ref: d88f201b76b8f1021e3b20fb487fcc3c49e6503b
dir: /h2def.h/
//************************************************************************** //** //** h2def.h : Heretic 2 : Raven Software, Corp. //** //** $Revision: 590 $ //** $Date: 2012-10-23 23:55:31 +0300 (Tue, 23 Oct 2012) $ //** //************************************************************************** #ifndef __H2DEF__ #define __H2DEF__ /* if rangecheck is undefined, most parameter * validation debugging code will not be compiled */ #ifndef NORANGECHECKING #define RANGECHECK 1 #endif #define __STRINGIFY(x) #x #define STRINGIFY(x) __STRINGIFY(x) /* 8-player support is added by hexen version 1.1: * Hexen v1.0 supported 4 players, just like Doom. * Changing the following MAXPLAYERS macros would * break many things. */ #define MAXPLAYERS_10 4 #define MAXPLAYERS_11 8 #if defined(VERSION10_WAD) #define MAXPLAYERS (MAXPLAYERS_10) #else #define MAXPLAYERS (MAXPLAYERS_11) #endif #if (MAXPLAYERS == MAXPLAYERS_10) #define VERSION 100 #define VERSION_TEXT "v1.0" #else #define VERSION 110 #define VERSION_TEXT "v1.1" #endif #define VERSION_MAJ 1 #define VERSION_MIN 6 #define VERSION_PATCH 3 #define HHEXEN_VERSION "v" STRINGIFY(VERSION_MAJ) "." STRINGIFY(VERSION_MIN) "." STRINGIFY(VERSION_PATCH) #if 0 /* Version texts of old releases */ #define VERSIONTEXT "ID V1.2" #define VERSIONTEXT "RETAIL STORE BETA" /* 9/26/95 */ #define VERSIONTEXT "DVL BETA 10 05 95" /* Used for GT for testing */ #define VERSIONTEXT "DVL BETA 10 07 95" /* Just an update for Romero */ #define VERSIONTEXT "FINAL 1.0 (10 13 95)" /* Just an update for Romero */ #endif /* #define VER_ID "RETAIL" */ #define VER_ID "DVL" #if (MAXPLAYERS == MAXPLAYERS_10) #define VER_ID2 VER_ID "/4PLYR" #else #define VER_ID2 VER_ID "/8PLYR" #endif #ifdef RANGECHECK #define VER_ID_FINAL VER_ID2 "+R" #else #define VER_ID_FINAL VER_ID2 #endif #define VERSIONTEXT HHEXEN_VERSION " " __DATE__ " (" VER_ID_FINAL ")" #if defined(__linux) #define VERSION_PLATFORM "Linux" #elif defined (__FreeBSD__) #define VERSION_PLATFORM "FreeBSD" #elif defined (_WIN32) #define VERSION_PLATFORM "Windows" #else #define VERSION_PLATFORM "Unknown" #endif /* compatibility definitions: */ #if defined(_WIN32) && !defined(F_OK) /* values for the mode argument of access(). MS does not define them. these aren't in h2stdinc.h, because not all files include io.h or unistd.h */ #define R_OK 4 /* Test for read permission. */ #define W_OK 2 /* Test for write permission. */ #define X_OK 1 /* Test for execute permission. */ #define F_OK 0 /* Test for existence. */ #endif /* max length of a filesystem pathname */ #define MAX_OSPATH 256 #define DATA_ENVVAR "HHEXEN_DATA" #define H_USERDIR ".hhexen" /* path to the user directory with a trailing * directory separator character. initialized * to DUMMY_BASEPATH string, which is "./" or * empty string "", so that it will have no * effect when user directories are disabled. */ extern const char *basePath; #define DUMMY_BASEPATH "" #define CONFIG_FILE_NAME "hhexen.cfg" #include "st_start.h" /* all exterior data is defined here */ #include "xddefs.h" /* all important printed strings */ #include "textdefs.h" /* header generated by multigen utility */ #include "info.h" extern byte *destview, *destscreen; /* PC direct to screen pointers */ /* most key data are simple ascii (uppercased) */ #define KEY_TAB 9 #define KEY_ENTER 13 #define KEY_ESCAPE 27 #define KEY_SPACE 32 /* 0x20 */ #define KEY_MINUS 45 /* 0x2D */ #define KEY_FIVE 53 /* 0x35 */ #define KEY_SIX 54 /* 0x36 */ #define KEY_SEVEN 55 /* 0x37 */ #define KEY_EIGHT 56 /* 0x38 */ #define KEY_NINE 57 /* 0x39 */ #define KEY_ZERO 48 /* 0x30 */ #define KEY_EQUALS 61 /* 0x3D */ /* These added by S.A. */ #define KEY_LEFTBRACKET 91 #define KEY_RIGHTBRACKET 93 #define KEY_BACKQUOTE 96 #define KEY_QUOTEDBL 34 #define KEY_QUOTE 39 #define KEY_SEMICOLON 59 #define KEY_PERIOD 46 #define KEY_COMMA 44 #define KEY_SLASH 47 #define KEY_BACKSLASH 92 /* 0x5C */ #define KEY_BACKSPACE 127 /* 0x7F */ #define KEY_UPARROW 128 /* 0x80 */ #define KEY_DOWNARROW 129 #define KEY_LEFTARROW 130 #define KEY_RIGHTARROW 131 #define KEY_ALT 132 #define KEY_LALT KEY_ALT #define KEY_RALT KEY_ALT #define KEY_CTRL 133 #define KEY_LCTRL KEY_CTRL #define KEY_RCTRL KEY_CTRL #define KEY_SHIFT 134 #define KEY_LSHIFT KEY_SHIFT #define KEY_RSHIFT KEY_SHIFT #define KEY_F1 135 #define KEY_F2 136 #define KEY_F3 137 #define KEY_F4 138 #define KEY_F5 139 #define KEY_F6 140 #define KEY_F7 141 #define KEY_F8 142 #define KEY_F9 143 #define KEY_F10 144 #define KEY_F11 145 #define KEY_F12 146 #define KEY_INS 147 #define KEY_DEL 148 #define KEY_PGDN 149 #define KEY_PGUP 150 #define KEY_HOME 151 #define KEY_END 152 #define KEY_PAUSE 255 /* 0xFF */ /* mouse buttons */ #define KEY_MOUSE1 200 /* 0xC8 */ #define KEY_MOUSE2 201 /* right mouse button */ #define KEY_MOUSE3 202 /* middle mouse button */ #define KEY_MWHEELUP 203 /* wheel-up as a virtual button */ #define KEY_MWHEELDOWN 204 /* wheel-down as a virtual button */ #define KEY_MOUSE4 205 /* thumb buttons */ #define KEY_MOUSE5 206 /* thumb buttons */ /* joystick buttons */ #define KEY_JOY1 207 #define KEY_JOY2 208 #define KEY_JOY3 209 #define KEY_JOY4 210 /* aux keys, for multi-buttoned joysticks */ #define KEY_AUX1 211 #define KEY_AUX2 212 #define KEY_AUX3 213 #define KEY_AUX4 214 #define KEY_AUX5 215 #define KEY_AUX6 216 #define KEY_AUX7 217 #define KEY_AUX8 218 #define KEY_AUX9 219 #define KEY_AUX10 220 #define KEY_AUX11 221 #define KEY_AUX12 222 #define KEY_AUX13 223 #define KEY_AUX14 224 #define KEY_AUX15 225 #define KEY_AUX16 226 #define KEY_AUX17 227 #define KEY_AUX18 228 #define KEY_AUX19 229 #define KEY_AUX20 230 #define KEY_AUX21 231 #define KEY_AUX22 232 #define KEY_AUX23 233 #define KEY_AUX24 234 #define KEY_AUX25 235 #define KEY_AUX26 236 #define KEY_AUX27 237 #define KEY_AUX28 238 #define KEY_AUX29 239 #define KEY_AUX30 240 #define KEY_AUX31 241 #define KEY_AUX32 242 #define MAXKEYS 256 #define FINEANGLES 8192 #define FINEMASK (FINEANGLES - 1) #define ANGLETOFINESHIFT 19 /* 0x100000000 to 0x2000 */ /* =============================================================================== GLOBAL TYPES =============================================================================== */ /* #define NUMARTIFCTS 28 */ #define TICRATE 35 /* number of tics / second */ #define TICSPERSEC 35 #define MINIMUM_HEAP_SIZE 0x800000 /* 8 meg */ #define MAXIMUM_HEAP_SIZE 0x2000000 /* 32 meg */ /* #define ANGLE_1 0x01000000 */ #define ANGLE_45 0x20000000 #define ANGLE_90 0x40000000 #define ANGLE_180 0x80000000 #define ANGLE_MAX 0xffffffff #define ANGLE_1 (ANGLE_45 / 45) #define ANGLE_60 (ANGLE_180 / 3) #define ANG45 0x20000000 #define ANG90 0x40000000 #define ANG180 0x80000000 #define ANG270 0xc0000000 typedef unsigned angle_t; typedef enum { sk_baby, sk_easy, sk_medium, sk_hard, sk_nightmare } skill_t; typedef enum { ev_keydown, ev_keyup, ev_mouse, ev_joystick, ev_char } evtype_t; typedef struct { evtype_t type; int data1; /* keys / mouse/joystick buttons */ int data2; /* mouse/joystick x move */ int data3; /* mouse/joystick y move */ } event_t; typedef struct { signed char forwardmove; /* *2048 for move */ signed char sidemove; /* *2048 for move */ short angleturn; /* <<16 for angle delta */ short consistancy; /* checks for net game */ byte chatchar; byte buttons; byte lookfly; /* look/fly up/down/centering */ byte arti; /* artitype_t to use */ } ticcmd_t; #define BT_ATTACK 1 #define BT_USE 2 #define BT_CHANGE 4 /* if true, the next 3 bits hold weapon num */ #define BT_WEAPONMASK (8 + 16 + 32) #define BT_WEAPONSHIFT 3 #define BT_SPECIAL 128 /* game events, not really buttons */ #define BTS_SAVEMASK (4 + 8 + 16) #define BTS_SAVESHIFT 2 #define BT_SPECIALMASK 3 #define BTS_PAUSE 1 /* pause the game */ #define BTS_SAVEGAME 2 /* save the game at each console */ /* savegame slot numbers occupy the second byte of buttons */ /* The top 3 bits of the artifact field in the * ticcmd_t struct are used as additional flags */ #define AFLAG_MASK 0x3F #define AFLAG_SUICIDE 0x40 #define AFLAG_JUMP 0x80 typedef enum { GS_LEVEL, GS_INTERMISSION, GS_FINALE, GS_DEMOSCREEN } gamestate_t; typedef enum { ga_nothing, ga_loadlevel, ga_initnew, ga_newgame, ga_loadgame, ga_savegame, ga_playdemo, ga_completed, ga_leavemap, ga_singlereborn, ga_victory, ga_worlddone, ga_screenshot } gameaction_t; typedef enum { wipe_0, wipe_1, wipe_2, wipe_3, wipe_4, NUMWIPES, wipe_random } wipe_t; typedef struct { const char *name; int *location; int defaultvalue; int minvalue; int maxvalue; } default_t; typedef struct { const char *name; char *location; /* pointer to an 80 char array, null terminated */ char *defaultvalue; /* backup of the default value. malloc'ed at init */ } default_str_t; /* =============================================================================== MAPOBJ DATA =============================================================================== */ /* think_t is a function pointer to a routine to handle an actor */ typedef void (*think_t) (void*); typedef struct thinker_s { struct thinker_s *prev, *next; think_t function; } thinker_t; struct player_s; typedef struct mobj_s { thinker_t thinker; /* thinker node */ /* info for drawing */ fixed_t x, y, z; struct mobj_s *snext, *sprev; /* links in sector (if needed) */ angle_t angle; spritenum_t sprite; /* used to find patch_t and flip value */ int frame; /* might be ord with FF_FULLBRIGHT */ /* interaction info */ struct mobj_s *bnext, *bprev; /* links in blocks (if needed) */ struct subsector_s *subsector; fixed_t floorz, ceilingz; /* closest together of contacted secs */ fixed_t floorpic; /* contacted sec floorpic */ fixed_t radius, height; /* for movement checking */ fixed_t momx, momy, momz; /* momentums */ int validcount; /* if == validcount, already checked */ mobjtype_t type; mobjinfo_t *info; /* &mobjinfo[mobj->type] */ int tics; /* state tic counter */ state_t *state; int damage; /* For missiles */ int flags; int flags2; /* Heretic flags */ /* be doubly careful with these two: they may be used to store * a state or the address of an mobj_t or player_t structure!!! */ intptr_t special1; /* Special info */ intptr_t special2; /* Special info */ int health; int movedir; /* 0-7 */ int movecount; /* when 0, select a new dir */ struct mobj_s *target; /* thing being chased/attacked (or NULL) also the originator for missiles */ int reactiontime; /* if non 0, don't attack yet used by player to freeze a bit after teleporting */ int threshold; /* if > 0, the target will be chased no matter what (even if shot) */ struct player_s *player; /* only valid if type == MT_PLAYER */ int lastlook; /* player number last looked for */ fixed_t floorclip; /* value to use for floor clipping */ int archiveNum; /* Identity during archive */ short tid; /* thing identifier */ byte special; /* special */ byte args[5]; /* special arguments */ } mobj_t; /* each sector has a degenmobj_t in it's center for sound origin purposes */ typedef struct { thinker_t thinker; /* not used for anything. */ fixed_t x, y, z; } degenmobj_t; /* Most damage defined using HITDICE */ #define HITDICE(a) ((1 + (P_Random() & 7)) * (a)) /* frame flags */ #define FF_FULLBRIGHT 0x8000 /* flag in thing->frame */ #define FF_FRAMEMASK 0x7fff /* --- mobj.flags --- */ #define MF_SPECIAL 1 /* call P_SpecialThing when touched */ #define MF_SOLID 2 #define MF_SHOOTABLE 4 #define MF_NOSECTOR 8 /* don't use the sector links (invisible but touchable) */ #define MF_NOBLOCKMAP 16 /* don't use the blocklinks (inert but displayable) */ #define MF_AMBUSH 32 #define MF_JUSTHIT 64 /* try to attack right back */ #define MF_JUSTATTACKED 128 /* take at least one step before attacking */ #define MF_SPAWNCEILING 256 /* hang from ceiling instead of floor */ #define MF_NOGRAVITY 512 /* don't apply gravity every tic */ /* movement flags */ #define MF_DROPOFF 0x400 /* allow jumps from high places */ #define MF_PICKUP 0x800 /* for players to pick up items */ #define MF_NOCLIP 0x1000 /* player cheat */ #define MF_SLIDE 0x2000 /* keep info about sliding along walls */ #define MF_FLOAT 0x4000 /* allow moves to any height, no gravity */ #define MF_TELEPORT 0x8000 /* don't cross lines or look at heights */ #define MF_MISSILE 0x10000 /* don't hit same species, explode on block */ #define MF_ALTSHADOW 0x20000 /* alternate fuzzy draw */ #define MF_SHADOW 0x40000 /* use fuzzy draw (shadow demons / invis) */ #define MF_NOBLOOD 0x80000 /* don't bleed when shot (use puff) */ #define MF_CORPSE 0x100000 /* don't stop moving halfway off a step */ #define MF_INFLOAT 0x200000 /* floating to a height for a move, don't */ /* auto float to target's height. */ #define MF_COUNTKILL 0x400000 /* count towards intermission kill total */ #define MF_ICECORPSE 0x800000 /* a frozen corpse (for blasting) */ #define MF_SKULLFLY 0x1000000 /* skull in flight */ #define MF_NOTDMATCH 0x2000000 /* don't spawn in death match (key cards) */ //#define MF_TRANSLATION 0xc000000 /* if 0x4 0x8 or 0xc, use a translation */ #define MF_TRANSLATION 0x1c000000 /* use a translation table (>>MF_TRANSHIFT) */ #define MF_TRANSSHIFT 26 /* table for player colormaps */ /* --- mobj.flags2 --- */ #define MF2_LOGRAV 0x00000001 /* alternate gravity setting */ #define MF2_WINDTHRUST 0x00000002 /* gets pushed around by the wind specials */ #define MF2_FLOORBOUNCE 0x00000004 /* bounces off the floor */ #define MF2_BLASTED 0x00000008 /* missile will pass through ghosts */ #define MF2_FLY 0x00000010 /* fly mode is active */ #define MF2_FLOORCLIP 0x00000020 /* if feet are allowed to be clipped */ #define MF2_SPAWNFLOAT 0x00000040 /* spawn random float z */ #define MF2_NOTELEPORT 0x00000080 /* does not teleport */ #define MF2_RIP 0x00000100 /* missile rips through solid targets */ #define MF2_PUSHABLE 0x00000200 /* can be pushed by other moving mobjs */ #define MF2_SLIDE 0x00000400 /* slides against walls */ #define MF2_ONMOBJ 0x00000800 /* mobj is resting on top of another mobj */ #define MF2_PASSMOBJ 0x00001000 /* Enable z block checking. If on, */ /* this flag will allow the mobj to */ /* pass over/under other mobjs. */ #define MF2_CANNOTPUSH 0x00002000 /* cannot push other pushable mobjs */ #define MF2_DROPPED 0x00004000 /* dropped by a demon */ #define MF2_BOSS 0x00008000 /* mobj is a major boss */ #define MF2_FIREDAMAGE 0x00010000 /* does fire damage */ #define MF2_NODMGTHRUST 0x00020000 /* does not thrust target when damaging */ #define MF2_TELESTOMP 0x00040000 /* mobj can stomp another */ #define MF2_FLOATBOB 0x00080000 /* use float bobbing z movement */ #define MF2_DONTDRAW 0x00100000 /* don't generate a vissprite */ #define MF2_IMPACT 0x00200000 /* an MF_MISSILE mobj can activate SPAC_IMPACT */ #define MF2_PUSHWALL 0x00400000 /* mobj can push walls */ #define MF2_MCROSS 0x00800000 /* can activate monster cross lines */ #define MF2_PCROSS 0x01000000 /* can activate projectile cross lines */ #define MF2_CANTLEAVEFLOORPIC 0x02000000 /* stay within a certain floor type */ #define MF2_NONSHOOTABLE 0x04000000 /* mobj is totally non-shootable, but still considered solid */ #define MF2_INVULNERABLE 0x08000000 /* mobj is invulnerable */ #define MF2_DORMANT 0x10000000 /* thing is dormant */ #define MF2_ICEDAMAGE 0x20000000 /* does ice damage */ #define MF2_SEEKERMISSILE 0x40000000 /* is a seeker (for reflection) */ #define MF2_REFLECTIVE 0x80000000 /* reflects missiles */ /*============================================================================*/ /* ===== Player Class Types ===== */ typedef enum { PCLASS_FIGHTER, PCLASS_CLERIC, PCLASS_MAGE, #ifdef ASSASSIN PCLASS_ASS, #endif /* end of the actual classes */ NUMCLASSES_HUMAN, /* morphed classes (Pig ...) */ PCLASS_PIG = NUMCLASSES_HUMAN, NUMCLASSES /* all classes */ } pclass_t; typedef enum { PST_LIVE, /* playing */ PST_DEAD, /* dead on the ground */ PST_REBORN /* ready to restart */ } playerstate_t; /* psprites are scaled shapes directly on the view screen * coordinates are given for a 320*200 view screen */ typedef enum { ps_weapon, ps_flash, NUMPSPRITES } psprnum_t; typedef struct { state_t *state; /* a NULL state means not active */ int tics; fixed_t sx, sy; } pspdef_t; /* Old Heretic key type typedef enum { key_yellow, key_green, key_blue, NUMKEYS } keytype_t; */ typedef enum { KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, KEY_A, KEY_B, NUMKEYS } keytype_t; typedef enum { ARMOR_ARMOR, ARMOR_SHIELD, ARMOR_HELMET, ARMOR_AMULET, NUMARMOR } armortype_t; typedef enum { WP_FIRST, WP_SECOND, WP_THIRD, WP_FOURTH, NUMWEAPONS, WP_NOCHANGE } weapontype_t; typedef enum { MANA_1, MANA_2, NUMMANA, MANA_BOTH, MANA_NONE } manatype_t; #define MAX_MANA 200 #define WPIECE1 1 #define WPIECE2 2 #define WPIECE3 4 typedef struct { manatype_t mana; int upstate; int downstate; int readystate; int atkstate; int holdatkstate; int flashstate; } weaponinfo_t; extern weaponinfo_t WeaponInfo[NUMWEAPONS][NUMCLASSES]; typedef enum { arti_none, arti_invulnerability, arti_health, arti_superhealth, arti_healingradius, arti_summon, arti_torch, arti_egg, arti_fly, arti_blastradius, arti_poisonbag, arti_teleportother, arti_speed, arti_boostmana, arti_boostarmor, arti_teleport, /* Puzzle artifacts */ arti_firstpuzzitem, arti_puzzskull = arti_firstpuzzitem, arti_puzzgembig, arti_puzzgemred, arti_puzzgemgreen1, arti_puzzgemgreen2, arti_puzzgemblue1, arti_puzzgemblue2, arti_puzzbook1, arti_puzzbook2, arti_puzzskull2, arti_puzzfweapon, arti_puzzcweapon, arti_puzzmweapon, arti_puzzgear1, arti_puzzgear2, arti_puzzgear3, arti_puzzgear4, NUMARTIFACTS } artitype_t; typedef enum { pw_None, pw_invulnerability, pw_allmap, pw_infrared, pw_flight, pw_shield, pw_health2, pw_speed, pw_minotaur, NUMPOWERS } powertype_t; #define INVULNTICS (30 * 35) #define INVISTICS (60 * 35) #define INFRATICS (120* 35) #define IRONTICS (60 * 35) #define WPNLEV2TICS (40 * 35) #define FLIGHTTICS (60 * 35) #define SPEEDTICS (45 * 35) #define MORPHTICS (40 * 35) #define MAULATORTICS (25 * 35) #define MESSAGETICS ( 4 * 35) #define BLINKTHRESHOLD ( 4 * 35) #define NUMINVENTORYSLOTS NUMARTIFACTS typedef struct { int type; int count; } inventory_t; /* ================ player_t ================ */ typedef struct player_s { mobj_t *mo; playerstate_t playerstate; ticcmd_t cmd; pclass_t playerclass; /* player class type */ fixed_t viewz; /* focal origin above r.z */ fixed_t viewheight; /* base height above floor for viewz */ fixed_t deltaviewheight; /* squat speed */ fixed_t bob; /* bounded/scaled total momentum */ int flyheight; int lookdir; boolean centering; int health; /* only used between levels, mo->health */ /* is used during levels */ int armorpoints[NUMARMOR]; inventory_t inventory[NUMINVENTORYSLOTS]; artitype_t readyArtifact; int artifactCount; int inventorySlotNum; int powers[NUMPOWERS]; int keys; int pieces; /* Fourth Weapon pieces */ signed int frags[MAXPLAYERS]; /* kills of other players */ weapontype_t readyweapon; weapontype_t pendingweapon; /* wp_nochange if not changing */ boolean weaponowned[NUMWEAPONS]; int mana[NUMMANA]; int attackdown, usedown; /* true if button down last tic */ int cheats; /* bit flags */ int refire; /* refired shots are less accurate */ int killcount, itemcount, secretcount; /* for intermission */ char message[80]; /* hint messages */ int messageTics; /* counter for showing messages */ short ultimateMessage; short yellowMessage; int damagecount, bonuscount;/* for screen flashing */ int poisoncount; /* screen flash for poison damage */ mobj_t *poisoner; /* NULL for non-player mobjs */ mobj_t *attacker; /* who did damage (NULL for floors) */ int extralight; /* so gun flashes light up areas */ int fixedcolormap; /* can be set to REDCOLORMAP, etc */ int colormap; /* 0-3 for which color to draw player */ pspdef_t psprites[NUMPSPRITES]; /* view sprites (gun, etc) */ int morphTics; /* player is a pig if > 0 */ unsigned int jumpTics; /* delay the next jump for a moment */ unsigned int worldTimer; /* total time the player's been playing */ } player_t; #define CF_NOCLIP 1 #define CF_GODMODE 2 #define CF_NOMOMENTUM 4 /* not really a cheat, just a debug aid */ #define BACKUPTICS 12 typedef struct { unsigned int checksum; /* high bit is retransmit request */ byte retransmitfrom; /* only valid if NCMD_RETRANSMIT */ byte starttic; byte player, numtics; ticcmd_t cmds[BACKUPTICS]; } doomdata_t; typedef struct { int32_t id; short intnum; /* DOOM executes an int to execute commands */ /* communication between DOOM and the driver */ short command; /* CMD_SEND or CMD_GET */ short remotenode; /* dest for send, set by get (-1 = no packet) */ short datalength; /* bytes in doomdata to be sent */ /* info common to all nodes */ short numnodes; /* console is allways node 0 */ short ticdup; /* 1 = no duplication, 2-5 = dup for slow nets */ short extratics; /* 1 = send a backup tic in every packet */ short deathmatch; /* 1 = deathmatch */ short savegame; /* -1 = new game, 0-5 = load savegame */ short episode; /* 1-3 */ short map; /* 1-9 */ short skill; /* 1-5 */ /* info specific to this node */ short consoleplayer; short numplayers; short angleoffset; /* 1 = left, 0 = center, -1 = right */ short drone; /* 1 = drone */ /* packet data to be sent */ doomdata_t data; } doomcom_t; #define DOOMCOM_ID 0x12345678l extern doomcom_t *doomcom; extern doomdata_t *netbuffer; /* points inside doomcom */ /* #define MAXNETNODES 8 */ #define MAXNETNODES 16 /* max computers in a game */ #define CMD_SEND 1 #define CMD_GET 2 #define CMD_FRAG 3 #define SBARHEIGHT 39 /* status bar height at bottom of screen */ void NET_SendFrags(player_t *player); /* =============================================================================== GLOBAL VARIABLES =============================================================================== */ #define TELEFOGHEIGHT (32 * FRACUNIT) #define MAXEVENTS 64 extern event_t events[MAXEVENTS]; extern int eventhead; extern int eventtail; extern fixed_t finesine[5*FINEANGLES/4]; extern fixed_t *finecosine; extern gameaction_t gameaction; extern boolean paused; extern boolean shareware; /* true if other episodes not present */ extern boolean oldwad_10; /* true if version 1.0 wad files (shareware or full) */ extern boolean mac_hexen; /* true if Macintosh version wad (shareware or full) */ extern boolean DevMaps; /* true = map development mode */ extern const char *DevMapsDir; /* development maps directory */ extern boolean nomonsters; /* checkparm of -nomonsters */ extern boolean respawnparm; /* checkparm of -respawn */ extern boolean randomclass; /* checkparm of -randclass */ extern boolean debugmode; /* checkparm of -debug */ extern boolean usergame; /* ok to save / end game */ extern boolean ravpic; /* checkparm of -ravpic */ extern boolean deathmatch; /* only if started as net death */ extern boolean netgame; /* only true if >1 player */ extern boolean cmdfrag; /* true if a CMD_FRAG packet should be sent out every kill */ extern boolean playeringame[MAXPLAYERS]; extern pclass_t PlayerClasses[MAXPLAYERS]; extern int consoleplayer; /* player taking events and displaying */ extern int displayplayer; extern int viewangleoffset;/* ANG90 = left side, ANG270 = right */ extern player_t players[MAXPLAYERS]; extern boolean singletics; /* debug flag to cancel adaptiveness */ extern boolean DebugSound; /* debug flag for displaying sound info */ extern boolean demoplayback; extern int Sky1Texture; extern int Sky2Texture; extern int maxzone; /* Maximum chunk allocated for zone heap */ extern gamestate_t gamestate; extern skill_t gameskill; extern int gameepisode; extern int gamemap; extern int prevmap; extern int levelstarttic; /* gametic at level start */ extern int leveltime; /* tics in game play for par */ extern int ticcount; extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; extern int ticdup; extern ticcmd_t localcmds[BACKUPTICS]; extern int rndindex; extern int gametic, maketic; extern int nettics[MAXNETNODES]; #define MAXDEATHMATCHSTARTS 16 extern mapthing_t *deathmatch_p; extern mapthing_t deathmatchstarts[MAXDEATHMATCHSTARTS]; /* Position indicator for cooperative net-play reborn */ extern int RebornPosition; #define MAX_PLAYER_STARTS 8 extern mapthing_t playerstarts[MAX_PLAYER_STARTS][MAXPLAYERS]; extern int viewwindowx; extern int viewwindowy; extern int viewwidth; extern int scaledviewwidth; extern int viewheight; extern int mouseSensitivity; extern boolean precache; /* if true, load all graphics at level load */ extern byte *screens; /* off screen work buffer, from V_video.c */ extern boolean singledemo; /* quit after playing a demo from cmdline */ extern FILE *debugfile; extern int bodyqueslot; extern skill_t startskill; extern int startepisode; extern int startmap; extern boolean autostart; /* =============================================================================== GLOBAL FUNCTIONS =============================================================================== */ fixed_t FixedMul (fixed_t a, fixed_t b); fixed_t FixedDiv (fixed_t a, fixed_t b); fixed_t FixedDiv2 (fixed_t a, fixed_t b); #undef _HAVE_FIXED_ASM #if !defined(_DISABLE_ASM) #if defined(__i386__) || defined(__386__) || defined(_M_IX86) #if defined(__WATCOMC__) #define _HAVE_FIXED_ASM 1 #pragma aux FixedMul = \ "imul ebx", \ "shrd eax,edx,16" \ parm [eax] [ebx] \ value [eax] \ modify exact [eax edx] #pragma aux FixedDiv2 = \ "cdq", \ "shld edx,eax,16", \ "sal eax,16", \ "idiv ebx" \ parm [eax] [ebx] \ value [eax] \ modify exact [eax edx] #elif defined(__GNUC__) #define _HAVE_FIXED_ASM 1 # if defined(_INLINE_FIXED_ASM) # if (__GNUC__ == 2) && (__GNUC_MINOR__ <= 91) # define FixedMul(fa,fb) ({ int __value, __fb = (fb); \ __asm__("imul %%ebx; shrd $16,%%edx,%%eax" \ : "=a" (__value) \ : "0" (fa), "b" (__fb) \ : "eax", "edx" ); __value; }) # define FixedDiv2(fa,fb) ({ int __value; \ __asm__("cdq; shld $16,%%eax,%%edx; sall $16,%%eax; idiv %%ebx" \ : "=a" (__value) \ : "0" (fa), "b" (fb) \ : "eax", "edx" ); __value; }) # else /* GCC > 2.91.x */ # define FixedMul(fa,fb) ({ int __value, __fb = (fb); \ __asm__("imul %%ebx; shrd $16,%%edx,%%eax" \ : "=a" (__value) \ : "0" (fa), "b" (__fb) \ : "edx" ); __value; }) # define FixedDiv2(fa,fb) ({ int __value; \ __asm__("cdq; shld $16,%%eax,%%edx; sall $16,%%eax; idiv %%ebx" \ : "=a" (__value) \ : "0" (fa), "b" (fb) \ : "edx" ); __value; }) # endif /* GCC/EGCS versions */ # endif /* _INLINE_FIXED_ASM */ #endif #endif /* X86 */ #endif /* !_DISABLE_ASM */ #define FIX2FLT(x) ((float)((x)>>FRACBITS) + (float)((x)&(FRACUNIT-1)) / (float)(FRACUNIT)) #define Q_FIX2FLT(x) ((float)((x)>>FRACBITS)) int16_t ShortSwap(int16_t) __attribute__((__const__)); int32_t LongSwap (int32_t) __attribute__((__const__)); #if defined(__GNUC__) static inline __attribute__((__const__)) int16_t _H2_SWAP16(int16_t x) { return (int16_t) (((uint16_t)x << 8) | ((uint16_t)x >> 8)); } static inline __attribute__((__const__)) int32_t _H2_SWAP32(int32_t x) { return (int32_t) (((uint32_t)x << 24) | ((uint32_t)x >> 24) | (((uint32_t)x & (uint32_t)0x0000ff00UL) << 8) | (((uint32_t)x & (uint32_t)0x00ff0000UL) >> 8)); } #endif /* GCC */ /* #ifdef __BIG_ENDIAN__ */ #ifdef WORDS_BIGENDIAN # ifdef __GNUC__ # define SHORT(a) _H2_SWAP16((a)) # define LONG(a) _H2_SWAP32((a)) # else # define SHORT(x) ShortSwap((x)) # define LONG(x) LongSwap((x)) # endif #else #define SHORT(x) (x) #define LONG(x) (x) #endif /* ---- READ_INT16/32 --- */ #define READ_INT16(b) ((b)[0] | ((b)[1] << 8)) #define READ_INT32(b) ((b)[0] | ((b)[1] << 8) | ((b)[2] << 16) | ((b)[3] << 24)) #define INCR_INT16(b) (b)+=2 #define INCR_INT32(b) (b)+=4 /* ----- MEMORY ZONE ---- */ /* tags < 100 are not overwritten until freed */ #define PU_STATIC 1 /* static entire execution time */ #define PU_SOUND 2 /* static while playing */ #define PU_MUSIC 3 /* static while playing */ #define PU_DAVE 4 /* anything else Dave wants static */ #define PU_LEVEL 50 /* static until level exited */ #define PU_LEVSPEC 51 /* a special thinker in a level */ /* tags >= 100 are purgable whenever needed */ #define PU_PURGELEVEL 100 #define PU_CACHE 101 #define ZONEID 0x1d4a11 void Z_Init (void); void *Z_Malloc (int size, int tag, void *ptr); void Z_Free (void *ptr); void Z_FreeTags (int lowtag, int hightag); void Z_CheckHeap (void); void Z_ChangeTag2 (void *ptr, int tag); /* void Z_DumpHeap (int lowtag, int hightag); void Z_FileDumpHeap (FILE *f); int Z_FreeMemory (void); */ typedef struct memblock_s { int size; /* including the header and possibly tiny fragments */ void **user; /* NULL if a free block */ int tag; /* purgelevel */ int id; /* should be ZONEID */ struct memblock_s *next, *prev; } memblock_t; #define Z_ChangeTag(p,t) \ { \ if (((memblock_t *)((byte *)((p)) - sizeof(memblock_t)))->id != ZONEID) \ I_Error("Z_CT at %s:%i", __FILE__, __LINE__); \ Z_ChangeTag2((p),(t)); \ }; /* ------- WADFILE ------- */ typedef struct { char name[8]; int handle, position, size; } lumpinfo_t; extern lumpinfo_t *lumpinfo; extern int numlumps; extern const char *waddir; boolean W_IsWadPresent(const char *filename); void W_InitMultipleFiles(const char **filenames); void W_OpenAuxiliary(const char *filename); void W_CloseAuxiliaryFile(void); void W_CloseAuxiliary(void); void W_UsePrimary(void); void W_UseAuxiliary(void); int W_CheckNumForName(const char *name); int W_GetNumForName(const char *name); int W_LumpLength(int lump); void W_ReadLump(int lump, void *dest); void *W_CacheLumpNum(int lump, int tag); void *W_CacheLumpName(const char *name, int tag); void W_CheckWADFiles(void); /* ---------- BASE LEVEL ---------- */ void H2_Main(void); /* not a globally visible function, just included for source reference * calls all startup code * parses command line options * if not overrided, calls N_AdvanceDemo */ void H2_GameLoop(void); /* not a globally visible function, just included for source reference * called by H2_Main, never exits * manages timing and IO * calls all ?_Responder, ?_Ticker, and ?_Drawer functions * calls I_GetTime, I_StartFrame, and I_StartTic */ void H2_PostEvent(event_t *ev); /* called by IO functions when input is detected */ void NetUpdate (void); /* create any new ticcmds and broadcast to other players */ void D_QuitNetGame (void); /* broadcasts special packets to other players to notify of game exit */ void TryRunTics (void); #if !(defined(__WATCOMC__) || defined(__DJGPP__) || defined(__DOS__) || \ defined(_WIN32) || defined(_WIN64)) char *strupr (char *str); char *strlwr (char *str); int filelength(int handle); #endif /* --------- SYSTEM IO --------- */ #if 1 #define SCREENWIDTH 320 #define SCREENHEIGHT 200 #else #define SCREENWIDTH 560 #define SCREENHEIGHT 375 #endif byte *I_ZoneBase (int *size); /* called by startup code to get the ammount of memory to malloc * for the zone management */ int I_GetTime (void); /* called by H2_GameLoop * returns current time in tics */ void I_StartFrame (void); /* called by H2_GameLoop * called before processing any tics in a frame (just after displaying a frame) * time consuming syncronous operations are performed here (joystick reading) * can call H2_PostEvent */ void I_StartTic (void); /* called by H2_GameLoop * called before processing each tic in a frame * quick syncronous operations are performed here * can call H2_PostEvent * * asyncronous interrupt functions should maintain private ques that are * read by the syncronous functions to be converted into events */ void I_Init (void); /* called by H2_Main * determines the hardware configuration and sets up the video mode */ void I_InitGraphics (void); void I_InitNetwork (void); void I_NetCmd (void); void I_CheckExternDriver(void); void I_Error (const char *error, ...) __attribute__((__format__(__printf__,1,2), __noreturn__)); /* called by anything that can generate a terminal error * bad exit with diagnostic message */ void I_Quit (void) __attribute__((__noreturn__)); /* called by M_Responder when quit is selected * clean exit, displays sell blurb */ void I_SetPalette (byte *palette); /* takes full 8 bit values */ void I_Update(void); /* Copy buffer to video */ void I_WipeUpdate(wipe_t wipe); /* Copy buffer to video with wipe effect */ void I_WaitVBL(int count); /* wait for vertical retrace or pause a bit */ void I_BeginRead (void); void I_EndRead (void); byte *I_AllocLow (int length); /* allocates from low memory under dos, just mallocs under unix */ extern boolean useexterndriver; #if defined(__WATCOMC__) || defined(__DJGPP__) || defined(__DOS__) #define EBT_FIRE 1 #define EBT_OPENDOOR 2 #define EBT_SPEED 4 #define EBT_STRAFE 8 #define EBT_MAP 0x10 #define EBT_INVENTORYLEFT 0x20 #define EBT_INVENTORYRIGHT 0x40 #define EBT_USEARTIFACT 0x80 #define EBT_FLYDROP 0x100 #define EBT_CENTERVIEW 0x200 #define EBT_PAUSE 0x400 #define EBT_WEAPONCYCLE 0x800 #define EBT_JUMP 0x1000 typedef struct { short vector; /* Interrupt vector */ signed char moveForward; /* forward/backward (maxes at 50) */ signed char moveSideways; /* strafe (maxes at 24) */ short angleTurn; /* turning speed (640 [slow] 1280 [fast]) */ short angleHead; /* head angle (+2080 [left] : 0 [center] : -2048 [right]) */ signed char pitch; /* look up/down (-110 : +90) */ signed char flyDirection; /* flyheight (+1/-1) */ unsigned short buttons; /* EBT_* flags */ } externdata_t; void I_Tactile (int on, int off, int total); #endif /* externdriver, DOS */ /* ---- GAME ---- */ void G_DeathMatchSpawnPlayer (int playernum); void G_InitNew (skill_t skill, int episode, int map); void G_DeferedInitNew (skill_t skill, int episode, int map); /* can be called by the startup code or M_Responder * a normal game starts at map 1, but a warp test can start elsewhere */ void G_DeferredNewGame(skill_t skill); void G_DeferedPlayDemo (const char *demo); void G_LoadGame(int slot); /* can be called by the startup code or M_Responder * calls P_SetupLevel or W_EnterWorld */ void G_DoLoadGame (void); void G_SaveGame (int slot, const char *description); /* called by M_Responder */ void G_RecordDemo (skill_t skill, int numplayers, int episode, int map, const char *name); /* only called by startup code */ void G_PlayDemo (const char *name); void G_TimeDemo (const char *name); void G_TeleportNewMap(int map, int position); void G_Completed(int map, int position); /* void G_ExitLevel (void); void G_SecretExitLevel (void); */ void G_StartNewGame(skill_t skill); void G_StartNewInit(void); void G_WorldDone (void); void G_Ticker (void); boolean G_Responder (event_t *ev); void G_ScreenShot (void); /* ------- SV_SAVE ------- */ #if (MAXPLAYERS == MAXPLAYERS_10) #define HXS_VERSION_TEXT "HXS Ver 2.36" #else #define HXS_VERSION_TEXT "HXS Ver 2.37" #endif #define HXS_VERSION_TEXT_LENGTH 16 #define HXS_DESCRIPTION_LENGTH 24 void SV_SaveGame(int slot, const char *description); void SV_SaveMap(boolean savePlayers); void SV_LoadGame(int slot); void SV_MapTeleport(int map, int position); void SV_LoadMap(void); void SV_InitBaseSlot(void); void SV_UpdateRebornSlot(void); void SV_ClearRebornSlot(void); boolean SV_RebornSlotAvailable(void); int SV_GetRebornSlot(void); /* ----- PLAY ----- */ void P_Ticker (void); /* called by C_Ticker * can call G_PlayerExited * carries out all thinking of monsters and players */ void P_SetupLevel (int episode, int map, int playermask, skill_t skill); /* called by W_Ticker */ void P_Init (void); /* called by startup code */ int P_GetMapCluster(int map); int P_TranslateMap(int map); int P_GetMapCDTrack(int map); int P_GetMapWarpTrans(int map); int P_GetMapNextMap(int map); int P_GetMapSky1Texture(int map); int P_GetMapSky2Texture(int map); const char *P_GetMapName(int map); fixed_t P_GetMapSky1ScrollDelta(int map); fixed_t P_GetMapSky2ScrollDelta(int map); boolean P_GetMapDoubleSky(int map); boolean P_GetMapLightning(int map); boolean P_GetMapFadeTable(int map); const char *P_GetMapSongLump(int map); void P_PutMapSongLump(int map, const char *lumpName); int P_GetCDStartTrack(void); int P_GetCDEnd1Track(void); int P_GetCDEnd2Track(void); int P_GetCDEnd3Track(void); int P_GetCDIntermissionTrack(void); int P_GetCDTitleTrack(void); /* ------- REFRESH ------- */ extern boolean setsizeneeded; extern boolean BorderNeedRefresh; extern boolean BorderTopRefresh; extern int UpdateState; /* define the different areas for the dirty map */ #define I_NOUPDATE 0 #define I_FULLVIEW 1 #define I_STATBAR 2 #define I_MESSAGES 4 #define I_FULLSCRN 8 void R_RenderPlayerView (player_t *player); /* called by G_Drawer */ void R_Init (void); /* called by startup code */ void R_DrawViewBorder (void); void R_DrawTopBorder (void); /* if the view size is not full screen, draws a border around it */ void R_SetViewSize (int blocks, int detail); /* called by M_Responder */ int R_FlatNumForName (const char *name); int R_TextureNumForName (const char *name); int R_CheckTextureNumForName (const char *name); /* called by P_Ticker for switches and animations * returns the texture number for the texture name */ /* ---- MISC ---- */ extern const char **myargv; extern int myargc; extern int localQuakeHappening[MAXPLAYERS]; int M_CheckParm(const char *check); /* returns the position of the given parameter in the arg list (0 if not found) */ boolean M_ParmExists(const char *check); void M_ExtractFileBase(const char *path, char *dest); void M_ForceUppercase(char *text); /* Changes a string to uppercase */ int M_Random (void); /* returns a number from 0 to 255 */ unsigned char P_Random(void); /* as M_Random, but used only by the play simulation */ void M_ClearRandom (void); /* fix randoms for demos */ void M_FindResponseFile(void); void M_ClearBox (fixed_t *box); void M_AddToBox (fixed_t *box, fixed_t x, fixed_t y); /* bounding box functions */ boolean M_WriteFile(char const *name, const void *source, int length); int M_ReadFile(char const *name, void **buffer); int M_ReadFileCLib(char const *name, void **buffer); void M_ScreenShot (void); void M_LoadDefaults(const char *fileName); void M_SaveDefaults (void); /* ----- SC_man.c ---- */ void SC_Open(const char *name); void SC_OpenLump(const char *name); void SC_OpenFile(const char *name); void SC_OpenFileCLib(const char *name); void SC_Close(void); boolean SC_GetString(void); void SC_MustGetString(void); void SC_MustGetStringName(const char *name); boolean SC_GetNumber(void); void SC_MustGetNumber(void); void SC_UnGet(void); /* boolean SC_Check(void); */ boolean SC_Compare(const char *text); int SC_MatchString(const char **strings); int SC_MustMatchString(const char **strings); void SC_ScriptError(const char *message) __attribute__((__noreturn__)); extern char *sc_String; extern int sc_Number; extern int sc_Line; extern boolean sc_End; extern boolean sc_Crossed; extern boolean sc_FileScripts; extern const char *sc_ScriptsDir; /* ---- SN_sonix.c ---- */ enum { SEQ_PLATFORM, SEQ_PLATFORM_HEAVY, /* same script as a normal platform */ SEQ_PLATFORM_METAL, SEQ_PLATFORM_CREAK, /* same script as a normal platform */ SEQ_PLATFORM_SILENCE, SEQ_PLATFORM_LAVA, SEQ_PLATFORM_WATER, SEQ_PLATFORM_ICE, SEQ_PLATFORM_EARTH, SEQ_PLATFORM_METAL2, SEQ_DOOR_STONE, SEQ_DOOR_HEAVY, SEQ_DOOR_METAL, SEQ_DOOR_CREAK, SEQ_DOOR_SILENCE, SEQ_DOOR_LAVA, SEQ_DOOR_WATER, SEQ_DOOR_ICE, SEQ_DOOR_EARTH, SEQ_DOOR_METAL2, SEQ_ESOUND_WIND, SEQ_NUMSEQ }; typedef enum { SEQTYPE_STONE, SEQTYPE_HEAVY, SEQTYPE_METAL, SEQTYPE_CREAK, SEQTYPE_SILENCE, SEQTYPE_LAVA, SEQTYPE_WATER, SEQTYPE_ICE, SEQTYPE_EARTH, SEQTYPE_METAL2, SEQTYPE_NUMSEQ } seqtype_t; void SN_InitSequenceScript(void); void SN_StartSequence(mobj_t *mobj, int sequence); void SN_StartSequenceName(mobj_t *mobj, const char *name); void SN_StopSequence(mobj_t *mobj); void SN_UpdateActiveSequences(void); void SN_StopAllSequences(void); int SN_GetSequenceOffset(int sequence, int *sequencePtr); void SN_ChangeNodeData(int nodeNum, int seqOffset, int delayTics, int volume, int currentSoundID); typedef struct seqnode_s seqnode_t; struct seqnode_s { int *sequencePtr; int sequence; mobj_t *mobj; int currentSoundID; int delayTics; int volume; int stopSound; seqnode_t *prev; seqnode_t *next; }; extern int ActiveSequences; extern seqnode_t *SequenceListHead; extern boolean nosound; extern int mouselook; /* ---- Interlude (IN_lude.c) ---- */ extern boolean intermission; void IN_Start(void); void IN_Ticker(void); void IN_Drawer(void); /* ---- Interlude (hubmsg.c) ----- */ const char *GetClusterText(int sequence); const char *GetFinaleText (int sequence); /* ---- Finale (F_finale.c) ------ */ void F_Drawer(void); void F_Ticker(void); void F_StartFinale(void); /* ---- Chat mode (CT_chat.c) ---- */ void CT_Init(void); void CT_Drawer(void); boolean CT_Responder(event_t *ev); void CT_Ticker(void); char CT_dequeueChatChar(void); extern char chat_macros[10][80]; extern boolean chatmodeon; /* ---- STATUS BAR (SB_bar.c) ---- */ extern int inv_ptr; extern int curpos; extern int SB_state; void SB_Init(void); void SB_SetClassData(void); boolean SB_Responder(event_t *event); void SB_Ticker(void); void SB_Drawer(void); void Draw_TeleportIcon(void); void Draw_SaveIcon(void); void Draw_LoadIcon(void); /* ---- MENU (MN_menu.c) ---- */ void MN_Init(void); void MN_ActivateMenu(void); void MN_DeactivateMenu(void); boolean MN_Responder(event_t *event); void MN_Ticker(void); void MN_Drawer(void); void MN_DrTextA(const char *text, int x, int y); void MN_DrTextAYellow(const char *text, int x, int y); int MN_TextAWidth(const char *text); void MN_DrTextB(const char *text, int x, int y); int MN_TextBWidth(const char *text); /* --- AUTOMAP---- */ #define AM_TRANSPARENT 1 /* compile time option. 0: old style map drawn */ /* onto solid background. 1: transparent map. */ extern boolean automapactive; /* ---- VIDEO ---- */ extern int dirtybox[4]; extern byte gammatable[5][256]; extern int usegamma; void V_Init(void); /* Allocates buffer screens, call before R_Init */ void V_DrawPatch(int x, int y, patch_t *patch); void V_DrawPatchBuffer(int x, int y, patch_t *patch, byte *buffer); void V_DrawFuzzPatch(int x, int y, patch_t *patch); void V_DrawAltFuzzPatch(int x, int y, patch_t *patch); void V_DrawShadowedPatch(int x, int y, patch_t *patch); void V_BlitToScreen (int x, int y, byte *buffer, int width, int height); void V_DrawRawScreen(byte *raw); #include "sounds.h" #endif /* __H2DEF__ */