summaryrefslogtreecommitdiff
path: root/src/hexen/h2def.h
blob: 61e0fc70f8b769dcd5b2d2cd0c8cadbcee28aaf9 (plain)
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
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//-----------------------------------------------------------------------------


#ifndef __H2DEF__
#define __H2DEF__
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <values.h>

#include "st_start.h"
#ifdef __WATCOMC__
#include <malloc.h>
#define	strcasecmp strcmpi
#define	strncasecmp strnicmp
#endif

#define VERSION 110
#define VERSION_TEXT "v1.1"

// Uncomment, to enable all timebomb stuff
//#define TIMEBOMB
#define TIMEBOMB_YEAR	95      // years since 1900
#define TIMEBOMB_STARTDATE	268     // initial date (9/26)
#define TIMEBOMB_ENDDATE	301     // end date (10/29)

// if rangecheck is undefined, most parameter validation debugging code
// will not be compiled
#ifndef NORANGECHECKING
#define RANGECHECK
#endif

// Past distributions
#ifndef VER_ID
#define VER_ID "DVL"
#endif
//#define VERSIONTEXT "ID V1.2"
//#define VERSIONTEXT "RETAIL STORE BETA"               // 9/26/95
//#define VERSIONTEXT "DVL BETA 10 05 95" // Used for GT for testing
//#define VERSIONTEXT "DVL BETA 10 07 95" // Just an update for Romero
//#define VERSIONTEXT "FINAL 1.0 (10 13 95)" // Just an update for Romero
#ifdef RANGECHECK
#define VERSIONTEXT "Version 1.1 +R "__DATE__" ("VER_ID")"
#else
#define VERSIONTEXT "Version 1.1 "__DATE__" ("VER_ID")"
#endif

// all exterior data is defined here
#include "xddefs.h"

// all important printed strings
#include "textdefs.h"

// header generated by multigen utility
#include "info.h"

extern byte *destview, *destscreen;     // PC direct to screen pointers

//
// most key data are simple ascii (uppercased)
//
#define	KEY_RIGHTARROW		0xae
#define	KEY_LEFTARROW		0xac
#define	KEY_UPARROW			0xad
#define	KEY_DOWNARROW		0xaf
#define	KEY_ESCAPE			27
#define	KEY_ENTER			13
#define	KEY_F1				(0x80+0x3b)
#define	KEY_F2				(0x80+0x3c)
#define	KEY_F3				(0x80+0x3d)
#define	KEY_F4				(0x80+0x3e)
#define	KEY_F5				(0x80+0x3f)
#define	KEY_F6				(0x80+0x40)
#define	KEY_F7				(0x80+0x41)
#define	KEY_F8				(0x80+0x42)
#define	KEY_F9				(0x80+0x43)
#define	KEY_F10				(0x80+0x44)
#define	KEY_F11				(0x80+0x57)
#define	KEY_F12				(0x80+0x58)

#define	KEY_BACKSPACE		127
#define	KEY_PAUSE			0xff

#define KEY_EQUALS			0x3d
#define KEY_MINUS			0x2d

#define	KEY_RSHIFT			(0x80+0x36)
#define	KEY_RCTRL			(0x80+0x1d)
#define	KEY_RALT			(0x80+0x38)

#define	KEY_LALT			KEY_RALT

#define KEY_FIVE			0x35
#define KEY_SIX				0x36
#define KEY_SEVEN			0x37
#define KEY_EIGHT			0x38
#define KEY_NINE			0x39
#define KEY_ZERO			0x30
#define KEY_BACKSLASH		0x5C


#define	FINEANGLES			8192
#define	FINEMASK			(FINEANGLES-1)
#define	ANGLETOFINESHIFT	19      // 0x100000000 to 0x2000

/*
===============================================================================

						GLOBAL TYPES

===============================================================================
*/

//#define NUMARTIFCTS   28
#define MAXPLAYERS	8
#define TICRATE		35      // number of tics / second
#define TICSPERSEC	35

#define MINIMUM_HEAP_SIZE	0x800000        //  8 meg
#define MAXIMUM_HEAP_SIZE	0x2000000       // 32 meg

#define	FRACBITS		16
#define	FRACUNIT		(1<<FRACBITS)
typedef int fixed_t;

typedef unsigned int uint;

//#define ANGLE_1               0x01000000
#define ANGLE_45	0x20000000
#define ANGLE_90	0x40000000
#define ANGLE_180	0x80000000
#define ANGLE_MAX	0xffffffff
#define ANGLE_1		(ANGLE_45/45)
#define ANGLE_60	(ANGLE_180/3)

#define	ANG45	0x20000000
#define	ANG90	0x40000000
#define	ANG180	0x80000000
#define	ANG270	0xc0000000

typedef unsigned angle_t;

typedef enum
{
    sk_baby,
    sk_easy,
    sk_medium,
    sk_hard,
    sk_nightmare
} skill_t;

typedef enum
{
    ev_keydown,
    ev_keyup,
    ev_mouse,
    ev_joystick
} evtype_t;

typedef struct
{
    evtype_t type;
    int data1;                  // keys / mouse/joystick buttons
    int data2;                  // mouse/joystick x move
    int data3;                  // mouse/joystick y move
} event_t;

typedef struct
{
    char forwardmove;           // *2048 for move
    char sidemove;              // *2048 for move
    short angleturn;            // <<16 for angle delta
    short consistancy;          // checks for net game
    byte chatchar;
    byte buttons;
    byte lookfly;               // look/fly up/down/centering
    byte arti;                  // artitype_t to use
} ticcmd_t;

#define	BT_ATTACK		1
#define	BT_USE			2
#define	BT_CHANGE		4       // if true, the next 3 bits hold weapon num
#define	BT_WEAPONMASK	(8+16+32)
#define	BT_WEAPONSHIFT	3

#define BT_SPECIAL		128     // game events, not really buttons
#define	BTS_SAVEMASK	(4+8+16)
#define	BTS_SAVESHIFT	2
#define	BT_SPECIALMASK	3
#define	BTS_PAUSE		1       // pause the game
#define	BTS_SAVEGAME	2       // save the game at each console
// savegame slot numbers occupy the second byte of buttons

// The top 3 bits of the artifact field in the ticcmd_t struct are used
//              as additional flags 
#define AFLAG_MASK			0x3F
#define AFLAG_SUICIDE		0x40
#define AFLAG_JUMP			0x80

typedef enum
{
    GS_LEVEL,
    GS_INTERMISSION,
    GS_FINALE,
    GS_DEMOSCREEN
} gamestate_t;

typedef enum
{
    ga_nothing,
    ga_loadlevel,
    ga_initnew,
    ga_newgame,
    ga_loadgame,
    ga_savegame,
    ga_playdemo,
    ga_completed,
    ga_leavemap,
    ga_singlereborn,
    ga_victory,
    ga_worlddone,
    ga_screenshot
} gameaction_t;

typedef enum
{
    wipe_0,
    wipe_1,
    wipe_2,
    wipe_3,
    wipe_4,
    NUMWIPES,
    wipe_random
} wipe_t;

/*
===============================================================================

							MAPOBJ DATA

===============================================================================
*/

// think_t is a function pointer to a routine to handle an actor
typedef void (*think_t) ();

typedef struct thinker_s
{
    struct thinker_s *prev, *next;
    think_t function;
} thinker_t;

struct player_s;

typedef struct mobj_s
{
    thinker_t thinker;          // thinker node

// info for drawing
    fixed_t x, y, z;
    struct mobj_s *snext, *sprev;       // links in sector (if needed)
    angle_t angle;
    spritenum_t sprite;         // used to find patch_t and flip value
    int frame;                  // might be ord with FF_FULLBRIGHT

// interaction info
    struct mobj_s *bnext, *bprev;       // links in blocks (if needed)
    struct subsector_s *subsector;
    fixed_t floorz, ceilingz;   // closest together of contacted secs
    fixed_t floorpic;           // contacted sec floorpic
    fixed_t radius, height;     // for movement checking
    fixed_t momx, momy, momz;   // momentums
    int validcount;             // if == validcount, already checked
    mobjtype_t type;
    mobjinfo_t *info;           // &mobjinfo[mobj->type]
    int tics;                   // state tic counter
    state_t *state;
    int damage;                 // For missiles
    int flags;
    int flags2;                 // Heretic flags
    int special1;               // Special info
    int special2;               // Special info
    int health;
    int movedir;                // 0-7
    int movecount;              // when 0, select a new dir
    struct mobj_s *target;      // thing being chased/attacked (or NULL)
    // also the originator for missiles
    int reactiontime;           // if non 0, don't attack yet
    // used by player to freeze a bit after
    // teleporting
    int threshold;              // if > 0, the target will be chased
    // no matter what (even if shot)
    struct player_s *player;    // only valid if type == MT_PLAYER
    int lastlook;               // player number last looked for
    fixed_t floorclip;          // value to use for floor clipping
    int archiveNum;             // Identity during archive
    short tid;                  // thing identifier
    byte special;               // special
    byte args[5];               // special arguments
} mobj_t;

// each sector has a degenmobj_t in it's center for sound origin purposes
typedef struct
{
    thinker_t thinker;          // not used for anything
    fixed_t x, y, z;
} degenmobj_t;

// Most damage defined using HITDICE
#define HITDICE(a) ((1+(P_Random()&7))*a)

//
// frame flags
//
#define	FF_FULLBRIGHT	0x8000  // flag in thing->frame
#define FF_FRAMEMASK	0x7fff

// --- mobj.flags ---

#define	MF_SPECIAL		1       // call P_SpecialThing when touched
#define	MF_SOLID		2
#define	MF_SHOOTABLE	4
#define	MF_NOSECTOR		8       // don't use the sector links
                                                                        // (invisible but touchable)
#define	MF_NOBLOCKMAP	16      // don't use the blocklinks
                                                                        // (inert but displayable)
#define	MF_AMBUSH		32
#define	MF_JUSTHIT		64      // try to attack right back
#define	MF_JUSTATTACKED	128     // take at least one step before attacking
#define	MF_SPAWNCEILING	256     // hang from ceiling instead of floor
#define	MF_NOGRAVITY	512     // don't apply gravity every tic

// movement flags
#define	MF_DROPOFF		0x400   // allow jumps from high places
#define	MF_PICKUP		0x800   // for players to pick up items
#define	MF_NOCLIP		0x1000  // player cheat
#define	MF_SLIDE		0x2000  // keep info about sliding along walls
#define	MF_FLOAT		0x4000  // allow moves to any height, no gravity
#define	MF_TELEPORT		0x8000  // don't cross lines or look at heights
#define MF_MISSILE		0x10000 // don't hit same species, explode on block

#define	MF_ALTSHADOW	0x20000 // alternate fuzzy draw
#define	MF_SHADOW		0x40000 // use fuzzy draw (shadow demons / invis)
#define	MF_NOBLOOD		0x80000 // don't bleed when shot (use puff)
#define	MF_CORPSE		0x100000        // don't stop moving halfway off a step
#define	MF_INFLOAT		0x200000        // floating to a height for a move, don't
                                                                        // auto float to target's height

#define	MF_COUNTKILL	0x400000        // count towards intermission kill total
#define	MF_ICECORPSE	0x800000        // a frozen corpse (for blasting)

#define	MF_SKULLFLY		0x1000000       // skull in flight
#define	MF_NOTDMATCH	0x2000000       // don't spawn in death match (key cards)

//#define       MF_TRANSLATION  0xc000000       // if 0x4 0x8 or 0xc, use a translation
#define	MF_TRANSLATION	0x1c000000      // use a translation table (>>MF_TRANSHIFT)
#define	MF_TRANSSHIFT	26      // table for player colormaps


// --- mobj.flags2 ---

#define MF2_LOGRAV			0x00000001      // alternate gravity setting
#define MF2_WINDTHRUST		0x00000002      // gets pushed around by the wind
                                                                                // specials
#define MF2_FLOORBOUNCE		0x00000004      // bounces off the floor
#define MF2_BLASTED			0x00000008      // missile will pass through ghosts
#define MF2_FLY				0x00000010      // fly mode is active
#define MF2_FLOORCLIP		0x00000020      // if feet are allowed to be clipped
#define MF2_SPAWNFLOAT		0x00000040      // spawn random float z
#define MF2_NOTELEPORT		0x00000080      // does not teleport
#define MF2_RIP				0x00000100      // missile rips through solid
                                                                                // targets
#define MF2_PUSHABLE		0x00000200      // can be pushed by other moving
                                                                                // mobjs
#define MF2_SLIDE			0x00000400      // slides against walls
#define MF2_ONMOBJ			0x00000800      // mobj is resting on top of another
                                                                                // mobj
#define MF2_PASSMOBJ		0x00001000      // Enable z block checking.  If on,
                                                                                // this flag will allow the mobj to
                                                                                // pass over/under other mobjs.
#define MF2_CANNOTPUSH		0x00002000      // cannot push other pushable mobjs
#define MF2_DROPPED			0x00004000      // dropped by a demon
#define MF2_BOSS			0x00008000      // mobj is a major boss
#define MF2_FIREDAMAGE		0x00010000      // does fire damage
#define MF2_NODMGTHRUST		0x00020000      // does not thrust target when
                                                                                // damaging
#define MF2_TELESTOMP		0x00040000      // mobj can stomp another
#define MF2_FLOATBOB		0x00080000      // use float bobbing z movement
#define MF2_DONTDRAW		0x00100000      // don't generate a vissprite
#define MF2_IMPACT			0x00200000      // an MF_MISSILE mobj can activate
                                                                                // SPAC_IMPACT
#define MF2_PUSHWALL		0x00400000      // mobj can push walls
#define MF2_MCROSS			0x00800000      // can activate monster cross lines
#define MF2_PCROSS			0x01000000      // can activate projectile cross lines
#define MF2_CANTLEAVEFLOORPIC 0x02000000        // stay within a certain floor type
#define MF2_NONSHOOTABLE	0x04000000      // mobj is totally non-shootable,
                                                                                // but still considered solid
#define MF2_INVULNERABLE	0x08000000      // mobj is invulnerable
#define MF2_DORMANT			0x10000000      // thing is dormant
#define MF2_ICEDAMAGE		0x20000000      // does ice damage
#define MF2_SEEKERMISSILE	0x40000000      // is a seeker (for reflection)
#define MF2_REFLECTIVE		0x80000000      // reflects missiles

//=============================================================================

// ===== Player Class Types =====
typedef enum
{
    PCLASS_FIGHTER,
    PCLASS_CLERIC,
    PCLASS_MAGE,
    PCLASS_PIG,
    NUMCLASSES
} pclass_t;

typedef enum
{
    PST_LIVE,                   // playing
    PST_DEAD,                   // dead on the ground
    PST_REBORN                  // ready to restart
} playerstate_t;

// psprites are scaled shapes directly on the view screen
// coordinates are given for a 320*200 view screen
typedef enum
{
    ps_weapon,
    ps_flash,
    NUMPSPRITES
} psprnum_t;

typedef struct
{
    state_t *state;             // a NULL state means not active
    int tics;
    fixed_t sx, sy;
} pspdef_t;

/* Old Heretic key type
typedef enum
{
	key_yellow,
	key_green,
	key_blue,
	NUMKEYS
} keytype_t;
*/

typedef enum
{
    KEY_1,
    KEY_2,
    KEY_3,
    KEY_4,
    KEY_5,
    KEY_6,
    KEY_7,
    KEY_8,
    KEY_9,
    KEY_A,
    KEY_B,
    NUMKEYS
} keytype_t;

typedef enum
{
    ARMOR_ARMOR,
    ARMOR_SHIELD,
    ARMOR_HELMET,
    ARMOR_AMULET,
    NUMARMOR
} armortype_t;

typedef enum
{
    WP_FIRST,
    WP_SECOND,
    WP_THIRD,
    WP_FOURTH,
    NUMWEAPONS,
    WP_NOCHANGE
} weapontype_t;

typedef enum
{
    MANA_1,
    MANA_2,
    NUMMANA,
    MANA_BOTH,
    MANA_NONE
} manatype_t;

#define MAX_MANA	200

#define WPIECE1		1
#define WPIECE2		2
#define WPIECE3		4

typedef struct
{
    manatype_t mana;
    int upstate;
    int downstate;
    int readystate;
    int atkstate;
    int holdatkstate;
    int flashstate;
} weaponinfo_t;

extern weaponinfo_t WeaponInfo[NUMWEAPONS][NUMCLASSES];

typedef enum
{
    arti_none,
    arti_invulnerability,
    arti_health,
    arti_superhealth,
    arti_healingradius,
    arti_summon,
    arti_torch,
    arti_egg,
    arti_fly,
    arti_blastradius,
    arti_poisonbag,
    arti_teleportother,
    arti_speed,
    arti_boostmana,
    arti_boostarmor,
    arti_teleport,
    // Puzzle artifacts
    arti_firstpuzzitem,
    arti_puzzskull = arti_firstpuzzitem,
    arti_puzzgembig,
    arti_puzzgemred,
    arti_puzzgemgreen1,
    arti_puzzgemgreen2,
    arti_puzzgemblue1,
    arti_puzzgemblue2,
    arti_puzzbook1,
    arti_puzzbook2,
    arti_puzzskull2,
    arti_puzzfweapon,
    arti_puzzcweapon,
    arti_puzzmweapon,
    arti_puzzgear1,
    arti_puzzgear2,
    arti_puzzgear3,
    arti_puzzgear4,
    NUMARTIFACTS
} artitype_t;

typedef enum
{
    pw_None,
    pw_invulnerability,
    pw_allmap,
    pw_infrared,
    pw_flight,
    pw_shield,
    pw_health2,
    pw_speed,
    pw_minotaur,
    NUMPOWERS
} powertype_t;

#define	INVULNTICS (30*35)
#define	INVISTICS (60*35)
#define	INFRATICS (120*35)
#define	IRONTICS (60*35)
#define WPNLEV2TICS (40*35)
#define FLIGHTTICS (60*35)
#define SPEEDTICS (45*35)
#define MORPHTICS (40*35)
#define MAULATORTICS (25*35)

#define MESSAGETICS (4*35)
#define BLINKTHRESHOLD (4*35)

#define NUMINVENTORYSLOTS	NUMARTIFACTS

typedef struct
{
    int type;
    int count;
} inventory_t;

/*
================
=
= player_t
=
================
*/

typedef struct player_s
{
    mobj_t *mo;
    playerstate_t playerstate;
    ticcmd_t cmd;

    pclass_t class;             // player class type

    fixed_t viewz;              // focal origin above r.z
    fixed_t viewheight;         // base height above floor for viewz
    fixed_t deltaviewheight;    // squat speed
    fixed_t bob;                // bounded/scaled total momentum

    int flyheight;
    int lookdir;
    boolean centering;
    int health;                 // only used between levels, mo->health
    // is used during levels
    int armorpoints[NUMARMOR];

    inventory_t inventory[NUMINVENTORYSLOTS];
    artitype_t readyArtifact;
    int artifactCount;
    int inventorySlotNum;
    int powers[NUMPOWERS];
    int keys;
    int pieces;                 // Fourth Weapon pieces
    signed int frags[MAXPLAYERS];       // kills of other players
    weapontype_t readyweapon;
    weapontype_t pendingweapon; // wp_nochange if not changing
    boolean weaponowned[NUMWEAPONS];
    int mana[NUMMANA];
    int attackdown, usedown;    // true if button down last tic
    int cheats;                 // bit flags

    int refire;                 // refired shots are less accurate

    int killcount, itemcount, secretcount;      // for intermission
    char message[80];           // hint messages
    int messageTics;            // counter for showing messages
    short ultimateMessage;
    short yellowMessage;
    int damagecount, bonuscount;        // for screen flashing
    int poisoncount;            // screen flash for poison damage
    mobj_t *poisoner;           // NULL for non-player mobjs
    mobj_t *attacker;           // who did damage (NULL for floors)
    int extralight;             // so gun flashes light up areas
    int fixedcolormap;          // can be set to REDCOLORMAP, etc
    int colormap;               // 0-3 for which color to draw player
    pspdef_t psprites[NUMPSPRITES];     // view sprites (gun, etc)
    int morphTics;              // player is a pig if > 0
    uint jumpTics;              // delay the next jump for a moment
    unsigned int worldTimer;    // total time the player's been playing
} player_t;

#define CF_NOCLIP		1
#define	CF_GODMODE		2
#define	CF_NOMOMENTUM	4       // not really a cheat, just a debug aid


#define		BACKUPTICS		12

typedef struct
{
    unsigned checksum;          // high bit is retransmit request
    byte retransmitfrom;        // only valid if NCMD_RETRANSMIT
    byte starttic;
    byte player, numtics;
    ticcmd_t cmds[BACKUPTICS];
} doomdata_t;

typedef struct
{
    long id;
    short intnum;               // DOOM executes an int to execute commands

// communication between DOOM and the driver
    short command;              // CMD_SEND or CMD_GET
    short remotenode;           // dest for send, set by get (-1 = no packet)
    short datalength;           // bytes in doomdata to be sent

// info common to all nodes
    short numnodes;             // console is allways node 0
    short ticdup;               // 1 = no duplication, 2-5 = dup for slow nets
    short extratics;            // 1 = send a backup tic in every packet
    short deathmatch;           // 1 = deathmatch
    short savegame;             // -1 = new game, 0-5 = load savegame
    short episode;              // 1-3
    short map;                  // 1-9
    short skill;                // 1-5

// info specific to this node
    short consoleplayer;
    short numplayers;
    short angleoffset;          // 1 = left, 0 = center, -1 = right
    short drone;                // 1 = drone

// packet data to be sent
    doomdata_t data;
} doomcom_t;

#define	DOOMCOM_ID		0x12345678l

extern doomcom_t *doomcom;
extern doomdata_t *netbuffer;   // points inside doomcom

#define	MAXNETNODES		16      // max computers in a game

#define	CMD_SEND	1
#define	CMD_GET		2
#define CMD_FRAG	3

#define	SBARHEIGHT	39      // status bar height at bottom of screen

void NET_SendFrags(player_t * player);

/*
===============================================================================

					GLOBAL VARIABLES

===============================================================================
*/

#define TELEFOGHEIGHT (32*FRACUNIT)

#define MAXEVENTS 64

extern event_t events[MAXEVENTS];
extern int eventhead;
extern int eventtail;

extern fixed_t finesine[5 * FINEANGLES / 4];
extern fixed_t *finecosine;

extern gameaction_t gameaction;

extern boolean paused;

extern boolean shareware;       // true if other episodes not present

extern boolean DevMaps;         // true = map development mode
extern char *DevMapsDir;        // development maps directory

extern boolean nomonsters;      // checkparm of -nomonsters

extern boolean respawnparm;     // checkparm of -respawn

extern boolean randomclass;     // checkparm of -randclass

extern boolean debugmode;       // checkparm of -debug

extern boolean usergame;        // ok to save / end game

extern boolean ravpic;          // checkparm of -ravpic

extern boolean altpal;          // checkparm to use an alternate palette routine

extern boolean cdrom;           // true if cd-rom mode active ("-cdrom")

extern boolean deathmatch;      // only if started as net death

extern boolean netgame;         // only true if >1 player

extern boolean cmdfrag;         // true if a CMD_FRAG packet should be sent out every
                                                // kill

extern boolean playeringame[MAXPLAYERS];
extern pclass_t PlayerClass[MAXPLAYERS];

extern int consoleplayer;       // player taking events and displaying

extern int displayplayer;

extern int viewangleoffset;     // ANG90 = left side, ANG270 = right

extern player_t players[MAXPLAYERS];

extern boolean singletics;      // debug flag to cancel adaptiveness

extern boolean DebugSound;      // debug flag for displaying sound info

extern boolean demoplayback;
extern int maxzone;             // Maximum chunk allocated for zone heap

extern int Sky1Texture;
extern int Sky2Texture;

extern gamestate_t gamestate;
extern skill_t gameskill;
//extern        boolean         respawnmonsters;
extern int gameepisode;
extern int gamemap;
extern int prevmap;
extern int levelstarttic;       // gametic at level start
extern int leveltime;           // tics in game play for par

extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
extern int ticdup;

//#define       MAXNETNODES             8

extern ticcmd_t localcmds[BACKUPTICS];
extern int rndindex;
extern int gametic, maketic;
extern int nettics[MAXNETNODES];

#define MAXDEATHMATCHSTARTS 16
extern mapthing_t *deathmatch_p;
extern mapthing_t deathmatchstarts[MAXDEATHMATCHSTARTS];

// Position indicator for cooperative net-play reborn
extern int RebornPosition;

#define MAX_PLAYER_STARTS 8
extern mapthing_t playerstarts[MAX_PLAYER_STARTS][MAXPLAYERS];

extern int viewwindowx;
extern int viewwindowy;
extern int viewwidth;
extern int scaledviewwidth;
extern int viewheight;

extern int mouseSensitivity;

extern boolean precache;        // if true, load all graphics at level load

extern byte *screen;            // off screen work buffer, from V_video.c

extern boolean singledemo;      // quit after playing a demo from cmdline

extern FILE *debugfile;
extern int bodyqueslot;
extern skill_t startskill;
extern int startepisode;
extern int startmap;
extern boolean autostart;

/*
===============================================================================

					GLOBAL FUNCTIONS

===============================================================================
*/


fixed_t FixedMul(fixed_t a, fixed_t b);
fixed_t FixedDiv(fixed_t a, fixed_t b);
fixed_t FixedDiv2(fixed_t a, fixed_t b);

#ifdef __WATCOMC__
#pragma aux FixedMul =	\
	"imul ebx",			\
	"shrd eax,edx,16"	\
	parm	[eax] [ebx] \
	value	[eax]		\
	modify exact [eax edx]

#pragma aux FixedDiv2 =	\
	"cdq",				\
	"shld edx,eax,16",	\
	"sal eax,16",		\
	"idiv ebx"			\
	parm	[eax] [ebx] \
	value	[eax]		\
	modify exact [eax edx]
#endif

#ifdef __BIG_ENDIAN__
short ShortSwap(short);
long LongSwap(long);
#define SHORT(x)	ShortSwap(x)
#define LONG(x)		LongSwap(x)
#else
#define SHORT(x)	(x)
#define LONG(x)		(x)
#endif


#include "w_wad.h"
#include "z_zone.h"

//----------
//BASE LEVEL
//----------
void H2_Main(void);
// not a globally visible function, just included for source reference
// calls all startup code
// parses command line options
// if not overrided, calls N_AdvanceDemo

void H2_GameLoop(void);
// not a globally visible function, just included for source reference
// called by H2_Main, never exits
// manages timing and IO
// calls all ?_Responder, ?_Ticker, and ?_Drawer functions
// calls I_GetTime, I_StartFrame, and I_StartTic

void H2_PostEvent(event_t * ev);
// called by IO functions when input is detected

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
//---------
#if 1
#define	SCREENWIDTH		320
#define	SCREENHEIGHT	200
#else
#define	SCREENWIDTH		560
#define	SCREENHEIGHT	375
#endif

byte *I_ZoneBase(int *size);
// called by startup code to get the ammount of memory to malloc
// for the zone management

int I_GetTime(void);
// called by H2_GameLoop
// returns current time in tics

void I_StartFrame(void);
// called by H2_GameLoop
// called before processing any tics in a frame (just after displaying a frame)
// time consuming syncronous operations are performed here (joystick reading)
// can call H2_PostEvent

void I_StartTic(void);
// called by H2_GameLoop
// called before processing each tic in a frame
// quick syncronous operations are performed here
// can call H2_PostEvent

// asyncronous interrupt functions should maintain private ques that are
// read by the syncronous functions to be converted into events

void I_Init(void);
// called by H2_Main
// determines the hardware configuration and sets up the video mode

void I_InitGraphics(void);

void I_InitNetwork(void);
void I_NetCmd(void);

void I_CheckExternDriver(void);

void I_Error(char *error, ...);
// called by anything that can generate a terminal error
// bad exit with diagnostic message

void I_Quit(void);
// called by M_Responder when quit is selected
// clean exit, displays sell blurb

void I_SetPalette(byte * palette);
// takes full 8 bit values

void I_Update(void);
// Copy buffer to video

void I_WipeUpdate(wipe_t wipe);
// Copy buffer to video with wipe effect

void I_WaitVBL(int count);
// wait for vertical retrace or pause a bit

void I_BeginRead(void);
void I_EndRead(void);

byte *I_AllocLow(int length);
// allocates from low memory under dos, just mallocs under unix

void I_Tactile(int on, int off, int total);

#ifdef __WATCOMC__
extern boolean useexterndriver;

#define EBT_FIRE			1
#define EBT_OPENDOOR 		2
#define EBT_SPEED			4
#define EBT_STRAFE			8
#define EBT_MAP				0x10
#define EBT_INVENTORYLEFT 	0x20
#define EBT_INVENTORYRIGHT 	0x40
#define EBT_USEARTIFACT		0x80
#define EBT_FLYDROP			0x100
#define EBT_CENTERVIEW		0x200
#define EBT_PAUSE			0x400
#define EBT_WEAPONCYCLE		0x800
#define EBT_JUMP			0x1000

typedef struct
{
    short vector;               // Interrupt vector

    signed char moveForward;    // forward/backward (maxes at 50)
    signed char moveSideways;   // strafe (maxes at 24)
    short angleTurn;            // turning speed (640 [slow] 1280 [fast])
    short angleHead;            // head angle (+2080 [left] : 0 [center] : -2048 [right])
    signed char pitch;          // look up/down (-110 : +90)
    signed char flyDirection;   // flyheight (+1/-1)
    unsigned short buttons;     // EBT_* flags
} externdata_t;
#endif

//----
//GAME
//----

void G_DeathMatchSpawnPlayer(int playernum);

void G_InitNew(skill_t skill, int episode, int map);

void G_DeferedInitNew(skill_t skill, int episode, int map);
// can be called by the startup code or M_Responder
// a normal game starts at map 1, but a warp test can start elsewhere

void G_DeferredNewGame(skill_t skill);

void G_DeferedPlayDemo(char *demo);

void G_LoadGame(int slot);
// can be called by the startup code or M_Responder
// calls P_SetupLevel or W_EnterWorld
void G_DoLoadGame(void);

void G_SaveGame(int slot, char *description);
// called by M_Responder

void G_RecordDemo(skill_t skill, int numplayers, int episode, int map,
                  char *name);
// only called by startup code

void G_PlayDemo(char *name);
void G_TimeDemo(char *name);

void G_TeleportNewMap(int map, int position);

void G_Completed(int map, int position);
//void G_ExitLevel (void);
//void G_SecretExitLevel (void);

void G_StartNewGame(skill_t skill);
void G_StartNewInit(void);

void G_WorldDone(void);

void G_Ticker(void);
boolean G_Responder(event_t * ev);

void G_ScreenShot(void);

//-------
//SV_SAVE
//-------

#define HXS_VERSION_TEXT "HXS Ver 2.37"
#define HXS_VERSION_TEXT_LENGTH 16
#define HXS_DESCRIPTION_LENGTH 24

void SV_SaveGame(int slot, char *description);
void SV_SaveMap(boolean savePlayers);
void SV_LoadGame(int slot);
void SV_MapTeleport(int map, int position);
void SV_LoadMap(void);
void SV_InitBaseSlot(void);
void SV_UpdateRebornSlot(void);
void SV_ClearRebornSlot(void);
boolean SV_RebornSlotAvailable(void);
int SV_GetRebornSlot(void);

//-----
//PLAY
//-----

void P_Ticker(void);
// called by C_Ticker
// can call G_PlayerExited
// carries out all thinking of monsters and players

void P_SetupLevel(int episode, int map, int playermask, skill_t skill);
// called by W_Ticker

void P_Init(void);
// called by startup code

int P_GetMapCluster(int map);
int P_TranslateMap(int map);
int P_GetMapCDTrack(int map);
int P_GetMapWarpTrans(int map);
int P_GetMapNextMap(int map);
int P_GetMapSky1Texture(int map);
int P_GetMapSky2Texture(int map);
char *P_GetMapName(int map);
fixed_t P_GetMapSky1ScrollDelta(int map);
fixed_t P_GetMapSky2ScrollDelta(int map);
boolean P_GetMapDoubleSky(int map);
boolean P_GetMapLightning(int map);
boolean P_GetMapFadeTable(int map);
char *P_GetMapSongLump(int map);
void P_PutMapSongLump(int map, char *lumpName);
int P_GetCDStartTrack(void);
int P_GetCDEnd1Track(void);
int P_GetCDEnd2Track(void);
int P_GetCDEnd3Track(void);
int P_GetCDIntermissionTrack(void);
int P_GetCDTitleTrack(void);

//-------
//REFRESH
//-------

extern boolean setsizeneeded;

extern boolean BorderNeedRefresh;
extern boolean BorderTopRefresh;

extern int UpdateState;
// define the different areas for the dirty map
#define I_NOUPDATE	0
#define I_FULLVIEW	1
#define I_STATBAR	2
#define I_MESSAGES	4
#define I_FULLSCRN	8

void R_RenderPlayerView(player_t * player);
// called by G_Drawer

void R_Init(void);
// called by startup code

void R_DrawViewBorder(void);
void R_DrawTopBorder(void);
// if the view size is not full screen, draws a border around it

void R_SetViewSize(int blocks, int detail);
// called by M_Responder

int R_FlatNumForName(char *name);

int R_TextureNumForName(char *name);
int R_CheckTextureNumForName(char *name);
// called by P_Ticker for switches and animations
// returns the texture number for the texture name


//----
//MISC
//----
extern int myargc;
extern char **myargv;
extern int localQuakeHappening[MAXPLAYERS];

int M_CheckParm(char *check);
// returns the position of the given parameter in the arg list (0 if not found)
boolean M_ParmExists(char *check);

void M_ExtractFileBase(char *path, char *dest);

void M_ForceUppercase(char *text);
// Changes a string to uppercase

int M_Random(void);
int P_Random(void);
// returns a number from 0 to 255

extern unsigned char rndtable[256];
extern int prndindex;
// as M_Random, but used only by the play simulation

void M_ClearRandom(void);
// fix randoms for demos

void M_FindResponseFile(void);

void M_ClearBox(fixed_t * box);
void M_AddToBox(fixed_t * box, fixed_t x, fixed_t y);
// bounding box functions

boolean M_WriteFile(char const *name, void *source, int length);
int M_ReadFile(char const *name, byte ** buffer);
int M_ReadFileCLib(char const *name, byte ** buffer);

void M_ScreenShot(void);

void M_LoadDefaults(char *fileName);

void M_SaveDefaults(void);

int M_DrawText(int x, int y, boolean direct, char *string);

//------------------------------
// SC_man.c
//------------------------------

void SC_Open(char *name);
void SC_OpenLump(char *name);
void SC_OpenFile(char *name);
void SC_OpenFileCLib(char *name);
void SC_Close(void);
boolean SC_GetString(void);
void SC_MustGetString(void);
void SC_MustGetStringName(char *name);
boolean SC_GetNumber(void);
void SC_MustGetNumber(void);
void SC_UnGet(void);
//boolean SC_Check(void);
boolean SC_Compare(char *text);
int SC_MatchString(char **strings);
int SC_MustMatchString(char **strings);
void SC_ScriptError(char *message);

extern char *sc_String;
extern int sc_Number;
extern int sc_Line;
extern boolean sc_End;
extern boolean sc_Crossed;
extern boolean sc_FileScripts;
extern char *sc_ScriptsDir;

//------------------------------
// SN_sonix.c
//------------------------------

enum
{
    SEQ_PLATFORM,
    SEQ_PLATFORM_HEAVY,         // same script as a normal platform
    SEQ_PLATFORM_METAL,
    SEQ_PLATFORM_CREAK,         // same script as a normal platform
    SEQ_PLATFORM_SILENCE,
    SEQ_PLATFORM_LAVA,
    SEQ_PLATFORM_WATER,
    SEQ_PLATFORM_ICE,
    SEQ_PLATFORM_EARTH,
    SEQ_PLATFORM_METAL2,
    SEQ_DOOR_STONE,
    SEQ_DOOR_HEAVY,
    SEQ_DOOR_METAL,
    SEQ_DOOR_CREAK,
    SEQ_DOOR_SILENCE,
    SEQ_DOOR_LAVA,
    SEQ_DOOR_WATER,
    SEQ_DOOR_ICE,
    SEQ_DOOR_EARTH,
    SEQ_DOOR_METAL2,
    SEQ_ESOUND_WIND,
    SEQ_NUMSEQ
};

typedef enum
{
    SEQTYPE_STONE,
    SEQTYPE_HEAVY,
    SEQTYPE_METAL,
    SEQTYPE_CREAK,
    SEQTYPE_SILENCE,
    SEQTYPE_LAVA,
    SEQTYPE_WATER,
    SEQTYPE_ICE,
    SEQTYPE_EARTH,
    SEQTYPE_METAL2,
    SEQTYPE_NUMSEQ
} seqtype_t;

void SN_InitSequenceScript(void);
void SN_StartSequence(mobj_t * mobj, int sequence);
void SN_StartSequenceName(mobj_t * mobj, char *name);
void SN_StopSequence(mobj_t * mobj);
void SN_UpdateActiveSequences(void);
void SN_StopAllSequences(void);
int SN_GetSequenceOffset(int sequence, int *sequencePtr);
void SN_ChangeNodeData(int nodeNum, int seqOffset, int delayTics, int volume,
                       int currentSoundID);


typedef struct seqnode_s seqnode_t;
struct seqnode_s
{
    int *sequencePtr;
    int sequence;
    mobj_t *mobj;
    int currentSoundID;
    int delayTics;
    int volume;
    int stopSound;
    seqnode_t *prev;
    seqnode_t *next;
};

extern int ActiveSequences;
extern seqnode_t *SequenceListHead;

//----------------------
// Interlude (IN_lude.c)
//----------------------

#define MAX_INTRMSN_MESSAGE_SIZE 1024

extern boolean intermission;
extern char ClusterMessage[MAX_INTRMSN_MESSAGE_SIZE];

void IN_Start(void);
void IN_Ticker(void);
void IN_Drawer(void);

//----------------------
// Chat mode (CT_chat.c)
//----------------------

void CT_Init(void);
void CT_Drawer(void);
boolean CT_Responder(event_t * ev);
void CT_Ticker(void);
char CT_dequeueChatChar(void);

extern boolean chatmodeon;

//--------------------
// Finale (F_finale.c)
//--------------------

void F_Drawer(void);
void F_Ticker(void);
void F_StartFinale(void);

//----------------------
// STATUS BAR (SB_bar.c)
//----------------------

extern int inv_ptr;
extern int curpos;
extern int SB_state;
void SB_Init(void);
void SB_SetClassData(void);
boolean SB_Responder(event_t * event);
void SB_Ticker(void);
void SB_Drawer(void);
void Draw_TeleportIcon(void);
void Draw_SaveIcon(void);
void Draw_LoadIcon(void);

//-----------------
// MENU (MN_menu.c)
//-----------------

void MN_Init(void);
void MN_ActivateMenu(void);
void MN_DeactivateMenu(void);
boolean MN_Responder(event_t * event);
void MN_Ticker(void);
void MN_Drawer(void);
void MN_DrTextA(char *text, int x, int y);
void MN_DrTextAYellow(char *text, int x, int y);
int MN_TextAWidth(char *text);
void MN_DrTextB(char *text, int x, int y);
int MN_TextBWidth(char *text);

//------
// VIDEO
//------

extern int dirtybox[4];
extern byte gammatable[5][256];
extern int usegamma;

void V_Init(void);              // Allocates buffer screens, call before R_Init
void V_DrawPatch(int x, int y, patch_t * patch);
void V_DrawFuzzPatch(int x, int y, patch_t * patch);
void V_DrawAltFuzzPatch(int x, int y, patch_t * patch);
void V_DrawShadowedPatch(int x, int y, patch_t * patch);
void V_DrawRawScreen(byte * raw);

#include "sounds.h"

#endif // __H2DEF__