heretic/Heretic Source/DOOMDEF.H

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2008-09-04 00:00:00 +00:00
// DoomDef.h
#ifndef __DOOMDEF__
#define __DOOMDEF__
#include <stdio.h>
#include <string.h>
#ifdef __WATCOMC__
#include <malloc.h>
#define strcasecmp strcmpi
#define strncasecmp strnicmp
#endif
#define VERSION 130
#define VERSION_TEXT "v1.3"
// if rangecheck is undefined, most parameter validation debugging code
// will not be compiled
//#define RANGECHECK
// all external data is defined here
#include "DoomData.h"
// all important printed strings
#include "DStrings.h"
// header generated by multigen utility
#include "info.h"
extern byte *destview, *destscreen; // PC direct to screen pointers
//
// most key data are simple ascii (uppercased)
//
#define KEY_RIGHTARROW 0xae
#define KEY_LEFTARROW 0xac
#define KEY_UPARROW 0xad
#define KEY_DOWNARROW 0xaf
#define KEY_ESCAPE 27
#define KEY_ENTER 13
#define KEY_F1 (0x80+0x3b)
#define KEY_F2 (0x80+0x3c)
#define KEY_F3 (0x80+0x3d)
#define KEY_F4 (0x80+0x3e)
#define KEY_F5 (0x80+0x3f)
#define KEY_F6 (0x80+0x40)
#define KEY_F7 (0x80+0x41)
#define KEY_F8 (0x80+0x42)
#define KEY_F9 (0x80+0x43)
#define KEY_F10 (0x80+0x44)
#define KEY_F11 (0x80+0x57)
#define KEY_F12 (0x80+0x58)
#define KEY_BACKSPACE 127
#define KEY_PAUSE 0xff
#define KEY_EQUALS 0x3d
#define KEY_MINUS 0x2d
#define KEY_RSHIFT (0x80+0x36)
#define KEY_RCTRL (0x80+0x1d)
#define KEY_RALT (0x80+0x38)
#define KEY_LALT KEY_RALT
#define MAXCHAR ((char)0x7f)
#define MAXSHORT ((short)0x7fff)
#define MAXINT ((int)0x7fffffff) /* max pos 32-bit int */
#define MAXLONG ((long)0x7fffffff)
#define MINCHAR ((char)0x80)
#define MINSHORT ((short)0x8000)
#define MININT ((int)0x80000000) /* max negative 32-bit integer */
#define MINLONG ((long)0x80000000)
#define FINEANGLES 8192
#define FINEMASK (FINEANGLES-1)
#define ANGLETOFINESHIFT 19 // 0x100000000 to 0x2000
#define SAVEGAMENAME "hticsav"
#define SAVEGAMENAMECD "c:\\heretic.cd\\hticsav"
/*
===============================================================================
GLOBAL TYPES
===============================================================================
*/
#define NUMARTIFCTS 28
#define MAXPLAYERS 4
#define TICRATE 35 // number of tics / second
#define TICSPERSEC 35
#define FRACBITS 16
#define FRACUNIT (1<<FRACBITS)
typedef int fixed_t;
#define ANGLE_1 0x01000000
#define ANGLE_45 0x20000000
#define ANGLE_90 0x40000000
#define ANGLE_180 0x80000000
#define ANGLE_MAX 0xffffffff
#define ANG45 0x20000000
#define ANG90 0x40000000
#define ANG180 0x80000000
#define ANG270 0xc0000000
typedef unsigned angle_t;
typedef enum
{
sk_baby,
sk_easy,
sk_medium,
sk_hard,
sk_nightmare
} skill_t;
typedef enum
{
ev_keydown,
ev_keyup,
ev_mouse,
ev_joystick
} evtype_t;
typedef struct
{
evtype_t type;
int data1; // keys / mouse/joystick buttons
int data2; // mouse/joystick x move
int data3; // mouse/joystick y move
} event_t;
typedef struct
{
char forwardmove; // *2048 for move
char sidemove; // *2048 for move
short angleturn; // <<16 for angle delta
short consistancy; // checks for net game
byte chatchar;
byte buttons;
byte lookfly; // look/fly up/down/centering
byte arti; // artitype_t to use
} ticcmd_t;
#define BT_ATTACK 1
#define BT_USE 2
#define BT_CHANGE 4 // if true, the next 3 bits hold weapon num
#define BT_WEAPONMASK (8+16+32)
#define BT_WEAPONSHIFT 3
#define BT_SPECIAL 128 // game events, not really buttons
#define BTS_SAVEMASK (4+8+16)
#define BTS_SAVESHIFT 2
#define BT_SPECIALMASK 3
#define BTS_PAUSE 1 // pause the game
#define BTS_SAVEGAME 2 // save the game at each console
// savegame slot numbers occupy the second byte of buttons
typedef enum
{
GS_LEVEL,
GS_INTERMISSION,
GS_FINALE,
GS_DEMOSCREEN
} gamestate_t;
typedef enum
{
ga_nothing,
ga_loadlevel,
ga_newgame,
ga_loadgame,
ga_savegame,
ga_playdemo,
ga_completed,
ga_victory,
ga_worlddone,
ga_screenshot
} gameaction_t;
typedef enum
{
wipe_0,
wipe_1,
wipe_2,
wipe_3,
wipe_4,
NUMWIPES,
wipe_random
} wipe_t;
/*
===============================================================================
MAPOBJ DATA
===============================================================================
*/
// think_t is a function pointer to a routine to handle an actor
typedef void (*think_t) ();
typedef struct thinker_s
{
struct thinker_s *prev, *next;
think_t function;
} thinker_t;
struct player_s;
typedef struct mobj_s
{
thinker_t thinker; // thinker links
// info for drawing
fixed_t x,y,z;
struct mobj_s *snext, *sprev; // links in sector (if needed)
angle_t angle;
spritenum_t sprite; // used to find patch_t and flip value
int frame; // might be ord with FF_FULLBRIGHT
// interaction info
struct mobj_s *bnext, *bprev; // links in blocks (if needed)
struct subsector_s *subsector;
fixed_t floorz, ceilingz; // closest together of contacted secs
fixed_t radius, height; // for movement checking
fixed_t momx, momy, momz; // momentums
int validcount; // if == validcount, already checked
mobjtype_t type;
mobjinfo_t *info; // &mobjinfo[mobj->type]
int tics; // state tic counter
state_t *state;
int damage; // For missiles
int flags;
int flags2; // Heretic flags
int special1; // Special info
int special2; // Special info
int health;
int movedir; // 0-7
int movecount; // when 0, select a new dir
struct mobj_s *target; // thing being chased/attacked (or NULL)
// also the originator for missiles
int reactiontime; // if non 0, don't attack yet
// used by player to freeze a bit after
// teleporting
int threshold; // if >0, the target will be chased
// no matter what (even if shot)
struct player_s *player; // only valid if type == MT_PLAYER
int lastlook; // player number last looked for
mapthing_t spawnpoint; // for nightmare respawn
} mobj_t;
// each sector has a degenmobj_t in it's center for sound origin purposes
typedef struct
{
thinker_t thinker; // not used for anything
fixed_t x,y,z;
} degenmobj_t;
// Most damage defined using HITDICE
#define HITDICE(a) ((1+(P_Random()&7))*a)
//
// frame flags
//
#define FF_FULLBRIGHT 0x8000 // flag in thing->frame
#define FF_FRAMEMASK 0x7fff
// --- mobj.flags ---
#define MF_SPECIAL 1 // call P_SpecialThing when touched
#define MF_SOLID 2
#define MF_SHOOTABLE 4
#define MF_NOSECTOR 8 // don't use the sector links
// (invisible but touchable)
#define MF_NOBLOCKMAP 16 // don't use the blocklinks
// (inert but displayable)
#define MF_AMBUSH 32
#define MF_JUSTHIT 64 // try to attack right back
#define MF_JUSTATTACKED 128 // take at least one step before attacking
#define MF_SPAWNCEILING 256 // hang from ceiling instead of floor
#define MF_NOGRAVITY 512 // don't apply gravity every tic
// movement flags
#define MF_DROPOFF 0x400 // allow jumps from high places
#define MF_PICKUP 0x800 // for players to pick up items
#define MF_NOCLIP 0x1000 // player cheat
#define MF_SLIDE 0x2000 // keep info about sliding along walls
#define MF_FLOAT 0x4000 // allow moves to any height, no gravity
#define MF_TELEPORT 0x8000 // don't cross lines or look at heights
#define MF_MISSILE 0x10000 // don't hit same species, explode on block
#define MF_DROPPED 0x20000 // dropped by a demon, not level spawned
#define MF_SHADOW 0x40000 // use fuzzy draw (shadow demons / invis)
#define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff)
#define MF_CORPSE 0x100000 // don't stop moving halfway off a step
#define MF_INFLOAT 0x200000 // floating to a height for a move, don't
// auto float to target's height
#define MF_COUNTKILL 0x400000 // count towards intermission kill total
#define MF_COUNTITEM 0x800000 // count towards intermission item total
#define MF_SKULLFLY 0x1000000 // skull in flight
#define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards)
#define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation
#define MF_TRANSSHIFT 26 // table for player colormaps
// --- mobj.flags2 ---
#define MF2_LOGRAV 0x00000001 // alternate gravity setting
#define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind
// specials
#define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor
#define MF2_THRUGHOST 0x00000008 // missile will pass through ghosts
#define MF2_FLY 0x00000010 // fly mode is active
#define MF2_FOOTCLIP 0x00000020 // if feet are allowed to be clipped
#define MF2_SPAWNFLOAT 0x00000040 // spawn random float z
#define MF2_NOTELEPORT 0x00000080 // does not teleport
#define MF2_RIP 0x00000100 // missile rips through solid
// targets
#define MF2_PUSHABLE 0x00000200 // can be pushed by other moving
// mobjs
#define MF2_SLIDE 0x00000400 // slides against walls
#define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another
// mobj
#define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on,
// this flag will allow the mobj to
// pass over/under other mobjs.
#define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs
#define MF2_FEETARECLIPPED 0x00004000 // a mobj's feet are now being cut
#define MF2_BOSS 0x00008000 // mobj is a major boss
#define MF2_FIREDAMAGE 0x00010000 // does fire damage
#define MF2_NODMGTHRUST 0x00020000 // does not thrust target when
// damaging
#define MF2_TELESTOMP 0x00040000 // mobj can stomp another
#define MF2_FLOATBOB 0x00080000 // use float bobbing z movement
#define MF2_DONTDRAW 0X00100000 // don't generate a vissprite
//=============================================================================
typedef enum
{
PST_LIVE, // playing
PST_DEAD, // dead on the ground
PST_REBORN // ready to restart
} playerstate_t;
// psprites are scaled shapes directly on the view screen
// coordinates are given for a 320*200 view screen
typedef enum
{
ps_weapon,
ps_flash,
NUMPSPRITES
} psprnum_t;
typedef struct
{
state_t *state; // a NULL state means not active
int tics;
fixed_t sx, sy;
} pspdef_t;
typedef enum
{
key_yellow,
key_green,
key_blue,
NUMKEYS
} keytype_t;
typedef enum
{
wp_staff,
wp_goldwand,
wp_crossbow,
wp_blaster,
wp_skullrod,
wp_phoenixrod,
wp_mace,
wp_gauntlets,
wp_beak,
NUMWEAPONS,
wp_nochange
} weapontype_t;
#define AMMO_GWND_WIMPY 10
#define AMMO_GWND_HEFTY 50
#define AMMO_CBOW_WIMPY 5
#define AMMO_CBOW_HEFTY 20
#define AMMO_BLSR_WIMPY 10
#define AMMO_BLSR_HEFTY 25
#define AMMO_SKRD_WIMPY 20
#define AMMO_SKRD_HEFTY 100
#define AMMO_PHRD_WIMPY 1
#define AMMO_PHRD_HEFTY 10
#define AMMO_MACE_WIMPY 20
#define AMMO_MACE_HEFTY 100
typedef enum
{
am_goldwand,
am_crossbow,
am_blaster,
am_skullrod,
am_phoenixrod,
am_mace,
NUMAMMO,
am_noammo // staff, gauntlets
} ammotype_t;
typedef struct
{
ammotype_t ammo;
int upstate;
int downstate;
int readystate;
int atkstate;
int holdatkstate;
int flashstate;
} weaponinfo_t;
extern weaponinfo_t wpnlev1info[NUMWEAPONS];
extern weaponinfo_t wpnlev2info[NUMWEAPONS];
typedef enum
{
arti_none,
arti_invulnerability,
arti_invisibility,
arti_health,
arti_superhealth,
arti_tomeofpower,
arti_torch,
arti_firebomb,
arti_egg,
arti_fly,
arti_teleport,
NUMARTIFACTS
} artitype_t;
typedef enum
{
pw_None,
pw_invulnerability,
pw_invisibility,
pw_allmap,
pw_infrared,
pw_weaponlevel2,
pw_flight,
pw_shield,
pw_health2,
NUMPOWERS
} powertype_t;
#define INVULNTICS (30*35)
#define INVISTICS (60*35)
#define INFRATICS (120*35)
#define IRONTICS (60*35)
#define WPNLEV2TICS (40*35)
#define FLIGHTTICS (60*35)
#define CHICKENTICS (40*35)
#define MESSAGETICS (4*35)
#define BLINKTHRESHOLD (4*32)
#define NUMINVENTORYSLOTS 14
typedef struct
{
int type;
int count;
} inventory_t;
/*
================
=
= player_t
=
================
*/
typedef struct player_s
{
mobj_t *mo;
playerstate_t playerstate;
ticcmd_t cmd;
fixed_t viewz; // focal origin above r.z
fixed_t viewheight; // base height above floor for viewz
fixed_t deltaviewheight; // squat speed
fixed_t bob; // bounded/scaled total momentum
int flyheight;
int lookdir;
boolean centering;
int health; // only used between levels, mo->health
// is used during levels
int armorpoints, armortype; // armor type is 0-2
inventory_t inventory[NUMINVENTORYSLOTS];
artitype_t readyArtifact;
int artifactCount;
int inventorySlotNum;
int powers[NUMPOWERS];
boolean keys[NUMKEYS];
boolean backpack;
signed int frags[MAXPLAYERS]; // kills of other players
weapontype_t readyweapon;
weapontype_t pendingweapon; // wp_nochange if not changing
boolean weaponowned[NUMWEAPONS];
int ammo[NUMAMMO];
int maxammo[NUMAMMO];
int attackdown, usedown; // true if button down last tic
int cheats; // bit flags
int refire; // refired shots are less accurate
int killcount, itemcount, secretcount; // for intermission
char *message; // hint messages
int messageTics; // counter for showing messages
int damagecount, bonuscount;// for screen flashing
int flamecount; // for flame thrower duration
mobj_t *attacker; // who did damage (NULL for floors)
int extralight; // so gun flashes light up areas
int fixedcolormap; // can be set to REDCOLORMAP, etc
int colormap; // 0-3 for which color to draw player
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
boolean didsecret; // true if secret level has been done
int chickenTics; // player is a chicken if > 0
int chickenPeck; // chicken peck countdown
mobj_t *rain1; // active rain maker 1
mobj_t *rain2; // active rain maker 2
} player_t;
#define CF_NOCLIP 1
#define CF_GODMODE 2
#define CF_NOMOMENTUM 4 // not really a cheat, just a debug aid
#define BACKUPTICS 12 // CHANGED FROM 12 !?!?
typedef struct
{
unsigned checksum; // high bit is retransmit request
byte retransmitfrom; // only valid if NCMD_RETRANSMIT
byte starttic;
byte player, numtics;
ticcmd_t cmds[BACKUPTICS];
} doomdata_t;
typedef struct
{
long id;
short intnum; // DOOM executes an int to execute commands
// communication between DOOM and the driver
short command; // CMD_SEND or CMD_GET
short remotenode; // dest for send, set by get (-1 = no packet)
short datalength; // bytes in doomdata to be sent
// info common to all nodes
short numnodes; // console is allways node 0
short ticdup; // 1 = no duplication, 2-5 = dup for slow nets
short extratics; // 1 = send a backup tic in every packet
short deathmatch; // 1 = deathmatch
short savegame; // -1 = new game, 0-5 = load savegame
short episode; // 1-3
short map; // 1-9
short skill; // 1-5
// info specific to this node
short consoleplayer;
short numplayers;
short angleoffset; // 1 = left, 0 = center, -1 = right
short drone; // 1 = drone
// packet data to be sent
doomdata_t data;
} doomcom_t;
#define DOOMCOM_ID 0x12345678l
extern doomcom_t *doomcom;
extern doomdata_t *netbuffer; // points inside doomcom
#define MAXNETNODES 8 // max computers in a game
#define CMD_SEND 1
#define CMD_GET 2
#define SBARHEIGHT 42 // status bar height at bottom of screen
/*
===============================================================================
GLOBAL VARIABLES
===============================================================================
*/
#define TELEFOGHEIGHT (32*FRACUNIT)
#define MAXEVENTS 64
extern event_t events[MAXEVENTS];
extern int eventhead;
extern int eventtail;
extern fixed_t finesine[5*FINEANGLES/4];
extern fixed_t *finecosine;
extern gameaction_t gameaction;
extern boolean paused;
extern boolean shareware; // true if main WAD is the shareware version
extern boolean ExtendedWAD; // true if main WAD is the extended version
extern boolean nomonsters; // checkparm of -nomonsters
extern boolean respawnparm; // checkparm of -respawn
extern boolean debugmode; // checkparm of -debug
extern boolean usergame; // ok to save / end game
extern boolean ravpic; // checkparm of -ravpic
extern boolean altpal; // checkparm to use an alternate palette routine
extern boolean cdrom; // true if cd-rom mode active ("-cdrom")
extern boolean deathmatch; // only if started as net death
extern boolean netgame; // only true if >1 player
extern boolean playeringame[MAXPLAYERS];
extern int consoleplayer; // player taking events and displaying
extern int displayplayer;
extern int viewangleoffset; // ANG90 = left side, ANG270 = right
extern player_t players[MAXPLAYERS];
extern boolean singletics; // debug flag to cancel adaptiveness
extern boolean DebugSound; // debug flag for displaying sound info
extern int maxammo[NUMAMMO];
extern boolean demoplayback;
extern int skytexture;
extern gamestate_t gamestate;
extern skill_t gameskill;
extern boolean respawnmonsters;
extern int gameepisode;
extern int gamemap;
extern int prevmap;
extern int totalkills, totalitems, totalsecret; // for intermission
extern int levelstarttic; // gametic at level start
extern int leveltime; // tics in game play for par
extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
extern int ticdup;
#define MAXNETNODES 8
extern ticcmd_t localcmds[BACKUPTICS];
extern int rndindex;
extern int gametic, maketic;
extern int nettics[MAXNETNODES];
#define SAVEGAMESIZE 0x30000
#define SAVESTRINGSIZE 24
extern byte *savebuffer;
extern byte *save_p;
extern mapthing_t *deathmatch_p;
extern mapthing_t deathmatchstarts[10];
extern mapthing_t playerstarts[MAXPLAYERS];
extern int viewwindowx;
extern int viewwindowy;
extern int viewwidth;
extern int scaledviewwidth;
extern int viewheight;
extern int mouseSensitivity;
extern boolean precache; // if true, load all graphics at level load
extern byte *screen; // off screen work buffer, from V_video.c
extern boolean singledemo; // quit after playing a demo from cmdline
extern FILE *debugfile;
extern int bodyqueslot;
extern skill_t startskill;
extern int startepisode;
extern int startmap;
extern boolean autostart;
/*
===============================================================================
GLOBAL FUNCTIONS
===============================================================================
*/
fixed_t FixedMul (fixed_t a, fixed_t b);
fixed_t FixedDiv (fixed_t a, fixed_t b);
fixed_t FixedDiv2 (fixed_t a, fixed_t b);
#ifdef __WATCOMC__
#pragma aux FixedMul = \
"imul ebx", \
"shrd eax,edx,16" \
parm [eax] [ebx] \
value [eax] \
modify exact [eax edx]
#pragma aux FixedDiv2 = \
"cdq", \
"shld edx,eax,16", \
"sal eax,16", \
"idiv ebx" \
parm [eax] [ebx] \
value [eax] \
modify exact [eax edx]
#endif
#ifdef __BIG_ENDIAN__
short ShortSwap(short);
long LongSwap(long);
#define SHORT(x) ShortSwap(x)
#define LONG(x) LongSwap(x)
#else
#define SHORT(x) (x)
#define LONG(x) (x)
#endif
//-----------
//MEMORY ZONE
//-----------
// tags < 100 are not overwritten until freed
#define PU_STATIC 1 // static entire execution time
#define PU_SOUND 2 // static while playing
#define PU_MUSIC 3 // static while playing
#define PU_DAVE 4 // anything else Dave wants static
#define PU_LEVEL 50 // static until level exited
#define PU_LEVSPEC 51 // a special thinker in a level
// tags >= 100 are purgable whenever needed
#define PU_PURGELEVEL 100
#define PU_CACHE 101
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);
extern boolean MallocFailureOk;
typedef struct memblock_s
{
int size; // including the header and possibly tiny fragments
void **user; // NULL if a free block
int tag; // purgelevel
int id; // should be ZONEID
struct memblock_s *next, *prev;
} memblock_t;
#define Z_ChangeTag(p,t) \
{ \
if (( (memblock_t *)( (byte *)(p) - sizeof(memblock_t)))->id!=0x1d4a11) \
I_Error("Z_CT at "__FILE__":%i",__LINE__); \
Z_ChangeTag2(p,t); \
};
//-------
//WADFILE
//-------
typedef struct
{
char name[8];
int handle,position,size;
} lumpinfo_t;
extern lumpinfo_t *lumpinfo;
extern int numlumps;
void W_InitMultipleFiles (char **filenames);
int W_CheckNumForName (char *name);
int W_GetNumForName (char *name);
int W_LumpLength (int lump);
void W_ReadLump (int lump, void *dest);
void *W_CacheLumpNum (int lump, int tag);
void *W_CacheLumpName (char *name, int tag);
//----------
//BASE LEVEL
//----------
void D_DoomMain (void);
void IncThermo(void);
void InitThermo(int max);
void tprintf(char *string, int initflag);
// not a globally visible function, just included for source reference
// calls all startup code
// parses command line options
// if not overrided, calls N_AdvanceDemo
void D_DoomLoop (void);
// not a globally visible function, just included for source reference
// called by D_DoomMain, never exits
// manages timing and IO
// calls all ?_Responder, ?_Ticker, and ?_Drawer functions
// calls I_GetTime, I_StartFrame, and I_StartTic
void D_PostEvent (event_t *ev);
// called by IO functions when input is detected
void NetUpdate (void);
// create any new ticcmds and broadcast to other players
void D_QuitNetGame (void);
// broadcasts special packets to other players to notify of game exit
void TryRunTics (void);
//---------
//SYSTEM IO
//---------
#if 1
#define SCREENWIDTH 320
#define SCREENHEIGHT 200
#else
#define SCREENWIDTH 560
#define SCREENHEIGHT 375
#endif
byte *I_ZoneBase (int *size);
// called by startup code to get the ammount of memory to malloc
// for the zone management
int I_GetTime (void);
// called by D_DoomLoop
// returns current time in tics
void I_StartFrame (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_StartTic (void);
// called by D_DoomLoop
// called before processing each tic in a frame
// quick syncronous operations are performed here
// can call D_PostEvent
// asyncronous interrupt functions should maintain private ques that are
// read by the syncronous functions to be converted into events
void I_Init (void);
// called by D_DoomMain
// determines the hardware configuration and sets up the video mode
void I_InitGraphics (void);
void I_InitNetwork (void);
void I_NetCmd (void);
void I_Error (char *error, ...);
// called by anything that can generate a terminal error
// bad exit with diagnostic message
void I_Quit (void);
// called by M_Responder when quit is selected
// clean exit, displays sell blurb
void I_SetPalette (byte *palette);
// takes full 8 bit values
void I_Update(void);
// Copy buffer to video
void I_WipeUpdate(wipe_t wipe);
// Copy buffer to video with wipe effect
void I_WaitVBL(int count);
// wait for vertical retrace or pause a bit
void I_BeginRead (void);
void I_EndRead (void);
byte *I_AllocLow (int length);
// allocates from low memory under dos, just mallocs under unix
void I_Tactile (int on, int off, int total);
#ifdef __WATCOMC__
extern boolean useexterndriver;
#define EBT_FIRE 1
#define EBT_OPENDOOR 2
#define EBT_SPEED 4
#define EBT_STRAFE 8
#define EBT_MAP 0x10
#define EBT_INVENTORYLEFT 0x20
#define EBT_INVENTORYRIGHT 0x40
#define EBT_USEARTIFACT 0x80
#define EBT_FLYDROP 0x100
#define EBT_CENTERVIEW 0x200
#define EBT_PAUSE 0x400
#define EBT_WEAPONCYCLE 0x800
typedef struct
{
short vector; // Interrupt vector
signed char moveForward; // forward/backward (maxes at 50)
signed char moveSideways; // strafe (maxes at 24)
short angleTurn; // turning speed (640 [slow] 1280 [fast])
short angleHead; // head angle (+2080 [left] : 0 [center] : -2048 [right])
signed char pitch; // look up/down (-110 : +90)
signed char flyDirection; // flyheight (+1/-1)
unsigned short buttons; // EBT_* flags
} externdata_t;
#endif
//----
//GAME
//----
void G_DeathMatchSpawnPlayer (int playernum);
void G_InitNew (skill_t skill, int episode, int map);
void G_DeferedInitNew (skill_t skill, int episode, int map);
// can be called by the startup code or M_Responder
// a normal game starts at map 1, but a warp test can start elsewhere
void G_DeferedPlayDemo (char *demo);
void G_LoadGame (char *name);
// can be called by the startup code or M_Responder
// calls P_SetupLevel or W_EnterWorld
void G_DoLoadGame (void);
void G_SaveGame (int slot, char *description);
// called by M_Responder
// Support routines for saving games
void SV_Open(char *fileName);
void SV_Close(char *fileName);
void SV_Write(void *buffer, int size);
void SV_WriteByte(byte val);
void SV_WriteWord(unsigned short val);
void SV_WriteLong(unsigned int val);
void G_RecordDemo (skill_t skill, int numplayers, int episode
, int map, char *name);
// only called by startup code
void G_PlayDemo (char *name);
void G_TimeDemo (char *name);
void G_ExitLevel (void);
void G_SecretExitLevel (void);
void G_WorldDone (void);
void G_Ticker (void);
boolean G_Responder (event_t *ev);
void G_ScreenShot (void);
//-----
//PLAY
//-----
void P_Ticker (void);
// called by C_Ticker
// can call G_PlayerExited
// carries out all thinking of monsters and players
void P_SetupLevel (int episode, int map, int playermask, skill_t skill);
// called by W_Ticker
void P_Init (void);
// called by startup code
void P_ArchivePlayers (void);
void P_UnArchivePlayers (void);
void P_ArchiveWorld (void);
void P_UnArchiveWorld (void);
void P_ArchiveThinkers (void);
void P_UnArchiveThinkers (void);
void P_ArchiveSpecials (void);
void P_UnArchiveSpecials (void);
// load / save game routines
//-------
//REFRESH
//-------
extern boolean setsizeneeded;
extern boolean BorderNeedRefresh;
extern boolean BorderTopRefresh;
extern int UpdateState;
// define the different areas for the dirty map
#define I_NOUPDATE 0
#define I_FULLVIEW 1
#define I_STATBAR 2
#define I_MESSAGES 4
#define I_FULLSCRN 8
void R_RenderPlayerView (player_t *player);
// called by G_Drawer
void R_Init (void);
// called by startup code
void R_DrawViewBorder (void);
void R_DrawTopBorder (void);
// if the view size is not full screen, draws a border around it
void R_SetViewSize (int blocks, int detail);
// called by M_Responder
int R_FlatNumForName (char *name);
int R_TextureNumForName (char *name);
int R_CheckTextureNumForName (char *name);
// called by P_Ticker for switches and animations
// returns the texture number for the texture name
//----
//MISC
//----
extern int myargc;
extern char **myargv;
int M_CheckParm (char *check);
// returns the position of the given parameter in the arg list (0 if not found)
boolean M_ValidEpisodeMap(int episode, int map);
// returns true if the episode/map combo is valid for the current
// game configuration
void M_ForceUppercase(char *text);
// Changes a string to uppercase
int M_Random (void);
// returns a number from 0 to 255
int P_Random (void);
// as M_Random, but used only by the play simulation
void M_ClearRandom (void);
// fix randoms for demos
void M_FindResponseFile(void);
void M_ClearBox (fixed_t *box);
void M_AddToBox (fixed_t *box, fixed_t x, fixed_t y);
// bounding box functions
boolean M_WriteFile (char const *name, void *source, int length);
int M_ReadFile (char const *name, byte **buffer);
void M_ScreenShot (void);
void M_LoadDefaults (void);
void M_SaveDefaults (void);
int M_DrawText (int x, int y, boolean direct, char *string);
//----------------------
// Interlude (IN_lude.c)
//----------------------
extern boolean intermission;
void IN_Start(void);
void IN_Ticker(void);
void IN_Drawer(void);
//----------------------
// Chat mode (CT_chat.c)
//----------------------
void CT_Init(void);
void CT_Drawer(void);
boolean CT_Responder(event_t *ev);
void CT_Ticker(void);
char CT_dequeueChatChar(void);
extern boolean chatmodeon;
extern boolean ultimatemsg;
//--------------------
// Finale (F_finale.c)
//--------------------
void F_Drawer(void);
void F_Ticker(void);
void F_StartFinale(void);
//----------------------
// STATUS BAR (SB_bar.c)
//----------------------
extern int SB_state;
void SB_Init(void);
boolean SB_Responder(event_t *event);
void SB_Ticker(void);
void SB_Drawer(void);
//-----------------
// MENU (MN_menu.c)
//-----------------
void MN_Init(void);
void MN_ActivateMenu(void);
void MN_DeactivateMenu(void);
boolean MN_Responder(event_t *event);
void MN_Ticker(void);
void MN_Drawer(void);
void MN_DrTextA(char *text, int x, int y);
int MN_TextAWidth(char *text);
void MN_DrTextB(char *text, int x, int y);
int MN_TextBWidth(char *text);
//------
// VIDEO
//------
extern int dirtybox[4];
extern byte gammatable[5][256];
extern int usegamma;
void V_Init(void); // Allocates buffer screens, call before R_Init
void V_DrawPatch(int x, int y, patch_t *patch);
void V_DrawFuzzPatch(int x, int y, patch_t *patch);
void V_DrawShadowedPatch(int x, int y, patch_t *patch);
void V_DrawRawScreen(byte *raw);
#include "sounds.h"
#endif // __DOOMDEF__