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/contrib/games/wolf3d/Makefile
0,0 → 1,22
CC = kos32-gcc
LD = kos32-ld
 
SDK_DIR = $(abspath ../../sdk)
 
CFLAGS = -c -fno-ident -O2 -fomit-frame-pointer -fno-ident -U__WIN32__ -U_Win32 -U_WIN32 -U__MINGW32__ -UWIN32
LDFLAGS = -static -S -nostdlib -T $(SDK_DIR)/sources/newlib/app.lds --image-base 0
 
INCLUDES = -I$(SDK_DIR)/sources/newlib/libc/include -I$(SDK_DIR)/sources/SDL-1.2.2_newlib/include -I.
LIBPATH = -L $(SDK_DIR)/lib -L /home/autobuild/tools/win32/mingw32/lib
 
OBJECTS = wl_cloudsky.o wl_debug.o id_sd.o wl_play.o id_vl.o wl_act2.o wl_floorceiling.o wl_dir3dspr.o wl_state.o wl_atmos.o id_in.o signon.o wl_parallax.o wl_agent.o sdl_winmain.o wl_inter.o wl_text.o id_pm.o wl_draw.o wl_menu.o wl_game.o wl_act1.o wl_main.o wl_shade.o id_us_1.o id_vh.o id_ca.o joystick_stub.o
 
default: $(OBJECTS)
kos32-ld $(LDFLAGS) $(LIBPATH) --subsystem native -o wolf3d $(OBJECTS) -lSDLn -lsound -lstdc++ -lsupc++ -lgcc -lc.dll
objcopy wolf3d -O binary
 
%.o : %.cpp
$(CC) $(CFLAGS) $(INCLUDES) -o $@ $<
 
clean:
rm *.o
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/audiosod.h
0,0 → 1,142
/////////////////////////////////////////////////
//
// MUSE Header for .SOD
// Created Thu Aug 13 09:25:58 1992
//
/////////////////////////////////////////////////
 
#define NUMSOUNDS 81
#define NUMSNDCHUNKS 267
 
//
// Sound names & indexes
//
typedef enum {
HITWALLSND, // 0
MISSILEHITSND, // 1
SELECTITEMSND, // 2
GHOSTSIGHTSND, // 3
MOVEGUN2SND, // 4
MOVEGUN1SND, // 5
NOWAYSND, // 6
NAZIHITPLAYERSND, // 7
MISSILEFIRESND, // 8
PLAYERDEATHSND, // 9
DOGDEATHSND, // 10
ATKGATLINGSND, // 11
GETKEYSND, // 12
NOITEMSND, // 13
WALK1SND, // 14
WALK2SND, // 15
TAKEDAMAGESND, // 16
GAMEOVERSND, // 17
OPENDOORSND, // 18
CLOSEDOORSND, // 19
DONOTHINGSND, // 20
HALTSND, // 21
DEATHSCREAM2SND, // 22
ATKKNIFESND, // 23
ATKPISTOLSND, // 24
DEATHSCREAM3SND, // 25
ATKMACHINEGUNSND, // 26
HITENEMYSND, // 27
SHOOTDOORSND, // 28
DEATHSCREAM1SND, // 29
GETMACHINESND, // 30
GETAMMOSND, // 31
SHOOTSND, // 32
HEALTH1SND, // 33
HEALTH2SND, // 34
BONUS1SND, // 35
BONUS2SND, // 36
BONUS3SND, // 37
GETGATLINGSND, // 38
ESCPRESSEDSND, // 39
LEVELDONESND, // 40
DOGBARKSND, // 41
ENDBONUS1SND, // 42
ENDBONUS2SND, // 43
BONUS1UPSND, // 44
BONUS4SND, // 45
PUSHWALLSND, // 46
NOBONUSSND, // 47
PERCENT100SND, // 48
BOSSACTIVESND, // 49
DEATHSCREAM4SND, // 50
SCHUTZADSND, // 51
AHHHGSND, // 52
DEATHSCREAM5SND, // 53
DEATHSCREAM7SND, // 54
DEATHSCREAM8SND, // 55
LEBENSND, // 56
DEATHSCREAM6SND, // 57
NAZIFIRESND, // 58
BOSSFIRESND, // 59
SSFIRESND, // 60
SLURPIESND, // 61
GHOSTFADESND, // 62
DEATHSCREAM9SND, // 63
GETAMMOBOXSND, // 64
ANGELSIGHTSND, // 65
SPIONSND, // 66
NEINSOVASSND, // 67
DOGATTACKSND, // 68
ANGELFIRESND, // 69
TRANSSIGHTSND, // 70
TRANSDEATHSND, // 71
WILHELMSIGHTSND, // 72
WILHELMDEATHSND, // 73
UBERDEATHSND, // 74
KNIGHTSIGHTSND, // 75
KNIGHTDEATHSND, // 76
ANGELDEATHSND, // 77
KNIGHTMISSILESND, // 78
GETSPEARSND, // 79
ANGELTIREDSND, // 80
LASTSOUND
} soundnames;
 
//
// Base offsets
//
#define STARTPCSOUNDS 0
#define STARTADLIBSOUNDS 81
#define STARTDIGISOUNDS 162
#define STARTMUSIC 243
 
//
// Music names & indexes
//
typedef enum {
XFUNKIE_MUS, // 0
DUNGEON_MUS, // 1
XDEATH_MUS, // 2
GETTHEM_MUS, // 3
XTIPTOE_MUS, // 4
GOINGAFT_MUS, // 5
URAHERO_MUS, // 6
XTHEEND_MUS, // 7
NAZI_OMI_MUS, // 8
POW_MUS, // 9
TWELFTH_MUS, // 10
SEARCHN_MUS, // 11
SUSPENSE_MUS, // 12
ZEROHOUR_MUS, // 13
WONDERIN_MUS, // 14
ULTIMATE_MUS, // 15
ENDLEVEL_MUS, // 16
XEVIL_MUS, // 17
XJAZNAZI_MUS, // 18
COPYPRO_MUS, // 19
XAWARD_MUS, // 20
XPUTIT_MUS, // 21
XGETYOU_MUS, // 22
XTOWER2_MUS, // 23
LASTMUSIC
} musicnames;
 
/////////////////////////////////////////////////
//
// Thanks for playing with MUSE!
//
/////////////////////////////////////////////////
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/audiowl6.h
0,0 → 1,153
/////////////////////////////////////////////////
//
// MUSE Header for .WL6
// Created Tue Jul 14 15:04:53 1992
//
/////////////////////////////////////////////////
 
//
// Sound names & indexes
//
typedef enum {
HITWALLSND, // 0
SELECTWPNSND, // 1
SELECTITEMSND, // 2
HEARTBEATSND, // 3
MOVEGUN2SND, // 4
MOVEGUN1SND, // 5
NOWAYSND, // 6
NAZIHITPLAYERSND, // 7
SCHABBSTHROWSND, // 8
PLAYERDEATHSND, // 9
DOGDEATHSND, // 10
ATKGATLINGSND, // 11
GETKEYSND, // 12
NOITEMSND, // 13
WALK1SND, // 14
WALK2SND, // 15
TAKEDAMAGESND, // 16
GAMEOVERSND, // 17
OPENDOORSND, // 18
CLOSEDOORSND, // 19
DONOTHINGSND, // 20
HALTSND, // 21
DEATHSCREAM2SND, // 22
ATKKNIFESND, // 23
ATKPISTOLSND, // 24
DEATHSCREAM3SND, // 25
ATKMACHINEGUNSND, // 26
HITENEMYSND, // 27
SHOOTDOORSND, // 28
DEATHSCREAM1SND, // 29
GETMACHINESND, // 30
GETAMMOSND, // 31
SHOOTSND, // 32
HEALTH1SND, // 33
HEALTH2SND, // 34
BONUS1SND, // 35
BONUS2SND, // 36
BONUS3SND, // 37
GETGATLINGSND, // 38
ESCPRESSEDSND, // 39
LEVELDONESND, // 40
DOGBARKSND, // 41
ENDBONUS1SND, // 42
ENDBONUS2SND, // 43
BONUS1UPSND, // 44
BONUS4SND, // 45
PUSHWALLSND, // 46
NOBONUSSND, // 47
PERCENT100SND, // 48
BOSSACTIVESND, // 49
MUTTISND, // 50
SCHUTZADSND, // 51
AHHHGSND, // 52
DIESND, // 53
EVASND, // 54
GUTENTAGSND, // 55
LEBENSND, // 56
SCHEISTSND, // 57
NAZIFIRESND, // 58
BOSSFIRESND, // 59
SSFIRESND, // 60
SLURPIESND, // 61
TOT_HUNDSND, // 62
MEINGOTTSND, // 63
SCHABBSHASND, // 64
HITLERHASND, // 65
SPIONSND, // 66
NEINSOVASSND, // 67
DOGATTACKSND, // 68
FLAMETHROWERSND, // 69
MECHSTEPSND, // 70
GOOBSSND, // 71
YEAHSND, // 72
#ifndef APOGEE_1_0
DEATHSCREAM4SND, // 73
DEATHSCREAM5SND, // 74
DEATHSCREAM6SND, // 75
DEATHSCREAM7SND, // 76
DEATHSCREAM8SND, // 77
DEATHSCREAM9SND, // 78
DONNERSND, // 79
EINESND, // 80
ERLAUBENSND, // 81
KEINSND, // 82
MEINSND, // 83
ROSESND, // 84
MISSILEFIRESND, // 85
MISSILEHITSND, // 86
#endif
LASTSOUND
} soundnames;
 
//
// Base offsets
//
#define STARTPCSOUNDS 0
#define STARTADLIBSOUNDS LASTSOUND
#define STARTDIGISOUNDS (2*LASTSOUND)
#define STARTMUSIC (3*LASTSOUND)
 
//
// Music names & indexes
//
typedef enum {
CORNER_MUS, // 0
DUNGEON_MUS, // 1
WARMARCH_MUS, // 2
GETTHEM_MUS, // 3
HEADACHE_MUS, // 4
HITLWLTZ_MUS, // 5
INTROCW3_MUS, // 6
NAZI_NOR_MUS, // 7
NAZI_OMI_MUS, // 8
POW_MUS, // 9
SALUTE_MUS, // 10
SEARCHN_MUS, // 11
SUSPENSE_MUS, // 12
VICTORS_MUS, // 13
WONDERIN_MUS, // 14
FUNKYOU_MUS, // 15
ENDLEVEL_MUS, // 16
GOINGAFT_MUS, // 17
PREGNANT_MUS, // 18
ULTIMATE_MUS, // 19
NAZI_RAP_MUS, // 20
ZEROHOUR_MUS, // 21
TWELFTH_MUS, // 22
ROSTER_MUS, // 23
URAHERO_MUS, // 24
VICMARCH_MUS, // 25
PACMAN_MUS, // 26
LASTMUSIC
} musicnames;
 
#define NUMSOUNDS LASTSOUND
#define NUMSNDCHUNKS (STARTMUSIC + LASTMUSIC)
 
/////////////////////////////////////////////////
//
// Thanks for playing with MUSE!
//
/////////////////////////////////////////////////
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/f_spear.h
0,0 → 1,76
#define STR_ENDGAME1 "We owe you a great debt, Mr. Blazkowicz."
#define STR_ENDGAME2 "You have served your country well."
#define STR_ENDGAME3 "With the spear gone, the Allies will finally"
#define STR_ENDGAME4 "by able to destroy Hitler..."
 
#define STR_COPY1 "That's close, but not close enough to get"
#define STR_COPY2 "you into the game."
 
#define STR_COPY3 "Wow, you must have the early version of the"
#define STR_COPY4 "manual with the totally false information in it."
 
#define STR_COPY5 "I would let you into the game, but seeing"
#define STR_COPY6 "as that was not at all the right answer..."
 
#define STR_COPY7 "It's just too bad we can't get together on"
#define STR_COPY8 "this one. Sorry."
 
#define STR_COPY9 "Hey, you're just SO off base!"
 
#define STR_COPY10 "You know, I once typed that myself when"
#define STR_COPY11 "I was your age."
 
#define STR_COPY12 "Nops. Zero points. Zugga."
 
#define STR_COPY13 "Yeah...right."
 
#define STR_COPY14 "You must like these quizzes."
 
#define STR_COPY15 "Could be called \"PixelMeister\"?"
 
#define STR_COPY16 "Might engineer some software?"
 
#define STR_COPY17 "Would be found"
#define STR_COPY18 "directing creatively?"
 
#define STR_COPY19 "Might be found"
#define STR_COPY20 "handling operations?"
 
#define STR_COPY21 "Has a name familiar"
#define STR_COPY22 "to your weatherman?"
 
#define STR_NOPE1 "Welcome to the DOS prompt, pirate!"
#define STR_NOPE2 "Eat hot DOS prompt, goober!"
#define STR_NOPE3 "Ya know, this program doesn't cost that much."
#define STR_NOPE4 "Hey...weren't you just AT this DOS prompt?"
#define STR_NOPE5 "What's a nice user like you doin' at a DOS prompt like this?"
#define STR_NOPE6 "Well, I'm sure you just \"misplaced\" the manual..."
#define STR_NOPE7 "Run me again when you've boned up on your manual a bit."
#define STR_NOPE8 "Nice try, but no Spear."
#define STR_NOPE9 "That information is in the Spear of Destiny manual, by the way."
 
#define STR_MISC1 "Under \"Killing the Enemy\", what"
#define STR_MISC2 "type of enemy is pictured?"
 
#define STR_MISC3 "How many eyelets are on B.J.'s"
#define STR_MISC4 "boots? (see page 2)"
 
#define STR_MISC5 "The word \"minister\" appears in"
#define STR_MISC6 "what gray shape on page 2?"
 
#define STR_MISC7 "How many bullets does B.J. have"
#define STR_MISC8 "on the screen-shot in the middle"
#define STR_MISC9 "of page 9?"
 
#define STR_STAR "star"
#define STR_DEBRIEF " DEBRIEFING\n SESSION\n"
#define STR_ENEMY1 "Name the member of the"
#define STR_ENEMY2 "enemy forces shown above"
 
#define STR_CHECKMAN "CHECK YER MANUAL!"
#define STR_MAN1 "Which manual page"
#define STR_MAN2 "is the Options Menu"
#define STR_MAN3 "function"
#define STR_MAN4 "on?"
 
#define STR_ID1 "Which member of Id Software:"
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/foreign.h
0,0 → 1,131
#define QUITSUR "Are you sure you want\n"\
"to quit this great game?"
 
#define CURGAME "You are currently in\n"\
"a game. Continuing will\n"\
"erase old game. Ok?"
 
#define GAMESVD "There's already a game\n"\
"saved at this position.\n"\
" Overwrite?"
 
#define ENDGAMESTR "Are you sure you want\n"\
"to end the game you\n"\
"are playing? (Y or N):"
 
#define STR_NG "New Game"
#define STR_SD "Sound"
#define STR_CL "Control"
#define STR_LG "Load Game"
#define STR_SG "Save Game"
#define STR_CV "Change View"
#define STR_VS "View Scores"
#define STR_EG "End Game"
#define STR_BD "Back to Demo"
#define STR_QT "Quit"
 
#define STR_LOADING "Loading"
#define STR_SAVING "Saving"
 
#define STR_GAME "Game"
#define STR_DEMO "Demo"
#define STR_LGC "Load Game called\n\""
#define STR_EMPTY "empty"
#define STR_CALIB "Calibrate"
#define STR_JOYST "Joystick"
#define STR_MOVEJOY "Move joystick to\nupper left and\npress button 0\n"
#define STR_MOVEJOY2 "Move joystick to\nlower right and\npress button 1\n"
#define STR_ESCEXIT "ESC to exit"
 
#define STR_NONE "None"
#define STR_PC "PC Speaker"
#define STR_ALSB "AdLib/Sound Blaster"
#define STR_DISNEY "Disney Sound Source"
#define STR_SB "Sound Blaster"
 
#define STR_MOUSEEN "Mouse Enabled"
#define STR_JOYEN "Joystick Enabled"
#define STR_PORT2 "Use joystick port 2"
#define STR_GAMEPAD "Gravis GamePad Enabled"
#define STR_SENS "Mouse Sensitivity"
#define STR_CUSTOM "Customize controls"
 
#define STR_DADDY "Can I play, Daddy?"
#define STR_HURTME "Don't hurt me."
#define STR_BRINGEM "Bring 'em on!"
#define STR_DEATH "I am Death incarnate!"
 
#define STR_MOUSEADJ "Adjust Mouse Sensitivity"
#define STR_SLOW "Slow"
#define STR_FAST "Fast"
 
#define STR_CRUN "Run"
#define STR_COPEN "Open"
#define STR_CFIRE "Fire"
#define STR_CSTRAFE "Strafe"
 
#define STR_LEFT "Left"
#define STR_RIGHT "Right"
#define STR_FRWD "Frwd"
#define STR_BKWD "Bkwrd"
#define STR_THINK "Thinking"
 
#define STR_SIZE1 "Use arrows to size"
#define STR_SIZE2 "ENTER to accept"
#define STR_SIZE3 "ESC to cancel"
 
#define STR_YOUWIN "you win!"
 
#define STR_TOTALTIME "total time"
 
#define STR_RATKILL "kill %"
#define STR_RATSECRET "secret %"
#define STR_RATTREASURE "treasure %"
 
#define STR_BONUS "bonus"
#define STR_TIME "time"
#define STR_PAR " par"
 
#define STR_RAT2KILL "kill ratio %"
#define STR_RAT2SECRET "secret ratio %"
#define STR_RAT2TREASURE "treasure ratio %"
 
#define STR_DEFEATED "defeated!"
 
#define STR_CHEATER1 "You now have 100% Health,"
#define STR_CHEATER2 "99 Ammo and both Keys!"
#define STR_CHEATER3 "Note that you have basically"
#define STR_CHEATER4 "eliminated your chances of"
#define STR_CHEATER5 "getting a high score!"
 
#define STR_NOSPACE1 "There is not enough space"
#define STR_NOSPACE2 "on your disk to Save Game!"
 
#define STR_SAVECHT1 "Your Save Game file is,"
#define STR_SAVECHT2 "shall we say, \"corrupted\"."
#define STR_SAVECHT3 "But I'll let you go on and"
#define STR_SAVECHT4 "play anyway...."
 
#define STR_SEEAGAIN "Let's see that again!"
 
#ifdef SPEAR
#define ENDSTR1 "Heroes don't quit, but\ngo ahead and press " YESBUTTONNAME "\nif you aren't one."
#define ENDSTR2 "Press " YESBUTTONNAME " to quit,\nor press " NOBUTTONNAME " to enjoy\nmore violent diversion."
#define ENDSTR3 "Depressing the " YESBUTTONNAME " key means\nyou must return to the\nhumdrum workday world."
#define ENDSTR4 "Hey, quit or play,\n" YESBUTTONNAME " or " NOBUTTONNAME ":\nit's your choice."
#define ENDSTR5 "Sure you don't want to\nwaste a few more\nproductive hours?"
#define ENDSTR6 "I think you had better\nplay some more. Please\npress " NOBUTTONNAME "...please?"
#define ENDSTR7 "If you are tough, press " NOBUTTONNAME ".\nIf not, press " YESBUTTONNAME " daintily."
#define ENDSTR8 "I'm thinkin' that\nyou might wanna press " NOBUTTONNAME "\nto play more. You do it."
#define ENDSTR9 "Sure. Fine. Quit.\nSee if we care.\nGet it over with.\nPress " YESBUTTONNAME "."
#else
#define ENDSTR1 "Dost thou wish to\nleave with such hasty\nabandon?"
#define ENDSTR2 "Chickening out...\nalready?"
#define ENDSTR3 "Press " NOBUTTONNAME " for more carnage.\nPress " YESBUTTONNAME " to be a weenie."
#define ENDSTR4 "So, you think you can\nquit this easily, huh?"
#define ENDSTR5 "Press " NOBUTTONNAME " to save the world.\nPress " YESBUTTONNAME " to abandon it in\nits hour of need."
#define ENDSTR6 "Press " NOBUTTONNAME " if you are brave.\nPress " YESBUTTONNAME " to cower in shame."
#define ENDSTR7 "Heroes, press " NOBUTTONNAME ".\nWimps, press " YESBUTTONNAME "."
#define ENDSTR8 "You are at an intersection.\nA sign says, 'Press " YESBUTTONNAME " to quit.'\n>"
#define ENDSTR9 "For guns and glory, press " NOBUTTONNAME ".\nFor work and worry, press " YESBUTTONNAME "."
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/gfxv_apo.h
0,0 → 1,244
//////////////////////////////////////
//
// Graphics .H file for Apogee v1.4
// IGRAB-ed on Sun May 03 01:19:32 1992
//
//////////////////////////////////////
 
typedef enum {
// Lump Start
H_BJPIC=3,
H_CASTLEPIC, // 4
H_KEYBOARDPIC, // 5
H_JOYPIC, // 6
H_HEALPIC, // 7
H_TREASUREPIC, // 8
H_GUNPIC, // 9
H_KEYPIC, // 10
H_BLAZEPIC, // 11
H_WEAPON1234PIC, // 12
H_WOLFLOGOPIC, // 13
H_VISAPIC, // 14
H_MCPIC, // 15
H_IDLOGOPIC, // 16
H_TOPWINDOWPIC, // 17
H_LEFTWINDOWPIC, // 18
H_RIGHTWINDOWPIC, // 19
H_BOTTOMINFOPIC, // 20
#if !defined(APOGEE_1_0) && !defined(APOGEE_1_1) && !defined(APOGEE_1_2)
H_SPEARADPIC, // 21
#endif
// Lump Start
C_OPTIONSPIC, // 22
C_CURSOR1PIC, // 23
C_CURSOR2PIC, // 24
C_NOTSELECTEDPIC, // 25
C_SELECTEDPIC, // 26
C_FXTITLEPIC, // 27
C_DIGITITLEPIC, // 28
C_MUSICTITLEPIC, // 29
C_MOUSELBACKPIC, // 30
C_BABYMODEPIC, // 31
C_EASYPIC, // 32
C_NORMALPIC, // 33
C_HARDPIC, // 34
C_LOADSAVEDISKPIC, // 35
C_DISKLOADING1PIC, // 36
C_DISKLOADING2PIC, // 37
C_CONTROLPIC, // 38
C_CUSTOMIZEPIC, // 39
C_LOADGAMEPIC, // 40
C_SAVEGAMEPIC, // 41
C_EPISODE1PIC, // 42
C_EPISODE2PIC, // 43
C_EPISODE3PIC, // 44
C_EPISODE4PIC, // 45
C_EPISODE5PIC, // 46
C_EPISODE6PIC, // 47
C_CODEPIC, // 48
#ifndef APOGEE_1_0
C_TIMECODEPIC, // 49
C_LEVELPIC, // 50
C_NAMEPIC, // 51
C_SCOREPIC, // 52
#if !defined(APOGEE_1_1) && !defined(APOGEE_1_2)
C_JOY1PIC, // 53
C_JOY2PIC, // 54
#endif
#else
C_TIMECODEPIC=C_CODEPIC, // 47
#endif
// Lump Start
L_GUYPIC, // 55
L_COLONPIC, // 56
L_NUM0PIC, // 57
L_NUM1PIC, // 58
L_NUM2PIC, // 59
L_NUM3PIC, // 60
L_NUM4PIC, // 61
L_NUM5PIC, // 62
L_NUM6PIC, // 63
L_NUM7PIC, // 64
L_NUM8PIC, // 65
L_NUM9PIC, // 66
L_PERCENTPIC, // 67
L_APIC, // 68
L_BPIC, // 69
L_CPIC, // 70
L_DPIC, // 71
L_EPIC, // 72
L_FPIC, // 73
L_GPIC, // 74
L_HPIC, // 75
L_IPIC, // 76
L_JPIC, // 77
L_KPIC, // 78
L_LPIC, // 79
L_MPIC, // 80
L_NPIC, // 81
L_OPIC, // 82
L_PPIC, // 83
L_QPIC, // 84
L_RPIC, // 85
L_SPIC, // 86
L_TPIC, // 87
L_UPIC, // 88
L_VPIC, // 89
L_WPIC, // 90
L_XPIC, // 91
L_YPIC, // 92
L_ZPIC, // 93
L_EXPOINTPIC, // 94
#ifndef APOGEE_1_0
L_APOSTROPHEPIC, // 95
#endif
L_GUY2PIC, // 96
L_BJWINSPIC, // 97
STATUSBARPIC, // 98
TITLEPIC, // 99
PG13PIC, // 100
CREDITSPIC, // 101
HIGHSCORESPIC, // 102
// Lump Start
KNIFEPIC, // 103
GUNPIC, // 104
MACHINEGUNPIC, // 105
GATLINGGUNPIC, // 106
NOKEYPIC, // 107
GOLDKEYPIC, // 108
SILVERKEYPIC, // 109
N_BLANKPIC, // 110
N_0PIC, // 111
N_1PIC, // 112
N_2PIC, // 113
N_3PIC, // 114
N_4PIC, // 115
N_5PIC, // 116
N_6PIC, // 117
N_7PIC, // 118
N_8PIC, // 119
N_9PIC, // 120
FACE1APIC, // 121
FACE1BPIC, // 122
FACE1CPIC, // 123
FACE2APIC, // 124
FACE2BPIC, // 125
FACE2CPIC, // 126
FACE3APIC, // 127
FACE3BPIC, // 128
FACE3CPIC, // 129
FACE4APIC, // 130
FACE4BPIC, // 131
FACE4CPIC, // 132
FACE5APIC, // 133
FACE5BPIC, // 134
FACE5CPIC, // 135
FACE6APIC, // 136
FACE6BPIC, // 137
FACE6CPIC, // 138
FACE7APIC, // 139
FACE7BPIC, // 140
FACE7CPIC, // 141
FACE8APIC, // 142
GOTGATLINGPIC, // 143
MUTANTBJPIC, // 144
PAUSEDPIC, // 145
GETPSYCHEDPIC, // 146
 
TILE8, // 147
 
ORDERSCREEN, // 148
ERRORSCREEN, // 149
T_HELPART, // 150
#ifdef APOGEE_1_0
T_ENDART1, // 143
#endif
T_DEMO0, // 151
T_DEMO1, // 152
T_DEMO2, // 153
T_DEMO3, // 154
#ifndef APOGEE_1_0
T_ENDART1, // 155
T_ENDART2, // 156
T_ENDART3, // 157
T_ENDART4, // 158
T_ENDART5, // 159
T_ENDART6, // 160
#endif
 
ENUMEND
} graphicnums;
 
//
// Data LUMPs
//
#define README_LUMP_START H_BJPIC
#define README_LUMP_END H_BOTTOMINFOPIC
 
#define CONTROLS_LUMP_START C_OPTIONSPIC
#define CONTROLS_LUMP_END (L_GUYPIC - 1)
 
#define LEVELEND_LUMP_START L_GUYPIC
#define LEVELEND_LUMP_END L_BJWINSPIC
 
#define LATCHPICS_LUMP_START KNIFEPIC
#define LATCHPICS_LUMP_END GETPSYCHEDPIC
 
 
//
// Amount of each data item
//
#define NUMCHUNKS ENUMEND
#define NUMFONT 2
#define NUMFONTM 0
#define NUMPICS (GETPSYCHEDPIC - NUMFONT)
#define NUMPICM 0
#define NUMSPRITES 0
#define NUMTILE8 72
#define NUMTILE8M 0
#define NUMTILE16 0
#define NUMTILE16M 0
#define NUMTILE32 0
#define NUMTILE32M 0
#define NUMEXTERNS 13
//
// File offsets for data items
//
#define STRUCTPIC 0
 
#define STARTFONT 1
#define STARTFONTM 3
#define STARTPICS 3
#define STARTPICM TILE8
#define STARTSPRITES TILE8
#define STARTTILE8 TILE8
#define STARTTILE8M ORDERSCREEN
#define STARTTILE16 ORDERSCREEN
#define STARTTILE16M ORDERSCREEN
#define STARTTILE32 ORDERSCREEN
#define STARTTILE32M ORDERSCREEN
#define STARTEXTERNS ORDERSCREEN
 
//
// Thank you for using IGRAB!
//
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/gfxv_jap.h
0,0 → 1,243
//////////////////////////////////////////
//
// Graphics .H file for Japanese version
// Recreated from images and used defines
//
//////////////////////////////////////////
 
typedef enum {
// Lump Start
H_HELP1PIC = 3, // 3
H_HELP2PIC, // 4
H_HELP3PIC, // 5
H_HELP4PIC, // 6
H_HELP5PIC, // 7
H_HELP6PIC, // 8
H_HELP7PIC, // 9
H_HELP8PIC, // 10
H_HELP9PIC, // 11
H_HELP10PIC, // 12
 
// Lump Start
C_OPTIONSPIC, // 13
C_CURSOR1PIC, // 14
C_CURSOR2PIC, // 15
C_NOTSELECTEDPIC, // 16
C_SELECTEDPIC, // 17
C_MOUSELBACKPIC, // 18
C_BABYMODEPIC, // 19
C_EASYPIC, // 20
C_NORMALPIC, // 21
C_HARDPIC, // 22
C_LOADSAVEDISKPIC, // 23
C_DISKLOADING1PIC, // 24
C_DISKLOADING2PIC, // 25
C_CONTROLPIC, // 26
C_LOADGAMEPIC, // 27
C_SAVEGAMEPIC, // 28
C_EPISODE1PIC, // 29
C_EPISODE2PIC, // 30
C_EPISODE3PIC, // 31
C_EPISODE4PIC, // 32
C_EPISODE5PIC, // 33
C_EPISODE6PIC, // 34
C_CODEPIC, // 35
C_TIMECODEPIC, // 36
C_LEVELPIC, // 37
C_NAMEPIC, // 38
C_SCOREPIC, // 39
C_JOY1PIC, // 40
C_JOY2PIC, // 41
 
C_QUITMSGPIC, // 42
C_JAPQUITPIC, // 43
C_UNUSED_LOADING, // 44
C_JAPNEWGAMEPIC, // 45
C_JAPSAVEOVERPIC, // 46
 
C_MSCORESPIC, // 47
C_MENDGAMEPIC, // 48
C_MRETDEMOPIC, // 49
C_MRETGAMEPIC, // 50
C_INTERMISSIONPIC, // 51
C_LETSSEEPIC, // 52
C_ENDRATIOSPIC, // 53
 
C_ENDGAME1APIC, // 54
C_ENDGAME1BPIC, // 55
C_ENDGAME2APIC, // 56
C_ENDGAME2BPIC, // 57
C_ENDGAME3APIC, // 58
C_ENDGAME3BPIC, // 59
C_ENDGAME4APIC, // 60
C_ENDGAME4BPIC, // 61
C_ENDGAME5APIC, // 62
C_ENDGAME5BPIC, // 63
C_ENDGAME6APIC, // 64
C_ENDGAME6BPIC, // 65
 
// Lump Start
L_GUYPIC, // 66
L_COLONPIC, // 67
L_NUM0PIC, // 68
L_NUM1PIC, // 69
L_NUM2PIC, // 70
L_NUM3PIC, // 71
L_NUM4PIC, // 72
L_NUM5PIC, // 73
L_NUM6PIC, // 74
L_NUM7PIC, // 75
L_NUM8PIC, // 76
L_NUM9PIC, // 77
L_PERCENTPIC, // 78
L_APIC, // 79
L_BPIC, // 80
L_CPIC, // 81
L_DPIC, // 82
L_EPIC, // 83
L_FPIC, // 84
L_GPIC, // 85
L_HPIC, // 86
L_IPIC, // 87
L_JPIC, // 88
L_KPIC, // 89
L_LPIC, // 90
L_MPIC, // 91
L_NPIC, // 92
L_OPIC, // 93
L_PPIC, // 94
L_QPIC, // 95
L_RPIC, // 96
L_SPIC, // 97
L_TPIC, // 98
L_UPIC, // 99
L_VPIC, // 100
L_WPIC, // 101
L_XPIC, // 102
L_YPIC, // 103
L_ZPIC, // 104
L_EXPOINTPIC, // 105
L_APOSTROPHEPIC, // 106
L_GUY2PIC, // 107
L_BJWINSPIC, // 108
STATUSBARPIC, // 109
TITLEPIC, // 110
 
S_MOUSESENSPIC, // 111
S_OPTIONSPIC, // 112
S_SOUNDPIC, // 113
S_SKILLPIC, // 114
S_EPISODEPIC, // 115
S_CHANGEPIC, // 116
S_CUSTOMPIC, // 117
S_CONTROLPIC, // 118
 
CREDITSPIC, // 119
HIGHSCORESPIC, // 120
// Lump Start
KNIFEPIC, // 121
GUNPIC, // 122
MACHINEGUNPIC, // 123
GATLINGGUNPIC, // 124
NOKEYPIC, // 125
GOLDKEYPIC, // 126
SILVERKEYPIC, // 127
N_BLANKPIC, // 128
N_0PIC, // 129
N_1PIC, // 130
N_2PIC, // 131
N_3PIC, // 132
N_4PIC, // 133
N_5PIC, // 134
N_6PIC, // 135
N_7PIC, // 136
N_8PIC, // 137
N_9PIC, // 138
FACE1APIC, // 139
FACE1BPIC, // 140
FACE1CPIC, // 141
FACE2APIC, // 142
FACE2BPIC, // 143
FACE2CPIC, // 144
FACE3APIC, // 145
FACE3BPIC, // 146
FACE3CPIC, // 147
FACE4APIC, // 148
FACE4BPIC, // 149
FACE4CPIC, // 150
FACE5APIC, // 151
FACE5BPIC, // 152
FACE5CPIC, // 153
FACE6APIC, // 154
FACE6BPIC, // 155
FACE6CPIC, // 156
FACE7APIC, // 157
FACE7BPIC, // 158
FACE7CPIC, // 159
FACE8APIC, // 160
GOTGATLINGPIC, // 161
MUTANTBJPIC, // 162
PAUSEDPIC, // 163
GETPSYCHEDPIC, // 164
 
TILE8, // 165
 
ERRORSCREEN, // 166
 
T_DEMO0, // 167
T_DEMO1, // 168
T_DEMO2, // 169
T_DEMO3, // 170
 
ENUMEND
} graphicnums;
 
//
// Data LUMPs
//
#define README_LUMP_START H_BJPIC
#define README_LUMP_END H_BOTTOMINFOPIC
 
#define CONTROLS_LUMP_START C_OPTIONSPIC
#define CONTROLS_LUMP_END (L_GUYPIC - 1)
 
#define LEVELEND_LUMP_START L_GUYPIC
#define LEVELEND_LUMP_END L_BJWINSPIC
 
#define LATCHPICS_LUMP_START KNIFEPIC
#define LATCHPICS_LUMP_END GETPSYCHEDPIC
 
 
//
// Amount of each data item
//
#define NUMCHUNKS ENUMEND
#define NUMFONT 2
#define NUMFONTM 0
#define NUMPICS (GETPSYCHEDPIC - NUMFONT)
#define NUMPICM 0
#define NUMSPRITES 0
#define NUMTILE8 72
#define NUMTILE8M 0
#define NUMTILE16 0
#define NUMTILE16M 0
#define NUMTILE32 0
#define NUMTILE32M 0
#define NUMEXTERNS 13
//
// File offsets for data items
//
#define STRUCTPIC 0
 
#define STARTFONT 1
#define STARTFONTM 3
#define STARTPICS 3
#define STARTPICM TILE8
#define STARTSPRITES TILE8
#define STARTTILE8 TILE8
#define STARTTILE8M ERRORSCREEN
#define STARTTILE16 ERRORSCREEN
#define STARTTILE16M ERRORSCREEN
#define STARTTILE32 ERRORSCREEN
#define STARTTILE32M ERRORSCREEN
#define STARTEXTERNS ERRORSCREEN
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/gfxv_sod.h
0,0 → 1,290
//////////////////////////////////////
//
// Graphics .H file for .SOD
// IGRAB-ed on Thu Oct 08 20:38:29 1992
//
//////////////////////////////////////
 
typedef enum {
// Lump Start
C_BACKDROPPIC=3,
C_MOUSELBACKPIC, // 4
C_CURSOR1PIC, // 5
C_CURSOR2PIC, // 6
C_NOTSELECTEDPIC, // 7
C_SELECTEDPIC, // 8
// Lump Start
C_CUSTOMIZEPIC, // 9
C_JOY1PIC, // 10
C_JOY2PIC, // 11
C_MOUSEPIC, // 12
C_JOYSTICKPIC, // 13
C_KEYBOARDPIC, // 14
C_CONTROLPIC, // 15
// Lump Start
C_OPTIONSPIC, // 16
// Lump Start
C_FXTITLEPIC, // 17
C_DIGITITLEPIC, // 18
C_MUSICTITLEPIC, // 19
// Lump Start
C_HOWTOUGHPIC, // 20
C_BABYMODEPIC, // 21
C_EASYPIC, // 22
C_NORMALPIC, // 23
C_HARDPIC, // 24
// Lump Start
C_DISKLOADING1PIC, // 25
C_DISKLOADING2PIC, // 26
C_LOADGAMEPIC, // 27
C_SAVEGAMEPIC, // 28
// Lump Start
HIGHSCORESPIC, // 29
C_WONSPEARPIC, // 30
#ifndef SPEARDEMO
// Lump Start
BJCOLLAPSE1PIC, // 31
BJCOLLAPSE2PIC, // 32
BJCOLLAPSE3PIC, // 33
BJCOLLAPSE4PIC, // 34
ENDPICPIC, // 35
#endif
// Lump Start
L_GUYPIC, // 36
L_COLONPIC, // 37
L_NUM0PIC, // 38
L_NUM1PIC, // 39
L_NUM2PIC, // 40
L_NUM3PIC, // 41
L_NUM4PIC, // 42
L_NUM5PIC, // 43
L_NUM6PIC, // 44
L_NUM7PIC, // 45
L_NUM8PIC, // 46
L_NUM9PIC, // 47
L_PERCENTPIC, // 48
L_APIC, // 49
L_BPIC, // 50
L_CPIC, // 51
L_DPIC, // 52
L_EPIC, // 53
L_FPIC, // 54
L_GPIC, // 55
L_HPIC, // 56
L_IPIC, // 57
L_JPIC, // 58
L_KPIC, // 59
L_LPIC, // 60
L_MPIC, // 61
L_NPIC, // 62
L_OPIC, // 63
L_PPIC, // 64
L_QPIC, // 65
L_RPIC, // 66
L_SPIC, // 67
L_TPIC, // 68
L_UPIC, // 69
L_VPIC, // 70
L_WPIC, // 71
L_XPIC, // 72
L_YPIC, // 73
L_ZPIC, // 74
L_EXPOINTPIC, // 75
L_APOSTROPHEPIC, // 76
L_GUY2PIC, // 77
L_BJWINSPIC, // 78
// Lump Start
TITLE1PIC, // 79
TITLE2PIC, // 80
#ifndef SPEARDEMO
// Lump Start
ENDSCREEN11PIC, // 81
// Lump Start
ENDSCREEN12PIC, // 82
ENDSCREEN3PIC, // 83
ENDSCREEN4PIC, // 84
ENDSCREEN5PIC, // 85
ENDSCREEN6PIC, // 86
ENDSCREEN7PIC, // 87
ENDSCREEN8PIC, // 88
ENDSCREEN9PIC, // 89
#endif
STATUSBARPIC, // 90
PG13PIC, // 91
CREDITSPIC, // 92
#ifndef SPEARDEMO
// Lump Start
IDGUYS1PIC, // 93
IDGUYS2PIC, // 94
// Lump Start
COPYPROTTOPPIC, // 95
COPYPROTBOXPIC, // 96
BOSSPIC1PIC, // 97
BOSSPIC2PIC, // 98
BOSSPIC3PIC, // 99
BOSSPIC4PIC, // 100
#endif
// Lump Start
KNIFEPIC, // 101
GUNPIC, // 102
MACHINEGUNPIC, // 103
GATLINGGUNPIC, // 104
NOKEYPIC, // 105
GOLDKEYPIC, // 106
SILVERKEYPIC, // 107
N_BLANKPIC, // 108
N_0PIC, // 109
N_1PIC, // 110
N_2PIC, // 111
N_3PIC, // 112
N_4PIC, // 113
N_5PIC, // 114
N_6PIC, // 115
N_7PIC, // 116
N_8PIC, // 117
N_9PIC, // 118
FACE1APIC, // 119
FACE1BPIC, // 120
FACE1CPIC, // 121
FACE2APIC, // 122
FACE2BPIC, // 123
FACE2CPIC, // 124
FACE3APIC, // 125
FACE3BPIC, // 126
FACE3CPIC, // 127
FACE4APIC, // 128
FACE4BPIC, // 129
FACE4CPIC, // 130
FACE5APIC, // 131
FACE5BPIC, // 132
FACE5CPIC, // 133
FACE6APIC, // 134
FACE6BPIC, // 135
FACE6CPIC, // 136
FACE7APIC, // 137
FACE7BPIC, // 138
FACE7CPIC, // 139
FACE8APIC, // 140
GOTGATLINGPIC, // 141
GODMODEFACE1PIC, // 142
GODMODEFACE2PIC, // 143
GODMODEFACE3PIC, // 144
BJWAITING1PIC, // 145
BJWAITING2PIC, // 146
BJOUCHPIC, // 147
PAUSEDPIC, // 148
GETPSYCHEDPIC, // 149
 
TILE8, // 150
 
ORDERSCREEN, // 151
ERRORSCREEN, // 152
TITLEPALETTE, // 153
#ifndef SPEARDEMO
END1PALETTE, // 154
END2PALETTE, // 155
END3PALETTE, // 156
END4PALETTE, // 157
END5PALETTE, // 158
END6PALETTE, // 159
END7PALETTE, // 160
END8PALETTE, // 161
END9PALETTE, // 162
IDGUYSPALETTE, // 163
#endif
T_DEMO0, // 164
#ifndef SPEARDEMO
T_DEMO1, // 165
T_DEMO2, // 166
T_DEMO3, // 167
T_ENDART1, // 168
#endif
ENUMEND
} graphicnums;
 
//
// Data LUMPs
//
#define BACKDROP_LUMP_START 3
#define BACKDROP_LUMP_END 8
 
#define CONTROL_LUMP_START 9
#define CONTROL_LUMP_END 15
 
#define OPTIONS_LUMP_START 16
#define OPTIONS_LUMP_END 16
 
#define SOUND_LUMP_START 17
#define SOUND_LUMP_END 19
 
#define NEWGAME_LUMP_START 20
#define NEWGAME_LUMP_END 24
 
#define LOADSAVE_LUMP_START 25
#define LOADSAVE_LUMP_END 28
 
#define HIGHSCORES_LUMP_START 29
#define HIGHSCORES_LUMP_END 30
 
#define ENDGAME_LUMP_START 31
#define ENDGAME_LUMP_END 35
 
#define LEVELEND_LUMP_START L_GUYPIC
#define LEVELEND_LUMP_END L_BJWINSPIC
 
#define TITLESCREEN_LUMP_START TITLE1PIC
#define TITLESCREEN_LUMP_END TITLE2PIC
 
#define ENDGAME1_LUMP_START ENDSCREEN11PIC
#define ENDGAME1_LUMP_END ENDSCREEN11PIC
 
#define ENDGAME2_LUMP_START ENDSCREEN12PIC
#define ENDGAME2_LUMP_END ENDSCREEN12PIC
 
#define EASTEREGG_LUMP_START IDGUYS1PIC
#define EASTEREGG_LUMP_END IDGUYS2PIC
 
#define COPYPROT_LUMP_START COPYPROTTOPPIC
#define COPYPROT_LUMP_END BOSSPIC4PIC
 
#define LATCHPICS_LUMP_START KNIFEPIC
#define LATCHPICS_LUMP_END GETPSYCHEDPIC
 
 
//
// Amount of each data item
//
#define NUMCHUNKS ENUMEND
#define NUMFONT 2
#define NUMFONTM 0
#define NUMPICS (GETPSYCHEDPIC - NUMFONT)
#define NUMPICM 0
#define NUMSPRITES 0
#define NUMTILE8 72
#define NUMTILE8M 0
#define NUMTILE16 0
#define NUMTILE16M 0
#define NUMTILE32 0
#define NUMTILE32M 0
#define NUMEXTERNS 18
//
// File offsets for data items
//
#define STRUCTPIC 0
 
#define STARTFONT 1
#define STARTFONTM 3
#define STARTPICS 3
#define STARTPICM TILE8
#define STARTSPRITES TILE8
#define STARTTILE8 TILE8
#define STARTTILE8M ORDERSCREEN
#define STARTTILE16 ORDERSCREEN
#define STARTTILE16M ORDERSCREEN
#define STARTTILE32 ORDERSCREEN
#define STARTTILE32M ORDERSCREEN
#define STARTEXTERNS ORDERSCREEN
 
//
// Thank you for using IGRAB!
//
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/gfxv_wl6.h
0,0 → 1,216
//////////////////////////////////////
//
// Graphics .H file for .WL6
// IGRAB-ed on Wed Apr 13 06:58:44 1994
//
//////////////////////////////////////
 
typedef enum {
// Lump Start
H_BJPIC=3,
H_CASTLEPIC, // 4
H_BLAZEPIC, // 5
H_TOPWINDOWPIC, // 6
H_LEFTWINDOWPIC, // 7
H_RIGHTWINDOWPIC, // 8
H_BOTTOMINFOPIC, // 9
// Lump Start
C_OPTIONSPIC, // 10
C_CURSOR1PIC, // 11
C_CURSOR2PIC, // 12
C_NOTSELECTEDPIC, // 13
C_SELECTEDPIC, // 14
C_FXTITLEPIC, // 15
C_DIGITITLEPIC, // 16
C_MUSICTITLEPIC, // 17
C_MOUSELBACKPIC, // 18
C_BABYMODEPIC, // 19
C_EASYPIC, // 20
C_NORMALPIC, // 21
C_HARDPIC, // 22
C_LOADSAVEDISKPIC, // 23
C_DISKLOADING1PIC, // 24
C_DISKLOADING2PIC, // 25
C_CONTROLPIC, // 26
C_CUSTOMIZEPIC, // 27
C_LOADGAMEPIC, // 28
C_SAVEGAMEPIC, // 29
C_EPISODE1PIC, // 30
C_EPISODE2PIC, // 31
C_EPISODE3PIC, // 32
C_EPISODE4PIC, // 33
C_EPISODE5PIC, // 34
C_EPISODE6PIC, // 35
C_CODEPIC, // 36
C_TIMECODEPIC, // 37
C_LEVELPIC, // 38
C_NAMEPIC, // 39
C_SCOREPIC, // 40
C_JOY1PIC, // 41
C_JOY2PIC, // 42
// Lump Start
L_GUYPIC, // 43
L_COLONPIC, // 44
L_NUM0PIC, // 45
L_NUM1PIC, // 46
L_NUM2PIC, // 47
L_NUM3PIC, // 48
L_NUM4PIC, // 49
L_NUM5PIC, // 50
L_NUM6PIC, // 51
L_NUM7PIC, // 52
L_NUM8PIC, // 53
L_NUM9PIC, // 54
L_PERCENTPIC, // 55
L_APIC, // 56
L_BPIC, // 57
L_CPIC, // 58
L_DPIC, // 59
L_EPIC, // 60
L_FPIC, // 61
L_GPIC, // 62
L_HPIC, // 63
L_IPIC, // 64
L_JPIC, // 65
L_KPIC, // 66
L_LPIC, // 67
L_MPIC, // 68
L_NPIC, // 69
L_OPIC, // 70
L_PPIC, // 71
L_QPIC, // 72
L_RPIC, // 73
L_SPIC, // 74
L_TPIC, // 75
L_UPIC, // 76
L_VPIC, // 77
L_WPIC, // 78
L_XPIC, // 79
L_YPIC, // 80
L_ZPIC, // 81
L_EXPOINTPIC, // 82
L_APOSTROPHEPIC, // 83
L_GUY2PIC, // 84
L_BJWINSPIC, // 85
STATUSBARPIC, // 86
TITLEPIC, // 87
PG13PIC, // 88
CREDITSPIC, // 89
HIGHSCORESPIC, // 90
// Lump Start
KNIFEPIC, // 91
GUNPIC, // 92
MACHINEGUNPIC, // 93
GATLINGGUNPIC, // 94
NOKEYPIC, // 95
GOLDKEYPIC, // 96
SILVERKEYPIC, // 97
N_BLANKPIC, // 98
N_0PIC, // 99
N_1PIC, // 100
N_2PIC, // 101
N_3PIC, // 102
N_4PIC, // 103
N_5PIC, // 104
N_6PIC, // 105
N_7PIC, // 106
N_8PIC, // 107
N_9PIC, // 108
FACE1APIC, // 109
FACE1BPIC, // 110
FACE1CPIC, // 111
FACE2APIC, // 112
FACE2BPIC, // 113
FACE2CPIC, // 114
FACE3APIC, // 115
FACE3BPIC, // 116
FACE3CPIC, // 117
FACE4APIC, // 118
FACE4BPIC, // 119
FACE4CPIC, // 120
FACE5APIC, // 121
FACE5BPIC, // 122
FACE5CPIC, // 123
FACE6APIC, // 124
FACE6BPIC, // 125
FACE6CPIC, // 126
FACE7APIC, // 127
FACE7BPIC, // 128
FACE7CPIC, // 129
FACE8APIC, // 130
GOTGATLINGPIC, // 131
MUTANTBJPIC, // 132
PAUSEDPIC, // 133
GETPSYCHEDPIC, // 134
 
 
 
ORDERSCREEN=136,
ERRORSCREEN, // 137
T_HELPART, // 138
T_DEMO0, // 139
T_DEMO1, // 140
T_DEMO2, // 141
T_DEMO3, // 142
T_ENDART1, // 143
T_ENDART2, // 144
T_ENDART3, // 145
T_ENDART4, // 146
T_ENDART5, // 147
T_ENDART6, // 148
ENUMEND
} graphicnums;
 
//
// Data LUMPs
//
#define README_LUMP_START 3
#define README_LUMP_END 9
 
#define CONTROLS_LUMP_START 10
#define CONTROLS_LUMP_END 42
 
#define LEVELEND_LUMP_START 43
#define LEVELEND_LUMP_END 85
 
#define LATCHPICS_LUMP_START 91
#define LATCHPICS_LUMP_END 134
 
 
//
// Amount of each data item
//
#define NUMCHUNKS 149
#define NUMFONT 2
#define NUMFONTM 0
#define NUMPICS 132
#define NUMPICM 0
#define NUMSPRITES 0
#define NUMTILE8 72
#define NUMTILE8M 0
#define NUMTILE16 0
#define NUMTILE16M 0
#define NUMTILE32 0
#define NUMTILE32M 0
#define NUMEXTERNS 13
//
// File offsets for data items
//
#define STRUCTPIC 0
 
#define STARTFONT 1
#define STARTFONTM 3
#define STARTPICS 3
#define STARTPICM 135
#define STARTSPRITES 135
#define STARTTILE8 135
#define STARTTILE8M 136
#define STARTTILE16 136
#define STARTTILE16M 136
#define STARTTILE32 136
#define STARTTILE32M 136
#define STARTEXTERNS 136
 
//
// Thank you for using IGRAB!
//
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/gp2x.h
0,0 → 1,51
#ifndef GP2X_H
#define GP2X_H
 
#include <SDL/SDL.h>
#include <sys/ioctl.h>
#include <sys/soundcard.h>
#include <fcntl.h>
#include <unistd.h>
 
#include "wl_def.h"
 
#define GP2X_BUTTON_UP (0)
#define GP2X_BUTTON_DOWN (4)
#define GP2X_BUTTON_LEFT (2)
#define GP2X_BUTTON_RIGHT (6)
#define GP2X_BUTTON_UPLEFT (1)
#define GP2X_BUTTON_UPRIGHT (7)
#define GP2X_BUTTON_DOWNLEFT (3)
#define GP2X_BUTTON_DOWNRIGHT (5)
#define GP2X_BUTTON_CLICK (18)
#define GP2X_BUTTON_A (12)
#define GP2X_BUTTON_B (13)
#define GP2X_BUTTON_X (15)
#define GP2X_BUTTON_Y (14)
#define GP2X_BUTTON_L (11)
#define GP2X_BUTTON_R (10)
#define GP2X_BUTTON_START (8)
#define GP2X_BUTTON_SELECT (9)
#define GP2X_BUTTON_VOLUP (16)
#define GP2X_BUTTON_VOLDOWN (17)
 
#define VOLUME_MIN 0
#define VOLUME_MAX 100
#define VOLUME_CHANGE_RATE 2
#define VOLUME_NOCHG 0
#define VOLUME_DOWN 1
#define VOLUME_UP 2
#define KEY_DOWN 1
#define KEY_UP 0
 
void GP2X_Init();
void GP2X_Shutdown();
void GP2X_StartMMUHack();
 
void GP2X_AdjustVolume( int direction );
void GP2X_ButtonDown( int button );
void GP2X_ButtonUp( int button );
void Screenshot( void );
void SetKeyboard( unsigned int key, int press );
 
#endif // GP2X_H
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_ca.cpp
0,0 → 1,1118
// ID_CA.C
 
// this has been customized for WOLF
 
/*
=============================================================================
 
Id Software Caching Manager
---------------------------
 
Must be started BEFORE the memory manager, because it needs to get the headers
loaded into the data segment
 
=============================================================================
*/
 
#include <sys/types.h>
#if defined _WIN32
#include <io.h>
#elif defined _arch_dreamcast
#include <unistd.h>
#else
// #include <sys/uio.h>
#include <unistd.h>
#endif
 
#include "wl_def.h"
#pragma hdrstop
 
#define THREEBYTEGRSTARTS
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
typedef struct
{
word bit0,bit1; // 0-255 is a character, > is a pointer to a node
} huffnode;
 
 
typedef struct
{
word RLEWtag;
int32_t headeroffsets[100];
} mapfiletype;
 
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
#define BUFFERSIZE 0x1000
static int32_t bufferseg[BUFFERSIZE/4];
 
int mapon;
 
word *mapsegs[MAPPLANES];
static maptype* mapheaderseg[NUMMAPS];
byte *audiosegs[NUMSNDCHUNKS];
byte *grsegs[NUMCHUNKS];
 
word RLEWtag;
 
int numEpisodesMissing = 0;
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
char extension[5]; // Need a string, not constant to change cache files
char graphext[5];
char audioext[5];
static const char gheadname[] = "vgahead.";
static const char gfilename[] = "vgagraph.";
static const char gdictname[] = "vgadict.";
static const char mheadname[] = "maphead.";
static const char mfilename[] = "maptemp.";
static const char aheadname[] = "audiohed.";
static const char afilename[] = "audiot.";
 
void CA_CannotOpen(const char *string);
 
static int32_t grstarts[NUMCHUNKS + 1];
static int32_t* audiostarts; // array of offsets in audio / audiot
 
#ifdef GRHEADERLINKED
huffnode *grhuffman;
#else
huffnode grhuffman[255];
#endif
 
int grhandle = -1; // handle to EGAGRAPH
int maphandle = -1; // handle to MAPTEMP / GAMEMAPS
int audiohandle = -1; // handle to AUDIOT / AUDIO
 
int32_t chunkcomplen,chunkexplen;
 
SDMode oldsoundmode;
 
 
static int32_t GRFILEPOS(const size_t idx)
{
assert(idx < lengthof(grstarts));
return grstarts[idx];
}
 
/*
=============================================================================
 
LOW LEVEL ROUTINES
 
=============================================================================
*/
 
/*
============================
=
= CAL_GetGrChunkLength
=
= Gets the length of an explicit length chunk (not tiles)
= The file pointer is positioned so the compressed data can be read in next.
=
============================
*/
 
void CAL_GetGrChunkLength (int chunk)
{
lseek(grhandle,GRFILEPOS(chunk),SEEK_SET);
read(grhandle,&chunkexplen,sizeof(chunkexplen));
chunkcomplen = GRFILEPOS(chunk+1)-GRFILEPOS(chunk)-4;
}
 
 
/*
==========================
=
= CA_WriteFile
=
= Writes a file from a memory buffer
=
==========================
*/
 
boolean CA_WriteFile (const char *filename, void *ptr, int32_t length)
{
const int handle = open(filename, O_CREAT | O_WRONLY | O_BINARY, 0644);
if (handle == -1)
return false;
 
if (!write (handle,ptr,length))
{
close (handle);
return false;
}
close (handle);
return true;
}
 
 
 
/*
==========================
=
= CA_LoadFile
=
= Allocate space for and load a file
=
==========================
*/
 
boolean CA_LoadFile (const char *filename, memptr *ptr)
{
int32_t size;
 
const int handle = open(filename, O_RDONLY | O_BINARY);
if (handle == -1)
return false;
 
size = lseek(handle, 0, SEEK_END);
lseek(handle, 0, SEEK_SET);
*ptr=malloc(size);
CHECKMALLOCRESULT(*ptr);
if (!read (handle,*ptr,size))
{
close (handle);
return false;
}
close (handle);
return true;
}
 
/*
============================================================================
 
COMPRESSION routines, see JHUFF.C for more
 
============================================================================
*/
 
static void CAL_HuffExpand(byte *source, byte *dest, int32_t length, huffnode *hufftable)
{
byte *end;
huffnode *headptr, *huffptr;
 
if(!length || !dest)
{
Quit("length or dest is null!");
return;
}
 
headptr = hufftable+254; // head node is always node 254
 
int written = 0;
 
end=dest+length;
 
byte val = *source++;
byte mask = 1;
word nodeval;
huffptr = headptr;
while(1)
{
if(!(val & mask))
nodeval = huffptr->bit0;
else
nodeval = huffptr->bit1;
if(mask==0x80)
{
val = *source++;
mask = 1;
}
else mask <<= 1;
 
if(nodeval<256)
{
*dest++ = (byte) nodeval;
written++;
huffptr = headptr;
if(dest>=end) break;
}
else
{
huffptr = hufftable + (nodeval - 256);
}
}
}
 
/*
======================
=
= CAL_CarmackExpand
=
= Length is the length of the EXPANDED data
=
======================
*/
 
#define NEARTAG 0xa7
#define FARTAG 0xa8
 
void CAL_CarmackExpand (byte *source, word *dest, int length)
{
word ch,chhigh,count,offset;
byte *inptr;
word *copyptr, *outptr;
 
length/=2;
 
inptr = (byte *) source;
outptr = dest;
 
while (length>0)
{
ch = READWORD(inptr);
chhigh = ch>>8;
if (chhigh == NEARTAG)
{
count = ch&0xff;
if (!count)
{ // have to insert a word containing the tag byte
ch |= *inptr++;
*outptr++ = ch;
length--;
}
else
{
offset = *inptr++;
copyptr = outptr - offset;
length -= count;
if(length<0) return;
while (count--)
*outptr++ = *copyptr++;
}
}
else if (chhigh == FARTAG)
{
count = ch&0xff;
if (!count)
{ // have to insert a word containing the tag byte
ch |= *inptr++;
*outptr++ = ch;
length --;
}
else
{
offset = READWORD(inptr);
copyptr = dest + offset;
length -= count;
if(length<0) return;
while (count--)
*outptr++ = *copyptr++;
}
}
else
{
*outptr++ = ch;
length --;
}
}
}
 
/*
======================
=
= CA_RLEWcompress
=
======================
*/
 
int32_t CA_RLEWCompress (word *source, int32_t length, word *dest, word rlewtag)
{
word value,count;
unsigned i;
word *start,*end;
 
start = dest;
 
end = source + (length+1)/2;
 
//
// compress it
//
do
{
count = 1;
value = *source++;
while (*source == value && source<end)
{
count++;
source++;
}
if (count>3 || value == rlewtag)
{
//
// send a tag / count / value string
//
*dest++ = rlewtag;
*dest++ = count;
*dest++ = value;
}
else
{
//
// send word without compressing
//
for (i=1;i<=count;i++)
*dest++ = value;
}
 
} while (source<end);
 
return (int32_t)(2*(dest-start));
}
 
 
/*
======================
=
= CA_RLEWexpand
= length is EXPANDED length
=
======================
*/
 
void CA_RLEWexpand (word *source, word *dest, int32_t length, word rlewtag)
{
word value,count,i;
word *end=dest+length/2;
 
//
// expand it
//
do
{
value = *source++;
if (value != rlewtag)
//
// uncompressed
//
*dest++=value;
else
{
//
// compressed string
//
count = *source++;
value = *source++;
for (i=1;i<=count;i++)
*dest++ = value;
}
} while (dest<end);
}
 
 
 
/*
=============================================================================
 
CACHE MANAGER ROUTINES
 
=============================================================================
*/
 
 
/*
======================
=
= CAL_SetupGrFile
=
======================
*/
 
void CAL_SetupGrFile (void)
{
char fname[13];
int handle;
byte *compseg;
 
#ifdef GRHEADERLINKED
 
grhuffman = (huffnode *)&EGAdict;
grstarts = (int32_t _seg *)FP_SEG(&EGAhead);
 
#else
 
//
// load ???dict.ext (huffman dictionary for graphics files)
//
 
strcpy(fname,gdictname);
strcat(fname,graphext);
 
handle = open(fname, O_RDONLY | O_BINARY);
if (handle == -1)
CA_CannotOpen(fname);
 
read(handle, grhuffman, sizeof(grhuffman));
close(handle);
 
// load the data offsets from ???head.ext
strcpy(fname,gheadname);
strcat(fname,graphext);
 
handle = open(fname, O_RDONLY | O_BINARY);
if (handle == -1)
CA_CannotOpen(fname);
 
long headersize = lseek(handle, 0, SEEK_END);
lseek(handle, 0, SEEK_SET);
 
#ifndef APOGEE_1_0
int expectedsize = lengthof(grstarts) - numEpisodesMissing;
#else
int expectedsize = lengthof(grstarts);
#endif
 
if(!param_ignorenumchunks && headersize / 3 != (long) expectedsize)
Quit("Wolf4SDL was not compiled for these data files:\n"
"%s contains a wrong number of offsets (%i instead of %i)!\n\n"
"Please check whether you are using the right executable!\n"
"(For mod developers: perhaps you forgot to update NUMCHUNKS?)",
fname, headersize / 3, expectedsize);
 
byte data[lengthof(grstarts) * 3];
read(handle, data, sizeof(data));
close(handle);
 
const byte* d = data;
for (int32_t* i = grstarts; i != endof(grstarts); ++i)
{
const int32_t val = d[0] | d[1] << 8 | d[2] << 16;
*i = (val == 0x00FFFFFF ? -1 : val);
d += 3;
}
#endif
 
//
// Open the graphics file, leaving it open until the game is finished
//
strcpy(fname,gfilename);
strcat(fname,graphext);
 
grhandle = open(fname, O_RDONLY | O_BINARY);
if (grhandle == -1)
CA_CannotOpen(fname);
 
 
//
// load the pic and sprite headers into the arrays in the data segment
//
pictable=(pictabletype *) malloc(NUMPICS*sizeof(pictabletype));
CHECKMALLOCRESULT(pictable);
CAL_GetGrChunkLength(STRUCTPIC); // position file pointer
compseg=(byte *) malloc(chunkcomplen);
CHECKMALLOCRESULT(compseg);
read (grhandle,compseg,chunkcomplen);
CAL_HuffExpand(compseg, (byte*)pictable, NUMPICS * sizeof(pictabletype), grhuffman);
free(compseg);
}
 
//==========================================================================
 
 
/*
======================
=
= CAL_SetupMapFile
=
======================
*/
 
void CAL_SetupMapFile (void)
{
int i;
int handle;
int32_t length,pos;
char fname[13];
 
//
// load maphead.ext (offsets and tileinfo for map file)
//
strcpy(fname,mheadname);
strcat(fname,extension);
 
handle = open(fname, O_RDONLY | O_BINARY);
if (handle == -1)
CA_CannotOpen(fname);
 
length = NUMMAPS*4+2; // used to be "filelength(handle);"
mapfiletype *tinf=(mapfiletype *) malloc(sizeof(mapfiletype));
CHECKMALLOCRESULT(tinf);
read(handle, tinf, length);
close(handle);
 
RLEWtag=tinf->RLEWtag;
 
//
// open the data file
//
#ifdef CARMACIZED
strcpy(fname, "gamemaps.");
strcat(fname, extension);
 
maphandle = open(fname, O_RDONLY | O_BINARY);
if (maphandle == -1)
CA_CannotOpen(fname);
#else
strcpy(fname,mfilename);
strcat(fname,extension);
 
maphandle = open(fname, O_RDONLY | O_BINARY);
if (maphandle == -1)
CA_CannotOpen(fname);
#endif
 
//
// load all map header
//
for (i=0;i<NUMMAPS;i++)
{
pos = tinf->headeroffsets[i];
if (pos<0) // $FFFFFFFF start is a sparse map
continue;
 
mapheaderseg[i]=(maptype *) malloc(sizeof(maptype));
CHECKMALLOCRESULT(mapheaderseg[i]);
lseek(maphandle,pos,SEEK_SET);
read (maphandle,(memptr)mapheaderseg[i],sizeof(maptype));
}
 
free(tinf);
 
//
// allocate space for 3 64*64 planes
//
for (i=0;i<MAPPLANES;i++)
{
mapsegs[i]=(word *) malloc(maparea*2);
CHECKMALLOCRESULT(mapsegs[i]);
}
}
 
 
//==========================================================================
 
 
/*
======================
=
= CAL_SetupAudioFile
=
======================
*/
 
void CAL_SetupAudioFile (void)
{
char fname[13];
 
//
// load audiohed.ext (offsets for audio file)
//
strcpy(fname,aheadname);
strcat(fname,audioext);
 
void* ptr;
if (!CA_LoadFile(fname, &ptr))
CA_CannotOpen(fname);
audiostarts = (int32_t*)ptr;
 
//
// open the data file
//
strcpy(fname,afilename);
strcat(fname,audioext);
 
audiohandle = open(fname, O_RDONLY | O_BINARY);
if (audiohandle == -1)
CA_CannotOpen(fname);
}
 
//==========================================================================
 
 
/*
======================
=
= CA_Startup
=
= Open all files and load in headers
=
======================
*/
 
void CA_Startup (void)
{
#ifdef PROFILE
unlink ("PROFILE.TXT");
profilehandle = open("PROFILE.TXT", O_CREAT | O_WRONLY | O_TEXT);
#endif
 
CAL_SetupMapFile ();
CAL_SetupGrFile ();
CAL_SetupAudioFile ();
 
mapon = -1;
}
 
//==========================================================================
 
 
/*
======================
=
= CA_Shutdown
=
= Closes all files
=
======================
*/
 
void CA_Shutdown (void)
{
int i,start;
 
if(maphandle != -1)
close(maphandle);
if(grhandle != -1)
close(grhandle);
if(audiohandle != -1)
close(audiohandle);
 
for(i=0; i<NUMCHUNKS; i++)
UNCACHEGRCHUNK(i);
free(pictable);
 
switch(oldsoundmode)
{
case sdm_Off:
return;
case sdm_PC:
start = STARTPCSOUNDS;
break;
case sdm_AdLib:
start = STARTADLIBSOUNDS;
break;
}
 
for(i=0; i<NUMSOUNDS; i++,start++)
UNCACHEAUDIOCHUNK(start);
}
 
//===========================================================================
 
/*
======================
=
= CA_CacheAudioChunk
=
======================
*/
 
int32_t CA_CacheAudioChunk (int chunk)
{
int32_t pos = audiostarts[chunk];
int32_t size = audiostarts[chunk+1]-pos;
 
if (audiosegs[chunk])
return size; // already in memory
 
audiosegs[chunk]=(byte *) malloc(size);
CHECKMALLOCRESULT(audiosegs[chunk]);
 
lseek(audiohandle,pos,SEEK_SET);
read(audiohandle,audiosegs[chunk],size);
 
return size;
}
 
void CA_CacheAdlibSoundChunk (int chunk)
{
int32_t pos = audiostarts[chunk];
int32_t size = audiostarts[chunk+1]-pos;
 
if (audiosegs[chunk])
return; // already in memory
 
lseek(audiohandle, pos, SEEK_SET);
read(audiohandle, bufferseg, ORIG_ADLIBSOUND_SIZE - 1); // without data[1]
 
AdLibSound *sound = (AdLibSound *) malloc(size + sizeof(AdLibSound) - ORIG_ADLIBSOUND_SIZE);
CHECKMALLOCRESULT(sound);
 
byte *ptr = (byte *) bufferseg;
sound->common.length = READLONGWORD(ptr);
sound->common.priority = READWORD(ptr);
sound->inst.mChar = *ptr++;
sound->inst.cChar = *ptr++;
sound->inst.mScale = *ptr++;
sound->inst.cScale = *ptr++;
sound->inst.mAttack = *ptr++;
sound->inst.cAttack = *ptr++;
sound->inst.mSus = *ptr++;
sound->inst.cSus = *ptr++;
sound->inst.mWave = *ptr++;
sound->inst.cWave = *ptr++;
sound->inst.nConn = *ptr++;
sound->inst.voice = *ptr++;
sound->inst.mode = *ptr++;
sound->inst.unused[0] = *ptr++;
sound->inst.unused[1] = *ptr++;
sound->inst.unused[2] = *ptr++;
sound->block = *ptr++;
 
read(audiohandle, sound->data, size - ORIG_ADLIBSOUND_SIZE + 1); // + 1 because of byte data[1]
 
audiosegs[chunk]=(byte *) sound;
}
 
//===========================================================================
 
/*
======================
=
= CA_LoadAllSounds
=
= Purges all sounds, then loads all new ones (mode switch)
=
======================
*/
 
void CA_LoadAllSounds (void)
{
unsigned start,i;
 
switch (oldsoundmode)
{
case sdm_Off:
goto cachein;
case sdm_PC:
start = STARTPCSOUNDS;
break;
case sdm_AdLib:
start = STARTADLIBSOUNDS;
break;
}
 
for (i=0;i<NUMSOUNDS;i++,start++)
UNCACHEAUDIOCHUNK(start);
 
cachein:
 
oldsoundmode = SoundMode;
 
switch (SoundMode)
{
case sdm_Off:
start = STARTADLIBSOUNDS; // needed for priorities...
break;
case sdm_PC:
start = STARTPCSOUNDS;
break;
case sdm_AdLib:
start = STARTADLIBSOUNDS;
break;
}
 
if(start == STARTADLIBSOUNDS)
{
for (i=0;i<NUMSOUNDS;i++,start++)
CA_CacheAdlibSoundChunk(start);
}
else
{
for (i=0;i<NUMSOUNDS;i++,start++)
CA_CacheAudioChunk(start);
}
}
 
//===========================================================================
 
 
/*
======================
=
= CAL_ExpandGrChunk
=
= Does whatever is needed with a pointer to a compressed chunk
=
======================
*/
 
void CAL_ExpandGrChunk (int chunk, int32_t *source)
{
int32_t expanded;
 
if (chunk >= STARTTILE8 && chunk < STARTEXTERNS)
{
//
// expanded sizes of tile8/16/32 are implicit
//
 
#define BLOCK 64
#define MASKBLOCK 128
 
if (chunk<STARTTILE8M) // tile 8s are all in one chunk!
expanded = BLOCK*NUMTILE8;
else if (chunk<STARTTILE16)
expanded = MASKBLOCK*NUMTILE8M;
else if (chunk<STARTTILE16M) // all other tiles are one/chunk
expanded = BLOCK*4;
else if (chunk<STARTTILE32)
expanded = MASKBLOCK*4;
else if (chunk<STARTTILE32M)
expanded = BLOCK*16;
else
expanded = MASKBLOCK*16;
}
else
{
//
// everything else has an explicit size longword
//
expanded = *source++;
}
 
//
// allocate final space, decompress it, and free bigbuffer
// Sprites need to have shifts made and various other junk
//
grsegs[chunk]=(byte *) malloc(expanded);
CHECKMALLOCRESULT(grsegs[chunk]);
CAL_HuffExpand((byte *) source, grsegs[chunk], expanded, grhuffman);
}
 
 
/*
======================
=
= CA_CacheGrChunk
=
= Makes sure a given chunk is in memory, loadiing it if needed
=
======================
*/
 
void CA_CacheGrChunk (int chunk)
{
int32_t pos,compressed;
int32_t *source;
int next;
 
if (grsegs[chunk])
return; // already in memory
 
//
// load the chunk into a buffer, either the miscbuffer if it fits, or allocate
// a larger buffer
//
pos = GRFILEPOS(chunk);
if (pos<0) // $FFFFFFFF start is a sparse tile
return;
 
next = chunk +1;
while (GRFILEPOS(next) == -1) // skip past any sparse tiles
next++;
 
compressed = GRFILEPOS(next)-pos;
 
lseek(grhandle,pos,SEEK_SET);
 
if (compressed<=BUFFERSIZE)
{
read(grhandle,bufferseg,compressed);
source = bufferseg;
}
else
{
source = (int32_t *) malloc(compressed);
CHECKMALLOCRESULT(source);
read(grhandle,source,compressed);
}
 
CAL_ExpandGrChunk (chunk,source);
 
if (compressed>BUFFERSIZE)
free(source);
}
 
 
 
//==========================================================================
 
/*
======================
=
= CA_CacheScreen
=
= Decompresses a chunk from disk straight onto the screen
=
======================
*/
 
void CA_CacheScreen (int chunk)
{
int32_t pos,compressed,expanded;
memptr bigbufferseg;
int32_t *source;
int next;
byte *pic, *vbuf;
int x, y, scx, scy;
unsigned i, j;
 
//
// load the chunk into a buffer
//
pos = GRFILEPOS(chunk);
next = chunk +1;
while (GRFILEPOS(next) == -1) // skip past any sparse tiles
next++;
compressed = GRFILEPOS(next)-pos;
 
lseek(grhandle,pos,SEEK_SET);
 
bigbufferseg=malloc(compressed);
CHECKMALLOCRESULT(bigbufferseg);
read(grhandle,bigbufferseg,compressed);
source = (int32_t *) bigbufferseg;
 
expanded = *source++;
 
//
// allocate final space, decompress it, and free bigbuffer
// Sprites need to have shifts made and various other junk
//
pic = (byte *) malloc(64000);
CHECKMALLOCRESULT(pic);
CAL_HuffExpand((byte *) source, pic, expanded, grhuffman);
 
vbuf = VL_LockSurface(curSurface);
if(vbuf != NULL)
{
for(y = 0, scy = 0; y < 200; y++, scy += scaleFactor)
{
for(x = 0, scx = 0; x < 320; x++, scx += scaleFactor)
{
byte col = pic[(y * 80 + (x >> 2)) + (x & 3) * 80 * 200];
for(i = 0; i < scaleFactor; i++)
for(j = 0; j < scaleFactor; j++)
vbuf[(scy + i) * curPitch + scx + j] = col;
}
}
VL_UnlockSurface(curSurface);
}
free(pic);
free(bigbufferseg);
}
 
//==========================================================================
 
/*
======================
=
= CA_CacheMap
=
= WOLF: This is specialized for a 64*64 map size
=
======================
*/
 
void CA_CacheMap (int mapnum)
{
int32_t pos,compressed;
int plane;
word *dest;
memptr bigbufferseg;
unsigned size;
word *source;
#ifdef CARMACIZED
word *buffer2seg;
int32_t expanded;
#endif
 
mapon = mapnum;
 
//
// load the planes into the allready allocated buffers
//
size = maparea*2;
 
for (plane = 0; plane<MAPPLANES; plane++)
{
pos = mapheaderseg[mapnum]->planestart[plane];
compressed = mapheaderseg[mapnum]->planelength[plane];
 
dest = mapsegs[plane];
 
lseek(maphandle,pos,SEEK_SET);
if (compressed<=BUFFERSIZE)
source = (word *) bufferseg;
else
{
bigbufferseg=malloc(compressed);
CHECKMALLOCRESULT(bigbufferseg);
source = (word *) bigbufferseg;
}
 
read(maphandle,source,compressed);
#ifdef CARMACIZED
//
// unhuffman, then unRLEW
// The huffman'd chunk has a two byte expanded length first
// The resulting RLEW chunk also does, even though it's not really
// needed
//
expanded = *source;
source++;
buffer2seg = (word *) malloc(expanded);
CHECKMALLOCRESULT(buffer2seg);
CAL_CarmackExpand((byte *) source, buffer2seg,expanded);
CA_RLEWexpand(buffer2seg+1,dest,size,RLEWtag);
free(buffer2seg);
 
#else
//
// unRLEW, skipping expanded length
//
CA_RLEWexpand (source+1,dest,size,RLEWtag);
#endif
 
if (compressed>BUFFERSIZE)
free(bigbufferseg);
}
}
 
//===========================================================================
 
void CA_CannotOpen(const char *string)
{
char str[30];
 
strcpy(str,"Can't open ");
strcat(str,string);
strcat(str,"!\n");
Quit (str);
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_ca.h
0,0 → 1,60
#ifndef __ID_CA__
#define __ID_CA__
 
//===========================================================================
 
#define NUMMAPS 60
#ifdef USE_FLOORCEILINGTEX
#define MAPPLANES 3
#else
#define MAPPLANES 2
#endif
 
#define UNCACHEGRCHUNK(chunk) {if(grsegs[chunk]) {free(grsegs[chunk]); grsegs[chunk]=NULL;}}
#define UNCACHEAUDIOCHUNK(chunk) {if(audiosegs[chunk]) {free(audiosegs[chunk]); audiosegs[chunk]=NULL;}}
 
//===========================================================================
 
typedef struct
{
int32_t planestart[3];
word planelength[3];
word width,height;
char name[16];
} maptype;
 
//===========================================================================
 
extern int mapon;
 
extern word *mapsegs[MAPPLANES];
extern byte *audiosegs[NUMSNDCHUNKS];
extern byte *grsegs[NUMCHUNKS];
 
extern char extension[5];
extern char graphext[5];
extern char audioext[5];
 
//===========================================================================
 
boolean CA_LoadFile (const char *filename, memptr *ptr);
boolean CA_WriteFile (const char *filename, void *ptr, int32_t length);
 
int32_t CA_RLEWCompress (word *source, int32_t length, word *dest, word rlewtag);
 
void CA_RLEWexpand (word *source, word *dest, int32_t length, word rlewtag);
 
void CA_Startup (void);
void CA_Shutdown (void);
 
int32_t CA_CacheAudioChunk (int chunk);
void CA_LoadAllSounds (void);
 
void CA_CacheGrChunk (int chunk);
void CA_CacheMap (int mapnum);
 
void CA_CacheScreen (int chunk);
 
void CA_CannotOpen(const char *name);
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_in.cpp
0,0 → 1,683
//
// ID Engine
// ID_IN.c - Input Manager
// v1.0d1
// By Jason Blochowiak
//
 
//
// This module handles dealing with the various input devices
//
// Depends on: Memory Mgr (for demo recording), Sound Mgr (for timing stuff),
// User Mgr (for command line parms)
//
// Globals:
// LastScan - The keyboard scan code of the last key pressed
// LastASCII - The ASCII value of the last key pressed
// DEBUG - there are more globals
//
 
#include "wl_def.h"
 
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
 
//
// configuration variables
//
boolean MousePresent;
boolean forcegrabmouse;
 
 
// Global variables
volatile boolean Keyboard[SDLK_LAST];
volatile boolean Paused;
volatile char LastASCII;
volatile ScanCode LastScan;
 
//KeyboardDef KbdDefs = {0x1d,0x38,0x47,0x48,0x49,0x4b,0x4d,0x4f,0x50,0x51};
static KeyboardDef KbdDefs = {
sc_Control, // button0
sc_Alt, // button1
sc_Home, // upleft
sc_UpArrow, // up
sc_PgUp, // upright
sc_LeftArrow, // left
sc_RightArrow, // right
sc_End, // downleft
sc_DownArrow, // down
sc_PgDn // downright
};
 
static SDL_Joystick *Joystick;
int JoyNumButtons;
static int JoyNumHats;
 
static bool GrabInput = false;
static bool NeedRestore = false;
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
byte ASCIINames[] = // Unshifted ASCII for scan codes // TODO: keypad
{
// 0 1 2 3 4 5 6 7 8 9 A B C D E F
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 ,9 ,0 ,0 ,0 ,13 ,0 ,0 , // 0
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,27 ,0 ,0 ,0 , // 1
' ',0 ,0 ,0 ,0 ,0 ,0 ,39 ,0 ,0 ,'*','+',',','-','.','/', // 2
'0','1','2','3','4','5','6','7','8','9',0 ,';',0 ,'=',0 ,0 , // 3
'`','a','b','c','d','e','f','g','h','i','j','k','l','m','n','o', // 4
'p','q','r','s','t','u','v','w','x','y','z','[',92 ,']',0 ,0 , // 5
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7
};
byte ShiftNames[] = // Shifted ASCII for scan codes
{
// 0 1 2 3 4 5 6 7 8 9 A B C D E F
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,8 ,9 ,0 ,0 ,0 ,13 ,0 ,0 , // 0
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,27 ,0 ,0 ,0 , // 1
' ',0 ,0 ,0 ,0 ,0 ,0 ,34 ,0 ,0 ,'*','+','<','_','>','?', // 2
')','!','@','#','$','%','^','&','*','(',0 ,':',0 ,'+',0 ,0 , // 3
'~','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O', // 4
'P','Q','R','S','T','U','V','W','X','Y','Z','{','|','}',0 ,0 , // 5
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7
};
byte SpecialNames[] = // ASCII for 0xe0 prefixed codes
{
// 0 1 2 3 4 5 6 7 8 9 A B C D E F
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 0
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,13 ,0 ,0 ,0 , // 1
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 2
0 ,0 ,0 ,0 ,0 ,'/',0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 3
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 4
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 5
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6
0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7
};
 
 
static boolean IN_Started;
 
static Direction DirTable[] = // Quick lookup for total direction
{
dir_NorthWest, dir_North, dir_NorthEast,
dir_West, dir_None, dir_East,
dir_SouthWest, dir_South, dir_SouthEast
};
 
 
///////////////////////////////////////////////////////////////////////////
//
// INL_GetMouseButtons() - Gets the status of the mouse buttons from the
// mouse driver
//
///////////////////////////////////////////////////////////////////////////
static int
INL_GetMouseButtons(void)
{
int buttons = SDL_GetMouseState(NULL, NULL);
int middlePressed = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
int rightPressed = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
buttons &= ~(SDL_BUTTON(SDL_BUTTON_MIDDLE) | SDL_BUTTON(SDL_BUTTON_RIGHT));
if(middlePressed) buttons |= 1 << 2;
if(rightPressed) buttons |= 1 << 1;
 
return buttons;
}
 
///////////////////////////////////////////////////////////////////////////
//
// IN_GetJoyDelta() - Returns the relative movement of the specified
// joystick (from +/-127)
//
///////////////////////////////////////////////////////////////////////////
void IN_GetJoyDelta(int *dx,int *dy)
{
if(!Joystick)
{
*dx = *dy = 0;
return;
}
 
SDL_JoystickUpdate();
#ifdef _arch_dreamcast
int x = 0;
int y = 0;
#else
int x = SDL_JoystickGetAxis(Joystick, 0) >> 8;
int y = SDL_JoystickGetAxis(Joystick, 1) >> 8;
#endif
 
if(param_joystickhat != -1)
{
uint8_t hatState = SDL_JoystickGetHat(Joystick, param_joystickhat);
if(hatState & SDL_HAT_RIGHT)
x += 127;
else if(hatState & SDL_HAT_LEFT)
x -= 127;
if(hatState & SDL_HAT_DOWN)
y += 127;
else if(hatState & SDL_HAT_UP)
y -= 127;
 
if(x < -128) x = -128;
else if(x > 127) x = 127;
 
if(y < -128) y = -128;
else if(y > 127) y = 127;
}
 
*dx = x;
*dy = y;
}
 
///////////////////////////////////////////////////////////////////////////
//
// IN_GetJoyFineDelta() - Returns the relative movement of the specified
// joystick without dividing the results by 256 (from +/-127)
//
///////////////////////////////////////////////////////////////////////////
void IN_GetJoyFineDelta(int *dx, int *dy)
{
if(!Joystick)
{
*dx = 0;
*dy = 0;
return;
}
 
SDL_JoystickUpdate();
int x = SDL_JoystickGetAxis(Joystick, 0);
int y = SDL_JoystickGetAxis(Joystick, 1);
 
if(x < -128) x = -128;
else if(x > 127) x = 127;
 
if(y < -128) y = -128;
else if(y > 127) y = 127;
 
*dx = x;
*dy = y;
}
 
/*
===================
=
= IN_JoyButtons
=
===================
*/
 
int IN_JoyButtons()
{
if(!Joystick) return 0;
 
SDL_JoystickUpdate();
 
int res = 0;
for(int i = 0; i < JoyNumButtons && i < 32; i++)
res |= SDL_JoystickGetButton(Joystick, i) << i;
return res;
}
 
boolean IN_JoyPresent()
{
return Joystick != NULL;
}
 
static void processEvent(SDL_Event *event)
{
switch (event->type)
{
// exit if the window is closed
case SDL_QUIT:
Quit(NULL);
 
// check for keypresses
case SDL_KEYDOWN:
{
if(event->key.keysym.sym==SDLK_SCROLLOCK || event->key.keysym.sym==SDLK_F12)
{
GrabInput = !GrabInput;
SDL_WM_GrabInput(GrabInput ? SDL_GRAB_ON : SDL_GRAB_OFF);
return;
}
 
LastScan = event->key.keysym.sym;
SDLMod mod = SDL_GetModState();
if(Keyboard[sc_Alt])
{
if(LastScan==SDLK_F4)
Quit(NULL);
}
 
if(LastScan == SDLK_KP_ENTER) LastScan = SDLK_RETURN;
else if(LastScan == SDLK_RSHIFT) LastScan = SDLK_LSHIFT;
else if(LastScan == SDLK_RALT) LastScan = SDLK_LALT;
else if(LastScan == SDLK_RCTRL) LastScan = SDLK_LCTRL;
else
{
if((mod & KMOD_NUM) == 0)
{
switch(LastScan)
{
case SDLK_KP2: LastScan = SDLK_DOWN; break;
case SDLK_KP4: LastScan = SDLK_LEFT; break;
case SDLK_KP6: LastScan = SDLK_RIGHT; break;
case SDLK_KP8: LastScan = SDLK_UP; break;
}
}
}
 
int sym = LastScan;
if(sym >= 'a' && sym <= 'z')
sym -= 32; // convert to uppercase
 
if(mod & (KMOD_SHIFT | KMOD_CAPS))
{
if(sym < lengthof(ShiftNames) && ShiftNames[sym])
LastASCII = ShiftNames[sym];
}
else
{
if(sym < lengthof(ASCIINames) && ASCIINames[sym])
LastASCII = ASCIINames[sym];
}
if(LastScan<SDLK_LAST)
Keyboard[LastScan] = 1;
if(LastScan == SDLK_PAUSE)
Paused = true;
break;
}
 
case SDL_KEYUP:
{
int key = event->key.keysym.sym;
if(key == SDLK_KP_ENTER) key = SDLK_RETURN;
else if(key == SDLK_RSHIFT) key = SDLK_LSHIFT;
else if(key == SDLK_RALT) key = SDLK_LALT;
else if(key == SDLK_RCTRL) key = SDLK_LCTRL;
else
{
if((SDL_GetModState() & KMOD_NUM) == 0)
{
switch(key)
{
case SDLK_KP2: key = SDLK_DOWN; break;
case SDLK_KP4: key = SDLK_LEFT; break;
case SDLK_KP6: key = SDLK_RIGHT; break;
case SDLK_KP8: key = SDLK_UP; break;
}
}
}
 
if(key<SDLK_LAST)
Keyboard[key] = 0;
break;
}
 
case SDL_ACTIVEEVENT:
{
if(fullscreen && (event->active.state & SDL_APPACTIVE) != 0)
{
if(event->active.gain)
{
if(NeedRestore)
{
FreeLatchMem();
LoadLatchMem();
}
 
NeedRestore = false;
}
else NeedRestore = true;
}
}
 
#if defined(GP2X)
case SDL_JOYBUTTONDOWN:
GP2X_ButtonDown(event->jbutton.button);
break;
 
case SDL_JOYBUTTONUP:
GP2X_ButtonUp(event->jbutton.button);
break;
#endif
}
}
 
void IN_WaitAndProcessEvents()
{
SDL_Event event;
if(!SDL_WaitEvent(&event)) return;
do
{
processEvent(&event);
}
while(SDL_PollEvent(&event));
}
 
void IN_ProcessEvents()
{
SDL_Event event;
 
while (SDL_PollEvent(&event))
{
processEvent(&event);
}
}
 
 
///////////////////////////////////////////////////////////////////////////
//
// IN_Startup() - Starts up the Input Mgr
//
///////////////////////////////////////////////////////////////////////////
void
IN_Startup(void)
{
if (IN_Started)
return;
 
IN_ClearKeysDown();
 
if(param_joystickindex >= 0 && param_joystickindex < SDL_NumJoysticks())
{
Joystick = SDL_JoystickOpen(param_joystickindex);
if(Joystick)
{
JoyNumButtons = SDL_JoystickNumButtons(Joystick);
if(JoyNumButtons > 32) JoyNumButtons = 32; // only up to 32 buttons are supported
JoyNumHats = SDL_JoystickNumHats(Joystick);
if(param_joystickhat < -1 || param_joystickhat >= JoyNumHats)
Quit("The joystickhat param must be between 0 and %i!", JoyNumHats - 1);
}
}
 
SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
 
if(fullscreen || forcegrabmouse)
{
GrabInput = true;
SDL_WM_GrabInput(SDL_GRAB_ON);
}
 
// I didn't find a way to ask libSDL whether a mouse is present, yet...
#if defined(GP2X)
MousePresent = false;
#elif defined(_arch_dreamcast)
MousePresent = DC_MousePresent();
#else
MousePresent = true;
#endif
 
IN_Started = true;
}
 
///////////////////////////////////////////////////////////////////////////
//
// IN_Shutdown() - Shuts down the Input Mgr
//
///////////////////////////////////////////////////////////////////////////
void
IN_Shutdown(void)
{
if (!IN_Started)
return;
 
if(Joystick)
SDL_JoystickClose(Joystick);
 
IN_Started = false;
}
 
///////////////////////////////////////////////////////////////////////////
//
// IN_ClearKeysDown() - Clears the keyboard array
//
///////////////////////////////////////////////////////////////////////////
void
IN_ClearKeysDown(void)
{
LastScan = sc_None;
LastASCII = key_None;
memset ((void *) Keyboard,0,sizeof(Keyboard));
}
 
 
///////////////////////////////////////////////////////////////////////////
//
// IN_ReadControl() - Reads the device associated with the specified
// player and fills in the control info struct
//
///////////////////////////////////////////////////////////////////////////
void
IN_ReadControl(int player,ControlInfo *info)
{
word buttons;
int dx,dy;
Motion mx,my;
 
dx = dy = 0;
mx = my = motion_None;
buttons = 0;
 
IN_ProcessEvents();
 
if (Keyboard[KbdDefs.upleft])
mx = motion_Left,my = motion_Up;
else if (Keyboard[KbdDefs.upright])
mx = motion_Right,my = motion_Up;
else if (Keyboard[KbdDefs.downleft])
mx = motion_Left,my = motion_Down;
else if (Keyboard[KbdDefs.downright])
mx = motion_Right,my = motion_Down;
 
if (Keyboard[KbdDefs.up])
my = motion_Up;
else if (Keyboard[KbdDefs.down])
my = motion_Down;
 
if (Keyboard[KbdDefs.left])
mx = motion_Left;
else if (Keyboard[KbdDefs.right])
mx = motion_Right;
 
if (Keyboard[KbdDefs.button0])
buttons += 1 << 0;
if (Keyboard[KbdDefs.button1])
buttons += 1 << 1;
 
dx = mx * 127;
dy = my * 127;
 
info->x = dx;
info->xaxis = mx;
info->y = dy;
info->yaxis = my;
info->button0 = (buttons & (1 << 0)) != 0;
info->button1 = (buttons & (1 << 1)) != 0;
info->button2 = (buttons & (1 << 2)) != 0;
info->button3 = (buttons & (1 << 3)) != 0;
info->dir = DirTable[((my + 1) * 3) + (mx + 1)];
}
 
///////////////////////////////////////////////////////////////////////////
//
// IN_WaitForKey() - Waits for a scan code, then clears LastScan and
// returns the scan code
//
///////////////////////////////////////////////////////////////////////////
ScanCode
IN_WaitForKey(void)
{
ScanCode result;
 
while ((result = LastScan)==0)
IN_WaitAndProcessEvents();
LastScan = 0;
return(result);
}
 
///////////////////////////////////////////////////////////////////////////
//
// IN_WaitForASCII() - Waits for an ASCII char, then clears LastASCII and
// returns the ASCII value
//
///////////////////////////////////////////////////////////////////////////
char
IN_WaitForASCII(void)
{
char result;
 
while ((result = LastASCII)==0)
IN_WaitAndProcessEvents();
LastASCII = '\0';
return(result);
}
 
///////////////////////////////////////////////////////////////////////////
//
// IN_Ack() - waits for a button or key press. If a button is down, upon
// calling, it must be released for it to be recognized
//
///////////////////////////////////////////////////////////////////////////
 
boolean btnstate[NUMBUTTONS];
 
void IN_StartAck(void)
{
IN_ProcessEvents();
//
// get initial state of everything
//
IN_ClearKeysDown();
memset(btnstate, 0, sizeof(btnstate));
 
int buttons = IN_JoyButtons() << 4;
 
if(MousePresent)
buttons |= IN_MouseButtons();
 
for(int i = 0; i < NUMBUTTONS; i++, buttons >>= 1)
if(buttons & 1)
btnstate[i] = true;
}
 
 
boolean IN_CheckAck (void)
{
IN_ProcessEvents();
//
// see if something has been pressed
//
if(LastScan)
return true;
 
int buttons = IN_JoyButtons() << 4;
 
if(MousePresent)
buttons |= IN_MouseButtons();
 
for(int i = 0; i < NUMBUTTONS; i++, buttons >>= 1)
{
if(buttons & 1)
{
if(!btnstate[i])
{
// Wait until button has been released
do
{
IN_WaitAndProcessEvents();
buttons = IN_JoyButtons() << 4;
 
if(MousePresent)
buttons |= IN_MouseButtons();
}
while(buttons & (1 << i));
 
return true;
}
}
else
btnstate[i] = false;
}
 
return false;
}
 
 
void IN_Ack (void)
{
IN_StartAck ();
 
do
{
IN_WaitAndProcessEvents();
}
while(!IN_CheckAck ());
}
 
 
///////////////////////////////////////////////////////////////////////////
//
// IN_UserInput() - Waits for the specified delay time (in ticks) or the
// user pressing a key or a mouse button. If the clear flag is set, it
// then either clears the key or waits for the user to let the mouse
// button up.
//
///////////////////////////////////////////////////////////////////////////
boolean IN_UserInput(longword delay)
{
longword lasttime;
 
lasttime = GetTimeCount();
IN_StartAck ();
do
{
IN_ProcessEvents();
if (IN_CheckAck())
return true;
SDL_Delay(5);
} while (GetTimeCount() - lasttime < delay);
return(false);
}
 
//===========================================================================
 
/*
===================
=
= IN_MouseButtons
=
===================
*/
int IN_MouseButtons (void)
{
if (MousePresent)
return INL_GetMouseButtons();
else
return 0;
}
 
bool IN_IsInputGrabbed()
{
return GrabInput;
}
 
void IN_CenterMouse()
{
SDL_WarpMouse(screenWidth / 2, screenHeight / 2);
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_in.h
0,0 → 1,184
//
// ID Engine
// ID_IN.h - Header file for Input Manager
// v1.0d1
// By Jason Blochowiak
//
 
#ifndef __ID_IN__
#define __ID_IN__
 
#ifdef __DEBUG__
#define __DEBUG_InputMgr__
#endif
 
typedef int ScanCode;
#define sc_None 0
#define sc_Bad 0xff
#define sc_Return SDLK_RETURN
#define sc_Enter sc_Return
#define sc_Escape SDLK_ESCAPE
#define sc_Space SDLK_SPACE
#define sc_BackSpace SDLK_BACKSPACE
#define sc_Tab SDLK_TAB
#define sc_Alt SDLK_LALT
#define sc_Control SDLK_LCTRL
#define sc_CapsLock SDLK_CAPSLOCK
#define sc_LShift SDLK_LSHIFT
#define sc_RShift SDLK_RSHIFT
#define sc_UpArrow SDLK_UP
#define sc_DownArrow SDLK_DOWN
#define sc_LeftArrow SDLK_LEFT
#define sc_RightArrow SDLK_RIGHT
#define sc_Insert SDLK_INSERT
#define sc_Delete SDLK_DELETE
#define sc_Home SDLK_HOME
#define sc_End SDLK_END
#define sc_PgUp SDLK_PAGEUP
#define sc_PgDn SDLK_PAGEDOWN
#define sc_F1 SDLK_F1
#define sc_F2 SDLK_F2
#define sc_F3 SDLK_F3
#define sc_F4 SDLK_F4
#define sc_F5 SDLK_F5
#define sc_F6 SDLK_F6
#define sc_F7 SDLK_F7
#define sc_F8 SDLK_F8
#define sc_F9 SDLK_F9
#define sc_F10 SDLK_F10
#define sc_F11 SDLK_F11
#define sc_F12 SDLK_F12
 
#define sc_ScrollLock SDLK_SCROLLOCK
#define sc_PrintScreen SDLK_PRINT
 
#define sc_1 SDLK_1
#define sc_2 SDLK_2
#define sc_3 SDLK_3
#define sc_4 SDLK_4
#define sc_5 SDLK_5
#define sc_6 SDLK_6
#define sc_7 SDLK_7
#define sc_8 SDLK_8
#define sc_9 SDLK_9
#define sc_0 SDLK_0
 
#define sc_A SDLK_a
#define sc_B SDLK_b
#define sc_C SDLK_c
#define sc_D SDLK_d
#define sc_E SDLK_e
#define sc_F SDLK_f
#define sc_G SDLK_g
#define sc_H SDLK_h
#define sc_I SDLK_i
#define sc_J SDLK_j
#define sc_K SDLK_k
#define sc_L SDLK_l
#define sc_M SDLK_m
#define sc_N SDLK_n
#define sc_O SDLK_o
#define sc_P SDLK_p
#define sc_Q SDLK_q
#define sc_R SDLK_r
#define sc_S SDLK_s
#define sc_T SDLK_t
#define sc_U SDLK_u
#define sc_V SDLK_v
#define sc_W SDLK_w
#define sc_X SDLK_x
#define sc_Y SDLK_y
#define sc_Z SDLK_z
 
#define key_None 0
 
typedef enum {
demo_Off,demo_Record,demo_Playback,demo_PlayDone
} Demo;
typedef enum {
ctrl_Keyboard,
ctrl_Keyboard1 = ctrl_Keyboard,ctrl_Keyboard2,
ctrl_Joystick,
ctrl_Joystick1 = ctrl_Joystick,ctrl_Joystick2,
ctrl_Mouse
} ControlType;
typedef enum {
motion_Left = -1,motion_Up = -1,
motion_None = 0,
motion_Right = 1,motion_Down = 1
} Motion;
typedef enum {
dir_North,dir_NorthEast,
dir_East,dir_SouthEast,
dir_South,dir_SouthWest,
dir_West,dir_NorthWest,
dir_None
} Direction;
typedef struct {
boolean button0,button1,button2,button3;
short x,y;
Motion xaxis,yaxis;
Direction dir;
} CursorInfo;
typedef CursorInfo ControlInfo;
typedef struct {
ScanCode button0,button1,
upleft, up, upright,
left, right,
downleft, down, downright;
} KeyboardDef;
typedef struct {
word joyMinX,joyMinY,
threshMinX,threshMinY,
threshMaxX,threshMaxY,
joyMaxX,joyMaxY,
joyMultXL,joyMultYL,
joyMultXH,joyMultYH;
} JoystickDef;
// Global variables
extern volatile boolean Keyboard[];
extern boolean MousePresent;
extern volatile boolean Paused;
extern volatile char LastASCII;
extern volatile ScanCode LastScan;
extern int JoyNumButtons;
extern boolean forcegrabmouse;
 
 
// Function prototypes
#define IN_KeyDown(code) (Keyboard[(code)])
#define IN_ClearKey(code) {Keyboard[code] = false;\
if (code == LastScan) LastScan = sc_None;}
 
// DEBUG - put names in prototypes
extern void IN_Startup(void),IN_Shutdown(void);
extern void IN_ClearKeysDown(void);
extern void IN_ReadControl(int,ControlInfo *);
extern void IN_GetJoyAbs(word joy,word *xp,word *yp);
extern void IN_SetupJoy(word joy,word minx,word maxx,
word miny,word maxy);
extern void IN_StopDemo(void),IN_FreeDemoBuffer(void),
IN_Ack(void);
extern boolean IN_UserInput(longword delay);
extern char IN_WaitForASCII(void);
extern ScanCode IN_WaitForKey(void);
extern word IN_GetJoyButtonsDB(word joy);
extern const char *IN_GetScanName(ScanCode);
 
void IN_WaitAndProcessEvents();
void IN_ProcessEvents();
 
int IN_MouseButtons (void);
 
boolean IN_JoyPresent();
void IN_SetJoyCurrent(int joyIndex);
int IN_JoyButtons (void);
void IN_GetJoyDelta(int *dx,int *dy);
void IN_GetJoyFineDelta(int *dx, int *dy);
 
void IN_StartAck(void);
boolean IN_CheckAck (void);
bool IN_IsInputGrabbed();
void IN_CenterMouse();
 
#endif
Property changes:
Added: svn:executable
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/contrib/games/wolf3d/id_pm.cpp
0,0 → 1,125
#include "wl_def.h"
 
int ChunksInFile;
int PMSpriteStart;
int PMSoundStart;
 
bool PMSoundInfoPagePadded = false;
 
// holds the whole VSWAP
uint32_t *PMPageData;
size_t PMPageDataSize;
 
// ChunksInFile+1 pointers to page starts.
// The last pointer points one byte after the last page.
uint8_t **PMPages;
 
void PM_Startup()
{
char fname[13] = "vswap.";
strcat(fname,extension);
 
FILE *file = fopen(fname,"rb");
if(!file)
CA_CannotOpen(fname);
 
ChunksInFile = 0;
fread(&ChunksInFile, sizeof(word), 1, file);
PMSpriteStart = 0;
fread(&PMSpriteStart, sizeof(word), 1, file);
PMSoundStart = 0;
fread(&PMSoundStart, sizeof(word), 1, file);
 
uint32_t* pageOffsets = (uint32_t *) malloc((ChunksInFile + 1) * sizeof(int32_t));
CHECKMALLOCRESULT(pageOffsets);
fread(pageOffsets, sizeof(uint32_t), ChunksInFile, file);
 
word *pageLengths = (word *) malloc(ChunksInFile * sizeof(word));
CHECKMALLOCRESULT(pageLengths);
fread(pageLengths, sizeof(word), ChunksInFile, file);
 
fseek(file, 0, SEEK_END);
long fileSize = ftell(file);
long pageDataSize = fileSize - pageOffsets[0];
if(pageDataSize > (size_t) -1)
Quit("The page file \"%s\" is too large!", fname);
 
pageOffsets[ChunksInFile] = fileSize;
 
uint32_t dataStart = pageOffsets[0];
int i;
 
// Check that all pageOffsets are valid
for(i = 0; i < ChunksInFile; i++)
{
if(!pageOffsets[i]) continue; // sparse page
if(pageOffsets[i] < dataStart || pageOffsets[i] >= (size_t) fileSize)
Quit("Illegal page offset for page %i: %u (filesize: %u)",
i, pageOffsets[i], fileSize);
}
 
// Calculate total amount of padding needed for sprites and sound info page
int alignPadding = 0;
for(i = PMSpriteStart; i < PMSoundStart; i++)
{
if(!pageOffsets[i]) continue; // sparse page
uint32_t offs = pageOffsets[i] - dataStart + alignPadding;
if(offs & 1)
alignPadding++;
}
 
if((pageOffsets[ChunksInFile - 1] - dataStart + alignPadding) & 1)
alignPadding++;
 
PMPageDataSize = (size_t) pageDataSize + alignPadding;
PMPageData = (uint32_t *) malloc(PMPageDataSize);
CHECKMALLOCRESULT(PMPageData);
 
PMPages = (uint8_t **) malloc((ChunksInFile + 1) * sizeof(uint8_t *));
CHECKMALLOCRESULT(PMPages);
 
// Load pages and initialize PMPages pointers
uint8_t *ptr = (uint8_t *) PMPageData;
for(i = 0; i < ChunksInFile; i++)
{
if(i >= PMSpriteStart && i < PMSoundStart || i == ChunksInFile - 1)
{
size_t offs = ptr - (uint8_t *) PMPageData;
 
// pad with zeros to make it 2-byte aligned
if(offs & 1)
{
*ptr++ = 0;
if(i == ChunksInFile - 1) PMSoundInfoPagePadded = true;
}
}
 
PMPages[i] = ptr;
 
if(!pageOffsets[i])
continue; // sparse page
 
// Use specified page length, when next page is sparse page.
// Otherwise, calculate size from the offset difference between this and the next page.
uint32_t size;
if(!pageOffsets[i + 1]) size = pageLengths[i];
else size = pageOffsets[i + 1] - pageOffsets[i];
 
fseek(file, pageOffsets[i], SEEK_SET);
fread(ptr, 1, size, file);
ptr += size;
}
 
// last page points after page buffer
PMPages[ChunksInFile] = ptr;
 
free(pageLengths);
free(pageOffsets);
fclose(file);
}
 
void PM_Shutdown()
{
free(PMPages);
free(PMPageData);
}
Property changes:
Added: svn:executable
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/contrib/games/wolf3d/id_pm.h
0,0 → 1,58
#ifndef __ID_PM__
#define __ID_PM__
 
#ifdef USE_HIRES
#define PMPageSize 16384
#else
#define PMPageSize 4096
#endif
 
extern int ChunksInFile;
extern int PMSpriteStart;
extern int PMSoundStart;
 
extern bool PMSoundInfoPagePadded;
 
// ChunksInFile+1 pointers to page starts.
// The last pointer points one byte after the last page.
extern uint8_t **PMPages;
 
void PM_Startup();
void PM_Shutdown();
 
static inline uint32_t PM_GetPageSize(int page)
{
if(page < 0 || page >= ChunksInFile)
Quit("PM_GetPageSize: Tried to access illegal page: %i", page);
return (uint32_t) (PMPages[page + 1] - PMPages[page]);
}
 
static inline uint8_t *PM_GetPage(int page)
{
if(page < 0 || page >= ChunksInFile)
Quit("PM_GetPage: Tried to access illegal page: %i", page);
return PMPages[page];
}
 
static inline uint8_t *PM_GetEnd()
{
return PMPages[ChunksInFile];
}
 
static inline byte *PM_GetTexture(int wallpic)
{
return PM_GetPage(wallpic);
}
 
static inline uint16_t *PM_GetSprite(int shapenum)
{
// correct alignment is enforced by PM_Startup()
return (uint16_t *) (void *) PM_GetPage(PMSpriteStart + shapenum);
}
 
static inline byte *PM_GetSound(int soundpagenum)
{
return PM_GetPage(PMSoundStart + soundpagenum);
}
 
#endif
Property changes:
Added: svn:executable
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/contrib/games/wolf3d/id_sd.cpp
0,0 → 1,144
//
// ID Engine
// ID_SD.c - Sound Manager for Wolfenstein 3D
// v1.2
// By Jason Blochowiak
//
 
//
// This module handles dealing with generating sound on the appropriate
// hardware
//
// Depends on: User Mgr (for parm checking)
//
// Globals:
// For User Mgr:
// SoundBlasterPresent - SoundBlaster card present?
// AdLibPresent - AdLib card present?
// SoundMode - What device is used for sound effects
// (Use SM_SetSoundMode() to set)
// MusicMode - What device is used for music
// (Use SM_SetMusicMode() to set)
// DigiMode - What device is used for digitized sound effects
// (Use SM_SetDigiDevice() to set)
//
// For Cache Mgr:
// NeedsDigitized - load digitized sounds?
// NeedsMusic - load music?
//
 
/// ///////////// ///
/// In Kolibrios - stub
 
#include "wl_def.h"
//#include <SDL_mixer.h>
#if defined(GP2X_940)
#include "gp2x/fmopl.h"
#else
#ifdef USE_GPL
#include "dosbox/dbopl.h"
#else
#include "mame/fmopl.h"
#endif
#endif
 
#define ORIGSAMPLERATE 7042
 
typedef struct
{
char RIFF[4];
longword filelenminus8;
char WAVE[4];
char fmt_[4];
longword formatlen;
word val0x0001;
word channels;
longword samplerate;
longword bytespersec;
word bytespersample;
word bitspersample;
} headchunk;
 
typedef struct
{
char chunkid[4];
longword chunklength;
} wavechunk;
 
typedef struct
{
uint32_t startpage;
uint32_t length;
} digiinfo;
 
// Global variables
boolean AdLibPresent,
SoundBlasterPresent,SBProPresent,
SoundPositioned;
SDMode SoundMode;
SMMode MusicMode;
SDSMode DigiMode;
static byte **SoundTable;
int DigiMap[LASTSOUND];
int DigiChannel[STARTMUSIC - STARTDIGISOUNDS];
 
// Internal variables
static boolean SD_Started;
static boolean nextsoundpos;
static soundnames SoundNumber;
static soundnames DigiNumber;
static word SoundPriority;
static word DigiPriority;
static int LeftPosition;
static int RightPosition;
 
word NumDigi;
static digiinfo *DigiList;
static boolean DigiPlaying;
 
// PC Sound variables
static volatile byte pcLastSample;
static byte * volatile pcSound;
static longword pcLengthLeft;
 
// AdLib variables
static byte * volatile alSound;
static byte alBlock;
static longword alLengthLeft;
static longword alTimeCount;
static Instrument alZeroInst;
 
// Sequencer variables
static volatile boolean sqActive;
static word *sqHack;
static word *sqHackPtr;
static int sqHackLen;
static int sqHackSeqLen;
static longword sqHackTime;
 
// STUB
void SD_Startup(void){};
void SD_Shutdown(void){};
 
int SD_GetChannelForDigi(int which){};
void SD_PositionSound(int leftvol,int rightvol){};
boolean SD_PlaySound(soundnames sound){};
void SD_SetPosition(int channel, int leftvol,int rightvol){};
void SD_StopSound(void){};
void SD_WaitSoundDone(void){};
 
void SD_StartMusic(int chunk){};
void SD_ContinueMusic(int chunk, int startoffs){};
void SD_MusicOn(void){};
void SD_FadeOutMusic(void){};
int SD_MusicOff(void){};
 
boolean SD_MusicPlaying(void){};
boolean SD_SetSoundMode(SDMode mode){};
boolean SD_SetMusicMode(SMMode mode){};
word SD_SoundPlaying(void){};
 
void SD_SetDigiDevice(SDSMode){};
void SD_PrepareSound(int which){};
int SD_PlayDigitized(word which,int leftpos,int rightpos){};
void SD_StopDigitized(void){};
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_sd.h
0,0 → 1,156
//
// ID Engine
// ID_SD.h - Sound Manager Header
// Version for Wolfenstein
// By Jason Blochowiak
//
 
#ifndef __ID_SD__
#define __ID_SD__
 
#define alOut(n,b) YM3812Write(oplChip, n, b)
 
#define TickBase 70 // 70Hz per tick - used as a base for timer 0
 
typedef enum
{
sdm_Off,
sdm_PC,sdm_AdLib,
} SDMode;
 
typedef enum
{
smm_Off,smm_AdLib
} SMMode;
 
typedef enum
{
sds_Off,sds_PC,sds_SoundBlaster
} SDSMode;
 
typedef struct
{
longword length;
word priority;
} SoundCommon;
 
#define ORIG_SOUNDCOMMON_SIZE 6
 
// PC Sound stuff
#define pcTimer 0x42
#define pcTAccess 0x43
#define pcSpeaker 0x61
 
#define pcSpkBits 3
 
typedef struct
{
SoundCommon common;
byte data[1];
} PCSound;
 
// Register addresses
// Operator stuff
#define alChar 0x20
#define alScale 0x40
#define alAttack 0x60
#define alSus 0x80
#define alWave 0xe0
// Channel stuff
#define alFreqL 0xa0
#define alFreqH 0xb0
#define alFeedCon 0xc0
// Global stuff
#define alEffects 0xbd
 
typedef struct
{
byte mChar,cChar,
mScale,cScale,
mAttack,cAttack,
mSus,cSus,
mWave,cWave,
nConn,
 
// These are only for Muse - these bytes are really unused
voice,
mode;
byte unused[3];
} Instrument;
 
#define ORIG_INSTRUMENT_SIZE 16
 
typedef struct
{
SoundCommon common;
Instrument inst;
byte block;
byte data[1];
} AdLibSound;
 
#define ORIG_ADLIBSOUND_SIZE (ORIG_SOUNDCOMMON_SIZE + ORIG_INSTRUMENT_SIZE + 2)
 
//
// Sequencing stuff
//
#define sqMaxTracks 10
 
typedef struct
{
word length;
word values[1];
} MusicGroup;
 
typedef struct
{
int valid;
fixed globalsoundx, globalsoundy;
} globalsoundpos;
 
extern int channelSoundPos[];
 
// Global variables
extern boolean AdLibPresent,
SoundBlasterPresent,
SoundPositioned;
extern SDMode SoundMode;
extern SDSMode DigiMode;
extern SMMode MusicMode;
extern int DigiMap[];
extern int DigiChannel[];
 
#define GetTimeCount() ((SDL_GetTicks()*7)/100)
 
inline void Delay(int wolfticks)
{
if(wolfticks>0) SDL_Delay(wolfticks * 100 / 7);
}
 
// Function prototypes
extern void SD_Startup(void),
SD_Shutdown(void);
 
extern int SD_GetChannelForDigi(int which);
extern void SD_PositionSound(int leftvol,int rightvol);
extern boolean SD_PlaySound(soundnames sound);
extern void SD_SetPosition(int channel, int leftvol,int rightvol);
extern void SD_StopSound(void),
SD_WaitSoundDone(void);
 
extern void SD_StartMusic(int chunk);
extern void SD_ContinueMusic(int chunk, int startoffs);
extern void SD_MusicOn(void),
SD_FadeOutMusic(void);
extern int SD_MusicOff(void);
 
extern boolean SD_MusicPlaying(void);
extern boolean SD_SetSoundMode(SDMode mode);
extern boolean SD_SetMusicMode(SMMode mode);
extern word SD_SoundPlaying(void);
 
extern void SD_SetDigiDevice(SDSMode);
extern void SD_PrepareSound(int which);
extern int SD_PlayDigitized(word which,int leftpos,int rightpos);
extern void SD_StopDigitized(void);
 
#endif
Property changes:
Added: svn:executable
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/contrib/games/wolf3d/id_us.h
0,0 → 1,101
//
// ID Engine
// ID_US.h - Header file for the User Manager
// v1.0d1
// By Jason Blochowiak
//
 
#ifndef __ID_US__
#define __ID_US__
 
#ifdef __DEBUG__
#define __DEBUG_UserMgr__
#endif
 
//#define HELPTEXTLINKED
 
#define MaxX 320
#define MaxY 200
 
#define MaxHelpLines 500
 
#define MaxHighName 57
#define MaxScores 7
typedef struct
{
char name[MaxHighName + 1];
int32_t score;
word completed,episode;
} HighScore;
 
#define MaxGameName 32
#define MaxSaveGames 6
typedef struct
{
char signature[4];
word *oldtest;
boolean present;
char name[MaxGameName + 1];
} SaveGame;
 
#define MaxString 128 // Maximum input string size
 
typedef struct
{
int x,y,
w,h,
px,py;
} WindowRec; // Record used to save & restore screen windows
 
extern boolean ingame, // Set by game code if a game is in progress
loadedgame; // Set if the current game was loaded
extern word PrintX,PrintY; // Current printing location in the window
extern word WindowX,WindowY,// Current location of window
WindowW,WindowH;// Current size of window
 
extern void (*USL_MeasureString)(const char *,word *,word *);
extern void (*USL_DrawString)(const char *);
 
extern boolean (*USL_SaveGame)(int),(*USL_LoadGame)(int);
extern void (*USL_ResetGame)(void);
extern SaveGame Games[MaxSaveGames];
extern HighScore Scores[];
 
#define US_HomeWindow() {PrintX = WindowX; PrintY = WindowY;}
 
void US_Startup(void);
void US_Shutdown(void);
void US_TextScreen(void),
US_UpdateTextScreen(void),
US_FinishTextScreen(void);
void US_DrawWindow(word x,word y,word w,word h);
void US_CenterWindow(word,word);
void US_SaveWindow(WindowRec *win),
US_RestoreWindow(WindowRec *win);
void US_ClearWindow(void);
void US_SetPrintRoutines(void (*measure)(const char *,word *,word *),
void (*print)(const char *));
void US_PrintCentered(const char *s),
US_CPrint(const char *s),
US_CPrintLine(const char *s),
US_Print(const char *s);
void US_Printf(const char *formatStr, ...);
void US_CPrintf(const char *formatStr, ...);
 
void US_PrintUnsigned(longword n);
void US_PrintSigned(int32_t n);
void US_StartCursor(void),
US_ShutCursor(void);
void US_CheckHighScore(int32_t score,word other);
void US_DisplayHighScores(int which);
extern boolean US_UpdateCursor(void);
boolean US_LineInput(int x,int y,char *buf,const char *def,boolean escok,
int maxchars,int maxwidth);
 
void USL_PrintInCenter(const char *s,Rect r);
char *USL_GiveSaveName(word game);
 
void US_InitRndT(int randomize);
int US_RndT();
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_us_1.cpp
0,0 → 1,789
//
// ID Engine
// ID_US_1.c - User Manager - General routines
// v1.1d1
// By Jason Blochowiak
// Hacked up for Catacomb 3D
//
 
//
// This module handles dealing with user input & feedback
//
// Depends on: Input Mgr, View Mgr, some variables from the Sound, Caching,
// and Refresh Mgrs, Memory Mgr for background save/restore
//
// Globals:
// ingame - Flag set by game indicating if a game is in progress
// loadedgame - Flag set if a game was loaded
// PrintX, PrintY - Where the User Mgr will print (global coords)
// WindowX,WindowY,WindowW,WindowH - The dimensions of the current
// window
//
 
#include "wl_def.h"
 
#pragma hdrstop
 
#if _MSC_VER == 1200 // Visual C++ 6
#define vsnprintf _vsnprintf
#endif
 
// Global variables
word PrintX,PrintY;
word WindowX,WindowY,WindowW,WindowH;
 
// Internal variables
#define ConfigVersion 1
 
static boolean US_Started;
 
void (*USL_MeasureString)(const char *,word *,word *) = VW_MeasurePropString;
void (*USL_DrawString)(const char *) = VWB_DrawPropString;
 
SaveGame Games[MaxSaveGames];
HighScore Scores[MaxScores] =
{
{"id software-'92",10000,1},
{"Adrian Carmack",10000,1},
{"John Carmack",10000,1},
{"Kevin Cloud",10000,1},
{"Tom Hall",10000,1},
{"John Romero",10000,1},
{"Jay Wilbur",10000,1},
};
 
int rndindex = 0;
 
static byte rndtable[] = {
0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66,
74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36,
95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188,
52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224,
149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242,
145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0,
175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235,
25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113,
94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75,
136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196,
135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113,
80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241,
24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224,
145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95,
28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226,
71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36,
17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106,
197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136,
120, 163, 236, 249 };
 
// Internal routines
 
// Public routines
 
///////////////////////////////////////////////////////////////////////////
//
// US_Startup() - Starts the User Mgr
//
///////////////////////////////////////////////////////////////////////////
void US_Startup()
{
if (US_Started)
return;
 
US_InitRndT(true); // Initialize the random number generator
 
US_Started = true;
}
 
 
///////////////////////////////////////////////////////////////////////////
//
// US_Shutdown() - Shuts down the User Mgr
//
///////////////////////////////////////////////////////////////////////////
void
US_Shutdown(void)
{
if (!US_Started)
return;
 
US_Started = false;
}
 
// Window/Printing routines
 
///////////////////////////////////////////////////////////////////////////
//
// US_SetPrintRoutines() - Sets the routines used to measure and print
// from within the User Mgr. Primarily provided to allow switching
// between masked and non-masked fonts
//
///////////////////////////////////////////////////////////////////////////
void
US_SetPrintRoutines(void (*measure)(const char *,word *,word *),
void (*print)(const char *))
{
USL_MeasureString = measure;
USL_DrawString = print;
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_Print() - Prints a string in the current window. Newlines are
// supported.
//
///////////////////////////////////////////////////////////////////////////
void
US_Print(const char *sorg)
{
char c;
char *sstart = strdup(sorg);
char *s = sstart;
char *se;
word w,h;
 
while (*s)
{
se = s;
while ((c = *se)!=0 && (c != '\n'))
se++;
*se = '\0';
 
USL_MeasureString(s,&w,&h);
px = PrintX;
py = PrintY;
USL_DrawString(s);
 
s = se;
if (c)
{
*se = c;
s++;
 
PrintX = WindowX;
PrintY += h;
}
else
PrintX += w;
}
free(sstart);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_PrintUnsigned() - Prints an unsigned long
//
///////////////////////////////////////////////////////////////////////////
void
US_PrintUnsigned(longword n)
{
char buffer[32];
sprintf(buffer, "%lu", n);
 
US_Print(buffer);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_PrintSigned() - Prints a signed long
//
///////////////////////////////////////////////////////////////////////////
void
US_PrintSigned(int32_t n)
{
char buffer[32];
 
US_Print(ltoa(n,buffer,10));
}
 
///////////////////////////////////////////////////////////////////////////
//
// USL_PrintInCenter() - Prints a string in the center of the given rect
//
///////////////////////////////////////////////////////////////////////////
void
USL_PrintInCenter(const char *s,Rect r)
{
word w,h,
rw,rh;
 
USL_MeasureString(s,&w,&h);
rw = r.lr.x - r.ul.x;
rh = r.lr.y - r.ul.y;
 
px = r.ul.x + ((rw - w) / 2);
py = r.ul.y + ((rh - h) / 2);
USL_DrawString(s);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_PrintCentered() - Prints a string centered in the current window.
//
///////////////////////////////////////////////////////////////////////////
void
US_PrintCentered(const char *s)
{
Rect r;
 
r.ul.x = WindowX;
r.ul.y = WindowY;
r.lr.x = r.ul.x + WindowW;
r.lr.y = r.ul.y + WindowH;
 
USL_PrintInCenter(s,r);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_CPrintLine() - Prints a string centered on the current line and
// advances to the next line. Newlines are not supported.
//
///////////////////////////////////////////////////////////////////////////
void
US_CPrintLine(const char *s)
{
word w,h;
 
USL_MeasureString(s,&w,&h);
 
if (w > WindowW)
Quit("US_CPrintLine() - String exceeds width");
px = WindowX + ((WindowW - w) / 2);
py = PrintY;
USL_DrawString(s);
PrintY += h;
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_CPrint() - Prints a string centered in the current window.
// Newlines are supported.
//
///////////////////////////////////////////////////////////////////////////
void
US_CPrint(const char *sorg)
{
char c;
char *sstart = strdup(sorg);
char *s = sstart;
char *se;
 
while (*s)
{
se = s;
while ((c = *se)!=0 && (c != '\n'))
se++;
*se = '\0';
 
US_CPrintLine(s);
 
s = se;
if (c)
{
*se = c;
s++;
}
}
free(sstart);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_Printf() - Prints a formatted string in the current window.
// Newlines are supported.
//
///////////////////////////////////////////////////////////////////////////
 
void US_Printf(const char *formatStr, ...)
{
char strbuf[256];
va_list vlist;
va_start(vlist, formatStr);
int len = vsnprintf(strbuf, sizeof(strbuf), formatStr, vlist);
va_end(vlist);
if(len <= -1 || len >= sizeof(strbuf))
strbuf[sizeof(strbuf) - 1] = 0;
US_Print(strbuf);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_CPrintf() - Prints a formatted string centered in the current window.
// Newlines are supported.
//
///////////////////////////////////////////////////////////////////////////
 
void US_CPrintf(const char *formatStr, ...)
{
char strbuf[256];
va_list vlist;
va_start(vlist, formatStr);
int len = vsnprintf(strbuf, sizeof(strbuf), formatStr, vlist);
va_end(vlist);
if(len <= -1 || len >= sizeof(strbuf))
strbuf[sizeof(strbuf) - 1] = 0;
US_CPrint(strbuf);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_ClearWindow() - Clears the current window to white and homes the
// cursor
//
///////////////////////////////////////////////////////////////////////////
void
US_ClearWindow(void)
{
VWB_Bar(WindowX,WindowY,WindowW,WindowH,WHITE);
PrintX = WindowX;
PrintY = WindowY;
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_DrawWindow() - Draws a frame and sets the current window parms
//
///////////////////////////////////////////////////////////////////////////
void
US_DrawWindow(word x,word y,word w,word h)
{
word i,
sx,sy,sw,sh;
 
WindowX = x * 8;
WindowY = y * 8;
WindowW = w * 8;
WindowH = h * 8;
 
PrintX = WindowX;
PrintY = WindowY;
 
sx = (x - 1) * 8;
sy = (y - 1) * 8;
sw = (w + 1) * 8;
sh = (h + 1) * 8;
 
US_ClearWindow();
 
VWB_DrawTile8(sx,sy,0),VWB_DrawTile8(sx,sy + sh,5);
for (i = sx + 8;i <= sx + sw - 8;i += 8)
VWB_DrawTile8(i,sy,1),VWB_DrawTile8(i,sy + sh,6);
VWB_DrawTile8(i,sy,2),VWB_DrawTile8(i,sy + sh,7);
 
for (i = sy + 8;i <= sy + sh - 8;i += 8)
VWB_DrawTile8(sx,i,3),VWB_DrawTile8(sx + sw,i,4);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_CenterWindow() - Generates a window of a given width & height in the
// middle of the screen
//
///////////////////////////////////////////////////////////////////////////
void
US_CenterWindow(word w,word h)
{
US_DrawWindow(((MaxX / 8) - w) / 2,((MaxY / 8) - h) / 2,w,h);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_SaveWindow() - Saves the current window parms into a record for
// later restoration
//
///////////////////////////////////////////////////////////////////////////
void
US_SaveWindow(WindowRec *win)
{
win->x = WindowX;
win->y = WindowY;
win->w = WindowW;
win->h = WindowH;
 
win->px = PrintX;
win->py = PrintY;
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_RestoreWindow() - Sets the current window parms to those held in the
// record
//
///////////////////////////////////////////////////////////////////////////
void
US_RestoreWindow(WindowRec *win)
{
WindowX = win->x;
WindowY = win->y;
WindowW = win->w;
WindowH = win->h;
 
PrintX = win->px;
PrintY = win->py;
}
 
// Input routines
 
///////////////////////////////////////////////////////////////////////////
//
// USL_XORICursor() - XORs the I-bar text cursor. Used by US_LineInput()
//
///////////////////////////////////////////////////////////////////////////
static void
USL_XORICursor(int x,int y,const char *s,word cursor)
{
static boolean status; // VGA doesn't XOR...
char buf[MaxString];
int temp;
word w,h;
 
strcpy(buf,s);
buf[cursor] = '\0';
USL_MeasureString(buf,&w,&h);
 
px = x + w - 1;
py = y;
if (status^=1)
USL_DrawString("\x80");
else
{
temp = fontcolor;
fontcolor = backcolor;
USL_DrawString("\x80");
fontcolor = temp;
}
}
 
char USL_RotateChar(char ch, int dir)
{
static const char charSet[] = " ABCDEFGHIJKLMNOPQRSTUVWXYZ.,-!?0123456789";
const int numChars = sizeof(charSet) / sizeof(char) - 1;
int i;
for(i = 0; i < numChars; i++)
{
if(ch == charSet[i]) break;
}
 
if(i == numChars) i = 0;
 
i += dir;
if(i < 0) i = numChars - 1;
else if(i >= numChars) i = 0;
return charSet[i];
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_LineInput() - Gets a line of user input at (x,y), the string defaults
// to whatever is pointed at by def. Input is restricted to maxchars
// chars or maxwidth pixels wide. If the user hits escape (and escok is
// true), nothing is copied into buf, and false is returned. If the
// user hits return, the current string is copied into buf, and true is
// returned
//
///////////////////////////////////////////////////////////////////////////
boolean
US_LineInput(int x,int y,char *buf,const char *def,boolean escok,
int maxchars,int maxwidth)
{
boolean redraw,
cursorvis,cursormoved,
done,result, checkkey;
ScanCode sc;
char c;
char s[MaxString],olds[MaxString];
int cursor,len;
word i,
w,h,
temp;
longword curtime, lasttime, lastdirtime, lastbuttontime, lastdirmovetime;
ControlInfo ci;
Direction lastdir = dir_None;
 
if (def)
strcpy(s,def);
else
*s = '\0';
*olds = '\0';
cursor = (int) strlen(s);
cursormoved = redraw = true;
 
cursorvis = done = false;
lasttime = lastdirtime = lastdirmovetime = GetTimeCount();
lastbuttontime = lasttime + TickBase / 4; // 250 ms => first button press accepted after 500 ms
LastASCII = key_None;
LastScan = sc_None;
 
while (!done)
{
ReadAnyControl(&ci);
 
if (cursorvis)
USL_XORICursor(x,y,s,cursor);
 
sc = LastScan;
LastScan = sc_None;
c = LastASCII;
LastASCII = key_None;
 
checkkey = true;
curtime = GetTimeCount();
 
// After each direction change accept the next change after 250 ms and then everz 125 ms
if(ci.dir != lastdir || curtime - lastdirtime > TickBase / 4 && curtime - lastdirmovetime > TickBase / 8)
{
if(ci.dir != lastdir)
{
lastdir = ci.dir;
lastdirtime = curtime;
}
lastdirmovetime = curtime;
 
switch(ci.dir)
{
case dir_West:
if(cursor)
{
// Remove trailing whitespace if cursor is at end of string
if(s[cursor] == ' ' && s[cursor + 1] == 0)
s[cursor] = 0;
cursor--;
}
cursormoved = true;
checkkey = false;
break;
case dir_East:
if(cursor >= MaxString - 1) break;
 
if(!s[cursor])
{
USL_MeasureString(s,&w,&h);
if(len >= maxchars || maxwidth && w >= maxwidth) break;
 
s[cursor] = ' ';
s[cursor + 1] = 0;
}
cursor++;
cursormoved = true;
checkkey = false;
break;
 
case dir_North:
if(!s[cursor])
{
USL_MeasureString(s,&w,&h);
if(len >= maxchars || maxwidth && w >= maxwidth) break;
s[cursor + 1] = 0;
}
s[cursor] = USL_RotateChar(s[cursor], 1);
redraw = true;
checkkey = false;
break;
 
case dir_South:
if(!s[cursor])
{
USL_MeasureString(s,&w,&h);
if(len >= maxchars || maxwidth && w >= maxwidth) break;
s[cursor + 1] = 0;
}
s[cursor] = USL_RotateChar(s[cursor], -1);
redraw = true;
checkkey = false;
break;
}
}
 
if((int)(curtime - lastbuttontime) > TickBase / 4) // 250 ms
{
if(ci.button0) // acts as return
{
strcpy(buf,s);
done = true;
result = true;
checkkey = false;
}
if(ci.button1 && escok) // acts as escape
{
done = true;
result = false;
checkkey = false;
}
if(ci.button2) // acts as backspace
{
lastbuttontime = curtime;
if(cursor)
{
strcpy(s + cursor - 1,s + cursor);
cursor--;
redraw = true;
}
cursormoved = true;
checkkey = false;
}
}
 
if(checkkey)
{
switch (sc)
{
case sc_LeftArrow:
if (cursor)
cursor--;
c = key_None;
cursormoved = true;
break;
case sc_RightArrow:
if (s[cursor])
cursor++;
c = key_None;
cursormoved = true;
break;
case sc_Home:
cursor = 0;
c = key_None;
cursormoved = true;
break;
case sc_End:
cursor = (int) strlen(s);
c = key_None;
cursormoved = true;
break;
 
case sc_Return:
strcpy(buf,s);
done = true;
result = true;
c = key_None;
break;
case sc_Escape:
if (escok)
{
done = true;
result = false;
}
c = key_None;
break;
 
case sc_BackSpace:
if (cursor)
{
strcpy(s + cursor - 1,s + cursor);
cursor--;
redraw = true;
}
c = key_None;
cursormoved = true;
break;
case sc_Delete:
if (s[cursor])
{
strcpy(s + cursor,s + cursor + 1);
redraw = true;
}
c = key_None;
cursormoved = true;
break;
 
case SDLK_KP5: //0x4c: // Keypad 5 // TODO: hmmm...
case sc_UpArrow:
case sc_DownArrow:
case sc_PgUp:
case sc_PgDn:
case sc_Insert:
c = key_None;
break;
}
 
if (c)
{
len = (int) strlen(s);
USL_MeasureString(s,&w,&h);
 
if(isprint(c) && (len < MaxString - 1) && ((!maxchars) || (len < maxchars))
&& ((!maxwidth) || (w < maxwidth)))
{
for (i = len + 1;i > cursor;i--)
s[i] = s[i - 1];
s[cursor++] = c;
redraw = true;
}
}
}
 
if (redraw)
{
px = x;
py = y;
temp = fontcolor;
fontcolor = backcolor;
USL_DrawString(olds);
fontcolor = (byte) temp;
strcpy(olds,s);
 
px = x;
py = y;
USL_DrawString(s);
 
redraw = false;
}
 
if (cursormoved)
{
cursorvis = false;
lasttime = curtime - TickBase;
 
cursormoved = false;
}
if (curtime - lasttime > TickBase / 2) // 500 ms
{
lasttime = curtime;
 
cursorvis ^= true;
}
else SDL_Delay(5);
if (cursorvis)
USL_XORICursor(x,y,s,cursor);
 
VW_UpdateScreen();
}
 
if (cursorvis)
USL_XORICursor(x,y,s,cursor);
if (!result)
{
px = x;
py = y;
USL_DrawString(olds);
}
VW_UpdateScreen();
 
IN_ClearKeysDown();
return(result);
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_InitRndT - Initializes the pseudo random number generator.
// If randomize is true, the seed will be initialized depending on the
// current time
//
///////////////////////////////////////////////////////////////////////////
void US_InitRndT(int randomize)
{
if(randomize)
rndindex = (SDL_GetTicks() >> 4) & 0xff;
else
rndindex = 0;
}
 
///////////////////////////////////////////////////////////////////////////
//
// US_RndT - Returns the next 8-bit pseudo random number
//
///////////////////////////////////////////////////////////////////////////
int US_RndT()
{
rndindex = (rndindex+1)&0xff;
return rndtable[rndindex];
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_vh.cpp
0,0 → 1,470
#include "wl_def.h"
 
 
pictabletype *pictable;
SDL_Surface *latchpics[NUMLATCHPICS];
 
int px,py;
byte fontcolor,backcolor;
int fontnumber;
 
//==========================================================================
 
void VWB_DrawPropString(const char* string)
{
fontstruct *font;
int width, step, height;
byte *source, *dest;
byte ch;
int i;
unsigned sx, sy;
 
byte *vbuf = VL_LockSurface(curSurface);
if(vbuf == NULL) return;
 
font = (fontstruct *) grsegs[STARTFONT+fontnumber];
height = font->height;
dest = vbuf + scaleFactor * (py * curPitch + px);
 
while ((ch = (byte)*string++)!=0)
{
width = step = font->width[ch];
source = ((byte *)font)+font->location[ch];
while (width--)
{
for(i=0; i<height; i++)
{
if(source[i*step])
{
for(sy=0; sy<scaleFactor; sy++)
for(sx=0; sx<scaleFactor; sx++)
dest[(scaleFactor*i+sy)*curPitch+sx]=fontcolor;
}
}
 
source++;
px++;
dest+=scaleFactor;
}
}
 
VL_UnlockSurface(curSurface);
}
 
/*
=================
=
= VL_MungePic
=
=================
*/
 
void VL_MungePic (byte *source, unsigned width, unsigned height)
{
unsigned x,y,plane,size,pwidth;
byte *temp, *dest, *srcline;
 
size = width*height;
 
if (width&3)
Quit ("VL_MungePic: Not divisable by 4!");
 
//
// copy the pic to a temp buffer
//
temp=(byte *) malloc(size);
CHECKMALLOCRESULT(temp);
memcpy (temp,source,size);
 
//
// munge it back into the original buffer
//
dest = source;
pwidth = width/4;
 
for (plane=0;plane<4;plane++)
{
srcline = temp;
for (y=0;y<height;y++)
{
for (x=0;x<pwidth;x++)
*dest++ = *(srcline+x*4+plane);
srcline+=width;
}
}
 
free(temp);
}
 
void VWL_MeasureString (const char *string, word *width, word *height, fontstruct *font)
{
*height = font->height;
for (*width = 0;*string;string++)
*width += font->width[*((byte *)string)]; // proportional width
}
 
void VW_MeasurePropString (const char *string, word *width, word *height)
{
VWL_MeasureString(string,width,height,(fontstruct *)grsegs[STARTFONT+fontnumber]);
}
 
/*
=============================================================================
 
Double buffer management routines
 
=============================================================================
*/
 
void VH_UpdateScreen()
{
SDL_BlitSurface(screenBuffer, NULL, screen, NULL);
SDL_Flip(screen);
}
 
 
void VWB_DrawTile8 (int x, int y, int tile)
{
LatchDrawChar(x,y,tile);
}
 
void VWB_DrawTile8M (int x, int y, int tile)
{
VL_MemToScreen (((byte *)grsegs[STARTTILE8M])+tile*64,8,8,x,y);
}
 
void VWB_DrawPic (int x, int y, int chunknum)
{
int picnum = chunknum - STARTPICS;
unsigned width,height;
 
x &= ~7;
 
width = pictable[picnum].width;
height = pictable[picnum].height;
 
VL_MemToScreen (grsegs[chunknum],width,height,x,y);
}
 
void VWB_DrawPicScaledCoord (int scx, int scy, int chunknum)
{
int picnum = chunknum - STARTPICS;
unsigned width,height;
 
width = pictable[picnum].width;
height = pictable[picnum].height;
 
VL_MemToScreenScaledCoord (grsegs[chunknum],width,height,scx,scy);
}
 
 
void VWB_Bar (int x, int y, int width, int height, int color)
{
VW_Bar (x,y,width,height,color);
}
 
void VWB_Plot (int x, int y, int color)
{
if(scaleFactor == 1)
VW_Plot(x,y,color);
else
VW_Bar(x, y, 1, 1, color);
}
 
void VWB_Hlin (int x1, int x2, int y, int color)
{
if(scaleFactor == 1)
VW_Hlin(x1,x2,y,color);
else
VW_Bar(x1, y, x2-x1+1, 1, color);
}
 
void VWB_Vlin (int y1, int y2, int x, int color)
{
if(scaleFactor == 1)
VW_Vlin(y1,y2,x,color);
else
VW_Bar(x, y1, 1, y2-y1+1, color);
}
 
 
/*
=============================================================================
 
WOLFENSTEIN STUFF
 
=============================================================================
*/
 
/*
=====================
=
= LatchDrawPic
=
=====================
*/
 
void LatchDrawPic (unsigned x, unsigned y, unsigned picnum)
{
VL_LatchToScreen (latchpics[2+picnum-LATCHPICS_LUMP_START], x*8, y);
}
 
void LatchDrawPicScaledCoord (unsigned scx, unsigned scy, unsigned picnum)
{
VL_LatchToScreenScaledCoord (latchpics[2+picnum-LATCHPICS_LUMP_START], scx*8, scy);
}
 
 
//==========================================================================
 
void FreeLatchMem()
{
int i;
for(i = 0; i < 2 + LATCHPICS_LUMP_END - LATCHPICS_LUMP_START; i++)
{
SDL_FreeSurface(latchpics[i]);
latchpics[i] = NULL;
}
}
 
/*
===================
=
= LoadLatchMem
=
===================
*/
 
void LoadLatchMem (void)
{
int i,width,height,start,end;
byte *src;
SDL_Surface *surf;
 
//
// tile 8s
//
surf = SDL_CreateRGBSurface(SDL_HWSURFACE, 8*8,
((NUMTILE8 + 7) / 8) * 8, 8, 0, 0, 0, 0);
if(surf == NULL)
{
Quit("Unable to create surface for tiles!");
}
SDL_SetColors(surf, gamepal, 0, 256);
 
latchpics[0] = surf;
CA_CacheGrChunk (STARTTILE8);
src = grsegs[STARTTILE8];
 
for (i=0;i<NUMTILE8;i++)
{
VL_MemToLatch (src, 8, 8, surf, (i & 7) * 8, (i >> 3) * 8);
src += 64;
}
UNCACHEGRCHUNK (STARTTILE8);
 
latchpics[1] = NULL; // not used
 
//
// pics
//
start = LATCHPICS_LUMP_START;
end = LATCHPICS_LUMP_END;
 
for (i=start;i<=end;i++)
{
width = pictable[i-STARTPICS].width;
height = pictable[i-STARTPICS].height;
surf = SDL_CreateRGBSurface(SDL_HWSURFACE, width, height, 8, 0, 0, 0, 0);
if(surf == NULL)
{
Quit("Unable to create surface for picture!");
}
SDL_SetColors(surf, gamepal, 0, 256);
 
latchpics[2+i-start] = surf;
CA_CacheGrChunk (i);
VL_MemToLatch (grsegs[i], width, height, surf, 0, 0);
UNCACHEGRCHUNK(i);
}
}
 
//==========================================================================
 
/*
===================
=
= FizzleFade
=
= returns true if aborted
=
= It uses maximum-length Linear Feedback Shift Registers (LFSR) counters.
= You can find a list of them with lengths from 3 to 168 at:
= http://www.xilinx.com/support/documentation/application_notes/xapp052.pdf
= Many thanks to Xilinx for this list!!!
=
===================
*/
 
// XOR masks for the pseudo-random number sequence starting with n=17 bits
static const uint32_t rndmasks[] = {
// n XNOR from (starting at 1, not 0 as usual)
0x00012000, // 17 17,14
0x00020400, // 18 18,11
0x00040023, // 19 19,6,2,1
0x00090000, // 20 20,17
0x00140000, // 21 21,19
0x00300000, // 22 22,21
0x00420000, // 23 23,18
0x00e10000, // 24 24,23,22,17
0x01200000, // 25 25,22 (this is enough for 8191x4095)
};
 
static unsigned int rndbits_y;
static unsigned int rndmask;
 
extern SDL_Color curpal[256];
 
// Returns the number of bits needed to represent the given value
static int log2_ceil(uint32_t x)
{
int n = 0;
uint32_t v = 1;
while(v < x)
{
n++;
v <<= 1;
}
return n;
}
 
void VH_Startup()
{
int rndbits_x = log2_ceil(screenWidth);
rndbits_y = log2_ceil(screenHeight);
 
int rndbits = rndbits_x + rndbits_y;
if(rndbits < 17)
rndbits = 17; // no problem, just a bit slower
else if(rndbits > 25)
rndbits = 25; // fizzle fade will not fill whole screen
 
rndmask = rndmasks[rndbits - 17];
}
 
boolean FizzleFade (SDL_Surface *source, int x1, int y1,
unsigned width, unsigned height, unsigned frames, boolean abortable)
{
unsigned x, y, frame, pixperframe;
int32_t rndval, lastrndval;
int first = 1;
 
lastrndval = 0;
pixperframe = width * height / frames;
 
IN_StartAck ();
 
frame = GetTimeCount();
byte *srcptr = VL_LockSurface(source);
if(srcptr == NULL) return false;
 
do
{
IN_ProcessEvents();
 
if(abortable && IN_CheckAck ())
{
VL_UnlockSurface(source);
SDL_BlitSurface(source, NULL, screen, NULL);
SDL_Flip(screen);
return true;
}
 
byte *destptr = VL_LockSurface(screen);
 
if(destptr != NULL)
{
rndval = lastrndval;
 
// When using double buffering, we have to copy the pixels of the last AND the current frame.
// Only for the first frame, there is no "last frame"
for(int i = first; i < 2; i++)
{
for(unsigned p = 0; p < pixperframe; p++)
{
//
// seperate random value into x/y pair
//
 
x = rndval >> rndbits_y;
y = rndval & ((1 << rndbits_y) - 1);
 
//
// advance to next random element
//
 
rndval = (rndval >> 1) ^ (rndval & 1 ? 0 : rndmask);
 
if(x >= width || y >= height)
{
if(rndval == 0) // entire sequence has been completed
goto finished;
p--;
continue;
}
 
//
// copy one pixel
//
 
if(screenBits == 8)
{
*(destptr + (y1 + y) * screen->pitch + x1 + x)
= *(srcptr + (y1 + y) * source->pitch + x1 + x);
}
else
{
byte col = *(srcptr + (y1 + y) * source->pitch + x1 + x);
uint32_t fullcol = SDL_MapRGB(screen->format, curpal[col].r, curpal[col].g, curpal[col].b);
memcpy(destptr + (y1 + y) * screen->pitch + (x1 + x) * screen->format->BytesPerPixel,
&fullcol, screen->format->BytesPerPixel);
}
 
if(rndval == 0) // entire sequence has been completed
goto finished;
}
 
if(!i || first) lastrndval = rndval;
}
 
// If there is no double buffering, we always use the "first frame" case
if(usedoublebuffering) first = 0;
 
VL_UnlockSurface(screen);
SDL_Flip(screen);
}
else
{
// No surface, so only enhance rndval
for(int i = first; i < 2; i++)
{
for(unsigned p = 0; p < pixperframe; p++)
{
rndval = (rndval >> 1) ^ (rndval & 1 ? 0 : rndmask);
if(rndval == 0)
goto finished;
}
}
}
 
frame++;
Delay(frame - GetTimeCount()); // don't go too fast
} while (1);
 
finished:
VL_UnlockSurface(source);
VL_UnlockSurface(screen);
SDL_BlitSurface(source, NULL, screen, NULL);
SDL_Flip(screen);
return false;
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_vh.h
0,0 → 1,100
// ID_VH.H
 
 
#define WHITE 15 // graphics mode independant colors
#define BLACK 0
#define FIRSTCOLOR 1
#define SECONDCOLOR 12
#define F_WHITE 15
#define F_BLACK 0
#define F_FIRSTCOLOR 1
#define F_SECONDCOLOR 12
 
//===========================================================================
 
#define MAXSHIFTS 1
 
typedef struct
{
int16_t width,height;
} pictabletype;
 
 
typedef struct
{
int16_t height;
int16_t location[256];
int8_t width[256];
} fontstruct;
 
 
//===========================================================================
 
 
extern pictabletype *pictable;
extern pictabletype *picmtable;
 
extern byte fontcolor,backcolor;
extern int fontnumber;
extern int px,py;
 
#define SETFONTCOLOR(f,b) fontcolor=f;backcolor=b;
 
//
// mode independant routines
// coordinates in pixels, rounded to best screen res
// regions marked in double buffer
//
 
void VWB_DrawPropString (const char *string);
 
void VWB_DrawTile8 (int x, int y, int tile);
void VWB_DrawTile8M (int x, int y, int tile);
void VWB_DrawTile16 (int x, int y, int tile);
void VWB_DrawTile16M (int x, int y, int tile);
void VWB_DrawPic (int x, int y, int chunknum);
void VWB_DrawPicScaledCoord (int x, int y, int chunknum);
void VWB_DrawMPic(int x, int y, int chunknum);
void VWB_Bar (int x, int y, int width, int height, int color);
#define VWB_BarScaledCoord VL_BarScaledCoord
void VWB_Plot (int x, int y, int color);
#define VWB_PlotScaledCoord VW_Plot
void VWB_Hlin (int x1, int x2, int y, int color);
void VWB_Vlin (int y1, int y2, int x, int color);
#define VWB_HlinScaledCoord VW_Hlin
#define VWB_VlinScaledCoord VW_Vlin
 
void VH_UpdateScreen();
#define VW_UpdateScreen VH_UpdateScreen
 
//
// wolfenstein EGA compatability stuff
//
 
 
#define VW_Shutdown VL_Shutdown
#define VW_Bar VL_Bar
#define VW_Plot VL_Plot
#define VW_Hlin(x,z,y,c) VL_Hlin(x,y,(z)-(x)+1,c)
#define VW_Vlin(y,z,x,c) VL_Vlin(x,y,(z)-(y)+1,c)
#define VW_DrawPic VH_DrawPic
#define VW_WaitVBL VL_WaitVBL
#define VW_FadeIn() VL_FadeIn(0,255,gamepal,30);
#define VW_FadeOut() VL_FadeOut(0,255,0,0,0,30);
#define VW_ScreenToScreen VL_ScreenToScreen
void VW_MeasurePropString (const char *string, word *width, word *height);
 
#define LatchDrawChar(x,y,p) VL_LatchToScreen(latchpics[0],((p)&7)*8,((p)>>3)*8*64,8,8,x,y)
#define LatchDrawTile(x,y,p) VL_LatchToScreen(latchpics[1],(p)*64,0,16,16,x,y)
 
void LatchDrawPic (unsigned x, unsigned y, unsigned picnum);
void LatchDrawPicScaledCoord (unsigned scx, unsigned scy, unsigned picnum);
void LoadLatchMem (void);
void FreeLatchMem();
 
void VH_Startup();
boolean FizzleFade (SDL_Surface *source, int x1, int y1,
unsigned width, unsigned height, unsigned frames, boolean abortable);
 
#define NUMLATCHPICS 100
extern SDL_Surface *latchpics[NUMLATCHPICS];
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_vl.cpp
0,0 → 1,792
// ID_VL.C
 
#include <string.h>
#include "wl_def.h"
#pragma hdrstop
 
// Uncomment the following line, if you get destination out of bounds
// assertion errors and want to ignore them during debugging
//#define IGNORE_BAD_DEST
 
#ifdef IGNORE_BAD_DEST
#undef assert
#define assert(x) if(!(x)) return
#define assert_ret(x) if(!(x)) return 0
#else
#define assert_ret(x) assert(x)
#endif
 
boolean fullscreen = true;
#if defined(_arch_dreamcast)
boolean usedoublebuffering = false;
unsigned screenWidth = 320;
unsigned screenHeight = 200;
unsigned screenBits = 8;
#elif defined(GP2X)
boolean usedoublebuffering = true;
unsigned screenWidth = 320;
unsigned screenHeight = 240;
#if defined(GP2X_940)
unsigned screenBits = 8;
#else
unsigned screenBits = 16;
#endif
#else
boolean usedoublebuffering = true;
unsigned screenWidth = 640;
unsigned screenHeight = 400;
unsigned screenBits = -1; // use "best" color depth according to libSDL
#endif
 
SDL_Surface *screen = NULL;
unsigned screenPitch;
 
SDL_Surface *screenBuffer = NULL;
unsigned bufferPitch;
 
SDL_Surface *curSurface = NULL;
unsigned curPitch;
 
unsigned scaleFactor;
 
boolean screenfaded;
unsigned bordercolor;
 
SDL_Color palette1[256], palette2[256];
SDL_Color curpal[256];
 
 
#define CASSERT(x) extern int ASSERT_COMPILE[((x) != 0) * 2 - 1];
#define RGB(r, g, b) {(r)*255/63, (g)*255/63, (b)*255/63, 0}
 
SDL_Color gamepal[]={
#ifdef SPEAR
#include "sodpal.inc"
#else
#include "wolfpal.inc"
#endif
};
 
CASSERT(lengthof(gamepal) == 256)
 
//===========================================================================
 
 
/*
=======================
=
= VL_Shutdown
=
=======================
*/
 
void VL_Shutdown (void)
{
//VL_SetTextMode ();
}
 
 
/*
=======================
=
= VL_SetVGAPlaneMode
=
=======================
*/
 
void VL_SetVGAPlaneMode (void)
{
#ifdef SPEAR
SDL_WM_SetCaption("Spear of Destiny", NULL);
#else
SDL_WM_SetCaption("Wolfenstein 3D", NULL);
#endif
 
if(screenBits == -1)
{
const SDL_VideoInfo *vidInfo = SDL_GetVideoInfo();
screenBits = vidInfo->vfmt->BitsPerPixel;
}
 
screen = SDL_SetVideoMode(screenWidth, screenHeight, screenBits,
(usedoublebuffering ? SDL_HWSURFACE | SDL_DOUBLEBUF : 0)
| (screenBits == 8 ? SDL_HWPALETTE : 0)
| (fullscreen ? SDL_FULLSCREEN : 0));
if(!screen)
{
printf("Unable to set %ix%ix%i video mode: %s\n", screenWidth,
screenHeight, screenBits, SDL_GetError());
exit(1);
}
if((screen->flags & SDL_DOUBLEBUF) != SDL_DOUBLEBUF)
usedoublebuffering = false;
SDL_ShowCursor(SDL_DISABLE);
 
SDL_SetColors(screen, gamepal, 0, 256);
memcpy(curpal, gamepal, sizeof(SDL_Color) * 256);
 
screenBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, screenWidth,
screenHeight, 8, 0, 0, 0, 0);
if(!screenBuffer)
{
printf("Unable to create screen buffer surface: %s\n", SDL_GetError());
exit(1);
}
SDL_SetColors(screenBuffer, gamepal, 0, 256);
 
screenPitch = screen->pitch;
bufferPitch = screenBuffer->pitch;
 
curSurface = screenBuffer;
curPitch = bufferPitch;
 
scaleFactor = screenWidth/320;
if(screenHeight/200 < scaleFactor) scaleFactor = screenHeight/200;
 
pixelangle = (short *) malloc(screenWidth * sizeof(short));
CHECKMALLOCRESULT(pixelangle);
wallheight = (int *) malloc(screenWidth * sizeof(int));
CHECKMALLOCRESULT(wallheight);
}
 
/*
=============================================================================
 
PALETTE OPS
 
To avoid snow, do a WaitVBL BEFORE calling these
 
=============================================================================
*/
 
/*
=================
=
= VL_ConvertPalette
=
=================
*/
 
void VL_ConvertPalette(byte *srcpal, SDL_Color *destpal, int numColors)
{
for(int i=0; i<numColors; i++)
{
destpal[i].r = *srcpal++ * 255 / 63;
destpal[i].g = *srcpal++ * 255 / 63;
destpal[i].b = *srcpal++ * 255 / 63;
}
}
 
/*
=================
=
= VL_FillPalette
=
=================
*/
 
void VL_FillPalette (int red, int green, int blue)
{
int i;
SDL_Color pal[256];
 
for(i=0; i<256; i++)
{
pal[i].r = red;
pal[i].g = green;
pal[i].b = blue;
}
 
VL_SetPalette(pal, true);
}
 
//===========================================================================
 
/*
=================
=
= VL_SetColor
=
=================
*/
 
void VL_SetColor (int color, int red, int green, int blue)
{
SDL_Color col = { red, green, blue };
curpal[color] = col;
 
if(screenBits == 8)
SDL_SetPalette(screen, SDL_PHYSPAL, &col, color, 1);
else
{
SDL_SetPalette(curSurface, SDL_LOGPAL, &col, color, 1);
SDL_BlitSurface(curSurface, NULL, screen, NULL);
SDL_Flip(screen);
}
}
 
//===========================================================================
 
/*
=================
=
= VL_GetColor
=
=================
*/
 
void VL_GetColor (int color, int *red, int *green, int *blue)
{
SDL_Color *col = &curpal[color];
*red = col->r;
*green = col->g;
*blue = col->b;
}
 
//===========================================================================
 
/*
=================
=
= VL_SetPalette
=
=================
*/
 
void VL_SetPalette (SDL_Color *palette, bool forceupdate)
{
memcpy(curpal, palette, sizeof(SDL_Color) * 256);
 
if(screenBits == 8)
SDL_SetPalette(screen, SDL_PHYSPAL, palette, 0, 256);
else
{
SDL_SetPalette(curSurface, SDL_LOGPAL, palette, 0, 256);
if(forceupdate)
{
SDL_BlitSurface(curSurface, NULL, screen, NULL);
SDL_Flip(screen);
}
}
}
 
 
//===========================================================================
 
/*
=================
=
= VL_GetPalette
=
=================
*/
 
void VL_GetPalette (SDL_Color *palette)
{
memcpy(palette, curpal, sizeof(SDL_Color) * 256);
}
 
 
//===========================================================================
 
/*
=================
=
= VL_FadeOut
=
= Fades the current palette to the given color in the given number of steps
=
=================
*/
 
void VL_FadeOut (int start, int end, int red, int green, int blue, int steps)
{
int i,j,orig,delta;
SDL_Color *origptr, *newptr;
 
red = red * 255 / 63;
green = green * 255 / 63;
blue = blue * 255 / 63;
 
VL_WaitVBL(1);
VL_GetPalette(palette1);
memcpy(palette2, palette1, sizeof(SDL_Color) * 256);
 
//
// fade through intermediate frames
//
for (i=0;i<steps;i++)
{
origptr = &palette1[start];
newptr = &palette2[start];
for (j=start;j<=end;j++)
{
orig = origptr->r;
delta = red-orig;
newptr->r = orig + delta * i / steps;
orig = origptr->g;
delta = green-orig;
newptr->g = orig + delta * i / steps;
orig = origptr->b;
delta = blue-orig;
newptr->b = orig + delta * i / steps;
origptr++;
newptr++;
}
 
if(!usedoublebuffering || screenBits == 8) VL_WaitVBL(1);
VL_SetPalette (palette2, true);
}
 
//
// final color
//
VL_FillPalette (red,green,blue);
 
screenfaded = true;
}
 
 
/*
=================
=
= VL_FadeIn
=
=================
*/
 
void VL_FadeIn (int start, int end, SDL_Color *palette, int steps)
{
int i,j,delta;
 
VL_WaitVBL(1);
VL_GetPalette(palette1);
memcpy(palette2, palette1, sizeof(SDL_Color) * 256);
 
//
// fade through intermediate frames
//
for (i=0;i<steps;i++)
{
for (j=start;j<=end;j++)
{
delta = palette[j].r-palette1[j].r;
palette2[j].r = palette1[j].r + delta * i / steps;
delta = palette[j].g-palette1[j].g;
palette2[j].g = palette1[j].g + delta * i / steps;
delta = palette[j].b-palette1[j].b;
palette2[j].b = palette1[j].b + delta * i / steps;
}
 
if(!usedoublebuffering || screenBits == 8) VL_WaitVBL(1);
VL_SetPalette(palette2, true);
}
 
//
// final color
//
VL_SetPalette (palette, true);
screenfaded = false;
}
 
/*
=============================================================================
 
PIXEL OPS
 
=============================================================================
*/
 
byte *VL_LockSurface(SDL_Surface *surface)
{
if(SDL_MUSTLOCK(surface))
{
if(SDL_LockSurface(surface) < 0)
return NULL;
}
return (byte *) surface->pixels;
}
 
void VL_UnlockSurface(SDL_Surface *surface)
{
if(SDL_MUSTLOCK(surface))
{
SDL_UnlockSurface(surface);
}
}
 
/*
=================
=
= VL_Plot
=
=================
*/
 
void VL_Plot (int x, int y, int color)
{
byte *ptr;
 
assert(x >= 0 && (unsigned) x < screenWidth
&& y >= 0 && (unsigned) y < screenHeight
&& "VL_Plot: Pixel out of bounds!");
 
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
 
ptr[y * curPitch + x] = color;
 
VL_UnlockSurface(curSurface);
}
 
/*
=================
=
= VL_GetPixel
=
=================
*/
 
byte VL_GetPixel (int x, int y)
{
byte *ptr;
byte col;
 
assert_ret(x >= 0 && (unsigned) x < screenWidth
&& y >= 0 && (unsigned) y < screenHeight
&& "VL_GetPixel: Pixel out of bounds!");
 
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return 0;
 
col = ((byte *) curSurface->pixels)[y * curPitch + x];
 
VL_UnlockSurface(curSurface);
 
return col;
}
 
 
/*
=================
=
= VL_Hlin
=
=================
*/
 
void VL_Hlin (unsigned x, unsigned y, unsigned width, int color)
{
byte *ptr;
 
assert(x >= 0 && x + width <= screenWidth
&& y >= 0 && y < screenHeight
&& "VL_Hlin: Destination rectangle out of bounds!");
 
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
 
memset(ptr + y * curPitch + x, color, width);
 
VL_UnlockSurface(curSurface);
}
 
 
/*
=================
=
= VL_Vlin
=
=================
*/
 
void VL_Vlin (int x, int y, int height, int color)
{
byte *ptr;
 
assert(x >= 0 && (unsigned) x < screenWidth
&& y >= 0 && (unsigned) y + height <= screenHeight
&& "VL_Vlin: Destination rectangle out of bounds!");
 
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
 
ptr += y * curPitch + x;
 
while (height--)
{
*ptr = color;
ptr += curPitch;
}
 
VL_UnlockSurface(curSurface);
}
 
 
/*
=================
=
= VL_Bar
=
=================
*/
 
void VL_BarScaledCoord (int scx, int scy, int scwidth, int scheight, int color)
{
byte *ptr;
 
assert(scx >= 0 && (unsigned) scx + scwidth <= screenWidth
&& scy >= 0 && (unsigned) scy + scheight <= screenHeight
&& "VL_BarScaledCoord: Destination rectangle out of bounds!");
 
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
 
ptr += scy * curPitch + scx;
 
while (scheight--)
{
memset(ptr, color, scwidth);
ptr += curPitch;
}
VL_UnlockSurface(curSurface);
}
 
/*
============================================================================
 
MEMORY OPS
 
============================================================================
*/
 
/*
=================
=
= VL_MemToLatch
=
=================
*/
 
void VL_MemToLatch(byte *source, int width, int height,
SDL_Surface *destSurface, int x, int y)
{
byte *ptr;
int xsrc, ysrc, pitch;
 
assert(x >= 0 && (unsigned) x + width <= screenWidth
&& y >= 0 && (unsigned) y + height <= screenHeight
&& "VL_MemToLatch: Destination rectangle out of bounds!");
 
ptr = VL_LockSurface(destSurface);
if(ptr == NULL) return;
 
pitch = destSurface->pitch;
ptr += y * pitch + x;
for(ysrc = 0; ysrc < height; ysrc++)
{
for(xsrc = 0; xsrc < width; xsrc++)
{
ptr[ysrc * pitch + xsrc] = source[(ysrc * (width >> 2) + (xsrc >> 2))
+ (xsrc & 3) * (width >> 2) * height];
}
}
VL_UnlockSurface(destSurface);
}
 
//===========================================================================
 
 
/*
=================
=
= VL_MemToScreenScaledCoord
=
= Draws a block of data to the screen with scaling according to scaleFactor.
=
=================
*/
 
void VL_MemToScreenScaledCoord (byte *source, int width, int height, int destx, int desty)
{
byte *ptr;
int i, j, sci, scj;
unsigned m, n;
 
assert(destx >= 0 && destx + width * scaleFactor <= screenWidth
&& desty >= 0 && desty + height * scaleFactor <= screenHeight
&& "VL_MemToScreenScaledCoord: Destination rectangle out of bounds!");
 
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
 
for(j = 0, scj = 0; j < height; j++, scj += scaleFactor)
{
for(i = 0, sci = 0; i < width; i++, sci += scaleFactor)
{
byte col = source[(j * (width >> 2) + (i >> 2)) + (i & 3) * (width >> 2) * height];
for(m = 0; m < scaleFactor; m++)
{
for(n = 0; n < scaleFactor; n++)
{
ptr[(scj + m + desty) * curPitch + sci + n + destx] = col;
}
}
}
}
VL_UnlockSurface(curSurface);
}
 
/*
=================
=
= VL_MemToScreenScaledCoord
=
= Draws a part of a block of data to the screen.
= The block has the size origwidth*origheight.
= The part at (srcx, srcy) has the size width*height
= and will be painted to (destx, desty) with scaling according to scaleFactor.
=
=================
*/
 
void VL_MemToScreenScaledCoord (byte *source, int origwidth, int origheight, int srcx, int srcy,
int destx, int desty, int width, int height)
{
byte *ptr;
int i, j, sci, scj;
unsigned m, n;
 
assert(destx >= 0 && destx + width * scaleFactor <= screenWidth
&& desty >= 0 && desty + height * scaleFactor <= screenHeight
&& "VL_MemToScreenScaledCoord: Destination rectangle out of bounds!");
 
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
 
for(j = 0, scj = 0; j < height; j++, scj += scaleFactor)
{
for(i = 0, sci = 0; i < width; i++, sci += scaleFactor)
{
byte col = source[((j + srcy) * (origwidth >> 2) + ((i + srcx) >>2 ))
+ ((i + srcx) & 3) * (origwidth >> 2) * origheight];
 
for(m = 0; m < scaleFactor; m++)
{
for(n = 0; n < scaleFactor; n++)
{
ptr[(scj + m + desty) * curPitch + sci + n + destx] = col;
}
}
}
}
VL_UnlockSurface(curSurface);
}
 
//==========================================================================
 
/*
=================
=
= VL_LatchToScreen
=
=================
*/
 
void VL_LatchToScreenScaledCoord(SDL_Surface *source, int xsrc, int ysrc,
int width, int height, int scxdest, int scydest)
{
assert(scxdest >= 0 && scxdest + width * scaleFactor <= screenWidth
&& scydest >= 0 && scydest + height * scaleFactor <= screenHeight
&& "VL_LatchToScreenScaledCoord: Destination rectangle out of bounds!");
 
if(scaleFactor == 1)
{
// HACK: If screenBits is not 8 and the screen is faded out, the
// result will be black when using SDL_BlitSurface. The reason
// is that the logical palette needed for the transformation
// to the screen color depth is not equal to the logical
// palette of the latch (the latch is not faded). Therefore,
// SDL tries to map the colors...
// The result: All colors are mapped to black.
// So, we do the blit on our own...
if(screenBits != 8)
{
byte *src, *dest;
unsigned srcPitch;
int i, j;
 
src = VL_LockSurface(source);
if(src == NULL) return;
 
srcPitch = source->pitch;
 
dest = VL_LockSurface(curSurface);
if(dest == NULL) return;
 
for(j = 0; j < height; j++)
{
for(i = 0; i < width; i++)
{
byte col = src[(ysrc + j)*srcPitch + xsrc + i];
dest[(scydest + j) * curPitch + scxdest + i] = col;
}
}
VL_UnlockSurface(curSurface);
VL_UnlockSurface(source);
}
else
{
SDL_Rect srcrect = { xsrc, ysrc, width, height };
SDL_Rect destrect = { scxdest, scydest, 0, 0 }; // width and height are ignored
SDL_BlitSurface(source, &srcrect, curSurface, &destrect);
}
}
else
{
byte *src, *dest;
unsigned srcPitch;
int i, j, sci, scj;
unsigned m, n;
 
src = VL_LockSurface(source);
if(src == NULL) return;
 
srcPitch = source->pitch;
 
dest = VL_LockSurface(curSurface);
if(dest == NULL) return;
 
for(j = 0, scj = 0; j < height; j++, scj += scaleFactor)
{
for(i = 0, sci = 0; i < width; i++, sci += scaleFactor)
{
byte col = src[(ysrc + j)*srcPitch + xsrc + i];
for(m = 0; m < scaleFactor; m++)
{
for(n = 0; n < scaleFactor; n++)
{
dest[(scydest + scj + m) * curPitch + scxdest + sci + n] = col;
}
}
}
}
VL_UnlockSurface(curSurface);
VL_UnlockSurface(source);
}
}
 
//===========================================================================
 
/*
=================
=
= VL_ScreenToScreen
=
=================
*/
 
void VL_ScreenToScreen (SDL_Surface *source, SDL_Surface *dest)
{
SDL_BlitSurface(source, NULL, dest, NULL);
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/id_vl.h
0,0 → 1,98
// ID_VL.H
 
// wolf compatability
 
void Quit (const char *error,...);
 
//===========================================================================
 
#define CHARWIDTH 2
#define TILEWIDTH 4
 
//===========================================================================
 
extern SDL_Surface *screen, *screenBuffer, *curSurface;
 
extern boolean fullscreen, usedoublebuffering;
extern unsigned screenWidth, screenHeight, screenBits, screenPitch, bufferPitch, curPitch;
extern unsigned scaleFactor;
 
extern boolean screenfaded;
extern unsigned bordercolor;
 
extern SDL_Color gamepal[256];
 
//===========================================================================
 
//
// VGA hardware routines
//
 
#define VL_WaitVBL(a) SDL_Delay((a)*8)
 
void VL_SetVGAPlaneMode (void);
void VL_SetTextMode (void);
void VL_Shutdown (void);
 
void VL_ConvertPalette(byte *srcpal, SDL_Color *destpal, int numColors);
void VL_FillPalette (int red, int green, int blue);
void VL_SetColor (int color, int red, int green, int blue);
void VL_GetColor (int color, int *red, int *green, int *blue);
void VL_SetPalette (SDL_Color *palette, bool forceupdate);
void VL_GetPalette (SDL_Color *palette);
void VL_FadeOut (int start, int end, int red, int green, int blue, int steps);
void VL_FadeIn (int start, int end, SDL_Color *palette, int steps);
 
byte *VL_LockSurface(SDL_Surface *surface);
void VL_UnlockSurface(SDL_Surface *surface);
 
byte VL_GetPixel (int x, int y);
void VL_Plot (int x, int y, int color);
void VL_Hlin (unsigned x, unsigned y, unsigned width, int color);
void VL_Vlin (int x, int y, int height, int color);
void VL_BarScaledCoord (int scx, int scy, int scwidth, int scheight, int color);
void inline VL_Bar (int x, int y, int width, int height, int color)
{
VL_BarScaledCoord(scaleFactor*x, scaleFactor*y,
scaleFactor*width, scaleFactor*height, color);
}
void inline VL_ClearScreen(int color)
{
SDL_FillRect(curSurface, NULL, color);
}
 
void VL_MungePic (byte *source, unsigned width, unsigned height);
void VL_DrawPicBare (int x, int y, byte *pic, int width, int height);
void VL_MemToLatch (byte *source, int width, int height,
SDL_Surface *destSurface, int x, int y);
void VL_ScreenToScreen (SDL_Surface *source, SDL_Surface *dest);
void VL_MemToScreenScaledCoord (byte *source, int width, int height, int scx, int scy);
void VL_MemToScreenScaledCoord (byte *source, int origwidth, int origheight, int srcx, int srcy,
int destx, int desty, int width, int height);
 
void inline VL_MemToScreen (byte *source, int width, int height, int x, int y)
{
VL_MemToScreenScaledCoord(source, width, height,
scaleFactor*x, scaleFactor*y);
}
 
void VL_MaskedToScreen (byte *source, int width, int height, int x, int y);
 
void VL_LatchToScreenScaledCoord (SDL_Surface *source, int xsrc, int ysrc,
int width, int height, int scxdest, int scydest);
 
void inline VL_LatchToScreen (SDL_Surface *source, int xsrc, int ysrc,
int width, int height, int xdest, int ydest)
{
VL_LatchToScreenScaledCoord(source,xsrc,ysrc,width,height,
scaleFactor*xdest,scaleFactor*ydest);
}
void inline VL_LatchToScreenScaledCoord (SDL_Surface *source, int scx, int scy)
{
VL_LatchToScreenScaledCoord(source,0,0,source->w,source->h,scx,scy);
}
void inline VL_LatchToScreen (SDL_Surface *source, int x, int y)
{
VL_LatchToScreenScaledCoord(source,0,0,source->w,source->h,
scaleFactor*x,scaleFactor*y);
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/joystick_stub.cpp
0,0 → 1,156
/// JOYSTICK STUB FOR Wolfenstein 3D port to KolibriOS
/// Ported by maxcodehack
 
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
 
/** @file SDL_joystick.h
* @note In order to use these functions, SDL_Init() must have been called
* with the SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
* for joysticks, and load appropriate drivers.
*/
 
/** The joystick structure used to identify an SDL joystick */
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
 
/* Function prototypes */
/**
* Count the number of joysticks attached to the system
*/
int SDL_NumJoysticks(void){};
 
/**
* Get the implementation dependent name of a joystick.
*
* This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL.
*/
const char * SDL_JoystickName(int device_index){};
 
/**
* Open a joystick for use.
*
* @param[in] device_index
* The index passed as an argument refers to
* the N'th joystick on the system. This index is the value which will
* identify this joystick in future joystick events.
*
* @return This function returns a joystick identifier, or NULL if an error occurred.
*/
SDL_Joystick * SDL_JoystickOpen(int device_index){};
 
/**
* Returns 1 if the joystick has been opened, or 0 if it has not.
*/
int SDL_JoystickOpened(int device_index){};
 
/**
* Get the device index of an opened joystick.
*/
int SDL_JoystickIndex(SDL_Joystick *joystick){};
 
/**
* Get the number of general axis controls on a joystick
*/
int SDL_JoystickNumAxes(SDL_Joystick *joystick){};
 
/**
* Get the number of trackballs on a joystick
*
* Joystick trackballs have only relative motion events associated
* with them and their state cannot be polled.
*/
int SDL_JoystickNumBalls(SDL_Joystick *joystick){};
 
/**
* Get the number of POV hats on a joystick
*/
int SDL_JoystickNumHats(SDL_Joystick *joystick){};
 
/**
* Get the number of buttons on a joystick
*/
int SDL_JoystickNumButtons(SDL_Joystick *joystick){};
 
/**
* Update the current state of the open joysticks.
*
* This is called automatically by the event loop if any joystick
* events are enabled.
*/
void SDL_JoystickUpdate(void){};
 
/**
* Enable/disable joystick event polling.
*
* If joystick events are disabled, you must call SDL_JoystickUpdate()
* yourself and check the state of the joystick when you want joystick
* information.
*
* @param[in] state The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE.
*/
int SDL_JoystickEventState(int state){};
 
/**
* Get the current state of an axis control on a joystick
*
* @param[in] axis The axis indices start at index 0.
*
* @return The state is a value ranging from -32768 to 32767.
*/
int SDL_JoystickGetAxis(SDL_Joystick *joystick, int axis){};
 
/**
* @name Hat Positions
* The return value of SDL_JoystickGetHat() is one of the following positions:
*/
/*@{*/
#define SDL_HAT_CENTERED 0x00
#define SDL_HAT_UP 0x01
#define SDL_HAT_RIGHT 0x02
#define SDL_HAT_DOWN 0x04
#define SDL_HAT_LEFT 0x08
#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
/*@}*/
 
/**
* Get the current state of a POV hat on a joystick
*
* @param[in] hat The hat indices start at index 0.
*/
int SDL_JoystickGetHat(SDL_Joystick *joystick, int hat){};
 
/**
* Get the ball axis change since the last poll
*
* @param[in] ball The ball indices start at index 0.
*
* @return This returns 0, or -1 if you passed it invalid parameters.
*/
int SDL_JoystickGetBall(SDL_Joystick *joystick, int ball, int *dx, int *dy){};
 
/**
* Get the current state of a button on a joystick
*
* @param[in] button The button indices start at index 0.
*/
int SDL_JoystickGetButton(SDL_Joystick *joystick, int button){};
 
/**
* Close a joystick previously opened with SDL_JoystickOpen()
*/
void SDL_JoystickClose(SDL_Joystick *joystick){};
 
 
bool mkdir(const char* dir){};
 
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/sdl_winmain.cpp
0,0 → 1,378
#ifdef _WIN32
 
/*
SDL_main.c, placed in the public domain by Sam Lantinga 4/13/98
 
Modified to write stdout/stderr to a message box at shutdown by Ripper 2007-12-27
 
The WinMain function -- calls your program's main() function
*/
 
#include <stdio.h>
#include <stdlib.h>
 
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
 
#ifdef _WIN32_WCE
# define DIR_SEPERATOR TEXT("\\")
# undef _getcwd
# define _getcwd(str,len) wcscpy(str,TEXT(""))
# define setbuf(f,b)
# define setvbuf(w,x,y,z)
# define fopen _wfopen
# define freopen _wfreopen
# define remove(x) DeleteFile(x)
#else
# define DIR_SEPERATOR TEXT("/")
# include <direct.h>
#endif
 
/* Include the SDL main definition header */
#include "SDL.h"
#include "SDL_main.h"
 
#ifdef main
# ifndef _WIN32_WCE_EMULATION
# undef main
# endif /* _WIN32_WCE_EMULATION */
#endif /* main */
 
/* The standard output files */
#define STDOUT_FILE TEXT("stdout.txt")
#define STDERR_FILE TEXT("stderr.txt")
 
#ifndef NO_STDIO_REDIRECT
# ifdef _WIN32_WCE
static wchar_t stdoutPath[MAX_PATH];
static wchar_t stderrPath[MAX_PATH];
# else
static char stdoutPath[MAX_PATH];
static char stderrPath[MAX_PATH];
# endif
#endif
 
#if defined(_WIN32_WCE) && _WIN32_WCE < 300
/* seems to be undefined in Win CE although in online help */
#define isspace(a) (((CHAR)a == ' ') || ((CHAR)a == '\t'))
#endif /* _WIN32_WCE < 300 */
 
/* Parse a command line buffer into arguments */
static int ParseCommandLine(char *cmdline, char **argv)
{
char *bufp;
int argc;
 
argc = 0;
for ( bufp = cmdline; *bufp; ) {
/* Skip leading whitespace */
while ( isspace(*bufp) ) {
++bufp;
}
/* Skip over argument */
if ( *bufp == '"' ) {
++bufp;
if ( *bufp ) {
if ( argv ) {
argv[argc] = bufp;
}
++argc;
}
/* Skip over word */
while ( *bufp && (*bufp != '"') ) {
++bufp;
}
} else {
if ( *bufp ) {
if ( argv ) {
argv[argc] = bufp;
}
++argc;
}
/* Skip over word */
while ( *bufp && ! isspace(*bufp) ) {
++bufp;
}
}
if ( *bufp ) {
if ( argv ) {
*bufp = '\0';
}
++bufp;
}
}
if ( argv ) {
argv[argc] = NULL;
}
return(argc);
}
 
/* Show an error message */
static void ShowError(const char *title, const char *message)
{
/* If USE_MESSAGEBOX is defined, you need to link with user32.lib */
#ifdef USE_MESSAGEBOX
MessageBox(NULL, message, title, MB_ICONEXCLAMATION|MB_OK);
#else
fprintf(stderr, "%s: %s\n", title, message);
#endif
}
 
/* Pop up an out of memory message, returns to Windows */
static BOOL OutOfMemory(void)
{
ShowError("Fatal Error", "Out of memory - aborting");
return FALSE;
}
 
/* SDL_Quit() shouldn't be used with atexit() directly because
calling conventions may differ... */
static void cleanup(void)
{
SDL_Quit();
}
 
/* Remove the output files if there was no output written */
static void cleanup_output(void)
{
#if 1
#ifndef NO_STDIO_REDIRECT
FILE *file;
#endif
#endif
 
/* Flush the output in case anything is queued */
fclose(stdout);
fclose(stderr);
 
#if 1
#ifndef NO_STDIO_REDIRECT
/* See if the files have any output in them */
if ( stdoutPath[0] ) {
file = fopen(stdoutPath, TEXT("r"));
if ( file ) {
char buf[16384];
size_t readbytes = fread(buf, 1, 16383, file);
fclose(file);
 
if(readbytes != 0)
{
buf[readbytes] = 0; // cut after last byte (<=16383)
MessageBox(NULL, buf, "Wolf4SDL", MB_OK);
}
else
remove(stdoutPath); // remove empty file
}
}
if ( stderrPath[0] ) {
file = fopen(stderrPath, TEXT("rb"));
if ( file ) {
char buf[16384];
size_t readbytes = fread(buf, 1, 16383, file);
fclose(file);
 
if(readbytes != 0)
{
buf[readbytes] = 0; // cut after last byte (<=16383)
MessageBox(NULL, buf, "Wolf4SDL", MB_OK);
}
else
remove(stderrPath); // remove empty file
}
}
#endif
#endif
}
 
//#if defined(_MSC_VER) && !defined(_WIN32_WCE)
///* The VC++ compiler needs main defined */
//#define console_main main
//#endif
 
/* This is where execution begins [console apps] */
int console_main(int argc, char *argv[])
{
size_t n;
char *bufp, *appname;
int status;
 
/* Get the class name from argv[0] */
appname = argv[0];
if ( (bufp=SDL_strrchr(argv[0], '\\')) != NULL ) {
appname = bufp+1;
} else
if ( (bufp=SDL_strrchr(argv[0], '/')) != NULL ) {
appname = bufp+1;
}
 
if ( (bufp=SDL_strrchr(appname, '.')) == NULL )
n = SDL_strlen(appname);
else
n = (bufp-appname);
 
bufp = SDL_stack_alloc(char, n+1);
if ( bufp == NULL ) {
return OutOfMemory();
}
SDL_strlcpy(bufp, appname, n+1);
appname = bufp;
 
/* Load SDL dynamic link library */
if ( SDL_Init(SDL_INIT_NOPARACHUTE) < 0 ) {
ShowError("WinMain() error", SDL_GetError());
return(FALSE);
}
atexit(cleanup_output);
atexit(cleanup);
 
/* Sam:
We still need to pass in the application handle so that
DirectInput will initialize properly when SDL_RegisterApp()
is called later in the video initialization.
*/
SDL_SetModuleHandle(GetModuleHandle(NULL));
 
/* Run the application main() code */
status = SDL_main(argc, argv);
 
/* Exit cleanly, calling atexit() functions */
exit(status);
 
/* Hush little compiler, don't you cry... */
return 0;
}
 
/* This is where execution begins [windowed apps] */
#ifdef _WIN32_WCE
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPWSTR szCmdLine, int sw)
#else
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
#endif
{
HINSTANCE handle;
char **argv;
int argc;
char *cmdline;
#ifdef _WIN32_WCE
wchar_t *bufp;
int nLen;
#else
char *bufp;
size_t nLen;
#endif
#ifndef NO_STDIO_REDIRECT
DWORD pathlen;
#ifdef _WIN32_WCE
wchar_t path[MAX_PATH];
#else
char path[MAX_PATH];
#endif
FILE *newfp;
#endif
 
/* Start up DDHELP.EXE before opening any files, so DDHELP doesn't
keep them open. This is a hack.. hopefully it will be fixed
someday. DDHELP.EXE starts up the first time DDRAW.DLL is loaded.
*/
handle = LoadLibrary(TEXT("DDRAW.DLL"));
if ( handle != NULL ) {
FreeLibrary(handle);
}
 
#ifndef NO_STDIO_REDIRECT
pathlen = GetModuleFileName(NULL, path, SDL_arraysize(path));
while ( pathlen > 0 && path[pathlen] != '\\' ) {
--pathlen;
}
path[pathlen] = '\0';
 
#ifdef _WIN32_WCE
wcsncpy( stdoutPath, path, SDL_arraysize(stdoutPath) );
wcsncat( stdoutPath, DIR_SEPERATOR STDOUT_FILE, SDL_arraysize(stdoutPath) );
#else
SDL_strlcpy( stdoutPath, path, SDL_arraysize(stdoutPath) );
SDL_strlcat( stdoutPath, DIR_SEPERATOR STDOUT_FILE, SDL_arraysize(stdoutPath) );
#endif
 
/* Redirect standard input and standard output */
newfp = freopen(stdoutPath, TEXT("w"), stdout);
 
#ifndef _WIN32_WCE
if ( newfp == NULL ) { /* This happens on NT */
#if !defined(stdout)
stdout = fopen(stdoutPath, TEXT("w"));
#else
newfp = fopen(stdoutPath, TEXT("w"));
if ( newfp ) {
*stdout = *newfp;
}
#endif
}
#endif /* _WIN32_WCE */
 
#ifdef _WIN32_WCE
wcsncpy( stderrPath, path, SDL_arraysize(stdoutPath) );
wcsncat( stderrPath, DIR_SEPERATOR STDOUT_FILE, SDL_arraysize(stdoutPath) );
#else
SDL_strlcpy( stderrPath, path, SDL_arraysize(stderrPath) );
SDL_strlcat( stderrPath, DIR_SEPERATOR STDERR_FILE, SDL_arraysize(stderrPath) );
#endif
 
newfp = freopen(stderrPath, TEXT("w"), stderr);
#ifndef _WIN32_WCE
if ( newfp == NULL ) { /* This happens on NT */
#if !defined(stderr)
stderr = fopen(stderrPath, TEXT("w"));
#else
newfp = fopen(stderrPath, TEXT("w"));
if ( newfp ) {
*stderr = *newfp;
}
#endif
}
#endif /* _WIN32_WCE */
 
setvbuf(stdout, NULL, _IOLBF, BUFSIZ); /* Line buffered */
setbuf(stderr, NULL); /* No buffering */
#endif /* !NO_STDIO_REDIRECT */
 
#ifdef _WIN32_WCE
nLen = wcslen(szCmdLine)+128+1;
bufp = SDL_stack_alloc(wchar_t, nLen*2);
wcscpy (bufp, TEXT("\""));
GetModuleFileName(NULL, bufp+1, 128-3);
wcscpy (bufp+wcslen(bufp), TEXT("\" "));
wcsncpy(bufp+wcslen(bufp), szCmdLine,nLen-wcslen(bufp));
nLen = wcslen(bufp)+1;
cmdline = SDL_stack_alloc(char, nLen);
if ( cmdline == NULL ) {
return OutOfMemory();
}
WideCharToMultiByte(CP_ACP, 0, bufp, -1, cmdline, nLen, NULL, NULL);
#else
/* Grab the command line */
bufp = GetCommandLine();
nLen = SDL_strlen(bufp)+1;
cmdline = SDL_stack_alloc(char, nLen);
if ( cmdline == NULL ) {
return OutOfMemory();
}
SDL_strlcpy(cmdline, bufp, nLen);
#endif
 
/* Parse it into argv and argc */
argc = ParseCommandLine(cmdline, NULL);
argv = SDL_stack_alloc(char*, argc+1);
if ( argv == NULL ) {
return OutOfMemory();
}
ParseCommandLine(cmdline, argv);
 
/* Run the main program (after a little SDL initialization) */
console_main(argc, argv);
 
/* Hush little compiler, don't you cry... */
return 0;
}
 
#endif // _WIN32
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/signon.cpp
0,0 → 1,8007
#include "wl_def.h"
 
#ifndef SPEAR
byte signon[] = {
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#else
byte signon[] = {
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#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/sodpal.inc
0,0 → 1,52
RGB( 0, 0, 0),RGB( 0, 0, 42),RGB( 0, 42, 0),RGB( 0, 42, 42),RGB( 42, 0, 0),
RGB( 42, 0, 42),RGB( 42, 21, 0),RGB( 42, 42, 42),RGB( 21, 21, 21),RGB( 21, 21, 63),
RGB( 21, 63, 21),RGB( 21, 63, 63),RGB( 63, 21, 21),RGB( 63, 21, 63),RGB( 63, 63, 21),
RGB( 63, 63, 63),RGB( 59, 59, 59),RGB( 55, 55, 55),RGB( 52, 52, 52),RGB( 48, 48, 48),
RGB( 45, 45, 45),RGB( 42, 42, 42),RGB( 38, 38, 38),RGB( 35, 35, 35),RGB( 31, 31, 31),
RGB( 28, 28, 28),RGB( 25, 25, 25),RGB( 21, 21, 21),RGB( 18, 18, 18),RGB( 14, 14, 14),
RGB( 11, 11, 11),RGB( 8, 8, 8),RGB( 63, 0, 0),RGB( 59, 0, 0),RGB( 56, 0, 0),
RGB( 53, 0, 0),RGB( 50, 0, 0),RGB( 47, 0, 0),RGB( 44, 0, 0),RGB( 41, 0, 0),
RGB( 38, 0, 0),RGB( 34, 0, 0),RGB( 31, 0, 0),RGB( 28, 0, 0),RGB( 25, 0, 0),
RGB( 22, 0, 0),RGB( 19, 0, 0),RGB( 16, 0, 0),RGB( 63, 54, 54),RGB( 63, 46, 46),
RGB( 63, 39, 39),RGB( 63, 31, 31),RGB( 63, 23, 23),RGB( 63, 16, 16),RGB( 63, 8, 8),
RGB( 63, 0, 0),RGB( 63, 42, 23),RGB( 63, 38, 16),RGB( 63, 34, 8),RGB( 63, 30, 0),
RGB( 57, 27, 0),RGB( 51, 24, 0),RGB( 45, 21, 0),RGB( 39, 19, 0),RGB( 63, 63, 54),
RGB( 63, 63, 46),RGB( 63, 63, 39),RGB( 63, 63, 31),RGB( 63, 62, 23),RGB( 63, 61, 16),
RGB( 63, 61, 8),RGB( 63, 61, 0),RGB( 57, 54, 0),RGB( 51, 49, 0),RGB( 45, 43, 0),
RGB( 39, 39, 0),RGB( 33, 33, 0),RGB( 28, 27, 0),RGB( 22, 21, 0),RGB( 16, 16, 0),
RGB( 52, 63, 23),RGB( 49, 63, 16),RGB( 45, 63, 8),RGB( 40, 63, 0),RGB( 36, 57, 0),
RGB( 32, 51, 0),RGB( 29, 45, 0),RGB( 24, 39, 0),RGB( 54, 63, 54),RGB( 47, 63, 46),
RGB( 39, 63, 39),RGB( 32, 63, 31),RGB( 24, 63, 23),RGB( 16, 63, 16),RGB( 8, 63, 8),
RGB( 0, 63, 0),RGB( 0, 63, 0),RGB( 0, 59, 0),RGB( 0, 56, 0),RGB( 0, 53, 0),
RGB( 1, 50, 0),RGB( 1, 47, 0),RGB( 1, 44, 0),RGB( 1, 41, 0),RGB( 1, 38, 0),
RGB( 1, 34, 0),RGB( 1, 31, 0),RGB( 1, 28, 0),RGB( 1, 25, 0),RGB( 1, 22, 0),
RGB( 1, 19, 0),RGB( 1, 16, 0),RGB( 54, 63, 63),RGB( 46, 63, 63),RGB( 39, 63, 63),
RGB( 31, 63, 62),RGB( 23, 63, 63),RGB( 16, 63, 63),RGB( 8, 63, 63),RGB( 0, 63, 63),
RGB( 0, 57, 57),RGB( 0, 51, 51),RGB( 0, 45, 45),RGB( 0, 39, 39),RGB( 0, 33, 33),
RGB( 0, 28, 28),RGB( 0, 22, 22),RGB( 0, 16, 16),RGB( 23, 47, 63),RGB( 16, 44, 63),
RGB( 8, 42, 63),RGB( 0, 39, 63),RGB( 0, 35, 57),RGB( 0, 31, 51),RGB( 0, 27, 45),
RGB( 0, 23, 39),RGB( 54, 54, 63),RGB( 46, 47, 63),RGB( 39, 39, 63),RGB( 31, 32, 63),
RGB( 23, 24, 63),RGB( 16, 16, 63),RGB( 8, 9, 63),RGB( 0, 1, 63),RGB( 0, 0, 63),
RGB( 0, 0, 59),RGB( 0, 0, 56),RGB( 0, 0, 53),RGB( 0, 0, 50),RGB( 0, 0, 47),
RGB( 0, 0, 44),RGB( 0, 0, 41),RGB( 0, 0, 38),RGB( 0, 0, 34),RGB( 0, 0, 31),
RGB( 0, 0, 28),RGB( 0, 0, 25),RGB( 0, 0, 22),RGB( 0, 0, 19),RGB( 0, 0, 16),
RGB( 10, 10, 10),RGB( 63, 56, 13),RGB( 63, 53, 9),RGB( 63, 51, 6),RGB( 63, 48, 2),
RGB( 63, 45, 0),RGB( 0, 14, 0),RGB( 0, 10, 0),RGB( 38, 0, 57),RGB( 32, 0, 51),
RGB( 29, 0, 45),RGB( 24, 0, 39),RGB( 20, 0, 33),RGB( 17, 0, 28),RGB( 13, 0, 22),
RGB( 10, 0, 16),RGB( 63, 54, 63),RGB( 63, 46, 63),RGB( 63, 39, 63),RGB( 63, 31, 63),
RGB( 63, 23, 63),RGB( 63, 16, 63),RGB( 63, 8, 63),RGB( 63, 0, 63),RGB( 56, 0, 57),
RGB( 50, 0, 51),RGB( 45, 0, 45),RGB( 39, 0, 39),RGB( 33, 0, 33),RGB( 27, 0, 28),
RGB( 22, 0, 22),RGB( 16, 0, 16),RGB( 63, 58, 55),RGB( 63, 56, 52),RGB( 63, 54, 49),
RGB( 63, 53, 47),RGB( 63, 51, 44),RGB( 63, 49, 41),RGB( 63, 47, 39),RGB( 63, 46, 36),
RGB( 63, 44, 32),RGB( 63, 41, 28),RGB( 63, 39, 24),RGB( 60, 37, 23),RGB( 58, 35, 22),
RGB( 55, 34, 21),RGB( 52, 32, 20),RGB( 50, 31, 19),RGB( 47, 30, 18),RGB( 45, 28, 17),
RGB( 42, 26, 16),RGB( 40, 25, 15),RGB( 39, 24, 14),RGB( 36, 23, 13),RGB( 34, 22, 12),
RGB( 32, 20, 11),RGB( 29, 19, 10),RGB( 27, 18, 9),RGB( 23, 16, 8),RGB( 21, 15, 7),
RGB( 18, 14, 6),RGB( 16, 12, 6),RGB( 14, 11, 5),RGB( 10, 8, 3),RGB( 24, 0, 25),
RGB( 0, 25, 25),RGB( 0, 24, 24),RGB( 0, 0, 7),RGB( 0, 0, 11),RGB( 12, 9, 4),
RGB( 18, 0, 18),RGB( 20, 0, 20),RGB( 0, 0, 13),RGB( 7, 7, 7),RGB( 19, 19, 19),
RGB( 23, 23, 23),RGB( 16, 16, 16),RGB( 12, 12, 12),RGB( 13, 13, 13),RGB( 54, 61, 61),
RGB( 46, 58, 58),RGB( 39, 55, 55),RGB( 29, 50, 50),RGB( 18, 48, 48),RGB( 8, 45, 45),
RGB( 8, 44, 44),RGB( 0, 41, 41),RGB( 0, 38, 38),RGB( 0, 35, 35),RGB( 0, 33, 33),
RGB( 0, 31, 31),RGB( 0, 30, 30),RGB( 0, 29, 29),RGB( 0, 28, 28),RGB( 0, 27, 27),
RGB( 38, 0, 34)
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/version.h
0,0 → 1,54
#ifndef _VERSION_H_
#define _VERSION_H_
 
#ifndef VERSIONALREADYCHOSEN // used for batch compiling
 
/* Defines used for different versions */
 
//#define SPEAR
//#define SPEARDEMO
//#define UPLOAD
#define GOODTIMES
#define CARMACIZED
//#define APOGEE_1_0
//#define APOGEE_1_1
//#define APOGEE_1_2
//#define JAPAN
 
/*
Wolf3d Full v1.1 Apogee (with ReadThis) - define CARMACIZED and APOGEE_1_1
Wolf3d Full v1.4 Apogee (with ReadThis) - define CARMACIZED
Wolf3d Full v1.4 GT/ID/Activision - define CARMACIZED and GOODTIMES
Wolf3d Full v1.4 Imagineer (Japanese) - define CARMACIZED and JAPAN
Wolf3d Shareware v1.0 - define UPLOAD and APOGEE_1_0
Wolf3d Shareware v1.1 - define CARMACIZED and UPLOAD and APOGEE_1_1
Wolf3d Shareware v1.2 - define CARMACIZED and UPLOAD and APOGEE_1_2
Wolf3d Shareware v1.4 - define CARMACIZED and UPLOAD
Spear of Destiny Full and Mission Disks - define CARMACIZED and SPEAR
(and GOODTIMES for no FormGen quiz)
Spear of Destiny Demo - define CARMACIZED and SPEAR and SPEARDEMO
*/
 
#endif
 
//#define USE_FEATUREFLAGS // Enables the level feature flags (see bottom of wl_def.h)
//#define USE_SHADING // Enables shading support (see wl_shade.cpp)
//#define USE_DIR3DSPR // Enables directional 3d sprites (see wl_dir3dspr.cpp)
//#define USE_FLOORCEILINGTEX // Enables floor and ceiling textures stored in the third mapplane (see wl_floorceiling.cpp)
//#define USE_HIRES // Enables high resolution textures/sprites (128x128)
//#define USE_PARALLAX 16 // Enables parallax sky with 16 textures per sky (see wl_parallax.cpp)
//#define USE_CLOUDSKY // Enables cloud sky support (see wl_cloudsky.cpp)
//#define USE_STARSKY // Enables star sky support (see wl_atmos.cpp)
//#define USE_RAIN // Enables rain support (see wl_atmos.cpp)
//#define USE_SNOW // Enables snow support (see wl_atmos.cpp)
//#define FIXRAINSNOWLEAKS // Enables leaking ceilings fix (by Adam Biser, only needed if maps with rain/snow and ceilings exist)
 
#define DEBUGKEYS // Comment this out to compile without the Tab debug keys
#define ARTSEXTERN
#define DEMOSEXTERN
#define PLAYDEMOLIKEORIGINAL // When playing or recording demos, several bug fixes do not take
// effect to let the original demos work as in the original Wolf3D v1.4
// (actually better, as the second demo rarely worked)
//#define USE_GPL // Replaces the MAME OPL emulator by the DosBox one, which is under a GPL license
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_act1.cpp
0,0 → 1,859
// WL_ACT1.C
 
#include "wl_def.h"
#pragma hdrstop
 
/*
=============================================================================
 
STATICS
 
=============================================================================
*/
 
 
statobj_t statobjlist[MAXSTATS];
statobj_t *laststatobj;
 
 
struct
{
short picnum;
wl_stat_t type;
uint32_t specialFlags; // they are ORed to the statobj_t flags
} statinfo[] =
{
{SPR_STAT_0}, // puddle spr1v
{SPR_STAT_1,block}, // Green Barrel "
{SPR_STAT_2,block}, // Table/chairs "
{SPR_STAT_3,block,FL_FULLBRIGHT}, // Floor lamp "
{SPR_STAT_4,none,FL_FULLBRIGHT}, // Chandelier "
{SPR_STAT_5,block}, // Hanged man "
{SPR_STAT_6,bo_alpo}, // Bad food "
{SPR_STAT_7,block}, // Red pillar "
//
// NEW PAGE
//
{SPR_STAT_8,block}, // Tree spr2v
{SPR_STAT_9}, // Skeleton flat "
{SPR_STAT_10,block}, // Sink " (SOD:gibs)
{SPR_STAT_11,block}, // Potted plant "
{SPR_STAT_12,block}, // Urn "
{SPR_STAT_13,block}, // Bare table "
{SPR_STAT_14,none,FL_FULLBRIGHT}, // Ceiling light "
#ifndef SPEAR
{SPR_STAT_15}, // Kitchen stuff "
#else
{SPR_STAT_15,block}, // Gibs!
#endif
//
// NEW PAGE
//
{SPR_STAT_16,block}, // suit of armor spr3v
{SPR_STAT_17,block}, // Hanging cage "
{SPR_STAT_18,block}, // SkeletoninCage "
{SPR_STAT_19}, // Skeleton relax "
{SPR_STAT_20,bo_key1}, // Key 1 "
{SPR_STAT_21,bo_key2}, // Key 2 "
{SPR_STAT_22,block}, // stuff (SOD:gibs)
{SPR_STAT_23}, // stuff
//
// NEW PAGE
//
{SPR_STAT_24,bo_food}, // Good food spr4v
{SPR_STAT_25,bo_firstaid}, // First aid "
{SPR_STAT_26,bo_clip}, // Clip "
{SPR_STAT_27,bo_machinegun}, // Machine gun "
{SPR_STAT_28,bo_chaingun}, // Gatling gun "
{SPR_STAT_29,bo_cross}, // Cross "
{SPR_STAT_30,bo_chalice}, // Chalice "
{SPR_STAT_31,bo_bible}, // Bible "
//
// NEW PAGE
//
{SPR_STAT_32,bo_crown}, // crown spr5v
{SPR_STAT_33,bo_fullheal,FL_FULLBRIGHT},// one up "
{SPR_STAT_34,bo_gibs}, // gibs "
{SPR_STAT_35,block}, // barrel "
{SPR_STAT_36,block}, // well "
{SPR_STAT_37,block}, // Empty well "
{SPR_STAT_38,bo_gibs}, // Gibs 2 "
{SPR_STAT_39,block}, // flag "
//
// NEW PAGE
//
#ifndef SPEAR
{SPR_STAT_40,block}, // Call Apogee spr7v
#else
{SPR_STAT_40}, // Red light
#endif
//
// NEW PAGE
//
{SPR_STAT_41}, // junk "
{SPR_STAT_42}, // junk "
{SPR_STAT_43}, // junk "
#ifndef SPEAR
{SPR_STAT_44}, // pots "
#else
{SPR_STAT_44,block}, // Gibs!
#endif
{SPR_STAT_45,block}, // stove " (SOD:gibs)
{SPR_STAT_46,block}, // spears " (SOD:gibs)
{SPR_STAT_47}, // vines "
//
// NEW PAGE
//
#ifdef SPEAR
{SPR_STAT_48,block}, // marble pillar
{SPR_STAT_49,bo_25clip}, // bonus 25 clip
{SPR_STAT_50,block}, // truck
{SPR_STAT_51,bo_spear}, // SPEAR OF DESTINY!
#endif
 
{SPR_STAT_26,bo_clip2}, // Clip "
#ifdef USE_DIR3DSPR
// These are just two examples showing the new way of using dir 3d sprites.
// You can find the allowed values in the objflag_t enum in wl_def.h.
{SPR_STAT_47,none,FL_DIR_VERT_MID},
{SPR_STAT_47,block,FL_DIR_HORIZ_MID},
#endif
{-1} // terminator
};
 
/*
===============
=
= InitStaticList
=
===============
*/
 
void InitStaticList (void)
{
laststatobj = &statobjlist[0];
}
 
 
 
/*
===============
=
= SpawnStatic
=
===============
*/
 
void SpawnStatic (int tilex, int tiley, int type)
{
laststatobj->shapenum = statinfo[type].picnum;
laststatobj->tilex = tilex;
laststatobj->tiley = tiley;
laststatobj->visspot = &spotvis[tilex][tiley];
 
switch (statinfo[type].type)
{
case block:
actorat[tilex][tiley] = (objtype *) 64; // consider it a blocking tile
case none:
laststatobj->flags = 0;
break;
 
case bo_cross:
case bo_chalice:
case bo_bible:
case bo_crown:
case bo_fullheal:
if (!loadedgame)
gamestate.treasuretotal++;
 
case bo_firstaid:
case bo_key1:
case bo_key2:
case bo_key3:
case bo_key4:
case bo_clip:
case bo_25clip:
case bo_machinegun:
case bo_chaingun:
case bo_food:
case bo_alpo:
case bo_gibs:
case bo_spear:
laststatobj->flags = FL_BONUS;
laststatobj->itemnumber = statinfo[type].type;
break;
}
 
laststatobj->flags |= statinfo[type].specialFlags;
 
laststatobj++;
 
if (laststatobj == &statobjlist[MAXSTATS])
Quit ("Too many static objects!\n");
}
 
 
/*
===============
=
= PlaceItemType
=
= Called during game play to drop actors' items. It finds the proper
= item number based on the item type (bo_???). If there are no free item
= spots, nothing is done.
=
===============
*/
 
void PlaceItemType (int itemtype, int tilex, int tiley)
{
int type;
statobj_t *spot;
 
//
// find the item number
//
for (type=0; ; type++)
{
if (statinfo[type].picnum == -1) // end of list
Quit ("PlaceItemType: couldn't find type!");
if (statinfo[type].type == itemtype)
break;
}
 
//
// find a spot in statobjlist to put it in
//
for (spot=&statobjlist[0]; ; spot++)
{
if (spot==laststatobj)
{
if (spot == &statobjlist[MAXSTATS])
return; // no free spots
laststatobj++; // space at end
break;
}
 
if (spot->shapenum == -1) // -1 is a free spot
break;
}
//
// place it
//
spot->shapenum = statinfo[type].picnum;
spot->tilex = tilex;
spot->tiley = tiley;
spot->visspot = &spotvis[tilex][tiley];
spot->flags = FL_BONUS | statinfo[type].specialFlags;
spot->itemnumber = statinfo[type].type;
}
 
 
 
/*
=============================================================================
 
DOORS
 
doorobjlist[] holds most of the information for the doors
 
doorposition[] holds the amount the door is open, ranging from 0 to 0xffff
this is directly accessed by AsmRefresh during rendering
 
The number of doors is limited to 64 because a spot in tilemap holds the
door number in the low 6 bits, with the high bit meaning a door center
and bit 6 meaning a door side tile
 
Open doors conect two areas, so sounds will travel between them and sight
will be checked when the player is in a connected area.
 
Areaconnect is incremented/decremented by each door. If >0 they connect
 
Every time a door opens or closes the areabyplayer matrix gets recalculated.
An area is true if it connects with the player's current spor.
 
=============================================================================
*/
 
#define DOORWIDTH 0x7800
#define OPENTICS 300
 
doorobj_t doorobjlist[MAXDOORS],*lastdoorobj;
short doornum;
 
word doorposition[MAXDOORS]; // leading edge of door 0=closed
// 0xffff = fully open
 
byte areaconnect[NUMAREAS][NUMAREAS];
 
boolean areabyplayer[NUMAREAS];
 
 
/*
==============
=
= ConnectAreas
=
= Scans outward from playerarea, marking all connected areas
=
==============
*/
 
void RecursiveConnect (int areanumber)
{
int i;
 
for (i=0;i<NUMAREAS;i++)
{
if (areaconnect[areanumber][i] && !areabyplayer[i])
{
areabyplayer[i] = true;
RecursiveConnect (i);
}
}
}
 
 
void ConnectAreas (void)
{
memset (areabyplayer,0,sizeof(areabyplayer));
areabyplayer[player->areanumber] = true;
RecursiveConnect (player->areanumber);
}
 
 
void InitAreas (void)
{
memset (areabyplayer,0,sizeof(areabyplayer));
if (player->areanumber < NUMAREAS)
areabyplayer[player->areanumber] = true;
}
 
 
 
/*
===============
=
= InitDoorList
=
===============
*/
 
void InitDoorList (void)
{
memset (areabyplayer,0,sizeof(areabyplayer));
memset (areaconnect,0,sizeof(areaconnect));
 
lastdoorobj = &doorobjlist[0];
doornum = 0;
}
 
 
/*
===============
=
= SpawnDoor
=
===============
*/
 
void SpawnDoor (int tilex, int tiley, boolean vertical, int lock)
{
word *map;
 
if (doornum==MAXDOORS)
Quit ("64+ doors on level!");
 
doorposition[doornum] = 0; // doors start out fully closed
lastdoorobj->tilex = tilex;
lastdoorobj->tiley = tiley;
lastdoorobj->vertical = vertical;
lastdoorobj->lock = lock;
lastdoorobj->action = dr_closed;
 
actorat[tilex][tiley] = (objtype *)(uintptr_t)(doornum | 0x80); // consider it a solid wall
 
//
// make the door tile a special tile, and mark the adjacent tiles
// for door sides
//
tilemap[tilex][tiley] = doornum | 0x80;
map = mapsegs[0] + (tiley<<mapshift) +tilex;
if (vertical)
{
*map = *(map-1); // set area number
tilemap[tilex][tiley-1] |= 0x40;
tilemap[tilex][tiley+1] |= 0x40;
}
else
{
*map = *(map-mapwidth); // set area number
tilemap[tilex-1][tiley] |= 0x40;
tilemap[tilex+1][tiley] |= 0x40;
}
 
doornum++;
lastdoorobj++;
}
 
//===========================================================================
 
/*
=====================
=
= OpenDoor
=
=====================
*/
 
void OpenDoor (int door)
{
if (doorobjlist[door].action == dr_open)
doorobjlist[door].ticcount = 0; // reset open time
else
doorobjlist[door].action = dr_opening; // start it opening
}
 
 
/*
=====================
=
= CloseDoor
=
=====================
*/
 
void CloseDoor (int door)
{
int tilex,tiley,area;
objtype *check;
 
//
// don't close on anything solid
//
tilex = doorobjlist[door].tilex;
tiley = doorobjlist[door].tiley;
 
if (actorat[tilex][tiley])
return;
 
if (player->tilex == tilex && player->tiley == tiley)
return;
 
if (doorobjlist[door].vertical)
{
if ( player->tiley == tiley )
{
if ( ((player->x+MINDIST) >>TILESHIFT) == tilex )
return;
if ( ((player->x-MINDIST) >>TILESHIFT) == tilex )
return;
}
check = actorat[tilex-1][tiley];
if (ISPOINTER(check) && ((check->x+MINDIST) >> TILESHIFT) == tilex )
return;
check = actorat[tilex+1][tiley];
if (ISPOINTER(check) && ((check->x-MINDIST) >> TILESHIFT) == tilex )
return;
}
else if (!doorobjlist[door].vertical)
{
if (player->tilex == tilex)
{
if ( ((player->y+MINDIST) >>TILESHIFT) == tiley )
return;
if ( ((player->y-MINDIST) >>TILESHIFT) == tiley )
return;
}
check = actorat[tilex][tiley-1];
if (ISPOINTER(check) && ((check->y+MINDIST) >> TILESHIFT) == tiley )
return;
check = actorat[tilex][tiley+1];
if (ISPOINTER(check) && ((check->y-MINDIST) >> TILESHIFT) == tiley )
return;
}
 
 
//
// play door sound if in a connected area
//
area = *(mapsegs[0] + (doorobjlist[door].tiley<<mapshift)
+doorobjlist[door].tilex)-AREATILE;
if (areabyplayer[area])
{
PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB
}
 
doorobjlist[door].action = dr_closing;
//
// make the door space solid
//
actorat[tilex][tiley] = (objtype *)(uintptr_t)(door | 0x80);
}
 
 
 
/*
=====================
=
= OperateDoor
=
= The player wants to change the door's direction
=
=====================
*/
 
void OperateDoor (int door)
{
int lock;
 
lock = doorobjlist[door].lock;
if (lock >= dr_lock1 && lock <= dr_lock4)
{
if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )
{
SD_PlaySound (NOWAYSND); // locked
return;
}
}
 
switch (doorobjlist[door].action)
{
case dr_closed:
case dr_closing:
OpenDoor (door);
break;
case dr_open:
case dr_opening:
CloseDoor (door);
break;
}
}
 
 
//===========================================================================
 
/*
===============
=
= DoorOpen
=
= Close the door after three seconds
=
===============
*/
 
void DoorOpen (int door)
{
if ( (doorobjlist[door].ticcount += (short) tics) >= OPENTICS)
CloseDoor (door);
}
 
 
 
/*
===============
=
= DoorOpening
=
===============
*/
 
void DoorOpening (int door)
{
unsigned area1,area2;
word *map;
int32_t position;
 
position = doorposition[door];
if (!position)
{
//
// door is just starting to open, so connect the areas
//
map = mapsegs[0] + (doorobjlist[door].tiley<<mapshift)
+doorobjlist[door].tilex;
 
if (doorobjlist[door].vertical)
{
area1 = *(map+1);
area2 = *(map-1);
}
else
{
area1 = *(map-mapwidth);
area2 = *(map+mapwidth);
}
area1 -= AREATILE;
area2 -= AREATILE;
 
if (area1 < NUMAREAS && area2 < NUMAREAS)
{
areaconnect[area1][area2]++;
areaconnect[area2][area1]++;
 
if (player->areanumber < NUMAREAS)
ConnectAreas ();
 
if (areabyplayer[area1])
PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB
}
}
 
//
// slide the door by an adaptive amount
//
position += tics<<10;
if (position >= 0xffff)
{
//
// door is all the way open
//
position = 0xffff;
doorobjlist[door].ticcount = 0;
doorobjlist[door].action = dr_open;
actorat[doorobjlist[door].tilex][doorobjlist[door].tiley] = 0;
}
 
doorposition[door] = (word) position;
}
 
 
/*
===============
=
= DoorClosing
=
===============
*/
 
void DoorClosing (int door)
{
unsigned area1,area2;
word *map;
int32_t position;
int tilex,tiley;
 
tilex = doorobjlist[door].tilex;
tiley = doorobjlist[door].tiley;
 
if ( ((int)(uintptr_t)actorat[tilex][tiley] != (door | 0x80))
|| (player->tilex == tilex && player->tiley == tiley) )
{ // something got inside the door
OpenDoor (door);
return;
};
 
position = doorposition[door];
 
//
// slide the door by an adaptive amount
//
position -= tics<<10;
if (position <= 0)
{
//
// door is closed all the way, so disconnect the areas
//
position = 0;
 
doorobjlist[door].action = dr_closed;
 
map = mapsegs[0] + (doorobjlist[door].tiley<<mapshift) + doorobjlist[door].tilex;
 
if (doorobjlist[door].vertical)
{
area1 = *(map+1);
area2 = *(map-1);
}
else
{
area1 = *(map-mapwidth);
area2 = *(map+mapwidth);
}
area1 -= AREATILE;
area2 -= AREATILE;
 
if (area1 < NUMAREAS && area2 < NUMAREAS)
{
areaconnect[area1][area2]--;
areaconnect[area2][area1]--;
 
if (player->areanumber < NUMAREAS)
ConnectAreas ();
}
}
 
doorposition[door] = (word) position;
}
 
 
 
 
/*
=====================
=
= MoveDoors
=
= Called from PlayLoop
=
=====================
*/
 
void MoveDoors (void)
{
int door;
 
if (gamestate.victoryflag) // don't move door during victory sequence
return;
 
for (door = 0; door < doornum; door++)
{
switch (doorobjlist[door].action)
{
case dr_open:
DoorOpen (door);
break;
 
case dr_opening:
DoorOpening(door);
break;
 
case dr_closing:
DoorClosing(door);
break;
}
}
}
 
 
/*
=============================================================================
 
PUSHABLE WALLS
 
=============================================================================
*/
 
word pwallstate;
word pwallpos; // amount a pushable wall has been moved (0-63)
word pwallx,pwally;
byte pwalldir,pwalltile;
int dirs[4][2]={{0,-1},{1,0},{0,1},{-1,0}};
 
/*
===============
=
= PushWall
=
===============
*/
 
void PushWall (int checkx, int checky, int dir)
{
int oldtile, dx, dy;
 
if (pwallstate)
return;
 
oldtile = tilemap[checkx][checky];
if (!oldtile)
return;
 
dx = dirs[dir][0];
dy = dirs[dir][1];
 
if (actorat[checkx+dx][checky+dy])
{
SD_PlaySound (NOWAYSND);
return;
}
actorat[checkx+dx][checky+dy] = (objtype *)(uintptr_t) (tilemap[checkx+dx][checky+dy] = oldtile);
 
gamestate.secretcount++;
pwallx = checkx;
pwally = checky;
pwalldir = dir;
pwallstate = 1;
pwallpos = 0;
pwalltile = tilemap[pwallx][pwally];
tilemap[pwallx][pwally] = 64;
tilemap[pwallx+dx][pwally+dy] = 64;
*(mapsegs[1]+(pwally<<mapshift)+pwallx) = 0; // remove P tile info
*(mapsegs[0]+(pwally<<mapshift)+pwallx) = *(mapsegs[0]+(player->tiley<<mapshift)+player->tilex); // set correct floorcode (BrotherTank's fix)
 
SD_PlaySound (PUSHWALLSND);
}
 
 
 
/*
=================
=
= MovePWalls
=
=================
*/
 
void MovePWalls (void)
{
int oldblock,oldtile;
 
if (!pwallstate)
return;
 
oldblock = pwallstate/128;
 
pwallstate += (word)tics;
 
if (pwallstate/128 != oldblock)
{
// block crossed into a new block
oldtile = pwalltile;
 
//
// the tile can now be walked into
//
tilemap[pwallx][pwally] = 0;
actorat[pwallx][pwally] = 0;
*(mapsegs[0]+(pwally<<mapshift)+pwallx) = player->areanumber+AREATILE;
 
int dx=dirs[pwalldir][0], dy=dirs[pwalldir][1];
//
// see if it should be pushed farther
//
if (pwallstate>=256) // only move two tiles fix
{
//
// the block has been pushed two tiles
//
pwallstate = 0;
tilemap[pwallx+dx][pwally+dy] = oldtile;
return;
}
else
{
int xl,yl,xh,yh;
xl = (player->x-PLAYERSIZE) >> TILESHIFT;
yl = (player->y-PLAYERSIZE) >> TILESHIFT;
xh = (player->x+PLAYERSIZE) >> TILESHIFT;
yh = (player->y+PLAYERSIZE) >> TILESHIFT;
 
pwallx += dx;
pwally += dy;
 
if (actorat[pwallx+dx][pwally+dy]
|| xl<=pwallx+dx && pwallx+dx<=xh && yl<=pwally+dy && pwally+dy<=yh)
{
pwallstate = 0;
tilemap[pwallx][pwally] = oldtile;
return;
}
actorat[pwallx+dx][pwally+dy] = (objtype *)(uintptr_t) (tilemap[pwallx+dx][pwally+dy] = oldtile);
tilemap[pwallx+dx][pwally+dy] = 64;
}
}
 
pwallpos = (pwallstate/2)&63;
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_act2.cpp
0,0 → 1,3899
// WL_ACT2.C
 
#include <stdio.h>
#include <math.h>
#include "wl_def.h"
#pragma hdrstop
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
#define PROJECTILESIZE 0xc000l
 
#define BJRUNSPEED 2048
#define BJJUMPSPEED 680
 
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
 
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
 
dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east,
southwest,south,southeast};
 
short starthitpoints[4][NUMENEMIES] =
//
// BABY MODE
//
{
{
25, // guards
50, // officer
100, // SS
1, // dogs
850, // Hans
850, // Schabbs
200, // fake hitler
800, // mecha hitler
45, // mutants
25, // ghosts
25, // ghosts
25, // ghosts
25, // ghosts
 
850, // Gretel
850, // Gift
850, // Fat
5, // en_spectre,
1450, // en_angel,
850, // en_trans,
1050, // en_uber,
950, // en_will,
1250 // en_death
},
//
// DON'T HURT ME MODE
//
{
25, // guards
50, // officer
100, // SS
1, // dogs
950, // Hans
950, // Schabbs
300, // fake hitler
950, // mecha hitler
55, // mutants
25, // ghosts
25, // ghosts
25, // ghosts
25, // ghosts
 
950, // Gretel
950, // Gift
950, // Fat
10, // en_spectre,
1550, // en_angel,
950, // en_trans,
1150, // en_uber,
1050, // en_will,
1350 // en_death
},
//
// BRING 'EM ON MODE
//
{
25, // guards
50, // officer
100, // SS
1, // dogs
 
1050, // Hans
1550, // Schabbs
400, // fake hitler
1050, // mecha hitler
 
55, // mutants
25, // ghosts
25, // ghosts
25, // ghosts
25, // ghosts
 
1050, // Gretel
1050, // Gift
1050, // Fat
15, // en_spectre,
1650, // en_angel,
1050, // en_trans,
1250, // en_uber,
1150, // en_will,
1450 // en_death
},
//
// DEATH INCARNATE MODE
//
{
25, // guards
50, // officer
100, // SS
1, // dogs
 
1200, // Hans
2400, // Schabbs
500, // fake hitler
1200, // mecha hitler
 
65, // mutants
25, // ghosts
25, // ghosts
25, // ghosts
25, // ghosts
 
1200, // Gretel
1200, // Gift
1200, // Fat
25, // en_spectre,
2000, // en_angel,
1200, // en_trans,
1400, // en_uber,
1300, // en_will,
1600 // en_death
}
};
 
void A_StartDeathCam (objtype *ob);
 
 
void T_Path (objtype *ob);
void T_Shoot (objtype *ob);
void T_Bite (objtype *ob);
void T_DogChase (objtype *ob);
void T_Chase (objtype *ob);
void T_Projectile (objtype *ob);
void T_Stand (objtype *ob);
 
void A_DeathScream (objtype *ob);
 
extern statetype s_rocket;
extern statetype s_smoke1;
extern statetype s_smoke2;
extern statetype s_smoke3;
extern statetype s_smoke4;
extern statetype s_boom2;
extern statetype s_boom3;
 
void A_Smoke (objtype *ob);
 
statetype s_rocket = {true,SPR_ROCKET_1,3,(statefunc)T_Projectile,(statefunc)A_Smoke,&s_rocket};
statetype s_smoke1 = {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2};
statetype s_smoke2 = {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3};
statetype s_smoke3 = {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4};
statetype s_smoke4 = {false,SPR_SMOKE_4,3,NULL,NULL,NULL};
 
statetype s_boom1 = {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2};
statetype s_boom2 = {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3};
statetype s_boom3 = {false,SPR_BOOM_3,6,NULL,NULL,NULL};
 
#ifdef SPEAR
 
extern statetype s_hrocket;
extern statetype s_hsmoke1;
extern statetype s_hsmoke2;
extern statetype s_hsmoke3;
extern statetype s_hsmoke4;
extern statetype s_hboom2;
extern statetype s_hboom3;
 
void A_Smoke (objtype *ob);
 
statetype s_hrocket = {true,SPR_HROCKET_1,3,(statefunc)T_Projectile,(statefunc)A_Smoke,&s_hrocket};
statetype s_hsmoke1 = {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2};
statetype s_hsmoke2 = {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3};
statetype s_hsmoke3 = {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4};
statetype s_hsmoke4 = {false,SPR_HSMOKE_4,3,NULL,NULL,NULL};
 
statetype s_hboom1 = {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2};
statetype s_hboom2 = {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3};
statetype s_hboom3 = {false,SPR_HBOOM_3,6,NULL,NULL,NULL};
 
#endif
 
void T_Schabb (objtype *ob);
void T_SchabbThrow (objtype *ob);
void T_Fake (objtype *ob);
void T_FakeFire (objtype *ob);
void T_Ghosts (objtype *ob);
 
void A_Slurpie (objtype *ob);
void A_HitlerMorph (objtype *ob);
void A_MechaSound (objtype *ob);
 
/*
=================
=
= A_Smoke
=
=================
*/
 
void A_Smoke (objtype *ob)
{
GetNewActor ();
#ifdef SPEAR
if (ob->obclass == hrocketobj)
newobj->state = &s_hsmoke1;
else
#endif
newobj->state = &s_smoke1;
newobj->ticcount = 6;
 
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->obclass = inertobj;
newobj->active = ac_yes;
 
newobj->flags = FL_NEVERMARK;
}
 
 
/*
===================
=
= ProjectileTryMove
=
= returns true if move ok
===================
*/
 
#define PROJSIZE 0x2000
 
boolean ProjectileTryMove (objtype *ob)
{
int xl,yl,xh,yh,x,y;
objtype *check;
 
xl = (ob->x-PROJSIZE) >> TILESHIFT;
yl = (ob->y-PROJSIZE) >> TILESHIFT;
 
xh = (ob->x+PROJSIZE) >> TILESHIFT;
yh = (ob->y+PROJSIZE) >> TILESHIFT;
 
//
// check for solid walls
//
for (y=yl;y<=yh;y++)
for (x=xl;x<=xh;x++)
{
check = actorat[x][y];
if (check && !ISPOINTER(check))
return false;
}
 
return true;
}
 
 
 
/*
=================
=
= T_Projectile
=
=================
*/
 
void T_Projectile (objtype *ob)
{
int32_t deltax,deltay;
int damage;
int32_t speed;
 
speed = (int32_t)ob->speed*tics;
 
deltax = FixedMul(speed,costable[ob->angle]);
deltay = -FixedMul(speed,sintable[ob->angle]);
 
if (deltax>0x10000l)
deltax = 0x10000l;
if (deltay>0x10000l)
deltay = 0x10000l;
 
ob->x += deltax;
ob->y += deltay;
 
deltax = LABS(ob->x - player->x);
deltay = LABS(ob->y - player->y);
 
if (!ProjectileTryMove (ob))
{
#ifndef APOGEE_1_0 // actually the whole method is never reached in shareware 1.0
if (ob->obclass == rocketobj)
{
PlaySoundLocActor(MISSILEHITSND,ob);
ob->state = &s_boom1;
}
#ifdef SPEAR
else if (ob->obclass == hrocketobj)
{
PlaySoundLocActor(MISSILEHITSND,ob);
ob->state = &s_hboom1;
}
#endif
else
#endif
ob->state = NULL; // mark for removal
 
return;
}
 
if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE)
{ // hit the player
switch (ob->obclass)
{
case needleobj:
damage = (US_RndT() >>3) + 20;
break;
case rocketobj:
case hrocketobj:
case sparkobj:
damage = (US_RndT() >>3) + 30;
break;
case fireobj:
damage = (US_RndT() >>3);
break;
}
 
TakeDamage (damage,ob);
ob->state = NULL; // mark for removal
return;
}
 
ob->tilex = (short)(ob->x >> TILESHIFT);
ob->tiley = (short)(ob->y >> TILESHIFT);
}
 
 
/*
=============================================================================
 
GUARD
 
=============================================================================
*/
 
//
// guards
//
 
extern statetype s_grdstand;
 
extern statetype s_grdpath1;
extern statetype s_grdpath1s;
extern statetype s_grdpath2;
extern statetype s_grdpath3;
extern statetype s_grdpath3s;
extern statetype s_grdpath4;
 
extern statetype s_grdpain;
extern statetype s_grdpain1;
 
extern statetype s_grdgiveup;
 
extern statetype s_grdshoot1;
extern statetype s_grdshoot2;
extern statetype s_grdshoot3;
extern statetype s_grdshoot4;
 
extern statetype s_grdchase1;
extern statetype s_grdchase1s;
extern statetype s_grdchase2;
extern statetype s_grdchase3;
extern statetype s_grdchase3s;
extern statetype s_grdchase4;
 
extern statetype s_grddie1;
extern statetype s_grddie1d;
extern statetype s_grddie2;
extern statetype s_grddie3;
extern statetype s_grddie4;
 
statetype s_grdstand = {true,SPR_GRD_S_1,0,(statefunc)T_Stand,NULL,&s_grdstand};
 
statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,(statefunc)T_Path,NULL,&s_grdpath1s};
statetype s_grdpath1s = {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2};
statetype s_grdpath2 = {true,SPR_GRD_W2_1,15,(statefunc)T_Path,NULL,&s_grdpath3};
statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,(statefunc)T_Path,NULL,&s_grdpath3s};
statetype s_grdpath3s = {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4};
statetype s_grdpath4 = {true,SPR_GRD_W4_1,15,(statefunc)T_Path,NULL,&s_grdpath1};
 
statetype s_grdpain = {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1};
statetype s_grdpain1 = {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1};
 
statetype s_grdshoot1 = {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2};
statetype s_grdshoot2 = {false,SPR_GRD_SHOOT2,20,NULL,(statefunc)T_Shoot,&s_grdshoot3};
statetype s_grdshoot3 = {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1};
 
statetype s_grdchase1 = {true,SPR_GRD_W1_1,10,(statefunc)T_Chase,NULL,&s_grdchase1s};
statetype s_grdchase1s = {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2};
statetype s_grdchase2 = {true,SPR_GRD_W2_1,8,(statefunc)T_Chase,NULL,&s_grdchase3};
statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,(statefunc)T_Chase,NULL,&s_grdchase3s};
statetype s_grdchase3s = {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4};
statetype s_grdchase4 = {true,SPR_GRD_W4_1,8,(statefunc)T_Chase,NULL,&s_grdchase1};
 
statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,(statefunc)A_DeathScream,&s_grddie2};
statetype s_grddie2 = {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3};
statetype s_grddie3 = {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4};
statetype s_grddie4 = {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4};
 
 
#ifndef SPEAR
//
// ghosts
//
extern statetype s_blinkychase1;
extern statetype s_blinkychase2;
extern statetype s_inkychase1;
extern statetype s_inkychase2;
extern statetype s_pinkychase1;
extern statetype s_pinkychase2;
extern statetype s_clydechase1;
extern statetype s_clydechase2;
 
statetype s_blinkychase1 = {false,SPR_BLINKY_W1,10,(statefunc)T_Ghosts,NULL,&s_blinkychase2};
statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,(statefunc)T_Ghosts,NULL,&s_blinkychase1};
 
statetype s_inkychase1 = {false,SPR_INKY_W1,10,(statefunc)T_Ghosts,NULL,&s_inkychase2};
statetype s_inkychase2 = {false,SPR_INKY_W2,10,(statefunc)T_Ghosts,NULL,&s_inkychase1};
 
statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,(statefunc)T_Ghosts,NULL,&s_pinkychase2};
statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,(statefunc)T_Ghosts,NULL,&s_pinkychase1};
 
statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,(statefunc)T_Ghosts,NULL,&s_clydechase2};
statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,(statefunc)T_Ghosts,NULL,&s_clydechase1};
#endif
 
//
// dogs
//
 
extern statetype s_dogpath1;
extern statetype s_dogpath1s;
extern statetype s_dogpath2;
extern statetype s_dogpath3;
extern statetype s_dogpath3s;
extern statetype s_dogpath4;
 
extern statetype s_dogjump1;
extern statetype s_dogjump2;
extern statetype s_dogjump3;
extern statetype s_dogjump4;
extern statetype s_dogjump5;
 
extern statetype s_dogchase1;
extern statetype s_dogchase1s;
extern statetype s_dogchase2;
extern statetype s_dogchase3;
extern statetype s_dogchase3s;
extern statetype s_dogchase4;
 
extern statetype s_dogdie1;
extern statetype s_dogdie1d;
extern statetype s_dogdie2;
extern statetype s_dogdie3;
extern statetype s_dogdead;
 
statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,(statefunc)T_Path,NULL,&s_dogpath1s};
statetype s_dogpath1s = {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2};
statetype s_dogpath2 = {true,SPR_DOG_W2_1,15,(statefunc)T_Path,NULL,&s_dogpath3};
statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,(statefunc)T_Path,NULL,&s_dogpath3s};
statetype s_dogpath3s = {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4};
statetype s_dogpath4 = {true,SPR_DOG_W4_1,15,(statefunc)T_Path,NULL,&s_dogpath1};
 
statetype s_dogjump1 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2};
statetype s_dogjump2 = {false,SPR_DOG_JUMP2,10,NULL,(statefunc)T_Bite,&s_dogjump3};
statetype s_dogjump3 = {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4};
statetype s_dogjump4 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5};
statetype s_dogjump5 = {false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1};
 
statetype s_dogchase1 = {true,SPR_DOG_W1_1,10,(statefunc)T_DogChase,NULL,&s_dogchase1s};
statetype s_dogchase1s = {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2};
statetype s_dogchase2 = {true,SPR_DOG_W2_1,8,(statefunc)T_DogChase,NULL,&s_dogchase3};
statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,(statefunc)T_DogChase,NULL,&s_dogchase3s};
statetype s_dogchase3s = {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4};
statetype s_dogchase4 = {true,SPR_DOG_W4_1,8,(statefunc)T_DogChase,NULL,&s_dogchase1};
 
statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,(statefunc)A_DeathScream,&s_dogdie2};
statetype s_dogdie2 = {false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3};
statetype s_dogdie3 = {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead};
statetype s_dogdead = {false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead};
 
 
//
// officers
//
 
extern statetype s_ofcstand;
 
extern statetype s_ofcpath1;
extern statetype s_ofcpath1s;
extern statetype s_ofcpath2;
extern statetype s_ofcpath3;
extern statetype s_ofcpath3s;
extern statetype s_ofcpath4;
 
extern statetype s_ofcpain;
extern statetype s_ofcpain1;
 
extern statetype s_ofcgiveup;
 
extern statetype s_ofcshoot1;
extern statetype s_ofcshoot2;
extern statetype s_ofcshoot3;
extern statetype s_ofcshoot4;
 
extern statetype s_ofcchase1;
extern statetype s_ofcchase1s;
extern statetype s_ofcchase2;
extern statetype s_ofcchase3;
extern statetype s_ofcchase3s;
extern statetype s_ofcchase4;
 
extern statetype s_ofcdie1;
extern statetype s_ofcdie2;
extern statetype s_ofcdie3;
extern statetype s_ofcdie4;
extern statetype s_ofcdie5;
 
statetype s_ofcstand = {true,SPR_OFC_S_1,0,(statefunc)T_Stand,NULL,&s_ofcstand};
 
statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,(statefunc)T_Path,NULL,&s_ofcpath1s};
statetype s_ofcpath1s = {true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2};
statetype s_ofcpath2 = {true,SPR_OFC_W2_1,15,(statefunc)T_Path,NULL,&s_ofcpath3};
statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,(statefunc)T_Path,NULL,&s_ofcpath3s};
statetype s_ofcpath3s = {true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4};
statetype s_ofcpath4 = {true,SPR_OFC_W4_1,15,(statefunc)T_Path,NULL,&s_ofcpath1};
 
statetype s_ofcpain = {2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1};
statetype s_ofcpain1 = {2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1};
 
statetype s_ofcshoot1 = {false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2};
statetype s_ofcshoot2 = {false,SPR_OFC_SHOOT2,20,NULL,(statefunc)T_Shoot,&s_ofcshoot3};
statetype s_ofcshoot3 = {false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1};
 
statetype s_ofcchase1 = {true,SPR_OFC_W1_1,10,(statefunc)T_Chase,NULL,&s_ofcchase1s};
statetype s_ofcchase1s = {true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2};
statetype s_ofcchase2 = {true,SPR_OFC_W2_1,8,(statefunc)T_Chase,NULL,&s_ofcchase3};
statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,(statefunc)T_Chase,NULL,&s_ofcchase3s};
statetype s_ofcchase3s = {true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4};
statetype s_ofcchase4 = {true,SPR_OFC_W4_1,8,(statefunc)T_Chase,NULL,&s_ofcchase1};
 
statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,(statefunc)A_DeathScream,&s_ofcdie2};
statetype s_ofcdie2 = {false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3};
statetype s_ofcdie3 = {false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4};
statetype s_ofcdie4 = {false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5};
statetype s_ofcdie5 = {false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5};
 
 
//
// mutant
//
 
extern statetype s_mutstand;
 
extern statetype s_mutpath1;
extern statetype s_mutpath1s;
extern statetype s_mutpath2;
extern statetype s_mutpath3;
extern statetype s_mutpath3s;
extern statetype s_mutpath4;
 
extern statetype s_mutpain;
extern statetype s_mutpain1;
 
extern statetype s_mutgiveup;
 
extern statetype s_mutshoot1;
extern statetype s_mutshoot2;
extern statetype s_mutshoot3;
extern statetype s_mutshoot4;
 
extern statetype s_mutchase1;
extern statetype s_mutchase1s;
extern statetype s_mutchase2;
extern statetype s_mutchase3;
extern statetype s_mutchase3s;
extern statetype s_mutchase4;
 
extern statetype s_mutdie1;
extern statetype s_mutdie2;
extern statetype s_mutdie3;
extern statetype s_mutdie4;
extern statetype s_mutdie5;
 
statetype s_mutstand = {true,SPR_MUT_S_1,0,(statefunc)T_Stand,NULL,&s_mutstand};
 
statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,(statefunc)T_Path,NULL,&s_mutpath1s};
statetype s_mutpath1s = {true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2};
statetype s_mutpath2 = {true,SPR_MUT_W2_1,15,(statefunc)T_Path,NULL,&s_mutpath3};
statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,(statefunc)T_Path,NULL,&s_mutpath3s};
statetype s_mutpath3s = {true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4};
statetype s_mutpath4 = {true,SPR_MUT_W4_1,15,(statefunc)T_Path,NULL,&s_mutpath1};
 
statetype s_mutpain = {2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1};
statetype s_mutpain1 = {2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1};
 
statetype s_mutshoot1 = {false,SPR_MUT_SHOOT1,6,NULL,(statefunc)T_Shoot,&s_mutshoot2};
statetype s_mutshoot2 = {false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3};
statetype s_mutshoot3 = {false,SPR_MUT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mutshoot4};
statetype s_mutshoot4 = {false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1};
 
statetype s_mutchase1 = {true,SPR_MUT_W1_1,10,(statefunc)T_Chase,NULL,&s_mutchase1s};
statetype s_mutchase1s = {true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2};
statetype s_mutchase2 = {true,SPR_MUT_W2_1,8,(statefunc)T_Chase,NULL,&s_mutchase3};
statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,(statefunc)T_Chase,NULL,&s_mutchase3s};
statetype s_mutchase3s = {true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4};
statetype s_mutchase4 = {true,SPR_MUT_W4_1,8,(statefunc)T_Chase,NULL,&s_mutchase1};
 
statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,(statefunc)A_DeathScream,&s_mutdie2};
statetype s_mutdie2 = {false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3};
statetype s_mutdie3 = {false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4};
statetype s_mutdie4 = {false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5};
statetype s_mutdie5 = {false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5};
 
 
//
// SS
//
 
extern statetype s_ssstand;
 
extern statetype s_sspath1;
extern statetype s_sspath1s;
extern statetype s_sspath2;
extern statetype s_sspath3;
extern statetype s_sspath3s;
extern statetype s_sspath4;
 
extern statetype s_sspain;
extern statetype s_sspain1;
 
extern statetype s_ssshoot1;
extern statetype s_ssshoot2;
extern statetype s_ssshoot3;
extern statetype s_ssshoot4;
extern statetype s_ssshoot5;
extern statetype s_ssshoot6;
extern statetype s_ssshoot7;
extern statetype s_ssshoot8;
extern statetype s_ssshoot9;
 
extern statetype s_sschase1;
extern statetype s_sschase1s;
extern statetype s_sschase2;
extern statetype s_sschase3;
extern statetype s_sschase3s;
extern statetype s_sschase4;
 
extern statetype s_ssdie1;
extern statetype s_ssdie2;
extern statetype s_ssdie3;
extern statetype s_ssdie4;
 
statetype s_ssstand = {true,SPR_SS_S_1,0,(statefunc)T_Stand,NULL,&s_ssstand};
 
statetype s_sspath1 = {true,SPR_SS_W1_1,20,(statefunc)T_Path,NULL,&s_sspath1s};
statetype s_sspath1s = {true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2};
statetype s_sspath2 = {true,SPR_SS_W2_1,15,(statefunc)T_Path,NULL,&s_sspath3};
statetype s_sspath3 = {true,SPR_SS_W3_1,20,(statefunc)T_Path,NULL,&s_sspath3s};
statetype s_sspath3s = {true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4};
statetype s_sspath4 = {true,SPR_SS_W4_1,15,(statefunc)T_Path,NULL,&s_sspath1};
 
statetype s_sspain = {2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1};
statetype s_sspain1 = {2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1};
 
statetype s_ssshoot1 = {false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2};
statetype s_ssshoot2 = {false,SPR_SS_SHOOT2,20,NULL,(statefunc)T_Shoot,&s_ssshoot3};
statetype s_ssshoot3 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4};
statetype s_ssshoot4 = {false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_ssshoot5};
statetype s_ssshoot5 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6};
statetype s_ssshoot6 = {false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_ssshoot7};
statetype s_ssshoot7 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8};
statetype s_ssshoot8 = {false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_ssshoot9};
statetype s_ssshoot9 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1};
 
statetype s_sschase1 = {true,SPR_SS_W1_1,10,(statefunc)T_Chase,NULL,&s_sschase1s};
statetype s_sschase1s = {true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2};
statetype s_sschase2 = {true,SPR_SS_W2_1,8,(statefunc)T_Chase,NULL,&s_sschase3};
statetype s_sschase3 = {true,SPR_SS_W3_1,10,(statefunc)T_Chase,NULL,&s_sschase3s};
statetype s_sschase3s = {true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4};
statetype s_sschase4 = {true,SPR_SS_W4_1,8,(statefunc)T_Chase,NULL,&s_sschase1};
 
statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,(statefunc)A_DeathScream,&s_ssdie2};
statetype s_ssdie2 = {false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3};
statetype s_ssdie3 = {false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4};
statetype s_ssdie4 = {false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4};
 
 
#ifndef SPEAR
//
// hans
//
extern statetype s_bossstand;
 
extern statetype s_bosschase1;
extern statetype s_bosschase1s;
extern statetype s_bosschase2;
extern statetype s_bosschase3;
extern statetype s_bosschase3s;
extern statetype s_bosschase4;
 
extern statetype s_bossdie1;
extern statetype s_bossdie2;
extern statetype s_bossdie3;
extern statetype s_bossdie4;
 
extern statetype s_bossshoot1;
extern statetype s_bossshoot2;
extern statetype s_bossshoot3;
extern statetype s_bossshoot4;
extern statetype s_bossshoot5;
extern statetype s_bossshoot6;
extern statetype s_bossshoot7;
extern statetype s_bossshoot8;
 
 
statetype s_bossstand = {false,SPR_BOSS_W1,0,(statefunc)T_Stand,NULL,&s_bossstand};
 
statetype s_bosschase1 = {false,SPR_BOSS_W1,10,(statefunc)T_Chase,NULL,&s_bosschase1s};
statetype s_bosschase1s = {false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2};
statetype s_bosschase2 = {false,SPR_BOSS_W2,8,(statefunc)T_Chase,NULL,&s_bosschase3};
statetype s_bosschase3 = {false,SPR_BOSS_W3,10,(statefunc)T_Chase,NULL,&s_bosschase3s};
statetype s_bosschase3s = {false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4};
statetype s_bosschase4 = {false,SPR_BOSS_W4,8,(statefunc)T_Chase,NULL,&s_bosschase1};
 
statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,(statefunc)A_DeathScream,&s_bossdie2};
statetype s_bossdie2 = {false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3};
statetype s_bossdie3 = {false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4};
statetype s_bossdie4 = {false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4};
 
statetype s_bossshoot1 = {false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2};
statetype s_bossshoot2 = {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot3};
statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot4};
statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot5};
statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot6};
statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_bossshoot7};
statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_bossshoot8};
statetype s_bossshoot8 = {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1};
 
 
//
// gretel
//
extern statetype s_gretelstand;
 
extern statetype s_gretelchase1;
extern statetype s_gretelchase1s;
extern statetype s_gretelchase2;
extern statetype s_gretelchase3;
extern statetype s_gretelchase3s;
extern statetype s_gretelchase4;
 
extern statetype s_greteldie1;
extern statetype s_greteldie2;
extern statetype s_greteldie3;
extern statetype s_greteldie4;
 
extern statetype s_gretelshoot1;
extern statetype s_gretelshoot2;
extern statetype s_gretelshoot3;
extern statetype s_gretelshoot4;
extern statetype s_gretelshoot5;
extern statetype s_gretelshoot6;
extern statetype s_gretelshoot7;
extern statetype s_gretelshoot8;
 
 
statetype s_gretelstand = {false,SPR_GRETEL_W1,0,(statefunc)T_Stand,NULL,&s_gretelstand};
 
statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,(statefunc)T_Chase,NULL,&s_gretelchase1s};
statetype s_gretelchase1s = {false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2};
statetype s_gretelchase2 = {false,SPR_GRETEL_W2,8,(statefunc)T_Chase,NULL,&s_gretelchase3};
statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,(statefunc)T_Chase,NULL,&s_gretelchase3s};
statetype s_gretelchase3s = {false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4};
statetype s_gretelchase4 = {false,SPR_GRETEL_W4,8,(statefunc)T_Chase,NULL,&s_gretelchase1};
 
statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,(statefunc)A_DeathScream,&s_greteldie2};
statetype s_greteldie2 = {false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3};
statetype s_greteldie3 = {false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4};
statetype s_greteldie4 = {false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4};
 
statetype s_gretelshoot1 = {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2};
statetype s_gretelshoot2 = {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot3};
statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot4};
statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot5};
statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot6};
statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_gretelshoot7};
statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_gretelshoot8};
statetype s_gretelshoot8 = {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1};
#endif
 
 
/*
===============
=
= SpawnStand
=
===============
*/
 
void SpawnStand (enemy_t which, int tilex, int tiley, int dir)
{
word *map;
word tile;
 
switch (which)
{
case en_guard:
SpawnNewObj (tilex,tiley,&s_grdstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
 
case en_officer:
SpawnNewObj (tilex,tiley,&s_ofcstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
 
case en_mutant:
SpawnNewObj (tilex,tiley,&s_mutstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
 
case en_ss:
SpawnNewObj (tilex,tiley,&s_ssstand);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
}
 
 
map = mapsegs[0]+(tiley<<mapshift)+tilex;
tile = *map;
if (tile == AMBUSHTILE)
{
tilemap[tilex][tiley] = 0;
 
if (*(map+1) >= AREATILE)
tile = *(map+1);
if (*(map-mapwidth) >= AREATILE)
tile = *(map-mapwidth);
if (*(map+mapwidth) >= AREATILE)
tile = *(map+mapwidth);
if ( *(map-1) >= AREATILE)
tile = *(map-1);
 
*map = tile;
newobj->areanumber = tile-AREATILE;
 
newobj->flags |= FL_AMBUSH;
}
 
newobj->obclass = (classtype)(guardobj + which);
newobj->hitpoints = starthitpoints[gamestate.difficulty][which];
newobj->dir = (dirtype)(dir * 2);
newobj->flags |= FL_SHOOTABLE;
}
 
 
 
/*
===============
=
= SpawnDeadGuard
=
===============
*/
 
void SpawnDeadGuard (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_grddie4);
DEMOIF_SDL
{
newobj->flags |= FL_NONMARK; // walk through moving enemy fix
}
newobj->obclass = inertobj;
}
 
 
 
#ifndef SPEAR
/*
===============
=
= SpawnBoss
=
===============
*/
 
void SpawnBoss (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_bossstand);
newobj->speed = SPDPATROL;
 
newobj->obclass = bossobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
/*
===============
=
= SpawnGretel
=
===============
*/
 
void SpawnGretel (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_gretelstand);
newobj->speed = SPDPATROL;
 
newobj->obclass = gretelobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
#endif
 
/*
===============
=
= SpawnPatrol
=
===============
*/
 
void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir)
{
switch (which)
{
case en_guard:
SpawnNewObj (tilex,tiley,&s_grdpath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
 
case en_officer:
SpawnNewObj (tilex,tiley,&s_ofcpath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
 
case en_ss:
SpawnNewObj (tilex,tiley,&s_sspath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
 
case en_mutant:
SpawnNewObj (tilex,tiley,&s_mutpath1);
newobj->speed = SPDPATROL;
if (!loadedgame)
gamestate.killtotal++;
break;
 
case en_dog:
SpawnNewObj (tilex,tiley,&s_dogpath1);
newobj->speed = SPDDOG;
if (!loadedgame)
gamestate.killtotal++;
break;
}
 
newobj->obclass = (classtype)(guardobj+which);
newobj->dir = (dirtype)(dir*2);
newobj->hitpoints = starthitpoints[gamestate.difficulty][which];
newobj->distance = TILEGLOBAL;
newobj->flags |= FL_SHOOTABLE;
newobj->active = ac_yes;
 
actorat[newobj->tilex][newobj->tiley] = NULL; // don't use original spot
 
switch (dir)
{
case 0:
newobj->tilex++;
break;
case 1:
newobj->tiley--;
break;
case 2:
newobj->tilex--;
break;
case 3:
newobj->tiley++;
break;
}
 
actorat[newobj->tilex][newobj->tiley] = newobj;
}
 
 
 
/*
==================
=
= A_DeathScream
=
==================
*/
 
void A_DeathScream (objtype *ob)
{
#ifndef UPLOAD
#ifndef SPEAR
if (mapon==9 && !US_RndT())
#else
if ((mapon==18 || mapon==19) && !US_RndT())
#endif
{
switch(ob->obclass)
{
case mutantobj:
case guardobj:
case officerobj:
case ssobj:
case dogobj:
PlaySoundLocActor(DEATHSCREAM6SND,ob);
return;
}
}
#endif
 
switch (ob->obclass)
{
case mutantobj:
PlaySoundLocActor(AHHHGSND,ob);
break;
 
case guardobj:
{
int sounds[9]={ DEATHSCREAM1SND,
DEATHSCREAM2SND,
DEATHSCREAM3SND,
#ifndef APOGEE_1_0
DEATHSCREAM4SND,
DEATHSCREAM5SND,
DEATHSCREAM7SND,
DEATHSCREAM8SND,
DEATHSCREAM9SND
#endif
};
 
#ifndef UPLOAD
PlaySoundLocActor(sounds[US_RndT()%8],ob);
#else
PlaySoundLocActor(sounds[US_RndT()%2],ob);
#endif
break;
}
case officerobj:
PlaySoundLocActor(NEINSOVASSND,ob);
break;
case ssobj:
PlaySoundLocActor(LEBENSND,ob); // JAB
break;
case dogobj:
PlaySoundLocActor(DOGDEATHSND,ob); // JAB
break;
#ifndef SPEAR
case bossobj:
SD_PlaySound(MUTTISND); // JAB
break;
case schabbobj:
SD_PlaySound(MEINGOTTSND);
break;
case fakeobj:
SD_PlaySound(HITLERHASND);
break;
case mechahitlerobj:
SD_PlaySound(SCHEISTSND);
break;
case realhitlerobj:
SD_PlaySound(EVASND);
break;
#ifndef APOGEE_1_0
case gretelobj:
SD_PlaySound(MEINSND);
break;
case giftobj:
SD_PlaySound(DONNERSND);
break;
case fatobj:
SD_PlaySound(ROSESND);
break;
#endif
#else
case spectreobj:
SD_PlaySound(GHOSTFADESND);
break;
case angelobj:
SD_PlaySound(ANGELDEATHSND);
break;
case transobj:
SD_PlaySound(TRANSDEATHSND);
break;
case uberobj:
SD_PlaySound(UBERDEATHSND);
break;
case willobj:
SD_PlaySound(WILHELMDEATHSND);
break;
case deathobj:
SD_PlaySound(KNIGHTDEATHSND);
break;
#endif
}
}
 
 
/*
=============================================================================
 
SPEAR ACTORS
 
=============================================================================
*/
 
#ifdef SPEAR
 
void T_Launch (objtype *ob);
void T_Will (objtype *ob);
 
extern statetype s_angelshoot1;
extern statetype s_deathshoot1;
extern statetype s_spark1;
 
//
// trans
//
extern statetype s_transstand;
 
extern statetype s_transchase1;
extern statetype s_transchase1s;
extern statetype s_transchase2;
extern statetype s_transchase3;
extern statetype s_transchase3s;
extern statetype s_transchase4;
 
extern statetype s_transdie0;
extern statetype s_transdie01;
extern statetype s_transdie1;
extern statetype s_transdie2;
extern statetype s_transdie3;
extern statetype s_transdie4;
 
extern statetype s_transshoot1;
extern statetype s_transshoot2;
extern statetype s_transshoot3;
extern statetype s_transshoot4;
extern statetype s_transshoot5;
extern statetype s_transshoot6;
extern statetype s_transshoot7;
extern statetype s_transshoot8;
 
 
statetype s_transstand = {false,SPR_TRANS_W1,0,(statefunc)T_Stand,NULL,&s_transstand};
 
statetype s_transchase1 = {false,SPR_TRANS_W1,10,(statefunc)T_Chase,NULL,&s_transchase1s};
statetype s_transchase1s = {false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2};
statetype s_transchase2 = {false,SPR_TRANS_W2,8,(statefunc)T_Chase,NULL,&s_transchase3};
statetype s_transchase3 = {false,SPR_TRANS_W3,10,(statefunc)T_Chase,NULL,&s_transchase3s};
statetype s_transchase3s = {false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4};
statetype s_transchase4 = {false,SPR_TRANS_W4,8,(statefunc)T_Chase,NULL,&s_transchase1};
 
statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,(statefunc)A_DeathScream,&s_transdie01};
statetype s_transdie01 = {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1};
statetype s_transdie1 = {false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2};
statetype s_transdie2 = {false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3};
statetype s_transdie3 = {false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4};
statetype s_transdie4 = {false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4};
 
statetype s_transshoot1 = {false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2};
statetype s_transshoot2 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot3};
statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot4};
statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot5};
statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot6};
statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_transshoot7};
statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_transshoot8};
statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};
 
 
/*
===============
=
= SpawnTrans
=
===============
*/
 
void SpawnTrans (int tilex, int tiley)
{
// word *map;
// word tile;
 
if (SoundBlasterPresent && DigiMode != sds_Off)
s_transdie01.tictime = 105;
 
SpawnNewObj (tilex,tiley,&s_transstand);
newobj->obclass = transobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
//
// uber
//
void T_UShoot (objtype *ob);
 
extern statetype s_uberstand;
 
extern statetype s_uberchase1;
extern statetype s_uberchase1s;
extern statetype s_uberchase2;
extern statetype s_uberchase3;
extern statetype s_uberchase3s;
extern statetype s_uberchase4;
 
extern statetype s_uberdie0;
extern statetype s_uberdie01;
extern statetype s_uberdie1;
extern statetype s_uberdie2;
extern statetype s_uberdie3;
extern statetype s_uberdie4;
extern statetype s_uberdie5;
 
extern statetype s_ubershoot1;
extern statetype s_ubershoot2;
extern statetype s_ubershoot3;
extern statetype s_ubershoot4;
extern statetype s_ubershoot5;
extern statetype s_ubershoot6;
extern statetype s_ubershoot7;
 
 
statetype s_uberstand = {false,SPR_UBER_W1,0,(statefunc)T_Stand,NULL,&s_uberstand};
 
statetype s_uberchase1 = {false,SPR_UBER_W1,10,(statefunc)T_Chase,NULL,&s_uberchase1s};
statetype s_uberchase1s = {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2};
statetype s_uberchase2 = {false,SPR_UBER_W2,8,(statefunc)T_Chase,NULL,&s_uberchase3};
statetype s_uberchase3 = {false,SPR_UBER_W3,10,(statefunc)T_Chase,NULL,&s_uberchase3s};
statetype s_uberchase3s = {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4};
statetype s_uberchase4 = {false,SPR_UBER_W4,8,(statefunc)T_Chase,NULL,&s_uberchase1};
 
statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,(statefunc)A_DeathScream,&s_uberdie01};
statetype s_uberdie01 = {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1};
statetype s_uberdie1 = {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2};
statetype s_uberdie2 = {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3};
statetype s_uberdie3 = {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4};
statetype s_uberdie4 = {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5};
statetype s_uberdie5 = {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5};
 
statetype s_ubershoot1 = {false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2};
statetype s_ubershoot2 = {false,SPR_UBER_SHOOT2,12,NULL,(statefunc)T_UShoot,&s_ubershoot3};
statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,&s_ubershoot4};
statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,(statefunc)T_UShoot,&s_ubershoot5};
statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,&s_ubershoot6};
statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,(statefunc)T_UShoot,&s_ubershoot7};
statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};
 
 
/*
===============
=
= SpawnUber
=
===============
*/
 
void SpawnUber (int tilex, int tiley)
{
if (SoundBlasterPresent && DigiMode != sds_Off)
s_uberdie01.tictime = 70;
 
SpawnNewObj (tilex,tiley,&s_uberstand);
newobj->obclass = uberobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
/*
===============
=
= T_UShoot
=
===============
*/
 
void T_UShoot (objtype *ob)
{
int dx,dy,dist;
 
T_Shoot (ob);
 
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
if (dist <= 1)
TakeDamage (10,ob);
}
 
 
//
// will
//
extern statetype s_willstand;
 
extern statetype s_willchase1;
extern statetype s_willchase1s;
extern statetype s_willchase2;
extern statetype s_willchase3;
extern statetype s_willchase3s;
extern statetype s_willchase4;
 
extern statetype s_willdie1;
extern statetype s_willdie2;
extern statetype s_willdie3;
extern statetype s_willdie4;
extern statetype s_willdie5;
extern statetype s_willdie6;
 
extern statetype s_willshoot1;
extern statetype s_willshoot2;
extern statetype s_willshoot3;
extern statetype s_willshoot4;
extern statetype s_willshoot5;
extern statetype s_willshoot6;
 
 
statetype s_willstand = {false,SPR_WILL_W1,0,(statefunc)T_Stand,NULL,&s_willstand};
 
statetype s_willchase1 = {false,SPR_WILL_W1,10,(statefunc)T_Will,NULL,&s_willchase1s};
statetype s_willchase1s = {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2};
statetype s_willchase2 = {false,SPR_WILL_W2,8,(statefunc)T_Will,NULL,&s_willchase3};
statetype s_willchase3 = {false,SPR_WILL_W3,10,(statefunc)T_Will,NULL,&s_willchase3s};
statetype s_willchase3s = {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4};
statetype s_willchase4 = {false,SPR_WILL_W4,8,(statefunc)T_Will,NULL,&s_willchase1};
 
statetype s_willdeathcam = {false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1};
 
statetype s_willdie1 = {false,SPR_WILL_W1,1,NULL,(statefunc)A_DeathScream,&s_willdie2};
statetype s_willdie2 = {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3};
statetype s_willdie3 = {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4};
statetype s_willdie4 = {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5};
statetype s_willdie5 = {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6};
statetype s_willdie6 = {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6};
 
statetype s_willshoot1 = {false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2};
statetype s_willshoot2 = {false,SPR_WILL_SHOOT2,10,NULL,(statefunc)T_Launch,&s_willshoot3};
statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_willshoot4};
statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_willshoot5};
statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_willshoot6};
statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_willchase1};
 
 
/*
===============
=
= SpawnWill
=
===============
*/
 
void SpawnWill (int tilex, int tiley)
{
if (SoundBlasterPresent && DigiMode != sds_Off)
s_willdie2.tictime = 70;
 
SpawnNewObj (tilex,tiley,&s_willstand);
newobj->obclass = willobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_will];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
/*
================
=
= T_Will
=
================
*/
 
void T_Will (objtype *ob)
{
int32_t move;
int dx,dy,dist;
boolean dodge;
 
dodge = false;
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
 
if (CheckLine(ob)) // got a shot at player?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
{
//
// go into attack frame
//
if (ob->obclass == willobj)
NewState (ob,&s_willshoot1);
else if (ob->obclass == angelobj)
NewState (ob,&s_angelshoot1);
else
NewState (ob,&s_deathshoot1);
return;
}
dodge = true;
}
else
ob->hidden = true;
 
if (ob->dir == nodir)
{
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
 
move = ob->speed*tics;
 
while (move)
{
if (ob->distance < 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now open
TryWalk(ob);
}
 
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
//
// reached goal tile, so select another one
//
 
//
// fix position to account for round off during moving
//
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
 
move -= ob->distance;
 
if (dist <4)
SelectRunDir (ob);
else if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
 
if (ob->dir == nodir)
return; // object is blocked in
}
 
}
 
 
//
// death
//
extern statetype s_deathstand;
 
extern statetype s_deathchase1;
extern statetype s_deathchase1s;
extern statetype s_deathchase2;
extern statetype s_deathchase3;
extern statetype s_deathchase3s;
extern statetype s_deathchase4;
 
extern statetype s_deathdie1;
extern statetype s_deathdie2;
extern statetype s_deathdie3;
extern statetype s_deathdie4;
extern statetype s_deathdie5;
extern statetype s_deathdie6;
extern statetype s_deathdie7;
extern statetype s_deathdie8;
extern statetype s_deathdie9;
 
extern statetype s_deathshoot1;
extern statetype s_deathshoot2;
extern statetype s_deathshoot3;
extern statetype s_deathshoot4;
extern statetype s_deathshoot5;
 
 
statetype s_deathstand = {false,SPR_DEATH_W1,0,(statefunc)T_Stand,NULL,&s_deathstand};
 
statetype s_deathchase1 = {false,SPR_DEATH_W1,10,(statefunc)T_Will,NULL,&s_deathchase1s};
statetype s_deathchase1s = {false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2};
statetype s_deathchase2 = {false,SPR_DEATH_W2,8,(statefunc)T_Will,NULL,&s_deathchase3};
statetype s_deathchase3 = {false,SPR_DEATH_W3,10,(statefunc)T_Will,NULL,&s_deathchase3s};
statetype s_deathchase3s = {false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4};
statetype s_deathchase4 = {false,SPR_DEATH_W4,8,(statefunc)T_Will,NULL,&s_deathchase1};
 
statetype s_deathdeathcam = {false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1};
 
statetype s_deathdie1 = {false,SPR_DEATH_W1,1,NULL,(statefunc)A_DeathScream,&s_deathdie2};
statetype s_deathdie2 = {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3};
statetype s_deathdie3 = {false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4};
statetype s_deathdie4 = {false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5};
statetype s_deathdie5 = {false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6};
statetype s_deathdie6 = {false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7};
statetype s_deathdie7 = {false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8};
statetype s_deathdie8 = {false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9};
statetype s_deathdie9 = {false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9};
 
statetype s_deathshoot1 = {false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2};
statetype s_deathshoot2 = {false,SPR_DEATH_SHOOT2,10,NULL,(statefunc)T_Launch,&s_deathshoot3};
statetype s_deathshoot3 = {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_deathshoot4};
statetype s_deathshoot4 = {false,SPR_DEATH_SHOOT3,10,NULL,(statefunc)T_Launch,&s_deathshoot5};
statetype s_deathshoot5 = {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_deathchase1};
 
 
/*
===============
=
= SpawnDeath
=
===============
*/
 
void SpawnDeath (int tilex, int tiley)
{
if (SoundBlasterPresent && DigiMode != sds_Off)
s_deathdie2.tictime = 105;
 
SpawnNewObj (tilex,tiley,&s_deathstand);
newobj->obclass = deathobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_death];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
/*
===============
=
= T_Launch
=
===============
*/
 
void T_Launch (objtype *ob)
{
int32_t deltax,deltay;
float angle;
int iangle;
 
deltax = player->x - ob->x;
deltay = ob->y - player->y;
angle = (float) atan2 ((float) deltay, (float) deltax);
if (angle<0)
angle = (float) (M_PI*2+angle);
iangle = (int) (angle/(M_PI*2)*ANGLES);
if (ob->obclass == deathobj)
{
T_Shoot (ob);
if (ob->state == &s_deathshoot2)
{
iangle-=4;
if (iangle<0)
iangle+=ANGLES;
}
else
{
iangle+=4;
if (iangle>=ANGLES)
iangle-=ANGLES;
}
}
 
GetNewActor ();
newobj->state = &s_rocket;
newobj->ticcount = 1;
 
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->obclass = rocketobj;
switch(ob->obclass)
{
case deathobj:
newobj->state = &s_hrocket;
newobj->obclass = hrocketobj;
PlaySoundLocActor (KNIGHTMISSILESND,newobj);
break;
case angelobj:
newobj->state = &s_spark1;
newobj->obclass = sparkobj;
PlaySoundLocActor (ANGELFIRESND,newobj);
break;
default:
PlaySoundLocActor (MISSILEFIRESND,newobj);
}
 
newobj->dir = nodir;
newobj->angle = iangle;
newobj->speed = 0x2000l;
newobj->flags = FL_NEVERMARK;
newobj->active = ac_yes;
}
 
 
 
//
// angel
//
void A_Relaunch (objtype *ob);
void A_Victory (objtype *ob);
void A_StartAttack (objtype *ob);
void A_Breathing (objtype *ob);
 
extern statetype s_angelstand;
 
extern statetype s_angelchase1;
extern statetype s_angelchase1s;
extern statetype s_angelchase2;
extern statetype s_angelchase3;
extern statetype s_angelchase3s;
extern statetype s_angelchase4;
 
extern statetype s_angeldie1;
extern statetype s_angeldie11;
extern statetype s_angeldie2;
extern statetype s_angeldie3;
extern statetype s_angeldie4;
extern statetype s_angeldie5;
extern statetype s_angeldie6;
extern statetype s_angeldie7;
extern statetype s_angeldie8;
extern statetype s_angeldie9;
 
extern statetype s_angelshoot1;
extern statetype s_angelshoot2;
extern statetype s_angelshoot3;
extern statetype s_angelshoot4;
extern statetype s_angelshoot5;
extern statetype s_angelshoot6;
 
extern statetype s_angeltired;
extern statetype s_angeltired2;
extern statetype s_angeltired3;
extern statetype s_angeltired4;
extern statetype s_angeltired5;
extern statetype s_angeltired6;
extern statetype s_angeltired7;
 
extern statetype s_spark1;
extern statetype s_spark2;
extern statetype s_spark3;
extern statetype s_spark4;
 
 
statetype s_angelstand = {false,SPR_ANGEL_W1,0,(statefunc)T_Stand,NULL,&s_angelstand};
 
statetype s_angelchase1 = {false,SPR_ANGEL_W1,10,(statefunc)T_Will,NULL,&s_angelchase1s};
statetype s_angelchase1s = {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2};
statetype s_angelchase2 = {false,SPR_ANGEL_W2,8,(statefunc)T_Will,NULL,&s_angelchase3};
statetype s_angelchase3 = {false,SPR_ANGEL_W3,10,(statefunc)T_Will,NULL,&s_angelchase3s};
statetype s_angelchase3s = {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4};
statetype s_angelchase4 = {false,SPR_ANGEL_W4,8,(statefunc)T_Will,NULL,&s_angelchase1};
 
statetype s_angeldie1 = {false,SPR_ANGEL_W1,1,NULL,(statefunc)A_DeathScream,&s_angeldie11};
statetype s_angeldie11 = {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2};
statetype s_angeldie2 = {false,SPR_ANGEL_DIE1,10,NULL,(statefunc)A_Slurpie,&s_angeldie3};
statetype s_angeldie3 = {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4};
statetype s_angeldie4 = {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5};
statetype s_angeldie5 = {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6};
statetype s_angeldie6 = {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7};
statetype s_angeldie7 = {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8};
statetype s_angeldie8 = {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9};
statetype s_angeldie9 = {false,SPR_ANGEL_DEAD,130,NULL,(statefunc)A_Victory,&s_angeldie9};
 
statetype s_angelshoot1 = {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_StartAttack,&s_angelshoot2};
statetype s_angelshoot2 = {false,SPR_ANGEL_SHOOT2,20,NULL,(statefunc)T_Launch,&s_angelshoot3};
statetype s_angelshoot3 = {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_Relaunch,&s_angelshoot2};
 
statetype s_angeltired = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angeltired2};
statetype s_angeltired2 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3};
statetype s_angeltired3 = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angeltired4};
statetype s_angeltired4 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5};
statetype s_angeltired5 = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angeltired6};
statetype s_angeltired6 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7};
statetype s_angeltired7 = {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,&s_angelchase1};
 
statetype s_spark1 = {false,SPR_SPARK1,6,(statefunc)T_Projectile,NULL,&s_spark2};
statetype s_spark2 = {false,SPR_SPARK2,6,(statefunc)T_Projectile,NULL,&s_spark3};
statetype s_spark3 = {false,SPR_SPARK3,6,(statefunc)T_Projectile,NULL,&s_spark4};
statetype s_spark4 = {false,SPR_SPARK4,6,(statefunc)T_Projectile,NULL,&s_spark1};
 
 
void A_Slurpie (objtype *)
{
SD_PlaySound(SLURPIESND);
}
 
void A_Breathing (objtype *)
{
SD_PlaySound(ANGELTIREDSND);
}
 
/*
===============
=
= SpawnAngel
=
===============
*/
 
void SpawnAngel (int tilex, int tiley)
{
if (SoundBlasterPresent && DigiMode != sds_Off)
s_angeldie11.tictime = 105;
 
SpawnNewObj (tilex,tiley,&s_angelstand);
newobj->obclass = angelobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
/*
=================
=
= A_Victory
=
=================
*/
 
void A_Victory (objtype *)
{
playstate = ex_victorious;
}
 
 
/*
=================
=
= A_StartAttack
=
=================
*/
 
void A_StartAttack (objtype *ob)
{
ob->temp1 = 0;
}
 
 
/*
=================
=
= A_Relaunch
=
=================
*/
 
void A_Relaunch (objtype *ob)
{
if (++ob->temp1 == 3)
{
NewState (ob,&s_angeltired);
return;
}
 
if (US_RndT()&1)
{
NewState (ob,&s_angelchase1);
return;
}
}
 
 
 
 
//
// spectre
//
void T_SpectreWait (objtype *ob);
void A_Dormant (objtype *ob);
 
extern statetype s_spectrewait1;
extern statetype s_spectrewait2;
extern statetype s_spectrewait3;
extern statetype s_spectrewait4;
 
extern statetype s_spectrechase1;
extern statetype s_spectrechase2;
extern statetype s_spectrechase3;
extern statetype s_spectrechase4;
 
extern statetype s_spectredie1;
extern statetype s_spectredie2;
extern statetype s_spectredie3;
extern statetype s_spectredie4;
 
extern statetype s_spectrewake;
 
statetype s_spectrewait1 = {false,SPR_SPECTRE_W1,10,(statefunc)T_Stand,NULL,&s_spectrewait2};
statetype s_spectrewait2 = {false,SPR_SPECTRE_W2,10,(statefunc)T_Stand,NULL,&s_spectrewait3};
statetype s_spectrewait3 = {false,SPR_SPECTRE_W3,10,(statefunc)T_Stand,NULL,&s_spectrewait4};
statetype s_spectrewait4 = {false,SPR_SPECTRE_W4,10,(statefunc)T_Stand,NULL,&s_spectrewait1};
 
statetype s_spectrechase1 = {false,SPR_SPECTRE_W1,10,(statefunc)T_Ghosts,NULL,&s_spectrechase2};
statetype s_spectrechase2 = {false,SPR_SPECTRE_W2,10,(statefunc)T_Ghosts,NULL,&s_spectrechase3};
statetype s_spectrechase3 = {false,SPR_SPECTRE_W3,10,(statefunc)T_Ghosts,NULL,&s_spectrechase4};
statetype s_spectrechase4 = {false,SPR_SPECTRE_W4,10,(statefunc)T_Ghosts,NULL,&s_spectrechase1};
 
statetype s_spectredie1 = {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2};
statetype s_spectredie2 = {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3};
statetype s_spectredie3 = {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4};
statetype s_spectredie4 = {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake};
statetype s_spectrewake = {false,SPR_SPECTRE_F4,10,NULL,(statefunc)A_Dormant,&s_spectrewake};
 
/*
===============
=
= SpawnSpectre
=
===============
*/
 
void SpawnSpectre (int tilex, int tiley)
{
SpawnNewObj (tilex,tiley,&s_spectrewait1);
newobj->obclass = spectreobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH|FL_BONUS; // |FL_NEVERMARK|FL_NONMARK;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
/*
===============
=
= A_Dormant
=
===============
*/
 
void A_Dormant (objtype *ob)
{
int32_t deltax,deltay;
int xl,xh,yl,yh;
int x,y;
uintptr_t tile;
 
deltax = ob->x - player->x;
if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
goto moveok;
deltay = ob->y - player->y;
if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
goto moveok;
 
return;
moveok:
 
xl = (ob->x-MINDIST) >> TILESHIFT;
xh = (ob->x+MINDIST) >> TILESHIFT;
yl = (ob->y-MINDIST) >> TILESHIFT;
yh = (ob->y+MINDIST) >> TILESHIFT;
 
for (y=yl ; y<=yh ; y++)
for (x=xl ; x<=xh ; x++)
{
tile = (uintptr_t)actorat[x][y];
if (!tile)
continue;
if (!ISPOINTER(tile))
return;
if (((objtype *)tile)->flags&FL_SHOOTABLE)
return;
}
 
ob->flags |= FL_AMBUSH | FL_SHOOTABLE;
ob->flags &= ~FL_ATTACKMODE;
ob->flags &= ~FL_NONMARK; // stuck bugfix 1
ob->dir = nodir;
NewState (ob,&s_spectrewait1);
}
 
 
#endif
 
/*
=============================================================================
 
SCHABBS / GIFT / FAT
 
=============================================================================
*/
 
#ifndef SPEAR
/*
===============
=
= SpawnGhosts
=
===============
*/
 
void SpawnGhosts (int which, int tilex, int tiley)
{
switch(which)
{
case en_blinky:
SpawnNewObj (tilex,tiley,&s_blinkychase1);
break;
case en_clyde:
SpawnNewObj (tilex,tiley,&s_clydechase1);
break;
case en_pinky:
SpawnNewObj (tilex,tiley,&s_pinkychase1);
break;
case en_inky:
SpawnNewObj (tilex,tiley,&s_inkychase1);
break;
}
 
newobj->obclass = ghostobj;
newobj->speed = SPDDOG;
 
newobj->dir = east;
newobj->flags |= FL_AMBUSH;
if (!loadedgame)
{
gamestate.killtotal++;
gamestate.killcount++;
}
}
 
 
 
void T_Gift (objtype *ob);
void T_GiftThrow (objtype *ob);
 
void T_Fat (objtype *ob);
void T_FatThrow (objtype *ob);
 
//
// schabb
//
extern statetype s_schabbstand;
 
extern statetype s_schabbchase1;
extern statetype s_schabbchase1s;
extern statetype s_schabbchase2;
extern statetype s_schabbchase3;
extern statetype s_schabbchase3s;
extern statetype s_schabbchase4;
 
extern statetype s_schabbdie1;
extern statetype s_schabbdie2;
extern statetype s_schabbdie3;
extern statetype s_schabbdie4;
extern statetype s_schabbdie5;
extern statetype s_schabbdie6;
 
extern statetype s_schabbshoot1;
extern statetype s_schabbshoot2;
 
extern statetype s_needle1;
extern statetype s_needle2;
extern statetype s_needle3;
extern statetype s_needle4;
 
extern statetype s_schabbdeathcam;
 
 
statetype s_schabbstand = {false,SPR_SCHABB_W1,0,(statefunc)T_Stand,NULL,&s_schabbstand};
 
statetype s_schabbchase1 = {false,SPR_SCHABB_W1,10,(statefunc)T_Schabb,NULL,&s_schabbchase1s};
statetype s_schabbchase1s = {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2};
statetype s_schabbchase2 = {false,SPR_SCHABB_W2,8,(statefunc)T_Schabb,NULL,&s_schabbchase3};
statetype s_schabbchase3 = {false,SPR_SCHABB_W3,10,(statefunc)T_Schabb,NULL,&s_schabbchase3s};
statetype s_schabbchase3s = {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4};
statetype s_schabbchase4 = {false,SPR_SCHABB_W4,8,(statefunc)T_Schabb,NULL,&s_schabbchase1};
 
statetype s_schabbdeathcam = {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1};
 
statetype s_schabbdie1 = {false,SPR_SCHABB_W1,10,NULL,(statefunc)A_DeathScream,&s_schabbdie2};
statetype s_schabbdie2 = {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3};
statetype s_schabbdie3 = {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4};
statetype s_schabbdie4 = {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5};
statetype s_schabbdie5 = {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6};
statetype s_schabbdie6 = {false,SPR_SCHABB_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_schabbdie6};
 
statetype s_schabbshoot1 = {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2};
statetype s_schabbshoot2 = {false,SPR_SCHABB_SHOOT2,10,NULL,(statefunc)T_SchabbThrow,&s_schabbchase1};
 
statetype s_needle1 = {false,SPR_HYPO1,6,(statefunc)T_Projectile,NULL,&s_needle2};
statetype s_needle2 = {false,SPR_HYPO2,6,(statefunc)T_Projectile,NULL,&s_needle3};
statetype s_needle3 = {false,SPR_HYPO3,6,(statefunc)T_Projectile,NULL,&s_needle4};
statetype s_needle4 = {false,SPR_HYPO4,6,(statefunc)T_Projectile,NULL,&s_needle1};
 
 
//
// gift
//
extern statetype s_giftstand;
 
extern statetype s_giftchase1;
extern statetype s_giftchase1s;
extern statetype s_giftchase2;
extern statetype s_giftchase3;
extern statetype s_giftchase3s;
extern statetype s_giftchase4;
 
extern statetype s_giftdie1;
extern statetype s_giftdie2;
extern statetype s_giftdie3;
extern statetype s_giftdie4;
extern statetype s_giftdie5;
extern statetype s_giftdie6;
 
extern statetype s_giftshoot1;
extern statetype s_giftshoot2;
 
extern statetype s_needle1;
extern statetype s_needle2;
extern statetype s_needle3;
extern statetype s_needle4;
 
extern statetype s_giftdeathcam;
 
extern statetype s_boom1;
extern statetype s_boom2;
extern statetype s_boom3;
 
 
statetype s_giftstand = {false,SPR_GIFT_W1,0,(statefunc)T_Stand,NULL,&s_giftstand};
 
statetype s_giftchase1 = {false,SPR_GIFT_W1,10,(statefunc)T_Gift,NULL,&s_giftchase1s};
statetype s_giftchase1s = {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2};
statetype s_giftchase2 = {false,SPR_GIFT_W2,8,(statefunc)T_Gift,NULL,&s_giftchase3};
statetype s_giftchase3 = {false,SPR_GIFT_W3,10,(statefunc)T_Gift,NULL,&s_giftchase3s};
statetype s_giftchase3s = {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4};
statetype s_giftchase4 = {false,SPR_GIFT_W4,8,(statefunc)T_Gift,NULL,&s_giftchase1};
 
statetype s_giftdeathcam = {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1};
 
statetype s_giftdie1 = {false,SPR_GIFT_W1,1,NULL,(statefunc)A_DeathScream,&s_giftdie2};
statetype s_giftdie2 = {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3};
statetype s_giftdie3 = {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4};
statetype s_giftdie4 = {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5};
statetype s_giftdie5 = {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6};
statetype s_giftdie6 = {false,SPR_GIFT_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_giftdie6};
 
statetype s_giftshoot1 = {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2};
statetype s_giftshoot2 = {false,SPR_GIFT_SHOOT2,10,NULL,(statefunc)T_GiftThrow,&s_giftchase1};
 
 
//
// fat
//
extern statetype s_fatstand;
 
extern statetype s_fatchase1;
extern statetype s_fatchase1s;
extern statetype s_fatchase2;
extern statetype s_fatchase3;
extern statetype s_fatchase3s;
extern statetype s_fatchase4;
 
extern statetype s_fatdie1;
extern statetype s_fatdie2;
extern statetype s_fatdie3;
extern statetype s_fatdie4;
extern statetype s_fatdie5;
extern statetype s_fatdie6;
 
extern statetype s_fatshoot1;
extern statetype s_fatshoot2;
extern statetype s_fatshoot3;
extern statetype s_fatshoot4;
extern statetype s_fatshoot5;
extern statetype s_fatshoot6;
 
extern statetype s_needle1;
extern statetype s_needle2;
extern statetype s_needle3;
extern statetype s_needle4;
 
extern statetype s_fatdeathcam;
 
 
statetype s_fatstand = {false,SPR_FAT_W1,0,(statefunc)T_Stand,NULL,&s_fatstand};
 
statetype s_fatchase1 = {false,SPR_FAT_W1,10,(statefunc)T_Fat,NULL,&s_fatchase1s};
statetype s_fatchase1s = {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2};
statetype s_fatchase2 = {false,SPR_FAT_W2,8,(statefunc)T_Fat,NULL,&s_fatchase3};
statetype s_fatchase3 = {false,SPR_FAT_W3,10,(statefunc)T_Fat,NULL,&s_fatchase3s};
statetype s_fatchase3s = {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4};
statetype s_fatchase4 = {false,SPR_FAT_W4,8,(statefunc)T_Fat,NULL,&s_fatchase1};
 
statetype s_fatdeathcam = {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1};
 
statetype s_fatdie1 = {false,SPR_FAT_W1,1,NULL,(statefunc)A_DeathScream,&s_fatdie2};
statetype s_fatdie2 = {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3};
statetype s_fatdie3 = {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4};
statetype s_fatdie4 = {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5};
statetype s_fatdie5 = {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6};
statetype s_fatdie6 = {false,SPR_FAT_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_fatdie6};
 
statetype s_fatshoot1 = {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2};
statetype s_fatshoot2 = {false,SPR_FAT_SHOOT2,10,NULL,(statefunc)T_GiftThrow,&s_fatshoot3};
statetype s_fatshoot3 = {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_fatshoot4};
statetype s_fatshoot4 = {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_fatshoot5};
statetype s_fatshoot5 = {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_fatshoot6};
statetype s_fatshoot6 = {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,&s_fatchase1};
 
 
/*
===============
=
= SpawnSchabbs
=
===============
*/
 
void SpawnSchabbs (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_schabbdie2.tictime = 140;
else
s_schabbdie2.tictime = 5;
 
SpawnNewObj (tilex,tiley,&s_schabbstand);
newobj->speed = SPDPATROL;
 
newobj->obclass = schabbobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
/*
===============
=
= SpawnGift
=
===============
*/
 
void SpawnGift (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_giftdie2.tictime = 140;
else
s_giftdie2.tictime = 5;
 
SpawnNewObj (tilex,tiley,&s_giftstand);
newobj->speed = SPDPATROL;
 
newobj->obclass = giftobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
/*
===============
=
= SpawnFat
=
===============
*/
 
void SpawnFat (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_fatdie2.tictime = 140;
else
s_fatdie2.tictime = 5;
 
SpawnNewObj (tilex,tiley,&s_fatstand);
newobj->speed = SPDPATROL;
 
newobj->obclass = fatobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
/*
=================
=
= T_SchabbThrow
=
=================
*/
 
void T_SchabbThrow (objtype *ob)
{
int32_t deltax,deltay;
float angle;
int iangle;
 
deltax = player->x - ob->x;
deltay = ob->y - player->y;
angle = (float) atan2((float) deltay, (float) deltax);
if (angle<0)
angle = (float) (M_PI*2+angle);
iangle = (int) (angle/(M_PI*2)*ANGLES);
 
GetNewActor ();
newobj->state = &s_needle1;
newobj->ticcount = 1;
 
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->obclass = needleobj;
newobj->dir = nodir;
newobj->angle = iangle;
newobj->speed = 0x2000l;
 
newobj->flags = FL_NEVERMARK;
newobj->active = ac_yes;
 
PlaySoundLocActor (SCHABBSTHROWSND,newobj);
}
 
/*
=================
=
= T_GiftThrow
=
=================
*/
 
void T_GiftThrow (objtype *ob)
{
int32_t deltax,deltay;
float angle;
int iangle;
 
deltax = player->x - ob->x;
deltay = ob->y - player->y;
angle = (float) atan2((float) deltay, (float) deltax);
if (angle<0)
angle = (float) (M_PI*2+angle);
iangle = (int) (angle/(M_PI*2)*ANGLES);
 
GetNewActor ();
newobj->state = &s_rocket;
newobj->ticcount = 1;
 
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->obclass = rocketobj;
newobj->dir = nodir;
newobj->angle = iangle;
newobj->speed = 0x2000l;
newobj->flags = FL_NEVERMARK;
newobj->active = ac_yes;
 
#ifndef APOGEE_1_0 // T_GiftThrow will never be called in shareware v1.0
PlaySoundLocActor (MISSILEFIRESND,newobj);
#endif
}
 
 
/*
=================
=
= T_Schabb
=
=================
*/
 
void T_Schabb (objtype *ob)
{
int32_t move;
int dx,dy,dist;
boolean dodge;
 
dodge = false;
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
 
if (CheckLine(ob)) // got a shot at player?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
{
//
// go into attack frame
//
NewState (ob,&s_schabbshoot1);
return;
}
dodge = true;
}
else
ob->hidden = true;
 
if (ob->dir == nodir)
{
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
 
move = ob->speed*tics;
 
while (move)
{
if (ob->distance < 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now open
TryWalk(ob);
}
 
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
//
// reached goal tile, so select another one
//
 
//
// fix position to account for round off during moving
//
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
 
move -= ob->distance;
 
if (dist <4)
SelectRunDir (ob);
else if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
 
if (ob->dir == nodir)
return; // object is blocked in
}
}
 
 
/*
=================
=
= T_Gift
=
=================
*/
 
void T_Gift (objtype *ob)
{
int32_t move;
int dx,dy,dist;
boolean dodge;
 
dodge = false;
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
 
if (CheckLine(ob)) // got a shot at player?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
{
//
// go into attack frame
//
NewState (ob,&s_giftshoot1);
return;
}
dodge = true;
}
else
ob->hidden = true;
 
if (ob->dir == nodir)
{
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
 
move = ob->speed*tics;
 
while (move)
{
if (ob->distance < 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now open
TryWalk(ob);
}
 
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
//
// reached goal tile, so select another one
//
 
//
// fix position to account for round off during moving
//
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
 
move -= ob->distance;
 
if (dist <4)
SelectRunDir (ob);
else if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
 
if (ob->dir == nodir)
return; // object is blocked in
}
}
 
 
/*
=================
=
= T_Fat
=
=================
*/
 
void T_Fat (objtype *ob)
{
int32_t move;
int dx,dy,dist;
boolean dodge;
 
dodge = false;
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
 
if (CheckLine(ob)) // got a shot at player?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<3) && objfreelist)
{
//
// go into attack frame
//
NewState (ob,&s_fatshoot1);
return;
}
dodge = true;
}
else
ob->hidden = true;
 
if (ob->dir == nodir)
{
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
 
move = ob->speed*tics;
 
while (move)
{
if (ob->distance < 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now open
TryWalk(ob);
}
 
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
//
// reached goal tile, so select another one
//
 
//
// fix position to account for round off during moving
//
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
 
move -= ob->distance;
 
if (dist <4)
SelectRunDir (ob);
else if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
 
if (ob->dir == nodir)
return; // object is blocked in
}
}
 
 
/*
=============================================================================
 
HITLERS
 
=============================================================================
*/
 
 
//
// fake
//
extern statetype s_fakestand;
 
extern statetype s_fakechase1;
extern statetype s_fakechase1s;
extern statetype s_fakechase2;
extern statetype s_fakechase3;
extern statetype s_fakechase3s;
extern statetype s_fakechase4;
 
extern statetype s_fakedie1;
extern statetype s_fakedie2;
extern statetype s_fakedie3;
extern statetype s_fakedie4;
extern statetype s_fakedie5;
extern statetype s_fakedie6;
 
extern statetype s_fakeshoot1;
extern statetype s_fakeshoot2;
extern statetype s_fakeshoot3;
extern statetype s_fakeshoot4;
extern statetype s_fakeshoot5;
extern statetype s_fakeshoot6;
extern statetype s_fakeshoot7;
extern statetype s_fakeshoot8;
extern statetype s_fakeshoot9;
 
extern statetype s_fire1;
extern statetype s_fire2;
 
statetype s_fakestand = {false,SPR_FAKE_W1,0,(statefunc)T_Stand,NULL,&s_fakestand};
 
statetype s_fakechase1 = {false,SPR_FAKE_W1,10,(statefunc)T_Fake,NULL,&s_fakechase1s};
statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2};
statetype s_fakechase2 = {false,SPR_FAKE_W2,8,(statefunc)T_Fake,NULL,&s_fakechase3};
statetype s_fakechase3 = {false,SPR_FAKE_W3,10,(statefunc)T_Fake,NULL,&s_fakechase3s};
statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4};
statetype s_fakechase4 = {false,SPR_FAKE_W4,8,(statefunc)T_Fake,NULL,&s_fakechase1};
 
statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,(statefunc)A_DeathScream,&s_fakedie2};
statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3};
statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4};
statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5};
statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6};
statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6};
 
statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot2};
statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot3};
statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot4};
statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot5};
statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot6};
statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot7};
statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot8};
statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,&s_fakeshoot9};
statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};
 
statetype s_fire1 = {false,SPR_FIRE1,6,NULL,(statefunc)T_Projectile,&s_fire2};
statetype s_fire2 = {false,SPR_FIRE2,6,NULL,(statefunc)T_Projectile,&s_fire1};
 
//
// hitler
//
extern statetype s_mechachase1;
extern statetype s_mechachase1s;
extern statetype s_mechachase2;
extern statetype s_mechachase3;
extern statetype s_mechachase3s;
extern statetype s_mechachase4;
 
extern statetype s_mechadie1;
extern statetype s_mechadie2;
extern statetype s_mechadie3;
extern statetype s_mechadie4;
 
extern statetype s_mechashoot1;
extern statetype s_mechashoot2;
extern statetype s_mechashoot3;
extern statetype s_mechashoot4;
extern statetype s_mechashoot5;
extern statetype s_mechashoot6;
 
 
extern statetype s_hitlerchase1;
extern statetype s_hitlerchase1s;
extern statetype s_hitlerchase2;
extern statetype s_hitlerchase3;
extern statetype s_hitlerchase3s;
extern statetype s_hitlerchase4;
 
extern statetype s_hitlerdie1;
extern statetype s_hitlerdie2;
extern statetype s_hitlerdie3;
extern statetype s_hitlerdie4;
extern statetype s_hitlerdie5;
extern statetype s_hitlerdie6;
extern statetype s_hitlerdie7;
extern statetype s_hitlerdie8;
extern statetype s_hitlerdie9;
extern statetype s_hitlerdie10;
 
extern statetype s_hitlershoot1;
extern statetype s_hitlershoot2;
extern statetype s_hitlershoot3;
extern statetype s_hitlershoot4;
extern statetype s_hitlershoot5;
extern statetype s_hitlershoot6;
 
extern statetype s_hitlerdeathcam;
 
statetype s_mechastand = {false,SPR_MECHA_W1,0,(statefunc)T_Stand,NULL,&s_mechastand};
 
statetype s_mechachase1 = {false,SPR_MECHA_W1,10,(statefunc)T_Chase,(statefunc)A_MechaSound,&s_mechachase1s};
statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};
statetype s_mechachase2 = {false,SPR_MECHA_W2,8,(statefunc)T_Chase,NULL,&s_mechachase3};
statetype s_mechachase3 = {false,SPR_MECHA_W3,10,(statefunc)T_Chase,(statefunc)A_MechaSound,&s_mechachase3s};
statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};
statetype s_mechachase4 = {false,SPR_MECHA_W4,8,(statefunc)T_Chase,NULL,&s_mechachase1};
 
statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,(statefunc)A_DeathScream,&s_mechadie2};
statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3};
statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,(statefunc)A_HitlerMorph,&s_mechadie4};
statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4};
 
statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2};
statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechashoot3};
statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mechashoot4};
statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechashoot5};
statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_mechashoot6};
statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_mechachase1};
 
 
statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,(statefunc)T_Chase,NULL,&s_hitlerchase1s};
statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2};
statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,(statefunc)T_Chase,NULL,&s_hitlerchase3};
statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,(statefunc)T_Chase,NULL,&s_hitlerchase3s};
statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4};
statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,(statefunc)T_Chase,NULL,&s_hitlerchase1};
 
statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1};
 
statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,(statefunc)A_DeathScream,&s_hitlerdie2};
statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3};
statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,(statefunc)A_Slurpie,&s_hitlerdie4};
statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5};
statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6};
statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7};
statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8};
statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9};
statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10};
statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,(statefunc)A_StartDeathCam,&s_hitlerdie10};
 
statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2};
statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlershoot3};
statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_hitlershoot4};
statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlershoot5};
statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,&s_hitlershoot6};
statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,&s_hitlerchase1};
 
 
 
/*
===============
=
= SpawnFakeHitler
=
===============
*/
 
void SpawnFakeHitler (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_hitlerdie2.tictime = 140;
else
s_hitlerdie2.tictime = 5;
 
SpawnNewObj (tilex,tiley,&s_fakestand);
newobj->speed = SPDPATROL;
 
newobj->obclass = fakeobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
/*
===============
=
= SpawnHitler
=
===============
*/
 
void SpawnHitler (int tilex, int tiley)
{
if (DigiMode != sds_Off)
s_hitlerdie2.tictime = 140;
else
s_hitlerdie2.tictime = 5;
 
 
SpawnNewObj (tilex,tiley,&s_mechastand);
newobj->speed = SPDPATROL;
 
newobj->obclass = mechahitlerobj;
newobj->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
newobj->dir = nodir;
newobj->flags |= FL_SHOOTABLE|FL_AMBUSH;
if (!loadedgame)
gamestate.killtotal++;
}
 
 
/*
===============
=
= A_HitlerMorph
=
===============
*/
 
void A_HitlerMorph (objtype *ob)
{
short hitpoints[4]={500,700,800,900};
 
SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1);
newobj->speed = SPDPATROL*5;
 
newobj->x = ob->x;
newobj->y = ob->y;
 
newobj->distance = ob->distance;
newobj->dir = ob->dir;
newobj->flags = ob->flags | FL_SHOOTABLE;
newobj->flags &= ~FL_NONMARK; // hitler stuck with nodir fix
 
newobj->obclass = realhitlerobj;
newobj->hitpoints = hitpoints[gamestate.difficulty];
}
 
 
////////////////////////////////////////////////////////
//
// A_MechaSound
// A_Slurpie
//
////////////////////////////////////////////////////////
void A_MechaSound (objtype *ob)
{
if (areabyplayer[ob->areanumber])
PlaySoundLocActor (MECHSTEPSND,ob);
}
 
void A_Slurpie (objtype *)
{
SD_PlaySound(SLURPIESND);
}
 
/*
=================
=
= T_FakeFire
=
=================
*/
 
void T_FakeFire (objtype *ob)
{
int32_t deltax,deltay;
float angle;
int iangle;
 
if (!objfreelist) // stop shooting if over MAXACTORS
{
NewState (ob,&s_fakechase1);
return;
}
 
deltax = player->x - ob->x;
deltay = ob->y - player->y;
angle = (float) atan2((float) deltay, (float) deltax);
if (angle<0)
angle = (float)(M_PI*2+angle);
iangle = (int) (angle/(M_PI*2)*ANGLES);
 
GetNewActor ();
newobj->state = &s_fire1;
newobj->ticcount = 1;
 
newobj->tilex = ob->tilex;
newobj->tiley = ob->tiley;
newobj->x = ob->x;
newobj->y = ob->y;
newobj->dir = nodir;
newobj->angle = iangle;
newobj->obclass = fireobj;
newobj->speed = 0x1200l;
newobj->flags = FL_NEVERMARK;
newobj->active = ac_yes;
 
PlaySoundLocActor (FLAMETHROWERSND,newobj);
}
 
 
 
/*
=================
=
= T_Fake
=
=================
*/
 
void T_Fake (objtype *ob)
{
int32_t move;
 
if (CheckLine(ob)) // got a shot at player?
{
ob->hidden = false;
if ( (unsigned) US_RndT() < (tics<<1) && objfreelist)
{
//
// go into attack frame
//
NewState (ob,&s_fakeshoot1);
return;
}
}
else
ob->hidden = true;
 
if (ob->dir == nodir)
{
SelectDodgeDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
 
move = ob->speed*tics;
 
while (move)
{
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
//
// reached goal tile, so select another one
//
 
//
// fix position to account for round off during moving
//
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
 
move -= ob->distance;
 
SelectDodgeDir (ob);
 
if (ob->dir == nodir)
return; // object is blocked in
}
}
 
#endif
/*
============================================================================
 
STAND
 
============================================================================
*/
 
 
/*
===============
=
= T_Stand
=
===============
*/
 
void T_Stand (objtype *ob)
{
SightPlayer (ob);
}
 
 
/*
============================================================================
 
CHASE
 
============================================================================
*/
 
/*
=================
=
= T_Chase
=
=================
*/
 
void T_Chase (objtype *ob)
{
int32_t move,target;
int dx,dy,dist,chance;
boolean dodge;
 
if (gamestate.victoryflag)
return;
 
dodge = false;
if (CheckLine(ob)) // got a shot at player?
{
ob->hidden = false;
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx : dy;
 
#ifdef PLAYDEMOLIKEORIGINAL
if(DEMOCOND_ORIG)
{
if(!dist || (dist == 1 && ob->distance < 0x4000))
chance = 300;
else
chance = (tics<<4)/dist;
}
else
#endif
{
if (dist)
chance = (tics<<4)/dist;
else
chance = 300;
 
if (dist == 1)
{
target = abs(ob->x - player->x);
if (target < 0x14000l)
{
target = abs(ob->y - player->y);
if (target < 0x14000l)
chance = 300;
}
}
}
 
if ( US_RndT()<chance)
{
//
// go into attack frame
//
switch (ob->obclass)
{
case guardobj:
NewState (ob,&s_grdshoot1);
break;
case officerobj:
NewState (ob,&s_ofcshoot1);
break;
case mutantobj:
NewState (ob,&s_mutshoot1);
break;
case ssobj:
NewState (ob,&s_ssshoot1);
break;
#ifndef SPEAR
case bossobj:
NewState (ob,&s_bossshoot1);
break;
case gretelobj:
NewState (ob,&s_gretelshoot1);
break;
case mechahitlerobj:
NewState (ob,&s_mechashoot1);
break;
case realhitlerobj:
NewState (ob,&s_hitlershoot1);
break;
#else
case angelobj:
NewState (ob,&s_angelshoot1);
break;
case transobj:
NewState (ob,&s_transshoot1);
break;
case uberobj:
NewState (ob,&s_ubershoot1);
break;
case willobj:
NewState (ob,&s_willshoot1);
break;
case deathobj:
NewState (ob,&s_deathshoot1);
break;
#endif
}
return;
}
dodge = true;
}
else
ob->hidden = true;
 
if (ob->dir == nodir)
{
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
 
move = ob->speed*tics;
 
while (move)
{
if (ob->distance < 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now open
DEMOIF_SDL
{
TryWalk(ob);
}
}
 
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
//
// reached goal tile, so select another one
//
 
//
// fix position to account for round off during moving
//
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
 
move -= ob->distance;
 
if (dodge)
SelectDodgeDir (ob);
else
SelectChaseDir (ob);
 
if (ob->dir == nodir)
return; // object is blocked in
}
}
 
 
/*
=================
=
= T_Ghosts
=
=================
*/
 
void T_Ghosts (objtype *ob)
{
int32_t move;
 
if (ob->dir == nodir)
{
SelectChaseDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
 
move = ob->speed*tics;
 
while (move)
{
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
//
// reached goal tile, so select another one
//
 
//
// fix position to account for round off during moving
//
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
 
move -= ob->distance;
 
SelectChaseDir (ob);
 
if (ob->dir == nodir)
return; // object is blocked in
}
}
 
/*
=================
=
= T_DogChase
=
=================
*/
 
void T_DogChase (objtype *ob)
{
int32_t move;
int32_t dx,dy;
 
 
if (ob->dir == nodir)
{
SelectDodgeDir (ob);
if (ob->dir == nodir)
return; // object is blocked in
}
 
move = ob->speed*tics;
 
while (move)
{
//
// check for byte range
//
dx = player->x - ob->x;
if (dx<0)
dx = -dx;
dx -= move;
if (dx <= MINACTORDIST)
{
dy = player->y - ob->y;
if (dy<0)
dy = -dy;
dy -= move;
if (dy <= MINACTORDIST)
{
NewState (ob,&s_dogjump1);
return;
}
}
 
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
//
// reached goal tile, so select another one
//
 
//
// fix position to account for round off during moving
//
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
 
move -= ob->distance;
 
SelectDodgeDir (ob);
 
if (ob->dir == nodir)
return; // object is blocked in
}
}
 
 
 
/*
============================================================================
 
PATH
 
============================================================================
*/
 
 
/*
===============
=
= SelectPathDir
=
===============
*/
 
void SelectPathDir (objtype *ob)
{
unsigned spot;
 
spot = MAPSPOT(ob->tilex,ob->tiley,1)-ICONARROWS;
 
if (spot<8)
{
// new direction
ob->dir = (dirtype)(spot);
}
 
ob->distance = TILEGLOBAL;
 
if (!TryWalk (ob))
ob->dir = nodir;
}
 
 
/*
===============
=
= T_Path
=
===============
*/
 
void T_Path (objtype *ob)
{
int32_t move;
 
if (SightPlayer (ob))
return;
 
if (ob->dir == nodir)
{
SelectPathDir (ob);
if (ob->dir == nodir)
return; // all movement is blocked
}
 
 
move = ob->speed*tics;
 
while (move)
{
if (ob->distance < 0)
{
//
// waiting for a door to open
//
OpenDoor (-ob->distance-1);
if (doorobjlist[-ob->distance-1].action != dr_open)
return;
ob->distance = TILEGLOBAL; // go ahead, the door is now open
DEMOIF_SDL
{
TryWalk(ob);
}
}
 
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
if (ob->tilex>MAPSIZE || ob->tiley>MAPSIZE)
{
sprintf (str, "T_Path hit a wall at %u,%u, dir %u",
ob->tilex,ob->tiley,ob->dir);
Quit (str);
}
 
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
move -= ob->distance;
 
SelectPathDir (ob);
 
if (ob->dir == nodir)
return; // all movement is blocked
}
}
 
 
/*
=============================================================================
 
FIGHT
 
=============================================================================
*/
 
 
/*
===============
=
= T_Shoot
=
= Try to damage the player, based on skill level and player's speed
=
===============
*/
 
void T_Shoot (objtype *ob)
{
int dx,dy,dist;
int hitchance,damage;
 
hitchance = 128;
 
if (!areabyplayer[ob->areanumber])
return;
 
if (CheckLine (ob)) // player is not behind a wall
{
dx = abs(ob->tilex - player->tilex);
dy = abs(ob->tiley - player->tiley);
dist = dx>dy ? dx:dy;
 
if (ob->obclass == ssobj || ob->obclass == bossobj)
dist = dist*2/3; // ss are better shots
 
if (thrustspeed >= RUNSPEED)
{
if (ob->flags&FL_VISABLE)
hitchance = 160-dist*16; // player can see to dodge
else
hitchance = 160-dist*8;
}
else
{
if (ob->flags&FL_VISABLE)
hitchance = 256-dist*16; // player can see to dodge
else
hitchance = 256-dist*8;
}
 
// see if the shot was a hit
 
if (US_RndT()<hitchance)
{
if (dist<2)
damage = US_RndT()>>2;
else if (dist<4)
damage = US_RndT()>>3;
else
damage = US_RndT()>>4;
 
TakeDamage (damage,ob);
}
}
 
switch(ob->obclass)
{
case ssobj:
PlaySoundLocActor(SSFIRESND,ob);
break;
#ifndef SPEAR
#ifndef APOGEE_1_0
case giftobj:
case fatobj:
PlaySoundLocActor(MISSILEFIRESND,ob);
break;
#endif
case mechahitlerobj:
case realhitlerobj:
case bossobj:
PlaySoundLocActor(BOSSFIRESND,ob);
break;
case schabbobj:
PlaySoundLocActor(SCHABBSTHROWSND,ob);
break;
case fakeobj:
PlaySoundLocActor(FLAMETHROWERSND,ob);
break;
#endif
default:
PlaySoundLocActor(NAZIFIRESND,ob);
}
}
 
 
/*
===============
=
= T_Bite
=
===============
*/
 
void T_Bite (objtype *ob)
{
int32_t dx,dy;
 
PlaySoundLocActor(DOGATTACKSND,ob); // JAB
 
dx = player->x - ob->x;
if (dx<0)
dx = -dx;
dx -= TILEGLOBAL;
if (dx <= MINACTORDIST)
{
dy = player->y - ob->y;
if (dy<0)
dy = -dy;
dy -= TILEGLOBAL;
if (dy <= MINACTORDIST)
{
if (US_RndT()<180)
{
TakeDamage (US_RndT()>>4,ob);
return;
}
}
}
}
 
 
#ifndef SPEAR
/*
============================================================================
 
BJ VICTORY
 
============================================================================
*/
 
 
//
// BJ victory
//
 
void T_BJRun (objtype *ob);
void T_BJJump (objtype *ob);
void T_BJDone (objtype *ob);
void T_BJYell (objtype *ob);
 
void T_DeathCam (objtype *ob);
 
extern statetype s_bjrun1;
extern statetype s_bjrun1s;
extern statetype s_bjrun2;
extern statetype s_bjrun3;
extern statetype s_bjrun3s;
extern statetype s_bjrun4;
 
extern statetype s_bjjump1;
extern statetype s_bjjump2;
extern statetype s_bjjump3;
extern statetype s_bjjump4;
 
 
statetype s_bjrun1 = {false,SPR_BJ_W1,12,(statefunc)T_BJRun,NULL,&s_bjrun1s};
statetype s_bjrun1s = {false,SPR_BJ_W1,3, NULL,NULL,&s_bjrun2};
statetype s_bjrun2 = {false,SPR_BJ_W2,8,(statefunc)T_BJRun,NULL,&s_bjrun3};
statetype s_bjrun3 = {false,SPR_BJ_W3,12,(statefunc)T_BJRun,NULL,&s_bjrun3s};
statetype s_bjrun3s = {false,SPR_BJ_W3,3, NULL,NULL,&s_bjrun4};
statetype s_bjrun4 = {false,SPR_BJ_W4,8,(statefunc)T_BJRun,NULL,&s_bjrun1};
 
 
statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,(statefunc)T_BJJump,NULL,&s_bjjump2};
statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,(statefunc)T_BJJump,(statefunc)T_BJYell,&s_bjjump3};
statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,(statefunc)T_BJJump,NULL,&s_bjjump4};
statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,(statefunc)T_BJDone,&s_bjjump4};
 
 
statetype s_deathcam = {false,0,0,NULL,NULL,NULL};
 
 
/*
===============
=
= SpawnBJVictory
=
===============
*/
 
void SpawnBJVictory (void)
{
SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1);
newobj->x = player->x;
newobj->y = player->y;
newobj->obclass = bjobj;
newobj->dir = north;
newobj->temp1 = 6; // tiles to run forward
}
 
 
 
/*
===============
=
= T_BJRun
=
===============
*/
 
void T_BJRun (objtype *ob)
{
int32_t move;
 
move = BJRUNSPEED*tics;
 
while (move)
{
if (move < ob->distance)
{
MoveObj (ob,move);
break;
}
 
 
ob->x = ((int32_t)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;
ob->y = ((int32_t)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;
move -= ob->distance;
 
SelectPathDir (ob);
 
if ( !(--ob->temp1) )
{
NewState (ob,&s_bjjump1);
return;
}
}
}
 
 
/*
===============
=
= T_BJJump
=
===============
*/
 
void T_BJJump (objtype *ob)
{
int32_t move;
 
move = BJJUMPSPEED*tics;
MoveObj (ob,move);
}
 
 
/*
===============
=
= T_BJYell
=
===============
*/
 
void T_BJYell (objtype *ob)
{
PlaySoundLocActor(YEAHSND,ob); // JAB
}
 
 
/*
===============
=
= T_BJDone
=
===============
*/
 
void T_BJDone (objtype *)
{
playstate = ex_victorious; // exit castle tile
}
 
 
 
//===========================================================================
 
 
/*
===============
=
= CheckPosition
=
===============
*/
 
boolean CheckPosition (objtype *ob)
{
int x,y,xl,yl,xh,yh;
objtype *check;
 
xl = (ob->x-PLAYERSIZE) >> TILESHIFT;
yl = (ob->y-PLAYERSIZE) >> TILESHIFT;
 
xh = (ob->x+PLAYERSIZE) >> TILESHIFT;
yh = (ob->y+PLAYERSIZE) >> TILESHIFT;
 
//
// check for solid walls
//
for (y=yl;y<=yh;y++)
{
for (x=xl;x<=xh;x++)
{
check = actorat[x][y];
if (check && !ISPOINTER(check))
return false;
}
}
 
return true;
}
 
 
/*
===============
=
= A_StartDeathCam
=
===============
*/
 
void A_StartDeathCam (objtype *ob)
{
int32_t dx,dy;
float fangle;
int32_t xmove,ymove;
int32_t dist;
 
FinishPaletteShifts ();
 
VW_WaitVBL (100);
 
if (gamestate.victoryflag)
{
playstate = ex_victorious; // exit castle tile
return;
}
 
if(usedoublebuffering) VH_UpdateScreen();
 
gamestate.victoryflag = true;
unsigned fadeheight = viewsize != 21 ? screenHeight-scaleFactor*STATUSLINES : screenHeight;
VL_BarScaledCoord (0, 0, screenWidth, fadeheight, bordercol);
FizzleFade(screenBuffer, 0, 0, screenWidth, fadeheight, 70, false);
 
if (bordercol != VIEWCOLOR)
{
CA_CacheGrChunk (STARTFONT+1);
fontnumber = 1;
SETFONTCOLOR(15,bordercol);
PrintX = 68; PrintY = 45;
US_Print (STR_SEEAGAIN);
UNCACHEGRCHUNK(STARTFONT+1);
}
else
{
CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);
#ifdef JAPAN
#ifndef JAPDEMO
CA_CacheScreen(C_LETSSEEPIC);
#endif
#else
Write(0,7,STR_SEEAGAIN);
#endif
}
 
VW_UpdateScreen ();
if(usedoublebuffering) VH_UpdateScreen();
 
IN_UserInput(300);
 
//
// line angle up exactly
//
NewState (player,&s_deathcam);
 
player->x = gamestate.killx;
player->y = gamestate.killy;
 
dx = ob->x - player->x;
dy = player->y - ob->y;
 
fangle = (float) atan2((float) dy, (float) dx); // returns -pi to pi
if (fangle<0)
fangle = (float) (M_PI*2+fangle);
 
player->angle = (short) (fangle/(M_PI*2)*ANGLES);
 
//
// try to position as close as possible without being in a wall
//
dist = 0x14000l;
do
{
xmove = FixedMul(dist,costable[player->angle]);
ymove = -FixedMul(dist,sintable[player->angle]);
 
player->x = ob->x - xmove;
player->y = ob->y - ymove;
dist += 0x1000;
 
} while (!CheckPosition (player));
plux = (word)(player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned
pluy = (word)(player->y >> UNSIGNEDSHIFT);
player->tilex = (word)(player->x >> TILESHIFT); // scale to tile values
player->tiley = (word)(player->y >> TILESHIFT);
 
//
// go back to the game
//
 
DrawPlayBorder ();
 
fizzlein = true;
 
switch (ob->obclass)
{
#ifndef SPEAR
case schabbobj:
NewState (ob,&s_schabbdeathcam);
break;
case realhitlerobj:
NewState (ob,&s_hitlerdeathcam);
break;
case giftobj:
NewState (ob,&s_giftdeathcam);
break;
case fatobj:
NewState (ob,&s_fatdeathcam);
break;
#endif
}
}
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_agent.cpp
0,0 → 1,1500
// WL_AGENT.C
 
#include "wl_def.h"
#pragma hdrstop
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
#define MAXMOUSETURN 10
 
 
#define MOVESCALE 150l
#define BACKMOVESCALE 100l
#define ANGLESCALE 20
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
 
 
//
// player state info
//
int32_t thrustspeed;
 
word plux,pluy; // player coordinates scaled to unsigned
 
short anglefrac;
 
objtype *LastAttacker;
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
 
void T_Player (objtype *ob);
void T_Attack (objtype *ob);
 
statetype s_player = {false,0,0,(statefunc) T_Player,NULL,NULL};
statetype s_attack = {false,0,0,(statefunc) T_Attack,NULL,NULL};
 
struct atkinf
{
int8_t tics,attack,frame; // attack is 1 for gun, 2 for knife
} attackinfo[4][14] =
{
{ {6,0,1},{6,2,2},{6,0,3},{6,-1,4} },
{ {6,0,1},{6,1,2},{6,0,3},{6,-1,4} },
{ {6,0,1},{6,1,2},{6,3,3},{6,-1,4} },
{ {6,0,1},{6,1,2},{6,4,3},{6,-1,4} },
};
 
//===========================================================================
 
//----------
 
void Attack (void);
void Use (void);
void Search (objtype *ob);
void SelectWeapon (void);
void SelectItem (void);
 
//----------
 
boolean TryMove (objtype *ob);
void T_Player (objtype *ob);
 
void ClipMove (objtype *ob, int32_t xmove, int32_t ymove);
 
/*
=============================================================================
 
CONTROL STUFF
 
=============================================================================
*/
 
/*
======================
=
= CheckWeaponChange
=
= Keys 1-4 change weapons
=
======================
*/
 
void CheckWeaponChange (void)
{
int newWeapon = -1;
 
if (!gamestate.ammo) // must use knife with no ammo
return;
 
#ifdef _arch_dreamcast
int joyx, joyy;
IN_GetJoyFineDelta (&joyx, &joyy);
if(joyx < -64)
buttonstate[bt_prevweapon] = true;
else if(joyx > 64)
buttonstate[bt_nextweapon] = true;
#endif
 
if(buttonstate[bt_nextweapon] && !buttonheld[bt_nextweapon])
{
newWeapon = gamestate.weapon + 1;
if(newWeapon > gamestate.bestweapon) newWeapon = 0;
}
else if(buttonstate[bt_prevweapon] && !buttonheld[bt_prevweapon])
{
newWeapon = gamestate.weapon - 1;
if(newWeapon < 0) newWeapon = gamestate.bestweapon;
}
else
{
for(int i = wp_knife; i <= gamestate.bestweapon; i++)
{
if (buttonstate[bt_readyknife + i - wp_knife])
{
newWeapon = i;
break;
}
}
}
 
if(newWeapon != -1)
{
gamestate.weapon = gamestate.chosenweapon = (weapontype) newWeapon;
DrawWeapon();
}
}
 
 
/*
=======================
=
= ControlMovement
=
= Takes controlx,controly, and buttonstate[bt_strafe]
=
= Changes the player's angle and position
=
= There is an angle hack because when going 70 fps, the roundoff becomes
= significant
=
=======================
*/
 
void ControlMovement (objtype *ob)
{
int32_t oldx,oldy;
int angle;
int angleunits;
 
thrustspeed = 0;
 
oldx = player->x;
oldy = player->y;
 
if(buttonstate[bt_strafeleft])
{
angle = ob->angle + ANGLES/4;
if(angle >= ANGLES)
angle -= ANGLES;
if(buttonstate[bt_run])
Thrust(angle, RUNMOVE * MOVESCALE * tics);
else
Thrust(angle, BASEMOVE * MOVESCALE * tics);
}
 
if(buttonstate[bt_straferight])
{
angle = ob->angle - ANGLES/4;
if(angle < 0)
angle += ANGLES;
if(buttonstate[bt_run])
Thrust(angle, RUNMOVE * MOVESCALE * tics );
else
Thrust(angle, BASEMOVE * MOVESCALE * tics);
}
 
//
// side to side move
//
if (buttonstate[bt_strafe])
{
//
// strafing
//
//
if (controlx > 0)
{
angle = ob->angle - ANGLES/4;
if (angle < 0)
angle += ANGLES;
Thrust (angle,controlx*MOVESCALE); // move to left
}
else if (controlx < 0)
{
angle = ob->angle + ANGLES/4;
if (angle >= ANGLES)
angle -= ANGLES;
Thrust (angle,-controlx*MOVESCALE); // move to right
}
}
else
{
//
// not strafing
//
anglefrac += controlx;
angleunits = anglefrac/ANGLESCALE;
anglefrac -= angleunits*ANGLESCALE;
ob->angle -= angleunits;
 
if (ob->angle >= ANGLES)
ob->angle -= ANGLES;
if (ob->angle < 0)
ob->angle += ANGLES;
 
}
 
//
// forward/backwards move
//
if (controly < 0)
{
Thrust (ob->angle,-controly*MOVESCALE); // move forwards
}
else if (controly > 0)
{
angle = ob->angle + ANGLES/2;
if (angle >= ANGLES)
angle -= ANGLES;
Thrust (angle,controly*BACKMOVESCALE); // move backwards
}
 
if (gamestate.victoryflag) // watching the BJ actor
return;
}
 
/*
=============================================================================
 
STATUS WINDOW STUFF
 
=============================================================================
*/
 
 
/*
==================
=
= StatusDrawPic
=
==================
*/
 
void StatusDrawPic (unsigned x, unsigned y, unsigned picnum)
{
LatchDrawPicScaledCoord ((screenWidth-scaleFactor*320)/16 + scaleFactor*x,
screenHeight-scaleFactor*(STATUSLINES-y),picnum);
}
 
void StatusDrawFace(unsigned picnum)
{
StatusDrawPic(17, 4, picnum);
 
#ifdef _arch_dreamcast
DC_StatusDrawLCD(picnum);
#endif
}
 
 
/*
==================
=
= DrawFace
=
==================
*/
 
void DrawFace (void)
{
if(viewsize == 21 && ingame) return;
if (SD_SoundPlaying() == GETGATLINGSND)
StatusDrawFace(GOTGATLINGPIC);
else if (gamestate.health)
{
#ifdef SPEAR
if (godmode)
StatusDrawFace(GODMODEFACE1PIC+gamestate.faceframe);
else
#endif
StatusDrawFace(FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
}
else
{
#ifndef SPEAR
if (LastAttacker && LastAttacker->obclass == needleobj)
StatusDrawFace(MUTANTBJPIC);
else
#endif
StatusDrawFace(FACE8APIC);
}
}
 
/*
===============
=
= UpdateFace
=
= Calls draw face if time to change
=
===============
*/
 
int facecount = 0;
int facetimes = 0;
 
void UpdateFace (void)
{
// don't make demo depend on sound playback
if(demoplayback || demorecord)
{
if(facetimes > 0)
{
facetimes--;
return;
}
}
else if(SD_SoundPlaying() == GETGATLINGSND)
return;
 
facecount += tics;
if (facecount > US_RndT())
{
gamestate.faceframe = (US_RndT()>>6);
if (gamestate.faceframe==3)
gamestate.faceframe = 1;
 
facecount = 0;
DrawFace ();
}
}
 
 
 
/*
===============
=
= LatchNumber
=
= right justifies and pads with blanks
=
===============
*/
 
static void LatchNumber (int x, int y, unsigned width, int32_t number)
{
unsigned length,c;
char str[20];
 
ltoa (number,str,10);
 
length = (unsigned) strlen (str);
 
while (length<width)
{
StatusDrawPic (x,y,N_BLANKPIC);
x++;
width--;
}
 
c = length <= width ? 0 : length-width;
 
while (c<length)
{
StatusDrawPic (x,y,str[c]-'0'+ N_0PIC);
x++;
c++;
}
}
 
 
/*
===============
=
= DrawHealth
=
===============
*/
 
void DrawHealth (void)
{
if(viewsize == 21 && ingame) return;
LatchNumber (21,16,3,gamestate.health);
}
 
 
/*
===============
=
= TakeDamage
=
===============
*/
 
void TakeDamage (int points,objtype *attacker)
{
LastAttacker = attacker;
 
if (gamestate.victoryflag)
return;
if (gamestate.difficulty==gd_baby)
points>>=2;
 
if (!godmode)
gamestate.health -= points;
 
if (gamestate.health<=0)
{
gamestate.health = 0;
playstate = ex_died;
killerobj = attacker;
}
 
if (godmode != 2)
StartDamageFlash (points);
 
DrawHealth ();
DrawFace ();
 
//
// MAKE BJ'S EYES BUG IF MAJOR DAMAGE!
//
#ifdef SPEAR
if (points > 30 && gamestate.health!=0 && !godmode && viewsize != 21)
{
StatusDrawFace(BJOUCHPIC);
facecount = 0;
}
#endif
}
 
/*
===============
=
= HealSelf
=
===============
*/
 
void HealSelf (int points)
{
gamestate.health += points;
if (gamestate.health>100)
gamestate.health = 100;
 
DrawHealth ();
DrawFace ();
}
 
 
//===========================================================================
 
 
/*
===============
=
= DrawLevel
=
===============
*/
 
void DrawLevel (void)
{
if(viewsize == 21 && ingame) return;
#ifdef SPEAR
if (gamestate.mapon == 20)
LatchNumber (2,16,2,18);
else
#endif
LatchNumber (2,16,2,gamestate.mapon+1);
}
 
//===========================================================================
 
 
/*
===============
=
= DrawLives
=
===============
*/
 
void DrawLives (void)
{
if(viewsize == 21 && ingame) return;
LatchNumber (14,16,1,gamestate.lives);
}
 
 
/*
===============
=
= GiveExtraMan
=
===============
*/
 
void GiveExtraMan (void)
{
if (gamestate.lives<9)
gamestate.lives++;
DrawLives ();
SD_PlaySound (BONUS1UPSND);
}
 
//===========================================================================
 
/*
===============
=
= DrawScore
=
===============
*/
 
void DrawScore (void)
{
if(viewsize == 21 && ingame) return;
LatchNumber (6,16,6,gamestate.score);
}
 
/*
===============
=
= GivePoints
=
===============
*/
 
void GivePoints (int32_t points)
{
gamestate.score += points;
while (gamestate.score >= gamestate.nextextra)
{
gamestate.nextextra += EXTRAPOINTS;
GiveExtraMan ();
}
DrawScore ();
}
 
//===========================================================================
 
/*
==================
=
= DrawWeapon
=
==================
*/
 
void DrawWeapon (void)
{
if(viewsize == 21 && ingame) return;
StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
}
 
 
/*
==================
=
= DrawKeys
=
==================
*/
 
void DrawKeys (void)
{
if(viewsize == 21 && ingame) return;
if (gamestate.keys & 1)
StatusDrawPic (30,4,GOLDKEYPIC);
else
StatusDrawPic (30,4,NOKEYPIC);
 
if (gamestate.keys & 2)
StatusDrawPic (30,20,SILVERKEYPIC);
else
StatusDrawPic (30,20,NOKEYPIC);
}
 
/*
==================
=
= GiveWeapon
=
==================
*/
 
void GiveWeapon (int weapon)
{
GiveAmmo (6);
 
if (gamestate.bestweapon<weapon)
gamestate.bestweapon = gamestate.weapon
= gamestate.chosenweapon = (weapontype) weapon;
 
DrawWeapon ();
}
 
//===========================================================================
 
/*
===============
=
= DrawAmmo
=
===============
*/
 
void DrawAmmo (void)
{
if(viewsize == 21 && ingame) return;
LatchNumber (27,16,2,gamestate.ammo);
}
 
/*
===============
=
= GiveAmmo
=
===============
*/
 
void GiveAmmo (int ammo)
{
if (!gamestate.ammo) // knife was out
{
if (!gamestate.attackframe)
{
gamestate.weapon = gamestate.chosenweapon;
DrawWeapon ();
}
}
gamestate.ammo += ammo;
if (gamestate.ammo > 99)
gamestate.ammo = 99;
DrawAmmo ();
}
 
//===========================================================================
 
/*
==================
=
= GiveKey
=
==================
*/
 
void GiveKey (int key)
{
gamestate.keys |= (1<<key);
DrawKeys ();
}
 
 
 
/*
=============================================================================
 
MOVEMENT
 
=============================================================================
*/
 
 
/*
===================
=
= GetBonus
=
===================
*/
void GetBonus (statobj_t *check)
{
switch (check->itemnumber)
{
case bo_firstaid:
if (gamestate.health == 100)
return;
 
SD_PlaySound (HEALTH2SND);
HealSelf (25);
break;
 
case bo_key1:
case bo_key2:
case bo_key3:
case bo_key4:
GiveKey (check->itemnumber - bo_key1);
SD_PlaySound (GETKEYSND);
break;
 
case bo_cross:
SD_PlaySound (BONUS1SND);
GivePoints (100);
gamestate.treasurecount++;
break;
case bo_chalice:
SD_PlaySound (BONUS2SND);
GivePoints (500);
gamestate.treasurecount++;
break;
case bo_bible:
SD_PlaySound (BONUS3SND);
GivePoints (1000);
gamestate.treasurecount++;
break;
case bo_crown:
SD_PlaySound (BONUS4SND);
GivePoints (5000);
gamestate.treasurecount++;
break;
 
case bo_clip:
if (gamestate.ammo == 99)
return;
 
SD_PlaySound (GETAMMOSND);
GiveAmmo (8);
break;
case bo_clip2:
if (gamestate.ammo == 99)
return;
 
SD_PlaySound (GETAMMOSND);
GiveAmmo (4);
break;
 
#ifdef SPEAR
case bo_25clip:
if (gamestate.ammo == 99)
return;
 
SD_PlaySound (GETAMMOBOXSND);
GiveAmmo (25);
break;
#endif
 
case bo_machinegun:
SD_PlaySound (GETMACHINESND);
GiveWeapon (wp_machinegun);
break;
case bo_chaingun:
SD_PlaySound (GETGATLINGSND);
facetimes = 38;
GiveWeapon (wp_chaingun);
 
if(viewsize != 21)
StatusDrawFace (GOTGATLINGPIC);
facecount = 0;
break;
 
case bo_fullheal:
SD_PlaySound (BONUS1UPSND);
HealSelf (99);
GiveAmmo (25);
GiveExtraMan ();
gamestate.treasurecount++;
break;
 
case bo_food:
if (gamestate.health == 100)
return;
 
SD_PlaySound (HEALTH1SND);
HealSelf (10);
break;
 
case bo_alpo:
if (gamestate.health == 100)
return;
 
SD_PlaySound (HEALTH1SND);
HealSelf (4);
break;
 
case bo_gibs:
if (gamestate.health >10)
return;
 
SD_PlaySound (SLURPIESND);
HealSelf (1);
break;
 
#ifdef SPEAR
case bo_spear:
spearflag = true;
spearx = player->x;
speary = player->y;
spearangle = player->angle;
playstate = ex_completed;
#endif
}
 
StartBonusFlash ();
check->shapenum = -1; // remove from list
}
 
/*
===================
=
= TryMove
=
= returns true if move ok
= debug: use pointers to optimize
===================
*/
 
boolean TryMove (objtype *ob)
{
int xl,yl,xh,yh,x,y;
objtype *check;
int32_t deltax,deltay;
 
xl = (ob->x-PLAYERSIZE) >>TILESHIFT;
yl = (ob->y-PLAYERSIZE) >>TILESHIFT;
 
xh = (ob->x+PLAYERSIZE) >>TILESHIFT;
yh = (ob->y+PLAYERSIZE) >>TILESHIFT;
 
#define PUSHWALLMINDIST PLAYERSIZE
 
//
// check for solid walls
//
for (y=yl;y<=yh;y++)
{
for (x=xl;x<=xh;x++)
{
check = actorat[x][y];
if (check && !ISPOINTER(check))
{
if(tilemap[x][y]==64 && x==pwallx && y==pwally) // back of moving pushwall?
{
switch(pwalldir)
{
case di_north:
if(ob->y-PUSHWALLMINDIST<=(pwally<<TILESHIFT)+((63-pwallpos)<<10))
return false;
break;
case di_west:
if(ob->x-PUSHWALLMINDIST<=(pwallx<<TILESHIFT)+((63-pwallpos)<<10))
return false;
break;
case di_east:
if(ob->x+PUSHWALLMINDIST>=(pwallx<<TILESHIFT)+(pwallpos<<10))
return false;
break;
case di_south:
if(ob->y+PUSHWALLMINDIST>=(pwally<<TILESHIFT)+(pwallpos<<10))
return false;
break;
}
}
else return false;
}
}
}
 
//
// check for actors
//
if (yl>0)
yl--;
if (yh<MAPSIZE-1)
yh++;
if (xl>0)
xl--;
if (xh<MAPSIZE-1)
xh++;
 
for (y=yl;y<=yh;y++)
{
for (x=xl;x<=xh;x++)
{
check = actorat[x][y];
if (ISPOINTER(check) && check != player && (check->flags & FL_SHOOTABLE) )
{
deltax = ob->x - check->x;
if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
continue;
deltay = ob->y - check->y;
if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
continue;
 
return false;
}
}
}
 
return true;
}
 
 
/*
===================
=
= ClipMove
=
===================
*/
 
void ClipMove (objtype *ob, int32_t xmove, int32_t ymove)
{
int32_t basex,basey;
 
basex = ob->x;
basey = ob->y;
 
ob->x = basex+xmove;
ob->y = basey+ymove;
if (TryMove (ob))
return;
 
#ifndef REMDEBUG
if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL
&& ob->x < (((int32_t)(mapwidth-1))<<TILESHIFT)
&& ob->y < (((int32_t)(mapheight-1))<<TILESHIFT) )
return; // walk through walls
#endif
 
if (!SD_SoundPlaying())
SD_PlaySound (HITWALLSND);
 
ob->x = basex+xmove;
ob->y = basey;
if (TryMove (ob))
return;
 
ob->x = basex;
ob->y = basey+ymove;
if (TryMove (ob))
return;
 
ob->x = basex;
ob->y = basey;
}
 
//==========================================================================
 
/*
===================
=
= VictoryTile
=
===================
*/
 
void VictoryTile (void)
{
#ifndef SPEAR
SpawnBJVictory ();
#endif
 
gamestate.victoryflag = true;
}
 
/*
===================
=
= Thrust
=
===================
*/
 
// For player movement in demos exactly as in the original Wolf3D v1.4 source code
static fixed FixedByFracOrig(fixed a, fixed b)
{
int sign = 0;
if(b == 65536) b = 65535;
else if(b == -65536) b = 65535, sign = 1;
else if(b < 0) b = (-b), sign = 1;
 
if(a < 0)
{
a = -a;
sign = !sign;
}
fixed res = (fixed)(((int64_t) a * b) >> 16);
if(sign)
res = -res;
return res;
}
 
void Thrust (int angle, int32_t speed)
{
int32_t xmove,ymove;
unsigned offset;
 
 
//
// ZERO FUNNY COUNTER IF MOVED!
//
#ifdef SPEAR
if (speed)
funnyticount = 0;
#endif
 
thrustspeed += speed;
//
// moving bounds speed
//
if (speed >= MINDIST*2)
speed = MINDIST*2-1;
 
xmove = DEMOCHOOSE_ORIG_SDL(
FixedByFracOrig(speed, costable[angle]),
FixedMul(speed,costable[angle]));
ymove = DEMOCHOOSE_ORIG_SDL(
-FixedByFracOrig(speed, sintable[angle]),
-FixedMul(speed,sintable[angle]));
 
ClipMove(player,xmove,ymove);
 
player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values
player->tiley = (short)(player->y >> TILESHIFT);
 
offset = (player->tiley<<mapshift)+player->tilex;
player->areanumber = *(mapsegs[0] + offset) -AREATILE;
 
if (*(mapsegs[1] + offset) == EXITTILE)
VictoryTile ();
}
 
 
/*
=============================================================================
 
ACTIONS
 
=============================================================================
*/
 
 
/*
===============
=
= Cmd_Fire
=
===============
*/
 
void Cmd_Fire (void)
{
buttonheld[bt_attack] = true;
 
gamestate.weaponframe = 0;
 
player->state = &s_attack;
 
gamestate.attackframe = 0;
gamestate.attackcount =
attackinfo[gamestate.weapon][gamestate.attackframe].tics;
gamestate.weaponframe =
attackinfo[gamestate.weapon][gamestate.attackframe].frame;
}
 
//===========================================================================
 
/*
===============
=
= Cmd_Use
=
===============
*/
 
void Cmd_Use (void)
{
int checkx,checky,doornum,dir;
boolean elevatorok;
 
//
// find which cardinal direction the player is facing
//
if (player->angle < ANGLES/8 || player->angle > 7*ANGLES/8)
{
checkx = player->tilex + 1;
checky = player->tiley;
dir = di_east;
elevatorok = true;
}
else if (player->angle < 3*ANGLES/8)
{
checkx = player->tilex;
checky = player->tiley-1;
dir = di_north;
elevatorok = false;
}
else if (player->angle < 5*ANGLES/8)
{
checkx = player->tilex - 1;
checky = player->tiley;
dir = di_west;
elevatorok = true;
}
else
{
checkx = player->tilex;
checky = player->tiley + 1;
dir = di_south;
elevatorok = false;
}
 
doornum = tilemap[checkx][checky];
if (*(mapsegs[1]+(checky<<mapshift)+checkx) == PUSHABLETILE)
{
//
// pushable wall
//
 
PushWall (checkx,checky,dir);
return;
}
if (!buttonheld[bt_use] && doornum == ELEVATORTILE && elevatorok)
{
//
// use elevator
//
buttonheld[bt_use] = true;
 
tilemap[checkx][checky]++; // flip switch
if (*(mapsegs[0]+(player->tiley<<mapshift)+player->tilex) == ALTELEVATORTILE)
playstate = ex_secretlevel;
else
playstate = ex_completed;
SD_PlaySound (LEVELDONESND);
SD_WaitSoundDone();
}
else if (!buttonheld[bt_use] && doornum & 0x80)
{
buttonheld[bt_use] = true;
OperateDoor (doornum & ~0x80);
}
else
SD_PlaySound (DONOTHINGSND);
}
 
/*
=============================================================================
 
PLAYER CONTROL
 
=============================================================================
*/
 
 
 
/*
===============
=
= SpawnPlayer
=
===============
*/
 
void SpawnPlayer (int tilex, int tiley, int dir)
{
player->obclass = playerobj;
player->active = ac_yes;
player->tilex = tilex;
player->tiley = tiley;
player->areanumber = (byte) *(mapsegs[0]+(player->tiley<<mapshift)+player->tilex);
player->x = ((int32_t)tilex<<TILESHIFT)+TILEGLOBAL/2;
player->y = ((int32_t)tiley<<TILESHIFT)+TILEGLOBAL/2;
player->state = &s_player;
player->angle = (1-dir)*90;
if (player->angle<0)
player->angle += ANGLES;
player->flags = FL_NEVERMARK;
Thrust (0,0); // set some variables
 
InitAreas ();
}
 
 
//===========================================================================
 
/*
===============
=
= T_KnifeAttack
=
= Update player hands, and try to do damage when the proper frame is reached
=
===============
*/
 
void KnifeAttack (objtype *ob)
{
objtype *check,*closest;
int32_t dist;
 
SD_PlaySound (ATKKNIFESND);
// actually fire
dist = 0x7fffffff;
closest = NULL;
for (check=ob->next; check; check=check->next)
{
if ( (check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE)
&& abs(check->viewx-centerx) < shootdelta)
{
if (check->transx < dist)
{
dist = check->transx;
closest = check;
}
}
}
 
if (!closest || dist > 0x18000l)
{
// missed
return;
}
 
// hit something
DamageActor (closest,US_RndT() >> 4);
}
 
 
 
void GunAttack (objtype *ob)
{
objtype *check,*closest,*oldclosest;
int damage;
int dx,dy,dist;
int32_t viewdist;
 
switch (gamestate.weapon)
{
case wp_pistol:
SD_PlaySound (ATKPISTOLSND);
break;
case wp_machinegun:
SD_PlaySound (ATKMACHINEGUNSND);
break;
case wp_chaingun:
SD_PlaySound (ATKGATLINGSND);
break;
}
 
madenoise = true;
 
//
// find potential targets
//
viewdist = 0x7fffffffl;
closest = NULL;
 
while (1)
{
oldclosest = closest;
 
for (check=ob->next ; check ; check=check->next)
{
if ((check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE)
&& abs(check->viewx-centerx) < shootdelta)
{
if (check->transx < viewdist)
{
viewdist = check->transx;
closest = check;
}
}
}
 
if (closest == oldclosest)
return; // no more targets, all missed
 
//
// trace a line from player to enemey
//
if (CheckLine(closest))
break;
}
 
//
// hit something
//
dx = ABS(closest->tilex - player->tilex);
dy = ABS(closest->tiley - player->tiley);
dist = dx>dy ? dx:dy;
if (dist<2)
damage = US_RndT() / 4;
else if (dist<4)
damage = US_RndT() / 6;
else
{
if ( (US_RndT() / 12) < dist) // missed
return;
damage = US_RndT() / 6;
}
DamageActor (closest,damage);
}
 
//===========================================================================
 
/*
===============
=
= VictorySpin
=
===============
*/
 
void VictorySpin (void)
{
int32_t desty;
 
if (player->angle > 270)
{
player->angle -= (short)(tics * 3);
if (player->angle < 270)
player->angle = 270;
}
else if (player->angle < 270)
{
player->angle += (short)(tics * 3);
if (player->angle > 270)
player->angle = 270;
}
 
desty = (((int32_t)player->tiley-5)<<TILESHIFT)-0x3000;
 
if (player->y > desty)
{
player->y -= tics*4096;
if (player->y < desty)
player->y = desty;
}
}
 
 
//===========================================================================
 
/*
===============
=
= T_Attack
=
===============
*/
 
void T_Attack (objtype *ob)
{
struct atkinf *cur;
 
UpdateFace ();
 
if (gamestate.victoryflag) // watching the BJ actor
{
VictorySpin ();
return;
}
 
if ( buttonstate[bt_use] && !buttonheld[bt_use] )
buttonstate[bt_use] = false;
 
if ( buttonstate[bt_attack] && !buttonheld[bt_attack])
buttonstate[bt_attack] = false;
 
ControlMovement (ob);
if (gamestate.victoryflag) // watching the BJ actor
return;
 
plux = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned
pluy = (word) (player->y >> UNSIGNEDSHIFT);
player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values
player->tiley = (short)(player->y >> TILESHIFT);
 
//
// change frame and fire
//
gamestate.attackcount -= (short) tics;
while (gamestate.attackcount <= 0)
{
cur = &attackinfo[gamestate.weapon][gamestate.attackframe];
switch (cur->attack)
{
case -1:
ob->state = &s_player;
if (!gamestate.ammo)
{
gamestate.weapon = wp_knife;
DrawWeapon ();
}
else
{
if (gamestate.weapon != gamestate.chosenweapon)
{
gamestate.weapon = gamestate.chosenweapon;
DrawWeapon ();
}
}
gamestate.attackframe = gamestate.weaponframe = 0;
return;
 
case 4:
if (!gamestate.ammo)
break;
if (buttonstate[bt_attack])
gamestate.attackframe -= 2;
case 1:
if (!gamestate.ammo)
{ // can only happen with chain gun
gamestate.attackframe++;
break;
}
GunAttack (ob);
if (!ammocheat)
gamestate.ammo--;
DrawAmmo ();
break;
 
case 2:
KnifeAttack (ob);
break;
 
case 3:
if (gamestate.ammo && buttonstate[bt_attack])
gamestate.attackframe -= 2;
break;
}
 
gamestate.attackcount += cur->tics;
gamestate.attackframe++;
gamestate.weaponframe =
attackinfo[gamestate.weapon][gamestate.attackframe].frame;
}
}
 
 
 
//===========================================================================
 
/*
===============
=
= T_Player
=
===============
*/
 
void T_Player (objtype *ob)
{
if (gamestate.victoryflag) // watching the BJ actor
{
VictorySpin ();
return;
}
 
UpdateFace ();
CheckWeaponChange ();
 
if ( buttonstate[bt_use] )
Cmd_Use ();
 
if ( buttonstate[bt_attack] && !buttonheld[bt_attack])
Cmd_Fire ();
 
ControlMovement (ob);
if (gamestate.victoryflag) // watching the BJ actor
return;
 
plux = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned
pluy = (word) (player->y >> UNSIGNEDSHIFT);
player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values
player->tiley = (short)(player->y >> TILESHIFT);
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_atmos.cpp
0,0 → 1,229
#include "version.h"
 
#if defined(USE_STARSKY) || defined(USE_RAIN) || defined(USE_SNOW)
 
#include "wl_def.h"
 
#if defined(USE_RAIN) || defined(USE_SNOW)
uint32_t rainpos = 0;
#endif
 
typedef struct {
int32_t x, y, z;
} point3d_t;
 
#define MAXPOINTS 400
point3d_t points[MAXPOINTS];
 
byte moon[100]={
0, 0, 27, 18, 15, 16, 19, 29, 0, 0,
0, 22, 16, 15, 15, 16, 16, 18, 24, 0,
27, 17, 15, 17, 16, 16, 17, 17, 18, 29,
18, 15, 15, 15, 16, 16, 17, 17, 18, 20,
16, 15, 15, 16, 16, 17, 17, 18, 19, 21,
16, 15, 17, 20, 18, 17, 18, 18, 20, 22,
19, 16, 18, 19, 17, 17, 18, 19, 22, 24,
28, 19, 17, 17, 17, 18, 19, 21, 25, 31,
0, 23, 18, 19, 18, 20, 22, 24, 28, 0,
0, 0, 28, 21, 20, 22, 28, 30, 0, 0 };
 
void Init3DPoints()
{
int hvheight = viewheight >> 1;
for(int i = 0; i < MAXPOINTS; i++)
{
point3d_t *pt = &points[i];
pt->x = 16384 - (rand() & 32767);
pt->z = 16384 - (rand() & 32767);
float len = sqrt((float)pt->x * pt->x + (float)pt->z * pt->z);
int j=50;
do
{
pt->y = 1024 + (rand() & 8191);
j--;
}
while(j > 0 && (float)pt->y * 256.F / len >= hvheight);
}
}
 
#endif
 
#ifdef USE_STARSKY
 
void DrawStarSky(byte *vbuf, uint32_t vbufPitch)
{
int hvheight = viewheight >> 1;
int hvwidth = viewwidth >> 1;
 
byte *ptr = vbuf;
int i;
for(i = 0; i < hvheight; i++, ptr += vbufPitch)
memset(ptr, 0, viewwidth);
 
for(i = 0; i < MAXPOINTS; i++)
{
point3d_t *pt = &points[i];
int32_t x = pt->x * viewcos + pt->z * viewsin;
int32_t y = pt->y << 16;
int32_t z = (pt->z * viewcos - pt->x * viewsin) >> 8;
if(z <= 0) continue;
int shade = z >> 18;
if(shade > 15) continue;
int32_t xx = x / z + hvwidth;
int32_t yy = hvheight - y / z;
if(xx >= 0 && xx < viewwidth && yy >= 0 && yy < hvheight)
vbuf[yy * vbufPitch + xx] = shade + 15;
}
 
int32_t x = 16384 * viewcos + 16384 * viewsin;
int32_t z = (16384 * viewcos - 16384 * viewsin) >> 8;
if(z <= 0) return;
int32_t xx = x / z + hvwidth;
int32_t yy = hvheight - ((hvheight - (hvheight >> 3)) << 22) / z;
if(xx > -10 && xx < viewwidth)
{
int stopx = 10, starty = 0, stopy = 10;
i = 0;
if(xx < 0) i = -xx;
if(xx > viewwidth - 11) stopx = viewwidth - xx;
if(yy < 0) startj = -yy;
if(yy > viewheight - 11) stopy = viewheight - yy;
for(; i < stopx; i++)
for(int j = starty; j < stopy; j++)
vbuf[(yy + j) * vbufPitch + xx + i] = moon[j * 10 + i];
}
}
 
#endif
 
#ifdef USE_RAIN
 
void DrawRain(byte *vbuf, uint32_t vbufPitch)
{
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
fixed dist; // distance to row projection
fixed tex_step; // global step per one screen pixel
fixed gu, gv, floorx, floory; // global texture coordinates
#endif
 
fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6;
fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6;
int32_t ax, az, x, y, z, xx, yy, height, actheight;
int shade;
int hvheight = viewheight >> 1;
int hvwidth = viewwidth >> 1;
 
rainpos -= tics * 900;
for(int i = 0; i < MAXPOINTS; i++)
{
point3d_t *pt = &points[i];
ax = pt->x + px;
ax = 0x1fff - (ax & 0x3fff);
az = pt->z + pz;
az = 0x1fff - (az & 0x3fff);
x = ax * viewcos + az * viewsin;
y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11);
z = (az * viewcos - ax * viewsin) >> 8;
if(z <= 0) continue;
shade = z >> 17;
if(shade > 13) continue;
xx = x / z + hvwidth;
if(xx < 0 || xx >= viewwidth) continue;
actheight = y / z;
yy = hvheight - actheight;
height = (heightnumerator << 10) / z;
if(actheight < 0) actheight = -actheight;
if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue;
 
if(xx >= 0 && xx < viewwidth && yy > 0 && yy < viewheight)
{
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
// Find the rain's tile coordinate
// NOTE: This sometimes goes over the map edges.
dist = ((heightnumerator / ((height >> 3) + 1)) << 5);
gu = viewx + FixedMul(dist, viewcos);
gv = -viewy + FixedMul(dist, viewsin);
floorx = ( gu >> TILESHIFT ) & 63;
floory = (-(gv >> TILESHIFT) - 1) & 63;
 
// Is there a ceiling tile?
if(MAPSPOT(floorx, floory, 2) >> 8) continue;
#endif
 
vbuf[yy * vbufPitch + xx] = shade+15;
vbuf[(yy - 1) * vbufPitch + xx] = shade+16;
if(yy > 2)
vbuf[(yy - 2) * vbufPitch + xx] = shade+17;
}
}
}
 
#endif
 
#ifdef USE_SNOW
 
void DrawSnow(byte *vbuf, uint32_t vbufPitch)
{
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
fixed dist; // distance to row projection
fixed tex_step; // global step per one screen pixel
fixed gu, gv, floorx, floory; // global texture coordinates
#endif
 
fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6;
fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6;
int32_t ax, az, x, y, z, xx, yy, height, actheight;
int shade;
int hvheight = viewheight >> 1;
int hvwidth = viewwidth >> 1;
 
rainpos -= tics * 256;
for(int i = 0; i < MAXPOINTS; i++)
{
point3d_t *pt = &points[i];
ax = pt->x + px;
ax = 0x1fff - (ax & 0x3fff);
az = pt->z + pz;
az = 0x1fff - (az & 0x3fff);
x = ax * viewcos + az * viewsin;
y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11);
z = (az * viewcos - ax * viewsin) >> 8;
if(z <= 0) continue;
shade = z >> 17;
if(shade > 13) continue;
xx = x / z + hvwidth;
if(xx < 0 || xx >= viewwidth) continue;
actheight = y / z;
yy = hvheight - actheight;
height = (heightnumerator << 10) / z;
if(actheight < 0) actheight = -actheight;
if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue;
if(xx > 0 && xx < viewwidth && yy > 0 && yy < viewheight)
{
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
// Find the snow's tile coordinate
// NOTE: This sometimes goes over the map edges.
dist = ((heightnumerator / ((height >> 3) + 1)) << 5);
gu = viewx + FixedMul(dist, viewcos);
gv = -viewy + FixedMul(dist, viewsin);
floorx = ( gu >> TILESHIFT ) & 63;
floory = (-(gv >> TILESHIFT) - 1) & 63;
 
// Is there a ceiling tile?
if(MAPSPOT(floorx, floory, 2) >> 8) continue;
#endif
 
if(shade < 10)
{
vbuf[yy * vbufPitch + xx] = shade+17;
vbuf[yy * vbufPitch + xx - 1] = shade+16;
vbuf[(yy - 1) * vbufPitch + xx] = shade+16;
vbuf[(yy - 1) * vbufPitch + xx - 1] = shade+15;
}
else
vbuf[yy * vbufPitch + xx] = shade+15;
}
}
}
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_atmos.h
0,0 → 1,20
#ifndef _WL_ATMOS_H_
#define _WL_ATMOS_H_
 
#if defined(USE_STARSKY) || defined(USE_RAIN) || defined(USE_SNOW)
void Init3DPoints();
#endif
 
#ifdef USE_STARSKY
void DrawStarSky(byte *vbuf, uint32_t vbufPitch);
#endif
 
#ifdef USE_RAIN
void DrawRain(byte *vbuf, uint32_t vbufPitch);
#endif
 
#ifdef USE_SNOW
void DrawSnow(byte *vbuf, uint32_t vbufPitch);
#endif
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_cloudsky.cpp
0,0 → 1,259
#include "version.h"
 
#ifdef USE_CLOUDSKY
 
#include "wl_def.h"
#include "wl_cloudsky.h"
 
// Each colormap defines a number of colors which should be mapped from
// the skytable. The according colormapentry_t array defines how these colors should
// be mapped to the wolfenstein palette. The first int of each entry defines
// how many colors are grouped to this entry and the absolute value of the
// second int sets the starting palette index for this pair. If this value is
// negative the index will be decremented for every color, if it's positive
// it will be incremented.
//
// Example colormap:
// colormapentry_t colmapents_1[] = { { 6, -10 }, { 2, 40 } };
// colormap_t colorMaps[] = {
// { 8, colmapents_1 }
// };
//
// The colormap 0 consists of 8 colors. The first color group consists of 6
// colors and starts descending at palette index 10: 10, 9, 8, 7, 6, 5
// The second color group consists of 2 colors and starts ascending at
// index 40: 40, 41
// There's no other color group because all colors of this colormap are
// already used (6+2=8)
//
// Warning: Always make sure that the sum of the amount of the colors in all
// color groups is the number of colors used for your colormap!
 
colormapentry_t colmapents_1[] = { { 16, -31 }, { 16, 136 } };
colormapentry_t colmapents_2[] = { { 16, -31 } };
 
colormap_t colorMaps[] = {
{ 32, colmapents_1 },
{ 16, colmapents_2 }
};
 
const int numColorMaps = lengthof(colorMaps);
 
// The sky definitions which can be selected as defined by GetCloudSkyDefID() in wl_def.h
// You can use <TAB>+Z in debug mode to find out suitable values for seed and colorMapIndex
// Each entry consists of seed, speed, angle and colorMapIndex
cloudsky_t cloudSkys[] = {
{ 626, 800, 20, 0 },
{ 1234, 650, 60, 1 },
{ 0, 700, 120, 0 },
{ 0, 0, 0, 0 },
{ 11243, 750, 310, 0 },
{ 32141, 750, 87, 0 },
{ 12124, 750, 64, 0 },
{ 55543, 500, 240, 0 },
{ 65535, 200, 54, 1 },
{ 4, 1200, 290, 0 },
};
 
byte skyc[65536L];
 
long cloudx = 0, cloudy = 0;
cloudsky_t *curSky = NULL;
 
#ifdef USE_FEATUREFLAGS
 
// The lower left tile of every map determines the used cloud sky definition from cloudSkys.
static int GetCloudSkyDefID()
{
int skyID = ffDataBottomLeft;
assert(skyID >= 0 && skyID < lengthof(cloudSkys));
return skyID;
}
 
#else
 
static int GetCloudSkyDefID()
{
int skyID;
switch(gamestate.episode * 10 + mapon)
{
case 0: skyID = 0; break;
case 1: skyID = 1; break;
case 2: skyID = 2; break;
case 3: skyID = 3; break;
case 4: skyID = 4; break;
case 5: skyID = 5; break;
case 6: skyID = 6; break;
case 7: skyID = 7; break;
case 8: skyID = 8; break;
case 9: skyID = 9; break;
default: skyID = 9; break;
}
assert(skyID >= 0 && skyID < lengthof(cloudSkys));
return skyID;
}
 
#endif
 
void SplitS(unsigned size,unsigned x1,unsigned y1,unsigned x2,unsigned y2)
{
if(size==1) return;
if(!skyc[((x1+size/2)*256+y1)])
{
skyc[((x1+size/2)*256+y1)]=(byte)(((int)skyc[(x1*256+y1)]
+(int)skyc[((x2&0xff)*256+y1)])/2)+rand()%(size*2)-size;
if(!skyc[((x1+size/2)*256+y1)]) skyc[((x1+size/2)*256+y1)]=1;
}
if(!skyc[((x1+size/2)*256+(y2&0xff))])
{
skyc[((x1+size/2)*256+(y2&0xff))]=(byte)(((int)skyc[(x1*256+(y2&0xff))]
+(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size;
if(!skyc[((x1+size/2)*256+(y2&0xff))])
skyc[((x1+size/2)*256+(y2&0xff))]=1;
}
if(!skyc[(x1*256+y1+size/2)])
{
skyc[(x1*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)]
+(int)skyc[(x1*256+(y2&0xff))])/2)+rand()%(size*2)-size;
if(!skyc[(x1*256+y1+size/2)]) skyc[(x1*256+y1+size/2)]=1;
}
if(!skyc[((x2&0xff)*256+y1+size/2)])
{
skyc[((x2&0xff)*256+y1+size/2)]=(byte)(((int)skyc[((x2&0xff)*256+y1)]
+(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size;
if(!skyc[((x2&0xff)*256+y1+size/2)]) skyc[((x2&0xff)*256+y1+size/2)]=1;
}
 
skyc[((x1+size/2)*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)]
+(int)skyc[((x2&0xff)*256+y1)]+(int)skyc[(x1*256+(y2&0xff))]
+(int)skyc[((x2&0xff)*256+(y2&0xff))])/4)+rand()%(size*2)-size;
 
SplitS(size/2,x1,y1+size/2,x1+size/2,y2);
SplitS(size/2,x1+size/2,y1,x2,y1+size/2);
SplitS(size/2,x1+size/2,y1+size/2,x2,y2);
SplitS(size/2,x1,y1,x1+size/2,y1+size/2);
}
 
void InitSky()
{
unsigned cloudskyid = GetCloudSkyDefID();
if(cloudskyid >= lengthof(cloudSkys))
Quit("Illegal cloud sky id: %u", cloudskyid);
curSky = &cloudSkys[cloudskyid];
 
memset(skyc, 0, sizeof(skyc));
// funny water texture if used instead of memset ;D
// for(int i = 0; i < 65536; i++)
// skyc[i] = rand() % 32 * 8;
 
srand(curSky->seed);
skyc[0] = rand() % 256;
SplitS(256, 0, 0, 256, 256);
 
// Smooth the clouds a bit
for(int k = 0; k < 2; k++)
{
for(int i = 0; i < 256; i++)
{
for(int j = 0; j < 256; j++)
{
int32_t val = -skyc[j * 256 + i];
for(int m = 0; m < 3; m++)
{
for(int n = 0; n < 3; n++)
{
val += skyc[((j + n - 1) & 0xff) * 256 + ((i + m - 1) & 0xff)];
}
}
skyc[j * 256 + i] = (byte)(val >> 3);
}
}
}
 
// the following commented line could be useful, if you're trying to
// create a new color map. This will display your current color map
// in one (of course repeating) stripe of the sky
 
// for(int i = 0; i < 256; i++)
// skyc[i] = skyc[i + 256] = skyc[i + 512] = i;
 
if(curSky->colorMapIndex >= lengthof(colorMaps))
Quit("Illegal colorMapIndex for cloud sky def %u: %u", cloudskyid, curSky->colorMapIndex);
 
colormap_t *curMap = &colorMaps[curSky->colorMapIndex];
int numColors = curMap->numColors;
byte colormap[256];
colormapentry_t *curEntry = curMap->entries;
for(int calcedCols = 0; calcedCols < numColors; curEntry++)
{
if(curEntry->startAndDir < 0)
{
for(int i = 0, ind = -curEntry->startAndDir; i < curEntry->length; i++, ind--)
colormap[calcedCols++] = ind;
}
else
{
for(int i = 0, ind = curEntry->startAndDir; i < curEntry->length; i++, ind++)
colormap[calcedCols++] = ind;
}
}
 
for(int i = 0; i < 256; i++)
{
for(int j = 0; j < 256; j++)
{
skyc[i * 256 + j] = colormap[skyc[i * 256 + j] * numColors / 256];
}
}
}
 
// Based on Textured Floor and Ceiling by DarkOne
void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight)
{
// Move clouds
fixed moveDist = tics * curSky->speed;
cloudx += FixedMul(moveDist,sintable[curSky->angle]);
cloudy -= FixedMul(moveDist,costable[curSky->angle]);
 
// Draw them
int y0, halfheight;
unsigned top_offset0;
fixed dist; // distance to row projection
fixed tex_step; // global step per one screen pixel
fixed gu, gv, du, dv; // global texture coordinates
int u, v; // local texture coordinates
 
// ------ * prepare * --------
halfheight = viewheight >> 1;
y0 = min_wallheight >> 3; // starting y value
if(y0 > halfheight)
return; // view obscured by walls
if(!y0) y0 = 1; // don't let division by zero
top_offset0 = vbufPitch * (halfheight - y0 - 1);
 
// draw horizontal lines
for(int y = y0, top_offset = top_offset0; y < halfheight; y++, top_offset -= vbufPitch)
{
dist = (heightnumerator / y) << 8;
gu = viewx + FixedMul(dist, viewcos) + cloudx;
gv = -viewy + FixedMul(dist, viewsin) + cloudy;
tex_step = (dist << 8) / viewwidth / 175;
du = FixedMul(tex_step, viewsin);
dv = -FixedMul(tex_step, viewcos);
gu -= (viewwidth >> 1)*du;
gv -= (viewwidth >> 1)*dv; // starting point (leftmost)
for(int x = 0, top_add = top_offset; x < viewwidth; x++, top_add++)
{
if(wallheight[x] >> 3 <= y)
{
u = (gu >> 13) & 255;
v = (gv >> 13) & 255;
vbuf[top_add] = skyc[((255 - u) << 8) + 255 - v];
}
gu += du;
gv += dv;
}
}
}
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_cloudsky.h
0,0 → 1,46
#if defined(USE_CLOUDSKY) && !defined(_WL_CLOUDSKY_H_)
#define _WL_CLOUDSKY_H_
 
typedef struct
{
int length;
int startAndDir;
} colormapentry_t;
 
typedef struct
{
int numColors;
colormapentry_t *entries;
} colormap_t;
 
typedef struct
{
// The seed defines the look of the sky and every value (0-4294967295)
// describes an unique sky. You can play around with these inside the game
// when pressing <TAB>+Z in debug mode. There you'll be able to change the
// active seed to find out a value, which is suitable for your needs.
uint32_t seed;
 
// The speed defines how fast the clouds will move (0-65535)
uint32_t speed;
 
// The angle defines the move direction (0-359)
uint32_t angle;
 
// An index selecting the color map to be used for this sky definition.
// This value can also be chosen with <TAB>+Z
uint32_t colorMapIndex;
} cloudsky_t;
 
extern cloudsky_t *curSky;
extern colormap_t colorMaps[];
extern const int numColorMaps;
 
void InitSky();
void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight);
 
#ifndef USE_FEATUREFLAGS
int GetCloudSkyDefID();
#endif
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_debug.cpp
0,0 → 1,869
// WL_DEBUG.C
 
#ifdef _WIN32
#include <io.h>
#else
#include <unistd.h>
#endif
 
#include "wl_def.h"
#pragma hdrstop
 
#ifdef USE_CLOUDSKY
#include "wl_cloudsky.h"
#endif
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
#define VIEWTILEX (viewwidth/16)
#define VIEWTILEY (viewheight/16)
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
#ifdef DEBUGKEYS
 
int DebugKeys (void);
 
 
// from WL_DRAW.C
 
void ScalePost();
void SimpleScaleShape (int xcenter, int shapenum, unsigned height);
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
int maporgx;
int maporgy;
enum {mapview,tilemapview,actoratview,visview} viewtype;
 
void ViewMap (void);
 
//===========================================================================
 
/*
==================
=
= CountObjects
=
==================
*/
 
void CountObjects (void)
{
int i,total,count,active,inactive,doors;
objtype *obj;
 
CenterWindow (17,7);
active = inactive = count = doors = 0;
 
US_Print ("Total statics :");
total = (int)(laststatobj-&statobjlist[0]);
US_PrintUnsigned (total);
 
char str[60];
sprintf(str,"\nlaststatobj=%.8X",(int32_t)(uintptr_t)laststatobj);
US_Print(str);
 
US_Print ("\nIn use statics:");
for (i=0;i<total;i++)
{
if (statobjlist[i].shapenum != -1)
count++;
else
doors++; //debug
}
US_PrintUnsigned (count);
 
US_Print ("\nDoors :");
US_PrintUnsigned (doornum);
 
for (obj=player->next;obj;obj=obj->next)
{
if (obj->active)
active++;
else
inactive++;
}
 
US_Print ("\nTotal actors :");
US_PrintUnsigned (active+inactive);
 
US_Print ("\nActive actors :");
US_PrintUnsigned (active);
 
VW_UpdateScreen();
IN_Ack ();
}
 
 
//===========================================================================
 
/*
===================
=
= PictureGrabber
=
===================
*/
void PictureGrabber (void)
{
static char fname[] = "WSHOT000.BMP";
 
for(int i = 0; i < 1000; i++)
{
fname[7] = i % 10 + '0';
fname[6] = (i / 10) % 10 + '0';
fname[5] = i / 100 + '0';
int file = open(fname, O_RDONLY | O_BINARY);
if(file == -1) break; // file does not exist, so use that filename
close(file);
}
 
// overwrites WSHOT999.BMP if all wshot files exist
 
SDL_SaveBMP(curSurface, fname);
 
CenterWindow (18,2);
US_PrintCentered ("Screenshot taken");
VW_UpdateScreen();
IN_Ack();
}
 
 
//===========================================================================
 
/*
===================
=
= BasicOverhead
=
===================
*/
 
void BasicOverhead (void)
{
int x, y, z, offx, offy;
 
z = 128/MAPSIZE; // zoom scale
offx = 320/2;
offy = (160-MAPSIZE*z)/2;
 
#ifdef MAPBORDER
int temp = viewsize;
NewViewSize(16);
DrawPlayBorder();
#endif
 
// right side (raw)
 
for(x=0;x<MAPSIZE;x++)
for(y=0;y<MAPSIZE;y++)
VWB_Bar(x*z+offx, y*z+offy,z,z,(unsigned)(uintptr_t)actorat[x][y]);
 
// left side (filtered)
 
uintptr_t tile;
int color;
offx -= 128;
 
for(x=0;x<MAPSIZE;x++)
{
for(y=0;y<MAPSIZE;y++)
{
tile = (uintptr_t)actorat[x][y];
if (ISPOINTER(tile) && ((objtype *)tile)->flags&FL_SHOOTABLE) color = 72; // enemy
else if (!tile || ISPOINTER(tile))
{
if (spotvis[x][y]) color = 111; // visable
else color = 0; // nothing
}
else if (MAPSPOT(x,y,1) == PUSHABLETILE) color = 171; // pushwall
else if (tile == 64) color = 158; // solid obj
else if (tile < 128) color = 154; // walls
else if (tile < 256) color = 146; // doors
 
VWB_Bar(x*z+offx, y*z+offy,z,z,color);
}
}
 
VWB_Bar(player->tilex*z+offx,player->tiley*z+offy,z,z,15); // player
 
// resize the border to match
 
VW_UpdateScreen();
IN_Ack();
 
#ifdef MAPBORDER
NewViewSize(temp);
DrawPlayBorder();
#endif
}
 
 
//===========================================================================
 
/*
================
=
= ShapeTest
=
================
*/
 
void ShapeTest (void)
{
//TODO
#if NOTYET
extern word NumDigi;
extern word *DigiList;
extern int postx;
extern int postwidth;
extern byte *postsource;
static char buf[10];
 
boolean done;
ScanCode scan;
int i,j,k,x;
longword l;
byte *addr;
soundnames sound;
// PageListStruct far *page;
 
CenterWindow(20,16);
VW_UpdateScreen();
for (i = 0,done = false; !done;)
{
US_ClearWindow();
sound = (soundnames) -1;
 
// page = &PMPages[i];
US_Print(" Page #");
US_PrintUnsigned(i);
if (i < PMSpriteStart)
US_Print(" (Wall)");
else if (i < PMSoundStart)
US_Print(" (Sprite)");
else if (i == ChunksInFile - 1)
US_Print(" (Sound Info)");
else
US_Print(" (Sound)");
 
/* US_Print("\n XMS: ");
if (page->xmsPage != -1)
US_PrintUnsigned(page->xmsPage);
else
US_Print("No");
 
US_Print("\n Main: ");
if (page->mainPage != -1)
US_PrintUnsigned(page->mainPage);
else if (page->emsPage != -1)
{
US_Print("EMS ");
US_PrintUnsigned(page->emsPage);
}
else
US_Print("No");
 
US_Print("\n Last hit: ");
US_PrintUnsigned(page->lastHit);*/
 
US_Print("\n Address: ");
addr = (byte *) PM_GetPage(i);
sprintf(buf,"0x%08X",(int32_t) addr);
US_Print(buf);
 
if (addr)
{
if (i < PMSpriteStart)
{
//
// draw the wall
//
vbuf += 32*SCREENWIDTH;
postx = 128;
postwidth = 1;
postsource = addr;
for (x=0;x<64;x++,postx++,postsource+=64)
{
wallheight[postx] = 256;
ScalePost ();
}
vbuf -= 32*SCREENWIDTH;
}
else if (i < PMSoundStart)
{
//
// draw the sprite
//
vbuf += 32*SCREENWIDTH;
SimpleScaleShape (160, i-PMSpriteStart, 64);
vbuf -= 32*SCREENWIDTH;
}
else if (i == ChunksInFile - 1)
{
US_Print("\n\n Number of sounds: ");
US_PrintUnsigned(NumDigi);
for (l = j = k = 0;j < NumDigi;j++)
{
l += DigiList[(j * 2) + 1];
k += (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize;
}
US_Print("\n Total bytes: ");
US_PrintUnsigned(l);
US_Print("\n Total pages: ");
US_PrintUnsigned(k);
}
else
{
byte *dp = addr;
for (j = 0;j < NumDigi;j++)
{
k = (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize;
if ((i >= PMSoundStart + DigiList[j * 2])
&& (i < PMSoundStart + DigiList[j * 2] + k))
break;
}
if (j < NumDigi)
{
sound = (soundnames) j;
US_Print("\n Sound #");
US_PrintUnsigned(j);
US_Print("\n Segment #");
US_PrintUnsigned(i - PMSoundStart - DigiList[j * 2]);
}
for (j = 0;j < PageLengths[i];j += 32)
{
byte v = dp[j];
int v2 = (unsigned)v;
v2 -= 128;
v2 /= 4;
if (v2 < 0)
VWB_Vlin(WindowY + WindowH - 32 + v2,
WindowY + WindowH - 32,
WindowX + 8 + (j / 32),BLACK);
else
VWB_Vlin(WindowY + WindowH - 32,
WindowY + WindowH - 32 + v2,
WindowX + 8 + (j / 32),BLACK);
}
}
}
 
VW_UpdateScreen();
 
IN_Ack();
scan = LastScan;
 
IN_ClearKey(scan);
switch (scan)
{
case sc_LeftArrow:
if (i)
i--;
break;
case sc_RightArrow:
if (++i >= ChunksInFile)
i--;
break;
case sc_W: // Walls
i = 0;
break;
case sc_S: // Sprites
i = PMSpriteStart;
break;
case sc_D: // Digitized
i = PMSoundStart;
break;
case sc_I: // Digitized info
i = ChunksInFile - 1;
break;
/* case sc_L: // Load all pages
for (j = 0;j < ChunksInFile;j++)
PM_GetPage(j);
break;*/
case sc_P:
if (sound != -1)
SD_PlayDigitized(sound,8,8);
break;
case sc_Escape:
done = true;
break;
/* case sc_Enter:
PM_GetPage(i);
break;*/
}
}
SD_StopDigitized();
#endif
}
 
 
//===========================================================================
 
 
/*
================
=
= DebugKeys
=
================
*/
 
int DebugKeys (void)
{
boolean esc;
int level;
 
if (Keyboard[sc_B]) // B = border color
{
CenterWindow(20,3);
PrintY+=6;
US_Print(" Border color (0-56): ");
VW_UpdateScreen();
esc = !US_LineInput (px,py,str,NULL,true,2,0);
if (!esc)
{
level = atoi (str);
if (level>=0 && level<=99)
{
if (level<30) level += 31;
else
{
if (level > 56) level=31;
else level -= 26;
}
 
bordercol=level*4+3;
 
if (bordercol == VIEWCOLOR)
DrawStatusBorder(bordercol);
 
DrawPlayBorder();
 
return 0;
}
}
return 1;
}
if (Keyboard[sc_C]) // C = count objects
{
CountObjects();
return 1;
}
if (Keyboard[sc_D]) // D = Darkone's FPS counter
{
CenterWindow (22,2);
if (fpscounter)
US_PrintCentered ("Darkone's FPS Counter OFF");
else
US_PrintCentered ("Darkone's FPS Counter ON");
VW_UpdateScreen();
IN_Ack();
fpscounter ^= 1;
return 1;
}
if (Keyboard[sc_E]) // E = quit level
playstate = ex_completed;
 
if (Keyboard[sc_F]) // F = facing spot
{
char str[60];
CenterWindow (14,6);
US_Print ("x:"); US_PrintUnsigned (player->x);
US_Print (" ("); US_PrintUnsigned (player->x%65536);
US_Print (")\ny:"); US_PrintUnsigned (player->y);
US_Print (" ("); US_PrintUnsigned (player->y%65536);
US_Print (")\nA:"); US_PrintUnsigned (player->angle);
US_Print (" X:"); US_PrintUnsigned (player->tilex);
US_Print (" Y:"); US_PrintUnsigned (player->tiley);
US_Print ("\n1:"); US_PrintUnsigned (tilemap[player->tilex][player->tiley]);
sprintf(str," 2:%.8X",(unsigned)(uintptr_t)actorat[player->tilex][player->tiley]); US_Print(str);
US_Print ("\nf 1:"); US_PrintUnsigned (player->areanumber);
US_Print (" 2:"); US_PrintUnsigned (MAPSPOT(player->tilex,player->tiley,1));
US_Print (" 3:");
if ((unsigned)(uintptr_t)actorat[player->tilex][player->tiley] < 256)
US_PrintUnsigned (spotvis[player->tilex][player->tiley]);
else
US_PrintUnsigned (actorat[player->tilex][player->tiley]->flags);
VW_UpdateScreen();
IN_Ack();
return 1;
}
 
if (Keyboard[sc_G]) // G = god mode
{
CenterWindow (12,2);
if (godmode == 0)
US_PrintCentered ("God mode ON");
else if (godmode == 1)
US_PrintCentered ("God (no flash)");
else if (godmode == 2)
US_PrintCentered ("God mode OFF");
 
VW_UpdateScreen();
IN_Ack();
if (godmode != 2)
godmode++;
else
godmode = 0;
return 1;
}
if (Keyboard[sc_H]) // H = hurt self
{
IN_ClearKeysDown ();
TakeDamage (16,NULL);
}
else if (Keyboard[sc_I]) // I = item cheat
{
CenterWindow (12,3);
US_PrintCentered ("Free items!");
VW_UpdateScreen();
GivePoints (100000);
HealSelf (99);
if (gamestate.bestweapon<wp_chaingun)
GiveWeapon (gamestate.bestweapon+1);
gamestate.ammo += 50;
if (gamestate.ammo > 99)
gamestate.ammo = 99;
DrawAmmo ();
IN_Ack ();
return 1;
}
else if (Keyboard[sc_K]) // K = give keys
{
CenterWindow(16,3);
PrintY+=6;
US_Print(" Give Key (1-4): ");
VW_UpdateScreen();
esc = !US_LineInput (px,py,str,NULL,true,1,0);
if (!esc)
{
level = atoi (str);
if (level>0 && level<5)
GiveKey(level-1);
}
return 1;
}
else if (Keyboard[sc_L]) // L = level ratios
{
byte x,start,end=LRpack;
 
if (end == 8) // wolf3d
{
CenterWindow(17,10);
start = 0;
}
else // sod
{
CenterWindow(17,12);
start = 0; end = 10;
}
again:
for(x=start;x<end;x++)
{
US_PrintUnsigned(x+1);
US_Print(" ");
US_PrintUnsigned(LevelRatios[x].time/60);
US_Print(":");
if (LevelRatios[x].time%60 < 10)
US_Print("0");
US_PrintUnsigned(LevelRatios[x].time%60);
US_Print(" ");
US_PrintUnsigned(LevelRatios[x].kill);
US_Print("% ");
US_PrintUnsigned(LevelRatios[x].secret);
US_Print("% ");
US_PrintUnsigned(LevelRatios[x].treasure);
US_Print("%\n");
}
VW_UpdateScreen();
IN_Ack();
if (end == 10 && gamestate.mapon > 9)
{
start = 10; end = 20;
CenterWindow(17,12);
goto again;
}
 
return 1;
}
else if (Keyboard[sc_N]) // N = no clip
{
noclip^=1;
CenterWindow (18,3);
if (noclip)
US_PrintCentered ("No clipping ON");
else
US_PrintCentered ("No clipping OFF");
VW_UpdateScreen();
IN_Ack ();
return 1;
}
else if (Keyboard[sc_O]) // O = basic overhead
{
BasicOverhead();
return 1;
}
else if(Keyboard[sc_P]) // P = Ripper's picture grabber
{
PictureGrabber();
return 1;
}
else if (Keyboard[sc_Q]) // Q = fast quit
Quit (NULL);
else if (Keyboard[sc_S]) // S = slow motion
{
CenterWindow(30,3);
PrintY+=6;
US_Print(" Slow Motion steps (default 14): ");
VW_UpdateScreen();
esc = !US_LineInput (px,py,str,NULL,true,2,0);
if (!esc)
{
level = atoi (str);
if (level>=0 && level<=50)
singlestep = level;
}
return 1;
}
else if (Keyboard[sc_T]) // T = shape test
{
ShapeTest ();
return 1;
}
else if (Keyboard[sc_V]) // V = extra VBLs
{
CenterWindow(30,3);
PrintY+=6;
US_Print(" Add how many extra VBLs(0-8): ");
VW_UpdateScreen();
esc = !US_LineInput (px,py,str,NULL,true,1,0);
if (!esc)
{
level = atoi (str);
if (level>=0 && level<=8)
extravbls = level;
}
return 1;
}
else if (Keyboard[sc_W]) // W = warp to level
{
CenterWindow(26,3);
PrintY+=6;
#ifndef SPEAR
US_Print(" Warp to which level(1-10): ");
#else
US_Print(" Warp to which level(1-21): ");
#endif
VW_UpdateScreen();
esc = !US_LineInput (px,py,str,NULL,true,2,0);
if (!esc)
{
level = atoi (str);
#ifndef SPEAR
if (level>0 && level<11)
#else
if (level>0 && level<22)
#endif
{
gamestate.mapon = level-1;
playstate = ex_warped;
}
}
return 1;
}
else if (Keyboard[sc_X]) // X = item cheat
{
CenterWindow (12,3);
US_PrintCentered ("Extra stuff!");
VW_UpdateScreen();
// DEBUG: put stuff here
IN_Ack ();
return 1;
}
#ifdef USE_CLOUDSKY
else if(Keyboard[sc_Z])
{
char defstr[15];
 
CenterWindow(34,4);
PrintY+=6;
US_Print(" Recalculate sky with seek: ");
int seekpx = px, seekpy = py;
US_PrintUnsigned(curSky->seed);
US_Print("\n Use color map (0-");
US_PrintUnsigned(numColorMaps - 1);
US_Print("): ");
int mappx = px, mappy = py;
US_PrintUnsigned(curSky->colorMapIndex);
VW_UpdateScreen();
 
sprintf(defstr, "%u", curSky->seed);
esc = !US_LineInput(seekpx, seekpy, str, defstr, true, 10, 0);
if(esc) return 0;
curSky->seed = (uint32_t) atoi(str);
 
sprintf(defstr, "%u", curSky->colorMapIndex);
esc = !US_LineInput(mappx, mappy, str, defstr, true, 10, 0);
if(esc) return 0;
uint32_t newInd = (uint32_t) atoi(str);
if(newInd < (uint32_t) numColorMaps)
{
curSky->colorMapIndex = newInd;
InitSky();
}
else
{
CenterWindow (18,3);
US_PrintCentered ("Illegal color map!");
VW_UpdateScreen();
IN_Ack ();
}
}
#endif
 
return 0;
}
 
 
#if 0
/*
===================
=
= OverheadRefresh
=
===================
*/
 
void OverheadRefresh (void)
{
unsigned x,y,endx,endy,sx,sy;
unsigned tile;
 
 
endx = maporgx+VIEWTILEX;
endy = maporgy+VIEWTILEY;
 
for (y=maporgy;y<endy;y++)
{
for (x=maporgx;x<endx;x++)
{
sx = (x-maporgx)*16;
sy = (y-maporgy)*16;
 
switch (viewtype)
{
#if 0
case mapview:
tile = *(mapsegs[0]+farmapylookup[y]+x);
break;
 
case tilemapview:
tile = tilemap[x][y];
break;
 
case visview:
tile = spotvis[x][y];
break;
#endif
case actoratview:
tile = (unsigned)actorat[x][y];
break;
}
 
if (tile<MAXWALLTILES)
LatchDrawTile(sx,sy,tile);
else
{
LatchDrawChar(sx,sy,NUMBERCHARS+((tile&0xf000)>>12));
LatchDrawChar(sx+8,sy,NUMBERCHARS+((tile&0x0f00)>>8));
LatchDrawChar(sx,sy+8,NUMBERCHARS+((tile&0x00f0)>>4));
LatchDrawChar(sx+8,sy+8,NUMBERCHARS+(tile&0x000f));
}
}
}
}
#endif
 
#if 0
/*
===================
=
= ViewMap
=
===================
*/
 
void ViewMap (void)
{
boolean button0held;
 
viewtype = actoratview;
// button0held = false;
 
 
maporgx = player->tilex - VIEWTILEX/2;
if (maporgx<0)
maporgx = 0;
if (maporgx>MAPSIZE-VIEWTILEX)
maporgx=MAPSIZE-VIEWTILEX;
maporgy = player->tiley - VIEWTILEY/2;
if (maporgy<0)
maporgy = 0;
if (maporgy>MAPSIZE-VIEWTILEY)
maporgy=MAPSIZE-VIEWTILEY;
 
do
{
//
// let user pan around
//
PollControls ();
if (controlx < 0 && maporgx>0)
maporgx--;
if (controlx > 0 && maporgx<mapwidth-VIEWTILEX)
maporgx++;
if (controly < 0 && maporgy>0)
maporgy--;
if (controly > 0 && maporgy<mapheight-VIEWTILEY)
maporgy++;
 
#if 0
if (c.button0 && !button0held)
{
button0held = true;
viewtype++;
if (viewtype>visview)
viewtype = mapview;
}
if (!c.button0)
button0held = false;
#endif
 
OverheadRefresh ();
 
} while (!Keyboard[sc_Escape]);
 
IN_ClearKeysDown ();
}
#endif
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_def.h
0,0 → 1,1485
#ifndef WL_DEF_H
#define WL_DEF_H
 
// Defines which version shall be built and configures supported extra features
#include "version.h"
 
#include <assert.h>
#include <fcntl.h>
#include <math.h>
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#if defined(_arch_dreamcast)
# include <string.h>
# include "dc/dc_main.h"
#elif !defined(_WIN32)
# include <stdint.h>
# include <string.h>
# include <stdarg.h>
#endif
#include <SDL.h>
 
#if !defined O_BINARY
# define O_BINARY 0
#endif
 
#pragma pack(1)
 
#if defined(_arch_dreamcast)
#define YESBUTTONNAME "A"
#define NOBUTTONNAME "B"
#elif defined(GP2X)
#define YESBUTTONNAME "Y"
#define NOBUTTONNAME "B"
#else
#define YESBUTTONNAME "Y"
#define NOBUTTONNAME "N"
#endif
 
#include "foreign.h"
 
#ifndef SPEAR
#include "audiowl6.h"
#ifdef UPLOAD
#include "gfxv_apo.h"
#else
#ifdef JAPAN
#include "gfxv_jap.h"
#else
#ifdef GOODTIMES
#include "gfxv_wl6.h"
#else
#include "gfxv_apo.h"
#endif
#endif
#endif
#else
#include "audiosod.h"
#include "gfxv_sod.h"
#include "f_spear.h"
#endif
 
typedef uint8_t byte;
typedef uint16_t word;
typedef int32_t fixed;
typedef uint32_t longword;
typedef int8_t boolean;
typedef void * memptr;
 
typedef struct
{
int x,y;
} Point;
typedef struct
{
Point ul,lr;
} Rect;
 
void Quit(const char *errorStr, ...);
 
#include "id_pm.h"
#include "id_sd.h"
#include "id_in.h"
#include "id_vl.h"
#include "id_vh.h"
#include "id_us.h"
#include "id_ca.h"
 
#include "wl_menu.h"
 
#define MAPSPOT(x,y,plane) (mapsegs[plane][((y)<<mapshift)+(x)])
 
#define SIGN(x) ((x)>0?1:-1)
#define ABS(x) ((int)(x)>0?(x):-(x))
#define LABS(x) ((int32_t)(x)>0?(x):-(x))
 
#define abs(x) ABS(x)
 
/*
=============================================================================
 
GLOBAL CONSTANTS
 
=============================================================================
*/
 
#define MAXTICS 10
#define DEMOTICS 4
 
#define MAXACTORS 150 // max number of nazis, etc / map
#define MAXSTATS 400 // max number of lamps, bonus, etc
#define MAXDOORS 64 // max number of sliding doors
#define MAXWALLTILES 64 // max number of wall tiles
 
//
// tile constants
//
 
#define ICONARROWS 90
#define PUSHABLETILE 98
#define EXITTILE 99 // at end of castle
#define AREATILE 107 // first of NUMAREAS floor tiles
#define NUMAREAS 37
#define ELEVATORTILE 21
#define AMBUSHTILE 106
#define ALTELEVATORTILE 107
 
#define NUMBERCHARS 9
 
 
//----------------
 
#define EXTRAPOINTS 40000
 
#define PLAYERSPEED 3000
#define RUNSPEED 6000
 
#define SCREENSEG 0xa000
 
#define SCREENBWIDE 80
 
#define HEIGHTRATIO 0.50 // also defined in id_mm.c
 
#define BORDERCOLOR 3
#define FLASHCOLOR 5
#define FLASHTICS 4
 
#ifndef SPEAR
#define LRpack 8 // # of levels to store in endgame
#else
#define LRpack 20
#endif
 
#define PLAYERSIZE MINDIST // player radius
#define MINACTORDIST 0x10000l // minimum dist from player center
// to any actor center
 
#define NUMLATCHPICS 100
 
#undef M_PI
#define PI 3.141592657
#define M_PI PI
 
#define GLOBAL1 (1l<<16)
#define TILEGLOBAL GLOBAL1
#define PIXGLOBAL (GLOBAL1/64)
#define TILESHIFT 16l
#define UNSIGNEDSHIFT 8
 
#define ANGLES 360 // must be divisable by 4
#define ANGLEQUAD (ANGLES/4)
#define FINEANGLES 3600
#define ANG90 (FINEANGLES/4)
#define ANG180 (ANG90*2)
#define ANG270 (ANG90*3)
#define ANG360 (ANG90*4)
#define VANG90 (ANGLES/4)
#define VANG180 (VANG90*2)
#define VANG270 (VANG90*3)
#define VANG360 (VANG90*4)
 
#define MINDIST (0x5800l)
 
#define mapshift 6
#define MAPSIZE (1<<mapshift)
#define maparea MAPSIZE*MAPSIZE
 
#define mapheight MAPSIZE
#define mapwidth MAPSIZE
 
#ifdef USE_HIRES
 
#define TEXTURESHIFT 7
#define TEXTURESIZE (1<<TEXTURESHIFT)
#define TEXTUREFROMFIXEDSHIFT 2
#define TEXTUREMASK (TEXTURESIZE*(TEXTURESIZE-1))
 
#define SPRITESCALEFACTOR 1
 
#else
 
#define TEXTURESHIFT 6
#define TEXTURESIZE (1<<TEXTURESHIFT)
#define TEXTUREFROMFIXEDSHIFT 4
#define TEXTUREMASK (TEXTURESIZE*(TEXTURESIZE-1))
 
#define SPRITESCALEFACTOR 2
 
#endif
 
#define NORTH 0
#define EAST 1
#define SOUTH 2
#define WEST 3
 
 
#define STATUSLINES 40
 
#define SCREENSIZE (SCREENBWIDE*208)
#define PAGE1START 0
#define PAGE2START (SCREENSIZE)
#define PAGE3START (SCREENSIZE*2u)
#define FREESTART (SCREENSIZE*3u)
 
 
#define PIXRADIUS 512
 
#define STARTAMMO 8
 
 
// object flag values
 
typedef enum
{
FL_SHOOTABLE = 0x00000001,
FL_BONUS = 0x00000002,
FL_NEVERMARK = 0x00000004,
FL_VISABLE = 0x00000008,
FL_ATTACKMODE = 0x00000010,
FL_FIRSTATTACK = 0x00000020,
FL_AMBUSH = 0x00000040,
FL_NONMARK = 0x00000080,
FL_FULLBRIGHT = 0x00000100,
#ifdef USE_DIR3DSPR
// you can choose one of the following values in wl_act1.cpp
// to make a static sprite a directional 3d sprite
// (see example at the end of the statinfo array)
FL_DIR_HORIZ_MID = 0x00000200,
FL_DIR_HORIZ_FW = 0x00000400,
FL_DIR_HORIZ_BW = 0x00000600,
FL_DIR_VERT_MID = 0x00000a00,
FL_DIR_VERT_FW = 0x00000c00,
FL_DIR_VERT_BW = 0x00000e00,
 
// these values are just used to improve readability of code
FL_DIR_NONE = 0x00000000,
FL_DIR_POS_MID = 0x00000200,
FL_DIR_POS_FW = 0x00000400,
FL_DIR_POS_BW = 0x00000600,
FL_DIR_POS_MASK = 0x00000600,
FL_DIR_VERT_FLAG = 0x00000800,
FL_DIR_MASK = 0x00000e00,
#endif
// next free bit is 0x00001000
} objflag_t;
 
 
//
// sprite constants
//
 
enum
{
SPR_DEMO,
#ifndef APOGEE_1_0
SPR_DEATHCAM,
#endif
//
// static sprites
//
SPR_STAT_0,SPR_STAT_1,SPR_STAT_2,SPR_STAT_3,
SPR_STAT_4,SPR_STAT_5,SPR_STAT_6,SPR_STAT_7,
 
SPR_STAT_8,SPR_STAT_9,SPR_STAT_10,SPR_STAT_11,
SPR_STAT_12,SPR_STAT_13,SPR_STAT_14,SPR_STAT_15,
 
SPR_STAT_16,SPR_STAT_17,SPR_STAT_18,SPR_STAT_19,
SPR_STAT_20,SPR_STAT_21,SPR_STAT_22,SPR_STAT_23,
 
SPR_STAT_24,SPR_STAT_25,SPR_STAT_26,SPR_STAT_27,
SPR_STAT_28,SPR_STAT_29,SPR_STAT_30,SPR_STAT_31,
 
SPR_STAT_32,SPR_STAT_33,SPR_STAT_34,SPR_STAT_35,
SPR_STAT_36,SPR_STAT_37,SPR_STAT_38,SPR_STAT_39,
 
SPR_STAT_40,SPR_STAT_41,SPR_STAT_42,SPR_STAT_43,
SPR_STAT_44,SPR_STAT_45,SPR_STAT_46,SPR_STAT_47,
 
#ifdef SPEAR
SPR_STAT_48,SPR_STAT_49,SPR_STAT_50,SPR_STAT_51,
#endif
 
//
// guard
//
SPR_GRD_S_1,SPR_GRD_S_2,SPR_GRD_S_3,SPR_GRD_S_4,
SPR_GRD_S_5,SPR_GRD_S_6,SPR_GRD_S_7,SPR_GRD_S_8,
 
SPR_GRD_W1_1,SPR_GRD_W1_2,SPR_GRD_W1_3,SPR_GRD_W1_4,
SPR_GRD_W1_5,SPR_GRD_W1_6,SPR_GRD_W1_7,SPR_GRD_W1_8,
 
SPR_GRD_W2_1,SPR_GRD_W2_2,SPR_GRD_W2_3,SPR_GRD_W2_4,
SPR_GRD_W2_5,SPR_GRD_W2_6,SPR_GRD_W2_7,SPR_GRD_W2_8,
 
SPR_GRD_W3_1,SPR_GRD_W3_2,SPR_GRD_W3_3,SPR_GRD_W3_4,
SPR_GRD_W3_5,SPR_GRD_W3_6,SPR_GRD_W3_7,SPR_GRD_W3_8,
 
SPR_GRD_W4_1,SPR_GRD_W4_2,SPR_GRD_W4_3,SPR_GRD_W4_4,
SPR_GRD_W4_5,SPR_GRD_W4_6,SPR_GRD_W4_7,SPR_GRD_W4_8,
 
SPR_GRD_PAIN_1,SPR_GRD_DIE_1,SPR_GRD_DIE_2,SPR_GRD_DIE_3,
SPR_GRD_PAIN_2,SPR_GRD_DEAD,
 
SPR_GRD_SHOOT1,SPR_GRD_SHOOT2,SPR_GRD_SHOOT3,
 
//
// dogs
//
SPR_DOG_W1_1,SPR_DOG_W1_2,SPR_DOG_W1_3,SPR_DOG_W1_4,
SPR_DOG_W1_5,SPR_DOG_W1_6,SPR_DOG_W1_7,SPR_DOG_W1_8,
 
SPR_DOG_W2_1,SPR_DOG_W2_2,SPR_DOG_W2_3,SPR_DOG_W2_4,
SPR_DOG_W2_5,SPR_DOG_W2_6,SPR_DOG_W2_7,SPR_DOG_W2_8,
 
SPR_DOG_W3_1,SPR_DOG_W3_2,SPR_DOG_W3_3,SPR_DOG_W3_4,
SPR_DOG_W3_5,SPR_DOG_W3_6,SPR_DOG_W3_7,SPR_DOG_W3_8,
 
SPR_DOG_W4_1,SPR_DOG_W4_2,SPR_DOG_W4_3,SPR_DOG_W4_4,
SPR_DOG_W4_5,SPR_DOG_W4_6,SPR_DOG_W4_7,SPR_DOG_W4_8,
 
SPR_DOG_DIE_1,SPR_DOG_DIE_2,SPR_DOG_DIE_3,SPR_DOG_DEAD,
SPR_DOG_JUMP1,SPR_DOG_JUMP2,SPR_DOG_JUMP3,
 
 
 
//
// ss
//
SPR_SS_S_1,SPR_SS_S_2,SPR_SS_S_3,SPR_SS_S_4,
SPR_SS_S_5,SPR_SS_S_6,SPR_SS_S_7,SPR_SS_S_8,
 
SPR_SS_W1_1,SPR_SS_W1_2,SPR_SS_W1_3,SPR_SS_W1_4,
SPR_SS_W1_5,SPR_SS_W1_6,SPR_SS_W1_7,SPR_SS_W1_8,
 
SPR_SS_W2_1,SPR_SS_W2_2,SPR_SS_W2_3,SPR_SS_W2_4,
SPR_SS_W2_5,SPR_SS_W2_6,SPR_SS_W2_7,SPR_SS_W2_8,
 
SPR_SS_W3_1,SPR_SS_W3_2,SPR_SS_W3_3,SPR_SS_W3_4,
SPR_SS_W3_5,SPR_SS_W3_6,SPR_SS_W3_7,SPR_SS_W3_8,
 
SPR_SS_W4_1,SPR_SS_W4_2,SPR_SS_W4_3,SPR_SS_W4_4,
SPR_SS_W4_5,SPR_SS_W4_6,SPR_SS_W4_7,SPR_SS_W4_8,
 
SPR_SS_PAIN_1,SPR_SS_DIE_1,SPR_SS_DIE_2,SPR_SS_DIE_3,
SPR_SS_PAIN_2,SPR_SS_DEAD,
 
SPR_SS_SHOOT1,SPR_SS_SHOOT2,SPR_SS_SHOOT3,
 
//
// mutant
//
SPR_MUT_S_1,SPR_MUT_S_2,SPR_MUT_S_3,SPR_MUT_S_4,
SPR_MUT_S_5,SPR_MUT_S_6,SPR_MUT_S_7,SPR_MUT_S_8,
 
SPR_MUT_W1_1,SPR_MUT_W1_2,SPR_MUT_W1_3,SPR_MUT_W1_4,
SPR_MUT_W1_5,SPR_MUT_W1_6,SPR_MUT_W1_7,SPR_MUT_W1_8,
 
SPR_MUT_W2_1,SPR_MUT_W2_2,SPR_MUT_W2_3,SPR_MUT_W2_4,
SPR_MUT_W2_5,SPR_MUT_W2_6,SPR_MUT_W2_7,SPR_MUT_W2_8,
 
SPR_MUT_W3_1,SPR_MUT_W3_2,SPR_MUT_W3_3,SPR_MUT_W3_4,
SPR_MUT_W3_5,SPR_MUT_W3_6,SPR_MUT_W3_7,SPR_MUT_W3_8,
 
SPR_MUT_W4_1,SPR_MUT_W4_2,SPR_MUT_W4_3,SPR_MUT_W4_4,
SPR_MUT_W4_5,SPR_MUT_W4_6,SPR_MUT_W4_7,SPR_MUT_W4_8,
 
SPR_MUT_PAIN_1,SPR_MUT_DIE_1,SPR_MUT_DIE_2,SPR_MUT_DIE_3,
SPR_MUT_PAIN_2,SPR_MUT_DIE_4,SPR_MUT_DEAD,
 
SPR_MUT_SHOOT1,SPR_MUT_SHOOT2,SPR_MUT_SHOOT3,SPR_MUT_SHOOT4,
 
//
// officer
//
SPR_OFC_S_1,SPR_OFC_S_2,SPR_OFC_S_3,SPR_OFC_S_4,
SPR_OFC_S_5,SPR_OFC_S_6,SPR_OFC_S_7,SPR_OFC_S_8,
 
SPR_OFC_W1_1,SPR_OFC_W1_2,SPR_OFC_W1_3,SPR_OFC_W1_4,
SPR_OFC_W1_5,SPR_OFC_W1_6,SPR_OFC_W1_7,SPR_OFC_W1_8,
 
SPR_OFC_W2_1,SPR_OFC_W2_2,SPR_OFC_W2_3,SPR_OFC_W2_4,
SPR_OFC_W2_5,SPR_OFC_W2_6,SPR_OFC_W2_7,SPR_OFC_W2_8,
 
SPR_OFC_W3_1,SPR_OFC_W3_2,SPR_OFC_W3_3,SPR_OFC_W3_4,
SPR_OFC_W3_5,SPR_OFC_W3_6,SPR_OFC_W3_7,SPR_OFC_W3_8,
 
SPR_OFC_W4_1,SPR_OFC_W4_2,SPR_OFC_W4_3,SPR_OFC_W4_4,
SPR_OFC_W4_5,SPR_OFC_W4_6,SPR_OFC_W4_7,SPR_OFC_W4_8,
 
SPR_OFC_PAIN_1,SPR_OFC_DIE_1,SPR_OFC_DIE_2,SPR_OFC_DIE_3,
SPR_OFC_PAIN_2,SPR_OFC_DIE_4,SPR_OFC_DEAD,
 
SPR_OFC_SHOOT1,SPR_OFC_SHOOT2,SPR_OFC_SHOOT3,
 
#ifndef SPEAR
//
// ghosts
//
SPR_BLINKY_W1,SPR_BLINKY_W2,SPR_PINKY_W1,SPR_PINKY_W2,
SPR_CLYDE_W1,SPR_CLYDE_W2,SPR_INKY_W1,SPR_INKY_W2,
 
//
// hans
//
SPR_BOSS_W1,SPR_BOSS_W2,SPR_BOSS_W3,SPR_BOSS_W4,
SPR_BOSS_SHOOT1,SPR_BOSS_SHOOT2,SPR_BOSS_SHOOT3,SPR_BOSS_DEAD,
 
SPR_BOSS_DIE1,SPR_BOSS_DIE2,SPR_BOSS_DIE3,
 
//
// schabbs
//
SPR_SCHABB_W1,SPR_SCHABB_W2,SPR_SCHABB_W3,SPR_SCHABB_W4,
SPR_SCHABB_SHOOT1,SPR_SCHABB_SHOOT2,
 
SPR_SCHABB_DIE1,SPR_SCHABB_DIE2,SPR_SCHABB_DIE3,SPR_SCHABB_DEAD,
SPR_HYPO1,SPR_HYPO2,SPR_HYPO3,SPR_HYPO4,
 
//
// fake
//
SPR_FAKE_W1,SPR_FAKE_W2,SPR_FAKE_W3,SPR_FAKE_W4,
SPR_FAKE_SHOOT,SPR_FIRE1,SPR_FIRE2,
 
SPR_FAKE_DIE1,SPR_FAKE_DIE2,SPR_FAKE_DIE3,SPR_FAKE_DIE4,
SPR_FAKE_DIE5,SPR_FAKE_DEAD,
 
//
// hitler
//
SPR_MECHA_W1,SPR_MECHA_W2,SPR_MECHA_W3,SPR_MECHA_W4,
SPR_MECHA_SHOOT1,SPR_MECHA_SHOOT2,SPR_MECHA_SHOOT3,SPR_MECHA_DEAD,
 
SPR_MECHA_DIE1,SPR_MECHA_DIE2,SPR_MECHA_DIE3,
 
SPR_HITLER_W1,SPR_HITLER_W2,SPR_HITLER_W3,SPR_HITLER_W4,
SPR_HITLER_SHOOT1,SPR_HITLER_SHOOT2,SPR_HITLER_SHOOT3,SPR_HITLER_DEAD,
 
SPR_HITLER_DIE1,SPR_HITLER_DIE2,SPR_HITLER_DIE3,SPR_HITLER_DIE4,
SPR_HITLER_DIE5,SPR_HITLER_DIE6,SPR_HITLER_DIE7,
 
//
// giftmacher
//
SPR_GIFT_W1,SPR_GIFT_W2,SPR_GIFT_W3,SPR_GIFT_W4,
SPR_GIFT_SHOOT1,SPR_GIFT_SHOOT2,
 
SPR_GIFT_DIE1,SPR_GIFT_DIE2,SPR_GIFT_DIE3,SPR_GIFT_DEAD,
#endif
//
// Rocket, smoke and small explosion
//
SPR_ROCKET_1,SPR_ROCKET_2,SPR_ROCKET_3,SPR_ROCKET_4,
SPR_ROCKET_5,SPR_ROCKET_6,SPR_ROCKET_7,SPR_ROCKET_8,
 
SPR_SMOKE_1,SPR_SMOKE_2,SPR_SMOKE_3,SPR_SMOKE_4,
SPR_BOOM_1,SPR_BOOM_2,SPR_BOOM_3,
 
//
// Angel of Death's DeathSparks(tm)
//
#ifdef SPEAR
SPR_HROCKET_1,SPR_HROCKET_2,SPR_HROCKET_3,SPR_HROCKET_4,
SPR_HROCKET_5,SPR_HROCKET_6,SPR_HROCKET_7,SPR_HROCKET_8,
 
SPR_HSMOKE_1,SPR_HSMOKE_2,SPR_HSMOKE_3,SPR_HSMOKE_4,
SPR_HBOOM_1,SPR_HBOOM_2,SPR_HBOOM_3,
 
SPR_SPARK1,SPR_SPARK2,SPR_SPARK3,SPR_SPARK4,
#endif
 
#ifndef SPEAR
//
// gretel
//
SPR_GRETEL_W1,SPR_GRETEL_W2,SPR_GRETEL_W3,SPR_GRETEL_W4,
SPR_GRETEL_SHOOT1,SPR_GRETEL_SHOOT2,SPR_GRETEL_SHOOT3,SPR_GRETEL_DEAD,
 
SPR_GRETEL_DIE1,SPR_GRETEL_DIE2,SPR_GRETEL_DIE3,
 
//
// fat face
//
SPR_FAT_W1,SPR_FAT_W2,SPR_FAT_W3,SPR_FAT_W4,
SPR_FAT_SHOOT1,SPR_FAT_SHOOT2,SPR_FAT_SHOOT3,SPR_FAT_SHOOT4,
 
SPR_FAT_DIE1,SPR_FAT_DIE2,SPR_FAT_DIE3,SPR_FAT_DEAD,
 
//
// bj
//
#ifdef APOGEE_1_0
SPR_BJ_W1=360,
#elif defined(APOGEE_1_1) && defined(UPLOAD)
SPR_BJ_W1=406,
#else
SPR_BJ_W1,
#endif
SPR_BJ_W2,SPR_BJ_W3,SPR_BJ_W4,
SPR_BJ_JUMP1,SPR_BJ_JUMP2,SPR_BJ_JUMP3,SPR_BJ_JUMP4,
#else
//
// THESE ARE FOR 'SPEAR OF DESTINY'
//
 
//
// Trans Grosse
//
SPR_TRANS_W1,SPR_TRANS_W2,SPR_TRANS_W3,SPR_TRANS_W4,
SPR_TRANS_SHOOT1,SPR_TRANS_SHOOT2,SPR_TRANS_SHOOT3,SPR_TRANS_DEAD,
 
SPR_TRANS_DIE1,SPR_TRANS_DIE2,SPR_TRANS_DIE3,
 
//
// Wilhelm
//
SPR_WILL_W1,SPR_WILL_W2,SPR_WILL_W3,SPR_WILL_W4,
SPR_WILL_SHOOT1,SPR_WILL_SHOOT2,SPR_WILL_SHOOT3,SPR_WILL_SHOOT4,
 
SPR_WILL_DIE1,SPR_WILL_DIE2,SPR_WILL_DIE3,SPR_WILL_DEAD,
 
//
// UberMutant
//
SPR_UBER_W1,SPR_UBER_W2,SPR_UBER_W3,SPR_UBER_W4,
SPR_UBER_SHOOT1,SPR_UBER_SHOOT2,SPR_UBER_SHOOT3,SPR_UBER_SHOOT4,
 
SPR_UBER_DIE1,SPR_UBER_DIE2,SPR_UBER_DIE3,SPR_UBER_DIE4,
SPR_UBER_DEAD,
 
//
// Death Knight
//
SPR_DEATH_W1,SPR_DEATH_W2,SPR_DEATH_W3,SPR_DEATH_W4,
SPR_DEATH_SHOOT1,SPR_DEATH_SHOOT2,SPR_DEATH_SHOOT3,SPR_DEATH_SHOOT4,
 
SPR_DEATH_DIE1,SPR_DEATH_DIE2,SPR_DEATH_DIE3,SPR_DEATH_DIE4,
SPR_DEATH_DIE5,SPR_DEATH_DIE6,SPR_DEATH_DEAD,
 
//
// Ghost
//
SPR_SPECTRE_W1,SPR_SPECTRE_W2,SPR_SPECTRE_W3,SPR_SPECTRE_W4,
SPR_SPECTRE_F1,SPR_SPECTRE_F2,SPR_SPECTRE_F3,SPR_SPECTRE_F4,
 
//
// Angel of Death
//
SPR_ANGEL_W1,SPR_ANGEL_W2,SPR_ANGEL_W3,SPR_ANGEL_W4,
SPR_ANGEL_SHOOT1,SPR_ANGEL_SHOOT2,SPR_ANGEL_TIRED1,SPR_ANGEL_TIRED2,
 
SPR_ANGEL_DIE1,SPR_ANGEL_DIE2,SPR_ANGEL_DIE3,SPR_ANGEL_DIE4,
SPR_ANGEL_DIE5,SPR_ANGEL_DIE6,SPR_ANGEL_DIE7,SPR_ANGEL_DEAD,
 
#endif
 
//
// player attack frames
//
SPR_KNIFEREADY,SPR_KNIFEATK1,SPR_KNIFEATK2,SPR_KNIFEATK3,
SPR_KNIFEATK4,
 
SPR_PISTOLREADY,SPR_PISTOLATK1,SPR_PISTOLATK2,SPR_PISTOLATK3,
SPR_PISTOLATK4,
 
SPR_MACHINEGUNREADY,SPR_MACHINEGUNATK1,SPR_MACHINEGUNATK2,MACHINEGUNATK3,
SPR_MACHINEGUNATK4,
 
SPR_CHAINREADY,SPR_CHAINATK1,SPR_CHAINATK2,SPR_CHAINATK3,
SPR_CHAINATK4,
 
};
 
 
/*
=============================================================================
 
GLOBAL TYPES
 
=============================================================================
*/
 
typedef enum {
di_north,
di_east,
di_south,
di_west
} controldir_t;
 
typedef enum {
dr_normal,
dr_lock1,
dr_lock2,
dr_lock3,
dr_lock4,
dr_elevator
} door_t;
 
typedef enum {
ac_badobject = -1,
ac_no,
ac_yes,
ac_allways
} activetype;
 
typedef enum {
nothing,
playerobj,
inertobj,
guardobj,
officerobj,
ssobj,
dogobj,
bossobj,
schabbobj,
fakeobj,
mechahitlerobj,
mutantobj,
needleobj,
fireobj,
bjobj,
ghostobj,
realhitlerobj,
gretelobj,
giftobj,
fatobj,
rocketobj,
 
spectreobj,
angelobj,
transobj,
uberobj,
willobj,
deathobj,
hrocketobj,
sparkobj
} classtype;
 
typedef enum {
none,
block,
bo_gibs,
bo_alpo,
bo_firstaid,
bo_key1,
bo_key2,
bo_key3,
bo_key4,
bo_cross,
bo_chalice,
bo_bible,
bo_crown,
bo_clip,
bo_clip2,
bo_machinegun,
bo_chaingun,
bo_food,
bo_fullheal,
bo_25clip,
bo_spear
} wl_stat_t;
 
typedef enum {
east,
northeast,
north,
northwest,
west,
southwest,
south,
southeast,
nodir
} dirtype;
 
 
#define NUMENEMIES 22
typedef enum {
en_guard,
en_officer,
en_ss,
en_dog,
en_boss,
en_schabbs,
en_fake,
en_hitler,
en_mutant,
en_blinky,
en_clyde,
en_pinky,
en_inky,
en_gretel,
en_gift,
en_fat,
en_spectre,
en_angel,
en_trans,
en_uber,
en_will,
en_death
} enemy_t;
 
typedef void (* statefunc) (void *);
 
typedef struct statestruct
{
boolean rotate;
short shapenum; // a shapenum of -1 means get from ob->temp1
short tictime;
void (*think) (void *),(*action) (void *);
struct statestruct *next;
} statetype;
 
 
//---------------------
//
// trivial actor structure
//
//---------------------
 
typedef struct statstruct
{
byte tilex,tiley;
short shapenum; // if shapenum == -1 the obj has been removed
byte *visspot;
uint32_t flags;
byte itemnumber;
} statobj_t;
 
 
//---------------------
//
// door actor structure
//
//---------------------
 
typedef enum
{
dr_open,dr_closed,dr_opening,dr_closing
} doortype;
 
typedef struct doorstruct
{
byte tilex,tiley;
boolean vertical;
byte lock;
doortype action;
short ticcount;
} doorobj_t;
 
 
//--------------------
//
// thinking actor structure
//
//--------------------
 
typedef struct objstruct
{
activetype active;
short ticcount;
classtype obclass;
statetype *state;
 
uint32_t flags; // FL_SHOOTABLE, etc
 
int32_t distance; // if negative, wait for that door to open
dirtype dir;
 
fixed x,y;
word tilex,tiley;
byte areanumber;
 
short viewx;
word viewheight;
fixed transx,transy; // in global coord
 
short angle;
short hitpoints;
int32_t speed;
 
short temp1,temp2,hidden;
struct objstruct *next,*prev;
} objtype;
 
enum
{
bt_nobutton=-1,
bt_attack=0,
bt_strafe,
bt_run,
bt_use,
bt_readyknife,
bt_readypistol,
bt_readymachinegun,
bt_readychaingun,
bt_nextweapon,
bt_prevweapon,
bt_esc,
bt_pause,
bt_strafeleft,
bt_straferight,
bt_moveforward,
bt_movebackward,
bt_turnleft,
bt_turnright,
NUMBUTTONS
};
 
 
#define NUMWEAPONS 4
typedef enum
{
wp_knife,
wp_pistol,
wp_machinegun,
wp_chaingun
} weapontype;
 
 
enum
{
gd_baby,
gd_easy,
gd_medium,
gd_hard
};
 
//---------------
//
// gamestate structure
//
//---------------
 
typedef struct
{
short difficulty;
short mapon;
int32_t oldscore,score,nextextra;
short lives;
short health;
short ammo;
short keys;
weapontype bestweapon,weapon,chosenweapon;
 
short faceframe;
short attackframe,attackcount,weaponframe;
 
short episode,secretcount,treasurecount,killcount,
secrettotal,treasuretotal,killtotal;
int32_t TimeCount;
int32_t killx,killy;
boolean victoryflag; // set during victory animations
} gametype;
 
 
typedef enum
{
ex_stillplaying,
ex_completed,
ex_died,
ex_warped,
ex_resetgame,
ex_loadedgame,
ex_victorious,
ex_abort,
ex_demodone,
ex_secretlevel
} exit_t;
 
 
extern word *mapsegs[MAPPLANES];
extern int mapon;
 
/*
=============================================================================
 
WL_MAIN DEFINITIONS
 
=============================================================================
*/
 
extern boolean loadedgame;
extern fixed focallength;
extern int viewscreenx, viewscreeny;
extern int viewwidth;
extern int viewheight;
extern short centerx;
extern int32_t heightnumerator;
extern fixed scale;
 
extern int dirangle[9];
 
extern int mouseadjustment;
extern int shootdelta;
extern unsigned screenofs;
 
extern boolean startgame;
extern char str[80];
extern char configdir[256];
extern char configname[13];
 
//
// Command line parameter variables
//
extern boolean param_debugmode;
extern boolean param_nowait;
extern int param_difficulty;
extern int param_tedlevel;
extern int param_joystickindex;
extern int param_joystickhat;
extern int param_samplerate;
extern int param_audiobuffer;
extern int param_mission;
extern boolean param_goodtimes;
extern boolean param_ignorenumchunks;
 
 
void NewGame (int difficulty,int episode);
void CalcProjection (int32_t focal);
void NewViewSize (int width);
boolean SetViewSize (unsigned width, unsigned height);
boolean LoadTheGame(FILE *file,int x,int y);
boolean SaveTheGame(FILE *file,int x,int y);
void ShowViewSize (int width);
void ShutdownId (void);
 
 
/*
=============================================================================
 
WL_GAME DEFINITIONS
 
=============================================================================
*/
 
extern gametype gamestate;
extern byte bordercol;
extern SDL_Surface *latchpics[NUMLATCHPICS];
extern char demoname[13];
 
void SetupGameLevel (void);
void GameLoop (void);
void DrawPlayBorder (void);
void DrawStatusBorder (byte color);
void DrawPlayScreen (void);
void DrawPlayBorderSides (void);
void ShowActStatus();
 
void PlayDemo (int demonumber);
void RecordDemo (void);
 
 
#ifdef SPEAR
extern int32_t spearx,speary;
extern unsigned spearangle;
extern boolean spearflag;
#endif
 
 
#define ClearMemory SD_StopDigitized
 
 
// JAB
#define PlaySoundLocTile(s,tx,ty) PlaySoundLocGlobal(s,(((int32_t)(tx) << TILESHIFT) + (1L << (TILESHIFT - 1))),(((int32_t)ty << TILESHIFT) + (1L << (TILESHIFT - 1))))
#define PlaySoundLocActor(s,ob) PlaySoundLocGlobal(s,(ob)->x,(ob)->y)
void PlaySoundLocGlobal(word s,fixed gx,fixed gy);
void UpdateSoundLoc(void);
 
 
/*
=============================================================================
 
WL_PLAY DEFINITIONS
 
=============================================================================
*/
 
#define BASEMOVE 35
#define RUNMOVE 70
#define BASETURN 35
#define RUNTURN 70
 
#define JOYSCALE 2
 
extern byte tilemap[MAPSIZE][MAPSIZE]; // wall values only
extern byte spotvis[MAPSIZE][MAPSIZE];
extern objtype *actorat[MAPSIZE][MAPSIZE];
 
extern objtype *player;
 
extern unsigned tics;
extern int viewsize;
 
extern int lastgamemusicoffset;
 
//
// current user input
//
extern int controlx,controly; // range from -100 to 100
extern boolean buttonstate[NUMBUTTONS];
extern objtype objlist[MAXACTORS];
extern boolean buttonheld[NUMBUTTONS];
extern exit_t playstate;
extern boolean madenoise;
extern statobj_t statobjlist[MAXSTATS];
extern statobj_t *laststatobj;
extern objtype *newobj,*killerobj;
extern doorobj_t doorobjlist[MAXDOORS];
extern doorobj_t *lastdoorobj;
extern int godmode;
 
extern boolean demorecord,demoplayback;
extern int8_t *demoptr, *lastdemoptr;
extern memptr demobuffer;
 
//
// control info
//
extern boolean mouseenabled,joystickenabled;
extern int dirscan[4];
extern int buttonscan[NUMBUTTONS];
extern int buttonmouse[4];
extern int buttonjoy[32];
 
void InitActorList (void);
void GetNewActor (void);
void PlayLoop (void);
 
void CenterWindow(word w,word h);
 
void InitRedShifts (void);
void FinishPaletteShifts (void);
 
void RemoveObj (objtype *gone);
void PollControls (void);
int StopMusic(void);
void StartMusic(void);
void ContinueMusic(int offs);
void StartDamageFlash (int damage);
void StartBonusFlash (void);
 
#ifdef SPEAR
extern int32_t funnyticount; // FOR FUNNY BJ FACE
#endif
 
extern objtype *objfreelist; // *obj,*player,*lastobj,
 
extern boolean noclip,ammocheat;
extern int singlestep, extravbls;
 
/*
=============================================================================
 
WL_INTER
 
=============================================================================
*/
 
void IntroScreen (void);
void PG13(void);
void DrawHighScores(void);
void CheckHighScore (int32_t score,word other);
void Victory (void);
void LevelCompleted (void);
void ClearSplitVWB (void);
 
void PreloadGraphics(void);
 
 
/*
=============================================================================
 
WL_DEBUG
 
=============================================================================
*/
 
int DebugKeys (void);
 
/*
=============================================================================
 
WL_DRAW DEFINITIONS
 
=============================================================================
*/
 
//
// math tables
//
extern short *pixelangle;
extern int32_t finetangent[FINEANGLES/4];
extern fixed sintable[];
extern fixed *costable;
extern int *wallheight;
extern word horizwall[],vertwall[];
extern int32_t lasttimecount;
extern int32_t frameon;
 
extern unsigned screenloc[3];
 
extern boolean fizzlein, fpscounter;
 
extern fixed viewx,viewy; // the focal point
extern fixed viewsin,viewcos;
 
void ThreeDRefresh (void);
void CalcTics (void);
 
typedef struct
{
word leftpix,rightpix;
word dataofs[64];
// table data after dataofs[rightpix-leftpix+1]
} t_compshape;
 
/*
=============================================================================
 
WL_STATE DEFINITIONS
 
=============================================================================
*/
#define TURNTICS 10
#define SPDPATROL 512
#define SPDDOG 1500
 
 
void InitHitRect (objtype *ob, unsigned radius);
void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state);
void NewState (objtype *ob, statetype *state);
 
boolean TryWalk (objtype *ob);
void SelectChaseDir (objtype *ob);
void SelectDodgeDir (objtype *ob);
void SelectRunDir (objtype *ob);
void MoveObj (objtype *ob, int32_t move);
boolean SightPlayer (objtype *ob);
 
void KillActor (objtype *ob);
void DamageActor (objtype *ob, unsigned damage);
 
boolean CheckLine (objtype *ob);
boolean CheckSight (objtype *ob);
 
/*
=============================================================================
 
WL_AGENT DEFINITIONS
 
=============================================================================
*/
 
extern short anglefrac;
extern int facecount, facetimes;
extern word plux,pluy; // player coordinates scaled to unsigned
extern int32_t thrustspeed;
extern objtype *LastAttacker;
 
void Thrust (int angle, int32_t speed);
void SpawnPlayer (int tilex, int tiley, int dir);
void TakeDamage (int points,objtype *attacker);
void GivePoints (int32_t points);
void GetBonus (statobj_t *check);
void GiveWeapon (int weapon);
void GiveAmmo (int ammo);
void GiveKey (int key);
 
//
// player state info
//
 
void StatusDrawFace(unsigned picnum);
void DrawFace (void);
void DrawHealth (void);
void HealSelf (int points);
void DrawLevel (void);
void DrawLives (void);
void GiveExtraMan (void);
void DrawScore (void);
void DrawWeapon (void);
void DrawKeys (void);
void DrawAmmo (void);
 
 
/*
=============================================================================
 
WL_ACT1 DEFINITIONS
 
=============================================================================
*/
 
extern doorobj_t doorobjlist[MAXDOORS];
extern doorobj_t *lastdoorobj;
extern short doornum;
 
extern word doorposition[MAXDOORS];
 
extern byte areaconnect[NUMAREAS][NUMAREAS];
 
extern boolean areabyplayer[NUMAREAS];
 
extern word pwallstate;
extern word pwallpos; // amount a pushable wall has been moved (0-63)
extern word pwallx,pwally;
extern byte pwalldir,pwalltile;
 
 
void InitDoorList (void);
void InitStaticList (void);
void SpawnStatic (int tilex, int tiley, int type);
void SpawnDoor (int tilex, int tiley, boolean vertical, int lock);
void MoveDoors (void);
void MovePWalls (void);
void OpenDoor (int door);
void PlaceItemType (int itemtype, int tilex, int tiley);
void PushWall (int checkx, int checky, int dir);
void OperateDoor (int door);
void InitAreas (void);
 
/*
=============================================================================
 
WL_ACT2 DEFINITIONS
 
=============================================================================
*/
 
#define s_nakedbody s_static10
 
extern statetype s_grddie1;
extern statetype s_dogdie1;
extern statetype s_ofcdie1;
extern statetype s_mutdie1;
extern statetype s_ssdie1;
extern statetype s_bossdie1;
extern statetype s_schabbdie1;
extern statetype s_fakedie1;
extern statetype s_mechadie1;
extern statetype s_hitlerdie1;
extern statetype s_greteldie1;
extern statetype s_giftdie1;
extern statetype s_fatdie1;
 
extern statetype s_spectredie1;
extern statetype s_angeldie1;
extern statetype s_transdie0;
extern statetype s_uberdie0;
extern statetype s_willdie1;
extern statetype s_deathdie1;
 
 
extern statetype s_grdchase1;
extern statetype s_dogchase1;
extern statetype s_ofcchase1;
extern statetype s_sschase1;
extern statetype s_mutchase1;
extern statetype s_bosschase1;
extern statetype s_schabbchase1;
extern statetype s_fakechase1;
extern statetype s_mechachase1;
extern statetype s_gretelchase1;
extern statetype s_giftchase1;
extern statetype s_fatchase1;
 
extern statetype s_spectrechase1;
extern statetype s_angelchase1;
extern statetype s_transchase1;
extern statetype s_uberchase1;
extern statetype s_willchase1;
extern statetype s_deathchase1;
 
extern statetype s_blinkychase1;
extern statetype s_hitlerchase1;
 
extern statetype s_grdpain;
extern statetype s_grdpain1;
extern statetype s_ofcpain;
extern statetype s_ofcpain1;
extern statetype s_sspain;
extern statetype s_sspain1;
extern statetype s_mutpain;
extern statetype s_mutpain1;
 
extern statetype s_deathcam;
 
extern statetype s_schabbdeathcam2;
extern statetype s_hitlerdeathcam2;
extern statetype s_giftdeathcam2;
extern statetype s_fatdeathcam2;
 
void SpawnStand (enemy_t which, int tilex, int tiley, int dir);
void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir);
void KillActor (objtype *ob);
 
void SpawnDeadGuard (int tilex, int tiley);
void SpawnBoss (int tilex, int tiley);
void SpawnGretel (int tilex, int tiley);
void SpawnTrans (int tilex, int tiley);
void SpawnUber (int tilex, int tiley);
void SpawnWill (int tilex, int tiley);
void SpawnDeath (int tilex, int tiley);
void SpawnAngel (int tilex, int tiley);
void SpawnSpectre (int tilex, int tiley);
void SpawnGhosts (int which, int tilex, int tiley);
void SpawnSchabbs (int tilex, int tiley);
void SpawnGift (int tilex, int tiley);
void SpawnFat (int tilex, int tiley);
void SpawnFakeHitler (int tilex, int tiley);
void SpawnHitler (int tilex, int tiley);
 
void A_DeathScream (objtype *ob);
void SpawnBJVictory (void);
 
/*
=============================================================================
 
WL_TEXT DEFINITIONS
 
=============================================================================
*/
 
extern char helpfilename[],endfilename[];
 
extern void HelpScreens(void);
extern void EndText(void);
 
 
/*
=============================================================================
 
GP2X DEFINITIONS
 
=============================================================================
*/
 
#if defined(GP2X)
 
#if defined(GP2X_940)
void GP2X_MemoryInit(void);
void GP2X_Shutdown(void);
#endif
void GP2X_ButtonDown(int button);
void GP2X_ButtonUp(int button);
 
#endif
 
 
/*
=============================================================================
 
MISC DEFINITIONS
 
=============================================================================
*/
 
static inline fixed FixedMul(fixed a, fixed b)
{
return (fixed)(((int64_t)a * b + 0x8000) >> 16);
}
 
#ifdef PLAYDEMOLIKEORIGINAL
#define DEMOCHOOSE_ORIG_SDL(orig, sdl) ((demorecord || demoplayback) ? (orig) : (sdl))
#define DEMOCOND_ORIG (demorecord || demoplayback)
#define DEMOIF_SDL if(DEMOCOND_SDL)
#else
#define DEMOCHOOSE_ORIG_SDL(orig, sdl) (sdl)
#define DEMOCOND_ORIG false
#define DEMOIF_SDL
#endif
#define DEMOCOND_SDL (!DEMOCOND_ORIG)
 
#define GetTicks() ((SDL_GetTicks()*7)/100)
 
#define ISPOINTER(x) ((((uintptr_t)(x)) & ~0xffff) != 0)
 
#define CHECKMALLOCRESULT(x) if(!(x)) Quit("Out of memory at %s:%i", __FILE__, __LINE__)
 
#ifdef _WIN32
#define strcasecmp stricmp
#define strncasecmp strnicmp
#define snprintf _snprintf
#else
/*static inline char* itoa(int value, char* string, int radix)
{
sprintf(string, "%d", value);
return string;
}*/
 
static inline char* ltoa(long value, char* string, int radix)
{
sprintf(string, "%ld", value);
return string;
}
#endif
 
#define lengthof(x) (sizeof(x) / sizeof(*(x)))
#define endof(x) ((x) + lengthof(x))
 
static inline word READWORD(byte *&ptr)
{
word val = ptr[0] | ptr[1] << 8;
ptr += 2;
return val;
}
 
static inline longword READLONGWORD(byte *&ptr)
{
longword val = ptr[0] | ptr[1] << 8 | ptr[2] << 16 | ptr[3] << 24;
ptr += 4;
return val;
}
 
 
/*
=============================================================================
 
FEATURE DEFINITIONS
 
=============================================================================
*/
 
#ifdef USE_FEATUREFLAGS
// The currently available feature flags
#define FF_STARSKY 0x0001
#define FF_PARALLAXSKY 0x0002
#define FF_CLOUDSKY 0x0004
#define FF_RAIN 0x0010
#define FF_SNOW 0x0020
 
// The ffData... variables contain the 16-bit values of the according corners of the current level.
// The corners are overwritten with adjacent tiles after initialization in SetupGameLevel
// to avoid interpretation as e.g. doors.
extern int ffDataTopLeft, ffDataTopRight, ffDataBottomLeft, ffDataBottomRight;
 
/*************************************************************
* Current usage of ffData... variables:
* ffDataTopLeft: lower 8-bit: ShadeDefID
* ffDataTopRight: FeatureFlags
* ffDataBottomLeft: CloudSkyDefID or ParallaxStartTexture
* ffDataBottomRight: unused
*************************************************************/
 
// The feature flags are stored as a wall in the upper right corner of each level
static inline word GetFeatureFlags()
{
return ffDataTopRight;
}
 
#endif
 
#ifdef USE_FLOORCEILINGTEX
void DrawFloorAndCeiling(byte *vbuf, unsigned vbufPitch, int min_wallheight);
#endif
 
#ifdef USE_PARALLAX
void DrawParallax(byte *vbuf, unsigned vbufPitch);
#endif
 
#ifdef USE_DIR3DSPR
void Scale3DShape(byte *vbuf, unsigned vbufPitch, statobj_t *ob);
#endif
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_dir3dspr.cpp
0,0 → 1,230
#include "version.h"
 
#ifdef USE_DIR3DSPR
#include "wl_def.h"
#include "wl_shade.h"
 
// Define directional 3d sprites in wl_act1.cpp (there are two examples)
// Make sure you have according entries in ScanInfoPlane in wl_game.cpp.
 
 
void Scale3DShaper(int x1, int x2, int shapenum, uint32_t flags, fixed ny1, fixed ny2,
fixed nx1, fixed nx2, byte *vbuf, unsigned vbufPitch)
{
t_compshape *shape;
unsigned scale1,starty,endy;
word *cmdptr;
byte *line;
byte *vmem;
int dx,len,i,newstart,ycnt,pixheight,screndy,upperedge,scrstarty;
unsigned j;
fixed height,dheight,height1,height2;
int xpos[TEXTURESIZE+1];
int slinex;
fixed dxx=(ny2-ny1)<<8,dzz=(nx2-nx1)<<8;
fixed dxa=0,dza=0;
byte col;
 
shape = (t_compshape *) PM_GetSprite(shapenum);
 
len=shape->rightpix-shape->leftpix+1;
if(!len) return;
 
ny1+=dxx>>9;
nx1+=dzz>>9;
 
dxa=-(dxx>>1),dza=-(dzz>>1);
dxx>>=TEXTURESHIFT,dzz>>=TEXTURESHIFT;
dxa+=shape->leftpix*dxx,dza+=shape->leftpix*dzz;
 
xpos[0]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx);
height1 = heightnumerator/((nx1+(dza>>8))>>8);
height=(((fixed)height1)<<12)+2048;
 
for(i=1;i<=len;i++)
{
dxa+=dxx,dza+=dzz;
xpos[i]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx);
if(xpos[i-1]>viewwidth) break;
}
len=i-1;
dx = xpos[len] - xpos[0];
if(!dx) return;
 
height2 = heightnumerator/((nx1+(dza>>8))>>8);
dheight=(((fixed)height2-(fixed)height1)<<12)/(fixed)dx;
 
cmdptr = (word *) shape->dataofs;
 
i=0;
if(x2>viewwidth) x2=viewwidth;
 
for(i=0;i<len;i++)
{
for(slinex=xpos[i];slinex<xpos[i+1] && slinex<x2;slinex++)
{
height+=dheight;
if(slinex<0) continue;
 
scale1=(unsigned)(height>>15);
 
if(wallheight[slinex]<(height>>12) && scale1 /*&& scale1<=maxscale*/)
{
#ifdef USE_SHADING
byte *curshades;
if(flags & FL_FULLBRIGHT)
curshades = shadetable[0];
else
curshades = shadetable[GetShade(scale1<<3)];
#endif
 
pixheight=scale1*SPRITESCALEFACTOR;
upperedge=viewheight/2-scale1;
 
line=(byte *)shape + cmdptr[i];
 
while((endy = READWORD(line)) != 0)
{
endy >>= 1;
newstart = READWORD(line);
starty = READWORD(line) >> 1;
j=starty;
ycnt=j*pixheight;
screndy=(ycnt>>6)+upperedge;
if(screndy<0) vmem=vbuf+slinex;
else vmem=vbuf+screndy*vbufPitch+slinex;
for(;j<endy;j++)
{
scrstarty=screndy;
ycnt+=pixheight;
screndy=(ycnt>>6)+upperedge;
if(scrstarty!=screndy && screndy>0)
{
#ifdef USE_SHADING
col=curshades[((byte *)shape)[newstart+j]];
#else
col=((byte *)shape)[newstart+j];
#endif
if(scrstarty<0) scrstarty=0;
if(screndy>viewheight) screndy=viewheight,j=endy;
 
while(scrstarty<screndy)
{
*vmem=col;
vmem+=vbufPitch;
scrstarty++;
}
}
}
}
}
}
}
}
 
void Scale3DShape(byte *vbuf, unsigned vbufPitch, statobj_t *ob)
{
fixed nx1,nx2,ny1,ny2;
int viewx1,viewx2;
fixed diradd;
fixed playx = viewx;
fixed playy = viewy;
 
//
// the following values for "diradd" aren't optimized yet
// if you have problems with sprites being visible through wall edges
// where they shouldn't, you can try to adjust these values and SIZEADD
//
 
#define SIZEADD 1024
 
switch(ob->flags & FL_DIR_POS_MASK)
{
case FL_DIR_POS_FW: diradd=0x7ff0+0x8000; break;
case FL_DIR_POS_BW: diradd=-0x7ff0+0x8000; break;
case FL_DIR_POS_MID: diradd=0x8000; break;
default:
Quit("Unknown directional 3d sprite position (shapenum = %i)", ob->shapenum);
}
 
if(ob->flags & FL_DIR_VERT_FLAG) // vertical dir 3d sprite
{
fixed gy1,gy2,gx,gyt1,gyt2,gxt;
//
// translate point to view centered coordinates
//
gy1 = (((long)ob->tiley) << TILESHIFT)+0x8000-playy-0x8000L-SIZEADD;
gy2 = gy1+0x10000L+2*SIZEADD;
gx = (((long)ob->tilex) << TILESHIFT)+diradd-playx;
 
//
// calculate newx
//
gxt = FixedMul(gx,viewcos);
gyt1 = FixedMul(gy1,viewsin);
gyt2 = FixedMul(gy2,viewsin);
nx1 = gxt-gyt1;
nx2 = gxt-gyt2;
 
//
// calculate newy
//
gxt = FixedMul(gx,viewsin);
gyt1 = FixedMul(gy1,viewcos);
gyt2 = FixedMul(gy2,viewcos);
ny1 = gyt1+gxt;
ny2 = gyt2+gxt;
}
else // horizontal dir 3d sprite
{
fixed gx1,gx2,gy,gxt1,gxt2,gyt;
//
// translate point to view centered coordinates
//
gx1 = (((long)ob->tilex) << TILESHIFT)+0x8000-playx-0x8000L-SIZEADD;
gx2 = gx1+0x10000L+2*SIZEADD;
gy = (((long)ob->tiley) << TILESHIFT)+diradd-playy;
 
//
// calculate newx
//
gxt1 = FixedMul(gx1,viewcos);
gxt2 = FixedMul(gx2,viewcos);
gyt = FixedMul(gy,viewsin);
nx1 = gxt1-gyt;
nx2 = gxt2-gyt;
 
//
// calculate newy
//
gxt1 = FixedMul(gx1,viewsin);
gxt2 = FixedMul(gx2,viewsin);
gyt = FixedMul(gy,viewcos);
ny1 = gyt+gxt1;
ny2 = gyt+gxt2;
}
 
if(nx1 < 0 || nx2 < 0) return; // TODO: Clip on viewplane
 
//
// calculate perspective ratio
//
if(nx1>=0 && nx1<=1792) nx1=1792;
if(nx1<0 && nx1>=-1792) nx1=-1792;
if(nx2>=0 && nx2<=1792) nx2=1792;
if(nx2<0 && nx2>=-1792) nx2=-1792;
 
viewx1=(int)(centerx+ny1*scale/nx1);
viewx2=(int)(centerx+ny2*scale/nx2);
 
if(viewx2 < viewx1)
{
Scale3DShaper(viewx2,viewx1,ob->shapenum,ob->flags,ny2,ny1,nx2,nx1,vbuf,vbufPitch);
}
else
{
Scale3DShaper(viewx1,viewx2,ob->shapenum,ob->flags,ny1,ny2,nx1,nx2,vbuf,vbufPitch);
}
}
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_draw.cpp
0,0 → 1,1649
// WL_DRAW.C
 
#include "wl_def.h"
#pragma hdrstop
 
#include "wl_cloudsky.h"
#include "wl_atmos.h"
#include "wl_shade.h"
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
// the door is the last picture before the sprites
#define DOORWALL (PMSpriteStart-8)
 
#define ACTORSIZE 0x4000
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
static byte *vbuf = NULL;
unsigned vbufPitch = 0;
 
int32_t lasttimecount;
int32_t frameon;
boolean fpscounter;
 
int fps_frames=0, fps_time=0, fps=0;
 
int *wallheight;
int min_wallheight;
 
//
// math tables
//
short *pixelangle;
int32_t finetangent[FINEANGLES/4];
fixed sintable[ANGLES+ANGLES/4];
fixed *costable = sintable+(ANGLES/4);
 
//
// refresh variables
//
fixed viewx,viewy; // the focal point
short viewangle;
fixed viewsin,viewcos;
 
void TransformActor (objtype *ob);
void BuildTables (void);
void ClearScreen (void);
int CalcRotate (objtype *ob);
void DrawScaleds (void);
void CalcTics (void);
void ThreeDRefresh (void);
 
 
 
//
// wall optimization variables
//
int lastside; // true for vertical
int32_t lastintercept;
int lasttilehit;
int lasttexture;
 
//
// ray tracing variables
//
short focaltx,focalty,viewtx,viewty;
longword xpartialup,xpartialdown,ypartialup,ypartialdown;
 
short midangle,angle;
 
word tilehit;
int pixx;
 
short xtile,ytile;
short xtilestep,ytilestep;
int32_t xintercept,yintercept;
word xstep,ystep;
word xspot,yspot;
int texdelta;
 
word horizwall[MAXWALLTILES],vertwall[MAXWALLTILES];
 
 
/*
============================================================================
 
3 - D DEFINITIONS
 
============================================================================
*/
 
/*
========================
=
= TransformActor
=
= Takes paramaters:
= gx,gy : globalx/globaly of point
=
= globals:
= viewx,viewy : point of view
= viewcos,viewsin : sin/cos of viewangle
= scale : conversion from global value to screen value
=
= sets:
= screenx,transx,transy,screenheight: projected edge location and size
=
========================
*/
 
 
//
// transform actor
//
void TransformActor (objtype *ob)
{
fixed gx,gy,gxt,gyt,nx,ny;
 
//
// translate point to view centered coordinates
//
gx = ob->x-viewx;
gy = ob->y-viewy;
 
//
// calculate newx
//
gxt = FixedMul(gx,viewcos);
gyt = FixedMul(gy,viewsin);
nx = gxt-gyt-ACTORSIZE; // fudge the shape forward a bit, because
// the midpoint could put parts of the shape
// into an adjacent wall
 
//
// calculate newy
//
gxt = FixedMul(gx,viewsin);
gyt = FixedMul(gy,viewcos);
ny = gyt+gxt;
 
//
// calculate perspective ratio
//
ob->transx = nx;
ob->transy = ny;
 
if (nx<MINDIST) // too close, don't overflow the divide
{
ob->viewheight = 0;
return;
}
 
ob->viewx = (word)(centerx + ny*scale/nx);
 
//
// calculate height (heightnumerator/(nx>>8))
//
ob->viewheight = (word)(heightnumerator/(nx>>8));
}
 
//==========================================================================
 
/*
========================
=
= TransformTile
=
= Takes paramaters:
= tx,ty : tile the object is centered in
=
= globals:
= viewx,viewy : point of view
= viewcos,viewsin : sin/cos of viewangle
= scale : conversion from global value to screen value
=
= sets:
= screenx,transx,transy,screenheight: projected edge location and size
=
= Returns true if the tile is withing getting distance
=
========================
*/
 
boolean TransformTile (int tx, int ty, short *dispx, short *dispheight)
{
fixed gx,gy,gxt,gyt,nx,ny;
 
//
// translate point to view centered coordinates
//
gx = ((int32_t)tx<<TILESHIFT)+0x8000-viewx;
gy = ((int32_t)ty<<TILESHIFT)+0x8000-viewy;
 
//
// calculate newx
//
gxt = FixedMul(gx,viewcos);
gyt = FixedMul(gy,viewsin);
nx = gxt-gyt-0x2000; // 0x2000 is size of object
 
//
// calculate newy
//
gxt = FixedMul(gx,viewsin);
gyt = FixedMul(gy,viewcos);
ny = gyt+gxt;
 
 
//
// calculate height / perspective ratio
//
if (nx<MINDIST) // too close, don't overflow the divide
*dispheight = 0;
else
{
*dispx = (short)(centerx + ny*scale/nx);
*dispheight = (short)(heightnumerator/(nx>>8));
}
 
//
// see if it should be grabbed
//
if (nx<TILEGLOBAL && ny>-TILEGLOBAL/2 && ny<TILEGLOBAL/2)
return true;
else
return false;
}
 
//==========================================================================
 
/*
====================
=
= CalcHeight
=
= Calculates the height of xintercept,yintercept from viewx,viewy
=
====================
*/
 
int CalcHeight()
{
fixed z = FixedMul(xintercept - viewx, viewcos)
- FixedMul(yintercept - viewy, viewsin);
if(z < MINDIST) z = MINDIST;
int height = heightnumerator / (z >> 8);
if(height < min_wallheight) min_wallheight = height;
return height;
}
 
//==========================================================================
 
/*
===================
=
= ScalePost
=
===================
*/
 
byte *postsource;
int postx;
int postwidth;
 
void ScalePost()
{
int ywcount, yoffs, yw, yd, yendoffs;
byte col;
 
#ifdef USE_SHADING
byte *curshades = shadetable[GetShade(wallheight[postx])];
#endif
 
ywcount = yd = wallheight[postx] >> 3;
if(yd <= 0) yd = 100;
 
yoffs = (viewheight / 2 - ywcount) * vbufPitch;
if(yoffs < 0) yoffs = 0;
yoffs += postx;
 
yendoffs = viewheight / 2 + ywcount - 1;
yw=TEXTURESIZE-1;
 
while(yendoffs >= viewheight)
{
ywcount -= TEXTURESIZE/2;
while(ywcount <= 0)
{
ywcount += yd;
yw--;
}
yendoffs--;
}
if(yw < 0) return;
 
#ifdef USE_SHADING
col = curshades[postsource[yw]];
#else
col = postsource[yw];
#endif
yendoffs = yendoffs * vbufPitch + postx;
while(yoffs <= yendoffs)
{
vbuf[yendoffs] = col;
ywcount -= TEXTURESIZE/2;
if(ywcount <= 0)
{
do
{
ywcount += yd;
yw--;
}
while(ywcount <= 0);
if(yw < 0) break;
#ifdef USE_SHADING
col = curshades[postsource[yw]];
#else
col = postsource[yw];
#endif
}
yendoffs -= vbufPitch;
}
}
 
void GlobalScalePost(byte *vidbuf, unsigned pitch)
{
vbuf = vidbuf;
vbufPitch = pitch;
ScalePost();
}
 
/*
====================
=
= HitVertWall
=
= tilehit bit 7 is 0, because it's not a door tile
= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic
=
====================
*/
 
void HitVertWall (void)
{
int wallpic;
int texture;
 
texture = ((yintercept+texdelta)>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK;
if (xtilestep == -1)
{
texture = TEXTUREMASK-texture;
xintercept += TILEGLOBAL;
}
 
if(lastside==1 && lastintercept==xtile && lasttilehit==tilehit && !(lasttilehit & 0x40))
{
if((pixx&3) && texture == lasttexture)
{
ScalePost();
postx = pixx;
wallheight[pixx] = wallheight[pixx-1];
return;
}
ScalePost();
wallheight[pixx] = CalcHeight();
postsource+=texture-lasttexture;
postwidth=1;
postx=pixx;
lasttexture=texture;
return;
}
 
if(lastside!=-1) ScalePost();
 
lastside=1;
lastintercept=xtile;
lasttilehit=tilehit;
lasttexture=texture;
wallheight[pixx] = CalcHeight();
postx = pixx;
postwidth = 1;
 
if (tilehit & 0x40)
{ // check for adjacent doors
ytile = (short)(yintercept>>TILESHIFT);
if ( tilemap[xtile-xtilestep][ytile]&0x80 )
wallpic = DOORWALL+3;
else
wallpic = vertwall[tilehit & ~0x40];
}
else
wallpic = vertwall[tilehit];
 
postsource = PM_GetTexture(wallpic) + texture;
}
 
 
/*
====================
=
= HitHorizWall
=
= tilehit bit 7 is 0, because it's not a door tile
= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic
=
====================
*/
 
void HitHorizWall (void)
{
int wallpic;
int texture;
 
texture = ((xintercept+texdelta)>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK;
if (ytilestep == -1)
yintercept += TILEGLOBAL;
else
texture = TEXTUREMASK-texture;
 
if(lastside==0 && lastintercept==ytile && lasttilehit==tilehit && !(lasttilehit & 0x40))
{
if((pixx&3) && texture == lasttexture)
{
ScalePost();
postx=pixx;
wallheight[pixx] = wallheight[pixx-1];
return;
}
ScalePost();
wallheight[pixx] = CalcHeight();
postsource+=texture-lasttexture;
postwidth=1;
postx=pixx;
lasttexture=texture;
return;
}
 
if(lastside!=-1) ScalePost();
 
lastside=0;
lastintercept=ytile;
lasttilehit=tilehit;
lasttexture=texture;
wallheight[pixx] = CalcHeight();
postx = pixx;
postwidth = 1;
 
if (tilehit & 0x40)
{ // check for adjacent doors
xtile = (short)(xintercept>>TILESHIFT);
if ( tilemap[xtile][ytile-ytilestep]&0x80)
wallpic = DOORWALL+2;
else
wallpic = horizwall[tilehit & ~0x40];
}
else
wallpic = horizwall[tilehit];
 
postsource = PM_GetTexture(wallpic) + texture;
}
 
//==========================================================================
 
/*
====================
=
= HitHorizDoor
=
====================
*/
 
void HitHorizDoor (void)
{
int doorpage;
int doornum;
int texture;
 
doornum = tilehit&0x7f;
texture = ((xintercept-doorposition[doornum])>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK;
 
if(lasttilehit==tilehit)
{
if((pixx&3) && texture == lasttexture)
{
ScalePost();
postx=pixx;
wallheight[pixx] = wallheight[pixx-1];
return;
}
ScalePost();
wallheight[pixx] = CalcHeight();
postsource+=texture-lasttexture;
postwidth=1;
postx=pixx;
lasttexture=texture;
return;
}
 
if(lastside!=-1) ScalePost();
 
lastside=2;
lasttilehit=tilehit;
lasttexture=texture;
wallheight[pixx] = CalcHeight();
postx = pixx;
postwidth = 1;
 
switch(doorobjlist[doornum].lock)
{
case dr_normal:
doorpage = DOORWALL;
break;
case dr_lock1:
case dr_lock2:
case dr_lock3:
case dr_lock4:
doorpage = DOORWALL+6;
break;
case dr_elevator:
doorpage = DOORWALL+4;
break;
}
 
postsource = PM_GetTexture(doorpage) + texture;
}
 
//==========================================================================
 
/*
====================
=
= HitVertDoor
=
====================
*/
 
void HitVertDoor (void)
{
int doorpage;
int doornum;
int texture;
 
doornum = tilehit&0x7f;
texture = ((yintercept-doorposition[doornum])>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK;
 
if(lasttilehit==tilehit)
{
if((pixx&3) && texture == lasttexture)
{
ScalePost();
postx=pixx;
wallheight[pixx] = wallheight[pixx-1];
return;
}
ScalePost();
wallheight[pixx] = CalcHeight();
postsource+=texture-lasttexture;
postwidth=1;
postx=pixx;
lasttexture=texture;
return;
}
 
if(lastside!=-1) ScalePost();
 
lastside=2;
lasttilehit=tilehit;
lasttexture=texture;
wallheight[pixx] = CalcHeight();
postx = pixx;
postwidth = 1;
 
switch(doorobjlist[doornum].lock)
{
case dr_normal:
doorpage = DOORWALL+1;
break;
case dr_lock1:
case dr_lock2:
case dr_lock3:
case dr_lock4:
doorpage = DOORWALL+7;
break;
case dr_elevator:
doorpage = DOORWALL+5;
break;
}
 
postsource = PM_GetTexture(doorpage) + texture;
}
 
//==========================================================================
 
#define HitHorizBorder HitHorizWall
#define HitVertBorder HitVertWall
 
//==========================================================================
 
byte vgaCeiling[]=
{
#ifndef SPEAR
0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0xbf,
0x4e,0x4e,0x4e,0x1d,0x8d,0x4e,0x1d,0x2d,0x1d,0x8d,
0x1d,0x1d,0x1d,0x1d,0x1d,0x2d,0xdd,0x1d,0x1d,0x98,
 
0x1d,0x9d,0x2d,0xdd,0xdd,0x9d,0x2d,0x4d,0x1d,0xdd,
0x7d,0x1d,0x2d,0x2d,0xdd,0xd7,0x1d,0x1d,0x1d,0x2d,
0x1d,0x1d,0x1d,0x1d,0xdd,0xdd,0x7d,0xdd,0xdd,0xdd
#else
0x6f,0x4f,0x1d,0xde,0xdf,0x2e,0x7f,0x9e,0xae,0x7f,
0x1d,0xde,0xdf,0xde,0xdf,0xde,0xe1,0xdc,0x2e,0x1d,0xdc
#endif
};
 
/*
=====================
=
= VGAClearScreen
=
=====================
*/
 
void VGAClearScreen (void)
{
byte ceiling=vgaCeiling[gamestate.episode*10+mapon];
 
int y;
byte *ptr = vbuf;
#ifdef USE_SHADING
for(y = 0; y < viewheight / 2; y++, ptr += vbufPitch)
memset(ptr, shadetable[GetShade((viewheight / 2 - y) << 3)][ceiling], viewwidth);
for(; y < viewheight; y++, ptr += vbufPitch)
memset(ptr, shadetable[GetShade((y - viewheight / 2) << 3)][0x19], viewwidth);
#else
for(y = 0; y < viewheight / 2; y++, ptr += vbufPitch)
memset(ptr, ceiling, viewwidth);
for(; y < viewheight; y++, ptr += vbufPitch)
memset(ptr, 0x19, viewwidth);
#endif
}
 
//==========================================================================
 
/*
=====================
=
= CalcRotate
=
=====================
*/
 
int CalcRotate (objtype *ob)
{
int angle, viewangle;
 
// this isn't exactly correct, as it should vary by a trig value,
// but it is close enough with only eight rotations
 
viewangle = player->angle + (centerx - ob->viewx)/8;
 
if (ob->obclass == rocketobj || ob->obclass == hrocketobj)
angle = (viewangle-180) - ob->angle;
else
angle = (viewangle-180) - dirangle[ob->dir];
 
angle+=ANGLES/16;
while (angle>=ANGLES)
angle-=ANGLES;
while (angle<0)
angle+=ANGLES;
 
if (ob->state->rotate == 2) // 2 rotation pain frame
return 0; // pain with shooting frame bugfix
 
return angle/(ANGLES/8);
}
 
void ScaleShape (int xcenter, int shapenum, unsigned height, uint32_t flags)
{
t_compshape *shape;
unsigned scale,pixheight;
unsigned starty,endy;
word *cmdptr;
byte *cline;
byte *line;
byte *vmem;
int actx,i,upperedge;
short newstart;
int scrstarty,screndy,lpix,rpix,pixcnt,ycnt;
unsigned j;
byte col;
 
#ifdef USE_SHADING
byte *curshades;
if(flags & FL_FULLBRIGHT)
curshades = shadetable[0];
else
curshades = shadetable[GetShade(height)];
#endif
 
shape = (t_compshape *) PM_GetSprite(shapenum);
 
scale=height>>3; // low three bits are fractional
if(!scale) return; // too close or far away
 
pixheight=scale*SPRITESCALEFACTOR;
actx=xcenter-scale;
upperedge=viewheight/2-scale;
 
cmdptr=(word *) shape->dataofs;
 
for(i=shape->leftpix,pixcnt=i*pixheight,rpix=(pixcnt>>6)+actx;i<=shape->rightpix;i++,cmdptr++)
{
lpix=rpix;
if(lpix>=viewwidth) break;
pixcnt+=pixheight;
rpix=(pixcnt>>6)+actx;
if(lpix!=rpix && rpix>0)
{
if(lpix<0) lpix=0;
if(rpix>viewwidth) rpix=viewwidth,i=shape->rightpix+1;
cline=(byte *)shape + *cmdptr;
while(lpix<rpix)
{
if(wallheight[lpix]<=(int)height)
{
line=cline;
while((endy = READWORD(line)) != 0)
{
endy >>= 1;
newstart = READWORD(line);
starty = READWORD(line) >> 1;
j=starty;
ycnt=j*pixheight;
screndy=(ycnt>>6)+upperedge;
if(screndy<0) vmem=vbuf+lpix;
else vmem=vbuf+screndy*vbufPitch+lpix;
for(;j<endy;j++)
{
scrstarty=screndy;
ycnt+=pixheight;
screndy=(ycnt>>6)+upperedge;
if(scrstarty!=screndy && screndy>0)
{
#ifdef USE_SHADING
col=curshades[((byte *)shape)[newstart+j]];
#else
col=((byte *)shape)[newstart+j];
#endif
if(scrstarty<0) scrstarty=0;
if(screndy>viewheight) screndy=viewheight,j=endy;
 
while(scrstarty<screndy)
{
*vmem=col;
vmem+=vbufPitch;
scrstarty++;
}
}
}
}
}
lpix++;
}
}
}
}
 
void SimpleScaleShape (int xcenter, int shapenum, unsigned height)
{
t_compshape *shape;
unsigned scale,pixheight;
unsigned starty,endy;
word *cmdptr;
byte *cline;
byte *line;
int actx,i,upperedge;
short newstart;
int scrstarty,screndy,lpix,rpix,pixcnt,ycnt;
unsigned j;
byte col;
byte *vmem;
 
shape = (t_compshape *) PM_GetSprite(shapenum);
 
scale=height>>1;
pixheight=scale*SPRITESCALEFACTOR;
actx=xcenter-scale;
upperedge=viewheight/2-scale;
 
cmdptr=shape->dataofs;
 
for(i=shape->leftpix,pixcnt=i*pixheight,rpix=(pixcnt>>6)+actx;i<=shape->rightpix;i++,cmdptr++)
{
lpix=rpix;
if(lpix>=viewwidth) break;
pixcnt+=pixheight;
rpix=(pixcnt>>6)+actx;
if(lpix!=rpix && rpix>0)
{
if(lpix<0) lpix=0;
if(rpix>viewwidth) rpix=viewwidth,i=shape->rightpix+1;
cline = (byte *)shape + *cmdptr;
while(lpix<rpix)
{
line=cline;
while((endy = READWORD(line)) != 0)
{
endy >>= 1;
newstart = READWORD(line);
starty = READWORD(line) >> 1;
j=starty;
ycnt=j*pixheight;
screndy=(ycnt>>6)+upperedge;
if(screndy<0) vmem=vbuf+lpix;
else vmem=vbuf+screndy*vbufPitch+lpix;
for(;j<endy;j++)
{
scrstarty=screndy;
ycnt+=pixheight;
screndy=(ycnt>>6)+upperedge;
if(scrstarty!=screndy && screndy>0)
{
col=((byte *)shape)[newstart+j];
if(scrstarty<0) scrstarty=0;
if(screndy>viewheight) screndy=viewheight,j=endy;
 
while(scrstarty<screndy)
{
*vmem=col;
vmem+=vbufPitch;
scrstarty++;
}
}
}
}
lpix++;
}
}
}
}
 
/*
=====================
=
= DrawScaleds
=
= Draws all objects that are visable
=
=====================
*/
 
#define MAXVISABLE 250
 
typedef struct
{
short viewx,
viewheight,
shapenum;
short flags; // this must be changed to uint32_t, when you
// you need more than 16-flags for drawing
#ifdef USE_DIR3DSPR
statobj_t *transsprite;
#endif
} visobj_t;
 
visobj_t vislist[MAXVISABLE];
visobj_t *visptr,*visstep,*farthest;
 
void DrawScaleds (void)
{
int i,least,numvisable,height;
byte *tilespot,*visspot;
unsigned spotloc;
 
statobj_t *statptr;
objtype *obj;
 
visptr = &vislist[0];
 
//
// place static objects
//
for (statptr = &statobjlist[0] ; statptr !=laststatobj ; statptr++)
{
if ((visptr->shapenum = statptr->shapenum) == -1)
continue; // object has been deleted
 
if (!*statptr->visspot)
continue; // not visable
 
if (TransformTile (statptr->tilex,statptr->tiley,
&visptr->viewx,&visptr->viewheight) && statptr->flags & FL_BONUS)
{
GetBonus (statptr);
if(statptr->shapenum == -1)
continue; // object has been taken
}
 
if (!visptr->viewheight)
continue; // to close to the object
 
#ifdef USE_DIR3DSPR
if(statptr->flags & FL_DIR_MASK)
visptr->transsprite=statptr;
else
visptr->transsprite=NULL;
#endif
 
if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow
{
visptr->flags = (short) statptr->flags;
visptr++;
}
}
 
//
// place active objects
//
for (obj = player->next;obj;obj=obj->next)
{
if ((visptr->shapenum = obj->state->shapenum)==0)
continue; // no shape
 
spotloc = (obj->tilex<<mapshift)+obj->tiley; // optimize: keep in struct?
visspot = &spotvis[0][0]+spotloc;
tilespot = &tilemap[0][0]+spotloc;
 
//
// could be in any of the nine surrounding tiles
//
if (*visspot
|| ( *(visspot-1) && !*(tilespot-1) )
|| ( *(visspot+1) && !*(tilespot+1) )
|| ( *(visspot-65) && !*(tilespot-65) )
|| ( *(visspot-64) && !*(tilespot-64) )
|| ( *(visspot-63) && !*(tilespot-63) )
|| ( *(visspot+65) && !*(tilespot+65) )
|| ( *(visspot+64) && !*(tilespot+64) )
|| ( *(visspot+63) && !*(tilespot+63) ) )
{
obj->active = ac_yes;
TransformActor (obj);
if (!obj->viewheight)
continue; // too close or far away
 
visptr->viewx = obj->viewx;
visptr->viewheight = obj->viewheight;
if (visptr->shapenum == -1)
visptr->shapenum = obj->temp1; // special shape
 
if (obj->state->rotate)
visptr->shapenum += CalcRotate (obj);
 
if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow
{
visptr->flags = (short) obj->flags;
#ifdef USE_DIR3DSPR
visptr->transsprite = NULL;
#endif
visptr++;
}
obj->flags |= FL_VISABLE;
}
else
obj->flags &= ~FL_VISABLE;
}
 
//
// draw from back to front
//
numvisable = (int) (visptr-&vislist[0]);
 
if (!numvisable)
return; // no visable objects
 
for (i = 0; i<numvisable; i++)
{
least = 32000;
for (visstep=&vislist[0] ; visstep<visptr ; visstep++)
{
height = visstep->viewheight;
if (height < least)
{
least = height;
farthest = visstep;
}
}
//
// draw farthest
//
#ifdef USE_DIR3DSPR
if(farthest->transsprite)
Scale3DShape(vbuf, vbufPitch, farthest->transsprite);
else
#endif
ScaleShape(farthest->viewx, farthest->shapenum, farthest->viewheight, farthest->flags);
 
farthest->viewheight = 32000;
}
}
 
//==========================================================================
 
/*
==============
=
= DrawPlayerWeapon
=
= Draw the player's hands
=
==============
*/
 
int weaponscale[NUMWEAPONS] = {SPR_KNIFEREADY, SPR_PISTOLREADY,
SPR_MACHINEGUNREADY, SPR_CHAINREADY};
 
void DrawPlayerWeapon (void)
{
int shapenum;
 
#ifndef SPEAR
if (gamestate.victoryflag)
{
#ifndef APOGEE_1_0
if (player->state == &s_deathcam && (GetTimeCount()&32) )
SimpleScaleShape(viewwidth/2,SPR_DEATHCAM,viewheight+1);
#endif
return;
}
#endif
 
if (gamestate.weapon != -1)
{
shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;
SimpleScaleShape(viewwidth/2,shapenum,viewheight+1);
}
 
if (demorecord || demoplayback)
SimpleScaleShape(viewwidth/2,SPR_DEMO,viewheight+1);
}
 
 
//==========================================================================
 
 
/*
=====================
=
= CalcTics
=
=====================
*/
 
void CalcTics (void)
{
//
// calculate tics since last refresh for adaptive timing
//
if (lasttimecount > (int32_t) GetTimeCount())
lasttimecount = GetTimeCount(); // if the game was paused a LONG time
 
uint32_t curtime = SDL_GetTicks();
tics = (curtime * 7) / 100 - lasttimecount;
if(!tics)
{
// wait until end of current tic
SDL_Delay(((lasttimecount + 1) * 100) / 7 - curtime);
tics = 1;
}
 
lasttimecount += tics;
 
if (tics>MAXTICS)
tics = MAXTICS;
}
 
 
//==========================================================================
 
void AsmRefresh()
{
int32_t xstep,ystep;
longword xpartial,ypartial;
boolean playerInPushwallBackTile = tilemap[focaltx][focalty] == 64;
 
for(pixx=0;pixx<viewwidth;pixx++)
{
short angl=midangle+pixelangle[pixx];
if(angl<0) angl+=FINEANGLES;
if(angl>=3600) angl-=FINEANGLES;
if(angl<900)
{
xtilestep=1;
ytilestep=-1;
xstep=finetangent[900-1-angl];
ystep=-finetangent[angl];
xpartial=xpartialup;
ypartial=ypartialdown;
}
else if(angl<1800)
{
xtilestep=-1;
ytilestep=-1;
xstep=-finetangent[angl-900];
ystep=-finetangent[1800-1-angl];
xpartial=xpartialdown;
ypartial=ypartialdown;
}
else if(angl<2700)
{
xtilestep=-1;
ytilestep=1;
xstep=-finetangent[2700-1-angl];
ystep=finetangent[angl-1800];
xpartial=xpartialdown;
ypartial=ypartialup;
}
else if(angl<3600)
{
xtilestep=1;
ytilestep=1;
xstep=finetangent[angl-2700];
ystep=finetangent[3600-1-angl];
xpartial=xpartialup;
ypartial=ypartialup;
}
yintercept=FixedMul(ystep,xpartial)+viewy;
xtile=focaltx+xtilestep;
xspot=(word)((xtile<<mapshift)+((uint32_t)yintercept>>16));
xintercept=FixedMul(xstep,ypartial)+viewx;
ytile=focalty+ytilestep;
yspot=(word)((((uint32_t)xintercept>>16)<<mapshift)+ytile);
texdelta=0;
 
// Special treatment when player is in back tile of pushwall
if(playerInPushwallBackTile)
{
if( pwalldir == di_east && xtilestep == 1
|| pwalldir == di_west && xtilestep == -1)
{
int32_t yintbuf = yintercept - ((ystep * (64 - pwallpos)) >> 6);
if((yintbuf >> 16) == focalty) // ray hits pushwall back?
{
if(pwalldir == di_east)
xintercept = (focaltx << TILESHIFT) + (pwallpos << 10);
else
xintercept = (focaltx << TILESHIFT) - TILEGLOBAL + ((64 - pwallpos) << 10);
yintercept = yintbuf;
ytile = (short) (yintercept >> TILESHIFT);
tilehit = pwalltile;
HitVertWall();
continue;
}
}
else if(pwalldir == di_south && ytilestep == 1
|| pwalldir == di_north && ytilestep == -1)
{
int32_t xintbuf = xintercept - ((xstep * (64 - pwallpos)) >> 6);
if((xintbuf >> 16) == focaltx) // ray hits pushwall back?
{
xintercept = xintbuf;
if(pwalldir == di_south)
yintercept = (focalty << TILESHIFT) + (pwallpos << 10);
else
yintercept = (focalty << TILESHIFT) - TILEGLOBAL + ((64 - pwallpos) << 10);
xtile = (short) (xintercept >> TILESHIFT);
tilehit = pwalltile;
HitHorizWall();
continue;
}
}
}
 
do
{
if(ytilestep==-1 && (yintercept>>16)<=ytile) goto horizentry;
if(ytilestep==1 && (yintercept>>16)>=ytile) goto horizentry;
vertentry:
if((uint32_t)yintercept>mapheight*65536-1 || (word)xtile>=mapwidth)
{
if(xtile<0) xintercept=0, xtile=0;
else if(xtile>=mapwidth) xintercept=mapwidth<<TILESHIFT, xtile=mapwidth-1;
else xtile=(short) (xintercept >> TILESHIFT);
if(yintercept<0) yintercept=0, ytile=0;
else if(yintercept>=(mapheight<<TILESHIFT)) yintercept=mapheight<<TILESHIFT, ytile=mapheight-1;
yspot=0xffff;
tilehit=0;
HitHorizBorder();
break;
}
if(xspot>=maparea) break;
tilehit=((byte *)tilemap)[xspot];
if(tilehit)
{
if(tilehit&0x80)
{
int32_t yintbuf=yintercept+(ystep>>1);
if((yintbuf>>16)!=(yintercept>>16))
goto passvert;
if((word)yintbuf<doorposition[tilehit&0x7f])
goto passvert;
yintercept=yintbuf;
xintercept=(xtile<<TILESHIFT)|0x8000;
ytile = (short) (yintercept >> TILESHIFT);
HitVertDoor();
}
else
{
if(tilehit==64)
{
if(pwalldir==di_west || pwalldir==di_east)
{
int32_t yintbuf;
int pwallposnorm;
int pwallposinv;
if(pwalldir==di_west)
{
pwallposnorm = 64-pwallpos;
pwallposinv = pwallpos;
}
else
{
pwallposnorm = pwallpos;
pwallposinv = 64-pwallpos;
}
if(pwalldir == di_east && xtile==pwallx && ((uint32_t)yintercept>>16)==pwally
|| pwalldir == di_west && !(xtile==pwallx && ((uint32_t)yintercept>>16)==pwally))
{
yintbuf=yintercept+((ystep*pwallposnorm)>>6);
if((yintbuf>>16)!=(yintercept>>16))
goto passvert;
 
xintercept=(xtile<<TILESHIFT)+TILEGLOBAL-(pwallposinv<<10);
yintercept=yintbuf;
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
else
{
yintbuf=yintercept+((ystep*pwallposinv)>>6);
if((yintbuf>>16)!=(yintercept>>16))
goto passvert;
 
xintercept=(xtile<<TILESHIFT)-(pwallposinv<<10);
yintercept=yintbuf;
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
}
else
{
int pwallposi = pwallpos;
if(pwalldir==di_north) pwallposi = 64-pwallpos;
if(pwalldir==di_south && (word)yintercept<(pwallposi<<10)
|| pwalldir==di_north && (word)yintercept>(pwallposi<<10))
{
if(((uint32_t)yintercept>>16)==pwally && xtile==pwallx)
{
if(pwalldir==di_south && (int32_t)((word)yintercept)+ystep<(pwallposi<<10)
|| pwalldir==di_north && (int32_t)((word)yintercept)+ystep>(pwallposi<<10))
goto passvert;
 
if(pwalldir==di_south)
yintercept=(yintercept&0xffff0000)+(pwallposi<<10);
else
yintercept=(yintercept&0xffff0000)-TILEGLOBAL+(pwallposi<<10);
xintercept=xintercept-((xstep*(64-pwallpos))>>6);
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
else
{
texdelta = -(pwallposi<<10);
xintercept=xtile<<TILESHIFT;
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
}
else
{
if(((uint32_t)yintercept>>16)==pwally && xtile==pwallx)
{
texdelta = -(pwallposi<<10);
xintercept=xtile<<TILESHIFT;
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
else
{
if(pwalldir==di_south && (int32_t)((word)yintercept)+ystep>(pwallposi<<10)
|| pwalldir==di_north && (int32_t)((word)yintercept)+ystep<(pwallposi<<10))
goto passvert;
 
if(pwalldir==di_south)
yintercept=(yintercept&0xffff0000)-((64-pwallpos)<<10);
else
yintercept=(yintercept&0xffff0000)+((64-pwallpos)<<10);
xintercept=xintercept-((xstep*pwallpos)>>6);
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
}
}
}
else
{
xintercept=xtile<<TILESHIFT;
ytile = (short) (yintercept >> TILESHIFT);
HitVertWall();
}
}
break;
}
passvert:
*((byte *)spotvis+xspot)=1;
xtile+=xtilestep;
yintercept+=ystep;
xspot=(word)((xtile<<mapshift)+((uint32_t)yintercept>>16));
}
while(1);
continue;
 
do
{
if(xtilestep==-1 && (xintercept>>16)<=xtile) goto vertentry;
if(xtilestep==1 && (xintercept>>16)>=xtile) goto vertentry;
horizentry:
if((uint32_t)xintercept>mapwidth*65536-1 || (word)ytile>=mapheight)
{
if(ytile<0) yintercept=0, ytile=0;
else if(ytile>=mapheight) yintercept=mapheight<<TILESHIFT, ytile=mapheight-1;
else ytile=(short) (yintercept >> TILESHIFT);
if(xintercept<0) xintercept=0, xtile=0;
else if(xintercept>=(mapwidth<<TILESHIFT)) xintercept=mapwidth<<TILESHIFT, xtile=mapwidth-1;
xspot=0xffff;
tilehit=0;
HitVertBorder();
break;
}
if(yspot>=maparea) break;
tilehit=((byte *)tilemap)[yspot];
if(tilehit)
{
if(tilehit&0x80)
{
int32_t xintbuf=xintercept+(xstep>>1);
if((xintbuf>>16)!=(xintercept>>16))
goto passhoriz;
if((word)xintbuf<doorposition[tilehit&0x7f])
goto passhoriz;
xintercept=xintbuf;
yintercept=(ytile<<TILESHIFT)+0x8000;
xtile = (short) (xintercept >> TILESHIFT);
HitHorizDoor();
}
else
{
if(tilehit==64)
{
if(pwalldir==di_north || pwalldir==di_south)
{
int32_t xintbuf;
int pwallposnorm;
int pwallposinv;
if(pwalldir==di_north)
{
pwallposnorm = 64-pwallpos;
pwallposinv = pwallpos;
}
else
{
pwallposnorm = pwallpos;
pwallposinv = 64-pwallpos;
}
if(pwalldir == di_south && ytile==pwally && ((uint32_t)xintercept>>16)==pwallx
|| pwalldir == di_north && !(ytile==pwally && ((uint32_t)xintercept>>16)==pwallx))
{
xintbuf=xintercept+((xstep*pwallposnorm)>>6);
if((xintbuf>>16)!=(xintercept>>16))
goto passhoriz;
 
yintercept=(ytile<<TILESHIFT)+TILEGLOBAL-(pwallposinv<<10);
xintercept=xintbuf;
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
else
{
xintbuf=xintercept+((xstep*pwallposinv)>>6);
if((xintbuf>>16)!=(xintercept>>16))
goto passhoriz;
 
yintercept=(ytile<<TILESHIFT)-(pwallposinv<<10);
xintercept=xintbuf;
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
}
else
{
int pwallposi = pwallpos;
if(pwalldir==di_west) pwallposi = 64-pwallpos;
if(pwalldir==di_east && (word)xintercept<(pwallposi<<10)
|| pwalldir==di_west && (word)xintercept>(pwallposi<<10))
{
if(((uint32_t)xintercept>>16)==pwallx && ytile==pwally)
{
if(pwalldir==di_east && (int32_t)((word)xintercept)+xstep<(pwallposi<<10)
|| pwalldir==di_west && (int32_t)((word)xintercept)+xstep>(pwallposi<<10))
goto passhoriz;
 
if(pwalldir==di_east)
xintercept=(xintercept&0xffff0000)+(pwallposi<<10);
else
xintercept=(xintercept&0xffff0000)-TILEGLOBAL+(pwallposi<<10);
yintercept=yintercept-((ystep*(64-pwallpos))>>6);
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
else
{
texdelta = -(pwallposi<<10);
yintercept=ytile<<TILESHIFT;
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
}
else
{
if(((uint32_t)xintercept>>16)==pwallx && ytile==pwally)
{
texdelta = -(pwallposi<<10);
yintercept=ytile<<TILESHIFT;
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
else
{
if(pwalldir==di_east && (int32_t)((word)xintercept)+xstep>(pwallposi<<10)
|| pwalldir==di_west && (int32_t)((word)xintercept)+xstep<(pwallposi<<10))
goto passhoriz;
 
if(pwalldir==di_east)
xintercept=(xintercept&0xffff0000)-((64-pwallpos)<<10);
else
xintercept=(xintercept&0xffff0000)+((64-pwallpos)<<10);
yintercept=yintercept-((ystep*pwallpos)>>6);
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
}
}
}
else
{
yintercept=ytile<<TILESHIFT;
xtile = (short) (xintercept >> TILESHIFT);
HitHorizWall();
}
}
break;
}
passhoriz:
*((byte *)spotvis+yspot)=1;
ytile+=ytilestep;
xintercept+=xstep;
yspot=(word)((((uint32_t)xintercept>>16)<<mapshift)+ytile);
}
while(1);
}
}
 
/*
====================
=
= WallRefresh
=
====================
*/
 
void WallRefresh (void)
{
xpartialdown = viewx&(TILEGLOBAL-1);
xpartialup = TILEGLOBAL-xpartialdown;
ypartialdown = viewy&(TILEGLOBAL-1);
ypartialup = TILEGLOBAL-ypartialdown;
 
min_wallheight = viewheight;
lastside = -1; // the first pixel is on a new wall
AsmRefresh ();
ScalePost (); // no more optimization on last post
}
 
void CalcViewVariables()
{
viewangle = player->angle;
midangle = viewangle*(FINEANGLES/ANGLES);
viewsin = sintable[viewangle];
viewcos = costable[viewangle];
viewx = player->x - FixedMul(focallength,viewcos);
viewy = player->y + FixedMul(focallength,viewsin);
 
focaltx = (short)(viewx>>TILESHIFT);
focalty = (short)(viewy>>TILESHIFT);
 
viewtx = (short)(player->x >> TILESHIFT);
viewty = (short)(player->y >> TILESHIFT);
}
 
//==========================================================================
 
/*
========================
=
= ThreeDRefresh
=
========================
*/
 
void ThreeDRefresh (void)
{
//
// clear out the traced array
//
memset(spotvis,0,maparea);
spotvis[player->tilex][player->tiley] = 1; // Detect all sprites over player fix
 
vbuf = VL_LockSurface(screenBuffer);
if(vbuf == NULL) return;
 
vbuf += screenofs;
vbufPitch = bufferPitch;
 
CalcViewVariables();
 
//
// follow the walls from there to the right, drawing as we go
//
VGAClearScreen ();
#if defined(USE_FEATUREFLAGS) && defined(USE_STARSKY)
if(GetFeatureFlags() & FF_STARSKY)
DrawStarSky(vbuf, vbufPitch);
#endif
 
WallRefresh ();
 
#if defined(USE_FEATUREFLAGS) && defined(USE_PARALLAX)
if(GetFeatureFlags() & FF_PARALLAXSKY)
DrawParallax(vbuf, vbufPitch);
#endif
#if defined(USE_FEATUREFLAGS) && defined(USE_CLOUDSKY)
if(GetFeatureFlags() & FF_CLOUDSKY)
DrawClouds(vbuf, vbufPitch, min_wallheight);
#endif
#ifdef USE_FLOORCEILINGTEX
DrawFloorAndCeiling(vbuf, vbufPitch, min_wallheight);
#endif
 
//
// draw all the scaled images
//
DrawScaleds(); // draw scaled stuff
 
#if defined(USE_FEATUREFLAGS) && defined(USE_RAIN)
if(GetFeatureFlags() & FF_RAIN)
DrawRain(vbuf, vbufPitch);
#endif
#if defined(USE_FEATUREFLAGS) && defined(USE_SNOW)
if(GetFeatureFlags() & FF_SNOW)
DrawSnow(vbuf, vbufPitch);
#endif
 
DrawPlayerWeapon (); // draw player's hands
 
if(Keyboard[sc_Tab] && viewsize == 21 && gamestate.weapon != -1)
ShowActStatus();
 
VL_UnlockSurface(screenBuffer);
vbuf = NULL;
 
//
// show screen and time last cycle
//
 
if (fizzlein)
{
FizzleFade(screenBuffer, 0, 0, screenWidth, screenHeight, 20, false);
fizzlein = false;
 
lasttimecount = GetTimeCount(); // don't make a big tic count
}
else
{
#ifndef REMDEBUG
if (fpscounter)
{
fontnumber = 0;
SETFONTCOLOR(7,127);
PrintX=4; PrintY=1;
VWB_Bar(0,0,50,10,bordercol);
US_PrintSigned(fps);
US_Print(" fps");
}
#endif
SDL_BlitSurface(screenBuffer, NULL, screen, NULL);
SDL_Flip(screen);
}
 
#ifndef REMDEBUG
if (fpscounter)
{
fps_frames++;
fps_time+=tics;
 
if(fps_time>35)
{
fps_time-=35;
fps=fps_frames<<1;
fps_frames=0;
}
}
#endif
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_floorceiling.cpp
0,0 → 1,87
#include "version.h"
 
#ifdef USE_FLOORCEILINGTEX
 
#include "wl_def.h"
#include "wl_shade.h"
 
// Textured Floor and Ceiling by DarkOne
// With multi-textured floors and ceilings stored in lower and upper bytes of
// according tile in third mapplane, respectively.
void DrawFloorAndCeiling(byte *vbuf, unsigned vbufPitch, int min_wallheight)
{
fixed dist; // distance to row projection
fixed tex_step; // global step per one screen pixel
fixed gu, gv, du, dv; // global texture coordinates
int u, v; // local texture coordinates
byte *toptex, *bottex;
unsigned lasttoptex = 0xffffffff, lastbottex = 0xffffffff;
 
int halfheight = viewheight >> 1;
int y0 = min_wallheight >> 3; // starting y value
if(y0 > halfheight)
return; // view obscured by walls
if(!y0) y0 = 1; // don't let division by zero
unsigned bot_offset0 = vbufPitch * (halfheight + y0);
unsigned top_offset0 = vbufPitch * (halfheight - y0 - 1);
 
// draw horizontal lines
for(int y = y0, bot_offset = bot_offset0, top_offset = top_offset0;
y < halfheight; y++, bot_offset += vbufPitch, top_offset -= vbufPitch)
{
dist = (heightnumerator / (y + 1)) << 5;
gu = viewx + FixedMul(dist, viewcos);
gv = -viewy + FixedMul(dist, viewsin);
tex_step = (dist << 8) / viewwidth / 175;
du = FixedMul(tex_step, viewsin);
dv = -FixedMul(tex_step, viewcos);
gu -= (viewwidth >> 1) * du;
gv -= (viewwidth >> 1) * dv; // starting point (leftmost)
#ifdef USE_SHADING
byte *curshades = shadetable[GetShade(y << 3)];
#endif
for(int x = 0, bot_add = bot_offset, top_add = top_offset;
x < viewwidth; x++, bot_add++, top_add++)
{
if(wallheight[x] >> 3 <= y)
{
int curx = (gu >> TILESHIFT) & (MAPSIZE - 1);
int cury = (-(gv >> TILESHIFT) - 1) & (MAPSIZE - 1);
unsigned curtex = MAPSPOT(curx, cury, 2);
if(curtex)
{
unsigned curtoptex = curtex >> 8;
if (curtoptex != lasttoptex)
{
lasttoptex = curtoptex;
toptex = PM_GetTexture(curtoptex);
}
unsigned curbottex = curtex & 0xff;
if (curbottex != lastbottex)
{
lastbottex = curbottex;
bottex = PM_GetTexture(curbottex);
}
u = (gu >> (TILESHIFT - TEXTURESHIFT)) & (TEXTURESIZE - 1);
v = (gv >> (TILESHIFT - TEXTURESHIFT)) & (TEXTURESIZE - 1);
unsigned texoffs = (u << TEXTURESHIFT) + (TEXTURESIZE - 1) - v;
#ifdef USE_SHADING
if(curtoptex)
vbuf[top_add] = curshades[toptex[texoffs]];
if(curbottex)
vbuf[bot_add] = curshades[bottex[texoffs]];
#else
if(curtoptex)
vbuf[top_add] = toptex[texoffs];
if(curbottex)
vbuf[bot_add] = bottex[texoffs];
#endif
}
}
gu += du;
gv += dv;
}
}
}
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_game.cpp
0,0 → 1,1604
// WL_GAME.C
 
#include <math.h>
#include "wl_def.h"
//#include <SDL_mixer.h>
#pragma hdrstop
 
#ifdef MYPROFILE
#include <TIME.H>
#endif
 
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
boolean ingame,fizzlein;
gametype gamestate;
byte bordercol=VIEWCOLOR; // color of the Change View/Ingame border
 
#ifdef SPEAR
int32_t spearx,speary;
unsigned spearangle;
boolean spearflag;
#endif
 
#ifdef USE_FEATUREFLAGS
int ffDataTopLeft, ffDataTopRight, ffDataBottomLeft, ffDataBottomRight;
#endif
 
//
// ELEVATOR BACK MAPS - REMEMBER (-1)!!
//
int ElevatorBackTo[]={1,1,7,3,5,3};
 
void SetupGameLevel (void);
void DrawPlayScreen (void);
void LoadLatchMem (void);
void GameLoop (void);
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
 
 
//===========================================================================
//===========================================================================
 
 
/*
==========================
=
= SetSoundLoc - Given the location of an object (in terms of global
= coordinates, held in globalsoundx and globalsoundy), munges the values
= for an approximate distance from the left and right ear, and puts
= those values into leftchannel and rightchannel.
=
= JAB
=
==========================
*/
 
int leftchannel, rightchannel;
#define ATABLEMAX 15
byte righttable[ATABLEMAX][ATABLEMAX * 2] = {
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 6, 0, 0, 0, 0, 0, 1, 3, 5, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 6, 4, 0, 0, 0, 0, 0, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 4, 1, 0, 0, 0, 1, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 5, 4, 2, 1, 0, 1, 2, 3, 5, 7, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 5, 4, 3, 2, 2, 3, 3, 5, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 4, 4, 4, 4, 5, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 6, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}
};
byte lefttable[ATABLEMAX][ATABLEMAX * 2] = {
{ 8, 8, 8, 8, 8, 8, 8, 8, 5, 3, 1, 0, 0, 0, 0, 0, 6, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 0, 0, 0, 0, 0, 4, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 1, 0, 0, 0, 1, 4, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 5, 3, 2, 1, 0, 1, 2, 4, 5, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 6, 5, 3, 3, 2, 2, 3, 4, 5, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 5, 4, 4, 4, 4, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 6, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}
};
 
void
SetSoundLoc(fixed gx,fixed gy)
{
fixed xt,yt;
int x,y;
 
//
// translate point to view centered coordinates
//
gx -= viewx;
gy -= viewy;
 
//
// calculate newx
//
xt = FixedMul(gx,viewcos);
yt = FixedMul(gy,viewsin);
x = (xt - yt) >> TILESHIFT;
 
//
// calculate newy
//
xt = FixedMul(gx,viewsin);
yt = FixedMul(gy,viewcos);
y = (yt + xt) >> TILESHIFT;
 
if (y >= ATABLEMAX)
y = ATABLEMAX - 1;
else if (y <= -ATABLEMAX)
y = -ATABLEMAX;
if (x < 0)
x = -x;
if (x >= ATABLEMAX)
x = ATABLEMAX - 1;
leftchannel = lefttable[x][y + ATABLEMAX];
rightchannel = righttable[x][y + ATABLEMAX];
 
#if 0
CenterWindow(8,1);
US_PrintSigned(leftchannel);
US_Print(",");
US_PrintSigned(rightchannel);
VW_UpdateScreen();
#endif
}
 
/*
==========================
=
= SetSoundLocGlobal - Sets up globalsoundx & globalsoundy and then calls
= UpdateSoundLoc() to transform that into relative channel volumes. Those
= values are then passed to the Sound Manager so that they'll be used for
= the next sound played (if possible).
=
= JAB
=
==========================
*/
void PlaySoundLocGlobal(word s,fixed gx,fixed gy)
{
SetSoundLoc(gx, gy);
SD_PositionSound(leftchannel, rightchannel);
 
int channel = SD_PlaySound((soundnames) s);
if(channel)
{
/* channelSoundPos[channel - 1].globalsoundx = gx;
channelSoundPos[channel - 1].globalsoundy = gy;
channelSoundPos[channel - 1].valid = 1;*/
}
}
 
void UpdateSoundLoc(void)
{
/* if (SoundPositioned)
{
SetSoundLoc(globalsoundx,globalsoundy);
SD_SetPosition(leftchannel,rightchannel);
}*/
/*
for(int i = 0; i < MIX_CHANNELS; i++)
{
if(channelSoundPos[i].valid)
{
SetSoundLoc(channelSoundPos[i].globalsoundx,
channelSoundPos[i].globalsoundy);
SD_SetPosition(i, leftchannel, rightchannel);
}
}*/
}
 
/*
** JAB End
*/
 
/*
==========================
=
= ScanInfoPlane
=
= Spawn all actors and mark down special places
=
==========================
*/
 
static void ScanInfoPlane(void)
{
unsigned x,y;
int tile;
word *start;
 
start = mapsegs[1];
for (y=0;y<mapheight;y++)
{
for (x=0;x<mapwidth;x++)
{
tile = *start++;
if (!tile)
continue;
 
switch (tile)
{
case 19:
case 20:
case 21:
case 22:
SpawnPlayer(x,y,NORTH+tile-19);
break;
 
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29:
case 30:
 
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
 
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
 
case 47:
case 48:
case 49:
case 50:
case 51:
case 52:
case 53:
case 54:
 
case 55:
case 56:
case 57:
case 58:
case 59:
case 60:
case 61:
case 62:
 
case 63:
case 64:
case 65:
case 66:
case 67:
case 68:
case 69:
case 70:
case 71:
case 72:
#ifdef SPEAR
case 73: // TRUCK AND SPEAR!
case 74:
#elif defined(USE_DIR3DSPR) // just for the example
case 73:
#endif
SpawnStatic(x,y,tile-23);
break;
 
//
// P wall
//
case 98:
if (!loadedgame)
gamestate.secrettotal++;
break;
 
//
// guard
//
case 180:
case 181:
case 182:
case 183:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 144:
case 145:
case 146:
case 147:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 108:
case 109:
case 110:
case 111:
SpawnStand(en_guard,x,y,tile-108);
break;
 
 
case 184:
case 185:
case 186:
case 187:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 148:
case 149:
case 150:
case 151:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 112:
case 113:
case 114:
case 115:
SpawnPatrol(en_guard,x,y,tile-112);
break;
 
case 124:
SpawnDeadGuard (x,y);
break;
//
// officer
//
case 188:
case 189:
case 190:
case 191:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 152:
case 153:
case 154:
case 155:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 116:
case 117:
case 118:
case 119:
SpawnStand(en_officer,x,y,tile-116);
break;
 
 
case 192:
case 193:
case 194:
case 195:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 156:
case 157:
case 158:
case 159:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 120:
case 121:
case 122:
case 123:
SpawnPatrol(en_officer,x,y,tile-120);
break;
 
 
//
// ss
//
case 198:
case 199:
case 200:
case 201:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 162:
case 163:
case 164:
case 165:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 126:
case 127:
case 128:
case 129:
SpawnStand(en_ss,x,y,tile-126);
break;
 
 
case 202:
case 203:
case 204:
case 205:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 166:
case 167:
case 168:
case 169:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 130:
case 131:
case 132:
case 133:
SpawnPatrol(en_ss,x,y,tile-130);
break;
 
//
// dogs
//
case 206:
case 207:
case 208:
case 209:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 170:
case 171:
case 172:
case 173:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 134:
case 135:
case 136:
case 137:
SpawnStand(en_dog,x,y,tile-134);
break;
 
 
case 210:
case 211:
case 212:
case 213:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 174:
case 175:
case 176:
case 177:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 138:
case 139:
case 140:
case 141:
SpawnPatrol(en_dog,x,y,tile-138);
break;
 
//
// boss
//
#ifndef SPEAR
case 214:
SpawnBoss (x,y);
break;
case 197:
SpawnGretel (x,y);
break;
case 215:
SpawnGift (x,y);
break;
case 179:
SpawnFat (x,y);
break;
case 196:
SpawnSchabbs (x,y);
break;
case 160:
SpawnFakeHitler (x,y);
break;
case 178:
SpawnHitler (x,y);
break;
#else
case 106:
SpawnSpectre (x,y);
break;
case 107:
SpawnAngel (x,y);
break;
case 125:
SpawnTrans (x,y);
break;
case 142:
SpawnUber (x,y);
break;
case 143:
SpawnWill (x,y);
break;
case 161:
SpawnDeath (x,y);
break;
 
#endif
 
//
// mutants
//
case 252:
case 253:
case 254:
case 255:
if (gamestate.difficulty<gd_hard)
break;
tile -= 18;
case 234:
case 235:
case 236:
case 237:
if (gamestate.difficulty<gd_medium)
break;
tile -= 18;
case 216:
case 217:
case 218:
case 219:
SpawnStand(en_mutant,x,y,tile-216);
break;
 
case 256:
case 257:
case 258:
case 259:
if (gamestate.difficulty<gd_hard)
break;
tile -= 18;
case 238:
case 239:
case 240:
case 241:
if (gamestate.difficulty<gd_medium)
break;
tile -= 18;
case 220:
case 221:
case 222:
case 223:
SpawnPatrol(en_mutant,x,y,tile-220);
break;
 
//
// ghosts
//
#ifndef SPEAR
case 224:
SpawnGhosts (en_blinky,x,y);
break;
case 225:
SpawnGhosts (en_clyde,x,y);
break;
case 226:
SpawnGhosts (en_pinky,x,y);
break;
case 227:
SpawnGhosts (en_inky,x,y);
break;
#endif
}
}
}
}
 
//==========================================================================
 
/*
==================
=
= SetupGameLevel
=
==================
*/
 
void SetupGameLevel (void)
{
int x,y;
word *map;
word tile;
 
 
if (!loadedgame)
{
gamestate.TimeCount
= gamestate.secrettotal
= gamestate.killtotal
= gamestate.treasuretotal
= gamestate.secretcount
= gamestate.killcount
= gamestate.treasurecount
= pwallstate = pwallpos = facetimes = 0;
LastAttacker = NULL;
killerobj = NULL;
}
 
if (demoplayback || demorecord)
US_InitRndT (false);
else
US_InitRndT (true);
 
//
// load the level
//
CA_CacheMap (gamestate.mapon+10*gamestate.episode);
mapon-=gamestate.episode*10;
 
#ifdef USE_FEATUREFLAGS
// Temporary definition to make things clearer
#define MXX MAPSIZE - 1
 
// Read feature flags data from map corners and overwrite corners with adjacent tiles
ffDataTopLeft = MAPSPOT(0, 0, 0); MAPSPOT(0, 0, 0) = MAPSPOT(1, 0, 0);
ffDataTopRight = MAPSPOT(MXX, 0, 0); MAPSPOT(MXX, 0, 0) = MAPSPOT(MXX, 1, 0);
ffDataBottomRight = MAPSPOT(MXX, MXX, 0); MAPSPOT(MXX, MXX, 0) = MAPSPOT(MXX - 1, MXX, 0);
ffDataBottomLeft = MAPSPOT(0, MXX, 0); MAPSPOT(0, MXX, 0) = MAPSPOT(0, MXX - 1, 0);
 
#undef MXX
#endif
 
//
// copy the wall data to a data segment array
//
memset (tilemap,0,sizeof(tilemap));
memset (actorat,0,sizeof(actorat));
map = mapsegs[0];
for (y=0;y<mapheight;y++)
{
for (x=0;x<mapwidth;x++)
{
tile = *map++;
if (tile<AREATILE)
{
// solid wall
tilemap[x][y] = (byte) tile;
actorat[x][y] = (objtype *)(uintptr_t) tile;
}
else
{
// area floor
tilemap[x][y] = 0;
actorat[x][y] = 0;
}
}
}
 
//
// spawn doors
//
InitActorList (); // start spawning things with a clean slate
InitDoorList ();
InitStaticList ();
 
map = mapsegs[0];
for (y=0;y<mapheight;y++)
{
for (x=0;x<mapwidth;x++)
{
tile = *map++;
if (tile >= 90 && tile <= 101)
{
// door
switch (tile)
{
case 90:
case 92:
case 94:
case 96:
case 98:
case 100:
SpawnDoor (x,y,1,(tile-90)/2);
break;
case 91:
case 93:
case 95:
case 97:
case 99:
case 101:
SpawnDoor (x,y,0,(tile-91)/2);
break;
}
}
}
}
 
//
// spawn actors
//
ScanInfoPlane ();
 
 
//
// take out the ambush markers
//
map = mapsegs[0];
for (y=0;y<mapheight;y++)
{
for (x=0;x<mapwidth;x++)
{
tile = *map++;
if (tile == AMBUSHTILE)
{
tilemap[x][y] = 0;
if ( (unsigned)(uintptr_t)actorat[x][y] == AMBUSHTILE)
actorat[x][y] = NULL;
 
if (*map >= AREATILE)
tile = *map;
if (*(map-1-mapwidth) >= AREATILE)
tile = *(map-1-mapwidth);
if (*(map-1+mapwidth) >= AREATILE)
tile = *(map-1+mapwidth);
if ( *(map-2) >= AREATILE)
tile = *(map-2);
 
*(map-1) = tile;
}
}
}
 
 
//
// have the caching manager load and purge stuff to make sure all marks
// are in memory
//
CA_LoadAllSounds ();
}
 
 
//==========================================================================
 
 
/*
===================
=
= DrawPlayBorderSides
=
= To fix window overwrites
=
===================
*/
void DrawPlayBorderSides(void)
{
if(viewsize == 21) return;
 
const int sw = screenWidth;
const int sh = screenHeight;
const int vw = viewwidth;
const int vh = viewheight;
const int px = scaleFactor; // size of one "pixel"
 
const int h = sh - px * STATUSLINES;
const int xl = sw / 2 - vw / 2;
const int yl = (h - vh) / 2;
 
if(xl != 0)
{
VWB_BarScaledCoord(0, 0, xl - px, h, bordercol); // left side
VWB_BarScaledCoord(xl + vw + px, 0, xl - px * 2, h, bordercol); // right side
}
 
if(yl != 0)
{
VWB_BarScaledCoord(0, 0, sw, yl - px, bordercol); // upper side
VWB_BarScaledCoord(0, yl + vh + px, sw, yl - px, bordercol); // lower side
}
 
if(xl != 0)
{
// Paint game view border lines
VWB_BarScaledCoord(xl - px, yl - px, vw + px, px, 0); // upper border
VWB_BarScaledCoord(xl, yl + vh, vw + px, px, bordercol - 2); // lower border
VWB_BarScaledCoord(xl - px, yl - px, px, vh + px, 0); // left border
VWB_BarScaledCoord(xl + vw, yl - px, px, vh + px * 2, bordercol - 2); // right border
VWB_BarScaledCoord(xl - px, yl + vh, px, px, bordercol - 3); // lower left highlight
}
else
{
// Just paint a lower border line
VWB_BarScaledCoord(0, yl+vh, vw, px, bordercol-2); // lower border
}
}
 
 
/*
===================
=
= DrawStatusBorder
=
===================
*/
 
void DrawStatusBorder (byte color)
{
int statusborderw = (screenWidth-scaleFactor*320)/2;
 
VWB_BarScaledCoord (0,0,screenWidth,screenHeight-scaleFactor*(STATUSLINES-3),color);
VWB_BarScaledCoord (0,screenHeight-scaleFactor*(STATUSLINES-3),
statusborderw+scaleFactor*8,scaleFactor*(STATUSLINES-4),color);
VWB_BarScaledCoord (0,screenHeight-scaleFactor*2,screenWidth,scaleFactor*2,color);
VWB_BarScaledCoord (screenWidth-statusborderw-scaleFactor*8, screenHeight-scaleFactor*(STATUSLINES-3),
statusborderw+scaleFactor*8,scaleFactor*(STATUSLINES-4),color);
 
VWB_BarScaledCoord (statusborderw+scaleFactor*9, screenHeight-scaleFactor*3,
scaleFactor*97, scaleFactor*1, color-1);
VWB_BarScaledCoord (statusborderw+scaleFactor*106, screenHeight-scaleFactor*3,
scaleFactor*161, scaleFactor*1, color-2);
VWB_BarScaledCoord (statusborderw+scaleFactor*267, screenHeight-scaleFactor*3,
scaleFactor*44, scaleFactor*1, color-3);
VWB_BarScaledCoord (screenWidth-statusborderw-scaleFactor*9, screenHeight-scaleFactor*(STATUSLINES-4),
scaleFactor*1, scaleFactor*20, color-2);
VWB_BarScaledCoord (screenWidth-statusborderw-scaleFactor*9, screenHeight-scaleFactor*(STATUSLINES/2-4),
scaleFactor*1, scaleFactor*14, color-3);
}
 
 
/*
===================
=
= DrawPlayBorder
=
===================
*/
 
void DrawPlayBorder (void)
{
const int px = scaleFactor; // size of one "pixel"
 
if (bordercol != VIEWCOLOR)
DrawStatusBorder(bordercol);
else
{
const int statusborderw = (screenWidth-px*320)/2;
VWB_BarScaledCoord (0, screenHeight-px*STATUSLINES,
statusborderw+px*8, px*STATUSLINES, bordercol);
VWB_BarScaledCoord (screenWidth-statusborderw-px*8, screenHeight-px*STATUSLINES,
statusborderw+px*8, px*STATUSLINES, bordercol);
}
 
if((unsigned) viewheight == screenHeight) return;
 
VWB_BarScaledCoord (0,0,screenWidth,screenHeight-px*STATUSLINES,bordercol);
 
const int xl = screenWidth/2-viewwidth/2;
const int yl = (screenHeight-px*STATUSLINES-viewheight)/2;
VWB_BarScaledCoord (xl,yl,viewwidth,viewheight,0);
 
if(xl != 0)
{
// Paint game view border lines
VWB_BarScaledCoord(xl-px, yl-px, viewwidth+px, px, 0); // upper border
VWB_BarScaledCoord(xl, yl+viewheight, viewwidth+px, px, bordercol-2); // lower border
VWB_BarScaledCoord(xl-px, yl-px, px, viewheight+px, 0); // left border
VWB_BarScaledCoord(xl+viewwidth, yl-px, px, viewheight+2*px, bordercol-2); // right border
VWB_BarScaledCoord(xl-px, yl+viewheight, px, px, bordercol-3); // lower left highlight
}
else
{
// Just paint a lower border line
VWB_BarScaledCoord(0, yl+viewheight, viewwidth, px, bordercol-2); // lower border
}
}
 
 
/*
===================
=
= DrawPlayScreen
=
===================
*/
 
void DrawPlayScreen (void)
{
VWB_DrawPicScaledCoord ((screenWidth-scaleFactor*320)/2,screenHeight-scaleFactor*STATUSLINES,STATUSBARPIC);
DrawPlayBorder ();
 
DrawFace ();
DrawHealth ();
DrawLives ();
DrawLevel ();
DrawAmmo ();
DrawKeys ();
DrawWeapon ();
DrawScore ();
}
 
// Uses LatchDrawPic instead of StatusDrawPic
void LatchNumberHERE (int x, int y, unsigned width, int32_t number)
{
unsigned length,c;
char str[20];
 
ltoa (number,str,10);
 
length = (unsigned) strlen (str);
 
while (length<width)
{
LatchDrawPic (x,y,N_BLANKPIC);
x++;
width--;
}
 
c = length <= width ? 0 : length-width;
 
while (c<length)
{
LatchDrawPic (x,y,str[c]-'0'+ N_0PIC);
x++;
c++;
}
}
 
void ShowActStatus()
{
// Draw status bar without borders
byte *source = grsegs[STATUSBARPIC];
int picnum = STATUSBARPIC - STARTPICS;
int width = pictable[picnum].width;
int height = pictable[picnum].height;
int destx = (screenWidth-scaleFactor*320)/2 + 9 * scaleFactor;
int desty = screenHeight - (height - 4) * scaleFactor;
VL_MemToScreenScaledCoord(source, width, height, 9, 4, destx, desty, width - 18, height - 7);
 
ingame = false;
DrawFace ();
DrawHealth ();
DrawLives ();
DrawLevel ();
DrawAmmo ();
DrawKeys ();
DrawWeapon ();
DrawScore ();
ingame = true;
}
 
 
//==========================================================================
 
/*
==================
=
= StartDemoRecord
=
==================
*/
 
char demoname[13] = "DEMO?.";
 
#ifndef REMDEBUG
#define MAXDEMOSIZE 8192
 
void StartDemoRecord (int levelnumber)
{
demobuffer=malloc(MAXDEMOSIZE);
CHECKMALLOCRESULT(demobuffer);
demoptr = (int8_t *) demobuffer;
lastdemoptr = demoptr+MAXDEMOSIZE;
 
*demoptr = levelnumber;
demoptr += 4; // leave space for length
demorecord = true;
}
 
 
/*
==================
=
= FinishDemoRecord
=
==================
*/
 
void FinishDemoRecord (void)
{
int32_t length,level;
 
demorecord = false;
 
length = (int32_t) (demoptr - (int8_t *)demobuffer);
 
demoptr = ((int8_t *)demobuffer)+1;
demoptr[0] = (int8_t) length;
demoptr[1] = (int8_t) (length >> 8);
demoptr[2] = 0;
 
VW_FadeIn();
CenterWindow(24,3);
PrintY+=6;
fontnumber=0;
SETFONTCOLOR(0,15);
US_Print(" Demo number (0-9): ");
VW_UpdateScreen();
 
if (US_LineInput (px,py,str,NULL,true,1,0))
{
level = atoi (str);
if (level>=0 && level<=9)
{
demoname[4] = (char)('0'+level);
CA_WriteFile (demoname,demobuffer,length);
}
}
 
free(demobuffer);
}
 
//==========================================================================
 
/*
==================
=
= RecordDemo
=
= Fades the screen out, then starts a demo. Exits with the screen faded
=
==================
*/
 
void RecordDemo (void)
{
int level,esc,maps;
 
CenterWindow(26,3);
PrintY+=6;
CA_CacheGrChunk(STARTFONT);
fontnumber=0;
SETFONTCOLOR(0,15);
#ifndef SPEAR
#ifdef UPLOAD
US_Print(" Demo which level(1-10): "); maps = 10;
#else
US_Print(" Demo which level(1-60): "); maps = 60;
#endif
#else
US_Print(" Demo which level(1-21): "); maps = 21;
#endif
VW_UpdateScreen();
VW_FadeIn ();
esc = !US_LineInput (px,py,str,NULL,true,2,0);
if (esc)
return;
 
level = atoi (str);
level--;
 
if (level >= maps || level < 0)
return;
 
VW_FadeOut ();
 
#ifndef SPEAR
NewGame (gd_hard,level/10);
gamestate.mapon = level%10;
#else
NewGame (gd_hard,0);
gamestate.mapon = level;
#endif
 
StartDemoRecord (level);
 
DrawPlayScreen ();
VW_FadeIn ();
 
startgame = false;
demorecord = true;
 
SetupGameLevel ();
StartMusic ();
 
if(usedoublebuffering) VH_UpdateScreen();
fizzlein = true;
 
PlayLoop ();
 
demoplayback = false;
 
StopMusic ();
VW_FadeOut ();
ClearMemory ();
 
FinishDemoRecord ();
}
#else
void FinishDemoRecord (void) {return;}
void RecordDemo (void) {return;}
#endif
 
 
 
//==========================================================================
 
/*
==================
=
= PlayDemo
=
= Fades the screen out, then starts a demo. Exits with the screen unfaded
=
==================
*/
 
void PlayDemo (int demonumber)
{
int length;
#ifdef DEMOSEXTERN
// debug: load chunk
#ifndef SPEARDEMO
int dems[4]={T_DEMO0,T_DEMO1,T_DEMO2,T_DEMO3};
#else
int dems[1]={T_DEMO0};
#endif
 
CA_CacheGrChunk(dems[demonumber]);
demoptr = (int8_t *) grsegs[dems[demonumber]];
#else
demoname[4] = '0'+demonumber;
CA_LoadFile (demoname,&demobuffer);
demoptr = (int8_t *)demobuffer;
#endif
 
NewGame (1,0);
gamestate.mapon = *demoptr++;
gamestate.difficulty = gd_hard;
length = READWORD(*(uint8_t **)&demoptr);
// TODO: Seems like the original demo format supports 16 MB demos
// But T_DEM00 and T_DEM01 of Wolf have a 0xd8 as third length size...
demoptr++;
lastdemoptr = demoptr-4+length;
 
VW_FadeOut ();
 
SETFONTCOLOR(0,15);
DrawPlayScreen ();
 
startgame = false;
demoplayback = true;
 
SetupGameLevel ();
StartMusic ();
 
PlayLoop ();
 
#ifdef DEMOSEXTERN
UNCACHEGRCHUNK(dems[demonumber]);
#else
MM_FreePtr (&demobuffer);
#endif
 
demoplayback = false;
 
StopMusic ();
ClearMemory ();
}
 
//==========================================================================
 
/*
==================
=
= Died
=
==================
*/
 
#define DEATHROTATE 2
 
void Died (void)
{
float fangle;
int32_t dx,dy;
int iangle,curangle,clockwise,counter,change;
 
if (screenfaded)
{
ThreeDRefresh ();
VW_FadeIn ();
}
 
gamestate.weapon = (weapontype) -1; // take away weapon
SD_PlaySound (PLAYERDEATHSND);
 
//
// swing around to face attacker
//
if(killerobj)
{
dx = killerobj->x - player->x;
dy = player->y - killerobj->y;
 
fangle = (float) atan2((float) dy, (float) dx); // returns -pi to pi
if (fangle<0)
fangle = (float) (M_PI*2+fangle);
 
iangle = (int) (fangle/(M_PI*2)*ANGLES);
}
else
{
iangle = player->angle + ANGLES / 2;
if(iangle >= ANGLES) iangle -= ANGLES;
}
 
if (player->angle > iangle)
{
counter = player->angle - iangle;
clockwise = ANGLES-player->angle + iangle;
}
else
{
clockwise = iangle - player->angle;
counter = player->angle + ANGLES-iangle;
}
 
curangle = player->angle;
 
if (clockwise<counter)
{
//
// rotate clockwise
//
if (curangle>iangle)
curangle -= ANGLES;
do
{
change = tics*DEATHROTATE;
if (curangle + change > iangle)
change = iangle-curangle;
 
curangle += change;
player->angle += change;
if (player->angle >= ANGLES)
player->angle -= ANGLES;
 
ThreeDRefresh ();
CalcTics ();
} while (curangle != iangle);
}
else
{
//
// rotate counterclockwise
//
if (curangle<iangle)
curangle += ANGLES;
do
{
change = -(int)tics*DEATHROTATE;
if (curangle + change < iangle)
change = iangle-curangle;
 
curangle += change;
player->angle += change;
if (player->angle < 0)
player->angle += ANGLES;
 
ThreeDRefresh ();
CalcTics ();
} while (curangle != iangle);
}
 
//
// fade to red
//
FinishPaletteShifts ();
 
if(usedoublebuffering) VH_UpdateScreen();
 
VL_BarScaledCoord (viewscreenx,viewscreeny,viewwidth,viewheight,4);
 
IN_ClearKeysDown ();
 
FizzleFade(screenBuffer,viewscreenx,viewscreeny,viewwidth,viewheight,70,false);
 
IN_UserInput(100);
SD_WaitSoundDone ();
ClearMemory();
 
gamestate.lives--;
 
if (gamestate.lives > -1)
{
gamestate.health = 100;
gamestate.weapon = gamestate.bestweapon
= gamestate.chosenweapon = wp_pistol;
gamestate.ammo = STARTAMMO;
gamestate.keys = 0;
pwallstate = pwallpos = 0;
gamestate.attackframe = gamestate.attackcount =
gamestate.weaponframe = 0;
 
if(viewsize != 21)
{
DrawKeys ();
DrawWeapon ();
DrawAmmo ();
DrawHealth ();
DrawFace ();
DrawLives ();
}
}
}
 
//==========================================================================
 
/*
===================
=
= GameLoop
=
===================
*/
 
void GameLoop (void)
{
boolean died;
#ifdef MYPROFILE
clock_t start,end;
#endif
 
restartgame:
ClearMemory ();
SETFONTCOLOR(0,15);
VW_FadeOut();
DrawPlayScreen ();
died = false;
do
{
if (!loadedgame)
gamestate.score = gamestate.oldscore;
if(!died || viewsize != 21) DrawScore();
 
startgame = false;
if (!loadedgame)
SetupGameLevel ();
 
#ifdef SPEAR
if (gamestate.mapon == 20) // give them the key allways
{
gamestate.keys |= 1;
DrawKeys ();
}
#endif
 
ingame = true;
if(loadedgame)
{
ContinueMusic(lastgamemusicoffset);
loadedgame = false;
}
else StartMusic ();
 
if (!died)
PreloadGraphics (); // TODO: Let this do something useful!
else
{
died = false;
fizzlein = true;
}
 
DrawLevel ();
 
#ifdef SPEAR
startplayloop:
#endif
PlayLoop ();
 
#ifdef SPEAR
if (spearflag)
{
SD_StopSound();
SD_PlaySound(GETSPEARSND);
if (DigiMode != sds_Off)
{
Delay(150);
}
else
SD_WaitSoundDone();
 
ClearMemory ();
gamestate.oldscore = gamestate.score;
gamestate.mapon = 20;
SetupGameLevel ();
StartMusic ();
player->x = spearx;
player->y = speary;
player->angle = (short)spearangle;
spearflag = false;
Thrust (0,0);
goto startplayloop;
}
#endif
 
StopMusic ();
ingame = false;
 
if (demorecord && playstate != ex_warped)
FinishDemoRecord ();
 
if (startgame || loadedgame)
goto restartgame;
 
switch (playstate)
{
case ex_completed:
case ex_secretlevel:
if(viewsize == 21) DrawPlayScreen();
gamestate.keys = 0;
DrawKeys ();
VW_FadeOut ();
 
ClearMemory ();
 
LevelCompleted (); // do the intermission
if(viewsize == 21) DrawPlayScreen();
 
#ifdef SPEARDEMO
if (gamestate.mapon == 1)
{
died = true; // don't "get psyched!"
 
VW_FadeOut ();
 
ClearMemory ();
 
CheckHighScore (gamestate.score,gamestate.mapon+1);
#ifndef JAPAN
strcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
return;
}
#endif
 
#ifdef JAPDEMO
if (gamestate.mapon == 3)
{
died = true; // don't "get psyched!"
 
VW_FadeOut ();
 
ClearMemory ();
 
CheckHighScore (gamestate.score,gamestate.mapon+1);
#ifndef JAPAN
strcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
return;
}
#endif
 
gamestate.oldscore = gamestate.score;
 
#ifndef SPEAR
//
// COMING BACK FROM SECRET LEVEL
//
if (gamestate.mapon == 9)
gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret
else
//
// GOING TO SECRET LEVEL
//
if (playstate == ex_secretlevel)
gamestate.mapon = 9;
#else
 
#define FROMSECRET1 3
#define FROMSECRET2 11
 
//
// GOING TO SECRET LEVEL
//
if (playstate == ex_secretlevel)
switch(gamestate.mapon)
{
case FROMSECRET1: gamestate.mapon = 18; break;
case FROMSECRET2: gamestate.mapon = 19; break;
}
else
//
// COMING BACK FROM SECRET LEVEL
//
if (gamestate.mapon == 18 || gamestate.mapon == 19)
switch(gamestate.mapon)
{
case 18: gamestate.mapon = FROMSECRET1+1; break;
case 19: gamestate.mapon = FROMSECRET2+1; break;
}
#endif
else
//
// GOING TO NEXT LEVEL
//
gamestate.mapon++;
break;
 
case ex_died:
Died ();
died = true; // don't "get psyched!"
 
if (gamestate.lives > -1)
break; // more lives left
 
VW_FadeOut ();
if(screenHeight % 200 != 0)
VL_ClearScreen(0);
 
#ifdef _arch_dreamcast
DC_StatusClearLCD();
#endif
 
ClearMemory ();
 
CheckHighScore (gamestate.score,gamestate.mapon+1);
#ifndef JAPAN
strcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
return;
 
case ex_victorious:
if(viewsize == 21) DrawPlayScreen();
#ifndef SPEAR
VW_FadeOut ();
#else
VL_FadeOut (0,255,0,17,17,300);
#endif
ClearMemory ();
 
Victory ();
 
ClearMemory ();
 
CheckHighScore (gamestate.score,gamestate.mapon+1);
#ifndef JAPAN
strcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
return;
 
default:
if(viewsize == 21) DrawPlayScreen();
ClearMemory ();
break;
}
} while (1);
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_inter.cpp
0,0 → 1,1723
// WL_INTER.C
 
#include "wl_def.h"
#pragma hdrstop
 
LRstruct LevelRatios[LRpack];
int32_t lastBreathTime = 0;
 
void Write (int x, int y, const char *string);
 
//==========================================================================
 
/*
==================
=
= CLearSplitVWB
=
==================
*/
 
void
ClearSplitVWB (void)
{
WindowX = 0;
WindowY = 0;
WindowW = 320;
WindowH = 160;
}
 
 
//==========================================================================
 
#ifdef SPEAR
#ifndef SPEARDEMO
////////////////////////////////////////////////////////
//
// End of Spear of Destiny
//
////////////////////////////////////////////////////////
 
void
EndScreen (int palette, int screen)
{
SDL_Color pal[256];
CA_CacheScreen (screen);
VW_UpdateScreen ();
CA_CacheGrChunk (palette);
VL_ConvertPalette(grsegs[palette], pal, 256);
VL_FadeIn (0, 255, pal, 30);
UNCACHEGRCHUNK (palette);
IN_ClearKeysDown ();
IN_Ack ();
VW_FadeOut ();
}
 
 
void
EndSpear (void)
{
SDL_Color pal[256];
 
EndScreen (END1PALETTE, ENDSCREEN11PIC);
 
CA_CacheScreen (ENDSCREEN3PIC);
VW_UpdateScreen ();
CA_CacheGrChunk (END3PALETTE);
VL_ConvertPalette(grsegs[END3PALETTE], pal, 256);
VL_FadeIn (0, 255, pal, 30);
UNCACHEGRCHUNK (END3PALETTE);
fontnumber = 0;
fontcolor = 0xd0;
WindowX = 0;
WindowW = 320;
PrintX = 0;
PrintY = 180;
US_CPrint (STR_ENDGAME1 "\n");
US_CPrint (STR_ENDGAME2);
VW_UpdateScreen ();
IN_UserInput(700);
 
PrintX = 0;
PrintY = 180;
VWB_Bar (0, 180, 320, 20, 0);
US_CPrint (STR_ENDGAME3 "\n");
US_CPrint (STR_ENDGAME4);
VW_UpdateScreen ();
IN_UserInput(700);
 
VW_FadeOut ();
 
EndScreen (END4PALETTE, ENDSCREEN4PIC);
EndScreen (END5PALETTE, ENDSCREEN5PIC);
EndScreen (END6PALETTE, ENDSCREEN6PIC);
EndScreen (END7PALETTE, ENDSCREEN7PIC);
EndScreen (END8PALETTE, ENDSCREEN8PIC);
EndScreen (END9PALETTE, ENDSCREEN9PIC);
 
EndScreen (END2PALETTE, ENDSCREEN12PIC);
 
MainMenu[savegame].active = 0;
}
#endif
#endif
 
//==========================================================================
 
/*
==================
=
= Victory
=
==================
*/
 
void
Victory (void)
{
#ifndef SPEARDEMO
int32_t sec;
int i, min, kr, sr, tr, x;
char tempstr[8];
 
#define RATIOX 6
#define RATIOY 14
#define TIMEX 14
#define TIMEY 8
 
 
#ifdef SPEAR
StartCPMusic (XTHEEND_MUS);
 
CA_CacheGrChunk (BJCOLLAPSE1PIC);
CA_CacheGrChunk (BJCOLLAPSE2PIC);
CA_CacheGrChunk (BJCOLLAPSE3PIC);
CA_CacheGrChunk (BJCOLLAPSE4PIC);
 
VWB_Bar (0, 0, 320, 200, VIEWCOLOR);
VWB_DrawPic (124, 44, BJCOLLAPSE1PIC);
VW_UpdateScreen ();
VW_FadeIn ();
VW_WaitVBL (2 * 70);
VWB_DrawPic (124, 44, BJCOLLAPSE2PIC);
VW_UpdateScreen ();
VW_WaitVBL (105);
VWB_DrawPic (124, 44, BJCOLLAPSE3PIC);
VW_UpdateScreen ();
VW_WaitVBL (105);
VWB_DrawPic (124, 44, BJCOLLAPSE4PIC);
VW_UpdateScreen ();
VW_WaitVBL (3 * 70);
 
UNCACHEGRCHUNK (BJCOLLAPSE1PIC);
UNCACHEGRCHUNK (BJCOLLAPSE2PIC);
UNCACHEGRCHUNK (BJCOLLAPSE3PIC);
UNCACHEGRCHUNK (BJCOLLAPSE4PIC);
VL_FadeOut (0, 255, 0, 17, 17, 5);
#endif
 
StartCPMusic (URAHERO_MUS);
ClearSplitVWB ();
CacheLump (LEVELEND_LUMP_START, LEVELEND_LUMP_END);
CA_CacheGrChunk (STARTFONT);
 
#ifndef SPEAR
CA_CacheGrChunk (C_TIMECODEPIC);
#endif
 
VWB_Bar (0, 0, 320, screenHeight / scaleFactor - STATUSLINES + 1, VIEWCOLOR);
if (bordercol != VIEWCOLOR)
DrawStatusBorder (VIEWCOLOR);
 
#ifdef JAPAN
#ifndef JAPDEMO
CA_CacheGrChunk (C_ENDRATIOSPIC);
VWB_DrawPic (0, 0, C_ENDRATIOSPIC);
UNCACHEGRCHUNK (C_ENDRATIOSPIC);
#endif
#else
Write (18, 2, STR_YOUWIN);
 
Write (TIMEX, TIMEY - 2, STR_TOTALTIME);
 
Write (12, RATIOY - 2, "averages");
 
#ifdef SPANISH
Write (RATIOX + 2, RATIOY, STR_RATKILL);
Write (RATIOX + 2, RATIOY + 2, STR_RATSECRET);
Write (RATIOX + 2, RATIOY + 4, STR_RATTREASURE);
#else
Write (RATIOX + 8, RATIOY, STR_RATKILL);
Write (RATIOX + 4, RATIOY + 2, STR_RATSECRET);
Write (RATIOX, RATIOY + 4, STR_RATTREASURE);
#endif
 
#endif
 
#ifndef JAPDEMO
VWB_DrawPic (8, 4, L_BJWINSPIC);
#endif
 
 
for (kr = sr = tr = sec = i = 0; i < LRpack; i++)
{
sec += LevelRatios[i].time;
kr += LevelRatios[i].kill;
sr += LevelRatios[i].secret;
tr += LevelRatios[i].treasure;
}
 
#ifndef SPEAR
kr /= LRpack;
sr /= LRpack;
tr /= LRpack;
#else
kr /= 14;
sr /= 14;
tr /= 14;
#endif
 
min = sec / 60;
sec %= 60;
 
if (min > 99)
min = sec = 99;
 
i = TIMEX * 8 + 1;
VWB_DrawPic (i, TIMEY * 8, L_NUM0PIC + (min / 10));
i += 2 * 8;
VWB_DrawPic (i, TIMEY * 8, L_NUM0PIC + (min % 10));
i += 2 * 8;
Write (i / 8, TIMEY, ":");
i += 1 * 8;
VWB_DrawPic (i, TIMEY * 8, L_NUM0PIC + (sec / 10));
i += 2 * 8;
VWB_DrawPic (i, TIMEY * 8, L_NUM0PIC + (sec % 10));
VW_UpdateScreen ();
 
itoa (kr, tempstr, 10);
x = RATIOX + 24 - (int) strlen(tempstr) * 2;
Write (x, RATIOY, tempstr);
 
itoa (sr, tempstr, 10);
x = RATIOX + 24 - (int) strlen(tempstr) * 2;
Write (x, RATIOY + 2, tempstr);
 
itoa (tr, tempstr, 10);
x = RATIOX + 24 - (int) strlen(tempstr) * 2;
Write (x, RATIOY + 4, tempstr);
 
#ifndef SPANISH
#ifndef UPLOAD
#ifndef SPEAR
//
// TOTAL TIME VERIFICATION CODE
//
if (gamestate.difficulty >= gd_medium)
{
VWB_DrawPic (30 * 8, TIMEY * 8, C_TIMECODEPIC);
fontnumber = 0;
fontcolor = READHCOLOR;
PrintX = 30 * 8 - 3;
PrintY = TIMEY * 8 + 8;
PrintX += 4;
tempstr[0] = (((min / 10) ^ (min % 10)) ^ 0xa) + 'A';
tempstr[1] = (int) ((((sec / 10) ^ (sec % 10)) ^ 0xa) + 'A');
tempstr[2] = (tempstr[0] ^ tempstr[1]) + 'A';
tempstr[3] = 0;
US_Print (tempstr);
}
#endif
#endif
#endif
 
fontnumber = 1;
 
VW_UpdateScreen ();
VW_FadeIn ();
 
IN_Ack ();
 
VW_FadeOut ();
if(screenHeight % 200 != 0)
VL_ClearScreen(0);
 
#ifndef SPEAR
UNCACHEGRCHUNK (C_TIMECODEPIC);
#endif
UnCacheLump (LEVELEND_LUMP_START, LEVELEND_LUMP_END);
 
#ifndef SPEAR
EndText ();
#else
EndSpear ();
#endif
 
#endif // SPEARDEMO
}
 
 
//==========================================================================
 
#ifndef JAPAN
/*
==================
=
= PG13
=
==================
*/
 
void
PG13 (void)
{
VW_FadeOut ();
VWB_Bar (0, 0, 320, 200, 0x82); // background
 
CA_CacheGrChunk (PG13PIC);
VWB_DrawPic (216, 110, PG13PIC);
VW_UpdateScreen ();
 
UNCACHEGRCHUNK (PG13PIC);
 
VW_FadeIn ();
IN_UserInput (TickBase * 7);
 
VW_FadeOut ();
}
#endif
 
 
//==========================================================================
 
void
Write (int x, int y, const char *string)
{
static const int alpha[] = { L_NUM0PIC, L_NUM1PIC, L_NUM2PIC, L_NUM3PIC, L_NUM4PIC, L_NUM5PIC,
L_NUM6PIC, L_NUM7PIC, L_NUM8PIC, L_NUM9PIC, L_COLONPIC, 0, 0, 0, 0, 0, 0, L_APIC, L_BPIC,
L_CPIC, L_DPIC, L_EPIC, L_FPIC, L_GPIC, L_HPIC, L_IPIC, L_JPIC, L_KPIC,
L_LPIC, L_MPIC, L_NPIC, L_OPIC, L_PPIC, L_QPIC, L_RPIC, L_SPIC, L_TPIC,
L_UPIC, L_VPIC, L_WPIC, L_XPIC, L_YPIC, L_ZPIC
};
 
int i, ox, nx, ny, len = (int) strlen(string);
char ch;
 
ox = nx = x * 8;
ny = y * 8;
for (i = 0; i < len; i++)
{
if (string[i] == '\n')
{
nx = ox;
ny += 16;
}
else
{
ch = string[i];
if (ch >= 'a')
ch -= ('a' - 'A');
ch -= '0';
 
switch (string[i])
{
case '!':
VWB_DrawPic (nx, ny, L_EXPOINTPIC);
nx += 8;
continue;
 
#ifndef APOGEE_1_0
case '\'':
VWB_DrawPic (nx, ny, L_APOSTROPHEPIC);
nx += 8;
continue;
#endif
 
case ' ':
break;
 
case 0x3a: // ':'
VWB_DrawPic (nx, ny, L_COLONPIC);
nx += 8;
continue;
 
case '%':
VWB_DrawPic (nx, ny, L_PERCENTPIC);
break;
 
default:
VWB_DrawPic (nx, ny, alpha[ch]);
}
nx += 16;
}
}
}
 
 
//
// Breathe Mr. BJ!!!
//
void
BJ_Breathe (void)
{
static int which = 0, max = 10;
int pics[2] = { L_GUYPIC, L_GUY2PIC };
 
SDL_Delay(5);
 
if ((int32_t) GetTimeCount () - lastBreathTime > max)
{
which ^= 1;
VWB_DrawPic (0, 16, pics[which]);
VW_UpdateScreen ();
lastBreathTime = GetTimeCount();
max = 35;
}
}
 
 
 
/*
==================
=
= LevelCompleted
=
= Entered with the screen faded out
= Still in split screen mode with the status bar
=
= Exit with the screen faded out
=
==================
*/
 
void
LevelCompleted (void)
{
#define VBLWAIT 30
#define PAR_AMOUNT 500
#define PERCENT100AMT 10000
typedef struct
{
float time;
char timestr[6];
} times;
 
int x, i, min, sec, ratio, kr, sr, tr;
char tempstr[10];
int32_t bonus, timeleft = 0;
times parTimes[] = {
#ifndef SPEAR
//
// Episode One Par Times
//
{1.5, "01:30"},
{2, "02:00"},
{2, "02:00"},
{3.5, "03:30"},
{3, "03:00"},
{3, "03:00"},
{2.5, "02:30"},
{2.5, "02:30"},
{0, "??:??"}, // Boss level
{0, "??:??"}, // Secret level
 
//
// Episode Two Par Times
//
{1.5, "01:30"},
{3.5, "03:30"},
{3, "03:00"},
{2, "02:00"},
{4, "04:00"},
{6, "06:00"},
{1, "01:00"},
{3, "03:00"},
{0, "??:??"},
{0, "??:??"},
 
//
// Episode Three Par Times
//
{1.5, "01:30"},
{1.5, "01:30"},
{2.5, "02:30"},
{2.5, "02:30"},
{3.5, "03:30"},
{2.5, "02:30"},
{2, "02:00"},
{6, "06:00"},
{0, "??:??"},
{0, "??:??"},
 
//
// Episode Four Par Times
//
{2, "02:00"},
{2, "02:00"},
{1.5, "01:30"},
{1, "01:00"},
{4.5, "04:30"},
{3.5, "03:30"},
{2, "02:00"},
{4.5, "04:30"},
{0, "??:??"},
{0, "??:??"},
 
//
// Episode Five Par Times
//
{2.5, "02:30"},
{1.5, "01:30"},
{2.5, "02:30"},
{2.5, "02:30"},
{4, "04:00"},
{3, "03:00"},
{4.5, "04:30"},
{3.5, "03:30"},
{0, "??:??"},
{0, "??:??"},
 
//
// Episode Six Par Times
//
{6.5, "06:30"},
{4, "04:00"},
{4.5, "04:30"},
{6, "06:00"},
{5, "05:00"},
{5.5, "05:30"},
{5.5, "05:30"},
{8.5, "08:30"},
{0, "??:??"},
{0, "??:??"}
#else
//
// SPEAR OF DESTINY TIMES
//
{1.5, "01:30"},
{3.5, "03:30"},
{2.75, "02:45"},
{3.5, "03:30"},
{0, "??:??"}, // Boss 1
{4.5, "04:30"},
{3.25, "03:15"},
{2.75, "02:45"},
{4.75, "04:45"},
{0, "??:??"}, // Boss 2
{6.5, "06:30"},
{4.5, "04:30"},
{2.75, "02:45"},
{4.5, "04:30"},
{6, "06:00"},
{0, "??:??"}, // Boss 3
{6, "06:00"},
{0, "??:??"}, // Boss 4
{0, "??:??"}, // Secret level 1
{0, "??:??"}, // Secret level 2
#endif
};
 
CacheLump (LEVELEND_LUMP_START, LEVELEND_LUMP_END);
ClearSplitVWB (); // set up for double buffering in split screen
VWB_Bar (0, 0, 320, screenHeight / scaleFactor - STATUSLINES + 1, VIEWCOLOR);
 
if (bordercol != VIEWCOLOR)
DrawStatusBorder (VIEWCOLOR);
 
StartCPMusic (ENDLEVEL_MUS);
 
//
// do the intermission
//
IN_ClearKeysDown ();
IN_StartAck ();
 
#ifdef JAPAN
CA_CacheGrChunk (C_INTERMISSIONPIC);
VWB_DrawPic (0, 0, C_INTERMISSIONPIC);
UNCACHEGRCHUNK (C_INTERMISSIONPIC);
#endif
VWB_DrawPic (0, 16, L_GUYPIC);
 
#ifndef SPEAR
if (mapon < 8)
#else
if (mapon != 4 && mapon != 9 && mapon != 15 && mapon < 17)
#endif
{
#ifndef JAPAN
#ifdef SPANISH
Write (14, 2, "piso\ncompletado");
#else
Write (14, 2, "floor\ncompleted");
#endif
 
Write (14, 7, STR_BONUS " 0");
Write (16, 10, STR_TIME);
Write (16, 12, STR_PAR);
 
#ifdef SPANISH
Write (11, 14, STR_RAT2KILL);
Write (11, 16, STR_RAT2SECRET);
Write (11, 18, STR_RAT2TREASURE);
#else
Write (9, 14, STR_RAT2KILL);
Write (5, 16, STR_RAT2SECRET);
Write (1, 18, STR_RAT2TREASURE);
#endif
 
Write (26, 2, itoa (gamestate.mapon + 1, tempstr, 10));
#endif
 
#ifdef SPANISH
Write (30, 12, parTimes[gamestate.episode * 10 + mapon].timestr);
#else
Write (26, 12, parTimes[gamestate.episode * 10 + mapon].timestr);
#endif
 
//
// PRINT TIME
//
sec = gamestate.TimeCount / 70;
 
if (sec > 99 * 60) // 99 minutes max
sec = 99 * 60;
 
if (gamestate.TimeCount < parTimes[gamestate.episode * 10 + mapon].time * 4200)
timeleft = (int32_t) ((parTimes[gamestate.episode * 10 + mapon].time * 4200) / 70 - sec);
 
min = sec / 60;
sec %= 60;
 
#ifdef SPANISH
i = 30 * 8;
#else
i = 26 * 8;
#endif
VWB_DrawPic (i, 10 * 8, L_NUM0PIC + (min / 10));
i += 2 * 8;
VWB_DrawPic (i, 10 * 8, L_NUM0PIC + (min % 10));
i += 2 * 8;
Write (i / 8, 10, ":");
i += 1 * 8;
VWB_DrawPic (i, 10 * 8, L_NUM0PIC + (sec / 10));
i += 2 * 8;
VWB_DrawPic (i, 10 * 8, L_NUM0PIC + (sec % 10));
 
VW_UpdateScreen ();
VW_FadeIn ();
 
 
//
// FIGURE RATIOS OUT BEFOREHAND
//
kr = sr = tr = 0;
if (gamestate.killtotal)
kr = (gamestate.killcount * 100) / gamestate.killtotal;
if (gamestate.secrettotal)
sr = (gamestate.secretcount * 100) / gamestate.secrettotal;
if (gamestate.treasuretotal)
tr = (gamestate.treasurecount * 100) / gamestate.treasuretotal;
 
 
//
// PRINT TIME BONUS
//
bonus = timeleft * PAR_AMOUNT;
if (bonus)
{
for (i = 0; i <= timeleft; i++)
{
ltoa ((int32_t) i * PAR_AMOUNT, tempstr, 10);
x = 36 - (int) strlen(tempstr) * 2;
Write (x, 7, tempstr);
if (!(i % (PAR_AMOUNT / 10)))
SD_PlaySound (ENDBONUS1SND);
if(!usedoublebuffering || !(i % (PAR_AMOUNT / 50))) VW_UpdateScreen ();
while(SD_SoundPlaying ())
BJ_Breathe ();
if (IN_CheckAck ())
goto done;
}
 
VW_UpdateScreen ();
 
SD_PlaySound (ENDBONUS2SND);
while (SD_SoundPlaying ())
BJ_Breathe ();
}
 
 
#ifdef SPANISH
#define RATIOXX 33
#else
#define RATIOXX 37
#endif
//
// KILL RATIO
//
ratio = kr;
for (i = 0; i <= ratio; i++)
{
itoa (i, tempstr, 10);
x = RATIOXX - (int) strlen(tempstr) * 2;
Write (x, 14, tempstr);
if (!(i % 10))
SD_PlaySound (ENDBONUS1SND);
if(!usedoublebuffering || !(i & 1)) VW_UpdateScreen ();
while (SD_SoundPlaying ())
BJ_Breathe ();
 
if (IN_CheckAck ())
goto done;
}
if (ratio >= 100)
{
VW_WaitVBL (VBLWAIT);
SD_StopSound ();
bonus += PERCENT100AMT;
ltoa (bonus, tempstr, 10);
x = (RATIOXX - 1) - (int) strlen(tempstr) * 2;
Write (x, 7, tempstr);
VW_UpdateScreen ();
SD_PlaySound (PERCENT100SND);
}
else if (!ratio)
{
VW_WaitVBL (VBLWAIT);
SD_StopSound ();
SD_PlaySound (NOBONUSSND);
}
else
SD_PlaySound (ENDBONUS2SND);
 
VW_UpdateScreen ();
while (SD_SoundPlaying ())
BJ_Breathe ();
 
//
// SECRET RATIO
//
ratio = sr;
for (i = 0; i <= ratio; i++)
{
itoa (i, tempstr, 10);
x = RATIOXX - (int) strlen(tempstr) * 2;
Write (x, 16, tempstr);
if (!(i % 10))
SD_PlaySound (ENDBONUS1SND);
if(!usedoublebuffering || !(i & 1)) VW_UpdateScreen ();
while (SD_SoundPlaying ())
BJ_Breathe ();
 
if (IN_CheckAck ())
goto done;
}
if (ratio >= 100)
{
VW_WaitVBL (VBLWAIT);
SD_StopSound ();
bonus += PERCENT100AMT;
ltoa (bonus, tempstr, 10);
x = (RATIOXX - 1) - (int) strlen(tempstr) * 2;
Write (x, 7, tempstr);
VW_UpdateScreen ();
SD_PlaySound (PERCENT100SND);
}
else if (!ratio)
{
VW_WaitVBL (VBLWAIT);
SD_StopSound ();
SD_PlaySound (NOBONUSSND);
}
else
SD_PlaySound (ENDBONUS2SND);
VW_UpdateScreen ();
while (SD_SoundPlaying ())
BJ_Breathe ();
 
//
// TREASURE RATIO
//
ratio = tr;
for (i = 0; i <= ratio; i++)
{
itoa (i, tempstr, 10);
x = RATIOXX - (int) strlen(tempstr) * 2;
Write (x, 18, tempstr);
if (!(i % 10))
SD_PlaySound (ENDBONUS1SND);
if(!usedoublebuffering || !(i & 1)) VW_UpdateScreen ();
while (SD_SoundPlaying ())
BJ_Breathe ();
if (IN_CheckAck ())
goto done;
}
if (ratio >= 100)
{
VW_WaitVBL (VBLWAIT);
SD_StopSound ();
bonus += PERCENT100AMT;
ltoa (bonus, tempstr, 10);
x = (RATIOXX - 1) - (int) strlen(tempstr) * 2;
Write (x, 7, tempstr);
VW_UpdateScreen ();
SD_PlaySound (PERCENT100SND);
}
else if (!ratio)
{
VW_WaitVBL (VBLWAIT);
SD_StopSound ();
SD_PlaySound (NOBONUSSND);
}
else
SD_PlaySound (ENDBONUS2SND);
VW_UpdateScreen ();
while (SD_SoundPlaying ())
BJ_Breathe ();
 
 
//
// JUMP STRAIGHT HERE IF KEY PRESSED
//
done: itoa (kr, tempstr, 10);
x = RATIOXX - (int) strlen(tempstr) * 2;
Write (x, 14, tempstr);
 
itoa (sr, tempstr, 10);
x = RATIOXX - (int) strlen(tempstr) * 2;
Write (x, 16, tempstr);
 
itoa (tr, tempstr, 10);
x = RATIOXX - (int) strlen(tempstr) * 2;
Write (x, 18, tempstr);
 
bonus = (int32_t) timeleft *PAR_AMOUNT +
(PERCENT100AMT * (kr >= 100)) +
(PERCENT100AMT * (sr >= 100)) + (PERCENT100AMT * (tr >= 100));
 
GivePoints (bonus);
ltoa (bonus, tempstr, 10);
x = 36 - (int) strlen(tempstr) * 2;
Write (x, 7, tempstr);
 
//
// SAVE RATIO INFORMATION FOR ENDGAME
//
LevelRatios[mapon].kill = kr;
LevelRatios[mapon].secret = sr;
LevelRatios[mapon].treasure = tr;
LevelRatios[mapon].time = min * 60 + sec;
}
else
{
#ifdef SPEAR
#ifndef SPEARDEMO
switch (mapon)
{
case 4:
Write (14, 4, " trans\n" " grosse\n" STR_DEFEATED);
break;
case 9:
Write (14, 4, "barnacle\n" "wilhelm\n" STR_DEFEATED);
break;
case 15:
Write (14, 4, "ubermutant\n" STR_DEFEATED);
break;
case 17:
Write (14, 4, " death\n" " knight\n" STR_DEFEATED);
break;
case 18:
Write (13, 4, "secret tunnel\n" " area\n" " completed!");
break;
case 19:
Write (13, 4, "secret castle\n" " area\n" " completed!");
break;
}
#endif
#else
Write (14, 4, "secret floor\n completed!");
#endif
 
Write (10, 16, "15000 bonus!");
 
VW_UpdateScreen ();
VW_FadeIn ();
 
GivePoints (15000);
}
 
 
DrawScore ();
VW_UpdateScreen ();
 
lastBreathTime = GetTimeCount();
IN_StartAck ();
while (!IN_CheckAck ())
BJ_Breathe ();
 
//
// done
//
#ifdef SPEARDEMO
if (gamestate.mapon == 1)
{
SD_PlaySound (BONUS1UPSND);
 
CA_CacheGrChunk (STARTFONT + 1);
Message ("This concludes your demo\n"
"of Spear of Destiny! Now,\n" "go to your local software\n" "store and buy it!");
UNCACHEGRCHUNK (STARTFONT + 1);
 
IN_ClearKeysDown ();
IN_Ack ();
}
#endif
 
#ifdef JAPDEMO
if (gamestate.mapon == 3)
{
SD_PlaySound (BONUS1UPSND);
 
CA_CacheGrChunk (STARTFONT + 1);
Message ("This concludes your demo\n"
"of Wolfenstein 3-D! Now,\n" "go to your local software\n" "store and buy it!");
UNCACHEGRCHUNK (STARTFONT + 1);
 
IN_ClearKeysDown ();
IN_Ack ();
}
#endif
 
VW_FadeOut ();
DrawPlayBorder();
 
UnCacheLump (LEVELEND_LUMP_START, LEVELEND_LUMP_END);
}
 
 
 
//==========================================================================
 
 
/*
=================
=
= PreloadGraphics
=
= Fill the cache up
=
=================
*/
 
boolean
PreloadUpdate (unsigned current, unsigned total)
{
unsigned w = WindowW - scaleFactor * 10;
 
VWB_BarScaledCoord (WindowX + scaleFactor * 5, WindowY + WindowH - scaleFactor * 3,
w, scaleFactor * 2, BLACK);
w = ((int32_t) w * current) / total;
if (w)
{
VWB_BarScaledCoord (WindowX + scaleFactor * 5, WindowY + WindowH - scaleFactor * 3,
w, scaleFactor * 2, 0x37); //SECONDCOLOR);
VWB_BarScaledCoord (WindowX + scaleFactor * 5, WindowY + WindowH - scaleFactor * 3,
w - scaleFactor * 1, scaleFactor * 1, 0x32);
 
}
VW_UpdateScreen ();
// if (LastScan == sc_Escape)
// {
// IN_ClearKeysDown();
// return(true);
// }
// else
return (false);
}
 
void
PreloadGraphics (void)
{
DrawLevel ();
ClearSplitVWB (); // set up for double buffering in split screen
 
VWB_BarScaledCoord (0, 0, screenWidth, screenHeight - scaleFactor * (STATUSLINES - 1), bordercol);
LatchDrawPicScaledCoord ((screenWidth-scaleFactor*224)/16,
(screenHeight-scaleFactor*(STATUSLINES+48))/2, GETPSYCHEDPIC);
 
WindowX = (screenWidth - scaleFactor*224)/2;
WindowY = (screenHeight - scaleFactor*(STATUSLINES+48))/2;
WindowW = scaleFactor * 28 * 8;
WindowH = scaleFactor * 48;
 
VW_UpdateScreen ();
VW_FadeIn ();
 
// PM_Preload (PreloadUpdate);
PreloadUpdate (10, 10);
IN_UserInput (70);
VW_FadeOut ();
 
DrawPlayBorder ();
VW_UpdateScreen ();
}
 
 
//==========================================================================
 
/*
==================
=
= DrawHighScores
=
==================
*/
 
void
DrawHighScores (void)
{
char buffer[16];
#ifndef SPEAR
char *str;
#ifndef UPLOAD
char buffer1[5];
#endif
#endif
word i, w, h;
HighScore *s;
 
#ifndef SPEAR
CA_CacheGrChunk (HIGHSCORESPIC);
CA_CacheGrChunk (STARTFONT);
#ifndef APOGEE_1_0
CA_CacheGrChunk (C_LEVELPIC);
CA_CacheGrChunk (C_SCOREPIC);
CA_CacheGrChunk (C_NAMEPIC);
#else
CA_CacheGrChunk (C_CODEPIC);
#endif
 
ClearMScreen ();
DrawStripes (10);
 
VWB_DrawPic (48, 0, HIGHSCORESPIC);
UNCACHEGRCHUNK (HIGHSCORESPIC);
 
#ifndef APOGEE_1_0
VWB_DrawPic (4 * 8, 68, C_NAMEPIC);
VWB_DrawPic (20 * 8, 68, C_LEVELPIC);
VWB_DrawPic (28 * 8, 68, C_SCOREPIC);
#else
VWB_DrawPic(35*8,68,C_CODEPIC);
#endif
fontnumber = 0;
 
#else
CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
ClearMScreen ();
DrawStripes (10);
UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
 
CacheLump (HIGHSCORES_LUMP_START, HIGHSCORES_LUMP_END);
CA_CacheGrChunk (STARTFONT + 1);
VWB_DrawPic (0, 0, HIGHSCORESPIC);
 
fontnumber = 1;
#endif
 
 
#ifndef SPEAR
SETFONTCOLOR (15, 0x29);
#else
SETFONTCOLOR (HIGHLIGHT, 0x29);
#endif
 
for (i = 0, s = Scores; i < MaxScores; i++, s++)
{
PrintY = 76 + (16 * i);
 
//
// name
//
#ifndef SPEAR
PrintX = 4 * 8;
#else
PrintX = 16;
#endif
US_Print (s->name);
 
//
// level
//
itoa (s->completed, buffer, 10);
#ifndef SPEAR
for (str = buffer; *str; str++)
*str = *str + (129 - '0'); // Used fixed-width numbers (129...)
USL_MeasureString (buffer, &w, &h);
PrintX = (22 * 8) - w;
#else
USL_MeasureString (buffer, &w, &h);
PrintX = 194 - w;
#endif
 
#ifndef UPLOAD
#ifndef SPEAR
PrintX -= 6;
itoa (s->episode + 1, buffer1, 10);
US_Print ("E");
US_Print (buffer1);
US_Print ("/L");
#endif
#endif
 
#ifdef SPEAR
if (s->completed == 21)
VWB_DrawPic (PrintX + 8, PrintY - 1, C_WONSPEARPIC);
else
#endif
US_Print (buffer);
 
//
// score
//
itoa (s->score, buffer, 10);
#ifndef SPEAR
for (str = buffer; *str; str++)
*str = *str + (129 - '0'); // Used fixed-width numbers (129...)
USL_MeasureString (buffer, &w, &h);
PrintX = (34 * 8) - 8 - w;
#else
USL_MeasureString (buffer, &w, &h);
PrintX = 292 - w;
#endif
US_Print (buffer);
 
#ifdef APOGEE_1_0
//#ifndef UPLOAD
#ifndef SPEAR
//
// verification #
//
if (!i)
{
char temp = (((s->score >> 28) & 0xf) ^ ((s->score >> 24) & 0xf)) + 'A';
char temp1 = (((s->score >> 20) & 0xf) ^ ((s->score >> 16) & 0xf)) + 'A';
char temp2 = (((s->score >> 12) & 0xf) ^ ((s->score >> 8) & 0xf)) + 'A';
char temp3 = (((s->score >> 4) & 0xf) ^ ((s->score >> 0) & 0xf)) + 'A';
 
SETFONTCOLOR (0x49, 0x29);
PrintX = 35 * 8;
buffer[0] = temp;
buffer[1] = temp1;
buffer[2] = temp2;
buffer[3] = temp3;
buffer[4] = 0;
US_Print (buffer);
SETFONTCOLOR (15, 0x29);
}
#endif
//#endif
#endif
}
 
VW_UpdateScreen ();
 
#ifdef SPEAR
UnCacheLump (HIGHSCORES_LUMP_START, HIGHSCORES_LUMP_END);
fontnumber = 0;
#endif
}
 
//===========================================================================
 
 
/*
=======================
=
= CheckHighScore
=
=======================
*/
 
void
CheckHighScore (int32_t score, word other)
{
word i, j;
int n;
HighScore myscore;
 
strcpy (myscore.name, "");
myscore.score = score;
myscore.episode = gamestate.episode;
myscore.completed = other;
 
for (i = 0, n = -1; i < MaxScores; i++)
{
if ((myscore.score > Scores[i].score)
|| ((myscore.score == Scores[i].score) && (myscore.completed > Scores[i].completed)))
{
for (j = MaxScores; --j > i;)
Scores[j] = Scores[j - 1];
Scores[i] = myscore;
n = i;
break;
}
}
 
#ifdef SPEAR
StartCPMusic (XAWARD_MUS);
#else
StartCPMusic (ROSTER_MUS);
#endif
DrawHighScores ();
 
VW_FadeIn ();
 
if (n != -1)
{
//
// got a high score
//
PrintY = 76 + (16 * n);
#ifndef SPEAR
PrintX = 4 * 8;
backcolor = BORDCOLOR;
fontcolor = 15;
US_LineInput (PrintX, PrintY, Scores[n].name, 0, true, MaxHighName, 100);
#else
PrintX = 16;
fontnumber = 1;
VWB_Bar (PrintX - 2, PrintY - 2, 145, 15, 0x9c);
VW_UpdateScreen ();
backcolor = 0x9c;
fontcolor = 15;
US_LineInput (PrintX, PrintY, Scores[n].name, 0, true, MaxHighName, 130);
#endif
}
else
{
IN_ClearKeysDown ();
IN_UserInput (500);
}
 
}
 
 
#ifndef UPLOAD
#ifndef SPEAR
#ifndef JAPAN
////////////////////////////////////////////////////////
//
// NON-SHAREWARE NOTICE
//
////////////////////////////////////////////////////////
void
NonShareware (void)
{
VW_FadeOut ();
 
ClearMScreen ();
DrawStripes (10);
 
CA_CacheGrChunk (STARTFONT + 1);
fontnumber = 1;
 
SETFONTCOLOR (READHCOLOR, BKGDCOLOR);
PrintX = 110;
PrintY = 15;
 
#ifdef SPANISH
US_Print ("Atencion");
#else
US_Print ("Attention");
#endif
 
SETFONTCOLOR (HIGHLIGHT, BKGDCOLOR);
WindowX = PrintX = 40;
PrintY = 60;
#ifdef SPANISH
US_Print ("Este juego NO es gratis y\n");
US_Print ("NO es Shareware; favor de\n");
US_Print ("no distribuirlo.\n\n");
#else
US_Print ("This game is NOT shareware.\n");
US_Print ("Please do not distribute it.\n");
US_Print ("Thanks.\n\n");
#endif
US_Print (" Id Software\n");
 
VW_UpdateScreen ();
VW_FadeIn ();
IN_Ack ();
}
#endif
#endif
#endif
 
#ifdef SPEAR
#ifndef GOODTIMES
#ifndef SPEARDEMO
////////////////////////////////////////////////////////
//
// COPY PROTECTION FOR FormGen
//
////////////////////////////////////////////////////////
char CopyProFailedStrs[][100] = {
STR_COPY1,
STR_COPY2,
 
STR_COPY3,
STR_COPY4,
 
STR_COPY5,
STR_COPY6,
 
STR_COPY7,
STR_COPY8,
 
STR_COPY9,
"",
 
STR_COPY10,
STR_COPY11,
 
STR_COPY12,
"",
 
STR_COPY13,
"",
 
STR_COPY14,
""
};
 
char BackDoorStrs[5][16] = {
"a spoon?",
"bite me!",
"joshua",
"pelt",
"snoops"
};
 
char GoodBoyStrs[10][40] = {
"...is the CORRECT ANSWER!",
"",
 
"Consider yourself bitten, sir.",
"",
 
"Greetings Professor Falken, would you",
"like to play Spear of Destiny?",
 
"Do you have any gold spray paint?",
"",
 
"I wish I had a 21\" monitor...",
""
};
 
char bossstrs[4][24] = {
"DEATH KNIGHT",
"BARNACLE WILHELM",
"UBERMUTANTUBER MUTANT",
"TRANS GROSSE"
};
 
char WordStr[5][20] = {
"New Game",
"Sound...F4",
"Control...F6",
"Change View...F5",
"Quit...F10"
};
 
char WordCorrect[5][2] = { "3", "4", "4", "5", "5" };
 
char MemberStr[10][40] = {
STR_COPY15,
"",
 
STR_COPY16,
"",
 
STR_COPY17,
STR_COPY18,
 
STR_COPY19,
STR_COPY20,
 
STR_COPY21,
STR_COPY22
};
 
char MemberCorrect[5][24] = {
"adrian carmack",
"john carmackjohn romero",
"tom hall",
"jay wilbur",
"kevin cloud"
};
 
char DosMessages[9][80] = {
STR_NOPE1,
STR_NOPE2,
STR_NOPE3,
STR_NOPE4,
STR_NOPE5,
STR_NOPE6,
STR_NOPE7,
STR_NOPE8,
STR_NOPE9
};
 
char MiscTitle[4][20] = {
"BLOOD TEST",
"STRAIGHT-LACED",
"QUITE SHAPELY",
"I AM WHAT I AMMO"
};
 
char MiscStr[12][40] = {
STR_MISC1,
STR_MISC2,
"",
 
STR_MISC3,
STR_MISC4,
"",
 
STR_MISC5,
STR_MISC6,
"",
 
STR_MISC7,
STR_MISC8,
STR_MISC9
};
 
char MiscCorrect[4][5] = { "ss", "8", STR_STAR, "45" };
 
 
int
BackDoor (char *s)
{
for (int i = 0; i < 5; i++)
{
if (!strcasecmp (s, BackDoorStrs[i]))
{
SETFONTCOLOR (14, 15);
fontnumber = 0;
PrintY = 175;
VWB_DrawPic (0, 20 * 8, COPYPROTBOXPIC);
US_CPrint (GoodBoyStrs[i * 2]);
US_CPrint (GoodBoyStrs[i * 2 + 1]);
VW_UpdateScreen ();
return 1;
}
}
 
return 0;
}
 
 
void
CopyProtection (void)
{
#define TYPEBOX_Y 177
#define TYPEBOX_BKGD 0x9c
#define PRINTCOLOR HIGHLIGHT
 
unsigned i;
int match, whichboss, bossnum, attempt, whichline;
int enemypicked[4] = { 0, 0, 0, 0 };
int bosses[4] = { BOSSPIC1PIC, BOSSPIC2PIC, BOSSPIC3PIC, BOSSPIC4PIC };
int whichpicked[4] = { 0, 0, 0, 0 };
int whichone, quiztype, whichmem, whichword;
int memberpicked[5] = { 0, 0, 0, 0, 0 };
int wordpicked[5] = { 0, 0, 0, 0, 0 };
 
char inputbuffer[20];
char message[80];
 
enum
{
debriefing,
checkmanual,
staffquiz,
miscquiz,
 
totaltypes
};
 
 
 
attempt = 0;
VW_FadeOut ();
CA_CacheGrChunk (C_BACKDROPPIC);
CacheLump (COPYPROT_LUMP_START, COPYPROT_LUMP_END);
CA_CacheGrChunk (STARTFONT + 1);
CA_LoadAllSounds ();
StartCPMusic (COPYPRO_MUS);
US_InitRndT (true);
 
while (attempt < 3)
{
fontnumber = 1;
SETFONTCOLOR (PRINTCOLOR - 2, 15);
VWB_DrawPic (0, 0, C_BACKDROPPIC);
VWB_DrawPic (0, 0, COPYPROTTOPPIC);
VWB_DrawPic (0, 20 * 8, COPYPROTBOXPIC);
WindowX = WindowY = 0;
WindowW = 320;
WindowH = 200;
PrintY = 65;
 
quiztype = US_RndT () % totaltypes;
switch (quiztype)
{
//
// BOSSES QUIZ
//
case debriefing:
{
PrintX = 0;
US_Print (STR_DEBRIEF);
SETFONTCOLOR (PRINTCOLOR, 15);
 
while (enemypicked[whichboss = US_RndT () & 3]);
enemypicked[whichboss] = 1;
bossnum = bosses[whichboss];
VWB_DrawPic (128, 60, bossnum);
fontnumber = 0;
PrintY = 130;
US_CPrint (STR_ENEMY1 "\n");
US_CPrint (STR_ENEMY2 "\n\n");
 
VW_UpdateScreen ();
VW_FadeIn ();
 
PrintX = 100;
fontcolor = 15;
backcolor = TYPEBOX_BKGD;
inputbuffer[0] = 0;
PrintY = TYPEBOX_Y;
fontnumber = 1;
US_LineInput (PrintX, PrintY, inputbuffer, 0, true, 20, 100);
 
match = 0;
size_t inputlen = strlen(inputbuffer);
if(inputlen > 3)
{
size_t bosslen = strlen(bossstrs[whichboss]);
for (i = 0; i < bosslen; i++)
{
if (!strncasecmp (inputbuffer, bossstrs[whichboss] + i, inputlen))
{
match = 1;
break;
}
}
}
 
match += BackDoor (inputbuffer);
break;
}
 
//
// MANUAL CHECK
//
case checkmanual:
{
while (wordpicked[whichword = US_RndT () % 5]);
wordpicked[whichword] = 1;
US_CPrint (STR_CHECKMAN);
SETFONTCOLOR (PRINTCOLOR, 15);
PrintY += 25;
US_CPrint (STR_MAN1);
US_CPrint (STR_MAN2);
sprintf(message, STR_MAN3 " \"%s\" " STR_MAN4, WordStr[whichword]);
US_CPrint (message);
VW_UpdateScreen ();
VW_FadeIn ();
 
PrintX = 146;
fontcolor = 15;
backcolor = TYPEBOX_BKGD;
inputbuffer[0] = 0;
PrintY = TYPEBOX_Y;
US_LineInput (PrintX, PrintY, inputbuffer, 0, true, 6, 100);
 
match = 1 - (strcasecmp (inputbuffer, WordCorrect[whichword]) != 0);
match += BackDoor (inputbuffer);
break;
}
 
//
// STAFF QUIZ
//
case staffquiz:
{
while (memberpicked[whichmem = US_RndT () % 5]);
memberpicked[whichmem] = 1;
US_CPrint (STR_ID1);
SETFONTCOLOR (PRINTCOLOR, 15);
PrintY += 25;
US_CPrint (MemberStr[whichmem * 2]);
US_CPrint (MemberStr[whichmem * 2 + 1]);
VW_UpdateScreen ();
VW_FadeIn ();
 
PrintX = 100;
fontcolor = 15;
backcolor = TYPEBOX_BKGD;
inputbuffer[0] = 0;
PrintY = TYPEBOX_Y;
US_LineInput (PrintX, PrintY, inputbuffer, 0, true, 20, 120);
 
match = 0;
size_t inputlen = strlen(inputbuffer);
if(inputlen > 2)
{
size_t memberlen = strlen(MemberCorrect[whichmem]);
for (i = 0; i < memberlen; i++)
{
if (!strncasecmp (inputbuffer, MemberCorrect[whichmem] + i, inputlen))
{
match = 1;
break;
}
}
}
 
match += BackDoor (inputbuffer);
break;
}
 
//
// MISCELLANEOUS QUESTIONS
//
case miscquiz:
{
while (whichpicked[whichone = US_RndT () & 3]);
whichpicked[whichone] = 1;
US_CPrint (MiscTitle[whichone]);
SETFONTCOLOR (PRINTCOLOR, 15);
PrintY += 25;
US_CPrint (MiscStr[whichone * 3]);
US_CPrint (MiscStr[whichone * 3 + 1]);
US_CPrint (MiscStr[whichone * 3 + 2]);
VW_UpdateScreen ();
VW_FadeIn ();
 
PrintX = 146;
fontcolor = 15;
backcolor = TYPEBOX_BKGD;
inputbuffer[0] = 0;
PrintY = TYPEBOX_Y;
US_LineInput (PrintX, PrintY, inputbuffer, 0, true, 6, 100);
 
match = 1 - (strcasecmp (inputbuffer, MiscCorrect[whichone]) != 0);
match += BackDoor (inputbuffer);
break;
}
}
 
//
// IF NO MATCH, WE'VE GOT A (MINOR) PROBLEM!
//
 
if (!match)
{
whichline = 2 * (US_RndT () % 9);
SETFONTCOLOR (14, 15);
fontnumber = 0;
PrintY = 175;
VWB_DrawPic (0, 20 * 8, COPYPROTBOXPIC);
US_CPrint (CopyProFailedStrs[whichline]);
US_CPrint (CopyProFailedStrs[whichline + 1]);
 
VW_UpdateScreen ();
SD_PlaySound (NOWAYSND);
IN_UserInput (TickBase * 6);
VW_FadeOut ();
attempt++;
}
else
{
int start;
 
SD_PlaySound (BONUS1UPSND);
SD_WaitSoundDone ();
UNCACHEGRCHUNK (STARTFONT + 1);
UNCACHEGRCHUNK (C_BACKDROPPIC);
UnCacheLump (COPYPROT_LUMP_START, COPYPROT_LUMP_END);
 
switch (SoundMode)
{
case sdm_Off:
return;
case sdm_PC:
start = STARTPCSOUNDS;
break;
case sdm_AdLib:
start = STARTADLIBSOUNDS;
}
 
/* for (i=0;i<NUMSOUNDS;i++,start++)
MM_FreePtr ((memptr *)&audiosegs[start]); */
return;
}
}
 
ClearMemory ();
ShutdownId ();
 
printf ("%s\n", DosMessages[US_RndT () % 9]);
exit (1);
}
 
#endif // SPEARDEMO
#endif // GOODTIMES
#endif // SPEAR
//===========================================================================
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_main.cpp
0,0 → 1,1962
// WL_MAIN.C
 
#ifdef _WIN32
#include <io.h>
#else
#include <unistd.h>
#endif
 
#include "wl_def.h"
#pragma hdrstop
#include "wl_atmos.h"
#include <SDL_syswm.h>
 
 
/*
=============================================================================
 
WOLFENSTEIN 3-D
 
An Id Software production
 
by John Carmack
 
=============================================================================
*/
 
extern byte signon[];
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
 
#define FOCALLENGTH (0x5700l) // in global coordinates
#define VIEWGLOBAL 0x10000 // globals visable flush to wall
 
#define VIEWWIDTH 256 // size of view window
#define VIEWHEIGHT 144
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
char str[80];
int dirangle[9] = {0,ANGLES/8,2*ANGLES/8,3*ANGLES/8,4*ANGLES/8,
5*ANGLES/8,6*ANGLES/8,7*ANGLES/8,ANGLES};
 
//
// proejection variables
//
fixed focallength;
unsigned screenofs;
int viewscreenx, viewscreeny;
int viewwidth;
int viewheight;
short centerx;
int shootdelta; // pixels away from centerx a target can be
fixed scale;
int32_t heightnumerator;
 
 
void Quit (const char *error,...);
 
boolean startgame;
boolean loadedgame;
int mouseadjustment;
 
char configdir[256] = "";
char configname[13] = "config.";
 
//
// Command line parameter variables
//
boolean param_debugmode = false;
boolean param_nowait = false;
int param_difficulty = 1; // default is "normal"
int param_tedlevel = -1; // default is not to start a level
int param_joystickindex = 0;
 
#if defined(_arch_dreamcast)
int param_joystickhat = 0;
int param_samplerate = 11025; // higher samplerates result in "out of memory"
int param_audiobuffer = 4096 / (44100 / param_samplerate);
#elif defined(GP2X_940)
int param_joystickhat = -1;
int param_samplerate = 11025; // higher samplerates result in "out of memory"
int param_audiobuffer = 128;
#else
int param_joystickhat = -1;
int param_samplerate = 44100;
int param_audiobuffer = 2048 / (44100 / param_samplerate);
#endif
 
int param_mission = 0;
boolean param_goodtimes = false;
boolean param_ignorenumchunks = false;
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
 
/*
====================
=
= ReadConfig
=
====================
*/
 
void ReadConfig(void)
{
SDMode sd;
SMMode sm;
SDSMode sds;
 
char configpath[300];
 
#ifdef _arch_dreamcast
DC_LoadFromVMU(configname);
#endif
 
if(configdir[0])
snprintf(configpath, sizeof(configpath), "%s/%s", configdir, configname);
else
strcpy(configpath, configname);
 
const int file = open(configpath, O_RDONLY | O_BINARY);
if (file != -1)
{
//
// valid config file
//
word tmp;
read(file,&tmp,sizeof(tmp));
if(tmp!=0xfefa)
{
close(file);
goto noconfig;
}
read(file,Scores,sizeof(HighScore) * MaxScores);
 
read(file,&sd,sizeof(sd));
read(file,&sm,sizeof(sm));
read(file,&sds,sizeof(sds));
 
read(file,&mouseenabled,sizeof(mouseenabled));
read(file,&joystickenabled,sizeof(joystickenabled));
boolean dummyJoypadEnabled;
read(file,&dummyJoypadEnabled,sizeof(dummyJoypadEnabled));
boolean dummyJoystickProgressive;
read(file,&dummyJoystickProgressive,sizeof(dummyJoystickProgressive));
int dummyJoystickPort = 0;
read(file,&dummyJoystickPort,sizeof(dummyJoystickPort));
 
read(file,dirscan,sizeof(dirscan));
read(file,buttonscan,sizeof(buttonscan));
read(file,buttonmouse,sizeof(buttonmouse));
read(file,buttonjoy,sizeof(buttonjoy));
 
read(file,&viewsize,sizeof(viewsize));
read(file,&mouseadjustment,sizeof(mouseadjustment));
 
close(file);
 
if ((sd == sdm_AdLib || sm == smm_AdLib) && !AdLibPresent
&& !SoundBlasterPresent)
{
sd = sdm_PC;
sm = smm_Off;
}
 
if ((sds == sds_SoundBlaster && !SoundBlasterPresent))
sds = sds_Off;
 
// make sure values are correct
 
if(mouseenabled) mouseenabled=true;
if(joystickenabled) joystickenabled=true;
 
if (!MousePresent)
mouseenabled = false;
if (!IN_JoyPresent())
joystickenabled = false;
 
if(mouseadjustment<0) mouseadjustment=0;
else if(mouseadjustment>9) mouseadjustment=9;
 
if(viewsize<4) viewsize=4;
else if(viewsize>21) viewsize=21;
 
MainMenu[6].active=1;
MainItems.curpos=0;
}
else
{
//
// no config file, so select by hardware
//
noconfig:
if (SoundBlasterPresent || AdLibPresent)
{
sd = sdm_AdLib;
sm = smm_AdLib;
}
else
{
sd = sdm_PC;
sm = smm_Off;
}
 
if (SoundBlasterPresent)
sds = sds_SoundBlaster;
else
sds = sds_Off;
 
if (MousePresent)
mouseenabled = true;
 
if (IN_JoyPresent())
joystickenabled = true;
 
viewsize = 19; // start with a good size
mouseadjustment=5;
}
 
SD_SetMusicMode (sm);
SD_SetSoundMode (sd);
SD_SetDigiDevice (sds);
}
 
/*
====================
=
= WriteConfig
=
====================
*/
 
void WriteConfig(void)
{
char configpath[300];
 
#ifdef _arch_dreamcast
fs_unlink(configname);
#endif
 
if(configdir[0])
snprintf(configpath, sizeof(configpath), "%s/%s", configdir, configname);
else
strcpy(configpath, configname);
 
const int file = open(configpath, O_CREAT | O_WRONLY | O_BINARY, 0644);
if (file != -1)
{
word tmp=0xfefa;
write(file,&tmp,sizeof(tmp));
write(file,Scores,sizeof(HighScore) * MaxScores);
 
write(file,&SoundMode,sizeof(SoundMode));
write(file,&MusicMode,sizeof(MusicMode));
write(file,&DigiMode,sizeof(DigiMode));
 
write(file,&mouseenabled,sizeof(mouseenabled));
write(file,&joystickenabled,sizeof(joystickenabled));
boolean dummyJoypadEnabled = false;
write(file,&dummyJoypadEnabled,sizeof(dummyJoypadEnabled));
boolean dummyJoystickProgressive = false;
write(file,&dummyJoystickProgressive,sizeof(dummyJoystickProgressive));
int dummyJoystickPort = 0;
write(file,&dummyJoystickPort,sizeof(dummyJoystickPort));
 
write(file,dirscan,sizeof(dirscan));
write(file,buttonscan,sizeof(buttonscan));
write(file,buttonmouse,sizeof(buttonmouse));
write(file,buttonjoy,sizeof(buttonjoy));
 
write(file,&viewsize,sizeof(viewsize));
write(file,&mouseadjustment,sizeof(mouseadjustment));
 
close(file);
}
#ifdef _arch_dreamcast
DC_SaveToVMU(configname, NULL);
#endif
}
 
 
//===========================================================================
 
/*
=====================
=
= NewGame
=
= Set up new game to start from the beginning
=
=====================
*/
 
void NewGame (int difficulty,int episode)
{
memset (&gamestate,0,sizeof(gamestate));
gamestate.difficulty = difficulty;
gamestate.weapon = gamestate.bestweapon
= gamestate.chosenweapon = wp_pistol;
gamestate.health = 100;
gamestate.ammo = STARTAMMO;
gamestate.lives = 3;
gamestate.nextextra = EXTRAPOINTS;
gamestate.episode=episode;
 
startgame = true;
}
 
//===========================================================================
 
void DiskFlopAnim(int x,int y)
{
static int8_t which=0;
if (!x && !y)
return;
VWB_DrawPic(x,y,C_DISKLOADING1PIC+which);
VW_UpdateScreen();
which^=1;
}
 
 
int32_t DoChecksum(byte *source,unsigned size,int32_t checksum)
{
unsigned i;
 
for (i=0;i<size-1;i++)
checksum += source[i]^source[i+1];
 
return checksum;
}
 
 
/*
==================
=
= SaveTheGame
=
==================
*/
 
extern statetype s_grdstand;
extern statetype s_player;
 
boolean SaveTheGame(FILE *file,int x,int y)
{
// struct diskfree_t dfree;
// int32_t avail,size,checksum;
int checksum;
objtype *ob;
objtype nullobj;
statobj_t nullstat;
 
/* if (_dos_getdiskfree(0,&dfree))
Quit("Error in _dos_getdiskfree call");
 
avail = (int32_t)dfree.avail_clusters *
dfree.bytes_per_sector *
dfree.sectors_per_cluster;
 
size = 0;
for (ob = player; ob ; ob=ob->next)
size += sizeof(*ob);
size += sizeof(nullobj);
 
size += sizeof(gamestate) +
sizeof(LRstruct)*LRpack +
sizeof(tilemap) +
sizeof(actorat) +
sizeof(laststatobj) +
sizeof(statobjlist) +
sizeof(doorposition) +
sizeof(pwallstate) +
sizeof(pwalltile) +
sizeof(pwallx) +
sizeof(pwally) +
sizeof(pwalldir) +
sizeof(pwallpos);
 
if (avail < size)
{
Message(STR_NOSPACE1"\n"STR_NOSPACE2);
return false;
}*/
 
checksum = 0;
 
DiskFlopAnim(x,y);
fwrite(&gamestate,sizeof(gamestate),1,file);
checksum = DoChecksum((byte *)&gamestate,sizeof(gamestate),checksum);
 
DiskFlopAnim(x,y);
fwrite(&LevelRatios[0],sizeof(LRstruct)*LRpack,1,file);
checksum = DoChecksum((byte *)&LevelRatios[0],sizeof(LRstruct)*LRpack,checksum);
 
DiskFlopAnim(x,y);
fwrite(tilemap,sizeof(tilemap),1,file);
checksum = DoChecksum((byte *)tilemap,sizeof(tilemap),checksum);
DiskFlopAnim(x,y);
 
int i;
for(i=0;i<MAPSIZE;i++)
{
for(int j=0;j<MAPSIZE;j++)
{
word actnum;
objtype *objptr=actorat[i][j];
if(ISPOINTER(objptr))
actnum=0x8000 | (word)(objptr-objlist);
else
actnum=(word)(uintptr_t)objptr;
fwrite(&actnum,sizeof(actnum),1,file);
checksum = DoChecksum((byte *)&actnum,sizeof(actnum),checksum);
}
}
 
fwrite (areaconnect,sizeof(areaconnect),1,file);
fwrite (areabyplayer,sizeof(areabyplayer),1,file);
 
// player object needs special treatment as it's in WL_AGENT.CPP and not in
// WL_ACT2.CPP which could cause problems for the relative addressing
 
ob = player;
DiskFlopAnim(x,y);
memcpy(&nullobj,ob,sizeof(nullobj));
nullobj.state=(statetype *) ((uintptr_t)nullobj.state-(uintptr_t)&s_player);
fwrite(&nullobj,sizeof(nullobj),1,file);
ob = ob->next;
 
DiskFlopAnim(x,y);
for (; ob ; ob=ob->next)
{
memcpy(&nullobj,ob,sizeof(nullobj));
nullobj.state=(statetype *) ((uintptr_t)nullobj.state-(uintptr_t)&s_grdstand);
fwrite(&nullobj,sizeof(nullobj),1,file);
}
nullobj.active = ac_badobject; // end of file marker
DiskFlopAnim(x,y);
fwrite(&nullobj,sizeof(nullobj),1,file);
 
DiskFlopAnim(x,y);
word laststatobjnum=(word) (laststatobj-statobjlist);
fwrite(&laststatobjnum,sizeof(laststatobjnum),1,file);
checksum = DoChecksum((byte *)&laststatobjnum,sizeof(laststatobjnum),checksum);
 
DiskFlopAnim(x,y);
for(i=0;i<MAXSTATS;i++)
{
memcpy(&nullstat,statobjlist+i,sizeof(nullstat));
nullstat.visspot=(byte *) ((uintptr_t) nullstat.visspot-(uintptr_t)spotvis);
fwrite(&nullstat,sizeof(nullstat),1,file);
checksum = DoChecksum((byte *)&nullstat,sizeof(nullstat),checksum);
}
 
DiskFlopAnim(x,y);
fwrite (doorposition,sizeof(doorposition),1,file);
checksum = DoChecksum((byte *)doorposition,sizeof(doorposition),checksum);
DiskFlopAnim(x,y);
fwrite (doorobjlist,sizeof(doorobjlist),1,file);
checksum = DoChecksum((byte *)doorobjlist,sizeof(doorobjlist),checksum);
 
DiskFlopAnim(x,y);
fwrite (&pwallstate,sizeof(pwallstate),1,file);
checksum = DoChecksum((byte *)&pwallstate,sizeof(pwallstate),checksum);
fwrite (&pwalltile,sizeof(pwalltile),1,file);
checksum = DoChecksum((byte *)&pwalltile,sizeof(pwalltile),checksum);
fwrite (&pwallx,sizeof(pwallx),1,file);
checksum = DoChecksum((byte *)&pwallx,sizeof(pwallx),checksum);
fwrite (&pwally,sizeof(pwally),1,file);
checksum = DoChecksum((byte *)&pwally,sizeof(pwally),checksum);
fwrite (&pwalldir,sizeof(pwalldir),1,file);
checksum = DoChecksum((byte *)&pwalldir,sizeof(pwalldir),checksum);
fwrite (&pwallpos,sizeof(pwallpos),1,file);
checksum = DoChecksum((byte *)&pwallpos,sizeof(pwallpos),checksum);
 
//
// WRITE OUT CHECKSUM
//
fwrite (&checksum,sizeof(checksum),1,file);
 
fwrite (&lastgamemusicoffset,sizeof(lastgamemusicoffset),1,file);
 
return(true);
}
 
//===========================================================================
 
/*
==================
=
= LoadTheGame
=
==================
*/
 
boolean LoadTheGame(FILE *file,int x,int y)
{
int32_t checksum,oldchecksum;
objtype nullobj;
statobj_t nullstat;
 
checksum = 0;
 
DiskFlopAnim(x,y);
fread (&gamestate,sizeof(gamestate),1,file);
checksum = DoChecksum((byte *)&gamestate,sizeof(gamestate),checksum);
 
DiskFlopAnim(x,y);
fread (&LevelRatios[0],sizeof(LRstruct)*LRpack,1,file);
checksum = DoChecksum((byte *)&LevelRatios[0],sizeof(LRstruct)*LRpack,checksum);
 
DiskFlopAnim(x,y);
SetupGameLevel ();
 
DiskFlopAnim(x,y);
fread (tilemap,sizeof(tilemap),1,file);
checksum = DoChecksum((byte *)tilemap,sizeof(tilemap),checksum);
 
DiskFlopAnim(x,y);
 
int actnum=0, i;
for(i=0;i<MAPSIZE;i++)
{
for(int j=0;j<MAPSIZE;j++)
{
fread (&actnum,sizeof(word),1,file);
checksum = DoChecksum((byte *) &actnum,sizeof(word),checksum);
if(actnum&0x8000)
actorat[i][j]=objlist+(actnum&0x7fff);
else
actorat[i][j]=(objtype *)(uintptr_t) actnum;
}
}
 
fread (areaconnect,sizeof(areaconnect),1,file);
fread (areabyplayer,sizeof(areabyplayer),1,file);
 
InitActorList ();
DiskFlopAnim(x,y);
fread (player,sizeof(*player),1,file);
player->state=(statetype *) ((uintptr_t)player->state+(uintptr_t)&s_player);
 
while (1)
{
DiskFlopAnim(x,y);
fread (&nullobj,sizeof(nullobj),1,file);
if (nullobj.active == ac_badobject)
break;
GetNewActor ();
nullobj.state=(statetype *) ((uintptr_t)nullobj.state+(uintptr_t)&s_grdstand);
// don't copy over the links
memcpy (newobj,&nullobj,sizeof(nullobj)-8);
}
 
DiskFlopAnim(x,y);
word laststatobjnum;
fread (&laststatobjnum,sizeof(laststatobjnum),1,file);
laststatobj=statobjlist+laststatobjnum;
checksum = DoChecksum((byte *)&laststatobjnum,sizeof(laststatobjnum),checksum);
 
DiskFlopAnim(x,y);
for(i=0;i<MAXSTATS;i++)
{
fread(&nullstat,sizeof(nullstat),1,file);
checksum = DoChecksum((byte *)&nullstat,sizeof(nullstat),checksum);
nullstat.visspot=(byte *) ((uintptr_t)nullstat.visspot+(uintptr_t)spotvis);
memcpy(statobjlist+i,&nullstat,sizeof(nullstat));
}
 
DiskFlopAnim(x,y);
fread (doorposition,sizeof(doorposition),1,file);
checksum = DoChecksum((byte *)doorposition,sizeof(doorposition),checksum);
DiskFlopAnim(x,y);
fread (doorobjlist,sizeof(doorobjlist),1,file);
checksum = DoChecksum((byte *)doorobjlist,sizeof(doorobjlist),checksum);
 
DiskFlopAnim(x,y);
fread (&pwallstate,sizeof(pwallstate),1,file);
checksum = DoChecksum((byte *)&pwallstate,sizeof(pwallstate),checksum);
fread (&pwalltile,sizeof(pwalltile),1,file);
checksum = DoChecksum((byte *)&pwalltile,sizeof(pwalltile),checksum);
fread (&pwallx,sizeof(pwallx),1,file);
checksum = DoChecksum((byte *)&pwallx,sizeof(pwallx),checksum);
fread (&pwally,sizeof(pwally),1,file);
checksum = DoChecksum((byte *)&pwally,sizeof(pwally),checksum);
fread (&pwalldir,sizeof(pwalldir),1,file);
checksum = DoChecksum((byte *)&pwalldir,sizeof(pwalldir),checksum);
fread (&pwallpos,sizeof(pwallpos),1,file);
checksum = DoChecksum((byte *)&pwallpos,sizeof(pwallpos),checksum);
 
if (gamestate.secretcount) // assign valid floorcodes under moved pushwalls
{
word *map, *obj; word tile, sprite;
map = mapsegs[0]; obj = mapsegs[1];
for (y=0;y<mapheight;y++)
for (x=0;x<mapwidth;x++)
{
tile = *map++; sprite = *obj++;
if (sprite == PUSHABLETILE && !tilemap[x][y]
&& (tile < AREATILE || tile >= (AREATILE+NUMMAPS)))
{
if (*map >= AREATILE)
tile = *map;
if (*(map-1-mapwidth) >= AREATILE)
tile = *(map-1-mapwidth);
if (*(map-1+mapwidth) >= AREATILE)
tile = *(map-1+mapwidth);
if ( *(map-2) >= AREATILE)
tile = *(map-2);
 
*(map-1) = tile; *(obj-1) = 0;
}
}
}
 
Thrust(0,0); // set player->areanumber to the floortile you're standing on
 
fread (&oldchecksum,sizeof(oldchecksum),1,file);
 
fread (&lastgamemusicoffset,sizeof(lastgamemusicoffset),1,file);
if(lastgamemusicoffset<0) lastgamemusicoffset=0;
 
 
if (oldchecksum != checksum)
{
Message(STR_SAVECHT1"\n"
STR_SAVECHT2"\n"
STR_SAVECHT3"\n"
STR_SAVECHT4);
 
IN_ClearKeysDown();
IN_Ack();
 
gamestate.oldscore = gamestate.score = 0;
gamestate.lives = 1;
gamestate.weapon =
gamestate.chosenweapon =
gamestate.bestweapon = wp_pistol;
gamestate.ammo = 8;
}
 
return true;
}
 
//===========================================================================
 
/*
==========================
=
= ShutdownId
=
= Shuts down all ID_?? managers
=
==========================
*/
 
void ShutdownId (void)
{
US_Shutdown (); // This line is completely useless...
SD_Shutdown ();
PM_Shutdown ();
IN_Shutdown ();
VW_Shutdown ();
CA_Shutdown ();
#if defined(GP2X_940)
GP2X_Shutdown();
#endif
}
 
 
//===========================================================================
 
/*
==================
=
= BuildTables
=
= Calculates:
=
= scale projection constant
= sintable/costable overlapping fractional tables
=
==================
*/
 
const float radtoint = (float)(FINEANGLES/2/PI);
 
void BuildTables (void)
{
//
// calculate fine tangents
//
 
int i;
for(i=0;i<FINEANGLES/8;i++)
{
double tang=tan((i+0.5)/radtoint);
finetangent[i]=(int32_t)(tang*GLOBAL1);
finetangent[FINEANGLES/4-1-i]=(int32_t)((1/tang)*GLOBAL1);
}
 
//
// costable overlays sintable with a quarter phase shift
// ANGLES is assumed to be divisable by four
//
 
float angle=0;
float anglestep=(float)(PI/2/ANGLEQUAD);
for(i=0; i<ANGLEQUAD; i++)
{
fixed value=(int32_t)(GLOBAL1*sin(angle));
sintable[i]=sintable[i+ANGLES]=sintable[ANGLES/2-i]=value;
sintable[ANGLES-i]=sintable[ANGLES/2+i]=-value;
angle+=anglestep;
}
sintable[ANGLEQUAD] = 65536;
sintable[3*ANGLEQUAD] = -65536;
 
#if defined(USE_STARSKY) || defined(USE_RAIN) || defined(USE_SNOW)
Init3DPoints();
#endif
}
 
//===========================================================================
 
 
/*
====================
=
= CalcProjection
=
= Uses focallength
=
====================
*/
 
void CalcProjection (int32_t focal)
{
int i;
int intang;
float angle;
double tang;
int halfview;
double facedist;
 
focallength = focal;
facedist = focal+MINDIST;
halfview = viewwidth/2; // half view in pixels
 
//
// calculate scale value for vertical height calculations
// and sprite x calculations
//
scale = (fixed) (halfview*facedist/(VIEWGLOBAL/2));
 
//
// divide heightnumerator by a posts distance to get the posts height for
// the heightbuffer. The pixel height is height>>2
//
heightnumerator = (TILEGLOBAL*scale)>>6;
 
//
// calculate the angle offset from view angle of each pixel's ray
//
 
for (i=0;i<halfview;i++)
{
// start 1/2 pixel over, so viewangle bisects two middle pixels
tang = (int32_t)i*VIEWGLOBAL/viewwidth/facedist;
angle = (float) atan(tang);
intang = (int) (angle*radtoint);
pixelangle[halfview-1-i] = intang;
pixelangle[halfview+i] = -intang;
}
}
 
 
 
//===========================================================================
 
/*
===================
=
= SetupWalls
=
= Map tile values to scaled pics
=
===================
*/
 
void SetupWalls (void)
{
int i;
 
horizwall[0]=0;
vertwall[0]=0;
 
for (i=1;i<MAXWALLTILES;i++)
{
horizwall[i]=(i-1)*2;
vertwall[i]=(i-1)*2+1;
}
}
 
//===========================================================================
 
/*
==========================
=
= SignonScreen
=
==========================
*/
 
void SignonScreen (void) // VGA version
{
VL_SetVGAPlaneMode ();
 
VL_MungePic (signon,320,200);
VL_MemToScreen (signon,320,200,0,0);
}
 
 
/*
==========================
=
= FinishSignon
=
==========================
*/
 
void FinishSignon (void)
{
#ifndef SPEAR
VW_Bar (0,189,300,11,VL_GetPixel(0,0));
WindowX = 0;
WindowW = 320;
PrintY = 190;
 
#ifndef JAPAN
SETFONTCOLOR(14,4);
 
#ifdef SPANISH
US_CPrint ("Oprima una tecla");
#else
US_CPrint ("Press a key");
#endif
 
#endif
 
VH_UpdateScreen();
 
if (!param_nowait)
IN_Ack ();
 
#ifndef JAPAN
VW_Bar (0,189,300,11,VL_GetPixel(0,0));
 
PrintY = 190;
SETFONTCOLOR(10,4);
 
#ifdef SPANISH
US_CPrint ("pensando...");
#else
US_CPrint ("Working...");
#endif
 
VH_UpdateScreen();
#endif
 
SETFONTCOLOR(0,15);
#else
VH_UpdateScreen();
 
if (!param_nowait)
VW_WaitVBL(3*70);
#endif
}
 
//===========================================================================
 
/*
=====================
=
= InitDigiMap
=
=====================
*/
 
// channel mapping:
// -1: any non reserved channel
// 0: player weapons
// 1: boss weapons
 
static int wolfdigimap[] =
{
// These first sounds are in the upload version
#ifndef SPEAR
HALTSND, 0, -1,
DOGBARKSND, 1, -1,
CLOSEDOORSND, 2, -1,
OPENDOORSND, 3, -1,
ATKMACHINEGUNSND, 4, 0,
ATKPISTOLSND, 5, 0,
ATKGATLINGSND, 6, 0,
SCHUTZADSND, 7, -1,
GUTENTAGSND, 8, -1,
MUTTISND, 9, -1,
BOSSFIRESND, 10, 1,
SSFIRESND, 11, -1,
DEATHSCREAM1SND, 12, -1,
DEATHSCREAM2SND, 13, -1,
DEATHSCREAM3SND, 13, -1,
TAKEDAMAGESND, 14, -1,
PUSHWALLSND, 15, -1,
 
LEBENSND, 20, -1,
NAZIFIRESND, 21, -1,
SLURPIESND, 22, -1,
 
YEAHSND, 32, -1,
 
#ifndef UPLOAD
// These are in all other episodes
DOGDEATHSND, 16, -1,
AHHHGSND, 17, -1,
DIESND, 18, -1,
EVASND, 19, -1,
 
TOT_HUNDSND, 23, -1,
MEINGOTTSND, 24, -1,
SCHABBSHASND, 25, -1,
HITLERHASND, 26, -1,
SPIONSND, 27, -1,
NEINSOVASSND, 28, -1,
DOGATTACKSND, 29, -1,
LEVELDONESND, 30, -1,
MECHSTEPSND, 31, -1,
 
SCHEISTSND, 33, -1,
DEATHSCREAM4SND, 34, -1, // AIIEEE
DEATHSCREAM5SND, 35, -1, // DEE-DEE
DONNERSND, 36, -1, // EPISODE 4 BOSS DIE
EINESND, 37, -1, // EPISODE 4 BOSS SIGHTING
ERLAUBENSND, 38, -1, // EPISODE 6 BOSS SIGHTING
DEATHSCREAM6SND, 39, -1, // FART
DEATHSCREAM7SND, 40, -1, // GASP
DEATHSCREAM8SND, 41, -1, // GUH-BOY!
DEATHSCREAM9SND, 42, -1, // AH GEEZ!
KEINSND, 43, -1, // EPISODE 5 BOSS SIGHTING
MEINSND, 44, -1, // EPISODE 6 BOSS DIE
ROSESND, 45, -1, // EPISODE 5 BOSS DIE
 
#endif
#else
//
// SPEAR OF DESTINY DIGISOUNDS
//
HALTSND, 0, -1,
CLOSEDOORSND, 2, -1,
OPENDOORSND, 3, -1,
ATKMACHINEGUNSND, 4, 0,
ATKPISTOLSND, 5, 0,
ATKGATLINGSND, 6, 0,
SCHUTZADSND, 7, -1,
BOSSFIRESND, 8, 1,
SSFIRESND, 9, -1,
DEATHSCREAM1SND, 10, -1,
DEATHSCREAM2SND, 11, -1,
TAKEDAMAGESND, 12, -1,
PUSHWALLSND, 13, -1,
AHHHGSND, 15, -1,
LEBENSND, 16, -1,
NAZIFIRESND, 17, -1,
SLURPIESND, 18, -1,
LEVELDONESND, 22, -1,
DEATHSCREAM4SND, 23, -1, // AIIEEE
DEATHSCREAM3SND, 23, -1, // DOUBLY-MAPPED!!!
DEATHSCREAM5SND, 24, -1, // DEE-DEE
DEATHSCREAM6SND, 25, -1, // FART
DEATHSCREAM7SND, 26, -1, // GASP
DEATHSCREAM8SND, 27, -1, // GUH-BOY!
DEATHSCREAM9SND, 28, -1, // AH GEEZ!
GETGATLINGSND, 38, -1, // Got Gat replacement
 
#ifndef SPEARDEMO
DOGBARKSND, 1, -1,
DOGDEATHSND, 14, -1,
SPIONSND, 19, -1,
NEINSOVASSND, 20, -1,
DOGATTACKSND, 21, -1,
TRANSSIGHTSND, 29, -1, // Trans Sight
TRANSDEATHSND, 30, -1, // Trans Death
WILHELMSIGHTSND, 31, -1, // Wilhelm Sight
WILHELMDEATHSND, 32, -1, // Wilhelm Death
UBERDEATHSND, 33, -1, // Uber Death
KNIGHTSIGHTSND, 34, -1, // Death Knight Sight
KNIGHTDEATHSND, 35, -1, // Death Knight Death
ANGELSIGHTSND, 36, -1, // Angel Sight
ANGELDEATHSND, 37, -1, // Angel Death
GETSPEARSND, 39, -1, // Got Spear replacement
#endif
#endif
LASTSOUND
};
 
 
void InitDigiMap (void)
{
int *map;
 
for (map = wolfdigimap; *map != LASTSOUND; map += 3)
{
DigiMap[map[0]] = map[1];
DigiChannel[map[1]] = map[2];
SD_PrepareSound(map[1]);
}
}
 
#ifndef SPEAR
CP_iteminfo MusicItems={CTL_X,CTL_Y,6,0,32};
CP_itemtype MusicMenu[]=
{
{1,"Get Them!",0},
{1,"Searching",0},
{1,"P.O.W.",0},
{1,"Suspense",0},
{1,"War March",0},
{1,"Around The Corner!",0},
 
{1,"Nazi Anthem",0},
{1,"Lurking...",0},
{1,"Going After Hitler",0},
{1,"Pounding Headache",0},
{1,"Into the Dungeons",0},
{1,"Ultimate Conquest",0},
 
{1,"Kill the S.O.B.",0},
{1,"The Nazi Rap",0},
{1,"Twelfth Hour",0},
{1,"Zero Hour",0},
{1,"Ultimate Conquest",0},
{1,"Wolfpack",0}
};
#else
CP_iteminfo MusicItems={CTL_X,CTL_Y-20,9,0,32};
CP_itemtype MusicMenu[]=
{
{1,"Funky Colonel Bill",0},
{1,"Death To The Nazis",0},
{1,"Tiptoeing Around",0},
{1,"Is This THE END?",0},
{1,"Evil Incarnate",0},
{1,"Jazzin' Them Nazis",0},
{1,"Puttin' It To The Enemy",0},
{1,"The SS Gonna Get You",0},
{1,"Towering Above",0}
};
#endif
 
#ifndef SPEARDEMO
void DoJukebox(void)
{
int which,lastsong=-1;
unsigned start;
unsigned songs[]=
{
#ifndef SPEAR
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
WARMARCH_MUS,
CORNER_MUS,
 
NAZI_OMI_MUS,
PREGNANT_MUS,
GOINGAFT_MUS,
HEADACHE_MUS,
DUNGEON_MUS,
ULTIMATE_MUS,
 
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS,
PACMAN_MUS
#else
XFUNKIE_MUS, // 0
XDEATH_MUS, // 2
XTIPTOE_MUS, // 4
XTHEEND_MUS, // 7
XEVIL_MUS, // 17
XJAZNAZI_MUS, // 18
XPUTIT_MUS, // 21
XGETYOU_MUS, // 22
XTOWER2_MUS // 23
#endif
};
 
IN_ClearKeysDown();
if (!AdLibPresent && !SoundBlasterPresent)
return;
 
MenuFadeOut();
 
#ifndef SPEAR
#ifndef UPLOAD
start = ((SDL_GetTicks()/10)%3)*6;
#else
start = 0;
#endif
#else
start = 0;
#endif
 
CA_CacheGrChunk (STARTFONT+1);
#ifdef SPEAR
CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);
#else
CacheLump (CONTROLS_LUMP_START,CONTROLS_LUMP_END);
#endif
CA_LoadAllSounds ();
 
fontnumber=1;
ClearMScreen ();
VWB_DrawPic(112,184,C_MOUSELBACKPIC);
DrawStripes (10);
SETFONTCOLOR (TEXTCOLOR,BKGDCOLOR);
 
#ifndef SPEAR
DrawWindow (CTL_X-2,CTL_Y-6,280,13*7,BKGDCOLOR);
#else
DrawWindow (CTL_X-2,CTL_Y-26,280,13*10,BKGDCOLOR);
#endif
 
DrawMenu (&MusicItems,&MusicMenu[start]);
 
SETFONTCOLOR (READHCOLOR,BKGDCOLOR);
PrintY=15;
WindowX = 0;
WindowY = 320;
US_CPrint ("Robert's Jukebox");
 
SETFONTCOLOR (TEXTCOLOR,BKGDCOLOR);
VW_UpdateScreen();
MenuFadeIn();
 
do
{
which = HandleMenu(&MusicItems,&MusicMenu[start],NULL);
if (which>=0)
{
if (lastsong >= 0)
MusicMenu[start+lastsong].active = 1;
 
StartCPMusic(songs[start + which]);
MusicMenu[start+which].active = 2;
DrawMenu (&MusicItems,&MusicMenu[start]);
VW_UpdateScreen();
lastsong = which;
}
} while(which>=0);
 
MenuFadeOut();
IN_ClearKeysDown();
#ifdef SPEAR
UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);
#else
UnCacheLump (CONTROLS_LUMP_START,CONTROLS_LUMP_END);
#endif
}
#endif
 
/*
==========================
=
= InitGame
=
= Load a few things right away
=
==========================
*/
 
static void InitGame()
{
#ifndef SPEARDEMO
boolean didjukebox=false;
#endif
 
// initialize SDL
#if defined _WIN32
putenv("SDL_VIDEODRIVER=directx");
#endif
if(SDL_Init(SDL_INIT_VIDEO /*| SDL_INIT_AUDIO | SDL_INIT_JOYSTICK*/) < 0)
{
printf("Unable to init SDL: %s\n", SDL_GetError());
exit(1);
}
atexit(SDL_Quit);
 
int numJoysticks = SDL_NumJoysticks();
if(param_joystickindex && (param_joystickindex < -1 || param_joystickindex >= numJoysticks))
{
if(!numJoysticks)
printf("No joysticks are available to SDL!\n");
else
printf("The joystick index must be between -1 and %i!\n", numJoysticks - 1);
exit(1);
}
 
#if defined(GP2X_940)
GP2X_MemoryInit();
#endif
 
SignonScreen ();
 
#if defined _WIN32
if(!fullscreen)
{
struct SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
 
if(SDL_GetWMInfo(&wmInfo) != -1)
{
HWND hwndSDL = wmInfo.window;
DWORD style = GetWindowLong(hwndSDL, GWL_STYLE) & ~WS_SYSMENU;
SetWindowLong(hwndSDL, GWL_STYLE, style);
SetWindowPos(hwndSDL, NULL, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
}
}
#endif
VW_UpdateScreen();
 
VH_Startup ();
IN_Startup ();
PM_Startup ();
SD_Startup ();
CA_Startup ();
US_Startup ();
 
// TODO: Will any memory checking be needed someday??
#ifdef NOTYET
#ifndef SPEAR
if (mminfo.mainmem < 235000L)
#else
if (mminfo.mainmem < 257000L && !MS_CheckParm("debugmode"))
#endif
{
byte *screen;
 
CA_CacheGrChunk (ERRORSCREEN);
screen = grsegs[ERRORSCREEN];
ShutdownId();
/* memcpy((byte *)0xb8000,screen+7+7*160,17*160);
gotoxy (1,23);*/
exit(1);
}
#endif
 
 
//
// build some tables
//
InitDigiMap ();
 
ReadConfig ();
 
SetupSaveGames();
 
//
// HOLDING DOWN 'M' KEY?
//
IN_ProcessEvents();
 
#ifndef SPEARDEMO
if (Keyboard[sc_M])
{
DoJukebox();
didjukebox=true;
}
else
#endif
 
//
// draw intro screen stuff
//
IntroScreen ();
 
#ifdef _arch_dreamcast
//TODO: VMU Selection Screen
#endif
 
//
// load in and lock down some basic chunks
//
 
CA_CacheGrChunk(STARTFONT);
CA_CacheGrChunk(STATUSBARPIC);
 
LoadLatchMem ();
BuildTables (); // trig tables
SetupWalls ();
 
NewViewSize (viewsize);
 
//
// initialize variables
//
InitRedShifts ();
#ifndef SPEARDEMO
if(!didjukebox)
#endif
FinishSignon();
 
#ifdef NOTYET
vdisp = (byte *) (0xa0000+PAGE1START);
vbuf = (byte *) (0xa0000+PAGE2START);
#endif
}
 
//===========================================================================
 
/*
==========================
=
= SetViewSize
=
==========================
*/
 
boolean SetViewSize (unsigned width, unsigned height)
{
viewwidth = width&~15; // must be divisable by 16
viewheight = height&~1; // must be even
centerx = viewwidth/2-1;
shootdelta = viewwidth/10;
if((unsigned) viewheight == screenHeight)
viewscreenx = viewscreeny = screenofs = 0;
else
{
viewscreenx = (screenWidth-viewwidth) / 2;
viewscreeny = (screenHeight-scaleFactor*STATUSLINES-viewheight)/2;
screenofs = viewscreeny*screenWidth+viewscreenx;
}
 
//
// calculate trace angles and projection constants
//
CalcProjection (FOCALLENGTH);
 
return true;
}
 
 
void ShowViewSize (int width)
{
int oldwidth,oldheight;
 
oldwidth = viewwidth;
oldheight = viewheight;
 
if(width == 21)
{
viewwidth = screenWidth;
viewheight = screenHeight;
VWB_BarScaledCoord (0, 0, screenWidth, screenHeight, 0);
}
else if(width == 20)
{
viewwidth = screenWidth;
viewheight = screenHeight - scaleFactor*STATUSLINES;
DrawPlayBorder ();
}
else
{
viewwidth = width*16*screenWidth/320;
viewheight = (int) (width*16*HEIGHTRATIO*screenHeight/200);
DrawPlayBorder ();
}
 
viewwidth = oldwidth;
viewheight = oldheight;
}
 
 
void NewViewSize (int width)
{
viewsize = width;
if(viewsize == 21)
SetViewSize(screenWidth, screenHeight);
else if(viewsize == 20)
SetViewSize(screenWidth, screenHeight - scaleFactor * STATUSLINES);
else
SetViewSize(width*16*screenWidth/320, (unsigned) (width*16*HEIGHTRATIO*screenHeight/200));
}
 
 
 
//===========================================================================
 
/*
==========================
=
= Quit
=
==========================
*/
 
void Quit (const char *errorStr, ...)
{
#ifdef NOTYET
byte *screen;
#endif
char error[256];
if(errorStr != NULL)
{
va_list vlist;
va_start(vlist, errorStr);
vsprintf(error, errorStr, vlist);
va_end(vlist);
}
else error[0] = 0;
 
if (!pictable) // don't try to display the red box before it's loaded
{
ShutdownId();
if (error && *error)
{
#ifdef NOTYET
SetTextCursor(0,0);
#endif
puts(error);
#ifdef NOTYET
SetTextCursor(0,2);
#endif
VW_WaitVBL(100);
}
exit(1);
}
 
if (!error || !*error)
{
#ifdef NOTYET
#ifndef JAPAN
CA_CacheGrChunk (ORDERSCREEN);
screen = grsegs[ORDERSCREEN];
#endif
#endif
WriteConfig ();
}
#ifdef NOTYET
else
{
CA_CacheGrChunk (ERRORSCREEN);
screen = grsegs[ERRORSCREEN];
}
#endif
 
ShutdownId ();
 
if (error && *error)
{
#ifdef NOTYET
memcpy((byte *)0xb8000,screen+7,7*160);
SetTextCursor(9,3);
#endif
puts(error);
#ifdef NOTYET
SetTextCursor(0,7);
#endif
VW_WaitVBL(200);
exit(1);
}
else
if (!error || !(*error))
{
#ifdef NOTYET
#ifndef JAPAN
memcpy((byte *)0xb8000,screen+7,24*160); // 24 for SPEAR/UPLOAD compatibility
#endif
SetTextCursor(0,23);
#endif
}
 
exit(0);
}
 
//===========================================================================
 
 
 
/*
=====================
=
= DemoLoop
=
=====================
*/
 
 
static void DemoLoop()
{
int LastDemo = 0;
 
//
// check for launch from ted
//
if (param_tedlevel != -1)
{
param_nowait = true;
EnableEndGameMenuItem();
NewGame(param_difficulty,0);
 
#ifndef SPEAR
gamestate.episode = param_tedlevel/10;
gamestate.mapon = param_tedlevel%10;
#else
gamestate.episode = 0;
gamestate.mapon = param_tedlevel;
#endif
GameLoop();
Quit (NULL);
}
 
 
//
// main game cycle
//
 
#ifndef DEMOTEST
 
#ifndef UPLOAD
 
#ifndef GOODTIMES
#ifndef SPEAR
#ifndef JAPAN
if (!param_nowait)
NonShareware();
#endif
#else
#ifndef GOODTIMES
#ifndef SPEARDEMO
extern void CopyProtection(void);
if(!param_goodtimes)
CopyProtection();
#endif
#endif
#endif
#endif
#endif
 
StartCPMusic(INTROSONG);
 
#ifndef JAPAN
if (!param_nowait)
PG13 ();
#endif
 
#endif
 
while (1)
{
while (!param_nowait)
{
//
// title page
//
#ifndef DEMOTEST
 
#ifdef SPEAR
SDL_Color pal[256];
CA_CacheGrChunk (TITLEPALETTE);
VL_ConvertPalette(grsegs[TITLEPALETTE], pal, 256);
 
CA_CacheGrChunk (TITLE1PIC);
VWB_DrawPic (0,0,TITLE1PIC);
UNCACHEGRCHUNK (TITLE1PIC);
 
CA_CacheGrChunk (TITLE2PIC);
VWB_DrawPic (0,80,TITLE2PIC);
UNCACHEGRCHUNK (TITLE2PIC);
VW_UpdateScreen ();
VL_FadeIn(0,255,pal,30);
 
UNCACHEGRCHUNK (TITLEPALETTE);
#else
CA_CacheScreen (TITLEPIC);
VW_UpdateScreen ();
VW_FadeIn();
#endif
if (IN_UserInput(TickBase*15))
break;
VW_FadeOut();
//
// credits page
//
CA_CacheScreen (CREDITSPIC);
VW_UpdateScreen();
VW_FadeIn ();
if (IN_UserInput(TickBase*10))
break;
VW_FadeOut ();
//
// high scores
//
DrawHighScores ();
VW_UpdateScreen ();
VW_FadeIn ();
 
if (IN_UserInput(TickBase*10))
break;
#endif
//
// demo
//
 
#ifndef SPEARDEMO
PlayDemo (LastDemo++%4);
#else
PlayDemo (0);
#endif
 
if (playstate == ex_abort)
break;
VW_FadeOut();
if(screenHeight % 200 != 0)
VL_ClearScreen(0);
StartCPMusic(INTROSONG);
}
 
VW_FadeOut ();
 
#ifdef DEBUGKEYS
if (Keyboard[sc_Tab] && param_debugmode)
RecordDemo ();
else
US_ControlPanel (0);
#else
US_ControlPanel (0);
#endif
 
if (startgame || loadedgame)
{
GameLoop ();
if(!param_nowait)
{
VW_FadeOut();
StartCPMusic(INTROSONG);
}
}
}
}
 
 
//===========================================================================
 
#define IFARG(str) if(!strcmp(arg, (str)))
 
void CheckParameters(int argc, char *argv[])
{
bool hasError = false, showHelp = false;
bool sampleRateGiven = false, audioBufferGiven = false;
int defaultSampleRate = param_samplerate;
 
for(int i = 1; i < argc; i++)
{
char *arg = argv[i];
#ifndef SPEAR
IFARG("--goobers")
#else
IFARG("--debugmode")
#endif
param_debugmode = true;
else IFARG("--baby")
param_difficulty = 0;
else IFARG("--easy")
param_difficulty = 1;
else IFARG("--normal")
param_difficulty = 2;
else IFARG("--hard")
param_difficulty = 3;
else IFARG("--nowait")
param_nowait = true;
else IFARG("--tedlevel")
{
if(++i >= argc)
{
printf("The tedlevel option is missing the level argument!\n");
hasError = true;
}
else param_tedlevel = atoi(argv[i]);
}
else IFARG("--windowed")
fullscreen = false;
else IFARG("--windowed-mouse")
{
fullscreen = false;
forcegrabmouse = true;
}
else IFARG("--res")
{
if(i + 2 >= argc)
{
printf("The res option needs the width and/or the height argument!\n");
hasError = true;
}
else
{
screenWidth = atoi(argv[++i]);
screenHeight = atoi(argv[++i]);
unsigned factor = screenWidth / 320;
if(screenWidth % 320 || screenHeight != 200 * factor && screenHeight != 240 * factor)
printf("Screen size must be a multiple of 320x200 or 320x240!\n"), hasError = true;
}
}
else IFARG("--resf")
{
if(i + 2 >= argc)
{
printf("The resf option needs the width and/or the height argument!\n");
hasError = true;
}
else
{
screenWidth = atoi(argv[++i]);
screenHeight = atoi(argv[++i]);
if(screenWidth < 320)
printf("Screen width must be at least 320!\n"), hasError = true;
if(screenHeight < 200)
printf("Screen height must be at least 200!\n"), hasError = true;
}
}
else IFARG("--bits")
{
if(++i >= argc)
{
printf("The bits option is missing the color depth argument!\n");
hasError = true;
}
else
{
screenBits = atoi(argv[i]);
switch(screenBits)
{
case 8:
case 16:
case 24:
case 32:
break;
 
default:
printf("Screen color depth must be 8, 16, 24, or 32!\n");
hasError = true;
break;
}
}
}
else IFARG("--nodblbuf")
usedoublebuffering = false;
else IFARG("--extravbls")
{
if(++i >= argc)
{
printf("The extravbls option is missing the vbls argument!\n");
hasError = true;
}
else
{
extravbls = atoi(argv[i]);
if(extravbls < 0)
{
printf("Extravbls must be positive!\n");
hasError = true;
}
}
}
else IFARG("--joystick")
{
if(++i >= argc)
{
printf("The joystick option is missing the index argument!\n");
hasError = true;
}
else param_joystickindex = atoi(argv[i]); // index is checked in InitGame
}
else IFARG("--joystickhat")
{
if(++i >= argc)
{
printf("The joystickhat option is missing the index argument!\n");
hasError = true;
}
else param_joystickhat = atoi(argv[i]);
}
else IFARG("--samplerate")
{
if(++i >= argc)
{
printf("The samplerate option is missing the rate argument!\n");
hasError = true;
}
else param_samplerate = atoi(argv[i]);
sampleRateGiven = true;
}
else IFARG("--audiobuffer")
{
if(++i >= argc)
{
printf("The audiobuffer option is missing the size argument!\n");
hasError = true;
}
else param_audiobuffer = atoi(argv[i]);
audioBufferGiven = true;
}
else IFARG("--mission")
{
if(++i >= argc)
{
printf("The mission option is missing the mission argument!\n");
hasError = true;
}
else
{
param_mission = atoi(argv[i]);
if(param_mission < 0 || param_mission > 3)
{
printf("The mission option must be between 0 and 3!\n");
hasError = true;
}
}
}
else IFARG("--configdir")
{
if(++i >= argc)
{
printf("The configdir option is missing the dir argument!\n");
hasError = true;
}
else
{
size_t len = strlen(argv[i]);
if(len + 2 > sizeof(configdir))
{
printf("The config directory is too long!\n");
hasError = true;
}
else
{
strcpy(configdir, argv[i]);
if(argv[i][len] != '/' && argv[i][len] != '\\')
strcat(configdir, "/");
}
}
}
else IFARG("--goodtimes")
param_goodtimes = true;
else IFARG("--ignorenumchunks")
param_ignorenumchunks = true;
else IFARG("--help")
showHelp = true;
else hasError = true;
}
if(hasError || showHelp)
{
if(hasError) printf("\n");
printf(
"Wolf4SDL v1.7 ($Revision$)\n"
"Ported by Chaos-Software (http://www.chaos-software.de.vu)\n"
"Original Wolfenstein 3D by id Software\n\n"
"Usage: Wolf4SDL [options]\n"
"Options:\n"
" --help This help page\n"
" --tedlevel <level> Starts the game in the given level\n"
" --baby Sets the difficulty to baby for tedlevel\n"
" --easy Sets the difficulty to easy for tedlevel\n"
" --normal Sets the difficulty to normal for tedlevel\n"
" --hard Sets the difficulty to hard for tedlevel\n"
" --nowait Skips intro screens\n"
" --windowed[-mouse] Starts the game in a window [and grabs mouse]\n"
" --res <width> <height> Sets the screen resolution\n"
" (must be multiple of 320x200 or 320x240)\n"
" --resf <w> <h> Sets any screen resolution >= 320x200\n"
" (which may result in graphic errors)\n"
" --bits <b> Sets the screen color depth\n"
" (use this when you have palette/fading problems\n"
" allowed: 8, 16, 24, 32, default: \"best\" depth)\n"
" --nodblbuf Don't use SDL's double buffering\n"
" --extravbls <vbls> Sets a delay after each frame, which may help to\n"
" reduce flickering (unit is currently 8 ms, default: 0)\n"
" --joystick <index> Use the index-th joystick if available\n"
" (-1 to disable joystick, default: 0)\n"
" --joystickhat <index> Enables movement with the given coolie hat\n"
" --samplerate <rate> Sets the sound sample rate (given in Hz, default: %i)\n"
" --audiobuffer <size> Sets the size of the audio buffer (-> sound latency)\n"
" (given in bytes, default: 2048 / (44100 / samplerate))\n"
" --ignorenumchunks Ignores the number of chunks in VGAHEAD.*\n"
" (may be useful for some broken mods)\n"
" --configdir <dir> Directory where config file and save games are stored\n"
#if defined(_arch_dreamcast) || defined(_WIN32)
" (default: current directory)\n"
#else
" (default: $HOME/.wolf4sdl)\n"
#endif
#if defined(SPEAR) && !defined(SPEARDEMO)
" --mission <mission> Mission number to play (0-3)\n"
" (default: 0 -> .sod, 1-3 -> .sd*)\n"
" --goodtimes Disable copy protection quiz\n"
#endif
, defaultSampleRate
);
exit(1);
}
 
if(sampleRateGiven && !audioBufferGiven)
param_audiobuffer = 2048 / (44100 / param_samplerate);
}
 
/*
==========================
=
= main
=
==========================
*/
 
int main (int argc, char *argv[])
{
#if defined(_arch_dreamcast)
DC_Init();
#else
CheckParameters(argc, argv);
#endif
 
CheckForEpisodes();
 
InitGame();
 
DemoLoop();
 
Quit("Demo loop exited???");
return 1;
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_menu.cpp
0,0 → 1,4161
////////////////////////////////////////////////////////////////////
//
// WL_MENU.C
// by John Romero (C) 1992 Id Software, Inc.
//
////////////////////////////////////////////////////////////////////
 
#include <sys/stat.h>
#include <sys/types.h>
#ifdef _WIN32
#include <io.h>
#include <direct.h>
#else
#include <unistd.h>
#endif
 
#include "wl_def.h"
#pragma hdrstop
 
extern int lastgamemusicoffset;
extern int numEpisodesMissing;
 
//
// PRIVATE PROTOTYPES
//
int CP_ReadThis (int);
 
#ifdef SPEAR
#define STARTITEM newgame
 
#else
#ifdef GOODTIMES
#define STARTITEM newgame
 
#else
#define STARTITEM readthis
#endif
#endif
 
// ENDSTRx constants are defined in foreign.h
char endStrings[9][80] = {
ENDSTR1,
ENDSTR2,
ENDSTR3,
ENDSTR4,
ENDSTR5,
ENDSTR6,
ENDSTR7,
ENDSTR8,
ENDSTR9
};
 
CP_itemtype MainMenu[] = {
#ifdef JAPAN
{1, "", CP_NewGame},
{1, "", CP_Sound},
{1, "", CP_Control},
{1, "", CP_LoadGame},
{0, "", CP_SaveGame},
{1, "", CP_ChangeView},
{2, "", CP_ReadThis},
{1, "", CP_ViewScores},
{1, "", 0},
{1, "", 0}
#else
 
{1, STR_NG, CP_NewGame},
{1, STR_SD, CP_Sound},
{1, STR_CL, CP_Control},
{1, STR_LG, CP_LoadGame},
{0, STR_SG, CP_SaveGame},
{1, STR_CV, CP_ChangeView},
 
#ifndef GOODTIMES
#ifndef SPEAR
 
#ifdef SPANISH
{2, "Ve esto!", CP_ReadThis},
#else
{2, "Read This!", CP_ReadThis},
#endif
 
#endif
#endif
 
{1, STR_VS, CP_ViewScores},
{1, STR_BD, 0},
{1, STR_QT, 0}
#endif
};
 
CP_itemtype SndMenu[] = {
#ifdef JAPAN
{1, "", 0},
{1, "", 0},
{1, "", 0},
{0, "", 0},
{0, "", 0},
{1, "", 0},
{1, "", 0},
{1, "", 0},
{0, "", 0},
{0, "", 0},
{1, "", 0},
{1, "", 0},
#else
{1, STR_NONE, 0},
{0, STR_PC, 0},
{1, STR_ALSB, 0},
{0, "", 0},
{0, "", 0},
{1, STR_NONE, 0},
{0, STR_DISNEY, 0},
{1, STR_SB, 0},
{0, "", 0},
{0, "", 0},
{1, STR_NONE, 0},
{1, STR_ALSB, 0}
#endif
};
 
#ifdef JAPAN
enum { CTL_MOUSEENABLE, CTL_JOYENABLE, CTL_JOY2BUTTONUNKNOWN, CTL_GAMEPADUNKONWN, CTL_MOUSESENS, CTL_CUSTOMIZE };
#else
enum { CTL_MOUSEENABLE, CTL_MOUSESENS, CTL_JOYENABLE, CTL_CUSTOMIZE };
#endif
 
CP_itemtype CtlMenu[] = {
#ifdef JAPAN
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", MouseSensitivity},
{1, "", CustomControls}
#else
{0, STR_MOUSEEN, 0},
{0, STR_SENS, MouseSensitivity},
{0, STR_JOYEN, 0},
{1, STR_CUSTOM, CustomControls}
#endif
};
 
#ifndef SPEAR
CP_itemtype NewEmenu[] = {
#ifdef JAPAN
#ifdef JAPDEMO
{1, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
{0, "", 0},
#else
{1, "", 0},
{0, "", 0},
{1, "", 0},
{0, "", 0},
{1, "", 0},
{0, "", 0},
{1, "", 0},
{0, "", 0},
{1, "", 0},
{0, "", 0},
{1, "", 0},
{0, "", 0}
#endif
#else
#ifdef SPANISH
{1, "Episodio 1\n" "Fuga desde Wolfenstein", 0},
{0, "", 0},
{3, "Episodio 2\n" "Operacion Eisenfaust", 0},
{0, "", 0},
{3, "Episodio 3\n" "Muere, Fuhrer, Muere!", 0},
{0, "", 0},
{3, "Episodio 4\n" "Un Negro Secreto", 0},
{0, "", 0},
{3, "Episodio 5\n" "Huellas del Loco", 0},
{0, "", 0},
{3, "Episodio 6\n" "Confrontacion", 0}
#else
{1, "Episode 1\n" "Escape from Wolfenstein", 0},
{0, "", 0},
{3, "Episode 2\n" "Operation: Eisenfaust", 0},
{0, "", 0},
{3, "Episode 3\n" "Die, Fuhrer, Die!", 0},
{0, "", 0},
{3, "Episode 4\n" "A Dark Secret", 0},
{0, "", 0},
{3, "Episode 5\n" "Trail of the Madman", 0},
{0, "", 0},
{3, "Episode 6\n" "Confrontation", 0}
#endif
#endif
};
#endif
 
 
CP_itemtype NewMenu[] = {
#ifdef JAPAN
{1, "", 0},
{1, "", 0},
{1, "", 0},
{1, "", 0}
#else
{1, STR_DADDY, 0},
{1, STR_HURTME, 0},
{1, STR_BRINGEM, 0},
{1, STR_DEATH, 0}
#endif
};
 
CP_itemtype LSMenu[] = {
{1, "", 0},
{1, "", 0},
{1, "", 0},
{1, "", 0},
{1, "", 0},
{1, "", 0},
{1, "", 0},
{1, "", 0},
{1, "", 0},
{1, "", 0}
};
 
CP_itemtype CusMenu[] = {
{1, "", 0},
{0, "", 0},
{0, "", 0},
{1, "", 0},
{0, "", 0},
{0, "", 0},
{1, "", 0},
{0, "", 0},
{1, "", 0}
};
 
// CP_iteminfo struct format: short x, y, amount, curpos, indent;
CP_iteminfo MainItems = { MENU_X, MENU_Y, lengthof(MainMenu), STARTITEM, 24 },
SndItems = { SM_X, SM_Y1, lengthof(SndMenu), 0, 52 },
LSItems = { LSM_X, LSM_Y, lengthof(LSMenu), 0, 24 },
CtlItems = { CTL_X, CTL_Y, lengthof(CtlMenu), -1, 56 },
CusItems = { 8, CST_Y + 13 * 2, lengthof(CusMenu), -1, 0},
#ifndef SPEAR
NewEitems = { NE_X, NE_Y, lengthof(NewEmenu), 0, 88 },
#endif
NewItems = { NM_X, NM_Y, lengthof(NewMenu), 2, 24 };
 
int color_hlite[] = {
DEACTIVE,
HIGHLIGHT,
READHCOLOR,
0x67
};
 
int color_norml[] = {
DEACTIVE,
TEXTCOLOR,
READCOLOR,
0x6b
};
 
int EpisodeSelect[6] = { 1 };
 
 
static int SaveGamesAvail[10];
static int StartGame;
static int SoundStatus = 1;
static int pickquick;
static char SaveGameNames[10][32];
static char SaveName[13] = "savegam?.";
 
 
////////////////////////////////////////////////////////////////////
//
// INPUT MANAGER SCANCODE TABLES
//
////////////////////////////////////////////////////////////////////
 
#if 0
static const char *ScanNames[] = // Scan code names with single chars
{
"?", "?", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "-", "+", "?", "?",
"Q", "W", "E", "R", "T", "Y", "U", "I", "O", "P", "[", "]", "|", "?", "A", "S",
"D", "F", "G", "H", "J", "K", "L", ";", "\"", "?", "?", "?", "Z", "X", "C", "V",
"B", "N", "M", ",", ".", "/", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?",
"?", "?", "?", "?", "?", "?", "?", "?", "\xf", "?", "-", "\x15", "5", "\x11", "+", "?",
"\x13", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?",
"?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?",
"?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?", "?"
}; // DEBUG - consolidate these
static ScanCode ExtScanCodes[] = // Scan codes with >1 char names
{
1, 0xe, 0xf, 0x1d, 0x2a, 0x39, 0x3a, 0x3b, 0x3c, 0x3d, 0x3e,
0x3f, 0x40, 0x41, 0x42, 0x43, 0x44, 0x57, 0x59, 0x46, 0x1c, 0x36,
0x37, 0x38, 0x47, 0x49, 0x4f, 0x51, 0x52, 0x53, 0x45, 0x48,
0x50, 0x4b, 0x4d, 0x00
};
static const char *ExtScanNames[] = // Names corresponding to ExtScanCodes
{
"Esc", "BkSp", "Tab", "Ctrl", "LShft", "Space", "CapsLk", "F1", "F2", "F3", "F4",
"F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", "ScrlLk", "Enter", "RShft",
"PrtSc", "Alt", "Home", "PgUp", "End", "PgDn", "Ins", "Del", "NumLk", "Up",
"Down", "Left", "Right", ""
};
 
/*#pragma warning 737 9
static byte
*ScanNames[] = // Scan code names with single chars
{
"?","?","1","2","3","4","5","6","7","8","9","0","-","+","?","?",
"Q","W","E","R","T","Y","U","I","O","P","[","]","|","?","A","S",
"D","F","G","H","J","K","L",";","\"","?","?","?","Z","X","C","V",
"B","N","M",",",".","/","?","?","?","?","?","?","?","?","?","?",
"?","?","?","?","?","?","?","?","\xf","?","-","\x15","5","\x11","+","?",
"\x13","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?",
"?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?",
"?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?"
}; // DEBUG - consolidate these
static byte ExtScanCodes[] = // Scan codes with >1 char names
{
1,0xe,0xf,0x1d,0x2a,0x39,0x3a,0x3b,0x3c,0x3d,0x3e,
0x3f,0x40,0x41,0x42,0x43,0x44,0x57,0x59,0x46,0x1c,0x36,
0x37,0x38,0x47,0x49,0x4f,0x51,0x52,0x53,0x45,0x48,
0x50,0x4b,0x4d,0x00
};
static byte *ExtScanNames[] = // Names corresponding to ExtScanCodes
{
"Esc","BkSp","Tab","Ctrl","LShft","Space","CapsLk","F1","F2","F3","F4",
"F5","F6","F7","F8","F9","F10","F11","F12","ScrlLk","Enter","RShft",
"PrtSc","Alt","Home","PgUp","End","PgDn","Ins","Del","NumLk","Up",
"Down","Left","Right",""
};*/
 
#else
static const char* const ScanNames[SDLK_LAST] =
{
"?","?","?","?","?","?","?","?", // 0
"BkSp","Tab","?","?","?","Return","?","?", // 8
"?","?","?","Pause","?","?","?","?", // 16
"?","?","?","Esc","?","?","?","?", // 24
"Space","!","\"","#","$","?","&","'", // 32
"(",")","*","+",",","-",".","/", // 40
"0","1","2","3","4","5","6","7", // 48
"8","9",":",";","<","=",">","?", // 56
"@","A","B","C","D","E","F","G", // 64
"H","I","J","K","L","M","N","O", // 72
"P","Q","R","S","T","U","V","W", // 80
"X","Y","Z","[","\\","]","^","_", // 88
"`","a","b","c","d","e","f","h", // 96
"h","i","j","k","l","m","n","o", // 104
"p","q","r","s","t","u","v","w", // 112
"x","y","z","{","|","}","~","?", // 120
"?","?","?","?","?","?","?","?", // 128
"?","?","?","?","?","?","?","?", // 136
"?","?","?","?","?","?","?","?", // 144
"?","?","?","?","?","?","?","?", // 152
"?","?","?","?","?","?","?","?", // 160
"?","?","?","?","?","?","?","?", // 168
"?","?","?","?","?","?","?","?", // 176
"?","?","?","?","?","?","?","?", // 184
"?","?","?","?","?","?","?","?", // 192
"?","?","?","?","?","?","?","?", // 200
"?","?","?","?","?","?","?","?", // 208
"?","?","?","?","?","?","?","?", // 216
"?","?","?","?","?","?","?","?", // 224
"?","?","?","?","?","?","?","?", // 232
"?","?","?","?","?","?","?","?", // 240
"?","?","?","?","?","?","?","?", // 248
"?","?","?","?","?","?","?","?", // 256
"?","?","?","?","?","?","?","Enter", // 264
"?","Up","Down","Right","Left","Ins","Home","End", // 272
"PgUp","PgDn","F1","F2","F3","F4","F5","F6", // 280
"F7","F8","F9","F10","F11","F12","?","?", // 288
"?","?","?","?","NumLk","CapsLk","ScrlLk","RShft", // 296
"Shift","RCtrl","Ctrl","RAlt","Alt","?","?","?", // 304
"?","?","?","?","PrtSc","?","?","?", // 312
"?","?" // 320
};
 
#endif
 
////////////////////////////////////////////////////////////////////
//
// Wolfenstein Control Panel! Ta Da!
//
////////////////////////////////////////////////////////////////////
void
US_ControlPanel (ScanCode scancode)
{
int which;
 
#ifdef _arch_dreamcast
DC_StatusClearLCD();
#endif
 
if (ingame)
{
if (CP_CheckQuick (scancode))
return;
lastgamemusicoffset = StartCPMusic (MENUSONG);
}
else
StartCPMusic (MENUSONG);
SetupControlPanel ();
 
//
// F-KEYS FROM WITHIN GAME
//
switch (scancode)
{
case sc_F1:
#ifdef SPEAR
BossKey ();
#else
#ifdef GOODTIMES
BossKey ();
#else
HelpScreens ();
#endif
#endif
goto finishup;
 
case sc_F2:
CP_SaveGame (0);
goto finishup;
 
case sc_F3:
CP_LoadGame (0);
goto finishup;
 
case sc_F4:
CP_Sound (0);
goto finishup;
 
case sc_F5:
CP_ChangeView (0);
goto finishup;
 
case sc_F6:
CP_Control (0);
goto finishup;
 
finishup:
CleanupControlPanel ();
#ifdef SPEAR
UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
return;
}
 
#ifdef SPEAR
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
 
DrawMainMenu ();
MenuFadeIn ();
StartGame = 0;
 
//
// MAIN MENU LOOP
//
do
{
which = HandleMenu (&MainItems, &MainMenu[0], NULL);
 
#ifdef SPEAR
#ifndef SPEARDEMO
IN_ProcessEvents();
 
//
// EASTER EGG FOR SPEAR OF DESTINY!
//
if (Keyboard[sc_I] && Keyboard[sc_D])
{
VW_FadeOut ();
StartCPMusic (XJAZNAZI_MUS);
UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
ClearMemory ();
 
 
CA_CacheGrChunk (IDGUYS1PIC);
VWB_DrawPic (0, 0, IDGUYS1PIC);
UNCACHEGRCHUNK (IDGUYS1PIC);
 
CA_CacheGrChunk (IDGUYS2PIC);
VWB_DrawPic (0, 80, IDGUYS2PIC);
UNCACHEGRCHUNK (IDGUYS2PIC);
 
VW_UpdateScreen ();
 
SDL_Color pal[256];
CA_CacheGrChunk (IDGUYSPALETTE);
VL_ConvertPalette(grsegs[IDGUYSPALETTE], pal, 256);
VL_FadeIn (0, 255, pal, 30);
UNCACHEGRCHUNK (IDGUYSPALETTE);
 
while (Keyboard[sc_I] || Keyboard[sc_D])
IN_WaitAndProcessEvents();
IN_ClearKeysDown ();
IN_Ack ();
 
VW_FadeOut ();
 
CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
DrawMainMenu ();
StartCPMusic (MENUSONG);
MenuFadeIn ();
}
#endif
#endif
 
switch (which)
{
case viewscores:
if (MainMenu[viewscores].routine == NULL)
{
if (CP_EndGame (0))
StartGame = 1;
}
else
{
DrawMainMenu();
MenuFadeIn ();
}
break;
 
case backtodemo:
StartGame = 1;
if (!ingame)
StartCPMusic (INTROSONG);
VL_FadeOut (0, 255, 0, 0, 0, 10);
break;
 
case -1:
case quit:
CP_Quit (0);
break;
 
default:
if (!StartGame)
{
DrawMainMenu ();
MenuFadeIn ();
}
}
 
//
// "EXIT OPTIONS" OR "NEW GAME" EXITS
//
}
while (!StartGame);
 
//
// DEALLOCATE EVERYTHING
//
CleanupControlPanel ();
 
//
// CHANGE MAINMENU ITEM
//
if (startgame || loadedgame)
EnableEndGameMenuItem();
 
// RETURN/START GAME EXECUTION
 
#ifdef SPEAR
UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
}
 
void EnableEndGameMenuItem()
{
MainMenu[viewscores].routine = NULL;
#ifndef JAPAN
strcpy (MainMenu[viewscores].string, STR_EG);
#endif
}
 
////////////////////////
//
// DRAW MAIN MENU SCREEN
//
void
DrawMainMenu (void)
{
#ifdef JAPAN
CA_CacheScreen (S_OPTIONSPIC);
#else
ClearMScreen ();
 
VWB_DrawPic (112, 184, C_MOUSELBACKPIC);
DrawStripes (10);
VWB_DrawPic (84, 0, C_OPTIONSPIC);
 
#ifdef SPANISH
DrawWindow (MENU_X - 8, MENU_Y - 3, MENU_W + 8, MENU_H, BKGDCOLOR);
#else
DrawWindow (MENU_X - 8, MENU_Y - 3, MENU_W, MENU_H, BKGDCOLOR);
#endif
#endif
 
//
// CHANGE "GAME" AND "DEMO"
//
if (ingame)
{
#ifndef JAPAN
 
#ifdef SPANISH
strcpy (&MainMenu[backtodemo].string, STR_GAME);
#else
strcpy (&MainMenu[backtodemo].string[8], STR_GAME);
#endif
 
#else
CA_CacheGrChunk (C_MRETGAMEPIC);
VWB_DrawPic (12 * 8, 20 * 8, C_MRETGAMEPIC);
UNCACHEGRCHUNK (C_MRETGAMEPIC);
CA_CacheGrChunk (C_MENDGAMEPIC);
VWB_DrawPic (12 * 8, 18 * 8, C_MENDGAMEPIC);
UNCACHEGRCHUNK (C_MENDGAMEPIC);
#endif
MainMenu[backtodemo].active = 2;
}
else
{
#ifndef JAPAN
#ifdef SPANISH
strcpy (&MainMenu[backtodemo].string, STR_BD);
#else
strcpy (&MainMenu[backtodemo].string[8], STR_DEMO);
#endif
#else
CA_CacheGrChunk (C_MRETDEMOPIC);
VWB_DrawPic (12 * 8, 20 * 8, C_MRETDEMOPIC);
UNCACHEGRCHUNK (C_MRETDEMOPIC);
CA_CacheGrChunk (C_MSCORESPIC);
VWB_DrawPic (12 * 8, 18 * 8, C_MSCORESPIC);
UNCACHEGRCHUNK (C_MSCORESPIC);
#endif
MainMenu[backtodemo].active = 1;
}
 
DrawMenu (&MainItems, &MainMenu[0]);
VW_UpdateScreen ();
}
 
#ifndef GOODTIMES
#ifndef SPEAR
////////////////////////////////////////////////////////////////////
//
// READ THIS!
//
////////////////////////////////////////////////////////////////////
int
CP_ReadThis (int)
{
StartCPMusic (CORNER_MUS);
HelpScreens ();
StartCPMusic (MENUSONG);
return true;
}
#endif
#endif
 
 
#ifdef GOODTIMES
////////////////////////////////////////////////////////////////////
//
// BOSS KEY
//
////////////////////////////////////////////////////////////////////
void
BossKey (void)
{
#ifdef NOTYET
byte palette1[256][3];
SD_MusicOff ();
/* _AX = 3;
geninterrupt(0x10); */
_asm
{
mov eax, 3 int 0x10}
puts ("C>");
SetTextCursor (2, 0);
// while (!Keyboard[sc_Escape])
IN_Ack ();
IN_ClearKeysDown ();
 
SD_MusicOn ();
VL_SetVGAPlaneMode ();
for (int i = 0; i < 768; i++)
palette1[0][i] = 0;
 
VL_SetPalette (&palette1[0][0]);
LoadLatchMem ();
#endif
}
#else
#ifdef SPEAR
void
BossKey (void)
{
#ifdef NOTYET
byte palette1[256][3];
SD_MusicOff ();
/* _AX = 3;
geninterrupt(0x10); */
_asm
{
mov eax, 3 int 0x10}
puts ("C>");
SetTextCursor (2, 0);
// while (!Keyboard[sc_Escape])
IN_Ack ();
IN_ClearKeysDown ();
 
SD_MusicOn ();
VL_SetVGAPlaneMode ();
for (int i = 0; i < 768; i++)
palette1[0][i] = 0;
 
VL_SetPalette (&palette1[0][0]);
LoadLatchMem ();
#endif
}
#endif
#endif
 
 
////////////////////////////////////////////////////////////////////
//
// CHECK QUICK-KEYS & QUIT (WHILE IN A GAME)
//
////////////////////////////////////////////////////////////////////
int
CP_CheckQuick (ScanCode scancode)
{
switch (scancode)
{
//
// END GAME
//
case sc_F7:
CA_CacheGrChunk (STARTFONT + 1);
 
WindowH = 160;
#ifdef JAPAN
if (GetYorN (7, 8, C_JAPQUITPIC))
#else
if (Confirm (ENDGAMESTR))
#endif
{
playstate = ex_died;
killerobj = NULL;
pickquick = gamestate.lives = 0;
}
 
WindowH = 200;
fontnumber = 0;
MainMenu[savegame].active = 0;
return 1;
 
//
// QUICKSAVE
//
case sc_F8:
if (SaveGamesAvail[LSItems.curpos] && pickquick)
{
CA_CacheGrChunk (STARTFONT + 1);
fontnumber = 1;
Message (STR_SAVING "...");
CP_SaveGame (1);
fontnumber = 0;
}
else
{
#ifndef SPEAR
CA_CacheGrChunk (STARTFONT + 1);
CA_CacheGrChunk (C_CURSOR1PIC);
CA_CacheGrChunk (C_CURSOR2PIC);
CA_CacheGrChunk (C_DISKLOADING1PIC);
CA_CacheGrChunk (C_DISKLOADING2PIC);
CA_CacheGrChunk (C_SAVEGAMEPIC);
CA_CacheGrChunk (C_MOUSELBACKPIC);
#else
CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
CA_CacheGrChunk (C_CURSOR1PIC);
#endif
 
VW_FadeOut ();
if(screenHeight % 200 != 0)
VL_ClearScreen(0);
 
lastgamemusicoffset = StartCPMusic (MENUSONG);
pickquick = CP_SaveGame (0);
 
SETFONTCOLOR (0, 15);
IN_ClearKeysDown ();
VW_FadeOut();
if(viewsize != 21)
DrawPlayScreen ();
 
if (!startgame && !loadedgame)
ContinueMusic (lastgamemusicoffset);
 
if (loadedgame)
playstate = ex_abort;
lasttimecount = GetTimeCount ();
 
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
 
#ifndef SPEAR
UNCACHEGRCHUNK (C_CURSOR1PIC);
UNCACHEGRCHUNK (C_CURSOR2PIC);
UNCACHEGRCHUNK (C_DISKLOADING1PIC);
UNCACHEGRCHUNK (C_DISKLOADING2PIC);
UNCACHEGRCHUNK (C_SAVEGAMEPIC);
UNCACHEGRCHUNK (C_MOUSELBACKPIC);
#else
UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
#endif
}
return 1;
 
//
// QUICKLOAD
//
case sc_F9:
if (SaveGamesAvail[LSItems.curpos] && pickquick)
{
char string[100] = STR_LGC;
 
 
CA_CacheGrChunk (STARTFONT + 1);
fontnumber = 1;
 
strcat (string, SaveGameNames[LSItems.curpos]);
strcat (string, "\"?");
 
if (Confirm (string))
CP_LoadGame (1);
 
fontnumber = 0;
}
else
{
#ifndef SPEAR
CA_CacheGrChunk (STARTFONT + 1);
CA_CacheGrChunk (C_CURSOR1PIC);
CA_CacheGrChunk (C_CURSOR2PIC);
CA_CacheGrChunk (C_DISKLOADING1PIC);
CA_CacheGrChunk (C_DISKLOADING2PIC);
CA_CacheGrChunk (C_LOADGAMEPIC);
CA_CacheGrChunk (C_MOUSELBACKPIC);
#else
CA_CacheGrChunk (C_CURSOR1PIC);
CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
#endif
 
VW_FadeOut ();
if(screenHeight % 200 != 0)
VL_ClearScreen(0);
 
lastgamemusicoffset = StartCPMusic (MENUSONG);
pickquick = CP_LoadGame (0); // loads lastgamemusicoffs
 
SETFONTCOLOR (0, 15);
IN_ClearKeysDown ();
VW_FadeOut();
if(viewsize != 21)
DrawPlayScreen ();
 
if (!startgame && !loadedgame)
ContinueMusic (lastgamemusicoffset);
 
if (loadedgame)
playstate = ex_abort;
 
lasttimecount = GetTimeCount ();
 
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
 
#ifndef SPEAR
UNCACHEGRCHUNK (C_CURSOR1PIC);
UNCACHEGRCHUNK (C_CURSOR2PIC);
UNCACHEGRCHUNK (C_DISKLOADING1PIC);
UNCACHEGRCHUNK (C_DISKLOADING2PIC);
UNCACHEGRCHUNK (C_LOADGAMEPIC);
UNCACHEGRCHUNK (C_MOUSELBACKPIC);
#else
UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
#endif
}
return 1;
 
//
// QUIT
//
case sc_F10:
CA_CacheGrChunk (STARTFONT + 1);
 
WindowX = WindowY = 0;
WindowW = 320;
WindowH = 160;
#ifdef JAPAN
if (GetYorN (7, 8, C_QUITMSGPIC))
#else
#ifdef SPANISH
if (Confirm (ENDGAMESTR))
#else
if (Confirm (endStrings[US_RndT () & 0x7 + (US_RndT () & 1)]))
#endif
#endif
{
VW_UpdateScreen ();
SD_MusicOff ();
SD_StopSound ();
MenuFadeOut ();
 
Quit (NULL);
}
 
DrawPlayBorder ();
WindowH = 200;
fontnumber = 0;
return 1;
}
 
return 0;
}
 
 
////////////////////////////////////////////////////////////////////
//
// END THE CURRENT GAME
//
////////////////////////////////////////////////////////////////////
int
CP_EndGame (int)
{
int res;
#ifdef JAPAN
res = GetYorN (7, 8, C_JAPQUITPIC);
#else
res = Confirm (ENDGAMESTR);
#endif
DrawMainMenu();
if(!res) return 0;
 
pickquick = gamestate.lives = 0;
playstate = ex_died;
killerobj = NULL;
 
MainMenu[savegame].active = 0;
MainMenu[viewscores].routine = CP_ViewScores;
#ifndef JAPAN
strcpy (MainMenu[viewscores].string, STR_VS);
#endif
 
return 1;
}
 
 
////////////////////////////////////////////////////////////////////
//
// VIEW THE HIGH SCORES
//
////////////////////////////////////////////////////////////////////
int
CP_ViewScores (int)
{
fontnumber = 0;
 
#ifdef SPEAR
UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
StartCPMusic (XAWARD_MUS);
#else
StartCPMusic (ROSTER_MUS);
#endif
 
DrawHighScores ();
VW_UpdateScreen ();
MenuFadeIn ();
fontnumber = 1;
 
IN_Ack ();
 
StartCPMusic (MENUSONG);
MenuFadeOut ();
 
#ifdef SPEAR
CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
return 0;
}
 
 
////////////////////////////////////////////////////////////////////
//
// START A NEW GAME
//
////////////////////////////////////////////////////////////////////
int
CP_NewGame (int)
{
int which, episode;
 
#ifdef SPEAR
UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
 
 
#ifndef SPEAR
firstpart:
 
DrawNewEpisode ();
do
{
which = HandleMenu (&NewEitems, &NewEmenu[0], NULL);
switch (which)
{
case -1:
MenuFadeOut ();
return 0;
 
default:
if (!EpisodeSelect[which / 2])
{
SD_PlaySound (NOWAYSND);
Message ("Please select \"Read This!\"\n"
"from the Options menu to\n"
"find out how to order this\n" "episode from Apogee.");
IN_ClearKeysDown ();
IN_Ack ();
DrawNewEpisode ();
which = 0;
}
else
{
episode = which / 2;
which = 1;
}
break;
}
 
}
while (!which);
 
ShootSnd ();
 
//
// ALREADY IN A GAME?
//
if (ingame)
#ifdef JAPAN
if (!GetYorN (7, 8, C_JAPNEWGAMEPIC))
#else
if (!Confirm (CURGAME))
#endif
{
MenuFadeOut ();
return 0;
}
 
MenuFadeOut ();
 
#else
episode = 0;
 
//
// ALREADY IN A GAME?
//
CacheLump (NEWGAME_LUMP_START, NEWGAME_LUMP_END);
DrawNewGame ();
if (ingame)
if (!Confirm (CURGAME))
{
MenuFadeOut ();
UnCacheLump (NEWGAME_LUMP_START, NEWGAME_LUMP_END);
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
return 0;
}
 
#endif
 
DrawNewGame ();
which = HandleMenu (&NewItems, &NewMenu[0], DrawNewGameDiff);
if (which < 0)
{
MenuFadeOut ();
#ifndef SPEAR
goto firstpart;
#else
UnCacheLump (NEWGAME_LUMP_START, NEWGAME_LUMP_END);
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
return 0;
#endif
}
 
ShootSnd ();
NewGame (which, episode);
StartGame = 1;
MenuFadeOut ();
 
//
// CHANGE "READ THIS!" TO NORMAL COLOR
//
#ifndef SPEAR
#ifndef GOODTIMES
MainMenu[readthis].active = 1;
#endif
#endif
 
pickquick = 0;
 
#ifdef SPEAR
UnCacheLump (NEWGAME_LUMP_START, NEWGAME_LUMP_END);
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
 
return 0;
}
 
 
#ifndef SPEAR
/////////////////////
//
// DRAW NEW EPISODE MENU
//
void
DrawNewEpisode (void)
{
int i;
 
#ifdef JAPAN
CA_CacheScreen (S_EPISODEPIC);
#else
ClearMScreen ();
VWB_DrawPic (112, 184, C_MOUSELBACKPIC);
 
DrawWindow (NE_X - 4, NE_Y - 4, NE_W + 8, NE_H + 8, BKGDCOLOR);
SETFONTCOLOR (READHCOLOR, BKGDCOLOR);
PrintY = 2;
WindowX = 0;
#ifdef SPANISH
US_CPrint ("Cual episodio jugar?");
#else
US_CPrint ("Which episode to play?");
#endif
#endif
 
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
DrawMenu (&NewEitems, &NewEmenu[0]);
 
for (i = 0; i < 6; i++)
VWB_DrawPic (NE_X + 32, NE_Y + i * 26, C_EPISODE1PIC + i);
 
VW_UpdateScreen ();
MenuFadeIn ();
WaitKeyUp ();
}
#endif
 
/////////////////////
//
// DRAW NEW GAME MENU
//
void
DrawNewGame (void)
{
#ifdef JAPAN
CA_CacheScreen (S_SKILLPIC);
#else
ClearMScreen ();
VWB_DrawPic (112, 184, C_MOUSELBACKPIC);
 
SETFONTCOLOR (READHCOLOR, BKGDCOLOR);
PrintX = NM_X + 20;
PrintY = NM_Y - 32;
 
#ifndef SPEAR
#ifdef SPANISH
US_Print ("Eres macho?");
#else
US_Print ("How tough are you?");
#endif
#else
VWB_DrawPic (PrintX, PrintY, C_HOWTOUGHPIC);
#endif
 
DrawWindow (NM_X - 5, NM_Y - 10, NM_W, NM_H, BKGDCOLOR);
#endif
 
DrawMenu (&NewItems, &NewMenu[0]);
DrawNewGameDiff (NewItems.curpos);
VW_UpdateScreen ();
MenuFadeIn ();
WaitKeyUp ();
}
 
 
////////////////////////
//
// DRAW NEW GAME GRAPHIC
//
void
DrawNewGameDiff (int w)
{
VWB_DrawPic (NM_X + 185, NM_Y + 7, w + C_BABYMODEPIC);
}
 
 
////////////////////////////////////////////////////////////////////
//
// HANDLE SOUND MENU
//
////////////////////////////////////////////////////////////////////
int
CP_Sound (int)
{
int which;
 
 
#ifdef SPEAR
UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
CacheLump (SOUND_LUMP_START, SOUND_LUMP_END);
#endif
 
DrawSoundMenu ();
MenuFadeIn ();
WaitKeyUp ();
 
do
{
which = HandleMenu (&SndItems, &SndMenu[0], NULL);
//
// HANDLE MENU CHOICES
//
switch (which)
{
//
// SOUND EFFECTS
//
case 0:
if (SoundMode != sdm_Off)
{
SD_WaitSoundDone ();
SD_SetSoundMode (sdm_Off);
DrawSoundMenu ();
}
break;
case 1:
if (SoundMode != sdm_PC)
{
SD_WaitSoundDone ();
SD_SetSoundMode (sdm_PC);
CA_LoadAllSounds ();
DrawSoundMenu ();
ShootSnd ();
}
break;
case 2:
if (SoundMode != sdm_AdLib)
{
SD_WaitSoundDone ();
SD_SetSoundMode (sdm_AdLib);
CA_LoadAllSounds ();
DrawSoundMenu ();
ShootSnd ();
}
break;
 
//
// DIGITIZED SOUND
//
case 5:
if (DigiMode != sds_Off)
{
SD_SetDigiDevice (sds_Off);
DrawSoundMenu ();
}
break;
case 6:
/* if (DigiMode != sds_SoundSource)
{
SD_SetDigiDevice (sds_SoundSource);
DrawSoundMenu ();
ShootSnd ();
}*/
break;
case 7:
if (DigiMode != sds_SoundBlaster)
{
SD_SetDigiDevice (sds_SoundBlaster);
DrawSoundMenu ();
ShootSnd ();
}
break;
 
//
// MUSIC
//
case 10:
if (MusicMode != smm_Off)
{
SD_SetMusicMode (smm_Off);
DrawSoundMenu ();
ShootSnd ();
}
break;
case 11:
if (MusicMode != smm_AdLib)
{
SD_SetMusicMode (smm_AdLib);
DrawSoundMenu ();
ShootSnd ();
StartCPMusic (MENUSONG);
}
break;
}
}
while (which >= 0);
 
MenuFadeOut ();
 
#ifdef SPEAR
UnCacheLump (SOUND_LUMP_START, SOUND_LUMP_END);
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
return 0;
}
 
 
//////////////////////
//
// DRAW THE SOUND MENU
//
void
DrawSoundMenu (void)
{
int i, on;
 
 
#ifdef JAPAN
CA_CacheScreen (S_SOUNDPIC);
#else
//
// DRAW SOUND MENU
//
ClearMScreen ();
VWB_DrawPic (112, 184, C_MOUSELBACKPIC);
 
DrawWindow (SM_X - 8, SM_Y1 - 3, SM_W, SM_H1, BKGDCOLOR);
DrawWindow (SM_X - 8, SM_Y2 - 3, SM_W, SM_H2, BKGDCOLOR);
DrawWindow (SM_X - 8, SM_Y3 - 3, SM_W, SM_H3, BKGDCOLOR);
#endif
 
//
// IF NO ADLIB, NON-CHOOSENESS!
//
if (!AdLibPresent && !SoundBlasterPresent)
{
SndMenu[2].active = SndMenu[10].active = SndMenu[11].active = 0;
}
 
if (!SoundBlasterPresent)
SndMenu[7].active = 0;
 
if (!SoundBlasterPresent)
SndMenu[5].active = 0;
 
DrawMenu (&SndItems, &SndMenu[0]);
#ifndef JAPAN
VWB_DrawPic (100, SM_Y1 - 20, C_FXTITLEPIC);
VWB_DrawPic (100, SM_Y2 - 20, C_DIGITITLEPIC);
VWB_DrawPic (100, SM_Y3 - 20, C_MUSICTITLEPIC);
#endif
 
for (i = 0; i < SndItems.amount; i++)
#ifdef JAPAN
if (i != 3 && i != 4 && i != 8 && i != 9)
#else
if (SndMenu[i].string[0])
#endif
{
//
// DRAW SELECTED/NOT SELECTED GRAPHIC BUTTONS
//
on = 0;
switch (i)
{
//
// SOUND EFFECTS
//
case 0:
if (SoundMode == sdm_Off)
on = 1;
break;
case 1:
if (SoundMode == sdm_PC)
on = 1;
break;
case 2:
if (SoundMode == sdm_AdLib)
on = 1;
break;
 
//
// DIGITIZED SOUND
//
case 5:
if (DigiMode == sds_Off)
on = 1;
break;
case 6:
// if (DigiMode == sds_SoundSource)
// on = 1;
break;
case 7:
if (DigiMode == sds_SoundBlaster)
on = 1;
break;
 
//
// MUSIC
//
case 10:
if (MusicMode == smm_Off)
on = 1;
break;
case 11:
if (MusicMode == smm_AdLib)
on = 1;
break;
}
 
if (on)
VWB_DrawPic (SM_X + 24, SM_Y1 + i * 13 + 2, C_SELECTEDPIC);
else
VWB_DrawPic (SM_X + 24, SM_Y1 + i * 13 + 2, C_NOTSELECTEDPIC);
}
 
DrawMenuGun (&SndItems);
VW_UpdateScreen ();
}
 
 
//
// DRAW LOAD/SAVE IN PROGRESS
//
void
DrawLSAction (int which)
{
#define LSA_X 96
#define LSA_Y 80
#define LSA_W 130
#define LSA_H 42
 
DrawWindow (LSA_X, LSA_Y, LSA_W, LSA_H, TEXTCOLOR);
DrawOutline (LSA_X, LSA_Y, LSA_W, LSA_H, 0, HIGHLIGHT);
VWB_DrawPic (LSA_X + 8, LSA_Y + 5, C_DISKLOADING1PIC);
 
fontnumber = 1;
SETFONTCOLOR (0, TEXTCOLOR);
PrintX = LSA_X + 46;
PrintY = LSA_Y + 13;
 
if (!which)
US_Print (STR_LOADING "...");
else
US_Print (STR_SAVING "...");
 
VW_UpdateScreen ();
}
 
 
////////////////////////////////////////////////////////////////////
//
// LOAD SAVED GAMES
//
////////////////////////////////////////////////////////////////////
int
CP_LoadGame (int quick)
{
FILE *file;
int which, exit = 0;
char name[13];
char loadpath[300];
 
strcpy (name, SaveName);
 
//
// QUICKLOAD?
//
if (quick)
{
which = LSItems.curpos;
 
if (SaveGamesAvail[which])
{
name[7] = which + '0';
 
#ifdef _arch_dreamcast
DC_LoadFromVMU(name);
#endif
 
if(configdir[0])
snprintf(loadpath, sizeof(loadpath), "%s/%s", configdir, name);
else
strcpy(loadpath, name);
 
file = fopen (loadpath, "rb");
fseek (file, 32, SEEK_SET);
loadedgame = true;
LoadTheGame (file, 0, 0);
loadedgame = false;
fclose (file);
 
DrawFace ();
DrawHealth ();
DrawLives ();
DrawLevel ();
DrawAmmo ();
DrawKeys ();
DrawWeapon ();
DrawScore ();
ContinueMusic (lastgamemusicoffset);
return 1;
}
}
 
 
#ifdef SPEAR
UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
CacheLump (LOADSAVE_LUMP_START, LOADSAVE_LUMP_END);
#endif
 
DrawLoadSaveScreen (0);
 
do
{
which = HandleMenu (&LSItems, &LSMenu[0], TrackWhichGame);
if (which >= 0 && SaveGamesAvail[which])
{
ShootSnd ();
name[7] = which + '0';
 
#ifdef _arch_dreamcast
DC_LoadFromVMU(name);
#endif
 
if(configdir[0])
snprintf(loadpath, sizeof(loadpath), "%s/%s", configdir, name);
else
strcpy(loadpath, name);
 
file = fopen (loadpath, "rb");
fseek (file, 32, SEEK_SET);
 
DrawLSAction (0);
loadedgame = true;
 
LoadTheGame (file, LSA_X + 8, LSA_Y + 5);
fclose (file);
 
StartGame = 1;
ShootSnd ();
//
// CHANGE "READ THIS!" TO NORMAL COLOR
//
 
#ifndef SPEAR
#ifndef GOODTIMES
MainMenu[readthis].active = 1;
#endif
#endif
 
exit = 1;
break;
}
 
}
while (which >= 0);
 
MenuFadeOut ();
 
#ifdef SPEAR
UnCacheLump (LOADSAVE_LUMP_START, LOADSAVE_LUMP_END);
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
 
return exit;
}
 
 
///////////////////////////////////
//
// HIGHLIGHT CURRENT SELECTED ENTRY
//
void
TrackWhichGame (int w)
{
static int lastgameon = 0;
 
PrintLSEntry (lastgameon, TEXTCOLOR);
PrintLSEntry (w, HIGHLIGHT);
 
lastgameon = w;
}
 
 
////////////////////////////
//
// DRAW THE LOAD/SAVE SCREEN
//
void
DrawLoadSaveScreen (int loadsave)
{
#define DISKX 100
#define DISKY 0
 
int i;
 
 
ClearMScreen ();
fontnumber = 1;
VWB_DrawPic (112, 184, C_MOUSELBACKPIC);
DrawWindow (LSM_X - 10, LSM_Y - 5, LSM_W, LSM_H, BKGDCOLOR);
DrawStripes (10);
 
if (!loadsave)
VWB_DrawPic (60, 0, C_LOADGAMEPIC);
else
VWB_DrawPic (60, 0, C_SAVEGAMEPIC);
 
for (i = 0; i < 10; i++)
PrintLSEntry (i, TEXTCOLOR);
 
DrawMenu (&LSItems, &LSMenu[0]);
VW_UpdateScreen ();
MenuFadeIn ();
WaitKeyUp ();
}
 
 
///////////////////////////////////////////
//
// PRINT LOAD/SAVE GAME ENTRY W/BOX OUTLINE
//
void
PrintLSEntry (int w, int color)
{
SETFONTCOLOR (color, BKGDCOLOR);
DrawOutline (LSM_X + LSItems.indent, LSM_Y + w * 13, LSM_W - LSItems.indent - 15, 11, color,
color);
PrintX = LSM_X + LSItems.indent + 2;
PrintY = LSM_Y + w * 13 + 1;
fontnumber = 0;
 
if (SaveGamesAvail[w])
US_Print (SaveGameNames[w]);
else
US_Print (" - " STR_EMPTY " -");
 
fontnumber = 1;
}
 
 
////////////////////////////////////////////////////////////////////
//
// SAVE CURRENT GAME
//
////////////////////////////////////////////////////////////////////
int
CP_SaveGame (int quick)
{
int which, exit = 0;
FILE *file;
char name[13];
char savepath[300];
char input[32];
 
strcpy (name, SaveName);
 
//
// QUICKSAVE?
//
if (quick)
{
which = LSItems.curpos;
 
if (SaveGamesAvail[which])
{
name[7] = which + '0';
 
if(configdir[0])
snprintf(savepath, sizeof(savepath), "%s/%s", configdir, name);
else
strcpy(savepath, name);
 
unlink (savepath);
file = fopen (savepath, "wb");
 
strcpy (input, &SaveGameNames[which][0]);
 
fwrite (input, 1, 32, file);
fseek (file, 32, SEEK_SET);
SaveTheGame (file, 0, 0);
fclose (file);
 
#ifdef _arch_dreamcast
DC_SaveToVMU(name, input);
#endif
 
return 1;
}
}
 
 
#ifdef SPEAR
UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
CacheLump (LOADSAVE_LUMP_START, LOADSAVE_LUMP_END);
#endif
 
DrawLoadSaveScreen (1);
 
do
{
which = HandleMenu (&LSItems, &LSMenu[0], TrackWhichGame);
if (which >= 0)
{
//
// OVERWRITE EXISTING SAVEGAME?
//
if (SaveGamesAvail[which])
{
#ifdef JAPAN
if (!GetYorN (7, 8, C_JAPSAVEOVERPIC))
#else
if (!Confirm (GAMESVD))
#endif
{
DrawLoadSaveScreen (1);
continue;
}
else
{
DrawLoadSaveScreen (1);
PrintLSEntry (which, HIGHLIGHT);
VW_UpdateScreen ();
}
}
 
ShootSnd ();
 
strcpy (input, &SaveGameNames[which][0]);
name[7] = which + '0';
 
fontnumber = 0;
if (!SaveGamesAvail[which])
VWB_Bar (LSM_X + LSItems.indent + 1, LSM_Y + which * 13 + 1,
LSM_W - LSItems.indent - 16, 10, BKGDCOLOR);
VW_UpdateScreen ();
 
if (US_LineInput
(LSM_X + LSItems.indent + 2, LSM_Y + which * 13 + 1, input, input, true, 31,
LSM_W - LSItems.indent - 30))
{
SaveGamesAvail[which] = 1;
strcpy (&SaveGameNames[which][0], input);
 
if(configdir[0])
snprintf(savepath, sizeof(savepath), "%s/%s", configdir, name);
else
strcpy(savepath, name);
 
unlink (savepath);
file = fopen (savepath, "wb");
fwrite (input, 32, 1, file);
fseek (file, 32, SEEK_SET);
 
DrawLSAction (1);
SaveTheGame (file, LSA_X + 8, LSA_Y + 5);
 
fclose (file);
 
#ifdef _arch_dreamcast
DC_SaveToVMU(name, input);
#endif
 
ShootSnd ();
exit = 1;
}
else
{
VWB_Bar (LSM_X + LSItems.indent + 1, LSM_Y + which * 13 + 1,
LSM_W - LSItems.indent - 16, 10, BKGDCOLOR);
PrintLSEntry (which, HIGHLIGHT);
VW_UpdateScreen ();
SD_PlaySound (ESCPRESSEDSND);
continue;
}
 
fontnumber = 1;
break;
}
 
}
while (which >= 0);
 
MenuFadeOut ();
 
#ifdef SPEAR
UnCacheLump (LOADSAVE_LUMP_START, LOADSAVE_LUMP_END);
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
 
return exit;
}
 
////////////////////////////////////////////////////////////////////
//
// DEFINE CONTROLS
//
////////////////////////////////////////////////////////////////////
int
CP_Control (int)
{
int which;
 
#ifdef SPEAR
UnCacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
CacheLump (CONTROL_LUMP_START, CONTROL_LUMP_END);
#endif
 
DrawCtlScreen ();
MenuFadeIn ();
WaitKeyUp ();
 
do
{
which = HandleMenu (&CtlItems, CtlMenu, NULL);
switch (which)
{
case CTL_MOUSEENABLE:
mouseenabled ^= 1;
if(IN_IsInputGrabbed())
IN_CenterMouse();
DrawCtlScreen ();
CusItems.curpos = -1;
ShootSnd ();
break;
 
case CTL_JOYENABLE:
joystickenabled ^= 1;
DrawCtlScreen ();
CusItems.curpos = -1;
ShootSnd ();
break;
 
case CTL_MOUSESENS:
case CTL_CUSTOMIZE:
DrawCtlScreen ();
MenuFadeIn ();
WaitKeyUp ();
break;
}
}
while (which >= 0);
 
MenuFadeOut ();
 
#ifdef SPEAR
UnCacheLump (CONTROL_LUMP_START, CONTROL_LUMP_END);
CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END);
#endif
return 0;
}
 
 
////////////////////////////////
//
// DRAW MOUSE SENSITIVITY SCREEN
//
void
DrawMouseSens (void)
{
#ifdef JAPAN
CA_CacheScreen (S_MOUSESENSPIC);
#else
ClearMScreen ();
VWB_DrawPic (112, 184, C_MOUSELBACKPIC);
#ifdef SPANISH
DrawWindow (10, 80, 300, 43, BKGDCOLOR);
#else
DrawWindow (10, 80, 300, 30, BKGDCOLOR);
#endif
 
WindowX = 0;
WindowW = 320;
PrintY = 82;
SETFONTCOLOR (READCOLOR, BKGDCOLOR);
US_CPrint (STR_MOUSEADJ);
 
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
#ifdef SPANISH
PrintX = 14;
PrintY = 95 + 13;
US_Print (STR_SLOW);
PrintX = 252;
US_Print (STR_FAST);
#else
PrintX = 14;
PrintY = 95;
US_Print (STR_SLOW);
PrintX = 269;
US_Print (STR_FAST);
#endif
#endif
 
VWB_Bar (60, 97, 200, 10, TEXTCOLOR);
DrawOutline (60, 97, 200, 10, 0, HIGHLIGHT);
DrawOutline (60 + 20 * mouseadjustment, 97, 20, 10, 0, READCOLOR);
VWB_Bar (61 + 20 * mouseadjustment, 98, 19, 9, READHCOLOR);
 
VW_UpdateScreen ();
MenuFadeIn ();
}
 
 
///////////////////////////
//
// ADJUST MOUSE SENSITIVITY
//
int
MouseSensitivity (int)
{
ControlInfo ci;
int exit = 0, oldMA;
 
 
oldMA = mouseadjustment;
DrawMouseSens ();
do
{
SDL_Delay(5);
ReadAnyControl (&ci);
switch (ci.dir)
{
case dir_North:
case dir_West:
if (mouseadjustment)
{
mouseadjustment--;
VWB_Bar (60, 97, 200, 10, TEXTCOLOR);
DrawOutline (60, 97, 200, 10, 0, HIGHLIGHT);
DrawOutline (60 + 20 * mouseadjustment, 97, 20, 10, 0, READCOLOR);
VWB_Bar (61 + 20 * mouseadjustment, 98, 19, 9, READHCOLOR);
VW_UpdateScreen ();
SD_PlaySound (MOVEGUN1SND);
TicDelay(20);
}
break;
 
case dir_South:
case dir_East:
if (mouseadjustment < 9)
{
mouseadjustment++;
VWB_Bar (60, 97, 200, 10, TEXTCOLOR);
DrawOutline (60, 97, 200, 10, 0, HIGHLIGHT);
DrawOutline (60 + 20 * mouseadjustment, 97, 20, 10, 0, READCOLOR);
VWB_Bar (61 + 20 * mouseadjustment, 98, 19, 9, READHCOLOR);
VW_UpdateScreen ();
SD_PlaySound (MOVEGUN1SND);
TicDelay(20);
}
break;
}
 
if (ci.button0 || Keyboard[sc_Space] || Keyboard[sc_Enter])
exit = 1;
else if (ci.button1 || Keyboard[sc_Escape])
exit = 2;
 
}
while (!exit);
 
if (exit == 2)
{
mouseadjustment = oldMA;
SD_PlaySound (ESCPRESSEDSND);
}
else
SD_PlaySound (SHOOTSND);
 
WaitKeyUp ();
MenuFadeOut ();
 
return 0;
}
 
 
///////////////////////////
//
// DRAW CONTROL MENU SCREEN
//
void
DrawCtlScreen (void)
{
int i, x, y;
 
#ifdef JAPAN
CA_CacheScreen (S_CONTROLPIC);
#else
ClearMScreen ();
DrawStripes (10);
VWB_DrawPic (80, 0, C_CONTROLPIC);
VWB_DrawPic (112, 184, C_MOUSELBACKPIC);
DrawWindow (CTL_X - 8, CTL_Y - 5, CTL_W, CTL_H, BKGDCOLOR);
#endif
WindowX = 0;
WindowW = 320;
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
 
if (IN_JoyPresent())
CtlMenu[CTL_JOYENABLE].active = 1;
 
if (MousePresent)
{
CtlMenu[CTL_MOUSESENS].active = CtlMenu[CTL_MOUSEENABLE].active = 1;
}
 
CtlMenu[CTL_MOUSESENS].active = mouseenabled;
 
 
DrawMenu (&CtlItems, CtlMenu);
 
 
x = CTL_X + CtlItems.indent - 24;
y = CTL_Y + 3;
if (mouseenabled)
VWB_DrawPic (x, y, C_SELECTEDPIC);
else
VWB_DrawPic (x, y, C_NOTSELECTEDPIC);
 
y = CTL_Y + 29;
if (joystickenabled)
VWB_DrawPic (x, y, C_SELECTEDPIC);
else
VWB_DrawPic (x, y, C_NOTSELECTEDPIC);
 
//
// PICK FIRST AVAILABLE SPOT
//
if (CtlItems.curpos < 0 || !CtlMenu[CtlItems.curpos].active)
{
for (i = 0; i < CtlItems.amount; i++)
{
if (CtlMenu[i].active)
{
CtlItems.curpos = i;
break;
}
}
}
 
DrawMenuGun (&CtlItems);
VW_UpdateScreen ();
}
 
 
////////////////////////////////////////////////////////////////////
//
// CUSTOMIZE CONTROLS
//
////////////////////////////////////////////////////////////////////
enum
{ FIRE, STRAFE, RUN, OPEN };
char mbarray[4][3] = { "b0", "b1", "b2", "b3" };
int8_t order[4] = { RUN, OPEN, FIRE, STRAFE };
 
 
int
CustomControls (int)
{
int which;
 
DrawCustomScreen ();
do
{
which = HandleMenu (&CusItems, &CusMenu[0], FixupCustom);
switch (which)
{
case 0:
DefineMouseBtns ();
DrawCustMouse (1);
break;
case 3:
DefineJoyBtns ();
DrawCustJoy (0);
break;
case 6:
DefineKeyBtns ();
DrawCustKeybd (0);
break;
case 8:
DefineKeyMove ();
DrawCustKeys (0);
}
}
while (which >= 0);
 
MenuFadeOut ();
 
return 0;
}
 
 
////////////////////////
//
// DEFINE THE MOUSE BUTTONS
//
void
DefineMouseBtns (void)
{
CustomCtrls mouseallowed = { 0, 1, 1, 1 };
EnterCtrlData (2, &mouseallowed, DrawCustMouse, PrintCustMouse, MOUSE);
}
 
 
////////////////////////
//
// DEFINE THE JOYSTICK BUTTONS
//
void
DefineJoyBtns (void)
{
CustomCtrls joyallowed = { 1, 1, 1, 1 };
EnterCtrlData (5, &joyallowed, DrawCustJoy, PrintCustJoy, JOYSTICK);
}
 
 
////////////////////////
//
// DEFINE THE KEYBOARD BUTTONS
//
void
DefineKeyBtns (void)
{
CustomCtrls keyallowed = { 1, 1, 1, 1 };
EnterCtrlData (8, &keyallowed, DrawCustKeybd, PrintCustKeybd, KEYBOARDBTNS);
}
 
 
////////////////////////
//
// DEFINE THE KEYBOARD BUTTONS
//
void
DefineKeyMove (void)
{
CustomCtrls keyallowed = { 1, 1, 1, 1 };
EnterCtrlData (10, &keyallowed, DrawCustKeys, PrintCustKeys, KEYBOARDMOVE);
}
 
 
////////////////////////
//
// ENTER CONTROL DATA FOR ANY TYPE OF CONTROL
//
enum
{ FWRD, RIGHT, BKWD, LEFT };
int moveorder[4] = { LEFT, RIGHT, FWRD, BKWD };
 
void
EnterCtrlData (int index, CustomCtrls * cust, void (*DrawRtn) (int), void (*PrintRtn) (int),
int type)
{
int j, exit, tick, redraw, which, x, picked, lastFlashTime;
ControlInfo ci;
 
 
ShootSnd ();
PrintY = CST_Y + 13 * index;
IN_ClearKeysDown ();
exit = 0;
redraw = 1;
//
// FIND FIRST SPOT IN ALLOWED ARRAY
//
for (j = 0; j < 4; j++)
if (cust->allowed[j])
{
which = j;
break;
}
 
do
{
if (redraw)
{
x = CST_START + CST_SPC * which;
DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR);
 
DrawRtn (1);
DrawWindow (x - 2, PrintY, CST_SPC, 11, TEXTCOLOR);
DrawOutline (x - 2, PrintY, CST_SPC, 11, 0, HIGHLIGHT);
SETFONTCOLOR (0, TEXTCOLOR);
PrintRtn (which);
PrintX = x;
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
VW_UpdateScreen ();
WaitKeyUp ();
redraw = 0;
}
 
SDL_Delay(5);
ReadAnyControl (&ci);
 
if (type == MOUSE || type == JOYSTICK)
if (IN_KeyDown (sc_Enter) || IN_KeyDown (sc_Control) || IN_KeyDown (sc_Alt))
{
IN_ClearKeysDown ();
ci.button0 = ci.button1 = false;
}
 
//
// CHANGE BUTTON VALUE?
//
if ((type != KEYBOARDBTNS && type != KEYBOARDMOVE) && (ci.button0 | ci.button1 | ci.button2 | ci.button3) ||
((type == KEYBOARDBTNS || type == KEYBOARDMOVE) && LastScan == sc_Enter))
{
lastFlashTime = GetTimeCount();
tick = picked = 0;
SETFONTCOLOR (0, TEXTCOLOR);
 
if (type == KEYBOARDBTNS || type == KEYBOARDMOVE)
IN_ClearKeysDown ();
 
while(1)
{
int button, result = 0;
 
//
// FLASH CURSOR
//
if (GetTimeCount() - lastFlashTime > 10)
{
switch (tick)
{
case 0:
VWB_Bar (x, PrintY + 1, CST_SPC - 2, 10, TEXTCOLOR);
break;
case 1:
PrintX = x;
US_Print ("?");
SD_PlaySound (HITWALLSND);
}
tick ^= 1;
lastFlashTime = GetTimeCount();
VW_UpdateScreen ();
}
else SDL_Delay(5);
 
//
// WHICH TYPE OF INPUT DO WE PROCESS?
//
switch (type)
{
case MOUSE:
button = IN_MouseButtons();
switch (button)
{
case 1:
result = 1;
break;
case 2:
result = 2;
break;
case 4:
result = 3;
break;
}
 
if (result)
{
for (int z = 0; z < 4; z++)
if (order[which] == buttonmouse[z])
{
buttonmouse[z] = bt_nobutton;
break;
}
 
buttonmouse[result - 1] = order[which];
picked = 1;
SD_PlaySound (SHOOTDOORSND);
}
break;
 
case JOYSTICK:
if (ci.button0)
result = 1;
else if (ci.button1)
result = 2;
else if (ci.button2)
result = 3;
else if (ci.button3)
result = 4;
 
if (result)
{
for (int z = 0; z < 4; z++)
{
if (order[which] == buttonjoy[z])
{
buttonjoy[z] = bt_nobutton;
break;
}
}
 
buttonjoy[result - 1] = order[which];
picked = 1;
SD_PlaySound (SHOOTDOORSND);
}
break;
 
case KEYBOARDBTNS:
if (LastScan && LastScan != sc_Escape)
{
buttonscan[order[which]] = LastScan;
picked = 1;
ShootSnd ();
IN_ClearKeysDown ();
}
break;
 
case KEYBOARDMOVE:
if (LastScan && LastScan != sc_Escape)
{
dirscan[moveorder[which]] = LastScan;
picked = 1;
ShootSnd ();
IN_ClearKeysDown ();
}
break;
}
 
//
// EXIT INPUT?
//
if (IN_KeyDown (sc_Escape) || type != JOYSTICK && ci.button1)
{
picked = 1;
SD_PlaySound (ESCPRESSEDSND);
}
 
if(picked) break;
 
ReadAnyControl (&ci);
}
 
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
redraw = 1;
WaitKeyUp ();
continue;
}
 
if (ci.button1 || IN_KeyDown (sc_Escape))
exit = 1;
 
//
// MOVE TO ANOTHER SPOT?
//
switch (ci.dir)
{
case dir_West:
do
{
which--;
if (which < 0)
which = 3;
}
while (!cust->allowed[which]);
redraw = 1;
SD_PlaySound (MOVEGUN1SND);
while (ReadAnyControl (&ci), ci.dir != dir_None) SDL_Delay(5);
IN_ClearKeysDown ();
break;
 
case dir_East:
do
{
which++;
if (which > 3)
which = 0;
}
while (!cust->allowed[which]);
redraw = 1;
SD_PlaySound (MOVEGUN1SND);
while (ReadAnyControl (&ci), ci.dir != dir_None) SDL_Delay(5);
IN_ClearKeysDown ();
break;
case dir_North:
case dir_South:
exit = 1;
}
}
while (!exit);
 
SD_PlaySound (ESCPRESSEDSND);
WaitKeyUp ();
DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR);
}
 
 
////////////////////////
//
// FIXUP GUN CURSOR OVERDRAW SHIT
//
void
FixupCustom (int w)
{
static int lastwhich = -1;
int y = CST_Y + 26 + w * 13;
 
 
VWB_Hlin (7, 32, y - 1, DEACTIVE);
VWB_Hlin (7, 32, y + 12, BORD2COLOR);
#ifndef SPEAR
VWB_Hlin (7, 32, y - 2, BORDCOLOR);
VWB_Hlin (7, 32, y + 13, BORDCOLOR);
#else
VWB_Hlin (7, 32, y - 2, BORD2COLOR);
VWB_Hlin (7, 32, y + 13, BORD2COLOR);
#endif
 
switch (w)
{
case 0:
DrawCustMouse (1);
break;
case 3:
DrawCustJoy (1);
break;
case 6:
DrawCustKeybd (1);
break;
case 8:
DrawCustKeys (1);
}
 
 
if (lastwhich >= 0)
{
y = CST_Y + 26 + lastwhich * 13;
VWB_Hlin (7, 32, y - 1, DEACTIVE);
VWB_Hlin (7, 32, y + 12, BORD2COLOR);
#ifndef SPEAR
VWB_Hlin (7, 32, y - 2, BORDCOLOR);
VWB_Hlin (7, 32, y + 13, BORDCOLOR);
#else
VWB_Hlin (7, 32, y - 2, BORD2COLOR);
VWB_Hlin (7, 32, y + 13, BORD2COLOR);
#endif
 
if (lastwhich != w)
switch (lastwhich)
{
case 0:
DrawCustMouse (0);
break;
case 3:
DrawCustJoy (0);
break;
case 6:
DrawCustKeybd (0);
break;
case 8:
DrawCustKeys (0);
}
}
 
lastwhich = w;
}
 
 
////////////////////////
//
// DRAW CUSTOMIZE SCREEN
//
void
DrawCustomScreen (void)
{
int i;
 
 
#ifdef JAPAN
CA_CacheScreen (S_CUSTOMPIC);
fontnumber = 1;
 
PrintX = CST_START;
PrintY = CST_Y + 26;
DrawCustMouse (0);
 
PrintX = CST_START;
US_Print ("\n\n\n");
DrawCustJoy (0);
 
PrintX = CST_START;
US_Print ("\n\n\n");
DrawCustKeybd (0);
 
PrintX = CST_START;
US_Print ("\n\n\n");
DrawCustKeys (0);
#else
ClearMScreen ();
WindowX = 0;
WindowW = 320;
VWB_DrawPic (112, 184, C_MOUSELBACKPIC);
DrawStripes (10);
VWB_DrawPic (80, 0, C_CUSTOMIZEPIC);
 
//
// MOUSE
//
SETFONTCOLOR (READCOLOR, BKGDCOLOR);
WindowX = 0;
WindowW = 320;
 
#ifndef SPEAR
PrintY = CST_Y;
US_CPrint ("Mouse\n");
#else
PrintY = CST_Y + 13;
VWB_DrawPic (128, 48, C_MOUSEPIC);
#endif
 
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
#ifdef SPANISH
PrintX = CST_START - 16;
US_Print (STR_CRUN);
PrintX = CST_START - 16 + CST_SPC * 1;
US_Print (STR_COPEN);
PrintX = CST_START - 16 + CST_SPC * 2;
US_Print (STR_CFIRE);
PrintX = CST_START - 16 + CST_SPC * 3;
US_Print (STR_CSTRAFE "\n");
#else
PrintX = CST_START;
US_Print (STR_CRUN);
PrintX = CST_START + CST_SPC * 1;
US_Print (STR_COPEN);
PrintX = CST_START + CST_SPC * 2;
US_Print (STR_CFIRE);
PrintX = CST_START + CST_SPC * 3;
US_Print (STR_CSTRAFE "\n");
#endif
 
DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR);
DrawCustMouse (0);
US_Print ("\n");
 
 
//
// JOYSTICK/PAD
//
#ifndef SPEAR
SETFONTCOLOR (READCOLOR, BKGDCOLOR);
US_CPrint ("Joystick/Gravis GamePad\n");
#else
PrintY += 13;
VWB_DrawPic (40, 88, C_JOYSTICKPIC);
#endif
 
#ifdef SPEAR
VWB_DrawPic (112, 120, C_KEYBOARDPIC);
#endif
 
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
#ifdef SPANISH
PrintX = CST_START - 16;
US_Print (STR_CRUN);
PrintX = CST_START - 16 + CST_SPC * 1;
US_Print (STR_COPEN);
PrintX = CST_START - 16 + CST_SPC * 2;
US_Print (STR_CFIRE);
PrintX = CST_START - 16 + CST_SPC * 3;
US_Print (STR_CSTRAFE "\n");
#else
PrintX = CST_START;
US_Print (STR_CRUN);
PrintX = CST_START + CST_SPC * 1;
US_Print (STR_COPEN);
PrintX = CST_START + CST_SPC * 2;
US_Print (STR_CFIRE);
PrintX = CST_START + CST_SPC * 3;
US_Print (STR_CSTRAFE "\n");
#endif
DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR);
DrawCustJoy (0);
US_Print ("\n");
 
 
//
// KEYBOARD
//
#ifndef SPEAR
SETFONTCOLOR (READCOLOR, BKGDCOLOR);
US_CPrint ("Keyboard\n");
#else
PrintY += 13;
#endif
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
#ifdef SPANISH
PrintX = CST_START - 16;
US_Print (STR_CRUN);
PrintX = CST_START - 16 + CST_SPC * 1;
US_Print (STR_COPEN);
PrintX = CST_START - 16 + CST_SPC * 2;
US_Print (STR_CFIRE);
PrintX = CST_START - 16 + CST_SPC * 3;
US_Print (STR_CSTRAFE "\n");
#else
PrintX = CST_START;
US_Print (STR_CRUN);
PrintX = CST_START + CST_SPC * 1;
US_Print (STR_COPEN);
PrintX = CST_START + CST_SPC * 2;
US_Print (STR_CFIRE);
PrintX = CST_START + CST_SPC * 3;
US_Print (STR_CSTRAFE "\n");
#endif
DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR);
DrawCustKeybd (0);
US_Print ("\n");
 
 
//
// KEYBOARD MOVE KEYS
//
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
#ifdef SPANISH
PrintX = 4;
US_Print (STR_LEFT);
US_Print ("/");
US_Print (STR_RIGHT);
US_Print ("/");
US_Print (STR_FRWD);
US_Print ("/");
US_Print (STR_BKWD "\n");
#else
PrintX = CST_START;
US_Print (STR_LEFT);
PrintX = CST_START + CST_SPC * 1;
US_Print (STR_RIGHT);
PrintX = CST_START + CST_SPC * 2;
US_Print (STR_FRWD);
PrintX = CST_START + CST_SPC * 3;
US_Print (STR_BKWD "\n");
#endif
DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR);
DrawCustKeys (0);
#endif
//
// PICK STARTING POINT IN MENU
//
if (CusItems.curpos < 0)
for (i = 0; i < CusItems.amount; i++)
if (CusMenu[i].active)
{
CusItems.curpos = i;
break;
}
 
 
VW_UpdateScreen ();
MenuFadeIn ();
}
 
 
void
PrintCustMouse (int i)
{
int j;
 
for (j = 0; j < 4; j++)
if (order[i] == buttonmouse[j])
{
PrintX = CST_START + CST_SPC * i;
US_Print (mbarray[j]);
break;
}
}
 
void
DrawCustMouse (int hilight)
{
int i, color;
 
 
color = TEXTCOLOR;
if (hilight)
color = HIGHLIGHT;
SETFONTCOLOR (color, BKGDCOLOR);
 
if (!mouseenabled)
{
SETFONTCOLOR (DEACTIVE, BKGDCOLOR);
CusMenu[0].active = 0;
}
else
CusMenu[0].active = 1;
 
PrintY = CST_Y + 13 * 2;
for (i = 0; i < 4; i++)
PrintCustMouse (i);
}
 
void
PrintCustJoy (int i)
{
for (int j = 0; j < 4; j++)
{
if (order[i] == buttonjoy[j])
{
PrintX = CST_START + CST_SPC * i;
US_Print (mbarray[j]);
break;
}
}
}
 
void
DrawCustJoy (int hilight)
{
int i, color;
 
color = TEXTCOLOR;
if (hilight)
color = HIGHLIGHT;
SETFONTCOLOR (color, BKGDCOLOR);
 
if (!joystickenabled)
{
SETFONTCOLOR (DEACTIVE, BKGDCOLOR);
CusMenu[3].active = 0;
}
else
CusMenu[3].active = 1;
 
PrintY = CST_Y + 13 * 5;
for (i = 0; i < 4; i++)
PrintCustJoy (i);
}
 
 
void
PrintCustKeybd (int i)
{
PrintX = CST_START + CST_SPC * i;
US_Print ((const char *) IN_GetScanName (buttonscan[order[i]]));
}
 
void
DrawCustKeybd (int hilight)
{
int i, color;
 
 
color = TEXTCOLOR;
if (hilight)
color = HIGHLIGHT;
SETFONTCOLOR (color, BKGDCOLOR);
 
PrintY = CST_Y + 13 * 8;
for (i = 0; i < 4; i++)
PrintCustKeybd (i);
}
 
void
PrintCustKeys (int i)
{
PrintX = CST_START + CST_SPC * i;
US_Print ((const char *) IN_GetScanName (dirscan[moveorder[i]]));
}
 
void
DrawCustKeys (int hilight)
{
int i, color;
 
 
color = TEXTCOLOR;
if (hilight)
color = HIGHLIGHT;
SETFONTCOLOR (color, BKGDCOLOR);
 
PrintY = CST_Y + 13 * 10;
for (i = 0; i < 4; i++)
PrintCustKeys (i);
}
 
 
////////////////////////////////////////////////////////////////////
//
// CHANGE SCREEN VIEWING SIZE
//
////////////////////////////////////////////////////////////////////
int
CP_ChangeView (int)
{
int exit = 0, oldview, newview;
ControlInfo ci;
 
WindowX = WindowY = 0;
WindowW = 320;
WindowH = 200;
newview = oldview = viewsize;
DrawChangeView (oldview);
MenuFadeIn ();
 
do
{
CheckPause ();
SDL_Delay(5);
ReadAnyControl (&ci);
switch (ci.dir)
{
case dir_South:
case dir_West:
newview--;
if (newview < 4)
newview = 4;
if(newview >= 19) DrawChangeView(newview);
else ShowViewSize (newview);
VW_UpdateScreen ();
SD_PlaySound (HITWALLSND);
TicDelay (10);
break;
 
case dir_North:
case dir_East:
newview++;
if (newview >= 21)
{
newview = 21;
DrawChangeView(newview);
}
else ShowViewSize (newview);
VW_UpdateScreen ();
SD_PlaySound (HITWALLSND);
TicDelay (10);
break;
}
 
if (ci.button0 || Keyboard[sc_Enter])
exit = 1;
else if (ci.button1 || Keyboard[sc_Escape])
{
SD_PlaySound (ESCPRESSEDSND);
MenuFadeOut ();
if(screenHeight % 200 != 0)
VL_ClearScreen(0);
return 0;
}
}
while (!exit);
 
if (oldview != newview)
{
SD_PlaySound (SHOOTSND);
Message (STR_THINK "...");
NewViewSize (newview);
}
 
ShootSnd ();
MenuFadeOut ();
if(screenHeight % 200 != 0)
VL_ClearScreen(0);
 
return 0;
}
 
 
/////////////////////////////
//
// DRAW THE CHANGEVIEW SCREEN
//
void
DrawChangeView (int view)
{
int rescaledHeight = screenHeight / scaleFactor;
if(view != 21) VWB_Bar (0, rescaledHeight - 40, 320, 40, bordercol);
 
#ifdef JAPAN
CA_CacheScreen (S_CHANGEPIC);
 
ShowViewSize (view);
#else
ShowViewSize (view);
 
PrintY = (screenHeight / scaleFactor) - 39;
WindowX = 0;
WindowY = 320; // TODO: Check this!
SETFONTCOLOR (HIGHLIGHT, BKGDCOLOR);
 
US_CPrint (STR_SIZE1 "\n");
US_CPrint (STR_SIZE2 "\n");
US_CPrint (STR_SIZE3);
#endif
VW_UpdateScreen ();
}
 
 
////////////////////////////////////////////////////////////////////
//
// QUIT THIS INFERNAL GAME!
//
////////////////////////////////////////////////////////////////////
int
CP_Quit (int)
{
#ifdef JAPAN
if (GetYorN (7, 11, C_QUITMSGPIC))
#else
 
#ifdef SPANISH
if (Confirm (ENDGAMESTR))
#else
if (Confirm (endStrings[US_RndT () & 0x7 + (US_RndT () & 1)]))
#endif
 
#endif
{
VW_UpdateScreen ();
SD_MusicOff ();
SD_StopSound ();
MenuFadeOut ();
Quit (NULL);
}
 
DrawMainMenu ();
return 0;
}
 
 
////////////////////////////////////////////////////////////////////
//
// HANDLE INTRO SCREEN (SYSTEM CONFIG)
//
////////////////////////////////////////////////////////////////////
void
IntroScreen (void)
{
#ifdef SPEAR
 
#define MAINCOLOR 0x4f
#define EMSCOLOR 0x4f
#define XMSCOLOR 0x4f
 
#else
 
#define MAINCOLOR 0x6c
#define EMSCOLOR 0x6c // 0x4f
#define XMSCOLOR 0x6c // 0x7f
 
#endif
#define FILLCOLOR 14
 
// long memory;
// long emshere,xmshere;
int i;
/* int ems[10]={100,200,300,400,500,600,700,800,900,1000},
xms[10]={100,200,300,400,500,600,700,800,900,1000};
int main[10]={32,64,96,128,160,192,224,256,288,320};*/
 
 
//
// DRAW MAIN MEMORY
//
#ifdef ABCAUS
memory = (1023l + mminfo.nearheap + mminfo.farheap) / 1024l;
for (i = 0; i < 10; i++)
if (memory >= main[i])
VWB_Bar (49, 163 - 8 * i, 6, 5, MAINCOLOR - i);
 
//
// DRAW EMS MEMORY
//
if (EMSPresent)
{
emshere = 4l * EMSPagesAvail;
for (i = 0; i < 10; i++)
if (emshere >= ems[i])
VWB_Bar (89, 163 - 8 * i, 6, 5, EMSCOLOR - i);
}
 
//
// DRAW XMS MEMORY
//
if (XMSPresent)
{
xmshere = 4l * XMSPagesAvail;
for (i = 0; i < 10; i++)
if (xmshere >= xms[i])
VWB_Bar (129, 163 - 8 * i, 6, 5, XMSCOLOR - i);
}
#else
for (i = 0; i < 10; i++)
VWB_Bar (49, 163 - 8 * i, 6, 5, MAINCOLOR - i);
for (i = 0; i < 10; i++)
VWB_Bar (89, 163 - 8 * i, 6, 5, EMSCOLOR - i);
for (i = 0; i < 10; i++)
VWB_Bar (129, 163 - 8 * i, 6, 5, XMSCOLOR - i);
#endif
 
 
//
// FILL BOXES
//
if (MousePresent)
VWB_Bar (164, 82, 12, 2, FILLCOLOR);
 
if (IN_JoyPresent())
VWB_Bar (164, 105, 12, 2, FILLCOLOR);
 
if (AdLibPresent && !SoundBlasterPresent)
VWB_Bar (164, 128, 12, 2, FILLCOLOR);
 
if (SoundBlasterPresent)
VWB_Bar (164, 151, 12, 2, FILLCOLOR);
 
// if (SoundSourcePresent)
// VWB_Bar (164, 174, 12, 2, FILLCOLOR);
}
 
 
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
//
// SUPPORT ROUTINES
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
 
////////////////////////////////////////////////////////////////////
//
// Clear Menu screens to dark red
//
////////////////////////////////////////////////////////////////////
void
ClearMScreen (void)
{
#ifndef SPEAR
VWB_Bar (0, 0, 320, 200, BORDCOLOR);
#else
VWB_DrawPic (0, 0, C_BACKDROPPIC);
#endif
}
 
 
////////////////////////////////////////////////////////////////////
//
// Un/Cache a LUMP of graphics
//
////////////////////////////////////////////////////////////////////
void
CacheLump (int lumpstart, int lumpend)
{
int i;
 
for (i = lumpstart; i <= lumpend; i++)
CA_CacheGrChunk (i);
}
 
 
void
UnCacheLump (int lumpstart, int lumpend)
{
int i;
 
for (i = lumpstart; i <= lumpend; i++)
if (grsegs[i])
UNCACHEGRCHUNK (i);
}
 
 
////////////////////////////////////////////////////////////////////
//
// Draw a window for a menu
//
////////////////////////////////////////////////////////////////////
void
DrawWindow (int x, int y, int w, int h, int wcolor)
{
VWB_Bar (x, y, w, h, wcolor);
DrawOutline (x, y, w, h, BORD2COLOR, DEACTIVE);
}
 
 
void
DrawOutline (int x, int y, int w, int h, int color1, int color2)
{
VWB_Hlin (x, x + w, y, color2);
VWB_Vlin (y, y + h, x, color2);
VWB_Hlin (x, x + w, y + h, color1);
VWB_Vlin (y, y + h, x + w, color1);
}
 
 
////////////////////////////////////////////////////////////////////
//
// Setup Control Panel stuff - graphics, etc.
//
////////////////////////////////////////////////////////////////////
void
SetupControlPanel (void)
{
//
// CACHE GRAPHICS & SOUNDS
//
CA_CacheGrChunk (STARTFONT + 1);
#ifndef SPEAR
CacheLump (CONTROLS_LUMP_START, CONTROLS_LUMP_END);
#else
CacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
#endif
 
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
fontnumber = 1;
WindowH = 200;
if(screenHeight % 200 != 0)
VL_ClearScreen(0);
 
if (!ingame)
CA_LoadAllSounds ();
else
MainMenu[savegame].active = 1;
 
//
// CENTER MOUSE
//
if(IN_IsInputGrabbed())
IN_CenterMouse();
}
 
////////////////////////////////////////////////////////////////////
//
// SEE WHICH SAVE GAME FILES ARE AVAILABLE & READ STRING IN
//
////////////////////////////////////////////////////////////////////
void SetupSaveGames()
{
char name[13];
char savepath[300];
 
strcpy(name, SaveName);
for(int i = 0; i < 10; i++)
{
name[7] = '0' + i;
#ifdef _arch_dreamcast
// Try to unpack file
if(DC_LoadFromVMU(name))
{
#endif
if(configdir[0])
snprintf(savepath, sizeof(savepath), "%s/%s", configdir, name);
else
strcpy(savepath, name);
 
const int handle = open(savepath, O_RDONLY | O_BINARY);
if(handle >= 0)
{
char temp[32];
 
SaveGamesAvail[i] = 1;
read(handle, temp, 32);
close(handle);
strcpy(&SaveGameNames[i][0], temp);
}
#ifdef _arch_dreamcast
// Remove unpacked version of file
fs_unlink(name);
}
#endif
}
}
 
////////////////////////////////////////////////////////////////////
//
// Clean up all the Control Panel stuff
//
////////////////////////////////////////////////////////////////////
void
CleanupControlPanel (void)
{
#ifndef SPEAR
UnCacheLump (CONTROLS_LUMP_START, CONTROLS_LUMP_END);
#else
UnCacheLump (BACKDROP_LUMP_START, BACKDROP_LUMP_END);
#endif
 
fontnumber = 0;
}
 
 
////////////////////////////////////////////////////////////////////
//
// Handle moving gun around a menu
//
////////////////////////////////////////////////////////////////////
int
HandleMenu (CP_iteminfo * item_i, CP_itemtype * items, void (*routine) (int w))
{
char key;
static int redrawitem = 1, lastitem = -1;
int i, x, y, basey, exit, which, shape;
int32_t lastBlinkTime, timer;
ControlInfo ci;
 
 
which = item_i->curpos;
x = item_i->x & -8;
basey = item_i->y - 2;
y = basey + which * 13;
 
VWB_DrawPic (x, y, C_CURSOR1PIC);
SetTextColor (items + which, 1);
if (redrawitem)
{
PrintX = item_i->x + item_i->indent;
PrintY = item_i->y + which * 13;
US_Print ((items + which)->string);
}
//
// CALL CUSTOM ROUTINE IF IT IS NEEDED
//
if (routine)
routine (which);
VW_UpdateScreen ();
 
shape = C_CURSOR1PIC;
timer = 8;
exit = 0;
lastBlinkTime = GetTimeCount ();
IN_ClearKeysDown ();
 
 
do
{
//
// CHANGE GUN SHAPE
//
if ((int32_t)GetTimeCount () - lastBlinkTime > timer)
{
lastBlinkTime = GetTimeCount ();
if (shape == C_CURSOR1PIC)
{
shape = C_CURSOR2PIC;
timer = 8;
}
else
{
shape = C_CURSOR1PIC;
timer = 70;
}
VWB_DrawPic (x, y, shape);
if (routine)
routine (which);
VW_UpdateScreen ();
}
else SDL_Delay(5);
 
CheckPause ();
 
//
// SEE IF ANY KEYS ARE PRESSED FOR INITIAL CHAR FINDING
//
key = LastASCII;
if (key)
{
int ok = 0;
 
if (key >= 'a')
key -= 'a' - 'A';
 
for (i = which + 1; i < item_i->amount; i++)
if ((items + i)->active && (items + i)->string[0] == key)
{
EraseGun (item_i, items, x, y, which);
which = i;
DrawGun (item_i, items, x, &y, which, basey, routine);
ok = 1;
IN_ClearKeysDown ();
break;
}
 
//
// DIDN'T FIND A MATCH FIRST TIME THRU. CHECK AGAIN.
//
if (!ok)
{
for (i = 0; i < which; i++)
if ((items + i)->active && (items + i)->string[0] == key)
{
EraseGun (item_i, items, x, y, which);
which = i;
DrawGun (item_i, items, x, &y, which, basey, routine);
IN_ClearKeysDown ();
break;
}
}
}
 
//
// GET INPUT
//
ReadAnyControl (&ci);
switch (ci.dir)
{
////////////////////////////////////////////////
//
// MOVE UP
//
case dir_North:
 
EraseGun (item_i, items, x, y, which);
 
//
// ANIMATE HALF-STEP
//
if (which && (items + which - 1)->active)
{
y -= 6;
DrawHalfStep (x, y);
}
 
//
// MOVE TO NEXT AVAILABLE SPOT
//
do
{
if (!which)
which = item_i->amount - 1;
else
which--;
}
while (!(items + which)->active);
 
DrawGun (item_i, items, x, &y, which, basey, routine);
//
// WAIT FOR BUTTON-UP OR DELAY NEXT MOVE
//
TicDelay (20);
break;
 
////////////////////////////////////////////////
//
// MOVE DOWN
//
case dir_South:
 
EraseGun (item_i, items, x, y, which);
//
// ANIMATE HALF-STEP
//
if (which != item_i->amount - 1 && (items + which + 1)->active)
{
y += 6;
DrawHalfStep (x, y);
}
 
do
{
if (which == item_i->amount - 1)
which = 0;
else
which++;
}
while (!(items + which)->active);
 
DrawGun (item_i, items, x, &y, which, basey, routine);
 
//
// WAIT FOR BUTTON-UP OR DELAY NEXT MOVE
//
TicDelay (20);
break;
}
 
if (ci.button0 || Keyboard[sc_Space] || Keyboard[sc_Enter])
exit = 1;
 
if (ci.button1 && !Keyboard[sc_Alt] || Keyboard[sc_Escape])
exit = 2;
 
}
while (!exit);
 
 
IN_ClearKeysDown ();
 
//
// ERASE EVERYTHING
//
if (lastitem != which)
{
VWB_Bar (x - 1, y, 25, 16, BKGDCOLOR);
PrintX = item_i->x + item_i->indent;
PrintY = item_i->y + which * 13;
US_Print ((items + which)->string);
redrawitem = 1;
}
else
redrawitem = 0;
 
if (routine)
routine (which);
VW_UpdateScreen ();
 
item_i->curpos = which;
 
lastitem = which;
switch (exit)
{
case 1:
//
// CALL THE ROUTINE
//
if ((items + which)->routine != NULL)
{
ShootSnd ();
MenuFadeOut ();
(items + which)->routine (0);
}
return which;
 
case 2:
SD_PlaySound (ESCPRESSEDSND);
return -1;
}
 
return 0; // JUST TO SHUT UP THE ERROR MESSAGES!
}
 
 
//
// ERASE GUN & DE-HIGHLIGHT STRING
//
void
EraseGun (CP_iteminfo * item_i, CP_itemtype * items, int x, int y, int which)
{
VWB_Bar (x - 1, y, 25, 16, BKGDCOLOR);
SetTextColor (items + which, 0);
 
PrintX = item_i->x + item_i->indent;
PrintY = item_i->y + which * 13;
US_Print ((items + which)->string);
VW_UpdateScreen ();
}
 
 
//
// DRAW HALF STEP OF GUN TO NEXT POSITION
//
void
DrawHalfStep (int x, int y)
{
VWB_DrawPic (x, y, C_CURSOR1PIC);
VW_UpdateScreen ();
SD_PlaySound (MOVEGUN1SND);
SDL_Delay (8 * 100 / 7);
}
 
 
//
// DRAW GUN AT NEW POSITION
//
void
DrawGun (CP_iteminfo * item_i, CP_itemtype * items, int x, int *y, int which, int basey,
void (*routine) (int w))
{
VWB_Bar (x - 1, *y, 25, 16, BKGDCOLOR);
*y = basey + which * 13;
VWB_DrawPic (x, *y, C_CURSOR1PIC);
SetTextColor (items + which, 1);
 
PrintX = item_i->x + item_i->indent;
PrintY = item_i->y + which * 13;
US_Print ((items + which)->string);
 
//
// CALL CUSTOM ROUTINE IF IT IS NEEDED
//
if (routine)
routine (which);
VW_UpdateScreen ();
SD_PlaySound (MOVEGUN2SND);
}
 
////////////////////////////////////////////////////////////////////
//
// DELAY FOR AN AMOUNT OF TICS OR UNTIL CONTROLS ARE INACTIVE
//
////////////////////////////////////////////////////////////////////
void
TicDelay (int count)
{
ControlInfo ci;
 
int32_t startTime = GetTimeCount ();
do
{
SDL_Delay(5);
ReadAnyControl (&ci);
}
while ((int32_t) GetTimeCount () - startTime < count && ci.dir != dir_None);
}
 
 
////////////////////////////////////////////////////////////////////
//
// Draw a menu
//
////////////////////////////////////////////////////////////////////
void
DrawMenu (CP_iteminfo * item_i, CP_itemtype * items)
{
int i, which = item_i->curpos;
 
 
WindowX = PrintX = item_i->x + item_i->indent;
WindowY = PrintY = item_i->y;
WindowW = 320;
WindowH = 200;
 
for (i = 0; i < item_i->amount; i++)
{
SetTextColor (items + i, which == i);
 
PrintY = item_i->y + i * 13;
if ((items + i)->active)
US_Print ((items + i)->string);
else
{
SETFONTCOLOR (DEACTIVE, BKGDCOLOR);
US_Print ((items + i)->string);
SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR);
}
 
US_Print ("\n");
}
}
 
 
////////////////////////////////////////////////////////////////////
//
// SET TEXT COLOR (HIGHLIGHT OR NO)
//
////////////////////////////////////////////////////////////////////
void
SetTextColor (CP_itemtype * items, int hlight)
{
if (hlight)
{
SETFONTCOLOR (color_hlite[items->active], BKGDCOLOR);
}
else
{
SETFONTCOLOR (color_norml[items->active], BKGDCOLOR);
}
}
 
 
////////////////////////////////////////////////////////////////////
//
// WAIT FOR CTRLKEY-UP OR BUTTON-UP
//
////////////////////////////////////////////////////////////////////
void
WaitKeyUp (void)
{
ControlInfo ci;
while (ReadAnyControl (&ci), ci.button0 |
ci.button1 |
ci.button2 | ci.button3 | Keyboard[sc_Space] | Keyboard[sc_Enter] | Keyboard[sc_Escape])
{
IN_WaitAndProcessEvents();
}
}
 
 
////////////////////////////////////////////////////////////////////
//
// READ KEYBOARD, JOYSTICK AND MOUSE FOR INPUT
//
////////////////////////////////////////////////////////////////////
void
ReadAnyControl (ControlInfo * ci)
{
int mouseactive = 0;
 
IN_ReadControl (0, ci);
 
if (mouseenabled && IN_IsInputGrabbed())
{
int mousex, mousey, buttons;
buttons = SDL_GetMouseState(&mousex, &mousey);
int middlePressed = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
int rightPressed = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
buttons &= ~(SDL_BUTTON(SDL_BUTTON_MIDDLE) | SDL_BUTTON(SDL_BUTTON_RIGHT));
if(middlePressed) buttons |= 1 << 2;
if(rightPressed) buttons |= 1 << 1;
 
if(mousey - CENTERY < -SENSITIVE)
{
ci->dir = dir_North;
mouseactive = 1;
}
else if(mousey - CENTERY > SENSITIVE)
{
ci->dir = dir_South;
mouseactive = 1;
}
 
if(mousex - CENTERX < -SENSITIVE)
{
ci->dir = dir_West;
mouseactive = 1;
}
else if(mousex - CENTERX > SENSITIVE)
{
ci->dir = dir_East;
mouseactive = 1;
}
 
if(mouseactive)
IN_CenterMouse();
 
if (buttons)
{
ci->button0 = buttons & 1;
ci->button1 = buttons & 2;
ci->button2 = buttons & 4;
ci->button3 = false;
mouseactive = 1;
}
}
 
if (joystickenabled && !mouseactive)
{
int jx, jy, jb;
 
IN_GetJoyDelta (&jx, &jy);
if (jy < -SENSITIVE)
ci->dir = dir_North;
else if (jy > SENSITIVE)
ci->dir = dir_South;
 
if (jx < -SENSITIVE)
ci->dir = dir_West;
else if (jx > SENSITIVE)
ci->dir = dir_East;
 
jb = IN_JoyButtons ();
if (jb)
{
ci->button0 = jb & 1;
ci->button1 = jb & 2;
ci->button2 = jb & 4;
ci->button3 = jb & 8;
}
}
}
 
 
////////////////////////////////////////////////////////////////////
//
// DRAW DIALOG AND CONFIRM YES OR NO TO QUESTION
//
////////////////////////////////////////////////////////////////////
int
Confirm (const char *string)
{
int xit = 0, x, y, tick = 0, lastBlinkTime;
int whichsnd[2] = { ESCPRESSEDSND, SHOOTSND };
ControlInfo ci;
 
Message (string);
IN_ClearKeysDown ();
WaitKeyUp ();
 
//
// BLINK CURSOR
//
x = PrintX;
y = PrintY;
lastBlinkTime = GetTimeCount();
 
do
{
ReadAnyControl(&ci);
 
if (GetTimeCount() - lastBlinkTime >= 10)
{
switch (tick)
{
case 0:
VWB_Bar (x, y, 8, 13, TEXTCOLOR);
break;
case 1:
PrintX = x;
PrintY = y;
US_Print ("_");
}
VW_UpdateScreen ();
tick ^= 1;
lastBlinkTime = GetTimeCount();
}
else SDL_Delay(5);
 
#ifdef SPANISH
}
while (!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);
#else
}
while (!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape] && !ci.button0 && !ci.button1);
#endif
 
#ifdef SPANISH
if (Keyboard[sc_S] || ci.button0)
{
xit = 1;
ShootSnd ();
}
#else
if (Keyboard[sc_Y] || ci.button0)
{
xit = 1;
ShootSnd ();
}
#endif
 
IN_ClearKeysDown ();
WaitKeyUp ();
 
SD_PlaySound ((soundnames) whichsnd[xit]);
 
return xit;
}
 
#ifdef JAPAN
////////////////////////////////////////////////////////////////////
//
// DRAW MESSAGE & GET Y OR N
//
////////////////////////////////////////////////////////////////////
int
GetYorN (int x, int y, int pic)
{
int xit = 0;
soundnames whichsnd[2] = { ESCPRESSEDSND, SHOOTSND };
 
 
CA_CacheGrChunk (pic);
VWB_DrawPic (x * 8, y * 8, pic);
UNCACHEGRCHUNK (pic);
VW_UpdateScreen ();
IN_ClearKeysDown ();
 
do
{
IN_WaitAndProcessEvents();
}
#ifdef SPANISH
while (!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);
#else
while (!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);
#endif
 
#ifdef SPANISH
if (Keyboard[sc_S])
{
xit = 1;
ShootSnd ();
}
 
while (Keyboard[sc_S] || Keyboard[sc_N] || Keyboard[sc_Escape])
IN_WaitAndProcessEvents();
 
#else
 
if (Keyboard[sc_Y])
{
xit = 1;
ShootSnd ();
}
 
while (Keyboard[sc_Y] || Keyboard[sc_N] || Keyboard[sc_Escape])
IN_WaitAndProcessEvents();
#endif
 
IN_ClearKeysDown ();
SD_PlaySound (whichsnd[xit]);
return xit;
}
#endif
 
 
////////////////////////////////////////////////////////////////////
//
// PRINT A MESSAGE IN A WINDOW
//
////////////////////////////////////////////////////////////////////
void
Message (const char *string)
{
int h = 0, w = 0, mw = 0, i, len = (int) strlen(string);
fontstruct *font;
 
 
CA_CacheGrChunk (STARTFONT + 1);
fontnumber = 1;
font = (fontstruct *) grsegs[STARTFONT + fontnumber];
h = font->height;
for (i = 0; i < len; i++)
{
if (string[i] == '\n')
{
if (w > mw)
mw = w;
w = 0;
h += font->height;
}
else
w += font->width[string[i]];
}
 
if (w + 10 > mw)
mw = w + 10;
 
PrintY = (WindowH / 2) - h / 2;
PrintX = WindowX = 160 - mw / 2;
 
DrawWindow (WindowX - 5, PrintY - 5, mw + 10, h + 10, TEXTCOLOR);
DrawOutline (WindowX - 5, PrintY - 5, mw + 10, h + 10, 0, HIGHLIGHT);
SETFONTCOLOR (0, TEXTCOLOR);
US_Print (string);
VW_UpdateScreen ();
}
 
////////////////////////////////////////////////////////////////////
//
// THIS MAY BE FIXED A LITTLE LATER...
//
////////////////////////////////////////////////////////////////////
static int lastmusic;
 
int
StartCPMusic (int song)
{
int lastoffs;
 
lastmusic = song;
lastoffs = SD_MusicOff ();
UNCACHEAUDIOCHUNK (STARTMUSIC + lastmusic);
 
SD_StartMusic(STARTMUSIC + song);
return lastoffs;
}
 
void
FreeMusic (void)
{
UNCACHEAUDIOCHUNK (STARTMUSIC + lastmusic);
}
 
 
///////////////////////////////////////////////////////////////////////////
//
// IN_GetScanName() - Returns a string containing the name of the
// specified scan code
//
///////////////////////////////////////////////////////////////////////////
const char *
IN_GetScanName (ScanCode scan)
{
/* const char **p;
ScanCode *s;
 
for (s = ExtScanCodes, p = ExtScanNames; *s; p++, s++)
if (*s == scan)
return (*p);*/
 
return (ScanNames[scan]);
}
 
 
///////////////////////////////////////////////////////////////////////////
//
// CHECK FOR PAUSE KEY (FOR MUSIC ONLY)
//
///////////////////////////////////////////////////////////////////////////
void
CheckPause (void)
{
if (Paused)
{
switch (SoundStatus)
{
case 0:
SD_MusicOn ();
break;
case 1:
SD_MusicOff ();
break;
}
 
SoundStatus ^= 1;
VW_WaitVBL (3);
IN_ClearKeysDown ();
Paused = false;
}
}
 
 
///////////////////////////////////////////////////////////////////////////
//
// DRAW GUN CURSOR AT CORRECT POSITION IN MENU
//
///////////////////////////////////////////////////////////////////////////
void
DrawMenuGun (CP_iteminfo * iteminfo)
{
int x, y;
 
 
x = iteminfo->x;
y = iteminfo->y + iteminfo->curpos * 13 - 2;
VWB_DrawPic (x, y, C_CURSOR1PIC);
}
 
 
///////////////////////////////////////////////////////////////////////////
//
// DRAW SCREEN TITLE STRIPES
//
///////////////////////////////////////////////////////////////////////////
void
DrawStripes (int y)
{
#ifndef SPEAR
VWB_Bar (0, y, 320, 24, 0);
VWB_Hlin (0, 319, y + 22, STRIPE);
#else
VWB_Bar (0, y, 320, 22, 0);
VWB_Hlin (0, 319, y + 23, 0);
#endif
}
 
void
ShootSnd (void)
{
SD_PlaySound (SHOOTSND);
}
 
 
///////////////////////////////////////////////////////////////////////////
//
// CHECK FOR EPISODES
//
///////////////////////////////////////////////////////////////////////////
void
CheckForEpisodes (void)
{
struct stat statbuf;
/*
// On Linux like systems, the configdir defaults to $HOME/.wolf4sdl
#if !defined(_WIN32) && !defined(_arch_dreamcast)
if(configdir[0] == 0)
{
// Set config location to home directory for multi-user support
char *homedir = getenv("HOME");
if(homedir == NULL)
{
Quit("Your $HOME directory is not defined. You must set this before playing.");
}
#define WOLFDIR "/.wolf4sdl"
if(strlen(homedir) + sizeof(WOLFDIR) > sizeof(configdir))
{
Quit("Your $HOME directory path is too long. It cannot be used for saving games.");
}
snprintf(configdir, sizeof(configdir), "%s" WOLFDIR, homedir);
}
#endif*/
 
if(configdir[0] != 0)
{
// Ensure config directory exists and create if necessary
if(stat(configdir, &statbuf) != 0)
{
#ifdef _WIN32
if(_mkdir(configdir) != 0)
#else
if(mkdir(configdir, 0755) != 0)
#endif
{
Quit("The configuration directory \"%s\" could not be created.", configdir);
}
}
}
 
//
// JAPANESE VERSION
//
#ifdef JAPAN
#ifdef JAPDEMO
if(!stat("vswap.wj1", &statbuf))
{
strcpy (extension, "wj1");
numEpisodesMissing = 5;
#else
if(!stat("vswap.wj6", &statbuf))
{
strcpy (extension, "wj6");
#endif
strcat (configname, extension);
strcat (SaveName, extension);
strcat (demoname, extension);
EpisodeSelect[1] =
EpisodeSelect[2] = EpisodeSelect[3] = EpisodeSelect[4] = EpisodeSelect[5] = 1;
}
else
Quit ("NO JAPANESE WOLFENSTEIN 3-D DATA FILES to be found!");
strcpy (graphext, extension);
strcpy (audioext, extension);
#else
 
//
// ENGLISH
//
#ifdef UPLOAD
if(!stat("vswap.wl1", &statbuf))
{
strcpy (extension, "wl1");
numEpisodesMissing = 5;
}
else
Quit ("NO WOLFENSTEIN 3-D DATA FILES to be found!");
#else
#ifndef SPEAR
if(!stat("vswap.wl6", &statbuf))
{
strcpy (extension, "wl6");
NewEmenu[2].active =
NewEmenu[4].active =
NewEmenu[6].active =
NewEmenu[8].active =
NewEmenu[10].active =
EpisodeSelect[1] =
EpisodeSelect[2] = EpisodeSelect[3] = EpisodeSelect[4] = EpisodeSelect[5] = 1;
}
else
{
if(!stat("vswap.wl3", &statbuf))
{
strcpy (extension, "wl3");
numEpisodesMissing = 3;
NewEmenu[2].active = NewEmenu[4].active = EpisodeSelect[1] = EpisodeSelect[2] = 1;
}
else
{
if(!stat("vswap.wl1", &statbuf))
{
strcpy (extension, "wl1");
numEpisodesMissing = 5;
}
else
Quit ("NO WOLFENSTEIN 3-D DATA FILES to be found!");
}
}
#endif
#endif
 
 
#ifdef SPEAR
#ifndef SPEARDEMO
if(param_mission == 0)
{
if(!stat("vswap.sod", &statbuf))
strcpy (extension, "sod");
else
Quit ("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!");
}
else if(param_mission == 1)
{
if(!stat("vswap.sd1", &statbuf))
strcpy (extension, "sd1");
else
Quit ("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!");
}
else if(param_mission == 2)
{
if(!stat("vswap.sd2", &statbuf))
strcpy (extension, "sd2");
else
Quit ("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!");
}
else if(param_mission == 3)
{
if(!stat("vswap.sd3", &statbuf))
strcpy (extension, "sd3");
else
Quit ("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!");
}
else
Quit ("UNSUPPORTED MISSION!");
strcpy (graphext, "sod");
strcpy (audioext, "sod");
#else
if(!stat("vswap.sdm", &statbuf))
{
strcpy (extension, "sdm");
}
else
Quit ("NO SPEAR OF DESTINY DEMO DATA FILES TO BE FOUND!");
strcpy (graphext, "sdm");
strcpy (audioext, "sdm");
#endif
#else
strcpy (graphext, extension);
strcpy (audioext, extension);
#endif
 
strcat (configname, extension);
strcat (SaveName, extension);
strcat (demoname, extension);
 
#ifndef SPEAR
#ifndef GOODTIMES
strcat (helpfilename, extension);
#endif
strcat (endfilename, extension);
#endif
#endif
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_menu.h
0,0 → 1,241
//
// WL_MENU.H
//
#ifdef SPEAR
 
#define BORDCOLOR 0x99
#define BORD2COLOR 0x93
#define DEACTIVE 0x9b
#define BKGDCOLOR 0x9d
//#define STRIPE 0x9c
 
#define MenuFadeOut() VL_FadeOut(0,255,0,0,51,10)
 
#else
 
#define BORDCOLOR 0x29
#define BORD2COLOR 0x23
#define DEACTIVE 0x2b
#define BKGDCOLOR 0x2d
#define STRIPE 0x2c
 
#define MenuFadeOut() VL_FadeOut(0,255,43,0,0,10)
 
#endif
 
#define READCOLOR 0x4a
#define READHCOLOR 0x47
#define VIEWCOLOR 0x7f
#define TEXTCOLOR 0x17
#define HIGHLIGHT 0x13
#define MenuFadeIn() VL_FadeIn(0,255,gamepal,10)
 
 
#define MENUSONG WONDERIN_MUS
 
#ifndef SPEAR
#define INTROSONG NAZI_NOR_MUS
#else
#define INTROSONG XTOWER2_MUS
#endif
 
#define SENSITIVE 60
#define CENTERX ((int) screenWidth / 2)
#define CENTERY ((int) screenHeight / 2)
 
#define MENU_X 76
#define MENU_Y 55
#define MENU_W 178
#ifndef SPEAR
#ifndef GOODTIMES
#define MENU_H 13*10+6
#else
#define MENU_H 13*9+6
#endif
#else
#define MENU_H 13*9+6
#endif
 
#define SM_X 48
#define SM_W 250
 
#define SM_Y1 20
#define SM_H1 4*13-7
#define SM_Y2 SM_Y1+5*13
#define SM_H2 4*13-7
#define SM_Y3 SM_Y2+5*13
#define SM_H3 3*13-7
 
#define CTL_X 24
#ifdef JAPAN
#define CTL_Y 70
#else
#define CTL_Y 86
#endif
#define CTL_W 284
#define CTL_H 60
 
#define LSM_X 85
#define LSM_Y 55
#define LSM_W 175
#define LSM_H 10*13+10
 
#define NM_X 50
#define NM_Y 100
#define NM_W 225
#define NM_H 13*4+15
 
#define NE_X 10
#define NE_Y 23
#define NE_W 320-NE_X*2
#define NE_H 200-NE_Y*2
 
#define CST_X 20
#define CST_Y 48
#define CST_START 60
#define CST_SPC 60
 
 
//
// TYPEDEFS
//
typedef struct {
short x,y,amount,curpos,indent;
} CP_iteminfo;
 
typedef struct {
short active;
char string[36];
int (* routine)(int temp1);
} CP_itemtype;
 
typedef struct {
short allowed[4];
} CustomCtrls;
 
extern CP_itemtype MainMenu[];
extern CP_iteminfo MainItems;
 
//
// FUNCTION PROTOTYPES
//
 
void US_ControlPanel(ScanCode);
 
void EnableEndGameMenuItem();
 
void SetupControlPanel(void);
void SetupSaveGames();
void CleanupControlPanel(void);
 
void DrawMenu(CP_iteminfo *item_i,CP_itemtype *items);
int HandleMenu(CP_iteminfo *item_i,
CP_itemtype *items,
void (*routine)(int w));
void ClearMScreen(void);
void DrawWindow(int x,int y,int w,int h,int wcolor);
void DrawOutline(int x,int y,int w,int h,int color1,int color2);
void WaitKeyUp(void);
void ReadAnyControl(ControlInfo *ci);
void TicDelay(int count);
void CacheLump(int lumpstart,int lumpend);
void UnCacheLump(int lumpstart,int lumpend);
int StartCPMusic(int song);
int Confirm(const char *string);
void Message(const char *string);
void CheckPause(void);
void ShootSnd(void);
void CheckSecretMissions(void);
void BossKey(void);
 
void DrawGun(CP_iteminfo *item_i,CP_itemtype *items,int x,int *y,int which,int basey,void (*routine)(int w));
void DrawHalfStep(int x,int y);
void EraseGun(CP_iteminfo *item_i,CP_itemtype *items,int x,int y,int which);
void SetTextColor(CP_itemtype *items,int hlight);
void DrawMenuGun(CP_iteminfo *iteminfo);
void DrawStripes(int y);
 
void DefineMouseBtns(void);
void DefineJoyBtns(void);
void DefineKeyBtns(void);
void DefineKeyMove(void);
void EnterCtrlData(int index,CustomCtrls *cust,void (*DrawRtn)(int),void (*PrintRtn)(int),int type);
 
void DrawMainMenu(void);
void DrawSoundMenu(void);
void DrawLoadSaveScreen(int loadsave);
void DrawNewEpisode(void);
void DrawNewGame(void);
void DrawChangeView(int view);
void DrawMouseSens(void);
void DrawCtlScreen(void);
void DrawCustomScreen(void);
void DrawLSAction(int which);
void DrawCustMouse(int hilight);
void DrawCustJoy(int hilight);
void DrawCustKeybd(int hilight);
void DrawCustKeys(int hilight);
void PrintCustMouse(int i);
void PrintCustJoy(int i);
void PrintCustKeybd(int i);
void PrintCustKeys(int i);
 
void PrintLSEntry(int w,int color);
void TrackWhichGame(int w);
void DrawNewGameDiff(int w);
void FixupCustom(int w);
 
int CP_NewGame(int);
int CP_Sound(int);
int CP_LoadGame(int quick);
int CP_SaveGame(int quick);
int CP_Control(int);
int CP_ChangeView(int);
int CP_ExitOptions(int);
int CP_Quit(int);
int CP_ViewScores(int);
int CP_EndGame(int);
int CP_CheckQuick(ScanCode scancode);
int CustomControls(int);
int MouseSensitivity(int);
 
void CheckForEpisodes(void);
 
void FreeMusic(void);
 
 
enum {MOUSE,JOYSTICK,KEYBOARDBTNS,KEYBOARDMOVE}; // FOR INPUT TYPES
 
enum menuitems
{
newgame,
soundmenu,
control,
loadgame,
savegame,
changeview,
 
#ifndef GOODTIMES
#ifndef SPEAR
readthis,
#endif
#endif
 
viewscores,
backtodemo,
quit
};
 
//
// WL_INTER
//
typedef struct {
int kill,secret,treasure;
int32_t time;
} LRstruct;
 
extern LRstruct LevelRatios[];
 
void Write (int x,int y,const char *string);
void NonShareware(void);
int GetYorN(int x,int y,int pic);
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_parallax.cpp
0,0 → 1,64
#include "version.h"
 
#ifdef USE_PARALLAX
 
#include "wl_def.h"
 
#ifdef USE_FEATUREFLAGS
 
// The lower left tile of every map determines the start texture of the parallax sky.
static int GetParallaxStartTexture()
{
int startTex = ffDataBottomLeft;
assert(startTex >= 0 && startTex < PMSpriteStart);
return startTex;
}
 
#else
 
static int GetParallaxStartTexture()
{
int startTex;
switch(gamestate.episode * 10 + mapon)
{
case 0: startTex = 20; break;
default: startTex = 0; break;
}
assert(startTex >= 0 && startTex < PMSpriteStart);
return startTex;
}
 
#endif
 
void DrawParallax(byte *vbuf, unsigned vbufPitch)
{
int startpage = GetParallaxStartTexture();
int midangle = player->angle * (FINEANGLES / ANGLES);
int skyheight = viewheight >> 1;
int curtex = -1;
byte *skytex;
 
startpage += USE_PARALLAX - 1;
 
for(int x = 0; x < viewwidth; x++)
{
int curang = pixelangle[x] + midangle;
if(curang < 0) curang += FINEANGLES;
else if(curang >= FINEANGLES) curang -= FINEANGLES;
int xtex = curang * USE_PARALLAX * TEXTURESIZE / FINEANGLES;
int newtex = xtex >> TEXTURESHIFT;
if(newtex != curtex)
{
curtex = newtex;
skytex = PM_GetTexture(startpage - curtex);
}
int texoffs = TEXTUREMASK - ((xtex & (TEXTURESIZE - 1)) << TEXTURESHIFT);
int yend = skyheight - (wallheight[x] >> 3);
if(yend <= 0) continue;
 
for(int y = 0, offs = x; y < yend; y++, offs += vbufPitch)
vbuf[offs] = skytex[texoffs + (y * TEXTURESIZE) / skyheight];
}
}
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_play.cpp
0,0 → 1,1353
// WL_PLAY.C
 
#include "wl_def.h"
#pragma hdrstop
 
#include "wl_cloudsky.h"
#include "wl_shade.h"
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
#define sc_Question 0x35
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
boolean madenoise; // true when shooting or screaming
 
exit_t playstate;
 
static musicnames lastmusicchunk = (musicnames) 0;
 
static int DebugOk;
 
objtype objlist[MAXACTORS];
objtype *newobj, *obj, *player, *lastobj, *objfreelist, *killerobj;
 
boolean noclip, ammocheat;
int godmode, singlestep, extravbls = 0;
 
byte tilemap[MAPSIZE][MAPSIZE]; // wall values only
byte spotvis[MAPSIZE][MAPSIZE];
objtype *actorat[MAPSIZE][MAPSIZE];
 
//
// replacing refresh manager
//
unsigned tics;
 
//
// control info
//
boolean mouseenabled, joystickenabled;
int dirscan[4] = { sc_UpArrow, sc_RightArrow, sc_DownArrow, sc_LeftArrow };
int buttonscan[NUMBUTTONS] = { sc_Control, sc_Alt, sc_LShift, sc_Space, sc_1, sc_2, sc_3, sc_4 };
int buttonmouse[4] = { bt_attack, bt_strafe, bt_use, bt_nobutton };
int buttonjoy[32] = {
#ifdef _arch_dreamcast
bt_attack, bt_strafe, bt_use, bt_run, bt_esc, bt_prevweapon, bt_nobutton, bt_nextweapon,
bt_pause, bt_strafeleft, bt_straferight, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
#else
bt_attack, bt_strafe, bt_use, bt_run, bt_strafeleft, bt_straferight, bt_esc, bt_pause,
bt_prevweapon, bt_nextweapon, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
#endif
bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton
};
 
int viewsize;
 
boolean buttonheld[NUMBUTTONS];
 
boolean demorecord, demoplayback;
int8_t *demoptr, *lastdemoptr;
memptr demobuffer;
 
//
// current user input
//
int controlx, controly; // range from -100 to 100 per tic
boolean buttonstate[NUMBUTTONS];
 
int lastgamemusicoffset = 0;
 
 
//===========================================================================
 
 
void CenterWindow (word w, word h);
void InitObjList (void);
void RemoveObj (objtype * gone);
void PollControls (void);
int StopMusic (void);
void StartMusic (void);
void ContinueMusic (int offs);
void PlayLoop (void);
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
 
objtype dummyobj;
 
//
// LIST OF SONGS FOR EACH VERSION
//
int songs[] = {
#ifndef SPEAR
//
// Episode One
//
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
 
WARMARCH_MUS, // Boss level
CORNER_MUS, // Secret level
 
//
// Episode Two
//
NAZI_OMI_MUS,
PREGNANT_MUS,
GOINGAFT_MUS,
HEADACHE_MUS,
NAZI_OMI_MUS,
PREGNANT_MUS,
HEADACHE_MUS,
GOINGAFT_MUS,
 
WARMARCH_MUS, // Boss level
DUNGEON_MUS, // Secret level
 
//
// Episode Three
//
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
 
ULTIMATE_MUS, // Boss level
PACMAN_MUS, // Secret level
 
//
// Episode Four
//
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
 
WARMARCH_MUS, // Boss level
CORNER_MUS, // Secret level
 
//
// Episode Five
//
NAZI_OMI_MUS,
PREGNANT_MUS,
GOINGAFT_MUS,
HEADACHE_MUS,
NAZI_OMI_MUS,
PREGNANT_MUS,
HEADACHE_MUS,
GOINGAFT_MUS,
 
WARMARCH_MUS, // Boss level
DUNGEON_MUS, // Secret level
 
//
// Episode Six
//
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
 
ULTIMATE_MUS, // Boss level
FUNKYOU_MUS // Secret level
#else
 
//////////////////////////////////////////////////////////////
//
// SPEAR OF DESTINY TRACKS
//
//////////////////////////////////////////////////////////////
XTIPTOE_MUS,
XFUNKIE_MUS,
XDEATH_MUS,
XGETYOU_MUS, // DON'T KNOW
ULTIMATE_MUS, // Trans Gr”sse
 
DUNGEON_MUS,
GOINGAFT_MUS,
POW_MUS,
TWELFTH_MUS,
ULTIMATE_MUS, // Barnacle Wilhelm BOSS
 
NAZI_OMI_MUS,
GETTHEM_MUS,
SUSPENSE_MUS,
SEARCHN_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Super Mutant BOSS
 
XPUTIT_MUS,
ULTIMATE_MUS, // Death Knight BOSS
 
XJAZNAZI_MUS, // Secret level
XFUNKIE_MUS, // Secret level (DON'T KNOW)
 
XEVIL_MUS // Angel of Death BOSS
#endif
};
 
 
/*
=============================================================================
 
USER CONTROL
 
=============================================================================
*/
 
/*
===================
=
= PollKeyboardButtons
=
===================
*/
 
void PollKeyboardButtons (void)
{
int i;
 
for (i = 0; i < NUMBUTTONS; i++)
if (Keyboard[buttonscan[i]])
buttonstate[i] = true;
}
 
 
/*
===================
=
= PollMouseButtons
=
===================
*/
 
void PollMouseButtons (void)
{
int buttons = IN_MouseButtons ();
 
if (buttons & 1)
buttonstate[buttonmouse[0]] = true;
if (buttons & 2)
buttonstate[buttonmouse[1]] = true;
if (buttons & 4)
buttonstate[buttonmouse[2]] = true;
}
 
 
 
/*
===================
=
= PollJoystickButtons
=
===================
*/
 
void PollJoystickButtons (void)
{
int buttons = IN_JoyButtons();
 
for(int i = 0, val = 1; i < JoyNumButtons; i++, val <<= 1)
{
if(buttons & val)
buttonstate[buttonjoy[i]] = true;
}
}
 
 
/*
===================
=
= PollKeyboardMove
=
===================
*/
 
void PollKeyboardMove (void)
{
int delta = buttonstate[bt_run] ? RUNMOVE * tics : BASEMOVE * tics;
 
if (Keyboard[dirscan[di_north]])
controly -= delta;
if (Keyboard[dirscan[di_south]])
controly += delta;
if (Keyboard[dirscan[di_west]])
controlx -= delta;
if (Keyboard[dirscan[di_east]])
controlx += delta;
}
 
 
/*
===================
=
= PollMouseMove
=
===================
*/
 
void PollMouseMove (void)
{
int mousexmove, mouseymove;
 
SDL_GetMouseState(&mousexmove, &mouseymove);
if(IN_IsInputGrabbed())
IN_CenterMouse();
 
mousexmove -= screenWidth / 2;
mouseymove -= screenHeight / 2;
 
controlx += mousexmove * 10 / (13 - mouseadjustment);
controly += mouseymove * 20 / (13 - mouseadjustment);
}
 
 
/*
===================
=
= PollJoystickMove
=
===================
*/
 
void PollJoystickMove (void)
{
int joyx, joyy;
 
IN_GetJoyDelta (&joyx, &joyy);
 
int delta = buttonstate[bt_run] ? RUNMOVE * tics : BASEMOVE * tics;
 
if (joyx > 64 || buttonstate[bt_turnright])
controlx += delta;
else if (joyx < -64 || buttonstate[bt_turnleft])
controlx -= delta;
if (joyy > 64 || buttonstate[bt_movebackward])
controly += delta;
else if (joyy < -64 || buttonstate[bt_moveforward])
controly -= delta;
}
 
/*
===================
=
= PollControls
=
= Gets user or demo input, call once each frame
=
= controlx set between -100 and 100 per tic
= controly
= buttonheld[] the state of the buttons LAST frame
= buttonstate[] the state of the buttons THIS frame
=
===================
*/
 
void PollControls (void)
{
int max, min, i;
byte buttonbits;
 
IN_ProcessEvents();
 
//
// get timing info for last frame
//
if (demoplayback || demorecord) // demo recording and playback needs to be constant
{
// wait up to DEMOTICS Wolf tics
uint32_t curtime = SDL_GetTicks();
lasttimecount += DEMOTICS;
int32_t timediff = (lasttimecount * 100) / 7 - curtime;
if(timediff > 0)
SDL_Delay(timediff);
 
if(timediff < -2 * DEMOTICS) // more than 2-times DEMOTICS behind?
lasttimecount = (curtime * 7) / 100; // yes, set to current timecount
 
tics = DEMOTICS;
}
else
CalcTics ();
 
controlx = 0;
controly = 0;
memcpy (buttonheld, buttonstate, sizeof (buttonstate));
memset (buttonstate, 0, sizeof (buttonstate));
 
if (demoplayback)
{
//
// read commands from demo buffer
//
buttonbits = *demoptr++;
for (i = 0; i < NUMBUTTONS; i++)
{
buttonstate[i] = buttonbits & 1;
buttonbits >>= 1;
}
 
controlx = *demoptr++;
controly = *demoptr++;
 
if (demoptr == lastdemoptr)
playstate = ex_completed; // demo is done
 
controlx *= (int) tics;
controly *= (int) tics;
 
return;
}
 
 
//
// get button states
//
PollKeyboardButtons ();
 
if (mouseenabled && IN_IsInputGrabbed())
PollMouseButtons ();
 
if (joystickenabled)
PollJoystickButtons ();
 
//
// get movements
//
PollKeyboardMove ();
 
if (mouseenabled && IN_IsInputGrabbed())
PollMouseMove ();
 
if (joystickenabled)
PollJoystickMove ();
 
//
// bound movement to a maximum
//
max = 100 * tics;
min = -max;
if (controlx > max)
controlx = max;
else if (controlx < min)
controlx = min;
 
if (controly > max)
controly = max;
else if (controly < min)
controly = min;
 
if (demorecord)
{
//
// save info out to demo buffer
//
controlx /= (int) tics;
controly /= (int) tics;
 
buttonbits = 0;
 
// TODO: Support 32-bit buttonbits
for (i = NUMBUTTONS - 1; i >= 0; i--)
{
buttonbits <<= 1;
if (buttonstate[i])
buttonbits |= 1;
}
 
*demoptr++ = buttonbits;
*demoptr++ = controlx;
*demoptr++ = controly;
 
if (demoptr >= lastdemoptr - 8)
playstate = ex_completed;
else
{
controlx *= (int) tics;
controly *= (int) tics;
}
}
}
 
 
 
//==========================================================================
 
 
 
///////////////////////////////////////////////////////////////////////////
//
// CenterWindow() - Generates a window of a given width & height in the
// middle of the screen
//
///////////////////////////////////////////////////////////////////////////
#define MAXX 320
#define MAXY 160
 
void CenterWindow (word w, word h)
{
US_DrawWindow (((MAXX / 8) - w) / 2, ((MAXY / 8) - h) / 2, w, h);
}
 
//===========================================================================
 
 
/*
=====================
=
= CheckKeys
=
=====================
*/
 
void CheckKeys (void)
{
ScanCode scan;
 
 
if (screenfaded || demoplayback) // don't do anything with a faded screen
return;
 
scan = LastScan;
 
 
#ifdef SPEAR
//
// SECRET CHEAT CODE: TAB-G-F10
//
if (Keyboard[sc_Tab] && Keyboard[sc_G] && Keyboard[sc_F10])
{
WindowH = 160;
if (godmode)
{
Message ("God mode OFF");
SD_PlaySound (NOBONUSSND);
}
else
{
Message ("God mode ON");
SD_PlaySound (ENDBONUS2SND);
}
 
IN_Ack ();
godmode ^= 1;
DrawPlayBorderSides ();
IN_ClearKeysDown ();
return;
}
#endif
 
 
//
// SECRET CHEAT CODE: 'MLI'
//
if (Keyboard[sc_M] && Keyboard[sc_L] && Keyboard[sc_I])
{
gamestate.health = 100;
gamestate.ammo = 99;
gamestate.keys = 3;
gamestate.score = 0;
gamestate.TimeCount += 42000L;
GiveWeapon (wp_chaingun);
DrawWeapon ();
DrawHealth ();
DrawKeys ();
DrawAmmo ();
DrawScore ();
 
ClearMemory ();
CA_CacheGrChunk (STARTFONT + 1);
ClearSplitVWB ();
 
Message (STR_CHEATER1 "\n"
STR_CHEATER2 "\n\n" STR_CHEATER3 "\n" STR_CHEATER4 "\n" STR_CHEATER5);
 
UNCACHEGRCHUNK (STARTFONT + 1);
IN_ClearKeysDown ();
IN_Ack ();
 
if (viewsize < 17)
DrawPlayBorder ();
}
 
//
// OPEN UP DEBUG KEYS
//
#ifdef DEBUGKEYS
if (Keyboard[sc_BackSpace] && Keyboard[sc_LShift] && Keyboard[sc_Alt] && param_debugmode)
{
ClearMemory ();
CA_CacheGrChunk (STARTFONT + 1);
ClearSplitVWB ();
 
Message ("Debugging keys are\nnow available!");
UNCACHEGRCHUNK (STARTFONT + 1);
IN_ClearKeysDown ();
IN_Ack ();
 
DrawPlayBorderSides ();
DebugOk = 1;
}
#endif
 
//
// TRYING THE KEEN CHEAT CODE!
//
if (Keyboard[sc_B] && Keyboard[sc_A] && Keyboard[sc_T])
{
ClearMemory ();
CA_CacheGrChunk (STARTFONT + 1);
ClearSplitVWB ();
 
Message ("Commander Keen is also\n"
"available from Apogee, but\n"
"then, you already know\n" "that - right, Cheatmeister?!");
 
UNCACHEGRCHUNK (STARTFONT + 1);
IN_ClearKeysDown ();
IN_Ack ();
 
if (viewsize < 18)
DrawPlayBorder ();
}
 
//
// pause key weirdness can't be checked as a scan code
//
if(buttonstate[bt_pause]) Paused = true;
if(Paused)
{
int lastoffs = StopMusic();
LatchDrawPic (20 - 4, 80 - 2 * 8, PAUSEDPIC);
VH_UpdateScreen();
IN_Ack ();
Paused = false;
ContinueMusic(lastoffs);
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
lasttimecount = GetTimeCount();
return;
}
 
//
// F1-F7/ESC to enter control panel
//
if (
#ifndef DEBCHECK
scan == sc_F10 ||
#endif
scan == sc_F9 || scan == sc_F7 || scan == sc_F8) // pop up quit dialog
{
short oldmapon = gamestate.mapon;
short oldepisode = gamestate.episode;
ClearMemory ();
ClearSplitVWB ();
US_ControlPanel (scan);
 
DrawPlayBorderSides ();
 
SETFONTCOLOR (0, 15);
IN_ClearKeysDown ();
return;
}
 
if ((scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape || buttonstate[bt_esc])
{
int lastoffs = StopMusic ();
ClearMemory ();
VW_FadeOut ();
 
US_ControlPanel (buttonstate[bt_esc] ? sc_Escape : scan);
 
SETFONTCOLOR (0, 15);
IN_ClearKeysDown ();
VW_FadeOut();
if(viewsize != 21)
DrawPlayScreen ();
if (!startgame && !loadedgame)
ContinueMusic (lastoffs);
if (loadedgame)
playstate = ex_abort;
lasttimecount = GetTimeCount();
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
return;
}
 
//
// TAB-? debug keys
//
#ifdef DEBUGKEYS
if (Keyboard[sc_Tab] && DebugOk)
{
CA_CacheGrChunk (STARTFONT);
fontnumber = 0;
SETFONTCOLOR (0, 15);
if (DebugKeys () && viewsize < 20)
DrawPlayBorder (); // dont let the blue borders flash
 
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
 
lasttimecount = GetTimeCount();
return;
}
#endif
}
 
 
//===========================================================================
 
/*
#############################################################################
 
The objlist data structure
 
#############################################################################
 
objlist containt structures for every actor currently playing. The structure
is accessed as a linked list starting at *player, ending when ob->next ==
NULL. GetNewObj inserts a new object at the end of the list, meaning that
if an actor spawn another actor, the new one WILL get to think and react the
same frame. RemoveObj unlinks the given object and returns it to the free
list, but does not damage the objects ->next pointer, so if the current object
removes itself, a linked list following loop can still safely get to the
next element.
 
<backwardly linked free list>
 
#############################################################################
*/
 
 
/*
=========================
=
= InitActorList
=
= Call to clear out the actor object lists returning them all to the free
= list. Allocates a special spot for the player.
=
=========================
*/
 
int objcount;
 
void InitActorList (void)
{
int i;
 
//
// init the actor lists
//
for (i = 0; i < MAXACTORS; i++)
{
objlist[i].prev = &objlist[i + 1];
objlist[i].next = NULL;
}
 
objlist[MAXACTORS - 1].prev = NULL;
 
objfreelist = &objlist[0];
lastobj = NULL;
 
objcount = 0;
 
//
// give the player the first free spots
//
GetNewActor ();
player = newobj;
 
}
 
//===========================================================================
 
/*
=========================
=
= GetNewActor
=
= Sets the global variable new to point to a free spot in objlist.
= The free spot is inserted at the end of the liked list
=
= When the object list is full, the caller can either have it bomb out ot
= return a dummy object pointer that will never get used
=
=========================
*/
 
void GetNewActor (void)
{
if (!objfreelist)
Quit ("GetNewActor: No free spots in objlist!");
 
newobj = objfreelist;
objfreelist = newobj->prev;
memset (newobj, 0, sizeof (*newobj));
 
if (lastobj)
lastobj->next = newobj;
newobj->prev = lastobj; // new->next is allready NULL from memset
 
newobj->active = ac_no;
lastobj = newobj;
 
objcount++;
}
 
//===========================================================================
 
/*
=========================
=
= RemoveObj
=
= Add the given object back into the free list, and unlink it from it's
= neighbors
=
=========================
*/
 
void RemoveObj (objtype * gone)
{
if (gone == player)
Quit ("RemoveObj: Tried to remove the player!");
 
gone->state = NULL;
 
//
// fix the next object's back link
//
if (gone == lastobj)
lastobj = (objtype *) gone->prev;
else
gone->next->prev = gone->prev;
 
//
// fix the previous object's forward link
//
gone->prev->next = gone->next;
 
//
// add it back in to the free list
//
gone->prev = objfreelist;
objfreelist = gone;
 
objcount--;
}
 
/*
=============================================================================
 
MUSIC STUFF
 
=============================================================================
*/
 
 
/*
=================
=
= StopMusic
=
=================
*/
int StopMusic (void)
{
int lastoffs = SD_MusicOff ();
 
UNCACHEAUDIOCHUNK (STARTMUSIC + lastmusicchunk);
 
return lastoffs;
}
 
//==========================================================================
 
 
/*
=================
=
= StartMusic
=
=================
*/
 
void StartMusic ()
{
SD_MusicOff ();
lastmusicchunk = (musicnames) songs[gamestate.mapon + gamestate.episode * 10];
SD_StartMusic(STARTMUSIC + lastmusicchunk);
}
 
void ContinueMusic (int offs)
{
SD_MusicOff ();
lastmusicchunk = (musicnames) songs[gamestate.mapon + gamestate.episode * 10];
SD_ContinueMusic(STARTMUSIC + lastmusicchunk, offs);
}
 
/*
=============================================================================
 
PALETTE SHIFTING STUFF
 
=============================================================================
*/
 
#define NUMREDSHIFTS 6
#define REDSTEPS 8
 
#define NUMWHITESHIFTS 3
#define WHITESTEPS 20
#define WHITETICS 6
 
 
SDL_Color redshifts[NUMREDSHIFTS][256];
SDL_Color whiteshifts[NUMWHITESHIFTS][256];
 
int damagecount, bonuscount;
boolean palshifted;
 
/*
=====================
=
= InitRedShifts
=
=====================
*/
 
void InitRedShifts (void)
{
SDL_Color *workptr, *baseptr;
int i, j, delta;
 
 
//
// fade through intermediate frames
//
for (i = 1; i <= NUMREDSHIFTS; i++)
{
workptr = redshifts[i - 1];
baseptr = gamepal;
 
for (j = 0; j <= 255; j++)
{
delta = 256 - baseptr->r;
workptr->r = baseptr->r + delta * i / REDSTEPS;
delta = -baseptr->g;
workptr->g = baseptr->g + delta * i / REDSTEPS;
delta = -baseptr->b;
workptr->b = baseptr->b + delta * i / REDSTEPS;
baseptr++;
workptr++;
}
}
 
for (i = 1; i <= NUMWHITESHIFTS; i++)
{
workptr = whiteshifts[i - 1];
baseptr = gamepal;
 
for (j = 0; j <= 255; j++)
{
delta = 256 - baseptr->r;
workptr->r = baseptr->r + delta * i / WHITESTEPS;
delta = 248 - baseptr->g;
workptr->g = baseptr->g + delta * i / WHITESTEPS;
delta = 0-baseptr->b;
workptr->b = baseptr->b + delta * i / WHITESTEPS;
baseptr++;
workptr++;
}
}
}
 
 
/*
=====================
=
= ClearPaletteShifts
=
=====================
*/
 
void ClearPaletteShifts (void)
{
bonuscount = damagecount = 0;
palshifted = false;
}
 
 
/*
=====================
=
= StartBonusFlash
=
=====================
*/
 
void StartBonusFlash (void)
{
bonuscount = NUMWHITESHIFTS * WHITETICS; // white shift palette
}
 
 
/*
=====================
=
= StartDamageFlash
=
=====================
*/
 
void StartDamageFlash (int damage)
{
damagecount += damage;
}
 
 
/*
=====================
=
= UpdatePaletteShifts
=
=====================
*/
 
void UpdatePaletteShifts (void)
{
int red, white;
 
if (bonuscount)
{
white = bonuscount / WHITETICS + 1;
if (white > NUMWHITESHIFTS)
white = NUMWHITESHIFTS;
bonuscount -= tics;
if (bonuscount < 0)
bonuscount = 0;
}
else
white = 0;
 
 
if (damagecount)
{
red = damagecount / 10 + 1;
if (red > NUMREDSHIFTS)
red = NUMREDSHIFTS;
 
damagecount -= tics;
if (damagecount < 0)
damagecount = 0;
}
else
red = 0;
 
if (red)
{
VL_SetPalette (redshifts[red - 1], false);
palshifted = true;
}
else if (white)
{
VL_SetPalette (whiteshifts[white - 1], false);
palshifted = true;
}
else if (palshifted)
{
VL_SetPalette (gamepal, false); // back to normal
palshifted = false;
}
}
 
 
/*
=====================
=
= FinishPaletteShifts
=
= Resets palette to normal if needed
=
=====================
*/
 
void FinishPaletteShifts (void)
{
if (palshifted)
{
palshifted = 0;
VL_SetPalette (gamepal, true);
}
}
 
 
/*
=============================================================================
 
CORE PLAYLOOP
 
=============================================================================
*/
 
 
/*
=====================
=
= DoActor
=
=====================
*/
 
void DoActor (objtype * ob)
{
void (*think) (objtype *);
 
if (!ob->active && !areabyplayer[ob->areanumber])
return;
 
if (!(ob->flags & (FL_NONMARK | FL_NEVERMARK)))
actorat[ob->tilex][ob->tiley] = NULL;
 
//
// non transitional object
//
 
if (!ob->ticcount)
{
think = (void (*)(objtype *)) ob->state->think;
if (think)
{
think (ob);
if (!ob->state)
{
RemoveObj (ob);
return;
}
}
 
if (ob->flags & FL_NEVERMARK)
return;
 
if ((ob->flags & FL_NONMARK) && actorat[ob->tilex][ob->tiley])
return;
 
actorat[ob->tilex][ob->tiley] = ob;
return;
}
 
//
// transitional object
//
ob->ticcount -= (short) tics;
while (ob->ticcount <= 0)
{
think = (void (*)(objtype *)) ob->state->action; // end of state action
if (think)
{
think (ob);
if (!ob->state)
{
RemoveObj (ob);
return;
}
}
 
ob->state = ob->state->next;
 
if (!ob->state)
{
RemoveObj (ob);
return;
}
 
if (!ob->state->tictime)
{
ob->ticcount = 0;
goto think;
}
 
ob->ticcount += ob->state->tictime;
}
 
think:
//
// think
//
think = (void (*)(objtype *)) ob->state->think;
if (think)
{
think (ob);
if (!ob->state)
{
RemoveObj (ob);
return;
}
}
 
if (ob->flags & FL_NEVERMARK)
return;
 
if ((ob->flags & FL_NONMARK) && actorat[ob->tilex][ob->tiley])
return;
 
actorat[ob->tilex][ob->tiley] = ob;
}
 
//==========================================================================
 
 
/*
===================
=
= PlayLoop
=
===================
*/
int32_t funnyticount;
 
 
void PlayLoop (void)
{
#if defined(USE_FEATUREFLAGS) && defined(USE_CLOUDSKY)
if(GetFeatureFlags() & FF_CLOUDSKY)
InitSky();
#endif
 
#ifdef USE_SHADING
InitLevelShadeTable();
#endif
 
playstate = ex_stillplaying;
lasttimecount = GetTimeCount();
frameon = 0;
anglefrac = 0;
facecount = 0;
funnyticount = 0;
memset (buttonstate, 0, sizeof (buttonstate));
ClearPaletteShifts ();
 
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
 
if (demoplayback)
IN_StartAck ();
 
do
{
PollControls ();
 
//
// actor thinking
//
madenoise = false;
 
MoveDoors ();
MovePWalls ();
 
for (obj = player; obj; obj = obj->next)
DoActor (obj);
 
UpdatePaletteShifts ();
 
ThreeDRefresh ();
 
//
// MAKE FUNNY FACE IF BJ DOESN'T MOVE FOR AWHILE
//
#ifdef SPEAR
funnyticount += tics;
if (funnyticount > 30l * 70)
{
funnyticount = 0;
if(viewsize != 21)
StatusDrawFace(BJWAITING1PIC + (US_RndT () & 1));
facecount = 0;
}
#endif
 
gamestate.TimeCount += tics;
 
UpdateSoundLoc (); // JAB
if (screenfaded)
VW_FadeIn ();
 
CheckKeys ();
 
//
// debug aids
//
if (singlestep)
{
VW_WaitVBL (singlestep);
lasttimecount = GetTimeCount();
}
if (extravbls)
VW_WaitVBL (extravbls);
 
if (demoplayback)
{
if (IN_CheckAck ())
{
IN_ClearKeysDown ();
playstate = ex_abort;
}
}
}
while (!playstate && !startgame);
 
if (playstate != ex_died)
FinishPaletteShifts ();
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_shade.cpp
0,0 → 1,143
#include "version.h"
 
#ifdef USE_SHADING
#include "wl_def.h"
#include "wl_shade.h"
 
typedef struct {
uint8_t destRed, destGreen, destBlue; // values between 0 and 255
uint8_t fogStrength;
} shadedef_t;
 
shadedef_t shadeDefs[] = {
{ 0, 0, 0, LSHADE_NOSHADING },
{ 0, 0, 0, LSHADE_NORMAL },
{ 0, 0, 0, LSHADE_FOG },
{ 40, 40, 40, LSHADE_NORMAL },
{ 60, 60, 60, LSHADE_FOG }
};
 
uint8_t shadetable[SHADE_COUNT][256];
int LSHADE_flag;
 
#ifdef USE_FEATUREFLAGS
 
// The lower 8-bit of the upper left tile of every map determine
// the used shading definition of shadeDefs.
static inline int GetShadeDefID()
{
int shadeID = ffDataTopLeft & 0x00ff;
assert(shadeID >= 0 && shadeID < lengthof(shadeDefs));
return shadeID;
}
 
#else
 
static int GetShadeDefID()
{
int shadeID;
switch(gamestate.episode * 10 + mapon)
{
case 0: shadeID = 4; break;
case 1:
case 2:
case 6: shadeID = 1; break;
case 3: shadeID = 0; break;
case 5: shadeID = 2; break;
default: shadeID = 3; break;
}
assert(shadeID >= 0 && shadeID < lengthof(shadeDefs));
return shadeID;
}
 
#endif
 
 
// Returns the palette index of the nearest matching color of the
// given RGB color in given palette
byte GetColor(byte red, byte green, byte blue, SDL_Color *palette)
{
byte mincol = 0;
double mindist = 200000.F, curdist, DRed, DGreen, DBlue;
 
SDL_Color *palPtr = palette;
 
for(int col = 0; col < 256; col++, palPtr++)
{
DRed = (double) (red - palPtr->r);
DGreen = (double) (green - palPtr->g);
DBlue = (double) (blue - palPtr->b);
curdist = DRed * DRed + DGreen * DGreen + DBlue * DBlue;
if(curdist < mindist)
{
mindist = curdist;
mincol = (byte) col;
}
}
return mincol;
}
 
// Fade all colors in 32 steps down to the destination-RGB
// (use gray for fogging, black for standard shading)
void GenerateShadeTable(byte destRed, byte destGreen, byte destBlue,
SDL_Color *palette, int fog)
{
double curRed, curGreen, curBlue, redStep, greenStep, blueStep;
SDL_Color *palPtr = palette;
 
// Set the fog-flag
LSHADE_flag=fog;
 
// Color loop
for(int i = 0; i < 256; i++, palPtr++)
{
// Get original palette color
curRed = palPtr->r;
curGreen = palPtr->g;
curBlue = palPtr->b;
 
// Calculate increment per step
redStep = ((double) destRed - curRed) / (SHADE_COUNT + 8);
greenStep = ((double) destGreen - curGreen) / (SHADE_COUNT + 8);
blueStep = ((double) destBlue - curBlue) / (SHADE_COUNT + 8);
 
// Calc color for each shade of the current color
for (int shade = 0; shade < SHADE_COUNT; shade++)
{
shadetable[shade][i] = GetColor((byte) curRed, (byte) curGreen, (byte) curBlue, palette);
 
// Inc to next shade
curRed += redStep;
curGreen += greenStep;
curBlue += blueStep;
}
}
}
 
void NoShading()
{
for(int shade = 0; shade < SHADE_COUNT; shade++)
for(int i = 0; i < 256; i++)
shadetable[shade][i] = i;
}
 
void InitLevelShadeTable()
{
shadedef_t *shadeDef = &shadeDefs[GetShadeDefID()];
if(shadeDef->fogStrength == LSHADE_NOSHADING)
NoShading();
else
GenerateShadeTable(shadeDef->destRed, shadeDef->destGreen, shadeDef->destBlue, gamepal, shadeDef->fogStrength);
}
 
int GetShade(int scale)
{
int shade = (scale >> 1) / (((viewwidth * 3) >> 8) + 1 + LSHADE_flag); // TODO: reconsider this...
if(shade > 32) shade = 32;
else if(shade < 1) shade = 1;
shade = 32 - shade;
 
return shade;
}
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_shade.h
0,0 → 1,15
#if defined(USE_SHADING) && !defined(_WL_SHADE_H_)
#define _WL_SHADE_H_
 
#define SHADE_COUNT 32
 
#define LSHADE_NOSHADING 0xff
#define LSHADE_NORMAL 0
#define LSHADE_FOG 5
 
extern uint8_t shadetable[SHADE_COUNT][256];
 
void InitLevelShadeTable();
int GetShade(int scale);
 
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_state.cpp
0,0 → 1,1530
// WL_STATE.C
 
#include "wl_def.h"
#pragma hdrstop
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
 
static const dirtype opposite[9] =
{west,southwest,south,southeast,east,northeast,north,northwest,nodir};
 
static const dirtype diagonal[9][9] =
{
/* east */ {nodir,nodir,northeast,nodir,nodir,nodir,southeast,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
/* north */ {northeast,nodir,nodir,nodir,northwest,nodir,nodir,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
/* west */ {nodir,nodir,northwest,nodir,nodir,nodir,southwest,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
/* south */ {southeast,nodir,nodir,nodir,southwest,nodir,nodir,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},
{nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}
};
 
 
 
void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state);
void NewState (objtype *ob, statetype *state);
 
boolean TryWalk (objtype *ob);
void MoveObj (objtype *ob, int32_t move);
 
void KillActor (objtype *ob);
void DamageActor (objtype *ob, unsigned damage);
 
boolean CheckLine (objtype *ob);
void FirstSighting (objtype *ob);
boolean CheckSight (objtype *ob);
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
 
 
//===========================================================================
 
 
/*
===================
=
= SpawnNewObj
=
= Spaws a new actor at the given TILE coordinates, with the given state, and
= the given size in GLOBAL units.
=
= newobj = a pointer to an initialized new actor
=
===================
*/
 
void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state)
{
GetNewActor ();
newobj->state = state;
if (state->tictime)
newobj->ticcount = DEMOCHOOSE_ORIG_SDL(
US_RndT () % state->tictime,
US_RndT () % state->tictime + 1); // Chris' moonwalk bugfix ;D
else
newobj->ticcount = 0;
 
newobj->tilex = (short) tilex;
newobj->tiley = (short) tiley;
newobj->x = ((int32_t)tilex<<TILESHIFT)+TILEGLOBAL/2;
newobj->y = ((int32_t)tiley<<TILESHIFT)+TILEGLOBAL/2;
newobj->dir = nodir;
 
actorat[tilex][tiley] = newobj;
newobj->areanumber =
*(mapsegs[0] + (newobj->tiley<<mapshift)+newobj->tilex) - AREATILE;
}
 
 
 
/*
===================
=
= NewState
=
= Changes ob to a new state, setting ticcount to the max for that state
=
===================
*/
 
void NewState (objtype *ob, statetype *state)
{
ob->state = state;
ob->ticcount = state->tictime;
}
 
 
 
/*
=============================================================================
 
ENEMY TILE WORLD MOVEMENT CODE
 
=============================================================================
*/
 
 
/*
==================================
=
= TryWalk
=
= Attempts to move ob in its current (ob->dir) direction.
=
= If blocked by either a wall or an actor returns FALSE
=
= If move is either clear or blocked only by a door, returns TRUE and sets
=
= ob->tilex = new destination
= ob->tiley
= ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination
= ob->distance = TILEGLOBAl, or -doornumber if a door is blocking the way
=
= If a door is in the way, an OpenDoor call is made to start it opening.
= The actor code should wait until
= doorobjlist[-ob->distance].action = dr_open, meaning the door has been
= fully opened
=
==================================
*/
 
#define CHECKDIAG(x,y) \
{ \
temp=(uintptr_t)actorat[x][y]; \
if (temp) \
{ \
if (temp<256) \
return false; \
if (((objtype *)temp)->flags&FL_SHOOTABLE) \
return false; \
} \
}
 
#ifdef PLAYDEMOLIKEORIGINAL
#define DOORCHECK \
if(DEMOCOND_ORIG) \
doornum = temp&63; \
else \
{ \
doornum = (int) temp & 127; \
OpenDoor(doornum); \
ob->distance = -doornum - 1; \
return true; \
}
#else
#define DOORCHECK \
doornum = (int) temp & 127; \
OpenDoor(doornum); \
ob->distance = -doornum - 1; \
return true;
#endif
 
#define CHECKSIDE(x,y) \
{ \
temp=(uintptr_t)actorat[x][y]; \
if (temp) \
{ \
if (temp<128) \
return false; \
if (temp<256) \
{ \
DOORCHECK \
} \
else if (((objtype *)temp)->flags&FL_SHOOTABLE) \
return false; \
} \
}
 
 
boolean TryWalk (objtype *ob)
{
int doornum = -1;
uintptr_t temp;
 
if (ob->obclass == inertobj)
{
switch (ob->dir)
{
case north:
ob->tiley--;
break;
 
case northeast:
ob->tilex++;
ob->tiley--;
break;
 
case east:
ob->tilex++;
break;
 
case southeast:
ob->tilex++;
ob->tiley++;
break;
 
case south:
ob->tiley++;
break;
 
case southwest:
ob->tilex--;
ob->tiley++;
break;
 
case west:
ob->tilex--;
break;
 
case northwest:
ob->tilex--;
ob->tiley--;
break;
}
}
else
{
switch (ob->dir)
{
case north:
if (ob->obclass == dogobj || ob->obclass == fakeobj
|| ob->obclass == ghostobj || ob->obclass == spectreobj)
{
CHECKDIAG(ob->tilex,ob->tiley-1);
}
else
{
CHECKSIDE(ob->tilex,ob->tiley-1);
}
ob->tiley--;
break;
 
case northeast:
CHECKDIAG(ob->tilex+1,ob->tiley-1);
CHECKDIAG(ob->tilex+1,ob->tiley);
CHECKDIAG(ob->tilex,ob->tiley-1);
ob->tilex++;
ob->tiley--;
break;
 
case east:
if (ob->obclass == dogobj || ob->obclass == fakeobj
|| ob->obclass == ghostobj || ob->obclass == spectreobj)
{
CHECKDIAG(ob->tilex+1,ob->tiley);
}
else
{
CHECKSIDE(ob->tilex+1,ob->tiley);
}
ob->tilex++;
break;
 
case southeast:
CHECKDIAG(ob->tilex+1,ob->tiley+1);
CHECKDIAG(ob->tilex+1,ob->tiley);
CHECKDIAG(ob->tilex,ob->tiley+1);
ob->tilex++;
ob->tiley++;
break;
 
case south:
if (ob->obclass == dogobj || ob->obclass == fakeobj
|| ob->obclass == ghostobj || ob->obclass == spectreobj)
{
CHECKDIAG(ob->tilex,ob->tiley+1);
}
else
{
CHECKSIDE(ob->tilex,ob->tiley+1);
}
ob->tiley++;
break;
 
case southwest:
CHECKDIAG(ob->tilex-1,ob->tiley+1);
CHECKDIAG(ob->tilex-1,ob->tiley);
CHECKDIAG(ob->tilex,ob->tiley+1);
ob->tilex--;
ob->tiley++;
break;
 
case west:
if (ob->obclass == dogobj || ob->obclass == fakeobj
|| ob->obclass == ghostobj || ob->obclass == spectreobj)
{
CHECKDIAG(ob->tilex-1,ob->tiley);
}
else
{
CHECKSIDE(ob->tilex-1,ob->tiley);
}
ob->tilex--;
break;
 
case northwest:
CHECKDIAG(ob->tilex-1,ob->tiley-1);
CHECKDIAG(ob->tilex-1,ob->tiley);
CHECKDIAG(ob->tilex,ob->tiley-1);
ob->tilex--;
ob->tiley--;
break;
 
case nodir:
return false;
 
default:
Quit ("Walk: Bad dir");
}
}
 
#ifdef PLAYDEMOLIKEORIGINAL
if (DEMOCOND_ORIG && doornum != -1)
{
OpenDoor(doornum);
ob->distance = -doornum-1;
return true;
}
#endif
 
ob->areanumber =
*(mapsegs[0] + (ob->tiley<<mapshift)+ob->tilex) - AREATILE;
 
ob->distance = TILEGLOBAL;
return true;
}
 
 
/*
==================================
=
= SelectDodgeDir
=
= Attempts to choose and initiate a movement for ob that sends it towards
= the player while dodging
=
= If there is no possible move (ob is totally surrounded)
=
= ob->dir = nodir
=
= Otherwise
=
= ob->dir = new direction to follow
= ob->distance = TILEGLOBAL or -doornumber
= ob->tilex = new destination
= ob->tiley
= ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination
=
==================================
*/
 
void SelectDodgeDir (objtype *ob)
{
int deltax,deltay,i;
unsigned absdx,absdy;
dirtype dirtry[5];
dirtype turnaround,tdir;
 
if (ob->flags & FL_FIRSTATTACK)
{
//
// turning around is only ok the very first time after noticing the
// player
//
turnaround = nodir;
ob->flags &= ~FL_FIRSTATTACK;
}
else
turnaround=opposite[ob->dir];
 
deltax = player->tilex - ob->tilex;
deltay = player->tiley - ob->tiley;
 
//
// arange 5 direction choices in order of preference
// the four cardinal directions plus the diagonal straight towards
// the player
//
 
if (deltax>0)
{
dirtry[1]= east;
dirtry[3]= west;
}
else
{
dirtry[1]= west;
dirtry[3]= east;
}
 
if (deltay>0)
{
dirtry[2]= south;
dirtry[4]= north;
}
else
{
dirtry[2]= north;
dirtry[4]= south;
}
 
//
// randomize a bit for dodging
//
absdx = abs(deltax);
absdy = abs(deltay);
 
if (absdx > absdy)
{
tdir = dirtry[1];
dirtry[1] = dirtry[2];
dirtry[2] = tdir;
tdir = dirtry[3];
dirtry[3] = dirtry[4];
dirtry[4] = tdir;
}
 
if (US_RndT() < 128)
{
tdir = dirtry[1];
dirtry[1] = dirtry[2];
dirtry[2] = tdir;
tdir = dirtry[3];
dirtry[3] = dirtry[4];
dirtry[4] = tdir;
}
 
dirtry[0] = diagonal [ dirtry[1] ] [ dirtry[2] ];
 
//
// try the directions util one works
//
for (i=0;i<5;i++)
{
if ( dirtry[i] == nodir || dirtry[i] == turnaround)
continue;
 
ob->dir = dirtry[i];
if (TryWalk(ob))
return;
}
 
//
// turn around only as a last resort
//
if (turnaround != nodir)
{
ob->dir = turnaround;
 
if (TryWalk(ob))
return;
}
 
ob->dir = nodir;
}
 
 
/*
============================
=
= SelectChaseDir
=
= As SelectDodgeDir, but doesn't try to dodge
=
============================
*/
 
void SelectChaseDir (objtype *ob)
{
int deltax,deltay;
dirtype d[3];
dirtype tdir, olddir, turnaround;
 
 
olddir=ob->dir;
turnaround=opposite[olddir];
 
deltax=player->tilex - ob->tilex;
deltay=player->tiley - ob->tiley;
 
d[1]=nodir;
d[2]=nodir;
 
if (deltax>0)
d[1]= east;
else if (deltax<0)
d[1]= west;
if (deltay>0)
d[2]=south;
else if (deltay<0)
d[2]=north;
 
if (abs(deltay)>abs(deltax))
{
tdir=d[1];
d[1]=d[2];
d[2]=tdir;
}
 
if (d[1]==turnaround)
d[1]=nodir;
if (d[2]==turnaround)
d[2]=nodir;
 
 
if (d[1]!=nodir)
{
ob->dir=d[1];
if (TryWalk(ob))
return; /*either moved forward or attacked*/
}
 
if (d[2]!=nodir)
{
ob->dir=d[2];
if (TryWalk(ob))
return;
}
 
/* there is no direct path to the player, so pick another direction */
 
if (olddir!=nodir)
{
ob->dir=olddir;
if (TryWalk(ob))
return;
}
 
if (US_RndT()>128) /*randomly determine direction of search*/
{
for (tdir=north; tdir<=west; tdir=(dirtype)(tdir+1))
{
if (tdir!=turnaround)
{
ob->dir=tdir;
if ( TryWalk(ob) )
return;
}
}
}
else
{
for (tdir=west; tdir>=north; tdir=(dirtype)(tdir-1))
{
if (tdir!=turnaround)
{
ob->dir=tdir;
if ( TryWalk(ob) )
return;
}
}
}
 
if (turnaround != nodir)
{
ob->dir=turnaround;
if (ob->dir != nodir)
{
if ( TryWalk(ob) )
return;
}
}
 
ob->dir = nodir; // can't move
}
 
 
/*
============================
=
= SelectRunDir
=
= Run Away from player
=
============================
*/
 
void SelectRunDir (objtype *ob)
{
int deltax,deltay;
dirtype d[3];
dirtype tdir;
 
 
deltax=player->tilex - ob->tilex;
deltay=player->tiley - ob->tiley;
 
if (deltax<0)
d[1]= east;
else
d[1]= west;
if (deltay<0)
d[2]=south;
else
d[2]=north;
 
if (abs(deltay)>abs(deltax))
{
tdir=d[1];
d[1]=d[2];
d[2]=tdir;
}
 
ob->dir=d[1];
if (TryWalk(ob))
return; /*either moved forward or attacked*/
 
ob->dir=d[2];
if (TryWalk(ob))
return;
 
/* there is no direct path to the player, so pick another direction */
 
if (US_RndT()>128) /*randomly determine direction of search*/
{
for (tdir=north; tdir<=west; tdir=(dirtype)(tdir+1))
{
ob->dir=tdir;
if ( TryWalk(ob) )
return;
}
}
else
{
for (tdir=west; tdir>=north; tdir=(dirtype)(tdir-1))
{
ob->dir=tdir;
if ( TryWalk(ob) )
return;
}
}
 
ob->dir = nodir; // can't move
}
 
 
/*
=================
=
= MoveObj
=
= Moves ob be move global units in ob->dir direction
= Actors are not allowed to move inside the player
= Does NOT check to see if the move is tile map valid
=
= ob->x = adjusted for new position
= ob->y
=
=================
*/
 
void MoveObj (objtype *ob, int32_t move)
{
int32_t deltax,deltay;
 
switch (ob->dir)
{
case north:
ob->y -= move;
break;
case northeast:
ob->x += move;
ob->y -= move;
break;
case east:
ob->x += move;
break;
case southeast:
ob->x += move;
ob->y += move;
break;
case south:
ob->y += move;
break;
case southwest:
ob->x -= move;
ob->y += move;
break;
case west:
ob->x -= move;
break;
case northwest:
ob->x -= move;
ob->y -= move;
break;
 
case nodir:
return;
 
default:
Quit ("MoveObj: bad dir!");
}
 
//
// check to make sure it's not on top of player
//
if (areabyplayer[ob->areanumber])
{
deltax = ob->x - player->x;
if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
goto moveok;
deltay = ob->y - player->y;
if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
goto moveok;
 
if (ob->hidden) // move closer until he meets CheckLine
goto moveok;
 
if (ob->obclass == ghostobj || ob->obclass == spectreobj)
TakeDamage (tics*2,ob);
 
//
// back up
//
switch (ob->dir)
{
case north:
ob->y += move;
break;
case northeast:
ob->x -= move;
ob->y += move;
break;
case east:
ob->x -= move;
break;
case southeast:
ob->x -= move;
ob->y -= move;
break;
case south:
ob->y -= move;
break;
case southwest:
ob->x += move;
ob->y -= move;
break;
case west:
ob->x += move;
break;
case northwest:
ob->x += move;
ob->y += move;
break;
 
case nodir:
return;
}
return;
}
moveok:
ob->distance -=move;
}
 
/*
=============================================================================
 
STUFF
 
=============================================================================
*/
 
/*
===============
=
= DropItem
=
= Tries to drop a bonus item somewhere in the tiles surrounding the
= given tilex/tiley
=
===============
*/
 
void DropItem (wl_stat_t itemtype, int tilex, int tiley)
{
int x,y,xl,xh,yl,yh;
 
//
// find a free spot to put it in
//
if (!actorat[tilex][tiley])
{
PlaceItemType (itemtype, tilex,tiley);
return;
}
 
xl = tilex-1;
xh = tilex+1;
yl = tiley-1;
yh = tiley+1;
 
for (x=xl ; x<= xh ; x++)
{
for (y=yl ; y<= yh ; y++)
{
if (!actorat[x][y])
{
PlaceItemType (itemtype, x,y);
return;
}
}
}
}
 
 
 
/*
===============
=
= KillActor
=
===============
*/
 
void KillActor (objtype *ob)
{
int tilex,tiley;
 
tilex = ob->tilex = (word)(ob->x >> TILESHIFT); // drop item on center
tiley = ob->tiley = (word)(ob->y >> TILESHIFT);
 
switch (ob->obclass)
{
case guardobj:
GivePoints (100);
NewState (ob,&s_grddie1);
PlaceItemType (bo_clip2,tilex,tiley);
break;
 
case officerobj:
GivePoints (400);
NewState (ob,&s_ofcdie1);
PlaceItemType (bo_clip2,tilex,tiley);
break;
 
case mutantobj:
GivePoints (700);
NewState (ob,&s_mutdie1);
PlaceItemType (bo_clip2,tilex,tiley);
break;
 
case ssobj:
GivePoints (500);
NewState (ob,&s_ssdie1);
if (gamestate.bestweapon < wp_machinegun)
PlaceItemType (bo_machinegun,tilex,tiley);
else
PlaceItemType (bo_clip2,tilex,tiley);
break;
 
case dogobj:
GivePoints (200);
NewState (ob,&s_dogdie1);
break;
 
#ifndef SPEAR
case bossobj:
GivePoints (5000);
NewState (ob,&s_bossdie1);
PlaceItemType (bo_key1,tilex,tiley);
break;
 
case gretelobj:
GivePoints (5000);
NewState (ob,&s_greteldie1);
PlaceItemType (bo_key1,tilex,tiley);
break;
 
case giftobj:
GivePoints (5000);
gamestate.killx = player->x;
gamestate.killy = player->y;
NewState (ob,&s_giftdie1);
break;
 
case fatobj:
GivePoints (5000);
gamestate.killx = player->x;
gamestate.killy = player->y;
NewState (ob,&s_fatdie1);
break;
 
case schabbobj:
GivePoints (5000);
gamestate.killx = player->x;
gamestate.killy = player->y;
NewState (ob,&s_schabbdie1);
break;
case fakeobj:
GivePoints (2000);
NewState (ob,&s_fakedie1);
break;
 
case mechahitlerobj:
GivePoints (5000);
NewState (ob,&s_mechadie1);
break;
case realhitlerobj:
GivePoints (5000);
gamestate.killx = player->x;
gamestate.killy = player->y;
NewState (ob,&s_hitlerdie1);
break;
#else
case spectreobj:
if (ob->flags&FL_BONUS)
{
GivePoints (200); // Get points once for each
ob->flags &= ~FL_BONUS;
}
NewState (ob,&s_spectredie1);
break;
 
case angelobj:
GivePoints (5000);
NewState (ob,&s_angeldie1);
break;
 
case transobj:
GivePoints (5000);
NewState (ob,&s_transdie0);
PlaceItemType (bo_key1,tilex,tiley);
break;
 
case uberobj:
GivePoints (5000);
NewState (ob,&s_uberdie0);
PlaceItemType (bo_key1,tilex,tiley);
break;
 
case willobj:
GivePoints (5000);
NewState (ob,&s_willdie1);
PlaceItemType (bo_key1,tilex,tiley);
break;
 
case deathobj:
GivePoints (5000);
NewState (ob,&s_deathdie1);
PlaceItemType (bo_key1,tilex,tiley);
break;
#endif
}
 
gamestate.killcount++;
ob->flags &= ~FL_SHOOTABLE;
actorat[ob->tilex][ob->tiley] = NULL;
ob->flags |= FL_NONMARK;
}
 
 
 
/*
===================
=
= DamageActor
=
= Called when the player succesfully hits an enemy.
=
= Does damage points to enemy ob, either putting it into a stun frame or
= killing it.
=
===================
*/
 
void DamageActor (objtype *ob, unsigned damage)
{
madenoise = true;
 
//
// do double damage if shooting a non attack mode actor
//
if ( !(ob->flags & FL_ATTACKMODE) )
damage <<= 1;
 
ob->hitpoints -= (short)damage;
 
if (ob->hitpoints<=0)
KillActor (ob);
else
{
if (! (ob->flags & FL_ATTACKMODE) )
FirstSighting (ob); // put into combat mode
 
switch (ob->obclass) // dogs only have one hit point
{
case guardobj:
if (ob->hitpoints&1)
NewState (ob,&s_grdpain);
else
NewState (ob,&s_grdpain1);
break;
 
case officerobj:
if (ob->hitpoints&1)
NewState (ob,&s_ofcpain);
else
NewState (ob,&s_ofcpain1);
break;
 
case mutantobj:
if (ob->hitpoints&1)
NewState (ob,&s_mutpain);
else
NewState (ob,&s_mutpain1);
break;
 
case ssobj:
if (ob->hitpoints&1)
NewState (ob,&s_sspain);
else
NewState (ob,&s_sspain1);
 
break;
}
}
}
 
/*
=============================================================================
 
CHECKSIGHT
 
=============================================================================
*/
 
 
/*
=====================
=
= CheckLine
=
= Returns true if a straight line between the player and ob is unobstructed
=
=====================
*/
 
boolean CheckLine (objtype *ob)
{
int x1,y1,xt1,yt1,x2,y2,xt2,yt2;
int x,y;
int xdist,ydist,xstep,ystep;
int partial,delta;
int32_t ltemp;
int xfrac,yfrac,deltafrac;
unsigned value,intercept;
 
x1 = ob->x >> UNSIGNEDSHIFT; // 1/256 tile precision
y1 = ob->y >> UNSIGNEDSHIFT;
xt1 = x1 >> 8;
yt1 = y1 >> 8;
 
x2 = plux;
y2 = pluy;
xt2 = player->tilex;
yt2 = player->tiley;
 
xdist = abs(xt2-xt1);
 
if (xdist > 0)
{
if (xt2 > xt1)
{
partial = 256-(x1&0xff);
xstep = 1;
}
else
{
partial = x1&0xff;
xstep = -1;
}
 
deltafrac = abs(x2-x1);
delta = y2-y1;
ltemp = ((int32_t)delta<<8)/deltafrac;
if (ltemp > 0x7fffl)
ystep = 0x7fff;
else if (ltemp < -0x7fffl)
ystep = -0x7fff;
else
ystep = ltemp;
yfrac = y1 + (((int32_t)ystep*partial) >>8);
 
x = xt1+xstep;
xt2 += xstep;
do
{
y = yfrac>>8;
yfrac += ystep;
 
value = (unsigned)tilemap[x][y];
x += xstep;
 
if (!value)
continue;
 
if (value<128 || value>256)
return false;
 
//
// see if the door is open enough
//
value &= ~0x80;
intercept = yfrac-ystep/2;
 
if (intercept>doorposition[value])
return false;
 
} while (x != xt2);
}
 
ydist = abs(yt2-yt1);
 
if (ydist > 0)
{
if (yt2 > yt1)
{
partial = 256-(y1&0xff);
ystep = 1;
}
else
{
partial = y1&0xff;
ystep = -1;
}
 
deltafrac = abs(y2-y1);
delta = x2-x1;
ltemp = ((int32_t)delta<<8)/deltafrac;
if (ltemp > 0x7fffl)
xstep = 0x7fff;
else if (ltemp < -0x7fffl)
xstep = -0x7fff;
else
xstep = ltemp;
xfrac = x1 + (((int32_t)xstep*partial) >>8);
 
y = yt1 + ystep;
yt2 += ystep;
do
{
x = xfrac>>8;
xfrac += xstep;
 
value = (unsigned)tilemap[x][y];
y += ystep;
 
if (!value)
continue;
 
if (value<128 || value>256)
return false;
 
//
// see if the door is open enough
//
value &= ~0x80;
intercept = xfrac-xstep/2;
 
if (intercept>doorposition[value])
return false;
} while (y != yt2);
}
 
return true;
}
 
 
/*
================
=
= CheckSight
=
= Checks a straight line between player and current object
=
= If the sight is ok, check alertness and angle to see if they notice
=
= returns true if the player has been spoted
=
================
*/
 
#define MINSIGHT 0x18000l
 
boolean CheckSight (objtype *ob)
{
int32_t deltax,deltay;
 
//
// don't bother tracing a line if the area isn't connected to the player's
//
if (!areabyplayer[ob->areanumber])
return false;
 
//
// if the player is real close, sight is automatic
//
deltax = player->x - ob->x;
deltay = player->y - ob->y;
 
if (deltax > -MINSIGHT && deltax < MINSIGHT
&& deltay > -MINSIGHT && deltay < MINSIGHT)
return true;
 
//
// see if they are looking in the right direction
//
switch (ob->dir)
{
case north:
if (deltay > 0)
return false;
break;
 
case east:
if (deltax < 0)
return false;
break;
 
case south:
if (deltay < 0)
return false;
break;
 
case west:
if (deltax > 0)
return false;
break;
 
// check diagonal moving guards fix
 
case northwest:
if (DEMOCOND_SDL && deltay > -deltax)
return false;
break;
 
case northeast:
if (DEMOCOND_SDL && deltay > deltax)
return false;
break;
 
case southwest:
if (DEMOCOND_SDL && deltax > deltay)
return false;
break;
 
case southeast:
if (DEMOCOND_SDL && -deltax > deltay)
return false;
break;
}
 
//
// trace a line to check for blocking tiles (corners)
//
return CheckLine (ob);
}
 
 
/*
===============
=
= FirstSighting
=
= Puts an actor into attack mode and possibly reverses the direction
= if the player is behind it
=
===============
*/
 
void FirstSighting (objtype *ob)
{
//
// react to the player
//
switch (ob->obclass)
{
case guardobj:
PlaySoundLocActor(HALTSND,ob);
NewState (ob,&s_grdchase1);
ob->speed *= 3; // go faster when chasing player
break;
 
case officerobj:
PlaySoundLocActor(SPIONSND,ob);
NewState (ob,&s_ofcchase1);
ob->speed *= 5; // go faster when chasing player
break;
 
case mutantobj:
NewState (ob,&s_mutchase1);
ob->speed *= 3; // go faster when chasing player
break;
 
case ssobj:
PlaySoundLocActor(SCHUTZADSND,ob);
NewState (ob,&s_sschase1);
ob->speed *= 4; // go faster when chasing player
break;
 
case dogobj:
PlaySoundLocActor(DOGBARKSND,ob);
NewState (ob,&s_dogchase1);
ob->speed *= 2; // go faster when chasing player
break;
 
#ifndef SPEAR
case bossobj:
SD_PlaySound(GUTENTAGSND);
NewState (ob,&s_bosschase1);
ob->speed = SPDPATROL*3; // go faster when chasing player
break;
 
#ifndef APOGEE_1_0
case gretelobj:
SD_PlaySound(KEINSND);
NewState (ob,&s_gretelchase1);
ob->speed *= 3; // go faster when chasing player
break;
 
case giftobj:
SD_PlaySound(EINESND);
NewState (ob,&s_giftchase1);
ob->speed *= 3; // go faster when chasing player
break;
 
case fatobj:
SD_PlaySound(ERLAUBENSND);
NewState (ob,&s_fatchase1);
ob->speed *= 3; // go faster when chasing player
break;
#endif
 
case schabbobj:
SD_PlaySound(SCHABBSHASND);
NewState (ob,&s_schabbchase1);
ob->speed *= 3; // go faster when chasing player
break;
 
case fakeobj:
SD_PlaySound(TOT_HUNDSND);
NewState (ob,&s_fakechase1);
ob->speed *= 3; // go faster when chasing player
break;
 
case mechahitlerobj:
SD_PlaySound(DIESND);
NewState (ob,&s_mechachase1);
ob->speed *= 3; // go faster when chasing player
break;
 
case realhitlerobj:
SD_PlaySound(DIESND);
NewState (ob,&s_hitlerchase1);
ob->speed *= 5; // go faster when chasing player
break;
 
case ghostobj:
NewState (ob,&s_blinkychase1);
ob->speed *= 2; // go faster when chasing player
break;
#else
case spectreobj:
SD_PlaySound(GHOSTSIGHTSND);
NewState (ob,&s_spectrechase1);
ob->speed = 800; // go faster when chasing player
break;
 
case angelobj:
SD_PlaySound(ANGELSIGHTSND);
NewState (ob,&s_angelchase1);
ob->speed = 1536; // go faster when chasing player
break;
 
case transobj:
SD_PlaySound(TRANSSIGHTSND);
NewState (ob,&s_transchase1);
ob->speed = 1536; // go faster when chasing player
break;
 
case uberobj:
NewState (ob,&s_uberchase1);
ob->speed = 3000; // go faster when chasing player
break;
 
case willobj:
SD_PlaySound(WILHELMSIGHTSND);
NewState (ob,&s_willchase1);
ob->speed = 2048; // go faster when chasing player
break;
 
case deathobj:
SD_PlaySound(KNIGHTSIGHTSND);
NewState (ob,&s_deathchase1);
ob->speed = 2048; // go faster when chasing player
break;
#endif
}
 
if (ob->distance < 0)
ob->distance = 0; // ignore the door opening command
 
ob->flags |= FL_ATTACKMODE|FL_FIRSTATTACK;
}
 
 
 
/*
===============
=
= SightPlayer
=
= Called by actors that ARE NOT chasing the player. If the player
= is detected (by sight, noise, or proximity), the actor is put into
= it's combat frame and true is returned.
=
= Incorporates a random reaction delay
=
===============
*/
 
boolean SightPlayer (objtype *ob)
{
if (ob->flags & FL_ATTACKMODE)
Quit ("An actor in ATTACKMODE called SightPlayer!");
 
if (ob->temp2)
{
//
// count down reaction time
//
ob->temp2 -= (short) tics;
if (ob->temp2 > 0)
return false;
ob->temp2 = 0; // time to react
}
else
{
if (!areabyplayer[ob->areanumber])
return false;
 
if (ob->flags & FL_AMBUSH)
{
if (!CheckSight (ob))
return false;
ob->flags &= ~FL_AMBUSH;
}
else
{
if (!madenoise && !CheckSight (ob))
return false;
}
 
 
switch (ob->obclass)
{
case guardobj:
ob->temp2 = 1+US_RndT()/4;
break;
case officerobj:
ob->temp2 = 2;
break;
case mutantobj:
ob->temp2 = 1+US_RndT()/6;
break;
case ssobj:
ob->temp2 = 1+US_RndT()/6;
break;
case dogobj:
ob->temp2 = 1+US_RndT()/8;
break;
 
case bossobj:
case schabbobj:
case fakeobj:
case mechahitlerobj:
case realhitlerobj:
case gretelobj:
case giftobj:
case fatobj:
case spectreobj:
case angelobj:
case transobj:
case uberobj:
case willobj:
case deathobj:
ob->temp2 = 1;
break;
}
return false;
}
 
FirstSighting (ob);
 
return true;
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wl_text.cpp
0,0 → 1,855
// WL_TEXT.C
 
#include "wl_def.h"
#pragma hdrstop
 
/*
=============================================================================
 
TEXT FORMATTING COMMANDS
------------------------
^C<hex digit> Change text color
^E[enter] End of layout (all pages)
^G<y>,<x>,<pic>[enter] Draw a graphic and push margins
^P[enter] start new page, must be the first chars in a layout
^L<x>,<y>[ENTER] Locate to a specific spot, x in pixels, y in lines
 
=============================================================================
*/
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
#ifndef SPEAR
 
#define BACKCOLOR 0x11
 
 
#define WORDLIMIT 80
#define FONTHEIGHT 10
#define TOPMARGIN 16
#define BOTTOMMARGIN 32
#define LEFTMARGIN 16
#define RIGHTMARGIN 16
#define PICMARGIN 8
#define TEXTROWS ((200-TOPMARGIN-BOTTOMMARGIN)/FONTHEIGHT)
#define SPACEWIDTH 7
#define SCREENPIXWIDTH 320
#define SCREENMID (SCREENPIXWIDTH/2)
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
static int pagenum;
static int numpages;
 
static unsigned leftmargin[TEXTROWS];
static unsigned rightmargin[TEXTROWS];
static char* text;
static unsigned rowon;
 
static int picx;
static int picy;
static int picnum;
static int picdelay;
static boolean layoutdone;
 
//===========================================================================
 
#ifndef JAPAN
/*
=====================
=
= RipToEOL
=
=====================
*/
 
void RipToEOL (void)
{
while (*text++ != '\n') // scan to end of line
;
}
 
 
/*
=====================
=
= ParseNumber
=
=====================
*/
 
int ParseNumber (void)
{
char ch;
char num[80];
char *numptr;
 
//
// scan until a number is found
//
ch = *text;
while (ch < '0' || ch >'9')
ch = *++text;
 
//
// copy the number out
//
numptr = num;
do
{
*numptr++ = ch;
ch = *++text;
} while (ch >= '0' && ch <= '9');
*numptr = 0;
 
return atoi (num);
}
 
 
 
/*
=====================
=
= ParsePicCommand
=
= Call with text pointing just after a ^P
= Upon exit text points to the start of next line
=
=====================
*/
 
void ParsePicCommand (void)
{
picy=ParseNumber();
picx=ParseNumber();
picnum=ParseNumber();
RipToEOL ();
}
 
 
void ParseTimedCommand (void)
{
picy=ParseNumber();
picx=ParseNumber();
picnum=ParseNumber();
picdelay=ParseNumber();
RipToEOL ();
}
 
 
/*
=====================
=
= TimedPicCommand
=
= Call with text pointing just after a ^P
= Upon exit text points to the start of next line
=
=====================
*/
 
void TimedPicCommand (void)
{
ParseTimedCommand ();
 
//
// update the screen, and wait for time delay
//
VW_UpdateScreen ();
 
//
// wait for time
//
Delay(picdelay);
 
//
// draw pic
//
VWB_DrawPic (picx&~7,picy,picnum);
}
 
 
/*
=====================
=
= HandleCommand
=
=====================
*/
 
void HandleCommand (void)
{
int i,margin,top,bottom;
int picwidth,picheight,picmid;
 
switch (toupper(*++text))
{
case 'B':
picy=ParseNumber();
picx=ParseNumber();
picwidth=ParseNumber();
picheight=ParseNumber();
VWB_Bar(picx,picy,picwidth,picheight,BACKCOLOR);
RipToEOL();
break;
case ';': // comment
RipToEOL();
break;
case 'P': // ^P is start of next page, ^E is end of file
case 'E':
layoutdone = true;
text--; // back up to the '^'
break;
 
case 'C': // ^c<hex digit> changes text color
i = toupper(*++text);
if (i>='0' && i<='9')
fontcolor = i-'0';
else if (i>='A' && i<='F')
fontcolor = i-'A'+10;
 
fontcolor *= 16;
i = toupper(*++text);
if (i>='0' && i<='9')
fontcolor += i-'0';
else if (i>='A' && i<='F')
fontcolor += i-'A'+10;
text++;
break;
 
case '>':
px = 160;
text++;
break;
 
case 'L':
py=ParseNumber();
rowon = (py-TOPMARGIN)/FONTHEIGHT;
py = TOPMARGIN+rowon*FONTHEIGHT;
px=ParseNumber();
while (*text++ != '\n') // scan to end of line
;
break;
 
case 'T': // ^Tyyy,xxx,ppp,ttt waits ttt tics, then draws pic
TimedPicCommand ();
break;
 
case 'G': // ^Gyyy,xxx,ppp draws graphic
ParsePicCommand ();
VWB_DrawPic (picx&~7,picy,picnum);
picwidth = pictable[picnum-STARTPICS].width;
picheight = pictable[picnum-STARTPICS].height;
//
// adjust margins
//
picmid = picx + picwidth/2;
if (picmid > SCREENMID)
margin = picx-PICMARGIN; // new right margin
else
margin = picx+picwidth+PICMARGIN; // new left margin
 
top = (picy-TOPMARGIN)/FONTHEIGHT;
if (top<0)
top = 0;
bottom = (picy+picheight-TOPMARGIN)/FONTHEIGHT;
if (bottom>=TEXTROWS)
bottom = TEXTROWS-1;
 
for (i=top;i<=bottom;i++)
if (picmid > SCREENMID)
rightmargin[i] = margin;
else
leftmargin[i] = margin;
 
//
// adjust this line if needed
//
if (px < (int) leftmargin[rowon])
px = leftmargin[rowon];
break;
}
}
 
 
/*
=====================
=
= NewLine
=
=====================
*/
 
void NewLine (void)
{
char ch;
 
if (++rowon == TEXTROWS)
{
//
// overflowed the page, so skip until next page break
//
layoutdone = true;
do
{
if (*text == '^')
{
ch = toupper(*(text+1));
if (ch == 'E' || ch == 'P')
{
layoutdone = true;
return;
}
}
text++;
} while (1);
}
px = leftmargin[rowon];
py+= FONTHEIGHT;
}
 
 
 
/*
=====================
=
= HandleCtrls
=
=====================
*/
 
void HandleCtrls (void)
{
char ch;
 
ch = *text++; // get the character and advance
 
if (ch == '\n')
{
NewLine ();
return;
}
}
 
 
/*
=====================
=
= HandleWord
=
=====================
*/
 
void HandleWord (void)
{
char wword[WORDLIMIT];
int wordindex;
word wwidth,wheight,newpos;
 
 
//
// copy the next word into [word]
//
wword[0] = *text++;
wordindex = 1;
while (*text>32)
{
wword[wordindex] = *text++;
if (++wordindex == WORDLIMIT)
Quit ("PageLayout: Word limit exceeded");
}
wword[wordindex] = 0; // stick a null at end for C
 
//
// see if it fits on this line
//
VW_MeasurePropString (wword,&wwidth,&wheight);
 
while (px+wwidth > (int) rightmargin[rowon])
{
NewLine ();
if (layoutdone)
return; // overflowed page
}
 
//
// print it
//
newpos = px+wwidth;
VWB_DrawPropString (wword);
px = newpos;
 
//
// suck up any extra spaces
//
while (*text == ' ')
{
px += SPACEWIDTH;
text++;
}
}
 
/*
=====================
=
= PageLayout
=
= Clears the screen, draws the pics on the page, and word wraps the text.
= Returns a pointer to the terminating command
=
=====================
*/
 
void PageLayout (boolean shownumber)
{
int i,oldfontcolor;
char ch;
 
oldfontcolor = fontcolor;
 
fontcolor = 0;
 
//
// clear the screen
//
VWB_Bar (0,0,320,200,BACKCOLOR);
VWB_DrawPic (0,0,H_TOPWINDOWPIC);
VWB_DrawPic (0,8,H_LEFTWINDOWPIC);
VWB_DrawPic (312,8,H_RIGHTWINDOWPIC);
VWB_DrawPic (8,176,H_BOTTOMINFOPIC);
 
 
for (i=0; i<TEXTROWS; i++)
{
leftmargin[i] = LEFTMARGIN;
rightmargin[i] = SCREENPIXWIDTH-RIGHTMARGIN;
}
 
px = LEFTMARGIN;
py = TOPMARGIN;
rowon = 0;
layoutdone = false;
 
//
// make sure we are starting layout text (^P first command)
//
while (*text <= 32)
text++;
 
if (*text != '^' || toupper(*++text) != 'P')
Quit ("PageLayout: Text not headed with ^P");
 
while (*text++ != '\n')
;
 
 
//
// process text stream
//
do
{
ch = *text;
 
if (ch == '^')
HandleCommand ();
else
if (ch == 9)
{
px = (px+8)&0xf8;
text++;
}
else if (ch <= 32)
HandleCtrls ();
else
HandleWord ();
 
} while (!layoutdone);
 
pagenum++;
 
if (shownumber)
{
#ifdef SPANISH
sprintf(str, "Hoja %d de %d", pagenum, numpages);
px = 208;
#else
sprintf(str, "pg %d of %d", pagenum, numpages);
px = 213;
#endif
py = 183;
fontcolor = 0x4f; //12^BACKCOLOR;
 
VWB_DrawPropString (str);
}
 
fontcolor = oldfontcolor;
}
 
//===========================================================================
 
/*
=====================
=
= BackPage
=
= Scans for a previous ^P
=
=====================
*/
 
void BackPage (void)
{
pagenum--;
do
{
text--;
if (*text == '^' && toupper(*(text+1)) == 'P')
return;
} while (1);
}
 
 
//===========================================================================
 
 
/*
=====================
=
= CacheLayoutGraphics
=
= Scans an entire layout file (until a ^E) marking all graphics used, and
= counting pages, then caches the graphics in
=
=====================
*/
void CacheLayoutGraphics (void)
{
char *bombpoint, *textstart;
char ch;
 
textstart = text;
bombpoint = text+30000;
numpages = pagenum = 0;
 
do
{
if (*text == '^')
{
ch = toupper(*++text);
if (ch == 'P') // start of a page
numpages++;
if (ch == 'E') // end of file, so load graphics and return
{
#ifndef SPEAR
CA_CacheGrChunk(H_TOPWINDOWPIC);
CA_CacheGrChunk(H_LEFTWINDOWPIC);
CA_CacheGrChunk(H_RIGHTWINDOWPIC);
CA_CacheGrChunk(H_BOTTOMINFOPIC);
#endif
// CA_CacheMarks ();
text = textstart;
return;
}
if (ch == 'G') // draw graphic command, so mark graphics
{
ParsePicCommand ();
CA_CacheGrChunk (picnum);
}
if (ch == 'T') // timed draw graphic command, so mark graphics
{
ParseTimedCommand ();
CA_CacheGrChunk (picnum);
}
}
else
text++;
 
} while (text<bombpoint);
 
Quit ("CacheLayoutGraphics: No ^E to terminate file!");
}
#endif
 
 
/*
=====================
=
= ShowArticle
=
=====================
*/
 
#ifdef JAPAN
void ShowArticle (int which)
#else
void ShowArticle (char *article)
#endif
{
#ifdef JAPAN
int snames[10] = {
H_HELP1PIC,
H_HELP2PIC,
H_HELP3PIC,
H_HELP4PIC,
H_HELP5PIC,
H_HELP6PIC,
H_HELP7PIC,
H_HELP8PIC,
H_HELP9PIC,
H_HELP10PIC};
int enames[14] = {
0,0,
#ifndef JAPDEMO
C_ENDGAME1APIC,
C_ENDGAME1BPIC,
C_ENDGAME2APIC,
C_ENDGAME2BPIC,
C_ENDGAME3APIC,
C_ENDGAME3BPIC,
C_ENDGAME4APIC,
C_ENDGAME4BPIC,
C_ENDGAME5APIC,
C_ENDGAME5BPIC,
C_ENDGAME6APIC,
C_ENDGAME6BPIC
#endif
};
#endif
unsigned oldfontnumber;
boolean newpage,firstpage;
ControlInfo ci;
 
#ifdef JAPAN
pagenum = 1;
if (!which)
numpages = 10;
else
numpages = 2;
#else
text = article;
oldfontnumber = fontnumber;
fontnumber = 0;
CA_CacheGrChunk(STARTFONT);
VWB_Bar (0,0,320,200,BACKCOLOR);
CacheLayoutGraphics ();
#endif
 
newpage = true;
firstpage = true;
 
do
{
if (newpage)
{
newpage = false;
#ifdef JAPAN
if (!which)
CA_CacheScreen(snames[pagenum - 1]);
else
CA_CacheScreen(enames[which*2 + pagenum - 1]);
#else
PageLayout (true);
#endif
VW_UpdateScreen ();
if (firstpage)
{
VL_FadeIn(0,255,gamepal,10);
firstpage = false;
}
}
SDL_Delay(5);
 
LastScan = 0;
ReadAnyControl(&ci);
Direction dir = ci.dir;
switch(dir)
{
case dir_North:
case dir_South:
break;
 
default:
if(ci.button0) dir = dir_South;
switch(LastScan)
{
case sc_UpArrow:
case sc_PgUp:
case sc_LeftArrow:
dir = dir_North;
break;
 
case sc_Enter:
case sc_DownArrow:
case sc_PgDn:
case sc_RightArrow:
dir = dir_South;
break;
}
break;
}
 
switch(dir)
{
case dir_North:
case dir_West:
if (pagenum>1)
{
#ifndef JAPAN
BackPage ();
BackPage ();
#else
pagenum--;
#endif
newpage = true;
}
TicDelay(20);
break;
 
case dir_South:
case dir_East:
if (pagenum<numpages)
{
newpage = true;
#ifdef JAPAN
pagenum++;
#endif
}
TicDelay(20);
break;
}
} while (LastScan != sc_Escape && !ci.button1);
 
IN_ClearKeysDown ();
fontnumber = oldfontnumber;
}
 
 
//===========================================================================
 
#ifndef JAPAN
#ifdef ARTSEXTERN
int endextern = T_ENDART1;
#ifndef SPEAR
int helpextern = T_HELPART;
#endif
#endif
char helpfilename[13] = "HELPART.",
endfilename[13] = "ENDART1.";
#endif
 
/*
=================
=
= HelpScreens
=
=================
*/
#ifndef SPEAR
void HelpScreens (void)
{
int artnum;
char *text;
#ifndef ARTSEXTERN
memptr layout;
#endif
 
 
#ifdef JAPAN
ShowArticle (0);
VW_FadeOut();
FreeMusic ();
#else
 
#ifdef ARTSEXTERN
artnum = helpextern;
CA_CacheGrChunk (artnum);
text = (char *)grsegs[artnum];
#else
CA_LoadFile (helpfilename,&layout);
text = (char *)layout;
#endif
 
ShowArticle (text);
 
#ifdef ARTSEXTERN
UNCACHEGRCHUNK(artnum);
#else
free(layout);
#endif
 
VW_FadeOut();
 
FreeMusic ();
#endif
}
#endif
 
//
// END ARTICLES
//
void EndText (void)
{
int artnum;
char *text;
#ifndef ARTSEXTERN
memptr layout;
#endif
 
ClearMemory ();
 
#ifdef JAPAN
ShowArticle(gamestate.episode + 1);
 
VW_FadeOut();
 
SETFONTCOLOR(0,15);
IN_ClearKeysDown();
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
 
FreeMusic ();
#else
 
 
 
#ifdef ARTSEXTERN
artnum = endextern+gamestate.episode;
CA_CacheGrChunk (artnum);
text = (char *)grsegs[artnum];
#else
endfilename[6] = '1'+gamestate.episode;
CA_LoadFile (endfilename,&layout);
text = (char *)layout;
#endif
 
ShowArticle (text);
 
#ifdef ARTSEXTERN
UNCACHEGRCHUNK(artnum);
#else
free(layout);
#endif
 
 
VW_FadeOut();
SETFONTCOLOR(0,15);
IN_ClearKeysDown();
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
 
FreeMusic ();
#endif
}
#endif
Property changes:
Added: svn:executable
+*
\ No newline at end of property
/contrib/games/wolf3d/wolfpal.inc
0,0 → 1,52
RGB( 0, 0, 0),RGB( 0, 0, 42),RGB( 0, 42, 0),RGB( 0, 42, 42),RGB( 42, 0, 0),
RGB( 42, 0, 42),RGB( 42, 21, 0),RGB( 42, 42, 42),RGB( 21, 21, 21),RGB( 21, 21, 63),
RGB( 21, 63, 21),RGB( 21, 63, 63),RGB( 63, 21, 21),RGB( 63, 21, 63),RGB( 63, 63, 21),
RGB( 63, 63, 63),RGB( 59, 59, 59),RGB( 55, 55, 55),RGB( 52, 52, 52),RGB( 48, 48, 48),
RGB( 45, 45, 45),RGB( 42, 42, 42),RGB( 38, 38, 38),RGB( 35, 35, 35),RGB( 31, 31, 31),
RGB( 28, 28, 28),RGB( 25, 25, 25),RGB( 21, 21, 21),RGB( 18, 18, 18),RGB( 14, 14, 14),
RGB( 11, 11, 11),RGB( 8, 8, 8),RGB( 63, 0, 0),RGB( 59, 0, 0),RGB( 56, 0, 0),
RGB( 53, 0, 0),RGB( 50, 0, 0),RGB( 47, 0, 0),RGB( 44, 0, 0),RGB( 41, 0, 0),
RGB( 38, 0, 0),RGB( 34, 0, 0),RGB( 31, 0, 0),RGB( 28, 0, 0),RGB( 25, 0, 0),
RGB( 22, 0, 0),RGB( 19, 0, 0),RGB( 16, 0, 0),RGB( 63, 54, 54),RGB( 63, 46, 46),
RGB( 63, 39, 39),RGB( 63, 31, 31),RGB( 63, 23, 23),RGB( 63, 16, 16),RGB( 63, 8, 8),
RGB( 63, 0, 0),RGB( 63, 42, 23),RGB( 63, 38, 16),RGB( 63, 34, 8),RGB( 63, 30, 0),
RGB( 57, 27, 0),RGB( 51, 24, 0),RGB( 45, 21, 0),RGB( 39, 19, 0),RGB( 63, 63, 54),
RGB( 63, 63, 46),RGB( 63, 63, 39),RGB( 63, 63, 31),RGB( 63, 62, 23),RGB( 63, 61, 16),
RGB( 63, 61, 8),RGB( 63, 61, 0),RGB( 57, 54, 0),RGB( 51, 49, 0),RGB( 45, 43, 0),
RGB( 39, 39, 0),RGB( 33, 33, 0),RGB( 28, 27, 0),RGB( 22, 21, 0),RGB( 16, 16, 0),
RGB( 52, 63, 23),RGB( 49, 63, 16),RGB( 45, 63, 8),RGB( 40, 63, 0),RGB( 36, 57, 0),
RGB( 32, 51, 0),RGB( 29, 45, 0),RGB( 24, 39, 0),RGB( 54, 63, 54),RGB( 47, 63, 46),
RGB( 39, 63, 39),RGB( 32, 63, 31),RGB( 24, 63, 23),RGB( 16, 63, 16),RGB( 8, 63, 8),
RGB( 0, 63, 0),RGB( 0, 63, 0),RGB( 0, 59, 0),RGB( 0, 56, 0),RGB( 0, 53, 0),
RGB( 1, 50, 0),RGB( 1, 47, 0),RGB( 1, 44, 0),RGB( 1, 41, 0),RGB( 1, 38, 0),
RGB( 1, 34, 0),RGB( 1, 31, 0),RGB( 1, 28, 0),RGB( 1, 25, 0),RGB( 1, 22, 0),
RGB( 1, 19, 0),RGB( 1, 16, 0),RGB( 54, 63, 63),RGB( 46, 63, 63),RGB( 39, 63, 63),
RGB( 31, 63, 62),RGB( 23, 63, 63),RGB( 16, 63, 63),RGB( 8, 63, 63),RGB( 0, 63, 63),
RGB( 0, 57, 57),RGB( 0, 51, 51),RGB( 0, 45, 45),RGB( 0, 39, 39),RGB( 0, 33, 33),
RGB( 0, 28, 28),RGB( 0, 22, 22),RGB( 0, 16, 16),RGB( 23, 47, 63),RGB( 16, 44, 63),
RGB( 8, 42, 63),RGB( 0, 39, 63),RGB( 0, 35, 57),RGB( 0, 31, 51),RGB( 0, 27, 45),
RGB( 0, 23, 39),RGB( 54, 54, 63),RGB( 46, 47, 63),RGB( 39, 39, 63),RGB( 31, 32, 63),
RGB( 23, 24, 63),RGB( 16, 16, 63),RGB( 8, 9, 63),RGB( 0, 1, 63),RGB( 0, 0, 63),
RGB( 0, 0, 59),RGB( 0, 0, 56),RGB( 0, 0, 53),RGB( 0, 0, 50),RGB( 0, 0, 47),
RGB( 0, 0, 44),RGB( 0, 0, 41),RGB( 0, 0, 38),RGB( 0, 0, 34),RGB( 0, 0, 31),
RGB( 0, 0, 28),RGB( 0, 0, 25),RGB( 0, 0, 22),RGB( 0, 0, 19),RGB( 0, 0, 16),
RGB( 10, 10, 10),RGB( 63, 56, 13),RGB( 63, 53, 9),RGB( 63, 51, 6),RGB( 63, 48, 2),
RGB( 63, 45, 0),RGB( 45, 8, 63),RGB( 42, 0, 63),RGB( 38, 0, 57),RGB( 32, 0, 51),
RGB( 29, 0, 45),RGB( 24, 0, 39),RGB( 20, 0, 33),RGB( 17, 0, 28),RGB( 13, 0, 22),
RGB( 10, 0, 16),RGB( 63, 54, 63),RGB( 63, 46, 63),RGB( 63, 39, 63),RGB( 63, 31, 63),
RGB( 63, 23, 63),RGB( 63, 16, 63),RGB( 63, 8, 63),RGB( 63, 0, 63),RGB( 56, 0, 57),
RGB( 50, 0, 51),RGB( 45, 0, 45),RGB( 39, 0, 39),RGB( 33, 0, 33),RGB( 27, 0, 28),
RGB( 22, 0, 22),RGB( 16, 0, 16),RGB( 63, 58, 55),RGB( 63, 56, 52),RGB( 63, 54, 49),
RGB( 63, 53, 47),RGB( 63, 51, 44),RGB( 63, 49, 41),RGB( 63, 47, 39),RGB( 63, 46, 36),
RGB( 63, 44, 32),RGB( 63, 41, 28),RGB( 63, 39, 24),RGB( 60, 37, 23),RGB( 58, 35, 22),
RGB( 55, 34, 21),RGB( 52, 32, 20),RGB( 50, 31, 19),RGB( 47, 30, 18),RGB( 45, 28, 17),
RGB( 42, 26, 16),RGB( 40, 25, 15),RGB( 39, 24, 14),RGB( 36, 23, 13),RGB( 34, 22, 12),
RGB( 32, 20, 11),RGB( 29, 19, 10),RGB( 27, 18, 9),RGB( 23, 16, 8),RGB( 21, 15, 7),
RGB( 18, 14, 6),RGB( 16, 12, 6),RGB( 14, 11, 5),RGB( 10, 8, 3),RGB( 24, 0, 25),
RGB( 0, 25, 25),RGB( 0, 24, 24),RGB( 0, 0, 7),RGB( 0, 0, 11),RGB( 12, 9, 4),
RGB( 18, 0, 18),RGB( 20, 0, 20),RGB( 0, 0, 13),RGB( 7, 7, 7),RGB( 19, 19, 19),
RGB( 23, 23, 23),RGB( 16, 16, 16),RGB( 12, 12, 12),RGB( 13, 13, 13),RGB( 54, 61, 61),
RGB( 46, 58, 58),RGB( 39, 55, 55),RGB( 29, 50, 50),RGB( 18, 48, 48),RGB( 8, 45, 45),
RGB( 8, 44, 44),RGB( 0, 41, 41),RGB( 0, 38, 38),RGB( 0, 35, 35),RGB( 0, 33, 33),
RGB( 0, 31, 31),RGB( 0, 30, 30),RGB( 0, 29, 29),RGB( 0, 28, 28),RGB( 0, 27, 27),
RGB( 38, 0, 34)
Property changes:
Added: svn:executable
+*
\ No newline at end of property