/hu_lib.c delete mode 100644 src/strife/hu_lib.h delete mode 100644 src/strife/hu_stuff.c delete mode 100644 src/strife/hu_stuff.h delete mode 100644 src/strife/info.c delete mode 100644 src/strife/info.h delete mode 100644 src/strife/m_menu.c delete mode 100644 src/strife/m_menu.h delete mode 100644 src/strife/m_random.c delete mode 100644 src/strife/m_random.h delete mode 100644 src/strife/p_ceilng.c delete mode 100644 src/strife/p_doors.c delete mode 100644 src/strife/p_enemy.c delete mode 100644 src/strife/p_floor.c delete mode 100644 src/strife/p_inter.c delete mode 100644 src/strife/p_inter.h delete mode 100644 src/strife/p_lights.c delete mode 100644 src/strife/p_local.h delete mode 100644 src/strife/p_map.c delete mode 100644 src/strife/p_maputl.c delete mode 100644 src/strife/p_mobj.c delete mode 100644 src/strife/p_mobj.h delete mode 100644 src/strife/p_plats.c delete mode 100644 src/strife/p_pspr.c delete mode 100644 src/strife/p_pspr.h delete mode 100644 src/strife/p_saveg.c delete mode 100644 src/strife/p_saveg.h delete mode 100644 src/strife/p_setup.c delete mode 100644 src/strife/p_setup.h delete mode 100644 src/strife/p_sight.c delete mode 100644 src/strife/p_spec.c delete mode 100644 src/strife/p_spec.h delete mode 100644 src/strife/p_switch.c delete mode 100644 src/strife/p_telept.c delete mode 100644 src/strife/p_tick.c delete mode 100644 src/strife/p_tick.h delete mode 100644 src/strife/p_user.c delete mode 100644 src/strife/r_bsp.c delete mode 100644 src/strife/r_bsp.h delete mode 100644 src/strife/r_data.c delete mode 100644 src/strife/r_data.h delete mode 100644 src/strife/r_defs.h delete mode 100644 src/strife/r_draw.c delete mode 100644 src/strife/r_draw.h delete mode 100644 src/strife/r_local.h delete mode 100644 src/strife/r_main.c delete mode 100644 src/strife/r_main.h delete mode 100644 src/strife/r_plane.c delete mode 100644 src/strife/r_plane.h delete mode 100644 src/strife/r_segs.c delete mode 100644 src/strife/r_segs.h delete mode 100644 src/strife/r_sky.c delete mode 100644 src/strife/r_sky.h delete mode 100644 src/strife/r_state.h delete mode 100644 src/strife/r_things.c delete mode 100644 src/strife/r_things.h delete mode 100644 src/strife/s_sound.c delete mode 100644 src/strife/s_sound.h delete mode 100644 src/strife/sounds.c delete mode 100644 src/strife/sounds.h delete mode 100644 src/strife/st_lib.c delete mode 100644 src/strife/st_lib.h delete mode 100644 src/strife/st_stuff.c delete mode 100644 src/strife/st_stuff.h delete mode 100644 src/strife/wi_stuff.c delete mode 100644 src/strife/wi_stuff.h diff --git a/src/strife/am_map.c b/src/strife/am_map.c deleted file mode 100644 index 89a5dffc..00000000 --- a/src/strife/am_map.c +++ /dev/null @@ -1,1372 +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: the automap code -// -//----------------------------------------------------------------------------- - - -#include - -#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< 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< 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;pnummo->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 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<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;imo->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;ipowers[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;iangle, colors+lightlev, t->x, t->y); - t = t->snext; - } - } -} - -void AM_drawMarks(void) -{ - int i, fx, fy, w, h; - - for (i=0;iwidth); - // h = SHORT(marknums[i]->height); - 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 deleted file mode 100644 index af390d1b..00000000 --- a/src/strife/am_map.h +++ /dev/null @@ -1,57 +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: -// 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 deleted file mode 100644 index de8ff7f0..00000000 --- a/src/strife/d_englsh.h +++ /dev/null @@ -1,701 +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: -// 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 deleted file mode 100644 index 8f12be9f..00000000 --- a/src/strife/d_items.c +++ /dev/null @@ -1,136 +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: -// -//----------------------------------------------------------------------------- - - -// 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 deleted file mode 100644 index ffc34582..00000000 --- a/src/strife/d_items.h +++ /dev/null @@ -1,49 +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: -// 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 deleted file mode 100644 index 4e7812cc..00000000 --- a/src/strife/d_main.c +++ /dev/null @@ -1,1776 +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: -// 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 -#include -#include -#include - -#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 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 - // @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
- // @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 - // @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 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 - // @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 - // @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 - // @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 - // @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 - // @category mod - // - // Equivalent to "-af -as ". - // - - p = M_CheckParm("-aa"); - - if (p > 0) - { - for (p = p + 1; p - // @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 - // @category demo - // @vanilla - // - // Play back the demo named demo.lmp. - // - - p = M_CheckParm ("-playdemo"); - - if (!p) - { - //! - // @arg - // @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 - // @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 - // @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 - // @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 [ | ] - // @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 - // @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 - // @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 deleted file mode 100644 index a1770536..00000000 --- a/src/strife/d_main.h +++ /dev/null @@ -1,58 +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: -// 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 deleted file mode 100644 index e30ead83..00000000 --- a/src/strife/d_net.c +++ /dev/null @@ -1,627 +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: -// 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 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 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
- // @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 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 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 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 ; jchatchar = 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 deleted file mode 100644 index f801d216..00000000 --- a/src/strife/d_net.h +++ /dev/null @@ -1,52 +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: -// 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 deleted file mode 100644 index 8bdccf46..00000000 --- a/src/strife/d_player.h +++ /dev/null @@ -1,217 +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: -// -// -//----------------------------------------------------------------------------- - - -#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 deleted file mode 100644 index 084a5b1b..00000000 --- a/src/strife/d_textur.h +++ /dev/null @@ -1,51 +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: -// 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 deleted file mode 100644 index 1405230d..00000000 --- a/src/strife/d_think.h +++ /dev/null @@ -1,76 +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: -// 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 deleted file mode 100644 index 2c6a9022..00000000 --- a/src/strife/deh_ammo.c +++ /dev/null @@ -1,112 +0,0 @@ -// 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 -#include -#include - -#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 -#include - -#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= 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 deleted file mode 100644 index e7b76182..00000000 --- a/src/strife/deh_defs.h +++ /dev/null @@ -1,68 +0,0 @@ -// 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 deleted file mode 100644 index e59f09f4..00000000 --- a/src/strife/deh_frame.c +++ /dev/null @@ -1,170 +0,0 @@ -// 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 -#include - -#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 -#include -#include -#include - -#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 deleted file mode 100644 index 061a5a0e..00000000 --- a/src/strife/deh_io.h +++ /dev/null @@ -1,40 +0,0 @@ -// 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 deleted file mode 100644 index 63cae460..00000000 --- a/src/strife/deh_main.c +++ /dev/null @@ -1,423 +0,0 @@ -// 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 -#include -#include -#include - -#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; imd5_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; iinit != 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; iname, 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; iend != 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 - // @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 deleted file mode 100644 index f9cb44ca..00000000 --- a/src/strife/deh_main.h +++ /dev/null @@ -1,54 +0,0 @@ -// 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 deleted file mode 100644 index b215b128..00000000 --- a/src/strife/deh_mapping.c +++ /dev/null @@ -1,133 +0,0 @@ -// 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 -#include -#include - -#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 deleted file mode 100644 index 4862dec9..00000000 --- a/src/strife/deh_mapping.h +++ /dev/null @@ -1,90 +0,0 @@ -// 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 deleted file mode 100644 index b57d0ef0..00000000 --- a/src/strife/deh_misc.c +++ /dev/null @@ -1,237 +0,0 @@ -// 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 -#include - -#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 -#include -#include - -#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) - { - 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 -#include - -#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 deleted file mode 100644 index 31e23db2..00000000 --- a/src/strife/deh_text.c +++ /dev/null @@ -1,127 +0,0 @@ -// 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 -#include - -#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 -#include - -#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 -#include -#include - -#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 -#include - -#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 deleted file mode 100644 index b591358f..00000000 --- a/src/strife/doomstat.c +++ /dev/null @@ -1,43 +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: -// Put all global tate variables here. -// -//----------------------------------------------------------------------------- - -#include - -#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 deleted file mode 100644 index 40147833..00000000 --- a/src/strife/doomstat.h +++ /dev/null @@ -1,297 +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: -// 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 deleted file mode 100644 index 01a438ae..00000000 --- a/src/strife/dstrings.c +++ /dev/null @@ -1,81 +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: -// 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 deleted file mode 100644 index bdc6b2ce..00000000 --- a/src/strife/dstrings.h +++ /dev/null @@ -1,58 +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: -// 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 deleted file mode 100644 index ece82b43..00000000 --- a/src/strife/f_finale.c +++ /dev/null @@ -1,729 +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: -// Game completion, final screen animation. -// -//----------------------------------------------------------------------------- - - -#include -#include - -// 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; imission == 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 ; istrlen (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 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 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 deleted file mode 100644 index 69e1732f..00000000 --- a/src/strife/f_finale.h +++ /dev/null @@ -1,53 +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: -// -// -//----------------------------------------------------------------------------- - - -#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 deleted file mode 100644 index efc678ca..00000000 --- a/src/strife/f_wipe.c +++ /dev/null @@ -1,304 +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: -// Mission begin melt/wipe screen special effect. -// -//----------------------------------------------------------------------------- - -#include - -#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 *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 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= 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 deleted file mode 100644 index 9045be3f..00000000 --- a/src/strife/f_wipe.h +++ /dev/null @@ -1,71 +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: -// 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 deleted file mode 100644 index 35bf4d74..00000000 --- a/src/strife/g_game.c +++ /dev/null @@ -1,2098 +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: none -// -//----------------------------------------------------------------------------- - - - -#include -#include -#include - -#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; iconsistancy = - 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; ibuttons |= BT_CHANGE; - cmd->buttons |= i< 1 ) - { - dclickstate = mousebuttons[mousebforward]; - if (dclickstate) - dclicks++; - if (dclicks == 2) - { - cmd->buttons |= BT_USE; - dclicks = 0; - } - else - dclicktime = 0; - } - else - { - dclicktime += ticdup; - if (dclicktime > 20) - { - dclicks = 0; - dclickstate = 0; - } - } - - // strafe double click - bstrafe = - mousebuttons[mousebstrafe] - || joybuttons[joybstrafe]; - if (bstrafe != dclickstate2 && dclicktime2 > 1 ) - { - dclickstate2 = bstrafe; - if (dclickstate2) - dclicks2++; - if (dclicks2 == 2) - { - cmd->buttons |= BT_USE; - dclicks2 = 0; - } - else - dclicktime2 = 0; - } - else - { - dclicktime2 += ticdup; - if (dclicktime2 > 20) - { - dclicks2 = 0; - dclickstate2 = 0; - } - } - } - - 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<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 ; itype == 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 data1] = true; - } - - return true; // eat key down events - - case ev_keyup: - if (ev->data1 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 ; iforwardmove > 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>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 ; imaxammo[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 ; ix == 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 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 ; iforwardmove = ((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 - // @category demo - // @vanilla - // - // Specify the demo buffer size (KiB) - // - - i = M_CheckParm ("-maxdemo"); - if (i && i= 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 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 deleted file mode 100644 index 8cf5b068..00000000 --- a/src/strife/g_game.h +++ /dev/null @@ -1,87 +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: -// 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 deleted file mode 100644 index c7c62d06..00000000 --- a/src/strife/hu_lib.c +++ /dev/null @@ -1,357 +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: heads-up text and input code -// -//----------------------------------------------------------------------------- - - -#include - -#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;ilen;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 ; yy+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;il[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 ; ih ; 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 ; ih ; 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 ; ih ; 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 deleted file mode 100644 index a4649b48..00000000 --- a/src/strife/hu_lib.h +++ /dev/null @@ -1,190 +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: 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 deleted file mode 100644 index a106978e..00000000 --- a/src/strife/hu_stuff.c +++ /dev/null @@ -1,654 +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: Heads-up displays -// -//----------------------------------------------------------------------------- - - -#include - -#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;imessage && !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 ; imessage = 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 ; idata1 == 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; idata2 == 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 deleted file mode 100644 index 2e56f763..00000000 --- a/src/strife/hu_stuff.h +++ /dev/null @@ -1,67 +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: 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 deleted file mode 100644 index 30d9f51d..00000000 --- a/src/strife/info.c +++ /dev/null @@ -1,4670 +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: -// Thing frame/state LUT, -// generated by multigen utilitiy. -// This one is the original DOOM version, preserved. -// -//----------------------------------------------------------------------------- - -#include -#include - -// 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 deleted file mode 100644 index f94af13f..00000000 --- a/src/strife/info.h +++ /dev/null @@ -1,1339 +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: -// 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 deleted file mode 100644 index a0d66dd4..00000000 --- a/src/strife/m_menu.c +++ /dev/null @@ -1,2039 +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: -// DOOM selection menu, options, episode etc. -// Sliders and icons. Kinda widget stuff. -// -//----------------------------------------------------------------------------- - - -#include -#include - - -#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;ix - 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;imenuitems[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 deleted file mode 100644 index c06fe981..00000000 --- a/src/strife/m_menu.h +++ /dev/null @@ -1,69 +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: -// 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 deleted file mode 100644 index 31cdf1b2..00000000 --- a/src/strife/m_random.c +++ /dev/null @@ -1,86 +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: -// Random number LUT. -// -//----------------------------------------------------------------------------- - - -#include - -#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 deleted file mode 100644 index be778362..00000000 --- a/src/strife/m_random.h +++ /dev/null @@ -1,47 +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: -// -// -//----------------------------------------------------------------------------- - - -#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 deleted file mode 100644 index 58b9eb06..00000000 --- a/src/strife/p_ceilng.c +++ /dev/null @@ -1,332 +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: 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 = §ors[secnum]; - if (sec->specialdata) - continue; - - // new door thinker - rtn = 1; - ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVSPEC, 0); - P_AddThinker (&ceiling->thinker); - sec->specialdata = ceiling; - ceiling->thinker.function.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 deleted file mode 100644 index 89b65328..00000000 --- a/src/strife/p_doors.c +++ /dev/null @@ -1,788 +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: 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 = §ors[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 deleted file mode 100644 index 10846d20..00000000 --- a/src/strife/p_enemy.c +++ /dev/null @@ -1,2022 +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: -// Enemy thinking, AI. -// Action Pointer Functions -// that are associated with states/frames. -// -//----------------------------------------------------------------------------- - -#include -#include - -#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 ;ilinecount ; 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 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 deleted file mode 100644 index edeb44a1..00000000 --- a/src/strife/p_floor.c +++ /dev/null @@ -1,554 +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: -// 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 = §ors[secnum]; - - // ALREADY MOVING? IF SO, KEEP GOING... - if (sec->specialdata) - continue; - - // new floor thinker - rtn = 1; - floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0); - P_AddThinker (&floor->thinker); - sec->specialdata = floor; - floor->thinker.function.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 = §ors[secnum]; - - // ALREADY MOVING? IF SO, KEEP GOING... - if (sec->specialdata) - continue; - - // new floor thinker - rtn = 1; - floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0); - P_AddThinker (&floor->thinker); - sec->specialdata = floor; - floor->thinker.function.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 deleted file mode 100644 index dda55c37..00000000 --- a/src/strife/p_inter.c +++ /dev/null @@ -1,928 +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: -// 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 ; imaxammo[i] *= 2; - player->backpack = true; - } - for (i=0 ; imessage = 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 deleted file mode 100644 index 066e8573..00000000 --- a/src/strife/p_inter.h +++ /dev/null @@ -1,38 +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: -// -// -//----------------------------------------------------------------------------- - - -#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 deleted file mode 100644 index 5ea03903..00000000 --- a/src/strife/p_lights.c +++ /dev/null @@ -1,358 +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: -// 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 = §ors[secnum]; - if (sec->specialdata) - continue; - - P_SpawnStrobeFlash (sec,SLOWDARK, 0); - } -} - - - -// -// TURN LINE'S TAG LIGHTS OFF -// -void EV_TurnTagLightsOff(line_t* line) -{ - int i; - int j; - int min; - sector_t* sector; - sector_t* tsec; - line_t* templine; - - sector = sectors; - - for (j = 0;j < numsectors; j++, sector++) - { - if (sector->tag == line->tag) - { - min = sector->lightlevel; - for (i = 0;i < sector->linecount; i++) - { - templine = sector->lines[i]; - tsec = getNextSector(templine,sector); - if (!tsec) - continue; - if (tsec->lightlevel < min) - min = tsec->lightlevel; - } - sector->lightlevel = min; - } - } -} - - -// -// TURN LINE'S TAG LIGHTS ON -// -void -EV_LightTurnOn -( line_t* line, - int bright ) -{ - int i; - int j; - sector_t* sector; - sector_t* temp; - line_t* templine; - - sector = sectors; - - for (i=0;itag == line->tag) - { - // bright = 0 means to search - // for highest light level - // surrounding sector - if (!bright) - { - for (j = 0;j < sector->linecount; j++) - { - templine = sector->lines[j]; - temp = getNextSector(templine,sector); - - if (!temp) - continue; - - if (temp->lightlevel > bright) - bright = temp->lightlevel; - } - } - sector-> lightlevel = bright; - } - } -} - - -// -// Spawn glowing light -// - -void T_Glow(glow_t* g) -{ - switch(g->direction) - { - case -1: - // DOWN - g->sector->lightlevel -= GLOWSPEED; - if (g->sector->lightlevel <= g->minlight) - { - g->sector->lightlevel += GLOWSPEED; - g->direction = 1; - } - break; - - case 1: - // UP - g->sector->lightlevel += GLOWSPEED; - if (g->sector->lightlevel >= g->maxlight) - { - g->sector->lightlevel -= GLOWSPEED; - g->direction = -1; - } - break; - } -} - - -void P_SpawnGlowingLight(sector_t* sector) -{ - glow_t* g; - - g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0); - - P_AddThinker(&g->thinker); - - g->sector = sector; - g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel); - g->maxlight = sector->lightlevel; - g->thinker.function.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 deleted file mode 100644 index 5ffefa3a..00000000 --- a/src/strife/p_local.h +++ /dev/null @@ -1,291 +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: -// 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 deleted file mode 100644 index 3f88aabc..00000000 --- a/src/strife/p_map.c +++ /dev/null @@ -1,1449 +0,0 @@ -// 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 -#include - -#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)<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 - // - // 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 deleted file mode 100644 index 4ab5d1d5..00000000 --- a/src/strife/p_maputl.c +++ /dev/null @@ -1,1009 +0,0 @@ -// 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 - - -#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 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 ; scanfrac < 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 ; scanfrac > 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 deleted file mode 100644 index a2cc227a..00000000 --- a/src/strife/p_mobj.c +++ /dev/null @@ -1,1057 +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: -// Moving object handling. Spawn functions. -// -//----------------------------------------------------------------------------- - -#include - -#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)<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 ; icards[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 deleted file mode 100644 index 145b009b..00000000 --- a/src/strife/p_mobj.h +++ /dev/null @@ -1,292 +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: -// 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 deleted file mode 100644 index dbd45161..00000000 --- a/src/strife/p_plats.c +++ /dev/null @@ -1,312 +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: -// Plats (i.e. elevator platforms) code, raising/lowering. -// -//----------------------------------------------------------------------------- - -#include - -#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 plats that are in_stasis - switch(type) - { - case perpetualRaise: - P_ActivateInStasis(line->tag); - break; - - default: - break; - } - - while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) - { - sec = §ors[secnum]; - - if (sec->specialdata) - continue; - - // Find lowest & highest floors around sector - rtn = 1; - plat = Z_Malloc( sizeof(*plat), PU_LEVSPEC, 0); - P_AddThinker(&plat->thinker); - - plat->type = type; - plat->sector = sec; - plat->sector->specialdata = plat; - plat->thinker.function.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 deleted file mode 100644 index fe32c53f..00000000 --- a/src/strife/p_pspr.c +++ /dev/null @@ -1,896 +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: -// 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 ; ipsprites[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 ; istate) ) - { - // 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 deleted file mode 100644 index 1ae7433b..00000000 --- a/src/strife/p_pspr.h +++ /dev/null @@ -1,79 +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: -// 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 deleted file mode 100644 index e557e494..00000000 --- a/src/strife/p_saveg.c +++ /dev/null @@ -1,1880 +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: -// Archiving: SaveGame I/O. -// -//----------------------------------------------------------------------------- - - -#include -#include - -#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; ix = 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; ipowers[i] = saveg_read32(); - } - - // boolean cards[NUMCARDS]; - for (i=0; icards[i] = saveg_read32(); - } - - // boolean backpack; - str->backpack = saveg_read32(); - - // int frags[MAXPLAYERS]; - for (i=0; ifrags[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; iweaponowned[i] = saveg_read32(); - } - - // int ammo[NUMAMMO]; - for (i=0; iammo[i] = saveg_read32(); - } - - // int maxammo[NUMAMMO]; - for (i=0; imaxammo[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; ipsprites[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; ipowers[i]); - } - - // boolean cards[NUMCARDS]; - for (i=0; icards[i]); - } - - // boolean backpack; - saveg_write32(str->backpack); - - // int frags[MAXPLAYERS]; - for (i=0; ifrags[i]); - } - - // weapontype_t readyweapon; - saveg_write_enum(str->readyweapon); - - // weapontype_t pendingweapon; - saveg_write_enum(str->pendingweapon); - - // boolean weaponowned[NUMWEAPONS]; - for (i=0; iweaponowned[i]); - } - - // int ammo[NUMAMMO]; - for (i=0; iammo[i]); - } - - // int maxammo[NUMAMMO]; - for (i=0; imaxammo[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; ipsprites[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 = §ors[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 = §ors[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 = §ors[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 = §ors[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 = §ors[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 = §ors[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 = §ors[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> 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; ifloorheight >> 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 ; iflags); - 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 ; ifloorheight = 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 ; iflags = 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 (ifunction.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 deleted file mode 100644 index 3a96cc3e..00000000 --- a/src/strife/p_saveg.h +++ /dev/null @@ -1,69 +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: -// Savegame I/O, archiving, persistence. -// -//----------------------------------------------------------------------------- - - -#ifndef __P_SAVEG__ -#define __P_SAVEG__ - -#include - -// 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 deleted file mode 100644 index 5cf7a628..00000000 --- a/src/strife/p_setup.c +++ /dev/null @@ -1,753 +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: -// Do all the WAD I/O, get map description, -// set up initial state and misc. LUTs. -// -//----------------------------------------------------------------------------- - - - -#include - -#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 ; ix = SHORT(ml->x)<y = SHORT(ml->y)<v1 = &vertexes[SHORT(ml->v1)]; - li->v2 = &vertexes[SHORT(ml->v2)]; - - li->angle = (SHORT(ml->angle))<<16; - li->offset = (SHORT(ml->offset))<<16; - linedef = SHORT(ml->linedef); - ldef = &lines[linedef]; - li->linedef = ldef; - side = SHORT(ml->side); - li->sidedef = &sides[ldef->sidenum[side]]; - li->frontsector = sides[ldef->sidenum[side]].sector; - if (ldef-> flags & ML_TWOSIDED) - li->backsector = sides[ldef->sidenum[side^1]].sector; - else - li->backsector = 0; - } - - 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 ; inumlines = 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 ; ifloorheight = SHORT(ms->floorheight)<ceilingheight = SHORT(ms->ceilingheight)<floorpic = R_FlatNumForName(ms->floorpic); - ss->ceilingpic = R_FlatNumForName(ms->ceilingpic); - ss->lightlevel = SHORT(ms->lightlevel); - ss->special = SHORT(ms->special); - ss->tag = SHORT(ms->tag); - ss->thinglist = NULL; - } - - 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 ; ix = SHORT(mn->x)<y = SHORT(mn->y)<dx = SHORT(mn->dx)<dy = SHORT(mn->dy)<children[j] = SHORT(mn->children[j]); - for (k=0 ; k<4 ; k++) - no->bbox[j][k] = SHORT(mn->bbox[j][k])<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 ; iflags = SHORT(mld->flags); - ld->special = SHORT(mld->special); - ld->tag = SHORT(mld->tag); - v1 = ld->v1 = &vertexes[SHORT(mld->v1)]; - v2 = ld->v2 = &vertexes[SHORT(mld->v2)]; - ld->dx = v2->x - v1->x; - ld->dy = v2->y - v1->y; - - if (!ld->dx) - ld->slopetype = ST_VERTICAL; - else if (!ld->dy) - ld->slopetype = ST_HORIZONTAL; - else - { - if (FixedDiv (ld->dy , ld->dx) > 0) - ld->slopetype = ST_POSITIVE; - else - ld->slopetype = ST_NEGATIVE; - } - - if (v1->x < v2->x) - { - ld->bbox[BOXLEFT] = v1->x; - ld->bbox[BOXRIGHT] = v2->x; - } - else - { - ld->bbox[BOXLEFT] = v2->x; - ld->bbox[BOXRIGHT] = v1->x; - } - - if (v1->y < v2->y) - { - ld->bbox[BOXBOTTOM] = v1->y; - ld->bbox[BOXTOP] = v2->y; - } - else - { - ld->bbox[BOXBOTTOM] = v2->y; - ld->bbox[BOXTOP] = v1->y; - } - - ld->sidenum[0] = SHORT(mld->sidenum[0]); - ld->sidenum[1] = SHORT(mld->sidenum[1]); - - if (ld->sidenum[0] != -1) - ld->frontsector = sides[ld->sidenum[0]].sector; - else - ld->frontsector = 0; - - if (ld->sidenum[1] != -1) - ld->backsector = sides[ld->sidenum[1]].sector; - else - ld->backsector = 0; - } - - 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 ; itextureoffset = SHORT(msd->textureoffset)<rowoffset = SHORT(msd->rowoffset)<toptexture = R_TextureNumForName(msd->toptexture); - sd->bottomtexture = R_TextureNumForName(msd->bottomtexture); - sd->midtexture = R_TextureNumForName(msd->midtexture); - sd->sector = §ors[SHORT(msd->sector)]; - } - - 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; ifirstline]; - ss->sector = seg->sidedef->sector; - } - - // count number of lines in each sector - li = lines; - total = 0; - for (i=0 ; ifrontsector->linecount++; - - if (li->backsector && li->backsector != li->frontsector) - { - li->backsector->linecount++; - total++; - } - } - - // build line tables for each sector - linebuffer = Z_Malloc (total*sizeof(line_t *), PU_LEVEL, 0); - - for (i=0; ifrontsector != 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 ; ilinecount; 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 ; idx) - { - 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 deleted file mode 100644 index 37beb850..00000000 --- a/src/strife/p_spec.c +++ /dev/null @@ -1,1498 +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: -// 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 - -#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;itag) - return i; - - return -1; -} - - - - -// -// Find minimum light from an adjacent sector -// -int -P_FindMinSurroundingLight -( sector_t* sector, - int max ) -{ - int i; - int min; - line_t* line; - sector_t* check; - - min = max; - for (i=0 ; i < sector->linecount ; i++) - { - line = sector->lines[i]; - check = getNextSector(line,sector); - - if (!check) - continue; - - if (check->lightlevel < min) - min = check->lightlevel; - } - return min; -} - - - -// -// EVENTS -// Events are operations triggered by using, crossing, -// or shooting special lines, or by timed thinkers. -// - -// -// P_CrossSpecialLine - TRIGGER -// Called every time a thing origin is about -// to cross a line with a non 0 special. -// -void -P_CrossSpecialLine -( int linenum, - int side, - mobj_t* thing ) -{ - line_t* line; - 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 ; ibasepic+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 - // - // 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 = §ors[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 ; ispecial) - continue; - - switch (sector->special) - { - case 1: - // FLICKERING LIGHTS - P_SpawnLightFlash (sector); - break; - - case 2: - // STROBE FAST - P_SpawnStrobeFlash(sector,FASTDARK,0); - break; - - case 3: - // STROBE SLOW - P_SpawnStrobeFlash(sector,SLOWDARK,0); - break; - - case 4: - // STROBE FAST/DEATH SLIME - P_SpawnStrobeFlash(sector,FASTDARK,0); - sector->special = 4; - break; - - case 8: - // GLOWING LIGHT - P_SpawnGlowingLight(sector); - break; - case 9: - // SECRET SECTOR - totalsecret++; - break; - - case 10: - // DOOR CLOSE IN 30 SECONDS - P_SpawnDoorCloseIn30 (sector); - break; - - case 12: - // SYNC STROBE SLOW - P_SpawnStrobeFlash (sector, SLOWDARK, 1); - break; - - case 13: - // SYNC STROBE FAST - P_SpawnStrobeFlash (sector, FASTDARK, 1); - break; - - case 14: - // DOOR RAISE IN 5 MINUTES - P_SpawnDoorRaiseIn5Mins (sector, i); - break; - - 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 deleted file mode 100644 index f5b57032..00000000 --- a/src/strife/p_spec.h +++ /dev/null @@ -1,645 +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: 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 deleted file mode 100644 index 362ecccf..00000000 --- a/src/strife/p_switch.c +++ /dev/null @@ -1,656 +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: -// Switches, buttons. Two-state animation. Exits. -// -//----------------------------------------------------------------------------- - -#include - -#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 deleted file mode 100644 index abd307c5..00000000 --- a/src/strife/p_telept.c +++ /dev/null @@ -1,142 +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: -// 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 deleted file mode 100644 index 9429cf20..00000000 --- a/src/strife/p_tick.c +++ /dev/null @@ -1,159 +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: -// 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>= 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 deleted file mode 100644 index 47194d96..00000000 --- a/src/strife/r_bsp.c +++ /dev/null @@ -1,581 +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: -// 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 deleted file mode 100644 index 284f9cf6..00000000 --- a/src/strife/r_bsp.h +++ /dev/null @@ -1,69 +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: -// 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 deleted file mode 100644 index b999e916..00000000 --- a/src/strife/r_data.c +++ /dev/null @@ -1,909 +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: -// Preparation of data for rendering, -// generation of lookups, caching, retrieval by name. -// -//----------------------------------------------------------------------------- - -#include - -#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; - ipatchcount; - i++, patch++) - { - realpatch = W_CacheLumpNum (patch->patch, PU_CACHE); - x1 = patch->originx; - x2 = x1 + SHORT(realpatch->width); - - if (x1<0) - x = 0; - else - x = x1; - - if (x2 > texture->width) - x2 = texture->width; - - for ( ; x= 0) - continue; - - 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; - ipatchcount; - i++, patch++) - { - realpatch = W_CacheLumpNum (patch->patch, PU_CACHE); - x1 = patch->originx; - x2 = x1 + SHORT(realpatch->width); - - if (x1 < 0) - x = 0; - else - x = x1; - - if (x2 > texture->width) - x2 = texture->width; - for ( ; xpatch; - colofs[x] = LONG(realpatch->columnofs[x-x1])+3; - } - } - - for (x=0 ; xwidth ; x++) - { - if (!patchcount[x]) - { - printf ("R_GenerateLookup: column without a patch (%s)\n", - texture->name); - return; - } - // I_Error ("R_GenerateLookup: column without a patch"); - - if (patchcount[x] > 1) - { - // 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; iindex = 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 maxoff) - I_Error ("R_InitTextures: bad texture directory"); - - mtexture = (maptexture_t *) ( (byte *)maptex + offset); - - texture = textures[i] = - Z_Malloc (sizeof(texture_t) - + sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1), - PU_STATIC, 0); - - texture->width = SHORT(mtexture->width); - texture->height = SHORT(mtexture->height); - texture->patchcount = SHORT(mtexture->patchcount); - - memcpy (texture->name, mtexture->name, sizeof(texture->name)); - mpatch = &mtexture->patches[0]; - patch = &texture->patches[0]; - - for (j=0 ; jpatchcount ; j++, mpatch++, patch++) - { - patch->originx = SHORT(mpatch->originx); - patch->originy = SHORT(mpatch->originy); - patch->patch = patchlookup[SHORT(mpatch->patch)]; - if (patch->patch == -1) - { - I_Error ("R_InitTextures: Missing patch in texture %s", - texture->name); - } - } - texturecolumnlump[i] = Z_Malloc (texture->width*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<width; - } - - Z_Free(patchlookup); - - W_ReleaseLumpName(DEH_String("TEXTURE1")); - if (maptex2) - W_ReleaseLumpName(DEH_String("TEXTURE2")); - - // Precalculate whatever possible. - - for (i=0 ; iwidth)<leftoffset)<topoffset)<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 ; ipatchcount ; 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 ; ilump[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 deleted file mode 100644 index c987284c..00000000 --- a/src/strife/r_data.h +++ /dev/null @@ -1,59 +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: -// 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 deleted file mode 100644 index bbd4b211..00000000 --- a/src/strife/r_defs.h +++ /dev/null @@ -1,456 +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: -// 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 deleted file mode 100644 index 1b6420d9..00000000 --- a/src/strife/r_draw.c +++ /dev/null @@ -1,979 +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: -// 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> 1; - - // Preclaculate all row offsets. - for (i=0 ; i -#include - - -#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)< 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 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<>= 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<>ANGLETOFINESHIFT]); - distscale[i] = FixedDiv (FRACUNIT,cosadj); - } - - // Calculate the light levels to use - // for each level / scale combination. - for (i=0 ; i< LIGHTLEVELS ; i++) - { - startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS; - for (j=0 ; j= NUMCOLORMAPS) - level = NUMCOLORMAPS-1; - - scalelight[i][j] = colormaps + level*256; - } - } -} - - - -// -// 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 -#include - -#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>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; checkheight - && 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 deleted file mode 100644 index 2783443d..00000000 --- a/src/strife/r_plane.h +++ /dev/null @@ -1,84 +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: -// 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 deleted file mode 100644 index 29ed32a5..00000000 --- a/src/strife/r_segs.c +++ /dev/null @@ -1,751 +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: -// All the clipping: columns, horizontal spans, sky columns. -// -//----------------------------------------------------------------------------- - - - - - - -#include -#include - -#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->ceilingheightceilingheight - ? frontsector->ceilingheight : backsector->ceilingheight; - dc_texturemid = dc_texturemid - viewz; - } - dc_texturemid += curline->sidedef->rowoffset; - - if (fixedcolormap) - dc_colormap = fixedcolormap; - - // draw the columns - for (dc_x = x1 ; dc_x <= x2 ; dc_x++) - { - // calculate lighting - if (maskedtexturecol[dc_x] != 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; - - // 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)<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 deleted file mode 100644 index 197859ed..00000000 --- a/src/strife/r_segs.h +++ /dev/null @@ -1,41 +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: -// 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 deleted file mode 100644 index 689dc113..00000000 --- a/src/strife/r_sky.c +++ /dev/null @@ -1,60 +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: -// 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 deleted file mode 100644 index d436ce66..00000000 --- a/src/strife/r_sky.h +++ /dev/null @@ -1,45 +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: -// 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 deleted file mode 100644 index 535753c1..00000000 --- a/src/strife/r_state.h +++ /dev/null @@ -1,135 +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: -// 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 deleted file mode 100644 index 68f4b2fe..00000000 --- a/src/strife/r_things.c +++ /dev/null @@ -1,990 +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: -// Refresh of things, i.e. objects represented by sprites. -// -//----------------------------------------------------------------------------- - - - - -#include -#include - - -#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 ; itopdelta != 0xff ; ) - { - // calculate unclipped screen coordinates - // for post - topscreen = sprtopscreen + spryscale*column->topdelta; - bottomscreen = topscreen + spryscale*column->length; - - dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS; - dc_yh = (bottomscreen-1)>>FRACBITS; - - if (dc_yh >= mfloorclip[dc_x]) - dc_yh = mfloorclip[dc_x]-1; - if (dc_yl <= mceilingclip[dc_x]) - dc_yl = mceilingclip[dc_x]+1; - - if (dc_yl <= dc_yh) - { - dc_source = (byte *)column + 3; - dc_texturemid = basetexturemid - (column->topdelta<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<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<sy-spritetopoffset[lump]); - vis->x1 = x1 < 0 ? 0 : x1; - vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; - vis->scale = pspritescale<xiscale = -pspriteiscale; - vis->startfrac = spritewidth[lump]-1; - } - else - { - vis->xiscale = pspriteiscale; - vis->startfrac = 0; - } - - if (vis->x1 > x1) - vis->startfrac += vis->xiscale*(vis->x1-x1); - - vis->patch = lump; - - if (viewplayer->powers[pw_invisibility] > 4*32 - || viewplayer->powers[pw_invisibility] & 8) - { - // 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; - istate) - 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 ; dsnext = ds+1; - ds->prev = ds-1; - } - - vissprites[0].prev = &unsorted; - unsorted.next = &vissprites[0]; - (vissprite_p-1)->next = &unsorted; - unsorted.prev = vissprite_p-1; - - // pull the vissprites out by scale - - vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead; - for (i=0 ; inext) - { - if (ds->scale < bestscale) - { - bestscale = ds->scale; - best = ds; - } - } - best->next->prev = best->prev; - best->prev->next = best->next; - best->next = &vsprsortedhead; - best->prev = vsprsortedhead.prev; - vsprsortedhead.prev->next = best; - vsprsortedhead.prev = best; - } -} - - - -// -// 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 deleted file mode 100644 index d0fce4e4..00000000 --- a/src/strife/r_things.h +++ /dev/null @@ -1,73 +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: -// 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 deleted file mode 100644 index f829956c..00000000 --- a/src/strife/s_sound.c +++ /dev/null @@ -1,675 +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: none -// -//----------------------------------------------------------------------------- - -#include -#include - -#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 ; isfxinfo) - { - // 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; isfxinfo == 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 ; cnumpriority >= 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; cnumsfxinfo; - - 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 deleted file mode 100644 index 7bb0a605..00000000 --- a/src/strife/s_sound.h +++ /dev/null @@ -1,97 +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: -// 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 -// using from sounds.h -// - -void S_StartSound(void *origin, int sound_id); - -// Stop sound for thing at -void S_StopSound(mobj_t *origin); - - -// Start music using from sounds.h -void S_StartMusic(int music_id); - -// Start music using 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 deleted file mode 100644 index adfb2189..00000000 --- a/src/strife/sounds.c +++ /dev/null @@ -1,237 +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 - - -#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 deleted file mode 100644 index 3d190910..00000000 --- a/src/strife/sounds.h +++ /dev/null @@ -1,235 +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 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 deleted file mode 100644 index c90540cb..00000000 --- a/src/strife/st_lib.c +++ /dev/null @@ -1,294 +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: -// The status bar widget code. -// -//----------------------------------------------------------------------------- - - -#include -#include - -#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 deleted file mode 100644 index 344fd952..00000000 --- a/src/strife/st_lib.h +++ /dev/null @@ -1,217 +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: -// 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 deleted file mode 100644 index e6ef0828..00000000 --- a/src/strife/st_stuff.c +++ /dev/null @@ -1,1412 +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: -// Status bar code. -// Does the face/direction indicator animatin. -// Does palette indicators as well (red pain/berserk, bright pickup) -// -//----------------------------------------------------------------------------- - - - -#include - -#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;iweaponowned[i] = true; - - for (i=0;iammo[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;iweaponowned[i] = true; - - for (i=0;iammo[i] = plyr->maxammo[i]; - - for (i=0;icards[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;iweaponowned[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 ; ifrags[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;iweaponowned[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 deleted file mode 100644 index 31bd9764..00000000 --- a/src/strife/st_stuff.h +++ /dev/null @@ -1,98 +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: -// 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 deleted file mode 100644 index 83f5052f..00000000 --- a/src/strife/wi_stuff.c +++ /dev/null @@ -1,1841 +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: -// Intermission screens. -// -//----------------------------------------------------------------------------- - - -#include - -#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 " Finished!" -void WI_drawLF(void) -{ - int y = WI_TITLEY; - - if (gamemode != commercial || wbs->last < NUMCMAPS) - { - // draw - 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 " -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;iepsd];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;iepsd];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 ; iepsd] ; 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 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 ; iwidth)/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 ; imaxkills; - 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= (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= (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= (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= (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 ; iwidth), 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 ; icmd.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 ; iepsd, 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;jepsd];j++) - { - a = &anims[wbs->epsd][j]; - for (i=0;inanims;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 ; iepsd == 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 deleted file mode 100644 index 7d3a84b9..00000000 --- a/src/strife/wi_stuff.h +++ /dev/null @@ -1,56 +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: -// 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 -- cgit v1.2.3