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2. Added the svn:ignore properties to clean up the output of "svn update" so that it doesn't show some unversioned files anymore sush as compiled binaries and object files(*.a). 3. Converted the end-of-line charapter sequences from Windows(CR LF) to Unix format(LF). It used to be a mixture of both styles that often confuse some programs. If some files have to be in Windows format, you should add the svn:eol-style on them(svn propset svn:eol-style native polymer/eduke32/source/thefile.c). git-svn-id: https://svn.eduke32.com/eduke32@854 1a8010ca-5511-0410-912e-c29ae57300e0
882 lines
39 KiB
Text
882 lines
39 KiB
Text
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// See the included license file "BUILDLIC.TXT" for license info.
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Build information to get you started:
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The first half of this file explains the .ART, .MAP, and PALETTE.DAT formats.
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The second half has documentation about every BUILD engine function, what it
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does, and what the parameters are.
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-Ken S.
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------------------------------------------------------------------------------
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Documentation on Ken's .ART file format by Ken Silverman
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I am documenting my ART format to allow you to program your own custom
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art utilites if you so desire. I am still planning on writing the script
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system.
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All art files must have xxxxx###.ART. When loading an art file you
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should keep trying to open new xxxxx###'s, incrementing the number, until
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an art file is not found.
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1. long artversion;
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The first 4 bytes in the art format are the version number. The current
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current art version is now 1. If artversion is not 1 then either it's the
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wrong art version or something is wrong.
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2. long numtiles;
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Numtiles is not really used anymore. I wouldn't trust it. Actually
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when I originally planning art version 1 many months ago, I thought I
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would need this variable, but it turned it is was unnecessary. To get
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the number of tiles, you should search all art files, and check the
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localtilestart and localtileend values for each file.
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3. long localtilestart;
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Localtilestart is the tile number of the first tile in this art file.
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4. long localtileend;
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Localtileend is the tile number of the last tile in this art file.
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Note: Localtileend CAN be higher than the last used slot in an art
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file.
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Example: If you chose 256 tiles per art file:
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TILES000.ART -> localtilestart = 0, localtileend = 255
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TILES001.ART -> localtilestart = 256, localtileend = 511
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TILES002.ART -> localtilestart = 512, localtileend = 767
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TILES003.ART -> localtilestart = 768, localtileend = 1023
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5. short tilesizx[localtileend-localtilestart+1];
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This is an array of shorts of all the x dimensions of the tiles
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in this art file. If you chose 256 tiles per art file then
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[localtileend-localtilestart+1] should equal 256.
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6. short tilesizy[localtileend-localtilestart+1];
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This is an array of shorts of all the y dimensions.
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7. long picanm[localtileend-localtilestart+1];
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This array of longs stores a few attributes for each tile that you
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can set inside EDITART. You probably won't be touching this array, but
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I'll document it anyway.
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Bit: |31 24|23 16|15 8|7 0|
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-----------------------------------------------------------------
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| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
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-----------------------------------------------------------------
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| Anim. | Signed char | Signed char | | Animate |
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| Speed | Y-center | X-center | | number |
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--------| offset | offset | |------------
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--------------------------------| ------------
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| Animate type:|
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| 00 - NoAnm |
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| 01 - Oscil |
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| 10 - AnmFd |
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| 11 - AnmBk |
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----------------
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You probably recognize these:
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Animate speed - EDITART key: 'A', + and - to adjust
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Signed char x&y offset - EDITART key: '`', Arrows to adjust
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Animate number&type - EDITART key: +/- on keypad
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8. After the picanm's, the rest of the file is straight-forward rectangular
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art data. You must go through the tilesizx and tilesizy arrays to find
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where the artwork is actually stored in this file.
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Note: The tiles are stored in the opposite coordinate system than
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the screen memory is stored. Example on a 4*4 file:
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Offsets:
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-----------------
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| 0 | 4 | 8 |12 |
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-----------------
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| 1 | 5 | 9 |13 |
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-----------------
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| 2 | 6 |10 |14 |
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-----------------
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| 3 | 7 |11 |15 |
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-----------------
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----------------------------------------------------------------------------
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If you wish to display the artwork, you will also need to load your
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palette. To load the palette, simply read the first 768 bytes of your
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palette.dat and write it directly to the video card - like this:
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Example:
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long i, fil;
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fil = open("palette.dat",O_BINARY|O_RDWR,S_IREAD);
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read(fil,&palette[0],768);
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close(fil);
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outp(0x3c8,0);
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for(i=0;i<768;i++)
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outp(0x3c9,palette[i]);
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------------------------------------------------------------------------------
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Packet format for DUKE3D (specifically for network mode 1, n(n-1) mode):
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Example bunch of packets:
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A B C D E F G H I J K L M N... O
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---------------------------------------------------------------------
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d9 00 d9 11 01 00 - - - - - - - - - - 4f 16 31
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da 00 da 11 01 00 - - - - - - - - - - b2 b7 9d
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db 00 db 11 01 00 - - - - - - - - - - b1 24 62
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dc 00 dc 11 01 00 - - - - - - - - - - ca 1d 58
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dd 00 dd 11 01 00 - - - - - - - - - - a9 94 14
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de 00 de 11 01 05 00 00 - - 03 00 - - - - c5 50 b9
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df 00 df 11 01 0f a1 ff fe 09 00 00 26 - - - e2 88 6f
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e0 00 e0 11 01 04 - - - - fd ff - - - - 77 51 d7
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e1 00 e1 11 01 03 1f 00 ff 09 - - - - - - ac 14 b7
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e2 00 e2 11 01 0b 9c 00 fb 09 - - 24 - - - f8 6c 22
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GAME sends fields D-N
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MMULTI adds fields A-C and O for error correction.
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A: Packet count sending modulo 256
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B: Error state. Usually 0. To request a resend, bit 0 is set. In order
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to catch up on networks, sending many packets is bad, so 2 packets
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are sent in 1 IPX packet. To send 2 packets in 1 packet, bit 1 is set.
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In special cases, this value may be different.
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C: Packet count receiving modulo 256
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D: Message header byte. These are all the possible values currently. You
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are probably only interested in case 17. Note that fields E-N apply
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to case 17 only.
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0: send movement info from master to slave (network mode 0 only)
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1: send movement info from slave to master (network mode 0 only)
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4: user-typed messages
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5: Re-start level with given parameters
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6: Send player name
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7: Play Remote Ridicule sound
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8: Re-start level with given parameters for a user map
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17: send movement info to everybody else (network mode 1 only)
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250: Wait for Everybody (Don't start until everybody's done loading)
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255: Player quit to DOS
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E: Timing byte used to calculate lag time. This prevents the 2 computer's
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timers from drifting apart.
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F: Bits field byte. Fields G-M are sent only when certain bits
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in this byte are set.
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G: X momentum update (2 bytes). Sent only if ((F&1) != 0)
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H: Y momentum update (2 bytes). Sent only if ((F&2) != 0)
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I: Angle momentum update (2 bytes). Sent only if ((F&4) != 0)
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J: The states of 8 different keys (1 byte). Sent only if ((F&8) != 0)
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K: The states of 8 different keys (1 byte). Sent only if ((F&16) != 0)
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L: The states of 8 different keys (1 byte). Sent only if ((F&32) != 0)
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M: The states of 8 different keys (1 byte). Sent only if ((F&64) != 0)
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N: Sync checking byte. Useful for debugging programming errors. Can be a
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variable number of bytes. Actual number of sync checking bytes is
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calculated by length of the whole packet minus the rest of the bytes sent.
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O: CRC-16
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------------------------------------------------------------------------------
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| @@@@@@@@@@@ @@@ @@@ @@@@@@@@@ @@@ @@@@@@@@@ |
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| @@@@@@@@@@@@@ @@@ @@@ @@@@@@@@@ @@@ @@@@@@@@@@@ |
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| @@@ @@@@ @@@ @@@ @@@ @@@ @@@ @@@@@ |
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| @@@ @@@ @@@ @@@ @@@ @@@ @@@ @@@@ |
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| @@@ @@@@ @@@ @@@ @@@ @@@ @@@ @@@ |
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| @@@@@@@@@@@@@ @@@ @@@ @@@ @@@ @@@ @@@ |
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| @@@@@@@@@@@@@ @@@ @@@ @@@ @@@ @@@ @@@ |
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| @@@ @@@@ @@@ @@@ @@@ @@@ @@@ @@@ |
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| @@@ @@@ @@@ @@@ @@@ @@@ @@@ @@@@ |
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| @@@ @@@@ @@@@ @@@@ @@@ @@@ @@@ @@@@@ |
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| @@@@@@@@@@@@@ @@@@@@@@@@@ @@@@@@@@@ @@@@@@@@@@@@ @@@@@@@@@@@ |
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| @@@@@@@@@@@ @@@@@@@ @@@@@@@@@ @@@@@@@@@@@@ @@@@@@@@@ |
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| |
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| M A P F O R M A T ! |
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------------------------------------------------------------------------------
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Here is Ken's documentation on the COMPLETE BUILD map format:
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BUILD engine and editor programmed completely by Ken Silverman
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Here's how you should read a BUILD map file:
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{
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fil = open(???);
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//Load map version number (current version is 7L)
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read(fil,&mapversion,4);
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//Load starting position
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read(fil,posx,4);
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read(fil,posy,4);
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read(fil,posz,4); //Note: Z coordinates are all shifted up 4
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read(fil,ang,2); //All angles are from 0-2047, clockwise
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read(fil,cursectnum,2); //Sector of starting point
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//Load all sectors (see sector structure described below)
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read(fil,&numsectors,2);
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read(fil,§or[0],sizeof(sectortype)*numsectors);
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//Load all walls (see wall structure described below)
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read(fil,&numwalls,2);
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read(fil,&wall[0],sizeof(walltype)*numwalls);
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//Load all sprites (see sprite structure described below)
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read(fil,&numsprites,2);
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read(fil,&sprite[0],sizeof(spritetype)*numsprites);
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close(fil);
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}
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-------------------------------------------------------------
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| @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ |
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| @@ @@ @@ @@ @@ @@ @@ @@@ @@ |
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| @@@@@@@ @@@@@ @@ @@ @@ @@ @@@@@@@ @@@@@@@ |
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| @@ @@ @@ @@ @@ @@ @@ @@@ @@ |
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| @@@@@@@ @@@@@@@ @@@@@@@ @@ @@@@@@@ @@ @@ @@@@@@@ |
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-------------------------------------------------------------
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//sizeof(sectortype) = 40
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typedef struct
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{
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short wallptr, wallnum;
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long ceilingz, floorz;
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short ceilingstat, floorstat;
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short ceilingpicnum, ceilingheinum;
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signed char ceilingshade;
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char ceilingpal, ceilingxpanning, ceilingypanning;
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short floorpicnum, floorheinum;
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signed char floorshade;
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char floorpal, floorxpanning, floorypanning;
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char visibility, filler;
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short lotag, hitag, extra;
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} sectortype;
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sectortype sector[1024];
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wallptr - index to first wall of sector
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wallnum - number of walls in sector
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z's - z coordinate (height) of ceiling / floor at first point of sector
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stat's
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bit 0: 1 = parallaxing, 0 = not "P"
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bit 1: 1 = sloped, 0 = not
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bit 2: 1 = swap x&y, 0 = not "F"
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bit 3: 1 = double smooshiness "E"
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bit 4: 1 = x-flip "F"
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bit 5: 1 = y-flip "F"
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bit 6: 1 = Align texture to first wall of sector "R"
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bits 7-15: reserved
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picnum's - texture index into art file
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heinum's - slope value (rise/run) (0-parallel to floor, 4096-45 degrees)
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shade's - shade offset of ceiling/floor
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pal's - palette lookup table number (0 - use standard colors)
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panning's - used to align textures or to do texture panning
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visibility - determines how fast an area changes shade relative to distance
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filler - useless byte to make structure aligned
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lotag, hitag, extra - These variables used by the game programmer only
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-----------------------------------------------
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| @@ @@ @@@@@@@@ @@ @@ @@@@@@@ |
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| @@ @@ @@ @@ @@ @@ @@ |
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| @@ @@ @@ @@@@@@@@ @@ @@ @@@@@@@ |
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| @@ @@@@ @@ @@ @@ @@ @@ @@ |
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| @@@ @@@@ @@ @@ @@@@@@@ @@@@@@@ @@@@@@@ |
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----------------------------------------------|
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//sizeof(walltype) = 32
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typedef struct
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{
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long x, y;
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short point2, nextwall, nextsector, cstat;
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short picnum, overpicnum;
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signed char shade;
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char pal, xrepeat, yrepeat, xpanning, ypanning;
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short lotag, hitag, extra;
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} walltype;
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walltype wall[8192];
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x, y: Coordinate of left side of wall, get right side from next wall's left side
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point2: Index to next wall on the right (always in the same sector)
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nextwall: Index to wall on other side of wall (-1 if there is no sector)
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nextsector: Index to sector on other side of wall (-1 if there is no sector)
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cstat:
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bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B"
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bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2"
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bit 2: 1 = align picture on bottom (for doors), 0 = top "O"
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bit 3: 1 = x-flipped, 0 = normal "F"
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bit 4: 1 = masking wall, 0 = not "M"
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bit 5: 1 = 1-way wall, 0 = not "1"
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bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H"
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bit 7: 1 = Transluscence, 0 = not "T"
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bit 8: 1 = y-flipped, 0 = normal "F"
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bit 9: 1 = Transluscence reversing, 0 = normal "T"
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bits 10-15: reserved
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picnum - texture index into art file
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overpicnum - texture index into art file for masked walls / 1-way walls
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shade - shade offset of wall
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pal - palette lookup table number (0 - use standard colors)
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repeat's - used to change the size of pixels (stretch textures)
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pannings - used to align textures or to do texture panning
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lotag, hitag, extra - These variables used by the game programmer only
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-------------------------------------------------------------
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| @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@ @@@@@@@@ @@@@@@@ @@@@@@@ |
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| @@ @@ @@ @@ @@@ @@ @@ @@ @@ |
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| @@@@@@@ @@@@@@@ @@@@@@@ @@ @@ @@@@@ @@@@@@@ |
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| @@ @@ @@ @@ @@ @@ @@ @@ |
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| @@@@@@@ @@ @@ @@ @@@@@@ @@ @@@@@@@ @@@@@@@ |
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-------------------------------------------------------------
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//sizeof(spritetype) = 44
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typedef struct
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{
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long x, y, z;
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short cstat, picnum;
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signed char shade;
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char pal, clipdist, filler;
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unsigned char xrepeat, yrepeat;
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signed char xoffset, yoffset;
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short sectnum, statnum;
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short ang, owner, xvel, yvel, zvel;
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short lotag, hitag, extra;
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} spritetype;
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spritetype sprite[4096];
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x, y, z - position of sprite - can be defined at center bottom or center
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cstat:
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bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
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bit 1: 1 = transluscence, 0 = normal "T"
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bit 2: 1 = x-flipped, 0 = normal "F"
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bit 3: 1 = y-flipped, 0 = normal "F"
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bits 5-4: 00 = FACE sprite (default) "R"
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01 = WALL sprite (like masked walls)
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10 = FLOOR sprite (parallel to ceilings&floors)
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bit 6: 1 = 1-sided sprite, 0 = normal "1"
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bit 7: 1 = Real centered centering, 0 = foot center "C"
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bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
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bit 9: 1 = Transluscence reversing, 0 = normal "T"
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bits 10-14: reserved
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bit 15: 1 = Invisible sprite, 0 = not invisible
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picnum - texture index into art file
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shade - shade offset of sprite
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pal - palette lookup table number (0 - use standard colors)
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clipdist - the size of the movement clipping square (face sprites only)
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filler - useless byte to make structure aligned
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repeat's - used to change the size of pixels (stretch textures)
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offset's - used to center the animation of sprites
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sectnum - current sector of sprite
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statnum - current status of sprite (inactive/monster/bullet, etc.)
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ang - angle the sprite is facing
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owner, xvel, yvel, zvel, lotag, hitag, extra - These variables used by the
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game programmer only
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------------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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| IMPORTANT ENGINE FUNCTIONS: |
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-----------------------------------------------------------------------------
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initengine()
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Initializes many variables for the BUILD engine. You should call this
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once before any other functions of the BUILD engine are used.
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uninitengine();
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Frees buffers. You should call this once at the end of the program
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before quitting to dos.
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loadboard(char *filename, long *posx, long *posy, long *posz, short *ang, short *cursectnum)
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saveboard(char *filename, long *posx, long *posy, long *posz, short *ang, short *cursectnum)
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Loads/saves the given board file from memory. Returns -1 if file not
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found. If no extension is given, .MAP will be appended to the filename.
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loadpics(char *filename);
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Loads the given artwork file into memory for the BUILD engine.
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Returns -1 if file not found. If no extension is given, .ART will
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be appended to the filename.
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loadtile(short tilenum)
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Loads a given tile number from disk into memory if it is not already in
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memory. This function calls allocache internally. A tile is not in the
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cache if (waloff[tilenum] == 0)
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-----------------------------------------------------------------------------
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| SCREEN STATUS FUNCTIONS: |
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-----------------------------------------------------------------------------
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setgamemode(char vidoption, long xdim, long ydim);
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This function sets the video mode to 320*200*256color graphics.
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Since BUILD supports several different modes including mode x,
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mode 13h, and other special modes, I don't expect you to write
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any graphics output functions. (Soon I have all the necessary
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functions) If for some reason, you use your own graphics mode,
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you must call this function again before using the BUILD drawing
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functions.
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vidoption can be anywhere from 0-6
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xdim,ydim can be any vesa resolution if vidoption = 1
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xdim,ydim must be 320*200 for any other mode.
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(see graphics mode selection in my setup program)
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setview(long x1, long y1, long x2, long y2)
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Sets the viewing window to a given rectangle of the screen.
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Example: For full screen 320*200, call like this: setview(0L,0L,319L,199L);
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nextpage();
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This function flips to the next video page. After a screen is prepared,
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use this function to view the screen.
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-----------------------------------------------------------------------------
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| DRAWING FUNCTIONS: |
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-----------------------------------------------------------------------------
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drawrooms(long posx, long posy, long posz, short ang, long horiz, short cursectnum)
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This function draws the 3D screen to the current drawing page,
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which is not yet shown. This way, you can overwrite some things
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over the 3D screen such as a gun. Be sure to call the drawmasks()
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function soon after you call the drawrooms() function. To view
|
||
the screen, use the nextpage() function. The nextpage() function
|
||
should always be called sometime after each draw3dscreen()
|
||
function.
|
||
|
||
drawmasks();
|
||
This function draws all the sprites and masked walls to the current
|
||
drawing page which is not yet shown. The reason I have the drawing
|
||
split up into these 2 routines is so you can animate just the
|
||
sprites that are about to be drawn instead of having to animate
|
||
all the sprites on the whole board. Drawrooms() prepares these
|
||
variables: spritex[], spritey[], spritepicnum[], thesprite[],
|
||
and spritesortcnt. Spritesortcnt is the number of sprites about
|
||
to be drawn to the page. To change the sprite's picnum, simply
|
||
modify the spritepicnum array If you want to change other parts
|
||
of the sprite structure, then you can use the thesprite array to
|
||
get an index to the actual sprite number.
|
||
|
||
clearview(long col)
|
||
Clears the current video page to the given color
|
||
|
||
clearallviews(long col)
|
||
Clears all video pages to the given color
|
||
|
||
drawmapview (long x, long y, long zoom, short ang)
|
||
Draws the 2-D texturized map at the given position into the viewing window.
|
||
|
||
rotatesprite (long sx, long sy, long z, short a, short picnum,
|
||
signed char dashade, char dapalnum, char dastat,
|
||
long cx1, long cy1, long cx2, long cy2)
|
||
(sx, sy) is the center of the sprite to draw defined as
|
||
screen coordinates shifted up by 16.
|
||
(z) is the zoom. Normal zoom is 65536.
|
||
Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X.
|
||
(a) is the angle (0 is straight up)
|
||
(picnum) is the tile number
|
||
(dashade) is 0 normally but can be any standard shade up to 31 or 63.
|
||
(dapalnum) can be from 0-255.
|
||
if ((dastat&1) == 0) - no transluscence
|
||
if ((dastat&1) != 0) - transluscence
|
||
if ((dastat&2) == 0) - don't scale to setview's viewing window
|
||
if ((dastat&2) != 0) - scale to setview's viewing window (windowx1,etc.)
|
||
if ((dastat&4) == 0) - nuttin' special
|
||
if ((dastat&4) != 0) - y-flip image
|
||
if ((dastat&8) == 0) - clip to startumost/startdmost
|
||
if ((dastat&8) != 0) - don't clip to startumost/startdmost
|
||
if ((dastat&16) == 0) - use Editart center as point passed
|
||
if ((dastat&16) != 0) - force point passed to be top-left corner
|
||
if ((dastat&32) == 0) - nuttin' special
|
||
if ((dastat&32) != 0) - use reverse transluscence
|
||
if ((dastat&64) == 0) - masked drawing (check 255's) (slower)
|
||
if ((dastat&64) != 0) - draw everything (don't check 255's) (faster)
|
||
if ((dastat&128) == 0) - nuttin' special
|
||
if ((dastat&128) != 0) - automatically draw to all video pages
|
||
|
||
Note: As a special case, if both ((dastat&2) != 0) and ((dastat&8) != 0)
|
||
then rotatesprite will scale to the full screen (0,0,xdim-1,ydim-1)
|
||
rather than setview's viewing window. (windowx1,windowy1,etc.) This
|
||
case is useful for status bars, etc.
|
||
|
||
Ex: rotatesprite(160L<<16,100L<<16,65536,totalclock<<4,
|
||
DEMOSIGN,2,50L,50L,270L,150L);
|
||
This example will draw the DEMOSIGN tile in the center of the
|
||
screen and rotate about once per second. The sprite will only
|
||
get drawn inside the rectangle from (50,50) to (270,150)
|
||
|
||
drawline256(long x1, long y1, long x2, long y2, char col)
|
||
Draws a solid line from (x1,y1) to (x2,y2) with color (col)
|
||
For this function, screen coordinates are all shifted up 16 for precision.
|
||
|
||
printext256(long xpos, long ypos, short col, short backcol,
|
||
char *message, char fontsize)
|
||
Draws a text message to the screen.
|
||
(xpos,ypos) - position of top left corner
|
||
col - color of text
|
||
backcol - background color, if -1, then background is transparent
|
||
message - text message
|
||
fontsize - 0 - 8*8 font
|
||
1 - 4*6 font
|
||
|
||
-----------------------------------------------------------------------------
|
||
| MOVEMENT COLLISION FUNCTIONS: |
|
||
-----------------------------------------------------------------------------
|
||
|
||
clipmove(long *x, long *y, long *z, short *sectnum, long xvect, long yvect,
|
||
long walldist, long ceildist, long flordist, unsigned long cliptype)
|
||
Moves any object (x, y, z) in any direction at any velocity and will
|
||
make sure the object will stay a certain distance from walls (walldist)
|
||
Pass the pointers of the starting position (x, y, z). Then
|
||
pass the starting position's sector number as a pointer also.
|
||
Also these values will be modified accordingly. Pass the
|
||
direction and velocity by using a vector (xvect, yvect).
|
||
If you don't fully understand these equations, please call me.
|
||
xvect = velocity * cos(angle)
|
||
yvect = velocity * sin(angle)
|
||
Walldist tells how close the object can get to a wall. I use
|
||
128L as my default. If you increase walldist all of a sudden
|
||
for a certain object, the object might leak through a wall, so
|
||
don't do that!
|
||
Cliptype is a mask that tells whether the object should be clipped
|
||
to or not. The lower 16 bits are anded with wall[].cstat and the higher
|
||
16 bits are anded with sprite[].cstat.
|
||
|
||
Clipmove can either return 0 (touched nothing)
|
||
32768+wallnum (wall first touched)
|
||
49152+spritenum (sprite first touched)
|
||
|
||
pushmove (long *x, long *y, long *z, short *sectnum,
|
||
long walldist, long ceildist, long flordist, unsigned long cliptype)
|
||
This function makes sure a player or monster (defined by x, y, z, sectnum)
|
||
is not too close to a wall. If it is, then it attempts to push it away.
|
||
If after 256 tries, it is unable to push it away, it returns -1, in which
|
||
case the thing should gib.
|
||
|
||
getzrange(long x, long y, long z, short sectnum,
|
||
long *ceilz, long *ceilhit,
|
||
long *florz, long *florhit,
|
||
long walldist, unsigned long cliptype)
|
||
|
||
Use this in conjunction with clipmove. This function will keep the
|
||
player from falling off cliffs when you're too close to the edge. This
|
||
function finds the highest and lowest z coordinates that your clipping
|
||
BOX can get to. It must search for all sectors (and sprites) that go
|
||
into your clipping box. This method is better than using
|
||
sector[cursectnum].ceilingz and sector[cursectnum].floorz because this
|
||
searches the whole clipping box for objects, not just 1 point.
|
||
Pass x, y, z, sector normally. Walldist can be 128. Cliptype is
|
||
defined the same way as it is for clipmove. This function returns the
|
||
z extents in ceilz and florz. It will return the object hit in ceilhit
|
||
and florhit. Ceilhit and florhit will also be either:
|
||
16384+sector (sector first touched) or
|
||
49152+spritenum (sprite first touched)
|
||
|
||
hitscan(long xstart, long ystart, long zstart, short startsectnum,
|
||
long vectorx, long vectory, long vectorz,
|
||
short *hitsect, short *hitwall, short *hitsprite,
|
||
long *hitx, long *hity, long *hitz);
|
||
|
||
Pass the starting 3D position:
|
||
(xstart, ystart, zstart, startsectnum)
|
||
Then pass the 3D angle to shoot (defined as a 3D vector):
|
||
(vectorx, vectory, vectorz)
|
||
Then set up the return values for the object hit:
|
||
(hitsect, hitwall, hitsprite)
|
||
and the exact 3D point where the ray hits:
|
||
(hitx, hity, hitz)
|
||
|
||
How to determine what was hit:
|
||
* Hitsect is always equal to the sector that was hit (always >= 0).
|
||
|
||
* If the ray hits a sprite then:
|
||
hitsect = thesectornumber
|
||
hitsprite = thespritenumber
|
||
hitwall = -1
|
||
|
||
* If the ray hits a wall then:
|
||
hitsect = thesectornumber
|
||
hitsprite = -1
|
||
hitwall = thewallnumber
|
||
|
||
* If the ray hits the ceiling of a sector then:
|
||
hitsect = thesectornumber
|
||
hitsprite = -1
|
||
hitwall = -1
|
||
vectorz < 0
|
||
(If vectorz < 0 then you're shooting upward which means
|
||
that you couldn't have hit a floor)
|
||
|
||
* If the ray hits the floor of a sector then:
|
||
hitsect = thesectornumber
|
||
hitsprite = -1
|
||
hitwall = -1
|
||
vectorz > 0
|
||
(If vectorz > 0 then you're shooting downard which means
|
||
that you couldn't have hit a ceiling)
|
||
|
||
neartag(long x, long y, long z, short sectnum, short ang, //Starting position & angle
|
||
short *neartagsector, //Returns near sector if sector[].tag != 0
|
||
short *neartagwall, //Returns near wall if wall[].tag != 0
|
||
short *neartagsprite, //Returns near sprite if sprite[].tag != 0
|
||
long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size)
|
||
long neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size)
|
||
char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag
|
||
Neartag works sort of like hitscan, but is optimized to
|
||
scan only close objects and scan only objects with
|
||
tags != 0. Neartag is perfect for the first line of your space bar code.
|
||
It will tell you what door you want to open or what switch you want to
|
||
flip.
|
||
|
||
cansee(long x1, long y1, long z1, short sectnum1,
|
||
long x2, long y2, long z2, short sectnum2); returns 0 or 1
|
||
This function determines whether or not two 3D points can "see" each
|
||
other or not. All you do is pass it the coordinates of a 3D line defined
|
||
by two 3D points (with their respective sectors) The function will return
|
||
a 1 if the points can see each other or a 0 if there is something blocking
|
||
the two points from seeing each other. This is how I determine whether a
|
||
monster can see you or not. Try playing DOOM1.DAT to fully enjoy this
|
||
great function!
|
||
|
||
updatesector(long x, long y, §num);
|
||
This function updates the sector number according to the x and y values
|
||
passed to it. Be careful when you use this function with sprites because
|
||
remember that the sprite's sector number should not be modified directly.
|
||
If you want to update a sprite's sector, I recomment using the setsprite
|
||
function described below.
|
||
|
||
inside(long x, long y, short sectnum);
|
||
Tests to see whether the overhead point (x, y) is inside sector (sectnum)
|
||
Returns either 0 or 1, where 1 means it is inside, and 0 means it is not.
|
||
|
||
clipinsidebox(long x, long y, short wallnum, long walldist)
|
||
Returns TRUE only if the given line (wallnum) intersects the square with
|
||
center (x,y) and radius, walldist.
|
||
|
||
dragpoint(short wallnum, long newx, long newy);
|
||
This function will drag a point in the exact same way a point is dragged
|
||
in 2D EDIT MODE using the left mouse button. Simply pass it which wall
|
||
to drag and then pass the new x and y coordinates for that point.
|
||
Please use this function because if you don't and try to drag points
|
||
yourself, I can guarantee that it won't work as well as mine and you
|
||
will get confused. Note: Every wall of course has 2 points. When you
|
||
pass a wall number to this function, you are actually passing 1 point,
|
||
the left side of the wall (given that you are in the sector of that wall)
|
||
Got it?
|
||
|
||
-----------------------------------------------------------------------------
|
||
| MATH HELPER FUNCTIONS: |
|
||
-----------------------------------------------------------------------------
|
||
|
||
krand()
|
||
Random number function - returns numbers from 0-65535
|
||
|
||
ksqrt(long num)
|
||
Returns the integer square root of the number.
|
||
|
||
getangle(long xvect, long yvect)
|
||
Gets the angle of a vector (xvect,yvect)
|
||
These are 2048 possible angles starting from the right, going clockwise
|
||
|
||
rotatepoint(long xpivot, long ypivot, long x, long y,
|
||
short daang, long *x2, long *y2);
|
||
This function is a very convenient and fast math helper function.
|
||
Rotate points easily with this function without having to juggle your
|
||
cosines and sines. Simply pass it:
|
||
|
||
Input: 1. Pivot point (xpivot,ypivot)
|
||
2. Original point (x,y)
|
||
3. Angle to rotate (0 = nothing, 512 = 90<39> CW, etc.)
|
||
Output: 4. Rotated point (*x2,*y2)
|
||
|
||
lastwall(short point);
|
||
Use this function as a reverse function of wall[].point2. In order
|
||
to save memory, my walls are only on a single linked list.
|
||
|
||
nextsectorneighborz(short sectnum, long thez, short topbottom, short direction)
|
||
This function is used to tell where elevators should stop. It searches
|
||
nearby sectors for the next closest ceilingz or floorz it should stop at.
|
||
sectnum - elevator sector
|
||
thez - current z to start search from
|
||
topbottom - search ceilingz's/floorz's only
|
||
direction - search upwards/downwards
|
||
|
||
getceilzofslope(short sectnum, long x, long y)
|
||
getflorzofslope(short sectnum, long x, long y)
|
||
getzsofslope(short sectnum, long x, long y, long *ceilz, long *florz)
|
||
These 3 functions get the height of a ceiling and/or floor in a sector
|
||
at any (x,y) location. Use getzsofslope only if you need both the ceiling
|
||
and floor.
|
||
|
||
alignceilslope(short sectnum, long x, long y, long z)
|
||
alignflorslope(short sectnum, long x, long y, long z)
|
||
Given a sector and assuming it's first wall is the pivot wall of the slope,
|
||
this function makes the slope pass through the x,y,z point. One use of
|
||
this function is used for sin-wave floors.
|
||
|
||
-----------------------------------------------------------------------------
|
||
| SPRITE FUNCTIONS: |
|
||
-----------------------------------------------------------------------------
|
||
|
||
insertsprite(short sectnum, short statnum); //returns (short)spritenum;
|
||
Whenever you insert a sprite, you must pass it the sector
|
||
number, and a status number (statnum). The status number can be any
|
||
number from 0 to MAXSTATUS-1. Insertsprite works like a memory
|
||
allocation function and returns the sprite number.
|
||
|
||
deletesprite(short spritenum);
|
||
Deletes the sprite.
|
||
|
||
changespritesect(short spritenum, short newsectnum);
|
||
Changes the sector of sprite (spritenum) to the
|
||
newsector (newsectnum). This function may become
|
||
internal to the engine in the movesprite function. But
|
||
this function is necessary since all the sectors have
|
||
their own doubly-linked lists of sprites.
|
||
|
||
changespritestat(short spritenum, short newstatnum);
|
||
Changes the status of sprite (spritenum) to status
|
||
(newstatus). Newstatus can be any number from 0 to MAXSTATUS-1.
|
||
You can use this function to put a monster on a list of active sprites
|
||
when it first sees you.
|
||
|
||
setsprite(short spritenum, long newx, long newy, long newz);
|
||
This function simply sets the sprite's position to a specified
|
||
coordinate (newx, newy, newz) without any checking to see
|
||
whether the position is valid or not. You could directly
|
||
modify the sprite[].x, sprite[].y, and sprite[].z values, but
|
||
if you use my function, the sprite is guaranteed to be in the
|
||
right sector.
|
||
|
||
-----------------------------------------------------------------------------
|
||
| CACHE FUNCTIONS: |
|
||
-----------------------------------------------------------------------------
|
||
initcache(long dacachestart, long dacachesize)
|
||
First allocate a really large buffer (as large as possible), then pass off
|
||
the memory bufer the initcache
|
||
dacachestart: 32-bit offset in memory of start of cache
|
||
dacachesize: number of bytes that were allocated for the cache to use
|
||
|
||
allocache (long *bufptr, long bufsiz, char *lockptr)
|
||
*bufptr = pointer to 4-byte pointer to buffer. This
|
||
allows allocache to remove previously allocated things
|
||
from the cache safely by setting the 4-byte pointer to 0.
|
||
bufsiz = number of bytes to allocate
|
||
*lockptr = pointer to locking char which tells whether
|
||
the region can be removed or not. If *lockptr = 0 then
|
||
the region is not locked else its locked.
|
||
|
||
-----------------------------------------------------------------------------
|
||
| GROUP FILE FUNCTIONS: |
|
||
-----------------------------------------------------------------------------
|
||
initgroupfile(char *filename)
|
||
Tells the engine what the group file name is.
|
||
You should call this before any of the following group file functions.
|
||
uninitgroupfile()
|
||
Frees buffers. You should call this once at the end of the program
|
||
before quitting to dos.
|
||
|
||
kopen4load(char *filename, char searchfirst)
|
||
Open a file. First tries to open a stand alone file. Then searches for
|
||
it in the group file. If searchfirst is nonzero, it will check the group
|
||
file only.
|
||
|
||
kread(long handle, void *buffer, long leng)
|
||
klseek(long handle, long offset, long whence)
|
||
kfilelength(long handle)
|
||
kclose(long handle)
|
||
These 4 functions simply shadow the dos file functions - they
|
||
can do file I/O on the group file in addition to stand-along files.
|
||
|
||
-----------------------------------------------------------------------------
|
||
| COMMUNICATIONS FUNCTIONS: |
|
||
-----------------------------------------------------------------------------
|
||
Much of the following code is to keep compatibity with older network code:
|
||
|
||
initmultiplayers(char damultioption, char dacomrateoption, char dapriority)
|
||
The parameters are ignored - just pass 3 0's
|
||
uninitmultiplayers() Does nothing
|
||
|
||
sendpacket(long other, char *bufptr, long messleng)
|
||
other - who to send the packet to
|
||
bufptr - pointer to message to send
|
||
messleng - length of message
|
||
short getpacket (short *other, char *bufptr)
|
||
returns the number of bytes of the packet received, 0 if no packet
|
||
other - who the packet was received from
|
||
bufptr - pointer to message that was received
|
||
|
||
sendlogon() Does nothing
|
||
sendlogoff()
|
||
Sends a packet to everyone else where the
|
||
first byte is 255, and the
|
||
second byte is myconnectindex
|
||
|
||
getoutputcirclesize() Does nothing - just a stub function, returns 0
|
||
setsocket(short newsocket) Does nothing
|
||
|
||
flushpackets()
|
||
Clears all packet buffers
|
||
genericmultifunction(long other, char *bufptr, long messleng, long command)
|
||
Passes a buffer to the commit driver. This command provides a gateway
|
||
for game programmer to access COMMIT directly.
|
||
|
||
-----------------------------------------------------------------------------
|
||
| PALETTE FUNCTIONS: |
|
||
-----------------------------------------------------------------------------
|
||
VBE_setPalette(long start, long num, char *palettebuffer)
|
||
VBE_getPalette(long start, long num, char *palettebuffer)
|
||
Set (num) palette palette entries starting at (start)
|
||
palette entries are in a 4-byte format in this order:
|
||
0: Blue (0-63)
|
||
1: Green (0-63)
|
||
2: Red (0-63)
|
||
3: Reserved
|
||
|
||
makepalookup(long palnum, char *remapbuf,
|
||
signed char r, signed char g, signed char b,
|
||
char dastat)
|
||
This function allows different shirt colors for sprites. First prepare
|
||
remapbuf, which is a 256 byte buffer of chars which the colors to remap.
|
||
Palnum can be anywhere from 1-15. Since 0 is where the normal palette is
|
||
stored, it is a bad idea to call this function with palnum=0.
|
||
In BUILD.H notice I added a new variable, spritepal[MAXSPRITES].
|
||
Usually the value of this is 0 for the default palette. But if you
|
||
change it to the palnum in the code between drawrooms() and drawmasks
|
||
then the sprite will be drawn with that remapped palette. The last 3
|
||
parameters are the color that the palette fades to as you get further
|
||
away. This color is normally black (0,0,0). White would be (63,63,63).
|
||
if ((dastat&1) == 0) then makepalookup will allocate & deallocate
|
||
the memory block for use but will not waste the time creating a palookup
|
||
table (assuming you will create one yourself)
|
||
|
||
setbrightness(char gammalevel, char *dapal)
|
||
Use this function to adjust for gamma correction.
|
||
Gammalevel - ranges from 0-15, 0 is darkest, 15 brightest. Default: 0
|
||
dapal: standard VGA palette (768 bytes)
|
||
|
||
------------------------------------------------------------------------------
|
||
| This document brought to you by: |
|
||
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|
||
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|
||
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||
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||
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||
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|
||
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||
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| Ken Silverman of East Greenwich, RI USA |
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