ref: de6f6af80635f0f20d7cb75722dc04b00dd2d746
parent: 28f8d3e9b5794e188ccff1cc68c62be9001985b7
author: Simon Howard <[email protected]>
date: Mon Feb 1 14:11:06 EST 2010
Remove improperly-created strife directory. Subversion-branch: /branches/strife-branch Subversion-revision: 1839
--- a/src/strife/am_map.c
+++ /dev/null
@@ -1,1372 +1,0 @@
-// 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 <stdio.h>
-
-#include "deh_main.h"
-
-#include "z_zone.h"
-#include "doomkeys.h"
-#include "doomdef.h"
-#include "st_stuff.h"
-#include "p_local.h"
-#include "w_wad.h"
-
-#include "m_cheat.h"
-#include "m_controls.h"
-#include "i_system.h"
-
-// Needs access to LFB.
-#include "v_video.h"
-
-// State.
-#include "doomstat.h"
-#include "r_state.h"
-
-// Data.
-#include "dstrings.h"
-
-#include "am_map.h"
-
-
-// For use if I do walls with outsides/insides
-#define REDS (256-5*16)
-#define REDRANGE 16
-#define BLUES (256-4*16+8)
-#define BLUERANGE 8
-#define GREENS (7*16)
-#define GREENRANGE 16
-#define GRAYS (6*16)
-#define GRAYSRANGE 16
-#define BROWNS (4*16)
-#define BROWNRANGE 16
-#define YELLOWS (256-32+7)
-#define YELLOWRANGE 1
-#define BLACK 0
-#define WHITE (256-47)
-
-// Automap colors
-#define BACKGROUND BLACK
-#define YOURCOLORS WHITE
-#define YOURRANGE 0
-#define WALLCOLORS REDS
-#define WALLRANGE REDRANGE
-#define TSWALLCOLORS GRAYS
-#define TSWALLRANGE GRAYSRANGE
-#define FDWALLCOLORS BROWNS
-#define FDWALLRANGE BROWNRANGE
-#define CDWALLCOLORS YELLOWS
-#define CDWALLRANGE YELLOWRANGE
-#define THINGCOLORS GREENS
-#define THINGRANGE GREENRANGE
-#define SECRETWALLCOLORS WALLCOLORS
-#define SECRETWALLRANGE WALLRANGE
-#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
-#define GRIDRANGE 0
-#define XHAIRCOLORS GRAYS
-
-// drawing stuff
-
-#define AM_NUMMARKPOINTS 10
-
-// scale on entry
-#define INITSCALEMTOF (.2*FRACUNIT)
-// how much the automap moves window per tic in frame-buffer coordinates
-// moves 140 pixels in 1 second
-#define F_PANINC 4
-// how much zoom-in per tic
-// goes to 2x in 1 second
-#define M_ZOOMIN ((int) (1.02*FRACUNIT))
-// how much zoom-out per tic
-// pulls out to 0.5x in 1 second
-#define M_ZOOMOUT ((int) (FRACUNIT/1.02))
-
-// translates between frame-buffer and map distances
-#define FTOM(x) FixedMul(((x)<<16),scale_ftom)
-#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
-// translates between frame-buffer and map coordinates
-#define CXMTOF(x) (f_x + MTOF((x)-m_x))
-#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))
-
-// the following is crap
-#define LINE_NEVERSEE ML_DONTDRAW
-
-typedef struct
-{
- int x, y;
-} fpoint_t;
-
-typedef struct
-{
- fpoint_t a, b;
-} fline_t;
-
-typedef struct
-{
- fixed_t x,y;
-} mpoint_t;
-
-typedef struct
-{
- mpoint_t a, b;
-} mline_t;
-
-typedef struct
-{
- fixed_t slp, islp;
-} islope_t;
-
-
-
-//
-// The vector graphics for the automap.
-// A line drawing of the player pointing right,
-// starting from the middle.
-//
-#define R ((8*PLAYERRADIUS)/7)
-mline_t player_arrow[] = {
- { { -R+R/8, 0 }, { R, 0 } }, // -----
- { { R, 0 }, { R-R/2, R/4 } }, // ----->
- { { R, 0 }, { R-R/2, -R/4 } },
- { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
- { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
- { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
- { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
-};
-#undef R
-
-#define R ((8*PLAYERRADIUS)/7)
-mline_t cheat_player_arrow[] = {
- { { -R+R/8, 0 }, { R, 0 } }, // -----
- { { R, 0 }, { R-R/2, R/6 } }, // ----->
- { { R, 0 }, { R-R/2, -R/6 } },
- { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
- { { -R+R/8, 0 }, { -R-R/8, -R/6 } },
- { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
- { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
- { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
- { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
- { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
- { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
- { { -R/6, -R/6 }, { 0, -R/6 } },
- { { 0, -R/6 }, { 0, R/4 } },
- { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
- { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
- { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
-};
-#undef R
-
-#define R (FRACUNIT)
-mline_t triangle_guy[] = {
- { { (fixed_t)(-.867*R), (fixed_t)(-.5*R) }, { (fixed_t)(.867*R ), (fixed_t)(-.5*R) } },
- { { (fixed_t)(.867*R ), (fixed_t)(-.5*R) }, { (fixed_t)(0 ), (fixed_t)(R ) } },
- { { (fixed_t)(0 ), (fixed_t)(R ) }, { (fixed_t)(-.867*R), (fixed_t)(-.5*R) } }
-};
-#undef R
-
-#define R (FRACUNIT)
-mline_t thintriangle_guy[] = {
- { { (fixed_t)(-.5*R), (fixed_t)(-.7*R) }, { (fixed_t)(R ), (fixed_t)(0 ) } },
- { { (fixed_t)(R ), (fixed_t)(0 ) }, { (fixed_t)(-.5*R), (fixed_t)(.7*R ) } },
- { { (fixed_t)(-.5*R), (fixed_t)(.7*R ) }, { (fixed_t)(-.5*R), (fixed_t)(-.7*R) } }
-};
-#undef R
-
-
-
-
-static int cheating = 0;
-static int grid = 0;
-
-static int leveljuststarted = 1; // kluge until AM_LevelInit() is called
-
-boolean automapactive = false;
-static int finit_width = SCREENWIDTH;
-static int finit_height = SCREENHEIGHT - 32;
-
-// location of window on screen
-static int f_x;
-static int f_y;
-
-// size of window on screen
-static int f_w;
-static int f_h;
-
-static int lightlev; // used for funky strobing effect
-static byte* fb; // pseudo-frame buffer
-static int amclock;
-
-static mpoint_t m_paninc; // how far the window pans each tic (map coords)
-static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
-static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
-
-static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
-static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
-
-//
-// width/height of window on map (map coords)
-//
-static fixed_t m_w;
-static fixed_t m_h;
-
-// based on level size
-static fixed_t min_x;
-static fixed_t min_y;
-static fixed_t max_x;
-static fixed_t max_y;
-
-static fixed_t max_w; // max_x-min_x,
-static fixed_t max_h; // max_y-min_y
-
-// based on player size
-static fixed_t min_w;
-static fixed_t min_h;
-
-
-static fixed_t min_scale_mtof; // used to tell when to stop zooming out
-static fixed_t max_scale_mtof; // used to tell when to stop zooming in
-
-// old stuff for recovery later
-static fixed_t old_m_w, old_m_h;
-static fixed_t old_m_x, old_m_y;
-
-// old location used by the Follower routine
-static mpoint_t f_oldloc;
-
-// used by MTOF to scale from map-to-frame-buffer coords
-static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
-// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
-static fixed_t scale_ftom;
-
-static player_t *plr; // the player represented by an arrow
-
-static patch_t *marknums[10]; // numbers used for marking by the automap
-static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
-static int markpointnum = 0; // next point to be assigned
-
-static int followplayer = 1; // specifies whether to follow the player around
-
-cheatseq_t cheat_amap = CHEAT("iddt", 0);
-
-static boolean stopped = true;
-
-extern boolean viewactive;
-
-void
-V_MarkRect
-( int x,
- int y,
- int width,
- int height );
-
-// Calculates the slope and slope according to the x-axis of a line
-// segment in map coordinates (with the upright y-axis n' all) so
-// that it can be used with the brain-dead drawing stuff.
-
-void
-AM_getIslope
-( mline_t* ml,
- islope_t* is )
-{
- int dx, dy;
-
- dy = ml->a.y - ml->b.y;
- dx = ml->b.x - ml->a.x;
- if (!dy) is->islp = (dx<0?-INT_MAX:INT_MAX);
- else is->islp = FixedDiv(dx, dy);
- if (!dx) is->slp = (dy<0?-INT_MAX:INT_MAX);
- else is->slp = FixedDiv(dy, dx);
-
-}
-
-//
-//
-//
-void AM_activateNewScale(void)
-{
- m_x += m_w/2;
- m_y += m_h/2;
- m_w = FTOM(f_w);
- m_h = FTOM(f_h);
- m_x -= m_w/2;
- m_y -= m_h/2;
- m_x2 = m_x + m_w;
- m_y2 = m_y + m_h;
-}
-
-//
-//
-//
-void AM_saveScaleAndLoc(void)
-{
- old_m_x = m_x;
- old_m_y = m_y;
- old_m_w = m_w;
- old_m_h = m_h;
-}
-
-//
-//
-//
-void AM_restoreScaleAndLoc(void)
-{
-
- m_w = old_m_w;
- m_h = old_m_h;
- if (!followplayer)
- {
- m_x = old_m_x;
- m_y = old_m_y;
- } else {
- m_x = plr->mo->x - m_w/2;
- m_y = plr->mo->y - m_h/2;
- }
- m_x2 = m_x + m_w;
- m_y2 = m_y + m_h;
-
- // Change the scaling multipliers
- scale_mtof = FixedDiv(f_w<<FRACBITS, m_w);
- scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
-}
-
-//
-// adds a marker at the current location
-//
-void AM_addMark(void)
-{
- markpoints[markpointnum].x = m_x + m_w/2;
- markpoints[markpointnum].y = m_y + m_h/2;
- markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;
-
-}
-
-//
-// Determines bounding box of all vertices,
-// sets global variables controlling zoom range.
-//
-void AM_findMinMaxBoundaries(void)
-{
- int i;
- fixed_t a;
- fixed_t b;
-
- min_x = min_y = INT_MAX;
- max_x = max_y = -INT_MAX;
-
- for (i=0;i<numvertexes;i++)
- {
- if (vertexes[i].x < min_x)
- min_x = vertexes[i].x;
- else if (vertexes[i].x > max_x)
- max_x = vertexes[i].x;
-
- if (vertexes[i].y < min_y)
- min_y = vertexes[i].y;
- else if (vertexes[i].y > max_y)
- max_y = vertexes[i].y;
- }
-
- max_w = max_x - min_x;
- max_h = max_y - min_y;
-
- min_w = 2*PLAYERRADIUS; // const? never changed?
- min_h = 2*PLAYERRADIUS;
-
- a = FixedDiv(f_w<<FRACBITS, max_w);
- b = FixedDiv(f_h<<FRACBITS, max_h);
-
- min_scale_mtof = a < b ? a : b;
- max_scale_mtof = FixedDiv(f_h<<FRACBITS, 2*PLAYERRADIUS);
-
-}
-
-
-//
-//
-//
-void AM_changeWindowLoc(void)
-{
- if (m_paninc.x || m_paninc.y)
- {
- followplayer = 0;
- f_oldloc.x = INT_MAX;
- }
-
- m_x += m_paninc.x;
- m_y += m_paninc.y;
-
- if (m_x + m_w/2 > max_x)
- m_x = max_x - m_w/2;
- else if (m_x + m_w/2 < min_x)
- m_x = min_x - m_w/2;
-
- if (m_y + m_h/2 > max_y)
- m_y = max_y - m_h/2;
- else if (m_y + m_h/2 < min_y)
- m_y = min_y - m_h/2;
-
- m_x2 = m_x + m_w;
- m_y2 = m_y + m_h;
-}
-
-
-//
-//
-//
-void AM_initVariables(void)
-{
- int pnum;
- static event_t st_notify = { ev_keyup, AM_MSGENTERED, 0, 0 };
-
- automapactive = true;
- fb = I_VideoBuffer;
-
- f_oldloc.x = INT_MAX;
- amclock = 0;
- lightlev = 0;
-
- m_paninc.x = m_paninc.y = 0;
- ftom_zoommul = FRACUNIT;
- mtof_zoommul = FRACUNIT;
-
- m_w = FTOM(f_w);
- m_h = FTOM(f_h);
-
- // find player to center on initially
- if (playeringame[consoleplayer])
- {
- plr = &players[consoleplayer];
- }
- else
- {
- plr = &players[0];
-
- for (pnum=0;pnum<MAXPLAYERS;pnum++)
- {
- if (playeringame[pnum])
- {
- plr = &players[pnum];
- break;
- }
- }
- }
-
- m_x = plr->mo->x - m_w/2;
- m_y = plr->mo->y - m_h/2;
- AM_changeWindowLoc();
-
- // for saving & restoring
- old_m_x = m_x;
- old_m_y = m_y;
- old_m_w = m_w;
- old_m_h = m_h;
-
- // inform the status bar of the change
- ST_Responder(&st_notify);
-
-}
-
-//
-//
-//
-void AM_loadPics(void)
-{
- int i;
- char namebuf[9];
-
- for (i=0;i<10;i++)
- {
- sprintf(namebuf, DEH_String("AMMNUM%d"), i);
- marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
- }
-
-}
-
-void AM_unloadPics(void)
-{
- int i;
- char namebuf[9];
-
- for (i=0;i<10;i++)
- {
- sprintf(namebuf, DEH_String("AMMNUM%d"), i);
- W_ReleaseLumpName(namebuf);
- }
-}
-
-void AM_clearMarks(void)
-{
- int i;
-
- for (i=0;i<AM_NUMMARKPOINTS;i++)
- markpoints[i].x = -1; // means empty
- markpointnum = 0;
-}
-
-//
-// should be called at the start of every level
-// right now, i figure it out myself
-//
-void AM_LevelInit(void)
-{
- leveljuststarted = 0;
-
- f_x = f_y = 0;
- f_w = finit_width;
- f_h = finit_height;
-
- AM_clearMarks();
-
- AM_findMinMaxBoundaries();
- scale_mtof = FixedDiv(min_scale_mtof, (int) (0.7*FRACUNIT));
- if (scale_mtof > max_scale_mtof)
- scale_mtof = min_scale_mtof;
- scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
-}
-
-
-
-
-//
-//
-//
-void AM_Stop (void)
-{
- static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED, 0 };
-
- AM_unloadPics();
- automapactive = false;
- ST_Responder(&st_notify);
- stopped = true;
-}
-
-//
-//
-//
-void AM_Start (void)
-{
- static int lastlevel = -1, lastepisode = -1;
-
- if (!stopped) AM_Stop();
- stopped = false;
- if (lastlevel != gamemap || lastepisode != gameepisode)
- {
- AM_LevelInit();
- lastlevel = gamemap;
- lastepisode = gameepisode;
- }
- AM_initVariables();
- AM_loadPics();
-}
-
-//
-// set the window scale to the maximum size
-//
-void AM_minOutWindowScale(void)
-{
- scale_mtof = min_scale_mtof;
- scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
- AM_activateNewScale();
-}
-
-//
-// set the window scale to the minimum size
-//
-void AM_maxOutWindowScale(void)
-{
- scale_mtof = max_scale_mtof;
- scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
- AM_activateNewScale();
-}
-
-
-//
-// Handle events (user inputs) in automap mode
-//
-boolean
-AM_Responder
-( event_t* ev )
-{
-
- int rc;
- static int cheatstate=0;
- static int bigstate=0;
- static char buffer[20];
- int key;
-
- rc = false;
-
- if (!automapactive)
- {
- if (ev->type == ev_keydown && ev->data1 == key_map_toggle)
- {
- AM_Start ();
- viewactive = false;
- rc = true;
- }
- }
- else if (ev->type == ev_keydown)
- {
- rc = true;
- key = ev->data1;
-
- if (key == key_map_east) // pan right
- {
- if (!followplayer) m_paninc.x = FTOM(F_PANINC);
- else rc = false;
- }
- else if (key == key_map_west) // pan left
- {
- if (!followplayer) m_paninc.x = -FTOM(F_PANINC);
- else rc = false;
- }
- else if (key == key_map_north) // pan up
- {
- if (!followplayer) m_paninc.y = FTOM(F_PANINC);
- else rc = false;
- }
- else if (key == key_map_south) // pan down
- {
- if (!followplayer) m_paninc.y = -FTOM(F_PANINC);
- else rc = false;
- }
- else if (key == key_map_zoomout) // zoom out
- {
- mtof_zoommul = M_ZOOMOUT;
- ftom_zoommul = M_ZOOMIN;
- }
- else if (key == key_map_zoomin) // zoom in
- {
- mtof_zoommul = M_ZOOMIN;
- ftom_zoommul = M_ZOOMOUT;
- }
- else if (key == key_map_toggle)
- {
- bigstate = 0;
- viewactive = true;
- AM_Stop ();
- }
- else if (key == key_map_maxzoom)
- {
- bigstate = !bigstate;
- if (bigstate)
- {
- AM_saveScaleAndLoc();
- AM_minOutWindowScale();
- }
- else AM_restoreScaleAndLoc();
- }
- else if (key == key_map_follow)
- {
- followplayer = !followplayer;
- f_oldloc.x = INT_MAX;
- if (followplayer)
- plr->message = DEH_String(AMSTR_FOLLOWON);
- else
- plr->message = DEH_String(AMSTR_FOLLOWOFF);
- }
- else if (key == key_map_grid)
- {
- grid = !grid;
- if (grid)
- plr->message = DEH_String(AMSTR_GRIDON);
- else
- plr->message = DEH_String(AMSTR_GRIDOFF);
- }
- else if (key == key_map_mark)
- {
- sprintf(buffer, "%s %d", DEH_String(AMSTR_MARKEDSPOT), markpointnum);
- plr->message = buffer;
- AM_addMark();
- }
- else if (key == key_map_clearmark)
- {
- AM_clearMarks();
- plr->message = DEH_String(AMSTR_MARKSCLEARED);
- }
- else
- {
- cheatstate=0;
- rc = false;
- }
-
- if (!deathmatch && cht_CheckCheat(&cheat_amap, ev->data2))
- {
- rc = false;
- cheating = (cheating+1) % 3;
- }
- }
- else if (ev->type == ev_keyup)
- {
- rc = false;
- key = ev->data1;
-
- if (key == key_map_east)
- {
- if (!followplayer) m_paninc.x = 0;
- }
- else if (key == key_map_west)
- {
- if (!followplayer) m_paninc.x = 0;
- }
- else if (key == key_map_north)
- {
- if (!followplayer) m_paninc.y = 0;
- }
- else if (key == key_map_south)
- {
- if (!followplayer) m_paninc.y = 0;
- }
- else if (key == key_map_zoomout || key == key_map_zoomin)
- {
- mtof_zoommul = FRACUNIT;
- ftom_zoommul = FRACUNIT;
- }
- }
-
- return rc;
-
-}
-
-
-//
-// Zooming
-//
-void AM_changeWindowScale(void)
-{
-
- // Change the scaling multipliers
- scale_mtof = FixedMul(scale_mtof, mtof_zoommul);
- scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
-
- if (scale_mtof < min_scale_mtof)
- AM_minOutWindowScale();
- else if (scale_mtof > max_scale_mtof)
- AM_maxOutWindowScale();
- else
- AM_activateNewScale();
-}
-
-
-//
-//
-//
-void AM_doFollowPlayer(void)
-{
-
- if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y)
- {
- m_x = FTOM(MTOF(plr->mo->x)) - m_w/2;
- m_y = FTOM(MTOF(plr->mo->y)) - m_h/2;
- m_x2 = m_x + m_w;
- m_y2 = m_y + m_h;
- f_oldloc.x = plr->mo->x;
- f_oldloc.y = plr->mo->y;
-
- // m_x = FTOM(MTOF(plr->mo->x - m_w/2));
- // m_y = FTOM(MTOF(plr->mo->y - m_h/2));
- // m_x = plr->mo->x - m_w/2;
- // m_y = plr->mo->y - m_h/2;
-
- }
-
-}
-
-//
-//
-//
-void AM_updateLightLev(void)
-{
- static int nexttic = 0;
- //static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 };
- static int litelevels[] = { 0, 4, 7, 10, 12, 14, 15, 15 };
- static int litelevelscnt = 0;
-
- // Change light level
- if (amclock>nexttic)
- {
- lightlev = litelevels[litelevelscnt++];
- if (litelevelscnt == arrlen(litelevels)) litelevelscnt = 0;
- nexttic = amclock + 6 - (amclock % 6);
- }
-
-}
-
-
-//
-// Updates on Game Tick
-//
-void AM_Ticker (void)
-{
-
- if (!automapactive)
- return;
-
- amclock++;
-
- if (followplayer)
- AM_doFollowPlayer();
-
- // Change the zoom if necessary
- if (ftom_zoommul != FRACUNIT)
- AM_changeWindowScale();
-
- // Change x,y location
- if (m_paninc.x || m_paninc.y)
- AM_changeWindowLoc();
-
- // Update light level
- // AM_updateLightLev();
-
-}
-
-
-//
-// Clear automap frame buffer.
-//
-void AM_clearFB(int color)
-{
- memset(fb, color, f_w*f_h);
-}
-
-
-//
-// Automap clipping of lines.
-//
-// Based on Cohen-Sutherland clipping algorithm but with a slightly
-// faster reject and precalculated slopes. If the speed is needed,
-// use a hash algorithm to handle the common cases.
-//
-boolean
-AM_clipMline
-( mline_t* ml,
- fline_t* fl )
-{
- enum
- {
- LEFT =1,
- RIGHT =2,
- BOTTOM =4,
- TOP =8
- };
-
- register int outcode1 = 0;
- register int outcode2 = 0;
- register int outside;
-
- fpoint_t tmp;
- int dx;
- int dy;
-
-
-#define DOOUTCODE(oc, mx, my) \
- (oc) = 0; \
- if ((my) < 0) (oc) |= TOP; \
- else if ((my) >= f_h) (oc) |= BOTTOM; \
- if ((mx) < 0) (oc) |= LEFT; \
- else if ((mx) >= f_w) (oc) |= RIGHT;
-
-
- // do trivial rejects and outcodes
- if (ml->a.y > m_y2)
- outcode1 = TOP;
- else if (ml->a.y < m_y)
- outcode1 = BOTTOM;
-
- if (ml->b.y > m_y2)
- outcode2 = TOP;
- else if (ml->b.y < m_y)
- outcode2 = BOTTOM;
-
- if (outcode1 & outcode2)
- return false; // trivially outside
-
- if (ml->a.x < m_x)
- outcode1 |= LEFT;
- else if (ml->a.x > m_x2)
- outcode1 |= RIGHT;
-
- if (ml->b.x < m_x)
- outcode2 |= LEFT;
- else if (ml->b.x > m_x2)
- outcode2 |= RIGHT;
-
- if (outcode1 & outcode2)
- return false; // trivially outside
-
- // transform to frame-buffer coordinates.
- fl->a.x = CXMTOF(ml->a.x);
- fl->a.y = CYMTOF(ml->a.y);
- fl->b.x = CXMTOF(ml->b.x);
- fl->b.y = CYMTOF(ml->b.y);
-
- DOOUTCODE(outcode1, fl->a.x, fl->a.y);
- DOOUTCODE(outcode2, fl->b.x, fl->b.y);
-
- if (outcode1 & outcode2)
- return false;
-
- while (outcode1 | outcode2)
- {
- // may be partially inside box
- // find an outside point
- if (outcode1)
- outside = outcode1;
- else
- outside = outcode2;
-
- // clip to each side
- if (outside & TOP)
- {
- dy = fl->a.y - fl->b.y;
- dx = fl->b.x - fl->a.x;
- tmp.x = fl->a.x + (dx*(fl->a.y))/dy;
- tmp.y = 0;
- }
- else if (outside & BOTTOM)
- {
- dy = fl->a.y - fl->b.y;
- dx = fl->b.x - fl->a.x;
- tmp.x = fl->a.x + (dx*(fl->a.y-f_h))/dy;
- tmp.y = f_h-1;
- }
- else if (outside & RIGHT)
- {
- dy = fl->b.y - fl->a.y;
- dx = fl->b.x - fl->a.x;
- tmp.y = fl->a.y + (dy*(f_w-1 - fl->a.x))/dx;
- tmp.x = f_w-1;
- }
- else if (outside & LEFT)
- {
- dy = fl->b.y - fl->a.y;
- dx = fl->b.x - fl->a.x;
- tmp.y = fl->a.y + (dy*(-fl->a.x))/dx;
- tmp.x = 0;
- }
- else
- {
- tmp.x = 0;
- tmp.y = 0;
- }
-
- if (outside == outcode1)
- {
- fl->a = tmp;
- DOOUTCODE(outcode1, fl->a.x, fl->a.y);
- }
- else
- {
- fl->b = tmp;
- DOOUTCODE(outcode2, fl->b.x, fl->b.y);
- }
-
- if (outcode1 & outcode2)
- return false; // trivially outside
- }
-
- return true;
-}
-#undef DOOUTCODE
-
-
-//
-// Classic Bresenham w/ whatever optimizations needed for speed
-//
-void
-AM_drawFline
-( fline_t* fl,
- int color )
-{
- register int x;
- register int y;
- register int dx;
- register int dy;
- register int sx;
- register int sy;
- register int ax;
- register int ay;
- register int d;
-
- static int fuck = 0;
-
- // For debugging only
- if ( fl->a.x < 0 || fl->a.x >= f_w
- || fl->a.y < 0 || fl->a.y >= f_h
- || fl->b.x < 0 || fl->b.x >= f_w
- || fl->b.y < 0 || fl->b.y >= f_h)
- {
- fprintf(stderr, DEH_String("fuck %d \r"), fuck++);
- return;
- }
-
-#define PUTDOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc)
-
- dx = fl->b.x - fl->a.x;
- ax = 2 * (dx<0 ? -dx : dx);
- sx = dx<0 ? -1 : 1;
-
- dy = fl->b.y - fl->a.y;
- ay = 2 * (dy<0 ? -dy : dy);
- sy = dy<0 ? -1 : 1;
-
- x = fl->a.x;
- y = fl->a.y;
-
- if (ax > ay)
- {
- d = ay - ax/2;
- while (1)
- {
- PUTDOT(x,y,color);
- if (x == fl->b.x) return;
- if (d>=0)
- {
- y += sy;
- d -= ax;
- }
- x += sx;
- d += ay;
- }
- }
- else
- {
- d = ax - ay/2;
- while (1)
- {
- PUTDOT(x, y, color);
- if (y == fl->b.y) return;
- if (d >= 0)
- {
- x += sx;
- d -= ay;
- }
- y += sy;
- d += ax;
- }
- }
-}
-
-
-//
-// Clip lines, draw visible part sof lines.
-//
-void
-AM_drawMline
-( mline_t* ml,
- int color )
-{
- static fline_t fl;
-
- if (AM_clipMline(ml, &fl))
- AM_drawFline(&fl, color); // draws it on frame buffer using fb coords
-}
-
-
-
-//
-// Draws flat (floor/ceiling tile) aligned grid lines.
-//
-void AM_drawGrid(int color)
-{
- fixed_t x, y;
- fixed_t start, end;
- mline_t ml;
-
- // Figure out start of vertical gridlines
- start = m_x;
- if ((start-bmaporgx)%(MAPBLOCKUNITS<<FRACBITS))
- start += (MAPBLOCKUNITS<<FRACBITS)
- - ((start-bmaporgx)%(MAPBLOCKUNITS<<FRACBITS));
- end = m_x + m_w;
-
- // draw vertical gridlines
- ml.a.y = m_y;
- ml.b.y = m_y+m_h;
- for (x=start; x<end; x+=(MAPBLOCKUNITS<<FRACBITS))
- {
- ml.a.x = x;
- ml.b.x = x;
- AM_drawMline(&ml, color);
- }
-
- // Figure out start of horizontal gridlines
- start = m_y;
- if ((start-bmaporgy)%(MAPBLOCKUNITS<<FRACBITS))
- start += (MAPBLOCKUNITS<<FRACBITS)
- - ((start-bmaporgy)%(MAPBLOCKUNITS<<FRACBITS));
- end = m_y + m_h;
-
- // draw horizontal gridlines
- ml.a.x = m_x;
- ml.b.x = m_x + m_w;
- for (y=start; y<end; y+=(MAPBLOCKUNITS<<FRACBITS))
- {
- ml.a.y = y;
- ml.b.y = y;
- AM_drawMline(&ml, color);
- }
-
-}
-
-//
-// Determines visible lines, draws them.
-// This is LineDef based, not LineSeg based.
-//
-void AM_drawWalls(void)
-{
- int i;
- static mline_t l;
-
- for (i=0;i<numlines;i++)
- {
- l.a.x = lines[i].v1->x;
- l.a.y = lines[i].v1->y;
- l.b.x = lines[i].v2->x;
- l.b.y = lines[i].v2->y;
- if (cheating || (lines[i].flags & ML_MAPPED))
- {
- if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
- continue;
- if (!lines[i].backsector)
- {
- AM_drawMline(&l, WALLCOLORS+lightlev);
- }
- else
- {
- if (lines[i].special == 39)
- { // teleporters
- AM_drawMline(&l, WALLCOLORS+WALLRANGE/2);
- }
- else if (lines[i].flags & ML_SECRET) // secret door
- {
- if (cheating) AM_drawMline(&l, SECRETWALLCOLORS + lightlev);
- else AM_drawMline(&l, WALLCOLORS+lightlev);
- }
- else if (lines[i].backsector->floorheight
- != lines[i].frontsector->floorheight) {
- AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change
- }
- else if (lines[i].backsector->ceilingheight
- != lines[i].frontsector->ceilingheight) {
- AM_drawMline(&l, CDWALLCOLORS+lightlev); // ceiling level change
- }
- else if (cheating) {
- AM_drawMline(&l, TSWALLCOLORS+lightlev);
- }
- }
- }
- else if (plr->powers[pw_allmap])
- {
- if (!(lines[i].flags & LINE_NEVERSEE)) AM_drawMline(&l, GRAYS+3);
- }
- }
-}
-
-
-//
-// Rotation in 2D.
-// Used to rotate player arrow line character.
-//
-void
-AM_rotate
-( fixed_t* x,
- fixed_t* y,
- angle_t a )
-{
- fixed_t tmpx;
-
- tmpx =
- FixedMul(*x,finecosine[a>>ANGLETOFINESHIFT])
- - FixedMul(*y,finesine[a>>ANGLETOFINESHIFT]);
-
- *y =
- FixedMul(*x,finesine[a>>ANGLETOFINESHIFT])
- + FixedMul(*y,finecosine[a>>ANGLETOFINESHIFT]);
-
- *x = tmpx;
-}
-
-void
-AM_drawLineCharacter
-( mline_t* lineguy,
- int lineguylines,
- fixed_t scale,
- angle_t angle,
- int color,
- fixed_t x,
- fixed_t y )
-{
- int i;
- mline_t l;
-
- for (i=0;i<lineguylines;i++)
- {
- l.a.x = lineguy[i].a.x;
- l.a.y = lineguy[i].a.y;
-
- if (scale)
- {
- l.a.x = FixedMul(scale, l.a.x);
- l.a.y = FixedMul(scale, l.a.y);
- }
-
- if (angle)
- AM_rotate(&l.a.x, &l.a.y, angle);
-
- l.a.x += x;
- l.a.y += y;
-
- l.b.x = lineguy[i].b.x;
- l.b.y = lineguy[i].b.y;
-
- if (scale)
- {
- l.b.x = FixedMul(scale, l.b.x);
- l.b.y = FixedMul(scale, l.b.y);
- }
-
- if (angle)
- AM_rotate(&l.b.x, &l.b.y, angle);
-
- l.b.x += x;
- l.b.y += y;
-
- AM_drawMline(&l, color);
- }
-}
-
-void AM_drawPlayers(void)
-{
- int i;
- player_t* p;
- static int their_colors[] = { GREENS, GRAYS, BROWNS, REDS };
- int their_color = -1;
- int color;
-
- if (!netgame)
- {
- if (cheating)
- AM_drawLineCharacter
- (cheat_player_arrow, arrlen(cheat_player_arrow), 0,
- plr->mo->angle, WHITE, plr->mo->x, plr->mo->y);
- else
- AM_drawLineCharacter
- (player_arrow, arrlen(player_arrow), 0, plr->mo->angle,
- WHITE, plr->mo->x, plr->mo->y);
- return;
- }
-
- for (i=0;i<MAXPLAYERS;i++)
- {
- their_color++;
- p = &players[i];
-
- if ( (deathmatch && !singledemo) && p != plr)
- continue;
-
- if (!playeringame[i])
- continue;
-
- if (p->powers[pw_invisibility])
- color = 246; // *close* to black
- else
- color = their_colors[their_color];
-
- AM_drawLineCharacter
- (player_arrow, arrlen(player_arrow), 0, p->mo->angle,
- color, p->mo->x, p->mo->y);
- }
-
-}
-
-void
-AM_drawThings
-( int colors,
- int colorrange)
-{
- int i;
- mobj_t* t;
-
- for (i=0;i<numsectors;i++)
- {
- t = sectors[i].thinglist;
- while (t)
- {
- AM_drawLineCharacter
- (thintriangle_guy, arrlen(thintriangle_guy),
- 16<<FRACBITS, t->angle, colors+lightlev, t->x, t->y);
- t = t->snext;
- }
- }
-}
-
-void AM_drawMarks(void)
-{
- int i, fx, fy, w, h;
-
- for (i=0;i<AM_NUMMARKPOINTS;i++)
- {
- if (markpoints[i].x != -1)
- {
- // w = SHORT(marknums[i]->width);
- // h = SHORT(marknums[i]->height);
- w = 5; // because something's wrong with the wad, i guess
- h = 6; // because something's wrong with the wad, i guess
- fx = CXMTOF(markpoints[i].x);
- fy = CYMTOF(markpoints[i].y);
- if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h)
- V_DrawPatch(fx, fy, marknums[i]);
- }
- }
-
-}
-
-void AM_drawCrosshair(int color)
-{
- fb[(f_w*(f_h+1))/2] = color; // single point for now
-
-}
-
-void AM_Drawer (void)
-{
- if (!automapactive) return;
-
- AM_clearFB(BACKGROUND);
- if (grid)
- AM_drawGrid(GRIDCOLORS);
- AM_drawWalls();
- AM_drawPlayers();
- if (cheating==2)
- AM_drawThings(THINGCOLORS, THINGRANGE);
- AM_drawCrosshair(XHAIRCOLORS);
-
- AM_drawMarks();
-
- V_MarkRect(f_x, f_y, f_w, f_h);
-
-}
--- a/src/strife/am_map.h
+++ /dev/null
@@ -1,57 +1,0 @@
-// 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
--- a/src/strife/d_englsh.h
+++ /dev/null
@@ -1,701 +1,0 @@
-// 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
--- a/src/strife/d_items.c
+++ /dev/null
@@ -1,136 +1,0 @@
-// 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
- },
-};
-
-
-
-
-
-
-
-
--- a/src/strife/d_items.h
+++ /dev/null
@@ -1,49 +1,0 @@
-// 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
--- a/src/strife/d_main.c
+++ /dev/null
@@ -1,1776 +1,0 @@
-// 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 <ctype.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "config.h"
-#include "deh_main.h"
-#include "doomdef.h"
-#include "doomstat.h"
-
-#include "dstrings.h"
-#include "doomfeatures.h"
-#include "sounds.h"
-
-#include "d_iwad.h"
-
-#include "z_zone.h"
-#include "w_wad.h"
-#include "w_merge.h"
-#include "s_sound.h"
-#include "v_video.h"
-
-#include "f_finale.h"
-#include "f_wipe.h"
-
-#include "m_argv.h"
-#include "m_config.h"
-#include "m_controls.h"
-#include "m_misc.h"
-#include "m_menu.h"
-#include "p_saveg.h"
-
-#include "i_endoom.h"
-#include "i_joystick.h"
-#include "i_system.h"
-#include "i_timer.h"
-#include "i_video.h"
-
-#include "g_game.h"
-
-#include "hu_stuff.h"
-#include "wi_stuff.h"
-#include "st_stuff.h"
-#include "am_map.h"
-#include "net_client.h"
-#include "net_dedicated.h"
-#include "net_query.h"
-
-#include "p_setup.h"
-#include "r_local.h"
-
-
-#include "d_main.h"
-
-//
-// D-DoomLoop()
-// Not a globally visible function,
-// just included for source reference,
-// called by D_DoomMain, never exits.
-// Manages timing and IO,
-// calls all ?_Responder, ?_Ticker, and ?_Drawer,
-// calls I_GetTime, I_StartFrame, and I_StartTic
-//
-void D_DoomLoop (void);
-
-// Location where savegames are stored
-
-char * savegamedir;
-
-// location of IWAD and WAD files
-
-char * iwadfile;
-
-
-boolean devparm; // started game with -devparm
-boolean nomonsters; // checkparm of -nomonsters
-boolean respawnparm; // checkparm of -respawn
-boolean fastparm; // checkparm of -fast
-
-boolean singletics = false; // debug flag to cancel adaptiveness
-
-
-//extern int soundVolume;
-//extern int sfxVolume;
-//extern int musicVolume;
-
-extern boolean inhelpscreens;
-
-skill_t startskill;
-int startepisode;
-int startmap;
-boolean autostart;
-int startloadgame;
-
-FILE* debugfile;
-
-boolean advancedemo;
-
-// Store demo, do not accept any inputs
-
-boolean storedemo;
-
-
-char wadfile[1024]; // primary wad file
-char mapdir[1024]; // directory of development maps
-
-int show_endoom = 1;
-
-
-void D_CheckNetGame (void);
-void D_ProcessEvents (void);
-void G_BuildTiccmd (ticcmd_t* cmd);
-void D_DoAdvanceDemo (void);
-
-
-//
-// D_ProcessEvents
-// Send all the events of the given timestamp down the responder chain
-//
-void D_ProcessEvents (void)
-{
- event_t* ev;
-
- // IF STORE DEMO, DO NOT ACCEPT INPUT
- if (storedemo)
- return;
-
- while ((ev = D_PopEvent()) != NULL)
- {
- if (M_Responder (ev))
- continue; // menu ate the event
- G_Responder (ev);
- }
-}
-
-
-
-
-//
-// D_Display
-// draw current display, possibly wiping it from the previous
-//
-
-// wipegamestate can be set to -1 to force a wipe on the next draw
-gamestate_t wipegamestate = GS_DEMOSCREEN;
-extern boolean setsizeneeded;
-extern int showMessages;
-void R_ExecuteSetViewSize (void);
-
-void D_Display (void)
-{
- static boolean viewactivestate = false;
- static boolean menuactivestate = false;
- static boolean inhelpscreensstate = false;
- static boolean fullscreen = false;
- static gamestate_t oldgamestate = -1;
- static int borderdrawcount;
- int nowtime;
- int tics;
- int wipestart;
- int y;
- boolean done;
- boolean wipe;
- boolean redrawsbar;
-
- if (nodrawers)
- return; // for comparative timing / profiling
-
- redrawsbar = false;
-
- // change the view size if needed
- if (setsizeneeded)
- {
- R_ExecuteSetViewSize ();
- oldgamestate = -1; // force background redraw
- borderdrawcount = 3;
- }
-
- // save the current screen if about to wipe
- if (gamestate != wipegamestate)
- {
- wipe = true;
- wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
- }
- else
- wipe = false;
-
- if (gamestate == GS_LEVEL && gametic)
- HU_Erase();
-
- // do buffered drawing
- switch (gamestate)
- {
- case GS_LEVEL:
- if (!gametic)
- break;
- if (automapactive)
- AM_Drawer ();
- if (wipe || (viewheight != 200 && fullscreen) )
- redrawsbar = true;
- if (inhelpscreensstate && !inhelpscreens)
- redrawsbar = true; // just put away the help screen
- ST_Drawer (viewheight == 200, redrawsbar );
- fullscreen = viewheight == 200;
- break;
-
- case GS_INTERMISSION:
- WI_Drawer ();
- break;
-
- case GS_FINALE:
- F_Drawer ();
- break;
-
- case GS_DEMOSCREEN:
- D_PageDrawer ();
- break;
- }
-
- // draw buffered stuff to screen
- I_UpdateNoBlit ();
-
- // draw the view directly
- if (gamestate == GS_LEVEL && !automapactive && gametic)
- R_RenderPlayerView (&players[displayplayer]);
-
- if (gamestate == GS_LEVEL && gametic)
- HU_Drawer ();
-
- // clean up border stuff
- if (gamestate != oldgamestate && gamestate != GS_LEVEL)
- I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE));
-
- // see if the border needs to be initially drawn
- if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL)
- {
- viewactivestate = false; // view was not active
- R_FillBackScreen (); // draw the pattern into the back screen
- }
-
- // see if the border needs to be updated to the screen
- if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320)
- {
- if (menuactive || menuactivestate || !viewactivestate)
- borderdrawcount = 3;
- if (borderdrawcount)
- {
- R_DrawViewBorder (); // erase old menu stuff
- borderdrawcount--;
- }
-
- }
-
- if (testcontrols)
- {
- // Box showing current mouse speed
-
- G_DrawMouseSpeedBox();
- }
-
- menuactivestate = menuactive;
- viewactivestate = viewactive;
- inhelpscreensstate = inhelpscreens;
- oldgamestate = wipegamestate = gamestate;
-
- // draw pause pic
- if (paused)
- {
- if (automapactive)
- y = 4;
- else
- y = viewwindowy+4;
- V_DrawPatchDirect(viewwindowx + (scaledviewwidth - 68) / 2, y,
- W_CacheLumpName (DEH_String("M_PAUSE"), PU_CACHE));
- }
-
-
- // menus go directly to the screen
- M_Drawer (); // menu is drawn even on top of everything
- NetUpdate (); // send out any new accumulation
-
-
- // normal update
- if (!wipe)
- {
- I_FinishUpdate (); // page flip or blit buffer
- return;
- }
-
- // wipe update
- wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
-
- wipestart = I_GetTime () - 1;
-
- do
- {
- do
- {
- nowtime = I_GetTime ();
- tics = nowtime - wipestart;
- I_Sleep(1);
- } while (tics <= 0);
-
- wipestart = nowtime;
- done = wipe_ScreenWipe(wipe_Melt
- , 0, 0, SCREENWIDTH, SCREENHEIGHT, tics);
- I_UpdateNoBlit ();
- M_Drawer (); // menu is drawn even on top of wipes
- I_FinishUpdate (); // page flip or blit buffer
- } while (!done);
-}
-
-//
-// Add configuration file variable bindings.
-//
-
-void D_BindVariables(void)
-{
- int i;
-
- M_ApplyPlatformDefaults();
-
- I_BindVideoVariables();
- I_BindJoystickVariables();
- I_BindSoundVariables();
-
- M_BindBaseControls();
- M_BindWeaponControls();
- M_BindMapControls();
- M_BindMenuControls();
-
-#ifdef FEATURE_MULTIPLAYER
- NET_BindVariables();
-#endif
-
- M_BindVariable("mouse_sensitivity", &mouseSensitivity);
- M_BindVariable("sfx_volume", &sfxVolume);
- M_BindVariable("music_volume", &musicVolume);
- M_BindVariable("show_messages", &showMessages);
- M_BindVariable("screenblocks", &screenblocks);
- M_BindVariable("detaillevel", &detailLevel);
- M_BindVariable("snd_channels", &snd_channels);
- M_BindVariable("vanilla_savegame_limit", &vanilla_savegame_limit);
- M_BindVariable("vanilla_demo_limit", &vanilla_demo_limit);
- M_BindVariable("show_endoom", &show_endoom);
-
- // Multiplayer chat macros
-
- for (i=0; i<10; ++i)
- {
- char buf[12];
-
- sprintf(buf, "chatmacro%i", i);
- M_BindVariable(buf, &chat_macros[i]);
- }
-}
-
-//
-// D_GrabMouseCallback
-//
-// Called to determine whether to grab the mouse pointer
-//
-
-boolean D_GrabMouseCallback(void)
-{
- // Drone players don't need mouse focus
-
- if (drone)
- return false;
-
- // when menu is active or game is paused, release the mouse
-
- if (menuactive || paused)
- return false;
-
- // only grab mouse when playing levels (but not demos)
-
- return (gamestate == GS_LEVEL) && !demoplayback;
-}
-
-//
-// D_DoomLoop
-//
-extern boolean demorecording;
-
-void D_DoomLoop (void)
-{
- if (demorecording)
- G_BeginRecording ();
-
- if (M_CheckParm ("-debugfile"))
- {
- char filename[20];
- sprintf (filename,"debug%i.txt",consoleplayer);
- printf ("debug output to: %s\n",filename);
- debugfile = fopen (filename,"w");
- }
-
- TryRunTics();
-
- I_SetWindowTitle(gamedescription);
- I_InitGraphics();
- I_EnableLoadingDisk();
- I_SetGrabMouseCallback(D_GrabMouseCallback);
-
- V_RestoreBuffer();
- R_ExecuteSetViewSize();
-
- D_StartGameLoop();
-
- if (testcontrols)
- {
- wipegamestate = gamestate;
- }
-
- while (1)
- {
- // frame syncronous IO operations
- I_StartFrame ();
-
- // process one or more tics
- if (singletics)
- {
- I_StartTic ();
- D_ProcessEvents ();
- G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
- if (advancedemo)
- D_DoAdvanceDemo ();
- M_Ticker ();
- G_Ticker ();
- gametic++;
- maketic++;
- }
- else
- {
- TryRunTics (); // will run at least one tic
- }
-
- S_UpdateSounds (players[consoleplayer].mo);// move positional sounds
-
- // Update display, next frame, with current state.
- if (screenvisible)
- D_Display ();
- }
-}
-
-
-
-//
-// DEMO LOOP
-//
-int demosequence;
-int pagetic;
-char *pagename;
-
-
-//
-// D_PageTicker
-// Handles timing for warped projection
-//
-void D_PageTicker (void)
-{
- if (--pagetic < 0)
- D_AdvanceDemo ();
-}
-
-
-
-//
-// D_PageDrawer
-//
-void D_PageDrawer (void)
-{
- V_DrawPatch (0, 0, W_CacheLumpName(pagename, PU_CACHE));
-}
-
-
-//
-// D_AdvanceDemo
-// Called after each demo or intro demosequence finishes
-//
-void D_AdvanceDemo (void)
-{
- advancedemo = true;
-}
-
-
-//
-// This cycles through the demo sequences.
-// FIXME - version dependend demo numbers?
-//
-void D_DoAdvanceDemo (void)
-{
- players[consoleplayer].playerstate = PST_LIVE; // not reborn
- advancedemo = false;
- usergame = false; // no save / end game here
- paused = false;
- gameaction = ga_nothing;
-
- if (gamemode == retail && gameversion != exe_chex)
- demosequence = (demosequence+1)%7;
- else
- demosequence = (demosequence+1)%6;
-
- switch (demosequence)
- {
- case 0:
- if ( gamemode == commercial )
- pagetic = TICRATE * 11;
- else
- pagetic = 170;
- gamestate = GS_DEMOSCREEN;
- pagename = DEH_String("TITLEPIC");
- if ( gamemode == commercial )
- S_StartMusic(mus_dm2ttl);
- else
- S_StartMusic (mus_intro);
- break;
- case 1:
- G_DeferedPlayDemo(DEH_String("demo1"));
- break;
- case 2:
- pagetic = 200;
- gamestate = GS_DEMOSCREEN;
- pagename = DEH_String("CREDIT");
- break;
- case 3:
- G_DeferedPlayDemo(DEH_String("demo2"));
- break;
- case 4:
- gamestate = GS_DEMOSCREEN;
- if ( gamemode == commercial)
- {
- pagetic = TICRATE * 11;
- pagename = DEH_String("TITLEPIC");
- S_StartMusic(mus_dm2ttl);
- }
- else
- {
- pagetic = 200;
-
- if ( gamemode == retail )
- pagename = DEH_String("CREDIT");
- else
- pagename = DEH_String("HELP2");
- }
- break;
- case 5:
- G_DeferedPlayDemo(DEH_String("demo3"));
- break;
- // THE DEFINITIVE DOOM Special Edition demo
- case 6:
- G_DeferedPlayDemo(DEH_String("demo4"));
- break;
- }
-}
-
-
-
-//
-// D_StartTitle
-//
-void D_StartTitle (void)
-{
- gameaction = ga_nothing;
- demosequence = -1;
- D_AdvanceDemo ();
-}
-
-// Strings for dehacked replacements of the startup banner
-//
-// These are from the original source: some of them are perhaps
-// not used in any dehacked patches
-
-static char *banners[] =
-{
- // doom1.wad
- " "
- "DOOM Shareware Startup v%i.%i"
- " ",
- // doom.wad
- " "
- "DOOM Registered Startup v%i.%i"
- " ",
- // Registered DOOM uses this
- " "
- "DOOM System Startup v%i.%i"
- " ",
- // doom.wad (Ultimate DOOM)
- " "
- "The Ultimate DOOM Startup v%i.%i"
- " ",
- // doom2.wad
- " "
- "DOOM 2: Hell on Earth v%i.%i"
- " ",
- // tnt.wad
- " "
- "DOOM 2: TNT - Evilution v%i.%i"
- " ",
- // plutonia.wad
- " "
- "DOOM 2: Plutonia Experiment v%i.%i"
- " ",
-};
-
-//
-// Get game name: if the startup banner has been replaced, use that.
-// Otherwise, use the name given
-//
-
-static char *GetGameName(char *gamename)
-{
- size_t i;
- char *deh_sub;
-
- for (i=0; i<arrlen(banners); ++i)
- {
- // Has the banner been replaced?
-
- deh_sub = DEH_String(banners[i]);
-
- if (deh_sub != banners[i])
- {
- // Has been replaced
- // We need to expand via printf to include the Doom version
- // number
- // We also need to cut off spaces to get the basic name
-
- gamename = Z_Malloc(strlen(deh_sub) + 10, PU_STATIC, 0);
- sprintf(gamename, deh_sub, DOOM_VERSION / 100, DOOM_VERSION % 100);
-
- while (gamename[0] != '\0' && isspace(gamename[0]))
- strcpy(gamename, gamename+1);
-
- while (gamename[0] != '\0' && isspace(gamename[strlen(gamename)-1]))
- gamename[strlen(gamename) - 1] = '\0';
-
- return gamename;
- }
- }
-
- return gamename;
-}
-
-//
-// Find out what version of Doom is playing.
-//
-
-void D_IdentifyVersion(void)
-{
- // gamemission is set up by the D_FindIWAD function. But if
- // we specify '-iwad', we have to identify using
- // IdentifyIWADByName. However, if the iwad does not match
- // any known IWAD name, we may have a dilemma. Try to
- // identify by its contents.
-
- if (gamemission == none)
- {
- unsigned int i;
-
- for (i=0; i<numlumps; ++i)
- {
- if (!strncasecmp(lumpinfo[i].name, "MAP01", 8))
- {
- gamemission = doom2;
- break;
- }
- else if (!strncasecmp(lumpinfo[i].name, "E1M1", 8))
- {
- gamemission = doom;
- break;
- }
- }
-
- if (gamemission == none)
- {
- // Still no idea. I don't think this is going to work.
-
- I_Error("Unknown or invalid IWAD file.");
- }
- }
-
- // Make sure gamemode is set up correctly
-
- if (gamemission == doom)
- {
- // Doom 1. But which version?
-
- if (W_CheckNumForName("E4M1") > 0)
- {
- // Ultimate Doom
-
- gamemode = retail;
- }
- else if (W_CheckNumForName("E3M1") > 0)
- {
- gamemode = registered;
- }
- else
- {
- gamemode = shareware;
- }
- }
- else
- {
- // Doom 2 of some kind.
-
- gamemode = commercial;
- }
-}
-
-// Set the gamedescription string
-
-void D_SetGameDescription(void)
-{
- gamedescription = "Unknown";
-
- if (gamemission == doom)
- {
- // Doom 1. But which version?
-
- if (gamemode == retail)
- {
- // Ultimate Doom
-
- gamedescription = GetGameName("The Ultimate DOOM");
- }
- else if (gamemode == registered)
- {
- gamedescription = GetGameName("DOOM Registered");
- }
- else if (gamemode == shareware)
- {
- gamedescription = GetGameName("DOOM Shareware");
- }
- }
- else
- {
- // Doom 2 of some kind. But which mission?
-
- if (gamemission == doom2)
- gamedescription = GetGameName("DOOM 2: Hell on Earth");
- else if (gamemission == pack_plut)
- gamedescription = GetGameName("DOOM 2: Plutonia Experiment");
- else if (gamemission == pack_tnt)
- gamedescription = GetGameName("DOOM 2: TNT - Evilution");
- }
-}
-
-static void SetSaveGameDir(char *iwad_filename)
-{
- char *sep;
- char *basefile;
-
- // Extract the base filename
-
- sep = strrchr(iwad_filename, DIR_SEPARATOR);
-
- if (sep == NULL)
- {
- basefile = iwad_filename;
- }
- else
- {
- basefile = sep + 1;
- }
-
- // ~/.chocolate-doom/savegames/
-
- savegamedir = Z_Malloc(strlen(configdir) + 30, PU_STATIC, 0);
- sprintf(savegamedir, "%ssavegames%c", configdir,
- DIR_SEPARATOR);
-
- M_MakeDirectory(savegamedir);
-
- // eg. ~/.chocolate-doom/savegames/doom2.wad/
-
- sprintf(savegamedir + strlen(savegamedir), "%s%c",
- basefile, DIR_SEPARATOR);
-
- M_MakeDirectory(savegamedir);
-}
-
-// Check if the IWAD file is the Chex Quest IWAD.
-// Returns true if this is chex.wad.
-
-static boolean CheckChex(char *iwadname)
-{
- char *chex_iwadname = "chex.wad";
-
- return (strlen(iwadname) > strlen(chex_iwadname)
- && !strcasecmp(iwadname + strlen(iwadname) - strlen(chex_iwadname),
- chex_iwadname));
-}
-
-// print title for every printed line
-char title[128];
-
-
-static boolean D_AddFile(char *filename)
-{
- wad_file_t *handle;
-
- printf(" adding %s\n", filename);
- handle = W_AddFile(filename);
-
- return handle != NULL;
-}
-
-// Copyright message banners
-// Some dehacked mods replace these. These are only displayed if they are
-// replaced by dehacked.
-
-static char *copyright_banners[] =
-{
- "===========================================================================\n"
- "ATTENTION: This version of DOOM has been modified. If you would like to\n"
- "get a copy of the original game, call 1-800-IDGAMES or see the readme file.\n"
- " You will not receive technical support for modified games.\n"
- " press enter to continue\n"
- "===========================================================================\n",
-
- "===========================================================================\n"
- " Commercial product - do not distribute!\n"
- " Please report software piracy to the SPA: 1-800-388-PIR8\n"
- "===========================================================================\n",
-
- "===========================================================================\n"
- " Shareware!\n"
- "===========================================================================\n"
-};
-
-// Prints a message only if it has been modified by dehacked.
-
-void PrintDehackedBanners(void)
-{
- size_t i;
-
- for (i=0; i<arrlen(copyright_banners); ++i)
- {
- char *deh_s;
-
- deh_s = DEH_String(copyright_banners[i]);
-
- if (deh_s != copyright_banners[i])
- {
- printf("%s", deh_s);
-
- // Make sure the modified banner always ends in a newline character.
- // If it doesn't, add a newline. This fixes av.wad.
-
- if (deh_s[strlen(deh_s) - 1] != '\n')
- {
- printf("\n");
- }
- }
- }
-}
-
-static struct
-{
- char *description;
- char *cmdline;
- GameVersion_t version;
-} gameversions[] = {
- {"Doom 1.9", "1.9", exe_doom_1_9},
- {"Ultimate Doom", "ultimate", exe_ultimate},
- {"Final Doom", "final", exe_final},
- {"Chex Quest", "chex", exe_chex},
- { NULL, NULL, 0},
-};
-
-// Initialize the game version
-
-static void InitGameVersion(void)
-{
- int p;
- int i;
-
- //!
- // @arg <version>
- // @category compat
- //
- // Emulate a specific version of Doom. Valid values are "1.9",
- // "ultimate" and "final".
- //
-
- p = M_CheckParm("-gameversion");
-
- if (p > 0)
- {
- for (i=0; gameversions[i].description != NULL; ++i)
- {
- if (!strcmp(myargv[p+1], gameversions[i].cmdline))
- {
- gameversion = gameversions[i].version;
- break;
- }
- }
-
- if (gameversions[i].description == NULL)
- {
- printf("Supported game versions:\n");
-
- for (i=0; gameversions[i].description != NULL; ++i)
- {
- printf("\t%s (%s)\n", gameversions[i].cmdline,
- gameversions[i].description);
- }
-
- I_Error("Unknown game version '%s'", myargv[p+1]);
- }
- }
- else
- {
- // Determine automatically
-
- if (CheckChex(iwadfile))
- {
- // chex.exe - identified by iwad filename
-
- gameversion = exe_chex;
- }
- else if (gamemode == shareware || gamemode == registered)
- {
- // original
-
- gameversion = exe_doom_1_9;
- }
- else if (gamemode == retail)
- {
- gameversion = exe_ultimate;
- }
- else if (gamemode == commercial)
- {
- if (gamemission == doom2)
- {
- gameversion = exe_doom_1_9;
- }
- else
- {
- // Final Doom: tnt or plutonia
-
- gameversion = exe_final;
- }
- }
- }
-
- // The original exe does not support retail - 4th episode not supported
-
- if (gameversion < exe_ultimate && gamemode == retail)
- {
- gamemode = registered;
- }
-
- // EXEs prior to the Final Doom exes do not support Final Doom.
-
- if (gameversion < exe_final && gamemode == commercial)
- {
- gamemission = doom2;
- }
-}
-
-void PrintGameVersion(void)
-{
- int i;
-
- for (i=0; gameversions[i].description != NULL; ++i)
- {
- if (gameversions[i].version == gameversion)
- {
- printf("Emulating the behavior of the "
- "'%s' executable.\n", gameversions[i].description);
- break;
- }
- }
-}
-
-// Load the Chex Quest dehacked file, if we are in Chex mode.
-
-static void LoadChexDeh(void)
-{
- char *chex_deh;
-
- if (gameversion == exe_chex)
- {
- chex_deh = D_FindWADByName("chex.deh");
-
- if (chex_deh == NULL)
- {
- I_Error("Unable to find Chex Quest dehacked file (chex.deh).\n"
- "The dehacked file is required in order to emulate\n"
- "chex.exe correctly. It can be found in your nearest\n"
- "/idgames repository mirror at:\n\n"
- " utils/exe_edit/patches/chexdeh.zip");
- }
-
- if (!DEH_LoadFile(chex_deh))
- {
- I_Error("Failed to load chex.deh needed for emulating chex.exe.");
- }
- }
-}
-
-// Function called at exit to display the ENDOOM screen
-
-static void D_Endoom(void)
-{
- byte *endoom;
-
- // Don't show ENDOOM if we have it disabled, or we're running
- // in screensaver or control test mode.
-
- if (!show_endoom || screensaver_mode || M_CheckParm("-testcontrols") > 0)
- {
- return;
- }
-
- endoom = W_CacheLumpName(DEH_String("ENDOOM"), PU_STATIC);
-
- I_Endoom(endoom);
-}
-
-//
-// D_DoomMain
-//
-void D_DoomMain (void)
-{
- int p;
- char file[256];
- char demolumpname[9];
-
- I_AtExit(D_Endoom, false);
-
- M_FindResponseFile ();
-
- // print banner
-
- I_PrintBanner(PACKAGE_STRING);
-
- printf (DEH_String("Z_Init: Init zone memory allocation daemon. \n"));
- Z_Init ();
-
-#ifdef FEATURE_MULTIPLAYER
- //!
- // @category net
- //
- // Start a dedicated server, routing packets but not participating
- // in the game itself.
- //
-
- if (M_CheckParm("-dedicated") > 0)
- {
- printf("Dedicated server mode.\n");
- NET_DedicatedServer();
-
- // Never returns
- }
-
- //!
- // @arg <address>
- // @category net
- //
- // Query the status of the server running on the given IP
- // address.
- //
-
- p = M_CheckParm("-query");
-
- if (p > 0)
- {
- NET_QueryAddress(myargv[p+1]);
- }
-
- //!
- // @category net
- //
- // Search the local LAN for running servers.
- //
-
- if (M_CheckParm("-search"))
- NET_LANQuery();
-
-#endif
-
-#ifdef FEATURE_DEHACKED
- printf("DEH_Init: Init Dehacked support.\n");
- DEH_Init();
-#endif
-
- iwadfile = D_FindIWAD(IWAD_MASK_DOOM, &gamemission);
-
- // None found?
-
- if (iwadfile == NULL)
- {
- I_Error("Game mode indeterminate. No IWAD file was found. Try\n"
- "specifying one with the '-iwad' command line parameter.\n");
- }
-
- modifiedgame = false;
-
- //!
- // @vanilla
- //
- // Disable monsters.
- //
-
- nomonsters = M_CheckParm ("-nomonsters");
-
- //!
- // @vanilla
- //
- // Monsters respawn after being killed.
- //
-
- respawnparm = M_CheckParm ("-respawn");
-
- //!
- // @vanilla
- //
- // Monsters move faster.
- //
-
- fastparm = M_CheckParm ("-fast");
-
- //!
- // @vanilla
- //
- // Developer mode. F1 saves a screenshot in the current working
- // directory.
- //
-
- devparm = M_CheckParm ("-devparm");
-
- I_DisplayFPSDots(devparm);
-
- //!
- // @category net
- // @vanilla
- //
- // Start a deathmatch game.
- //
-
- if (M_CheckParm ("-deathmatch"))
- deathmatch = 1;
-
- //!
- // @category net
- // @vanilla
- //
- // Start a deathmatch 2.0 game. Weapons do not stay in place and
- // all items respawn after 30 seconds.
- //
-
- if (M_CheckParm ("-altdeath"))
- deathmatch = 2;
-
- if (devparm)
- printf(DEH_String(D_DEVSTR));
-
- // find which dir to use for config files
-
-#ifdef _WIN32
-
- //!
- // @platform windows
- // @vanilla
- //
- // Save configuration data and savegames in c:\doomdata,
- // allowing play from CD.
- //
-
- if (M_CheckParm("-cdrom") > 0)
- {
- printf(D_CDROM);
-
- M_SetConfigDir("c:\\doomdata\\");
- }
- else
-#endif
- {
- // Auto-detect the configuration dir.
-
- M_SetConfigDir(NULL);
- }
-
- //!
- // @arg <x>
- // @vanilla
- //
- // Turbo mode. The player's speed is multiplied by x%. If unspecified,
- // x defaults to 200. Values are rounded up to 10 and down to 400.
- //
-
- if ( (p=M_CheckParm ("-turbo")) )
- {
- int scale = 200;
- extern int forwardmove[2];
- extern int sidemove[2];
-
- if (p<myargc-1)
- scale = atoi (myargv[p+1]);
- if (scale < 10)
- scale = 10;
- if (scale > 400)
- scale = 400;
- printf (DEH_String("turbo scale: %i%%\n"),scale);
- forwardmove[0] = forwardmove[0]*scale/100;
- forwardmove[1] = forwardmove[1]*scale/100;
- sidemove[0] = sidemove[0]*scale/100;
- sidemove[1] = sidemove[1]*scale/100;
- }
-
- // init subsystems
- printf(DEH_String("V_Init: allocate screens.\n"));
- V_Init();
-
- // Load configuration files before initialising other subsystems.
- printf(DEH_String("M_LoadDefaults: Load system defaults.\n"));
- M_SetConfigFilenames("default.cfg", PROGRAM_PREFIX "doom.cfg");
- D_BindVariables();
- M_LoadDefaults();
-
- // Save configuration at exit.
- I_AtExit(M_SaveDefaults, false);
-
- printf (DEH_String("W_Init: Init WADfiles.\n"));
- D_AddFile(iwadfile);
-
-#ifdef FEATURE_WAD_MERGE
-
- // Merged PWADs are loaded first, because they are supposed to be
- // modified IWADs.
-
- //!
- // @arg <files>
- // @category mod
- //
- // Simulates the behavior of deutex's -merge option, merging a PWAD
- // into the main IWAD. Multiple files may be specified.
- //
-
- p = M_CheckParm("-merge");
-
- if (p > 0)
- {
- for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
- {
- char *filename;
-
- filename = D_TryFindWADByName(myargv[p]);
-
- printf(" merging %s\n", filename);
- W_MergeFile(filename);
- }
- }
-
- // NWT-style merging:
-
- // NWT's -merge option:
-
- //!
- // @arg <files>
- // @category mod
- //
- // Simulates the behavior of NWT's -merge option. Multiple files
- // may be specified.
-
- p = M_CheckParm("-nwtmerge");
-
- if (p > 0)
- {
- for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
- {
- char *filename;
-
- filename = D_TryFindWADByName(myargv[p]);
-
- printf(" performing NWT-style merge of %s\n", filename);
- W_NWTDashMerge(filename);
- }
- }
-
- // Add flats
-
- //!
- // @arg <files>
- // @category mod
- //
- // Simulates the behavior of NWT's -af option, merging flats into
- // the main IWAD directory. Multiple files may be specified.
- //
-
- p = M_CheckParm("-af");
-
- if (p > 0)
- {
- for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
- {
- char *filename;
-
- filename = D_TryFindWADByName(myargv[p]);
-
- printf(" merging flats from %s\n", filename);
- W_NWTMergeFile(filename, W_NWT_MERGE_FLATS);
- }
- }
-
- //!
- // @arg <files>
- // @category mod
- //
- // Simulates the behavior of NWT's -as option, merging sprites
- // into the main IWAD directory. Multiple files may be specified.
- //
-
- p = M_CheckParm("-as");
-
- if (p > 0)
- {
- for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
- {
- char *filename;
-
- filename = D_TryFindWADByName(myargv[p]);
-
- printf(" merging sprites from %s\n", filename);
- W_NWTMergeFile(filename, W_NWT_MERGE_SPRITES);
- }
- }
-
- //!
- // @arg <files>
- // @category mod
- //
- // Equivalent to "-af <files> -as <files>".
- //
-
- p = M_CheckParm("-aa");
-
- if (p > 0)
- {
- for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
- {
- char *filename;
-
- filename = D_TryFindWADByName(myargv[p]);
-
- printf(" merging sprites and flats from %s\n", filename);
- W_NWTMergeFile(filename, W_NWT_MERGE_SPRITES | W_NWT_MERGE_FLATS);
- }
- }
-
-#endif
-
- //!
- // @arg <files>
- // @vanilla
- //
- // Load the specified PWAD files.
- //
-
- p = M_CheckParm ("-file");
- if (p)
- {
- // the parms after p are wadfile/lump names,
- // until end of parms or another - preceded parm
- modifiedgame = true; // homebrew levels
- while (++p != myargc && myargv[p][0] != '-')
- {
- char *filename;
-
- filename = D_TryFindWADByName(myargv[p]);
-
- D_AddFile(filename);
- }
- }
-
- // Debug:
-// W_PrintDirectory();
-
- // add any files specified on the command line with -file wadfile
- // to the wad list
- //
- // convenience hack to allow -wart e m to add a wad file
- // prepend a tilde to the filename so wadfile will be reloadable
- p = M_CheckParm ("-wart");
- if (p)
- {
- myargv[p][4] = 'p'; // big hack, change to -warp
-
- // Map name handling.
- switch (gamemode )
- {
- case shareware:
- case retail:
- case registered:
- sprintf (file,"~"DEVMAPS"E%cM%c.wad",
- myargv[p+1][0], myargv[p+2][0]);
- printf("Warping to Episode %s, Map %s.\n",
- myargv[p+1],myargv[p+2]);
- break;
-
- case commercial:
- default:
- p = atoi (myargv[p+1]);
- if (p<10)
- sprintf (file,"~"DEVMAPS"cdata/map0%i.wad", p);
- else
- sprintf (file,"~"DEVMAPS"cdata/map%i.wad", p);
- break;
- }
- D_AddFile (file);
- }
-
- //!
- // @arg <demo>
- // @category demo
- // @vanilla
- //
- // Play back the demo named demo.lmp.
- //
-
- p = M_CheckParm ("-playdemo");
-
- if (!p)
- {
- //!
- // @arg <demo>
- // @category demo
- // @vanilla
- //
- // Play back the demo named demo.lmp, determining the framerate
- // of the screen.
- //
- p = M_CheckParm ("-timedemo");
-
- }
-
- if (p && p < myargc-1)
- {
- if (!strcasecmp(myargv[p+1] + strlen(myargv[p+1]) - 4, ".lmp"))
- {
- strcpy(file, myargv[p + 1]);
- }
- else
- {
- sprintf (file,"%s.lmp", myargv[p+1]);
- }
-
- if (D_AddFile (file))
- {
- strncpy(demolumpname, lumpinfo[numlumps - 1].name, 8);
- demolumpname[8] = '\0';
-
- printf("Playing demo %s.\n", file);
- }
- else
- {
- // If file failed to load, still continue trying to play
- // the demo in the same way as Vanilla Doom. This makes
- // tricks like "-playdemo demo1" possible.
-
- strncpy(demolumpname, myargv[p + 1], 8);
- demolumpname[8] = '\0';
- }
-
- }
-
- I_AtExit((atexit_func_t) G_CheckDemoStatus, true);
-
- // Generate the WAD hash table. Speed things up a bit.
-
- W_GenerateHashTable();
-
- D_IdentifyVersion();
- InitGameVersion();
- LoadChexDeh();
- D_SetGameDescription();
- SetSaveGameDir(iwadfile);
-
- // Check for -file in shareware
- if (modifiedgame)
- {
- // These are the lumps that will be checked in IWAD,
- // if any one is not present, execution will be aborted.
- char name[23][8]=
- {
- "e2m1","e2m2","e2m3","e2m4","e2m5","e2m6","e2m7","e2m8","e2m9",
- "e3m1","e3m3","e3m3","e3m4","e3m5","e3m6","e3m7","e3m8","e3m9",
- "dphoof","bfgga0","heada1","cybra1","spida1d1"
- };
- int i;
-
- if ( gamemode == shareware)
- I_Error(DEH_String("\nYou cannot -file with the shareware "
- "version. Register!"));
-
- // Check for fake IWAD with right name,
- // but w/o all the lumps of the registered version.
- if (gamemode == registered)
- for (i = 0;i < 23; i++)
- if (W_CheckNumForName(name[i])<0)
- I_Error(DEH_String("\nThis is not the registered version."));
- }
-
- // get skill / episode / map from parms
- startskill = sk_medium;
- startepisode = 1;
- startmap = 1;
- autostart = false;
-
- //!
- // @arg <skill>
- // @vanilla
- //
- // Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of
- // 0 disables all monsters.
- //
-
- p = M_CheckParm ("-skill");
-
- if (p && p < myargc-1)
- {
- startskill = myargv[p+1][0]-'1';
- autostart = true;
- }
-
- //!
- // @arg <n>
- // @vanilla
- //
- // Start playing on episode n (1-4)
- //
-
- p = M_CheckParm ("-episode");
-
- if (p && p < myargc-1)
- {
- startepisode = myargv[p+1][0]-'0';
- startmap = 1;
- autostart = true;
- }
-
- timelimit = 0;
-
- //!
- // @arg <n>
- // @category net
- // @vanilla
- //
- // For multiplayer games: exit each level after n minutes.
- //
-
- p = M_CheckParm ("-timer");
-
- if (p && p < myargc-1 && deathmatch)
- {
- timelimit = atoi(myargv[p+1]);
- printf("timer: %i\n", timelimit);
- }
-
- //!
- // @category net
- // @vanilla
- //
- // Austin Virtual Gaming: end levels after 20 minutes.
- //
-
- p = M_CheckParm ("-avg");
-
- if (p && p < myargc-1 && deathmatch)
- {
- printf(DEH_String("Austin Virtual Gaming: Levels will end "
- "after 20 minutes\n"));
- timelimit = 20;
- }
-
- //!
- // @arg [<x> <y> | <xy>]
- // @vanilla
- //
- // Start a game immediately, warping to ExMy (Doom 1) or MAPxy
- // (Doom 2)
- //
-
- p = M_CheckParm ("-warp");
-
- if (p && p < myargc-1)
- {
- if (gamemode == commercial)
- startmap = atoi (myargv[p+1]);
- else
- {
- startepisode = myargv[p+1][0]-'0';
-
- if (p + 2 < myargc)
- {
- startmap = myargv[p+2][0]-'0';
- }
- else
- {
- startmap = 1;
- }
- }
- autostart = true;
- }
-
- // Undocumented:
- // Invoked by setup to test the controls.
-
- p = M_CheckParm("-testcontrols");
-
- if (p > 0)
- {
- startepisode = 1;
- startmap = 1;
- autostart = true;
- testcontrols = true;
- }
-
- // Check for load game parameter
- // We do this here and save the slot number, so that the network code
- // can override it or send the load slot to other players.
-
- //!
- // @arg <s>
- // @vanilla
- //
- // Load the game in slot s.
- //
-
- p = M_CheckParm ("-loadgame");
-
- if (p && p < myargc-1)
- {
- startloadgame = atoi(myargv[p+1]);
- }
- else
- {
- // Not loading a game
- startloadgame = -1;
- }
-
- if (W_CheckNumForName("SS_START") >= 0
- || W_CheckNumForName("FF_END") >= 0)
- {
- I_PrintDivider();
- printf(" WARNING: The loaded WAD file contains modified sprites or\n"
- " floor textures. You may want to use the '-merge' command\n"
- " line option instead of '-file'.\n");
- }
-
- I_PrintStartupBanner(gamedescription);
- PrintDehackedBanners();
-
- printf (DEH_String("M_Init: Init miscellaneous info.\n"));
- M_Init ();
-
- printf (DEH_String("R_Init: Init DOOM refresh daemon - "));
- R_Init ();
-
- printf (DEH_String("\nP_Init: Init Playloop state.\n"));
- P_Init ();
-
- printf (DEH_String("I_Init: Setting up machine state.\n"));
- I_CheckIsScreensaver();
- I_InitTimer();
- I_InitJoystick();
-
-#ifdef FEATURE_MULTIPLAYER
- printf ("NET_Init: Init network subsystem.\n");
- NET_Init ();
-#endif
-
- printf (DEH_String("S_Init: Setting up sound.\n"));
- S_Init (sfxVolume * 8, musicVolume * 8);
-
- printf (DEH_String("D_CheckNetGame: Checking network game status.\n"));
- D_CheckNetGame ();
-
- PrintGameVersion();
-
- printf (DEH_String("HU_Init: Setting up heads up display.\n"));
- HU_Init ();
-
- printf (DEH_String("ST_Init: Init status bar.\n"));
- ST_Init ();
-
- // If Doom II without a MAP01 lump, this is a store demo.
- // Moved this here so that MAP01 isn't constantly looked up
- // in the main loop.
-
- if (gamemode == commercial && W_CheckNumForName("map01") < 0)
- storedemo = true;
-
- //!
- // @arg <x>
- // @category demo
- // @vanilla
- //
- // Record a demo named x.lmp.
- //
-
- p = M_CheckParm ("-record");
-
- if (p && p < myargc-1)
- {
- G_RecordDemo (myargv[p+1]);
- autostart = true;
- }
-
- p = M_CheckParm ("-playdemo");
- if (p && p < myargc-1)
- {
- singledemo = true; // quit after one demo
- G_DeferedPlayDemo (demolumpname);
- D_DoomLoop (); // never returns
- }
-
- p = M_CheckParm ("-timedemo");
- if (p && p < myargc-1)
- {
- G_TimeDemo (demolumpname);
- D_DoomLoop (); // never returns
- }
-
- if (startloadgame >= 0)
- {
- strcpy(file, P_SaveGameFile(startloadgame));
- G_LoadGame (file);
- }
-
- if (gameaction != ga_loadgame )
- {
- if (autostart || netgame)
- G_InitNew (startskill, startepisode, startmap);
- else
- D_StartTitle (); // start up intro loop
- }
-
- D_DoomLoop (); // never returns
-}
-
--- a/src/strife/d_main.h
+++ /dev/null
@@ -1,58 +1,0 @@
-// 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
-
--- a/src/strife/d_net.c
+++ /dev/null
@@ -1,627 +1,0 @@
-// 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<newtics ; i++)
- {
- ticcmd_t cmd;
-
- I_StartTic ();
- D_ProcessEvents ();
-
- // Always run the menu
-
- M_Ticker ();
-
- if (drone)
- {
- // In drone mode, do not generate any ticcmds.
-
- continue;
- }
-
- if (net_cl_new_sync)
- {
- // If playing single player, do not allow tics to buffer
- // up very far
-
- if ((!netgame || demoplayback) && maketic - gameticdiv > 2)
- break;
-
- // Never go more than ~200ms ahead
-
- if (maketic - gameticdiv > 8)
- break;
- }
- else
- {
- if (maketic - gameticdiv >= 5)
- break;
- }
-
- //printf ("mk:%i ",maketic);
- G_BuildTiccmd(&cmd);
-
-#ifdef FEATURE_MULTIPLAYER
-
- if (netgame && !demoplayback)
- {
- NET_CL_SendTiccmd(&cmd, maketic);
- }
-
-#endif
- netcmds[consoleplayer][maketic % BACKUPTICS] = cmd;
-
- ++maketic;
- nettics[consoleplayer] = maketic;
- }
-}
-
-//
-// Start game loop
-//
-// Called after the screen is set but before the game starts running.
-//
-
-void D_StartGameLoop(void)
-{
- lasttime = GetAdjustedTime() / ticdup;
-}
-
-
-//
-// D_CheckNetGame
-// Works out player numbers among the net participants
-//
-extern int viewangleoffset;
-
-void D_CheckNetGame (void)
-{
- int i;
- int num_players;
-
- // Call D_QuitNetGame on exit
-
- I_AtExit(D_QuitNetGame, true);
-
- // default values for single player
-
- consoleplayer = 0;
- netgame = false;
- ticdup = 1;
- extratics = 1;
- lowres_turn = false;
- offsetms = 0;
-
- for (i=0; i<MAXPLAYERS; i++)
- {
- playeringame[i] = false;
- nettics[i] = 0;
- }
-
- playeringame[0] = true;
-
-#ifdef FEATURE_MULTIPLAYER
-
- {
- net_addr_t *addr = NULL;
-
- //!
- // @category net
- //
- // Start a multiplayer server, listening for connections.
- //
-
- if (M_CheckParm("-server") > 0)
- {
- NET_SV_Init();
- NET_SV_AddModule(&net_loop_server_module);
- NET_SV_AddModule(&net_sdl_module);
-
- net_loop_client_module.InitClient();
- addr = net_loop_client_module.ResolveAddress(NULL);
- }
- else
- {
- //!
- // @category net
- //
- // Automatically search the local LAN for a multiplayer
- // server and join it.
- //
-
- i = M_CheckParm("-autojoin");
-
- if (i > 0)
- {
- addr = NET_FindLANServer();
-
- if (addr == NULL)
- {
- I_Error("No server found on local LAN");
- }
- }
-
- //!
- // @arg <address>
- // @category net
- //
- // Connect to a multiplayer server running on the given
- // address.
- //
-
- i = M_CheckParm("-connect");
-
- if (i > 0)
- {
- net_sdl_module.InitClient();
- addr = net_sdl_module.ResolveAddress(myargv[i+1]);
-
- if (addr == NULL)
- {
- I_Error("Unable to resolve '%s'\n", myargv[i+1]);
- }
- }
- }
-
- if (addr != NULL)
- {
- if (M_CheckParm("-drone") > 0)
- {
- drone = true;
- }
-
- //!
- // @category net
- //
- // Run as the left screen in three screen mode.
- //
-
- if (M_CheckParm("-left") > 0)
- {
- viewangleoffset = ANG90;
- drone = true;
- }
-
- //!
- // @category net
- //
- // Run as the right screen in three screen mode.
- //
-
- if (M_CheckParm("-right") > 0)
- {
- viewangleoffset = ANG270;
- drone = true;
- }
-
- if (!NET_CL_Connect(addr))
- {
- I_Error("D_CheckNetGame: Failed to connect to %s\n",
- NET_AddrToString(addr));
- }
-
- printf("D_CheckNetGame: Connected to %s\n", NET_AddrToString(addr));
-
- NET_WaitForStart();
- }
- }
-
-#endif
-
- num_players = 0;
-
- for (i=0; i<MAXPLAYERS; ++i)
- {
- if (playeringame[i])
- ++num_players;
- }
-
- printf (DEH_String("startskill %i deathmatch: %i startmap: %i startepisode: %i\n"),
- startskill, deathmatch, startmap, startepisode);
-
- printf(DEH_String("player %i of %i (%i nodes)\n"),
- consoleplayer+1, num_players, num_players);
-
- // Show players here; the server might have specified a time limit
-
- if (timelimit > 0)
- {
- printf(DEH_String("Levels will end after %d minute"),timelimit);
- if (timelimit > 1)
- printf("s");
- printf(".\n");
- }
-}
-
-
-//
-// D_QuitNetGame
-// Called before quitting to leave a net game
-// without hanging the other players
-//
-void D_QuitNetGame (void)
-{
- if (debugfile)
- fclose (debugfile);
-
-#ifdef FEATURE_MULTIPLAYER
-
- NET_SV_Shutdown();
- NET_CL_Disconnect();
-
-#endif
-
-}
-
-// Returns true if there are currently any players in the game.
-
-static boolean PlayersInGame(void)
-{
- int i;
-
- for (i=0; i<MAXPLAYERS; ++i)
- {
- if (playeringame[i])
- {
- return true;
- }
- }
-
- return false;
-}
-
-static int GetLowTic(void)
-{
- int lowtic;
-
-#ifdef FEATURE_MULTIPLAYER
- if (net_client_connected)
- {
- int i;
-
- lowtic = INT_MAX;
-
- for (i=0; i<MAXPLAYERS; ++i)
- {
- if (playeringame[i])
- {
- if (nettics[i] < lowtic)
- lowtic = nettics[i];
- }
- }
- }
- else
-#endif
- {
- lowtic = maketic;
- }
-
- return lowtic;
-}
-
-//
-// TryRunTics
-//
-int oldnettics;
-int frametics[4];
-int frameon;
-int frameskip[4];
-int oldnettics;
-
-extern boolean advancedemo;
-
-void TryRunTics (void)
-{
- int i;
- int lowtic;
- int entertic;
- static int oldentertics;
- int realtics;
- int availabletics;
- int counts;
-
- // get real tics
- entertic = I_GetTime() / ticdup;
- realtics = entertic - oldentertics;
- oldentertics = entertic;
-
- // get available tics
- NetUpdate ();
-
- lowtic = GetLowTic();
-
- availabletics = lowtic - gametic/ticdup;
-
- // decide how many tics to run
-
- if (net_cl_new_sync)
- {
- counts = availabletics;
- }
- else
- {
- // decide how many tics to run
- if (realtics < availabletics-1)
- counts = realtics+1;
- else if (realtics < availabletics)
- counts = realtics;
- else
- counts = availabletics;
-
- if (counts < 1)
- counts = 1;
-
- frameon++;
-
- if (!demoplayback)
- {
- int keyplayer = -1;
-
- // ideally maketic should be 1 - 3 tics above lowtic
- // if we are consistantly slower, speed up time
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- keyplayer = i;
- break;
- }
- }
-
- if (keyplayer < 0)
- {
- // If there are no players, we can never advance anyway
-
- return;
- }
-
- if (consoleplayer == keyplayer)
- {
- // the key player does not adapt
- }
- else
- {
- if (maketic <= nettics[keyplayer])
- {
- lasttime--;
- // printf ("-");
- }
-
- frameskip[frameon & 3] = (oldnettics > nettics[keyplayer]);
- oldnettics = maketic;
-
- if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
- {
- skiptics = 1;
- // printf ("+");
- }
- }
- }
- }
-
- if (counts < 1)
- counts = 1;
-
- // wait for new tics if needed
-
- while (!PlayersInGame() || lowtic < gametic/ticdup + counts)
- {
- NetUpdate ();
-
- lowtic = GetLowTic();
-
- if (lowtic < gametic/ticdup)
- I_Error ("TryRunTics: lowtic < gametic");
-
- // Don't stay in this loop forever. The menu is still running,
- // so return to update the screen
-
- if (I_GetTime() / ticdup - entertic > 0)
- {
- return;
- }
-
- I_Sleep(1);
- }
-
- // run the count * ticdup dics
- while (counts--)
- {
- for (i=0 ; i<ticdup ; i++)
- {
- // check that there are players in the game. if not, we cannot
- // run a tic.
-
- if (!PlayersInGame())
- {
- return;
- }
-
- if (gametic/ticdup > lowtic)
- I_Error ("gametic>lowtic");
- if (advancedemo)
- D_DoAdvanceDemo ();
-
- G_Ticker ();
- gametic++;
-
- // modify command for duplicated tics
- if (i != ticdup-1)
- {
- ticcmd_t *cmd;
- int buf;
- int j;
-
- buf = (gametic/ticdup)%BACKUPTICS;
- for (j=0 ; j<MAXPLAYERS ; j++)
- {
- cmd = &netcmds[j][buf];
- cmd->chatchar = 0;
- if (cmd->buttons & BT_SPECIAL)
- cmd->buttons = 0;
- }
- }
- }
- NetUpdate (); // check for new console commands
- }
-}
-
--- a/src/strife/d_net.h
+++ /dev/null
@@ -1,52 +1,0 @@
-// 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
-
--- a/src/strife/d_player.h
+++ /dev/null
@@ -1,217 +1,0 @@
-// 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
--- a/src/strife/d_textur.h
+++ /dev/null
@@ -1,51 +1,0 @@
-// 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
--- a/src/strife/d_think.h
+++ /dev/null
@@ -1,76 +1,0 @@
-// 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
--- a/src/strife/deh_ammo.c
+++ /dev/null
@@ -1,112 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomdef.h"
-#include "doomtype.h"
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-#include "p_local.h"
-
-static void *DEH_AmmoStart(deh_context_t *context, char *line)
-{
- int ammo_number = 0;
-
- if (sscanf(line, "Ammo %i", &ammo_number) != 1)
- {
- DEH_Warning(context, "Parse error on section start");
- return NULL;
- }
-
- if (ammo_number < 0 || ammo_number >= NUMAMMO)
- {
- DEH_Warning(context, "Invalid ammo number: %i", ammo_number);
- return NULL;
- }
-
- return &maxammo[ammo_number];
-}
-
-static void DEH_AmmoParseLine(deh_context_t *context, char *line, void *tag)
-{
- char *variable_name, *value;
- int ivalue;
- int ammo_number;
-
- if (tag == NULL)
- return;
-
- ammo_number = ((int *) tag) - maxammo;
-
- // Parse the assignment
-
- if (!DEH_ParseAssignment(line, &variable_name, &value))
- {
- // Failed to parse
-
- DEH_Warning(context, "Failed to parse assignment");
- return;
- }
-
- ivalue = atoi(value);
-
- // maxammo
-
- if (!strcasecmp(variable_name, "Per ammo"))
- clipammo[ammo_number] = ivalue;
- else if (!strcasecmp(variable_name, "Max ammo"))
- maxammo[ammo_number] = ivalue;
- else
- {
- DEH_Warning(context, "Field named '%s' not found", variable_name);
- }
-}
-
-static void DEH_AmmoMD5Hash(md5_context_t *context)
-{
- int i;
-
- for (i=0; i<NUMAMMO; ++i)
- {
- MD5_UpdateInt32(context, clipammo[i]);
- MD5_UpdateInt32(context, maxammo[i]);
- }
-}
-
-deh_section_t deh_section_ammo =
-{
- "Ammo",
- NULL,
- DEH_AmmoStart,
- DEH_AmmoParseLine,
- NULL,
- DEH_AmmoMD5Hash,
-};
-
--- a/src/strife/deh_cheat.c
+++ /dev/null
@@ -1,155 +1,0 @@
-// 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 "Cheat" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-#include "am_map.h"
-#include "st_stuff.h"
-
-typedef struct
-{
- char *name;
- cheatseq_t *seq;
-} deh_cheat_t;
-
-static deh_cheat_t allcheats[] =
-{
- {"Change music", &cheat_mus },
- {"Chainsaw", &cheat_choppers },
- {"God mode", &cheat_god },
- {"Ammo & Keys", &cheat_ammo },
- {"Ammo", &cheat_ammonokey },
- {"No Clipping 1", &cheat_noclip },
- {"No Clipping 2", &cheat_commercial_noclip },
- {"Invincibility", &cheat_powerup[0] },
- {"Berserk", &cheat_powerup[1] },
- {"Invisibility", &cheat_powerup[2] },
- {"Radiation Suit", &cheat_powerup[3] },
- {"Auto-map", &cheat_powerup[4] },
- {"Lite-Amp Goggles", &cheat_powerup[5] },
- {"BEHOLD menu", &cheat_powerup[6] },
- {"Level Warp", &cheat_clev },
- {"Player Position", &cheat_mypos },
- {"Map cheat", &cheat_amap },
-};
-
-static deh_cheat_t *FindCheatByName(char *name)
-{
- size_t i;
-
- for (i=0; i<arrlen(allcheats); ++i)
- {
- if (!strcasecmp(allcheats[i].name, name))
- return &allcheats[i];
- }
-
- return NULL;
-}
-
-static void *DEH_CheatStart(deh_context_t *context, char *line)
-{
- return NULL;
-}
-
-static void DEH_CheatParseLine(deh_context_t *context, char *line, void *tag)
-{
- deh_cheat_t *cheat;
- char *variable_name;
- char *value;
- unsigned char *unsvalue;
- unsigned int i;
-
- if (!DEH_ParseAssignment(line, &variable_name, &value))
- {
- // Failed to parse
-
- DEH_Warning(context, "Failed to parse assignment");
- return;
- }
-
- unsvalue = (unsigned char *) value;
-
- cheat = FindCheatByName(variable_name);
-
- if (cheat == NULL)
- {
- DEH_Warning(context, "Unknown cheat '%s'", variable_name);
- return;
- }
-
- // write the value into the cheat sequence
-
- i = 0;
-
- while (unsvalue[i] != 0 && unsvalue[i] != 0xff)
- {
- // If the cheat length exceeds the Vanilla limit, stop. This
- // does not apply if we have the limit turned off.
-
- if (!deh_allow_long_cheats && i >= cheat->seq->sequence_len)
- {
- DEH_Warning(context, "Cheat sequence longer than supported by "
- "Vanilla dehacked");
- break;
- }
-
- if (deh_apply_cheats)
- {
- cheat->seq->sequence[i] = unsvalue[i];
- }
- ++i;
-
- // Absolute limit - don't exceed
-
- if (i >= MAX_CHEAT_LEN - cheat->seq->parameter_chars)
- {
- DEH_Error(context, "Cheat sequence too long!");
- return;
- }
- }
-
- if (deh_apply_cheats)
- {
- cheat->seq->sequence[i] = '\0';
- }
-}
-
-deh_section_t deh_section_cheat =
-{
- "Cheat",
- NULL,
- DEH_CheatStart,
- DEH_CheatParseLine,
- NULL,
- NULL,
-};
-
--- a/src/strife/deh_defs.h
+++ /dev/null
@@ -1,68 +1,0 @@
-// 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 */
-
-
--- a/src/strife/deh_frame.c
+++ /dev/null
@@ -1,170 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-
-#include "doomtype.h"
-#include "d_items.h"
-#include "info.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-#include "deh_mapping.h"
-
-DEH_BEGIN_MAPPING(state_mapping, state_t)
- DEH_MAPPING("Sprite number", sprite)
- DEH_MAPPING("Sprite subnumber", frame)
- DEH_MAPPING("Duration", tics)
- DEH_MAPPING("Next frame", nextstate)
- DEH_MAPPING("Unknown 1", misc1)
- DEH_MAPPING("Unknown 2", misc2)
- DEH_UNSUPPORTED_MAPPING("Codep frame")
-DEH_END_MAPPING
-
-static void *DEH_FrameStart(deh_context_t *context, char *line)
-{
- int frame_number = 0;
- state_t *state;
-
- if (sscanf(line, "Frame %i", &frame_number) != 1)
- {
- DEH_Warning(context, "Parse error on section start");
- return NULL;
- }
-
- if (frame_number < 0 || frame_number >= NUMSTATES)
- {
- DEH_Warning(context, "Invalid frame number: %i", frame_number);
- return NULL;
- }
-
- if (frame_number >= DEH_VANILLA_NUMSTATES)
- {
- DEH_Warning(context, "Attempt to modify frame %i: this will cause "
- "problems in Vanilla dehacked.", frame_number);
- }
-
- state = &states[frame_number];
-
- return state;
-}
-
-// Simulate a frame overflow: Doom has 967 frames in the states[] array, but
-// DOS dehacked internally only allocates memory for 966. As a result,
-// attempts to set frame 966 (the last frame) will overflow the dehacked
-// array and overwrite the weaponinfo[] array instead.
-//
-// This is noticable in Batman Doom where it is impossible to switch weapons
-// away from the fist once selected.
-
-static void DEH_FrameOverflow(deh_context_t *context, char *varname, int value)
-{
- if (!strcasecmp(varname, "Duration"))
- {
- weaponinfo[0].ammo = value;
- }
- else if (!strcasecmp(varname, "Codep frame"))
- {
- weaponinfo[0].upstate = value;
- }
- else if (!strcasecmp(varname, "Next frame"))
- {
- weaponinfo[0].downstate = value;
- }
- else if (!strcasecmp(varname, "Unknown 1"))
- {
- weaponinfo[0].readystate = value;
- }
- else if (!strcasecmp(varname, "Unknown 2"))
- {
- weaponinfo[0].atkstate = value;
- }
- else
- {
- DEH_Error(context, "Unable to simulate frame overflow: field '%s'",
- varname);
- }
-}
-
-static void DEH_FrameParseLine(deh_context_t *context, char *line, void *tag)
-{
- state_t *state;
- char *variable_name, *value;
- int ivalue;
-
- if (tag == NULL)
- return;
-
- state = (state_t *) tag;
-
- // Parse the assignment
-
- if (!DEH_ParseAssignment(line, &variable_name, &value))
- {
- // Failed to parse
-
- DEH_Warning(context, "Failed to parse assignment");
- return;
- }
-
- // all values are integers
-
- ivalue = atoi(value);
-
- if (state == &states[NUMSTATES - 1])
- {
- DEH_FrameOverflow(context, variable_name, ivalue);
- }
- else
- {
- // set the appropriate field
-
- DEH_SetMapping(context, &state_mapping, state, variable_name, ivalue);
- }
-}
-
-static void DEH_FrameMD5Sum(md5_context_t *context)
-{
- int i;
-
- for (i=0; i<NUMSTATES; ++i)
- {
- DEH_StructMD5Sum(context, &state_mapping, &states[i]);
- }
-}
-
-deh_section_t deh_section_frame =
-{
- "Frame",
- NULL,
- DEH_FrameStart,
- DEH_FrameParseLine,
- NULL,
- DEH_FrameMD5Sum,
-};
-
--- a/src/strife/deh_io.c
+++ /dev/null
@@ -1,211 +1,0 @@
-// 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)
-//
-//-----------------------------------------------------------------------------
-
-#include <stdarg.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "i_system.h"
-#include "z_zone.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-
-struct deh_context_s
-{
- FILE *stream;
- char *filename;
- int linenum;
- boolean last_was_newline;
- char *readbuffer;
- int readbuffer_size;
-};
-
-// Open a dehacked file for reading
-// Returns NULL if open failed
-
-deh_context_t *DEH_OpenFile(char *filename)
-{
- FILE *fstream;
- deh_context_t *context;
-
- fstream = fopen(filename, "r");
-
- if (fstream == NULL)
- return NULL;
-
- context = Z_Malloc(sizeof(*context), PU_STATIC, NULL);
- context->stream = fstream;
-
- // Initial read buffer size of 128 bytes
-
- context->readbuffer_size = 128;
- context->readbuffer = Z_Malloc(context->readbuffer_size, PU_STATIC, NULL);
- context->filename = filename;
- context->linenum = 0;
- context->last_was_newline = true;
-
- return context;
-}
-
-// Close dehacked file
-
-void DEH_CloseFile(deh_context_t *context)
-{
- fclose(context->stream);
- Z_Free(context->readbuffer);
- Z_Free(context);
-}
-
-// Reads a single character from a dehacked file
-
-int DEH_GetChar(deh_context_t *context)
-{
- int result;
-
- // Read characters, but ignore carriage returns
- // Essentially this is a DOS->Unix conversion
-
- do
- {
- if (feof(context->stream))
- {
- // end of file
-
- result = -1;
- }
- else
- {
- result = fgetc(context->stream);
- }
-
- } while (result == '\r');
-
- // Track the current line number
-
- if (context->last_was_newline)
- {
- ++context->linenum;
- }
-
- context->last_was_newline = result == '\n';
-
- return result;
-}
-
-// Increase the read buffer size
-
-static void IncreaseReadBuffer(deh_context_t *context)
-{
- char *newbuffer;
- int newbuffer_size;
-
- newbuffer_size = context->readbuffer_size * 2;
- newbuffer = Z_Malloc(newbuffer_size, PU_STATIC, NULL);
-
- memcpy(newbuffer, context->readbuffer, context->readbuffer_size);
-
- Z_Free(context->readbuffer);
-
- context->readbuffer = newbuffer;
- context->readbuffer_size = newbuffer_size;
-}
-
-// Read a whole line
-
-char *DEH_ReadLine(deh_context_t *context)
-{
- int c;
- int pos;
-
- for (pos = 0;;)
- {
- c = DEH_GetChar(context);
-
- if (c < 0)
- {
- // end of file
-
- return NULL;
- }
-
- // cope with lines of any length: increase the buffer size
-
- if (pos >= context->readbuffer_size)
- {
- IncreaseReadBuffer(context);
- }
-
- if (c == '\n')
- {
- // end of line: a full line has been read
-
- context->readbuffer[pos] = '\0';
- break;
- }
- else if (c != '\0')
- {
- // normal character; don't allow NUL characters to be
- // added.
-
- context->readbuffer[pos] = (char) c;
- ++pos;
- }
- }
-
- return context->readbuffer;
-}
-
-void DEH_Warning(deh_context_t *context, char *msg, ...)
-{
- va_list args;
-
- va_start(args, msg);
-
- fprintf(stderr, "%s:%i: warning: ", context->filename, context->linenum);
- vfprintf(stderr, msg, args);
- fprintf(stderr, "\n");
-
- va_end(args);
-}
-
-void DEH_Error(deh_context_t *context, char *msg, ...)
-{
- va_list args;
-
- va_start(args, msg);
-
- fprintf(stderr, "%s:%i: ", context->filename, context->linenum);
- vfprintf(stderr, msg, args);
- fprintf(stderr, "\n");
-
- va_end(args);
-
- I_Error("Error parsing dehacked file");
-}
-
-
--- a/src/strife/deh_io.h
+++ /dev/null
@@ -1,40 +1,0 @@
-// 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 */
-
--- a/src/strife/deh_main.c
+++ /dev/null
@@ -1,423 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <ctype.h>
-
-#include "doomtype.h"
-#include "d_iwad.h"
-#include "m_argv.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-
-static char *deh_signatures[] =
-{
- "Patch File for DeHackEd v2.3",
- "Patch File for DeHackEd v3.0",
-};
-
-// deh_ammo.c:
-extern deh_section_t deh_section_ammo;
-// deh_cheat.c:
-extern deh_section_t deh_section_cheat;
-// deh_frame.c:
-extern deh_section_t deh_section_frame;
-// deh_misc.c:
-extern deh_section_t deh_section_misc;
-// deh_ptr.c:
-extern deh_section_t deh_section_pointer;
-// deh_sound.c
-extern deh_section_t deh_section_sound;
-// deh_text.c:
-extern deh_section_t deh_section_text;
-// deh_thing.c:
-extern deh_section_t deh_section_thing;
-// deh_weapon.c:
-extern deh_section_t deh_section_weapon;
-
-// If true, we can do long string replacements.
-
-boolean deh_allow_long_strings = false;
-
-// If true, we can do cheat replacements longer than the originals.
-
-boolean deh_allow_long_cheats = false;
-
-// If false, dehacked cheat replacements are ignored.
-
-boolean deh_apply_cheats = true;
-
-//
-// List of section types:
-//
-
-static deh_section_t *section_types[] =
-{
- &deh_section_ammo,
- &deh_section_cheat,
- &deh_section_frame,
- &deh_section_misc,
- &deh_section_pointer,
- &deh_section_sound,
- &deh_section_text,
- &deh_section_thing,
- &deh_section_weapon,
-};
-
-void DEH_Checksum(md5_digest_t digest)
-{
- md5_context_t md5_context;
- unsigned int i;
-
- MD5_Init(&md5_context);
-
- for (i=0; i<arrlen(section_types); ++i)
- {
- if (section_types[i]->md5_hash != NULL)
- {
- section_types[i]->md5_hash(&md5_context);
- }
- }
-
- MD5_Final(digest, &md5_context);
-}
-
-// Called on startup to call the Init functions
-
-static void InitializeSections(void)
-{
- unsigned int i;
-
- for (i=0; i<arrlen(section_types); ++i)
- {
- if (section_types[i]->init != NULL)
- {
- section_types[i]->init();
- }
- }
-}
-
-// Given a section name, get the section structure which corresponds
-
-static deh_section_t *GetSectionByName(char *name)
-{
- unsigned int i;
-
- for (i=0; i<arrlen(section_types); ++i)
- {
- if (!strcasecmp(section_types[i]->name, name))
- {
- return section_types[i];
- }
- }
-
- return NULL;
-}
-
-// Is the string passed just whitespace?
-
-static boolean IsWhitespace(char *s)
-{
- for (; *s; ++s)
- {
- if (!isspace(*s))
- return false;
- }
-
- return true;
-}
-
-// Strip whitespace from the start and end of a string
-
-static char *CleanString(char *s)
-{
- char *strending;
-
- // Leading whitespace
-
- while (*s && isspace(*s))
- ++s;
-
- // Trailing whitespace
-
- strending = s + strlen(s) - 1;
-
- while (strlen(s) > 0 && isspace(*strending))
- {
- *strending = '\0';
- --strending;
- }
-
- return s;
-}
-
-// This pattern is used a lot of times in different sections,
-// an assignment is essentially just a statement of the form:
-//
-// Variable Name = Value
-//
-// The variable name can include spaces or any other characters.
-// The string is split on the '=', essentially.
-//
-// Returns true if read correctly
-
-boolean DEH_ParseAssignment(char *line, char **variable_name, char **value)
-{
- char *p;
-
- // find the equals
-
- p = strchr(line, '=');
-
- if (p == NULL && p-line > 2)
- {
- return false;
- }
-
- // variable name at the start
- // turn the '=' into a \0 to terminate the string here
-
- *p = '\0';
- *variable_name = CleanString(line);
-
- // value immediately follows the '='
-
- *value = CleanString(p+1);
-
- return true;
-}
-
-static boolean CheckSignatures(deh_context_t *context)
-{
- size_t i;
- char *line;
-
- // Read the first line
-
- line = DEH_ReadLine(context);
-
- if (line == NULL)
- {
- return false;
- }
-
- // Check all signatures to see if one matches
-
- for (i=0; i<arrlen(deh_signatures); ++i)
- {
- if (!strcmp(deh_signatures[i], line))
- {
- return true;
- }
- }
-
- return false;
-}
-
-// Parses a comment string in a dehacked file.
-
-static void DEH_ParseComment(char *comment)
-{
- // Allow comments containing this special value to allow string
- // replacements longer than those permitted by DOS dehacked.
- // This allows us to use a dehacked patch for doing string
- // replacements for emulating Chex Quest.
- //
- // If you use this, your dehacked patch may not work in Vanilla
- // Doom.
-
- if (strstr(comment, "*allow-long-strings*") != NULL)
- {
- deh_allow_long_strings = true;
- }
-
- // Allow magic comments to allow longer cheat replacements than
- // those permitted by DOS dehacked. This is also for Chex
- // Quest.
-
- if (strstr(comment, "*allow-long-cheats*") != NULL)
- {
- deh_allow_long_cheats = true;
- }
-}
-
-// Parses a dehacked file by reading from the context
-
-static void DEH_ParseContext(deh_context_t *context)
-{
- deh_section_t *current_section = NULL;
- char section_name[20];
- void *tag = NULL;
- char *line;
-
- // Read the header and check it matches the signature
-
- if (!CheckSignatures(context))
- {
- DEH_Error(context, "This is not a valid dehacked patch file!");
- }
-
- deh_allow_long_strings = false;
- deh_allow_long_cheats = false;
-
- // Read the file
-
- for (;;)
- {
- // read a new line
-
- line = DEH_ReadLine(context);
-
- // end of file?
-
- if (line == NULL)
- return;
-
- while (line[0] != '\0' && isspace(line[0]))
- ++line;
-
- if (line[0] == '#')
- {
- // comment
-
- DEH_ParseComment(line);
- continue;
- }
-
- if (IsWhitespace(line))
- {
- if (current_section != NULL)
- {
- // end of section
-
- if (current_section->end != NULL)
- {
- current_section->end(context, tag);
- }
-
- //printf("end %s tag\n", current_section->name);
- current_section = NULL;
- }
- }
- else
- {
- if (current_section != NULL)
- {
- // parse this line
-
- current_section->line_parser(context, line, tag);
- }
- else
- {
- // possibly the start of a new section
-
- sscanf(line, "%19s", section_name);
-
- current_section = GetSectionByName(section_name);
-
- if (current_section != NULL)
- {
- tag = current_section->start(context, line);
- //printf("started %s tag\n", section_name);
- }
- else
- {
- //printf("unknown section name %s\n", section_name);
- }
- }
- }
- }
-}
-
-// Parses a dehacked file
-
-int DEH_LoadFile(char *filename)
-{
- deh_context_t *context;
-
- printf(" loading %s\n", filename);
-
- context = DEH_OpenFile(filename);
-
- if (context == NULL)
- {
- fprintf(stderr, "DEH_LoadFile: Unable to open %s\n", filename);
- return 0;
- }
-
- DEH_ParseContext(context);
-
- DEH_CloseFile(context);
-
- return 1;
-}
-
-// Checks the command line for -deh argument
-
-void DEH_Init(void)
-{
- char *filename;
- int p;
-
- InitializeSections();
-
- //!
- // @category mod
- //
- // Ignore cheats in dehacked files.
- //
-
- if (M_CheckParm("-nocheats") > 0)
- {
- deh_apply_cheats = false;
- }
-
- //!
- // @arg <files>
- // @category mod
- //
- // Load the given dehacked patch(es)
- //
-
- p = M_CheckParm("-deh");
-
- if (p > 0)
- {
- ++p;
-
- while (p < myargc && myargv[p][0] != '-')
- {
- filename = D_TryFindWADByName(myargv[p]);
- DEH_LoadFile(filename);
- ++p;
- }
- }
-}
-
-
--- a/src/strife/deh_main.h
+++ /dev/null
@@ -1,54 +1,0 @@
-// 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 */
-
--- a/src/strife/deh_mapping.c
+++ /dev/null
@@ -1,133 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-#include "i_system.h"
-#include "deh_mapping.h"
-
-//
-// Set the value of a particular field in a structure by name
-//
-
-boolean DEH_SetMapping(deh_context_t *context, deh_mapping_t *mapping,
- void *structptr, char *name, int value)
-{
- int i;
-
- for (i=0; mapping->entries[i].name != NULL; ++i)
- {
- deh_mapping_entry_t *entry = &mapping->entries[i];
-
- if (!strcasecmp(entry->name, name))
- {
- void *location;
-
- if (entry->location == NULL)
- {
- DEH_Warning(context, "Field '%s' is unsupported", name);
- return false;
- }
-
- location = (uint8_t *)structptr + ((uint8_t *)entry->location - (uint8_t *)mapping->base);
-
- // printf("Setting %p::%s to %i (%i bytes)\n",
- // structptr, name, value, entry->size);
-
- switch (entry->size)
- {
- case 1:
- * ((uint8_t *) location) = value;
- break;
- case 2:
- * ((uint16_t *) location) = value;
- break;
- case 4:
- * ((uint32_t *) location) = value;
- break;
- default:
- DEH_Error(context, "Unknown field type for '%s' (BUG)", name);
- return false;
- }
-
- return true;
- }
- }
-
- // field with this name not found
-
- DEH_Warning(context, "Field named '%s' not found", name);
-
- return false;
-}
-
-void DEH_StructMD5Sum(md5_context_t *context, deh_mapping_t *mapping,
- void *structptr)
-{
- int i;
-
- // Go through each mapping
-
- for (i=0; mapping->entries[i].name != NULL; ++i)
- {
- deh_mapping_entry_t *entry = &mapping->entries[i];
- void *location;
-
- if (entry->location == NULL)
- {
- // Unsupported field
-
- continue;
- }
-
- // Add in data for this field
-
- location = (uint8_t *)structptr + ((uint8_t *)entry->location - (uint8_t *)mapping->base);
-
- switch (entry->size)
- {
- case 1:
- MD5_UpdateInt32(context, *((uint8_t *) location));
- break;
- case 2:
- MD5_UpdateInt32(context, *((uint16_t *) location));
- break;
- case 4:
- MD5_UpdateInt32(context, *((uint32_t *) location));
- break;
- default:
- I_Error("Unknown dehacked mapping field type for '%s' (BUG)",
- entry->name);
- break;
- }
- }
-}
-
--- a/src/strife/deh_mapping.h
+++ /dev/null
@@ -1,90 +1,0 @@
-// 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 */
-
--- a/src/strife/deh_misc.c
+++ /dev/null
@@ -1,237 +1,0 @@
-// 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 <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-#include "deh_misc.h"
-
-// Dehacked: "Initial Health"
-// This is the initial health a player has when starting anew.
-// See G_PlayerReborn in g_game.c
-
-int deh_initial_health = DEH_DEFAULT_INITIAL_HEALTH;
-
-// Dehacked: "Initial bullets"
-// This is the number of bullets the player has when starting anew.
-// See G_PlayerReborn in g_game.c
-
-int deh_initial_bullets = DEH_DEFAULT_INITIAL_BULLETS;
-
-// Dehacked: "Max Health"
-// This is the maximum health that can be reached using medikits
-// alone. See P_TouchSpecialThing in p_inter.c
-
-int deh_max_health = DEH_DEFAULT_MAX_HEALTH;
-
-// Dehacked: "Max Armor"
-// This is the maximum armor which can be reached by picking up
-// armor helmets. See P_TouchSpecialThing in p_inter.c
-
-int deh_max_armor = DEH_DEFAULT_MAX_ARMOR;
-
-// Dehacked: "Green Armor Class"
-// This is the armor class that is given when picking up the green
-// armor or an armor helmet. See P_TouchSpecialThing in p_inter.c
-//
-// DOS dehacked only modifies the behavior of the green armor shirt,
-// the armor class set by armor helmets is not affected.
-
-int deh_green_armor_class = DEH_DEFAULT_GREEN_ARMOR_CLASS;
-
-// Dehacked: "Blue Armor Class"
-// This is the armor class that is given when picking up the blue
-// armor or a megasphere. See P_TouchSpecialThing in p_inter.c
-//
-// DOS dehacked only modifies the MegaArmor behavior and not
-// the MegaSphere, which always gives armor type 2.
-
-int deh_blue_armor_class = DEH_DEFAULT_BLUE_ARMOR_CLASS;
-
-// Dehacked: "Max soulsphere"
-// The maximum health which can be reached by picking up the
-// soulsphere. See P_TouchSpecialThing in p_inter.c
-
-int deh_max_soulsphere = DEH_DEFAULT_MAX_SOULSPHERE;
-
-// Dehacked: "Soulsphere health"
-// The amount of health bonus that picking up a soulsphere
-// gives. See P_TouchSpecialThing in p_inter.c
-
-int deh_soulsphere_health = DEH_DEFAULT_SOULSPHERE_HEALTH;
-
-// Dehacked: "Megasphere health"
-// This is what the health is set to after picking up a
-// megasphere. See P_TouchSpecialThing in p_inter.c
-
-int deh_megasphere_health = DEH_DEFAULT_MEGASPHERE_HEALTH;
-
-// Dehacked: "God mode health"
-// This is what the health value is set to when cheating using
-// the IDDQD god mode cheat. See ST_Responder in st_stuff.c
-
-int deh_god_mode_health = DEH_DEFAULT_GOD_MODE_HEALTH;
-
-// Dehacked: "IDFA Armor"
-// This is what the armor is set to when using the IDFA cheat.
-// See ST_Responder in st_stuff.c
-
-int deh_idfa_armor = DEH_DEFAULT_IDFA_ARMOR;
-
-// Dehacked: "IDFA Armor Class"
-// This is what the armor class is set to when using the IDFA cheat.
-// See ST_Responder in st_stuff.c
-
-int deh_idfa_armor_class = DEH_DEFAULT_IDFA_ARMOR_CLASS;
-
-// Dehacked: "IDKFA Armor"
-// This is what the armor is set to when using the IDKFA cheat.
-// See ST_Responder in st_stuff.c
-
-int deh_idkfa_armor = DEH_DEFAULT_IDKFA_ARMOR;
-
-// Dehacked: "IDKFA Armor Class"
-// This is what the armor class is set to when using the IDKFA cheat.
-// See ST_Responder in st_stuff.c
-
-int deh_idkfa_armor_class = DEH_DEFAULT_IDKFA_ARMOR_CLASS;
-
-// Dehacked: "BFG Cells/Shot"
-// This is the number of CELLs firing the BFG uses up.
-// See P_CheckAmmo and A_FireBFG in p_pspr.c
-
-int deh_bfg_cells_per_shot = DEH_DEFAULT_BFG_CELLS_PER_SHOT;
-
-// Dehacked: "Monsters infight"
-// This controls whether monsters can harm other monsters of the same
-// species. For example, whether an imp fireball will damage other
-// imps. The value of this in dehacked patches is weird - '202' means
-// off, while '221' means on.
-//
-// See PIT_CheckThing in p_map.c
-
-int deh_species_infighting = DEH_DEFAULT_SPECIES_INFIGHTING;
-
-static struct
-{
- char *deh_name;
- int *value;
-} misc_settings[] = {
- {"Initial Health", &deh_initial_health},
- {"Initial Bullets", &deh_initial_bullets},
- {"Max Health", &deh_max_health},
- {"Max Armor", &deh_max_armor},
- {"Green Armor Class", &deh_green_armor_class},
- {"Blue Armor Class", &deh_blue_armor_class},
- {"Max Soulsphere", &deh_max_soulsphere},
- {"Soulsphere Health", &deh_soulsphere_health},
- {"Megasphere Health", &deh_megasphere_health},
- {"God Mode Health", &deh_god_mode_health},
- {"IDFA Armor", &deh_idfa_armor},
- {"IDFA Armor Class", &deh_idfa_armor_class},
- {"IDKFA Armor", &deh_idkfa_armor},
- {"IDKFA Armor Class", &deh_idkfa_armor_class},
- {"BFG Cells/Shot", &deh_bfg_cells_per_shot},
-};
-
-static void *DEH_MiscStart(deh_context_t *context, char *line)
-{
- return NULL;
-}
-
-static void DEH_MiscParseLine(deh_context_t *context, char *line, void *tag)
-{
- char *variable_name, *value;
- int ivalue;
- size_t i;
-
- if (!DEH_ParseAssignment(line, &variable_name, &value))
- {
- // Failed to parse
-
- DEH_Warning(context, "Failed to parse assignment");
- return;
- }
-
- ivalue = atoi(value);
-
- if (!strcasecmp(variable_name, "Monsters Infight"))
- {
- // See notes above.
-
- if (ivalue == 202)
- {
- deh_species_infighting = 0;
- }
- else if (ivalue == 221)
- {
- deh_species_infighting = 1;
- }
- else
- {
- DEH_Warning(context,
- "Invalid value for 'Monsters Infight': %i", ivalue);
- }
-
- return;
- }
-
- for (i=0; i<arrlen(misc_settings); ++i)
- {
- if (!strcasecmp(variable_name, misc_settings[i].deh_name))
- {
- *misc_settings[i].value = ivalue;
- return;
- }
- }
-
- DEH_Warning(context, "Unknown Misc variable '%s'", variable_name);
-}
-
-static void DEH_MiscMD5Sum(md5_context_t *context)
-{
- unsigned int i;
-
- for (i=0; i<arrlen(misc_settings); ++i)
- {
- MD5_UpdateInt32(context, *misc_settings[i].value);
- }
-}
-
-deh_section_t deh_section_misc =
-{
- "Misc",
- NULL,
- DEH_MiscStart,
- DEH_MiscParseLine,
- NULL,
- DEH_MiscMD5Sum,
-};
-
--- a/src/strife/deh_misc.h
+++ /dev/null
@@ -1,92 +1,0 @@
-// 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
-//
-//-----------------------------------------------------------------------------
-
-#ifndef DEH_MISC_H
-#define DEH_MISC_H
-
-#include "doomfeatures.h"
-
-#define DEH_DEFAULT_INITIAL_HEALTH 100
-#define DEH_DEFAULT_INITIAL_BULLETS 50
-#define DEH_DEFAULT_MAX_HEALTH 200
-#define DEH_DEFAULT_MAX_ARMOR 200
-#define DEH_DEFAULT_GREEN_ARMOR_CLASS 1
-#define DEH_DEFAULT_BLUE_ARMOR_CLASS 2
-#define DEH_DEFAULT_MAX_SOULSPHERE 200
-#define DEH_DEFAULT_SOULSPHERE_HEALTH 100
-#define DEH_DEFAULT_MEGASPHERE_HEALTH 200
-#define DEH_DEFAULT_GOD_MODE_HEALTH 100
-#define DEH_DEFAULT_IDFA_ARMOR 200
-#define DEH_DEFAULT_IDFA_ARMOR_CLASS 2
-#define DEH_DEFAULT_IDKFA_ARMOR 200
-#define DEH_DEFAULT_IDKFA_ARMOR_CLASS 2
-#define DEH_DEFAULT_BFG_CELLS_PER_SHOT 40
-#define DEH_DEFAULT_SPECIES_INFIGHTING 0
-
-#ifdef FEATURE_DEHACKED
-
-extern int deh_initial_health;
-extern int deh_initial_bullets;
-extern int deh_max_health;
-extern int deh_max_armor;
-extern int deh_green_armor_class;
-extern int deh_blue_armor_class;
-extern int deh_max_soulsphere;
-extern int deh_soulsphere_health;
-extern int deh_megasphere_health;
-extern int deh_god_mode_health;
-extern int deh_idfa_armor;
-extern int deh_idfa_armor_class;
-extern int deh_idkfa_armor;
-extern int deh_idkfa_armor_class;
-extern int deh_bfg_cells_per_shot;
-extern int deh_species_infighting;
-
-#else
-
-// If dehacked is disabled, hard coded values
-
-#define deh_initial_health DEH_DEFAULT_INITIAL_HEALTH
-#define deh_initial_bullets DEH_DEFAULT_INITIAL_BULLETS
-#define deh_max_health DEH_DEFAULT_MAX_HEALTH
-#define deh_max_armor DEH_DEFAULT_MAX_ARMOR
-#define deh_green_armor_class DEH_DEFAULT_GREEN_ARMOR_CLASS
-#define deh_blue_armor_class DEH_DEFAULT_BLUE_ARMOR_CLASS
-#define deh_max_soulsphere DEH_DEFAULT_MAX_SOULSPHERE
-#define deh_soulsphere_health DEH_DEFAULT_SOULSPHERE_HEALTH
-#define deh_megasphere_health DEH_DEFAULT_MEGASPHERE_HEALTH
-#define deh_god_mode_health DEH_DEFAULT_GOD_MODE_HEALTH
-#define deh_idfa_armor DEH_DEFAULT_IDFA_ARMOR
-#define deh_idfa_armor_class DEH_DEFAULT_IDFA_ARMOR_CLASS
-#define deh_idkfa_armor DEH_DEFAULT_IDKFA_ARMOR
-#define deh_idkfa_armor_class DEH_DEFAULT_IDKFA_ARMOR_CLASS
-#define deh_bfg_cells_per_shot DEH_DEFAULT_BFG_CELLS_PER_SHOT
-#define deh_species_infighting DEH_DEFAULT_SPECIES_INFIGHTING
-
-#endif
-
-#endif /* #ifndef DEH_MISC_H */
-
--- a/src/strife/deh_ptr.c
+++ /dev/null
@@ -1,151 +1,0 @@
-// 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 Action Pointer entries in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-#include "info.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-
-static actionf_t codeptrs[NUMSTATES];
-
-static int CodePointerIndex(actionf_t *ptr)
-{
- int i;
-
- for (i=0; i<NUMSTATES; ++i)
- {
- if (!memcmp(&codeptrs[i], ptr, sizeof(actionf_t)))
- {
- return i;
- }
- }
-
- return -1;
-}
-
-static void DEH_PointerInit(void)
-{
- int i;
-
- // Initialize list of dehacked pointers
-
- for (i=0; i<NUMSTATES; ++i)
- codeptrs[i] = states[i].action;
-}
-
-static void *DEH_PointerStart(deh_context_t *context, char *line)
-{
- int frame_number = 0;
-
- // FIXME: can the third argument here be something other than "Frame"
- // or are we ok?
-
- if (sscanf(line, "Pointer %*i (%*s %i)", &frame_number) != 1)
- {
- DEH_Warning(context, "Parse error on section start");
- return NULL;
- }
-
- if (frame_number < 0 || frame_number >= NUMSTATES)
- {
- DEH_Warning(context, "Invalid frame number: %i", frame_number);
- return NULL;
- }
-
- return &states[frame_number];
-}
-
-static void DEH_PointerParseLine(deh_context_t *context, char *line, void *tag)
-{
- state_t *state;
- char *variable_name, *value;
- int ivalue;
-
- if (tag == NULL)
- return;
-
- state = (state_t *) tag;
-
- // Parse the assignment
-
- if (!DEH_ParseAssignment(line, &variable_name, &value))
- {
- // Failed to parse
- DEH_Warning(context, "Failed to parse assignment");
- return;
- }
-
-// printf("Set %s to %s for state\n", variable_name, value);
-
- // all values are integers
-
- ivalue = atoi(value);
-
- // set the appropriate field
-
- if (!strcasecmp(variable_name, "Codep frame"))
- {
- if (ivalue < 0 || ivalue >= NUMSTATES)
- {
- DEH_Warning(context, "Invalid state '%i'", ivalue);
- }
- else
- {
- state->action = codeptrs[ivalue];
- }
- }
- else
- {
- DEH_Warning(context, "Unknown variable name '%s'", variable_name);
- }
-}
-
-static void DEH_PointerMD5Sum(md5_context_t *context)
-{
- int i;
-
- for (i=0; i<NUMSTATES; ++i)
- {
- MD5_UpdateInt32(context, CodePointerIndex(&states[i].action));
- }
-}
-
-deh_section_t deh_section_pointer =
-{
- "Pointer",
- DEH_PointerInit,
- DEH_PointerStart,
- DEH_PointerParseLine,
- NULL,
- DEH_PointerMD5Sum,
-};
-
--- a/src/strife/deh_sound.c
+++ /dev/null
@@ -1,112 +1,0 @@
-// 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 "Sound" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "doomfeatures.h"
-#include "doomtype.h"
-#include "deh_defs.h"
-#include "deh_main.h"
-#include "deh_mapping.h"
-#include "sounds.h"
-
-DEH_BEGIN_MAPPING(sound_mapping, sfxinfo_t)
- DEH_UNSUPPORTED_MAPPING("Offset")
- DEH_UNSUPPORTED_MAPPING("Zero/One")
- DEH_MAPPING("Value", priority)
- DEH_MAPPING("Zero 1", link)
- DEH_MAPPING("Zero 2", pitch)
- DEH_MAPPING("Zero 3", volume)
- DEH_UNSUPPORTED_MAPPING("Zero 4")
- DEH_MAPPING("Neg. One 1", usefulness)
- DEH_MAPPING("Neg. One 2", lumpnum)
-DEH_END_MAPPING
-
-static void *DEH_SoundStart(deh_context_t *context, char *line)
-{
- int sound_number = 0;
-
- if (sscanf(line, "Sound %i", &sound_number) != 1)
- {
- DEH_Warning(context, "Parse error on section start");
- return NULL;
- }
-
- if (sound_number < 0 || sound_number >= NUMSFX)
- {
- DEH_Warning(context, "Invalid sound number: %i", sound_number);
- return NULL;
- }
-
- if (sound_number >= DEH_VANILLA_NUMSFX)
- {
- DEH_Warning(context, "Attempt to modify SFX %i. This will cause "
- "problems in Vanilla dehacked.", sound_number);
- }
-
- return &S_sfx[sound_number];
-}
-
-static void DEH_SoundParseLine(deh_context_t *context, char *line, void *tag)
-{
- sfxinfo_t *sfx;
- char *variable_name, *value;
- int ivalue;
-
- if (tag == NULL)
- return;
-
- sfx = (sfxinfo_t *) tag;
-
- // Parse the assignment
-
- if (!DEH_ParseAssignment(line, &variable_name, &value))
- {
- // Failed to parse
- DEH_Warning(context, "Failed to parse assignment");
- return;
- }
-
- // all values are integers
-
- ivalue = atoi(value);
-
- // Set the field value
-
- DEH_SetMapping(context, &sound_mapping, sfx, variable_name, ivalue);
-}
-
-deh_section_t deh_section_sound =
-{
- "Sound",
- NULL,
- DEH_SoundStart,
- DEH_SoundParseLine,
- NULL,
- NULL,
-};
-
--- a/src/strife/deh_text.c
+++ /dev/null
@@ -1,127 +1,0 @@
-// 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 <stdio.h>
-#include <string.h>
-
-#include "doomtype.h"
-
-#include "z_zone.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-
-// Given a string length, find the maximum length of a
-// string that can replace it.
-
-static int TXT_MaxStringLength(int len)
-{
- // Enough bytes for the string and the NUL terminator
-
- len += 1;
-
- // All strings in doom.exe are on 4-byte boundaries, so we may be able
- // to support a slightly longer string.
- // Extend up to the next 4-byte boundary
-
- len += (4 - (len % 4)) % 4;
-
- // Less one for the NUL terminator.
-
- return len - 1;
-}
-
-static void *DEH_TextStart(deh_context_t *context, char *line)
-{
- char *from_text, *to_text;
- int fromlen, tolen;
- int i;
-
- if (sscanf(line, "Text %i %i", &fromlen, &tolen) != 2)
- {
- DEH_Warning(context, "Parse error on section start");
- return NULL;
- }
-
- // Only allow string replacements that are possible in Vanilla Doom.
- // Chocolate Doom is unforgiving!
-
- if (!deh_allow_long_strings && tolen > TXT_MaxStringLength(fromlen))
- {
- DEH_Error(context, "Replacement string is longer than the maximum "
- "possible in doom.exe");
- return NULL;
- }
-
- from_text = Z_Malloc(fromlen + 1, PU_STATIC, NULL);
- to_text = Z_Malloc(tolen + 1, PU_STATIC, NULL);
-
- // read in the "from" text
-
- for (i=0; i<fromlen; ++i)
- {
- int c;
-
- c = DEH_GetChar(context);
-
- from_text[i] = c;
- }
-
- from_text[fromlen] = '\0';
-
- // read in the "to" text
-
- for (i=0; i<tolen; ++i)
- {
- int c;
-
- c = DEH_GetChar(context);
-
- to_text[i] = c;
- }
- to_text[tolen] = '\0';
-
- DEH_AddStringReplacement(from_text, to_text);
-
- return NULL;
-}
-
-static void DEH_TextParseLine(deh_context_t *context, char *line, void *tag)
-{
- // not used
-}
-
-deh_section_t deh_section_text =
-{
- "Text",
- NULL,
- DEH_TextStart,
- DEH_TextParseLine,
- NULL,
- NULL,
-};
-
--- a/src/strife/deh_thing.c
+++ /dev/null
@@ -1,140 +1,0 @@
-// 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 "Thing" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "doomtype.h"
-
-#include "deh_defs.h"
-#include "deh_main.h"
-#include "deh_mapping.h"
-
-#include "info.h"
-
-DEH_BEGIN_MAPPING(thing_mapping, mobjinfo_t)
- DEH_MAPPING("ID #", doomednum)
- DEH_MAPPING("Initial frame", spawnstate)
- DEH_MAPPING("Hit points", spawnhealth)
- DEH_MAPPING("First moving frame", seestate)
- DEH_MAPPING("Alert sound", seesound)
- DEH_MAPPING("Reaction time", reactiontime)
- DEH_MAPPING("Attack sound", attacksound)
- DEH_MAPPING("Injury frame", painstate)
- DEH_MAPPING("Pain chance", painchance)
- DEH_MAPPING("Pain sound", painsound)
- DEH_MAPPING("Close attack frame", meleestate)
- DEH_MAPPING("Far attack frame", missilestate)
- DEH_MAPPING("Death frame", deathstate)
- DEH_MAPPING("Exploding frame", xdeathstate)
- DEH_MAPPING("Death sound", deathsound)
- DEH_MAPPING("Speed", speed)
- DEH_MAPPING("Width", radius)
- DEH_MAPPING("Height", height)
- DEH_MAPPING("Mass", mass)
- DEH_MAPPING("Missile damage", damage)
- DEH_MAPPING("Action sound", activesound)
- DEH_MAPPING("Bits", flags)
- DEH_MAPPING("Respawn frame", raisestate)
-DEH_END_MAPPING
-
-static void *DEH_ThingStart(deh_context_t *context, char *line)
-{
- int thing_number = 0;
- mobjinfo_t *mobj;
-
- if (sscanf(line, "Thing %i", &thing_number) != 1)
- {
- DEH_Warning(context, "Parse error on section start");
- return NULL;
- }
-
- // dehacked files are indexed from 1
- --thing_number;
-
- if (thing_number < 0 || thing_number >= NUMMOBJTYPES)
- {
- DEH_Warning(context, "Invalid thing number: %i", thing_number);
- return NULL;
- }
-
- mobj = &mobjinfo[thing_number];
-
- return mobj;
-}
-
-static void DEH_ThingParseLine(deh_context_t *context, char *line, void *tag)
-{
- mobjinfo_t *mobj;
- char *variable_name, *value;
- int ivalue;
-
- if (tag == NULL)
- return;
-
- mobj = (mobjinfo_t *) tag;
-
- // Parse the assignment
-
- if (!DEH_ParseAssignment(line, &variable_name, &value))
- {
- // Failed to parse
-
- DEH_Warning(context, "Failed to parse assignment");
- return;
- }
-
-// printf("Set %s to %s for mobj\n", variable_name, value);
-
- // all values are integers
-
- ivalue = atoi(value);
-
- // Set the field value
-
- DEH_SetMapping(context, &thing_mapping, mobj, variable_name, ivalue);
-}
-
-static void DEH_ThingMD5Sum(md5_context_t *context)
-{
- int i;
-
- for (i=0; i<NUMMOBJTYPES; ++i)
- {
- DEH_StructMD5Sum(context, &thing_mapping, &mobjinfo[i]);
- }
-}
-
-deh_section_t deh_section_thing =
-{
- "Thing",
- NULL,
- DEH_ThingStart,
- DEH_ThingParseLine,
- NULL,
- DEH_ThingMD5Sum,
-};
-
--- a/src/strife/deh_weapon.c
+++ /dev/null
@@ -1,110 +1,0 @@
-// 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 "Weapon" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-
-#include "d_items.h"
-
-#include "deh_defs.h"
-#include "deh_main.h"
-#include "deh_mapping.h"
-
-DEH_BEGIN_MAPPING(weapon_mapping, weaponinfo_t)
- DEH_MAPPING("Ammo type", ammo)
- DEH_MAPPING("Deselect frame", upstate)
- DEH_MAPPING("Select frame", downstate)
- DEH_MAPPING("Bobbing frame", readystate)
- DEH_MAPPING("Shooting frame", atkstate)
- DEH_MAPPING("Firing frame", flashstate)
-DEH_END_MAPPING
-
-static void *DEH_WeaponStart(deh_context_t *context, char *line)
-{
- int weapon_number = 0;
-
- if (sscanf(line, "Weapon %i", &weapon_number) != 1)
- {
- DEH_Warning(context, "Parse error on section start");
- return NULL;
- }
-
- if (weapon_number < 0 || weapon_number >= NUMWEAPONS)
- {
- DEH_Warning(context, "Invalid weapon number: %i", weapon_number);
- return NULL;
- }
-
- return &weaponinfo[weapon_number];
-}
-
-static void DEH_WeaponParseLine(deh_context_t *context, char *line, void *tag)
-{
- char *variable_name, *value;
- weaponinfo_t *weapon;
- int ivalue;
-
- if (tag == NULL)
- return;
-
- weapon = (weaponinfo_t *) tag;
-
- if (!DEH_ParseAssignment(line, &variable_name, &value))
- {
- // Failed to parse
-
- DEH_Warning(context, "Failed to parse assignment");
- return;
- }
-
- ivalue = atoi(value);
-
- DEH_SetMapping(context, &weapon_mapping, weapon, variable_name, ivalue);
-}
-
-static void DEH_WeaponMD5Sum(md5_context_t *context)
-{
- int i;
-
- for (i=0; i<NUMWEAPONS ;++i)
- {
- DEH_StructMD5Sum(context, &weapon_mapping, &weaponinfo[i]);
- }
-}
-
-deh_section_t deh_section_weapon =
-{
- "Weapon",
- NULL,
- DEH_WeaponStart,
- DEH_WeaponParseLine,
- NULL,
- DEH_WeaponMD5Sum,
-};
-
--- a/src/strife/doomdata.h
+++ /dev/null
@@ -1,221 +1,0 @@
-// 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 external data is defined here
-// most of the data is loaded into different structures at run time
-// some internal structures shared by many modules are here
-//
-//-----------------------------------------------------------------------------
-
-#ifndef __DOOMDATA__
-#define __DOOMDATA__
-
-// The most basic types we use, portability.
-#include "doomtype.h"
-
-// Some global defines, that configure the game.
-#include "doomdef.h"
-
-
-
-//
-// Map level types.
-// The following data structures define the persistent format
-// used in the lumps of the WAD files.
-//
-
-// Lump order in a map WAD: each map needs a couple of lumps
-// to provide a complete scene geometry description.
-enum
-{
- ML_LABEL, // A separator, name, ExMx or MAPxx
- ML_THINGS, // Monsters, items..
- ML_LINEDEFS, // LineDefs, from editing
- ML_SIDEDEFS, // SideDefs, from editing
- ML_VERTEXES, // Vertices, edited and BSP splits generated
- ML_SEGS, // LineSegs, from LineDefs split by BSP
- ML_SSECTORS, // SubSectors, list of LineSegs
- ML_NODES, // BSP nodes
- ML_SECTORS, // Sectors, from editing
- ML_REJECT, // LUT, sector-sector visibility
- ML_BLOCKMAP // LUT, motion clipping, walls/grid element
-};
-
-
-// A single Vertex.
-typedef struct
-{
- short x;
- short y;
-} PACKEDATTR mapvertex_t;
-
-
-// A SideDef, defining the visual appearance of a wall,
-// by setting textures and offsets.
-typedef struct
-{
- short textureoffset;
- short rowoffset;
- char toptexture[8];
- char bottomtexture[8];
- char midtexture[8];
- // Front sector, towards viewer.
- short sector;
-} PACKEDATTR mapsidedef_t;
-
-
-
-// A LineDef, as used for editing, and as input
-// to the BSP builder.
-typedef struct
-{
- short v1;
- short v2;
- short flags;
- short special;
- short tag;
- // sidenum[1] will be -1 if one sided
- short sidenum[2];
-} PACKEDATTR maplinedef_t;
-
-
-//
-// LineDef attributes.
-//
-
-// Solid, is an obstacle.
-#define ML_BLOCKING 1
-
-// Blocks monsters only.
-#define ML_BLOCKMONSTERS 2
-
-// Backside will not be present at all
-// if not two sided.
-#define ML_TWOSIDED 4
-
-// If a texture is pegged, the texture will have
-// the end exposed to air held constant at the
-// top or bottom of the texture (stairs or pulled
-// down things) and will move with a height change
-// of one of the neighbor sectors.
-// Unpegged textures allways have the first row of
-// the texture at the top pixel of the line for both
-// top and bottom textures (use next to windows).
-
-// upper texture unpegged
-#define ML_DONTPEGTOP 8
-
-// lower texture unpegged
-#define ML_DONTPEGBOTTOM 16
-
-// In AutoMap: don't map as two sided: IT'S A SECRET!
-#define ML_SECRET 32
-
-// Sound rendering: don't let sound cross two of these.
-#define ML_SOUNDBLOCK 64
-
-// Don't draw on the automap at all.
-#define ML_DONTDRAW 128
-
-// Set if already seen, thus drawn in automap.
-#define ML_MAPPED 256
-
-
-
-
-// Sector definition, from editing.
-typedef struct
-{
- short floorheight;
- short ceilingheight;
- char floorpic[8];
- char ceilingpic[8];
- short lightlevel;
- short special;
- short tag;
-} PACKEDATTR mapsector_t;
-
-// SubSector, as generated by BSP.
-typedef struct
-{
- short numsegs;
- // Index of first one, segs are stored sequentially.
- short firstseg;
-} PACKEDATTR mapsubsector_t;
-
-
-// LineSeg, generated by splitting LineDefs
-// using partition lines selected by BSP builder.
-typedef struct
-{
- short v1;
- short v2;
- short angle;
- short linedef;
- short side;
- short offset;
-} PACKEDATTR mapseg_t;
-
-
-
-// BSP node structure.
-
-// Indicate a leaf.
-#define NF_SUBSECTOR 0x8000
-
-typedef struct
-{
- // Partition line from (x,y) to x+dx,y+dy)
- short x;
- short y;
- short dx;
- short dy;
-
- // Bounding box for each child,
- // clip against view frustum.
- short bbox[2][4];
-
- // If NF_SUBSECTOR its a subsector,
- // else it's a node of another subtree.
- unsigned short children[2];
-
-} PACKEDATTR mapnode_t;
-
-
-
-
-// Thing definition, position, orientation and type,
-// plus skill/visibility flags and attributes.
-typedef struct
-{
- short x;
- short y;
- short angle;
- short type;
- short options;
-} PACKEDATTR mapthing_t;
-
-
-
-
-
-#endif // __DOOMDATA__
--- a/src/strife/doomdef.c
+++ /dev/null
@@ -1,36 +1,0 @@
-// 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:
-// DoomDef - basic defines for DOOM, e.g. Version, game mode
-// and skill level, and display parameters.
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include "doomdef.h"
-
-// Location for any defines turned variables.
-
-// None.
-
-
--- a/src/strife/doomdef.h
+++ /dev/null
@@ -1,174 +1,0 @@
-// 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:
-// Internally used data structures for virtually everything,
-// lots of other stuff.
-//
-//-----------------------------------------------------------------------------
-
-#ifndef __DOOMDEF__
-#define __DOOMDEF__
-
-#include <stdio.h>
-#include <string.h>
-
-#include "doomtype.h"
-#include "i_timer.h"
-#include "d_mode.h"
-
-//
-// Global parameters/defines.
-//
-// DOOM version
-#define DOOM_VERSION 109
-
-// Version code for cph's longtics hack ("v1.91")
-#define DOOM_191_VERSION 111
-
-
-// If rangecheck is undefined,
-// most parameter validation debugging code will not be compiled
-#define RANGECHECK
-
-// The current state of the game: whether we are
-// playing, gazing at the intermission screen,
-// the game final animation, or a demo.
-typedef enum
-{
- GS_LEVEL,
- GS_INTERMISSION,
- GS_FINALE,
- GS_DEMOSCREEN,
-} gamestate_t;
-
-typedef enum
-{
- ga_nothing,
- ga_loadlevel,
- ga_newgame,
- ga_loadgame,
- ga_savegame,
- ga_playdemo,
- ga_completed,
- ga_victory,
- ga_worlddone,
- ga_screenshot
-} gameaction_t;
-
-//
-// Difficulty/skill settings/filters.
-//
-
-// Skill flags.
-#define MTF_EASY 1
-#define MTF_NORMAL 2
-#define MTF_HARD 4
-
-// Deaf monsters/do not react to sound.
-#define MTF_AMBUSH 8
-
-
-//
-// Key cards.
-//
-typedef enum
-{
- it_bluecard,
- it_yellowcard,
- it_redcard,
- it_blueskull,
- it_yellowskull,
- it_redskull,
-
- NUMCARDS
-
-} card_t;
-
-
-
-// The defined weapons,
-// including a marker indicating
-// user has not changed weapon.
-typedef enum
-{
- wp_fist,
- wp_pistol,
- wp_shotgun,
- wp_chaingun,
- wp_missile,
- wp_plasma,
- wp_bfg,
- wp_chainsaw,
- wp_supershotgun,
-
- NUMWEAPONS,
-
- // No pending weapon change.
- wp_nochange
-
-} weapontype_t;
-
-
-// Ammunition types defined.
-typedef enum
-{
- am_clip, // Pistol / chaingun ammo.
- am_shell, // Shotgun / double barreled shotgun.
- am_cell, // Plasma rifle, BFG.
- am_misl, // Missile launcher.
- NUMAMMO,
- am_noammo // Unlimited for chainsaw / fist.
-
-} ammotype_t;
-
-
-// Power up artifacts.
-typedef enum
-{
- pw_invulnerability,
- pw_strength,
- pw_invisibility,
- pw_ironfeet,
- pw_allmap,
- pw_infrared,
- NUMPOWERS
-
-} powertype_t;
-
-
-
-//
-// Power up durations,
-// how many seconds till expiration,
-// assuming TICRATE is 35 ticks/second.
-//
-typedef enum
-{
- INVULNTICS = (30*TICRATE),
- INVISTICS = (60*TICRATE),
- INFRATICS = (120*TICRATE),
- IRONTICS = (60*TICRATE)
-
-} powerduration_t;
-
-#endif // __DOOMDEF__
-
--- a/src/strife/doomstat.c
+++ /dev/null
@@ -1,43 +1,0 @@
-// 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 <stdio.h>
-
-#include "doomstat.h"
-
-
-// Game Mode - identify IWAD as shareware, retail etc.
-GameMode_t gamemode = indetermined;
-GameMission_t gamemission = doom;
-GameVersion_t gameversion = exe_final;
-char *gamedescription;
-
-// Set if homebrew PWAD stuff has been added.
-boolean modifiedgame;
-
-
-
-
--- a/src/strife/doomstat.h
+++ /dev/null
@@ -1,297 +1,0 @@
-// 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
--- a/src/strife/dstrings.c
+++ /dev/null
@@ -1,81 +1,0 @@
-// 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
-
-
-
-
--- a/src/strife/dstrings.h
+++ /dev/null
@@ -1,58 +1,0 @@
-// 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
--- a/src/strife/f_finale.c
+++ /dev/null
@@ -1,729 +1,0 @@
-// 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 <stdio.h>
-#include <ctype.h>
-
-// Functions.
-#include "deh_main.h"
-#include "i_system.h"
-#include "i_swap.h"
-#include "z_zone.h"
-#include "v_video.h"
-#include "w_wad.h"
-#include "s_sound.h"
-
-// Data.
-#include "d_main.h"
-#include "dstrings.h"
-#include "sounds.h"
-
-#include "doomstat.h"
-#include "r_state.h"
-
-typedef enum
-{
- F_STAGE_TEXT,
- F_STAGE_ARTSCREEN,
- F_STAGE_CAST,
-} finalestage_t;
-
-// ?
-//#include "doomstat.h"
-//#include "r_local.h"
-//#include "f_finale.h"
-
-// Stage of animation:
-finalestage_t finalestage;
-
-unsigned int finalecount;
-
-#define TEXTSPEED 3
-#define TEXTWAIT 250
-
-typedef struct
-{
- GameMission_t mission;
- int episode, level;
- char *background;
- char *text;
-} textscreen_t;
-
-static textscreen_t textscreens[] =
-{
- { doom, 1, 8, "FLOOR4_8", E1TEXT},
- { doom, 2, 8, "SFLR6_1", E2TEXT},
- { doom, 3, 8, "MFLR8_4", E3TEXT},
- { doom, 4, 8, "MFLR8_3", E4TEXT},
-
- { doom2, 1, 6, "SLIME16", C1TEXT},
- { doom2, 1, 11, "RROCK14", C2TEXT},
- { doom2, 1, 20, "RROCK07", C3TEXT},
- { doom2, 1, 30, "RROCK17", C4TEXT},
- { doom2, 1, 15, "RROCK13", C5TEXT},
- { doom2, 1, 31, "RROCK19", C6TEXT},
-
- { pack_tnt, 1, 6, "SLIME16", T1TEXT},
- { pack_tnt, 1, 11, "RROCK14", T2TEXT},
- { pack_tnt, 1, 20, "RROCK07", T3TEXT},
- { pack_tnt, 1, 30, "RROCK17", T4TEXT},
- { pack_tnt, 1, 15, "RROCK13", T5TEXT},
- { pack_tnt, 1, 31, "RROCK19", T6TEXT},
-
- { pack_plut, 1, 6, "SLIME16", P1TEXT},
- { pack_plut, 1, 11, "RROCK14", P2TEXT},
- { pack_plut, 1, 20, "RROCK07", P3TEXT},
- { pack_plut, 1, 30, "RROCK17", P4TEXT},
- { pack_plut, 1, 15, "RROCK13", P5TEXT},
- { pack_plut, 1, 31, "RROCK19", P6TEXT},
-};
-
-char* finaletext;
-char* finaleflat;
-
-void F_StartCast (void);
-void F_CastTicker (void);
-boolean F_CastResponder (event_t *ev);
-void F_CastDrawer (void);
-
-//
-// F_StartFinale
-//
-void F_StartFinale (void)
-{
- size_t i;
-
- gameaction = ga_nothing;
- gamestate = GS_FINALE;
- viewactive = false;
- automapactive = false;
-
- if (gamemission == doom)
- {
- S_ChangeMusic(mus_victor, true);
- }
- else
- {
- S_ChangeMusic(mus_read_m, true);
- }
-
- // Find the right screen and set the text and background
-
- for (i=0; i<arrlen(textscreens); ++i)
- {
- textscreen_t *screen = &textscreens[i];
-
- // Hack for Chex Quest
-
- if (gameversion == exe_chex && screen->mission == doom)
- {
- screen->level = 5;
- }
-
- if (gamemission == screen->mission
- && (gamemission != doom || gameepisode == screen->episode)
- && gamemap == screen->level)
- {
- finaletext = screen->text;
- finaleflat = screen->background;
- }
- }
-
- // Do dehacked substitutions of strings
-
- finaletext = DEH_String(finaletext);
- finaleflat = DEH_String(finaleflat);
-
- finalestage = F_STAGE_TEXT;
- finalecount = 0;
-
-}
-
-
-
-boolean F_Responder (event_t *event)
-{
- if (finalestage == F_STAGE_CAST)
- return F_CastResponder (event);
-
- return false;
-}
-
-
-//
-// F_Ticker
-//
-void F_Ticker (void)
-{
- size_t i;
-
- // check for skipping
- if ( (gamemode == commercial)
- && ( finalecount > 50) )
- {
- // go on to the next level
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (players[i].cmd.buttons)
- break;
-
- if (i < MAXPLAYERS)
- {
- if (gamemap == 30)
- F_StartCast ();
- else
- gameaction = ga_worlddone;
- }
- }
-
- // advance animation
- finalecount++;
-
- if (finalestage == F_STAGE_CAST)
- {
- F_CastTicker ();
- return;
- }
-
- if ( gamemode == commercial)
- return;
-
- if (finalestage == F_STAGE_TEXT
- && finalecount>strlen (finaletext)*TEXTSPEED + TEXTWAIT)
- {
- finalecount = 0;
- finalestage = F_STAGE_ARTSCREEN;
- wipegamestate = -1; // force a wipe
- if (gameepisode == 3)
- S_StartMusic (mus_bunny);
- }
-}
-
-
-
-//
-// F_TextWrite
-//
-
-#include "hu_stuff.h"
-extern patch_t *hu_font[HU_FONTSIZE];
-
-
-void F_TextWrite (void)
-{
- byte* src;
- byte* dest;
-
- int x,y,w;
- signed int count;
- char* ch;
- int c;
- int cx;
- int cy;
-
- // erase the entire screen to a tiled background
- src = W_CacheLumpName ( finaleflat , PU_CACHE);
- dest = I_VideoBuffer;
-
- for (y=0 ; y<SCREENHEIGHT ; y++)
- {
- for (x=0 ; x<SCREENWIDTH/64 ; x++)
- {
- memcpy (dest, src+((y&63)<<6), 64);
- dest += 64;
- }
- if (SCREENWIDTH&63)
- {
- memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
- dest += (SCREENWIDTH&63);
- }
- }
-
- V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
-
- // draw some of the text onto the screen
- cx = 10;
- cy = 10;
- ch = finaletext;
-
- count = ((signed int) finalecount - 10) / TEXTSPEED;
- if (count < 0)
- count = 0;
- for ( ; count ; count-- )
- {
- c = *ch++;
- if (!c)
- break;
- if (c == '\n')
- {
- cx = 10;
- cy += 11;
- continue;
- }
-
- c = toupper(c) - HU_FONTSTART;
- if (c < 0 || c> HU_FONTSIZE)
- {
- cx += 4;
- continue;
- }
-
- w = SHORT (hu_font[c]->width);
- if (cx+w > SCREENWIDTH)
- break;
- V_DrawPatch(cx, cy, hu_font[c]);
- cx+=w;
- }
-
-}
-
-//
-// Final DOOM 2 animation
-// Casting by id Software.
-// in order of appearance
-//
-typedef struct
-{
- char *name;
- mobjtype_t type;
-} castinfo_t;
-
-castinfo_t castorder[] = {
- {CC_ZOMBIE, MT_POSSESSED},
- {CC_SHOTGUN, MT_SHOTGUY},
- {CC_HEAVY, MT_CHAINGUY},
- {CC_IMP, MT_TROOP},
- {CC_DEMON, MT_SERGEANT},
- {CC_LOST, MT_SKULL},
- {CC_CACO, MT_HEAD},
- {CC_HELL, MT_KNIGHT},
- {CC_BARON, MT_BRUISER},
- {CC_ARACH, MT_BABY},
- {CC_PAIN, MT_PAIN},
- {CC_REVEN, MT_UNDEAD},
- {CC_MANCU, MT_FATSO},
- {CC_ARCH, MT_VILE},
- {CC_SPIDER, MT_SPIDER},
- {CC_CYBER, MT_CYBORG},
- {CC_HERO, MT_PLAYER},
-
- {NULL,0}
-};
-
-int castnum;
-int casttics;
-state_t* caststate;
-boolean castdeath;
-int castframes;
-int castonmelee;
-boolean castattacking;
-
-
-//
-// F_StartCast
-//
-extern gamestate_t wipegamestate;
-
-
-void F_StartCast (void)
-{
- wipegamestate = -1; // force a screen wipe
- castnum = 0;
- caststate = &states[mobjinfo[castorder[castnum].type].seestate];
- casttics = caststate->tics;
- castdeath = false;
- finalestage = F_STAGE_CAST;
- castframes = 0;
- castonmelee = 0;
- castattacking = false;
- S_ChangeMusic(mus_evil, true);
-}
-
-
-//
-// F_CastTicker
-//
-void F_CastTicker (void)
-{
- int st;
- int sfx;
-
- if (--casttics > 0)
- return; // not time to change state yet
-
- if (caststate->tics == -1 || caststate->nextstate == S_NULL)
- {
- // switch from deathstate to next monster
- castnum++;
- castdeath = false;
- if (castorder[castnum].name == NULL)
- castnum = 0;
- if (mobjinfo[castorder[castnum].type].seesound)
- S_StartSound (NULL, mobjinfo[castorder[castnum].type].seesound);
- caststate = &states[mobjinfo[castorder[castnum].type].seestate];
- castframes = 0;
- }
- else
- {
- // just advance to next state in animation
- if (caststate == &states[S_PLAY_ATK1])
- goto stopattack; // Oh, gross hack!
- st = caststate->nextstate;
- caststate = &states[st];
- castframes++;
-
- // sound hacks....
- switch (st)
- {
- case S_PLAY_ATK1: sfx = sfx_dshtgn; break;
- case S_POSS_ATK2: sfx = sfx_pistol; break;
- case S_SPOS_ATK2: sfx = sfx_shotgn; break;
- case S_VILE_ATK2: sfx = sfx_vilatk; break;
- case S_SKEL_FIST2: sfx = sfx_skeswg; break;
- case S_SKEL_FIST4: sfx = sfx_skepch; break;
- case S_SKEL_MISS2: sfx = sfx_skeatk; break;
- case S_FATT_ATK8:
- case S_FATT_ATK5:
- case S_FATT_ATK2: sfx = sfx_firsht; break;
- case S_CPOS_ATK2:
- case S_CPOS_ATK3:
- case S_CPOS_ATK4: sfx = sfx_shotgn; break;
- case S_TROO_ATK3: sfx = sfx_claw; break;
- case S_SARG_ATK2: sfx = sfx_sgtatk; break;
- case S_BOSS_ATK2:
- case S_BOS2_ATK2:
- case S_HEAD_ATK2: sfx = sfx_firsht; break;
- case S_SKULL_ATK2: sfx = sfx_sklatk; break;
- case S_SPID_ATK2:
- case S_SPID_ATK3: sfx = sfx_shotgn; break;
- case S_BSPI_ATK2: sfx = sfx_plasma; break;
- case S_CYBER_ATK2:
- case S_CYBER_ATK4:
- case S_CYBER_ATK6: sfx = sfx_rlaunc; break;
- case S_PAIN_ATK3: sfx = sfx_sklatk; break;
- default: sfx = 0; break;
- }
-
- if (sfx)
- S_StartSound (NULL, sfx);
- }
-
- if (castframes == 12)
- {
- // go into attack frame
- castattacking = true;
- if (castonmelee)
- caststate=&states[mobjinfo[castorder[castnum].type].meleestate];
- else
- caststate=&states[mobjinfo[castorder[castnum].type].missilestate];
- castonmelee ^= 1;
- if (caststate == &states[S_NULL])
- {
- if (castonmelee)
- caststate=
- &states[mobjinfo[castorder[castnum].type].meleestate];
- else
- caststate=
- &states[mobjinfo[castorder[castnum].type].missilestate];
- }
- }
-
- if (castattacking)
- {
- if (castframes == 24
- || caststate == &states[mobjinfo[castorder[castnum].type].seestate] )
- {
- stopattack:
- castattacking = false;
- castframes = 0;
- caststate = &states[mobjinfo[castorder[castnum].type].seestate];
- }
- }
-
- casttics = caststate->tics;
- if (casttics == -1)
- casttics = 15;
-}
-
-
-//
-// F_CastResponder
-//
-
-boolean F_CastResponder (event_t* ev)
-{
- if (ev->type != ev_keydown)
- return false;
-
- if (castdeath)
- return true; // already in dying frames
-
- // go into death frame
- castdeath = true;
- caststate = &states[mobjinfo[castorder[castnum].type].deathstate];
- casttics = caststate->tics;
- castframes = 0;
- castattacking = false;
- if (mobjinfo[castorder[castnum].type].deathsound)
- S_StartSound (NULL, mobjinfo[castorder[castnum].type].deathsound);
-
- return true;
-}
-
-
-void F_CastPrint (char* text)
-{
- char* ch;
- int c;
- int cx;
- int w;
- int width;
-
- // find width
- ch = text;
- width = 0;
-
- while (ch)
- {
- c = *ch++;
- if (!c)
- break;
- c = toupper(c) - HU_FONTSTART;
- if (c < 0 || c> HU_FONTSIZE)
- {
- width += 4;
- continue;
- }
-
- w = SHORT (hu_font[c]->width);
- width += w;
- }
-
- // draw it
- cx = 160-width/2;
- ch = text;
- while (ch)
- {
- c = *ch++;
- if (!c)
- break;
- c = toupper(c) - HU_FONTSTART;
- if (c < 0 || c> HU_FONTSIZE)
- {
- cx += 4;
- continue;
- }
-
- w = SHORT (hu_font[c]->width);
- V_DrawPatch(cx, 180, hu_font[c]);
- cx+=w;
- }
-
-}
-
-
-//
-// F_CastDrawer
-//
-
-void F_CastDrawer (void)
-{
- spritedef_t* sprdef;
- spriteframe_t* sprframe;
- int lump;
- boolean flip;
- patch_t* patch;
-
- // erase the entire screen to a background
- V_DrawPatch (0, 0, W_CacheLumpName (DEH_String("BOSSBACK"), PU_CACHE));
-
- F_CastPrint (DEH_String(castorder[castnum].name));
-
- // draw the current frame in the middle of the screen
- sprdef = &sprites[caststate->sprite];
- sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
- lump = sprframe->lump[0];
- flip = (boolean)sprframe->flip[0];
-
- patch = W_CacheLumpNum (lump+firstspritelump, PU_CACHE);
- if (flip)
- V_DrawPatchFlipped(160, 170, patch);
- else
- V_DrawPatch(160, 170, patch);
-}
-
-
-//
-// F_DrawPatchCol
-//
-void
-F_DrawPatchCol
-( int x,
- patch_t* patch,
- int col )
-{
- column_t* column;
- byte* source;
- byte* dest;
- byte* desttop;
- int count;
-
- column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
- desttop = I_VideoBuffer + x;
-
- // step through the posts in a column
- while (column->topdelta != 0xff )
- {
- source = (byte *)column + 3;
- dest = desttop + column->topdelta*SCREENWIDTH;
- count = column->length;
-
- while (count--)
- {
- *dest = *source++;
- dest += SCREENWIDTH;
- }
- column = (column_t *)( (byte *)column + column->length + 4 );
- }
-}
-
-
-//
-// F_BunnyScroll
-//
-void F_BunnyScroll (void)
-{
- signed int scrolled;
- int x;
- patch_t* p1;
- patch_t* p2;
- char name[10];
- int stage;
- static int laststage;
-
- p1 = W_CacheLumpName (DEH_String("PFUB2"), PU_LEVEL);
- p2 = W_CacheLumpName (DEH_String("PFUB1"), PU_LEVEL);
-
- V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
-
- scrolled = (320 - ((signed int) finalecount-230)/2);
- if (scrolled > 320)
- scrolled = 320;
- if (scrolled < 0)
- scrolled = 0;
-
- for ( x=0 ; x<SCREENWIDTH ; x++)
- {
- if (x+scrolled < 320)
- F_DrawPatchCol (x, p1, x+scrolled);
- else
- F_DrawPatchCol (x, p2, x+scrolled - 320);
- }
-
- if (finalecount < 1130)
- return;
- if (finalecount < 1180)
- {
- V_DrawPatch((SCREENWIDTH - 13 * 8) / 2,
- (SCREENHEIGHT - 8 * 8) / 2,
- W_CacheLumpName(DEH_String("END0"), PU_CACHE));
- laststage = 0;
- return;
- }
-
- stage = (finalecount-1180) / 5;
- if (stage > 6)
- stage = 6;
- if (stage > laststage)
- {
- S_StartSound (NULL, sfx_pistol);
- laststage = stage;
- }
-
- sprintf (name, DEH_String("END%i"), stage);
- V_DrawPatch((SCREENWIDTH - 13 * 8) / 2,
- (SCREENHEIGHT - 8 * 8) / 2,
- W_CacheLumpName (name,PU_CACHE));
-}
-
-static void F_ArtScreenDrawer(void)
-{
- char *lumpname;
-
- if (gameepisode == 3)
- {
- F_BunnyScroll();
- }
- else
- {
- switch (gameepisode)
- {
- case 1:
- if (gamemode == retail)
- {
- lumpname = "CREDIT";
- }
- else
- {
- lumpname = "HELP2";
- }
- break;
- case 2:
- lumpname = "VICTORY2";
- break;
- case 4:
- lumpname = "ENDPIC";
- break;
- default:
- return;
- }
-
- lumpname = DEH_String(lumpname);
-
- V_DrawPatch (0, 0, W_CacheLumpName(lumpname, PU_CACHE));
- }
-}
-
-//
-// F_Drawer
-//
-void F_Drawer (void)
-{
- switch (finalestage)
- {
- case F_STAGE_CAST:
- F_CastDrawer();
- break;
- case F_STAGE_TEXT:
- F_TextWrite();
- break;
- case F_STAGE_ARTSCREEN:
- F_ArtScreenDrawer();
- break;
- }
-}
-
-
--- a/src/strife/f_finale.h
+++ /dev/null
@@ -1,53 +1,0 @@
-// 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
--- a/src/strife/f_wipe.c
+++ /dev/null
@@ -1,304 +1,0 @@
-// 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 <string.h>
-
-#include "z_zone.h"
-#include "i_video.h"
-#include "v_video.h"
-#include "m_random.h"
-
-#include "doomtype.h"
-
-#include "f_wipe.h"
-
-//
-// SCREEN WIPE PACKAGE
-//
-
-// when zero, stop the wipe
-static boolean go = 0;
-
-static byte* wipe_scr_start;
-static byte* wipe_scr_end;
-static byte* wipe_scr;
-
-
-void
-wipe_shittyColMajorXform
-( short* array,
- int width,
- int height )
-{
- int x;
- int y;
- short* dest;
-
- dest = (short*) Z_Malloc(width*height*2, PU_STATIC, 0);
-
- for(y=0;y<height;y++)
- for(x=0;x<width;x++)
- dest[x*height+y] = array[y*width+x];
-
- memcpy(array, dest, width*height*2);
-
- Z_Free(dest);
-
-}
-
-int
-wipe_initColorXForm
-( int width,
- int height,
- int ticks )
-{
- memcpy(wipe_scr, wipe_scr_start, width*height);
- return 0;
-}
-
-int
-wipe_doColorXForm
-( int width,
- int height,
- int ticks )
-{
- boolean changed;
- byte* w;
- byte* e;
- int newval;
-
- changed = false;
- w = wipe_scr;
- e = wipe_scr_end;
-
- while (w!=wipe_scr+width*height)
- {
- if (*w != *e)
- {
- if (*w > *e)
- {
- newval = *w - ticks;
- if (newval < *e)
- *w = *e;
- else
- *w = newval;
- changed = true;
- }
- else if (*w < *e)
- {
- newval = *w + ticks;
- if (newval > *e)
- *w = *e;
- else
- *w = newval;
- changed = true;
- }
- }
- w++;
- e++;
- }
-
- return !changed;
-
-}
-
-int
-wipe_exitColorXForm
-( int width,
- int height,
- int ticks )
-{
- return 0;
-}
-
-
-static int* y;
-
-int
-wipe_initMelt
-( int width,
- int height,
- int ticks )
-{
- int i, r;
-
- // copy start screen to main screen
- memcpy(wipe_scr, wipe_scr_start, width*height);
-
- // makes this wipe faster (in theory)
- // to have stuff in column-major format
- wipe_shittyColMajorXform((short*)wipe_scr_start, width/2, height);
- wipe_shittyColMajorXform((short*)wipe_scr_end, width/2, height);
-
- // setup initial column positions
- // (y<0 => not ready to scroll yet)
- y = (int *) Z_Malloc(width*sizeof(int), PU_STATIC, 0);
- y[0] = -(M_Random()%16);
- for (i=1;i<width;i++)
- {
- r = (M_Random()%3) - 1;
- y[i] = y[i-1] + r;
- if (y[i] > 0) y[i] = 0;
- else if (y[i] == -16) y[i] = -15;
- }
-
- return 0;
-}
-
-int
-wipe_doMelt
-( int width,
- int height,
- int ticks )
-{
- int i;
- int j;
- int dy;
- int idx;
-
- short* s;
- short* d;
- boolean done = true;
-
- width/=2;
-
- while (ticks--)
- {
- for (i=0;i<width;i++)
- {
- if (y[i]<0)
- {
- y[i]++; done = false;
- }
- else if (y[i] < height)
- {
- dy = (y[i] < 16) ? y[i]+1 : 8;
- if (y[i]+dy >= height) dy = height - y[i];
- s = &((short *)wipe_scr_end)[i*height+y[i]];
- d = &((short *)wipe_scr)[y[i]*width+i];
- idx = 0;
- for (j=dy;j;j--)
- {
- d[idx] = *(s++);
- idx += width;
- }
- y[i] += dy;
- s = &((short *)wipe_scr_start)[i*height];
- d = &((short *)wipe_scr)[y[i]*width+i];
- idx = 0;
- for (j=height-y[i];j;j--)
- {
- d[idx] = *(s++);
- idx += width;
- }
- done = false;
- }
- }
- }
-
- return done;
-
-}
-
-int
-wipe_exitMelt
-( int width,
- int height,
- int ticks )
-{
- Z_Free(y);
- Z_Free(wipe_scr_start);
- Z_Free(wipe_scr_end);
- return 0;
-}
-
-int
-wipe_StartScreen
-( int x,
- int y,
- int width,
- int height )
-{
- wipe_scr_start = Z_Malloc(SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL);
- I_ReadScreen(wipe_scr_start);
- return 0;
-}
-
-int
-wipe_EndScreen
-( int x,
- int y,
- int width,
- int height )
-{
- wipe_scr_end = Z_Malloc(SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL);
- I_ReadScreen(wipe_scr_end);
- V_DrawBlock(x, y, width, height, wipe_scr_start); // restore start scr.
- return 0;
-}
-
-int
-wipe_ScreenWipe
-( int wipeno,
- int x,
- int y,
- int width,
- int height,
- int ticks )
-{
- int rc;
- static int (*wipes[])(int, int, int) =
- {
- wipe_initColorXForm, wipe_doColorXForm, wipe_exitColorXForm,
- wipe_initMelt, wipe_doMelt, wipe_exitMelt
- };
-
- void V_MarkRect(int, int, int, int);
-
- // initial stuff
- if (!go)
- {
- go = 1;
- // wipe_scr = (byte *) Z_Malloc(width*height, PU_STATIC, 0); // DEBUG
- wipe_scr = I_VideoBuffer;
- (*wipes[wipeno*3])(width, height, ticks);
- }
-
- // do a piece of wipe-in
- V_MarkRect(0, 0, width, height);
- rc = (*wipes[wipeno*3+1])(width, height, ticks);
- // V_DrawBlock(x, y, 0, width, height, wipe_scr); // DEBUG
-
- // final stuff
- if (rc)
- {
- go = 0;
- (*wipes[wipeno*3+2])(width, height, ticks);
- }
-
- return !go;
-}
-
--- a/src/strife/f_wipe.h
+++ /dev/null
@@ -1,71 +1,0 @@
-// 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
--- a/src/strife/g_game.c
+++ /dev/null
@@ -1,2098 +1,0 @@
-// 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 <string.h>
-#include <stdlib.h>
-#include <math.h>
-
-#include "doomdef.h"
-#include "doomkeys.h"
-#include "doomstat.h"
-
-#include "deh_main.h"
-#include "deh_misc.h"
-
-#include "z_zone.h"
-#include "f_finale.h"
-#include "m_argv.h"
-#include "m_controls.h"
-#include "m_misc.h"
-#include "m_menu.h"
-#include "m_random.h"
-#include "i_system.h"
-#include "i_timer.h"
-#include "i_video.h"
-
-#include "p_setup.h"
-#include "p_saveg.h"
-#include "p_tick.h"
-
-#include "d_main.h"
-
-#include "wi_stuff.h"
-#include "hu_stuff.h"
-#include "st_stuff.h"
-#include "am_map.h"
-
-// Needs access to LFB.
-#include "v_video.h"
-
-#include "w_wad.h"
-
-#include "p_local.h"
-
-#include "s_sound.h"
-
-// Data.
-#include "dstrings.h"
-#include "sounds.h"
-
-// SKY handling - still the wrong place.
-#include "r_data.h"
-#include "r_sky.h"
-
-
-
-#include "g_game.h"
-
-
-#define SAVEGAMESIZE 0x2c000
-
-boolean G_CheckDemoStatus (void);
-void G_ReadDemoTiccmd (ticcmd_t* cmd);
-void G_WriteDemoTiccmd (ticcmd_t* cmd);
-void G_PlayerReborn (int player);
-void G_InitNew (skill_t skill, int episode, int map);
-
-void G_DoReborn (int playernum);
-
-void G_DoLoadLevel (void);
-void G_DoNewGame (void);
-void G_DoLoadGame (void);
-void G_DoPlayDemo (void);
-void G_DoCompleted (void);
-void G_DoVictory (void);
-void G_DoWorldDone (void);
-void G_DoSaveGame (void);
-
-// Gamestate the last time G_Ticker was called.
-
-gamestate_t oldgamestate;
-
-gameaction_t gameaction;
-gamestate_t gamestate;
-skill_t gameskill;
-boolean respawnmonsters;
-int gameepisode;
-int gamemap;
-
-// If non-zero, exit the level after this number of minutes.
-
-int timelimit;
-
-boolean paused;
-boolean sendpause; // send a pause event next tic
-boolean sendsave; // send a save event next tic
-boolean usergame; // ok to save / end game
-
-boolean timingdemo; // if true, exit with report on completion
-boolean nodrawers; // for comparative timing purposes
-int starttime; // for comparative timing purposes
-
-boolean viewactive;
-
-boolean deathmatch; // only if started as net death
-boolean netgame; // only true if packets are broadcast
-boolean playeringame[MAXPLAYERS];
-player_t players[MAXPLAYERS];
-
-boolean turbodetected[MAXPLAYERS];
-
-int consoleplayer; // player taking events and displaying
-int displayplayer; // view being displayed
-int gametic;
-int levelstarttic; // gametic at level start
-int totalkills, totalitems, totalsecret; // for intermission
-
-char demoname[32];
-boolean demorecording;
-boolean longtics; // cph's doom 1.91 longtics hack
-boolean lowres_turn; // low resolution turning for longtics
-boolean demoplayback;
-boolean netdemo;
-byte* demobuffer;
-byte* demo_p;
-byte* demoend;
-boolean singledemo; // quit after playing a demo from cmdline
-
-boolean precache = true; // if true, load all graphics at start
-
-boolean testcontrols = false; // Invoked by setup to test controls
-
-wbstartstruct_t wminfo; // parms for world map / intermission
-
-byte consistancy[MAXPLAYERS][BACKUPTICS];
-
-#define MAXPLMOVE (forwardmove[1])
-
-#define TURBOTHRESHOLD 0x32
-
-fixed_t forwardmove[2] = {0x19, 0x32};
-fixed_t sidemove[2] = {0x18, 0x28};
-fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
-
-static int *weapon_keys[] = {
- &key_weapon1,
- &key_weapon2,
- &key_weapon3,
- &key_weapon4,
- &key_weapon5,
- &key_weapon6,
- &key_weapon7,
- &key_weapon8
-};
-
-#define SLOWTURNTICS 6
-
-#define NUMKEYS 256
-
-static boolean gamekeydown[NUMKEYS];
-static int turnheld; // for accelerative turning
-
-static boolean mousearray[4];
-static boolean *mousebuttons = &mousearray[1]; // allow [-1]
-
-// mouse values are used once
-int mousex;
-int mousey;
-
-static int dclicktime;
-static boolean dclickstate;
-static int dclicks;
-static int dclicktime2;
-static boolean dclickstate2;
-static int dclicks2;
-
-#define MAX_JOY_BUTTONS 20
-
-// joystick values are repeated
-static int joyxmove;
-static int joyymove;
-static boolean joyarray[MAX_JOY_BUTTONS + 1];
-static boolean *joybuttons = &joyarray[1]; // allow [-1]
-
-static int savegameslot;
-static char savedescription[32];
-
-static int testcontrols_mousespeed;
-
-#define BODYQUESIZE 32
-
-mobj_t* bodyque[BODYQUESIZE];
-int bodyqueslot;
-
-int vanilla_savegame_limit = 1;
-int vanilla_demo_limit = 1;
-
-
-#define MOUSE_SPEED_BOX_WIDTH 16
-#define COLOR_RED 0xb0
-#define COLOR_BLACK 0x00
-#define COLOR_WHITE 0x04
-#define COLOR_YELLOW 0xe7
-
-void G_DrawMouseSpeedBox(void)
-{
- extern int usemouse;
- int i;
- int box_x, box_y;
- int original_speed;
- int x, y;
- int redline_x;
- int linelen;
- char *lumpname;
- int color;
-
- // If the mouse is turned off or acceleration is turned off, don't
- // draw the box at all.
-
- if (!usemouse || fabs(mouse_acceleration - 1) < 0.01)
- {
- return;
- }
-
- // Calculate box position
-
- box_x = SCREENWIDTH - MOUSE_SPEED_BOX_WIDTH * 8;
- box_y = SCREENHEIGHT - 9;
-
- // Draw the box.
-
- x = box_x;
-
- for (i=0; i<MOUSE_SPEED_BOX_WIDTH; ++i)
- {
- if (i == 0)
- {
- lumpname = "M_LSLEFT";
- }
- else if (i == MOUSE_SPEED_BOX_WIDTH - 1)
- {
- lumpname = "M_LSRGHT";
- }
- else
- {
- lumpname = "M_LSCNTR";
- }
-
- V_DrawPatchDirect(x, box_y,
- W_CacheLumpName(DEH_String(lumpname), PU_CACHE));
- x += 8;
- }
-
- // Calculate the position of the red line. This is 1/3 of the way
- // along the box.
-
- redline_x = (MOUSE_SPEED_BOX_WIDTH / 3) * 8;
-
- // Undo acceleration and get back the original mouse speed
-
- if (testcontrols_mousespeed < mouse_threshold)
- {
- original_speed = testcontrols_mousespeed;
- }
- else
- {
- original_speed = testcontrols_mousespeed - mouse_threshold;
- original_speed = (int) (original_speed / mouse_acceleration);
- original_speed += mouse_threshold;
- }
-
- // Calculate line length
-
- linelen = (original_speed * redline_x) / mouse_threshold;
-
- // Draw horizontal "thermometer"
-
- for (x=0; x<(MOUSE_SPEED_BOX_WIDTH - 1) * 8; ++x)
- {
- if (x < linelen)
- {
- if (x < redline_x)
- {
- color = COLOR_WHITE;
- }
- else
- {
- color = COLOR_YELLOW;
- }
- }
- else
- {
- color = COLOR_BLACK;
- }
-
- I_VideoBuffer[(box_y - 4) * SCREENWIDTH + box_x + x + 1] = color;
- }
-
- // Draw red line
-
- for (y=box_y - 8; y<box_y; ++y)
- {
- I_VideoBuffer[y * SCREENWIDTH + box_x + redline_x] = COLOR_RED;
- }
-}
-
-int G_CmdChecksum (ticcmd_t* cmd)
-{
- size_t i;
- int sum = 0;
-
- for (i=0 ; i< sizeof(*cmd)/4 - 1 ; i++)
- sum += ((int *)cmd)[i];
-
- return sum;
-}
-
-
-//
-// G_BuildTiccmd
-// Builds a ticcmd from all of the available inputs
-// or reads it from the demo buffer.
-// If recording a demo, write it out
-//
-void G_BuildTiccmd (ticcmd_t* cmd)
-{
- int i;
- boolean strafe;
- boolean bstrafe;
- int speed;
- int tspeed;
- int forward;
- int side;
-
- memset(cmd, 0, sizeof(ticcmd_t));
-
- cmd->consistancy =
- consistancy[consoleplayer][maketic%BACKUPTICS];
-
- strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
- || joybuttons[joybstrafe];
-
- // fraggle: support the old "joyb_speed = 31" hack which
- // allowed an autorun effect
-
- speed = key_speed >= NUMKEYS
- || joybspeed >= MAX_JOY_BUTTONS
- || gamekeydown[key_speed]
- || joybuttons[joybspeed];
-
- forward = side = 0;
-
- // use two stage accelerative turning
- // on the keyboard and joystick
- if (joyxmove < 0
- || joyxmove > 0
- || gamekeydown[key_right]
- || gamekeydown[key_left])
- turnheld += ticdup;
- else
- turnheld = 0;
-
- if (turnheld < SLOWTURNTICS)
- tspeed = 2; // slow turn
- else
- tspeed = speed;
-
- // let movement keys cancel each other out
- if (strafe)
- {
- if (gamekeydown[key_right])
- {
- // fprintf(stderr, "strafe right\n");
- side += sidemove[speed];
- }
- if (gamekeydown[key_left])
- {
- // fprintf(stderr, "strafe left\n");
- side -= sidemove[speed];
- }
- if (joyxmove > 0)
- side += sidemove[speed];
- if (joyxmove < 0)
- side -= sidemove[speed];
-
- }
- else
- {
- if (gamekeydown[key_right])
- cmd->angleturn -= angleturn[tspeed];
- if (gamekeydown[key_left])
- cmd->angleturn += angleturn[tspeed];
- if (joyxmove > 0)
- cmd->angleturn -= angleturn[tspeed];
- if (joyxmove < 0)
- cmd->angleturn += angleturn[tspeed];
- }
-
- if (gamekeydown[key_up])
- {
- // fprintf(stderr, "up\n");
- forward += forwardmove[speed];
- }
- if (gamekeydown[key_down])
- {
- // fprintf(stderr, "down\n");
- forward -= forwardmove[speed];
- }
-
- if (joyymove < 0)
- forward += forwardmove[speed];
- if (joyymove > 0)
- forward -= forwardmove[speed];
-
- if (gamekeydown[key_strafeleft]
- || joybuttons[joybstrafeleft]
- || mousebuttons[mousebstrafeleft])
- {
- side -= sidemove[speed];
- }
-
- if (gamekeydown[key_straferight]
- || joybuttons[joybstraferight]
- || mousebuttons[mousebstraferight])
- {
- side += sidemove[speed];
- }
-
- // buttons
- cmd->chatchar = HU_dequeueChatChar();
-
- if (gamekeydown[key_fire] || mousebuttons[mousebfire]
- || joybuttons[joybfire])
- cmd->buttons |= BT_ATTACK;
-
- if (gamekeydown[key_use]
- || joybuttons[joybuse]
- || mousebuttons[mousebuse])
- {
- cmd->buttons |= BT_USE;
- // clear double clicks if hit use button
- dclicks = 0;
- }
-
- // chainsaw overrides
-
- for (i=0; i<arrlen(weapon_keys); ++i)
- {
- int key = *weapon_keys[i];
-
- if (gamekeydown[key])
- {
- cmd->buttons |= BT_CHANGE;
- cmd->buttons |= i<<BT_WEAPONSHIFT;
- break;
- }
- }
-
- // mouse
- if (mousebuttons[mousebforward])
- {
- forward += forwardmove[speed];
- }
- if (mousebuttons[mousebbackward])
- {
- forward -= forwardmove[speed];
- }
-
- if (dclick_use)
- {
- // forward double click
- if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1 )
- {
- dclickstate = mousebuttons[mousebforward];
- if (dclickstate)
- dclicks++;
- if (dclicks == 2)
- {
- cmd->buttons |= BT_USE;
- dclicks = 0;
- }
- else
- dclicktime = 0;
- }
- else
- {
- dclicktime += ticdup;
- if (dclicktime > 20)
- {
- dclicks = 0;
- dclickstate = 0;
- }
- }
-
- // strafe double click
- bstrafe =
- mousebuttons[mousebstrafe]
- || joybuttons[joybstrafe];
- if (bstrafe != dclickstate2 && dclicktime2 > 1 )
- {
- dclickstate2 = bstrafe;
- if (dclickstate2)
- dclicks2++;
- if (dclicks2 == 2)
- {
- cmd->buttons |= BT_USE;
- dclicks2 = 0;
- }
- else
- dclicktime2 = 0;
- }
- else
- {
- dclicktime2 += ticdup;
- if (dclicktime2 > 20)
- {
- dclicks2 = 0;
- dclickstate2 = 0;
- }
- }
- }
-
- forward += mousey;
-
- if (strafe)
- side += mousex*2;
- else
- cmd->angleturn -= mousex*0x8;
-
- if (mousex == 0)
- {
- // No movement in the previous frame
-
- testcontrols_mousespeed = 0;
- }
-
- mousex = mousey = 0;
-
- if (forward > MAXPLMOVE)
- forward = MAXPLMOVE;
- else if (forward < -MAXPLMOVE)
- forward = -MAXPLMOVE;
- if (side > MAXPLMOVE)
- side = MAXPLMOVE;
- else if (side < -MAXPLMOVE)
- side = -MAXPLMOVE;
-
- cmd->forwardmove += forward;
- cmd->sidemove += side;
-
- // special buttons
- if (sendpause)
- {
- sendpause = false;
- cmd->buttons = BT_SPECIAL | BTS_PAUSE;
- }
-
- if (sendsave)
- {
- sendsave = false;
- cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT);
- }
-
- // low-res turning
-
- if (lowres_turn)
- {
- // round angleturn to the nearest 256 boundary
- // for recording demos with single byte values for turn
-
- cmd->angleturn = (cmd->angleturn + 128) & 0xff00;
- }
-}
-
-
-//
-// G_DoLoadLevel
-//
-extern gamestate_t wipegamestate;
-
-void G_DoLoadLevel (void)
-{
- int i;
-
- // Set the sky map.
- // First thing, we have a dummy sky texture name,
- // a flat. The data is in the WAD only because
- // we look for an actual index, instead of simply
- // setting one.
-
- skyflatnum = R_FlatNumForName(DEH_String(SKYFLATNAME));
-
- levelstarttic = gametic; // for time calculation
-
- if (wipegamestate == GS_LEVEL)
- wipegamestate = -1; // force a wipe
-
- gamestate = GS_LEVEL;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- turbodetected[i] = false;
- if (playeringame[i] && players[i].playerstate == PST_DEAD)
- players[i].playerstate = PST_REBORN;
- memset (players[i].frags,0,sizeof(players[i].frags));
- }
-
- P_SetupLevel (gameepisode, gamemap, 0, gameskill);
- displayplayer = consoleplayer; // view the guy you are playing
- gameaction = ga_nothing;
- Z_CheckHeap ();
-
- // clear cmd building stuff
-
- memset (gamekeydown, 0, sizeof(gamekeydown));
- joyxmove = joyymove = 0;
- mousex = mousey = 0;
- sendpause = sendsave = paused = false;
- memset (mousebuttons, 0, sizeof(mousebuttons));
- memset (joybuttons, 0, sizeof(joybuttons));
-
- if (testcontrols)
- {
- players[consoleplayer].message = "Press escape to quit.";
- }
-}
-
-
-static void SetJoyButtons(unsigned int buttons_mask)
-{
- int i;
-
- for (i=0; i<MAX_JOY_BUTTONS; ++i)
- {
- joybuttons[i] = (buttons_mask & (1 << i)) != 0;
- }
-}
-
-//
-// G_Responder
-// Get info needed to make ticcmd_ts for the players.
-//
-boolean G_Responder (event_t* ev)
-{
- // allow spy mode changes even during the demo
- if (gamestate == GS_LEVEL && ev->type == ev_keydown
- && ev->data1 == KEY_F12 && (singledemo || !deathmatch) )
- {
- // spy mode
- do
- {
- displayplayer++;
- if (displayplayer == MAXPLAYERS)
- displayplayer = 0;
- } while (!playeringame[displayplayer] && displayplayer != consoleplayer);
- return true;
- }
-
- // any other key pops up menu if in demos
- if (gameaction == ga_nothing && !singledemo &&
- (demoplayback || gamestate == GS_DEMOSCREEN)
- )
- {
- if (ev->type == ev_keydown ||
- (ev->type == ev_mouse && ev->data1) ||
- (ev->type == ev_joystick && ev->data1) )
- {
- M_StartControlPanel ();
- return true;
- }
- return false;
- }
-
- if (gamestate == GS_LEVEL)
- {
-#if 0
- if (devparm && ev->type == ev_keydown && ev->data1 == ';')
- {
- G_DeathMatchSpawnPlayer (0);
- return true;
- }
-#endif
- if (HU_Responder (ev))
- return true; // chat ate the event
- if (ST_Responder (ev))
- return true; // status window ate it
- if (AM_Responder (ev))
- return true; // automap ate it
- }
-
- if (gamestate == GS_FINALE)
- {
- if (F_Responder (ev))
- return true; // finale ate the event
- }
-
- if (testcontrols && ev->type == ev_mouse)
- {
- // If we are invoked by setup to test the controls, save the
- // mouse speed so that we can display it on-screen.
- // Perform a low pass filter on this so that the thermometer
- // appears to move smoothly.
-
- testcontrols_mousespeed = abs(ev->data2);
- }
-
- switch (ev->type)
- {
- case ev_keydown:
- if (ev->data1 == key_pause)
- {
- sendpause = true;
- }
- else if (ev->data1 <NUMKEYS)
- {
- gamekeydown[ev->data1] = true;
- }
-
- return true; // eat key down events
-
- case ev_keyup:
- if (ev->data1 <NUMKEYS)
- gamekeydown[ev->data1] = false;
- return false; // always let key up events filter down
-
- case ev_mouse:
- mousebuttons[0] = ev->data1 & 1;
- mousebuttons[1] = ev->data1 & 2;
- mousebuttons[2] = ev->data1 & 4;
- mousex = ev->data2*(mouseSensitivity+5)/10;
- mousey = ev->data3*(mouseSensitivity+5)/10;
- return true; // eat events
-
- case ev_joystick:
- SetJoyButtons(ev->data1);
- joyxmove = ev->data2;
- joyymove = ev->data3;
- return true; // eat events
-
- default:
- break;
- }
-
- return false;
-}
-
-
-
-//
-// G_Ticker
-// Make ticcmd_ts for the players.
-//
-void G_Ticker (void)
-{
- int i;
- int buf;
- ticcmd_t* cmd;
-
- // do player reborns if needed
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i] && players[i].playerstate == PST_REBORN)
- G_DoReborn (i);
-
- // do things to change the game state
- while (gameaction != ga_nothing)
- {
- switch (gameaction)
- {
- case ga_loadlevel:
- G_DoLoadLevel ();
- break;
- case ga_newgame:
- G_DoNewGame ();
- break;
- case ga_loadgame:
- G_DoLoadGame ();
- break;
- case ga_savegame:
- G_DoSaveGame ();
- break;
- case ga_playdemo:
- G_DoPlayDemo ();
- break;
- case ga_completed:
- G_DoCompleted ();
- break;
- case ga_victory:
- F_StartFinale ();
- break;
- case ga_worlddone:
- G_DoWorldDone ();
- break;
- case ga_screenshot:
- V_ScreenShot("DOOM%02i.pcx");
- players[consoleplayer].message = DEH_String("screen shot");
- gameaction = ga_nothing;
- break;
- case ga_nothing:
- break;
- }
- }
-
- // get commands, check consistancy,
- // and build new consistancy check
- buf = (gametic/ticdup)%BACKUPTICS;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- cmd = &players[i].cmd;
-
- memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t));
-
- if (demoplayback)
- G_ReadDemoTiccmd (cmd);
- if (demorecording)
- G_WriteDemoTiccmd (cmd);
-
- // check for turbo cheats
-
- // check ~ 4 seconds whether to display the turbo message.
- // store if the turbo threshold was exceeded in any tics
- // over the past 4 seconds. offset the checking period
- // for each player so messages are not displayed at the
- // same time.
-
- if (cmd->forwardmove > TURBOTHRESHOLD)
- {
- turbodetected[i] = true;
- }
-
- if ((gametic & 31) == 0
- && ((gametic >> 5) % MAXPLAYERS) == i
- && turbodetected[i])
- {
- static char turbomessage[80];
- extern char *player_names[4];
- sprintf (turbomessage, "%s is turbo!",player_names[i]);
- players[consoleplayer].message = turbomessage;
- turbodetected[i] = false;
- }
-
- if (netgame && !netdemo && !(gametic%ticdup) )
- {
- if (gametic > BACKUPTICS
- && consistancy[i][buf] != cmd->consistancy)
- {
- I_Error ("consistency failure (%i should be %i)",
- cmd->consistancy, consistancy[i][buf]);
- }
- if (players[i].mo)
- consistancy[i][buf] = players[i].mo->x;
- else
- consistancy[i][buf] = rndindex;
- }
- }
- }
-
- // check for special buttons
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- if (players[i].cmd.buttons & BT_SPECIAL)
- {
- switch (players[i].cmd.buttons & BT_SPECIALMASK)
- {
- case BTS_PAUSE:
- paused ^= 1;
- if (paused)
- S_PauseSound ();
- else
- S_ResumeSound ();
- break;
-
- case BTS_SAVEGAME:
- if (!savedescription[0])
- strcpy (savedescription, "NET GAME");
- savegameslot =
- (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
- gameaction = ga_savegame;
- break;
- }
- }
- }
- }
-
- // Have we just finished displaying an intermission screen?
-
- if (oldgamestate == GS_INTERMISSION && gamestate != GS_INTERMISSION)
- {
- WI_End();
- }
-
- oldgamestate = gamestate;
-
- // do main actions
- switch (gamestate)
- {
- case GS_LEVEL:
- P_Ticker ();
- ST_Ticker ();
- AM_Ticker ();
- HU_Ticker ();
- break;
-
- case GS_INTERMISSION:
- WI_Ticker ();
- break;
-
- case GS_FINALE:
- F_Ticker ();
- break;
-
- case GS_DEMOSCREEN:
- D_PageTicker ();
- break;
- }
-}
-
-
-//
-// PLAYER STRUCTURE FUNCTIONS
-// also see P_SpawnPlayer in P_Things
-//
-
-//
-// G_InitPlayer
-// Called at the start.
-// Called by the game initialization functions.
-//
-void G_InitPlayer (int player)
-{
- player_t* p;
-
- // set up the saved info
- p = &players[player];
-
- // clear everything else to defaults
- G_PlayerReborn (player);
-
-}
-
-
-
-//
-// G_PlayerFinishLevel
-// Can when a player completes a level.
-//
-void G_PlayerFinishLevel (int player)
-{
- player_t* p;
-
- p = &players[player];
-
- memset (p->powers, 0, sizeof (p->powers));
- memset (p->cards, 0, sizeof (p->cards));
- p->mo->flags &= ~MF_SHADOW; // cancel invisibility
- p->extralight = 0; // cancel gun flashes
- p->fixedcolormap = 0; // cancel ir gogles
- p->damagecount = 0; // no palette changes
- p->bonuscount = 0;
-}
-
-
-//
-// G_PlayerReborn
-// Called after a player dies
-// almost everything is cleared and initialized
-//
-void G_PlayerReborn (int player)
-{
- player_t* p;
- int i;
- int frags[MAXPLAYERS];
- int killcount;
- int itemcount;
- int secretcount;
-
- memcpy (frags,players[player].frags,sizeof(frags));
- killcount = players[player].killcount;
- itemcount = players[player].itemcount;
- secretcount = players[player].secretcount;
-
- p = &players[player];
- memset (p, 0, sizeof(*p));
-
- memcpy (players[player].frags, frags, sizeof(players[player].frags));
- players[player].killcount = killcount;
- players[player].itemcount = itemcount;
- players[player].secretcount = secretcount;
-
- p->usedown = p->attackdown = true; // don't do anything immediately
- p->playerstate = PST_LIVE;
- p->health = deh_initial_health; // Use dehacked value
- p->readyweapon = p->pendingweapon = wp_pistol;
- p->weaponowned[wp_fist] = true;
- p->weaponowned[wp_pistol] = true;
- p->ammo[am_clip] = deh_initial_bullets;
-
- for (i=0 ; i<NUMAMMO ; i++)
- p->maxammo[i] = maxammo[i];
-
-}
-
-//
-// G_CheckSpot
-// Returns false if the player cannot be respawned
-// at the given mapthing_t spot
-// because something is occupying it
-//
-void P_SpawnPlayer (mapthing_t* mthing);
-
-boolean
-G_CheckSpot
-( int playernum,
- mapthing_t* mthing )
-{
- fixed_t x;
- fixed_t y;
- subsector_t* ss;
- unsigned an;
- mobj_t* mo;
- int i;
-
- if (!players[playernum].mo)
- {
- // first spawn of level, before corpses
- for (i=0 ; i<playernum ; i++)
- if (players[i].mo->x == mthing->x << FRACBITS
- && players[i].mo->y == mthing->y << FRACBITS)
- return false;
- return true;
- }
-
- x = mthing->x << FRACBITS;
- y = mthing->y << FRACBITS;
-
- if (!P_CheckPosition (players[playernum].mo, x, y) )
- return false;
-
- // flush an old corpse if needed
- if (bodyqueslot >= BODYQUESIZE)
- P_RemoveMobj (bodyque[bodyqueslot%BODYQUESIZE]);
- bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo;
- bodyqueslot++;
-
- // spawn a teleport fog
- ss = R_PointInSubsector (x,y);
- an = ( ANG45 * (((unsigned int) mthing->angle)/45) ) >> ANGLETOFINESHIFT;
-
- mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an]
- , ss->sector->floorheight
- , MT_TFOG);
-
- if (players[consoleplayer].viewz != 1)
- S_StartSound (mo, sfx_telept); // don't start sound on first frame
-
- return true;
-}
-
-
-//
-// G_DeathMatchSpawnPlayer
-// Spawns a player at one of the random death match spots
-// called at level load and each death
-//
-void G_DeathMatchSpawnPlayer (int playernum)
-{
- int i,j;
- int selections;
-
- selections = deathmatch_p - deathmatchstarts;
- if (selections < 4)
- I_Error ("Only %i deathmatch spots, 4 required", selections);
-
- for (j=0 ; j<20 ; j++)
- {
- i = P_Random() % selections;
- if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
- {
- deathmatchstarts[i].type = playernum+1;
- P_SpawnPlayer (&deathmatchstarts[i]);
- return;
- }
- }
-
- // no good spot, so the player will probably get stuck
- P_SpawnPlayer (&playerstarts[playernum]);
-}
-
-//
-// G_DoReborn
-//
-void G_DoReborn (int playernum)
-{
- int i;
-
- if (!netgame)
- {
- // reload the level from scratch
- gameaction = ga_loadlevel;
- }
- else
- {
- // respawn at the start
-
- // first dissasociate the corpse
- players[playernum].mo->player = NULL;
-
- // spawn at random spot if in death match
- if (deathmatch)
- {
- G_DeathMatchSpawnPlayer (playernum);
- return;
- }
-
- if (G_CheckSpot (playernum, &playerstarts[playernum]) )
- {
- P_SpawnPlayer (&playerstarts[playernum]);
- return;
- }
-
- // try to spawn at one of the other players spots
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (G_CheckSpot (playernum, &playerstarts[i]) )
- {
- playerstarts[i].type = playernum+1; // fake as other player
- P_SpawnPlayer (&playerstarts[i]);
- playerstarts[i].type = i+1; // restore
- return;
- }
- // he's going to be inside something. Too bad.
- }
- P_SpawnPlayer (&playerstarts[playernum]);
- }
-}
-
-
-void G_ScreenShot (void)
-{
- gameaction = ga_screenshot;
-}
-
-
-
-// DOOM Par Times
-int pars[4][10] =
-{
- {0},
- {0,30,75,120,90,165,180,180,30,165},
- {0,90,90,90,120,90,360,240,30,170},
- {0,90,45,90,150,90,90,165,30,135}
-};
-
-// DOOM II Par Times
-int cpars[32] =
-{
- 30,90,120,120,90,150,120,120,270,90, // 1-10
- 210,150,150,150,210,150,420,150,210,150, // 11-20
- 240,150,180,150,150,300,330,420,300,180, // 21-30
- 120,30 // 31-32
-};
-
-
-//
-// G_DoCompleted
-//
-boolean secretexit;
-extern char* pagename;
-
-void G_ExitLevel (void)
-{
- secretexit = false;
- gameaction = ga_completed;
-}
-
-// Here's for the german edition.
-void G_SecretExitLevel (void)
-{
- // IF NO WOLF3D LEVELS, NO SECRET EXIT!
- if ( (gamemode == commercial)
- && (W_CheckNumForName("map31")<0))
- secretexit = false;
- else
- secretexit = true;
- gameaction = ga_completed;
-}
-
-void G_DoCompleted (void)
-{
- int i;
-
- gameaction = ga_nothing;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i])
- G_PlayerFinishLevel (i); // take away cards and stuff
-
- if (automapactive)
- AM_Stop ();
-
- if (gamemode != commercial)
- {
- // Chex Quest ends after 5 levels, rather than 8.
-
- if (gameversion == exe_chex)
- {
- if (gamemap == 5)
- {
- gameaction = ga_victory;
- return;
- }
- }
- else
- {
- switch(gamemap)
- {
- case 8:
- gameaction = ga_victory;
- return;
- case 9:
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].didsecret = true;
- break;
- }
- }
- }
-
-//#if 0 Hmmm - why?
- if ( (gamemap == 8)
- && (gamemode != commercial) )
- {
- // victory
- gameaction = ga_victory;
- return;
- }
-
- if ( (gamemap == 9)
- && (gamemode != commercial) )
- {
- // exit secret level
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].didsecret = true;
- }
-//#endif
-
-
- wminfo.didsecret = players[consoleplayer].didsecret;
- wminfo.epsd = gameepisode -1;
- wminfo.last = gamemap -1;
-
- // wminfo.next is 0 biased, unlike gamemap
- if ( gamemode == commercial)
- {
- if (secretexit)
- switch(gamemap)
- {
- case 15: wminfo.next = 30; break;
- case 31: wminfo.next = 31; break;
- }
- else
- switch(gamemap)
- {
- case 31:
- case 32: wminfo.next = 15; break;
- default: wminfo.next = gamemap;
- }
- }
- else
- {
- if (secretexit)
- wminfo.next = 8; // go to secret level
- else if (gamemap == 9)
- {
- // returning from secret level
- switch (gameepisode)
- {
- case 1:
- wminfo.next = 3;
- break;
- case 2:
- wminfo.next = 5;
- break;
- case 3:
- wminfo.next = 6;
- break;
- case 4:
- wminfo.next = 2;
- break;
- }
- }
- else
- wminfo.next = gamemap; // go to next level
- }
-
- wminfo.maxkills = totalkills;
- wminfo.maxitems = totalitems;
- wminfo.maxsecret = totalsecret;
- wminfo.maxfrags = 0;
- if ( gamemode == commercial )
- wminfo.partime = TICRATE*cpars[gamemap-1];
- else
- wminfo.partime = TICRATE*pars[gameepisode][gamemap];
- wminfo.pnum = consoleplayer;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- wminfo.plyr[i].in = playeringame[i];
- wminfo.plyr[i].skills = players[i].killcount;
- wminfo.plyr[i].sitems = players[i].itemcount;
- wminfo.plyr[i].ssecret = players[i].secretcount;
- wminfo.plyr[i].stime = leveltime;
- memcpy (wminfo.plyr[i].frags, players[i].frags
- , sizeof(wminfo.plyr[i].frags));
- }
-
- gamestate = GS_INTERMISSION;
- viewactive = false;
- automapactive = false;
-
- WI_Start (&wminfo);
-}
-
-
-//
-// G_WorldDone
-//
-void G_WorldDone (void)
-{
- gameaction = ga_worlddone;
-
- if (secretexit)
- players[consoleplayer].didsecret = true;
-
- if ( gamemode == commercial )
- {
- switch (gamemap)
- {
- case 15:
- case 31:
- if (!secretexit)
- break;
- case 6:
- case 11:
- case 20:
- case 30:
- F_StartFinale ();
- break;
- }
- }
-}
-
-void G_DoWorldDone (void)
-{
- gamestate = GS_LEVEL;
- gamemap = wminfo.next+1;
- G_DoLoadLevel ();
- gameaction = ga_nothing;
- viewactive = true;
-}
-
-
-
-//
-// G_InitFromSavegame
-// Can be called by the startup code or the menu task.
-//
-extern boolean setsizeneeded;
-void R_ExecuteSetViewSize (void);
-
-char savename[256];
-
-void G_LoadGame (char* name)
-{
- strcpy (savename, name);
- gameaction = ga_loadgame;
-}
-
-#define VERSIONSIZE 16
-
-
-void G_DoLoadGame (void)
-{
- int savedleveltime;
-
- gameaction = ga_nothing;
-
- save_stream = fopen(savename, "rb");
-
- if (save_stream == NULL)
- {
- return;
- }
-
- if (!P_ReadSaveGameHeader())
- {
- fclose(save_stream);
- return;
- }
-
- savedleveltime = leveltime;
-
- // load a base level
- G_InitNew (gameskill, gameepisode, gamemap);
-
- leveltime = savedleveltime;
-
- // dearchive all the modifications
- P_UnArchivePlayers ();
- P_UnArchiveWorld ();
- P_UnArchiveThinkers ();
- P_UnArchiveSpecials ();
-
- if (!P_ReadSaveGameEOF())
- I_Error ("Bad savegame");
-
- fclose(save_stream);
-
- if (setsizeneeded)
- R_ExecuteSetViewSize ();
-
- // draw the pattern into the back screen
- R_FillBackScreen ();
-}
-
-
-//
-// G_SaveGame
-// Called by the menu task.
-// Description is a 24 byte text string
-//
-void
-G_SaveGame
-( int slot,
- char* description )
-{
- savegameslot = slot;
- strcpy (savedescription, description);
- sendsave = true;
-}
-
-void G_DoSaveGame (void)
-{
- char *savegame_file;
- char *temp_savegame_file;
-
- temp_savegame_file = P_TempSaveGameFile();
- savegame_file = P_SaveGameFile(savegameslot);
-
- // Open the savegame file for writing. We write to a temporary file
- // and then rename it at the end if it was successfully written.
- // This prevents an existing savegame from being overwritten by
- // a corrupted one, or if a savegame buffer overrun occurs.
-
- save_stream = fopen(temp_savegame_file, "wb");
-
- if (save_stream == NULL)
- {
- return;
- }
-
- P_WriteSaveGameHeader(savedescription);
-
- P_ArchivePlayers ();
- P_ArchiveWorld ();
- P_ArchiveThinkers ();
- P_ArchiveSpecials ();
-
- P_WriteSaveGameEOF();
-
- // Enforce the same savegame size limit as in Vanilla Doom,
- // except if the vanilla_savegame_limit setting is turned off.
-
- if (vanilla_savegame_limit && ftell(save_stream) > SAVEGAMESIZE)
- {
- I_Error ("Savegame buffer overrun");
- }
-
- // Finish up, close the savegame file.
-
- fclose(save_stream);
-
- // Now rename the temporary savegame file to the actual savegame
- // file, overwriting the old savegame if there was one there.
-
- remove(savegame_file);
- rename(temp_savegame_file, savegame_file);
-
- gameaction = ga_nothing;
- strcpy(savedescription, "");
-
- players[consoleplayer].message = DEH_String(GGSAVED);
-
- // draw the pattern into the back screen
- R_FillBackScreen ();
-}
-
-
-//
-// G_InitNew
-// Can be called by the startup code or the menu task,
-// consoleplayer, displayplayer, playeringame[] should be set.
-//
-skill_t d_skill;
-int d_episode;
-int d_map;
-
-void
-G_DeferedInitNew
-( skill_t skill,
- int episode,
- int map)
-{
- d_skill = skill;
- d_episode = episode;
- d_map = map;
- gameaction = ga_newgame;
-}
-
-
-void G_DoNewGame (void)
-{
- demoplayback = false;
- netdemo = false;
- netgame = false;
- deathmatch = false;
- playeringame[1] = playeringame[2] = playeringame[3] = 0;
- respawnparm = false;
- fastparm = false;
- nomonsters = false;
- consoleplayer = 0;
- G_InitNew (d_skill, d_episode, d_map);
- gameaction = ga_nothing;
-}
-
-// The sky texture to be used instead of the F_SKY1 dummy.
-extern int skytexture;
-
-
-void
-G_InitNew
-( skill_t skill,
- int episode,
- int map )
-{
- char *skytexturename;
- int i;
-
- if (paused)
- {
- paused = false;
- S_ResumeSound ();
- }
-
-
- if (skill > sk_nightmare)
- skill = sk_nightmare;
-
-
- // This was quite messy with SPECIAL and commented parts.
- // Supposedly hacks to make the latest edition work.
- // It might not work properly.
- if (episode < 1)
- episode = 1;
-
- if ( gamemode == retail )
- {
- if (episode > 4)
- episode = 4;
- }
- else if ( gamemode == shareware )
- {
- if (episode > 1)
- episode = 1; // only start episode 1 on shareware
- }
- else
- {
- if (episode > 3)
- episode = 3;
- }
-
-
-
- if (map < 1)
- map = 1;
-
- if ( (map > 9)
- && ( gamemode != commercial) )
- map = 9;
-
- M_ClearRandom ();
-
- if (skill == sk_nightmare || respawnparm )
- respawnmonsters = true;
- else
- respawnmonsters = false;
-
- if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
- {
- for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics >>= 1;
- mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
- mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
- mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
- }
- else if (skill != sk_nightmare && gameskill == sk_nightmare)
- {
- for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics <<= 1;
- mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
- mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
- mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
- }
-
-
- // force players to be initialized upon first level load
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].playerstate = PST_REBORN;
-
- usergame = true; // will be set false if a demo
- paused = false;
- demoplayback = false;
- automapactive = false;
- viewactive = true;
- gameepisode = episode;
- gamemap = map;
- gameskill = skill;
-
- viewactive = true;
-
- // Set the sky to use.
- //
- // Note: This IS broken, but it is how Vanilla Doom behaves.
- // See http://doom.wikia.com/wiki/Sky_never_changes_in_Doom_II.
- //
- // Because we set the sky here at the start of a game, not at the
- // start of a level, the sky texture never changes unless we
- // restore from a saved game. This was fixed before the Doom
- // source release, but this IS the way Vanilla DOS Doom behaves.
-
- if (gamemode == commercial)
- {
- if (gamemap < 12)
- skytexturename = "SKY1";
- else if (gamemap < 21)
- skytexturename = "SKY2";
- else
- skytexturename = "SKY3";
- }
- else
- {
- switch (gameepisode)
- {
- default:
- case 1:
- skytexturename = "SKY1";
- break;
- case 2:
- skytexturename = "SKY2";
- break;
- case 3:
- skytexturename = "SKY3";
- break;
- case 4: // Special Edition sky
- skytexturename = "SKY4";
- break;
- }
- }
-
- skytexturename = DEH_String(skytexturename);
-
- skytexture = R_TextureNumForName(skytexturename);
-
-
- G_DoLoadLevel ();
-}
-
-
-//
-// DEMO RECORDING
-//
-#define DEMOMARKER 0x80
-
-
-void G_ReadDemoTiccmd (ticcmd_t* cmd)
-{
- if (*demo_p == DEMOMARKER)
- {
- // end of demo data stream
- G_CheckDemoStatus ();
- return;
- }
- cmd->forwardmove = ((signed char)*demo_p++);
- cmd->sidemove = ((signed char)*demo_p++);
-
- // If this is a longtics demo, read back in higher resolution
-
- if (longtics)
- {
- cmd->angleturn = *demo_p++;
- cmd->angleturn |= (*demo_p++) << 8;
- }
- else
- {
- cmd->angleturn = ((unsigned char) *demo_p++)<<8;
- }
-
- cmd->buttons = (unsigned char)*demo_p++;
-}
-
-// Increase the size of the demo buffer to allow unlimited demos
-
-static void IncreaseDemoBuffer(void)
-{
- int current_length;
- byte *new_demobuffer;
- byte *new_demop;
- int new_length;
-
- // Find the current size
-
- current_length = demoend - demobuffer;
-
- // Generate a new buffer twice the size
- new_length = current_length * 2;
-
- new_demobuffer = Z_Malloc(new_length, PU_STATIC, 0);
- new_demop = new_demobuffer + (demo_p - demobuffer);
-
- // Copy over the old data
-
- memcpy(new_demobuffer, demobuffer, current_length);
-
- // Free the old buffer and point the demo pointers at the new buffer.
-
- Z_Free(demobuffer);
-
- demobuffer = new_demobuffer;
- demo_p = new_demop;
- demoend = demobuffer + new_length;
-}
-
-void G_WriteDemoTiccmd (ticcmd_t* cmd)
-{
- byte *demo_start;
-
- if (gamekeydown['q']) // press q to end demo recording
- G_CheckDemoStatus ();
-
- demo_start = demo_p;
-
- *demo_p++ = cmd->forwardmove;
- *demo_p++ = cmd->sidemove;
-
- // If this is a longtics demo, record in higher resolution
-
- if (longtics)
- {
- *demo_p++ = (cmd->angleturn & 0xff);
- *demo_p++ = (cmd->angleturn >> 8) & 0xff;
- }
- else
- {
- *demo_p++ = cmd->angleturn >> 8;
- }
-
- *demo_p++ = cmd->buttons;
-
- // reset demo pointer back
- demo_p = demo_start;
-
- if (demo_p > demoend - 16)
- {
- if (vanilla_demo_limit)
- {
- // no more space
- G_CheckDemoStatus ();
- return;
- }
- else
- {
- // Vanilla demo limit disabled: unlimited
- // demo lengths!
-
- IncreaseDemoBuffer();
- }
- }
-
- G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same
-}
-
-
-
-//
-// G_RecordDemo
-//
-void G_RecordDemo (char* name)
-{
- int i;
- int maxsize;
-
- usergame = false;
- strcpy (demoname, name);
- strcat (demoname, ".lmp");
- maxsize = 0x20000;
-
- //!
- // @arg <size>
- // @category demo
- // @vanilla
- //
- // Specify the demo buffer size (KiB)
- //
-
- i = M_CheckParm ("-maxdemo");
- if (i && i<myargc-1)
- maxsize = atoi(myargv[i+1])*1024;
- demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL);
- demoend = demobuffer + maxsize;
-
- demorecording = true;
-}
-
-
-void G_BeginRecording (void)
-{
- int i;
-
- //!
- // @category demo
- //
- // Record a high resolution "Doom 1.91" demo.
- //
-
- longtics = M_CheckParm("-longtics") != 0;
-
- // If not recording a longtics demo, record in low res
-
- lowres_turn = !longtics;
-
- demo_p = demobuffer;
-
- // Save the right version code for this demo
-
- if (longtics)
- {
- *demo_p++ = DOOM_191_VERSION;
- }
- else
- {
- *demo_p++ = DOOM_VERSION;
- }
-
- *demo_p++ = gameskill;
- *demo_p++ = gameepisode;
- *demo_p++ = gamemap;
- *demo_p++ = deathmatch;
- *demo_p++ = respawnparm;
- *demo_p++ = fastparm;
- *demo_p++ = nomonsters;
- *demo_p++ = consoleplayer;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- *demo_p++ = playeringame[i];
-}
-
-
-//
-// G_PlayDemo
-//
-
-char* defdemoname;
-
-void G_DeferedPlayDemo (char* name)
-{
- defdemoname = name;
- gameaction = ga_playdemo;
-}
-
-// Generate a string describing a demo version
-
-static char *DemoVersionDescription(int version)
-{
- static char resultbuf[16];
-
- switch (version)
- {
- case 104:
- return "v1.4";
- case 105:
- return "v1.5";
- case 106:
- return "v1.6/v1.666";
- case 107:
- return "v1.7/v1.7a";
- case 108:
- return "v1.8";
- case 109:
- return "v1.9";
- default:
- break;
- }
-
- // Unknown version. Perhaps this is a pre-v1.4 IWAD? If the version
- // byte is in the range 0-4 then it can be a v1.0-v1.2 demo.
-
- if (version >= 0 && version <= 4)
- {
- return "v1.0/v1.1/v1.2";
- }
- else
- {
- sprintf(resultbuf, "%i.%i (unknown)", version / 100, version % 100);
- return resultbuf;
- }
-}
-
-void G_DoPlayDemo (void)
-{
- skill_t skill;
- int i, episode, map;
- int demoversion;
-
- gameaction = ga_nothing;
- demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC);
-
- demoversion = *demo_p++;
-
- if (demoversion == DOOM_VERSION)
- {
- longtics = false;
- }
- else if (demoversion == DOOM_191_VERSION)
- {
- // demo recorded with cph's modified "v1.91" doom exe
- longtics = true;
- }
- else
- {
- char *message = "Demo is from a different game version!\n"
- "(read %i, should be %i)\n"
- "\n"
- "*** You may need to upgrade your version "
- "of Doom to v1.9. ***\n"
- " See: http://doomworld.com/files/patches.shtml\n"
- " This appears to be %s.";
-
- I_Error(message, demoversion, DOOM_VERSION,
- DemoVersionDescription(demoversion));
- }
-
- skill = *demo_p++;
- episode = *demo_p++;
- map = *demo_p++;
- deathmatch = *demo_p++;
- respawnparm = *demo_p++;
- fastparm = *demo_p++;
- nomonsters = *demo_p++;
- consoleplayer = *demo_p++;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- playeringame[i] = *demo_p++;
-
- //!
- // @category demo
- //
- // Play back a demo recorded in a netgame with a single player.
- //
-
- if (playeringame[1] || M_CheckParm("-netdemo") > 0)
- {
- netgame = true;
- netdemo = true;
- }
-
- // don't spend a lot of time in loadlevel
- precache = false;
- G_InitNew (skill, episode, map);
- precache = true;
- starttime = I_GetTime ();
-
- usergame = false;
- demoplayback = true;
-}
-
-//
-// G_TimeDemo
-//
-void G_TimeDemo (char* name)
-{
- //!
- // @vanilla
- //
- // Disable rendering the screen entirely.
- //
-
- nodrawers = M_CheckParm ("-nodraw");
-
- timingdemo = true;
- singletics = true;
-
- defdemoname = name;
- gameaction = ga_playdemo;
-}
-
-
-/*
-===================
-=
-= G_CheckDemoStatus
-=
-= Called after a death or level completion to allow demos to be cleaned up
-= Returns true if a new demo loop action will take place
-===================
-*/
-
-boolean G_CheckDemoStatus (void)
-{
- int endtime;
-
- if (timingdemo)
- {
- float fps;
- int realtics;
-
- endtime = I_GetTime ();
- realtics = endtime - starttime;
- fps = ((float) gametic * TICRATE) / realtics;
-
- // Prevent recursive calls
- timingdemo = false;
- demoplayback = false;
-
- I_Error ("timed %i gametics in %i realtics (%f fps)",
- gametic, realtics, fps);
- }
-
- if (demoplayback)
- {
- W_ReleaseLumpName(defdemoname);
- demoplayback = false;
- netdemo = false;
- netgame = false;
- deathmatch = false;
- playeringame[1] = playeringame[2] = playeringame[3] = 0;
- respawnparm = false;
- fastparm = false;
- nomonsters = false;
- consoleplayer = 0;
-
- if (singledemo)
- I_Quit ();
- else
- D_AdvanceDemo ();
-
- return true;
- }
-
- if (demorecording)
- {
- *demo_p++ = DEMOMARKER;
- M_WriteFile (demoname, demobuffer, demo_p - demobuffer);
- Z_Free (demobuffer);
- demorecording = false;
- I_Error ("Demo %s recorded",demoname);
- }
-
- return false;
-}
-
-
-
--- a/src/strife/g_game.h
+++ /dev/null
@@ -1,87 +1,0 @@
-// 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
-
--- a/src/strife/hu_lib.c
+++ /dev/null
@@ -1,357 +1,0 @@
-// 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 <ctype.h>
-
-#include "doomdef.h"
-#include "doomkeys.h"
-
-#include "v_video.h"
-#include "i_swap.h"
-
-#include "hu_lib.h"
-#include "r_local.h"
-#include "r_draw.h"
-
-// boolean : whether the screen is always erased
-#define noterased viewwindowx
-
-extern boolean automapactive; // in AM_map.c
-
-void HUlib_init(void)
-{
-}
-
-void HUlib_clearTextLine(hu_textline_t* t)
-{
- t->len = 0;
- t->l[0] = 0;
- t->needsupdate = true;
-}
-
-void
-HUlib_initTextLine
-( hu_textline_t* t,
- int x,
- int y,
- patch_t** f,
- int sc )
-{
- t->x = x;
- t->y = y;
- t->f = f;
- t->sc = sc;
- HUlib_clearTextLine(t);
-}
-
-boolean
-HUlib_addCharToTextLine
-( hu_textline_t* t,
- char ch )
-{
-
- if (t->len == HU_MAXLINELENGTH)
- return false;
- else
- {
- t->l[t->len++] = ch;
- t->l[t->len] = 0;
- t->needsupdate = 4;
- return true;
- }
-
-}
-
-boolean HUlib_delCharFromTextLine(hu_textline_t* t)
-{
-
- if (!t->len) return false;
- else
- {
- t->l[--t->len] = 0;
- t->needsupdate = 4;
- return true;
- }
-
-}
-
-void
-HUlib_drawTextLine
-( hu_textline_t* l,
- boolean drawcursor )
-{
-
- int i;
- int w;
- int x;
- unsigned char c;
-
- // draw the new stuff
- x = l->x;
- for (i=0;i<l->len;i++)
- {
- c = toupper(l->l[i]);
- if (c != ' '
- && c >= l->sc
- && c <= '_')
- {
- w = SHORT(l->f[c - l->sc]->width);
- if (x+w > SCREENWIDTH)
- break;
- V_DrawPatchDirect(x, l->y, l->f[c - l->sc]);
- x += w;
- }
- else
- {
- x += 4;
- if (x >= SCREENWIDTH)
- break;
- }
- }
-
- // draw the cursor if requested
- if (drawcursor
- && x + SHORT(l->f['_' - l->sc]->width) <= SCREENWIDTH)
- {
- V_DrawPatchDirect(x, l->y, l->f['_' - l->sc]);
- }
-}
-
-
-// sorta called by HU_Erase and just better darn get things straight
-void HUlib_eraseTextLine(hu_textline_t* l)
-{
- int lh;
- int y;
- int yoffset;
- static boolean lastautomapactive = true;
-
- // Only erases when NOT in automap and the screen is reduced,
- // and the text must either need updating or refreshing
- // (because of a recent change back from the automap)
-
- if (!automapactive &&
- viewwindowx && l->needsupdate)
- {
- lh = SHORT(l->f[0]->height) + 1;
- for (y=l->y,yoffset=y*SCREENWIDTH ; y<l->y+lh ; y++,yoffset+=SCREENWIDTH)
- {
- if (y < viewwindowy || y >= viewwindowy + viewheight)
- R_VideoErase(yoffset, SCREENWIDTH); // erase entire line
- else
- {
- R_VideoErase(yoffset, viewwindowx); // erase left border
- R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx);
- // erase right border
- }
- }
- }
-
- lastautomapactive = automapactive;
- if (l->needsupdate) l->needsupdate--;
-
-}
-
-void
-HUlib_initSText
-( hu_stext_t* s,
- int x,
- int y,
- int h,
- patch_t** font,
- int startchar,
- boolean* on )
-{
-
- int i;
-
- s->h = h;
- s->on = on;
- s->laston = true;
- s->cl = 0;
- for (i=0;i<h;i++)
- HUlib_initTextLine(&s->l[i],
- x, y - i*(SHORT(font[0]->height)+1),
- font, startchar);
-
-}
-
-void HUlib_addLineToSText(hu_stext_t* s)
-{
-
- int i;
-
- // add a clear line
- if (++s->cl == s->h)
- s->cl = 0;
- HUlib_clearTextLine(&s->l[s->cl]);
-
- // everything needs updating
- for (i=0 ; i<s->h ; i++)
- s->l[i].needsupdate = 4;
-
-}
-
-void
-HUlib_addMessageToSText
-( hu_stext_t* s,
- char* prefix,
- char* msg )
-{
- HUlib_addLineToSText(s);
- if (prefix)
- while (*prefix)
- HUlib_addCharToTextLine(&s->l[s->cl], *(prefix++));
-
- while (*msg)
- HUlib_addCharToTextLine(&s->l[s->cl], *(msg++));
-}
-
-void HUlib_drawSText(hu_stext_t* s)
-{
- int i, idx;
- hu_textline_t *l;
-
- if (!*s->on)
- return; // if not on, don't draw
-
- // draw everything
- for (i=0 ; i<s->h ; i++)
- {
- idx = s->cl - i;
- if (idx < 0)
- idx += s->h; // handle queue of lines
-
- l = &s->l[idx];
-
- // need a decision made here on whether to skip the draw
- HUlib_drawTextLine(l, false); // no cursor, please
- }
-
-}
-
-void HUlib_eraseSText(hu_stext_t* s)
-{
-
- int i;
-
- for (i=0 ; i<s->h ; i++)
- {
- if (s->laston && !*s->on)
- s->l[i].needsupdate = 4;
- HUlib_eraseTextLine(&s->l[i]);
- }
- s->laston = *s->on;
-
-}
-
-void
-HUlib_initIText
-( hu_itext_t* it,
- int x,
- int y,
- patch_t** font,
- int startchar,
- boolean* on )
-{
- it->lm = 0; // default left margin is start of text
- it->on = on;
- it->laston = true;
- HUlib_initTextLine(&it->l, x, y, font, startchar);
-}
-
-
-// The following deletion routines adhere to the left margin restriction
-void HUlib_delCharFromIText(hu_itext_t* it)
-{
- if (it->l.len != it->lm)
- HUlib_delCharFromTextLine(&it->l);
-}
-
-void HUlib_eraseLineFromIText(hu_itext_t* it)
-{
- while (it->lm != it->l.len)
- HUlib_delCharFromTextLine(&it->l);
-}
-
-// Resets left margin as well
-void HUlib_resetIText(hu_itext_t* it)
-{
- it->lm = 0;
- HUlib_clearTextLine(&it->l);
-}
-
-void
-HUlib_addPrefixToIText
-( hu_itext_t* it,
- char* str )
-{
- while (*str)
- HUlib_addCharToTextLine(&it->l, *(str++));
- it->lm = it->l.len;
-}
-
-// wrapper function for handling general keyed input.
-// returns true if it ate the key
-boolean
-HUlib_keyInIText
-( hu_itext_t* it,
- unsigned char ch )
-{
- ch = toupper(ch);
-
- if (ch >= ' ' && ch <= '_')
- HUlib_addCharToTextLine(&it->l, (char) ch);
- else
- if (ch == KEY_BACKSPACE)
- HUlib_delCharFromIText(it);
- else
- if (ch != KEY_ENTER)
- return false; // did not eat key
-
- return true; // ate the key
-
-}
-
-void HUlib_drawIText(hu_itext_t* it)
-{
-
- hu_textline_t *l = &it->l;
-
- if (!*it->on)
- return;
- HUlib_drawTextLine(l, true); // draw the line w/ cursor
-
-}
-
-void HUlib_eraseIText(hu_itext_t* it)
-{
- if (it->laston && !*it->on)
- it->l.needsupdate = 4;
- HUlib_eraseTextLine(&it->l);
- it->laston = *it->on;
-}
-
--- a/src/strife/hu_lib.h
+++ /dev/null
@@ -1,190 +1,0 @@
-// 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
--- a/src/strife/hu_stuff.c
+++ /dev/null
@@ -1,654 +1,0 @@
-// 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 <ctype.h>
-
-#include "doomdef.h"
-#include "doomkeys.h"
-
-#include "z_zone.h"
-
-#include "deh_main.h"
-#include "i_swap.h"
-#include "i_video.h"
-
-#include "hu_stuff.h"
-#include "hu_lib.h"
-#include "m_controls.h"
-#include "w_wad.h"
-
-#include "s_sound.h"
-
-#include "doomstat.h"
-
-// Data.
-#include "dstrings.h"
-#include "sounds.h"
-
-//
-// Locally used constants, shortcuts.
-//
-#define HU_TITLE (mapnames[(gameepisode-1)*9+gamemap-1])
-#define HU_TITLE2 (mapnames2[gamemap-1])
-#define HU_TITLEP (mapnamesp[gamemap-1])
-#define HU_TITLET (mapnamest[gamemap-1])
-#define HU_TITLE_CHEX (mapnames[gamemap - 1])
-#define HU_TITLEHEIGHT 1
-#define HU_TITLEX 0
-#define HU_TITLEY (167 - SHORT(hu_font[0]->height))
-
-#define HU_INPUTTOGGLE 't'
-#define HU_INPUTX HU_MSGX
-#define HU_INPUTY (HU_MSGY + HU_MSGHEIGHT*(SHORT(hu_font[0]->height) +1))
-#define HU_INPUTWIDTH 64
-#define HU_INPUTHEIGHT 1
-
-
-
-char *chat_macros[10] =
-{
- HUSTR_CHATMACRO0,
- HUSTR_CHATMACRO1,
- HUSTR_CHATMACRO2,
- HUSTR_CHATMACRO3,
- HUSTR_CHATMACRO4,
- HUSTR_CHATMACRO5,
- HUSTR_CHATMACRO6,
- HUSTR_CHATMACRO7,
- HUSTR_CHATMACRO8,
- HUSTR_CHATMACRO9
-};
-
-char* player_names[] =
-{
- HUSTR_PLRGREEN,
- HUSTR_PLRINDIGO,
- HUSTR_PLRBROWN,
- HUSTR_PLRRED
-};
-
-char chat_char; // remove later.
-static player_t* plr;
-patch_t* hu_font[HU_FONTSIZE];
-static hu_textline_t w_title;
-boolean chat_on;
-static hu_itext_t w_chat;
-static boolean always_off = false;
-static char chat_dest[MAXPLAYERS];
-static hu_itext_t w_inputbuffer[MAXPLAYERS];
-
-static boolean message_on;
-boolean message_dontfuckwithme;
-static boolean message_nottobefuckedwith;
-
-static hu_stext_t w_message;
-static int message_counter;
-
-extern int showMessages;
-extern boolean automapactive;
-
-static boolean headsupactive = false;
-
-//
-// Builtin map names.
-// The actual names can be found in DStrings.h.
-//
-
-char* mapnames[] = // DOOM shareware/registered/retail (Ultimate) names.
-{
-
- HUSTR_E1M1,
- HUSTR_E1M2,
- HUSTR_E1M3,
- HUSTR_E1M4,
- HUSTR_E1M5,
- HUSTR_E1M6,
- HUSTR_E1M7,
- HUSTR_E1M8,
- HUSTR_E1M9,
-
- HUSTR_E2M1,
- HUSTR_E2M2,
- HUSTR_E2M3,
- HUSTR_E2M4,
- HUSTR_E2M5,
- HUSTR_E2M6,
- HUSTR_E2M7,
- HUSTR_E2M8,
- HUSTR_E2M9,
-
- HUSTR_E3M1,
- HUSTR_E3M2,
- HUSTR_E3M3,
- HUSTR_E3M4,
- HUSTR_E3M5,
- HUSTR_E3M6,
- HUSTR_E3M7,
- HUSTR_E3M8,
- HUSTR_E3M9,
-
- HUSTR_E4M1,
- HUSTR_E4M2,
- HUSTR_E4M3,
- HUSTR_E4M4,
- HUSTR_E4M5,
- HUSTR_E4M6,
- HUSTR_E4M7,
- HUSTR_E4M8,
- HUSTR_E4M9,
-
- "NEWLEVEL",
- "NEWLEVEL",
- "NEWLEVEL",
- "NEWLEVEL",
- "NEWLEVEL",
- "NEWLEVEL",
- "NEWLEVEL",
- "NEWLEVEL",
- "NEWLEVEL"
-};
-
-char* mapnames2[] = // DOOM 2 map names.
-{
- HUSTR_1,
- HUSTR_2,
- HUSTR_3,
- HUSTR_4,
- HUSTR_5,
- HUSTR_6,
- HUSTR_7,
- HUSTR_8,
- HUSTR_9,
- HUSTR_10,
- HUSTR_11,
-
- HUSTR_12,
- HUSTR_13,
- HUSTR_14,
- HUSTR_15,
- HUSTR_16,
- HUSTR_17,
- HUSTR_18,
- HUSTR_19,
- HUSTR_20,
-
- HUSTR_21,
- HUSTR_22,
- HUSTR_23,
- HUSTR_24,
- HUSTR_25,
- HUSTR_26,
- HUSTR_27,
- HUSTR_28,
- HUSTR_29,
- HUSTR_30,
- HUSTR_31,
- HUSTR_32
-};
-
-
-char* mapnamesp[] = // Plutonia WAD map names.
-{
- PHUSTR_1,
- PHUSTR_2,
- PHUSTR_3,
- PHUSTR_4,
- PHUSTR_5,
- PHUSTR_6,
- PHUSTR_7,
- PHUSTR_8,
- PHUSTR_9,
- PHUSTR_10,
- PHUSTR_11,
-
- PHUSTR_12,
- PHUSTR_13,
- PHUSTR_14,
- PHUSTR_15,
- PHUSTR_16,
- PHUSTR_17,
- PHUSTR_18,
- PHUSTR_19,
- PHUSTR_20,
-
- PHUSTR_21,
- PHUSTR_22,
- PHUSTR_23,
- PHUSTR_24,
- PHUSTR_25,
- PHUSTR_26,
- PHUSTR_27,
- PHUSTR_28,
- PHUSTR_29,
- PHUSTR_30,
- PHUSTR_31,
- PHUSTR_32
-};
-
-
-char *mapnamest[] = // TNT WAD map names.
-{
- THUSTR_1,
- THUSTR_2,
- THUSTR_3,
- THUSTR_4,
- THUSTR_5,
- THUSTR_6,
- THUSTR_7,
- THUSTR_8,
- THUSTR_9,
- THUSTR_10,
- THUSTR_11,
-
- THUSTR_12,
- THUSTR_13,
- THUSTR_14,
- THUSTR_15,
- THUSTR_16,
- THUSTR_17,
- THUSTR_18,
- THUSTR_19,
- THUSTR_20,
-
- THUSTR_21,
- THUSTR_22,
- THUSTR_23,
- THUSTR_24,
- THUSTR_25,
- THUSTR_26,
- THUSTR_27,
- THUSTR_28,
- THUSTR_29,
- THUSTR_30,
- THUSTR_31,
- THUSTR_32
-};
-
-void HU_Init(void)
-{
-
- int i;
- int j;
- char buffer[9];
-
- // load the heads-up font
- j = HU_FONTSTART;
- for (i=0;i<HU_FONTSIZE;i++)
- {
- sprintf(buffer, DEH_String("STCFN%.3d"), j++);
- hu_font[i] = (patch_t *) W_CacheLumpName(buffer, PU_STATIC);
- }
-
-}
-
-void HU_Stop(void)
-{
- headsupactive = false;
-}
-
-void HU_Start(void)
-{
-
- int i;
- char* s;
-
- if (headsupactive)
- HU_Stop();
-
- plr = &players[consoleplayer];
- message_on = false;
- message_dontfuckwithme = false;
- message_nottobefuckedwith = false;
- chat_on = false;
-
- // create the message widget
- HUlib_initSText(&w_message,
- HU_MSGX, HU_MSGY, HU_MSGHEIGHT,
- hu_font,
- HU_FONTSTART, &message_on);
-
- // create the map title widget
- HUlib_initTextLine(&w_title,
- HU_TITLEX, HU_TITLEY,
- hu_font,
- HU_FONTSTART);
-
- switch ( gamemission )
- {
- case doom:
- s = HU_TITLE;
- break;
- case doom2:
- s = HU_TITLE2;
- break;
- case pack_plut:
- s = HU_TITLEP;
- break;
- case pack_tnt:
- s = HU_TITLET;
- break;
- default:
- s = "Unknown level";
- break;
- }
-
- // Chex.exe always uses the episode 1 level title
- // eg. E2M1 gives the title for E1M1
-
- if (gameversion == exe_chex)
- {
- s = HU_TITLE_CHEX;
- }
-
- // dehacked substitution to get modified level name
-
- s = DEH_String(s);
-
- while (*s)
- HUlib_addCharToTextLine(&w_title, *(s++));
-
- // create the chat widget
- HUlib_initIText(&w_chat,
- HU_INPUTX, HU_INPUTY,
- hu_font,
- HU_FONTSTART, &chat_on);
-
- // create the inputbuffer widgets
- for (i=0 ; i<MAXPLAYERS ; i++)
- HUlib_initIText(&w_inputbuffer[i], 0, 0, 0, 0, &always_off);
-
- headsupactive = true;
-
-}
-
-void HU_Drawer(void)
-{
-
- HUlib_drawSText(&w_message);
- HUlib_drawIText(&w_chat);
- if (automapactive)
- HUlib_drawTextLine(&w_title, false);
-
-}
-
-void HU_Erase(void)
-{
-
- HUlib_eraseSText(&w_message);
- HUlib_eraseIText(&w_chat);
- HUlib_eraseTextLine(&w_title);
-
-}
-
-void HU_Ticker(void)
-{
-
- int i, rc;
- char c;
-
- // tick down message counter if message is up
- if (message_counter && !--message_counter)
- {
- message_on = false;
- message_nottobefuckedwith = false;
- }
-
- if (showMessages || message_dontfuckwithme)
- {
-
- // display message if necessary
- if ((plr->message && !message_nottobefuckedwith)
- || (plr->message && message_dontfuckwithme))
- {
- HUlib_addMessageToSText(&w_message, 0, plr->message);
- plr->message = 0;
- message_on = true;
- message_counter = HU_MSGTIMEOUT;
- message_nottobefuckedwith = message_dontfuckwithme;
- message_dontfuckwithme = 0;
- }
-
- } // else message_on = false;
-
- // check for incoming chat characters
- if (netgame)
- {
- for (i=0 ; i<MAXPLAYERS; i++)
- {
- if (!playeringame[i])
- continue;
- if (i != consoleplayer
- && (c = players[i].cmd.chatchar))
- {
- if (c <= HU_BROADCAST)
- chat_dest[i] = c;
- else
- {
- rc = HUlib_keyInIText(&w_inputbuffer[i], c);
- if (rc && c == KEY_ENTER)
- {
- if (w_inputbuffer[i].l.len
- && (chat_dest[i] == consoleplayer+1
- || chat_dest[i] == HU_BROADCAST))
- {
- HUlib_addMessageToSText(&w_message,
- DEH_String(player_names[i]),
- w_inputbuffer[i].l.l);
-
- message_nottobefuckedwith = true;
- message_on = true;
- message_counter = HU_MSGTIMEOUT;
- if ( gamemode == commercial )
- S_StartSound(0, sfx_radio);
- else
- S_StartSound(0, sfx_tink);
- }
- HUlib_resetIText(&w_inputbuffer[i]);
- }
- }
- players[i].cmd.chatchar = 0;
- }
- }
- }
-
-}
-
-#define QUEUESIZE 128
-
-static char chatchars[QUEUESIZE];
-static int head = 0;
-static int tail = 0;
-
-
-void HU_queueChatChar(char c)
-{
- if (((head + 1) & (QUEUESIZE-1)) == tail)
- {
- plr->message = DEH_String(HUSTR_MSGU);
- }
- else
- {
- chatchars[head] = c;
- head = (head + 1) & (QUEUESIZE-1);
- }
-}
-
-char HU_dequeueChatChar(void)
-{
- char c;
-
- if (head != tail)
- {
- c = chatchars[tail];
- tail = (tail + 1) & (QUEUESIZE-1);
- }
- else
- {
- c = 0;
- }
-
- return c;
-}
-
-boolean HU_Responder(event_t *ev)
-{
-
- static char lastmessage[HU_MAXLINELENGTH+1];
- char* macromessage;
- boolean eatkey = false;
- static boolean shiftdown = false;
- static boolean altdown = false;
- unsigned char c;
- int i;
- int numplayers;
-
- static char destination_keys[MAXPLAYERS] =
- {
- HUSTR_KEYGREEN,
- HUSTR_KEYINDIGO,
- HUSTR_KEYBROWN,
- HUSTR_KEYRED
- };
-
- static int num_nobrainers = 0;
-
- numplayers = 0;
- for (i=0 ; i<MAXPLAYERS ; i++)
- numplayers += playeringame[i];
-
- if (ev->data1 == KEY_RSHIFT)
- {
- shiftdown = ev->type == ev_keydown;
- return false;
- }
- else if (ev->data1 == KEY_RALT || ev->data1 == KEY_LALT)
- {
- altdown = ev->type == ev_keydown;
- return false;
- }
-
- if (ev->type != ev_keydown)
- return false;
-
- if (!chat_on)
- {
- if (ev->data1 == key_message_refresh)
- {
- message_on = true;
- message_counter = HU_MSGTIMEOUT;
- eatkey = true;
- }
- else if (netgame && ev->data2 == HU_INPUTTOGGLE)
- {
- eatkey = chat_on = true;
- HUlib_resetIText(&w_chat);
- HU_queueChatChar(HU_BROADCAST);
- }
- else if (netgame && numplayers > 2)
- {
- for (i=0; i<MAXPLAYERS ; i++)
- {
- if (ev->data2 == destination_keys[i])
- {
- if (playeringame[i] && i!=consoleplayer)
- {
- eatkey = chat_on = true;
- HUlib_resetIText(&w_chat);
- HU_queueChatChar(i+1);
- break;
- }
- else if (i == consoleplayer)
- {
- num_nobrainers++;
- if (num_nobrainers < 3)
- plr->message = DEH_String(HUSTR_TALKTOSELF1);
- else if (num_nobrainers < 6)
- plr->message = DEH_String(HUSTR_TALKTOSELF2);
- else if (num_nobrainers < 9)
- plr->message = DEH_String(HUSTR_TALKTOSELF3);
- else if (num_nobrainers < 32)
- plr->message = DEH_String(HUSTR_TALKTOSELF4);
- else
- plr->message = DEH_String(HUSTR_TALKTOSELF5);
- }
- }
- }
- }
- }
- else
- {
- c = ev->data2;
- // send a macro
- if (altdown)
- {
- c = c - '0';
- if (c > 9)
- return false;
- // fprintf(stderr, "got here\n");
- macromessage = chat_macros[c];
-
- // kill last message with a '\n'
- HU_queueChatChar(KEY_ENTER); // DEBUG!!!
-
- // send the macro message
- while (*macromessage)
- HU_queueChatChar(*macromessage++);
- HU_queueChatChar(KEY_ENTER);
-
- // leave chat mode and notify that it was sent
- chat_on = false;
- strcpy(lastmessage, chat_macros[c]);
- plr->message = lastmessage;
- eatkey = true;
- }
- else
- {
- eatkey = HUlib_keyInIText(&w_chat, c);
- if (eatkey)
- {
- // static unsigned char buf[20]; // DEBUG
- HU_queueChatChar(c);
-
- // sprintf(buf, "KEY: %d => %d", ev->data1, c);
- // plr->message = buf;
- }
- if (c == KEY_ENTER)
- {
- chat_on = false;
- if (w_chat.l.len)
- {
- strcpy(lastmessage, w_chat.l.l);
- plr->message = lastmessage;
- }
- }
- else if (c == KEY_ESCAPE)
- chat_on = false;
- }
- }
-
- return eatkey;
-
-}
--- a/src/strife/hu_stuff.h
+++ /dev/null
@@ -1,67 +1,0 @@
-// 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
-
--- a/src/strife/info.c
+++ /dev/null
@@ -1,4670 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-
-// Data.
-#include "sounds.h"
-#include "m_fixed.h"
-
-#include "info.h"
-
-#include "p_mobj.h"
-
-char *sprnames[] = {
- "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG",
- "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2",
- "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS",
- "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG",
- "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR",
- "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN",
- "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI",
- "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO",
- "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW",
- "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4",
- "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2",
- "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU",
- "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3",
- "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2", NULL
-};
-
-
-// Doesn't work with g++, needs actionf_p1
-void A_Light0();
-void A_WeaponReady();
-void A_Lower();
-void A_Raise();
-void A_Punch();
-void A_ReFire();
-void A_FirePistol();
-void A_Light1();
-void A_FireShotgun();
-void A_Light2();
-void A_FireShotgun2();
-void A_CheckReload();
-void A_OpenShotgun2();
-void A_LoadShotgun2();
-void A_CloseShotgun2();
-void A_FireCGun();
-void A_GunFlash();
-void A_FireMissile();
-void A_Saw();
-void A_FirePlasma();
-void A_BFGsound();
-void A_FireBFG();
-void A_BFGSpray();
-void A_Explode();
-void A_Pain();
-void A_PlayerScream();
-void A_Fall();
-void A_XScream();
-void A_Look();
-void A_Chase();
-void A_FaceTarget();
-void A_PosAttack();
-void A_Scream();
-void A_SPosAttack();
-void A_VileChase();
-void A_VileStart();
-void A_VileTarget();
-void A_VileAttack();
-void A_StartFire();
-void A_Fire();
-void A_FireCrackle();
-void A_Tracer();
-void A_SkelWhoosh();
-void A_SkelFist();
-void A_SkelMissile();
-void A_FatRaise();
-void A_FatAttack1();
-void A_FatAttack2();
-void A_FatAttack3();
-void A_BossDeath();
-void A_CPosAttack();
-void A_CPosRefire();
-void A_TroopAttack();
-void A_SargAttack();
-void A_HeadAttack();
-void A_BruisAttack();
-void A_SkullAttack();
-void A_Metal();
-void A_SpidRefire();
-void A_BabyMetal();
-void A_BspiAttack();
-void A_Hoof();
-void A_CyberAttack();
-void A_PainAttack();
-void A_PainDie();
-void A_KeenDie();
-void A_BrainPain();
-void A_BrainScream();
-void A_BrainDie();
-void A_BrainAwake();
-void A_BrainSpit();
-void A_SpawnSound();
-void A_SpawnFly();
-void A_BrainExplode();
-
-
-state_t states[NUMSTATES] = {
- {SPR_TROO,0,-1,{NULL},S_NULL,0,0}, // S_NULL
- {SPR_SHTG,4,0,{A_Light0},S_NULL,0,0}, // S_LIGHTDONE
- {SPR_PUNG,0,1,{A_WeaponReady},S_PUNCH,0,0}, // S_PUNCH
- {SPR_PUNG,0,1,{A_Lower},S_PUNCHDOWN,0,0}, // S_PUNCHDOWN
- {SPR_PUNG,0,1,{A_Raise},S_PUNCHUP,0,0}, // S_PUNCHUP
- {SPR_PUNG,1,4,{NULL},S_PUNCH2,0,0}, // S_PUNCH1
- {SPR_PUNG,2,4,{A_Punch},S_PUNCH3,0,0}, // S_PUNCH2
- {SPR_PUNG,3,5,{NULL},S_PUNCH4,0,0}, // S_PUNCH3
- {SPR_PUNG,2,4,{NULL},S_PUNCH5,0,0}, // S_PUNCH4
- {SPR_PUNG,1,5,{A_ReFire},S_PUNCH,0,0}, // S_PUNCH5
- {SPR_PISG,0,1,{A_WeaponReady},S_PISTOL,0,0},// S_PISTOL
- {SPR_PISG,0,1,{A_Lower},S_PISTOLDOWN,0,0}, // S_PISTOLDOWN
- {SPR_PISG,0,1,{A_Raise},S_PISTOLUP,0,0}, // S_PISTOLUP
- {SPR_PISG,0,4,{NULL},S_PISTOL2,0,0}, // S_PISTOL1
- {SPR_PISG,1,6,{A_FirePistol},S_PISTOL3,0,0},// S_PISTOL2
- {SPR_PISG,2,4,{NULL},S_PISTOL4,0,0}, // S_PISTOL3
- {SPR_PISG,1,5,{A_ReFire},S_PISTOL,0,0}, // S_PISTOL4
- {SPR_PISF,32768,7,{A_Light1},S_LIGHTDONE,0,0}, // S_PISTOLFLASH
- {SPR_SHTG,0,1,{A_WeaponReady},S_SGUN,0,0}, // S_SGUN
- {SPR_SHTG,0,1,{A_Lower},S_SGUNDOWN,0,0}, // S_SGUNDOWN
- {SPR_SHTG,0,1,{A_Raise},S_SGUNUP,0,0}, // S_SGUNUP
- {SPR_SHTG,0,3,{NULL},S_SGUN2,0,0}, // S_SGUN1
- {SPR_SHTG,0,7,{A_FireShotgun},S_SGUN3,0,0}, // S_SGUN2
- {SPR_SHTG,1,5,{NULL},S_SGUN4,0,0}, // S_SGUN3
- {SPR_SHTG,2,5,{NULL},S_SGUN5,0,0}, // S_SGUN4
- {SPR_SHTG,3,4,{NULL},S_SGUN6,0,0}, // S_SGUN5
- {SPR_SHTG,2,5,{NULL},S_SGUN7,0,0}, // S_SGUN6
- {SPR_SHTG,1,5,{NULL},S_SGUN8,0,0}, // S_SGUN7
- {SPR_SHTG,0,3,{NULL},S_SGUN9,0,0}, // S_SGUN8
- {SPR_SHTG,0,7,{A_ReFire},S_SGUN,0,0}, // S_SGUN9
- {SPR_SHTF,32768,4,{A_Light1},S_SGUNFLASH2,0,0}, // S_SGUNFLASH1
- {SPR_SHTF,32769,3,{A_Light2},S_LIGHTDONE,0,0}, // S_SGUNFLASH2
- {SPR_SHT2,0,1,{A_WeaponReady},S_DSGUN,0,0}, // S_DSGUN
- {SPR_SHT2,0,1,{A_Lower},S_DSGUNDOWN,0,0}, // S_DSGUNDOWN
- {SPR_SHT2,0,1,{A_Raise},S_DSGUNUP,0,0}, // S_DSGUNUP
- {SPR_SHT2,0,3,{NULL},S_DSGUN2,0,0}, // S_DSGUN1
- {SPR_SHT2,0,7,{A_FireShotgun2},S_DSGUN3,0,0}, // S_DSGUN2
- {SPR_SHT2,1,7,{NULL},S_DSGUN4,0,0}, // S_DSGUN3
- {SPR_SHT2,2,7,{A_CheckReload},S_DSGUN5,0,0}, // S_DSGUN4
- {SPR_SHT2,3,7,{A_OpenShotgun2},S_DSGUN6,0,0}, // S_DSGUN5
- {SPR_SHT2,4,7,{NULL},S_DSGUN7,0,0}, // S_DSGUN6
- {SPR_SHT2,5,7,{A_LoadShotgun2},S_DSGUN8,0,0}, // S_DSGUN7
- {SPR_SHT2,6,6,{NULL},S_DSGUN9,0,0}, // S_DSGUN8
- {SPR_SHT2,7,6,{A_CloseShotgun2},S_DSGUN10,0,0}, // S_DSGUN9
- {SPR_SHT2,0,5,{A_ReFire},S_DSGUN,0,0}, // S_DSGUN10
- {SPR_SHT2,1,7,{NULL},S_DSNR2,0,0}, // S_DSNR1
- {SPR_SHT2,0,3,{NULL},S_DSGUNDOWN,0,0}, // S_DSNR2
- {SPR_SHT2,32776,5,{A_Light1},S_DSGUNFLASH2,0,0}, // S_DSGUNFLASH1
- {SPR_SHT2,32777,4,{A_Light2},S_LIGHTDONE,0,0}, // S_DSGUNFLASH2
- {SPR_CHGG,0,1,{A_WeaponReady},S_CHAIN,0,0}, // S_CHAIN
- {SPR_CHGG,0,1,{A_Lower},S_CHAINDOWN,0,0}, // S_CHAINDOWN
- {SPR_CHGG,0,1,{A_Raise},S_CHAINUP,0,0}, // S_CHAINUP
- {SPR_CHGG,0,4,{A_FireCGun},S_CHAIN2,0,0}, // S_CHAIN1
- {SPR_CHGG,1,4,{A_FireCGun},S_CHAIN3,0,0}, // S_CHAIN2
- {SPR_CHGG,1,0,{A_ReFire},S_CHAIN,0,0}, // S_CHAIN3
- {SPR_CHGF,32768,5,{A_Light1},S_LIGHTDONE,0,0}, // S_CHAINFLASH1
- {SPR_CHGF,32769,5,{A_Light2},S_LIGHTDONE,0,0}, // S_CHAINFLASH2
- {SPR_MISG,0,1,{A_WeaponReady},S_MISSILE,0,0}, // S_MISSILE
- {SPR_MISG,0,1,{A_Lower},S_MISSILEDOWN,0,0}, // S_MISSILEDOWN
- {SPR_MISG,0,1,{A_Raise},S_MISSILEUP,0,0}, // S_MISSILEUP
- {SPR_MISG,1,8,{A_GunFlash},S_MISSILE2,0,0}, // S_MISSILE1
- {SPR_MISG,1,12,{A_FireMissile},S_MISSILE3,0,0}, // S_MISSILE2
- {SPR_MISG,1,0,{A_ReFire},S_MISSILE,0,0}, // S_MISSILE3
- {SPR_MISF,32768,3,{A_Light1},S_MISSILEFLASH2,0,0}, // S_MISSILEFLASH1
- {SPR_MISF,32769,4,{NULL},S_MISSILEFLASH3,0,0}, // S_MISSILEFLASH2
- {SPR_MISF,32770,4,{A_Light2},S_MISSILEFLASH4,0,0}, // S_MISSILEFLASH3
- {SPR_MISF,32771,4,{A_Light2},S_LIGHTDONE,0,0}, // S_MISSILEFLASH4
- {SPR_SAWG,2,4,{A_WeaponReady},S_SAWB,0,0}, // S_SAW
- {SPR_SAWG,3,4,{A_WeaponReady},S_SAW,0,0}, // S_SAWB
- {SPR_SAWG,2,1,{A_Lower},S_SAWDOWN,0,0}, // S_SAWDOWN
- {SPR_SAWG,2,1,{A_Raise},S_SAWUP,0,0}, // S_SAWUP
- {SPR_SAWG,0,4,{A_Saw},S_SAW2,0,0}, // S_SAW1
- {SPR_SAWG,1,4,{A_Saw},S_SAW3,0,0}, // S_SAW2
- {SPR_SAWG,1,0,{A_ReFire},S_SAW,0,0}, // S_SAW3
- {SPR_PLSG,0,1,{A_WeaponReady},S_PLASMA,0,0}, // S_PLASMA
- {SPR_PLSG,0,1,{A_Lower},S_PLASMADOWN,0,0}, // S_PLASMADOWN
- {SPR_PLSG,0,1,{A_Raise},S_PLASMAUP,0,0}, // S_PLASMAUP
- {SPR_PLSG,0,3,{A_FirePlasma},S_PLASMA2,0,0}, // S_PLASMA1
- {SPR_PLSG,1,20,{A_ReFire},S_PLASMA,0,0}, // S_PLASMA2
- {SPR_PLSF,32768,4,{A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH1
- {SPR_PLSF,32769,4,{A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH2
- {SPR_BFGG,0,1,{A_WeaponReady},S_BFG,0,0}, // S_BFG
- {SPR_BFGG,0,1,{A_Lower},S_BFGDOWN,0,0}, // S_BFGDOWN
- {SPR_BFGG,0,1,{A_Raise},S_BFGUP,0,0}, // S_BFGUP
- {SPR_BFGG,0,20,{A_BFGsound},S_BFG2,0,0}, // S_BFG1
- {SPR_BFGG,1,10,{A_GunFlash},S_BFG3,0,0}, // S_BFG2
- {SPR_BFGG,1,10,{A_FireBFG},S_BFG4,0,0}, // S_BFG3
- {SPR_BFGG,1,20,{A_ReFire},S_BFG,0,0}, // S_BFG4
- {SPR_BFGF,32768,11,{A_Light1},S_BFGFLASH2,0,0}, // S_BFGFLASH1
- {SPR_BFGF,32769,6,{A_Light2},S_LIGHTDONE,0,0}, // S_BFGFLASH2
- {SPR_BLUD,2,8,{NULL},S_BLOOD2,0,0}, // S_BLOOD1
- {SPR_BLUD,1,8,{NULL},S_BLOOD3,0,0}, // S_BLOOD2
- {SPR_BLUD,0,8,{NULL},S_NULL,0,0}, // S_BLOOD3
- {SPR_PUFF,32768,4,{NULL},S_PUFF2,0,0}, // S_PUFF1
- {SPR_PUFF,1,4,{NULL},S_PUFF3,0,0}, // S_PUFF2
- {SPR_PUFF,2,4,{NULL},S_PUFF4,0,0}, // S_PUFF3
- {SPR_PUFF,3,4,{NULL},S_NULL,0,0}, // S_PUFF4
- {SPR_BAL1,32768,4,{NULL},S_TBALL2,0,0}, // S_TBALL1
- {SPR_BAL1,32769,4,{NULL},S_TBALL1,0,0}, // S_TBALL2
- {SPR_BAL1,32770,6,{NULL},S_TBALLX2,0,0}, // S_TBALLX1
- {SPR_BAL1,32771,6,{NULL},S_TBALLX3,0,0}, // S_TBALLX2
- {SPR_BAL1,32772,6,{NULL},S_NULL,0,0}, // S_TBALLX3
- {SPR_BAL2,32768,4,{NULL},S_RBALL2,0,0}, // S_RBALL1
- {SPR_BAL2,32769,4,{NULL},S_RBALL1,0,0}, // S_RBALL2
- {SPR_BAL2,32770,6,{NULL},S_RBALLX2,0,0}, // S_RBALLX1
- {SPR_BAL2,32771,6,{NULL},S_RBALLX3,0,0}, // S_RBALLX2
- {SPR_BAL2,32772,6,{NULL},S_NULL,0,0}, // S_RBALLX3
- {SPR_PLSS,32768,6,{NULL},S_PLASBALL2,0,0}, // S_PLASBALL
- {SPR_PLSS,32769,6,{NULL},S_PLASBALL,0,0}, // S_PLASBALL2
- {SPR_PLSE,32768,4,{NULL},S_PLASEXP2,0,0}, // S_PLASEXP
- {SPR_PLSE,32769,4,{NULL},S_PLASEXP3,0,0}, // S_PLASEXP2
- {SPR_PLSE,32770,4,{NULL},S_PLASEXP4,0,0}, // S_PLASEXP3
- {SPR_PLSE,32771,4,{NULL},S_PLASEXP5,0,0}, // S_PLASEXP4
- {SPR_PLSE,32772,4,{NULL},S_NULL,0,0}, // S_PLASEXP5
- {SPR_MISL,32768,1,{NULL},S_ROCKET,0,0}, // S_ROCKET
- {SPR_BFS1,32768,4,{NULL},S_BFGSHOT2,0,0}, // S_BFGSHOT
- {SPR_BFS1,32769,4,{NULL},S_BFGSHOT,0,0}, // S_BFGSHOT2
- {SPR_BFE1,32768,8,{NULL},S_BFGLAND2,0,0}, // S_BFGLAND
- {SPR_BFE1,32769,8,{NULL},S_BFGLAND3,0,0}, // S_BFGLAND2
- {SPR_BFE1,32770,8,{A_BFGSpray},S_BFGLAND4,0,0}, // S_BFGLAND3
- {SPR_BFE1,32771,8,{NULL},S_BFGLAND5,0,0}, // S_BFGLAND4
- {SPR_BFE1,32772,8,{NULL},S_BFGLAND6,0,0}, // S_BFGLAND5
- {SPR_BFE1,32773,8,{NULL},S_NULL,0,0}, // S_BFGLAND6
- {SPR_BFE2,32768,8,{NULL},S_BFGEXP2,0,0}, // S_BFGEXP
- {SPR_BFE2,32769,8,{NULL},S_BFGEXP3,0,0}, // S_BFGEXP2
- {SPR_BFE2,32770,8,{NULL},S_BFGEXP4,0,0}, // S_BFGEXP3
- {SPR_BFE2,32771,8,{NULL},S_NULL,0,0}, // S_BFGEXP4
- {SPR_MISL,32769,8,{A_Explode},S_EXPLODE2,0,0}, // S_EXPLODE1
- {SPR_MISL,32770,6,{NULL},S_EXPLODE3,0,0}, // S_EXPLODE2
- {SPR_MISL,32771,4,{NULL},S_NULL,0,0}, // S_EXPLODE3
- {SPR_TFOG,32768,6,{NULL},S_TFOG01,0,0}, // S_TFOG
- {SPR_TFOG,32769,6,{NULL},S_TFOG02,0,0}, // S_TFOG01
- {SPR_TFOG,32768,6,{NULL},S_TFOG2,0,0}, // S_TFOG02
- {SPR_TFOG,32769,6,{NULL},S_TFOG3,0,0}, // S_TFOG2
- {SPR_TFOG,32770,6,{NULL},S_TFOG4,0,0}, // S_TFOG3
- {SPR_TFOG,32771,6,{NULL},S_TFOG5,0,0}, // S_TFOG4
- {SPR_TFOG,32772,6,{NULL},S_TFOG6,0,0}, // S_TFOG5
- {SPR_TFOG,32773,6,{NULL},S_TFOG7,0,0}, // S_TFOG6
- {SPR_TFOG,32774,6,{NULL},S_TFOG8,0,0}, // S_TFOG7
- {SPR_TFOG,32775,6,{NULL},S_TFOG9,0,0}, // S_TFOG8
- {SPR_TFOG,32776,6,{NULL},S_TFOG10,0,0}, // S_TFOG9
- {SPR_TFOG,32777,6,{NULL},S_NULL,0,0}, // S_TFOG10
- {SPR_IFOG,32768,6,{NULL},S_IFOG01,0,0}, // S_IFOG
- {SPR_IFOG,32769,6,{NULL},S_IFOG02,0,0}, // S_IFOG01
- {SPR_IFOG,32768,6,{NULL},S_IFOG2,0,0}, // S_IFOG02
- {SPR_IFOG,32769,6,{NULL},S_IFOG3,0,0}, // S_IFOG2
- {SPR_IFOG,32770,6,{NULL},S_IFOG4,0,0}, // S_IFOG3
- {SPR_IFOG,32771,6,{NULL},S_IFOG5,0,0}, // S_IFOG4
- {SPR_IFOG,32772,6,{NULL},S_NULL,0,0}, // S_IFOG5
- {SPR_PLAY,0,-1,{NULL},S_NULL,0,0}, // S_PLAY
- {SPR_PLAY,0,4,{NULL},S_PLAY_RUN2,0,0}, // S_PLAY_RUN1
- {SPR_PLAY,1,4,{NULL},S_PLAY_RUN3,0,0}, // S_PLAY_RUN2
- {SPR_PLAY,2,4,{NULL},S_PLAY_RUN4,0,0}, // S_PLAY_RUN3
- {SPR_PLAY,3,4,{NULL},S_PLAY_RUN1,0,0}, // S_PLAY_RUN4
- {SPR_PLAY,4,12,{NULL},S_PLAY,0,0}, // S_PLAY_ATK1
- {SPR_PLAY,32773,6,{NULL},S_PLAY_ATK1,0,0}, // S_PLAY_ATK2
- {SPR_PLAY,6,4,{NULL},S_PLAY_PAIN2,0,0}, // S_PLAY_PAIN
- {SPR_PLAY,6,4,{A_Pain},S_PLAY,0,0}, // S_PLAY_PAIN2
- {SPR_PLAY,7,10,{NULL},S_PLAY_DIE2,0,0}, // S_PLAY_DIE1
- {SPR_PLAY,8,10,{A_PlayerScream},S_PLAY_DIE3,0,0}, // S_PLAY_DIE2
- {SPR_PLAY,9,10,{A_Fall},S_PLAY_DIE4,0,0}, // S_PLAY_DIE3
- {SPR_PLAY,10,10,{NULL},S_PLAY_DIE5,0,0}, // S_PLAY_DIE4
- {SPR_PLAY,11,10,{NULL},S_PLAY_DIE6,0,0}, // S_PLAY_DIE5
- {SPR_PLAY,12,10,{NULL},S_PLAY_DIE7,0,0}, // S_PLAY_DIE6
- {SPR_PLAY,13,-1,{NULL},S_NULL,0,0}, // S_PLAY_DIE7
- {SPR_PLAY,14,5,{NULL},S_PLAY_XDIE2,0,0}, // S_PLAY_XDIE1
- {SPR_PLAY,15,5,{A_XScream},S_PLAY_XDIE3,0,0}, // S_PLAY_XDIE2
- {SPR_PLAY,16,5,{A_Fall},S_PLAY_XDIE4,0,0}, // S_PLAY_XDIE3
- {SPR_PLAY,17,5,{NULL},S_PLAY_XDIE5,0,0}, // S_PLAY_XDIE4
- {SPR_PLAY,18,5,{NULL},S_PLAY_XDIE6,0,0}, // S_PLAY_XDIE5
- {SPR_PLAY,19,5,{NULL},S_PLAY_XDIE7,0,0}, // S_PLAY_XDIE6
- {SPR_PLAY,20,5,{NULL},S_PLAY_XDIE8,0,0}, // S_PLAY_XDIE7
- {SPR_PLAY,21,5,{NULL},S_PLAY_XDIE9,0,0}, // S_PLAY_XDIE8
- {SPR_PLAY,22,-1,{NULL},S_NULL,0,0}, // S_PLAY_XDIE9
- {SPR_POSS,0,10,{A_Look},S_POSS_STND2,0,0}, // S_POSS_STND
- {SPR_POSS,1,10,{A_Look},S_POSS_STND,0,0}, // S_POSS_STND2
- {SPR_POSS,0,4,{A_Chase},S_POSS_RUN2,0,0}, // S_POSS_RUN1
- {SPR_POSS,0,4,{A_Chase},S_POSS_RUN3,0,0}, // S_POSS_RUN2
- {SPR_POSS,1,4,{A_Chase},S_POSS_RUN4,0,0}, // S_POSS_RUN3
- {SPR_POSS,1,4,{A_Chase},S_POSS_RUN5,0,0}, // S_POSS_RUN4
- {SPR_POSS,2,4,{A_Chase},S_POSS_RUN6,0,0}, // S_POSS_RUN5
- {SPR_POSS,2,4,{A_Chase},S_POSS_RUN7,0,0}, // S_POSS_RUN6
- {SPR_POSS,3,4,{A_Chase},S_POSS_RUN8,0,0}, // S_POSS_RUN7
- {SPR_POSS,3,4,{A_Chase},S_POSS_RUN1,0,0}, // S_POSS_RUN8
- {SPR_POSS,4,10,{A_FaceTarget},S_POSS_ATK2,0,0}, // S_POSS_ATK1
- {SPR_POSS,5,8,{A_PosAttack},S_POSS_ATK3,0,0}, // S_POSS_ATK2
- {SPR_POSS,4,8,{NULL},S_POSS_RUN1,0,0}, // S_POSS_ATK3
- {SPR_POSS,6,3,{NULL},S_POSS_PAIN2,0,0}, // S_POSS_PAIN
- {SPR_POSS,6,3,{A_Pain},S_POSS_RUN1,0,0}, // S_POSS_PAIN2
- {SPR_POSS,7,5,{NULL},S_POSS_DIE2,0,0}, // S_POSS_DIE1
- {SPR_POSS,8,5,{A_Scream},S_POSS_DIE3,0,0}, // S_POSS_DIE2
- {SPR_POSS,9,5,{A_Fall},S_POSS_DIE4,0,0}, // S_POSS_DIE3
- {SPR_POSS,10,5,{NULL},S_POSS_DIE5,0,0}, // S_POSS_DIE4
- {SPR_POSS,11,-1,{NULL},S_NULL,0,0}, // S_POSS_DIE5
- {SPR_POSS,12,5,{NULL},S_POSS_XDIE2,0,0}, // S_POSS_XDIE1
- {SPR_POSS,13,5,{A_XScream},S_POSS_XDIE3,0,0}, // S_POSS_XDIE2
- {SPR_POSS,14,5,{A_Fall},S_POSS_XDIE4,0,0}, // S_POSS_XDIE3
- {SPR_POSS,15,5,{NULL},S_POSS_XDIE5,0,0}, // S_POSS_XDIE4
- {SPR_POSS,16,5,{NULL},S_POSS_XDIE6,0,0}, // S_POSS_XDIE5
- {SPR_POSS,17,5,{NULL},S_POSS_XDIE7,0,0}, // S_POSS_XDIE6
- {SPR_POSS,18,5,{NULL},S_POSS_XDIE8,0,0}, // S_POSS_XDIE7
- {SPR_POSS,19,5,{NULL},S_POSS_XDIE9,0,0}, // S_POSS_XDIE8
- {SPR_POSS,20,-1,{NULL},S_NULL,0,0}, // S_POSS_XDIE9
- {SPR_POSS,10,5,{NULL},S_POSS_RAISE2,0,0}, // S_POSS_RAISE1
- {SPR_POSS,9,5,{NULL},S_POSS_RAISE3,0,0}, // S_POSS_RAISE2
- {SPR_POSS,8,5,{NULL},S_POSS_RAISE4,0,0}, // S_POSS_RAISE3
- {SPR_POSS,7,5,{NULL},S_POSS_RUN1,0,0}, // S_POSS_RAISE4
- {SPR_SPOS,0,10,{A_Look},S_SPOS_STND2,0,0}, // S_SPOS_STND
- {SPR_SPOS,1,10,{A_Look},S_SPOS_STND,0,0}, // S_SPOS_STND2
- {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN2,0,0}, // S_SPOS_RUN1
- {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN3,0,0}, // S_SPOS_RUN2
- {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN4,0,0}, // S_SPOS_RUN3
- {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN5,0,0}, // S_SPOS_RUN4
- {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN6,0,0}, // S_SPOS_RUN5
- {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN7,0,0}, // S_SPOS_RUN6
- {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN8,0,0}, // S_SPOS_RUN7
- {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN1,0,0}, // S_SPOS_RUN8
- {SPR_SPOS,4,10,{A_FaceTarget},S_SPOS_ATK2,0,0}, // S_SPOS_ATK1
- {SPR_SPOS,32773,10,{A_SPosAttack},S_SPOS_ATK3,0,0}, // S_SPOS_ATK2
- {SPR_SPOS,4,10,{NULL},S_SPOS_RUN1,0,0}, // S_SPOS_ATK3
- {SPR_SPOS,6,3,{NULL},S_SPOS_PAIN2,0,0}, // S_SPOS_PAIN
- {SPR_SPOS,6,3,{A_Pain},S_SPOS_RUN1,0,0}, // S_SPOS_PAIN2
- {SPR_SPOS,7,5,{NULL},S_SPOS_DIE2,0,0}, // S_SPOS_DIE1
- {SPR_SPOS,8,5,{A_Scream},S_SPOS_DIE3,0,0}, // S_SPOS_DIE2
- {SPR_SPOS,9,5,{A_Fall},S_SPOS_DIE4,0,0}, // S_SPOS_DIE3
- {SPR_SPOS,10,5,{NULL},S_SPOS_DIE5,0,0}, // S_SPOS_DIE4
- {SPR_SPOS,11,-1,{NULL},S_NULL,0,0}, // S_SPOS_DIE5
- {SPR_SPOS,12,5,{NULL},S_SPOS_XDIE2,0,0}, // S_SPOS_XDIE1
- {SPR_SPOS,13,5,{A_XScream},S_SPOS_XDIE3,0,0}, // S_SPOS_XDIE2
- {SPR_SPOS,14,5,{A_Fall},S_SPOS_XDIE4,0,0}, // S_SPOS_XDIE3
- {SPR_SPOS,15,5,{NULL},S_SPOS_XDIE5,0,0}, // S_SPOS_XDIE4
- {SPR_SPOS,16,5,{NULL},S_SPOS_XDIE6,0,0}, // S_SPOS_XDIE5
- {SPR_SPOS,17,5,{NULL},S_SPOS_XDIE7,0,0}, // S_SPOS_XDIE6
- {SPR_SPOS,18,5,{NULL},S_SPOS_XDIE8,0,0}, // S_SPOS_XDIE7
- {SPR_SPOS,19,5,{NULL},S_SPOS_XDIE9,0,0}, // S_SPOS_XDIE8
- {SPR_SPOS,20,-1,{NULL},S_NULL,0,0}, // S_SPOS_XDIE9
- {SPR_SPOS,11,5,{NULL},S_SPOS_RAISE2,0,0}, // S_SPOS_RAISE1
- {SPR_SPOS,10,5,{NULL},S_SPOS_RAISE3,0,0}, // S_SPOS_RAISE2
- {SPR_SPOS,9,5,{NULL},S_SPOS_RAISE4,0,0}, // S_SPOS_RAISE3
- {SPR_SPOS,8,5,{NULL},S_SPOS_RAISE5,0,0}, // S_SPOS_RAISE4
- {SPR_SPOS,7,5,{NULL},S_SPOS_RUN1,0,0}, // S_SPOS_RAISE5
- {SPR_VILE,0,10,{A_Look},S_VILE_STND2,0,0}, // S_VILE_STND
- {SPR_VILE,1,10,{A_Look},S_VILE_STND,0,0}, // S_VILE_STND2
- {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN2,0,0}, // S_VILE_RUN1
- {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN3,0,0}, // S_VILE_RUN2
- {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN4,0,0}, // S_VILE_RUN3
- {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN5,0,0}, // S_VILE_RUN4
- {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN6,0,0}, // S_VILE_RUN5
- {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN7,0,0}, // S_VILE_RUN6
- {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN8,0,0}, // S_VILE_RUN7
- {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN9,0,0}, // S_VILE_RUN8
- {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN10,0,0}, // S_VILE_RUN9
- {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN11,0,0}, // S_VILE_RUN10
- {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN12,0,0}, // S_VILE_RUN11
- {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN1,0,0}, // S_VILE_RUN12
- {SPR_VILE,32774,0,{A_VileStart},S_VILE_ATK2,0,0}, // S_VILE_ATK1
- {SPR_VILE,32774,10,{A_FaceTarget},S_VILE_ATK3,0,0}, // S_VILE_ATK2
- {SPR_VILE,32775,8,{A_VileTarget},S_VILE_ATK4,0,0}, // S_VILE_ATK3
- {SPR_VILE,32776,8,{A_FaceTarget},S_VILE_ATK5,0,0}, // S_VILE_ATK4
- {SPR_VILE,32777,8,{A_FaceTarget},S_VILE_ATK6,0,0}, // S_VILE_ATK5
- {SPR_VILE,32778,8,{A_FaceTarget},S_VILE_ATK7,0,0}, // S_VILE_ATK6
- {SPR_VILE,32779,8,{A_FaceTarget},S_VILE_ATK8,0,0}, // S_VILE_ATK7
- {SPR_VILE,32780,8,{A_FaceTarget},S_VILE_ATK9,0,0}, // S_VILE_ATK8
- {SPR_VILE,32781,8,{A_FaceTarget},S_VILE_ATK10,0,0}, // S_VILE_ATK9
- {SPR_VILE,32782,8,{A_VileAttack},S_VILE_ATK11,0,0}, // S_VILE_ATK10
- {SPR_VILE,32783,20,{NULL},S_VILE_RUN1,0,0}, // S_VILE_ATK11
- {SPR_VILE,32794,10,{NULL},S_VILE_HEAL2,0,0}, // S_VILE_HEAL1
- {SPR_VILE,32795,10,{NULL},S_VILE_HEAL3,0,0}, // S_VILE_HEAL2
- {SPR_VILE,32796,10,{NULL},S_VILE_RUN1,0,0}, // S_VILE_HEAL3
- {SPR_VILE,16,5,{NULL},S_VILE_PAIN2,0,0}, // S_VILE_PAIN
- {SPR_VILE,16,5,{A_Pain},S_VILE_RUN1,0,0}, // S_VILE_PAIN2
- {SPR_VILE,16,7,{NULL},S_VILE_DIE2,0,0}, // S_VILE_DIE1
- {SPR_VILE,17,7,{A_Scream},S_VILE_DIE3,0,0}, // S_VILE_DIE2
- {SPR_VILE,18,7,{A_Fall},S_VILE_DIE4,0,0}, // S_VILE_DIE3
- {SPR_VILE,19,7,{NULL},S_VILE_DIE5,0,0}, // S_VILE_DIE4
- {SPR_VILE,20,7,{NULL},S_VILE_DIE6,0,0}, // S_VILE_DIE5
- {SPR_VILE,21,7,{NULL},S_VILE_DIE7,0,0}, // S_VILE_DIE6
- {SPR_VILE,22,7,{NULL},S_VILE_DIE8,0,0}, // S_VILE_DIE7
- {SPR_VILE,23,5,{NULL},S_VILE_DIE9,0,0}, // S_VILE_DIE8
- {SPR_VILE,24,5,{NULL},S_VILE_DIE10,0,0}, // S_VILE_DIE9
- {SPR_VILE,25,-1,{NULL},S_NULL,0,0}, // S_VILE_DIE10
- {SPR_FIRE,32768,2,{A_StartFire},S_FIRE2,0,0}, // S_FIRE1
- {SPR_FIRE,32769,2,{A_Fire},S_FIRE3,0,0}, // S_FIRE2
- {SPR_FIRE,32768,2,{A_Fire},S_FIRE4,0,0}, // S_FIRE3
- {SPR_FIRE,32769,2,{A_Fire},S_FIRE5,0,0}, // S_FIRE4
- {SPR_FIRE,32770,2,{A_FireCrackle},S_FIRE6,0,0}, // S_FIRE5
- {SPR_FIRE,32769,2,{A_Fire},S_FIRE7,0,0}, // S_FIRE6
- {SPR_FIRE,32770,2,{A_Fire},S_FIRE8,0,0}, // S_FIRE7
- {SPR_FIRE,32769,2,{A_Fire},S_FIRE9,0,0}, // S_FIRE8
- {SPR_FIRE,32770,2,{A_Fire},S_FIRE10,0,0}, // S_FIRE9
- {SPR_FIRE,32771,2,{A_Fire},S_FIRE11,0,0}, // S_FIRE10
- {SPR_FIRE,32770,2,{A_Fire},S_FIRE12,0,0}, // S_FIRE11
- {SPR_FIRE,32771,2,{A_Fire},S_FIRE13,0,0}, // S_FIRE12
- {SPR_FIRE,32770,2,{A_Fire},S_FIRE14,0,0}, // S_FIRE13
- {SPR_FIRE,32771,2,{A_Fire},S_FIRE15,0,0}, // S_FIRE14
- {SPR_FIRE,32772,2,{A_Fire},S_FIRE16,0,0}, // S_FIRE15
- {SPR_FIRE,32771,2,{A_Fire},S_FIRE17,0,0}, // S_FIRE16
- {SPR_FIRE,32772,2,{A_Fire},S_FIRE18,0,0}, // S_FIRE17
- {SPR_FIRE,32771,2,{A_Fire},S_FIRE19,0,0}, // S_FIRE18
- {SPR_FIRE,32772,2,{A_FireCrackle},S_FIRE20,0,0}, // S_FIRE19
- {SPR_FIRE,32773,2,{A_Fire},S_FIRE21,0,0}, // S_FIRE20
- {SPR_FIRE,32772,2,{A_Fire},S_FIRE22,0,0}, // S_FIRE21
- {SPR_FIRE,32773,2,{A_Fire},S_FIRE23,0,0}, // S_FIRE22
- {SPR_FIRE,32772,2,{A_Fire},S_FIRE24,0,0}, // S_FIRE23
- {SPR_FIRE,32773,2,{A_Fire},S_FIRE25,0,0}, // S_FIRE24
- {SPR_FIRE,32774,2,{A_Fire},S_FIRE26,0,0}, // S_FIRE25
- {SPR_FIRE,32775,2,{A_Fire},S_FIRE27,0,0}, // S_FIRE26
- {SPR_FIRE,32774,2,{A_Fire},S_FIRE28,0,0}, // S_FIRE27
- {SPR_FIRE,32775,2,{A_Fire},S_FIRE29,0,0}, // S_FIRE28
- {SPR_FIRE,32774,2,{A_Fire},S_FIRE30,0,0}, // S_FIRE29
- {SPR_FIRE,32775,2,{A_Fire},S_NULL,0,0}, // S_FIRE30
- {SPR_PUFF,1,4,{NULL},S_SMOKE2,0,0}, // S_SMOKE1
- {SPR_PUFF,2,4,{NULL},S_SMOKE3,0,0}, // S_SMOKE2
- {SPR_PUFF,1,4,{NULL},S_SMOKE4,0,0}, // S_SMOKE3
- {SPR_PUFF,2,4,{NULL},S_SMOKE5,0,0}, // S_SMOKE4
- {SPR_PUFF,3,4,{NULL},S_NULL,0,0}, // S_SMOKE5
- {SPR_FATB,32768,2,{A_Tracer},S_TRACER2,0,0}, // S_TRACER
- {SPR_FATB,32769,2,{A_Tracer},S_TRACER,0,0}, // S_TRACER2
- {SPR_FBXP,32768,8,{NULL},S_TRACEEXP2,0,0}, // S_TRACEEXP1
- {SPR_FBXP,32769,6,{NULL},S_TRACEEXP3,0,0}, // S_TRACEEXP2
- {SPR_FBXP,32770,4,{NULL},S_NULL,0,0}, // S_TRACEEXP3
- {SPR_SKEL,0,10,{A_Look},S_SKEL_STND2,0,0}, // S_SKEL_STND
- {SPR_SKEL,1,10,{A_Look},S_SKEL_STND,0,0}, // S_SKEL_STND2
- {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN2,0,0}, // S_SKEL_RUN1
- {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN3,0,0}, // S_SKEL_RUN2
- {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN4,0,0}, // S_SKEL_RUN3
- {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN5,0,0}, // S_SKEL_RUN4
- {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN6,0,0}, // S_SKEL_RUN5
- {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN7,0,0}, // S_SKEL_RUN6
- {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN8,0,0}, // S_SKEL_RUN7
- {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN9,0,0}, // S_SKEL_RUN8
- {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN10,0,0}, // S_SKEL_RUN9
- {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN11,0,0}, // S_SKEL_RUN10
- {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN12,0,0}, // S_SKEL_RUN11
- {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN1,0,0}, // S_SKEL_RUN12
- {SPR_SKEL,6,0,{A_FaceTarget},S_SKEL_FIST2,0,0}, // S_SKEL_FIST1
- {SPR_SKEL,6,6,{A_SkelWhoosh},S_SKEL_FIST3,0,0}, // S_SKEL_FIST2
- {SPR_SKEL,7,6,{A_FaceTarget},S_SKEL_FIST4,0,0}, // S_SKEL_FIST3
- {SPR_SKEL,8,6,{A_SkelFist},S_SKEL_RUN1,0,0}, // S_SKEL_FIST4
- {SPR_SKEL,32777,0,{A_FaceTarget},S_SKEL_MISS2,0,0}, // S_SKEL_MISS1
- {SPR_SKEL,32777,10,{A_FaceTarget},S_SKEL_MISS3,0,0}, // S_SKEL_MISS2
- {SPR_SKEL,10,10,{A_SkelMissile},S_SKEL_MISS4,0,0}, // S_SKEL_MISS3
- {SPR_SKEL,10,10,{A_FaceTarget},S_SKEL_RUN1,0,0}, // S_SKEL_MISS4
- {SPR_SKEL,11,5,{NULL},S_SKEL_PAIN2,0,0}, // S_SKEL_PAIN
- {SPR_SKEL,11,5,{A_Pain},S_SKEL_RUN1,0,0}, // S_SKEL_PAIN2
- {SPR_SKEL,11,7,{NULL},S_SKEL_DIE2,0,0}, // S_SKEL_DIE1
- {SPR_SKEL,12,7,{NULL},S_SKEL_DIE3,0,0}, // S_SKEL_DIE2
- {SPR_SKEL,13,7,{A_Scream},S_SKEL_DIE4,0,0}, // S_SKEL_DIE3
- {SPR_SKEL,14,7,{A_Fall},S_SKEL_DIE5,0,0}, // S_SKEL_DIE4
- {SPR_SKEL,15,7,{NULL},S_SKEL_DIE6,0,0}, // S_SKEL_DIE5
- {SPR_SKEL,16,-1,{NULL},S_NULL,0,0}, // S_SKEL_DIE6
- {SPR_SKEL,16,5,{NULL},S_SKEL_RAISE2,0,0}, // S_SKEL_RAISE1
- {SPR_SKEL,15,5,{NULL},S_SKEL_RAISE3,0,0}, // S_SKEL_RAISE2
- {SPR_SKEL,14,5,{NULL},S_SKEL_RAISE4,0,0}, // S_SKEL_RAISE3
- {SPR_SKEL,13,5,{NULL},S_SKEL_RAISE5,0,0}, // S_SKEL_RAISE4
- {SPR_SKEL,12,5,{NULL},S_SKEL_RAISE6,0,0}, // S_SKEL_RAISE5
- {SPR_SKEL,11,5,{NULL},S_SKEL_RUN1,0,0}, // S_SKEL_RAISE6
- {SPR_MANF,32768,4,{NULL},S_FATSHOT2,0,0}, // S_FATSHOT1
- {SPR_MANF,32769,4,{NULL},S_FATSHOT1,0,0}, // S_FATSHOT2
- {SPR_MISL,32769,8,{NULL},S_FATSHOTX2,0,0}, // S_FATSHOTX1
- {SPR_MISL,32770,6,{NULL},S_FATSHOTX3,0,0}, // S_FATSHOTX2
- {SPR_MISL,32771,4,{NULL},S_NULL,0,0}, // S_FATSHOTX3
- {SPR_FATT,0,15,{A_Look},S_FATT_STND2,0,0}, // S_FATT_STND
- {SPR_FATT,1,15,{A_Look},S_FATT_STND,0,0}, // S_FATT_STND2
- {SPR_FATT,0,4,{A_Chase},S_FATT_RUN2,0,0}, // S_FATT_RUN1
- {SPR_FATT,0,4,{A_Chase},S_FATT_RUN3,0,0}, // S_FATT_RUN2
- {SPR_FATT,1,4,{A_Chase},S_FATT_RUN4,0,0}, // S_FATT_RUN3
- {SPR_FATT,1,4,{A_Chase},S_FATT_RUN5,0,0}, // S_FATT_RUN4
- {SPR_FATT,2,4,{A_Chase},S_FATT_RUN6,0,0}, // S_FATT_RUN5
- {SPR_FATT,2,4,{A_Chase},S_FATT_RUN7,0,0}, // S_FATT_RUN6
- {SPR_FATT,3,4,{A_Chase},S_FATT_RUN8,0,0}, // S_FATT_RUN7
- {SPR_FATT,3,4,{A_Chase},S_FATT_RUN9,0,0}, // S_FATT_RUN8
- {SPR_FATT,4,4,{A_Chase},S_FATT_RUN10,0,0}, // S_FATT_RUN9
- {SPR_FATT,4,4,{A_Chase},S_FATT_RUN11,0,0}, // S_FATT_RUN10
- {SPR_FATT,5,4,{A_Chase},S_FATT_RUN12,0,0}, // S_FATT_RUN11
- {SPR_FATT,5,4,{A_Chase},S_FATT_RUN1,0,0}, // S_FATT_RUN12
- {SPR_FATT,6,20,{A_FatRaise},S_FATT_ATK2,0,0}, // S_FATT_ATK1
- {SPR_FATT,32775,10,{A_FatAttack1},S_FATT_ATK3,0,0}, // S_FATT_ATK2
- {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK4,0,0}, // S_FATT_ATK3
- {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK5,0,0}, // S_FATT_ATK4
- {SPR_FATT,32775,10,{A_FatAttack2},S_FATT_ATK6,0,0}, // S_FATT_ATK5
- {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK7,0,0}, // S_FATT_ATK6
- {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK8,0,0}, // S_FATT_ATK7
- {SPR_FATT,32775,10,{A_FatAttack3},S_FATT_ATK9,0,0}, // S_FATT_ATK8
- {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK10,0,0}, // S_FATT_ATK9
- {SPR_FATT,6,5,{A_FaceTarget},S_FATT_RUN1,0,0}, // S_FATT_ATK10
- {SPR_FATT,9,3,{NULL},S_FATT_PAIN2,0,0}, // S_FATT_PAIN
- {SPR_FATT,9,3,{A_Pain},S_FATT_RUN1,0,0}, // S_FATT_PAIN2
- {SPR_FATT,10,6,{NULL},S_FATT_DIE2,0,0}, // S_FATT_DIE1
- {SPR_FATT,11,6,{A_Scream},S_FATT_DIE3,0,0}, // S_FATT_DIE2
- {SPR_FATT,12,6,{A_Fall},S_FATT_DIE4,0,0}, // S_FATT_DIE3
- {SPR_FATT,13,6,{NULL},S_FATT_DIE5,0,0}, // S_FATT_DIE4
- {SPR_FATT,14,6,{NULL},S_FATT_DIE6,0,0}, // S_FATT_DIE5
- {SPR_FATT,15,6,{NULL},S_FATT_DIE7,0,0}, // S_FATT_DIE6
- {SPR_FATT,16,6,{NULL},S_FATT_DIE8,0,0}, // S_FATT_DIE7
- {SPR_FATT,17,6,{NULL},S_FATT_DIE9,0,0}, // S_FATT_DIE8
- {SPR_FATT,18,6,{NULL},S_FATT_DIE10,0,0}, // S_FATT_DIE9
- {SPR_FATT,19,-1,{A_BossDeath},S_NULL,0,0}, // S_FATT_DIE10
- {SPR_FATT,17,5,{NULL},S_FATT_RAISE2,0,0}, // S_FATT_RAISE1
- {SPR_FATT,16,5,{NULL},S_FATT_RAISE3,0,0}, // S_FATT_RAISE2
- {SPR_FATT,15,5,{NULL},S_FATT_RAISE4,0,0}, // S_FATT_RAISE3
- {SPR_FATT,14,5,{NULL},S_FATT_RAISE5,0,0}, // S_FATT_RAISE4
- {SPR_FATT,13,5,{NULL},S_FATT_RAISE6,0,0}, // S_FATT_RAISE5
- {SPR_FATT,12,5,{NULL},S_FATT_RAISE7,0,0}, // S_FATT_RAISE6
- {SPR_FATT,11,5,{NULL},S_FATT_RAISE8,0,0}, // S_FATT_RAISE7
- {SPR_FATT,10,5,{NULL},S_FATT_RUN1,0,0}, // S_FATT_RAISE8
- {SPR_CPOS,0,10,{A_Look},S_CPOS_STND2,0,0}, // S_CPOS_STND
- {SPR_CPOS,1,10,{A_Look},S_CPOS_STND,0,0}, // S_CPOS_STND2
- {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN2,0,0}, // S_CPOS_RUN1
- {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN3,0,0}, // S_CPOS_RUN2
- {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN4,0,0}, // S_CPOS_RUN3
- {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN5,0,0}, // S_CPOS_RUN4
- {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN6,0,0}, // S_CPOS_RUN5
- {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN7,0,0}, // S_CPOS_RUN6
- {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN8,0,0}, // S_CPOS_RUN7
- {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN1,0,0}, // S_CPOS_RUN8
- {SPR_CPOS,4,10,{A_FaceTarget},S_CPOS_ATK2,0,0}, // S_CPOS_ATK1
- {SPR_CPOS,32773,4,{A_CPosAttack},S_CPOS_ATK3,0,0}, // S_CPOS_ATK2
- {SPR_CPOS,32772,4,{A_CPosAttack},S_CPOS_ATK4,0,0}, // S_CPOS_ATK3
- {SPR_CPOS,5,1,{A_CPosRefire},S_CPOS_ATK2,0,0}, // S_CPOS_ATK4
- {SPR_CPOS,6,3,{NULL},S_CPOS_PAIN2,0,0}, // S_CPOS_PAIN
- {SPR_CPOS,6,3,{A_Pain},S_CPOS_RUN1,0,0}, // S_CPOS_PAIN2
- {SPR_CPOS,7,5,{NULL},S_CPOS_DIE2,0,0}, // S_CPOS_DIE1
- {SPR_CPOS,8,5,{A_Scream},S_CPOS_DIE3,0,0}, // S_CPOS_DIE2
- {SPR_CPOS,9,5,{A_Fall},S_CPOS_DIE4,0,0}, // S_CPOS_DIE3
- {SPR_CPOS,10,5,{NULL},S_CPOS_DIE5,0,0}, // S_CPOS_DIE4
- {SPR_CPOS,11,5,{NULL},S_CPOS_DIE6,0,0}, // S_CPOS_DIE5
- {SPR_CPOS,12,5,{NULL},S_CPOS_DIE7,0,0}, // S_CPOS_DIE6
- {SPR_CPOS,13,-1,{NULL},S_NULL,0,0}, // S_CPOS_DIE7
- {SPR_CPOS,14,5,{NULL},S_CPOS_XDIE2,0,0}, // S_CPOS_XDIE1
- {SPR_CPOS,15,5,{A_XScream},S_CPOS_XDIE3,0,0}, // S_CPOS_XDIE2
- {SPR_CPOS,16,5,{A_Fall},S_CPOS_XDIE4,0,0}, // S_CPOS_XDIE3
- {SPR_CPOS,17,5,{NULL},S_CPOS_XDIE5,0,0}, // S_CPOS_XDIE4
- {SPR_CPOS,18,5,{NULL},S_CPOS_XDIE6,0,0}, // S_CPOS_XDIE5
- {SPR_CPOS,19,-1,{NULL},S_NULL,0,0}, // S_CPOS_XDIE6
- {SPR_CPOS,13,5,{NULL},S_CPOS_RAISE2,0,0}, // S_CPOS_RAISE1
- {SPR_CPOS,12,5,{NULL},S_CPOS_RAISE3,0,0}, // S_CPOS_RAISE2
- {SPR_CPOS,11,5,{NULL},S_CPOS_RAISE4,0,0}, // S_CPOS_RAISE3
- {SPR_CPOS,10,5,{NULL},S_CPOS_RAISE5,0,0}, // S_CPOS_RAISE4
- {SPR_CPOS,9,5,{NULL},S_CPOS_RAISE6,0,0}, // S_CPOS_RAISE5
- {SPR_CPOS,8,5,{NULL},S_CPOS_RAISE7,0,0}, // S_CPOS_RAISE6
- {SPR_CPOS,7,5,{NULL},S_CPOS_RUN1,0,0}, // S_CPOS_RAISE7
- {SPR_TROO,0,10,{A_Look},S_TROO_STND2,0,0}, // S_TROO_STND
- {SPR_TROO,1,10,{A_Look},S_TROO_STND,0,0}, // S_TROO_STND2
- {SPR_TROO,0,3,{A_Chase},S_TROO_RUN2,0,0}, // S_TROO_RUN1
- {SPR_TROO,0,3,{A_Chase},S_TROO_RUN3,0,0}, // S_TROO_RUN2
- {SPR_TROO,1,3,{A_Chase},S_TROO_RUN4,0,0}, // S_TROO_RUN3
- {SPR_TROO,1,3,{A_Chase},S_TROO_RUN5,0,0}, // S_TROO_RUN4
- {SPR_TROO,2,3,{A_Chase},S_TROO_RUN6,0,0}, // S_TROO_RUN5
- {SPR_TROO,2,3,{A_Chase},S_TROO_RUN7,0,0}, // S_TROO_RUN6
- {SPR_TROO,3,3,{A_Chase},S_TROO_RUN8,0,0}, // S_TROO_RUN7
- {SPR_TROO,3,3,{A_Chase},S_TROO_RUN1,0,0}, // S_TROO_RUN8
- {SPR_TROO,4,8,{A_FaceTarget},S_TROO_ATK2,0,0}, // S_TROO_ATK1
- {SPR_TROO,5,8,{A_FaceTarget},S_TROO_ATK3,0,0}, // S_TROO_ATK2
- {SPR_TROO,6,6,{A_TroopAttack},S_TROO_RUN1,0,0}, // S_TROO_ATK3
- {SPR_TROO,7,2,{NULL},S_TROO_PAIN2,0,0}, // S_TROO_PAIN
- {SPR_TROO,7,2,{A_Pain},S_TROO_RUN1,0,0}, // S_TROO_PAIN2
- {SPR_TROO,8,8,{NULL},S_TROO_DIE2,0,0}, // S_TROO_DIE1
- {SPR_TROO,9,8,{A_Scream},S_TROO_DIE3,0,0}, // S_TROO_DIE2
- {SPR_TROO,10,6,{NULL},S_TROO_DIE4,0,0}, // S_TROO_DIE3
- {SPR_TROO,11,6,{A_Fall},S_TROO_DIE5,0,0}, // S_TROO_DIE4
- {SPR_TROO,12,-1,{NULL},S_NULL,0,0}, // S_TROO_DIE5
- {SPR_TROO,13,5,{NULL},S_TROO_XDIE2,0,0}, // S_TROO_XDIE1
- {SPR_TROO,14,5,{A_XScream},S_TROO_XDIE3,0,0}, // S_TROO_XDIE2
- {SPR_TROO,15,5,{NULL},S_TROO_XDIE4,0,0}, // S_TROO_XDIE3
- {SPR_TROO,16,5,{A_Fall},S_TROO_XDIE5,0,0}, // S_TROO_XDIE4
- {SPR_TROO,17,5,{NULL},S_TROO_XDIE6,0,0}, // S_TROO_XDIE5
- {SPR_TROO,18,5,{NULL},S_TROO_XDIE7,0,0}, // S_TROO_XDIE6
- {SPR_TROO,19,5,{NULL},S_TROO_XDIE8,0,0}, // S_TROO_XDIE7
- {SPR_TROO,20,-1,{NULL},S_NULL,0,0}, // S_TROO_XDIE8
- {SPR_TROO,12,8,{NULL},S_TROO_RAISE2,0,0}, // S_TROO_RAISE1
- {SPR_TROO,11,8,{NULL},S_TROO_RAISE3,0,0}, // S_TROO_RAISE2
- {SPR_TROO,10,6,{NULL},S_TROO_RAISE4,0,0}, // S_TROO_RAISE3
- {SPR_TROO,9,6,{NULL},S_TROO_RAISE5,0,0}, // S_TROO_RAISE4
- {SPR_TROO,8,6,{NULL},S_TROO_RUN1,0,0}, // S_TROO_RAISE5
- {SPR_SARG,0,10,{A_Look},S_SARG_STND2,0,0}, // S_SARG_STND
- {SPR_SARG,1,10,{A_Look},S_SARG_STND,0,0}, // S_SARG_STND2
- {SPR_SARG,0,2,{A_Chase},S_SARG_RUN2,0,0}, // S_SARG_RUN1
- {SPR_SARG,0,2,{A_Chase},S_SARG_RUN3,0,0}, // S_SARG_RUN2
- {SPR_SARG,1,2,{A_Chase},S_SARG_RUN4,0,0}, // S_SARG_RUN3
- {SPR_SARG,1,2,{A_Chase},S_SARG_RUN5,0,0}, // S_SARG_RUN4
- {SPR_SARG,2,2,{A_Chase},S_SARG_RUN6,0,0}, // S_SARG_RUN5
- {SPR_SARG,2,2,{A_Chase},S_SARG_RUN7,0,0}, // S_SARG_RUN6
- {SPR_SARG,3,2,{A_Chase},S_SARG_RUN8,0,0}, // S_SARG_RUN7
- {SPR_SARG,3,2,{A_Chase},S_SARG_RUN1,0,0}, // S_SARG_RUN8
- {SPR_SARG,4,8,{A_FaceTarget},S_SARG_ATK2,0,0}, // S_SARG_ATK1
- {SPR_SARG,5,8,{A_FaceTarget},S_SARG_ATK3,0,0}, // S_SARG_ATK2
- {SPR_SARG,6,8,{A_SargAttack},S_SARG_RUN1,0,0}, // S_SARG_ATK3
- {SPR_SARG,7,2,{NULL},S_SARG_PAIN2,0,0}, // S_SARG_PAIN
- {SPR_SARG,7,2,{A_Pain},S_SARG_RUN1,0,0}, // S_SARG_PAIN2
- {SPR_SARG,8,8,{NULL},S_SARG_DIE2,0,0}, // S_SARG_DIE1
- {SPR_SARG,9,8,{A_Scream},S_SARG_DIE3,0,0}, // S_SARG_DIE2
- {SPR_SARG,10,4,{NULL},S_SARG_DIE4,0,0}, // S_SARG_DIE3
- {SPR_SARG,11,4,{A_Fall},S_SARG_DIE5,0,0}, // S_SARG_DIE4
- {SPR_SARG,12,4,{NULL},S_SARG_DIE6,0,0}, // S_SARG_DIE5
- {SPR_SARG,13,-1,{NULL},S_NULL,0,0}, // S_SARG_DIE6
- {SPR_SARG,13,5,{NULL},S_SARG_RAISE2,0,0}, // S_SARG_RAISE1
- {SPR_SARG,12,5,{NULL},S_SARG_RAISE3,0,0}, // S_SARG_RAISE2
- {SPR_SARG,11,5,{NULL},S_SARG_RAISE4,0,0}, // S_SARG_RAISE3
- {SPR_SARG,10,5,{NULL},S_SARG_RAISE5,0,0}, // S_SARG_RAISE4
- {SPR_SARG,9,5,{NULL},S_SARG_RAISE6,0,0}, // S_SARG_RAISE5
- {SPR_SARG,8,5,{NULL},S_SARG_RUN1,0,0}, // S_SARG_RAISE6
- {SPR_HEAD,0,10,{A_Look},S_HEAD_STND,0,0}, // S_HEAD_STND
- {SPR_HEAD,0,3,{A_Chase},S_HEAD_RUN1,0,0}, // S_HEAD_RUN1
- {SPR_HEAD,1,5,{A_FaceTarget},S_HEAD_ATK2,0,0}, // S_HEAD_ATK1
- {SPR_HEAD,2,5,{A_FaceTarget},S_HEAD_ATK3,0,0}, // S_HEAD_ATK2
- {SPR_HEAD,32771,5,{A_HeadAttack},S_HEAD_RUN1,0,0}, // S_HEAD_ATK3
- {SPR_HEAD,4,3,{NULL},S_HEAD_PAIN2,0,0}, // S_HEAD_PAIN
- {SPR_HEAD,4,3,{A_Pain},S_HEAD_PAIN3,0,0}, // S_HEAD_PAIN2
- {SPR_HEAD,5,6,{NULL},S_HEAD_RUN1,0,0}, // S_HEAD_PAIN3
- {SPR_HEAD,6,8,{NULL},S_HEAD_DIE2,0,0}, // S_HEAD_DIE1
- {SPR_HEAD,7,8,{A_Scream},S_HEAD_DIE3,0,0}, // S_HEAD_DIE2
- {SPR_HEAD,8,8,{NULL},S_HEAD_DIE4,0,0}, // S_HEAD_DIE3
- {SPR_HEAD,9,8,{NULL},S_HEAD_DIE5,0,0}, // S_HEAD_DIE4
- {SPR_HEAD,10,8,{A_Fall},S_HEAD_DIE6,0,0}, // S_HEAD_DIE5
- {SPR_HEAD,11,-1,{NULL},S_NULL,0,0}, // S_HEAD_DIE6
- {SPR_HEAD,11,8,{NULL},S_HEAD_RAISE2,0,0}, // S_HEAD_RAISE1
- {SPR_HEAD,10,8,{NULL},S_HEAD_RAISE3,0,0}, // S_HEAD_RAISE2
- {SPR_HEAD,9,8,{NULL},S_HEAD_RAISE4,0,0}, // S_HEAD_RAISE3
- {SPR_HEAD,8,8,{NULL},S_HEAD_RAISE5,0,0}, // S_HEAD_RAISE4
- {SPR_HEAD,7,8,{NULL},S_HEAD_RAISE6,0,0}, // S_HEAD_RAISE5
- {SPR_HEAD,6,8,{NULL},S_HEAD_RUN1,0,0}, // S_HEAD_RAISE6
- {SPR_BAL7,32768,4,{NULL},S_BRBALL2,0,0}, // S_BRBALL1
- {SPR_BAL7,32769,4,{NULL},S_BRBALL1,0,0}, // S_BRBALL2
- {SPR_BAL7,32770,6,{NULL},S_BRBALLX2,0,0}, // S_BRBALLX1
- {SPR_BAL7,32771,6,{NULL},S_BRBALLX3,0,0}, // S_BRBALLX2
- {SPR_BAL7,32772,6,{NULL},S_NULL,0,0}, // S_BRBALLX3
- {SPR_BOSS,0,10,{A_Look},S_BOSS_STND2,0,0}, // S_BOSS_STND
- {SPR_BOSS,1,10,{A_Look},S_BOSS_STND,0,0}, // S_BOSS_STND2
- {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN2,0,0}, // S_BOSS_RUN1
- {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN3,0,0}, // S_BOSS_RUN2
- {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN4,0,0}, // S_BOSS_RUN3
- {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN5,0,0}, // S_BOSS_RUN4
- {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN6,0,0}, // S_BOSS_RUN5
- {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN7,0,0}, // S_BOSS_RUN6
- {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN8,0,0}, // S_BOSS_RUN7
- {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN1,0,0}, // S_BOSS_RUN8
- {SPR_BOSS,4,8,{A_FaceTarget},S_BOSS_ATK2,0,0}, // S_BOSS_ATK1
- {SPR_BOSS,5,8,{A_FaceTarget},S_BOSS_ATK3,0,0}, // S_BOSS_ATK2
- {SPR_BOSS,6,8,{A_BruisAttack},S_BOSS_RUN1,0,0}, // S_BOSS_ATK3
- {SPR_BOSS,7,2,{NULL},S_BOSS_PAIN2,0,0}, // S_BOSS_PAIN
- {SPR_BOSS,7,2,{A_Pain},S_BOSS_RUN1,0,0}, // S_BOSS_PAIN2
- {SPR_BOSS,8,8,{NULL},S_BOSS_DIE2,0,0}, // S_BOSS_DIE1
- {SPR_BOSS,9,8,{A_Scream},S_BOSS_DIE3,0,0}, // S_BOSS_DIE2
- {SPR_BOSS,10,8,{NULL},S_BOSS_DIE4,0,0}, // S_BOSS_DIE3
- {SPR_BOSS,11,8,{A_Fall},S_BOSS_DIE5,0,0}, // S_BOSS_DIE4
- {SPR_BOSS,12,8,{NULL},S_BOSS_DIE6,0,0}, // S_BOSS_DIE5
- {SPR_BOSS,13,8,{NULL},S_BOSS_DIE7,0,0}, // S_BOSS_DIE6
- {SPR_BOSS,14,-1,{A_BossDeath},S_NULL,0,0}, // S_BOSS_DIE7
- {SPR_BOSS,14,8,{NULL},S_BOSS_RAISE2,0,0}, // S_BOSS_RAISE1
- {SPR_BOSS,13,8,{NULL},S_BOSS_RAISE3,0,0}, // S_BOSS_RAISE2
- {SPR_BOSS,12,8,{NULL},S_BOSS_RAISE4,0,0}, // S_BOSS_RAISE3
- {SPR_BOSS,11,8,{NULL},S_BOSS_RAISE5,0,0}, // S_BOSS_RAISE4
- {SPR_BOSS,10,8,{NULL},S_BOSS_RAISE6,0,0}, // S_BOSS_RAISE5
- {SPR_BOSS,9,8,{NULL},S_BOSS_RAISE7,0,0}, // S_BOSS_RAISE6
- {SPR_BOSS,8,8,{NULL},S_BOSS_RUN1,0,0}, // S_BOSS_RAISE7
- {SPR_BOS2,0,10,{A_Look},S_BOS2_STND2,0,0}, // S_BOS2_STND
- {SPR_BOS2,1,10,{A_Look},S_BOS2_STND,0,0}, // S_BOS2_STND2
- {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN2,0,0}, // S_BOS2_RUN1
- {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN3,0,0}, // S_BOS2_RUN2
- {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN4,0,0}, // S_BOS2_RUN3
- {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN5,0,0}, // S_BOS2_RUN4
- {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN6,0,0}, // S_BOS2_RUN5
- {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN7,0,0}, // S_BOS2_RUN6
- {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN8,0,0}, // S_BOS2_RUN7
- {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN1,0,0}, // S_BOS2_RUN8
- {SPR_BOS2,4,8,{A_FaceTarget},S_BOS2_ATK2,0,0}, // S_BOS2_ATK1
- {SPR_BOS2,5,8,{A_FaceTarget},S_BOS2_ATK3,0,0}, // S_BOS2_ATK2
- {SPR_BOS2,6,8,{A_BruisAttack},S_BOS2_RUN1,0,0}, // S_BOS2_ATK3
- {SPR_BOS2,7,2,{NULL},S_BOS2_PAIN2,0,0}, // S_BOS2_PAIN
- {SPR_BOS2,7,2,{A_Pain},S_BOS2_RUN1,0,0}, // S_BOS2_PAIN2
- {SPR_BOS2,8,8,{NULL},S_BOS2_DIE2,0,0}, // S_BOS2_DIE1
- {SPR_BOS2,9,8,{A_Scream},S_BOS2_DIE3,0,0}, // S_BOS2_DIE2
- {SPR_BOS2,10,8,{NULL},S_BOS2_DIE4,0,0}, // S_BOS2_DIE3
- {SPR_BOS2,11,8,{A_Fall},S_BOS2_DIE5,0,0}, // S_BOS2_DIE4
- {SPR_BOS2,12,8,{NULL},S_BOS2_DIE6,0,0}, // S_BOS2_DIE5
- {SPR_BOS2,13,8,{NULL},S_BOS2_DIE7,0,0}, // S_BOS2_DIE6
- {SPR_BOS2,14,-1,{NULL},S_NULL,0,0}, // S_BOS2_DIE7
- {SPR_BOS2,14,8,{NULL},S_BOS2_RAISE2,0,0}, // S_BOS2_RAISE1
- {SPR_BOS2,13,8,{NULL},S_BOS2_RAISE3,0,0}, // S_BOS2_RAISE2
- {SPR_BOS2,12,8,{NULL},S_BOS2_RAISE4,0,0}, // S_BOS2_RAISE3
- {SPR_BOS2,11,8,{NULL},S_BOS2_RAISE5,0,0}, // S_BOS2_RAISE4
- {SPR_BOS2,10,8,{NULL},S_BOS2_RAISE6,0,0}, // S_BOS2_RAISE5
- {SPR_BOS2,9,8,{NULL},S_BOS2_RAISE7,0,0}, // S_BOS2_RAISE6
- {SPR_BOS2,8,8,{NULL},S_BOS2_RUN1,0,0}, // S_BOS2_RAISE7
- {SPR_SKUL,32768,10,{A_Look},S_SKULL_STND2,0,0}, // S_SKULL_STND
- {SPR_SKUL,32769,10,{A_Look},S_SKULL_STND,0,0}, // S_SKULL_STND2
- {SPR_SKUL,32768,6,{A_Chase},S_SKULL_RUN2,0,0}, // S_SKULL_RUN1
- {SPR_SKUL,32769,6,{A_Chase},S_SKULL_RUN1,0,0}, // S_SKULL_RUN2
- {SPR_SKUL,32770,10,{A_FaceTarget},S_SKULL_ATK2,0,0}, // S_SKULL_ATK1
- {SPR_SKUL,32771,4,{A_SkullAttack},S_SKULL_ATK3,0,0}, // S_SKULL_ATK2
- {SPR_SKUL,32770,4,{NULL},S_SKULL_ATK4,0,0}, // S_SKULL_ATK3
- {SPR_SKUL,32771,4,{NULL},S_SKULL_ATK3,0,0}, // S_SKULL_ATK4
- {SPR_SKUL,32772,3,{NULL},S_SKULL_PAIN2,0,0}, // S_SKULL_PAIN
- {SPR_SKUL,32772,3,{A_Pain},S_SKULL_RUN1,0,0}, // S_SKULL_PAIN2
- {SPR_SKUL,32773,6,{NULL},S_SKULL_DIE2,0,0}, // S_SKULL_DIE1
- {SPR_SKUL,32774,6,{A_Scream},S_SKULL_DIE3,0,0}, // S_SKULL_DIE2
- {SPR_SKUL,32775,6,{NULL},S_SKULL_DIE4,0,0}, // S_SKULL_DIE3
- {SPR_SKUL,32776,6,{A_Fall},S_SKULL_DIE5,0,0}, // S_SKULL_DIE4
- {SPR_SKUL,9,6,{NULL},S_SKULL_DIE6,0,0}, // S_SKULL_DIE5
- {SPR_SKUL,10,6,{NULL},S_NULL,0,0}, // S_SKULL_DIE6
- {SPR_SPID,0,10,{A_Look},S_SPID_STND2,0,0}, // S_SPID_STND
- {SPR_SPID,1,10,{A_Look},S_SPID_STND,0,0}, // S_SPID_STND2
- {SPR_SPID,0,3,{A_Metal},S_SPID_RUN2,0,0}, // S_SPID_RUN1
- {SPR_SPID,0,3,{A_Chase},S_SPID_RUN3,0,0}, // S_SPID_RUN2
- {SPR_SPID,1,3,{A_Chase},S_SPID_RUN4,0,0}, // S_SPID_RUN3
- {SPR_SPID,1,3,{A_Chase},S_SPID_RUN5,0,0}, // S_SPID_RUN4
- {SPR_SPID,2,3,{A_Metal},S_SPID_RUN6,0,0}, // S_SPID_RUN5
- {SPR_SPID,2,3,{A_Chase},S_SPID_RUN7,0,0}, // S_SPID_RUN6
- {SPR_SPID,3,3,{A_Chase},S_SPID_RUN8,0,0}, // S_SPID_RUN7
- {SPR_SPID,3,3,{A_Chase},S_SPID_RUN9,0,0}, // S_SPID_RUN8
- {SPR_SPID,4,3,{A_Metal},S_SPID_RUN10,0,0}, // S_SPID_RUN9
- {SPR_SPID,4,3,{A_Chase},S_SPID_RUN11,0,0}, // S_SPID_RUN10
- {SPR_SPID,5,3,{A_Chase},S_SPID_RUN12,0,0}, // S_SPID_RUN11
- {SPR_SPID,5,3,{A_Chase},S_SPID_RUN1,0,0}, // S_SPID_RUN12
- {SPR_SPID,32768,20,{A_FaceTarget},S_SPID_ATK2,0,0}, // S_SPID_ATK1
- {SPR_SPID,32774,4,{A_SPosAttack},S_SPID_ATK3,0,0}, // S_SPID_ATK2
- {SPR_SPID,32775,4,{A_SPosAttack},S_SPID_ATK4,0,0}, // S_SPID_ATK3
- {SPR_SPID,32775,1,{A_SpidRefire},S_SPID_ATK2,0,0}, // S_SPID_ATK4
- {SPR_SPID,8,3,{NULL},S_SPID_PAIN2,0,0}, // S_SPID_PAIN
- {SPR_SPID,8,3,{A_Pain},S_SPID_RUN1,0,0}, // S_SPID_PAIN2
- {SPR_SPID,9,20,{A_Scream},S_SPID_DIE2,0,0}, // S_SPID_DIE1
- {SPR_SPID,10,10,{A_Fall},S_SPID_DIE3,0,0}, // S_SPID_DIE2
- {SPR_SPID,11,10,{NULL},S_SPID_DIE4,0,0}, // S_SPID_DIE3
- {SPR_SPID,12,10,{NULL},S_SPID_DIE5,0,0}, // S_SPID_DIE4
- {SPR_SPID,13,10,{NULL},S_SPID_DIE6,0,0}, // S_SPID_DIE5
- {SPR_SPID,14,10,{NULL},S_SPID_DIE7,0,0}, // S_SPID_DIE6
- {SPR_SPID,15,10,{NULL},S_SPID_DIE8,0,0}, // S_SPID_DIE7
- {SPR_SPID,16,10,{NULL},S_SPID_DIE9,0,0}, // S_SPID_DIE8
- {SPR_SPID,17,10,{NULL},S_SPID_DIE10,0,0}, // S_SPID_DIE9
- {SPR_SPID,18,30,{NULL},S_SPID_DIE11,0,0}, // S_SPID_DIE10
- {SPR_SPID,18,-1,{A_BossDeath},S_NULL,0,0}, // S_SPID_DIE11
- {SPR_BSPI,0,10,{A_Look},S_BSPI_STND2,0,0}, // S_BSPI_STND
- {SPR_BSPI,1,10,{A_Look},S_BSPI_STND,0,0}, // S_BSPI_STND2
- {SPR_BSPI,0,20,{NULL},S_BSPI_RUN1,0,0}, // S_BSPI_SIGHT
- {SPR_BSPI,0,3,{A_BabyMetal},S_BSPI_RUN2,0,0}, // S_BSPI_RUN1
- {SPR_BSPI,0,3,{A_Chase},S_BSPI_RUN3,0,0}, // S_BSPI_RUN2
- {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN4,0,0}, // S_BSPI_RUN3
- {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN5,0,0}, // S_BSPI_RUN4
- {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN6,0,0}, // S_BSPI_RUN5
- {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN7,0,0}, // S_BSPI_RUN6
- {SPR_BSPI,3,3,{A_BabyMetal},S_BSPI_RUN8,0,0}, // S_BSPI_RUN7
- {SPR_BSPI,3,3,{A_Chase},S_BSPI_RUN9,0,0}, // S_BSPI_RUN8
- {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN10,0,0}, // S_BSPI_RUN9
- {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN11,0,0}, // S_BSPI_RUN10
- {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN12,0,0}, // S_BSPI_RUN11
- {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN1,0,0}, // S_BSPI_RUN12
- {SPR_BSPI,32768,20,{A_FaceTarget},S_BSPI_ATK2,0,0}, // S_BSPI_ATK1
- {SPR_BSPI,32774,4,{A_BspiAttack},S_BSPI_ATK3,0,0}, // S_BSPI_ATK2
- {SPR_BSPI,32775,4,{NULL},S_BSPI_ATK4,0,0}, // S_BSPI_ATK3
- {SPR_BSPI,32775,1,{A_SpidRefire},S_BSPI_ATK2,0,0}, // S_BSPI_ATK4
- {SPR_BSPI,8,3,{NULL},S_BSPI_PAIN2,0,0}, // S_BSPI_PAIN
- {SPR_BSPI,8,3,{A_Pain},S_BSPI_RUN1,0,0}, // S_BSPI_PAIN2
- {SPR_BSPI,9,20,{A_Scream},S_BSPI_DIE2,0,0}, // S_BSPI_DIE1
- {SPR_BSPI,10,7,{A_Fall},S_BSPI_DIE3,0,0}, // S_BSPI_DIE2
- {SPR_BSPI,11,7,{NULL},S_BSPI_DIE4,0,0}, // S_BSPI_DIE3
- {SPR_BSPI,12,7,{NULL},S_BSPI_DIE5,0,0}, // S_BSPI_DIE4
- {SPR_BSPI,13,7,{NULL},S_BSPI_DIE6,0,0}, // S_BSPI_DIE5
- {SPR_BSPI,14,7,{NULL},S_BSPI_DIE7,0,0}, // S_BSPI_DIE6
- {SPR_BSPI,15,-1,{A_BossDeath},S_NULL,0,0}, // S_BSPI_DIE7
- {SPR_BSPI,15,5,{NULL},S_BSPI_RAISE2,0,0}, // S_BSPI_RAISE1
- {SPR_BSPI,14,5,{NULL},S_BSPI_RAISE3,0,0}, // S_BSPI_RAISE2
- {SPR_BSPI,13,5,{NULL},S_BSPI_RAISE4,0,0}, // S_BSPI_RAISE3
- {SPR_BSPI,12,5,{NULL},S_BSPI_RAISE5,0,0}, // S_BSPI_RAISE4
- {SPR_BSPI,11,5,{NULL},S_BSPI_RAISE6,0,0}, // S_BSPI_RAISE5
- {SPR_BSPI,10,5,{NULL},S_BSPI_RAISE7,0,0}, // S_BSPI_RAISE6
- {SPR_BSPI,9,5,{NULL},S_BSPI_RUN1,0,0}, // S_BSPI_RAISE7
- {SPR_APLS,32768,5,{NULL},S_ARACH_PLAZ2,0,0}, // S_ARACH_PLAZ
- {SPR_APLS,32769,5,{NULL},S_ARACH_PLAZ,0,0}, // S_ARACH_PLAZ2
- {SPR_APBX,32768,5,{NULL},S_ARACH_PLEX2,0,0}, // S_ARACH_PLEX
- {SPR_APBX,32769,5,{NULL},S_ARACH_PLEX3,0,0}, // S_ARACH_PLEX2
- {SPR_APBX,32770,5,{NULL},S_ARACH_PLEX4,0,0}, // S_ARACH_PLEX3
- {SPR_APBX,32771,5,{NULL},S_ARACH_PLEX5,0,0}, // S_ARACH_PLEX4
- {SPR_APBX,32772,5,{NULL},S_NULL,0,0}, // S_ARACH_PLEX5
- {SPR_CYBR,0,10,{A_Look},S_CYBER_STND2,0,0}, // S_CYBER_STND
- {SPR_CYBR,1,10,{A_Look},S_CYBER_STND,0,0}, // S_CYBER_STND2
- {SPR_CYBR,0,3,{A_Hoof},S_CYBER_RUN2,0,0}, // S_CYBER_RUN1
- {SPR_CYBR,0,3,{A_Chase},S_CYBER_RUN3,0,0}, // S_CYBER_RUN2
- {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN4,0,0}, // S_CYBER_RUN3
- {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN5,0,0}, // S_CYBER_RUN4
- {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN6,0,0}, // S_CYBER_RUN5
- {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN7,0,0}, // S_CYBER_RUN6
- {SPR_CYBR,3,3,{A_Metal},S_CYBER_RUN8,0,0}, // S_CYBER_RUN7
- {SPR_CYBR,3,3,{A_Chase},S_CYBER_RUN1,0,0}, // S_CYBER_RUN8
- {SPR_CYBR,4,6,{A_FaceTarget},S_CYBER_ATK2,0,0}, // S_CYBER_ATK1
- {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK3,0,0}, // S_CYBER_ATK2
- {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK4,0,0}, // S_CYBER_ATK3
- {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK5,0,0}, // S_CYBER_ATK4
- {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK6,0,0}, // S_CYBER_ATK5
- {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_RUN1,0,0}, // S_CYBER_ATK6
- {SPR_CYBR,6,10,{A_Pain},S_CYBER_RUN1,0,0}, // S_CYBER_PAIN
- {SPR_CYBR,7,10,{NULL},S_CYBER_DIE2,0,0}, // S_CYBER_DIE1
- {SPR_CYBR,8,10,{A_Scream},S_CYBER_DIE3,0,0}, // S_CYBER_DIE2
- {SPR_CYBR,9,10,{NULL},S_CYBER_DIE4,0,0}, // S_CYBER_DIE3
- {SPR_CYBR,10,10,{NULL},S_CYBER_DIE5,0,0}, // S_CYBER_DIE4
- {SPR_CYBR,11,10,{NULL},S_CYBER_DIE6,0,0}, // S_CYBER_DIE5
- {SPR_CYBR,12,10,{A_Fall},S_CYBER_DIE7,0,0}, // S_CYBER_DIE6
- {SPR_CYBR,13,10,{NULL},S_CYBER_DIE8,0,0}, // S_CYBER_DIE7
- {SPR_CYBR,14,10,{NULL},S_CYBER_DIE9,0,0}, // S_CYBER_DIE8
- {SPR_CYBR,15,30,{NULL},S_CYBER_DIE10,0,0}, // S_CYBER_DIE9
- {SPR_CYBR,15,-1,{A_BossDeath},S_NULL,0,0}, // S_CYBER_DIE10
- {SPR_PAIN,0,10,{A_Look},S_PAIN_STND,0,0}, // S_PAIN_STND
- {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN2,0,0}, // S_PAIN_RUN1
- {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN3,0,0}, // S_PAIN_RUN2
- {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN4,0,0}, // S_PAIN_RUN3
- {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN5,0,0}, // S_PAIN_RUN4
- {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN6,0,0}, // S_PAIN_RUN5
- {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN1,0,0}, // S_PAIN_RUN6
- {SPR_PAIN,3,5,{A_FaceTarget},S_PAIN_ATK2,0,0}, // S_PAIN_ATK1
- {SPR_PAIN,4,5,{A_FaceTarget},S_PAIN_ATK3,0,0}, // S_PAIN_ATK2
- {SPR_PAIN,32773,5,{A_FaceTarget},S_PAIN_ATK4,0,0}, // S_PAIN_ATK3
- {SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0}, // S_PAIN_ATK4
- {SPR_PAIN,6,6,{NULL},S_PAIN_PAIN2,0,0}, // S_PAIN_PAIN
- {SPR_PAIN,6,6,{A_Pain},S_PAIN_RUN1,0,0}, // S_PAIN_PAIN2
- {SPR_PAIN,32775,8,{NULL},S_PAIN_DIE2,0,0}, // S_PAIN_DIE1
- {SPR_PAIN,32776,8,{A_Scream},S_PAIN_DIE3,0,0}, // S_PAIN_DIE2
- {SPR_PAIN,32777,8,{NULL},S_PAIN_DIE4,0,0}, // S_PAIN_DIE3
- {SPR_PAIN,32778,8,{NULL},S_PAIN_DIE5,0,0}, // S_PAIN_DIE4
- {SPR_PAIN,32779,8,{A_PainDie},S_PAIN_DIE6,0,0}, // S_PAIN_DIE5
- {SPR_PAIN,32780,8,{NULL},S_NULL,0,0}, // S_PAIN_DIE6
- {SPR_PAIN,12,8,{NULL},S_PAIN_RAISE2,0,0}, // S_PAIN_RAISE1
- {SPR_PAIN,11,8,{NULL},S_PAIN_RAISE3,0,0}, // S_PAIN_RAISE2
- {SPR_PAIN,10,8,{NULL},S_PAIN_RAISE4,0,0}, // S_PAIN_RAISE3
- {SPR_PAIN,9,8,{NULL},S_PAIN_RAISE5,0,0}, // S_PAIN_RAISE4
- {SPR_PAIN,8,8,{NULL},S_PAIN_RAISE6,0,0}, // S_PAIN_RAISE5
- {SPR_PAIN,7,8,{NULL},S_PAIN_RUN1,0,0}, // S_PAIN_RAISE6
- {SPR_SSWV,0,10,{A_Look},S_SSWV_STND2,0,0}, // S_SSWV_STND
- {SPR_SSWV,1,10,{A_Look},S_SSWV_STND,0,0}, // S_SSWV_STND2
- {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN2,0,0}, // S_SSWV_RUN1
- {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN3,0,0}, // S_SSWV_RUN2
- {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN4,0,0}, // S_SSWV_RUN3
- {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN5,0,0}, // S_SSWV_RUN4
- {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN6,0,0}, // S_SSWV_RUN5
- {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN7,0,0}, // S_SSWV_RUN6
- {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN8,0,0}, // S_SSWV_RUN7
- {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN1,0,0}, // S_SSWV_RUN8
- {SPR_SSWV,4,10,{A_FaceTarget},S_SSWV_ATK2,0,0}, // S_SSWV_ATK1
- {SPR_SSWV,5,10,{A_FaceTarget},S_SSWV_ATK3,0,0}, // S_SSWV_ATK2
- {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK4,0,0}, // S_SSWV_ATK3
- {SPR_SSWV,5,6,{A_FaceTarget},S_SSWV_ATK5,0,0}, // S_SSWV_ATK4
- {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK6,0,0}, // S_SSWV_ATK5
- {SPR_SSWV,5,1,{A_CPosRefire},S_SSWV_ATK2,0,0}, // S_SSWV_ATK6
- {SPR_SSWV,7,3,{NULL},S_SSWV_PAIN2,0,0}, // S_SSWV_PAIN
- {SPR_SSWV,7,3,{A_Pain},S_SSWV_RUN1,0,0}, // S_SSWV_PAIN2
- {SPR_SSWV,8,5,{NULL},S_SSWV_DIE2,0,0}, // S_SSWV_DIE1
- {SPR_SSWV,9,5,{A_Scream},S_SSWV_DIE3,0,0}, // S_SSWV_DIE2
- {SPR_SSWV,10,5,{A_Fall},S_SSWV_DIE4,0,0}, // S_SSWV_DIE3
- {SPR_SSWV,11,5,{NULL},S_SSWV_DIE5,0,0}, // S_SSWV_DIE4
- {SPR_SSWV,12,-1,{NULL},S_NULL,0,0}, // S_SSWV_DIE5
- {SPR_SSWV,13,5,{NULL},S_SSWV_XDIE2,0,0}, // S_SSWV_XDIE1
- {SPR_SSWV,14,5,{A_XScream},S_SSWV_XDIE3,0,0}, // S_SSWV_XDIE2
- {SPR_SSWV,15,5,{A_Fall},S_SSWV_XDIE4,0,0}, // S_SSWV_XDIE3
- {SPR_SSWV,16,5,{NULL},S_SSWV_XDIE5,0,0}, // S_SSWV_XDIE4
- {SPR_SSWV,17,5,{NULL},S_SSWV_XDIE6,0,0}, // S_SSWV_XDIE5
- {SPR_SSWV,18,5,{NULL},S_SSWV_XDIE7,0,0}, // S_SSWV_XDIE6
- {SPR_SSWV,19,5,{NULL},S_SSWV_XDIE8,0,0}, // S_SSWV_XDIE7
- {SPR_SSWV,20,5,{NULL},S_SSWV_XDIE9,0,0}, // S_SSWV_XDIE8
- {SPR_SSWV,21,-1,{NULL},S_NULL,0,0}, // S_SSWV_XDIE9
- {SPR_SSWV,12,5,{NULL},S_SSWV_RAISE2,0,0}, // S_SSWV_RAISE1
- {SPR_SSWV,11,5,{NULL},S_SSWV_RAISE3,0,0}, // S_SSWV_RAISE2
- {SPR_SSWV,10,5,{NULL},S_SSWV_RAISE4,0,0}, // S_SSWV_RAISE3
- {SPR_SSWV,9,5,{NULL},S_SSWV_RAISE5,0,0}, // S_SSWV_RAISE4
- {SPR_SSWV,8,5,{NULL},S_SSWV_RUN1,0,0}, // S_SSWV_RAISE5
- {SPR_KEEN,0,-1,{NULL},S_KEENSTND,0,0}, // S_KEENSTND
- {SPR_KEEN,0,6,{NULL},S_COMMKEEN2,0,0}, // S_COMMKEEN
- {SPR_KEEN,1,6,{NULL},S_COMMKEEN3,0,0}, // S_COMMKEEN2
- {SPR_KEEN,2,6,{A_Scream},S_COMMKEEN4,0,0}, // S_COMMKEEN3
- {SPR_KEEN,3,6,{NULL},S_COMMKEEN5,0,0}, // S_COMMKEEN4
- {SPR_KEEN,4,6,{NULL},S_COMMKEEN6,0,0}, // S_COMMKEEN5
- {SPR_KEEN,5,6,{NULL},S_COMMKEEN7,0,0}, // S_COMMKEEN6
- {SPR_KEEN,6,6,{NULL},S_COMMKEEN8,0,0}, // S_COMMKEEN7
- {SPR_KEEN,7,6,{NULL},S_COMMKEEN9,0,0}, // S_COMMKEEN8
- {SPR_KEEN,8,6,{NULL},S_COMMKEEN10,0,0}, // S_COMMKEEN9
- {SPR_KEEN,9,6,{NULL},S_COMMKEEN11,0,0}, // S_COMMKEEN10
- {SPR_KEEN,10,6,{A_KeenDie},S_COMMKEEN12,0,0},// S_COMMKEEN11
- {SPR_KEEN,11,-1,{NULL},S_NULL,0,0}, // S_COMMKEEN12
- {SPR_KEEN,12,4,{NULL},S_KEENPAIN2,0,0}, // S_KEENPAIN
- {SPR_KEEN,12,8,{A_Pain},S_KEENSTND,0,0}, // S_KEENPAIN2
- {SPR_BBRN,0,-1,{NULL},S_NULL,0,0}, // S_BRAIN
- {SPR_BBRN,1,36,{A_BrainPain},S_BRAIN,0,0}, // S_BRAIN_PAIN
- {SPR_BBRN,0,100,{A_BrainScream},S_BRAIN_DIE2,0,0}, // S_BRAIN_DIE1
- {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE3,0,0}, // S_BRAIN_DIE2
- {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE4,0,0}, // S_BRAIN_DIE3
- {SPR_BBRN,0,-1,{A_BrainDie},S_NULL,0,0}, // S_BRAIN_DIE4
- {SPR_SSWV,0,10,{A_Look},S_BRAINEYE,0,0}, // S_BRAINEYE
- {SPR_SSWV,0,181,{A_BrainAwake},S_BRAINEYE1,0,0}, // S_BRAINEYESEE
- {SPR_SSWV,0,150,{A_BrainSpit},S_BRAINEYE1,0,0}, // S_BRAINEYE1
- {SPR_BOSF,32768,3,{A_SpawnSound},S_SPAWN2,0,0}, // S_SPAWN1
- {SPR_BOSF,32769,3,{A_SpawnFly},S_SPAWN3,0,0}, // S_SPAWN2
- {SPR_BOSF,32770,3,{A_SpawnFly},S_SPAWN4,0,0}, // S_SPAWN3
- {SPR_BOSF,32771,3,{A_SpawnFly},S_SPAWN1,0,0}, // S_SPAWN4
- {SPR_FIRE,32768,4,{A_Fire},S_SPAWNFIRE2,0,0}, // S_SPAWNFIRE1
- {SPR_FIRE,32769,4,{A_Fire},S_SPAWNFIRE3,0,0}, // S_SPAWNFIRE2
- {SPR_FIRE,32770,4,{A_Fire},S_SPAWNFIRE4,0,0}, // S_SPAWNFIRE3
- {SPR_FIRE,32771,4,{A_Fire},S_SPAWNFIRE5,0,0}, // S_SPAWNFIRE4
- {SPR_FIRE,32772,4,{A_Fire},S_SPAWNFIRE6,0,0}, // S_SPAWNFIRE5
- {SPR_FIRE,32773,4,{A_Fire},S_SPAWNFIRE7,0,0}, // S_SPAWNFIRE6
- {SPR_FIRE,32774,4,{A_Fire},S_SPAWNFIRE8,0,0}, // S_SPAWNFIRE7
- {SPR_FIRE,32775,4,{A_Fire},S_NULL,0,0}, // S_SPAWNFIRE8
- {SPR_MISL,32769,10,{NULL},S_BRAINEXPLODE2,0,0}, // S_BRAINEXPLODE1
- {SPR_MISL,32770,10,{NULL},S_BRAINEXPLODE3,0,0}, // S_BRAINEXPLODE2
- {SPR_MISL,32771,10,{A_BrainExplode},S_NULL,0,0}, // S_BRAINEXPLODE3
- {SPR_ARM1,0,6,{NULL},S_ARM1A,0,0}, // S_ARM1
- {SPR_ARM1,32769,7,{NULL},S_ARM1,0,0}, // S_ARM1A
- {SPR_ARM2,0,6,{NULL},S_ARM2A,0,0}, // S_ARM2
- {SPR_ARM2,32769,6,{NULL},S_ARM2,0,0}, // S_ARM2A
- {SPR_BAR1,0,6,{NULL},S_BAR2,0,0}, // S_BAR1
- {SPR_BAR1,1,6,{NULL},S_BAR1,0,0}, // S_BAR2
- {SPR_BEXP,32768,5,{NULL},S_BEXP2,0,0}, // S_BEXP
- {SPR_BEXP,32769,5,{A_Scream},S_BEXP3,0,0}, // S_BEXP2
- {SPR_BEXP,32770,5,{NULL},S_BEXP4,0,0}, // S_BEXP3
- {SPR_BEXP,32771,10,{A_Explode},S_BEXP5,0,0}, // S_BEXP4
- {SPR_BEXP,32772,10,{NULL},S_NULL,0,0}, // S_BEXP5
- {SPR_FCAN,32768,4,{NULL},S_BBAR2,0,0}, // S_BBAR1
- {SPR_FCAN,32769,4,{NULL},S_BBAR3,0,0}, // S_BBAR2
- {SPR_FCAN,32770,4,{NULL},S_BBAR1,0,0}, // S_BBAR3
- {SPR_BON1,0,6,{NULL},S_BON1A,0,0}, // S_BON1
- {SPR_BON1,1,6,{NULL},S_BON1B,0,0}, // S_BON1A
- {SPR_BON1,2,6,{NULL},S_BON1C,0,0}, // S_BON1B
- {SPR_BON1,3,6,{NULL},S_BON1D,0,0}, // S_BON1C
- {SPR_BON1,2,6,{NULL},S_BON1E,0,0}, // S_BON1D
- {SPR_BON1,1,6,{NULL},S_BON1,0,0}, // S_BON1E
- {SPR_BON2,0,6,{NULL},S_BON2A,0,0}, // S_BON2
- {SPR_BON2,1,6,{NULL},S_BON2B,0,0}, // S_BON2A
- {SPR_BON2,2,6,{NULL},S_BON2C,0,0}, // S_BON2B
- {SPR_BON2,3,6,{NULL},S_BON2D,0,0}, // S_BON2C
- {SPR_BON2,2,6,{NULL},S_BON2E,0,0}, // S_BON2D
- {SPR_BON2,1,6,{NULL},S_BON2,0,0}, // S_BON2E
- {SPR_BKEY,0,10,{NULL},S_BKEY2,0,0}, // S_BKEY
- {SPR_BKEY,32769,10,{NULL},S_BKEY,0,0}, // S_BKEY2
- {SPR_RKEY,0,10,{NULL},S_RKEY2,0,0}, // S_RKEY
- {SPR_RKEY,32769,10,{NULL},S_RKEY,0,0}, // S_RKEY2
- {SPR_YKEY,0,10,{NULL},S_YKEY2,0,0}, // S_YKEY
- {SPR_YKEY,32769,10,{NULL},S_YKEY,0,0}, // S_YKEY2
- {SPR_BSKU,0,10,{NULL},S_BSKULL2,0,0}, // S_BSKULL
- {SPR_BSKU,32769,10,{NULL},S_BSKULL,0,0}, // S_BSKULL2
- {SPR_RSKU,0,10,{NULL},S_RSKULL2,0,0}, // S_RSKULL
- {SPR_RSKU,32769,10,{NULL},S_RSKULL,0,0}, // S_RSKULL2
- {SPR_YSKU,0,10,{NULL},S_YSKULL2,0,0}, // S_YSKULL
- {SPR_YSKU,32769,10,{NULL},S_YSKULL,0,0}, // S_YSKULL2
- {SPR_STIM,0,-1,{NULL},S_NULL,0,0}, // S_STIM
- {SPR_MEDI,0,-1,{NULL},S_NULL,0,0}, // S_MEDI
- {SPR_SOUL,32768,6,{NULL},S_SOUL2,0,0}, // S_SOUL
- {SPR_SOUL,32769,6,{NULL},S_SOUL3,0,0}, // S_SOUL2
- {SPR_SOUL,32770,6,{NULL},S_SOUL4,0,0}, // S_SOUL3
- {SPR_SOUL,32771,6,{NULL},S_SOUL5,0,0}, // S_SOUL4
- {SPR_SOUL,32770,6,{NULL},S_SOUL6,0,0}, // S_SOUL5
- {SPR_SOUL,32769,6,{NULL},S_SOUL,0,0}, // S_SOUL6
- {SPR_PINV,32768,6,{NULL},S_PINV2,0,0}, // S_PINV
- {SPR_PINV,32769,6,{NULL},S_PINV3,0,0}, // S_PINV2
- {SPR_PINV,32770,6,{NULL},S_PINV4,0,0}, // S_PINV3
- {SPR_PINV,32771,6,{NULL},S_PINV,0,0}, // S_PINV4
- {SPR_PSTR,32768,-1,{NULL},S_NULL,0,0}, // S_PSTR
- {SPR_PINS,32768,6,{NULL},S_PINS2,0,0}, // S_PINS
- {SPR_PINS,32769,6,{NULL},S_PINS3,0,0}, // S_PINS2
- {SPR_PINS,32770,6,{NULL},S_PINS4,0,0}, // S_PINS3
- {SPR_PINS,32771,6,{NULL},S_PINS,0,0}, // S_PINS4
- {SPR_MEGA,32768,6,{NULL},S_MEGA2,0,0}, // S_MEGA
- {SPR_MEGA,32769,6,{NULL},S_MEGA3,0,0}, // S_MEGA2
- {SPR_MEGA,32770,6,{NULL},S_MEGA4,0,0}, // S_MEGA3
- {SPR_MEGA,32771,6,{NULL},S_MEGA,0,0}, // S_MEGA4
- {SPR_SUIT,32768,-1,{NULL},S_NULL,0,0}, // S_SUIT
- {SPR_PMAP,32768,6,{NULL},S_PMAP2,0,0}, // S_PMAP
- {SPR_PMAP,32769,6,{NULL},S_PMAP3,0,0}, // S_PMAP2
- {SPR_PMAP,32770,6,{NULL},S_PMAP4,0,0}, // S_PMAP3
- {SPR_PMAP,32771,6,{NULL},S_PMAP5,0,0}, // S_PMAP4
- {SPR_PMAP,32770,6,{NULL},S_PMAP6,0,0}, // S_PMAP5
- {SPR_PMAP,32769,6,{NULL},S_PMAP,0,0}, // S_PMAP6
- {SPR_PVIS,32768,6,{NULL},S_PVIS2,0,0}, // S_PVIS
- {SPR_PVIS,1,6,{NULL},S_PVIS,0,0}, // S_PVIS2
- {SPR_CLIP,0,-1,{NULL},S_NULL,0,0}, // S_CLIP
- {SPR_AMMO,0,-1,{NULL},S_NULL,0,0}, // S_AMMO
- {SPR_ROCK,0,-1,{NULL},S_NULL,0,0}, // S_ROCK
- {SPR_BROK,0,-1,{NULL},S_NULL,0,0}, // S_BROK
- {SPR_CELL,0,-1,{NULL},S_NULL,0,0}, // S_CELL
- {SPR_CELP,0,-1,{NULL},S_NULL,0,0}, // S_CELP
- {SPR_SHEL,0,-1,{NULL},S_NULL,0,0}, // S_SHEL
- {SPR_SBOX,0,-1,{NULL},S_NULL,0,0}, // S_SBOX
- {SPR_BPAK,0,-1,{NULL},S_NULL,0,0}, // S_BPAK
- {SPR_BFUG,0,-1,{NULL},S_NULL,0,0}, // S_BFUG
- {SPR_MGUN,0,-1,{NULL},S_NULL,0,0}, // S_MGUN
- {SPR_CSAW,0,-1,{NULL},S_NULL,0,0}, // S_CSAW
- {SPR_LAUN,0,-1,{NULL},S_NULL,0,0}, // S_LAUN
- {SPR_PLAS,0,-1,{NULL},S_NULL,0,0}, // S_PLAS
- {SPR_SHOT,0,-1,{NULL},S_NULL,0,0}, // S_SHOT
- {SPR_SGN2,0,-1,{NULL},S_NULL,0,0}, // S_SHOT2
- {SPR_COLU,32768,-1,{NULL},S_NULL,0,0}, // S_COLU
- {SPR_SMT2,0,-1,{NULL},S_NULL,0,0}, // S_STALAG
- {SPR_GOR1,0,10,{NULL},S_BLOODYTWITCH2,0,0}, // S_BLOODYTWITCH
- {SPR_GOR1,1,15,{NULL},S_BLOODYTWITCH3,0,0}, // S_BLOODYTWITCH2
- {SPR_GOR1,2,8,{NULL},S_BLOODYTWITCH4,0,0}, // S_BLOODYTWITCH3
- {SPR_GOR1,1,6,{NULL},S_BLOODYTWITCH,0,0}, // S_BLOODYTWITCH4
- {SPR_PLAY,13,-1,{NULL},S_NULL,0,0}, // S_DEADTORSO
- {SPR_PLAY,18,-1,{NULL},S_NULL,0,0}, // S_DEADBOTTOM
- {SPR_POL2,0,-1,{NULL},S_NULL,0,0}, // S_HEADSONSTICK
- {SPR_POL5,0,-1,{NULL},S_NULL,0,0}, // S_GIBS
- {SPR_POL4,0,-1,{NULL},S_NULL,0,0}, // S_HEADONASTICK
- {SPR_POL3,32768,6,{NULL},S_HEADCANDLES2,0,0}, // S_HEADCANDLES
- {SPR_POL3,32769,6,{NULL},S_HEADCANDLES,0,0}, // S_HEADCANDLES2
- {SPR_POL1,0,-1,{NULL},S_NULL,0,0}, // S_DEADSTICK
- {SPR_POL6,0,6,{NULL},S_LIVESTICK2,0,0}, // S_LIVESTICK
- {SPR_POL6,1,8,{NULL},S_LIVESTICK,0,0}, // S_LIVESTICK2
- {SPR_GOR2,0,-1,{NULL},S_NULL,0,0}, // S_MEAT2
- {SPR_GOR3,0,-1,{NULL},S_NULL,0,0}, // S_MEAT3
- {SPR_GOR4,0,-1,{NULL},S_NULL,0,0}, // S_MEAT4
- {SPR_GOR5,0,-1,{NULL},S_NULL,0,0}, // S_MEAT5
- {SPR_SMIT,0,-1,{NULL},S_NULL,0,0}, // S_STALAGTITE
- {SPR_COL1,0,-1,{NULL},S_NULL,0,0}, // S_TALLGRNCOL
- {SPR_COL2,0,-1,{NULL},S_NULL,0,0}, // S_SHRTGRNCOL
- {SPR_COL3,0,-1,{NULL},S_NULL,0,0}, // S_TALLREDCOL
- {SPR_COL4,0,-1,{NULL},S_NULL,0,0}, // S_SHRTREDCOL
- {SPR_CAND,32768,-1,{NULL},S_NULL,0,0}, // S_CANDLESTIK
- {SPR_CBRA,32768,-1,{NULL},S_NULL,0,0}, // S_CANDELABRA
- {SPR_COL6,0,-1,{NULL},S_NULL,0,0}, // S_SKULLCOL
- {SPR_TRE1,0,-1,{NULL},S_NULL,0,0}, // S_TORCHTREE
- {SPR_TRE2,0,-1,{NULL},S_NULL,0,0}, // S_BIGTREE
- {SPR_ELEC,0,-1,{NULL},S_NULL,0,0}, // S_TECHPILLAR
- {SPR_CEYE,32768,6,{NULL},S_EVILEYE2,0,0}, // S_EVILEYE
- {SPR_CEYE,32769,6,{NULL},S_EVILEYE3,0,0}, // S_EVILEYE2
- {SPR_CEYE,32770,6,{NULL},S_EVILEYE4,0,0}, // S_EVILEYE3
- {SPR_CEYE,32769,6,{NULL},S_EVILEYE,0,0}, // S_EVILEYE4
- {SPR_FSKU,32768,6,{NULL},S_FLOATSKULL2,0,0}, // S_FLOATSKULL
- {SPR_FSKU,32769,6,{NULL},S_FLOATSKULL3,0,0}, // S_FLOATSKULL2
- {SPR_FSKU,32770,6,{NULL},S_FLOATSKULL,0,0}, // S_FLOATSKULL3
- {SPR_COL5,0,14,{NULL},S_HEARTCOL2,0,0}, // S_HEARTCOL
- {SPR_COL5,1,14,{NULL},S_HEARTCOL,0,0}, // S_HEARTCOL2
- {SPR_TBLU,32768,4,{NULL},S_BLUETORCH2,0,0}, // S_BLUETORCH
- {SPR_TBLU,32769,4,{NULL},S_BLUETORCH3,0,0}, // S_BLUETORCH2
- {SPR_TBLU,32770,4,{NULL},S_BLUETORCH4,0,0}, // S_BLUETORCH3
- {SPR_TBLU,32771,4,{NULL},S_BLUETORCH,0,0}, // S_BLUETORCH4
- {SPR_TGRN,32768,4,{NULL},S_GREENTORCH2,0,0}, // S_GREENTORCH
- {SPR_TGRN,32769,4,{NULL},S_GREENTORCH3,0,0}, // S_GREENTORCH2
- {SPR_TGRN,32770,4,{NULL},S_GREENTORCH4,0,0}, // S_GREENTORCH3
- {SPR_TGRN,32771,4,{NULL},S_GREENTORCH,0,0}, // S_GREENTORCH4
- {SPR_TRED,32768,4,{NULL},S_REDTORCH2,0,0}, // S_REDTORCH
- {SPR_TRED,32769,4,{NULL},S_REDTORCH3,0,0}, // S_REDTORCH2
- {SPR_TRED,32770,4,{NULL},S_REDTORCH4,0,0}, // S_REDTORCH3
- {SPR_TRED,32771,4,{NULL},S_REDTORCH,0,0}, // S_REDTORCH4
- {SPR_SMBT,32768,4,{NULL},S_BTORCHSHRT2,0,0}, // S_BTORCHSHRT
- {SPR_SMBT,32769,4,{NULL},S_BTORCHSHRT3,0,0}, // S_BTORCHSHRT2
- {SPR_SMBT,32770,4,{NULL},S_BTORCHSHRT4,0,0}, // S_BTORCHSHRT3
- {SPR_SMBT,32771,4,{NULL},S_BTORCHSHRT,0,0}, // S_BTORCHSHRT4
- {SPR_SMGT,32768,4,{NULL},S_GTORCHSHRT2,0,0}, // S_GTORCHSHRT
- {SPR_SMGT,32769,4,{NULL},S_GTORCHSHRT3,0,0}, // S_GTORCHSHRT2
- {SPR_SMGT,32770,4,{NULL},S_GTORCHSHRT4,0,0}, // S_GTORCHSHRT3
- {SPR_SMGT,32771,4,{NULL},S_GTORCHSHRT,0,0}, // S_GTORCHSHRT4
- {SPR_SMRT,32768,4,{NULL},S_RTORCHSHRT2,0,0}, // S_RTORCHSHRT
- {SPR_SMRT,32769,4,{NULL},S_RTORCHSHRT3,0,0}, // S_RTORCHSHRT2
- {SPR_SMRT,32770,4,{NULL},S_RTORCHSHRT4,0,0}, // S_RTORCHSHRT3
- {SPR_SMRT,32771,4,{NULL},S_RTORCHSHRT,0,0}, // S_RTORCHSHRT4
- {SPR_HDB1,0,-1,{NULL},S_NULL,0,0}, // S_HANGNOGUTS
- {SPR_HDB2,0,-1,{NULL},S_NULL,0,0}, // S_HANGBNOBRAIN
- {SPR_HDB3,0,-1,{NULL},S_NULL,0,0}, // S_HANGTLOOKDN
- {SPR_HDB4,0,-1,{NULL},S_NULL,0,0}, // S_HANGTSKULL
- {SPR_HDB5,0,-1,{NULL},S_NULL,0,0}, // S_HANGTLOOKUP
- {SPR_HDB6,0,-1,{NULL},S_NULL,0,0}, // S_HANGTNOBRAIN
- {SPR_POB1,0,-1,{NULL},S_NULL,0,0}, // S_COLONGIBS
- {SPR_POB2,0,-1,{NULL},S_NULL,0,0}, // S_SMALLPOOL
- {SPR_BRS1,0,-1,{NULL},S_NULL,0,0}, // S_BRAINSTEM
- {SPR_TLMP,32768,4,{NULL},S_TECHLAMP2,0,0}, // S_TECHLAMP
- {SPR_TLMP,32769,4,{NULL},S_TECHLAMP3,0,0}, // S_TECHLAMP2
- {SPR_TLMP,32770,4,{NULL},S_TECHLAMP4,0,0}, // S_TECHLAMP3
- {SPR_TLMP,32771,4,{NULL},S_TECHLAMP,0,0}, // S_TECHLAMP4
- {SPR_TLP2,32768,4,{NULL},S_TECH2LAMP2,0,0}, // S_TECH2LAMP
- {SPR_TLP2,32769,4,{NULL},S_TECH2LAMP3,0,0}, // S_TECH2LAMP2
- {SPR_TLP2,32770,4,{NULL},S_TECH2LAMP4,0,0}, // S_TECH2LAMP3
- {SPR_TLP2,32771,4,{NULL},S_TECH2LAMP,0,0} // S_TECH2LAMP4
-};
-
-
-mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
-
- { // MT_PLAYER
- -1, // doomednum
- S_PLAY, // spawnstate
- 100, // spawnhealth
- S_PLAY_RUN1, // seestate
- sfx_None, // seesound
- 0, // reactiontime
- sfx_None, // attacksound
- S_PLAY_PAIN, // painstate
- 255, // painchance
- sfx_plpain, // painsound
- S_NULL, // meleestate
- S_PLAY_ATK1, // missilestate
- S_PLAY_DIE1, // deathstate
- S_PLAY_XDIE1, // xdeathstate
- sfx_pldeth, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH, // flags
- S_NULL // raisestate
- },
-
- { // MT_POSSESSED
- 3004, // doomednum
- S_POSS_STND, // spawnstate
- 20, // spawnhealth
- S_POSS_RUN1, // seestate
- sfx_posit1, // seesound
- 8, // reactiontime
- sfx_pistol, // attacksound
- S_POSS_PAIN, // painstate
- 200, // painchance
- sfx_popain, // painsound
- 0, // meleestate
- S_POSS_ATK1, // missilestate
- S_POSS_DIE1, // deathstate
- S_POSS_XDIE1, // xdeathstate
- sfx_podth1, // deathsound
- 8, // speed
- 20*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_posact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_POSS_RAISE1 // raisestate
- },
-
- { // MT_SHOTGUY
- 9, // doomednum
- S_SPOS_STND, // spawnstate
- 30, // spawnhealth
- S_SPOS_RUN1, // seestate
- sfx_posit2, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_SPOS_PAIN, // painstate
- 170, // painchance
- sfx_popain, // painsound
- 0, // meleestate
- S_SPOS_ATK1, // missilestate
- S_SPOS_DIE1, // deathstate
- S_SPOS_XDIE1, // xdeathstate
- sfx_podth2, // deathsound
- 8, // speed
- 20*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_posact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_SPOS_RAISE1 // raisestate
- },
-
- { // MT_VILE
- 64, // doomednum
- S_VILE_STND, // spawnstate
- 700, // spawnhealth
- S_VILE_RUN1, // seestate
- sfx_vilsit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_VILE_PAIN, // painstate
- 10, // painchance
- sfx_vipain, // painsound
- 0, // meleestate
- S_VILE_ATK1, // missilestate
- S_VILE_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_vildth, // deathsound
- 15, // speed
- 20*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 500, // mass
- 0, // damage
- sfx_vilact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_NULL // raisestate
- },
-
- { // MT_FIRE
- -1, // doomednum
- S_FIRE1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_UNDEAD
- 66, // doomednum
- S_SKEL_STND, // spawnstate
- 300, // spawnhealth
- S_SKEL_RUN1, // seestate
- sfx_skesit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_SKEL_PAIN, // painstate
- 100, // painchance
- sfx_popain, // painsound
- S_SKEL_FIST1, // meleestate
- S_SKEL_MISS1, // missilestate
- S_SKEL_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_skedth, // deathsound
- 10, // speed
- 20*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 500, // mass
- 0, // damage
- sfx_skeact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_SKEL_RAISE1 // raisestate
- },
-
- { // MT_TRACER
- -1, // doomednum
- S_TRACER, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_skeatk, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_TRACEEXP1, // deathstate
- S_NULL, // xdeathstate
- sfx_barexp, // deathsound
- 10*FRACUNIT, // speed
- 11*FRACUNIT, // radius
- 8*FRACUNIT, // height
- 100, // mass
- 10, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_SMOKE
- -1, // doomednum
- S_SMOKE1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_FATSO
- 67, // doomednum
- S_FATT_STND, // spawnstate
- 600, // spawnhealth
- S_FATT_RUN1, // seestate
- sfx_mansit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_FATT_PAIN, // painstate
- 80, // painchance
- sfx_mnpain, // painsound
- 0, // meleestate
- S_FATT_ATK1, // missilestate
- S_FATT_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_mandth, // deathsound
- 8, // speed
- 48*FRACUNIT, // radius
- 64*FRACUNIT, // height
- 1000, // mass
- 0, // damage
- sfx_posact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_FATT_RAISE1 // raisestate
- },
-
- { // MT_FATSHOT
- -1, // doomednum
- S_FATSHOT1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_firsht, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_FATSHOTX1, // deathstate
- S_NULL, // xdeathstate
- sfx_firxpl, // deathsound
- 20*FRACUNIT, // speed
- 6*FRACUNIT, // radius
- 8*FRACUNIT, // height
- 100, // mass
- 8, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_CHAINGUY
- 65, // doomednum
- S_CPOS_STND, // spawnstate
- 70, // spawnhealth
- S_CPOS_RUN1, // seestate
- sfx_posit2, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_CPOS_PAIN, // painstate
- 170, // painchance
- sfx_popain, // painsound
- 0, // meleestate
- S_CPOS_ATK1, // missilestate
- S_CPOS_DIE1, // deathstate
- S_CPOS_XDIE1, // xdeathstate
- sfx_podth2, // deathsound
- 8, // speed
- 20*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_posact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_CPOS_RAISE1 // raisestate
- },
-
- { // MT_TROOP
- 3001, // doomednum
- S_TROO_STND, // spawnstate
- 60, // spawnhealth
- S_TROO_RUN1, // seestate
- sfx_bgsit1, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_TROO_PAIN, // painstate
- 200, // painchance
- sfx_popain, // painsound
- S_TROO_ATK1, // meleestate
- S_TROO_ATK1, // missilestate
- S_TROO_DIE1, // deathstate
- S_TROO_XDIE1, // xdeathstate
- sfx_bgdth1, // deathsound
- 8, // speed
- 20*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_bgact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_TROO_RAISE1 // raisestate
- },
-
- { // MT_SERGEANT
- 3002, // doomednum
- S_SARG_STND, // spawnstate
- 150, // spawnhealth
- S_SARG_RUN1, // seestate
- sfx_sgtsit, // seesound
- 8, // reactiontime
- sfx_sgtatk, // attacksound
- S_SARG_PAIN, // painstate
- 180, // painchance
- sfx_dmpain, // painsound
- S_SARG_ATK1, // meleestate
- 0, // missilestate
- S_SARG_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_sgtdth, // deathsound
- 10, // speed
- 30*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 400, // mass
- 0, // damage
- sfx_dmact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_SARG_RAISE1 // raisestate
- },
-
- { // MT_SHADOWS
- 58, // doomednum
- S_SARG_STND, // spawnstate
- 150, // spawnhealth
- S_SARG_RUN1, // seestate
- sfx_sgtsit, // seesound
- 8, // reactiontime
- sfx_sgtatk, // attacksound
- S_SARG_PAIN, // painstate
- 180, // painchance
- sfx_dmpain, // painsound
- S_SARG_ATK1, // meleestate
- 0, // missilestate
- S_SARG_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_sgtdth, // deathsound
- 10, // speed
- 30*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 400, // mass
- 0, // damage
- sfx_dmact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_SHADOW|MF_COUNTKILL, // flags
- S_SARG_RAISE1 // raisestate
- },
-
- { // MT_HEAD
- 3005, // doomednum
- S_HEAD_STND, // spawnstate
- 400, // spawnhealth
- S_HEAD_RUN1, // seestate
- sfx_cacsit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_HEAD_PAIN, // painstate
- 128, // painchance
- sfx_dmpain, // painsound
- 0, // meleestate
- S_HEAD_ATK1, // missilestate
- S_HEAD_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_cacdth, // deathsound
- 8, // speed
- 31*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 400, // mass
- 0, // damage
- sfx_dmact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags
- S_HEAD_RAISE1 // raisestate
- },
-
- { // MT_BRUISER
- 3003, // doomednum
- S_BOSS_STND, // spawnstate
- 1000, // spawnhealth
- S_BOSS_RUN1, // seestate
- sfx_brssit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_BOSS_PAIN, // painstate
- 50, // painchance
- sfx_dmpain, // painsound
- S_BOSS_ATK1, // meleestate
- S_BOSS_ATK1, // missilestate
- S_BOSS_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_brsdth, // deathsound
- 8, // speed
- 24*FRACUNIT, // radius
- 64*FRACUNIT, // height
- 1000, // mass
- 0, // damage
- sfx_dmact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_BOSS_RAISE1 // raisestate
- },
-
- { // MT_BRUISERSHOT
- -1, // doomednum
- S_BRBALL1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_firsht, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_BRBALLX1, // deathstate
- S_NULL, // xdeathstate
- sfx_firxpl, // deathsound
- 15*FRACUNIT, // speed
- 6*FRACUNIT, // radius
- 8*FRACUNIT, // height
- 100, // mass
- 8, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_KNIGHT
- 69, // doomednum
- S_BOS2_STND, // spawnstate
- 500, // spawnhealth
- S_BOS2_RUN1, // seestate
- sfx_kntsit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_BOS2_PAIN, // painstate
- 50, // painchance
- sfx_dmpain, // painsound
- S_BOS2_ATK1, // meleestate
- S_BOS2_ATK1, // missilestate
- S_BOS2_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_kntdth, // deathsound
- 8, // speed
- 24*FRACUNIT, // radius
- 64*FRACUNIT, // height
- 1000, // mass
- 0, // damage
- sfx_dmact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_BOS2_RAISE1 // raisestate
- },
-
- { // MT_SKULL
- 3006, // doomednum
- S_SKULL_STND, // spawnstate
- 100, // spawnhealth
- S_SKULL_RUN1, // seestate
- 0, // seesound
- 8, // reactiontime
- sfx_sklatk, // attacksound
- S_SKULL_PAIN, // painstate
- 256, // painchance
- sfx_dmpain, // painsound
- 0, // meleestate
- S_SKULL_ATK1, // missilestate
- S_SKULL_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_firxpl, // deathsound
- 8, // speed
- 16*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 50, // mass
- 3, // damage
- sfx_dmact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_SPIDER
- 7, // doomednum
- S_SPID_STND, // spawnstate
- 3000, // spawnhealth
- S_SPID_RUN1, // seestate
- sfx_spisit, // seesound
- 8, // reactiontime
- sfx_shotgn, // attacksound
- S_SPID_PAIN, // painstate
- 40, // painchance
- sfx_dmpain, // painsound
- 0, // meleestate
- S_SPID_ATK1, // missilestate
- S_SPID_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_spidth, // deathsound
- 12, // speed
- 128*FRACUNIT, // radius
- 100*FRACUNIT, // height
- 1000, // mass
- 0, // damage
- sfx_dmact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_NULL // raisestate
- },
-
- { // MT_BABY
- 68, // doomednum
- S_BSPI_STND, // spawnstate
- 500, // spawnhealth
- S_BSPI_SIGHT, // seestate
- sfx_bspsit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_BSPI_PAIN, // painstate
- 128, // painchance
- sfx_dmpain, // painsound
- 0, // meleestate
- S_BSPI_ATK1, // missilestate
- S_BSPI_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_bspdth, // deathsound
- 12, // speed
- 64*FRACUNIT, // radius
- 64*FRACUNIT, // height
- 600, // mass
- 0, // damage
- sfx_bspact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_BSPI_RAISE1 // raisestate
- },
-
- { // MT_CYBORG
- 16, // doomednum
- S_CYBER_STND, // spawnstate
- 4000, // spawnhealth
- S_CYBER_RUN1, // seestate
- sfx_cybsit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_CYBER_PAIN, // painstate
- 20, // painchance
- sfx_dmpain, // painsound
- 0, // meleestate
- S_CYBER_ATK1, // missilestate
- S_CYBER_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_cybdth, // deathsound
- 16, // speed
- 40*FRACUNIT, // radius
- 110*FRACUNIT, // height
- 1000, // mass
- 0, // damage
- sfx_dmact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_NULL // raisestate
- },
-
- { // MT_PAIN
- 71, // doomednum
- S_PAIN_STND, // spawnstate
- 400, // spawnhealth
- S_PAIN_RUN1, // seestate
- sfx_pesit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_PAIN_PAIN, // painstate
- 128, // painchance
- sfx_pepain, // painsound
- 0, // meleestate
- S_PAIN_ATK1, // missilestate
- S_PAIN_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_pedth, // deathsound
- 8, // speed
- 31*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 400, // mass
- 0, // damage
- sfx_dmact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags
- S_PAIN_RAISE1 // raisestate
- },
-
- { // MT_WOLFSS
- 84, // doomednum
- S_SSWV_STND, // spawnstate
- 50, // spawnhealth
- S_SSWV_RUN1, // seestate
- sfx_sssit, // seesound
- 8, // reactiontime
- 0, // attacksound
- S_SSWV_PAIN, // painstate
- 170, // painchance
- sfx_popain, // painsound
- 0, // meleestate
- S_SSWV_ATK1, // missilestate
- S_SSWV_DIE1, // deathstate
- S_SSWV_XDIE1, // xdeathstate
- sfx_ssdth, // deathsound
- 8, // speed
- 20*FRACUNIT, // radius
- 56*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_posact, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_SSWV_RAISE1 // raisestate
- },
-
- { // MT_KEEN
- 72, // doomednum
- S_KEENSTND, // spawnstate
- 100, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_KEENPAIN, // painstate
- 256, // painchance
- sfx_keenpn, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_COMMKEEN, // deathstate
- S_NULL, // xdeathstate
- sfx_keendt, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 72*FRACUNIT, // height
- 10000000, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL, // flags
- S_NULL // raisestate
- },
-
- { // MT_BOSSBRAIN
- 88, // doomednum
- S_BRAIN, // spawnstate
- 250, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_BRAIN_PAIN, // painstate
- 255, // painchance
- sfx_bospn, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_BRAIN_DIE1, // deathstate
- S_NULL, // xdeathstate
- sfx_bosdth, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 10000000, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SHOOTABLE, // flags
- S_NULL // raisestate
- },
-
- { // MT_BOSSSPIT
- 89, // doomednum
- S_BRAINEYE, // spawnstate
- 1000, // spawnhealth
- S_BRAINEYESEE, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 32*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOSECTOR, // flags
- S_NULL // raisestate
- },
-
- { // MT_BOSSTARGET
- 87, // doomednum
- S_NULL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 32*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOSECTOR, // flags
- S_NULL // raisestate
- },
-
- { // MT_SPAWNSHOT
- -1, // doomednum
- S_SPAWN1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_bospit, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_firxpl, // deathsound
- 10*FRACUNIT, // speed
- 6*FRACUNIT, // radius
- 32*FRACUNIT, // height
- 100, // mass
- 3, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP, // flags
- S_NULL // raisestate
- },
-
- { // MT_SPAWNFIRE
- -1, // doomednum
- S_SPAWNFIRE1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_BARREL
- 2035, // doomednum
- S_BAR1, // spawnstate
- 20, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_BEXP, // deathstate
- S_NULL, // xdeathstate
- sfx_barexp, // deathsound
- 0, // speed
- 10*FRACUNIT, // radius
- 42*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD, // flags
- S_NULL // raisestate
- },
-
- { // MT_TROOPSHOT
- -1, // doomednum
- S_TBALL1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_firsht, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_TBALLX1, // deathstate
- S_NULL, // xdeathstate
- sfx_firxpl, // deathsound
- 10*FRACUNIT, // speed
- 6*FRACUNIT, // radius
- 8*FRACUNIT, // height
- 100, // mass
- 3, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_HEADSHOT
- -1, // doomednum
- S_RBALL1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_firsht, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_RBALLX1, // deathstate
- S_NULL, // xdeathstate
- sfx_firxpl, // deathsound
- 10*FRACUNIT, // speed
- 6*FRACUNIT, // radius
- 8*FRACUNIT, // height
- 100, // mass
- 5, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_ROCKET
- -1, // doomednum
- S_ROCKET, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_rlaunc, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_EXPLODE1, // deathstate
- S_NULL, // xdeathstate
- sfx_barexp, // deathsound
- 20*FRACUNIT, // speed
- 11*FRACUNIT, // radius
- 8*FRACUNIT, // height
- 100, // mass
- 20, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_PLASMA
- -1, // doomednum
- S_PLASBALL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_plasma, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_PLASEXP, // deathstate
- S_NULL, // xdeathstate
- sfx_firxpl, // deathsound
- 25*FRACUNIT, // speed
- 13*FRACUNIT, // radius
- 8*FRACUNIT, // height
- 100, // mass
- 5, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_BFG
- -1, // doomednum
- S_BFGSHOT, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- 0, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_BFGLAND, // deathstate
- S_NULL, // xdeathstate
- sfx_rxplod, // deathsound
- 25*FRACUNIT, // speed
- 13*FRACUNIT, // radius
- 8*FRACUNIT, // height
- 100, // mass
- 100, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_ARACHPLAZ
- -1, // doomednum
- S_ARACH_PLAZ, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_plasma, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_ARACH_PLEX, // deathstate
- S_NULL, // xdeathstate
- sfx_firxpl, // deathsound
- 25*FRACUNIT, // speed
- 13*FRACUNIT, // radius
- 8*FRACUNIT, // height
- 100, // mass
- 5, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_PUFF
- -1, // doomednum
- S_PUFF1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_BLOOD
- -1, // doomednum
- S_BLOOD1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP, // flags
- S_NULL // raisestate
- },
-
- { // MT_TFOG
- -1, // doomednum
- S_TFOG, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_IFOG
- -1, // doomednum
- S_IFOG, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_TELEPORTMAN
- 14, // doomednum
- S_NULL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOSECTOR, // flags
- S_NULL // raisestate
- },
-
- { // MT_EXTRABFG
- -1, // doomednum
- S_BFGEXP, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC0
- 2018, // doomednum
- S_ARM1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC1
- 2019, // doomednum
- S_ARM2, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC2
- 2014, // doomednum
- S_BON1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_COUNTITEM, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC3
- 2015, // doomednum
- S_BON2, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_COUNTITEM, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC4
- 5, // doomednum
- S_BKEY, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_NOTDMATCH, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC5
- 13, // doomednum
- S_RKEY, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_NOTDMATCH, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC6
- 6, // doomednum
- S_YKEY, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_NOTDMATCH, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC7
- 39, // doomednum
- S_YSKULL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_NOTDMATCH, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC8
- 38, // doomednum
- S_RSKULL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_NOTDMATCH, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC9
- 40, // doomednum
- S_BSKULL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_NOTDMATCH, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC10
- 2011, // doomednum
- S_STIM, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC11
- 2012, // doomednum
- S_MEDI, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC12
- 2013, // doomednum
- S_SOUL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_COUNTITEM, // flags
- S_NULL // raisestate
- },
-
- { // MT_INV
- 2022, // doomednum
- S_PINV, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_COUNTITEM, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC13
- 2023, // doomednum
- S_PSTR, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_COUNTITEM, // flags
- S_NULL // raisestate
- },
-
- { // MT_INS
- 2024, // doomednum
- S_PINS, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_COUNTITEM, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC14
- 2025, // doomednum
- S_SUIT, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC15
- 2026, // doomednum
- S_PMAP, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_COUNTITEM, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC16
- 2045, // doomednum
- S_PVIS, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_COUNTITEM, // flags
- S_NULL // raisestate
- },
-
- { // MT_MEGA
- 83, // doomednum
- S_MEGA, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL|MF_COUNTITEM, // flags
- S_NULL // raisestate
- },
-
- { // MT_CLIP
- 2007, // doomednum
- S_CLIP, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC17
- 2048, // doomednum
- S_AMMO, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC18
- 2010, // doomednum
- S_ROCK, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC19
- 2046, // doomednum
- S_BROK, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC20
- 2047, // doomednum
- S_CELL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC21
- 17, // doomednum
- S_CELP, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC22
- 2008, // doomednum
- S_SHEL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC23
- 2049, // doomednum
- S_SBOX, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC24
- 8, // doomednum
- S_BPAK, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC25
- 2006, // doomednum
- S_BFUG, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_CHAINGUN
- 2002, // doomednum
- S_MGUN, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC26
- 2005, // doomednum
- S_CSAW, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC27
- 2003, // doomednum
- S_LAUN, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC28
- 2004, // doomednum
- S_PLAS, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_SHOTGUN
- 2001, // doomednum
- S_SHOT, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_SUPERSHOTGUN
- 82, // doomednum
- S_SHOT2, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPECIAL, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC29
- 85, // doomednum
- S_TECHLAMP, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC30
- 86, // doomednum
- S_TECH2LAMP, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC31
- 2028, // doomednum
- S_COLU, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC32
- 30, // doomednum
- S_TALLGRNCOL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC33
- 31, // doomednum
- S_SHRTGRNCOL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC34
- 32, // doomednum
- S_TALLREDCOL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC35
- 33, // doomednum
- S_SHRTREDCOL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC36
- 37, // doomednum
- S_SKULLCOL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC37
- 36, // doomednum
- S_HEARTCOL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC38
- 41, // doomednum
- S_EVILEYE, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC39
- 42, // doomednum
- S_FLOATSKULL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC40
- 43, // doomednum
- S_TORCHTREE, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC41
- 44, // doomednum
- S_BLUETORCH, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC42
- 45, // doomednum
- S_GREENTORCH, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC43
- 46, // doomednum
- S_REDTORCH, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC44
- 55, // doomednum
- S_BTORCHSHRT, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC45
- 56, // doomednum
- S_GTORCHSHRT, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC46
- 57, // doomednum
- S_RTORCHSHRT, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC47
- 47, // doomednum
- S_STALAGTITE, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC48
- 48, // doomednum
- S_TECHPILLAR, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC49
- 34, // doomednum
- S_CANDLESTIK, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC50
- 35, // doomednum
- S_CANDELABRA, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC51
- 49, // doomednum
- S_BLOODYTWITCH, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 68*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC52
- 50, // doomednum
- S_MEAT2, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 84*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC53
- 51, // doomednum
- S_MEAT3, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 84*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC54
- 52, // doomednum
- S_MEAT4, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 68*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC55
- 53, // doomednum
- S_MEAT5, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 52*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC56
- 59, // doomednum
- S_MEAT2, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 84*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC57
- 60, // doomednum
- S_MEAT4, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 68*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC58
- 61, // doomednum
- S_MEAT3, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 52*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC59
- 62, // doomednum
- S_MEAT5, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 52*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC60
- 63, // doomednum
- S_BLOODYTWITCH, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 68*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC61
- 22, // doomednum
- S_HEAD_DIE6, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC62
- 15, // doomednum
- S_PLAY_DIE7, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC63
- 18, // doomednum
- S_POSS_DIE5, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC64
- 21, // doomednum
- S_SARG_DIE6, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC65
- 23, // doomednum
- S_SKULL_DIE6, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC66
- 20, // doomednum
- S_TROO_DIE5, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC67
- 19, // doomednum
- S_SPOS_DIE5, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC68
- 10, // doomednum
- S_PLAY_XDIE9, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC69
- 12, // doomednum
- S_PLAY_XDIE9, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC70
- 28, // doomednum
- S_HEADSONSTICK, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC71
- 24, // doomednum
- S_GIBS, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- 0, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC72
- 27, // doomednum
- S_HEADONASTICK, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC73
- 29, // doomednum
- S_HEADCANDLES, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC74
- 25, // doomednum
- S_DEADSTICK, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC75
- 26, // doomednum
- S_LIVESTICK, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC76
- 54, // doomednum
- S_BIGTREE, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 32*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC77
- 70, // doomednum
- S_BBAR1, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC78
- 73, // doomednum
- S_HANGNOGUTS, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 88*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC79
- 74, // doomednum
- S_HANGBNOBRAIN, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 88*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC80
- 75, // doomednum
- S_HANGTLOOKDN, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 64*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC81
- 76, // doomednum
- S_HANGTSKULL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 64*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC82
- 77, // doomednum
- S_HANGTLOOKUP, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 64*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC83
- 78, // doomednum
- S_HANGTNOBRAIN, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 16*FRACUNIT, // radius
- 64*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC84
- 79, // doomednum
- S_COLONGIBS, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC85
- 80, // doomednum
- S_SMALLPOOL, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP, // flags
- S_NULL // raisestate
- },
-
- { // MT_MISC86
- 81, // doomednum
- S_BRAINSTEM, // spawnstate
- 1000, // spawnhealth
- S_NULL, // seestate
- sfx_None, // seesound
- 8, // reactiontime
- sfx_None, // attacksound
- S_NULL, // painstate
- 0, // painchance
- sfx_None, // painsound
- S_NULL, // meleestate
- S_NULL, // missilestate
- S_NULL, // deathstate
- S_NULL, // xdeathstate
- sfx_None, // deathsound
- 0, // speed
- 20*FRACUNIT, // radius
- 16*FRACUNIT, // height
- 100, // mass
- 0, // damage
- sfx_None, // activesound
- MF_NOBLOCKMAP, // flags
- S_NULL // raisestate
- }
-};
-
--- a/src/strife/info.h
+++ /dev/null
@@ -1,1339 +1,0 @@
-// 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
--- a/src/strife/m_menu.c
+++ /dev/null
@@ -1,2039 +1,0 @@
-// 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 <stdlib.h>
-#include <ctype.h>
-
-
-#include "doomdef.h"
-#include "doomkeys.h"
-#include "dstrings.h"
-
-#include "d_main.h"
-#include "deh_main.h"
-
-#include "i_swap.h"
-#include "i_system.h"
-#include "i_timer.h"
-#include "i_video.h"
-#include "z_zone.h"
-#include "v_video.h"
-#include "w_wad.h"
-
-#include "r_local.h"
-
-
-#include "hu_stuff.h"
-
-#include "g_game.h"
-
-#include "m_argv.h"
-#include "m_controls.h"
-#include "p_saveg.h"
-
-#include "s_sound.h"
-
-#include "doomstat.h"
-
-// Data.
-#include "sounds.h"
-
-#include "m_menu.h"
-
-
-extern void M_QuitDOOM(int);
-
-extern patch_t* hu_font[HU_FONTSIZE];
-extern boolean message_dontfuckwithme;
-
-extern boolean chat_on; // in heads-up code
-
-//
-// defaulted values
-//
-int mouseSensitivity = 5;
-
-// Show messages has default, 0 = off, 1 = on
-int showMessages = 1;
-
-
-// Blocky mode, has default, 0 = high, 1 = normal
-int detailLevel = 0;
-int screenblocks = 9;
-
-// temp for screenblocks (0-9)
-int screenSize;
-
-// -1 = no quicksave slot picked!
-int quickSaveSlot;
-
- // 1 = message to be printed
-int messageToPrint;
-// ...and here is the message string!
-char* messageString;
-
-// message x & y
-int messx;
-int messy;
-int messageLastMenuActive;
-
-// timed message = no input from user
-boolean messageNeedsInput;
-
-void (*messageRoutine)(int response);
-
-char gammamsg[5][26] =
-{
- GAMMALVL0,
- GAMMALVL1,
- GAMMALVL2,
- GAMMALVL3,
- GAMMALVL4
-};
-
-// we are going to be entering a savegame string
-int saveStringEnter;
-int saveSlot; // which slot to save in
-int saveCharIndex; // which char we're editing
-// old save description before edit
-char saveOldString[SAVESTRINGSIZE];
-
-boolean inhelpscreens;
-boolean menuactive;
-
-#define SKULLXOFF -32
-#define LINEHEIGHT 16
-
-extern boolean sendpause;
-char savegamestrings[10][SAVESTRINGSIZE];
-
-char endstring[160];
-
-
-//
-// MENU TYPEDEFS
-//
-typedef struct
-{
- // 0 = no cursor here, 1 = ok, 2 = arrows ok
- short status;
-
- char name[10];
-
- // choice = menu item #.
- // if status = 2,
- // choice=0:leftarrow,1:rightarrow
- void (*routine)(int choice);
-
- // hotkey in menu
- char alphaKey;
-} menuitem_t;
-
-
-
-typedef struct menu_s
-{
- short numitems; // # of menu items
- struct menu_s* prevMenu; // previous menu
- menuitem_t* menuitems; // menu items
- void (*routine)(); // draw routine
- short x;
- short y; // x,y of menu
- short lastOn; // last item user was on in menu
-} menu_t;
-
-short itemOn; // menu item skull is on
-short skullAnimCounter; // skull animation counter
-short whichSkull; // which skull to draw
-
-// graphic name of skulls
-// warning: initializer-string for array of chars is too long
-char *skullName[2] = {"M_SKULL1","M_SKULL2"};
-
-// current menudef
-menu_t* currentMenu;
-
-//
-// PROTOTYPES
-//
-void M_NewGame(int choice);
-void M_Episode(int choice);
-void M_ChooseSkill(int choice);
-void M_LoadGame(int choice);
-void M_SaveGame(int choice);
-void M_Options(int choice);
-void M_EndGame(int choice);
-void M_ReadThis(int choice);
-void M_ReadThis2(int choice);
-void M_QuitDOOM(int choice);
-
-void M_ChangeMessages(int choice);
-void M_ChangeSensitivity(int choice);
-void M_SfxVol(int choice);
-void M_MusicVol(int choice);
-void M_ChangeDetail(int choice);
-void M_SizeDisplay(int choice);
-void M_StartGame(int choice);
-void M_Sound(int choice);
-
-void M_FinishReadThis(int choice);
-void M_LoadSelect(int choice);
-void M_SaveSelect(int choice);
-void M_ReadSaveStrings(void);
-void M_QuickSave(void);
-void M_QuickLoad(void);
-
-void M_DrawMainMenu(void);
-void M_DrawReadThis1(void);
-void M_DrawReadThis2(void);
-void M_DrawNewGame(void);
-void M_DrawEpisode(void);
-void M_DrawOptions(void);
-void M_DrawSound(void);
-void M_DrawLoad(void);
-void M_DrawSave(void);
-
-void M_DrawSaveLoadBorder(int x,int y);
-void M_SetupNextMenu(menu_t *menudef);
-void M_DrawThermo(int x,int y,int thermWidth,int thermDot);
-void M_DrawEmptyCell(menu_t *menu,int item);
-void M_DrawSelCell(menu_t *menu,int item);
-void M_WriteText(int x, int y, char *string);
-int M_StringWidth(char *string);
-int M_StringHeight(char *string);
-void M_StartControlPanel(void);
-void M_StartMessage(char *string,void *routine,boolean input);
-void M_StopMessage(void);
-void M_ClearMenus (void);
-
-
-
-
-//
-// DOOM MENU
-//
-enum
-{
- newgame = 0,
- options,
- loadgame,
- savegame,
- readthis,
- quitdoom,
- main_end
-} main_e;
-
-menuitem_t MainMenu[]=
-{
- {1,"M_NGAME",M_NewGame,'n'},
- {1,"M_OPTION",M_Options,'o'},
- {1,"M_LOADG",M_LoadGame,'l'},
- {1,"M_SAVEG",M_SaveGame,'s'},
- // Another hickup with Special edition.
- {1,"M_RDTHIS",M_ReadThis,'r'},
- {1,"M_QUITG",M_QuitDOOM,'q'}
-};
-
-menu_t MainDef =
-{
- main_end,
- NULL,
- MainMenu,
- M_DrawMainMenu,
- 97,64,
- 0
-};
-
-
-//
-// EPISODE SELECT
-//
-enum
-{
- ep1,
- ep2,
- ep3,
- ep4,
- ep_end
-} episodes_e;
-
-menuitem_t EpisodeMenu[]=
-{
- {1,"M_EPI1", M_Episode,'k'},
- {1,"M_EPI2", M_Episode,'t'},
- {1,"M_EPI3", M_Episode,'i'},
- {1,"M_EPI4", M_Episode,'t'}
-};
-
-menu_t EpiDef =
-{
- ep_end, // # of menu items
- &MainDef, // previous menu
- EpisodeMenu, // menuitem_t ->
- M_DrawEpisode, // drawing routine ->
- 48,63, // x,y
- ep1 // lastOn
-};
-
-//
-// NEW GAME
-//
-enum
-{
- killthings,
- toorough,
- hurtme,
- violence,
- nightmare,
- newg_end
-} newgame_e;
-
-menuitem_t NewGameMenu[]=
-{
- {1,"M_JKILL", M_ChooseSkill, 'i'},
- {1,"M_ROUGH", M_ChooseSkill, 'h'},
- {1,"M_HURT", M_ChooseSkill, 'h'},
- {1,"M_ULTRA", M_ChooseSkill, 'u'},
- {1,"M_NMARE", M_ChooseSkill, 'n'}
-};
-
-menu_t NewDef =
-{
- newg_end, // # of menu items
- &EpiDef, // previous menu
- NewGameMenu, // menuitem_t ->
- M_DrawNewGame, // drawing routine ->
- 48,63, // x,y
- hurtme // lastOn
-};
-
-
-
-//
-// OPTIONS MENU
-//
-enum
-{
- endgame,
- messages,
- detail,
- scrnsize,
- option_empty1,
- mousesens,
- option_empty2,
- soundvol,
- opt_end
-} options_e;
-
-menuitem_t OptionsMenu[]=
-{
- {1,"M_ENDGAM", M_EndGame,'e'},
- {1,"M_MESSG", M_ChangeMessages,'m'},
- {1,"M_DETAIL", M_ChangeDetail,'g'},
- {2,"M_SCRNSZ", M_SizeDisplay,'s'},
- {-1,"",0,'\0'},
- {2,"M_MSENS", M_ChangeSensitivity,'m'},
- {-1,"",0,'\0'},
- {1,"M_SVOL", M_Sound,'s'}
-};
-
-menu_t OptionsDef =
-{
- opt_end,
- &MainDef,
- OptionsMenu,
- M_DrawOptions,
- 60,37,
- 0
-};
-
-//
-// Read This! MENU 1 & 2
-//
-enum
-{
- rdthsempty1,
- read1_end
-} read_e;
-
-menuitem_t ReadMenu1[] =
-{
- {1,"",M_ReadThis2,0}
-};
-
-menu_t ReadDef1 =
-{
- read1_end,
- &MainDef,
- ReadMenu1,
- M_DrawReadThis1,
- 280,185,
- 0
-};
-
-enum
-{
- rdthsempty2,
- read2_end
-} read_e2;
-
-menuitem_t ReadMenu2[]=
-{
- {1,"",M_FinishReadThis,0}
-};
-
-menu_t ReadDef2 =
-{
- read2_end,
- &ReadDef1,
- ReadMenu2,
- M_DrawReadThis2,
- 330,175,
- 0
-};
-
-//
-// SOUND VOLUME MENU
-//
-enum
-{
- sfx_vol,
- sfx_empty1,
- music_vol,
- sfx_empty2,
- sound_end
-} sound_e;
-
-menuitem_t SoundMenu[]=
-{
- {2,"M_SFXVOL",M_SfxVol,'s'},
- {-1,"",0,'\0'},
- {2,"M_MUSVOL",M_MusicVol,'m'},
- {-1,"",0,'\0'}
-};
-
-menu_t SoundDef =
-{
- sound_end,
- &OptionsDef,
- SoundMenu,
- M_DrawSound,
- 80,64,
- 0
-};
-
-//
-// LOAD GAME MENU
-//
-enum
-{
- load1,
- load2,
- load3,
- load4,
- load5,
- load6,
- load_end
-} load_e;
-
-menuitem_t LoadMenu[]=
-{
- {1,"", M_LoadSelect,'1'},
- {1,"", M_LoadSelect,'2'},
- {1,"", M_LoadSelect,'3'},
- {1,"", M_LoadSelect,'4'},
- {1,"", M_LoadSelect,'5'},
- {1,"", M_LoadSelect,'6'}
-};
-
-menu_t LoadDef =
-{
- load_end,
- &MainDef,
- LoadMenu,
- M_DrawLoad,
- 80,54,
- 0
-};
-
-//
-// SAVE GAME MENU
-//
-menuitem_t SaveMenu[]=
-{
- {1,"", M_SaveSelect,'1'},
- {1,"", M_SaveSelect,'2'},
- {1,"", M_SaveSelect,'3'},
- {1,"", M_SaveSelect,'4'},
- {1,"", M_SaveSelect,'5'},
- {1,"", M_SaveSelect,'6'}
-};
-
-menu_t SaveDef =
-{
- load_end,
- &MainDef,
- SaveMenu,
- M_DrawSave,
- 80,54,
- 0
-};
-
-
-//
-// M_ReadSaveStrings
-// read the strings from the savegame files
-//
-void M_ReadSaveStrings(void)
-{
- FILE *handle;
- int count;
- int i;
- char name[256];
-
- for (i = 0;i < load_end;i++)
- {
- strcpy(name, P_SaveGameFile(i));
-
- handle = fopen(name, "rb");
- if (handle == NULL)
- {
- strcpy(&savegamestrings[i][0], EMPTYSTRING);
- LoadMenu[i].status = 0;
- continue;
- }
- count = fread(&savegamestrings[i], 1, SAVESTRINGSIZE, handle);
- fclose(handle);
- LoadMenu[i].status = 1;
- }
-}
-
-
-//
-// M_LoadGame & Cie.
-//
-void M_DrawLoad(void)
-{
- int i;
-
- V_DrawPatchDirect(72, 28,
- W_CacheLumpName(DEH_String("M_LOADG"), PU_CACHE));
-
- for (i = 0;i < load_end; i++)
- {
- M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*i);
- M_WriteText(LoadDef.x,LoadDef.y+LINEHEIGHT*i,savegamestrings[i]);
- }
-}
-
-
-
-//
-// Draw border for the savegame description
-//
-void M_DrawSaveLoadBorder(int x,int y)
-{
- int i;
-
- V_DrawPatchDirect(x - 8, y + 7,
- W_CacheLumpName(DEH_String("M_LSLEFT"), PU_CACHE));
-
- for (i = 0;i < 24;i++)
- {
- V_DrawPatchDirect(x, y + 7,
- W_CacheLumpName(DEH_String("M_LSCNTR"), PU_CACHE));
- x += 8;
- }
-
- V_DrawPatchDirect(x, y + 7,
- W_CacheLumpName(DEH_String("M_LSRGHT"), PU_CACHE));
-}
-
-
-
-//
-// User wants to load this game
-//
-void M_LoadSelect(int choice)
-{
- char name[256];
-
- strcpy(name, P_SaveGameFile(choice));
-
- G_LoadGame (name);
- M_ClearMenus ();
-}
-
-//
-// Selected from DOOM menu
-//
-void M_LoadGame (int choice)
-{
- if (netgame)
- {
- M_StartMessage(DEH_String(LOADNET),NULL,false);
- return;
- }
-
- M_SetupNextMenu(&LoadDef);
- M_ReadSaveStrings();
-}
-
-
-//
-// M_SaveGame & Cie.
-//
-void M_DrawSave(void)
-{
- int i;
-
- V_DrawPatchDirect(72, 28, W_CacheLumpName(DEH_String("M_SAVEG"), PU_CACHE));
- for (i = 0;i < load_end; i++)
- {
- M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*i);
- M_WriteText(LoadDef.x,LoadDef.y+LINEHEIGHT*i,savegamestrings[i]);
- }
-
- if (saveStringEnter)
- {
- i = M_StringWidth(savegamestrings[saveSlot]);
- M_WriteText(LoadDef.x + i,LoadDef.y+LINEHEIGHT*saveSlot,"_");
- }
-}
-
-//
-// M_Responder calls this when user is finished
-//
-void M_DoSave(int slot)
-{
- G_SaveGame (slot,savegamestrings[slot]);
- M_ClearMenus ();
-
- // PICK QUICKSAVE SLOT YET?
- if (quickSaveSlot == -2)
- quickSaveSlot = slot;
-}
-
-//
-// User wants to save. Start string input for M_Responder
-//
-void M_SaveSelect(int choice)
-{
- // we are going to be intercepting all chars
- saveStringEnter = 1;
-
- saveSlot = choice;
- strcpy(saveOldString,savegamestrings[choice]);
- if (!strcmp(savegamestrings[choice],EMPTYSTRING))
- savegamestrings[choice][0] = 0;
- saveCharIndex = strlen(savegamestrings[choice]);
-}
-
-//
-// Selected from DOOM menu
-//
-void M_SaveGame (int choice)
-{
- if (!usergame)
- {
- M_StartMessage(DEH_String(SAVEDEAD),NULL,false);
- return;
- }
-
- if (gamestate != GS_LEVEL)
- return;
-
- M_SetupNextMenu(&SaveDef);
- M_ReadSaveStrings();
-}
-
-
-
-//
-// M_QuickSave
-//
-char tempstring[80];
-
-void M_QuickSaveResponse(int key)
-{
- if (key == key_menu_confirm)
- {
- M_DoSave(quickSaveSlot);
- S_StartSound(NULL,sfx_swtchx);
- }
-}
-
-void M_QuickSave(void)
-{
- if (!usergame)
- {
- S_StartSound(NULL,sfx_oof);
- return;
- }
-
- if (gamestate != GS_LEVEL)
- return;
-
- if (quickSaveSlot < 0)
- {
- M_StartControlPanel();
- M_ReadSaveStrings();
- M_SetupNextMenu(&SaveDef);
- quickSaveSlot = -2; // means to pick a slot now
- return;
- }
- sprintf(tempstring,DEH_String(QSPROMPT),savegamestrings[quickSaveSlot]);
- M_StartMessage(tempstring,M_QuickSaveResponse,true);
-}
-
-
-
-//
-// M_QuickLoad
-//
-void M_QuickLoadResponse(int key)
-{
- if (key == key_menu_confirm)
- {
- M_LoadSelect(quickSaveSlot);
- S_StartSound(NULL,sfx_swtchx);
- }
-}
-
-
-void M_QuickLoad(void)
-{
- if (netgame)
- {
- M_StartMessage(DEH_String(QLOADNET),NULL,false);
- return;
- }
-
- if (quickSaveSlot < 0)
- {
- M_StartMessage(DEH_String(QSAVESPOT),NULL,false);
- return;
- }
- sprintf(tempstring,DEH_String(QLPROMPT),savegamestrings[quickSaveSlot]);
- M_StartMessage(tempstring,M_QuickLoadResponse,true);
-}
-
-
-
-
-//
-// Read This Menus
-// Had a "quick hack to fix romero bug"
-//
-void M_DrawReadThis1(void)
-{
- char *lumpname = "CREDIT";
- int skullx = 330, skully = 175;
-
- inhelpscreens = true;
-
- // Different versions of Doom 1.9 work differently
-
- switch (gameversion)
- {
- case exe_doom_1_9:
- if (gamemode == commercial)
- {
- // Doom 2
-
- lumpname = "HELP";
-
- skullx = 330;
- skully = 165;
- }
- else
- {
- // Doom 1
- // HELP2 is the first screen shown in Doom 1
-
- lumpname = "HELP2";
-
- skullx = 280;
- skully = 185;
- }
- break;
-
- case exe_ultimate:
- case exe_chex:
-
- // Ultimate Doom always displays "HELP1".
-
- // Chex Quest version also uses "HELP1", even though it is based
- // on Final Doom.
-
- lumpname = "HELP1";
-
- break;
-
- case exe_final:
-
- // Final Doom always displays "HELP".
-
- lumpname = "HELP";
-
- break;
-
- default:
- I_Error("Unhandled game version");
- break;
- }
-
- lumpname = DEH_String(lumpname);
-
- V_DrawPatchDirect (0, 0, W_CacheLumpName(lumpname, PU_CACHE));
-
- ReadDef1.x = skullx;
- ReadDef1.y = skully;
-}
-
-
-
-//
-// Read This Menus - optional second page.
-//
-void M_DrawReadThis2(void)
-{
- inhelpscreens = true;
-
- // We only ever draw the second page if this is
- // gameversion == exe_doom_1_9 and gamemode == registered
-
- V_DrawPatchDirect(0, 0, W_CacheLumpName(DEH_String("HELP1"), PU_CACHE));
-}
-
-
-//
-// Change Sfx & Music volumes
-//
-void M_DrawSound(void)
-{
- V_DrawPatchDirect (60, 38, W_CacheLumpName(DEH_String("M_SVOL"), PU_CACHE));
-
- M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(sfx_vol+1),
- 16,sfxVolume);
-
- M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(music_vol+1),
- 16,musicVolume);
-}
-
-void M_Sound(int choice)
-{
- M_SetupNextMenu(&SoundDef);
-}
-
-void M_SfxVol(int choice)
-{
- switch(choice)
- {
- case 0:
- if (sfxVolume)
- sfxVolume--;
- break;
- case 1:
- if (sfxVolume < 15)
- sfxVolume++;
- break;
- }
-
- S_SetSfxVolume(sfxVolume * 8);
-}
-
-void M_MusicVol(int choice)
-{
- switch(choice)
- {
- case 0:
- if (musicVolume)
- musicVolume--;
- break;
- case 1:
- if (musicVolume < 15)
- musicVolume++;
- break;
- }
-
- S_SetMusicVolume(musicVolume * 8);
-}
-
-
-
-
-//
-// M_DrawMainMenu
-//
-void M_DrawMainMenu(void)
-{
- V_DrawPatchDirect(94, 2,
- W_CacheLumpName(DEH_String("M_DOOM"), PU_CACHE));
-}
-
-
-
-
-//
-// M_NewGame
-//
-void M_DrawNewGame(void)
-{
- V_DrawPatchDirect(96, 14, W_CacheLumpName(DEH_String("M_NEWG"), PU_CACHE));
- V_DrawPatchDirect(54, 38, W_CacheLumpName(DEH_String("M_SKILL"), PU_CACHE));
-}
-
-void M_NewGame(int choice)
-{
- if (netgame && !demoplayback)
- {
- M_StartMessage(DEH_String(NEWGAME),NULL,false);
- return;
- }
-
- // Chex Quest disabled the episode select screen, as did Doom II.
-
- if (gamemode == commercial || gameversion == exe_chex)
- M_SetupNextMenu(&NewDef);
- else
- M_SetupNextMenu(&EpiDef);
-}
-
-
-//
-// M_Episode
-//
-int epi;
-
-void M_DrawEpisode(void)
-{
- V_DrawPatchDirect(54, 38, W_CacheLumpName(DEH_String("M_EPISOD"), PU_CACHE));
-}
-
-void M_VerifyNightmare(int key)
-{
- if (key != key_menu_confirm)
- return;
-
- G_DeferedInitNew(nightmare,epi+1,1);
- M_ClearMenus ();
-}
-
-void M_ChooseSkill(int choice)
-{
- if (choice == nightmare)
- {
- M_StartMessage(DEH_String(NIGHTMARE),M_VerifyNightmare,true);
- return;
- }
-
- G_DeferedInitNew(choice,epi+1,1);
- M_ClearMenus ();
-}
-
-void M_Episode(int choice)
-{
- if ( (gamemode == shareware)
- && choice)
- {
- M_StartMessage(DEH_String(SWSTRING),NULL,false);
- M_SetupNextMenu(&ReadDef1);
- return;
- }
-
- // Yet another hack...
- if ( (gamemode == registered)
- && (choice > 2))
- {
- fprintf( stderr,
- "M_Episode: 4th episode requires UltimateDOOM\n");
- choice = 0;
- }
-
- epi = choice;
- M_SetupNextMenu(&NewDef);
-}
-
-
-
-//
-// M_Options
-//
-char detailNames[2][9] = {"M_GDHIGH","M_GDLOW"};
-char msgNames[2][9] = {"M_MSGOFF","M_MSGON"};
-
-
-void M_DrawOptions(void)
-{
- V_DrawPatchDirect(108, 15, W_CacheLumpName(DEH_String("M_OPTTTL"),
- PU_CACHE));
-
- V_DrawPatchDirect(OptionsDef.x + 175, OptionsDef.y + LINEHEIGHT * detail,
- W_CacheLumpName(DEH_String(detailNames[detailLevel]),
- PU_CACHE));
-
- V_DrawPatchDirect(OptionsDef.x + 120, OptionsDef.y + LINEHEIGHT * messages,
- W_CacheLumpName(DEH_String(msgNames[showMessages]),
- PU_CACHE));
-
- M_DrawThermo(OptionsDef.x, OptionsDef.y + LINEHEIGHT * (mousesens + 1),
- 10, mouseSensitivity);
-
- M_DrawThermo(OptionsDef.x,OptionsDef.y+LINEHEIGHT*(scrnsize+1),
- 9,screenSize);
-}
-
-void M_Options(int choice)
-{
- M_SetupNextMenu(&OptionsDef);
-}
-
-
-
-//
-// Toggle messages on/off
-//
-void M_ChangeMessages(int choice)
-{
- // warning: unused parameter `int choice'
- choice = 0;
- showMessages = 1 - showMessages;
-
- if (!showMessages)
- players[consoleplayer].message = DEH_String(MSGOFF);
- else
- players[consoleplayer].message = DEH_String(MSGON);
-
- message_dontfuckwithme = true;
-}
-
-
-//
-// M_EndGame
-//
-void M_EndGameResponse(int key)
-{
- if (key != key_menu_confirm)
- return;
-
- currentMenu->lastOn = itemOn;
- M_ClearMenus ();
- D_StartTitle ();
-}
-
-void M_EndGame(int choice)
-{
- choice = 0;
- if (!usergame)
- {
- S_StartSound(NULL,sfx_oof);
- return;
- }
-
- if (netgame)
- {
- M_StartMessage(DEH_String(NETEND),NULL,false);
- return;
- }
-
- M_StartMessage(DEH_String(ENDGAME),M_EndGameResponse,true);
-}
-
-
-
-
-//
-// M_ReadThis
-//
-void M_ReadThis(int choice)
-{
- choice = 0;
- M_SetupNextMenu(&ReadDef1);
-}
-
-void M_ReadThis2(int choice)
-{
- // Doom 1.9 had two menus when playing Doom 1
- // All others had only one
-
- if (gameversion == exe_doom_1_9 && gamemode != commercial)
- {
- choice = 0;
- M_SetupNextMenu(&ReadDef2);
- }
- else
- {
- // Close the menu
-
- M_FinishReadThis(0);
- }
-}
-
-void M_FinishReadThis(int choice)
-{
- choice = 0;
- M_SetupNextMenu(&MainDef);
-}
-
-
-
-
-//
-// M_QuitDOOM
-//
-int quitsounds[8] =
-{
- sfx_pldeth,
- sfx_dmpain,
- sfx_popain,
- sfx_slop,
- sfx_telept,
- sfx_posit1,
- sfx_posit3,
- sfx_sgtatk
-};
-
-int quitsounds2[8] =
-{
- sfx_vilact,
- sfx_getpow,
- sfx_boscub,
- sfx_slop,
- sfx_skeswg,
- sfx_kntdth,
- sfx_bspact,
- sfx_sgtatk
-};
-
-
-
-void M_QuitResponse(int key)
-{
- if (key != key_menu_confirm)
- return;
- if (!netgame)
- {
- if (gamemode == commercial)
- S_StartSound(NULL,quitsounds2[(gametic>>2)&7]);
- else
- S_StartSound(NULL,quitsounds[(gametic>>2)&7]);
- I_WaitVBL(105);
- }
- I_Quit ();
-}
-
-
-static char *M_SelectEndMessage(void)
-{
- char **endmsg;
-
- if (gamemission == doom)
- {
- // Doom 1
-
- endmsg = doom1_endmsg;
- }
- else
- {
- // Doom 2
-
- endmsg = doom2_endmsg;
- }
-
- return endmsg[gametic % NUM_QUITMESSAGES];
-}
-
-
-void M_QuitDOOM(int choice)
-{
- sprintf(endstring,
- DEH_String("%s\n\n" DOSY),
- DEH_String(M_SelectEndMessage()));
-
- M_StartMessage(endstring,M_QuitResponse,true);
-}
-
-
-
-
-void M_ChangeSensitivity(int choice)
-{
- switch(choice)
- {
- case 0:
- if (mouseSensitivity)
- mouseSensitivity--;
- break;
- case 1:
- if (mouseSensitivity < 9)
- mouseSensitivity++;
- break;
- }
-}
-
-
-
-
-void M_ChangeDetail(int choice)
-{
- choice = 0;
- detailLevel = 1 - detailLevel;
-
- R_SetViewSize (screenblocks, detailLevel);
-
- if (!detailLevel)
- players[consoleplayer].message = DEH_String(DETAILHI);
- else
- players[consoleplayer].message = DEH_String(DETAILLO);
-}
-
-
-
-
-void M_SizeDisplay(int choice)
-{
- switch(choice)
- {
- case 0:
- if (screenSize > 0)
- {
- screenblocks--;
- screenSize--;
- }
- break;
- case 1:
- if (screenSize < 8)
- {
- screenblocks++;
- screenSize++;
- }
- break;
- }
-
-
- R_SetViewSize (screenblocks, detailLevel);
-}
-
-
-
-
-//
-// Menu Functions
-//
-void
-M_DrawThermo
-( int x,
- int y,
- int thermWidth,
- int thermDot )
-{
- int xx;
- int i;
-
- xx = x;
- V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERML"), PU_CACHE));
- xx += 8;
- for (i=0;i<thermWidth;i++)
- {
- V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERMM"), PU_CACHE));
- xx += 8;
- }
- V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERMR"), PU_CACHE));
-
- V_DrawPatchDirect((x + 8) + thermDot * 8, y,
- W_CacheLumpName(DEH_String("M_THERMO"), PU_CACHE));
-}
-
-
-
-void
-M_DrawEmptyCell
-( menu_t* menu,
- int item )
-{
- V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1,
- W_CacheLumpName(DEH_String("M_CELL1"), PU_CACHE));
-}
-
-void
-M_DrawSelCell
-( menu_t* menu,
- int item )
-{
- V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1,
- W_CacheLumpName(DEH_String("M_CELL2"), PU_CACHE));
-}
-
-
-void
-M_StartMessage
-( char* string,
- void* routine,
- boolean input )
-{
- messageLastMenuActive = menuactive;
- messageToPrint = 1;
- messageString = string;
- messageRoutine = routine;
- messageNeedsInput = input;
- menuactive = true;
- return;
-}
-
-
-
-void M_StopMessage(void)
-{
- menuactive = messageLastMenuActive;
- messageToPrint = 0;
-}
-
-
-
-//
-// Find string width from hu_font chars
-//
-int M_StringWidth(char* string)
-{
- size_t i;
- int w = 0;
- int c;
-
- for (i = 0;i < strlen(string);i++)
- {
- c = toupper(string[i]) - HU_FONTSTART;
- if (c < 0 || c >= HU_FONTSIZE)
- w += 4;
- else
- w += SHORT (hu_font[c]->width);
- }
-
- return w;
-}
-
-
-
-//
-// Find string height from hu_font chars
-//
-int M_StringHeight(char* string)
-{
- size_t i;
- int h;
- int height = SHORT(hu_font[0]->height);
-
- h = height;
- for (i = 0;i < strlen(string);i++)
- if (string[i] == '\n')
- h += height;
-
- return h;
-}
-
-
-//
-// Write a string using the hu_font
-//
-void
-M_WriteText
-( int x,
- int y,
- char* string)
-{
- int w;
- char* ch;
- int c;
- int cx;
- int cy;
-
-
- ch = string;
- cx = x;
- cy = y;
-
- while(1)
- {
- c = *ch++;
- if (!c)
- break;
- if (c == '\n')
- {
- cx = x;
- cy += 12;
- continue;
- }
-
- c = toupper(c) - HU_FONTSTART;
- if (c < 0 || c>= HU_FONTSIZE)
- {
- cx += 4;
- continue;
- }
-
- w = SHORT (hu_font[c]->width);
- if (cx+w > SCREENWIDTH)
- break;
- V_DrawPatchDirect(cx, cy, hu_font[c]);
- cx+=w;
- }
-}
-
-
-
-//
-// CONTROL PANEL
-//
-
-//
-// M_Responder
-//
-boolean M_Responder (event_t* ev)
-{
- int ch;
- int key;
- int i;
- static int joywait = 0;
- static int mousewait = 0;
- static int mousey = 0;
- static int lasty = 0;
- static int mousex = 0;
- static int lastx = 0;
-
- // "close" button pressed on window?
- if (ev->type == ev_quit)
- {
- S_StartSound(NULL,sfx_swtchn);
- M_QuitDOOM(0);
- return true;
- }
-
- // key is the key pressed, ch is the actual character typed
-
- ch = 0;
- key = -1;
-
- if (ev->type == ev_joystick && joywait < I_GetTime())
- {
- if (ev->data3 == -1)
- {
- key = key_menu_up;
- joywait = I_GetTime() + 5;
- }
- else if (ev->data3 == 1)
- {
- key = key_menu_down;
- joywait = I_GetTime() + 5;
- }
-
- if (ev->data2 == -1)
- {
- key = key_menu_left;
- joywait = I_GetTime() + 2;
- }
- else if (ev->data2 == 1)
- {
- key = key_menu_right;
- joywait = I_GetTime() + 2;
- }
-
- if (ev->data1&1)
- {
- key = key_menu_forward;
- joywait = I_GetTime() + 5;
- }
- if (ev->data1&2)
- {
- key = key_menu_back;
- joywait = I_GetTime() + 5;
- }
- }
- else
- {
- if (ev->type == ev_mouse && mousewait < I_GetTime())
- {
- mousey += ev->data3;
- if (mousey < lasty-30)
- {
- key = key_menu_down;
- mousewait = I_GetTime() + 5;
- mousey = lasty -= 30;
- }
- else if (mousey > lasty+30)
- {
- key = key_menu_up;
- mousewait = I_GetTime() + 5;
- mousey = lasty += 30;
- }
-
- mousex += ev->data2;
- if (mousex < lastx-30)
- {
- key = key_menu_left;
- mousewait = I_GetTime() + 5;
- mousex = lastx -= 30;
- }
- else if (mousex > lastx+30)
- {
- key = key_menu_right;
- mousewait = I_GetTime() + 5;
- mousex = lastx += 30;
- }
-
- if (ev->data1&1)
- {
- key = key_menu_forward;
- mousewait = I_GetTime() + 15;
- }
-
- if (ev->data1&2)
- {
- key = key_menu_back;
- mousewait = I_GetTime() + 15;
- }
- }
- else
- {
- if (ev->type == ev_keydown)
- {
- key = ev->data1;
- ch = ev->data2;
- }
- }
- }
-
- if (key == -1)
- return false;
-
- // In testcontrols mode, none of the function keys should do anything
- // - the only key is escape to quit.
-
- if (testcontrols)
- {
- if (key == key_menu_activate || key == key_menu_quit)
- {
- I_Quit();
- return true;
- }
-
- return false;
- }
-
- // Save Game string input
- if (saveStringEnter)
- {
- switch(key)
- {
- case KEY_BACKSPACE:
- if (saveCharIndex > 0)
- {
- saveCharIndex--;
- savegamestrings[saveSlot][saveCharIndex] = 0;
- }
- break;
-
- case KEY_ESCAPE:
- saveStringEnter = 0;
- strcpy(&savegamestrings[saveSlot][0],saveOldString);
- break;
-
- case KEY_ENTER:
- saveStringEnter = 0;
- if (savegamestrings[saveSlot][0])
- M_DoSave(saveSlot);
- break;
-
- default:
- // Entering a character - use the 'ch' value, not the key
-
- ch = toupper(ch);
-
- if (ch != ' '
- && (ch - HU_FONTSTART < 0 || ch - HU_FONTSTART >= HU_FONTSIZE))
- {
- break;
- }
-
- if (ch >= 32 && ch <= 127 &&
- saveCharIndex < SAVESTRINGSIZE-1 &&
- M_StringWidth(savegamestrings[saveSlot]) <
- (SAVESTRINGSIZE-2)*8)
- {
- savegamestrings[saveSlot][saveCharIndex++] = ch;
- savegamestrings[saveSlot][saveCharIndex] = 0;
- }
- break;
- }
- return true;
- }
-
- // Take care of any messages that need input
- if (messageToPrint)
- {
- if (messageNeedsInput)
- {
- if (key != ' ' && key != KEY_ESCAPE
- && key != key_menu_confirm && key != key_menu_abort)
- {
- return false;
- }
- }
-
- menuactive = messageLastMenuActive;
- messageToPrint = 0;
- if (messageRoutine)
- messageRoutine(key);
-
- menuactive = false;
- S_StartSound(NULL,sfx_swtchx);
- return true;
- }
-
- if (devparm && key == key_menu_help)
- {
- G_ScreenShot ();
- return true;
- }
-
- // F-Keys
- if (!menuactive)
- {
- if (key == key_menu_decscreen) // Screen size down
- {
- if (automapactive || chat_on)
- return false;
- M_SizeDisplay(0);
- S_StartSound(NULL,sfx_stnmov);
- return true;
- }
- else if (key == key_menu_incscreen) // Screen size up
- {
- if (automapactive || chat_on)
- return false;
- M_SizeDisplay(1);
- S_StartSound(NULL,sfx_stnmov);
- return true;
- }
- else if (key == key_menu_help) // Help key
- {
- M_StartControlPanel ();
-
- if ( gamemode == retail )
- currentMenu = &ReadDef2;
- else
- currentMenu = &ReadDef1;
-
- itemOn = 0;
- S_StartSound(NULL,sfx_swtchn);
- return true;
- }
- else if (key == key_menu_save) // Save
- {
- M_StartControlPanel();
- S_StartSound(NULL,sfx_swtchn);
- M_SaveGame(0);
- return true;
- }
- else if (key == key_menu_load) // Load
- {
- M_StartControlPanel();
- S_StartSound(NULL,sfx_swtchn);
- M_LoadGame(0);
- return true;
- }
- else if (key == key_menu_volume) // Sound Volume
- {
- M_StartControlPanel ();
- currentMenu = &SoundDef;
- itemOn = sfx_vol;
- S_StartSound(NULL,sfx_swtchn);
- return true;
- }
- else if (key == key_menu_detail) // Detail toggle
- {
- M_ChangeDetail(0);
- S_StartSound(NULL,sfx_swtchn);
- return true;
- }
- else if (key == key_menu_qsave) // Quicksave
- {
- S_StartSound(NULL,sfx_swtchn);
- M_QuickSave();
- return true;
- }
- else if (key == key_menu_endgame) // End game
- {
- S_StartSound(NULL,sfx_swtchn);
- M_EndGame(0);
- return true;
- }
- else if (key == key_menu_messages) // Toggle messages
- {
- M_ChangeMessages(0);
- S_StartSound(NULL,sfx_swtchn);
- return true;
- }
- else if (key == key_menu_qload) // Quickload
- {
- S_StartSound(NULL,sfx_swtchn);
- M_QuickLoad();
- return true;
- }
- else if (key == key_menu_quit) // Quit DOOM
- {
- S_StartSound(NULL,sfx_swtchn);
- M_QuitDOOM(0);
- return true;
- }
- else if (key == key_menu_gamma) // gamma toggle
- {
- usegamma++;
- if (usegamma > 4)
- usegamma = 0;
- players[consoleplayer].message = DEH_String(gammamsg[usegamma]);
- I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE));
- return true;
- }
- }
-
- // Pop-up menu?
- if (!menuactive)
- {
- if (key == key_menu_activate)
- {
- M_StartControlPanel ();
- S_StartSound(NULL,sfx_swtchn);
- return true;
- }
- return false;
- }
-
-
- // Keys usable within menu
-
- if (key == key_menu_down)
- {
- // Move down to next item
-
- do
- {
- if (itemOn+1 > currentMenu->numitems-1)
- itemOn = 0;
- else itemOn++;
- S_StartSound(NULL,sfx_pstop);
- } while(currentMenu->menuitems[itemOn].status==-1);
-
- return true;
- }
- else if (key == key_menu_up)
- {
- // Move back up to previous item
-
- do
- {
- if (!itemOn)
- itemOn = currentMenu->numitems-1;
- else itemOn--;
- S_StartSound(NULL,sfx_pstop);
- } while(currentMenu->menuitems[itemOn].status==-1);
-
- return true;
- }
- else if (key == key_menu_left)
- {
- // Slide slider left
-
- if (currentMenu->menuitems[itemOn].routine &&
- currentMenu->menuitems[itemOn].status == 2)
- {
- S_StartSound(NULL,sfx_stnmov);
- currentMenu->menuitems[itemOn].routine(0);
- }
- return true;
- }
- else if (key == key_menu_right)
- {
- // Slide slider right
-
- if (currentMenu->menuitems[itemOn].routine &&
- currentMenu->menuitems[itemOn].status == 2)
- {
- S_StartSound(NULL,sfx_stnmov);
- currentMenu->menuitems[itemOn].routine(1);
- }
- return true;
- }
- else if (key == key_menu_forward)
- {
- // Activate menu item
-
- if (currentMenu->menuitems[itemOn].routine &&
- currentMenu->menuitems[itemOn].status)
- {
- currentMenu->lastOn = itemOn;
- if (currentMenu->menuitems[itemOn].status == 2)
- {
- currentMenu->menuitems[itemOn].routine(1); // right arrow
- S_StartSound(NULL,sfx_stnmov);
- }
- else
- {
- currentMenu->menuitems[itemOn].routine(itemOn);
- S_StartSound(NULL,sfx_pistol);
- }
- }
- return true;
- }
- else if (key == key_menu_activate)
- {
- // Deactivate menu
-
- currentMenu->lastOn = itemOn;
- M_ClearMenus ();
- S_StartSound(NULL,sfx_swtchx);
- return true;
- }
- else if (key == key_menu_back)
- {
- // Go back to previous menu
-
- currentMenu->lastOn = itemOn;
- if (currentMenu->prevMenu)
- {
- currentMenu = currentMenu->prevMenu;
- itemOn = currentMenu->lastOn;
- S_StartSound(NULL,sfx_swtchn);
- }
- return true;
- }
- else if (ch != 0)
- {
- // Keyboard shortcut?
-
- for (i = itemOn+1;i < currentMenu->numitems;i++)
- {
- if (currentMenu->menuitems[i].alphaKey == ch)
- {
- itemOn = i;
- S_StartSound(NULL,sfx_pstop);
- return true;
- }
- }
-
- for (i = 0;i <= itemOn;i++)
- {
- if (currentMenu->menuitems[i].alphaKey == ch)
- {
- itemOn = i;
- S_StartSound(NULL,sfx_pstop);
- return true;
- }
- }
- }
-
- return false;
-}
-
-
-
-//
-// M_StartControlPanel
-//
-void M_StartControlPanel (void)
-{
- // intro might call this repeatedly
- if (menuactive)
- return;
-
- menuactive = 1;
- currentMenu = &MainDef; // JDC
- itemOn = currentMenu->lastOn; // JDC
-}
-
-
-//
-// M_Drawer
-// Called after the view has been rendered,
-// but before it has been blitted.
-//
-void M_Drawer (void)
-{
- static short x;
- static short y;
- unsigned int i;
- unsigned int max;
- char string[80];
- char *name;
- int start;
-
- inhelpscreens = false;
-
- // Horiz. & Vertically center string and print it.
- if (messageToPrint)
- {
- start = 0;
- y = 100 - M_StringHeight(messageString) / 2;
- while (messageString[start] != '\0')
- {
- int foundnewline = 0;
-
- for (i = 0; i < strlen(messageString + start); i++)
- if (messageString[start + i] == '\n')
- {
- memset(string, 0, sizeof(string));
- strncpy(string, messageString + start, i);
- foundnewline = 1;
- start += i + 1;
- break;
- }
-
- if (!foundnewline)
- {
- strcpy(string, messageString + start);
- start += strlen(string);
- }
-
- x = 160 - M_StringWidth(string) / 2;
- M_WriteText(x, y, string);
- y += SHORT(hu_font[0]->height);
- }
-
- return;
- }
-
- if (!menuactive)
- return;
-
- if (currentMenu->routine)
- currentMenu->routine(); // call Draw routine
-
- // DRAW MENU
- x = currentMenu->x;
- y = currentMenu->y;
- max = currentMenu->numitems;
-
- for (i=0;i<max;i++)
- {
- name = DEH_String(currentMenu->menuitems[i].name);
-
- if (name[0])
- {
- V_DrawPatchDirect (x, y, W_CacheLumpName(name, PU_CACHE));
- }
- y += LINEHEIGHT;
- }
-
-
- // DRAW SKULL
- V_DrawPatchDirect(x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
- W_CacheLumpName(DEH_String(skullName[whichSkull]),
- PU_CACHE));
-
-}
-
-
-//
-// M_ClearMenus
-//
-void M_ClearMenus (void)
-{
- menuactive = 0;
- // if (!netgame && usergame && paused)
- // sendpause = true;
-}
-
-
-
-
-//
-// M_SetupNextMenu
-//
-void M_SetupNextMenu(menu_t *menudef)
-{
- currentMenu = menudef;
- itemOn = currentMenu->lastOn;
-}
-
-
-//
-// M_Ticker
-//
-void M_Ticker (void)
-{
- if (--skullAnimCounter <= 0)
- {
- whichSkull ^= 1;
- skullAnimCounter = 8;
- }
-}
-
-
-//
-// M_Init
-//
-void M_Init (void)
-{
- currentMenu = &MainDef;
- menuactive = 0;
- itemOn = currentMenu->lastOn;
- whichSkull = 0;
- skullAnimCounter = 10;
- screenSize = screenblocks - 3;
- messageToPrint = 0;
- messageString = NULL;
- messageLastMenuActive = menuactive;
- quickSaveSlot = -1;
-
- // Here we could catch other version dependencies,
- // like HELP1/2, and four episodes.
-
-
- switch ( gamemode )
- {
- case commercial:
- // Commercial has no "read this" entry.
- MainMenu[readthis] = MainMenu[quitdoom];
- MainDef.numitems--;
- MainDef.y += 8;
- NewDef.prevMenu = &MainDef;
- break;
- case shareware:
- // Episode 2 and 3 are handled,
- // branching to an ad screen.
- case registered:
- // We need to remove the fourth episode.
- EpiDef.numitems--;
- break;
- case retail:
- // We are fine.
- default:
- break;
- }
-
-}
-
--- a/src/strife/m_menu.h
+++ /dev/null
@@ -1,69 +1,0 @@
-// 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
--- a/src/strife/m_random.c
+++ /dev/null
@@ -1,86 +1,0 @@
-// 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 <time.h>
-
-#include "m_random.h"
-
-//
-// M_Random
-// Returns a 0-255 number
-//
-
-static const unsigned char rndtable[256] = {
- 0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66 ,
- 74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36 ,
- 95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188 ,
- 52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224 ,
- 149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242 ,
- 145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0 ,
- 175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235 ,
- 25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113 ,
- 94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75 ,
- 136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196 ,
- 135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113 ,
- 80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241 ,
- 24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224 ,
- 145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95 ,
- 28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226 ,
- 71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36 ,
- 17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106 ,
- 197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136 ,
- 120, 163, 236, 249
-};
-
-int rndindex = 0;
-int prndindex = 0;
-
-// Which one is deterministic?
-int P_Random (void)
-{
- prndindex = (prndindex+1)&0xff;
- return rndtable[prndindex];
-}
-
-int M_Random (void)
-{
- rndindex = (rndindex+1)&0xff;
- return rndtable[rndindex];
-}
-
-void M_ClearRandom (void)
-{
- prndindex = 0;
-
- // Seed the M_Random counter from the system time
-
- rndindex = time(NULL) & 0xff;
-}
-
-
-
-
--- a/src/strife/m_random.h
+++ /dev/null
@@ -1,47 +1,0 @@
-// 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
--- a/src/strife/p_ceilng.c
+++ /dev/null
@@ -1,332 +1,0 @@
-// 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;
-}
--- a/src/strife/p_doors.c
+++ /dev/null
@@ -1,788 +1,0 @@
-// 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
--- a/src/strife/p_enemy.c
+++ /dev/null
@@ -1,2022 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-
-#include "m_random.h"
-#include "i_system.h"
-
-#include "doomdef.h"
-#include "p_local.h"
-
-#include "s_sound.h"
-
-#include "g_game.h"
-
-// State.
-#include "doomstat.h"
-#include "r_state.h"
-
-// Data.
-#include "sounds.h"
-
-
-
-
-typedef enum
-{
- DI_EAST,
- DI_NORTHEAST,
- DI_NORTH,
- DI_NORTHWEST,
- DI_WEST,
- DI_SOUTHWEST,
- DI_SOUTH,
- DI_SOUTHEAST,
- DI_NODIR,
- NUMDIRS
-
-} dirtype_t;
-
-
-//
-// P_NewChaseDir related LUT.
-//
-dirtype_t opposite[] =
-{
- DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
- DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
-};
-
-dirtype_t diags[] =
-{
- DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
-};
-
-
-
-
-
-void A_Fall (mobj_t *actor);
-
-
-//
-// ENEMY THINKING
-// Enemies are allways spawned
-// with targetplayer = -1, threshold = 0
-// Most monsters are spawned unaware of all players,
-// but some can be made preaware
-//
-
-
-//
-// Called by P_NoiseAlert.
-// Recursively traverse adjacent sectors,
-// sound blocking lines cut off traversal.
-//
-
-mobj_t* soundtarget;
-
-void
-P_RecursiveSound
-( sector_t* sec,
- int soundblocks )
-{
- int i;
- line_t* check;
- sector_t* other;
-
- // wake up all monsters in this sector
- if (sec->validcount == validcount
- && sec->soundtraversed <= soundblocks+1)
- {
- return; // already flooded
- }
-
- sec->validcount = validcount;
- sec->soundtraversed = soundblocks+1;
- sec->soundtarget = soundtarget;
-
- for (i=0 ;i<sec->linecount ; i++)
- {
- check = sec->lines[i];
- if (! (check->flags & ML_TWOSIDED) )
- continue;
-
- P_LineOpening (check);
-
- if (openrange <= 0)
- continue; // closed door
-
- if ( sides[ check->sidenum[0] ].sector == sec)
- other = sides[ check->sidenum[1] ] .sector;
- else
- other = sides[ check->sidenum[0] ].sector;
-
- if (check->flags & ML_SOUNDBLOCK)
- {
- if (!soundblocks)
- P_RecursiveSound (other, 1);
- }
- else
- P_RecursiveSound (other, soundblocks);
- }
-}
-
-
-
-//
-// P_NoiseAlert
-// If a monster yells at a player,
-// it will alert other monsters to the player.
-//
-void
-P_NoiseAlert
-( mobj_t* target,
- mobj_t* emmiter )
-{
- soundtarget = target;
- validcount++;
- P_RecursiveSound (emmiter->subsector->sector, 0);
-}
-
-
-
-
-//
-// P_CheckMeleeRange
-//
-boolean P_CheckMeleeRange (mobj_t* actor)
-{
- mobj_t* pl;
- fixed_t dist;
-
- if (!actor->target)
- return false;
-
- pl = actor->target;
- dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y);
-
- if (dist >= MELEERANGE-20*FRACUNIT+pl->info->radius)
- return false;
-
- if (! P_CheckSight (actor, actor->target) )
- return false;
-
- return true;
-}
-
-//
-// P_CheckMissileRange
-//
-boolean P_CheckMissileRange (mobj_t* actor)
-{
- fixed_t dist;
-
- if (! P_CheckSight (actor, actor->target) )
- return false;
-
- if ( actor->flags & MF_JUSTHIT )
- {
- // the target just hit the enemy,
- // so fight back!
- actor->flags &= ~MF_JUSTHIT;
- return true;
- }
-
- if (actor->reactiontime)
- return false; // do not attack yet
-
- // OPTIMIZE: get this from a global checksight
- dist = P_AproxDistance ( actor->x-actor->target->x,
- actor->y-actor->target->y) - 64*FRACUNIT;
-
- if (!actor->info->meleestate)
- dist -= 128*FRACUNIT; // no melee attack, so fire more
-
- dist >>= 16;
-
- if (actor->type == MT_VILE)
- {
- if (dist > 14*64)
- return false; // too far away
- }
-
-
- if (actor->type == MT_UNDEAD)
- {
- if (dist < 196)
- return false; // close for fist attack
- dist >>= 1;
- }
-
-
- if (actor->type == MT_CYBORG
- || actor->type == MT_SPIDER
- || actor->type == MT_SKULL)
- {
- dist >>= 1;
- }
-
- if (dist > 200)
- dist = 200;
-
- if (actor->type == MT_CYBORG && dist > 160)
- dist = 160;
-
- if (P_Random () < dist)
- return false;
-
- return true;
-}
-
-
-//
-// P_Move
-// Move in the current direction,
-// returns false if the move is blocked.
-//
-fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000};
-fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000};
-
-#define MAXSPECIALCROSS 8
-
-extern line_t* spechit[MAXSPECIALCROSS];
-extern int numspechit;
-
-boolean P_Move (mobj_t* actor)
-{
- fixed_t tryx;
- fixed_t tryy;
-
- line_t* ld;
-
- // warning: 'catch', 'throw', and 'try'
- // are all C++ reserved words
- boolean try_ok;
- boolean good;
-
- if (actor->movedir == DI_NODIR)
- return false;
-
- if ((unsigned)actor->movedir >= 8)
- I_Error ("Weird actor->movedir!");
-
- tryx = actor->x + actor->info->speed*xspeed[actor->movedir];
- tryy = actor->y + actor->info->speed*yspeed[actor->movedir];
-
- try_ok = P_TryMove (actor, tryx, tryy);
-
- if (!try_ok)
- {
- // open any specials
- if (actor->flags & MF_FLOAT && floatok)
- {
- // must adjust height
- if (actor->z < tmfloorz)
- actor->z += FLOATSPEED;
- else
- actor->z -= FLOATSPEED;
-
- actor->flags |= MF_INFLOAT;
- return true;
- }
-
- if (!numspechit)
- return false;
-
- actor->movedir = DI_NODIR;
- good = false;
- while (numspechit--)
- {
- ld = spechit[numspechit];
- // if the special is not a door
- // that can be opened,
- // return false
- if (P_UseSpecialLine (actor, ld,0))
- good = true;
- }
- return good;
- }
- else
- {
- actor->flags &= ~MF_INFLOAT;
- }
-
-
- if (! (actor->flags & MF_FLOAT) )
- actor->z = actor->floorz;
- return true;
-}
-
-
-//
-// TryWalk
-// Attempts to move actor on
-// in its current (ob->moveangle) direction.
-// If blocked by either a wall or an actor
-// returns FALSE
-// If move is either clear or blocked only by a door,
-// returns TRUE and sets...
-// If a door is in the way,
-// an OpenDoor call is made to start it opening.
-//
-boolean P_TryWalk (mobj_t* actor)
-{
- if (!P_Move (actor))
- {
- return false;
- }
-
- actor->movecount = P_Random()&15;
- return true;
-}
-
-
-
-
-void P_NewChaseDir (mobj_t* actor)
-{
- fixed_t deltax;
- fixed_t deltay;
-
- dirtype_t d[3];
-
- int tdir;
- dirtype_t olddir;
-
- dirtype_t turnaround;
-
- if (!actor->target)
- I_Error ("P_NewChaseDir: called with no target");
-
- olddir = actor->movedir;
- turnaround=opposite[olddir];
-
- deltax = actor->target->x - actor->x;
- deltay = actor->target->y - actor->y;
-
- if (deltax>10*FRACUNIT)
- d[1]= DI_EAST;
- else if (deltax<-10*FRACUNIT)
- d[1]= DI_WEST;
- else
- d[1]=DI_NODIR;
-
- if (deltay<-10*FRACUNIT)
- d[2]= DI_SOUTH;
- else if (deltay>10*FRACUNIT)
- d[2]= DI_NORTH;
- else
- d[2]=DI_NODIR;
-
- // try direct route
- if (d[1] != DI_NODIR
- && d[2] != DI_NODIR)
- {
- actor->movedir = diags[((deltay<0)<<1)+(deltax>0)];
- if (actor->movedir != (int) turnaround && P_TryWalk(actor))
- return;
- }
-
- // try other directions
- if (P_Random() > 200
- || abs(deltay)>abs(deltax))
- {
- tdir=d[1];
- d[1]=d[2];
- d[2]=tdir;
- }
-
- if (d[1]==turnaround)
- d[1]=DI_NODIR;
- if (d[2]==turnaround)
- d[2]=DI_NODIR;
-
- if (d[1]!=DI_NODIR)
- {
- actor->movedir = d[1];
- if (P_TryWalk(actor))
- {
- // either moved forward or attacked
- return;
- }
- }
-
- if (d[2]!=DI_NODIR)
- {
- actor->movedir =d[2];
-
- if (P_TryWalk(actor))
- return;
- }
-
- // there is no direct path to the player,
- // so pick another direction.
- if (olddir!=DI_NODIR)
- {
- actor->movedir =olddir;
-
- if (P_TryWalk(actor))
- return;
- }
-
- // randomly determine direction of search
- if (P_Random()&1)
- {
- for ( tdir=DI_EAST;
- tdir<=DI_SOUTHEAST;
- tdir++ )
- {
- if (tdir != (int) turnaround)
- {
- actor->movedir =tdir;
-
- if ( P_TryWalk(actor) )
- return;
- }
- }
- }
- else
- {
- for ( tdir=DI_SOUTHEAST;
- tdir != (DI_EAST-1);
- tdir-- )
- {
- if (tdir != (int) turnaround)
- {
- actor->movedir = tdir;
-
- if ( P_TryWalk(actor) )
- return;
- }
- }
- }
-
- if (turnaround != DI_NODIR)
- {
- actor->movedir =turnaround;
- if ( P_TryWalk(actor) )
- return;
- }
-
- actor->movedir = DI_NODIR; // can not move
-}
-
-
-
-//
-// P_LookForPlayers
-// If allaround is false, only look 180 degrees in front.
-// Returns true if a player is targeted.
-//
-boolean
-P_LookForPlayers
-( mobj_t* actor,
- boolean allaround )
-{
- int c;
- int stop;
- player_t* player;
- sector_t* sector;
- angle_t an;
- fixed_t dist;
-
- sector = actor->subsector->sector;
-
- c = 0;
- stop = (actor->lastlook-1)&3;
-
- for ( ; ; actor->lastlook = (actor->lastlook+1)&3 )
- {
- if (!playeringame[actor->lastlook])
- continue;
-
- if (c++ == 2
- || actor->lastlook == stop)
- {
- // done looking
- return false;
- }
-
- player = &players[actor->lastlook];
-
- if (player->health <= 0)
- continue; // dead
-
- if (!P_CheckSight (actor, player->mo))
- continue; // out of sight
-
- if (!allaround)
- {
- an = R_PointToAngle2 (actor->x,
- actor->y,
- player->mo->x,
- player->mo->y)
- - actor->angle;
-
- if (an > ANG90 && an < ANG270)
- {
- dist = P_AproxDistance (player->mo->x - actor->x,
- player->mo->y - actor->y);
- // if real close, react anyway
- if (dist > MELEERANGE)
- continue; // behind back
- }
- }
-
- actor->target = player->mo;
- return true;
- }
-
- return false;
-}
-
-
-//
-// A_KeenDie
-// DOOM II special, map 32.
-// Uses special tag 666.
-//
-void A_KeenDie (mobj_t* mo)
-{
- thinker_t* th;
- mobj_t* mo2;
- line_t junk;
-
- A_Fall (mo);
-
- // scan the remaining thinkers
- // to see if all Keens are dead
- for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
- {
- if (th->function.acp1 != (actionf_p1)P_MobjThinker)
- continue;
-
- mo2 = (mobj_t *)th;
- if (mo2 != mo
- && mo2->type == mo->type
- && mo2->health > 0)
- {
- // other Keen not dead
- return;
- }
- }
-
- junk.tag = 666;
- EV_DoDoor(&junk,open);
-}
-
-
-//
-// ACTION ROUTINES
-//
-
-//
-// A_Look
-// Stay in state until a player is sighted.
-//
-void A_Look (mobj_t* actor)
-{
- mobj_t* targ;
-
- actor->threshold = 0; // any shot will wake up
- targ = actor->subsector->sector->soundtarget;
-
- if (targ
- && (targ->flags & MF_SHOOTABLE) )
- {
- actor->target = targ;
-
- if ( actor->flags & MF_AMBUSH )
- {
- if (P_CheckSight (actor, actor->target))
- goto seeyou;
- }
- else
- goto seeyou;
- }
-
-
- if (!P_LookForPlayers (actor, false) )
- return;
-
- // go into chase state
- seeyou:
- if (actor->info->seesound)
- {
- int sound;
-
- switch (actor->info->seesound)
- {
- case sfx_posit1:
- case sfx_posit2:
- case sfx_posit3:
- sound = sfx_posit1+P_Random()%3;
- break;
-
- case sfx_bgsit1:
- case sfx_bgsit2:
- sound = sfx_bgsit1+P_Random()%2;
- break;
-
- default:
- sound = actor->info->seesound;
- break;
- }
-
- if (actor->type==MT_SPIDER
- || actor->type == MT_CYBORG)
- {
- // full volume
- S_StartSound (NULL, sound);
- }
- else
- S_StartSound (actor, sound);
- }
-
- P_SetMobjState (actor, actor->info->seestate);
-}
-
-
-//
-// A_Chase
-// Actor has a melee attack,
-// so it tries to close as fast as possible
-//
-void A_Chase (mobj_t* actor)
-{
- int delta;
-
- if (actor->reactiontime)
- actor->reactiontime--;
-
-
- // modify target threshold
- if (actor->threshold)
- {
- if (!actor->target
- || actor->target->health <= 0)
- {
- actor->threshold = 0;
- }
- else
- actor->threshold--;
- }
-
- // turn towards movement direction if not there yet
- if (actor->movedir < 8)
- {
- actor->angle &= (7<<29);
- delta = actor->angle - (actor->movedir << 29);
-
- if (delta > 0)
- actor->angle -= ANG90/2;
- else if (delta < 0)
- actor->angle += ANG90/2;
- }
-
- if (!actor->target
- || !(actor->target->flags&MF_SHOOTABLE))
- {
- // look for a new target
- if (P_LookForPlayers(actor,true))
- return; // got a new target
-
- P_SetMobjState (actor, actor->info->spawnstate);
- return;
- }
-
- // do not attack twice in a row
- if (actor->flags & MF_JUSTATTACKED)
- {
- actor->flags &= ~MF_JUSTATTACKED;
- if (gameskill != sk_nightmare && !fastparm)
- P_NewChaseDir (actor);
- return;
- }
-
- // check for melee attack
- if (actor->info->meleestate
- && P_CheckMeleeRange (actor))
- {
- if (actor->info->attacksound)
- S_StartSound (actor, actor->info->attacksound);
-
- P_SetMobjState (actor, actor->info->meleestate);
- return;
- }
-
- // check for missile attack
- if (actor->info->missilestate)
- {
- if (gameskill < sk_nightmare
- && !fastparm && actor->movecount)
- {
- goto nomissile;
- }
-
- if (!P_CheckMissileRange (actor))
- goto nomissile;
-
- P_SetMobjState (actor, actor->info->missilestate);
- actor->flags |= MF_JUSTATTACKED;
- return;
- }
-
- // ?
- nomissile:
- // possibly choose another target
- if (netgame
- && !actor->threshold
- && !P_CheckSight (actor, actor->target) )
- {
- if (P_LookForPlayers(actor,true))
- return; // got a new target
- }
-
- // chase towards player
- if (--actor->movecount<0
- || !P_Move (actor))
- {
- P_NewChaseDir (actor);
- }
-
- // make active sound
- if (actor->info->activesound
- && P_Random () < 3)
- {
- S_StartSound (actor, actor->info->activesound);
- }
-}
-
-
-//
-// A_FaceTarget
-//
-void A_FaceTarget (mobj_t* actor)
-{
- if (!actor->target)
- return;
-
- actor->flags &= ~MF_AMBUSH;
-
- actor->angle = R_PointToAngle2 (actor->x,
- actor->y,
- actor->target->x,
- actor->target->y);
-
- if (actor->target->flags & MF_SHADOW)
- actor->angle += (P_Random()-P_Random())<<21;
-}
-
-
-//
-// A_PosAttack
-//
-void A_PosAttack (mobj_t* actor)
-{
- int angle;
- int damage;
- int slope;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- angle = actor->angle;
- slope = P_AimLineAttack (actor, angle, MISSILERANGE);
-
- S_StartSound (actor, sfx_pistol);
- angle += (P_Random()-P_Random())<<20;
- damage = ((P_Random()%5)+1)*3;
- P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
-}
-
-void A_SPosAttack (mobj_t* actor)
-{
- int i;
- int angle;
- int bangle;
- int damage;
- int slope;
-
- if (!actor->target)
- return;
-
- S_StartSound (actor, sfx_shotgn);
- A_FaceTarget (actor);
- bangle = actor->angle;
- slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
-
- for (i=0 ; i<3 ; i++)
- {
- angle = bangle + ((P_Random()-P_Random())<<20);
- damage = ((P_Random()%5)+1)*3;
- P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
- }
-}
-
-void A_CPosAttack (mobj_t* actor)
-{
- int angle;
- int bangle;
- int damage;
- int slope;
-
- if (!actor->target)
- return;
-
- S_StartSound (actor, sfx_shotgn);
- A_FaceTarget (actor);
- bangle = actor->angle;
- slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
-
- angle = bangle + ((P_Random()-P_Random())<<20);
- damage = ((P_Random()%5)+1)*3;
- P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
-}
-
-void A_CPosRefire (mobj_t* actor)
-{
- // keep firing unless target got out of sight
- A_FaceTarget (actor);
-
- if (P_Random () < 40)
- return;
-
- if (!actor->target
- || actor->target->health <= 0
- || !P_CheckSight (actor, actor->target) )
- {
- P_SetMobjState (actor, actor->info->seestate);
- }
-}
-
-
-void A_SpidRefire (mobj_t* actor)
-{
- // keep firing unless target got out of sight
- A_FaceTarget (actor);
-
- if (P_Random () < 10)
- return;
-
- if (!actor->target
- || actor->target->health <= 0
- || !P_CheckSight (actor, actor->target) )
- {
- P_SetMobjState (actor, actor->info->seestate);
- }
-}
-
-void A_BspiAttack (mobj_t *actor)
-{
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
-
- // launch a missile
- P_SpawnMissile (actor, actor->target, MT_ARACHPLAZ);
-}
-
-
-//
-// A_TroopAttack
-//
-void A_TroopAttack (mobj_t* actor)
-{
- int damage;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- if (P_CheckMeleeRange (actor))
- {
- S_StartSound (actor, sfx_claw);
- damage = (P_Random()%8+1)*3;
- P_DamageMobj (actor->target, actor, actor, damage);
- return;
- }
-
-
- // launch a missile
- P_SpawnMissile (actor, actor->target, MT_TROOPSHOT);
-}
-
-
-void A_SargAttack (mobj_t* actor)
-{
- int damage;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- if (P_CheckMeleeRange (actor))
- {
- damage = ((P_Random()%10)+1)*4;
- P_DamageMobj (actor->target, actor, actor, damage);
- }
-}
-
-void A_HeadAttack (mobj_t* actor)
-{
- int damage;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- if (P_CheckMeleeRange (actor))
- {
- damage = (P_Random()%6+1)*10;
- P_DamageMobj (actor->target, actor, actor, damage);
- return;
- }
-
- // launch a missile
- P_SpawnMissile (actor, actor->target, MT_HEADSHOT);
-}
-
-void A_CyberAttack (mobj_t* actor)
-{
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- P_SpawnMissile (actor, actor->target, MT_ROCKET);
-}
-
-
-void A_BruisAttack (mobj_t* actor)
-{
- int damage;
-
- if (!actor->target)
- return;
-
- if (P_CheckMeleeRange (actor))
- {
- S_StartSound (actor, sfx_claw);
- damage = (P_Random()%8+1)*10;
- P_DamageMobj (actor->target, actor, actor, damage);
- return;
- }
-
- // launch a missile
- P_SpawnMissile (actor, actor->target, MT_BRUISERSHOT);
-}
-
-
-//
-// A_SkelMissile
-//
-void A_SkelMissile (mobj_t* actor)
-{
- mobj_t* mo;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- actor->z += 16*FRACUNIT; // so missile spawns higher
- mo = P_SpawnMissile (actor, actor->target, MT_TRACER);
- actor->z -= 16*FRACUNIT; // back to normal
-
- mo->x += mo->momx;
- mo->y += mo->momy;
- mo->tracer = actor->target;
-}
-
-int TRACEANGLE = 0xc000000;
-
-void A_Tracer (mobj_t* actor)
-{
- angle_t exact;
- fixed_t dist;
- fixed_t slope;
- mobj_t* dest;
- mobj_t* th;
-
- if (gametic & 3)
- return;
-
- // spawn a puff of smoke behind the rocket
- P_SpawnPuff (actor->x, actor->y, actor->z);
-
- th = P_SpawnMobj (actor->x-actor->momx,
- actor->y-actor->momy,
- actor->z, MT_SMOKE);
-
- th->momz = FRACUNIT;
- th->tics -= P_Random()&3;
- if (th->tics < 1)
- th->tics = 1;
-
- // adjust direction
- dest = actor->tracer;
-
- if (!dest || dest->health <= 0)
- return;
-
- // change angle
- exact = R_PointToAngle2 (actor->x,
- actor->y,
- dest->x,
- dest->y);
-
- if (exact != actor->angle)
- {
- if (exact - actor->angle > 0x80000000)
- {
- actor->angle -= TRACEANGLE;
- if (exact - actor->angle < 0x80000000)
- actor->angle = exact;
- }
- else
- {
- actor->angle += TRACEANGLE;
- if (exact - actor->angle > 0x80000000)
- actor->angle = exact;
- }
- }
-
- exact = actor->angle>>ANGLETOFINESHIFT;
- actor->momx = FixedMul (actor->info->speed, finecosine[exact]);
- actor->momy = FixedMul (actor->info->speed, finesine[exact]);
-
- // change slope
- dist = P_AproxDistance (dest->x - actor->x,
- dest->y - actor->y);
-
- dist = dist / actor->info->speed;
-
- if (dist < 1)
- dist = 1;
- slope = (dest->z+40*FRACUNIT - actor->z) / dist;
-
- if (slope < actor->momz)
- actor->momz -= FRACUNIT/8;
- else
- actor->momz += FRACUNIT/8;
-}
-
-
-void A_SkelWhoosh (mobj_t* actor)
-{
- if (!actor->target)
- return;
- A_FaceTarget (actor);
- S_StartSound (actor,sfx_skeswg);
-}
-
-void A_SkelFist (mobj_t* actor)
-{
- int damage;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
-
- if (P_CheckMeleeRange (actor))
- {
- damage = ((P_Random()%10)+1)*6;
- S_StartSound (actor, sfx_skepch);
- P_DamageMobj (actor->target, actor, actor, damage);
- }
-}
-
-
-
-//
-// PIT_VileCheck
-// Detect a corpse that could be raised.
-//
-mobj_t* corpsehit;
-mobj_t* vileobj;
-fixed_t viletryx;
-fixed_t viletryy;
-
-boolean PIT_VileCheck (mobj_t* thing)
-{
- int maxdist;
- boolean check;
-
- if (!(thing->flags & MF_CORPSE) )
- return true; // not a monster
-
- if (thing->tics != -1)
- return true; // not lying still yet
-
- if (thing->info->raisestate == S_NULL)
- return true; // monster doesn't have a raise state
-
- maxdist = thing->info->radius + mobjinfo[MT_VILE].radius;
-
- if ( abs(thing->x - viletryx) > maxdist
- || abs(thing->y - viletryy) > maxdist )
- return true; // not actually touching
-
- corpsehit = thing;
- corpsehit->momx = corpsehit->momy = 0;
- corpsehit->height <<= 2;
- check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
- corpsehit->height >>= 2;
-
- if (!check)
- return true; // doesn't fit here
-
- return false; // got one, so stop checking
-}
-
-
-
-//
-// A_VileChase
-// Check for ressurecting a body
-//
-void A_VileChase (mobj_t* actor)
-{
- int xl;
- int xh;
- int yl;
- int yh;
-
- int bx;
- int by;
-
- mobjinfo_t* info;
- mobj_t* temp;
-
- if (actor->movedir != DI_NODIR)
- {
- // check for corpses to raise
- viletryx =
- actor->x + actor->info->speed*xspeed[actor->movedir];
- viletryy =
- actor->y + actor->info->speed*yspeed[actor->movedir];
-
- xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
- xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
- yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
- yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
-
- vileobj = actor;
- for (bx=xl ; bx<=xh ; bx++)
- {
- for (by=yl ; by<=yh ; by++)
- {
- // Call PIT_VileCheck to check
- // whether object is a corpse
- // that canbe raised.
- if (!P_BlockThingsIterator(bx,by,PIT_VileCheck))
- {
- // got one!
- temp = actor->target;
- actor->target = corpsehit;
- A_FaceTarget (actor);
- actor->target = temp;
-
- P_SetMobjState (actor, S_VILE_HEAL1);
- S_StartSound (corpsehit, sfx_slop);
- info = corpsehit->info;
-
- P_SetMobjState (corpsehit,info->raisestate);
- corpsehit->height <<= 2;
- corpsehit->flags = info->flags;
- corpsehit->health = info->spawnhealth;
- corpsehit->target = NULL;
-
- return;
- }
- }
- }
- }
-
- // Return to normal attack.
- A_Chase (actor);
-}
-
-
-//
-// A_VileStart
-//
-void A_VileStart (mobj_t* actor)
-{
- S_StartSound (actor, sfx_vilatk);
-}
-
-
-//
-// A_Fire
-// Keep fire in front of player unless out of sight
-//
-void A_Fire (mobj_t* actor);
-
-void A_StartFire (mobj_t* actor)
-{
- S_StartSound(actor,sfx_flamst);
- A_Fire(actor);
-}
-
-void A_FireCrackle (mobj_t* actor)
-{
- S_StartSound(actor,sfx_flame);
- A_Fire(actor);
-}
-
-void A_Fire (mobj_t* actor)
-{
- mobj_t* dest;
- mobj_t* target;
- unsigned an;
-
- dest = actor->tracer;
- if (!dest)
- return;
-
- target = P_SubstNullMobj(actor->target);
-
- // don't move it if the vile lost sight
- if (!P_CheckSight (target, dest) )
- return;
-
- an = dest->angle >> ANGLETOFINESHIFT;
-
- P_UnsetThingPosition (actor);
- actor->x = dest->x + FixedMul (24*FRACUNIT, finecosine[an]);
- actor->y = dest->y + FixedMul (24*FRACUNIT, finesine[an]);
- actor->z = dest->z;
- P_SetThingPosition (actor);
-}
-
-
-
-//
-// A_VileTarget
-// Spawn the hellfire
-//
-void A_VileTarget (mobj_t* actor)
-{
- mobj_t* fog;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
-
- fog = P_SpawnMobj (actor->target->x,
- actor->target->x,
- actor->target->z, MT_FIRE);
-
- actor->tracer = fog;
- fog->target = actor;
- fog->tracer = actor->target;
- A_Fire (fog);
-}
-
-
-
-
-//
-// A_VileAttack
-//
-void A_VileAttack (mobj_t* actor)
-{
- mobj_t* fire;
- int an;
-
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
-
- if (!P_CheckSight (actor, actor->target) )
- return;
-
- S_StartSound (actor, sfx_barexp);
- P_DamageMobj (actor->target, actor, actor, 20);
- actor->target->momz = 1000*FRACUNIT/actor->target->info->mass;
-
- an = actor->angle >> ANGLETOFINESHIFT;
-
- fire = actor->tracer;
-
- if (!fire)
- return;
-
- // move the fire between the vile and the player
- fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]);
- fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]);
- P_RadiusAttack (fire, actor, 70 );
-}
-
-
-
-
-//
-// Mancubus attack,
-// firing three missiles (bruisers)
-// in three different directions?
-// Doesn't look like it.
-//
-#define FATSPREAD (ANG90/8)
-
-void A_FatRaise (mobj_t *actor)
-{
- A_FaceTarget (actor);
- S_StartSound (actor, sfx_manatk);
-}
-
-
-void A_FatAttack1 (mobj_t* actor)
-{
- mobj_t* mo;
- mobj_t* target;
- int an;
-
- A_FaceTarget (actor);
-
- // Change direction to ...
- actor->angle += FATSPREAD;
- target = P_SubstNullMobj(actor->target);
- P_SpawnMissile (actor, target, MT_FATSHOT);
-
- mo = P_SpawnMissile (actor, target, MT_FATSHOT);
- mo->angle += FATSPREAD;
- an = mo->angle >> ANGLETOFINESHIFT;
- mo->momx = FixedMul (mo->info->speed, finecosine[an]);
- mo->momy = FixedMul (mo->info->speed, finesine[an]);
-}
-
-void A_FatAttack2 (mobj_t* actor)
-{
- mobj_t* mo;
- mobj_t* target;
- int an;
-
- A_FaceTarget (actor);
- // Now here choose opposite deviation.
- actor->angle -= FATSPREAD;
- target = P_SubstNullMobj(actor->target);
- P_SpawnMissile (actor, target, MT_FATSHOT);
-
- mo = P_SpawnMissile (actor, target, MT_FATSHOT);
- mo->angle -= FATSPREAD*2;
- an = mo->angle >> ANGLETOFINESHIFT;
- mo->momx = FixedMul (mo->info->speed, finecosine[an]);
- mo->momy = FixedMul (mo->info->speed, finesine[an]);
-}
-
-void A_FatAttack3 (mobj_t* actor)
-{
- mobj_t* mo;
- mobj_t* target;
- int an;
-
- A_FaceTarget (actor);
-
- target = P_SubstNullMobj(actor->target);
-
- mo = P_SpawnMissile (actor, target, MT_FATSHOT);
- mo->angle -= FATSPREAD/2;
- an = mo->angle >> ANGLETOFINESHIFT;
- mo->momx = FixedMul (mo->info->speed, finecosine[an]);
- mo->momy = FixedMul (mo->info->speed, finesine[an]);
-
- mo = P_SpawnMissile (actor, target, MT_FATSHOT);
- mo->angle += FATSPREAD/2;
- an = mo->angle >> ANGLETOFINESHIFT;
- mo->momx = FixedMul (mo->info->speed, finecosine[an]);
- mo->momy = FixedMul (mo->info->speed, finesine[an]);
-}
-
-
-//
-// SkullAttack
-// Fly at the player like a missile.
-//
-#define SKULLSPEED (20*FRACUNIT)
-
-void A_SkullAttack (mobj_t* actor)
-{
- mobj_t* dest;
- angle_t an;
- int dist;
-
- if (!actor->target)
- return;
-
- dest = actor->target;
- actor->flags |= MF_SKULLFLY;
-
- S_StartSound (actor, actor->info->attacksound);
- A_FaceTarget (actor);
- an = actor->angle >> ANGLETOFINESHIFT;
- actor->momx = FixedMul (SKULLSPEED, finecosine[an]);
- actor->momy = FixedMul (SKULLSPEED, finesine[an]);
- dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y);
- dist = dist / SKULLSPEED;
-
- if (dist < 1)
- dist = 1;
- actor->momz = (dest->z+(dest->height>>1) - actor->z) / dist;
-}
-
-
-//
-// A_PainShootSkull
-// Spawn a lost soul and launch it at the target
-//
-void
-A_PainShootSkull
-( mobj_t* actor,
- angle_t angle )
-{
- fixed_t x;
- fixed_t y;
- fixed_t z;
-
- mobj_t* newmobj;
- angle_t an;
- int prestep;
- int count;
- thinker_t* currentthinker;
-
- // count total number of skull currently on the level
- count = 0;
-
- currentthinker = thinkercap.next;
- while (currentthinker != &thinkercap)
- {
- if ( (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
- && ((mobj_t *)currentthinker)->type == MT_SKULL)
- count++;
- currentthinker = currentthinker->next;
- }
-
- // if there are allready 20 skulls on the level,
- // don't spit another one
- if (count > 20)
- return;
-
-
- // okay, there's playe for another one
- an = angle >> ANGLETOFINESHIFT;
-
- prestep =
- 4*FRACUNIT
- + 3*(actor->info->radius + mobjinfo[MT_SKULL].radius)/2;
-
- x = actor->x + FixedMul (prestep, finecosine[an]);
- y = actor->y + FixedMul (prestep, finesine[an]);
- z = actor->z + 8*FRACUNIT;
-
- newmobj = P_SpawnMobj (x , y, z, MT_SKULL);
-
- // Check for movements.
- if (!P_TryMove (newmobj, newmobj->x, newmobj->y))
- {
- // kill it immediately
- P_DamageMobj (newmobj,actor,actor,10000);
- return;
- }
-
- newmobj->target = actor->target;
- A_SkullAttack (newmobj);
-}
-
-
-//
-// A_PainAttack
-// Spawn a lost soul and launch it at the target
-//
-void A_PainAttack (mobj_t* actor)
-{
- if (!actor->target)
- return;
-
- A_FaceTarget (actor);
- A_PainShootSkull (actor, actor->angle);
-}
-
-
-void A_PainDie (mobj_t* actor)
-{
- A_Fall (actor);
- A_PainShootSkull (actor, actor->angle+ANG90);
- A_PainShootSkull (actor, actor->angle+ANG180);
- A_PainShootSkull (actor, actor->angle+ANG270);
-}
-
-
-
-
-
-
-void A_Scream (mobj_t* actor)
-{
- int sound;
-
- switch (actor->info->deathsound)
- {
- case 0:
- return;
-
- case sfx_podth1:
- case sfx_podth2:
- case sfx_podth3:
- sound = sfx_podth1 + P_Random ()%3;
- break;
-
- case sfx_bgdth1:
- case sfx_bgdth2:
- sound = sfx_bgdth1 + P_Random ()%2;
- break;
-
- default:
- sound = actor->info->deathsound;
- break;
- }
-
- // Check for bosses.
- if (actor->type==MT_SPIDER
- || actor->type == MT_CYBORG)
- {
- // full volume
- S_StartSound (NULL, sound);
- }
- else
- S_StartSound (actor, sound);
-}
-
-
-void A_XScream (mobj_t* actor)
-{
- S_StartSound (actor, sfx_slop);
-}
-
-void A_Pain (mobj_t* actor)
-{
- if (actor->info->painsound)
- S_StartSound (actor, actor->info->painsound);
-}
-
-
-
-void A_Fall (mobj_t *actor)
-{
- // actor is on ground, it can be walked over
- actor->flags &= ~MF_SOLID;
-
- // So change this if corpse objects
- // are meant to be obstacles.
-}
-
-
-//
-// A_Explode
-//
-void A_Explode (mobj_t* thingy)
-{
- P_RadiusAttack(thingy, thingy->target, 128);
-}
-
-// Check whether the death of the specified monster type is allowed
-// to trigger the end of episode special action.
-//
-// This behavior changed in v1.9, the most notable effect of which
-// was to break uac_dead.wad
-
-static boolean CheckBossEnd(mobjtype_t motype)
-{
- if (gameversion < exe_ultimate)
- {
- if (gamemap != 8)
- {
- return false;
- }
-
- // Baron death on later episodes is nothing special.
-
- if (motype == MT_BRUISER && gameepisode != 1)
- {
- return false;
- }
-
- return true;
- }
- else
- {
- // New logic that appeared in Ultimate Doom.
- // Looks like the logic was overhauled while adding in the
- // episode 4 support. Now bosses only trigger on their
- // specific episode.
-
- switch(gameepisode)
- {
- case 1:
- return gamemap == 8 && motype == MT_BRUISER;
-
- case 2:
- return gamemap == 8 && motype == MT_CYBORG;
-
- case 3:
- return gamemap == 8 && motype == MT_SPIDER;
-
- case 4:
- return (gamemap == 6 && motype == MT_CYBORG)
- || (gamemap == 8 && motype == MT_SPIDER);
-
- default:
- return gamemap == 8;
- }
- }
-}
-
-//
-// A_BossDeath
-// Possibly trigger special effects
-// if on first boss level
-//
-void A_BossDeath (mobj_t* mo)
-{
- thinker_t* th;
- mobj_t* mo2;
- line_t junk;
- int i;
-
- if ( gamemode == commercial)
- {
- if (gamemap != 7)
- return;
-
- if ((mo->type != MT_FATSO)
- && (mo->type != MT_BABY))
- return;
- }
- else
- {
- if (!CheckBossEnd(mo->type))
- {
- return;
- }
- }
-
- // make sure there is a player alive for victory
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i] && players[i].health > 0)
- break;
-
- if (i==MAXPLAYERS)
- return; // no one left alive, so do not end game
-
- // scan the remaining thinkers to see
- // if all bosses are dead
- for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
- {
- if (th->function.acp1 != (actionf_p1)P_MobjThinker)
- continue;
-
- mo2 = (mobj_t *)th;
- if (mo2 != mo
- && mo2->type == mo->type
- && mo2->health > 0)
- {
- // other boss not dead
- return;
- }
- }
-
- // victory!
- if ( gamemode == commercial)
- {
- if (gamemap == 7)
- {
- if (mo->type == MT_FATSO)
- {
- junk.tag = 666;
- EV_DoFloor(&junk,lowerFloorToLowest);
- return;
- }
-
- if (mo->type == MT_BABY)
- {
- junk.tag = 667;
- EV_DoFloor(&junk,raiseToTexture);
- return;
- }
- }
- }
- else
- {
- switch(gameepisode)
- {
- case 1:
- junk.tag = 666;
- EV_DoFloor (&junk, lowerFloorToLowest);
- return;
- break;
-
- case 4:
- switch(gamemap)
- {
- case 6:
- junk.tag = 666;
- EV_DoDoor (&junk, blazeOpen);
- return;
- break;
-
- case 8:
- junk.tag = 666;
- EV_DoFloor (&junk, lowerFloorToLowest);
- return;
- break;
- }
- }
- }
-
- G_ExitLevel ();
-}
-
-
-void A_Hoof (mobj_t* mo)
-{
- S_StartSound (mo, sfx_hoof);
- A_Chase (mo);
-}
-
-void A_Metal (mobj_t* mo)
-{
- S_StartSound (mo, sfx_metal);
- A_Chase (mo);
-}
-
-void A_BabyMetal (mobj_t* mo)
-{
- S_StartSound (mo, sfx_bspwlk);
- A_Chase (mo);
-}
-
-void
-A_OpenShotgun2
-( player_t* player,
- pspdef_t* psp )
-{
- S_StartSound (player->mo, sfx_dbopn);
-}
-
-void
-A_LoadShotgun2
-( player_t* player,
- pspdef_t* psp )
-{
- S_StartSound (player->mo, sfx_dbload);
-}
-
-void
-A_ReFire
-( player_t* player,
- pspdef_t* psp );
-
-void
-A_CloseShotgun2
-( player_t* player,
- pspdef_t* psp )
-{
- S_StartSound (player->mo, sfx_dbcls);
- A_ReFire(player,psp);
-}
-
-
-
-mobj_t* braintargets[32];
-int numbraintargets;
-int braintargeton = 0;
-
-void A_BrainAwake (mobj_t* mo)
-{
- thinker_t* thinker;
- mobj_t* m;
-
- // find all the target spots
- numbraintargets = 0;
- braintargeton = 0;
-
- thinker = thinkercap.next;
- for (thinker = thinkercap.next ;
- thinker != &thinkercap ;
- thinker = thinker->next)
- {
- if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
- continue; // not a mobj
-
- m = (mobj_t *)thinker;
-
- if (m->type == MT_BOSSTARGET )
- {
- braintargets[numbraintargets] = m;
- numbraintargets++;
- }
- }
-
- S_StartSound (NULL,sfx_bossit);
-}
-
-
-void A_BrainPain (mobj_t* mo)
-{
- S_StartSound (NULL,sfx_bospn);
-}
-
-
-void A_BrainScream (mobj_t* mo)
-{
- int x;
- int y;
- int z;
- mobj_t* th;
-
- for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8)
- {
- y = mo->y - 320*FRACUNIT;
- z = 128 + P_Random()*2*FRACUNIT;
- th = P_SpawnMobj (x,y,z, MT_ROCKET);
- th->momz = P_Random()*512;
-
- P_SetMobjState (th, S_BRAINEXPLODE1);
-
- th->tics -= P_Random()&7;
- if (th->tics < 1)
- th->tics = 1;
- }
-
- S_StartSound (NULL,sfx_bosdth);
-}
-
-
-
-void A_BrainExplode (mobj_t* mo)
-{
- int x;
- int y;
- int z;
- mobj_t* th;
-
- x = mo->x + (P_Random () - P_Random ())*2048;
- y = mo->y;
- z = 128 + P_Random()*2*FRACUNIT;
- th = P_SpawnMobj (x,y,z, MT_ROCKET);
- th->momz = P_Random()*512;
-
- P_SetMobjState (th, S_BRAINEXPLODE1);
-
- th->tics -= P_Random()&7;
- if (th->tics < 1)
- th->tics = 1;
-}
-
-
-void A_BrainDie (mobj_t* mo)
-{
- G_ExitLevel ();
-}
-
-void A_BrainSpit (mobj_t* mo)
-{
- mobj_t* targ;
- mobj_t* newmobj;
-
- static int easy = 0;
-
- easy ^= 1;
- if (gameskill <= sk_easy && (!easy))
- return;
-
- // shoot a cube at current target
- targ = braintargets[braintargeton];
- braintargeton = (braintargeton+1)%numbraintargets;
-
- // spawn brain missile
- newmobj = P_SpawnMissile (mo, targ, MT_SPAWNSHOT);
- newmobj->target = targ;
- newmobj->reactiontime =
- ((targ->y - mo->y)/newmobj->momy) / newmobj->state->tics;
-
- S_StartSound(NULL, sfx_bospit);
-}
-
-
-
-void A_SpawnFly (mobj_t* mo);
-
-// travelling cube sound
-void A_SpawnSound (mobj_t* mo)
-{
- S_StartSound (mo,sfx_boscub);
- A_SpawnFly(mo);
-}
-
-void A_SpawnFly (mobj_t* mo)
-{
- mobj_t* newmobj;
- mobj_t* fog;
- mobj_t* targ;
- int r;
- mobjtype_t type;
-
- if (--mo->reactiontime)
- return; // still flying
-
- targ = P_SubstNullMobj(mo->target);
-
- // First spawn teleport fog.
- fog = P_SpawnMobj (targ->x, targ->y, targ->z, MT_SPAWNFIRE);
- S_StartSound (fog, sfx_telept);
-
- // Randomly select monster to spawn.
- r = P_Random ();
-
- // Probability distribution (kind of :),
- // decreasing likelihood.
- if ( r<50 )
- type = MT_TROOP;
- else if (r<90)
- type = MT_SERGEANT;
- else if (r<120)
- type = MT_SHADOWS;
- else if (r<130)
- type = MT_PAIN;
- else if (r<160)
- type = MT_HEAD;
- else if (r<162)
- type = MT_VILE;
- else if (r<172)
- type = MT_UNDEAD;
- else if (r<192)
- type = MT_BABY;
- else if (r<222)
- type = MT_FATSO;
- else if (r<246)
- type = MT_KNIGHT;
- else
- type = MT_BRUISER;
-
- newmobj = P_SpawnMobj (targ->x, targ->y, targ->z, type);
- if (P_LookForPlayers (newmobj, true) )
- P_SetMobjState (newmobj, newmobj->info->seestate);
-
- // telefrag anything in this spot
- P_TeleportMove (newmobj, newmobj->x, newmobj->y);
-
- // remove self (i.e., cube).
- P_RemoveMobj (mo);
-}
-
-
-
-void A_PlayerScream (mobj_t* mo)
-{
- // Default death sound.
- int sound = sfx_pldeth;
-
- if ( (gamemode == commercial)
- && (mo->health < -50))
- {
- // IF THE PLAYER DIES
- // LESS THAN -50% WITHOUT GIBBING
- sound = sfx_pdiehi;
- }
-
- S_StartSound (mo, sound);
-}
--- a/src/strife/p_floor.c
+++ /dev/null
@@ -1,554 +1,0 @@
-// 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;
-}
-
--- a/src/strife/p_inter.c
+++ /dev/null
@@ -1,928 +1,0 @@
-// 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 ; i<NUMAMMO ; i++)
- player->maxammo[i] *= 2;
- player->backpack = true;
- }
- for (i=0 ; i<NUMAMMO ; i++)
- P_GiveAmmo (player, i, 1);
- player->message = DEH_String(GOTBACKPACK);
- break;
-
- // weapons
- case SPR_BFUG:
- if (!P_GiveWeapon (player, wp_bfg, false) )
- return;
- player->message = DEH_String(GOTBFG9000);
- sound = sfx_wpnup;
- break;
-
- case SPR_MGUN:
- if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) )
- return;
- player->message = DEH_String(GOTCHAINGUN);
- sound = sfx_wpnup;
- break;
-
- case SPR_CSAW:
- if (!P_GiveWeapon (player, wp_chainsaw, false) )
- return;
- player->message = DEH_String(GOTCHAINSAW);
- sound = sfx_wpnup;
- break;
-
- case SPR_LAUN:
- if (!P_GiveWeapon (player, wp_missile, false) )
- return;
- player->message = DEH_String(GOTLAUNCHER);
- sound = sfx_wpnup;
- break;
-
- case SPR_PLAS:
- if (!P_GiveWeapon (player, wp_plasma, false) )
- return;
- player->message = DEH_String(GOTPLASMA);
- sound = sfx_wpnup;
- break;
-
- case SPR_SHOT:
- if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) )
- return;
- player->message = DEH_String(GOTSHOTGUN);
- sound = sfx_wpnup;
- break;
-
- case SPR_SGN2:
- if (!P_GiveWeapon (player, wp_supershotgun, special->flags&MF_DROPPED ) )
- return;
- player->message = DEH_String(GOTSHOTGUN2);
- sound = sfx_wpnup;
- break;
-
- default:
- I_Error ("P_SpecialThing: Unknown gettable thing");
- }
-
- if (special->flags & MF_COUNTITEM)
- player->itemcount++;
- P_RemoveMobj (special);
- player->bonuscount += BONUSADD;
- if (player == &players[consoleplayer])
- S_StartSound (NULL, sound);
-}
-
-
-//
-// KillMobj
-//
-void
-P_KillMobj
-( mobj_t* source,
- mobj_t* target )
-{
- mobjtype_t item;
- mobj_t* mo;
-
- target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
-
- if (target->type != MT_SKULL)
- target->flags &= ~MF_NOGRAVITY;
-
- target->flags |= MF_CORPSE|MF_DROPOFF;
- target->height >>= 2;
-
- if (source && source->player)
- {
- // count for intermission
- if (target->flags & MF_COUNTKILL)
- source->player->killcount++;
-
- if (target->player)
- source->player->frags[target->player-players]++;
- }
- else if (!netgame && (target->flags & MF_COUNTKILL) )
- {
- // count all monster deaths,
- // even those caused by other monsters
- players[0].killcount++;
- }
-
- if (target->player)
- {
- // count environment kills against you
- if (!source)
- target->player->frags[target->player-players]++;
-
- target->flags &= ~MF_SOLID;
- target->player->playerstate = PST_DEAD;
- P_DropWeapon (target->player);
-
- if (target->player == &players[consoleplayer]
- && automapactive)
- {
- // don't die in auto map,
- // switch view prior to dying
- AM_Stop ();
- }
-
- }
-
- if (target->health < -target->info->spawnhealth
- && target->info->xdeathstate)
- {
- P_SetMobjState (target, target->info->xdeathstate);
- }
- else
- P_SetMobjState (target, target->info->deathstate);
- target->tics -= P_Random()&3;
-
- if (target->tics < 1)
- target->tics = 1;
-
- // I_StartSound (&actor->r, actor->info->deathsound);
-
- // In Chex Quest, monsters don't drop items.
-
- if (gameversion == exe_chex)
- {
- return;
- }
-
- // Drop stuff.
- // This determines the kind of object spawned
- // during the death frame of a thing.
- switch (target->type)
- {
- case MT_WOLFSS:
- case MT_POSSESSED:
- item = MT_CLIP;
- break;
-
- case MT_SHOTGUY:
- item = MT_SHOTGUN;
- break;
-
- case MT_CHAINGUY:
- item = MT_CHAINGUN;
- break;
-
- default:
- return;
- }
-
- mo = P_SpawnMobj (target->x,target->y,ONFLOORZ, item);
- mo->flags |= MF_DROPPED; // special versions of items
-}
-
-
-
-
-//
-// P_DamageMobj
-// Damages both enemies and players
-// "inflictor" is the thing that caused the damage
-// creature or missile, can be NULL (slime, etc)
-// "source" is the thing to target after taking damage
-// creature or NULL
-// Source and inflictor are the same for melee attacks.
-// Source can be NULL for slime, barrel explosions
-// and other environmental stuff.
-//
-void
-P_DamageMobj
-( mobj_t* target,
- mobj_t* inflictor,
- mobj_t* source,
- int damage )
-{
- unsigned ang;
- int saved;
- player_t* player;
- fixed_t thrust;
- int temp;
-
- if ( !(target->flags & MF_SHOOTABLE) )
- return; // shouldn't happen...
-
- if (target->health <= 0)
- return;
-
- if ( target->flags & MF_SKULLFLY )
- {
- target->momx = target->momy = target->momz = 0;
- }
-
- player = target->player;
- if (player && gameskill == sk_baby)
- damage >>= 1; // take half damage in trainer mode
-
-
- // Some close combat weapons should not
- // inflict thrust and push the victim out of reach,
- // thus kick away unless using the chainsaw.
- if (inflictor
- && !(target->flags & MF_NOCLIP)
- && (!source
- || !source->player
- || source->player->readyweapon != wp_chainsaw))
- {
- ang = R_PointToAngle2 ( inflictor->x,
- inflictor->y,
- target->x,
- target->y);
-
- thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
-
- // make fall forwards sometimes
- if ( damage < 40
- && damage > target->health
- && target->z - inflictor->z > 64*FRACUNIT
- && (P_Random ()&1) )
- {
- ang += ANG180;
- thrust *= 4;
- }
-
- ang >>= ANGLETOFINESHIFT;
- target->momx += FixedMul (thrust, finecosine[ang]);
- target->momy += FixedMul (thrust, finesine[ang]);
- }
-
- // player specific
- if (player)
- {
- // end of game hell hack
- if (target->subsector->sector->special == 11
- && damage >= target->health)
- {
- damage = target->health - 1;
- }
-
-
- // Below certain threshold,
- // ignore damage in GOD mode, or with INVUL power.
- if ( damage < 1000
- && ( (player->cheats&CF_GODMODE)
- || player->powers[pw_invulnerability] ) )
- {
- return;
- }
-
- if (player->armortype)
- {
- if (player->armortype == 1)
- saved = damage/3;
- else
- saved = damage/2;
-
- if (player->armorpoints <= saved)
- {
- // armor is used up
- saved = player->armorpoints;
- player->armortype = 0;
- }
- player->armorpoints -= saved;
- damage -= saved;
- }
- player->health -= damage; // mirror mobj health here for Dave
- if (player->health < 0)
- player->health = 0;
-
- player->attacker = source;
- player->damagecount += damage; // add damage after armor / invuln
-
- if (player->damagecount > 100)
- player->damagecount = 100; // teleport stomp does 10k points...
-
- temp = damage < 100 ? damage : 100;
-
- if (player == &players[consoleplayer])
- I_Tactile (40,10,40+temp*2);
- }
-
- // do the damage
- target->health -= damage;
- if (target->health <= 0)
- {
- P_KillMobj (source, target);
- return;
- }
-
- if ( (P_Random () < target->info->painchance)
- && !(target->flags&MF_SKULLFLY) )
- {
- target->flags |= MF_JUSTHIT; // fight back!
-
- P_SetMobjState (target, target->info->painstate);
- }
-
- target->reactiontime = 0; // we're awake now...
-
- if ( (!target->threshold || target->type == MT_VILE)
- && source && source != target
- && source->type != MT_VILE)
- {
- // if not intent on another player,
- // chase after this one
- target->target = source;
- target->threshold = BASETHRESHOLD;
- if (target->state == &states[target->info->spawnstate]
- && target->info->seestate != S_NULL)
- P_SetMobjState (target, target->info->seestate);
- }
-
-}
-
--- a/src/strife/p_inter.h
+++ /dev/null
@@ -1,38 +1,0 @@
-// 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
--- a/src/strife/p_lights.c
+++ /dev/null
@@ -1,358 +1,0 @@
-// 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;i<numsectors;i++, sector++)
- {
- if (sector->tag == line->tag)
- {
- // bright = 0 means to search
- // for highest light level
- // surrounding sector
- if (!bright)
- {
- for (j = 0;j < sector->linecount; j++)
- {
- templine = sector->lines[j];
- temp = getNextSector(templine,sector);
-
- if (!temp)
- continue;
-
- if (temp->lightlevel > bright)
- bright = temp->lightlevel;
- }
- }
- sector-> lightlevel = bright;
- }
- }
-}
-
-
-//
-// Spawn glowing light
-//
-
-void T_Glow(glow_t* g)
-{
- switch(g->direction)
- {
- case -1:
- // DOWN
- g->sector->lightlevel -= GLOWSPEED;
- if (g->sector->lightlevel <= g->minlight)
- {
- g->sector->lightlevel += GLOWSPEED;
- g->direction = 1;
- }
- break;
-
- case 1:
- // UP
- g->sector->lightlevel += GLOWSPEED;
- if (g->sector->lightlevel >= g->maxlight)
- {
- g->sector->lightlevel -= GLOWSPEED;
- g->direction = -1;
- }
- break;
- }
-}
-
-
-void P_SpawnGlowingLight(sector_t* sector)
-{
- glow_t* g;
-
- g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
-
- P_AddThinker(&g->thinker);
-
- g->sector = sector;
- g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
- g->maxlight = sector->lightlevel;
- g->thinker.function.acp1 = (actionf_p1) T_Glow;
- g->direction = -1;
-
- sector->special = 0;
-}
-
--- a/src/strife/p_local.h
+++ /dev/null
@@ -1,291 +1,0 @@
-// 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__
--- a/src/strife/p_map.c
+++ /dev/null
@@ -1,1449 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-
-#include "deh_misc.h"
-
-#include "m_bbox.h"
-#include "m_random.h"
-#include "i_system.h"
-
-#include "doomdef.h"
-#include "m_argv.h"
-#include "m_misc.h"
-#include "p_local.h"
-
-#include "s_sound.h"
-
-// State.
-#include "doomstat.h"
-#include "r_state.h"
-// Data.
-#include "sounds.h"
-
-// Spechit overrun magic value.
-//
-// This is the value used by PrBoom-plus. I think the value below is
-// actually better and works with more demos. However, I think
-// it's better for the spechits emulation to be compatible with
-// PrBoom-plus, at least so that the big spechits emulation list
-// on Doomworld can also be used with Chocolate Doom.
-
-#define DEFAULT_SPECHIT_MAGIC 0x01C09C98
-
-// This is from a post by myk on the Doomworld forums,
-// outputted from entryway's spechit_magic generator for
-// s205n546.lmp. The _exact_ value of this isn't too
-// important; as long as it is in the right general
-// range, it will usually work. Otherwise, we can use
-// the generator (hacked doom2.exe) and provide it
-// with -spechit.
-
-//#define DEFAULT_SPECHIT_MAGIC 0x84f968e8
-
-
-fixed_t tmbbox[4];
-mobj_t* tmthing;
-int tmflags;
-fixed_t tmx;
-fixed_t tmy;
-
-
-// If "floatok" true, move would be ok
-// if within "tmfloorz - tmceilingz".
-boolean floatok;
-
-fixed_t tmfloorz;
-fixed_t tmceilingz;
-fixed_t tmdropoffz;
-
-// keep track of the line that lowers the ceiling,
-// so missiles don't explode against sky hack walls
-line_t* ceilingline;
-
-// keep track of special lines as they are hit,
-// but don't process them until the move is proven valid
-
-// fraggle: I have increased the size of this buffer. In the original Doom,
-// overrunning past this limit caused other bits of memory to be overwritten,
-// affecting demo playback. However, in doing so, the limit was still
-// exceeded. So we have to support more than 8 specials.
-//
-// We keep the original limit, to detect what variables in memory were
-// overwritten (see SpechitOverrun())
-
-#define MAXSPECIALCROSS 20
-#define MAXSPECIALCROSS_ORIGINAL 8
-
-line_t* spechit[MAXSPECIALCROSS];
-int numspechit;
-
-
-
-//
-// TELEPORT MOVE
-//
-
-//
-// PIT_StompThing
-//
-boolean PIT_StompThing (mobj_t* thing)
-{
- fixed_t blockdist;
-
- if (!(thing->flags & MF_SHOOTABLE) )
- return true;
-
- blockdist = thing->radius + tmthing->radius;
-
- if ( abs(thing->x - tmx) >= blockdist
- || abs(thing->y - tmy) >= blockdist )
- {
- // didn't hit it
- return true;
- }
-
- // don't clip against self
- if (thing == tmthing)
- return true;
-
- // monsters don't stomp things except on boss level
- if ( !tmthing->player && gamemap != 30)
- return false;
-
- P_DamageMobj (thing, tmthing, tmthing, 10000);
-
- return true;
-}
-
-
-//
-// P_TeleportMove
-//
-boolean
-P_TeleportMove
-( mobj_t* thing,
- fixed_t x,
- fixed_t y )
-{
- int xl;
- int xh;
- int yl;
- int yh;
- int bx;
- int by;
-
- subsector_t* newsubsec;
-
- // kill anything occupying the position
- tmthing = thing;
- tmflags = thing->flags;
-
- tmx = x;
- tmy = y;
-
- tmbbox[BOXTOP] = y + tmthing->radius;
- tmbbox[BOXBOTTOM] = y - tmthing->radius;
- tmbbox[BOXRIGHT] = x + tmthing->radius;
- tmbbox[BOXLEFT] = x - tmthing->radius;
-
- newsubsec = R_PointInSubsector (x,y);
- ceilingline = NULL;
-
- // The base floor/ceiling is from the subsector
- // that contains the point.
- // Any contacted lines the step closer together
- // will adjust them.
- tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
- tmceilingz = newsubsec->sector->ceilingheight;
-
- validcount++;
- numspechit = 0;
-
- // stomp on any things contacted
- xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
- xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
- yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
- yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
-
- for (bx=xl ; bx<=xh ; bx++)
- for (by=yl ; by<=yh ; by++)
- if (!P_BlockThingsIterator(bx,by,PIT_StompThing))
- return false;
-
- // the move is ok,
- // so link the thing into its new position
- P_UnsetThingPosition (thing);
-
- thing->floorz = tmfloorz;
- thing->ceilingz = tmceilingz;
- thing->x = x;
- thing->y = y;
-
- P_SetThingPosition (thing);
-
- return true;
-}
-
-
-//
-// MOVEMENT ITERATOR FUNCTIONS
-//
-
-static void SpechitOverrun(line_t *ld);
-
-//
-// PIT_CheckLine
-// Adjusts tmfloorz and tmceilingz as lines are contacted
-//
-boolean PIT_CheckLine (line_t* ld)
-{
- if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
- || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
- || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
- || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
- return true;
-
- if (P_BoxOnLineSide (tmbbox, ld) != -1)
- return true;
-
- // A line has been hit
-
- // The moving thing's destination position will cross
- // the given line.
- // If this should not be allowed, return false.
- // If the line is special, keep track of it
- // to process later if the move is proven ok.
- // NOTE: specials are NOT sorted by order,
- // so two special lines that are only 8 pixels apart
- // could be crossed in either order.
-
- if (!ld->backsector)
- return false; // one sided line
-
- if (!(tmthing->flags & MF_MISSILE) )
- {
- if ( ld->flags & ML_BLOCKING )
- return false; // explicitly blocking everything
-
- if ( !tmthing->player && ld->flags & ML_BLOCKMONSTERS )
- return false; // block monsters only
- }
-
- // set openrange, opentop, openbottom
- P_LineOpening (ld);
-
- // adjust floor / ceiling heights
- if (opentop < tmceilingz)
- {
- tmceilingz = opentop;
- ceilingline = ld;
- }
-
- if (openbottom > tmfloorz)
- tmfloorz = openbottom;
-
- if (lowfloor < tmdropoffz)
- tmdropoffz = lowfloor;
-
- // if contacted a special line, add it to the list
- if (ld->special)
- {
- spechit[numspechit] = ld;
- numspechit++;
-
- // fraggle: spechits overrun emulation code from prboom-plus
- if (numspechit > MAXSPECIALCROSS_ORIGINAL)
- {
- SpechitOverrun(ld);
- }
- }
-
- return true;
-}
-
-//
-// PIT_CheckThing
-//
-boolean PIT_CheckThing (mobj_t* thing)
-{
- fixed_t blockdist;
- boolean solid;
- int damage;
-
- if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE) ))
- return true;
-
- blockdist = thing->radius + tmthing->radius;
-
- if ( abs(thing->x - tmx) >= blockdist
- || abs(thing->y - tmy) >= blockdist )
- {
- // didn't hit it
- return true;
- }
-
- // don't clip against self
- if (thing == tmthing)
- return true;
-
- // check for skulls slamming into things
- if (tmthing->flags & MF_SKULLFLY)
- {
- damage = ((P_Random()%8)+1)*tmthing->info->damage;
-
- P_DamageMobj (thing, tmthing, tmthing, damage);
-
- tmthing->flags &= ~MF_SKULLFLY;
- tmthing->momx = tmthing->momy = tmthing->momz = 0;
-
- P_SetMobjState (tmthing, tmthing->info->spawnstate);
-
- return false; // stop moving
- }
-
-
- // missiles can hit other things
- if (tmthing->flags & MF_MISSILE)
- {
- // see if it went over / under
- if (tmthing->z > thing->z + thing->height)
- return true; // overhead
- if (tmthing->z+tmthing->height < thing->z)
- return true; // underneath
-
- if (tmthing->target
- && (tmthing->target->type == thing->type ||
- (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)||
- (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT) ) )
- {
- // Don't hit same species as originator.
- if (thing == tmthing->target)
- return true;
-
- // sdh: Add deh_species_infighting here. We can override the
- // "monsters of the same species cant hurt each other" behavior
- // through dehacked patches
-
- if (thing->type != MT_PLAYER && !deh_species_infighting)
- {
- // Explode, but do no damage.
- // Let players missile other players.
- return false;
- }
- }
-
- if (! (thing->flags & MF_SHOOTABLE) )
- {
- // didn't do any damage
- return !(thing->flags & MF_SOLID);
- }
-
- // damage / explode
- damage = ((P_Random()%8)+1)*tmthing->info->damage;
- P_DamageMobj (thing, tmthing, tmthing->target, damage);
-
- // don't traverse any more
- return false;
- }
-
- // check for special pickup
- if (thing->flags & MF_SPECIAL)
- {
- solid = thing->flags&MF_SOLID;
- if (tmflags&MF_PICKUP)
- {
- // can remove thing
- P_TouchSpecialThing (thing, tmthing);
- }
- return !solid;
- }
-
- return !(thing->flags & MF_SOLID);
-}
-
-
-//
-// MOVEMENT CLIPPING
-//
-
-//
-// P_CheckPosition
-// This is purely informative, nothing is modified
-// (except things picked up).
-//
-// in:
-// a mobj_t (can be valid or invalid)
-// a position to be checked
-// (doesn't need to be related to the mobj_t->x,y)
-//
-// during:
-// special things are touched if MF_PICKUP
-// early out on solid lines?
-//
-// out:
-// newsubsec
-// floorz
-// ceilingz
-// tmdropoffz
-// the lowest point contacted
-// (monsters won't move to a dropoff)
-// speciallines[]
-// numspeciallines
-//
-boolean
-P_CheckPosition
-( mobj_t* thing,
- fixed_t x,
- fixed_t y )
-{
- int xl;
- int xh;
- int yl;
- int yh;
- int bx;
- int by;
- subsector_t* newsubsec;
-
- tmthing = thing;
- tmflags = thing->flags;
-
- tmx = x;
- tmy = y;
-
- tmbbox[BOXTOP] = y + tmthing->radius;
- tmbbox[BOXBOTTOM] = y - tmthing->radius;
- tmbbox[BOXRIGHT] = x + tmthing->radius;
- tmbbox[BOXLEFT] = x - tmthing->radius;
-
- newsubsec = R_PointInSubsector (x,y);
- ceilingline = NULL;
-
- // The base floor / ceiling is from the subsector
- // that contains the point.
- // Any contacted lines the step closer together
- // will adjust them.
- tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
- tmceilingz = newsubsec->sector->ceilingheight;
-
- validcount++;
- numspechit = 0;
-
- if ( tmflags & MF_NOCLIP )
- return true;
-
- // Check things first, possibly picking things up.
- // The bounding box is extended by MAXRADIUS
- // because mobj_ts are grouped into mapblocks
- // based on their origin point, and can overlap
- // into adjacent blocks by up to MAXRADIUS units.
- xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
- xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
- yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
- yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
-
- for (bx=xl ; bx<=xh ; bx++)
- for (by=yl ; by<=yh ; by++)
- if (!P_BlockThingsIterator(bx,by,PIT_CheckThing))
- return false;
-
- // check lines
- xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
- xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
- yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
- yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
-
- for (bx=xl ; bx<=xh ; bx++)
- for (by=yl ; by<=yh ; by++)
- if (!P_BlockLinesIterator (bx,by,PIT_CheckLine))
- return false;
-
- return true;
-}
-
-
-//
-// P_TryMove
-// Attempt to move to a new position,
-// crossing special lines unless MF_TELEPORT is set.
-//
-boolean
-P_TryMove
-( mobj_t* thing,
- fixed_t x,
- fixed_t y )
-{
- fixed_t oldx;
- fixed_t oldy;
- int side;
- int oldside;
- line_t* ld;
-
- floatok = false;
- if (!P_CheckPosition (thing, x, y))
- return false; // solid wall or thing
-
- if ( !(thing->flags & MF_NOCLIP) )
- {
- if (tmceilingz - tmfloorz < thing->height)
- return false; // doesn't fit
-
- floatok = true;
-
- if ( !(thing->flags&MF_TELEPORT)
- &&tmceilingz - thing->z < thing->height)
- return false; // mobj must lower itself to fit
-
- if ( !(thing->flags&MF_TELEPORT)
- && tmfloorz - thing->z > 24*FRACUNIT )
- return false; // too big a step up
-
- if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
- && tmfloorz - tmdropoffz > 24*FRACUNIT )
- return false; // don't stand over a dropoff
- }
-
- // the move is ok,
- // so link the thing into its new position
- P_UnsetThingPosition (thing);
-
- oldx = thing->x;
- oldy = thing->y;
- thing->floorz = tmfloorz;
- thing->ceilingz = tmceilingz;
- thing->x = x;
- thing->y = y;
-
- P_SetThingPosition (thing);
-
- // if any special lines were hit, do the effect
- if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) )
- {
- while (numspechit--)
- {
- // see if the line was crossed
- ld = spechit[numspechit];
- side = P_PointOnLineSide (thing->x, thing->y, ld);
- oldside = P_PointOnLineSide (oldx, oldy, ld);
- if (side != oldside)
- {
- if (ld->special)
- P_CrossSpecialLine (ld-lines, oldside, thing);
- }
- }
- }
-
- return true;
-}
-
-
-//
-// P_ThingHeightClip
-// Takes a valid thing and adjusts the thing->floorz,
-// thing->ceilingz, and possibly thing->z.
-// This is called for all nearby monsters
-// whenever a sector changes height.
-// If the thing doesn't fit,
-// the z will be set to the lowest value
-// and false will be returned.
-//
-boolean P_ThingHeightClip (mobj_t* thing)
-{
- boolean onfloor;
-
- onfloor = (thing->z == thing->floorz);
-
- P_CheckPosition (thing, thing->x, thing->y);
- // what about stranding a monster partially off an edge?
-
- thing->floorz = tmfloorz;
- thing->ceilingz = tmceilingz;
-
- if (onfloor)
- {
- // walking monsters rise and fall with the floor
- thing->z = thing->floorz;
- }
- else
- {
- // don't adjust a floating monster unless forced to
- if (thing->z+thing->height > thing->ceilingz)
- thing->z = thing->ceilingz - thing->height;
- }
-
- if (thing->ceilingz - thing->floorz < thing->height)
- return false;
-
- return true;
-}
-
-
-
-//
-// SLIDE MOVE
-// Allows the player to slide along any angled walls.
-//
-fixed_t bestslidefrac;
-fixed_t secondslidefrac;
-
-line_t* bestslideline;
-line_t* secondslideline;
-
-mobj_t* slidemo;
-
-fixed_t tmxmove;
-fixed_t tmymove;
-
-
-
-//
-// P_HitSlideLine
-// Adjusts the xmove / ymove
-// so that the next move will slide along the wall.
-//
-void P_HitSlideLine (line_t* ld)
-{
- int side;
-
- angle_t lineangle;
- angle_t moveangle;
- angle_t deltaangle;
-
- fixed_t movelen;
- fixed_t newlen;
-
-
- if (ld->slopetype == ST_HORIZONTAL)
- {
- tmymove = 0;
- return;
- }
-
- if (ld->slopetype == ST_VERTICAL)
- {
- tmxmove = 0;
- return;
- }
-
- side = P_PointOnLineSide (slidemo->x, slidemo->y, ld);
-
- lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy);
-
- if (side == 1)
- lineangle += ANG180;
-
- moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove);
- deltaangle = moveangle-lineangle;
-
- if (deltaangle > ANG180)
- deltaangle += ANG180;
- // I_Error ("SlideLine: ang>ANG180");
-
- lineangle >>= ANGLETOFINESHIFT;
- deltaangle >>= ANGLETOFINESHIFT;
-
- movelen = P_AproxDistance (tmxmove, tmymove);
- newlen = FixedMul (movelen, finecosine[deltaangle]);
-
- tmxmove = FixedMul (newlen, finecosine[lineangle]);
- tmymove = FixedMul (newlen, finesine[lineangle]);
-}
-
-
-//
-// PTR_SlideTraverse
-//
-boolean PTR_SlideTraverse (intercept_t* in)
-{
- line_t* li;
-
- if (!in->isaline)
- I_Error ("PTR_SlideTraverse: not a line?");
-
- li = in->d.line;
-
- if ( ! (li->flags & ML_TWOSIDED) )
- {
- if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
- {
- // don't hit the back side
- return true;
- }
- goto isblocking;
- }
-
- // set openrange, opentop, openbottom
- P_LineOpening (li);
-
- if (openrange < slidemo->height)
- goto isblocking; // doesn't fit
-
- if (opentop - slidemo->z < slidemo->height)
- goto isblocking; // mobj is too high
-
- if (openbottom - slidemo->z > 24*FRACUNIT )
- goto isblocking; // too big a step up
-
- // this line doesn't block movement
- return true;
-
- // the line does block movement,
- // see if it is closer than best so far
- isblocking:
- if (in->frac < bestslidefrac)
- {
- secondslidefrac = bestslidefrac;
- secondslideline = bestslideline;
- bestslidefrac = in->frac;
- bestslideline = li;
- }
-
- return false; // stop
-}
-
-
-
-//
-// P_SlideMove
-// The momx / momy move is bad, so try to slide
-// along a wall.
-// Find the first line hit, move flush to it,
-// and slide along it
-//
-// This is a kludgy mess.
-//
-void P_SlideMove (mobj_t* mo)
-{
- fixed_t leadx;
- fixed_t leady;
- fixed_t trailx;
- fixed_t traily;
- fixed_t newx;
- fixed_t newy;
- int hitcount;
-
- slidemo = mo;
- hitcount = 0;
-
- retry:
- if (++hitcount == 3)
- goto stairstep; // don't loop forever
-
-
- // trace along the three leading corners
- if (mo->momx > 0)
- {
- leadx = mo->x + mo->radius;
- trailx = mo->x - mo->radius;
- }
- else
- {
- leadx = mo->x - mo->radius;
- trailx = mo->x + mo->radius;
- }
-
- if (mo->momy > 0)
- {
- leady = mo->y + mo->radius;
- traily = mo->y - mo->radius;
- }
- else
- {
- leady = mo->y - mo->radius;
- traily = mo->y + mo->radius;
- }
-
- bestslidefrac = FRACUNIT+1;
-
- P_PathTraverse ( leadx, leady, leadx+mo->momx, leady+mo->momy,
- PT_ADDLINES, PTR_SlideTraverse );
- P_PathTraverse ( trailx, leady, trailx+mo->momx, leady+mo->momy,
- PT_ADDLINES, PTR_SlideTraverse );
- P_PathTraverse ( leadx, traily, leadx+mo->momx, traily+mo->momy,
- PT_ADDLINES, PTR_SlideTraverse );
-
- // move up to the wall
- if (bestslidefrac == FRACUNIT+1)
- {
- // the move most have hit the middle, so stairstep
- stairstep:
- if (!P_TryMove (mo, mo->x, mo->y + mo->momy))
- P_TryMove (mo, mo->x + mo->momx, mo->y);
- return;
- }
-
- // fudge a bit to make sure it doesn't hit
- bestslidefrac -= 0x800;
- if (bestslidefrac > 0)
- {
- newx = FixedMul (mo->momx, bestslidefrac);
- newy = FixedMul (mo->momy, bestslidefrac);
-
- if (!P_TryMove (mo, mo->x+newx, mo->y+newy))
- goto stairstep;
- }
-
- // Now continue along the wall.
- // First calculate remainder.
- bestslidefrac = FRACUNIT-(bestslidefrac+0x800);
-
- if (bestslidefrac > FRACUNIT)
- bestslidefrac = FRACUNIT;
-
- if (bestslidefrac <= 0)
- return;
-
- tmxmove = FixedMul (mo->momx, bestslidefrac);
- tmymove = FixedMul (mo->momy, bestslidefrac);
-
- P_HitSlideLine (bestslideline); // clip the moves
-
- mo->momx = tmxmove;
- mo->momy = tmymove;
-
- if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove))
- {
- goto retry;
- }
-}
-
-
-//
-// P_LineAttack
-//
-mobj_t* linetarget; // who got hit (or NULL)
-mobj_t* shootthing;
-
-// Height if not aiming up or down
-// ???: use slope for monsters?
-fixed_t shootz;
-
-int la_damage;
-fixed_t attackrange;
-
-fixed_t aimslope;
-
-// slopes to top and bottom of target
-extern fixed_t topslope;
-extern fixed_t bottomslope;
-
-
-//
-// PTR_AimTraverse
-// Sets linetaget and aimslope when a target is aimed at.
-//
-boolean
-PTR_AimTraverse (intercept_t* in)
-{
- line_t* li;
- mobj_t* th;
- fixed_t slope;
- fixed_t thingtopslope;
- fixed_t thingbottomslope;
- fixed_t dist;
-
- if (in->isaline)
- {
- li = in->d.line;
-
- if ( !(li->flags & ML_TWOSIDED) )
- return false; // stop
-
- // Crosses a two sided line.
- // A two sided line will restrict
- // the possible target ranges.
- P_LineOpening (li);
-
- if (openbottom >= opentop)
- return false; // stop
-
- dist = FixedMul (attackrange, in->frac);
-
- if (li->frontsector->floorheight != li->backsector->floorheight)
- {
- slope = FixedDiv (openbottom - shootz , dist);
- if (slope > bottomslope)
- bottomslope = slope;
- }
-
- if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
- {
- slope = FixedDiv (opentop - shootz , dist);
- if (slope < topslope)
- topslope = slope;
- }
-
- if (topslope <= bottomslope)
- return false; // stop
-
- return true; // shot continues
- }
-
- // shoot a thing
- th = in->d.thing;
- if (th == shootthing)
- return true; // can't shoot self
-
- if (!(th->flags&MF_SHOOTABLE))
- return true; // corpse or something
-
- // check angles to see if the thing can be aimed at
- dist = FixedMul (attackrange, in->frac);
- thingtopslope = FixedDiv (th->z+th->height - shootz , dist);
-
- if (thingtopslope < bottomslope)
- return true; // shot over the thing
-
- thingbottomslope = FixedDiv (th->z - shootz, dist);
-
- if (thingbottomslope > topslope)
- return true; // shot under the thing
-
- // this thing can be hit!
- if (thingtopslope > topslope)
- thingtopslope = topslope;
-
- if (thingbottomslope < bottomslope)
- thingbottomslope = bottomslope;
-
- aimslope = (thingtopslope+thingbottomslope)/2;
- linetarget = th;
-
- return false; // don't go any farther
-}
-
-
-//
-// PTR_ShootTraverse
-//
-boolean PTR_ShootTraverse (intercept_t* in)
-{
- fixed_t x;
- fixed_t y;
- fixed_t z;
- fixed_t frac;
-
- line_t* li;
-
- mobj_t* th;
-
- fixed_t slope;
- fixed_t dist;
- fixed_t thingtopslope;
- fixed_t thingbottomslope;
-
- if (in->isaline)
- {
- li = in->d.line;
-
- if (li->special)
- P_ShootSpecialLine (shootthing, li);
-
- if ( !(li->flags & ML_TWOSIDED) )
- goto hitline;
-
- // crosses a two sided line
- P_LineOpening (li);
-
- dist = FixedMul (attackrange, in->frac);
-
- if (li->frontsector->floorheight != li->backsector->floorheight)
- {
- slope = FixedDiv (openbottom - shootz , dist);
- if (slope > aimslope)
- goto hitline;
- }
-
- if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
- {
- slope = FixedDiv (opentop - shootz , dist);
- if (slope < aimslope)
- goto hitline;
- }
-
- // shot continues
- return true;
-
-
- // hit line
- hitline:
- // position a bit closer
- frac = in->frac - FixedDiv (4*FRACUNIT,attackrange);
- x = trace.x + FixedMul (trace.dx, frac);
- y = trace.y + FixedMul (trace.dy, frac);
- z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange));
-
- if (li->frontsector->ceilingpic == skyflatnum)
- {
- // don't shoot the sky!
- if (z > li->frontsector->ceilingheight)
- return false;
-
- // it's a sky hack wall
- if (li->backsector && li->backsector->ceilingpic == skyflatnum)
- return false;
- }
-
- // Spawn bullet puffs.
- P_SpawnPuff (x,y,z);
-
- // don't go any farther
- return false;
- }
-
- // shoot a thing
- th = in->d.thing;
- if (th == shootthing)
- return true; // can't shoot self
-
- if (!(th->flags&MF_SHOOTABLE))
- return true; // corpse or something
-
- // check angles to see if the thing can be aimed at
- dist = FixedMul (attackrange, in->frac);
- thingtopslope = FixedDiv (th->z+th->height - shootz , dist);
-
- if (thingtopslope < aimslope)
- return true; // shot over the thing
-
- thingbottomslope = FixedDiv (th->z - shootz, dist);
-
- if (thingbottomslope > aimslope)
- return true; // shot under the thing
-
-
- // hit thing
- // position a bit closer
- frac = in->frac - FixedDiv (10*FRACUNIT,attackrange);
-
- x = trace.x + FixedMul (trace.dx, frac);
- y = trace.y + FixedMul (trace.dy, frac);
- z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange));
-
- // Spawn bullet puffs or blod spots,
- // depending on target type.
- if (in->d.thing->flags & MF_NOBLOOD)
- P_SpawnPuff (x,y,z);
- else
- P_SpawnBlood (x,y,z, la_damage);
-
- if (la_damage)
- P_DamageMobj (th, shootthing, shootthing, la_damage);
-
- // don't go any farther
- return false;
-
-}
-
-
-//
-// P_AimLineAttack
-//
-fixed_t
-P_AimLineAttack
-( mobj_t* t1,
- angle_t angle,
- fixed_t distance )
-{
- fixed_t x2;
- fixed_t y2;
-
- t1 = P_SubstNullMobj(t1);
-
- angle >>= ANGLETOFINESHIFT;
- shootthing = t1;
-
- x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
- y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
- shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
-
- // can't shoot outside view angles
- topslope = 100*FRACUNIT/160;
- bottomslope = -100*FRACUNIT/160;
-
- attackrange = distance;
- linetarget = NULL;
-
- P_PathTraverse ( t1->x, t1->y,
- x2, y2,
- PT_ADDLINES|PT_ADDTHINGS,
- PTR_AimTraverse );
-
- if (linetarget)
- return aimslope;
-
- return 0;
-}
-
-
-//
-// P_LineAttack
-// If damage == 0, it is just a test trace
-// that will leave linetarget set.
-//
-void
-P_LineAttack
-( mobj_t* t1,
- angle_t angle,
- fixed_t distance,
- fixed_t slope,
- int damage )
-{
- fixed_t x2;
- fixed_t y2;
-
- angle >>= ANGLETOFINESHIFT;
- shootthing = t1;
- la_damage = damage;
- x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
- y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
- shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
- attackrange = distance;
- aimslope = slope;
-
- P_PathTraverse ( t1->x, t1->y,
- x2, y2,
- PT_ADDLINES|PT_ADDTHINGS,
- PTR_ShootTraverse );
-}
-
-
-
-//
-// USE LINES
-//
-mobj_t* usething;
-
-boolean PTR_UseTraverse (intercept_t* in)
-{
- int side;
-
- if (!in->d.line->special)
- {
- P_LineOpening (in->d.line);
- if (openrange <= 0)
- {
- S_StartSound (usething, sfx_noway);
-
- // can't use through a wall
- return false;
- }
- // not a special line, but keep checking
- return true ;
- }
-
- side = 0;
- if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
- side = 1;
-
- // return false; // don't use back side
-
- P_UseSpecialLine (usething, in->d.line, side);
-
- // can't use for than one special line in a row
- return false;
-}
-
-
-//
-// P_UseLines
-// Looks for special lines in front of the player to activate.
-//
-void P_UseLines (player_t* player)
-{
- int angle;
- fixed_t x1;
- fixed_t y1;
- fixed_t x2;
- fixed_t y2;
-
- usething = player->mo;
-
- angle = player->mo->angle >> ANGLETOFINESHIFT;
-
- x1 = player->mo->x;
- y1 = player->mo->y;
- x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle];
- y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle];
-
- P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
-}
-
-
-//
-// RADIUS ATTACK
-//
-mobj_t* bombsource;
-mobj_t* bombspot;
-int bombdamage;
-
-
-//
-// PIT_RadiusAttack
-// "bombsource" is the creature
-// that caused the explosion at "bombspot".
-//
-boolean PIT_RadiusAttack (mobj_t* thing)
-{
- fixed_t dx;
- fixed_t dy;
- fixed_t dist;
-
- if (!(thing->flags & MF_SHOOTABLE) )
- return true;
-
- // Boss spider and cyborg
- // take no damage from concussion.
- if (thing->type == MT_CYBORG
- || thing->type == MT_SPIDER)
- return true;
-
- dx = abs(thing->x - bombspot->x);
- dy = abs(thing->y - bombspot->y);
-
- dist = dx>dy ? dx : dy;
- dist = (dist - thing->radius) >> FRACBITS;
-
- if (dist < 0)
- dist = 0;
-
- if (dist >= bombdamage)
- return true; // out of range
-
- if ( P_CheckSight (thing, bombspot) )
- {
- // must be in direct path
- P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist);
- }
-
- return true;
-}
-
-
-//
-// P_RadiusAttack
-// Source is the creature that caused the explosion at spot.
-//
-void
-P_RadiusAttack
-( mobj_t* spot,
- mobj_t* source,
- int damage )
-{
- int x;
- int y;
-
- int xl;
- int xh;
- int yl;
- int yh;
-
- fixed_t dist;
-
- dist = (damage+MAXRADIUS)<<FRACBITS;
- yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
- yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
- xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
- xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
- bombspot = spot;
- bombsource = source;
- bombdamage = damage;
-
- for (y=yl ; y<=yh ; y++)
- for (x=xl ; x<=xh ; x++)
- P_BlockThingsIterator (x, y, PIT_RadiusAttack );
-}
-
-
-
-//
-// SECTOR HEIGHT CHANGING
-// After modifying a sectors floor or ceiling height,
-// call this routine to adjust the positions
-// of all things that touch the sector.
-//
-// If anything doesn't fit anymore, true will be returned.
-// If crunch is true, they will take damage
-// as they are being crushed.
-// If Crunch is false, you should set the sector height back
-// the way it was and call P_ChangeSector again
-// to undo the changes.
-//
-boolean crushchange;
-boolean nofit;
-
-
-//
-// PIT_ChangeSector
-//
-boolean PIT_ChangeSector (mobj_t* thing)
-{
- mobj_t* mo;
-
- if (P_ThingHeightClip (thing))
- {
- // keep checking
- return true;
- }
-
-
- // crunch bodies to giblets
- if (thing->health <= 0)
- {
- P_SetMobjState (thing, S_GIBS);
-
- thing->flags &= ~MF_SOLID;
- thing->height = 0;
- thing->radius = 0;
-
- // keep checking
- return true;
- }
-
- // crunch dropped items
- if (thing->flags & MF_DROPPED)
- {
- P_RemoveMobj (thing);
-
- // keep checking
- return true;
- }
-
- if (! (thing->flags & MF_SHOOTABLE) )
- {
- // assume it is bloody gibs or something
- return true;
- }
-
- nofit = true;
-
- if (crushchange && !(leveltime&3) )
- {
- P_DamageMobj(thing,NULL,NULL,10);
-
- // spray blood in a random direction
- mo = P_SpawnMobj (thing->x,
- thing->y,
- thing->z + thing->height/2, MT_BLOOD);
-
- mo->momx = (P_Random() - P_Random ())<<12;
- mo->momy = (P_Random() - P_Random ())<<12;
- }
-
- // keep checking (crush other things)
- return true;
-}
-
-
-
-//
-// P_ChangeSector
-//
-boolean
-P_ChangeSector
-( sector_t* sector,
- boolean crunch )
-{
- int x;
- int y;
-
- nofit = false;
- crushchange = crunch;
-
- // re-check heights for all things near the moving sector
- for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++)
- for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++)
- P_BlockThingsIterator (x, y, PIT_ChangeSector);
-
-
- return nofit;
-}
-
-// Code to emulate the behavior of Vanilla Doom when encountering an overrun
-// of the spechit array. This is by Andrey Budko (e6y) and comes from his
-// PrBoom plus port. A big thanks to Andrey for this.
-
-static void SpechitOverrun(line_t *ld)
-{
- static unsigned int baseaddr = 0;
- unsigned int addr;
-
- if (baseaddr == 0)
- {
- int p;
-
- // This is the first time we have had an overrun. Work out
- // what base address we are going to use.
- // Allow a spechit value to be specified on the command line.
-
- //!
- // @category compat
- // @arg <n>
- //
- // Use the specified magic value when emulating spechit overruns.
- //
-
- p = M_CheckParm("-spechit");
-
- if (p > 0)
- {
- M_StrToInt(myargv[p+1], (int *) &baseaddr);
- }
- else
- {
- baseaddr = DEFAULT_SPECHIT_MAGIC;
- }
- }
-
- // Calculate address used in doom2.exe
-
- addr = baseaddr + (ld - lines) * 0x3E;
-
- switch(numspechit)
- {
- case 9:
- case 10:
- case 11:
- case 12:
- tmbbox[numspechit-9] = addr;
- break;
- case 13:
- crushchange = addr;
- break;
- case 14:
- nofit = addr;
- break;
- default:
- fprintf(stderr, "SpechitOverrun: Warning: unable to emulate"
- "an overrun where numspechit=%i\n",
- numspechit);
- break;
- }
-}
-
--- a/src/strife/p_maputl.c
+++ /dev/null
@@ -1,1009 +1,0 @@
-// 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 <stdlib.h>
-
-
-#include "m_bbox.h"
-
-#include "doomdef.h"
-#include "doomstat.h"
-#include "p_local.h"
-
-
-// State.
-#include "r_state.h"
-
-//
-// P_AproxDistance
-// Gives an estimation of distance (not exact)
-//
-
-fixed_t
-P_AproxDistance
-( fixed_t dx,
- fixed_t dy )
-{
- dx = abs(dx);
- dy = abs(dy);
- if (dx < dy)
- return dx+dy-(dx>>1);
- return dx+dy-(dy>>1);
-}
-
-
-//
-// P_PointOnLineSide
-// Returns 0 or 1
-//
-int
-P_PointOnLineSide
-( fixed_t x,
- fixed_t y,
- line_t* line )
-{
- fixed_t dx;
- fixed_t dy;
- fixed_t left;
- fixed_t right;
-
- if (!line->dx)
- {
- if (x <= line->v1->x)
- return line->dy > 0;
-
- return line->dy < 0;
- }
- if (!line->dy)
- {
- if (y <= line->v1->y)
- return line->dx < 0;
-
- return line->dx > 0;
- }
-
- dx = (x - line->v1->x);
- dy = (y - line->v1->y);
-
- left = FixedMul ( line->dy>>FRACBITS , dx );
- right = FixedMul ( dy , line->dx>>FRACBITS );
-
- if (right < left)
- return 0; // front side
- return 1; // back side
-}
-
-
-
-//
-// P_BoxOnLineSide
-// Considers the line to be infinite
-// Returns side 0 or 1, -1 if box crosses the line.
-//
-int
-P_BoxOnLineSide
-( fixed_t* tmbox,
- line_t* ld )
-{
- int p1 = 0;
- int p2 = 0;
-
- switch (ld->slopetype)
- {
- case ST_HORIZONTAL:
- p1 = tmbox[BOXTOP] > ld->v1->y;
- p2 = tmbox[BOXBOTTOM] > ld->v1->y;
- if (ld->dx < 0)
- {
- p1 ^= 1;
- p2 ^= 1;
- }
- break;
-
- case ST_VERTICAL:
- p1 = tmbox[BOXRIGHT] < ld->v1->x;
- p2 = tmbox[BOXLEFT] < ld->v1->x;
- if (ld->dy < 0)
- {
- p1 ^= 1;
- p2 ^= 1;
- }
- break;
-
- case ST_POSITIVE:
- p1 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXTOP], ld);
- p2 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
- break;
-
- case ST_NEGATIVE:
- p1 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
- p2 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
- break;
- }
-
- if (p1 == p2)
- return p1;
- return -1;
-}
-
-
-//
-// P_PointOnDivlineSide
-// Returns 0 or 1.
-//
-int
-P_PointOnDivlineSide
-( fixed_t x,
- fixed_t y,
- divline_t* line )
-{
- fixed_t dx;
- fixed_t dy;
- fixed_t left;
- fixed_t right;
-
- if (!line->dx)
- {
- if (x <= line->x)
- return line->dy > 0;
-
- return line->dy < 0;
- }
- if (!line->dy)
- {
- if (y <= line->y)
- return line->dx < 0;
-
- return line->dx > 0;
- }
-
- dx = (x - line->x);
- dy = (y - line->y);
-
- // try to quickly decide by looking at sign bits
- if ( (line->dy ^ line->dx ^ dx ^ dy)&0x80000000 )
- {
- if ( (line->dy ^ dx) & 0x80000000 )
- return 1; // (left is negative)
- return 0;
- }
-
- left = FixedMul ( line->dy>>8, dx>>8 );
- right = FixedMul ( dy>>8 , line->dx>>8 );
-
- if (right < left)
- return 0; // front side
- return 1; // back side
-}
-
-
-
-//
-// P_MakeDivline
-//
-void
-P_MakeDivline
-( line_t* li,
- divline_t* dl )
-{
- dl->x = li->v1->x;
- dl->y = li->v1->y;
- dl->dx = li->dx;
- dl->dy = li->dy;
-}
-
-
-
-//
-// P_InterceptVector
-// Returns the fractional intercept point
-// along the first divline.
-// This is only called by the addthings
-// and addlines traversers.
-//
-fixed_t
-P_InterceptVector
-( divline_t* v2,
- divline_t* v1 )
-{
-#if 1
- fixed_t frac;
- fixed_t num;
- fixed_t den;
-
- den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy);
-
- if (den == 0)
- return 0;
- // I_Error ("P_InterceptVector: parallel");
-
- num =
- FixedMul ( (v1->x - v2->x)>>8 ,v1->dy )
- +FixedMul ( (v2->y - v1->y)>>8, v1->dx );
-
- frac = FixedDiv (num , den);
-
- return frac;
-#else // UNUSED, float debug.
- float frac;
- float num;
- float den;
- float v1x;
- float v1y;
- float v1dx;
- float v1dy;
- float v2x;
- float v2y;
- float v2dx;
- float v2dy;
-
- v1x = (float)v1->x/FRACUNIT;
- v1y = (float)v1->y/FRACUNIT;
- v1dx = (float)v1->dx/FRACUNIT;
- v1dy = (float)v1->dy/FRACUNIT;
- v2x = (float)v2->x/FRACUNIT;
- v2y = (float)v2->y/FRACUNIT;
- v2dx = (float)v2->dx/FRACUNIT;
- v2dy = (float)v2->dy/FRACUNIT;
-
- den = v1dy*v2dx - v1dx*v2dy;
-
- if (den == 0)
- return 0; // parallel
-
- num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
- frac = num / den;
-
- return frac*FRACUNIT;
-#endif
-}
-
-
-//
-// P_LineOpening
-// Sets opentop and openbottom to the window
-// through a two sided line.
-// OPTIMIZE: keep this precalculated
-//
-fixed_t opentop;
-fixed_t openbottom;
-fixed_t openrange;
-fixed_t lowfloor;
-
-
-void P_LineOpening (line_t* linedef)
-{
- sector_t* front;
- sector_t* back;
-
- if (linedef->sidenum[1] == -1)
- {
- // single sided line
- openrange = 0;
- return;
- }
-
- front = linedef->frontsector;
- back = linedef->backsector;
-
- if (front->ceilingheight < back->ceilingheight)
- opentop = front->ceilingheight;
- else
- opentop = back->ceilingheight;
-
- if (front->floorheight > back->floorheight)
- {
- openbottom = front->floorheight;
- lowfloor = back->floorheight;
- }
- else
- {
- openbottom = back->floorheight;
- lowfloor = front->floorheight;
- }
-
- openrange = opentop - openbottom;
-}
-
-
-//
-// THING POSITION SETTING
-//
-
-
-//
-// P_UnsetThingPosition
-// Unlinks a thing from block map and sectors.
-// On each position change, BLOCKMAP and other
-// lookups maintaining lists ot things inside
-// these structures need to be updated.
-//
-void P_UnsetThingPosition (mobj_t* thing)
-{
- int blockx;
- int blocky;
-
- if ( ! (thing->flags & MF_NOSECTOR) )
- {
- // inert things don't need to be in blockmap?
- // unlink from subsector
- if (thing->snext)
- thing->snext->sprev = thing->sprev;
-
- if (thing->sprev)
- thing->sprev->snext = thing->snext;
- else
- thing->subsector->sector->thinglist = thing->snext;
- }
-
- if ( ! (thing->flags & MF_NOBLOCKMAP) )
- {
- // inert things don't need to be in blockmap
- // unlink from block map
- if (thing->bnext)
- thing->bnext->bprev = thing->bprev;
-
- if (thing->bprev)
- thing->bprev->bnext = thing->bnext;
- else
- {
- blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
- blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
-
- if (blockx>=0 && blockx < bmapwidth
- && blocky>=0 && blocky <bmapheight)
- {
- blocklinks[blocky*bmapwidth+blockx] = thing->bnext;
- }
- }
- }
-}
-
-
-//
-// P_SetThingPosition
-// Links a thing into both a block and a subsector
-// based on it's x y.
-// Sets thing->subsector properly
-//
-void
-P_SetThingPosition (mobj_t* thing)
-{
- subsector_t* ss;
- sector_t* sec;
- int blockx;
- int blocky;
- mobj_t** link;
-
-
- // link into subsector
- ss = R_PointInSubsector (thing->x,thing->y);
- thing->subsector = ss;
-
- if ( ! (thing->flags & MF_NOSECTOR) )
- {
- // invisible things don't go into the sector links
- sec = ss->sector;
-
- thing->sprev = NULL;
- thing->snext = sec->thinglist;
-
- if (sec->thinglist)
- sec->thinglist->sprev = thing;
-
- sec->thinglist = thing;
- }
-
-
- // link into blockmap
- if ( ! (thing->flags & MF_NOBLOCKMAP) )
- {
- // inert things don't need to be in blockmap
- blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
- blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
-
- if (blockx>=0
- && blockx < bmapwidth
- && blocky>=0
- && blocky < bmapheight)
- {
- link = &blocklinks[blocky*bmapwidth+blockx];
- thing->bprev = NULL;
- thing->bnext = *link;
- if (*link)
- (*link)->bprev = thing;
-
- *link = thing;
- }
- else
- {
- // thing is off the map
- thing->bnext = thing->bprev = NULL;
- }
- }
-}
-
-
-
-//
-// BLOCK MAP ITERATORS
-// For each line/thing in the given mapblock,
-// call the passed PIT_* function.
-// If the function returns false,
-// exit with false without checking anything else.
-//
-
-
-//
-// P_BlockLinesIterator
-// The validcount flags are used to avoid checking lines
-// that are marked in multiple mapblocks,
-// so increment validcount before the first call
-// to P_BlockLinesIterator, then make one or more calls
-// to it.
-//
-boolean
-P_BlockLinesIterator
-( int x,
- int y,
- boolean(*func)(line_t*) )
-{
- int offset;
- short* list;
- line_t* ld;
-
- if (x<0
- || y<0
- || x>=bmapwidth
- || y>=bmapheight)
- {
- return true;
- }
-
- offset = y*bmapwidth+x;
-
- offset = *(blockmap+offset);
-
- for ( list = blockmaplump+offset ; *list != -1 ; list++)
- {
- ld = &lines[*list];
-
- if (ld->validcount == validcount)
- continue; // line has already been checked
-
- ld->validcount = validcount;
-
- if ( !func(ld) )
- return false;
- }
- return true; // everything was checked
-}
-
-
-//
-// P_BlockThingsIterator
-//
-boolean
-P_BlockThingsIterator
-( int x,
- int y,
- boolean(*func)(mobj_t*) )
-{
- mobj_t* mobj;
-
- if ( x<0
- || y<0
- || x>=bmapwidth
- || y>=bmapheight)
- {
- return true;
- }
-
-
- for (mobj = blocklinks[y*bmapwidth+x] ;
- mobj ;
- mobj = mobj->bnext)
- {
- if (!func( mobj ) )
- return false;
- }
- return true;
-}
-
-
-
-//
-// INTERCEPT ROUTINES
-//
-intercept_t intercepts[MAXINTERCEPTS];
-intercept_t* intercept_p;
-
-divline_t trace;
-boolean earlyout;
-int ptflags;
-
-static void InterceptsOverrun(int num_intercepts, intercept_t *intercept);
-
-//
-// PIT_AddLineIntercepts.
-// Looks for lines in the given block
-// that intercept the given trace
-// to add to the intercepts list.
-//
-// A line is crossed if its endpoints
-// are on opposite sides of the trace.
-// Returns true if earlyout and a solid line hit.
-//
-boolean
-PIT_AddLineIntercepts (line_t* ld)
-{
- int s1;
- int s2;
- fixed_t frac;
- divline_t dl;
-
- // avoid precision problems with two routines
- if ( trace.dx > FRACUNIT*16
- || trace.dy > FRACUNIT*16
- || trace.dx < -FRACUNIT*16
- || trace.dy < -FRACUNIT*16)
- {
- s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace);
- s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace);
- }
- else
- {
- s1 = P_PointOnLineSide (trace.x, trace.y, ld);
- s2 = P_PointOnLineSide (trace.x+trace.dx, trace.y+trace.dy, ld);
- }
-
- if (s1 == s2)
- return true; // line isn't crossed
-
- // hit the line
- P_MakeDivline (ld, &dl);
- frac = P_InterceptVector (&trace, &dl);
-
- if (frac < 0)
- return true; // behind source
-
- // try to early out the check
- if (earlyout
- && frac < FRACUNIT
- && !ld->backsector)
- {
- return false; // stop checking
- }
-
-
- intercept_p->frac = frac;
- intercept_p->isaline = true;
- intercept_p->d.line = ld;
- InterceptsOverrun(intercept_p - intercepts, intercept_p);
- intercept_p++;
-
- return true; // continue
-}
-
-
-
-//
-// PIT_AddThingIntercepts
-//
-boolean PIT_AddThingIntercepts (mobj_t* thing)
-{
- fixed_t x1;
- fixed_t y1;
- fixed_t x2;
- fixed_t y2;
-
- int s1;
- int s2;
-
- boolean tracepositive;
-
- divline_t dl;
-
- fixed_t frac;
-
- tracepositive = (trace.dx ^ trace.dy)>0;
-
- // check a corner to corner crossection for hit
- if (tracepositive)
- {
- x1 = thing->x - thing->radius;
- y1 = thing->y + thing->radius;
-
- x2 = thing->x + thing->radius;
- y2 = thing->y - thing->radius;
- }
- else
- {
- x1 = thing->x - thing->radius;
- y1 = thing->y - thing->radius;
-
- x2 = thing->x + thing->radius;
- y2 = thing->y + thing->radius;
- }
-
- s1 = P_PointOnDivlineSide (x1, y1, &trace);
- s2 = P_PointOnDivlineSide (x2, y2, &trace);
-
- if (s1 == s2)
- return true; // line isn't crossed
-
- dl.x = x1;
- dl.y = y1;
- dl.dx = x2-x1;
- dl.dy = y2-y1;
-
- frac = P_InterceptVector (&trace, &dl);
-
- if (frac < 0)
- return true; // behind source
-
- intercept_p->frac = frac;
- intercept_p->isaline = false;
- intercept_p->d.thing = thing;
- InterceptsOverrun(intercept_p - intercepts, intercept_p);
- intercept_p++;
-
- return true; // keep going
-}
-
-
-//
-// P_TraverseIntercepts
-// Returns true if the traverser function returns true
-// for all lines.
-//
-boolean
-P_TraverseIntercepts
-( traverser_t func,
- fixed_t maxfrac )
-{
- int count;
- fixed_t dist;
- intercept_t* scan;
- intercept_t* in;
-
- count = intercept_p - intercepts;
-
- in = 0; // shut up compiler warning
-
- while (count--)
- {
- dist = INT_MAX;
- for (scan = intercepts ; scan<intercept_p ; scan++)
- {
- if (scan->frac < dist)
- {
- dist = scan->frac;
- in = scan;
- }
- }
-
- if (dist > maxfrac)
- return true; // checked everything in range
-
-#if 0 // UNUSED
- {
- // don't check these yet, there may be others inserted
- in = scan = intercepts;
- for ( scan = intercepts ; scan<intercept_p ; scan++)
- if (scan->frac > maxfrac)
- *in++ = *scan;
- intercept_p = in;
- return false;
- }
-#endif
-
- if ( !func (in) )
- return false; // don't bother going farther
-
- in->frac = INT_MAX;
- }
-
- return true; // everything was traversed
-}
-
-extern fixed_t bulletslope;
-
-// Intercepts Overrun emulation, from PrBoom-plus.
-// Thanks to Andrey Budko (entryway) for researching this and his
-// implementation of Intercepts Overrun emulation in PrBoom-plus
-// which this is based on.
-
-typedef struct
-{
- int len;
- void *addr;
- boolean int16_array;
-} intercepts_overrun_t;
-
-// Intercepts memory table. This is where various variables are located
-// in memory in Vanilla Doom. When the intercepts table overflows, we
-// need to write to them.
-//
-// Almost all of the values to overwrite are 32-bit integers, except for
-// playerstarts, which is effectively an array of 16-bit integers and
-// must be treated differently.
-
-static intercepts_overrun_t intercepts_overrun[] =
-{
- {4, NULL, false},
- {4, NULL, /* &earlyout, */ false},
- {4, NULL, /* &intercept_p, */ false},
- {4, &lowfloor, false},
- {4, &openbottom, false},
- {4, &opentop, false},
- {4, &openrange, false},
- {4, NULL, false},
- {120, NULL, /* &activeplats, */ false},
- {8, NULL, false},
- {4, &bulletslope, false},
- {4, NULL, /* &swingx, */ false},
- {4, NULL, /* &swingy, */ false},
- {4, NULL, false},
- {40, &playerstarts, true},
- {4, NULL, /* &blocklinks, */ false},
- {4, &bmapwidth, false},
- {4, NULL, /* &blockmap, */ false},
- {4, &bmaporgx, false},
- {4, &bmaporgy, false},
- {4, NULL, /* &blockmaplump, */ false},
- {4, &bmapheight, false},
- {0, NULL, false},
-};
-
-// Overwrite a specific memory location with a value.
-
-static void InterceptsMemoryOverrun(int location, int value)
-{
- int i, offset;
- int index;
- void *addr;
-
- i = 0;
- offset = 0;
-
- // Search down the array until we find the right entry
-
- while (intercepts_overrun[i].len != 0)
- {
- if (offset + intercepts_overrun[i].len > location)
- {
- addr = intercepts_overrun[i].addr;
-
- // Write the value to the memory location.
- // 16-bit and 32-bit values are written differently.
-
- if (addr != NULL)
- {
- if (intercepts_overrun[i].int16_array)
- {
- index = (location - offset) / 2;
- ((short *) addr)[index] = value & 0xffff;
- ((short *) addr)[index + 1] = (value >> 16) & 0xffff;
- }
- else
- {
- index = (location - offset) / 4;
- ((int *) addr)[index] = value;
- }
- }
-
- break;
- }
-
- offset += intercepts_overrun[i].len;
- ++i;
- }
-}
-
-// Emulate overruns of the intercepts[] array.
-
-static void InterceptsOverrun(int num_intercepts, intercept_t *intercept)
-{
- int location;
-
- if (num_intercepts <= MAXINTERCEPTS_ORIGINAL)
- {
- // No overrun
-
- return;
- }
-
- location = (num_intercepts - MAXINTERCEPTS_ORIGINAL - 1) * 12;
-
- // Overwrite memory that is overwritten in Vanilla Doom, using
- // the values from the intercept structure.
- //
- // Note: the ->d.{thing,line} member should really have its
- // address translated into the correct address value for
- // Vanilla Doom.
-
- InterceptsMemoryOverrun(location, intercept->frac);
- InterceptsMemoryOverrun(location + 4, intercept->isaline);
- InterceptsMemoryOverrun(location + 8, (int) intercept->d.thing);
-}
-
-
-//
-// P_PathTraverse
-// Traces a line from x1,y1 to x2,y2,
-// calling the traverser function for each.
-// Returns true if the traverser function returns true
-// for all lines.
-//
-boolean
-P_PathTraverse
-( fixed_t x1,
- fixed_t y1,
- fixed_t x2,
- fixed_t y2,
- int flags,
- boolean (*trav) (intercept_t *))
-{
- fixed_t xt1;
- fixed_t yt1;
- fixed_t xt2;
- fixed_t yt2;
-
- fixed_t xstep;
- fixed_t ystep;
-
- fixed_t partial;
-
- fixed_t xintercept;
- fixed_t yintercept;
-
- int mapx;
- int mapy;
-
- int mapxstep;
- int mapystep;
-
- int count;
-
- earlyout = flags & PT_EARLYOUT;
-
- validcount++;
- intercept_p = intercepts;
-
- if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
- x1 += FRACUNIT; // don't side exactly on a line
-
- if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0)
- y1 += FRACUNIT; // don't side exactly on a line
-
- trace.x = x1;
- trace.y = y1;
- trace.dx = x2 - x1;
- trace.dy = y2 - y1;
-
- x1 -= bmaporgx;
- y1 -= bmaporgy;
- xt1 = x1>>MAPBLOCKSHIFT;
- yt1 = y1>>MAPBLOCKSHIFT;
-
- x2 -= bmaporgx;
- y2 -= bmaporgy;
- xt2 = x2>>MAPBLOCKSHIFT;
- yt2 = y2>>MAPBLOCKSHIFT;
-
- if (xt2 > xt1)
- {
- mapxstep = 1;
- partial = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1));
- ystep = FixedDiv (y2-y1,abs(x2-x1));
- }
- else if (xt2 < xt1)
- {
- mapxstep = -1;
- partial = (x1>>MAPBTOFRAC)&(FRACUNIT-1);
- ystep = FixedDiv (y2-y1,abs(x2-x1));
- }
- else
- {
- mapxstep = 0;
- partial = FRACUNIT;
- ystep = 256*FRACUNIT;
- }
-
- yintercept = (y1>>MAPBTOFRAC) + FixedMul (partial, ystep);
-
-
- if (yt2 > yt1)
- {
- mapystep = 1;
- partial = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1));
- xstep = FixedDiv (x2-x1,abs(y2-y1));
- }
- else if (yt2 < yt1)
- {
- mapystep = -1;
- partial = (y1>>MAPBTOFRAC)&(FRACUNIT-1);
- xstep = FixedDiv (x2-x1,abs(y2-y1));
- }
- else
- {
- mapystep = 0;
- partial = FRACUNIT;
- xstep = 256*FRACUNIT;
- }
- xintercept = (x1>>MAPBTOFRAC) + FixedMul (partial, xstep);
-
- // Step through map blocks.
- // Count is present to prevent a round off error
- // from skipping the break.
- mapx = xt1;
- mapy = yt1;
-
- for (count = 0 ; count < 64 ; count++)
- {
- if (flags & PT_ADDLINES)
- {
- if (!P_BlockLinesIterator (mapx, mapy,PIT_AddLineIntercepts))
- return false; // early out
- }
-
- if (flags & PT_ADDTHINGS)
- {
- if (!P_BlockThingsIterator (mapx, mapy,PIT_AddThingIntercepts))
- return false; // early out
- }
-
- if (mapx == xt2
- && mapy == yt2)
- {
- break;
- }
-
- if ( (yintercept >> FRACBITS) == mapy)
- {
- yintercept += ystep;
- mapx += mapxstep;
- }
- else if ( (xintercept >> FRACBITS) == mapx)
- {
- xintercept += xstep;
- mapy += mapystep;
- }
-
- }
- // go through the sorted list
- return P_TraverseIntercepts ( trav, FRACUNIT );
-}
-
-
-
--- a/src/strife/p_mobj.c
+++ /dev/null
@@ -1,1057 +1,0 @@
-// 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 <stdio.h>
-
-#include "i_system.h"
-#include "z_zone.h"
-#include "m_random.h"
-
-#include "doomdef.h"
-#include "p_local.h"
-#include "sounds.h"
-
-#include "st_stuff.h"
-#include "hu_stuff.h"
-
-#include "s_sound.h"
-
-#include "doomstat.h"
-
-
-void G_PlayerReborn (int player);
-void P_SpawnMapThing (mapthing_t* mthing);
-
-
-//
-// P_SetMobjState
-// Returns true if the mobj is still present.
-//
-int test;
-
-boolean
-P_SetMobjState
-( mobj_t* mobj,
- statenum_t state )
-{
- state_t* st;
-
- do
- {
- if (state == S_NULL)
- {
- mobj->state = (state_t *) S_NULL;
- P_RemoveMobj (mobj);
- return false;
- }
-
- st = &states[state];
- mobj->state = st;
- mobj->tics = st->tics;
- mobj->sprite = st->sprite;
- mobj->frame = st->frame;
-
- // Modified handling.
- // Call action functions when the state is set
- if (st->action.acp1)
- st->action.acp1(mobj);
-
- state = st->nextstate;
- } while (!mobj->tics);
-
- return true;
-}
-
-
-//
-// P_ExplodeMissile
-//
-void P_ExplodeMissile (mobj_t* mo)
-{
- mo->momx = mo->momy = mo->momz = 0;
-
- P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
-
- mo->tics -= P_Random()&3;
-
- if (mo->tics < 1)
- mo->tics = 1;
-
- mo->flags &= ~MF_MISSILE;
-
- if (mo->info->deathsound)
- S_StartSound (mo, mo->info->deathsound);
-}
-
-
-//
-// P_XYMovement
-//
-#define STOPSPEED 0x1000
-#define FRICTION 0xe800
-
-void P_XYMovement (mobj_t* mo)
-{
- fixed_t ptryx;
- fixed_t ptryy;
- player_t* player;
- fixed_t xmove;
- fixed_t ymove;
-
- if (!mo->momx && !mo->momy)
- {
- if (mo->flags & MF_SKULLFLY)
- {
- // the skull slammed into something
- mo->flags &= ~MF_SKULLFLY;
- mo->momx = mo->momy = mo->momz = 0;
-
- P_SetMobjState (mo, mo->info->spawnstate);
- }
- return;
- }
-
- player = mo->player;
-
- if (mo->momx > MAXMOVE)
- mo->momx = MAXMOVE;
- else if (mo->momx < -MAXMOVE)
- mo->momx = -MAXMOVE;
-
- if (mo->momy > MAXMOVE)
- mo->momy = MAXMOVE;
- else if (mo->momy < -MAXMOVE)
- mo->momy = -MAXMOVE;
-
- xmove = mo->momx;
- ymove = mo->momy;
-
- do
- {
- if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
- {
- ptryx = mo->x + xmove/2;
- ptryy = mo->y + ymove/2;
- xmove >>= 1;
- ymove >>= 1;
- }
- else
- {
- ptryx = mo->x + xmove;
- ptryy = mo->y + ymove;
- xmove = ymove = 0;
- }
-
- if (!P_TryMove (mo, ptryx, ptryy))
- {
- // blocked move
- if (mo->player)
- { // try to slide along it
- P_SlideMove (mo);
- }
- else if (mo->flags & MF_MISSILE)
- {
- // explode a missile
- if (ceilingline &&
- ceilingline->backsector &&
- ceilingline->backsector->ceilingpic == skyflatnum)
- {
- // Hack to prevent missiles exploding
- // against the sky.
- // Does not handle sky floors.
- P_RemoveMobj (mo);
- return;
- }
- P_ExplodeMissile (mo);
- }
- else
- mo->momx = mo->momy = 0;
- }
- } while (xmove || ymove);
-
- // slow down
- if (player && player->cheats & CF_NOMOMENTUM)
- {
- // debug option for no sliding at all
- mo->momx = mo->momy = 0;
- return;
- }
-
- if (mo->flags & (MF_MISSILE | MF_SKULLFLY) )
- return; // no friction for missiles ever
-
- if (mo->z > mo->floorz)
- return; // no friction when airborne
-
- if (mo->flags & MF_CORPSE)
- {
- // do not stop sliding
- // if halfway off a step with some momentum
- if (mo->momx > FRACUNIT/4
- || mo->momx < -FRACUNIT/4
- || mo->momy > FRACUNIT/4
- || mo->momy < -FRACUNIT/4)
- {
- if (mo->floorz != mo->subsector->sector->floorheight)
- return;
- }
- }
-
- if (mo->momx > -STOPSPEED
- && mo->momx < STOPSPEED
- && mo->momy > -STOPSPEED
- && mo->momy < STOPSPEED
- && (!player
- || (player->cmd.forwardmove== 0
- && player->cmd.sidemove == 0 ) ) )
- {
- // if in a walking frame, stop moving
- if ( player&&(unsigned)((player->mo->state - states)- S_PLAY_RUN1) < 4)
- P_SetMobjState (player->mo, S_PLAY);
-
- mo->momx = 0;
- mo->momy = 0;
- }
- else
- {
- mo->momx = FixedMul (mo->momx, FRICTION);
- mo->momy = FixedMul (mo->momy, FRICTION);
- }
-}
-
-//
-// P_ZMovement
-//
-void P_ZMovement (mobj_t* mo)
-{
- fixed_t dist;
- fixed_t delta;
-
- // check for smooth step up
- if (mo->player && mo->z < mo->floorz)
- {
- mo->player->viewheight -= mo->floorz-mo->z;
-
- mo->player->deltaviewheight
- = (VIEWHEIGHT - mo->player->viewheight)>>3;
- }
-
- // adjust height
- mo->z += mo->momz;
-
- if ( mo->flags & MF_FLOAT
- && mo->target)
- {
- // float down towards target if too close
- if ( !(mo->flags & MF_SKULLFLY)
- && !(mo->flags & MF_INFLOAT) )
- {
- dist = P_AproxDistance (mo->x - mo->target->x,
- mo->y - mo->target->y);
-
- delta =(mo->target->z + (mo->height>>1)) - mo->z;
-
- if (delta<0 && dist < -(delta*3) )
- mo->z -= FLOATSPEED;
- else if (delta>0 && dist < (delta*3) )
- mo->z += FLOATSPEED;
- }
-
- }
-
- // clip movement
- if (mo->z <= mo->floorz)
- {
- // hit the floor
-
- // Note (id):
- // somebody left this after the setting momz to 0,
- // kinda useless there.
- //
- // cph - This was the a bug in the linuxdoom-1.10 source which
- // caused it not to sync Doom 2 v1.9 demos. Someone
- // added the above comment and moved up the following code. So
- // demos would desync in close lost soul fights.
- // Note that this only applies to original Doom 1 or Doom2 demos - not
- // Final Doom and Ultimate Doom. So we test demo_compatibility *and*
- // gamemission. (Note we assume that Doom1 is always Ult Doom, which
- // seems to hold for most published demos.)
- //
- // fraggle - cph got the logic here slightly wrong. There are three
- // versions of Doom 1.9:
- //
- // * The version used in registered doom 1.9 + doom2 - no bounce
- // * The version used in ultimate doom - has bounce
- // * The version used in final doom - has bounce
- //
- // So we need to check that this is either retail or commercial
- // (but not doom2)
-
- int correct_lost_soul_bounce = gameversion >= exe_ultimate;
-
- if (correct_lost_soul_bounce && mo->flags & MF_SKULLFLY)
- {
- // the skull slammed into something
- mo->momz = -mo->momz;
- }
-
- if (mo->momz < 0)
- {
- if (mo->player
- && mo->momz < -GRAVITY*8)
- {
- // Squat down.
- // Decrease viewheight for a moment
- // after hitting the ground (hard),
- // and utter appropriate sound.
- mo->player->deltaviewheight = mo->momz>>3;
- S_StartSound (mo, sfx_oof);
- }
- mo->momz = 0;
- }
- mo->z = mo->floorz;
-
-
- // cph 2001/05/26 -
- // See lost soul bouncing comment above. We need this here for bug
- // compatibility with original Doom2 v1.9 - if a soul is charging and
- // hit by a raising floor this incorrectly reverses its Y momentum.
- //
-
- if (!correct_lost_soul_bounce && mo->flags & MF_SKULLFLY)
- mo->momz = -mo->momz;
-
- if ( (mo->flags & MF_MISSILE)
- && !(mo->flags & MF_NOCLIP) )
- {
- P_ExplodeMissile (mo);
- return;
- }
- }
- else if (! (mo->flags & MF_NOGRAVITY) )
- {
- if (mo->momz == 0)
- mo->momz = -GRAVITY*2;
- else
- mo->momz -= GRAVITY;
- }
-
- if (mo->z + mo->height > mo->ceilingz)
- {
- // hit the ceiling
- if (mo->momz > 0)
- mo->momz = 0;
- {
- mo->z = mo->ceilingz - mo->height;
- }
-
- if (mo->flags & MF_SKULLFLY)
- { // the skull slammed into something
- mo->momz = -mo->momz;
- }
-
- if ( (mo->flags & MF_MISSILE)
- && !(mo->flags & MF_NOCLIP) )
- {
- P_ExplodeMissile (mo);
- return;
- }
- }
-}
-
-
-
-//
-// P_NightmareRespawn
-//
-void
-P_NightmareRespawn (mobj_t* mobj)
-{
- fixed_t x;
- fixed_t y;
- fixed_t z;
- subsector_t* ss;
- mobj_t* mo;
- mapthing_t* mthing;
-
- x = mobj->spawnpoint.x << FRACBITS;
- y = mobj->spawnpoint.y << FRACBITS;
-
- // somthing is occupying it's position?
- if (!P_CheckPosition (mobj, x, y) )
- return; // no respwan
-
- // spawn a teleport fog at old spot
- // because of removal of the body?
- mo = P_SpawnMobj (mobj->x,
- mobj->y,
- mobj->subsector->sector->floorheight , MT_TFOG);
- // initiate teleport sound
- S_StartSound (mo, sfx_telept);
-
- // spawn a teleport fog at the new spot
- ss = R_PointInSubsector (x,y);
-
- mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_TFOG);
-
- S_StartSound (mo, sfx_telept);
-
- // spawn the new monster
- mthing = &mobj->spawnpoint;
-
- // spawn it
- if (mobj->info->flags & MF_SPAWNCEILING)
- z = ONCEILINGZ;
- else
- z = ONFLOORZ;
-
- // inherit attributes from deceased one
- mo = P_SpawnMobj (x,y,z, mobj->type);
- mo->spawnpoint = mobj->spawnpoint;
- mo->angle = ANG45 * (mthing->angle/45);
-
- if (mthing->options & MTF_AMBUSH)
- mo->flags |= MF_AMBUSH;
-
- mo->reactiontime = 18;
-
- // remove the old monster,
- P_RemoveMobj (mobj);
-}
-
-
-//
-// P_MobjThinker
-//
-void P_MobjThinker (mobj_t* mobj)
-{
- // momentum movement
- if (mobj->momx
- || mobj->momy
- || (mobj->flags&MF_SKULLFLY) )
- {
- P_XYMovement (mobj);
-
- // FIXME: decent NOP/NULL/Nil function pointer please.
- if (mobj->thinker.function.acv == (actionf_v) (-1))
- return; // mobj was removed
- }
- if ( (mobj->z != mobj->floorz)
- || mobj->momz )
- {
- P_ZMovement (mobj);
-
- // FIXME: decent NOP/NULL/Nil function pointer please.
- if (mobj->thinker.function.acv == (actionf_v) (-1))
- return; // mobj was removed
- }
-
-
- // cycle through states,
- // calling action functions at transitions
- if (mobj->tics != -1)
- {
- mobj->tics--;
-
- // you can cycle through multiple states in a tic
- if (!mobj->tics)
- if (!P_SetMobjState (mobj, mobj->state->nextstate) )
- return; // freed itself
- }
- else
- {
- // check for nightmare respawn
- if (! (mobj->flags & MF_COUNTKILL) )
- return;
-
- if (!respawnmonsters)
- return;
-
- mobj->movecount++;
-
- if (mobj->movecount < 12*TICRATE)
- return;
-
- if ( leveltime&31 )
- return;
-
- if (P_Random () > 4)
- return;
-
- P_NightmareRespawn (mobj);
- }
-
-}
-
-
-//
-// P_SpawnMobj
-//
-mobj_t*
-P_SpawnMobj
-( fixed_t x,
- fixed_t y,
- fixed_t z,
- mobjtype_t type )
-{
- mobj_t* mobj;
- state_t* st;
- mobjinfo_t* info;
-
- mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
- memset (mobj, 0, sizeof (*mobj));
- info = &mobjinfo[type];
-
- mobj->type = type;
- mobj->info = info;
- mobj->x = x;
- mobj->y = y;
- mobj->radius = info->radius;
- mobj->height = info->height;
- mobj->flags = info->flags;
- mobj->health = info->spawnhealth;
-
- if (gameskill != sk_nightmare)
- mobj->reactiontime = info->reactiontime;
-
- mobj->lastlook = P_Random () % MAXPLAYERS;
- // do not set the state with P_SetMobjState,
- // because action routines can not be called yet
- st = &states[info->spawnstate];
-
- mobj->state = st;
- mobj->tics = st->tics;
- mobj->sprite = st->sprite;
- mobj->frame = st->frame;
-
- // set subsector and/or block links
- P_SetThingPosition (mobj);
-
- mobj->floorz = mobj->subsector->sector->floorheight;
- mobj->ceilingz = mobj->subsector->sector->ceilingheight;
-
- if (z == ONFLOORZ)
- mobj->z = mobj->floorz;
- else if (z == ONCEILINGZ)
- mobj->z = mobj->ceilingz - mobj->info->height;
- else
- mobj->z = z;
-
- mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
-
- P_AddThinker (&mobj->thinker);
-
- return mobj;
-}
-
-
-//
-// P_RemoveMobj
-//
-mapthing_t itemrespawnque[ITEMQUESIZE];
-int itemrespawntime[ITEMQUESIZE];
-int iquehead;
-int iquetail;
-
-
-void P_RemoveMobj (mobj_t* mobj)
-{
- if ((mobj->flags & MF_SPECIAL)
- && !(mobj->flags & MF_DROPPED)
- && (mobj->type != MT_INV)
- && (mobj->type != MT_INS))
- {
- itemrespawnque[iquehead] = mobj->spawnpoint;
- itemrespawntime[iquehead] = leveltime;
- iquehead = (iquehead+1)&(ITEMQUESIZE-1);
-
- // lose one off the end?
- if (iquehead == iquetail)
- iquetail = (iquetail+1)&(ITEMQUESIZE-1);
- }
-
- // unlink from sector and block lists
- P_UnsetThingPosition (mobj);
-
- // stop any playing sound
- S_StopSound (mobj);
-
- // free block
- P_RemoveThinker ((thinker_t*)mobj);
-}
-
-
-
-
-//
-// P_RespawnSpecials
-//
-void P_RespawnSpecials (void)
-{
- fixed_t x;
- fixed_t y;
- fixed_t z;
-
- subsector_t* ss;
- mobj_t* mo;
- mapthing_t* mthing;
-
- int i;
-
- // only respawn items in deathmatch
- if (deathmatch != 2)
- return; //
-
- // nothing left to respawn?
- if (iquehead == iquetail)
- return;
-
- // wait at least 30 seconds
- if (leveltime - itemrespawntime[iquetail] < 30*TICRATE)
- return;
-
- mthing = &itemrespawnque[iquetail];
-
- x = mthing->x << FRACBITS;
- y = mthing->y << FRACBITS;
-
- // spawn a teleport fog at the new spot
- ss = R_PointInSubsector (x,y);
- mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_IFOG);
- S_StartSound (mo, sfx_itmbk);
-
- // find which type to spawn
- for (i=0 ; i< NUMMOBJTYPES ; i++)
- {
- if (mthing->type == mobjinfo[i].doomednum)
- break;
- }
-
- // spawn it
- if (mobjinfo[i].flags & MF_SPAWNCEILING)
- z = ONCEILINGZ;
- else
- z = ONFLOORZ;
-
- mo = P_SpawnMobj (x,y,z, i);
- mo->spawnpoint = *mthing;
- mo->angle = ANG45 * (mthing->angle/45);
-
- // pull it from the que
- iquetail = (iquetail+1)&(ITEMQUESIZE-1);
-}
-
-
-
-
-//
-// P_SpawnPlayer
-// Called when a player is spawned on the level.
-// Most of the player structure stays unchanged
-// between levels.
-//
-void P_SpawnPlayer (mapthing_t* mthing)
-{
- player_t* p;
- fixed_t x;
- fixed_t y;
- fixed_t z;
-
- mobj_t* mobj;
-
- int i;
-
- if (mthing->type == 0)
- {
- return;
- }
-
- // not playing?
- if (!playeringame[mthing->type-1])
- return;
-
- p = &players[mthing->type-1];
-
- if (p->playerstate == PST_REBORN)
- G_PlayerReborn (mthing->type-1);
-
- x = mthing->x << FRACBITS;
- y = mthing->y << FRACBITS;
- z = ONFLOORZ;
- mobj = P_SpawnMobj (x,y,z, MT_PLAYER);
-
- // set color translations for player sprites
- if (mthing->type > 1)
- mobj->flags |= (mthing->type-1)<<MF_TRANSSHIFT;
-
- mobj->angle = ANG45 * (mthing->angle/45);
- mobj->player = p;
- mobj->health = p->health;
-
- p->mo = mobj;
- p->playerstate = PST_LIVE;
- p->refire = 0;
- p->message = NULL;
- p->damagecount = 0;
- p->bonuscount = 0;
- p->extralight = 0;
- p->fixedcolormap = 0;
- p->viewheight = VIEWHEIGHT;
-
- // setup gun psprite
- P_SetupPsprites (p);
-
- // give all cards in death match mode
- if (deathmatch)
- for (i=0 ; i<NUMCARDS ; i++)
- p->cards[i] = true;
-
- if (mthing->type-1 == consoleplayer)
- {
- // wake up the status bar
- ST_Start ();
- // wake up the heads up text
- HU_Start ();
- }
-}
-
-
-//
-// P_SpawnMapThing
-// The fields of the mapthing should
-// already be in host byte order.
-//
-void P_SpawnMapThing (mapthing_t* mthing)
-{
- int i;
- int bit;
- mobj_t* mobj;
- fixed_t x;
- fixed_t y;
- fixed_t z;
-
- // count deathmatch start positions
- if (mthing->type == 11)
- {
- if (deathmatch_p < &deathmatchstarts[10])
- {
- memcpy (deathmatch_p, mthing, sizeof(*mthing));
- deathmatch_p++;
- }
- return;
- }
-
- if (mthing->type <= 0)
- {
- // Thing type 0 is actually "player -1 start".
- // For some reason, Vanilla Doom accepts/ignores this.
-
- return;
- }
-
- // check for players specially
- if (mthing->type <= 4)
- {
- // save spots for respawning in network games
- playerstarts[mthing->type-1] = *mthing;
- if (!deathmatch)
- P_SpawnPlayer (mthing);
-
- return;
- }
-
- // check for apropriate skill level
- if (!netgame && (mthing->options & 16) )
- return;
-
- if (gameskill == sk_baby)
- bit = 1;
- else if (gameskill == sk_nightmare)
- bit = 4;
- else
- bit = 1<<(gameskill-1);
-
- if (!(mthing->options & bit) )
- return;
-
- // find which type to spawn
- for (i=0 ; i< NUMMOBJTYPES ; i++)
- if (mthing->type == mobjinfo[i].doomednum)
- break;
-
- if (i==NUMMOBJTYPES)
- I_Error ("P_SpawnMapThing: Unknown type %i at (%i, %i)",
- mthing->type,
- mthing->x, mthing->y);
-
- // don't spawn keycards and players in deathmatch
- if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
- return;
-
- // don't spawn any monsters if -nomonsters
- if (nomonsters
- && ( i == MT_SKULL
- || (mobjinfo[i].flags & MF_COUNTKILL)) )
- {
- return;
- }
-
- // spawn it
- x = mthing->x << FRACBITS;
- y = mthing->y << FRACBITS;
-
- if (mobjinfo[i].flags & MF_SPAWNCEILING)
- z = ONCEILINGZ;
- else
- z = ONFLOORZ;
-
- mobj = P_SpawnMobj (x,y,z, i);
- mobj->spawnpoint = *mthing;
-
- if (mobj->tics > 0)
- mobj->tics = 1 + (P_Random () % mobj->tics);
- if (mobj->flags & MF_COUNTKILL)
- totalkills++;
- if (mobj->flags & MF_COUNTITEM)
- totalitems++;
-
- mobj->angle = ANG45 * (mthing->angle/45);
- if (mthing->options & MTF_AMBUSH)
- mobj->flags |= MF_AMBUSH;
-}
-
-
-
-//
-// GAME SPAWN FUNCTIONS
-//
-
-
-//
-// P_SpawnPuff
-//
-extern fixed_t attackrange;
-
-void
-P_SpawnPuff
-( fixed_t x,
- fixed_t y,
- fixed_t z )
-{
- mobj_t* th;
-
- z += ((P_Random()-P_Random())<<10);
-
- th = P_SpawnMobj (x,y,z, MT_PUFF);
- th->momz = FRACUNIT;
- th->tics -= P_Random()&3;
-
- if (th->tics < 1)
- th->tics = 1;
-
- // don't make punches spark on the wall
- if (attackrange == MELEERANGE)
- P_SetMobjState (th, S_PUFF3);
-}
-
-
-
-//
-// P_SpawnBlood
-//
-void
-P_SpawnBlood
-( fixed_t x,
- fixed_t y,
- fixed_t z,
- int damage )
-{
- mobj_t* th;
-
- z += ((P_Random()-P_Random())<<10);
- th = P_SpawnMobj (x,y,z, MT_BLOOD);
- th->momz = FRACUNIT*2;
- th->tics -= P_Random()&3;
-
- if (th->tics < 1)
- th->tics = 1;
-
- if (damage <= 12 && damage >= 9)
- P_SetMobjState (th,S_BLOOD2);
- else if (damage < 9)
- P_SetMobjState (th,S_BLOOD3);
-}
-
-
-
-//
-// P_CheckMissileSpawn
-// Moves the missile forward a bit
-// and possibly explodes it right there.
-//
-void P_CheckMissileSpawn (mobj_t* th)
-{
- th->tics -= P_Random()&3;
- if (th->tics < 1)
- th->tics = 1;
-
- // move a little forward so an angle can
- // be computed if it immediately explodes
- th->x += (th->momx>>1);
- th->y += (th->momy>>1);
- th->z += (th->momz>>1);
-
- if (!P_TryMove (th, th->x, th->y))
- P_ExplodeMissile (th);
-}
-
-// Certain functions assume that a mobj_t pointer is non-NULL,
-// causing a crash in some situations where it is NULL. Vanilla
-// Doom did not crash because of the lack of proper memory
-// protection. This function substitutes NULL pointers for
-// pointers to a dummy mobj, to avoid a crash.
-
-mobj_t *P_SubstNullMobj(mobj_t *mobj)
-{
- if (mobj == NULL)
- {
- static mobj_t dummy_mobj;
-
- dummy_mobj.x = 0;
- dummy_mobj.y = 0;
- dummy_mobj.z = 0;
- dummy_mobj.flags = 0;
-
- mobj = &dummy_mobj;
- }
-
- return mobj;
-}
-
-//
-// P_SpawnMissile
-//
-mobj_t*
-P_SpawnMissile
-( mobj_t* source,
- mobj_t* dest,
- mobjtype_t type )
-{
- mobj_t* th;
- angle_t an;
- int dist;
-
- th = P_SpawnMobj (source->x,
- source->y,
- source->z + 4*8*FRACUNIT, type);
-
- if (th->info->seesound)
- S_StartSound (th, th->info->seesound);
-
- th->target = source; // where it came from
- an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
-
- // fuzzy player
- if (dest->flags & MF_SHADOW)
- an += (P_Random()-P_Random())<<20;
-
- th->angle = an;
- an >>= ANGLETOFINESHIFT;
- th->momx = FixedMul (th->info->speed, finecosine[an]);
- th->momy = FixedMul (th->info->speed, finesine[an]);
-
- dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
- dist = dist / th->info->speed;
-
- if (dist < 1)
- dist = 1;
-
- th->momz = (dest->z - source->z) / dist;
- P_CheckMissileSpawn (th);
-
- return th;
-}
-
-
-//
-// P_SpawnPlayerMissile
-// Tries to aim at a nearby monster
-//
-void
-P_SpawnPlayerMissile
-( mobj_t* source,
- mobjtype_t type )
-{
- mobj_t* th;
- angle_t an;
-
- fixed_t x;
- fixed_t y;
- fixed_t z;
- fixed_t slope;
-
- // see which target is to be aimed at
- an = source->angle;
- slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
-
- if (!linetarget)
- {
- an += 1<<26;
- slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
-
- if (!linetarget)
- {
- an -= 2<<26;
- slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
- }
-
- if (!linetarget)
- {
- an = source->angle;
- slope = 0;
- }
- }
-
- x = source->x;
- y = source->y;
- z = source->z + 4*8*FRACUNIT;
-
- th = P_SpawnMobj (x,y,z, type);
-
- if (th->info->seesound)
- S_StartSound (th, th->info->seesound);
-
- th->target = source;
- th->angle = an;
- th->momx = FixedMul( th->info->speed,
- finecosine[an>>ANGLETOFINESHIFT]);
- th->momy = FixedMul( th->info->speed,
- finesine[an>>ANGLETOFINESHIFT]);
- th->momz = FixedMul( th->info->speed, slope);
-
- P_CheckMissileSpawn (th);
-}
-
--- a/src/strife/p_mobj.h
+++ /dev/null
@@ -1,292 +1,0 @@
-// 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
--- a/src/strife/p_plats.c
+++ /dev/null
@@ -1,312 +1,0 @@
-// 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 <stdio.h>
-
-#include "i_system.h"
-#include "z_zone.h"
-#include "m_random.h"
-
-#include "doomdef.h"
-#include "p_local.h"
-
-#include "s_sound.h"
-
-// State.
-#include "doomstat.h"
-#include "r_state.h"
-
-// Data.
-#include "sounds.h"
-
-
-plat_t* activeplats[MAXPLATS];
-
-
-
-//
-// Move a plat up and down
-//
-void T_PlatRaise(plat_t* plat)
-{
- result_e res;
-
- switch(plat->status)
- {
- case up:
- res = T_MovePlane(plat->sector,
- plat->speed,
- plat->high,
- plat->crush,0,1);
-
- if (plat->type == raiseAndChange
- || plat->type == raiseToNearestAndChange)
- {
- if (!(leveltime&7))
- S_StartSound(&plat->sector->soundorg, sfx_stnmov);
- }
-
-
- if (res == crushed && (!plat->crush))
- {
- plat->count = plat->wait;
- plat->status = down;
- S_StartSound(&plat->sector->soundorg, sfx_pstart);
- }
- else
- {
- if (res == pastdest)
- {
- plat->count = plat->wait;
- plat->status = waiting;
- S_StartSound(&plat->sector->soundorg, sfx_pstop);
-
- switch(plat->type)
- {
- case blazeDWUS:
- case downWaitUpStay:
- P_RemoveActivePlat(plat);
- break;
-
- case raiseAndChange:
- case raiseToNearestAndChange:
- P_RemoveActivePlat(plat);
- break;
-
- default:
- break;
- }
- }
- }
- break;
-
- case down:
- res = T_MovePlane(plat->sector,plat->speed,plat->low,false,0,-1);
-
- if (res == pastdest)
- {
- plat->count = plat->wait;
- plat->status = waiting;
- S_StartSound(&plat->sector->soundorg,sfx_pstop);
- }
- break;
-
- case waiting:
- if (!--plat->count)
- {
- if (plat->sector->floorheight == plat->low)
- plat->status = up;
- else
- plat->status = down;
- S_StartSound(&plat->sector->soundorg,sfx_pstart);
- }
- case in_stasis:
- break;
- }
-}
-
-
-//
-// Do Platforms
-// "amount" is only used for SOME platforms.
-//
-int
-EV_DoPlat
-( line_t* line,
- plattype_e type,
- int amount )
-{
- plat_t* plat;
- int secnum;
- int rtn;
- sector_t* sec;
-
- secnum = -1;
- rtn = 0;
-
-
- // Activate all <type> plats that are in_stasis
- switch(type)
- {
- case perpetualRaise:
- P_ActivateInStasis(line->tag);
- break;
-
- default:
- break;
- }
-
- while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
- {
- sec = §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!");
-}
--- a/src/strife/p_pspr.c
+++ /dev/null
@@ -1,896 +1,0 @@
-// 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 ; i<NUMPSPRITES ; i++)
- player->psprites[i].state = NULL;
-
- // spawn the gun
- player->pendingweapon = player->readyweapon;
- P_BringUpWeapon (player);
-}
-
-
-
-
-//
-// P_MovePsprites
-// Called every tic by player thinking routine.
-//
-void P_MovePsprites (player_t* player)
-{
- int i;
- pspdef_t* psp;
- state_t* state;
-
- psp = &player->psprites[0];
- for (i=0 ; i<NUMPSPRITES ; i++, psp++)
- {
- // a null state means not active
- if ( (state = psp->state) )
- {
- // drop tic count and possibly change state
-
- // a -1 tic count never changes
- if (psp->tics != -1)
- {
- psp->tics--;
- if (!psp->tics)
- P_SetPsprite (player, i, psp->state->nextstate);
- }
- }
- }
-
- player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
- player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
-}
-
-
--- a/src/strife/p_pspr.h
+++ /dev/null
@@ -1,79 +1,0 @@
-// 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
--- a/src/strife/p_saveg.c
+++ /dev/null
@@ -1,1880 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-
-#include "dstrings.h"
-#include "deh_main.h"
-#include "i_system.h"
-#include "z_zone.h"
-#include "p_local.h"
-#include "p_saveg.h"
-
-// State.
-#include "doomstat.h"
-#include "r_state.h"
-
-#define SAVEGAME_EOF 0x1d
-#define VERSIONSIZE 16
-
-FILE *save_stream;
-int savegamelength;
-
-// Get the filename of a temporary file to write the savegame to. After
-// the file has been successfully saved, it will be renamed to the
-// real file.
-
-char *P_TempSaveGameFile(void)
-{
- static char *filename = NULL;
-
- if (filename == NULL)
- {
- filename = malloc(strlen(savegamedir) + 32);
- }
-
- sprintf(filename, "%stemp.dsg", savegamedir);
-
- return filename;
-}
-
-// Get the filename of the save game file to use for the specified slot.
-
-char *P_SaveGameFile(int slot)
-{
- static char *filename = NULL;
- char basename[32];
-
- if (filename == NULL)
- {
- filename = malloc(strlen(savegamedir) + 32);
- }
-
- sprintf(basename, DEH_String(SAVEGAMENAME "%d.dsg"), slot);
-
- sprintf(filename, "%s%s", savegamedir, basename);
-
- return filename;
-}
-
-// Endian-safe integer read/write functions
-
-static byte saveg_read8(void)
-{
- byte result;
-
- fread(&result, 1, 1, save_stream);
-
- return result;
-}
-
-static void saveg_write8(byte value)
-{
- fwrite(&value, 1, 1, save_stream);
-}
-
-static short saveg_read16(void)
-{
- int result;
-
- result = saveg_read8();
- result |= saveg_read8() << 8;
-
- return result;
-}
-
-static void saveg_write16(short value)
-{
- saveg_write8(value & 0xff);
- saveg_write8((value >> 8) & 0xff);
-}
-
-static int saveg_read32(void)
-{
- int result;
-
- result = saveg_read8();
- result |= saveg_read8() << 8;
- result |= saveg_read8() << 16;
- result |= saveg_read8() << 24;
-
- return result;
-}
-
-static void saveg_write32(int value)
-{
- saveg_write8(value & 0xff);
- saveg_write8((value >> 8) & 0xff);
- saveg_write8((value >> 16) & 0xff);
- saveg_write8((value >> 24) & 0xff);
-}
-
-// Pad to 4-byte boundaries
-
-static void saveg_read_pad(void)
-{
- unsigned long pos;
- int padding;
- int i;
-
- pos = ftell(save_stream);
-
- padding = (4 - (pos & 3)) & 3;
-
- for (i=0; i<padding; ++i)
- {
- saveg_read8();
- }
-}
-
-static void saveg_write_pad(void)
-{
- unsigned long pos;
- int padding;
- int i;
-
- pos = ftell(save_stream);
-
- padding = (4 - (pos & 3)) & 3;
-
- for (i=0; i<padding; ++i)
- {
- saveg_write8(0);
- }
-}
-
-
-// Pointers
-
-static void *saveg_readp(void)
-{
- return (void *) saveg_read32();
-}
-
-static void saveg_writep(void *p)
-{
- saveg_write32((int) p);
-}
-
-// Enum values are 32-bit integers.
-
-#define saveg_read_enum saveg_read32
-#define saveg_write_enum saveg_write32
-
-//
-// Structure read/write functions
-//
-
-//
-// mapthing_t
-//
-
-static void saveg_read_mapthing_t(mapthing_t *str)
-{
- // short x;
- str->x = saveg_read16();
-
- // short y;
- str->y = saveg_read16();
-
- // short angle;
- str->angle = saveg_read16();
-
- // short type;
- str->type = saveg_read16();
-
- // short options;
- str->options = saveg_read16();
-}
-
-static void saveg_write_mapthing_t(mapthing_t *str)
-{
- // short x;
- saveg_write16(str->x);
-
- // short y;
- saveg_write16(str->y);
-
- // short angle;
- saveg_write16(str->angle);
-
- // short type;
- saveg_write16(str->type);
-
- // short options;
- saveg_write16(str->options);
-}
-
-//
-// actionf_t
-//
-
-static void saveg_read_actionf_t(actionf_t *str)
-{
- // actionf_p1 acp1;
- str->acp1 = saveg_readp();
-}
-
-static void saveg_write_actionf_t(actionf_t *str)
-{
- // actionf_p1 acp1;
- saveg_writep(str->acp1);
-}
-
-//
-// think_t
-//
-// This is just an actionf_t.
-//
-
-#define saveg_read_think_t saveg_read_actionf_t
-#define saveg_write_think_t saveg_write_actionf_t
-
-//
-// thinker_t
-//
-
-static void saveg_read_thinker_t(thinker_t *str)
-{
- // struct thinker_s* prev;
- str->prev = saveg_readp();
-
- // struct thinker_s* next;
- str->next = saveg_readp();
-
- // think_t function;
- saveg_read_think_t(&str->function);
-}
-
-static void saveg_write_thinker_t(thinker_t *str)
-{
- // struct thinker_s* prev;
- saveg_writep(str->prev);
-
- // struct thinker_s* next;
- saveg_writep(str->next);
-
- // think_t function;
- saveg_write_think_t(&str->function);
-}
-
-//
-// mobj_t
-//
-
-static void saveg_read_mobj_t(mobj_t *str)
-{
- int pl;
-
- // thinker_t thinker;
- saveg_read_thinker_t(&str->thinker);
-
- // fixed_t x;
- str->x = saveg_read32();
-
- // fixed_t y;
- str->y = saveg_read32();
-
- // fixed_t z;
- str->z = saveg_read32();
-
- // struct mobj_s* snext;
- str->snext = saveg_readp();
-
- // struct mobj_s* sprev;
- str->sprev = saveg_readp();
-
- // angle_t angle;
- str->angle = saveg_read32();
-
- // spritenum_t sprite;
- str->sprite = saveg_read_enum();
-
- // int frame;
- str->frame = saveg_read32();
-
- // struct mobj_s* bnext;
- str->bnext = saveg_readp();
-
- // struct mobj_s* bprev;
- str->bprev = saveg_readp();
-
- // struct subsector_s* subsector;
- str->subsector = saveg_readp();
-
- // fixed_t floorz;
- str->floorz = saveg_read32();
-
- // fixed_t ceilingz;
- str->ceilingz = saveg_read32();
-
- // fixed_t radius;
- str->radius = saveg_read32();
-
- // fixed_t height;
- str->height = saveg_read32();
-
- // fixed_t momx;
- str->momx = saveg_read32();
-
- // fixed_t momy;
- str->momy = saveg_read32();
-
- // fixed_t momz;
- str->momz = saveg_read32();
-
- // int validcount;
- str->validcount = saveg_read32();
-
- // mobjtype_t type;
- str->type = saveg_read_enum();
-
- // mobjinfo_t* info;
- str->info = saveg_readp();
-
- // int tics;
- str->tics = saveg_read32();
-
- // state_t* state;
- str->state = &states[saveg_read32()];
-
- // int flags;
- str->flags = saveg_read32();
-
- // int health;
- str->health = saveg_read32();
-
- // int movedir;
- str->movedir = saveg_read32();
-
- // int movecount;
- str->movecount = saveg_read32();
-
- // struct mobj_s* target;
- str->target = saveg_readp();
-
- // int reactiontime;
- str->reactiontime = saveg_read32();
-
- // int threshold;
- str->threshold = saveg_read32();
-
- // struct player_s* player;
- pl = saveg_read32();
-
- if (pl > 0)
- {
- str->player = &players[pl - 1];
- str->player->mo = str;
- }
- else
- {
- str->player = NULL;
- }
-
- // int lastlook;
- str->lastlook = saveg_read32();
-
- // mapthing_t spawnpoint;
- saveg_read_mapthing_t(&str->spawnpoint);
-
- // struct mobj_s* tracer;
- str->tracer = saveg_readp();
-}
-
-static void saveg_write_mobj_t(mobj_t *str)
-{
- // thinker_t thinker;
- saveg_write_thinker_t(&str->thinker);
-
- // fixed_t x;
- saveg_write32(str->x);
-
- // fixed_t y;
- saveg_write32(str->y);
-
- // fixed_t z;
- saveg_write32(str->z);
-
- // struct mobj_s* snext;
- saveg_writep(str->snext);
-
- // struct mobj_s* sprev;
- saveg_writep(str->sprev);
-
- // angle_t angle;
- saveg_write32(str->angle);
-
- // spritenum_t sprite;
- saveg_write_enum(str->sprite);
-
- // int frame;
- saveg_write32(str->frame);
-
- // struct mobj_s* bnext;
- saveg_writep(str->bnext);
-
- // struct mobj_s* bprev;
- saveg_writep(str->bprev);
-
- // struct subsector_s* subsector;
- saveg_writep(str->subsector);
-
- // fixed_t floorz;
- saveg_write32(str->floorz);
-
- // fixed_t ceilingz;
- saveg_write32(str->ceilingz);
-
- // fixed_t radius;
- saveg_write32(str->radius);
-
- // fixed_t height;
- saveg_write32(str->height);
-
- // fixed_t momx;
- saveg_write32(str->momx);
-
- // fixed_t momy;
- saveg_write32(str->momy);
-
- // fixed_t momz;
- saveg_write32(str->momz);
-
- // int validcount;
- saveg_write32(str->validcount);
-
- // mobjtype_t type;
- saveg_write_enum(str->type);
-
- // mobjinfo_t* info;
- saveg_writep(str->info);
-
- // int tics;
- saveg_write32(str->tics);
-
- // state_t* state;
- saveg_write32(str->state - states);
-
- // int flags;
- saveg_write32(str->flags);
-
- // int health;
- saveg_write32(str->health);
-
- // int movedir;
- saveg_write32(str->movedir);
-
- // int movecount;
- saveg_write32(str->movecount);
-
- // struct mobj_s* target;
- saveg_writep(str->target);
-
- // int reactiontime;
- saveg_write32(str->reactiontime);
-
- // int threshold;
- saveg_write32(str->threshold);
-
- // struct player_s* player;
- if (str->player)
- {
- saveg_write32(str->player - players + 1);
- }
- else
- {
- saveg_write32(0);
- }
-
- // int lastlook;
- saveg_write32(str->lastlook);
-
- // mapthing_t spawnpoint;
- saveg_write_mapthing_t(&str->spawnpoint);
-
- // struct mobj_s* tracer;
- saveg_writep(str->tracer);
-}
-
-
-//
-// ticcmd_t
-//
-
-static void saveg_read_ticcmd_t(ticcmd_t *str)
-{
-
- // signed char forwardmove;
- str->forwardmove = saveg_read8();
-
- // signed char sidemove;
- str->sidemove = saveg_read8();
-
- // short angleturn;
- str->angleturn = saveg_read16();
-
- // short consistancy;
- str->consistancy = saveg_read16();
-
- // byte chatchar;
- str->chatchar = saveg_read8();
-
- // byte buttons;
- str->buttons = saveg_read8();
-}
-
-static void saveg_write_ticcmd_t(ticcmd_t *str)
-{
-
- // signed char forwardmove;
- saveg_write8(str->forwardmove);
-
- // signed char sidemove;
- saveg_write8(str->sidemove);
-
- // short angleturn;
- saveg_write16(str->angleturn);
-
- // short consistancy;
- saveg_write16(str->consistancy);
-
- // byte chatchar;
- saveg_write8(str->chatchar);
-
- // byte buttons;
- saveg_write8(str->buttons);
-}
-
-//
-// pspdef_t
-//
-
-static void saveg_read_pspdef_t(pspdef_t *str)
-{
- int state;
-
- // state_t* state;
- state = saveg_read32();
-
- if (state > 0)
- {
- str->state = &states[state];
- }
- else
- {
- str->state = NULL;
- }
-
- // int tics;
- str->tics = saveg_read32();
-
- // fixed_t sx;
- str->sx = saveg_read32();
-
- // fixed_t sy;
- str->sy = saveg_read32();
-}
-
-static void saveg_write_pspdef_t(pspdef_t *str)
-{
- // state_t* state;
- if (str->state)
- {
- saveg_write32(str->state - states);
- }
- else
- {
- saveg_write32(0);
- }
-
- // int tics;
- saveg_write32(str->tics);
-
- // fixed_t sx;
- saveg_write32(str->sx);
-
- // fixed_t sy;
- saveg_write32(str->sy);
-}
-
-//
-// player_t
-//
-
-static void saveg_read_player_t(player_t *str)
-{
- int i;
-
- // mobj_t* mo;
- str->mo = saveg_readp();
-
- // playerstate_t playerstate;
- str->playerstate = saveg_read_enum();
-
- // ticcmd_t cmd;
- saveg_read_ticcmd_t(&str->cmd);
-
- // fixed_t viewz;
- str->viewz = saveg_read32();
-
- // fixed_t viewheight;
- str->viewheight = saveg_read32();
-
- // fixed_t deltaviewheight;
- str->deltaviewheight = saveg_read32();
-
- // fixed_t bob;
- str->bob = saveg_read32();
-
- // int health;
- str->health = saveg_read32();
-
- // int armorpoints;
- str->armorpoints = saveg_read32();
-
- // int armortype;
- str->armortype = saveg_read32();
-
- // int powers[NUMPOWERS];
- for (i=0; i<NUMPOWERS; ++i)
- {
- str->powers[i] = saveg_read32();
- }
-
- // boolean cards[NUMCARDS];
- for (i=0; i<NUMCARDS; ++i)
- {
- str->cards[i] = saveg_read32();
- }
-
- // boolean backpack;
- str->backpack = saveg_read32();
-
- // int frags[MAXPLAYERS];
- for (i=0; i<MAXPLAYERS; ++i)
- {
- str->frags[i] = saveg_read32();
- }
-
- // weapontype_t readyweapon;
- str->readyweapon = saveg_read_enum();
-
- // weapontype_t pendingweapon;
- str->pendingweapon = saveg_read_enum();
-
- // boolean weaponowned[NUMWEAPONS];
- for (i=0; i<NUMWEAPONS; ++i)
- {
- str->weaponowned[i] = saveg_read32();
- }
-
- // int ammo[NUMAMMO];
- for (i=0; i<NUMAMMO; ++i)
- {
- str->ammo[i] = saveg_read32();
- }
-
- // int maxammo[NUMAMMO];
- for (i=0; i<NUMAMMO; ++i)
- {
- str->maxammo[i] = saveg_read32();
- }
-
- // int attackdown;
- str->attackdown = saveg_read32();
-
- // int usedown;
- str->usedown = saveg_read32();
-
- // int cheats;
- str->cheats = saveg_read32();
-
- // int refire;
- str->refire = saveg_read32();
-
- // int killcount;
- str->killcount = saveg_read32();
-
- // int itemcount;
- str->itemcount = saveg_read32();
-
- // int secretcount;
- str->secretcount = saveg_read32();
-
- // char* message;
- str->message = saveg_readp();
-
- // int damagecount;
- str->damagecount = saveg_read32();
-
- // int bonuscount;
- str->bonuscount = saveg_read32();
-
- // mobj_t* attacker;
- str->attacker = saveg_readp();
-
- // int extralight;
- str->extralight = saveg_read32();
-
- // int fixedcolormap;
- str->fixedcolormap = saveg_read32();
-
- // int colormap;
- str->colormap = saveg_read32();
-
- // pspdef_t psprites[NUMPSPRITES];
- for (i=0; i<NUMPSPRITES; ++i)
- {
- saveg_read_pspdef_t(&str->psprites[i]);
- }
-
- // boolean didsecret;
- str->didsecret = saveg_read32();
-}
-
-static void saveg_write_player_t(player_t *str)
-{
- int i;
-
- // mobj_t* mo;
- saveg_writep(str->mo);
-
- // playerstate_t playerstate;
- saveg_write_enum(str->playerstate);
-
- // ticcmd_t cmd;
- saveg_write_ticcmd_t(&str->cmd);
-
- // fixed_t viewz;
- saveg_write32(str->viewz);
-
- // fixed_t viewheight;
- saveg_write32(str->viewheight);
-
- // fixed_t deltaviewheight;
- saveg_write32(str->deltaviewheight);
-
- // fixed_t bob;
- saveg_write32(str->bob);
-
- // int health;
- saveg_write32(str->health);
-
- // int armorpoints;
- saveg_write32(str->armorpoints);
-
- // int armortype;
- saveg_write32(str->armortype);
-
- // int powers[NUMPOWERS];
- for (i=0; i<NUMPOWERS; ++i)
- {
- saveg_write32(str->powers[i]);
- }
-
- // boolean cards[NUMCARDS];
- for (i=0; i<NUMCARDS; ++i)
- {
- saveg_write32(str->cards[i]);
- }
-
- // boolean backpack;
- saveg_write32(str->backpack);
-
- // int frags[MAXPLAYERS];
- for (i=0; i<MAXPLAYERS; ++i)
- {
- saveg_write32(str->frags[i]);
- }
-
- // weapontype_t readyweapon;
- saveg_write_enum(str->readyweapon);
-
- // weapontype_t pendingweapon;
- saveg_write_enum(str->pendingweapon);
-
- // boolean weaponowned[NUMWEAPONS];
- for (i=0; i<NUMWEAPONS; ++i)
- {
- saveg_write32(str->weaponowned[i]);
- }
-
- // int ammo[NUMAMMO];
- for (i=0; i<NUMAMMO; ++i)
- {
- saveg_write32(str->ammo[i]);
- }
-
- // int maxammo[NUMAMMO];
- for (i=0; i<NUMAMMO; ++i)
- {
- saveg_write32(str->maxammo[i]);
- }
-
- // int attackdown;
- saveg_write32(str->attackdown);
-
- // int usedown;
- saveg_write32(str->usedown);
-
- // int cheats;
- saveg_write32(str->cheats);
-
- // int refire;
- saveg_write32(str->refire);
-
- // int killcount;
- saveg_write32(str->killcount);
-
- // int itemcount;
- saveg_write32(str->itemcount);
-
- // int secretcount;
- saveg_write32(str->secretcount);
-
- // char* message;
- saveg_writep(str->message);
-
- // int damagecount;
- saveg_write32(str->damagecount);
-
- // int bonuscount;
- saveg_write32(str->bonuscount);
-
- // mobj_t* attacker;
- saveg_writep(str->attacker);
-
- // int extralight;
- saveg_write32(str->extralight);
-
- // int fixedcolormap;
- saveg_write32(str->fixedcolormap);
-
- // int colormap;
- saveg_write32(str->colormap);
-
- // pspdef_t psprites[NUMPSPRITES];
- for (i=0; i<NUMPSPRITES; ++i)
- {
- saveg_write_pspdef_t(&str->psprites[i]);
- }
-
- // boolean didsecret;
- saveg_write32(str->didsecret);
-}
-
-
-//
-// ceiling_t
-//
-
-static void saveg_read_ceiling_t(ceiling_t *str)
-{
- int sector;
-
- // thinker_t thinker;
- saveg_read_thinker_t(&str->thinker);
-
- // ceiling_e type;
- str->type = saveg_read_enum();
-
- // sector_t* sector;
- sector = saveg_read32();
- str->sector = §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<SAVESTRINGSIZE; ++i)
- saveg_write8(0);
-
- memset (name,0,sizeof(name));
- sprintf (name,"version %i",DOOM_VERSION);
-
- for (i=0; i<VERSIONSIZE; ++i)
- saveg_write8(name[i]);
-
- saveg_write8(gameskill);
- saveg_write8(gameepisode);
- saveg_write8(gamemap);
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- saveg_write8(playeringame[i]);
-
- saveg_write8((leveltime >> 16) & 0xff);
- saveg_write8((leveltime >> 8) & 0xff);
- saveg_write8(leveltime & 0xff);
-}
-
-//
-// Read the header for a savegame
-//
-
-boolean P_ReadSaveGameHeader(void)
-{
- int i;
- byte a, b, c;
- char vcheck[VERSIONSIZE];
- char read_vcheck[VERSIONSIZE];
-
- // skip the description field
-
- for (i=0; i<SAVESTRINGSIZE; ++i)
- saveg_read8();
-
- for (i=0; i<VERSIONSIZE; ++i)
- read_vcheck[i] = saveg_read8();
-
- memset (vcheck,0,sizeof(vcheck));
- sprintf (vcheck,"version %i",DOOM_VERSION);
- if (strcmp(read_vcheck, vcheck) != 0)
- return false; // bad version
-
- gameskill = saveg_read8();
- gameepisode = saveg_read8();
- gamemap = saveg_read8();
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- playeringame[i] = saveg_read8();
-
- // get the times
- a = saveg_read8();
- b = saveg_read8();
- c = saveg_read8();
- leveltime = (a<<16) + (b<<8) + c;
-
- return true;
-}
-
-//
-// Read the end of file marker. Returns true if read successfully.
-//
-
-boolean P_ReadSaveGameEOF(void)
-{
- int value;
-
- value = saveg_read8();
-
- return value == SAVEGAME_EOF;
-}
-
-//
-// Write the end of file marker
-//
-
-void P_WriteSaveGameEOF(void)
-{
- saveg_write8(SAVEGAME_EOF);
-}
-
-//
-// P_ArchivePlayers
-//
-void P_ArchivePlayers (void)
-{
- int i;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
-
- saveg_write_pad();
-
- saveg_write_player_t(&players[i]);
- }
-}
-
-
-
-//
-// P_UnArchivePlayers
-//
-void P_UnArchivePlayers (void)
-{
- int i;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
-
- saveg_read_pad();
-
- saveg_read_player_t(&players[i]);
-
- // will be set when unarc thinker
- players[i].mo = NULL;
- players[i].message = NULL;
- players[i].attacker = NULL;
- }
-}
-
-
-//
-// P_ArchiveWorld
-//
-void P_ArchiveWorld (void)
-{
- int i;
- int j;
- sector_t* sec;
- line_t* li;
- side_t* si;
-
- // do sectors
- for (i=0, sec = sectors ; i<numsectors ; i++,sec++)
- {
- saveg_write16(sec->floorheight >> FRACBITS);
- saveg_write16(sec->ceilingheight >> FRACBITS);
- saveg_write16(sec->floorpic);
- saveg_write16(sec->ceilingpic);
- saveg_write16(sec->lightlevel);
- saveg_write16(sec->special); // needed?
- saveg_write16(sec->tag); // needed?
- }
-
-
- // do lines
- for (i=0, li = lines ; i<numlines ; i++,li++)
- {
- saveg_write16(li->flags);
- saveg_write16(li->special);
- saveg_write16(li->tag);
- for (j=0 ; j<2 ; j++)
- {
- if (li->sidenum[j] == -1)
- continue;
-
- si = &sides[li->sidenum[j]];
-
- saveg_write16(si->textureoffset >> FRACBITS);
- saveg_write16(si->rowoffset >> FRACBITS);
- saveg_write16(si->toptexture);
- saveg_write16(si->bottomtexture);
- saveg_write16(si->midtexture);
- }
- }
-}
-
-
-
-//
-// P_UnArchiveWorld
-//
-void P_UnArchiveWorld (void)
-{
- int i;
- int j;
- sector_t* sec;
- line_t* li;
- side_t* si;
-
- // do sectors
- for (i=0, sec = sectors ; i<numsectors ; i++,sec++)
- {
- sec->floorheight = saveg_read16() << FRACBITS;
- sec->ceilingheight = saveg_read16() << FRACBITS;
- sec->floorpic = saveg_read16();
- sec->ceilingpic = saveg_read16();
- sec->lightlevel = saveg_read16();
- sec->special = saveg_read16(); // needed?
- sec->tag = saveg_read16(); // needed?
- sec->specialdata = 0;
- sec->soundtarget = 0;
- }
-
- // do lines
- for (i=0, li = lines ; i<numlines ; i++,li++)
- {
- li->flags = saveg_read16();
- li->special = saveg_read16();
- li->tag = saveg_read16();
- for (j=0 ; j<2 ; j++)
- {
- if (li->sidenum[j] == -1)
- continue;
- si = &sides[li->sidenum[j]];
- si->textureoffset = saveg_read16() << FRACBITS;
- si->rowoffset = saveg_read16() << FRACBITS;
- si->toptexture = saveg_read16();
- si->bottomtexture = saveg_read16();
- si->midtexture = saveg_read16();
- }
- }
-}
-
-
-
-
-
-//
-// Thinkers
-//
-typedef enum
-{
- tc_end,
- tc_mobj
-
-} thinkerclass_t;
-
-
-//
-// P_ArchiveThinkers
-//
-void P_ArchiveThinkers (void)
-{
- thinker_t* th;
-
- // save off the current thinkers
- for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
- {
- if (th->function.acp1 == (actionf_p1)P_MobjThinker)
- {
- saveg_write8(tc_mobj);
- saveg_write_pad();
- saveg_write_mobj_t((mobj_t *) th);
-
- continue;
- }
-
- // I_Error ("P_ArchiveThinkers: Unknown thinker function");
- }
-
- // add a terminating marker
- saveg_write8(tc_end);
-}
-
-
-
-//
-// P_UnArchiveThinkers
-//
-void P_UnArchiveThinkers (void)
-{
- byte tclass;
- thinker_t* currentthinker;
- thinker_t* next;
- mobj_t* mobj;
-
- // remove all the current thinkers
- currentthinker = thinkercap.next;
- while (currentthinker != &thinkercap)
- {
- next = currentthinker->next;
-
- if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
- P_RemoveMobj ((mobj_t *)currentthinker);
- else
- Z_Free (currentthinker);
-
- currentthinker = next;
- }
- P_InitThinkers ();
-
- // read in saved thinkers
- while (1)
- {
- tclass = saveg_read8();
- switch (tclass)
- {
- case tc_end:
- return; // end of list
-
- case tc_mobj:
- saveg_read_pad();
- mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
- saveg_read_mobj_t(mobj);
-
- mobj->target = NULL;
- mobj->tracer = NULL;
- P_SetThingPosition (mobj);
- mobj->info = &mobjinfo[mobj->type];
- mobj->floorz = mobj->subsector->sector->floorheight;
- mobj->ceilingz = mobj->subsector->sector->ceilingheight;
- mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
- P_AddThinker (&mobj->thinker);
- break;
-
- default:
- I_Error ("Unknown tclass %i in savegame",tclass);
- }
-
- }
-
-}
-
-
-//
-// P_ArchiveSpecials
-//
-enum
-{
- tc_ceiling,
- tc_door,
- tc_floor,
- tc_plat,
- tc_flash,
- tc_strobe,
- tc_glow,
- tc_endspecials
-
-} specials_e;
-
-
-
-//
-// Things to handle:
-//
-// T_MoveCeiling, (ceiling_t: sector_t * swizzle), - active list
-// T_VerticalDoor, (vldoor_t: sector_t * swizzle),
-// T_MoveFloor, (floormove_t: sector_t * swizzle),
-// T_LightFlash, (lightflash_t: sector_t * swizzle),
-// T_StrobeFlash, (strobe_t: sector_t *),
-// T_Glow, (glow_t: sector_t *),
-// T_PlatRaise, (plat_t: sector_t *), - active list
-//
-void P_ArchiveSpecials (void)
-{
- thinker_t* th;
- int i;
-
- // save off the current thinkers
- for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
- {
- if (th->function.acv == (actionf_v)NULL)
- {
- for (i = 0; i < MAXCEILINGS;i++)
- if (activeceilings[i] == (ceiling_t *)th)
- break;
-
- if (i<MAXCEILINGS)
- {
- saveg_write8(tc_ceiling);
- saveg_write_pad();
- saveg_write_ceiling_t((ceiling_t *) th);
- }
- continue;
- }
-
- if (th->function.acp1 == (actionf_p1)T_MoveCeiling)
- {
- saveg_write8(tc_ceiling);
- saveg_write_pad();
- saveg_write_ceiling_t((ceiling_t *) th);
- continue;
- }
-
- if (th->function.acp1 == (actionf_p1)T_VerticalDoor)
- {
- saveg_write8(tc_door);
- saveg_write_pad();
- saveg_write_vldoor_t((vldoor_t *) th);
- continue;
- }
-
- if (th->function.acp1 == (actionf_p1)T_MoveFloor)
- {
- saveg_write8(tc_floor);
- saveg_write_pad();
- saveg_write_floormove_t((floormove_t *) th);
- continue;
- }
-
- if (th->function.acp1 == (actionf_p1)T_PlatRaise)
- {
- saveg_write8(tc_plat);
- saveg_write_pad();
- saveg_write_plat_t((plat_t *) th);
- continue;
- }
-
- if (th->function.acp1 == (actionf_p1)T_LightFlash)
- {
- saveg_write8(tc_flash);
- saveg_write_pad();
- saveg_write_lightflash_t((lightflash_t *) th);
- continue;
- }
-
- if (th->function.acp1 == (actionf_p1)T_StrobeFlash)
- {
- saveg_write8(tc_strobe);
- saveg_write_pad();
- saveg_write_strobe_t((strobe_t *) th);
- continue;
- }
-
- if (th->function.acp1 == (actionf_p1)T_Glow)
- {
- saveg_write8(tc_glow);
- saveg_write_pad();
- saveg_write_glow_t((glow_t *) th);
- continue;
- }
- }
-
- // add a terminating marker
- saveg_write8(tc_endspecials);
-
-}
-
-
-//
-// P_UnArchiveSpecials
-//
-void P_UnArchiveSpecials (void)
-{
- byte tclass;
- ceiling_t* ceiling;
- vldoor_t* door;
- floormove_t* floor;
- plat_t* plat;
- lightflash_t* flash;
- strobe_t* strobe;
- glow_t* glow;
-
-
- // read in saved thinkers
- while (1)
- {
- tclass = saveg_read8();
-
- switch (tclass)
- {
- case tc_endspecials:
- return; // end of list
-
- case tc_ceiling:
- saveg_read_pad();
- ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVEL, NULL);
- saveg_read_ceiling_t(ceiling);
- ceiling->sector->specialdata = ceiling;
-
- if (ceiling->thinker.function.acp1)
- ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
-
- P_AddThinker (&ceiling->thinker);
- P_AddActiveCeiling(ceiling);
- break;
-
- case tc_door:
- saveg_read_pad();
- door = Z_Malloc (sizeof(*door), PU_LEVEL, NULL);
- saveg_read_vldoor_t(door);
- door->sector->specialdata = door;
- door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
- P_AddThinker (&door->thinker);
- break;
-
- case tc_floor:
- saveg_read_pad();
- floor = Z_Malloc (sizeof(*floor), PU_LEVEL, NULL);
- saveg_read_floormove_t(floor);
- floor->sector->specialdata = floor;
- floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor;
- P_AddThinker (&floor->thinker);
- break;
-
- case tc_plat:
- saveg_read_pad();
- plat = Z_Malloc (sizeof(*plat), PU_LEVEL, NULL);
- saveg_read_plat_t(plat);
- plat->sector->specialdata = plat;
-
- if (plat->thinker.function.acp1)
- plat->thinker.function.acp1 = (actionf_p1)T_PlatRaise;
-
- P_AddThinker (&plat->thinker);
- P_AddActivePlat(plat);
- break;
-
- case tc_flash:
- saveg_read_pad();
- flash = Z_Malloc (sizeof(*flash), PU_LEVEL, NULL);
- saveg_read_lightflash_t(flash);
- flash->thinker.function.acp1 = (actionf_p1)T_LightFlash;
- P_AddThinker (&flash->thinker);
- break;
-
- case tc_strobe:
- saveg_read_pad();
- strobe = Z_Malloc (sizeof(*strobe), PU_LEVEL, NULL);
- saveg_read_strobe_t(strobe);
- strobe->thinker.function.acp1 = (actionf_p1)T_StrobeFlash;
- P_AddThinker (&strobe->thinker);
- break;
-
- case tc_glow:
- saveg_read_pad();
- glow = Z_Malloc (sizeof(*glow), PU_LEVEL, NULL);
- saveg_read_glow_t(glow);
- glow->thinker.function.acp1 = (actionf_p1)T_Glow;
- P_AddThinker (&glow->thinker);
- break;
-
- default:
- I_Error ("P_UnarchiveSpecials:Unknown tclass %i "
- "in savegame",tclass);
- }
-
- }
-
-}
-
--- a/src/strife/p_saveg.h
+++ /dev/null
@@ -1,69 +1,0 @@
-// 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 <stdio.h>
-
-// maximum size of a savegame description
-
-#define SAVESTRINGSIZE 24
-
-// temporary filename to use while saving.
-
-char *P_TempSaveGameFile(void);
-
-// filename to use for a savegame slot
-
-char *P_SaveGameFile(int slot);
-
-// Savegame file header read/write functions
-
-boolean P_ReadSaveGameHeader(void);
-void P_WriteSaveGameHeader(char *description);
-
-// Savegame end-of-file read/write functions
-
-boolean P_ReadSaveGameEOF(void);
-void P_WriteSaveGameEOF(void);
-
-// Persistent storage/archiving.
-// These are the load / save game routines.
-void P_ArchivePlayers (void);
-void P_UnArchivePlayers (void);
-void P_ArchiveWorld (void);
-void P_UnArchiveWorld (void);
-void P_ArchiveThinkers (void);
-void P_UnArchiveThinkers (void);
-void P_ArchiveSpecials (void);
-void P_UnArchiveSpecials (void);
-
-extern FILE *save_stream;
-
-
-#endif
--- a/src/strife/p_setup.c
+++ /dev/null
@@ -1,753 +1,0 @@
-// 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 <math.h>
-
-#include "z_zone.h"
-
-#include "deh_main.h"
-#include "i_swap.h"
-#include "m_bbox.h"
-
-#include "g_game.h"
-
-#include "i_system.h"
-#include "w_wad.h"
-
-#include "doomdef.h"
-#include "p_local.h"
-
-#include "s_sound.h"
-
-#include "doomstat.h"
-
-
-void P_SpawnMapThing (mapthing_t* mthing);
-
-
-//
-// MAP related Lookup tables.
-// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
-//
-int numvertexes;
-vertex_t* vertexes;
-
-int numsegs;
-seg_t* segs;
-
-int numsectors;
-sector_t* sectors;
-
-int numsubsectors;
-subsector_t* subsectors;
-
-int numnodes;
-node_t* nodes;
-
-int numlines;
-line_t* lines;
-
-int numsides;
-side_t* sides;
-
-
-// BLOCKMAP
-// Created from axis aligned bounding box
-// of the map, a rectangular array of
-// blocks of size ...
-// Used to speed up collision detection
-// by spatial subdivision in 2D.
-//
-// Blockmap size.
-int bmapwidth;
-int bmapheight; // size in mapblocks
-short* blockmap; // int for larger maps
-// offsets in blockmap are from here
-short* blockmaplump;
-// origin of block map
-fixed_t bmaporgx;
-fixed_t bmaporgy;
-// for thing chains
-mobj_t** blocklinks;
-
-
-// REJECT
-// For fast sight rejection.
-// Speeds up enemy AI by skipping detailed
-// LineOf Sight calculation.
-// Without special effect, this could be
-// used as a PVS lookup as well.
-//
-byte* rejectmatrix;
-
-
-// Maintain single and multi player starting spots.
-#define MAX_DEATHMATCH_STARTS 10
-
-mapthing_t deathmatchstarts[MAX_DEATHMATCH_STARTS];
-mapthing_t* deathmatch_p;
-mapthing_t playerstarts[MAXPLAYERS];
-
-
-
-
-
-//
-// P_LoadVertexes
-//
-void P_LoadVertexes (int lump)
-{
- byte* data;
- int i;
- mapvertex_t* ml;
- vertex_t* li;
-
- // Determine number of lumps:
- // total lump length / vertex record length.
- numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
-
- // Allocate zone memory for buffer.
- vertexes = Z_Malloc (numvertexes*sizeof(vertex_t),PU_LEVEL,0);
-
- // Load data into cache.
- data = W_CacheLumpNum (lump, PU_STATIC);
-
- ml = (mapvertex_t *)data;
- li = vertexes;
-
- // Copy and convert vertex coordinates,
- // internal representation as fixed.
- for (i=0 ; i<numvertexes ; i++, li++, ml++)
- {
- li->x = SHORT(ml->x)<<FRACBITS;
- li->y = SHORT(ml->y)<<FRACBITS;
- }
-
- // Free buffer memory.
- W_ReleaseLumpNum(lump);
-}
-
-
-
-//
-// P_LoadSegs
-//
-void P_LoadSegs (int lump)
-{
- byte* data;
- int i;
- mapseg_t* ml;
- seg_t* li;
- line_t* ldef;
- int linedef;
- int side;
-
- numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
- segs = Z_Malloc (numsegs*sizeof(seg_t),PU_LEVEL,0);
- memset (segs, 0, numsegs*sizeof(seg_t));
- data = W_CacheLumpNum (lump,PU_STATIC);
-
- ml = (mapseg_t *)data;
- li = segs;
- for (i=0 ; i<numsegs ; i++, li++, ml++)
- {
- li->v1 = &vertexes[SHORT(ml->v1)];
- li->v2 = &vertexes[SHORT(ml->v2)];
-
- li->angle = (SHORT(ml->angle))<<16;
- li->offset = (SHORT(ml->offset))<<16;
- linedef = SHORT(ml->linedef);
- ldef = &lines[linedef];
- li->linedef = ldef;
- side = SHORT(ml->side);
- li->sidedef = &sides[ldef->sidenum[side]];
- li->frontsector = sides[ldef->sidenum[side]].sector;
- if (ldef-> flags & ML_TWOSIDED)
- li->backsector = sides[ldef->sidenum[side^1]].sector;
- else
- li->backsector = 0;
- }
-
- W_ReleaseLumpNum(lump);
-}
-
-
-//
-// P_LoadSubsectors
-//
-void P_LoadSubsectors (int lump)
-{
- byte* data;
- int i;
- mapsubsector_t* ms;
- subsector_t* ss;
-
- numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
- subsectors = Z_Malloc (numsubsectors*sizeof(subsector_t),PU_LEVEL,0);
- data = W_CacheLumpNum (lump,PU_STATIC);
-
- ms = (mapsubsector_t *)data;
- memset (subsectors,0, numsubsectors*sizeof(subsector_t));
- ss = subsectors;
-
- for (i=0 ; i<numsubsectors ; i++, ss++, ms++)
- {
- ss->numlines = SHORT(ms->numsegs);
- ss->firstline = SHORT(ms->firstseg);
- }
-
- W_ReleaseLumpNum(lump);
-}
-
-
-
-//
-// P_LoadSectors
-//
-void P_LoadSectors (int lump)
-{
- byte* data;
- int i;
- mapsector_t* ms;
- sector_t* ss;
-
- numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
- sectors = Z_Malloc (numsectors*sizeof(sector_t),PU_LEVEL,0);
- memset (sectors, 0, numsectors*sizeof(sector_t));
- data = W_CacheLumpNum (lump,PU_STATIC);
-
- ms = (mapsector_t *)data;
- ss = sectors;
- for (i=0 ; i<numsectors ; i++, ss++, ms++)
- {
- ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
- ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
- ss->floorpic = R_FlatNumForName(ms->floorpic);
- ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
- ss->lightlevel = SHORT(ms->lightlevel);
- ss->special = SHORT(ms->special);
- ss->tag = SHORT(ms->tag);
- ss->thinglist = NULL;
- }
-
- W_ReleaseLumpNum(lump);
-}
-
-
-//
-// P_LoadNodes
-//
-void P_LoadNodes (int lump)
-{
- byte* data;
- int i;
- int j;
- int k;
- mapnode_t* mn;
- node_t* no;
-
- numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
- nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0);
- data = W_CacheLumpNum (lump,PU_STATIC);
-
- mn = (mapnode_t *)data;
- no = nodes;
-
- for (i=0 ; i<numnodes ; i++, no++, mn++)
- {
- no->x = SHORT(mn->x)<<FRACBITS;
- no->y = SHORT(mn->y)<<FRACBITS;
- no->dx = SHORT(mn->dx)<<FRACBITS;
- no->dy = SHORT(mn->dy)<<FRACBITS;
- for (j=0 ; j<2 ; j++)
- {
- no->children[j] = SHORT(mn->children[j]);
- for (k=0 ; k<4 ; k++)
- no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
- }
- }
-
- W_ReleaseLumpNum(lump);
-}
-
-
-//
-// P_LoadThings
-//
-void P_LoadThings (int lump)
-{
- byte *data;
- int i;
- mapthing_t *mt;
- mapthing_t spawnthing;
- int numthings;
- boolean spawn;
-
- data = W_CacheLumpNum (lump,PU_STATIC);
- numthings = W_LumpLength (lump) / sizeof(mapthing_t);
-
- mt = (mapthing_t *)data;
- for (i=0 ; i<numthings ; i++, mt++)
- {
- spawn = true;
-
- // Do not spawn cool, new monsters if !commercial
- if (gamemode != commercial)
- {
- switch (SHORT(mt->type))
- {
- case 68: // Arachnotron
- case 64: // Archvile
- case 88: // Boss Brain
- case 89: // Boss Shooter
- case 69: // Hell Knight
- case 67: // Mancubus
- case 71: // Pain Elemental
- case 65: // Former Human Commando
- case 66: // Revenant
- case 84: // Wolf SS
- spawn = false;
- break;
- }
- }
- if (spawn == false)
- break;
-
- // Do spawn all other stuff.
- spawnthing.x = SHORT(mt->x);
- spawnthing.y = SHORT(mt->y);
- spawnthing.angle = SHORT(mt->angle);
- spawnthing.type = SHORT(mt->type);
- spawnthing.options = SHORT(mt->options);
-
- P_SpawnMapThing(&spawnthing);
- }
-
- W_ReleaseLumpNum(lump);
-}
-
-
-//
-// P_LoadLineDefs
-// Also counts secret lines for intermissions.
-//
-void P_LoadLineDefs (int lump)
-{
- byte* data;
- int i;
- maplinedef_t* mld;
- line_t* ld;
- vertex_t* v1;
- vertex_t* v2;
-
- numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
- lines = Z_Malloc (numlines*sizeof(line_t),PU_LEVEL,0);
- memset (lines, 0, numlines*sizeof(line_t));
- data = W_CacheLumpNum (lump,PU_STATIC);
-
- mld = (maplinedef_t *)data;
- ld = lines;
- for (i=0 ; i<numlines ; i++, mld++, ld++)
- {
- ld->flags = SHORT(mld->flags);
- ld->special = SHORT(mld->special);
- ld->tag = SHORT(mld->tag);
- v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
- v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
- ld->dx = v2->x - v1->x;
- ld->dy = v2->y - v1->y;
-
- if (!ld->dx)
- ld->slopetype = ST_VERTICAL;
- else if (!ld->dy)
- ld->slopetype = ST_HORIZONTAL;
- else
- {
- if (FixedDiv (ld->dy , ld->dx) > 0)
- ld->slopetype = ST_POSITIVE;
- else
- ld->slopetype = ST_NEGATIVE;
- }
-
- if (v1->x < v2->x)
- {
- ld->bbox[BOXLEFT] = v1->x;
- ld->bbox[BOXRIGHT] = v2->x;
- }
- else
- {
- ld->bbox[BOXLEFT] = v2->x;
- ld->bbox[BOXRIGHT] = v1->x;
- }
-
- if (v1->y < v2->y)
- {
- ld->bbox[BOXBOTTOM] = v1->y;
- ld->bbox[BOXTOP] = v2->y;
- }
- else
- {
- ld->bbox[BOXBOTTOM] = v2->y;
- ld->bbox[BOXTOP] = v1->y;
- }
-
- ld->sidenum[0] = SHORT(mld->sidenum[0]);
- ld->sidenum[1] = SHORT(mld->sidenum[1]);
-
- if (ld->sidenum[0] != -1)
- ld->frontsector = sides[ld->sidenum[0]].sector;
- else
- ld->frontsector = 0;
-
- if (ld->sidenum[1] != -1)
- ld->backsector = sides[ld->sidenum[1]].sector;
- else
- ld->backsector = 0;
- }
-
- W_ReleaseLumpNum(lump);
-}
-
-
-//
-// P_LoadSideDefs
-//
-void P_LoadSideDefs (int lump)
-{
- byte* data;
- int i;
- mapsidedef_t* msd;
- side_t* sd;
-
- numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
- sides = Z_Malloc (numsides*sizeof(side_t),PU_LEVEL,0);
- memset (sides, 0, numsides*sizeof(side_t));
- data = W_CacheLumpNum (lump,PU_STATIC);
-
- msd = (mapsidedef_t *)data;
- sd = sides;
- for (i=0 ; i<numsides ; i++, msd++, sd++)
- {
- sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
- sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
- sd->toptexture = R_TextureNumForName(msd->toptexture);
- sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
- sd->midtexture = R_TextureNumForName(msd->midtexture);
- sd->sector = §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; i<count; i++)
- {
- blockmaplump[i] = SHORT(blockmaplump[i]);
- }
-
- // Read the header
-
- bmaporgx = blockmaplump[0]<<FRACBITS;
- bmaporgy = blockmaplump[1]<<FRACBITS;
- bmapwidth = blockmaplump[2];
- bmapheight = blockmaplump[3];
-
- // Clear out mobj chains
-
- count = sizeof(*blocklinks) * bmapwidth * bmapheight;
- blocklinks = Z_Malloc(count, PU_LEVEL, 0);
- memset(blocklinks, 0, count);
-}
-
-
-
-//
-// P_GroupLines
-// Builds sector line lists and subsector sector numbers.
-// Finds block bounding boxes for sectors.
-//
-void P_GroupLines (void)
-{
- line_t** linebuffer;
- int i;
- int j;
- int total;
- line_t* li;
- sector_t* sector;
- subsector_t* ss;
- seg_t* seg;
- fixed_t bbox[4];
- int block;
-
- // look up sector number for each subsector
- ss = subsectors;
- for (i=0 ; i<numsubsectors ; i++, ss++)
- {
- seg = &segs[ss->firstline];
- ss->sector = seg->sidedef->sector;
- }
-
- // count number of lines in each sector
- li = lines;
- total = 0;
- for (i=0 ; i<numlines ; i++, li++)
- {
- total++;
- li->frontsector->linecount++;
-
- if (li->backsector && li->backsector != li->frontsector)
- {
- li->backsector->linecount++;
- total++;
- }
- }
-
- // build line tables for each sector
- linebuffer = Z_Malloc (total*sizeof(line_t *), PU_LEVEL, 0);
-
- for (i=0; i<numsectors; ++i)
- {
- // Assign the line buffer for this sector
-
- sectors[i].lines = linebuffer;
- linebuffer += sectors[i].linecount;
-
- // Reset linecount to zero so in the next stage we can count
- // lines into the list.
-
- sectors[i].linecount = 0;
- }
-
- // Assign lines to sectors
-
- for (i=0; i<numlines; ++i)
- {
- li = &lines[i];
-
- if (li->frontsector != NULL)
- {
- sector = li->frontsector;
-
- sector->lines[sector->linecount] = li;
- ++sector->linecount;
- }
-
- if (li->backsector != NULL && li->frontsector != li->backsector)
- {
- sector = li->backsector;
-
- sector->lines[sector->linecount] = li;
- ++sector->linecount;
- }
- }
-
- // Generate bounding boxes for sectors
-
- sector = sectors;
- for (i=0 ; i<numsectors ; i++, sector++)
- {
- M_ClearBox (bbox);
-
- for (j=0 ; j<sector->linecount; j++)
- {
- li = sector->lines[j];
-
- M_AddToBox (bbox, li->v1->x, li->v1->y);
- M_AddToBox (bbox, li->v2->x, li->v2->y);
- }
-
- // set the degenmobj_t to the middle of the bounding box
- sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2;
- sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2;
-
- // adjust bounding box to map blocks
- block = (bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
- block = block >= bmapheight ? bmapheight-1 : block;
- sector->blockbox[BOXTOP]=block;
-
- block = (bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
- block = block < 0 ? 0 : block;
- sector->blockbox[BOXBOTTOM]=block;
-
- block = (bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
- block = block >= bmapwidth ? bmapwidth-1 : block;
- sector->blockbox[BOXRIGHT]=block;
-
- block = (bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
- block = block < 0 ? 0 : block;
- sector->blockbox[BOXLEFT]=block;
- }
-
-}
-
-
-//
-// P_SetupLevel
-//
-void
-P_SetupLevel
-( int episode,
- int map,
- int playermask,
- skill_t skill)
-{
- int i;
- char lumpname[9];
- int lumpnum;
-
- totalkills = totalitems = totalsecret = wminfo.maxfrags = 0;
- wminfo.partime = 180;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- players[i].killcount = players[i].secretcount
- = players[i].itemcount = 0;
- }
-
- // Initial height of PointOfView
- // will be set by player think.
- players[consoleplayer].viewz = 1;
-
- // Make sure all sounds are stopped before Z_FreeTags.
- S_Start ();
-
-
-#if 0 // UNUSED
- if (debugfile)
- {
- Z_FreeTags (PU_LEVEL, INT_MAX);
- Z_FileDumpHeap (debugfile);
- }
- else
-#endif
- Z_FreeTags (PU_LEVEL, PU_PURGELEVEL-1);
-
-
- // UNUSED W_Profile ();
- P_InitThinkers ();
-
- // find map name
- if ( gamemode == commercial)
- {
- if (map<10)
- sprintf (lumpname, DEH_String("map0%i"), map);
- else
- sprintf (lumpname, DEH_String("map%i"), map);
- }
- else
- {
- lumpname[0] = 'E';
- lumpname[1] = '0' + episode;
- lumpname[2] = 'M';
- lumpname[3] = '0' + map;
- lumpname[4] = 0;
- }
-
- lumpnum = W_GetNumForName (lumpname);
-
- leveltime = 0;
-
- // note: most of this ordering is important
- P_LoadBlockMap (lumpnum+ML_BLOCKMAP);
- P_LoadVertexes (lumpnum+ML_VERTEXES);
- P_LoadSectors (lumpnum+ML_SECTORS);
- P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
-
- P_LoadLineDefs (lumpnum+ML_LINEDEFS);
- P_LoadSubsectors (lumpnum+ML_SSECTORS);
- P_LoadNodes (lumpnum+ML_NODES);
- P_LoadSegs (lumpnum+ML_SEGS);
-
- rejectmatrix = W_CacheLumpNum (lumpnum+ML_REJECT,PU_LEVEL);
- P_GroupLines ();
-
- bodyqueslot = 0;
- deathmatch_p = deathmatchstarts;
- P_LoadThings (lumpnum+ML_THINGS);
-
- // if deathmatch, randomly spawn the active players
- if (deathmatch)
- {
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i])
- {
- players[i].mo = NULL;
- G_DeathMatchSpawnPlayer (i);
- }
-
- }
-
- // clear special respawning que
- iquehead = iquetail = 0;
-
- // set up world state
- P_SpawnSpecials ();
-
- // build subsector connect matrix
- // UNUSED P_ConnectSubsectors ();
-
- // preload graphics
- if (precache)
- R_PrecacheLevel ();
-
- //printf ("free memory: 0x%x\n", Z_FreeMemory());
-
-}
-
-
-
-//
-// P_Init
-//
-void P_Init (void)
-{
- P_InitSwitchList ();
- P_InitPicAnims ();
- R_InitSprites (sprnames);
-}
-
-
-
--- a/src/strife/p_setup.h
+++ /dev/null
@@ -1,45 +1,0 @@
-// 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:
-// Setup a game, startup stuff.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __P_SETUP__
-#define __P_SETUP__
-
-
-
-
-// NOT called by W_Ticker. Fixme.
-void
-P_SetupLevel
-( int episode,
- int map,
- int playermask,
- skill_t skill);
-
-// Called by startup code.
-void P_Init (void);
-
-#endif
--- a/src/strife/p_sight.c
+++ /dev/null
@@ -1,350 +1,0 @@
-// 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:
-// LineOfSight/Visibility checks, uses REJECT Lookup Table.
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include "doomdef.h"
-
-#include "i_system.h"
-#include "p_local.h"
-
-// State.
-#include "r_state.h"
-
-//
-// P_CheckSight
-//
-fixed_t sightzstart; // eye z of looker
-fixed_t topslope;
-fixed_t bottomslope; // slopes to top and bottom of target
-
-divline_t strace; // from t1 to t2
-fixed_t t2x;
-fixed_t t2y;
-
-int sightcounts[2];
-
-
-//
-// P_DivlineSide
-// Returns side 0 (front), 1 (back), or 2 (on).
-//
-int
-P_DivlineSide
-( fixed_t x,
- fixed_t y,
- divline_t* node )
-{
- fixed_t dx;
- fixed_t dy;
- fixed_t left;
- fixed_t right;
-
- if (!node->dx)
- {
- if (x==node->x)
- return 2;
-
- if (x <= node->x)
- return node->dy > 0;
-
- return node->dy < 0;
- }
-
- if (!node->dy)
- {
- if (x==node->y)
- return 2;
-
- if (y <= node->y)
- return node->dx < 0;
-
- return node->dx > 0;
- }
-
- dx = (x - node->x);
- dy = (y - node->y);
-
- left = (node->dy>>FRACBITS) * (dx>>FRACBITS);
- right = (dy>>FRACBITS) * (node->dx>>FRACBITS);
-
- if (right < left)
- return 0; // front side
-
- if (left == right)
- return 2;
- return 1; // back side
-}
-
-
-//
-// P_InterceptVector2
-// Returns the fractional intercept point
-// along the first divline.
-// This is only called by the addthings and addlines traversers.
-//
-fixed_t
-P_InterceptVector2
-( divline_t* v2,
- divline_t* v1 )
-{
- fixed_t frac;
- fixed_t num;
- fixed_t den;
-
- den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy);
-
- if (den == 0)
- return 0;
- // I_Error ("P_InterceptVector: parallel");
-
- num = FixedMul ( (v1->x - v2->x)>>8 ,v1->dy) +
- FixedMul ( (v2->y - v1->y)>>8 , v1->dx);
- frac = FixedDiv (num , den);
-
- return frac;
-}
-
-//
-// P_CrossSubsector
-// Returns true
-// if strace crosses the given subsector successfully.
-//
-boolean P_CrossSubsector (int num)
-{
- seg_t* seg;
- line_t* line;
- int s1;
- int s2;
- int count;
- subsector_t* sub;
- sector_t* front;
- sector_t* back;
- fixed_t opentop;
- fixed_t openbottom;
- divline_t divl;
- vertex_t* v1;
- vertex_t* v2;
- fixed_t frac;
- fixed_t slope;
-
-#ifdef RANGECHECK
- if (num>=numsubsectors)
- I_Error ("P_CrossSubsector: ss %i with numss = %i",
- num,
- numsubsectors);
-#endif
-
- sub = &subsectors[num];
-
- // check lines
- count = sub->numlines;
- seg = &segs[sub->firstline];
-
- for ( ; count ; seg++, count--)
- {
- line = seg->linedef;
-
- // allready checked other side?
- if (line->validcount == validcount)
- continue;
-
- line->validcount = validcount;
-
- v1 = line->v1;
- v2 = line->v2;
- s1 = P_DivlineSide (v1->x,v1->y, &strace);
- s2 = P_DivlineSide (v2->x, v2->y, &strace);
-
- // line isn't crossed?
- if (s1 == s2)
- continue;
-
- divl.x = v1->x;
- divl.y = v1->y;
- divl.dx = v2->x - v1->x;
- divl.dy = v2->y - v1->y;
- s1 = P_DivlineSide (strace.x, strace.y, &divl);
- s2 = P_DivlineSide (t2x, t2y, &divl);
-
- // line isn't crossed?
- if (s1 == s2)
- continue;
-
- // stop because it is not two sided anyway
- // might do this after updating validcount?
- if ( !(line->flags & ML_TWOSIDED) )
- return false;
-
- // crosses a two sided line
- front = seg->frontsector;
- back = seg->backsector;
-
- // no wall to block sight with?
- if (front->floorheight == back->floorheight
- && front->ceilingheight == back->ceilingheight)
- continue;
-
- // possible occluder
- // because of ceiling height differences
- if (front->ceilingheight < back->ceilingheight)
- opentop = front->ceilingheight;
- else
- opentop = back->ceilingheight;
-
- // because of ceiling height differences
- if (front->floorheight > back->floorheight)
- openbottom = front->floorheight;
- else
- openbottom = back->floorheight;
-
- // quick test for totally closed doors
- if (openbottom >= opentop)
- return false; // stop
-
- frac = P_InterceptVector2 (&strace, &divl);
-
- if (front->floorheight != back->floorheight)
- {
- slope = FixedDiv (openbottom - sightzstart , frac);
- if (slope > bottomslope)
- bottomslope = slope;
- }
-
- if (front->ceilingheight != back->ceilingheight)
- {
- slope = FixedDiv (opentop - sightzstart , frac);
- if (slope < topslope)
- topslope = slope;
- }
-
- if (topslope <= bottomslope)
- return false; // stop
- }
- // passed the subsector ok
- return true;
-}
-
-
-
-//
-// P_CrossBSPNode
-// Returns true
-// if strace crosses the given node successfully.
-//
-boolean P_CrossBSPNode (int bspnum)
-{
- node_t* bsp;
- int side;
-
- if (bspnum & NF_SUBSECTOR)
- {
- if (bspnum == -1)
- return P_CrossSubsector (0);
- else
- return P_CrossSubsector (bspnum&(~NF_SUBSECTOR));
- }
-
- bsp = &nodes[bspnum];
-
- // decide which side the start point is on
- side = P_DivlineSide (strace.x, strace.y, (divline_t *)bsp);
- if (side == 2)
- side = 0; // an "on" should cross both sides
-
- // cross the starting side
- if (!P_CrossBSPNode (bsp->children[side]) )
- return false;
-
- // the partition plane is crossed here
- if (side == P_DivlineSide (t2x, t2y,(divline_t *)bsp))
- {
- // the line doesn't touch the other side
- return true;
- }
-
- // cross the ending side
- return P_CrossBSPNode (bsp->children[side^1]);
-}
-
-
-//
-// P_CheckSight
-// Returns true
-// if a straight line between t1 and t2 is unobstructed.
-// Uses REJECT.
-//
-boolean
-P_CheckSight
-( mobj_t* t1,
- mobj_t* t2 )
-{
- int s1;
- int s2;
- int pnum;
- int bytenum;
- int bitnum;
-
- // First check for trivial rejection.
-
- // Determine subsector entries in REJECT table.
- s1 = (t1->subsector->sector - sectors);
- s2 = (t2->subsector->sector - sectors);
- pnum = s1*numsectors + s2;
- bytenum = pnum>>3;
- bitnum = 1 << (pnum&7);
-
- // Check in REJECT table.
- if (rejectmatrix[bytenum]&bitnum)
- {
- sightcounts[0]++;
-
- // can't possibly be connected
- return false;
- }
-
- // An unobstructed LOS is possible.
- // Now look from eyes of t1 to any part of t2.
- sightcounts[1]++;
-
- validcount++;
-
- sightzstart = t1->z + t1->height - (t1->height>>2);
- topslope = (t2->z+t2->height) - sightzstart;
- bottomslope = (t2->z) - sightzstart;
-
- strace.x = t1->x;
- strace.y = t1->y;
- t2x = t2->x;
- t2y = t2->y;
- strace.dx = t2->x - t1->x;
- strace.dy = t2->y - t1->y;
-
- // the head node is the last node output
- return P_CrossBSPNode (numnodes-1);
-}
-
-
--- a/src/strife/p_spec.c
+++ /dev/null
@@ -1,1498 +1,0 @@
-// 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 <stdlib.h>
-
-#include "doomdef.h"
-#include "doomstat.h"
-
-#include "deh_main.h"
-#include "i_system.h"
-#include "z_zone.h"
-#include "m_argv.h"
-#include "m_misc.h"
-#include "m_random.h"
-#include "w_wad.h"
-
-#include "r_local.h"
-#include "p_local.h"
-
-#include "g_game.h"
-
-#include "s_sound.h"
-
-// State.
-#include "r_state.h"
-
-// Data.
-#include "sounds.h"
-
-
-//
-// Animating textures and planes
-// There is another anim_t used in wi_stuff, unrelated.
-//
-typedef struct
-{
- boolean istexture;
- int picnum;
- int basepic;
- int numpics;
- int speed;
-
-} anim_t;
-
-//
-// source animation definition
-//
-typedef struct
-{
- int istexture; // if false, it is a flat
- char endname[9];
- char startname[9];
- int speed;
-} animdef_t;
-
-
-
-#define MAXANIMS 32
-
-extern anim_t anims[MAXANIMS];
-extern anim_t* lastanim;
-
-//
-// P_InitPicAnims
-//
-
-// Floor/ceiling animation sequences,
-// defined by first and last frame,
-// i.e. the flat (64x64 tile) name to
-// be used.
-// The full animation sequence is given
-// using all the flats between the start
-// and end entry, in the order found in
-// the WAD file.
-//
-animdef_t animdefs[] =
-{
- {false, "NUKAGE3", "NUKAGE1", 8},
- {false, "FWATER4", "FWATER1", 8},
- {false, "SWATER4", "SWATER1", 8},
- {false, "LAVA4", "LAVA1", 8},
- {false, "BLOOD3", "BLOOD1", 8},
-
- // DOOM II flat animations.
- {false, "RROCK08", "RROCK05", 8},
- {false, "SLIME04", "SLIME01", 8},
- {false, "SLIME08", "SLIME05", 8},
- {false, "SLIME12", "SLIME09", 8},
-
- {true, "BLODGR4", "BLODGR1", 8},
- {true, "SLADRIP3", "SLADRIP1", 8},
-
- {true, "BLODRIP4", "BLODRIP1", 8},
- {true, "FIREWALL", "FIREWALA", 8},
- {true, "GSTFONT3", "GSTFONT1", 8},
- {true, "FIRELAVA", "FIRELAV3", 8},
- {true, "FIREMAG3", "FIREMAG1", 8},
- {true, "FIREBLU2", "FIREBLU1", 8},
- {true, "ROCKRED3", "ROCKRED1", 8},
-
- {true, "BFALL4", "BFALL1", 8},
- {true, "SFALL4", "SFALL1", 8},
- {true, "WFALL4", "WFALL1", 8},
- {true, "DBRAIN4", "DBRAIN1", 8},
-
- {-1, "", "", 0},
-};
-
-anim_t anims[MAXANIMS];
-anim_t* lastanim;
-
-
-//
-// Animating line specials
-//
-#define MAXLINEANIMS 64
-
-extern short numlinespecials;
-extern line_t* linespeciallist[MAXLINEANIMS];
-
-
-
-void P_InitPicAnims (void)
-{
- int i;
-
-
- // Init animation
- lastanim = anims;
- for (i=0 ; animdefs[i].istexture != -1 ; i++)
- {
- char *startname, *endname;
-
- startname = DEH_String(animdefs[i].startname);
- endname = DEH_String(animdefs[i].endname);
-
- if (animdefs[i].istexture)
- {
- // different episode ?
- if (R_CheckTextureNumForName(startname) == -1)
- continue;
-
- lastanim->picnum = R_TextureNumForName(endname);
- lastanim->basepic = R_TextureNumForName(startname);
- }
- else
- {
- if (W_CheckNumForName(startname) == -1)
- continue;
-
- lastanim->picnum = R_FlatNumForName(endname);
- lastanim->basepic = R_FlatNumForName(startname);
- }
-
- lastanim->istexture = animdefs[i].istexture;
- lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
-
- if (lastanim->numpics < 2)
- I_Error ("P_InitPicAnims: bad cycle from %s to %s",
- startname, endname);
-
- lastanim->speed = animdefs[i].speed;
- lastanim++;
- }
-
-}
-
-
-
-//
-// UTILITIES
-//
-
-
-
-//
-// getSide()
-// Will return a side_t*
-// given the number of the current sector,
-// the line number, and the side (0/1) that you want.
-//
-side_t*
-getSide
-( int currentSector,
- int line,
- int side )
-{
- return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
-}
-
-
-//
-// getSector()
-// Will return a sector_t*
-// given the number of the current sector,
-// the line number and the side (0/1) that you want.
-//
-sector_t*
-getSector
-( int currentSector,
- int line,
- int side )
-{
- return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
-}
-
-
-//
-// twoSided()
-// Given the sector number and the line number,
-// it will tell you whether the line is two-sided or not.
-//
-int
-twoSided
-( int sector,
- int line )
-{
- return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
-}
-
-
-
-
-//
-// getNextSector()
-// Return sector_t * of sector next to current.
-// NULL if not two-sided line
-//
-sector_t*
-getNextSector
-( line_t* line,
- sector_t* sec )
-{
- if (!(line->flags & ML_TWOSIDED))
- return NULL;
-
- if (line->frontsector == sec)
- return line->backsector;
-
- return line->frontsector;
-}
-
-
-
-//
-// P_FindLowestFloorSurrounding()
-// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
-//
-fixed_t P_FindLowestFloorSurrounding(sector_t* sec)
-{
- int i;
- line_t* check;
- sector_t* other;
- fixed_t floor = sec->floorheight;
-
- for (i=0 ;i < sec->linecount ; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
-
- if (!other)
- continue;
-
- if (other->floorheight < floor)
- floor = other->floorheight;
- }
- return floor;
-}
-
-
-
-//
-// P_FindHighestFloorSurrounding()
-// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
-//
-fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
-{
- int i;
- line_t* check;
- sector_t* other;
- fixed_t floor = -500*FRACUNIT;
-
- for (i=0 ;i < sec->linecount ; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
-
- if (!other)
- continue;
-
- if (other->floorheight > floor)
- floor = other->floorheight;
- }
- return floor;
-}
-
-
-
-//
-// P_FindNextHighestFloor
-// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
-// Note: this should be doable w/o a fixed array.
-
-// Thanks to entryway for the Vanilla overflow emulation.
-
-// 20 adjoining sectors max!
-#define MAX_ADJOINING_SECTORS 20
-
-fixed_t
-P_FindNextHighestFloor
-( sector_t* sec,
- int currentheight )
-{
- int i;
- int h;
- int min;
- line_t* check;
- sector_t* other;
- fixed_t height = currentheight;
- fixed_t heightlist[MAX_ADJOINING_SECTORS + 2];
-
- for (i=0, h=0; i < sec->linecount; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
-
- if (!other)
- continue;
-
- if (other->floorheight > height)
- {
- // Emulation of memory (stack) overflow
- if (h == MAX_ADJOINING_SECTORS + 1)
- {
- height = other->floorheight;
- }
- else if (h == MAX_ADJOINING_SECTORS + 2)
- {
- // Fatal overflow: game crashes at 22 textures
- I_Error("Sector with more than 22 adjoining sectors. "
- "Vanilla will crash here");
- }
-
- heightlist[h++] = other->floorheight;
- }
- }
-
- // Find lowest height in list
- if (!h)
- {
- return currentheight;
- }
-
- min = heightlist[0];
-
- // Range checking?
- for (i = 1; i < h; i++)
- {
- if (heightlist[i] < min)
- {
- min = heightlist[i];
- }
- }
-
- return min;
-}
-
-//
-// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
-//
-fixed_t
-P_FindLowestCeilingSurrounding(sector_t* sec)
-{
- int i;
- line_t* check;
- sector_t* other;
- fixed_t height = INT_MAX;
-
- for (i=0 ;i < sec->linecount ; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
-
- if (!other)
- continue;
-
- if (other->ceilingheight < height)
- height = other->ceilingheight;
- }
- return height;
-}
-
-
-//
-// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
-//
-fixed_t P_FindHighestCeilingSurrounding(sector_t* sec)
-{
- int i;
- line_t* check;
- sector_t* other;
- fixed_t height = 0;
-
- for (i=0 ;i < sec->linecount ; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
-
- if (!other)
- continue;
-
- if (other->ceilingheight > height)
- height = other->ceilingheight;
- }
- return height;
-}
-
-
-
-//
-// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
-//
-int
-P_FindSectorFromLineTag
-( line_t* line,
- int start )
-{
- int i;
-
- for (i=start+1;i<numsectors;i++)
- if (sectors[i].tag == line->tag)
- return i;
-
- return -1;
-}
-
-
-
-
-//
-// Find minimum light from an adjacent sector
-//
-int
-P_FindMinSurroundingLight
-( sector_t* sector,
- int max )
-{
- int i;
- int min;
- line_t* line;
- sector_t* check;
-
- min = max;
- for (i=0 ; i < sector->linecount ; i++)
- {
- line = sector->lines[i];
- check = getNextSector(line,sector);
-
- if (!check)
- continue;
-
- if (check->lightlevel < min)
- min = check->lightlevel;
- }
- return min;
-}
-
-
-
-//
-// EVENTS
-// Events are operations triggered by using, crossing,
-// or shooting special lines, or by timed thinkers.
-//
-
-//
-// P_CrossSpecialLine - TRIGGER
-// Called every time a thing origin is about
-// to cross a line with a non 0 special.
-//
-void
-P_CrossSpecialLine
-( int linenum,
- int side,
- mobj_t* thing )
-{
- line_t* line;
- int ok;
-
- line = &lines[linenum];
-
- // Triggers that other things can activate
- if (!thing->player)
- {
- // Things that should NOT trigger specials...
- switch(thing->type)
- {
- case MT_ROCKET:
- case MT_PLASMA:
- case MT_BFG:
- case MT_TROOPSHOT:
- case MT_HEADSHOT:
- case MT_BRUISERSHOT:
- return;
- break;
-
- default: break;
- }
-
- ok = 0;
- switch(line->special)
- {
- case 39: // TELEPORT TRIGGER
- case 97: // TELEPORT RETRIGGER
- case 125: // TELEPORT MONSTERONLY TRIGGER
- case 126: // TELEPORT MONSTERONLY RETRIGGER
- case 4: // RAISE DOOR
- case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
- case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
- ok = 1;
- break;
- }
- if (!ok)
- return;
- }
-
-
- // Note: could use some const's here.
- switch (line->special)
- {
- // TRIGGERS.
- // All from here to RETRIGGERS.
- case 2:
- // Open Door
- EV_DoDoor(line,open);
- line->special = 0;
- break;
-
- case 3:
- // Close Door
- EV_DoDoor(line,close);
- line->special = 0;
- break;
-
- case 4:
- // Raise Door
- EV_DoDoor(line,normal);
- line->special = 0;
- break;
-
- case 5:
- // Raise Floor
- EV_DoFloor(line,raiseFloor);
- line->special = 0;
- break;
-
- case 6:
- // Fast Ceiling Crush & Raise
- EV_DoCeiling(line,fastCrushAndRaise);
- line->special = 0;
- break;
-
- case 8:
- // Build Stairs
- EV_BuildStairs(line,build8);
- line->special = 0;
- break;
-
- case 10:
- // PlatDownWaitUp
- EV_DoPlat(line,downWaitUpStay,0);
- line->special = 0;
- break;
-
- case 12:
- // Light Turn On - brightest near
- EV_LightTurnOn(line,0);
- line->special = 0;
- break;
-
- case 13:
- // Light Turn On 255
- EV_LightTurnOn(line,255);
- line->special = 0;
- break;
-
- case 16:
- // Close Door 30
- EV_DoDoor(line,close30ThenOpen);
- line->special = 0;
- break;
-
- case 17:
- // Start Light Strobing
- EV_StartLightStrobing(line);
- line->special = 0;
- break;
-
- case 19:
- // Lower Floor
- EV_DoFloor(line,lowerFloor);
- line->special = 0;
- break;
-
- case 22:
- // Raise floor to nearest height and change texture
- EV_DoPlat(line,raiseToNearestAndChange,0);
- line->special = 0;
- break;
-
- case 25:
- // Ceiling Crush and Raise
- EV_DoCeiling(line,crushAndRaise);
- line->special = 0;
- break;
-
- case 30:
- // Raise floor to shortest texture height
- // on either side of lines.
- EV_DoFloor(line,raiseToTexture);
- line->special = 0;
- break;
-
- case 35:
- // Lights Very Dark
- EV_LightTurnOn(line,35);
- line->special = 0;
- break;
-
- case 36:
- // Lower Floor (TURBO)
- EV_DoFloor(line,turboLower);
- line->special = 0;
- break;
-
- case 37:
- // LowerAndChange
- EV_DoFloor(line,lowerAndChange);
- line->special = 0;
- break;
-
- case 38:
- // Lower Floor To Lowest
- EV_DoFloor( line, lowerFloorToLowest );
- line->special = 0;
- break;
-
- case 39:
- // TELEPORT!
- EV_Teleport( line, side, thing );
- line->special = 0;
- break;
-
- case 40:
- // RaiseCeilingLowerFloor
- EV_DoCeiling( line, raiseToHighest );
- EV_DoFloor( line, lowerFloorToLowest );
- line->special = 0;
- break;
-
- case 44:
- // Ceiling Crush
- EV_DoCeiling( line, lowerAndCrush );
- line->special = 0;
- break;
-
- case 52:
- // EXIT!
- G_ExitLevel ();
- break;
-
- case 53:
- // Perpetual Platform Raise
- EV_DoPlat(line,perpetualRaise,0);
- line->special = 0;
- break;
-
- case 54:
- // Platform Stop
- EV_StopPlat(line);
- line->special = 0;
- break;
-
- case 56:
- // Raise Floor Crush
- EV_DoFloor(line,raiseFloorCrush);
- line->special = 0;
- break;
-
- case 57:
- // Ceiling Crush Stop
- EV_CeilingCrushStop(line);
- line->special = 0;
- break;
-
- case 58:
- // Raise Floor 24
- EV_DoFloor(line,raiseFloor24);
- line->special = 0;
- break;
-
- case 59:
- // Raise Floor 24 And Change
- EV_DoFloor(line,raiseFloor24AndChange);
- line->special = 0;
- break;
-
- case 104:
- // Turn lights off in sector(tag)
- EV_TurnTagLightsOff(line);
- line->special = 0;
- break;
-
- case 108:
- // Blazing Door Raise (faster than TURBO!)
- EV_DoDoor (line,blazeRaise);
- line->special = 0;
- break;
-
- case 109:
- // Blazing Door Open (faster than TURBO!)
- EV_DoDoor (line,blazeOpen);
- line->special = 0;
- break;
-
- case 100:
- // Build Stairs Turbo 16
- EV_BuildStairs(line,turbo16);
- line->special = 0;
- break;
-
- case 110:
- // Blazing Door Close (faster than TURBO!)
- EV_DoDoor (line,blazeClose);
- line->special = 0;
- break;
-
- case 119:
- // Raise floor to nearest surr. floor
- EV_DoFloor(line,raiseFloorToNearest);
- line->special = 0;
- break;
-
- case 121:
- // Blazing PlatDownWaitUpStay
- EV_DoPlat(line,blazeDWUS,0);
- line->special = 0;
- break;
-
- case 124:
- // Secret EXIT
- G_SecretExitLevel ();
- break;
-
- case 125:
- // TELEPORT MonsterONLY
- if (!thing->player)
- {
- EV_Teleport( line, side, thing );
- line->special = 0;
- }
- break;
-
- case 130:
- // Raise Floor Turbo
- EV_DoFloor(line,raiseFloorTurbo);
- line->special = 0;
- break;
-
- case 141:
- // Silent Ceiling Crush & Raise
- EV_DoCeiling(line,silentCrushAndRaise);
- line->special = 0;
- break;
-
- // RETRIGGERS. All from here till end.
- case 72:
- // Ceiling Crush
- EV_DoCeiling( line, lowerAndCrush );
- break;
-
- case 73:
- // Ceiling Crush and Raise
- EV_DoCeiling(line,crushAndRaise);
- break;
-
- case 74:
- // Ceiling Crush Stop
- EV_CeilingCrushStop(line);
- break;
-
- case 75:
- // Close Door
- EV_DoDoor(line,close);
- break;
-
- case 76:
- // Close Door 30
- EV_DoDoor(line,close30ThenOpen);
- break;
-
- case 77:
- // Fast Ceiling Crush & Raise
- EV_DoCeiling(line,fastCrushAndRaise);
- break;
-
- case 79:
- // Lights Very Dark
- EV_LightTurnOn(line,35);
- break;
-
- case 80:
- // Light Turn On - brightest near
- EV_LightTurnOn(line,0);
- break;
-
- case 81:
- // Light Turn On 255
- EV_LightTurnOn(line,255);
- break;
-
- case 82:
- // Lower Floor To Lowest
- EV_DoFloor( line, lowerFloorToLowest );
- break;
-
- case 83:
- // Lower Floor
- EV_DoFloor(line,lowerFloor);
- break;
-
- case 84:
- // LowerAndChange
- EV_DoFloor(line,lowerAndChange);
- break;
-
- case 86:
- // Open Door
- EV_DoDoor(line,open);
- break;
-
- case 87:
- // Perpetual Platform Raise
- EV_DoPlat(line,perpetualRaise,0);
- break;
-
- case 88:
- // PlatDownWaitUp
- EV_DoPlat(line,downWaitUpStay,0);
- break;
-
- case 89:
- // Platform Stop
- EV_StopPlat(line);
- break;
-
- case 90:
- // Raise Door
- EV_DoDoor(line,normal);
- break;
-
- case 91:
- // Raise Floor
- EV_DoFloor(line,raiseFloor);
- break;
-
- case 92:
- // Raise Floor 24
- EV_DoFloor(line,raiseFloor24);
- break;
-
- case 93:
- // Raise Floor 24 And Change
- EV_DoFloor(line,raiseFloor24AndChange);
- break;
-
- case 94:
- // Raise Floor Crush
- EV_DoFloor(line,raiseFloorCrush);
- break;
-
- case 95:
- // Raise floor to nearest height
- // and change texture.
- EV_DoPlat(line,raiseToNearestAndChange,0);
- break;
-
- case 96:
- // Raise floor to shortest texture height
- // on either side of lines.
- EV_DoFloor(line,raiseToTexture);
- break;
-
- case 97:
- // TELEPORT!
- EV_Teleport( line, side, thing );
- break;
-
- case 98:
- // Lower Floor (TURBO)
- EV_DoFloor(line,turboLower);
- break;
-
- case 105:
- // Blazing Door Raise (faster than TURBO!)
- EV_DoDoor (line,blazeRaise);
- break;
-
- case 106:
- // Blazing Door Open (faster than TURBO!)
- EV_DoDoor (line,blazeOpen);
- break;
-
- case 107:
- // Blazing Door Close (faster than TURBO!)
- EV_DoDoor (line,blazeClose);
- break;
-
- case 120:
- // Blazing PlatDownWaitUpStay.
- EV_DoPlat(line,blazeDWUS,0);
- break;
-
- case 126:
- // TELEPORT MonsterONLY.
- if (!thing->player)
- EV_Teleport( line, side, thing );
- break;
-
- case 128:
- // Raise To Nearest Floor
- EV_DoFloor(line,raiseFloorToNearest);
- break;
-
- case 129:
- // Raise Floor Turbo
- EV_DoFloor(line,raiseFloorTurbo);
- break;
- }
-}
-
-
-
-//
-// P_ShootSpecialLine - IMPACT SPECIALS
-// Called when a thing shoots a special line.
-//
-void
-P_ShootSpecialLine
-( mobj_t* thing,
- line_t* line )
-{
- int ok;
-
- // Impacts that other things can activate.
- if (!thing->player)
- {
- ok = 0;
- switch(line->special)
- {
- case 46:
- // OPEN DOOR IMPACT
- ok = 1;
- break;
- }
- if (!ok)
- return;
- }
-
- switch(line->special)
- {
- case 24:
- // RAISE FLOOR
- EV_DoFloor(line,raiseFloor);
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 46:
- // OPEN DOOR
- EV_DoDoor(line,open);
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 47:
- // RAISE FLOOR NEAR AND CHANGE
- EV_DoPlat(line,raiseToNearestAndChange,0);
- P_ChangeSwitchTexture(line,0);
- break;
- }
-}
-
-
-
-//
-// P_PlayerInSpecialSector
-// Called every tic frame
-// that the player origin is in a special sector
-//
-void P_PlayerInSpecialSector (player_t* player)
-{
- sector_t* sector;
-
- sector = player->mo->subsector->sector;
-
- // Falling, not all the way down yet?
- if (player->mo->z != sector->floorheight)
- return;
-
- // Has hitten ground.
- switch (sector->special)
- {
- case 5:
- // HELLSLIME DAMAGE
- if (!player->powers[pw_ironfeet])
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 10);
- break;
-
- case 7:
- // NUKAGE DAMAGE
- if (!player->powers[pw_ironfeet])
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 5);
- break;
-
- case 16:
- // SUPER HELLSLIME DAMAGE
- case 4:
- // STROBE HURT
- if (!player->powers[pw_ironfeet]
- || (P_Random()<5) )
- {
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 20);
- }
- break;
-
- case 9:
- // SECRET SECTOR
- player->secretcount++;
- sector->special = 0;
- break;
-
- case 11:
- // EXIT SUPER DAMAGE! (for E1M8 finale)
- player->cheats &= ~CF_GODMODE;
-
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 20);
-
- if (player->health <= 10)
- G_ExitLevel();
- break;
-
- default:
- I_Error ("P_PlayerInSpecialSector: "
- "unknown special %i",
- sector->special);
- break;
- };
-}
-
-
-
-
-//
-// P_UpdateSpecials
-// Animate planes, scroll walls, etc.
-//
-boolean levelTimer;
-int levelTimeCount;
-
-void P_UpdateSpecials (void)
-{
- anim_t* anim;
- int pic;
- int i;
- line_t* line;
-
-
- // LEVEL TIMER
- if (levelTimer == true)
- {
- levelTimeCount--;
- if (!levelTimeCount)
- G_ExitLevel();
- }
-
- // ANIMATE FLATS AND TEXTURES GLOBALLY
- for (anim = anims ; anim < lastanim ; anim++)
- {
- for (i=anim->basepic ; i<anim->basepic+anim->numpics ; i++)
- {
- pic = anim->basepic + ( (leveltime/anim->speed + i)%anim->numpics );
- if (anim->istexture)
- texturetranslation[i] = pic;
- else
- flattranslation[i] = pic;
- }
- }
-
-
- // ANIMATE LINE SPECIALS
- for (i = 0; i < numlinespecials; i++)
- {
- line = linespeciallist[i];
- switch(line->special)
- {
- case 48:
- // EFFECT FIRSTCOL SCROLL +
- sides[line->sidenum[0]].textureoffset += FRACUNIT;
- break;
- }
- }
-
-
- // DO BUTTONS
- for (i = 0; i < MAXBUTTONS; i++)
- if (buttonlist[i].btimer)
- {
- buttonlist[i].btimer--;
- if (!buttonlist[i].btimer)
- {
- switch(buttonlist[i].where)
- {
- case top:
- sides[buttonlist[i].line->sidenum[0]].toptexture =
- buttonlist[i].btexture;
- break;
-
- case middle:
- sides[buttonlist[i].line->sidenum[0]].midtexture =
- buttonlist[i].btexture;
- break;
-
- case bottom:
- sides[buttonlist[i].line->sidenum[0]].bottomtexture =
- buttonlist[i].btexture;
- break;
- }
- S_StartSound(&buttonlist[i].soundorg,sfx_swtchn);
- memset(&buttonlist[i],0,sizeof(button_t));
- }
- }
-}
-
-
-//
-// Donut overrun emulation
-//
-// Derived from the code from PrBoom+. Thanks go to Andrey Budko (entryway)
-// as usual :-)
-//
-
-#define DONUT_FLOORHEIGHT_DEFAULT 0x00000000
-#define DONUT_FLOORPIC_DEFAULT 0x16
-
-static void DonutOverrun(fixed_t *s3_floorheight, short *s3_floorpic,
- line_t *line, sector_t *pillar_sector)
-{
- static int first = 1;
- static int tmp_s3_floorheight;
- static int tmp_s3_floorpic;
-
- extern int numflats;
-
- if (first)
- {
- int p;
-
- // This is the first time we have had an overrun.
- first = 0;
-
- // Default values
- tmp_s3_floorheight = DONUT_FLOORHEIGHT_DEFAULT;
- tmp_s3_floorpic = DONUT_FLOORPIC_DEFAULT;
-
- //!
- // @category compat
- // @arg <x> <y>
- //
- // Use the specified magic values when emulating behavior caused
- // by memory overruns from improperly constructed donuts.
- // In Vanilla Doom this can differ depending on the operating
- // system. The default (if this option is not specified) is to
- // emulate the behavior when running under Windows 98.
-
- p = M_CheckParm("-donut");
-
- if (p > 0 && p < myargc - 2)
- {
- // Dump of needed memory: (fixed_t)0000:0000 and (short)0000:0008
- //
- // C:\>debug
- // -d 0:0
- //
- // DOS 6.22:
- // 0000:0000 (57 92 19 00) F4 06 70 00-(16 00)
- // DOS 7.1:
- // 0000:0000 (9E 0F C9 00) 65 04 70 00-(16 00)
- // Win98:
- // 0000:0000 (00 00 00 00) 65 04 70 00-(16 00)
- // DOSBox under XP:
- // 0000:0000 (00 00 00 F1) ?? ?? ?? 00-(07 00)
-
- M_StrToInt(myargv[p + 1], &tmp_s3_floorheight);
- M_StrToInt(myargv[p + 2], &tmp_s3_floorpic);
-
- if (tmp_s3_floorpic >= numflats)
- {
- fprintf(stderr,
- "DonutOverrun: The second parameter for \"-donut\" "
- "switch should be greater than 0 and less than number "
- "of flats (%d). Using default value (%d) instead. \n",
- numflats, DONUT_FLOORPIC_DEFAULT);
- tmp_s3_floorpic = DONUT_FLOORPIC_DEFAULT;
- }
- }
- }
-
- /*
- fprintf(stderr,
- "Linedef: %d; Sector: %d; "
- "New floor height: %d; New floor pic: %d\n",
- line->iLineID, pillar_sector->iSectorID,
- tmp_s3_floorheight >> 16, tmp_s3_floorpic);
- */
-
- *s3_floorheight = (fixed_t) tmp_s3_floorheight;
- *s3_floorpic = (short) tmp_s3_floorpic;
-}
-
-
-//
-// Special Stuff that can not be categorized
-//
-int EV_DoDonut(line_t* line)
-{
- sector_t* s1;
- sector_t* s2;
- sector_t* s3;
- int secnum;
- int rtn;
- int i;
- floormove_t* floor;
- fixed_t s3_floorheight;
- short s3_floorpic;
-
- secnum = -1;
- rtn = 0;
- while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
- {
- s1 = §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 ; i<numsectors ; i++, sector++)
- {
- if (!sector->special)
- continue;
-
- switch (sector->special)
- {
- case 1:
- // FLICKERING LIGHTS
- P_SpawnLightFlash (sector);
- break;
-
- case 2:
- // STROBE FAST
- P_SpawnStrobeFlash(sector,FASTDARK,0);
- break;
-
- case 3:
- // STROBE SLOW
- P_SpawnStrobeFlash(sector,SLOWDARK,0);
- break;
-
- case 4:
- // STROBE FAST/DEATH SLIME
- P_SpawnStrobeFlash(sector,FASTDARK,0);
- sector->special = 4;
- break;
-
- case 8:
- // GLOWING LIGHT
- P_SpawnGlowingLight(sector);
- break;
- case 9:
- // SECRET SECTOR
- totalsecret++;
- break;
-
- case 10:
- // DOOR CLOSE IN 30 SECONDS
- P_SpawnDoorCloseIn30 (sector);
- break;
-
- case 12:
- // SYNC STROBE SLOW
- P_SpawnStrobeFlash (sector, SLOWDARK, 1);
- break;
-
- case 13:
- // SYNC STROBE FAST
- P_SpawnStrobeFlash (sector, FASTDARK, 1);
- break;
-
- case 14:
- // DOOR RAISE IN 5 MINUTES
- P_SpawnDoorRaiseIn5Mins (sector, i);
- break;
-
- case 17:
- P_SpawnFireFlicker(sector);
- break;
- }
- }
-
-
- // Init line EFFECTs
- numlinespecials = 0;
- for (i = 0;i < numlines; i++)
- {
- switch(lines[i].special)
- {
- case 48:
- // EFFECT FIRSTCOL SCROLL+
- linespeciallist[numlinespecials] = &lines[i];
- numlinespecials++;
- break;
- }
- }
-
-
- // Init other misc stuff
- for (i = 0;i < MAXCEILINGS;i++)
- activeceilings[i] = NULL;
-
- for (i = 0;i < MAXPLATS;i++)
- activeplats[i] = NULL;
-
- for (i = 0;i < MAXBUTTONS;i++)
- memset(&buttonlist[i],0,sizeof(button_t));
-
- // UNUSED: no horizonal sliders.
- // P_InitSlidingDoorFrames();
-}
--- a/src/strife/p_spec.h
+++ /dev/null
@@ -1,645 +1,0 @@
-// 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
--- a/src/strife/p_switch.c
+++ /dev/null
@@ -1,656 +1,0 @@
-// 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 <stdio.h>
-
-#include "i_system.h"
-#include "deh_main.h"
-#include "doomdef.h"
-#include "p_local.h"
-
-#include "g_game.h"
-
-#include "s_sound.h"
-
-// Data.
-#include "sounds.h"
-
-// State.
-#include "doomstat.h"
-#include "r_state.h"
-
-
-//
-// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
-//
-switchlist_t alphSwitchList[] =
-{
- // Doom shareware episode 1 switches
- {"SW1BRCOM", "SW2BRCOM", 1},
- {"SW1BRN1", "SW2BRN1", 1},
- {"SW1BRN2", "SW2BRN2", 1},
- {"SW1BRNGN", "SW2BRNGN", 1},
- {"SW1BROWN", "SW2BROWN", 1},
- {"SW1COMM", "SW2COMM", 1},
- {"SW1COMP", "SW2COMP", 1},
- {"SW1DIRT", "SW2DIRT", 1},
- {"SW1EXIT", "SW2EXIT", 1},
- {"SW1GRAY", "SW2GRAY", 1},
- {"SW1GRAY1", "SW2GRAY1", 1},
- {"SW1METAL", "SW2METAL", 1},
- {"SW1PIPE", "SW2PIPE", 1},
- {"SW1SLAD", "SW2SLAD", 1},
- {"SW1STARG", "SW2STARG", 1},
- {"SW1STON1", "SW2STON1", 1},
- {"SW1STON2", "SW2STON2", 1},
- {"SW1STONE", "SW2STONE", 1},
- {"SW1STRTN", "SW2STRTN", 1},
-
- // Doom registered episodes 2&3 switches
- {"SW1BLUE", "SW2BLUE", 2},
- {"SW1CMT", "SW2CMT", 2},
- {"SW1GARG", "SW2GARG", 2},
- {"SW1GSTON", "SW2GSTON", 2},
- {"SW1HOT", "SW2HOT", 2},
- {"SW1LION", "SW2LION", 2},
- {"SW1SATYR", "SW2SATYR", 2},
- {"SW1SKIN", "SW2SKIN", 2},
- {"SW1VINE", "SW2VINE", 2},
- {"SW1WOOD", "SW2WOOD", 2},
-
- // Doom II switches
- {"SW1PANEL", "SW2PANEL", 3},
- {"SW1ROCK", "SW2ROCK", 3},
- {"SW1MET2", "SW2MET2", 3},
- {"SW1WDMET", "SW2WDMET", 3},
- {"SW1BRIK", "SW2BRIK", 3},
- {"SW1MOD1", "SW2MOD1", 3},
- {"SW1ZIM", "SW2ZIM", 3},
- {"SW1STON6", "SW2STON6", 3},
- {"SW1TEK", "SW2TEK", 3},
- {"SW1MARB", "SW2MARB", 3},
- {"SW1SKULL", "SW2SKULL", 3},
-
- {"\0", "\0", 0}
-};
-
-int switchlist[MAXSWITCHES * 2];
-int numswitches;
-button_t buttonlist[MAXBUTTONS];
-
-//
-// P_InitSwitchList
-// Only called at game initialization.
-//
-void P_InitSwitchList(void)
-{
- int i;
- int index;
- int episode;
-
- episode = 1;
-
- if (gamemode == registered || gamemode == retail)
- episode = 2;
- else
- if ( gamemode == commercial )
- episode = 3;
-
- for (index = 0,i = 0;i < MAXSWITCHES;i++)
- {
- if (!alphSwitchList[i].episode)
- {
- numswitches = index/2;
- switchlist[index] = -1;
- break;
- }
-
- if (alphSwitchList[i].episode <= episode)
- {
-#if 0 // UNUSED - debug?
- int value;
-
- if (R_CheckTextureNumForName(alphSwitchList[i].name1) < 0)
- {
- I_Error("Can't find switch texture '%s'!",
- alphSwitchList[i].name1);
- continue;
- }
-
- value = R_TextureNumForName(alphSwitchList[i].name1);
-#endif
- switchlist[index++] = R_TextureNumForName(DEH_String(alphSwitchList[i].name1));
- switchlist[index++] = R_TextureNumForName(DEH_String(alphSwitchList[i].name2));
- }
- }
-}
-
-
-//
-// Start a button counting down till it turns off.
-//
-void
-P_StartButton
-( line_t* line,
- bwhere_e w,
- int texture,
- int time )
-{
- int i;
-
- // See if button is already pressed
- for (i = 0;i < MAXBUTTONS;i++)
- {
- if (buttonlist[i].btimer
- && buttonlist[i].line == line)
- {
-
- return;
- }
- }
-
-
-
- for (i = 0;i < MAXBUTTONS;i++)
- {
- if (!buttonlist[i].btimer)
- {
- buttonlist[i].line = line;
- buttonlist[i].where = w;
- buttonlist[i].btexture = texture;
- buttonlist[i].btimer = time;
- buttonlist[i].soundorg = &line->frontsector->soundorg;
- return;
- }
- }
-
- I_Error("P_StartButton: no button slots left!");
-}
-
-
-
-
-
-//
-// Function that changes wall texture.
-// Tell it if switch is ok to use again (1=yes, it's a button).
-//
-void
-P_ChangeSwitchTexture
-( line_t* line,
- int useAgain )
-{
- int texTop;
- int texMid;
- int texBot;
- int i;
- int sound;
-
- if (!useAgain)
- line->special = 0;
-
- texTop = sides[line->sidenum[0]].toptexture;
- texMid = sides[line->sidenum[0]].midtexture;
- texBot = sides[line->sidenum[0]].bottomtexture;
-
- sound = sfx_swtchn;
-
- // EXIT SWITCH?
- if (line->special == 11)
- sound = sfx_swtchx;
-
- for (i = 0;i < numswitches*2;i++)
- {
- if (switchlist[i] == texTop)
- {
- S_StartSound(buttonlist->soundorg,sound);
- sides[line->sidenum[0]].toptexture = switchlist[i^1];
-
- if (useAgain)
- P_StartButton(line,top,switchlist[i],BUTTONTIME);
-
- return;
- }
- else
- {
- if (switchlist[i] == texMid)
- {
- S_StartSound(buttonlist->soundorg,sound);
- sides[line->sidenum[0]].midtexture = switchlist[i^1];
-
- if (useAgain)
- P_StartButton(line, middle,switchlist[i],BUTTONTIME);
-
- return;
- }
- else
- {
- if (switchlist[i] == texBot)
- {
- S_StartSound(buttonlist->soundorg,sound);
- sides[line->sidenum[0]].bottomtexture = switchlist[i^1];
-
- if (useAgain)
- P_StartButton(line, bottom,switchlist[i],BUTTONTIME);
-
- return;
- }
- }
- }
- }
-}
-
-
-
-
-
-
-//
-// P_UseSpecialLine
-// Called when a thing uses a special line.
-// Only the front sides of lines are usable.
-//
-boolean
-P_UseSpecialLine
-( mobj_t* thing,
- line_t* line,
- int side )
-{
-
- // Err...
- // Use the back sides of VERY SPECIAL lines...
- if (side)
- {
- switch(line->special)
- {
- case 124:
- // Sliding door open&close
- // UNUSED?
- break;
-
- default:
- return false;
- break;
- }
- }
-
-
- // Switches that other things can activate.
- if (!thing->player)
- {
- // never open secret doors
- if (line->flags & ML_SECRET)
- return false;
-
- switch(line->special)
- {
- case 1: // MANUAL DOOR RAISE
- case 32: // MANUAL BLUE
- case 33: // MANUAL RED
- case 34: // MANUAL YELLOW
- break;
-
- default:
- return false;
- break;
- }
- }
-
-
- // do something
- switch (line->special)
- {
- // MANUALS
- case 1: // Vertical Door
- case 26: // Blue Door/Locked
- case 27: // Yellow Door /Locked
- case 28: // Red Door /Locked
-
- case 31: // Manual door open
- case 32: // Blue locked door open
- case 33: // Red locked door open
- case 34: // Yellow locked door open
-
- case 117: // Blazing door raise
- case 118: // Blazing door open
- EV_VerticalDoor (line, thing);
- break;
-
- //UNUSED - Door Slide Open&Close
- // case 124:
- // EV_SlidingDoor (line, thing);
- // break;
-
- // SWITCHES
- case 7:
- // Build Stairs
- if (EV_BuildStairs(line,build8))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 9:
- // Change Donut
- if (EV_DoDonut(line))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 11:
- // Exit level
- P_ChangeSwitchTexture(line,0);
- G_ExitLevel ();
- break;
-
- case 14:
- // Raise Floor 32 and change texture
- if (EV_DoPlat(line,raiseAndChange,32))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 15:
- // Raise Floor 24 and change texture
- if (EV_DoPlat(line,raiseAndChange,24))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 18:
- // Raise Floor to next highest floor
- if (EV_DoFloor(line, raiseFloorToNearest))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 20:
- // Raise Plat next highest floor and change texture
- if (EV_DoPlat(line,raiseToNearestAndChange,0))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 21:
- // PlatDownWaitUpStay
- if (EV_DoPlat(line,downWaitUpStay,0))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 23:
- // Lower Floor to Lowest
- if (EV_DoFloor(line,lowerFloorToLowest))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 29:
- // Raise Door
- if (EV_DoDoor(line,normal))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 41:
- // Lower Ceiling to Floor
- if (EV_DoCeiling(line,lowerToFloor))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 71:
- // Turbo Lower Floor
- if (EV_DoFloor(line,turboLower))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 49:
- // Ceiling Crush And Raise
- if (EV_DoCeiling(line,crushAndRaise))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 50:
- // Close Door
- if (EV_DoDoor(line,close))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 51:
- // Secret EXIT
- P_ChangeSwitchTexture(line,0);
- G_SecretExitLevel ();
- break;
-
- case 55:
- // Raise Floor Crush
- if (EV_DoFloor(line,raiseFloorCrush))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 101:
- // Raise Floor
- if (EV_DoFloor(line,raiseFloor))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 102:
- // Lower Floor to Surrounding floor height
- if (EV_DoFloor(line,lowerFloor))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 103:
- // Open Door
- if (EV_DoDoor(line,open))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 111:
- // Blazing Door Raise (faster than TURBO!)
- if (EV_DoDoor (line,blazeRaise))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 112:
- // Blazing Door Open (faster than TURBO!)
- if (EV_DoDoor (line,blazeOpen))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 113:
- // Blazing Door Close (faster than TURBO!)
- if (EV_DoDoor (line,blazeClose))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 122:
- // Blazing PlatDownWaitUpStay
- if (EV_DoPlat(line,blazeDWUS,0))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 127:
- // Build Stairs Turbo 16
- if (EV_BuildStairs(line,turbo16))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 131:
- // Raise Floor Turbo
- if (EV_DoFloor(line,raiseFloorTurbo))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 133:
- // BlzOpenDoor BLUE
- case 135:
- // BlzOpenDoor RED
- case 137:
- // BlzOpenDoor YELLOW
- if (EV_DoLockedDoor (line,blazeOpen,thing))
- P_ChangeSwitchTexture(line,0);
- break;
-
- case 140:
- // Raise Floor 512
- if (EV_DoFloor(line,raiseFloor512))
- P_ChangeSwitchTexture(line,0);
- break;
-
- // BUTTONS
- case 42:
- // Close Door
- if (EV_DoDoor(line,close))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 43:
- // Lower Ceiling to Floor
- if (EV_DoCeiling(line,lowerToFloor))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 45:
- // Lower Floor to Surrounding floor height
- if (EV_DoFloor(line,lowerFloor))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 60:
- // Lower Floor to Lowest
- if (EV_DoFloor(line,lowerFloorToLowest))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 61:
- // Open Door
- if (EV_DoDoor(line,open))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 62:
- // PlatDownWaitUpStay
- if (EV_DoPlat(line,downWaitUpStay,1))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 63:
- // Raise Door
- if (EV_DoDoor(line,normal))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 64:
- // Raise Floor to ceiling
- if (EV_DoFloor(line,raiseFloor))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 66:
- // Raise Floor 24 and change texture
- if (EV_DoPlat(line,raiseAndChange,24))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 67:
- // Raise Floor 32 and change texture
- if (EV_DoPlat(line,raiseAndChange,32))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 65:
- // Raise Floor Crush
- if (EV_DoFloor(line,raiseFloorCrush))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 68:
- // Raise Plat to next highest floor and change texture
- if (EV_DoPlat(line,raiseToNearestAndChange,0))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 69:
- // Raise Floor to next highest floor
- if (EV_DoFloor(line, raiseFloorToNearest))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 70:
- // Turbo Lower Floor
- if (EV_DoFloor(line,turboLower))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 114:
- // Blazing Door Raise (faster than TURBO!)
- if (EV_DoDoor (line,blazeRaise))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 115:
- // Blazing Door Open (faster than TURBO!)
- if (EV_DoDoor (line,blazeOpen))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 116:
- // Blazing Door Close (faster than TURBO!)
- if (EV_DoDoor (line,blazeClose))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 123:
- // Blazing PlatDownWaitUpStay
- if (EV_DoPlat(line,blazeDWUS,0))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 132:
- // Raise Floor Turbo
- if (EV_DoFloor(line,raiseFloorTurbo))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 99:
- // BlzOpenDoor BLUE
- case 134:
- // BlzOpenDoor RED
- case 136:
- // BlzOpenDoor YELLOW
- if (EV_DoLockedDoor (line,blazeOpen,thing))
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 138:
- // Light Turn On
- EV_LightTurnOn(line,255);
- P_ChangeSwitchTexture(line,1);
- break;
-
- case 139:
- // Light Turn Off
- EV_LightTurnOn(line,35);
- P_ChangeSwitchTexture(line,1);
- break;
-
- }
-
- return true;
-}
-
--- a/src/strife/p_telept.c
+++ /dev/null
@@ -1,142 +1,0 @@
-// 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;
-}
-
--- a/src/strife/p_tick.c
+++ /dev/null
@@ -1,159 +1,0 @@
-// 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<MAXPLAYERS ; i++)
- if (playeringame[i])
- P_PlayerThink (&players[i]);
-
- P_RunThinkers ();
- P_UpdateSpecials ();
- P_RespawnSpecials ();
-
- // for par times
- leveltime++;
-}
--- a/src/strife/p_tick.h
+++ /dev/null
@@ -1,41 +1,0 @@
-// 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_TICK__
-#define __P_TICK__
-
-
-
-
-// Called by C_Ticker,
-// can call G_PlayerExited.
-// Carries out all thinking of monsters and players.
-void P_Ticker (void);
-
-
-
-#endif
--- a/src/strife/p_user.c
+++ /dev/null
@@ -1,387 +1,0 @@
-// 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:
-// Player related stuff.
-// Bobbing POV/weapon, movement.
-// Pending weapon.
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-#include "doomdef.h"
-#include "d_event.h"
-
-#include "p_local.h"
-
-#include "doomstat.h"
-
-
-
-// Index of the special effects (INVUL inverse) map.
-#define INVERSECOLORMAP 32
-
-
-//
-// Movement.
-//
-
-// 16 pixels of bob
-#define MAXBOB 0x100000
-
-boolean onground;
-
-
-//
-// P_Thrust
-// Moves the given origin along a given angle.
-//
-void
-P_Thrust
-( player_t* player,
- angle_t angle,
- fixed_t move )
-{
- angle >>= ANGLETOFINESHIFT;
-
- player->mo->momx += FixedMul(move,finecosine[angle]);
- player->mo->momy += FixedMul(move,finesine[angle]);
-}
-
-
-
-
-//
-// P_CalcHeight
-// Calculate the walking / running height adjustment
-//
-void P_CalcHeight (player_t* player)
-{
- int angle;
- fixed_t bob;
-
- // Regular movement bobbing
- // (needs to be calculated for gun swing
- // even if not on ground)
- // OPTIMIZE: tablify angle
- // Note: a LUT allows for effects
- // like a ramp with low health.
- player->bob =
- FixedMul (player->mo->momx, player->mo->momx)
- + FixedMul (player->mo->momy,player->mo->momy);
-
- player->bob >>= 2;
-
- if (player->bob>MAXBOB)
- player->bob = MAXBOB;
-
- if ((player->cheats & CF_NOMOMENTUM) || !onground)
- {
- player->viewz = player->mo->z + VIEWHEIGHT;
-
- if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
- player->viewz = player->mo->ceilingz-4*FRACUNIT;
-
- player->viewz = player->mo->z + player->viewheight;
- return;
- }
-
- angle = (FINEANGLES/20*leveltime)&FINEMASK;
- bob = FixedMul ( player->bob/2, finesine[angle]);
-
-
- // move viewheight
- if (player->playerstate == PST_LIVE)
- {
- player->viewheight += player->deltaviewheight;
-
- if (player->viewheight > VIEWHEIGHT)
- {
- player->viewheight = VIEWHEIGHT;
- player->deltaviewheight = 0;
- }
-
- if (player->viewheight < VIEWHEIGHT/2)
- {
- player->viewheight = VIEWHEIGHT/2;
- if (player->deltaviewheight <= 0)
- player->deltaviewheight = 1;
- }
-
- if (player->deltaviewheight)
- {
- player->deltaviewheight += FRACUNIT/4;
- if (!player->deltaviewheight)
- player->deltaviewheight = 1;
- }
- }
- player->viewz = player->mo->z + player->viewheight + bob;
-
- if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
- player->viewz = player->mo->ceilingz-4*FRACUNIT;
-}
-
-
-
-//
-// P_MovePlayer
-//
-void P_MovePlayer (player_t* player)
-{
- ticcmd_t* cmd;
-
- cmd = &player->cmd;
-
- player->mo->angle += (cmd->angleturn<<16);
-
- // Do not let the player control movement
- // if not onground.
- onground = (player->mo->z <= player->mo->floorz);
-
- if (cmd->forwardmove && onground)
- P_Thrust (player, player->mo->angle, cmd->forwardmove*2048);
-
- if (cmd->sidemove && onground)
- P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048);
-
- if ( (cmd->forwardmove || cmd->sidemove)
- && player->mo->state == &states[S_PLAY] )
- {
- P_SetMobjState (player->mo, S_PLAY_RUN1);
- }
-}
-
-
-
-//
-// P_DeathThink
-// Fall on your face when dying.
-// Decrease POV height to floor height.
-//
-#define ANG5 (ANG90/18)
-
-void P_DeathThink (player_t* player)
-{
- angle_t angle;
- angle_t delta;
-
- P_MovePsprites (player);
-
- // fall to the ground
- if (player->viewheight > 6*FRACUNIT)
- player->viewheight -= FRACUNIT;
-
- if (player->viewheight < 6*FRACUNIT)
- player->viewheight = 6*FRACUNIT;
-
- player->deltaviewheight = 0;
- onground = (player->mo->z <= player->mo->floorz);
- P_CalcHeight (player);
-
- if (player->attacker && player->attacker != player->mo)
- {
- angle = R_PointToAngle2 (player->mo->x,
- player->mo->y,
- player->attacker->x,
- player->attacker->y);
-
- delta = angle - player->mo->angle;
-
- if (delta < ANG5 || delta > (unsigned)-ANG5)
- {
- // Looking at killer,
- // so fade damage flash down.
- player->mo->angle = angle;
-
- if (player->damagecount)
- player->damagecount--;
- }
- else if (delta < ANG180)
- player->mo->angle += ANG5;
- else
- player->mo->angle -= ANG5;
- }
- else if (player->damagecount)
- player->damagecount--;
-
-
- if (player->cmd.buttons & BT_USE)
- player->playerstate = PST_REBORN;
-}
-
-
-
-//
-// P_PlayerThink
-//
-void P_PlayerThink (player_t* player)
-{
- ticcmd_t* cmd;
- weapontype_t newweapon;
-
- // fixme: do this in the cheat code
- if (player->cheats & CF_NOCLIP)
- player->mo->flags |= MF_NOCLIP;
- else
- player->mo->flags &= ~MF_NOCLIP;
-
- // chain saw run forward
- cmd = &player->cmd;
- if (player->mo->flags & MF_JUSTATTACKED)
- {
- cmd->angleturn = 0;
- cmd->forwardmove = 0xc800/512;
- cmd->sidemove = 0;
- player->mo->flags &= ~MF_JUSTATTACKED;
- }
-
-
- if (player->playerstate == PST_DEAD)
- {
- P_DeathThink (player);
- return;
- }
-
- // Move around.
- // Reactiontime is used to prevent movement
- // for a bit after a teleport.
- if (player->mo->reactiontime)
- player->mo->reactiontime--;
- else
- P_MovePlayer (player);
-
- P_CalcHeight (player);
-
- if (player->mo->subsector->sector->special)
- P_PlayerInSpecialSector (player);
-
- // Check for weapon change.
-
- // A special event has no other buttons.
- if (cmd->buttons & BT_SPECIAL)
- cmd->buttons = 0;
-
- if (cmd->buttons & BT_CHANGE)
- {
- // The actual changing of the weapon is done
- // when the weapon psprite can do it
- // (read: not in the middle of an attack).
- newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
-
- if (newweapon == wp_fist
- && player->weaponowned[wp_chainsaw]
- && !(player->readyweapon == wp_chainsaw
- && player->powers[pw_strength]))
- {
- newweapon = wp_chainsaw;
- }
-
- if ( (gamemode == commercial)
- && newweapon == wp_shotgun
- && player->weaponowned[wp_supershotgun]
- && player->readyweapon != wp_supershotgun)
- {
- newweapon = wp_supershotgun;
- }
-
-
- if (player->weaponowned[newweapon]
- && newweapon != player->readyweapon)
- {
- // Do not go to plasma or BFG in shareware,
- // even if cheated.
- if ((newweapon != wp_plasma
- && newweapon != wp_bfg)
- || (gamemode != shareware) )
- {
- player->pendingweapon = newweapon;
- }
- }
- }
-
- // check for use
- if (cmd->buttons & BT_USE)
- {
- if (!player->usedown)
- {
- P_UseLines (player);
- player->usedown = true;
- }
- }
- else
- player->usedown = false;
-
- // cycle psprites
- P_MovePsprites (player);
-
- // Counters, time dependend power ups.
-
- // Strength counts up to diminish fade.
- if (player->powers[pw_strength])
- player->powers[pw_strength]++;
-
- if (player->powers[pw_invulnerability])
- player->powers[pw_invulnerability]--;
-
- if (player->powers[pw_invisibility])
- if (! --player->powers[pw_invisibility] )
- player->mo->flags &= ~MF_SHADOW;
-
- if (player->powers[pw_infrared])
- player->powers[pw_infrared]--;
-
- if (player->powers[pw_ironfeet])
- player->powers[pw_ironfeet]--;
-
- if (player->damagecount)
- player->damagecount--;
-
- if (player->bonuscount)
- player->bonuscount--;
-
-
- // Handling colormaps.
- if (player->powers[pw_invulnerability])
- {
- if (player->powers[pw_invulnerability] > 4*32
- || (player->powers[pw_invulnerability]&8) )
- player->fixedcolormap = INVERSECOLORMAP;
- else
- player->fixedcolormap = 0;
- }
- else if (player->powers[pw_infrared])
- {
- if (player->powers[pw_infrared] > 4*32
- || (player->powers[pw_infrared]&8) )
- {
- // almost full bright
- player->fixedcolormap = 1;
- }
- else
- player->fixedcolormap = 0;
- }
- else
- player->fixedcolormap = 0;
-}
-
-
--- a/src/strife/r_bsp.c
+++ /dev/null
@@ -1,581 +1,0 @@
-// 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]);
-}
-
-
--- a/src/strife/r_bsp.h
+++ /dev/null
@@ -1,69 +1,0 @@
-// 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
--- a/src/strife/r_data.c
+++ /dev/null
@@ -1,909 +1,0 @@
-// 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 <stdio.h>
-
-#include "deh_main.h"
-#include "i_swap.h"
-#include "i_system.h"
-#include "z_zone.h"
-
-
-#include "w_wad.h"
-
-#include "doomdef.h"
-#include "r_local.h"
-#include "p_local.h"
-
-#include "doomstat.h"
-#include "r_sky.h"
-
-
-#include "r_data.h"
-
-//
-// Graphics.
-// DOOM graphics for walls and sprites
-// is stored in vertical runs of opaque pixels (posts).
-// A column is composed of zero or more posts,
-// a patch or sprite is composed of zero or more columns.
-//
-
-
-
-//
-// Texture definition.
-// Each texture is composed of one or more patches,
-// with patches being lumps stored in the WAD.
-// The lumps are referenced by number, and patched
-// into the rectangular texture space using origin
-// and possibly other attributes.
-//
-typedef struct
-{
- short originx;
- short originy;
- short patch;
- short stepdir;
- short colormap;
-} PACKEDATTR mappatch_t;
-
-
-//
-// Texture definition.
-// A DOOM wall texture is a list of patches
-// which are to be combined in a predefined order.
-//
-typedef struct
-{
- char name[8];
- int masked;
- short width;
- short height;
- int obsolete;
- short patchcount;
- mappatch_t patches[1];
-} PACKEDATTR maptexture_t;
-
-
-// A single patch from a texture definition,
-// basically a rectangular area within
-// the texture rectangle.
-typedef struct
-{
- // Block origin (allways UL),
- // which has allready accounted
- // for the internal origin of the patch.
- short originx;
- short originy;
- int patch;
-} texpatch_t;
-
-
-// A maptexturedef_t describes a rectangular texture,
-// which is composed of one or more mappatch_t structures
-// that arrange graphic patches.
-
-typedef struct texture_s texture_t;
-
-struct texture_s
-{
- // Keep name for switch changing, etc.
- char name[8];
- short width;
- short height;
-
- // Index in textures list
-
- int index;
-
- // Next in hash table chain
-
- texture_t *next;
-
- // All the patches[patchcount]
- // are drawn back to front into the cached texture.
- short patchcount;
- texpatch_t patches[1];
-};
-
-
-
-int firstflat;
-int lastflat;
-int numflats;
-
-int firstpatch;
-int lastpatch;
-int numpatches;
-
-int firstspritelump;
-int lastspritelump;
-int numspritelumps;
-
-int numtextures;
-texture_t** textures;
-texture_t** textures_hashtable;
-
-
-int* texturewidthmask;
-// needed for texture pegging
-fixed_t* textureheight;
-int* texturecompositesize;
-short** texturecolumnlump;
-unsigned short** texturecolumnofs;
-byte** texturecomposite;
-
-// for global animation
-int* flattranslation;
-int* texturetranslation;
-
-// needed for pre rendering
-fixed_t* spritewidth;
-fixed_t* spriteoffset;
-fixed_t* spritetopoffset;
-
-lighttable_t *colormaps;
-
-
-//
-// MAPTEXTURE_T CACHING
-// When a texture is first needed,
-// it counts the number of composite columns
-// required in the texture and allocates space
-// for a column directory and any new columns.
-// The directory will simply point inside other patches
-// if there is only one patch in a given column,
-// but any columns with multiple patches
-// will have new column_ts generated.
-//
-
-
-
-//
-// R_DrawColumnInCache
-// Clip and draw a column
-// from a patch into a cached post.
-//
-void
-R_DrawColumnInCache
-( column_t* patch,
- byte* cache,
- int originy,
- int cacheheight )
-{
- int count;
- int position;
- byte* source;
- byte* dest;
-
- dest = (byte *)cache + 3;
-
- while (patch->topdelta != 0xff)
- {
- source = (byte *)patch + 3;
- count = patch->length;
- position = originy + patch->topdelta;
-
- if (position < 0)
- {
- count += position;
- position = 0;
- }
-
- if (position + count > cacheheight)
- count = cacheheight - position;
-
- if (count > 0)
- memcpy (cache + position, source, count);
-
- patch = (column_t *)( (byte *)patch + patch->length + 4);
- }
-}
-
-
-
-//
-// R_GenerateComposite
-// Using the texture definition,
-// the composite texture is created from the patches,
-// and each column is cached.
-//
-void R_GenerateComposite (int texnum)
-{
- byte* block;
- texture_t* texture;
- texpatch_t* patch;
- patch_t* realpatch;
- int x;
- int x1;
- int x2;
- int i;
- column_t* patchcol;
- short* collump;
- unsigned short* colofs;
-
- texture = textures[texnum];
-
- block = Z_Malloc (texturecompositesize[texnum],
- PU_STATIC,
- &texturecomposite[texnum]);
-
- collump = texturecolumnlump[texnum];
- colofs = texturecolumnofs[texnum];
-
- // Composite the columns together.
- patch = texture->patches;
-
- for (i=0 , patch = texture->patches;
- i<texture->patchcount;
- i++, patch++)
- {
- realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
- x1 = patch->originx;
- x2 = x1 + SHORT(realpatch->width);
-
- if (x1<0)
- x = 0;
- else
- x = x1;
-
- if (x2 > texture->width)
- x2 = texture->width;
-
- for ( ; x<x2 ; x++)
- {
- // Column does not have multiple patches?
- if (collump[x] >= 0)
- continue;
-
- patchcol = (column_t *)((byte *)realpatch
- + LONG(realpatch->columnofs[x-x1]));
- R_DrawColumnInCache (patchcol,
- block + colofs[x],
- patch->originy,
- texture->height);
- }
-
- }
-
- // Now that the texture has been built in column cache,
- // it is purgable from zone memory.
- Z_ChangeTag (block, PU_CACHE);
-}
-
-
-
-//
-// R_GenerateLookup
-//
-void R_GenerateLookup (int texnum)
-{
- texture_t* texture;
- byte* patchcount; // patchcount[texture->width]
- texpatch_t* patch;
- patch_t* realpatch;
- int x;
- int x1;
- int x2;
- int i;
- short* collump;
- unsigned short* colofs;
-
- texture = textures[texnum];
-
- // Composited texture not created yet.
- texturecomposite[texnum] = 0;
-
- texturecompositesize[texnum] = 0;
- collump = texturecolumnlump[texnum];
- colofs = texturecolumnofs[texnum];
-
- // Now count the number of columns
- // that are covered by more than one patch.
- // Fill in the lump / offset, so columns
- // with only a single patch are all done.
- patchcount = (byte *) Z_Malloc(texture->width, PU_STATIC, &patchcount);
- memset (patchcount, 0, texture->width);
- patch = texture->patches;
-
- for (i=0 , patch = texture->patches;
- i<texture->patchcount;
- i++, patch++)
- {
- realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
- x1 = patch->originx;
- x2 = x1 + SHORT(realpatch->width);
-
- if (x1 < 0)
- x = 0;
- else
- x = x1;
-
- if (x2 > texture->width)
- x2 = texture->width;
- for ( ; x<x2 ; x++)
- {
- patchcount[x]++;
- collump[x] = patch->patch;
- colofs[x] = LONG(realpatch->columnofs[x-x1])+3;
- }
- }
-
- for (x=0 ; x<texture->width ; x++)
- {
- if (!patchcount[x])
- {
- printf ("R_GenerateLookup: column without a patch (%s)\n",
- texture->name);
- return;
- }
- // I_Error ("R_GenerateLookup: column without a patch");
-
- if (patchcount[x] > 1)
- {
- // Use the cached block.
- collump[x] = -1;
- colofs[x] = texturecompositesize[texnum];
-
- if (texturecompositesize[texnum] > 0x10000-texture->height)
- {
- I_Error ("R_GenerateLookup: texture %i is >64k",
- texnum);
- }
-
- texturecompositesize[texnum] += texture->height;
- }
- }
-
- Z_Free(patchcount);
-}
-
-
-
-
-//
-// R_GetColumn
-//
-byte*
-R_GetColumn
-( int tex,
- int col )
-{
- int lump;
- int ofs;
-
- col &= texturewidthmask[tex];
- lump = texturecolumnlump[tex][col];
- ofs = texturecolumnofs[tex][col];
-
- if (lump > 0)
- return (byte *)W_CacheLumpNum(lump,PU_CACHE)+ofs;
-
- if (!texturecomposite[tex])
- R_GenerateComposite (tex);
-
- return texturecomposite[tex] + ofs;
-}
-
-
-static void GenerateTextureHashTable(void)
-{
- int i;
- int key;
-
- textures_hashtable
- = Z_Malloc(sizeof(texture_t *) * numtextures, PU_STATIC, 0);
-
- memset(textures_hashtable, 0, sizeof(texture_t *) * numtextures);
-
- // Add all textures to hash table
-
- for (i=0; i<numtextures; ++i)
- {
- // Store index
-
- textures[i]->index = i;
-
- // Hook into hash table
-
- key = W_LumpNameHash(textures[i]->name) % numtextures;
-
- textures[i]->next = textures_hashtable[key];
- textures_hashtable[key] = textures[i];
- }
-}
-
-
-//
-// R_InitTextures
-// Initializes the texture list
-// with the textures from the world map.
-//
-void R_InitTextures (void)
-{
- maptexture_t* mtexture;
- texture_t* texture;
- mappatch_t* mpatch;
- texpatch_t* patch;
-
- int i;
- int j;
-
- int* maptex;
- int* maptex2;
- int* maptex1;
-
- char name[9];
- char* names;
- char* name_p;
-
- int* patchlookup;
-
- int totalwidth;
- int nummappatches;
- int offset;
- int maxoff;
- int maxoff2;
- int numtextures1;
- int numtextures2;
-
- int* directory;
-
- int temp1;
- int temp2;
- int temp3;
-
-
- // Load the patch names from pnames.lmp.
- name[8] = 0;
- names = W_CacheLumpName (DEH_String("PNAMES"), PU_STATIC);
- nummappatches = LONG ( *((int *)names) );
- name_p = names+4;
- patchlookup = Z_Malloc(nummappatches*sizeof(*patchlookup), PU_STATIC, NULL);
-
- for (i=0 ; i<nummappatches ; i++)
- {
- strncpy (name,name_p+i*8, 8);
- patchlookup[i] = W_CheckNumForName (name);
- }
- W_ReleaseLumpName(DEH_String("PNAMES"));
-
- // Load the map texture definitions from textures.lmp.
- // The data is contained in one or two lumps,
- // TEXTURE1 for shareware, plus TEXTURE2 for commercial.
- maptex = maptex1 = W_CacheLumpName (DEH_String("TEXTURE1"), PU_STATIC);
- numtextures1 = LONG(*maptex);
- maxoff = W_LumpLength (W_GetNumForName (DEH_String("TEXTURE1")));
- directory = maptex+1;
-
- if (W_CheckNumForName (DEH_String("TEXTURE2")) != -1)
- {
- maptex2 = W_CacheLumpName (DEH_String("TEXTURE2"), PU_STATIC);
- numtextures2 = LONG(*maptex2);
- maxoff2 = W_LumpLength (W_GetNumForName (DEH_String("TEXTURE2")));
- }
- else
- {
- maptex2 = NULL;
- numtextures2 = 0;
- maxoff2 = 0;
- }
- numtextures = numtextures1 + numtextures2;
-
- textures = Z_Malloc (numtextures * sizeof(*textures), PU_STATIC, 0);
- texturecolumnlump = Z_Malloc (numtextures * sizeof(*texturecolumnlump), PU_STATIC, 0);
- texturecolumnofs = Z_Malloc (numtextures * sizeof(*texturecolumnofs), PU_STATIC, 0);
- texturecomposite = Z_Malloc (numtextures * sizeof(*texturecomposite), PU_STATIC, 0);
- texturecompositesize = Z_Malloc (numtextures * sizeof(*texturecompositesize), PU_STATIC, 0);
- texturewidthmask = Z_Malloc (numtextures * sizeof(*texturewidthmask), PU_STATIC, 0);
- textureheight = Z_Malloc (numtextures * sizeof(*textureheight), PU_STATIC, 0);
-
- totalwidth = 0;
-
- // Really complex printing shit...
- temp1 = W_GetNumForName (DEH_String("S_START")); // P_???????
- temp2 = W_GetNumForName (DEH_String("S_END")) - 1;
- temp3 = ((temp2-temp1+63)/64) + ((numtextures+63)/64);
-
- // If stdout is a real console, use the classic vanilla "filling
- // up the box" effect, which uses backspace to "step back" inside
- // the box. If stdout is a file, don't draw the box.
-
- if (I_ConsoleStdout())
- {
- printf("[");
- for (i = 0; i < temp3 + 9; i++)
- printf(" ");
- printf("]");
- for (i = 0; i < temp3 + 10; i++)
- printf("\b");
- }
-
- for (i=0 ; i<numtextures ; i++, directory++)
- {
- if (!(i&63))
- printf (".");
-
- if (i == numtextures1)
- {
- // Start looking in second texture file.
- maptex = maptex2;
- maxoff = maxoff2;
- directory = maptex+1;
- }
-
- offset = LONG(*directory);
-
- if (offset > maxoff)
- I_Error ("R_InitTextures: bad texture directory");
-
- mtexture = (maptexture_t *) ( (byte *)maptex + offset);
-
- texture = textures[i] =
- Z_Malloc (sizeof(texture_t)
- + sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1),
- PU_STATIC, 0);
-
- texture->width = SHORT(mtexture->width);
- texture->height = SHORT(mtexture->height);
- texture->patchcount = SHORT(mtexture->patchcount);
-
- memcpy (texture->name, mtexture->name, sizeof(texture->name));
- mpatch = &mtexture->patches[0];
- patch = &texture->patches[0];
-
- for (j=0 ; j<texture->patchcount ; j++, mpatch++, patch++)
- {
- patch->originx = SHORT(mpatch->originx);
- patch->originy = SHORT(mpatch->originy);
- patch->patch = patchlookup[SHORT(mpatch->patch)];
- if (patch->patch == -1)
- {
- I_Error ("R_InitTextures: Missing patch in texture %s",
- texture->name);
- }
- }
- texturecolumnlump[i] = Z_Malloc (texture->width*sizeof(**texturecolumnlump), PU_STATIC,0);
- texturecolumnofs[i] = Z_Malloc (texture->width*sizeof(**texturecolumnofs), PU_STATIC,0);
-
- j = 1;
- while (j*2 <= texture->width)
- j<<=1;
-
- texturewidthmask[i] = j-1;
- textureheight[i] = texture->height<<FRACBITS;
-
- totalwidth += texture->width;
- }
-
- Z_Free(patchlookup);
-
- W_ReleaseLumpName(DEH_String("TEXTURE1"));
- if (maptex2)
- W_ReleaseLumpName(DEH_String("TEXTURE2"));
-
- // Precalculate whatever possible.
-
- for (i=0 ; i<numtextures ; i++)
- R_GenerateLookup (i);
-
- // Create translation table for global animation.
- texturetranslation = Z_Malloc ((numtextures+1)*sizeof(*texturetranslation), PU_STATIC, 0);
-
- for (i=0 ; i<numtextures ; i++)
- texturetranslation[i] = i;
-
- GenerateTextureHashTable();
-}
-
-
-
-//
-// R_InitFlats
-//
-void R_InitFlats (void)
-{
- int i;
-
- firstflat = W_GetNumForName (DEH_String("F_START")) + 1;
- lastflat = W_GetNumForName (DEH_String("F_END")) - 1;
- numflats = lastflat - firstflat + 1;
-
- // Create translation table for global animation.
- flattranslation = Z_Malloc ((numflats+1)*sizeof(*flattranslation), PU_STATIC, 0);
-
- for (i=0 ; i<numflats ; i++)
- flattranslation[i] = i;
-}
-
-
-//
-// R_InitSpriteLumps
-// Finds the width and hoffset of all sprites in the wad,
-// so the sprite does not need to be cached completely
-// just for having the header info ready during rendering.
-//
-void R_InitSpriteLumps (void)
-{
- int i;
- patch_t *patch;
-
- firstspritelump = W_GetNumForName (DEH_String("S_START")) + 1;
- lastspritelump = W_GetNumForName (DEH_String("S_END")) - 1;
-
- numspritelumps = lastspritelump - firstspritelump + 1;
- spritewidth = Z_Malloc (numspritelumps*sizeof(*spritewidth), PU_STATIC, 0);
- spriteoffset = Z_Malloc (numspritelumps*sizeof(*spriteoffset), PU_STATIC, 0);
- spritetopoffset = Z_Malloc (numspritelumps*sizeof(*spritetopoffset), PU_STATIC, 0);
-
- for (i=0 ; i< numspritelumps ; i++)
- {
- if (!(i&63))
- printf (".");
-
- patch = W_CacheLumpNum (firstspritelump+i, PU_CACHE);
- spritewidth[i] = SHORT(patch->width)<<FRACBITS;
- spriteoffset[i] = SHORT(patch->leftoffset)<<FRACBITS;
- spritetopoffset[i] = SHORT(patch->topoffset)<<FRACBITS;
- }
-}
-
-
-
-//
-// R_InitColormaps
-//
-void R_InitColormaps (void)
-{
- int lump, length;
-
- // Load in the light tables,
- // 256 byte align tables.
- lump = W_GetNumForName(DEH_String("COLORMAP"));
- length = W_LumpLength (lump);
- colormaps = W_CacheLumpNum(lump, PU_STATIC);
-}
-
-
-
-//
-// R_InitData
-// Locates all the lumps
-// that will be used by all views
-// Must be called after W_Init.
-//
-void R_InitData (void)
-{
- R_InitTextures ();
- printf (".");
- R_InitFlats ();
- printf (".");
- R_InitSpriteLumps ();
- printf (".");
- R_InitColormaps ();
-}
-
-
-
-//
-// R_FlatNumForName
-// Retrieval, get a flat number for a flat name.
-//
-int R_FlatNumForName (char* name)
-{
- int i;
- char namet[9];
-
- i = W_CheckNumForName (name);
-
- if (i == -1)
- {
- namet[8] = 0;
- memcpy (namet, name,8);
- I_Error ("R_FlatNumForName: %s not found",namet);
- }
- return i - firstflat;
-}
-
-
-
-
-//
-// R_CheckTextureNumForName
-// Check whether texture is available.
-// Filter out NoTexture indicator.
-//
-int R_CheckTextureNumForName (char *name)
-{
- texture_t *texture;
- int key;
-
- // "NoTexture" marker.
- if (name[0] == '-')
- return 0;
-
- key = W_LumpNameHash(name) % numtextures;
-
- texture=textures_hashtable[key];
-
- while (texture != NULL)
- {
- if (!strncasecmp (texture->name, name, 8) )
- return texture->index;
-
- texture = texture->next;
- }
-
- return -1;
-}
-
-
-
-//
-// R_TextureNumForName
-// Calls R_CheckTextureNumForName,
-// aborts with error message.
-//
-int R_TextureNumForName (char* name)
-{
- int i;
-
- i = R_CheckTextureNumForName (name);
-
- if (i==-1)
- {
- I_Error ("R_TextureNumForName: %s not found",
- name);
- }
- return i;
-}
-
-
-
-
-//
-// R_PrecacheLevel
-// Preloads all relevant graphics for the level.
-//
-int flatmemory;
-int texturememory;
-int spritememory;
-
-void R_PrecacheLevel (void)
-{
- char* flatpresent;
- char* texturepresent;
- char* spritepresent;
-
- int i;
- int j;
- int k;
- int lump;
-
- texture_t* texture;
- thinker_t* th;
- spriteframe_t* sf;
-
- if (demoplayback)
- return;
-
- // Precache flats.
- flatpresent = Z_Malloc(numflats, PU_STATIC, NULL);
- memset (flatpresent,0,numflats);
-
- for (i=0 ; i<numsectors ; i++)
- {
- flatpresent[sectors[i].floorpic] = 1;
- flatpresent[sectors[i].ceilingpic] = 1;
- }
-
- flatmemory = 0;
-
- for (i=0 ; i<numflats ; i++)
- {
- if (flatpresent[i])
- {
- lump = firstflat + i;
- flatmemory += lumpinfo[lump].size;
- W_CacheLumpNum(lump, PU_CACHE);
- }
- }
-
- Z_Free(flatpresent);
-
- // Precache textures.
- texturepresent = Z_Malloc(numtextures, PU_STATIC, NULL);
- memset (texturepresent,0, numtextures);
-
- for (i=0 ; i<numsides ; i++)
- {
- texturepresent[sides[i].toptexture] = 1;
- texturepresent[sides[i].midtexture] = 1;
- texturepresent[sides[i].bottomtexture] = 1;
- }
-
- // Sky texture is always present.
- // Note that F_SKY1 is the name used to
- // indicate a sky floor/ceiling as a flat,
- // while the sky texture is stored like
- // a wall texture, with an episode dependend
- // name.
- texturepresent[skytexture] = 1;
-
- texturememory = 0;
- for (i=0 ; i<numtextures ; i++)
- {
- if (!texturepresent[i])
- continue;
-
- texture = textures[i];
-
- for (j=0 ; j<texture->patchcount ; j++)
- {
- lump = texture->patches[j].patch;
- texturememory += lumpinfo[lump].size;
- W_CacheLumpNum(lump , PU_CACHE);
- }
- }
-
- Z_Free(texturepresent);
-
- // Precache sprites.
- spritepresent = Z_Malloc(numsprites, PU_STATIC, NULL);
- memset (spritepresent,0, numsprites);
-
- for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
- {
- if (th->function.acp1 == (actionf_p1)P_MobjThinker)
- spritepresent[((mobj_t *)th)->sprite] = 1;
- }
-
- spritememory = 0;
- for (i=0 ; i<numsprites ; i++)
- {
- if (!spritepresent[i])
- continue;
-
- for (j=0 ; j<sprites[i].numframes ; j++)
- {
- sf = &sprites[i].spriteframes[j];
- for (k=0 ; k<8 ; k++)
- {
- lump = firstspritelump + sf->lump[k];
- spritememory += lumpinfo[lump].size;
- W_CacheLumpNum(lump , PU_CACHE);
- }
- }
- }
-
- Z_Free(spritepresent);
-}
-
-
-
-
--- a/src/strife/r_data.h
+++ /dev/null
@@ -1,59 +1,0 @@
-// 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
--- a/src/strife/r_defs.h
+++ /dev/null
@@ -1,456 +1,0 @@
-// 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
--- a/src/strife/r_draw.c
+++ /dev/null
@@ -1,979 +1,0 @@
-// 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<width ; i++)
- columnofs[i] = viewwindowx + i;
-
- // Samw with base row offset.
- if (width == SCREENWIDTH)
- viewwindowy = 0;
- else
- viewwindowy = (SCREENHEIGHT-SBARHEIGHT-height) >> 1;
-
- // Preclaculate all row offsets.
- for (i=0 ; i<height ; i++)
- ylookup[i] = I_VideoBuffer + (i+viewwindowy)*SCREENWIDTH;
-}
-
-
-
-
-//
-// R_FillBackScreen
-// Fills the back screen with a pattern
-// for variable screen sizes
-// Also draws a beveled edge.
-//
-void R_FillBackScreen (void)
-{
- byte* src;
- byte* dest;
- int x;
- int y;
- patch_t* patch;
-
- // DOOM border patch.
- char *name1 = DEH_String("FLOOR7_2");
-
- // DOOM II border patch.
- char *name2 = DEH_String("GRNROCK");
-
- char *name;
-
- // If we are running full screen, there is no need to do any of this,
- // and the background buffer can be freed if it was previously in use.
-
- if (scaledviewwidth == SCREENWIDTH)
- {
- if (background_buffer != NULL)
- {
- Z_Free(background_buffer);
- background_buffer = NULL;
- }
-
- return;
- }
-
- // Allocate the background buffer if necessary
-
- if (background_buffer == NULL)
- {
- background_buffer = Z_Malloc(SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT),
- PU_STATIC, NULL);
- }
-
- if (gamemode == commercial)
- name = name2;
- else
- name = name1;
-
- src = W_CacheLumpName(name, PU_CACHE);
- dest = background_buffer;
-
- for (y=0 ; y<SCREENHEIGHT-SBARHEIGHT ; y++)
- {
- for (x=0 ; x<SCREENWIDTH/64 ; x++)
- {
- memcpy (dest, src+((y&63)<<6), 64);
- dest += 64;
- }
-
- if (SCREENWIDTH&63)
- {
- memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
- dest += (SCREENWIDTH&63);
- }
- }
-
- // Draw screen and bezel; this is done to a separate screen buffer.
-
- V_UseBuffer(background_buffer);
-
- patch = W_CacheLumpName(DEH_String("brdr_t"),PU_CACHE);
-
- for (x=0 ; x<scaledviewwidth ; x+=8)
- V_DrawPatch(viewwindowx+x, viewwindowy-8, patch);
- patch = W_CacheLumpName(DEH_String("brdr_b"),PU_CACHE);
-
- for (x=0 ; x<scaledviewwidth ; x+=8)
- V_DrawPatch(viewwindowx+x, viewwindowy+viewheight, patch);
- patch = W_CacheLumpName(DEH_String("brdr_l"),PU_CACHE);
-
- for (y=0 ; y<viewheight ; y+=8)
- V_DrawPatch(viewwindowx-8, viewwindowy+y, patch);
- patch = W_CacheLumpName(DEH_String("brdr_r"),PU_CACHE);
-
- for (y=0 ; y<viewheight ; y+=8)
- V_DrawPatch(viewwindowx+scaledviewwidth, viewwindowy+y, patch);
-
- // Draw beveled edge.
- V_DrawPatch(viewwindowx-8,
- viewwindowy-8,
- W_CacheLumpName(DEH_String("brdr_tl"),PU_CACHE));
-
- V_DrawPatch(viewwindowx+scaledviewwidth,
- viewwindowy-8,
- W_CacheLumpName(DEH_String("brdr_tr"),PU_CACHE));
-
- V_DrawPatch(viewwindowx-8,
- viewwindowy+viewheight,
- W_CacheLumpName(DEH_String("brdr_bl"),PU_CACHE));
-
- V_DrawPatch(viewwindowx+scaledviewwidth,
- viewwindowy+viewheight,
- W_CacheLumpName(DEH_String("brdr_br"),PU_CACHE));
-
- V_RestoreBuffer();
-}
-
-
-//
-// Copy a screen buffer.
-//
-void
-R_VideoErase
-( unsigned ofs,
- int count )
-{
- // LFB copy.
- // This might not be a good idea if memcpy
- // is not optiomal, e.g. byte by byte on
- // a 32bit CPU, as GNU GCC/Linux libc did
- // at one point.
-
- if (background_buffer != NULL)
- {
- memcpy(I_VideoBuffer + ofs, background_buffer + ofs, count);
- }
-}
-
-
-//
-// R_DrawViewBorder
-// Draws the border around the view
-// for different size windows?
-//
-void
-V_MarkRect
-( int x,
- int y,
- int width,
- int height );
-
-void R_DrawViewBorder (void)
-{
- int top;
- int side;
- int ofs;
- int i;
-
- if (scaledviewwidth == SCREENWIDTH)
- return;
-
- top = ((SCREENHEIGHT-SBARHEIGHT)-viewheight)/2;
- side = (SCREENWIDTH-scaledviewwidth)/2;
-
- // copy top and one line of left side
- R_VideoErase (0, top*SCREENWIDTH+side);
-
- // copy one line of right side and bottom
- ofs = (viewheight+top)*SCREENWIDTH-side;
- R_VideoErase (ofs, top*SCREENWIDTH+side);
-
- // copy sides using wraparound
- ofs = top*SCREENWIDTH + SCREENWIDTH-side;
- side <<= 1;
-
- for (i=1 ; i<viewheight ; i++)
- {
- R_VideoErase (ofs, side);
- ofs += SCREENWIDTH;
- }
-
- // ?
- V_MarkRect (0,0,SCREENWIDTH, SCREENHEIGHT-SBARHEIGHT);
-}
-
-
--- a/src/strife/r_draw.h
+++ /dev/null
@@ -1,112 +1,0 @@
-// 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 __R_DRAW__
-#define __R_DRAW__
-
-
-
-
-extern lighttable_t* dc_colormap;
-extern int dc_x;
-extern int dc_yl;
-extern int dc_yh;
-extern fixed_t dc_iscale;
-extern fixed_t dc_texturemid;
-
-// first pixel in a column
-extern byte* dc_source;
-
-
-// The span blitting interface.
-// Hook in assembler or system specific BLT
-// here.
-void R_DrawColumn (void);
-void R_DrawColumnLow (void);
-
-// The Spectre/Invisibility effect.
-void R_DrawFuzzColumn (void);
-void R_DrawFuzzColumnLow (void);
-
-// Draw with color translation tables,
-// for player sprite rendering,
-// Green/Red/Blue/Indigo shirts.
-void R_DrawTranslatedColumn (void);
-void R_DrawTranslatedColumnLow (void);
-
-void
-R_VideoErase
-( unsigned ofs,
- int count );
-
-extern int ds_y;
-extern int ds_x1;
-extern int ds_x2;
-
-extern lighttable_t* ds_colormap;
-
-extern fixed_t ds_xfrac;
-extern fixed_t ds_yfrac;
-extern fixed_t ds_xstep;
-extern fixed_t ds_ystep;
-
-// start of a 64*64 tile image
-extern byte* ds_source;
-
-extern byte* translationtables;
-extern byte* dc_translation;
-
-
-// Span blitting for rows, floor/ceiling.
-// No Sepctre effect needed.
-void R_DrawSpan (void);
-
-// Low resolution mode, 160x200?
-void R_DrawSpanLow (void);
-
-
-void
-R_InitBuffer
-( int width,
- int height );
-
-
-// Initialize color translation tables,
-// for player rendering etc.
-void R_InitTranslationTables (void);
-
-
-
-// Rendering function.
-void R_FillBackScreen (void);
-
-// If the view size is not full screen, draws a border around it.
-void R_DrawViewBorder (void);
-
-
-
-#endif
--- a/src/strife/r_local.h
+++ /dev/null
@@ -1,53 +1,0 @@
-// 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 (R_*) module, global header.
-// All the rendering/drawing stuff is here.
-//
-//-----------------------------------------------------------------------------
-
-#ifndef __R_LOCAL__
-#define __R_LOCAL__
-
-// Binary Angles, sine/cosine/atan lookups.
-#include "tables.h"
-
-// Screen size related parameters.
-#include "doomdef.h"
-
-// Include the refresh/render data structs.
-#include "r_data.h"
-
-
-
-//
-// Separate header file for each module.
-//
-#include "r_main.h"
-#include "r_bsp.h"
-#include "r_segs.h"
-#include "r_plane.h"
-#include "r_data.h"
-#include "r_things.h"
-#include "r_draw.h"
-
-#endif // __R_LOCAL__
--- a/src/strife/r_main.c
+++ /dev/null
@@ -1,899 +1,0 @@
-// 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 main loop and setup functions,
-// utility functions (BSP, geometry, trigonometry).
-// See tables.c, too.
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-
-#include <stdlib.h>
-#include <math.h>
-
-
-#include "doomdef.h"
-#include "d_net.h"
-
-#include "m_bbox.h"
-#include "m_menu.h"
-
-#include "r_local.h"
-#include "r_sky.h"
-
-
-
-
-
-// Fineangles in the SCREENWIDTH wide window.
-#define FIELDOFVIEW 2048
-
-
-
-int viewangleoffset;
-
-// increment every time a check is made
-int validcount = 1;
-
-
-lighttable_t* fixedcolormap;
-extern lighttable_t** walllights;
-
-int centerx;
-int centery;
-
-fixed_t centerxfrac;
-fixed_t centeryfrac;
-fixed_t projection;
-
-// just for profiling purposes
-int framecount;
-
-int sscount;
-int linecount;
-int loopcount;
-
-fixed_t viewx;
-fixed_t viewy;
-fixed_t viewz;
-
-angle_t viewangle;
-
-fixed_t viewcos;
-fixed_t viewsin;
-
-player_t* viewplayer;
-
-// 0 = high, 1 = low
-int detailshift;
-
-//
-// precalculated math tables
-//
-angle_t clipangle;
-
-// The viewangletox[viewangle + FINEANGLES/4] lookup
-// maps the visible view angles to screen X coordinates,
-// flattening the arc to a flat projection plane.
-// There will be many angles mapped to the same X.
-int viewangletox[FINEANGLES/2];
-
-// The xtoviewangleangle[] table maps a screen pixel
-// to the lowest viewangle that maps back to x ranges
-// from clipangle to -clipangle.
-angle_t xtoviewangle[SCREENWIDTH+1];
-
-lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
-lighttable_t* scalelightfixed[MAXLIGHTSCALE];
-lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
-
-// bumped light from gun blasts
-int extralight;
-
-
-
-void (*colfunc) (void);
-void (*basecolfunc) (void);
-void (*fuzzcolfunc) (void);
-void (*transcolfunc) (void);
-void (*spanfunc) (void);
-
-
-
-//
-// R_AddPointToBox
-// Expand a given bbox
-// so that it encloses a given point.
-//
-void
-R_AddPointToBox
-( int x,
- int y,
- fixed_t* box )
-{
- if (x< box[BOXLEFT])
- box[BOXLEFT] = x;
- if (x> box[BOXRIGHT])
- box[BOXRIGHT] = x;
- if (y< box[BOXBOTTOM])
- box[BOXBOTTOM] = y;
- if (y> box[BOXTOP])
- box[BOXTOP] = y;
-}
-
-
-//
-// R_PointOnSide
-// Traverse BSP (sub) tree,
-// check point against partition plane.
-// Returns side 0 (front) or 1 (back).
-//
-int
-R_PointOnSide
-( fixed_t x,
- fixed_t y,
- node_t* node )
-{
- fixed_t dx;
- fixed_t dy;
- fixed_t left;
- fixed_t right;
-
- if (!node->dx)
- {
- if (x <= node->x)
- return node->dy > 0;
-
- return node->dy < 0;
- }
- if (!node->dy)
- {
- if (y <= node->y)
- return node->dx < 0;
-
- return node->dx > 0;
- }
-
- dx = (x - node->x);
- dy = (y - node->y);
-
- // Try to quickly decide by looking at sign bits.
- if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 )
- {
- if ( (node->dy ^ dx) & 0x80000000 )
- {
- // (left is negative)
- return 1;
- }
- return 0;
- }
-
- left = FixedMul ( node->dy>>FRACBITS , dx );
- right = FixedMul ( dy , node->dx>>FRACBITS );
-
- if (right < left)
- {
- // front side
- return 0;
- }
- // back side
- return 1;
-}
-
-
-int
-R_PointOnSegSide
-( fixed_t x,
- fixed_t y,
- seg_t* line )
-{
- fixed_t lx;
- fixed_t ly;
- fixed_t ldx;
- fixed_t ldy;
- fixed_t dx;
- fixed_t dy;
- fixed_t left;
- fixed_t right;
-
- lx = line->v1->x;
- ly = line->v1->y;
-
- ldx = line->v2->x - lx;
- ldy = line->v2->y - ly;
-
- if (!ldx)
- {
- if (x <= lx)
- return ldy > 0;
-
- return ldy < 0;
- }
- if (!ldy)
- {
- if (y <= ly)
- return ldx < 0;
-
- return ldx > 0;
- }
-
- dx = (x - lx);
- dy = (y - ly);
-
- // Try to quickly decide by looking at sign bits.
- if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
- {
- if ( (ldy ^ dx) & 0x80000000 )
- {
- // (left is negative)
- return 1;
- }
- return 0;
- }
-
- left = FixedMul ( ldy>>FRACBITS , dx );
- right = FixedMul ( dy , ldx>>FRACBITS );
-
- if (right < left)
- {
- // front side
- return 0;
- }
- // back side
- return 1;
-}
-
-
-//
-// R_PointToAngle
-// To get a global angle from cartesian coordinates,
-// the coordinates are flipped until they are in
-// the first octant of the coordinate system, then
-// the y (<=x) is scaled and divided by x to get a
-// tangent (slope) value which is looked up in the
-// tantoangle[] table.
-
-//
-
-
-
-
-angle_t
-R_PointToAngle
-( fixed_t x,
- fixed_t y )
-{
- x -= viewx;
- y -= viewy;
-
- if ( (!x) && (!y) )
- return 0;
-
- if (x>= 0)
- {
- // x >=0
- if (y>= 0)
- {
- // y>= 0
-
- if (x>y)
- {
- // octant 0
- return tantoangle[ SlopeDiv(y,x)];
- }
- else
- {
- // octant 1
- return ANG90-1-tantoangle[ SlopeDiv(x,y)];
- }
- }
- else
- {
- // y<0
- y = -y;
-
- if (x>y)
- {
- // octant 8
- return -tantoangle[SlopeDiv(y,x)];
- }
- else
- {
- // octant 7
- return ANG270+tantoangle[ SlopeDiv(x,y)];
- }
- }
- }
- else
- {
- // x<0
- x = -x;
-
- if (y>= 0)
- {
- // y>= 0
- if (x>y)
- {
- // octant 3
- return ANG180-1-tantoangle[ SlopeDiv(y,x)];
- }
- else
- {
- // octant 2
- return ANG90+ tantoangle[ SlopeDiv(x,y)];
- }
- }
- else
- {
- // y<0
- y = -y;
-
- if (x>y)
- {
- // octant 4
- return ANG180+tantoangle[ SlopeDiv(y,x)];
- }
- else
- {
- // octant 5
- return ANG270-1-tantoangle[ SlopeDiv(x,y)];
- }
- }
- }
- return 0;
-}
-
-
-angle_t
-R_PointToAngle2
-( fixed_t x1,
- fixed_t y1,
- fixed_t x2,
- fixed_t y2 )
-{
- viewx = x1;
- viewy = y1;
-
- return R_PointToAngle (x2, y2);
-}
-
-
-fixed_t
-R_PointToDist
-( fixed_t x,
- fixed_t y )
-{
- int angle;
- fixed_t dx;
- fixed_t dy;
- fixed_t temp;
- fixed_t dist;
- fixed_t frac;
-
- dx = abs(x - viewx);
- dy = abs(y - viewy);
-
- if (dy>dx)
- {
- temp = dx;
- dx = dy;
- dy = temp;
- }
-
- // Fix crashes in udm1.wad
-
- if (dx != 0)
- {
- frac = FixedDiv(dy, dx);
- }
- else
- {
- frac = 0;
- }
-
- angle = (tantoangle[frac>>DBITS]+ANG90) >> ANGLETOFINESHIFT;
-
- // use as cosine
- dist = FixedDiv (dx, finesine[angle] );
-
- return dist;
-}
-
-
-
-
-//
-// R_InitPointToAngle
-//
-void R_InitPointToAngle (void)
-{
- // UNUSED - now getting from tables.c
-#if 0
- int i;
- long t;
- float f;
-//
-// slope (tangent) to angle lookup
-//
- for (i=0 ; i<=SLOPERANGE ; i++)
- {
- f = atan( (float)i/SLOPERANGE )/(3.141592657*2);
- t = 0xffffffff*f;
- tantoangle[i] = t;
- }
-#endif
-}
-
-
-//
-// R_ScaleFromGlobalAngle
-// Returns the texture mapping scale
-// for the current line (horizontal span)
-// at the given angle.
-// rw_distance must be calculated first.
-//
-fixed_t R_ScaleFromGlobalAngle (angle_t visangle)
-{
- fixed_t scale;
- angle_t anglea;
- angle_t angleb;
- int sinea;
- int sineb;
- fixed_t num;
- int den;
-
- // UNUSED
-#if 0
-{
- fixed_t dist;
- fixed_t z;
- fixed_t sinv;
- fixed_t cosv;
-
- sinv = finesine[(visangle-rw_normalangle)>>ANGLETOFINESHIFT];
- dist = FixedDiv (rw_distance, sinv);
- cosv = finecosine[(viewangle-visangle)>>ANGLETOFINESHIFT];
- z = abs(FixedMul (dist, cosv));
- scale = FixedDiv(projection, z);
- return scale;
-}
-#endif
-
- anglea = ANG90 + (visangle-viewangle);
- angleb = ANG90 + (visangle-rw_normalangle);
-
- // both sines are allways positive
- sinea = finesine[anglea>>ANGLETOFINESHIFT];
- sineb = finesine[angleb>>ANGLETOFINESHIFT];
- num = FixedMul(projection,sineb)<<detailshift;
- den = FixedMul(rw_distance,sinea);
-
- if (den > num>>16)
- {
- scale = FixedDiv (num, den);
-
- if (scale > 64*FRACUNIT)
- scale = 64*FRACUNIT;
- else if (scale < 256)
- scale = 256;
- }
- else
- scale = 64*FRACUNIT;
-
- return scale;
-}
-
-
-
-//
-// R_InitTables
-//
-void R_InitTables (void)
-{
- // UNUSED: now getting from tables.c
-#if 0
- int i;
- float a;
- float fv;
- int t;
-
- // viewangle tangent table
- for (i=0 ; i<FINEANGLES/2 ; i++)
- {
- a = (i-FINEANGLES/4+0.5)*PI*2/FINEANGLES;
- fv = FRACUNIT*tan (a);
- t = fv;
- finetangent[i] = t;
- }
-
- // finesine table
- for (i=0 ; i<5*FINEANGLES/4 ; i++)
- {
- // OPTIMIZE: mirror...
- a = (i+0.5)*PI*2/FINEANGLES;
- t = FRACUNIT*sin (a);
- finesine[i] = t;
- }
-#endif
-
-}
-
-
-
-//
-// R_InitTextureMapping
-//
-void R_InitTextureMapping (void)
-{
- int i;
- int x;
- int t;
- fixed_t focallength;
-
- // Use tangent table to generate viewangletox:
- // viewangletox will give the next greatest x
- // after the view angle.
- //
- // Calc focallength
- // so FIELDOFVIEW angles covers SCREENWIDTH.
- focallength = FixedDiv (centerxfrac,
- finetangent[FINEANGLES/4+FIELDOFVIEW/2] );
-
- for (i=0 ; i<FINEANGLES/2 ; i++)
- {
- if (finetangent[i] > FRACUNIT*2)
- t = -1;
- else if (finetangent[i] < -FRACUNIT*2)
- t = viewwidth+1;
- else
- {
- t = FixedMul (finetangent[i], focallength);
- t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS;
-
- if (t < -1)
- t = -1;
- else if (t>viewwidth+1)
- t = viewwidth+1;
- }
- viewangletox[i] = t;
- }
-
- // Scan viewangletox[] to generate xtoviewangle[]:
- // xtoviewangle will give the smallest view angle
- // that maps to x.
- for (x=0;x<=viewwidth;x++)
- {
- i = 0;
- while (viewangletox[i]>x)
- i++;
- xtoviewangle[x] = (i<<ANGLETOFINESHIFT)-ANG90;
- }
-
- // Take out the fencepost cases from viewangletox.
- for (i=0 ; i<FINEANGLES/2 ; i++)
- {
- t = FixedMul (finetangent[i], focallength);
- t = centerx - t;
-
- if (viewangletox[i] == -1)
- viewangletox[i] = 0;
- else if (viewangletox[i] == viewwidth+1)
- viewangletox[i] = viewwidth;
- }
-
- clipangle = xtoviewangle[0];
-}
-
-
-
-//
-// R_InitLightTables
-// Only inits the zlight table,
-// because the scalelight table changes with view size.
-//
-#define DISTMAP 2
-
-void R_InitLightTables (void)
-{
- int i;
- int j;
- int level;
- int startmap;
- int scale;
-
- // Calculate the light levels to use
- // for each level / distance combination.
- for (i=0 ; i< LIGHTLEVELS ; i++)
- {
- startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
- for (j=0 ; j<MAXLIGHTZ ; j++)
- {
- scale = FixedDiv ((SCREENWIDTH/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
- scale >>= LIGHTSCALESHIFT;
- level = startmap - scale/DISTMAP;
-
- if (level < 0)
- level = 0;
-
- if (level >= NUMCOLORMAPS)
- level = NUMCOLORMAPS-1;
-
- zlight[i][j] = colormaps + level*256;
- }
- }
-}
-
-
-
-//
-// R_SetViewSize
-// Do not really change anything here,
-// because it might be in the middle of a refresh.
-// The change will take effect next refresh.
-//
-boolean setsizeneeded;
-int setblocks;
-int setdetail;
-
-
-void
-R_SetViewSize
-( int blocks,
- int detail )
-{
- setsizeneeded = true;
- setblocks = blocks;
- setdetail = detail;
-}
-
-
-//
-// R_ExecuteSetViewSize
-//
-void R_ExecuteSetViewSize (void)
-{
- fixed_t cosadj;
- fixed_t dy;
- int i;
- int j;
- int level;
- int startmap;
-
- setsizeneeded = false;
-
- if (setblocks == 11)
- {
- scaledviewwidth = SCREENWIDTH;
- viewheight = SCREENHEIGHT;
- }
- else
- {
- scaledviewwidth = setblocks*32;
- viewheight = (setblocks*168/10)&~7;
- }
-
- detailshift = setdetail;
- viewwidth = scaledviewwidth>>detailshift;
-
- centery = viewheight/2;
- centerx = viewwidth/2;
- centerxfrac = centerx<<FRACBITS;
- centeryfrac = centery<<FRACBITS;
- projection = centerxfrac;
-
- if (!detailshift)
- {
- colfunc = basecolfunc = R_DrawColumn;
- fuzzcolfunc = R_DrawFuzzColumn;
- transcolfunc = R_DrawTranslatedColumn;
- spanfunc = R_DrawSpan;
- }
- else
- {
- colfunc = basecolfunc = R_DrawColumnLow;
- fuzzcolfunc = R_DrawFuzzColumnLow;
- transcolfunc = R_DrawTranslatedColumnLow;
- spanfunc = R_DrawSpanLow;
- }
-
- R_InitBuffer (scaledviewwidth, viewheight);
-
- R_InitTextureMapping ();
-
- // psprite scales
- pspritescale = FRACUNIT*viewwidth/SCREENWIDTH;
- pspriteiscale = FRACUNIT*SCREENWIDTH/viewwidth;
-
- // thing clipping
- for (i=0 ; i<viewwidth ; i++)
- screenheightarray[i] = viewheight;
-
- // planes
- for (i=0 ; i<viewheight ; i++)
- {
- dy = ((i-viewheight/2)<<FRACBITS)+FRACUNIT/2;
- dy = abs(dy);
- yslope[i] = FixedDiv ( (viewwidth<<detailshift)/2*FRACUNIT, dy);
- }
-
- for (i=0 ; i<viewwidth ; i++)
- {
- cosadj = abs(finecosine[xtoviewangle[i]>>ANGLETOFINESHIFT]);
- distscale[i] = FixedDiv (FRACUNIT,cosadj);
- }
-
- // Calculate the light levels to use
- // for each level / scale combination.
- for (i=0 ; i< LIGHTLEVELS ; i++)
- {
- startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
- for (j=0 ; j<MAXLIGHTSCALE ; j++)
- {
- level = startmap - j*SCREENWIDTH/(viewwidth<<detailshift)/DISTMAP;
-
- if (level < 0)
- level = 0;
-
- if (level >= NUMCOLORMAPS)
- level = NUMCOLORMAPS-1;
-
- scalelight[i][j] = colormaps + level*256;
- }
- }
-}
-
-
-
-//
-// R_Init
-//
-
-
-
-void R_Init (void)
-{
- R_InitData ();
- printf (".");
- R_InitPointToAngle ();
- printf (".");
- R_InitTables ();
- // viewwidth / viewheight / detailLevel are set by the defaults
- printf (".");
-
- R_SetViewSize (screenblocks, detailLevel);
- R_InitPlanes ();
- printf (".");
- R_InitLightTables ();
- printf (".");
- R_InitSkyMap ();
- R_InitTranslationTables ();
- printf (".");
-
- framecount = 0;
-}
-
-
-//
-// R_PointInSubsector
-//
-subsector_t*
-R_PointInSubsector
-( fixed_t x,
- fixed_t y )
-{
- node_t* node;
- int side;
- int nodenum;
-
- // single subsector is a special case
- if (!numnodes)
- return subsectors;
-
- nodenum = numnodes-1;
-
- while (! (nodenum & NF_SUBSECTOR) )
- {
- node = &nodes[nodenum];
- side = R_PointOnSide (x, y, node);
- nodenum = node->children[side];
- }
-
- return &subsectors[nodenum & ~NF_SUBSECTOR];
-}
-
-
-
-//
-// R_SetupFrame
-//
-void R_SetupFrame (player_t* player)
-{
- int i;
-
- viewplayer = player;
- viewx = player->mo->x;
- viewy = player->mo->y;
- viewangle = player->mo->angle + viewangleoffset;
- extralight = player->extralight;
-
- viewz = player->viewz;
-
- viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
- viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
-
- sscount = 0;
-
- if (player->fixedcolormap)
- {
- fixedcolormap =
- colormaps
- + player->fixedcolormap*256*sizeof(lighttable_t);
-
- walllights = scalelightfixed;
-
- for (i=0 ; i<MAXLIGHTSCALE ; i++)
- scalelightfixed[i] = fixedcolormap;
- }
- else
- fixedcolormap = 0;
-
- framecount++;
- validcount++;
-}
-
-
-
-//
-// R_RenderView
-//
-void R_RenderPlayerView (player_t* player)
-{
- R_SetupFrame (player);
-
- // Clear buffers.
- R_ClearClipSegs ();
- R_ClearDrawSegs ();
- R_ClearPlanes ();
- R_ClearSprites ();
-
- // check for new console commands.
- NetUpdate ();
-
- // The head node is the last node output.
- R_RenderBSPNode (numnodes-1);
-
- // Check for new console commands.
- NetUpdate ();
-
- R_DrawPlanes ();
-
- // Check for new console commands.
- NetUpdate ();
-
- R_DrawMasked ();
-
- // Check for new console commands.
- NetUpdate ();
-}
--- a/src/strife/r_main.h
+++ /dev/null
@@ -1,170 +1,0 @@
-// 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 __R_MAIN__
-#define __R_MAIN__
-
-#include "d_player.h"
-#include "r_data.h"
-
-
-
-
-//
-// POV related.
-//
-extern fixed_t viewcos;
-extern fixed_t viewsin;
-
-extern int viewwidth;
-extern int viewheight;
-extern int viewwindowx;
-extern int viewwindowy;
-
-
-
-extern int centerx;
-extern int centery;
-
-extern fixed_t centerxfrac;
-extern fixed_t centeryfrac;
-extern fixed_t projection;
-
-extern int validcount;
-
-extern int linecount;
-extern int loopcount;
-
-
-//
-// Lighting LUT.
-// Used for z-depth cuing per column/row,
-// and other lighting effects (sector ambient, flash).
-//
-
-// Lighting constants.
-// Now why not 32 levels here?
-#define LIGHTLEVELS 16
-#define LIGHTSEGSHIFT 4
-
-#define MAXLIGHTSCALE 48
-#define LIGHTSCALESHIFT 12
-#define MAXLIGHTZ 128
-#define LIGHTZSHIFT 20
-
-extern lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
-extern lighttable_t* scalelightfixed[MAXLIGHTSCALE];
-extern lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
-
-extern int extralight;
-extern lighttable_t* fixedcolormap;
-
-
-// Number of diminishing brightness levels.
-// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
-#define NUMCOLORMAPS 32
-
-
-// Blocky/low detail mode.
-//B remove this?
-// 0 = high, 1 = low
-extern int detailshift;
-
-
-//
-// Function pointers to switch refresh/drawing functions.
-// Used to select shadow mode etc.
-//
-extern void (*colfunc) (void);
-extern void (*transcolfunc) (void);
-extern void (*basecolfunc) (void);
-extern void (*fuzzcolfunc) (void);
-// No shadow effects on floors.
-extern void (*spanfunc) (void);
-
-
-//
-// Utility functions.
-int
-R_PointOnSide
-( fixed_t x,
- fixed_t y,
- node_t* node );
-
-int
-R_PointOnSegSide
-( fixed_t x,
- fixed_t y,
- seg_t* line );
-
-angle_t
-R_PointToAngle
-( fixed_t x,
- fixed_t y );
-
-angle_t
-R_PointToAngle2
-( fixed_t x1,
- fixed_t y1,
- fixed_t x2,
- fixed_t y2 );
-
-fixed_t
-R_PointToDist
-( fixed_t x,
- fixed_t y );
-
-
-fixed_t R_ScaleFromGlobalAngle (angle_t visangle);
-
-subsector_t*
-R_PointInSubsector
-( fixed_t x,
- fixed_t y );
-
-void
-R_AddPointToBox
-( int x,
- int y,
- fixed_t* box );
-
-
-
-//
-// REFRESH - the actual rendering functions.
-//
-
-// Called by G_Drawer.
-void R_RenderPlayerView (player_t *player);
-
-// Called by startup code.
-void R_Init (void);
-
-// Called by M_Responder.
-void R_SetViewSize (int blocks, int detail);
-
-#endif
--- a/src/strife/r_plane.c
+++ /dev/null
@@ -1,454 +1,0 @@
-// 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:
-// Here is a core component: drawing the floors and ceilings,
-// while maintaining a per column clipping list only.
-// Moreover, the sky areas have to be determined.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "i_system.h"
-#include "z_zone.h"
-#include "w_wad.h"
-
-#include "doomdef.h"
-#include "doomstat.h"
-
-#include "r_local.h"
-#include "r_sky.h"
-
-
-
-planefunction_t floorfunc;
-planefunction_t ceilingfunc;
-
-//
-// opening
-//
-
-// Here comes the obnoxious "visplane".
-#define MAXVISPLANES 128
-visplane_t visplanes[MAXVISPLANES];
-visplane_t* lastvisplane;
-visplane_t* floorplane;
-visplane_t* ceilingplane;
-
-// ?
-#define MAXOPENINGS SCREENWIDTH*64
-short openings[MAXOPENINGS];
-short* lastopening;
-
-
-//
-// Clip values are the solid pixel bounding the range.
-// floorclip starts out SCREENHEIGHT
-// ceilingclip starts out -1
-//
-short floorclip[SCREENWIDTH];
-short ceilingclip[SCREENWIDTH];
-
-//
-// spanstart holds the start of a plane span
-// initialized to 0 at start
-//
-int spanstart[SCREENHEIGHT];
-int spanstop[SCREENHEIGHT];
-
-//
-// texture mapping
-//
-lighttable_t** planezlight;
-fixed_t planeheight;
-
-fixed_t yslope[SCREENHEIGHT];
-fixed_t distscale[SCREENWIDTH];
-fixed_t basexscale;
-fixed_t baseyscale;
-
-fixed_t cachedheight[SCREENHEIGHT];
-fixed_t cacheddistance[SCREENHEIGHT];
-fixed_t cachedxstep[SCREENHEIGHT];
-fixed_t cachedystep[SCREENHEIGHT];
-
-
-
-//
-// R_InitPlanes
-// Only at game startup.
-//
-void R_InitPlanes (void)
-{
- // Doh!
-}
-
-
-//
-// R_MapPlane
-//
-// Uses global vars:
-// planeheight
-// ds_source
-// basexscale
-// baseyscale
-// viewx
-// viewy
-//
-// BASIC PRIMITIVE
-//
-void
-R_MapPlane
-( int y,
- int x1,
- int x2 )
-{
- angle_t angle;
- fixed_t distance;
- fixed_t length;
- unsigned index;
-
-#ifdef RANGECHECK
- if (x2 < x1
- || x1 < 0
- || x2 >= viewwidth
- || y > viewheight)
- {
- I_Error ("R_MapPlane: %i, %i at %i",x1,x2,y);
- }
-#endif
-
- if (planeheight != cachedheight[y])
- {
- cachedheight[y] = planeheight;
- distance = cacheddistance[y] = FixedMul (planeheight, yslope[y]);
- ds_xstep = cachedxstep[y] = FixedMul (distance,basexscale);
- ds_ystep = cachedystep[y] = FixedMul (distance,baseyscale);
- }
- else
- {
- distance = cacheddistance[y];
- ds_xstep = cachedxstep[y];
- ds_ystep = cachedystep[y];
- }
-
- length = FixedMul (distance,distscale[x1]);
- angle = (viewangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
- ds_xfrac = viewx + FixedMul(finecosine[angle], length);
- ds_yfrac = -viewy - FixedMul(finesine[angle], length);
-
- if (fixedcolormap)
- ds_colormap = fixedcolormap;
- else
- {
- index = distance >> LIGHTZSHIFT;
-
- if (index >= MAXLIGHTZ )
- index = MAXLIGHTZ-1;
-
- ds_colormap = planezlight[index];
- }
-
- ds_y = y;
- ds_x1 = x1;
- ds_x2 = x2;
-
- // high or low detail
- spanfunc ();
-}
-
-
-//
-// R_ClearPlanes
-// At begining of frame.
-//
-void R_ClearPlanes (void)
-{
- int i;
- angle_t angle;
-
- // opening / clipping determination
- for (i=0 ; i<viewwidth ; i++)
- {
- floorclip[i] = viewheight;
- ceilingclip[i] = -1;
- }
-
- lastvisplane = visplanes;
- lastopening = openings;
-
- // texture calculation
- memset (cachedheight, 0, sizeof(cachedheight));
-
- // left to right mapping
- angle = (viewangle-ANG90)>>ANGLETOFINESHIFT;
-
- // scale will be unit scale at SCREENWIDTH/2 distance
- basexscale = FixedDiv (finecosine[angle],centerxfrac);
- baseyscale = -FixedDiv (finesine[angle],centerxfrac);
-}
-
-
-
-
-//
-// R_FindPlane
-//
-visplane_t*
-R_FindPlane
-( fixed_t height,
- int picnum,
- int lightlevel )
-{
- visplane_t* check;
-
- if (picnum == skyflatnum)
- {
- height = 0; // all skys map together
- lightlevel = 0;
- }
-
- for (check=visplanes; check<lastvisplane; check++)
- {
- if (height == check->height
- && picnum == check->picnum
- && lightlevel == check->lightlevel)
- {
- break;
- }
- }
-
-
- if (check < lastvisplane)
- return check;
-
- if (lastvisplane - visplanes == MAXVISPLANES)
- I_Error ("R_FindPlane: no more visplanes");
-
- lastvisplane++;
-
- check->height = height;
- check->picnum = picnum;
- check->lightlevel = lightlevel;
- check->minx = SCREENWIDTH;
- check->maxx = -1;
-
- memset (check->top,0xff,sizeof(check->top));
-
- return check;
-}
-
-
-//
-// R_CheckPlane
-//
-visplane_t*
-R_CheckPlane
-( visplane_t* pl,
- int start,
- int stop )
-{
- int intrl;
- int intrh;
- int unionl;
- int unionh;
- int x;
-
- if (start < pl->minx)
- {
- intrl = pl->minx;
- unionl = start;
- }
- else
- {
- unionl = pl->minx;
- intrl = start;
- }
-
- if (stop > pl->maxx)
- {
- intrh = pl->maxx;
- unionh = stop;
- }
- else
- {
- unionh = pl->maxx;
- intrh = stop;
- }
-
- for (x=intrl ; x<= intrh ; x++)
- if (pl->top[x] != 0xff)
- break;
-
- if (x > intrh)
- {
- pl->minx = unionl;
- pl->maxx = unionh;
-
- // use the same one
- return pl;
- }
-
- // make a new visplane
- lastvisplane->height = pl->height;
- lastvisplane->picnum = pl->picnum;
- lastvisplane->lightlevel = pl->lightlevel;
-
- pl = lastvisplane++;
- pl->minx = start;
- pl->maxx = stop;
-
- memset (pl->top,0xff,sizeof(pl->top));
-
- return pl;
-}
-
-
-//
-// R_MakeSpans
-//
-void
-R_MakeSpans
-( int x,
- int t1,
- int b1,
- int t2,
- int b2 )
-{
- while (t1 < t2 && t1<=b1)
- {
- R_MapPlane (t1,spanstart[t1],x-1);
- t1++;
- }
- while (b1 > b2 && b1>=t1)
- {
- R_MapPlane (b1,spanstart[b1],x-1);
- b1--;
- }
-
- while (t2 < t1 && t2<=b2)
- {
- spanstart[t2] = x;
- t2++;
- }
- while (b2 > b1 && b2>=t2)
- {
- spanstart[b2] = x;
- b2--;
- }
-}
-
-
-
-//
-// R_DrawPlanes
-// At the end of each frame.
-//
-void R_DrawPlanes (void)
-{
- visplane_t* pl;
- int light;
- int x;
- int stop;
- int angle;
- int lumpnum;
-
-#ifdef RANGECHECK
- if (ds_p - drawsegs > MAXDRAWSEGS)
- I_Error ("R_DrawPlanes: drawsegs overflow (%i)",
- ds_p - drawsegs);
-
- if (lastvisplane - visplanes > MAXVISPLANES)
- I_Error ("R_DrawPlanes: visplane overflow (%i)",
- lastvisplane - visplanes);
-
- if (lastopening - openings > MAXOPENINGS)
- I_Error ("R_DrawPlanes: opening overflow (%i)",
- lastopening - openings);
-#endif
-
- for (pl = visplanes ; pl < lastvisplane ; pl++)
- {
- if (pl->minx > pl->maxx)
- continue;
-
-
- // sky flat
- if (pl->picnum == skyflatnum)
- {
- dc_iscale = pspriteiscale>>detailshift;
-
- // Sky is allways drawn full bright,
- // i.e. colormaps[0] is used.
- // Because of this hack, sky is not affected
- // by INVUL inverse mapping.
- dc_colormap = colormaps;
- dc_texturemid = skytexturemid;
- for (x=pl->minx ; x <= pl->maxx ; x++)
- {
- dc_yl = pl->top[x];
- dc_yh = pl->bottom[x];
-
- if (dc_yl <= dc_yh)
- {
- angle = (viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
- dc_x = x;
- dc_source = R_GetColumn(skytexture, angle);
- colfunc ();
- }
- }
- continue;
- }
-
- // regular flat
- lumpnum = firstflat + flattranslation[pl->picnum];
- ds_source = W_CacheLumpNum(lumpnum, PU_STATIC);
-
- planeheight = abs(pl->height-viewz);
- light = (pl->lightlevel >> LIGHTSEGSHIFT)+extralight;
-
- if (light >= LIGHTLEVELS)
- light = LIGHTLEVELS-1;
-
- if (light < 0)
- light = 0;
-
- planezlight = zlight[light];
-
- pl->top[pl->maxx+1] = 0xff;
- pl->top[pl->minx-1] = 0xff;
-
- stop = pl->maxx + 1;
-
- for (x=pl->minx ; x<= stop ; x++)
- {
- R_MakeSpans(x,pl->top[x-1],
- pl->bottom[x-1],
- pl->top[x],
- pl->bottom[x]);
- }
-
- W_ReleaseLumpNum(lumpnum);
- }
-}
--- a/src/strife/r_plane.h
+++ /dev/null
@@ -1,84 +1,0 @@
-// 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
--- a/src/strife/r_segs.c
+++ /dev/null
@@ -1,751 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-
-#include "i_system.h"
-
-#include "doomdef.h"
-#include "doomstat.h"
-
-#include "r_local.h"
-#include "r_sky.h"
-
-
-// OPTIMIZE: closed two sided lines as single sided
-
-// True if any of the segs textures might be visible.
-boolean segtextured;
-
-// False if the back side is the same plane.
-boolean markfloor;
-boolean markceiling;
-
-boolean maskedtexture;
-int toptexture;
-int bottomtexture;
-int midtexture;
-
-
-angle_t rw_normalangle;
-// angle to line origin
-int rw_angle1;
-
-//
-// regular wall
-//
-int rw_x;
-int rw_stopx;
-angle_t rw_centerangle;
-fixed_t rw_offset;
-fixed_t rw_distance;
-fixed_t rw_scale;
-fixed_t rw_scalestep;
-fixed_t rw_midtexturemid;
-fixed_t rw_toptexturemid;
-fixed_t rw_bottomtexturemid;
-
-int worldtop;
-int worldbottom;
-int worldhigh;
-int worldlow;
-
-fixed_t pixhigh;
-fixed_t pixlow;
-fixed_t pixhighstep;
-fixed_t pixlowstep;
-
-fixed_t topfrac;
-fixed_t topstep;
-
-fixed_t bottomfrac;
-fixed_t bottomstep;
-
-
-lighttable_t** walllights;
-
-short* maskedtexturecol;
-
-
-
-//
-// R_RenderMaskedSegRange
-//
-void
-R_RenderMaskedSegRange
-( drawseg_t* ds,
- int x1,
- int x2 )
-{
- unsigned index;
- column_t* col;
- int lightnum;
- int texnum;
-
- // Calculate light table.
- // Use different light tables
- // for horizontal / vertical / diagonal. Diagonal?
- // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
- curline = ds->curline;
- frontsector = curline->frontsector;
- backsector = curline->backsector;
- texnum = texturetranslation[curline->sidedef->midtexture];
-
- lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight;
-
- if (curline->v1->y == curline->v2->y)
- lightnum--;
- else if (curline->v1->x == curline->v2->x)
- lightnum++;
-
- if (lightnum < 0)
- walllights = scalelight[0];
- else if (lightnum >= LIGHTLEVELS)
- walllights = scalelight[LIGHTLEVELS-1];
- else
- walllights = scalelight[lightnum];
-
- maskedtexturecol = ds->maskedtexturecol;
-
- rw_scalestep = ds->scalestep;
- spryscale = ds->scale1 + (x1 - ds->x1)*rw_scalestep;
- mfloorclip = ds->sprbottomclip;
- mceilingclip = ds->sprtopclip;
-
- // find positioning
- if (curline->linedef->flags & ML_DONTPEGBOTTOM)
- {
- dc_texturemid = frontsector->floorheight > backsector->floorheight
- ? frontsector->floorheight : backsector->floorheight;
- dc_texturemid = dc_texturemid + textureheight[texnum] - viewz;
- }
- else
- {
- dc_texturemid =frontsector->ceilingheight<backsector->ceilingheight
- ? frontsector->ceilingheight : backsector->ceilingheight;
- dc_texturemid = dc_texturemid - viewz;
- }
- dc_texturemid += curline->sidedef->rowoffset;
-
- if (fixedcolormap)
- dc_colormap = fixedcolormap;
-
- // draw the columns
- for (dc_x = x1 ; dc_x <= x2 ; dc_x++)
- {
- // calculate lighting
- if (maskedtexturecol[dc_x] != SHRT_MAX)
- {
- if (!fixedcolormap)
- {
- index = spryscale>>LIGHTSCALESHIFT;
-
- if (index >= MAXLIGHTSCALE )
- index = MAXLIGHTSCALE-1;
-
- dc_colormap = walllights[index];
- }
-
- sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
- dc_iscale = 0xffffffffu / (unsigned)spryscale;
-
- // draw the texture
- col = (column_t *)(
- (byte *)R_GetColumn(texnum,maskedtexturecol[dc_x]) -3);
-
- R_DrawMaskedColumn (col);
- maskedtexturecol[dc_x] = SHRT_MAX;
- }
- spryscale += rw_scalestep;
- }
-
-}
-
-
-
-
-//
-// R_RenderSegLoop
-// Draws zero, one, or two textures (and possibly a masked
-// texture) for walls.
-// Can draw or mark the starting pixel of floor and ceiling
-// textures.
-// CALLED: CORE LOOPING ROUTINE.
-//
-#define HEIGHTBITS 12
-#define HEIGHTUNIT (1<<HEIGHTBITS)
-
-void R_RenderSegLoop (void)
-{
- angle_t angle;
- unsigned index;
- int yl;
- int yh;
- int mid;
- fixed_t texturecolumn;
- int top;
- int bottom;
-
- for ( ; rw_x < rw_stopx ; rw_x++)
- {
- // mark floor / ceiling areas
- yl = (topfrac+HEIGHTUNIT-1)>>HEIGHTBITS;
-
- // no space above wall?
- if (yl < ceilingclip[rw_x]+1)
- yl = ceilingclip[rw_x]+1;
-
- if (markceiling)
- {
- top = ceilingclip[rw_x]+1;
- bottom = yl-1;
-
- if (bottom >= floorclip[rw_x])
- bottom = floorclip[rw_x]-1;
-
- if (top <= bottom)
- {
- ceilingplane->top[rw_x] = top;
- ceilingplane->bottom[rw_x] = bottom;
- }
- }
-
- yh = bottomfrac>>HEIGHTBITS;
-
- if (yh >= floorclip[rw_x])
- yh = floorclip[rw_x]-1;
-
- if (markfloor)
- {
- top = yh+1;
- bottom = floorclip[rw_x]-1;
- if (top <= ceilingclip[rw_x])
- top = ceilingclip[rw_x]+1;
- if (top <= bottom)
- {
- floorplane->top[rw_x] = top;
- floorplane->bottom[rw_x] = bottom;
- }
- }
-
- // texturecolumn and lighting are independent of wall tiers
- if (segtextured)
- {
- // calculate texture offset
- angle = (rw_centerangle + xtoviewangle[rw_x])>>ANGLETOFINESHIFT;
- texturecolumn = rw_offset-FixedMul(finetangent[angle],rw_distance);
- texturecolumn >>= FRACBITS;
- // calculate lighting
- index = rw_scale>>LIGHTSCALESHIFT;
-
- if (index >= MAXLIGHTSCALE )
- index = MAXLIGHTSCALE-1;
-
- dc_colormap = walllights[index];
- dc_x = rw_x;
- dc_iscale = 0xffffffffu / (unsigned)rw_scale;
- }
- else
- {
- // purely to shut up the compiler
-
- texturecolumn = 0;
- }
-
- // draw the wall tiers
- if (midtexture)
- {
- // single sided line
- dc_yl = yl;
- dc_yh = yh;
- dc_texturemid = rw_midtexturemid;
- dc_source = R_GetColumn(midtexture,texturecolumn);
- colfunc ();
- ceilingclip[rw_x] = viewheight;
- floorclip[rw_x] = -1;
- }
- else
- {
- // two sided line
- if (toptexture)
- {
- // top wall
- mid = pixhigh>>HEIGHTBITS;
- pixhigh += pixhighstep;
-
- if (mid >= floorclip[rw_x])
- mid = floorclip[rw_x]-1;
-
- if (mid >= yl)
- {
- dc_yl = yl;
- dc_yh = mid;
- dc_texturemid = rw_toptexturemid;
- dc_source = R_GetColumn(toptexture,texturecolumn);
- colfunc ();
- ceilingclip[rw_x] = mid;
- }
- else
- ceilingclip[rw_x] = yl-1;
- }
- else
- {
- // no top wall
- if (markceiling)
- ceilingclip[rw_x] = yl-1;
- }
-
- if (bottomtexture)
- {
- // bottom wall
- mid = (pixlow+HEIGHTUNIT-1)>>HEIGHTBITS;
- pixlow += pixlowstep;
-
- // no space above wall?
- if (mid <= ceilingclip[rw_x])
- mid = ceilingclip[rw_x]+1;
-
- if (mid <= yh)
- {
- dc_yl = mid;
- dc_yh = yh;
- dc_texturemid = rw_bottomtexturemid;
- dc_source = R_GetColumn(bottomtexture,
- texturecolumn);
- colfunc ();
- floorclip[rw_x] = mid;
- }
- else
- floorclip[rw_x] = yh+1;
- }
- else
- {
- // no bottom wall
- if (markfloor)
- floorclip[rw_x] = yh+1;
- }
-
- if (maskedtexture)
- {
- // save texturecol
- // for backdrawing of masked mid texture
- maskedtexturecol[rw_x] = texturecolumn;
- }
- }
-
- rw_scale += rw_scalestep;
- topfrac += topstep;
- bottomfrac += bottomstep;
- }
-}
-
-
-
-
-//
-// R_StoreWallRange
-// A wall segment will be drawn
-// between start and stop pixels (inclusive).
-//
-void
-R_StoreWallRange
-( int start,
- int stop )
-{
- fixed_t hyp;
- fixed_t sineval;
- angle_t distangle, offsetangle;
- fixed_t vtop;
- int lightnum;
-
- // don't overflow and crash
- if (ds_p == &drawsegs[MAXDRAWSEGS])
- return;
-
-#ifdef RANGECHECK
- if (start >=viewwidth || start > stop)
- I_Error ("Bad R_RenderWallRange: %i to %i", start , stop);
-#endif
-
- sidedef = curline->sidedef;
- linedef = curline->linedef;
-
- // mark the segment as visible for auto map
- linedef->flags |= ML_MAPPED;
-
- // calculate rw_distance for scale calculation
- rw_normalangle = curline->angle + ANG90;
- offsetangle = abs(rw_normalangle-rw_angle1);
-
- if (offsetangle > ANG90)
- offsetangle = ANG90;
-
- distangle = ANG90 - offsetangle;
- hyp = R_PointToDist (curline->v1->x, curline->v1->y);
- sineval = finesine[distangle>>ANGLETOFINESHIFT];
- rw_distance = FixedMul (hyp, sineval);
-
-
- ds_p->x1 = rw_x = start;
- ds_p->x2 = stop;
- ds_p->curline = curline;
- rw_stopx = stop+1;
-
- // calculate scale at both ends and step
- ds_p->scale1 = rw_scale =
- R_ScaleFromGlobalAngle (viewangle + xtoviewangle[start]);
-
- if (stop > start )
- {
- ds_p->scale2 = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[stop]);
- ds_p->scalestep = rw_scalestep =
- (ds_p->scale2 - rw_scale) / (stop-start);
- }
- else
- {
- // UNUSED: try to fix the stretched line bug
-#if 0
- if (rw_distance < FRACUNIT/2)
- {
- fixed_t trx,try;
- fixed_t gxt,gyt;
-
- trx = curline->v1->x - viewx;
- try = curline->v1->y - viewy;
-
- gxt = FixedMul(trx,viewcos);
- gyt = -FixedMul(try,viewsin);
- ds_p->scale1 = FixedDiv(projection, gxt-gyt)<<detailshift;
- }
-#endif
- ds_p->scale2 = ds_p->scale1;
- }
-
- // calculate texture boundaries
- // and decide if floor / ceiling marks are needed
- worldtop = frontsector->ceilingheight - viewz;
- worldbottom = frontsector->floorheight - viewz;
-
- midtexture = toptexture = bottomtexture = maskedtexture = 0;
- ds_p->maskedtexturecol = NULL;
-
- if (!backsector)
- {
- // single sided line
- midtexture = texturetranslation[sidedef->midtexture];
- // a single sided line is terminal, so it must mark ends
- markfloor = markceiling = true;
- if (linedef->flags & ML_DONTPEGBOTTOM)
- {
- vtop = frontsector->floorheight +
- textureheight[sidedef->midtexture];
- // bottom of texture at bottom
- rw_midtexturemid = vtop - viewz;
- }
- else
- {
- // top of texture at top
- rw_midtexturemid = worldtop;
- }
- rw_midtexturemid += sidedef->rowoffset;
-
- ds_p->silhouette = SIL_BOTH;
- ds_p->sprtopclip = screenheightarray;
- ds_p->sprbottomclip = negonearray;
- ds_p->bsilheight = INT_MAX;
- ds_p->tsilheight = INT_MIN;
- }
- else
- {
- // two sided line
- ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
- ds_p->silhouette = 0;
-
- if (frontsector->floorheight > backsector->floorheight)
- {
- ds_p->silhouette = SIL_BOTTOM;
- ds_p->bsilheight = frontsector->floorheight;
- }
- else if (backsector->floorheight > viewz)
- {
- ds_p->silhouette = SIL_BOTTOM;
- ds_p->bsilheight = INT_MAX;
- // ds_p->sprbottomclip = negonearray;
- }
-
- if (frontsector->ceilingheight < backsector->ceilingheight)
- {
- ds_p->silhouette |= SIL_TOP;
- ds_p->tsilheight = frontsector->ceilingheight;
- }
- else if (backsector->ceilingheight < viewz)
- {
- ds_p->silhouette |= SIL_TOP;
- ds_p->tsilheight = INT_MIN;
- // ds_p->sprtopclip = screenheightarray;
- }
-
- if (backsector->ceilingheight <= frontsector->floorheight)
- {
- ds_p->sprbottomclip = negonearray;
- ds_p->bsilheight = INT_MAX;
- ds_p->silhouette |= SIL_BOTTOM;
- }
-
- if (backsector->floorheight >= frontsector->ceilingheight)
- {
- ds_p->sprtopclip = screenheightarray;
- ds_p->tsilheight = INT_MIN;
- ds_p->silhouette |= SIL_TOP;
- }
-
- worldhigh = backsector->ceilingheight - viewz;
- worldlow = backsector->floorheight - viewz;
-
- // hack to allow height changes in outdoor areas
- if (frontsector->ceilingpic == skyflatnum
- && backsector->ceilingpic == skyflatnum)
- {
- worldtop = worldhigh;
- }
-
-
- if (worldlow != worldbottom
- || backsector->floorpic != frontsector->floorpic
- || backsector->lightlevel != frontsector->lightlevel)
- {
- markfloor = true;
- }
- else
- {
- // same plane on both sides
- markfloor = false;
- }
-
-
- if (worldhigh != worldtop
- || backsector->ceilingpic != frontsector->ceilingpic
- || backsector->lightlevel != frontsector->lightlevel)
- {
- markceiling = true;
- }
- else
- {
- // same plane on both sides
- markceiling = false;
- }
-
- if (backsector->ceilingheight <= frontsector->floorheight
- || backsector->floorheight >= frontsector->ceilingheight)
- {
- // closed door
- markceiling = markfloor = true;
- }
-
-
- if (worldhigh < worldtop)
- {
- // top texture
- toptexture = texturetranslation[sidedef->toptexture];
- if (linedef->flags & ML_DONTPEGTOP)
- {
- // top of texture at top
- rw_toptexturemid = worldtop;
- }
- else
- {
- vtop =
- backsector->ceilingheight
- + textureheight[sidedef->toptexture];
-
- // bottom of texture
- rw_toptexturemid = vtop - viewz;
- }
- }
- if (worldlow > worldbottom)
- {
- // bottom texture
- bottomtexture = texturetranslation[sidedef->bottomtexture];
-
- if (linedef->flags & ML_DONTPEGBOTTOM )
- {
- // bottom of texture at bottom
- // top of texture at top
- rw_bottomtexturemid = worldtop;
- }
- else // top of texture at top
- rw_bottomtexturemid = worldlow;
- }
- rw_toptexturemid += sidedef->rowoffset;
- rw_bottomtexturemid += sidedef->rowoffset;
-
- // allocate space for masked texture tables
- if (sidedef->midtexture)
- {
- // masked midtexture
- maskedtexture = true;
- ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x;
- lastopening += rw_stopx - rw_x;
- }
- }
-
- // calculate rw_offset (only needed for textured lines)
- segtextured = midtexture | toptexture | bottomtexture | maskedtexture;
-
- if (segtextured)
- {
- offsetangle = rw_normalangle-rw_angle1;
-
- if (offsetangle > ANG180)
- offsetangle = -offsetangle;
-
- if (offsetangle > ANG90)
- offsetangle = ANG90;
-
- sineval = finesine[offsetangle >>ANGLETOFINESHIFT];
- rw_offset = FixedMul (hyp, sineval);
-
- if (rw_normalangle-rw_angle1 < ANG180)
- rw_offset = -rw_offset;
-
- rw_offset += sidedef->textureoffset + curline->offset;
- rw_centerangle = ANG90 + viewangle - rw_normalangle;
-
- // calculate light table
- // use different light tables
- // for horizontal / vertical / diagonal
- // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
- if (!fixedcolormap)
- {
- lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight;
-
- if (curline->v1->y == curline->v2->y)
- lightnum--;
- else if (curline->v1->x == curline->v2->x)
- lightnum++;
-
- if (lightnum < 0)
- walllights = scalelight[0];
- else if (lightnum >= LIGHTLEVELS)
- walllights = scalelight[LIGHTLEVELS-1];
- else
- walllights = scalelight[lightnum];
- }
- }
-
- // if a floor / ceiling plane is on the wrong side
- // of the view plane, it is definitely invisible
- // and doesn't need to be marked.
-
-
- if (frontsector->floorheight >= viewz)
- {
- // above view plane
- markfloor = false;
- }
-
- if (frontsector->ceilingheight <= viewz
- && frontsector->ceilingpic != skyflatnum)
- {
- // below view plane
- markceiling = false;
- }
-
-
- // calculate incremental stepping values for texture edges
- worldtop >>= 4;
- worldbottom >>= 4;
-
- topstep = -FixedMul (rw_scalestep, worldtop);
- topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale);
-
- bottomstep = -FixedMul (rw_scalestep,worldbottom);
- bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale);
-
- if (backsector)
- {
- worldhigh >>= 4;
- worldlow >>= 4;
-
- if (worldhigh < worldtop)
- {
- pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale);
- pixhighstep = -FixedMul (rw_scalestep,worldhigh);
- }
-
- if (worldlow > worldbottom)
- {
- pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale);
- pixlowstep = -FixedMul (rw_scalestep,worldlow);
- }
- }
-
- // render it
- if (markceiling)
- ceilingplane = R_CheckPlane (ceilingplane, rw_x, rw_stopx-1);
-
- if (markfloor)
- floorplane = R_CheckPlane (floorplane, rw_x, rw_stopx-1);
-
- R_RenderSegLoop ();
-
-
- // save sprite clipping info
- if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture)
- && !ds_p->sprtopclip)
- {
- memcpy (lastopening, ceilingclip+start, 2*(rw_stopx-start));
- ds_p->sprtopclip = lastopening - start;
- lastopening += rw_stopx - start;
- }
-
- if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture)
- && !ds_p->sprbottomclip)
- {
- memcpy (lastopening, floorclip+start, 2*(rw_stopx-start));
- ds_p->sprbottomclip = lastopening - start;
- lastopening += rw_stopx - start;
- }
-
- if (maskedtexture && !(ds_p->silhouette&SIL_TOP))
- {
- ds_p->silhouette |= SIL_TOP;
- ds_p->tsilheight = INT_MIN;
- }
- if (maskedtexture && !(ds_p->silhouette&SIL_BOTTOM))
- {
- ds_p->silhouette |= SIL_BOTTOM;
- ds_p->bsilheight = INT_MAX;
- }
- ds_p++;
-}
-
--- a/src/strife/r_segs.h
+++ /dev/null
@@ -1,41 +1,0 @@
-// 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
--- a/src/strife/r_sky.c
+++ /dev/null
@@ -1,60 +1,0 @@
-// 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;
-}
-
--- a/src/strife/r_sky.h
+++ /dev/null
@@ -1,45 +1,0 @@
-// 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
--- a/src/strife/r_state.h
+++ /dev/null
@@ -1,135 +1,0 @@
-// 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
--- a/src/strife/r_things.c
+++ /dev/null
@@ -1,990 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-
-
-#include "deh_main.h"
-#include "doomdef.h"
-
-#include "i_swap.h"
-#include "i_system.h"
-#include "z_zone.h"
-#include "w_wad.h"
-
-#include "r_local.h"
-
-#include "doomstat.h"
-
-
-
-#define MINZ (FRACUNIT*4)
-#define BASEYCENTER 100
-
-//void R_DrawColumn (void);
-//void R_DrawFuzzColumn (void);
-
-
-
-typedef struct
-{
- int x1;
- int x2;
-
- int column;
- int topclip;
- int bottomclip;
-
-} maskdraw_t;
-
-
-
-//
-// Sprite rotation 0 is facing the viewer,
-// rotation 1 is one angle turn CLOCKWISE around the axis.
-// This is not the same as the angle,
-// which increases counter clockwise (protractor).
-// There was a lot of stuff grabbed wrong, so I changed it...
-//
-fixed_t pspritescale;
-fixed_t pspriteiscale;
-
-lighttable_t** spritelights;
-
-// constant arrays
-// used for psprite clipping and initializing clipping
-short negonearray[SCREENWIDTH];
-short screenheightarray[SCREENWIDTH];
-
-
-//
-// INITIALIZATION FUNCTIONS
-//
-
-// variables used to look up
-// and range check thing_t sprites patches
-spritedef_t* sprites;
-int numsprites;
-
-spriteframe_t sprtemp[29];
-int maxframe;
-char* spritename;
-
-
-
-
-//
-// R_InstallSpriteLump
-// Local function for R_InitSprites.
-//
-void
-R_InstallSpriteLump
-( int lump,
- unsigned frame,
- unsigned rotation,
- boolean flipped )
-{
- int r;
-
- if (frame >= 29 || rotation > 8)
- I_Error("R_InstallSpriteLump: "
- "Bad frame characters in lump %i", lump);
-
- if ((int)frame > maxframe)
- maxframe = frame;
-
- if (rotation == 0)
- {
- // the lump should be used for all rotations
- if (sprtemp[frame].rotate == false)
- I_Error ("R_InitSprites: Sprite %s frame %c has "
- "multip rot=0 lump", spritename, 'A'+frame);
-
- if (sprtemp[frame].rotate == true)
- I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
- "and a rot=0 lump", spritename, 'A'+frame);
-
- sprtemp[frame].rotate = false;
- for (r=0 ; r<8 ; r++)
- {
- sprtemp[frame].lump[r] = lump - firstspritelump;
- sprtemp[frame].flip[r] = (byte)flipped;
- }
- return;
- }
-
- // the lump is only used for one rotation
- if (sprtemp[frame].rotate == false)
- I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
- "and a rot=0 lump", spritename, 'A'+frame);
-
- sprtemp[frame].rotate = true;
-
- // make 0 based
- rotation--;
- if (sprtemp[frame].lump[rotation] != -1)
- I_Error ("R_InitSprites: Sprite %s : %c : %c "
- "has two lumps mapped to it",
- spritename, 'A'+frame, '1'+rotation);
-
- sprtemp[frame].lump[rotation] = lump - firstspritelump;
- sprtemp[frame].flip[rotation] = (byte)flipped;
-}
-
-
-
-
-//
-// R_InitSpriteDefs
-// Pass a null terminated list of sprite names
-// (4 chars exactly) to be used.
-// Builds the sprite rotation matrixes to account
-// for horizontally flipped sprites.
-// Will report an error if the lumps are inconsistant.
-// Only called at startup.
-//
-// Sprite lump names are 4 characters for the actor,
-// a letter for the frame, and a number for the rotation.
-// A sprite that is flippable will have an additional
-// letter/number appended.
-// The rotation character can be 0 to signify no rotations.
-//
-void R_InitSpriteDefs (char** namelist)
-{
- char** check;
- int i;
- int l;
- int frame;
- int rotation;
- int start;
- int end;
- int patched;
-
- // count the number of sprite names
- check = namelist;
- while (*check != NULL)
- check++;
-
- numsprites = check-namelist;
-
- if (!numsprites)
- return;
-
- sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);
-
- start = firstspritelump-1;
- end = lastspritelump+1;
-
- // scan all the lump names for each of the names,
- // noting the highest frame letter.
- // Just compare 4 characters as ints
- for (i=0 ; i<numsprites ; i++)
- {
- spritename = DEH_String(namelist[i]);
- memset (sprtemp,-1, sizeof(sprtemp));
-
- maxframe = -1;
-
- // scan the lumps,
- // filling in the frames for whatever is found
- for (l=start+1 ; l<end ; l++)
- {
- if (!strncasecmp(lumpinfo[l].name, spritename, 4))
- {
- frame = lumpinfo[l].name[4] - 'A';
- rotation = lumpinfo[l].name[5] - '0';
-
- if (modifiedgame)
- patched = W_GetNumForName (lumpinfo[l].name);
- else
- patched = l;
-
- R_InstallSpriteLump (patched, frame, rotation, false);
-
- if (lumpinfo[l].name[6])
- {
- frame = lumpinfo[l].name[6] - 'A';
- rotation = lumpinfo[l].name[7] - '0';
- R_InstallSpriteLump (l, frame, rotation, true);
- }
- }
- }
-
- // check the frames that were found for completeness
- if (maxframe == -1)
- {
- sprites[i].numframes = 0;
- continue;
- }
-
- maxframe++;
-
- for (frame = 0 ; frame < maxframe ; frame++)
- {
- switch ((int)sprtemp[frame].rotate)
- {
- case -1:
- // no rotations were found for that frame at all
- I_Error ("R_InitSprites: No patches found "
- "for %s frame %c", spritename, frame+'A');
- break;
-
- case 0:
- // only the first rotation is needed
- break;
-
- case 1:
- // must have all 8 frames
- for (rotation=0 ; rotation<8 ; rotation++)
- if (sprtemp[frame].lump[rotation] == -1)
- I_Error ("R_InitSprites: Sprite %s frame %c "
- "is missing rotations",
- spritename, frame+'A');
- break;
- }
- }
-
- // allocate space for the frames present and copy sprtemp to it
- sprites[i].numframes = maxframe;
- sprites[i].spriteframes =
- Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
- memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t));
- }
-
-}
-
-
-
-
-//
-// GAME FUNCTIONS
-//
-vissprite_t vissprites[MAXVISSPRITES];
-vissprite_t* vissprite_p;
-int newvissprite;
-
-
-
-//
-// R_InitSprites
-// Called at program start.
-//
-void R_InitSprites (char** namelist)
-{
- int i;
-
- for (i=0 ; i<SCREENWIDTH ; i++)
- {
- negonearray[i] = -1;
- }
-
- R_InitSpriteDefs (namelist);
-}
-
-
-
-//
-// R_ClearSprites
-// Called at frame start.
-//
-void R_ClearSprites (void)
-{
- vissprite_p = vissprites;
-}
-
-
-//
-// R_NewVisSprite
-//
-vissprite_t overflowsprite;
-
-vissprite_t* R_NewVisSprite (void)
-{
- if (vissprite_p == &vissprites[MAXVISSPRITES])
- return &overflowsprite;
-
- vissprite_p++;
- return vissprite_p-1;
-}
-
-
-
-//
-// R_DrawMaskedColumn
-// Used for sprites and masked mid textures.
-// Masked means: partly transparent, i.e. stored
-// in posts/runs of opaque pixels.
-//
-short* mfloorclip;
-short* mceilingclip;
-
-fixed_t spryscale;
-fixed_t sprtopscreen;
-
-void R_DrawMaskedColumn (column_t* column)
-{
- int topscreen;
- int bottomscreen;
- fixed_t basetexturemid;
-
- basetexturemid = dc_texturemid;
-
- for ( ; column->topdelta != 0xff ; )
- {
- // calculate unclipped screen coordinates
- // for post
- topscreen = sprtopscreen + spryscale*column->topdelta;
- bottomscreen = topscreen + spryscale*column->length;
-
- dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
- dc_yh = (bottomscreen-1)>>FRACBITS;
-
- if (dc_yh >= mfloorclip[dc_x])
- dc_yh = mfloorclip[dc_x]-1;
- if (dc_yl <= mceilingclip[dc_x])
- dc_yl = mceilingclip[dc_x]+1;
-
- if (dc_yl <= dc_yh)
- {
- dc_source = (byte *)column + 3;
- dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
- // dc_source = (byte *)column + 3 - column->topdelta;
-
- // Drawn by either R_DrawColumn
- // or (SHADOW) R_DrawFuzzColumn.
- colfunc ();
- }
- column = (column_t *)( (byte *)column + column->length + 4);
- }
-
- dc_texturemid = basetexturemid;
-}
-
-
-
-//
-// R_DrawVisSprite
-// mfloorclip and mceilingclip should also be set.
-//
-void
-R_DrawVisSprite
-( vissprite_t* vis,
- int x1,
- int x2 )
-{
- column_t* column;
- int texturecolumn;
- fixed_t frac;
- patch_t* patch;
-
-
- patch = W_CacheLumpNum (vis->patch+firstspritelump, PU_CACHE);
-
- dc_colormap = vis->colormap;
-
- if (!dc_colormap)
- {
- // NULL colormap = shadow draw
- colfunc = fuzzcolfunc;
- }
- else if (vis->mobjflags & MF_TRANSLATION)
- {
- colfunc = transcolfunc;
- dc_translation = translationtables - 256 +
- ( (vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );
- }
-
- dc_iscale = abs(vis->xiscale)>>detailshift;
- dc_texturemid = vis->texturemid;
- frac = vis->startfrac;
- spryscale = vis->scale;
- sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
-
- for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale)
- {
- texturecolumn = frac>>FRACBITS;
-#ifdef RANGECHECK
- if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
- I_Error ("R_DrawSpriteRange: bad texturecolumn");
-#endif
- column = (column_t *) ((byte *)patch +
- LONG(patch->columnofs[texturecolumn]));
- R_DrawMaskedColumn (column);
- }
-
- colfunc = basecolfunc;
-}
-
-
-
-//
-// R_ProjectSprite
-// Generates a vissprite for a thing
-// if it might be visible.
-//
-void R_ProjectSprite (mobj_t* thing)
-{
- fixed_t tr_x;
- fixed_t tr_y;
-
- fixed_t gxt;
- fixed_t gyt;
-
- fixed_t tx;
- fixed_t tz;
-
- fixed_t xscale;
-
- int x1;
- int x2;
-
- spritedef_t* sprdef;
- spriteframe_t* sprframe;
- int lump;
-
- unsigned rot;
- boolean flip;
-
- int index;
-
- vissprite_t* vis;
-
- angle_t ang;
- fixed_t iscale;
-
- // transform the origin point
- tr_x = thing->x - viewx;
- tr_y = thing->y - viewy;
-
- gxt = FixedMul(tr_x,viewcos);
- gyt = -FixedMul(tr_y,viewsin);
-
- tz = gxt-gyt;
-
- // thing is behind view plane?
- if (tz < MINZ)
- return;
-
- xscale = FixedDiv(projection, tz);
-
- gxt = -FixedMul(tr_x,viewsin);
- gyt = FixedMul(tr_y,viewcos);
- tx = -(gyt+gxt);
-
- // too far off the side?
- if (abs(tx)>(tz<<2))
- return;
-
- // decide which patch to use for sprite relative to player
-#ifdef RANGECHECK
- if ((unsigned int) thing->sprite >= (unsigned int) numsprites)
- I_Error ("R_ProjectSprite: invalid sprite number %i ",
- thing->sprite);
-#endif
- sprdef = &sprites[thing->sprite];
-#ifdef RANGECHECK
- if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes )
- I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
- thing->sprite, thing->frame);
-#endif
- sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
-
- if (sprframe->rotate)
- {
- // choose a different rotation based on player view
- ang = R_PointToAngle (thing->x, thing->y);
- rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
- lump = sprframe->lump[rot];
- flip = (boolean)sprframe->flip[rot];
- }
- else
- {
- // use single rotation for all views
- lump = sprframe->lump[0];
- flip = (boolean)sprframe->flip[0];
- }
-
- // calculate edges of the shape
- tx -= spriteoffset[lump];
- x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
-
- // off the right side?
- if (x1 > viewwidth)
- return;
-
- tx += spritewidth[lump];
- x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
-
- // off the left side
- if (x2 < 0)
- return;
-
- // store information in a vissprite
- vis = R_NewVisSprite ();
- vis->mobjflags = thing->flags;
- vis->scale = xscale<<detailshift;
- vis->gx = thing->x;
- vis->gy = thing->y;
- vis->gz = thing->z;
- vis->gzt = thing->z + spritetopoffset[lump];
- vis->texturemid = vis->gzt - viewz;
- vis->x1 = x1 < 0 ? 0 : x1;
- vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
- iscale = FixedDiv (FRACUNIT, xscale);
-
- if (flip)
- {
- vis->startfrac = spritewidth[lump]-1;
- vis->xiscale = -iscale;
- }
- else
- {
- vis->startfrac = 0;
- vis->xiscale = iscale;
- }
-
- if (vis->x1 > x1)
- vis->startfrac += vis->xiscale*(vis->x1-x1);
- vis->patch = lump;
-
- // get light level
- if (thing->flags & MF_SHADOW)
- {
- // shadow draw
- vis->colormap = NULL;
- }
- else if (fixedcolormap)
- {
- // fixed map
- vis->colormap = fixedcolormap;
- }
- else if (thing->frame & FF_FULLBRIGHT)
- {
- // full bright
- vis->colormap = colormaps;
- }
-
- else
- {
- // diminished light
- index = xscale>>(LIGHTSCALESHIFT-detailshift);
-
- if (index >= MAXLIGHTSCALE)
- index = MAXLIGHTSCALE-1;
-
- vis->colormap = spritelights[index];
- }
-}
-
-
-
-
-//
-// R_AddSprites
-// During BSP traversal, this adds sprites by sector.
-//
-void R_AddSprites (sector_t* sec)
-{
- mobj_t* thing;
- int lightnum;
-
- // BSP is traversed by subsector.
- // A sector might have been split into several
- // subsectors during BSP building.
- // Thus we check whether its already added.
- if (sec->validcount == validcount)
- return;
-
- // Well, now it will be done.
- sec->validcount = validcount;
-
- lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight;
-
- if (lightnum < 0)
- spritelights = scalelight[0];
- else if (lightnum >= LIGHTLEVELS)
- spritelights = scalelight[LIGHTLEVELS-1];
- else
- spritelights = scalelight[lightnum];
-
- // Handle all things in sector.
- for (thing = sec->thinglist ; thing ; thing = thing->snext)
- R_ProjectSprite (thing);
-}
-
-
-//
-// R_DrawPSprite
-//
-void R_DrawPSprite (pspdef_t* psp)
-{
- fixed_t tx;
- int x1;
- int x2;
- spritedef_t* sprdef;
- spriteframe_t* sprframe;
- int lump;
- boolean flip;
- vissprite_t* vis;
- vissprite_t avis;
-
- // decide which patch to use
-#ifdef RANGECHECK
- if ( (unsigned)psp->state->sprite >= (unsigned int) numsprites)
- I_Error ("R_ProjectSprite: invalid sprite number %i ",
- psp->state->sprite);
-#endif
- sprdef = &sprites[psp->state->sprite];
-#ifdef RANGECHECK
- if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes)
- I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
- psp->state->sprite, psp->state->frame);
-#endif
- sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ];
-
- lump = sprframe->lump[0];
- flip = (boolean)sprframe->flip[0];
-
- // calculate edges of the shape
- tx = psp->sx-160*FRACUNIT;
-
- tx -= spriteoffset[lump];
- x1 = (centerxfrac + FixedMul (tx,pspritescale) ) >>FRACBITS;
-
- // off the right side
- if (x1 > viewwidth)
- return;
-
- tx += spritewidth[lump];
- x2 = ((centerxfrac + FixedMul (tx, pspritescale) ) >>FRACBITS) - 1;
-
- // off the left side
- if (x2 < 0)
- return;
-
- // store information in a vissprite
- vis = &avis;
- vis->mobjflags = 0;
- vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2-(psp->sy-spritetopoffset[lump]);
- vis->x1 = x1 < 0 ? 0 : x1;
- vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
- vis->scale = pspritescale<<detailshift;
-
- if (flip)
- {
- vis->xiscale = -pspriteiscale;
- vis->startfrac = spritewidth[lump]-1;
- }
- else
- {
- vis->xiscale = pspriteiscale;
- vis->startfrac = 0;
- }
-
- if (vis->x1 > x1)
- vis->startfrac += vis->xiscale*(vis->x1-x1);
-
- vis->patch = lump;
-
- if (viewplayer->powers[pw_invisibility] > 4*32
- || viewplayer->powers[pw_invisibility] & 8)
- {
- // shadow draw
- vis->colormap = NULL;
- }
- else if (fixedcolormap)
- {
- // fixed color
- vis->colormap = fixedcolormap;
- }
- else if (psp->state->frame & FF_FULLBRIGHT)
- {
- // full bright
- vis->colormap = colormaps;
- }
- else
- {
- // local light
- vis->colormap = spritelights[MAXLIGHTSCALE-1];
- }
-
- R_DrawVisSprite (vis, vis->x1, vis->x2);
-}
-
-
-
-//
-// R_DrawPlayerSprites
-//
-void R_DrawPlayerSprites (void)
-{
- int i;
- int lightnum;
- pspdef_t* psp;
-
- // get light level
- lightnum =
- (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT)
- +extralight;
-
- if (lightnum < 0)
- spritelights = scalelight[0];
- else if (lightnum >= LIGHTLEVELS)
- spritelights = scalelight[LIGHTLEVELS-1];
- else
- spritelights = scalelight[lightnum];
-
- // clip to screen bounds
- mfloorclip = screenheightarray;
- mceilingclip = negonearray;
-
- // add all active psprites
- for (i=0, psp=viewplayer->psprites;
- i<NUMPSPRITES;
- i++,psp++)
- {
- if (psp->state)
- R_DrawPSprite (psp);
- }
-}
-
-
-
-
-//
-// R_SortVisSprites
-//
-vissprite_t vsprsortedhead;
-
-
-void R_SortVisSprites (void)
-{
- int i;
- int count;
- vissprite_t* ds;
- vissprite_t* best;
- vissprite_t unsorted;
- fixed_t bestscale;
-
- count = vissprite_p - vissprites;
-
- unsorted.next = unsorted.prev = &unsorted;
-
- if (!count)
- return;
-
- for (ds=vissprites ; ds<vissprite_p ; ds++)
- {
- ds->next = ds+1;
- ds->prev = ds-1;
- }
-
- vissprites[0].prev = &unsorted;
- unsorted.next = &vissprites[0];
- (vissprite_p-1)->next = &unsorted;
- unsorted.prev = vissprite_p-1;
-
- // pull the vissprites out by scale
-
- vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
- for (i=0 ; i<count ; i++)
- {
- bestscale = INT_MAX;
- best = unsorted.next;
- for (ds=unsorted.next ; ds!= &unsorted ; ds=ds->next)
- {
- if (ds->scale < bestscale)
- {
- bestscale = ds->scale;
- best = ds;
- }
- }
- best->next->prev = best->prev;
- best->prev->next = best->next;
- best->next = &vsprsortedhead;
- best->prev = vsprsortedhead.prev;
- vsprsortedhead.prev->next = best;
- vsprsortedhead.prev = best;
- }
-}
-
-
-
-//
-// R_DrawSprite
-//
-void R_DrawSprite (vissprite_t* spr)
-{
- drawseg_t* ds;
- short clipbot[SCREENWIDTH];
- short cliptop[SCREENWIDTH];
- int x;
- int r1;
- int r2;
- fixed_t scale;
- fixed_t lowscale;
- int silhouette;
-
- for (x = spr->x1 ; x<=spr->x2 ; x++)
- clipbot[x] = cliptop[x] = -2;
-
- // Scan drawsegs from end to start for obscuring segs.
- // The first drawseg that has a greater scale
- // is the clip seg.
- for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
- {
- // determine if the drawseg obscures the sprite
- if (ds->x1 > spr->x2
- || ds->x2 < spr->x1
- || (!ds->silhouette
- && !ds->maskedtexturecol) )
- {
- // does not cover sprite
- continue;
- }
-
- r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
- r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
-
- if (ds->scale1 > ds->scale2)
- {
- lowscale = ds->scale2;
- scale = ds->scale1;
- }
- else
- {
- lowscale = ds->scale1;
- scale = ds->scale2;
- }
-
- if (scale < spr->scale
- || ( lowscale < spr->scale
- && !R_PointOnSegSide (spr->gx, spr->gy, ds->curline) ) )
- {
- // masked mid texture?
- if (ds->maskedtexturecol)
- R_RenderMaskedSegRange (ds, r1, r2);
- // seg is behind sprite
- continue;
- }
-
-
- // clip this piece of the sprite
- silhouette = ds->silhouette;
-
- if (spr->gz >= ds->bsilheight)
- silhouette &= ~SIL_BOTTOM;
-
- if (spr->gzt <= ds->tsilheight)
- silhouette &= ~SIL_TOP;
-
- if (silhouette == 1)
- {
- // bottom sil
- for (x=r1 ; x<=r2 ; x++)
- if (clipbot[x] == -2)
- clipbot[x] = ds->sprbottomclip[x];
- }
- else if (silhouette == 2)
- {
- // top sil
- for (x=r1 ; x<=r2 ; x++)
- if (cliptop[x] == -2)
- cliptop[x] = ds->sprtopclip[x];
- }
- else if (silhouette == 3)
- {
- // both
- for (x=r1 ; x<=r2 ; x++)
- {
- if (clipbot[x] == -2)
- clipbot[x] = ds->sprbottomclip[x];
- if (cliptop[x] == -2)
- cliptop[x] = ds->sprtopclip[x];
- }
- }
-
- }
-
- // all clipping has been performed, so draw the sprite
-
- // check for unclipped columns
- for (x = spr->x1 ; x<=spr->x2 ; x++)
- {
- if (clipbot[x] == -2)
- clipbot[x] = viewheight;
-
- if (cliptop[x] == -2)
- cliptop[x] = -1;
- }
-
- mfloorclip = clipbot;
- mceilingclip = cliptop;
- R_DrawVisSprite (spr, spr->x1, spr->x2);
-}
-
-
-
-
-//
-// R_DrawMasked
-//
-void R_DrawMasked (void)
-{
- vissprite_t* spr;
- drawseg_t* ds;
-
- R_SortVisSprites ();
-
- if (vissprite_p > vissprites)
- {
- // draw all vissprites back to front
- for (spr = vsprsortedhead.next ;
- spr != &vsprsortedhead ;
- spr=spr->next)
- {
-
- R_DrawSprite (spr);
- }
- }
-
- // render any remaining masked mid textures
- for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
- if (ds->maskedtexturecol)
- R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
-
- // draw the psprites on top of everything
- // but does not draw on side views
- if (!viewangleoffset)
- R_DrawPlayerSprites ();
-}
-
-
-
--- a/src/strife/r_things.h
+++ /dev/null
@@ -1,73 +1,0 @@
-// 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
--- a/src/strife/s_sound.c
+++ /dev/null
@@ -1,675 +1,0 @@
-// 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 <stdio.h>
-#include <stdlib.h>
-
-#include "i_sound.h"
-#include "i_system.h"
-
-#include "doomfeatures.h"
-#include "deh_str.h"
-
-#include "doomstat.h"
-#include "doomtype.h"
-
-#include "sounds.h"
-#include "s_sound.h"
-
-#include "m_random.h"
-#include "m_argv.h"
-
-#include "p_local.h"
-#include "w_wad.h"
-#include "z_zone.h"
-
-// when to clip out sounds
-// Does not fit the large outdoor areas.
-
-#define S_CLIPPING_DIST (1200 * FRACUNIT)
-
-// Distance tp origin when sounds should be maxed out.
-// This should relate to movement clipping resolution
-// (see BLOCKMAP handling).
-// In the source code release: (160*FRACUNIT). Changed back to the
-// Vanilla value of 200 (why was this changed?)
-
-#define S_CLOSE_DIST (200 * FRACUNIT)
-
-// The range over which sound attenuates
-
-#define S_ATTENUATOR ((S_CLIPPING_DIST - S_CLOSE_DIST) >> FRACBITS)
-
-// Stereo separation
-
-#define S_STEREO_SWING (96 * FRACUNIT)
-
-#define NORM_PITCH 128
-#define NORM_PRIORITY 64
-#define NORM_SEP 128
-
-typedef struct
-{
- // sound information (if null, channel avail.)
- sfxinfo_t *sfxinfo;
-
- // origin of sound
- mobj_t *origin;
-
- // handle of the sound being played
- int handle;
-
-} channel_t;
-
-// The set of channels available
-
-static channel_t *channels;
-
-// Maximum volume of a sound effect.
-// Internal default is max out of 0-15.
-
-int sfxVolume = 8;
-
-// Maximum volume of music.
-
-int musicVolume = 8;
-
-// Internal volume level, ranging from 0-127
-
-static int snd_SfxVolume;
-
-// Whether songs are mus_paused
-
-static boolean mus_paused;
-
-// Music currently being played
-
-static musicinfo_t *mus_playing = NULL;
-
-// Number of channels to use
-
-int snd_channels = 8;
-
-//
-// Initializes sound stuff, including volume
-// Sets channels, SFX and music volume,
-// allocates channel buffer, sets S_sfx lookup.
-//
-
-void S_Init(int sfxVolume, int musicVolume)
-{
- int i;
-
- I_InitSound(true);
- I_InitMusic();
-
- I_PrecacheSounds(S_sfx, NUMSFX);
-
- S_SetSfxVolume(sfxVolume);
- S_SetMusicVolume(musicVolume);
-
- // Allocating the internal channels for mixing
- // (the maximum numer of sounds rendered
- // simultaneously) within zone memory.
- channels = Z_Malloc(snd_channels*sizeof(channel_t), PU_STATIC, 0);
-
- // Free all channels for use
- for (i=0 ; i<snd_channels ; i++)
- {
- channels[i].sfxinfo = 0;
- }
-
- // no sounds are playing, and they are not mus_paused
- mus_paused = 0;
-
- // Note that sounds have not been cached (yet).
- for (i=1 ; i<NUMSFX ; i++)
- {
- S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
- }
-
- I_AtExit(S_Shutdown, true);
-}
-
-void S_Shutdown(void)
-{
- I_ShutdownSound();
- I_ShutdownMusic();
-}
-
-static void S_StopChannel(int cnum)
-{
- int i;
- channel_t *c;
-
- c = &channels[cnum];
-
- if (c->sfxinfo)
- {
- // stop the sound playing
-
- if (I_SoundIsPlaying(c->handle))
- {
- I_StopSound(c->handle);
- }
-
- // check to see if other channels are playing the sound
-
- for (i=0; i<snd_channels; i++)
- {
- if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
- {
- break;
- }
- }
-
- // degrade usefulness of sound data
-
- c->sfxinfo->usefulness--;
- c->sfxinfo = NULL;
- }
-}
-
-//
-// Per level startup code.
-// Kills playing sounds at start of level,
-// determines music if any, changes music.
-//
-
-void S_Start(void)
-{
- int cnum;
- int mnum;
-
- // kill all playing sounds at start of level
- // (trust me - a good idea)
- for (cnum=0 ; cnum<snd_channels ; cnum++)
- {
- if (channels[cnum].sfxinfo)
- {
- S_StopChannel(cnum);
- }
- }
-
- // start new music for the level
- mus_paused = 0;
-
- if (gamemode == commercial)
- {
- mnum = mus_runnin + gamemap - 1;
- }
- else
- {
- int spmus[]=
- {
- // Song - Who? - Where?
-
- mus_e3m4, // American e4m1
- mus_e3m2, // Romero e4m2
- mus_e3m3, // Shawn e4m3
- mus_e1m5, // American e4m4
- mus_e2m7, // Tim e4m5
- mus_e2m4, // Romero e4m6
- mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
- mus_e2m5, // Shawn e4m8
- mus_e1m9, // Tim e4m9
- };
-
- if (gameepisode < 4)
- {
- mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
- }
- else
- {
- mnum = spmus[gamemap-1];
- }
- }
-
- S_ChangeMusic(mnum, true);
-}
-
-void S_StopSound(mobj_t *origin)
-{
- int cnum;
-
- for (cnum=0 ; cnum<snd_channels ; cnum++)
- {
- if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
- {
- S_StopChannel(cnum);
- break;
- }
- }
-}
-
-//
-// S_GetChannel :
-// If none available, return -1. Otherwise channel #.
-//
-
-static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo)
-{
- // channel number to use
- int cnum;
-
- channel_t* c;
-
- // Find an open channel
- for (cnum=0 ; cnum<snd_channels ; cnum++)
- {
- if (!channels[cnum].sfxinfo)
- {
- break;
- }
- else if (origin && channels[cnum].origin == origin)
- {
- S_StopChannel(cnum);
- break;
- }
- }
-
- // None available
- if (cnum == snd_channels)
- {
- // Look for lower priority
- for (cnum=0 ; cnum<snd_channels ; cnum++)
- {
- if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
- {
- break;
- }
- }
-
- if (cnum == snd_channels)
- {
- // FUCK! No lower priority. Sorry, Charlie.
- return -1;
- }
- else
- {
- // Otherwise, kick out lower priority.
- S_StopChannel(cnum);
- }
- }
-
- c = &channels[cnum];
-
- // channel is decided to be cnum.
- c->sfxinfo = sfxinfo;
- c->origin = origin;
-
- return cnum;
-}
-
-//
-// Changes volume and stereo-separation variables
-// from the norm of a sound effect to be played.
-// If the sound is not audible, returns a 0.
-// Otherwise, modifies parameters and returns 1.
-//
-
-static int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
- int *vol, int *sep)
-{
- fixed_t approx_dist;
- fixed_t adx;
- fixed_t ady;
- angle_t angle;
-
- // calculate the distance to sound origin
- // and clip it if necessary
- adx = abs(listener->x - source->x);
- ady = abs(listener->y - source->y);
-
- // From _GG1_ p.428. Appox. eucledian distance fast.
- approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
-
- if (gamemap != 8 && approx_dist > S_CLIPPING_DIST)
- {
- return 0;
- }
-
- // angle of source to listener
- angle = R_PointToAngle2(listener->x,
- listener->y,
- source->x,
- source->y);
-
- if (angle > listener->angle)
- {
- angle = angle - listener->angle;
- }
- else
- {
- angle = angle + (0xffffffff - listener->angle);
- }
-
- angle >>= ANGLETOFINESHIFT;
-
- // stereo separation
- *sep = 128 - (FixedMul(S_STEREO_SWING, finesine[angle]) >> FRACBITS);
-
- // volume calculation
- if (approx_dist < S_CLOSE_DIST)
- {
- *vol = snd_SfxVolume;
- }
- else if (gamemap == 8)
- {
- if (approx_dist > S_CLIPPING_DIST)
- {
- approx_dist = S_CLIPPING_DIST;
- }
-
- *vol = 15+ ((snd_SfxVolume-15)
- *((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
- / S_ATTENUATOR;
- }
- else
- {
- // distance effect
- *vol = (snd_SfxVolume
- * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
- / S_ATTENUATOR;
- }
-
- return (*vol > 0);
-}
-
-void S_StartSound(void *origin_p, int sfx_id)
-{
- sfxinfo_t *sfx;
- mobj_t *origin;
- int rc;
- int sep;
- int priority;
- int cnum;
- int volume;
-
- origin = (mobj_t *) origin_p;
- volume = snd_SfxVolume;
-
- // check for bogus sound #
- if (sfx_id < 1 || sfx_id > NUMSFX)
- {
- I_Error("Bad sfx #: %d", sfx_id);
- }
-
- sfx = &S_sfx[sfx_id];
-
- // Initialize sound parameters
- if (sfx->link)
- {
- priority = sfx->priority;
- volume += sfx->volume;
-
- if (volume < 1)
- {
- return;
- }
-
- if (volume > snd_SfxVolume)
- {
- volume = snd_SfxVolume;
- }
- }
- else
- {
- priority = NORM_PRIORITY;
- }
-
-
- // Check to see if it is audible,
- // and if not, modify the params
- if (origin && origin != players[consoleplayer].mo)
- {
- rc = S_AdjustSoundParams(players[consoleplayer].mo,
- origin,
- &volume,
- &sep);
-
- if (origin->x == players[consoleplayer].mo->x
- && origin->y == players[consoleplayer].mo->y)
- {
- sep = NORM_SEP;
- }
-
- if (!rc)
- {
- return;
- }
- }
- else
- {
- sep = NORM_SEP;
- }
-
- // kill old sound
- S_StopSound(origin);
-
- // try to find a channel
- cnum = S_GetChannel(origin, sfx);
-
- if (cnum < 0)
- {
- return;
- }
-
- // increase the usefulness
- if (sfx->usefulness++ < 0)
- {
- sfx->usefulness = 1;
- }
-
- if (sfx->lumpnum < 0)
- {
- sfx->lumpnum = I_GetSfxLumpNum(sfx);
- }
-
- channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep);
-}
-
-//
-// Stop and resume music, during game PAUSE.
-//
-
-void S_PauseSound(void)
-{
- if (mus_playing && !mus_paused)
- {
- I_PauseSong();
- mus_paused = true;
- }
-}
-
-void S_ResumeSound(void)
-{
- if (mus_playing && mus_paused)
- {
- I_ResumeSong();
- mus_paused = false;
- }
-}
-
-//
-// Updates music & sounds
-//
-
-void S_UpdateSounds(mobj_t *listener)
-{
- int audible;
- int cnum;
- int volume;
- int sep;
- sfxinfo_t* sfx;
- channel_t* c;
-
- for (cnum=0; cnum<snd_channels; cnum++)
- {
- c = &channels[cnum];
- sfx = c->sfxinfo;
-
- if (c->sfxinfo)
- {
- if (I_SoundIsPlaying(c->handle))
- {
- // initialize parameters
- volume = snd_SfxVolume;
- sep = NORM_SEP;
-
- if (sfx->link)
- {
- volume += sfx->volume;
- if (volume < 1)
- {
- S_StopChannel(cnum);
- continue;
- }
- else if (volume > snd_SfxVolume)
- {
- volume = snd_SfxVolume;
- }
- }
-
- // check non-local sounds for distance clipping
- // or modify their params
- if (c->origin && listener != c->origin)
- {
- audible = S_AdjustSoundParams(listener,
- c->origin,
- &volume,
- &sep);
-
- if (!audible)
- {
- S_StopChannel(cnum);
- }
- else
- {
- I_UpdateSoundParams(c->handle, volume, sep);
- }
- }
- }
- else
- {
- // if channel is allocated but sound has stopped,
- // free it
- S_StopChannel(cnum);
- }
- }
- }
-}
-
-void S_SetMusicVolume(int volume)
-{
- if (volume < 0 || volume > 127)
- {
- I_Error("Attempt to set music volume at %d",
- volume);
- }
-
- I_SetMusicVolume(volume);
-}
-
-void S_SetSfxVolume(int volume)
-{
- if (volume < 0 || volume > 127)
- {
- I_Error("Attempt to set sfx volume at %d", volume);
- }
-
- snd_SfxVolume = volume;
-}
-
-//
-// Starts some music with the music id found in sounds.h.
-//
-
-void S_StartMusic(int m_id)
-{
- S_ChangeMusic(m_id, false);
-}
-
-void S_ChangeMusic(int musicnum, int looping)
-{
- musicinfo_t *music = NULL;
- char namebuf[9];
- void *handle;
-
- if (musicnum <= mus_None || musicnum >= NUMMUSIC)
- {
- I_Error("Bad music number %d", musicnum);
- }
- else
- {
- music = &S_music[musicnum];
- }
-
- if (mus_playing == music)
- {
- return;
- }
-
- // shutdown old music
- S_StopMusic();
-
- // get lumpnum if neccessary
- if (!music->lumpnum)
- {
- sprintf(namebuf, "d_%s", DEH_String(music->name));
- music->lumpnum = W_GetNumForName(namebuf);
- }
-
- music->data = W_CacheLumpNum(music->lumpnum, PU_STATIC);
-
- handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
- music->handle = handle;
- I_PlaySong(handle, looping);
-
- mus_playing = music;
-}
-
-boolean S_MusicPlaying(void)
-{
- return I_MusicIsPlaying();
-}
-
-void S_StopMusic(void)
-{
- if (mus_playing)
- {
- if (mus_paused)
- {
- I_ResumeSong();
- }
-
- I_StopSong();
- I_UnRegisterSong(mus_playing->handle);
- W_ReleaseLumpNum(mus_playing->lumpnum);
- mus_playing->data = NULL;
- mus_playing = NULL;
- }
-}
-
--- a/src/strife/s_sound.h
+++ /dev/null
@@ -1,97 +1,0 @@
-// 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 <origin>
-// using <sound_id> from sounds.h
-//
-
-void S_StartSound(void *origin, int sound_id);
-
-// Stop sound for thing at <origin>
-void S_StopSound(mobj_t *origin);
-
-
-// Start music using <music_id> from sounds.h
-void S_StartMusic(int music_id);
-
-// Start music using <music_id> from sounds.h,
-// and set whether looping
-void S_ChangeMusic(int music_id, int looping);
-
-// query if music is playing
-boolean S_MusicPlaying(void);
-
-// Stops the music fer sure.
-void S_StopMusic(void);
-
-// Stop and resume music, during game PAUSE.
-void S_PauseSound(void);
-void S_ResumeSound(void);
-
-
-//
-// Updates music & sounds
-//
-void S_UpdateSounds(mobj_t *listener);
-
-void S_SetMusicVolume(int volume);
-void S_SetSfxVolume(int volume);
-
-extern int snd_channels;
-
-#endif
-
--- a/src/strife/sounds.c
+++ /dev/null
@@ -1,237 +1,0 @@
-// Emacs style mode select -*- C++ -*-
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-// Created by a sound utility.
-// Kept as a sample, DOOM2 sounds.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdlib.h>
-
-
-#include "doomtype.h"
-#include "sounds.h"
-
-//
-// Information about all the music
-//
-
-#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),
-};
-
--- a/src/strife/sounds.h
+++ /dev/null
@@ -1,235 +1,0 @@
-// 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
--- a/src/strife/st_lib.c
+++ /dev/null
@@ -1,294 +1,0 @@
-// 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 <stdio.h>
-#include <ctype.h>
-
-#include "deh_main.h"
-#include "doomdef.h"
-
-#include "z_zone.h"
-#include "v_video.h"
-
-#include "i_swap.h"
-#include "i_system.h"
-
-#include "w_wad.h"
-
-#include "st_stuff.h"
-#include "st_lib.h"
-#include "r_local.h"
-
-
-// in AM_map.c
-extern boolean automapactive;
-
-
-
-
-//
-// Hack display negative frags.
-// Loads and store the stminus lump.
-//
-patch_t* sttminus;
-
-void STlib_init(void)
-{
- sttminus = (patch_t *) W_CacheLumpName(DEH_String("STTMINUS"), PU_STATIC);
-}
-
-
-// ?
-void
-STlib_initNum
-( st_number_t* n,
- int x,
- int y,
- patch_t** pl,
- int* num,
- boolean* on,
- int width )
-{
- n->x = x;
- n->y = y;
- n->oldnum = 0;
- n->width = width;
- n->num = num;
- n->on = on;
- n->p = pl;
-}
-
-
-//
-// A fairly efficient way to draw a number
-// based on differences from the old number.
-// Note: worth the trouble?
-//
-void
-STlib_drawNum
-( st_number_t* n,
- boolean refresh )
-{
-
- int numdigits = n->width;
- int num = *n->num;
-
- int w = SHORT(n->p[0]->width);
- int h = SHORT(n->p[0]->height);
- int x = n->x;
-
- int neg;
-
- n->oldnum = *n->num;
-
- neg = num < 0;
-
- if (neg)
- {
- if (numdigits == 2 && num < -9)
- num = -9;
- else if (numdigits == 3 && num < -99)
- num = -99;
-
- num = -num;
- }
-
- // clear the area
- x = n->x - numdigits*w;
-
- if (n->y - ST_Y < 0)
- I_Error("drawNum: n->y - ST_Y < 0");
-
- V_CopyRect(x, n->y - ST_Y, st_backing_screen, w*numdigits, h, x, n->y);
-
- // if non-number, do not draw it
- if (num == 1994)
- return;
-
- x = n->x;
-
- // in the special case of 0, you draw 0
- if (!num)
- V_DrawPatch(x - w, n->y, n->p[ 0 ]);
-
- // draw the new number
- while (num && numdigits--)
- {
- x -= w;
- V_DrawPatch(x, n->y, n->p[ num % 10 ]);
- num /= 10;
- }
-
- // draw a minus sign if necessary
- if (neg)
- V_DrawPatch(x - 8, n->y, sttminus);
-}
-
-
-//
-void
-STlib_updateNum
-( st_number_t* n,
- boolean refresh )
-{
- if (*n->on) STlib_drawNum(n, refresh);
-}
-
-
-//
-void
-STlib_initPercent
-( st_percent_t* p,
- int x,
- int y,
- patch_t** pl,
- int* num,
- boolean* on,
- patch_t* percent )
-{
- STlib_initNum(&p->n, x, y, pl, num, on, 3);
- p->p = percent;
-}
-
-
-
-
-void
-STlib_updatePercent
-( st_percent_t* per,
- int refresh )
-{
- if (refresh && *per->n.on)
- V_DrawPatch(per->n.x, per->n.y, per->p);
-
- STlib_updateNum(&per->n, refresh);
-}
-
-
-
-void
-STlib_initMultIcon
-( st_multicon_t* i,
- int x,
- int y,
- patch_t** il,
- int* inum,
- boolean* on )
-{
- i->x = x;
- i->y = y;
- i->oldinum = -1;
- i->inum = inum;
- i->on = on;
- i->p = il;
-}
-
-
-
-void
-STlib_updateMultIcon
-( st_multicon_t* mi,
- boolean refresh )
-{
- int w;
- int h;
- int x;
- int y;
-
- if (*mi->on
- && (mi->oldinum != *mi->inum || refresh)
- && (*mi->inum!=-1))
- {
- if (mi->oldinum != -1)
- {
- x = mi->x - SHORT(mi->p[mi->oldinum]->leftoffset);
- y = mi->y - SHORT(mi->p[mi->oldinum]->topoffset);
- w = SHORT(mi->p[mi->oldinum]->width);
- h = SHORT(mi->p[mi->oldinum]->height);
-
- if (y - ST_Y < 0)
- I_Error("updateMultIcon: y - ST_Y < 0");
-
- V_CopyRect(x, y-ST_Y, st_backing_screen, w, h, x, y);
- }
- V_DrawPatch(mi->x, mi->y, mi->p[*mi->inum]);
- mi->oldinum = *mi->inum;
- }
-}
-
-
-
-void
-STlib_initBinIcon
-( st_binicon_t* b,
- int x,
- int y,
- patch_t* i,
- boolean* val,
- boolean* on )
-{
- b->x = x;
- b->y = y;
- b->oldval = false;
- b->val = val;
- b->on = on;
- b->p = i;
-}
-
-
-
-void
-STlib_updateBinIcon
-( st_binicon_t* bi,
- boolean refresh )
-{
- int x;
- int y;
- int w;
- int h;
-
- if (*bi->on
- && (bi->oldval != *bi->val || refresh))
- {
- x = bi->x - SHORT(bi->p->leftoffset);
- y = bi->y - SHORT(bi->p->topoffset);
- w = SHORT(bi->p->width);
- h = SHORT(bi->p->height);
-
- if (y - ST_Y < 0)
- I_Error("updateBinIcon: y - ST_Y < 0");
-
- if (*bi->val)
- V_DrawPatch(bi->x, bi->y, bi->p);
- else
- V_CopyRect(x, y-ST_Y, st_backing_screen, w, h, x, y);
-
- bi->oldval = *bi->val;
- }
-
-}
-
--- a/src/strife/st_lib.h
+++ /dev/null
@@ -1,217 +1,0 @@
-// 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
--- a/src/strife/st_stuff.c
+++ /dev/null
@@ -1,1412 +1,0 @@
-// 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 <stdio.h>
-
-#include "i_system.h"
-#include "i_video.h"
-#include "z_zone.h"
-#include "m_random.h"
-#include "w_wad.h"
-
-#include "deh_main.h"
-#include "deh_misc.h"
-#include "doomdef.h"
-#include "doomkeys.h"
-
-#include "g_game.h"
-
-#include "st_stuff.h"
-#include "st_lib.h"
-#include "r_local.h"
-
-#include "p_local.h"
-#include "p_inter.h"
-
-#include "am_map.h"
-#include "m_cheat.h"
-
-#include "s_sound.h"
-
-// Needs access to LFB.
-#include "v_video.h"
-
-// State.
-#include "doomstat.h"
-
-// Data.
-#include "dstrings.h"
-#include "sounds.h"
-
-//
-// STATUS BAR DATA
-//
-
-
-// Palette indices.
-// For damage/bonus red-/gold-shifts
-#define STARTREDPALS 1
-#define STARTBONUSPALS 9
-#define NUMREDPALS 8
-#define NUMBONUSPALS 4
-// Radiation suit, green shift.
-#define RADIATIONPAL 13
-
-// N/256*100% probability
-// that the normal face state will change
-#define ST_FACEPROBABILITY 96
-
-// For Responder
-#define ST_TOGGLECHAT KEY_ENTER
-
-// Location of status bar
-#define ST_X 0
-#define ST_X2 104
-
-#define ST_FX 143
-#define ST_FY 169
-
-// Should be set to patch width
-// for tall numbers later on
-#define ST_TALLNUMWIDTH (tallnum[0]->width)
-
-// Number of status faces.
-#define ST_NUMPAINFACES 5
-#define ST_NUMSTRAIGHTFACES 3
-#define ST_NUMTURNFACES 2
-#define ST_NUMSPECIALFACES 3
-
-#define ST_FACESTRIDE \
- (ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)
-
-#define ST_NUMEXTRAFACES 2
-
-#define ST_NUMFACES \
- (ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)
-
-#define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES)
-#define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES)
-#define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1)
-#define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1)
-#define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE)
-#define ST_DEADFACE (ST_GODFACE+1)
-
-#define ST_FACESX 143
-#define ST_FACESY 168
-
-#define ST_EVILGRINCOUNT (2*TICRATE)
-#define ST_STRAIGHTFACECOUNT (TICRATE/2)
-#define ST_TURNCOUNT (1*TICRATE)
-#define ST_OUCHCOUNT (1*TICRATE)
-#define ST_RAMPAGEDELAY (2*TICRATE)
-
-#define ST_MUCHPAIN 20
-
-
-// Location and size of statistics,
-// justified according to widget type.
-// Problem is, within which space? STbar? Screen?
-// Note: this could be read in by a lump.
-// Problem is, is the stuff rendered
-// into a buffer,
-// or into the frame buffer?
-
-// AMMO number pos.
-#define ST_AMMOWIDTH 3
-#define ST_AMMOX 44
-#define ST_AMMOY 171
-
-// HEALTH number pos.
-#define ST_HEALTHWIDTH 3
-#define ST_HEALTHX 90
-#define ST_HEALTHY 171
-
-// Weapon pos.
-#define ST_ARMSX 111
-#define ST_ARMSY 172
-#define ST_ARMSBGX 104
-#define ST_ARMSBGY 168
-#define ST_ARMSXSPACE 12
-#define ST_ARMSYSPACE 10
-
-// Frags pos.
-#define ST_FRAGSX 138
-#define ST_FRAGSY 171
-#define ST_FRAGSWIDTH 2
-
-// ARMOR number pos.
-#define ST_ARMORWIDTH 3
-#define ST_ARMORX 221
-#define ST_ARMORY 171
-
-// Key icon positions.
-#define ST_KEY0WIDTH 8
-#define ST_KEY0HEIGHT 5
-#define ST_KEY0X 239
-#define ST_KEY0Y 171
-#define ST_KEY1WIDTH ST_KEY0WIDTH
-#define ST_KEY1X 239
-#define ST_KEY1Y 181
-#define ST_KEY2WIDTH ST_KEY0WIDTH
-#define ST_KEY2X 239
-#define ST_KEY2Y 191
-
-// Ammunition counter.
-#define ST_AMMO0WIDTH 3
-#define ST_AMMO0HEIGHT 6
-#define ST_AMMO0X 288
-#define ST_AMMO0Y 173
-#define ST_AMMO1WIDTH ST_AMMO0WIDTH
-#define ST_AMMO1X 288
-#define ST_AMMO1Y 179
-#define ST_AMMO2WIDTH ST_AMMO0WIDTH
-#define ST_AMMO2X 288
-#define ST_AMMO2Y 191
-#define ST_AMMO3WIDTH ST_AMMO0WIDTH
-#define ST_AMMO3X 288
-#define ST_AMMO3Y 185
-
-// Indicate maximum ammunition.
-// Only needed because backpack exists.
-#define ST_MAXAMMO0WIDTH 3
-#define ST_MAXAMMO0HEIGHT 5
-#define ST_MAXAMMO0X 314
-#define ST_MAXAMMO0Y 173
-#define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
-#define ST_MAXAMMO1X 314
-#define ST_MAXAMMO1Y 179
-#define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
-#define ST_MAXAMMO2X 314
-#define ST_MAXAMMO2Y 191
-#define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
-#define ST_MAXAMMO3X 314
-#define ST_MAXAMMO3Y 185
-
-// pistol
-#define ST_WEAPON0X 110
-#define ST_WEAPON0Y 172
-
-// shotgun
-#define ST_WEAPON1X 122
-#define ST_WEAPON1Y 172
-
-// chain gun
-#define ST_WEAPON2X 134
-#define ST_WEAPON2Y 172
-
-// missile launcher
-#define ST_WEAPON3X 110
-#define ST_WEAPON3Y 181
-
-// plasma gun
-#define ST_WEAPON4X 122
-#define ST_WEAPON4Y 181
-
- // bfg
-#define ST_WEAPON5X 134
-#define ST_WEAPON5Y 181
-
-// WPNS title
-#define ST_WPNSX 109
-#define ST_WPNSY 191
-
- // DETH title
-#define ST_DETHX 109
-#define ST_DETHY 191
-
-//Incoming messages window location
-//UNUSED
-// #define ST_MSGTEXTX (viewwindowx)
-// #define ST_MSGTEXTY (viewwindowy+viewheight-18)
-#define ST_MSGTEXTX 0
-#define ST_MSGTEXTY 0
-// Dimensions given in characters.
-#define ST_MSGWIDTH 52
-// Or shall I say, in lines?
-#define ST_MSGHEIGHT 1
-
-#define ST_OUTTEXTX 0
-#define ST_OUTTEXTY 6
-
-// Width, in characters again.
-#define ST_OUTWIDTH 52
- // Height, in lines.
-#define ST_OUTHEIGHT 1
-
-#define ST_MAPWIDTH \
- (strlen(mapnames[(gameepisode-1)*9+(gamemap-1)]))
-
-#define ST_MAPTITLEX \
- (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH)
-
-#define ST_MAPTITLEY 0
-#define ST_MAPHEIGHT 1
-
-// graphics are drawn to a backing screen and blitted to the real screen
-byte *st_backing_screen;
-
-// main player in game
-static player_t* plyr;
-
-// ST_Start() has just been called
-static boolean st_firsttime;
-
-// lump number for PLAYPAL
-static int lu_palette;
-
-// used for timing
-static unsigned int st_clock;
-
-// used for making messages go away
-static int st_msgcounter=0;
-
-// used when in chat
-static st_chatstateenum_t st_chatstate;
-
-// whether in automap or first-person
-static st_stateenum_t st_gamestate;
-
-// whether left-side main status bar is active
-static boolean st_statusbaron;
-
-// whether status bar chat is active
-static boolean st_chat;
-
-// value of st_chat before message popped up
-static boolean st_oldchat;
-
-// whether chat window has the cursor on
-static boolean st_cursoron;
-
-// !deathmatch
-static boolean st_notdeathmatch;
-
-// !deathmatch && st_statusbaron
-static boolean st_armson;
-
-// !deathmatch
-static boolean st_fragson;
-
-// main bar left
-static patch_t* sbar;
-
-// 0-9, tall numbers
-static patch_t* tallnum[10];
-
-// tall % sign
-static patch_t* tallpercent;
-
-// 0-9, short, yellow (,different!) numbers
-static patch_t* shortnum[10];
-
-// 3 key-cards, 3 skulls
-static patch_t* keys[NUMCARDS];
-
-// face status patches
-static patch_t* faces[ST_NUMFACES];
-
-// face background
-static patch_t* faceback;
-
- // main bar right
-static patch_t* armsbg;
-
-// weapon ownership patches
-static patch_t* arms[6][2];
-
-// ready-weapon widget
-static st_number_t w_ready;
-
- // in deathmatch only, summary of frags stats
-static st_number_t w_frags;
-
-// health widget
-static st_percent_t w_health;
-
-// arms background
-static st_binicon_t w_armsbg;
-
-
-// weapon ownership widgets
-static st_multicon_t w_arms[6];
-
-// face status widget
-static st_multicon_t w_faces;
-
-// keycard widgets
-static st_multicon_t w_keyboxes[3];
-
-// armor widget
-static st_percent_t w_armor;
-
-// ammo widgets
-static st_number_t w_ammo[4];
-
-// max ammo widgets
-static st_number_t w_maxammo[4];
-
-
-
- // number of frags so far in deathmatch
-static int st_fragscount;
-
-// used to use appopriately pained face
-static int st_oldhealth = -1;
-
-// used for evil grin
-static boolean oldweaponsowned[NUMWEAPONS];
-
- // count until face changes
-static int st_facecount = 0;
-
-// current face index, used by w_faces
-static int st_faceindex = 0;
-
-// holds key-type for each key box on bar
-static int keyboxes[3];
-
-// a random number per tick
-static int st_randomnumber;
-
-cheatseq_t cheat_mus = CHEAT("idmus", 2);
-cheatseq_t cheat_god = CHEAT("iddqd", 0);
-cheatseq_t cheat_ammo = CHEAT("idkfa", 0);
-cheatseq_t cheat_ammonokey = CHEAT("idfa", 0);
-cheatseq_t cheat_noclip = CHEAT("idspispopd", 0);
-cheatseq_t cheat_commercial_noclip = CHEAT("idclip", 0);
-
-cheatseq_t cheat_powerup[7] =
-{
- CHEAT("idbeholdv", 0),
- CHEAT("idbeholds", 0),
- CHEAT("idbeholdi", 0),
- CHEAT("idbeholdr", 0),
- CHEAT("idbeholda", 0),
- CHEAT("idbeholdl", 0),
- CHEAT("idbehold", 0),
-};
-
-cheatseq_t cheat_choppers = CHEAT("idchoppers", 0);
-cheatseq_t cheat_clev = CHEAT("idclev", 2);
-cheatseq_t cheat_mypos = CHEAT("idmypos", 0);
-
-
-//
-extern char* mapnames[];
-
-
-//
-// STATUS BAR CODE
-//
-void ST_Stop(void);
-
-void ST_refreshBackground(void)
-{
-
- if (st_statusbaron)
- {
- V_UseBuffer(st_backing_screen);
-
- V_DrawPatch(ST_X, 0, sbar);
-
- if (netgame)
- V_DrawPatch(ST_FX, 0, faceback);
-
- V_RestoreBuffer();
-
- V_CopyRect(ST_X, 0, st_backing_screen, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y);
- }
-
-}
-
-
-// Respond to keyboard input events,
-// intercept cheats.
-boolean
-ST_Responder (event_t* ev)
-{
- int i;
-
- // Filter automap on/off.
- if (ev->type == ev_keyup
- && ((ev->data1 & 0xffff0000) == AM_MSGHEADER))
- {
- switch(ev->data1)
- {
- case AM_MSGENTERED:
- st_gamestate = AutomapState;
- st_firsttime = true;
- break;
-
- case AM_MSGEXITED:
- // fprintf(stderr, "AM exited\n");
- st_gamestate = FirstPersonState;
- break;
- }
- }
-
- // if a user keypress...
- else if (ev->type == ev_keydown)
- {
- if (!netgame && gameskill != sk_nightmare)
- {
- // 'dqd' cheat for toggleable god mode
- if (cht_CheckCheat(&cheat_god, ev->data2))
- {
- plyr->cheats ^= CF_GODMODE;
- if (plyr->cheats & CF_GODMODE)
- {
- if (plyr->mo)
- plyr->mo->health = 100;
-
- plyr->health = deh_god_mode_health;
- plyr->message = DEH_String(STSTR_DQDON);
- }
- else
- plyr->message = DEH_String(STSTR_DQDOFF);
- }
- // 'fa' cheat for killer fucking arsenal
- else if (cht_CheckCheat(&cheat_ammonokey, ev->data2))
- {
- plyr->armorpoints = deh_idfa_armor;
- plyr->armortype = deh_idfa_armor_class;
-
- for (i=0;i<NUMWEAPONS;i++)
- plyr->weaponowned[i] = true;
-
- for (i=0;i<NUMAMMO;i++)
- plyr->ammo[i] = plyr->maxammo[i];
-
- plyr->message = DEH_String(STSTR_FAADDED);
- }
- // 'kfa' cheat for key full ammo
- else if (cht_CheckCheat(&cheat_ammo, ev->data2))
- {
- plyr->armorpoints = deh_idkfa_armor;
- plyr->armortype = deh_idkfa_armor_class;
-
- for (i=0;i<NUMWEAPONS;i++)
- plyr->weaponowned[i] = true;
-
- for (i=0;i<NUMAMMO;i++)
- plyr->ammo[i] = plyr->maxammo[i];
-
- for (i=0;i<NUMCARDS;i++)
- plyr->cards[i] = true;
-
- plyr->message = DEH_String(STSTR_KFAADDED);
- }
- // 'mus' cheat for changing music
- else if (cht_CheckCheat(&cheat_mus, ev->data2))
- {
-
- char buf[3];
- int musnum;
-
- plyr->message = DEH_String(STSTR_MUS);
- cht_GetParam(&cheat_mus, buf);
-
- if (gamemode == commercial)
- {
- musnum = mus_runnin + (buf[0]-'0')*10 + buf[1]-'0' - 1;
-
- if (((buf[0]-'0')*10 + buf[1]-'0') > 35)
- plyr->message = DEH_String(STSTR_NOMUS);
- else
- S_ChangeMusic(musnum, 1);
- }
- else
- {
- musnum = mus_e1m1 + (buf[0]-'1')*9 + (buf[1]-'1');
-
- if (((buf[0]-'1')*9 + buf[1]-'1') > 31)
- plyr->message = DEH_String(STSTR_NOMUS);
- else
- S_ChangeMusic(musnum, 1);
- }
- }
- else if ( (gamemission == doom
- && cht_CheckCheat(&cheat_noclip, ev->data2))
- || (gamemission != doom
- && cht_CheckCheat(&cheat_commercial_noclip,ev->data2)))
- {
- // Noclip cheat.
- // For Doom 1, use the idspipsopd cheat; for all others, use
- // idclip
-
- plyr->cheats ^= CF_NOCLIP;
-
- if (plyr->cheats & CF_NOCLIP)
- plyr->message = DEH_String(STSTR_NCON);
- else
- plyr->message = DEH_String(STSTR_NCOFF);
- }
- // 'behold?' power-up cheats
- for (i=0;i<6;i++)
- {
- if (cht_CheckCheat(&cheat_powerup[i], ev->data2))
- {
- if (!plyr->powers[i])
- P_GivePower( plyr, i);
- else if (i!=pw_strength)
- plyr->powers[i] = 1;
- else
- plyr->powers[i] = 0;
-
- plyr->message = DEH_String(STSTR_BEHOLDX);
- }
- }
-
- // 'behold' power-up menu
- if (cht_CheckCheat(&cheat_powerup[6], ev->data2))
- {
- plyr->message = DEH_String(STSTR_BEHOLD);
- }
- // 'choppers' invulnerability & chainsaw
- else if (cht_CheckCheat(&cheat_choppers, ev->data2))
- {
- plyr->weaponowned[wp_chainsaw] = true;
- plyr->powers[pw_invulnerability] = true;
- plyr->message = DEH_String(STSTR_CHOPPERS);
- }
- // 'mypos' for player position
- else if (cht_CheckCheat(&cheat_mypos, ev->data2))
- {
- static char buf[ST_MSGWIDTH];
- sprintf(buf, "ang=0x%x;x,y=(0x%x,0x%x)",
- players[consoleplayer].mo->angle,
- players[consoleplayer].mo->x,
- players[consoleplayer].mo->y);
- plyr->message = buf;
- }
- }
-
- // 'clev' change-level cheat
- if (!netgame && cht_CheckCheat(&cheat_clev, ev->data2))
- {
- char buf[3];
- int epsd;
- int map;
-
- cht_GetParam(&cheat_clev, buf);
-
- if (gamemode == commercial)
- {
- epsd = 1;
- map = (buf[0] - '0')*10 + buf[1] - '0';
- }
- else
- {
- epsd = buf[0] - '0';
- map = buf[1] - '0';
- }
-
- // Chex.exe always warps to episode 1.
-
- if (gameversion == exe_chex)
- {
- epsd = 1;
- }
-
- // Catch invalid maps.
- if (epsd < 1)
- return false;
-
- if (map < 1)
- return false;
-
- // Ohmygod - this is not going to work.
- if ((gamemode == retail)
- && ((epsd > 4) || (map > 9)))
- return false;
-
- if ((gamemode == registered)
- && ((epsd > 3) || (map > 9)))
- return false;
-
- if ((gamemode == shareware)
- && ((epsd > 1) || (map > 9)))
- return false;
-
- if ((gamemode == commercial)
- && (( epsd > 1) || (map > 34)))
- return false;
-
- // So be it.
- plyr->message = DEH_String(STSTR_CLEV);
- G_DeferedInitNew(gameskill, epsd, map);
- }
- }
- return false;
-}
-
-
-
-int ST_calcPainOffset(void)
-{
- int health;
- static int lastcalc;
- static int oldhealth = -1;
-
- health = plyr->health > 100 ? 100 : plyr->health;
-
- if (health != oldhealth)
- {
- lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
- oldhealth = health;
- }
- return lastcalc;
-}
-
-
-//
-// This is a not-very-pretty routine which handles
-// the face states and their timing.
-// the precedence of expressions is:
-// dead > evil grin > turned head > straight ahead
-//
-void ST_updateFaceWidget(void)
-{
- int i;
- angle_t badguyangle;
- angle_t diffang;
- static int lastattackdown = -1;
- static int priority = 0;
- boolean doevilgrin;
-
- if (priority < 10)
- {
- // dead
- if (!plyr->health)
- {
- priority = 9;
- st_faceindex = ST_DEADFACE;
- st_facecount = 1;
- }
- }
-
- if (priority < 9)
- {
- if (plyr->bonuscount)
- {
- // picking up bonus
- doevilgrin = false;
-
- for (i=0;i<NUMWEAPONS;i++)
- {
- if (oldweaponsowned[i] != plyr->weaponowned[i])
- {
- doevilgrin = true;
- oldweaponsowned[i] = plyr->weaponowned[i];
- }
- }
- if (doevilgrin)
- {
- // evil grin if just picked up weapon
- priority = 8;
- st_facecount = ST_EVILGRINCOUNT;
- st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET;
- }
- }
-
- }
-
- if (priority < 8)
- {
- if (plyr->damagecount
- && plyr->attacker
- && plyr->attacker != plyr->mo)
- {
- // being attacked
- priority = 7;
-
- if (plyr->health - st_oldhealth > ST_MUCHPAIN)
- {
- st_facecount = ST_TURNCOUNT;
- st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
- }
- else
- {
- badguyangle = R_PointToAngle2(plyr->mo->x,
- plyr->mo->y,
- plyr->attacker->x,
- plyr->attacker->y);
-
- if (badguyangle > plyr->mo->angle)
- {
- // whether right or left
- diffang = badguyangle - plyr->mo->angle;
- i = diffang > ANG180;
- }
- else
- {
- // whether left or right
- diffang = plyr->mo->angle - badguyangle;
- i = diffang <= ANG180;
- } // confusing, aint it?
-
-
- st_facecount = ST_TURNCOUNT;
- st_faceindex = ST_calcPainOffset();
-
- if (diffang < ANG45)
- {
- // head-on
- st_faceindex += ST_RAMPAGEOFFSET;
- }
- else if (i)
- {
- // turn face right
- st_faceindex += ST_TURNOFFSET;
- }
- else
- {
- // turn face left
- st_faceindex += ST_TURNOFFSET+1;
- }
- }
- }
- }
-
- if (priority < 7)
- {
- // getting hurt because of your own damn stupidity
- if (plyr->damagecount)
- {
- if (plyr->health - st_oldhealth > ST_MUCHPAIN)
- {
- priority = 7;
- st_facecount = ST_TURNCOUNT;
- st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
- }
- else
- {
- priority = 6;
- st_facecount = ST_TURNCOUNT;
- st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
- }
-
- }
-
- }
-
- if (priority < 6)
- {
- // rapid firing
- if (plyr->attackdown)
- {
- if (lastattackdown==-1)
- lastattackdown = ST_RAMPAGEDELAY;
- else if (!--lastattackdown)
- {
- priority = 5;
- st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
- st_facecount = 1;
- lastattackdown = 1;
- }
- }
- else
- lastattackdown = -1;
-
- }
-
- if (priority < 5)
- {
- // invulnerability
- if ((plyr->cheats & CF_GODMODE)
- || plyr->powers[pw_invulnerability])
- {
- priority = 4;
-
- st_faceindex = ST_GODFACE;
- st_facecount = 1;
-
- }
-
- }
-
- // look left or look right if the facecount has timed out
- if (!st_facecount)
- {
- st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3);
- st_facecount = ST_STRAIGHTFACECOUNT;
- priority = 0;
- }
-
- st_facecount--;
-
-}
-
-void ST_updateWidgets(void)
-{
- static int largeammo = 1994; // means "n/a"
- int i;
-
- // must redirect the pointer if the ready weapon has changed.
- // if (w_ready.data != plyr->readyweapon)
- // {
- if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
- w_ready.num = &largeammo;
- else
- w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];
- //{
- // static int tic=0;
- // static int dir=-1;
- // if (!(tic&15))
- // plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir;
- // if (plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100)
- // dir = 1;
- // tic++;
- // }
- w_ready.data = plyr->readyweapon;
-
- // if (*w_ready.on)
- // STlib_updateNum(&w_ready, true);
- // refresh weapon change
- // }
-
- // update keycard multiple widgets
- for (i=0;i<3;i++)
- {
- keyboxes[i] = plyr->cards[i] ? i : -1;
-
- if (plyr->cards[i+3])
- keyboxes[i] = i+3;
- }
-
- // refresh everything if this is him coming back to life
- ST_updateFaceWidget();
-
- // used by the w_armsbg widget
- st_notdeathmatch = !deathmatch;
-
- // used by w_arms[] widgets
- st_armson = st_statusbaron && !deathmatch;
-
- // used by w_frags widget
- st_fragson = deathmatch && st_statusbaron;
- st_fragscount = 0;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (i != consoleplayer)
- st_fragscount += plyr->frags[i];
- else
- st_fragscount -= plyr->frags[i];
- }
-
- // get rid of chat window if up because of message
- if (!--st_msgcounter)
- st_chat = st_oldchat;
-
-}
-
-void ST_Ticker (void)
-{
-
- st_clock++;
- st_randomnumber = M_Random();
- ST_updateWidgets();
- st_oldhealth = plyr->health;
-
-}
-
-static int st_palette = 0;
-
-void ST_doPaletteStuff(void)
-{
-
- int palette;
- byte* pal;
- int cnt;
- int bzc;
-
- cnt = plyr->damagecount;
-
- if (plyr->powers[pw_strength])
- {
- // slowly fade the berzerk out
- bzc = 12 - (plyr->powers[pw_strength]>>6);
-
- if (bzc > cnt)
- cnt = bzc;
- }
-
- if (cnt)
- {
- palette = (cnt+7)>>3;
-
- if (palette >= NUMREDPALS)
- palette = NUMREDPALS-1;
-
- palette += STARTREDPALS;
- }
-
- else if (plyr->bonuscount)
- {
- palette = (plyr->bonuscount+7)>>3;
-
- if (palette >= NUMBONUSPALS)
- palette = NUMBONUSPALS-1;
-
- palette += STARTBONUSPALS;
- }
-
- else if ( plyr->powers[pw_ironfeet] > 4*32
- || plyr->powers[pw_ironfeet]&8)
- palette = RADIATIONPAL;
- else
- palette = 0;
-
- if (palette != st_palette)
- {
- st_palette = palette;
- pal = (byte *) W_CacheLumpNum (lu_palette, PU_CACHE)+palette*768;
- I_SetPalette (pal);
- }
-
-}
-
-void ST_drawWidgets(boolean refresh)
-{
- int i;
-
- // used by w_arms[] widgets
- st_armson = st_statusbaron && !deathmatch;
-
- // used by w_frags widget
- st_fragson = deathmatch && st_statusbaron;
-
- STlib_updateNum(&w_ready, refresh);
-
- for (i=0;i<4;i++)
- {
- STlib_updateNum(&w_ammo[i], refresh);
- STlib_updateNum(&w_maxammo[i], refresh);
- }
-
- STlib_updatePercent(&w_health, refresh);
- STlib_updatePercent(&w_armor, refresh);
-
- STlib_updateBinIcon(&w_armsbg, refresh);
-
- for (i=0;i<6;i++)
- STlib_updateMultIcon(&w_arms[i], refresh);
-
- STlib_updateMultIcon(&w_faces, refresh);
-
- for (i=0;i<3;i++)
- STlib_updateMultIcon(&w_keyboxes[i], refresh);
-
- STlib_updateNum(&w_frags, refresh);
-
-}
-
-void ST_doRefresh(void)
-{
-
- st_firsttime = false;
-
- // draw status bar background to off-screen buff
- ST_refreshBackground();
-
- // and refresh all widgets
- ST_drawWidgets(true);
-
-}
-
-void ST_diffDraw(void)
-{
- // update all widgets
- ST_drawWidgets(false);
-}
-
-void ST_Drawer (boolean fullscreen, boolean refresh)
-{
-
- st_statusbaron = (!fullscreen) || automapactive;
- st_firsttime = st_firsttime || refresh;
-
- // Do red-/gold-shifts from damage/items
- ST_doPaletteStuff();
-
- // If just after ST_Start(), refresh all
- if (st_firsttime) ST_doRefresh();
- // Otherwise, update as little as possible
- else ST_diffDraw();
-
-}
-
-typedef void (*load_callback_t)(char *lumpname, patch_t **variable);
-
-// Iterates through all graphics to be loaded or unloaded, along with
-// the variable they use, invoking the specified callback function.
-
-static void ST_loadUnloadGraphics(load_callback_t callback)
-{
-
- int i;
- int j;
- int facenum;
-
- char namebuf[9];
-
- // Load the numbers, tall and short
- for (i=0;i<10;i++)
- {
- sprintf(namebuf, DEH_String("STTNUM%d"), i);
- callback(namebuf, &tallnum[i]);
-
- sprintf(namebuf, DEH_String("STYSNUM%d"), i);
- callback(namebuf, &shortnum[i]);
- }
-
- // Load percent key.
- //Note: why not load STMINUS here, too?
-
- callback(DEH_String("STTPRCNT"), &tallpercent);
-
- // key cards
- for (i=0;i<NUMCARDS;i++)
- {
- sprintf(namebuf, DEH_String("STKEYS%d"), i);
- callback(namebuf, &keys[i]);
- }
-
- // arms background
- callback(DEH_String("STARMS"), &armsbg);
-
- // arms ownership widgets
- for (i=0; i<6; i++)
- {
- sprintf(namebuf, DEH_String("STGNUM%d"), i+2);
-
- // gray #
- callback(namebuf, &arms[i][0]);
-
- // yellow #
- arms[i][1] = shortnum[i+2];
- }
-
- // face backgrounds for different color players
- sprintf(namebuf, DEH_String("STFB%d"), consoleplayer);
- callback(namebuf, &faceback);
-
- // status bar background bits
- callback(DEH_String("STBAR"), &sbar);
-
- // face states
- facenum = 0;
- for (i=0; i<ST_NUMPAINFACES; i++)
- {
- for (j=0; j<ST_NUMSTRAIGHTFACES; j++)
- {
- sprintf(namebuf, DEH_String("STFST%d%d"), i, j);
- callback(namebuf, &faces[facenum]);
- ++facenum;
- }
- sprintf(namebuf, DEH_String("STFTR%d0"), i); // turn right
- callback(namebuf, &faces[facenum]);
- ++facenum;
- sprintf(namebuf, DEH_String("STFTL%d0"), i); // turn left
- callback(namebuf, &faces[facenum]);
- ++facenum;
- sprintf(namebuf, DEH_String("STFOUCH%d"), i); // ouch!
- callback(namebuf, &faces[facenum]);
- ++facenum;
- sprintf(namebuf, DEH_String("STFEVL%d"), i); // evil grin ;)
- callback(namebuf, &faces[facenum]);
- ++facenum;
- sprintf(namebuf, DEH_String("STFKILL%d"), i); // pissed off
- callback(namebuf, &faces[facenum]);
- ++facenum;
- }
-
- callback(DEH_String("STFGOD0"), &faces[facenum]);
- ++facenum;
- callback(DEH_String("STFDEAD0"), &faces[facenum]);
- ++facenum;
-}
-
-static void ST_loadCallback(char *lumpname, patch_t **variable)
-{
- *variable = W_CacheLumpName(lumpname, PU_STATIC);
-}
-
-void ST_loadGraphics(void)
-{
- ST_loadUnloadGraphics(ST_loadCallback);
-}
-
-void ST_loadData(void)
-{
- lu_palette = W_GetNumForName (DEH_String("PLAYPAL"));
- ST_loadGraphics();
-}
-
-static void ST_unloadCallback(char *lumpname, patch_t **variable)
-{
- W_ReleaseLumpName(lumpname);
- *variable = NULL;
-}
-
-void ST_unloadGraphics(void)
-{
- ST_loadUnloadGraphics(ST_unloadCallback);
-}
-
-void ST_unloadData(void)
-{
- ST_unloadGraphics();
-}
-
-void ST_initData(void)
-{
-
- int i;
-
- st_firsttime = true;
- plyr = &players[consoleplayer];
-
- st_clock = 0;
- st_chatstate = StartChatState;
- st_gamestate = FirstPersonState;
-
- st_statusbaron = true;
- st_oldchat = st_chat = false;
- st_cursoron = false;
-
- st_faceindex = 0;
- st_palette = -1;
-
- st_oldhealth = -1;
-
- for (i=0;i<NUMWEAPONS;i++)
- oldweaponsowned[i] = plyr->weaponowned[i];
-
- for (i=0;i<3;i++)
- keyboxes[i] = -1;
-
- STlib_init();
-
-}
-
-
-
-void ST_createWidgets(void)
-{
-
- int i;
-
- // ready weapon ammo
- STlib_initNum(&w_ready,
- ST_AMMOX,
- ST_AMMOY,
- tallnum,
- &plyr->ammo[weaponinfo[plyr->readyweapon].ammo],
- &st_statusbaron,
- ST_AMMOWIDTH );
-
- // the last weapon type
- w_ready.data = plyr->readyweapon;
-
- // health percentage
- STlib_initPercent(&w_health,
- ST_HEALTHX,
- ST_HEALTHY,
- tallnum,
- &plyr->health,
- &st_statusbaron,
- tallpercent);
-
- // arms background
- STlib_initBinIcon(&w_armsbg,
- ST_ARMSBGX,
- ST_ARMSBGY,
- armsbg,
- &st_notdeathmatch,
- &st_statusbaron);
-
- // weapons owned
- for(i=0;i<6;i++)
- {
- STlib_initMultIcon(&w_arms[i],
- ST_ARMSX+(i%3)*ST_ARMSXSPACE,
- ST_ARMSY+(i/3)*ST_ARMSYSPACE,
- arms[i], (int *) &plyr->weaponowned[i+1],
- &st_armson);
- }
-
- // frags sum
- STlib_initNum(&w_frags,
- ST_FRAGSX,
- ST_FRAGSY,
- tallnum,
- &st_fragscount,
- &st_fragson,
- ST_FRAGSWIDTH);
-
- // faces
- STlib_initMultIcon(&w_faces,
- ST_FACESX,
- ST_FACESY,
- faces,
- &st_faceindex,
- &st_statusbaron);
-
- // armor percentage - should be colored later
- STlib_initPercent(&w_armor,
- ST_ARMORX,
- ST_ARMORY,
- tallnum,
- &plyr->armorpoints,
- &st_statusbaron, tallpercent);
-
- // keyboxes 0-2
- STlib_initMultIcon(&w_keyboxes[0],
- ST_KEY0X,
- ST_KEY0Y,
- keys,
- &keyboxes[0],
- &st_statusbaron);
-
- STlib_initMultIcon(&w_keyboxes[1],
- ST_KEY1X,
- ST_KEY1Y,
- keys,
- &keyboxes[1],
- &st_statusbaron);
-
- STlib_initMultIcon(&w_keyboxes[2],
- ST_KEY2X,
- ST_KEY2Y,
- keys,
- &keyboxes[2],
- &st_statusbaron);
-
- // ammo count (all four kinds)
- STlib_initNum(&w_ammo[0],
- ST_AMMO0X,
- ST_AMMO0Y,
- shortnum,
- &plyr->ammo[0],
- &st_statusbaron,
- ST_AMMO0WIDTH);
-
- STlib_initNum(&w_ammo[1],
- ST_AMMO1X,
- ST_AMMO1Y,
- shortnum,
- &plyr->ammo[1],
- &st_statusbaron,
- ST_AMMO1WIDTH);
-
- STlib_initNum(&w_ammo[2],
- ST_AMMO2X,
- ST_AMMO2Y,
- shortnum,
- &plyr->ammo[2],
- &st_statusbaron,
- ST_AMMO2WIDTH);
-
- STlib_initNum(&w_ammo[3],
- ST_AMMO3X,
- ST_AMMO3Y,
- shortnum,
- &plyr->ammo[3],
- &st_statusbaron,
- ST_AMMO3WIDTH);
-
- // max ammo count (all four kinds)
- STlib_initNum(&w_maxammo[0],
- ST_MAXAMMO0X,
- ST_MAXAMMO0Y,
- shortnum,
- &plyr->maxammo[0],
- &st_statusbaron,
- ST_MAXAMMO0WIDTH);
-
- STlib_initNum(&w_maxammo[1],
- ST_MAXAMMO1X,
- ST_MAXAMMO1Y,
- shortnum,
- &plyr->maxammo[1],
- &st_statusbaron,
- ST_MAXAMMO1WIDTH);
-
- STlib_initNum(&w_maxammo[2],
- ST_MAXAMMO2X,
- ST_MAXAMMO2Y,
- shortnum,
- &plyr->maxammo[2],
- &st_statusbaron,
- ST_MAXAMMO2WIDTH);
-
- STlib_initNum(&w_maxammo[3],
- ST_MAXAMMO3X,
- ST_MAXAMMO3Y,
- shortnum,
- &plyr->maxammo[3],
- &st_statusbaron,
- ST_MAXAMMO3WIDTH);
-
-}
-
-static boolean st_stopped = true;
-
-
-void ST_Start (void)
-{
-
- if (!st_stopped)
- ST_Stop();
-
- ST_initData();
- ST_createWidgets();
- st_stopped = false;
-
-}
-
-void ST_Stop (void)
-{
- if (st_stopped)
- return;
-
- I_SetPalette (W_CacheLumpNum (lu_palette, PU_CACHE));
-
- st_stopped = true;
-}
-
-void ST_Init (void)
-{
- ST_loadData();
- st_backing_screen = (byte *) Z_Malloc(ST_WIDTH * ST_HEIGHT, PU_STATIC, 0);
-}
-
--- a/src/strife/st_stuff.h
+++ /dev/null
@@ -1,98 +1,0 @@
-// 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
--- a/src/strife/wi_stuff.c
+++ /dev/null
@@ -1,1841 +1,0 @@
-// 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 <stdio.h>
-
-#include "z_zone.h"
-
-#include "m_random.h"
-
-#include "deh_main.h"
-#include "i_swap.h"
-#include "i_system.h"
-
-#include "w_wad.h"
-
-#include "g_game.h"
-
-#include "r_local.h"
-#include "s_sound.h"
-
-#include "doomstat.h"
-
-// Data.
-#include "sounds.h"
-
-// Needs access to LFB.
-#include "v_video.h"
-
-#include "wi_stuff.h"
-
-//
-// Data needed to add patches to full screen intermission pics.
-// Patches are statistics messages, and animations.
-// Loads of by-pixel layout and placement, offsets etc.
-//
-
-
-//
-// Different vetween registered DOOM (1994) and
-// Ultimate DOOM - Final edition (retail, 1995?).
-// This is supposedly ignored for commercial
-// release (aka DOOM II), which had 34 maps
-// in one episode. So there.
-#define NUMEPISODES 4
-#define NUMMAPS 9
-
-
-// in tics
-//U #define PAUSELEN (TICRATE*2)
-//U #define SCORESTEP 100
-//U #define ANIMPERIOD 32
-// pixel distance from "(YOU)" to "PLAYER N"
-//U #define STARDIST 10
-//U #define WK 1
-
-
-// GLOBAL LOCATIONS
-#define WI_TITLEY 2
-#define WI_SPACINGY 33
-
-// SINGPLE-PLAYER STUFF
-#define SP_STATSX 50
-#define SP_STATSY 50
-
-#define SP_TIMEX 16
-#define SP_TIMEY (SCREENHEIGHT-32)
-
-
-// NET GAME STUFF
-#define NG_STATSY 50
-#define NG_STATSX (32 + SHORT(star->width)/2 + 32*!dofrags)
-
-#define NG_SPACINGX 64
-
-
-// DEATHMATCH STUFF
-#define DM_MATRIXX 42
-#define DM_MATRIXY 68
-
-#define DM_SPACINGX 40
-
-#define DM_TOTALSX 269
-
-#define DM_KILLERSX 10
-#define DM_KILLERSY 100
-#define DM_VICTIMSX 5
-#define DM_VICTIMSY 50
-
-
-
-
-typedef enum
-{
- ANIM_ALWAYS,
- ANIM_RANDOM,
- ANIM_LEVEL
-
-} animenum_t;
-
-typedef struct
-{
- int x;
- int y;
-
-} point_t;
-
-
-//
-// Animation.
-// There is another anim_t used in p_spec.
-//
-typedef struct
-{
- animenum_t type;
-
- // period in tics between animations
- int period;
-
- // number of animation frames
- int nanims;
-
- // location of animation
- point_t loc;
-
- // ALWAYS: n/a,
- // RANDOM: period deviation (<256),
- // LEVEL: level
- int data1;
-
- // ALWAYS: n/a,
- // RANDOM: random base period,
- // LEVEL: n/a
- int data2;
-
- // actual graphics for frames of animations
- patch_t* p[3];
-
- // following must be initialized to zero before use!
-
- // next value of bcnt (used in conjunction with period)
- int nexttic;
-
- // last drawn animation frame
- int lastdrawn;
-
- // next frame number to animate
- int ctr;
-
- // used by RANDOM and LEVEL when animating
- int state;
-
-} anim_t;
-
-
-static point_t lnodes[NUMEPISODES][NUMMAPS] =
-{
- // Episode 0 World Map
- {
- { 185, 164 }, // location of level 0 (CJ)
- { 148, 143 }, // location of level 1 (CJ)
- { 69, 122 }, // location of level 2 (CJ)
- { 209, 102 }, // location of level 3 (CJ)
- { 116, 89 }, // location of level 4 (CJ)
- { 166, 55 }, // location of level 5 (CJ)
- { 71, 56 }, // location of level 6 (CJ)
- { 135, 29 }, // location of level 7 (CJ)
- { 71, 24 } // location of level 8 (CJ)
- },
-
- // Episode 1 World Map should go here
- {
- { 254, 25 }, // location of level 0 (CJ)
- { 97, 50 }, // location of level 1 (CJ)
- { 188, 64 }, // location of level 2 (CJ)
- { 128, 78 }, // location of level 3 (CJ)
- { 214, 92 }, // location of level 4 (CJ)
- { 133, 130 }, // location of level 5 (CJ)
- { 208, 136 }, // location of level 6 (CJ)
- { 148, 140 }, // location of level 7 (CJ)
- { 235, 158 } // location of level 8 (CJ)
- },
-
- // Episode 2 World Map should go here
- {
- { 156, 168 }, // location of level 0 (CJ)
- { 48, 154 }, // location of level 1 (CJ)
- { 174, 95 }, // location of level 2 (CJ)
- { 265, 75 }, // location of level 3 (CJ)
- { 130, 48 }, // location of level 4 (CJ)
- { 279, 23 }, // location of level 5 (CJ)
- { 198, 48 }, // location of level 6 (CJ)
- { 140, 25 }, // location of level 7 (CJ)
- { 281, 136 } // location of level 8 (CJ)
- }
-
-};
-
-
-//
-// Animation locations for episode 0 (1).
-// Using patches saves a lot of space,
-// as they replace 320x200 full screen frames.
-//
-
-#define ANIM(type, period, nanims, x, y, nexttic) \
- { (type), (period), (nanims), { (x), (y) }, (nexttic), \
- 0, { NULL, NULL, NULL }, 0, 0, 0, 0 }
-
-
-static anim_t epsd0animinfo[] =
-{
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 224, 104, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 184, 160, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 112, 136, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 72, 112, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 88, 96, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 64, 48, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 192, 40, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 136, 16, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 80, 16, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 64, 24, 0),
-};
-
-static anim_t epsd1animinfo[] =
-{
- ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 1),
- ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 2),
- ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 3),
- ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 4),
- ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 5),
- ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 6),
- ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 7),
- ANIM(ANIM_LEVEL, TICRATE/3, 3, 192, 144, 8),
- ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 8),
-};
-
-static anim_t epsd2animinfo[] =
-{
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 104, 168, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 40, 136, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 160, 96, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 104, 80, 0),
- ANIM(ANIM_ALWAYS, TICRATE/3, 3, 120, 32, 0),
- ANIM(ANIM_ALWAYS, TICRATE/4, 3, 40, 0, 0),
-};
-
-static int NUMANIMS[NUMEPISODES] =
-{
- arrlen(epsd0animinfo),
- arrlen(epsd1animinfo),
- arrlen(epsd2animinfo),
-};
-
-static anim_t *anims[NUMEPISODES] =
-{
- epsd0animinfo,
- epsd1animinfo,
- epsd2animinfo
-};
-
-
-//
-// GENERAL DATA
-//
-
-//
-// Locally used stuff.
-//
-
-// States for single-player
-#define SP_KILLS 0
-#define SP_ITEMS 2
-#define SP_SECRET 4
-#define SP_FRAGS 6
-#define SP_TIME 8
-#define SP_PAR ST_TIME
-
-#define SP_PAUSE 1
-
-// in seconds
-#define SHOWNEXTLOCDELAY 4
-//#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
-
-
-// used to accelerate or skip a stage
-static int acceleratestage;
-
-// wbs->pnum
-static int me;
-
- // specifies current state
-static stateenum_t state;
-
-// contains information passed into intermission
-static wbstartstruct_t* wbs;
-
-static wbplayerstruct_t* plrs; // wbs->plyr[]
-
-// used for general timing
-static int cnt;
-
-// used for timing of background animation
-static int bcnt;
-
-// signals to refresh everything for one frame
-static int firstrefresh;
-
-static int cnt_kills[MAXPLAYERS];
-static int cnt_items[MAXPLAYERS];
-static int cnt_secret[MAXPLAYERS];
-static int cnt_time;
-static int cnt_par;
-static int cnt_pause;
-
-// # of commercial levels
-static int NUMCMAPS;
-
-
-//
-// GRAPHICS
-//
-
-// You Are Here graphic
-static patch_t* yah[3] = { NULL, NULL, NULL };
-
-// splat
-static patch_t* splat[2] = { NULL, NULL };
-
-// %, : graphics
-static patch_t* percent;
-static patch_t* colon;
-
-// 0-9 graphic
-static patch_t* num[10];
-
-// minus sign
-static patch_t* wiminus;
-
-// "Finished!" graphics
-static patch_t* finished;
-
-// "Entering" graphic
-static patch_t* entering;
-
-// "secret"
-static patch_t* sp_secret;
-
- // "Kills", "Scrt", "Items", "Frags"
-static patch_t* kills;
-static patch_t* secret;
-static patch_t* items;
-static patch_t* frags;
-
-// Time sucks.
-static patch_t* timepatch;
-static patch_t* par;
-static patch_t* sucks;
-
-// "killers", "victims"
-static patch_t* killers;
-static patch_t* victims;
-
-// "Total", your face, your dead face
-static patch_t* total;
-static patch_t* star;
-static patch_t* bstar;
-
-// "red P[1..MAXPLAYERS]"
-static patch_t* p[MAXPLAYERS];
-
-// "gray P[1..MAXPLAYERS]"
-static patch_t* bp[MAXPLAYERS];
-
- // Name graphics of each level (centered)
-static patch_t** lnames;
-
-// Buffer storing the backdrop
-static patch_t *background;
-
-//
-// CODE
-//
-
-// slam background
-void WI_slamBackground(void)
-{
- V_DrawPatch(0, 0, background);
-}
-
-// The ticker is used to detect keys
-// because of timing issues in netgames.
-boolean WI_Responder(event_t* ev)
-{
- return false;
-}
-
-
-// Draws "<Levelname> Finished!"
-void WI_drawLF(void)
-{
- int y = WI_TITLEY;
-
- if (gamemode != commercial || wbs->last < NUMCMAPS)
- {
- // draw <LevelName>
- V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2,
- y, lnames[wbs->last]);
-
- // draw "Finished!"
- y += (5*SHORT(lnames[wbs->last]->height))/4;
-
- V_DrawPatch((SCREENWIDTH - SHORT(finished->width)) / 2, y, finished);
- }
- else if (wbs->last == NUMCMAPS)
- {
- // MAP33 - nothing is displayed!
- }
- else if (wbs->last > NUMCMAPS)
- {
- // > MAP33. Doom bombs out here with a Bad V_DrawPatch error.
- // I'm pretty sure that doom2.exe is just reading into random
- // bits of memory at this point, but let's try to be accurate
- // anyway. This deliberately triggers a V_DrawPatch error.
-
- patch_t tmp = { SCREENWIDTH, SCREENHEIGHT, 1, 1,
- { 0, 0, 0, 0, 0, 0, 0, 0 } };
-
- V_DrawPatch(0, y, &tmp);
- }
-}
-
-
-
-// Draws "Entering <LevelName>"
-void WI_drawEL(void)
-{
- int y = WI_TITLEY;
-
- // draw "Entering"
- V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2,
- y,
- entering);
-
- // draw level
- y += (5*SHORT(lnames[wbs->next]->height))/4;
-
- V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2,
- y,
- lnames[wbs->next]);
-
-}
-
-void
-WI_drawOnLnode
-( int n,
- patch_t* c[] )
-{
-
- int i;
- int left;
- int top;
- int right;
- int bottom;
- boolean fits = false;
-
- i = 0;
- do
- {
- left = lnodes[wbs->epsd][n].x - SHORT(c[i]->leftoffset);
- top = lnodes[wbs->epsd][n].y - SHORT(c[i]->topoffset);
- right = left + SHORT(c[i]->width);
- bottom = top + SHORT(c[i]->height);
-
- if (left >= 0
- && right < SCREENWIDTH
- && top >= 0
- && bottom < SCREENHEIGHT)
- {
- fits = true;
- }
- else
- {
- i++;
- }
- } while (!fits && i!=2 && c[i] != NULL);
-
- if (fits && i<2)
- {
- V_DrawPatch(lnodes[wbs->epsd][n].x,
- lnodes[wbs->epsd][n].y,
- c[i]);
- }
- else
- {
- // DEBUG
- printf("Could not place patch on level %d", n+1);
- }
-}
-
-
-
-void WI_initAnimatedBack(void)
-{
- int i;
- anim_t* a;
-
- if (gamemode == commercial)
- return;
-
- if (wbs->epsd > 2)
- return;
-
- for (i=0;i<NUMANIMS[wbs->epsd];i++)
- {
- a = &anims[wbs->epsd][i];
-
- // init variables
- a->ctr = -1;
-
- // specify the next time to draw it
- if (a->type == ANIM_ALWAYS)
- a->nexttic = bcnt + 1 + (M_Random()%a->period);
- else if (a->type == ANIM_RANDOM)
- a->nexttic = bcnt + 1 + a->data2+(M_Random()%a->data1);
- else if (a->type == ANIM_LEVEL)
- a->nexttic = bcnt + 1;
- }
-
-}
-
-void WI_updateAnimatedBack(void)
-{
- int i;
- anim_t* a;
-
- if (gamemode == commercial)
- return;
-
- if (wbs->epsd > 2)
- return;
-
- for (i=0;i<NUMANIMS[wbs->epsd];i++)
- {
- a = &anims[wbs->epsd][i];
-
- if (bcnt == a->nexttic)
- {
- switch (a->type)
- {
- case ANIM_ALWAYS:
- if (++a->ctr >= a->nanims) a->ctr = 0;
- a->nexttic = bcnt + a->period;
- break;
-
- case ANIM_RANDOM:
- a->ctr++;
- if (a->ctr == a->nanims)
- {
- a->ctr = -1;
- a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
- }
- else a->nexttic = bcnt + a->period;
- break;
-
- case ANIM_LEVEL:
- // gawd-awful hack for level anims
- if (!(state == StatCount && i == 7)
- && wbs->next == a->data1)
- {
- a->ctr++;
- if (a->ctr == a->nanims) a->ctr--;
- a->nexttic = bcnt + a->period;
- }
- break;
- }
- }
-
- }
-
-}
-
-void WI_drawAnimatedBack(void)
-{
- int i;
- anim_t* a;
-
- if (gamemode == commercial)
- return;
-
- if (wbs->epsd > 2)
- return;
-
- for (i=0 ; i<NUMANIMS[wbs->epsd] ; i++)
- {
- a = &anims[wbs->epsd][i];
-
- if (a->ctr >= 0)
- V_DrawPatch(a->loc.x, a->loc.y, a->p[a->ctr]);
- }
-
-}
-
-//
-// Draws a number.
-// If digits > 0, then use that many digits minimum,
-// otherwise only use as many as necessary.
-// Returns new x position.
-//
-
-int
-WI_drawNum
-( int x,
- int y,
- int n,
- int digits )
-{
-
- int fontwidth = SHORT(num[0]->width);
- int neg;
- int temp;
-
- if (digits < 0)
- {
- if (!n)
- {
- // make variable-length zeros 1 digit long
- digits = 1;
- }
- else
- {
- // figure out # of digits in #
- digits = 0;
- temp = n;
-
- while (temp)
- {
- temp /= 10;
- digits++;
- }
- }
- }
-
- neg = n < 0;
- if (neg)
- n = -n;
-
- // if non-number, do not draw it
- if (n == 1994)
- return 0;
-
- // draw the new number
- while (digits--)
- {
- x -= fontwidth;
- V_DrawPatch(x, y, num[ n % 10 ]);
- n /= 10;
- }
-
- // draw a minus sign if necessary
- if (neg)
- V_DrawPatch(x-=8, y, wiminus);
-
- return x;
-
-}
-
-void
-WI_drawPercent
-( int x,
- int y,
- int p )
-{
- if (p < 0)
- return;
-
- V_DrawPatch(x, y, percent);
- WI_drawNum(x, y, p, -1);
-}
-
-
-
-//
-// Display level completion time and par,
-// or "sucks" message if overflow.
-//
-void
-WI_drawTime
-( int x,
- int y,
- int t )
-{
-
- int div;
- int n;
-
- if (t<0)
- return;
-
- if (t <= 61*59)
- {
- div = 1;
-
- do
- {
- n = (t / div) % 60;
- x = WI_drawNum(x, y, n, 2) - SHORT(colon->width);
- div *= 60;
-
- // draw
- if (div==60 || t / div)
- V_DrawPatch(x, y, colon);
-
- } while (t / div);
- }
- else
- {
- // "sucks"
- V_DrawPatch(x - SHORT(sucks->width), y, sucks);
- }
-}
-
-
-void WI_End(void)
-{
- void WI_unloadData(void);
- WI_unloadData();
-}
-
-void WI_initNoState(void)
-{
- state = NoState;
- acceleratestage = 0;
- cnt = 10;
-}
-
-void WI_updateNoState(void) {
-
- WI_updateAnimatedBack();
-
- if (!--cnt)
- {
- // Don't call WI_End yet. G_WorldDone doesnt immediately
- // change gamestate, so WI_Drawer is still going to get
- // run until that happens. If we do that after WI_End
- // (which unloads all the graphics), we're in trouble.
- //WI_End();
- G_WorldDone();
- }
-
-}
-
-static boolean snl_pointeron = false;
-
-
-void WI_initShowNextLoc(void)
-{
- state = ShowNextLoc;
- acceleratestage = 0;
- cnt = SHOWNEXTLOCDELAY * TICRATE;
-
- WI_initAnimatedBack();
-}
-
-void WI_updateShowNextLoc(void)
-{
- WI_updateAnimatedBack();
-
- if (!--cnt || acceleratestage)
- WI_initNoState();
- else
- snl_pointeron = (cnt & 31) < 20;
-}
-
-void WI_drawShowNextLoc(void)
-{
-
- int i;
- int last;
-
- WI_slamBackground();
-
- // draw animated background
- WI_drawAnimatedBack();
-
- if ( gamemode != commercial)
- {
- if (wbs->epsd > 2)
- {
- WI_drawEL();
- return;
- }
-
- last = (wbs->last == 8) ? wbs->next - 1 : wbs->last;
-
- // draw a splat on taken cities.
- for (i=0 ; i<=last ; i++)
- WI_drawOnLnode(i, splat);
-
- // splat the secret level?
- if (wbs->didsecret)
- WI_drawOnLnode(8, splat);
-
- // draw flashing ptr
- if (snl_pointeron)
- WI_drawOnLnode(wbs->next, yah);
- }
-
- // draws which level you are entering..
- if ( (gamemode != commercial)
- || wbs->next != 30)
- WI_drawEL();
-
-}
-
-void WI_drawNoState(void)
-{
- snl_pointeron = true;
- WI_drawShowNextLoc();
-}
-
-int WI_fragSum(int playernum)
-{
- int i;
- int frags = 0;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i]
- && i!=playernum)
- {
- frags += plrs[playernum].frags[i];
- }
- }
-
-
- // JDC hack - negative frags.
- frags -= plrs[playernum].frags[playernum];
- // UNUSED if (frags < 0)
- // frags = 0;
-
- return frags;
-}
-
-
-
-static int dm_state;
-static int dm_frags[MAXPLAYERS][MAXPLAYERS];
-static int dm_totals[MAXPLAYERS];
-
-
-
-void WI_initDeathmatchStats(void)
-{
-
- int i;
- int j;
-
- state = StatCount;
- acceleratestage = 0;
- dm_state = 1;
-
- cnt_pause = TICRATE;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- if (playeringame[j])
- dm_frags[i][j] = 0;
-
- dm_totals[i] = 0;
- }
- }
-
- WI_initAnimatedBack();
-}
-
-
-
-void WI_updateDeathmatchStats(void)
-{
-
- int i;
- int j;
-
- boolean stillticking;
-
- WI_updateAnimatedBack();
-
- if (acceleratestage && dm_state != 4)
- {
- acceleratestage = 0;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- if (playeringame[j])
- dm_frags[i][j] = plrs[i].frags[j];
-
- dm_totals[i] = WI_fragSum(i);
- }
- }
-
-
- S_StartSound(0, sfx_barexp);
- dm_state = 4;
- }
-
-
- if (dm_state == 2)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- stillticking = false;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- {
- if (playeringame[j]
- && dm_frags[i][j] != plrs[i].frags[j])
- {
- if (plrs[i].frags[j] < 0)
- dm_frags[i][j]--;
- else
- dm_frags[i][j]++;
-
- if (dm_frags[i][j] > 99)
- dm_frags[i][j] = 99;
-
- if (dm_frags[i][j] < -99)
- dm_frags[i][j] = -99;
-
- stillticking = true;
- }
- }
- dm_totals[i] = WI_fragSum(i);
-
- if (dm_totals[i] > 99)
- dm_totals[i] = 99;
-
- if (dm_totals[i] < -99)
- dm_totals[i] = -99;
- }
-
- }
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- dm_state++;
- }
-
- }
- else if (dm_state == 4)
- {
- if (acceleratestage)
- {
- S_StartSound(0, sfx_slop);
-
- if ( gamemode == commercial)
- WI_initNoState();
- else
- WI_initShowNextLoc();
- }
- }
- else if (dm_state & 1)
- {
- if (!--cnt_pause)
- {
- dm_state++;
- cnt_pause = TICRATE;
- }
- }
-}
-
-
-
-void WI_drawDeathmatchStats(void)
-{
-
- int i;
- int j;
- int x;
- int y;
- int w;
-
- int lh; // line height
-
- lh = WI_SPACINGY;
-
- WI_slamBackground();
-
- // draw animated background
- WI_drawAnimatedBack();
- WI_drawLF();
-
- // draw stat titles (top line)
- V_DrawPatch(DM_TOTALSX-SHORT(total->width)/2,
- DM_MATRIXY-WI_SPACINGY+10,
- total);
-
- V_DrawPatch(DM_KILLERSX, DM_KILLERSY, killers);
- V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, victims);
-
- // draw P?
- x = DM_MATRIXX + DM_SPACINGX;
- y = DM_MATRIXY;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- V_DrawPatch(x-SHORT(p[i]->width)/2,
- DM_MATRIXY - WI_SPACINGY,
- p[i]);
-
- V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
- y,
- p[i]);
-
- if (i == me)
- {
- V_DrawPatch(x-SHORT(p[i]->width)/2,
- DM_MATRIXY - WI_SPACINGY,
- bstar);
-
- V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
- y,
- star);
- }
- }
- else
- {
- // V_DrawPatch(x-SHORT(bp[i]->width)/2,
- // DM_MATRIXY - WI_SPACINGY, bp[i]);
- // V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2,
- // y, bp[i]);
- }
- x += DM_SPACINGX;
- y += WI_SPACINGY;
- }
-
- // draw stats
- y = DM_MATRIXY+10;
- w = SHORT(num[0]->width);
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- x = DM_MATRIXX + DM_SPACINGX;
-
- if (playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- {
- if (playeringame[j])
- WI_drawNum(x+w, y, dm_frags[i][j], 2);
-
- x += DM_SPACINGX;
- }
- WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
- }
- y += WI_SPACINGY;
- }
-}
-
-static int cnt_frags[MAXPLAYERS];
-static int dofrags;
-static int ng_state;
-
-void WI_initNetgameStats(void)
-{
-
- int i;
-
- state = StatCount;
- acceleratestage = 0;
- ng_state = 1;
-
- cnt_pause = TICRATE;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
-
- cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0;
-
- dofrags += WI_fragSum(i);
- }
-
- dofrags = !!dofrags;
-
- WI_initAnimatedBack();
-}
-
-
-
-void WI_updateNetgameStats(void)
-{
-
- int i;
- int fsum;
-
- boolean stillticking;
-
- WI_updateAnimatedBack();
-
- if (acceleratestage && ng_state != 10)
- {
- acceleratestage = 0;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
-
- cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
- cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
- cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
-
- if (dofrags)
- cnt_frags[i] = WI_fragSum(i);
- }
- S_StartSound(0, sfx_barexp);
- ng_state = 10;
- }
-
- if (ng_state == 2)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- stillticking = false;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
-
- cnt_kills[i] += 2;
-
- if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills)
- cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
- else
- stillticking = true;
- }
-
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ng_state++;
- }
- }
- else if (ng_state == 4)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- stillticking = false;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
-
- cnt_items[i] += 2;
- if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems)
- cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
- else
- stillticking = true;
- }
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ng_state++;
- }
- }
- else if (ng_state == 6)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- stillticking = false;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
-
- cnt_secret[i] += 2;
-
- if (cnt_secret[i] >= (plrs[i].ssecret * 100) / wbs->maxsecret)
- cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
- else
- stillticking = true;
- }
-
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ng_state += 1 + 2*!dofrags;
- }
- }
- else if (ng_state == 8)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- stillticking = false;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
-
- cnt_frags[i] += 1;
-
- if (cnt_frags[i] >= (fsum = WI_fragSum(i)))
- cnt_frags[i] = fsum;
- else
- stillticking = true;
- }
-
- if (!stillticking)
- {
- S_StartSound(0, sfx_pldeth);
- ng_state++;
- }
- }
- else if (ng_state == 10)
- {
- if (acceleratestage)
- {
- S_StartSound(0, sfx_sgcock);
- if ( gamemode == commercial )
- WI_initNoState();
- else
- WI_initShowNextLoc();
- }
- }
- else if (ng_state & 1)
- {
- if (!--cnt_pause)
- {
- ng_state++;
- cnt_pause = TICRATE;
- }
- }
-}
-
-
-
-void WI_drawNetgameStats(void)
-{
- int i;
- int x;
- int y;
- int pwidth = SHORT(percent->width);
-
- WI_slamBackground();
-
- // draw animated background
- WI_drawAnimatedBack();
-
- WI_drawLF();
-
- // draw stat titles (top line)
- V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(kills->width),
- NG_STATSY, kills);
-
- V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width),
- NG_STATSY, items);
-
- V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width),
- NG_STATSY, secret);
-
- if (dofrags)
- V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width),
- NG_STATSY, frags);
-
- // draw stats
- y = NG_STATSY + SHORT(kills->height);
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
-
- x = NG_STATSX;
- V_DrawPatch(x-SHORT(p[i]->width), y, p[i]);
-
- if (i == me)
- V_DrawPatch(x-SHORT(p[i]->width), y, star);
-
- x += NG_SPACINGX;
- WI_drawPercent(x-pwidth, y+10, cnt_kills[i]); x += NG_SPACINGX;
- WI_drawPercent(x-pwidth, y+10, cnt_items[i]); x += NG_SPACINGX;
- WI_drawPercent(x-pwidth, y+10, cnt_secret[i]); x += NG_SPACINGX;
-
- if (dofrags)
- WI_drawNum(x, y+10, cnt_frags[i], -1);
-
- y += WI_SPACINGY;
- }
-
-}
-
-static int sp_state;
-
-void WI_initStats(void)
-{
- state = StatCount;
- acceleratestage = 0;
- sp_state = 1;
- cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1;
- cnt_time = cnt_par = -1;
- cnt_pause = TICRATE;
-
- WI_initAnimatedBack();
-}
-
-void WI_updateStats(void)
-{
-
- WI_updateAnimatedBack();
-
- if (acceleratestage && sp_state != 10)
- {
- acceleratestage = 0;
- cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
- cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
- cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
- cnt_time = plrs[me].stime / TICRATE;
- cnt_par = wbs->partime / TICRATE;
- S_StartSound(0, sfx_barexp);
- sp_state = 10;
- }
-
- if (sp_state == 2)
- {
- cnt_kills[0] += 2;
-
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- if (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills)
- {
- cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
- S_StartSound(0, sfx_barexp);
- sp_state++;
- }
- }
- else if (sp_state == 4)
- {
- cnt_items[0] += 2;
-
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- if (cnt_items[0] >= (plrs[me].sitems * 100) / wbs->maxitems)
- {
- cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
- S_StartSound(0, sfx_barexp);
- sp_state++;
- }
- }
- else if (sp_state == 6)
- {
- cnt_secret[0] += 2;
-
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- if (cnt_secret[0] >= (plrs[me].ssecret * 100) / wbs->maxsecret)
- {
- cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
- S_StartSound(0, sfx_barexp);
- sp_state++;
- }
- }
-
- else if (sp_state == 8)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- cnt_time += 3;
-
- if (cnt_time >= plrs[me].stime / TICRATE)
- cnt_time = plrs[me].stime / TICRATE;
-
- cnt_par += 3;
-
- if (cnt_par >= wbs->partime / TICRATE)
- {
- cnt_par = wbs->partime / TICRATE;
-
- if (cnt_time >= plrs[me].stime / TICRATE)
- {
- S_StartSound(0, sfx_barexp);
- sp_state++;
- }
- }
- }
- else if (sp_state == 10)
- {
- if (acceleratestage)
- {
- S_StartSound(0, sfx_sgcock);
-
- if (gamemode == commercial)
- WI_initNoState();
- else
- WI_initShowNextLoc();
- }
- }
- else if (sp_state & 1)
- {
- if (!--cnt_pause)
- {
- sp_state++;
- cnt_pause = TICRATE;
- }
- }
-
-}
-
-void WI_drawStats(void)
-{
- // line height
- int lh;
-
- lh = (3*SHORT(num[0]->height))/2;
-
- WI_slamBackground();
-
- // draw animated background
- WI_drawAnimatedBack();
-
- WI_drawLF();
-
- V_DrawPatch(SP_STATSX, SP_STATSY, kills);
- WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]);
-
- V_DrawPatch(SP_STATSX, SP_STATSY+lh, items);
- WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
-
- V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, sp_secret);
- WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
-
- V_DrawPatch(SP_TIMEX, SP_TIMEY, timepatch);
- WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time);
-
- if (wbs->epsd < 3)
- {
- V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, par);
- WI_drawTime(SCREENWIDTH - SP_TIMEX, SP_TIMEY, cnt_par);
- }
-
-}
-
-void WI_checkForAccelerate(void)
-{
- int i;
- player_t *player;
-
- // check for button presses to skip delays
- for (i=0, player = players ; i<MAXPLAYERS ; i++, player++)
- {
- if (playeringame[i])
- {
- if (player->cmd.buttons & BT_ATTACK)
- {
- if (!player->attackdown)
- acceleratestage = 1;
- player->attackdown = true;
- }
- else
- player->attackdown = false;
- if (player->cmd.buttons & BT_USE)
- {
- if (!player->usedown)
- acceleratestage = 1;
- player->usedown = true;
- }
- else
- player->usedown = false;
- }
- }
-}
-
-
-
-// Updates stuff each tick
-void WI_Ticker(void)
-{
- // counter for general background animation
- bcnt++;
-
- if (bcnt == 1)
- {
- // intermission music
- if ( gamemode == commercial )
- S_ChangeMusic(mus_dm2int, true);
- else
- S_ChangeMusic(mus_inter, true);
- }
-
- WI_checkForAccelerate();
-
- switch (state)
- {
- case StatCount:
- if (deathmatch) WI_updateDeathmatchStats();
- else if (netgame) WI_updateNetgameStats();
- else WI_updateStats();
- break;
-
- case ShowNextLoc:
- WI_updateShowNextLoc();
- break;
-
- case NoState:
- WI_updateNoState();
- break;
- }
-
-}
-
-typedef void (*load_callback_t)(char *lumpname, patch_t **variable);
-
-// Common load/unload function. Iterates over all the graphics
-// lumps to be loaded/unloaded into memory.
-
-static void WI_loadUnloadData(load_callback_t callback)
-{
- int i, j;
- char name[9];
- anim_t *a;
-
- if (gamemode == commercial)
- {
- for (i=0 ; i<NUMCMAPS ; i++)
- {
- sprintf(name, DEH_String("CWILV%2.2d"), i);
- callback(name, &lnames[i]);
- }
- }
- else
- {
- for (i=0 ; i<NUMMAPS ; i++)
- {
- sprintf(name, DEH_String("WILV%d%d"), wbs->epsd, i);
- callback(name, &lnames[i]);
- }
-
- // you are here
- callback(DEH_String("WIURH0"), &yah[0]);
-
- // you are here (alt.)
- callback(DEH_String("WIURH1"), &yah[1]);
-
- // splat
- callback(DEH_String("WISPLAT"), &splat[0]);
-
- if (wbs->epsd < 3)
- {
- for (j=0;j<NUMANIMS[wbs->epsd];j++)
- {
- a = &anims[wbs->epsd][j];
- for (i=0;i<a->nanims;i++)
- {
- // MONDO HACK!
- if (wbs->epsd != 1 || j != 8)
- {
- // animations
- sprintf(name, DEH_String("WIA%d%.2d%.2d"),
- wbs->epsd, j, i);
- callback(name, &a->p[i]);
- }
- else
- {
- // HACK ALERT!
- a->p[i] = anims[1][4].p[i];
- }
- }
- }
- }
- }
-
- // More hacks on minus sign.
- callback(DEH_String("WIMINUS"), &wiminus);
-
- for (i=0;i<10;i++)
- {
- // numbers 0-9
- sprintf(name, DEH_String("WINUM%d"), i);
- callback(name, &num[i]);
- }
-
- // percent sign
- callback(DEH_String("WIPCNT"), &percent);
-
- // "finished"
- callback(DEH_String("WIF"), &finished);
-
- // "entering"
- callback(DEH_String("WIENTER"), &entering);
-
- // "kills"
- callback(DEH_String("WIOSTK"), &kills);
-
- // "scrt"
- callback(DEH_String("WIOSTS"), &secret);
-
- // "secret"
- callback(DEH_String("WISCRT2"), &sp_secret);
-
- // french wad uses WIOBJ (?)
- if (W_CheckNumForName(DEH_String("WIOBJ")) >= 0)
- {
- // "items"
- if (netgame && !deathmatch)
- callback(DEH_String("WIOBJ"), &items);
- else
- callback(DEH_String("WIOSTI"), &items);
- } else {
- callback(DEH_String("WIOSTI"), &items);
- }
-
- // "frgs"
- callback(DEH_String("WIFRGS"), &frags);
-
- // ":"
- callback(DEH_String("WICOLON"), &colon);
-
- // "time"
- callback(DEH_String("WITIME"), &timepatch);
-
- // "sucks"
- callback(DEH_String("WISUCKS"), &sucks);
-
- // "par"
- callback(DEH_String("WIPAR"), &par);
-
- // "killers" (vertical)
- callback(DEH_String("WIKILRS"), &killers);
-
- // "victims" (horiz)
- callback(DEH_String("WIVCTMS"), &victims);
-
- // "total"
- callback(DEH_String("WIMSTT"), &total);
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- // "1,2,3,4"
- sprintf(name, DEH_String("STPB%d"), i);
- callback(name, &p[i]);
-
- // "1,2,3,4"
- sprintf(name, DEH_String("WIBP%d"), i+1);
- callback(name, &bp[i]);
- }
-
- // Background image
-
- if (gamemode == commercial)
- {
- strcpy(name, DEH_String("INTERPIC"));
- }
- else if (gamemode == retail && wbs->epsd == 3)
- {
- strcpy(name, DEH_String("INTERPIC"));
- }
- else
- {
- sprintf(name, DEH_String("WIMAP%d"), wbs->epsd);
- }
-
- // Draw backdrop and save to a temporary buffer
-
- callback(name, &background);
-}
-
-static void WI_loadCallback(char *name, patch_t **variable)
-{
- *variable = W_CacheLumpName(name, PU_STATIC);
-}
-
-void WI_loadData(void)
-{
- if (gamemode == commercial)
- {
- NUMCMAPS = 32;
- lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMCMAPS,
- PU_STATIC, NULL);
- }
- else
- {
- lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMMAPS,
- PU_STATIC, NULL);
- }
-
- WI_loadUnloadData(WI_loadCallback);
-
- // These two graphics are special cased because we're sharing
- // them with the status bar code
-
- // your face
- star = W_CacheLumpName(DEH_String("STFST01"), PU_STATIC);
-
- // dead face
- bstar = W_CacheLumpName(DEH_String("STFDEAD0"), PU_STATIC);
-}
-
-static void WI_unloadCallback(char *name, patch_t **variable)
-{
- W_ReleaseLumpName(name);
- *variable = NULL;
-}
-
-void WI_unloadData(void)
-{
- WI_loadUnloadData(WI_unloadCallback);
-
- // We do not free these lumps as they are shared with the status
- // bar code.
-
- // W_ReleaseLumpName("STFST01");
- // W_ReleaseLumpName("STFDEAD0");
-}
-
-void WI_Drawer (void)
-{
- switch (state)
- {
- case StatCount:
- if (deathmatch)
- WI_drawDeathmatchStats();
- else if (netgame)
- WI_drawNetgameStats();
- else
- WI_drawStats();
- break;
-
- case ShowNextLoc:
- WI_drawShowNextLoc();
- break;
-
- case NoState:
- WI_drawNoState();
- break;
- }
-}
-
-
-void WI_initVariables(wbstartstruct_t* wbstartstruct)
-{
-
- wbs = wbstartstruct;
-
-#ifdef RANGECHECKING
- if (gamemode != commercial)
- {
- if ( gamemode == retail )
- RNGCHECK(wbs->epsd, 0, 3);
- else
- RNGCHECK(wbs->epsd, 0, 2);
- }
- else
- {
- RNGCHECK(wbs->last, 0, 8);
- RNGCHECK(wbs->next, 0, 8);
- }
- RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
- RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
-#endif
-
- acceleratestage = 0;
- cnt = bcnt = 0;
- firstrefresh = 1;
- me = wbs->pnum;
- plrs = wbs->plyr;
-
- if (!wbs->maxkills)
- wbs->maxkills = 1;
-
- if (!wbs->maxitems)
- wbs->maxitems = 1;
-
- if (!wbs->maxsecret)
- wbs->maxsecret = 1;
-
- if ( gamemode != retail )
- if (wbs->epsd > 2)
- wbs->epsd -= 3;
-}
-
-void WI_Start(wbstartstruct_t* wbstartstruct)
-{
- WI_initVariables(wbstartstruct);
- WI_loadData();
-
- if (deathmatch)
- WI_initDeathmatchStats();
- else if (netgame)
- WI_initNetgameStats();
- else
- WI_initStats();
-}
--- a/src/strife/wi_stuff.h
+++ /dev/null
@@ -1,56 +1,0 @@
-// 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