Repository: id-Software/DOOM Branch: master Commit: a77dfb96cb91 Files: 165 Total size: 1.4 MB Directory structure: gitextract_2slntpzu/ ├── LICENSE.TXT ├── README.TXT ├── ipx/ │ ├── DOOMNET.C │ ├── DOOMNET.H │ ├── IPXNET.C │ ├── IPXNET.H │ ├── IPXSETUP.C │ ├── IPXSTR.H │ ├── IPX_FRCH.H │ └── README ├── linuxdoom-1.10/ │ ├── CVS/ │ │ ├── Entries │ │ ├── Repository │ │ └── Root │ ├── ChangeLog │ ├── FILES │ ├── FILES2 │ ├── Makefile │ ├── README.asm │ ├── README.b │ ├── README.book │ ├── README.gl │ ├── README.sound │ ├── TODO │ ├── am_map.c │ ├── am_map.h │ ├── d_englsh.h │ ├── d_event.h │ ├── d_french.h │ ├── d_items.c │ ├── d_items.h │ ├── d_main.c │ ├── d_main.h │ ├── d_net.c │ ├── d_net.h │ ├── d_player.h │ ├── d_textur.h │ ├── d_think.h │ ├── d_ticcmd.h │ ├── doomdata.h │ ├── doomdef.c │ ├── doomdef.h │ ├── doomstat.c │ ├── doomstat.h │ ├── doomtype.h │ ├── dstrings.c │ ├── dstrings.h │ ├── f_finale.c │ ├── f_finale.h │ ├── f_wipe.c │ ├── f_wipe.h │ ├── g_game.c │ ├── g_game.h │ ├── hu_lib.c │ ├── hu_lib.h │ ├── hu_stuff.c │ ├── hu_stuff.h │ ├── i_main.c │ ├── i_net.c │ ├── i_net.h │ ├── i_sound.c │ ├── i_sound.h │ ├── i_system.c │ ├── i_system.h │ ├── i_video.c │ ├── i_video.h │ ├── info.c │ ├── info.h │ ├── m_argv.c │ ├── m_argv.h │ ├── m_bbox.c │ ├── m_bbox.h │ ├── m_cheat.c │ ├── m_cheat.h │ ├── m_fixed.c │ ├── m_fixed.h │ ├── m_menu.c │ ├── m_menu.h │ ├── m_misc.c │ ├── m_misc.h │ ├── m_random.c │ ├── m_random.h │ ├── m_swap.c │ ├── m_swap.h │ ├── p_ceilng.c │ ├── p_doors.c │ ├── p_enemy.c │ ├── p_floor.c │ ├── p_inter.c │ ├── p_inter.h │ ├── p_lights.c │ ├── p_local.h │ ├── p_map.c │ ├── p_maputl.c │ ├── p_mobj.c │ ├── p_mobj.h │ ├── p_plats.c │ ├── p_pspr.c │ ├── p_pspr.h │ ├── p_saveg.c │ ├── p_saveg.h │ ├── p_setup.c │ ├── p_setup.h │ ├── p_sight.c │ ├── p_spec.c │ ├── p_spec.h │ ├── p_switch.c │ ├── p_telept.c │ ├── p_tick.c │ ├── p_tick.h │ ├── p_user.c │ ├── r_bsp.c │ ├── r_bsp.h │ ├── r_data.c │ ├── r_data.h │ ├── r_defs.h │ ├── r_draw.c │ ├── r_draw.h │ ├── r_local.h │ ├── r_main.c │ ├── r_main.h │ ├── r_plane.c │ ├── r_plane.h │ ├── r_segs.c │ ├── r_segs.h │ ├── r_sky.c │ ├── r_sky.h │ ├── r_state.h │ ├── r_things.c │ ├── r_things.h │ ├── s_sound.c │ ├── s_sound.h │ ├── sounds.c │ ├── sounds.h │ ├── st_lib.c │ ├── st_lib.h │ ├── st_stuff.c │ ├── st_stuff.h │ ├── tables.c │ ├── tables.h │ ├── v_video.c │ ├── v_video.h │ ├── w_wad.c │ ├── w_wad.h │ ├── wi_stuff.c │ ├── wi_stuff.h │ ├── z_zone.c │ └── z_zone.h ├── sersrc/ │ ├── DOOMNET.C │ ├── DOOMNET.H │ ├── PORT.C │ ├── README.TXT │ ├── SERSETUP.C │ ├── SERSETUP.H │ ├── SERSTR.H │ └── SER_FRCH.H └── sndserv/ ├── Makefile ├── README.sndserv ├── linux.c ├── sounds.c ├── sounds.h ├── soundsrv.c ├── soundsrv.h ├── soundst.h ├── wadread.c └── wadread.h ================================================ FILE CONTENTS ================================================ ================================================ FILE: LICENSE.TXT ================================================ GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. 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The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. 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It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) 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 Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. ================================================ FILE: README.TXT ================================================ Here it is, at long last. The DOOM source code is released for your non-profit use. You still need real DOOM data to work with this code. If you don't actually own a real copy of one of the DOOMs, you should still be able to find them at software stores. Many thanks to Bernd Kreimeier for taking the time to clean up the project and make sure that it actually works. Projects tends to rot if you leave it alone for a few years, and it takes effort for someone to deal with it again. The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows. Still, the code is quite portable, and it should be straightforward to bring it up on just about any platform. I wrote this code a long, long time ago, and there are plenty of things that seem downright silly in retrospect (using polar coordinates for clipping comes to mind), but overall it should still be a usefull base to experiment and build on. The basic rendering concept -- horizontal and vertical lines of constant Z with fixed light shading per band was dead-on, but the implementation could be improved dramatically from the original code if it were revisited. The way the rendering proceded from walls to floors to sprites could be collapsed into a single front-to-back walk of the bsp tree to collect information, then draw all the contents of a subsector on the way back up the tree. It requires treating floors and ceilings as polygons, rather than just the gaps between walls, and it requires clipping sprite billboards into subsector fragments, but it would be The Right Thing. The movement and line of sight checking against the lines is one of the bigger misses that I look back on. It is messy code that had some failure cases, and there was a vastly simpler (and faster) solution sitting in front of my face. I used the BSP tree for rendering things, but I didn't realize at the time that it could also be used for environment testing. Replacing the line of sight test with a bsp line clip would be pretty easy. Sweeping volumes for movement gets a bit tougher, and touches on many of the challenges faced in quake / quake2 with edge bevels on polyhedrons. Some project ideas: Port it to your favorite operating system. Add some rendering features -- transparency, look up / down, slopes, etc. Add some game features -- weapons, jumping, ducking, flying, etc. Create a packet server based internet game. Create a client / server based internet game. Do a 3D accelerated version. On modern hardware (fast pentium + 3DFX) you probably wouldn't even need to be clever -- you could just draw the entire level and get reasonable speed. With a touch of effort, it should easily lock at 60 fps (well, there are some issues with DOOM's 35 hz timebase...). The biggest issues would probably be the non-power of two texture sizes and the walls composed of multiple textures. I don't have a real good guess at how many people are going to be playing with this, but if significant projects are undertaken, it would be cool to see a level of community cooperation. I know that most early projects are going to be rough hacks done in isolation, but I would be very pleased to see a coordinated 'net release of an improved, backwards compatable version of DOOM on multiple platforms next year. Have fun. John Carmack 12-23-97 Copyright (c) ZeniMax Media Inc. Licensed under the GNU General Public License 2.0. ================================================ FILE: ipx/DOOMNET.C ================================================ //#define DOOM2 #include #include #include #include #include #include #include "doomnet.h" //#include "ipxstr.h" #include "ipx_frch.h" // FRENCH VERSION doomcom_t doomcom; int vectorishooked; void interrupt (*olddoomvect) (void); /* ============= = = LaunchDOOM = These fields in doomcom should be filled in before calling: 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 consoleplayer; // 0-3 = player number short numplayers; // 1-4 short angleoffset; // 1 = left, 0 = center, -1 = right short drone; // 1 = drone ============= */ void LaunchDOOM (void) { char *newargs[99]; char adrstring[10]; long flatadr; // prepare for DOOM doomcom.id = DOOMCOM_ID; // hook the interrupt vector olddoomvect = getvect (doomcom.intnum); setvect (doomcom.intnum,(void interrupt (*)(void))MK_FP(_CS, (int)NetISR)); vectorishooked = 1; // build the argument list for DOOM, adding a -net &doomcom memcpy (newargs, _argv, (_argc+1)*2); newargs[_argc] = "-net"; flatadr = (long)_DS*16 + (unsigned)&doomcom; sprintf (adrstring,"%lu",flatadr); newargs[_argc+1] = adrstring; newargs[_argc+2] = NULL; if (!access("doom2.exe",0)) spawnv (P_WAIT, "doom2", newargs); else spawnv (P_WAIT, "doom", newargs); #ifdef DOOM2 printf (STR_RETURNED"\n"); #else printf ("Returned from DOOM\n"); #endif } ================================================ FILE: ipx/DOOMNET.H ================================================ // doomnet.h #define PEL_WRITE_ADR 0x3c8 #define PEL_DATA 0x3c9 #define I_ColorBlack(r,g,b) {outp(PEL_WRITE_ADR,0);outp(PEL_DATA,r);outp(PEL_DATA,g);outp(PEL_DATA,b);}; #define MAXNETNODES 8 // max computers in a game #define MAXPLAYERS 4 // 4 players max + drones #define CMD_SEND 1 #define CMD_GET 2 #define DOOMCOM_ID 0x12345678l typedef struct { long id; short intnum; // DOOM executes an int to send 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 / bytes read // 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; // 0-3 = player number short numplayers; // 1-4 short angleoffset; // 1 = left, 0 = center, -1 = right short drone; // 1 = drone // packet data to be sent char data[512]; } doomcom_t; extern doomcom_t doomcom; extern void interrupt (*olddoomvect) (void); extern int vectorishooked; int CheckParm (char *check); void LaunchDOOM (void); void interrupt NetISR (void); ================================================ FILE: ipx/IPXNET.C ================================================ // ipxnet.c #include #include #include #include #include #include #include "ipxnet.h" /* ========================================================================== === IPX PACKET DRIVER ========================================================================== === */ packet_t packets[NUMPACKETS]; nodeadr_t nodeadr[MAXNETNODES+1]; // first is local, last is broadcast nodeadr_t remoteadr; // set by each GetPacket localadr_t localadr; // set at startup extern int socketid; void far (*IPX)(void); long localtime; // for time stamp in packets long remotetime; //=========================================================================== int OpenSocket(short socketNumber) { _DX = socketNumber; _BX = 0; _AL = 0; IPX(); if(_AL) Error ("OpenSocket: 0x%x", _AL); return _DX; } void CloseSocket(short socketNumber) { _DX = socketNumber; _BX = 1; IPX(); } void ListenForPacket(ECB *ecb) { _SI = FP_OFF(ecb); _ES = FP_SEG(ecb); _BX = 4; IPX(); if(_AL) Error ("ListenForPacket: 0x%x", _AL); } void GetLocalAddress (void) { _SI = FP_OFF(&localadr); _ES = FP_SEG(&localadr); _BX = 9; IPX(); } /* ==================== = = InitNetwork = ==================== */ void InitNetwork (void) { int i,j; // // get IPX function address // _AX = 0x7a00; geninterrupt(0x2f); if(_AL != 0xff) Error ("IPX not detected\n"); IPX = MK_FP(_ES, _DI); // // allocate a socket for sending and receiving // socketid = OpenSocket ( (socketid>>8) + ((socketid&255)<<8) ); GetLocalAddress(); // // set up several receiving ECBs // memset (packets,0,NUMPACKETS*sizeof(packet_t)); for (i=1 ; i>8; packets[0].ecb.f2Address[0] = FP_OFF(&doomcom.data); packets[0].ecb.f2Address[1] = FP_SEG(&doomcom.data); // known local node at 0 for (i=0 ; i<6 ; i++) nodeadr[0].node[i] = localadr.node[i]; // broadcast node at MAXNETNODES for (j=0 ; j<6 ; j++) nodeadr[MAXNETNODES].node[j] = 0xff; } /* ==================== = = ShutdownNetwork = ==================== */ void ShutdownNetwork (void) { if (IPX) CloseSocket (socketid); } /* ============== = = SendPacket = = A destination of MAXNETNODES is a broadcast ============== */ void SendPacket (int destination) { int j; // set the time packets[0].time = localtime; // set the address for (j=0 ; j<6 ; j++) packets[0].ipx.dNode[j] = packets[0].ecb.ImmediateAddress[j] = nodeadr[destination].node[j]; // set the length (ipx + time + datalength) packets[0].ecb.fSize = sizeof(IPXPacket) + 4; packets[0].ecb.f2Size = doomcom.datalength + 4; // send the packet _SI = FP_OFF(&packets[0]); _ES = FP_SEG(&packets[0]); _BX = 3; IPX(); if(_AL) Error("SendPacket: 0x%x", _AL); while(packets[0].ecb.InUseFlag != 0) { // IPX Relinquish Control - polled drivers MUST have this here! _BX = 10; IPX(); } } unsigned short ShortSwap (unsigned short i) { return ((i&255)<<8) + ((i>>8)&255); } /* ============== = = GetPacket = = Returns false if no packet is waiting = ============== */ int GetPacket (void) { int packetnum; int i, j; long besttic; packet_t *packet; // if multiple packets are waiting, return them in order by time besttic = MAXLONG; packetnum = -1; doomcom.remotenode = -1; for ( i = 1 ; i < NUMPACKETS ; i++) { if (packets[i].ecb.InUseFlag) { continue; } if (packets[i].time < besttic) { besttic = packets[i].time; packetnum = i; } } if (besttic == MAXLONG) return 0; // no packets packet = &packets[packetnum]; if (besttic == -1 && localtime != -1) { ListenForPacket (&packet->ecb); return 0; // setup broadcast from other game } remotetime = besttic; // // got a good packet // if (packet->ecb.CompletionCode) Error ("GetPacket: ecb.ComletionCode = 0x%x",packet->ecb.CompletionCode); // set remoteadr to the sender of the packet memcpy (&remoteadr, packet->ipx.sNode, sizeof(remoteadr)); for (i=0 ; iecb); return 0; } } // copy out the data doomcom.datalength = ShortSwap(packet->ipx.PacketLength) - 38; memcpy (&doomcom.data, &packet->data, doomcom.datalength); // repost the ECB ListenForPacket (&packet->ecb); return 1; } ================================================ FILE: ipx/IPXNET.H ================================================ // ipxnet.h typedef struct { char private[512]; } doomdata_t; #include "DoomNet.h" //=========================================================================== #define NUMPACKETS 10 // max outstanding packets before loss // setupdata_t is used as doomdata_t during setup typedef struct { short gameid; // so multiple games can setup at once short drone; short nodesfound; short nodeswanted; } setupdata_t; typedef unsigned char BYTE; typedef unsigned short WORD; typedef unsigned long LONG; typedef struct IPXPacketStructure { WORD PacketCheckSum; /* high-low */ WORD PacketLength; /* high-low */ BYTE PacketTransportControl; BYTE PacketType; BYTE dNetwork[4]; /* high-low */ BYTE dNode[6]; /* high-low */ BYTE dSocket[2]; /* high-low */ BYTE sNetwork[4]; /* high-low */ BYTE sNode[6]; /* high-low */ BYTE sSocket[2]; /* high-low */ } IPXPacket; typedef struct { BYTE network[4]; /* high-low */ BYTE node[6]; /* high-low */ } localadr_t; typedef struct { BYTE node[6]; /* high-low */ } nodeadr_t; typedef struct ECBStructure { WORD Link[2]; /* offset-segment */ WORD ESRAddress[2]; /* offset-segment */ BYTE InUseFlag; BYTE CompletionCode; WORD ECBSocket; /* high-low */ BYTE IPXWorkspace[4]; /* N/A */ BYTE DriverWorkspace[12]; /* N/A */ BYTE ImmediateAddress[6]; /* high-low */ WORD FragmentCount; /* low-high */ WORD fAddress[2]; /* offset-segment */ WORD fSize; /* low-high */ WORD f2Address[2]; /* offset-segment */ WORD f2Size; /* low-high */ } ECB; // time is used by the communication driver to sequence packets returned // to DOOM when more than one is waiting typedef struct { ECB ecb; IPXPacket ipx; long time; doomdata_t data; } packet_t; extern doomcom_t doomcom; extern int gameid; extern nodeadr_t nodeadr[MAXNETNODES+1]; extern int localnodenum; extern long localtime; // for time stamp in packets extern long remotetime; // timestamp of last packet gotten extern nodeadr_t remoteadr; extern int myargc; extern char **myargv; void Error (char *error, ...); void InitNetwork (void); void ShutdownNetwork (void); void SendPacket (int destination); int GetPacket (void); int CheckParm (char *check); void PrintAddress (nodeadr_t *adr, char *str); ================================================ FILE: ipx/IPXSETUP.C ================================================ // ipxsetup.c #define DOOM2 #include #include #include #include #include #include #include #include #include "ipxnet.h" //#include "ipxstr.h" #include "ipx_frch.h" // FRENCH VERSION int gameid; int numnetnodes; int socketid = 0x869c; // 0x869c is the official DOOM socket int myargc; char **myargv; setupdata_t nodesetup[MAXNETNODES]; /* ================= = = Error = = For abnormal program terminations = ================= */ void Error (char *error, ...) { va_list argptr; if (vectorishooked) setvect (doomcom.intnum,olddoomvect); va_start (argptr,error); vprintf (error,argptr); va_end (argptr); printf ("\n"); ShutdownNetwork (); exit (1); } /* ================= = = CheckParm = = Checks for the given parameter in the program's command line arguments = = Returns the argument number (1 to argc-1) or 0 if not present = ================= */ int CheckParm(char *parm) { int i; for(i = 1; i < myargc; i++) if(stricmp(parm, myargv[i]) == 0) return i; return 0; } /* ============= = = NetISR = ============= */ void interrupt NetISR (void) { if (doomcom.command == CMD_SEND) { localtime++; SendPacket (doomcom.remotenode); } else if (doomcom.command == CMD_GET) { GetPacket (); } } /* =================== = = LookForNodes = = Finds all the nodes for the game and works out player numbers among them = = Exits with nodesetup[0..numnodes] and nodeadr[0..numnodes] filled in =================== */ void LookForNodes (void) { int i,j,k; int netids[MAXNETNODES]; int netplayer[MAXNETNODES]; struct time time; int oldsec; setupdata_t *setup, *dest; char str[80]; int total, console; // // wait until we get [numnetnodes] packets, then start playing // the playernumbers are assigned by netid // printf(STR_ATTEMPT, numnetnodes); printf (STR_LOOKING); oldsec = -1; setup = (setupdata_t *)&doomcom.data; localtime = -1; // in setup time, not game time // // build local setup info // nodesetup[0].nodesfound = 1; nodesetup[0].nodeswanted = numnetnodes; doomcom.numnodes = 1; do { // // check for aborting // while ( bioskey(1) ) { if ( (bioskey (0) & 0xff) == 27) Error ("\n\n"STR_NETABORT); } // // listen to the network // while (GetPacket ()) { if (doomcom.remotenode == -1) dest = &nodesetup[doomcom.numnodes]; else dest = &nodesetup[doomcom.remotenode]; if (remotetime != -1) { // an early game packet, not a setup packet if (doomcom.remotenode == -1) Error (STR_UNKNOWN); // if it allready started, it must have found all nodes dest->nodesfound = dest->nodeswanted; continue; } // update setup ingo memcpy (dest, setup, sizeof(*dest) ); if (doomcom.remotenode != -1) continue; // allready know that node address // // this is a new node // memcpy (&nodeadr[doomcom.numnodes], &remoteadr , sizeof(nodeadr[doomcom.numnodes]) ); // // if this node has a lower address, take all startup info // if ( memcmp (&remoteadr, &nodeadr[0], sizeof(&remoteadr) ) < 0 ) { } doomcom.numnodes++; printf ("\n"STR_FOUND"\n"); if (doomcom.numnodes < numnetnodes) printf (STR_LOOKING); } // // we are done if all nodes have found all other nodes // for (i=0 ; i MAXPLAYERS) Error (STR_MORETHAN,MAXPLAYERS); if (memcmp (&nodeadr[i], &nodeadr[0], sizeof(nodeadr[0])) < 0) console++; } if (!total) Error (STR_NONESPEC); doomcom.consoleplayer = console; doomcom.numplayers = total; printf (STR_CONSOLEIS"\n", console+1, total); } //======================================================== // // Find a Response File // //======================================================== void FindResponseFile (void) { int i; #define MAXARGVS 100 for (i = 1;i < myargc;i++) if (myargv[i][0] == '@') { FILE * handle; int size; int k; int index; int indexinfile; char *infile; char *file; char *moreargs[20]; char *firstargv; // READ THE RESPONSE FILE INTO MEMORY handle = fopen (&myargv[i][1],"rb"); if (!handle) Error (STR_NORESP); printf(STR_FOUNDRESP" \"%s\"!\n",strupr(&myargv[i][1])); fseek (handle,0,SEEK_END); size = ftell(handle); fseek (handle,0,SEEK_SET); file = malloc (size); fread (file,size,1,handle); fclose (handle); // KEEP ALL CMDLINE ARGS FOLLOWING @RESPONSEFILE ARG for (index = 0,k = i+1; k < myargc; k++) moreargs[index++] = myargv[k]; firstargv = myargv[0]; myargv = malloc(sizeof(char *)*MAXARGVS); memset(myargv,0,sizeof(char *)*MAXARGVS); myargv[0] = firstargv; infile = file; indexinfile = k = 0; indexinfile++; // SKIP PAST ARGV[0] (KEEP IT) do { myargv[indexinfile++] = infile+k; while(k < size && ((*(infile+k)>= ' '+1) && (*(infile+k)<='z'))) k++; *(infile+k) = 0; while(k < size && ((*(infile+k)<= ' ') || (*(infile+k)>'z'))) k++; } while(k < size); for (k = 0;k < index;k++) myargv[indexinfile++] = moreargs[k]; myargc = indexinfile; // DISPLAY ARGS // printf("%d command-line args:\n",myargc); // for (k=1;k parameter." #define STR_COMMVECT "Communicating with interrupt vector 0x%x" #define STR_USEALT "Using alternate port %i for network" #define STR_RETURNED "Returned from DOOM II" #define STR_ATTEMPT "Attempting to find all players for %i player net play. "\ "Press ESC to exit.\n" ================================================ FILE: ipx/IPX_FRCH.H ================================================ #define STR_NETABORT "Synchronisation du jeu sur rseau annule." #define STR_UNKNOWN "Paquet de jeu inconnu durant la configuration" #define STR_FOUND "Noeud dtect!" #define STR_LOOKING "Recherche d'un noeud" #define STR_MORETHAN "Plus de %i joueurs spcifis!" #define STR_NONESPEC "Pas de joueurs spcifis pour le jeu!" #define STR_CONSOLEIS "Console: joueur %i sur %i" #define STR_NORESP "Ce fichier de rponse n'existe pas!" #define STR_FOUNDRESP "Fichier de rponse trouv" #define STR_DOOMNETDRV "GESTIONNAIRE DE RESEAU DOOM II" #define STR_VECTSPEC "Le vecteur spcifi (0x%02x) tait dj connect." #define STR_NONULL \ "Attention: pas de vecteurs d'interruption NULL ou iret trouvs entre 0x60 et 0x66.\n"\ "Vous pouvez spcifier un vecteur avec le paramtre -vector 0x." #define STR_COMMVECT "Communication avec le vecteur d'interruption 0x%x" #define STR_USEALT "Utilisation du port alternatif %i pour le rseau" #define STR_RETURNED "Retour de DOOM II" #define STR_ATTEMPT \ "Tentatative de recherche de tous les joueurs pour le jeu en riseau `%i jouers\n" \ "Appuyez sur ECHAP pour quitter.\n" ================================================ FILE: ipx/README ================================================ This is the source for the DOOM ipx network driver. ================================================ FILE: linuxdoom-1.10/CVS/Entries ================================================ /ChangeLog/1.14/Mon Feb 3 22:45:08 1997// /DOOMLIC.TXT/1.3/Sun Jan 26 07:44:56 1997// /FILES/1.1/Sun Jan 19 17:22:41 1997// /FILES2/1.1/Sun Jan 19 17:22:42 1997// /Makefile/1.6/Mon Feb 3 22:45:08 1997// /am_data.h/1.2/Tue Jan 21 18:59:56 1997// /am_map.c/1.4/Mon Feb 3 21:24:33 1997// /am_map.h/1.2/Tue Jan 21 18:59:56 1997// /d_englsh.h/1.1/Mon Feb 3 21:48:03 1997// /d_event.h/1.2/Mon Feb 3 22:01:47 1997// /d_french.h/1.3/Mon Feb 3 21:48:03 1997// /d_main.c/1.8/Mon Feb 3 22:45:09 1997// /d_net.c/1.3/Mon Feb 3 22:01:47 1997// /d_textur.h/1.1/Mon Feb 3 16:47:51 1997// /doomdata.h/1.5/Mon Feb 3 22:45:09 1997// /doomdef.h/1.9/Mon Feb 3 22:45:09 1997// /doomtype.h/1.2/Mon Feb 3 22:45:09 1997// /dstrings.h/1.4/Mon Feb 3 21:48:03 1997// /dutils.c/1.5/Mon Feb 3 17:11:23 1997// /dutils.h/1.4/Mon Feb 3 17:11:23 1997// /f_finale.c/1.5/Mon Feb 3 21:26:34 1997// /f_finale.h/1.1/Mon Feb 3 21:26:34 1997// /f_wipe.c/1.2/Mon Feb 3 22:45:09 1997// /f_wipe.h/1.1/Mon Feb 3 17:11:23 1997// /fpfunc.S/1.1/Sun Jan 19 17:22:43 1997// /g_game.c/1.8/Mon Feb 3 22:45:09 1997// /g_game.h/1.1/Mon Feb 3 21:34:47 1997// /hu_lib.c/1.3/Sun Jan 26 07:44:58 1997// /hu_lib.h/1.4/Mon Feb 3 16:47:52 1997// /hu_stuff.c/1.4/Mon Feb 3 16:47:52 1997// /hu_stuff.h/1.3/Sun Jan 26 07:44:58 1997// /i_dga.c/1.3/Sun Jan 26 07:44:58 1997// /i_ibm.c/1.3/Sun Jan 26 07:44:58 1997// /i_main.c/1.4/Mon Feb 3 22:45:10 1997// /i_pcnet.c/1.3/Sun Jan 26 07:44:59 1997// /i_sound.c/1.3/Sun Jan 26 07:44:59 1997// /i_sound.h/1.3/Sun Jan 26 07:44:59 1997// /i_svga.c/1.3/Sun Jan 26 07:44:59 1997// /i_unix.c/1.5/Mon Feb 3 22:45:10 1997// /i_x.c/1.6/Mon Feb 3 22:45:10 1997// /info.c/1.3/Sun Jan 26 07:45:00 1997// /info.h/1.3/Sun Jan 26 07:45:00 1997// /irix.c/1.3/Sun Jan 26 07:45:00 1997// /irix.h/1.3/Sun Jan 26 07:45:01 1997// /linux.c/1.3/Sun Jan 26 07:45:01 1997// /m_argv.c/1.1/Mon Feb 3 22:45:10 1997// /m_argv.h/1.1/Mon Feb 3 22:45:10 1997// /m_bbox.c/1.1/Mon Feb 3 22:45:10 1997// /m_bbox.h/1.1/Mon Feb 3 22:45:10 1997// /m_cheat.c/1.1/Mon Feb 3 21:24:34 1997// /m_cheat.h/1.1/Mon Feb 3 21:24:34 1997// /m_menu.c/1.7/Mon Feb 3 22:45:10 1997// /m_menu.h/1.1/Mon Feb 3 22:01:49 1997// /m_misc.c/1.6/Mon Feb 3 22:45:10 1997// /m_misc.h/1.1/Mon Feb 3 22:45:11 1997// /m_random.c/1.1/Mon Feb 3 22:45:11 1997// /m_random.h/1.1/Mon Feb 3 22:45:11 1997// /p_ceilng.c/1.4/Mon Feb 3 16:47:53 1997// /p_doors.c/1.4/Mon Feb 3 16:47:53 1997// /p_enemy.c/1.5/Mon Feb 3 22:45:11 1997// /p_floor.c/1.4/Mon Feb 3 16:47:54 1997// /p_inter.c/1.4/Mon Feb 3 22:45:11 1997// /p_lights.c/1.5/Mon Feb 3 22:45:11 1997// /p_local.h/1.3/Tue Jan 28 22:08:27 1997// /p_map.c/1.5/Mon Feb 3 22:45:11 1997// /p_maputl.c/1.5/Mon Feb 3 22:45:11 1997// /p_mobj.c/1.5/Mon Feb 3 22:45:12 1997// /p_plats.c/1.5/Mon Feb 3 22:45:12 1997// /p_pspr.c/1.5/Mon Feb 3 22:45:12 1997// /p_setup.c/1.5/Mon Feb 3 22:45:12 1997// /p_sight.c/1.3/Tue Jan 28 22:08:28 1997// /p_spec.c/1.6/Mon Feb 3 22:45:12 1997// /p_spec.h/1.3/Tue Jan 28 22:08:29 1997// /p_switch.c/1.3/Tue Jan 28 22:08:29 1997// /p_telept.c/1.3/Tue Jan 28 22:08:29 1997// /p_tick.c/1.4/Mon Feb 3 16:47:55 1997// /p_user.c/1.3/Tue Jan 28 22:08:29 1997// /r_bsp.c/1.4/Mon Feb 3 22:45:12 1997// /r_data.c/1.4/Mon Feb 3 16:47:55 1997// /r_draw.c/1.4/Mon Feb 3 16:47:55 1997// /r_local.h/1.4/Mon Feb 3 21:26:34 1997// /r_main.c/1.5/Mon Feb 3 22:45:12 1997// /r_plane.c/1.4/Mon Feb 3 16:47:55 1997// /r_segs.c/1.3/Wed Jan 29 20:10:19 1997// /r_things.c/1.5/Mon Feb 3 16:47:56 1997// /s_sound.c/1.6/Mon Feb 3 22:45:12 1997// /sounds.c/1.3/Wed Jan 29 22:40:44 1997// /sounds.h/1.3/Wed Jan 29 22:40:44 1997// /soundsrv.c/1.3/Wed Jan 29 22:40:44 1997// /soundsrv.h/1.3/Wed Jan 29 22:40:44 1997// /soundst.h/1.3/Wed Jan 29 22:40:45 1997// /st_lib.c/1.4/Mon Feb 3 16:47:56 1997// /st_lib.h/1.4/Mon Feb 3 16:47:56 1997// /st_stuff.c/1.6/Mon Feb 3 22:45:13 1997// /st_stuff.h/1.3/Thu Jan 30 19:54:22 1997// /sun.c/1.3/Thu Jan 30 19:54:22 1997// /tables.c/1.4/Mon Feb 3 16:47:57 1997// /tables.h/1.1/Mon Feb 3 16:47:57 1997// /tmap.S/1.1/Sun Jan 19 17:22:51 1997// /v_video.c/1.5/Mon Feb 3 22:45:13 1997// /v_video.h/1.2/Mon Feb 3 17:11:59 1997// /w_wad.c/1.5/Mon Feb 3 16:47:57 1997// /wadread.c/1.3/Thu Jan 30 19:54:23 1997// /wadread.h/1.3/Thu Jan 30 19:54:23 1997// /wi_data.h/1.3/Thu Jan 30 19:54:23 1997// /wi_stuff.c/1.7/Mon Feb 3 22:45:13 1997// /wi_stuff.h/1.4/Mon Feb 3 16:47:58 1997// /z_zone.c/1.4/Mon Feb 3 16:47:58 1997// /z_zone.h/1.1/Mon Feb 3 16:47:58 1997// ================================================ FILE: linuxdoom-1.10/CVS/Repository ================================================ /info/cvsroot/id/id_doom ================================================ FILE: linuxdoom-1.10/CVS/Root ================================================ /info/cvsroot/ ================================================ FILE: linuxdoom-1.10/ChangeLog ================================================ * TODO: see below, and in the "TODO" file. Enjoy! Mon Dec 22 20:29:16 1997 * CVS logs and other obsolete stuff removed. Anybody who wants to keep some revision control now has a clean slate to start with. Mon Dec 22 19:53:34 1997 * i_sound.c: enabled SNDSERV, as SNDINTR for some reason just gives ghastly results e.g. on E4M2. Frankly, I am at a loss. SNDSERV is now default, until the internal sound driver is a bit more reliable. Note that the current redundancy means that changes like the one below will have to be propagated manually to the soundserver sources. * m_menu.c: the 4th episode is now removed with the original doom.wad. You need to rename the Ultimate DOOM/Special Edition retail IWAD to doomu.wad now, or you won't see the 4th episode in the menu. The compile time SPECIAL define is thus gone. Mon Dec 22 17:08:33 1997 * v_video.c (V_DrawPatch): another last minute hack. While shareware, retail, commercial, and plutonia (being a full DOOM2 IWAD) seem to work okay now, TNT gives an error on finishing the first mission: "Patch at -35, -5 exceeds LFB". I changed the error abort into a simple return, thus the patch is ignored. The intermission screen seems to come up okay. * TODO: check which patch, and whether it is an IWAD problem. * i_sound.c: the sound table is hardwired in sounds.h/sounds.c. As our current crude sound handling simply loads *all* sounds at startup, we are going to miss some with DOOM1 WAD files. I could skip them, but decided to load a placeholder instead (dspistol). It might be good to use a distinct default sound for WAD debug purposes. A zero length sound lump would work, but would not be noticeable. Anyway, shareware and retail work now. * TODO: implement proper handling for missing lumps, sound and otherwise. Perhaps move sound table into WAD? * g_game.c (G_DoPlayDemo): finally removed the annoying "Demo is from a different game version" abort. It now simply declines to playback the demo, and waits for user input on some do_nothing screen. * doomdef.h&Cie.: Lesson of the day - do not replace a bunch of booleans with an enum and use the same identifiers. Point in case: "if ( commercial )" will not give an error, and will always be true as long as the enum value is greater than zero. I found that the DOOM2 vs. DOOM differences are everywhere (weapons, monsters, doors). Number of episodes varies from shareware/commercial to registered to retail, while commercial has a unique set (two of them, counting the german edition) of maps in one episode. Plus, TNT and Plutonia add some TITLE strings to the mixture. Well, Plutonia and TNT are treated as DOOM2 for now, so you will miss the startup message. * wi_stuff.h (NUMEPISODES): removed SPECIAL switch. It is no 4 times 9 for wi_stuff.c internal static arrays - doesn't matter. * TODO: unified handling with DOOM 2 - dynamic allocation of arrays. * i_sound.c (I_UpdateSound): okay, I separated the mixing, now done synchonously, along with a flag signalling the timer that the mixing buffer has been updated. The handler is now very short, and I tried several intervals down to 50usecs, w/o complaints. Now the man page says: "system timer resolution currently 10ms". Odd. Anyway, while the double shotgun/plasma rapid fire problem seems to be a bit less disturbing at higher refresh, it's still there. I set the interval to 500usec, which is sufficient for avoiding any buffer update misses. Conclusion after just two days of experimentation: yep, sound driver code isn't fun at all. As for the bug - well, Dave Taylor suggested close distance getting into a divide-by-near-zero situation, screwing up the volume. I can't figure why latency of an external sound driver or screen size affect this, but I am running out of ideas. * i_sound.c: Some more experimentation with the timer driven sound. It doesn't work well using an intervall of less then 30 msecs - there will be artifacts with say 50 msecs. This is pretty obvious with a target frame rate of at least 30fps, methinks. Using the REAL/SIGALRM timer with 30msec gets rid of the artifacts, it seems - at the expense of slowing down things on a P133 to a noticeable jerkiness. Bah. Mon Dec 22 00:36:54 1997 * info.c: and i_video.c and i_sound.c - don't ask me why some Linux header files are different with gcc vs. g++, or what the complaint about the g++ complaint info.c state table is all about: "initializer element for `states[..].action.acp1' is not constant" Undid some changes, compiled with gcc, playtested, seems okay. Done for today... yesterday. * i_net.c (ntohl): okay, htons/htonl, ntohs,ntohl are back to haunt me. Copied the macros that on my box aren't used for whatever reason directly into the source. Got rid of all other multiple and undefined references. CC=g++ now compiles (still many warnings) and links, but the binary dumps a core after Init PlayLoop. So be it. Sun Dec 21 12:38:08 1997 * p_enemy.c (P_NewChaseDir): changed tdir to int, removed the LUTs - spurious locks were due to endless loops created by boneheaded predecessor map. Has to be a better way to do enum dirtype_t anyway. Problem seems to be fixed. * CC=gcc again, this time loads of #includes to fix "implicit declarations, and one or two unused variables. DOOM now compiles without any -Wall warnings left, as C. * Bug: compiled the reworked code with gcc. Within a solid while of testing and blasting away, it locked once. Got a core, which gdb doesn't grok. Bah. * TODO: okay, linkage of g++ build modules give loads of errors, because we have many implicits, plus missing #pragma implementation causing multiple definitions. Yet, this is the very first time DOOM was compiled as C++ without a parsing error. So there. * sounds.c: included doomtype.h and removed yet another enum { false, true } definition. * p_saveg.c (misc): several. * p_mobj.c (P_SpawnMobj): (actionf_p1)P_MobjThinker * p_spec.c (EV_DoDonut): (action_p1) T_MoveFloor (twice). * p_plats.c (EV_DoPlat): (actionf_p1) T_PlatRaise. * p_plats.c (EV_StopPlat): (actionf_v)NULL. * p_plats.c (P_ActivateInStasis): same * p_lights.c (P_SpawnGlowingLight): (actionf_p1) T_Glow. * p_lights.c (P_SpawnStrobeFlash): (actionf_p1) T_StrobeFlash. * p_lights.c (P_SpawnLightFlash): (actionf_p1) T_LightFlash. * p_lights.c (P_SpawnFireFlicker): (actionf_p1) T_FireFlicker. * p_floor.c (EV_DoFloor): (actionf_p1) T_MoveFloor. * p_floor.c (EV_BuildStairs): same (twice). * p_doors.c (EV_VerticalDoor): (actionf_p1)T_VerticalDoor. * p_doors.c (P_SpawnDoorCloseIn30): same * p_doors.c (P_SpawnDoorRaiseIn5Mins): same * p_doors.c (EV_DoDoor): same * p_ceilng.c (EV_CeilingCrushStop): (actionf_v)NULL. * p_ceilng.c (EV_DoCeiling): (actionf_p1)T_MoveCeiling. * p_ceilng.c (P_ActivateInStasisCeiling): same. These gave g++ errors, but have been ignored by gcc. * r_data.c (R_PrecacheLevel): (actionf_p1)P_MobjThinker. * p_saveg.c: conversions (actionf_p1)T_Whatever. * p_tick.c: cast (actionf_v)(-1). * p_telept.c: yet another (actionf_p1)P_MobjThinker. * p_mobj.c (P_MobjThinker): cast (actionf_v)(-1). * TODO: decent NOP/NULL/Nil function pointer. I'd introduce a global A_NOP() function that chokes up an error message. Why -1 instead of NULL? * p_enemy.c: conversions (actionf_p1)P_MobjThinker. * d_think.h/info.h: think_t is essentially the same action function pointer stuff. I moved the definitions from info.h to d_think.h, and aliased them with a typedef. Now more changes needed. * p_enemy.c (successor, predecessor): new LUT, to provide increments/decrements for enum dirtype_t, as g++ complaints: "no post-increment/decrement operator for type" * Makefile (CC): okay, tried "g++" once more. A few errors (above). Plus shitloads of warnings (obviously, better "unused" checking with C++, lots of the usual int2enum suspects, implicit declarations, the works). * p_mobj.c: action.acp1 used accordingly. * p_pspr.c: action.acp2 used accordingly. * TODO: info.c:144 warning "missing braces around initializer for `states[0].action'" * info.h/info.c: some experimental stuff on action function pointers. * TODO: still some sound glitches at startup. * i_sound.c: few more cleanups. Made mixing use channel loop instead of unroll, set mixbuffer to zero ot start. Removed some more DOS leftovers (8bit), kept some as comment. * hu_stuff.c (HU_Start): More gamemode changes. As in d_main.c, I decided to use DOOM2 as default whenever one needed - it was sold most, and had the superset of items, enemies and monsters. * TODO: the handling of WAD specific messages like HU_TITLE, HU_TITLE2, HU_TITLEP etc. should definitely be removed. * d_main.c (CheckBetaTest): Removed outdated, DOS specific BETATEST stuff. d_main.c (IdentifyVersion): Numerous changes to gamemode handling. * TODO: currently, french language is enabled by detecting an doom2f.wad - yet it needs FRENCH define at compile time. I removed most language stuff, and propose handling that at runtime, using a switch in the config file. Well, mission specific texts won't work outside the WAD anyway. * TODO: along the same lines: I suggest removing the misc. devparm switches as well - lots of redundancy not needed anymore. * Makefile: finally added a doomstat.c for all the global state variables listing internal engine configuration. Right now, these are scattered everywhere. Declaration to be found in doomstat.h header. * f_finale.c (F_StartFinale): Reworked the entire finale handling based on game mode enum. * doomstat.h: Global variables for game mode and language. Removed old booleans. * doomdef.h: GameMode_t and Language_t enum added. Boolean for language was kinda limiting to 2 alternatives (french, english), and five boolean plus #define SPECIAL for game version is just ugly. * wi_stuff.h: SPECIAL switch compiles two different EXE's, one for 3 episodes of 9 maps each (DOOM 1 registered), one for 4 episodes of 9 maps each (DOOM 1 retail/FinalDOOM). Implicitely, the DOOM2 config (one episode, 34 missions) is handled. How is the german edition (32 missions only) done? Frankly, this is a mess. The problem is that intermission (animated as in DOOM 1, simple backdrop as in DOOM2) as well as certain items (double shotgun) as well as certain rendering stuff (sky texture) depend on this. Plus, it ties into runtime flags as "commercial" as well. Yuck. Each change will change the game. Postponed. * d_net.c,m_misc.c: removed last two NeXT remains. * d_englsh.h,d_french.h,d_main.c,m_misc.c,r_draw.c,v_video.c: more WATCOM remains removed. Kept some stuff that handeld the blocky mode/detailshift in DOS, which is n.a. in Linux - but probably not worth fixing. Sat Dec 20 15:16:51 1997 * Bug: core dump when using doom.wad or doom1.wad without a "-file UNUSED/doom2.wad". Version dependend handling of stuff (double shotgun) comes to mind. * doomdef.h: SNDSERV enables external sound server support. SNDINTR enables internal sound output with timer (asynchronous). Default is internal, synchronous. * i_sound.c (I_HandleSoundTimer): Okay, the plasma/double shotgun sound bug (crapyy sund when firing nose-to-wall) is obviously a problem with blocking at refresh - smaller screen size makes it go away. I won't do threads w/o a proper gdb, and I can't do whatever Dave Taylor did with LinuxQuake w/o the sources, thus I broke down and implemented a timer based solution. Seems to work fine, given the fact that this is the first time ever I implemented sound handling. Fri Dec 19 10:02:48 1997 * m_menu.c/i_sound.c/s_sound.c: Removed a few more inconsistencies due to old internal sound handling (DOS), external (Linux sndserver), and new internal (the unfinished merge of both the former). The Options/Sound/Music volume menu is accessible now. It was due to an internal scaling of the menu (effective range 0-15), up to 0..120, by multiply with 8 scattered all over the place, that we got a v_video.c: I_Error ("Bad V_DrawPatch") Now I am using the menu resolution everywhere, and scaling should only be done in the actual mixing/output. * OK, obviously this hasn't been updated in months. This is because: a) most of the time nothing happened, and b) when something got done, it was too much to keep track of it by CVS and/or ChangeLog. Basically, what happened in the meantime is that I did not find a publisher who believed that the book sales would be worth doing it. Within the limited amount of time that I could dedicate to a project that will not generate any revenue whatsoever, I spent some time on cleaning up the Linux code base which works, essentially. I might or might not be able to participate in a Mesa+Voodoo+Glide based GLDOOM port for Linux. I won't waste a minute on Win32 without getting paid for it. Because of the legal issues involved with the DMX sound library id licensed for DOS DOOM, Linuxdoom is the only code base that has sound support at all. Other UNIX ports (SGI, Sun) could probably be revived and integrated w/o too many problems. There is no Win32 port - I never had access to WinDOOM or Jim Dose's GLDOOM sources. There is no Linux OpenGL (read: Mesa) support yet - that'd involve internal changes which will best be done after a public source release. John Carmack opted for a release of the Linux code. I have removed all DMX references I could get a hold of, but preserved some of the original sound handling within DOOM that interfaced with DMX. Linuxdoom (like previous UNIX ports) used a separate sound server binary. I did some work on putting the sound server module back into the engine. It works, but shutdown (pending sounds), and sound output parallel to refresh (blocking) is crappy, and there is a problem with double shotgun and plasma at close distance (as well as with lots of other noises going on). As the mixing code is identical to the separate soundserver, and as it doesn't seem to be a blocking issue, I am currently at a loss - I wonder whether the IPC communication with the soundserver process introduced a delay that changed behaviour, or whether I simply overlooked a bug. I am currently lacking the time to track this down, so I am keeping both internal and soundserver source. I did remove DOS and Watcom specifics. I did also remove the texture mapping and fixed point assembly. From my experience, it isn't worth the trouble to ue GCC inline assembler, as performance of the same loop written in C is perfectly sufficient. On demand I will put both assembly modules into some documentation, as they are probably of historic interest. There is no Sun DGA, Irix, or other non-Linux stuff in this code base (at least, not intentionally). They will be back when ports to other UNIX environments will be merged back (I can't do testing, and the modules were separate and not consistent, so I refrained from wasting time on this prior to a public release). While I made only minor changes to the actual code (some fixes, some cleaning up of SHM and audio), I did a huge amount of shuffling around. I introduced many more header files and modules, some of them laughably small (doing these changes is bound to screw up CVS, so no CVS record anymore for the time being). I would introduce even more separation if I had the time. Splitting the animation/AI/behaviour code that defines "DOOM - The Game" into a separate game.so (like Quake2 does) should definitely be done. Separating a ref_soft.so aka "DOOM - The Engine", and defining a clean interface prior to introducing a ref_gl.so is recommended as well. I am going to purge some more leftovers, remove the obsolete CVS history except for comments, and try to clean up the last "implicit declaration" and "unused variable" warnings. Except for enabling cheats in nightmare (to have more fun while testing), I did not change the game mechanics at all. I would strongly advise against doing so w/o the proper separations suggested above. I will not waste time on fixing detail and blocky mode, lack of resize, or other stuff that it better addressed by a proper GLDOOM port. Sat Aug 16 08:07:16 1997 * p_pspr.c: Moved the sprite animation stuff from doomdef.h here. * info.h: Added #ifndef __INFO__ for multiple inclusion. I am not going to deal with multigen, or changing the original DOOM monster animation anyway. * p_spec.h/c: Moved anim_t etc., locally used only. There is another anim_t in wi_stuff.h/c, now local as well, so collisions on header inclusion should not occur. #include "doomdef.h" #include "doomstat.h" these should now be topmost includes. * doomstat.h, doomdef.h, wi_stuff.h, d_player.h: I moved wbstartstruct_t to d_player.h, and wminfo to doomstat.h. Basically, I will try to move all global state related stuff into doomstat.h, and all data structures defined for state variables into doomdef.h - this will be kinda greek tragedy, and never finished, but a body can try. * wi_stuff.h/c, wi_data.h: Removed wi_data.h, put all local stuff blah... see below. I have found several unused global variables, started outcommenting them with //U, will remove them later. It might be Watcom/PC stuff, or somebody put the actual numbers into the implementation instead of using STARDIST, ANIMPERIOD & Cie. * st_stuff.h/c: from doomdef.h, local stuff moved into st_stuff.c, etc. In the current revisions, I am tolerating warnings of the "implicit declaration" kind - the linker resolves the stuff, and it will be handy in unmangling the modules once the headers contain only the globally visible stuff. * am_map.h/c, am_data.h: Removed am_data.h, put all local stuff into am_map.c, moved globally needed headers from doomdef.h into am_map.h. * p_saveg.h, p_setup.h, p_tick.h: created, stuff from doomde.h moved there * d_main.c, d_net.c, doomdef.h: Decided to dump mprintf, as only needed for Watcom support which is not going to happen. * doomdef.h: Moved function prototypes to appropriate headers: d_main.h, d_net.h. Fri Aug 15 16:38:53 1997 * doomstat.h: added a few more comments, regrouped some of the state variables. * doomdata.h: added a few more comments. Thu Aug 14 10:38:37 1997 * g_game.c (G_DoLoadLevel): copied the skyflatnum determination here, from the R_InitSkyMap - once should be sufficient. * Makefile, r_sky.h/c: added r_sky module. The sky handling was scattered over r_bsp, r_main, r_plane, doomstat.h... * r_bsp.c, r_main.c, r_segs.c: Removed RD_* calls from R_debug.m, NeXT switches. * r_local.h: Removed the R_debug.m NeXT specific debugging code headers. Removed "drawbsp" flag from here, and r_main.c, too. * r_data.c: Started to remove NORMALUNIX switches, using LINUX instead. Basically, different UNIX platforms using the same code should simply be ANDed in the #ifdef switches. * r_draw.c: Removed some more, but not all WATCOMC support. There is an unresolved problem with the fuzzy blitting in the lowres (blocky) modes - either the "detailshift" flag triggered lowres mode will be removed, or the bug has to be fixed. * r_bsp.h, r_draw.h, r_things.h, r_data.h, r_segs.h, r_main.h, r_plane.h: Created from r_local.h. * Back to work. Till March 22nd, a lot of source shuffling and addition of new header files, separating stuff, and creating new, smaller modules. Some Watcom/PC/DMX/NeXT etc. related stuff got removed, but not all (yet). None of this ended up in the Log (sorry) or the revision control (CVS is not well suited while number of files and respective names change a lot, especially if stuff gets deleted and/or re-introduced). Major change: part of the sound code got copied from the separate Linux sndserver sources to the linuxdoom source. Re-integration and removal of sndserver pending. Nothing of importance happend since then (priorities). Mon Feb 3 16:41:05 1997 * m_misc.c: Created m_argv, m_random and m_bbox, kept remains in m_misc for the time being. Misc. files changed to include only necessary modules. Moved bbox definitions from doomdata.h. * m_menu.h: Created from doomdef.h. Misc. changes in dependend modules. I am not going to list every affected file from now on. See Log entries within each file. * dstrings.h: Now handles multi-language support and switches. So far, only english (default) and french are available. * d_englsh.h: Created from dstrings.h. * g_game.h: Created, from doomdef.h. * am_map.c, st_stuff.c, wi_stuff.c: * Makefile: Added m_cheat, removed dutils. Doubly linked list stuff unused. * m_cheat.h, m_cheat.c: Created, basci cheat string scrambling and check, from dutils.h and dutils.c. * doomdef.h Moved screen declaration to v_video.h. * dutils.h, dutils.c Remode code for f_wipe.h and f_wipe.c. * Makefile * d_main.c, Added f_wipe files. * f_wipe.h, f_wipe.c: Created, screen wipe/melt at mission begin, from dutils.h and dutils.c. * d_textur.h: Created from doomdata.h. Separates all the patch/texture defintions. Needed for v_video module. * r_local.h, wi_stuff.h, st_lib.h, hu_lib.h: * i_x.c, d_main.c, m_menu.c, m_misc.c: Added v_video.h. * v_video.h: Created. Using headers from doomdef.h. Forward of patch_t. Moved bool and byte to doomtype.h. Thu Jan 30 20:50:16 1997 * doomtype.h: Created, for fixed_t. Should add angle_t here, too. * tables.c: Added SlopeDiv from r_main.c, added all defines and typedefs related to basic trig table use here, removed it. Currently "tables.h" is included in doomdef.h and r_local.h, too. This is not too cleanly separated, but we have to start somewhere, right? * tables.h: Created from doomdef.h. Note that tables.c had fixed size tables, while doomdef.h calculated from the value of FINEANGLES. In addition, entries were given as either "int" or "fixed_t". Bad boys. * z_zone.c: * s_sound.c: * hu_stuff.c: * st_lib.c, st_stuff.c: * wi_stuff.c: * w_wad.c: * r_things.c, r_plane.c, r_draw.c, r_data.c: * p_tick.c, p_mobj.c, p_spec.c, p_setup.c, p_lights.c, p_plats.c, p_floor.c, p_doors.c, p_ceilng.c: * am_map.c: * m_misc.c, m_menu.c: * g_game.c: * d_main.c: * f_finale.c: Added #include "z_zone.h". * z_zone.h: Created, from stuff in doomdef.h * CVS checkin. Reformatting run, last one. Took a week to go through all the sources, w/o even looking to closely. * st_stuff.c (ST_Responder): Removed a first tiny bit of redundancy (NO_CLIP checks). Should remove idspispod completely, later. Wed Jan 29 19:53:43 1997 * Another one, while we are on it. All S (Sound) files. * CVS checkin. Reformatting run, all R (Refresh) files. * r_draw.c (R_DrawSpanLow): The non-Watcom, non-asm lowres mode was just a copy of the default mode. As detailshift was used to scale the image down, lowres mode just filled the left half of the buffer. * r_draw.c (R_DrawColumnLow): Tried the same hack for walls, horribly broken. Postponed. Tue Jan 28 19:32:48 1997 * CVS checkin. Another reformatting run. Did all P files. * p_spec.c: P_FindNextHighestFloor The number of adjoining sectors is limited to 20, because of a temporary LUT needed for determining lowest height in adjacent sectors. No overflow checking is done. Sun Jan 26 08:41:21 1997 * Another CVS checkin of a formatting run. D,F,G,HU,I,M have been changed. * Note: in initial and current release, linuxxdoom -3 -file plutonia.wad, idclev 12 produces a Segmentation fault. Wed Jan 22 14:03:00 1997 * m_menu.c: initializer-string for array of chars is too long (skullName) warning: unused parameter `int choice' (a couple of times) * Attempt to compile as C++. Loads of warnings, a couple of errors. p_enemy.c (P_Move): r_things.c (R_ProjectSprite) `catch', `throw', and `try' are all C++ reserved words, thus changed "try" to "try_ok". Fixed. p_pspr.c: In function `void P_SetPsprite(struct player_s *, ... )': too many arguments to function No convenient fix - state->action is declared void action(), but called w/o, with one, or with two parameters. There are more like this. Going to be a tough one. Union of pointers? Postponed. r_plane.c: In function `void R_DrawPlanes()': s_sound.c: In function `int S_AdjustSoundParams(struct mobj_s *, .. )': p_map.c: In function `bool PIT_StompThing(struct mobj_s *)': p_maputl.c: In function `int P_AproxDistance(int, int)': r_main.c: In function `int R_PointToDist(int, int)': p_enemy.c: In function `void P_NewChaseDir(struct mobj_s *)': warning: implicit declaration of function `int abs(...)' Wed Jan 22 12:15:00 1997 * CVS checkin of purification run. Sources now compile without any "-Wall" warnings. * Note: with -file "tnt.wad", we get an "Error: Bad V_DrawPatch" abort each time we enter an exit. Invalid or missing intermission screen? * Makefile (CFLAGS): added -Wall, first purification run. d_main.c: In function `D_DoomMain': warning: implicit declaration of function `mkdir' i_unix.c: In function `I_StartSound': warning: control reaches end of non-void function i_unix.c: In function `I_InitNetwork': warning: implicit declaration of function `inet_addr' i_unix.c: At top level: warning: `endianness' defined but not used i_x.c: In function `I_Error': warning: unused variable `string' i_x.c: In function `I_GetEvent': warning: suggest parentheses around arithmetic in operand of | i_x.c: In function `I_FinishUpdate': warning: unused variable `bigscreen' i_x.c: In function `grabsharedmemory': warning: implicit declaration of function `getuid' warning: unused variable `done' i_x.c: In function `I_InitGraphics': warning: suggest parentheses around assignment used as truth value warning: char format, different type arg (arg 3) warning: char format, different type arg (arg 5) warning: implicit declaration of function `XShmGetEventBase' i_x.c: In function `InitExpand2': warning: unused variable `jexp' warning: unused variable `iexp' m_menu.c: In function `M_ReadSaveStrings': warning: implicit declaration of function `read' warning: implicit declaration of function `close' m_misc.c: In function `M_WriteFile': warning: implicit declaration of function `write' warning: implicit declaration of function `close' m_misc.c: In function `M_ReadFile': warning: implicit declaration of function `read' m_misc.c: In function `M_ScreenShot': warning: implicit declaration of function `access' p_pspr.c: In function `P_MovePsprites': suggest parentheses around assignment used as truth value p_spec.c: In function `P_SpawnSpecials': warning: implicit declaration of function `atoi' w_wad.c: In function `strupr': warning: implicit declaration of function `toupper' w_wad.c: In function `W_AddFile': warning: implicit declaration of function `read' warning: implicit declaration of function `lseek' warning: implicit declaration of function `close' wi_stuff.c: In function `WI_loadData': warning: unused variable `pic' wi_stuff.c: At top level: warning: `background' defined but not used Tue Jan 21 22:00:00 1997 * doomdata.h (__BYTEBOOL__): Use builtin ANSI C++ bool. * d_main.c (IdentifyVersion): Bug fix: insufficient malloc created errors in malloc/realloc calls later on. Welcome to the risks of Copy'n'paste. Tue Jan 21 13:20:05 1997 * First formatting checkin. A word of explanation: prior to making any changes to the source, a couple of formatting runs will be made, followed by some purification runs. For this run, the Emacs mode selection line has been changed to use C++ style indenting (cc-mode.el). Each file has been automatically reformatted using Emacs indent-region. A few files have been changed manually already (i.e., comments, use of tabs). Warning: using "diff" to compare files of different states during the reformatting will not give useful results. * hu_stuff.c: fixed "assignment discard const", the last remaining error message with default compilation. Sun Jan 19 14:27:06 1997 * Makefile: Minor fix for sndserver target, removed linuxsdoom target for the time being, added CVS header (kind of). * Initial CVS checkin. * soundsrv/irix/linux/sun.c: Changed includes (irix.h removed, soundsrv.h included). * i_svga.c: Changed to DOS 8+3. * soundsrv.h/c: Changed to DOS 8+3, included irix.h in soundsrv.h. * r_local.h: Same for PI, include math.h with Linux. * doomdef.h: Got rid of multiply defined warnings for Linux, included values.h. * FILES2: created a commented list of all files, removed a few more files (sndserver test, NeXT leftovers, DMX header). Identified the following main modules (see FILES2): AM, HU, M, P, R, S, ST, W, WI. Some stuff is separate (Z, F), some not clearly separable (G, D). System specific interfaces are in I. Some of the latter replace i_main.c (i.e. the void/int main(argc,argv) call), e.g. SVGA, others (X11, SHM, DGA) don't. There is a certain amount of overlap, and the largest module (with possibly most overlap) is P - playing, i.e. all the games state and animation handling. Dithering is currently not used. Sat Jan 18 15:14:41 1997 * r_draw.c: fixed !defined(USEASM) lines for R_DrawColumn/Span. Removed fpfunc.o/S from Makefile, now compiling X11 w/o any assembler. Got a running linuxxdoom again. We are in business. This source is going to be used for the initial CVS check in. * Tried a quick hack compiling it as COFF a.out instead of ELF, with "gcc -b i486-linuxaout". Same linker errors. Tried removing -DUSE_ASM. Still using fpfunc.S. * Tried linuxxdoom. Compile run: some warnings (redefinition of MAX/MIN SHORT/INT/LONG) in doomdef.h and (PI redefined) r_local.h. Link run: crashed, undefined references in d_main.c: undefined reference to `FixedDiv2' am_map.c: undefined reference to `FixedMul' r_main.c: undefined reference to `R_DrawColumn' r_main.c: undefined reference to `R_DrawSpan' r_plane.c: undefined reference to `FixedMul' This stuff is defined in fpfunc.S (Fixed point) and in r_draw.c (assembler in tmap.S not used). However, "nm," shows that r_draw.o does not include the drawing functions (see below - USE_ASM). Furthermore, the global symbols in fpfunc.S begin with an underscore, "_FixedMul" and "_FixedDiv2". More problems within fpfunc.o: undefined references to `_dc_yl' `_dc_yh' `_ylookup' `_centery' `_dc_x' `_columnofs' `_dc_iscale' `_dc_texturemid' `_dc_source' `_dc_colormap' `_ds_y' `_ds_x1' `_ds_x2' `_ds_xfrac' `_ds_yfrac' `_ds_xstep' `_ds_ystep' `_ds_colormap' `_ds_source' Again, underscore problem. Note: tmap.S currently obsolete, as somebody pasted all the texture mapping assembly into fpfunc.S. Gotta clean that up. * Created initial release from CD sources, created ChangeLog. Let the games begin. ************************************************************** DOOM source code ChangeLog file ************************************************************** ================================================ FILE: linuxdoom-1.10/FILES ================================================ total 1258 -rw-r--r-- 1 b1 prog 0 Jan 18 15:08 FILES -rw-r--r-- 1 b1 prog 5799 Jan 18 15:07 Makefile -rw-r--r-- 1 b1 prog 1943 Jan 18 15:07 am_data.h -rw-r--r-- 1 b1 prog 20263 Jan 18 15:07 am_map.c -rw-r--r-- 1 b1 prog 2494 Jan 18 15:07 am_map.h -rw-r--r-- 1 b1 prog 1499 Jan 18 15:07 am_oids.c -rw-r--r-- 1 b1 prog 338 Jan 18 15:07 am_oids.h -rw-r--r-- 1 b1 prog 14005 Jan 18 15:07 d_french.h -rw-r--r-- 1 b1 prog 25287 Jan 18 15:07 d_main.c -rw-r--r-- 1 b1 prog 15586 Jan 18 15:07 d_net.c -rw-r--r-- 1 b1 prog 744 Jan 18 15:07 defs.inc -rw-r--r-- 1 b1 prog 3569 Jan 18 15:07 dither.c -rw-r--r-- 1 b1 prog 355 Jan 18 15:07 dither.h -rw-r--r-- 1 b1 prog 4234 Jan 18 15:07 doomdata.h -rw-r--r-- 1 b1 prog 32779 Jan 18 15:07 doomdef.h -rw-r--r-- 1 b1 prog 192 Jan 18 15:07 drcoord.h -rw-r--r-- 1 b1 prog 22377 Jan 18 15:07 dstrings.h -rw-r--r-- 1 b1 prog 6582 Jan 18 15:07 dutils.c -rw-r--r-- 1 b1 prog 1821 Jan 18 15:07 dutils.h -rw-r--r-- 1 b1 prog 14072 Jan 18 15:07 f_finale.c -rw-r--r-- 1 b1 prog 7357 Jan 18 15:07 fpfunc.S -rw-r--r-- 1 b1 prog 34770 Jan 18 15:07 g_game.c -rw-r--r-- 1 b1 prog 5394 Jan 18 15:07 hu_lib.c -rw-r--r-- 1 b1 prog 2878 Jan 18 15:07 hu_lib.h -rw-r--r-- 1 b1 prog 12040 Jan 18 15:07 hu_stuff.c -rw-r--r-- 1 b1 prog 934 Jan 18 15:07 hu_stuff.h -rw-r--r-- 1 b1 prog 6238 Jan 18 15:07 i_cyber.c -rw-r--r-- 1 b1 prog 18324 Jan 18 15:07 i_dga.c -rw-r--r-- 1 b1 prog 2499 Jan 18 15:07 i_header.h -rw-r--r-- 1 b1 prog 32815 Jan 18 15:07 i_ibm.c -rw-r--r-- 1 b1 prog 1867 Jan 18 15:07 i_ibm_a.asm -rw-r--r-- 1 b1 prog 121 Jan 18 15:07 i_main.c -rw-r--r-- 1 b1 prog 8251 Jan 18 15:07 i_pcnet.c -rw-r--r-- 1 b1 prog 8561 Jan 18 15:07 i_sound.c -rw-r--r-- 1 b1 prog 439 Jan 18 15:07 i_sound.h -rw-r--r-- 1 b1 prog 9537 Jan 18 15:07 i_svgalib.c -rw-r--r-- 1 b1 prog 10886 Jan 18 15:07 i_unix.c -rw-r--r-- 1 b1 prog 20891 Jan 18 15:07 i_x.c -rw-r--r-- 1 b1 prog 128797 Jan 18 15:07 info.c -rw-r--r-- 1 b1 prog 15840 Jan 18 15:07 info.h -rw-r--r-- 1 b1 prog 3477 Jan 18 15:07 irix.c -rw-r--r-- 1 b1 prog 240 Jan 18 15:07 irix.h -rw-r--r-- 1 b1 prog 1363 Jan 18 15:07 linux.c -rw-r--r-- 1 b1 prog 34628 Jan 18 15:07 m_menu.c -rw-r--r-- 1 b1 prog 13741 Jan 18 15:07 m_misc.c -rw-r--r-- 1 b1 prog 6117 Jan 18 15:07 p_ceilng.c -rw-r--r-- 1 b1 prog 15062 Jan 18 15:07 p_doors.c -rw-r--r-- 1 b1 prog 33758 Jan 18 15:07 p_enemy.c -rw-r--r-- 1 b1 prog 11409 Jan 18 15:07 p_floor.c -rw-r--r-- 1 b1 prog 16265 Jan 18 15:07 p_inter.c -rw-r--r-- 1 b1 prog 7592 Jan 18 15:07 p_lights.c -rw-r--r-- 1 b1 prog 6447 Jan 18 15:07 p_local.h -rw-r--r-- 1 b1 prog 30138 Jan 18 15:07 p_map.c -rw-r--r-- 1 b1 prog 14672 Jan 18 15:07 p_maputl.c -rw-r--r-- 1 b1 prog 17276 Jan 18 15:07 p_mobj.c -rw-r--r-- 1 b1 prog 5940 Jan 18 15:07 p_plats.c -rw-r--r-- 1 b1 prog 17084 Jan 18 15:07 p_pspr.c -rw-r--r-- 1 b1 prog 12828 Jan 18 15:07 p_setup.c -rw-r--r-- 1 b1 prog 5962 Jan 18 15:07 p_sight.c -rw-r--r-- 1 b1 prog 23846 Jan 18 15:07 p_spec.c -rw-r--r-- 1 b1 prog 11140 Jan 18 15:07 p_spec.h -rw-r--r-- 1 b1 prog 14229 Jan 18 15:07 p_switch.c -rw-r--r-- 1 b1 prog 1910 Jan 18 15:07 p_telept.c -rw-r--r-- 1 b1 prog 14075 Jan 18 15:07 p_tick.c -rw-r--r-- 1 b1 prog 7044 Jan 18 15:07 p_user.c -rw-r--r-- 1 b1 prog 13013 Jan 18 15:07 planar.asm -rw-r--r-- 1 b1 prog 9811 Jan 18 15:07 r_bsp.c -rw-r--r-- 1 b1 prog 14619 Jan 18 15:07 r_data.c -rw-r--r-- 1 b1 prog 13591 Jan 18 15:07 r_draw.c -rw-r--r-- 1 b1 prog 11378 Jan 18 15:07 r_local.h -rw-r--r-- 1 b1 prog 14868 Jan 18 15:07 r_main.c -rw-r--r-- 1 b1 prog 7108 Jan 18 15:07 r_plane.c -rw-r--r-- 1 b1 prog 15420 Jan 18 15:07 r_segs.c -rw-r--r-- 1 b1 prog 18969 Jan 18 15:07 r_things.c -rw-r--r-- 1 b1 prog 12274 Jan 18 15:07 s_sound.c -rw-r--r-- 1 b1 prog 12812 Jan 18 15:07 sndserver.c -rw-r--r-- 1 b1 prog 141 Jan 18 15:07 sndserver.h -rw-r--r-- 1 b1 prog 5811 Jan 18 15:07 sounds.c -rw-r--r-- 1 b1 prog 2674 Jan 18 15:07 sounds.h -rw-r--r-- 1 b1 prog 3975 Jan 18 15:07 soundst.h -rw-r--r-- 1 b1 prog 3461 Jan 18 15:07 st_lib.c -rw-r--r-- 1 b1 prog 2254 Jan 18 15:07 st_lib.h -rw-r--r-- 1 b1 prog 22769 Jan 18 15:07 st_stuff.c -rw-r--r-- 1 b1 prog 4685 Jan 18 15:07 st_stuff.h -rw-r--r-- 1 b1 prog 1725 Jan 18 15:07 sun.c -rw-r--r-- 1 b1 prog 75 Jan 18 15:07 t.c -rw-r--r-- 1 b1 prog 114621 Jan 18 15:07 tables.c -rw-r--r-- 1 b1 prog 5485 Jan 18 15:07 tmap.S -rw-r--r-- 1 b1 prog 10904 Jan 18 15:07 v_video.c -rw-r--r-- 1 b1 prog 268 Jan 18 15:07 vgaview.h -rw-r--r-- 1 b1 prog 9920 Jan 18 15:07 w_wad.c -rw-r--r-- 1 b1 prog 3629 Jan 18 15:07 wadread.c -rw-r--r-- 1 b1 prog 551 Jan 18 15:07 wadread.h -rw-r--r-- 1 b1 prog 3583 Jan 18 15:07 wi_data.h -rw-r--r-- 1 b1 prog 25608 Jan 18 15:07 wi_stuff.c -rw-r--r-- 1 b1 prog 1544 Jan 18 15:07 wi_stuff.h -rw-r--r-- 1 b1 prog 8501 Jan 18 15:07 z_zone.c ================================================ FILE: linuxdoom-1.10/FILES2 ================================================ ChangeLog FILES FILES2 Makefile ----------------------------------------------------------------------- Global and misc. stuff ----------------------------------------------------------------------- doomdata.h - external data definitions (WAD file structure) doomdef.h - internal data definitions (game structs) dstrings.h - printed strings for translation, english d_french.h - printed strings for translation info.h info.c - LUT's for Thing TAB, Frame TAB, generated by multigen utility dutils.h dutils.c - Dave's utilities including doubly-linked lists & simple state machines. Used in WI, ST, AM, and d_main.c ------------------------------------------------------------------------ DOOM game loop and top level stuff ------------------------------------------------------------------------ g_game.c - Game loop functions, event handling etc. 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); d_main.c - event handling, D_DoomMain() and other functions NOT int main() d_net.c - high level networking protocol code ------------------------------------------------------------------ I Interfaces, system specifics ------------------------------------------------------------------ i_main.c - main(), calls D_DoomMain(). i_svgalib.c - Linux SVGAlib code, including main(), replaces i_main.c i_x.c - X11 with SHM code, use with i_main.c i_dga.c - X11 DGA code, use with i_main.c i_unix.c - fixed point, networking, and display stuff for UNIX i_ibm.c - IBM DOS VGA graphics and key/mouse/joystick, use with i_main.c i_pcnet.c - IPX networking, DOS fpfunc.S - fixed point assembly and (currently) duplicate of tmap.S - texture mapping assembly (currently unused) ------------------------------------------------------------------ AM AutoMap ------------------------------------------------------------------ am_data.h - vector graphics for the automap am_map.h am_map.c - automap code ------------------------------------------------------------------ HU Heads Up ------------------------------------------------------------------ hu_lib.h hu_lib.c - heads-up text and input code hu_stuff.h hu_stuff.c - Heads-up displays ------------------------------------------------------------------- M Menu ------------------------------------------------------------------- m_menu.c - DOOM options code and leaving messages m_misc.c - misc. HUD text display, input checks, and random table, file I/O ------------------------------------------------------------------- P Play??? ------------------------------------------------------------------- p_local.h - header for all play modules p_spec.h - specials, lighting, doors, plats, texture animation p_spec.c - specials, texture animation p_doors.c - door code p_plats.c - platform raising/lowering code p_ceilng.c - active (e.g. crushing) ceilings p_floor.c - active (e.g. raising) floors p_lights.c - dynamic (e.g. flickering) lighting p_switch.c - button switches and animation p_enemy.c - enemy AI and animation p_inter.c - object/object interaction? p_map.c - movement objects, handling of collisions p_maputl.c - distance, position etc. utilities for movement p_mobj.c - mobile objects handling, spawn etc. p_user.c - more movement, bobbing etc. p_telept.c - teleportation code p_sight.c - LOS checks, REJECT p_pspr.c - weapon overlays, bobbing, raising, sprite tables, firing, ammo bookkeeping p_setup.c - load map from WAF file, setup code p_tick.c - savegame function (archive/unarchive), thinker list handling, allocation, game tick execution (updates) ------------------------------------------------------------------- R Rendering ------------------------------------------------------------------- r_local.h - header for all rendering modules, internal map data structure definitions r_bsp.c - BSP seg's clipping r_data.c - texture column caching, patch assembly, flats, colormaps, sprites, lookup by name r_draw.c - access to framebuffer API, drawing C functions r_main.c - geometry functions, trigonometry lookups, R_RenderPlayerView r_plane.c - floor/ceiling visplanes, sky r_segs.c - drawing segs, marking hslices for floors/ceilings r_things.c - sprite and sprite frame/rotation handling, drawing tables.c - trigonometry lookup tables, static v_video.c - gamma correction lookup, patch drawing to rectangle ------------------------------------------------------------------- S Sound ------------------------------------------------------------------- s_sound.c - more sound and music handling soundst.h - sound and music data structures sounds.h sounds.c - sound and music lump LUT's (manually maintained) sndserver.h sndserver.c - (Irix) sndserver code irix.h irix.c - SGI Irix sound/sndserver support code linux.c - Linux voxware sound/sndserver support code, replaces irix.c, uses irix.h sun.c - SUN replacement for irix.c i_sound.h i_sound.c - DOS DMX music and sound interface ------------------------------------------------------------------- ST STatus bar ------------------------------------------------------------------- st_lib.h st_lib.c - status bar widget code st_stuff.c st_stuff.h - status bar code ------------------------------------------------------------------- W Wad file I/O ------------------------------------------------------------------- w_wad.c - lump based functions wadread.h wadread.c - lump I/O, get SFX ------------------------------------------------------------------- WI WIn / level end screens ------------------------------------------------------------------- wi_data.h - lookups for intermission screens, patch positions wi_stuff.h wi_stuff.c - intermission animation patchwork ------------------------------------------------------------------- Z Zone memory allocation ------------------------------------------------------------------- z_zone.c ------------------------------------------------------------------- F Final screen animation ------------------------------------------------------------------- f_finale.c - DOOM mission end screens? (bunny) ------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/Makefile ================================================ ################################################################ # # $Id:$ # # $Log:$ # CC= gcc # gcc or g++ CFLAGS=-g -Wall -DNORMALUNIX -DLINUX # -DUSEASM LDFLAGS=-L/usr/X11R6/lib LIBS=-lXext -lX11 -lnsl -lm # subdirectory for objects O=linux # not too sophisticated dependency OBJS= \ $(O)/doomdef.o \ $(O)/doomstat.o \ $(O)/dstrings.o \ $(O)/i_system.o \ $(O)/i_sound.o \ $(O)/i_video.o \ $(O)/i_net.o \ $(O)/tables.o \ $(O)/f_finale.o \ $(O)/f_wipe.o \ $(O)/d_main.o \ $(O)/d_net.o \ $(O)/d_items.o \ $(O)/g_game.o \ $(O)/m_menu.o \ $(O)/m_misc.o \ $(O)/m_argv.o \ $(O)/m_bbox.o \ $(O)/m_fixed.o \ $(O)/m_swap.o \ $(O)/m_cheat.o \ $(O)/m_random.o \ $(O)/am_map.o \ $(O)/p_ceilng.o \ $(O)/p_doors.o \ $(O)/p_enemy.o \ $(O)/p_floor.o \ $(O)/p_inter.o \ $(O)/p_lights.o \ $(O)/p_map.o \ $(O)/p_maputl.o \ $(O)/p_plats.o \ $(O)/p_pspr.o \ $(O)/p_setup.o \ $(O)/p_sight.o \ $(O)/p_spec.o \ $(O)/p_switch.o \ $(O)/p_mobj.o \ $(O)/p_telept.o \ $(O)/p_tick.o \ $(O)/p_saveg.o \ $(O)/p_user.o \ $(O)/r_bsp.o \ $(O)/r_data.o \ $(O)/r_draw.o \ $(O)/r_main.o \ $(O)/r_plane.o \ $(O)/r_segs.o \ $(O)/r_sky.o \ $(O)/r_things.o \ $(O)/w_wad.o \ $(O)/wi_stuff.o \ $(O)/v_video.o \ $(O)/st_lib.o \ $(O)/st_stuff.o \ $(O)/hu_stuff.o \ $(O)/hu_lib.o \ $(O)/s_sound.o \ $(O)/z_zone.o \ $(O)/info.o \ $(O)/sounds.o all: $(O)/linuxxdoom clean: rm -f *.o *~ *.flc rm -f linux/* $(O)/linuxxdoom: $(OBJS) $(O)/i_main.o $(CC) $(CFLAGS) $(LDFLAGS) $(OBJS) $(O)/i_main.o \ -o $(O)/linuxxdoom $(LIBS) $(O)/%.o: %.c $(CC) $(CFLAGS) -c $< -o $@ ############################################################# # ############################################################# ================================================ FILE: linuxdoom-1.10/README.asm ================================================ README - DOOM assembly code Okay, I add the DOS assembly module for the historically inclined here (may rec.games.programmer suffer). If anyone feels the urge to port these to GNU GCC; either inline or as separate modules including Makefile support, be my guest. Module tmap.S includes the inner loops for texture mapping, the interesting one being the floor/ceiling span rendering. There was another module in the source dump, fpfunc.S, that had both texture mapping and fixed point functions. It contained implementations both for i386 and M68k. For brevity, I include only the i386 fixed point stuff below. //==================================================== // tmap.S as of January 10th, 1997 //================ // // R_DrawColumn // //================ .data loopcount .long 0 pixelcount .long 0 .text .align 16 .globl _R_DrawColumn _R_DrawColumn: pushad movl ebp,[_dc_yl] movl ebx,ebp movl edi,[_ylookup+ebx*4] movl ebx,[_dc_x] addl edi,[_columnofs + ebx*4] movl eax,[_dc_yh] incl eax subl eax,ebp // pixel count movl [pixelcount],eax // save for final pixel js done // nothing to scale shrl eax,1 // double pixel count movl [loopcount],eax movl ecx,[_dc_iscale] movl eax,[_centery] subl eax,ebp imull ecx movl ebp,[_dc_texturemid] subl ebp,eax shll ebp,9 // 7 significant bits, 25 frac movl esi,[_dc_source] movl ebx,[_dc_iscale] shll ebx,9 movl eax,OFFSET patch1+2 // convice tasm to modify code... movl [eax],ebx movl eax,OFFSET patch2+2 // convice tasm to modify code... movl [eax],ebx // eax aligned colormap // ebx aligned colormap // ecx,edx scratch // esi virtual source // edi moving destination pointer // ebp frac movl ecx,ebp // begin calculating first pixel addl ebp,ebx // advance frac pointer shrl ecx,25 // finish calculation for first pixel movl edx,ebp // begin calculating second pixel addl ebp,ebx // advance frac pointer shrl edx,25 // finish calculation for second pixel movl eax,[_dc_colormap] movl ebx,eax movb al,[esi+ecx] // get first pixel movb bl,[esi+edx] // get second pixel movb al,[eax] // color translate first pixel movb bl,[ebx] // color translate second pixel testl [pixelcount],0fffffffeh jnz doubleloop // at least two pixels to map jmp checklast .align 16 doubleloop: movl ecx,ebp // begin calculating third pixel patch1: addl ebp,12345678h // advance frac pointer movb [edi],al // write first pixel shrl ecx,25 // finish calculation for third pixel movl edx,ebp // begin calculating fourth pixel patch2: addl ebp,12345678h // advance frac pointer movl [edi+SCREENWIDTH],bl // write second pixel shrl edx,25 // finish calculation for fourth pixel movb al,[esi+ecx] // get third pixel addl edi,SCREENWIDTH*2 // advance to third pixel destination movb bl,[esi+edx] // get fourth pixel decl [loopcount] // done with loop? movb al,[eax] // color translate third pixel movb bl,[ebx] // color translate fourth pixel jnz doubleloop // check for final pixel checklast: testl [pixelcount],1 jz done movb [edi],al // write final pixel done: popad ret //================ // // R_DrawSpan // // Horizontal texture mapping // //================ .align 16 .globl _R_DrawSpan _R_DrawSpan: pushad // // find loop count // movl eax,[_ds_x2] incl eax subl eax,[_ds_x1] // pixel count movl [pixelcount],eax // save for final pixel js hdone // nothing to scale shrl eax,1 // double pixel count movl [loopcount],eax // // build composite position // movl ebp,[_ds_xfrac] shll ebp,10 andl ebp,0ffff0000h movl eax,[_ds_yfrac] shrl eax,6 andl eax,0ffffh orl ebp,eax movl esi,[_ds_source] // // calculate screen dest // movl edi,[_ds_y] movl edi,[_ylookup+edi*4] movl eax,[_ds_x1] addl edi,[_columnofs+eax*4] // // build composite step // movl ebx,[_ds_xstep] shll ebx,10 andl ebx,0ffff0000h movl eax,[_ds_ystep] shrl eax,6 andl eax,0ffffh orl ebx,eax movl eax,OFFSET hpatch1+2 // convice tasm to modify code... movl [eax],ebx movl eax,OFFSET hpatch2+2 // convice tasm to modify code... movl [eax],ebx // eax aligned colormap // ebx aligned colormap // ecx,edx scratch // esi virtual source // edi moving destination pointer // ebp frac shldl ecx,ebp,22 // begin calculating third pixel (y units) shldl ecx,ebp,6 // begin calculating third pixel (x units) addl ebp,ebx // advance frac pointer andl ecx,4095 // finish calculation for third pixel shldl edx,ebp,22 // begin calculating fourth pixel (y units) shldl edx,ebp,6 // begin calculating fourth pixel (x units) addl ebp,ebx // advance frac pointer andl edx,4095 // finish calculation for fourth pixel movl eax,[_ds_colormap] movl ebx,eax movb al,[esi+ecx] // get first pixel movb bl,[esi+edx] // get second pixel movb al,[eax] // color translate first pixel movb bl,[ebx] // color translate second pixel testl [pixelcount],0fffffffeh jnz hdoubleloop // at least two pixels to map jmp hchecklast .align 16 hdoubleloop: shldl ecx,ebp,22 // begin calculating third pixel (y units) shldl ecx,ebp,6 // begin calculating third pixel (x units) hpatch1: addl ebp,12345678h // advance frac pointer movb [edi],al // write first pixel andl ecx,4095 // finish calculation for third pixel shldl edx,ebp,22 // begin calculating fourth pixel (y units) shldl edx,ebp,6 // begin calculating fourth pixel (x units) hpatch2: addl ebp,12345678h // advance frac pointer movb [edi+1],bl // write second pixel andl edx,4095 // finish calculation for fourth pixel movb al,[esi+ecx] // get third pixel addl edi,2 // advance to third pixel destination movb bl,[esi+edx] // get fourth pixel decl [loopcount] // done with loop? movb al,[eax] // color translate third pixel movb bl,[ebx] // color translate fourth pixel jnz hdoubleloop // check for final pixel hchecklast: testl [pixelcount],1 jz hdone movb [edi],al // write final pixel hdone: popad ret //==================================================== // fpfunc.S as of January 10th, 1997 (parts) #ifdef i386 .text .align 4 .globl _FixedMul _FixedMul: pushl %ebp movl %esp,%ebp movl 8(%ebp),%eax imull 12(%ebp) shrdl $16,%edx,%eax popl %ebp ret .align 4 .globl _FixedDiv2 _FixedDiv2: pushl %ebp movl %esp,%ebp movl 8(%ebp),%eax cdq shldl $16,%eax,%edx sall $16,%eax idivl 12(%ebp) popl %ebp ret #endif ================================================ FILE: linuxdoom-1.10/README.b ================================================ README for Linux DOOM Source distribution ========================================= DISCLAIMER ---------- This is not "The DOOM Source Code" dump for a bunch of reasons. It is based on a DOOM development directory snapshot as of January 10th, but has been stripped and changed. Thus it is the DOOM source, but there are many minor differences to the source as last used by id Software. Note that thus neither John Carmack nor Dave Taylor nor anybody else at id is responsible for the contents of this archive, or the changes introduced to the original source. If there are any questions, contact me at bk@gamers.org, or preferably post to the mailing list at doom-editing@gamers.org (send mail to majordomo@gamers.org, content just a single "info doom-editing"). I will post any updates or notifcation of corrections there. I will probably put some stuff at http://www.gamers.org/dEngine/doom/ as well. Look there for the "Unofficial DOOM Specs" as minimal recommended documentation. REMARKS ------- I made a few minor bug fixes, added some experimental sound code, and, and changed the handling of IWAD dependend game modes. Most of the changes though have been shuffling around sources in a sometimes futile attempt to separate modules more cleanly, and make certain parts easier to locate and modify. There is still much left to do, but I hope that the current source is a good base to start with, especially with a cooperative effort in mind. Those so inclined will find the source prepared for CVS. There is a list of changes and fixes I did not get around to in TODO, and an incomplete worklog in ChangeLog, that also includes some minor ToDo statements scattered throughout the log. a) Linux SVGA There is no SVGA support. For development and debug purposes, the X11 version seems to be more handy. b) Sound - see README.sound, and the sndserver.tgz archive. c) GLDOOM - see README.gl d) Win32 There was no Win32 support in the original dump. e) DOS Original DOS support (including the texture mapping and fixed point assembler) has been removed, mainly because of the lack of sound support. f) DoomEd The NeXTStep DoomEd sources in the dump were garbled (filenames - prolly an issue of ISO9660 with or w/o extensions). Somehow Bear never got around to send me a list of the correct filenames, and I won't bother guessing without a NeXT box at hand. There is a plethora of useful editors for DOOM. I suggest using DEU for X11. g) BSP Tools The BSP builder and other tools have been released by John Carmack long ago, and since improved/replaced by others. Again, I recommend taking a pick among the tools available for Linux. h) DOOM game tools There are a number of tools that have not been released, namely those which compiled the Things and State Tables, the frame animation LUT's, sound tables etc. Basically, they compile similarly complex LUT's to generate C files. The tools are omitted from this distribution. There are some files in the distribution (info.h/c, sounds.h/c) that are essentially the output of these tools. This is the data that defines DOOM (as a game) for all practical purposes. I recommend keeping them, as they are part of the source. In the long run, handling them as well as the action/ animation functions as a separate game.so library (as with Quake2) seems to be a good idea. i) Artwork Neither the original artwork nor the misc. WAD files are included in this archive. You will at least need the shareware WAD file to run the executable, but it shouldn't be to difficult to get a hold of that. Note that the mechanism to detect the presence of a registered or commercial version is still in the source, and homebrew maps are still disabled. This is easily removed now, but as FinalDOOM, Ultimate DOOM and DOOM 2 are still in the shops, it is probably polite not to distribute a source or binary without that mechanism. This version of Linuxdoom supports Plutonia and TNT WAD from FinalDOOM as well. No guarantees, though. Enjoy! b. 97/12/22 ================================================ FILE: linuxdoom-1.10/README.book ================================================ The DOOM Book Shortly after the Wolfenstein 3D source release, I sent a mail to Jay Wilbur suggesting a book about the DOOM engine. I anticipated a similar release of the DOOM sources within a year or two, and the obvious problems with the Wolfenstein sources (lack of accompanying artwork, a code base not maintained for quite some time) seemed to demand a better approach. I talked to some publishing company reps at the Book Fair in 1995, and while they were cautiously interested, id was not. In the last weeks of 1996, following a visit at id Software two months earlier, and after the departure of Jay Wilbur, John Carmack asked me whether I was still interested in doing the book. I was, Bear sent me a code dump, and Todd Hollenshead set out to address the legal concerns (of which were many). Unfortunately, what might have worked in 1995 turned out to be a doomed attempt in 1997. I won't go into the details - let's just say that my leaving university and going back to full time writing for a living repeatedly forced me to change priorities on what looked more and more like a project unlikely to generate any revenue. By mid of the year, when the legal issues had finally been settled, it didn't look like I was going to find a publisher at all. Following the Book Fair in 1997 and some more discussions (with about a dozen publishers, total), I gritted my teeth and decided to abandon the project. Note that the book project as such wasn't supposed to hold up the source release to the public. However, given the legal concerns relating to the third party sound code in DOS DOOM, and the lack of Win32 support as well as the advantages of an OpenGL based release, the idea was to put together a consistent, stable code base prior to public release - most of which was supposed to be an offspring of my reformatting and modifying the code for the book. None of this worked out as intended. However, I hope that, at long last, this distribution will finally provide a good point to start for any cooperative effort to extend the already impressive lifespan of DOOM into the age of multiplayer servers and hardware-accelerated clients. ================================================ FILE: linuxdoom-1.10/README.gl ================================================ README: glDOOM I never got around to do anything with respect to a Linux glDOOM port except for assembling a Linux3Dfx HOWTO (which, at that time, was a prerequisite to get permission to publicly distribute the already finished LinuxGlide port by Daryll Strauss). Linux q2test (and soon LinuxQuake2) demonstrate that Mesa with the MesaVoodoo driver is quite up to the requirements for a glDOOM port. If anybody wants to get into Linux glDOOM, please drop me a line. There is a Win32 GLDOOM port in the works, by Jim Dose. Quoting a recent posting by him: "I haven't had as much time lately to really work on the conversion. I currently have the renderer drawing the walls and floors as texture spans as the are in the software renderer. There's lighting on the walls, but not the floors, and sprites are being drawn, but not with the right texture. I figure that this is one nights work to get the game looking "normal". I haven't tested the game on less than a p200, so I'm not sure how it will perform under the average machine, but I don't expect it to be blindingly fast because of the number of spans that have to be drawn each frame. Rendering as polys is definitely the way to go. The reason I chose to do spans first was because it left the base renderer intact and I could concentrate on ironing out any Windows compatibility problems. Actually, the first version I had running was simply a blit of the 320x200 game screen through Open GL. Surprisingly, this actually was very playable, but certainly wasn't taking any advantage of 3D acceleration. Once the game was running, I started converting all the span routines over." Comment: for merging Linuxdoom with Win32, this is probably the best source for getting the Win32 environment done - before more significant changes occur. "One problem with drawing spans is that the engine doesn't calculate the texture coordinates with fractional accuracy, so the bilinear filtering works vertically, but not horizontally on the walls. I may try to fix this, but since I plan to use polys for the final version, it's not really high priority. Also, spans don't really allow for looking up and down." Comment: true looking up/down vs. Heretic-style y-shearing seems to require either a strange kind of transofrmation matrix (he probably does not use the OpenGL transformation at all), or rendering all the spans as textured rectangular slices instead of using glDrawBitmap. No, polys are the way to go. "When I tackle the conversion to polys, one big problem I'll encounter is drawing floors. Since the world is stored in a 2D bsp tree, there is no information on the shape of the floors. In fact the floors can be concave and may include holes (typically, most renderers break concave polys down into a collection of convex polys or triangles). In software, the floors are actually drawn using an algorithm that's similar to a flood fill (except that a list of open spans is kept instead of a buffer of pixels). This makes drawing the floors as polys fairly difficult." A polygon based approach will require significant changes to the data structures used in the refresh module. I recommend either separating a libref_soft.so first (a Quake2 like approach), and creating libref_gl afterwards, or abandoning the software rendering entirely. John Carmack wrote once upon a time: "... the U64 DOOM engine is much more what I would consider The Right Thing now -- it turns the subsector boundaries into polygons for the floors and ceilings ahead of time, then for rendering it walks the BSP front to back, doing visibility determination of subsectors by the one dimensional occlusion buffer and clipping sprites into subsectors, then it goes backwards through the visible subsectors, drawing floors, ceilings, walls, then sorted internal sprite fragments. It's a ton simpler and a ton faster, although it does suffer some overdraw when a high subsector overlooks a low one (but that is more than made up for by the simplicity of everything else)." Well, IMO compiling a separate list of floor/ceiling polygons after having read the WAD file, and thus introducing this as a completely separate data structure to the current code base might be the easiest thing to do. Jim Dose writes: "One method I may use to draw the floors as polys was suggested by Billy Zelsnack of Rebel Boat Rocker when we were working at 3D Realms together a few years ago. Basically, Billy was designing an engine that dealt with the world in a 2D portal format similar to the one that Build used, except that it had true looking up and down (no shearing). Since floors were basically implicit and could be concave, Billy drew them as if the walls extended downwards to infinity, but fixed the texture coordinates to appear that they were on the plane of the floor. The effect was that you could look up and down and there were no gaps or overdraw. It's a fairly clever method and allows you to store the world in a simpler data format. Had perspective texture mapping been fast enough back then, both Build and Doom could have done this in software." Perhaps the above is sufficient to get you started. Other Issues: 1. Occlusion DOOM uses a per-column lookup (top/bottom index) to do HLHSR. This works fine with span based rendering (well, getting horizontal spans of floors/ceilings into the picture is a separate story). It isn't really mindboggling with polygon based rendering. GLDOOM should abandon that. 2. Precalculated Visibility DOOM has the data used by Quake's PVS - in REJECT. During Quake development, lots of replacements for the occlusion buffer were tried, and PVS turned out to be best. I suggest usind the REJECT as PVS. There have been special effects using a utility named RMB. REJECT is a lump meant for enemy AI LoS calculation - a nonstandard REJECT will not work as a PVS, and introduce rendering errors. I suggest looking for a PVS lump in the WAD, and using REJECT if none is found. That way, it might be feasible to eat the cake and keep it. 3. Mipmaps DOOM does not have mipmapping. As we have 8bit palettized textures, OpenGL mipmapping might not give the desired results. Plus, composing textures from patches at runtime would require runtime mipmapping. Precalculated mipmaps in the WAD? 4. Sprites Partly transparent textures and sprites impose another problem related to mipmapping. Without alpha channel, this could give strange results. Precalculated, valid sprite mipmaps (w/o alpha)? ================================================ FILE: linuxdoom-1.10/README.sound ================================================ README: sound in DOOM 1) DOS/Win32 sound id licensed a third party sound library called DMX for DOS DOOM. The situation exhibited many symptons of serious NIH "Not Invented Here"), and one of the consequences is that the original DOOM sound code does not work without DMX. As DMX is not publicly available, the original DOOM sound support is removed. Win32 was not supported in the source dump I got. I have no knowledge how the WinDOOM port did the sound handling. A Win32 port should probaly rely on DirectSound. So far, the Win32 glDOOM port Jim Dose is working on has no sound support. In consequence, the only target with a working sound code is UNIX, which I could only verify with Linux on Intel586. 2) Linux sound DOOM for Linux used a separate process, sndserver. Quoting Dave Taylor: "Sound drivers should be an asychronous model, either a seperate thread or a seperate process. This is because sound should always be fed to the card without interruption or else you get pops and with low latency or else you get angry players. Now it turns out that this kind of code isn't too fun to write. In the days of Linux Doom, threads were not a happnin thing in Linux. In fact, they still largely aren't. You can use them these days if you have gnu's libc installed, but you still can't debug them because gdb doesn't support them properly yet. I believe the original seperate process had a bad latency delay because of the time it took for commands to be flushed through the pipe used to communicate with the seperate process. I should have looked into this more thoroughly. In Quake, I discovered that I could feed multiple acknowledgements to a SoundBlaster or compatible without any side-effects such as pops or other malfunctions. This discovery led me to switch to a completely synchronous model, much much easier to debug and understand, so I think this was fairly intelligent. Although we had to populate the game with calls in the right places to keep the sound buffers fed, and although it wasn't gauranteed to be always fed, well over 99% of the time, it was fed, and your the latency was never worse than the frequency of your refills (several times per frame) plus a small lead time (40th of a second?)." The separate sndserver code base introduced some redundancy (WAD access for sound lumps) for each UNIX target (Sun, SGI, Linux) and more differences between DOS and UNIX version. However, I kept the IPC based parts in the source, and separated the sndserver target in another directory to avoid further redundancy. There seem to be a few bug-like things going on in the sndserver that do not receive penalty as the program has to do only a simple task. One example would be a libc realloc mixed with zone memory allocation. Ungraceful and untimely demise of Linuxdoom (core instead of I_Error) will leave idle sndserver processes in your system, blocking /dev/bsp. Kill them manually. I put the non-redundant parts of the sndserver program into the i_sound module of doom, and with the SND_SERV compiler switch you can choose to use the internal sound support. However, there is a problem with e.g. the double shotgun and the plasma gun - walk up to a wall, face it straight, and fire. The sound output is crappy. This vanishes with decreasing screen size. A similar problem occurs with trimer driven asynchronous output enabled by SNDINTR. I agree with Dave that threads would be preferable. With respect to Linux ports of John Carmack's next Trinity engine, this one will rely on Win32 multithreading e.g. for input sampling. So the Linux community will have to sort out threads anyway :-). To improve the current sound server, other means of IPC should take care of the latency. The mixing buffer/command buffer as shared memory comes to mind. 3) Music support There is, and was, no music support in Linuxdoom. Fine with me - I wouldn't give a bat's tail feathers for DOOM music. Your mileage may vary. There are a few leftovers of the DOS music support also interfacing DMX, so there is a place to start. However, in the age of CDROM based music, I recommend getting e.g. Workman to cooperate with DOOM (currently, DOOM accessing the soundcard SpekerOut interferes with Workman controlling the CD drives SpeakerOut), so musci could be chosen and run completely independend of the game. You could try Linuxdoom with Q2 music that way. ================================================ FILE: linuxdoom-1.10/TODO ================================================ - create Web repository for sources, patches, news, and pointer to doom-editing mailing list. - get DOOM Public License from id ----------------------------------------------- - remove m_fixed, switch to floating point More stable, and prolly even faster. - make SCREENWIDTH/HEIGHT work at startup? Well, the HUD/STBar stuff is tied to the scales implied by the graphics. Rather do GLDOOM and use texture mapping. - fix aspect ratio? 320x200 is nothing viable nowadays. A 320x240 base (4:3) would be a lot better. See above on width/height. - limited look up/down by y-shearing? Prolly not worth it, rather switch to GLDOOM. - switch to C++? The action function pointers have varying argument lists (no parameter, one, etc.). C++ doesn't like that much. A major rewrite. - switch to doommain.c plus libdoom? Have libref, libgame etc.? Another major rewrite. - use XFree86 DGA, prolly not that much faster than MIT SHM, but allows for directly sampled mouse (and even freelook). Recommended for GLDOOM. - put together an accompanying developer toolkit source distribution: DEU, RMB, BSP for Linux/X. - move info.h, info.c, sounds.h, sounds.c and other data to a separate lump in the WAD, or into a libgame.so, to separate the generic stuff (refresh, I/O) from the DOOM specifics. - decide whether precaching all sounds is better than retrieving and releasing every so often. DOOM seems to do that frequently (8bit stuff, originally for DOS), and the Linux sound is 16bit (conversion in the mixing, requires some padding) - we prolly got the memory to spare. - 16bpp CLUT. The lightmaps and the framebuffer could be changed to switch to 64K colors. Prolly better to do GLDOOM right away. - remove checks for commercial etc., in non-essential issues (enabling PWAD's). - change (simplify) determination of sky texture (done by game version). Explicit? - remove all game version checks - different handling of Demo - don't exit on "different game version" - how about shareware/retail "You are here" intermission animation? Wasn't in commercial (DOOM 2). - double shotgun in DOOM1, all weapons with shareware - checks for required lumps. We need fallbacks for lumps that are not present, that is, default sounds etc. to be used instead, or removing THINGS w/o sprites etc. - client/server? I'd suggest ripping off some stuff from the abandoned IBM WebView project - Blockmap The BLOCKMAP lump might be (partly) redundant, as the BSP allows for clipping (except certain LineDefs that will not spawn Segs). - LOS REJECT and intersection based LOS checking could be done using the BSP. In case of REJECT, certain monster AI special effects would be lost, though. - correct handling of height in collision. This is not done, and the checks are scattered around in many places. It does require handling of "player on top of monster" situations, too - we have to make sure the players falls off far enough to avoid getting "stuck in monster". - remove obsolete menus (Detail. Music Volume?) - clip explosion range damage (and sprites) using REJECT? That is, if one Sector/SSector not visible from the other, do not apply damage, not render sprite if player in other sector. Hmmm - explosion behind small pillar might not be visible at all, but do we care? - Ungraceful and untimely demise of Linuxdoom (core instead of I_Error) will leave idle sndserver processes in your system, blocking /dev/bsp. A timeout on lack of input for "sndserver"? - threaded sndserver? SHM mixing buffer? Or internal, timer-based? ================================================ FILE: linuxdoom-1.10/am_map.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log:$ // // DESCRIPTION: the automap code // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: am_map.c,v 1.4 1997/02/03 21:24:33 b1 Exp $"; #include #include "z_zone.h" #include "doomdef.h" #include "st_stuff.h" #include "p_local.h" #include "w_wad.h" #include "m_cheat.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 FB 0 #define AM_PANDOWNKEY KEY_DOWNARROW #define AM_PANUPKEY KEY_UPARROW #define AM_PANRIGHTKEY KEY_RIGHTARROW #define AM_PANLEFTKEY KEY_LEFTARROW #define AM_ZOOMINKEY '=' #define AM_ZOOMOUTKEY '-' #define AM_STARTKEY KEY_TAB #define AM_ENDKEY KEY_TAB #define AM_GOBIGKEY '0' #define AM_FOLLOWKEY 'f' #define AM_GRIDKEY 'g' #define AM_MARKKEY 'm' #define AM_CLEARMARKKEY 'c' #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 NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t)) #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 NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t)) #define R (FRACUNIT) mline_t triangle_guy[] = { { { -.867*R, -.5*R }, { .867*R, -.5*R } }, { { .867*R, -.5*R } , { 0, R } }, { { 0, R }, { -.867*R, -.5*R } } }; #undef R #define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t)) #define R (FRACUNIT) mline_t thintriangle_guy[] = { { { -.5*R, -.7*R }, { R, 0 } }, { { R, 0 }, { -.5*R, .7*R } }, { { -.5*R, .7*R }, { -.5*R, -.7*R } } }; #undef R #define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t)) 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 = 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 static unsigned char cheat_amap_seq[] = { 0xb2, 0x26, 0x26, 0x2e, 0xff }; static cheatseq_t cheat_amap = { cheat_amap_seq, 0 }; static boolean stopped = true; extern boolean viewactive; //extern byte screens[][SCREENWIDTH*SCREENHEIGHT]; 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?-MAXINT:MAXINT); else is->islp = FixedDiv(dx, dy); if (!dx) is->slp = (dy<0?-MAXINT:MAXINT); else is->slp = FixedDiv(dy, dx); } // // // void AM_activateNewScale(void) { m_x += m_w/2; m_y += m_h/2; m_w = FTOM(f_w); m_h = FTOM(f_h); m_x -= m_w/2; m_y -= m_h/2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; } // // // void AM_saveScaleAndLoc(void) { old_m_x = m_x; old_m_y = m_y; old_m_w = m_w; old_m_h = m_h; } // // // void AM_restoreScaleAndLoc(void) { m_w = old_m_w; m_h = old_m_h; if (!followplayer) { m_x = old_m_x; m_y = old_m_y; } else { m_x = plr->mo->x - m_w/2; m_y = plr->mo->y - m_h/2; } m_x2 = m_x + m_w; m_y2 = m_y + m_h; // Change the scaling multipliers scale_mtof = FixedDiv(f_w< max_x) max_x = vertexes[i].x; if (vertexes[i].y < min_y) min_y = vertexes[i].y; else if (vertexes[i].y > max_y) max_y = vertexes[i].y; } max_w = max_x - min_x; max_h = max_y - min_y; min_w = 2*PLAYERRADIUS; // const? never changed? min_h = 2*PLAYERRADIUS; a = FixedDiv(f_w< max_x) m_x = max_x - m_w/2; else if (m_x + m_w/2 < min_x) m_x = min_x - m_w/2; if (m_y + m_h/2 > max_y) m_y = max_y - m_h/2; else if (m_y + m_h/2 < min_y) m_y = min_y - m_h/2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; } // // // void AM_initVariables(void) { int pnum; static event_t st_notify = { ev_keyup, AM_MSGENTERED }; automapactive = true; fb = screens[0]; f_oldloc.x = MAXINT; 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[pnum = consoleplayer]) for (pnum=0;pnummo->x - m_w/2; m_y = plr->mo->y - m_h/2; AM_changeWindowLoc(); // for saving & restoring old_m_x = m_x; old_m_y = m_y; old_m_w = m_w; old_m_h = m_h; // inform the status bar of the change ST_Responder(&st_notify); } // // // void AM_loadPics(void) { int i; char namebuf[9]; for (i=0;i<10;i++) { sprintf(namebuf, "AMMNUM%d", i); marknums[i] = W_CacheLumpName(namebuf, PU_STATIC); } } void AM_unloadPics(void) { int i; for (i=0;i<10;i++) Z_ChangeTag(marknums[i], PU_CACHE); } void AM_clearMarks(void) { int i; for (i=0;i max_scale_mtof) scale_mtof = min_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); } // // // void AM_Stop (void) { static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED }; 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]; rc = false; if (!automapactive) { if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY) { AM_Start (); viewactive = false; rc = true; } } else if (ev->type == ev_keydown) { rc = true; switch(ev->data1) { case AM_PANRIGHTKEY: // pan right if (!followplayer) m_paninc.x = FTOM(F_PANINC); else rc = false; break; case AM_PANLEFTKEY: // pan left if (!followplayer) m_paninc.x = -FTOM(F_PANINC); else rc = false; break; case AM_PANUPKEY: // pan up if (!followplayer) m_paninc.y = FTOM(F_PANINC); else rc = false; break; case AM_PANDOWNKEY: // pan down if (!followplayer) m_paninc.y = -FTOM(F_PANINC); else rc = false; break; case AM_ZOOMOUTKEY: // zoom out mtof_zoommul = M_ZOOMOUT; ftom_zoommul = M_ZOOMIN; break; case AM_ZOOMINKEY: // zoom in mtof_zoommul = M_ZOOMIN; ftom_zoommul = M_ZOOMOUT; break; case AM_ENDKEY: bigstate = 0; viewactive = true; AM_Stop (); break; case AM_GOBIGKEY: bigstate = !bigstate; if (bigstate) { AM_saveScaleAndLoc(); AM_minOutWindowScale(); } else AM_restoreScaleAndLoc(); break; case AM_FOLLOWKEY: followplayer = !followplayer; f_oldloc.x = MAXINT; plr->message = followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF; break; case AM_GRIDKEY: grid = !grid; plr->message = grid ? AMSTR_GRIDON : AMSTR_GRIDOFF; break; case AM_MARKKEY: sprintf(buffer, "%s %d", AMSTR_MARKEDSPOT, markpointnum); plr->message = buffer; AM_addMark(); break; case AM_CLEARMARKKEY: AM_clearMarks(); plr->message = AMSTR_MARKSCLEARED; break; default: cheatstate=0; rc = false; } if (!deathmatch && cht_CheckCheat(&cheat_amap, ev->data1)) { rc = false; cheating = (cheating+1) % 3; } } else if (ev->type == ev_keyup) { rc = false; switch (ev->data1) { case AM_PANRIGHTKEY: if (!followplayer) m_paninc.x = 0; break; case AM_PANLEFTKEY: if (!followplayer) m_paninc.x = 0; break; case AM_PANUPKEY: if (!followplayer) m_paninc.y = 0; break; case AM_PANDOWNKEY: if (!followplayer) m_paninc.y = 0; break; case AM_ZOOMOUTKEY: case AM_ZOOMINKEY: mtof_zoommul = FRACUNIT; ftom_zoommul = FRACUNIT; break; } } 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 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 == sizeof(litelevels)/sizeof(int)) 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 outcode1 = 0; register outcode2 = 0; register 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; } 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 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, "fuck %d \r", fuck++); return; } #define PUTDOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc) dx = fl->b.x - fl->a.x; ax = 2 * (dx<0 ? -dx : dx); sx = dx<0 ? -1 : 1; dy = fl->b.y - fl->a.y; ay = 2 * (dy<0 ? -dy : dy); sy = dy<0 ? -1 : 1; x = fl->a.x; y = fl->a.y; if (ax > ay) { d = ay - ax/2; while (1) { PUTDOT(x,y,color); if (x == fl->b.x) return; if (d>=0) { y += sy; d -= ax; } x += sx; d += ay; } } else { d = ax - ay/2; while (1) { PUTDOT(x, y, color); if (y == fl->b.y) return; if (d >= 0) { x += sx; d -= ay; } y += sy; d += ax; } } } // // Clip lines, draw visible part sof lines. // void AM_drawMline ( mline_t* ml, int color ) { static fline_t fl; if (AM_clipMline(ml, &fl)) AM_drawFline(&fl, color); // draws it on frame buffer using fb coords } // // Draws flat (floor/ceiling tile) aligned grid lines. // void AM_drawGrid(int color) { fixed_t x, y; fixed_t start, end; mline_t ml; // Figure out start of vertical gridlines start = m_x; if ((start-bmaporgx)%(MAPBLOCKUNITS<x; l.a.y = lines[i].v1->y; l.b.x = lines[i].v2->x; l.b.y = lines[i].v2->y; if (cheating || (lines[i].flags & ML_MAPPED)) { if ((lines[i].flags & LINE_NEVERSEE) && !cheating) continue; if (!lines[i].backsector) { AM_drawMline(&l, WALLCOLORS+lightlev); } else { if (lines[i].special == 39) { // teleporters AM_drawMline(&l, WALLCOLORS+WALLRANGE/2); } else if (lines[i].flags & ML_SECRET) // secret door { if (cheating) AM_drawMline(&l, SECRETWALLCOLORS + lightlev); else AM_drawMline(&l, WALLCOLORS+lightlev); } else if (lines[i].backsector->floorheight != lines[i].frontsector->floorheight) { AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change } else if (lines[i].backsector->ceilingheight != lines[i].frontsector->ceilingheight) { AM_drawMline(&l, CDWALLCOLORS+lightlev); // ceiling level change } else if (cheating) { AM_drawMline(&l, TSWALLCOLORS+lightlev); } } } else if (plr->powers[pw_allmap]) { if (!(lines[i].flags & LINE_NEVERSEE)) AM_drawMline(&l, GRAYS+3); } } } // // Rotation in 2D. // Used to rotate player arrow line character. // void AM_rotate ( fixed_t* x, fixed_t* y, angle_t a ) { fixed_t tmpx; tmpx = FixedMul(*x,finecosine[a>>ANGLETOFINESHIFT]) - FixedMul(*y,finesine[a>>ANGLETOFINESHIFT]); *y = FixedMul(*x,finesine[a>>ANGLETOFINESHIFT]) + FixedMul(*y,finecosine[a>>ANGLETOFINESHIFT]); *x = tmpx; } void AM_drawLineCharacter ( mline_t* lineguy, int lineguylines, fixed_t scale, angle_t angle, int color, fixed_t x, fixed_t y ) { int i; mline_t l; for (i=0;imo->angle, WHITE, plr->mo->x, plr->mo->y); else AM_drawLineCharacter (player_arrow, NUMPLYRLINES, 0, plr->mo->angle, WHITE, plr->mo->x, plr->mo->y); return; } for (i=0;ipowers[pw_invisibility]) color = 246; // *close* to black else color = their_colors[their_color]; AM_drawLineCharacter (player_arrow, NUMPLYRLINES, 0, p->mo->angle, color, p->mo->x, p->mo->y); } } void AM_drawThings ( int colors, int colorrange) { int i; mobj_t* t; for (i=0;iangle, colors+lightlev, t->x, t->y); t = t->snext; } } } void AM_drawMarks(void) { int i, fx, fy, w, h; for (i=0;iwidth); // h = SHORT(marknums[i]->height); w = 5; // because something's wrong with the wad, i guess h = 6; // because something's wrong with the wad, i guess fx = CXMTOF(markpoints[i].x); fy = CYMTOF(markpoints[i].y); if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h) V_DrawPatch(fx, fy, FB, 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); } ================================================ FILE: linuxdoom-1.10/am_map.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // AutoMap module. // //----------------------------------------------------------------------------- #ifndef __AMMAP_H__ #define __AMMAP_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); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/d_englsh.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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)" #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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/d_event.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // // //----------------------------------------------------------------------------- #ifndef __D_EVENT__ #define __D_EVENT__ #include "doomtype.h" // // Event handling. // // Input event types. typedef enum { ev_keydown, ev_keyup, ev_mouse, ev_joystick } evtype_t; // Event structure. 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 enum { ga_nothing, ga_loadlevel, ga_newgame, ga_loadgame, ga_savegame, ga_playdemo, ga_completed, ga_victory, ga_worlddone, ga_screenshot } gameaction_t; // // Button/action code definitions. // typedef enum { // Press "Fire". BT_ATTACK = 1, // Use button, to open doors, activate switches. BT_USE = 2, // Flag: game events, not really buttons. BT_SPECIAL = 128, BT_SPECIALMASK = 3, // Flag, weapon change pending. // If true, the next 3 bits hold weapon num. BT_CHANGE = 4, // The 3bit weapon mask and shift, convenience. BT_WEAPONMASK = (8+16+32), BT_WEAPONSHIFT = 3, // Pause the game. BTS_PAUSE = 1, // Save the game at each console. BTS_SAVEGAME = 2, // Savegame slot numbers // occupy the second byte of buttons. BTS_SAVEMASK = (4+8+16), BTS_SAVESHIFT = 2, } buttoncode_t; // // GLOBAL VARIABLES // #define MAXEVENTS 64 extern event_t events[MAXEVENTS]; extern int eventhead; extern int eventtail; extern gameaction_t gameaction; #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/d_french.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Printed strings, french translation. // //----------------------------------------------------------------------------- #ifndef __D_FRENCH__ #define __D_FRENCH__ // // D_Main.C // #define D_DEVSTR "MODE DEVELOPPEMENT ON.\n" #define D_CDROM "VERSION CD-ROM: DEFAULT.CFG DANS C:\\DOOMDATA\n" // // M_Menu.C // #define PRESSKEY "APPUYEZ SUR UNE TOUCHE." #define PRESSYN "APPUYEZ SUR Y OU N" #define QUITMSG "VOUS VOULEZ VRAIMENT\nQUITTER CE SUPER JEU?" #define LOADNET "VOUS NE POUVEZ PAS CHARGER\nUN JEU EN RESEAU!\n\n"PRESSKEY #define QLOADNET "CHARGEMENT RAPIDE INTERDIT EN RESEAU!\n\n"PRESSKEY #define QSAVESPOT "VOUS N'AVEZ PAS CHOISI UN EMPLACEMENT!\n\n"PRESSKEY #define SAVEDEAD "VOUS NE POUVEZ PAS SAUVER SI VOUS NE JOUEZ "\ "PAS!\n\n"PRESSKEY #define QSPROMPT "SAUVEGARDE RAPIDE DANS LE FICHIER \n\n'%s'?\n\n"PRESSYN #define QLPROMPT "VOULEZ-VOUS CHARGER LA SAUVEGARDE"\ "\n\n'%s'?\n\n"PRESSYN #define NEWGAME "VOUS NE POUVEZ PAS LANCER\n"\ "UN NOUVEAU JEU SUR RESEAU.\n\n"PRESSKEY #define NIGHTMARE "VOUS CONFIRMEZ? CE NIVEAU EST\n"\ "VRAIMENT IMPITOYABLE!n"PRESSYN #define SWSTRING "CECI EST UNE VERSION SHAREWARE DE DOOM.\n\n"\ "VOUS DEVRIEZ COMMANDER LA TRILOGIE COMPLETE.\n\n"PRESSKEY #define MSGOFF "MESSAGES OFF" #define MSGON "MESSAGES ON" #define NETEND "VOUS NE POUVEZ PAS METTRE FIN A UN JEU SUR "\ "RESEAU!\n\n"PRESSKEY #define ENDGAME "VOUS VOULEZ VRAIMENT METTRE FIN AU JEU?\n\n"PRESSYN #define DOSY "(APPUYEZ SUR Y POUR REVENIR AU OS.)" #define DETAILHI "GRAPHISMES MAXIMUM " #define DETAILLO "GRAPHISMES MINIMUM " #define GAMMALVL0 "CORRECTION GAMMA OFF" #define GAMMALVL1 "CORRECTION GAMMA NIVEAU 1" #define GAMMALVL2 "CORRECTION GAMMA NIVEAU 2" #define GAMMALVL3 "CORRECTION GAMMA NIVEAU 3" #define GAMMALVL4 "CORRECTION GAMMA NIVEAU 4" #define EMPTYSTRING "EMPLACEMENT VIDE" // // P_inter.C // #define GOTARMOR "ARMURE RECUPEREE." #define GOTMEGA "MEGA-ARMURE RECUPEREE!" #define GOTHTHBONUS "BONUS DE SANTE RECUPERE." #define GOTARMBONUS "BONUS D'ARMURE RECUPERE." #define GOTSTIM "STIMPACK RECUPERE." #define GOTMEDINEED "MEDIKIT RECUPERE. VOUS EN AVEZ VRAIMENT BESOIN!" #define GOTMEDIKIT "MEDIKIT RECUPERE." #define GOTSUPER "SUPERCHARGE!" #define GOTBLUECARD "CARTE MAGNETIQUE BLEUE RECUPEREE." #define GOTYELWCARD "CARTE MAGNETIQUE JAUNE RECUPEREE." #define GOTREDCARD "CARTE MAGNETIQUE ROUGE RECUPEREE." #define GOTBLUESKUL "CLEF CRANE BLEUE RECUPEREE." #define GOTYELWSKUL "CLEF CRANE JAUNE RECUPEREE." #define GOTREDSKULL "CLEF CRANE ROUGE RECUPEREE." #define GOTINVUL "INVULNERABILITE!" #define GOTBERSERK "BERSERK!" #define GOTINVIS "INVISIBILITE PARTIELLE " #define GOTSUIT "COMBINAISON ANTI-RADIATIONS " #define GOTMAP "CARTE INFORMATIQUE " #define GOTVISOR "VISEUR A AMPLIFICATION DE LUMIERE " #define GOTMSPHERE "MEGASPHERE!" #define GOTCLIP "CHARGEUR RECUPERE." #define GOTCLIPBOX "BOITE DE BALLES RECUPEREE." #define GOTROCKET "ROQUETTE RECUPEREE." #define GOTROCKBOX "CAISSE DE ROQUETTES RECUPEREE." #define GOTCELL "CELLULE D'ENERGIE RECUPEREE." #define GOTCELLBOX "PACK DE CELLULES D'ENERGIE RECUPERE." #define GOTSHELLS "4 CARTOUCHES RECUPEREES." #define GOTSHELLBOX "BOITE DE CARTOUCHES RECUPEREE." #define GOTBACKPACK "SAC PLEIN DE MUNITIONS RECUPERE!" #define GOTBFG9000 "VOUS AVEZ UN BFG9000! OH, OUI!" #define GOTCHAINGUN "VOUS AVEZ LA MITRAILLEUSE!" #define GOTCHAINSAW "UNE TRONCONNEUSE!" #define GOTLAUNCHER "VOUS AVEZ UN LANCE-ROQUETTES!" #define GOTPLASMA "VOUS AVEZ UN FUSIL A PLASMA!" #define GOTSHOTGUN "VOUS AVEZ UN FUSIL!" #define GOTSHOTGUN2 "VOUS AVEZ UN SUPER FUSIL!" // // P_Doors.C // #define PD_BLUEO "IL VOUS FAUT UNE CLEF BLEUE" #define PD_REDO "IL VOUS FAUT UNE CLEF ROUGE" #define PD_YELLOWO "IL VOUS FAUT UNE CLEF JAUNE" #define PD_BLUEK PD_BLUEO #define PD_REDK PD_REDO #define PD_YELLOWK PD_YELLOWO // // G_game.C // #define GGSAVED "JEU SAUVEGARDE." // // HU_stuff.C // #define HUSTR_MSGU "[MESSAGE NON ENVOYE]" #define HUSTR_E1M1 "E1M1: HANGAR" #define HUSTR_E1M2 "E1M2: USINE NUCLEAIRE " #define HUSTR_E1M3 "E1M3: RAFFINERIE DE TOXINES " #define HUSTR_E1M4 "E1M4: CENTRE DE CONTROLE " #define HUSTR_E1M5 "E1M5: LABORATOIRE PHOBOS " #define HUSTR_E1M6 "E1M6: TRAITEMENT CENTRAL " #define HUSTR_E1M7 "E1M7: CENTRE INFORMATIQUE " #define HUSTR_E1M8 "E1M8: ANOMALIE PHOBOS " #define HUSTR_E1M9 "E1M9: BASE MILITAIRE " #define HUSTR_E2M1 "E2M1: ANOMALIE DEIMOS " #define HUSTR_E2M2 "E2M2: ZONE DE CONFINEMENT " #define HUSTR_E2M3 "E2M3: RAFFINERIE" #define HUSTR_E2M4 "E2M4: LABORATOIRE DEIMOS " #define HUSTR_E2M5 "E2M5: CENTRE DE CONTROLE " #define HUSTR_E2M6 "E2M6: HALLS DES DAMNES " #define HUSTR_E2M7 "E2M7: CUVES DE REPRODUCTION " #define HUSTR_E2M8 "E2M8: TOUR DE BABEL " #define HUSTR_E2M9 "E2M9: FORTERESSE DU MYSTERE " #define HUSTR_E3M1 "E3M1: DONJON DE L'ENFER " #define HUSTR_E3M2 "E3M2: BOURBIER DU DESESPOIR " #define HUSTR_E3M3 "E3M3: PANDEMONIUM" #define HUSTR_E3M4 "E3M4: MAISON DE LA DOULEUR " #define HUSTR_E3M5 "E3M5: CATHEDRALE PROFANE " #define HUSTR_E3M6 "E3M6: MONT EREBUS" #define HUSTR_E3M7 "E3M7: LIMBES" #define HUSTR_E3M8 "E3M8: DIS" #define HUSTR_E3M9 "E3M9: CLAPIERS" #define HUSTR_1 "NIVEAU 1: ENTREE " #define HUSTR_2 "NIVEAU 2: HALLS SOUTERRAINS " #define HUSTR_3 "NIVEAU 3: LE FEU NOURRI " #define HUSTR_4 "NIVEAU 4: LE FOYER " #define HUSTR_5 "NIVEAU 5: LES EGOUTS " #define HUSTR_6 "NIVEAU 6: LE BROYEUR " #define HUSTR_7 "NIVEAU 7: L'HERBE DE LA MORT" #define HUSTR_8 "NIVEAU 8: RUSES ET PIEGES " #define HUSTR_9 "NIVEAU 9: LE PUITS " #define HUSTR_10 "NIVEAU 10: BASE DE RAVITAILLEMENT " #define HUSTR_11 "NIVEAU 11: LE CERCLE DE LA MORT!" #define HUSTR_12 "NIVEAU 12: L'USINE " #define HUSTR_13 "NIVEAU 13: LE CENTRE VILLE" #define HUSTR_14 "NIVEAU 14: LES ANTRES PROFONDES " #define HUSTR_15 "NIVEAU 15: LA ZONE INDUSTRIELLE " #define HUSTR_16 "NIVEAU 16: LA BANLIEUE" #define HUSTR_17 "NIVEAU 17: LES IMMEUBLES" #define HUSTR_18 "NIVEAU 18: LA COUR " #define HUSTR_19 "NIVEAU 19: LA CITADELLE " #define HUSTR_20 "NIVEAU 20: JE T'AI EU!" #define HUSTR_21 "NIVEAU 21: LE NIRVANA" #define HUSTR_22 "NIVEAU 22: LES CATACOMBES " #define HUSTR_23 "NIVEAU 23: LA GRANDE FETE " #define HUSTR_24 "NIVEAU 24: LE GOUFFRE " #define HUSTR_25 "NIVEAU 25: LES CHUTES DE SANG" #define HUSTR_26 "NIVEAU 26: LES MINES ABANDONNEES " #define HUSTR_27 "NIVEAU 27: CHEZ LES MONSTRES " #define HUSTR_28 "NIVEAU 28: LE MONDE DE L'ESPRIT " #define HUSTR_29 "NIVEAU 29: LA LIMITE " #define HUSTR_30 "NIVEAU 30: L'ICONE DU PECHE " #define HUSTR_31 "NIVEAU 31: WOLFENSTEIN" #define HUSTR_32 "NIVEAU 32: LE MASSACRE" #define HUSTR_CHATMACRO1 "JE SUIS PRET A LEUR EN FAIRE BAVER!" #define HUSTR_CHATMACRO2 "JE VAIS BIEN." #define HUSTR_CHATMACRO3 "JE N'AI PAS L'AIR EN FORME!" #define HUSTR_CHATMACRO4 "AU SECOURS!" #define HUSTR_CHATMACRO5 "TU CRAINS!" #define HUSTR_CHATMACRO6 "LA PROCHAINE FOIS, MINABLE..." #define HUSTR_CHATMACRO7 "VIENS ICI!" #define HUSTR_CHATMACRO8 "JE VAIS M'EN OCCUPER." #define HUSTR_CHATMACRO9 "OUI" #define HUSTR_CHATMACRO0 "NON" #define HUSTR_TALKTOSELF1 "VOUS PARLEZ TOUT SEUL " #define HUSTR_TALKTOSELF2 "QUI EST LA?" #define HUSTR_TALKTOSELF3 "VOUS VOUS FAITES PEUR " #define HUSTR_TALKTOSELF4 "VOUS COMMENCEZ A DELIRER " #define HUSTR_TALKTOSELF5 "VOUS ETES LARGUE..." #define HUSTR_MESSAGESENT "[MESSAGE ENVOYE]" // The following should NOT be changed unless it seems // just AWFULLY necessary #define HUSTR_PLRGREEN "VERT: " #define HUSTR_PLRINDIGO "INDIGO: " #define HUSTR_PLRBROWN "BRUN: " #define HUSTR_PLRRED "ROUGE: " #define HUSTR_KEYGREEN 'g' // french key should be "V" #define HUSTR_KEYINDIGO 'i' #define HUSTR_KEYBROWN 'b' #define HUSTR_KEYRED 'r' // // AM_map.C // #define AMSTR_FOLLOWON "MODE POURSUITE ON" #define AMSTR_FOLLOWOFF "MODE POURSUITE OFF" #define AMSTR_GRIDON "GRILLE ON" #define AMSTR_GRIDOFF "GRILLE OFF" #define AMSTR_MARKEDSPOT "REPERE MARQUE " #define AMSTR_MARKSCLEARED "REPERES EFFACES " // // ST_stuff.C // #define STSTR_MUS "CHANGEMENT DE MUSIQUE " #define STSTR_NOMUS "IMPOSSIBLE SELECTION" #define STSTR_DQDON "INVULNERABILITE ON " #define STSTR_DQDOFF "INVULNERABILITE OFF" #define STSTR_KFAADDED "ARMEMENT MAXIMUM! " #define STSTR_FAADDED "ARMES (SAUF CLEFS) AJOUTEES" #define STSTR_NCON "BARRIERES ON" #define STSTR_NCOFF "BARRIERES OFF" #define STSTR_BEHOLD " inVuln, Str, Inviso, Rad, Allmap, or Lite-amp" #define STSTR_BEHOLDX "AMELIORATION ACTIVEE" #define STSTR_CHOPPERS "... DOESN'T SUCK - GM" #define STSTR_CLEV "CHANGEMENT DE NIVEAU..." // // F_Finale.C // #define E1TEXT "APRES AVOIR VAINCU LES GROS MECHANTS\n"\ "ET NETTOYE LA BASE LUNAIRE, VOUS AVEZ\n"\ "GAGNE, NON? PAS VRAI? OU EST DONC VOTRE\n"\ " RECOMPENSE ET VOTRE BILLET DE\n"\ "RETOUR? QU'EST-QUE CA VEUT DIRE?CE"\ "N'EST PAS LA FIN ESPEREE!\n"\ "\n" \ "CA SENT LA VIANDE PUTREFIEE, MAIS\n"\ "ON DIRAIT LA BASE DEIMOS. VOUS ETES\n"\ "APPAREMMENT BLOQUE AUX PORTES DE L'ENFER.\n"\ "LA SEULE ISSUE EST DE L'AUTRE COTE.\n"\ "\n"\ "POUR VIVRE LA SUITE DE DOOM, JOUEZ\n"\ "A 'AUX PORTES DE L'ENFER' ET A\n"\ "L'EPISODE SUIVANT, 'L'ENFER'!\n" #define E2TEXT "VOUS AVEZ REUSSI. L'INFAME DEMON\n"\ "QUI CONTROLAIT LA BASE LUNAIRE DE\n"\ "DEIMOS EST MORT, ET VOUS AVEZ\n"\ "TRIOMPHE! MAIS... OU ETES-VOUS?\n"\ "VOUS GRIMPEZ JUSQU'AU BORD DE LA\n"\ "LUNE ET VOUS DECOUVREZ L'ATROCE\n"\ "VERITE.\n" \ "\n"\ "DEIMOS EST AU-DESSUS DE L'ENFER!\n"\ "VOUS SAVEZ QUE PERSONNE NE S'EN\n"\ "EST JAMAIS ECHAPPE, MAIS CES FUMIERS\n"\ "VONT REGRETTER DE VOUS AVOIR CONNU!\n"\ "VOUS REDESCENDEZ RAPIDEMENT VERS\n"\ "LA SURFACE DE L'ENFER.\n"\ "\n" \ "VOICI MAINTENANT LE CHAPITRE FINAL DE\n"\ "DOOM! -- L'ENFER." #define E3TEXT "LE DEMON ARACHNEEN ET REPUGNANT\n"\ "QUI A DIRIGE L'INVASION DES BASES\n"\ "LUNAIRES ET SEME LA MORT VIENT DE SE\n"\ "FAIRE PULVERISER UNE FOIS POUR TOUTES.\n"\ "\n"\ "UNE PORTE SECRETE S'OUVRE. VOUS ENTREZ.\n"\ "VOUS AVEZ PROUVE QUE VOUS POUVIEZ\n"\ "RESISTER AUX HORREURS DE L'ENFER.\n"\ "IL SAIT ETRE BEAU JOUEUR, ET LORSQUE\n"\ "VOUS SORTEZ, VOUS REVOYEZ LES VERTES\n"\ "PRAIRIES DE LA TERRE, VOTRE PLANETE.\n"\ "\n"\ "VOUS VOUS DEMANDEZ CE QUI S'EST PASSE\n"\ "SUR TERRE PENDANT QUE VOUS AVEZ\n"\ "COMBATTU LE DEMON. HEUREUSEMENT,\n"\ "AUCUN GERME DU MAL N'A FRANCHI\n"\ "CETTE PORTE AVEC VOUS..." // after level 6, put this: #define C1TEXT "VOUS ETES AU PLUS PROFOND DE L'ASTROPORT\n" \ "INFESTE DE MONSTRES, MAIS QUELQUE CHOSE\n" \ "NE VA PAS. ILS ONT APPORTE LEUR PROPRE\n" \ "REALITE, ET LA TECHNOLOGIE DE L'ASTROPORT\n" \ "EST AFFECTEE PAR LEUR PRESENCE.\n" \ "\n"\ "DEVANT VOUS, VOUS VOYEZ UN POSTE AVANCE\n" \ "DE L'ENFER, UNE ZONE FORTIFIEE. SI VOUS\n" \ "POUVEZ PASSER, VOUS POURREZ PENETRER AU\n" \ "COEUR DE LA BASE HANTEE ET TROUVER \n" \ "L'INTERRUPTEUR DE CONTROLE QUI GARDE LA \n" \ "POPULATION DE LA TERRE EN OTAGE." // After level 11, put this: #define C2TEXT "VOUS AVEZ GAGNE! VOTRE VICTOIRE A PERMIS\n" \ "A L'HUMANITE D'EVACUER LA TERRE ET \n"\ "D'ECHAPPER AU CAUCHEMAR. VOUS ETES \n"\ "MAINTENANT LE DERNIER HUMAIN A LA SURFACE \n"\ "DE LA PLANETE. VOUS ETES ENTOURE DE \n"\ "MUTANTS CANNIBALES, D'EXTRATERRESTRES \n"\ "CARNIVORES ET D'ESPRITS DU MAL. VOUS \n"\ "ATTENDEZ CALMEMENT LA MORT, HEUREUX \n"\ "D'AVOIR PU SAUVER VOTRE RACE.\n"\ "MAIS UN MESSAGE VOUS PARVIENT SOUDAIN\n"\ "DE L'ESPACE: \"NOS CAPTEURS ONT LOCALISE\n"\ "LA SOURCE DE L'INVASION EXTRATERRESTRE.\n"\ "SI VOUS Y ALLEZ, VOUS POURREZ PEUT-ETRE\n"\ "LES ARRETER. LEUR BASE EST SITUEE AU COEUR\n"\ "DE VOTRE VILLE NATALE, PRES DE L'ASTROPORT.\n"\ "VOUS VOUS RELEVEZ LENTEMENT ET PENIBLEMENT\n"\ "ET VOUS REPARTEZ POUR LE FRONT." // After level 20, put this: #define C3TEXT "VOUS ETES AU COEUR DE LA CITE CORROMPUE,\n"\ "ENTOURE PAR LES CADAVRES DE VOS ENNEMIS.\n"\ "VOUS NE VOYEZ PAS COMMENT DETRUIRE LA PORTE\n"\ "DES CREATURES DE CE COTE. VOUS SERREZ\n"\ "LES DENTS ET PLONGEZ DANS L'OUVERTURE.\n"\ "\n"\ "IL DOIT Y AVOIR UN MOYEN DE LA FERMER\n"\ "DE L'AUTRE COTE. VOUS ACCEPTEZ DE\n"\ "TRAVERSER L'ENFER POUR LE FAIRE?" // After level 29, put this: #define C4TEXT "LE VISAGE HORRIBLE D'UN DEMON D'UNE\n"\ "TAILLE INCROYABLE S'EFFONDRE DEVANT\n"\ "VOUS LORSQUE VOUS TIREZ UNE SALVE DE\n"\ "ROQUETTES DANS SON CERVEAU. LE MONSTRE\n"\ "SE RATATINE, SES MEMBRES DECHIQUETES\n"\ "SE REPANDANT SUR DES CENTAINES DE\n"\ "KILOMETRES A LA SURFACE DE L'ENFER.\n"\ "\n"\ "VOUS AVEZ REUSSI. L'INVASION N'AURA.\n"\ "PAS LIEU. LA TERRE EST SAUVEE. L'ENFER\n"\ "EST ANEANTI. EN VOUS DEMANDANT OU IRONT\n"\ "MAINTENANT LES DAMNES, VOUS ESSUYEZ\n"\ "VOTRE FRONT COUVERT DE SUEUR ET REPARTEZ\n"\ "VERS LA TERRE. SA RECONSTRUCTION SERA\n"\ "BEAUCOUP PLUS DROLE QUE SA DESTRUCTION.\n" // Before level 31, put this: #define C5TEXT "FELICITATIONS! VOUS AVEZ TROUVE LE\n"\ "NIVEAU SECRET! IL SEMBLE AVOIR ETE\n"\ "CONSTRUIT PAR LES HUMAINS. VOUS VOUS\n"\ "DEMANDEZ QUELS PEUVENT ETRE LES\n"\ "HABITANTS DE CE COIN PERDU DE L'ENFER." // Before level 32, put this: #define C6TEXT "FELICITATIONS! VOUS AVEZ DECOUVERT\n"\ "LE NIVEAU SUPER SECRET! VOUS FERIEZ\n"\ "MIEUX DE FONCER DANS CELUI-LA!\n" // // Character cast strings F_FINALE.C // #define CC_ZOMBIE "ZOMBIE" #define CC_SHOTGUN "TYPE AU FUSIL" #define CC_HEAVY "MEC SUPER-ARME" #define CC_IMP "DIABLOTIN" #define CC_DEMON "DEMON" #define CC_LOST "AME PERDUE" #define CC_CACO "CACODEMON" #define CC_HELL "CHEVALIER DE L'ENFER" #define CC_BARON "BARON DE L'ENFER" #define CC_ARACH "ARACHNOTRON" #define CC_PAIN "ELEMENTAIRE DE LA DOULEUR" #define CC_REVEN "REVENANT" #define CC_MANCU "MANCUBUS" #define CC_ARCH "ARCHI-INFAME" #define CC_SPIDER "L'ARAIGNEE CERVEAU" #define CC_CYBER "LE CYBERDEMON" #define CC_HERO "NOTRE HEROS" #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/d_items.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id:$"; // We are referring to sprite numbers. #include "info.h" #ifdef __GNUG__ #pragma implementation "d_items.h" #endif #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 }, }; ================================================ FILE: linuxdoom-1.10/d_items.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Items: key cards, artifacts, weapon, ammunition. // //----------------------------------------------------------------------------- #ifndef __D_ITEMS__ #define __D_ITEMS__ #include "doomdef.h" #ifdef __GNUG__ #pragma interface #endif // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/d_main.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // 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. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: d_main.c,v 1.8 1997/02/03 22:45:09 b1 Exp $"; #define BGCOLOR 7 #define FGCOLOR 8 #ifdef NORMALUNIX #include #include #include #include #include #include #endif #include "doomdef.h" #include "doomstat.h" #include "dstrings.h" #include "sounds.h" #include "z_zone.h" #include "w_wad.h" #include "s_sound.h" #include "v_video.h" #include "f_finale.h" #include "f_wipe.h" #include "m_argv.h" #include "m_misc.h" #include "m_menu.h" #include "i_system.h" #include "i_sound.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 "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); char* wadfiles[MAXWADFILES]; boolean devparm; // started game with -devparm boolean nomonsters; // checkparm of -nomonsters boolean respawnparm; // checkparm of -respawn boolean fastparm; // checkparm of -fast boolean drone; 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; FILE* debugfile; boolean advancedemo; char wadfile[1024]; // primary wad file char mapdir[1024]; // directory of development maps char basedefault[1024]; // default file void D_CheckNetGame (void); void D_ProcessEvents (void); void G_BuildTiccmd (ticcmd_t* cmd); void D_DoAdvanceDemo (void); // // EVENT HANDLING // // Events are asynchronous inputs generally generated by the game user. // Events can be discarded if no responder claims them // event_t events[MAXEVENTS]; int eventhead; int eventtail; // // D_PostEvent // Called by the I/O functions when input is detected // void D_PostEvent (event_t* ev) { events[eventhead] = *ev; eventhead = (++eventhead)&(MAXEVENTS-1); } // // 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 ( ( gamemode == commercial ) && (W_CheckNumForName("map01")<0) ) return; for ( ; eventtail != eventhead ; eventtail = (++eventtail)&(MAXEVENTS-1) ) { ev = &events[eventtail]; 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 ("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--; } } 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,0,W_CacheLumpName ("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; } while (!tics); 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); } // // 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"); } I_InitGraphics (); 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. D_Display (); #ifndef SNDSERV // Sound mixing for the buffer is snychronous. I_UpdateSound(); #endif // Synchronous sound output is explicitly called. #ifndef SNDINTR // Update sound output. I_SubmitSound(); #endif } } // // 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, 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 ) demosequence = (demosequence+1)%7; else demosequence = (demosequence+1)%6; switch (demosequence) { case 0: if ( gamemode == commercial ) pagetic = 35 * 11; else pagetic = 170; gamestate = GS_DEMOSCREEN; pagename = "TITLEPIC"; if ( gamemode == commercial ) S_StartMusic(mus_dm2ttl); else S_StartMusic (mus_intro); break; case 1: G_DeferedPlayDemo ("demo1"); break; case 2: pagetic = 200; gamestate = GS_DEMOSCREEN; pagename = "CREDIT"; break; case 3: G_DeferedPlayDemo ("demo2"); break; case 4: gamestate = GS_DEMOSCREEN; if ( gamemode == commercial) { pagetic = 35 * 11; pagename = "TITLEPIC"; S_StartMusic(mus_dm2ttl); } else { pagetic = 200; if ( gamemode == retail ) pagename = "CREDIT"; else pagename = "HELP2"; } break; case 5: G_DeferedPlayDemo ("demo3"); break; // THE DEFINITIVE DOOM Special Edition demo case 6: G_DeferedPlayDemo ("demo4"); break; } } // // D_StartTitle // void D_StartTitle (void) { gameaction = ga_nothing; demosequence = -1; D_AdvanceDemo (); } // print title for every printed line char title[128]; // // D_AddFile // void D_AddFile (char *file) { int numwadfiles; char *newfile; for (numwadfiles = 0 ; wadfiles[numwadfiles] ; numwadfiles++) ; newfile = malloc (strlen(file)+1); strcpy (newfile, file); wadfiles[numwadfiles] = newfile; } // // IdentifyVersion // Checks availability of IWAD files by name, // to determine whether registered/commercial features // should be executed (notably loading PWAD's). // void IdentifyVersion (void) { char* doom1wad; char* doomwad; char* doomuwad; char* doom2wad; char* doom2fwad; char* plutoniawad; char* tntwad; #ifdef NORMALUNIX char *home; char *doomwaddir; doomwaddir = getenv("DOOMWADDIR"); if (!doomwaddir) doomwaddir = "."; // Commercial. doom2wad = malloc(strlen(doomwaddir)+1+9+1); sprintf(doom2wad, "%s/doom2.wad", doomwaddir); // Retail. doomuwad = malloc(strlen(doomwaddir)+1+8+1); sprintf(doomuwad, "%s/doomu.wad", doomwaddir); // Registered. doomwad = malloc(strlen(doomwaddir)+1+8+1); sprintf(doomwad, "%s/doom.wad", doomwaddir); // Shareware. doom1wad = malloc(strlen(doomwaddir)+1+9+1); sprintf(doom1wad, "%s/doom1.wad", doomwaddir); // Bug, dear Shawn. // Insufficient malloc, caused spurious realloc errors. plutoniawad = malloc(strlen(doomwaddir)+1+/*9*/12+1); sprintf(plutoniawad, "%s/plutonia.wad", doomwaddir); tntwad = malloc(strlen(doomwaddir)+1+9+1); sprintf(tntwad, "%s/tnt.wad", doomwaddir); // French stuff. doom2fwad = malloc(strlen(doomwaddir)+1+10+1); sprintf(doom2fwad, "%s/doom2f.wad", doomwaddir); home = getenv("HOME"); if (!home) I_Error("Please set $HOME to your home directory"); sprintf(basedefault, "%s/.doomrc", home); #endif if (M_CheckParm ("-shdev")) { gamemode = shareware; devparm = true; D_AddFile (DEVDATA"doom1.wad"); D_AddFile (DEVMAPS"data_se/texture1.lmp"); D_AddFile (DEVMAPS"data_se/pnames.lmp"); strcpy (basedefault,DEVDATA"default.cfg"); return; } if (M_CheckParm ("-regdev")) { gamemode = registered; devparm = true; D_AddFile (DEVDATA"doom.wad"); D_AddFile (DEVMAPS"data_se/texture1.lmp"); D_AddFile (DEVMAPS"data_se/texture2.lmp"); D_AddFile (DEVMAPS"data_se/pnames.lmp"); strcpy (basedefault,DEVDATA"default.cfg"); return; } if (M_CheckParm ("-comdev")) { gamemode = commercial; devparm = true; /* I don't bother if(plutonia) D_AddFile (DEVDATA"plutonia.wad"); else if(tnt) D_AddFile (DEVDATA"tnt.wad"); else*/ D_AddFile (DEVDATA"doom2.wad"); D_AddFile (DEVMAPS"cdata/texture1.lmp"); D_AddFile (DEVMAPS"cdata/pnames.lmp"); strcpy (basedefault,DEVDATA"default.cfg"); return; } if ( !access (doom2fwad,R_OK) ) { gamemode = commercial; // C'est ridicule! // Let's handle languages in config files, okay? language = french; printf("French version\n"); D_AddFile (doom2fwad); return; } if ( !access (doom2wad,R_OK) ) { gamemode = commercial; D_AddFile (doom2wad); return; } if ( !access (plutoniawad, R_OK ) ) { gamemode = commercial; D_AddFile (plutoniawad); return; } if ( !access ( tntwad, R_OK ) ) { gamemode = commercial; D_AddFile (tntwad); return; } if ( !access (doomuwad,R_OK) ) { gamemode = retail; D_AddFile (doomuwad); return; } if ( !access (doomwad,R_OK) ) { gamemode = registered; D_AddFile (doomwad); return; } if ( !access (doom1wad,R_OK) ) { gamemode = shareware; D_AddFile (doom1wad); return; } printf("Game mode indeterminate.\n"); gamemode = indetermined; // We don't abort. Let's see what the PWAD contains. //exit(1); //I_Error ("Game mode indeterminate\n"); } // // Find a Response File // void FindResponseFile (void) { int i; #define MAXARGVS 100 for (i = 1;i < myargc;i++) if (myargv[i][0] == '@') { FILE * handle; int size; int k; int index; int indexinfile; char *infile; char *file; char *moreargs[20]; char *firstargv; // READ THE RESPONSE FILE INTO MEMORY handle = fopen (&myargv[i][1],"rb"); if (!handle) { printf ("\nNo such response file!"); exit(1); } printf("Found response file %s!\n",&myargv[i][1]); fseek (handle,0,SEEK_END); size = ftell(handle); fseek (handle,0,SEEK_SET); file = malloc (size); fread (file,size,1,handle); fclose (handle); // KEEP ALL CMDLINE ARGS FOLLOWING @RESPONSEFILE ARG for (index = 0,k = i+1; k < myargc; k++) moreargs[index++] = myargv[k]; firstargv = myargv[0]; myargv = malloc(sizeof(char *)*MAXARGVS); memset(myargv,0,sizeof(char *)*MAXARGVS); myargv[0] = firstargv; infile = file; indexinfile = k = 0; indexinfile++; // SKIP PAST ARGV[0] (KEEP IT) do { myargv[indexinfile++] = infile+k; while(k < size && ((*(infile+k)>= ' '+1) && (*(infile+k)<='z'))) k++; *(infile+k) = 0; while(k < size && ((*(infile+k)<= ' ') || (*(infile+k)>'z'))) k++; } while(k < size); for (k = 0;k < index;k++) myargv[indexinfile++] = moreargs[k]; myargc = indexinfile; // DISPLAY ARGS printf("%d command-line args:\n",myargc); for (k=1;k 400) scale = 400; printf ("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; } // 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); } 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] != '-') D_AddFile (myargv[p]); } p = M_CheckParm ("-playdemo"); if (!p) p = M_CheckParm ("-timedemo"); if (p && p < myargc-1) { sprintf (file,"%s.lmp", myargv[p+1]); D_AddFile (file); printf("Playing demo %s.lmp.\n",myargv[p+1]); } // get skill / episode / map from parms startskill = sk_medium; startepisode = 1; startmap = 1; autostart = false; p = M_CheckParm ("-skill"); if (p && p < myargc-1) { startskill = myargv[p+1][0]-'1'; autostart = true; } p = M_CheckParm ("-episode"); if (p && p < myargc-1) { startepisode = myargv[p+1][0]-'0'; startmap = 1; autostart = true; } p = M_CheckParm ("-timer"); if (p && p < myargc-1 && deathmatch) { int time; time = atoi(myargv[p+1]); printf("Levels will end after %d minute",time); if (time>1) printf("s"); printf(".\n"); } p = M_CheckParm ("-avg"); if (p && p < myargc-1 && deathmatch) printf("Austin Virtual Gaming: Levels will end after 20 minutes\n"); p = M_CheckParm ("-warp"); if (p && p < myargc-1) { if (gamemode == commercial) startmap = atoi (myargv[p+1]); else { startepisode = myargv[p+1][0]-'0'; startmap = myargv[p+2][0]-'0'; } autostart = true; } // init subsystems printf ("V_Init: allocate screens.\n"); V_Init (); printf ("M_LoadDefaults: Load system defaults.\n"); M_LoadDefaults (); // load before initing other systems printf ("Z_Init: Init zone memory allocation daemon. \n"); Z_Init (); printf ("W_Init: Init WADfiles.\n"); W_InitMultipleFiles (wadfiles); // 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("\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("\nThis is not the registered version."); } // Iff additonal PWAD files are used, print modified banner if (modifiedgame) { /*m*/printf ( "===========================================================================\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" ); getchar (); } // Check and print which version is executed. switch ( gamemode ) { case shareware: case indetermined: printf ( "===========================================================================\n" " Shareware!\n" "===========================================================================\n" ); break; case registered: case retail: case commercial: printf ( "===========================================================================\n" " Commercial product - do not distribute!\n" " Please report software piracy to the SPA: 1-800-388-PIR8\n" "===========================================================================\n" ); break; default: // Ouch. break; } printf ("M_Init: Init miscellaneous info.\n"); M_Init (); printf ("R_Init: Init DOOM refresh daemon - "); R_Init (); printf ("\nP_Init: Init Playloop state.\n"); P_Init (); printf ("I_Init: Setting up machine state.\n"); I_Init (); printf ("D_CheckNetGame: Checking network game status.\n"); D_CheckNetGame (); printf ("S_Init: Setting up sound.\n"); S_Init (snd_SfxVolume /* *8 */, snd_MusicVolume /* *8*/ ); printf ("HU_Init: Setting up heads up display.\n"); HU_Init (); printf ("ST_Init: Init status bar.\n"); ST_Init (); // check for a driver that wants intermission stats p = M_CheckParm ("-statcopy"); if (p && p gametic for all players // #define RESENDCOUNT 10 #define PL_DRONE 0x80 // bit flag in doomdata->player ticcmd_t localcmds[BACKUPTICS]; ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; int nettics[MAXNETNODES]; boolean nodeingame[MAXNETNODES]; // set false as nodes leave game boolean remoteresend[MAXNETNODES]; // set when local needs tics int resendto[MAXNETNODES]; // set when remote needs tics int resendcount[MAXNETNODES]; int nodeforplayer[MAXPLAYERS]; int maketic; int lastnettic; int skiptics; int ticdup; int maxsend; // BACKUPTICS/(2*ticdup)-1 void D_ProcessEvents (void); void G_BuildTiccmd (ticcmd_t *cmd); void D_DoAdvanceDemo (void); boolean reboundpacket; doomdata_t reboundstore; // // // int NetbufferSize (void) { return (int)&(((doomdata_t *)0)->cmds[netbuffer->numtics]); } // // Checksum // unsigned NetbufferChecksum (void) { unsigned c; int i,l; c = 0x1234567; // FIXME -endianess? #ifdef NORMALUNIX return 0; // byte order problems #endif l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4; for (i=0 ; iretransmitfrom)[i] * (i+1); return c & NCMD_CHECKSUM; } // // // int ExpandTics (int low) { int delta; delta = low - (maketic&0xff); if (delta >= -64 && delta <= 64) return (maketic&~0xff) + low; if (delta > 64) return (maketic&~0xff) - 256 + low; if (delta < -64) return (maketic&~0xff) + 256 + low; I_Error ("ExpandTics: strange value %i at maketic %i",low,maketic); return 0; } // // HSendPacket // void HSendPacket (int node, int flags ) { netbuffer->checksum = NetbufferChecksum () | flags; if (!node) { reboundstore = *netbuffer; reboundpacket = true; return; } if (demoplayback) return; if (!netgame) I_Error ("Tried to transmit to another node"); doomcom->command = CMD_SEND; doomcom->remotenode = node; doomcom->datalength = NetbufferSize (); if (debugfile) { int i; int realretrans; if (netbuffer->checksum & NCMD_RETRANSMIT) realretrans = ExpandTics (netbuffer->retransmitfrom); else realretrans = -1; fprintf (debugfile,"send (%i + %i, R %i) [%i] ", ExpandTics(netbuffer->starttic), netbuffer->numtics, realretrans, doomcom->datalength); for (i=0 ; idatalength ; i++) fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); fprintf (debugfile,"\n"); } I_NetCmd (); } // // HGetPacket // Returns false if no packet is waiting // boolean HGetPacket (void) { if (reboundpacket) { *netbuffer = reboundstore; doomcom->remotenode = 0; reboundpacket = false; return true; } if (!netgame) return false; if (demoplayback) return false; doomcom->command = CMD_GET; I_NetCmd (); if (doomcom->remotenode == -1) return false; if (doomcom->datalength != NetbufferSize ()) { if (debugfile) fprintf (debugfile,"bad packet length %i\n",doomcom->datalength); return false; } if (NetbufferChecksum () != (netbuffer->checksum&NCMD_CHECKSUM) ) { if (debugfile) fprintf (debugfile,"bad packet checksum\n"); return false; } if (debugfile) { int realretrans; int i; if (netbuffer->checksum & NCMD_SETUP) fprintf (debugfile,"setup packet\n"); else { if (netbuffer->checksum & NCMD_RETRANSMIT) realretrans = ExpandTics (netbuffer->retransmitfrom); else realretrans = -1; fprintf (debugfile,"get %i = (%i + %i, R %i)[%i] ", doomcom->remotenode, ExpandTics(netbuffer->starttic), netbuffer->numtics, realretrans, doomcom->datalength); for (i=0 ; idatalength ; i++) fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); fprintf (debugfile,"\n"); } } return true; } // // GetPackets // char exitmsg[80]; void GetPackets (void) { int netconsole; int netnode; ticcmd_t *src, *dest; int realend; int realstart; while ( HGetPacket() ) { if (netbuffer->checksum & NCMD_SETUP) continue; // extra setup packet netconsole = netbuffer->player & ~PL_DRONE; netnode = doomcom->remotenode; // to save bytes, only the low byte of tic numbers are sent // Figure out what the rest of the bytes are realstart = ExpandTics (netbuffer->starttic); realend = (realstart+netbuffer->numtics); // check for exiting the game if (netbuffer->checksum & NCMD_EXIT) { if (!nodeingame[netnode]) continue; nodeingame[netnode] = false; playeringame[netconsole] = false; strcpy (exitmsg, "Player 1 left the game"); exitmsg[7] += netconsole; players[consoleplayer].message = exitmsg; if (demorecording) G_CheckDemoStatus (); continue; } // check for a remote game kill if (netbuffer->checksum & NCMD_KILL) I_Error ("Killed by network driver"); nodeforplayer[netconsole] = netnode; // check for retransmit request if ( resendcount[netnode] <= 0 && (netbuffer->checksum & NCMD_RETRANSMIT) ) { resendto[netnode] = ExpandTics(netbuffer->retransmitfrom); if (debugfile) fprintf (debugfile,"retransmit from %i\n", resendto[netnode]); resendcount[netnode] = RESENDCOUNT; } else resendcount[netnode]--; // check for out of order / duplicated packet if (realend == nettics[netnode]) continue; if (realend < nettics[netnode]) { if (debugfile) fprintf (debugfile, "out of order packet (%i + %i)\n" , realstart,netbuffer->numtics); continue; } // check for a missed packet if (realstart > nettics[netnode]) { // stop processing until the other system resends the missed tics if (debugfile) fprintf (debugfile, "missed tics from %i (%i - %i)\n", netnode, realstart, nettics[netnode]); remoteresend[netnode] = true; continue; } // update command store from the packet { int start; remoteresend[netnode] = false; start = nettics[netnode] - realstart; src = &netbuffer->cmds[start]; while (nettics[netnode] < realend) { dest = &netcmds[netconsole][nettics[netnode]%BACKUPTICS]; nettics[netnode]++; *dest = *src; src++; } } } } // // NetUpdate // Builds ticcmds for console player, // sends out a packet // int gametime; void NetUpdate (void) { int nowtime; int newtics; int i,j; int realstart; int gameticdiv; // check time nowtime = I_GetTime ()/ticdup; newtics = nowtime - gametime; gametime = nowtime; if (newtics <= 0) // nothing new to update goto listen; if (skiptics <= newtics) { newtics -= skiptics; skiptics = 0; } else { skiptics -= newtics; newtics = 0; } netbuffer->player = consoleplayer; // build new ticcmds for console player gameticdiv = gametic/ticdup; for (i=0 ; i= BACKUPTICS/2-1) break; // can't hold any more //printf ("mk:%i ",maketic); G_BuildTiccmd (&localcmds[maketic%BACKUPTICS]); maketic++; } if (singletics) return; // singletic update is syncronous // send the packet to the other nodes for (i=0 ; inumnodes ; i++) if (nodeingame[i]) { netbuffer->starttic = realstart = resendto[i]; netbuffer->numtics = maketic - realstart; if (netbuffer->numtics > BACKUPTICS) I_Error ("NetUpdate: netbuffer->numtics > BACKUPTICS"); resendto[i] = maketic - doomcom->extratics; for (j=0 ; j< netbuffer->numtics ; j++) netbuffer->cmds[j] = localcmds[(realstart+j)%BACKUPTICS]; if (remoteresend[i]) { netbuffer->retransmitfrom = nettics[i]; HSendPacket (i, NCMD_RETRANSMIT); } else { netbuffer->retransmitfrom = 0; HSendPacket (i, 0); } } // listen for other packets listen: GetPackets (); } // // CheckAbort // void CheckAbort (void) { event_t *ev; int stoptic; stoptic = I_GetTime () + 2; while (I_GetTime() < stoptic) I_StartTic (); I_StartTic (); for ( ; eventtail != eventhead ; eventtail = (++eventtail)&(MAXEVENTS-1) ) { ev = &events[eventtail]; if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE) I_Error ("Network game synchronization aborted."); } } // // D_ArbitrateNetStart // void D_ArbitrateNetStart (void) { int i; boolean gotinfo[MAXNETNODES]; autostart = true; memset (gotinfo,0,sizeof(gotinfo)); if (doomcom->consoleplayer) { // listen for setup info from key player printf ("listening for network start info...\n"); while (1) { CheckAbort (); if (!HGetPacket ()) continue; if (netbuffer->checksum & NCMD_SETUP) { if (netbuffer->player != VERSION) I_Error ("Different DOOM versions cannot play a net game!"); startskill = netbuffer->retransmitfrom & 15; deathmatch = (netbuffer->retransmitfrom & 0xc0) >> 6; nomonsters = (netbuffer->retransmitfrom & 0x20) > 0; respawnparm = (netbuffer->retransmitfrom & 0x10) > 0; startmap = netbuffer->starttic & 0x3f; startepisode = netbuffer->starttic >> 6; return; } } } else { // key player, send the setup info printf ("sending network start info...\n"); do { CheckAbort (); for (i=0 ; inumnodes ; i++) { netbuffer->retransmitfrom = startskill; if (deathmatch) netbuffer->retransmitfrom |= (deathmatch<<6); if (nomonsters) netbuffer->retransmitfrom |= 0x20; if (respawnparm) netbuffer->retransmitfrom |= 0x10; netbuffer->starttic = startepisode * 64 + startmap; netbuffer->player = VERSION; netbuffer->numtics = 0; HSendPacket (i, NCMD_SETUP); } #if 1 for(i = 10 ; i && HGetPacket(); --i) { if((netbuffer->player&0x7f) < MAXNETNODES) gotinfo[netbuffer->player&0x7f] = true; } #else while (HGetPacket ()) { gotinfo[netbuffer->player&0x7f] = true; } #endif for (i=1 ; inumnodes ; i++) if (!gotinfo[i]) break; } while (i < doomcom->numnodes); } } // // D_CheckNetGame // Works out player numbers among the net participants // extern int viewangleoffset; void D_CheckNetGame (void) { int i; for (i=0 ; iid != DOOMCOM_ID) I_Error ("Doomcom buffer invalid!"); netbuffer = &doomcom->data; consoleplayer = displayplayer = doomcom->consoleplayer; if (netgame) D_ArbitrateNetStart (); printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode); // read values out of doomcom ticdup = doomcom->ticdup; maxsend = BACKUPTICS/(2*ticdup)-1; if (maxsend<1) maxsend = 1; for (i=0 ; inumplayers ; i++) playeringame[i] = true; for (i=0 ; inumnodes ; i++) nodeingame[i] = true; printf ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom->numplayers, doomcom->numnodes); } // // D_QuitNetGame // Called before quitting to leave a net game // without hanging the other players // void D_QuitNetGame (void) { int i, j; if (debugfile) fclose (debugfile); if (!netgame || !usergame || consoleplayer == -1 || demoplayback) return; // send a bunch of packets for security netbuffer->player = consoleplayer; netbuffer->numtics = 0; for (i=0 ; i<4 ; i++) { for (j=1 ; jnumnodes ; j++) if (nodeingame[j]) HSendPacket (j, NCMD_EXIT); I_WaitVBL (1); } } // // TryRunTics // 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; int numplaying; // get real tics entertic = I_GetTime ()/ticdup; realtics = entertic - oldentertics; oldentertics = entertic; // get available tics NetUpdate (); lowtic = MAXINT; numplaying = 0; for (i=0 ; inumnodes ; i++) { if (nodeingame[i]) { numplaying++; if (nettics[i] < lowtic) lowtic = nettics[i]; } } availabletics = lowtic - gametic/ticdup; // 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 (debugfile) fprintf (debugfile, "=======real: %i avail: %i game: %i\n", realtics, availabletics,counts); if (!demoplayback) { // ideally nettics[0] should be 1 - 3 tics above lowtic // if we are consistantly slower, speed up time for (i=0 ; i nettics[nodeforplayer[i]]); oldnettics = nettics[0]; if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3]) { skiptics = 1; // printf ("+"); } } }// demoplayback // wait for new tics if needed while (lowtic < gametic/ticdup + counts) { NetUpdate (); lowtic = MAXINT; for (i=0 ; inumnodes ; i++) if (nodeingame[i] && nettics[i] < lowtic) lowtic = nettics[i]; if (lowtic < gametic/ticdup) I_Error ("TryRunTics: lowtic < gametic"); // don't stay in here forever -- give the menu a chance to work if (I_GetTime ()/ticdup - entertic >= 20) { M_Ticker (); return; } } // run the count * ticdup dics while (counts--) { for (i=0 ; i lowtic) I_Error ("gametic>lowtic"); if (advancedemo) D_DoAdvanceDemo (); M_Ticker (); G_Ticker (); gametic++; // modify command for duplicated tics if (i != ticdup-1) { ticcmd_t *cmd; int buf; int j; buf = (gametic/ticdup)%BACKUPTICS; for (j=0 ; jchatchar = 0; if (cmd->buttons & BT_SPECIAL) cmd->buttons = 0; } } } NetUpdate (); // check for new console commands } } ================================================ FILE: linuxdoom-1.10/d_net.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Networking stuff. // //----------------------------------------------------------------------------- #ifndef __D_NET__ #define __D_NET__ #include "d_player.h" #ifdef __GNUG__ #pragma interface #endif // // Network play related stuff. // There is a data struct that stores network // communication related stuff, and another // one that defines the actual packets to // be transmitted. // #define DOOMCOM_ID 0x12345678l // Max computers/players in a game. #define MAXNETNODES 8 // Networking and tick handling related. #define BACKUPTICS 12 typedef enum { CMD_SEND = 1, CMD_GET = 2 } command_t; // // Network packet data. // typedef struct { // High bit is retransmit request. unsigned checksum; // Only valid if NCMD_RETRANSMIT. byte retransmitfrom; byte starttic; byte player; byte numtics; ticcmd_t cmds[BACKUPTICS]; } doomdata_t; typedef struct { // Supposed to be DOOMCOM_ID? long id; // DOOM executes an int to execute commands. short intnum; // Communication between DOOM and the driver. // Is CMD_SEND or CMD_GET. short command; // Is dest for send, set by get (-1 = no packet). short remotenode; // Number of bytes in doomdata to be sent short datalength; // Info common to all nodes. // Console is allways node 0. short numnodes; // Flag: 1 = no duplication, 2-5 = dup for slow nets. short ticdup; // Flag: 1 = send a backup tic in every packet. short extratics; // Flag: 1 = deathmatch. short deathmatch; // Flag: -1 = new game, 0-5 = load savegame short savegame; short episode; // 1-3 short map; // 1-9 short skill; // 1-5 // Info specific to this node. short consoleplayer; short numplayers; // These are related to the 3-display mode, // in which two drones looking left and right // were used to render two additional views // on two additional computers. // Probably not operational anymore. // 1 = left, 0 = center, -1 = right short angleoffset; // 1 = drone short drone; // The packet data to be sent. doomdata_t data; } doomcom_t; // 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); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/d_player.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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" #ifdef __GNUG__ #pragma interface #endif // // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/d_textur.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/d_think.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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__ #ifdef __GNUG__ #pragma interface #endif // // 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_p1 acp1; actionf_v acv; 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/d_ticcmd.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __D_TICCMD__ #define __D_TICCMD__ #include "doomtype.h" #ifdef __GNUG__ #pragma interface #endif // The data sampled per tick (single player) // and transmitted to other peers (multiplayer). // Mainly movements/button commands per game tick, // plus a checksum for internal state consistency. typedef struct { char forwardmove; // *2048 for move char sidemove; // *2048 for move short angleturn; // <<16 for angle delta short consistancy; // checks for net game byte chatchar; byte buttons; } ticcmd_t; #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/doomdata.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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; } 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; } 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]; } 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; } mapsector_t; // SubSector, as generated by BSP. typedef struct { short numsegs; // Index of first one, segs are stored sequentially. short firstseg; } 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; } 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]; } 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; } mapthing_t; #endif // __DOOMDATA__ //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/doomdef.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // DoomDef - basic defines for DOOM, e.g. Version, game mode // and skill level, and display parameters. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $"; #ifdef __GNUG__ #pragma implementation "doomdef.h" #endif #include "doomdef.h" // Location for any defines turned variables. // None. ================================================ FILE: linuxdoom-1.10/doomdef.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Internally used data structures for virtually everything, // key definitions, lots of other stuff. // //----------------------------------------------------------------------------- #ifndef __DOOMDEF__ #define __DOOMDEF__ #include #include // // Global parameters/defines. // // DOOM version enum { VERSION = 110 }; // Game mode handling - identify IWAD version // to handle IWAD dependend animations etc. typedef enum { shareware, // DOOM 1 shareware, E1, M9 registered, // DOOM 1 registered, E3, M27 commercial, // DOOM 2 retail, E1 M34 // DOOM 2 german edition not handled retail, // DOOM 1 retail, E4, M36 indetermined // Well, no IWAD found. } GameMode_t; // Mission packs - might be useful for TC stuff? typedef enum { doom, // DOOM 1 doom2, // DOOM 2 pack_tnt, // TNT mission pack pack_plut, // Plutonia pack none } GameMission_t; // Identify language to use, software localization. typedef enum { english, french, german, unknown } Language_t; // If rangecheck is undefined, // most parameter validation debugging code will not be compiled #define RANGECHECK // Do or do not use external soundserver. // The sndserver binary to be run separately // has been introduced by Dave Taylor. // The integrated sound support is experimental, // and unfinished. Default is synchronous. // Experimental asynchronous timer based is // handled by SNDINTR. #define SNDSERV 1 //#define SNDINTR 1 // This one switches between MIT SHM (no proper mouse) // and XFree86 DGA (mickey sampling). The original // linuxdoom used SHM, which is default. //#define X11_DGA 1 // // For resize of screen, at start of game. // It will not work dynamically, see visplanes. // #define BASE_WIDTH 320 // It is educational but futile to change this // scaling e.g. to 2. Drawing of status bar, // menues etc. is tied to the scale implied // by the graphics. #define SCREEN_MUL 1 #define INV_ASPECT_RATIO 0.625 // 0.75, ideally // Defines suck. C sucks. // C++ might sucks for OOP, but it sure is a better C. // So there. #define SCREENWIDTH 320 //SCREEN_MUL*BASE_WIDTH //320 #define SCREENHEIGHT 200 //(int)(SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO) //200 // The maximum number of players, multiplayer/networking. #define MAXPLAYERS 4 // State updates, number of tics / second. #define TICRATE 35 // 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; // // 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 typedef enum { sk_baby, sk_easy, sk_medium, sk_hard, sk_nightmare } skill_t; // // 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; // // DOOM keyboard definition. // This is the stuff configured by Setup.Exe. // Most key data are simple ascii (uppercased). // #define KEY_RIGHTARROW 0xae #define KEY_LEFTARROW 0xac #define KEY_UPARROW 0xad #define KEY_DOWNARROW 0xaf #define KEY_ESCAPE 27 #define KEY_ENTER 13 #define KEY_TAB 9 #define KEY_F1 (0x80+0x3b) #define KEY_F2 (0x80+0x3c) #define KEY_F3 (0x80+0x3d) #define KEY_F4 (0x80+0x3e) #define KEY_F5 (0x80+0x3f) #define KEY_F6 (0x80+0x40) #define KEY_F7 (0x80+0x41) #define KEY_F8 (0x80+0x42) #define KEY_F9 (0x80+0x43) #define KEY_F10 (0x80+0x44) #define KEY_F11 (0x80+0x57) #define KEY_F12 (0x80+0x58) #define KEY_BACKSPACE 127 #define KEY_PAUSE 0xff #define KEY_EQUALS 0x3d #define KEY_MINUS 0x2d #define KEY_RSHIFT (0x80+0x36) #define KEY_RCTRL (0x80+0x1d) #define KEY_RALT (0x80+0x38) #define KEY_LALT KEY_RALT // DOOM basic types (boolean), // and max/min values. //#include "doomtype.h" // Fixed point. //#include "m_fixed.h" // Endianess handling. //#include "m_swap.h" // Binary Angles, sine/cosine/atan lookups. //#include "tables.h" // Event type. //#include "d_event.h" // Game function, skills. //#include "g_game.h" // All external data is defined here. //#include "doomdata.h" // All important printed strings. // Language selection (message strings). //#include "dstrings.h" // Player is a special actor. //struct player_s; //#include "d_items.h" //#include "d_player.h" //#include "p_mobj.h" //#include "d_net.h" // PLAY //#include "p_tick.h" // Header, generated by sound utility. // The utility was written by Dave Taylor. //#include "sounds.h" #endif // __DOOMDEF__ //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/doomstat.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Put all global tate variables here. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $"; #ifdef __GNUG__ #pragma implementation "doomstat.h" #endif #include "doomstat.h" // Game Mode - identify IWAD as shareware, retail etc. GameMode_t gamemode = indetermined; GameMission_t gamemission = doom; // Language. Language_t language = english; // Set if homebrew PWAD stuff has been added. boolean modifiedgame; ================================================ FILE: linuxdoom-1.10/doomstat.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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" #ifdef __GNUG__ #pragma interface #endif // ------------------------ // 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; // Set if homebrew PWAD stuff has been added. extern boolean modifiedgame; // ------------------------------------------- // Language. extern Language_t language; // ------------------------------------------- // Selected skill type, map etc. // // Defaults for menu, methinks. extern skill_t startskill; extern int startepisode; extern int startmap; extern boolean autostart; // Selected by user. extern skill_t gameskill; extern int gameepisode; extern int gamemap; // 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. // These are not used, but should be (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 snd_SfxVolume; // maximum volume for sound extern int snd_MusicVolume; // maximum volume for music // 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 boolean noblit; extern int viewwindowx; extern int viewwindowy; extern int viewheight; extern int viewwidth; extern int scaledviewwidth; // 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; // 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 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). // This is ??? extern doomcom_t* doomcom; // This points inside doomcom. extern doomdata_t* netbuffer; extern ticcmd_t localcmds[BACKUPTICS]; extern int rndindex; extern int maketic; extern int nettics[MAXNETNODES]; extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; extern int ticdup; #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/doomtype.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Simple basic typedefs, isolated here to make it easier // separating modules. // //----------------------------------------------------------------------------- #ifndef __DOOMTYPE__ #define __DOOMTYPE__ #ifndef __BYTEBOOL__ #define __BYTEBOOL__ // Fixed to use builtin bool type with C++. #ifdef __cplusplus typedef bool boolean; #else typedef enum {false, true} boolean; #endif typedef unsigned char byte; #endif // Predefined with some OS. #ifdef LINUX #include #else #define MAXCHAR ((char)0x7f) #define MAXSHORT ((short)0x7fff) // Max pos 32-bit int. #define MAXINT ((int)0x7fffffff) #define MAXLONG ((long)0x7fffffff) #define MINCHAR ((char)0x80) #define MINSHORT ((short)0x8000) // Max negative 32-bit integer. #define MININT ((int)0x80000000) #define MINLONG ((long)0x80000000) #endif #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/dstrings.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Globally defined strings. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $"; #ifdef __GNUG__ #pragma implementation "dstrings.h" #endif #include "dstrings.h" char* endmsg[NUM_QUITMESSAGES+1]= { // DOOM1 QUITMSG, "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." // QuitDOOM II messages "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." // 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." }; ================================================ FILE: linuxdoom-1.10/dstrings.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log:$ // // DESCRIPTION: // DOOM strings, by language. // //----------------------------------------------------------------------------- #ifndef __DSTRINGS__ #define __DSTRINGS__ // All important printed strings. // Language selection (message strings). // Use -DFRENCH etc. #ifdef FRENCH #include "d_french.h" #else #include "d_englsh.h" #endif // Misc. other strings. #define SAVEGAMENAME "doomsav" // // File locations, // relative to current position. // Path names are OS-sensitive. // #define DEVMAPS "devmaps" #define DEVDATA "devdata" // Not done in french? // QuitDOOM messages #define NUM_QUITMESSAGES 22 extern char* endmsg[]; #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/f_finale.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Game completion, final screen animation. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: f_finale.c,v 1.5 1997/02/03 21:26:34 b1 Exp $"; #include // Functions. #include "i_system.h" #include "m_swap.h" #include "z_zone.h" #include "v_video.h" #include "w_wad.h" #include "s_sound.h" // Data. #include "dstrings.h" #include "sounds.h" #include "doomstat.h" #include "r_state.h" // ? //#include "doomstat.h" //#include "r_local.h" //#include "f_finale.h" // Stage of animation: // 0 = text, 1 = art screen, 2 = character cast int finalestage; int finalecount; #define TEXTSPEED 3 #define TEXTWAIT 250 char* e1text = E1TEXT; char* e2text = E2TEXT; char* e3text = E3TEXT; char* e4text = E4TEXT; char* c1text = C1TEXT; char* c2text = C2TEXT; char* c3text = C3TEXT; char* c4text = C4TEXT; char* c5text = C5TEXT; char* c6text = C6TEXT; char* p1text = P1TEXT; char* p2text = P2TEXT; char* p3text = P3TEXT; char* p4text = P4TEXT; char* p5text = P5TEXT; char* p6text = P6TEXT; char* t1text = T1TEXT; char* t2text = T2TEXT; char* t3text = T3TEXT; char* t4text = T4TEXT; char* t5text = T5TEXT; char* t6text = T6TEXT; 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) { gameaction = ga_nothing; gamestate = GS_FINALE; viewactive = false; automapactive = false; // Okay - IWAD dependend stuff. // This has been changed severly, and // some stuff might have changed in the process. switch ( gamemode ) { // DOOM 1 - E1, E3 or E4, but each nine missions case shareware: case registered: case retail: { S_ChangeMusic(mus_victor, true); switch (gameepisode) { case 1: finaleflat = "FLOOR4_8"; finaletext = e1text; break; case 2: finaleflat = "SFLR6_1"; finaletext = e2text; break; case 3: finaleflat = "MFLR8_4"; finaletext = e3text; break; case 4: finaleflat = "MFLR8_3"; finaletext = e4text; break; default: // Ouch. break; } break; } // DOOM II and missions packs with E1, M34 case commercial: { S_ChangeMusic(mus_read_m, true); switch (gamemap) { case 6: finaleflat = "SLIME16"; finaletext = c1text; break; case 11: finaleflat = "RROCK14"; finaletext = c2text; break; case 20: finaleflat = "RROCK07"; finaletext = c3text; break; case 30: finaleflat = "RROCK17"; finaletext = c4text; break; case 15: finaleflat = "RROCK13"; finaletext = c5text; break; case 31: finaleflat = "RROCK19"; finaletext = c6text; break; default: // Ouch. break; } break; } // Indeterminate. default: S_ChangeMusic(mus_read_m, true); finaleflat = "F_SKY1"; // Not used anywhere else. finaletext = c1text; // FIXME - other text, music? break; } finalestage = 0; finalecount = 0; } boolean F_Responder (event_t *event) { if (finalestage == 2) return F_CastResponder (event); return false; } // // F_Ticker // void F_Ticker (void) { int i; // check for skipping if ( (gamemode == commercial) && ( finalecount > 50) ) { // go on to the next level for (i=0 ; istrlen (finaletext)*TEXTSPEED + TEXTWAIT) { finalecount = 0; finalestage = 1; 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; 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 = screens[0]; for (y=0 ; y HU_FONTSIZE) { cx += 4; continue; } w = SHORT (hu_font[c]->width); if (cx+w > SCREENWIDTH) break; V_DrawPatch(cx, cy, 0, 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 = 2; 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, 0, hu_font[c]); cx+=w; } } // // F_CastDrawer // void V_DrawPatchFlipped (int x, int y, int scrn, patch_t *patch); 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 (0,0,0, W_CacheLumpName ("BOSSBACK", PU_CACHE)); F_CastPrint (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 (160,170,0,patch); else V_DrawPatch (160,170,0,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 = screens[0]+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) { int scrolled; int x; patch_t* p1; patch_t* p2; char name[10]; int stage; static int laststage; p1 = W_CacheLumpName ("PFUB2", PU_LEVEL); p2 = W_CacheLumpName ("PFUB1", PU_LEVEL); V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT); scrolled = 320 - (finalecount-230)/2; if (scrolled > 320) scrolled = 320; if (scrolled < 0) scrolled = 0; for ( x=0 ; x 6) stage = 6; if (stage > laststage) { S_StartSound (NULL, sfx_pistol); laststage = stage; } sprintf (name,"END%i",stage); V_DrawPatch ((SCREENWIDTH-13*8)/2, (SCREENHEIGHT-8*8)/2,0, W_CacheLumpName (name,PU_CACHE)); } // // F_Drawer // void F_Drawer (void) { if (finalestage == 2) { F_CastDrawer (); return; } if (!finalestage) F_TextWrite (); else { switch (gameepisode) { case 1: if ( gamemode == retail ) V_DrawPatch (0,0,0, W_CacheLumpName("CREDIT",PU_CACHE)); else V_DrawPatch (0,0,0, W_CacheLumpName("HELP2",PU_CACHE)); break; case 2: V_DrawPatch(0,0,0, W_CacheLumpName("VICTORY2",PU_CACHE)); break; case 3: F_BunnyScroll (); break; case 4: V_DrawPatch (0,0,0, W_CacheLumpName("ENDPIC",PU_CACHE)); break; } } } ================================================ FILE: linuxdoom-1.10/f_finale.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/f_wipe.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Mission begin melt/wipe screen special effect. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: f_wipe.c,v 1.2 1997/02/03 22:45:09 b1 Exp $"; #include "z_zone.h" #include "i_video.h" #include "v_video.h" #include "m_random.h" #include "doomdef.h" #include "f_wipe.h" // // SCREEN WIPE PACKAGE // // when zero, stop the wipe static boolean go = 0; static byte* wipe_scr_start; static byte* wipe_scr_end; static byte* wipe_scr; void wipe_shittyColMajorXform ( short* array, int width, int height ) { int x; int y; short* dest; dest = (short*) Z_Malloc(width*height*2, PU_STATIC, 0); for(y=0;y *e) { newval = *w - ticks; if (newval < *e) *w = *e; else *w = newval; changed = true; } else if (*w < *e) { newval = *w + ticks; if (newval > *e) *w = *e; else *w = newval; changed = true; } } w++; e++; } return !changed; } int wipe_exitColorXForm ( int width, int height, int ticks ) { return 0; } static int* y; int wipe_initMelt ( int width, int height, int ticks ) { int i, r; // copy start screen to main screen memcpy(wipe_scr, wipe_scr_start, width*height); // makes this wipe faster (in theory) // to have stuff in column-major format wipe_shittyColMajorXform((short*)wipe_scr_start, width/2, height); wipe_shittyColMajorXform((short*)wipe_scr_end, width/2, height); // setup initial column positions // (y<0 => not ready to scroll yet) y = (int *) Z_Malloc(width*sizeof(int), PU_STATIC, 0); y[0] = -(M_Random()%16); for (i=1;i 0) y[i] = 0; else if (y[i] == -16) y[i] = -15; } return 0; } int wipe_doMelt ( int width, int height, int ticks ) { int i; int j; int dy; int idx; short* s; short* d; boolean done = true; width/=2; while (ticks--) { for (i=0;i= height) dy = height - y[i]; s = &((short *)wipe_scr_end)[i*height+y[i]]; d = &((short *)wipe_scr)[y[i]*width+i]; idx = 0; for (j=dy;j;j--) { d[idx] = *(s++); idx += width; } y[i] += dy; s = &((short *)wipe_scr_start)[i*height]; d = &((short *)wipe_scr)[y[i]*width+i]; idx = 0; for (j=height-y[i];j;j--) { d[idx] = *(s++); idx += width; } done = false; } } } return done; } int wipe_exitMelt ( int width, int height, int ticks ) { Z_Free(y); return 0; } int wipe_StartScreen ( int x, int y, int width, int height ) { wipe_scr_start = screens[2]; I_ReadScreen(wipe_scr_start); return 0; } int wipe_EndScreen ( int x, int y, int width, int height ) { wipe_scr_end = screens[3]; I_ReadScreen(wipe_scr_end); V_DrawBlock(x, y, 0, 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 = screens[0]; (*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; } ================================================ FILE: linuxdoom-1.10/f_wipe.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/g_game.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: none // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: g_game.c,v 1.8 1997/02/03 22:45:09 b1 Exp $"; #include #include #include "doomdef.h" #include "doomstat.h" #include "z_zone.h" #include "f_finale.h" #include "m_argv.h" #include "m_misc.h" #include "m_menu.h" #include "m_random.h" #include "i_system.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 #define SAVESTRINGSIZE 24 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); gameaction_t gameaction; gamestate_t gamestate; skill_t gameskill; boolean respawnmonsters; int gameepisode; int gamemap; 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 boolean noblit; // 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]; 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 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 wbstartstruct_t wminfo; // parms for world map / intermission short consistancy[MAXPLAYERS][BACKUPTICS]; byte* savebuffer; // // controls (have defaults) // int key_right; int key_left; int key_up; int key_down; int key_strafeleft; int key_straferight; int key_fire; int key_use; int key_strafe; int key_speed; int mousebfire; int mousebstrafe; int mousebforward; int joybfire; int joybstrafe; int joybuse; int joybspeed; #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 #define SLOWTURNTICS 6 #define NUMKEYS 256 boolean gamekeydown[NUMKEYS]; int turnheld; // for accelerative turning boolean mousearray[4]; boolean* mousebuttons = &mousearray[1]; // allow [-1] // mouse values are used once int mousex; int mousey; int dclicktime; int dclickstate; int dclicks; int dclicktime2; int dclickstate2; int dclicks2; // joystick values are repeated int joyxmove; int joyymove; boolean joyarray[5]; boolean* joybuttons = &joyarray[1]; // allow [-1] int savegameslot; char savedescription[32]; #define BODYQUESIZE 32 mobj_t* bodyque[BODYQUESIZE]; int bodyqueslot; void* statcopy; // for statistics driver int G_CmdChecksum (ticcmd_t* cmd) { int 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; ticcmd_t* base; base = I_BaseTiccmd (); // empty, or external driver memcpy (cmd,base,sizeof(*cmd)); cmd->consistancy = consistancy[consoleplayer][maketic%BACKUPTICS]; strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] || joybuttons[joybstrafe]; speed = 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_straferight]) side += sidemove[speed]; if (gamekeydown[key_strafeleft]) 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] ) { cmd->buttons |= BT_USE; // clear double clicks if hit use button dclicks = 0; } // chainsaw overrides for (i=0 ; ibuttons |= BT_CHANGE; cmd->buttons |= i< 1 ) { dclickstate = mousebuttons[mousebforward]; if (dclickstate) dclicks++; if (dclicks == 2) { cmd->buttons |= BT_USE; dclicks = 0; } else dclicktime = 0; } else { dclicktime += ticdup; if (dclicktime > 20) { dclicks = 0; dclickstate = 0; } } // strafe double click bstrafe = mousebuttons[mousebstrafe] || joybuttons[joybstrafe]; if (bstrafe != dclickstate2 && dclicktime2 > 1 ) { dclickstate2 = bstrafe; if (dclickstate2) dclicks2++; if (dclicks2 == 2) { cmd->buttons |= BT_USE; dclicks2 = 0; } else dclicktime2 = 0; } else { dclicktime2 += ticdup; if (dclicktime2 > 20) { dclicks2 = 0; dclickstate2 = 0; } } forward += mousey; if (strafe) side += mousex*2; else cmd->angleturn -= mousex*0x8; 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<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 } switch (ev->type) { case ev_keydown: if (ev->data1 == KEY_PAUSE) { sendpause = true; return true; } if (ev->data1 data1] = true; return true; // eat key down events case ev_keyup: if (ev->data1 data1] = false; return false; // always let key up events filter down case ev_mouse: mousebuttons[0] = ev->data1 & 1; mousebuttons[1] = ev->data1 & 2; mousebuttons[2] = ev->data1 & 4; mousex = ev->data2*(mouseSensitivity+5)/10; mousey = ev->data3*(mouseSensitivity+5)/10; return true; // eat events case ev_joystick: joybuttons[0] = ev->data1 & 1; joybuttons[1] = ev->data1 & 2; joybuttons[2] = ev->data1 & 4; joybuttons[3] = ev->data1 & 8; joyxmove = ev->data2; joyymove = ev->data3; return true; // eat events default: break; } return false; } // // G_Ticker // Make ticcmd_ts for the players. // void G_Ticker (void) { int i; int buf; ticcmd_t* cmd; // do player reborns if needed for (i=0 ; iforwardmove > TURBOTHRESHOLD && !(gametic&31) && ((gametic>>5)&3) == i ) { static char turbomessage[80]; extern char *player_names[4]; sprintf (turbomessage, "%s is turbo!",player_names[i]); players[consoleplayer].message = turbomessage; } if (netgame && !netdemo && !(gametic%ticdup) ) { if (gametic > BACKUPTICS && consistancy[i][buf] != cmd->consistancy) { I_Error ("consistency failure (%i should be %i)", cmd->consistancy, consistancy[i][buf]); } if (players[i].mo) consistancy[i][buf] = players[i].mo->x; else consistancy[i][buf] = rndindex; } } } // check for special buttons for (i=0 ; i>BTS_SAVESHIFT; gameaction = ga_savegame; break; } } } } // 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 = MAXHEALTH; p->readyweapon = p->pendingweapon = wp_pistol; p->weaponowned[wp_fist] = true; p->weaponowned[wp_pistol] = true; p->ammo[am_clip] = 50; for (i=0 ; imaxammo[i] = maxammo[i]; } // // G_CheckSpot // Returns false if the player cannot be respawned // at the given mapthing_t spot // because something is occupying it // void P_SpawnPlayer (mapthing_t* mthing); boolean G_CheckSpot ( int playernum, mapthing_t* mthing ) { fixed_t x; fixed_t y; subsector_t* ss; unsigned an; mobj_t* mo; int i; if (!players[playernum].mo) { // first spawn of level, before corpses for (i=0 ; ix == mthing->x << FRACBITS && players[i].mo->y == mthing->y << FRACBITS) return false; return true; } x = mthing->x << FRACBITS; y = mthing->y << FRACBITS; if (!P_CheckPosition (players[playernum].mo, x, y) ) return false; // flush an old corpse if needed if (bodyqueslot >= BODYQUESIZE) P_RemoveMobj (bodyque[bodyqueslot%BODYQUESIZE]); bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo; bodyqueslot++; // spawn a teleport fog ss = R_PointInSubsector (x,y); an = ( ANG45 * (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>16; *save_p++ = leveltime>>8; *save_p++ = leveltime; P_ArchivePlayers (); P_ArchiveWorld (); P_ArchiveThinkers (); P_ArchiveSpecials (); *save_p++ = 0x1d; // consistancy marker length = save_p - savebuffer; if (length > SAVEGAMESIZE) I_Error ("Savegame buffer overrun"); M_WriteFile (name, savebuffer, length); gameaction = ga_nothing; savedescription[0] = 0; players[consoleplayer].message = 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 ) { int i; if (paused) { paused = false; S_ResumeSound (); } if (skill > sk_nightmare) skill = sk_nightmare; // This was quite messy with SPECIAL and commented parts. // Supposedly hacks to make the latest edition work. // It might not work properly. if (episode < 1) episode = 1; if ( gamemode == retail ) { if (episode > 4) episode = 4; } else if ( gamemode == shareware ) { if (episode > 1) episode = 1; // only start episode 1 on shareware } else { if (episode > 3) episode = 3; } if (map < 1) map = 1; if ( (map > 9) && ( gamemode != commercial) ) map = 9; M_ClearRandom (); if (skill == sk_nightmare || respawnparm ) respawnmonsters = true; else respawnmonsters = false; if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) ) { for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++) states[i].tics >>= 1; mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT; mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT; mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT; } else if (skill != sk_nightmare && gameskill == sk_nightmare) { for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++) states[i].tics <<= 1; mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT; mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT; mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT; } // force players to be initialized upon first level load for (i=0 ; iforwardmove = ((signed char)*demo_p++); cmd->sidemove = ((signed char)*demo_p++); cmd->angleturn = ((unsigned char)*demo_p++)<<8; cmd->buttons = (unsigned char)*demo_p++; } void G_WriteDemoTiccmd (ticcmd_t* cmd) { if (gamekeydown['q']) // press q to end demo recording G_CheckDemoStatus (); *demo_p++ = cmd->forwardmove; *demo_p++ = cmd->sidemove; *demo_p++ = (cmd->angleturn+128)>>8; *demo_p++ = cmd->buttons; demo_p -= 4; if (demo_p > demoend - 16) { // no more space G_CheckDemoStatus (); return; } 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; i = M_CheckParm ("-maxdemo"); if (i && i #include "doomdef.h" #include "v_video.h" #include "m_swap.h" #include "hu_lib.h" #include "r_local.h" #include "r_draw.h" // boolean : whether the screen is always erased #define noterased viewwindowx extern boolean automapactive; // in AM_map.c void HUlib_init(void) { } void HUlib_clearTextLine(hu_textline_t* t) { t->len = 0; t->l[0] = 0; t->needsupdate = true; } void HUlib_initTextLine ( hu_textline_t* t, int x, int y, patch_t** f, int sc ) { t->x = x; t->y = y; t->f = f; t->sc = sc; HUlib_clearTextLine(t); } boolean HUlib_addCharToTextLine ( hu_textline_t* t, char ch ) { if (t->len == HU_MAXLINELENGTH) return false; else { t->l[t->len++] = ch; t->l[t->len] = 0; t->needsupdate = 4; return true; } } boolean HUlib_delCharFromTextLine(hu_textline_t* t) { if (!t->len) return false; else { t->l[--t->len] = 0; t->needsupdate = 4; return true; } } void HUlib_drawTextLine ( hu_textline_t* l, boolean drawcursor ) { int i; int w; int x; unsigned char c; // draw the new stuff x = l->x; for (i=0;ilen;i++) { c = toupper(l->l[i]); if (c != ' ' && c >= l->sc && c <= '_') { w = SHORT(l->f[c - l->sc]->width); if (x+w > SCREENWIDTH) break; V_DrawPatchDirect(x, l->y, FG, 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, FG, l->f['_' - l->sc]); } } // sorta called by HU_Erase and just better darn get things straight void HUlib_eraseTextLine(hu_textline_t* l) { int lh; int y; int yoffset; static boolean lastautomapactive = true; // Only erases when NOT in automap and the screen is reduced, // and the text must either need updating or refreshing // (because of a recent change back from the automap) if (!automapactive && viewwindowx && l->needsupdate) { lh = SHORT(l->f[0]->height) + 1; for (y=l->y,yoffset=y*SCREENWIDTH ; yy+lh ; y++,yoffset+=SCREENWIDTH) { if (y < viewwindowy || y >= viewwindowy + viewheight) R_VideoErase(yoffset, SCREENWIDTH); // erase entire line else { R_VideoErase(yoffset, viewwindowx); // erase left border R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx); // erase right border } } } lastautomapactive = automapactive; if (l->needsupdate) l->needsupdate--; } void HUlib_initSText ( hu_stext_t* s, int x, int y, int h, patch_t** font, int startchar, boolean* on ) { int i; s->h = h; s->on = on; s->laston = true; s->cl = 0; for (i=0;il[i], x, y - i*(SHORT(font[0]->height)+1), font, startchar); } void HUlib_addLineToSText(hu_stext_t* s) { int i; // add a clear line if (++s->cl == s->h) s->cl = 0; HUlib_clearTextLine(&s->l[s->cl]); // everything needs updating for (i=0 ; ih ; i++) s->l[i].needsupdate = 4; } void HUlib_addMessageToSText ( hu_stext_t* s, char* prefix, char* msg ) { HUlib_addLineToSText(s); if (prefix) while (*prefix) HUlib_addCharToTextLine(&s->l[s->cl], *(prefix++)); while (*msg) HUlib_addCharToTextLine(&s->l[s->cl], *(msg++)); } void HUlib_drawSText(hu_stext_t* s) { int i, idx; hu_textline_t *l; if (!*s->on) return; // if not on, don't draw // draw everything for (i=0 ; ih ; i++) { idx = s->cl - i; if (idx < 0) idx += s->h; // handle queue of lines l = &s->l[idx]; // need a decision made here on whether to skip the draw HUlib_drawTextLine(l, false); // no cursor, please } } void HUlib_eraseSText(hu_stext_t* s) { int i; for (i=0 ; ih ; i++) { if (s->laston && !*s->on) s->l[i].needsupdate = 4; HUlib_eraseTextLine(&s->l[i]); } s->laston = *s->on; } void HUlib_initIText ( hu_itext_t* it, int x, int y, patch_t** font, int startchar, boolean* on ) { it->lm = 0; // default left margin is start of text it->on = on; it->laston = true; HUlib_initTextLine(&it->l, x, y, font, startchar); } // The following deletion routines adhere to the left margin restriction void HUlib_delCharFromIText(hu_itext_t* it) { if (it->l.len != it->lm) HUlib_delCharFromTextLine(&it->l); } void HUlib_eraseLineFromIText(hu_itext_t* it) { while (it->lm != it->l.len) HUlib_delCharFromTextLine(&it->l); } // Resets left margin as well void HUlib_resetIText(hu_itext_t* it) { it->lm = 0; HUlib_clearTextLine(&it->l); } void HUlib_addPrefixToIText ( hu_itext_t* it, char* str ) { while (*str) HUlib_addCharToTextLine(&it->l, *(str++)); it->lm = it->l.len; } // wrapper function for handling general keyed input. // returns true if it ate the key boolean HUlib_keyInIText ( hu_itext_t* it, unsigned char ch ) { 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; } ================================================ FILE: linuxdoom-1.10/hu_lib.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: none // //----------------------------------------------------------------------------- #ifndef __HULIB__ #define __HULIB__ // We are referring to patches. #include "r_defs.h" // background and foreground screen numbers // different from other modules. #define BG 1 #define FG 0 // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/hu_stuff.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: Heads-up displays // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: hu_stuff.c,v 1.4 1997/02/03 16:47:52 b1 Exp $"; #include #include "doomdef.h" #include "z_zone.h" #include "m_swap.h" #include "hu_stuff.h" #include "hu_lib.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_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[] = { 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 }; const char* shiftxform; const char french_shiftxform[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, ' ', '!', '"', '#', '$', '%', '&', '"', // shift-' '(', ')', '*', '+', '?', // shift-, '_', // shift-- '>', // shift-. '?', // shift-/ '0', // shift-0 '1', // shift-1 '2', // shift-2 '3', // shift-3 '4', // shift-4 '5', // shift-5 '6', // shift-6 '7', // shift-7 '8', // shift-8 '9', // shift-9 '/', '.', // shift-; '<', '+', // shift-= '>', '?', '@', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '[', // shift-[ '!', // shift-backslash - OH MY GOD DOES WATCOM SUCK ']', // shift-] '"', '_', '\'', // shift-` 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '{', '|', '}', '~', 127 }; const char english_shiftxform[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, ' ', '!', '"', '#', '$', '%', '&', '"', // shift-' '(', ')', '*', '+', '<', // shift-, '_', // shift-- '>', // shift-. '?', // shift-/ ')', // shift-0 '!', // shift-1 '@', // shift-2 '#', // shift-3 '$', // shift-4 '%', // shift-5 '^', // shift-6 '&', // shift-7 '*', // shift-8 '(', // shift-9 ':', ':', // shift-; '<', '+', // shift-= '>', '?', '@', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '[', // shift-[ '!', // shift-backslash - OH MY GOD DOES WATCOM SUCK ']', // shift-] '"', '_', '\'', // shift-` 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '{', '|', '}', '~', 127 }; char frenchKeyMap[128]= { 0, 1,2,3,4,5,6,7,8,9,10, 11,12,13,14,15,16,17,18,19,20, 21,22,23,24,25,26,27,28,29,30, 31, ' ','!','"','#','$','%','&','%','(',')','*','+',';','-',':','!', '0','1','2','3','4','5','6','7','8','9',':','M','<','=','>','?', '@','Q','B','C','D','E','F','G','H','I','J','K','L',',','N','O', 'P','A','R','S','T','U','V','Z','X','Y','W','^','\\','$','^','_', '@','Q','B','C','D','E','F','G','H','I','J','K','L',',','N','O', 'P','A','R','S','T','U','V','Z','X','Y','W','^','\\','$','^',127 }; char ForeignTranslation(unsigned char ch) { return ch < 128 ? frenchKeyMap[ch] : ch; } void HU_Init(void) { int i; int j; char buffer[9]; if (french) shiftxform = french_shiftxform; else shiftxform = english_shiftxform; // load the heads-up font j = HU_FONTSTART; for (i=0;imessage && !message_nottobefuckedwith) || (plr->message && message_dontfuckwithme)) { HUlib_addMessageToSText(&w_message, 0, plr->message); plr->message = 0; message_on = true; message_counter = HU_MSGTIMEOUT; message_nottobefuckedwith = message_dontfuckwithme; message_dontfuckwithme = 0; } } // else message_on = false; // check for incoming chat characters if (netgame) { for (i=0 ; i= 'a' && c <= 'z') c = (char) shiftxform[(unsigned char) c]; 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, 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 = HUSTR_MSGU; } else { chatchars[head] = c; head = (head + 1) & (QUEUESIZE-1); } } char HU_dequeueChatChar(void) { char c; if (head != tail) { c = chatchars[tail]; tail = (tail + 1) & (QUEUESIZE-1); } else { c = 0; } return c; } boolean HU_Responder(event_t *ev) { static char lastmessage[HU_MAXLINELENGTH+1]; char* macromessage; boolean eatkey = false; static boolean shiftdown = false; static boolean altdown = false; unsigned char c; int i; int numplayers; static char destination_keys[MAXPLAYERS] = { HUSTR_KEYGREEN, HUSTR_KEYINDIGO, HUSTR_KEYBROWN, HUSTR_KEYRED }; static int num_nobrainers = 0; numplayers = 0; for (i=0 ; idata1 == KEY_RSHIFT) { shiftdown = ev->type == ev_keydown; return false; } else if (ev->data1 == KEY_RALT || ev->data1 == KEY_LALT) { altdown = ev->type == ev_keydown; return false; } if (ev->type != ev_keydown) return false; if (!chat_on) { if (ev->data1 == HU_MSGREFRESH) { message_on = true; message_counter = HU_MSGTIMEOUT; eatkey = true; } else if (netgame && ev->data1 == HU_INPUTTOGGLE) { eatkey = chat_on = true; HUlib_resetIText(&w_chat); HU_queueChatChar(HU_BROADCAST); } else if (netgame && numplayers > 2) { for (i=0; idata1 == 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 = HUSTR_TALKTOSELF1; else if (num_nobrainers < 6) plr->message = HUSTR_TALKTOSELF2; else if (num_nobrainers < 9) plr->message = HUSTR_TALKTOSELF3; else if (num_nobrainers < 32) plr->message = HUSTR_TALKTOSELF4; else plr->message = HUSTR_TALKTOSELF5; } } } } } else { c = ev->data1; // 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 { if (french) c = ForeignTranslation(c); if (shiftdown || (c >= 'a' && c <= 'z')) c = shiftxform[c]; 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; } ================================================ FILE: linuxdoom-1.10/hu_stuff.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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_MSGREFRESH KEY_ENTER #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); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/i_main.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Main program, simply calls D_DoomMain high level loop. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: i_main.c,v 1.4 1997/02/03 22:45:10 b1 Exp $"; #include "doomdef.h" #include "m_argv.h" #include "d_main.h" int main ( int argc, char** argv ) { myargc = argc; myargv = argv; D_DoomMain (); return 0; } ================================================ FILE: linuxdoom-1.10/i_net.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $"; #include #include #include #include #include #include #include #include #include #include #include "i_system.h" #include "d_event.h" #include "d_net.h" #include "m_argv.h" #include "doomstat.h" #ifdef __GNUG__ #pragma implementation "i_net.h" #endif #include "i_net.h" // For some odd reason... #define ntohl(x) \ ((unsigned long int)((((unsigned long int)(x) & 0x000000ffU) << 24) | \ (((unsigned long int)(x) & 0x0000ff00U) << 8) | \ (((unsigned long int)(x) & 0x00ff0000U) >> 8) | \ (((unsigned long int)(x) & 0xff000000U) >> 24))) #define ntohs(x) \ ((unsigned short int)((((unsigned short int)(x) & 0x00ff) << 8) | \ (((unsigned short int)(x) & 0xff00) >> 8))) \ #define htonl(x) ntohl(x) #define htons(x) ntohs(x) void NetSend (void); boolean NetListen (void); // // NETWORKING // int DOOMPORT = (IPPORT_USERRESERVED +0x1d ); int sendsocket; int insocket; struct sockaddr_in sendaddress[MAXNETNODES]; void (*netget) (void); void (*netsend) (void); // // UDPsocket // int UDPsocket (void) { int s; // allocate a socket s = socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP); if (s<0) I_Error ("can't create socket: %s",strerror(errno)); return s; } // // BindToLocalPort // void BindToLocalPort ( int s, int port ) { int v; struct sockaddr_in address; memset (&address, 0, sizeof(address)); address.sin_family = AF_INET; address.sin_addr.s_addr = INADDR_ANY; address.sin_port = port; v = bind (s, (void *)&address, sizeof(address)); if (v == -1) I_Error ("BindToPort: bind: %s", strerror(errno)); } // // PacketSend // void PacketSend (void) { int c; doomdata_t sw; // byte swap sw.checksum = htonl(netbuffer->checksum); sw.player = netbuffer->player; sw.retransmitfrom = netbuffer->retransmitfrom; sw.starttic = netbuffer->starttic; sw.numtics = netbuffer->numtics; for (c=0 ; c< netbuffer->numtics ; c++) { sw.cmds[c].forwardmove = netbuffer->cmds[c].forwardmove; sw.cmds[c].sidemove = netbuffer->cmds[c].sidemove; sw.cmds[c].angleturn = htons(netbuffer->cmds[c].angleturn); sw.cmds[c].consistancy = htons(netbuffer->cmds[c].consistancy); sw.cmds[c].chatchar = netbuffer->cmds[c].chatchar; sw.cmds[c].buttons = netbuffer->cmds[c].buttons; } //printf ("sending %i\n",gametic); c = sendto (sendsocket , &sw, doomcom->datalength ,0,(void *)&sendaddress[doomcom->remotenode] ,sizeof(sendaddress[doomcom->remotenode])); // if (c == -1) // I_Error ("SendPacket error: %s",strerror(errno)); } // // PacketGet // void PacketGet (void) { int i; int c; struct sockaddr_in fromaddress; int fromlen; doomdata_t sw; fromlen = sizeof(fromaddress); c = recvfrom (insocket, &sw, sizeof(sw), 0 , (struct sockaddr *)&fromaddress, &fromlen ); if (c == -1 ) { if (errno != EWOULDBLOCK) I_Error ("GetPacket: %s",strerror(errno)); doomcom->remotenode = -1; // no packet return; } { static int first=1; if (first) printf("len=%d:p=[0x%x 0x%x] \n", c, *(int*)&sw, *((int*)&sw+1)); first = 0; } // find remote node number for (i=0 ; inumnodes ; i++) if ( fromaddress.sin_addr.s_addr == sendaddress[i].sin_addr.s_addr ) break; if (i == doomcom->numnodes) { // packet is not from one of the players (new game broadcast) doomcom->remotenode = -1; // no packet return; } doomcom->remotenode = i; // good packet from a game player doomcom->datalength = c; // byte swap netbuffer->checksum = ntohl(sw.checksum); netbuffer->player = sw.player; netbuffer->retransmitfrom = sw.retransmitfrom; netbuffer->starttic = sw.starttic; netbuffer->numtics = sw.numtics; for (c=0 ; c< netbuffer->numtics ; c++) { netbuffer->cmds[c].forwardmove = sw.cmds[c].forwardmove; netbuffer->cmds[c].sidemove = sw.cmds[c].sidemove; netbuffer->cmds[c].angleturn = ntohs(sw.cmds[c].angleturn); netbuffer->cmds[c].consistancy = ntohs(sw.cmds[c].consistancy); netbuffer->cmds[c].chatchar = sw.cmds[c].chatchar; netbuffer->cmds[c].buttons = sw.cmds[c].buttons; } } int GetLocalAddress (void) { char hostname[1024]; struct hostent* hostentry; // host information entry int v; // get local address v = gethostname (hostname, sizeof(hostname)); if (v == -1) I_Error ("GetLocalAddress : gethostname: errno %d",errno); hostentry = gethostbyname (hostname); if (!hostentry) I_Error ("GetLocalAddress : gethostbyname: couldn't get local host"); return *(int *)hostentry->h_addr_list[0]; } // // I_InitNetwork // void I_InitNetwork (void) { boolean trueval = true; int i; int p; struct hostent* hostentry; // host information entry doomcom = malloc (sizeof (*doomcom) ); memset (doomcom, 0, sizeof(*doomcom) ); // set up for network i = M_CheckParm ("-dup"); if (i && i< myargc-1) { doomcom->ticdup = myargv[i+1][0]-'0'; if (doomcom->ticdup < 1) doomcom->ticdup = 1; if (doomcom->ticdup > 9) doomcom->ticdup = 9; } else doomcom-> ticdup = 1; if (M_CheckParm ("-extratic")) doomcom-> extratics = 1; else doomcom-> extratics = 0; p = M_CheckParm ("-port"); if (p && p ... i = M_CheckParm ("-net"); if (!i) { // single player game netgame = false; doomcom->id = DOOMCOM_ID; doomcom->numplayers = doomcom->numnodes = 1; doomcom->deathmatch = false; doomcom->consoleplayer = 0; return; } netsend = PacketSend; netget = PacketGet; netgame = true; // parse player number and host list doomcom->consoleplayer = myargv[i+1][0]-'1'; doomcom->numnodes = 1; // this node for sure i++; while (++i < myargc && myargv[i][0] != '-') { sendaddress[doomcom->numnodes].sin_family = AF_INET; sendaddress[doomcom->numnodes].sin_port = htons(DOOMPORT); if (myargv[i][0] == '.') { sendaddress[doomcom->numnodes].sin_addr.s_addr = inet_addr (myargv[i]+1); } else { hostentry = gethostbyname (myargv[i]); if (!hostentry) I_Error ("gethostbyname: couldn't find %s", myargv[i]); sendaddress[doomcom->numnodes].sin_addr.s_addr = *(int *)hostentry->h_addr_list[0]; } doomcom->numnodes++; } doomcom->id = DOOMCOM_ID; doomcom->numplayers = doomcom->numnodes; // build message to receive insocket = UDPsocket (); BindToLocalPort (insocket,htons(DOOMPORT)); ioctl (insocket, FIONBIO, &trueval); sendsocket = UDPsocket (); } void I_NetCmd (void) { if (doomcom->command == CMD_SEND) { netsend (); } else if (doomcom->command == CMD_GET) { netget (); } else I_Error ("Bad net cmd: %i\n",doomcom->command); } ================================================ FILE: linuxdoom-1.10/i_net.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific network interface stuff. // //----------------------------------------------------------------------------- #ifndef __I_NET__ #define __I_NET__ #ifdef __GNUG__ #pragma interface #endif // Called by D_DoomMain. void I_InitNetwork (void); void I_NetCmd (void); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/i_sound.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // System interface for sound. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: i_unix.c,v 1.5 1997/02/03 22:45:10 b1 Exp $"; #include #include #include #include #include #include #ifndef LINUX #include #endif #include #include #include // Linux voxware output. #include // Timer stuff. Experimental. #include #include #include "z_zone.h" #include "i_system.h" #include "i_sound.h" #include "m_argv.h" #include "m_misc.h" #include "w_wad.h" #include "doomdef.h" // UNIX hack, to be removed. #ifdef SNDSERV // Separate sound server process. FILE* sndserver=0; char* sndserver_filename = "./sndserver "; #elif SNDINTR // Update all 30 millisecs, approx. 30fps synchronized. // Linux resolution is allegedly 10 millisecs, // scale is microseconds. #define SOUND_INTERVAL 500 // Get the interrupt. Set duration in millisecs. int I_SoundSetTimer( int duration_of_tick ); void I_SoundDelTimer( void ); #else // None? #endif // A quick hack to establish a protocol between // synchronous mix buffer updates and asynchronous // audio writes. Probably redundant with gametic. static int flag = 0; // The number of internal mixing channels, // the samples calculated for each mixing step, // the size of the 16bit, 2 hardware channel (stereo) // mixing buffer, and the samplerate of the raw data. // Needed for calling the actual sound output. #define SAMPLECOUNT 512 #define NUM_CHANNELS 8 // It is 2 for 16bit, and 2 for two channels. #define BUFMUL 4 #define MIXBUFFERSIZE (SAMPLECOUNT*BUFMUL) #define SAMPLERATE 11025 // Hz #define SAMPLESIZE 2 // 16bit // The actual lengths of all sound effects. int lengths[NUMSFX]; // The actual output device. int audio_fd; // The global mixing buffer. // Basically, samples from all active internal channels // are modifed and added, and stored in the buffer // that is submitted to the audio device. signed short mixbuffer[MIXBUFFERSIZE]; // The channel step amount... unsigned int channelstep[NUM_CHANNELS]; // ... and a 0.16 bit remainder of last step. unsigned int channelstepremainder[NUM_CHANNELS]; // The channel data pointers, start and end. unsigned char* channels[NUM_CHANNELS]; unsigned char* channelsend[NUM_CHANNELS]; // Time/gametic that the channel started playing, // used to determine oldest, which automatically // has lowest priority. // In case number of active sounds exceeds // available channels. int channelstart[NUM_CHANNELS]; // The sound in channel handles, // determined on registration, // might be used to unregister/stop/modify, // currently unused. int channelhandles[NUM_CHANNELS]; // SFX id of the playing sound effect. // Used to catch duplicates (like chainsaw). int channelids[NUM_CHANNELS]; // Pitch to stepping lookup, unused. int steptable[256]; // Volume lookups. int vol_lookup[128*256]; // Hardware left and right channel volume lookup. int* channelleftvol_lookup[NUM_CHANNELS]; int* channelrightvol_lookup[NUM_CHANNELS]; // // Safe ioctl, convenience. // void myioctl ( int fd, int command, int* arg ) { int rc; extern int errno; rc = ioctl(fd, command, arg); if (rc < 0) { fprintf(stderr, "ioctl(dsp,%d,arg) failed\n", command); fprintf(stderr, "errno=%d\n", errno); exit(-1); } } // // This function loads the sound data from the WAD lump, // for single sound. // void* getsfx ( char* sfxname, int* len ) { unsigned char* sfx; unsigned char* paddedsfx; int i; int size; int paddedsize; char name[20]; int sfxlump; // Get the sound data from the WAD, allocate lump // in zone memory. sprintf(name, "ds%s", sfxname); // Now, there is a severe problem with the // sound handling, in it is not (yet/anymore) // gamemode aware. That means, sounds from // DOOM II will be requested even with DOOM // shareware. // The sound list is wired into sounds.c, // which sets the external variable. // I do not do runtime patches to that // variable. Instead, we will use a // default sound for replacement. if ( W_CheckNumForName(name) == -1 ) sfxlump = W_GetNumForName("dspistol"); else sfxlump = W_GetNumForName(name); size = W_LumpLength( sfxlump ); // Debug. // fprintf( stderr, "." ); //fprintf( stderr, " -loading %s (lump %d, %d bytes)\n", // sfxname, sfxlump, size ); //fflush( stderr ); sfx = (unsigned char*)W_CacheLumpNum( sfxlump, PU_STATIC ); // Pads the sound effect out to the mixing buffer size. // The original realloc would interfere with zone memory. paddedsize = ((size-8 + (SAMPLECOUNT-1)) / SAMPLECOUNT) * SAMPLECOUNT; // Allocate from zone memory. paddedsfx = (unsigned char*)Z_Malloc( paddedsize+8, PU_STATIC, 0 ); // ddt: (unsigned char *) realloc(sfx, paddedsize+8); // This should interfere with zone memory handling, // which does not kick in in the soundserver. // Now copy and pad. memcpy( paddedsfx, sfx, size ); for (i=size ; i> 16); ///(256*256); seperation = seperation - 257; rightvol = volume - ((volume*seperation*seperation) >> 16); // Sanity check, clamp volume. if (rightvol < 0 || rightvol > 127) I_Error("rightvol out of bounds"); if (leftvol < 0 || leftvol > 127) I_Error("leftvol out of bounds"); // Get the proper lookup table piece // for this volume level??? channelleftvol_lookup[slot] = &vol_lookup[leftvol*256]; channelrightvol_lookup[slot] = &vol_lookup[rightvol*256]; // Preserve sound SFX id, // e.g. for avoiding duplicates of chainsaw. channelids[slot] = sfxid; // You tell me. return rc; } // // SFX API // Note: this was called by S_Init. // However, whatever they did in the // old DPMS based DOS version, this // were simply dummies in the Linux // version. // See soundserver initdata(). // void I_SetChannels() { // Init internal lookups (raw data, mixing buffer, channels). // This function sets up internal lookups used during // the mixing process. int i; int j; int* steptablemid = steptable + 128; // Okay, reset internal mixing channels to zero. /*for (i=0; iname); return W_GetNumForName(namebuf); } // // Starting a sound means adding it // to the current list of active sounds // in the internal channels. // As the SFX info struct contains // e.g. a pointer to the raw data, // it is ignored. // As our sound handling does not handle // priority, it is ignored. // Pitching (that is, increased speed of playback) // is set, but currently not used by mixing. // int I_StartSound ( int id, int vol, int sep, int pitch, int priority ) { // UNUSED priority = 0; #ifdef SNDSERV if (sndserver) { fprintf(sndserver, "p%2.2x%2.2x%2.2x%2.2x\n", id, pitch, vol, sep); fflush(sndserver); } // warning: control reaches end of non-void function. return id; #else // Debug. //fprintf( stderr, "starting sound %d", id ); // Returns a handle (not used). id = addsfx( id, vol, steptable[pitch], sep ); // fprintf( stderr, "/handle is %d\n", id ); return id; #endif } void I_StopSound (int handle) { // You need the handle returned by StartSound. // Would be looping all channels, // tracking down the handle, // an setting the channel to zero. // UNUSED. handle = 0; } int I_SoundIsPlaying(int handle) { // Ouch. return gametic < handle; } // // This function loops all active (internal) sound // channels, retrieves a given number of samples // from the raw sound data, modifies it according // to the current (internal) channel parameters, // mixes the per channel samples into the global // mixbuffer, clamping it to the allowed range, // and sets up everything for transferring the // contents of the mixbuffer to the (two) // hardware channels (left and right, that is). // // This function currently supports only 16bit. // void I_UpdateSound( void ) { #ifdef SNDINTR // Debug. Count buffer misses with interrupt. static int misses = 0; #endif // Mix current sound data. // Data, from raw sound, for right and left. register unsigned int sample; register int dl; register int dr; // Pointers in global mixbuffer, left, right, end. signed short* leftout; signed short* rightout; signed short* leftend; // Step in mixbuffer, left and right, thus two. int step; // Mixing channel index. int chan; // Left and right channel // are in global mixbuffer, alternating. leftout = mixbuffer; rightout = mixbuffer+1; step = 2; // Determine end, for left channel only // (right channel is implicit). leftend = mixbuffer + SAMPLECOUNT*step; // Mix sounds into the mixing buffer. // Loop over step*SAMPLECOUNT, // that is 512 values for two channels. while (leftout != leftend) { // Reset left/right value. dl = 0; dr = 0; // Love thy L2 chache - made this a loop. // Now more channels could be set at compile time // as well. Thus loop those channels. for ( chan = 0; chan < NUM_CHANNELS; chan++ ) { // Check channel, if active. if (channels[ chan ]) { // Get the raw data from the channel. sample = *channels[ chan ]; // Add left and right part // for this channel (sound) // to the current data. // Adjust volume accordingly. dl += channelleftvol_lookup[ chan ][sample]; dr += channelrightvol_lookup[ chan ][sample]; // Increment index ??? channelstepremainder[ chan ] += channelstep[ chan ]; // MSB is next sample??? channels[ chan ] += channelstepremainder[ chan ] >> 16; // Limit to LSB??? channelstepremainder[ chan ] &= 65536-1; // Check whether we are done. if (channels[ chan ] >= channelsend[ chan ]) channels[ chan ] = 0; } } // Clamp to range. Left hardware channel. // Has been char instead of short. // if (dl > 127) *leftout = 127; // else if (dl < -128) *leftout = -128; // else *leftout = dl; if (dl > 0x7fff) *leftout = 0x7fff; else if (dl < -0x8000) *leftout = -0x8000; else *leftout = dl; // Same for right hardware channel. if (dr > 0x7fff) *rightout = 0x7fff; else if (dr < -0x8000) *rightout = -0x8000; else *rightout = dr; // Increment current pointers in mixbuffer. leftout += step; rightout += step; } #ifdef SNDINTR // Debug check. if ( flag ) { misses += flag; flag = 0; } if ( misses > 10 ) { fprintf( stderr, "I_SoundUpdate: missed 10 buffer writes\n"); misses = 0; } // Increment flag for update. flag++; #endif } // // This would be used to write out the mixbuffer // during each game loop update. // Updates sound buffer and audio device at runtime. // It is called during Timer interrupt with SNDINTR. // Mixing now done synchronous, and // only output be done asynchronous? // void I_SubmitSound(void) { // Write it to DSP device. write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL); } void I_UpdateSoundParams ( int handle, int vol, int sep, int pitch) { // I fail too see that this is used. // Would be using the handle to identify // on which channel the sound might be active, // and resetting the channel parameters. // UNUSED. handle = vol = sep = pitch = 0; } void I_ShutdownSound(void) { #ifdef SNDSERV if (sndserver) { // Send a "quit" command. fprintf(sndserver, "q\n"); fflush(sndserver); } #else // Wait till all pending sounds are finished. int done = 0; int i; // FIXME (below). fprintf( stderr, "I_ShutdownSound: NOT finishing pending sounds\n"); fflush( stderr ); while ( !done ) { for( i=0 ; i<8 && !channels[i] ; i++); // FIXME. No proper channel output. //if (i==8) done=1; } #ifdef SNDINTR I_SoundDelTimer(); #endif // Cleaning up -releasing the DSP device. close ( audio_fd ); #endif // Done. return; } void I_InitSound() { #ifdef SNDSERV char buffer[256]; if (getenv("DOOMWADDIR")) sprintf(buffer, "%s/%s", getenv("DOOMWADDIR"), sndserver_filename); else sprintf(buffer, "%s", sndserver_filename); // start sound process if ( !access(buffer, X_OK) ) { strcat(buffer, " -quiet"); sndserver = popen(buffer, "w"); } else fprintf(stderr, "Could not start sound server [%s]\n", buffer); #else int i; #ifdef SNDINTR fprintf( stderr, "I_SoundSetTimer: %d microsecs\n", SOUND_INTERVAL ); I_SoundSetTimer( SOUND_INTERVAL ); #endif // Secure and configure sound device first. fprintf( stderr, "I_InitSound: "); audio_fd = open("/dev/dsp", O_WRONLY); if (audio_fd<0) fprintf(stderr, "Could not open /dev/dsp\n"); i = 11 | (2<<16); myioctl(audio_fd, SNDCTL_DSP_SETFRAGMENT, &i); myioctl(audio_fd, SNDCTL_DSP_RESET, 0); i=SAMPLERATE; myioctl(audio_fd, SNDCTL_DSP_SPEED, &i); i=1; myioctl(audio_fd, SNDCTL_DSP_STEREO, &i); myioctl(audio_fd, SNDCTL_DSP_GETFMTS, &i); if (i&=AFMT_S16_LE) myioctl(audio_fd, SNDCTL_DSP_SETFMT, &i); else fprintf(stderr, "Could not play signed 16 data\n"); fprintf(stderr, " configured audio device\n" ); // Initialize external data (all sounds) at start, keep static. fprintf( stderr, "I_InitSound: "); for (i=1 ; idata; lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)]; } } fprintf( stderr, " pre-cached all sound data\n"); // Now initialize mixbuffer with zero. for ( i = 0; i< MIXBUFFERSIZE; i++ ) mixbuffer[i] = 0; // Finished initialization. fprintf(stderr, "I_InitSound: sound module ready\n"); #endif } // // MUSIC API. // Still no music done. // Remains. Dummies. // void I_InitMusic(void) { } void I_ShutdownMusic(void) { } static int looping=0; static int musicdies=-1; void I_PlaySong(int handle, int looping) { // UNUSED. handle = looping = 0; musicdies = gametic + TICRATE*30; } void I_PauseSong (int handle) { // UNUSED. handle = 0; } void I_ResumeSong (int handle) { // UNUSED. handle = 0; } void I_StopSong(int handle) { // UNUSED. handle = 0; looping = 0; musicdies = 0; } void I_UnRegisterSong(int handle) { // UNUSED. handle = 0; } int I_RegisterSong(void* data) { // UNUSED. data = NULL; return 1; } // Is the song playing? int I_QrySongPlaying(int handle) { // UNUSED. handle = 0; return looping || musicdies > gametic; } // // Experimental stuff. // A Linux timer interrupt, for asynchronous // sound output. // I ripped this out of the Timer class in // our Difference Engine, including a few // SUN remains... // #ifdef sun typedef sigset_t tSigSet; #else typedef int tSigSet; #endif // We might use SIGVTALRM and ITIMER_VIRTUAL, if the process // time independend timer happens to get lost due to heavy load. // SIGALRM and ITIMER_REAL doesn't really work well. // There are issues with profiling as well. static int /*__itimer_which*/ itimer = ITIMER_REAL; static int sig = SIGALRM; // Interrupt handler. void I_HandleSoundTimer( int ignore ) { // Debug. //fprintf( stderr, "%c", '+' ); fflush( stderr ); // Feed sound device if necesary. if ( flag ) { // See I_SubmitSound(). // Write it to DSP device. write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL); // Reset flag counter. flag = 0; } else return; // UNUSED, but required. ignore = 0; return; } // Get the interrupt. Set duration in millisecs. int I_SoundSetTimer( int duration_of_tick ) { // Needed for gametick clockwork. struct itimerval value; struct itimerval ovalue; struct sigaction act; struct sigaction oact; int res; // This sets to SA_ONESHOT and SA_NOMASK, thus we can not use it. // signal( _sig, handle_SIG_TICK ); // Now we have to change this attribute for repeated calls. act.sa_handler = I_HandleSoundTimer; #ifndef sun //ac t.sa_mask = _sig; #endif act.sa_flags = SA_RESTART; sigaction( sig, &act, &oact ); value.it_interval.tv_sec = 0; value.it_interval.tv_usec = duration_of_tick; value.it_value.tv_sec = 0; value.it_value.tv_usec = duration_of_tick; // Error is -1. res = setitimer( itimer, &value, &ovalue ); // Debug. if ( res == -1 ) fprintf( stderr, "I_SoundSetTimer: interrupt n.a.\n"); return res; } // Remove the interrupt. Set duration to zero. void I_SoundDelTimer() { // Debug. if ( I_SoundSetTimer( 0 ) == -1) fprintf( stderr, "I_SoundDelTimer: failed to remove interrupt. Doh!\n"); } ================================================ FILE: linuxdoom-1.10/i_sound.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // DESCRIPTION: // System interface, sound. // //----------------------------------------------------------------------------- #ifndef __I_SOUND__ #define __I_SOUND__ #include "doomdef.h" // UNIX hack, to be removed. #ifdef SNDSERV #include extern FILE* sndserver; extern char* sndserver_filename; #endif #include "doomstat.h" #include "sounds.h" // Init at program start... void I_InitSound(); // ... update sound buffer and audio device at runtime... void I_UpdateSound(void); void I_SubmitSound(void); // ... shut down and relase at program termination. void I_ShutdownSound(void); // // SFX I/O // // Initialize channels? void I_SetChannels(); // Get raw data lump index for sound descriptor. int I_GetSfxLumpNum (sfxinfo_t* sfxinfo ); // Starts a sound in a particular sound channel. int I_StartSound ( int id, int vol, int sep, int pitch, int priority ); // Stops a sound channel. void I_StopSound(int handle); // Called by S_*() functions // to see if a channel is still playing. // Returns 0 if no longer playing, 1 if playing. int I_SoundIsPlaying(int handle); // Updates the volume, separation, // and pitch of a sound channel. void I_UpdateSoundParams ( int handle, int vol, int sep, int pitch ); // // MUSIC I/O // void I_InitMusic(void); void I_ShutdownMusic(void); // Volume. void I_SetMusicVolume(int volume); // PAUSE game handling. void I_PauseSong(int handle); void I_ResumeSong(int handle); // Registers a song handle to song data. int I_RegisterSong(void *data); // Called by anything that wishes to start music. // plays a song, and when the song is done, // starts playing it again in an endless loop. // Horrible thing to do, considering. void I_PlaySong ( int handle, int looping ); // Stops a song over 3 seconds. void I_StopSong(int handle); // See above (register), then think backwards void I_UnRegisterSong(int handle); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/i_system.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $"; #include #include #include #include #include #include #include "doomdef.h" #include "m_misc.h" #include "i_video.h" #include "i_sound.h" #include "d_net.h" #include "g_game.h" #ifdef __GNUG__ #pragma implementation "i_system.h" #endif #include "i_system.h" int mb_used = 6; void I_Tactile ( int on, int off, int total ) { // UNUSED. on = off = total = 0; } ticcmd_t emptycmd; ticcmd_t* I_BaseTiccmd(void) { return &emptycmd; } int I_GetHeapSize (void) { return mb_used*1024*1024; } byte* I_ZoneBase (int* size) { *size = mb_used*1024*1024; return (byte *) malloc (*size); } // // I_GetTime // returns time in 1/70th second tics // int I_GetTime (void) { struct timeval tp; struct timezone tzp; int newtics; static int basetime=0; gettimeofday(&tp, &tzp); if (!basetime) basetime = tp.tv_sec; newtics = (tp.tv_sec-basetime)*TICRATE + tp.tv_usec*TICRATE/1000000; return newtics; } // // I_Init // void I_Init (void) { I_InitSound(); // I_InitGraphics(); } // // I_Quit // void I_Quit (void) { D_QuitNetGame (); I_ShutdownSound(); I_ShutdownMusic(); M_SaveDefaults (); I_ShutdownGraphics(); exit(0); } void I_WaitVBL(int count) { #ifdef SGI sginap(1); #else #ifdef SUN sleep(0); #else usleep (count * (1000000/70) ); #endif #endif } void I_BeginRead(void) { } void I_EndRead(void) { } byte* I_AllocLow(int length) { byte* mem; mem = (byte *)malloc (length); memset (mem,0,length); return mem; } // // I_Error // extern boolean demorecording; void I_Error (char *error, ...) { va_list argptr; // Message first. va_start (argptr,error); fprintf (stderr, "Error: "); vfprintf (stderr,error,argptr); fprintf (stderr, "\n"); va_end (argptr); fflush( stderr ); // Shutdown. Here might be other errors. if (demorecording) G_CheckDemoStatus(); D_QuitNetGame (); I_ShutdownGraphics(); exit(-1); } ================================================ FILE: linuxdoom-1.10/i_system.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __I_SYSTEM__ #define __I_SYSTEM__ #include "d_ticcmd.h" #include "d_event.h" #ifdef __GNUG__ #pragma interface #endif // Called by DoomMain. void I_Init (void); // Called by startup code // to get the ammount of memory to malloc // for the zone management. byte* I_ZoneBase (int *size); // Called by D_DoomLoop, // returns current time in tics. int I_GetTime (void); // // Called by D_DoomLoop, // called before processing any tics in a frame // (just after displaying a frame). // Time consuming syncronous operations // are performed here (joystick reading). // Can call D_PostEvent. // void I_StartFrame (void); // // Called by D_DoomLoop, // called before processing each tic in a frame. // Quick syncronous operations are performed here. // Can call D_PostEvent. void I_StartTic (void); // Asynchronous interrupt functions should maintain private queues // that are read by the synchronous functions // to be converted into events. // Either returns a null ticcmd, // or calls a loadable driver to build it. // This ticcmd will then be modified by the gameloop // for normal input. ticcmd_t* I_BaseTiccmd (void); // Called by M_Responder when quit is selected. // Clean exit, displays sell blurb. void I_Quit (void); // Allocates from low memory under dos, // just mallocs under unix byte* I_AllocLow (int length); void I_Tactile (int on, int off, int total); void I_Error (char *error, ...); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/i_video.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // DOOM graphics stuff for X11, UNIX. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: i_x.c,v 1.6 1997/02/03 22:45:10 b1 Exp $"; #include #include #include #include #include #include #include #include // Had to dig up XShm.c for this one. // It is in the libXext, but not in the XFree86 headers. #ifdef LINUX int XShmGetEventBase( Display* dpy ); // problems with g++? #endif #include #include #include #include #include #include #include #include "doomstat.h" #include "i_system.h" #include "v_video.h" #include "m_argv.h" #include "d_main.h" #include "doomdef.h" #define POINTER_WARP_COUNTDOWN 1 Display* X_display=0; Window X_mainWindow; Colormap X_cmap; Visual* X_visual; GC X_gc; XEvent X_event; int X_screen; XVisualInfo X_visualinfo; XImage* image; int X_width; int X_height; // MIT SHared Memory extension. boolean doShm; XShmSegmentInfo X_shminfo; int X_shmeventtype; // Fake mouse handling. // This cannot work properly w/o DGA. // Needs an invisible mouse cursor at least. boolean grabMouse; int doPointerWarp = POINTER_WARP_COUNTDOWN; // Blocky mode, // replace each 320x200 pixel with multiply*multiply pixels. // According to Dave Taylor, it still is a bonehead thing // to use .... static int multiply=1; // // Translates the key currently in X_event // int xlatekey(void) { int rc; switch(rc = XKeycodeToKeysym(X_display, X_event.xkey.keycode, 0)) { case XK_Left: rc = KEY_LEFTARROW; break; case XK_Right: rc = KEY_RIGHTARROW; break; case XK_Down: rc = KEY_DOWNARROW; break; case XK_Up: rc = KEY_UPARROW; break; case XK_Escape: rc = KEY_ESCAPE; break; case XK_Return: rc = KEY_ENTER; break; case XK_Tab: rc = KEY_TAB; break; case XK_F1: rc = KEY_F1; break; case XK_F2: rc = KEY_F2; break; case XK_F3: rc = KEY_F3; break; case XK_F4: rc = KEY_F4; break; case XK_F5: rc = KEY_F5; break; case XK_F6: rc = KEY_F6; break; case XK_F7: rc = KEY_F7; break; case XK_F8: rc = KEY_F8; break; case XK_F9: rc = KEY_F9; break; case XK_F10: rc = KEY_F10; break; case XK_F11: rc = KEY_F11; break; case XK_F12: rc = KEY_F12; break; case XK_BackSpace: case XK_Delete: rc = KEY_BACKSPACE; break; case XK_Pause: rc = KEY_PAUSE; break; case XK_KP_Equal: case XK_equal: rc = KEY_EQUALS; break; case XK_KP_Subtract: case XK_minus: rc = KEY_MINUS; break; case XK_Shift_L: case XK_Shift_R: rc = KEY_RSHIFT; break; case XK_Control_L: case XK_Control_R: rc = KEY_RCTRL; break; case XK_Alt_L: case XK_Meta_L: case XK_Alt_R: case XK_Meta_R: rc = KEY_RALT; break; default: if (rc >= XK_space && rc <= XK_asciitilde) rc = rc - XK_space + ' '; if (rc >= 'A' && rc <= 'Z') rc = rc - 'A' + 'a'; break; } return rc; } void I_ShutdownGraphics(void) { // Detach from X server if (!XShmDetach(X_display, &X_shminfo)) I_Error("XShmDetach() failed in I_ShutdownGraphics()"); // Release shared memory. shmdt(X_shminfo.shmaddr); shmctl(X_shminfo.shmid, IPC_RMID, 0); // Paranoia. image->data = NULL; } // // I_StartFrame // void I_StartFrame (void) { // er? } static int lastmousex = 0; static int lastmousey = 0; boolean mousemoved = false; boolean shmFinished; void I_GetEvent(void) { event_t event; // put event-grabbing stuff in here XNextEvent(X_display, &X_event); switch (X_event.type) { case KeyPress: event.type = ev_keydown; event.data1 = xlatekey(); D_PostEvent(&event); // fprintf(stderr, "k"); break; case KeyRelease: event.type = ev_keyup; event.data1 = xlatekey(); D_PostEvent(&event); // fprintf(stderr, "ku"); break; case ButtonPress: event.type = ev_mouse; event.data1 = (X_event.xbutton.state & Button1Mask) | (X_event.xbutton.state & Button2Mask ? 2 : 0) | (X_event.xbutton.state & Button3Mask ? 4 : 0) | (X_event.xbutton.button == Button1) | (X_event.xbutton.button == Button2 ? 2 : 0) | (X_event.xbutton.button == Button3 ? 4 : 0); event.data2 = event.data3 = 0; D_PostEvent(&event); // fprintf(stderr, "b"); break; case ButtonRelease: event.type = ev_mouse; event.data1 = (X_event.xbutton.state & Button1Mask) | (X_event.xbutton.state & Button2Mask ? 2 : 0) | (X_event.xbutton.state & Button3Mask ? 4 : 0); // suggest parentheses around arithmetic in operand of | event.data1 = event.data1 ^ (X_event.xbutton.button == Button1 ? 1 : 0) ^ (X_event.xbutton.button == Button2 ? 2 : 0) ^ (X_event.xbutton.button == Button3 ? 4 : 0); event.data2 = event.data3 = 0; D_PostEvent(&event); // fprintf(stderr, "bu"); break; case MotionNotify: event.type = ev_mouse; event.data1 = (X_event.xmotion.state & Button1Mask) | (X_event.xmotion.state & Button2Mask ? 2 : 0) | (X_event.xmotion.state & Button3Mask ? 4 : 0); event.data2 = (X_event.xmotion.x - lastmousex) << 2; event.data3 = (lastmousey - X_event.xmotion.y) << 2; if (event.data2 || event.data3) { lastmousex = X_event.xmotion.x; lastmousey = X_event.xmotion.y; if (X_event.xmotion.x != X_width/2 && X_event.xmotion.y != X_height/2) { D_PostEvent(&event); // fprintf(stderr, "m"); mousemoved = false; } else { mousemoved = true; } } break; case Expose: case ConfigureNotify: break; default: if (doShm && X_event.type == X_shmeventtype) shmFinished = true; break; } } Cursor createnullcursor ( Display* display, Window root ) { Pixmap cursormask; XGCValues xgc; GC gc; XColor dummycolour; Cursor cursor; cursormask = XCreatePixmap(display, root, 1, 1, 1/*depth*/); xgc.function = GXclear; gc = XCreateGC(display, cursormask, GCFunction, &xgc); XFillRectangle(display, cursormask, gc, 0, 0, 1, 1); dummycolour.pixel = 0; dummycolour.red = 0; dummycolour.flags = 04; cursor = XCreatePixmapCursor(display, cursormask, cursormask, &dummycolour,&dummycolour, 0,0); XFreePixmap(display,cursormask); XFreeGC(display,gc); return cursor; } // // I_StartTic // void I_StartTic (void) { if (!X_display) return; while (XPending(X_display)) I_GetEvent(); // Warp the pointer back to the middle of the window // or it will wander off - that is, the game will // loose input focus within X11. if (grabMouse) { if (!--doPointerWarp) { XWarpPointer( X_display, None, X_mainWindow, 0, 0, 0, 0, X_width/2, X_height/2); doPointerWarp = POINTER_WARP_COUNTDOWN; } } mousemoved = false; } // // I_UpdateNoBlit // void I_UpdateNoBlit (void) { // what is this? } // // I_FinishUpdate // void I_FinishUpdate (void) { static int lasttic; int tics; int i; // UNUSED static unsigned char *bigscreen=0; // draws little dots on the bottom of the screen if (devparm) { i = I_GetTime(); tics = i - lasttic; lasttic = i; if (tics > 20) tics = 20; for (i=0 ; idata[i*X_width]; y = SCREENHEIGHT; while (y--) { x = SCREENWIDTH; do { fouripixels = *ilineptr++; twoopixels = (fouripixels & 0xff000000) | ((fouripixels>>8) & 0xffff00) | ((fouripixels>>16) & 0xff); twomoreopixels = ((fouripixels<<16) & 0xff000000) | ((fouripixels<<8) & 0xffff00) | (fouripixels & 0xff); #ifdef __BIG_ENDIAN__ *olineptrs[0]++ = twoopixels; *olineptrs[1]++ = twoopixels; *olineptrs[0]++ = twomoreopixels; *olineptrs[1]++ = twomoreopixels; #else *olineptrs[0]++ = twomoreopixels; *olineptrs[1]++ = twomoreopixels; *olineptrs[0]++ = twoopixels; *olineptrs[1]++ = twoopixels; #endif } while (x-=4); olineptrs[0] += X_width/4; olineptrs[1] += X_width/4; } } else if (multiply == 3) { unsigned int *olineptrs[3]; unsigned int *ilineptr; int x, y, i; unsigned int fouropixels[3]; unsigned int fouripixels; ilineptr = (unsigned int *) (screens[0]); for (i=0 ; i<3 ; i++) olineptrs[i] = (unsigned int *) &image->data[i*X_width]; y = SCREENHEIGHT; while (y--) { x = SCREENWIDTH; do { fouripixels = *ilineptr++; fouropixels[0] = (fouripixels & 0xff000000) | ((fouripixels>>8) & 0xff0000) | ((fouripixels>>16) & 0xffff); fouropixels[1] = ((fouripixels<<8) & 0xff000000) | (fouripixels & 0xffff00) | ((fouripixels>>8) & 0xff); fouropixels[2] = ((fouripixels<<16) & 0xffff0000) | ((fouripixels<<8) & 0xff00) | (fouripixels & 0xff); #ifdef __BIG_ENDIAN__ *olineptrs[0]++ = fouropixels[0]; *olineptrs[1]++ = fouropixels[0]; *olineptrs[2]++ = fouropixels[0]; *olineptrs[0]++ = fouropixels[1]; *olineptrs[1]++ = fouropixels[1]; *olineptrs[2]++ = fouropixels[1]; *olineptrs[0]++ = fouropixels[2]; *olineptrs[1]++ = fouropixels[2]; *olineptrs[2]++ = fouropixels[2]; #else *olineptrs[0]++ = fouropixels[2]; *olineptrs[1]++ = fouropixels[2]; *olineptrs[2]++ = fouropixels[2]; *olineptrs[0]++ = fouropixels[1]; *olineptrs[1]++ = fouropixels[1]; *olineptrs[2]++ = fouropixels[1]; *olineptrs[0]++ = fouropixels[0]; *olineptrs[1]++ = fouropixels[0]; *olineptrs[2]++ = fouropixels[0]; #endif } while (x-=4); olineptrs[0] += 2*X_width/4; olineptrs[1] += 2*X_width/4; olineptrs[2] += 2*X_width/4; } } else if (multiply == 4) { // Broken. Gotta fix this some day. void Expand4(unsigned *, double *); Expand4 ((unsigned *)(screens[0]), (double *) (image->data)); } if (doShm) { if (!XShmPutImage( X_display, X_mainWindow, X_gc, image, 0, 0, 0, 0, X_width, X_height, True )) I_Error("XShmPutImage() failed\n"); // wait for it to finish and processes all input events shmFinished = false; do { I_GetEvent(); } while (!shmFinished); } else { // draw the image XPutImage( X_display, X_mainWindow, X_gc, image, 0, 0, 0, 0, X_width, X_height ); // sync up with server XSync(X_display, False); } } // // I_ReadScreen // void I_ReadScreen (byte* scr) { memcpy (scr, screens[0], SCREENWIDTH*SCREENHEIGHT); } // // Palette stuff. // static XColor colors[256]; void UploadNewPalette(Colormap cmap, byte *palette) { register int i; register int c; static boolean firstcall = true; #ifdef __cplusplus if (X_visualinfo.c_class == PseudoColor && X_visualinfo.depth == 8) #else if (X_visualinfo.class == PseudoColor && X_visualinfo.depth == 8) #endif { // initialize the colormap if (firstcall) { firstcall = false; for (i=0 ; i<256 ; i++) { colors[i].pixel = i; colors[i].flags = DoRed|DoGreen|DoBlue; } } // set the X colormap entries for (i=0 ; i<256 ; i++) { c = gammatable[usegamma][*palette++]; colors[i].red = (c<<8) + c; c = gammatable[usegamma][*palette++]; colors[i].green = (c<<8) + c; c = gammatable[usegamma][*palette++]; colors[i].blue = (c<<8) + c; } // store the colors to the current colormap XStoreColors(X_display, cmap, colors, 256); } } // // I_SetPalette // void I_SetPalette (byte* palette) { UploadNewPalette(X_cmap, palette); } // // This function is probably redundant, // if XShmDetach works properly. // ddt never detached the XShm memory, // thus there might have been stale // handles accumulating. // void grabsharedmemory(int size) { int key = ('d'<<24) | ('o'<<16) | ('o'<<8) | 'm'; struct shmid_ds shminfo; int minsize = 320*200; int id; int rc; // UNUSED int done=0; int pollution=5; // try to use what was here before do { id = shmget((key_t) key, minsize, 0777); // just get the id if (id != -1) { rc=shmctl(id, IPC_STAT, &shminfo); // get stats on it if (!rc) { if (shminfo.shm_nattch) { fprintf(stderr, "User %d appears to be running " "DOOM. Is that wise?\n", shminfo.shm_cpid); key++; } else { if (getuid() == shminfo.shm_perm.cuid) { rc = shmctl(id, IPC_RMID, 0); if (!rc) fprintf(stderr, "Was able to kill my old shared memory\n"); else I_Error("Was NOT able to kill my old shared memory"); id = shmget((key_t)key, size, IPC_CREAT|0777); if (id==-1) I_Error("Could not get shared memory"); rc=shmctl(id, IPC_STAT, &shminfo); break; } if (size >= shminfo.shm_segsz) { fprintf(stderr, "will use %d's stale shared memory\n", shminfo.shm_cpid); break; } else { fprintf(stderr, "warning: can't use stale " "shared memory belonging to id %d, " "key=0x%x\n", shminfo.shm_cpid, key); key++; } } } else { I_Error("could not get stats on key=%d", key); } } else { id = shmget((key_t)key, size, IPC_CREAT|0777); if (id==-1) { extern int errno; fprintf(stderr, "errno=%d\n", errno); I_Error("Could not get any shared memory"); } break; } } while (--pollution); if (!pollution) { I_Error("Sorry, system too polluted with stale " "shared memory segments.\n"); } X_shminfo.shmid = id; // attach to the shared memory segment image->data = X_shminfo.shmaddr = shmat(id, 0, 0); fprintf(stderr, "shared memory id=%d, addr=0x%x\n", id, (int) (image->data)); } void I_InitGraphics(void) { char* displayname; char* d; int n; int pnum; int x=0; int y=0; // warning: char format, different type arg char xsign=' '; char ysign=' '; int oktodraw; unsigned long attribmask; XSetWindowAttributes attribs; XGCValues xgcvalues; int valuemask; static int firsttime=1; if (!firsttime) return; firsttime = 0; signal(SIGINT, (void (*)(int)) I_Quit); if (M_CheckParm("-2")) multiply = 2; if (M_CheckParm("-3")) multiply = 3; if (M_CheckParm("-4")) multiply = 4; X_width = SCREENWIDTH * multiply; X_height = SCREENHEIGHT * multiply; // check for command-line display name if ( (pnum=M_CheckParm("-disp")) ) // suggest parentheses around assignment displayname = myargv[pnum+1]; else displayname = 0; // check if the user wants to grab the mouse (quite unnice) grabMouse = !!M_CheckParm("-grabmouse"); // check for command-line geometry if ( (pnum=M_CheckParm("-geom")) ) // suggest parentheses around assignment { // warning: char format, different type arg 3,5 n = sscanf(myargv[pnum+1], "%c%d%c%d", &xsign, &x, &ysign, &y); if (n==2) x = y = 0; else if (n==6) { if (xsign == '-') x = -x; if (ysign == '-') y = -y; } else I_Error("bad -geom parameter"); } // open the display X_display = XOpenDisplay(displayname); if (!X_display) { if (displayname) I_Error("Could not open display [%s]", displayname); else I_Error("Could not open display (DISPLAY=[%s])", getenv("DISPLAY")); } // use the default visual X_screen = DefaultScreen(X_display); if (!XMatchVisualInfo(X_display, X_screen, 8, PseudoColor, &X_visualinfo)) I_Error("xdoom currently only supports 256-color PseudoColor screens"); X_visual = X_visualinfo.visual; // check for the MITSHM extension doShm = XShmQueryExtension(X_display); // even if it's available, make sure it's a local connection if (doShm) { if (!displayname) displayname = (char *) getenv("DISPLAY"); if (displayname) { d = displayname; while (*d && (*d != ':')) d++; if (*d) *d = 0; if (!(!strcasecmp(displayname, "unix") || !*displayname)) doShm = false; } } fprintf(stderr, "Using MITSHM extension\n"); // create the colormap X_cmap = XCreateColormap(X_display, RootWindow(X_display, X_screen), X_visual, AllocAll); // setup attributes for main window attribmask = CWEventMask | CWColormap | CWBorderPixel; attribs.event_mask = KeyPressMask | KeyReleaseMask // | PointerMotionMask | ButtonPressMask | ButtonReleaseMask | ExposureMask; attribs.colormap = X_cmap; attribs.border_pixel = 0; // create the main window X_mainWindow = XCreateWindow( X_display, RootWindow(X_display, X_screen), x, y, X_width, X_height, 0, // borderwidth 8, // depth InputOutput, X_visual, attribmask, &attribs ); XDefineCursor(X_display, X_mainWindow, createnullcursor( X_display, X_mainWindow ) ); // create the GC valuemask = GCGraphicsExposures; xgcvalues.graphics_exposures = False; X_gc = XCreateGC( X_display, X_mainWindow, valuemask, &xgcvalues ); // map the window XMapWindow(X_display, X_mainWindow); // wait until it is OK to draw oktodraw = 0; while (!oktodraw) { XNextEvent(X_display, &X_event); if (X_event.type == Expose && !X_event.xexpose.count) { oktodraw = 1; } } // grabs the pointer so it is restricted to this window if (grabMouse) XGrabPointer(X_display, X_mainWindow, True, ButtonPressMask|ButtonReleaseMask|PointerMotionMask, GrabModeAsync, GrabModeAsync, X_mainWindow, None, CurrentTime); if (doShm) { X_shmeventtype = XShmGetEventBase(X_display) + ShmCompletion; // create the image image = XShmCreateImage( X_display, X_visual, 8, ZPixmap, 0, &X_shminfo, X_width, X_height ); grabsharedmemory(image->bytes_per_line * image->height); // UNUSED // create the shared memory segment // X_shminfo.shmid = shmget (IPC_PRIVATE, // image->bytes_per_line * image->height, IPC_CREAT | 0777); // if (X_shminfo.shmid < 0) // { // perror(""); // I_Error("shmget() failed in InitGraphics()"); // } // fprintf(stderr, "shared memory id=%d\n", X_shminfo.shmid); // attach to the shared memory segment // image->data = X_shminfo.shmaddr = shmat(X_shminfo.shmid, 0, 0); if (!image->data) { perror(""); I_Error("shmat() failed in InitGraphics()"); } // get the X server to attach to it if (!XShmAttach(X_display, &X_shminfo)) I_Error("XShmAttach() failed in InitGraphics()"); } else { image = XCreateImage( X_display, X_visual, 8, ZPixmap, 0, (char*)malloc(X_width * X_height), X_width, X_height, 8, X_width ); } if (multiply == 1) screens[0] = (unsigned char *) (image->data); else screens[0] = (unsigned char *) malloc (SCREENWIDTH * SCREENHEIGHT); } unsigned exptable[256]; void InitExpand (void) { int i; for (i=0 ; i<256 ; i++) exptable[i] = i | (i<<8) | (i<<16) | (i<<24); } double exptable2[256*256]; void InitExpand2 (void) { int i; int j; // UNUSED unsigned iexp, jexp; double* exp; union { double d; unsigned u[2]; } pixel; printf ("building exptable2...\n"); exp = exptable2; for (i=0 ; i<256 ; i++) { pixel.u[0] = i | (i<<8) | (i<<16) | (i<<24); for (j=0 ; j<256 ; j++) { pixel.u[1] = j | (j<<8) | (j<<16) | (j<<24); *exp++ = pixel.d; } } printf ("done.\n"); } int inited; void Expand4 ( unsigned* lineptr, double* xline ) { double dpixel; unsigned x; unsigned y; unsigned fourpixels; unsigned step; double* exp; exp = exptable2; if (!inited) { inited = 1; InitExpand2 (); } step = 3*SCREENWIDTH/2; y = SCREENHEIGHT-1; do { x = SCREENWIDTH; do { fourpixels = lineptr[0]; dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff0000)>>13) ); xline[0] = dpixel; xline[160] = dpixel; xline[320] = dpixel; xline[480] = dpixel; dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff)<<3 ) ); xline[1] = dpixel; xline[161] = dpixel; xline[321] = dpixel; xline[481] = dpixel; fourpixels = lineptr[1]; dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff0000)>>13) ); xline[2] = dpixel; xline[162] = dpixel; xline[322] = dpixel; xline[482] = dpixel; dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff)<<3 ) ); xline[3] = dpixel; xline[163] = dpixel; xline[323] = dpixel; xline[483] = dpixel; fourpixels = lineptr[2]; dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff0000)>>13) ); xline[4] = dpixel; xline[164] = dpixel; xline[324] = dpixel; xline[484] = dpixel; dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff)<<3 ) ); xline[5] = dpixel; xline[165] = dpixel; xline[325] = dpixel; xline[485] = dpixel; fourpixels = lineptr[3]; dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff0000)>>13) ); xline[6] = dpixel; xline[166] = dpixel; xline[326] = dpixel; xline[486] = dpixel; dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff)<<3 ) ); xline[7] = dpixel; xline[167] = dpixel; xline[327] = dpixel; xline[487] = dpixel; lineptr+=4; xline+=8; } while (x-=16); xline += step; } while (y--); } ================================================ FILE: linuxdoom-1.10/i_video.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __I_VIDEO__ #define __I_VIDEO__ #include "doomtype.h" #ifdef __GNUG__ #pragma interface #endif // Called by D_DoomMain, // determines the hardware configuration // and sets up the video mode void I_InitGraphics (void); void I_ShutdownGraphics(void); // Takes full 8 bit values. void I_SetPalette (byte* palette); void I_UpdateNoBlit (void); void I_FinishUpdate (void); // Wait for vertical retrace or pause a bit. void I_WaitVBL(int count); void I_ReadScreen (byte* scr); void I_BeginRead (void); void I_EndRead (void); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/info.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Thing frame/state LUT, // generated by multigen utilitiy. // This one is the original DOOM version, preserved. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: info.c,v 1.3 1997/01/26 07:45:00 b1 Exp $"; // Data. #include "sounds.h" #include "m_fixed.h" #ifdef __GNUG__ #pragma implementation "info.h" #endif #include "info.h" #include "p_mobj.h" char *sprnames[NUMSPRITES] = { "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" }; // 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 } }; ================================================ FILE: linuxdoom-1.10/info.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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; long frame; long tics; // void (*action) (); actionf_t action; statenum_t nextstate; long misc1, misc2; } state_t; extern state_t states[NUMSTATES]; extern char *sprnames[NUMSPRITES]; 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/m_argv.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_argv.c,v 1.1 1997/02/03 22:45:10 b1 Exp $"; #include int myargc; char** myargv; // // M_CheckParm // Checks for the given parameter // in the program's command line arguments. // Returns the argument number (1 to argc-1) // or 0 if not present int M_CheckParm (char *check) { int i; for (i = 1;ibox[BOXRIGHT]) box[BOXRIGHT] = x; if (ybox[BOXTOP]) box[BOXTOP] = y; } ================================================ FILE: linuxdoom-1.10/m_bbox.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Nil. // //----------------------------------------------------------------------------- #ifndef __M_BBOX__ #define __M_BBOX__ #include #include "m_fixed.h" // Bounding box coordinate storage. enum { BOXTOP, BOXBOTTOM, BOXLEFT, BOXRIGHT }; // bbox coordinates // Bounding box functions. void M_ClearBox (fixed_t* box); void M_AddToBox ( fixed_t* box, fixed_t x, fixed_t y ); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/m_cheat.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Cheat sequence checking. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_cheat.c,v 1.1 1997/02/03 21:24:34 b1 Exp $"; #include "m_cheat.h" // // CHEAT SEQUENCE PACKAGE // static int firsttime = 1; static unsigned char cheat_xlate_table[256]; // // Called in st_stuff module, which handles the input. // Returns a 1 if the cheat was successful, 0 if failed. // int cht_CheckCheat ( cheatseq_t* cht, char key ) { int i; int rc = 0; if (firsttime) { firsttime = 0; for (i=0;i<256;i++) cheat_xlate_table[i] = SCRAMBLE(i); } if (!cht->p) cht->p = cht->sequence; // initialize if first time if (*cht->p == 0) *(cht->p++) = key; else if (cheat_xlate_table[(unsigned char)key] == *cht->p) cht->p++; else cht->p = cht->sequence; if (*cht->p == 1) cht->p++; else if (*cht->p == 0xff) // end of sequence character { cht->p = cht->sequence; rc = 1; } return rc; } void cht_GetParam ( cheatseq_t* cht, char* buffer ) { unsigned char *p, c; p = cht->sequence; while (*(p++) != 1); do { c = *p; *(buffer++) = c; *(p++) = 0; } while (c && *p!=0xff ); if (*p==0xff) *buffer = 0; } ================================================ FILE: linuxdoom-1.10/m_cheat.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Cheat code checking. // //----------------------------------------------------------------------------- #ifndef __M_CHEAT__ #define __M_CHEAT__ // // CHEAT SEQUENCE PACKAGE // #define SCRAMBLE(a) \ ((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \ + (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7)) typedef struct { unsigned char* sequence; unsigned char* p; } cheatseq_t; int cht_CheckCheat ( cheatseq_t* cht, char key ); void cht_GetParam ( cheatseq_t* cht, char* buffer ); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/m_fixed.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Fixed point implementation. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $"; #include "stdlib.h" #include "doomtype.h" #include "i_system.h" #ifdef __GNUG__ #pragma implementation "m_fixed.h" #endif #include "m_fixed.h" // Fixme. __USE_C_FIXED__ or something. fixed_t FixedMul ( fixed_t a, fixed_t b ) { return ((long long) a * (long long) b) >> FRACBITS; } // // FixedDiv, C version. // fixed_t FixedDiv ( fixed_t a, fixed_t b ) { if ( (abs(a)>>14) >= abs(b)) return (a^b)<0 ? MININT : MAXINT; return FixedDiv2 (a,b); } fixed_t FixedDiv2 ( fixed_t a, fixed_t b ) { #if 0 long long c; c = ((long long)a<<16) / ((long long)b); return (fixed_t) c; #endif double c; c = ((double)a) / ((double)b) * FRACUNIT; if (c >= 2147483648.0 || c < -2147483648.0) I_Error("FixedDiv: divide by zero"); return (fixed_t) c; } ================================================ FILE: linuxdoom-1.10/m_fixed.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Fixed point arithemtics, implementation. // //----------------------------------------------------------------------------- #ifndef __M_FIXED__ #define __M_FIXED__ #ifdef __GNUG__ #pragma interface #endif // // Fixed point, 32bit as 16.16. // #define FRACBITS 16 #define FRACUNIT (1< #include #include #include #include #include #include "doomdef.h" #include "dstrings.h" #include "d_main.h" #include "i_system.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_swap.h" #include "s_sound.h" #include "doomstat.h" // Data. #include "sounds.h" #include "m_menu.h" extern patch_t* hu_font[HU_FONTSIZE]; extern boolean message_dontfuckwithme; extern boolean chat_on; // in heads-up code // // defaulted values // int mouseSensitivity; // has default // Show messages has default, 0 = off, 1 = on int showMessages; // Blocky mode, has default, 0 = high, 1 = normal int detailLevel; int screenblocks; // has default // 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); #define SAVESTRINGSIZE 24 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][/*8*/9] = {"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}, {2,"M_MSENS", M_ChangeSensitivity,'m'}, {-1,"",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}, {2,"M_MUSVOL",M_MusicVol,'m'}, {-1,"",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) { int handle; int count; int i; char name[256]; for (i = 0;i < load_end;i++) { if (M_CheckParm("-cdrom")) sprintf(name,"c:\\doomdata\\"SAVEGAMENAME"%d.dsg",i); else sprintf(name,SAVEGAMENAME"%d.dsg",i); handle = open (name, O_RDONLY | 0, 0666); if (handle == -1) { strcpy(&savegamestrings[i][0],EMPTYSTRING); LoadMenu[i].status = 0; continue; } count = read (handle, &savegamestrings[i], SAVESTRINGSIZE); close (handle); LoadMenu[i].status = 1; } } // // M_LoadGame & Cie. // void M_DrawLoad(void) { int i; V_DrawPatchDirect (72,28,0,W_CacheLumpName("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+7,0,W_CacheLumpName("M_LSLEFT",PU_CACHE)); for (i = 0;i < 24;i++) { V_DrawPatchDirect (x,y+7,0,W_CacheLumpName("M_LSCNTR",PU_CACHE)); x += 8; } V_DrawPatchDirect (x,y+7,0,W_CacheLumpName("M_LSRGHT",PU_CACHE)); } // // User wants to load this game // void M_LoadSelect(int choice) { char name[256]; if (M_CheckParm("-cdrom")) sprintf(name,"c:\\doomdata\\"SAVEGAMENAME"%d.dsg",choice); else sprintf(name,SAVEGAMENAME"%d.dsg",choice); G_LoadGame (name); M_ClearMenus (); } // // Selected from DOOM menu // void M_LoadGame (int choice) { if (netgame) { M_StartMessage(LOADNET,NULL,false); return; } M_SetupNextMenu(&LoadDef); M_ReadSaveStrings(); } // // M_SaveGame & Cie. // void M_DrawSave(void) { int i; V_DrawPatchDirect (72,28,0,W_CacheLumpName("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(SAVEDEAD,NULL,false); return; } if (gamestate != GS_LEVEL) return; M_SetupNextMenu(&SaveDef); M_ReadSaveStrings(); } // // M_QuickSave // char tempstring[80]; void M_QuickSaveResponse(int ch) { if (ch == 'y') { 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,QSPROMPT,savegamestrings[quickSaveSlot]); M_StartMessage(tempstring,M_QuickSaveResponse,true); } // // M_QuickLoad // void M_QuickLoadResponse(int ch) { if (ch == 'y') { M_LoadSelect(quickSaveSlot); S_StartSound(NULL,sfx_swtchx); } } void M_QuickLoad(void) { if (netgame) { M_StartMessage(QLOADNET,NULL,false); return; } if (quickSaveSlot < 0) { M_StartMessage(QSAVESPOT,NULL,false); return; } sprintf(tempstring,QLPROMPT,savegamestrings[quickSaveSlot]); M_StartMessage(tempstring,M_QuickLoadResponse,true); } // // Read This Menus // Had a "quick hack to fix romero bug" // void M_DrawReadThis1(void) { inhelpscreens = true; switch ( gamemode ) { case commercial: V_DrawPatchDirect (0,0,0,W_CacheLumpName("HELP",PU_CACHE)); break; case shareware: case registered: case retail: V_DrawPatchDirect (0,0,0,W_CacheLumpName("HELP1",PU_CACHE)); break; default: break; } return; } // // Read This Menus - optional second page. // void M_DrawReadThis2(void) { inhelpscreens = true; switch ( gamemode ) { case retail: case commercial: // This hack keeps us from having to change menus. V_DrawPatchDirect (0,0,0,W_CacheLumpName("CREDIT",PU_CACHE)); break; case shareware: case registered: V_DrawPatchDirect (0,0,0,W_CacheLumpName("HELP2",PU_CACHE)); break; default: break; } return; } // // Change Sfx & Music volumes // void M_DrawSound(void) { V_DrawPatchDirect (60,38,0,W_CacheLumpName("M_SVOL",PU_CACHE)); M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(sfx_vol+1), 16,snd_SfxVolume); M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(music_vol+1), 16,snd_MusicVolume); } void M_Sound(int choice) { M_SetupNextMenu(&SoundDef); } void M_SfxVol(int choice) { switch(choice) { case 0: if (snd_SfxVolume) snd_SfxVolume--; break; case 1: if (snd_SfxVolume < 15) snd_SfxVolume++; break; } S_SetSfxVolume(snd_SfxVolume /* *8 */); } void M_MusicVol(int choice) { switch(choice) { case 0: if (snd_MusicVolume) snd_MusicVolume--; break; case 1: if (snd_MusicVolume < 15) snd_MusicVolume++; break; } S_SetMusicVolume(snd_MusicVolume /* *8 */); } // // M_DrawMainMenu // void M_DrawMainMenu(void) { V_DrawPatchDirect (94,2,0,W_CacheLumpName("M_DOOM",PU_CACHE)); } // // M_NewGame // void M_DrawNewGame(void) { V_DrawPatchDirect (96,14,0,W_CacheLumpName("M_NEWG",PU_CACHE)); V_DrawPatchDirect (54,38,0,W_CacheLumpName("M_SKILL",PU_CACHE)); } void M_NewGame(int choice) { if (netgame && !demoplayback) { M_StartMessage(NEWGAME,NULL,false); return; } if ( gamemode == commercial ) M_SetupNextMenu(&NewDef); else M_SetupNextMenu(&EpiDef); } // // M_Episode // int epi; void M_DrawEpisode(void) { V_DrawPatchDirect (54,38,0,W_CacheLumpName("M_EPISOD",PU_CACHE)); } void M_VerifyNightmare(int ch) { if (ch != 'y') return; G_DeferedInitNew(nightmare,epi+1,1); M_ClearMenus (); } void M_ChooseSkill(int choice) { if (choice == nightmare) { M_StartMessage(NIGHTMARE,M_VerifyNightmare,true); return; } G_DeferedInitNew(choice,epi+1,1); M_ClearMenus (); } void M_Episode(int choice) { if ( (gamemode == shareware) && choice) { M_StartMessage(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 (108,15,0,W_CacheLumpName("M_OPTTTL",PU_CACHE)); V_DrawPatchDirect (OptionsDef.x + 175,OptionsDef.y+LINEHEIGHT*detail,0, W_CacheLumpName(detailNames[detailLevel],PU_CACHE)); V_DrawPatchDirect (OptionsDef.x + 120,OptionsDef.y+LINEHEIGHT*messages,0, W_CacheLumpName(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 = MSGOFF; else players[consoleplayer].message = MSGON ; message_dontfuckwithme = true; } // // M_EndGame // void M_EndGameResponse(int ch) { if (ch != 'y') 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(NETEND,NULL,false); return; } M_StartMessage(ENDGAME,M_EndGameResponse,true); } // // M_ReadThis // void M_ReadThis(int choice) { choice = 0; M_SetupNextMenu(&ReadDef1); } void M_ReadThis2(int choice) { choice = 0; M_SetupNextMenu(&ReadDef2); } 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 ch) { if (ch != 'y') 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 (); } void M_QuitDOOM(int choice) { // We pick index 0 which is language sensitive, // or one at random, between 1 and maximum number. if (language != english ) sprintf(endstring,"%s\n\n"DOSY, endmsg[0] ); else sprintf(endstring,"%s\n\n"DOSY, endmsg[ (gametic%(NUM_QUITMESSAGES-2))+1 ]); 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; // FIXME - does not work. Remove anyway? fprintf( stderr, "M_ChangeDetail: low detail mode n.a.\n"); return; /*R_SetViewSize (screenblocks, detailLevel); if (!detailLevel) players[consoleplayer].message = DETAILHI; else players[consoleplayer].message = 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,0,W_CacheLumpName("M_THERML",PU_CACHE)); xx += 8; for (i=0;ix - 10, menu->y+item*LINEHEIGHT - 1, 0, W_CacheLumpName("M_CELL1",PU_CACHE)); } void M_DrawSelCell ( menu_t* menu, int item ) { V_DrawPatchDirect (menu->x - 10, menu->y+item*LINEHEIGHT - 1, 0, W_CacheLumpName("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) { int 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) { int 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, 0, hu_font[c]); cx+=w; } } // // CONTROL PANEL // // // M_Responder // boolean M_Responder (event_t* ev) { int ch; 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; ch = -1; if (ev->type == ev_joystick && joywait < I_GetTime()) { if (ev->data3 == -1) { ch = KEY_UPARROW; joywait = I_GetTime() + 5; } else if (ev->data3 == 1) { ch = KEY_DOWNARROW; joywait = I_GetTime() + 5; } if (ev->data2 == -1) { ch = KEY_LEFTARROW; joywait = I_GetTime() + 2; } else if (ev->data2 == 1) { ch = KEY_RIGHTARROW; joywait = I_GetTime() + 2; } if (ev->data1&1) { ch = KEY_ENTER; joywait = I_GetTime() + 5; } if (ev->data1&2) { ch = KEY_BACKSPACE; joywait = I_GetTime() + 5; } } else { if (ev->type == ev_mouse && mousewait < I_GetTime()) { mousey += ev->data3; if (mousey < lasty-30) { ch = KEY_DOWNARROW; mousewait = I_GetTime() + 5; mousey = lasty -= 30; } else if (mousey > lasty+30) { ch = KEY_UPARROW; mousewait = I_GetTime() + 5; mousey = lasty += 30; } mousex += ev->data2; if (mousex < lastx-30) { ch = KEY_LEFTARROW; mousewait = I_GetTime() + 5; mousex = lastx -= 30; } else if (mousex > lastx+30) { ch = KEY_RIGHTARROW; mousewait = I_GetTime() + 5; mousex = lastx += 30; } if (ev->data1&1) { ch = KEY_ENTER; mousewait = I_GetTime() + 15; } if (ev->data1&2) { ch = KEY_BACKSPACE; mousewait = I_GetTime() + 15; } } else if (ev->type == ev_keydown) { ch = ev->data1; } } if (ch == -1) return false; // Save Game string input if (saveStringEnter) { switch(ch) { 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: ch = toupper(ch); if (ch != 32) if (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 == true && !(ch == ' ' || ch == 'n' || ch == 'y' || ch == KEY_ESCAPE)) return false; menuactive = messageLastMenuActive; messageToPrint = 0; if (messageRoutine) messageRoutine(ch); menuactive = false; S_StartSound(NULL,sfx_swtchx); return true; } if (devparm && ch == KEY_F1) { G_ScreenShot (); return true; } // F-Keys if (!menuactive) switch(ch) { case KEY_MINUS: // Screen size down if (automapactive || chat_on) return false; M_SizeDisplay(0); S_StartSound(NULL,sfx_stnmov); return true; case KEY_EQUALS: // Screen size up if (automapactive || chat_on) return false; M_SizeDisplay(1); S_StartSound(NULL,sfx_stnmov); return true; case KEY_F1: // Help key M_StartControlPanel (); if ( gamemode == retail ) currentMenu = &ReadDef2; else currentMenu = &ReadDef1; itemOn = 0; S_StartSound(NULL,sfx_swtchn); return true; case KEY_F2: // Save M_StartControlPanel(); S_StartSound(NULL,sfx_swtchn); M_SaveGame(0); return true; case KEY_F3: // Load M_StartControlPanel(); S_StartSound(NULL,sfx_swtchn); M_LoadGame(0); return true; case KEY_F4: // Sound Volume M_StartControlPanel (); currentMenu = &SoundDef; itemOn = sfx_vol; S_StartSound(NULL,sfx_swtchn); return true; case KEY_F5: // Detail toggle M_ChangeDetail(0); S_StartSound(NULL,sfx_swtchn); return true; case KEY_F6: // Quicksave S_StartSound(NULL,sfx_swtchn); M_QuickSave(); return true; case KEY_F7: // End game S_StartSound(NULL,sfx_swtchn); M_EndGame(0); return true; case KEY_F8: // Toggle messages M_ChangeMessages(0); S_StartSound(NULL,sfx_swtchn); return true; case KEY_F9: // Quickload S_StartSound(NULL,sfx_swtchn); M_QuickLoad(); return true; case KEY_F10: // Quit DOOM S_StartSound(NULL,sfx_swtchn); M_QuitDOOM(0); return true; case KEY_F11: // gamma toggle usegamma++; if (usegamma > 4) usegamma = 0; players[consoleplayer].message = gammamsg[usegamma]; I_SetPalette (W_CacheLumpName ("PLAYPAL",PU_CACHE)); return true; } // Pop-up menu? if (!menuactive) { if (ch == KEY_ESCAPE) { M_StartControlPanel (); S_StartSound(NULL,sfx_swtchn); return true; } return false; } // Keys usable within menu switch (ch) { case KEY_DOWNARROW: do { if (itemOn+1 > currentMenu->numitems-1) itemOn = 0; else itemOn++; S_StartSound(NULL,sfx_pstop); } while(currentMenu->menuitems[itemOn].status==-1); return true; case KEY_UPARROW: do { if (!itemOn) itemOn = currentMenu->numitems-1; else itemOn--; S_StartSound(NULL,sfx_pstop); } while(currentMenu->menuitems[itemOn].status==-1); return true; case KEY_LEFTARROW: if (currentMenu->menuitems[itemOn].routine && currentMenu->menuitems[itemOn].status == 2) { S_StartSound(NULL,sfx_stnmov); currentMenu->menuitems[itemOn].routine(0); } return true; case KEY_RIGHTARROW: if (currentMenu->menuitems[itemOn].routine && currentMenu->menuitems[itemOn].status == 2) { S_StartSound(NULL,sfx_stnmov); currentMenu->menuitems[itemOn].routine(1); } return true; case KEY_ENTER: 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; case KEY_ESCAPE: currentMenu->lastOn = itemOn; M_ClearMenus (); S_StartSound(NULL,sfx_swtchx); return true; case KEY_BACKSPACE: currentMenu->lastOn = itemOn; if (currentMenu->prevMenu) { currentMenu = currentMenu->prevMenu; itemOn = currentMenu->lastOn; S_StartSound(NULL,sfx_swtchn); } return true; default: 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; } break; } 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; short i; short max; char string[40]; int start; inhelpscreens = false; // Horiz. & Vertically center string and print it. if (messageToPrint) { start = 0; y = 100 - M_StringHeight(messageString)/2; while(*(messageString+start)) { for (i = 0;i < strlen(messageString+start);i++) if (*(messageString+start+i) == '\n') { memset(string,0,40); strncpy(string,messageString+start,i); start += i+1; break; } if (i == strlen(messageString+start)) { strcpy(string,messageString+start); start += i; } x = 160 - M_StringWidth(string)/2; M_WriteText(x,y,string); y += SHORT(hu_font[0]->height); } return; } if (!menuactive) return; if (currentMenu->routine) currentMenu->routine(); // call Draw routine // DRAW MENU x = currentMenu->x; y = currentMenu->y; max = currentMenu->numitems; for (i=0;imenuitems[i].name[0]) V_DrawPatchDirect (x,y,0, W_CacheLumpName(currentMenu->menuitems[i].name ,PU_CACHE)); y += LINEHEIGHT; } // DRAW SKULL V_DrawPatchDirect(x + SKULLXOFF,currentMenu->y - 5 + itemOn*LINEHEIGHT, 0, W_CacheLumpName(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: // This is used because DOOM 2 had only one HELP // page. I use CREDIT as second page now, but // kept this hack for educational purposes. MainMenu[readthis] = MainMenu[quitdoom]; MainDef.numitems--; MainDef.y += 8; NewDef.prevMenu = &MainDef; ReadDef1.routine = M_DrawReadThis1; ReadDef1.x = 330; ReadDef1.y = 165; ReadMenu1[0].routine = M_FinishReadThis; 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; } } ================================================ FILE: linuxdoom-1.10/m_menu.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/m_misc.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log:$ // // DESCRIPTION: // Main loop menu stuff. // Default Config File. // PCX Screenshots. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_misc.c,v 1.6 1997/02/03 22:45:10 b1 Exp $"; #include #include #include #include #include #include #include "doomdef.h" #include "z_zone.h" #include "m_swap.h" #include "m_argv.h" #include "w_wad.h" #include "i_system.h" #include "i_video.h" #include "v_video.h" #include "hu_stuff.h" // State. #include "doomstat.h" // Data. #include "dstrings.h" #include "m_misc.h" // // M_DrawText // Returns the final X coordinate // HU_Init must have been called to init the font // extern patch_t* hu_font[HU_FONTSIZE]; int M_DrawText ( int x, int y, boolean direct, char* string ) { int c; int w; while (*string) { c = toupper(*string) - HU_FONTSTART; string++; if (c < 0 || c> HU_FONTSIZE) { x += 4; continue; } w = SHORT (hu_font[c]->width); if (x+w > SCREENWIDTH) break; if (direct) V_DrawPatchDirect(x, y, 0, hu_font[c]); else V_DrawPatch(x, y, 0, hu_font[c]); x+=w; } return x; } // // M_WriteFile // #ifndef O_BINARY #define O_BINARY 0 #endif boolean M_WriteFile ( char const* name, void* source, int length ) { int handle; int count; handle = open ( name, O_WRONLY | O_CREAT | O_TRUNC | O_BINARY, 0666); if (handle == -1) return false; count = write (handle, source, length); close (handle); if (count < length) return false; return true; } // // M_ReadFile // int M_ReadFile ( char const* name, byte** buffer ) { int handle, count, length; struct stat fileinfo; byte *buf; handle = open (name, O_RDONLY | O_BINARY, 0666); if (handle == -1) I_Error ("Couldn't read file %s", name); if (fstat (handle,&fileinfo) == -1) I_Error ("Couldn't read file %s", name); length = fileinfo.st_size; buf = Z_Malloc (length, PU_STATIC, NULL); count = read (handle, buf, length); close (handle); if (count < length) I_Error ("Couldn't read file %s", name); *buffer = buf; return length; } // // DEFAULTS // int usemouse; int usejoystick; extern int key_right; extern int key_left; extern int key_up; extern int key_down; extern int key_strafeleft; extern int key_straferight; extern int key_fire; extern int key_use; extern int key_strafe; extern int key_speed; extern int mousebfire; extern int mousebstrafe; extern int mousebforward; extern int joybfire; extern int joybstrafe; extern int joybuse; extern int joybspeed; extern int viewwidth; extern int viewheight; extern int mouseSensitivity; extern int showMessages; extern int detailLevel; extern int screenblocks; extern int showMessages; // machine-independent sound params extern int numChannels; // UNIX hack, to be removed. #ifdef SNDSERV extern char* sndserver_filename; extern int mb_used; #endif #ifdef LINUX char* mousetype; char* mousedev; #endif extern char* chat_macros[]; typedef struct { char* name; int* location; int defaultvalue; int scantranslate; // PC scan code hack int untranslated; // lousy hack } default_t; default_t defaults[] = { {"mouse_sensitivity",&mouseSensitivity, 5}, {"sfx_volume",&snd_SfxVolume, 8}, {"music_volume",&snd_MusicVolume, 8}, {"show_messages",&showMessages, 1}, #ifdef NORMALUNIX {"key_right",&key_right, KEY_RIGHTARROW}, {"key_left",&key_left, KEY_LEFTARROW}, {"key_up",&key_up, KEY_UPARROW}, {"key_down",&key_down, KEY_DOWNARROW}, {"key_strafeleft",&key_strafeleft, ','}, {"key_straferight",&key_straferight, '.'}, {"key_fire",&key_fire, KEY_RCTRL}, {"key_use",&key_use, ' '}, {"key_strafe",&key_strafe, KEY_RALT}, {"key_speed",&key_speed, KEY_RSHIFT}, // UNIX hack, to be removed. #ifdef SNDSERV {"sndserver", (int *) &sndserver_filename, (int) "sndserver"}, {"mb_used", &mb_used, 2}, #endif #endif #ifdef LINUX {"mousedev", (int*)&mousedev, (int)"/dev/ttyS0"}, {"mousetype", (int*)&mousetype, (int)"microsoft"}, #endif {"use_mouse",&usemouse, 1}, {"mouseb_fire",&mousebfire,0}, {"mouseb_strafe",&mousebstrafe,1}, {"mouseb_forward",&mousebforward,2}, {"use_joystick",&usejoystick, 0}, {"joyb_fire",&joybfire,0}, {"joyb_strafe",&joybstrafe,1}, {"joyb_use",&joybuse,3}, {"joyb_speed",&joybspeed,2}, {"screenblocks",&screenblocks, 9}, {"detaillevel",&detailLevel, 0}, {"snd_channels",&numChannels, 3}, {"usegamma",&usegamma, 0}, {"chatmacro0", (int *) &chat_macros[0], (int) HUSTR_CHATMACRO0 }, {"chatmacro1", (int *) &chat_macros[1], (int) HUSTR_CHATMACRO1 }, {"chatmacro2", (int *) &chat_macros[2], (int) HUSTR_CHATMACRO2 }, {"chatmacro3", (int *) &chat_macros[3], (int) HUSTR_CHATMACRO3 }, {"chatmacro4", (int *) &chat_macros[4], (int) HUSTR_CHATMACRO4 }, {"chatmacro5", (int *) &chat_macros[5], (int) HUSTR_CHATMACRO5 }, {"chatmacro6", (int *) &chat_macros[6], (int) HUSTR_CHATMACRO6 }, {"chatmacro7", (int *) &chat_macros[7], (int) HUSTR_CHATMACRO7 }, {"chatmacro8", (int *) &chat_macros[8], (int) HUSTR_CHATMACRO8 }, {"chatmacro9", (int *) &chat_macros[9], (int) HUSTR_CHATMACRO9 } }; int numdefaults; char* defaultfile; // // M_SaveDefaults // void M_SaveDefaults (void) { int i; int v; FILE* f; f = fopen (defaultfile, "w"); if (!f) return; // can't write the file, but don't complain for (i=0 ; i -0xfff && defaults[i].defaultvalue < 0xfff) { v = *defaults[i].location; fprintf (f,"%s\t\t%i\n",defaults[i].name,v); } else { fprintf (f,"%s\t\t\"%s\"\n",defaults[i].name, * (char **) (defaults[i].location)); } } fclose (f); } // // M_LoadDefaults // extern byte scantokey[128]; void M_LoadDefaults (void) { int i; int len; FILE* f; char def[80]; char strparm[100]; char* newstring; int parm; boolean isstring; // set everything to base values numdefaults = sizeof(defaults)/sizeof(defaults[0]); for (i=0 ; imanufacturer = 0x0a; // PCX id pcx->version = 5; // 256 color pcx->encoding = 1; // uncompressed pcx->bits_per_pixel = 8; // 256 color pcx->xmin = 0; pcx->ymin = 0; pcx->xmax = SHORT(width-1); pcx->ymax = SHORT(height-1); pcx->hres = SHORT(width); pcx->vres = SHORT(height); memset (pcx->palette,0,sizeof(pcx->palette)); pcx->color_planes = 1; // chunky image pcx->bytes_per_line = SHORT(width); pcx->palette_type = SHORT(2); // not a grey scale memset (pcx->filler,0,sizeof(pcx->filler)); // pack the image pack = &pcx->data; for (i=0 ; i>8) | (x<<8); } // Swapping 32bit. unsigned long SwapLONG( unsigned long x) { return (x>>24) | ((x>>8) & 0xff00) | ((x<<8) & 0xff0000) | (x<<24); } #endif ================================================ FILE: linuxdoom-1.10/m_swap.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Endianess handling, swapping 16bit and 32bit. // //----------------------------------------------------------------------------- #ifndef __M_SWAP__ #define __M_SWAP__ #ifdef __GNUG__ #pragma interface #endif // Endianess handling. // WAD files are stored little endian. #ifdef __BIG_ENDIAN__ short SwapSHORT(short); long SwapLONG(long); #define SHORT(x) ((short)SwapSHORT((unsigned short) (x))) #define LONG(x) ((long)SwapLONG((unsigned long) (x))) #else #define SHORT(x) (x) #define LONG(x) (x) #endif #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/p_ceilng.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: Ceiling aninmation (lowering, crushing, raising) // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_ceilng.c,v 1.4 1997/02/03 16:47:53 b1 Exp $"; #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((mobj_t *)&ceiling->sector->soundorg, sfx_stnmov); // ? break; } } if (res == pastdest) { switch(ceiling->type) { case raiseToHighest: P_RemoveActiveCeiling(ceiling); break; case silentCrushAndRaise: S_StartSound((mobj_t *)&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((mobj_t *)&ceiling->sector->soundorg, sfx_stnmov); } } if (res == pastdest) { switch(ceiling->type) { case silentCrushAndRaise: S_StartSound((mobj_t *)&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; } ================================================ FILE: linuxdoom-1.10/p_doors.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: Door animation code (opening/closing) // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_doors.c,v 1.4 1997/02/03 16:47:53 b1 Exp $"; #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 "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((mobj_t *)&door->sector->soundorg, sfx_bdcls); break; case normal: door->direction = -1; // time to go back down S_StartSound((mobj_t *)&door->sector->soundorg, sfx_dorcls); break; case close30ThenOpen: door->direction = 1; S_StartSound((mobj_t *)&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((mobj_t *)&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((mobj_t *)&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 = 35*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((mobj_t *)&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 = 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 = 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 = 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((mobj_t *)&door->sector->soundorg, sfx_bdcls); break; case close: door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->direction = -1; S_StartSound((mobj_t *)&door->sector->soundorg, sfx_dorcls); break; case close30ThenOpen: door->topheight = sec->ceilingheight; door->direction = -1; S_StartSound((mobj_t *)&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((mobj_t *)&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((mobj_t *)&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 = 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 = 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 = 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 door->direction = -1; // start going down immediately } return; } } // for proper sound switch(line->special) { case 117: // BLAZING DOOR RAISE case 118: // BLAZING DOOR OPEN S_StartSound((mobj_t *)&sec->soundorg,sfx_bdopn); break; case 1: // NORMAL DOOR SOUND case 31: S_StartSound((mobj_t *)&sec->soundorg,sfx_doropn); break; default: // LOCKED DOOR SOUND S_StartSound((mobj_t *)&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 * 35; } // // 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 * 35; } // 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 ================================================ FILE: linuxdoom-1.10/p_enemy.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Enemy thinking, AI. // Action Pointer Functions // that are associated with states/frames. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_enemy.c,v 1.5 1997/02/03 22:45:11 b1 Exp $"; #include #include "m_random.h" #include "i_system.h" #include "doomdef.h" #include "p_local.h" #include "s_sound.h" #include "g_game.h" // State. #include "doomstat.h" #include "r_state.h" // Data. #include "sounds.h" typedef enum { DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_NODIR, NUMDIRS } dirtype_t; // // P_NewChaseDir related LUT. // dirtype_t opposite[] = { DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR }; dirtype_t diags[] = { DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST }; void A_Fall (mobj_t *actor); // // ENEMY THINKING // Enemies are allways spawned // with targetplayer = -1, threshold = 0 // Most monsters are spawned unaware of all players, // but some can be made preaware // // // Called by P_NoiseAlert. // Recursively traverse adjacent sectors, // sound blocking lines cut off traversal. // mobj_t* soundtarget; void P_RecursiveSound ( sector_t* sec, int soundblocks ) { int i; line_t* check; sector_t* other; // wake up all monsters in this sector if (sec->validcount == validcount && sec->soundtraversed <= soundblocks+1) { return; // already flooded } sec->validcount = validcount; sec->soundtraversed = soundblocks+1; sec->soundtarget = soundtarget; for (i=0 ;ilinecount ; i++) { check = sec->lines[i]; if (! (check->flags & ML_TWOSIDED) ) continue; P_LineOpening (check); if (openrange <= 0) continue; // closed door if ( sides[ check->sidenum[0] ].sector == sec) other = sides[ check->sidenum[1] ] .sector; else other = sides[ check->sidenum[0] ].sector; if (check->flags & ML_SOUNDBLOCK) { if (!soundblocks) P_RecursiveSound (other, 1); } else P_RecursiveSound (other, soundblocks); } } // // P_NoiseAlert // If a monster yells at a player, // it will alert other monsters to the player. // void P_NoiseAlert ( mobj_t* target, mobj_t* emmiter ) { soundtarget = target; validcount++; P_RecursiveSound (emmiter->subsector->sector, 0); } // // P_CheckMeleeRange // boolean P_CheckMeleeRange (mobj_t* actor) { mobj_t* pl; fixed_t dist; if (!actor->target) return false; pl = actor->target; dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y); if (dist >= MELEERANGE-20*FRACUNIT+pl->info->radius) return false; if (! P_CheckSight (actor, actor->target) ) return false; return true; } // // P_CheckMissileRange // boolean P_CheckMissileRange (mobj_t* actor) { fixed_t dist; if (! P_CheckSight (actor, actor->target) ) return false; if ( actor->flags & MF_JUSTHIT ) { // the target just hit the enemy, // so fight back! actor->flags &= ~MF_JUSTHIT; return true; } if (actor->reactiontime) return false; // do not attack yet // OPTIMIZE: get this from a global checksight dist = P_AproxDistance ( actor->x-actor->target->x, actor->y-actor->target->y) - 64*FRACUNIT; if (!actor->info->meleestate) dist -= 128*FRACUNIT; // no melee attack, so fire more dist >>= 16; if (actor->type == MT_VILE) { if (dist > 14*64) return false; // too far away } if (actor->type == MT_UNDEAD) { if (dist < 196) return false; // close for fist attack dist >>= 1; } if (actor->type == MT_CYBORG || actor->type == MT_SPIDER || actor->type == MT_SKULL) { dist >>= 1; } if (dist > 200) dist = 200; if (actor->type == MT_CYBORG && dist > 160) dist = 160; if (P_Random () < dist) return false; return true; } // // P_Move // Move in the current direction, // returns false if the move is blocked. // fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}; fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}; #define MAXSPECIALCROSS 8 extern line_t* spechit[MAXSPECIALCROSS]; extern int numspechit; boolean P_Move (mobj_t* actor) { fixed_t tryx; fixed_t tryy; line_t* ld; // warning: 'catch', 'throw', and 'try' // are all C++ reserved words boolean try_ok; boolean good; if (actor->movedir == DI_NODIR) return false; if ((unsigned)actor->movedir >= 8) I_Error ("Weird actor->movedir!"); tryx = actor->x + actor->info->speed*xspeed[actor->movedir]; tryy = actor->y + actor->info->speed*yspeed[actor->movedir]; try_ok = P_TryMove (actor, tryx, tryy); if (!try_ok) { // open any specials if (actor->flags & MF_FLOAT && floatok) { // must adjust height if (actor->z < tmfloorz) actor->z += FLOATSPEED; else actor->z -= FLOATSPEED; actor->flags |= MF_INFLOAT; return true; } if (!numspechit) return false; actor->movedir = DI_NODIR; good = false; while (numspechit--) { ld = spechit[numspechit]; // if the special is not a door // that can be opened, // return false if (P_UseSpecialLine (actor, ld,0)) good = true; } return good; } else { actor->flags &= ~MF_INFLOAT; } if (! (actor->flags & MF_FLOAT) ) actor->z = actor->floorz; return true; } // // TryWalk // Attempts to move actor on // in its current (ob->moveangle) direction. // If blocked by either a wall or an actor // returns FALSE // If move is either clear or blocked only by a door, // returns TRUE and sets... // If a door is in the way, // an OpenDoor call is made to start it opening. // boolean P_TryWalk (mobj_t* actor) { if (!P_Move (actor)) { return false; } actor->movecount = P_Random()&15; return true; } void P_NewChaseDir (mobj_t* actor) { fixed_t deltax; fixed_t deltay; dirtype_t d[3]; int tdir; dirtype_t olddir; dirtype_t turnaround; if (!actor->target) I_Error ("P_NewChaseDir: called with no target"); olddir = actor->movedir; turnaround=opposite[olddir]; deltax = actor->target->x - actor->x; deltay = actor->target->y - actor->y; if (deltax>10*FRACUNIT) d[1]= DI_EAST; else if (deltax<-10*FRACUNIT) d[1]= DI_WEST; else d[1]=DI_NODIR; if (deltay<-10*FRACUNIT) d[2]= DI_SOUTH; else if (deltay>10*FRACUNIT) d[2]= DI_NORTH; else d[2]=DI_NODIR; // try direct route if (d[1] != DI_NODIR && d[2] != DI_NODIR) { actor->movedir = diags[((deltay<0)<<1)+(deltax>0)]; if (actor->movedir != 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!=turnaround) { actor->movedir =tdir; if ( P_TryWalk(actor) ) return; } } } else { for ( tdir=DI_SOUTHEAST; tdir != (DI_EAST-1); tdir-- ) { if (tdir!=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; unsigned an; dest = actor->tracer; if (!dest) return; // don't move it if the vile lost sight if (!P_CheckSight (actor->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; int an; A_FaceTarget (actor); // Change direction to ... actor->angle += FATSPREAD; P_SpawnMissile (actor, actor->target, MT_FATSHOT); mo = P_SpawnMissile (actor, 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; int an; A_FaceTarget (actor); // Now here choose opposite deviation. actor->angle -= FATSPREAD; P_SpawnMissile (actor, actor->target, MT_FATSHOT); mo = P_SpawnMissile (actor, 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; int an; A_FaceTarget (actor); mo = P_SpawnMissile (actor, 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, 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 ); } // // 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 { switch(gameepisode) { case 1: if (gamemap != 8) return; if (mo->type != MT_BRUISER) return; break; case 2: if (gamemap != 8) return; if (mo->type != MT_CYBORG) return; break; case 3: if (gamemap != 8) return; if (mo->type != MT_SPIDER) return; break; case 4: switch(gamemap) { case 6: if (mo->type != MT_CYBORG) return; break; case 8: if (mo->type != MT_SPIDER) return; break; default: return; break; } break; default: if (gamemap != 8) return; break; } } // make sure there is a player alive for victory for (i=0 ; i 0) break; if (i==MAXPLAYERS) return; // no one left alive, so do not end game // scan the remaining thinkers to see // if all bosses are dead for (th = thinkercap.next ; th != &thinkercap ; th=th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2 != mo && mo2->type == mo->type && mo2->health > 0) { // other boss not dead return; } } // victory! if ( gamemode == commercial) { if (gamemap == 7) { if (mo->type == MT_FATSO) { junk.tag = 666; EV_DoFloor(&junk,lowerFloorToLowest); return; } if (mo->type == MT_BABY) { junk.tag = 667; EV_DoFloor(&junk,raiseToTexture); return; } } } else { switch(gameepisode) { case 1: junk.tag = 666; EV_DoFloor (&junk, lowerFloorToLowest); return; break; case 4: switch(gamemap) { case 6: junk.tag = 666; EV_DoDoor (&junk, blazeOpen); return; break; case 8: junk.tag = 666; EV_DoFloor (&junk, lowerFloorToLowest); return; break; } } } G_ExitLevel (); } void A_Hoof (mobj_t* mo) { S_StartSound (mo, sfx_hoof); A_Chase (mo); } void A_Metal (mobj_t* mo) { S_StartSound (mo, sfx_metal); A_Chase (mo); } void A_BabyMetal (mobj_t* mo) { S_StartSound (mo, sfx_bspwlk); A_Chase (mo); } void A_OpenShotgun2 ( player_t* player, pspdef_t* psp ) { S_StartSound (player->mo, sfx_dbopn); } void A_LoadShotgun2 ( player_t* player, pspdef_t* psp ) { S_StartSound (player->mo, sfx_dbload); } void A_ReFire ( player_t* player, pspdef_t* psp ); void A_CloseShotgun2 ( player_t* player, pspdef_t* psp ) { S_StartSound (player->mo, sfx_dbcls); A_ReFire(player,psp); } mobj_t* braintargets[32]; int numbraintargets; int braintargeton; 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 = 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); } ================================================ FILE: linuxdoom-1.10/p_floor.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Floor animation: raising stairs. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_floor.c,v 1.4 1997/02/03 16:47:54 b1 Exp $"; #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((mobj_t *)&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((mobj_t *)&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 = MAXINT; 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; fixed_t speed; 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; } ================================================ FILE: linuxdoom-1.10/p_inter.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Handling interactions (i.e., collisions). // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_inter.c,v 1.4 1997/02/03 22:45:11 b1 Exp $"; // Data. #include "doomdef.h" #include "dstrings.h" #include "sounds.h" #include "doomstat.h" #include "m_random.h" #include "i_system.h" #include "am_map.h" #include "p_local.h" #include "s_sound.h" #ifdef __GNUG__ #pragma implementation "p_inter.h" #endif #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 < 0 || 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, 1)) return; player->message = GOTARMOR; break; case SPR_ARM2: if (!P_GiveArmor (player, 2)) return; player->message = GOTMEGA; break; // bonus items case SPR_BON1: player->health++; // can go over 100% if (player->health > 200) player->health = 200; player->mo->health = player->health; player->message = GOTHTHBONUS; break; case SPR_BON2: player->armorpoints++; // can go over 100% if (player->armorpoints > 200) player->armorpoints = 200; if (!player->armortype) player->armortype = 1; player->message = GOTARMBONUS; break; case SPR_SOUL: player->health += 100; if (player->health > 200) player->health = 200; player->mo->health = player->health; player->message = GOTSUPER; sound = sfx_getpow; break; case SPR_MEGA: if (gamemode != commercial) return; player->health = 200; player->mo->health = player->health; P_GiveArmor (player,2); player->message = GOTMSPHERE; sound = sfx_getpow; break; // cards // leave cards for everyone case SPR_BKEY: if (!player->cards[it_bluecard]) player->message = GOTBLUECARD; P_GiveCard (player, it_bluecard); if (!netgame) break; return; case SPR_YKEY: if (!player->cards[it_yellowcard]) player->message = GOTYELWCARD; P_GiveCard (player, it_yellowcard); if (!netgame) break; return; case SPR_RKEY: if (!player->cards[it_redcard]) player->message = GOTREDCARD; P_GiveCard (player, it_redcard); if (!netgame) break; return; case SPR_BSKU: if (!player->cards[it_blueskull]) player->message = GOTBLUESKUL; P_GiveCard (player, it_blueskull); if (!netgame) break; return; case SPR_YSKU: if (!player->cards[it_yellowskull]) player->message = GOTYELWSKUL; P_GiveCard (player, it_yellowskull); if (!netgame) break; return; case SPR_RSKU: if (!player->cards[it_redskull]) player->message = GOTREDSKULL; P_GiveCard (player, it_redskull); if (!netgame) break; return; // medikits, heals case SPR_STIM: if (!P_GiveBody (player, 10)) return; player->message = GOTSTIM; break; case SPR_MEDI: if (!P_GiveBody (player, 25)) return; if (player->health < 25) player->message = GOTMEDINEED; else player->message = GOTMEDIKIT; break; // power ups case SPR_PINV: if (!P_GivePower (player, pw_invulnerability)) return; player->message = GOTINVUL; sound = sfx_getpow; break; case SPR_PSTR: if (!P_GivePower (player, pw_strength)) return; player->message = 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 = GOTINVIS; sound = sfx_getpow; break; case SPR_SUIT: if (!P_GivePower (player, pw_ironfeet)) return; player->message = GOTSUIT; sound = sfx_getpow; break; case SPR_PMAP: if (!P_GivePower (player, pw_allmap)) return; player->message = GOTMAP; sound = sfx_getpow; break; case SPR_PVIS: if (!P_GivePower (player, pw_infrared)) return; player->message = 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 = GOTCLIP; break; case SPR_AMMO: if (!P_GiveAmmo (player, am_clip,5)) return; player->message = GOTCLIPBOX; break; case SPR_ROCK: if (!P_GiveAmmo (player, am_misl,1)) return; player->message = GOTROCKET; break; case SPR_BROK: if (!P_GiveAmmo (player, am_misl,5)) return; player->message = GOTROCKBOX; break; case SPR_CELL: if (!P_GiveAmmo (player, am_cell,1)) return; player->message = GOTCELL; break; case SPR_CELP: if (!P_GiveAmmo (player, am_cell,5)) return; player->message = GOTCELLBOX; break; case SPR_SHEL: if (!P_GiveAmmo (player, am_shell,1)) return; player->message = GOTSHELLS; break; case SPR_SBOX: if (!P_GiveAmmo (player, am_shell,5)) return; player->message = GOTSHELLBOX; break; case SPR_BPAK: if (!player->backpack) { for (i=0 ; imaxammo[i] *= 2; player->backpack = true; } for (i=0 ; imessage = GOTBACKPACK; break; // weapons case SPR_BFUG: if (!P_GiveWeapon (player, wp_bfg, false) ) return; player->message = GOTBFG9000; sound = sfx_wpnup; break; case SPR_MGUN: if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) ) return; player->message = GOTCHAINGUN; sound = sfx_wpnup; break; case SPR_CSAW: if (!P_GiveWeapon (player, wp_chainsaw, false) ) return; player->message = GOTCHAINSAW; sound = sfx_wpnup; break; case SPR_LAUN: if (!P_GiveWeapon (player, wp_missile, false) ) return; player->message = GOTLAUNCHER; sound = sfx_wpnup; break; case SPR_PLAS: if (!P_GiveWeapon (player, wp_plasma, false) ) return; player->message = GOTPLASMA; sound = sfx_wpnup; break; case SPR_SHOT: if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) ) return; player->message = GOTSHOTGUN; sound = sfx_wpnup; break; case SPR_SGN2: if (!P_GiveWeapon (player, wp_supershotgun, special->flags&MF_DROPPED ) ) return; player->message = 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); // 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); } } ================================================ FILE: linuxdoom-1.10/p_inter.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // // //----------------------------------------------------------------------------- #ifndef __P_INTER__ #define __P_INTER__ #ifdef __GNUG__ #pragma interface #endif boolean P_GivePower(player_t*, int); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/p_lights.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Handle Sector base lighting effects. // Muzzle flash? // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_lights.c,v 1.5 1997/02/03 22:45:11 b1 Exp $"; #include "z_zone.h" #include "m_random.h" #include "doomdef.h" #include "p_local.h" // State. #include "r_state.h" // // FIRELIGHT FLICKER // // // T_FireFlicker // void T_FireFlicker (fireflicker_t* flick) { int amount; if (--flick->count) return; amount = (P_Random()&3)*16; if (flick->sector->lightlevel - amount < flick->minlight) flick->sector->lightlevel = flick->minlight; else flick->sector->lightlevel = flick->maxlight - amount; flick->count = 4; } // // P_SpawnFireFlicker // void P_SpawnFireFlicker (sector_t* sector) { fireflicker_t* flick; // Note that we are resetting sector attributes. // Nothing special about it during gameplay. sector->special = 0; flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0); P_AddThinker (&flick->thinker); flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker; flick->sector = sector; flick->maxlight = sector->lightlevel; flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16; flick->count = 4; } // // BROKEN LIGHT FLASHING // // // T_LightFlash // Do flashing lights. // void T_LightFlash (lightflash_t* flash) { if (--flash->count) return; if (flash->sector->lightlevel == flash->maxlight) { flash-> sector->lightlevel = flash->minlight; flash->count = (P_Random()&flash->mintime)+1; } else { flash-> sector->lightlevel = flash->maxlight; flash->count = (P_Random()&flash->maxtime)+1; } } // // P_SpawnLightFlash // After the map has been loaded, scan each sector // for specials that spawn thinkers // void P_SpawnLightFlash (sector_t* sector) { lightflash_t* flash; // nothing special about it during gameplay sector->special = 0; flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0); P_AddThinker (&flash->thinker); flash->thinker.function.acp1 = (actionf_p1) T_LightFlash; flash->sector = sector; flash->maxlight = sector->lightlevel; flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel); flash->maxtime = 64; flash->mintime = 7; flash->count = (P_Random()&flash->maxtime)+1; } // // STROBE LIGHT FLASHING // // // T_StrobeFlash // void T_StrobeFlash (strobe_t* flash) { if (--flash->count) return; if (flash->sector->lightlevel == flash->minlight) { flash-> sector->lightlevel = flash->maxlight; flash->count = flash->brighttime; } else { flash-> sector->lightlevel = flash->minlight; flash->count =flash->darktime; } } // // P_SpawnStrobeFlash // After the map has been loaded, scan each sector // for specials that spawn thinkers // void P_SpawnStrobeFlash ( sector_t* sector, int fastOrSlow, int inSync ) { strobe_t* flash; flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0); P_AddThinker (&flash->thinker); flash->sector = sector; flash->darktime = fastOrSlow; flash->brighttime = STROBEBRIGHT; flash->thinker.function.acp1 = (actionf_p1) T_StrobeFlash; flash->maxlight = sector->lightlevel; flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel); if (flash->minlight == flash->maxlight) flash->minlight = 0; // nothing special about it during gameplay sector->special = 0; if (!inSync) flash->count = (P_Random()&7)+1; else flash->count = 1; } // // Start strobing lights (usually from a trigger) // void EV_StartLightStrobing(line_t* line) { int secnum; sector_t* sec; secnum = -1; while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; if (sec->specialdata) continue; P_SpawnStrobeFlash (sec,SLOWDARK, 0); } } // // TURN LINE'S TAG LIGHTS OFF // void EV_TurnTagLightsOff(line_t* line) { int i; int j; int min; sector_t* sector; sector_t* tsec; line_t* templine; sector = sectors; for (j = 0;j < numsectors; j++, sector++) { if (sector->tag == line->tag) { min = sector->lightlevel; for (i = 0;i < sector->linecount; i++) { templine = sector->lines[i]; tsec = getNextSector(templine,sector); if (!tsec) continue; if (tsec->lightlevel < min) min = tsec->lightlevel; } sector->lightlevel = min; } } } // // TURN LINE'S TAG LIGHTS ON // void EV_LightTurnOn ( line_t* line, int bright ) { int i; int j; sector_t* sector; sector_t* temp; line_t* templine; sector = sectors; for (i=0;itag == line->tag) { // bright = 0 means to search // for highest light level // surrounding sector if (!bright) { for (j = 0;j < sector->linecount; j++) { templine = sector->lines[j]; temp = getNextSector(templine,sector); if (!temp) continue; if (temp->lightlevel > bright) bright = temp->lightlevel; } } sector-> lightlevel = bright; } } } // // Spawn glowing light // void T_Glow(glow_t* g) { switch(g->direction) { case -1: // DOWN g->sector->lightlevel -= GLOWSPEED; if (g->sector->lightlevel <= g->minlight) { g->sector->lightlevel += GLOWSPEED; g->direction = 1; } break; case 1: // UP g->sector->lightlevel += GLOWSPEED; if (g->sector->lightlevel >= g->maxlight) { g->sector->lightlevel -= GLOWSPEED; g->direction = -1; } break; } } void P_SpawnGlowingLight(sector_t* sector) { glow_t* g; g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0); P_AddThinker(&g->thinker); g->sector = sector; g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel); g->maxlight = sector->lightlevel; g->thinker.function.acp1 = (actionf_p1) T_Glow; g->direction = -1; sector->special = 0; } ================================================ FILE: linuxdoom-1.10/p_local.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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 MININT #define ONCEILINGZ MAXINT // 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); 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; #define MAXINTERCEPTS 128 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__ //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/p_map.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Movement, collision handling. // Shooting and aiming. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_map.c,v 1.5 1997/02/03 22:45:11 b1 Exp $"; #include #include "m_bbox.h" #include "m_random.h" #include "i_system.h" #include "doomdef.h" #include "p_local.h" #include "s_sound.h" // State. #include "doomstat.h" #include "r_state.h" // Data. #include "sounds.h" 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 #define MAXSPECIALCROSS 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 // // // 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++; } 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; if (thing->type != MT_PLAYER) { // 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; angle >>= ANGLETOFINESHIFT; shootthing = t1; x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; // can't shoot outside view angles topslope = 100*FRACUNIT/160; bottomslope = -100*FRACUNIT/160; attackrange = distance; linetarget = NULL; P_PathTraverse ( t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse ); if (linetarget) return aimslope; return 0; } // // P_LineAttack // If damage == 0, it is just a test trace // that will leave linetarget set. // void P_LineAttack ( mobj_t* t1, angle_t angle, fixed_t distance, fixed_t slope, int damage ) { fixed_t x2; fixed_t y2; angle >>= ANGLETOFINESHIFT; shootthing = t1; la_damage = damage; x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; attackrange = distance; aimslope = slope; P_PathTraverse ( t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_ShootTraverse ); } // // USE LINES // mobj_t* usething; boolean PTR_UseTraverse (intercept_t* in) { int side; if (!in->d.line->special) { P_LineOpening (in->d.line); if (openrange <= 0) { S_StartSound (usething, sfx_noway); // can't use through a wall return false; } // not a special line, but keep checking return true ; } side = 0; if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1) side = 1; // return false; // don't use back side P_UseSpecialLine (usething, in->d.line, side); // can't use for than one special line in a row return false; } // // P_UseLines // Looks for special lines in front of the player to activate. // void P_UseLines (player_t* player) { int angle; fixed_t x1; fixed_t y1; fixed_t x2; fixed_t y2; usething = player->mo; angle = player->mo->angle >> ANGLETOFINESHIFT; x1 = player->mo->x; y1 = player->mo->y; x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle]; y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle]; P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse ); } // // RADIUS ATTACK // mobj_t* bombsource; mobj_t* bombspot; int bombdamage; // // PIT_RadiusAttack // "bombsource" is the creature // that caused the explosion at "bombspot". // boolean PIT_RadiusAttack (mobj_t* thing) { fixed_t dx; fixed_t dy; fixed_t dist; if (!(thing->flags & MF_SHOOTABLE) ) return true; // Boss spider and cyborg // take no damage from concussion. if (thing->type == MT_CYBORG || thing->type == MT_SPIDER) return true; dx = abs(thing->x - bombspot->x); dy = abs(thing->y - bombspot->y); dist = dx>dy ? dx : dy; dist = (dist - thing->radius) >> FRACBITS; if (dist < 0) dist = 0; if (dist >= bombdamage) return true; // out of range if ( P_CheckSight (thing, bombspot) ) { // must be in direct path P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist); } return true; } // // P_RadiusAttack // Source is the creature that caused the explosion at spot. // void P_RadiusAttack ( mobj_t* spot, mobj_t* source, int damage ) { int x; int y; int xl; int xh; int yl; int yh; fixed_t dist; dist = (damage+MAXRADIUS)<y + dist - bmaporgy)>>MAPBLOCKSHIFT; yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; bombspot = spot; bombsource = source; bombdamage = damage; for (y=yl ; y<=yh ; y++) for (x=xl ; x<=xh ; x++) P_BlockThingsIterator (x, y, PIT_RadiusAttack ); } // // SECTOR HEIGHT CHANGING // After modifying a sectors floor or ceiling height, // call this routine to adjust the positions // of all things that touch the sector. // // If anything doesn't fit anymore, true will be returned. // If crunch is true, they will take damage // as they are being crushed. // If Crunch is false, you should set the sector height back // the way it was and call P_ChangeSector again // to undo the changes. // boolean crushchange; boolean nofit; // // PIT_ChangeSector // boolean PIT_ChangeSector (mobj_t* thing) { mobj_t* mo; if (P_ThingHeightClip (thing)) { // keep checking return true; } // crunch bodies to giblets if (thing->health <= 0) { P_SetMobjState (thing, S_GIBS); thing->flags &= ~MF_SOLID; thing->height = 0; thing->radius = 0; // keep checking return true; } // crunch dropped items if (thing->flags & MF_DROPPED) { P_RemoveMobj (thing); // keep checking return true; } if (! (thing->flags & MF_SHOOTABLE) ) { // assume it is bloody gibs or something return true; } nofit = true; if (crushchange && !(leveltime&3) ) { P_DamageMobj(thing,NULL,NULL,10); // spray blood in a random direction mo = P_SpawnMobj (thing->x, thing->y, thing->z + thing->height/2, MT_BLOOD); mo->momx = (P_Random() - P_Random ())<<12; mo->momy = (P_Random() - P_Random ())<<12; } // keep checking (crush other things) return true; } // // P_ChangeSector // boolean P_ChangeSector ( sector_t* sector, boolean crunch ) { int x; int y; nofit = false; crushchange = crunch; // re-check heights for all things near the moving sector for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++) for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++) P_BlockThingsIterator (x, y, PIT_ChangeSector); return nofit; } ================================================ FILE: linuxdoom-1.10/p_maputl.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Movement/collision utility functions, // as used by function in p_map.c. // BLOCKMAP Iterator functions, // and some PIT_* functions to use for iteration. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_maputl.c,v 1.5 1997/02/03 22:45:11 b1 Exp $"; #include #include "m_bbox.h" #include "doomdef.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; int p2; switch (ld->slopetype) { case ST_HORIZONTAL: p1 = tmbox[BOXTOP] > ld->v1->y; p2 = tmbox[BOXBOTTOM] > ld->v1->y; if (ld->dx < 0) { p1 ^= 1; p2 ^= 1; } break; case ST_VERTICAL: p1 = tmbox[BOXRIGHT] < ld->v1->x; p2 = tmbox[BOXLEFT] < ld->v1->x; if (ld->dy < 0) { p1 ^= 1; p2 ^= 1; } break; case ST_POSITIVE: p1 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXTOP], ld); p2 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld); break; case ST_NEGATIVE: p1 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXTOP], ld); p2 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld); break; } if (p1 == p2) return p1; return -1; } // // P_PointOnDivlineSide // Returns 0 or 1. // int P_PointOnDivlineSide ( fixed_t x, fixed_t y, divline_t* line ) { fixed_t dx; fixed_t dy; fixed_t left; fixed_t right; if (!line->dx) { if (x <= line->x) return line->dy > 0; return line->dy < 0; } if (!line->dy) { if (y <= line->y) return line->dx < 0; return line->dx > 0; } dx = (x - line->x); dy = (y - line->y); // try to quickly decide by looking at sign bits if ( (line->dy ^ line->dx ^ dx ^ dy)&0x80000000 ) { if ( (line->dy ^ dx) & 0x80000000 ) return 1; // (left is negative) return 0; } left = FixedMul ( line->dy>>8, dx>>8 ); right = FixedMul ( dy>>8 , line->dx>>8 ); if (right < left) return 0; // front side return 1; // back side } // // P_MakeDivline // void P_MakeDivline ( line_t* li, divline_t* dl ) { dl->x = li->v1->x; dl->y = li->v1->y; dl->dx = li->dx; dl->dy = li->dy; } // // P_InterceptVector // Returns the fractional intercept point // along the first divline. // This is only called by the addthings // and addlines traversers. // fixed_t P_InterceptVector ( divline_t* v2, divline_t* v1 ) { #if 1 fixed_t frac; fixed_t num; fixed_t den; den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy); if (den == 0) return 0; // I_Error ("P_InterceptVector: parallel"); num = FixedMul ( (v1->x - v2->x)>>8 ,v1->dy ) +FixedMul ( (v2->y - v1->y)>>8, v1->dx ); frac = FixedDiv (num , den); return frac; #else // UNUSED, float debug. float frac; float num; float den; float v1x; float v1y; float v1dx; float v1dy; float v2x; float v2y; float v2dx; float v2dy; v1x = (float)v1->x/FRACUNIT; v1y = (float)v1->y/FRACUNIT; v1dx = (float)v1->dx/FRACUNIT; v1dy = (float)v1->dy/FRACUNIT; v2x = (float)v2->x/FRACUNIT; v2y = (float)v2->y/FRACUNIT; v2dx = (float)v2->dx/FRACUNIT; v2dy = (float)v2->dy/FRACUNIT; den = v1dy*v2dx - v1dx*v2dy; if (den == 0) return 0; // parallel num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx; frac = num / den; return frac*FRACUNIT; #endif } // // P_LineOpening // Sets opentop and openbottom to the window // through a two sided line. // OPTIMIZE: keep this precalculated // fixed_t opentop; fixed_t openbottom; fixed_t openrange; fixed_t lowfloor; void P_LineOpening (line_t* linedef) { sector_t* front; sector_t* back; if (linedef->sidenum[1] == -1) { // single sided line openrange = 0; return; } front = linedef->frontsector; back = linedef->backsector; if (front->ceilingheight < back->ceilingheight) opentop = front->ceilingheight; else opentop = back->ceilingheight; if (front->floorheight > back->floorheight) { openbottom = front->floorheight; lowfloor = back->floorheight; } else { openbottom = back->floorheight; lowfloor = front->floorheight; } openrange = opentop - openbottom; } // // THING POSITION SETTING // // // P_UnsetThingPosition // Unlinks a thing from block map and sectors. // On each position change, BLOCKMAP and other // lookups maintaining lists ot things inside // these structures need to be updated. // void P_UnsetThingPosition (mobj_t* thing) { int blockx; int blocky; if ( ! (thing->flags & MF_NOSECTOR) ) { // inert things don't need to be in blockmap? // unlink from subsector if (thing->snext) thing->snext->sprev = thing->sprev; if (thing->sprev) thing->sprev->snext = thing->snext; else thing->subsector->sector->thinglist = thing->snext; } if ( ! (thing->flags & MF_NOBLOCKMAP) ) { // inert things don't need to be in blockmap // unlink from block map if (thing->bnext) thing->bnext->bprev = thing->bprev; if (thing->bprev) thing->bprev->bnext = thing->bnext; else { blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT; blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT; if (blockx>=0 && blockx < bmapwidth && blocky>=0 && blocky bnext; } } } } // // P_SetThingPosition // Links a thing into both a block and a subsector // based on it's x y. // Sets thing->subsector properly // void P_SetThingPosition (mobj_t* thing) { subsector_t* ss; sector_t* sec; int blockx; int blocky; mobj_t** link; // link into subsector ss = R_PointInSubsector (thing->x,thing->y); thing->subsector = ss; if ( ! (thing->flags & MF_NOSECTOR) ) { // invisible things don't go into the sector links sec = ss->sector; thing->sprev = NULL; thing->snext = sec->thinglist; if (sec->thinglist) sec->thinglist->sprev = thing; sec->thinglist = thing; } // link into blockmap if ( ! (thing->flags & MF_NOBLOCKMAP) ) { // inert things don't need to be in blockmap blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT; blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT; if (blockx>=0 && blockx < bmapwidth && blocky>=0 && blocky < bmapheight) { link = &blocklinks[blocky*bmapwidth+blockx]; thing->bprev = NULL; thing->bnext = *link; if (*link) (*link)->bprev = thing; *link = thing; } else { // thing is off the map thing->bnext = thing->bprev = NULL; } } } // // BLOCK MAP ITERATORS // For each line/thing in the given mapblock, // call the passed PIT_* function. // If the function returns false, // exit with false without checking anything else. // // // P_BlockLinesIterator // The validcount flags are used to avoid checking lines // that are marked in multiple mapblocks, // so increment validcount before the first call // to P_BlockLinesIterator, then make one or more calls // to it. // boolean P_BlockLinesIterator ( int x, int y, boolean(*func)(line_t*) ) { int offset; short* list; line_t* ld; if (x<0 || y<0 || x>=bmapwidth || y>=bmapheight) { return true; } offset = y*bmapwidth+x; offset = *(blockmap+offset); for ( list = blockmaplump+offset ; *list != -1 ; list++) { ld = &lines[*list]; if (ld->validcount == validcount) continue; // line has already been checked ld->validcount = validcount; if ( !func(ld) ) return false; } return true; // everything was checked } // // P_BlockThingsIterator // boolean P_BlockThingsIterator ( int x, int y, boolean(*func)(mobj_t*) ) { mobj_t* mobj; if ( x<0 || y<0 || x>=bmapwidth || y>=bmapheight) { return true; } for (mobj = blocklinks[y*bmapwidth+x] ; mobj ; mobj = mobj->bnext) { if (!func( mobj ) ) return false; } return true; } // // INTERCEPT ROUTINES // intercept_t intercepts[MAXINTERCEPTS]; intercept_t* intercept_p; divline_t trace; boolean earlyout; int ptflags; // // 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; 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; 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 = MAXINT; for (scan = intercepts ; scanfrac < dist) { dist = scan->frac; in = scan; } } if (dist > maxfrac) return true; // checked everything in range #if 0 // UNUSED { // don't check these yet, there may be others inserted in = scan = intercepts; for ( scan = intercepts ; scanfrac > maxfrac) *in++ = *scan; intercept_p = in; return false; } #endif if ( !func (in) ) return false; // don't bother going farther in->frac = MAXINT; } return true; // everything was traversed } // // 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 ); } ================================================ FILE: linuxdoom-1.10/p_mobj.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Moving object handling. Spawn functions. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_mobj.c,v 1.5 1997/02/03 22:45:12 b1 Exp $"; #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. if (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; 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*35) 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*35) 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; // not playing? if (!playeringame[mthing->type-1]) return; p = &players[mthing->type-1]; if (p->playerstate == PST_REBORN) G_PlayerReborn (mthing->type-1); x = mthing->x << FRACBITS; y = mthing->y << FRACBITS; z = ONFLOORZ; mobj = P_SpawnMobj (x,y,z, MT_PLAYER); // set color translations for player sprites if (mthing->type > 1) mobj->flags |= (mthing->type-1)<angle = ANG45 * (mthing->angle/45); mobj->player = p; mobj->health = p->health; p->mo = mobj; p->playerstate = PST_LIVE; p->refire = 0; p->message = NULL; p->damagecount = 0; p->bonuscount = 0; p->extralight = 0; p->fixedcolormap = 0; p->viewheight = VIEWHEIGHT; // setup gun psprite P_SetupPsprites (p); // give all cards in death match mode if (deathmatch) for (i=0 ; icards[i] = true; if (mthing->type-1 == consoleplayer) { // wake up the status bar ST_Start (); // wake up the heads up text HU_Start (); } } // // P_SpawnMapThing // The fields of the mapthing should // already be in host byte order. // void P_SpawnMapThing (mapthing_t* mthing) { int i; int bit; mobj_t* mobj; fixed_t x; fixed_t y; fixed_t z; // count deathmatch start positions if (mthing->type == 11) { if (deathmatch_p < &deathmatchstarts[10]) { memcpy (deathmatch_p, mthing, sizeof(*mthing)); deathmatch_p++; } return; } // 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); } // // 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); } ================================================ FILE: linuxdoom-1.10/p_mobj.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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" #ifdef __GNUG__ #pragma interface #endif // // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/p_plats.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Plats (i.e. elevator platforms) code, raising/lowering. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_plats.c,v 1.5 1997/02/03 22:45:12 b1 Exp $"; #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((mobj_t *)&plat->sector->soundorg, sfx_stnmov); } if (res == crushed && (!plat->crush)) { plat->count = plat->wait; plat->status = down; S_StartSound((mobj_t *)&plat->sector->soundorg, sfx_pstart); } else { if (res == pastdest) { plat->count = plat->wait; plat->status = waiting; S_StartSound((mobj_t *)&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((mobj_t *)&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((mobj_t *)&plat->sector->soundorg,sfx_pstart); } case in_stasis: break; } } // // Do Platforms // "amount" is only used for SOME platforms. // int EV_DoPlat ( line_t* line, plattype_e type, int amount ) { plat_t* plat; int secnum; int rtn; sector_t* sec; secnum = -1; rtn = 0; // Activate all plats that are in_stasis switch(type) { case perpetualRaise: P_ActivateInStasis(line->tag); break; default: break; } while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; if (sec->specialdata) continue; // Find lowest & highest floors around sector rtn = 1; plat = Z_Malloc( sizeof(*plat), PU_LEVSPEC, 0); P_AddThinker(&plat->thinker); plat->type = type; plat->sector = sec; plat->sector->specialdata = plat; plat->thinker.function.acp1 = (actionf_p1) T_PlatRaise; plat->crush = false; plat->tag = line->tag; switch(type) { case raiseToNearestAndChange: plat->speed = PLATSPEED/2; sec->floorpic = sides[line->sidenum[0]].sector->floorpic; plat->high = P_FindNextHighestFloor(sec,sec->floorheight); plat->wait = 0; plat->status = up; // NO MORE DAMAGE, IF APPLICABLE sec->special = 0; S_StartSound((mobj_t *)&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((mobj_t *)&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 = 35*PLATWAIT; plat->status = down; S_StartSound((mobj_t *)&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 = 35*PLATWAIT; plat->status = down; S_StartSound((mobj_t *)&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 = 35*PLATWAIT; plat->status = P_Random()&1; S_StartSound((mobj_t *)&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!"); } ================================================ FILE: linuxdoom-1.10/p_pspr.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Weapon sprite animation, weapon objects. // Action functions for weapons. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_pspr.c,v 1.5 1997/02/03 22:45:12 b1 Exp $"; #include "doomdef.h" #include "d_event.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 // plasma cells for a bfg attack #define BFGCELLS 40 // // 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 = BFGCELLS; 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 (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; } // // A_FireMissile // void A_FireMissile ( player_t* player, pspdef_t* psp ) { player->ammo[weaponinfo[player->readyweapon].ammo]--; P_SpawnPlayerMissile (player->mo, MT_ROCKET); } // // A_FireBFG // void A_FireBFG ( player_t* player, pspdef_t* psp ) { player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS; P_SpawnPlayerMissile (player->mo, MT_BFG); } // // A_FirePlasma // void A_FirePlasma ( player_t* player, pspdef_t* psp ) { player->ammo[weaponinfo[player->readyweapon].ammo]--; 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); player->ammo[weaponinfo[player->readyweapon].ammo]--; 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); player->ammo[weaponinfo[player->readyweapon].ammo]--; 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); player->ammo[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); player->ammo[weaponinfo[player->readyweapon].ammo]--; P_SetPsprite (player, ps_flash, weaponinfo[player->readyweapon].flashstate + psp->state - &states[S_CHAIN1] ); P_BulletSlope (player->mo); P_GunShot (player->mo, !player->refire); } // // ? // void A_Light0 (player_t *player, pspdef_t *psp) { player->extralight = 0; } void A_Light1 (player_t *player, pspdef_t *psp) { player->extralight = 1; } void A_Light2 (player_t *player, pspdef_t *psp) { player->extralight = 2; } // // A_BFGSpray // Spawn a BFG explosion on every monster in view // void A_BFGSpray (mobj_t* mo) { int i; int j; int damage; angle_t an; // offset angles from its attack angle for (i=0 ; i<40 ; i++) { an = mo->angle - ANG90/2 + ANG90/40*i; // mo->target is the originator (player) // of the missile P_AimLineAttack (mo->target, an, 16*64*FRACUNIT); if (!linetarget) continue; P_SpawnMobj (linetarget->x, linetarget->y, linetarget->z + (linetarget->height>>2), MT_EXTRABFG); damage = 0; for (j=0;j<15;j++) damage += (P_Random()&7) + 1; P_DamageMobj (linetarget, mo->target,mo->target, damage); } } // // A_BFGsound // void A_BFGsound ( player_t* player, pspdef_t* psp ) { S_StartSound (player->mo, sfx_bfg); } // // P_SetupPsprites // Called at start of level for each player. // void P_SetupPsprites (player_t* player) { int i; // remove all psprites for (i=0 ; ipsprites[i].state = NULL; // spawn the gun player->pendingweapon = player->readyweapon; P_BringUpWeapon (player); } // // P_MovePsprites // Called every tic by player thinking routine. // void P_MovePsprites (player_t* player) { int i; pspdef_t* psp; state_t* state; psp = &player->psprites[0]; for (i=0 ; istate) ) { // drop tic count and possibly change state // a -1 tic count never changes if (psp->tics != -1) { psp->tics--; if (!psp->tics) P_SetPsprite (player, i, psp->state->nextstate); } } } player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx; player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy; } ================================================ FILE: linuxdoom-1.10/p_pspr.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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" #ifdef __GNUG__ #pragma interface #endif // // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/p_saveg.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Archiving: SaveGame I/O. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_tick.c,v 1.4 1997/02/03 16:47:55 b1 Exp $"; #include "i_system.h" #include "z_zone.h" #include "p_local.h" // State. #include "doomstat.h" #include "r_state.h" byte* save_p; // Pads save_p to a 4-byte boundary // so that the load/save works on SGI&Gecko. #define PADSAVEP() save_p += (4 - ((int) save_p & 3)) & 3 // // P_ArchivePlayers // void P_ArchivePlayers (void) { int i; int j; player_t* dest; for (i=0 ; ipsprites[j].state) { dest->psprites[j].state = (state_t *)(dest->psprites[j].state-states); } } } } // // P_UnArchivePlayers // void P_UnArchivePlayers (void) { int i; int j; for (i=0 ; ifloorheight >> FRACBITS; *put++ = sec->ceilingheight >> FRACBITS; *put++ = sec->floorpic; *put++ = sec->ceilingpic; *put++ = sec->lightlevel; *put++ = sec->special; // needed? *put++ = sec->tag; // needed? } // do lines for (i=0, li = lines ; iflags; *put++ = li->special; *put++ = li->tag; for (j=0 ; j<2 ; j++) { if (li->sidenum[j] == -1) continue; si = &sides[li->sidenum[j]]; *put++ = si->textureoffset >> FRACBITS; *put++ = si->rowoffset >> FRACBITS; *put++ = si->toptexture; *put++ = si->bottomtexture; *put++ = si->midtexture; } } save_p = (byte *)put; } // // P_UnArchiveWorld // void P_UnArchiveWorld (void) { int i; int j; sector_t* sec; line_t* li; side_t* si; short* get; get = (short *)save_p; // do sectors for (i=0, sec = sectors ; ifloorheight = *get++ << FRACBITS; sec->ceilingheight = *get++ << FRACBITS; sec->floorpic = *get++; sec->ceilingpic = *get++; sec->lightlevel = *get++; sec->special = *get++; // needed? sec->tag = *get++; // needed? sec->specialdata = 0; sec->soundtarget = 0; } // do lines for (i=0, li = lines ; iflags = *get++; li->special = *get++; li->tag = *get++; for (j=0 ; j<2 ; j++) { if (li->sidenum[j] == -1) continue; si = &sides[li->sidenum[j]]; si->textureoffset = *get++ << FRACBITS; si->rowoffset = *get++ << FRACBITS; si->toptexture = *get++; si->bottomtexture = *get++; si->midtexture = *get++; } } save_p = (byte *)get; } // // Thinkers // typedef enum { tc_end, tc_mobj } thinkerclass_t; // // P_ArchiveThinkers // void P_ArchiveThinkers (void) { thinker_t* th; mobj_t* mobj; // save off the current thinkers for (th = thinkercap.next ; th != &thinkercap ; th=th->next) { if (th->function.acp1 == (actionf_p1)P_MobjThinker) { *save_p++ = tc_mobj; PADSAVEP(); mobj = (mobj_t *)save_p; memcpy (mobj, th, sizeof(*mobj)); save_p += sizeof(*mobj); mobj->state = (state_t *)(mobj->state - states); if (mobj->player) mobj->player = (player_t *)((mobj->player-players) + 1); continue; } // I_Error ("P_ArchiveThinkers: Unknown thinker function"); } // add a terminating marker *save_p++ = 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 = *save_p++; switch (tclass) { case tc_end: return; // end of list case tc_mobj: PADSAVEP(); mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL); memcpy (mobj, save_p, sizeof(*mobj)); save_p += sizeof(*mobj); mobj->state = &states[(int)mobj->state]; mobj->target = NULL; if (mobj->player) { mobj->player = &players[(int)mobj->player-1]; mobj->player->mo = mobj; } 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; ceiling_t* ceiling; vldoor_t* door; floormove_t* floor; plat_t* plat; lightflash_t* flash; strobe_t* strobe; glow_t* glow; 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 (isector = (sector_t *)(ceiling->sector - sectors); } continue; } if (th->function.acp1 == (actionf_p1)T_MoveCeiling) { *save_p++ = tc_ceiling; PADSAVEP(); ceiling = (ceiling_t *)save_p; memcpy (ceiling, th, sizeof(*ceiling)); save_p += sizeof(*ceiling); ceiling->sector = (sector_t *)(ceiling->sector - sectors); continue; } if (th->function.acp1 == (actionf_p1)T_VerticalDoor) { *save_p++ = tc_door; PADSAVEP(); door = (vldoor_t *)save_p; memcpy (door, th, sizeof(*door)); save_p += sizeof(*door); door->sector = (sector_t *)(door->sector - sectors); continue; } if (th->function.acp1 == (actionf_p1)T_MoveFloor) { *save_p++ = tc_floor; PADSAVEP(); floor = (floormove_t *)save_p; memcpy (floor, th, sizeof(*floor)); save_p += sizeof(*floor); floor->sector = (sector_t *)(floor->sector - sectors); continue; } if (th->function.acp1 == (actionf_p1)T_PlatRaise) { *save_p++ = tc_plat; PADSAVEP(); plat = (plat_t *)save_p; memcpy (plat, th, sizeof(*plat)); save_p += sizeof(*plat); plat->sector = (sector_t *)(plat->sector - sectors); continue; } if (th->function.acp1 == (actionf_p1)T_LightFlash) { *save_p++ = tc_flash; PADSAVEP(); flash = (lightflash_t *)save_p; memcpy (flash, th, sizeof(*flash)); save_p += sizeof(*flash); flash->sector = (sector_t *)(flash->sector - sectors); continue; } if (th->function.acp1 == (actionf_p1)T_StrobeFlash) { *save_p++ = tc_strobe; PADSAVEP(); strobe = (strobe_t *)save_p; memcpy (strobe, th, sizeof(*strobe)); save_p += sizeof(*strobe); strobe->sector = (sector_t *)(strobe->sector - sectors); continue; } if (th->function.acp1 == (actionf_p1)T_Glow) { *save_p++ = tc_glow; PADSAVEP(); glow = (glow_t *)save_p; memcpy (glow, th, sizeof(*glow)); save_p += sizeof(*glow); glow->sector = (sector_t *)(glow->sector - sectors); continue; } } // add a terminating marker *save_p++ = 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 = *save_p++; switch (tclass) { case tc_endspecials: return; // end of list case tc_ceiling: PADSAVEP(); ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVEL, NULL); memcpy (ceiling, save_p, sizeof(*ceiling)); save_p += sizeof(*ceiling); ceiling->sector = §ors[(int)ceiling->sector]; 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: PADSAVEP(); door = Z_Malloc (sizeof(*door), PU_LEVEL, NULL); memcpy (door, save_p, sizeof(*door)); save_p += sizeof(*door); door->sector = §ors[(int)door->sector]; door->sector->specialdata = door; door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor; P_AddThinker (&door->thinker); break; case tc_floor: PADSAVEP(); floor = Z_Malloc (sizeof(*floor), PU_LEVEL, NULL); memcpy (floor, save_p, sizeof(*floor)); save_p += sizeof(*floor); floor->sector = §ors[(int)floor->sector]; floor->sector->specialdata = floor; floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor; P_AddThinker (&floor->thinker); break; case tc_plat: PADSAVEP(); plat = Z_Malloc (sizeof(*plat), PU_LEVEL, NULL); memcpy (plat, save_p, sizeof(*plat)); save_p += sizeof(*plat); plat->sector = §ors[(int)plat->sector]; 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: PADSAVEP(); flash = Z_Malloc (sizeof(*flash), PU_LEVEL, NULL); memcpy (flash, save_p, sizeof(*flash)); save_p += sizeof(*flash); flash->sector = §ors[(int)flash->sector]; flash->thinker.function.acp1 = (actionf_p1)T_LightFlash; P_AddThinker (&flash->thinker); break; case tc_strobe: PADSAVEP(); strobe = Z_Malloc (sizeof(*strobe), PU_LEVEL, NULL); memcpy (strobe, save_p, sizeof(*strobe)); save_p += sizeof(*strobe); strobe->sector = §ors[(int)strobe->sector]; strobe->thinker.function.acp1 = (actionf_p1)T_StrobeFlash; P_AddThinker (&strobe->thinker); break; case tc_glow: PADSAVEP(); glow = Z_Malloc (sizeof(*glow), PU_LEVEL, NULL); memcpy (glow, save_p, sizeof(*glow)); save_p += sizeof(*glow); glow->sector = §ors[(int)glow->sector]; glow->thinker.function.acp1 = (actionf_p1)T_Glow; P_AddThinker (&glow->thinker); break; default: I_Error ("P_UnarchiveSpecials:Unknown tclass %i " "in savegame",tclass); } } } ================================================ FILE: linuxdoom-1.10/p_saveg.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Savegame I/O, archiving, persistence. // //----------------------------------------------------------------------------- #ifndef __P_SAVEG__ #define __P_SAVEG__ #ifdef __GNUG__ #pragma interface #endif // 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 byte* save_p; #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/p_setup.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Do all the WAD I/O, get map description, // set up initial state and misc. LUTs. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_setup.c,v 1.5 1997/02/03 22:45:12 b1 Exp $"; #include #include "z_zone.h" #include "m_swap.h" #include "m_bbox.h" #include "g_game.h" #include "i_system.h" #include "w_wad.h" #include "doomdef.h" #include "p_local.h" #include "s_sound.h" #include "doomstat.h" void P_SpawnMapThing (mapthing_t* mthing); // // MAP related Lookup tables. // Store VERTEXES, LINEDEFS, SIDEDEFS, etc. // int numvertexes; vertex_t* vertexes; int numsegs; seg_t* segs; int numsectors; sector_t* sectors; int numsubsectors; subsector_t* subsectors; int numnodes; node_t* nodes; int numlines; line_t* lines; int numsides; side_t* sides; // BLOCKMAP // Created from axis aligned bounding box // of the map, a rectangular array of // blocks of size ... // Used to speed up collision detection // by spatial subdivision in 2D. // // Blockmap size. int bmapwidth; int bmapheight; // size in mapblocks short* blockmap; // int for larger maps // offsets in blockmap are from here short* blockmaplump; // origin of block map fixed_t bmaporgx; fixed_t bmaporgy; // for thing chains mobj_t** blocklinks; // REJECT // For fast sight rejection. // Speeds up enemy AI by skipping detailed // LineOf Sight calculation. // Without special effect, this could be // used as a PVS lookup as well. // byte* rejectmatrix; // Maintain single and multi player starting spots. #define MAX_DEATHMATCH_STARTS 10 mapthing_t deathmatchstarts[MAX_DEATHMATCH_STARTS]; mapthing_t* deathmatch_p; mapthing_t playerstarts[MAXPLAYERS]; // // P_LoadVertexes // void P_LoadVertexes (int lump) { byte* data; int i; mapvertex_t* ml; vertex_t* li; // Determine number of lumps: // total lump length / vertex record length. numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t); // Allocate zone memory for buffer. vertexes = Z_Malloc (numvertexes*sizeof(vertex_t),PU_LEVEL,0); // Load data into cache. data = W_CacheLumpNum (lump,PU_STATIC); ml = (mapvertex_t *)data; li = vertexes; // Copy and convert vertex coordinates, // internal representation as fixed. for (i=0 ; ix = SHORT(ml->x)<y = SHORT(ml->y)<v1 = &vertexes[SHORT(ml->v1)]; li->v2 = &vertexes[SHORT(ml->v2)]; li->angle = (SHORT(ml->angle))<<16; li->offset = (SHORT(ml->offset))<<16; linedef = SHORT(ml->linedef); ldef = &lines[linedef]; li->linedef = ldef; side = SHORT(ml->side); li->sidedef = &sides[ldef->sidenum[side]]; li->frontsector = sides[ldef->sidenum[side]].sector; if (ldef-> flags & ML_TWOSIDED) li->backsector = sides[ldef->sidenum[side^1]].sector; else li->backsector = 0; } Z_Free (data); } // // P_LoadSubsectors // void P_LoadSubsectors (int lump) { byte* data; int i; mapsubsector_t* ms; subsector_t* ss; numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t); subsectors = Z_Malloc (numsubsectors*sizeof(subsector_t),PU_LEVEL,0); data = W_CacheLumpNum (lump,PU_STATIC); ms = (mapsubsector_t *)data; memset (subsectors,0, numsubsectors*sizeof(subsector_t)); ss = subsectors; for (i=0 ; inumlines = SHORT(ms->numsegs); ss->firstline = SHORT(ms->firstseg); } Z_Free (data); } // // P_LoadSectors // void P_LoadSectors (int lump) { byte* data; int i; mapsector_t* ms; sector_t* ss; numsectors = W_LumpLength (lump) / sizeof(mapsector_t); sectors = Z_Malloc (numsectors*sizeof(sector_t),PU_LEVEL,0); memset (sectors, 0, numsectors*sizeof(sector_t)); data = W_CacheLumpNum (lump,PU_STATIC); ms = (mapsector_t *)data; ss = sectors; for (i=0 ; ifloorheight = SHORT(ms->floorheight)<ceilingheight = SHORT(ms->ceilingheight)<floorpic = R_FlatNumForName(ms->floorpic); ss->ceilingpic = R_FlatNumForName(ms->ceilingpic); ss->lightlevel = SHORT(ms->lightlevel); ss->special = SHORT(ms->special); ss->tag = SHORT(ms->tag); ss->thinglist = NULL; } Z_Free (data); } // // P_LoadNodes // void P_LoadNodes (int lump) { byte* data; int i; int j; int k; mapnode_t* mn; node_t* no; numnodes = W_LumpLength (lump) / sizeof(mapnode_t); nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0); data = W_CacheLumpNum (lump,PU_STATIC); mn = (mapnode_t *)data; no = nodes; for (i=0 ; ix = SHORT(mn->x)<y = SHORT(mn->y)<dx = SHORT(mn->dx)<dy = SHORT(mn->dy)<children[j] = SHORT(mn->children[j]); for (k=0 ; k<4 ; k++) no->bbox[j][k] = SHORT(mn->bbox[j][k])<type) { case 68: // Arachnotron case 64: // Archvile case 88: // Boss Brain case 89: // Boss Shooter case 69: // Hell Knight case 67: // Mancubus case 71: // Pain Elemental case 65: // Former Human Commando case 66: // Revenant case 84: // Wolf SS spawn = false; break; } } if (spawn == false) break; // Do spawn all other stuff. mt->x = SHORT(mt->x); mt->y = SHORT(mt->y); mt->angle = SHORT(mt->angle); mt->type = SHORT(mt->type); mt->options = SHORT(mt->options); P_SpawnMapThing (mt); } Z_Free (data); } // // P_LoadLineDefs // Also counts secret lines for intermissions. // void P_LoadLineDefs (int lump) { byte* data; int i; maplinedef_t* mld; line_t* ld; vertex_t* v1; vertex_t* v2; numlines = W_LumpLength (lump) / sizeof(maplinedef_t); lines = Z_Malloc (numlines*sizeof(line_t),PU_LEVEL,0); memset (lines, 0, numlines*sizeof(line_t)); data = W_CacheLumpNum (lump,PU_STATIC); mld = (maplinedef_t *)data; ld = lines; for (i=0 ; iflags = SHORT(mld->flags); ld->special = SHORT(mld->special); ld->tag = SHORT(mld->tag); v1 = ld->v1 = &vertexes[SHORT(mld->v1)]; v2 = ld->v2 = &vertexes[SHORT(mld->v2)]; ld->dx = v2->x - v1->x; ld->dy = v2->y - v1->y; if (!ld->dx) ld->slopetype = ST_VERTICAL; else if (!ld->dy) ld->slopetype = ST_HORIZONTAL; else { if (FixedDiv (ld->dy , ld->dx) > 0) ld->slopetype = ST_POSITIVE; else ld->slopetype = ST_NEGATIVE; } if (v1->x < v2->x) { ld->bbox[BOXLEFT] = v1->x; ld->bbox[BOXRIGHT] = v2->x; } else { ld->bbox[BOXLEFT] = v2->x; ld->bbox[BOXRIGHT] = v1->x; } if (v1->y < v2->y) { ld->bbox[BOXBOTTOM] = v1->y; ld->bbox[BOXTOP] = v2->y; } else { ld->bbox[BOXBOTTOM] = v2->y; ld->bbox[BOXTOP] = v1->y; } ld->sidenum[0] = SHORT(mld->sidenum[0]); ld->sidenum[1] = SHORT(mld->sidenum[1]); if (ld->sidenum[0] != -1) ld->frontsector = sides[ld->sidenum[0]].sector; else ld->frontsector = 0; if (ld->sidenum[1] != -1) ld->backsector = sides[ld->sidenum[1]].sector; else ld->backsector = 0; } Z_Free (data); } // // P_LoadSideDefs // void P_LoadSideDefs (int lump) { byte* data; int i; mapsidedef_t* msd; side_t* sd; numsides = W_LumpLength (lump) / sizeof(mapsidedef_t); sides = Z_Malloc (numsides*sizeof(side_t),PU_LEVEL,0); memset (sides, 0, numsides*sizeof(side_t)); data = W_CacheLumpNum (lump,PU_STATIC); msd = (mapsidedef_t *)data; sd = sides; for (i=0 ; itextureoffset = SHORT(msd->textureoffset)<rowoffset = SHORT(msd->rowoffset)<toptexture = R_TextureNumForName(msd->toptexture); sd->bottomtexture = R_TextureNumForName(msd->bottomtexture); sd->midtexture = R_TextureNumForName(msd->midtexture); sd->sector = §ors[SHORT(msd->sector)]; } Z_Free (data); } // // P_LoadBlockMap // void P_LoadBlockMap (int lump) { int i; int count; blockmaplump = W_CacheLumpNum (lump,PU_LEVEL); blockmap = blockmaplump+4; count = W_LumpLength (lump)/2; for (i=0 ; ifirstline]; ss->sector = seg->sidedef->sector; } // count number of lines in each sector li = lines; total = 0; for (i=0 ; ifrontsector->linecount++; if (li->backsector && li->backsector != li->frontsector) { li->backsector->linecount++; total++; } } // build line tables for each sector linebuffer = Z_Malloc (total*4, PU_LEVEL, 0); sector = sectors; for (i=0 ; ilines = linebuffer; li = lines; for (j=0 ; jfrontsector == sector || li->backsector == sector) { *linebuffer++ = li; M_AddToBox (bbox, li->v1->x, li->v1->y); M_AddToBox (bbox, li->v2->x, li->v2->y); } } if (linebuffer - sector->lines != sector->linecount) I_Error ("P_GroupLines: miscounted"); // set the degenmobj_t to the middle of the bounding box sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2; sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2; // adjust bounding box to map blocks block = (bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT; block = block >= bmapheight ? bmapheight-1 : block; sector->blockbox[BOXTOP]=block; block = (bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT; block = block < 0 ? 0 : block; sector->blockbox[BOXBOTTOM]=block; block = (bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT; block = block >= bmapwidth ? bmapwidth-1 : block; sector->blockbox[BOXRIGHT]=block; block = (bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT; block = block < 0 ? 0 : block; sector->blockbox[BOXLEFT]=block; } } // // P_SetupLevel // void P_SetupLevel ( int episode, int map, int playermask, skill_t skill) { int i; char lumpname[9]; int lumpnum; totalkills = totalitems = totalsecret = wminfo.maxfrags = 0; wminfo.partime = 180; for (i=0 ; idx) { if (x==node->x) return 2; if (x <= node->x) return node->dy > 0; return node->dy < 0; } if (!node->dy) { if (x==node->y) return 2; if (y <= node->y) return node->dx < 0; return node->dx > 0; } dx = (x - node->x); dy = (y - node->y); left = (node->dy>>FRACBITS) * (dx>>FRACBITS); right = (dy>>FRACBITS) * (node->dx>>FRACBITS); if (right < left) return 0; // front side if (left == right) return 2; return 1; // back side } // // P_InterceptVector2 // Returns the fractional intercept point // along the first divline. // This is only called by the addthings and addlines traversers. // fixed_t P_InterceptVector2 ( divline_t* v2, divline_t* v1 ) { fixed_t frac; fixed_t num; fixed_t den; den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy); if (den == 0) return 0; // I_Error ("P_InterceptVector: parallel"); num = FixedMul ( (v1->x - v2->x)>>8 ,v1->dy) + FixedMul ( (v2->y - v1->y)>>8 , v1->dx); frac = FixedDiv (num , den); return frac; } // // P_CrossSubsector // Returns true // if strace crosses the given subsector successfully. // boolean P_CrossSubsector (int num) { seg_t* seg; line_t* line; int s1; int s2; int count; subsector_t* sub; sector_t* front; sector_t* back; fixed_t opentop; fixed_t openbottom; divline_t divl; vertex_t* v1; vertex_t* v2; fixed_t frac; fixed_t slope; #ifdef RANGECHECK if (num>=numsubsectors) I_Error ("P_CrossSubsector: ss %i with numss = %i", num, numsubsectors); #endif sub = &subsectors[num]; // check lines count = sub->numlines; seg = &segs[sub->firstline]; for ( ; count ; seg++, count--) { line = seg->linedef; // allready checked other side? if (line->validcount == validcount) continue; line->validcount = validcount; v1 = line->v1; v2 = line->v2; s1 = P_DivlineSide (v1->x,v1->y, &strace); s2 = P_DivlineSide (v2->x, v2->y, &strace); // line isn't crossed? if (s1 == s2) continue; divl.x = v1->x; divl.y = v1->y; divl.dx = v2->x - v1->x; divl.dy = v2->y - v1->y; s1 = P_DivlineSide (strace.x, strace.y, &divl); s2 = P_DivlineSide (t2x, t2y, &divl); // line isn't crossed? if (s1 == s2) continue; // stop because it is not two sided anyway // might do this after updating validcount? if ( !(line->flags & ML_TWOSIDED) ) return false; // crosses a two sided line front = seg->frontsector; back = seg->backsector; // no wall to block sight with? if (front->floorheight == back->floorheight && front->ceilingheight == back->ceilingheight) continue; // possible occluder // because of ceiling height differences if (front->ceilingheight < back->ceilingheight) opentop = front->ceilingheight; else opentop = back->ceilingheight; // because of ceiling height differences if (front->floorheight > back->floorheight) openbottom = front->floorheight; else openbottom = back->floorheight; // quick test for totally closed doors if (openbottom >= opentop) return false; // stop frac = P_InterceptVector2 (&strace, &divl); if (front->floorheight != back->floorheight) { slope = FixedDiv (openbottom - sightzstart , frac); if (slope > bottomslope) bottomslope = slope; } if (front->ceilingheight != back->ceilingheight) { slope = FixedDiv (opentop - sightzstart , frac); if (slope < topslope) topslope = slope; } if (topslope <= bottomslope) return false; // stop } // passed the subsector ok return true; } // // P_CrossBSPNode // Returns true // if strace crosses the given node successfully. // boolean P_CrossBSPNode (int bspnum) { node_t* bsp; int side; if (bspnum & NF_SUBSECTOR) { if (bspnum == -1) return P_CrossSubsector (0); else return P_CrossSubsector (bspnum&(~NF_SUBSECTOR)); } bsp = &nodes[bspnum]; // decide which side the start point is on side = P_DivlineSide (strace.x, strace.y, (divline_t *)bsp); if (side == 2) side = 0; // an "on" should cross both sides // cross the starting side if (!P_CrossBSPNode (bsp->children[side]) ) return false; // the partition plane is crossed here if (side == P_DivlineSide (t2x, t2y,(divline_t *)bsp)) { // the line doesn't touch the other side return true; } // cross the ending side return P_CrossBSPNode (bsp->children[side^1]); } // // P_CheckSight // Returns true // if a straight line between t1 and t2 is unobstructed. // Uses REJECT. // boolean P_CheckSight ( mobj_t* t1, mobj_t* t2 ) { int s1; int s2; int pnum; int bytenum; int bitnum; // First check for trivial rejection. // Determine subsector entries in REJECT table. s1 = (t1->subsector->sector - sectors); s2 = (t2->subsector->sector - sectors); pnum = s1*numsectors + s2; bytenum = pnum>>3; bitnum = 1 << (pnum&7); // Check in REJECT table. if (rejectmatrix[bytenum]&bitnum) { sightcounts[0]++; // can't possibly be connected return false; } // An unobstructed LOS is possible. // Now look from eyes of t1 to any part of t2. sightcounts[1]++; validcount++; sightzstart = t1->z + t1->height - (t1->height>>2); topslope = (t2->z+t2->height) - sightzstart; bottomslope = (t2->z) - sightzstart; strace.x = t1->x; strace.y = t1->y; t2x = t2->x; t2y = t2->y; strace.dx = t2->x - t1->x; strace.dy = t2->y - t1->y; // the head node is the last node output return P_CrossBSPNode (numnodes-1); } ================================================ FILE: linuxdoom-1.10/p_spec.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // 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. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_spec.c,v 1.6 1997/02/03 22:45:12 b1 Exp $"; #include #include "doomdef.h" #include "doomstat.h" #include "i_system.h" #include "z_zone.h" #include "m_argv.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 { boolean 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} }; 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++) { if (animdefs[i].istexture) { // different episode ? if (R_CheckTextureNumForName(animdefs[i].startname) == -1) continue; lastanim->picnum = R_TextureNumForName (animdefs[i].endname); lastanim->basepic = R_TextureNumForName (animdefs[i].startname); } else { if (W_CheckNumForName(animdefs[i].startname) == -1) continue; lastanim->picnum = R_FlatNumForName (animdefs[i].endname); lastanim->basepic = R_FlatNumForName (animdefs[i].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", animdefs[i].startname, animdefs[i].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. // 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]; for (i=0, h=0 ;i < sec->linecount ; i++) { check = sec->lines[i]; other = getNextSector(check,sec); if (!other) continue; if (other->floorheight > height) heightlist[h++] = other->floorheight; // Check for overflow. Exit. if ( h >= MAX_ADJOINING_SECTORS ) { fprintf( stderr, "Sector with more than 20 adjoining sectors\n" ); break; } } // 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 = MAXINT; for (i=0 ;i < sec->linecount ; i++) { check = sec->lines[i]; other = getNextSector(check,sec); if (!other) continue; if (other->ceilingheight < height) height = other->ceilingheight; } return height; } // // FIND HIGHEST CEILING IN THE SURROUNDING SECTORS // fixed_t P_FindHighestCeilingSurrounding(sector_t* sec) { int i; line_t* check; sector_t* other; fixed_t height = 0; for (i=0 ;i < sec->linecount ; i++) { check = sec->lines[i]; other = getNextSector(check,sec); if (!other) continue; if (other->ceilingheight > height) height = other->ceilingheight; } return height; } // // RETURN NEXT SECTOR # THAT LINE TAG REFERS TO // int P_FindSectorFromLineTag ( line_t* line, int start ) { int i; for (i=start+1;itag) return i; return -1; } // // Find minimum light from an adjacent sector // int P_FindMinSurroundingLight ( sector_t* sector, int max ) { int i; int min; line_t* line; sector_t* check; min = max; for (i=0 ; i < sector->linecount ; i++) { line = sector->lines[i]; check = getNextSector(line,sector); if (!check) continue; if (check->lightlevel < min) min = check->lightlevel; } return min; } // // EVENTS // Events are operations triggered by using, crossing, // or shooting special lines, or by timed thinkers. // // // P_CrossSpecialLine - TRIGGER // Called every time a thing origin is about // to cross a line with a non 0 special. // void P_CrossSpecialLine ( int linenum, int side, mobj_t* thing ) { line_t* line; int ok; line = &lines[linenum]; // Triggers that other things can activate if (!thing->player) { // Things that should NOT trigger specials... switch(thing->type) { case MT_ROCKET: case MT_PLASMA: case MT_BFG: case MT_TROOPSHOT: case MT_HEADSHOT: case MT_BRUISERSHOT: return; break; default: break; } ok = 0; switch(line->special) { case 39: // TELEPORT TRIGGER case 97: // TELEPORT RETRIGGER case 125: // TELEPORT MONSTERONLY TRIGGER case 126: // TELEPORT MONSTERONLY RETRIGGER case 4: // RAISE DOOR case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER ok = 1; break; } if (!ok) return; } // Note: could use some const's here. switch (line->special) { // TRIGGERS. // All from here to RETRIGGERS. case 2: // Open Door EV_DoDoor(line,open); line->special = 0; break; case 3: // Close Door EV_DoDoor(line,close); line->special = 0; break; case 4: // Raise Door EV_DoDoor(line,normal); line->special = 0; break; case 5: // Raise Floor EV_DoFloor(line,raiseFloor); line->special = 0; break; case 6: // Fast Ceiling Crush & Raise EV_DoCeiling(line,fastCrushAndRaise); line->special = 0; break; case 8: // Build Stairs EV_BuildStairs(line,build8); line->special = 0; break; case 10: // PlatDownWaitUp EV_DoPlat(line,downWaitUpStay,0); line->special = 0; break; case 12: // Light Turn On - brightest near EV_LightTurnOn(line,0); line->special = 0; break; case 13: // Light Turn On 255 EV_LightTurnOn(line,255); line->special = 0; break; case 16: // Close Door 30 EV_DoDoor(line,close30ThenOpen); line->special = 0; break; case 17: // Start Light Strobing EV_StartLightStrobing(line); line->special = 0; break; case 19: // Lower Floor EV_DoFloor(line,lowerFloor); line->special = 0; break; case 22: // Raise floor to nearest height and change texture EV_DoPlat(line,raiseToNearestAndChange,0); line->special = 0; break; case 25: // Ceiling Crush and Raise EV_DoCeiling(line,crushAndRaise); line->special = 0; break; case 30: // Raise floor to shortest texture height // on either side of lines. EV_DoFloor(line,raiseToTexture); line->special = 0; break; case 35: // Lights Very Dark EV_LightTurnOn(line,35); line->special = 0; break; case 36: // Lower Floor (TURBO) EV_DoFloor(line,turboLower); line->special = 0; break; case 37: // LowerAndChange EV_DoFloor(line,lowerAndChange); line->special = 0; break; case 38: // Lower Floor To Lowest EV_DoFloor( line, lowerFloorToLowest ); line->special = 0; break; case 39: // TELEPORT! EV_Teleport( line, side, thing ); line->special = 0; break; case 40: // RaiseCeilingLowerFloor EV_DoCeiling( line, raiseToHighest ); EV_DoFloor( line, lowerFloorToLowest ); line->special = 0; break; case 44: // Ceiling Crush EV_DoCeiling( line, lowerAndCrush ); line->special = 0; break; case 52: // EXIT! G_ExitLevel (); break; case 53: // Perpetual Platform Raise EV_DoPlat(line,perpetualRaise,0); line->special = 0; break; case 54: // Platform Stop EV_StopPlat(line); line->special = 0; break; case 56: // Raise Floor Crush EV_DoFloor(line,raiseFloorCrush); line->special = 0; break; case 57: // Ceiling Crush Stop EV_CeilingCrushStop(line); line->special = 0; break; case 58: // Raise Floor 24 EV_DoFloor(line,raiseFloor24); line->special = 0; break; case 59: // Raise Floor 24 And Change EV_DoFloor(line,raiseFloor24AndChange); line->special = 0; break; case 104: // Turn lights off in sector(tag) EV_TurnTagLightsOff(line); line->special = 0; break; case 108: // Blazing Door Raise (faster than TURBO!) EV_DoDoor (line,blazeRaise); line->special = 0; break; case 109: // Blazing Door Open (faster than TURBO!) EV_DoDoor (line,blazeOpen); line->special = 0; break; case 100: // Build Stairs Turbo 16 EV_BuildStairs(line,turbo16); line->special = 0; break; case 110: // Blazing Door Close (faster than TURBO!) EV_DoDoor (line,blazeClose); line->special = 0; break; case 119: // Raise floor to nearest surr. floor EV_DoFloor(line,raiseFloorToNearest); line->special = 0; break; case 121: // Blazing PlatDownWaitUpStay EV_DoPlat(line,blazeDWUS,0); line->special = 0; break; case 124: // Secret EXIT G_SecretExitLevel (); break; case 125: // TELEPORT MonsterONLY if (!thing->player) { EV_Teleport( line, side, thing ); line->special = 0; } break; case 130: // Raise Floor Turbo EV_DoFloor(line,raiseFloorTurbo); line->special = 0; break; case 141: // Silent Ceiling Crush & Raise EV_DoCeiling(line,silentCrushAndRaise); line->special = 0; break; // RETRIGGERS. All from here till end. case 72: // Ceiling Crush EV_DoCeiling( line, lowerAndCrush ); break; case 73: // Ceiling Crush and Raise EV_DoCeiling(line,crushAndRaise); break; case 74: // Ceiling Crush Stop EV_CeilingCrushStop(line); break; case 75: // Close Door EV_DoDoor(line,close); break; case 76: // Close Door 30 EV_DoDoor(line,close30ThenOpen); break; case 77: // Fast Ceiling Crush & Raise EV_DoCeiling(line,fastCrushAndRaise); break; case 79: // Lights Very Dark EV_LightTurnOn(line,35); break; case 80: // Light Turn On - brightest near EV_LightTurnOn(line,0); break; case 81: // Light Turn On 255 EV_LightTurnOn(line,255); break; case 82: // Lower Floor To Lowest EV_DoFloor( line, lowerFloorToLowest ); break; case 83: // Lower Floor EV_DoFloor(line,lowerFloor); break; case 84: // LowerAndChange EV_DoFloor(line,lowerAndChange); break; case 86: // Open Door EV_DoDoor(line,open); break; case 87: // Perpetual Platform Raise EV_DoPlat(line,perpetualRaise,0); break; case 88: // PlatDownWaitUp EV_DoPlat(line,downWaitUpStay,0); break; case 89: // Platform Stop EV_StopPlat(line); break; case 90: // Raise Door EV_DoDoor(line,normal); break; case 91: // Raise Floor EV_DoFloor(line,raiseFloor); break; case 92: // Raise Floor 24 EV_DoFloor(line,raiseFloor24); break; case 93: // Raise Floor 24 And Change EV_DoFloor(line,raiseFloor24AndChange); break; case 94: // Raise Floor Crush EV_DoFloor(line,raiseFloorCrush); break; case 95: // Raise floor to nearest height // and change texture. EV_DoPlat(line,raiseToNearestAndChange,0); break; case 96: // Raise floor to shortest texture height // on either side of lines. EV_DoFloor(line,raiseToTexture); break; case 97: // TELEPORT! EV_Teleport( line, side, thing ); break; case 98: // Lower Floor (TURBO) EV_DoFloor(line,turboLower); break; case 105: // Blazing Door Raise (faster than TURBO!) EV_DoDoor (line,blazeRaise); break; case 106: // Blazing Door Open (faster than TURBO!) EV_DoDoor (line,blazeOpen); break; case 107: // Blazing Door Close (faster than TURBO!) EV_DoDoor (line,blazeClose); break; case 120: // Blazing PlatDownWaitUpStay. EV_DoPlat(line,blazeDWUS,0); break; case 126: // TELEPORT MonsterONLY. if (!thing->player) EV_Teleport( line, side, thing ); break; case 128: // Raise To Nearest Floor EV_DoFloor(line,raiseFloorToNearest); break; case 129: // Raise Floor Turbo EV_DoFloor(line,raiseFloorTurbo); break; } } // // P_ShootSpecialLine - IMPACT SPECIALS // Called when a thing shoots a special line. // void P_ShootSpecialLine ( mobj_t* thing, line_t* line ) { int ok; // Impacts that other things can activate. if (!thing->player) { ok = 0; switch(line->special) { case 46: // OPEN DOOR IMPACT ok = 1; break; } if (!ok) return; } switch(line->special) { case 24: // RAISE FLOOR EV_DoFloor(line,raiseFloor); P_ChangeSwitchTexture(line,0); break; case 46: // OPEN DOOR EV_DoDoor(line,open); P_ChangeSwitchTexture(line,1); break; case 47: // RAISE FLOOR NEAR AND CHANGE EV_DoPlat(line,raiseToNearestAndChange,0); P_ChangeSwitchTexture(line,0); break; } } // // P_PlayerInSpecialSector // Called every tic frame // that the player origin is in a special sector // void P_PlayerInSpecialSector (player_t* player) { sector_t* sector; sector = player->mo->subsector->sector; // Falling, not all the way down yet? if (player->mo->z != sector->floorheight) return; // Has hitten ground. switch (sector->special) { case 5: // HELLSLIME DAMAGE if (!player->powers[pw_ironfeet]) if (!(leveltime&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 10); break; case 7: // NUKAGE DAMAGE if (!player->powers[pw_ironfeet]) if (!(leveltime&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 5); break; case 16: // SUPER HELLSLIME DAMAGE case 4: // STROBE HURT if (!player->powers[pw_ironfeet] || (P_Random()<5) ) { if (!(leveltime&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 20); } break; case 9: // SECRET SECTOR player->secretcount++; sector->special = 0; break; case 11: // EXIT SUPER DAMAGE! (for E1M8 finale) player->cheats &= ~CF_GODMODE; if (!(leveltime&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 20); if (player->health <= 10) G_ExitLevel(); break; default: I_Error ("P_PlayerInSpecialSector: " "unknown special %i", sector->special); break; }; } // // P_UpdateSpecials // Animate planes, scroll walls, etc. // boolean levelTimer; int levelTimeCount; void P_UpdateSpecials (void) { anim_t* anim; int pic; int i; line_t* line; // LEVEL TIMER if (levelTimer == true) { levelTimeCount--; if (!levelTimeCount) G_ExitLevel(); } // ANIMATE FLATS AND TEXTURES GLOBALLY for (anim = anims ; anim < lastanim ; anim++) { for (i=anim->basepic ; ibasepic+anim->numpics ; i++) { pic = anim->basepic + ( (leveltime/anim->speed + i)%anim->numpics ); if (anim->istexture) texturetranslation[i] = pic; else flattranslation[i] = pic; } } // ANIMATE LINE SPECIALS for (i = 0; i < numlinespecials; i++) { line = linespeciallist[i]; switch(line->special) { case 48: // EFFECT FIRSTCOL SCROLL + sides[line->sidenum[0]].textureoffset += FRACUNIT; break; } } // DO BUTTONS for (i = 0; i < MAXBUTTONS; i++) if (buttonlist[i].btimer) { buttonlist[i].btimer--; if (!buttonlist[i].btimer) { switch(buttonlist[i].where) { case top: sides[buttonlist[i].line->sidenum[0]].toptexture = buttonlist[i].btexture; break; case middle: sides[buttonlist[i].line->sidenum[0]].midtexture = buttonlist[i].btexture; break; case bottom: sides[buttonlist[i].line->sidenum[0]].bottomtexture = buttonlist[i].btexture; break; } S_StartSound((mobj_t *)&buttonlist[i].soundorg,sfx_swtchn); memset(&buttonlist[i],0,sizeof(button_t)); } } } // // 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; 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); for (i = 0;i < s2->linecount;i++) { if ((!s2->lines[i]->flags & ML_TWOSIDED) || (s2->lines[i]->backsector == s1)) continue; s3 = s2->lines[i]->backsector; // 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("texture2") >= 0) episode = 2; // See if -TIMER needs to be used. levelTimer = false; i = M_CheckParm("-avg"); if (i && deathmatch) { levelTimer = true; levelTimeCount = 20 * 60 * 35; } i = M_CheckParm("-timer"); if (i && deathmatch) { int time; time = atoi(myargv[i+1]) * 60 * 35; levelTimer = true; levelTimeCount = time; } // Init special SECTORs. sector = sectors; for (i=0 ; ispecial) continue; switch (sector->special) { case 1: // FLICKERING LIGHTS P_SpawnLightFlash (sector); break; case 2: // STROBE FAST P_SpawnStrobeFlash(sector,FASTDARK,0); break; case 3: // STROBE SLOW P_SpawnStrobeFlash(sector,SLOWDARK,0); break; case 4: // STROBE FAST/DEATH SLIME P_SpawnStrobeFlash(sector,FASTDARK,0); sector->special = 4; break; case 8: // GLOWING LIGHT P_SpawnGlowingLight(sector); break; case 9: // SECRET SECTOR totalsecret++; break; case 10: // DOOR CLOSE IN 30 SECONDS P_SpawnDoorCloseIn30 (sector); break; case 12: // SYNC STROBE SLOW P_SpawnStrobeFlash (sector, SLOWDARK, 1); break; case 13: // SYNC STROBE FAST P_SpawnStrobeFlash (sector, FASTDARK, 1); break; case 14: // DOOR RAISE IN 5 MINUTES P_SpawnDoorRaiseIn5Mins (sector, i); break; case 17: P_SpawnFireFlicker(sector); break; } } // Init line EFFECTs numlinespecials = 0; for (i = 0;i < numlines; i++) { switch(lines[i].special) { case 48: // EFFECT FIRSTCOL SCROLL+ linespeciallist[numlinespecials] = &lines[i]; numlinespecials++; break; } } // Init other misc stuff for (i = 0;i < MAXCEILINGS;i++) activeceilings[i] = NULL; for (i = 0;i < MAXPLATS;i++) activeplats[i] = NULL; for (i = 0;i < MAXBUTTONS;i++) memset(&buttonlist[i],0,sizeof(button_t)); // UNUSED: no horizonal sliders. // P_InitSlidingDoorFrames(); } ================================================ FILE: linuxdoom-1.10/p_spec.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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; mobj_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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/p_switch.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log:$ // // DESCRIPTION: // Switches, buttons. Two-state animation. Exits. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_switch.c,v 1.3 1997/01/28 22:08:29 b1 Exp $"; #include "i_system.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) 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(alphSwitchList[i].name1); switchlist[index++] = R_TextureNumForName(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 = (mobj_t *)&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; } ================================================ FILE: linuxdoom-1.10/p_telept.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Teleportation. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_telept.c,v 1.3 1997/01/28 22:08:29 b1 Exp $"; #include "doomdef.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; thing->z = thing->floorz; //fixme: not needed? 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; } ================================================ FILE: linuxdoom-1.10/p_tick.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Archiving: SaveGame I/O. // Thinker, Ticker. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_tick.c,v 1.4 1997/02/03 16:47:55 b1 Exp $"; #include "z_zone.h" #include "p_local.h" #include "doomstat.h" int leveltime; // // THINKERS // All thinkers should be allocated by Z_Malloc // so they can be operated on uniformly. // The actual structures will vary in size, // but the first element must be thinker_t. // // Both the head and tail of the thinker list. thinker_t thinkercap; // // P_InitThinkers // void P_InitThinkers (void) { thinkercap.prev = thinkercap.next = &thinkercap; } // // P_AddThinker // Adds a new thinker at the end of the list. // void P_AddThinker (thinker_t* thinker) { thinkercap.prev->next = thinker; thinker->next = &thinkercap; thinker->prev = thinkercap.prev; thinkercap.prev = thinker; } // // P_RemoveThinker // Deallocation is lazy -- it will not actually be freed // until its thinking turn comes up. // void P_RemoveThinker (thinker_t* thinker) { // FIXME: NOP. thinker->function.acv = (actionf_v)(-1); } // // P_AllocateThinker // Allocates memory and adds a new thinker at the end of the list. // void P_AllocateThinker (thinker_t* thinker) { } // // P_RunThinkers // void P_RunThinkers (void) { thinker_t* currentthinker; currentthinker = thinkercap.next; while (currentthinker != &thinkercap) { if ( currentthinker->function.acv == (actionf_v)(-1) ) { // time to remove it currentthinker->next->prev = currentthinker->prev; currentthinker->prev->next = currentthinker->next; Z_Free (currentthinker); } else { if (currentthinker->function.acp1) currentthinker->function.acp1 (currentthinker); } currentthinker = currentthinker->next; } } // // P_Ticker // void P_Ticker (void) { int i; // run the tic if (paused) return; // pause if in menu and at least one tic has been run if ( !netgame && menuactive && !demoplayback && players[consoleplayer].viewz != 1) { return; } for (i=0 ; i>= ANGLETOFINESHIFT; player->mo->momx += FixedMul(move,finecosine[angle]); player->mo->momy += FixedMul(move,finesine[angle]); } // // P_CalcHeight // Calculate the walking / running height adjustment // void P_CalcHeight (player_t* player) { int angle; fixed_t bob; // Regular movement bobbing // (needs to be calculated for gun swing // even if not on ground) // OPTIMIZE: tablify angle // Note: a LUT allows for effects // like a ramp with low health. player->bob = FixedMul (player->mo->momx, player->mo->momx) + FixedMul (player->mo->momy,player->mo->momy); player->bob >>= 2; if (player->bob>MAXBOB) player->bob = MAXBOB; if ((player->cheats & CF_NOMOMENTUM) || !onground) { player->viewz = player->mo->z + VIEWHEIGHT; if (player->viewz > player->mo->ceilingz-4*FRACUNIT) player->viewz = player->mo->ceilingz-4*FRACUNIT; player->viewz = player->mo->z + player->viewheight; return; } angle = (FINEANGLES/20*leveltime)&FINEMASK; bob = FixedMul ( player->bob/2, finesine[angle]); // move viewheight if (player->playerstate == PST_LIVE) { player->viewheight += player->deltaviewheight; if (player->viewheight > VIEWHEIGHT) { player->viewheight = VIEWHEIGHT; player->deltaviewheight = 0; } if (player->viewheight < VIEWHEIGHT/2) { player->viewheight = VIEWHEIGHT/2; if (player->deltaviewheight <= 0) player->deltaviewheight = 1; } if (player->deltaviewheight) { player->deltaviewheight += FRACUNIT/4; if (!player->deltaviewheight) player->deltaviewheight = 1; } } player->viewz = player->mo->z + player->viewheight + bob; if (player->viewz > player->mo->ceilingz-4*FRACUNIT) player->viewz = player->mo->ceilingz-4*FRACUNIT; } // // P_MovePlayer // void P_MovePlayer (player_t* player) { ticcmd_t* cmd; cmd = &player->cmd; player->mo->angle += (cmd->angleturn<<16); // Do not let the player control movement // if not onground. onground = (player->mo->z <= player->mo->floorz); if (cmd->forwardmove && onground) P_Thrust (player, player->mo->angle, cmd->forwardmove*2048); if (cmd->sidemove && onground) P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048); if ( (cmd->forwardmove || cmd->sidemove) && player->mo->state == &states[S_PLAY] ) { P_SetMobjState (player->mo, S_PLAY_RUN1); } } // // P_DeathThink // Fall on your face when dying. // Decrease POV height to floor height. // #define ANG5 (ANG90/18) void P_DeathThink (player_t* player) { angle_t angle; angle_t delta; P_MovePsprites (player); // fall to the ground if (player->viewheight > 6*FRACUNIT) player->viewheight -= FRACUNIT; if (player->viewheight < 6*FRACUNIT) player->viewheight = 6*FRACUNIT; player->deltaviewheight = 0; onground = (player->mo->z <= player->mo->floorz); P_CalcHeight (player); if (player->attacker && player->attacker != player->mo) { angle = R_PointToAngle2 (player->mo->x, player->mo->y, player->attacker->x, player->attacker->y); delta = angle - player->mo->angle; if (delta < ANG5 || delta > (unsigned)-ANG5) { // Looking at killer, // so fade damage flash down. player->mo->angle = angle; if (player->damagecount) player->damagecount--; } else if (delta < ANG180) player->mo->angle += ANG5; else player->mo->angle -= ANG5; } else if (player->damagecount) player->damagecount--; if (player->cmd.buttons & BT_USE) player->playerstate = PST_REBORN; } // // P_PlayerThink // void P_PlayerThink (player_t* player) { ticcmd_t* cmd; weapontype_t newweapon; // fixme: do this in the cheat code if (player->cheats & CF_NOCLIP) player->mo->flags |= MF_NOCLIP; else player->mo->flags &= ~MF_NOCLIP; // chain saw run forward cmd = &player->cmd; if (player->mo->flags & MF_JUSTATTACKED) { cmd->angleturn = 0; cmd->forwardmove = 0xc800/512; cmd->sidemove = 0; player->mo->flags &= ~MF_JUSTATTACKED; } if (player->playerstate == PST_DEAD) { P_DeathThink (player); return; } // Move around. // Reactiontime is used to prevent movement // for a bit after a teleport. if (player->mo->reactiontime) player->mo->reactiontime--; else P_MovePlayer (player); P_CalcHeight (player); if (player->mo->subsector->sector->special) P_PlayerInSpecialSector (player); // Check for weapon change. // A special event has no other buttons. if (cmd->buttons & BT_SPECIAL) cmd->buttons = 0; if (cmd->buttons & BT_CHANGE) { // The actual changing of the weapon is done // when the weapon psprite can do it // (read: not in the middle of an attack). newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT; if (newweapon == wp_fist && player->weaponowned[wp_chainsaw] && !(player->readyweapon == wp_chainsaw && player->powers[pw_strength])) { newweapon = wp_chainsaw; } if ( (gamemode == commercial) && newweapon == wp_shotgun && player->weaponowned[wp_supershotgun] && player->readyweapon != wp_supershotgun) { newweapon = wp_supershotgun; } if (player->weaponowned[newweapon] && newweapon != player->readyweapon) { // Do not go to plasma or BFG in shareware, // even if cheated. if ((newweapon != wp_plasma && newweapon != wp_bfg) || (gamemode != shareware) ) { player->pendingweapon = newweapon; } } } // check for use if (cmd->buttons & BT_USE) { if (!player->usedown) { P_UseLines (player); player->usedown = true; } } else player->usedown = false; // cycle psprites P_MovePsprites (player); // Counters, time dependend power ups. // Strength counts up to diminish fade. if (player->powers[pw_strength]) player->powers[pw_strength]++; if (player->powers[pw_invulnerability]) player->powers[pw_invulnerability]--; if (player->powers[pw_invisibility]) if (! --player->powers[pw_invisibility] ) player->mo->flags &= ~MF_SHADOW; if (player->powers[pw_infrared]) player->powers[pw_infrared]--; if (player->powers[pw_ironfeet]) player->powers[pw_ironfeet]--; if (player->damagecount) player->damagecount--; if (player->bonuscount) player->bonuscount--; // Handling colormaps. if (player->powers[pw_invulnerability]) { if (player->powers[pw_invulnerability] > 4*32 || (player->powers[pw_invulnerability]&8) ) player->fixedcolormap = INVERSECOLORMAP; else player->fixedcolormap = 0; } else if (player->powers[pw_infrared]) { if (player->powers[pw_infrared] > 4*32 || (player->powers[pw_infrared]&8) ) { // almost full bright player->fixedcolormap = 1; } else player->fixedcolormap = 0; } else player->fixedcolormap = 0; } ================================================ FILE: linuxdoom-1.10/r_bsp.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // BSP traversal, handling of LineSegs for rendering. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: r_bsp.c,v 1.4 1997/02/03 22:45:12 b1 Exp $"; #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]); } ================================================ FILE: linuxdoom-1.10/r_bsp.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Refresh module, BSP traversal and handling. // //----------------------------------------------------------------------------- #ifndef __R_BSP__ #define __R_BSP__ #ifdef __GNUG__ #pragma interface #endif 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/r_data.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // Revision 1.3 1997/01/29 20:10 // DESCRIPTION: // Preparation of data for rendering, // generation of lookups, caching, retrieval by name. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: r_data.c,v 1.4 1997/02/03 16:47:55 b1 Exp $"; #include "i_system.h" #include "z_zone.h" #include "m_swap.h" #include "w_wad.h" #include "doomdef.h" #include "r_local.h" #include "p_local.h" #include "doomstat.h" #include "r_sky.h" #ifdef LINUX #include #endif #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; } 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]; boolean masked; short width; short height; void **columndirectory; // OBSOLETE short patchcount; mappatch_t patches[1]; } 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. int originx; int 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 { // Keep name for switch changing, etc. char name[8]; short width; short height; // All the patches[patchcount] // are drawn back to front into the cached texture. short patchcount; texpatch_t patches[1]; } texture_t; int firstflat; int lastflat; int numflats; int firstpatch; int lastpatch; int numpatches; int firstspritelump; int lastspritelump; int numspritelumps; int numtextures; texture_t** textures; int* texturewidthmask; // needed for texture pegging fixed_t* textureheight; int* texturecompositesize; short** texturecolumnlump; unsigned short** texturecolumnofs; byte** texturecomposite; // for global animation int* flattranslation; int* texturetranslation; // needed for pre rendering fixed_t* spritewidth; fixed_t* spriteoffset; fixed_t* spritetopoffset; lighttable_t *colormaps; // // MAPTEXTURE_T CACHING // When a texture is first needed, // it counts the number of composite columns // required in the texture and allocates space // for a column directory and any new columns. // The directory will simply point inside other patches // if there is only one patch in a given column, // but any columns with multiple patches // will have new column_ts generated. // // // R_DrawColumnInCache // Clip and draw a column // from a patch into a cached post. // void R_DrawColumnInCache ( column_t* patch, byte* cache, int originy, int cacheheight ) { int count; int position; byte* source; byte* dest; dest = (byte *)cache + 3; while (patch->topdelta != 0xff) { source = (byte *)patch + 3; count = patch->length; position = originy + patch->topdelta; if (position < 0) { count += position; position = 0; } if (position + count > cacheheight) count = cacheheight - position; if (count > 0) memcpy (cache + position, source, count); patch = (column_t *)( (byte *)patch + patch->length + 4); } } // // R_GenerateComposite // Using the texture definition, // the composite texture is created from the patches, // and each column is cached. // void R_GenerateComposite (int texnum) { byte* block; texture_t* texture; texpatch_t* patch; patch_t* realpatch; int x; int x1; int x2; int i; column_t* patchcol; short* collump; unsigned short* colofs; texture = textures[texnum]; block = Z_Malloc (texturecompositesize[texnum], PU_STATIC, &texturecomposite[texnum]); collump = texturecolumnlump[texnum]; colofs = texturecolumnofs[texnum]; // Composite the columns together. patch = texture->patches; for (i=0 , patch = texture->patches; ipatchcount; i++, patch++) { realpatch = W_CacheLumpNum (patch->patch, PU_CACHE); x1 = patch->originx; x2 = x1 + SHORT(realpatch->width); if (x1<0) x = 0; else x = x1; if (x2 > texture->width) x2 = texture->width; for ( ; x= 0) continue; patchcol = (column_t *)((byte *)realpatch + LONG(realpatch->columnofs[x-x1])); R_DrawColumnInCache (patchcol, block + colofs[x], patch->originy, texture->height); } } // Now that the texture has been built in column cache, // it is purgable from zone memory. Z_ChangeTag (block, PU_CACHE); } // // R_GenerateLookup // void R_GenerateLookup (int texnum) { texture_t* texture; byte* patchcount; // patchcount[texture->width] texpatch_t* patch; patch_t* realpatch; int x; int x1; int x2; int i; short* collump; unsigned short* colofs; texture = textures[texnum]; // Composited texture not created yet. texturecomposite[texnum] = 0; texturecompositesize[texnum] = 0; collump = texturecolumnlump[texnum]; colofs = texturecolumnofs[texnum]; // Now count the number of columns // that are covered by more than one patch. // Fill in the lump / offset, so columns // with only a single patch are all done. patchcount = (byte *)alloca (texture->width); memset (patchcount, 0, texture->width); patch = texture->patches; for (i=0 , patch = texture->patches; ipatchcount; i++, patch++) { realpatch = W_CacheLumpNum (patch->patch, PU_CACHE); x1 = patch->originx; x2 = x1 + SHORT(realpatch->width); if (x1 < 0) x = 0; else x = x1; if (x2 > texture->width) x2 = texture->width; for ( ; xpatch; colofs[x] = LONG(realpatch->columnofs[x-x1])+3; } } for (x=0 ; xwidth ; x++) { if (!patchcount[x]) { printf ("R_GenerateLookup: column without a patch (%s)\n", texture->name); return; } // I_Error ("R_GenerateLookup: column without a patch"); if (patchcount[x] > 1) { // Use the cached block. collump[x] = -1; colofs[x] = texturecompositesize[texnum]; if (texturecompositesize[texnum] > 0x10000-texture->height) { I_Error ("R_GenerateLookup: texture %i is >64k", texnum); } texturecompositesize[texnum] += texture->height; } } } // // 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; } // // 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 ("PNAMES", PU_STATIC); nummappatches = LONG ( *((int *)names) ); name_p = names+4; patchlookup = alloca (nummappatches*sizeof(*patchlookup)); for (i=0 ; i maxoff) I_Error ("R_InitTextures: bad texture directory"); mtexture = (maptexture_t *) ( (byte *)maptex + offset); texture = textures[i] = Z_Malloc (sizeof(texture_t) + sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1), PU_STATIC, 0); texture->width = SHORT(mtexture->width); texture->height = SHORT(mtexture->height); texture->patchcount = SHORT(mtexture->patchcount); memcpy (texture->name, mtexture->name, sizeof(texture->name)); mpatch = &mtexture->patches[0]; patch = &texture->patches[0]; for (j=0 ; jpatchcount ; j++, mpatch++, patch++) { patch->originx = SHORT(mpatch->originx); patch->originy = SHORT(mpatch->originy); patch->patch = patchlookup[SHORT(mpatch->patch)]; if (patch->patch == -1) { I_Error ("R_InitTextures: Missing patch in texture %s", texture->name); } } texturecolumnlump[i] = Z_Malloc (texture->width*2, PU_STATIC,0); texturecolumnofs[i] = Z_Malloc (texture->width*2, PU_STATIC,0); j = 1; while (j*2 <= texture->width) j<<=1; texturewidthmask[i] = j-1; textureheight[i] = texture->height<width; } Z_Free (maptex1); if (maptex2) Z_Free (maptex2); // Precalculate whatever possible. for (i=0 ; iwidth)<leftoffset)<topoffset)<name, name, 8) ) return i; 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 = alloca(numflats); memset (flatpresent,0,numflats); for (i=0 ; ipatchcount ; j++) { lump = texture->patches[j].patch; texturememory += lumpinfo[lump].size; W_CacheLumpNum(lump , PU_CACHE); } } // Precache sprites. spritepresent = alloca(numsprites); memset (spritepresent,0, numsprites); for (th = thinkercap.next ; th != &thinkercap ; th=th->next) { if (th->function.acp1 == (actionf_p1)P_MobjThinker) spritepresent[((mobj_t *)th)->sprite] = 1; } spritememory = 0; for (i=0 ; ilump[k]; spritememory += lumpinfo[lump].size; W_CacheLumpNum(lump , PU_CACHE); } } } } ================================================ FILE: linuxdoom-1.10/r_data.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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" #ifdef __GNUG__ #pragma interface #endif // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/r_defs.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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" #ifdef __GNUG__ #pragma interface #endif // 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; // posts are runs of non masked source pixels typedef struct { byte topdelta; // -1 is the last post in a column byte length; // length data bytes follows } post_t; // column_t is a list of 0 or more post_t, (byte)-1 terminated typedef post_t column_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; // Patches. // A patch holds one or more columns. // Patches are used for sprites and all masked pictures, // and we compose textures from the TEXTURE1/2 lists // of patches. typedef struct { short width; // bounding box size short height; short leftoffset; // pixels to the left of origin short topoffset; // pixels below the origin int columnofs[8]; // only [width] used // the [0] is &columnofs[width] } patch_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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/r_draw.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // The actual span/column drawing functions. // Here find the main potential for optimization, // e.g. inline assembly, different algorithms. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: r_draw.c,v 1.4 1997/02/03 16:47:55 b1 Exp $"; #include "doomdef.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]; // // 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; 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. dc_x <<= 1; dest = ylookup[dc_yl] + columnofs[dc_x]; dest2 = ylookup[dc_yl] + columnofs[dc_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 // Keep till detailshift bug in blocky mode fixed, // or blocky mode removed. /* WATCOM code if (detailshift) { if (dc_x & 1) { outpw (GC_INDEX,GC_READMAP+(2<<8) ); outp (SC_INDEX+1,12); } else { outpw (GC_INDEX,GC_READMAP); outp (SC_INDEX+1,3); } dest = destview + dc_yl*80 + (dc_x>>1); } else { outpw (GC_INDEX,GC_READMAP+((dc_x&3)<<8) ); outp (SC_INDEX+1,1<<(dc_x&3)); dest = destview + dc_yl*80 + (dc_x>>2); }*/ // Does not work with blocky mode. 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--); } // // 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 // WATCOM VGA specific. /* Keep for fixing. if (detailshift) { if (dc_x & 1) outp (SC_INDEX+1,12); else outp (SC_INDEX+1,3); dest = destview + dc_yl*80 + (dc_x>>1); } else { outp (SC_INDEX+1,1<<(dc_x&3)); dest = destview + dc_yl*80 + (dc_x>>2); }*/ // FIXME. As above. 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--); } // // 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+255, PU_STATIC, 0); translationtables = (byte *)(( (int)translationtables + 255 )& ~255); // 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; // Blocky mode, need to multiply by 2. ds_x1 <<= 1; ds_x2 <<= 1; dest = ylookup[ds_y] + columnofs[ds_x1]; count = ds_x2 - ds_x1; do { spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63); // Lowres/blocky mode does it twice, // while scale is adjusted appropriately. *dest++ = ds_colormap[ds_source[spot]]; *dest++ = ds_colormap[ds_source[spot]]; xfrac += ds_xstep; yfrac += ds_ystep; } while (count--); } // // R_InitBuffer // Creats lookup tables that avoid // multiplies and other hazzles // for getting the framebuffer address // of a pixel to draw. // void R_InitBuffer ( int width, int height ) { int i; // Handle resize, // e.g. smaller view windows // with border and/or status bar. viewwindowx = (SCREENWIDTH-width) >> 1; // Column offset. For windows. for (i=0 ; i> 1; // Preclaculate all row offsets. for (i=0 ; i #include #include "doomdef.h" #include "d_net.h" #include "m_bbox.h" #include "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]; // UNUSED. // The finetangentgent[angle+FINEANGLES/4] table // holds the fixed_t tangent values for view angles, // ranging from MININT to 0 to MAXINT. // fixed_t finetangent[FINEANGLES/2]; // fixed_t finesine[5*FINEANGLES/4]; fixed_t* finecosine = &finesine[FINEANGLES/4]; 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; dx = abs(x - viewx); dy = abs(y - viewy); if (dy>dx) { temp = dx; dx = dy; dy = temp; } angle = (tantoangle[ FixedDiv(dy,dx)>>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; int anglea; int angleb; int sinea; int sineb; fixed_t num; int den; // UNUSED #if 0 { fixed_t dist; fixed_t z; fixed_t sinv; fixed_t cosv; sinv = finesine[(visangle-rw_normalangle)>>ANGLETOFINESHIFT]; dist = FixedDiv (rw_distance, sinv); cosv = finecosine[(viewangle-visangle)>>ANGLETOFINESHIFT]; z = abs(FixedMul (dist, cosv)); scale = FixedDiv(projection, z); return scale; } #endif anglea = ANG90 + (visangle-viewangle); angleb = ANG90 + (visangle-rw_normalangle); // both sines are allways positive sinea = finesine[anglea>>ANGLETOFINESHIFT]; sineb = finesine[angleb>>ANGLETOFINESHIFT]; num = FixedMul(projection,sineb)< num>>16) { scale = FixedDiv (num, den); if (scale > 64*FRACUNIT) scale = 64*FRACUNIT; else if (scale < 256) scale = 256; } else scale = 64*FRACUNIT; return scale; } // // R_InitTables // void R_InitTables (void) { // UNUSED: now getting from tables.c #if 0 int i; float a; float fv; int t; // viewangle tangent table for (i=0 ; i FRACUNIT*2) t = -1; else if (finetangent[i] < -FRACUNIT*2) t = viewwidth+1; else { t = FixedMul (finetangent[i], focallength); t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS; if (t < -1) t = -1; else if (t>viewwidth+1) t = viewwidth+1; } viewangletox[i] = t; } // Scan viewangletox[] to generate xtoviewangle[]: // xtoviewangle will give the smallest view angle // that maps to x. for (x=0;x<=viewwidth;x++) { i = 0; while (viewangletox[i]>x) i++; xtoviewangle[x] = (i<>= LIGHTSCALESHIFT; level = startmap - scale/DISTMAP; if (level < 0) level = 0; if (level >= NUMCOLORMAPS) level = NUMCOLORMAPS-1; zlight[i][j] = colormaps + level*256; } } } // // R_SetViewSize // Do not really change anything here, // because it might be in the middle of a refresh. // The change will take effect next refresh. // boolean setsizeneeded; int setblocks; int setdetail; void R_SetViewSize ( int blocks, int detail ) { setsizeneeded = true; setblocks = blocks; setdetail = detail; } // // R_ExecuteSetViewSize // void R_ExecuteSetViewSize (void) { fixed_t cosadj; fixed_t dy; int i; int j; int level; int startmap; setsizeneeded = false; if (setblocks == 11) { scaledviewwidth = SCREENWIDTH; viewheight = SCREENHEIGHT; } else { scaledviewwidth = setblocks*32; viewheight = (setblocks*168/10)&~7; } detailshift = setdetail; viewwidth = scaledviewwidth>>detailshift; centery = viewheight/2; centerx = viewwidth/2; centerxfrac = centerx<>ANGLETOFINESHIFT]); distscale[i] = FixedDiv (FRACUNIT,cosadj); } // Calculate the light levels to use // for each level / scale combination. for (i=0 ; i< LIGHTLEVELS ; i++) { startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS; for (j=0 ; j= NUMCOLORMAPS) level = NUMCOLORMAPS-1; scalelight[i][j] = colormaps + level*256; } } } // // R_Init // extern int detailLevel; extern int screenblocks; void R_Init (void) { R_InitData (); printf ("\nR_InitData"); R_InitPointToAngle (); printf ("\nR_InitPointToAngle"); R_InitTables (); // viewwidth / viewheight / detailLevel are set by the defaults printf ("\nR_InitTables"); R_SetViewSize (screenblocks, detailLevel); R_InitPlanes (); printf ("\nR_InitPlanes"); R_InitLightTables (); printf ("\nR_InitLightTables"); R_InitSkyMap (); printf ("\nR_InitSkyMap"); R_InitTranslationTables (); printf ("\nR_InitTranslationsTables"); framecount = 0; } // // R_PointInSubsector // subsector_t* R_PointInSubsector ( fixed_t x, fixed_t y ) { node_t* node; int side; int nodenum; // single subsector is a special case if (!numnodes) return subsectors; nodenum = numnodes-1; while (! (nodenum & NF_SUBSECTOR) ) { node = &nodes[nodenum]; side = R_PointOnSide (x, y, node); nodenum = node->children[side]; } return &subsectors[nodenum & ~NF_SUBSECTOR]; } // // R_SetupFrame // void R_SetupFrame (player_t* player) { int i; viewplayer = player; viewx = player->mo->x; viewy = player->mo->y; viewangle = player->mo->angle + viewangleoffset; extralight = player->extralight; viewz = player->viewz; viewsin = finesine[viewangle>>ANGLETOFINESHIFT]; viewcos = finecosine[viewangle>>ANGLETOFINESHIFT]; sscount = 0; if (player->fixedcolormap) { fixedcolormap = colormaps + player->fixedcolormap*256*sizeof(lighttable_t); walllights = scalelightfixed; for (i=0 ; i #include "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 || (unsigned)y>viewheight) { I_Error ("R_MapPlane: %i, %i at %i",x1,x2,y); } #endif if (planeheight != cachedheight[y]) { cachedheight[y] = planeheight; distance = cacheddistance[y] = FixedMul (planeheight, yslope[y]); ds_xstep = cachedxstep[y] = FixedMul (distance,basexscale); ds_ystep = cachedystep[y] = FixedMul (distance,baseyscale); } else { distance = cacheddistance[y]; ds_xstep = cachedxstep[y]; ds_ystep = cachedystep[y]; } length = FixedMul (distance,distscale[x1]); angle = (viewangle + xtoviewangle[x1])>>ANGLETOFINESHIFT; ds_xfrac = viewx + FixedMul(finecosine[angle], length); ds_yfrac = -viewy - FixedMul(finesine[angle], length); if (fixedcolormap) ds_colormap = fixedcolormap; else { index = distance >> LIGHTZSHIFT; if (index >= MAXLIGHTZ ) index = MAXLIGHTZ-1; ds_colormap = planezlight[index]; } ds_y = y; ds_x1 = x1; ds_x2 = x2; // high or low detail spanfunc (); } // // R_ClearPlanes // At begining of frame. // void R_ClearPlanes (void) { int i; angle_t angle; // opening / clipping determination for (i=0 ; i>ANGLETOFINESHIFT; // scale will be unit scale at SCREENWIDTH/2 distance basexscale = FixedDiv (finecosine[angle],centerxfrac); baseyscale = -FixedDiv (finesine[angle],centerxfrac); } // // R_FindPlane // visplane_t* R_FindPlane ( fixed_t height, int picnum, int lightlevel ) { visplane_t* check; if (picnum == skyflatnum) { height = 0; // all skys map together lightlevel = 0; } for (check=visplanes; checkheight && picnum == check->picnum && lightlevel == check->lightlevel) { break; } } if (check < lastvisplane) return check; if (lastvisplane - visplanes == MAXVISPLANES) I_Error ("R_FindPlane: no more visplanes"); lastvisplane++; check->height = height; check->picnum = picnum; check->lightlevel = lightlevel; check->minx = SCREENWIDTH; check->maxx = -1; memset (check->top,0xff,sizeof(check->top)); return check; } // // R_CheckPlane // visplane_t* R_CheckPlane ( visplane_t* pl, int start, int stop ) { int intrl; int intrh; int unionl; int unionh; int x; if (start < pl->minx) { intrl = pl->minx; unionl = start; } else { unionl = pl->minx; intrl = start; } if (stop > pl->maxx) { intrh = pl->maxx; unionh = stop; } else { unionh = pl->maxx; intrh = stop; } for (x=intrl ; x<= intrh ; x++) if (pl->top[x] != 0xff) break; if (x > intrh) { pl->minx = unionl; pl->maxx = unionh; // use the same one return pl; } // make a new visplane lastvisplane->height = pl->height; lastvisplane->picnum = pl->picnum; lastvisplane->lightlevel = pl->lightlevel; pl = lastvisplane++; pl->minx = start; pl->maxx = stop; memset (pl->top,0xff,sizeof(pl->top)); return pl; } // // R_MakeSpans // void R_MakeSpans ( int x, int t1, int b1, int t2, int b2 ) { while (t1 < t2 && t1<=b1) { R_MapPlane (t1,spanstart[t1],x-1); t1++; } while (b1 > b2 && b1>=t1) { R_MapPlane (b1,spanstart[b1],x-1); b1--; } while (t2 < t1 && t2<=b2) { spanstart[t2] = x; t2++; } while (b2 > b1 && b2>=t2) { spanstart[b2] = x; b2--; } } // // R_DrawPlanes // At the end of each frame. // void R_DrawPlanes (void) { visplane_t* pl; int light; int x; int stop; int angle; #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 ds_source = W_CacheLumpNum(firstflat + flattranslation[pl->picnum], 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]); } Z_ChangeTag (ds_source, PU_CACHE); } } ================================================ FILE: linuxdoom-1.10/r_plane.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Refresh, visplane stuff (floor, ceilings). // //----------------------------------------------------------------------------- #ifndef __R_PLANE__ #define __R_PLANE__ #include "r_data.h" #ifdef __GNUG__ #pragma interface #endif // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/r_segs.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // All the clipping: columns, horizontal spans, sky columns. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: r_segs.c,v 1.3 1997/01/29 20:10:19 b1 Exp $"; #include #include "i_system.h" #include "doomdef.h" #include "doomstat.h" #include "r_local.h" #include "r_sky.h" // OPTIMIZE: closed two sided lines as single sided // True if any of the segs textures might be visible. boolean segtextured; // False if the back side is the same plane. boolean markfloor; boolean markceiling; boolean maskedtexture; int toptexture; int bottomtexture; int midtexture; angle_t rw_normalangle; // angle to line origin int rw_angle1; // // regular wall // int rw_x; int rw_stopx; angle_t rw_centerangle; fixed_t rw_offset; fixed_t rw_distance; fixed_t rw_scale; fixed_t rw_scalestep; fixed_t rw_midtexturemid; fixed_t rw_toptexturemid; fixed_t rw_bottomtexturemid; int worldtop; int worldbottom; int worldhigh; int worldlow; fixed_t pixhigh; fixed_t pixlow; fixed_t pixhighstep; fixed_t pixlowstep; fixed_t topfrac; fixed_t topstep; fixed_t bottomfrac; fixed_t bottomstep; lighttable_t** walllights; short* maskedtexturecol; // // R_RenderMaskedSegRange // void R_RenderMaskedSegRange ( drawseg_t* ds, int x1, int x2 ) { unsigned index; column_t* col; int lightnum; int texnum; // Calculate light table. // Use different light tables // for horizontal / vertical / diagonal. Diagonal? // OPTIMIZE: get rid of LIGHTSEGSHIFT globally curline = ds->curline; frontsector = curline->frontsector; backsector = curline->backsector; texnum = texturetranslation[curline->sidedef->midtexture]; lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight; if (curline->v1->y == curline->v2->y) lightnum--; else if (curline->v1->x == curline->v2->x) lightnum++; if (lightnum < 0) walllights = scalelight[0]; else if (lightnum >= LIGHTLEVELS) walllights = scalelight[LIGHTLEVELS-1]; else walllights = scalelight[lightnum]; maskedtexturecol = ds->maskedtexturecol; rw_scalestep = ds->scalestep; spryscale = ds->scale1 + (x1 - ds->x1)*rw_scalestep; mfloorclip = ds->sprbottomclip; mceilingclip = ds->sprtopclip; // find positioning if (curline->linedef->flags & ML_DONTPEGBOTTOM) { dc_texturemid = frontsector->floorheight > backsector->floorheight ? frontsector->floorheight : backsector->floorheight; dc_texturemid = dc_texturemid + textureheight[texnum] - viewz; } else { dc_texturemid =frontsector->ceilingheightceilingheight ? frontsector->ceilingheight : backsector->ceilingheight; dc_texturemid = dc_texturemid - viewz; } dc_texturemid += curline->sidedef->rowoffset; if (fixedcolormap) dc_colormap = fixedcolormap; // draw the columns for (dc_x = x1 ; dc_x <= x2 ; dc_x++) { // calculate lighting if (maskedtexturecol[dc_x] != MAXSHORT) { 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] = MAXSHORT; } spryscale += rw_scalestep; } } // // R_RenderSegLoop // Draws zero, one, or two textures (and possibly a masked // texture) for walls. // Can draw or mark the starting pixel of floor and ceiling // textures. // CALLED: CORE LOOPING ROUTINE. // #define HEIGHTBITS 12 #define HEIGHTUNIT (1<>HEIGHTBITS; // no space above wall? if (yl < ceilingclip[rw_x]+1) yl = ceilingclip[rw_x]+1; if (markceiling) { top = ceilingclip[rw_x]+1; bottom = yl-1; if (bottom >= floorclip[rw_x]) bottom = floorclip[rw_x]-1; if (top <= bottom) { ceilingplane->top[rw_x] = top; ceilingplane->bottom[rw_x] = bottom; } } yh = bottomfrac>>HEIGHTBITS; if (yh >= floorclip[rw_x]) yh = floorclip[rw_x]-1; if (markfloor) { top = yh+1; bottom = floorclip[rw_x]-1; if (top <= ceilingclip[rw_x]) top = ceilingclip[rw_x]+1; if (top <= bottom) { floorplane->top[rw_x] = top; floorplane->bottom[rw_x] = bottom; } } // texturecolumn and lighting are independent of wall tiers if (segtextured) { // calculate texture offset angle = (rw_centerangle + xtoviewangle[rw_x])>>ANGLETOFINESHIFT; texturecolumn = rw_offset-FixedMul(finetangent[angle],rw_distance); texturecolumn >>= FRACBITS; // calculate lighting index = rw_scale>>LIGHTSCALESHIFT; if (index >= MAXLIGHTSCALE ) index = MAXLIGHTSCALE-1; dc_colormap = walllights[index]; dc_x = rw_x; dc_iscale = 0xffffffffu / (unsigned)rw_scale; } // draw the wall tiers if (midtexture) { // single sided line dc_yl = yl; dc_yh = yh; dc_texturemid = rw_midtexturemid; dc_source = R_GetColumn(midtexture,texturecolumn); colfunc (); ceilingclip[rw_x] = viewheight; floorclip[rw_x] = -1; } else { // two sided line if (toptexture) { // top wall mid = pixhigh>>HEIGHTBITS; pixhigh += pixhighstep; if (mid >= floorclip[rw_x]) mid = floorclip[rw_x]-1; if (mid >= yl) { dc_yl = yl; dc_yh = mid; dc_texturemid = rw_toptexturemid; dc_source = R_GetColumn(toptexture,texturecolumn); colfunc (); ceilingclip[rw_x] = mid; } else ceilingclip[rw_x] = yl-1; } else { // no top wall if (markceiling) ceilingclip[rw_x] = yl-1; } if (bottomtexture) { // bottom wall mid = (pixlow+HEIGHTUNIT-1)>>HEIGHTBITS; pixlow += pixlowstep; // no space above wall? if (mid <= ceilingclip[rw_x]) mid = ceilingclip[rw_x]+1; if (mid <= yh) { dc_yl = mid; dc_yh = yh; dc_texturemid = rw_bottomtexturemid; dc_source = R_GetColumn(bottomtexture, texturecolumn); colfunc (); floorclip[rw_x] = mid; } else floorclip[rw_x] = yh+1; } else { // no bottom wall if (markfloor) floorclip[rw_x] = yh+1; } if (maskedtexture) { // save texturecol // for backdrawing of masked mid texture maskedtexturecol[rw_x] = texturecolumn; } } rw_scale += rw_scalestep; topfrac += topstep; bottomfrac += bottomstep; } } // // R_StoreWallRange // A wall segment will be drawn // between start and stop pixels (inclusive). // void R_StoreWallRange ( int start, int stop ) { fixed_t hyp; fixed_t sineval; angle_t distangle, offsetangle; fixed_t vtop; int lightnum; // don't overflow and crash if (ds_p == &drawsegs[MAXDRAWSEGS]) return; #ifdef RANGECHECK if (start >=viewwidth || start > stop) I_Error ("Bad R_RenderWallRange: %i to %i", start , stop); #endif sidedef = curline->sidedef; linedef = curline->linedef; // mark the segment as visible for auto map linedef->flags |= ML_MAPPED; // calculate rw_distance for scale calculation rw_normalangle = curline->angle + ANG90; offsetangle = abs(rw_normalangle-rw_angle1); if (offsetangle > ANG90) offsetangle = ANG90; distangle = ANG90 - offsetangle; hyp = R_PointToDist (curline->v1->x, curline->v1->y); sineval = finesine[distangle>>ANGLETOFINESHIFT]; rw_distance = FixedMul (hyp, sineval); ds_p->x1 = rw_x = start; ds_p->x2 = stop; ds_p->curline = curline; rw_stopx = stop+1; // calculate scale at both ends and step ds_p->scale1 = rw_scale = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[start]); if (stop > start ) { ds_p->scale2 = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[stop]); ds_p->scalestep = rw_scalestep = (ds_p->scale2 - rw_scale) / (stop-start); } else { // UNUSED: try to fix the stretched line bug #if 0 if (rw_distance < FRACUNIT/2) { fixed_t trx,try; fixed_t gxt,gyt; trx = curline->v1->x - viewx; try = curline->v1->y - viewy; gxt = FixedMul(trx,viewcos); gyt = -FixedMul(try,viewsin); ds_p->scale1 = FixedDiv(projection, gxt-gyt)<scale2 = ds_p->scale1; } // calculate texture boundaries // and decide if floor / ceiling marks are needed worldtop = frontsector->ceilingheight - viewz; worldbottom = frontsector->floorheight - viewz; midtexture = toptexture = bottomtexture = maskedtexture = 0; ds_p->maskedtexturecol = NULL; if (!backsector) { // single sided line midtexture = texturetranslation[sidedef->midtexture]; // a single sided line is terminal, so it must mark ends markfloor = markceiling = true; if (linedef->flags & ML_DONTPEGBOTTOM) { vtop = frontsector->floorheight + textureheight[sidedef->midtexture]; // bottom of texture at bottom rw_midtexturemid = vtop - viewz; } else { // top of texture at top rw_midtexturemid = worldtop; } rw_midtexturemid += sidedef->rowoffset; ds_p->silhouette = SIL_BOTH; ds_p->sprtopclip = screenheightarray; ds_p->sprbottomclip = negonearray; ds_p->bsilheight = MAXINT; ds_p->tsilheight = MININT; } 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 = MAXINT; // 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 = MININT; // ds_p->sprtopclip = screenheightarray; } if (backsector->ceilingheight <= frontsector->floorheight) { ds_p->sprbottomclip = negonearray; ds_p->bsilheight = MAXINT; ds_p->silhouette |= SIL_BOTTOM; } if (backsector->floorheight >= frontsector->ceilingheight) { ds_p->sprtopclip = screenheightarray; ds_p->tsilheight = MININT; 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 = MININT; } if (maskedtexture && !(ds_p->silhouette&SIL_BOTTOM)) { ds_p->silhouette |= SIL_BOTTOM; ds_p->bsilheight = MAXINT; } ds_p++; } ================================================ FILE: linuxdoom-1.10/r_segs.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Refresh module, drawing LineSegs from BSP. // //----------------------------------------------------------------------------- #ifndef __R_SEGS__ #define __R_SEGS__ #ifdef __GNUG__ #pragma interface #endif void R_RenderMaskedSegRange ( drawseg_t* ds, int x1, int x2 ); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/r_sky.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // 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? // // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $"; // Needed for FRACUNIT. #include "m_fixed.h" // Needed for Flat retrieval. #include "r_data.h" #ifdef __GNUG__ #pragma implementation "r_sky.h" #endif #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; } ================================================ FILE: linuxdoom-1.10/r_sky.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Sky rendering. // //----------------------------------------------------------------------------- #ifndef __R_SKY__ #define __R_SKY__ #ifdef __GNUG__ #pragma interface #endif // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/r_state.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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" #ifdef __GNUG__ #pragma interface #endif // // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/r_things.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Refresh of things, i.e. objects represented by sprites. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: r_things.c,v 1.5 1997/02/03 16:47:56 b1 Exp $"; #include #include #include "doomdef.h" #include "m_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 intname; int frame; int rotation; int start; int end; int patched; // count the number of sprite names check = namelist; while (*check != NULL) check++; numsprites = check-namelist; if (!numsprites) return; sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL); start = firstspritelump-1; end = lastspritelump+1; // scan all the lump names for each of the names, // noting the highest frame letter. // Just compare 4 characters as ints for (i=0 ; itopdelta != 0xff ; ) { // calculate unclipped screen coordinates // for post topscreen = sprtopscreen + spryscale*column->topdelta; bottomscreen = topscreen + spryscale*column->length; dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS; dc_yh = (bottomscreen-1)>>FRACBITS; if (dc_yh >= mfloorclip[dc_x]) dc_yh = mfloorclip[dc_x]-1; if (dc_yl <= mceilingclip[dc_x]) dc_yl = mceilingclip[dc_x]+1; if (dc_yl <= dc_yh) { dc_source = (byte *)column + 3; dc_texturemid = basetexturemid - (column->topdelta<topdelta; // Drawn by either R_DrawColumn // or (SHADOW) R_DrawFuzzColumn. colfunc (); } column = (column_t *)( (byte *)column + column->length + 4); } dc_texturemid = basetexturemid; } // // R_DrawVisSprite // mfloorclip and mceilingclip should also be set. // void R_DrawVisSprite ( vissprite_t* vis, int x1, int x2 ) { column_t* column; int texturecolumn; fixed_t frac; patch_t* patch; patch = W_CacheLumpNum (vis->patch+firstspritelump, PU_CACHE); dc_colormap = vis->colormap; if (!dc_colormap) { // NULL colormap = shadow draw colfunc = fuzzcolfunc; } else if (vis->mobjflags & MF_TRANSLATION) { colfunc = R_DrawTranslatedColumn; 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)thing->sprite >= numsprites) I_Error ("R_ProjectSprite: invalid sprite number %i ", thing->sprite); #endif sprdef = &sprites[thing->sprite]; #ifdef RANGECHECK if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes ) I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ", thing->sprite, thing->frame); #endif sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK]; if (sprframe->rotate) { // choose a different rotation based on player view ang = R_PointToAngle (thing->x, thing->y); rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29; lump = sprframe->lump[rot]; flip = (boolean)sprframe->flip[rot]; } else { // use single rotation for all views lump = sprframe->lump[0]; flip = (boolean)sprframe->flip[0]; } // calculate edges of the shape tx -= spriteoffset[lump]; x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS; // off the right side? if (x1 > viewwidth) return; tx += spritewidth[lump]; x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1; // off the left side if (x2 < 0) return; // store information in a vissprite vis = R_NewVisSprite (); vis->mobjflags = thing->flags; vis->scale = xscale<gx = thing->x; vis->gy = thing->y; vis->gz = thing->z; vis->gzt = thing->z + spritetopoffset[lump]; vis->texturemid = vis->gzt - viewz; vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; iscale = FixedDiv (FRACUNIT, xscale); if (flip) { vis->startfrac = spritewidth[lump]-1; vis->xiscale = -iscale; } else { vis->startfrac = 0; vis->xiscale = iscale; } if (vis->x1 > x1) vis->startfrac += vis->xiscale*(vis->x1-x1); vis->patch = lump; // get light level if (thing->flags & MF_SHADOW) { // shadow draw vis->colormap = NULL; } else if (fixedcolormap) { // fixed map vis->colormap = fixedcolormap; } else if (thing->frame & FF_FULLBRIGHT) { // full bright vis->colormap = colormaps; } else { // diminished light index = xscale>>(LIGHTSCALESHIFT-detailshift); if (index >= MAXLIGHTSCALE) index = MAXLIGHTSCALE-1; vis->colormap = spritelights[index]; } } // // R_AddSprites // During BSP traversal, this adds sprites by sector. // void R_AddSprites (sector_t* sec) { mobj_t* thing; int lightnum; // BSP is traversed by subsector. // A sector might have been split into several // subsectors during BSP building. // Thus we check whether its already added. if (sec->validcount == validcount) return; // Well, now it will be done. sec->validcount = validcount; lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight; if (lightnum < 0) spritelights = scalelight[0]; else if (lightnum >= LIGHTLEVELS) spritelights = scalelight[LIGHTLEVELS-1]; else spritelights = scalelight[lightnum]; // Handle all things in sector. for (thing = sec->thinglist ; thing ; thing = thing->snext) R_ProjectSprite (thing); } // // R_DrawPSprite // void R_DrawPSprite (pspdef_t* psp) { fixed_t tx; int x1; int x2; spritedef_t* sprdef; spriteframe_t* sprframe; int lump; boolean flip; vissprite_t* vis; vissprite_t avis; // decide which patch to use #ifdef RANGECHECK if ( (unsigned)psp->state->sprite >= numsprites) I_Error ("R_ProjectSprite: invalid sprite number %i ", psp->state->sprite); #endif sprdef = &sprites[psp->state->sprite]; #ifdef RANGECHECK if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes) I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ", psp->state->sprite, psp->state->frame); #endif sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ]; lump = sprframe->lump[0]; flip = (boolean)sprframe->flip[0]; // calculate edges of the shape tx = psp->sx-160*FRACUNIT; tx -= spriteoffset[lump]; x1 = (centerxfrac + FixedMul (tx,pspritescale) ) >>FRACBITS; // off the right side if (x1 > viewwidth) return; tx += spritewidth[lump]; x2 = ((centerxfrac + FixedMul (tx, pspritescale) ) >>FRACBITS) - 1; // off the left side if (x2 < 0) return; // store information in a vissprite vis = &avis; vis->mobjflags = 0; vis->texturemid = (BASEYCENTER<sy-spritetopoffset[lump]); vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; vis->scale = pspritescale<xiscale = -pspriteiscale; vis->startfrac = spritewidth[lump]-1; } else { vis->xiscale = pspriteiscale; vis->startfrac = 0; } if (vis->x1 > x1) vis->startfrac += vis->xiscale*(vis->x1-x1); vis->patch = lump; if (viewplayer->powers[pw_invisibility] > 4*32 || viewplayer->powers[pw_invisibility] & 8) { // shadow draw vis->colormap = NULL; } else if (fixedcolormap) { // fixed color vis->colormap = fixedcolormap; } else if (psp->state->frame & FF_FULLBRIGHT) { // full bright vis->colormap = colormaps; } else { // local light vis->colormap = spritelights[MAXLIGHTSCALE-1]; } R_DrawVisSprite (vis, vis->x1, vis->x2); } // // R_DrawPlayerSprites // void R_DrawPlayerSprites (void) { int i; int lightnum; pspdef_t* psp; // get light level lightnum = (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT) +extralight; if (lightnum < 0) spritelights = scalelight[0]; else if (lightnum >= LIGHTLEVELS) spritelights = scalelight[LIGHTLEVELS-1]; else spritelights = scalelight[lightnum]; // clip to screen bounds mfloorclip = screenheightarray; mceilingclip = negonearray; // add all active psprites for (i=0, psp=viewplayer->psprites; istate) R_DrawPSprite (psp); } } // // R_SortVisSprites // vissprite_t vsprsortedhead; void R_SortVisSprites (void) { int i; int count; vissprite_t* ds; vissprite_t* best; vissprite_t unsorted; fixed_t bestscale; count = vissprite_p - vissprites; unsorted.next = unsorted.prev = &unsorted; if (!count) return; for (ds=vissprites ; dsnext = ds+1; ds->prev = ds-1; } vissprites[0].prev = &unsorted; unsorted.next = &vissprites[0]; (vissprite_p-1)->next = &unsorted; unsorted.prev = vissprite_p-1; // pull the vissprites out by scale //best = 0; // shut up the compiler warning vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead; for (i=0 ; inext) { if (ds->scale < bestscale) { bestscale = ds->scale; best = ds; } } best->next->prev = best->prev; best->prev->next = best->next; best->next = &vsprsortedhead; best->prev = vsprsortedhead.prev; vsprsortedhead.prev->next = best; vsprsortedhead.prev = best; } } // // R_DrawSprite // void R_DrawSprite (vissprite_t* spr) { drawseg_t* ds; short clipbot[SCREENWIDTH]; short cliptop[SCREENWIDTH]; int x; int r1; int r2; fixed_t scale; fixed_t lowscale; int silhouette; for (x = spr->x1 ; x<=spr->x2 ; x++) clipbot[x] = cliptop[x] = -2; // Scan drawsegs from end to start for obscuring segs. // The first drawseg that has a greater scale // is the clip seg. for (ds=ds_p-1 ; ds >= drawsegs ; ds--) { // determine if the drawseg obscures the sprite if (ds->x1 > spr->x2 || ds->x2 < spr->x1 || (!ds->silhouette && !ds->maskedtexturecol) ) { // does not cover sprite continue; } r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1; r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2; if (ds->scale1 > ds->scale2) { lowscale = ds->scale2; scale = ds->scale1; } else { lowscale = ds->scale1; scale = ds->scale2; } if (scale < spr->scale || ( lowscale < spr->scale && !R_PointOnSegSide (spr->gx, spr->gy, ds->curline) ) ) { // masked mid texture? if (ds->maskedtexturecol) R_RenderMaskedSegRange (ds, r1, r2); // seg is behind sprite continue; } // clip this piece of the sprite silhouette = ds->silhouette; if (spr->gz >= ds->bsilheight) silhouette &= ~SIL_BOTTOM; if (spr->gzt <= ds->tsilheight) silhouette &= ~SIL_TOP; if (silhouette == 1) { // bottom sil for (x=r1 ; x<=r2 ; x++) if (clipbot[x] == -2) clipbot[x] = ds->sprbottomclip[x]; } else if (silhouette == 2) { // top sil for (x=r1 ; x<=r2 ; x++) if (cliptop[x] == -2) cliptop[x] = ds->sprtopclip[x]; } else if (silhouette == 3) { // both for (x=r1 ; x<=r2 ; x++) { if (clipbot[x] == -2) clipbot[x] = ds->sprbottomclip[x]; if (cliptop[x] == -2) cliptop[x] = ds->sprtopclip[x]; } } } // all clipping has been performed, so draw the sprite // check for unclipped columns for (x = spr->x1 ; x<=spr->x2 ; x++) { if (clipbot[x] == -2) clipbot[x] = viewheight; if (cliptop[x] == -2) cliptop[x] = -1; } mfloorclip = clipbot; mceilingclip = cliptop; R_DrawVisSprite (spr, spr->x1, spr->x2); } // // R_DrawMasked // void R_DrawMasked (void) { vissprite_t* spr; drawseg_t* ds; R_SortVisSprites (); if (vissprite_p > vissprites) { // draw all vissprites back to front for (spr = vsprsortedhead.next ; spr != &vsprsortedhead ; spr=spr->next) { R_DrawSprite (spr); } } // render any remaining masked mid textures for (ds=ds_p-1 ; ds >= drawsegs ; ds--) if (ds->maskedtexturecol) R_RenderMaskedSegRange (ds, ds->x1, ds->x2); // draw the psprites on top of everything // but does not draw on side views if (!viewangleoffset) R_DrawPlayerSprites (); } ================================================ FILE: linuxdoom-1.10/r_things.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Rendering of moving objects, sprites. // //----------------------------------------------------------------------------- #ifndef __R_THINGS__ #define __R_THINGS__ #ifdef __GNUG__ #pragma interface #endif #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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/s_sound.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: none // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: s_sound.c,v 1.6 1997/02/03 22:45:12 b1 Exp $"; #include #include #include "i_system.h" #include "i_sound.h" #include "sounds.h" #include "s_sound.h" #include "z_zone.h" #include "m_random.h" #include "w_wad.h" #include "doomdef.h" #include "p_local.h" #include "doomstat.h" // Purpose? const char snd_prefixen[] = { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' }; #define S_MAX_VOLUME 127 // when to clip out sounds // Does not fit the large outdoor areas. #define S_CLIPPING_DIST (1200*0x10000) // Distance tp origin when sounds should be maxed out. // This should relate to movement clipping resolution // (see BLOCKMAP handling). // Originally: (200*0x10000). #define S_CLOSE_DIST (160*0x10000) #define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS) // Adjustable by menu. #define NORM_VOLUME snd_MaxVolume #define NORM_PITCH 128 #define NORM_PRIORITY 64 #define NORM_SEP 128 #define S_PITCH_PERTURB 1 #define S_STEREO_SWING (96*0x10000) // percent attenuation from front to back #define S_IFRACVOL 30 #define NA 0 #define S_NUMCHANNELS 2 // Current music/sfx card - index useless // w/o a reference LUT in a sound module. extern int snd_MusicDevice; extern int snd_SfxDevice; // Config file? Same disclaimer as above. extern int snd_DesiredMusicDevice; extern int snd_DesiredSfxDevice; typedef struct { // sound information (if null, channel avail.) sfxinfo_t* sfxinfo; // origin of sound void* origin; // handle of the sound being played int handle; } channel_t; // the set of channels available static channel_t* channels; // These are not used, but should be (menu). // Maximum volume of a sound effect. // Internal default is max out of 0-15. int snd_SfxVolume = 15; // Maximum volume of music. Useless so far. int snd_MusicVolume = 15; // whether songs are mus_paused static boolean mus_paused; // music currently being played static musicinfo_t* mus_playing=0; // following is set // by the defaults code in M_misc: // number of channels available int numChannels; static int nextcleanup; // // Internals. // int S_getChannel ( void* origin, sfxinfo_t* sfxinfo ); int S_AdjustSoundParams ( mobj_t* listener, mobj_t* source, int* vol, int* sep, int* pitch ); void S_StopChannel(int cnum); // // 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; fprintf( stderr, "S_Init: default sfx volume %d\n", sfxVolume); // Whatever these did with DMX, these are rather dummies now. I_SetChannels(); S_SetSfxVolume(sfxVolume); // No music with Linux - another dummy. S_SetMusicVolume(musicVolume); // Allocating the internal channels for mixing // (the maximum numer of sounds rendered // simultaneously) within zone memory. channels = (channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0); // Free all channels for use for (i=0 ; i mus_e3m9) // mnum -= mus_e3m9; S_ChangeMusic(mnum, true); nextcleanup = 15; } void S_StartSoundAtVolume ( void* origin_p, int sfx_id, int volume ) { int rc; int sep; int pitch; int priority; sfxinfo_t* sfx; int cnum; mobj_t* origin = (mobj_t *) origin_p; // Debug. /*fprintf( stderr, "S_StartSoundAtVolume: playing sound %d (%s)\n", sfx_id, S_sfx[sfx_id].name );*/ // 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) { pitch = sfx->pitch; priority = sfx->priority; volume += sfx->volume; if (volume < 1) return; if (volume > snd_SfxVolume) volume = snd_SfxVolume; } else { pitch = NORM_PITCH; 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, &pitch); if ( origin->x == players[consoleplayer].mo->x && origin->y == players[consoleplayer].mo->y) { sep = NORM_SEP; } if (!rc) return; } else { sep = NORM_SEP; } // hacks to vary the sfx pitches if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit) { pitch += 8 - (M_Random()&15); if (pitch<0) pitch = 0; else if (pitch>255) pitch = 255; } else if (sfx_id != sfx_itemup && sfx_id != sfx_tink) { pitch += 16 - (M_Random()&31); if (pitch<0) pitch = 0; else if (pitch>255) pitch = 255; } // kill old sound S_StopSound(origin); // try to find a channel cnum = S_getChannel(origin, sfx); if (cnum<0) return; // // This is supposed to handle the loading/caching. // For some odd reason, the caching is done nearly // each time the sound is needed? // // get lumpnum if necessary if (sfx->lumpnum < 0) sfx->lumpnum = I_GetSfxLumpNum(sfx); #ifndef SNDSRV // cache data if necessary if (!sfx->data) { fprintf( stderr, "S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n"); // DOS remains, 8bit handling //sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC); // fprintf( stderr, // "S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n", // sfx_id, sfx->lumpnum, (int)sfx->data ); } #endif // increase the usefulness if (sfx->usefulness++ < 0) sfx->usefulness = 1; // Assigns the handle to one of the channels in the // mix/output buffer. channels[cnum].handle = I_StartSound(sfx_id, /*sfx->data,*/ volume, sep, pitch, priority); } void S_StartSound ( void* origin, int sfx_id ) { #ifdef SAWDEBUG // if (sfx_id == sfx_sawful) // sfx_id = sfx_itemup; #endif S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume); // UNUSED. We had problems, had we not? #ifdef SAWDEBUG { int i; int n; static mobj_t* last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1}; static int first_saw=0; static int next_saw=0; if (sfx_id == sfx_sawidl || sfx_id == sfx_sawful || sfx_id == sfx_sawhit) { for (i=first_saw;i!=next_saw;i=(i+1)%10) if (last_saw_origins[i] != origin) fprintf(stderr, "old origin 0x%lx != " "origin 0x%lx for sfx %d\n", last_saw_origins[i], origin, sfx_id); last_saw_origins[next_saw] = origin; next_saw = (next_saw + 1) % 10; if (next_saw == first_saw) first_saw = (first_saw + 1) % 10; for (n=i=0; i1) { for (i=0; ihandle); mus_paused = true; } } void S_ResumeSound(void) { if (mus_playing && mus_paused) { I_ResumeSong(mus_playing->handle); mus_paused = false; } } // // Updates music & sounds // void S_UpdateSounds(void* listener_p) { int audible; int cnum; int volume; int sep; int pitch; sfxinfo_t* sfx; channel_t* c; mobj_t* listener = (mobj_t*)listener_p; // Clean up unused data. // This is currently not done for 16bit (sounds cached static). // DOS 8bit remains. /*if (gametic > nextcleanup) { for (i=1 ; i -1) { if (--S_sfx[i].usefulness == -1) { Z_ChangeTag(S_sfx[i].data, PU_CACHE); S_sfx[i].data = 0; } } } nextcleanup = gametic + 15; }*/ for (cnum=0 ; cnumsfxinfo; if (c->sfxinfo) { if (I_SoundIsPlaying(c->handle)) { // initialize parameters volume = snd_SfxVolume; pitch = NORM_PITCH; sep = NORM_SEP; if (sfx->link) { pitch = sfx->pitch; 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_p != c->origin) { audible = S_AdjustSoundParams(listener, c->origin, &volume, &sep, &pitch); if (!audible) { S_StopChannel(cnum); } else I_UpdateSoundParams(c->handle, volume, sep, pitch); } } else { // if channel is allocated but sound has stopped, // free it S_StopChannel(cnum); } } } // kill music if it is a single-play && finished // if ( mus_playing // && !I_QrySongPlaying(mus_playing->handle) // && !mus_paused ) // S_StopMusic(); } void S_SetMusicVolume(int volume) { if (volume < 0 || volume > 127) { I_Error("Attempt to set music volume at %d", volume); } I_SetMusicVolume(127); I_SetMusicVolume(volume); snd_MusicVolume = 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; char namebuf[9]; 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", music->name); music->lumpnum = W_GetNumForName(namebuf); } // load & register it music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC); music->handle = I_RegisterSong(music->data); // play it I_PlaySong(music->handle, looping); mus_playing = music; } void S_StopMusic(void) { if (mus_playing) { if (mus_paused) I_ResumeSong(mus_playing->handle); I_StopSong(mus_playing->handle); I_UnRegisterSong(mus_playing->handle); Z_ChangeTag(mus_playing->data, PU_CACHE); mus_playing->data = 0; mus_playing = 0; } } void S_StopChannel(int cnum) { int i; channel_t* c = &channels[cnum]; if (c->sfxinfo) { // stop the sound playing if (I_SoundIsPlaying(c->handle)) { #ifdef SAWDEBUG if (c->sfxinfo == &S_sfx[sfx_sawful]) fprintf(stderr, "stopped\n"); #endif I_StopSound(c->handle); } // check to see // if other channels are playing the sound for (i=0 ; isfxinfo == channels[i].sfxinfo) { break; } } // degrade usefulness of sound data c->sfxinfo->usefulness--; c->sfxinfo = 0; } } // // Changes volume, stereo-separation, and pitch 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. // int S_AdjustSoundParams ( mobj_t* listener, mobj_t* source, int* vol, int* sep, int* pitch ) { 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); } // // S_getChannel : // If none available, return -1. Otherwise channel #. // int S_getChannel ( void* origin, sfxinfo_t* sfxinfo ) { // channel number to use int cnum; channel_t* c; // Find an open channel for (cnum=0 ; cnumpriority >= sfxinfo->priority) break; if (cnum == numChannels) { // 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; } ================================================ FILE: linuxdoom-1.10/s_sound.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // The not so system specific sound interface. // //----------------------------------------------------------------------------- #ifndef __S_SOUND__ #define __S_SOUND__ #ifdef __GNUG__ #pragma interface #endif // // 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 ); // // Per level startup code. // Kills playing sounds at start of level, // determines music if any, changes music. // void S_Start(void); // // Start sound for thing at // using from sounds.h // void S_StartSound ( void* origin, int sound_id ); // Will start a sound at a given volume. void S_StartSoundAtVolume ( void* origin, int sound_id, int volume ); // Stop sound for thing at void S_StopSound(void* origin); // Start music using from sounds.h void S_StartMusic(int music_id); // Start music using from sounds.h, // and set whether looping void S_ChangeMusic ( int music_id, int looping ); // 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(void* listener); void S_SetMusicVolume(int volume); void S_SetSfxVolume(int volume); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/sounds.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Created by a sound utility. // Kept as a sample, DOOM2 sounds. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: sounds.c,v 1.3 1997/01/29 22:40:44 b1 Exp $"; #include "doomtype.h" #include "sounds.h" // // Information about all the music // musicinfo_t S_music[] = { { 0 }, { "e1m1", 0 }, { "e1m2", 0 }, { "e1m3", 0 }, { "e1m4", 0 }, { "e1m5", 0 }, { "e1m6", 0 }, { "e1m7", 0 }, { "e1m8", 0 }, { "e1m9", 0 }, { "e2m1", 0 }, { "e2m2", 0 }, { "e2m3", 0 }, { "e2m4", 0 }, { "e2m5", 0 }, { "e2m6", 0 }, { "e2m7", 0 }, { "e2m8", 0 }, { "e2m9", 0 }, { "e3m1", 0 }, { "e3m2", 0 }, { "e3m3", 0 }, { "e3m4", 0 }, { "e3m5", 0 }, { "e3m6", 0 }, { "e3m7", 0 }, { "e3m8", 0 }, { "e3m9", 0 }, { "inter", 0 }, { "intro", 0 }, { "bunny", 0 }, { "victor", 0 }, { "introa", 0 }, { "runnin", 0 }, { "stalks", 0 }, { "countd", 0 }, { "betwee", 0 }, { "doom", 0 }, { "the_da", 0 }, { "shawn", 0 }, { "ddtblu", 0 }, { "in_cit", 0 }, { "dead", 0 }, { "stlks2", 0 }, { "theda2", 0 }, { "doom2", 0 }, { "ddtbl2", 0 }, { "runni2", 0 }, { "dead2", 0 }, { "stlks3", 0 }, { "romero", 0 }, { "shawn2", 0 }, { "messag", 0 }, { "count2", 0 }, { "ddtbl3", 0 }, { "ampie", 0 }, { "theda3", 0 }, { "adrian", 0 }, { "messg2", 0 }, { "romer2", 0 }, { "tense", 0 }, { "shawn3", 0 }, { "openin", 0 }, { "evil", 0 }, { "ultima", 0 }, { "read_m", 0 }, { "dm2ttl", 0 }, { "dm2int", 0 } }; // // Information about all the sfx // sfxinfo_t S_sfx[] = { // S_sfx[0] needs to be a dummy for odd reasons. { "none", false, 0, 0, -1, -1, 0 }, { "pistol", false, 64, 0, -1, -1, 0 }, { "shotgn", false, 64, 0, -1, -1, 0 }, { "sgcock", false, 64, 0, -1, -1, 0 }, { "dshtgn", false, 64, 0, -1, -1, 0 }, { "dbopn", false, 64, 0, -1, -1, 0 }, { "dbcls", false, 64, 0, -1, -1, 0 }, { "dbload", false, 64, 0, -1, -1, 0 }, { "plasma", false, 64, 0, -1, -1, 0 }, { "bfg", false, 64, 0, -1, -1, 0 }, { "sawup", false, 64, 0, -1, -1, 0 }, { "sawidl", false, 118, 0, -1, -1, 0 }, { "sawful", false, 64, 0, -1, -1, 0 }, { "sawhit", false, 64, 0, -1, -1, 0 }, { "rlaunc", false, 64, 0, -1, -1, 0 }, { "rxplod", false, 70, 0, -1, -1, 0 }, { "firsht", false, 70, 0, -1, -1, 0 }, { "firxpl", false, 70, 0, -1, -1, 0 }, { "pstart", false, 100, 0, -1, -1, 0 }, { "pstop", false, 100, 0, -1, -1, 0 }, { "doropn", false, 100, 0, -1, -1, 0 }, { "dorcls", false, 100, 0, -1, -1, 0 }, { "stnmov", false, 119, 0, -1, -1, 0 }, { "swtchn", false, 78, 0, -1, -1, 0 }, { "swtchx", false, 78, 0, -1, -1, 0 }, { "plpain", false, 96, 0, -1, -1, 0 }, { "dmpain", false, 96, 0, -1, -1, 0 }, { "popain", false, 96, 0, -1, -1, 0 }, { "vipain", false, 96, 0, -1, -1, 0 }, { "mnpain", false, 96, 0, -1, -1, 0 }, { "pepain", false, 96, 0, -1, -1, 0 }, { "slop", false, 78, 0, -1, -1, 0 }, { "itemup", true, 78, 0, -1, -1, 0 }, { "wpnup", true, 78, 0, -1, -1, 0 }, { "oof", false, 96, 0, -1, -1, 0 }, { "telept", false, 32, 0, -1, -1, 0 }, { "posit1", true, 98, 0, -1, -1, 0 }, { "posit2", true, 98, 0, -1, -1, 0 }, { "posit3", true, 98, 0, -1, -1, 0 }, { "bgsit1", true, 98, 0, -1, -1, 0 }, { "bgsit2", true, 98, 0, -1, -1, 0 }, { "sgtsit", true, 98, 0, -1, -1, 0 }, { "cacsit", true, 98, 0, -1, -1, 0 }, { "brssit", true, 94, 0, -1, -1, 0 }, { "cybsit", true, 92, 0, -1, -1, 0 }, { "spisit", true, 90, 0, -1, -1, 0 }, { "bspsit", true, 90, 0, -1, -1, 0 }, { "kntsit", true, 90, 0, -1, -1, 0 }, { "vilsit", true, 90, 0, -1, -1, 0 }, { "mansit", true, 90, 0, -1, -1, 0 }, { "pesit", true, 90, 0, -1, -1, 0 }, { "sklatk", false, 70, 0, -1, -1, 0 }, { "sgtatk", false, 70, 0, -1, -1, 0 }, { "skepch", false, 70, 0, -1, -1, 0 }, { "vilatk", false, 70, 0, -1, -1, 0 }, { "claw", false, 70, 0, -1, -1, 0 }, { "skeswg", false, 70, 0, -1, -1, 0 }, { "pldeth", false, 32, 0, -1, -1, 0 }, { "pdiehi", false, 32, 0, -1, -1, 0 }, { "podth1", false, 70, 0, -1, -1, 0 }, { "podth2", false, 70, 0, -1, -1, 0 }, { "podth3", false, 70, 0, -1, -1, 0 }, { "bgdth1", false, 70, 0, -1, -1, 0 }, { "bgdth2", false, 70, 0, -1, -1, 0 }, { "sgtdth", false, 70, 0, -1, -1, 0 }, { "cacdth", false, 70, 0, -1, -1, 0 }, { "skldth", false, 70, 0, -1, -1, 0 }, { "brsdth", false, 32, 0, -1, -1, 0 }, { "cybdth", false, 32, 0, -1, -1, 0 }, { "spidth", false, 32, 0, -1, -1, 0 }, { "bspdth", false, 32, 0, -1, -1, 0 }, { "vildth", false, 32, 0, -1, -1, 0 }, { "kntdth", false, 32, 0, -1, -1, 0 }, { "pedth", false, 32, 0, -1, -1, 0 }, { "skedth", false, 32, 0, -1, -1, 0 }, { "posact", true, 120, 0, -1, -1, 0 }, { "bgact", true, 120, 0, -1, -1, 0 }, { "dmact", true, 120, 0, -1, -1, 0 }, { "bspact", true, 100, 0, -1, -1, 0 }, { "bspwlk", true, 100, 0, -1, -1, 0 }, { "vilact", true, 100, 0, -1, -1, 0 }, { "noway", false, 78, 0, -1, -1, 0 }, { "barexp", false, 60, 0, -1, -1, 0 }, { "punch", false, 64, 0, -1, -1, 0 }, { "hoof", false, 70, 0, -1, -1, 0 }, { "metal", false, 70, 0, -1, -1, 0 }, { "chgun", false, 64, &S_sfx[sfx_pistol], 150, 0, 0 }, { "tink", false, 60, 0, -1, -1, 0 }, { "bdopn", false, 100, 0, -1, -1, 0 }, { "bdcls", false, 100, 0, -1, -1, 0 }, { "itmbk", false, 100, 0, -1, -1, 0 }, { "flame", false, 32, 0, -1, -1, 0 }, { "flamst", false, 32, 0, -1, -1, 0 }, { "getpow", false, 60, 0, -1, -1, 0 }, { "bospit", false, 70, 0, -1, -1, 0 }, { "boscub", false, 70, 0, -1, -1, 0 }, { "bossit", false, 70, 0, -1, -1, 0 }, { "bospn", false, 70, 0, -1, -1, 0 }, { "bosdth", false, 70, 0, -1, -1, 0 }, { "manatk", false, 70, 0, -1, -1, 0 }, { "mandth", false, 70, 0, -1, -1, 0 }, { "sssit", false, 70, 0, -1, -1, 0 }, { "ssdth", false, 70, 0, -1, -1, 0 }, { "keenpn", false, 70, 0, -1, -1, 0 }, { "keendt", false, 70, 0, -1, -1, 0 }, { "skeact", false, 70, 0, -1, -1, 0 }, { "skesit", false, 70, 0, -1, -1, 0 }, { "skeatk", false, 70, 0, -1, -1, 0 }, { "radio", false, 60, 0, -1, -1, 0 } }; ================================================ FILE: linuxdoom-1.10/sounds.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Created by the sound utility written by Dave Taylor. // Kept as a sample, DOOM2 sounds. Frozen. // //----------------------------------------------------------------------------- #ifndef __SOUNDS__ #define __SOUNDS__ // // SoundFX struct. // typedef struct sfxinfo_struct sfxinfo_t; struct sfxinfo_struct { // up to 6-character name char* name; // Sfx singularity (only one at a time) int singularity; // Sfx priority int priority; // referenced sound if a link sfxinfo_t* link; // pitch if a link int pitch; // volume if a link int volume; // sound data void* data; // this is checked every second to see if sound // can be thrown out (if 0, then decrement, if -1, // then throw out, if > 0, then it is in use) int usefulness; // lump number of sfx int lumpnum; }; // // MusicInfo struct. // typedef struct { // up to 6-character name char* name; // lump number of music int lumpnum; // music data void* data; // music handle once registered int handle; } musicinfo_t; // 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/st_lib.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // The status bar widget code. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: st_lib.c,v 1.4 1997/02/03 16:47:56 b1 Exp $"; #include #include "doomdef.h" #include "z_zone.h" #include "v_video.h" #include "m_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("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, BG, w*numdigits, h, x, n->y, FG); // 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, FG, n->p[ 0 ]); // draw the new number while (num && numdigits--) { x -= w; V_DrawPatch(x, n->y, FG, n->p[ num % 10 ]); num /= 10; } // draw a minus sign if necessary if (neg) V_DrawPatch(x - 8, n->y, FG, 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, FG, 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, BG, w, h, x, y, FG); } V_DrawPatch(mi->x, mi->y, FG, 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 = 0; 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, FG, bi->p); else V_CopyRect(x, y-ST_Y, BG, w, h, x, y, FG); bi->oldval = *bi->val; } } ================================================ FILE: linuxdoom-1.10/st_lib.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // The status bar widget code. // //----------------------------------------------------------------------------- #ifndef __STLIB__ #define __STLIB__ // We are referring to patches. #include "r_defs.h" // // Background and foreground screen numbers // #define BG 4 #define FG 0 // // 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 int 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 //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/st_stuff.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Status bar code. // Does the face/direction indicator animatin. // Does palette indicators as well (red pain/berserk, bright pickup) // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: st_stuff.c,v 1.6 1997/02/03 22:45:13 b1 Exp $"; #include #include "i_system.h" #include "i_video.h" #include "z_zone.h" #include "m_random.h" #include "w_wad.h" #include "doomdef.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 // main player in game static player_t* plyr; // ST_Start() has just been called static boolean st_firsttime; // used to execute ST_Init() only once static int veryfirsttime = 1; // 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; // Massive bunches of cheat shit // to keep it from being easy to figure them out. // Yeah, right... unsigned char cheat_mus_seq[] = { 0xb2, 0x26, 0xb6, 0xae, 0xea, 1, 0, 0, 0xff }; unsigned char cheat_choppers_seq[] = { 0xb2, 0x26, 0xe2, 0x32, 0xf6, 0x2a, 0x2a, 0xa6, 0x6a, 0xea, 0xff // id... }; unsigned char cheat_god_seq[] = { 0xb2, 0x26, 0x26, 0xaa, 0x26, 0xff // iddqd }; unsigned char cheat_ammo_seq[] = { 0xb2, 0x26, 0xf2, 0x66, 0xa2, 0xff // idkfa }; unsigned char cheat_ammonokey_seq[] = { 0xb2, 0x26, 0x66, 0xa2, 0xff // idfa }; // Smashing Pumpkins Into Samml Piles Of Putried Debris. unsigned char cheat_noclip_seq[] = { 0xb2, 0x26, 0xea, 0x2a, 0xb2, // idspispopd 0xea, 0x2a, 0xf6, 0x2a, 0x26, 0xff }; // unsigned char cheat_commercial_noclip_seq[] = { 0xb2, 0x26, 0xe2, 0x36, 0xb2, 0x2a, 0xff // idclip }; unsigned char cheat_powerup_seq[7][10] = { { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6e, 0xff }, // beholdv { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xea, 0xff }, // beholds { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xb2, 0xff }, // beholdi { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6a, 0xff }, // beholdr { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xa2, 0xff }, // beholda { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x36, 0xff }, // beholdl { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xff } // behold }; unsigned char cheat_clev_seq[] = { 0xb2, 0x26, 0xe2, 0x36, 0xa6, 0x6e, 1, 0, 0, 0xff // idclev }; // my position cheat unsigned char cheat_mypos_seq[] = { 0xb2, 0x26, 0xb6, 0xba, 0x2a, 0xf6, 0xea, 0xff // idmypos }; // Now what? cheatseq_t cheat_mus = { cheat_mus_seq, 0 }; cheatseq_t cheat_god = { cheat_god_seq, 0 }; cheatseq_t cheat_ammo = { cheat_ammo_seq, 0 }; cheatseq_t cheat_ammonokey = { cheat_ammonokey_seq, 0 }; cheatseq_t cheat_noclip = { cheat_noclip_seq, 0 }; cheatseq_t cheat_commercial_noclip = { cheat_commercial_noclip_seq, 0 }; cheatseq_t cheat_powerup[7] = { { cheat_powerup_seq[0], 0 }, { cheat_powerup_seq[1], 0 }, { cheat_powerup_seq[2], 0 }, { cheat_powerup_seq[3], 0 }, { cheat_powerup_seq[4], 0 }, { cheat_powerup_seq[5], 0 }, { cheat_powerup_seq[6], 0 } }; cheatseq_t cheat_choppers = { cheat_choppers_seq, 0 }; cheatseq_t cheat_clev = { cheat_clev_seq, 0 }; cheatseq_t cheat_mypos = { cheat_mypos_seq, 0 }; // extern char* mapnames[]; // // STATUS BAR CODE // void ST_Stop(void); void ST_refreshBackground(void) { if (st_statusbaron) { V_DrawPatch(ST_X, 0, BG, sbar); if (netgame) V_DrawPatch(ST_FX, 0, BG, faceback); V_CopyRect(ST_X, 0, BG, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y, FG); } } // 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) { // b. - enabled for more debug fun. // if (gameskill != sk_nightmare) { // 'dqd' cheat for toggleable god mode if (cht_CheckCheat(&cheat_god, ev->data1)) { plyr->cheats ^= CF_GODMODE; if (plyr->cheats & CF_GODMODE) { if (plyr->mo) plyr->mo->health = 100; plyr->health = 100; plyr->message = STSTR_DQDON; } else plyr->message = STSTR_DQDOFF; } // 'fa' cheat for killer fucking arsenal else if (cht_CheckCheat(&cheat_ammonokey, ev->data1)) { plyr->armorpoints = 200; plyr->armortype = 2; for (i=0;iweaponowned[i] = true; for (i=0;iammo[i] = plyr->maxammo[i]; plyr->message = STSTR_FAADDED; } // 'kfa' cheat for key full ammo else if (cht_CheckCheat(&cheat_ammo, ev->data1)) { plyr->armorpoints = 200; plyr->armortype = 2; for (i=0;iweaponowned[i] = true; for (i=0;iammo[i] = plyr->maxammo[i]; for (i=0;icards[i] = true; plyr->message = STSTR_KFAADDED; } // 'mus' cheat for changing music else if (cht_CheckCheat(&cheat_mus, ev->data1)) { char buf[3]; int musnum; plyr->message = 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 = 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 = STSTR_NOMUS; else S_ChangeMusic(musnum, 1); } } // Simplified, accepting both "noclip" and "idspispopd". // no clipping mode cheat else if ( cht_CheckCheat(&cheat_noclip, ev->data1) || cht_CheckCheat(&cheat_commercial_noclip,ev->data1) ) { plyr->cheats ^= CF_NOCLIP; if (plyr->cheats & CF_NOCLIP) plyr->message = STSTR_NCON; else plyr->message = STSTR_NCOFF; } // 'behold?' power-up cheats for (i=0;i<6;i++) { if (cht_CheckCheat(&cheat_powerup[i], ev->data1)) { if (!plyr->powers[i]) P_GivePower( plyr, i); else if (i!=pw_strength) plyr->powers[i] = 1; else plyr->powers[i] = 0; plyr->message = STSTR_BEHOLDX; } } // 'behold' power-up menu if (cht_CheckCheat(&cheat_powerup[6], ev->data1)) { plyr->message = STSTR_BEHOLD; } // 'choppers' invulnerability & chainsaw else if (cht_CheckCheat(&cheat_choppers, ev->data1)) { plyr->weaponowned[wp_chainsaw] = true; plyr->powers[pw_invulnerability] = true; plyr->message = STSTR_CHOPPERS; } // 'mypos' for player position else if (cht_CheckCheat(&cheat_mypos, ev->data1)) { 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 (cht_CheckCheat(&cheat_clev, ev->data1)) { char buf[3]; int epsd; int map; cht_GetParam(&cheat_clev, buf); if (gamemode == commercial) { epsd = 0; map = (buf[0] - '0')*10 + buf[1] - '0'; } else { epsd = buf[0] - '0'; map = buf[1] - '0'; } // 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 = STSTR_CLEV; G_DeferedInitNew(gameskill, epsd, map); } } return false; } int ST_calcPainOffset(void) { int health; static int lastcalc; static int oldhealth = -1; health = plyr->health > 100 ? 100 : plyr->health; if (health != oldhealth) { lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101); oldhealth = health; } return lastcalc; } // // This is a not-very-pretty routine which handles // the face states and their timing. // the precedence of expressions is: // dead > evil grin > turned head > straight ahead // void ST_updateFaceWidget(void) { int i; angle_t badguyangle; angle_t diffang; static int lastattackdown = -1; static int priority = 0; boolean doevilgrin; if (priority < 10) { // dead if (!plyr->health) { priority = 9; st_faceindex = ST_DEADFACE; st_facecount = 1; } } if (priority < 9) { if (plyr->bonuscount) { // picking up bonus doevilgrin = false; for (i=0;iweaponowned[i]) { doevilgrin = true; oldweaponsowned[i] = plyr->weaponowned[i]; } } if (doevilgrin) { // evil grin if just picked up weapon priority = 8; st_facecount = ST_EVILGRINCOUNT; st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET; } } } if (priority < 8) { if (plyr->damagecount && plyr->attacker && plyr->attacker != plyr->mo) { // being attacked priority = 7; if (plyr->health - st_oldhealth > ST_MUCHPAIN) { st_facecount = ST_TURNCOUNT; st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET; } else { badguyangle = R_PointToAngle2(plyr->mo->x, plyr->mo->y, plyr->attacker->x, plyr->attacker->y); if (badguyangle > plyr->mo->angle) { // whether right or left diffang = badguyangle - plyr->mo->angle; i = diffang > ANG180; } else { // whether left or right diffang = plyr->mo->angle - badguyangle; i = diffang <= ANG180; } // confusing, aint it? st_facecount = ST_TURNCOUNT; st_faceindex = ST_calcPainOffset(); if (diffang < ANG45) { // head-on st_faceindex += ST_RAMPAGEOFFSET; } else if (i) { // turn face right st_faceindex += ST_TURNOFFSET; } else { // turn face left st_faceindex += ST_TURNOFFSET+1; } } } } if (priority < 7) { // getting hurt because of your own damn stupidity if (plyr->damagecount) { if (plyr->health - st_oldhealth > ST_MUCHPAIN) { priority = 7; st_facecount = ST_TURNCOUNT; st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET; } else { priority = 6; st_facecount = ST_TURNCOUNT; st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET; } } } if (priority < 6) { // rapid firing if (plyr->attackdown) { if (lastattackdown==-1) lastattackdown = ST_RAMPAGEDELAY; else if (!--lastattackdown) { priority = 5; st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET; st_facecount = 1; lastattackdown = 1; } } else lastattackdown = -1; } if (priority < 5) { // invulnerability if ((plyr->cheats & CF_GODMODE) || plyr->powers[pw_invulnerability]) { priority = 4; st_faceindex = ST_GODFACE; st_facecount = 1; } } // look left or look right if the facecount has timed out if (!st_facecount) { st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3); st_facecount = ST_STRAIGHTFACECOUNT; priority = 0; } st_facecount--; } void ST_updateWidgets(void) { static int largeammo = 1994; // means "n/a" int i; // must redirect the pointer if the ready weapon has changed. // if (w_ready.data != plyr->readyweapon) // { if (weaponinfo[plyr->readyweapon].ammo == am_noammo) w_ready.num = &largeammo; else w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo]; //{ // static int tic=0; // static int dir=-1; // if (!(tic&15)) // plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir; // if (plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100) // dir = 1; // tic++; // } w_ready.data = plyr->readyweapon; // if (*w_ready.on) // STlib_updateNum(&w_ready, true); // refresh weapon change // } // update keycard multiple widgets for (i=0;i<3;i++) { keyboxes[i] = plyr->cards[i] ? i : -1; if (plyr->cards[i+3]) keyboxes[i] = i+3; } // refresh everything if this is him coming back to life ST_updateFaceWidget(); // used by the w_armsbg widget st_notdeathmatch = !deathmatch; // used by w_arms[] widgets st_armson = st_statusbaron && !deathmatch; // used by w_frags widget st_fragson = deathmatch && st_statusbaron; st_fragscount = 0; for (i=0 ; ifrags[i]; else st_fragscount -= plyr->frags[i]; } // get rid of chat window if up because of message if (!--st_msgcounter) st_chat = st_oldchat; } void ST_Ticker (void) { st_clock++; st_randomnumber = M_Random(); ST_updateWidgets(); st_oldhealth = plyr->health; } static int st_palette = 0; void ST_doPaletteStuff(void) { int palette; byte* pal; int cnt; int bzc; cnt = plyr->damagecount; if (plyr->powers[pw_strength]) { // slowly fade the berzerk out bzc = 12 - (plyr->powers[pw_strength]>>6); if (bzc > cnt) cnt = bzc; } if (cnt) { palette = (cnt+7)>>3; if (palette >= NUMREDPALS) palette = NUMREDPALS-1; palette += STARTREDPALS; } else if (plyr->bonuscount) { palette = (plyr->bonuscount+7)>>3; if (palette >= NUMBONUSPALS) palette = NUMBONUSPALS-1; palette += STARTBONUSPALS; } else if ( plyr->powers[pw_ironfeet] > 4*32 || plyr->powers[pw_ironfeet]&8) palette = RADIATIONPAL; else palette = 0; if (palette != st_palette) { st_palette = palette; pal = (byte *) W_CacheLumpNum (lu_palette, PU_CACHE)+palette*768; I_SetPalette (pal); } } void ST_drawWidgets(boolean refresh) { int i; // used by w_arms[] widgets st_armson = st_statusbaron && !deathmatch; // used by w_frags widget st_fragson = deathmatch && st_statusbaron; STlib_updateNum(&w_ready, refresh); for (i=0;i<4;i++) { STlib_updateNum(&w_ammo[i], refresh); STlib_updateNum(&w_maxammo[i], refresh); } STlib_updatePercent(&w_health, refresh); STlib_updatePercent(&w_armor, refresh); STlib_updateBinIcon(&w_armsbg, refresh); for (i=0;i<6;i++) STlib_updateMultIcon(&w_arms[i], refresh); STlib_updateMultIcon(&w_faces, refresh); for (i=0;i<3;i++) STlib_updateMultIcon(&w_keyboxes[i], refresh); STlib_updateNum(&w_frags, refresh); } void ST_doRefresh(void) { st_firsttime = false; // draw status bar background to off-screen buff ST_refreshBackground(); // and refresh all widgets ST_drawWidgets(true); } void ST_diffDraw(void) { // update all widgets ST_drawWidgets(false); } void ST_Drawer (boolean fullscreen, boolean refresh) { st_statusbaron = (!fullscreen) || automapactive; st_firsttime = st_firsttime || refresh; // Do red-/gold-shifts from damage/items ST_doPaletteStuff(); // If just after ST_Start(), refresh all if (st_firsttime) ST_doRefresh(); // Otherwise, update as little as possible else ST_diffDraw(); } void ST_loadGraphics(void) { int i; int j; int facenum; char namebuf[9]; // Load the numbers, tall and short for (i=0;i<10;i++) { sprintf(namebuf, "STTNUM%d", i); tallnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC); sprintf(namebuf, "STYSNUM%d", i); shortnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC); } // Load percent key. //Note: why not load STMINUS here, too? tallpercent = (patch_t *) W_CacheLumpName("STTPRCNT", PU_STATIC); // key cards for (i=0;iweaponowned[i]; for (i=0;i<3;i++) keyboxes[i] = -1; STlib_init(); } void ST_createWidgets(void) { int i; // ready weapon ammo STlib_initNum(&w_ready, ST_AMMOX, ST_AMMOY, tallnum, &plyr->ammo[weaponinfo[plyr->readyweapon].ammo], &st_statusbaron, ST_AMMOWIDTH ); // the last weapon type w_ready.data = plyr->readyweapon; // health percentage STlib_initPercent(&w_health, ST_HEALTHX, ST_HEALTHY, tallnum, &plyr->health, &st_statusbaron, tallpercent); // arms background STlib_initBinIcon(&w_armsbg, ST_ARMSBGX, ST_ARMSBGY, armsbg, &st_notdeathmatch, &st_statusbaron); // weapons owned for(i=0;i<6;i++) { STlib_initMultIcon(&w_arms[i], ST_ARMSX+(i%3)*ST_ARMSXSPACE, ST_ARMSY+(i/3)*ST_ARMSYSPACE, arms[i], (int *) &plyr->weaponowned[i+1], &st_armson); } // frags sum STlib_initNum(&w_frags, ST_FRAGSX, ST_FRAGSY, tallnum, &st_fragscount, &st_fragson, ST_FRAGSWIDTH); // faces STlib_initMultIcon(&w_faces, ST_FACESX, ST_FACESY, faces, &st_faceindex, &st_statusbaron); // armor percentage - should be colored later STlib_initPercent(&w_armor, ST_ARMORX, ST_ARMORY, tallnum, &plyr->armorpoints, &st_statusbaron, tallpercent); // keyboxes 0-2 STlib_initMultIcon(&w_keyboxes[0], ST_KEY0X, ST_KEY0Y, keys, &keyboxes[0], &st_statusbaron); STlib_initMultIcon(&w_keyboxes[1], ST_KEY1X, ST_KEY1Y, keys, &keyboxes[1], &st_statusbaron); STlib_initMultIcon(&w_keyboxes[2], ST_KEY2X, ST_KEY2Y, keys, &keyboxes[2], &st_statusbaron); // ammo count (all four kinds) STlib_initNum(&w_ammo[0], ST_AMMO0X, ST_AMMO0Y, shortnum, &plyr->ammo[0], &st_statusbaron, ST_AMMO0WIDTH); STlib_initNum(&w_ammo[1], ST_AMMO1X, ST_AMMO1Y, shortnum, &plyr->ammo[1], &st_statusbaron, ST_AMMO1WIDTH); STlib_initNum(&w_ammo[2], ST_AMMO2X, ST_AMMO2Y, shortnum, &plyr->ammo[2], &st_statusbaron, ST_AMMO2WIDTH); STlib_initNum(&w_ammo[3], ST_AMMO3X, ST_AMMO3Y, shortnum, &plyr->ammo[3], &st_statusbaron, ST_AMMO3WIDTH); // max ammo count (all four kinds) STlib_initNum(&w_maxammo[0], ST_MAXAMMO0X, ST_MAXAMMO0Y, shortnum, &plyr->maxammo[0], &st_statusbaron, ST_MAXAMMO0WIDTH); STlib_initNum(&w_maxammo[1], ST_MAXAMMO1X, ST_MAXAMMO1Y, shortnum, &plyr->maxammo[1], &st_statusbaron, ST_MAXAMMO1WIDTH); STlib_initNum(&w_maxammo[2], ST_MAXAMMO2X, ST_MAXAMMO2Y, shortnum, &plyr->maxammo[2], &st_statusbaron, ST_MAXAMMO2WIDTH); STlib_initNum(&w_maxammo[3], ST_MAXAMMO3X, ST_MAXAMMO3Y, shortnum, &plyr->maxammo[3], &st_statusbaron, ST_MAXAMMO3WIDTH); } static boolean st_stopped = true; void ST_Start (void) { if (!st_stopped) ST_Stop(); ST_initData(); ST_createWidgets(); st_stopped = false; } void ST_Stop (void) { if (st_stopped) return; I_SetPalette (W_CacheLumpNum (lu_palette, PU_CACHE)); st_stopped = true; } void ST_Init (void) { veryfirsttime = 0; ST_loadData(); screens[4] = (byte *) Z_Malloc(ST_WIDTH*ST_HEIGHT, PU_STATIC, 0); } ================================================ FILE: linuxdoom-1.10/st_stuff.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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" // Size of statusbar. // Now sensitive for scaling. #define ST_HEIGHT 32*SCREEN_MUL #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); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/tables.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Lookup tables. // Do not try to look them up :-). // In the order of appearance: // // int finetangent[4096] - Tangens LUT. // Should work with BAM fairly well (12 of 16bit, // effectively, by shifting). // // int finesine[10240] - Sine lookup. // Guess what, serves as cosine, too. // Remarkable thing is, how to use BAMs with this? // // int tantoangle[2049] - ArcTan LUT, // maps tan(angle) to angle fast. Gotta search. // // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: tables.c,v 1.4 1997/02/03 16:47:57 b1 Exp $"; #include "tables.h" int SlopeDiv ( unsigned num, unsigned den) { unsigned ans; if (den < 512) return SLOPERANGE; ans = (num<<3)/(den>>8); return ans <= SLOPERANGE ? ans : SLOPERANGE; } int finetangent[4096] = { -170910304,-56965752,-34178904,-24413316,-18988036,-15535599,-13145455,-11392683, -10052327,-8994149,-8137527,-7429880,-6835455,-6329090,-5892567,-5512368, -5178251,-4882318,-4618375,-4381502,-4167737,-3973855,-3797206,-3635590, -3487165,-3350381,-3223918,-3106651,-2997613,-2895966,-2800983,-2712030, -2628549,-2550052,-2476104,-2406322,-2340362,-2277919,-2218719,-2162516, -2109087,-2058233,-2009771,-1963536,-1919378,-1877161,-1836758,-1798063, -1760956,-1725348,-1691149,-1658278,-1626658,-1596220,-1566898,-1538632, -1511367,-1485049,-1459630,-1435065,-1411312,-1388330,-1366084,-1344537, 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79918,80043,80168,80294,80420,80546,80672,80799, 80925,81053,81180,81307,81435,81563,81691,81820, 81949,82078,82207,82336,82466,82596,82726,82857, 82987,83118,83250,83381,83513,83645,83777,83910, 84043,84176,84309,84443,84576,84710,84845,84980, 85114,85250,85385,85521,85657,85793,85930,86066, 86204,86341,86479,86616,86755,86893,87032,87171, 87310,87450,87590,87730,87871,88011,88152,88294, 88435,88577,88720,88862,89005,89148,89292,89435, 89579,89724,89868,90013,90158,90304,90450,90596, 90742,90889,91036,91184,91332,91480,91628,91777, 91926,92075,92225,92375,92525,92675,92826,92978, 93129,93281,93434,93586,93739,93892,94046,94200, 94354,94509,94664,94819,94975,95131,95287,95444, 95601,95758,95916,96074,96233,96391,96551,96710, 96870,97030,97191,97352,97513,97675,97837,98000, 98163,98326,98489,98653,98818,98982,99148,99313, 99479,99645,99812,99979,100146,100314,100482,100651, 100820,100990,101159,101330,101500,101671,101843,102015, 102187,102360,102533,102706,102880,103054,103229,103404, 103580,103756,103933,104109,104287,104465,104643,104821, 105000,105180,105360,105540,105721,105902,106084,106266, 106449,106632,106816,107000,107184,107369,107555,107741, 107927,108114,108301,108489,108677,108866,109055,109245, 109435,109626,109817,110008,110200,110393,110586,110780, 110974,111169,111364,111560,111756,111952,112150,112347, 112546,112744,112944,113143,113344,113545,113746,113948, 114151,114354,114557,114761,114966,115171,115377,115583, 115790,115998,116206,116414,116623,116833,117044,117254, 117466,117678,117891,118104,118318,118532,118747,118963, 119179,119396,119613,119831,120050,120269,120489,120709, 120930,121152,121374,121597,121821,122045,122270,122496, 122722,122949,123176,123404,123633,123863,124093,124324, 124555,124787,125020,125254,125488,125723,125959,126195, 126432,126669,126908,127147,127387,127627,127869,128111, 128353,128597,128841,129086,129332,129578,129825,130073, 130322,130571,130821,131072,131324,131576,131830,132084, 132339,132594,132851,133108,133366,133625,133884,134145, 134406,134668,134931,135195,135459,135725,135991,136258, 136526,136795,137065,137335,137607,137879,138152,138426, 138701,138977,139254,139532,139810,140090,140370,140651, 140934,141217,141501,141786,142072,142359,142647,142936, 143226,143517,143808,144101,144395,144690,144986,145282, 145580,145879,146179,146480,146782,147084,147388,147693, 148000,148307,148615,148924,149235,149546,149859,150172, 150487,150803,151120,151438,151757,152077,152399,152722, 153045,153370,153697,154024,154352,154682,155013,155345, 155678,156013,156349,156686,157024,157363,157704,158046, 158389,158734,159079,159427,159775,160125,160476,160828, 161182,161537,161893,162251,162610,162970,163332,163695, 164060,164426,164793,165162,165532,165904,166277,166651, 167027,167405,167784,168164,168546,168930,169315,169701, 170089,170479,170870,171263,171657,172053,172451,172850, 173251,173653,174057,174463,174870,175279,175690,176102, 176516,176932,177349,177769,178190,178612,179037,179463, 179891,180321,180753,181186,181622,182059,182498,182939, 183382,183827,184274,184722,185173,185625,186080,186536, 186995,187455,187918,188382,188849,189318,189789,190261, 190736,191213,191693,192174,192658,193143,193631,194122, 194614,195109,195606,196105,196606,197110,197616,198125, 198636,199149,199664,200182,200703,201226,201751,202279, 202809,203342,203878,204416,204956,205500,206045,206594, 207145,207699,208255,208815,209376,209941,210509,211079, 211652,212228,212807,213389,213973,214561,215151,215745, 216341,216941,217544,218149,218758,219370,219985,220603, 221225,221849,222477,223108,223743,224381,225022,225666, 226314,226966,227621,228279,228941,229606,230275,230948, 231624,232304,232988,233676,234367,235062,235761,236463, 237170,237881,238595,239314,240036,240763,241493,242228, 242967,243711,244458,245210,245966,246727,247492,248261, 249035,249813,250596,251384,252176,252973,253774,254581, 255392,256208,257029,257855,258686,259522,260363,261209, 262060,262917,263779,264646,265519,266397,267280,268169, 269064,269965,270871,271782,272700,273624,274553,275489, 276430,277378,278332,279292,280258,281231,282210,283195, 284188,285186,286192,287204,288223,289249,290282,291322, 292369,293423,294485,295554,296630,297714,298805,299904, 301011,302126,303248,304379,305517,306664,307819,308983, 310154,311335,312524,313721,314928,316143,317368,318601, 319844,321097,322358,323629,324910,326201,327502,328812, 330133,331464,332805,334157,335519,336892,338276,339671, 341078,342495,343924,345364,346816,348280,349756,351244, 352744,354257,355783,357321,358872,360436,362013,363604, 365208,366826,368459,370105,371765,373440,375130,376835, 378555,380290,382040,383807,385589,387387,389202,391034, 392882,394747,396630,398530,400448,402384,404338,406311, 408303,410314,412344,414395,416465,418555,420666,422798, 424951,427125,429321,431540,433781,436045,438332,440643, 442978,445337,447720,450129,452564,455024,457511,460024, 462565,465133,467730,470355,473009,475692,478406,481150, 483925,486732,489571,492443,495348,498287,501261,504269, 507313,510394,513512,516667,519861,523094,526366,529680, 533034,536431,539870,543354,546881,550455,554074,557741, 561456,565221,569035,572901,576818,580789,584815,588896, 593033,597229,601483,605798,610174,614613,619117,623686, 628323,633028,637803,642651,647572,652568,657640,662792, 668024,673338,678737,684223,689797,695462,701219,707072, 713023,719074,725227,731486,737853,744331,750922,757631, 764460,771411,778490,785699,793041,800521,808143,815910, 823827,831898,840127,848520,857081,865817,874730,883829, 893117,902602,912289,922186,932298,942633,953199,964003, 975054,986361,997931,1009774,1021901,1034322,1047046,1060087, 1073455,1087164,1101225,1115654,1130465,1145673,1161294,1177345, 1193846,1210813,1228269,1246234,1264730,1283783,1303416,1323658, 1344537,1366084,1388330,1411312,1435065,1459630,1485049,1511367, 1538632,1566898,1596220,1626658,1658278,1691149,1725348,1760956, 1798063,1836758,1877161,1919378,1963536,2009771,2058233,2109087, 2162516,2218719,2277919,2340362,2406322,2476104,2550052,2628549, 2712030,2800983,2895966,2997613,3106651,3223918,3350381,3487165, 3635590,3797206,3973855,4167737,4381502,4618375,4882318,5178251, 5512368,5892567,6329090,6835455,7429880,8137527,8994149,10052327, 11392683,13145455,15535599,18988036,24413316,34178904,56965752,170910304 }; int finesine[10240] = { 25,75,125,175,226,276,326,376, 427,477,527,578,628,678,728,779, 829,879,929,980,1030,1080,1130,1181, 1231,1281,1331,1382,1432,1482,1532,1583, 1633,1683,1733,1784,1834,1884,1934,1985, 2035,2085,2135,2186,2236,2286,2336,2387, 2437,2487,2537,2587,2638,2688,2738,2788, 2839,2889,2939,2989,3039,3090,3140,3190, 3240,3291,3341,3391,3441,3491,3541,3592, 3642,3692,3742,3792,3843,3893,3943,3993, 4043,4093,4144,4194,4244,4294,4344,4394, 4445,4495,4545,4595,4645,4695,4745,4796, 4846,4896,4946,4996,5046,5096,5146,5197, 5247,5297,5347,5397,5447,5497,5547,5597, 5647,5697,5748,5798,5848,5898,5948,5998, 6048,6098,6148,6198,6248,6298,6348,6398, 6448,6498,6548,6598,6648,6698,6748,6798, 6848,6898,6948,6998,7048,7098,7148,7198, 7248,7298,7348,7398,7448,7498,7548,7598, 7648,7697,7747,7797,7847,7897,7947,7997, 8047,8097,8147,8196,8246,8296,8346,8396, 8446,8496,8545,8595,8645,8695,8745,8794, 8844,8894,8944,8994,9043,9093,9143,9193, 9243,9292,9342,9392,9442,9491,9541,9591, 9640,9690,9740,9790,9839,9889,9939,9988, 10038,10088,10137,10187,10237,10286,10336,10386, 10435,10485,10534,10584,10634,10683,10733,10782, 10832,10882,10931,10981,11030,11080,11129,11179, 11228,11278,11327,11377,11426,11476,11525,11575, 11624,11674,11723,11773,11822,11872,11921,11970, 12020,12069,12119,12168,12218,12267,12316,12366, 12415,12464,12514,12563,12612,12662,12711,12760, 12810,12859,12908,12957,13007,13056,13105,13154, 13204,13253,13302,13351,13401,13450,13499,13548, 13597,13647,13696,13745,13794,13843,13892,13941, 13990,14040,14089,14138,14187,14236,14285,14334, 14383,14432,14481,14530,14579,14628,14677,14726, 14775,14824,14873,14922,14971,15020,15069,15118, 15167,15215,15264,15313,15362,15411,15460,15509, 15557,15606,15655,15704,15753,15802,15850,15899, 15948,15997,16045,16094,16143,16191,16240,16289, 16338,16386,16435,16484,16532,16581,16629,16678, 16727,16775,16824,16872,16921,16970,17018,17067, 17115,17164,17212,17261,17309,17358,17406,17455, 17503,17551,17600,17648,17697,17745,17793,17842, 17890,17939,17987,18035,18084,18132,18180,18228, 18277,18325,18373,18421,18470,18518,18566,18614, 18663,18711,18759,18807,18855,18903,18951,19000, 19048,19096,19144,19192,19240,19288,19336,19384, 19432,19480,19528,19576,19624,19672,19720,19768, 19816,19864,19912,19959,20007,20055,20103,20151, 20199,20246,20294,20342,20390,20438,20485,20533, 20581,20629,20676,20724,20772,20819,20867,20915, 20962,21010,21057,21105,21153,21200,21248,21295, 21343,21390,21438,21485,21533,21580,21628,21675, 21723,21770,21817,21865,21912,21960,22007,22054, 22102,22149,22196,22243,22291,22338,22385,22433, 22480,22527,22574,22621,22668,22716,22763,22810, 22857,22904,22951,22998,23045,23092,23139,23186, 23233,23280,23327,23374,23421,23468,23515,23562, 23609,23656,23703,23750,23796,23843,23890,23937, 23984,24030,24077,24124,24171,24217,24264,24311, 24357,24404,24451,24497,24544,24591,24637,24684, 24730,24777,24823,24870,24916,24963,25009,25056, 25102,25149,25195,25241,25288,25334,25381,25427, 25473,25520,25566,25612,25658,25705,25751,25797, 25843,25889,25936,25982,26028,26074,26120,26166, 26212,26258,26304,26350,26396,26442,26488,26534, 26580,26626,26672,26718,26764,26810,26856,26902, 26947,26993,27039,27085,27131,27176,27222,27268, 27313,27359,27405,27450,27496,27542,27587,27633, 27678,27724,27770,27815,27861,27906,27952,27997, 28042,28088,28133,28179,28224,28269,28315,28360, 28405,28451,28496,28541,28586,28632,28677,28722, 28767,28812,28858,28903,28948,28993,29038,29083, 29128,29173,29218,29263,29308,29353,29398,29443, 29488,29533,29577,29622,29667,29712,29757,29801, 29846,29891,29936,29980,30025,30070,30114,30159, 30204,30248,30293,30337,30382,30426,30471,30515, 30560,30604,30649,30693,30738,30782,30826,30871, 30915,30959,31004,31048,31092,31136,31181,31225, 31269,31313,31357,31402,31446,31490,31534,31578, 31622,31666,31710,31754,31798,31842,31886,31930, 31974,32017,32061,32105,32149,32193,32236,32280, 32324,32368,32411,32455,32499,32542,32586,32630, 32673,32717,32760,32804,32847,32891,32934,32978, 33021,33065,33108,33151,33195,33238,33281,33325, 33368,33411,33454,33498,33541,33584,33627,33670, 33713,33756,33799,33843,33886,33929,33972,34015, 34057,34100,34143,34186,34229,34272,34315,34358, 34400,34443,34486,34529,34571,34614,34657,34699, 34742,34785,34827,34870,34912,34955,34997,35040, 35082,35125,35167,35210,35252,35294,35337,35379, 35421,35464,35506,35548,35590,35633,35675,35717, 35759,35801,35843,35885,35927,35969,36011,36053, 36095,36137,36179,36221,36263,36305,36347,36388, 36430,36472,36514,36555,36597,36639,36681,36722, 36764,36805,36847,36889,36930,36972,37013,37055, 37096,37137,37179,37220,37262,37303,37344,37386, 37427,37468,37509,37551,37592,37633,37674,37715, 37756,37797,37838,37879,37920,37961,38002,38043, 38084,38125,38166,38207,38248,38288,38329,38370, 38411,38451,38492,38533,38573,38614,38655,38695, 38736,38776,38817,38857,38898,38938,38979,39019, 39059,39100,39140,39180,39221,39261,39301,39341, 39382,39422,39462,39502,39542,39582,39622,39662, 39702,39742,39782,39822,39862,39902,39942,39982, 40021,40061,40101,40141,40180,40220,40260,40300, 40339,40379,40418,40458,40497,40537,40576,40616, 40655,40695,40734,40773,40813,40852,40891,40931, 40970,41009,41048,41087,41127,41166,41205,41244, 41283,41322,41361,41400,41439,41478,41517,41556, 41595,41633,41672,41711,41750,41788,41827,41866, 41904,41943,41982,42020,42059,42097,42136,42174, 42213,42251,42290,42328,42366,42405,42443,42481, 42520,42558,42596,42634,42672,42711,42749,42787, 42825,42863,42901,42939,42977,43015,43053,43091, 43128,43166,43204,43242,43280,43317,43355,43393, 43430,43468,43506,43543,43581,43618,43656,43693, 43731,43768,43806,43843,43880,43918,43955,43992, 44029,44067,44104,44141,44178,44215,44252,44289, 44326,44363,44400,44437,44474,44511,44548,44585, 44622,44659,44695,44732,44769,44806,44842,44879, 44915,44952,44989,45025,45062,45098,45135,45171, 45207,45244,45280,45316,45353,45389,45425,45462, 45498,45534,45570,45606,45642,45678,45714,45750, 45786,45822,45858,45894,45930,45966,46002,46037, 46073,46109,46145,46180,46216,46252,46287,46323, 46358,46394,46429,46465,46500,46536,46571,46606, 46642,46677,46712,46747,46783,46818,46853,46888, 46923,46958,46993,47028,47063,47098,47133,47168, 47203,47238,47273,47308,47342,47377,47412,47446, 47481,47516,47550,47585,47619,47654,47688,47723, 47757,47792,47826,47860,47895,47929,47963,47998, 48032,48066,48100,48134,48168,48202,48237,48271, 48305,48338,48372,48406,48440,48474,48508,48542, 48575,48609,48643,48676,48710,48744,48777,48811, 48844,48878,48911,48945,48978,49012,49045,49078, 49112,49145,49178,49211,49244,49278,49311,49344, 49377,49410,49443,49476,49509,49542,49575,49608, 49640,49673,49706,49739,49771,49804,49837,49869, 49902,49935,49967,50000,50032,50065,50097,50129, 50162,50194,50226,50259,50291,50323,50355,50387, 50420,50452,50484,50516,50548,50580,50612,50644, 50675,50707,50739,50771,50803,50834,50866,50898, 50929,50961,50993,51024,51056,51087,51119,51150, 51182,51213,51244,51276,51307,51338,51369,51401, 51432,51463,51494,51525,51556,51587,51618,51649, 51680,51711,51742,51773,51803,51834,51865,51896, 51926,51957,51988,52018,52049,52079,52110,52140, 52171,52201,52231,52262,52292,52322,52353,52383, 52413,52443,52473,52503,52534,52564,52594,52624, 52653,52683,52713,52743,52773,52803,52832,52862, 52892,52922,52951,52981,53010,53040,53069,53099, 53128,53158,53187,53216,53246,53275,53304,53334, 53363,53392,53421,53450,53479,53508,53537,53566, 53595,53624,53653,53682,53711,53739,53768,53797, 53826,53854,53883,53911,53940,53969,53997,54026, 54054,54082,54111,54139,54167,54196,54224,54252, 54280,54308,54337,54365,54393,54421,54449,54477, 54505,54533,54560,54588,54616,54644,54672,54699, 54727,54755,54782,54810,54837,54865,54892,54920, 54947,54974,55002,55029,55056,55084,55111,55138, 55165,55192,55219,55246,55274,55300,55327,55354, 55381,55408,55435,55462,55489,55515,55542,55569, 55595,55622,55648,55675,55701,55728,55754,55781, 55807,55833,55860,55886,55912,55938,55965,55991, 56017,56043,56069,56095,56121,56147,56173,56199, 56225,56250,56276,56302,56328,56353,56379,56404, 56430,56456,56481,56507,56532,56557,56583,56608, 56633,56659,56684,56709,56734,56760,56785,56810, 56835,56860,56885,56910,56935,56959,56984,57009, 57034,57059,57083,57108,57133,57157,57182,57206, 57231,57255,57280,57304,57329,57353,57377,57402, 57426,57450,57474,57498,57522,57546,57570,57594, 57618,57642,57666,57690,57714,57738,57762,57785, 57809,57833,57856,57880,57903,57927,57950,57974, 57997,58021,58044,58067,58091,58114,58137,58160, 58183,58207,58230,58253,58276,58299,58322,58345, 58367,58390,58413,58436,58459,58481,58504,58527, 58549,58572,58594,58617,58639,58662,58684,58706, 58729,58751,58773,58795,58818,58840,58862,58884, 58906,58928,58950,58972,58994,59016,59038,59059, 59081,59103,59125,59146,59168,59190,59211,59233, 59254,59276,59297,59318,59340,59361,59382,59404, 59425,59446,59467,59488,59509,59530,59551,59572, 59593,59614,59635,59656,59677,59697,59718,59739, 59759,59780,59801,59821,59842,59862,59883,59903, 59923,59944,59964,59984,60004,60025,60045,60065, 60085,60105,60125,60145,60165,60185,60205,60225, 60244,60264,60284,60304,60323,60343,60363,60382, 60402,60421,60441,60460,60479,60499,60518,60537, 60556,60576,60595,60614,60633,60652,60671,60690, 60709,60728,60747,60766,60785,60803,60822,60841, 60859,60878,60897,60915,60934,60952,60971,60989, 61007,61026,61044,61062,61081,61099,61117,61135, 61153,61171,61189,61207,61225,61243,61261,61279, 61297,61314,61332,61350,61367,61385,61403,61420, 61438,61455,61473,61490,61507,61525,61542,61559, 61577,61594,61611,61628,61645,61662,61679,61696, 61713,61730,61747,61764,61780,61797,61814,61831, 61847,61864,61880,61897,61913,61930,61946,61963, 61979,61995,62012,62028,62044,62060,62076,62092, 62108,62125,62141,62156,62172,62188,62204,62220, 62236,62251,62267,62283,62298,62314,62329,62345, 62360,62376,62391,62407,62422,62437,62453,62468, 62483,62498,62513,62528,62543,62558,62573,62588, 62603,62618,62633,62648,62662,62677,62692,62706, 62721,62735,62750,62764,62779,62793,62808,62822, 62836,62850,62865,62879,62893,62907,62921,62935, 62949,62963,62977,62991,63005,63019,63032,63046, 63060,63074,63087,63101,63114,63128,63141,63155, 63168,63182,63195,63208,63221,63235,63248,63261, 63274,63287,63300,63313,63326,63339,63352,63365, 63378,63390,63403,63416,63429,63441,63454,63466, 63479,63491,63504,63516,63528,63541,63553,63565, 63578,63590,63602,63614,63626,63638,63650,63662, 63674,63686,63698,63709,63721,63733,63745,63756, 63768,63779,63791,63803,63814,63825,63837,63848, 63859,63871,63882,63893,63904,63915,63927,63938, 63949,63960,63971,63981,63992,64003,64014,64025, 64035,64046,64057,64067,64078,64088,64099,64109, 64120,64130,64140,64151,64161,64171,64181,64192, 64202,64212,64222,64232,64242,64252,64261,64271, 64281,64291,64301,64310,64320,64330,64339,64349, 64358,64368,64377,64387,64396,64405,64414,64424, 64433,64442,64451,64460,64469,64478,64487,64496, 64505,64514,64523,64532,64540,64549,64558,64566, 64575,64584,64592,64601,64609,64617,64626,64634, 64642,64651,64659,64667,64675,64683,64691,64699, 64707,64715,64723,64731,64739,64747,64754,64762, 64770,64777,64785,64793,64800,64808,64815,64822, 64830,64837,64844,64852,64859,64866,64873,64880, 64887,64895,64902,64908,64915,64922,64929,64936, 64943,64949,64956,64963,64969,64976,64982,64989, 64995,65002,65008,65015,65021,65027,65033,65040, 65046,65052,65058,65064,65070,65076,65082,65088, 65094,65099,65105,65111,65117,65122,65128,65133, 65139,65144,65150,65155,65161,65166,65171,65177, 65182,65187,65192,65197,65202,65207,65212,65217, 65222,65227,65232,65237,65242,65246,65251,65256, 65260,65265,65270,65274,65279,65283,65287,65292, 65296,65300,65305,65309,65313,65317,65321,65325, 65329,65333,65337,65341,65345,65349,65352,65356, 65360,65363,65367,65371,65374,65378,65381,65385, 65388,65391,65395,65398,65401,65404,65408,65411, 65414,65417,65420,65423,65426,65429,65431,65434, 65437,65440,65442,65445,65448,65450,65453,65455, 65458,65460,65463,65465,65467,65470,65472,65474, 65476,65478,65480,65482,65484,65486,65488,65490, 65492,65494,65496,65497,65499,65501,65502,65504, 65505,65507,65508,65510,65511,65513,65514,65515, 65516,65518,65519,65520,65521,65522,65523,65524, 65525,65526,65527,65527,65528,65529,65530,65530, 65531,65531,65532,65532,65533,65533,65534,65534, 65534,65535,65535,65535,65535,65535,65535,65535, 65535,65535,65535,65535,65535,65535,65535,65534, 65534,65534,65533,65533,65532,65532,65531,65531, 65530,65530,65529,65528,65527,65527,65526,65525, 65524,65523,65522,65521,65520,65519,65518,65516, 65515,65514,65513,65511,65510,65508,65507,65505, 65504,65502,65501,65499,65497,65496,65494,65492, 65490,65488,65486,65484,65482,65480,65478,65476, 65474,65472,65470,65467,65465,65463,65460,65458, 65455,65453,65450,65448,65445,65442,65440,65437, 65434,65431,65429,65426,65423,65420,65417,65414, 65411,65408,65404,65401,65398,65395,65391,65388, 65385,65381,65378,65374,65371,65367,65363,65360, 65356,65352,65349,65345,65341,65337,65333,65329, 65325,65321,65317,65313,65309,65305,65300,65296, 65292,65287,65283,65279,65274,65270,65265,65260, 65256,65251,65246,65242,65237,65232,65227,65222, 65217,65212,65207,65202,65197,65192,65187,65182, 65177,65171,65166,65161,65155,65150,65144,65139, 65133,65128,65122,65117,65111,65105,65099,65094, 65088,65082,65076,65070,65064,65058,65052,65046, 65040,65033,65027,65021,65015,65008,65002,64995, 64989,64982,64976,64969,64963,64956,64949,64943, 64936,64929,64922,64915,64908,64902,64895,64887, 64880,64873,64866,64859,64852,64844,64837,64830, 64822,64815,64808,64800,64793,64785,64777,64770, 64762,64754,64747,64739,64731,64723,64715,64707, 64699,64691,64683,64675,64667,64659,64651,64642, 64634,64626,64617,64609,64600,64592,64584,64575, 64566,64558,64549,64540,64532,64523,64514,64505, 64496,64487,64478,64469,64460,64451,64442,64433, 64424,64414,64405,64396,64387,64377,64368,64358, 64349,64339,64330,64320,64310,64301,64291,64281, 64271,64261,64252,64242,64232,64222,64212,64202, 64192,64181,64171,64161,64151,64140,64130,64120, 64109,64099,64088,64078,64067,64057,64046,64035, 64025,64014,64003,63992,63981,63971,63960,63949, 63938,63927,63915,63904,63893,63882,63871,63859, 63848,63837,63825,63814,63803,63791,63779,63768, 63756,63745,63733,63721,63709,63698,63686,63674, 63662,63650,63638,63626,63614,63602,63590,63578, 63565,63553,63541,63528,63516,63504,63491,63479, 63466,63454,63441,63429,63416,63403,63390,63378, 63365,63352,63339,63326,63313,63300,63287,63274, 63261,63248,63235,63221,63208,63195,63182,63168, 63155,63141,63128,63114,63101,63087,63074,63060, 63046,63032,63019,63005,62991,62977,62963,62949, 62935,62921,62907,62893,62879,62865,62850,62836, 62822,62808,62793,62779,62764,62750,62735,62721, 62706,62692,62677,62662,62648,62633,62618,62603, 62588,62573,62558,62543,62528,62513,62498,62483, 62468,62453,62437,62422,62407,62391,62376,62360, 62345,62329,62314,62298,62283,62267,62251,62236, 62220,62204,62188,62172,62156,62141,62125,62108, 62092,62076,62060,62044,62028,62012,61995,61979, 61963,61946,61930,61913,61897,61880,61864,61847, 61831,61814,61797,61780,61764,61747,61730,61713, 61696,61679,61662,61645,61628,61611,61594,61577, 61559,61542,61525,61507,61490,61473,61455,61438, 61420,61403,61385,61367,61350,61332,61314,61297, 61279,61261,61243,61225,61207,61189,61171,61153, 61135,61117,61099,61081,61062,61044,61026,61007, 60989,60971,60952,60934,60915,60897,60878,60859, 60841,60822,60803,60785,60766,60747,60728,60709, 60690,60671,60652,60633,60614,60595,60576,60556, 60537,60518,60499,60479,60460,60441,60421,60402, 60382,60363,60343,60323,60304,60284,60264,60244, 60225,60205,60185,60165,60145,60125,60105,60085, 60065,60045,60025,60004,59984,59964,59944,59923, 59903,59883,59862,59842,59821,59801,59780,59759, 59739,59718,59697,59677,59656,59635,59614,59593, 59572,59551,59530,59509,59488,59467,59446,59425, 59404,59382,59361,59340,59318,59297,59276,59254, 59233,59211,59190,59168,59146,59125,59103,59081, 59059,59038,59016,58994,58972,58950,58928,58906, 58884,58862,58840,58818,58795,58773,58751,58729, 58706,58684,58662,58639,58617,58594,58572,58549, 58527,58504,58481,58459,58436,58413,58390,58367, 58345,58322,58299,58276,58253,58230,58207,58183, 58160,58137,58114,58091,58067,58044,58021,57997, 57974,57950,57927,57903,57880,57856,57833,57809, 57785,57762,57738,57714,57690,57666,57642,57618, 57594,57570,57546,57522,57498,57474,57450,57426, 57402,57377,57353,57329,57304,57280,57255,57231, 57206,57182,57157,57133,57108,57083,57059,57034, 57009,56984,56959,56935,56910,56885,56860,56835, 56810,56785,56760,56734,56709,56684,56659,56633, 56608,56583,56557,56532,56507,56481,56456,56430, 56404,56379,56353,56328,56302,56276,56250,56225, 56199,56173,56147,56121,56095,56069,56043,56017, 55991,55965,55938,55912,55886,55860,55833,55807, 55781,55754,55728,55701,55675,55648,55622,55595, 55569,55542,55515,55489,55462,55435,55408,55381, 55354,55327,55300,55274,55246,55219,55192,55165, 55138,55111,55084,55056,55029,55002,54974,54947, 54920,54892,54865,54837,54810,54782,54755,54727, 54699,54672,54644,54616,54588,54560,54533,54505, 54477,54449,54421,54393,54365,54337,54308,54280, 54252,54224,54196,54167,54139,54111,54082,54054, 54026,53997,53969,53940,53911,53883,53854,53826, 53797,53768,53739,53711,53682,53653,53624,53595, 53566,53537,53508,53479,53450,53421,53392,53363, 53334,53304,53275,53246,53216,53187,53158,53128, 53099,53069,53040,53010,52981,52951,52922,52892, 52862,52832,52803,52773,52743,52713,52683,52653, 52624,52594,52564,52534,52503,52473,52443,52413, 52383,52353,52322,52292,52262,52231,52201,52171, 52140,52110,52079,52049,52018,51988,51957,51926, 51896,51865,51834,51803,51773,51742,51711,51680, 51649,51618,51587,51556,51525,51494,51463,51432, 51401,51369,51338,51307,51276,51244,51213,51182, 51150,51119,51087,51056,51024,50993,50961,50929, 50898,50866,50834,50803,50771,50739,50707,50675, 50644,50612,50580,50548,50516,50484,50452,50420, 50387,50355,50323,50291,50259,50226,50194,50162, 50129,50097,50065,50032,50000,49967,49935,49902, 49869,49837,49804,49771,49739,49706,49673,49640, 49608,49575,49542,49509,49476,49443,49410,49377, 49344,49311,49278,49244,49211,49178,49145,49112, 49078,49045,49012,48978,48945,48911,48878,48844, 48811,48777,48744,48710,48676,48643,48609,48575, 48542,48508,48474,48440,48406,48372,48338,48304, 48271,48237,48202,48168,48134,48100,48066,48032, 47998,47963,47929,47895,47860,47826,47792,47757, 47723,47688,47654,47619,47585,47550,47516,47481, 47446,47412,47377,47342,47308,47273,47238,47203, 47168,47133,47098,47063,47028,46993,46958,46923, 46888,46853,46818,46783,46747,46712,46677,46642, 46606,46571,46536,46500,46465,46429,46394,46358, 46323,46287,46252,46216,46180,46145,46109,46073, 46037,46002,45966,45930,45894,45858,45822,45786, 45750,45714,45678,45642,45606,45570,45534,45498, 45462,45425,45389,45353,45316,45280,45244,45207, 45171,45135,45098,45062,45025,44989,44952,44915, 44879,44842,44806,44769,44732,44695,44659,44622, 44585,44548,44511,44474,44437,44400,44363,44326, 44289,44252,44215,44178,44141,44104,44067,44029, 43992,43955,43918,43880,43843,43806,43768,43731, 43693,43656,43618,43581,43543,43506,43468,43430, 43393,43355,43317,43280,43242,43204,43166,43128, 43091,43053,43015,42977,42939,42901,42863,42825, 42787,42749,42711,42672,42634,42596,42558,42520, 42481,42443,42405,42366,42328,42290,42251,42213, 42174,42136,42097,42059,42020,41982,41943,41904, 41866,41827,41788,41750,41711,41672,41633,41595, 41556,41517,41478,41439,41400,41361,41322,41283, 41244,41205,41166,41127,41088,41048,41009,40970, 40931,40891,40852,40813,40773,40734,40695,40655, 40616,40576,40537,40497,40458,40418,40379,40339, 40300,40260,40220,40180,40141,40101,40061,40021, 39982,39942,39902,39862,39822,39782,39742,39702, 39662,39622,39582,39542,39502,39462,39422,39382, 39341,39301,39261,39221,39180,39140,39100,39059, 39019,38979,38938,38898,38857,38817,38776,38736, 38695,38655,38614,38573,38533,38492,38451,38411, 38370,38329,38288,38248,38207,38166,38125,38084, 38043,38002,37961,37920,37879,37838,37797,37756, 37715,37674,37633,37592,37551,37509,37468,37427, 37386,37344,37303,37262,37220,37179,37137,37096, 37055,37013,36972,36930,36889,36847,36805,36764, 36722,36681,36639,36597,36556,36514,36472,36430, 36388,36347,36305,36263,36221,36179,36137,36095, 36053,36011,35969,35927,35885,35843,35801,35759, 35717,35675,35633,35590,35548,35506,35464,35421, 35379,35337,35294,35252,35210,35167,35125,35082, 35040,34997,34955,34912,34870,34827,34785,34742, 34699,34657,34614,34571,34529,34486,34443,34400, 34358,34315,34272,34229,34186,34143,34100,34057, 34015,33972,33929,33886,33843,33799,33756,33713, 33670,33627,33584,33541,33498,33454,33411,33368, 33325,33281,33238,33195,33151,33108,33065,33021, 32978,32934,32891,32847,32804,32760,32717,32673, 32630,32586,32542,32499,32455,32411,32368,32324, 32280,32236,32193,32149,32105,32061,32017,31974, 31930,31886,31842,31798,31754,31710,31666,31622, 31578,31534,31490,31446,31402,31357,31313,31269, 31225,31181,31136,31092,31048,31004,30959,30915, 30871,30826,30782,30738,30693,30649,30604,30560, 30515,30471,30426,30382,30337,30293,30248,30204, 30159,30114,30070,30025,29980,29936,29891,29846, 29801,29757,29712,29667,29622,29577,29533,29488, 29443,29398,29353,29308,29263,29218,29173,29128, 29083,29038,28993,28948,28903,28858,28812,28767, 28722,28677,28632,28586,28541,28496,28451,28405, 28360,28315,28269,28224,28179,28133,28088,28042, 27997,27952,27906,27861,27815,27770,27724,27678, 27633,27587,27542,27496,27450,27405,27359,27313, 27268,27222,27176,27131,27085,27039,26993,26947, 26902,26856,26810,26764,26718,26672,26626,26580, 26534,26488,26442,26396,26350,26304,26258,26212, 26166,26120,26074,26028,25982,25936,25889,25843, 25797,25751,25705,25658,25612,25566,25520,25473, 25427,25381,25334,25288,25241,25195,25149,25102, 25056,25009,24963,24916,24870,24823,24777,24730, 24684,24637,24591,24544,24497,24451,24404,24357, 24311,24264,24217,24171,24124,24077,24030,23984, 23937,23890,23843,23796,23750,23703,23656,23609, 23562,23515,23468,23421,23374,23327,23280,23233, 23186,23139,23092,23045,22998,22951,22904,22857, 22810,22763,22716,22668,22621,22574,22527,22480, 22433,22385,22338,22291,22243,22196,22149,22102, 22054,22007,21960,21912,21865,21817,21770,21723, 21675,21628,21580,21533,21485,21438,21390,21343, 21295,21248,21200,21153,21105,21057,21010,20962, 20915,20867,20819,20772,20724,20676,20629,20581, 20533,20485,20438,20390,20342,20294,20246,20199, 20151,20103,20055,20007,19959,19912,19864,19816, 19768,19720,19672,19624,19576,19528,19480,19432, 19384,19336,19288,19240,19192,19144,19096,19048, 19000,18951,18903,18855,18807,18759,18711,18663, 18614,18566,18518,18470,18421,18373,18325,18277, 18228,18180,18132,18084,18035,17987,17939,17890, 17842,17793,17745,17697,17648,17600,17551,17503, 17455,17406,17358,17309,17261,17212,17164,17115, 17067,17018,16970,16921,16872,16824,16775,16727, 16678,16629,16581,16532,16484,16435,16386,16338, 16289,16240,16191,16143,16094,16045,15997,15948, 15899,15850,15802,15753,15704,15655,15606,15557, 15509,15460,15411,15362,15313,15264,15215,15167, 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468013216,468213440,468413600,468613632,468813568,469013440,469213184,469412832, 469612416,469811872,470011232,470210528,470409696,470608800,470807776,471006688, 471205472,471404192,471602784,471801312,471999712,472198048,472396288,472594400, 472792448,472990400,473188256,473385984,473583648,473781216,473978688,474176064, 474373344,474570528,474767616,474964608,475161504,475358336,475555040,475751648, 475948192,476144608,476340928,476537184,476733312,476929376,477125344,477321184, 477516960,477712640,477908224,478103712,478299104,478494400,478689600,478884704, 479079744,479274656,479469504,479664224,479858880,480053408,480247872,480442240, 480636512,480830656,481024736,481218752,481412640,481606432,481800128,481993760, 482187264,482380704,482574016,482767264,482960416,483153472,483346432,483539296, 483732064,483924768,484117344,484309856,484502240,484694560,484886784,485078912, 485270944,485462880,485654720,485846464,486038144,486229696,486421184,486612576, 486803840,486995040,487186176,487377184,487568096,487758912,487949664,488140320, 488330880,488521312,488711712,488901984,489092160,489282240,489472256,489662176, 489851968,490041696,490231328,490420896,490610336,490799712,490988960,491178144, 491367232,491556224,491745120,491933920,492122656,492311264,492499808,492688256, 492876608,493064864,493253056,493441120,493629120,493817024,494004832,494192544, 494380160,494567712,494755136,494942496,495129760,495316928,495504000,495691008, 495877888,496064704,496251424,496438048,496624608,496811040,496997408,497183680, 497369856,497555936,497741920,497927840,498113632,498299360,498484992,498670560, 498856000,499041376,499226656,499411840,499596928,499781920,499966848,500151680, 500336416,500521056,500705600,500890080,501074464,501258752,501442944,501627040, 501811072,501995008,502178848,502362592,502546240,502729824,502913312,503096704, 503280000,503463232,503646368,503829408,504012352,504195200,504377984,504560672, 504743264,504925760,505108192,505290496,505472736,505654912,505836960,506018944, 506200832,506382624,506564320,506745952,506927488,507108928,507290272,507471552, 507652736,507833824,508014816,508195744,508376576,508557312,508737952,508918528, 509099008,509279392,509459680,509639904,509820032,510000064,510180000,510359872, 510539648,510719328,510898944,511078432,511257856,511437216,511616448,511795616, 511974688,512153664,512332576,512511392,512690112,512868768,513047296,513225792, 513404160,513582432,513760640,513938784,514116800,514294752,514472608,514650368, 514828064,515005664,515183168,515360608,515537952,515715200,515892352,516069440, 516246432,516423328,516600160,516776896,516953536,517130112,517306592,517482976, 517659264,517835488,518011616,518187680,518363648,518539520,518715296,518891008, 519066624,519242144,519417600,519592960,519768256,519943424,520118528,520293568, 520468480,520643328,520818112,520992800,521167392,521341888,521516320,521690656, 521864896,522039072,522213152,522387168,522561056,522734912,522908640,523082304, 523255872,523429376,523602784,523776096,523949312,524122464,524295552,524468512, 524641440,524814240,524986976,525159616,525332192,525504640,525677056,525849344, 526021568,526193728,526365792,526537760,526709632,526881440,527053152,527224800, 527396352,527567840,527739200,527910528,528081728,528252864,528423936,528594880, 528765760,528936576,529107296,529277920,529448480,529618944,529789344,529959648, 530129856,530300000,530470048,530640000,530809888,530979712,531149440,531319072, 531488608,531658080,531827488,531996800,532166016,532335168,532504224,532673184, 532842080,533010912,533179616,533348288,533516832,533685312,533853728,534022048, 534190272,534358432,534526496,534694496,534862400,535030240,535197984,535365632, 535533216,535700704,535868128,536035456,536202720,536369888,536536992,536704000, 536870912 }; ================================================ FILE: linuxdoom-1.10/tables.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Lookup tables. // Do not try to look them up :-). // In the order of appearance: // // int finetangent[4096] - Tangens LUT. // Should work with BAM fairly well (12 of 16bit, // effectively, by shifting). // // int finesine[10240] - Sine lookup. // Guess what, serves as cosine, too. // Remarkable thing is, how to use BAMs with this? // // int tantoangle[2049] - ArcTan LUT, // maps tan(angle) to angle fast. Gotta search. // //----------------------------------------------------------------------------- #ifndef __TABLES__ #define __TABLES__ #ifdef LINUX #include #else #define PI 3.141592657 #endif #include "m_fixed.h" #define FINEANGLES 8192 #define FINEMASK (FINEANGLES-1) // 0x100000000 to 0x2000 #define ANGLETOFINESHIFT 19 // Effective size is 10240. extern fixed_t finesine[5*FINEANGLES/4]; // Re-use data, is just PI/2 pahse shift. extern fixed_t* finecosine; // Effective size is 4096. extern fixed_t finetangent[FINEANGLES/2]; // Binary Angle Measument, BAM. #define ANG45 0x20000000 #define ANG90 0x40000000 #define ANG180 0x80000000 #define ANG270 0xc0000000 #define SLOPERANGE 2048 #define SLOPEBITS 11 #define DBITS (FRACBITS-SLOPEBITS) typedef unsigned angle_t; // Effective size is 2049; // The +1 size is to handle the case when x==y // without additional checking. extern angle_t tantoangle[SLOPERANGE+1]; // Utility function, // called by R_PointToAngle. int SlopeDiv ( unsigned num, unsigned den); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/v_video.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Gamma correction LUT stuff. // Functions to draw patches (by post) directly to screen. // Functions to blit a block to the screen. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: v_video.c,v 1.5 1997/02/03 22:45:13 b1 Exp $"; #include "i_system.h" #include "r_local.h" #include "doomdef.h" #include "doomdata.h" #include "m_bbox.h" #include "m_swap.h" #include "v_video.h" // Each screen is [SCREENWIDTH*SCREENHEIGHT]; byte* screens[5]; int dirtybox[4]; // Now where did these came from? byte gammatable[5][256] = { {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16, 17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32, 33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48, 49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64, 65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80, 81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96, 97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112, 113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128, 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, 176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191, 192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, 208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, 224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, 240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255}, {2,4,5,7,8,10,11,12,14,15,16,18,19,20,21,23,24,25,26,27,29,30,31, 32,33,34,36,37,38,39,40,41,42,44,45,46,47,48,49,50,51,52,54,55, 56,57,58,59,60,61,62,63,64,65,66,67,69,70,71,72,73,74,75,76,77, 78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98, 99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114, 115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,129, 130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145, 146,147,148,148,149,150,151,152,153,154,155,156,157,158,159,160, 161,162,163,163,164,165,166,167,168,169,170,171,172,173,174,175, 175,176,177,178,179,180,181,182,183,184,185,186,186,187,188,189, 190,191,192,193,194,195,196,196,197,198,199,200,201,202,203,204, 205,205,206,207,208,209,210,211,212,213,214,214,215,216,217,218, 219,220,221,222,222,223,224,225,226,227,228,229,230,230,231,232, 233,234,235,236,237,237,238,239,240,241,242,243,244,245,245,246, 247,248,249,250,251,252,252,253,254,255}, {4,7,9,11,13,15,17,19,21,22,24,26,27,29,30,32,33,35,36,38,39,40,42, 43,45,46,47,48,50,51,52,54,55,56,57,59,60,61,62,63,65,66,67,68,69, 70,72,73,74,75,76,77,78,79,80,82,83,84,85,86,87,88,89,90,91,92,93, 94,95,96,97,98,100,101,102,103,104,105,106,107,108,109,110,111,112, 113,114,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128, 129,130,131,132,133,133,134,135,136,137,138,139,140,141,142,143,144, 144,145,146,147,148,149,150,151,152,153,153,154,155,156,157,158,159, 160,160,161,162,163,164,165,166,166,167,168,169,170,171,172,172,173, 174,175,176,177,178,178,179,180,181,182,183,183,184,185,186,187,188, 188,189,190,191,192,193,193,194,195,196,197,197,198,199,200,201,201, 202,203,204,205,206,206,207,208,209,210,210,211,212,213,213,214,215, 216,217,217,218,219,220,221,221,222,223,224,224,225,226,227,228,228, 229,230,231,231,232,233,234,235,235,236,237,238,238,239,240,241,241, 242,243,244,244,245,246,247,247,248,249,250,251,251,252,253,254,254, 255}, {8,12,16,19,22,24,27,29,31,34,36,38,40,41,43,45,47,49,50,52,53,55, 57,58,60,61,63,64,65,67,68,70,71,72,74,75,76,77,79,80,81,82,84,85, 86,87,88,90,91,92,93,94,95,96,98,99,100,101,102,103,104,105,106,107, 108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124, 125,126,127,128,129,130,131,132,133,134,135,135,136,137,138,139,140, 141,142,143,143,144,145,146,147,148,149,150,150,151,152,153,154,155, 155,156,157,158,159,160,160,161,162,163,164,165,165,166,167,168,169, 169,170,171,172,173,173,174,175,176,176,177,178,179,180,180,181,182, 183,183,184,185,186,186,187,188,189,189,190,191,192,192,193,194,195, 195,196,197,197,198,199,200,200,201,202,202,203,204,205,205,206,207, 207,208,209,210,210,211,212,212,213,214,214,215,216,216,217,218,219, 219,220,221,221,222,223,223,224,225,225,226,227,227,228,229,229,230, 231,231,232,233,233,234,235,235,236,237,237,238,238,239,240,240,241, 242,242,243,244,244,245,246,246,247,247,248,249,249,250,251,251,252, 253,253,254,254,255}, {16,23,28,32,36,39,42,45,48,50,53,55,57,60,62,64,66,68,69,71,73,75,76, 78,80,81,83,84,86,87,89,90,92,93,94,96,97,98,100,101,102,103,105,106, 107,108,109,110,112,113,114,115,116,117,118,119,120,121,122,123,124, 125,126,128,128,129,130,131,132,133,134,135,136,137,138,139,140,141, 142,143,143,144,145,146,147,148,149,150,150,151,152,153,154,155,155, 156,157,158,159,159,160,161,162,163,163,164,165,166,166,167,168,169, 169,170,171,172,172,173,174,175,175,176,177,177,178,179,180,180,181, 182,182,183,184,184,185,186,187,187,188,189,189,190,191,191,192,193, 193,194,195,195,196,196,197,198,198,199,200,200,201,202,202,203,203, 204,205,205,206,207,207,208,208,209,210,210,211,211,212,213,213,214, 214,215,216,216,217,217,218,219,219,220,220,221,221,222,223,223,224, 224,225,225,226,227,227,228,228,229,229,230,230,231,232,232,233,233, 234,234,235,235,236,236,237,237,238,239,239,240,240,241,241,242,242, 243,243,244,244,245,245,246,246,247,247,248,248,249,249,250,250,251, 251,252,252,253,254,254,255,255} }; int usegamma; // // V_MarkRect // void V_MarkRect ( int x, int y, int width, int height ) { M_AddToBox (dirtybox, x, y); M_AddToBox (dirtybox, x+width-1, y+height-1); } // // V_CopyRect // void V_CopyRect ( int srcx, int srcy, int srcscrn, int width, int height, int destx, int desty, int destscrn ) { byte* src; byte* dest; #ifdef RANGECHECK if (srcx<0 ||srcx+width >SCREENWIDTH || srcy<0 || srcy+height>SCREENHEIGHT ||destx<0||destx+width >SCREENWIDTH || desty<0 || desty+height>SCREENHEIGHT || (unsigned)srcscrn>4 || (unsigned)destscrn>4) { I_Error ("Bad V_CopyRect"); } #endif V_MarkRect (destx, desty, width, height); src = screens[srcscrn]+SCREENWIDTH*srcy+srcx; dest = screens[destscrn]+SCREENWIDTH*desty+destx; for ( ; height>0 ; height--) { memcpy (dest, src, width); src += SCREENWIDTH; dest += SCREENWIDTH; } } // // V_DrawPatch // Masks a column based masked pic to the screen. // void V_DrawPatch ( int x, int y, int scrn, patch_t* patch ) { int count; int col; column_t* column; byte* desttop; byte* dest; byte* source; int w; y -= SHORT(patch->topoffset); x -= SHORT(patch->leftoffset); #ifdef RANGECHECK if (x<0 ||x+SHORT(patch->width) >SCREENWIDTH || y<0 || y+SHORT(patch->height)>SCREENHEIGHT || (unsigned)scrn>4) { fprintf( stderr, "Patch at %d,%d exceeds LFB\n", x,y ); // No I_Error abort - what is up with TNT.WAD? fprintf( stderr, "V_DrawPatch: bad patch (ignored)\n"); return; } #endif if (!scrn) V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height)); col = 0; desttop = screens[scrn]+y*SCREENWIDTH+x; w = SHORT(patch->width); for ( ; colcolumnofs[col])); // 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 ); } } } // // V_DrawPatchFlipped // Masks a column based masked pic to the screen. // Flips horizontally, e.g. to mirror face. // void V_DrawPatchFlipped ( int x, int y, int scrn, patch_t* patch ) { int count; int col; column_t* column; byte* desttop; byte* dest; byte* source; int w; y -= SHORT(patch->topoffset); x -= SHORT(patch->leftoffset); #ifdef RANGECHECK if (x<0 ||x+SHORT(patch->width) >SCREENWIDTH || y<0 || y+SHORT(patch->height)>SCREENHEIGHT || (unsigned)scrn>4) { fprintf( stderr, "Patch origin %d,%d exceeds LFB\n", x,y ); I_Error ("Bad V_DrawPatch in V_DrawPatchFlipped"); } #endif if (!scrn) V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height)); col = 0; desttop = screens[scrn]+y*SCREENWIDTH+x; w = SHORT(patch->width); for ( ; colcolumnofs[w-1-col])); // 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 ); } } } // // V_DrawPatchDirect // Draws directly to the screen on the pc. // void V_DrawPatchDirect ( int x, int y, int scrn, patch_t* patch ) { V_DrawPatch (x,y,scrn, patch); /* int count; int col; column_t* column; byte* desttop; byte* dest; byte* source; int w; y -= SHORT(patch->topoffset); x -= SHORT(patch->leftoffset); #ifdef RANGECHECK if (x<0 ||x+SHORT(patch->width) >SCREENWIDTH || y<0 || y+SHORT(patch->height)>SCREENHEIGHT || (unsigned)scrn>4) { I_Error ("Bad V_DrawPatchDirect"); } #endif // V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height)); desttop = destscreen + y*SCREENWIDTH/4 + (x>>2); w = SHORT(patch->width); for ( col = 0 ; colcolumnofs[col])); // step through the posts in a column while (column->topdelta != 0xff ) { source = (byte *)column + 3; dest = desttop + column->topdelta*SCREENWIDTH/4; count = column->length; while (count--) { *dest = *source++; dest += SCREENWIDTH/4; } column = (column_t *)( (byte *)column + column->length + 4 ); } if ( ((++x)&3) == 0 ) desttop++; // go to next byte, not next plane }*/ } // // V_DrawBlock // Draw a linear block of pixels into the view buffer. // void V_DrawBlock ( int x, int y, int scrn, int width, int height, byte* src ) { byte* dest; #ifdef RANGECHECK if (x<0 ||x+width >SCREENWIDTH || y<0 || y+height>SCREENHEIGHT || (unsigned)scrn>4 ) { I_Error ("Bad V_DrawBlock"); } #endif V_MarkRect (x, y, width, height); dest = screens[scrn] + y*SCREENWIDTH+x; while (height--) { memcpy (dest, src, width); src += width; dest += SCREENWIDTH; } } // // V_GetBlock // Gets a linear block of pixels from the view buffer. // void V_GetBlock ( int x, int y, int scrn, int width, int height, byte* dest ) { byte* src; #ifdef RANGECHECK if (x<0 ||x+width >SCREENWIDTH || y<0 || y+height>SCREENHEIGHT || (unsigned)scrn>4 ) { I_Error ("Bad V_DrawBlock"); } #endif src = screens[scrn] + y*SCREENWIDTH+x; while (height--) { memcpy (dest, src, width); src += SCREENWIDTH; dest += width; } } // // V_Init // void V_Init (void) { int i; byte* base; // stick these in low dos memory on PCs base = I_AllocLow (SCREENWIDTH*SCREENHEIGHT*4); for (i=0 ; i<4 ; i++) screens[i] = base + i*SCREENWIDTH*SCREENHEIGHT; } ================================================ FILE: linuxdoom-1.10/v_video.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Gamma correction LUT. // Functions to draw patches (by post) directly to screen. // Functions to blit a block to the screen. // //----------------------------------------------------------------------------- #ifndef __V_VIDEO__ #define __V_VIDEO__ #include "doomtype.h" #include "doomdef.h" // Needed because we are refering to patches. #include "r_data.h" // // VIDEO // #define CENTERY (SCREENHEIGHT/2) // Screen 0 is the screen updated by I_Update screen. // Screen 1 is an extra buffer. extern byte* screens[5]; extern int dirtybox[4]; extern byte gammatable[5][256]; extern int usegamma; // Allocates buffer screens, call before R_Init. void V_Init (void); void V_CopyRect ( int srcx, int srcy, int srcscrn, int width, int height, int destx, int desty, int destscrn ); void V_DrawPatch ( int x, int y, int scrn, patch_t* patch); void V_DrawPatchDirect ( int x, int y, int scrn, patch_t* patch ); // Draw a linear block of pixels into the view buffer. void V_DrawBlock ( int x, int y, int scrn, int width, int height, byte* src ); // Reads a linear block of pixels into the view buffer. void V_GetBlock ( int x, int y, int scrn, int width, int height, byte* dest ); void V_MarkRect ( int x, int y, int width, int height ); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/w_wad.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Handles WAD file header, directory, lump I/O. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: w_wad.c,v 1.5 1997/02/03 16:47:57 b1 Exp $"; #ifdef NORMALUNIX #include #include #include #include #include #include #include #include #define O_BINARY 0 #endif #include "doomtype.h" #include "m_swap.h" #include "i_system.h" #include "z_zone.h" #ifdef __GNUG__ #pragma implementation "w_wad.h" #endif #include "w_wad.h" // // GLOBALS // // Location of each lump on disk. lumpinfo_t* lumpinfo; int numlumps; void** lumpcache; #define strcmpi strcasecmp void strupr (char* s) { while (*s) { *s = toupper(*s); s++; } } int filelength (int handle) { struct stat fileinfo; if (fstat (handle,&fileinfo) == -1) I_Error ("Error fstating"); return fileinfo.st_size; } void ExtractFileBase ( char* path, char* dest ) { char* src; int length; src = path + strlen(path) - 1; // back up until a \ or the start while (src != path && *(src-1) != '\\' && *(src-1) != '/') { src--; } // copy up to eight characters memset (dest,0,8); length = 0; while (*src && *src != '.') { if (++length == 9) I_Error ("Filename base of %s >8 chars",path); *dest++ = toupper((int)*src++); } } // // LUMP BASED ROUTINES. // // // W_AddFile // All files are optional, but at least one file must be // found (PWAD, if all required lumps are present). // Files with a .wad extension are wadlink files // with multiple lumps. // Other files are single lumps with the base filename // for the lump name. // // If filename starts with a tilde, the file is handled // specially to allow map reloads. // But: the reload feature is a fragile hack... int reloadlump; char* reloadname; void W_AddFile (char *filename) { wadinfo_t header; lumpinfo_t* lump_p; unsigned i; int handle; int length; int startlump; filelump_t* fileinfo; filelump_t singleinfo; int storehandle; // open the file and add to directory // handle reload indicator. if (filename[0] == '~') { filename++; reloadname = filename; reloadlump = numlumps; } if ( (handle = open (filename,O_RDONLY | O_BINARY)) == -1) { printf (" couldn't open %s\n",filename); return; } printf (" adding %s\n",filename); startlump = numlumps; if (strcmpi (filename+strlen(filename)-3 , "wad" ) ) { // single lump file fileinfo = &singleinfo; singleinfo.filepos = 0; singleinfo.size = LONG(filelength(handle)); ExtractFileBase (filename, singleinfo.name); numlumps++; } else { // WAD file read (handle, &header, sizeof(header)); if (strncmp(header.identification,"IWAD",4)) { // Homebrew levels? if (strncmp(header.identification,"PWAD",4)) { I_Error ("Wad file %s doesn't have IWAD " "or PWAD id\n", filename); } // ???modifiedgame = true; } header.numlumps = LONG(header.numlumps); header.infotableofs = LONG(header.infotableofs); length = header.numlumps*sizeof(filelump_t); fileinfo = alloca (length); lseek (handle, header.infotableofs, SEEK_SET); read (handle, fileinfo, length); numlumps += header.numlumps; } // Fill in lumpinfo lumpinfo = realloc (lumpinfo, numlumps*sizeof(lumpinfo_t)); if (!lumpinfo) I_Error ("Couldn't realloc lumpinfo"); lump_p = &lumpinfo[startlump]; storehandle = reloadname ? -1 : handle; for (i=startlump ; ihandle = storehandle; lump_p->position = LONG(fileinfo->filepos); lump_p->size = LONG(fileinfo->size); strncpy (lump_p->name, fileinfo->name, 8); } if (reloadname) close (handle); } // // W_Reload // Flushes any of the reloadable lumps in memory // and reloads the directory. // void W_Reload (void) { wadinfo_t header; int lumpcount; lumpinfo_t* lump_p; unsigned i; int handle; int length; filelump_t* fileinfo; if (!reloadname) return; if ( (handle = open (reloadname,O_RDONLY | O_BINARY)) == -1) I_Error ("W_Reload: couldn't open %s",reloadname); read (handle, &header, sizeof(header)); lumpcount = LONG(header.numlumps); header.infotableofs = LONG(header.infotableofs); length = lumpcount*sizeof(filelump_t); fileinfo = alloca (length); lseek (handle, header.infotableofs, SEEK_SET); read (handle, fileinfo, length); // Fill in lumpinfo lump_p = &lumpinfo[reloadlump]; for (i=reloadlump ; iposition = LONG(fileinfo->filepos); lump_p->size = LONG(fileinfo->size); } close (handle); } // // W_InitMultipleFiles // Pass a null terminated list of files to use. // All files are optional, but at least one file // must be found. // Files with a .wad extension are idlink files // with multiple lumps. // Other files are single lumps with the base filename // for the lump name. // Lump names can appear multiple times. // The name searcher looks backwards, so a later file // does override all earlier ones. // void W_InitMultipleFiles (char** filenames) { int size; // open all the files, load headers, and count lumps numlumps = 0; // will be realloced as lumps are added lumpinfo = malloc(1); for ( ; *filenames ; filenames++) W_AddFile (*filenames); if (!numlumps) I_Error ("W_InitFiles: no files found"); // set up caching size = numlumps * sizeof(*lumpcache); lumpcache = malloc (size); if (!lumpcache) I_Error ("Couldn't allocate lumpcache"); memset (lumpcache,0, size); } // // W_InitFile // Just initialize from a single file. // void W_InitFile (char* filename) { char* names[2]; names[0] = filename; names[1] = NULL; W_InitMultipleFiles (names); } // // W_NumLumps // int W_NumLumps (void) { return numlumps; } // // W_CheckNumForName // Returns -1 if name not found. // int W_CheckNumForName (char* name) { union { char s[9]; int x[2]; } name8; int v1; int v2; lumpinfo_t* lump_p; // make the name into two integers for easy compares strncpy (name8.s,name,8); // in case the name was a fill 8 chars name8.s[8] = 0; // case insensitive strupr (name8.s); v1 = name8.x[0]; v2 = name8.x[1]; // scan backwards so patch lump files take precedence lump_p = lumpinfo + numlumps; while (lump_p-- != lumpinfo) { if ( *(int *)lump_p->name == v1 && *(int *)&lump_p->name[4] == v2) { return lump_p - lumpinfo; } } // TFB. Not found. return -1; } // // W_GetNumForName // Calls W_CheckNumForName, but bombs out if not found. // int W_GetNumForName (char* name) { int i; i = W_CheckNumForName (name); if (i == -1) I_Error ("W_GetNumForName: %s not found!", name); return i; } // // W_LumpLength // Returns the buffer size needed to load the given lump. // int W_LumpLength (int lump) { if (lump >= numlumps) I_Error ("W_LumpLength: %i >= numlumps",lump); return lumpinfo[lump].size; } // // W_ReadLump // Loads the lump into the given buffer, // which must be >= W_LumpLength(). // void W_ReadLump ( int lump, void* dest ) { int c; lumpinfo_t* l; int handle; if (lump >= numlumps) I_Error ("W_ReadLump: %i >= numlumps",lump); l = lumpinfo+lump; // ??? I_BeginRead (); if (l->handle == -1) { // reloadable file, so use open / read / close if ( (handle = open (reloadname,O_RDONLY | O_BINARY)) == -1) I_Error ("W_ReadLump: couldn't open %s",reloadname); } else handle = l->handle; lseek (handle, l->position, SEEK_SET); c = read (handle, dest, l->size); if (c < l->size) I_Error ("W_ReadLump: only read %i of %i on lump %i", c,l->size,lump); if (l->handle == -1) close (handle); // ??? I_EndRead (); } // // W_CacheLumpNum // void* W_CacheLumpNum ( int lump, int tag ) { byte* ptr; if ((unsigned)lump >= numlumps) I_Error ("W_CacheLumpNum: %i >= numlumps",lump); if (!lumpcache[lump]) { // read the lump in //printf ("cache miss on lump %i\n",lump); ptr = Z_Malloc (W_LumpLength (lump), tag, &lumpcache[lump]); W_ReadLump (lump, lumpcache[lump]); } else { //printf ("cache hit on lump %i\n",lump); Z_ChangeTag (lumpcache[lump],tag); } return lumpcache[lump]; } // // W_CacheLumpName // void* W_CacheLumpName ( char* name, int tag ) { return W_CacheLumpNum (W_GetNumForName(name), tag); } // // W_Profile // int info[2500][10]; int profilecount; void W_Profile (void) { int i; memblock_t* block; void* ptr; char ch; FILE* f; int j; char name[9]; for (i=0 ; itag < PU_PURGELEVEL) ch = 'S'; else ch = 'P'; } info[i][profilecount] = ch; } profilecount++; f = fopen ("waddump.txt","w"); name[8] = 0; for (i=0 ; i #include "z_zone.h" #include "m_random.h" #include "m_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. // static anim_t epsd0animinfo[] = { { ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 } } }; static anim_t epsd1animinfo[] = { { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7 }, { ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8 } }; static anim_t epsd2animinfo[] = { { ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 } }, { ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 } }, { ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 } } }; static int NUMANIMS[NUMEPISODES] = { sizeof(epsd0animinfo)/sizeof(anim_t), sizeof(epsd1animinfo)/sizeof(anim_t), sizeof(epsd2animinfo)/sizeof(anim_t) }; static anim_t *anims[NUMEPISODES] = { epsd0animinfo, epsd1animinfo, epsd2animinfo }; // // GENERAL DATA // // // Locally used stuff. // #define FB 0 // 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 // // background (map of levels). static patch_t* bg; // You Are Here graphic static patch_t* yah[2]; // splat static patch_t* splat; // %, : 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* time; 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; // // CODE // // slam background // UNUSED static unsigned char *background=0; void WI_slamBackground(void) { memcpy(screens[0], screens[1], SCREENWIDTH * SCREENHEIGHT); V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT); } // The ticker is used to detect keys // because of timing issues in netgames. boolean WI_Responder(event_t* ev) { return false; } // Draws " Finished!" void WI_drawLF(void) { int y = WI_TITLEY; // draw V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2, y, FB, lnames[wbs->last]); // draw "Finished!" y += (5*SHORT(lnames[wbs->last]->height))/4; V_DrawPatch((SCREENWIDTH - SHORT(finished->width))/2, y, FB, finished); } // Draws "Entering " void WI_drawEL(void) { int y = WI_TITLEY; // draw "Entering" V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2, y, FB, entering); // draw level y += (5*SHORT(lnames[wbs->next]->height))/4; V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2, y, FB, 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); if (fits && i<2) { V_DrawPatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y, FB, c[i]); } else { // DEBUG printf("Could not place patch on level %d", n+1); } } void WI_initAnimatedBack(void) { int i; anim_t* a; if (gamemode == commercial) return; if (wbs->epsd > 2) return; for (i=0;iepsd];i++) { a = &anims[wbs->epsd][i]; // init variables a->ctr = -1; // specify the next time to draw it if (a->type == ANIM_ALWAYS) a->nexttic = bcnt + 1 + (M_Random()%a->period); else if (a->type == ANIM_RANDOM) a->nexttic = bcnt + 1 + a->data2+(M_Random()%a->data1); else if (a->type == ANIM_LEVEL) a->nexttic = bcnt + 1; } } void WI_updateAnimatedBack(void) { int i; anim_t* a; if (gamemode == commercial) return; if (wbs->epsd > 2) return; for (i=0;iepsd];i++) { a = &anims[wbs->epsd][i]; if (bcnt == a->nexttic) { switch (a->type) { case ANIM_ALWAYS: if (++a->ctr >= a->nanims) a->ctr = 0; a->nexttic = bcnt + a->period; break; case ANIM_RANDOM: a->ctr++; if (a->ctr == a->nanims) { a->ctr = -1; a->nexttic = bcnt+a->data2+(M_Random()%a->data1); } else a->nexttic = bcnt + a->period; break; case ANIM_LEVEL: // gawd-awful hack for level anims if (!(state == StatCount && i == 7) && wbs->next == a->data1) { a->ctr++; if (a->ctr == a->nanims) a->ctr--; a->nexttic = bcnt + a->period; } break; } } } } void WI_drawAnimatedBack(void) { int i; anim_t* a; if (commercial) return; if (wbs->epsd > 2) return; for (i=0 ; iepsd] ; i++) { a = &anims[wbs->epsd][i]; if (a->ctr >= 0) V_DrawPatch(a->loc.x, a->loc.y, FB, 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, FB, num[ n % 10 ]); n /= 10; } // draw a minus sign if necessary if (neg) V_DrawPatch(x-=8, y, FB, wiminus); return x; } void WI_drawPercent ( int x, int y, int p ) { if (p < 0) return; V_DrawPatch(x, y, FB, 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, FB, colon); } while (t / div); } else { // "sucks" V_DrawPatch(x - SHORT(sucks->width), y, FB, 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) { WI_End(); G_WorldDone(); } } static boolean snl_pointeron = false; void WI_initShowNextLoc(void) { state = ShowNextLoc; acceleratestage = 0; cnt = SHOWNEXTLOCDELAY * TICRATE; WI_initAnimatedBack(); } void WI_updateShowNextLoc(void) { WI_updateAnimatedBack(); if (!--cnt || acceleratestage) WI_initNoState(); else snl_pointeron = (cnt & 31) < 20; } void WI_drawShowNextLoc(void) { int i; int last; WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); if ( gamemode != commercial) { if (wbs->epsd > 2) { WI_drawEL(); return; } last = (wbs->last == 8) ? wbs->next - 1 : wbs->last; // draw a splat on taken cities. for (i=0 ; i<=last ; i++) WI_drawOnLnode(i, &splat); // splat the secret level? if (wbs->didsecret) WI_drawOnLnode(8, &splat); // draw flashing ptr if (snl_pointeron) WI_drawOnLnode(wbs->next, yah); } // draws which level you are entering.. if ( (gamemode != commercial) || wbs->next != 30) WI_drawEL(); } void WI_drawNoState(void) { snl_pointeron = true; WI_drawShowNextLoc(); } int WI_fragSum(int playernum) { int i; int frags = 0; for (i=0 ; i 99) dm_frags[i][j] = 99; if (dm_frags[i][j] < -99) dm_frags[i][j] = -99; stillticking = true; } } dm_totals[i] = WI_fragSum(i); if (dm_totals[i] > 99) dm_totals[i] = 99; if (dm_totals[i] < -99) dm_totals[i] = -99; } } if (!stillticking) { S_StartSound(0, sfx_barexp); dm_state++; } } else if (dm_state == 4) { if (acceleratestage) { S_StartSound(0, sfx_slop); if ( gamemode == commercial) WI_initNoState(); else WI_initShowNextLoc(); } } else if (dm_state & 1) { if (!--cnt_pause) { dm_state++; cnt_pause = TICRATE; } } } void WI_drawDeathmatchStats(void) { int i; int j; int x; int y; int w; int lh; // line height lh = WI_SPACINGY; WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) V_DrawPatch(DM_TOTALSX-SHORT(total->width)/2, DM_MATRIXY-WI_SPACINGY+10, FB, total); V_DrawPatch(DM_KILLERSX, DM_KILLERSY, FB, killers); V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims); // draw P? x = DM_MATRIXX + DM_SPACINGX; y = DM_MATRIXY; for (i=0 ; iwidth)/2, DM_MATRIXY - WI_SPACINGY, FB, p[i]); V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2, y, FB, p[i]); if (i == me) { V_DrawPatch(x-SHORT(p[i]->width)/2, DM_MATRIXY - WI_SPACINGY, FB, bstar); V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2, y, FB, star); } } else { // V_DrawPatch(x-SHORT(bp[i]->width)/2, // DM_MATRIXY - WI_SPACINGY, FB, bp[i]); // V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2, // y, FB, bp[i]); } x += DM_SPACINGX; y += WI_SPACINGY; } // draw stats y = DM_MATRIXY+10; w = SHORT(num[0]->width); for (i=0 ; imaxkills; cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems; cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret; if (dofrags) cnt_frags[i] = WI_fragSum(i); } S_StartSound(0, sfx_barexp); ng_state = 10; } if (ng_state == 2) { if (!(bcnt&3)) S_StartSound(0, sfx_pistol); stillticking = false; for (i=0 ; i= (plrs[i].skills * 100) / wbs->maxkills) cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills; else stillticking = true; } if (!stillticking) { S_StartSound(0, sfx_barexp); ng_state++; } } else if (ng_state == 4) { if (!(bcnt&3)) S_StartSound(0, sfx_pistol); stillticking = false; for (i=0 ; i= (plrs[i].sitems * 100) / wbs->maxitems) cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems; else stillticking = true; } if (!stillticking) { S_StartSound(0, sfx_barexp); ng_state++; } } else if (ng_state == 6) { if (!(bcnt&3)) S_StartSound(0, sfx_pistol); stillticking = false; for (i=0 ; i= (plrs[i].ssecret * 100) / wbs->maxsecret) cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret; else stillticking = true; } if (!stillticking) { S_StartSound(0, sfx_barexp); ng_state += 1 + 2*!dofrags; } } else if (ng_state == 8) { if (!(bcnt&3)) S_StartSound(0, sfx_pistol); stillticking = false; for (i=0 ; i= (fsum = WI_fragSum(i))) cnt_frags[i] = fsum; else stillticking = true; } if (!stillticking) { S_StartSound(0, sfx_pldeth); ng_state++; } } else if (ng_state == 10) { if (acceleratestage) { S_StartSound(0, sfx_sgcock); if ( gamemode == commercial ) WI_initNoState(); else WI_initShowNextLoc(); } } else if (ng_state & 1) { if (!--cnt_pause) { ng_state++; cnt_pause = TICRATE; } } } void WI_drawNetgameStats(void) { int i; int x; int y; int pwidth = SHORT(percent->width); WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(kills->width), NG_STATSY, FB, kills); V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width), NG_STATSY, FB, items); V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width), NG_STATSY, FB, secret); if (dofrags) V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width), NG_STATSY, FB, frags); // draw stats y = NG_STATSY + SHORT(kills->height); for (i=0 ; iwidth), y, FB, p[i]); if (i == me) V_DrawPatch(x-SHORT(p[i]->width), y, FB, 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, FB, kills); WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]); V_DrawPatch(SP_STATSX, SP_STATSY+lh, FB, items); WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]); V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret); WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]); V_DrawPatch(SP_TIMEX, SP_TIMEY, FB, time); WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time); if (wbs->epsd < 3) { V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, FB, par); WI_drawTime(SCREENWIDTH - SP_TIMEX, SP_TIMEY, cnt_par); } } void WI_checkForAccelerate(void) { int i; player_t *player; // check for button presses to skip delays for (i=0, player = players ; icmd.buttons & BT_ATTACK) { if (!player->attackdown) acceleratestage = 1; player->attackdown = true; } else player->attackdown = false; if (player->cmd.buttons & BT_USE) { if (!player->usedown) acceleratestage = 1; player->usedown = true; } else player->usedown = false; } } } // Updates stuff each tick void WI_Ticker(void) { // counter for general background animation bcnt++; if (bcnt == 1) { // intermission music if ( gamemode == commercial ) S_ChangeMusic(mus_dm2int, true); else S_ChangeMusic(mus_inter, true); } WI_checkForAccelerate(); switch (state) { case StatCount: if (deathmatch) WI_updateDeathmatchStats(); else if (netgame) WI_updateNetgameStats(); else WI_updateStats(); break; case ShowNextLoc: WI_updateShowNextLoc(); break; case NoState: WI_updateNoState(); break; } } void WI_loadData(void) { int i; int j; char name[9]; anim_t* a; if (gamemode == commercial) strcpy(name, "INTERPIC"); else sprintf(name, "WIMAP%d", wbs->epsd); if ( gamemode == retail ) { if (wbs->epsd == 3) strcpy(name,"INTERPIC"); } // background bg = W_CacheLumpName(name, PU_CACHE); V_DrawPatch(0, 0, 1, bg); // UNUSED unsigned char *pic = screens[1]; // if (gamemode == commercial) // { // darken the background image // while (pic != screens[1] + SCREENHEIGHT*SCREENWIDTH) // { // *pic = colormaps[256*25 + *pic]; // pic++; // } //} if (gamemode == commercial) { NUMCMAPS = 32; lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMCMAPS, PU_STATIC, 0); for (i=0 ; iepsd, i); lnames[i] = W_CacheLumpName(name, PU_STATIC); } // you are here yah[0] = W_CacheLumpName("WIURH0", PU_STATIC); // you are here (alt.) yah[1] = W_CacheLumpName("WIURH1", PU_STATIC); // splat splat = W_CacheLumpName("WISPLAT", PU_STATIC); if (wbs->epsd < 3) { for (j=0;jepsd];j++) { a = &anims[wbs->epsd][j]; for (i=0;inanims;i++) { // MONDO HACK! if (wbs->epsd != 1 || j != 8) { // animations sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i); a->p[i] = W_CacheLumpName(name, PU_STATIC); } else { // HACK ALERT! a->p[i] = anims[1][4].p[i]; } } } } } // More hacks on minus sign. wiminus = W_CacheLumpName("WIMINUS", PU_STATIC); for (i=0;i<10;i++) { // numbers 0-9 sprintf(name, "WINUM%d", i); num[i] = W_CacheLumpName(name, PU_STATIC); } // percent sign percent = W_CacheLumpName("WIPCNT", PU_STATIC); // "finished" finished = W_CacheLumpName("WIF", PU_STATIC); // "entering" entering = W_CacheLumpName("WIENTER", PU_STATIC); // "kills" kills = W_CacheLumpName("WIOSTK", PU_STATIC); // "scrt" secret = W_CacheLumpName("WIOSTS", PU_STATIC); // "secret" sp_secret = W_CacheLumpName("WISCRT2", PU_STATIC); // Yuck. if (french) { // "items" if (netgame && !deathmatch) items = W_CacheLumpName("WIOBJ", PU_STATIC); else items = W_CacheLumpName("WIOSTI", PU_STATIC); } else items = W_CacheLumpName("WIOSTI", PU_STATIC); // "frgs" frags = W_CacheLumpName("WIFRGS", PU_STATIC); // ":" colon = W_CacheLumpName("WICOLON", PU_STATIC); // "time" time = W_CacheLumpName("WITIME", PU_STATIC); // "sucks" sucks = W_CacheLumpName("WISUCKS", PU_STATIC); // "par" par = W_CacheLumpName("WIPAR", PU_STATIC); // "killers" (vertical) killers = W_CacheLumpName("WIKILRS", PU_STATIC); // "victims" (horiz) victims = W_CacheLumpName("WIVCTMS", PU_STATIC); // "total" total = W_CacheLumpName("WIMSTT", PU_STATIC); // your face star = W_CacheLumpName("STFST01", PU_STATIC); // dead face bstar = W_CacheLumpName("STFDEAD0", PU_STATIC); for (i=0 ; iepsd < 3) { for (j=0;jepsd];j++) { if (wbs->epsd != 1 || j != 8) for (i=0;iepsd][j].nanims;i++) Z_ChangeTag(anims[wbs->epsd][j].p[i], PU_CACHE); } } } Z_Free(lnames); Z_ChangeTag(percent, PU_CACHE); Z_ChangeTag(colon, PU_CACHE); Z_ChangeTag(finished, PU_CACHE); Z_ChangeTag(entering, PU_CACHE); Z_ChangeTag(kills, PU_CACHE); Z_ChangeTag(secret, PU_CACHE); Z_ChangeTag(sp_secret, PU_CACHE); Z_ChangeTag(items, PU_CACHE); Z_ChangeTag(frags, PU_CACHE); Z_ChangeTag(time, PU_CACHE); Z_ChangeTag(sucks, PU_CACHE); Z_ChangeTag(par, PU_CACHE); Z_ChangeTag(victims, PU_CACHE); Z_ChangeTag(killers, PU_CACHE); Z_ChangeTag(total, PU_CACHE); // Z_ChangeTag(star, PU_CACHE); // Z_ChangeTag(bstar, PU_CACHE); for (i=0 ; iepsd, 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(); } ================================================ FILE: linuxdoom-1.10/wi_stuff.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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); #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: linuxdoom-1.10/z_zone.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Zone Memory Allocation. Neat. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: z_zone.c,v 1.4 1997/02/03 16:47:58 b1 Exp $"; #include "z_zone.h" #include "i_system.h" #include "doomdef.h" // // ZONE MEMORY ALLOCATION // // There is never any space between memblocks, // and there will never be two contiguous free memblocks. // The rover can be left pointing at a non-empty block. // // It is of no value to free a cachable block, // because it will get overwritten automatically if needed. // #define ZONEID 0x1d4a11 typedef struct { // total bytes malloced, including header int size; // start / end cap for linked list memblock_t blocklist; memblock_t* rover; } memzone_t; memzone_t* mainzone; // // Z_ClearZone // void Z_ClearZone (memzone_t* zone) { memblock_t* block; // set the entire zone to one free block zone->blocklist.next = zone->blocklist.prev = block = (memblock_t *)( (byte *)zone + sizeof(memzone_t) ); zone->blocklist.user = (void *)zone; zone->blocklist.tag = PU_STATIC; zone->rover = block; block->prev = block->next = &zone->blocklist; // NULL indicates a free block. block->user = NULL; block->size = zone->size - sizeof(memzone_t); } // // Z_Init // void Z_Init (void) { memblock_t* block; int size; mainzone = (memzone_t *)I_ZoneBase (&size); mainzone->size = size; // set the entire zone to one free block mainzone->blocklist.next = mainzone->blocklist.prev = block = (memblock_t *)( (byte *)mainzone + sizeof(memzone_t) ); mainzone->blocklist.user = (void *)mainzone; mainzone->blocklist.tag = PU_STATIC; mainzone->rover = block; block->prev = block->next = &mainzone->blocklist; // NULL indicates a free block. block->user = NULL; block->size = mainzone->size - sizeof(memzone_t); } // // Z_Free // void Z_Free (void* ptr) { memblock_t* block; memblock_t* other; block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t)); if (block->id != ZONEID) I_Error ("Z_Free: freed a pointer without ZONEID"); if (block->user > (void **)0x100) { // smaller values are not pointers // Note: OS-dependend? // clear the user's mark *block->user = 0; } // mark as free block->user = NULL; block->tag = 0; block->id = 0; other = block->prev; if (!other->user) { // merge with previous free block other->size += block->size; other->next = block->next; other->next->prev = other; if (block == mainzone->rover) mainzone->rover = other; block = other; } other = block->next; if (!other->user) { // merge the next free block onto the end block->size += other->size; block->next = other->next; block->next->prev = block; if (other == mainzone->rover) mainzone->rover = block; } } // // Z_Malloc // You can pass a NULL user if the tag is < PU_PURGELEVEL. // #define MINFRAGMENT 64 void* Z_Malloc ( int size, int tag, void* user ) { int extra; memblock_t* start; memblock_t* rover; memblock_t* newblock; memblock_t* base; size = (size + 3) & ~3; // scan through the block list, // looking for the first free block // of sufficient size, // throwing out any purgable blocks along the way. // account for size of block header size += sizeof(memblock_t); // if there is a free block behind the rover, // back up over them base = mainzone->rover; if (!base->prev->user) base = base->prev; rover = base; start = base->prev; do { if (rover == start) { // scanned all the way around the list I_Error ("Z_Malloc: failed on allocation of %i bytes", size); } if (rover->user) { if (rover->tag < PU_PURGELEVEL) { // hit a block that can't be purged, // so move base past it base = rover = rover->next; } else { // free the rover block (adding the size to base) // the rover can be the base block base = base->prev; Z_Free ((byte *)rover+sizeof(memblock_t)); base = base->next; rover = base->next; } } else rover = rover->next; } while (base->user || base->size < size); // found a block big enough extra = base->size - size; if (extra > MINFRAGMENT) { // there will be a free fragment after the allocated block newblock = (memblock_t *) ((byte *)base + size ); newblock->size = extra; // NULL indicates free block. newblock->user = NULL; newblock->tag = 0; newblock->prev = base; newblock->next = base->next; newblock->next->prev = newblock; base->next = newblock; base->size = size; } if (user) { // mark as an in use block base->user = user; *(void **)user = (void *) ((byte *)base + sizeof(memblock_t)); } else { if (tag >= PU_PURGELEVEL) I_Error ("Z_Malloc: an owner is required for purgable blocks"); // mark as in use, but unowned base->user = (void *)2; } base->tag = tag; // next allocation will start looking here mainzone->rover = base->next; base->id = ZONEID; return (void *) ((byte *)base + sizeof(memblock_t)); } // // Z_FreeTags // void Z_FreeTags ( int lowtag, int hightag ) { memblock_t* block; memblock_t* next; for (block = mainzone->blocklist.next ; block != &mainzone->blocklist ; block = next) { // get link before freeing next = block->next; // free block? if (!block->user) continue; if (block->tag >= lowtag && block->tag <= hightag) Z_Free ( (byte *)block+sizeof(memblock_t)); } } // // Z_DumpHeap // Note: TFileDumpHeap( stdout ) ? // void Z_DumpHeap ( int lowtag, int hightag ) { memblock_t* block; printf ("zone size: %i location: %p\n", mainzone->size,mainzone); printf ("tag range: %i to %i\n", lowtag, hightag); for (block = mainzone->blocklist.next ; ; block = block->next) { if (block->tag >= lowtag && block->tag <= hightag) printf ("block:%p size:%7i user:%p tag:%3i\n", block, block->size, block->user, block->tag); if (block->next == &mainzone->blocklist) { // all blocks have been hit break; } if ( (byte *)block + block->size != (byte *)block->next) printf ("ERROR: block size does not touch the next block\n"); if ( block->next->prev != block) printf ("ERROR: next block doesn't have proper back link\n"); if (!block->user && !block->next->user) printf ("ERROR: two consecutive free blocks\n"); } } // // Z_FileDumpHeap // void Z_FileDumpHeap (FILE* f) { memblock_t* block; fprintf (f,"zone size: %i location: %p\n",mainzone->size,mainzone); for (block = mainzone->blocklist.next ; ; block = block->next) { fprintf (f,"block:%p size:%7i user:%p tag:%3i\n", block, block->size, block->user, block->tag); if (block->next == &mainzone->blocklist) { // all blocks have been hit break; } if ( (byte *)block + block->size != (byte *)block->next) fprintf (f,"ERROR: block size does not touch the next block\n"); if ( block->next->prev != block) fprintf (f,"ERROR: next block doesn't have proper back link\n"); if (!block->user && !block->next->user) fprintf (f,"ERROR: two consecutive free blocks\n"); } } // // Z_CheckHeap // void Z_CheckHeap (void) { memblock_t* block; for (block = mainzone->blocklist.next ; ; block = block->next) { if (block->next == &mainzone->blocklist) { // all blocks have been hit break; } if ( (byte *)block + block->size != (byte *)block->next) I_Error ("Z_CheckHeap: block size does not touch the next block\n"); if ( block->next->prev != block) I_Error ("Z_CheckHeap: next block doesn't have proper back link\n"); if (!block->user && !block->next->user) I_Error ("Z_CheckHeap: two consecutive free blocks\n"); } } // // Z_ChangeTag // void Z_ChangeTag2 ( void* ptr, int tag ) { memblock_t* block; block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t)); if (block->id != ZONEID) I_Error ("Z_ChangeTag: freed a pointer without ZONEID"); if (tag >= PU_PURGELEVEL && (unsigned)block->user < 0x100) I_Error ("Z_ChangeTag: an owner is required for purgable blocks"); block->tag = tag; } // // Z_FreeMemory // int Z_FreeMemory (void) { memblock_t* block; int free; free = 0; for (block = mainzone->blocklist.next ; block != &mainzone->blocklist; block = block->next) { if (!block->user || block->tag >= PU_PURGELEVEL) free += block->size; } return free; } ================================================ FILE: linuxdoom-1.10/z_zone.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Zone Memory Allocation, perhaps NeXT ObjectiveC inspired. // Remark: this was the only stuff that, according // to John Carmack, might have been useful for // Quake. // //--------------------------------------------------------------------- #ifndef __Z_ZONE__ #define __Z_ZONE__ #include // // ZONE MEMORY // PU - purge tags. // 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 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_DumpHeap (int lowtag, int hightag); void Z_FileDumpHeap (FILE *f); void Z_CheckHeap (void); void Z_ChangeTag2 (void *ptr, int tag); 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; struct memblock_s* prev; } memblock_t; // // This is used to get the local FILE:LINE info from CPP // prior to really call the function in question. // #define Z_ChangeTag(p,t) \ { \ if (( (memblock_t *)( (byte *)(p) - sizeof(memblock_t)))->id!=0x1d4a11) \ I_Error("Z_CT at "__FILE__":%i",__LINE__); \ Z_ChangeTag2(p,t); \ }; #endif //----------------------------------------------------------------------------- // // $Log:$ // //----------------------------------------------------------------------------- ================================================ FILE: sersrc/DOOMNET.C ================================================ #include #include #include #include #include #include #include "doomnet.h" //#include "serstr.h" #include "ser_frch.h" // FRENCH VERSION #define DOOM2 extern int myargc; extern char **myargv; doomcom_t doomcom; int vectorishooked; void interrupt (*olddoomvect) (void); /* ================= = = CheckParm = = Checks for the given parameter in the program's command line arguments = = Returns the argument number (1 to argc-1) or 0 if not present = ================= */ int CheckParm (char *check) { int i; for (i = 1;i= inque.head) return -1; c = inque.data[inque.tail&(QUESIZE-1)]; inque.tail++; return c; } void write_byte( int c ) { outque.data[outque.head&(QUESIZE-1)] = c; outque.head++; } //========================================================================== /* ============== = = isr_8250 = ============== */ void interrupt isr_8250(void) { int c; while (1) { switch( INPUT( uart + INTERRUPT_ID_REGISTER ) & 7 ) { // not enabled case IIR_MODEM_STATUS_INTERRUPT : modem_status = INPUT( uart + MODEM_STATUS_REGISTER ); break; // not enabled case IIR_LINE_STATUS_INTERRUPT : line_status = INPUT( uart + LINE_STATUS_REGISTER ); break; // // transmit // case IIR_TX_HOLDING_REGISTER_INTERRUPT : //I_ColorBlack (63,0,0); if (outque.tail < outque.head) { c = outque.data[outque.tail&(QUESIZE-1)]; outque.tail++; OUTPUT( uart + TRANSMIT_HOLDING_REGISTER, c ); } break; // // receive // case IIR_RX_DATA_READY_INTERRUPT : //I_ColorBlack (0,63,0); c = INPUT( uart + RECEIVE_BUFFER_REGISTER ); inque.data[inque.head&(QUESIZE-1)] = c; inque.head++; break; // // done // default : //I_ColorBlack (0,0,0); OUTPUT( 0x20, 0x20 ); return; } } } /* ============== = = isr_16550 = ============== */ void interrupt isr_16550(void) { int c; int count; while (1) { switch( INPUT( uart + INTERRUPT_ID_REGISTER ) & 7 ) { // not enabled case IIR_MODEM_STATUS_INTERRUPT : modem_status = INPUT( uart + MODEM_STATUS_REGISTER ); break; // not enabled case IIR_LINE_STATUS_INTERRUPT : line_status = INPUT( uart + LINE_STATUS_REGISTER ); break; // // transmit // case IIR_TX_HOLDING_REGISTER_INTERRUPT : //I_ColorBlack (63,0,0); count = 16; while (outque.tail < outque.head && count--) { c = outque.data[outque.tail&(QUESIZE-1)]; outque.tail++; OUTPUT( uart + TRANSMIT_HOLDING_REGISTER, c ); } break; // // receive // case IIR_RX_DATA_READY_INTERRUPT : //I_ColorBlack (0,63,0); do { c = INPUT( uart + RECEIVE_BUFFER_REGISTER ); inque.data[inque.head&(QUESIZE-1)] = c; inque.head++; } while (INPUT( uart + LINE_STATUS_REGISTER ) & LSR_DATA_READY ); break; // // done // default : //I_ColorBlack (0,0,0); OUTPUT( 0x20, 0x20 ); return; } } } /* =============== = = jump_start = = Start up the transmition interrupts by sending the first char =============== */ void jump_start( void ) { int c; if (outque.tail < outque.head) { c = outque.data [outque.tail&(QUESIZE-1)]; outque.tail++; OUTPUT( uart, c ); } } ================================================ FILE: sersrc/README.TXT ================================================ This is the source for the DOOM serial / modem driver. ================================================ FILE: sersrc/SERSETUP.C ================================================ // sersetup.c #define DOOM2 #include "sersetup.h" //#include "serstr.h" #include "ser_frch.h" // FRENCH VERSION #include "DoomNet.h" extern que_t inque, outque; void jump_start( void ); extern int uart; int usemodem; char startup[256], shutdown[256], baudrate[256]; extern int baudbits; void ModemCommand (char *str); int myargc; char **myargv; //====================================== // // I_Error // //====================================== void I_Error(char *string) { printf("%s\n",string); exit(1); } /* ================ = = write_buffer = ================ */ void write_buffer( char *buffer, unsigned int count ) { int i; // if this would overrun the buffer, throw everything else out if (outque.head-outque.tail+count > QUESIZE) outque.tail = outque.head; while (count--) write_byte (*buffer++); if ( INPUT( uart + LINE_STATUS_REGISTER ) & 0x40) jump_start(); } /* ================= = = Error = = For abnormal program terminations = ================= */ void Error (char *error, ...) { va_list argptr; if (usemodem) { printf ("\n"); printf ("\n"STR_DROPDTR"\n"); OUTPUT(uart+MODEM_CONTROL_REGISTER, INPUT(uart+MODEM_CONTROL_REGISTER)&~MCR_DTR); delay (1250); OUTPUT( uart + MODEM_CONTROL_REGISTER, INPUT( uart + MODEM_CONTROL_REGISTER ) | MCR_DTR ); ModemCommand("+++"); delay (1250); ModemCommand(shutdown); delay (1250); } ShutdownPort (); if (vectorishooked) setvect (doomcom.intnum,olddoomvect); if (error) { va_start (argptr,error); vprintf (error,argptr); va_end (argptr); printf ("\n"); exit (1); } printf (STR_CLEANEXIT"\n"); exit (0); } /* ================ = = ReadPacket = ================ */ #define MAXPACKET 512 #define FRAMECHAR 0x70 char packet[MAXPACKET]; int packetlen; int inescape; int newpacket; boolean ReadPacket (void) { int c; // if the buffer has overflowed, throw everything out if (inque.head-inque.tail > QUESIZE - 4) // check for buffer overflow { inque.tail = inque.head; newpacket = true; return false; } if (newpacket) { packetlen = 0; newpacket = 0; } do { c = read_byte (); if (c < 0) return false; // haven't read a complete packet //printf ("%c",c); if (inescape) { inescape = false; if (c!=FRAMECHAR) { newpacket = 1; return true; // got a good packet } } else if (c==FRAMECHAR) { inescape = true; continue; // don't know yet if it is a terminator } // or a literal FRAMECHAR if (packetlen >= MAXPACKET) continue; // oversize packet packet[packetlen] = c; packetlen++; } while (1); } /* ============= = = WritePacket = ============= */ void WritePacket (char *buffer, int len) { int b; char static localbuffer[MAXPACKET*2+2]; b = 0; if (len > MAXPACKET) return; while (len--) { if (*buffer == FRAMECHAR) localbuffer[b++] = FRAMECHAR; // escape it for literal localbuffer[b++] = *buffer++; } localbuffer[b++] = FRAMECHAR; localbuffer[b++] = 0; write_buffer (localbuffer, b); } /* ============= = = NetISR = ============= */ void interrupt NetISR (void) { if (doomcom.command == CMD_SEND) { //I_ColorBlack (0,0,63); WritePacket ((char *)&doomcom.data, doomcom.datalength); } else if (doomcom.command == CMD_GET) { //I_ColorBlack (63,63,0); if (ReadPacket () && packetlen <= sizeof(doomcom.data) ) { doomcom.remotenode = 1; doomcom.datalength = packetlen; memcpy (&doomcom.data, &packet, packetlen); } else doomcom.remotenode = -1; } //I_ColorBlack (0,0,0); } /* ================= = = Connect = = Figures out who is player 0 and 1 ================= */ void Connect (void) { struct time time; int oldsec; int localstage, remotestage; char str[20]; char idstr[7]; char remoteidstr[7]; unsigned long idnum; int i; // // wait for a good packet // printf (STR_ATTEMPT"\n"); // // build a (hopefully) unique id string by hashing up the current milliseconds // and the interrupt table // if (CheckParm ("-player1")) idnum = 0; else if (CheckParm ("-player2")) idnum = 999999; else { gettime (&time); idnum = time.ti_sec*100+time.ti_hund; for (i=0 ; i<512 ; i++) idnum += ((unsigned far *)0)[i]; idnum %= 1000000; } idstr[0] = '0' + idnum/ 100000l; idnum -= (idstr[0]-'0')*100000l; idstr[1] = '0' + idnum/ 10000l; idnum -= (idstr[1]-'0')*10000l; idstr[2] = '0' + idnum/ 1000l; idnum -= (idstr[2]-'0')*1000l; idstr[3] = '0' + idnum/ 100l; idnum -= (idstr[3]-'0')*100l; idstr[4] = '0' + idnum/ 10l; idnum -= (idstr[4]-'0')*10l; idstr[5] = '0' + idnum; idstr[6] = 0; // // sit in a loop until things are worked out // // the packet is: ID000000_0 // the first field is the idnum, the second is the acknowledge stage // ack stage starts out 0, is bumped to 1 after the other computer's id // is known, and is bumped to 2 after the other computer has raised to 1 // oldsec = -1; localstage = remotestage = 0; do { while ( bioskey(1) ) { if ( (bioskey (0) & 0xff) == 27) Error ("\n\n"STR_NETABORT); } if (ReadPacket ()) { packet[packetlen] = 0; printf ("read : %s\n",packet); if (packetlen != 10) continue; if (strncmp(packet,"ID",2) ) continue; if (!strncmp (packet+2,idstr,6)) Error ("\n\n"STR_DUPLICATE); strncpy (remoteidstr,packet+2,6); remotestage = packet[9] - '0'; localstage = remotestage+1; oldsec = -1; } gettime (&time); if (time.ti_sec != oldsec) { oldsec = time.ti_sec; sprintf (str,"ID%s_%i",idstr,localstage); WritePacket (str,strlen(str)); printf ("wrote: %s\n",str); } } while (localstage < 2); // // decide who is who // if (strcmp(remoteidstr,idstr) > 0) doomcom.consoleplayer = 0; else doomcom.consoleplayer = 1; // // flush out any extras // while (ReadPacket ()) ; } /* ============== = = ModemCommand = ============== */ void ModemCommand (char *str) { int i,l; printf (STR_MODEMCMD,str); l = strlen(str); for (i=0 ; i=' ') { response[respptr] = c; respptr++; } } while (1); } while (strncmp(response,resp,strlen(resp))); } /* ============= = = ReadLine = ============= */ void ReadLine (FILE *f, char *dest) { int c; do { c = fgetc (f); if (c == EOF || c == '\r' || c == '\n') break; *dest++ = c; } while (1); *dest = 0; } /* ============= = = ReadModemCfg = ============= */ void ReadModemCfg (void) { int mcr; FILE *f; unsigned baud; f = fopen ("modem.cfg","r"); if (!f) Error (STR_CANTREAD); ReadLine (f, startup); ReadLine (f, shutdown); ReadLine (f, baudrate); fclose (f); baud = atol(baudrate); if (baud) baudbits = 115200l/baud; usemodem = true; } /* ============= = = Dial = ============= */ void Dial (void) { char cmd[80]; int p; ModemCommand(startup); ModemResponse ("OK"); printf ("\n"STR_DIALING"\n\n"); p = CheckParm ("-dial"); sprintf (cmd,"ATDT%s",myargv[p+1]); ModemCommand(cmd); ModemResponse (STR_CONNECT); doomcom.consoleplayer = 1; } /* ============= = = Answer = ============= */ void Answer (void) { ModemCommand(startup); ModemResponse ("OK"); printf ("\n"STR_WAITRING"\n\n"); ModemResponse (STR_RING); ModemCommand ("ATA"); ModemResponse (STR_CONNECT); doomcom.consoleplayer = 0; } //======================================================== // // Find a Response File // //======================================================== void FindResponseFile (void) { int i; #define MAXARGVS 100 for (i = 1;i < myargc;i++) if (myargv[i][0] == '@') { FILE * handle; int size; int k; int index; int indexinfile; char *infile; char *file; char *moreargs[20]; char *firstargv; // READ THE RESPONSE FILE INTO MEMORY handle = fopen (&myargv[i][1],"rb"); if (!handle) I_Error (STR_NORESP); printf("Found response file \"%s\"!\n",strupr(&myargv[i][1])); fseek (handle,0,SEEK_END); size = ftell(handle); fseek (handle,0,SEEK_SET); file = malloc (size); fread (file,size,1,handle); fclose (handle); // KEEP ALL CMDLINE ARGS FOLLOWING @RESPONSEFILE ARG for (index = 0,k = i+1; k < myargc; k++) moreargs[index++] = myargv[k]; firstargv = myargv[0]; myargv = malloc(sizeof(char *)*MAXARGVS); memset(myargv,0,sizeof(char *)*MAXARGVS); myargv[0] = firstargv; infile = file; indexinfile = k = 0; indexinfile++; // SKIP PAST ARGV[0] (KEEP IT) do { myargv[indexinfile++] = infile+k; while(k < size && ((*(infile+k)>= ' '+1) && (*(infile+k)<='z'))) k++; *(infile+k) = 0; while(k < size && ((*(infile+k)<= ' ') || (*(infile+k)>'z'))) k++; } while(k < size); for (k = 0;k < index;k++) myargv[indexinfile++] = moreargs[k]; myargc = indexinfile; // DISPLAY ARGS // printf("%d command-line args:\n",myargc); // for (k=1;k #include #include #include #include #include #include #include #include #include #include #define INPUT(port) inportb(port) #define OUTPUT(port,data) outportb(port,data) #define CLI() disable() #define STI() enable() typedef enum {false, true} boolean; typedef unsigned char byte; #define TRANSMIT_HOLDING_REGISTER 0x00 #define RECEIVE_BUFFER_REGISTER 0x00 #define INTERRUPT_ENABLE_REGISTER 0x01 #define IER_RX_DATA_READY 0x01 #define IER_TX_HOLDING_REGISTER_EMPTY 0x02 #define IER_LINE_STATUS 0x04 #define IER_MODEM_STATUS 0x08 #define INTERRUPT_ID_REGISTER 0x02 #define IIR_MODEM_STATUS_INTERRUPT 0x00 #define IIR_TX_HOLDING_REGISTER_INTERRUPT 0x02 #define IIR_RX_DATA_READY_INTERRUPT 0x04 #define IIR_LINE_STATUS_INTERRUPT 0x06 #define FIFO_CONTROL_REGISTER 0x02 #define FCR_FIFO_ENABLE 0x01 #define FCR_RCVR_FIFO_RESET 0x02 #define FCR_XMIT_FIFO_RESET 0x04 #define FCR_RCVR_TRIGGER_LSB 0x40 #define FCR_RCVR_TRIGGER_MSB 0x80 #define FCR_TRIGGER_01 0x00 #define FCR_TRIGGER_04 0x40 #define FCR_TRIGGER_08 0x80 #define FCR_TRIGGER_14 0xc0 #define LINE_CONTROL_REGISTER 0x03 #define LCR_WORD_LENGTH_MASK 0x03 #define LCR_WORD_LENGTH_SELECT_0 0x01 #define LCR_WORD_LENGTH_SELECT_1 0x02 #define LCR_STOP_BITS 0x04 #define LCR_PARITY_MASK 0x38 #define LCR_PARITY_ENABLE 0x08 #define LCR_EVEN_PARITY_SELECT 0x10 #define LCR_STICK_PARITY 0x20 #define LCR_SET_BREAK 0x40 #define LCR_DLAB 0x80 #define MODEM_CONTROL_REGISTER 0x04 #define MCR_DTR 0x01 #define MCR_RTS 0x02 #define MCR_OUT1 0x04 #define MCR_OUT2 0x08 #define MCR_LOOPBACK 0x10 #define LINE_STATUS_REGISTER 0x05 #define LSR_DATA_READY 0x01 #define LSR_OVERRUN_ERROR 0x02 #define LSR_PARITY_ERROR 0x04 #define LSR_FRAMING_ERROR 0x08 #define LSR_BREAK_DETECT 0x10 #define LSR_THRE 0x20 #define MODEM_STATUS_REGISTER 0x06 #define MSR_DELTA_CTS 0x01 #define MSR_DELTA_DSR 0x02 #define MSR_TERI 0x04 #define MSR_DELTA_CD 0x08 #define MSR_CTS 0x10 #define MSR_DSR 0x20 #define MSR_RI 0x40 #define MSR_CD 0x80 #define DIVISOR_LATCH_LOW 0x00 #define DIVISOR_LATCH_HIGH 0x01 #define QUESIZE 2048 typedef struct { long head, tail; // bytes are put on head and pulled from tail unsigned char data[QUESIZE]; } que_t; void InitPort (void); void ShutdownPort (void); int read_byte( void ); void write_byte( int c ); void Error (char *error, ...); extern int argc; extern char **argv; ================================================ FILE: sersrc/SERSTR.H ================================================ #define STR_DROPDTR "Dropping DTR" #define STR_CLEANEXIT "Clean exit from SERSETUP" #define STR_ATTEMPT "Attempting to connect across serial link, press escape to abort." #define STR_NETABORT "Network game synchronization aborted." #define STR_DUPLICATE "Duplicate id string, try again or check modem init string." #define STR_MODEMCMD "Modem command : " #define STR_MODEMRESP "Modem response: " #define STR_RESPABORT "Modem response aborted." #define STR_CANTREAD "Couldn't read MODEM.CFG" #define STR_DIALING "Dialing..." #define STR_CONNECT "CONNECT" #define STR_WAITRING "Waiting for ring..." #define STR_RING "RING" #define STR_NORESP "No such response file!" #define STR_DOOMSERIAL "DOOM II SERIAL DEVICE DRIVER v1.4" #define STR_WARNING \ "Warning: no NULL or iret interrupt vectors were found in the 0x60 to 0x66\n"\ "range. You can specify a vector with the -vector 0x parameter.\n" #define STR_COMM "Communicating with interrupt vector 0x%x" #define STR_RETURNED "Returned from DOOM II" #define STR_PORTSET "Setting port to %lu baud" ================================================ FILE: sersrc/SER_FRCH.H ================================================ #define STR_DROPDTR "Abandon de DTR" #define STR_CLEANEXIT "Sortie normale de SERSETUP" #define STR_ATTEMPT "Tentative de connexion en srie, appuyez sur ESC pour annuler." #define STR_NETABORT "Synchronisation de jeu sur rseau annule." #define STR_DUPLICATE "Chane id en double. Ressayez ou vrifiez la chane d'initialistion du modem." #define STR_MODEMCMD "Commande du modem: " #define STR_MODEMRESP "Rponse du modem: " #define STR_RESPABORT "Rponse du modem annule." #define STR_CANTREAD "Lecture de MODEM.CFG impossible" #define STR_DIALING "Composition du numro..." #define STR_CONNECT "CONNECTION" #define STR_WAITRING "Attente d'appel..." #define STR_RING "APPEL" #define STR_NORESP "Ce fichier de rponse n'existe pas!" #define STR_DOOMSERIAL "GESTIONNAIRE DE LIAISON SERIE DOOM II v1.4" #define STR_WARNING \ "Attention: pas de vecteurs d'interruption NULL ou iret trouvs entre 0x60 et 0x66.\n"\ "Vous pouvez spcifier un vecteur avec le paramtre -vector 0x." #define STR_COMM "Communication avec le vecteur d'interruption 0x%x" #define STR_RETURNED "Retour de DOOM II" #define STR_PORTLOOK "Recherche de l'UART sur le port" #define STR_UART8250 "UART = 8250" #define STR_UART16550 "UART = 16550" #define STR_CLEARPEND "Riinitilisation des interruptions en attente.\n" #define STR_PORTSET "Rglage du port %lu baud" ================================================ FILE: sndserv/Makefile ================================================ ########################################################## # # $Id:$ # # $Log:$ # # CC=gcc CFLAGS=-O -DNORMALUNIX -DLINUX LDFLAGS= LIBS=-lm O=linux all: $(O)/sndserver clean: rm -f *.o *~ *.flc rm -f linux/* # Target $(O)/sndserver: \ $(O)/soundsrv.o \ $(O)/sounds.o \ $(O)/wadread.o \ $(O)/linux.o $(CC) $(CFLAGS) $(LDFLAGS) \ $(O)/soundsrv.o \ $(O)/sounds.o \ $(O)/wadread.o \ $(O)/linux.o -o $(O)/sndserver $(LIBS) echo make complete. # Rule $(O)/%.o: %.c $(CC) $(CFLAGS) -c $< -o $@ ================================================ FILE: sndserv/README.sndserv ================================================ This is the soundserver as used by the original Linuxdoom release. I separated the source from the actual Linuxduum source. For various reasons the separate sound process seems to give the best results - both synchronous and timer driven output demonstrate glitches. These might either be timing issues, or introduced by the changes I made to the linux sound code while merging it back into the main tree. Note that neither John Carmack nor Dave Taylor are responsible for the current sound handling. ================================================ FILE: sndserv/linux.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: linux.c,v 1.3 1997/01/26 07:45:01 b1 Exp $ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log: linux.c,v $ // Revision 1.3 1997/01/26 07:45:01 b1 // 2nd formatting run, fixed a few warnings as well. // // Revision 1.2 1997/01/21 19:00:01 b1 // First formatting run: // using Emacs cc-mode.el indentation for C++ now. // // Revision 1.1 1997/01/19 17:22:45 b1 // Initial check in DOOM sources as of Jan. 10th, 1997 // // // DESCRIPTION: // UNIX, soundserver for Linux i386. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: linux.c,v 1.3 1997/01/26 07:45:01 b1 Exp $"; #include #include #include #include #include #include "soundsrv.h" int audio_fd; void myioctl ( int fd, int command, int* arg ) { int rc; extern int errno; rc = ioctl(fd, command, arg); if (rc < 0) { fprintf(stderr, "ioctl(dsp,%d,arg) failed\n", command); fprintf(stderr, "errno=%d\n", errno); exit(-1); } } void I_InitMusic(void) { } void I_InitSound ( int samplerate, int samplesize ) { int i; audio_fd = open("/dev/dsp", O_WRONLY); if (audio_fd<0) fprintf(stderr, "Could not open /dev/dsp\n"); i = 11 | (2<<16); myioctl(audio_fd, SNDCTL_DSP_SETFRAGMENT, &i); myioctl(audio_fd, SNDCTL_DSP_RESET, 0); i=11025; myioctl(audio_fd, SNDCTL_DSP_SPEED, &i); i=1; myioctl(audio_fd, SNDCTL_DSP_STEREO, &i); myioctl(audio_fd, SNDCTL_DSP_GETFMTS, &i); if (i&=AFMT_S16_LE) myioctl(audio_fd, SNDCTL_DSP_SETFMT, &i); else fprintf(stderr, "Could not play signed 16 data\n"); } void I_SubmitOutputBuffer ( void* samples, int samplecount ) { write(audio_fd, samples, samplecount*4); } void I_ShutdownSound(void) { close(audio_fd); } void I_ShutdownMusic(void) { } ================================================ FILE: sndserv/sounds.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: sounds.c,v 1.3 1997/01/29 22:40:44 b1 Exp $ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log: sounds.c,v $ // Revision 1.3 1997/01/29 22:40:44 b1 // Reformatting, S (sound) module files. // // Revision 1.2 1997/01/21 19:00:07 b1 // First formatting run: // using Emacs cc-mode.el indentation for C++ now. // // Revision 1.1 1997/01/19 17:22:50 b1 // Initial check in DOOM sources as of Jan. 10th, 1997 // // // DESCRIPTION: // Created by Dave Taylor's sound utility. // Kept as a sample, DOOM sounds. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: sounds.c,v 1.3 1997/01/29 22:40:44 b1 Exp $"; // Not exactly a good idea. enum { false, true }; #include "sounds.h" // // Information about all the music // musicinfo_t S_music[] = { { 0 }, { "e1m1", 0 }, { "e1m2", 0 }, { "e1m3", 0 }, { "e1m4", 0 }, { "e1m5", 0 }, { "e1m6", 0 }, { "e1m7", 0 }, { "e1m8", 0 }, { "e1m9", 0 }, { "e2m1", 0 }, { "e2m2", 0 }, { "e2m3", 0 }, { "e2m4", 0 }, { "e2m5", 0 }, { "e2m6", 0 }, { "e2m7", 0 }, { "e2m8", 0 }, { "e2m9", 0 }, { "e3m1", 0 }, { "e3m2", 0 }, { "e3m3", 0 }, { "e3m4", 0 }, { "e3m5", 0 }, { "e3m6", 0 }, { "e3m7", 0 }, { "e3m8", 0 }, { "e3m9", 0 }, { "inter", 0 }, { "intro", 0 }, { "bunny", 0 }, { "victor", 0 }, { "introa", 0 }, { "runnin", 0 }, { "stalks", 0 }, { "countd", 0 }, { "betwee", 0 }, { "doom", 0 }, { "the_da", 0 }, { "shawn", 0 }, { "ddtblu", 0 }, { "in_cit", 0 }, { "dead", 0 }, { "stlks2", 0 }, { "theda2", 0 }, { "doom2", 0 }, { "ddtbl2", 0 }, { "runni2", 0 }, { "dead2", 0 }, { "stlks3", 0 }, { "romero", 0 }, { "shawn2", 0 }, { "messag", 0 }, { "count2", 0 }, { "ddtbl3", 0 }, { "ampie", 0 }, { "theda3", 0 }, { "adrian", 0 }, { "messg2", 0 }, { "romer2", 0 }, { "tense", 0 }, { "shawn3", 0 }, { "openin", 0 }, { "evil", 0 }, { "ultima", 0 }, { "read_m", 0 }, { "dm2ttl", 0 }, { "dm2int", 0 } }; // // Information about all the sfx // sfxinfo_t S_sfx[] = { { 0 }, { "pistol", false, 64, 0, -1, -1, 0 }, { "shotgn", false, 64, 0, -1, -1, 0 }, { "sgcock", false, 64, 0, -1, -1, 0 }, { "dshtgn", false, 64, 0, -1, -1, 0 }, { "dbopn", false, 64, 0, -1, -1, 0 }, { "dbcls", false, 64, 0, -1, -1, 0 }, { "dbload", false, 64, 0, -1, -1, 0 }, { "plasma", false, 64, 0, -1, -1, 0 }, { "bfg", false, 64, 0, -1, -1, 0 }, { "sawup", false, 64, 0, -1, -1, 0 }, { "sawidl", false, 118, 0, -1, -1, 0 }, { "sawful", false, 64, 0, -1, -1, 0 }, { "sawhit", false, 64, 0, -1, -1, 0 }, { "rlaunc", false, 64, 0, -1, -1, 0 }, { "rxplod", false, 70, 0, -1, -1, 0 }, { "firsht", false, 70, 0, -1, -1, 0 }, { "firxpl", false, 70, 0, -1, -1, 0 }, { "pstart", false, 100, 0, -1, -1, 0 }, { "pstop", false, 100, 0, -1, -1, 0 }, { "doropn", false, 100, 0, -1, -1, 0 }, { "dorcls", false, 100, 0, -1, -1, 0 }, { "stnmov", false, 119, 0, -1, -1, 0 }, { "swtchn", false, 78, 0, -1, -1, 0 }, { "swtchx", false, 78, 0, -1, -1, 0 }, { "plpain", false, 96, 0, -1, -1, 0 }, { "dmpain", false, 96, 0, -1, -1, 0 }, { "popain", false, 96, 0, -1, -1, 0 }, { "vipain", false, 96, 0, -1, -1, 0 }, { "mnpain", false, 96, 0, -1, -1, 0 }, { "pepain", false, 96, 0, -1, -1, 0 }, { "slop", false, 78, 0, -1, -1, 0 }, { "itemup", true, 78, 0, -1, -1, 0 }, { "wpnup", true, 78, 0, -1, -1, 0 }, { "oof", false, 96, 0, -1, -1, 0 }, { "telept", false, 32, 0, -1, -1, 0 }, { "posit1", true, 98, 0, -1, -1, 0 }, { "posit2", true, 98, 0, -1, -1, 0 }, { "posit3", true, 98, 0, -1, -1, 0 }, { "bgsit1", true, 98, 0, -1, -1, 0 }, { "bgsit2", true, 98, 0, -1, -1, 0 }, { "sgtsit", true, 98, 0, -1, -1, 0 }, { "cacsit", true, 98, 0, -1, -1, 0 }, { "brssit", true, 94, 0, -1, -1, 0 }, { "cybsit", true, 92, 0, -1, -1, 0 }, { "spisit", true, 90, 0, -1, -1, 0 }, { "bspsit", true, 90, 0, -1, -1, 0 }, { "kntsit", true, 90, 0, -1, -1, 0 }, { "vilsit", true, 90, 0, -1, -1, 0 }, { "mansit", true, 90, 0, -1, -1, 0 }, { "pesit", true, 90, 0, -1, -1, 0 }, { "sklatk", false, 70, 0, -1, -1, 0 }, { "sgtatk", false, 70, 0, -1, -1, 0 }, { "skepch", false, 70, 0, -1, -1, 0 }, { "vilatk", false, 70, 0, -1, -1, 0 }, { "claw", false, 70, 0, -1, -1, 0 }, { "skeswg", false, 70, 0, -1, -1, 0 }, { "pldeth", false, 32, 0, -1, -1, 0 }, { "pdiehi", false, 32, 0, -1, -1, 0 }, { "podth1", false, 70, 0, -1, -1, 0 }, { "podth2", false, 70, 0, -1, -1, 0 }, { "podth3", false, 70, 0, -1, -1, 0 }, { "bgdth1", false, 70, 0, -1, -1, 0 }, { "bgdth2", false, 70, 0, -1, -1, 0 }, { "sgtdth", false, 70, 0, -1, -1, 0 }, { "cacdth", false, 70, 0, -1, -1, 0 }, { "skldth", false, 70, 0, -1, -1, 0 }, { "brsdth", false, 32, 0, -1, -1, 0 }, { "cybdth", false, 32, 0, -1, -1, 0 }, { "spidth", false, 32, 0, -1, -1, 0 }, { "bspdth", false, 32, 0, -1, -1, 0 }, { "vildth", false, 32, 0, -1, -1, 0 }, { "kntdth", false, 32, 0, -1, -1, 0 }, { "pedth", false, 32, 0, -1, -1, 0 }, { "skedth", false, 32, 0, -1, -1, 0 }, { "posact", true, 120, 0, -1, -1, 0 }, { "bgact", true, 120, 0, -1, -1, 0 }, { "dmact", true, 120, 0, -1, -1, 0 }, { "bspact", true, 100, 0, -1, -1, 0 }, { "bspwlk", true, 100, 0, -1, -1, 0 }, { "vilact", true, 100, 0, -1, -1, 0 }, { "noway", false, 78, 0, -1, -1, 0 }, { "barexp", false, 60, 0, -1, -1, 0 }, { "punch", false, 64, 0, -1, -1, 0 }, { "hoof", false, 70, 0, -1, -1, 0 }, { "metal", false, 70, 0, -1, -1, 0 }, { "chgun", false, 64, &S_sfx[sfx_pistol], 150, 0, 0 }, { "tink", false, 60, 0, -1, -1, 0 }, { "bdopn", false, 100, 0, -1, -1, 0 }, { "bdcls", false, 100, 0, -1, -1, 0 }, { "itmbk", false, 100, 0, -1, -1, 0 }, { "flame", false, 32, 0, -1, -1, 0 }, { "flamst", false, 32, 0, -1, -1, 0 }, { "getpow", false, 60, 0, -1, -1, 0 }, { "bospit", false, 70, 0, -1, -1, 0 }, { "boscub", false, 70, 0, -1, -1, 0 }, { "bossit", false, 70, 0, -1, -1, 0 }, { "bospn", false, 70, 0, -1, -1, 0 }, { "bosdth", false, 70, 0, -1, -1, 0 }, { "manatk", false, 70, 0, -1, -1, 0 }, { "mandth", false, 70, 0, -1, -1, 0 }, { "sssit", false, 70, 0, -1, -1, 0 }, { "ssdth", false, 70, 0, -1, -1, 0 }, { "keenpn", false, 70, 0, -1, -1, 0 }, { "keendt", false, 70, 0, -1, -1, 0 }, { "skeact", false, 70, 0, -1, -1, 0 }, { "skesit", false, 70, 0, -1, -1, 0 }, { "skeatk", false, 70, 0, -1, -1, 0 }, { "radio", false, 60, 0, -1, -1, 0 } }; ================================================ FILE: sndserv/sounds.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: sounds.h,v 1.3 1997/01/29 22:40:44 b1 Exp $ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log: sounds.h,v $ // Revision 1.3 1997/01/29 22:40:44 b1 // Reformatting, S (sound) module files. // // Revision 1.2 1997/01/21 19:00:07 b1 // First formatting run: // using Emacs cc-mode.el indentation for C++ now. // // Revision 1.1 1997/01/19 17:22:50 b1 // Initial check in DOOM sources as of Jan. 10th, 1997 // // // DESCRIPTION: // Created by Dave Taylor's sound utility. // Kept as a sample, DOOM sounds. // //----------------------------------------------------------------------------- #ifndef __SOUNDSH__ #define __SOUNDSH__ #include "soundst.h" // // 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; extern musicinfo_t S_music[]; extern sfxinfo_t S_sfx[]; #endif ================================================ FILE: sndserv/soundsrv.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: soundsrv.c,v 1.3 1997/01/29 22:40:44 b1 Exp $ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log: soundsrv.c,v $ // Revision 1.3 1997/01/29 22:40:44 b1 // Reformatting, S (sound) module files. // // Revision 1.2 1997/01/21 19:00:07 b1 // First formatting run: // using Emacs cc-mode.el indentation for C++ now. // // Revision 1.1 1997/01/19 17:22:50 b1 // Initial check in DOOM sources as of Jan. 10th, 1997 // // // DESCRIPTION: // UNIX soundserver, run as a separate process, // started by DOOM program. // Originally conceived fopr SGI Irix, // mostly used with Linux voxware. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: soundsrv.c,v 1.3 1997/01/29 22:40:44 b1 Exp $"; #include #include #include #include #include #include #include #include #include #include #include "sounds.h" #include "soundsrv.h" #include "wadread.h" // // Department of Redundancy Department. // typedef struct wadinfo_struct { // should be IWAD char identification[4]; int numlumps; int infotableofs; } wadinfo_t; typedef struct filelump_struct { int filepos; int size; char name[8]; } filelump_t; // an internal time keeper static int mytime = 0; // number of sound effects int numsounds; // longest sound effect int longsound; // lengths of all sound effects int lengths[NUMSFX]; // mixing buffer signed short mixbuffer[MIXBUFFERSIZE]; // file descriptor of sfx device int sfxdevice; // file descriptor of music device int musdevice; // the channel data pointers unsigned char* channels[8]; // the channel step amount unsigned int channelstep[8]; // 0.16 bit remainder of last step unsigned int channelstepremainder[8]; // the channel data end pointers unsigned char* channelsend[8]; // time that the channel started playing int channelstart[8]; // the channel handles int channelhandles[8]; // the channel left volume lookup int* channelleftvol_lookup[8]; // the channel right volume lookup int* channelrightvol_lookup[8]; // sfx id of the playing sound effect int channelids[8]; int snd_verbose=1; int steptable[256]; int vol_lookup[128*256]; static void derror(char* msg) { fprintf(stderr, "error: %s\n", msg); exit(-1); } int mix(void) { register int dl; register int dr; register unsigned int sample; signed short* leftout; signed short* rightout; signed short* leftend; int step; leftout = mixbuffer; rightout = mixbuffer+1; step = 2; leftend = mixbuffer + SAMPLECOUNT*step; // mix into the mixing buffer while (leftout != leftend) { dl = 0; dr = 0; if (channels[0]) { sample = *channels[0]; dl += channelleftvol_lookup[0][sample]; dr += channelrightvol_lookup[0][sample]; channelstepremainder[0] += channelstep[0]; channels[0] += channelstepremainder[0] >> 16; channelstepremainder[0] &= 65536-1; if (channels[0] >= channelsend[0]) channels[0] = 0; } if (channels[1]) { sample = *channels[1]; dl += channelleftvol_lookup[1][sample]; dr += channelrightvol_lookup[1][sample]; channelstepremainder[1] += channelstep[1]; channels[1] += channelstepremainder[1] >> 16; channelstepremainder[1] &= 65536-1; if (channels[1] >= channelsend[1]) channels[1] = 0; } if (channels[2]) { sample = *channels[2]; dl += channelleftvol_lookup[2][sample]; dr += channelrightvol_lookup[2][sample]; channelstepremainder[2] += channelstep[2]; channels[2] += channelstepremainder[2] >> 16; channelstepremainder[2] &= 65536-1; if (channels[2] >= channelsend[2]) channels[2] = 0; } if (channels[3]) { sample = *channels[3]; dl += channelleftvol_lookup[3][sample]; dr += channelrightvol_lookup[3][sample]; channelstepremainder[3] += channelstep[3]; channels[3] += channelstepremainder[3] >> 16; channelstepremainder[3] &= 65536-1; if (channels[3] >= channelsend[3]) channels[3] = 0; } if (channels[4]) { sample = *channels[4]; dl += channelleftvol_lookup[4][sample]; dr += channelrightvol_lookup[4][sample]; channelstepremainder[4] += channelstep[4]; channels[4] += channelstepremainder[4] >> 16; channelstepremainder[4] &= 65536-1; if (channels[4] >= channelsend[4]) channels[4] = 0; } if (channels[5]) { sample = *channels[5]; dl += channelleftvol_lookup[5][sample]; dr += channelrightvol_lookup[5][sample]; channelstepremainder[5] += channelstep[5]; channels[5] += channelstepremainder[5] >> 16; channelstepremainder[5] &= 65536-1; if (channels[5] >= channelsend[5]) channels[5] = 0; } if (channels[6]) { sample = *channels[6]; dl += channelleftvol_lookup[6][sample]; dr += channelrightvol_lookup[6][sample]; channelstepremainder[6] += channelstep[6]; channels[6] += channelstepremainder[6] >> 16; channelstepremainder[6] &= 65536-1; if (channels[6] >= channelsend[6]) channels[6] = 0; } if (channels[7]) { sample = *channels[7]; dl += channelleftvol_lookup[7][sample]; dr += channelrightvol_lookup[7][sample]; channelstepremainder[7] += channelstep[7]; channels[7] += channelstepremainder[7] >> 16; channelstepremainder[7] &= 65536-1; if (channels[7] >= channelsend[7]) channels[7] = 0; } // Has been char instead of short. // if (dl > 127) *leftout = 127; // else if (dl < -128) *leftout = -128; // else *leftout = dl; // if (dr > 127) *rightout = 127; // else if (dr < -128) *rightout = -128; // else *rightout = dr; if (dl > 0x7fff) *leftout = 0x7fff; else if (dl < -0x8000) *leftout = -0x8000; else *leftout = dl; if (dr > 0x7fff) *rightout = 0x7fff; else if (dr < -0x8000) *rightout = -0x8000; else *rightout = dr; leftout += step; rightout += step; } return 1; } void grabdata ( int c, char** v ) { int i; char* name; char* doom1wad; char* doomwad; char* doomuwad; char* doom2wad; char* doom2fwad; // Now where are TNT and Plutonia. Yuck. // char *home; char* doomwaddir; doomwaddir = getenv("DOOMWADDIR"); if (!doomwaddir) doomwaddir = "."; doom1wad = malloc(strlen(doomwaddir)+1+9+1); sprintf(doom1wad, "%s/doom1.wad", doomwaddir); doom2wad = malloc(strlen(doomwaddir)+1+9+1); sprintf(doom2wad, "%s/doom2.wad", doomwaddir); doom2fwad = malloc(strlen(doomwaddir)+1+10+1); sprintf(doom2fwad, "%s/doom2f.wad", doomwaddir); doomuwad = malloc(strlen(doomwaddir)+1+8+1); sprintf(doomuwad, "%s/doomu.wad", doomwaddir); doomwad = malloc(strlen(doomwaddir)+1+8+1); sprintf(doomwad, "%s/doom.wad", doomwaddir); // home = getenv("HOME"); // if (!home) // derror("Please set $HOME to your home directory"); // sprintf(basedefault, "%s/.doomrc", home); for (i=1 ; idata; lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)]; } // test only // { // int fd; // char name[10]; // sprintf(name, "sfx%d", i); // fd = open(name, O_WRONLY|O_CREAT, 0644); // write(fd, S_sfx[i].data, lengths[i]); // close(fd); // } } } static struct timeval last={0,0}; //static struct timeval now; static struct timezone whocares; void updatesounds(void) { mix(); I_SubmitOutputBuffer(mixbuffer, SAMPLECOUNT); } int addsfx ( int sfxid, int volume, int step, int seperation ) { static unsigned short handlenums = 0; int i; int rc = -1; int oldest = mytime; int oldestnum = 0; int slot; int rightvol; int leftvol; // play these sound effects // only one at a time if ( sfxid == sfx_sawup || sfxid == sfx_sawidl || sfxid == sfx_sawful || sfxid == sfx_sawhit || sfxid == sfx_stnmov || sfxid == sfx_pistol ) { for (i=0 ; i<8 ; i++) { if (channels[i] && channelids[i] == sfxid) { channels[i] = 0; break; } } } for (i=0 ; i<8 && channels[i] ; i++) { if (channelstart[i] < oldest) { oldestnum = i; oldest = channelstart[i]; } } if (i == 8) slot = oldestnum; else slot = i; channels[slot] = (unsigned char *) S_sfx[sfxid].data; channelsend[slot] = channels[slot] + lengths[sfxid]; if (!handlenums) handlenums = 100; channelhandles[slot] = rc = handlenums++; channelstep[slot] = step; channelstepremainder[slot] = 0; channelstart[slot] = mytime; // (range: 1 - 256) seperation += 1; // (x^2 seperation) leftvol = volume - (volume*seperation*seperation)/(256*256); seperation = seperation - 257; // (x^2 seperation) rightvol = volume - (volume*seperation*seperation)/(256*256); // sanity check if (rightvol < 0 || rightvol > 127) derror("rightvol out of bounds"); if (leftvol < 0 || leftvol > 127) derror("leftvol out of bounds"); // get the proper lookup table piece // for this volume level channelleftvol_lookup[slot] = &vol_lookup[leftvol*256]; channelrightvol_lookup[slot] = &vol_lookup[rightvol*256]; channelids[slot] = sfxid; return rc; } void outputushort(int num) { static unsigned char buff[5] = { 0, 0, 0, 0, '\n' }; static char* badbuff = "xxxx\n"; // outputs a 16-bit # in hex or "xxxx" if -1. if (num < 0) { write(1, badbuff, 5); } else { buff[0] = num>>12; buff[0] += buff[0] > 9 ? 'a'-10 : '0'; buff[1] = (num>>8) & 0xf; buff[1] += buff[1] > 9 ? 'a'-10 : '0'; buff[2] = (num>>4) & 0xf; buff[2] += buff[2] > 9 ? 'a'-10 : '0'; buff[3] = num & 0xf; buff[3] += buff[3] > 9 ? 'a'-10 : '0'; write(1, buff, 5); } } void initdata(void) { int i; int j; int* steptablemid = steptable + 128; for (i=0 ; i 0) { // fprintf(stderr, "select is true\n"); // got a command nrc = read(0, commandbuf, 1); if (!nrc) { done = 1; rc = 0; } else { if (snd_verbose) fprintf(stderr, "cmd: %c", commandbuf[0]); switch (commandbuf[0]) { case 'p': // play a new sound effect read(0, commandbuf, 9); if (snd_verbose) { commandbuf[9]=0; fprintf(stderr, "%s\n", commandbuf); } commandbuf[0] -= commandbuf[0]>='a' ? 'a'-10 : '0'; commandbuf[1] -= commandbuf[1]>='a' ? 'a'-10 : '0'; commandbuf[2] -= commandbuf[2]>='a' ? 'a'-10 : '0'; commandbuf[3] -= commandbuf[3]>='a' ? 'a'-10 : '0'; commandbuf[4] -= commandbuf[4]>='a' ? 'a'-10 : '0'; commandbuf[5] -= commandbuf[5]>='a' ? 'a'-10 : '0'; commandbuf[6] -= commandbuf[6]>='a' ? 'a'-10 : '0'; commandbuf[7] -= commandbuf[7]>='a' ? 'a'-10 : '0'; // p sndnum = (commandbuf[0]<<4) + commandbuf[1]; step = (commandbuf[2]<<4) + commandbuf[3]; step = steptable[step]; vol = (commandbuf[4]<<4) + commandbuf[5]; sep = (commandbuf[6]<<4) + commandbuf[7]; handle = addsfx(sndnum, vol, step, sep); // returns the handle // outputushort(handle); break; case 'q': read(0, commandbuf, 1); waitingtofinish = 1; rc = 0; break; case 's': { int fd; read(0, commandbuf, 3); commandbuf[2] = 0; fd = open((char*)commandbuf, O_CREAT|O_WRONLY, 0644); commandbuf[0] -= commandbuf[0]>='a' ? 'a'-10 : '0'; commandbuf[1] -= commandbuf[1]>='a' ? 'a'-10 : '0'; sndnum = (commandbuf[0]<<4) + commandbuf[1]; write(fd, S_sfx[sndnum].data, lengths[sndnum]); close(fd); } break; default: fprintf(stderr, "Did not recognize command\n"); break; } } } else if (rc < 0) { quit(); } } while (rc > 0); } updatesounds(); if (waitingtofinish) { for(i=0 ; i<8 && !channels[i] ; i++); if (i==8) done=1; } } quit(); return 0; } ================================================ FILE: sndserv/soundsrv.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: soundsrv.h,v 1.3 1997/01/29 22:40:44 b1 Exp $ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log: soundsrv.h,v $ // Revision 1.3 1997/01/29 22:40:44 b1 // Reformatting, S (sound) module files. // // Revision 1.2 1997/01/21 19:00:07 b1 // First formatting run: // using Emacs cc-mode.el indentation for C++ now. // // Revision 1.1 1997/01/19 17:22:50 b1 // Initial check in DOOM sources as of Jan. 10th, 1997 // // // DESCRIPTION: // UNIX soundserver, separate process. // //----------------------------------------------------------------------------- #ifndef __SNDSERVER_H__ #define __SNDSERVER_H__ #define SAMPLECOUNT 512 #define MIXBUFFERSIZE (SAMPLECOUNT*2*2) #define SPEED 11025 void I_InitMusic(void); void I_InitSound ( int samplerate, int samplesound ); void I_SubmitOutputBuffer ( void* samples, int samplecount ); void I_ShutdownSound(void); void I_ShutdownMusic(void); #endif ================================================ FILE: sndserv/soundst.h ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: soundst.h,v 1.3 1997/01/29 22:40:45 b1 Exp $ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log: soundst.h,v $ // Revision 1.3 1997/01/29 22:40:45 b1 // Reformatting, S (sound) module files. // // Revision 1.2 1997/01/21 19:00:07 b1 // First formatting run: // using Emacs cc-mode.el indentation for C++ now. // // Revision 1.1 1997/01/19 17:22:50 b1 // Initial check in DOOM sources as of Jan. 10th, 1997 // // // DESCRIPTION: // Sound (utility) related. Hang on. // See gensounds.h and gensounds.c for what soundst.h is made of. // //----------------------------------------------------------------------------- #ifndef __SOUNDSTH__ #define __SOUNDSTH__ #define S_MAX_VOLUME 127 // when to clip out sounds // Doesn't fit the large outdoor areas. #define S_CLIPPING_DIST (1200*0x10000) // when sounds should be max'd out #define S_CLOSE_DIST (200*0x10000) #define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS) #define NORM_PITCH 128 #define NORM_PRIORITY 64 #define NORM_VOLUME snd_MaxVolume #define S_PITCH_PERTURB 1 #define NORM_SEP 128 #define S_STEREO_SWING (96*0x10000) // % attenuation from front to back #define S_IFRACVOL 30 #define NA 0 #define S_NUMCHANNELS 2 // // MusicInfo struct. // typedef struct { // up to 6-character name char* name; // lump number of music int lumpnum; // music data void* data; // music handle once registered int handle; } musicinfo_t; // // SoundFX struct. // typedef struct sfxinfo_struct sfxinfo_t; struct sfxinfo_struct { // up to 6-character name char* name; // Sfx singularity (only one at a time) int singularity; // Sfx priority int priority; // referenced sound if a link sfxinfo_t* link; // pitch if a link int pitch; // volume if a link int volume; // sound data void* data; // this is checked every second to see if sound // can be thrown out (if 0, then decrement, if -1, // then throw out, if > 0, then it's in use) int usefulness; // lump number of sfx int lumpnum; }; typedef struct { // sound information (if null, channel avail.) sfxinfo_t* sfxinfo; // origin of sound void* origin; // handle of the sound being played int handle; } channel_t; enum { Music, Sfx, SfxLink }; enum { PC=1, Adlib=2, SB=4, Midi=8 }; // cards available enum { sfxThrowOut=-1, sfxNotUsed=0 }; // // Initialize the sound code at start of level // void S_Start(void); // // Start sound for thing at // using from sounds.h // extern void S_StartSound ( void* origin, int sound_id ); // Will start a sound at a given volume. extern void S_StartSoundAtVolume ( void* origin, int sound_id, int volume ); // Stop sound for thing at extern void S_StopSound(void* origin); // Start music using from sounds.h extern void S_StartMusic(int music_id); // Start music using from sounds.h, // and set whether looping extern void S_ChangeMusic ( int music_id, int looping ); // Stops the music extern void S_StopMusic(void); void S_PauseSound(void); void S_ResumeSound(void); // // Updates music & sounds // extern void S_UpdateSounds(void* listener); void S_SetMusicVolume(int volume); void S_SetSfxVolume(int volume); // // Initializes sound stuff, including volume // void S_Init ( int , int ); // // SOUND IO // #define FREQ_LOW 0x40 #define FREQ_NORM 0x80 #define FREQ_HIGH 0xff void I_SetMusicVolume(int volume); void I_SetSfxVolume(int volume); // // MUSIC I/O // void I_PauseSong(int handle); void I_ResumeSong(int handle); // // Called by anything that wishes to start music. // plays a song, and when the song is done, // starts playing it again in an endless loop. // Horrible thing to do, considering. void I_PlaySong ( int handle, int looping ); // stops a song over 3 seconds. void I_StopSong(int handle); // registers a song handle to song data int I_RegisterSong(void *data); // see above then think backwards void I_UnRegisterSong(int handle); // is the song playing? int I_QrySongPlaying(int handle); // // SFX I/O // void I_SetChannels(int channels); int I_GetSfxLumpNum (sfxinfo_t*); // Starts a sound in a particular sound channel. int I_StartSound ( int id, void* data, int vol, int sep, int pitch, int priority ); // Updates the volume, separation, // and pitch of a sound channel. void I_UpdateSoundParams ( int handle, int vol, int sep, int pitch ); // Stops a sound channel. void I_StopSound(int handle); // Called by S_*()'s to see if a channel is still playing. // Returns 0 if no longer playing, 1 if playing. int I_SoundIsPlaying(int handle); // the complete set of sound effects extern sfxinfo_t S_sfx[]; // the complete set of music extern musicinfo_t S_music[]; #endif ================================================ FILE: sndserv/wadread.c ================================================ // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: wadread.c,v 1.3 1997/01/30 19:54:23 b1 Exp $ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log: wadread.c,v $ // Revision 1.3 1997/01/30 19:54:23 b1 // Final reformatting run. All the remains (ST, W, WI, Z). // // Revision 1.2 1997/01/21 19:00:10 b1 // First formatting run: // using Emacs cc-mode.el indentation for C++ now. // // Revision 1.1 1997/01/19 17:22:51 b1 // Initial check in DOOM sources as of Jan. 10th, 1997 // // // DESCRIPTION: // WAD and Lump I/O, the second. // This time for soundserver only. // Welcome to Department of Redundancy Department. Again :-). // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: wadread.c,v 1.3 1997/01/30 19:54:23 b1 Exp $"; #include #include #include #include #include #include #include #include #include "soundsrv.h" #include "wadread.h" int* sfxlengths; typedef struct wadinfo_struct { char identification[4]; int numlumps; int infotableofs; } wadinfo_t; typedef struct filelump_struct { int filepos; int size; char name[8]; } filelump_t; typedef struct lumpinfo_struct { int handle; int filepos; int size; char name[8]; } lumpinfo_t; lumpinfo_t* lumpinfo; int numlumps; void** lumpcache; #define strcmpi strcasecmp // // Something new. // This version of w_wad.c does handle endianess. // #ifndef __BIG_ENDIAN__ #define LONG(x) (x) #define SHORT(x) (x) #else #define LONG(x) ((long)SwapLONG((unsigned long) (x))) #define SHORT(x) ((short)SwapSHORT((unsigned short) (x))) unsigned long SwapLONG(unsigned long x) { return (x>>24) | ((x>>8) & 0xff00) | ((x<<8) & 0xff0000) | (x<<24); } unsigned short SwapSHORT(unsigned short x) { return (x>>8) | (x<<8); } #endif // Way too many of those... static void derror(char* msg) { fprintf(stderr, "\nwadread error: %s\n", msg); exit(-1); } void strupr (char *s) { while (*s) *s++ = toupper(*s); } int filelength (int handle) { struct stat fileinfo; if (fstat (handle,&fileinfo) == -1) fprintf (stderr, "Error fstating\n"); return fileinfo.st_size; } void openwad(char* wadname) { int wadfile; int tableoffset; int tablelength; int tablefilelength; int i; wadinfo_t header; filelump_t* filetable; // open and read the wadfile header wadfile = open(wadname, O_RDONLY); if (wadfile < 0) derror("Could not open wadfile"); read(wadfile, &header, sizeof header); if (strncmp(header.identification, "IWAD", 4)) derror("wadfile has weirdo header"); numlumps = LONG(header.numlumps); tableoffset = LONG(header.infotableofs); tablelength = numlumps * sizeof(lumpinfo_t); tablefilelength = numlumps * sizeof(filelump_t); lumpinfo = (lumpinfo_t *) malloc(tablelength); filetable = (filelump_t *) ((char*)lumpinfo + tablelength - tablefilelength); // get the lumpinfo table lseek(wadfile, tableoffset, SEEK_SET); read(wadfile, filetable, tablefilelength); // process the table to make the endianness right and shift it down for (i=0 ; i