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doomdef.h
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/* DoomDef.h */
#ifndef DOOMDEF_H__
#define DOOMDEF_H__
#include <stdarg.h>
#include <stddef.h>
#include <stdint.h>
/* JAGUAR should be defined on the compiler command line for console builds */
/* if MARS isn't defined, assume jaguar version */
/*define MARS */
#define LZSS_BUF_SIZE 0x1000
/* if rangecheck is undefined, most parameter validation debugging code */
/* will not be compiled */
#define RANGECHECK
/* if SIMULATOR is defined, compile in extra code for things like console */
/* debugging aids */
#ifndef JAGUAR
#ifndef MARS
#define SIMULATOR
#endif
#endif
typedef unsigned short pixel_t;
#ifdef MARS
typedef unsigned char inpixel_t;
#else
typedef unsigned short inpixel_t;
#endif
/* the structure sizes are frozen at ints for jaguar asm code, but shrunk */
/* down for mars memory cramming */
#ifdef MARS
#define VINT short
#else
#define VINT int
#endif
#ifdef MARS
#define ATTR_DATA_OPTIMIZE_NONE __attribute__((section(".sdata"), aligned(16), optimize("O1")))
#define ATTR_DATA_CACHE_ALIGN __attribute__((section(".sdata"), aligned(16), optimize("Os")))
#define ATTR_OPTIMIZE_SIZE __attribute__((optimize("Os")))
#define ATTR_OPTIMIZE_EXTREME __attribute__((optimize("O3", "no-align-loops", "no-align-functions", "no-align-jumps", "no-align-labels")))
#else
#define ATTR_DATA_OPTIMIZE_NONE
#define ATTR_DATA_CACHE_ALIGN
#define ATTR_OPTIMIZE_SIZE
#define ATTR_OPTIMIZE_EXTREME
#endif
/*============================================================================= */
/* all external data is defined here */
#include "doomdata.h"
/* header generated by multigen utility */
#include "info.h"
#define D_MAXCHAR ((char)0x7f)
#define D_MAXSHORT ((short)0x7fff)
#define D_MAXINT ((int)0x7fffffff) // max pos 32-bit int
#define D_MAXLONG ((long)0x7fffffff)
#define D_MINCHAR ((char)0x80)
#define D_MINSHORT ((short)0x8000)
#define D_MININT ((int)0x80000000) // max negative 32-bit integer
#define D_MINLONG ((long)0x80000000)
#ifndef NULL
#define NULL 0
#endif
int D_vsnprintf(char *str, size_t nmax, const char *format, va_list ap) __attribute__((nonnull));
int D_snprintf(char *buf, size_t nsize, const char *fmt, ...) __attribute__((nonnull));
void D_printf (char *str, ...) __attribute__((nonnull));
void D_isort(int* a, int len) __attribute__((nonnull)) ATTR_DATA_CACHE_ALIGN;
/*
===============================================================================
GLOBAL TYPES
===============================================================================
*/
#define MAXPLAYERS 2
#define TICRATE 15 /* number of tics / second */
#define TICVBLS (60/TICRATE) /* vblanks per tic */
/* change this to 'ticrate' if you want */
/* to use a different rate on PAL */
#define FRACBITS 16
#define FRACUNIT (1<<FRACBITS)
typedef int fixed_t;
#ifdef MARS
#define THINKERS_30HZ
#endif
#ifdef THINKERS_30HZ
#define THINKERS_TICS 1
#else
#define THINKERS_TICS 2
#endif
#define ANG45 0x20000000
#define ANG90 0x40000000
#define ANG180 0x80000000
#define ANG270 0xc0000000
typedef unsigned angle_t;
#define FINEANGLES 8192
#define FINEMASK (FINEANGLES-1)
#define ANGLETOFINESHIFT 19 /* 0x100000000 to 0x2000 */
#ifdef MARS
fixed_t finesine(angle_t angle) ATTR_DATA_CACHE_ALIGN;
#define finecosine(angle) finesine((angle) + FINEANGLES / 4)
#else
extern const fixed_t finesine_[5*FINEANGLES/4];
extern const fixed_t *finecosine_;
#define finesine(x) finesine_[x]
#define finecosine(x) finecosine_[x]
#endif
typedef enum
{
sk_baby,
sk_easy,
sk_medium,
sk_hard,
sk_nightmare
} skill_t;
typedef enum
{
ga_nothing,
ga_died,
ga_completed,
ga_secretexit,
ga_warped,
ga_exitdemo,
ga_startnew
} gameaction_t;
/* */
/* library replacements */
/* */
#define D_abs(x) ((x < 0) ? -(x) : x)
void D_memset (void *dest, int val, size_t count) __attribute__((nonnull));
void D_memcpy (void *dest, const void *src, size_t count) __attribute__((nonnull));
void D_strncpy (char *dest, const char *src, int maxcount) __attribute__((nonnull));
int D_strncasecmp (const char *s1, const char *s2, int len) __attribute__((nonnull));
int D_strcasecmp (const char *s1, const char *s2) __attribute__((nonnull));
int mystrlen(const char *string) __attribute__((nonnull));
int D_atoi(const char* str) __attribute__((nonnull));
char* D_strchr(const char* str, char chr) __attribute__((nonnull));
/*
===============================================================================
MAPOBJ DATA
===============================================================================
*/
struct mobj_s;
/* think_t is a function pointer to a routine to handle an actor */
typedef void (*think_t) ();
/* a latecall is a function that needs to be called after p_base is done */
typedef void (*latecall_t) (struct mobj_s *mo);
typedef struct thinker_s
{
struct thinker_s *prev, *next;
think_t function;
} thinker_t;
struct player_s;
typedef struct
{
unsigned short x, y;
unsigned short angle;
unsigned short type;
} spawnthing_t;
typedef struct mobj_s
{
fixed_t x, y, z;
struct mobj_s* prev, * next;
unsigned char sprite; /* used to find patch_t and flip value */
unsigned char player; /* only valid if type == MT_PLAYER */
VINT health;
VINT tics; /* state tic counter */
VINT state;
VINT frame; /* might be ord with FF_FULLBRIGHT */
unsigned short type;
/* info for drawing */
struct mobj_s *snext, *sprev; /* links in sector (if needed) */
angle_t angle;
/* interaction info */
struct mobj_s *bnext, *bprev; /* links in blocks (if needed) */
struct subsector_s *subsector;
fixed_t floorz, ceilingz; /* closest together of contacted secs */
int flags;
fixed_t radius, height; /* for movement checking */
/* STATIC OBJECTS END HERE */
union {
struct {
unsigned char movedir; /* 0-7 */
char movecount; /* when 0, select a new dir */
};
unsigned short thingid; /* thing id for respawning specials */
};
unsigned char reactiontime; /* if non 0, don't attack yet */
/* used by player to freeze a bit after */
/* teleporting */
unsigned char threshold; /* if >0, the target will be chased */
/* no matter what (even if shot) */
fixed_t momx, momy, momz; /* momentums */
unsigned speed; /* mobjinfo[mobj->type].speed */
struct mobj_s *target; /* thing being chased/attacked (or NULL) */
/* also the originator for missiles */
latecall_t latecall; /* set in p_base if more work needed */
intptr_t extradata; /* for latecall functions */
} mobj_t
;
typedef struct degenmobj_s
{
fixed_t x, y, z;
void *prev, *next;
} degenmobj_t
;
#define static_mobj_size (offsetof(mobj_t,momx))
/* */
/* frame flags */
/* */
#define FF_FULLBRIGHT 0x8000 /* flag in thing->frame */
#define FF_FRAMEMASK 0x7fff
/* */
/* mobj flags */
/* */
#define MF_SPECIAL 1 /* call P_SpecialThing when touched */
#define MF_SOLID 2
#define MF_SHOOTABLE 4
#define MF_NOSECTOR 8 /* don't use the sector links */
/* (invisible but touchable) */
#define MF_NOBLOCKMAP 16 /* don't use the blocklinks */
/* (inert but displayable) */
#define MF_AMBUSH 32
#define MF_JUSTHIT 64 /* try to attack right back */
#define MF_JUSTATTACKED 128 /* take at least one step before attacking */
#define MF_SPAWNCEILING 256 /* hang from ceiling instead of floor */
#define MF_NOGRAVITY 512 /* don't apply gravity every tic */
/* movement flags */
#define MF_DROPOFF 0x400 /* allow jumps from high places */
#define MF_PICKUP 0x800 /* for players to pick up items */
#define MF_NOCLIP 0x1000 /* player cheat */
#define MF_SLIDE 0x2000 /* keep info about sliding along walls */
#define MF_FLOAT 0x4000 /* allow moves to any height, no gravity */
#define MF_TELEPORT 0x8000 /* don't cross lines or look at heights */
#define MF_MISSILE 0x10000 /* don't hit same species, explode on block */
#define MF_DROPPED 0x20000 /* dropped by a demon, not level spawned */
#define MF_SHADOW 0x40000 /* use fuzzy draw (shadow demons / invis) */
#define MF_NOBLOOD 0x80000 /* don't bleed when shot (use puff) */
#define MF_CORPSE 0x100000 /* don't stop moving halfway off a step */
#define MF_INFLOAT 0x200000 /* floating to a height for a move, don't */
/* auto float to target's height */
#define MF_COUNTKILL 0x400000 /* count towards intermission kill total */
#define MF_COUNTITEM 0x800000 /* count towards intermission item total */
#define MF_SKULLFLY 0x1000000 /* skull in flight */
#define MF_NOTDMATCH 0x2000000 /* don't spawn in death match (key cards) */
#define MF_SEETARGET 0x4000000 /* is target visible? */
#define MF_STATIC 0x8000000 /* can't move or think */
/*============================================================================= */
typedef enum
{
PST_LIVE, /* playing */
PST_DEAD, /* dead on the ground */
PST_REBORN /* ready to restart */
} playerstate_t;
/* psprites are scaled shapes directly on the view screen */
/* coordinates are given for a 320*200 view screen */
typedef enum
{
ps_weapon,
ps_flash,
NUMPSPRITES
} psprnum_t;
typedef struct
{
VINT state; /* a S_NULL state means not active */
VINT tics;
fixed_t sx, sy;
} pspdef_t;
typedef enum
{
it_bluecard,
it_yellowcard,
it_redcard,
it_blueskull,
it_yellowskull,
it_redskull,
NUMCARDS
} card_t;
typedef enum
{
wp_fist,
wp_pistol,
wp_shotgun,
wp_chaingun,
wp_missile,
wp_plasma,
wp_bfg,
wp_chainsaw,
NUMWEAPONS,
wp_nochange
} weapontype_t;
typedef enum
{
am_clip, /* pistol / chaingun */
am_shell, /* shotgun */
am_cell, /* BFG */
am_misl, /* missile launcher */
NUMAMMO,
am_noammo /* chainsaw / fist */
} ammotype_t;
typedef struct
{
ammotype_t ammo;
int upstate;
int downstate;
int readystate;
int atkstate;
int flashstate;
} weaponinfo_t;
extern const weaponinfo_t weaponinfo[NUMWEAPONS];
typedef enum
{
pw_invulnerability,
pw_strength,
pw_ironfeet,
pw_allmap,
pw_infrared,
NUMPOWERS
} powertype_t;
#define INVULNTICS (30*15)
#define INVISTICS (60*15)
#define INFRATICS (120*15)
#define IRONTICS (60*15)
/*
================
=
= player_t
=
================
*/
typedef struct player_s
{
mobj_t *mo;
playerstate_t playerstate;
fixed_t forwardmove, sidemove; /* built from ticbuttons */
angle_t angleturn; /* built from ticbuttons */
fixed_t viewz; /* focal origin above r.z */
fixed_t viewheight; /* base height above floor for viewz */
fixed_t deltaviewheight; /* squat speed */
fixed_t bob; /* bounded/scaled total momentum */
VINT health; /* only used between levels, mo->health */
/* is used during levels */
VINT armorpoints, armortype; /* armor type is 0-2 */
VINT powers[NUMPOWERS]; /* invinc and invis are tic counters */
char cards[NUMCARDS];
char backpack;
VINT frags; /* kills of other player */
VINT readyweapon;
VINT pendingweapon; /* wp_nochange if not changing */
char weaponowned[NUMWEAPONS];
VINT ammo[NUMAMMO];
VINT maxammo[NUMAMMO];
VINT attackdown, usedown; /* true if button down last tic */
VINT cheats; /* bit flags */
VINT refire; /* refired shots are less accurate */
VINT killcount, itemcount, secretcount; /* for intermission */
char *message; /* hint messages */
VINT damagecount, bonuscount;/* for screen flashing */
mobj_t *attacker; /* who did damage (NULL for floors) */
VINT extralight; /* so gun flashes light up areas */
VINT colormap; /* 0-3 for which color to draw player */
pspdef_t psprites[NUMPSPRITES]; /* view sprites (gun, etc) */
boolean didsecret; /* true if secret level has been done */
void *lastsoundsector; /* don't flood noise every time */
int automapx, automapy, automapscale, automapflags;
int turnheld; /* for accelerative turning */
} player_t;
// stuff player keeps between respawns in single player
typedef struct
{
VINT health;
VINT armorpoints, armortype;
VINT ammo[NUMAMMO];
VINT maxammo[NUMAMMO];
VINT cheats;
VINT weapon;
char weaponowned[NUMWEAPONS];
char backpack;
} playerresp_t;
#define CF_NOCLIP 1
#define CF_GODMODE 2
#define AF_ACTIVE 1 /* automap active */
#define AF_FOLLOW 2
#define AF_ALLLINES 4
#define AF_ALLMOBJ 8
#define AF_OPTIONSACTIVE 128 /* options screen running */
/*
===============================================================================
GLOBAL VARIABLES
===============================================================================
*/
/*================================== */
extern int ticrate; /* 4 for NTSC, 3 for PAL */
extern int ticsinframe; /* how many tics since last drawer */
extern int ticon;
extern int frameon;
extern int ticbuttons[MAXPLAYERS];
extern int oldticbuttons[MAXPLAYERS];
extern int ticmousex[MAXPLAYERS], ticmousey[MAXPLAYERS];
extern int ticrealbuttons, oldticrealbuttons; /* buttons for the console player before reading the demo file */
extern boolean mousepresent;
int MiniLoop ( void (*start)(void), void (*stop)(void)
, int (*ticker)(void), void (*drawer)(void)
, void (*update)(void) );
int G_Ticker (void);
void G_Drawer (void);
void G_RunGame (void);
void G_LoadGame(int saveslot);
/*================================== */
#include "d_mapinfo.h"
extern gameaction_t gameaction;
#define SBARHEIGHT 40 /* status bar height at bottom of screen */
typedef enum
{
gt_single,
gt_coop,
gt_deathmatch
} gametype_t;
extern gametype_t netgame;
extern boolean playeringame[MAXPLAYERS];
extern int consoleplayer; /* player taking events and displaying */
extern player_t players[MAXPLAYERS];
extern playerresp_t playersresp[MAXPLAYERS];
extern VINT maxammo[NUMAMMO];
extern skill_t gameskill;
extern int totalkills, totalitems, totalsecret; /* for intermission */
extern int gamemaplump;
extern dmapinfo_t gamemapinfo;
extern dgameinfo_t gameinfo;
extern VINT *gamemapnumbers;
extern VINT *gamemaplumps;
extern VINT gamemapcount;
extern int gametic;
extern int prevgametic;
#define MAXDMSTARTS 10
extern mapthing_t *deathmatchstarts, *deathmatch_p;
extern mapthing_t playerstarts[MAXPLAYERS];
#define BODYQUESIZE 4
extern int bodyqueslot;
/*
===============================================================================
GLOBAL FUNCTIONS
===============================================================================
*/
#ifdef MARS
#define FixedMul(a,b) (((int64_t)(a) * (b))>>16)
fixed_t FixedDiv (fixed_t a, fixed_t b);
fixed_t IDiv (fixed_t a, fixed_t b);
#else
fixed_t FixedMul (fixed_t a, fixed_t b);
fixed_t FixedDiv (fixed_t a, fixed_t b);
#define IDiv(a,b) ((a) / (b))
#endif
#define ACC_FIXEDMUL 4
#define ACC_FIXEDDIV 8
#define ACC_MULSI3 12
#define ACC_UDIVSI3 16
#if defined(JAGUAR) || (defined(MARS)&&!defined(NeXT))
#ifndef __BIG_ENDIAN__
#define __BIG_ENDIAN__
#endif
#endif
short ShortSwap (short dat);
long LongSwap (long dat);
#ifdef __BIG_ENDIAN__
#define BIGSHORT(x) (x)
#define BIGLONG(x) (x)
/*define LITTLESHORT(x) ShortSwap(x) */
#define LITTLESHORT(x) (short)((((x)&255)<<8)+(((x)>>8)&255))
#define LITTLELONG(x) LongSwap(x)
#else
#define BIGSHORT(x) ShortSwap(x)
#define BIGLONG(x) LongSwap(x)
#define LITTLESHORT(x) (x)
#define LITTLELONG(x) (x)
#endif
/*----------- */
/*MEMORY ZONE */
/*----------- */
/* tags < 100 are not overwritten until freed */
#define PU_STATIC 1 /* static entire execution time */
#define PU_SOUND 2 /* static while playing */
#define PU_MUSIC 3 /* static while playing */
#define PU_LEVEL 50 /* static until level exited */
#define PU_LEVSPEC 51 /* a special thinker in a level */
#define ZONEID 0x1d4a
typedef struct memblock_s
{
int size; /* including the header and possibly tiny fragments */
short tag; /* purgelevel */
short id; /* should be ZONEID */
#ifndef MARS
int lockframe; /* don't purge on the same frame */
#endif
struct memblock_s *next;
struct memblock_s *prev;
} memblock_t;
typedef struct
{
int size; /* total bytes malloced, including header */
memblock_t *rover;
memblock_t blocklist; /* start / end cap for linked list */
} memzone_t;
typedef void (*memblockcall_t) (void *, void*);
extern VINT framecount;
extern memzone_t *mainzone;
extern memzone_t *refzone;
void Z_Init (void);
memzone_t *Z_InitZone (byte *base, int size);
void *Z_Malloc2 (memzone_t *mainzone, int size, int tag, boolean err);
void Z_Free2 (memzone_t *mainzone,void *ptr);
#define Z_Malloc(x,y) Z_Malloc2(mainzone,x,y,true)
#define Z_Free(x) Z_Free2(mainzone,x)
void Z_FreeTags (memzone_t *mainzone);
void Z_CheckHeap (memzone_t *mainzone);
void Z_ChangeTag (void *ptr, int tag);
int Z_FreeMemory (memzone_t *mainzone);
int Z_LargestFreeBlock(memzone_t *mainzone);
void Z_ForEachBlock(memzone_t *mainzone, memblockcall_t cb, void *userp);
int Z_FreeBlocks(memzone_t* mainzone);
/*------- */
/*WADFILE */
/*------- */
typedef struct
{
int filepos; /* also texture_t * for comp lumps */
int size;
char name[8];
} lumpinfo_t;
#define MAXLUMPS 2048
extern byte *wadfileptr;
extern lumpinfo_t *lumpinfo; /* points directly to rom image */
extern int numlumps;
extern void *lumpcache[MAXLUMPS];
void W_Init (void);
int W_CheckNumForName (const char *name);
int W_GetNumForName (const char *name);
int W_CheckRangeForName (const char *name, int start, int end);
int W_LumpLength (int lump);
int W_ReadLump (int lump, void *dest);
void *W_CacheLumpNum (int lump, int tag);
void *W_CacheLumpName (const char *name, int tag);
const char *W_GetNameForNum (int lump);
void* W_GetLumpData(int lump) ATTR_DATA_CACHE_ALIGN;
#define W_POINTLUMPNUM(x) W_GetLumpData(x)
/*---------- */
/*BASE LEVEL */
/*---------- */
void D_DoomMain (void);
void D_DoomLoop (void);
extern boolean demoplayback, demorecording;
extern unsigned *demo_p, *demobuffer;
extern skill_t startskill;
extern int startmap;
extern gametype_t starttype;
extern int startsave;
extern boolean startsplitscreen;
/*--------- */
/*SYSTEM IO */
/*--------- */
#define SCREENWIDTH 320
#define SCREENHEIGHT 180
void I_Init (void);
byte *I_WadBase (void);
byte *I_ZoneBase (int *size);
void* I_RemapLumpPtr (void* ptr) ATTR_DATA_CACHE_ALIGN;
/* return a pointer to a 64k or so temp work buffer for level setup uses */
/*(non-displayed frame buffer) */
/* Vic: changed this to always return buffer memset to 0 */
byte *I_TempBuffer (void);
/* temp work buffer which may contain garbage data */
byte *I_WorkBuffer (void);
void I_FreeWorkBuffer(void);
byte *I_AllocWorkBuffer(int size);
pixel_t *I_FrameBuffer (void);
pixel_t* I_OverwriteBuffer(void);
pixel_t *I_ViewportBuffer (void);
int I_ViewportYPos(void);
int I_FrameBufferHeight(void);
int I_IsPAL(void);
void I_ClearFrameBuffer (void);
void I_ClearWorkBuffer(void);
void I_ResetLineTable(void);
void I_SetPalette (const byte *palette);
int I_ReadControls(void);
int I_ReadControls2(void);
int I_ReadMouse(int *pmx, int *pmy);
void I_NetSetup (void);
unsigned I_NetTransfer (unsigned buttons);
void I_NetStop(void);
boolean I_RefreshCompleted (void);
boolean I_RefreshLatched (void);
int I_GetTime (void);
int I_GetFRTCounter (void);
void I_Update (void);
void I_Error (char *error, ...) __attribute__((noreturn));
void I_StoreScreenCopy(void);
void I_RestoreScreenCopy(void);
void I_SwapScreenCopy(void);
#ifdef MARS
//#define USE_C_DRAW
#ifdef USE_C_DRAW
#define I_DrawColumnLow I_DrawColumnLowC
#define I_DrawFuzzColumnLow I_DrawFuzzColumnLowC
#define I_DrawColumnNPo2Low I_DrawColumnNPo2LowC
#define I_DrawSpanLow I_DrawSpanLowC
#define I_DrawColumn I_DrawColumnC
#define I_DrawColumnNPo2 I_DrawColumnNPo2C
#define I_DrawFuzzColumn I_DrawFuzzColumnC
#define I_DrawSpan I_DrawSpanC
#else
#define I_DrawColumnLow I_DrawColumnLowA
#define I_DrawFuzzColumnLow I_DrawFuzzColumnLowA
#define I_DrawColumnNPo2Low I_DrawColumnNPo2LowA
#define I_DrawSpanLow I_DrawSpanLowA
#define I_DrawColumn I_DrawColumnA
#define I_DrawColumnNPo2 I_DrawColumnNPo2A
#define I_DrawFuzzColumn I_DrawFuzzColumnA
#define I_DrawSpan I_DrawSpanA
#endif
#endif
void I_DrawColumnLow(int dc_x, int dc_yl, int dc_yh, int light, fixed_t dc_iscale,
fixed_t dc_texturemid, inpixel_t* dc_source, int dc_texheight);
void I_DrawColumnNPo2Low(int dc_x, int dc_yl, int dc_yh, int light, fixed_t dc_iscale,
fixed_t dc_texturemid, inpixel_t* dc_source, int dc_texheight);
void I_DrawSpanLow(int ds_y, int ds_x1, int ds_x2, int light, fixed_t ds_xfrac,
fixed_t ds_yfrac, fixed_t ds_xstep, fixed_t ds_ystep, inpixel_t* ds_source, int dc_texheight);
void I_DrawColumn(int dc_x, int dc_yl, int dc_yh, int light, fixed_t dc_iscale,
fixed_t dc_texturemid, inpixel_t* dc_source, int dc_texheight);
void I_DrawColumnNPo2(int dc_x, int dc_yl, int dc_yh, int light, fixed_t dc_iscale,
fixed_t dc_texturemid, inpixel_t* dc_source, int dc_texheight);
void I_DrawSpan(int ds_y, int ds_x1, int ds_x2, int light, fixed_t ds_xfrac,
fixed_t ds_yfrac, fixed_t ds_xstep, fixed_t ds_ystep, inpixel_t* ds_source, int dc_texheight);
void I_DrawFuzzColumn(int dc_x, int dc_yl, int dc_yh, int light, fixed_t frac_,
fixed_t fracstep, inpixel_t* dc_source, int dc_texheight);
void I_DrawFuzzColumnLow(int dc_x, int dc_yl, int dc_yh, int light, fixed_t frac_,
fixed_t fracstep, inpixel_t* dc_source, int dc_texheight);
void I_DrawColumnNoDraw(int dc_x, int dc_yl, int dc_yh, int light, fixed_t frac_,
fixed_t fracstep, inpixel_t* dc_source, int dc_texheight);
void I_DrawSpanNoDraw(int ds_y, int ds_x1, int ds_x2, int light, fixed_t ds_xfrac,
fixed_t ds_yfrac, fixed_t ds_xstep, fixed_t ds_ystep, inpixel_t* ds_source, int dc_texheight);
void I_Print8 (int x, int y, const char *string);
int I_Print8Len(const char* string);
void I_DebugScreen (void);
/*---- */
/*GAME */
/*---- */
void G_DeathMatchSpawnPlayer (int playernum);
void G_Init(void);
void G_InitNew (skill_t skill, int map, gametype_t gametype, boolean splitscreen);
void G_ExitLevel (void);
void G_SecretExitLevel (void);
void G_WorldDone (void);
void G_RecordDemo (void);
int G_PlayDemoPtr (unsigned *demo);
int G_LumpNumForMapNum(int map);
/*----- */
/*PLAY */
/*----- */
void P_SetupLevel (int lumpnum, skill_t skill);
void P_Init (void);
void P_Start (void);
void P_Stop (void);
int P_Ticker (void);
void P_Drawer (void);
void P_Update (void);
void IN_Start (void);
void IN_Stop (void);
int IN_Ticker (void);
void IN_Drawer (void);
void M_Start (void);
void M_Start2(boolean startup);
void M_Stop (void);
int M_Ticker (void);
void M_Drawer (void);
void F_Start (void);
void F_Stop (void);
int F_Ticker (void);
void F_Drawer (void);
void AM_Control (player_t *player);
void AM_Drawer (void);
void AM_Start (void);
/*----- */
/*OPTIONS */
/*----- */
extern VINT o_musictype;
void O_Init (void);
void O_Control (player_t *player);
void O_Drawer (void);
void O_SetButtonsFromControltype(void);
/*----- */
/*STATUS */
/*----- */
void ST_Init (void);
void ST_Ticker (void);
void ST_Drawer (void);
void ST_ForceDraw(void);
void ST_InitEveryLevel(void);
/*------- */
/*REFRESH */
/*------- */
struct seg_s;
void R_RenderPlayerView (int displayplayer);
void R_Init (void);
int R_FlatNumForName (const char *name);
int R_TextureNumForName (const char *name);
int R_CheckTextureNumForName (const char *name);
angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2) ATTR_DATA_CACHE_ALIGN;
struct subsector_s *R_PointInSubsector (fixed_t x, fixed_t y) ATTR_DATA_CACHE_ALIGN;
/*---- */
/*MISC */
/*---- */
int M_Random (void) ATTR_DATA_CACHE_ALIGN;
int P_Random (void) ATTR_DATA_CACHE_ALIGN;
void M_ClearRandom (void);
void P_RandomSeed(int seed);
void M_ClearBox (fixed_t *box);
void M_AddToBox (fixed_t *box, fixed_t x, fixed_t y);
/*---- */
/*WIPE */
/*---- */
#define WIPEWIDTH 160
int wipe_InitMelt(short *y);
int wipe_ExitMelt(void);
int wipe_StartScreen(void);
int wipe_EndScreen(void);
int wipe_ScreenWipe(short *y, short *yy, int ticks, int step);
/* header generated by Dave's sound utility */
#include "sounds.h"
/*============================================================================ */
/* */
/* jag additions */
/* */
/*============================================================================ */
#ifndef MARS
extern pixel_t *workingscreen;
extern int junk, spincount;
#endif
#ifdef JAGUAR
extern volatile int ticcount, joybuttons;
#define BLITWAIT while ( ! ((junk=*(int *)0xf02238) & 1) ) ;
#define JP_NUM 1
#define JP_9 2
#define JP_6 4
#define JP_3 8
#define JP_0 0x10
#define JP_8 0x20
#define JP_5 0x40
#define JP_2 0x80
#define JP_OPTION 0x200
#define JP_C 0x2000
#define JP_PWEAPN 0x4000 // CALICO: previous weapon input
#define JP_NWEAPN 0x8000 // CALICO: next weapon input
#define JP_STAR 0x10000
#define JP_7 0x20000
#define JP_4 0x40000
#define JP_1 0x80000
#define JP_UP 0x100000
#define JP_DOWN 0x200000
#define JP_LEFT 0x400000
#define JP_RIGHT 0x800000
#define JP_B 0x2000000
#define JP_PAUSE 0x10000000
#define JP_A 0x20000000
#define BT_A JP_A
#define BT_B JP_B
#define BT_C JP_C
#define BT_OPTION JP_OPTION
#define BT_PAUSE JP_PAUSE
#define BT_STAR JP_STAR
#define BT_HASH JP_NUM
#define BT_1 JP_1
#define BT_2 JP_2
#define BT_3 JP_3
#define BT_4 JP_4
#define BT_5 JP_5