1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
|
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//-----------------------------------------------------------------------------
// DoomDef.h
#ifndef __DOOMDEF__
#define __DOOMDEF__
#include <stdio.h>
#include <string.h>
//haleyjd: removed WATCOMC
#include <limits.h>
#define HERETIC_VERSION 130
#define HERETIC_VERSION_TEXT "v1.3"
// if rangecheck is undefined, most parameter validation debugging code
// will not be compiled
//#define RANGECHECK
// all external data is defined here
#include "doomdata.h"
// all important printed strings
#include "dstrings.h"
// header generated by multigen utility
#include "info.h"
// WAD file access
#include "w_wad.h"
// fixed_t
#include "m_fixed.h"
// angle_t
#include "tables.h"
// events
#include "d_event.h"
// gamemode/mission
#include "d_mode.h"
// ticcmd_t
#include "d_ticcmd.h"
#define SAVEGAMENAME "hticsav"
#define SAVEGAMENAMECD "c:\\heretic.cd\\hticsav"
/*
===============================================================================
GLOBAL TYPES
===============================================================================
*/
#define NUMARTIFCTS 28
#define MAXPLAYERS 4
#define BT_ATTACK 1
#define BT_USE 2
#define BT_CHANGE 4 // if true, the next 3 bits hold weapon num
#define BT_WEAPONMASK (8+16+32)
#define BT_WEAPONSHIFT 3
#define BT_SPECIAL 128 // game events, not really buttons
#define BTS_SAVEMASK (4+8+16)
#define BTS_SAVESHIFT 2
#define BT_SPECIALMASK 3
#define BTS_PAUSE 1 // pause the game
#define BTS_SAVEGAME 2 // save the game at each console
// savegame slot numbers occupy the second byte of buttons
typedef enum
{
GS_LEVEL,
GS_INTERMISSION,
GS_FINALE,
GS_DEMOSCREEN
} gamestate_t;
typedef enum
{
ga_nothing,
ga_loadlevel,
ga_newgame,
ga_loadgame,
ga_savegame,
ga_playdemo,
ga_completed,
ga_victory,
ga_worlddone,
ga_screenshot
} gameaction_t;
typedef enum
{
wipe_0,
wipe_1,
wipe_2,
wipe_3,
wipe_4,
NUMWIPES,
wipe_random
} wipe_t;
/*
===============================================================================
MAPOBJ DATA
===============================================================================
*/
// think_t is a function pointer to a routine to handle an actor
typedef void (*think_t) ();
typedef struct thinker_s
{
struct thinker_s *prev, *next;
think_t function;
} thinker_t;
struct player_s;
typedef struct mobj_s
{
thinker_t thinker; // thinker links
// info for drawing
fixed_t x, y, z;
struct mobj_s *snext, *sprev; // links in sector (if needed)
angle_t angle;
spritenum_t sprite; // used to find patch_t and flip value
int frame; // might be ord with FF_FULLBRIGHT
// interaction info
struct mobj_s *bnext, *bprev; // links in blocks (if needed)
struct subsector_s *subsector;
fixed_t floorz, ceilingz; // closest together of contacted secs
fixed_t radius, height; // for movement checking
fixed_t momx, momy, momz; // momentums
int validcount; // if == validcount, already checked
mobjtype_t type;
mobjinfo_t *info; // &mobjinfo[mobj->type]
int tics; // state tic counter
state_t *state;
int damage; // For missiles
int flags;
int flags2; // Heretic flags
int special1; // Special info
int special2; // Special info
int health;
int movedir; // 0-7
int movecount; // when 0, select a new dir
struct mobj_s *target; // thing being chased/attacked (or NULL)
// also the originator for missiles
int reactiontime; // if non 0, don't attack yet
// used by player to freeze a bit after
// teleporting
int threshold; // if >0, the target will be chased
// no matter what (even if shot)
struct player_s *player; // only valid if type == MT_PLAYER
int lastlook; // player number last looked for
mapthing_t spawnpoint; // for nightmare respawn
} mobj_t;
// each sector has a degenmobj_t in it's center for sound origin purposes
typedef struct
{
thinker_t thinker; // not used for anything
fixed_t x, y, z;
} degenmobj_t;
//
// frame flags
//
#define FF_FULLBRIGHT 0x8000 // flag in thing->frame
#define FF_FRAMEMASK 0x7fff
// --- mobj.flags ---
#define MF_SPECIAL 1 // call P_SpecialThing when touched
#define MF_SOLID 2
#define MF_SHOOTABLE 4
#define MF_NOSECTOR 8 // don't use the sector links
// (invisible but touchable)
#define MF_NOBLOCKMAP 16 // don't use the blocklinks
// (inert but displayable)
#define MF_AMBUSH 32
#define MF_JUSTHIT 64 // try to attack right back
#define MF_JUSTATTACKED 128 // take at least one step before attacking
#define MF_SPAWNCEILING 256 // hang from ceiling instead of floor
#define MF_NOGRAVITY 512 // don't apply gravity every tic
// movement flags
#define MF_DROPOFF 0x400 // allow jumps from high places
#define MF_PICKUP 0x800 // for players to pick up items
#define MF_NOCLIP 0x1000 // player cheat
#define MF_SLIDE 0x2000 // keep info about sliding along walls
#define MF_FLOAT 0x4000 // allow moves to any height, no gravity
#define MF_TELEPORT 0x8000 // don't cross lines or look at heights
#define MF_MISSILE 0x10000 // don't hit same species, explode on block
#define MF_DROPPED 0x20000 // dropped by a demon, not level spawned
#define MF_SHADOW 0x40000 // use translucent draw (shadow demons / invis)
#define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff)
#define MF_CORPSE 0x100000 // don't stop moving halfway off a step
#define MF_INFLOAT 0x200000 // floating to a height for a move, don't
// auto float to target's height
#define MF_COUNTKILL 0x400000 // count towards intermission kill total
#define MF_COUNTITEM 0x800000 // count towards intermission item total
#define MF_SKULLFLY 0x1000000 // skull in flight
#define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards)
#define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation
#define MF_TRANSSHIFT 26 // table for player colormaps
// --- mobj.flags2 ---
#define MF2_LOGRAV 0x00000001 // alternate gravity setting
#define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind
// specials
#define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor
#define MF2_THRUGHOST 0x00000008 // missile will pass through ghosts
#define MF2_FLY 0x00000010 // fly mode is active
#define MF2_FOOTCLIP 0x00000020 // if feet are allowed to be clipped
#define MF2_SPAWNFLOAT 0x00000040 // spawn random float z
#define MF2_NOTELEPORT 0x00000080 // does not teleport
#define MF2_RIP 0x00000100 // missile rips through solid
// targets
#define MF2_PUSHABLE 0x00000200 // can be pushed by other moving
// mobjs
#define MF2_SLIDE 0x00000400 // slides against walls
#define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another
// mobj
#define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on,
// this flag will allow the mobj to
// pass over/under other mobjs.
#define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs
#define MF2_FEETARECLIPPED 0x00004000 // a mobj's feet are now being cut
#define MF2_BOSS 0x00008000 // mobj is a major boss
#define MF2_FIREDAMAGE 0x00010000 // does fire damage
#define MF2_NODMGTHRUST 0x00020000 // does not thrust target when
// damaging
#define MF2_TELESTOMP 0x00040000 // mobj can stomp another
#define MF2_FLOATBOB 0x00080000 // use float bobbing z movement
#define MF2_DONTDRAW 0X00100000 // don't generate a vissprite
//=============================================================================
typedef enum
{
PST_LIVE, // playing
PST_DEAD, // dead on the ground
PST_REBORN // ready to restart
} playerstate_t;
// psprites are scaled shapes directly on the view screen
// coordinates are given for a 320*200 view screen
typedef enum
{
ps_weapon,
ps_flash,
NUMPSPRITES
} psprnum_t;
typedef struct
{
state_t *state; // a NULL state means not active
int tics;
fixed_t sx, sy;
} pspdef_t;
typedef enum
{
key_yellow,
key_green,
key_blue,
NUMKEYS
} keytype_t;
typedef enum
{
wp_staff,
wp_goldwand,
wp_crossbow,
wp_blaster,
wp_skullrod,
wp_phoenixrod,
wp_mace,
wp_gauntlets,
wp_beak,
NUMWEAPONS,
wp_nochange
} weapontype_t;
#define AMMO_GWND_WIMPY 10
#define AMMO_GWND_HEFTY 50
#define AMMO_CBOW_WIMPY 5
#define AMMO_CBOW_HEFTY 20
#define AMMO_BLSR_WIMPY 10
#define AMMO_BLSR_HEFTY 25
#define AMMO_SKRD_WIMPY 20
#define AMMO_SKRD_HEFTY 100
#define AMMO_PHRD_WIMPY 1
#define AMMO_PHRD_HEFTY 10
#define AMMO_MACE_WIMPY 20
#define AMMO_MACE_HEFTY 100
typedef enum
{
am_goldwand,
am_crossbow,
am_blaster,
am_skullrod,
am_phoenixrod,
am_mace,
NUMAMMO,
am_noammo // staff, gauntlets
} ammotype_t;
typedef struct
{
ammotype_t ammo;
int upstate;
int downstate;
int readystate;
int atkstate;
int holdatkstate;
int flashstate;
} weaponinfo_t;
extern weaponinfo_t wpnlev1info[NUMWEAPONS];
extern weaponinfo_t wpnlev2info[NUMWEAPONS];
typedef enum
{
arti_none,
arti_invulnerability,
arti_invisibility,
arti_health,
arti_superhealth,
arti_tomeofpower,
arti_torch,
arti_firebomb,
arti_egg,
arti_fly,
arti_teleport,
NUMARTIFACTS
} artitype_t;
typedef enum
{
pw_None,
pw_invulnerability,
pw_invisibility,
pw_allmap,
pw_infrared,
pw_weaponlevel2,
pw_flight,
pw_shield,
pw_health2,
NUMPOWERS
} powertype_t;
#define INVULNTICS (30*35)
#define INVISTICS (60*35)
#define INFRATICS (120*35)
#define IRONTICS (60*35)
#define WPNLEV2TICS (40*35)
#define FLIGHTTICS (60*35)
#define CHICKENTICS (40*35)
#define MESSAGETICS (4*35)
#define BLINKTHRESHOLD (4*32)
#define NUMINVENTORYSLOTS 14
typedef struct
{
int type;
int count;
} inventory_t;
/*
================
=
= player_t
=
================
*/
typedef struct player_s
{
mobj_t *mo;
playerstate_t playerstate;
ticcmd_t cmd;
fixed_t viewz; // focal origin above r.z
fixed_t viewheight; // base height above floor for viewz
fixed_t deltaviewheight; // squat speed
fixed_t bob; // bounded/scaled total momentum
int flyheight;
int lookdir;
boolean centering;
int health; // only used between levels, mo->health
// is used during levels
int armorpoints, armortype; // armor type is 0-2
inventory_t inventory[NUMINVENTORYSLOTS];
artitype_t readyArtifact;
int artifactCount;
int inventorySlotNum;
int powers[NUMPOWERS];
boolean keys[NUMKEYS];
boolean backpack;
signed int frags[MAXPLAYERS]; // kills of other players
weapontype_t readyweapon;
weapontype_t pendingweapon; // wp_nochange if not changing
boolean weaponowned[NUMWEAPONS];
int ammo[NUMAMMO];
int maxammo[NUMAMMO];
int attackdown, usedown; // true if button down last tic
int cheats; // bit flags
int refire; // refired shots are less accurate
int killcount, itemcount, secretcount; // for intermission
char *message; // hint messages
int messageTics; // counter for showing messages
int damagecount, bonuscount; // for screen flashing
int flamecount; // for flame thrower duration
mobj_t *attacker; // who did damage (NULL for floors)
int extralight; // so gun flashes light up areas
int fixedcolormap; // can be set to REDCOLORMAP, etc
int colormap; // 0-3 for which color to draw player
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
boolean didsecret; // true if secret level has been done
int chickenTics; // player is a chicken if > 0
int chickenPeck; // chicken peck countdown
mobj_t *rain1; // active rain maker 1
mobj_t *rain2; // active rain maker 2
} player_t;
#define CF_NOCLIP 1
#define CF_GODMODE 2
#define CF_NOMOMENTUM 4 // not really a cheat, just a debug aid
#define BACKUPTICS 12 // CHANGED FROM 12 !?!?
typedef struct
{
unsigned checksum; // high bit is retransmit request
byte retransmitfrom; // only valid if NCMD_RETRANSMIT
byte starttic;
byte player, numtics;
ticcmd_t cmds[BACKUPTICS];
} doomdata_t;
typedef struct
{
int id;
short intnum; // DOOM executes an int to execute commands
// communication between DOOM and the driver
short command; // CMD_SEND or CMD_GET
short remotenode; // dest for send, set by get (-1 = no packet)
short datalength; // bytes in doomdata to be sent
// info common to all nodes
short numnodes; // console is allways node 0
short ticdup; // 1 = no duplication, 2-5 = dup for slow nets
short extratics; // 1 = send a backup tic in every packet
short deathmatch; // 1 = deathmatch
short savegame; // -1 = new game, 0-5 = load savegame
short episode; // 1-3
short map; // 1-9
short skill; // 1-5
// info specific to this node
short consoleplayer;
short numplayers;
short angleoffset; // 1 = left, 0 = center, -1 = right
short drone; // 1 = drone
// packet data to be sent
doomdata_t data;
} doomcom_t;
#define DOOMCOM_ID 0x12345678l
extern doomcom_t *doomcom;
extern doomdata_t *netbuffer; // points inside doomcom
#define MAXNETNODES 8 // max computers in a game
#define CMD_SEND 1
#define CMD_GET 2
#define SBARHEIGHT 42 // status bar height at bottom of screen
/*
===============================================================================
GLOBAL VARIABLES
===============================================================================
*/
#define TELEFOGHEIGHT (32*FRACUNIT)
extern gameaction_t gameaction;
extern boolean paused;
extern GameMode_t gamemode;
extern GameMission_t gamemission;
extern boolean ExtendedWAD; // true if main WAD is the extended version
extern boolean nomonsters; // checkparm of -nomonsters
extern boolean respawnparm; // checkparm of -respawn
extern boolean debugmode; // checkparm of -debug
extern boolean usergame; // ok to save / end game
extern boolean ravpic; // checkparm of -ravpic
extern boolean altpal; // checkparm to use an alternate palette routine
extern boolean cdrom; // true if cd-rom mode active ("-cdrom")
extern boolean deathmatch; // only if started as net death
extern boolean netgame; // only true if >1 player
extern boolean playeringame[MAXPLAYERS];
extern int consoleplayer; // player taking events and displaying
extern int displayplayer;
extern int viewangleoffset; // ANG90 = left side, ANG270 = right
extern player_t players[MAXPLAYERS];
extern boolean singletics; // debug flag to cancel adaptiveness
extern boolean DebugSound; // debug flag for displaying sound info
extern int maxammo[NUMAMMO];
extern boolean demoplayback;
extern int skytexture;
extern gamestate_t gamestate;
extern skill_t gameskill;
extern boolean respawnmonsters;
extern int gameepisode;
extern int gamemap;
extern int prevmap;
extern int totalkills, totalitems, totalsecret; // for intermission
extern int levelstarttic; // gametic at level start
extern int leveltime; // tics in game play for par
extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
extern int ticdup;
#define MAXNETNODES 8
extern ticcmd_t localcmds[BACKUPTICS];
extern int gametic, maketic;
extern int nettics[MAXNETNODES];
#define SAVEGAMESIZE 0x30000
#define SAVESTRINGSIZE 24
extern byte *savebuffer;
extern byte *save_p;
extern mapthing_t *deathmatch_p;
extern mapthing_t deathmatchstarts[10];
extern mapthing_t playerstarts[MAXPLAYERS];
extern int viewwindowx;
extern int viewwindowy;
extern int viewwidth;
extern int scaledviewwidth;
extern int viewheight;
extern int mouseSensitivity;
extern boolean precache; // if true, load all graphics at level load
extern boolean singledemo; // quit after playing a demo from cmdline
extern FILE *debugfile;
extern int bodyqueslot;
extern skill_t startskill;
extern int startepisode;
extern int startmap;
extern boolean autostart;
/*
===============================================================================
GLOBAL FUNCTIONS
===============================================================================
*/
#include "z_zone.h"
//----------
//BASE LEVEL
//----------
void D_DoomMain(void);
void IncThermo(void);
void InitThermo(int max);
void tprintf(char *string, int initflag);
// not a globally visible function, just included for source reference
// calls all startup code
// parses command line options
// if not overrided, calls N_AdvanceDemo
void D_DoomLoop(void);
// not a globally visible function, just included for source reference
// called by D_DoomMain, never exits
// manages timing and IO
// calls all ?_Responder, ?_Ticker, and ?_Drawer functions
// calls I_GetTime, I_StartFrame, and I_StartTic
void NetUpdate(void);
// create any new ticcmds and broadcast to other players
void D_QuitNetGame(void);
// broadcasts special packets to other players to notify of game exit
void TryRunTics(void);
//---------
//SYSTEM IO
//---------
byte *I_ZoneBase(int *size);
// called by startup code to get the ammount of memory to malloc
// for the zone management
// asyncronous interrupt functions should maintain private ques that are
// read by the syncronous functions to be converted into events
// Copy buffer to video
byte *I_AllocLow(int length);
// allocates from low memory under dos, just mallocs under unix
// haleyjd: was WATCOMC, preserved for historical interest.
// This is similar to the -control structure in DOOM v1.4 and Strife.
#if 0
extern boolean useexterndriver;
#define EBT_FIRE 1
#define EBT_OPENDOOR 2
#define EBT_SPEED 4
#define EBT_STRAFE 8
#define EBT_MAP 0x10
#define EBT_INVENTORYLEFT 0x20
#define EBT_INVENTORYRIGHT 0x40
#define EBT_USEARTIFACT 0x80
#define EBT_FLYDROP 0x100
#define EBT_CENTERVIEW 0x200
#define EBT_PAUSE 0x400
#define EBT_WEAPONCYCLE 0x800
typedef struct
{
short vector; // Interrupt vector
signed char moveForward; // forward/backward (maxes at 50)
signed char moveSideways; // strafe (maxes at 24)
short angleTurn; // turning speed (640 [slow] 1280 [fast])
short angleHead; // head angle (+2080 [left] : 0 [center] : -2048 [right])
signed char pitch; // look up/down (-110 : +90)
signed char flyDirection; // flyheight (+1/-1)
unsigned short buttons; // EBT_* flags
} externdata_t;
#endif
//----
//GAME
//----
void G_DeathMatchSpawnPlayer(int playernum);
void G_InitNew(skill_t skill, int episode, int map);
void G_DeferedInitNew(skill_t skill, int episode, int map);
// can be called by the startup code or M_Responder
// a normal game starts at map 1, but a warp test can start elsewhere
void G_DeferedPlayDemo(char *demo);
void G_LoadGame(char *name);
// can be called by the startup code or M_Responder
// calls P_SetupLevel or W_EnterWorld
void G_DoLoadGame(void);
void G_SaveGame(int slot, char *description);
// called by M_Responder
// Support routines for saving games
void SV_Open(char *fileName);
void SV_Close(char *fileName);
void SV_Write(void *buffer, int size);
void SV_WriteByte(byte val);
void SV_WriteWord(unsigned short val);
void SV_WriteLong(unsigned int val);
void G_RecordDemo(skill_t skill, int numplayers, int episode, int map,
char *name);
// only called by startup code
void G_PlayDemo(char *name);
void G_TimeDemo(char *name);
void G_ExitLevel(void);
void G_SecretExitLevel(void);
void G_WorldDone(void);
void G_Ticker(void);
boolean G_Responder(event_t * ev);
void G_ScreenShot(void);
//-----
//PLAY
//-----
void P_Ticker(void);
// called by C_Ticker
// can call G_PlayerExited
// carries out all thinking of monsters and players
void P_SetupLevel(int episode, int map, int playermask, skill_t skill);
// called by W_Ticker
void P_Init(void);
// called by startup code
void P_ArchivePlayers(void);
void P_UnArchivePlayers(void);
void P_ArchiveWorld(void);
void P_UnArchiveWorld(void);
void P_ArchiveThinkers(void);
void P_UnArchiveThinkers(void);
void P_ArchiveSpecials(void);
void P_UnArchiveSpecials(void);
// load / save game routines
//-------
//REFRESH
//-------
extern boolean setsizeneeded;
extern boolean BorderNeedRefresh;
extern boolean BorderTopRefresh;
extern int UpdateState;
// define the different areas for the dirty map
#define I_NOUPDATE 0
#define I_FULLVIEW 1
#define I_STATBAR 2
#define I_MESSAGES 4
#define I_FULLSCRN 8
void R_RenderPlayerView(player_t * player);
// called by G_Drawer
void R_Init(void);
// called by startup code
void R_DrawViewBorder(void);
void R_DrawTopBorder(void);
// if the view size is not full screen, draws a border around it
void R_SetViewSize(int blocks, int detail);
// called by M_Responder
int R_FlatNumForName(char *name);
int R_TextureNumForName(char *name);
int R_CheckTextureNumForName(char *name);
// called by P_Ticker for switches and animations
// returns the texture number for the texture name
//----
//MISC
//----
// returns the position of the given parameter in the arg list (0 if not found)
int M_DrawText(int x, int y, boolean direct, char *string);
//----------------------
// Interlude (IN_lude.c)
//----------------------
extern boolean intermission;
void IN_Start(void);
void IN_Ticker(void);
void IN_Drawer(void);
//----------------------
// Chat mode (CT_chat.c)
//----------------------
void CT_Init(void);
void CT_Drawer(void);
boolean CT_Responder(event_t * ev);
void CT_Ticker(void);
char CT_dequeueChatChar(void);
extern boolean chatmodeon;
extern boolean ultimatemsg;
//--------------------
// Finale (F_finale.c)
//--------------------
void F_Drawer(void);
void F_Ticker(void);
void F_StartFinale(void);
//----------------------
// STATUS BAR (SB_bar.c)
//----------------------
extern int SB_state;
void SB_Init(void);
boolean SB_Responder(event_t * event);
void SB_Ticker(void);
void SB_Drawer(void);
//-----------------
// MENU (MN_menu.c)
//-----------------
extern boolean MenuActive;
void MN_Init(void);
void MN_ActivateMenu(void);
void MN_DeactivateMenu(void);
boolean MN_Responder(event_t * event);
void MN_Ticker(void);
void MN_Drawer(void);
void MN_DrTextA(char *text, int x, int y);
int MN_TextAWidth(char *text);
void MN_DrTextB(char *text, int x, int y);
int MN_TextBWidth(char *text);
#include "sounds.h"
#endif // __DOOMDEF__
|