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git-svn-id: https://svn.eduke32.com/eduke32@8298 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/sw/src/config.cpp # source/sw/src/game.cpp
2390 lines
78 KiB
C
2390 lines
78 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef GAME_H
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#define GAME_H
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#ifndef DEBUG
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#define DEBUG 0
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#endif
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#ifdef _MSC_VER
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#pragma warning(disable:4101) // there's too many of these... :(
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#endif
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#include "compat.h"
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#include "baselayer.h"
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#include "mmulti.h"
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#include "mytypes.h"
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#include "keyboard.h"
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#include "sounds.h"
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#include "settings.h"
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#include "pragmas.h"
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#include "gamecvars.h"
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BEGIN_SW_NS
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//#define SW_SHAREWARE 1 // This determines whether game is shareware compile or not!
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extern char isShareware, useDarts;
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#define SW_SHAREWARE (isShareware)
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// Turn warning off for unreferenced variables.
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// I really should fix them at some point
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//#pragma off(unreferenced)
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#define ERR_STD_ARG __FILE__, __LINE__
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#if DEBUG
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void HeapCheck(char *, int);
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#define HEAP_CHECK() HeapCheck(__FILE__, __LINE__)
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void _Assert(const char *expr, const char *strFile, unsigned uLine);
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#define ASSERT(f) \
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if (f) \
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do { } while(0); \
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else \
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_Assert(#f,ERR_STD_ARG);
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#define PRODUCTION_ASSERT(f) ASSERT(f)
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void dsprintf(char *, char *, ...);
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#define DSPRINTF dsprintf
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void PokeStringMono(uint8_t Attr, uint8_t* String);
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#if 1 // !JIM! Frank, I redirect this for me you'll want to set this back for you
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extern int DispMono;
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#define MONO_PRINT(str) if (DispMono) PokeStringMono(/*MDA_NORMAL*/ 0, str)
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#else
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void adduserquote(const char *daquote);
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extern int DispMono;
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#define MONO_PRINT(str) if (DispMono) CON_ConMessage(str); // Put it in my userquote stuff!
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//#define MONO_PRINT(str) if (DispMono) printf(str);
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#endif
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#define RANDOM_DEBUG 1 // Set this to 1 for network testing.
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#else
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#define ASSERT(f) do { } while(0)
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#define MONO_PRINT(str)
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void _Assert(const char *expr, const char *strFile, unsigned uLine);
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#define PRODUCTION_ASSERT(f) \
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if (f) \
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do { } while(0); \
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else \
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_Assert(#f,ERR_STD_ARG);
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void dsprintf_null(char *str, const char *format, ...);
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#define DSPRINTF dsprintf_null
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//#define DSPRINTF()
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#define HEAP_CHECK()
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#define RANDOM_DEBUG 0
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#endif
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#if RANDOM_DEBUG
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int RandomRange(int, char *, unsigned);
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int krand1(char *, unsigned);
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#define RANDOM_P2(pwr_of_2) (MOD_P2(krand1(__FILE__,__LINE__),(pwr_of_2)))
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#define RANDOM_RANGE(range) (RandomRange(range,__FILE__,__LINE__))
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#define RANDOM() (krand1(__FILE__,__LINE__))
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#else
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int RandomRange(int);
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int krand1(void);
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#define RANDOM_P2(pwr_of_2) (MOD_P2(krand1(),(pwr_of_2)))
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#define RANDOM_RANGE(range) (RandomRange(range))
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#define RANDOM() (krand1())
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#endif
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#define PRINT(line,str) DebugPrint(line,str)
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//
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// Map directions/degrees
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//
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#if 0
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y--
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^ 1536
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| 2047
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<---------------------------->
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1024 | 0
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x-- | x++
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V 512
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y++
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#endif
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//////////////////////////////////////////////////////
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//
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// KEYBOARD
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//
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//////////////////////////////////////////////////////
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extern SWBOOL MenuInputMode;
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extern SWBOOL MessageInputMode;
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extern SWBOOL ConInputMode;
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extern SWBOOL ConPanel;
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extern SWBOOL InputMode;
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extern char MessageInputString[256];
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extern char MessageOutputString[256];
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//
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// Defines
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//
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#define CIRCLE_CAMERA_DIST_MIN 12000
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// dist at which actors will not move (unless shot?? to do)
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#define MAX_ACTIVE_RANGE 42000
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// dist at which actors roam about on their own
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#define MIN_ACTIVE_RANGE 20000
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#undef KEYSC_UP
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#define KEYSC_UP sc_UpArrow
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#undef KEYSC_DOWN
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#define KEYSC_DOWN sc_DownArrow
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#undef KEYSC_LEFT
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#define KEYSC_LEFT sc_LeftArrow
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#undef KEYSC_RIGHT
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#define KEYSC_RIGHT sc_RightArrow
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#undef KEYSC_INS
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#define KEYSC_INS sc_Insert
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#undef KEYSC_DEL
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#define KEYSC_DEL sc_Delete
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#undef KEYSC_HOME
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#define KEYSC_HOME sc_Home
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#undef KEYSC_END
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#define KEYSC_END sc_End
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#undef KEYSC_PGUP
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#define KEYSC_PGUP sc_PgUp
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#undef KEYSC_PGDN
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#define KEYSC_PGDN sc_PgDn
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#define KEYSC_RALT sc_RightAlt
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#define KEYSC_RCTRL sc_RightControl
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#define KEYSC_KPSLASH sc_kpad_Slash
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#define KEYSC_KPENTER sc_kpad_Enter
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#define KEYSC_PRINTSCREEN sc_PrintScreen
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#define KEYSC_LASTSC sc_LastScanCode
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#define KEYSC_KP_1 sc_kpad_1
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#define KEYSC_KP_2 sc_kpad_2
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#define KEYSC_KP_3 sc_kpad_3
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#define KEYSC_KP_4 sc_kpad_4
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#define KEYSC_KP_6 sc_kpad_6
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#define KEYSC_KP_5 sc_kpad_5
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#define KEYSC_KP_7 sc_kpad_7
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#define KEYSC_KP_8 sc_kpad_8
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#define KEYSC_KP_9 sc_kpad_9
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#define KEYSC_KP_0 sc_kpad_0
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#define KEYSC_KPMINUS sc_kpad_Minus
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#define KEYSC_KPPLUS sc_kpad_Plus
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#define KEYSC_KPPERIOD sc_kpad_Period
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#define KEYSC_EUP sc_UpArrow
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#define KEYSC_EDOWN sc_DownArrow
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#define KEYSC_ELEFT sc_LeftArrow
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#define KEYSC_ERIGHT sc_RightArrow
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#define KEYSC_EINS sc_Insert
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#define KEYSC_EDEL sc_Delete
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#define KEYSC_EHOME sc_Home
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#define KEYSC_EEND sc_End
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#define KEYSC_EPGUP sc_PgUp
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#define KEYSC_EPGDN sc_PgDn
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//
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// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
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//
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// weapons takes up 4 bits
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#define SK_WEAPON_BIT0 0
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#define SK_WEAPON_BIT1 1
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#define SK_WEAPON_BIT2 2
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#define SK_WEAPON_BIT3 3
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#define SK_WEAPON_MASK (BIT(SK_WEAPON_BIT0)| \
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BIT(SK_WEAPON_BIT1)| \
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BIT(SK_WEAPON_BIT2)| \
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BIT(SK_WEAPON_BIT3)) // 16 possible numbers 0-15
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#define SK_INV_HOTKEY_BIT0 4
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#define SK_INV_HOTKEY_BIT1 5
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#define SK_INV_HOTKEY_BIT2 6
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#define SK_INV_HOTKEY_MASK (BIT(SK_INV_HOTKEY_BIT0)|BIT(SK_INV_HOTKEY_BIT1)|BIT(SK_INV_HOTKEY_BIT2))
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#define SK_AUTO_AIM 7
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#define SK_CENTER_VIEW 8
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#define SK_PAUSE 9
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#define SK_MESSAGE 11
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#define SK_LOOK_UP 12
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#define SK_LOOK_DOWN 13
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#define SK_CRAWL_LOCK 14
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#define SK_FLY 15
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#define SK_RUN 16
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#define SK_SHOOT 17
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#define SK_OPERATE 18
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#define SK_JUMP 19
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#define SK_CRAWL 20
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#define SK_SNAP_UP 21
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#define SK_SNAP_DOWN 22
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#define SK_QUIT_GAME 23
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#define SK_MULTI_VIEW 24
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#define SK_TURN_180 25
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#define SK_INV_LEFT 26
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#define SK_INV_RIGHT 27
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#define SK_INV_USE 29
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#define SK_HIDE_WEAPON 30
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#define SK_SPACE_BAR 31
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// REDEFINABLE PLAYER KEYS NUMBERS
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#define PK_FORWARD 0
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#define PK_BACKWARD 1
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#define PK_LEFT 2
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#define PK_RIGHT 3
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#define PK_RUN 4
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#define PK_STRAFE 5
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#define PK_SHOOT 6
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#define PK_OPERATE 7
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#define PK_JUMP 8
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#define PK_CRAWL 9
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#define PK_LOOK_UP 10
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#define PK_LOOK_DOWN 11
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#define PK_STRAFE_LEFT 12
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#define PK_STRAFE_RIGHT 13
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#define PK_MAP 14
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#define PK_MULTI_VIEW 15
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#define PK_ZOOM_IN 16
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#define PK_ZOOM_OUT 17
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#define PK_MESSAGE 18
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#define MK_FIXED(msw,lsw) (((int32_t)(msw)<<16)|(lsw))
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#define FIXED(msw,lsw) MK_FIXED(msw,lsw)
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#if B_LITTLE_ENDIAN != 0
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# define MSW_VAR(fixed) (*(((uint16_t*)&(fixed)) + 1))
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# define LSW_VAR(fixed) (*((uint16_t*)&(fixed)))
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# define MSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
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# define LSB_VAR(fixed) (*((uint8_t*)&(fixed)))
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#else
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# define LSW_VAR(fixed) (*(((uint16_t*)&(fixed)) + 1))
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# define MSW_VAR(fixed) (*((uint16_t*)&(fixed)))
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# define LSB_VAR(fixed) (*(((uint8_t*)&(fixed)) + 1))
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# define MSB_VAR(fixed) (*((uint8_t*)&(fixed)))
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#endif
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#define MSW(fixed) ((fixed)>>16)
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#define LSW(fixed) (((int16_t)(fixed)))
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// Defines for reading in ST1 sprite tagging
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#define SP_TAG1(sp) ((sp)->hitag)
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#define SP_TAG2(sp) ((sp)->lotag)
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#define SP_TAG3(sp) ((sp)->clipdist)
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#define SP_TAG4(sp) ((sp)->ang)
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#define SP_TAG5(sp) ((sp)->xvel)
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#define SP_TAG6(sp) ((sp)->yvel)
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#define SP_TAG7(sp) (MSB_VAR((sp)->zvel))
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#define SP_TAG8(sp) (LSB_VAR((sp)->zvel))
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#define SP_TAG9(sp) (MSB_VAR((sp)->owner))
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#define SP_TAG10(sp) (LSB_VAR((sp)->owner))
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#define SP_TAG11(sp) ((sp)->shade)
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#define SP_TAG12(sp) ((sp)->pal)
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#define SP_TAG13(sp) B_LITTLE16(*((short*)&(sp)->xoffset))
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#define SP_TAG14(sp) B_LITTLE16(*((short*)&(sp)->xrepeat))
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#define SP_TAG15(sp) ((sp)->z)
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#define SET_SP_TAG13(sp,val) (*((short*)&(sp)->xoffset)) = B_LITTLE16(val)
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#define SET_SP_TAG14(sp,val) (*((short*)&(sp)->xrepeat)) = B_LITTLE16(val)
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#define SPRITE_TAG1(sp) (sprite[sp].hitag)
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#define SPRITE_TAG2(sp) (sprite[sp].lotag)
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#define SPRITE_TAG3(sp) (sprite[sp].clipdist)
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#define SPRITE_TAG4(sp) (sprite[sp].ang)
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#define SPRITE_TAG5(sp) (sprite[sp].xvel)
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#define SPRITE_TAG6(sp) (sprite[sp].yvel)
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#define SPRITE_TAG7(sp) (MSB_VAR(sprite[sp].zvel))
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#define SPRITE_TAG8(sp) (LSB_VAR(sprite[sp].zvel))
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#define SPRITE_TAG9(sp) (MSB_VAR(sprite[sp].owner))
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#define SPRITE_TAG10(sp) (LSB_VAR(sprite[sp].owner))
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#define SPRITE_TAG11(sp) (sprite[sp].shade)
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#define SPRITE_TAG12(sp) (sprite[sp].pal)
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#define SPRITE_TAG13(sp) B_LITTLE16(*((short*)&sprite[sp].xoffset))
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#define SPRITE_TAG14(sp) B_LITTLE16(*((short*)&sprite[sp].xrepeat))
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#define SPRITE_TAG15(sp) (sprite[sp].z)
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#define SET_SPRITE_TAG13(sp,val) (*((short*)&sprite[sp].xoffset)) = B_LITTLE16(val)
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#define SET_SPRITE_TAG14(sp,val) (*((short*)&sprite[sp].xrepeat)) = B_LITTLE16(val)
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// this will get you the other wall moved by dragpoint
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#define DRAG_WALL(w) (wall[wall[(w)].nextwall].point2)
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// OVER and UNDER water macros
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#define SpriteInDiveArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_DIVE_AREA) ? TRUE : FALSE)
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#define SpriteInUnderwaterArea(sp) (TEST(sector[(sp)->sectnum].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? TRUE : FALSE)
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#define SectorIsDiveArea(sect) (TEST(sector[sect].extra, SECTFX_DIVE_AREA) ? TRUE : FALSE)
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#define SectorIsUnderwaterArea(sect) (TEST(sector[sect].extra, SECTFX_UNDERWATER|SECTFX_UNDERWATER2) ? TRUE : FALSE)
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// Key Press Flags macros
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#define FLAG_KEY_PRESSED(pp,sync_key) TEST(pp->KeyPressFlags,1<<sync_key)
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#define FLAG_KEY_RELEASE(pp,sync_key) RESET(pp->KeyPressFlags,1<<sync_key)
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#define FLAG_KEY_RESET(pp,sync_key) SET(pp->KeyPressFlags,1<<sync_key)
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// syncbit manipulation macros
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// key_test MUST be a boolean - force it to be
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#define SET_SYNC_KEY(player, sync_num, key_test) SET((player)->input.bits, ((!!(key_test)) << (sync_num)))
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#define TEST_SYNC_KEY(player, sync_num) TEST((player)->input.bits, (1 << (sync_num)))
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#define RESET_SYNC_KEY(player, sync_num) RESET((player)->input.bits, (1 << (sync_num)))
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#define TRAVERSE_SPRITE_SECT(l, o, n) for ((o) = (l); (n) = nextspritesect[o], (o) != -1; (o) = (n))
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#define TRAVERSE_SPRITE_STAT(l, o, n) for ((o) = (l); (n) = nextspritestat[o], (o) != -1; (o) = (n))
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#define TRAVERSE_CONNECT(i) for (i = connecthead; i != -1; i = connectpoint2[i])
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#define NORM_ANGLE(ang) ((ang) & 2047)
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#define ANGLE_2_PLAYER(pp,x,y) (NORM_ANGLE(getangle(pp->posx-(x), pp->posy-(y))))
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int StdRandomRange(int range);
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#define STD_RANDOM_P2(pwr_of_2) (MOD_P2(rand(),(pwr_of_2)))
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#define STD_RANDOM_RANGE(range) (StdRandomRange(range))
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#define STD_RANDOM() (rand())
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#define MOVEx(vel,ang) (((int)(vel) * (int)sintable[NORM_ANGLE((ang) + 512)]) >> 14)
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#define MOVEy(vel,ang) (((int)(vel) * (int)sintable[NORM_ANGLE((ang))]) >> 14)
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#define DIST(x1, y1, x2, y2) ksqrt( SQ((x1) - (x2)) + SQ((y1) - (y2)) )
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#define PIC_SIZX(sn) (tilesiz[sprite[sn].picnum].x)
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#define PIC_SIZY(sn) (tilesiz[sprite[sn].picnum].y)
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// Distance macro - tx, ty, tmin are holding vars that must be declared in the routine
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// that uses this macro
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#define DISTANCE(x1, y1, x2, y2, dist, tx, ty, tmin) \
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{ \
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tx = labs(x2-x1); \
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ty = labs(y2-y1); \
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tmin = min(tx,ty); \
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dist = tx + ty - DIV2(tmin); \
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}
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#define SPRITE_SIZE_X(sp_num) ((sprite[sp_num].xrepeat == 64) ? \
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tilesiz[sprite[sp_num].picnum].x : \
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((sprite[sp_num].xrepeat * tilesiz[sprite[sp_num].picnum].x) >> 6) \
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)
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#define SPRITE_SIZE_Y(sp_num) ((sprite[sp_num].yrepeat == 64) ? \
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tilesiz[sprite[sp_num].picnum].y : \
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((sprite[sp_num].yrepeat * tilesiz[sprite[sp_num].picnum].y) >> 6) \
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)
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#define SPRITE_SIZE_Z(sp_num) ((sprite[sp_num].yrepeat == 64) ? \
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Z(tilesiz[sprite[sp_num].picnum].y) : \
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((sprite[sp_num].yrepeat * tilesiz[sprite[sp_num].picnum].y) << 2) \
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)
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#define SPRITEp_SIZE_X(sp) (((sp)->xrepeat == 64) ? \
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tilesiz[(sp)->picnum].x : \
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(((sp)->xrepeat * tilesiz[(sp)->picnum].x) >> 6) \
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)
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#define SPRITEp_SIZE_Y(sp) (((sp)->yrepeat == 64) ? \
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tilesiz[(sp)->picnum].y : \
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(((sp)->yrepeat * tilesiz[(sp)->picnum].y) >> 6) \
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)
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#define SPRITEp_SIZE_Z(sp) (((sp)->yrepeat == 64) ? \
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Z(tilesiz[(sp)->picnum].y) : \
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(((sp)->yrepeat * tilesiz[(sp)->picnum].y) << 2) \
|
|
)
|
|
|
|
// Given a z height and sprite return the correct x repeat value
|
|
#define SPRITEp_SIZE_X_2_XREPEAT(sp, x) (((x)*64)/tilesiz[(sp)->picnum].x)
|
|
// Given a z height and sprite return the correct y repeat value
|
|
#define SPRITEp_SIZE_Z_2_YREPEAT(sp, zh) ((zh)/(4*tilesiz[(sp)->picnum].y))
|
|
#define SPRITEp_SIZE_Y_2_YREPEAT(sp, y) (((y)*64)/tilesiz[(sp)->picnum].y)
|
|
|
|
|
|
// x & y offset of tile
|
|
#define TILE_XOFF(picnum) (picanm[(picnum)].xofs)
|
|
#define TILE_YOFF(picnum) (picanm[(picnum)].yofs)
|
|
|
|
// x & y offset of current sprite tile
|
|
#define SPRITEp_XOFF(sp) (picanm[(sp)->picnum].xofs)
|
|
#define SPRITEp_YOFF(sp) (picanm[(sp)->picnum].yofs)
|
|
|
|
// Z size of top (TOS) and bottom (BOS) part of sprite
|
|
#define SPRITEp_SIZE_TOS(sp) (DIV2(SPRITEp_SIZE_Z(sp)) + Z(SPRITEp_YOFF(sp)))
|
|
#define SPRITEp_SIZE_BOS(sp) (DIV2(SPRITEp_SIZE_Z(sp)) - Z(SPRITEp_YOFF(sp)))
|
|
|
|
// actual Z for TOS and BOS - handles both WYSIWYG and old style
|
|
#define SPRITEp_TOS(sp) (TEST((sp)->cstat, CSTAT_SPRITE_YCENTER) ? \
|
|
((sp)->z - SPRITEp_SIZE_TOS(sp)) : \
|
|
((sp)->z - SPRITEp_SIZE_Z(sp)))
|
|
|
|
#define SPRITEp_BOS(sp) (TEST((sp)->cstat, CSTAT_SPRITE_YCENTER) ? \
|
|
((sp)->z + SPRITEp_SIZE_BOS(sp)) : \
|
|
(sp)->z)
|
|
|
|
// mid and upper/lower sprite calculations
|
|
#define SPRITEp_MID(sp) (DIV2(SPRITEp_TOS(sp) + SPRITEp_BOS(sp)))
|
|
#define SPRITEp_UPPER(sp) (SPRITEp_TOS(sp) + DIV4(SPRITEp_SIZE_Z(sp)))
|
|
#define SPRITEp_LOWER(sp) (SPRITEp_BOS(sp) - DIV4(SPRITEp_SIZE_Z(sp)))
|
|
|
|
#define Z(value) ((int)(value) << 8)
|
|
#define PIXZ(value) ((int)(value) >> 8)
|
|
|
|
#define SQ(val) ((val) * (val))
|
|
|
|
#define KENFACING_PLAYER(pp,sp) (sintable[NORM_ANGLE(sp->ang+512)]*(pp->posy-sp->y) >= sintable[NORM_ANGLE(sp-ang)]*(pp->posx-sp->x))
|
|
#define FACING_PLAYER(pp,sp) (labs(GetDeltaAngle((sp)->ang, NORM_ANGLE(getangle((pp)->posx - (sp)->x, (pp)->posy - (sp)->y)))) < 512)
|
|
#define PLAYER_FACING(pp,sp) (labs(GetDeltaAngle((pp)->pang, NORM_ANGLE(getangle((sp)->x - (pp)->posx, (sp)->y - (pp)->posy)))) < 320)
|
|
#define FACING(sp1,sp2) (labs(GetDeltaAngle((sp2)->ang, NORM_ANGLE(getangle((sp1)->x - (sp2)->x, (sp1)->y - (sp2)->y)))) < 512)
|
|
|
|
#define FACING_PLAYER_RANGE(pp,sp,range) (labs(GetDeltaAngle((sp)->ang, NORM_ANGLE(getangle((pp)->posx - (sp)->x, (pp)->posy - (sp)->y)))) < (range))
|
|
#define PLAYER_FACING_RANGE(pp,sp,range) (labs(GetDeltaAngle((pp)->pang, NORM_ANGLE(getangle((sp)->x - (pp)->posx, (sp)->y - (pp)->posy)))) < (range))
|
|
#define FACING_RANGE(sp1,sp2,range) (labs(GetDeltaAngle((sp2)->ang, NORM_ANGLE(getangle((sp1)->x - (sp2)->x, (sp1)->y - (sp2)->y)))) < (range))
|
|
|
|
// two vectors
|
|
// can determin direction
|
|
#define DOT_PRODUCT_2D(x1,y1,x2,y2) (mulscale16((x1), (x2)) + mulscale16((y1), (y2)))
|
|
#define DOT_PRODUCT_3D(x1,y1,z1,x2,y2,z2) (mulscale16((x1), (x2)) + mulscale16((y1), (y2)) + mulscale16((z1), (z2)))
|
|
|
|
// just determine if the player is moving
|
|
#define PLAYER_MOVING(pp) ((pp)->xvect|(pp)->yvect)
|
|
|
|
#define TEST_GOTSECTOR(sect_num) (TEST(gotsector[(sect_num) >> 3], 1 << ((sect_num) & 7)))
|
|
#define RESET_GOTSECTOR(sect_num) (RESET(gotsector[(sect_num) >> 3], 1 << ((sect_num) & 7)))
|
|
#define SET_GOTSECTOR(sect_num) (SET(gotsector[(sect_num) >> 3], 1 << ((sect_num) & 7)))
|
|
|
|
#define TEST_GOTPIC(tile_num) (TEST(gotpic[(tile_num) >> 3], 1 << ((tile_num) & 7)))
|
|
#define RESET_GOTPIC(tile_num) (RESET(gotpic[(tile_num) >> 3], 1 << ((tile_num) & 7)))
|
|
#define SET_GOTPIC(tile_num) (SET(gotpic[(tile_num) >> 3], 1 << ((tile_num) & 7)))
|
|
|
|
#define LOW_TAG(sectnum) ( sector[sectnum].lotag )
|
|
#define HIGH_TAG(sectnum) ( sector[sectnum].hitag )
|
|
|
|
#define LOW_TAG_SPRITE(spnum) ( sprite[(spnum)].lotag )
|
|
#define HIGH_TAG_SPRITE(spnum) ( sprite[(spnum)].hitag )
|
|
|
|
#define LOW_TAG_WALL(wallnum) ( wall[(wallnum)].lotag )
|
|
#define HIGH_TAG_WALL(wallnum) ( wall[(wallnum)].hitag )
|
|
|
|
#define SEC(value) ((value)*120)
|
|
|
|
#define CEILING_DIST (Z(4))
|
|
#define FLOOR_DIST (Z(4))
|
|
|
|
// Attributes for monochrome text
|
|
#define MDA_BLANK 0x00
|
|
#define MDA_NORMAL 0x07
|
|
#define MDA_BLINK 0x87
|
|
#define MDA_HIGH 0x0F
|
|
#define MDA_HIGHBLINK 0x8F
|
|
#define MDA_UNDER 0x01
|
|
#define MDA_UNDERBLINK 0x81
|
|
#define MDA_UNDERHIGH 0x09
|
|
#define MDA_UNDERHIGHBLINK 0x89
|
|
#define MDA_REVERSE 0x70
|
|
#define MDA_REVERSEBLINK 0xF0
|
|
|
|
// defines for move_sprite return value
|
|
#define HIT_MASK (BIT(13)|BIT(14)|BIT(15))
|
|
#define HIT_SPRITE (BIT(14)|BIT(15))
|
|
#define HIT_WALL BIT(15)
|
|
#define HIT_SECTOR BIT(14)
|
|
#define HIT_PLAX_WALL BIT(13)
|
|
|
|
#define NORM_SPRITE(val) ((val) & (MAXSPRITES - 1))
|
|
#define NORM_WALL(val) ((val) & (MAXWALLS - 1))
|
|
#define NORM_SECTOR(val) ((val) & (MAXSECTORS - 1))
|
|
|
|
EDUKE32_STATIC_ASSERT(isPow2(MAXSPRITES));
|
|
EDUKE32_STATIC_ASSERT(isPow2(MAXWALLS));
|
|
EDUKE32_STATIC_ASSERT(isPow2(MAXSECTORS));
|
|
|
|
// overwritesprite flags
|
|
#define OVER_SPRITE_MIDDLE (BIT(0))
|
|
#define OVER_SPRITE_VIEW_CLIP (BIT(1))
|
|
#define OVER_SPRITE_TRANSLUCENT (BIT(2))
|
|
#define OVER_SPRITE_XFLIP (BIT(3))
|
|
#define OVER_SPRITE_YFLIP (BIT(4))
|
|
|
|
// rotatesprite flags
|
|
#define ROTATE_SPRITE_TRANSLUCENT (BIT(0))
|
|
#define ROTATE_SPRITE_VIEW_CLIP (BIT(1)) // clip to view
|
|
#define ROTATE_SPRITE_YFLIP (BIT(2))
|
|
#define ROTATE_SPRITE_IGNORE_START_MOST (BIT(3)) // don't clip to startumost
|
|
#define ROTATE_SPRITE_SCREEN_CLIP (BIT(1)|BIT(3)) // use window
|
|
#define ROTATE_SPRITE_CORNER (BIT(4)) // place sprite from upper left corner
|
|
#define ROTATE_SPRITE_TRANS_FLIP (BIT(5))
|
|
#define ROTATE_SPRITE_NON_MASK (BIT(6)) // non masked sprites
|
|
#define ROTATE_SPRITE_ALL_PAGES (BIT(7)) // copies to all pages
|
|
|
|
#define RS_SCALE BIT(16)
|
|
|
|
// system defines for status bits
|
|
#define CEILING_STAT_PLAX BIT(0)
|
|
#define CEILING_STAT_SLOPE BIT(1)
|
|
#define CEILING_STAT_SWAPXY BIT(2)
|
|
#define CEILING_STAT_SMOOSH BIT(3)
|
|
#define CEILING_STAT_XFLIP BIT(4)
|
|
#define CEILING_STAT_YFLIP BIT(5)
|
|
#define CEILING_STAT_RELATIVE BIT(6)
|
|
#define CEILING_STAT_TYPE_MASK (BIT(7)|BIT(8))
|
|
#define CEILING_STAT_MASKED BIT(7)
|
|
#define CEILING_STAT_TRANS BIT(8)
|
|
#define CEILING_STAT_TRANS_FLIP (BIT(7)|BIT(8))
|
|
#define CEILING_STAT_FAF_BLOCK_HITSCAN BIT(15)
|
|
|
|
#define FLOOR_STAT_PLAX BIT(0)
|
|
#define FLOOR_STAT_SLOPE BIT(1)
|
|
#define FLOOR_STAT_SWAPXY BIT(2)
|
|
#define FLOOR_STAT_SMOOSH BIT(3)
|
|
#define FLOOR_STAT_XFLIP BIT(4)
|
|
#define FLOOR_STAT_YFLIP BIT(5)
|
|
#define FLOOR_STAT_RELATIVE BIT(6)
|
|
#define FLOOR_STAT_TYPE_MASK (BIT(7)|BIT(8))
|
|
#define FLOOR_STAT_MASKED BIT(7)
|
|
#define FLOOR_STAT_TRANS BIT(8)
|
|
#define FLOOR_STAT_TRANS_FLIP (BIT(7)|BIT(8))
|
|
#define FLOOR_STAT_FAF_BLOCK_HITSCAN BIT(15)
|
|
|
|
#define CSTAT_WALL_BLOCK BIT(0)
|
|
#define CSTAT_WALL_BOTTOM_SWAP BIT(1)
|
|
#define CSTAT_WALL_ALIGN_BOTTOM BIT(2)
|
|
#define CSTAT_WALL_XFLIP BIT(3)
|
|
#define CSTAT_WALL_MASKED BIT(4)
|
|
#define CSTAT_WALL_1WAY BIT(5)
|
|
#define CSTAT_WALL_BLOCK_HITSCAN BIT(6)
|
|
#define CSTAT_WALL_TRANSLUCENT BIT(7)
|
|
#define CSTAT_WALL_YFLIP BIT(8)
|
|
#define CSTAT_WALL_TRANS_FLIP BIT(9)
|
|
#define CSTAT_WALL_BLOCK_ACTOR (BIT(14)) // my def
|
|
#define CSTAT_WALL_WARP_HITSCAN (BIT(15)) // my def
|
|
|
|
//cstat, bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
|
|
// bit 1: 1 = 50/50 transluscence, 0 = normal "T"
|
|
// bit 2: 1 = x-flipped, 0 = normal "F"
|
|
// bit 3: 1 = y-flipped, 0 = normal "F"
|
|
// bits 5-4: 00 = FACE sprite (default) "R"
|
|
// 01 = WALL sprite (like masked walls)
|
|
// 10 = FLOOR sprite (parallel to ceilings&floors)
|
|
// 11 = SPIN sprite (face sprite that can spin 2draw style - not done yet)
|
|
// bit 6: 1 = 1-sided sprite, 0 = normal "1"
|
|
// bit 7: 1 = Real centered centering, 0 = foot center "C"
|
|
// bit 8: 1 = Blocking sprite (use with hitscan) "H"
|
|
// bit 9: reserved
|
|
// bit 10: reserved
|
|
// bit 11: reserved
|
|
// bit 12: reserved
|
|
// bit 13: reserved
|
|
// bit 14: reserved
|
|
// bit 15: 1 = Invisible sprite, 0 = not invisible
|
|
#define CSTAT_SPRITE_RESTORE BIT(12) // my def
|
|
#define CSTAT_SPRITE_CLOSE_FLOOR BIT(13) // my def - tells whether a sprite
|
|
// started out close to a ceiling or floor
|
|
#define CSTAT_SPRITE_BLOCK_MISSILE BIT(14) // my def
|
|
|
|
#define CSTAT_SPRITE_BREAKABLE (CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE)
|
|
|
|
#undef CLIPMASK0 // defined in build.h
|
|
#undef CLIPMASK1
|
|
|
|
// new define more readable defines
|
|
|
|
// Clip Sprite adjustment
|
|
#define CS(sprite_bit) ((sprite_bit)<<16)
|
|
|
|
// for players to clip against walls
|
|
#define CLIPMASK_PLAYER (CS(CSTAT_SPRITE_BLOCK) | CSTAT_WALL_BLOCK)
|
|
|
|
// for actors to clip against walls
|
|
#define CLIPMASK_ACTOR \
|
|
( \
|
|
CS(CSTAT_SPRITE_BLOCK) | \
|
|
CSTAT_WALL_BLOCK | \
|
|
CSTAT_WALL_BLOCK_ACTOR \
|
|
)
|
|
|
|
// for missiles to clip against actors
|
|
#define CLIPMASK_MISSILE \
|
|
( \
|
|
CS(CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE) | \
|
|
CSTAT_WALL_BLOCK_HITSCAN \
|
|
)
|
|
|
|
#define CLIPMASK_WARP_HITSCAN \
|
|
( \
|
|
CS(CSTAT_SPRITE_BLOCK_HITSCAN) | \
|
|
CSTAT_WALL_BLOCK_HITSCAN | \
|
|
CSTAT_WALL_WARP_HITSCAN \
|
|
)
|
|
|
|
|
|
#define SIZ ARRAY_SIZE
|
|
|
|
|
|
//
|
|
// Directions
|
|
//
|
|
|
|
#define DEGREE_45 256
|
|
#define DEGREE_90 512
|
|
|
|
////
|
|
//
|
|
// Directional enumerations
|
|
//
|
|
////
|
|
|
|
enum DirOrd
|
|
{
|
|
ORD_NORTH, ORD_NE, ORD_EAST, ORD_SE, ORD_SOUTH, ORD_SW, ORD_WEST, ORD_NW
|
|
};
|
|
|
|
enum Dir8
|
|
{
|
|
NORTH = ORD_NORTH * DEGREE_45,
|
|
NE = ORD_NE * DEGREE_45,
|
|
EAST = ORD_EAST * DEGREE_45,
|
|
SE = ORD_SE * DEGREE_45,
|
|
SOUTH = ORD_SOUTH * DEGREE_45,
|
|
SW = ORD_SW * DEGREE_45,
|
|
WEST = ORD_WEST * DEGREE_45,
|
|
NW = ORD_NW * DEGREE_45,
|
|
};
|
|
|
|
typedef enum Dir8 DIR8;
|
|
|
|
// Auto building enumerations
|
|
|
|
#define DIGI_ENUM
|
|
enum digi
|
|
{
|
|
#include "digi.h"
|
|
DIGI_MAX
|
|
};
|
|
#undef DIGI_ENUM
|
|
|
|
#define DAMAGE_ENUM
|
|
enum dam
|
|
{
|
|
#include "damage.h"
|
|
};
|
|
#undef DAMAGE_ENUM
|
|
|
|
////
|
|
//
|
|
// State declarations
|
|
//
|
|
////
|
|
|
|
|
|
// Forward declarations
|
|
struct STATEstruct;
|
|
typedef struct STATEstruct STATE, *STATEp, * *STATEpp;
|
|
|
|
//struct PIC_STATEstruct;
|
|
//typedef struct PIC_STATEstruct PIC_STATE, *PIC_STATEp;
|
|
|
|
struct PANEL_STATEstruct;
|
|
typedef struct PANEL_STATEstruct PANEL_STATE, *PANEL_STATEp;
|
|
|
|
struct PLAYERstruct;
|
|
typedef struct PLAYERstruct PLAYER, *PLAYERp;
|
|
|
|
struct PERSONALITYstruct;
|
|
typedef struct PERSONALITYstruct PERSONALITY, *PERSONALITYp;
|
|
|
|
struct ATTRIBUTEstruct;
|
|
typedef struct ATTRIBUTEstruct ATTRIBUTE, *ATTRIBUTEp;
|
|
|
|
struct SECTOR_OBJECTstruct;
|
|
typedef struct SECTOR_OBJECTstruct SECTOR_OBJECT, *SECTOR_OBJECTp;
|
|
|
|
struct PANEL_SPRITEstruct;
|
|
typedef struct PANEL_SPRITEstruct PANEL_SPRITE, *PANEL_SPRITEp;
|
|
|
|
struct ANIMstruct;
|
|
typedef struct ANIMstruct ANIM, *ANIMp;
|
|
|
|
typedef int ANIMATOR (int16_t SpriteNum);
|
|
typedef ANIMATOR *ANIMATORp;
|
|
|
|
typedef void pANIMATOR (PANEL_SPRITEp);
|
|
typedef pANIMATOR *pANIMATORp;
|
|
|
|
typedef void soANIMATOR (SECTOR_OBJECTp);
|
|
typedef soANIMATOR *soANIMATORp;
|
|
|
|
typedef spritetype SPRITE, *SPRITEp;
|
|
typedef sectortype SECTOR, *SECTORp;
|
|
typedef walltype WALL, *WALLp;
|
|
|
|
struct STATEstruct
|
|
{
|
|
short Pic;
|
|
int Tics;
|
|
ANIMATORp Animator;
|
|
|
|
STATEp NextState;
|
|
};
|
|
|
|
//
|
|
// State Flags
|
|
//
|
|
|
|
#define SF_TICS_MASK 0xFFFF
|
|
#define SF_QUICK_CALL BIT(16)
|
|
#define SF_PLAYER_FUNC BIT(17) // only for players to execute
|
|
#define SF_TIC_ADJUST BIT(18) // use tic adjustment for these frames
|
|
#define SF_WALL_STATE BIT(19) // use for walls instead of sprite
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Jim's MISC declarations from other files
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
typedef enum {WATER_FOOT, BLOOD_FOOT} FOOT_TYPE;
|
|
|
|
extern FOOT_TYPE FootMode;
|
|
extern SWBOOL InGame; // Declared in game.c
|
|
extern SWBOOL Global_PLock; // Game.c
|
|
int QueueFloorBlood(short hit_sprite); // Weapon.c
|
|
int QueueFootPrint(short hit_sprite); // Weapon.c
|
|
int QueueGeneric(short SpriteNum, short pic); // Weapon.c
|
|
int QueueLoWangs(short SpriteNum); // Weapon.c
|
|
int SpawnShell(short SpriteNum, short ShellNum); // Weapon.c
|
|
void UnlockKeyLock(short key_num, short hit_sprite); // JSector.c
|
|
|
|
#define MAX_PAIN 5
|
|
extern int PlayerPainVocs[MAX_PAIN];
|
|
extern int PlayerLowHealthPainVocs[MAX_PAIN];
|
|
|
|
#define MAX_TAUNTAI 33
|
|
extern int TauntAIVocs[MAX_TAUNTAI];
|
|
|
|
#define MAX_GETSOUNDS 5
|
|
extern int PlayerGetItemVocs[MAX_GETSOUNDS];
|
|
|
|
#define MAX_YELLSOUNDS 3
|
|
extern int PlayerYellVocs[MAX_YELLSOUNDS];
|
|
|
|
void BossHealthMeter(void);
|
|
|
|
// Global variables used for modifying variouse things from the Console
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// CALLER - DLL handler
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
extern unsigned char DLL_Loaded;
|
|
extern int DLL_Handle; // Global DLL handle
|
|
extern char *DLL_path; // DLL path name
|
|
|
|
int DLL_Load(char *DLLpathname);
|
|
SWBOOL DLL_Unload(int procHandle);
|
|
SWBOOL DLL_ExecFunc(int procHandle, char *fName);
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// JPlayer
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
#define MESSAGE_LINE 142 // Used to be 164
|
|
#define MAXUSERQUOTES 6
|
|
#define MAXCONQUOTES 13
|
|
|
|
extern int quotebot, quotebotgoal;
|
|
extern short user_quote_time[MAXUSERQUOTES];
|
|
extern char user_quote[MAXUSERQUOTES][256];
|
|
|
|
extern int conbot, conbotgoal;
|
|
extern char con_quote[MAXCONQUOTES][256];
|
|
|
|
int minitext(int x,int y,char *t,char p,char sb);
|
|
int minitextshade(int x,int y,char *t,char s,char p,char sb);
|
|
void operatefta(void);
|
|
void adduserquote(const char *daquote);
|
|
void operateconfta(void);
|
|
void addconquote(const char *daquote);
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Console
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
void CON_Message(const char *message, ...) PRINTF_FORMAT(1, 2);
|
|
void CON_ConMessage(const char *message, ...) PRINTF_FORMAT(1, 2);
|
|
void CON_StoreArg(const char *userarg);
|
|
SWBOOL CON_CheckParm(const char *userarg);
|
|
void CON_CommandHistory(signed char dir);
|
|
SWBOOL CON_AddCommand(const char *command, void (*function)(void));
|
|
void CON_ProcessUserCommand(void);
|
|
void CON_InitConsole(void);
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Weapon
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#define MAX_WEAPONS_KEYS 10
|
|
#define MAX_WEAPONS_EXTRA 4 // extra weapons like the two extra head attacks
|
|
#define MAX_WEAPONS (MAX_WEAPONS_KEYS + MAX_WEAPONS_EXTRA)
|
|
|
|
// weapons that not missile type sprites
|
|
#define WPN_NM_LAVA (-8)
|
|
#define WPN_NM_SECTOR_SQUISH (-9)
|
|
|
|
//#define WEAP_ENTRY(id, init_func, damage_lo, damage_hi, radius)
|
|
|
|
typedef struct
|
|
{
|
|
void (*Init)(PLAYERp);
|
|
int16_t damage_lo;
|
|
int16_t damage_hi;
|
|
unsigned int radius;
|
|
int16_t max_ammo;
|
|
int16_t min_ammo;
|
|
int16_t with_weapon;
|
|
const char *weapon_name;
|
|
const char *ammo_name;
|
|
int16_t weapon_pickup;
|
|
int16_t ammo_pickup;
|
|
} DAMAGE_DATA, *DAMAGE_DATAp;
|
|
|
|
extern DAMAGE_DATA DamageData[];
|
|
|
|
// bit arrays that determine if a) Weapon has no ammo b) Weapon is the ammo (no weapon exists)
|
|
extern int WeaponHasNoAmmo, WeaponIsAmmo;
|
|
|
|
|
|
void InitWeaponFist(PLAYERp);
|
|
void InitWeaponStar(PLAYERp);
|
|
void InitWeaponShotgun(PLAYERp);
|
|
void InitWeaponRocket(PLAYERp);
|
|
void InitWeaponRail(PLAYERp);
|
|
void InitWeaponMicro(PLAYERp);
|
|
void InitWeaponUzi(PLAYERp);
|
|
void InitWeaponSword(PLAYERp);
|
|
void InitWeaponHothead(PLAYERp);
|
|
void InitWeaponElectro(PLAYERp);
|
|
void InitWeaponHeart(PLAYERp);
|
|
void InitWeaponGrenade(PLAYERp);
|
|
void InitWeaponMine(PLAYERp);
|
|
|
|
void InitWeaponNapalm(PLAYERp);
|
|
void InitWeaponRing(PLAYERp);
|
|
|
|
extern void (*InitWeapon[MAX_WEAPONS]) (PLAYERp);
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Player
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#define MAX_SW_PLAYERS_SW (4)
|
|
#define MAX_SW_PLAYERS_REG (8)
|
|
#define MAX_SW_PLAYERS (isShareware ? MAX_SW_PLAYERS_SW : MAX_SW_PLAYERS_REG)
|
|
|
|
typedef struct
|
|
{
|
|
char map_name[16];
|
|
char numplayers;
|
|
char Episode,Level;
|
|
char LevelSong[16];
|
|
} DEMO_HEADER, *DEMO_HEADERp;
|
|
|
|
typedef struct
|
|
{
|
|
int x,y,z;
|
|
} DEMO_START_POS, *DEMO_START_POSp;
|
|
|
|
#define MAX_LEVELS_REG 29
|
|
#define MAX_LEVELS_SW 4
|
|
#define MAX_LEVELS (isShareware ? MAX_LEVELS_SW : MAX_LEVELS_REG)
|
|
|
|
typedef struct
|
|
{
|
|
const char *LevelName;
|
|
const char *SongName;
|
|
const char *Description;
|
|
const char *BestTime;
|
|
const char *ParTime;
|
|
} LEVEL_INFO, *LEVEL_INFOp, * *LEVEL_INFOpp;
|
|
|
|
extern LEVEL_INFO LevelInfo[MAX_LEVELS_REG+2];
|
|
extern int ThemeTrack[6]; // w
|
|
extern const char *ThemeSongs[6]; //
|
|
|
|
#define MAX_EPISODE_NAME_LEN 24
|
|
extern char EpisodeNames[3][MAX_EPISODE_NAME_LEN+2];
|
|
|
|
#define MAX_EPISODE_SUBTITLE_LEN 40
|
|
extern char EpisodeSubtitles[3][MAX_EPISODE_SUBTITLE_LEN+1];
|
|
|
|
#define MAX_SKILL_NAME_LEN 24
|
|
extern char SkillNames[4][MAX_SKILL_NAME_LEN+2];
|
|
|
|
#define MAX_FORTUNES 16
|
|
extern const char *ReadFortune[MAX_FORTUNES];
|
|
|
|
#define MAX_KEYS 8
|
|
extern const char *KeyMsg[MAX_KEYS];
|
|
extern const char *KeyDoorMessage[MAX_KEYS];
|
|
|
|
typedef struct
|
|
{
|
|
int16_t vel;
|
|
int16_t svel;
|
|
int8_t angvel;
|
|
int8_t aimvel;
|
|
int32_t bits;
|
|
} SW_PACKET;
|
|
|
|
extern SW_PACKET loc;
|
|
|
|
#define PACK 1
|
|
|
|
extern SWBOOL CameraTestMode;
|
|
|
|
enum PlayerDeathTypes
|
|
{
|
|
PLAYER_DEATH_FLIP, PLAYER_DEATH_CRUMBLE, PLAYER_DEATH_EXPLODE, PLAYER_DEATH_RIPPER, PLAYER_DEATH_SQUISH, PLAYER_DEATH_DROWN, MAX_PLAYER_DEATHS
|
|
};
|
|
|
|
typedef void (*PLAYER_ACTION_FUNCp)(PLAYERp);
|
|
|
|
#include "inv.h"
|
|
|
|
typedef struct
|
|
{
|
|
short cursectnum,lastcursectnum,pang,filler;
|
|
int xvect,yvect,oxvect,oyvect,slide_xvect,slide_yvect;
|
|
int posx,posy,posz;
|
|
SECTOR_OBJECTp sop_control;
|
|
} REMOTE_CONTROL, *REMOTE_CONTROLp;
|
|
|
|
struct PLAYERstruct
|
|
{
|
|
// variable that fit in the sprite or user structure
|
|
int32_t posx, posy, posz;
|
|
// interpolation
|
|
int
|
|
oposx, oposy, oposz;
|
|
short oang;
|
|
short ohoriz;
|
|
|
|
// holds last valid move position
|
|
short lv_sectnum;
|
|
int lv_x,lv_y,lv_z;
|
|
|
|
SPRITEp remote_sprite;
|
|
REMOTE_CONTROL remote;
|
|
SECTOR_OBJECTp sop_remote;
|
|
SECTOR_OBJECTp sop; // will either be sop_remote or sop_control
|
|
|
|
int jump_count, jump_speed; // jumping
|
|
short down_speed, up_speed; // diving
|
|
int z_speed,oz_speed; // used for diving and flying instead of down_speed, up_speed
|
|
int climb_ndx;
|
|
int hiz,loz;
|
|
int ceiling_dist,floor_dist;
|
|
SECTORp hi_sectp, lo_sectp;
|
|
SPRITEp hi_sp, lo_sp;
|
|
|
|
SPRITEp last_camera_sp;
|
|
int camera_dist; // view mode dist
|
|
int circle_camera_dist;
|
|
int six,siy,siz; // save player interp position for PlayerSprite
|
|
short siang;
|
|
|
|
int xvect, yvect;
|
|
int oxvect, oyvect;
|
|
int friction;
|
|
int slide_xvect, slide_yvect;
|
|
short slide_ang;
|
|
int slide_dec;
|
|
int drive_angvel;
|
|
int drive_oangvel;
|
|
|
|
|
|
|
|
// scroll 2D mode stuff
|
|
int scr_x, scr_y, oscr_x, oscr_y;
|
|
int scr_xvect, scr_yvect;
|
|
short scr_ang, oscr_ang, scr_sectnum;
|
|
|
|
short view_outside_dang; // outside view delta ang
|
|
short circle_camera_ang;
|
|
short camera_check_time_delay;
|
|
|
|
short pang,cursectnum,lastcursectnum;
|
|
short turn180_target; // 180 degree turn
|
|
|
|
// variables that do not fit into sprite structure
|
|
int horizbase,horiz,horizoff,hvel,tilt,tilt_dest;
|
|
short recoil_amt;
|
|
short recoil_speed;
|
|
short recoil_ndx;
|
|
short recoil_horizoff;
|
|
|
|
int oldposx,oldposy,oldposz;
|
|
int RevolveX, RevolveY;
|
|
short RevolveDeltaAng, RevolveAng;
|
|
|
|
// under vars are for wading and swimming
|
|
short PlayerSprite, PlayerUnderSprite;
|
|
SPRITEp SpriteP, UnderSpriteP;
|
|
|
|
|
|
short pnum; // carry along the player number
|
|
|
|
short LadderSector,LadderAngle;
|
|
int lx,ly; // ladder x and y
|
|
short JumpDuration;
|
|
short WadeDepth;
|
|
short bob_amt;
|
|
short bob_ndx;
|
|
short bcnt; // bob count
|
|
int bob_z;
|
|
|
|
//Multiplayer variables
|
|
SW_PACKET input;
|
|
|
|
//FIFO queue to hold values while faketimerhandler is called from within the drawing routing
|
|
#define MOVEFIFOSIZ 256
|
|
SW_PACKET inputfifo[MOVEFIFOSIZ];
|
|
|
|
|
|
int movefifoend;
|
|
int myminlag;
|
|
int syncvalhead;
|
|
#define MAXSYNCBYTES 16
|
|
// TENSW: on really bad network connections, the sync FIFO queue can overflow if it is the
|
|
// same size as the move fifo.
|
|
#define SYNCFIFOSIZ 1024
|
|
uint8_t syncval[SYNCFIFOSIZ][MAXSYNCBYTES];
|
|
|
|
// must start out as 0
|
|
int playerreadyflag;
|
|
|
|
PLAYER_ACTION_FUNCp DoPlayerAction;
|
|
int Flags, Flags2;
|
|
int KeyPressFlags;
|
|
|
|
SECTOR_OBJECTp sop_control; // sector object pointer
|
|
SECTOR_OBJECTp sop_riding; // sector object pointer
|
|
|
|
struct
|
|
{
|
|
PANEL_SPRITEp Next, Prev;
|
|
} PanelSpriteList;
|
|
|
|
// Key stuff
|
|
#define NUM_KEYS 8
|
|
unsigned char HasKey[NUM_KEYS];
|
|
|
|
// Weapon stuff
|
|
short SwordAng;
|
|
int WpnGotOnceFlags; // for no respawn mode where weapons are allowed grabbed only once
|
|
int WpnFlags;
|
|
short WpnAmmo[MAX_WEAPONS];
|
|
short WpnNum;
|
|
PANEL_SPRITEp CurWpn;
|
|
PANEL_SPRITEp Wpn[MAX_WEAPONS];
|
|
PANEL_SPRITEp Chops;
|
|
unsigned char WpnRocketType; // rocket type
|
|
unsigned char WpnRocketHeat; // 5 to 0 range
|
|
unsigned char WpnRocketNuke; // 1, you have it, or you don't
|
|
unsigned char WpnFlameType; // Guardian weapons fire
|
|
unsigned char WpnFirstType; // First weapon type - Sword/Shuriken
|
|
unsigned char WeaponType; // for weapons with secondary functions
|
|
short FirePause; // for sector objects - limits rapid firing
|
|
//
|
|
// Inventory Vars
|
|
//
|
|
short InventoryNum;
|
|
short InventoryBarTics;
|
|
PANEL_SPRITEp InventorySprite[MAX_INVENTORY];
|
|
PANEL_SPRITEp InventorySelectionBox;
|
|
PANEL_SPRITEp MiniBarHealthBox, MiniBarAmmo;
|
|
PANEL_SPRITEp MiniBarHealthBoxDigit[3], MiniBarAmmoDigit[3];
|
|
short InventoryTics[MAX_INVENTORY];
|
|
short InventoryPercent[MAX_INVENTORY];
|
|
int8_t InventoryAmount[MAX_INVENTORY];
|
|
SWBOOL InventoryActive[MAX_INVENTORY];
|
|
|
|
short DiveTics;
|
|
short DiveDamageTics;
|
|
|
|
// Death stuff
|
|
short DeathType;
|
|
short Kills;
|
|
short Killer; //who killed me
|
|
short KilledPlayer[MAX_SW_PLAYERS_REG];
|
|
short SecretsFound;
|
|
|
|
// Health
|
|
short Armor;
|
|
short MaxHealth;
|
|
|
|
//char RocketBarrel;
|
|
char PlayerName[32];
|
|
|
|
unsigned char UziShellLeftAlt;
|
|
unsigned char UziShellRightAlt;
|
|
unsigned char TeamColor; // used in team play and also used in regular mulit-play for show
|
|
|
|
// palette fading up and down for player hit and get items
|
|
short FadeTics; // Tics between each fade cycle
|
|
short FadeAmt; // Current intensity of fade
|
|
SWBOOL NightVision; // Is player's night vision active?
|
|
unsigned char StartColor; // Darkest color in color range being used
|
|
//short electro[64];
|
|
unsigned char temp_pal[768]; // temporary working palette
|
|
SWBOOL IsAI; // Is this and AI character?
|
|
short fta,ftq; // First time active and first time quote, for talking in multiplayer games
|
|
short NumFootPrints; // Number of foot prints left to lay down
|
|
SWBOOL PlayerTalking; // Is player currently talking
|
|
int TalkVocnum; // Number of sound that player is using
|
|
int TalkVocHandle; // Handle of sound in sound queue, to access in Dose's code
|
|
unsigned char WpnUziType; // Toggle between single or double uzi's if you own 2.
|
|
unsigned char WpnShotgunType; // Shotgun has normal or fully automatic fire
|
|
unsigned char WpnShotgunAuto; // 50-0 automatic shotgun rounds
|
|
unsigned char WpnShotgunLastShell; // Number of last shell fired
|
|
unsigned char WpnRailType; // Normal Rail Gun or EMP Burst Mode
|
|
SWBOOL Bloody; // Is player gooey from the slaughter?
|
|
int nukevochandle; // Stuff for the Nuke
|
|
SWBOOL InitingNuke;
|
|
SWBOOL TestNukeInit;
|
|
SWBOOL NukeInitialized; // Nuke already has counted down
|
|
short FistAng; // KungFu attack angle
|
|
unsigned char WpnKungFuMove; // KungFu special moves
|
|
SWBOOL BunnyMode; // Can shoot Bunnies out of rocket launcher
|
|
short HitBy; // SpriteNum of whatever player was last hit by
|
|
short Reverb; // Player's current reverb setting
|
|
short Heads; // Number of Accursed Heads orbiting player
|
|
int PlayerVersion;
|
|
};
|
|
|
|
extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
|
|
|
|
|
|
//
|
|
// Player Flags
|
|
//
|
|
|
|
#define PF_DEAD (BIT(1))
|
|
#define PF_JUMPING (BIT(2))
|
|
#define PF_FALLING (BIT(3))
|
|
#define PF_LOCK_CRAWL (BIT(4))
|
|
#define PF_LOCK_HORIZ (BIT(5))
|
|
#define PF_LOOKING (BIT(6))
|
|
#define PF_PLAYER_MOVED (BIT(7))
|
|
#define PF_PLAYER_RIDING (BIT(8))
|
|
#define PF_AUTO_AIM (BIT(9))
|
|
#define PF_RECOIL (BIT(10))
|
|
|
|
#define PF_FLYING (BIT(11))
|
|
#define PF_WEAPON_RETRACT (BIT(12))
|
|
#define PF_PICKED_UP_AN_UZI (BIT(13))
|
|
#define PF_CRAWLING (BIT(14))
|
|
#define PF_CLIMBING (BIT(15))
|
|
#define PF_SWIMMING (BIT(16))
|
|
#define PF_DIVING (BIT(17))
|
|
#define PF_DIVING_IN_LAVA (BIT(18))
|
|
#define PF_TWO_UZI (BIT(19))
|
|
#define PF_TURN_180 (BIT(21))
|
|
#define PF_DEAD_HEAD (BIT(22)) // are your a dead head
|
|
#define PF_HEAD_CONTROL (BIT(23)) // have control of turning when a head?
|
|
#define PF_CLIP_CHEAT (BIT(24)) // cheat for wall clipping
|
|
#define PF_SLIDING (BIT(25)) // cheat for wall clipping
|
|
#define PF_VIEW_FROM_OUTSIDE (BIT(26))
|
|
#define PF_VIEW_OUTSIDE_WEAPON (BIT(27))
|
|
#define PF_VIEW_FROM_CAMERA (BIT(28))
|
|
#define PF_TANK (BIT(29)) // Doin the tank thang
|
|
#define PF_MOUSE_AIMING_ON (BIT(30))
|
|
#define PF_WEAPON_DOWN (BIT(31))
|
|
|
|
#define PF2_TELEPORTED (BIT(0))
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Actor
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
// Hit Points
|
|
//
|
|
|
|
#define HEALTH_RIPPER 70
|
|
#define HEALTH_RIPPER2 200
|
|
#define HEALTH_MOMMA_RIPPER 500
|
|
#define HEALTH_NINJA 40
|
|
#define HEALTH_RED_NINJA 160
|
|
#define HEALTH_COOLIE 120
|
|
#define HEALTH_COOLIE_GHOST 65
|
|
#define HEALTH_SKEL_PRIEST 90
|
|
#define HEALTH_GORO 200
|
|
#define HEALTH_HORNET 4
|
|
#define HEALTH_SKULL 4
|
|
#define HEALTH_EEL 100
|
|
|
|
#define HEALTH_SERP_GOD 3800
|
|
|
|
//
|
|
// Action Set Structure
|
|
//
|
|
|
|
typedef struct
|
|
{
|
|
#define MAX_ACTOR_CLOSE_ATTACK 2
|
|
#define MAX_ACTOR_ATTACK 6
|
|
STATEp *Stand;
|
|
STATEp *Run;
|
|
STATEp *Jump;
|
|
STATEp *Fall;
|
|
STATEp *Crawl;
|
|
STATEp *Swim;
|
|
STATEp *Fly;
|
|
STATEp *Rise;
|
|
STATEp *Sit;
|
|
STATEp *Look;
|
|
STATEp *Climb;
|
|
STATEp *Pain;
|
|
STATEp *Death1;
|
|
STATEp *Death2;
|
|
STATEp *Dead;
|
|
STATEp *DeathJump;
|
|
STATEp *DeathFall;
|
|
|
|
STATEp *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
|
|
short CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
|
|
|
|
STATEp *Attack[MAX_ACTOR_ATTACK];
|
|
short AttackPercent[MAX_ACTOR_ATTACK];
|
|
|
|
STATEp *Special[2];
|
|
STATEp *Duck;
|
|
STATEp *Dive;
|
|
} ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
|
|
|
|
typedef struct
|
|
{
|
|
int pos; // current position - always moves toward tgt
|
|
int open_dest; // destination of open position
|
|
int tgt; // current target
|
|
int speed; // speed of movement
|
|
int orig_speed; // original speed - vel jacks with speed
|
|
int vel; // velocity adjuments
|
|
int num_walls; // save off positions of walls for rotator
|
|
int *origx;
|
|
int *origy;
|
|
} ROTATOR, *ROTATORp;
|
|
|
|
//
|
|
// User Extension record
|
|
//
|
|
|
|
typedef struct
|
|
{
|
|
//
|
|
// Variables that can be used by actors and Player
|
|
//
|
|
ROTATORp rotator;
|
|
|
|
// wall vars for lighting
|
|
int WallCount;
|
|
int8_t* WallShade; // malloced - save off wall shades for lighting
|
|
|
|
WALLp WallP; // operate on wall instead of sprite
|
|
STATEp State;
|
|
STATEp *Rot;
|
|
STATEp StateStart;
|
|
STATEp StateEnd;
|
|
STATEp *StateFallOverride; // a bit kludgy - override std fall state
|
|
|
|
ANIMATORp ActorActionFunc;
|
|
ACTOR_ACTION_SETp ActorActionSet;
|
|
PERSONALITYp Personality;
|
|
ATTRIBUTEp Attrib;
|
|
SECTOR_OBJECTp sop_parent; // denotes that this sprite is a part of the
|
|
// sector object - contains info for the SO
|
|
|
|
int ox, oy, oz;
|
|
|
|
int Flags;
|
|
int Flags2;
|
|
int Tics;
|
|
|
|
short RotNum;
|
|
short ID;
|
|
|
|
// Health/Pain related
|
|
short Health;
|
|
short MaxHealth;
|
|
|
|
short LastDamage; // last damage amount taken
|
|
short PainThreshold; // amount of damage that can be taken before
|
|
// going into pain frames.
|
|
|
|
// jump & fall
|
|
short jump_speed;
|
|
short jump_grav;
|
|
|
|
// clipmove
|
|
short ceiling_dist;
|
|
short floor_dist;
|
|
short lo_step;
|
|
int hiz,loz;
|
|
int zclip; // z height to move up for clipmove
|
|
SECTORp hi_sectp, lo_sectp;
|
|
SPRITEp hi_sp, lo_sp;
|
|
|
|
int active_range;
|
|
|
|
short SpriteNum;
|
|
short Attach; // attach to sprite if needed - electro snake
|
|
SPRITEp SpriteP;
|
|
|
|
// if a player's sprite points to player structure
|
|
PLAYERp PlayerP;
|
|
short Sibling;
|
|
|
|
|
|
//
|
|
// Possibly used by both.
|
|
//
|
|
|
|
// precalculated vectors
|
|
int xchange,ychange,zchange;
|
|
|
|
int z_tgt;
|
|
|
|
// velocity
|
|
int vel_tgt;
|
|
short vel_rate;
|
|
uint8_t speed; // Ordinal Speed Range 0-3 from slow to fast
|
|
|
|
short Counter;
|
|
short Counter2;
|
|
short Counter3;
|
|
short DamageTics;
|
|
short BladeDamageTics;
|
|
|
|
short WpnGoal;
|
|
unsigned int Radius; // for distance checking
|
|
int OverlapZ; // for z overlap variable
|
|
|
|
//
|
|
// Only have a place for actors
|
|
//
|
|
|
|
// For actors on fire
|
|
short flame;
|
|
|
|
// target player for the enemy - can only handle one player at at time
|
|
//PLAYERp tgt_player;
|
|
SPRITEp tgt_sp;
|
|
|
|
// scaling
|
|
short scale_speed;
|
|
unsigned short scale_value;
|
|
short scale_tgt;
|
|
|
|
// zig zagging
|
|
short DistCheck;
|
|
//short ZigZagDist;
|
|
//short ZigZagAng;
|
|
//short ZigZagDir;
|
|
|
|
short Dist;
|
|
short TargetDist;
|
|
short WaitTics;
|
|
|
|
// track
|
|
short track;
|
|
short point;
|
|
short track_dir;
|
|
int track_vel;
|
|
|
|
// sliding variables - slide backwards etc
|
|
short slide_ang;
|
|
int slide_vel;
|
|
short slide_dec;
|
|
|
|
short motion_blur_dist;
|
|
short motion_blur_num;
|
|
|
|
short wait_active_check; // for enemy checking of player
|
|
short inactive_time; // length of time actor has been unaware of his tgt
|
|
int sx,sy,sz;
|
|
short sang;
|
|
char spal; // save off default palette number
|
|
|
|
int ret; //holder for move_sprite return value
|
|
|
|
// Need to get rid of these flags
|
|
int Flag1;
|
|
|
|
int8_t LastWeaponNum;
|
|
int8_t WeaponNum;
|
|
|
|
short bounce; // count bounces off wall for killing shrap stuff
|
|
// !JIM! my extensions
|
|
int ShellNum; // This is shell no. 0 to whatever
|
|
// Shell gets deleted when ShellNum < (ShellCount - MAXSHELLS)
|
|
short FlagOwner; // The spritenum of the original flag
|
|
short Vis; // Shading upgrade, for shooting, etc...
|
|
SWBOOL DidAlert; // Has actor done his alert noise before?
|
|
|
|
uint8_t filler;
|
|
} USER,*USERp;
|
|
|
|
// sprite->extra flags
|
|
// BUILD AND GAME - DO NOT MOVE THESE
|
|
#define SPRX_SKILL (BIT(0) | BIT(1) | BIT(2))
|
|
|
|
// BIT(4) ST1 BUILD AND GAME
|
|
#define SPRX_STAY_PUT_VATOR (BIT(5)) // BUILD AND GAME - will not move with vators etc
|
|
// DO NOT MOVE THIS
|
|
|
|
#define SPRX_STAG (BIT(6)) // BUILD AND GAME - NON-ST1 sprite with ST1 type tagging
|
|
// DO NOT MOVE
|
|
|
|
#define SPRX_QUEUE_SPRITE (BIT(7)) // Queue sprite -check queue when deleting
|
|
#define SPRX_MULTI_ITEM (BIT(9)) // BUILD AND GAME - multi player item
|
|
|
|
// have users - could be moved
|
|
#define SPRX_PLAYER_OR_ENEMY (BIT(11)) // for checking quickly if sprite is a
|
|
// player or actor
|
|
// do not need Users
|
|
#define SPRX_FOUND (BIT(12)) // BUILD ONLY INTERNAL - used for finding sprites
|
|
#define SPRX_BLADE (BIT(12)) // blade sprite
|
|
#define SPRX_BREAKABLE (BIT(13)) // breakable items
|
|
#define SPRX_BURNABLE (BIT(14)) // used for burnable sprites in the game
|
|
|
|
// temp use
|
|
#define SPRX_BLOCK (BIT(15)) // BUILD AND GAME
|
|
// BUILD - tell which actors should not spawn
|
|
// GAME - used for internal game code
|
|
// ALT-M debug mode
|
|
|
|
// !LIGHT
|
|
// all three bits set - should never happen with skill
|
|
// #define SPRX_USER_NON_STANDARD (BIT(0)|BIT(1)|BIT(2)) // used for lighting
|
|
|
|
// boolean flags carried over from build
|
|
#define SPRX_BOOL11 (BIT(5))
|
|
#define SPRX_BOOL1 (BIT(6))
|
|
#define SPRX_BOOL2 (BIT(7))
|
|
#define SPRX_BOOL3 (BIT(8))
|
|
#define SPRX_BOOL4 (BIT(9))
|
|
#define SPRX_BOOL5 (BIT(10))
|
|
#define SPRX_BOOL6 (BIT(11))
|
|
#define SPRX_BOOL7 (BIT(4)) // bit 12 was used build
|
|
#define SPRX_BOOL8 (BIT(13))
|
|
#define SPRX_BOOL9 (BIT(14))
|
|
#define SPRX_BOOL10 (BIT(15))
|
|
|
|
#define SET_BOOL1(sp) SET((sp)->extra, SPRX_BOOL1)
|
|
#define SET_BOOL2(sp) SET((sp)->extra, SPRX_BOOL2)
|
|
#define SET_BOOL3(sp) SET((sp)->extra, SPRX_BOOL3)
|
|
#define SET_BOOL4(sp) SET((sp)->extra, SPRX_BOOL4)
|
|
#define SET_BOOL5(sp) SET((sp)->extra, SPRX_BOOL5)
|
|
#define SET_BOOL6(sp) SET((sp)->extra, SPRX_BOOL6)
|
|
#define SET_BOOL7(sp) SET((sp)->extra, SPRX_BOOL7)
|
|
#define SET_BOOL8(sp) SET((sp)->extra, SPRX_BOOL8)
|
|
#define SET_BOOL9(sp) SET((sp)->extra, SPRX_BOOL9)
|
|
#define SET_BOOL10(sp) SET((sp)->extra, SPRX_BOOL10)
|
|
#define SET_BOOL11(sp) SET((sp)->extra, SPRX_BOOL11)
|
|
|
|
#define RESET_BOOL1(sp) RESET((sp)->extra, SPRX_BOOL1)
|
|
#define RESET_BOOL2(sp) RESET((sp)->extra, SPRX_BOOL2)
|
|
#define RESET_BOOL3(sp) RESET((sp)->extra, SPRX_BOOL3)
|
|
#define RESET_BOOL4(sp) RESET((sp)->extra, SPRX_BOOL4)
|
|
#define RESET_BOOL5(sp) RESET((sp)->extra, SPRX_BOOL5)
|
|
#define RESET_BOOL6(sp) RESET((sp)->extra, SPRX_BOOL6)
|
|
#define RESET_BOOL7(sp) RESET((sp)->extra, SPRX_BOOL7)
|
|
#define RESET_BOOL8(sp) RESET((sp)->extra, SPRX_BOOL8)
|
|
#define RESET_BOOL9(sp) RESET((sp)->extra, SPRX_BOOL9)
|
|
#define RESET_BOOL10(sp) RESET((sp)->extra, SPRX_BOOL10)
|
|
#define RESET_BOOL11(sp) RESET((sp)->extra, SPRX_BOOL11)
|
|
|
|
#define TEST_BOOL1(sp) TEST((sp)->extra, SPRX_BOOL1)
|
|
#define TEST_BOOL2(sp) TEST((sp)->extra, SPRX_BOOL2)
|
|
#define TEST_BOOL3(sp) TEST((sp)->extra, SPRX_BOOL3)
|
|
#define TEST_BOOL4(sp) TEST((sp)->extra, SPRX_BOOL4)
|
|
#define TEST_BOOL5(sp) TEST((sp)->extra, SPRX_BOOL5)
|
|
#define TEST_BOOL6(sp) TEST((sp)->extra, SPRX_BOOL6)
|
|
#define TEST_BOOL7(sp) TEST((sp)->extra, SPRX_BOOL7)
|
|
#define TEST_BOOL8(sp) TEST((sp)->extra, SPRX_BOOL8)
|
|
#define TEST_BOOL9(sp) TEST((sp)->extra, SPRX_BOOL9)
|
|
#define TEST_BOOL10(sp) TEST((sp)->extra, SPRX_BOOL10)
|
|
#define TEST_BOOL11(sp) TEST((sp)->extra, SPRX_BOOL11)
|
|
|
|
// User->Flags flags
|
|
#define SPR_MOVED BIT(0) // Did actor move
|
|
#define SPR_ATTACKED BIT(1) // Is sprite being attacked?
|
|
#define SPR_TARGETED BIT(2) // Is sprite a target of a weapon?
|
|
#define SPR_ACTIVE BIT(3) // Is sprite aware of the player?
|
|
#define SPR_ELECTRO_TOLERANT BIT(4) // Electro spell does not slow actor
|
|
#define SPR_JUMPING BIT(5) // Actor is jumping
|
|
#define SPR_FALLING BIT(6) // Actor is falling
|
|
#define SPR_CLIMBING BIT(7) // Actor is falling
|
|
#define SPR_DEAD BIT(8) // Actor is dying
|
|
|
|
#define SPR_ZDIFF_MODE BIT(10) // For following tracks at different z heights
|
|
#define SPR_SPEED_UP BIT(11) // For following tracks at different speeds
|
|
#define SPR_SLOW_DOWN BIT(12) // For following tracks at different speeds
|
|
#define SPR_DONT_UPDATE_ANG BIT(13) // For tracks - don't update the angle for a while
|
|
|
|
#define SPR_SO_ATTACHED BIT(14) // sprite is part of a sector object
|
|
#define SPR_SUICIDE BIT(15) // sprite is set to kill itself
|
|
|
|
#define SPR_RUN_AWAY BIT(16) // sprite is in "Run Away" track mode.
|
|
#define SPR_FIND_PLAYER BIT(17) // sprite is in "Find Player" track mode.
|
|
|
|
#define SPR_SWIMMING BIT(18) // Actor is swimming
|
|
#define SPR_WAIT_FOR_PLAYER BIT(19) // Track Mode - Actor is waiting for player to come close
|
|
#define SPR_WAIT_FOR_TRIGGER BIT(20) // Track Mode - Actor is waiting for player to trigger
|
|
#define SPR_SLIDING BIT(21) // Actor is sliding
|
|
#define SPR_ON_SO_SECTOR BIT(22) // sprite is on a sector object sector
|
|
|
|
#define SPR_SHADE_DIR BIT(23) // sprite is on a sector object sector
|
|
#define SPR_XFLIP_TOGGLE BIT(24) // sprite rotation xflip bit
|
|
#define SPR_NO_SCAREDZ BIT(25) // not afraid of falling
|
|
|
|
#define SPR_SET_POS_DONT_KILL BIT(26) // Don't kill sprites in MissileSetPos
|
|
#define SPR_SKIP2 BIT(27) // 20 moves ps
|
|
#define SPR_SKIP4 BIT(28) // 10 moves ps
|
|
|
|
#define SPR_BOUNCE BIT(29) // For shrapnel types that can bounce once
|
|
#define SPR_UNDERWATER BIT(30) // For missiles etc
|
|
|
|
#define SPR_SHADOW BIT(31) // Sprites that have shadows
|
|
|
|
// User->Flags2 flags
|
|
#define SPR2_BLUR_TAPER (BIT(13)|BIT(14)) // taper type
|
|
#define SPR2_BLUR_TAPER_FAST (BIT(13)) // taper fast
|
|
#define SPR2_BLUR_TAPER_SLOW (BIT(14)) // taper slow
|
|
#define SPR2_SPRITE_FAKE_BLOCK (BIT(15)) // fake blocking bit for damage
|
|
#define SPR2_NEVER_RESPAWN (BIT(16)) // for item respawning
|
|
#define SPR2_ATTACH_WALL (BIT(17))
|
|
#define SPR2_ATTACH_FLOOR (BIT(18))
|
|
#define SPR2_ATTACH_CEILING (BIT(19))
|
|
#define SPR2_CHILDREN (BIT(20)) // sprite OWNS children
|
|
#define SPR2_SO_MISSILE (BIT(21)) // this is a missile from a SO
|
|
#define SPR2_DYING (BIT(22)) // Sprite is currently dying
|
|
#define SPR2_VIS_SHADING (BIT(23)) // Sprite shading to go along with vis adjustments
|
|
#define SPR2_DONT_TARGET_OWNER (BIT(24))
|
|
|
|
|
|
extern USERp User[MAXSPRITES];
|
|
|
|
typedef struct
|
|
{
|
|
short Xdim, Ydim, ScreenSize;
|
|
} BORDER_INFO,*BORDER_INFOp;
|
|
|
|
|
|
typedef struct
|
|
{
|
|
short high;
|
|
} RANGE,*RANGEp;
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Sector Stuff - Sector Objects and Tracks
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// flags in EXTRA variable
|
|
#define SECTFX_SINK BIT(0)
|
|
#define SECTFX_OPERATIONAL BIT(1)
|
|
#define SECTFX_WARP_SECTOR BIT(2)
|
|
#define SECTFX_CURRENT BIT(3)
|
|
#define SECTFX_Z_ADJUST BIT(4) // adjust ceiling/floor
|
|
#define SECTFX_NO_RIDE BIT(5) // moving sector - don't ride it
|
|
#define SECTFX_DYNAMIC_AREA BIT(6)
|
|
#define SECTFX_DIVE_AREA BIT(7) // Diving area
|
|
#define SECTFX_UNDERWATER BIT(8) // Underwater area
|
|
#define SECTFX_UNDERWATER2 BIT(9) // Underwater area
|
|
|
|
#define SECTFX_LIQUID_MASK (BIT(10)|BIT(11)) // only valid for sectors with depth
|
|
#define SECTFX_LIQUID_NONE (0)
|
|
#define SECTFX_LIQUID_LAVA BIT(10)
|
|
#define SECTFX_LIQUID_WATER BIT(11)
|
|
#define SECTFX_SECTOR_OBJECT BIT(12) // for collision detection
|
|
#define SECTFX_VATOR BIT(13) // denotes that this is a vertical moving sector
|
|
// vator type
|
|
#define SECTFX_TRIGGER BIT(14) // trigger type to replace tags.h trigger types
|
|
|
|
// flags in sector USER structure
|
|
#define SECTFU_SO_DONT_BOB BIT(0)
|
|
#define SECTFU_SO_SINK_DEST BIT(1)
|
|
#define SECTFU_SO_DONT_SINK BIT(2)
|
|
#define SECTFU_DONT_COPY_PALETTE BIT(3)
|
|
#define SECTFU_SO_SLOPE_FLOOR_TO_POINT BIT(4)
|
|
#define SECTFU_SO_SLOPE_CEILING_TO_POINT BIT(5)
|
|
#define SECTFU_DAMAGE_ABOVE_SECTOR BIT(6)
|
|
#define SECTFU_VATOR_BOTH BIT(7) // vators set up for both ceiling and floor
|
|
#define SECTFU_CANT_SURFACE BIT(8) // for diving
|
|
#define SECTFU_SLIDE_SECTOR BIT(9) // for diving
|
|
|
|
#define MAKE_STAG_ENUM
|
|
enum stag_id
|
|
{
|
|
#include "stag.h"
|
|
};
|
|
typedef enum stag_id STAG_ID;
|
|
#undef MAKE_STAG_ENUM
|
|
|
|
|
|
#define WALLFX_LOOP_DONT_SPIN BIT(0)
|
|
#define WALLFX_LOOP_REVERSE_SPIN BIT(1)
|
|
#define WALLFX_LOOP_SPIN_2X BIT(2)
|
|
#define WALLFX_LOOP_SPIN_4X BIT(3)
|
|
#define WALLFX_LOOP_OUTER BIT(4) // for sector object
|
|
#define WALLFX_DONT_MOVE BIT(5) // for sector object
|
|
#define WALLFX_SECTOR_OBJECT BIT(6) // for collision detection
|
|
#define WALLFX_DONT_STICK BIT(7) // for bullet holes and stars
|
|
#define WALLFX_DONT_SCALE BIT(8) // for sector object
|
|
#define WALLFX_LOOP_OUTER_SECONDARY BIT(9) // for sector object
|
|
|
|
enum ShrapType
|
|
{
|
|
SHRAP_NONE = 0,
|
|
SHRAP_GLASS = 1, //
|
|
SHRAP_TREE_BARK = 2, // (NEED) outside tree bark
|
|
SHRAP_SO_SMOKE = 3, // only used for damaged SO's
|
|
SHRAP_PAPER = 4, //
|
|
SHRAP_BLOOD = 5, // std blood from gibs
|
|
SHRAP_EXPLOSION = 6, // small explosion
|
|
SHRAP_LARGE_EXPLOSION = 7, // large explosion
|
|
SHRAP_METAL = 8, //
|
|
SHRAP_STONE = 9, // what we have might be ok
|
|
SHRAP_PLANT = 10, // (NEED)
|
|
SHRAP_GIBS = 11, // std blood and guts
|
|
SHRAP_WOOD = 12, //
|
|
SHRAP_GENERIC = 13, // what we have might be ok - sort of gray brown rock look
|
|
SHRAP_TREE_PULP = 14, // (NEED) inside tree wood
|
|
SHRAP_COIN = 15,
|
|
SHRAP_METALMIX = 16,
|
|
SHRAP_WOODMIX = 17,
|
|
SHRAP_MARBELS = 18,
|
|
SHRAP_PAPERMIX = 19,
|
|
SHRAP_USER_DEFINED = 99
|
|
};
|
|
|
|
typedef struct
|
|
{
|
|
int dist, flags;
|
|
short depth_fract, depth; // do NOT change this, doubles as a long FIXED point number
|
|
short stag, // ST? tag number - for certain things it helps to know it
|
|
ang,
|
|
height,
|
|
speed,
|
|
damage,
|
|
number; // usually used for matching number
|
|
uint8_t flags2;
|
|
} SECT_USER, *SECT_USERp;
|
|
|
|
extern SECT_USERp SectUser[MAXSECTORS];
|
|
SECT_USERp SpawnSectUser(short sectnum);
|
|
|
|
|
|
typedef struct
|
|
{
|
|
unsigned int size, checksum;
|
|
} MEM_HDR,*MEM_HDRp;
|
|
|
|
SWBOOL ValidPtr(void *ptr);
|
|
void *AllocMem(int size);
|
|
void *CallocMem(int size, int num);
|
|
void *ReAllocMem(void *ptr, int size);
|
|
void FreeMem(void *ptr);
|
|
|
|
typedef struct
|
|
{
|
|
short sprite_num;
|
|
short dang;
|
|
int dist;
|
|
int weight;
|
|
} TARGET_SORT, *TARGET_SORTp;
|
|
|
|
#define MAX_TARGET_SORT 16
|
|
extern TARGET_SORT TargetSort[MAX_TARGET_SORT];
|
|
extern unsigned TargetSortCount;
|
|
|
|
enum DoorType
|
|
{
|
|
OPERATE_TYPE,
|
|
DOOR_HORIZ_TYPE,
|
|
DOOR_SLIDE_TYPE,
|
|
DOOR_SWING_TYPE,
|
|
DOOR_ROTATE_TYPE
|
|
};
|
|
|
|
typedef enum DoorType DOOR_TYPE;
|
|
|
|
typedef struct
|
|
{
|
|
DOOR_TYPE Type;
|
|
short Sector;
|
|
short Speed;
|
|
short TimeOut;
|
|
} DOOR_AUTO_CLOSE, *DOOR_AUTO_CLOSEp;
|
|
|
|
#define MAX_DOOR_AUTO_CLOSE 16
|
|
|
|
typedef struct
|
|
{
|
|
int origx[17], origy[17];
|
|
short sector, angopen, angclosed, angopendir, sang, anginc, wall[17];
|
|
} SWING;
|
|
|
|
typedef struct
|
|
{
|
|
int floor_origz, ceiling_origz, range;
|
|
short sector, sintable_ndx, speed_shift;
|
|
char flags;
|
|
} SINE_WAVE_FLOOR, *SINE_WAVE_FLOORp;
|
|
|
|
#define MAX_SINE_WAVE 6
|
|
extern SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
|
|
|
|
typedef struct
|
|
{
|
|
int orig_xy, range;
|
|
short wall, sintable_ndx, speed_shift, type;
|
|
} SINE_WALL, *SINE_WALLp;
|
|
|
|
#define MAX_SINE_WALL 10
|
|
#define MAX_SINE_WALL_POINTS 64
|
|
extern SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
|
|
|
|
typedef struct
|
|
{
|
|
short Sector, TimeOut;
|
|
} SPRING_BOARD;
|
|
|
|
extern SPRING_BOARD SpringBoard[20];
|
|
extern SWING Rotate[17];
|
|
|
|
typedef struct
|
|
{
|
|
short sector, speed;
|
|
int xmid, ymid;
|
|
} SPIN;
|
|
|
|
extern SPIN Spin[17];
|
|
extern DOOR_AUTO_CLOSE DoorAutoClose[MAX_DOOR_AUTO_CLOSE];
|
|
extern int x_min_bound, y_min_bound, x_max_bound, y_max_bound;
|
|
|
|
#define MAXANIM 256
|
|
typedef void ANIM_CALLBACK (ANIMp, void *);
|
|
typedef ANIM_CALLBACK *ANIM_CALLBACKp;
|
|
typedef void *ANIM_DATAp;
|
|
|
|
struct ANIMstruct
|
|
{
|
|
int *ptr, goal;
|
|
int vel;
|
|
short vel_adj;
|
|
ANIM_CALLBACKp callback;
|
|
ANIM_DATAp callbackdata;
|
|
};
|
|
|
|
extern ANIM Anim[MAXANIM];
|
|
extern short AnimCnt;
|
|
|
|
|
|
typedef struct
|
|
{
|
|
int x,y,z;
|
|
short ang, tag_low, tag_high, filler;
|
|
} TRACK_POINT, *TRACK_POINTp;
|
|
|
|
typedef struct
|
|
{
|
|
TRACK_POINTp TrackPoint;
|
|
int ttflags;
|
|
short flags;
|
|
short NumPoints;
|
|
} TRACK, *TRACKp;
|
|
|
|
// Most track type flags are in tags.h
|
|
|
|
// Regular track flags
|
|
#define TF_TRACK_OCCUPIED BIT(0)
|
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typedef struct
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{
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uint8_t FromRange,ToRange,FromColor,ToColor;
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} COLOR_MAP, *COLOR_MAPp;
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#define MAX_TRACKS 100
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extern TRACK Track[MAX_TRACKS];
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struct SECTOR_OBJECTstruct
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{
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#define MAX_SO_SECTOR 40
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#define MAX_SO_POINTS (MAX_SO_SECTOR*15)
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#define MAX_SO_SPRITE 60
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#define MAX_CLIPBOX 32
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SECTORp sectp[MAX_SO_SECTOR];
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soANIMATORp PreMoveAnimator;
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soANIMATORp PostMoveAnimator;
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soANIMATORp Animator;
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SPRITEp controller;
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SPRITEp sp_child; // child sprite that holds info for the sector object
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int xmid,ymid,zmid, // midpoints of the sector object
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vel, // velocity
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vel_tgt, // target velocity
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player_xoff, // player x offset from the xmid
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player_yoff, // player y offset from the ymid
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zorig_floor[MAX_SO_SECTOR], // original z values for all sectors
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zorig_ceiling[MAX_SO_SECTOR], // original z values for all sectors
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zdelta, // z delta from original
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z_tgt, // target z delta
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z_rate, // rate at which z aproaches target
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update, // Distance from player at which you continue updating
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// only works for single player.
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bob_diff, // bobbing difference for the frame
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target_dist, // distance to next point
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floor_loz, // floor low z
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floor_hiz, // floor hi z
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morph_z, // morphing point z
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morph_z_min, // morphing point z min
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morph_z_max,
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bob_amt, // bob amount max in z coord
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// variables set by mappers for drivables
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drive_angspeed,
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drive_angslide,
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drive_speed,
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drive_slide,
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crush_z,
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flags;
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short sector[MAX_SO_SECTOR], // hold the sector numbers of the sector object
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sp_num[MAX_SO_SPRITE], // hold the sprite numbers of the object
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xorig[MAX_SO_POINTS], // save the original x & y location of each wall so it can be
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yorig[MAX_SO_POINTS], // refreshed
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sectnum, // current secnum of midpoint
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mid_sector, // middle sector
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max_damage, // max damage
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ram_damage, // damage taken by ramming
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wait_tics, //
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num_sectors, // number of sectors
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num_walls, // number of sectors
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track, // the track # 0 to 20
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point, // the point on the track that the sector object is headed toward
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vel_rate, // rate at which velocity aproaches target
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dir, // direction traveling on the track
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ang, // angle facing
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ang_moving, // angle the SO is facing
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clipdist, // cliping distance for operational sector objects
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clipbox_dist[MAX_CLIPBOX], // mult-clip box variables
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clipbox_xoff[MAX_CLIPBOX], // mult-clip box variables
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clipbox_yoff[MAX_CLIPBOX], // mult-clip box variables
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clipbox_ang[MAX_CLIPBOX], // mult-clip box variables
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clipbox_vdist[MAX_CLIPBOX], // mult-clip box variables
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clipbox_num,
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ang_tgt, // target angle
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ang_orig, // original angle
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last_ang, // last angle before started spinning
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old_ang, // holding variable for the old angle
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spin_speed, // spin_speed
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spin_ang, // spin angle
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turn_speed, // shift value determines how fast SO turns to match new angle
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bob_sine_ndx, // index into sine table
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bob_speed, // shift value for speed
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op_main_sector, // main sector operational SO moves in - for speed purposes
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save_vel, // save velocity
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save_spin_speed, // save spin speed
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match_event, // match number
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match_event_sprite, // spritenum of the match event sprite
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// SO Scaling Vector Info
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scale_type, // type of scaling - enum controled
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scale_active_type, // activated by a switch or trigger
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// values for whole SO
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scale_dist, // distance from center
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scale_speed, // speed of scaling
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scale_dist_min, // absolute min
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scale_dist_max, // absolute max
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scale_rand_freq, // freqency of direction change - based on rand(1024)
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// values for single point scaling
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scale_point_dist[MAX_SO_POINTS], // distance from center
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scale_point_speed[MAX_SO_POINTS], // speed of scaling
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scale_point_base_speed, // base speed of scaling
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scale_point_dist_min, // absolute min
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scale_point_dist_max, // absolute max
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scale_point_rand_freq, // freqency of direction change - based on rand(1024)
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scale_x_mult, // x multiplyer for scaling
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scale_y_mult, // y multiplyer for scaling
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// Used for center point movement
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morph_wall_point, // actual wall point to drag
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morph_ang, // angle moving from CENTER
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morph_speed, // speed of movement
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morph_dist_max, // radius boundry
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morph_rand_freq, // freq of dir change
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morph_dist, // dist from CENTER
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morph_z_speed, // z speed for morph point
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morph_xoff, // save xoff from center
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morph_yoff, // save yoff from center
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//scale_rand_reverse, // random at random interval
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// limit rotation angle
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limit_ang_center, // for limiting the angle of turning - turrets etc
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limit_ang_delta; //
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};
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#define MAX_SECTOR_OBJECTS 20
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#define SOBJ_SPEED_UP BIT(0)
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#define SOBJ_SLOW_DOWN BIT(1)
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#define SOBJ_ZUP BIT(2)
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#define SOBJ_ZDOWN BIT(3)
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#define SOBJ_ZDIFF_MODE BIT(4)
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#define SOBJ_MOVE_VERTICAL BIT(5) // for sprite objects - move straight up/down
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#define SOBJ_ABSOLUTE_ANGLE BIT(7)
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#define SOBJ_SPRITE_OBJ BIT(8)
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#define SOBJ_DONT_ROTATE BIT(9)
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#define SOBJ_WAIT_FOR_EVENT BIT(10)
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#define SOBJ_HAS_WEAPON BIT(11)
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#define SOBJ_SYNC1 BIT(12) // for syncing up several SO's perfectly
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#define SOBJ_SYNC2 BIT(13) // for syncing up several SO's perfectly
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#define SOBJ_DYNAMIC BIT(14) // denotes scaling or morphing object
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#define SOBJ_ZMID_FLOOR BIT(15) // can't remember which sector objects need this
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// think its the bobbing and sinking ones
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#define SOBJ_SLIDE BIT(16)
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#define SOBJ_OPERATIONAL BIT(17)
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#define SOBJ_KILLABLE BIT(18)
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#define SOBJ_DIE_HARD BIT(19)
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#define SOBJ_UPDATE_ONCE BIT(20)
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#define SOBJ_UPDATE BIT(21)
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#define SOBJ_NO_QUAKE BIT(22)
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#define SOBJ_REMOTE_ONLY BIT(23)
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#define SOBJ_RECT_CLIP BIT(24)
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#define SOBJ_BROKEN BIT(25)
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// track set to these to tell them apart
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#define SO_OPERATE_TRACK_START 90
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#define SO_TURRET_MGUN 96 // machine gun
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#define SO_TURRET 97
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#define SO_TANK 98
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#define SO_SPEED_BOAT 99
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extern SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS];
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Prototypes
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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ANIMATOR NullAnimator;
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void SetBorder(PLAYERp pp, int);
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void SetFragBar(PLAYERp pp);
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int Distance(int x1, int y1, int x2, int y2);
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short GetDeltaAngle(short, short);
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int SetActorRotation(short SpriteNum,int,int);
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int NewStateGroup(short SpriteNum, STATEp SpriteGroup[]);
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void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid);
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USERp SpawnUser(short SpriteNum, short id, STATEp state);
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short ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_point_num, short *track_dir);
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SECT_USERp GetSectUser(short sectnum);
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short SoundDist(int x, int y, int z, int basedist);
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short SoundAngle(int x, int y);
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//void PlaySound(int num, short angle, short vol);
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int PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags);
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void PlayerSound(int num, int *x, int *y, int *z, Voc3D_Flags flags, PLAYERp pp);
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ANIMATOR DoActorBeginJump,DoActorJump,DoActorBeginFall,DoActorFall,DoActorDeathMove;
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int SpawnShrap(short,short);
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void PlayerUpdateHealth(PLAYERp pp, short value);
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void PlayerUpdateAmmo(PLAYERp pp, short WeaponNum, short value);
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void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum);
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void PlayerUpdateKills(PLAYERp pp, short value);
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void PlayerUpdatePanelInfo(PLAYERp pp);
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void RefreshInfoLine(PLAYERp pp);
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void DoAnim(int numtics);
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void AnimDelete(int *animptr);
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short AnimGetGoal(int *animptr);
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short AnimSet(int *animptr, int thegoal, int thevel);
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//short AnimSetCallback(int *animptr, int thegoal, int thevel, ANIM_CALLBACKp call, ANIM_DATAp data);
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short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, ANIM_DATAp data);
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short AnimSetVelAdj(short anim_ndx, short vel_adj);
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void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person);
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void getzrangepoint(int x, int y, int z, short sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit);
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int move_sprite(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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int move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, SWBOOL skip_targets);
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void change_sprite_stat(short, short);
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void SetOwner(short, short);
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void SetAttach(short, short);
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void analyzesprites(int,int,int,SWBOOL);
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void ChangeState(short SpriteNum, STATEp statep);
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void UpdateSectorFAF_Connect(short SpriteNum, int newz);
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#if 0
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SWBOOL FAF_ConnectCeiling(short sectnum);
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SWBOOL FAF_ConnectFloor(short sectnum);
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#else
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#define FAF_PLACE_MIRROR_PIC 341
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#define FAF_MIRROR_PIC 2356
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#define FAF_ConnectCeiling(sectnum) (sector[(sectnum)].ceilingpicnum == FAF_MIRROR_PIC)
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#define FAF_ConnectFloor(sectnum) (sector[(sectnum)].floorpicnum == FAF_MIRROR_PIC)
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#define FAF_ConnectArea(sectnum) (FAF_ConnectCeiling(sectnum) || FAF_ConnectFloor(sectnum))
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#endif
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//void updatesectorz(int, int, int, short *);
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void FAF_ConnectPlayerCeiling(PLAYERp pp);
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void FAF_ConnectPlayerFloor(PLAYERp pp);
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SWBOOL PlayerCeilingHit(PLAYERp pp, int zlimit);
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SWBOOL PlayerFloorHit(PLAYERp pp, int zlimit);
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void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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int32_t xvect, int32_t yvect, int32_t zvect,
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hitdata_t* hitinfo, int32_t clipmask);
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SWBOOL FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects, int32_t xe, int32_t ye, int32_t ze, int16_t secte);
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void FAFgetzrange(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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int32_t* hiz, int32_t* ceilhit,
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int32_t* loz, int32_t* florhit,
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int32_t clipdist, int32_t clipmask);
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void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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int32_t* hiz, int32_t* ceilhit,
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int32_t* loz, int32_t* florhit);
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void COVERupdatesector(int32_t x, int32_t y, int16_t* newsector);
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void short_setinterpolation(short *posptr);
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void short_stopinterpolation(short *posptr);
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void short_updateinterpolations(void);
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void short_dointerpolations(int smoothratio);
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void short_restoreinterpolations(void);
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enum SoundType
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{
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SOUND_OBJECT_TYPE,
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SOUND_EVERYTHING_TYPE
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};
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void DoSoundSpotMatch(short match, short sound_num, short sound_type);
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#define ACTOR_GRAVITY 8
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Externs
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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extern SWBOOL ExitLevel;
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extern SWBOOL Warping;
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extern uint8_t CommPlayers;
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extern SWBOOL CommEnabled;
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extern short Level;
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extern short Episode;
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extern int LastFrameTics;
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extern char ds[];
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extern short Skill;
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extern int GodMode;
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extern int x_min_bound, y_min_bound, x_max_bound, y_max_bound;
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//extern unsigned char synctics, lastsynctics;
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extern BORDER_INFO BorderInfo;
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extern short snum;
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extern int lockspeed,totalsynctics;
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#define synctics 3
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#define ACTORMOVETICS (synctics<<1)
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#define TICSPERMOVEMENT synctics
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#define FAKETIMERHANDLER() if (totalclock >= ototalclock + synctics) faketimerhandler()
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// subtract value from clipdist on getzrange calls
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#define GETZRANGE_CLIP_ADJ 8
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//#define GETZRANGE_CLIP_ADJ 0
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// MULTIPLAYER
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// VARIABLES: (You should extern these in your game.c)
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/*
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extern short numplayers, myconnectindex;
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extern short connecthead, connectpoint2[MAXPLAYERS];
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*/
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extern int *lastpacket2clock;
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extern char username[MAXPLAYERS][50];
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// save player info when moving to a new level
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extern USER puser[MAX_SW_PLAYERS_REG];
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///////////////////////////
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//
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// TEXT PRINTING
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//
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///////////////////////////
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#define TEXT_TEST_LINE (200/2)
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#define TEXT_XCENTER(width) ((320 - width)/2)
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#define TEXT_YCENTER(h) ((200 - height)/2)
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#define TEXT_TEST_COL(width) TEXT_XCENTER(width)
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#define TEXT_TEST_TIME 2
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void PutStringTimer(PLAYERp pp, short x, short y, const char *string, short seconds);
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///////////////////////////
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//
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// OLDER network additions
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//
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///////////////////////////
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/*
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int initmultiplayers(int, int, int);
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void uninitmultiplayers(void);
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void sendlogon(void);
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void sendlogoff(void);
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*/
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///////////////////////////
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//
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// RECENT network additions
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//
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///////////////////////////
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extern int ototalclock, save_totalclock, gotlastpacketclock,smoothratio;
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extern SWBOOL ready2send;
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// local copy of variables updated by faketimerhandler
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extern int locselectedgun;
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//FIFO queue to hold values while faketimerhandler is called from within the drawing routing
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extern int movefifoplc, movefifoend[];
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extern SWBOOL MoveSkip4, MoveSkip2, MoveSkip8;
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#define MASTER_SWITCHING 1
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extern char option[];
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extern char keys[];
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extern short screenpeek;
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extern int dimensionmode, zoom;
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#define STAT_DAMAGE_LIST_SIZE 20
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extern int16_t StatDamageList[STAT_DAMAGE_LIST_SIZE];
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///////////////////////////////////////////////////////////////
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//
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// Stuff for player palette flashes when hurt or getting items
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//
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///////////////////////////////////////////////////////////////
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#define COLOR_PAIN 128 // Light red range
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extern void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor);
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extern void DoPaletteFlash(PLAYERp pp);
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extern unsigned char palette_data[256][3];
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extern SWBOOL NightVision;
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int _PlayerSound(const char *file, int line, int num, int *x, int *y, int *z, Voc3D_Flags flags, PLAYERp pp);
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#define PlayerSound(num, x, y, z, flags, pp) _PlayerSound(__FILE__, __LINE__, (num), (x), (y), (z), (flags), (pp))
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#define MAXSO (INT32_MAX)
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///////////////////////////////////////////////////////////////
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//
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// Stuff added by JonoF. These should get put into their own
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// headers and included by that which needs them.
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//
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///////////////////////////////////////////////////////////////
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int PickJumpMaxSpeed(short SpriteNum, short max_speed); // ripper.c
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int DoRipperRipHeart(short SpriteNum); // ripper.c
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int DoRipper2RipHeart(short SpriteNum); // ripper2.c
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int BunnyHatch2(short Weapon); // bunny.c
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int DoSkullBeginDeath(int16_t SpriteNum); // skull.c
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void AnimateCacheCursor(void); // game.c
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void MapSetAll2D(uint8_t fill); // game.c
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void TerminateGame(void); // game.c
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void TerminateLevel(void); // game.c
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void ResetKeys(void); // game.c
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SWBOOL KeyPressed(void); // game.c
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void drawoverheadmap(int cposx,int cposy,int czoom,short cang); // game.c
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void COVERsetbrightness(int bright, unsigned char *pal); // game.c
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void DrawMenuLevelScreen(void); // game.c
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void DebugWriteString(char *string); // game.c
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void ManualPlayerInsert(PLAYERp pp); // game.c
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void SetRedrawScreen(PLAYERp pp); // border.c
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void SetupAspectRatio(void); // border.c
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void ClearStartMost(void); // border.c
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void SetCrosshair(void); // border.c
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void initsynccrc(void); // sync.c
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void demosync_record(void); // sync.c
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void demosync_test(int cnt); // sync.c
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void getsyncstat(void); // sync.c
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void SyncStatMessage(void); // sync.c
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void drawscreen(PLAYERp pp); // draw.c
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void post_analyzesprites(void); // draw.c
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int COVERsetgamemode(int mode, int xdim, int ydim, int bpp); // draw.c
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void ScreenCaptureKeys(void); // draw.c
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int minigametext(int x,int y,const char *t,char s,short dabits); // jplayer.c
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void computergetinput(int snum,SW_PACKET *syn); // jplayer.c
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void DrawOverlapRoom(int tx,int ty,int tz,short tang,int thoriz,short tsectnum); // rooms.c
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void SetupMirrorTiles(void); // rooms.c
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SWBOOL FAF_Sector(short sectnum); // rooms.c
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int GetZadjustment(short sectnum,short hitag); // rooms.c
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void InitSetup(void); // setup.c
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void LoadKVXFromScript(const char *filename); // scrip2.c
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void LoadPLockFromScript(const char *filename); // scrip2.c
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void LoadCustomInfoFromScript(const char *filename); // scrip2.c
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void EveryCheatToggle(PLAYERp pp,const char *cheat_string); // cheats.c
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int PlayerInitChemBomb(PLAYERp pp); // jweapon.c
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int PlayerInitFlashBomb(PLAYERp pp); // jweapon.c
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int PlayerInitCaltrops(PLAYERp pp); // jweapon.c
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int InitPhosphorus(int16_t SpriteNum); // jweapon.c
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void SpawnFloorSplash(short SpriteNum); // jweapon.c
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int SaveGame(short save_num); // save.c
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int LoadGame(short save_num); // save.c
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int LoadGameFullHeader(short save_num, char *descr, short *level, short *skill); // save,c
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void LoadGameDescr(short save_num, char *descr); // save.c
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void SetRotatorActive(short SpriteNum); // rotator.c
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SWBOOL VatorSwitch(short match, short setting); // vator.c
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void MoveSpritesWithSector(short sectnum,int z_amt,SWBOOL type); // vator.c
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void SetVatorActive(short SpriteNum); // vator.c
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short DoSpikeMatch(PLAYERp pp,short match); // spike.c
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void SpikeAlign(short SpriteNum); // spike.c
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short DoSectorObjectSetScale(short match); // morph.c
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short DoSOevent(short match,short state); // morph.c
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void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop,int x,int y,int z); // morph.c
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void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop,int x,int y,int z); // morph.c
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void ScaleSectorObject(SECTOR_OBJECTp sop); // morph.c
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void MorphTornado(SECTOR_OBJECTp sop); // morph.c
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void MorphFloor(SECTOR_OBJECTp sop); // morph.c
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void ScaleRandomPoint(SECTOR_OBJECTp sop,short k,short ang,int x,int y,int *dx,int *dy); // morph.c
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void CopySectorMatch(short match); // copysect.c
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int DoWallMoveMatch(short match); // wallmove.c
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int DoWallMove(SPRITEp sp); // wallmove.c
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SWBOOL CanSeeWallMove(SPRITEp wp,short match); // wallmove.c
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short DoSpikeOperate(PLAYERp pp,short sectnum); // spike.c
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void SetSpikeActive(short SpriteNum); // spike.c
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#define NTAG_SEARCH_LO 1
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#define NTAG_SEARCH_HI 2
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#define NTAG_SEARCH_LO_HI 3
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int COVERinsertsprite(short sectnum, short statnum); //returns (short)spritenum;
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void AudioUpdate(void); // stupid
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struct GameInterface : ::GameInterface
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{
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int app_main() override;
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bool validate_hud(int) override;
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void set_hud_layout(int size) override;
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void set_hud_scale(int size) override;
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bool mouseInactiveConditional(bool condition) override;
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};
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END_SW_NS
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#endif
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